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Copyright (2007) Cogito of Gamefaqs
All rights reserved. No part of this document may be used or reproduced
unless within legal rights or with permission of the author.
This document is for private use only.
In Grand Phantasm, the player controls a party of three but starts with
Edge and Iris. Nell, the third member, joins later.
Unlike a typical RPG where each character has a fixed class, Edge and
Nell have the option of changing their classes, known as blades, when
the appropriate requirement is met. In order to gain a new class, the
player has to defeat certain monsters, which have possessed Mana, and
free the latter. In return, the Mana lends its power to the party to
grant a new class and a new spell.
Edge starts with [Normal] and has 5 blades in total and they are
[Normal], [Jiptus], [Plua], [Luplus] and [Fanatos].
Nell starts with [Normal] and also has 5 blades in total and they are
[Normal], [Diema], [Nymph], [Siren] and [Faustus].
Iris is fixed as [Normal] class throughout the game but whenever she
forges a contract with a Mana, she gains a new summon spell.
Each class has its own advantages and disadvantages and the player
should play around with the character's equipment to maximize its
potential while minimizing its weaknesses.
For example, it makes little sense to increase ATK on a character that
uses a MAG weapon and has only MAG skills, where only MATK is
considered.
Each class will be organized in the following format
Name
Strongest Weapon
Skill Table
Skill Evaluation
Class Evaluation
*Names on the right of the blade are entirely fictional. They are there
for my own reference.
Strongest Weapon will be organized in this manner -
--------------------------------
| Name HIT TYPE ELE |
| STATS |
--------------------------------
Skill evaluation will be organized in this manner -
Name | TYPE | ELE | COST | SPD | TARGET |
Comments
HIT – Number of hits are inflicted with each normal attack
TYPE – Physical [PHY] or magic [MAG] attribute
ELE - Element
(Undead[UND], Beast[BST], Puni, Demon[DEM], Dragon[DRG], Fire, Ice,
Lightning[LIT], status effect[STAT] and special [SPEC])
STATS - What attributes are increased by the weapon.
COST - Cost to activate the skill
SPD - How fast the cooldown requires. Max is 8, signifying an
instant effect.
TARGET - How many creatures are affected and how many times this skill
will activate
([S] - small AoE, [M] - medium AoE, [L] - Large AoE, ST - Single
target, ALL - all enemies or allies, LINE - a horizontal line)
(EG. ST x 3 = Targets single creature and skill activates three times
in total)
Pyre Bunker | PHY | FIRE | 1 | 5 | ST |
Comments:
Very good for increasing burst gauge due to the high number of hits.
One of the winning attractions to use this class.
Windmill | PHY | | 1 | 5 | STx3 |
Comments:
Not too bad as it deals some damage and helps to increase the burst
gauge a little.
I like to mix this up with its advanced version to annoy the boss.
Buster Drive | PHY | UND | 2 | 5 | [S] |
Comments:
It will be very rare for this skill to hit more than one enemy target.
Frankly, comparing this with Pyre bunker, the latter is better most of
the time.
However, for a certain mission boss, this skill is considerably
effective.
Chain Digger | PHY | | 3 | 2 | ST |
Comments:
Among all Edge's skills, this skill has many limitations.
Its damage is dependent on No. of Chains, which is only available
during Burst Mode.
Furthermore, this skill costs 3 charges, in which you could opt for
another cross rain.
Due to its low speed of 2, it is only feasible to use near the end of
the burst mode.
Considering all its weaknesses, its strengths, if any, are unable to
justify using this skill often.
Cross Rain | PHY | | 3 | 3 | STx4 |
Comments:
This skill is the advanced version of Windmill. It has higher damage,
activated more times and hits more times per summon.
On the other hand, it also has a higher cost and lower speed.
Basically, mixing both skills together tends to minimize both skills'
weaknesses and maximizes their strengths.
++++++++++++++++++++++++++++++++
Class evaluation:
CLASS ATK MATK SPD DEF MDEF ATTRIBUTE
Normal 172 83 45 167 104 PHY
Single target -
Quite good. Combining Windmill, Cross rain and pyre bunker, this class
can constantly build up the burst gauge while damaging the enemy.
If [Normal] has an advanced version of pyre bunker to use during burst
mode, this class would have been a formidable class.
Mutli target -
Rather poor, weakness becomes more glaring when facing a large number
of enemies. Most of its skills are single target and a [S] skill is no
different from ST.
By the time you enter Grimoire Castle, its kill efficiency starts to
become weaker. Leaving a monster at critical health means another
attack is required, thus prolonging the battle time.
Considering that most battles consist of several monsters,
attractiveness of [Normal] gradually decreases as it is not fast and
unable to kill a large mob efficiently.
[Create Life] - Bone Bites, Zombie Rain, Cursed Dragon, Death Call and
Resurrection
Bone Bites | PHY | | 1 | 6 | ST |
Activation Cost: Beast Fang
Comments:
A standard ST skill with little faults to nitpick.
Zombie Rain | PHY | STAT | 1 | 5 | [L] |
Activation Cost: Puniball
Comments:
A cost effective AoE skill with poison effect.
Cursed Dragon | PHY | STAT | 2 | 5 | ALL |
Activation Cost: Dragon Bone
Comments:
Dragon Bone is not in abundance until Dakascus. An alternative skill to
Zombie Rain.
Also have curse effect.
Death Call | PHY | STAT | 2 | 5 | STx3 |
Activation Cost: Monster Bone
Comments:
This skill is the intermediate of Windmill and Cross rain of [Normal].
Probably because of this skill, [Normal] felt less unique.
Ressurrection | MAG | | 2 | 4 | ALL |
Activation Cost: Fragment of Aion
Comments:
Frankly due to the activation cost, this skill will be rarely used.
Useful when situation needs it as it resurrects and cure status
effects.
Soul Eater | PHY | | 3 | 6 | ST |
Comments:
It is powerful and costly but its main attraction is to provide Edge an
alternative to heal his HP. May be useful when fighting a boss.
Ark Coffin | | STAT | 1 | 7 | ST |
Comments:
In early game, this skill can be devastating as if it suceeds, it not
only makes the monster weak to fire, it also prevents the monster from
attacking for a while.
Unfortunately, the game mechanics prevents this skill from being a
gamebreaker as bosses are immune to it.
Crazed Burial | | SPEC | 1 | 7 | ALL |
Comments:
Requires a short time before this skill takes effect. Any creature
under the [Coffin] effect is instantly killed.
Useful if the player can spare the charges to trap 2 or more creatures.
Soul Burst | PHY | | ALL | 3 | ST |
Comments:
The number of hits depends on the charge gauge. Uses up the charge
meter.
This skill is most devastating when immediately activated in burst
mode.
In my opinion, this skill potentially inflicts the most damage at the
greatest cost in one sitting.
++++++++++++++++++++++++++++++++++
Class evaluation:
CLASS ATK MATK SPD DEF MDEF ATTRIBUTE
Jiptus 258 103 33 192 88 PHY
Among all Edge's classes, [Jiptus] offers a well-balanced array of
skills, thus increasing its versatility against enemies.
[Jiptus] has the highest ATK, thus every hit is powerful. For a short
while, [Jiptus] could 1HKO some enemies, even those who are not weak to
its weapon.
However, it also has a major weakness. It has the lowest speed. Hence,
many monsters in late-game have a good chance of attacking before Edge
gets his turn. Having the attribute [Quick] on Edge could help to
minimize this weakness, especially for prolonged battles.
Strongest Weapon:
Demon Fang Blade 5 HIT PHY DEM
ATK 95 MATK 48 SPD 48
Comments:
As if [Plua] is not fast enough, this weapon makes Edge even faster.
Although most classes have a problem of equipping a certain accessory,
this weapon nullifies its weakness and reaps the benefits.
Strange thing is that I don't exactly understand the purpose of
increasing MATK.
Blink | PHY | | 2 | 7 | ST |
Comments:
If this skill has a cost of 1, it could be a gamebreaker.
If you can spare the charge cost, you could inflict some damage and
have your turn again.
Attach Charge(L) and you 'reduce' the cost of this skill to 1.
Phantom Shift | | | |AUTO | SELF |
Comments:
This skill automatically nulls any attack or skill at a chance for no
cost.
A very desirable skill.
Personal Call | MAG | | 1 | 7 | SELF |
Comments:
This skill creates a clone that works independently of Edge for three
turns. Thus, it essentially doubles Edge's turn.
It also inherits Edge's attributes, thus even [Quick] can take effect
for it.
To abuse this skill, just let the clone on its 3rd turn cast [Personal
Call]. Combine it with Charge(L), this skill becomes exceedingly
difficult to negate.
On a sidenote, I think this skill should be categorized as special,
instead of magical.
Dancing Edge | PHY | | 5 | 1 | ALL |
Comments:
Very expensive skill. Despite it attacks all enemies, it has a hefty
cost of 5 and a long cooldown time. Not worth casting in most
situations.
Illusion Edge | PHY | | 3 | 4 | ST |
Comments:
This skill is somewhat costly but it has some interesting features.
Firstly, it has a high HIT count, thus making it easier to enter burst
mode.
Secondly, it refills more than the loss during burst mode.
+++++++++++++++++++++++++++++++++++++
Class evaluation:
CLASS ATK MATK SPD DEF MDEF ATTRIBUTE
Plua 129 107 112 141 114 PHY
In early game, this class can be difficult to use as its offensive
skills are rather costly and its ATK is the lowest. Furthermore,
Charge(S) was insufficient to maximize this class's potential.
However, after getting a few things, this class suddenly changes from
an average joe to top dog. With [Quick]+Charge(L)+Speed(L), Edge became
a charge generator that could fund intensive spellcasting of others.
Granted, its damage is still low and is still inefficient in dealing
with large mobs. Rather than simply using Edge to brute force every
thing, [Plua] is specialized in building the burst gauge and charge
meter with its quick speed.
Hence to complement [Plua], either Nell or Iris has to take the role of
the damage dealer.
Time Refresh | MAG | | 2 | 6 | ALL |
Comments:
Erase Time effects.
It negates all the status effects of the enemies but it is generally
useless, since casting de-buff spells will overwrite buffs.
For example, successfully casting [Slow] on an enemy with [Haste] will
result in the enemy with [Slow] effect.
Strangely, it seems to negate negative effects of the player's party as
well, since my party became un-poisoned after casting [Time Refresh].
Memerise | | SPEC | 0 | 7 | ST |
Comments:
A ST sleep spell at no charge cost. A situational kind of spell.
In my opinion, I rather cast a sleep spell that affects all enemies
rather than one target. Better still; kill the enemy before it poses
any threat.
Time Quake | MAG | | 2 | 5 | [L] |
Comments:
Decreases the affected's MDEF. Very useful if you know how to use it
effectively.
Slow | MAG | | 1 | 5 | ST |
Comments:
Since this skill is not SPEC or STAT-type, most enemies will be unable
to prevent it from affecting it. A great spell to counter those bosses
that can cast haste.
One minor weakness is that it only targets one enemy, so it will
probably be cast on boss or powerful chuu-boss enemies.
The major weakness is that this spell can miss, even if the target has
no magic resistance.
Cosmic Bane | MAG | | 3 | 3 | ALL |
Comments:
Speed is a bit slow and cost is a little high.
It affects all enemies and is able to significantly knockback even
high-level monsters. A more powerful version than Iris' [Mana Storm]
Useful if you can afford the cost.
+++++++++++++++++++++++++++++++++
Class evaluation:
CLASS ATK MATK SPD DEF MDEF ATTRIBUTE
Luplus 86 166 49 108 182 MAG
[Luplus] is usually the last class Edge gets so not many bosses get the
chance to get a taste of it.
This class has some good skills and several situational ones. [Luplus]
complements a mage party with its ominous [Time Quake]. Depending on
the situation, [Luplus] also can heavily knockbacks with [Cosmic Bane]
and makes it difficult for enemies with [Slow], subsequently increasing
your party's survival.
To make [Luplus] even more attractive, its SPD is 3rd among the 5
classes and is close to the 50 SPD mark.
____________________________
<Fanatos> (EDGFANA)
[Fanatos] class - Winged Crusader
Strongest Weapon:
Alectorian 6 HIT MAG ELEC
ATK 56 MATK 112 SPD 56 DEF 56 MDEF 56
Comments:
Mainly because of this weapon, [Fanatos] becomes faster than [Luplus]
and thus become the second fastest.
6 HIT makes it quite good for increasing the burst gauge.
+++++++++++++++++++++++++++++++++
Skill Table:
---------------------------------------------------------
| Name | TYPE | ELE | COST | SPD | TARGET |
---------------------------------------------------------
| Reincarnation | | | |AUTO | SELF |
---------------------------------------------------------
| Grateful Pain | PHY | | 1 | 5 | LINE |
---------------------------------------------------------
| Shadow's End | MAG | | 2 | 5 | ST |
---------------------------------------------------------
| Sacrifice | PHY | | 2 | 8 | ALL |
---------------------------------------------------------
| Godly Beam | MAG | | 3 | 3 | ALL |
---------------------------------------------------------
Reincarnation | | | |AUTO | SELF |
Comments:
Auto resurrects with magic boost. Quite useful since this class has
several suicidal skills.
Grateful Pain | PHY | | 1 | 5 | LINE |
Comments:
A cost-effective skill to use.
Shadow's End | MAG | | 2 | 5 | ST |
Comments:
Damages self to inflict high damage to enemy. Damage is dependent on
HP.
I think the damage to self is approx. 50% of max HP and it dealt around
1800 damage to a boss with a lv3x Edge.
Sacrifice | PHY | | 2 | 8 | ALL |
Comments:
Instant effect. Damages self to critical to heal all allies.
Frankly, not my cup of tea since it puts Edge at great risk of dying.
Using HealAll is safer.
However, he still has [reincarnation] if he does die.
Godly Beam | MAG | | 3 | 3 | ALL |
Comments:
Attacks all enemies and casts ATK & MATK down on the survivors.
Basically, it is a greatly improved version of Iris' [Jiptus] summon.
+++++++++++++++++++++++++++++++++
Class evaluation:
CLASS ATK MATK SPD DEF MDEF ATTRIBUTE
Fanatos 223 145 40 208 187 BOTH
[Fanatos] is a radical class that allows Edge to choose between
physical and magical damage. The advantage of it is that it grants him
diversity, where he can switch to magical damage when the monster is
physical resistant and vice versa. Its base offensive stats are second
for both among Edge's blades.
However, as there is no skill that grants [Magic(L)] and [Attack(L)] at
the same time, Edge is unable to maximise this class' potential.
Equipping [Atkspec] is an alternative but it is significantly weaker
than the (L) versions when the specific stat is high.
Iris' class will be organized in the following format
Name
Strongest Weapon
Skill Table
Skill Evaluation
Class Evaluation
*Names on the right of the blade are entirely fictional. They are there
for my own reference.
Strongest Weapon will be organized in this manner -
--------------------------------
| Name HIT TYPE ELE |
| STATS |
--------------------------------
Skill evaluation will be organized in this manner -
Name | TYPE | ELE | COST | SPD | TARGET |
Comments
HIT – Number of hits are inflicted with each normal attack
TYPE – Physical [PHY] or magic [MAG] attribute
ELE - Element
(Undead[UND], Beast[BST], Puni, Demon[DEM], Dragon[DRG], Fire, Ice,
Lightning[LIT], status effect[STAT] and special [SPEC])
STATS - What attributes are increased by the weapon.
COST - Cost to activate the skill
SPD - How fast the cooldown requires. Max is 8, signifying an
instant effect.
TARGET - How many creatures are affected and how many times this skill
will activate
([S] - small AoE, [M] - medium AoE, [L] - Large AoE, ST - Single
target, ALL - all enemies or allies, LINE - a horizontal line)
(EG. ST x 3 = Targets single creature and skill activates three times
in total)
Siren | | SPEC | 1 | 5 | ALL |
Comments:
Reduces a percentage of Max HP of all monsters. I think it is about
25%.
Situational use.
Jiptus | MAG | | 1 | 5 | ST |
Comments:
ATK + MATK down an enemy. Useful for bosses, especially when Edge is
not [Fanatos].
Diema | PHY | | 2 | 4 | LINE |
Comments:
The only physical-type spell for Iris. Also causes Knockback.
Useful if Iris needs to deal damage against monsters that are MAG
resistant/immune.
There is a glitch in this spell when a certain effect is equipped on
Iris.
Fanatos | MAG | ELEC | 3 | 3 | ST |
Comments:
Situational use.
For me, it is redundant unless used as a finisher due to its low SPD.
Faustus | MAG | STAT | 1 | 5 | ST |
Comments:
This spell can drain an enemy's HP but more importantly is the ability
to permanently eliminate all traits of the target.
It is useful in situations like when an enemy possesses an awful
combination of resist traits, like strongly resistant to PHY and MAG.
However, it fails to work if the enemy is immune to STAT effect, and
many bosses have that trait.
Luplus | MAG | | 3 | 3 | ALL |
Comments:
Casts [Haste] effect on all allies. A bit costly but the main drawback
is the slow recovery for Iris.
Mana Storm | MAG | | 2 | 5 | [L] |
Comments:
The only (L) spell Iris has. A standard AoE spell otherwise.
Elemental | MAG | | 1 | 5 | ST |
Conversion
Comments:
Gains more money if enemy is killed by this spell.
I sometimes use it in lieu of normal attack when the latter just fall
short from burst mode.
+++++++++++++++++++++++++++++
Class evaluation:
CLASS ATK MATK SPD DEF MDEF ATTRIBUTE
Normal 95 343 53 99 305 MAG
Iris' natural MATK is wonderful, although part of it came from leveling
her alchemy LV.
Iris has a variety of spells that make her somewhat unique.
For example, [Jiptus] and [Faustus] from the summoning section are
noteworthy spells.
[Mana storm] helps with mob control and Iris can rely on [Elemental
Conversion] against a single target.
Strangely, she does not learn any healing spells when considering how
fragile she is.
Suggestion: Try equipping useful accessories to make use of Iris' high
MATK.
Nell' class will be organized in the following format
Name
Strongest Weapon
Skill Table
Skill Evaluation
Class Evaluation
*Names on the right of the blade are entirely fictional. They are there
for my own reference.
Strongest Weapon will be organized in this manner -
--------------------------------
| Name HIT TYPE ELE |
| STATS |
--------------------------------
Skill evaluation will be organized in this manner -
Name | TYPE | ELE | COST | SPD | TARGET |
Comments
HIT – Number of hits are inflicted with each normal attack
TYPE – Physical [PHY] or magic [MAG] attribute
ELE - Element
(Undead[UND], Beast[BST], Puni, Demon[DEM], Dragon[DRG], Fire, Ice,
Lightning[LIT], status effect[STAT] and special [SPEC])
STATS - What attributes are increased by the weapon.
COST - Cost to activate the skill
SPD - How fast the cooldown requires. Max is 8, signifying an
instant effect.
TARGET - How many creatures are affected and how many times this skill
will activate
([S] - small AoE, [M] - medium AoE, [L] - Large AoE, ST - Single
target, ALL - all enemies or allies, LINE - a horizontal line)
(EG. ST x 3 = Targets single creature and skill activates three times
in total)
Strongest Weapon:
Peacemaker.........5 HIT....PHY....DEM
ATK 120....DEF 60
Comments:
This weapon is the base point I used to compare the other weapons, so
no comments about it.
+++++++++++++++++++++++++++++++++
Skill Table:
---------------------------------------------------------
| Name | TYPE | ELE | COST | SPD | TARGET |
---------------------------------------------------------
| Armor Piercing | PHY | | 1 | 6 | [M] |
---------------------------------------------------------
| Quick Panther | PHY | | 1 | 7 | ST |
---------------------------------------------------------
| Break Slash | PHY | | 1 | 6 | ST |
---------------------------------------------------------
| Life Convert | | SPEC | 0 | 5 | SELF |
---------------------------------------------------------
| Ein Zecksclaw | PHY | | 3 | 4 | ST |
---------------------------------------------------------
Armor Piercing | PHY | | 1 | 6 | [M] |
Comments:
This skill comes with "Ignore Defense" Effect.
Considering [Normal]'s low ATK, this skill is very useful, especially
against monsters with high defenses.
Quick Panther | PHY | | 1 | 7 | ST |
Comments:
Another alternative choice of skill if the player wants Nell to get her
turn faster.
Break Slash | PHY | | 1 | 6 | ST |
Comments:
Another alternative choice of skill if the player prioritises Knockback
effect.
Life Convert | | SPEC | 0 | 5 | SELF |
Comments:
Nells heavily damages herself to increase the charge meter.
Not sure if the skill charges by 10 but it usually max out the gauge
for me when I need it.
A potential good skill if the player can figure out how to keep Nell
alive.
Ein Zecksclaw | PHY | | 3 | 4 | ST |
Comments:
Multihits and has high chance to critical.
Not much to nitpick on.
+++++++++++++++++++++++++++++++
Class evaluation:
CLASS ATK MATK SPD DEF MDEF ATTRIBUTE
Normal 127 153 62 134 142 PHY
Stat-wise, this blade has the lowest ATK among Nell's physical-type
classes but has relatively adequate speed.
To compensate for her low damage output, Nell will likely rely more on
her speedy skills as many are SPD 6 or 7 and are also low in charge
cost.
To make this class more attractive, each skill is attached with an
additional effect, ranging from ignoring enemy's DEF to knockback
effects.
During burst mode, Nell can switch to [Ein Zecksclaw] to inflict more
damage while slowing down the burst gauge loss.
While [Normal] is competent against a single target, Nell is rather
weak when dealing with large mobs as all, except one, skills are ST.
Although armor-piercing is (M), the positioning of enemies will
generally deny Nell from encompassing more than two targets.
Considering most generic battles consists of several monsters, [Normal]
begins to falter in kill efficiency by the time you enter Grimoire
Castle.
One skill that makes this blade unique is [Life Convert]. In the hands
of a competent player, you can abuse it to keep the charge meter well
above average and use Iris or Edge to spam powerful skills/spells to
destroy your enemies. How effective can one keep Nell alive will
determine which side of the fine line is the player standing on.
Strongest Weapon:
Nell's Comet 1 HIT PHY
ATK 262
Comments:
A weapon with no equal in your arsenal. A distinct drawback is that it
has only 1 HIT so do not think of relying on Nell to charge the burst
gauge with this weapon.
Armor Break | PHY | | 1 | 5 | ST |
Comments:
Causes the status effect DEF down. When Nell is already strong in this
class, this skill makes [Diema] even more powerful.
Very useful.
Mind's Eye | PHY | | 1 | 7 | ST |
Comments:
Players that like using [Critical] attachments can chuck it out of the
window for this class.
Casting this skill ensures No MISS & always critical for Nell (and only
Nell) on the specific target.
One great importance of this skill is that it negates the negative side
effect of Lance Stamp.
However, this skill does not negate blocking.
Trample Charge | PHY | | 2 | 5 | [L] |
Comments:
A standard AoE skill.
Lance Stamp | PHY | | 2 | 5 | ST |
Comments:
This skill is powerful for a cost of 2 charges and also has strong
knockback effect.
The main weakness of this skill is low accuracy. Nell will miss quite
often with this skill if you do not use [Mind's eye] beforehand.
Chariot | PHY | | 3 | 4 | ALL |
Comments:
A more powerful version of [Trample Charge], with slightly lower SPD
and higher charge cost but has the benefits of attacking all enemies.
+++++++++++++++++++++++++++++++++++++
Class evaluation:
CLASS ATK MATK SPD DEF MDEF ATTRIBUTE
Diema 190 114 46 180 163 PHY
[Diema] is like Edge's [Jiptus], a physical-oriented class with the
ability to handle a single target or a large mob and boasts heavy
physical damage.
Casting [Mind's Eye] and [Armor Break] before spamming [Lance Stamp] is
one way to handle a single enemy while [Chariot] and [Trample Charge]
are effective to deal with mobs.
Strangely, [Diema] is faster than [Jiptus] when Diema is an Earth Mana.
One weakness of [Diema] is that it has great difficulties in increasing
burst gauge due to low HIT count. Therefore, do not think of relying on
her in this area.
Strongest Weapon:
Twig of Origin 6 HIT MAG
MATK 95 MDEF 48
Comments:
Being a Twig, I don't have much to comment on it except that it has an
adequate HIT count.
Sanctuary | MAG | | 2 | 5 | ALL |
Comments:
Affects all allies. Not only it cures all negative status effects, it
also grants element immunity.
It has some situational use, as it also prevents any negative status
effects, like curse or poison, from affecting your party while the
spell is still in effect.
Healing Echo - Summon spell genre that heals the party
Comments:
This spell genre is a great addition for any healer since it works
independent of the caster.
Heal Jar | MAG | | 1 | 3 | ALLx3 |
Activation Cost: Heal Jar
Comments:
Small HP recovery that affects the party.
X-Jar | MAG | | 2 | 3 | ALLx3 |
Activation Cost: X-Jar
Comments:
Medium HP recovery that affects the party
Heal All | MAG | | 2 | 3 | ALLx3 |
Activation Cost: Heal All
Comments:
Large HP recovery that affects the party
I used this spell most since it has the highest efficiency.
Cure Jar | MAG | | 1 | 3 | ALLx3 |
Activation Cost: Cure Jar
Comments:
Small HP recovery + status cure that affects the party
Elixir | MAG | | 3 | 3 | ALLx3 |
Activation Cost: Elixir
Comments:
Extreme HP recovery + status cure that affects the party.
Powerful but rarely used due to the rarity of Elixir.
Swiftness - HIT count genre
Comments:
Quite useful for boss battles to increase the burst gauge faster but I
seldom used them in normal battles.
Wind Circle | MAG | | 1 | 5 | ALL |
Activation Cost: Eicheloa
Comments:
Adds 0-1 additional HIT count to all allies. Not worth it.
Light Circle | MAG | | 1 | 5 | ALL |
Activation Cost: Gash Twig
Comments:
Adds 1 additional HIT count to all allies.
Soul Circle | MAG | | 1 | 5 | ALL |
Activation Cost: Pendelock
Comments:
Adds 2 additional HIT count to all allies
Not viable in early game when Pendelock is yet to be common.
Boost - stat effect genre
Comments:
They should have Speed Ward.
Power Ward | MAG | | 1 | 5 | ALL |
Activation Cost: Canaone Rock
Comments:
ATK up to all allies for 5 turns.
Magic Ward | MAG | | 1 | 5 | ALL |
Activation Cost: Legien Rock
Comments:
MAG up to all allies for 5 turns
Defense Ward | MAG | | 1 | 5 | ALL |
Activation Cost: Glansen Rock
Comments:
DEF up to all allies for 5 turns
Mental Ward | MAG | | 1 | 5 | ALL |
Activation Cost: Worthless Stone
Comments:
MDEF up to all allies for 5 turns
Frozen Shard | MAG | ICE | 3 | 5 | ST |
Comments:
Stun Up effect. Like it or not, this is the only offensive spell that
[Nymph] has.
+++++++++++++++++++++++++++++++
Class evaluation:
CLASS ATK MATK SPD DEF MDEF ATTRIBUTE
Nymph 76 244 77 100 184 MAG
[Nymph] has the highest MATK among Nell's classes and has the second
highest SPD.
Because [Nymph]'s spells are generally supportive, Iris or Edge should
go for pure offensive. Suggestion: Try equipping useful accessories to
make use of Nell's high MATK.
Frankly, I think the programmers should give her Speed Ward to increase
the SPD of the party.
Team Kobold | MAG | | 1 | 5 | ST |
Comments:
Nell gets a chance to get an item, if available, from the target enemy.
Even if Nell gets item X from Monster A, Monster A still have a chance
to drop item X upon death.
Trick or Treat | MAG | SPEC | 2 | 5 | ST |
Comments:
A chance to turn a monster into a candy-type item, like monster cookie.
May miss and if it succeeds, the party don't get any EXP for the
affected enemy.
Use it only if you need the candy.
Tinker Flux | MAG | | 1 | 5 | [L] |
Comments:
A low charge cost spell with (L) effect. Very useful to 1HKO many
monsters until late chapters where high-tiered monsters have a lot of
HP.
Kobold Hero | MAG | | 3 | 3 | ALLx3 |
Comments:
This spell has a moderate charge cost but has several good returns.
For one, it affects all enemies. Two, it knockbacks back. Three, it is
a summon spell that lasts three times.
Very useful, if the player can keep up with its charge cost.
Prism Tone | MAG | | 3 | 3 | ALL |
Comments:
HP recovery + Status cure. In my opinion, a charge cost of 3 is not
worth for a one-time affair but desperate times call for desperate
measures.
++++++++++++++++++++++++++++++++
Class evaluation:
CLASS ATK MATK SPD DEF MDEF ATTRIBUTE
Siren 95 206 86 134 213 MAG
[Siren] has the second highest MATK and has the highest SPD among
Nell's blades.
[Siren] is geared towards the sweeper archetype, where she specializes
in clearing large numbers of enemies at once.
[Tinker Flux] is one of the best spells to use until late chapters
because of its low cost and (L) effect. In one instance, it affected 6
enemies at the same time while a (M) effect spell only affected 2-3.
[Kobold Hero] is another useful spell but its upkeep is moderately
costly. Since it works independently of the caster, several castings of
it may have it appear one after another to annoy the enemy. Needs Iris
or Edge to support the intense charge consumption to spam this skill.
Forgetful Hammer| PHY | STAT | 1 | 4 | ST |
Comments:
It can also curse an enemy.
Chomp | PHY | SPEC | 1 | 3 | ST |
Comments:
A bit slow but carries a death effect.
Mug | MAG | | 2 | 3 | ST |
Comments:
You get to steal some money while inflicting pain.
Decoy Charge | MAG | ELEC | 2 | 2 | [M] |
Comments:
A (M) effect spell with a SPD of 2? Not useful in my opinion.
Gargantua | PHY | PHY | 3 | 4 | ALLx1 |
The summon does not take effect immediately but takes some time before
it activates.
+++++++++++++++++++++++++++++++++
Class evaluation:
CLASS ATK MATK SPD DEF MDEF ATTRIBUTE
Faustus 190 191 31 201 177 BOTH
Like Edge's [Fanatos], [Faustus] is a hybrid class that is able to use
physical and magical-based skills.
[Faustus] has a high natural ATK, comparable to [Diema], and her MATK
is somewhat adequate. However, [Faustus]'s SPD is terribly slow, even
slower than Edge's [Jiptus].
As her strongest weapon only has 130 HP, 130 ATK and 0 MATK, using
magic feels somewhat unsatisfying.
Considering how often monsters in late chapters have resistance or
immunity to SPEC or STAT, it may be difficult to use [Faustus]'s low-
cost ST skills effectively.
For the purpose [Decoy Charge] is supposed to serve, I feel that it is
inadequate because of its SPD and its AoE is only (M) when it costs 2
charges.
[Gargantua] may be adequately powerful but it activates only once and
takes some time before it activates. Not my cup of tea.
In conclusion, the apparent disadvantages of this blade simply
overwhelm any plausible advantages Nell inherits.
This FAQ is made so that players can see what each class offers, in
its base form. The overall effectiveness of each class is still
dependent on the player's ability to coordinate.