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Department Heaven Episode IX
"Gungnir: Inferno of the Demon Lance and the War of Heroes"
Gungnir Full Walkthrough and FAQS
Version 1.2
Serenitys_Cat, Resident Feline on the Firefly-Class Transport Serenity
First Posted 01/27/2014





*************************
*                       *
*   TABLE OF CONTENTS   *
*                       *
*************************

1.0   Version History
2.0   Introduction
3.0   Getting the Basics Down
4.0   Walkthrough
  4.01   Scene 01: Caravan Raid [SC01]
  4.02   Scene 01-02 Interlude [INTER-01-02]
  4.03   Scene 02: Esperanza Training [SC02]
  4.04   Scene 02-03 Interlude [INTER-02-03]
  4.05   Scene 03: In Defense of Espada [SC03]
            Scene 03-1-A [SC03-1-A]
            Scene 03-1-B [SC03-1-B]
            Scene 03-2 [SC03-2]
            Scene 03-3 [SC03-3]
            Scene 03-4 [SC03-4]
  4.06   Scene 03-04 Interlude [INTER-03-04]
  4.07   Scene 04: Ambushing the Gate of Lament [SC04]
  4.08   Scene 04-05 Interlude [INTER-04-05]
  4.09   Scene 05: Battle at Maleca Village [SC05]
  4.10   Scene 05-06 Interlude [INTER-05-06]
  4.11   Scene 06: Encounter in the Forest of Tranquility [SC06]
            Scene 06-1 [SC06-1]
            Scene 06-2 [SC06-2]
  4.12   Scene 06-07 Interlude [INTER-06-07]
  4.13   Scene 07: Liberation of Carozza Prison [SC07]
  4.14   Scene 07-08 Interlude [INTER-07-08]
  4.15   Scene 08: Assault on Victrion Stronghold [SC08]
  4.16   Scene 08-09 Interlude [INTER-08-09]
  4.17   Scene 09: Battle at the Vast Fissure [SC09]
  4.18   Scene 09-10 Interlude [INTER-09-10]
  4.19   Scene 10: Siege on Golgotha Fort [SC10]
            Scene 10-1 [SC10-1]
            Scene 10-2 [SC10-2]
  4.20   Scene 10-11 Interlude [INTER-10-11]
  4.21   Scene 11: Escape from Victrion [SC11]
            Scene 11-1 [SC11-1]
            Scene 11-2 [SC11-2]
  4.22   Scene 11-12 Interlude [INTER-11-12]
  4.23   Scene 12: Battle with Corpses [SC12]
  4.24   Scene 12-13 Interlude [INTER-12-13]
  4.25   Scene 13 [SC13]
  4.26   Scene 13-14 Interlude [INTER-13-14]
  4.27   Scene 14: Encounter in the Desert of Ruin [SC14]
  4.28   Scene 14-15 Interlude [INTER-14-15]
  4.29   Scene 15 [SC15]
  4.30   Scene 15-16 Interlude [INTER-15-16]
  4.31   Scene 16: Battle at the Northern Permafrost [SC16]
            Scene 16-1 [SC16-1]
            Scene 16-2 [SC16-2]
  4.32   Scene 16-17 Interlude [INTER-16-17]
  4.33   Scene 17: Fending off the Mountain Bandits [SC17]
  4.34   Scene 17-18 Interlude [INTER-17-18]
  4.35   Scene 18: Battle at Port Azzurri [SC18]
  4.36   Scene 18-19 Interlude [INTER-18-19]
  4.37   Scene 19: Recapturing Victrion [SC19]
  4.38   Scene 19-20 Interlude [INTER-19-20]
  4.39   Scene 20: Another Battle with Corpses [SC20]
  4.40   Scene 20-21 Interlude [INTER-20-21]
  4.41   Scene 21: A Stand at the Vast Fissure [SC21]
  4.42   Scene 21-22 Interlude [INTER-21-22]
  4.43   Scene 22: Showdown on Golgotha Fort [SC22]
  4.44   Scene 22-23 Interlude [INTER-22-23]
  4.45   Scene 23: Battle at Cannavaro [SC23]
  4.46   Scene 23-24 Interlude [INTER-23-24]
  4.47   Scene 24: Breaking Through Van der Dalt [SC24]
  4.48   Scene 24-25 Interlude [INTER-24-25]
  4.49   Scene 25: The Capture of Daltanica [SC25]
            Scene 25-1 [SC25-1]
            Scene 25-2 [SC25-2]
  4.50   Scene 25-26 Interlude [INTER-25-26]
  4.51   Scene 26: Showdown at Heidelgard Castle [SC26]
  4.52   Final Interlude: About the Endings [ENDINGS]
  4.53   Chaos Ending: Epilogue-B [EPILOGUE-B]
  4.54   Law Ending: Epilogue-A [EPILOGUE-A]
  4.55   Post-Game Interlude [POST-GAME]
5.0   Characters
  5.1   Story Characters
     5.01.01   Giulio
     5.01.02   Teresa
     5.01.03   Noah
     5.01.04   Claude
     5.01.05   Elise
     5.01.06   Ragnus
     5.01.07   Paulo
     5.01.08   Valerie
     5.01.09   Alissa
     5.01.10   Natalia
  5.2   Generic Characters
     5.02.01   Knight
     5.02.02   Brute
     5.02.03   Paladin
     5.02.04   Assassin
     5.02.05   Tamer
     5.02.06   Trickster
     5.02.07   Archer
     5.02.08   Gunner
     5.02.09   Thrower
     5.02.10   Priestess
     5.02.11   Sorceress
     5.02.12   Witch
  5.3   Non-Playable Characters
     5.03.01   Bandit
     5.03.02   General
     5.03.03   Necromancer
     5.03.04   Teller
     5.03.05   Mystic
     5.03.06   Chariot
  5.4   Monster Classes
     5.04.01   Harpy
     5.04.02   Pixie
     5.04.03   Wampyr
     5.04.04   Skeleton
     5.04.05   Golem
     5.04.06   Drake
     5.04.07   Undine
     5.04.08   Rail Cannon
6.0   Item List
     6.00.01   Preface: Alchemy Notes [ALC-NOTES]
     6.00.02   Alchemy Tables [ALC-TAB]
  6.01   Weapon List
     6.01.01   1H Sword
     6.01.02   Greatsword
     6.01.03   Rapier
     6.01.04   Axe
     6.01.05   Hammer
     6.01.06   Dagger
     6.01.07   Claw
     6.01.08   Tool
     6.01.09   Whip
     6.01.10   Katana
     6.01.11   Bow
     6.01.12   Bowgun
     6.01.13   Javelin
     6.01.14   Rod
     6.01.15   Grimoire
     6.01.16   Broom
     6.01.17   Mace
     6.01.18   Wand
     6.01.19   Trident
     6.01.20   Lance
     6.01.21   Scroll
     6.01.22   Magic Spear
     6.01.23   Physique
  6.02   Shield List
     6.02.01   Small Shields
     6.02.02   Large Shields
  6.03   Armor List
     6.03.01   Body Armor List
     6.03.02   Head Armor List
     6.03.03   Hand Armor List
     6.03.04   Foot Armor List
  6.04   Accessory List
  6.05   Consumable List
7.0   Status Effects
  7.01   Regular Ailments
  7.02   Elemental Ailments
  7.03   Special Ailments
  7.04   Added Effects
  7.05   Enemy-Only Ailments
8.0   FAQS
  8.01   System Questions
  8.02   General Questions
  8.03   Ending Questions
  8.04   Mechanics Questions
  8.05   Beat Questions
  8.06   Character Questions
  8.07   Weapon Questions
  8.08   Armor/ Accessory Questions
  8.09   Effect Questions
  8.10   Battle Questions
9.0   Extra Stuff
  9.01   Some Possible Challenges
  9.02   A Treatise on Alissa
  9.03   "Knights in the Nightmare" and Gungnir's Generics
10.0  Credits and Disclaimers













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                          SECTION 1.0   VERSION HISTORY

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Version History:

- Version 1.0 (01/27/14)
    Initial release. WOOT!

- Version 1.1 (06/10/14)
    Fixed a few typos and a few erroneous statements throughout. Reassessed
    equipment ratings, some due to conversation with Molivious.

- Version 1.2 (10/30/14)
    Fixed some more typos, revamped a few sections, and added in Section 9.03
    ("Knights in the Nightmare" and Gungnir's Generics).




















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                          SECTION 2.0   INTRODUCTION

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Greetings and salutations to you all. I am Serenitys_Cat, follower of fantasy
and fiction, and this is my third FAQ, and first full-length walkthrough, on
GameFAQs. Yay!

I'm going to be honest: Gungnir is probably one of my favorite games to have
come out in the last several years. Okay, the story's nothing new. Okay, the
characters are underdeveloped. Okay, the game is short and seems like only
half the game was delivered to us (sequel upcoming?? I hope so!) But none of
that removes or even detracts from the fact that Gungnir has one of the most
engaging, well-thought-out, intricate, entertaining battle systems I've ever
seen. By Scene Three of this game, I was hooked, and I've played it more now
than I can say.

While there are two strong guides for this game already on this site at this
time of writing, and while the Gungnir forums are awash with all kinds of
valuable information, there is no comprehensive compilation of all the
information required to master this incredible, in-depth, detail-oriented
game. That is what I have striven to create with this guide, combining my own
opinions with those I've found on the forums, backed up with all the
information I could find from the Internet and, of course, every detail I could
glean from the game itself. I offer to you now the fruits of my labor.

I sincerely hope it will prove of use to you during your journey to liberate
Gargania.

And may the stars protect us all.

-Serenitys_Cat




















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                    SECTION 3.0   GETTING THE BASICS DOWN

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Hello, everyone! In case you skipped the Introduction - don't worry, I'm not
judging, I do that all the time - let me welcome you to the guide. I won't
waste your time with grandiose speeches - that's what the Introduction was
for, after all - so let's just get cracking on giving you the tools you're
going to need to win this game. No, not just win this game. We are going to
crack this game open, arrange all of its organs in alphabetical order, and
serve them to ourselves on crystal dishes with a side salad and a nice
Chianti.

Sorry, that metaphor got a bit weird. (It's not the last time that's going
to happen, either. Sorry for all the rest of them in advance.)

So, what is this section for, exactly? Especially with a FAQ section at the
end of the guide? Well, simply put, when I first started this game, I had a
LOAD of questions about it. I'm not talking about the basic way to play the
game, either; the basic controls are pretty intuitive to anybody who's played
SRPGs before, and the game itself does a great job of giving you comprehensive
tutorials on all of Gungnir's controls and systems. No; I'm talking about the
basic judgment calls you have to make on the game, such as:

  "What difficulty should I pick?"
  "Should I recruit from the Camp or the Guild?"
  "Should I be using story characters or generic characters?"

The answers to all of these questions can be found in the FAQ at the end of
this guide as well, but that FAQ is large and unwieldy, and someone just
starting out needs answers to these questions stat. So, without further ado,
here's a crash course in some of the questions you might want answered before
you even pop this game into your game console.



.Which difficulty should I pick?
  Unless you have experience with Gungnir already or a LOT of confidence in
  your ability to play strategy RPGs, I STRONGLY advise that you start this
  game on Normal difficulty. I am an avid SRPG buff, and there is no way in
  hell that I would have been prepared for this game on Advanced difficulty
  the first time I picked it up.



.How much CAP % should I be using up?
  I personally like to aim for around 70-80% CAP on all of my characters. I
  have found that 70-80% gives me the right compromise between armor
  protection and freedom of movement. (That's just me, though.)



.Should I equip one weapon or two?
  This is kind of the wrong question to ask. The question you should be asking
  is not "Do I want to use one weapon or two?" but instead "Can I get
  everything I need for this character on one weapon?" If the answer is yes,
  you should pretty much always go for one weapon over two. It frees up more
  CAP for vital armor pieces and consumables, after all.

  However, more often than not, you will need two weapons in order to have
  your character performing all the jobs you need them to do on the field.
  Take a Priestess, for example. If you want her to have both a strong
  single-target heal and a strong multi-target heal, you are virtually forced
  to dual-wield Grimoires until you get ahold of either the Book of Nanai or
  the Book of Kirie. Similarly, Brutes will often want multiple axes on hand
  in order to destroy multiple pieces of enemy equipment without the need for
  a Base Panel.

  I personally prefer using two weapons whenever I can. I love the added
  versatility offered by a second weapon, both in terms of actions and in
  terms of elemental coverage. However, I do also believe that if you can
  manage to find a weapon that has everything you need on it - such as the
  Cryocross for a Witch - then equipping a second weapon is just taking up
  CAP you could be using in more optimal ways.



.How important are consumable items?
  In pretty much any situation, it is a good idea to spare the CAP needed to
  put a Medicinal Herb or a Potion on a character. Due to Gungnir's peculiar
  battle system, your Priestess or Paulo will probably not be able to heal
  every turn, and even when they can, sometimes it's just not possible to dole
  out healing to everybody who needs it at the same time. In these occasions,
  a Medicinal Herb - which activates immediately and has a very quick recovery
  time - can literally be the difference between life and death. You don't
  NEED them in order to finish the game, but it's a good idea to stock and use
  at least a few.



.Why are the War Gods only targeting my party?
  The War Gods target random characters every time you select Ragnarok.
  However, it's important to note that the War Gods like the underdogs! If
  you're losing a battle, they're more likely to target the way you want them
  to (enemies for the first three, allies for the last two). If you're
  winning, on the other hand, the War Gods are more likely to help your
  enemies than they are to help you! So be careful about using them. Always
  check which units a War God is targeting before confirming the action, and
  if the targeting isn't in your favor, exit out and Overclock exactly one
  tick. Every tick of the Overclock will cause the War Gods to rearrange their
  targets, so you can "shuffle" for a better setup by doing this.



.Should I recruit from the Camp or from the Guild?
  As a general rule, I advise against recruiting characters from the Camp.
  There are some Camp generics that are quite respectably powerful, and this
  guide will tell you who they are, but for the most part, Camp characters
  are overall weaker than those you can get from the Guild, and the random
  nature of getting the one you want to appear further detracts from their
  usefulness.



.In the Guild, should I recruit early in the game, in the middle, or late?
  This is a tricky question for many reasons. Personally, I prefer to do most
  of my recruiting early in the game. Character level is less important than
  Mastery and Specialty levels, so I prefer to have my characters around for
  as much of the game as possible in order to maximize these growths, even if
  they will probably end the game at a lower level than the high-end Guild
  members will be at. On the other hand, typically (though not always) the
  higher-level Guild members that can be recruited in the middle- or end-game
  will have higher stats and elemental affinities that are more suited for
  their class, which - especially if you Retry a mission or two to build up
  their Mastery and Specialty levels - can make them quite powerful. Arguments
  could be made for recruiting your generics at any point in the game, really;
  however, my personal preference is to do it early, and I will stand by it.



.Should I use generics or story characters for my main team?
  Unlike some games, where story characters are clearly overpowered compared
  to the generics, Gungnir's cast, both plot-relevant and not, are mostly
  well-balanced with one another. There's no dramatic benefit to using story
  characters over generics, nor the reverse. While you will want to pick at
  least two story characters to keep equipped, since only story characters
  can be Aces, there's no reason you can't field a full party of generics to
  go along with them throughout the game. In a nutshell: there is no answer
  to this question! Use whoever you like best.



.How many characters should I plan on using in my army?
  The highest number of characters you will ever be allowed to field on a map
  is six. However, while you can never field fewer characters than the game
  allows you to select, you can always leave some of them at the back of the
  stage, doing nothing, and focus on a smaller group than you are given. I
  have also tried cycling between several units between different stages, and
  there is definitely a point at which your units start struggling for Mastery
  and experience points, making the game more difficult. Choosing six "core"
  units is a great choice and my personal recommendation, but you can probably
  make do with as few as four or as many as eight, as long as you choose your
  units carefully. Of course, if you want to use more or fewer as a particular
  challenge to yourself....



.Should I bother with getting three-star ratings?
  Here is the interesting and counterintuitive thing about getting three-star
  ratings on the fights in this game: doing so actually makes your game more
  difficult. Not only is getting the items from treasure chests a challenge
  on its own, but your game will actually become slightly more difficult every
  time you three-star a stage. This is cool, because it allows the game to
  tailor its difficulty to your skill level, but it also means that if you're
  trying to three-star everything and then collect all the resulting items,
  you'll likely find yourself struggling as the game goes on. The items you
  obtain from chests can be very high-quality, so collecting them from chests
  is very rewarding if you can manage it, but honestly? I'd recommend waiting
  until a New Game + before you really focus on trying to three-star every
  stage and collect every chest. Since it's impossible to get every single
  item on one playthrough anyway (the endgame stages will have up to five
  chests containing unique items you can get nowhere else, yet only three can
  appear at a time,) use your first run to get a feel for the battle system
  and amass some powerful weapons to carry over into a perfect, three-star,
  item-collecting SECOND playthrough instead.



That should hopefully be enough information that you can start your game up
without feeling completely in the dark. If I'm doing my job correctly, any
other questions you may have shall be answered either throughout the guide,
where appropriate, or in the FAQ section at the end of the guide [8.0 FAQS].

Are you ready?

Let's play Gungnir!!!!!






























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                           SECTION 4.0   WALKTHROUGH

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    "All that I now possess seems far away
     And vanished worlds are real to me today."
       - "Faust Part One," by Goethe










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                                   [SC01]

                               **************
                              *** SCENE 01 ***
                               **************

                                NOBLE ASSAULT
                 Don't try to live nobly; you'll not succeed.

                                   Battle:
                                Caravan Raid


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SCENE 01
Victory Condition:
-Defeat all enemies.

Losing Condition:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: AUDBLA 11, 983 PM 14:30
Time limit: AUDBLA 15, 983 AM 6:00
Star Rating Times:
  < 10 hrs   ***
  >= 10 hrs, < 18 hrs   **
  >= 18 hrs, < 26 hrs   *

Ace Options: Giulio
Character Limit: 1

Guests:
  Assassin (Teresa)
     Cutlass +3
     Leather Clothes
     Potion x3

  Archer (Noah)
     Handmade Bow +3
     Leather Clothes
     Potion x3

  Thrower (Claude)
     Bamboo Pick +3
     Leather Clothes
     Potion x3



Enemies:
  Brute x1 (Wolfram)
  **********
  Francisca             Axe            N/A
  Leather Clothes       Body Armor     DEF +5


  Assassin x3 (Amalia, Evita, Melvira)
  ******
  Cutlass               Dagger         N/A
  Leather Clothes       Body Armor     DEF +5


  Gunner x1 (Theo)
  ******
  Slinger               Bowgun         N/A
  Leather Clothes       Body Armor     DEF +5



Chests:
  None

Objects:
  None



Welcome, one and all, to the first map of Gungnir! Don't worry if you have no
idea what you're doing; Gungnir eases you into battles a bit at a time with
quick, succinct, illustrated tutorial screenshots at regular intervals. While
these might be a bit annoying for veterans of the game, newcomers should pay
attention to every one, even if they think they already know what the tutorial
is saying! Some of Gungnir's systems are just a bit different from what you may
be used to, and it's best to understand how rather than just plunging right in.

Anyway, on with the actual fight. For now, you can only control Giulio; Teresa,
Noah, and Claude will move and act on their own. Move to the east to capture
the nearest Base Panel on your level of ground, then move back to the west and
down the dirt ramp. This dirt incline on the west side of the stage is the only
way to get to ground level without falling down the cliff, and while the damage
you take for falling is small, why suffer it needlessly? Just use the ramp.

It's easy to tell where you will take falling damage for moving, as you will
see the translucent icon of the character you are currently moving animate as
though it is falling and being hurt if the path you are considering goes over
a height the character will fall down. For the record, a character takes this
"falling damage" whenever they try to move between two heights with a greater
difference than the character's JUMP rating. In this case, Giulio has a JUMP
rating of 2; as a result, if he tries to move from a space with a height of 5.5
down to a space with a height of 3, he will take falling damage. A space of 4,
however, would be safe. Start getting used to looking out for that "falling
icon" animation now; I can't tell you how many times it's helped me.

Giulio starts out with 5 Mastery in his Iron Sword +3, which means his only
available attack at present is the single-target Norman Strike, which is enough
to put the hurtin' in on anybody he hits. Once you've used Norman Strike three
times, raising your Mastery of the Iron Sword to 8, Giulio will learn the Root
Blade skill. This skill attacks a row of three panels in any direction adjacent
to Giulio; very convenient when enemies are silly enough to bunch up!

Teresa will follow you down the ramp and jump into the fray to assist you with
her sharp Cutlass dagger. Between her and Giulio, you should be able to drop
any of the Assassins or the lone Gunner with just two or three attacks. Noah
and Claude are both ranged classes; Noah is an Archer, equipped with a bow as
you might expect, and Claude is a Thrower, equipped with a Bamboo Pick javelin.
Owing to their ranged nature, both Noah and Claude - rather than joining the
fray like Teresa - tend to linger at the top of the stage and take badly-aimed
potshots. No wonder Teresa is the fan favorite.

The stage "boss," Wolfram, is stronger than his Assassin and Gunner cronies,
but not by much. By the time you've finished his lackeys and grabbed all of
their items, your guests may have whittled him down by more than half his HP
already. Finish him off in style and bask in the glow of your first victory.

A note: unless you have the opportunity to strike multiple foes by using Root
Blade, try always to have Giulio use Norman Strike instead. As Giulio is a
Specialty I character and Norman Strike is a Specialty I attack, using Norman
Strike repeatedly will grant Giulio many small bonuses over time. Might as well
start collecting them now!



*************
* AFTERWORD *
*************

After the battle is over, you receive your first Decision of the game. There
are several points throughout the game where you will be called upon to make
a choice of what to say or do, and while these decisions may seem unimportant
at the time, every single one contributes toward a tally that decides which
ending you will receive. The "Law" decisions will push you toward the "Good,"
"Lawful," or "A" Ending, as it is known, while the "Chaos" decisions will push
you toward the "Bad," "Chaotic," or "B" Ending. There is also a secret ending,
the "A+" or "Alissa" Ending, but all you need to know about that ending right
now is that in order to get it, you must obtain the Lawful Ending and also
fulfill a secret condition that we will discuss later. For now, you have a
Decision to make!



DECISION:
  Let him live (+1 Law)
  Strike him down (+1 Chaos)










*******************************************************************************

                                 [INTER-01-02]

                            SCENE 01-02 INTERLUDE


*******************************************************************************

You now access the "resting" screen, where you can access the Store, change
equipment, and prepare for the next battle. So let's get to preparing, eh?



**********************
SLUM DEALER'S STORE
**********************

WEAPONS
*******
Blunt Sword (1H Sword)
Handmade Bow (Bow)
Bamboo Pick (Javelin)



SHIELDS
*******
N/A



ARMOR
*****
Leather Clothes



HEAD
****
N/A



HAND
****
N/A



FOOT
****
N/A



ACCESSORIES
***********
N/A



CONSUMABLES
***********
Potion x3
Potion x3
Medicinal Herb x2
Medicinal Herb x2



**********************



WHAT TO BUY:
You can pick up a Blunt Sword, but as the name suggests, it's not that great of
a weapon, so only buy it if you're trying for a 100% item collection. You don't
need more Leather Clothes, but you can pick up a Medicinal Herb or two if
you're feeling cautious. Keep in mind that money is limited in this game, since
you can't replay stages at any point, so you want to try and conserve it if
possible. Don't skimp on items that you want or need, but don't buy items just
for the sake of having them, either (unless, again, you want to create a 100%
item collection over multiple playthroughs... not that I'm one of those people
or anything....)



PREPARING FOR THE NEXT FIGHT:
Giulio's equipment is the best you can have already, so no preparation is
needed. Onward!










*******************************************************************************

                                   [SC02]

                               **************
                              *** SCENE 02 ***
                               **************

                                ESPADA SLUMS
              Nobody is born with a silver spoon in his mouth.

                                   Battle:
                             Esperanza Training


*******************************************************************************



SCENE 02
Victory Condition:
-Defeat Noah.

Losing Condition:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: WODAN 7, 983 AM 9:00
Time limit: WODAN 11, 983 AM 6:00
Star Rating Times:
  < 5 hrs   ***
  >= 5 hrs, < 13 hrs   **
  >= 13 hrs, < 21 hrs   *

Ace Options: Giulio, Teresa
Character Limit: 2 including your Ace

Guests:
  Brute (Gaspard)
  Francisca
  Leather Clothes

  Gunner (Couplan)
  Slinger
  Leather Clothes



Enemies:
  Archer x1 (Noah)
  BOSS
  Handmade Bow          Bow            N/A
  Leather Clothes       Body Armor     DEF +5


  Thrower x1 (Claude)
  ****************
  Bamboo Pick           Javelin        N/A
  Leather Clothes       Body Armor     DEF +5
  Power Gaunts          Hand Armor     DEF +10, HIT +10
                                          BOOST: Melee Damage +50%
  Oat Bread             Consumable     Restores 25% max HP


  Assassin x3 (Anabela, Denise, Sorens)
  ********
  Cutlass               Dagger         Knockback
  Leather Clothes       Body Armor     DEF +5



Chests:
  Iron Sword +5 - On top of the stone wall running along the west edge of the
                  screen, waaay to your Ace's right.
  Medicinal Herb x2 - Right next to your Ace.
  Leather Clothes - Three squares to the right of Gaspard the Brute.
  Medicinal Herb x2 - Right next to Noah.
  Potion x3 - To the left of Sorens the Assassin.
  Potion x3 - To the right of Denise the Assassin.
  Potion x3 - Four squares to the left of Denise the Assassin.

Objects:
  Rope - Large vase tucked between the earthen steps and the building Gaspard
         the Brute is standing on top of.



Teresa joins your army at the start of the map! You can decide to field either
Giulio or Teresa as the Ace for this fight; choose Teresa so that Giulio starts
the fight closer to the action than her. As an Assassin, Teresa is fragile, and
the center of the fray is not where she wants to be.

The goal of this fight is to defeat Noah. As we already know, Noah is an
Archer, and Archers are even more delicate than Assassins, so chances are good
that your guests - if left to their own devices - will knock Noah out by
themselves. You have two guests, a Brute and a Gunner, and they're surprisingly
powerful for random generics. Enjoy them while you've got them.

Your main goal for this fight is to get to the nearby vase, sequestered between
the steps just south of Giulio's starting position and the nearby house, and
break it using physical attacks. Destroying the vase drops the item bag inside
of it, which holds a Rope. If you at all intend to use a Tamer, or are even
considering the possibility that you may someday use a Tamer, get that Rope!!!
While you can buy the Rope quite easily before you can recruit Tamers, you must
must MUST have a Rope if you expect a Tamer to be any good, and you have
limited opportunities to obtain one! Get one at all costs!!!

(To elucidate: the Rope is one of only three whips in the game to have a
Specialty IV skill on it, that being the Capture series of skills. These skills
more or less define the Tamer as what she is. However, the other two whips with
Capture skills are not accessible until the last third of the game. Without a
Rope, you will lack this vital tool in the Tamer's repertoire until the game is
almost over! Don't let this happen!!!)

Anyway... back to the business at hand.

When fighting with Teresa, make sure you use her Cutlass to attack rather than
her Icepick dagger. While the Icepick is cool (literally,) it only has one
attack on it: Freezing Scythe, which it already has unlocked. The Cutlass, on
the other hand, will unlock the Abyssal Edge skill at 8 Mastery, which causes
Knockback. Knockback is absolutely priceless in Gungnir; you can use it to set
up Beats, interrupt spells, drown enemies, and so much more. Use Teresa's turns
to build up Cutlass Mastery and unlock this attack for her as soon as you can!

Assuming you got three stars on the previous stage, which you probably did,
three treasure chests, randomly picked from the list recorded above, will spawn
on this stage. I honestly recommend ignoring all of them. The Iron Sword +5 may
look appealing, but it's not worth the time and effort to try and get, and you
might be able to get a much better sword on the very next scene. Focus on
getting the Rope instead; leave the chests alone.










*******************************************************************************

                                 [INTER-02-03]

                             SCENE 02-03 INTERLUDE


*******************************************************************************



Now Noah and Claude are part of your army! You can peek at their equipment on
the Character menu, but as they are still considered Guest characters for now,
you won't be able to change any of it. You can browse through the store if you
wish, but the items are the same as the last Interlude, so there's not really
much to do with the store or your equipment yet.



**********************
SLUM DEALER'S STORE
**********************

WEAPONS
*******
Blunt Sword (1H Sword)
Handmade Bow (Bow)
Bamboo Pick (Javelin)



SHIELDS
*******
N/A



ARMOR
*****
Leather Clothes



HEAD
****
N/A



HAND
****
N/A



FOOT
****
N/A



ACCESSORIES
***********
N/A



CONSUMABLES
***********
Potion x3
Potion x3
Medicinal Herb x2
Medicinal Herb x2



**********************



WHAT TO BUY:
Same items as last time; same analysis, too.



PREPARING FOR THE NEXT FIGHT:
Make absolutely certain to save before you Advance the story. You may wish to
retry the next stage if you don't get the treasures you want from it, and for
that you'll need a save before it starts.










*******************************************************************************

                                   [SC03]

                               **************
                              *** SCENE 03 ***
                               **************

                             THE INSCRIBED MARK
                  A hero is no braver than an ordinary man.

                                   Battle:
                            In Defense of Espada


*******************************************************************************



In the story scene before this map, you will be faced with a choice.



DECISION:
  Stop Alissa (A+ Ending, go to Scene 03-1-A)
  Let her go (+1 Chaos, go to Scene 03-1-B)

If you decided to "Stop Alissa," skip to Scene 03-1-A. [SC03-1-A]
If you decided to "Let her go," skip to Scene 03-1-B. [SC03-1-B]



********************



[SC03-1-A]



SCENE 03-1-A
Victory Condition:
-Defeat all enemies.

Losing Condition:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: ASGAR 10, 983 PM 20:00
Time limit: ASGAR 13, 983 PM 18:00

Ace Options: Giulio, Noah
Character Limit: 4 including your Ace
Guests: N/A



Enemies:
  Brute x1 (Taille)
  **********
  Slasher               Axe            Break Shield
  Francisca             Axe            N/A
  Hard Leather          Body Armor     DEF +10
  Power Gaunts          Hand Armor     DEF +10, HIT +10
                                          BOOST: Melee Damage +50%


  Sorceress x1 (Perrine)
  ******
  Ruby Staff            Rod            Pyrism
  Corset                Body Armor     DEF +5, MDEF +5


  Tamer x2 (Cynthia, Olga)
  ******
  Thorn Whip            Whip           Poison
  Leather Clothes       Body Armor     DEF +5


  Thrower x1 (Weisell)
  ******
  Pilum                 Javelin        Knockback
  Hard Leather          Body Armor     DEF +10



Chests:
  Buckler - One square in front of and two squares to the left of your Ace,
            on the lowest step leading up to the high wood bridge.
  Power Gaunts - On top of the stone wall running along the west edge of the
                 screen, waaay to your Ace's left.
  Potion x3 - Two squares in front of and one square to Weisell the Thrower's
              right.
  Potion x3 - Along the right side of the screen, on the ground level.
  Medicinal Herb x2 - Three squares behind and one square to Weisell the
                      Thrower's right, about where your Ace for the last
                      scene deployed.
  Medicinal Herb x2 - Right behind Olga the Tamer.
  Rope - Two squares in front of and one square to Cynthia the Tamer's left,
         on the small sand bank in the river, next to the Base Panel.

Objects:
  Potion x3 - Barrel in the same place as the vase with the Rope from the last
              scene.
  Potion x3 - Barrel right next to Fiona's tavern, two squares in front of and
              one square to your Ace's right.



This is your first battle where you can control all of the units on your side
of the field. This is also the first battle that has multiple parts. Defeating
all the enemies initially present is only one-fourth of the fight, if you can
believe it! So we'd better get cracking on doing it.

The enemies in this fight follow very recognizable, consistent patterns.
Taille, the Brute, comes straight across the bridge at you. The two Tamers off
to the east mindlessly rush straight at you, losing several turns and taking
some damage by jumping down the houses and rock faces into the water. Their
first two or three turns are likely to be wasted in this way. The Thrower and
the Sorceress stay back on the houses to the north, poking with their ranged
attacks and spells when they can, but their damage isn't great. You can mostly
ignore them until you're done with the melee enemies.

Taille almost always reaches you first, so take him out quickly before the
other enemies can reach you. Use Noah to grab the nearby Bases and put Teresa
and Claude into positions around the base of the bridge structure. Draw his
attention with Giulio. When Taille reaches the bottom of the bridge and starts
attacking, move your three fighters into a quick Beating formation around him
and let Giulio trigger Beats until the Brute is dead. He may drop his axe, the
Slasher, which is a very reliable axe that can be useful throughout the game,
but it's not a crippling problem if he doesn't, since the Slasher is easily
purchaseable after Scene 04.

The Tamers are your next concern. Surround them and Beat them down one at a
time, not forgetting to loot their items/bodies afterward. With them out of
the way, you can make your way up to the northern section and attack the
Thrower and the Sorceress at your leisure.

Finally, make sure you pick up any treasure chests you plan to get before you
finish off the enemies here. All of the treasure chests in this area will
disappear once part two of the fight begins, so if you want any of them, you
have to get them now! While the Potions and Medicinal Herbs aren't really
worth taking the time to get, the Buckler and the Power Gaunts can be useful
and of course we have already discussed the Rope. Note that if you got the
Rope from the previous stage, you really don't need a second one; it CAN be
useful if you really want more than one Tamer, but otherwise, it'll just take
up space in your inventory. Mind you, if you didn't get the Rope from the
previous stage, grabbing it here is still HIGHLY advised.

Either way, once all enemies on the field have been taken care of, Pierre puts
in an appearance. Skip down to Scene 03-2 now: [SC03-2]



********************



[SC03-1-B]



SCENE 03-1-B
Victory Condition:
-Defeat all enemies.

Losing Condition:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!
-Escort Fails -> Alissa must not die...

Date and Time: ASGAR 10, 983 PM 20:00
Time limit: ASGAR 13, 983 PM 18:00

Ace Options: Giulio, Noah
Character Limit: 4 including your Ace
Guests:
  Unknown (Alissa)
     No equipment



Enemies:
  Brute x1 (Taille)
  **********
  Slasher               Axe            Break Shield
  Francisca             Axe            N/A
  Hard Leather          Body Armor     DEF +10
  Power Gaunts          Hand Armor     DEF +10, HIT +10
                                          BOOST: Melee Damage +50%


  Sorceress x1 (Perrine)
  ******
  Ruby Staff            Rod            Pyrism
  Corset                Body Armor     DEF +5, MDEF +5


  Tamer x2 (Cynthia, Olga)
  ******
  Thorn Whip            Whip           Poison
  Leather Clothes       Body Armor     DEF +5


  Thrower x1 (Wiesel)
  ******
  Pilum                 Javelin        Knockback
  Hard Leather          Body Armor     DEF +10



Chests:
  Buckler - One square in front of and two squares to the left of your Ace,
            on the lowest step leading up to the high wood bridge.
  Power Gaunts - On top of the stone wall running along the west edge of the
                 screen, waaay to your Ace's left.
  Potion x3 - Two squares in front of and one square to Wiesel the Thrower's
              right.
  Potion x3 - Along the right side of the screen, on the ground level.
  Medicinal Herb x2 - Three squares behind and one square to Wiesel the
                      Thrower's right, about where your Ace for the last
                      scene deployed.
  Medicinal Herb x2 - Right behind Olga the Tamer.
  Rope - Two squares in front of and one square to Cynthia the Tamer's left,
         on the small sand bank in the river, next to the Base Panel.

Objects:
  Potion x3 - Barrel in the same place as the vase with the Rope from the last
              scene.
  Potion x3 - Barrel right next to Fiona's tavern, two squares in front of and
              one square to your Ace's right.



This is your first battle where you can control all of the units on your side
of the field. This is also the first battle that has multiple parts. Defeating
all the enemies initially present is only one-fourth of the fight, if you can
believe it! So we'd better get cracking on doing it.

This fight is technically an escort mission. Alissa is caught out on the field,
and if she dies, it's game over. Fortunately - as you'll come to be aware of
multiple times throughout the game, as she becomes the focus of other escort
missions as well - Alissa is no dummy, and she will always move to keep herself
behind your units and away from the enemies wherever she can. Unfortunately,
she's not fast enough to outrun javelins, spells, and Tamers' ranged whip
attacks, and since she has no weapons or armor with which to defend herself,
if you let her get caught, she'll fall very quickly. Still, Alissa's tougher
than she looks. She can take a few hits without going down, so you have some
margin for error even if she does get cornered.

The enemies in this fight follow very recognizable, consistent patterns, and
they all have one thing uppermost in their minds: getting to Alissa. The
Brute, the Thrower, and the Sorceress will all come down to and across the
high wooden bridge, while the two Tamers will move to the edge of the screen
closest to them and move down toward her from behind Fiona's tavern. This
bum-rush may seem a bit overwhelming at first glance, but don't worry: you can
take 'em.

My preference for this fight is to use Giulio to block the one-square path
between the edge of the screen and Fiona's tavern. The Tamers will either
engage with him, keeping them away from Alissa, or be forced to go around both
him and the tavern, greatly slowing their advance.

Meanwhile, Teresa and Noah can deal with the bridge. If Teresa has unlocked
Abyssal Edge on her Cutlass, move her to the second-highest step on the bridge
and wait for the Brute to move right next to her. She'll take some damage when
he attacks, but then she can use Abyssal Edge and knock him off the bridge to
the ground, dealing extra damage and possibly Stunning him. You can then move
Noah onto a straight line's trajectory from him and have Teresa jump down next
to the Brute to start triggering Beats, quickly annihilating him.

The Sorceress and the Thrower will likely stay up on the bridge, hurling
spells and projectiles at anything that moves beneath them. Fortunately, both
are fairly slow, and you can easily move out of the way of the Sorceress'
magic and retaliate with Noah's bow and Claude's javelins. Given the choice,
prioritize attacking Wiesel the Thrower over Perrine the Sorceress. Since you
can avoid her spells by moving before she finishes casting, she is the lesser
threat of the two.

Meanwhile, either Giulio is dealing with the two Tamers or they have gone
around him, at which point he should pursue. The Tamers are pretty delicate
and not terribly dangerous, but they are quick, so you need to make sure you
knock them down before they can get at Alissa. If they make it around the edge
of the tavern, try to interpose Noah and Claude in a straight line to block
their path again, then have Giulio and Teresa slam into them from behind and
start some more Beats. Once you pin them down and punch them a few times, the
Tamers should be easy to defeat, but you want to make sure this happens before
they get their claws on Alissa.

Finally, make sure you pick up any treasure chests you plan to get before you
finish off the enemies here. All of the treasure chests in this area will
disappear once part two of the fight begins, so if you want any of them, you
have to get them now! While the Potions and Medicinal Herbs aren't really
worth taking the time to get, the Buckler and the Power Gaunts can be useful
and of course we have already discussed the Rope. Note that if you got the
Rope from the previous stage, you really don't need a second one; it CAN be
useful if you really want more than one Tamer, but otherwise, it'll just take
up space in your inventory. Mind you, if you didn't get the Rope from the
previous stage, grabbing it here is still HIGHLY advised.

Either way, once all enemies on the field have been taken care of, Pierre puts
in an appearance. Time for Scene 03-2 now!



********************



[SC03-2]



03-2
Victory Condition:
-Defeat Pierre.

Losing Condition:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: Same as conclusion of Scene 03-1
Time limit: None! Your time here does not affect your Perfect Clear.

Ace Options: Giulio, Noah*
Character Limit: 4 including your Ace
Guests: N/A

*Don't make Noah your Ace for this section of the battle! For some reason, this
prevents you from getting his equipment when he leaves your party at the end of
the scene.



Enemies:
  Knight (Pierre)
  BOSS
  Flamberge +9          1H Sword       Pyrism
  Eventrion             Accessory      AUTO-REVIVE, can't be stolen
  Hard Leather          Body Armor     DEF +10


  Knight x2 (Irving, Loic)
  *****
  Iron Sword            1H Sword       N/A
  Hard Leather          Body Armor     DEF +10
  Medicinal Herb x2     Consumable     Small HP and VIT recovery


  Knight x2 (Eliott, Jorgen)
  *****
  Bronze Sword          1H Sword       Knockback
  Hard Leather          Body Armor     DEF +10


  Gunner x3 (Gwyneth, Keogh, Kevin)
  ****
  Crossbow              Bowgun         Weak
  Hard Leather          Body Armor     DEF +10
  Vantage               Hand Armor     DEF +5, HIT +15, Prevent Poor Aim


  Sorceress x2 (Daniella, Georgianne)
  ****
  Ruby Staff            Rod            Pyrism
  Corset                Body Armor     DEF +5, MDEF +5
  Vamp Nail             Hand Armor     MDEF +10, CAST +15
                                          BOOST: Absorb 1/3 damage



Chests:
  None! All chests from 03-1-A or 03-1-B disappear when Scene 03-2 starts!

Objects:
  Potion x3 - Wooden box right behind Jorgen the Knight.



Right off the bat, understand that you are NOT SUPPOSED TO WIN THIS FIGHT.
Pierre might look killable, but if you pay attention to his equipment, you'll
notice he has a little trinket called the Eventrion. This item will revive him
IMMEDIATELY should his HP fall below 0. The slimy Knight is literally immortal
in this fight, so don't even bother trying to get at him.

Secondly, NEVER pick Noah to be the Ace for this stage of the battle! Noah will
leave your party at the end of this scene, and for some reason, he won't give
you his bow when he leaves if he is the Ace in this fight. He can be the Ace
for the first part, but not the second. Since you'll want his bow even when
he's not in the party anymore, don't make him the Ace here!

With that out of the way, let's get down to the actual fight.

There are two ways to do this fight: the fast way and the productive way. The
fast way is easy as pie: just waste your turns Waiting and let the Knights
slaughter you. The moment your Ace falls, you'll move on to part three of the
fight.

However, you'll notice that you can waste as much time as you want on this
stage of the battle without harming your chance of a three-star rating on the
fight as a whole. That makes this a great chance to farm up on a bit of
experience and equipment, which you can't do if you just die straightaway.

If you want to make the most of this stage, the first thing you have to do is
RUN AWAY. Your army starts out surrounded by Knights on a tiny ledge with no
room to maneuver, starving you of TP and allowing the Knights easy Beats with
minimal effort. Staying where you are is a deathtrap. Immediately move every
character backward across the bridge and down to the safety of the far shore
and the waters of the river. Heck, jump off the ledge into the water if you
have to. You'll take 10-50 damage for jumping, but it's better than 200-300
suffered from a triple-Knight-Beat-pincer-attack.

As was wisely stated in Piers Anthony's "Geis of the Gargoyle":

  "It is called an escape-later," Hanna said. "Escalator for short. Because it
takes more time to get in and out of the ship with it, but is more convenient."
  "More convenient than what?" Gary asked.
  "Than jumping."

By bridge or by jumping, once you've escaped the gladiatorium of your starting
location, get into position on the shore opposite Pierre. Your main goal is to
taunt the Knights into jumping off the ledge into the water, losing their turns
and taking some damage, so that you can gang up on them one by one and destroy
them. Your secondary goal is to keep the Gunners forced up on that high ledge,
shooting at you from farther away than their bowguns are supposed to be aimed.
In this way you will evade a good portion of their attacks by forcing them to
attack at an inopportune distance. If they can, they will move out onto the
bridge and attack from there instead. In such an event, just keep moving away
to lower their accuracy and draw them out further - or just ignore them until
all the Knights are dead.

You'll notice that every time you get rid of an enemy in this fight, either by
making them retreat or by killing them, a new unit appears next to Pierre's
starting position. Unfortunately, these "reinforcement" enemies will not drop
anything upon being defeated. However, beating on them will still provide
experience and weapon Mastery, which is plenty useful on its own.

Once the Knights amidst you are gone, try to lure the Gunners to your side of
the shore so they can be set upon and torn to pieces. The Gunners are quite
productive kills, dropping Crossbows - great if you want to use a Gunner
yourself - and Vantages - all-around good accessories, albeit soon for sale.
They're also fragile and easy to kill.

The Sorceresses are the best targets in the fight, as all three of their pieces
of equipment have value. However, luring them to your side of the map is nigh-
impossible due to the range on their Rune Orb magic. If you really want to kill
them, you're going to have to take the fight to them, which is difficult, to
say the least. Your best option is probably healing Teresa up with a Medicinal
Herb and sending her off to the far east side to climb the steps there and hit
the Sorceresses from the side. Noah can support her with Beats from the water
while Giulio and Claude, as the tankier characters, hold the attention of any
Knights or Gunners that are getting aggressive. Teresa can Beat the Sorceresses
to death or use the Abyssal Edge skill (8 Mastery on her Cutlass) to knock them
down into the water for the boys to finish off. You have to be careful, though,
as Teresa will be made short work of if the enemies turn their attention from
the boys to her.

Whichever way you decide to handle this fight, eventually you'll have to let
Giulio get killed. Once this happens, you'll be offered a choice.



DECISION:
  To defeat the Gargan Empire (+1 Chaos)
  To protect those he holds dear (+1 Law)



********************



[SC03-3]



03-3
Victory Condition:
-Reach the spear before Pierre.

Losing Condition:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!
-Spear is stolen -> Pierre must not obtain Gungnir...

Date and Time: ASGAR 14, 983 PM 18:00
Time limit: ASGAR 15, 983 PM 18:00

Ace Options: Giulio
Character Limit: 1
Guests:
  Valkyrie (Elise)
     Estoc
     Corset



Enemies:
  Knight (Pierre)
  BOSS
  Flamberge +9          1H Sword       Pyrism
  Eventrion             Accessory      AUTO-REVIVE, can't be stolen
  Hard Leather          Body Armor     DEF +10


  Knight x1 (Jairus)
  **********
  Iron Sword            1H Sword       N/A
  Hard Leather          Body Armor     DEF +10
  Medicinal Herb x2     Consumable


  Knight x1 (Abel)
  **********
  Bronze Sword          1H Sword       Knockback
  Hard Leather          Body Armor     DEF +10


  Sorceress x2 (Lilith, Rancine)
  **********
  Ruby Staff            Rod            Pyrism
  Corset                Body Armor     +5 DEF, +5 MDEF
  Vamp Nail             Hand Armor     MDEF +10, CAST +15
                                          BOOST: Absorb 1/3 damage



Chests:
  None

Objects:
  Potion x3 - Wooden box in front of the northwestern house.



This portion of the battle can be taken care of in exactly four moves. Ignore
the enemies; they are inconsequential. Ignore Elise; she can take care of
herself. Ignore Pierre; he's a jerkwad anyway.

Move as follows:

  1 - Move to the nearby Base Panel to the east.
  2 - Move up the far east stones to the second Base Panel next to the house.
  3 - Move all the way toward Gungnir, putting you right next to the
      highlighted green square.
  4 - Move onto the green square to complete this part of the stage.

For the record, your time limit is three of Pierre's turns. However, being a
slow-moving Knight, Pierre will only get one turn in between the four of yours.
While you can take Pierre's slowness as an excuse to try and get a hit or two
in on some Knights, you won't be able to kill them and the benefit you'll get
from doing so is minimal. Seize your destiny and advance the scene.



********************



[SC03-4]



03-4
Victory Condition:
-Defeat Pierre.

Losing Condition:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: Same as conclusion of Scene 03-3
Time limit: ASGAR 15, 983 PM 18:00
Star Rating Times:
  < 30 hrs   ***
  >= 30 hrs, < 38 hrs   **
  >= 38 hrs, < 46 hrs   *



Enemies:
  All that remain from Scene 03-3; Pierre no longer has the Eventrion



Chests:
  None

Objects:
  Potion x3 - Wooden box in front of the northwestern house; only present if
              it wasn't collected in the previous part of the scene.



All remaining enemies on the field have just suffered extreme damage, and
Giulio is now equipped with the powerful, albeit weighty, Gungnir. All you have
to do is whack Pierre once with the mighty magic spear, and this four-part
behemoth of a battle is finally at its end.

You may first, however, want to wipe out those two Sorceresses conveniently
sandwiched between you and Elise. Whether they drop their Ruby Staffs, Corsets,
or Vamp Nails, the reward you get for defeating them will be well worth the
extra turn or two it takes to knock them down. The Knights on the other side of
the field are not similarly worth your time to get over to and defeat, however;
I recommend ignoring them. Take out the Sorceresses, then take down Pierre.

It's worth noting that Pierre can drop a powerful and valuable weapon here:
a Flamberge +9, +9 being the highest weapon rank you can go. This sword can
be of much use to you in the battles to come, and as Pierre is only equipped
with it and Hard Leather, it has a 50% chance to drop when you defeat him.

When you look over Scene 03 as a whole, it's actually a surprisingly quick and
easy battle, despite its multiple parts, especially if you just let yourself
get slaughtered during Part Two. For this reason, if you finish the scene and
don't get the Flamberge +9 as your Final Spoils, you may want to consider
resetting the game and playing through the battle again in hopes of receiving
it. Mind you, if you get a really awesome combination of drops from other foes
but miss out on the Flamberge, I'd keep the other drops rather than restart
for the sword. A Flamberge +9 is nice and all, but its luster wears off pretty
quickly as the game goes on. It's not game-breaking and it's not late-game
weapon material; it's just a nice boost early-game if you can get it.

Once you're satisfied with the combination of items you received, it's time to
get on with the story!



NEW WAR GOD
The God of Defiance, Einherjar, is unlocked!
  Einherjar is the first War God you receive out of five, and he is also one
  of the most helpful. When summoned to the field, Einherjar will strike all
  affected targets for a percentage of their current HP, generally halving
  the HP of everything he hits. No defense can mitigate his blade; no hidey-
  hole can evade his coming. Einherjar is vastly useful for weakening high-
  HP targets, softening up all foes at the start of a battle, or triggering
  bosses to walk into your clutches instead of waiting for you to come to
  them. Einherjar is NOT good to summon when the enemy team has a Priestess
  or a lot of healing items, as the opponents will just heal off his damage
  and return to their battle plan.










******************************************************************************

                                 [INTER-03-04]

                             SCENE 03-04 INTERLUDE


*******************************************************************************



Teresa, Noah, and Claude leave your army.
Elise, Ragnus, and Paulo join your army!
Camp, Guild, and Alchemy are now available in your Pre-Battle Setup.
New Guild Classes: Brute, Assassin, Tamer, Archer, Gunner, Thrower, Priestess



******************************
POSSIBLE CAMP MODE RECRUITS
******************************

BRUTES
Calvin         Barnaby
LV: 10         LV: 10
HP: 1048       HP: 1043
DEL: 2         DEL: 4
TAC: 1         TAC: 3
CAP: 102       CAP: 96
Spec: I        Spec: I
Fire: -2       Fire: 1
Water: 3       Water: -1
Wind: 0        Wind: -1
Earth: -1      Earth: 1

ASSASSINS
Elaine
LV: 10
HP: 809
DEL: 2
TAC: 1
CAP: 102
Spec: III
Fire: -1
Water: 0
Wind: 3
Earth: -2

TAMERS
Jamie          Mavis          Esther
LV: 10         LV: 10         LV: 10
HP: 861        HP: 885        HP: 859
DEL: 4         DEL: 4         DEL: 3
TAC: 1         TAC: 2         TAC: 1
CAP: 102       CAP: 102       CAP: 108
Spec: I        Spec: III      Spec: IV
Fire: -2       Fire: 1        Fire: -3
Water: -1      Water: -2      Water: 3
Wind: 0        Wind: 1        Wind: -2
Earth: 3       Earth: 0       Earth: 2

GUNNERS
Linus          Greg           Derick
LV: 10         LV: 10         LV: 10
HP: 816        HP: 890        HP: 905
DEL: 3         DEL: 3         DEL: 2
TAC: 2         TAC: 1         TAC: 2
CAP: 102       CAP: 96        CAP: 84
Spec: II       Spec: III      Spec: IV
Fire: 3        Fire: 1        Fire: 0
Water: -1      Water: 3       Water: 1
Wind: -2       Wind: -2       Wind: 2
Earth: 0       Earth: -2      Earth: -3



*********************
SLUM WOMAN'S STORE
*********************

WEAPONS
*******
Iron Sword (1H Sword)
Iron Sword (1H Sword)
Francisca (Axe)
Francisca (Axe)
Cutlass (Dagger)
Cutlass (Dagger)
Thorn Whip (Whip)
Rope (Whip)
Slinger (Bowgun)



SHIELDS
*******
N/A



ARMOR
*****
Leather Clothes
Leather Clothes



HEAD
****
N/A



HAND
****
Vantage
Vantage



FOOT
****
N/A



ACCESSORIES
***********
Stunner Belt
Stunner Belt



CONSUMABLES
***********
Oat Bread x2
Oat Bread x2
Potion x3
Potion x3
Medicinal Herb x2
Medicinal Herb x2



*********************



WHAT TO BUY:
What you want to buy during this Interlude is highly dependent on what classes
you plan to use during the next battle or two and, ultimately, the whole game.
Chances are you've already got some classes in mind that you're just dying to
get cracking with, but in case you're not too sure of what to go for, here's a
quick rundown of what you've got available to you right now:

  Brute: Physical fighter. Breaks enemy equipment. Good for item-collecting.
         Easy to use.
  Assassin: One-hit-K.O.s using knockback. Disables enemies with status. Good
            for item-collecting. Can be complicated to use.
  Tamer: Physical fighter who focuses on AOE damage and incapacitating foes.
         Average difficulty to use.
  Archer: Long-range poke. Easy to use, but Elise is functionally an Archer
          already, so you may just want to stick with her.
  Gunner: Ranged physical AOE. Average difficulty to use.
  Thrower: Versatile ranged unit. Easy to use.
  Priestess: Primary healer. Also does decent damage. Easy to use.

In order to recruit any of these characters, all you have to do is go into the
Guild and offer some money to the Guildmaster. The more money you offer up, the
higher-quality units you may attract. The classes of the units you attract by
offering just money is randomly determined, however. If you want to get a
specific class of unit on your side, the way to assure yourself of it is to
also offer the Guildmaster a weapon usable by whatever class you want to hire.

  Brute: Axe or Hammer (Francisca, Slasher, Battleaxe)
  Assassin: Dagger or Claw (Cutlass, Icepick)
  Tamer: Whip or Katana (Thorn Whip, Rope)
  Archer: Bow (Handmade Bow)
  Gunner: Bowgun (Slinger, Crossbow)
  Thrower: Javelin (Bamboo Pick)
  Priestess: Grimoire or Mace (Sooty Testament)

If you still have absolutely no idea what classes you should be using, get
yourself a Brute, a Tamer, and a Thrower. All three of these are solid classes
that are easy to obtain from the Guild right now, and they will serve you well
while still leaving plenty of room to customize your army further as you
advance the story.

Anyway, back to the subject at hand: what items to buy! Take which classes you
want to get ahold of and make sure you have at least two weapons that each of
these classes can utilize: one to give to the Guild so you can recruit the
desired class with ease, and one to equip the character with once you've
recruited them. For example, if you want to recruit a Brute, make sure you have
one Francisca to give to the Guild and then one other axe to equip the Brute
with after you've got him in your army. The exception to this is the Tamer. If
you get a Tamer, make sure you have a Thorn Whip to give her (for damage-
dealing,) a Rope (for Capturing,) and a second Rope or Thorn Whip to give the
Guild in order to get her. Remember, as I explained earlier, to make sure you
keep at least one Rope!!!

Note that if you want to recruit a Priestess at this time, you have only one
book with which to do so: the Sooty Testament that Paulo comes equipped with.
If you use this book to find a Priestess, you will then have nothing to equip
her with and you won't be able to use her in the next fight. As a result, if
you want a Priestess now, you'll have to fish for her with just money: save
your game, enter the Guild and offer 1000-3000 Gold to the Guildmaster, and
see if Frances, Simone, or Meryl appear. If they do not, reset your game to
avoid paying the cancellation fee and try again. If they do, recruit them!

Guild and Camp recruits do not come with any equipment whatsoever, so you'll
need to outfit them with Leather Clothes or Hard Leather in addition to their
weaponry. You can buy Vantages, too - they're great accessories for any
projectile unit, as they increase the accuracy of ranged attacks - but they are
a bit on the pricey side, so don't buy more than you plan on using.

The one accessory available to you at present is the Stunner Belt, a small,
light, mostly inconsequential accessory that offers +5 DEF and a bit of Earth
affinity. This is actually not a bad purchase, as it can add some much-needed
DEF to Giulio or a Tamer for very little CAP, but you may wish to save your
money for better things coming down the way. It's very much a tossup.



PREPARING FOR THE NEXT FIGHT:
All right. You've gotten your army set up and you've welcomed your new units
into your bosom with open arms. Now, how to set them up so they can turn the
next battle stage into a bloodbath?

Ragnarok can make the next scene a lot easier, so if you're going to use it,
keep Giulio equipped with Gungnir. Otherwise, you can give him the Flamberge
+9 (if you got it) or keep him with his traditional Iron Sword. Equip Elise
with the Handmade Bow +3; she's better used as an archer rather than a melee
rapier-woman, as her stats are not ideal for direct combat. If you're using
Ragnus, leave his equipment as is. If you're using a Brute, give him Ragnus'
Battleaxe +4 and a suit of Hard Leather. If you're using both, give Ragnus an
Iron Sword or the Slasher (his Fire affinity is low, so the Flamberge +9 is
wasted on him; plus, it cannot initiate Beats) and give the Brute the Battleaxe
+4.

Assassins need nothing besides the Cutlass to do their job. The Icepick you
should have may look tempting, but as I explained back in Scene 02, it's a
trap weapon; it has no additional skills to learn by being used and it doesn't
get knockback, which is an Assassin's bread and butter technique. Tamers, on
the other hand, need both a Thorn Whip and a Rope to perform optimally; give
them these weapons and a Corset and they should be set.

Paulo is a great choice for this battle and all others, combining the unique
weapons of the Sorceress and the Priestess for a combination of offensive and
defensive spellcasting; if you're using him here, just leave him alone, as his
equipment is fine. If you got a Priestess, give her his Sooty Testament +5 and
leave Paulo with the Ruby Staff +3.

Divvy up your accessories with Vantages on ranged units (I'd give Gunners
priority, then Elise/ Archers, then Throwers) and a Vamp Nail (if you got one)
on an Assassin. Power Gaunts can go on anybody, but Giulio is not an ideal
option since Gungnir is so heavy. Give them to Ragnus or Brutes instead. If
you have a Stunner Belt, a Tamer is the ideal wearer; if you have no Tamers,
Giulio can look stunning in it instead.

Phew! You knew this section was going to get more interesting eventually. Once
everything is tweaked to your satisfaction, save, select Advance, and get ready
for action!










*******************************************************************************

                                   [SC04]

                               **************
                              *** SCENE 04 ***
                               **************

                       AS LONG AS MY BLOOD STILL RUNS
                        Blood is thicker than water.

                                   Battle:
                       Ambushing at the Gate of Lament


*******************************************************************************



DECISION:
  Promise victory (+1 Chaos)
  Promise to return home safely (+1 Law)



SCENE 04
Victory Condition:
-Defeat Pierre.

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: VANAN 20, 983 PM 23:30
Time limit: VANAN 24, 983 PM 18:00
Star Rating Times:
  < 27 hrs   ***
  >= 27 hrs, < 35 hrs **
  >= 35 hrs, < 43 hrs *

Ace Options: Giulio, Ragnus
Character Limit: 5 including your Ace
Guests: N/A



Enemies:
  Knight (Pierre)
  BOSS
  Flamberge +9          1H Sword       Pyrism
  Hard Leather          Body Armor     DEF +10
  Basilisk Shield       Large Shield   GUARD 63%, Prevent Poison
  Iron Mask             Head Armor     DEF +10, Prevent Charm


  Knight x2 (Nicolas, Radilu)
  ******
  Iron Sword            1H Sword       N/A
  Bronze Sword          1H Sword       Knockback
  Hard Leather          Body Armor     DEF +10


  Knight x1 (Meredith)
  ******
  Iron Sword            1H Sword       N/A
  Hard Leather          Body Armor     DEF +10
  Basilisk Shield       Large Shield   GUARD 63%, Prevent Poison


  Assassin x2 (Disa, Varia)
  ******
  Wild Cat              Claw           Sleep
  Battle Clothes        Body Armor     DEF +15
  Savage Hunter         Hand Armor     DEF +10
                                          BOOST: Enemy Guard -20%
  Potion x3             Consumable     Light HP Recovery


  Trickster x1 (Sean)
  **********
  Icepick               Dagger         Aquism
  Battle Clothes        Body Armor     DEF +15
  Green Beret           Head Armor     DEF +5, MDEF +5, Prevent Panic
  Potion x3             Consumable     Light HP Recovery


  Trickster x1 (Nalina)
  **********
  Icepick               Dagger         Aquism
  Battle Clothes        Body Armor     DEF +15
  Kaiser Knuckle        Hand Armor     DEF +10
                                          BOOST: Melee Tactics Damage +50%
  Potion x3             Consumable     Light HP Recovery



Chests:
  Rainy Saber - Appears down in the small gully in which you start the fight,
                in front of the dead, stunted tree.
  Cutlass +5 - Next to the Magic Crystal.
  Bronze Sword - One square behind and two squares to Disa the Assassin's
                 left.
  Potion x3 - Three squares in front of Disa the Assassin, in the little nook
              at the end of the gully you start in.
  Potion x3 - Three squares in front of and one square to Varia the Assassin's
              right.
  Medicinal Herb x2 - Directly behind Sean the Trickster.
  Medicinal Herb x2 - One square behind and three squares to Pierre's left.

Objects:
  Onyx - Destroy the Catapult on the ramparts; can be destroyed by Archers,
         Throwers, and magic, but can only be picked up by on a second
         playthrough by having a Witch or someone with the Marchen Wing
         equipped fly up to grab it.

Siege Weapons:
  Catapult x1



If you don't care about getting a three-star rating, this scene is a nice, easy
fight. The three Knights and Pierre are at the top of the stage, and they will
not move until they are attacked or their foreguard of two Assassins and a
Trickster are gone. However, if you want to get the three stars, you'll quickly
find that the time limit for the battle is surprisingly short. And when you're
on the clock, the last thing you want is a bunch of enemies that are refusing
to move toward you.

To make it successfully to the three-star rating, you have to get Pierre and
his Knights moving, which involves damaging all of them as quickly as possible.
There are a couple of ways you can go about doing this.

  1) The easiest way to do this is simply to bring Paulo into the battle and
     have him cast Rune Orb up onto all four of the Knights at the same time.
     This is quick, efficient, and effective.
  2) You can also have Giulio use Ragnarok and summon Einherjar, which, with
     proper patience with the RNG, can hit all enemies on the field. This will
     deal a lot more damage than Rune Orb and affect all enemies rather than
     just the Knights, but also takes a lot longer to set up, as you have to
     amass 18 TP first and then wait for Giulio to finish casting. Be sure to
     keep the Assassins away from him while he's summoning, as their Wild Cat
     claws cause Sleep, which will interrupt him and destroy your hard work.
  3) By equipping Elise with a bow and/or bringing along Archers and Throwers,
     you can hit the Knights with physical attacks right from the start of the
     battle. (Gunners do not work for this, as their range is too short and
     they can't shoot over the cliff face between you and the Knights.) This
     is faster than Einherjar and allows you to keep attacking the Knights
     while they're coming around the path toward you, but slower than the Rune
     Orb strategy.
  4) Bring Giulio, Elise, AND Paulo and do all of the above simultaneously!

As far as the actual fighting goes, this stage is pretty easy whether you're
gunning for a three-star rating or not. The Assassins and the Trickster will
approach you quickly, but as none of them have Knockback attacks, they're not
particularly dangerous. The Assassins are equipped with Wild Cat claws, which
can cause Sleep, but Sleep is mostly just a timesink rather than a threat. The
Knights are slow and don't hit particularly hard, and Pierre's Flamberge +9,
while intimidating to look at, doesn't do much damage. The Trickster up on the
battlements is manning a Catapult, which does Earth damage to anything in her
shooting range when her turn comes around, but since she can only fire directly
in front of her and you can make all of the enemies come to you, you can easily
go through the battle without seeing her fire once. (Even if she does get a
shot off, the damage is quite survivable.)

For your part, dealing damage shouldn't be too difficult either. The enemies
tend to bunch up to perform Beats, so a Tamer's AOE whip attacks can be useful
here. Alternately, Tamers can Capture the Assassins to prevent them from
putting people to sleep. Brutes are great for plain, direct damage-dealing, and
an Assassin with a Cutlass can easily knock people off the edge of the map
using Abyssal Edge. A surprisingly effective damage-dealer in this fight is the
humble Priestess. Books ignore Guard, being magical weapons, so a Priestess
equipped with the Sooty Testament can trigger Beats on those irritating Knights
with a 100% hit rate.

One final note. If you at all plan on using a Knight in this game, replay this
stage until you can get Pierre or Meredith the Knight to drop their Basilisk
Shield. This is an outrageously good shield at this point in the game, one that
will not be sold in the store for hours of gameplay; in addition to its sky-
high Guard Rating, it also blocks the dangerous Poison ailment. Because this
stage is short and not too terribly difficult, replaying it a few times to get
this drop is very much a worthy endeavor!










*******************************************************************************

                                 [INTER-04-05]

                             SCENE 04-05 INTERLUDE


*******************************************************************************



New Guild Classes: Knight, Trickster, Sorceress

  Knight: Primary tanking class. Only unit that can equip large shields. Easy
          to use.
  Trickster: Unusual class with knockback, ranged attacks, and tricky, status-
             causing traps. Can be complicated to use.
  Sorceress: Primary mage class, focusing on wide-AOE spells. Easy to use.



*******************
MERCHANT'S STORE
*******************

WEAPONS
*******
Bronze Sword (1H Sword)
Estoc (Rapier)
Slasher (Axe)
Wild Cat (Claw)
Rope (Whip)
Gust Bow (Bow)
Crossbow (Bowgun)
Pilum (Javelin)
Ruby Staff (Rod)
Small Bible (Book)



SHIELDS
*******
Buckler (Small)
Buckler (Small)



ARMOR
*****
Leather Clothes
Leather Clothes
Hard Leather
Hard Leather
Corset
Corset



HEAD
****
Iron Mask
Iron Mask



HAND
****
Vantage
Power Gaunts
Power Gaunts
Kaiser Knuckle
Kaiser Knuckle



FOOT
****
Tough Boots
Tough Boots
Wheel Greaves



ACCESSORIES
***********
N/A



CONSUMABLES
***********
Oat Bread x2
Oat Bread x2
Potion x3
Potion x3
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Medicinal Herb x2
Medicinal Herb x2



**********************



WHAT TO BUY:
From here on out, what you want to buy from the store is highly dependent upon
what characters and classes you're using and what you want to do with them. As
a result, I'll be going through and highlighting which items are useful based
on a wide range of situations, rather than trying to give you a firm order on
which items to buy or not.

You should already have a Bronze Sword, but if you don't, it's a quick and
easy way to cause Knockback for anybody who can equip 1H Swords. It's a great
weapon for a Knight, who doesn't need to cause direct damage and can use a
shield to make up for its low Guard Chance, but it can't initiate Beats, which
is a disadvantage. The Estoc is a rapier, which can only be used by Elise and
one other story character we don't have yet. Rapiers ignore Guard Chance from
weapons (they can still be guarded by shields, though) and are very useful
because of it, but since only Elise can use one right now and she was equipped
with one when she joined, you don't need to buy this one.

The Slasher is a great axe to get if you didn't get one from Scene 03-1. At
25 Mastery, it unlocks the Shield Crush skill, making it the lowest-CAP axe
that can break enemy shields. This skill is invaluable when fighting Knights,
which may be the most common enemy class in this game. You'll want to keep the
Slasher around even into New Game +, where it allows you to break an enemy's
shield and then swap quickly for a better axe at a Base Panel. Gotta love low-
CAP utility weapons.

The Wild Cat is mostly useful because it can put enemies to sleep and get them
out of your hair for a few turns. It can also initiate Beats, which is more
important than it may first appear. While it will be outclassed in the endgame
by weapons that can cause Freeze, Silent, or Stone, there's a lot of use for
it early on. I'd recommend getting one if the Assassins last map didn't drop
one of theirs for you and equipping it alongside your Assassin's Cutlass.

Obviously, you'll want a Rope if you don't have one already.

The Gust Bow is probably the best bow to have until the Flint Bow becomes
available in the Scene 15-16 shop, and even then it still has uses until you
can get ahold of the Bow of Iria (one of the best bows in the game!) The Gust
Bow's claim to fame is its possession of a Specialty II attack, which has a
range of eight and 100% accuracy when aimed at the sixth square away from you.
Specialty II is the longest-ranged projectile attack in the game, and it's not
a common Specialty to get ahold of. Buy the Gust Bow. Treasure the Gust Bow.

The Crossbow is the Gunner's equivalent of the Gust Bow. While it may not
reign supreme for quite as long as the Gust Bow does, the Crossbow is still
great, mostly because it can cause the Weak status, which reduces the damage
dealt by the victim's physical attacks. This makes it invaluable against any
physical class, from Knights to Brutes to Tamers to Archers.

The Pilum is a decent enough javelin that will serve you well until you can
get better options later on. Throwers will definitely prefer it to the Bamboo
Pick. The same goes for the Ruby Staff, which is a respectable enough rod
until you can get the Icicle Rod in a few scenes. Go ahead and purchase as
needed.

The Small Bible is not a powerful book, having lower Base Power than the Sooty
Testament, but it starts with a Specialty I healing spell, which is your first
targeted, instant-cast heal. As the Sooty Testament has no healing magic until
it hits 13 Mastery, the Small Bible can be a useful equip to provide healing
on the next map. It's also a good sacrifice to the Guild if you'd like to get
a Priestess now and don't care to fish in the Guild with just money.

This is your first chance to buy a shield: a Small Shield called the Buckler.
As opposed to Large Shields, such as the Basilisk Shield, which can only be
equipped by Knights, Small Shields can be equipped by Giulio, Elise, Ragnus,
Paladins, and a later story character as well as Knights, making them the ones
you'll want more copies of, assuming you're using any of those characters. One
of the big drawbacks to shields is that they often slow you down, reducing
your MOVE, JUMP, and/or increasing your DEL (especially the large ones). In
this regard, the Buckler is advantageous because its only drawback is DEL +1,
making it the lightest shield to carry. Its 42% Guard Chance is nothing to
sneeze at, either. I recommend purchasing as many as you can use; they'll be
valuable throughout the game.

There's nothing new in the body armor department, and I wouldn't recommend
buying more Vantages; Power Gaunts, Kaiser Knuckles, Tough Boots, and Wheel
Greaves are all much better places to spend your money. Power Gaunts and Kaiser
Knuckles are hand equips that offer a chunk of DEF and a powerful Boost that
increases the damage of melee attacks. Tough Boots, on the other hand, protect
against Sticky, an ailment that might plague you later in the game, and Wheel
Greaves are boots that increase the wearer's MOVE by 1. I'm sure I don't have
to tell you why this is good.



PREPARING FOR THE NEXT FIGHT:
The next fight sees you split by a pincer attack, with enemies coming from two
directions and your allies starting off split into two groups. While you can
unify the two teams without much difficulty, devising a party makeup that can
handle the pincer movement allows for greater mobility, which is important, as
the stage can be constrictive.

There are three spots on the first team - one of them being your Ace - and two
on the other. The first team will be facing Brutes, including a Brute that can
break Foot equipment, so make sure you don't equip your Ace or either of the
characters accompanying your Ace with the brand-new Wheel Greaves or Tough
Boots you may now own. The second team will be handling Tamers, so you'll want
the two members of Team Two to be able to fight while standing far away from
one another in order to avoid the Tamers' whips. Pairing a tank (i.e. Giulio,
Ragnus, a Brute) with a ranged character (i.e. Paulo, Elise, a Sorceress) makes
for the best second team.

As far as equipment goes, give Paulo the Small Bible if you bought and kept it,
for the reasons explained above in the section about buying it. Give Ragnus the
Rainy Saber if you got it from the chest on the last map; otherwise, give him
the Slasher axe or an Iron Sword. I'd advise against a Bronze Sword, as this
stage is not terribly conducive to knockback, but if you think you can put it
to good use, go ahead. The same goes for Assassins and their Cutlasses; I like
to switch to Wild Cats for this stage and utilize Tiring Beat and its Sleep
effect, but you can stick to Cutlasses if you prefer. Finally, you're going to
want to buy a stack of Antidotes for the Team Two tank, as this unit is likely
to be poisoned by one of the Tamers' Thorn Whips. Poison is deadly in this
game, so you'll want the means to cure it on the unit most likely to suffer
from it.

Once your weapons, shoes, and Antidotes are all being held by the correct
individuals, Advance!










*******************************************************************************

                                   [SC05]

                               **************
                              *** SCENE 05 ***
                               **************

                          THE FAINT SMELL OF STEEL
                       There is no smoke without fire.

                                  Battle:
                          Battle at Maleca Village


*******************************************************************************



SCENE 05
Victory Condition:
-Defeat Rodrigues.

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: MIRDZ 10, 983 PM 16:15
Time limit: MIRDZ 15, 983 AM 6:00
Star Rating Times:
  < 27 hrs   ***
  >= 27 hrs, < 35 hrs   **
  >= 35 hrs, < 43 hrs   *

Ace Options: Elise, Paulo, Ragnus
Character Limit: 5 including your Ace
Guests: N/A



Enemies:
  Bandit (Rodrigues)
  BOSS
  Battleaxe +7          Axe            Break Armor
  Iron Armor            Body Armor     DEF +25
  Oat Bread x2          Consumable     Mild HP Recovery


  Tamer (Griselda)
  **********
  Thorn Whip +6         Whip           Poison
  Zentetsu              Katana         GUARD 33%, Counter IV
  Battle Clothes        Body Armor     DEF +15


  Brute x1 (Ville)
  ****
  Francisca             Axe            N/A
  Hard Leather          Body Armor     DEF +10
  Power Gaunts          Hand Armor     DEF +10, HIT +10
                                          BOOST: Melee Damage +50%


  Brute x1 (Beltre)
  ****
  Francisca             Axe            N/A
  Bloody Rose           Hammer         Break Foot, Shieldless, Knockback,
                                          Crisis Power UP
  Hard Leather          Body Armor     DEF +10
  Vantage               Hand Armor     DEF +5, HIT +15, Prevent Poor Aim
  Oat Bread x2          Consumable     Mild HP Recovery


  Tamer x2 (Bernice, Gayle)
  ****
  Thorn Whip            Whip           Poison
  Battle Clothes        Body Armor     DEF +15
  Tough Boots           Foot Armor     DEF +5, Counter II, Prevent Sticky


  Harpy (Evan)
  ******
  Harpy Physique        Physique       Poison



Chests:
  Sooty Testament +5 - Appears next to the Retreat Point to your Ace's right.
  Potion x3 - Appears on top of the Elder's house.
  Potion x3 - Appears next to the Magic Crystal on top of the Elder's house.
  Zentetsu - One square in front of and one square to your Ace's right.
  Potion x3 - The far eastern corner of the map.
  Book of Laura - Four squares to Ville the Brute's left.
  Kill Blade - Directly behind Ville the Brute.

Objects:
  Medicinal Herb x2 - Flower box in front of the Magic Crystal, on the ground
                      level.
  Medicinal Herb x2 - Flower box next to the abovementioned flower box.



This is an interesting battle in that it is the first one that is set up with
your army split into two groups. While you can certainly bring your characters
together at the start of the battle and fight as one unit from there on, the
close quarters of the stage and the excellent choke points offered by the two
bridges make this a less than enticing option. As such, we'll be operating
under the assumption that you're ready and willing to split up your army.

Your Ace will begin on the west side of the map, right by the western bridge,
and as such we'll call this group - the Ace plus two other members - Team One.
The remaining two characters begin on the east side of the field and will be
called Team Two.

When deciding on who to place where, you'll want to fill the following roles in
each team:

Team One:

A tank or an off-tank, i.e. Giulio, Ragnus, a Knight, a Brute, or a Tamer.
This character's job is to move onto the western bridge and hold it against
the two Brutes that will come to contest your claim. This unit should NOT be
wearing any foot equipment, as one of the two Brutes is equipped with the
Bloody Rose, which comes with the Foot Crush skill.

A projectile unit, i.e. Elise, an Archer, or a Thrower. This character should
stay well behind the Team One tank, possibly up on the roof of the house, and
constantly attack the Brutes as they come at the tank. As they will be able to
initiate Beats with the tank if placed properly, this character should be able
to output a lot of damage.

Utility unit. This can either be a healer - Paulo, a Priestess, or any unit
with a lot of Potions - or an additional attacker - probably an Archer or a
Sorceress who can run to either side of the field and help without getting in
anybody's way. I strongly recommend filling this spot with a healing unit.

Team Two:

Main tank, i.e. Giulio, Ragnus, a Knight, or a Brute. This person must be
equipped with some decent body armor and at least one stash of Antidotes. This
person is responsible for holding the east bridge, which will be stormed by
Griselda and her Tamers within a few turns. As the Tamers may inflict Poison
using Beats and their Thorn Whips, you really want to be sure this tank can
remove Poison from himself when necessary.

Ranged caster, i.e. Paulo or a Sorceress. Standing two squares behind the main
tank so as to avoid attacks from the Tamers, a Rod-user can single-handedly
eliminate all of Griselda's forces. The Tamers generally seem to be more
concerned with assaulting the bridge than with protecting their own skins, so
even with the long cast times of spells, you shouldn't have trouble defeating
them.

I fielded Elise, a Gunner, and a Priestess for Team One and a Brute and a
Sorceress for Team Two. It's a good setup, and I recommend it, but any setup
can work here as long as you make sure you can hold the bridges with strong
enough tanks.

The two wild cards in the battle are the Harpy and Rodrigues. While you do not
have to kill the Harpy to win the battle, she almost always flies straight
across the water and reaches you in two turns, proceeding to cheerfully tear
into your vulnerable ranged characters. She may also fly in between the two
members of Team Two and wreck havoc with their formation just by getting in the
way. She's an extreme annoyance, but she's also as fragile as a sheet of paper.
Use your projectile and utility units from Team One to take her down, then
return to holding the bridges.

Rodrigues doesn't move or act until he takes damage or Griselda retreats from
the fight. At this point, he usually runs east to attack Team Two, but he will
sometimes run toward Team One or even just out into the water with no clear
goal in sight. Once Griselda is out of the way, frankly, the fight is all over
but the shouting. Rush Rodrigues wherever he goes; he'll soon decide to take
the battle to you and you can easily overwhelm him with Beats.

The stage ends when you defeat Rodrigues, so if you really want to end things
quickly, you can have your whole army jump into the river and slosh right
across to engage Rodrigues and his units in a battle royale. This is more of a
strategy for a New Game +, however, as Rodrigues' units can be overwhelming
when they get to engage you as a solid unit in a wide open space. Keep them
split up; it's easier that way.

Fighting Rodrigues isn't particularly hard, but watch out: his Battleaxe can
use Armor Crush, which will shatter the armor of any unit it hits. At the
present, you aren't equipped with any particularly rare armor that it will
really hurt to lose, but if losing armor to Rodrigues really irks you, be sure
to unequip all body armor (Corset, Leather Clothes, etc; all other armor, such
as the Vantage or the Stunner Belt, is safe) at a Base Panel before engaging
in close combat with him.

Speaking of Rodrigues and armor, Rodrigues' own armor is actually quite good.
Iron Armor is a very hardy piece of body armor and is the best thing a tank can
equip until quite a bit later in the game. In addition, it won't be sold for
several stages, and although it is equipped on other bosses that could drop it,
this is the first opportunity you have to get it and also the easiest. If you
don't mind a little resetting, you could replay this relatively short and easy
scene multiple times until Rodrigues drops his Iron Armor. This is by no means
required, but it's definitely something to mention.










*******************************************************************************

                                 [INTER-05-06]

                             SCENE 05-06 INTERLUDE


*******************************************************************************



******************************
POSSIBLE CAMP MODE RECRUITS
******************************

BRUTES
Armant
LV: 15
HP: 1161
DEL: 3
TAC: 1
CAP: 104
Spec: II
Fire: 3
Water: -1
Wind: -3
Earth: 1

ASSASSINS
Eleanor        Clara
LV: 15         LV: 15
HP: 879        HP: 885
DEL: 3         DEL: 3
TAC: 3         TAC: 2
CAP: 101       CAP: 110
Spec: III      Spec: IV
Fire: 3        Fire: -1
Water: -1      Water: 2
Wind: 1        Wind: 2
Earth: -3      Earth: -3

ARCHERS
Niccolo        Antionne       Gasparo
LV: 15         LV: 15         LV: 15
HP: 781        HP: 896        HP: 925
DEL: 2         DEL: 2         DEL: 4
TAC: 2         TAC: 1         TAC: 3
CAP: 110       CAP: 104       CAP: 113
Spec: I        Spec: I        Spec: IV
Fire: -3       Fire: 1        Fire: -3
Water: 0       Water: -3      Water: 1
Wind: 3        Wind: 2        Wind: 1
Earth: 0       Earth: 0       Earth: 1

GUNNERS
Diego          Cesar
LV: 15         LV: 15
HP: 1019       HP: 881
DEL: 4         DEL: 3
TAC: 3         TAC: 1
CAP: 95        CAP: 110
Spec: I        Spec: III
Fire: 2        Fire: 2
Water: -1      Water: 3
Wind: -3       Wind: -2
Earth: 2       Earth: -3

PRIESTESSES
Frederica      Marianne
LV: 15         LV: 15
HP: 824        HP: 919
DEL: 3         DEL: 4
TAC: 1         TAC: 3
CAP: 116       CAP: 101
Spec: II       Spec: III
Fire: 3        Fire: 1
Water: -2      Water: -2
Wind: -2       Wind: -1
Earth: 1       Earth: 2





*******************
VILLAGER'S STORE
*******************

WEAPONS
*******
Bronze Sword (1H Sword)
Bronze Sword (1H Sword)
Battleaxe (Axe)
Battleaxe (Axe)
Spiky Hammer (Hammer)
Bloody Rose (Hammer)
Icepick (Dagger)
Icepick (Dagger)
Wild Cat (Claw)
Wild Cat (Claw)
Thorn Whip (Whip)
Thorn Whip (Whip)
Gust Bow (Bow)
Gust Bow (Bow)
Crossbow (Bowgun)
Crossbow (Bowgun)
Pilum (Javelin)
Pilum (Javelin)
Jewel Rod (Rod)
Jewel Rod (Rod)
Sooty Testament (Book)
Sooty Testament (Book)



SHIELDS
*******
Buckler (Small)
Buckler (Small)



ARMOR
*****
Hard Leather
Hard Leather
Battle Clothes
Battle Clothes



HEAD
****
Water Veil
Water Veil
Iron Mask
Iron Mask



HAND
****
Power Gaunts
Power Gaunts
Kaiser Knuckle
Kaiser Knuckle
Wrecker Gloves
Wrecker Gloves



FOOT
****
Tough Boots
Tough Boots
Wheel Greaves
Wheel Greaves
Amazon Boots
Amazon Boots



ACCESSORIES
***********
N/A



CONSUMABLES
***********
Oat Bread x2
Oat Bread x2
Potion x3
Potion x3
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Medicinal Herb x2
Medicinal Herb x2



**********************



WHAT TO BUY:
The shop for this interlude is mostly a catch-up kind of place. It's got a wide
variety of items you should be used to seeing by now, almost all coming in
pairs, allowing you to buy commonplace equipment you want more of or tried to
get in an earlier Scene and just missed. There are only two new arrivals...
however, both of them have fascinating qualities attached to them and are worth
exploring in some depth.

The Spiky Hammer looks completely uninteresting at first glance, and indeed,
for quite some time I glossed over it completely in my own playthroughs. Its
base power is unimpressive and its only skill is Wandering Blow, which has the
"VS Objects" property. What this means is that the Spiky Hammer can only deal
full damage to objects, such as statues and vases and treasure chests. When
attacking a living target, the Spiky Hammer will do 1-9 damage and no more. Not
very impressive, right? However, what I didn't realize for a long time was that
Wandering Blow has an attack power of 352 and a Tactics attack power of a
whopping 448. In other words, it is far and away the strongest thing you can
hit a chest with for... most of the game, actually. If you're hoping to open
some treasure chests on your playthrough, get the Spiky Hammer and equip it to
your Brute at once!

The second addition is the Jewel Rod, which is another interesting little
contraption. An Earth-elemental staff with only one spell, it has the unique
effect of creating Gems when used. While less important on a first playthrough,
this can be a great way to buff out your Gem finding on a New Game +, and it's
a particularly good weapon for Alighieri the Sorceress, who has a +3 Earth
affinity and can be recruited right now! If you've recruited Alighieri into
your army, I would strongly suggest purchasing her a Jewel Rod to wield.
Otherwise, you can skip it until your second playthrough.

Aside from pure damage, the Jewel Rod also works surprisingly well as a
distraction technique. Enemies will often prioritize picking up Gems over
attacking your characters, so a few casts of Earth Orb may actually prove as
effective as a paralyzing status effect for saving your army from damage.

As for the pieces you've seen before, the Battleaxe is extremely important,
being the only easily obtainable axe with Armor Crush, and the Bloody Rose is
a great hammer that boasts Foot Crush, knockback, and increased power when its
wielder is at low HP. (Three great new weapons at one shop? Brutes sure are
doing well for themselves right now.) We've discussed all the other weapons
already, so I won't bother going over them again; suffice it to say that if
you want more of anything (except the Icepick,) get it while it's hot.

While the field of Body Armor is still uninteresting, nifty new items have
appeared in all other Armor fields. Available in the Head department is the
Water Veil, a nice, light piece of equipment for Elise and Priestesses that
protects from Pyrism, and the Iron Mask, a versatile piece that offers +10 DEF
and immunity to Charm. Charm is a rare status effect, but it's twenty breeds
of female dogs when it happens, so the Iron Mask is well worth spending your
money on. In the Hand department you now have access to Wrecker Gloves, which
have the Boost effect of increasing damage done to objects. You WILL want at
least one of these gloves, and I'd recommend getting both, just to be safe;
Wrecker Gloves are terrific for destroying chests, siege weapons, and treasure-
holding boxes and barrels. Pair them with the Spiky Hammer for best results, of
course!

Finally, the Foot department is now sporting Amazon Boots, which increase MOV
and JUMP by one. These little beauties are equippable by Tamers and a certain
story character who is about to join you after the next battle, and I'd
definitely recommend getting them if you have the money to do so. Buy more
Wheel Greaves as well, if you have other units that can equip them; +MOVE is
always worth an equipment slot.



PREPARING FOR THE NEXT FIGHT:
There are no real specific preparations you need to make for the next fight, as
it's a pretty simple knock-down drag-out brawl with a lot of enemies and few
external factors. Equip all your best weapons and armor and whatever spoils
you've been collecting from defeated enemies up until this point, remember to
Save, and then proceed to the next fight.










*******************************************************************************

                                   [SC06]

                               **************
                              *** SCENE 06 ***
                               **************

                        BREAKING THE FOREST'S SILENCE
                       Empathy is a luxury of the rich.

                                  Battle:
                   Encounter in the Forest of Tranquility


*******************************************************************************



DECISION:
  Confront her (+1 Chaos)
  Pray with her (A+ Ending)



[SC06-1]



SCENE 06-1
Victory Condition:
-Annihilate all enemies
-Rescue Valerie (Move your Ace next to her)

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!
-Target Dies -> The lone woman must not die...

Date and Time: MIRDZ 27, 983 PM 19:30
Time limit: MIRDZ 30, 983 PM 18:00
Star Rating Times:
  < 27 hrs   ***
  >= 27 hrs, < 35 hrs   **
  >= 35 hrs, < 43 hrs   *

Ace Options: Giulio, Ragnus
Character Limit: 4 including your Ace
Guests:
  Rebel (Valerie)
     Iron Bowgun
     Carnage Claw
     Vantage
     Medicinal Herb x2



Enemies:
  Paladin x1 (Rudvein)
  ******
  Iron Sword            1H Sword       N/A
  Hard Leather          Body Armor     DEF +10
  Medicinal Herb x2     Consumable     Small HP and VIT recovery


  Paladin x2 (Jonaris, Lubricht)
  ******
  Air Blade             Greatsword     Aerism, MDEF 1/2
  Hard Leather          Body Armor     DEF +10
  Magic Gauntlet        Hand Armor     DEF +10, MDEF +5, CAST +15
                                          BOOST: Magic Damage +50%


  Assassin x1 (Mnossa)
  ******
  Cutlass               Dagger         Knockback
  Battle Clothes        Body Armor     DEF +15
  Savage Hunter         Hand Armor     DEF +10
                                          BOOST: Enemy Guard -20%


  Assassin x1 (Ortha)
  ******
  Carnage Claw          Claw           Phys Aura, Knockback
  Battle Clothes        Body Armor     DEF +15
  Savage Hunter         Hand Armor     DEF +10
                                          BOOST: Enemy Guard -20%


  Gunner x1 (Freddie)
  *****
  Crossbow              Bowgun         Weak
  Vantage               Hand Armor     DEF +5, HIT +15, Prevent Poor Aim
  Medicinal Herb x2     Consumable     Small HP and VIT recovery


  Sorceress x1 (Anne Lee)
  *****
  Icicle Rod            Rod            Freeze, Silent
  Magic Gauntlet        Hand Armor     DEF +10, MDEF +5, CAST +15
                                          BOOST: Magic Damage +50%


  Pixie (Chante)
  Neutral (does not need to be killed)
  Small Physique        Physique       Panic (Full HP Only)
  Coral Branch          Wand           Sleep


  Pixie (Thele)
  Neutral (does not need to be killed)
  Small Physique        Physique       Panic (Full HP Only)
  Coral Branch          Wand           Sleep



Chests:
  Apple Tree - Two squares behind and two squares to your Ace's right, up
               against the edge of the map.
  Potion x3 - Two squares in front of and two squares to Rudvein the Paladin's
              right, perpendicular to the tree.
  Moonlight Rod - Inside the ruined building in the center of the map.
  Medicinal Herb x2 - Two squares in front of and two squares to Thele the
                      Pixie's right.
  Loriel x3 - One square to Chante the Pixie's right.
  Luciel x3 - Two squares to Chante the Pixie's right.
  Lumiel x3 - Three squares behind and two squares to Lubricht the Paladin's
              left.

Objects:
  Moon Lily x7 - Poison Grass farthest from your Ace's initial position.
  Medicinal Herb x2 - Poison Grass closest to your Ace's initial position.



This battlefield is a bit smaller than the ones you've encountered up until
now, even the last one, and it is further constricted by the presence of
several trees and a large, ruined sort of structure right smack in the middle
of everything. Within this structure is a redheaded, crossbow-wielding woman
who is being pursued by Imperial soldiers, and she needs your help.

First off, those of you who have played Final Fantasy Tactics and undergo
hyperventilation at the words "escort battle" can set aside your paper bags and
relax. Your guest for this stage is a tough old bird with a large HP pool and
a capable AI. She does not throw herself in the middle of four foes as far away
from your healers as possible, nor does she run and hide in a corner and do
nothing. You can rely on her to participate in the battle as an ally, not a
hindrance.

Let's address a few other details on this map. For example, you may notice a
few large stands of conspicuous grass dotted about the copse. This grass is
poisonous and will inflict Poison on anybody who stands in it. However, it's
also cuttable, as you'll notice it has a (very low) HP total and can be
targeted for attacks. Destroy the grass and you can stand in the space without
concern for your health, although it's rarely essential that you get in one of
these spaces anyway. Just be careful with it.

Next, you'll probably notice the two small Pixies floating in the far northeast
corner of the map. These Pixies will neither move nor attack unless you attack
them first, and their stats are so low that they won't pose a threat even if
you do attack them. However, if you DO attack them, you will NOT receive the
Four-Leaf Clovers at the end of the battle, which would be a crying shame. So
don't attack the Pixies!

The final detail to explain at this point in time is how exactly to proceed
from Scene 06-1 to Scene 06-2. It's actually a simple task: simply move your
Ace next to the redheaded woman and the battle will progress into stage two,
where you do not have to keep the woman alive anymore and will not lose should
her HP be reduced to 0. I would suggest doing this as soon as possible. Nothing
else about the fight, from the enemies to the treasure chests, changes once you
enter 06-2, and if the woman happens to move to the edge of the map, one of the
Assassins will be happy to knock her out-of-bounds with Abyssal Edge. It would
suck to restart this fight on a technicality, so advance it to Part Two ASAP.



********************



[SC06-2]



06-2
Victory Condition:
-Annihilate all enemies

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: Same as conclusion of Scene 06-1
Time limit: MIRDZ 31, 983 PM 18:00
Star Rating Times:
  < 27 hrs   ***
  >= 27 hrs, < 35 hrs   **
  >= 35 hrs, < 43 hrs   *

All enemies, chests, and objects remain the same as they were at the end of
Scene 06-1.



The change between Scene 06-1 and 06-2 is small, but important: once you have
moved your Ace next to Valerie and advanced to 06-2, it is no longer Game Over
if Valerie retreats or is knocked off the battlefield. This allows you to focus
on defeating the enemies rather than on keeping the knockback-happy Assassins
away from Valerie, so hey - get to it!

Your opposition is mostly fragile, but they can be very nasty offensively if
you give them the chance. This is one of the few times you'll face Paladins,
and if you stay in place for too long, their low-CT melee spells will make you
regret it. Unfortunately for you, they're aided in this battle by a Sorceress
equipped with an Icicle Rod with all three spells unlocked. Both Cool Orb and
Cold Ruin can cause Freeze, which prevents the victims from moving, allowing
the Paladins to charge up their spells for the finishing blow.

This is also the first battle where Assassins actually pose a threat. One of
the Assassins is equipped with the Carnage Claw, which allows her to attack
three people in a row in front of her. The other has a Cutlass with Abyssal
Edge unlocked on it, allowing her to inflict Knockback. The AI is quite smart
enough to use this attack to knock you off the map if you're not careful, so do
your best to stay away from the edges of the stage until the Cutlass-wielding
Assassin is done for.

The first targets to aim for are the Assassins. Delicate but aggressive, they
will come to you quickly and can easily be ganged-up upon and quickly defeated.
By this time, though, the Paladins and Gunner will have closed with you. The
Gunner is a nonentity in this fight, although his Loss attack can cause Weak,
which is annoying. Try to keep the Paladins occupied with someone who can take
the punishment, like Ragnus or a Knight, and focus a ranged character like
Elise on getting rid of that Sorceress in the back. Without the Sorceress, the
Paladins can be safely Beat upon until death. Take out the Gunner whenever it's
most convenient.

This battle can go several different ways depending on how Valerie and the
enemies decide to move. You can affect this to a large extent based on how you
move your own characters, so pick a strategy that best fits your army's
capabilities and composition:

1) Moving up along the west side of the building will cause Valerie to move out
of the building to join you. Intent on Valerie, the enemies will crowd around
to the west side of the building as well. This allows both sides to use
Assassins or Tricksters with knockback and Sorceresses or Paulo with magic to
their fullest potential, which can be both a good and a bad thing. If you're a
big fan of magic or knockback, this is probably the strategy you want to use.

2) Moving your characters to the ruin and Valerie forces the enemies to storm
you by moving through one of the two small entrances. This can be a good thing
if you've got a particularly versatile party, since it allows you to take the
enemies on in a bottleneck with backup from ranged units in the corners of the
building, but it renders you highly vulnerable to the spells of the Sorceress
and the Paladins. On the other hand, you don't have to worry about knockback
from the Assassins. Tamers will be particularly fond of this bottleneck idea
and can also Capture enemies in the entryway to further interfere with enemy
movement and positioning.

3) Splitting into two groups, one to support Valerie in the building and one to
take the enemy's attention to the west side of the screen, is probably the best
strategy for a distinctly melee-heavy group. Assassins and Tricksters can sneak
around to the west to use the edge of the map to their advantage, and they can
easily dispose of the Sorceress in this manner. Meanwhile, heavy, physically-
oriented units - Tamers, Brutes, Ragnus, Giulio - can demand the enemy's
attention with the same bottleneck concept described in strategy 2, helped out
by Valerie and her bowgun. You must have some decent armor and healing in order
to succeed with this strategy, however, as the enemies will be grouped together
within your pincer attack and will find it easy to initiate Beats.

What all this really boils down to is, you can achieve victory in this fight in
pretty much any way as long as you plan a strategy and execute it successfully.
This is a pretty simple and relaxed battle that exists as a milestone: have you
grasped the basics of the battle system? Can you twist them to your own ends?
Have you put together a balanced crew? Is your equipment working out for you?

The next battle can be a very difficult one, so if you're not feeling like your
party is working the way you want it to at this point, don't be afraid to
restart from the save file before this fight (you do have one, right?) and use
this scene as a sounding board for new tactics and ideas. Is that Tamer really
working out for you, or do you want to replace her with a Thrower? Maybe you
want to hire a Brute and see how he wields that Bloody Rose you picked up on
Stage 05. Was that Wild Cat you bought just before this fight really a good
purchase, or do you think your Assassin would be better off with just a Cutlass
to keep her Wait Time low? Again, the next battle is a doozy: make sure you're
prepared for it by testing your strength against this easier scenario.

If you finish the battle without attacking the two pixies to the east, you will
see an extra scene in which the pixies give you Four-Leaf Clover x4. These
items can be used to give a unit the Lucky status or refined as a x4-stack into
10 gems of each color. On a second playthrough, you can do what you like with
these little beauties, but on a first playthrough, I strongly recommend
refining them immediately!










*******************************************************************************

                                 [INTER-06-07]

                             SCENE 06-07 INTERLUDE


*******************************************************************************



Valerie joins your army!
New Guild Classes: Paladin

  Paladin: Jack-of-all-trades unit that can take or deal physical or magical
           damage with equal ease. Average difficulty to use.



*************************
FAIRY MERCHANT'S STORE
*************************

WEAPONS
*******
Magical Sword (Greatsword)
Air Blade (Greatsword)
Icepick (Dagger)
Wolf Fang (Tool)
Beast Fang (Tool)
Rope (Whip)
Jewel Rod (Rod)
Icicle Rod (Rod)
Book of Laura (Grimoire)
Morning Star (Mace)



SHIELDS
*******
N/A



ARMOR
*****
Raven Cloth



HEAD
****
N/A



HAND
****
Mystic Bangle



FOOT
****
Fire Boots
Fire Boots



ACCESSORIES
***********
N/A



CONSUMABLES
***********
Oat Bread x2
Oat Bread x2
Potion x3
Potion x3
Kokori Seed x2
Kokori Seed x2
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Lumiel x3
Lumiel x3
Moon Lily x7
Medicinal Herb x2
Medicinal Herb x2



*********************



WHAT TO BUY:
The Fairy Merchant doesn't have much for sale, but what she does have is pretty
outstanding. She sells the first Greatswords in the game, the first Tools in
the game, and several pieces of equipment so potent that you might still have
them equipped when you come up against the final boss: the Icicle Rod, the Book
of Laura, the much-touted Rope, the Mystic Bangle, and the Fire Boots.

But let's not get ahead of ourselves. Starting from the top we have the two
Greatswords, the Magical Sword and the Air Blade. The Magical Sword is
invaluable. It is the first weapon you can obtain that causes Burn, a status
effect that deals damage every few turns based on the victim's maximum HP. By
endgame, Burn and Poison will be some of the best tools in your arsenal for
handling bosses. The Air Blade is not quite as good, only offering Aerism and
MDEF 1/2, and the latter only at high Mastery. No: the Magical Sword is where
it's at (but only if you're using Paladins, as no other class can equip a
Greatsword).

If you've got a Trickster in your army, you're probably very interested in
those two Tools, the Wolf Fang and the Beast Fang. Unfortunately, both are
somewhat limited, as the only Specialty they have is the Specialty IV attack,
which is the night-only trap-setting skill. Now, admittedly, that's also the
most INTERESTING Specialty for the Tool weapons, but you can't rely on it
alone, so don't buy either Tool expecting to have it replace the Cutlass. That
being said, how do they stand up when equipped in conjunction with the Cutlass?
The answer for the Wolf Fang is, pretty well. The Wolf Fang causes Pain, which
prevents the target from taking any action other than moving and participating
in Beats. It's a valuable status, worth the money and CAP space. The Beast Fang
only offers Poor Aim, which - while useful; it doubles the chance that the
victim will be Guarded against when they use a melee attack - is inferior to
Pain, which stops attacks altogether. If you're trying to pick one, the Wolf
Fang is the clear winner here.

The Icicle Rod might be the best rod ever available, despite its low power. Its
spells inflict Freeze, which is an unspeakably valuable offensive and defensive
tool, and Silent, which renders spellcasters entirely useless... up to and
including the final boss. There is no stressing the importance of this rod
enough. If you're using Paulo or a Sorceress, don't leave this store without
it.

The Book of Laura has the first AOE healing spell you can get - the Specialty
III Criss-Cross spell - and one of the strongest single-target heals of any
Grimoire. Though it may end up outclassed by even stronger books to come, the
Book of Laura (or the Book of the Roller Witch, as one Japanese site humorously
Google-Translated it to) is a staple for a Priestess at this early stage in the
game. Would that I could say the same about the Morning Star. We'll discuss
maces in more depth later, when the stronger ones become available, but for
now, let's just say they're worthless and leave it at that.

On the more defensive side of things we have the Raven Cloth, which is just
not worth purchasing, especially since almost everybody who can equip it can
also equip Battle Clothes, which give equal +DEF (though no +MDEF). On the
other hand, we have the Mystic Bangle and the Fire Boots, each of which is more
valuable than the other. The Mystic Bangle offers a chunk of MDEF and CAST and
the potent "Magic Tactics Damage +50%" Boost effect. Compared to this power,
the Fire Boots may seem inferior at first, but believe me when I say you want
both pairs. Burn is one of the most dangerous status effects around and you
will have to fight on several stages where the enemies can inflict Burn over a
wide AOE. Burn immunity is an incredible asset and the Fire Boots offer it!
Pick these babies up!

This is also one of the rare occasions where interesting consumables appear in
the store, above and beyond your typical curative items. The Kokori Seed isn't
much use in battle, but it refines into one Gem of every color for Alchemy,
which makes purchasing both easily worthwhile. And at the very bottom of the
list we have the Moon Lily. This item is more interesting than useful; it is
automatically used at night and instantly reduces its equipee's WT time to 0,
allowing them to move and act immediately the next time your turn comes up.
They're rather pricey and you can work without them quite easily, but their
effect is not easily duplicated and they're very rare to come across. So if you
think you can make good use of their effect, be my guest.



PREPARING FOR THE NEXT FIGHT:
Up until now, Gungnir has been treating you nicely. The battles have been
fairly simple and kind, there have been several tutorials and opportunities to
try new things, and the stages have not been out to get you.

With the next battle, the kid gloves come off.

While Gungnir isn't going to really start playing rough until Scene 10, Scene
07 has a noticeable difficulty spike over what's come before it. Only your best
units should go into this fight, because only your best units will come out of
it, and they'd better be armed for bear and ready to rumble.

The first and most important thing to note is that there are several Brutes on
this scene, and all but one of them hold weapons that can break different
pieces of your equipment. The boss, Bacchus, can break helmets; the Brute
Stefan can break shoes; and the Brute Dieter can break both body armor and
shields. The only pieces that are safe throughout the entire fight are hand
equips, such as the Vantage and the Mystic Bangle, and accessories, such as
the Stunner Belt.

You have two options here: you can either remove all armor except for hand
equips and accessories and fill the extra space with healing items, or you can
rely on taking the Brutes out so quickly with magic and ranged attacks that
they won't be able to break your stuff. You can also strike various "middle
ground" options, such as unequipping your tanks but leaving your ranged units
fully-equipped and just keeping them behind the tanks' frontline, or using Base
Panels to swap your equipment in and out based on which Brute you're currently
engaging. Pick whichever option works best for you and then plot your equipment
options accordingly.

Because your equipment choices for this scene will fluctuate wildly based on
how much you care about the possibility of various pieces getting broken, I'm
going to take a moment here to talk about something other than recommendations
for what you should be equipping. This is the perfect time to crack into the
last of the major systems of Gungnir: Alchemy.

Alchemy is a simple process by which you pay Gems to level up your weapons.
Gems can be obtained by refining armor, accessories, or consumables; by
attacking Magic Crystals and picking up the Gems that fall as you do so; or
using the Jewel Rod's Earth Orb spell or the not-yet-obtained Alchemitton's
Boost effect, which creates Gems as though you had attacked a Crystal. Every
time you level up a weapon, its power increases, up to 150% of the base power,
but each level a weapon gains also causes that weapon's leveling process to
become more expensive and more likely to fail. That's right; the leveling
process doesn't always work, sometimes consuming your Gems to no effect
whatsoever. A weapon's level maxes out at +9.

The thing about Gungnir is that, since weapons come with such a wide variety of
skills on them, you might be stuck using an early weapon until late into the
game. Take bows, for example, where the Gust Bow is the only bow with a
Specialty II attack until very late indeed, or where the Flint Bow is the only
bow at all that can cause Burn. In order for these weapons to remain powerful
as well as useful in terms of utility, Alchemy can level the weapons up and
increase their power. This is what allows useful early-game weapons, such as
the Rope and the Cutlass, to remain viable no matter how late in the game you
are.

Since we just got the Four-Leaf Clover x4 and we can refine that into x10 of
every element of gem - Null, Fire, Water, Wind, and Earth - now is a great time
to get started on some upgrading!



WEAPONS WORTH UPGRADING AT THIS POINT IN TIME

Swords: Rainy Saber
Greatswords: Magical Sword
Rapiers: Estoc
Axes: Battleaxe, Slasher, Kill Blade
Hammers: Bloody Rose
Daggers: Cutlass
Claws: Wild Cat
Tools: Wolf Fang
Whips: Thorn Whip, Rope
Bows: Gust Bow
Bowguns: Crossbow
Rods: Icicle Rod
Grimoires: Book of Laura



If you're feeling particularly fond of any of the weapons on the above list,
go ahead and use some Gems to boost their Power. Before this coming scene
especially, it's not a bad idea.

Here's a little trick to cheat the system if you want to conserve your Gems:
after upgrading any weapon by a level, exit the Alchemy screen and save. Then
return and upgrade by another level. If the upgrade is successful, exit and
save again. If the upgrade fails, load your last save and try it again until it
works. Gems are more difficult to come by than I'd like, so using this trick
can greatly extend the life of your collection.

Got that Alchemy done? Got that armor safely doled out or squirreled away,
depending on your strategy? Then it's time! Save and make your cautious way
into the fray!










*******************************************************************************

                                   [SC07]

                               **************
                              *** SCENE 07 ***
                               **************

                   IN THE NAME OF HIS MAJESTY THE EMPEROR
                  The forbidden fruit tastes the sweetest.

                                  Battle:
                        Liberation of Carozza Prison


*******************************************************************************



SCENE 07
Victory Condition:
-Defeat Bacchus.

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: SVART 3, 983 AM 10:45
Time limit: SVART 7, 983 AM 6:00
Star Rating Times:
  < 48 hrs   ***
  >= 48 hrs, < 56 hrs   **
  >= 56 hrs, < 64 hrs   *

Ace Options: Valerie
Character Limit: 5 including your Ace
Guests: N/A



Enemies:
  Brute (Bacchus)
  BOSS
  Kill Blade +7         Axe            Break Head
  Iron Armor            Body Armor     DEF +25
  Power Gaunts          Hand Armor     DEF +10, HIT +10
                                          BOOST: Melee Damage +50%
  Elixir                Consumable     FULL HP Recovery


  Brute x1 (Stefan)
  *****
  Bloody Rose           Hammer         Break Foot, Shieldless, Knockback,
                                          Crisis Power UP
  Hard Leather          Body Armor     DEF +10
  Medicinal Herb x2     Consumable     Low HP and VIT recovery


  Brute x1 (Dieter)
  *****
  Battleaxe             Axe            Break Armor
  Slasher               Axe            Break Shield
  Hard Leather          Body Armor     DEF +10
  Medicinal Herb x2     Consumable     Low HP and VIT recovery


  Brute x1 (Gunther)
  *****
  Francisca             Axe            N/A
  Hard Leather          Body Armor     DEF +10
  Medicinal Herb x2     Consumable     Low HP and VIT recovery


  Tamer x1 (Relia)
  *****
  Thorn Whip            Whip           Poison
  Zentetsu              Katana         GUARD 33%, Counter IV


  Tamer x1 (Oola)
  *****
  Thorn Whip            Whip           Poison
  Battle Clothes        Body Armor     DEF +15
  Savage Hunter         Hand Armor     DEF +10
                                          BOOST: Enemy Guard -20%
  Potion x3             Consumable     Light HP Recovery


  Archer x3 (Corneas, Evon, Knoress)
  ****
  Gust Bow              Bow            N/A
  MG Gadget             Hand Armor     DEF +10, MDEF +5, HIT +20
                                          BOOST: Ranged Tactics Damage +50%
  Potion x3             Consumable     Light HP Recovery


  Witch x1 (Josette)
  ***
  Kikimora              Broom          Burn, Mana Aura
  Mystic Bangle         Hand Armor     MDEF +15, CAST +25
                                          BOOST: Magic Tactics Damage +50%
  Potion x3             Consumable     Light HP Recovery



Chests:
  Potion x3 - Appears amidst your party members' starting positions.
  Auto Potion - Two squares in front of and one square to your Ace's left.
  Elixir - Two squares in front of Stefan the Brute.
  Gargoyle Rod - Two squares in front of Relia the Tamer.
  Kikimora - Appears right in front of the Magic Crystal.
  Naga Fangs - Two squares behind and one square to Oola the Tamer's left.
  Potion x3 - One square behind and one square to Bacchus' left.

Objects:
  Bronze Mace - Tripod wooden torch one square in front of and one square to
                Gunther the Brute's left.



Hoo boy. You've got your work cut out for you here. The time offered for the
three-star clear is quite generous, but if the enemies don't move the way you
want them to, you will need every second of it to clear the time limit.

Your army begins squashed at the top of the eastern staircase, vulnerable to
attack by the Archer next to Bacchus. At the bottom of the stair is a huge
square platform upon which a Tamer, a group of Brutes, an Archer, and a Witch
wait with murder in their eyes. The platform leads to the western staircase,
which is even longer and smaller than the one you begin on - only one square
wide. At the top of this staircase is Bacchus, cackling gleefully beside his
blood-soaked guillotine.

God, I hate Bacchus.

Let's start with a quick overview of what you can expect this stage to throw
at you. The Archer next to Bacchus will start shooting at once at anybody who
stays on the platform you start out on, so it's wise to get off of there with
all speed. You MIGHT be able to return fire on him with a Gust Bow of your
own, but it's not generally worth it.

As you move down the two-panel-wide staircase, the swarm of prison guards at
the base of the stairs flood toward you, intent on violence. One of the two
Brutes wields the Battleaxe, with which he can break body armor, and the
Slasher, with which he can break shields. The other Brute swings the Bloody
Rose, breaking shoes and causing knockback. If he gets a unit between him
and either side of the staircase, he will knock that unit off the side of the
scene - forcing them to Retreat - or off into the bottomless pit - killing
them instantly and permanently.

Accompanying the Brutes are a Tamer, an Archer, and your first enemy Witch.
Witches can be pretty irritating, mostly because they can fly. You can't block
a Witch from getting to an item bag, a good spellcasting location, or a
weakened target (short of using status effects,) because she'll just zoom over
the heads of anybody you put in her way and get there anyway. Worse still,
this particular Witch is equipped with the Kikimora broom, which can cast a
spell called Pyro Wave. Pyro Wave targets a cross of units, like Cool Orb or
Earth Orb, but instead of causing Freeze or summoning Gems, it causes Burn,
like the Magical Sword does. Just to remind you, Burn deals damage over time
based on your MAXIMUM health, and it can very easily wipe out your entire army
if left untreated. It's one of the nastier ailments to encounter, and in the
tight quarters of this scene, it's damn hard to avoid. Of course, you could
equip those new Fire Boots and protect yourself from Burn that way... at least
until the Brute with the Bloody Rose comes along and smashes them. Not good.

Like Pierre back on Scene 04, Bacchus refuses to move toward you until either
he is damaged or his foreguard - in this case, all of the units that start out
on the large square platform - are defeated. Unlike Pierre, though, Bacchus is
dancing just out of your reach. He stands nine squares away from the platform
you start out on, which is too far for any bow or magic you have to reach him.
The only hope you have for getting him moving toward you quickly enough to
defeat him within the three-star time limit is Gungnir. Einherjar can strike
any opponent anywhere on the map; summoning him will allow you to get Bacchus
moving.

Our goals for this scene, then, are simple. Survive the initial bloodbath long
enough to capture enough Base Panels for Ragnarok, then kill Bacchus when he
gets down the stairs.

Easier said than done, of course!

You can tackle this scene from one of two locations. You can either stay on
the staircase that you start upon, taking out your highest-priority foes -
namely, the Brute with the Bloody Rose and the Witch - with ranged spells and
arrows, or you can push your way down onto the square southern platform with
brute force, summon Einherjar as quickly as possible, and Beat up the remnants
while you wait for Bacchus. The first method has the advantage of being a lot
safer, as you don't leave yourself open to four-way enemy Beats. The second
method has the advantage of getting a more reliable summoning out of Einherjar,
since Einherjar is more likely to target enemies when there are more enemies
left alive.

Let's look at the ranged-control-of-the-staircase method first. To pull this
off, you'll want to put anybody who can take a hit - Giulio, Knights, Brutes -
or deal line-of-sight damage - Giulio, Gunners, Tamers - or provide healing
capabilities - Priestesses, maybe even Paulo - at the front, meeting the
charge of the enemy forces head-on. Obviously you will then want to arrange
your Sorceresses, Archers, and Throwers, as well as Elise and Paulo, behind
this defensive frontline. AOE damage is the key here. Since the enemies will
be bottlenecking like crazy in their attempt to reach you, you want to take
full advantage of this with all the AOE damage you can muster. The Iron Bowgun
that Valerie came equipped with is excellent here, able to shoot through three
targets in a row; Paladins can deal a lot of damage and inflict Burn using the
Magical Sword, rapidly eliminating targets. Tamers that have learned Doom Wind
on the Thorn Whip can cause Poison, which is functionally identical to Burn
and just as nasty, or they can Capture the closest enemies, disabling them and
impeding the other opponents' ability to move. Sorceresses should be spamming
the Icicle Rod's Cool Orb spell, which causes Freeze, thereby holding enemies
still for your other soldiers to set up their attacks, and Giulio can keep
himself healthy using Gungnir's multi-target Distant Shadow attack.

The biggest thing to worry about while you're on the stairs is that Brute with
the Bloody Rose, who can knock you off of them if he gets to the right position
to do so. However, two can play at that game; if you have an Assassin or a
Trickster with the Cutlass, you also have the ability to knock him - or his
friends - off the stairs in return! This will one-shot any enemy you can pull
it off on, greatly shortening the battle.

Once the first wave of enemies has died, you have the freedom to go down and
take over the square platform. Occupy all of the Base Panels there, warning
off the enemies with potshots when you have to, and trigger Ragnarok. As long
as the Brute with the Bloody Rose is gone, none of the enemies will be able to
interrupt your casting, so as soon as Einherjar is cooperating, you can let 'im
rip.

If you're taking the brute-force-push-to-the-bottom approach instead, make sure
everybody has Potions and/ or Medicinal Herbs equipped. Your goal is to call
Einherjar ASAP, and the enemies will be Beating on you mercilessly until this
happens. Priestesses are very valuable here, as is Gungnir's Distant Shadow,
which will heal Giulio for part of the damage he causes. Come packing some
knockback, either in the form of Bronze Swords or Cutlasses, in order to knock
enemies off Base Panels if they get in the way. Tamers are also worth their
weight in gold for this method, as they can completely remove targets from the
battle by Capturing them. Freezing enemies in positions where they can't reach
you using the Icicle Rod, or inflicting Pain on them using the Wolf Fang's
Gastro Trap to stop them from attacking outright, are also viable ways to get
the enemies out of your hair long enough to get Ragnarok rolling.

It's important to note that once again, the biggest thing you'll need to worry
about is the Brute with the Bloody Rose. If he inflicts knockback on Giulio
while Giulio is summoning Einherjar, Ragnarok will be cancelled and you'll
need to restart the battle. Be sure to kill or otherwise disable this Brute
before Giulio starts casting, or you may regret it.

Either way, once Einherjar hits the field, all hell will break loose as Bacchus
and all of his guardians - taking their maiming at the scythe of Einherjar as a
personal insult - start moving down the stairs toward you at once. Meanwhile,
all of the enemies actually stuck on the platform with you will panic, running
away to try and use healing items on themselves before you can finish the job
Einherjar started.

All of this actually works in your favor. The tight quarters of Bacchus' long
staircase and the spaced-out positioning of the enemies on it means that they
will reach your waiting army one at a time. If you can eliminate each enemy
before the next one can show up, you will engage in several quick one-on-five
skirmishes that you should easily win. In the interim, the opponents on the
platform with you should be within one or two shots of death before they use
a healing item - meaning you can probably off several of them before they can
patch themselves up - and still killable using a four-person Beat even after
they've healed. Hunt them down one by one and take them all out, one after the
other.

Bacchus will be the last unit to reach you, and he will likely use his Elixir
on the way to recover from the damage Einherjar dealt to him. This is fine, as
it means he won't have that Elixir around once you start Beating on him. Him
healing off the damage from Einherjar is irritating, but it's far better than
him healing off the damage you've spent your last four turns causing to him.

The psychotic Brute has quite a bit of HP and can break any head armor you have
equipped, but other than that, he's not too different from Rodrigues back in
Maleca Village, or any of his lesser Brutes on this very stage. As long as all
or most of his backup is dead by the time he reaches you, he won't last much
longer than they did. Blast him with arrows, Beats, and magic, and try to cause
Burn or Poison to him if you can to hasten his defeat. Once Bacchus falls, the
battle ends, and you are the victors!

Aww, Jeremias and Colette are so cute :)










*******************************************************************************

                                 [INTER-07-08]

                             SCENE 07-08 INTERLUDE


*******************************************************************************



New Guild Classes: Witch

  Witch: Unusual caster unit with a variety of attacks, including magical
         traps (called Grams). Can be complicated to use.



******************************
POSSIBLE CAMP MODE RECRUITS
******************************

PALADINS
Augusto        Jeremias       Gabriel
LV: 23         LV: 23         LV: 23
HP: 969        HP: 810        HP: 1093
DEL: 3         DEL: 2         DEL: 3
TAC: 3         TAC: 2         TAC: 1
CAP: 106       CAP: 115       CAP: 109
Spec: I        Spec: I        Spec: IV
Fire: 2        Fire: 3        Fire: -1
Water: -3      Water: -1      Water: -2
Wind: 3        Wind: 1        Wind: 2
Earth: -2      Earth: -3      Earth: 1

ARCHERS
Bruno
LV: 23
HP: 882
DEL: 2
TAC: 2
CAP: 109
Spec: IV
Fire: -3
Water: 0
Wind: 2
Earth: 1

GUNNERS
Claus
LV: 23
HP: 1041
DEL: 2
TAC: 1
CAP: 121
Spec: IV
Fire: -1
Water: 1
Wind: -1
Earth: 1

THROWERS
Gregory        Heinz          Gunther
LV: 23         LV: 23         LV: 23
HP: 1037       HP: 1041       HP: 898
DEL: 4         DEL: 3         DEL: 2
TAC: 2         TAC: 1         TAC: 2
CAP: 112       CAP: 118       CAP: 115
Spec: III      Spec: II       Spec: I
Fire: 2        Fire: -3       Fire: 1
Water: -2      Water: 3       Water: 2
Wind: -2       Wind: 0        Wind: -2
Earth: 2       Earth: 0       Earth: -1

PRIESTESSES
Frenda
LV: 23
HP: 895
DEL: 4
TAC: 2
CAP: 115
Spec: IV
Fire: 1
Water: 2
Wind: -1
Earth: -2

SORCERESSES
Gracia         Caldina        Consuela
LV: 23         LV: 23         LV: 23
HP: 885        HP: 850        HP: 855
DEL: 3         DEL: 2         DEL: 3
TAC: 2         TAC: 3         TAC: 3
CAP: 109       CAP: 103       CAP: 115
Spec: II       Spec: II       Spec: I
Fire: 0        Fire: 3        Fire: 0
Water: -2      Water: -3      Water: -2
Wind: 3        Wind: 2        Wind: 3
Earth: -1      Earth: -2      Earth: -1

WITCHES
Lemmens        Colette        Audrey
LV: 23         LV: 23         LV: 23
HP: 821        HP: 903        HP: 982
DEL: 3         DEL: 2         DEL: 4
TAC: 2         TAC: 2         TAC: 1
CAP: 115       CAP: 112       CAP: 121
Spec: IV       Spec: I        Spec: I
Fire: -1       Fire: -2       Fire: -3
Water: 3       Water: 3       Water: 1
Wind: -1       Wind: -1       Wind: 3
Earth: -1      Earth: 0       Earth: -1





********************
ORKUBECKI'S STORE
********************

WEAPONS
*******
Magical Sword (Greatsword)
Air Blade (Greatsword)
Battleaxe (Axe)
Ogre Blade (Axe)
Kill Blade (Axe)
Spiky Hammer (Hammer)
Bloody Rose (Hammer)
Carnage Claw (Claw)
Zentetsu (Katana)
Zentetsu (Katana)
Longbow (Bow)
Iron Bowgun (Bowgun)
Flamme (Javelin)
Flamme (Javelin)
Icicle Rod (Rod)
Sorcery Book (Grimoire)
Book of Eleanor (Grimoire)
Straw Broom (Broom)
Lucky Broom (Broom)
Kikimora (Broom)



SHIELDS
*******
Mirror Shield (Large)
Buckler (Small)



ARMOR
*****
Battle Clothes
Battle Clothes
Classic Robe
Classic Robe
Lovely One-Piece
Lovely One-Piece



HEAD
****
Water Veil
Water Veil
Bat Hairpin



HAND
****
Kaiser Knuckle
Kaiser Knuckle
Magic Gauntlet
Wrecker Gloves
Wrecker Gloves



FOOT
****
Fire Boots
Amazon Boots
Amazon Boots



ACCESSORIES
***********
N/A



CONSUMABLES
***********
Potion x3
Potion x3
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Medicinal Herb x2
Medicinal Herb x2



*********************



WHAT TO BUY:
There are two new axes for sale here, and one of them is very good and one of
them is... not. The Kill Blade is the good one, and if you didn't pick one up
back in Maleca Village or just now from Bacchus, you may want to buy one here.
The Kill Blade is strong, versatile, and can break head armor, making it the
lightest axe capable of doing so. The other axe, however, is the Ogre Blade.
It may sound cool, and its sole attack - Concussive Ruin - probably sounds
even cooler. The problem with it is that Concussive Ruin, although it is just
as powerful as it sounds, has a major drawback: it can only be used when its
wielder has full HP. Take one scratch from an Assassin, one shot from an
Archer, and you can't use the Ogre Blade anymore until your Priestess tops off
your HP again. This is a crippling weakness for the Ogre Blade. Sorry, Ogre
Blade, but even if you are quite strong, I can't recommend buying you.

Valerie came equipped with a Carnage Claw, but here we have another one for
sale. Is it worth buying? Well... only for one very particular, very unusual
reason. The Carnage Claw's added status effect is called Phys Aura, and what
it does is increase the target's DEF to 75 (meaning the target only takes 25%
damage from physical attacks) and decrease the target's MDEF to 0, no matter
how much +MDEF armor they have equipped. Basically, it greatly reduces the
damage the target takes from physical attacks while maximizing the damage they
will take from magic. This effect has some quirky uses, but the best use for it
is inflicting it on your own allies to greatly increase their resistance to
physical attacks. (You have to watch out for enemy mages when you do this,
though.) The Carnage Claw isn't very strong, so you can easily use it to put
Phys Aura across your team for the low price of 70-100 HP or so. However, when
it comes to actual combat, the Carnage Claw is terrible. It's weak to start
with, and it frequently makes itself weaker by inflicting Phys Aura on its
target, further reducing its damage. The one advantage is has over the Wild
Cat is that, with 18 Mastery, it gets the Dark Claw skill, which can cause
knockback. However, we have Cutlasses for that! As a result, the Carnage Claw
is only worth buying - or indeed, even hanging onto - if you feel like playing
around with Phys Aura. It's a pretty cool effect, and you can do some creative
things with it (and its equal and opposite, Mana Aura) if you're so inclined,
but you can easily win the game without them, too. Your choice.

We haven't actually discussed the Zentetsu yet, so let's go ahead and take a
moment for it. Let's start by saying that Katanas are great, but probably not
for the reason you expect. They aren't actually weapons that you physically
attack with. Katanas are basically counterattacking equivalents of shields;
they have high Guard Rating and will override your current weapon to give you
that Guard Rating (which is always a good thing, let me assure you). The thing
is, unlike shields, katanas don't just guard. They can also counter any attack
they guard against, making them great free sources of extra damage and
defensibility. The Zentetsu we have here is the weakest katana, but it can
ignore enemy DEF, meaning it hits hard against any target, and it's also the
only Katana you'll have access to for quite some time. I recommend it for
any Tamer (since Tamers are the only class that can equip them).

The Longbow and the Flamme are pretty much crap. The Longbow's claim to fame
is having a Specialty III attack on it; we'll talk more about that Specialty
on a bow later, but suffice it to say, it's not very good. The Flamme, despite
its name, does not cause Burn, and it doesn't have ranged knockback on it
either, which makes it inferior to the Pilum and vastly inferior to a javelin
you can get within three scenes. Ignore both.

The Iron Bowgun is something of a personal call. It doesn't cause any status
effects, but it is the only bowgun for some time to have the Specialty II
"pierce through three enemies" attack, which is a valuable quality on a Gunner.
I tend to like the Crossbow and its Weak ailment better than the Iron Bowgun,
and you do already have one since Valerie comes equipped with it, but that
Specialty II attack really can come in handy. If you feel like you need a
second one, I'm not going to be the one to gainsay you.

The Sorcery Book is a very good book. It has a Specialty II attack right off
the bat, allowing for instant ranged single-target healing, and it gains both
a Specialty I and Specialty IV attack when Mastered, allowing for versatile
healing and damage. Unfortunately for the Sorcery Book, the Book of Eleanor is
vastly superior. Once you learn Aerial Cure from this Book, you will have the
second-strongest AOE healing spell in the game at your beck and call. This,
combined with the Book of Laura's outrageously strong single-target heal, will
be all you need on any Priestess for the next half of the game or so. In
comparison to this winning combo of Eleanor and Laura, the Sorcery Book has no
place and isn't really worth buying (much to my sorrow... Gravity is a fun
ailment).

Witches are available to you now, and with them come several of their cool new
weapons: brooms! Sadly, the Straw Broom is only good for recruiting a Witch
from the Guild. The Kikimora is definitely the best broom around and will be
for a long time, especially as it causes Burn in an AOE. If you're recruiting a
Witch, the Straw Broom is the broom to give up for her and the Kikimora is the
broom to give her.

There's a third broom, though, one that is a lot more difficult to rate: the
Lucky Broom.

Here's the deal. The Lucky Broom doesn't look like much at first (noticing a
trend with that statement and this game?) It only has one attack, and it's
Specialty IV, which means it's a trap skill. So what purpose does it serve? You
will notice something about it... its added effect is Charm. Charm does exactly
what you'd expect in terms of forcing the target to attack its allies, and, as
in many other games, it can be easily removed by attacking the unit to snap it
out of the effect. The thing is, in most games you can just give the offending
character a whack from a weak mage class to wake them up. But in Gungnir,
that's pretty difficult considering that your skills are all dependent on your
weapon and equipping a weak weapon gimps you for most of the battle. In the
best case scenario, you immediately attack the Charmed unit and they take a
(probably nasty) chunk of damage. In the worst case scenario, they get a turn
first, wallop somebody at full strength, and then get whacked themselves in
return, resulting in unpleasant damage and wasted turns all around just because
of one single status effect. It's nasty.

The Lucky Broom is one of the few ways for you to cause this effect to your
enemies, and is useful because of it, regardless of the difficulty inherent in
getting the effect to occur. You must either bring the wielding Witch into a
Beat or somehow force an enemy into your laid trap. (Hint: use Knockback.) On
a first playthrough, I'd ignore the Lucky Broom; there are simpler ways to do
more damage than with Charm trickery. However, on a second playthrough, give it
a try! You might like it more than you think.

So what else? Well, we have our first large shield for sale: the Mirror Shield,
which offers... only 6% more Guard than the Buckler at the price of -1 MOVE,
-1 JUMP, and 9 more CAP. Yeah... it's not worth it. There's some new armor
for sale, too: the Classic Robe and the Lovely One-Piece. Both are excellent.
The Classic Robe has a sky-high +25 MDEF, making it pretty much ideal armor for
turning any spellcaster into an unstoppable magic tank. The Lovely One-Piece,
in comparison, has the DEF of Battle Clothes, but raises a Witch's Fire and
Water affinities. Most of the Witch's best brooms are these elements, making
this an ideal armor for them. It works great with the Kikimora!

The Bat Hairpin is very cute, but the ailment it protects against - Batrify -
is so rare that you can go through the whole game without seeing it. The Magic
Gauntlet is a bit of a toss-up. On the one hand, it has a lot of DEF for a
mage equip, and its Boost effect is godly. On the other hand, it has very
little CAST - only +15 - and is pretty heavy. I wouldn't give one to my
Sorceress, but it can be used to great effect on a Paladin.



PREPARING FOR THE NEXT FIGHT:
The next scene is easier than Scene 07, though still a cut above the difficulty
of earlier scenes. For one thing, the only axe-user around is Rodrigues, and
while he can break both Head and Body equipment, once you defeat him, you can
safely deck yourself out in full suits of armor at last without worrying about
anything getting broken. In fact, since the scene strongly encourages you to
split your forces in half, any unit that isn't going to be directly tangling
with Rodrigues can fully equip themselves right from the start. Isn't that
convenient?

You get to field six characters on this scene, divided into two groups of
three. I'll go into more detail about good ways to divvy up your characters
in the actual scene discussion, but for now, as you fiddle with equipment on
the status screen, start considering which characters you might want fighting
together for maximum efficacy.

Melee units are probably the only units that will need to worry about having
equipment broken by Rodrigues on this scene. To compensate, equip them with
hand equipment such as the Power Gaunts or Savage Hunter (+10 DEF,) shoes such
as the Wheel Greaves or the Fire Boots (also +10 DEF,) and Medicinal Herbs for
HP recovery. The Fire Boots are particularly appealing because the Tamers here
use the Specialty II attack Quad Wind, which the Fire Boots can allow you to
counter if you Guard against it. However, Quad Wind also causes the No Counter
status effect, which - predictably - prevents countering. How frustrating!
Still, it doesn't hurt to equip the Fire Boots anyway just in case, right?

Ranged units are really going to want to have +HIT equipped for every fight
from here on out. Gunners need +HIT to distance themselves from direct combat,
and Archers and Throwers gain quite a lot of positioning options when they can
hit at a variety of ranges rather than at just one square. Archers will not be
letting the Gust Bow go for the foreseeable future, and Throwers have no better
weapon choice than the Pilum. Gunners actually have some versatility, as they
can choose between the team support of the Crossbow or the AOE damage of the
Iron Bowgun.

Mages are as severely in need of +CAST as ranged units are in need of +HIT.
However, their options are currently limited to the Magic Gauntlet (+15,) the
Mystic Bangle (+25,) and possibly the Vamp Nail (+15 again). +15 CAST isn't
good for a whole heck of a lot, although it is better than nothing. Don't
despair, however! The next store will do a lot to alleviate this shameful state
of casting times, so just hang in there for a little longer. At least you've
got some great rods hanging about for Sorceresses to use, especially if you
found the Moonlight Rod on Scene 06 and/or the Gargoyle Rod on Scene 07. Be
careful with both of these, however, and be sure not to equip them on their
own. The Moonlight Rod can only be used at night and the Gargoyle Rod's first
spell hits random targets in a small area; neither is exactly reliable, though
both are powerful. We'll discuss both of them in more detail later; for now,
just make sure you equip the Icicle Rod regardless of any other rods you may
choose to add on.










*******************************************************************************

                                   [SC08]

                               **************
                              *** SCENE 08 ***
                               **************

                      THERE CAN ONLY BE ONE CONCLUSION
                      There are two tragedies in life.

                                  Battle:
                       Assault on Victrion Stronghold


*******************************************************************************



SCENE 08
Victory Condition:
-Defeat Pierre

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: SVART 17, 983 AM 10:00
Time limit: SVART 24, 983 AM 6:00
Star Rating Times:
  < 60 hrs   ***
  >= 60 hrs, < 68 hrs   **
  >= 68 hrs, < 74 hrs   *

Ace Options: Giulio, Ragnus, Paulo
Character Limit: 6 including your Ace
Guests: N/A



Enemies:
  Knight (Pierre)
  BOSS
  Dark Saber +9         1H Sword       Blind, Knockback
  Flamberge +9          1H Sword       Pyrism
  Chain Mail            Body Armor     DEF +15, MDEF +5
  Basilisk Shield       Large Shield   GUARD 63%, Prevent Poison
  Onyx                  Collectible    N/A


  Knight x4 (Dottle, Faivia, Guineffe, Leaflet)
  ***
  Rainy Saber           1H Sword       Knockback
  Hard Leather          Body Armor     DEF +10
  Iron Mask             Head Armor     DEF +10, Prevent Charm
  Medicinal Herb x2     Consumable     Small HP and VIT recovery


  Bandit (Rodrigues)
  ********
  Kill Blade +7         Axe            Break Head
  Battleaxe +7          Axe            Break Armor
  Chain Mail            Body Armor     DEF +15, MDEF +5


  Tamer (Griselda)
  ******
  Thunder Chain +7      Whip           No Counter
  Zentetsu +3           Katana         GUARD 33%, Counter IV
  Battle Clothes        Body Armor     DEF +15
  Elixir                Consumable     FULL HP Recovery


  Tamer x3 (Marielle, Marlto, Verito)
  ****
  Thunder Chain         Whip           No Counter
  Zentetsu              Katana         GUARD 33%, Counter IV
  Potion x3             Consumable     Light HP Recovery


  Wampyr x2 (Deianeira, Ghislaine)
  *
  Sexy Physique         Physique       Batrify, Charm (Enchanted Only)
  Main-gauche           Dagger         Knockback
  Enchanting Rouge x9   Consumable     Causes Enchanted (Night Only)



Chests:
  Book of Laura +3 - Six panels to the right of your Ace, against the edge of
                     the map, parallel to the Magic Crystal by Rodrigues.
  Griffin Talon - One square to the right of the Base Panel in front of your
                  Ace, on the stone bridge leading to the fort's front gate.
  Alchemitton - Directly in front of Deianeira the Wampyr.
  Potion x3 - Five squares behind Verito the Tamer.
  Potion x3 - Next to the Magic Crystal behind Ghislaine the Wampyr.
  Lumiel x3 - Three squares behind Guineffe the Knight.
  Lumiel x3 - One square behind and one square to Faivia the Knight's right.

Objects:
  Onyx - Destroy the Ballista.
  Onyx - Destroy the Cannon.
  Book of Laura - In the far wooden box on the western staircase.
  Silver Moon - In the closer wooden box on the western staircase.

Siege Weapons:
  Ballista x1
  Cannon x1



This battle looks intimidating at the start, mostly because you are storming a
fortress with a Ballista and a Cannon prepped at the top of it. However, worry
not about these siege weapons; the enemy team has no Tricksters to operate
them with! In other words, these weapons are no threat to you at all. Although
your characters seem to intimate at the start of the fight that you or your
enemies might be able to put the siege weapons to use, the enemies can't use
them and the only way you're getting a Trickster up there to use them is to
fly her there using the Marchen Wings in a New Game +. So, as far as we're
concerned, the Cannon and the Ballista might as well not be there.

Your team starts this battle split into two groups of three. The Ace and two
others begin in front of the central drawbridge to Victrion. Storming the front
gate is, surprise surprise, pointless; it's closed, and the only way you're
getting inside is to take out its guardian, Pierre. To the southeast, familiar
faces Rodrigues and Griselda lead a Tamer and a new monster unit, a Wampyr, to
attack you. To the northwest are your remaining three party members, facing a
second Wampyr and a duet of Tamers. Pierre and his entourage of Knights, safe
and snug atop the ramparts, won't move until all of these enemies are dealt
with (or until they start taking damage, as per usual).

It's tempting to start the fight by moving your two groups together to unite
your forces. Don't do this; it makes the fight longer and more difficult by
letting the enemies pincer-attack you and making it difficult for you to
organize your Beats. It's also tempting to field Giulio as Ace with the
expectation of having him summon Einherjar. This is nearly impossible for the
first half of the fight, as there are not enough Base Panels easily accessible
to take and hold to amass the 18 TP necessary to cast Ragnarok. If you use
Giulio, you'll be doing it for his fighting prowess, not his summoning skills.

How you split your party members requires careful consideration. Both teams
need a tanky character to take the brunt of the damage, but the Ace's team has
more damage to be concerned with, so if you only have one tanky unit available,
put them by your Ace. On the other hand, the Wampyr that the Ace faces will
move toward you of her own volition. The Wampyr up by Team Two is happy to sit
and wait until you attack her first. Time's a-wastin' for that three-star
rating, so you're going to have to smack her in the face to get her to speed
things up. As she is perched on top of the castle wall, it will take bows,
javelins, or rods to reach her. Naturally, this means you'll want to deploy a
ranged character in Team Two to deal with the Wampyr.

Time is against you in more than one way with the Wampyr, actually. During the
day, they are about as threatening as a Pomeranian with a daisy in its mouth,
but once night falls and they apply their Enchanting Rouge... hooo boy. Once
those two conditions are met, they begin using their Charming Eyes spell, which
does a truly ridiculous amount of damage and inflicts Charm. Charm is basically
the god of nasty status ailments in this game, as I explained just previously
when discussing the Lucky Broom. Avoid it at all costs, preferably by killing
the hell out of the Wampyrs before the first nightfall.

Enough about the Wampyrs. Back to your team composition.

So far we have a tank in the Ace Team and an off-tank and a ranged character in
Team Two. Your main healer should go with the Ace; if your team has a secondary
healer, obviously they should go with Team Two. Otherwise, stick Medicinal
Herbs on Team Two so they can recover in case something bad happens to them
(like their Wampyr using Charm). The last member of Team Ace should be somebody
with AOE damage capability (Tamer, Gunner) or, failing that, somebody who can
initiate Beats (easy enough to come by). If you lack a secondary healer, Team
Two should take another ranged character instead; they'll come in handy later
in the fight.

To sum up:

Team Ace:
.Tank (Giulio, Ragnus, Knight; possibly Brute, Paladin)
.Healer (Priestess, Paulo)
.AOE damage-dealer (Tamer, Gunner)
  OR somebody with Beat initiation (anybody, really)

Team Two:
.Tank (Giulio, Ragnus, Knight)
  OR off-tank (Valerie, Brute, Paladin; possibly Gunner, Priestess)
.Ranged unit (Elise, Paulo, Archer, Thrower, Sorceress, Witch)
.Secondary healer (Paulo, Priestess)
  OR another ranged unit

Keep in mind that these team formations are NOT set in stone and that if you
have a different composition of units, you should use them instead and with a
right good will. This is just my suggestion for a reliable way to get through
this stage fairly unscathed. Tweak it as is your wont.

Okay. Almost done, I promise, but there is one last important thing to note
here. If you get rid of Rodrigues before offing Griselda, Griselda will retreat
alongside him automatically (though she won't drop an item). On the other hand,
if you defeat Griselda first, Rodrigues will NOT retreat along with her. So if
you want Griselda's items, you must defeat her first - and if you want to make
this battle quicker, you'll want to defeat Rodrigues first instead.

All right. Let's get down to brass tacks and butt-kicking, shall we?

Once your units are set and deployed, it's time for some quick movement and
action. Team Ace needs to grab the Base Panel directly in front of them on the
drawbridge (again, don't worry about the Ballista; it won't fire at you,) then
turn their attention immediately to their right. Rush to the edge of the path
Rodrigues and Griselda will be using and set yourself up as a blockade to stop
the mercenaries' full-on charge. Remember that the Wampyr is your top priority.

Team Two will be quickly rushed by the two Tamers. Have the ranged unit target
the Wampyr ASAP; once she takes damage, she will come down from the ramparts
to retaliate in kind. Attack her at once. The Wampyr's Sexy Physique has no
Weapon Guard whatsoever, making her easy to hit, and she doesn't have much HP,
making her easy to kill. (When you do manage to kill her, try to loot her body
and retrieve her Enchanting Rouge. Though you can't use it yourself, it sells
for a TON of money!)

Knockback is, as per usual, incredibly valuable on either side of the field
for eliminating unfortunately-positioned targets quickly. If the Wampyrs, the
Tamers, Griselda, or even Rodrigues get close enough to the edge of the scene
or the edge of the moat, you can knock them over the side, removing them from
the fight in record time. Be careful with your own positioning, however! While
the Tamers and Rodrigues can't cause Knockback, the Wampyrs have Main-gauche
daggers, meaning that they CAN. Just another reason to kill those Wampyrs as
quickly as humanly possible, though, right?

By the time the first night falls, both Wampyrs should be dead. If you've
accomplished that, you're doing well. Any other deaths and damage you've caused
is icing on the cake. Team Two likely won't have trouble disposing of their two
Tamers at this point, but Team Ace may be struggling with Rodrigues and
Griselda. If this is the case, you might want to take the time to move Team
Two's ranged unit down to add some support fire from a safe position on the
central drawbridge. A Sorceress parallel to them can really wreck some havoc on
those bandits. Don't forget to target Griselda first if you really want her
Thunder Chain +7 or Rodrigues first if you just want Griselda to go away, stat.

Okay. Once you've Beaten Rodrigues and Griselda into retreating, it's time to
move all available forces to the northwestern side of the map. That staircase
up the west side of the map is the only way to reach Pierre, so we're going to
storm it with everything we've got. That bastard's going down.

The moment you get within a certain movement range or finish the last non-
Knight on the map, the Knights around Pierre begin running at you. If Giulio
is present, now is probably the time to try and summon Einherjar, although as
most of the enemies are dead, it might be difficult to persuade the War God to
to target the enemies instead of you. The Knights will likely meet you at the
two wooden boxes on the side of the castle; the farther box contains a Book of
Laura, while the closer one has a Silver Moon axe. Be careful about destroying
these boxes to get at those items, however, as without them to act as stepping
stones to the upper level of the castle, you'll have to go all the way around
to the back of the fortress and go up the stairs there.

Pierre tries to hang back until it becomes obvious that you're going to make it
through the last of his Knights and come for him. This is convenient for your
surviving the fight, as you won't have to deal with him until the end, but bad
for your star rating if you're low on time. If the Knight brigade is really
giving you trouble, just ignore them! They don't do much damage, they're hard
to kill, and the stage is over when Pierre dies whether they do or not.
Consider them speedbumps and move on if necessary.

If you're really having trouble getting at Pierre, use the tried-and-true
method of bombarding him with arrows or magic from the stone bridge in front
of him. Once he takes damage, he'll get moving quickly enough.

Pierre himself is little threat, though he does more damage than his Knights.
The Book of Laura's AOE healing magic will come in useful for outpacing his
damaging capabilities, and ranged attacks at proper range (for 100% accuracy)
will help you initiate Beats through his high Guard Rating. The space on top of
the castle is erratic and smaller than it looks, though. You'll have to
position carefully to get maximum effect out of your Beats, and Pierre's turns
will be quite frequent with all the other enemies out of the way. Hem him in
and attack from all sides, and you should be able to take him down in the end.



*************
* AFTERWORD *
*************

DECISION:
  Avenge fallen comrades (+1 Chaos) (DO IT DO IT YOU KNOW YOU WANT TO)
  Quietly lower the spear (+1 Law)



NEW WAR GOD
The God of Intensity, Midgardsormr, is unlocked!
  Midgardsormr, the second War God you receive, may seem inferior to the
  rampaging death brought about by Einherjar. His effect is to Break all of
  the non-weapon equipment, from body armor to consumables, on his targets,
  and at this stage in the game, that's not particularly necessary. However,
  the God of Intensity is a late bloomer. Once you hit the endgame, Knights
  will have over 70% Guard Rating, Sorceresses will have over 50 MDEF,
  Archers will have +80 HIT, and all of them will be adding Boost effects to
  one another's attacks. Midgardsormr destroys all of these benefits and
  reduces your enemies to a vulnerable, easily killable 0 DEF/MDEF with no
  Boosts, resistances, or healing items to save them from your onslaught.
  Midgardsormr's only downside is that any items he breaks, such as the rare
  Magic Eater or the one-of-a-kind Blade Armor, can't be received as drops
  (obviously,) although you can always engineer his targets to specifically
  avoid the carrier of the valuable drop you don't want broken....










*******************************************************************************

                                 [INTER-08-09]

                             SCENE 08-09 INTERLUDE


*******************************************************************************



****************************
IMPERIAL MERCHANT'S STORE
****************************

WEAPONS
*******
Rainy Saber (1H Sword)
Rainy Saber (1H Sword)
Flamberge (1H Sword)
Flamberge (1H Sword)
Magical Sword (Greatsword)
Magical Sword (Greatsword)
Air Blade (Greatsword)
Air Blade (Greatsword)
Black Brand (Greatsword)
Black Brand (Greatsword)
Ogre Blade (Axe)
Kill Blade (Axe)
Kill Blade (Axe)
Main-gauche (Dagger)
Main-gauche (Dagger)
Carnage Claw (Claw)
Carnage Claw (Claw)
Rope (Whip)
Rope (Whip)
Flame Whip (Whip)
Zentetsu (Katana)
Zentetsu (Katana)
Longbow (Bow)
Longbow (Bow)
Iron Bowgun (Bowgun)
Iron Bowgun (Bowgun)
Flamme (Javelin)
Flamme (Javelin)
Icicle Rod (Rod)
Icicle Rod (Rod)
Fire Wyrm Rod (Rod)
Fire Wyrm Rod (Rod)
Sorcery Book (Grimoire)
Sorcery Book (Grimoire)
Book of Eleanor (Grimoire)
Book of Eleanor (Grimoire)
Straw Broom (Broom)
Straw Broom (Broom)
Lucky Broom (Broom)
Lucky Broom (Broom)
Kikimora (Broom)
Kikimora (Broom)
Morning Star (Mace)
Morning Star (Mace)



SHIELDS
*******
Mirror Shield (Large)
Mirror Shield (Large)
Buckler (Small)
Buckler (Small)



ARMOR
*****
Protector
Protector
Chain Mail
Chain Mail
Iron Skinnies
Iron Skinnies
Evening Gown
Evening Gown



HEAD
****
Noel
Noel
Iron Heaume
Iron Heaume
Crystal Circlet
Crystal Circlet
Brave Bandana
Brave Bandana
Green Beret
Green Beret
Bat Hairpin



HAND
****
Hunter Gauntlet
Hunter Gauntlet
Magic Gauntlet
Arm Guard
Arm Guard
Savage Hunter
Savage Hunter
Alchemitton
Angelist



FOOT
****
Fire Boots
Fire Boots
Shura Kogake
Shura Kogake
Gargan Boots
Gargan Boots
Glass Shoes
Glass Shoes
Safety Boots
Safety Boots



ACCESSORIES
***********
Tiger Band
Power Stone
Talisman
Sorcery Glass
Crimson Rose
Ice Rose
Feather Rose
Sand Rose



CONSUMABLES
***********
Oat Bread x2
Oat Bread x2
Potion x3
Potion x3
Ether
Ether
Move Ampule
Move Ampule
Jump Ampule
Jump Ampule
Art of War
Art of War
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Luciel x3
Luciel x3
Lumiel x3
Lumiel x3
Medicinal Herb x2
Medicinal Herb x2



*********************



WHAT TO BUY:
Holy GOD that's a lot of items. Good thing we've seen some of them before, huh?
Let's try and break this dizzying new variety down for you.

The Rainy Saber probably dropped from one of the Knights in the previous scene,
but in case it didn't, it's worth picking up here. It's a respectably powerful
1H Sword that combines Beat initiation and knockback into one light, functional
package. It might actually be one of my favorite 1H Swords, despite its low
Base Power. I certainly prefer it to the Flamberge, which - though it was good
if you got it from Pierre back on Scene 03 - is definitely showing its age now.
Elemental weapons that cause their elemental -ism effect (in the Flamberge's
case, Pyrism) are not particularly good for sustained damage, as their status
effect reduces their own damage output. This is similar to the Carnage Claw
causing Phys Aura, though less dramatic. A weapon that does such a thing needs
some other advantage to make it worth using, and the Flamberge lacks such an
advantage. Buy Rainy Sabers instead.

The Black Brand is a new Greatsword for Paladins that can cause Blind, which
cripples projectile units by reducing their accuracy by 50%. It also gives a
Paladin knockback capabilities, though it lacks Beat initiation. It's pretty
good - definitely a cut above the Air Blade - but is it good enough to buy? I
would rather give my Paladin a Rainy Saber for knockback and the Magical Sword
for Burn, and that doesn't leave room for the Black Brand. However, it's still
a good sword. If Blind is really appealing to you, go ahead and get it.

The Main-gauche is a miniscule power upgrade over the Cutlass that sacrifices
Beat initiation for AOE damage with its Specialty II Hollow Axel attack. If you
REALLY need the multitarget damage over the Beat initiation, you can buy a
Main-gauche, but I'd advise sticking with the Cutlass.

This is your LAST CHANCE to buy the Rope, so be CERTAIN you have one!

The Flame Whip is your first upgrade for the Thorn Whip, unless you got the
Thunder Chain in the last fight. It's a pretty weird one, and one that most
people probably never use, considering that its first attack has the "VS
Beast" property. Like the Spiky Hammer, this means that the Flame Whip's
Beastly Remedy attack will only do real damage to monster-type units, like the
Harpy from Scene 05. However, with only 8 Mastery, the Flame Whip unlocks the
Grave Wind attack, which strikes a row of enemies and causes Pain, like the
Wolf Fang.

The tricky thing is that the Thorn Whip's Poison will do the most damage out
of any whip, but only when Poison hits and sticks. The Thunder Chain is the
most directly powerful whip, but it has the least useful status effect (No
Counter). The Flame Whip has a very good status effect, but it will do the
least damage of the three. So, should you bother with the Flame Whip at all?
Well, in my opinion, yes! Pain is great, the Thunder Chain can't start Beats
while the Flame Whip can, and Final Fantasy 4's summoner Rydia wielded a whip
of the same name, which is epic. The other new fiery weapon in this shop, the
Fire Wyrm Rod, is nowhere near as epic. Like the Gargoyle Rod, its Ashen Call
spell hits random targets in its area of effect. Unlike the Gargoyle Rod, it
doesn't have an amazing Stone-causing secondary spell to make up for this,
making it overall about as useful as the Morning Star.

Also about as useful as the Morning Star is the Protector armor. Everyone who
can equip the Protector can equip Chain Mail instead, which is also for sale
in this store and offers equal DEF and +5 MDEF to the Protector's +0. Chain
Mail is also light, with no MOVE or JUMP penalties and only 18 CAP. It's
great equipment for anybody who can wear it, as are the Iron Skinnies, which
are even slightly better than Chain Mail but can only be equipped by Valerie
and Tamers. The short version is, buy Iron Skinnies for anyone who can wear
them, then Chain Mail for everybody else. Never buy the Protector.

The Evening Gown is the reversed version of the Chain Mail. For mature and
elegant women only (sorry, Witches,) it offers DEF +5 and MDEF +15, making it
inferior to the Classic Robe in terms of magical tankability. Priestesses can
equip the Evening Gown but not the Classic Robe, but if you want your Priestess
to counter mages, there are better options for her to do so. With a heavy
heart, I ask that you skip the Gown.

In the Head department we have the Noel, a hat which prevents Sleep and may
come in useful on a later stage. It's pretty cheap and might save you a lot
of headache when you fight Pamela, so I'd grab both of them just in case. The
Iron Heaume is great for a Knight, as long as they have the CAP to wear it.
The Crystal Circlet is pretty decent; it prevents Phys Aura, which is good,
and offers as much MDEF as the Evening Gown for less CAP. I'm a fan. The Brave
Bandana and the Green Beret are equally unnecessary; the effects they guard
against - Sacrifice and Panic - are so fantastically rare that you're unlikely
to need equipment just to counter them. (Of course, the one place you're going
to see Sacrifice is on this coming scene, so....)

The Hand section has been vastly expanded. Hunter Gauntlets are ranged units'
answer to the Power Gaunts and the Magic Gauntlet, and they're also valuable
sources of +HIT. It's worth buying one or two if you're big on projectiles. The
Arm Guard offers a lot of DEF, even if its Boost isn't too impressive. The
Savage Hunter is flat-out amazing; reducing enemies' Guard Rating is always,
ALWAYS useful no matter the scene or the difficulty. The Alchemitton can best
be described as "unusual"; it produces Gems when you use it to Boost, much like
the Jewel Rod, and lowers Cast Time, making it an effective equipment option
for a mage. Even if you don't want to equip it, it's still worth buying: it
refines into four Gems of every color! Finally, there's the Angelist. If you
use Paladins, this is great for them. It offers 15 MDEF, 25 CT reduction, and a
Boost effect that strengthens the healing magic of other allies. It's heavy and
very expensive, however, which may counterbalance its usefulness in your eyes.
You can stick to Magic Gauntlets for them instead if you prefer.

There are more Fire Boots for sale. At this point, you should have a pretty
good idea of which classes you plan to be using for the rest of the game. You
will want one pair of Fire Boots for every class that can equip them, no
questions asked, and I tend to buy one extra just to be safe. The Shura Kogake
are also pretty good boots; they have 15 DEF, Counter Spec I (which is commonly
used by enemies,) and they prevent No Counter. The Gargan Boots aren't bad, but
there are better shoes around (*cough*Fire Boots*hack*Shura Kogake*cough*)

Safety Boots can be very useful for stages where Tricksters are placing traps -
like the next stage, for example - but they are RIDICULOUSLY expensive. I'd
skip them this time around. In contrast, Glass Shoes are cheap and effective,
and you should definitely pick up at least one pair. It may come in handy on
Scene 16.

You are probably used to ignoring the Accessory tab in the store right now,
considering there hasn't been anything for sale there since Scene 03-04. This
scene, that has changed! Here we have the Tiger Band, which prevents Pain; the
Power Stone, which prevents Weak; the Talisman, which prevents Curse; and the
Sorcery Glass, which prevents Phys Aura. The Tiger Band will be quite useful
on one particular scene and offers a bit of DEF and RES the rest of the time.
The Power Stone is pretty much always useless (apologies, Edward Falcon and
Ayame). The Talisman is great, especially once endgame hits and Curse becomes
common. And the Sorcery Glass is decent, though only Paulo and Sorceresses can
equip it.

Finally, we have the four elemental Roses: Crimson, Ice, Feather, and Sand.
These serve little purpose when equipped, although they can boost the power of
elemental skills. The important thing is that each rose refines into 10 Gems of
its respective element! These are pretty much the best, cheapest, most reliable
way to get Gems in the game, and they'll be for sale multiple times, so take
advantage of them whenever you can.

NOTE, however, that the developers made a mistake with the Feather Rose and the
Sand Rose. Despite the obvious element of each, the Feather Rose refines into
EARTH Gems and the Sand Rose refines into AIR Gems. Both roses Boost the
correct element, but they refine oppositely by accident. Be careful about this.



PREPARING FOR THE NEXT FIGHT:
This fight. Is. A. PAIN. Or at least, it has the potential to be. It's not a
difficult fight, but it's highly dependent on RNG and it has bottomless pits
EVERYWHERE. For the record, if you're knocked into a bottomless pit, you die
immediately - which only makes sense.

You're about to be facing a horde of well-armored enemies carrying weapons that
boast around 20% Weapon Guard. The combination of these two qualities makes the
entire enemy force pretty damn resistant to melee physical damage, and the
three-star time limit isn't nearly as generous as it was last scene. This fight
has a definite goal in mind: it wants to see how you deal with a fight where
brute, face-crushing force isn't going to get you what you want.

This isn't to say that you have to use magic to succeed, although magic is
definitely a viable solution here, especially once the enemies start bunching
up on the central platform and you can wreak havoc amongst them with Magical
Swords, Icicle Rods, and the Kikimora. No; the melee-heavy team actually has
a plethora of tools it can use to control this fight. And what is the most
prominent, class? The answer is: knockback.

The Vast Fissure is an area slashed through with a giant bottomless pit. The
fighting quarters are cramped and there are barely any walls to stop characters
from falling to their doom. Take full advantage of this by equipping Bronze
Swords and, of course, Cutlasses. Knights, Assassins, and Tricksters can be
juggernauts on this map, cruelly kicking any unit that gets in their way down
a pit straight to Hell. However, that's not all melee units are capable of
here.

The major equipment pieces making your enemies on this scene so tough to kill
are Chain Mail (body armor) and Gargan Boots (shoes). Why not soften them up
by having a Brute equip the Battleaxe and the Bloody Rose, destroying their
defensive equipment and leaving them vulnerable? Naturally, Beats are a fine
way to do excessive amounts of damage, so why not use the Savage Guard's Boost
effect to lower enemy Guard Rating and make that first hit certain to land?
The stage's tight quarters play well to the Wolf Fang's Gastro Trap or the
Lucky Broom's Temptation Gram. Capture your enemies right before their turn
comes up in order to cancel it, dramatically delaying their actions. Burn
them with Paladins or Poison them with Tamers. All of these options provide a
melee team with potent ways to gain an advantage over this scene.

You'll notice the one type of class I haven't mentioned yet is ranged units,
and that is because a primarily-ranged army will have the easiest time of all
conquering this scene. Place one or two tanky units on the central platform,
holding the enemies' attention and contributing solely to Beats with constant
repositioning, and have an army of Archers, Gunners, and Throwers firing non-
stop from your side of the chasm. With +HIT, Gust Bows, the "Ranged Damage"
Boost from the Hunter Gauntlet, and ranged knockback from Throwers using the
Pilum, ranged units can devastate this scene with their eyes closed.

The enemies in this fight have the ability to cause the Blind, Sacrifice, and
Sticky status effects to your characters. Blind is particularly rampant, so
you may want to bring some Eyedrops to cure it. Sacrifice can be blocked by the
Brave Bandana and Sticky by the Tough Boots, but neither effect is problematic
enough to go out of your way to prevent. Still, they could conceivably be a
problem in a worst-case scenario, so if you'd rather be safe than sorry, bust
out the boots and the bandanas wherever you can.










*******************************************************************************

                                   [SC09]

                               **************
                              *** SCENE 09 ***
                               **************

                              LIKE A FAIRYTALE
                 Not everything which is bad comes to hurt us.

                                  Battle:
                         Battle at the Vast Fissure


*******************************************************************************



SCENE 09
Victory Condition:
-Defeat Albert

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: NIZVER 25, 983 PM 15:15
Time limit: NIZVER 30, 983 PM 18:00
Star Rating Times:
  < 36 hrs   ***
  >= 36 hrs, < 44 hrs   **
  >= 44 hrs, < 52 hrs   *

Ace Options: Ragnus, Paulo, Valerie
Character Limit: 6 including your Ace
Guests: N/A



Enemies:
  Paladin (Albert)
  BOSS
  Dark Saber +7         1H Sword       Blind, Knockback
  Chain Mail            Body Armor     DEF +15, MDEF +5
  Buckler               Small Shield   GUARD 42%
  Elixir                Consumable     FULL HP Recovery


  Paladin x1 (Ixl)
  *****
  Rainy Saber           1H Sword       Knockback
  Chain Mail            Body Armor     DEF +15, MDEF +5
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing
  Buckler               Small Shield   GUARD 42%


  Paladin x1 (Rex)
  *****
  Black Brand           Greatsword     Blind, Knockback
  Chain Mail            Body Armor     DEF +15, MDEF +5
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing
  Buckler               Small Shield   GUARD 42%


  Paladin x1 (Bradley)
  ****
  Black Brand           Greatsword     Blind, Knockback
  Chain Mail            Body Armor     DEF +15, MDEF +5
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing
  Buckler               Small Shield   GUARD 42%


  Trickster x1 (Madeleen)
  ****
  Spider Spike          Tool           Sticky
  Battle Clothes        Body Armor     DEF +15
  Vamp Nail             Hand Armor     MDEF +10, CAST +15
                                          BOOST: Absorb 1/3 damage
  Potion x3             Consumable     Light HP Recovery


  Trickster x1 (Jasmine)
  ****
  Spider Spike          Tool           Sticky
  Battle Clothes        Body Armor     DEF +15
  Kaiser Knuckle        Hand Armor     DEF +10
                                          BOOST: Melee Tactics Damage +50%
  Potion x3             Consumable     Light HP Recovery


  Thrower x1 (Nathaniel)
  ***
  Knight Killer         Javelin        Knockback
  Chain Mail            Body Armor     DEF +15, MDEF +5
  MG Gadget             Hand Armor     DEF +10, MDEF +5, HIT +20
                                          BOOST: Ranged Tactics Damage +50%


  Witch x2 (Elodie, Felicie)
  ***
  Apple Tree            Broom          Sacrifice
  Mystic Bangle         Hand Armor     MDEF +15, CAST +25
                                          BOOST: Magic Tactics Damage +50%
  Potion x3             Consumable     Light HP Recovery


  Witch x1 (Ute)
  ***
  Noir                  Broom          Blind
  Mystic Bangle         Hand Armor     MDEF +15, CAST +25
                                          BOOST: Magic Tactics Damage +50%



Chests:
  Sun Cloak - On your side of the divide. Appears right next to the rightmost
              post of your suspension bridge.
  Potion x3 - Appears against the edge of the screen all the way to your Ace's
              right.
  Ogre Shield - Appears on the lower level of the cliff, next to the Crystal.
  Ruby Arm Guard - Only chest that appears on the central rock island, where
                   the two suspension bridges lead to and from.
  Mithril Armor - Appears two squares behind and one square to Jasmine the
                  Trickster's right.
  Medicinal Herb x2 - Appears one square in front of and one square to Jasmine
                      the Trickster's left. (She's popular with the treasure
                      chests, that Jasmine.)
  Potion x3 - Appears one square behind and one square to the left of Albert.

Objects:
  Onyx - Destroy the Catapult on the enemy's side of the chasm.
  Rune Knife - Tripod wooden torch two squares in front of and one square to
               Albert's left.
  Crimson Rose - Tripod wooden torch two squares behind Rex the Paladin.
  Wrecker Gloves - Large rock two squares in front of Felicie the Witch, on
                   the lower level of the stage.
  Round Shield - Large rock six squares in front of your Ace, on the lower
                 level of the stage.

Siege Weapons:
  Catapult x1



This fight, man. This fight. While an easy fight to win, it's a difficult fight
to three-star, as the time limit is demanding and the layout of the map does
not favor you. If the three-star rating doesn't matter to you, you can easily
turtle at the bridge nearest to you, Beating the Paladins one by one while your
ranged units do battle with theirs. However, this strategy takes way too much
time if you plan to reach the three-star mark.

Aggressive, coordinated, careful action is the key to winning this map. While
the on-paper difficulty of this scene is not high, it's the first map - even
after the difficulty spike of Scene 07 - that really forces you to use Gungnir-
thinking. If you don't formulate a plan, keep careful track of the battlefield
and its goings-on, and manipulate your party members as a cohesive unit, you'll
have a lot of trouble here. Both the Paladins and the Witches cast spells, and
you'll need to keep track of where they're aiming them and when they will go
off in order to avoid taking 200-300 damage per cast. Two of the Paladins and
the Thrower can cause Knockback, so you will have to pay attention to where
these units are, when their turn is coming up, and who they might go after,
because if they can, they will shove your units down a bottomless pit, killing
them instantly. On top of that, if you plan to use Ragnarok in this fight,
you're going to need to jump onto the central island of the map, take a Base
Panel there, and defend it well, because there are only three Base Panels on
your side of the chasm, which will leave you 2 TP short of summoning a War God.

If you're aiming for those three stars, I suggest armoring a tanky character
well and equipping them with Wheel Greaves to boost their MV to 5 (don't equip
armor or shields that reduce their MV!) Place them adjacent to the Ace (or make
them your Ace, if Ragnus is your tank) and use your first turns to send them
directly across the bridge at the nearest Base Panel. Once they capture it,
move them one square off it in the direction of the Paladins. This is very
important! One of the two Paladins on the middle island has a Black Brand, and
if he decides to use the Rock Wedge attack on you while you are standing on the
Base Panel, you will be knocked to your doom. Don't let this happen! Move away
from the base to safer terrain, but keep yourself in between the Base and the
Paladins. They will almost always prioritize attacking you over retaking the
Base, and you must keep this Base for use of Ragnarok!

Meanwhile, now is the time to mobilize the rest of your forces while your tank
keeps the Paladins busy. Ranged units should amass on your side of the divide;
Archers can stay on the top level, as Gust Bows can shoot to the middle island
with perfect accuracy from that range, but Throwers and Sorceresses will
probably need to head down to the lower ledge that wraps around your cliffside
in order to get in range of the enemies. Paulo can do double-duty from here by
healing and attacking as necessary; a Priestess, on the other hand, can
probably help off-tank in the center island and is a whiz at Beat initiation
using any book with a Specialty IV attack unlocked.

The characters this map really favors, however, are those with knockback. Send
in your Assassins and your Tricksters with their Cutlasses, and let them go
wild in the center here. While knocking enemies into bottomless pits prevents
you from getting treasure from them, it also saves you much time and TP, which
might be more advantageous in the long run.

After you have collected four Base Panels and Einherjar has hit the field, the
flow of battle should tip in your favor. With all the enemies reduced to <50%
health, a good three- or four-way Beat should one-shot any target on the field
except for possibly the boss, Albert. It's important that you wipe your targets
out in as few attacks as possible, because many of them are equipped with
healing items and they're not shy about using them on themselves or their
allies. Einherjar generally won't provoke healing reactions on its own, but if
you attack them again and don't finish them off, you can bet you'll see Potions
start flying around.

This is where playing aggressively yet carefully comes in. Before you confirm
an attack, check the amount of damage you're going to be doing. If you're not
going to do enough damage to finish the enemy off, hold off. Back out of the
attack menu and look at the field again. Can you pull another character into
the Beat to do more damage? Is there somebody around with a Boost effect you
can use? Perhaps there's a weaker enemy nearby you can defeat instead if you
take a few turns to rearrange your allies and their Beat? If you attack without
a Beat, just taking the target down by 100 HP or so and not sending them to a
danger level, can you then Beat them to death on your next turn? Will the enemy
even get a turn before you can go again and finish them off? If you just fling
your characters forward, attacking one at a time without regard for these kinds
of factors, things will almost always end badly for you. So pull back, take
your time, and CRUSH YOUR OPPOSITION.

Planning of this nature is particularly important once boss Albert reaches the
center island and crosses swords with your army. Albert has a lot of HP, and if
you knock him too low without killing him, he'll use his Elixir, restoring
himself to full health again - negating all that damage you did with Einherjar!
This is not a gamebreaker if it occurs, but it certainly is irritating. If
you've been making good time through the battle so far, you should still be
able to bring Albert down to 0 even if he does use his Elixir, and it does
after all increase the chances of him dropping his Dark Saber +7 for the Final
Spoils, so him healing himself isn't necessarily all bad. It might cost you the
three-star rating if you're already in crunch-time, though, so be careful!










*******************************************************************************

                                 [INTER-09-10]

                             SCENE 09-10 INTERLUDE


*******************************************************************************



******************************
MERCHANT APPRENTICE'S STORE
******************************

WEAPONS
*******
Bronze Sword (1H Sword)
Rainy Saber (1H Sword)
Flamberge (1H Sword)
Black Brand (Greatsword)
Kill Blade (Axe)
Main-gauche (Dagger)
Spider Spike (Tool)
Flame Whip (Whip)
Longbow (Bow)
Flamme (Javelin)
Fire Wyrm Rod (Rod)
Sooty Testament (Grimoire)
Sorcery Book (Grimoire)
Book of Eleanor (Grimoire)
Straw Broom (Broom)
Lucky Broom (Broom)
Kikimora (Broom)
Noir (Broom)
Apple Tree (Broom)



SHIELDS
*******
N/A



ARMOR
*****
Chain Mail
Iron Skinnies
Battle Clothes
Evening Gown



HEAD
****
Noel
Iron Heaume
Crystal Circlet
Brave Bandana
Green Beret
Bat Hairpin



HAND
****
Hunter Gauntlet
Magic Gauntlet
Arm Guard
Savage Hunter
Wrecker Gloves



FOOT
****
Amazon Boots



ACCESSORIES
***********
Cat's Eye
Mighty Ring
Magic Ring



CONSUMABLES
***********
Potion x3
Potion x3
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Medicinal Herb x2
Medicinal Herb x2



*********************



WHAT TO BUY:
The Spider Spike, Noir, and Apple Tree are new to the store, but not to your
game as a whole, as they all may have dropped from units in the previous
battle. The Spider Spike is... let's be polite and say "less useful than I'd
like." It has the pretty cool Sticky status ailment attached to it, which
reduces the victim's MOVE and JUMP both to 1. Not by 1: TO 1. It does a great
job of messing with enemies' abilities to set up on and attack you. The
problem is that, aside from its status effect, it's pretty bad, and you can
often get better results by using the Pain effect from the Wolf Fang. If you
didn't buy a Wolf Fang, the Spider Spike might have some extremely limited use,
but even then, it's probably not worth it.

The Noir and the Apple Tree are both brooms, and they're... interesting. The
Noir is an Earth-elemental broom intended to be used in direct melee combat.
I know what you're thinking: a Witch, in melee combat?! It's actually not as
ridiculous as it sounds. A Witch's ability to fly allows her to easily zoom
into the fray, whack her victim over the head to trigger a Beat, and then fly
away to safety, much like an Assassin but even more mobile. She can even fly
right over her target's head to engage them from behind, ignoring their Guard
Chance. So yes, Witches can actually serve as surprisingly serviceable fighters
if you give them a melee broom such as the Noir and play them like an Assassin,
never letting them get caught. The Noir also causes Blind, which is cool and
gives a Witch some extra survivability when tackling melee fighters such as
Brutes and Knights.

The Apple Tree is a somewhat-stronger version of the Kikimora that sacrifices
Burn for - fittingly - the Sacrifice ailment. This is a weird, quirky little
effect that causes anyone hitting the afflicted target to recover a small
amount of HP. It's not a bad thing to be using where you can, especially if
you can then pull off a massive four-way Beat on the victim and recover HP
across most of your team for having done so.

Both of these brooms are pretty good in their own right, but they both suffer
the major disadvantage of being compared against the Kikimora, which will do
more damage with Burn than either of these brooms could even dream of. As a
result, the Kikimora is pretty clearly better than either of them. Still, much
like the Black Brand, don't let that turn you off either broom. If you have a
Paladin with a Magical Sword, maybe you feel that's all the Burning your team
needs and the Apple Tree's Sacrifice is just a better thing to have around. If
you're using multiple Witches, maybe you want one to be a melee combatant, in
which case you'll really want the Noir. Gungnir has so many interesting
weapons that it would be a shame only to stick to one, even if that one is
very good!

Nothing in the rest of the store is new to you, but most of it is equipment you
might want to buy doubles or triples of, especially considering the scene that
you've got ahead of you. Chain Mail, Iron Skinnies, Battle Clothes, the Noel,
the Iron Heaume, the Hunter Gauntlet, the Savage Hunter, the Amazon Boots...
it's a lot of good stuff. Don't skimp on things you feel you might need. You
need every possible edge once that Advance option is selected.



PREPARING FOR THE NEXT FIGHT:
The next scene is the battle that makes people stick their heads into ovens and
airdrop their PSPs into the Marianas Trench. This is the Wiegraf of Final
Fantasy Tactics, the Wendigo of Devil Survivor, the, well, everything of Fire
Emblem. This is probably the most difficult battle in the game all the way up
until Scene 17 or even later. Take a moment and steel yourself.

The worst thing is - and I'm sorry, you collectors out there, for telling you
this - the time limit for this stage's three-star rating is quite stringent,
and you are going to want to get the three-star rating. The scene following
this one - Scene 11 - has extremely useful and expensive items in its chests,
including one particular item that cannot be found anywhere else in the game!
Having unique items in chests is going to become more and more common as the
game continues toward its conclusion, but this is the first place in the game
where not getting a three-star rating will prevent you from receiving a certain
item in this playthrough.

Of course, that unique item is the weakest Wand in the game. So it's probable
that most of you don't care. But the OTHER items you can get from that scene
are very impressive, even if they're not one-of-a-kind. So trust me, the three-
star rating for this scene is something you will really want! And the first
step to getting it is preparing with the right equipment.

Remember all those Fire Boots you bought up until now? This is the time you're
going to want to equip them. But other than Fire Boots, what else are you going
to want to have? Well, because this is such a difficult battle, here are my
recommended setups for every character you could possibly field at this point.

GIULIO (Gungnir)      GIULIO (without Gungnir)
Gungnir               Rainy Saber (or any sword, really)
Fire Boots            Buckler
                     Chain Mail
                     Fire Boots
                     Wrecker Gloves OR Medicinal Herb x2
CAP: 90               CAP: 104 (Wrecker Gloves) 85 (Herbs)
  There aren't enough easily conquerable Base Panels for Ragnarok to be useful
  here, but Gungnir's high power will come in useful for Beats. If you'd
  prefer a more defensive Giulio - perhaps because you're fielding him as the
  Ace - equip him with a sword, a shield, and some good armor instead.


ELISE
Gust Bow
Battle Clothes
Vantage
Potion x3 (Optional)
Medicinal Herb x2 (Optional)
CAP: 52
  Pretty typical Elise setup for most of the game, really. I like to use her
  as a sub-healer by giving her the Potions and the Medicinal Herbs. You can
  substitute a Hunter Gauntlet over the Vantage for the Boost effect, but that
  will weigh Elise down a lot more and slow down her turns.


RAGNUS (Ace)          RAGNUS (Not Ace)
Kill Blade            Battleaxe
Chain Mail            Slasher
Iron Mask             Chain Mail
Fire Boots            Fire Boots
Medicinal Herb x2
CAP: 95               CAP: 96
  The Ace setup focuses on defenses so that Ragnus can take a place on the
  frontline without being concerned about death. The Not-Ace setup has a much
  more offensive arrangement. The Slasher is particularly notable, as you may
  have unlocked Shield Crush on it and there are lots of Knights with Large
  Shields getting in your way on this scene.


PAULO
Gargoyle Rod OR Icicle Rod
Book of Eleanor OR Book of Laura
Mystic Bangle OR Wrecker Gloves
CAP: 90 (Gargoyle Rod) 85 (Icicle Rod); add 2 if using Book of Laura
  Paulo's setup is pretty fluid and self-explanatory. Only equip the Gargoyle
  Rod if you've unlocked Cluster Pillar and only equip the Book of Eleanor if
  you've unlocked Aerial Cure; otherwise, use the alternatives. You may also
  want to start the battle off with the Wrecker Gloves, which can help destroy
  the Rail Cannon, and then switch to the Mystic Bangle at a Base Panel.


VALERIE (Claws)                VALERIE (Bowgun)
Griffin Talon OR Wild Cat      Crossbow OR Iron Bowgun
Iron Skinnies                  Iron Skinnies
Fire Boots                     Vantage
Medicinal Herb x2              Fire Boots
                              Medicinal Herb x2
CAP: 63 (Griffin) 59 (Cat)     CAP: 70 (Crossbow) 71 (Iron)
  I greatly prefer Valerie with Claws at this time, but either setup can be
  useful. The Griffin Talon can Poison and is amazing because of it, but the
  Wild Cat's Sleep status can be useful as well. As before, the Crossbow gives
  her the power to initiate Beats, while the Iron Bowgun offers AOE damage;
  pick whichever one you feel you need more. Switch to Amazon Boots instead of
  Fire Boots at a Base Panel once the Rail Cannon is destroyed.


KNIGHT
Rainy Saber OR Bronze Sword
Basilisk Shield OR Buckler
Iron Armor
Iron Heaume
Wheel Greaves OR Shura Kogake
CAP: 104 (Rainy Saber) 101 (Bronze Sword)
  Clearly, the Knight's job is to tank, and this setup reinforces that. With
  this setup, your Knight has 50 DEF, halving any physical hits that make it
  through his shield. The Rainy Saber has knockback on it, but unlocking it
  takes a lot of Mastery that you may not have amassed yet. Even without the
  knockback, I'd still take the Rainy Saber, but if you prefer knockback to
  Beats, you can take the Bronze Sword instead.


BRUTE (Tank)                      BRUTE (DPS)
Battleaxe OR Slasher               Battleaxe
Chain Mail                         Slasher
Savage Hunter OR Power Gaunts      Savage Hunter OR Power Gaunts
Shura Kogake                       Shura Kogake OR Wheel Greaves
Medicinal Herb x2
CAP: 87 (Battleaxe) 89 (Slasher)   CAP: 92
  Brutes basically work the same as Ragnus, just without the Fire Boots. You
  have a lot of choices when it comes to Brutes, so tailor them to suit your
  specific needs. The Battleaxe breaks armor, which works great with ranged
  units, and the Slasher breaks shields, which is ideal for melee units. The
  Savage Hunter makes it easier for your team to land hits, while the Power
  Gaunts make those hits hurt more. The Shura Kogake has more DEF, while the
  Wheel Greaves give an extra MV.


PALADIN (Beat version)     PALADIN (Mage version)
Rainy Saber                Magical Sword
Chain Mail                 Chain Mail
Magic Gauntlet             Angelist OR Magic Gauntlet
Fire Boots                 Fire Boots
Medicinal Herb x2          Medicinal Herb x2
CAP: 94                    CAP: 97 (Angelist) 93 (Gauntlet)
  Paladins can either wade in and Beat on things with the Rainy Saber, or set
  them on fire using the Magical Sword. I'm a big proponent of the pyromaniac
  route myself, but Paladins' versatility allows them to perform adequately
  in either role.


ASSASSIN
Cutlass OR Griffin Talon
Battle Clothes
Savage Hunter
CAP: 55 (Cutlass) 59 (Griffin Talon)
  Keep Assassins light on their feet so they can ghost around to best do their
  job. You can add an Iron Mask on them if you're really worried about their
  DEF, but they're better off dashing in, cutting somebody, and then dashing
  out again before they can get hurt. The Savage Hunter lets them contribute
  to the team with Boosts even when they're not engaged in direct combat.


TAMER
Flame Whip OR Thorn Whip
Rope
Battle Clothes
Fire Boots
CAP: 90 (Flame Whip) 85 (Thorn Whip)
  The Flame Whip is a more defensive choice, causing Pain in order to stop
  attacks. The Thorn Whip is a more offensive choice, causing Poison for a
  quick and painful death. No more needs to be said about the Rope. If your
  Tamer has a lot of CAP, switch the Fire Boots for the Amazon Boots once the
  Rail Cannon is destroyed.


TRICKSTER
Cutlass
Wrecker Gloves
Fire Boots
CAP: 66
  Use Wrecker Gloves' Boost to help destroy the Rail Cannon, then swap them
  for either the Wolf Fang (28 CAP) or Battle Clothes (14 CAP). Tricksters
  haven't gotten many good Tools at this point in time, so they're probably
  still feeling exactly like an Assassin in your hands. Don't worry; this is
  soon to change.


ARCHER
Gust Bow
Chain Mail
Vantage
Potion x3 (Optional)
Medicinal Herb x2 (Optional)
CAP: 56
  Same as Elise, just with different armor. Again, the Vantage can be subbed
  for the Hunter Gauntlet, but I prefer the lighter setup.


GUNNER
Crossbow OR Iron Bowgun
Chain Mail
Vantage
Medicinal Herb x2
CAP: 64 (Crossbow) 65 (Iron Bowgun)
  Gunners work on exactly the same principle as bowgun-Valerie, just without
  Fire Boots. Again, weigh the Beat initiation against the AOE damage to make
  your decision as to which bowgun to wield here.


THROWER
Knight Killer OR Pilum
Chain Mail
Wrecker Gloves
CAP: 81 (Knight Killer) 74 (Pilum)
  The Knight Killer is the BEST javelin in the game for... well, most of the
  game. If you got it from the Thrower in the last fight, equip it on your own
  Thrower and never let it go. Otherwise, the Pilum will have to do. The
  Wrecker Gloves should be switched for a Vantage after the demise of the Rail
  Cannon.


PRIESTESS
Book of Laura
Book of Eleanor
Mystic Bangle
CAP: 89
  Pretty cut-and-dried. Not much to say here. If you have Aerial Cure on the
  Book of Eleanor, you can probably drop the Book of Laura in favor of some
  armor - i.e. the Water Veil or the Corset - or, if you're really feeling
  daring, the Bronze Mace, for the purpose of Burning things. (I'd stick with
  dual-wielding books, though.)


SORCERESS
Gargoyle Rod (if you have it)
Icicle Rod
Noel
Mystic Bangle
CAP: 97 (with Gargoyle Rod) 62 (without Gargoyle Rod)
  The Gargoyle Rod and its mass petrification is a must for any Sorceress
  if you picked it up from the chest back in Stage 07. Supplement it with the
  Icicle Rod, a Noel for added Water affinity, and the Mystic Bangle. If you
  do not have the Gargoyle Rod, you can add another equipment piece of your
  choice (probably a different Rod or some armor) or leave the space blank in
  order to keep her WT low.


WITCH
Kikimora
Lovely One-Piece
Mystic Bangle
Fire Boots
CAP: 91
  A Witch is brilliant on this stage, as she can both cause mass Burn and
  resist the Burn from the Rail Cannon. Once the Cannon is gone, though, you
  may want to remove her Fire Boots at a Base Panel, as they weigh her down
  quite a bit.


Feeling prepared? No? Me neither. Let's go anyway!!! To one of the toughest
battles of Gungnir!










*******************************************************************************

                                   [SC10]

                               **************
                              *** SCENE 10 ***
                               **************

                              GARGANIA'S SHIELD
                  Do not fear death - only the unlived life.

                                  Battle:
                         Bloody Battle at Golgotha


*******************************************************************************



[SC10-1]



SCENE 10-1
Victory Condition:
-Defeat Wallace

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: JOTUN 3, 983 AM 11:30
Time limit: JOTUN 8, 983 AM 6:00
Star Rating Times:
  < 40 hrs   ***
  >= 40 hrs, < 48 hrs   **
  >= 48 hrs, < 56 hrs   *

Ace Options: Giulio, Ragnus, Paulo
Character Limit: 5 including your Ace
Guests: N/A



Enemies:
  Knight (Wallace)
  BOSS
  Rainy Saber +7        1H Sword       Knockback
  Iron Armor            Body Armor     DEF +25
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing
  Elixir                Consumable     FULL HP Recovery


  Knight x2 (Harold, Nigel)
  ******
  Dark Saber            1H Sword       Blind, Knockback
  Chain Mail            Body Armor     DEF +15, MDEF +5
  Mirror Shield         Large Shield   GUARD 48%
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing


  Knight x2 (Gouache, Hubert)
  ******
  Dark Saber            1H Sword       Blind, Knockback
  Chain Mail            Body Armor     DEF +15, MDEF +5
  Crusade Shield        Large Shield   GUARD 66%
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing


  Trickster x1 (Pelagie)
  ***
  Main-gauche           Dagger         Knockback
  Kaiser Knuckle        Hand Armor     DEF +10
                                          BOOST: Melee Tactics Damage +50%
  Frog Shoes            Foot Armor     DEF +5, MDEF +10, Counter I
  Potion x3             Consumable     Light HP Recovery


  Archer x2 (Gerrard, Lutz)
  *****
  Gust Bow              Bow            N/A
  Lorica                Body Armor     DEF +20
  Hunter Gauntlet       Hand Armor     DEF +10, HIT +15
                                          BOOST: Ranged Damage 50%


  Priestess x1 (Keeley)
  ***
  Book of Laura         Grimoire       Pyrism
  Mystic Bangle         Hand Armor     MDEF +15, CAST +25
                                          BOOST: Magic Tactics Damage +50%
  Sun Cloak             Body Armor     DEF +10, MDEF +15, Prevent Aqua Damage


  Rail Cannon x1 (Rail Cannon I)
  Neutral (does not need to be killed)
  Iron Chassis          Physique       HP 1/4 Damage, Undodgeable, Burn



Chests:
  Potion x3 - One square in front of and two squares to your Ace's right.
  Charge Bugle - Straight ahead from your starting position, on the far side
                 of the map, between a pillar and a pile of rubble, against
                 the map edge.
  Gladius +3 - One square in front of and three squares to Harold the Knight's
               left.
  Mighty Ring - One square in front of and two squares to Harold the Knight's
                left, on the high spar of the rampart rather than on the
                ground level.
  Magic Ring - Two squares to the left of Pelagie the Trickster.
  Potion x3 - Four squares to the left of Keeley the Priestess.
  Mithril Armor - Right next to Keeley the Priestess, on her right.

Objects:
  Onyx - Destroy the first Ballista.
  Onyx - Destroy the second Ballista.
  Loriel x3 - Inside the Fortress Candles two squares to the right of Keeley
              the Priestess.
  Power Stone - Inside an unassuming rock one square to the right and seven
                squares in front of your Ace.
  Grease x3 - Destroy any section of Rail Cannon Tracks and this will appear.
  Black Ash x3 - Destroy any crossroads section of Rail Cannon Tracks and this
                 will appear.

Siege Weapons:
  Ballista x2



While this battle becomes a lot easier if you know what you're getting into
beforehand, it's still a tricky, aggravating brawl exacerbated by the low time
limit for the three-star rating. Wallace, the stage target, is heavily armored,
equipped with an Elixir, and guarded by a Priestess equipped with the Book of
Laura. You can have Wallace on his last 10 HP, only to see him go back to full
again before your next turn.

Oh yeah, there's also his full garrison of Knights, Archers, a knockbacking
Trickster with access to ballistae, and your first Rail Cannon to deal with.

The Rail Cannon is an infernal invention designed to make first-time players
hate their lives. It rolls about on tracks high above the rest of the field,
shooting down explosives that deal enormous Fire damage in a diamond-shaped
pattern and cause Burn. The Rail Cannon cuts off exactly 1/4 of your health per
shot, and Burn can lop off several hundred more before it finally wears off.
Worst of all, the cannon's high positioning means that the only way to target
it is with bows, javelins, or magic. Without one of these methods of attack,
you will never make it to Wallace.

You must make destroying the Rail Cannon, preferably before it gets more than
one shot off, your top priority. Spells can target the diabolical instrument,
but spells are also slow and don't output enough damage quickly enough to suit
your needs unless you Boost your mage using an ally with Wrecker Gloves, which
increase damage to objects by 50%. The easier way to do it is to place your
other allies beneath the cannon in a Beat formation and have Elise shoot it
(preferably Boosted by Wrecker Gloves as well). A good four-person, Wrecker-
Gloves-Boosted Beat should destroy the cannon in one shot, and even if you only
take out 50-75% of the cannon's health, Elise should easily be able to move and
shoot again before the cannon's next turn comes around.

OBJECTIVE ONE: Destroy the Rail Cannon: CHECK

By this point, the enemies' first turns have probably passed, and you'll notice
that most of them aren't moving aside from the closest Knights. Don't forget:
these guys are trying to buy themselves time so Robertus can arrive and save
them from your attack. They're not going to engage you any more than they have
to. This is much to your advantage if you don't care about the three-star
rating, as it allows you to handle the enemies in groups of two or three rather
than as one whole mob.

For you three-star-getters, though, we'll have to get creative.

Now, up until now, your failsafe for getting large groups of enemies to engage
you has been summoning Einherjar (remember Bacchus?) Unfortunately, on this
stage, Base Panels are in short supply. I mean, REALLY short supply. If you
actually manage to take enough Bases to summon Einherjar, it won't be until
after you defeat most of the enemies on the map. At such a point, Einherjar is
more likely to work against you than for you. It CAN be used, but I really
don't recommend relying on it.

OBJECTIVE TWO: Get the idiots moving: FAILED

Okay. So this time, "creative" ACTUALLY means "creative."

Let's see what we can do.

Use the Retreat Point behind your initial position and the Base Panel you have
available to you to rearrange your battle team after the rail cannon has gone
down. People who can equip Fire Boots are no longer what you need on the field
(although Fire Boots are still good, for the +10 DEF they offer, so you don't
need to unequip them unless you want to). Pull out all of your favorite
characters, take off Fire Boots and Wrecker Gloves where desired and replace
them with extra weapons or stronger armor, and make sure you bring out Paulo,
a Sorceress, or a Witch with a ranged AOE attack spell.

OBJECTIVE ONE-AND-A-HALF: Prepare for the slaughter: CHECK

Your mage is the firestarter here. She (he if it's Paulo) starts everything off
by casting a spell on Wallace over the wall. Since spells are not blocked by
obstacles such as walls, and since Wallace will not move - in the manner of
previous bosses - until he's taken damage, this spell should easily hit Wallace
in the face.

Once Wallace takes damage, he gets upset and immediately makes a beeline for
you, completely forgetting his wise plan of buying time for his backup to
arrive. The rest of his garrison, assuming that Wallace has some reason for
charging headfirst into the army he was trying to stall against, follows him
like lemmings, and the entire army comes charging right into your hands.

All because of one little spell.

OBJECTIVE TWO, REDUX: Get the idiots moving: CHECK

Okay. The enemies are moving, and they are going to come roaring around that
corner at you at Mach Two, yelling for blood. You have a bare moment to get
your mage back to the Retreat Point and swapped out for another unit, in case
you don't plan on using him or her for the actual battle, but don't waste a
single second in doing so. The moment of truth approaches. It is here that you
will discover, as your team braces itself for the shock of impact, what you and
your army are really made of.

Every class has a role they need to perform in this fight, and every role has
to fit with other classes' in order to perform to the best of its ability.
Gungnir wants you to earn your three-star rating for this scene; your entire
army is going to have to work like a well-oiled machine to make the fight be a
success.

OBJECTIVE THREE: Kill them all...

Knights are here to tank. There are no spellcasters on the enemy team other
than the Priestess, Keeley, who is more interested in healing than in hitting
you with her Book of Laura. Knights, therefore, need to stand in the middle of
the damage and soak up as much of it as possible. Between their shields and
the optimal 50 DEF they should have, they will be very good at this job. The
ideal place for a Knight is right in the enemies' faces, occupying the
attention of as many foes as he can. This works brilliantly with Archers, who
can safely shoot from behind the Knight and thereby pull him into Beats.

Brutes serve up a combo platter of tanking, damage, and enemy tenderizing.
They can take several hits and dish out pain with several of their own, but
their most important role here is to smash through the enemies' armor using
the Battleaxe and the Slasher. Brutes have to be right in the middle of the
enemies, breaking equipment and breaking femurs right and left; this is a
very dangerous position to be in, as the enemies can easily form Beats on the
Brute, so make sure you have a Priestess to heal him.

Paladins can be one of your most vicious sources of damage at this point in
time by igniting the field with the Magical Sword. Flame Burst is unavoidable,
being magic, and Burn will shave through the Knights' HP like a cheese grater.
The unfortunate side note is that Paladins need to be in melee range to cast
Flame Burst, and they can't become quite as tanky as a Knight. As a result,
you may want immobilize enemies with Tamer's Rope or Pain status before you
let your Paladin weave his spells.

Assassins have plenty of empty space off in all directions to work with for
the purposes of knocking enemies out of the battle. The Knights also tend to
be very slow, allowing an Assassin to get multiple turns in on their one,
which can let her pull off knockouts she wouldn't normally be able to manage.
The main problem an Assassin has here is getting her daggers in past the
Knights' shields. The obvious answer? A Brute with a Slasher, leaving these
Knights shieldless and vulnerable.

Tamers are quite good at causing damage and starting Beats on this stage, but
their greatest use lies in cancelling the Knights' and the Priestess' turns by
using Rope. The Knights are very slow, so having your Tamer cancel their turn
by Capturing them gives you a lot of time to set up before that turn comes
around again, and Capturing the Priestess in the middle of her Criss-Cross
spell will cancel it, preventing her from healing. However, while the Tamer
is Capturing, she's not causing damage, meaning you'll need to make up for
the lack in some other manner. A Paladin's nasty Burn does the trick nicely.

Tricksters will rejoice as Wallace brings his entire army into the bend of
the fortress pathway, all of them bunching up and running helter-skelter over
the traps she can place for them. The Wolf Fang's Pain and the Spider Spike's
Sticky can provide a nasty surprise for the hapless Knight who triggers them,
causing damage and disorder in the enemy ranks. The Trickster also has the
same freedom of knockback as the Assassin does; the two classes work very well
together, in fact, with the Assassin knocking enemies into the Trickster's
traps and both ladies knocking enemies into position for the other to knock
them out of bounds.

Archers are the kings of Beat initiation, using the Gust Bow to trigger Beats
from six squares away, keeping a safe distance from the melee and ignoring the
enemy shields. Due to the distance he can shoot from, your Archer is also
good for recharging TP by running around a few squares before taking aim. His
Beat-starting skills are valued highly by the Witch: his Beats can help her
cause Sacrifice, Blind, Mana Aura, and Charm without needing to rely on traps,
easily destabilizing the enemy team.

Gunners need to be rather closer to the enemy line than Archers, but their
ability to cause Weak with the Crossbow helps blunt any hits that might head
their way, and their ability to ignore enemy Guard and shoot through multiple
targets makes them valuable despite the danger. A Gunner must position himself
carefully so as to be NEAR the frontline, with a clear line of fire, but not
attracting all of the enemies to come Beat on him at once. The intercession of
a Brute, occupying the enemy fire right from their midst while he lets the
Gunner trigger Beats, pairs well with the Gunner's needs.

Throwers use the Pilum or the Knight Killer's range to fill the Archer's
purpose of ranged Beat initiation ignoring shields. However, they can also use
the Light Drop skill to deal damage from afar while causing knockback, a skill
that endears them greatly to Tricksters, as it allows them to push enemies into
Trickster traps from all kinds of impossible angles.

Priestesses bear the responsibility of keeping your army alive long enough to
reach Wallace, but even aside from that, they also have a ranged magical attack
on every book that allows them to start Beats through shields - and the only
person with more than 10 MDEF on the enemy team is the rival Priestess. This
can, surprisingly, make the Priestess one of your best fighters on this scene.
She tag-teams well with a Gunner: both need to be close to the action to do
damage, but aren't quite tanky enough to stand up to a concentrated assault.
She heals him when he takes a blow, and he starts Beats for her when she's
recovering from casting a healing spell.

Sorceresses who have Cluster Pillar can strike multiple enemies with the gaze
of Medusa and turn them into Stone, completely removing them from the fight
until the ailment wears off. This is possibly the fastest way to clear this
scene: Cluster Pillar everything, then Beat Wallace to death. Even if you
haven't mastered the Gargoyle Rod, however, a Sorceress can blast Freezing
magic from the Icicle Rod - holding enemies captive in ice - or distract foes
by summoning glittering Gems from the ground with the Jewel Rod. She can also
use the Icicle Rod's Red Pillar spell to Silence the Priestess, preventing her
from casting Criss-Cross to heal her allies. But who is going to guard this
mistress of magic while she works her will upon the battlefield? None better
than the humble Knight can protect this sultry enchantress' incantations.

Witches, like Paladins, wield the insurpassable Burn ailment, striking fear -
and spontaneous combustion - in the hearts of Knights the field over. However,
like Sorceresses, they also wield a host of secondary abilities that can be
of great use to you here, such as Sacrifice from the Apple Tree, Blind from the
Noir, or Charm from the Lucky Broom. All of these ailments can only be
dispensed via Beat or trap, and wouldn't you know it? The Thrower can help a
Witch out along both of these avenues, offering his Specialty II attack for
Beats and his Specialty III attack for knockback for her traps.

OBJECTIVE THREE: Kill them all...?

Honestly, at this point the battle - which was supposed to be some sort of
elegant time-wasting tactic - devolves into the approximation of a barroom
brawl. Keep eyes on everybody's health, Scramble when needed, and Beat those
enemies with everything you've got. I've given you a rough idea of some of the
uses for the various characters that might be making up your army, but the
combinations you can form with these options are infinite, so run with it and
bring the pain with everything you've got.

There are only two further things to note here. The first one is the Trickster,
Pelagie, who has a Main-gauche with knockback on it. Until she is dead, do
not - I repeat, DO NOT - put anybody next to the edge of the map! Pelagie
freaking LOVES knocking people off the side of the map, and it only takes one
shot from her to eliminate your three-star rating and force a restart. Curse
you, Pelagie!

Secondly, if you plan on getting any of the treasure chests that spawn on the
enemy's half of the map, you'd better also plan on using a Witch to fly over
the wall and get them. Walking there is not something that can realistically
happen in the span of a normal battle.

OBJECTIVE THREE: Kill them all: CHECK

IT IS DONE. Congratulations!! You have officially made it through one of the
most difficult battles in the game! Victory is yours, and you have truly earned
every sliver of it.

Now, are you ready for part two?!



********************



[SC10-2]



SCENE 10-2
Victory Condition:
-Defeat Robertus.

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: Same as conclusion of Scene 10-1
Time limit: None! Your time here does not affect your Perfect Clear.

Ace Options: Ragnus
Character Limit: 5 including your Ace
Guests: N/A



Enemies:
  General (Robertus)
  BOSS
  Darkish +9            Lance          No Counter, Knockback, Void DEF
  Mephilum              Body Armor     DEF +30, MDEF +10
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing
  Eventrion             Accessory      AUTO-REVIVE, can't be stolen


  Knight x2 (Arsene, Otmar)
  *****
  Dark Saber +5         1H Sword       Blind, Knockback
  Crusade Shield        Large Shield   GUARD 66%
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing
  Medicinal Herb x2     Consumable     Small HP and VIT recovery


  Paladin x3 (Rashion, Raymond, Sevrand)
  *****
  7-Star Sword +5       Greatsword     Phys Aura, TP Damage 3, Knockback
  Iron Armor            Body Armor     DEF +25
  Angelist              Hand Armor     MDEF +15, CAST +25
                                          BOOST: Healing power +15%


  Priestess x1 (Kuti)
  ***
  Book of Laura         Grimoire       Pyrism
  Mystic Bangle         Hand Armor     MDEF +15, CAST +25
                                          BOOST: Magic Tactics Damage +50%
  Sun Cloak             Body Armor     DEF +10, MDEF +15, Prevent Aqua Damage


  Knight (Wallace)
  *********
  Rainy Saber +7        1H Sword       Knockback
  Iron Armor            Body Armor     DEF +25
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing
  Elixir                Consumable     FULL HP Recovery


  Knight x1 (Davide)
  ***
  Dark Saber +5         1H Sword       Blind, Knockback
  Crusade Shield        Large Shield   GUARD 66%
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing
  Medicinal Herb x2     Consumable     Small HP and VIT recovery


  Rail Cannon x1 (Rail Cannon I)
  Neutral (does not need to be killed)
  Iron Chassis          Physique       HP 1/4 Damage, Undodgeable, Burn



Objects:
  Same as end of Scene 10-1

Siege Weapons:
  Ballista x2



YOU CANNOT WIN THIS BATTLE. YOU ARE EXPECTED TO LOSE.

Robertus is extremely powerful and equipped with the same blasted Eventrion as
Pierre had way back in Scene 03-02. There is absolutely, physically no way to
win this fight. Defeating enemies causes reinforcements to appear, and
defeating Robertus causes him to auto-revive. Victory is impossible.

However, that doesn't mean you can't still get some use out of this part of
the scene before Ragnus has to go down in a blaze of glory. Remember the last
impossible-to-win scene with Pierre? That scene happened to be a surprisingly
good opportunity to pick up some extra experience and items, and this one is
the same. And of course, this time you're using characters and classes you've
hand-picked, rather than Noah, Claude, and Teresa, making the experience gain
much more, shall we say, lasting.

On top of that, please take a look at the equipment those Paladins are
carrying! It's a veritable goldmine. The Angelist is great for personal use,
but also worth a lot of money in the shop or Gems in Alchemy, making it a
valuable commodity. Iron Armor is some of the best light armor in the game for
sheer DEF rating. And the 7-Star Sword is WHAT??? THE 7-STAR SWORD???

You cannot buy 7-Star Swords for another TEN STAGES.

TEN STAGES.

YOU WANT ONE OF THOSE SWORDS. ACTUALLY ALL OF THEM. ALL OF THE SWORDS, JOHN.
ALL OF THEM.

Sorry, my Homestuck is showing. And since the 7-Star Sword is a Greatsword and
only Paladins can equip Greatswords, you don't actually necessarily want a 7-
Star Sword: you only want it if you're using Paladins. But for perspective,
the best Greatsword currently available is the Black Brand. The next available
Greatsword is the Holy Sabre; it's sold in the Scene 14-15 Shop. Then comes
the Deathbringer, first sold in the Scene 15-16 Shop.

Then the 7-Star Sword pops up in the Scene 19-20 Shop.

TEN STAGES.

Come on. You know you want one.

Or maybe you don't. If you don't care about the items or the experience, for
whatever reason, you can easily advance the plot by sending Ragnus - who is
your only choice for Ace - forward alone into Robertus' forces. He'll probably
die in two massive Beats and the story will move on. However, if you DO want to
squeeze some grinding out of this stage, then this is clearly the last thing
you're going to want to do.

Instead, make an immediate retreat through the archway to your left, back to
the area you started 10-1 out in. The enemies are pretty slow, especially
Robertus, so retreating quickly buys you a couple turns to deal with none other
but our old friend, the RAIL CANNON. Yep, the Rail Cannon has respawned and is
going to commence firing on you again at the earliest opportunity. My guess is
that Pelagie the Trickster started fixing it up again the moment she retreated
from the first part of the battle. Curse you, Pelagie!!

You're going to need to reequip Fire Boots and Wrecker Gloves during the setup
for this second part of the fight if you unequipped any of them after the Rail
Cannon's destruction during the first part. Again, only bows, javelins, or
ranged magical spells (Grimoires and Maces won't cut it, I'm afraid) can target
the Rail Cannon from its height, so field somebody who can do that and take it
out with extreme prejudice. As long as the cannon goes down before the Paladins
reach you, you have a good chance of pulling this off.

Forming a line of characters in the middle of the archway to block the Paladins
from coming in and tearing your archers and mages apart is a tempting move to
try and make. Don't do it. The 7-Star Sword bequeathes unto these Paladins the
Divine Gale spell, which targets a three-square row directly in front of the
user. Divine Gale causes an exorbitant amount of damage and, worse still, will
damage your TP as well, leaving you incapable of performing Beats or Scrambling
for extra turns. If you stand in a straight line for the Paladins to take
advantage of, you can be assured that they will do so.

Instead, if you can, try forming a zig-zag line across said archway, using
Ragnus and two other units that can take a hit to form a malleable line across
the archway. Keep them constantly moving out of the way of Divine Gale and let
them open up space between themselves just long enough for one of the Paladins
to foolhardily rush in to attack your back line. Then, close ranks again. The
separated Paladin, caught out from his fellows, is easily Beaten to death, and
their item bag is safe in your midst for you to collect at your own leisure.
Any item the Paladins can drop is well worth your time, and the experience,
Mastery, and Specialty you collect from striking enemies quite a few levels
higher than you are is just as valuable.

The main spanner in the works here is Robertus, and there is basically nothing
you can do about him except hold on grimly through his devastating attacks.
His Reverse Lance attack is a two-square piercing line attack - like a Tamer's
Nagtail skill - that also causes knockback, so avoid the edges of the map.
(The Paladins can cause knockback too, but theirs doesn't hurt quite as badly
as Robertus'.) The Reverse End skill targets a row of three squares, like
Divine Gale, and causes No Counter, making it even more important not to just
stand around in a straight line for Robertus to tear into. The nastiest attack,
however, is Vald Cannon, which deals brutal earth-elemental damage and ignores
DEF. It will deal about 400 damage to Knights as easily as it will to Witches.
You can't kill him thanks to his Eventrion accessory, and the Eventrion also
prevents all status effects, meaning you can't even cause Pain or Weak to
Robertus to try and blunt his massive damage output. You just have to take it.

If you can attack just one of the enemies in this battle, you have spent your
time well. However, if you can really get into a good rhythm with healing,
Beating, and collecting items, you can rack up a tremendous score of levels and
spoils from this fight. The endeavors won't break the game, but they sure will
make things rosy for the next few stages! And to think Robertus thought he was
hurting our cause with this fight!

Eventually, however, Ragnus must die so the plot can advance. Let it be so.










*******************************************************************************

                                 [INTER-10-11]

                             SCENE 10-11 INTERLUDE


*******************************************************************************



*****************************
TRAVELING MERCHANT'S STORE
*****************************

WEAPONS
*******
Silver Moon (Axe)
Main-gauche (Dagger)
Spider Spike (Tool)
Flame Whip (Whip)
Knight Killer (Javelin)
Jewel Rod (Rod)
Fire Wyrm Rod (Rod)
Moonlight Rod (Rod)
Book of Laura (Grimoire)
Noir (Broom)
Apple Tree (Broom)
Sapphire Mace (Mace)
Lilybell Wand (Wand)



SHIELDS
*******
Ogre Shield (Large)
Kite Shield (Large)
Kite Shield (Large)



ARMOR
*****
Protector
Chain Mail
Iron Skinnies



HEAD
****
Feather Ornament
Intelli Ribbon



HAND
****
Hunter Gauntlet
Arm Guard
Savage Hunter



FOOT
****
Shura Kogake
Glass Shoes
Safety Boots
Twilight Leggings



ACCESSORIES
***********
Tiger Band
Power Stone
Talisman
Sorcery Glass



CONSUMABLES
***********
Potion x3
Potion x3
Ether
Move Ampule
Jump Ampule
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Lumiel x3
Lumiel x3
Medicinal Herb x2
Medicinal Herb x2



*********************


WHAT TO BUY:
A couple items you've had access to through chests and enemy drops are finally
available for sale in this shop, namely the Silver Moon, the Knight Killer, and
the Moonlight Rod. The Silver Moon is a pretty potent axe, the Knight Killer is
an amazing javelin, and the Moonlight Rod is a strong but situational rod, so
if you're using classes that can use these pieces, I'd grab them.

The Silver Moon is not as vital as the Battleaxe and the Slasher, but it's
still a useful axe. Its signature Break ability is Hand Crush, which, while
inferior to Armor and Shield Crush (in my opinion,) is still great for stopping
enemy Boost effects and reducing enemy +CAST and +HIT (both of which are mostly
found on hand equipment). The second attack, Shining Moon, attacks everything
around the Brute, but splits the damage caused between all damaged targets and
can only be used at night. This turns some people off, but I personally don't
mind it much. Night is still half of every battle, and Shining Moon will do
about twice the damage of Hand Crush to a single target and slightly less
damage than Hand Crush to two targets, which is still pretty good. It's not my
favorite axe, but it's still a respectable one.

The Knight Killer deserves an entire section to itself, as it is - believe it
or not - one of the two best possible javelins in the game. When it comes to
Throwers, their Specialty II and Specialty III attacks are their trademarks;
you never want to be without them. (The Specialty I and Specialty IV attacks
are just icing on the cake.) There are only three javelins in the game that
have both of these Specialties on them: one is the Pilum, which we already
possess. Another is the Hraesvelger, which you won't get until Scene 23. The
third is the Knight Killer.

Comparing the Pilum and the Knight Killer is not even fair. The Knight Killer
is half again as powerful and has an extra attack. However, when you compare
the Knight Killer and the Hraesvelger - which I remind you is a four-star
weapon you won't see for several hours of gametime - the contest comes out as
a draw. The Hraesvelger is stronger, but it is also water-elemental - which
occasionally works against it - and it doesn't have the piercing Specialty I
attack. Both javelins are also super-effective against Wampyrs; the Hraesvelger
further boasts super-effectiveness against Harpies, but those things have the
sturdiness of a jellyfish anyway.

So, in summation, we have here a two-star javelin that is fully the equal of
one of its four-star big brothers. I think you might want to buy it.

I promised I'd discuss the Moonlight Rod later, and it is now officially Later,
so here we go. Its initial spell is Full Moon Pillar, an AOE spell that can
cause Sleep... but is only usable at night. It's a strong spell, and the only
Air-elemental spell a Sorceress can use, but the night-only limitation impairs
its usefulness somewhat. The second spell on the rod is Lunatic Glow, which
recovers Vitality for allies in an AOE - again, only at night. This is one of
only two "healing" spells a Sorceress gets, and Vitality restoration is not a
common property in Gungnir. Lunatic Glow also purifies corpses, making it a
useful anti-undead equip.

So is the Moonlight Rod really worth buying? A lot of people seem to think it
isn't, but I'd like to refute them here and say yes, I think it is. Since a
Sorceress can always have a second rod equipped, she's never left without
options during the day when the Moonlight Rod is inactive. Vitality healing is
a good thing to have around, particularly in the endgame when you must often
move before your characters are ready in order to avoid enemy spells or Beats,
and the other rod that can heal Vitality - the Yggdrasil Staff - is, in my
opinion, far inferior to the Moonlight Rod. On top of all this, mass Sleep is
always useful, as is undead purification, and the Moonlight Rod is the ONLY
Air-elemental rod around, which further adds to its unique appeal. It's not a
weapon for everyone, but that doesn't make it bad.

I wish I could say the same thing about the Sapphire Mace.

Maces are something I want to endorse buying but... can't. Maces have their
uses, don't get me wrong. They allow Priestesses and Sorceresses to apply
Freeze and Burn while initiating Beats - and I have already said enough about
the usefulness of Freeze and Burn. Maces are, in fact, the only way for a
Sorceress to initiate Beats at all. They're also surprisingly strong. In fact,
the Sapphire Mace has a base power of 115 - about as strong as the Moonlight
Rod - and its Icicle attack has a base power of 124, which is stronger than
every targeted Rod spell in the game (and the non-targeted Specialty II spells
have the substantial downside of randomness).

The problem is, the two classes that use Maces - Sorceresses and Priestesses -
are never, ever in a situation where they would want to. Sorceresses NEVER
want to be in melee range for any reason, and if they are caught out as such,
they're better off throwing out a quick Cool Orb to freeze their assailants
and then running away. Priestesses are fine with being in melee range when
they have to be, but Priestesses get a ranged, unblockable attack on every
single book they could ever lay hands on, and it will come alongside a batch of
healing spells to boot. There is simply never a situation where you are better
served to have a Mace equipped rather than a Rod or a Grimoire.

The Sapphire Mace available here is the Freeze-causing mace; if you think you
can find a use for it, then go ahead and get it (and then email me and tell me
what possible situation you found use for a Mace in). Otherwise, let it pass.
You're not missing much.

The last weapon here is the Lilybell Wand. Wands are unusual. They're weapons
that can only be equipped by one particular story character you don't have
yet, and they tend to have low Base Power and somewhat weak attacks. Why,
then, would you ever use one, especially when said story character can also
equip Lances? Well, what Wands lack in power, they make up for in utility.
This Lilybell Wand is one of the better wands, able to cause Freeze in an AOE
or the rare Slippery ailment in one-on-ones. Slippery is a bizarre and kind of
hilarious ailment that gives enemies a chance to "slip" while they're moving,
landing on random squares and cancelling their turns. It's also only caused by
two weapons in the entire game. Now, granted, the Lilybell Wand is outclassed
by two other uber-wands and all of the available Lances, so you kind of have to
go out of your way to find a place for it. However, if you're a player who
doesn't mind sacrificing a bit of power for increased battlefield control, then
the Lilybell Wand might just be for you.

The rest of the store has a lot of old, familiar items, but there are a few new
things that need your attention. For one thing, there are two new shields: the
Ogre Shield and the Kite Shield. Both are large shields, for Knights only, and
both come with the customary hits to your MOVE and JUMP. The Kite Shield is
inferior to the Basilisk Shield and the Crusade Shield, both of which you may
have by now, but the Ogre Shield is something different and interesting: a
shield you can use to attack with! Its Shield Bash attack is fairly strong and
causes Knockback, allowing your Knight to dispense with a sword and devote his
CAP to extra armor. It doesn't have as much Guard Chance as the Basilisk, Kite,
or Crusade Shields, but its ability to attack tends to compensate for that.

The Feather Ornament is oddly heavy head armor that protects against Aerism.
While this protection is not exactly impressive, the Ornament's real selling
point is its +15 MDEF and its unusual spread of equipees. It finally gives
Giulio, Valerie, Gunners, and Throwers the ability to equip some strong MDEF
for when enemy mages are afoot. It's not crucial, but it can come in handy.

The Twilight Leggings are MV-boosting Foot equipment for Valerie and Assassins.
While these aren't so useful for Valerie, who already has the Amazon Boots,
that extra MV could be really useful for an Assassin. However, in not too long
you'll be able to pick up Army Tights instead, which give extra MV AND JM for
Assassins. By all means, an Assassin can put the Twilight Leggings to good use
in the interim, and the Leggings have lower CAP than the Army Tights, so they
might be useful even once you do have the Tights depending on the rest of your
Assassin's kit. But in my opinion, the Army Tights are preferable.

So, what about that last OH MY GOD IT'S THE INTELLI RIBBON.

If you've gotten this far in Gungnir, you'd probably agree that TAC is a vital
stat for a battle. And the Intelli Ribbon is the first item you can get your
sweaty palms upon that will increase your rate of TP generation. By a whopping
2 points, no less! That might not look like much, but believe you me, the
difference it makes is ENORMOUS. Stick it on somebody with low DEL and low TAC
and suddenly you can make 4 TP per turn and have a new turn again in seconds.
Buy this item. Equip this item. Love this item.



PREPARING FOR THE NEXT FIGHT:
This coming mission places a great amount of importance on speed and mobility.
You'll barely be doing any fighting and the enemies you will have to tangle
with are quite weak, so ditch your armor in favor of MV-increasing equipment
such as the Wheel Greaves, the Amazon Boots, or the Twilight Leggings. Move and
Jump Ampules might also come in useful, although they are damn expensive, so
you probably don't have any.

If you got the three-star rating on the last stage, you'll want to equip your
best weapons for this one. The items in these chests are INCREDIBLY useful, and
one of them cannot be found anywhere else in the game! But since the time limit
for this fight is most strict, you'll have to destroy the chests you want in
record time in order to make the three-star limit for THIS scene. I'd recommend
equipping Wrecker Gloves on Giulio if you're going treasure hunting; their
Object Damage +50% Boost effect is essential for this cause.










*******************************************************************************

                                   [SC11]

                               **************
                              *** SCENE 11 ***
                               **************

                        SURVIVAL IS ALL THAT MATTERS
                  Our greatest weakness lies in giving up.

                                  Battle:
                            Escape From Victrion


*******************************************************************************



At this point, Ragnus and Valerie have both left the party. Sad faces all
around.



[SC11-1]



SCENE 11-1
Victory Condition:
-Escort Alissa reach target point
or
-Defeat Nelson

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!
-Escort Fails -> Alissa must not die...

Date and Time: JOTUN 31, 983 PM 18:00
Time limit: NIVL 3, 984 PM 18:00

Ace Options: Giulio, Paulo, Elise
Character Limit: 3 including your Ace
Guests:
  Royal (Alissa)
     N/A



Enemies:
  Knight (Nelson)
  BOSS
  Rainy Saber +7        1H Sword       Knockback
  Mirror Shield         Large Shield   GUARD 48%
  Shura Kogake          Foot Armor     DEF +15, Counter I, Prevent No Counter
  Elixir                Consumable     FULL HP Recovery


  Paladin x3 (Arthur, Bennett, Heribert)
  ***
  Black Brand           Greatsword     Blind, Knockback
  Iron Armor            Body Armor     DEF +25
  Angelist              Hand Armor     MDEF +15, CAST +25
                                          BOOST: Healing power +15%


  Assassin x1 (Ellenille)
  ****
  Carnage Claw          Claw           Phys Aura, Knockback
  Battle Clothes        Body Armor     DEF +15
  Answerer              Hand Armor     DEF +10, HIT +20
                                          BOOST: Crisis power UP
  Sand Rose             Accessory      MDEF +10
                                          BOOST: Earth index +5


  Assassin x2 (Lohr, Sheryl)
  ****
  Griffin Talon         Claw           Aerism, Poison
  Battle Clothes        Body Armor     DEF +15
  Answerer              Hand Armor     DEF +10, HIT +20
                                          BOOST: Crisis power UP


  Assassin x1 (Judith)
  ****
  Carnage Claw          Claw           Phys Aura, Knockback
  Battle Clothes        Body Armor     DEF +15
  Answerer              Hand Armor     DEF +10, HIT +20
                                          BOOST: Crisis power UP


  Gunner x2 (Gunnel, Horza)
  ***
  Grief Bowgun          Bowgun         Curse
  Hunter Gauntlet       Hand Armor     DEF +10, HIT +15
                                          BOOST: Ranged Damage 50%
  Sand Rose             Accessory      MDEF +10
                                          BOOST: Earth index +5


  Sorceress x1 (Eva)
  ***
  Icicle Rod            Rod            Freeze, Silent
  Force Bracelet        Hand Armor     MDEF +15, CAST +35
                                          BOOST: Melee Weapon Damage +50%
  Noel                  Head Armor     DEF +5, MDEF +5, Prevent Sleep


  Witch x1 (Lugans)
  ******
  Apple Tree            Broom          Sacrifice
  Mystic Bangle         Hand Armor     MDEF +15, CAST +25
                                          BOOST: Magic Tactics Damage +50%
  Pointy Hat            Head Armor     DEF +5, MDEF +15, Prevent Silent,
                                          Prevent Slow Cast



Chests:
  Aqua Robe - One square in front of and five squares to your Ace's left.
  Rune Mail - Six squares in front of and one square to Ellenille the
              Assassin's right.
  *UNIQUE* Honey Stick - Three squares in front of and one square to Ellenille
                         the Assassin's right.
  *RARE* Ranger Boots - Six squares in front of Lohr the Assassin, on the
                        cupola of the rampart that Deianeira the Wampyr stood
                        on the last time you fought at Victrion.
  Intelli Ribbon - Five squares in front of and one square to Lohr the
                   Assassin's left.
  Mystic Bangle - Four squares in front of Bennett the Paladin.
  Assault Shield - Four squares in front of Judith the Assassin.

Objects:
  *UNIQUE* Upola Statue - Torch diagonal to Bennett the Paladin.
  Aroma x3 - Torch in front of Eva the Sorceress.



This is a pretty fast and painless escort battle. Alissa rushes to flee from
Victrion. You cover her retreat. The enemies, intently watching the fortress
for activity, do not notice your presence until it's too late to stop you.

In more technical terms, Alissa is a guest for this fight and spends her turns
moving steadily toward the escape panel on the farthest northern corner of the
map. This panel glows green and is easy to spot. A token force of two Assassins
are on the battlements of Victrion and will try to stop you from escaping, but
they are easily taken out. None of the enemies down on the ground will move
until Alissa or one of your units hits the ground level, essentially entering
their line of sight. At this point, they all rush you; however, you should
still have enough time to escape before they can kill you, though they might
get a few hits in.

This stage doesn't take strategy so much as it requires understanding of a few
things you can and can't do:


1) If you leave Alissa alone - that is, you leave all of your characters up
atop the fortress while she runs on alone - the enemies will reach her and kill
her before she can escape on her own. So don't do this. You MUST send at least
one escort along to protect her.

2) You can have your regular party members use the escape panel to get out of
the fight even before Alissa has escaped, but your Ace CANNOT escape before
Alissa.

3) The Assassins' damage on Normal mode is negligible. You can pretty much
ignore them completely and focus on Alissa or treasure chests without worrying.
On Advanced or Nightmare difficulty, however, I wouldn't advise ignoring them,
particularly as one of the two has a Griffin Talon and can cause Poison with it.

4) The time limit here is very tight. You have enough time to get a three-star
without problem if you're not trying to get treasure chests, but if you want
chests as well as a three-star rating, you will probably have to ignore the
Assassins and equip somebody with Wrecker Gloves. Remember that you cannot form
Beats on objects and be careful not to break the chests right before an
Assassin can move, or she may steal the item from you.

5) Some of the chests here have very rare and/or expensive items in them. Of
particular note are the Aqua Robe and the Rune Mail - both very expensive - the
Ranger Boots - very rare and not sold in stores - the Intelli Ribbon - because
it's a freaking Intelli Ribbon! - and the Honey Stick. While the Honey Stick
is... useless in just about any circumstance, this is still the one and only
place to get it!

6) Since the Assassins are little trouble, you can't Beat chests, and Nelson's
forces don't need to be engaged, abuse Scramble! You don't need TP for anything
else, after all.

7) Some people have had trouble with Alissa taking weird paths to get to the
escape panel or just not moving fast enough to get a three-star rating. I've
never had this happen to me, but if it's something that you're struggling with,
try using a Move or Jump Ampule on Alissa to get her to the escape panel more
quickly.


Once Alissa reaches the escape panel, you move to Scene 11-2.



********************



[SC11-2]



SCENE 11-2
Victory Condition:
-Bring everyone to the target point
or
-Defeat Nelson

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: Same as conclusion of Scene 11-1
Time limit: NIVL 3, 984 PM 18:00
Star Rating Times:
  < 14 hrs   ***
  >= 14 hrs, < 22 hrs   **
  >= 22 hrs, < 30 hrs   *

All enemies, chests, and objects remain the same as they were at the end of
Scene 11-1.



The situation doesn't change much between Scene 11-1 and Scene 11-2. The only
differences are that Alissa is gone and no longer needs to be protected, and
that your Ace can now use the escape panel and get out of the fight.

Nelson's forces have probably gotten in range to start attacking you by the
time Alissa flees the fight. If you don't care about the three-star rating
here and you want some more experience, you can gather around the escape panel
and take some time smacking Nelson's units around. I wouldn't particularly
recommend this, as Nelson's army is pretty strong and the tight quarters put
you at something of a disadvantage, but if you really want that little extra
grinding, it's possible to do it here.

Once your units are all out of the fight, it ends. Obviously.










*******************************************************************************

                                 [INTER-11-12]

                             SCENE 11-12 INTERLUDE


*******************************************************************************



***********************
OLD MERCHANT'S STORE
***********************

WEAPONS
*******
Rainy Saber (1H Sword)
Flamberge (1H Sword)
Black Brand (Greatsword)
Silver Moon (Axe)
Mana Dagger (Dagger)
Spider Spike (Tool)
Thunder Chain (Whip)
Elfin Bow (Bow)
Grief Bowgun (Bowgun)
Knight Killer (Javelin)
Moonlight Rod (Rod)
Book of Laura (Grimoire)
Noir (Broom)
Apple Tree (Broom)
Sapphire Mace (Mace)
Lilybell Wand (Wand)



SHIELDS
*******
Ogre Shield (Large)
Kite Shield (Large)



ARMOR
*****
Protector



HEAD
****
Feather Ornament



HAND
****
Alchemitton
Angelist



FOOT
****
Shura Kogake
Glass Shoes
Safety Boots
Twilight Leggings



ACCESSORIES
***********
Cat's Eye
Mighty Ring
Magic Ring
Cheering Flag
Charge Bugle
Crimson Rose
Ice Rose
Feather Rose
Sand Rose



CONSUMABLES
***********
Potion x3
Potion x3
Ether
Move Ampule
Jump Ampule
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Lumiel x3
Lumiel x3
Medicinal Herb x2
Medicinal Herb x2



*********************


WHAT TO BUY:
A new dagger is available here: the Mana Dagger, which can cause Mana Aura with
its Oratorio Scythe skill. Mana Aura is the equal and opposite of Phys Aura;
it functionally increases the target's Magic Defense to 75 (meaning the target
only takes 25% damage from spells,) but decreases their Defense to 0, no matter
how much armor they have equipped. Basically, it greatly reduces the damage the
target takes from magic while greatly increasing the damage they take from
physical attacks. Mana Aura is a bit less intrusive than Phys Aura, especially
on a physical weapon like the Mana Dagger; well-applied, it can allow you to
tear through Knights as though they were wet tissue. However, the Mana Dagger
doesn't have knockback, which is quite the drawback; this condemns it to the
position of secondary Dagger, only worth equipping alongside the Cutlass and
only if you're interested in exploiting the quirks of Mana Aura. Otherwise,
you can safely pass.

The Thunder Chain is for sale now, though you may have picked one up several
stages back. It's a pretty strong whip, but it's not worth spending money on
in my personal opinion. It's great if you got one for free off Griselda or her
Tamers, but the Chain can't start Beats (the Flame Whip can) and No Counter is
inferior to the Flame Whip's Pain or the Thorn Whip's Poison.

On paper, the Elfin Bow appears to be a Gust Bow Deluxe. It has a Specialty I
and Specialty II attack, just like the Gust Bow, but it has a higher attack
power and throws in a bonus Specialty III attack! That makes it better, right?
Well... not exactly. A Specialty III attack randomly targets three squares in a
five-square cross to attack, whether they have a valid target in them or not!
If you've been using the Gargoyle Rod and its Purgatory Call spell, you know
exactly what kind of attack this is and how irritating its random nature can
be.

Having an attack like this is not in and of itself a problem, but the Elfin Bow
starts out with this Specialty III attack as its only skill, and it'll be a
long time before it gets enough Mastery to unlock one of its more reliable
attacks. Even this is not necessarily a make-or-break deal - after all, the
Gargoyle Rod is well worth mastering to acquire Cluster Pillar - but with the
Elfin Bow, you are essentially leveling it to give it the same capabilities as
the Gust Bow. Why put the time and effort into it when you could just be using
a Gust Bow to begin with?

In short: pass on it.

The Grief Bowgun is an earth-elemental Bowgun that starts with a Specialty III
attack, which, on a Bowgun, is a strong V-shaped AOE attack (instead of Bows'
Specialty III's random-AOE-bullcrap). While it can't go too far and can't
initiate Beats, the AOE nature and unique targeting make it useful regardless.
The Grief Bowgun also causes Curse with Beats and its Specialty IV skill, and
said Specialty IV skill has Beat capability and good range for a Gunner. It's
a pretty good bowgun if you can Master it quickly enough, so if you like
Gunners, you might as well get started!

The Cat's Eye protects against Blind, which would have been very useful a few
scenes ago, when every other enemy had the Dark Saber or the Black Brand
equipped. However, at this point, all of your Blinding enemies are behind you,
so you won't need the Cat's Eye. The Mighty Ring protects against DEF 1/2, and
the Magic Ring protects against MDEF 1/2; neither of these are very common, but
they will be popping up and the Rings also offer +10 MDEF. They're not a bad
investment.

This marks the first in-store appearance of the Cheering Flag and the Charge
Bugle, however, which is where your REAL investment lies. These two accessories
have semi-useful Boost effects - the Flag decreases the attacker's DEL by 2,
meaning the party's next turn will come up more quickly after the attack is
completed, and the Bugle decreases the attacker's WT by 50%, meaning the
attacker will be able to act without losing VIT more quickly after the attack
is completed - but both also offer no other stat boosts or special benefits.
This is because what you're really meant to do with them is not equip them, but
Refine them! Both of these items Refine into ten Gems of every elemental color,
providing a massive boost to your Alchemy reserves. What's more, the elemental
Roses are back, offering up even more Gems for your usage. Before the next
scene begins, take a moment, Refine these beauties, and pour those Gems into
maxing out some of your favorite weapons, like the Cutlass, the Icicle Rod, and
the Gust Bow! The extra power will not disappoint you.



PREPARING FOR THE NEXT FIGHT:
The upcoming fight has a fairly even split between physical and magical enemies
to contend with. The two status effects you'll be facing are Freeze and Undead,
neither of which you can prevent at this point in time. All but one of the
physical opponents will be using Rapiers, which ignore Guard percentage from
weapons, but not from shields. So if you have good shields, you might want to
specifically field the people who can use them.

This will also be your first time fighting Golems. Golems are extremely nasty
because they have the power to break your equipment, but they only have 1 MV
and 1 JM and their equipment-breaking skill is melee. This makes them easy to
kill from a distance, which prevents them from shattering your stuff. For this
reason, you will definitely want to bring somebody with ranged capability to
this map explicitly to kite and kill the Golem.

Finally, you will also be facing Skeletons here. Skeletons can be killed, but
unless you use an attack with the Purge Corpse or Undead Killer property on
their corpse after killing them, they will simply rise up again when their next
turn comes around. You cannot loot their bodies and you cannot get rid of them
permanently in any way other than this. As you don't have any weapons with
Undead Killer yet (more's the pity,) your only ways to permanently dispose of
the Undead are Priestesses and Paulo (all healing spells carry the Purge Corpse
property) or a Sorceress with the Moonlight Rod and the Lunatic Glow spell
unlocked. Be sure to bring one of these options along to make your job easier.










*******************************************************************************

                                   [SC12]

                               **************
                              *** SCENE 12 ***
                               **************

                          SHE WHO DEVOURS CORPSES
                  No one knows what tomorrow might bring.

                                  Battle:
                           Battle with Corpses


*******************************************************************************



So, Ragnus is gone, we've lost Victrion to the Empire, and a tiny but adorable
necromancer is trying to pull our bones out through our nostrils the old-
fashioned way, but none of that is half as important as the fact that Alissa
just got hit in the face with a bird.

God I love this game.



SCENE 12
Victory Condition:
-Defeat Isabeli

Losing Conditon:
-Ace KIA -> The Ace must not be killed..
-Time Up -> You must win before the deadline!

Date and Time: MUSPEL 2, 984 PM 13:30
Time limit: MUSPEL 6, 984 PM 18:00
Star Rating Times:
  < 15 hrs   ***
  >= 15 hrs, < 23 hrs   **
  >= 23 hrs, < 31 hrs   *

Ace Options: Giulio, Elise, Paulo
Character Limit: 3 including your Ace
Guests: N/A



Enemies:
  Necromancer (Isabeli)
  BOSS
  Necroscript +5        Scroll         Undead Healing, Absorbs Undead HP,
                                          cause Undead (night-only)
  Gargoyle Rod +5       Rod            MDEF 1/2, Stone
  Chrono                Hand Armor     DEF +5, MDEF +5, CAST +50
                                          BOOST: Cast Time -30%
  Classic Robe          Body Armor     DEF +5, MDEF +25


  Skeleton x2 (Skedora, Skelause)
  ********
  Bloody Rapier         Rapier         Crisis Power UP
  Buckler               Small Shield   GUARD 42%


  Golem x1 (Govras)
  ********
  Rock Physique         Physique       Break RANDOM


  Pixie x2 (Marga, Shell)
  ***
  Small Physique        Physique       Panic (Full HP Only)
  Lilybell Wand         Wand           Slippery, Freeze
  Orichalcum            Consumable     N/A



Chests:
  Loriel x3 - One square behind and three squares to your Ace's right.
  Elixir - Two squares behind and one square to your Ace's left.
  Book of Gelt - Five squares to your Ace's left.
  Black Fan - One square in front of and one square to Skedora the Skeleton's
              left.
  Medicinal Herb x2 - Right behind Govras the Golem.
  Hermet Hood - Right in front of Shell the Pixie.
  Beastbone Helm - Two squares behind and one square to Marga the Pixie's
                   left.

Objects:
  Moon Lily x7 - Poison Grass one square in front of and five squares to your
                 Ace's left.
  *RARE* Stone Head - Poison Grass one square in front of and one square to
                      Marga the Pixie's right.



This is a battle that can either be really easy or pretty difficult, depending
on how prepared you are - you, the player - for what's coming at you. This is
a small battlefield with few units on either side, so in essence it's just a
all-out smackdown brawl. The important thing is being prepared to counter the
nastier things that might come your way in the course of said brawl.

Let's start with the most noticeable new addition to the fight: the Skeletons.
As stated in the "Preparing for the Next Fight" section for this battle,
Skeletons are Undead and will revive soon after you kill them unless you can
exorcise them using a Grimoire or the Moonlight Rod. This poses an additional
problem in that, because they are permanently afflicted with the Undead status
effect, you cannot put any other status effects on them, like Burn or Freeze.
They are also equipped with Bloody Rapiers, which ignore Weapon Guard and
become much stronger when the Skeleton is low on health (that's what "Crisis
Power UP" means).

Ergo, bring a Priestess or Paulo; equip Shields if you can; and make sure that
any Skeleton who drops low enough on health to go into its "wounded" animation
gets wiped out before its next turn comes along. Follow these precepts and you
should be able to manage the Skeletons just fine.

The Golem is another new face - er, if that expression really applies in this
case. It can shatter your equipment at melee range, but with 1 MV and 1 JM,
it's pretty difficult for it to get close enough to do that. Furthermore,
despite appearances, Golems are not particularly tanky and are pretty easy to
kill, making them even less threatening. Just stay out of melee range and
pepper the blighter with spells and arrows from afar. To be really mean, hop up
onto the walls of the ruined fortress in the middle of the stage and attack
from there. With 1 JM, the Golem will be completely unable to reach you.

The Pixies here are outright hostile, rather than the neutral ones we ran into
the last time we were in the Forest of Tranquility. Their Scatter Pollen skill
causes Panic, which is twenty shades of annoying, but they can only use it when
they are at full health. Poke them once with an Archer or a Thrower and they
are reduced to using their Lilybell Wands instead. As we've discussed, Lilybell
Wands don't do a lot of damage, but they do cause Freeze and Slippery. Try and
avoid these by Scrambling out of the way of the Sorcerous Sleet spell (you
can't really avoid their Handicap attack, but fortunately, they rarely choose
to use it). However, the Pixies are also well back from the main body of the
melee. You may well finish the fight before they can even get close enough to
get involved.

This is not necessarily a good thing, as both Pixies are carrying the rare and
wondrous material Orichalcum. This item has only one use: Refinement, which
transforms it into THIRTY Gems of every elemental type. And both Pixies have a
chunk in their inventory that can be yours if you can kill them fast enough!
Going after the Orichalcum will probably kill your chances of getting a three-
star rating, considering how tight the time limit is, but it might be worth it
for all those beautiful, beautiful Gems!

And last, but certainly not least, we have the diminutive Isabeli. Her class is
Necromancer, which equips Rods and unique Scrolls that no other class can
wield. Scrolls are essentially weapons focused on the Undead; using her Scroll,
Isabeli can turn your characters into Skeletons; heal the Undead despite their
usual immunity to restorative magic; or drain the health of an Undead to
recover her own. She's a pretty nasty customer, especially with that first
Scroll skill; Hades Invitation not only causes Undead but also deals quite a
lot of damage and has a 4-tick cast time, reduced to 2 CT by Isabeli's Chrono
bangle. Very nasty. Thankfully, she can only use it at night.

To go into specifics, when inflicted by Undead, a character turns into a
Skeleton when night falls. Unless the character is equipped with a Rapier, they
cannot attack. If they are killed while a Skeleton, they will revive after a
short period of time, just like a real Skeleton (however, if the Ace is killed
while a Skeleton, it is still considered Game Over, as the Ace still "dies"
even if they would revive eventually). While a Skeleton, healing spells will
not work on the affected character, either, making the situation even more
annoying. (They WILL work on an Undead-afflicted character during the day, when
they are not Skeletonized. They don't work on natural Skeletons during the day,
though.)

Despite all her power, however, Isabeli is still a mage, and as a mage, she is
also very squishy. Being as she is the stage target and starts off very close
to your starting position, it's very easy to rush her down at the start of the
fight and annihilate her with a few big, nasty Beats. This is by far the
quickest and easiest way to finish the fight; if you decide to do it, you may
want to reset a few times and get Isabeli to drop her Chrono, which is a piece
of arm equipment with +50 CAST on it that is never sold in stores! It's a great
accessory to have, possessing the highest +CAST available on any single item.

If you do bum-rush Isabeli, though, you might put yourself at risk for item-
crushing from the Golem and you're almost definitely giving up the two pieces
of Orichalcum from the Pixies in the back. But if you go for the Orichalcum,
you're probably not getting a three-star rating on the stage and you'll have a
lot more work to do if you plan on restarting the battle over and over until
you get the Chrono from Isabeli. Oh Gungnir. Always these difficult decisions
to make.

Rest assured, however, that there is both more Orichalcum in the game and two
more chances to get Chrono pieces. So no matter what you choose, you will have
a chance to get the other. In the end, just do what feels right to you - as
long as it ends with Isabeli getting her petite derriere handed to her on a
silver platter!










*******************************************************************************

                                 [INTER-12-13]

                             SCENE 12-13 INTERLUDE


*******************************************************************************



*************************
FAIRY MERCHANT'S STORE
*************************

WEAPONS
*******
Griffin Talon (Claw)
Naga Fangs (Tool)
Gargoyle Rod (Rod)
Coral Branch (Wand)
Coral Branch (Wand)
Coral Branch (Wand)



SHIELDS
*******
Valkyrie Shield (Small)



ARMOR
*****
Aqua Robe
Sun Cloak
Mermaid Pareo
Silphy Garb
Fuuma Muffler
Yggdrasil
Dragon Coat
Raven Cloth
Mirage Garb
Classic Robe
Lovely One-Piece



HEAD
****
Pointy Hat



HAND
****
N/A



FOOT
****
Wonder Sandals
Frog Shoes



ACCESSORIES
***********
One-Eyed Dragon
Voodoo Doll
Black Cat Earring
Iron Choker
Dog Tag
Butterfly Broach
Master Key
Purging Talisman
Black Fan



CONSUMABLES
***********
Potion x3
Potion x3
Kokori Seed x2
Kokori Seed x2
Ether
Move Ampule
Jump Ampule
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Auto-Potion
Auto-Ether
Luciel x3
Luciel x3
Lumiel x3
Lumiel x3
Moon Lily x7
Medicinal Herb x2
Medicinal Herb x2



*********************


WHAT TO BUY:
Oh boy. There are... a LOT of new things this shopping go-round, most of them
are very expensive, and very few of them are actually weapons. I think this is
actually the first time in the game we've been more interested in the armor
than the weapons. Let's take a look, shall we?

There are only a few weapons available in the store, and while all of them
(except the Coral Branch wands, which are pretty useless) are useful, all of
them (again except for the Coral Branch, which was only available on Scene 06
as the weapon of the Pixies you weren't supposed to kill) have been available
several times before now. The Griffin Talon causes Poison; the Naga Fangs cause
Curse and are the first Tool to have the ranged Specialty III attack, which
turns Tricksters into semi-ranged characters like Priestesses and gives them a
lot more safety in a fight; and the Gargoyle Rod can cause AOE petrification.
All three of these are excellent weapons, and if you haven't gotten them from
chests up until now, you'll want them for the classes that can use them. If
you DO have them, however, you can instead join me in drooling over all this
armor.

First thing: the Valkyrie Shield. It's a great shield, having 45% guard chance
and no MV reduction, and it is a light shield, meaning it can be equipped by
several classes. It's rendered useless, however, by the Round Shield, which
will appear in the Scene 14-15 Shop and offer 3% more guard for only 1 more CAP
and much less gold. There is no reason to spend your valuable cash on the
Valkyrie Shield here. Ignore it.

Well, that was a disappointing start to our armor power trip. I hope the next
rack of stuff is better... AND OH GOD, IS IT EVER.

The Aqua Robe, the Sun Cloak, and the Silphy Garb are armor pieces that
completely nullify damage from Fire, Water, or Wind attacks, respectively.
Physical or magical, it doesn't matter; any attack of the specified element
will be completely cancelled out and any knockback or status effects it may
cause will be stopped along with the damage. The Mermaid Pareo, Fuuma Muffler,
and Yggdrasil are even better, being armor pieces that absorb Water, Wind, or
Earth attacks, respectively - and all of these are offering some solid +DEF and
+MDEF bonuses, to boot. The Dragon Coat is an intriguing piece that gives you
TP when you get hit by magic damage, and the Mirage Garb is simply good albeit
uninteresting armor for Elise, Assassins, or Tricksters. And if you didn't get
the Lovely One-Piece the last time it was on sale, or if you need another one,
there's one here again! This store has everything!!!

With all these dizzying choices and a limited amount of money to spend on them,
you're going to have to make some tough decisions about which items you really
want. Fortunately, not all of these pieces of equipment are created equal, so
a pecking order can be established.

You definitely want the Aqua Robe and the Mermaid Pareo. The Aqua Robe grants
Burn immunity and invalidates all Fire damage, and as Fire damage is very
common all throughout the game, these are fantastic qualities to possess. The
Mermaid Pareo actually absorbs Water damage, and as you're going to face
several Undine over the course of the next few battles, this is also very
valuable to have. If you have any units that can equip these pieces, they are
your number one priorities. (Also, please note that you're about to get a
story character that can equip the Mermaid Pareo, and equipping it on this
character will make getting the A+ Ending a lot easier. GEE I WONDER WHO THAT
CHARACTER COULD BE.)

The Fuuma Muffler and the Yggdrasil are the Wind and Earth equivalents of the
Mermaid Pareo, respectively. While they're also quite useful, Wind and Earth
are slightly less common offensive elements than Water, and the Fuuma Muffler
can only be equipped by Assassins, further limiting its use. Given the choice
between the two, the Yggdrasil is probably better, as the final boss uses very
powerful Earth magic, which the Yggdrasil can shrug off. However, don't get me
wrong: both are still VERY good, just not quite as desirous as the Aqua Robe
and the Mermaid Pareo.

The Sun Cloak is a caster-only piece that makes the equipped character immune
to Water damage; it's not quite as good as the Mermaid Pareo, but it has better
defenses and is equipped by different units anyway. It's a solid buy. The
Silphy Garb is a bit iffier; it provides immunity to Wind damage, which, as
said previously, isn't as common of a problem, and it can be equipped by
Giulio, Archers, Throwers, and Gunners. It's great armor, but at this point
your wallet is probably looking really tight, and you simply have other, more
important purchases to make.

The Dragon Coat sounds cooler than it actually is. Getting TP when you get hit
by magic is not a bad effect, but why take damage for TP when you could just
equip an Intelli Ribbon or two instead? The Mirage Garb sounds much less cool,
but is in contrast actually pretty useful. It offers a respectable chunk of
DEF, MDEF, and RES to Elise, Paulo, an Assassin, or a Trickster, and it's not
particularly heavy.

In conclusion, here is the usefulness of all the armor you can buy from this
store, from most useful to least:

  #1 Best Buys: Aqua Robe, Mermaid Pareo
  #2 Great: Sun Cloak, Fuuma Muffler
  #3 Good: Mirage Garb, Classic Robe, Lovely One-Piece
  #4 Average: Silphy Garb, Yggdrasil
  #5 Unimpressive: Raven Cloth, Dragon Coat

Do take note that all of these elemental-absorbing and -nullifying armors WILL
be in stores again later! If you want to get more than you have the money for
right now, fear not; you will have the chance to do so.

In the head section we have the Pointy Hat, which is a pretty good helm for
casters that also prevents Silent and Slow Cast. It's honestly more useful for
its defensive properties than its status immunities, as Silent and Slow Cast
rarely come up, but one of those rare occasions is coming up soon, so if you
have the spare gold sitting around, the Pointy Hat is a worthy investment.

There are Wonder Sandals and Frog Shoes in the Feet department - neither of
which is really worth purchasing - and several new status-preventing
accessories in the Accessory department. While most of these accessories are
unnecessary, they are also cheap and provide an easy way to manipulate the
elemental affinity of your characters. For example, if you're trying to boost
your Sorceress' Water affinity so she does more damage with her Icicle Rod,
you can purchase a Voodoo Doll and equip her with it to increase her Water
affinity by 1 for only 8 CAP. It's worth browsing the accessories just to find
nice little affinity-affecting trinkets like that, especially considering how
inexpensive they are. There are also Kokori Seeds and Moon Lilies in the
consumables section of the store, if you're interested.

Finally, I'd like to point out that the Black Fan has the interesting Boost
property of reducing your enemies' TP when used and that it refines into
several Gems of all four elements. It's more expensive than these properties
really deserve, but if you're on a second playthrough and really hurting for
Gems, it's worth considering. It's also highly nostalgic for those of us who
have played Riviera....



PREPARING FOR THE NEXT FIGHT:
Believe it or not, there is no next fight for the moment! The next scene has no
combat in it whatsoever.










*******************************************************************************

                                   [SC13]

                               **************
                              *** SCENE 13 ***
                               **************

                         A KING'S LAND, A BLOOD PACT
                   One will have to reap what one has sown.


*******************************************************************************



No combat occurs this scene. It is all story sequences.










*******************************************************************************

                                 [INTER-13-14]

                             SCENE 13-14 INTERLUDE


*******************************************************************************



****************************
QUIET LITTLE GIRL'S STORE
****************************

WEAPONS
*******
N/A



SHIELDS
*******
N/A



ARMOR
*****
N/A



HEAD
****
N/A



HAND
****
N/A



FOOT
****
N/A



ACCESSORIES
***********
N/A



CONSUMABLES
***********
Medicinal Herb x2



*********************


WHAT TO BUY:
Buy the damn Medicinal Herb. Do it. You owe it to that little girl to at least
buy her 600-gold Medicinal Herb.



PREPARING FOR THE NEXT FIGHT:
Okay. Now it's time to prepare for your next fight.

The next battle is exceedingly easy. It's a "gimme" fight given to you so that
you can train up Alissa, who has not joined your army just yet, but will at the
start of the fight. On top of that, though, it's great breathing space for the
rest of your army as well. Got a unit that's falling behind in levels? Here's a
great stage to catch them up. Have you learned that you really don't like using
one of the classes you've been using? Now's the time to replace them with a new
unit and see if the change works better for you. You can field four characters
in the next battle, and as long as two of them are decently strong and one of
the four can heal, you should be good to go.

When it comes to preparing these units, just equip your best stuff. There's a
Witch with fire magic, an Undine with water attacks, and Tricksters with wind
knives, so Aqua Robes, Sun Cloaks, and Silphy Garbs can all be useful. (I
recommend NOT equipping anybody with the Mermaid Pareo, however. I like to put
that piece of armor on Alissa for this fight, and if you give it to somebody
else, she won't be able to equip it at the start of the battle.) Undine and
Drakes are both new monster types you'll be fighting here, and while neither
are particularly threatening, Drakes can cause Knockback, so watch out for
that. The damage you're up against is mostly physical, so prioritize Defense
over Magic Defense.

Beyond that, there's not much that needs to be done. Suit up and head out!










*******************************************************************************

                                   [SC14]

                               **************
                              *** SCENE 14 ***
                               **************

                            BECOMING THE HUNTED
                  The darkest hour is just before the dawn.

                                  Battle:
                       Encounter in the Desert of Ruin


*******************************************************************************



SCENE 14
Victory Condition:
-Defeat all bandit units.

Losing Conditon:
-Ace KIA -> The Ace must not be killed..
-Time Up -> You must win before the deadline!

Date and Time: AUDBLA 16, 984 PM 16:30
Time limit: AUDBLA 20, 984 PM 18:00
Star Rating Times:
  < 27 hrs   ***
  >= 27 hrs, < 35 hrs   **
  >= 35 hrs, < 43 hrs   *

Ace Options: Elise, Alissa, Paulo
Character Limit: 4 including your Ace
Guests: N/A



Enemies:
  Brute x1 (Geese)
  *******
  Kill Blade            Axe            Break Head
  Viking Helm           Head Armor     DEF +15, Prevent Fleeing
  Defender              Hand Armor     DEF +15, Prevent Half Guard
  Medicinal Herb x2     Consumable     Small HP and VIT recovery


  Trickster x2 (Chantalier, Cookie)
  ******
  Scorpion Tail         Tool           Poison, Half Guard
  Rune Knife            Dagger         Silent, TP Damage 3
  Fish Scale Gaunt      Hand Armor     DEF +10
                                          BOOST: Power UP in water
  Glass Shoes           Foot Armor     DEF +5, MDEF +10, Counter II


  Witch x1 (Bonnie)
  ****
  Kikimora              Broom          Burn, Mana Aura
  Mystic Bangle         Hand Armor     MDEF +15, CAST +25
                                          BOOST: Magic Tactics Damage +50%
  Pointy Hat            Head Armor     DEF +5, MDEF +15, Prevent Silent,
                                          Prevent Slow Cast


  Harpy x1 (Roxanne)
  * Neutral (does not need to be killed)
  Harpy Physique        Physique       Poison


  Drake x2 (Godwin, Harbor)
  * Neutral (does not need to be killed)
  Dragon Physique       Physique       Knockback, Burn


  Undine x1 (Vittoria)
  * Neutral (does not need to be killed)
  Coral Spear           Trident        Slippery, Freeze, HP 1/4 Damage
  Ice Javelin           Javelin        Freeze, Void DEF
  Orichalcum            Consumable     N/A



Chests:
  Arbalest - Two squares behind and one square to your Ace's left.
  Overdrive - One square in front of and three squares to your Ace's right.
  Force Bracelet - Two squares to the right of Vittoria the Undine.
  Dog Tag - Directly behind the Magic Crystal.
  *RARE* Anti Trap - Two squares behind Geese the Brute.
  Sunrise - Three squares behind and three squares to Geese the Brute's right.
  Brigandine - Two squares to the right of Bonnie the Witch.

Objects:
  Onyx - Destroy the first Catapult.
  Onyx - Destroy the second Catapult.
  *UNIQUE* Rosary - Large rock one square in front of and two squares to
                    Geese the Brute's left.
  Obsidian Glove - Wooden box directly to Bonnie the Witch's left.
  Shiranui - Wooden box one square behind and three squares to Geese the
             Brute's right.

Siege Weapons:
  Catapult x2



If you're planning on getting the A+ Ending, now is the time to get serious
about it. Alissa joins your army at the very beginning of this map, allowing
you to field her as a character or as the Ace if so desired. If you want to get
the A+ Ending, you must not only field her - it doesn't matter whether she's
the Ace or not, only that she is on the field - but also not allow her to die.
If Alissa flees from a battle due to her HP falling to 0, your chance at the A+
Ending is lost and you must Restart (NOT Retry! Retry does not work!) the
battle to recover it.

This probably doesn't sound like too bad of an arrangement until you look at
Alissa and see that she starts at level 1.

Now keep in mind that if you don't plan on actually USING Alissa, you can pull
her off the field using a Retreat Point and still get the A+ ending. Alissa
needs to be chosen in the initial party and needs to not get killed, but she
does NOT need to stay in the battle after she's been initially fielded.
However, Alissa is a great character, and if you plan to use her and still get
the A+ ending, you cannot ever let her be defeated, even now, when she is
several levels behind.

The main thing this means is that you have to prevent Alissa from getting
ganged up on and Beaten. Alissa has a lot of CAP and can equip some pretty good
armor; plus, her unique weapon, the Chilled Lance, has great power and high
Weapon Guard (30%, to be precise!) Even at level 1, Alissa blocks a third of
the attacks that come at her and can dish out a lot of damage in repayment by
using this weapon.

If you really want to make things easy, equip Alissa with the Chilled Lance,
the Mermaid Pareo, and a Medicinal Herb just to be safe. You will notice upon
starting the battle that there is a lone Undine in a pool of water right in
front of you, separated from the rest of the battle by a small cliff. This
Undine has nothing but water-elemental attacks, so by equipping the Mermaid
Pareo, you have effectively rendered Alissa invulnerable to all of the Undine's
damage. Unlike Alissa, the Undine does NOT absorb water damage, which means
Alissa can smite the fish-woman with the Chilled Lance and gain a boatload of
levels for doing so. It's very easy to get Alissa to level 10 or higher in
this fight - and on top of that, the Undine has a valuable piece of Orichalcum
to pick up once you've defeated her!

For the item collectors among you, note also that this is your only opportunity
to get the Undine's Trident: the Coral Spear. Tridents are functionally useless
to you, as no character class you can recruit can use them, but they are nifty
little trophies if you're into that kind of thing. (Which I am.)

While Alissa busies herself with Undine smitation, the rest of your team can
concentrate on cleaning up the rest of the map. Although you only have to kill
the humans to conclude the battle, the Drakes and the Harpy will throw
themselves in your face with great vigor, meaning you'll probably have to take
them out just to get them out of your way. Watch out for the Drakes, actually,
as they can cause Knockback and rack up a tidy bit of damage on an isolated
character by using their Dragon Tail Sweep attack.

If you have Silphy Garb or the Fuuma Muffler, this is one of the better stages
to equip them on. The Tricksters' Rune Knives are Wind-elemental, as is the
Harpy's ranged Feather Cutter. The lone Witch uses the Kikimora and thus can
Burn you, but her HP is very low, so she's easy to kill. If she does manage to
inflict Burn on somebody, have the afflicted character jump into the Undine's
pool. The cool water will cure the Burn, believe it or not!

In case you're not using Alissa, or just don't care to have her grind levels
on the Undine, it's worth noting that if you can shove the Undine out of the
water and onto the burning sands of the desert, she will Dry Out and die
immediately. This is a lot faster than Beating her to death if you can lure
her to the edge of the water, and it makes it very easy to get her Orichalcum,
too.

Other than that, there actually isn't much to say about this fight. The enemies
all come right at you, reducing strategy to a free-for-all. Using Einherjar is
pretty easy to do if you want to; there are several Base Panels, most of them
close to you. The obtainable items on the stage are a bit spread out, several
of them perched high up on cliffs, but there's nothing a Wrecker Gloves-Boosted
Archer can't break and an intrepid Witch can't collect. The Tricksters can
cause Poison with their Scorpion Tails, so equipping a few Antidotes would not
go amiss, but it's not really necessary due to the random nature of the Noxious
March attack and the low overall damage of the enemy team as a whole. A decent
Priestess with Purity Raiser on the Book of Laura or Aerial Cure on the Book of
Eleanor can easily keep your whole team topped off here, even through Poison.

On with the story, brave adventurers!










*******************************************************************************

                                 [INTER-14-15]

                             SCENE 14-15 INTERLUDE


*******************************************************************************



********************
ORKUBECKI'S STORE
********************

WEAPONS
*******
Dark Saber (1H Sword)
Holy Sabre (Greatsword)
Rune Knife (Dagger)
Snatcher (Claw)
Leyte Claw (Claw)
Scorpion Tail (Tool)
Dragon Eater (Whip)
Ice Javelin (Javelin)
Gladius (Javelin)
Cryocross (Broom)



SHIELDS
*******
Ogre Shield (Large)
Round Shield (Small)
Round Shield (Small)
Valkyrie Shield (Small)



ARMOR
*****
Misty Minimum
Mithril Armor
Rune Mail
Iron Armor
Iron Armor
Lorica
Lamellar
Full Metal Coat
Pure Grace
Black Maria
Servant



HEAD
****
Holy Brim
Beastbone Helm
Feather Ornament
Hero's Crown
Magic Tiara
Rapid Rabbit



HAND
****
Vamp Nail
MG Gadget
Mystic Bangle
Overdrive
Ruby Arm Guard
Javelick Blue
Obsidian Glove



FOOT
****
Gram Canceller
Twilight Leggings
Cat Feet
Shinobi Shoes
Shadow Sandals
Tricky Boots
Ping Pong Pumps
Sabbath



ACCESSORIES
***********
N/A



CONSUMABLES
***********
Potion x3
Potion x3
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Auto-Potion
Auto-Ether
Luciel x3
Luciel x3
Lumiel x3
Lumiel x3
Medicinal Herb x2
Medicinal Herb x2



*********************


WHAT TO BUY:
Like the previous shopping opportunity, there's a lot of new and interesting
stuff here. Unfortunately, there's also one big problem.

The next Scene has no combat in it. That means no money.

The amount of money you have right now has to last you across TWO stores, both
filled with many new and interesting items. Because of this, you must buy with
extreme caution and justification. You might have quite a lot of money right
now, especially if you have been lucky with enemy drops and treasure chests,
but it is the easiest thing in the world to spend it all right here and not
have enough for the awesome stuff coming up!

That said, there is plenty of awesome stuff right here, so let's take a look at
it all and what might be useful for you!

You ought to already have enough Dark Sabers, but if you're using Paladins at
all, you want the Holy Sabre too. The Holy Sabre has the Luminous Wraith spell
on it - a skill with that coveted Undead Killer property that can one-shot
Skeletons! Much like Tamers and the Rope or Archers and the Gust Bow, the Holy
Sabre is basically the defining weapon for Paladins, which means you want it!
Even when the Undead are not present, the Holy Sabre still pulls its weight; it
can cause Freeze and Weak, two extraordinary status effects you should be well
used to using by now.

The Rune Knife is a very good dagger that you should probably pick up if you
use Assassins or Tricksters and haven't gotten one already. Its main selling
point is its Calm Scythe skill, a melee strike that causes Silent. Silent is
highly effective at disabling even the nastiest of spellcasters, and frankly,
you're going to encounter a lot of nasty spellcasters the closer you get to the
endgame. It also lowers the TP of the target's team, making it harder for your
enemies to use Beats and Boosts and lowering the power of their attacks. Pretty
useful! The Rune Knife can't cause Knockback, unfortunately, but pair it with
a Cutlass and you won't even notice.

The two Claws available are less satisfactory than the Rune Knife. The Snatcher
is the first Claw with a Stealing skill - and one that does a hefty amount of
damage, too! - but it can only be used at night, which reduces its usefulness.
And before you ask, no, you cannot steal weapons or armor. Steal skills can
only obtain enemy consumables and accessories, and only those that do NOT have
the "Cannot be stolen" property. (So no Eventrions or Orichalcum that way.)
The Leyte Claw is a little more tempting, being a pretty strong claw with the
ability to cause AOE Sleep, but the Griffin Talon's Poison is still more
useful. Skip both.

This is a good shop for Tricksters: they just got a great Dagger in the Rune
Knife, and now they get a great tool in the Scorpion Tail. The Scorpion Tail
is not the most reliable Tool, as its Noxious March skill has random targeting
in the area surrounding the Trickster, but it will ALWAYS target a unit, never
an empty square (unlike Archers' Specialty III or Throwers' Specialty IV or
Sorceresses' Specialty II). This makes all the difference in the world as to
how useful Noxious March is. Spoilers: the answer is VERY! If you didn't get a
Scorpion Tail off the Tricksters in the previous fight, grab one here pronto
(preferably by the non-stinging end). It's one of the best Tools you can have.

I'll keep this one quick: the Dragon Eater is abysmal. Drakes are NEVER a big
enough problem to warrant buying an entire weapon just to deal extra damage to
them.

The Ice Javelin is a great buy if you're using Throwers, but the Gladius is
inferior in every way to the Knight Killer. The Ice Javelin is the only
javelin that causes a status effect, and that effect is the valued Freeze, so
its relevance should be obvious. Between it and the Knight Killer, Throwers
have every Javelin you'll ever need or want (except maybe the Hraesvelger, and
even that is debatable). And finally....

Wait, what's that? The Cryocross just became available?

..Does anybody else hear those heavenly choirs singing, or is it just me?

If you took the Icicle Rod, the Knight Killer, and Holy Sabre, fused them into
one weapon, and then dipped it in the River of Godly OP-ness, you might still
not quite approach the marvel that is the Cryocross. I could rhapsodize about
this weapon for days on end, but suffice it to stay that from the status
effects it causes to its quality of being the first available Broom with a
Specialty III spell, it is exquisite. If you use a Witch, you want this weapon.
You want this weapon like you want food, air, and sex all combined. Enjoy.

Round Shields are now available for purchase. As mentioned before, they're
basically Valkyrie Shields + 0.1, but at a fraction of the cost. They're the
best light shields available for quite some time, so grab as many as you can
equip.

You've got a lot of new armor available here, but most of it isn't really worth
the money. The best choices are Rune Mail - great for Paladins and Giulio,
unequippable by anybody else - and Iron Armor if you need more for the tanks
on your team. The Misty Minimum has the same shortcoming as the Dragon Coat -
that is, its benefit is outweighed by the damage you could be Scrambling to
avoid instead - and all of the other pieces are... of limited usefulness.

Mithril Armor looks good at first glance, but it's basically Iron Armor with
5 points taken out of DEF and replaced as MDEF. Not that there's anything
wrong with that, but if you already have Iron Armor, why would you pay several
thousand gold just to get a slight variant on it that might shave, at most,
about 20 damage off an incoming offensive spell? The Lorica has the same
overlap problem with Chain Mail; they're just too similar to warrant spending
more money on. The Lamellar has this problem even worse; the only advantage it
has over Chain Mail is +5 RES. None of these armors are worth the cost.

The Full Metal Coat actually has some potential. It is only equippable by
Throwers, and it offers them the most +MDEF of any piece of armor they can
equip. Its stats are very similar to the Silphy Garb, but since you might not
have had the cash to buy the Silphy Garb and anyway might want to have it
equipped on somebody other than your Thrower, the Full Metal Coat can become
your go-to body armor for Throwers, especially on scenes with Sorceresses. It's
a lot cheaper than the Silphy Garb, too.

Pure Grace and the Black Maria are what I call "RES-focused armor," which is to
say they offer a bit of DEF, a bit of MDEF, and a heavy chunk of RES to defend
against status ailments. RES-focused armor is difficult to rate. On the one
hand, sacrificing sturdiness for merely the CHANCE of avoiding ailments is
generally not thought to be a fair trade. On the other hand, status ailments
are very potent weapons and you can often make up for the armor loss with head
and arm pieces, such as the Angel Halo and the Magic Gauntlet. Where do I fall
on this debate? Honestly, I'm still not sure. For quite a while, I dismissed
both pieces as useless, but the Pure Grace only gives up +5 Defense to give +15
more RES than the Joker armor, and it has Air affinity instead of Water, which
will serve Alissa well once she gets the Shangri-La lance.

Pretty sure the Black Maria is still just bad, though.

The Servant, surprisingly, has the second-highest DEF of any armor equippable
by the Witch or the Sorceress. It sacrifices MDEF to give you this and is
eventually outclassed in every way by the peerless Walkyrie armor, but physical
attacks are in general more dangerous to go up against than magical ones; you
fight more fighters than mages throughout the game, Beats are primarily
physical, and you can't Scramble out of the way of physical attacks the way you
can out of magic. All this combines to make the Servant a surprisingly
attractive option for the magical ladies of your army. (Actually, considering
it's a maid uniform, maybe its attractiveness is not so surprising....) It's
mostly for Sorceresses and Priestesses, though, since Witches can get an equal
DEF stat from the Lovely One-Piece.

So all told, we have the worthwhile Rune Mail and Iron Armor; the situationally
useful Full Metal Coat and Servant; the potential of the Pure Grace; and no
other good buys whatsoever. Body armor isn't at a premium here, clearly.

The headpieces are a bit better. The Holy Brim is a nice, light helm that
prevents Curse and Stone; you'll have to deal with Stone soon and Curse down
the line, so it's a beneficial buy. The Beastbone Helm just prevents Aerism,
but it offers a lot of Defense for not much CAP, which is nice. The Feather
Ornament is old hat (haha,) but still good. The Hero's Crown and the Magic
Tiara are solid equips, but they are a little bit heavy and neither DEF 1/2 nor
MDEF 1/2 are common ailments in this game. You can also buy them later, when
money's not so tight.

The Rapid Rabbit is one of only two helmets in the game with CT reduction on
it, which makes it incredibly valuable to the very few units who can equip it.
Though it is extremely heavy - what are they making those bunny ears out of,
that this thing weighs 36 CAP?! - it is essential in order for Witches and
Alissa to hit their maximum CT numbers. Used properly, it can be extremely
potent.

Most of the Hand equips we've already seen before, but only as enemy drops or
chest contents, and most of them are quite alluring. The Vamp Nail offers CAST
reduction and a lifestealing Boost effect. The MG Gadget's "Ranged Tactics
Damage +50%" is a great contribution to any projectile-heavy team composition.
The Overdrive is very useful, offering 35 CT and a great Boost, but it's
totally outclassed by the Chrono, so if you're only using one magic-user and
you got the Chrono from Isabelli on Stage 12, you won't need the Overdrive.
Chrono aside, however, it's a great equip for Paulo, Sorceresses, Paladins, and
more. (Holy Sabre, Rune Mail, and the Overdrive... Paladins are really making
out at this shop, aren't they? Oh hush up, you yaoi fangirls snickering in the
corner there.)

The Ruby Arm Guard, the Javelick Blue, and the Obsidian Gauntlet are HIT-
and elemental affinity-boosting accessories that also sport above-average
defenses, making them useful if you happen to be using any of the equipping
units. None of them are must-buys, but all are respectable additions to the
appropriate team composition. Buy at your own convenience.

And finally we come to the shoes. The Gram Canceller is simply not worth the
ridiculous price and the Twilight Leggings have already been discussed, but the
other shoes....

The Cat Feet are awesome for Alissa. They have a Specialty II counter, which
works perfectly with her Chilled Lance, and reduce her DEL by 1. Their high CAP
is inconvenient at Alissa's current level, but that will soon be fixed as she
continues to hit people and gain levels at a breakneck pace. They are well
worth grabbing while you have the chance - as long as you're using Alissa, of
course - and this is, in fact, your only chance to do so.

The Shinobi Shoes and the Shadow Sandals are both EXCELLENT Assassin equips.
The Shinobi Shoes reduce your DEL by a whopping 2 points, while the Shadow
Sandals increase your MV, again by a whopping 2 points. Which to equip is a
matter of your personal preference, as well as which Assassin (s) you're using
in your team; both are incredible shoes you should definitely take advantage
of if you can. The same goes for the Tricky Boots, Trickster-only equips that
increase MV and JM by 1. With these, the Scorpion Tail, and the Rune Knife,
Tricksters finally come into their own in this game! Thank the gods!

Let's wrap up. The Ping Pong Pumps are simple shoes that boost your JM by 1.
These can be nice, but I think there are usually better shoe options. The
Sabbath shoes, on the other hand, are Water-affinity shoes that reduce CT by
15! They're a bit on the heavy side - 27 CAP - but that's still much lighter
than the Rapid Rabbit and they can be equipped by Sorceresses as well. I'm a
big fan of the Sabbath shoes; I'd recommend them.

Phew. And we're about to head into another store to do it all over again. Oh
dear....



PREPARING FOR THE NEXT FIGHT:
No preparation, as there is no fight!










*******************************************************************************

                                   [SC15]

                               **************
                              *** SCENE 15 ***
                               **************

                             EVENTS OF THE NOW
                    Adversity is the first path to truth.

                                 No combat


*******************************************************************************



Oh Elise.

You are so weird.



DECISION:
  Reject her idea (+1 Chaos)
  Choose to fight together (A+ Ending)



*************
* AFTERWORD *
*************

Natalia joins your army!



NEW WAR GOD
The God of Nobility, Vanagandr, is unlocked!
  Vanagandr is a bit of an oddity in that he is the only War God that can
  actually kill somebody. Einherjar only does percentage-based damage and
  none of the other War Gods do damage at all, but Vanagandr? When summoned,
  Vanagandr strikes his targets for a large amount of damage - possibly based
  off Gungnir's current power, although I'm not certain about that - and
  inflicts a random status ailment on everything he touches. This combination
  of damage and interfering ailments makes Vanagandr an excellent War God to
  summon when your team is being heavily pushed to the ropes. The ailments he
  causes give you a chance to pull your army together and get back in the
  fight, while the damage he causes can take out weakened foes and give you a
  head start on those that remain. As an opening gambit, he tends to be less
  effective than Einherjar or Midgardsormr; his damage isn't as great as an
  early Einherjar that cuts the map's HP in half, and his utility isn't as
  strong as Midgardsormr's equipment destruction. Still, Vanagandr is a potent
  ace to hold in reserve up your sleeve for when things go horribly wrong, and
  you can never have too many of those!










*******************************************************************************

                                 [INTER-15-16]

                             SCENE 15-16 INTERLUDE


*******************************************************************************



******************************
POSSIBLE CAMP MODE RECRUITS
******************************

KNIGHTS
Gordon         David          Hugo           Clark
LV: 31         LV: 31         LV: 31         LV: 31
HP: 1055       HP: 1202       HP: 1215       HP: 1156
DEL: 3         DEL: 4         DEL: 4         DEL: 4
TAC: 2         TAC: 2         TAC: 1         TAC: 3
CAP: 123       CAP: 126       CAP: 132       CAP: 120
Spec: I        Spec: II       Spec: II       Spec: III
Fire: -1       Fire: 3        Fire: 1        Fire: -3
Water: -1      Water: -2      Water: 0       Water: 1
Wind: -1       Wind: 0        Wind: -3       Wind: 1
Earth: 3       Earth: -1      Earth: 2       Earth: 1

PALADINS
Ariel          Clifford       Braddor
LV: 31         LV: 31         LV: 31
HP: 1040       HP: 1144       HP: 1026
DEL: 4         DEL: 3         DEL: 4
TAC: 2         TAC: 3         TAC: 3
CAP: 132       CAP: 108       CAP: 111
Spec: II       Spec: IV       Spec: III
Fire: 0        Fire: 3        Fire: 0
Water: -2      Water: 0       Water: -1
Wind: 1        Wind: -1       Wind: -2
Earth: 1       Earth: -2      Earth: 3

TRICKSTERS
Ulithi         Evi
LV: 31         LV: 31
HP: 1080       HP: 1052
DEL: 4         DEL: 4
TAC: 1         TAC: 3
CAP: 132       CAP: 129
Spec: IV       Spec: III
Fire: 2        Fire: -3
Water: -3      Water: 3
Wind: 1        Wind: 1
Earth: 0       Earth: -1

ARCHERS
Kashmir        Charles
LV: 31         LV: 31
HP: 1134       HP: 875
DEL: 4         DEL: 3
TAC: 2         TAC: 3
CAP: 105       CAP: 132
Spec: III      Spec: IV
Fire: 0        Fire: 2
Water: 2       Water: 0
Wind: -3       Wind: 0
Earth: 1       Earth: -2

PRIESTESSES
Cecilia        Azema
LV: 31         LV: 31
HP: 805        HP: 965
DEL: 2         DEL: 3
TAC: 3         TAC: 3
CAP: 129       CAP: 126
Spec: I        Spec: II
Fire: 3        Fire: 2
Water: 1       Water: 1
Wind: -1       Wind: -2
Earth: -3      Earth: -1

SORCERESSES
Velanche       Barthez
LV: 31         LV: 31
HP: 993        HP: 953
DEL: 2         DEL: 4
TAC: 1         TAC: 2
CAP: 108       CAP: 120
Spec: IV       Spec: I
Fire: -1       Fire: -1
Water: 1       Water: -1
Wind: 0        Wind: 3
Earth: 0       Earth: -1

WITCHES
Lulu
LV: 31
HP: 848
DEL: 2
TAC: 3
CAP: 120
Spec: II
Fire: 0
Water: 0
Wind: -3
Earth: 3





****************************
SKILLED BLACKSMITH'S SHOP
****************************

WEAPONS
*******
Dark Saber (1H Sword)
Dark Saber (1H Sword)
Holy Sabre (Greatsword)
Holy Sabre (Greatsword)
Deathbringer (Greatsword)
Blue Stinger (Rapier)
Silver Moon (Axe)
Mana Dagger (Dagger)
Rune Knife (Dagger)
Griffin Talon (Claw)
Snatcher (Claw)
Leyte Claw (Claw)
Spider Spike (Tool)
Naga Fangs (Tool)
Scorpion Tail (Tool)
Thunder Chain (Whip)
Dragon Eater (Whip)
Elfin Bow (Bow)
Flint Bow (Bow)
Grief Bowgun (Bowgun)
Arbalest (Bowgun)
Ice Javelin (Javelin)
Gladius (Javelin)
Gladius (Javelin)
Knight Killer (Javelin)
Moonlight Rod (Rod)
Gargoyle Rod (Rod)
Book of Laura (Grimoire)
Noir (Broom)
Apple Tree (Broom)
Cryocross (Broom)
Sapphire Mace (Mace)
Lilybell Wand (Wand)



SHIELDS
*******
Round Shield (Small)
Round Shield (Small)



ARMOR
*****
Misty Minimum
Pauldron
Lamellar
Full Metal Coat
Raven Cloth
Mirage Garb
Joker
Pure Grace
Valiant Robe
Black Maria



HEAD
****
Beastbone Helm
Hermet Hood



HAND
****
Overdrive
Javelick Blue



FOOT
****
Leg Warmer
Spikes
Jewel Anklet
Frog Shoes



ACCESSORIES
***********
Cheering Flag
Charge Bugle



CONSUMABLES
***********
Potion x3
Potion x3
Art of War
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Lumiel x3
Lumiel x3
Medicinal Herb x2
Medicinal Herb x2



*********************


WHAT TO BUY:
Thankfully, most of the items in this shop are things you've already seen
before (some of them very recently, in just the last shop). Also thankfully,
several of the items that are new to you are not actually particularly useful.
However, there are definitely a few that are worth your time, much to the
anxiety of your increasingly anemic wallet.

Let's start, not with the weapons, but with going straight to the Accessory
tab, where you will find a Cheering Flag and a Charge Bugle for sale! Buy these
first, before anything else. They may be a whopping 10,000 gold each, but you
always need more Gems to buff up those shiny new weapons you're getting ahold
of. This is one of the three most valuable purchases you can make in this shop,
so go ahead and snag them first thing.

The Deathbringer is NOT one of the other most important purchases you can make
in this store, rather to my disappointment (because it looks awesome). The 7-
Star Sword is more powerful and the Holy Sabre is just plain-out superior. The
Deathbringer's claim to fame is the intriguing Branded status, which causes the
victim to take damage whenever they successfully attack somebody. This is a
kind of cool status ailment to be throwing around, but Burn and Poison do much
more damage (and you don't have to eat hits for them to work, either).

The Blue Stinger WOULD be one of the most important purchases you can make in
this store, being a rapier that causes Knockback and, by virtue of being a
rapier, ignores Weapon Guard. It even attacks two squares in a straight line,
allowing the wielder to damage multiple units in a row and ignore Weapon Guard
on both of them. However, Natalia joined your party equipped with a Blue
Stinger, and while it's a very good weapon, you don't need to buy another one.
A new rapier will be coming up soon that is essentially the fire equivalent of
the Blue Stinger, so if you're insistent on using both Elise and Natalia and
giving them both rapiers, my advice is to hold off until you can buy a Crimson
Red instead of buying a second Blue Stinger here.

The Flint Bow is the second of the most important purchases in this store. It's
first bow that actually jostles the Gust Bow's position atop its pedestal, due
not to range or versatility, but to sheer power. This bow can cause Burn from a
distance and immediately, without the cast time inherent to the Magical Sword
or the Kikimora. Every Archer wants one of these babies, even if just so he can
yell "FLAME ON!" and chuckle maliciously while his enemies combust.

Gunners are not nearly as happy with their new weapon for this scene as Archers
are with theirs. The Arbalest is substandard; it's just a slightly stronger
version of the Iron Bowgun that you'd have to build up Mastery with all over
again. Ignore it.

Surprisingly, that's all the new weapons, so let's move along to the new armor.
The Pauldron is a piece of heavy armor, which is to say it has high DEF (+25)
but lowers your MOVE and JUMP and raises your DEL. I am not a fan of heavy
armor on anything that isn't a Knight, and as the Pauldron cannot be equipped
by Knights, I would label the Pauldron as "completely useless."

The Joker is similar to the Mirage Garb but slightly more Defensive rather than
Magic-Defensive. It also happens to be one of the better pieces of armor for
Alissa to equip, having low CAP and a nice round robin of DEF, MDEF, and RES.
It's good, but it'll be in the stores again soon, so you can skip it if you
can't afford it just now. The Valiant Robe, on the other hand, is just the
Classic Robe with +5 more DEF. It's only worthwhile if you don't already have
enough Classic Robes for your Sorceresses.

What's this? Can it be...?! IT IS! The Hermet Hood, the Trickster and Thrower
equivalent of the Intelli Ribbon! If you're using either of these classes, the
Hermet Hood is obviously the third of the important purchases you can make in
this store, and it's not very hard to see why. I've already given you the spiel
when the Intelli Ribbon was on sale, but here's the Cliffsnotes version in case
you've forgotten why +TP equipment is so good:

1. Equip +TP armor
2. Run around like a maniac
3. ???
4. Profit

..where "???" stands for your favorite method of murdering people en masse.
Good times.

We've seen the Overdrive and the Javelick Blue before, so let's move on to the
shoes. Here we've got two newbies: the Leg Warmer and the Jewel Anklet. The Leg
Warmer is actually pretty good; it protects against Freeze, something you'll be
seeing in the next few battles, and it can be equipped by a variety of female
units. It's not a high priority, but it's not a bad buy either, even though I'm
sure it looks horribly tacky when worn. In contrast we have the Jewel Anklet,
which is rather pretty, but not particularly useful. It prevents your elemental
affinities from changing in battle due to the influence of the -ism status
effects or Boosts from the Roses (Crimson Rose, Ice Rose, etc.) Meh. Pass on
that one.

That leaves only the Spikes, which are rather lackluster equipment to end on.
They're shoes that offer a respectable +10 DEF and an immunity to Slippery,
which is a status we come up against exactly twice in the game - and one of
those two times is already behind us. Pity, that means I won't be able to make
any MLP jokes about them down the line.



PREPARING FOR THE NEXT FIGHT:
Thank goodness, a fight to help recover our poor, starving wallets! Much like
Scene 14, this fight is a nice and easy one that can help you give Alissa a
level boost before she has to start getting into real combat. If you're going
to use her here, equip her with the Chilled Lance, a Medicinal Herb package,
and either Glass Shoes or the Cat Feet. The Chilled Lance has a Specialty II
attack. The Glass Shoes and the Cat Feet offer a Specialty II counterattack.
The pair of Drakes off on the edge of the next map have a Specialty II attack.
I'm sure you can see the purpose of this setup for our favorite Royal.

For the rest of your team, Giulio is required to be your Ace, so you'll want to
touch up his equipment if you haven't been using him. Getting enough Base
Panels on this stage to use Ragnarok is possible, but not the easiest thing in
the world, and anyway that will cut the amount of leveling Alissa can do. I'd
drop Gungnir for a good sword - preferably one with knockback unlocked on it -
a Round Shield, and no, I repeat, NO helmet! The Brutes on this next scene
wield Kill Blades and can break helmets, so don't equip them.

Your remaining two members can be just about anybody, but I advise you bring
at least one character with knockback, especially if the sword you give Giulio
doesn't have it. Even better, give Elise the Blue Stinger or a Trickster a
Cutlass and equip them with the Mermaid Pareo. All of the elemental damage
you'll be taking on this coming scene is Water-elemental, and the stage layout
is very tight and close. Think back to the Great Divide of Scene 09 and you'll
have a good idea of what's coming, just with water instead of bottomless hell-
pits. A character with knockback is the quickest and easiest way to eliminate
the enemies ahead, and if you also can equip a piece of armor that invalidates
half the attacks heading your way - well! You're just made for this map, then,
aren't you?

Finally, equip all the Freeze protection you have. Freeze is the overwhelming
primary status on the coming map, so you're going to want as many people as you
can have equipped with Sun Cloaks, Mermaid Pareos, or Leg Warmers. The other
status you might see is Silent. If you've got some Pointy Hats, it would be
wise - though not essential - to equip them on any casters you're bringing into
the fight. Lastly, if you, for some reason, have got any Frog Shoes, now's the
time to equip them; this is one of only two maps in the entire game to have
currents, so if you've got the shoes to counter that, might as well make use of
them.










*******************************************************************************

                                   [SC16]

                               **************
                              *** SCENE 16 ***
                               **************

                              ASTRAL PROPHECY
                     There is no justice in the world.

                                  Battle:
                     Battle in the Northern Permafrost


*******************************************************************************



[SC16-1]



SCENE 16-1
Victory Condition:
-Rescue Heramia.

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!
-Escort Fails -> Heramia must not die...

Date and Time: ASGARD 3, 984 AM 9:00
Time limit: ASGARD 6, 984 AM 6:00

Ace Options: Giulio
Character Limit: 4 including your Ace
Guests:
  Teller (Heramia)
     Jewel Anklet
     Elixir



Enemies:
  Brute x2 (Drasban, Gaspard)
  *********
  Kill Blade            Axe            Break Head
  Viking Helm           Head Armor     DEF +15, Prevent Fleeing
  Defender              Hand Armor     DEF +15, Prevent Half Guard
  Medicinal Herb x2     Consumable     Small HP and VIT recovery


  Sorceress x2 (Lura, Tilura)
  *********
  Icicle Rod            Rod            Freeze, Silent
  Force Bracelet        Hand Armor     MDEF +15, CAST +35
                                          BOOST: Melee Weapon Damage +50%
  Crystal Circlet       Head Armor     MDEF +15, Prevent Phys Aura
  Aqua Robe             Body Armor     DEF +10, MDEF +20, Immune: Fire


  Drake x2 (Babbe, Drubo)
  * Neutral (does not need to be killed)
  Dragon Physique       Physique       Knockback, Burn


  Undine x2 (Felicite, Lala)
  * Neutral (does not need to be killed)
  Northern Spear        Trident        Gravity
  Ice Javelin           Javelin        Freeze, Void DEF



Chests:
  Lumiel x3 - Seven squares in front of Drubo the Drake, against the edge of
              the map.
  Potion x3 - Four squares in front of your Ace.
  *UNIQUE* Shell Shoes - One square in front of and one square to Drubo the
                         Drake's right.
  Viking Helm - One square behind and one square to Lala the Undine's right.
  Mermaid Fin +1 - Two squares behind and one square to Felicite the Undine's
                   left.
  Cuirass - Two squares behind and one square to Felicite the Undine's right.
  Healing Gloves - Three squares in front of Tilura the Sorceress.

Objects:
  N/A



The opposition on this map takes place on three distinct levels. Most
prominently, to the west, on a long snowbank against the water, you have a
group of bandits - two Brutes and two Sorceresses - cornering the guest for the
map, Heramia. Heramia's unique class is Teller, which is functionally useless
in battle, but you can't say she doesn't know her own weaknesses. Equipped only
with a Jewel Anklet and an Elixir, Heramia immediately makes a break for your
own troops and will do her best to stay behind you and away from enemies once
she reaches you.

The second level of engagement comes from the east. Almost hidden by the rocky
cliffs, a pair of Drakes lie in wait at the edge of the water. If you send all
four of your characters to confront the bandits threatening Heramia, the Drakes
will come up behind you and gobble her up instead. They're not particularly
strong, so as long as you're aware that they're lying in wait, you should be
able to handle them. They can come as a nasty surprise if you're not paying
attention, though.

The third and final facet of the battle is far out to sea. Lurking in the
depths of the open ocean waters are two Undine equipped with Northern Spears
and Ice Javelins. These Undine typically stay far away, safe beneath several
metric tons of salt water, and hurl their javelins at you from the distance.
This means that they usually miss when they throw, as they're too far away to
aim properly. However, if they do hit you, they stand a good chance of causing
Freeze, which can really mess around with your battle plans. Sun Cloaks,
Mermaid Pareos, and Leg Warmers will help with that.

You must split your forces in such a way as to defeat the bandits while still
holding off the Drakes. How you're going to want to do this will fluctuate
greatly based on your party composition, but here's a few tips:

First, Alissa is a great choice for dealing with the Drakes. As stated in the
Battle Preparation section, Alissa has a Specialty II attack. The Drakes do as
well. Equip her with Glass Shoes or Cat Feet for the Specialty II counter and
she'll probably block and counter a good percentage of both Drakes' attacks,
easily occupying their attention and gaining a few more levels in the process.
If you don't want to use Alissa, or if you don't feel she's strong enough to
handle it on her own, a Priestess or a Knight can also hold the east side of
the map pretty easily. An Assassin equipped with Shinobi Shoes or Shadow
Sandals might also be able to dive in and push them both off the edge of the
map before they can even attack her. Be careful, though! The Drakes' Dragon
Charge causes Knockback, so be sure never to stand with your back to the edge
of the map while in the squat dragons' vicinity.

Second, if you only have one character with Knockback, be sure to send that
character to deal with the bandits. The Brutes and Sorceresses are pretty easy
to lure out onto the snowbank Heramia starts off on. This snowbank is two
squares wide, with water on one side and the edge of the map on the other. If
you can stand next to any enemy on this area, you can knock them off to their
doom - and none of the human enemies here can cause Knockback themselves,
meaning you can position yourself without fear as long as the Drakes aren't
around.

Third, be very, very, VERY careful about navigating through the shallow waters
connecting your ice floe to the bandits' ice floe. These treacherous oceans are
filled with deceptive, slow-moving currents that can pull you to your death if
you're not careful. Basically, every once in a while, in between turns, a
random unit - it can be allied or enemy, the currents make no distinction -
standing in the water will get pulled to an adjacent square with deeper water
than the square they're currently standing on. So a character standing in water
of 0.5 depth would get pulled to a square with 1.0 depth. There is no pause or
message in the battle system to note that this is happening unless the
character gets pulled into a depth of 2.0 or greater, at which point they
drown, dying instantly.

Obviously you want to avoid this. You can equip Frog Shoes to prevent the
currents from having an effect on you, but Frog Shoes are kind of useless other
than that, so you may not have any. If you don't, just make sure you never,
EVER leave your characters standing in 1.5 depths. 0.5 and 1.0 are perfectly
safe even if currents strike, as you won't get pulled into drowning territory,
and you can stand in 1.5 depth as long as you make sure you move very quickly
thereafter. Be careful, though! You don't want to have to restart the whole
battle just because the ocean ate your Ace.

Finally, it's best if the people on the bandits' side of the map have water-
resistant equipment. The two Sorceresses are both equipped with Icicle Rods and
aren't shy about using them. If somebody water-resistant is in the way, they'll
generally default to using the non-elemental Red Pillar instead of Cool Orb or
Cold Ruin. While Red Pillar hurts and can cause Silent, it's better than
Freeze, which both Cool Orb and Cold Ruin cause. And don't get complacent just
because you've made your characters immune to Freeze; those Sorceresses will go
after Heramia, too, and if they stop her cold in the middle of the two Brutes,
then nasty things will probably happen to her. And not in the fun way.

Once Heramia and Giulio touch bases (oh behave!) the situation changes.



********************



[SC16-2]



SCENE 16-2
Victory Condition:
-Defeat the outlaws!

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: Same as conclusion of Scene 16-1
Time limit: ASGARD 7, 984 AM 6:00
Star Rating Times:
  < 18 hrs   ***
  >= 18 hrs, < 26 hrs   **
  >= 26 hrs, < 34 hrs   *

All enemies, chests, and objects remain the same as they were at the end of
Scene 16-1.



Advancing to part two of this Scene does nothing except make the battle easier,
as it removes the "Protect Heramia" part of the battle condition. If she gets
killed from here on out, it's no skin off your sinus cavity.

By the point where Heramia and Giulio can stand next to each other to initiate
the progress to part two of the fight, your two battle parties - the one or two
characters engaging the Drakes and the two or three characters engaging the
bandits - are probably mostly in position. Most of the actual thought in this
fight comes from preparing for all the status effects and tactical advantages
you can seize beforehand. Once you actually come to blows, the tiny spaces and
low number of available party members prevents much more strategy than "hack
and slash and knockout" from coming into play. Just inflict bodily harm in the
way that works best for you and this battle should be over before you know it.

There is one last thing, however, specifically for those of you trying to
collect every item in the game: those Undine and their unique Northern Spears.

This is the only place in the game to get Northern Spears, much like Scene 14
was the only place in the game to get a Coral Spear. Also like the Coral Spear,
Northern Spears are completely useless to you; however, if you're really out to
get yourself one just to fill out your collection, it's not too difficult. It
might take some time, though.

Since Undine can't leave the water, you have to lure one or both of them over
to the shallows in the southern part of the screen. Since the Undine can only
attack in straight lines and are more eager to hurt you than they are to stay
safe in the deep water, you can fairly easily arrange for this with just a bit
of finagling. It might even happen unintentionally once the Drake-killing party
members finish their Drake-killing duties and head over to help with the bandit
extermination if the Undine decide to give chase. Once the Undine come up for
air in the shallows, jump them, beat them to a bloody pulp, and take their
spears. Remember to watch out for the depth of the water around them, though!
Don't get the spear only to lose a party member to the currents.

There! Another fairly laid-back stage completed, and Alissa should now be at a
decent level to be holding her own in combat. That's good, too, because this
next stage coming up is going to be a pain in the butt. Particularly for you
item collectors out there... oh god.










*******************************************************************************

                                 [INTER-16-17]

                             SCENE 16-17 INTERLUDE


*******************************************************************************



****************************
SKILLED BLACKSMITH'S SHOP
****************************

WEAPONS
*******
Earth Divide (1H Sword)
Deathbringer (Greatsword)
Blue Stinger (Rapier)
Thor's Hammer (Hammer)
Mana Dagger (Dagger)
Griffin Talon (Claw)
Naga Fangs (Tool)
Thunder Chain (Whip)
Elfin Bow (Bow)
Flint Bow (Bow)
Grief Bowgun (Bowgun)
Arbalest (Bowgun)
Book of Gelt (Grimoire)
Book of Nanai (Grimoire)
Bronze Mace (Mace)
Arrow Heart (Wand)



SHIELDS
*******
N/A



ARMOR
*****
Aqua Robe
Sun Cloak
Mermaid Pareo
Silphy Garb
Fuuma Muffler
Yggdrasil
Pauldron
Joker
Valiant Robe



HEAD
****
Holy Brim
Firebird Helmet
Hero's Crown
Silver Wolf
Hermet Hood
Intelli Ribbon
Rapid Rabbit



HAND
****
Fish Scale Gaunt



FOOT
****
Leg Warmer
Spikes
Jewel Anklet
Frog Shoes
Thief Shoes
Insect Shoes



ACCESSORIES
***********
One-Eyed Dragon
Voodoo Doll
Black Cat Earring
Iron Choker
Dog Tag
Butterfly Broach
Master Key
Purging Talisman
Black Fan



CONSUMABLES
***********
Potion x3
Potion x3
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Lumiel x3
Lumiel x3
Medicinal Herb x2
Medicinal Herb x2



*********************


WHAT TO BUY:
Most of the stuff in this store is either old or useless to you, but there are
a couple things that are worth looking at. In the weapons tab, the only new
weapons worth considering are Thor's Hammer and the Arrow Heart. The Earth
Divide is entirely useless to you in every conceivable circumstance, and the
Books of Gelt and Nanai - which are perfectly functional and effective books
on their own; the Book of Gelt has great single-target healing and the Book of
Nanai is ideal for healing at range - have the great misfortune to appear two
stages before the best book in the game. Thus, buying them is not worth your
time or money (and this makes me sad; I like the Book of Nanai). And we've
already talked quite a bit about Maces, and I'm afraid to report that the
Bronze Mace is no different from its predecessors in terms of usefulness (or
lack thereof).

Thor's Hammer, on the other hand, is a solid hammer for any Brute, offering
Half Guard with one attack and extra damage against Golems with the other. Its
Guard Rating isn't great and you might be able to obtain it as an enemy drop
just one battlefield from now, so you might not actually want to spend your
money on it, but it's really pretty good and it'll be in stores again after
Scene 18, 19, and 20, so you have plenty of time to pick one up if you decide
you'd like it.

The Arrow Heart is the second-best wand in the game, falling behind its
superior - the awesome Twinkle Stick - by a small margin and surpassing its
competition - all the other wands in the game - by a large degree. The Arrow
Heart has a heal, a quick-to-cast magic spell that causes Burn, and a melee
skill and a Beat Action that both cause Charm. Essentially, it has two of the
best status effects in the game and an AOE heal to go with it. It might even be
better than the Twinkle Stick if your team composition otherwise lacks Burn,
and I would recommend buying it and equipping it to Alissa at once if you're
using her. The Arrow Heart does slightly less damage than the Chilled Lance,
but it cannot be blocked or evaded and you're about to go up against several
scenes full of enemies with high defense and low magic defense. Plus - just in
case you forgot - it causes Burn. Burn, you guys, Burn!!

You in the back there - I didn't mean you PERSONALLY. Somebody douse him,
please.

The Armor tab on this shop is again filled with all of the element-absorbing
and -nullifying armors from the Scene 12-13 Shop, as well as extras of the
Pauldron, Joker, and Valiant Robe. None of these pieces are new to you, so I
think you can trust your own judgment on which ones to purchase.

There are two new helmets in the store: the Firebird Helmet and the Silver
Wolf. The Firebird Helmet is the fire-elemental, Aquism-protecting version of
the Beastbone Helm, offering an identical (and still worthwhile) +15 DEF and
+45 RES. Its main disadvantage is that it can only be equipped by Giulio - who
already has the Beastbone Helm - and Knights - who already have the Iron
Heaume. This makes it somewhat less appealing. The Silver Wolf, on the other
hand, is a decent helmet statistically and offers protection from Scapegoat.
Scapegoat is pretty rare as far as status ailments go, but when it happens, it
can be seriously unpleasant (it's lost me battles before,) so the Silver Wolf
isn't a bad thing to devote an equipment slot to on occasion.

There is another Hermet Hood, Intelli Ribbon, and Rapid Rabbit here. These
headpieces are just as good as they were earlier, but you probably have at
least one Intelli Ribbon, a Hermet Hood if you use Throwers, and a Rapid
Rabbit if you wanted it already, making their presence here less exciting than
they were earlier. Get more if you want them! Otherwise, moving on.

We're just going to skip right past the Fish Scale Gaunt, because at this point
there are only two stages remaining in the game where we could possibly use it
and chances are good that even then, we will not. Feet-wise we have another Leg
Warmer that can protect against Freeze. I'm going to be honest, though; most of
the Freeze-users in the game are behind us at this point. There will be a few
on Scene 18, though, so if you want to get this last Leg Warmer just to be
safe, go for it.

Spikes, Jewel Anklet, and Frog Shoes are all familiar to you by now, but Thief
Shoes are new and actually kind of cool. They reduce DEL by one and can be
equipped by several characters, among them Giulio and Paulo. They're pretty
heavy - 32 CAP - but they're still good despite that, much like the Cat Feet
for Alissa. The Insect Shoes are JUMP boosters, which has its uses as well, but
they are not quite as useful - in my opinion - as the Thief Shoes. (Although
the next stage is definitely a stage Insect Shoes can be useful on! So if you
were going to buy them, now is a good time.)

Nothing new in the Accessories, so that wraps up today's "What to Buy" section!



PREPARING FOR THE NEXT FIGHT:
Before you enter this fight, there is a crucial question you must ask yourself:
are you or are you not going to try to get Pamela's Broom? This is a unique,
one-of-a-kind, four-star Broom that can only be gotten right here, and only by
defeating Pamela and taking it from her by force.

Once you have the answer to that question, you must ask yourself Crucial Scene
17 Question Number Two: are you or are you not going to try to get any of the
chest or object items from the second half of the map? These items include the
Tri Shot +5; the Dried Dozeu; the Dragonia Armor; and the Misteltein. The Tri
Shot +5 would of course take several Gems to make on your own, the Dragonia
Armor is both indispensable and expensive, and the Misteltein is one-of-a-kind
and cannot be obtained elsewhere. Are you going to try to get them?

This is important because this scene you are about to enter is divided in half
by a gigantic mountain plunked smack-dab in the middle of it. You and 4/5ths of
the enemies start on one side of the mountain. One Assassin begins on the
opposite side of the mountain. And Pamela sits right on top of it.

If you answered "No" to both of the Crucial Scene 17 Questions, then you don't
need to worry about this mountain, nor much about Pamela. Equip Noels on as
many people as possible to prevent Sleep and then set up for a big barroom
brawl in whatever way you usually do. Nothing to it.

If you answered "Yes" to EITHER of the Crucial Scene 17 Questions, then you are
going to have to get over that enormous mountain one way or another in order to
get the items you seek. The easiest way - oh, by far the easiest way! - is to
field a Witch on this map. Her Flying movement will not only allow her to
traverse the rocky mountain and the impassable pits around it with ease, but it
will allow her to keep pace with Pamela, who is a Witch herself (well, a Mystic
to be precise, but it's the same thing, really).

If you don't have a Witch, your only recourse is to walk over the mountain,
which has a slender, one-panel-wide panel winding up its icy heights and down
to the other side. You will have to send one or two characters to the other
side of the mountain to get the items and corner Pamela, who typically flees
into the air the moment somebody looks at her, let alone walks toward her. In
this situation, you will want to equip all of the MV, JM, and DEL-improving
equipment you can on the chosen item-collecting units. Assassins are the best
choices for this, with either the Shinobi Shoes or the Shadow Sandals. Tamers
work quite well for this as well, using Amazon Shoes. Tricksters can equip the
Tricky Boots. Ping Pong Pumps work, as do Insect Shoes and Wheel Greaves. Load
up your chosen item collector with the best of these shoe options and some Move
and Jump Ampules, if you've got any. Free range of movement is vital for this
character. You also want them to be strong enough to kill Pamela if you're
going for her broom, so don't skimp on their weapon! You cannot inflict status
effects on Pamela; she is permanently afflicted by the Pam. Virus ailment, and
just like Isabeli's Skeletons back on Scene 12, this overrides any different
ailment you might try to stick on her. Therefore, ignore ailments when picking
out a weapon. Just go with something strong that hurts a damn lot.

Pamela's magic is unfortunately non-elemental, so you won't be able to do much
to resist it besides equipping Magic Defense. The other enemies are mostly non-
elemental damage-dealers as well, aside from the Assassins, who all have Wind-
elemental weapons. Break out the Silphy Garbs and Fuuma Mufflers if you bought
them! Otherwise, just equip your best armor and don't worry about it too much.
The Assassins don't do much damage anyway.

There are a LOT of status effects flying around in this fight, among them
Stone, Sleep, Sticky, Poison, Silent, and Shieldless. You may want to go out
of your way to equip some countermeasures to these effects:

  Stone: Holy Brim
  Sleep: Noel
  Sticky: Tough Boots, Ranger Boots
  Poison: Basilisk Shield
  Silent: Pointy Hat
  Shieldless: Gauntlet (not available yet)

Finally, don't forget to save. If you're a hardcore item collector, you might
have to replay this stage several times to get all of the items you want out of
it. The last thing you want to do is reach the Scene 17-18 Interlude and then
realize you can't reset to before this battle if it turned out badly!










*******************************************************************************

                                   [SC17]

                               **************
                              *** SCENE 17 ***
                               **************

                            WHAT IS TRULY NEEDED
               While the thunder lasted, two bad men were friends.

                                  Battle:
                       Fending off the Mountain Bandits


*******************************************************************************



SCENE 17
Victory Condition:
-Defeat Rodrigues.

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: VANAN 4, 984 PM 16:00
Time limit: VANAN 9, 984 PM 18:00
Star Rating Times:
  < 36 hrs   ***
  >= 36 hrs, < 44 hrs   **
  >= 44 hrs, < 52 hrs   *

Ace Options: Giulio, Paulo
Character Limit: 4 including your Ace
Guests: N/A



Enemies:
  Bandit (Rodrigues)
  BOSS
  Berserker +9          Axe            Break Hand
  Iron Armor            Body Armor     DEF +25
  Power Gaunts          Hand Armor     DEF +10, HIT +10
                                          BOOST: Melee Damage +50%
  Beastbone Helm        Head Armor     DEF +15, Prevent Aerism


  Tamer (Griselda)
  *********
  Vitra Whip +7         Whip           Stone, Capture
  Suigetsu              Katana         GUARD 39%, Counter III
  Amazon Boots          Foot Armor     DEF +5, Counter I
  Oat Bread x2          Consumable     Mild HP Recovery


  Mystic (Pamela)
  N/A
  Pamela's Broom        Broom          Knockback, Pam. Virus
  Lovely One-Piece      Body Armor     DEF +15, MDEF +5
  Serpent               Hand Armor     DEF +5, MDEF +10, HIT +15, CAST +35
                                          BOOST: Ailment chance +20%
  Elixir                Consumable     FULL HP Recovery


  Tamer x1 (Allyson)
  ****
  Kraken                Whip           Sticky
  Stone Head            Head Armor     DEF +15, Prevent all elemental -isms
  Tough Boots           Foot Armor     DEF +5, Counter II, Prevent Sticky
  Potion x3             Consumable     Light HP Recovery


  Tamer x1 (Luminilia)
  ****
  Kraken                Whip           Sticky
  Silver Wolf           Head Armor     DEF +10, MDEF +5, Prevent Scapegoat
  Tough Boots           Foot Armor     DEF +5, Counter II, Prevent Sticky
  Potion x3             Consumable     Light HP Recovery


  Assassin x1 (Melin)
  *****
  Rune Knife            Dagger         Silent, TP Damage 3
  Thief Shoes           Foot Armor     DEF +5, Counter IV
  Mighty Ring           Accessory      MDEF +10, Prevent DEF 1/2


  Assassin x1 (Ethel)
  *****
  Rune Knife            Dagger         Silent, TP Damage 3
  Thief Shoes           Foot Armor     DEF +5, Counter IV
  Magic Ring            Accessory      MDEF +10, Prevent MDEF 1/2


  Assassin x1 (Rillette)
  *****
  Jackhand              Claw           Shieldless, +Human, Steal
  Thief Shoes           Foot Armor     DEF +5, Counter IV
  Mighty Ring           Accessory      MDEF +10, Prevent DEF 1/2


  Harpy x2 (Boel, Lynn)
  **** Neutral (does not need to be killed)
  Harpy Physique        Physique       Poison, TP Damage 3



Chests:
  *RARE* Golden Hammer - One square behind and four squares to your Ace's
                         right.
  *UNIQUE* Shell Breastplate - One square in front of and one square to your
                               Ace's left.
  7-Star Sword - Two squares in front and one square to Melin the Assassin's
                 left.
  Dragonia Armor - Six squares behind Ethel the Assassin.
  *UNIQUE* Mistelteinn - Seven squares behind Pamela.
  Angel Halo - Five squares in front of and one square to Rillette the
               Assassin's left.
  Arrow Heart - Directly behind Lynn the Harpy.

Objects:
  Berserk +5 - Pile of wood directly to Ethel the Assassin's left.
  Tri Shot +5 - Pile of wood three squares behind and one square to Boel the
                Harpy's left.
  Dozeu - Large vase three squares behind and two squares to Boel the Harpy's
          left, next to the wood with the Tri Shot +5 in it.
  Dozeu - Wooden barrel in front of Melin the Assassin.
  Dried Dozeu - Partially destroyed barrel in front of Rillette the Assassin.



As discussed in the battle preparation section, the setting for this stage is a
giant mountain smack in the middle of the arctic tundra. The mountain divides
this stage in two, containing you on one long strip of snowbank with Griselda
and her Tamers. Two Assassins lurk around the curve of the mountain, and a
third makes her way toward you from the other side of the mountain. Rodrigues,
the target for the stage, stands halfway up the one trail up the mountain,
blocking the way to the ditzy Mystic Pamela, who bumbles around on top of the
mountain being narcoleptic and generally random (which is par for the course
where Pamela is concerned, in any of the Department Heaven games).

Rodrigues, in the manner of most boss units, doesn't move until he takes
damage, and the two Assassins near him won't move until he or they take damage
either. Griselda, her Tamers, and the Harpies on the stage come right at you,
though, so you'll want to deal with them before you antagonize Rodrigues and
his fatal fangirls. The Tamers can actually be quite annoying. Both wield
Kraken whips, which cause Sticky, a status ailment that drops the afflicted
character's MV and JM to 1. This ailment can seriously impede your ability to
organize your characters and make any kind of progress with the stage. Tough
Boots guard against this effect, but you may not have any, in which case you'll
just want to focus on taking the Tamers out as quickly as possible. This isn't
too difficult, as their defensive capabilities aren't great. Pile into them
with Beats and perhaps some Burn or Poison and they should die rapidly.

Griselda is mostly the same as her Tamer minions, but instead of the Kraken,
she is equipped with the dangerous Vitra Whip. This whip has the ability to
turn you to stone during Beats, which the Harpies might initiate with their
Scratch Fever attack. Fortunately, she might instead waste her turns by using
Interdependence to Capture one of your party members. This is easily countered
simply by attacking her, which you'll be doing anyway. Queue up for a few big
Beats on the lady bandit and she should quickly fall.

While you're handling the Tamers and Harpies, however, Pamela is probably going
to be poking at you with a stick. And by "a stick," I mean her infinite-range
knockback spell, Pamela's Spellcraft. Unless you're packing serious MDEF, it's
a pretty painful spell to get hit by, and if you happen to be standing at the
edge of the map when she hits you with it, it's goodbye, you. Fortunately, even
with a Serpent equipped, Pamela's Spellcraft takes a while to cast, giving you
plenty of time to get out of its straight line of effect.

Sometimes Pamela will hang back on top of the mountain or on its far side and
spam Pamela's Spellcraft. This makes her easy to handle; just keep an eye on
where she's casting Pamela's Spellcraft and you can ignore her otherwise.
Sometimes she flies into the middle of the action and starts depositing Magic
Square Gram traps everywhere instead. If she does this, the fastest way to get
rid of her is to whack her a few times with something sharp and painful. Once
Pamela loses some health, she inevitably high-tails it to safety on the other
side of the map and returns to Pamela's Spellcraft.

This is good, because Magic Squares hurt a lot and cause the Pam. Virus status
effect. Pam. Virus is a permanent status effect that, randomly throughout the
fight, will transform into the Pam. Dream status, which is essentially Sleep.
Pam. Dream will last for another random period of time, then turn back into
Pam. Virus, at which point the character will be able to move again... until
the Pam. Dream strikes again and seizes them with narcolepsy, that is.

It's a pretty annoying status effect, but the good thing about it is that
Pamela herself starts the battle afflicted by it. If you're particularly lucky,
she might spend the entire battle sleeping, far away from the action. You can
also just equip Noels on as many people as possible to make them immune to the
sleep effects of Pam. Dream.

Assuming that the enemies don't destroy you completely with their barrage of
status effects - which, with proper foresight and a bit of careful positioning,
they shouldn't be able to - you'll get your chance to make a counterattack. To
be honest, while the enemies here are annoying and status-happy, they aren't
all that difficult to defeat. The close quarters make them easy to Knockback
off the map, and none of them are equipped with particularly strong armor or
blessed with very high HP. The Harpies cannot be handled with knockback, as
Hovering units are immune to it, but Harpies are also completely defenseless
to physical or magical attacks and therefore shouldn't be too hard to kill in
any other way you desire.

Rodrigues - who is also immune to Knockback, being the boss of the scene - is
the toughest opponent here, and while he's no cakewalk, he's no Robertus,
either. Using his Berserker axe, he can strike multiple targets or break one
target's Hand equipment, but he can't cause any status effects or pull out any
nasty tricks like Robertus' Void DEF or Isabeli's Undead lifedraining. While
his DEF is high, he has no MDEF whatsoever... and Alissa happens to have a
brazzle-dazzle new wand with a magic spell on it that causes Burn. Blow fire
out of the Arrow Heart or a Paladin's Magical Sword for a few turns and the
vengeful Bandit is bound to be inflicted with Burn, which is basically the
ultimate boss-killer of Gungnir. With Burn and Beats chipping at Rodrigues
from all sides, he's easy enough to bring down.

The problem child of this fight is Pamela, or, to be more specific, her one-of-
a-kind hot pink broom. Pamela's Broom isn't actually that great of a weapon,
but it is the first four-star weapon you can obtain and is also bright pink,
both of which are equally good reasons to own it. If you have a Witch of your
own, have her fly up and engage Pamela in one-on-one magical combat. Not only
is the idea of Pamela and a rival Witch soaring through the sky, shooting
eldritch blasts and runic traps at one another while the rest of your party
battles fiercely with Rodrigues and Griselda far beneath them on the ground,
totally awesome, but it's the easiest way to keep up with her constant running
away.

Failing a Witch, or any of the alternate high-movement setups discussed in the
battle preparations, you can try picking away at Pamela from a distance using
Sorceresses, Archers, and Throwers. It might be tempting to knock her off the
map, as she likes to lurk around the edges of it, but remember that doing so
will not get you an item drop, preventing you from getting her broom! You'll
have to slog it out the old-fashioned way, whether it be with direct damage or
status effects, if you want that rosy trophy for your own.

If Pamela is being completely intractable and refusing to drop her broom even
when tracked down and soundly trounced, don't forget that you can stack the
odds for the broom-drop in your favor by destroying her armor using a Brute's
Break skills, stealing her Elixir using an Assassin's thievery skills, or
removing all of her non-Broom equipment by summoning Midgardsormr. These
measures will greatly increase the chances of getting her broom, which in turn
greatly reduces the chances of you chucking your PSP down the garbage disposal
out of frustration.

Good hunting, young item collector. I wish you luck.



DECISION:
  Refute him (+1 Law)
  Say nothing (+1 Chaos)










*******************************************************************************

                                 [INTER-17-18]

                             SCENE 17-18 INTERLUDE


*******************************************************************************



**************************
FOREIGN MERCHANT'S SHOP
**************************

WEAPONS
*******
Dark Saber (1H Sword)
Holy Sabre (Greatsword)
Deathbringer (Greatsword)
Blue Stinger (Rapier)
Sunrise (Axe)
Rune Knife (Dagger)
Snatcher (Claw)
Leyte Claw (Claw)
Jackhand (Claw)
Bloody Claw (Claw)
Scorpion Tail (Tool)
Arabian Might (Tool)
Dragon Eater (Whip)
Kraken (Whip)
Suigetsu (Katana)
Flint Bow (Bow)
Arbalest (Bowgun)
Ice Javelin (Javelin)
Gladius (Javelin)
Gargoyle Rod (Rod)
Cryocross (Broom)



SHIELDS
*******
N/A



ARMOR
*****
Dragon Coat
Mithril Armor
Rune Mail
Iron Armor
Pauldron
Lorica
Joker
Classic Robe
Valiant Robe
Lovely One-Piece
Servant



HEAD
****
Pointy Hat
Hermet Hood



HAND
****
Vamp Nail
MG Gadget
Mystic Bangle
Ruby Arm Guard
Obsidian Glove



FOOT
****
Leg Warmer
Wonder Sandals
Spikes
Jewel Anklet
Tricky Boots



ACCESSORIES
***********
N/A



CONSUMABLES
***********
Potion x3
Potion x3
Ether
Ether
Move Ampule
Move Ampule
Jump Ampule
Jump Ampule
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Luciel x3
Luciel x3
Lumiel x3
Lumiel x3
Moon Lily x7
Medicinal Herb x2
Medicinal Herb x2



*********************



WHAT TO BUY:
Let's see what we've got in the store todaaaooohohoHO. Why hel~LO there, Mr.
Handsome Shopkeep. And what were you planning on doing tonight after you closed
up shop? If you don't have anything in mind, let me make a few sugges-

*cough* That is, erm. Moving on.

Let's see what this oh-so-fine gentleman has under his - dammit - I mean inside
his - double dammit - available for my, that is, YOUR consump - you know what,
any transition I try to make here is just going to turn into innuendo. Surprise
Sunrise analysis ahoy!

The Sunrise is a pretty good axe. Its initial ability is Shield Crush, which
makes your life when dealing with Knights approximately a zillion times easier,
and it's got high Base Power and Guard Percentage. Its Specialty IV attack is
less useful, as it splits its damage between its targets and is only usable
during the day, but it IS pretty strong when you can use it properly. It's one
of my favorite axes, personally; if you like Brutes and don't have a Sunrise
yet, I recommend picking this one up.

While you may have looted a Jackhand from the one Assassin equipped with it on
the previous stage, it's pretty unlikely, so chances are good this is your
first contact with one. It's a good little death machine, having a row-hitting
Wind skill that causes Shieldless (great against Knights). Be warned that it
has the "VS Human" property, however, meaning it will barely tickle monsters or
chests! Also for sale here is the forum-favorite Bloody Claw. While the Bloody
Claw only has one attack, it's the second-strongest claw attack in the game and
it ALSO has lifesteal on it, like the Gungnir's Distant Shadow attack. This
claw makes Assassins (and Valerie) much more survivable than they have been up
until now and greatly increases their damage output. And seeing as Valerie WILL
be rejoining your party and you WILL be forced to use her as an Ace in one more
fight before the game is over, you may want a Bloody Claw just to maximize her
survivability in that scene. If you only buy one of the two claws, the Bloody
Claw is the one to go for, but the Jackhand has its uses and I have a bit of
a soft spot for it.

The Arabian Might is stultifyingly useless. Don't even bother.

You had a lovely display of the power of the Kraken in the last scene, so if
you liked the look of it and its Sticky status effect, you can get one yourself
right here. I'd support such a plan ; the Kraken has the same Specialties as
the Flame Whip, just with a lot more power and Sticky instead of Pain, which is
not a bad trade-off. It's an impressive weapon for Tamers. In addition, Katanas
finally get an upgrade! The Suigetsu is an interesting katana that, instead of
countering with direct damage, counters by cutting the enemy's health by one
fourth and causing Freeze. It also has the best Guard Rating out of all of the
katanas in the game. It may be biased to say, but the Suigetsu is my favorite
Katana, even above the top-level four-star ones. I recommend it too.

Other than these items - five out of six of which are pretty awesome! - there's
nothing you haven't seen before in the store, although most of the returning
equipment is worth looking at again: Rune Mail, Iron Armor, Joker, Lovely One-
Piece, Pointy Hat, Ruby Arm Guard, etc. Take stock of what you want or need,
buy up anything you didn't have money for earlier, and consider getting seconds
of anything that's been serving you particularly well. Don't spend quite all of
your money here, though! The next merchant is going to have even more stuff
you'll want to buy - including all of the element-blocking armors we saw back
in the Scene 12-13 store - and you don't want to run out of money before you're
done with that shopping spree!

Now, move along. I need to say thank you to this merchant. To show how much I
appreciate his goods.

Heh heh heh.



PREPARING FOR THE NEXT FIGHT:
What are you still doing here?! I thought I told you to leave us alo- oh, the
battle preparations. Right. Le sigh.

This coming fight isn't too hard, and there aren't any fantastically rare items
to go after like Pamela's Broom. Well - technically there is. There are two
Undine on the coming stage that are both equipped with different, completely
unique Tridents. However, not only are Tridents still useless to you, getting
either of them basically requires you to sacrifice a character and the three-
star rating for the stage. I do NOT recommend doing so on a first playthrough.
If you really want those Tridents, come back in a New Game + and get them then.

So, other than the Tridents, you have no real vital item-collecting to concern
yourself with. This allows you to focus entirely on the task of defeating your
opponents as handily as possible. The easiest way to do this is with magical
attacks. Only three of the foes present have any real armor, and all three of
those - the Brutes - are equipped with heavy-duty DEF armor that offers little
in the way of MDEF. Any characters who have access to magical weapons, such as
Alissa and Paladins, should consider switching over to them if they're going to
be involved in this fight.

If you're not big on magic-users, Knockback is another great way to dispose of
the foes to come. None of the enemies have shields, making it pretty easy to
land Dagger and Rapier knockback skills on them, and the middle of the map has
a convenient line of water with 3.0 depth to drown them in. If you're a firm
believer in plain-vanilla fistfighting, you can still Beat these enemies to
death one at a time; it'll just take longer.

On the defensive side of things, you'll be eating a lot of mixed physical and
magical damage throughout the fight. Armor that offers a healthy mix of both
defenses, such as Mirage Garb and the Joker, is the best kind to equip right
now. There will also be a lot of ice magic flying around, what with the Undine
and the Witches, making the Mermaid Pareo another excellent choice. Anti-freeze
Leg Warmers are good, as are anti-Charm Iron Masks and anti-Batrify Bat
Hairpins (all status effects you might see coming your way,) but you can
easily get by without them, too, so don't fret too much if you're not fielding
the right units to equip such things.

Once you're feeling properly protected, it's time to dive into Scene 18!










*******************************************************************************

                                   [SC18]

                               **************
                              *** SCENE 18 ***
                               **************

                              WHEN DAWN BREAKS
                 What loneliness is more lonely than distrust?

                                  Battle:
                           Battle at Port Azzurri


*******************************************************************************



SCENE 18
Victory Condition:
-Annihilate all bandit units.

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: VANAN 29, 984 PM 18:30
Time limit: MIRDZ 2, 984 AM 6:00
Star Rating Times:
  < 27 hrs   ***
  >= 27 hrs, < 35 hrs   **
  >= 35 hrs, < 43 hrs   *

Ace Options: Elise, Alissa, Natalia
Character Limit: 4 including your Ace
Guests: N/A



Enemies:
  Brute x1 (Digda)
  *******
  Thor's Hammer +5      Hammer         Knockback, Half Guard
  Brigandine            Body Armor     DEF +30
  Shura Kogake          Foot Armor     DEF +15, Counter I, Prevent No Counter
  Power Gaunts          Hand Armor     DEF +10, HIT +10
                                          BOOST: Melee Damage +50%


  Brute x1 (Grugan)
  *******
  Thor's Hammer +5      Hammer         Knockback, Half Guard
  Brave Armor           Body Armor     DEF +20, MDEF +10
  Heavy Greaves         Foot Armor     DEF +20, Counter III


  Brute x1 (Dobert)
  *******
  Kill Blade +5         Axe            Break Head
  Brigandine            Body Armor     DEF +30
  Shura Kogake          Foot Armor     DEF +15, Counter I, Prevent No Counter
  Power Gaunts          Hand Armor     DEF +10, HIT +10
                                          BOOST: Melee Damage +50%


  Witch x1 (Luzula)
  ********
  Spirit Broom          Broom          Geoism
  Aggressor             Hand Armor     DEF +5, MDEF +5, HIT +15, CAST +25
                                          BOOST: Damage to Ace Increased
  Black Cat Earring     Accessory      MDEF +5, Prevent Sacrifice


  Witch x1 (Cassand)
  ********
  Cryocross             Broom          Scapegoat, Freeze, Knockback
  Aggressor             Hand Armor     DEF +5, MDEF +5, HIT +15, CAST +25
                                          BOOST: Damage to Ace Increased
  Sabbath               Foot Armor     DEF +5, MDEF +5, CAST +15, Counter I


  Wampyr x1 (Willow)
  * Neutral (does not need to be killed)
  Sexy Physique         Physique       Batrify, Charm (Enchanted Only)
  Enchanting Rouge x9   Consumable     Causes Enchanted (Night Only)


  Undine x1 (Looper)
  * Neutral (does not need to be killed)
  Poelus Ice Pike       Trident        Freeze, HP 1/4 Damage


  Undine x1 (Alicia)
  * Neutral (does not need to be killed)
  Longinus              Trident        Scapegoat, Break RANDOM, Void DEF



Chests:
  Medicinal Herb x2 - One square behind and four squares to your Ace's right.
  Kamaitachi - Seven squares in front of your Ace.
  Suigetsu - One square in front of and three squares to Luzula the Witch's
             left.
  7-Star Sword - Three squares behind and one square to Willow the Wampyr's
                 right.
  Beni Shigure - Two squares behind Willow the Wampyr.
  One-Eyed Dragon - One square in front of and one square to Grugan the
                    Brute's left.
  Medicinal Herb x2 - Eleven squares to your Ace's right.

Objects
  Purging Talisman - Barrel one square in front of and one square to Luzula
                     the Witch's left.
  Purging Talisman - Barrel two squares behind and one square to Cassand the
                     Witch's left.



This is less of a battle and more of a test on how well you can multitask.
Along the street right at you march three Brutes and one Witch. Meanwhile,
lurking in the deep water to your right, two Undine raise their Tridents and
cast wide-AOE spells in your direction. And up on the rooftops of the church,
a Wampyr bedecks herself with rouge in order to smooch you to your doom.

There's a second Witch, too, but we don't talk about her. She seems to spend
all of her time flying around taking Base Panels and is, in my experience,
never a concern.

The Brutes have physical attacks that cause Knockback and are equipped with a
lot of very high-DEF armor. The Witch that engages you has a melee magic attack
called Buster Broom and basically no defenses whatsoever. The Wampyr causes
high magic damage and generally does not come down from her churchtop to do
it. One of the Undine has a Water-elemental spell, but the other's spell is
non-elemental and ignores defenses.

Your task, thus, is: use magical attacks on the Brutes and avoid getting close
to the edge of the map, where they can ring you out. Either ignore or shoot
down the Wampyr using magic and projectiles. Keep tabs on where the Undine's
spells are casting so that you can move all of your characters out of the way
before they hit. And take out the two Witches - or at least the more aggressive
one - as soon as possible, because their Aggressor gauntlet allows them to
Boost the Brutes to do more damage against your Ace.

To be honest, none of these tasks are, individually, that difficult. The only
challenge in this fight comes from juggling all of them. You can make things a
bit easier on yourself by equipping Mermaid Pareos, which render one of the
Undines powerless, or anti-status-effect armor to make the Wampyr easier to
ignore. However, for the most part, it's just a matter of wading into the
middle of the street, kicking butts, and taking names.

Something that can really help you out in this fight is strategic application
of status effects. Two of the best status effects you can inflict are, of
course, Burn and Freeze; we've been over this before. The Magical Sword, the
Arrow Heart, the Sapphire Mace, the Icicle Rod - obviously these are all good
things to use. But what are some other good status options you can fling around
in fights?

If you're a physically-minded individual, equip the Blue Stinger on Natalia and
have her stab the Brutes a few times. The Blue Stinger causes DEF 1/2, which
can turn a four-person Beat from "kind of annoying" to "near-fatal." Similarly,
you can use axes to break the Brutes' armor, or use the Mana Dagger to inflict
Mana Aura. As you may recall, Mana Aura reduces the afflicted target's Defense
to 0 while increasing their Magic Defense to 75%. If you're using all physical
characters, inflicting Mana Aura lets you really go to town on these Brutes!

The cramped confines of the city streets can make dropping Traps and Grams very
useful, causing a huge amount of damage and inflicting crippling status effects
such as Pain, Poor Aim, Sacrifice, Slippery, or Charm. The humble Crossbow's
Weak effect cripples any Brute's ability to do damage. And the Knight Killer's
Sparkle Spear attack does extra damage to Wampyrs, which can help get rid of
the unusually church-happy fiend if she's getting on your nerves.

All of these are, in fact, tactics that you can use for the rest of the game.
If nothing else, consider this fight a sort of testing ground and see what kind
of strategies you can pull together with the units you've got. Knock an enemy
into a Trickster trap using Natalia's rapier. Freeze several enemies in place
with a Paladin to line them up for a perfect Sorceress spell. Have an Assassin
cause Phys Aura to your own party members, raising their Defense to 75% to make
them more resistant to the Brutes' attacks. Have fun! Play around a little. See
what you can do.

Oh, and on the subject of things you can and can't do...

Yes, you CAN get those Tridents from the two Undine in the water!!

All credit goes to Broonga for revealing the trick.

Here's the deal. You can't get at the Undine because they are sitting in water
with a depth of 3.0. There's no shore down to the water and the Undine can't
leave it even if they wanted to. Here's what the area looks like:

  [-] [U] [ ] [ ] [ ] [1] [2] [3]
  [-] [U] [ ] [B] [ ] [ ] [A] [ ]    EDGE
  [-] [-] [ ] [ ] [ ] [ ] [ ] [ ]   OF THE
  [-] [X] [H] [H] [H] [ ] [ ] [ ]    MAP
  [-] [X] [H] [H] [H] [ ] [ ] [ ]

[ ] = Ordinary ground
[H] = House
[-] = Water
[A] = Your Ace's position
[1] [2] [3] = Your other characters' positions
[B] = Base Panel
[U] = Undine
[X] = Place you must lure the Undine to

In Broonga's own words:

"First, you'll need to trick one of those Undine to move to one of two X
positions, then kill her, this will create an Undine's corpse with the height
of 0.5.

"Second, you have to trick the other Undine to move on to that corpse and
attack you while casting a spell, kill her so she will leave her corpse. As
there are two corpses stand on each other here, this will create a height of
1.0, thus reducing the water depth to - 2.0.

"Third, you need to knock one unit down to those corpse, the unit HP must be
low enough to guarrantee a death, so we will have a third corpse, thus
decreasing the water depth to -1.5.

"Now knock one of your unit (with > 1500HP) down there to get items from these
corpse, including Longinus and Poelus Ice Pike, make sure you have enough TP to
do that." (Alternately - my own finding - you can fly a Witch down there to
get the items instead, regardless of her HP. Be warned, however, that whatever
unit you use to do this will drown and die once they loot the corpses, which
will also kill your three-star rating.)

And there you have it, folks! The one and only way to get your very own
(sadly unusable) Poelus Ice Pike and Longinus tridents. Have fun, brag lots,
and don't forget to kill that one last Witch when you're done!










*******************************************************************************

                                 [INTER-18-19]

                             SCENE 18-19 INTERLUDE


*******************************************************************************



******************************
POSSIBLE CAMP MODE RECRUITS
******************************

KNIGHTS
Christoph      Frederic       Benedict
LV: 35         LV: 35         LV: 35
HP: 1358       HP: 1176       HP: 1107
DEL: 2         DEL: 3         DEL: 4
TAC: 1         TAC: 2         TAC: 2
CAP: 124       CAP: 130       CAP: 133
Spec: II       Spec: I        Spec: IV
Fire: -1       Fire: -3       Fire: 3
Water: -1      Water: -2      Water: 1
Wind: 3        Wind: 3        Wind: -3
Earth: -1      Earth: -2      Earth: -1

PALADINS
Rochet
LV: 35
HP: 1096
DEL: 2
TAC: 3
CAP: 109
Spec: II
Fire: -2
Water: 3
Wind: -3
Earth: 2

BRUTES
Gastend        Clive          Caesar         Bold
LV: 35         LV: 35         LV: 35         LV: 35
HP: 1607       HP: 1691       HP: 1454       HP: 1644
DEL: 3         DEL: 4         DEL: 2         DEL: 4
TAC: 1         TAC: 2         TAC: 2         TAC: 2
CAP: 109       CAP: 118       CAP: 127       CAP: 121
Spec: II       Spec: I        Spec: I        Spec: III
Fire: 0        Fire: 1        Fire: -2       Fire: 1
Water: 2       Water: -1      Water: 1       Water: 2
Wind: 1        Wind: -2       Wind: 2        Wind: -1
Earth: -3      Earth: 2       Earth: 1       Earth: -2

ASSASSINS
Edit           Hannah
LV: 35         LV: 35
HP: 1006       HP: 967
DEL: 3         DEL: 2
TAC: 1         TAC: 3
CAP: 124       CAP: 130
Spec: III      Spec: II
Fire: 3        Fire: 1
Water: 1       Water: -3
Wind: -1       Wind: 2
Earth: -3      Earth: 0

TAMERS
Edith          Camilla        Colin          Brigitte
LV: 35         LV: 35         LV: 35         LV: 35
HP: 1117       HP: 1070       HP: 1161       HP: 1200
DEL: 2         DEL: 2         DEL: 4         DEL: 2
TAC: 1         TAC: 2         TAC: 3         TAC: 1
CAP: 115       CAP: 133       CAP: 124       CAP: 130
Spec: II       Spec: IV       Spec: II       Spec: I
Fire: -2       Fire: 0        Fire: -2       Fire: 2
Water: 2       Water: -2      Water: -3      Water: -2
Wind: -3       Wind: 0        Wind: 2        Wind: 0
Earth: 3       Earth: 2       Earth: 3       Earth: 0

TRICKSTERS
Freier         Ludmilla       Lolo
LV: 35         LV: 35         LV: 35
HP: 1072       HP: 978        HP: 1180
DEL: 2         DEL: 3         DEL: 2
TAC: 2         TAC: 2         TAC: 1
CAP: 118       CAP: 124       CAP: 109
Spec: I        Spec: IV       Spec: II
Fire: -2       Fire: -1       Fire: 3
Water: 3       Water: 2       Water: 0
Wind: 1        Wind: -1       Wind: 0
Earth: -2      Earth: 0       Earth: -3

THROWERS
Dante          Dean           Ferando
LV: 35         LV: 35         LV: 35
HP: 1187       HP: 1179       HP: 1268
DEL: 3         DEL: 2         DEL: 3
TAC: 3         TAC: 2         TAC: 1
CAP: 115       CAP: 121       CAP: 127
Spec: III      Spec: I        Spec: IV
Fire: 2        Fire: -2       Fire: -3
Water: 0       Water: 1       Water: 1
Wind: -1       Wind: -1       Wind: 3
Earth: -1      Earth: 2       Earth: -1

WITCHES
Sharon
LV: 35
HP: 893
DEL: 2
TAC: 2
CAP: 118
Spec: IV
Fire: -1
Water: 3
Wind: -1
Earth: -1





**************************
FOREIGN MERCHANT'S SHOP
**************************

WEAPONS
*******
Earth Divide (1H Sword)
Earth Divide (1H Sword)
Deathbringer (Greatsword)
Deathbringer (Greatsword)
Blue Stinger (Rapier)
Crimson Red (Rapier)
Crimson Red (Rapier)
Sunrise (Axe)
Thor's Hammer (Hammer)
Rune Knife (Dagger)
Snatcher (Claw)
Leyte Claw (Claw)
Jackhand (Claw)
Bloody Claw (Claw)
Scorpion Tail (Tool)
Arabian Might (Tool)
Arabian Might (Tool)
Dragon Eater (Whip)
Kraken (Whip)
Suigetsu (Katana)
Flint Bow (Bow)
Flint Bow (Bow)
Lightning Bow (Bow)
Lightning Bow (Bow)
Raincloud Bow (Bow)
Arbalest (Bowgun)
Arbalest (Bowgun)
Flare Shooter (Bowgun)
Ice Javelin (Javelin)
Ice Javelin (Javelin)
Berkut (Javelin)
Lava Rod (Rod)
Lava Rod (Rod)
Book of Gelt (Grimoire)
Book of Nanai (Grimoire)
Book of Kirie (Grimoire)
Spirit Broom (Broom)
Cryocross (Broom)
Cryocross (Broom)
Bronze Mace (Mace)
Arrow Heart (Wand)



SHIELDS
*******
Basilisk Shield (Large)
Basilisk Shield (Large)
Round Shield (Small)
Round Shield (Small)
Valkyrie Shield (Small)



ARMOR
*****
Aqua Robe
Aqua Robe
Dragonia Armor
Sun Cloak
Mermaid Pareo
Silphy Garb
Fuuma Muffler
Yggdrasil
Misty Minimum
Dragon Coat
Mithril Armor
Brigandine
Rune Mail
Rune Mail
Iron Armor
Brave Armor
Pauldron
Pauldron
Lorica
Lorica
Lamellar
Full Metal Coat
Cuirass
Cuirass
Raven Cloth
Raven Cloth
Mirage Garb
Joker
Leopardess
Leopardess
Beni Shigure
Pure Grace
Pure Grace
Classic Robe
Valiant Robe
Valiant Robe
Lovely One-Piece
White Robe
White Robe
Black Maria
Servant
Servant



HEAD
****
Pointy Hat
Pointy Hat
Holy Brim
Holy Brim
Firebird Helmet
Beastbone Helm
Beastbone Helm
Hero's Crown
Magic Tiara
Silver Wolf
Pumpkin Hat
Pumpkin Hat
Viking Helm
Viking Helm
Angel Halo
Hermet Hood
Medic Cap
Rapid Rabbit



HAND
****
Defender
Defender
Healing Gloves
Healing Gloves
Vamp Nail
Force Bracelet
Force Bracelet
MG Gadget
MG Gadget
Hard Stringer
Hard Stringer
Mystic Bangle
Mystic Bangle
Overdrive
Ruby Arm Guard
Javelick Blue
Obsidian Glove
Serpent
Answerer
Fish Scale Gaunt
Fish Scale Gaunt



FOOT
****
Leg Warmer
Leg Warmer
Spikes
Spikes
Jewel Anklet
Wheel Greaves
Wheel Greaves
Apollon Shoes
Apollon Shoes
Army Tights
Army Tights
Ping Pong Pumps
Ping Pong Pumps
Insect Shoes
Spring Shoes
Spring Shoes
Sabbath



ACCESSORIES
***********
Gorgon Cameo
Gorgon Cameo
Tiger Band
Cat's Eye
Cat's Eye
Power Stone
Talisman
One-Eyed Dragon
Sorcery Glass
Sorcery Glass
Mighty Ring
Magic Ring
Voodoo Doll
Black Cat Earring
Iron Choker
Dog Tag
Butterfly Broach
Master Key
Purging Talisman
Crimson Rose
Crimson Rose
Ice Rose
Ice Rose
Feather Rose
Sand Rose
Sand Rose
Black Fan



CONSUMABLES
***********
Potion x3
Potion x3
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Auto Potion
Auto Potion
Auto Ether
Auto Ether
Loriel x3
Loriel x3
Lumiel x3
Lumiel x3
Medicinal Herb x2
Medicinal Herb x2



*********************


WHAT TO BUY:
Ughhhh, this merchant's not nearly as cute as the last one. Conversely,
however, his stock of weapons and armor is even better. So I guess I will
consent to tolerate his presence.

To be honest, this guy has a lot of great stuff. Let's start with the Crimson
Red. It's basically the equal and opposite to the Blue Stinger: fire instead of
water, MDEF 1/2 instead of DEF 1/2, virtually identical stats, and fire-element
Rose Cascade instead of water-element Lapis Cascade. Truthfully, a Blue Stinger
is enough to see you through to the end of the game; however, I really like to
have the alternate fire-elemental, Magic Defense-lowering rapier choice around,
particularly for Scene 23, which is not that far away. I strongly recommend the
Crimson Red, especially if you like Natalia. However, I wouldn't get it from
this shop; there are many other things you'll want to buy here, and those other
things, unlike the Crimson Red, will not be in the next scene's store. So use
your money on these other things, and purchase the Crimson Red from the Scene
19-20 Shop instead.

Next we have, not one, but two new Bows: the Lightning Bow and the Raincloud
Bow. The Lightning Bow is pretty good. It's outshone by the Gust Bow for range
and the Flint Bow because, well, the Flint Bow causes Burn. However, it's
strong and it causes DEF 1/2, which is especially nice if you tend to use a lot
of physical fighters. There's a better bow coming up soon, though, so unless
you specifically want it for the DEF 1/2 ailment, I'd pass.

The Raincloud Bow is a much weirder kettle of fish. It only has one attack: the
Specialty III skill Freezing Night. It causes decent damage and has a huge
chance of causing Freeze to targets, but not only is it a Specialty III attack
(ugh,) it can only be used on maps where it is raining! For the record, there
is exactly ONE map left in the entire game where it is raining - Scene 21 -
which means there is exactly ONE map left in the entire game where you can use
the Raincloud Bow for anything other than Beats.

That being said... the Raincloud Bow is very cheap and can actually be quite
useful on Scene 21. So if you don't mind spending 5,900 gold to give yourself a
minor advantage in one stage of the game, the Raincloud Bow is actually a
decent purchase.

It's probably best to just skip it, though.

You will probably look at the Flare Shooter and think, "Sweet, a bowgun that
causes Burns!" If you think this, you are being perfectly logical. You are also
being perfectly WRONG. The Flare Shooter in fact only causes Pyrism, which is
not at all the thing a Burn-heavy team wants to be doing. Then we have the
Berkut, which is a Javelin whose only notable property is doing extra damage to
Harpies. That might have been useful three stages ago, but certainly isn't now.
Don't waste your money on either.

Use it instead to purchase the LAVA ROD.

The Lava Rod is not quite better than the Icicle Rod, but it comes very damn
close. It's much more powerful, starts with the uber-wide-range Specialty IV
spell Inferno Ruin - which causes Burn - and does extra damage to Golems using
its Specialty I spell, Redder Blitz. If you're using Paulo or Sorceresses at
all, you want this Rod!

Remember how I mentioned two stages back that the Books of Gelt and Nanai were
only disadvantaged by appearing two stages before the best book in the game?
Well, it's two stages later, and here it is: the Book of Kirie, the one-stop
shop for all your healing needs. It is the only book to obtain one of every
Grimoire Specialty, affording it the full range of all possible healing spells,
and it has high percentages for all of them: 70% on Specialty I, 60% on II, and
40% on III. Buy this Book and put it on your Priestess (or Paulo) immediately:
you WON'T be disappointed!

Finally for the weapons here, we have the Spirit Broom. O, sad, sad Spirit
Broom. The Spirit Broom is not "bad" so much as it is... "unfortunate enough
to come after the Cryocross." At this stage in the game, there is absolutely
no reason whatsoever not to have your Witch wielding the Cryocross, and the
Spirit Broom is both heavy and not nearly interesting enough to warrant being
equipped alongside the Cryocross, let alone instead of it. However, remember
the Noir, a broom I said was oddly useful for a melee Witch build? The Spirit
Broom is the Noir's successor, offering the highest Guard Rating of any broom
in the game: a shocking 36%. Hard-hitting and high-guarding, the Spirit Broom
holds the unusual title of the ideal evade-tanking Witch's broom! Woot!

If you're not doing the whole melee-Witch thing, though, you can forget it even
exists.

We've discussed all the remaining weapons before, so let's move on to the
shields. This is the first time you've seen the Basilisk Shield in stores,
though you might have obtained one from Pierre way back in Scenes 04 or 08. A
large, high-Guard shield that prevents Poison, the Basilisk Shield is something
you'll want to have for every Knight you plan on taking into the final battle,
so start stocking up now. (People who don't use Knights don't need to bother,
as only Knights can equip them.)

The place you'll want to go crazy in is the armor section. All of the element-
absorbing and -nullifying armor is back in stock, including a new addition: the
Dragonia Armor, the fire-element-absorbing piece. Scene 21 is going to once
again have those annoying Rail Cannons to deal with, so you're going to want as
many Aqua Robes and Dragonia Armors as you can equip! And if you planned on
getting the Yggdrasil, you are coming closer to the final battle where it will
have its day in the sun, so now might be the time to shell out the cash for it.

The Misty Minimum and the Dragon Coat are still virtually useless, and Mithril
Armor is outshone by many other pieces, though it's not bad in and of itself.
Brigandines are 5-DEF upgrades over Iron Armor; good if you don't have enough
Iron Armor to go around, but probably not worth the money otherwise. Rune Mail
is still fantastic for Giulio and Paladins, though.

Iron Armor remains just as strong as ever, but if you need some more of it, you
should probably buy Brigandines instead for a bit more Defense. Brave Armor is
not worth its MV and JM penalties. The Cuirass, on the other hand, is pretty
nice projectile-user armor, offering Defense and a sweet HIT bonus. Its CAP is
high, which is a bit of a downside, but it's worth it for the added accuracy.
It's a great purchase for any ranged archer-y types in your army.

The Leopardess and the Beni Shigure are both female-exclusive, high-MDEF armor
pieces. The Leopardess offers extra RES and Sticky immunity (for some reason,)
while the Beni Shigure has a bit more DEF. The game is about to start throwing
its really nasty magic-users at you, so it's not a bad time to start thinking
about what +MDEF armor you can start spreading around your army; Sticky can be
caused by any Sorceress with a Lava Rod, and the Beni Shigure has pretty decent
defenses that go quite nicely on Alissa, Elise, or an Assassin, none of whom
can equip the Classic or Valiant Robes. Not bad options.

This is your first sighting of White Robes, the caster's equivalent of the
Cuirass. The defenses it offers aren't great and the CAP is a bit high, but the
CAST reduction is basically invaluable. As the only body armor in the game with
+CAST, the White Robe is instrumental for obtaining minimum CT for Alissa or a
Priestess. It will appear in a few more stores after this one, though, so you
may want to purchase elemental armors here and get the White Robe later when
you've got more spare cash and CAP to get it with.

Phew, the new items are still coming?! Most of the helms are old hat to you
now, but there are a couple newbies. The Pumpkin Hat is good; it has high MDEF
and protects against Curse, which is about to become common. The Angel Halo, on
the other hand, is GREAT. It has more MDEF than the Pumpkin Hat, still protects
against Curse, and most importantly, prevents UNDEAD. It's basically tailor-
made to counter Isabeli, and as you're going to fight her twice more before the
game is over, buying an Angel Halo for everybody that can use it is well worth
your money. Next, there's the Medic Cap. The Medic Cap, like the Rapid Rabbit,
is a headpiece with +CAST reduction. Unfortunately, also like the Rabbit, its
CAP is VERY high. I feel that Alissa and Priestesses have better ways to lower
their CT - for example the White Robe, which also has +15 CAST and is actually
LIGHTER than the Medic Cap, what's up with that? - but if you are absolutely
hellbent on having a Priestess with maximum +CAST, the Medic Cap is what you
need. (Alissa, on the other hand, gets more +CAST from the Rapid Rabbit. You
don't need the Cap for her.) Finally, we have the Viking Helm. If you have a
Beastbone Helm or a Firebird Helm, you will not need a Viking Helm; it has the
same +DEF and CAP as those two helmets, but it offers protection from Fleeing
instead of from Pyrism or Aerism. Fleeing is a vanishingly rare effect you're
unlikely to have trouble with. Save your money.

Hand equips. The Defender is a light and effective way to add 15 DEF to most of
the characters who could be your main tanks, and it also prevents Half Guard,
which is decent albeit not spectacular. Healing Gloves, on the other hand, ARE
spectacular. +35 CAST for 14 CAP?! Yes please! It's just a pity that only
Alissa, Priestesses, and Elise (?) can equip them.

The Hard Stringer is a pretty awesome hand equip for projectile users (except
for Throwers) that offers 30 HIT and the useful Boost effect "Ranged weapon
damage +50%." It's a touch heavier than I'd like, but it's well worth it. Since
its use is compounded the more ranged units you have, if you're a big fan of
projectile classes, I'd recommend buying the two available here.

The Serpent! Oh, this is a great little bangle. Boasting both HIT and CT, its
real power lies in its Boost effect: "Ailment infliction +20%." The Serpent
makes it much easier to land those crucial Pain, Burn, Freeze, etc. statuses
that you're really hoping will work in a pinch, and the variety of units it can
be equipped on makes it quite easy to spread the effect around. I highly
recommend it, particularly if you use Sorceresses! It completely outshines the
Answerer, a too-heavy gauntlet that Boosts the damage of critical-health units.
While the Answerer does have a place in combination with the Revenger dagger,
I'm leery of critical-HP setups in a game with permadeath. Use it at your own
risk.

In the shoe department, we are introduced to Apollon Shoes - great +MOVE shoes
for Giulio and Gunners - the Army Tights - defenseless but highly mobile +MOVE
and +JUMP shoes for Assassins and Valerie - and the Spring Shoes - incredible
+2 JUMP shoes for Assassins, Tricksters, and, hilariously, Paulo. All three of
these shoes are excellent for their respective units and should be considered
if you use said units in your army. Take particular note that if you plan to
get certain high-end equipment from chests in the final levels of the game and
you don't use Witches, you will NEED the Spring Shoes in order to reach them.
Purchase accordingly.

The Accessory section finally brings to us the Gorgon Cameo, which has a lot of
MDEF and RES and prevents Stone in the bargain. There will be a few more scenes
in the game where you might be concerned with getting Stoned (yeah, go ahead
and laugh, I know you want to,) and Gorgon Cameos can be equipped by anybody
for very low CAP. They're pretty convenient that way. The Mighty and Magic
Rings are anti-DEF 1/2 and -MDEF 1/2 equips; the statuses are rare, but the
stats are good, so you can go either way on them. The most interesting thing
here is the reappearance of the various Roses, ready for all your refinement
needs.

Phew. If you manage to come out of this store with four digits of gold still to
your name, you did better than I did. Spend up to your last penny and then get
ready for a siege.



PREPARING FOR THE NEXT FIGHT:
The status effects appearing in the next stage are Curse (rare,) Burn (common,)
DEF 1/2 (average,) Weak (uncommon,) and Knockback. Burn is the most frequent,
so anti-Burn or just anti-Fire equipment is highly recommended. If you bought
the Mighty Ring from the store for some reason, or just have one lying around,
you can equip that to prevent the DEF 1/2, but it's not really necessary. Fire
is the most common element and the only one worth guarding against; while
there's some Water and Earth magic going around as well, they're not worth
defending against.

Most of the damage on this fight, despite appearances, is going to be coming
from the three Sorceresses and their magic. Characters not protected from Fire
should put a premium on MDEF. Don't neglect DEF either, as the Tricksters and
Knights will make you regret it if you do, but don't worry so much, as the
Knights only do high damage if they catch you in Beats and the Tricksters are
easy to kill.

As this battle is taking place on Victrion Castle, a field you're well used to,
you should be aware of the lay of the terrain and the usefulness of Knockback
upon it. Some people find it easy to use the moat and the open edges of the map
for Knockback; others find it more difficult. If you're one of the former,
break out the Brooms and the Daggers and go crazy. If you're one of the latter,
you can ignore Knockback in favor of magical or ranged units that can penetrate
the Knights' shields. Rapiers are less useful here due to the large number of
well-shielded Knights; Brutes, however, can equip the Slasher or the Sunrise to
destroy those shields, clearing the way for Natalia and Elise to stab with
impunity.

That's about it. Ready to take back Victrion?










*******************************************************************************

                                   [SC19]

                               **************
                              *** SCENE 19 ***
                               **************

                            THERE IS STILL HOPE
           Let us, then, be up and doing, with a heart for any fate.

                                  Battle:
                            Recapturing Victrion


*******************************************************************************



SCENE 19
Victory Condition:
-Defeat Nelson

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: SVART 12, 984 PM 15:15
Time limit: SVART 19, 984 AM 6:00
Star Rating Times:
  < 48 hrs   ***
  >= 48 hrs, < 56 hrs   **
  >= 56 hrs, < 64 hrs   *

Ace Options: Giulio, Alissa, Natalia
Character Limit: 6 including your Ace
Guests: N/A



Enemies:
  Knight (Nelson)
  BOSS
  End of Ages +6        1H Sword       Curse
  Maximilian            Body Armor     DEF +35, MDEF +5
  Gauntlet              Hand Armor     DEF +20, Prevent Shieldless
  Crusade Shield        Large Shield   GUARD 66%


  Knight x2 (Rueg, Tovan)
  ***
  Gran Sabre            1H Sword       Knockback
  Kite Shield           Large Shield   GUARD 60%
  Mithril Armor         Body Armor     DEF +20,  MDEF +5
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing


  Knight x2 (Embrect, Howard)
  ***
  Gran Sabre            1H Sword       Knockback
  Assault Shield        Large Shield   GUARD 39%, Knockback
  Mithril Armor         Body Armor     DEF +20,  MDEF +5
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing


  Trickster x2 (Fanny, Ladia)
  ***
  Shiranui +3           Tool           Scapegoat, Burn
  Spring Shoes          Foot Armor     DEF +5, JUMP +2
  Battle Clothes        Body Armor     DEF +15
  Potion x3             Consumable     Light HP Recovery


  Trickster x1 (Margo)
  ***
  Mermaid Fin +3        Tool           Slippery, Weak
  Kaiser Knuckle        Hand Armor     DEF +10
                                          BOOST: Melee Tactics Damage +50%
  Pumpkin Hat           Head Armor     DEF +5, MDEF +15, Prevent Curse
  Potion x3             Consumable     Light HP Recovery


  Archer x2 (Force, Nikolov)
  ***
  Lightning Bow +3      Bow            DEF 1/2
  Hard Stringer         Hand Armor     DEF +5, MDEF +5, HIT +30
                                          BOOST: Ranged weapon damage +50%
  Hero's Crown          Head Armor     DEF +10, MDEF +5, Prevent DEF 1/2


  Sorceress x2 (Muse, Violet)
  ***
  Lava Rod +5           Rod            Burn, Sticky
  Overdrive             Hand Armor     MDEF +15, CAST +35
                                          BOOST: Magic Weapon Damage +50%
  Crimson Rose          Accessory      MDEF +10
                                          BOOST: Fire Index +5


  Sorceress x1 (April)
  ***
  Sandworm Staff +5     Rod            Geoism
  Bronze Mace           Mace           Burn
  Force Bracelet        Hand Armor     MDEF +15, CAST +35
                                          BOOST: Melee Weapon Damage +50%



Chests:
  Art of War - Three squares in front of and one square to your Ace's right.
  Medicinal Herb x2 - Six squares in front of Tovan the Knight.
  Tyrant Armor - Seven squares to Fanny the Trickster's left.
  *RARE* Mars Shield - Two squares behind and one square to April the
                       Sorceress' left.
  Snipe Finger - One square in front of and one square to April the Sorceress'
                 left.
  Wyvern - Directly to the right of Force the Archer.
  *RARE* Magic Eater - One square behind and six squares to Fanny the
                       Trickster's left.

Objects:
  Onyx - Destroy Ballista.
  Onyx - Destroy Ballista.
  Onyx - Destroy Ankh Cannon.
  Onyx - Destroy Ankh Cannon.
  Onyx - Destroy Ankh Cannon.
  Vitra Whip - Large wooden box one square behind and two squares to April
               the Sorceress' left.

Siege Weapons:
  Ballista x2
  Ankh Cannon x3



Surprisingly, this battle actually isn't too different from the last time you
took Victrion Fortress. Again, you have a cordon of Knights blocking your way
up to the boss - in this case Nelson rather than Pierre - and a small cadre of
nasty ranged units making sure you'll want to get up to the fortress rooftops
sooner rather than later. In this case, however, rather than Wampyrs, the
ranged units are Tricksters at the helm of some siege weapons and Sorceresses
equipped with powerful Rods. (There are Archers, too, but they tend to spam
their random-AOE Specialty III attack and miss a lot of the time. They're not
nearly as scary as the Lava Rod-wielding Sorceresses.)

The main siege weapon here is the Ankh Cannon, cousin to the Rail Cannon from
Golgotha Fortress. While the Ankh Cannon has the same damage formula as the
Rail Cannons (1/4 max HP dealt as fire damage plus Burn) and is probably giving
Yggdra Union players post-traumatic stress seizures from its name alone, it's
actually a lot less scary than the Rail Cannons (and DEFINITELY less scary than
the Ankhs from Yggdra Union). For one thing, the Ankh Cannons can't move, and
they can't fire by themselves; Tricksters have to fire them manually, using TP
and their turns to do so. Also, at this stage in the game, you have quite a lot
of fire-resistant equipment. Anybody with Dragonia Armor or an Aqua Robe can
shrug off the damage from an Ankh Cannon, no problem, and Fire Boots cancel the
Burn effect as effectively as they did back at Golgotha. As long as you watch
out for any characters you brought that are NOT equipped with such protections,
the Ankh Cannons are little concern.

Anti-fire equipment also protects you from the rapid-fire spells of the Lava
Rod-wielding Sorceresses and the flaming Shiranui tool wielded by two of the
three Tricksters, making it even more valuable. Thank god you just had a chance
to buy a bunch of it, huh?

The trickiest part of this entire fight is the opening gambit. You have to
somehow break past the phalanx of Knights in order to reach the Archers and
Sorceresses and stop them from barraging you with ranged attacks. Knockback is
a delightful way to do this, but as the Knights have shields, it can be hard to
land knockback on them to get them out of the way. This means that the most
effective knockback to use is that of a Witch (thank you yet again, Cryocross!)
or a Thrower standing exactly four squares away from his target. They didn't
call it the Knight Killer for no reason!

Failing Knockback, the next best option is magic. You just got ahold of a
certain lovely rod called the Lava Rod. That same lovely rod those Sorceresses
are using to try and char you to a broiling crisp. Use it right back at them,
or rather, at their retinue of Knights. Burn does percentage damage based on
max HP, remember, making it quite effective against Knights - and don't forget
that shields can't block magic. Use the Lava Rod and the Serpent's Boost effect
to inflict Burn on as many Knights as possible, then sit back and watch while
the problem takes care of itself. (Fielding multiple Sorceresses with Lava Rods
on this stage makes the job even faster, and ever so pyromaniacal. Add some
Kikimora-wielding Witches, a Paladin with a Magical Sword, and Alissa's Arrow
Heart and you'll have a fiery festival even Cierra would be proud of.)

There are some other strategies that can work fairly well here, too, such as a
ranged assault from several Archers (the tight quarters the Knights are stuck
in makes Specialty III attacks actually useful for once) or strategic placement
of Traps and Grams (ditto about the tight quarters and the usefulness thereof).
I really, REALLY advise against attempting a straight frontal assault on the
Knights with no other tricks up your sleeve. This causes the battle to drag on
forever, between the Knights' high DEF and Guard Chance and the time you'll
have to spend healing from the Sorceresses. This isn't to say you can't perform
a full-frontal assault at all, of course; just be smart about it! If you're
going to go in with Knights, Brutes, and Tamers a-swingin', try to use Shield
and Armor Crush with your Brutes as quickly as possible and bring Elise along
to make it easier to initiate Beats. Alternately, you can start the fight off
by having Giulio summon Midgardsormr; if aimed with appropriate patience, you
can eliminate all non-weapon equipment - including shields - of all or at least
most of the enemy soldiers, making a physical assault much more plausible. Less
typical effects such as Mana Aura, Shieldless, or Half Guard can be useful here
as well.

Once the Knights are history, the squishy Sorceresses, Tricksters, and Archers
will go down easily to pretty much any offense you can throw their way. Nelson
himself, as a lone Knight, is pretty ineffectual. His End of Ages sword can
cause Curse, but that's not particularly scary unless your team has gotten
really low on HP and can't reach a Retreat Point quickly enough. Hem him in
from all sides, initiate your Beats with an unblockable arrow or book toss, and
finish him off. Kind of a pity, really. Nelson is a nice guy.

You have a LOT of time to finish this battle and still get a three-star rating,
and you're permitted to bring a full roster of six characters into the fight
for the first time since Scene 09 at the Vast Fissure. By this time, your
characters should be starting to settle into their ultimate equipment setups
and formation configurations that they'll finish the game in. In a lot of ways,
this fight against Victrion is the beginning of the end; there are only six
Scenes remaining once this one is completed, and they're going to come at you
hard and fast. There will be no more breathers like Scenes 14 or 18 from here
on out. Is your army ready to start the final stretch?










*******************************************************************************

                                 [INTER-19-20]

                             SCENE 19-20 INTERLUDE


*******************************************************************************



*******************
ORKUBECKI'S SHOP
*******************

WEAPONS
*******
Earth Divide (1H Sword)
Earth Divide (1H Sword)
Gran Sabre (1H Sword)
Gran Sabre (1H Sword)
7-Star Sword (Greatsword)
7-Star Sword (Greatsword)
Crimson Red (Rapier)
Crimson Red (Rapier)
Sunrise (Axe)
Sunrise (Axe)
Thor's Hammer (Hammer)
Thor's Hammer (Hammer)
Jackhand (Claw)
Jackhand (Claw)
Bloody Claw (Claw)
Bloody Claw (Claw)
Shiranui (Tool)
Shiranui (Tool)
Arabian Might (Tool)
Arabian Might (Tool)
Mermaid Fin (Tool)
Mermaid Fin (Tool)
Kraken (Whip)
Kraken (Whip)
Suigetsu (Katana)
Suigetsu (Katana)
Lightning Bow (Bow)
Lightning Bow (Bow)
Raincloud Bow (Bow)
Raincloud Bow (Bow)
Flare Shooter (Bowgun)
Flare Shooter (Bowgun)
Tri Shot (Bowgun)
Tri Shot (Bowgun)
Berkut (Javelin)
Berkut (Javelin)
Lava Rod (Rod)
Lava Rod (Rod)
Book of Kirie (Grimoire)
Book of Kirie (Grimoire)
Spirit Broom (Broom)
Spirit Broom (Broom)
Bronze Mace (Mace)
Bronze Mace (Mace)
Arrow Heart (Wand)
Arrow Heart (Wand)



SHIELDS
*******
Basilisk Shield (Large)
Basilisk Shield (Large)



ARMOR
*****
Dragonia Armor
Dragonia Armor
Brigandine
Brigandine
Brave Armor
Brave Armor
Cuirass
Cuirass
Leopardess
Leopardess
Beni Shigure
Beni Shigure
White Robe
White Robe



HEAD
****
Pumpkin Hat
Pumpkin Hat
Viking Helm
Viking Helm
Angel Halo
Angel Halo
Medic Cap
Medic Cap



HAND
****
Defender
Defender
Healing Gloves
Healing Gloves
Force Bracelet
Force Bracelet
Hard Stringer
Hard Stringer
Serpent
Serpent
Answerer
Answerer



FOOT
****
Gargan Boots
Gargan Boots
Wheel Greaves
Wheel Greaves
Apollon Shoes
Apollon Shoes
Army Tights
Army Tights
Spring Shoes
Spring Shoes



ACCESSORIES
***********
Gorgon Cameo
Gorgon Cameo



CONSUMABLES
***********
Oat Bread x2
Oat Bread x2
Potion x3
Potion x3
Ether
Ether
Move Ampule
Move Ampule
Jump Ampule
Jump Ampule
Art of War
Art of War
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Loriel x3
Loriel x3
Luciel x3
Luciel x3
Lumiel x3
Lumiel x3
Medicinal Herb x2
Medicinal Herb x2



*********************


WHAT TO BUY:
Almost every item in this chapter's store has appeared in a previous chapter's
store, and even the few that haven't have all appeared on maps before (usually
in the possession of enemies). Thus, I am relieved to inform you that this item
recap will be a short one.

Gran Sabres appeared for the first time in the scene you just finished, and
they're pretty good. Boring, but good. They start with knockback, which is
always nice, but I'd rather have a Rainy or Dark Saber +9 with all its
Specialties unlocked than start afresh with a Gran Sabre, especially with one
of the two best swords in the game coming up in just a few more scenes. So
yeah. Only buy the Gran Sabre if you have no Bronze Swords, Rainy Sabers, or
Dark Sabers and have suddenly decided you need knockback on a sword-user. (Not
a common situation.)

The 7-Star Sword is finally for sale, in case you've missed the Paladins or the
chests carrying them earlier. Alas, at this late stage of the game, the sword
has kind of lost its luster. The TP damage and Knockback are still nice, but
you WILL want the Holy Sabre on all of your Paladins for the next scene and you
can get the best Greatsword in the game on Scene 22. The only real reason to
get the 7-Star Sword now is if you are using a mage-heavy team. Since the 7-
Star Sword can cause Phys Aura, eliminating enemy MDEF, it can be quite useful
to a team of heavy magic-users. Otherwise, though, you can pass on it.

I will say that there are two great Tools for sale here: the Shiranui and the
Mermaid Fin. The Shiranui is a fire-elemental tool that causes Burn and
Scapegoat, while the Mermaid Fin is a quirky little tool that causes DEF 1/2
and Slippery. Of the two, the Shiranui is the more useful, but the Mermaid Fin
is still fun and slightly stronger in terms of direct damage. The Scorpion Tail
is probably a bit better than either of these, especially if you've leveled it
to +9 using alchemy, but both the Shiranui and the Mermaid Fin have their
charms and I'd recommend them to anybody who likes having Tricksters in their
army.

The Tri Shot is kind of a judgment call. It's strong, versatile, and non-
elemental, which are all points in its favor. However, its status effect is
Phys Aura, which is counterproductive for a heavy physical damage dealer like a
Gunner. You can use it to buff up your mages' damage like with the 7-Star Sword
or you can just avoid Beats and hope for the best, but most of the time, I'd
take the Grief Bowgun or the time-honored Crossbow over the Tri Shot.

There's more Dragonia Armor, White Robes, Defenders, Hard Stringers, Apollon
Shoes, blah blah blah for you to buy here, so take full advantage of it while
you can. Take particular advantage of those Angel Halos. I won't say why, but
you'll want them. Now.



PREPARING FOR THE NEXT FIGHT:
Okay, I'll totally say why. ISABELI IS BACK! And she's even nastier than she
was before. She's ditched Rods entirely in favor of her unique Necroscript,
meaning that her main method of attack has now become Hades Invitation, the
nigh-instant nuke that also causes Undead. Because of this, you will want Angel
Halos equipped on EVERYBODY who can equip them. Undead will be very nasty if it
lands and you want to avoid that at all costs, particularly on your Ace. (For
this reason, I advise Acing Alissa or Elise - who can equip Angel Halos - over
Giulio - who can not.)

As before, Isabeli will be accompanied by Skeletons and Golems, two enemy types
that are easily and dramatically counterable. The Skeletons have Rapiers
equipped, so give shields to those who can use them to invalidate Rapiers'
"Ignore Weapon Guard" property. And of course, it's time to bust out those
anti-Undead weapons: the Holy Sabre, the Cryocross, and all the Books you can
equip. Knockback works great as well, as the Skeletons can't revive from being
Out of Zoned; Assassins and Tricksters will be in their element on that score.

Golems will Break your equipment if you let them get close to you, so instead,
take them out from afar. As it happens, you just recently got a weapon tailor-
made to do such a thing: the Lava Rod, whose Redder Blitz spell does 250%
damage to Golems. (Mind, at this stage in the game, you probably haven't
unlocked Redder Blitz yet, as it takes 25 Mastery to use. Even if you haven't,
though, the enormous AOE on Inferno Ruin still makes the Lava Rod worth using.)

Failing the Lava Rod, you can also equip a Brute with Thor's Hammer, which can
also do 250% damage to Golems. However, to use it, a Brute has to get in melee
range of the Golem, putting him in danger of equipment breakage. The solution?
Simply de-equip all non-weapons from your Brute. If he's not wearing any
equipment, then the Golems can't break it, now can they? Just be sure to get
your Brute to a Base Panel and reoutfit him in gear once the Golems are gone,
as the Skeletons and Isabeli can hit very hard and you won't want him to go up
against them with no defenses.

A final note: the Golems use an Earth-elemental skill called Earthquake that
can be absorbed by the Yggdrasil armor. If you happen to have this armor and a
unit that can equip it, it's not a bad idea to do so. However, Earthquake
doesn't do very much damage, so don't beat yourself up if you can't block it.

Armed with anti-Skeleton and -Golem measures, you may safely Advance.










*******************************************************************************

                                   [SC20]

                               **************
                              *** SCENE 20 ***
                               **************

                      EVEN IF IT IS IN THE DISTANT FUTURE
                 The course of true love never did run smooth.

                                  Battle:
                         Another Battle with Corpses


*******************************************************************************



Valerie has rejoined your forces!

DECISION:
  Reassure her (A+ Ending)
  Hesitate to reply (+1 Chaos)



SCENE 20
Victory Condition:
-Defeat Isabeli.

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: SVART 21, 984 PM 21:30
Time limit: SVART 25, 984 PM 18:00
Star Rating Times:
  < 36 hrs   ***
  >= 36 hrs, < 44 hrs   **
  >= 44 hrs, < 52 hrs   *

Ace Options: Giulio, Alissa, Elise
Character Limit: 4 including your Ace
Guests: N/A



Enemies:
  Necromancer (Isabeli)
  BOSS
  Necroscript +9        Scroll         Undead Healing, Absorbs Undead HP,
                                          cause Undead (night-only)
  Chrono                Hand Armor     DEF +5, MDEF +5, CAST +50
                                          BOOST: Cast Time -30%
  Mirage Garb           Body Armor     DEF +10, MDEF +15
  Elixir                Consumable     FULL HP Recovery


  Skeleton x5 (Skebador, Skeliad, Sken, Skennedy, Skeric)
  ****
  Bloody Rapier         Rapier         Crisis Power UP
  Gran Sabre            1H Sword       Knockback
  Buckler               Small Shield   GUARD 42%


  Golem x5 (Godden, Gogantus, Golainne, Golgork, Gozyne)
  ****
  Rock Physique         Physique       Break RANDOM



Chests:
  *UNIQUE* Shady Shackles - Three squares in front of Gozyne the Golem.
  *UNIQUE* Twinkle Stick - One square behind and one square to your Ace's
                           left.
  *RARE* Golem Suit - One square behind and three squares to your Ace's right.
  Answerer - Directly to the right of Golainne the Golem.
  Moon Lily x7 - Seven squares to the left of Godden the Golem.
  *RARE* Knowledge Tablet - One square in front and nine squares to Isabeli's
                           right, on the stone bridge.
  Alchemia - Two squares to Isabeli's right.

Objects:
  Onyx - Destroy Ballista.
  Onyx - Destroy Ballista.
  Onyx - Destroy Ankh Cannon.
  Onyx - Destroy Ankh Cannon.
  Onyx - Destroy Ankh Cannon.
  *RARE* Ambrosia - Large wooden box seven squares in front of Golgork the
                    Golem.

Siege Weapons:
  Ballista x2
  Ankh Cannon x3



My first time playing this game, this fight was a total nightmare for me. I had
no idea Golems could break equipment until it happened, the only person I had
who could get rid of fallen Skeletons was my lone Priestess, and I didn't have
any Angel Halos equipped at all. Without the proper preparation, this fight
chews you up and spits you out, then tap-dances on your sorry remains until
your one feeble hope for victory is that in your mostly-dead state you can
cause it to trip and break its neck. Aren't you glad you have me around to
help you learn tap-dancing instead?

That metaphor got a bit weird. Let us not speak of it anymore.

You begin the stage on top of the roof of Victrion, with two Golems hulking on
the roof across from you. Two Skeletons and another Golem block the back end of
the map, while three Skeletons and two more Golems advance up the large
staircase toward you. Isabeli, meanwhile, starts on the ground by the moat.
While she almost always uses her first turns to capture the nearby Base Panel,
once she has done so, she makes an immediate beeline for your forces.

The key thing here is that, if you're careful, you only need to worry about two
of the Golems: the ones on the roof with you. Golems only have 1 JM. That means
that the two on the ground and the one behind you are confronted with the
insurmontable obstacle of "stairs," which they cannot walk up. Unless you move
to them, they will not be able to move to you.

To counter this, the Golems use Earthquake, an infinite-straight-line skill
(like a Witch's Specialty III spell) that causes Earth damage and cannot be
blocked. (It does NOT cause Knockback, the way a Witch's magic does.) The
damage is usually low - 100-200 at best - but it can add up over time if you're
not careful. Of course, since this attack can only be used in a straight line,
it's not hard to avoid it just by staying out of the line of sight of these
Golems, either.

The Skeletons are more of a problem than the Golems. Much quicker and less
confounded by stairs, they will swarm you in waves, with the two at the back
reaching you first and the three lower down homing in not long after. Be
careful, as the Skeletons can cause Knockback using their Gran Sabres and the
edge of the map is frighteningly close, especially on the staircase.

The advantage to the Skeletons' forward charge is that they tend to bunch up in
straight lines on the stairs. This makes them perfect targets for the line-
aimed Undead-Killing spells Luminous Wraith (Holy Sabre) and Direct Starlight
(Cryocross,) allowing you to one-shot half of the Skeleton army in one spell
fwoop. (Get it? Instead of "one fell swoop"? Hahaha! I amuse myself.) Follow
this up with a purifying Benediction spell from your Priestess' Book of Kirie
and you have just eliminated the majority of Isabeli's minions, making your
life a safer and saner place.

Isabeli herself will likely reach you a few turns behind her second wave of
Skeletons, giving you some time to take care of them before having to deal with
her. This is a great blessing, as Isabeli is an incredibly nasty customer. Her
M.O. is to hit you with Hades Invitation, dealing excruciating damage and
turning you into a Skeleton, then sucking all of your health away with
Gravedigger, a life-draining spell that only affects the Undead. She's not
above using this spell on her own Undead, either! Dirty tactics are Isabeli's
middle name.

What this really means for you is that Isabeli is at the peak of her power the
more Skeletons she has around her. Not only does she keep them healthy with
Necro Heal and herself healthy at their expense with Gravedigger, but they get
in your way when you're trying to attack her and give her time to nuke you with
Hades Invitation, which in turn makes her stronger still. If you can take out
most of the Skeletons before Isabeli reaches you, she becomes much easier to
handle. If you've equipped your entire team with Angel Halos, preventing her
from Undeadifying you, you've blocked a good chunk of her strategy and again
made her much easier to handle. If you can accomplish both of these goals,
she's a positive cakewalk. Without Undead to heal herself with, Isabeli is just
a squishy mage who can only attack one of your party members at a time. You can
kill her in two Beats without even breaking a sweat.

Let's recap how to make this battle easy, one last time:

1) Kill the Golems on the roof with you using the Lava Rod's Redder Blitz or
  Thor's Hammer's Stone Breaker from a Brute with no equipment.

2) Kill the Skeletons behind you using the Holy Sabre's Luminous Wraith or the
  Cryocross' Direct Starlight. Alternately, Out of Zone them any way you like.

3) Kill the Skeletons coming up the stairs at you, again, using the Holy
  Sabre's Luminous Wraith, the Cryocross' Direct Starlight, or knockback.

4) Laugh while Isabeli fails to skeletonize you thanks to your Angel Halos.

5) Kill Isabeli with extreme prejudice.

And that's all there is to it!



NEW WAR GOD
The Goddess of Protection, Lifbrasir, is unlocked!
  Lifbrasir is probably my least-summoned God of War. It's not because she's
  bad; far from it. Lifbrasir will fully restore the HP of every character she
  targets, providing a full turnaround from any injury bar death. It's just
  very rare that a full HP restore is more immediately useful than smashing
  the equipment of all enemies on the field, or cutting their HP in half. If
  your Priestess is dead, your healing items have run out, and your army is
  split across the map, then Lifbrasir can buy you just enough time to take
  out the scene boss before you lose the fight. If one character has gotten
  separated from the main force and you have no way of getting healing to
  them in time, Lifbrasir can reach down from the heavens and restore enough
  health to give them a fighting chance. The main drawback with Lifbrasir is
  that you often don't need to call upon her until things get dire, and when
  such a situation occurs, Ragnarok's long casting time can often cause her
  to come too late. If you're planning on utilizing Lifbrasir, make sure you
  keep Giulio permanently equipped with Rune Mail and a Force Bracelet for
  maximum +CAST, allowing the fastest possible Ragnarok. (Incidentally,
  Lifbrasir's design is oddly similar to Marietta of Yggdra Union. Wonder if
  there's a connection there?)










*******************************************************************************

                                 [INTER-20-21]

                             SCENE 20-21 INTERLUDE


*******************************************************************************



*******************
ORKUBECKI'S SHOP
*******************

WEAPONS
*******
Earth Divide (1H Sword)
Gran Sabre (1H Sword)
7-Star Sword (Greatsword)
Crimson Red (Rapier)
Sunrise (Axe)
Thor's Hammer (Hammer)
Jackhand (Claw)
Bloody Claw (Claw)
Shiranui (Tool)
Arabian Might (Tool)
Mermaid Fin (Tool)
Kraken (Whip)
Suigetsu (Katana)
Lightning Bow (Bow)
Raincloud Bow (Bow)
Tri Shot (Bowgun)
Berkut (Javelin)
Lava Rod (Rod)
Book of Kirie (Grimoire)
Spirit Broom (Broom)
Bronze Mace (Mace)



SHIELDS
*******
Basilisk Shield (Large)



ARMOR
*****
Dragonia Armor
Brigandine
Brave Armor
Cuirass
Leopardess
Beni Shigure
White Robe



HEAD
****
Firebird Helmet
Pumpkin Hat
Viking Helm
Angel Halo
Medic Cap



HAND
****
Defender
Healing Gloves
Force Bracelet
Hard Stringer
Serpent
Answerer



FOOT
****
Gargan Boots
Apollon Shoes
Army Tights
Tricky Boots
Ping Pong Pumps
Spring Shoes
Sabbath



ACCESSORIES
***********
Gorgon Cameo



CONSUMABLES
***********
Potion x3
Potion x3
Art of War
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Loriel x3
Lumiel x3
Lumiel x3
Medicinal Herb x2
Medicinal Herb x2



*********************


WHAT TO BUY:
While you will probably look at the merchandise at this store and think, "Oh my
god, again?! More of the same old stuff?!" this store is the last time you will
see these weapons for sale on this playthrough. And that's rather a pity,
because a lot of them are very good. If there's any of them that you haven't
yet bought or that you feel you want doubles of, now is your last chance to
make it so.

It's all more of the same stuff when it comes to the various types of armors as
well. Again, take this as a breather in which to fill in any gaps in your armor
needs. While the repetition of this store may be unexciting, it's also a relief
after the too-quick rapidfire bonanzas in the middle of the game. Again, use
this time to start considering your favorite setups with all the characters and
equipment you've managed to get up until now. You're one scene closer to the
end of the game than you were one scene ago; it's coming up with frightening
speed!



PREPARING FOR THE NEXT FIGHT:
The last time we were here on the Vast Fissure, a large degree of your success
was determined by how much the computer tried to knock you into the bottomless
pits and how much they allowed your attacks through their Weapon Guard. A lot
of water has passed under the bridge since then, and at this point in time you
have a lot more magic, a lot more Boosts, and a lot more knockback to bring to
bear against the Fissure's defenders.

The major difference between the battle to come and your last encounter at the
Vast Fissure is that, instead of a bunch of tanky Paladins, you're now facing a
truly enormous group of projectile units. On the positive side, this means that
one of the big frustrations of the previous Vast Fissure fight - the Paladins'
guard chance - is virtually nonexistent this time. On the negative side,
there's no guarding yourself against the flurry of projectiles you'll have to
weather to emerge victorious.

While guarding may be out of the question, that's not to say there's no way to
defend yourself. For a start, there are no enemy magic-users on this map at
all. Not a single one. So throw out all your MDEF armor and replace it with the
stuff that gives you the best DEF per piece. Dragonia Armor is one of the best
armors to equip here: not only does it offer 30 DEF, but it absorbs the fire-
elemental damage the Throwers cause, which greatly reduces their damage output
and outright prevents them from using their Knockback skill on you (as a skill
must actually do damage in order to apply status effects or Knockback)!

For this same reason, Aqua Robes are great for your mages. Brigandine and Iron
Armor are passable subsitutes for Dragonia Armor, if you don't have enough for
your team. The Joker works great for Alissa and Tricksters; the Lorica is the
strongest armor for Valerie, Archers, and Gunners, but the Cuirass' extra HIT
is probably more important to have equipped. Don't forget about shoes and hand
equips! The Defender, the Gauntlet, the Gargan Boots, and the Safety Boots all
offer at least 15 DEF, which can make a huge dent in the damage potential of
the enemy team. Mages will also want Pointy Hats in order to protect them from
the Slow Cast caused by the Archers' bows; also, if the Tricksters get pulled
into Beats, their Crystal Edges may cause Stone, so you can equip Holy Brims or
Gorgon Cameos if you're paranoid. (The Tricksters getting pulled into a Beat is
pretty rare, though. I wouldn't worry about it too much.)

On the offensive side of things, you'll want to avoid using Air-element damage
if possible; the enemy Archers come equipped with Silphy Garb, making them
immune to it. Conrad, the boss of the stage, is equipped with the Dragon Coat,
which will cause him to gain TP when he takes damage from magic... but don't
let that stop you from hitting him with magic anyway, as it barely makes a
difference in the fight if the Dragon Coat's effect procs. If you're really
worried about it, cancel this advantage by using the TP-reduction effects of
the 7-Star Sword or the Black Fan.

Knockback is, yet again, one of the easiest ways to quickly remove opponents
from the fight, but getting into a position to use it can be slightly tricky
when the enemies prefer to stay at a distance and fill you with arrows before
you can get close. If you're using an Assassin or a Trickster, I recommend
equipping her with +JM shoes so she can use the lower layer of the stage as a
way to sneak past the bridges and avoid the majority of projectile fire. A
sturdier unit, like a Paladin or a Knight, can equip a knockback-causing sword
and wade into the middle of things without fear, and of course a Witch can use
her knockback from the opposite side of the map. There's nothing wrong with
using the brute force approach, either; being archery units, all of the enemies
have pretty low defensive stats and can be easily crushed by some strong Brutes
or Tamers.

One last little note. If you bought the Raincloud Bow, now is your only chance
to use it, so equip it now!










*******************************************************************************

                                   [SC21]

                               **************
                              *** SCENE 21 ***
                               **************

                        SHALLOW RESOLVE IS NOT ENOUGH
                     Where there's a will, there's a way.

                                  Battle:
                         A Stand at the Vast Fissure


*******************************************************************************



SCENE 21
Victory Condition:
-Defeat Conrad

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: JOTUN 11, 984 AM 8:30
Time limit: JOTUN 16, 984 AM 6:00
Star Rating Times:
  < 36 hrs   ***
  >= 36 hrs, < 44 hrs   **
  >= 44 hrs, < 52 hrs   *

Ace Options: Giulio, Natalia, Valerie
Character Limit: 6 including your Ace
Guests: N/A



Enemies:
  Gunner (Conrad)
  BOSS
  Tri Shot +7           Bowgun         Phys Aura
  Dragon Coat           Body Armor     DEF +10, TP +3 when taking Magic damage
  Hard Stringer         Hand Armor     DEF +5, MDEF +5, HIT +30
                                          BOOST: Ranged weapon damage +50%
  Elixir                Consumable     FULL HP Recovery


  Trickster x2 (Annenicki, Carlyle)
  **
  Crystal Edge          Dagger         Stone, Knockback
  Arabian Might         Tool           Panic
  Battle Clothes        Body Armor     DEF +15
  Potion x3             Consumable     Light HP Recovery


  Archer x3 (Aubrey, Defrotte, Emanuel)
  ****
  Spiral Arch           Bow            Slow Cast
  Silphy Garb           Body Armor     DEF +10, MDEF +10, Prevent Aero damage
  Hard Stringer         Hand Armor     DEF +5, MDEF +5, HIT +30
                                          BOOST: Ranged weapon damage +50%
  Potion x3             Consumable     Light HP Recovery


  Gunner x4 (Gudrun, Juriel, Radome, Torv)
  ***
  Gatling Bow           Bowgun         N/A
  Hard Stringer         Hand Armor     DEF +5, MDEF +5, HIT +30
                                          BOOST: Ranged weapon damage +50%
  Protector             Body Armor     DEF +15


  Thrower x3 (Hugh, Jorg, Just)
  ****
  Salamandora           Javelin        Knockback
  Javelick Blue         Hand Armor     MDEF +15, HIT +25
                                          BOOST: Water Affinity +5
  Full Metal Coat       Body Armor     DEF +10, MDEF +15
  Medicinal Herb x2     Consumable     Small HP and VIT recovery



Chests:
  Loriel x3 - One square behind and four squares to your Ace's right.
  Tri Shot - One square in front of and seven squares to your Ace's right.
  Charge Bugle - Three squares in front of your Ace.
  Potion x3 - Eight squares in front of Hugh the Thrower.
  Aggressor - Five squares in front of and two squares to Hugh the Thrower's
              right.
  Medicinal Herb x2 - Seven squares to Hugh the Thrower's right.
  Night Raven - Four squares to Gudrun the Gunner's right.

Objects:
  Onyx - Destroy Catapult.
  Onyx - Destroy Catapult.
  Onyx - Destroy Catapult.
  Demon Mask - Large rock two squares in front of and two squares to Hugh the
               Thrower's right. (It's all about Hugh, isn't it?)
  Tin Soldier Hat - Broken wooden box five squares to Aubrey the Archer's
                    right.
  Inferno - Torch two squares to the right of Torv the Gunner.
  Grease x3 - Torch six squares in front of Just the Thrower, on the center
              platform.
  Mermaid Fin +1 - Large rock six squares in front of your Ace, on the lower
                   level of the stage.

Siege Weapons:
  Catapult x3



I honestly feel bad for Conrad. He knows he has no chance of standing against
you and that he'll be lucky if he even manages to slow you down, but he's got
no choice but to try and do it anyway. Video games are made around plights like
Conrad's, but no: a minor character is he, doomed to disappear into the mists
of ignominy, just another experience count in some generic's level bar. Poor
guy.

Doesn't mean I won't still smear him across the Fissure walls, but at least
I'll feel bad about doing it.

Anyway, Conrad's unit is comprised entirely of ranged units. In addition to the
expected Archers, Gunners, and Throwers, two Tricksters are present in order to
man the Catapults on his side of the Fissure. Their shots are capable of
covering a large portion of the platform in the middle of the stage, making it
a somewhat dangerous place to hang around in. Meanwhile, the Archers et al
attempt to make it rain on your poor tender heads, working under the quite
logical assumption that if they fire enough arrows, one is bound to kill you
eventually.

Appropriate equipment really completely destroys the challenge of this fight.
Fire-immunizing gear, i.e. Dragonia Armor and Aqua Robes, makes it impossible
for the Throwers to damage you, and Pointy Hats will protect your mages from
the pesky Slow Cast the Archers try to stick you with. Equipping high-DEF armor
will blunt the many projectiles fired your way to the point of inconsequence,
and if you recall that projectiles cannot be blocked and don't bother trying
to rely on Guard Chance to protect yourself, you should have little trouble
weathering the barrage.

Particularly since you already know the layout of this area, having fought here
before, there isn't a whole lot I can tell you about winning in it. Melee tanks
should hunker down on the bridges and draw fire away from your fighters while
perhaps using Sword skills to knockback the enemies for some breathing room.
Assassins and Tricksters can sneak into enemy lines using the lower cliff paths
and have a field day sending people to Hell with their knockback capabilities.
Your own Archers and Throwers may find themselves taking a lot of collateral
damage in this fight, as getting in range to use their weapons puts them in
range of the enemy's weapons in return, but since you should have tanks and
healers to protect your ranged units while the enemy does not and you may have
some extra HIT on them to hit from farther away than they can comfortably aim,
your units should be able to squeak ahead to victory. And your mages? Man, do
I even have to tell you? Between the Icicle Rod, the Lava Rod, and the full-
screen knockback of the Cryocross, nothing will survive the wrath of your
mages.

As a side note about your own Archers and Throwers: this is one of the few
battles where you're guaranteed to get some good use out of the randomized
Specialty III Bow attacks and Specialty IV Javelin attacks. The enemies almost
always stay bunched into tight groups for the entire battle, virtually
guaranteeing that all of the random shots will find a target as long as you aim
the AOE carefully.

There's not much else to say. Enjoy this nice, fairly relaxing map: it's the
last such laid-back map in the entire game.















******************************************************************************

                                 [INTER-21-22]

                             SCENE 21-22 INTERLUDE


******************************************************************************



*****************************
MERCHANT APPRENTICE'S SHOP
*****************************

WEAPONS
*******
Berserker (Axe)
Scarlet Blade (Dagger)
Vitra Whip (Whip)
Spiral Arch (Bow)
Salamandora (Javelin)
Yggdrasil Staff (Rod)
Inferno (Broom)
Aerial (Wand)



SHIELDS
*******
Basilisk Shield (Large)
Basilisk Shield (Large)



ARMOR
*****
Aqua Robe
Dragonia Armor
Dragonia Armor
Brigandine
Brigandine
Brave Armor
Brave Armor
Cuirass
Cuirass
Leopardess
Beni Shigure
White Robe



HEAD
****
Pumpkin Hat
Viking Helm
Angel Halo
Medic Cap



HAND
****
Defender
Healing Gloves
Force Bracelet
Hard Stringer
Serpent
Answerer



FOOT
****
Fire Boots
Fire Boots
Gargan Boots
Wheel Greaves
Apollon Shoes
Army Tights
Spring Shoes



ACCESSORIES
***********
Gorgon Cameo



CONSUMABLES
***********
Art of War
Art of War
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Loriel x3
Loriel x3
Lumiel x3
Lumiel x3
Medicinal Herb x2
Medicinal Herb x2



*********************


WHAT TO BUY:
While we've seen some of these weapons before in enemies' hands, now is the
first time we can pick them up in a store. It's going to be a tough battle
ahead, as it will be for all of the battles to follow, and there isn't going
to be much time to build Mastery on anything you can buy from here until the
end of the game. So I'm not just going to consider equipment in a vacuum in
these final store reviews: I'm also going to consider how much use you'll
likely get out of them before the end of the game.

The Berserker starts with the Spec I Brave Swing, which is weaker than the
Kill Blade's Power Smash, and learns Hand Crush, which is not only less useful
than Shield or Armor Crush, but has also been available for a while on the
Silver Moon. Skip it. The Scarlet Blade causes no status effects at all and is
less powerful than the soon-to-be-available Crystal Edge. Skip it as well.

The Vitra Whip is the second whip in the game to have a Spec IV Capturing
skill. It also causes Stone with Beats. It's an awesome whip, but a bit heavy
on the CAP for a whip that will take 25 Mastery to unlock an actual attack.
It's better if you got it to drop from Griselda back on Stage 17, but if you
didn't and you really like your Tamer, it's worth picking up now, too.

The Spiral Arch is a great anti-caster bow right from the get-go, and there
will be a great opportunity to use it right after this stage. If one didn't
drop in the last fight, be sure to buy one for Elise or an Archer now. The
Salamandora will not have its Spec III attack unlocked until 18 Mastery; stick
with the Knight Killer and the Ice Javelin instead.

The Yggdrasil Staff is inferior to the Icicle Rod for damage and, while it
heals more VIT than the Moonlight Rod does, it's not worth leveling it up for
the ability. The Inferno is similarly skippable; its Spec I Hell's Crater
ability packs a punch, but it takes 32 Mastery to unlock. If you're doing that
melee-Witch thing, do it with the Spirit Broom, not the Inferno. Finally, the
Aerial. I wish I could love it, because it has a butterfly on top, but it is in
every way inferior to the Arrow Heart and the Twinkle Stick. If you're dead-set
on having a dual-wand-wielding Alissa and you missed the Twinkle Stick on Scene
20... you still shouldn't buy it, because the Freezing power of the Lilybell
Wand is superior to the Aerial's Half Guard. I'm sorry, Aerial....

You can buy more Basilisk Shields if you need to, but unless you have an all-
Knight team, you should have enough by now. For armor, make sure you have as
many Aqua Robes and Dragonia Armors as your team is capable of equipping!!! You
will be facing Rail Cannons again on the next stage, and you will NEED fire
protection! The other body armors have all been seen before; stock up if you
need to.

The Head armors have also been seen before, but an important one makes a
reappearance: the Angel Halo. If you don't have enough for everybody who can
wear one in your team to have one, then buy this one. Isabeli is waiting in
the wings for one last fight... you'll want all the Angel Halos you can equip
to counter her when that last encounter comes.

In the Hand and Foot departments we have oldies but goodies: every piece
available in both sections is good for at least one character class, and if
any of the recent Brutes have managed to destroy your equipment with their
Axes, you may need some replacements for them. The only accessory is the
Gorgon Cameo, which we've discussed. Restock on used consumables and prepare
yourself.



PREPARING FOR THE NEXT FIGHT:
This is it. The big rematch. You're back at Golgotha and it's none other than
Robertus standing against you. The endgame is nearly upon us and it's not
going to pull any punches, so from this point on, nobody goes into the fight
who isn't loaded for bear and ready to kill.

Unlike the last time we were here, I'm not going to give in-depth equipment
setups for each character type. For one thing, your characters should be
reaching a sort of groove with you, where you can tell what you need from
them and what equipment you want them to have. For another thing, your items
are likely to vary greatly from playthrough to playthrough. And finally, if I
may be honest? This rematch with Robertus should be a BIT easier than your
first fight here against Wallace. The sheer amount of tools at your disposal
should make overcoming Robertus much easier than you might think it would be.

The most crucial component to your victory is fire-immune armor. If you can
put your entire team into Dragonia Armor and Aqua Robes, you can completely
ignore the Rail Cannons, as they won't be able to harm you. Failing that,
equip Fire Boots on everybody who can't equip the two flame-retardant armors
and keep anybody else off the battlefield until the cannons are destroyed.

The stage is flooded with Knights, including Wallace and Robertus, so a
Brute's Shield Crush can be very useful here. Both the Archers and the lone
Trickster possess fire-elemental weapons - the Burning Sun and the Scarlet
Blade, respectively - so being immune to fire will help negate their damage,
although the Archers will still be able to attack with the non-elemental
Acute Arrow. Robertus' lance is non-elemental, but Wallace's Zephyr sword is
Water-elemental; those without Dragonia Armors or Aqua Robes can consider the
Sun Cloak or the Mermaid Pareo to counter Wallace instead. Alternately, such
characters can just maximize their DEF. There are no spellcasters present here
today, so MDEF is useless to you; break out those shields and Heavy Greaves
instead.

The Knights are equipped with the End of Ages sword, which can cause Curse.
You may want to equip Angel Halos, Holy Brims, Pumpkin Hats, or Talismans to
prevent this effect, which has the potential to mess you up if it gets applied
to too many characters at once. Wallace can cause Mana Aura and Robertus can
cause Pain, but they don't tend to do this too often and anyway those two are
difficult status effects to block. If you're really concerned, try bulking up
your RES stat instead of trying to outright block either effect: equipment like
the Pure Grace armor, the Angel Halo or Beastbone Helm, or the Purging Talisman
can give your RES enough of a boost that you'll probably avoid all the status
ailments in the coming battle anyway.

Oh yes, one more thing: the Trickster absorbs Earth damage through her
Yggdrasil armor, and one of the two Archers absorbs Wind damage with his
Silphy Garb. There are no other elemental immunities to consider, and they're
two minor opponents in this fight anyway, but it's worth keeping in mind.

Stocked? Set up? Saved? Good. SALLY FORTH!










*******************************************************************************

                                   [SC22]

                               **************
                              *** SCENE 22 ***
                               **************

                      THE THIRD SPEAR PIERCES THE SHIELD
                        History tends to repeat itself.

                                  Battle:
                            Showdown at Golgotha


******************************************************************************



SCENE 22
Victory Condition:
-Defeat Robertus

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: JOTUN 20, 984 AM 9:00
Time limit: JOTUN 27, 984 AM 6:00
Star Rating Times:
  < 48 hrs   ***
  >= 48 hrs, < 56 hrs   **
  >= 56 hrs, < 64 hrs   *

Ace Options: Giulio, Alissa, Natalia
Character Limit: 5 including your Ace
Guests: N/A



Enemies:
  General (Robertus)
  BOSS
  Oni Lance +9          Lance          Pain, Void DEF, HP 1/2 Damage
  Chronodict            Grimoire       Slow Cast
  Blade Armor           Body Armor     DEF +35, Reflect 50% Physical damage
  Lion Heart            Small Shield   GUARD 54%
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing


  Knight (Wallace)
  **********
  Zephyr +7             1H Sword       Mana Aura, Knockback
  Mars Shield           Large Shield   GUARD 75%
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing
  Mithril Armor         Body Armor     DEF +20, MDEF +5


  Knight x3 (Aeron, Markt, Yussi)
  ****
  End of Ages           1H Sword       Curse
  Crusade Shield        Large Shield   GUARD 66%
  Mithril Armor         Body Armor     DEF +20, MDEF +5
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing


  Trickster x1 (Lorne)
  *
  Scarlet Blade         Dagger         N/A
  Glass Shoes           Foot Armor     DEF +5, MDEF +10, Counter II
  Kaiser Knuckle        Hand Armor     DEF +10
                                          BOOST: Melee Tactics Damage +50%
  Yggdrasil             Body Armor     DEF +10, MDEF +10, Absorb Geo Damage


  Archer x1 (Abel)
  *****
  Burning Sun           Bow            N/A
  Cheering Flag         Accessory         BOOST: DEL -2 after taking action
  Hard Stringer         Hand Armor     DEF +5, MDEF +5, HIT +30
                                          BOOST: Ranged weapon damage +50%
  Lorica                Body Armor     DEF +20


  Archer x1 (Gowol)
  *****
  Burning Sun           Bow            N/A
  Hard Stringer         Hand Armor     DEF +5, MDEF +5, HIT +30
                                          BOOST: Ranged weapon damage +50%
  Silphy Garb           Body Armor     DEF +10, MDEF +10, Prevent Aero damage
  Potion x3             Consumable     Light HP Recovery


  Rail Cannon x2 (Rail Cannon I, Rail Cannon II)
  Neutral (does not need to be killed)
  Iron Chassis          Physique       HP 1/4 Damage, Undodgeable, Burn



Chests:
  Aggressor - Three squares behind and one square to your Ace's left.
  Assault Shield - Seven squares to Markt the Knight's right.
  Zephyr - Three squares in front of Aeron the Knight, next to the Crystal.
  *RARE* Mars Shield - Four squares in front of Abel the Archer.
  Loriel x3 - One square behind and one square to Gowol the Archer's left.
  Tyrant Armor - Four squares to Lorne the Trickster's left.
  Mephilum - Seven squares to Rail Cannon II's left.

Objects:
  Onyx - Destroy a Ballista.
  Onyx - Destroy a Ballista.
  *UNIQUE* Volcano - Fortress Candles two squares to Lorne the Trickster's
                     right.
  *RARE* Royal Shield - Wooden box one square behind and two squares to
                          Gowol the Archer's left.
  *UNIQUE* Zolfy - Wooden box three squares to Aeron the Knight's left.
  Grease x3 - Destroy any section of Rail Cannon Tracks and this will appear.
  Black Ash x3 - Destroy any crossroads section of Rail Cannon Tracks and this
                 will appear.

Siege Weapons:
  Ballista x2
  Rail Cannon x2



"That impudent gaffer." Oh Isabeli. You're such an adorable little mistress of
darkness. I just want to pinch your sweet little cheeks when you giggle all
homicidally like that!

What? There's a battle going on? Oh, right. Let's get back to that, then.

So, remember how the first time you were here, the rail cannon was lopping
off huge chunks of your HP and the three-star time limit was really tight and
there was a Priestess undoing all your hard work and the Knights were SO HARD
to kill and the Archers were shooting from seven panels away and everything
was just chaos and horror and trauma? Well, guess what? It will not be this
way again. Not if we have anything to say about it.

First off, field as many people equipped with Dragonia Armor, Aqua Robes, and
Fire Boots as you can. Just like your first encounter here, Golgotha starts
the fight by attempting to weaken you with its Rail Cannon. Oh, did I say
"Cannon"? I meant "Cannons," plural: there are two of them this time, raining
twice the burning rain of death upon your heads. But that's okay! Because any
characters equipped with Dragonia Armor or Aqua Robes will INVALIDATE all
damage dealt from the Rail Cannons, as Rail Cannons' attacks are fire-element!

If your entire party can be clad in Dragonia Armor and Aqua Robes, you don't
even need to destroy the Rail Cannons. A team of Giulio, Paulo, a Knight, a
Brute, a Priestess, and/ or a Sorceress will be completely immune to the Rail
Cannons (and also to the Trickster's Scarlet Blade and the Archers' Specialty
III Sunlight Squall attack). Throw a Lava Rod on Paulo and the Sorceress so
you can cast fire magic on the enemies without harming any of your fire-
immune allies and this battle will be a piece of cake. (A piece of cake that
has been BURNED TO A CRISP.) However, chances are that this is not the exact
party that you have been using up until this point, and that's okay. You can
still get through this battle with any other combination of characters; the
only thing is, you'll want to get rid of those two Rail Cannons first. This
can be done exactly the same way as you managed the first time you came here:
simply initiate a multi-person Beat on the cannons one at a time while being
Boosted by Wrecker Gloves and they'll go down in a twinkling. The cannons are
still rolling around on rails high above the battlefield, though, so you're
going to have to use a ranged unit (Elise, Archer, Trickster) or a Witch with
a Specialty I Broom (the Noir, the Spirit Broom, or the Inferno) to trigger
the Beats needed to destroy the suckers.

It won't just be the Rail Cannons shooting at you during this time, either.
The two Archers up by Robertus will almost always move in closer to start
raining their Sunlight Squall attack down upon you. Now, Sunlight Squall is
fire-elemental, but it doesn't cause Burn. On the one hand, that's good, as
it makes it much less dangerous than the Rail Cannons' shots. On the other
hand, that means that Fire Boots won't do much to protect you from it. The
Dragonia Armor or the Aqua Robe will nullify its damage, however, so the more
of those you have equipped, the less you'll have to worry about the Archers;
they'll be forced to use their Acute Arrow attack to damage you instead, and
while its damage is comparable to Sunlight Squall, it only hits one target at
a time.

Once you've destroyed the two Rail Cannons, take a moment to gather your
thoughts and your forces. Remember how the last time you were here, you sped
up the battle by attacking Wallace with magic and getting him to come at you
more quickly? Well, you can do the same thing again here to Robertus to get
him moving just like you did to Wallace, and thanks to his cripplingly heavy
Blade Armor, Robertus moves at the speed of a sea urchin: 1 MOVE and 0 JUMP.
Even after you antagonize Robertus in this manner, it will take him several
turns to reach you, giving you ample time to deal with his Knights at the foot
of the stairs.

Dealing with these Knights - including the aforementioned Wallace himself - is
mountains easier with a Brute on your side. Equip the Battleaxe (Armor Crush)
and either the Slasher or the Sunrise (Shield Crush) and destroy the Knights'
and Wallace's equipment, one by one. (I'd start with the shields, which are
by far the more annoying pieces.) All those Knights aren't so tough without
their 60+ Guard Chance standing between your sword and their skull. A good
Witch or Sorceress can also make these Knights evaporate by inflicting Burn
on them with the Kikimora or the Lava Rod. The percentage-based HP damage will
cut them all down like wheat. Failing that, you can always knock the Knights
out of the battle with Rapiers or Daggers; incapacitate them with Tamers;
simply gang up on them and Beat them into unconsciousness one at a time...
you've fought enough Knights by now, you know what works and what doesn't.

The Knights cannot cause Knockback, but Wallace can, so stay away from the
edges of the map until Wallace has been taken care of. (Past experience might
leave you wary of the Trickster as well, but don't worry. The Trickster has a
Scarlet Blade, which cannot cause knockback; Wallace is the only one.)

It will take Robertus several turns to reach you, and by the time he does, you
will (ideally) have taken care of both Cannons and all the Knights, including
Wallace. Wallace is equipped with a nasty sword called the Zephyr; in addition
to being water-elemental and causing Knockback, the Zephyr can also cause Mana
Aura through Beats and the Flood Slash attack. Mana Aura is an irritating
status effect on this stage because there are no magic-users, so the increased
MDEF goes to waste, and the "DEF = 0" part... well, I'm sure I don't need to
explain why that's bad on this stage. If anybody gets inflicted with Mana Aura,
try to either keep them back from the action until the effect wears off or use
an Orb on them to cure it immediately. Fortunately, Wallace rarely uses Flood
Slash and doesn't usually get Mana Aura to stick even when he does, so you
should be able to skate through without worrying about it too much. However,
it's best to be prepared for such things.

When Robertus finally hits the ground level and comes after you, make sure you
do not underestimate him. Even alone and moving at the speed of Galcian from
Skies of Arcadia (read: very slowly,) Robertus can kick ten kinds of butt. The
Oni Lance is a devastating weapon that can cause Pain, ignore your DEF stat,
or even reduce your HP by a flat 50%. Nasty stuff, and it doesn't end there.
Robertus is equipped with the Blade Armor, which - while it may squash his
MOVE and JUMP stats into nothingness - boasts 35 DEF and the ability to reflect
50% of all physical damage done to Robertus back to the attacker! (This does
not apply to damage from Beats, thankfully: this makes Grimoires, as magical
weapons that ignore Guard and initiate Beats, your best friends in this fight.)
And that's not all: Robertus also comes with the Chronodict Grimoire, allowing
him to heal himself and other units over an AOE for 30% of their maximum HP!
Coupled with his Lion Heart shield, an extra 15 DEF (and a Specialty III
counter!) from his Gargan Boots, and the HP of a small moon, taking down
Robertus is not easy, even when he's the last unit on the battlefield. So
let's look at some of the ways your units can contribute to Robertus' defeat.

Giulio brings an extremely powerful advantage to the table with Ragnarok - not
through Einherjar, as he usually does, but through Midgardsormr. If you can get
Midgardsormr to target Robertus and remove all of his non-weapon equipment,
Robertus' DEF, physical damage reflection, and counterattacking abilities will
all disappear, making him much easier to defeat. A Brute can achieve this as
well using Crush skills, although you'll want to destroy the Blade Armor first
or your Brute will take reflected damage for doing so. Now, keep in mind that
removing the Blade Armor will allow Robertus to move around the field at full
speed again, so this strategy is not without its dangers. However, he'll fall
much faster without his defenses in place, there's no arguing with that.

Elise and Archers can initiate Beats through Robertus' shield and 39% weapon
Guard, or just try to inflict him with valuable status effects. The Flint Bow
causes Burn, which is by far the best way to damage Robertus considering his
high HP, and the Spiral Arch can cause Slow Cast, which will dramatically
reduce his ability to heal himself. You could also inflict DEF 1/2 on him
with the Lightning Bow, reducing his DEF without increasing his MOVE.

Paulo and Sorceresses will want to equip the Lava Rod and spam the hell out
of Redder Blitz and Inferno Ruin. Robertus' high maximum HP leaves him very
vulnerable to Burn, and don't forget that you can also use the Lava Rod's
fiery magic to heal those of your allies that are equipped with Dragonia
Armor.

Valerie and Assassins can inflict Poison using the Griffin Talon, which works
just as well as Burn for exactly the same reasons. They can also use the
Jackhand to inflict Shieldless or the Wind Tearer (which hasn't been for sale
but might have dropped earlier in the game) to cause Slow Cast. Assassins and
Tricksters can try out Mana Aura with the Mana Dagger, Silent with the Rune
Knife, or Stone with the Crystal Edge as well. Valerie - and, by extension,
Gunners - is more limited with her bowgun selection than Assassins are with
their daggers, but the Crossbow can cause Weak and the Grief Bowgun can cause
Curse, and those can be used to decent effect here instead if you don't have
the Griffin Talon for Valerie (or if you're a Gunner).

I consider Burn the most valuable status effect you can cause to Robertus on
this stage, and for that reason, I like to give Alissa the Arrow Heart. If
you've really been building up Mastery on this wand, Alissa might have access
to Restoration, which will allow her to heal your team on rounds where she
isn't reapplying Burn with Hearty Sphere, further increasing her usefulness.

Natalia will have trouble contributing much to this fight unless you can get
rid of Robertus' shield with Midgardsormr or a Brute. Without a shield in her
way, however, Natalia can slip the Blue Stinger into Robertus' ribs unblocked
and cause DEF 1/2. She can also try causing Curse with the End of Ages sword
or Mana Aura if Wallace drops his Zephyr sword and she goes onto a Base panel
to equip it.

In my experience, this fight always comes down to a one-on-five battle between
Robertus and your five deployed party members. The Knights and Archers will
often die just from collateral damage, even if you don't make an effort to go
after them in particular, because Robertus just has so much HP. And once
Robertus is alone on the field, it's almost impossible for him to actually
kill anybody. Really, the big challenge of this fight is all in the opening
gambit: destroying the Rail Cannons without taking too much damage. If you can
manage to do that and get back into fighting shape again before confronting
Wallace and his Knights, you should find the rest of the battle to be long, but
not really all that difficult.










******************************************************************************

                                 [INTER-22-23]

                             SCENE 22-23 INTERLUDE


******************************************************************************



***************************
GOLGOTHA MERCHANT'S SHOP
***************************

WEAPONS
*******
Gran Sabre (1H Sword)
7-Star Sword (Greatsword)
Berserker (Axe)
Scarlet Blade (Dagger)
Shiranui (Tool)
Mermaid Fin (Tool)
Vitra Whip (Whip)
Spiral Arch (Bow)
Tri Shot (Bowgun)
Salamandora (Javelin)
Wyvern (Javelin)
Yggdrasil Staff (Rod)
Alchemia (Grimoire)
Inferno (Broom)
Aerial (Wand)



SHIELDS
*******
N/A



ARMOR
*****
Diamond Plate
Maximilian
Dark Robe



HEAD
****
Magic Tiara
Demon Mask



HAND
****
Gauntlet
Aggressor



FOOT
****
Gargan Boots
Heavy Greaves



ACCESSORIES
***********
N/A



CONSUMABLES
***********
Oat Bread x2
Ether
Move Ampule
Jump Ampule
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Loriel x3
Loriel x3
Luciel x3
Luciel x3
Lumiel x3
Lumiel x3
Medicinal Herb x2
Medicinal Herb x2



*********************


WHAT TO BUY:
Golgotha Fortress is ours!!! Bask in that victory for a moment or two, then
get cracking on putting your army into shape for the next fight. Robertus is
on the loose, after all, and we can't let him get away!

At this late in the game, you're unlikely to need another Gran Sabre or 7-Star
Sword, and we just discussed the Berserker and the Scarlet Blade last scene.
The Shiranui and the Mermaid Fin are just as awesome now as they were back in
previous shops, particularly since their most useful attacks - Carmine Shark
for the Shiranui and Weak March for the Mermaid Fin - are the initial attacks
on the weapons. If you couldn't get these two Tools for your Trickster last
time they were for sale, get them now. You can find good uses for both heading
into the endgame.

The Spiral Arch is still great. The Vitra Whip and the Tri Shot are not really
worth your time or money anymore, and the Salamandora never was. The Wyvern,
another javelin, is for sale for the first time here. It's not a bad javelin,
actually - certainly better than the Salamandora - but, like so many other
javelins, it is not better than the Knight Killer. It does at least do more
flat damage than the Knight Killer does, but it has much lower Guard, is Air-
elemental instead of neutral, and lacks the Knight Killer's flexibility in
terms of Specialties. It's good, but not good enough to buy.

The Alchemia Grimoire, while useful in theory, is inferior to a Mastered Book
of Nanai or Book of Kirie, which you should have by this time. It is, however,
more useful than the Yggdrasil Staff, the Inferno, and the Aerial, all of
which we have discussed previously, even if only because it can cause the
Shieldless ailment, which is great for neutering Knights. If you're using
multiple Priestesses, you may be able to find a use for it. Otherwise, let it
pass by.

As you might expect, Diamond Plate has some of the highest DEF obtainable on
armor. Something you may not expect, however, is that it also has no MDEF
whatsoever. Since there will be spellcasters on every map from here until the
end of the game - the next fight is, in fact, almost all spellcasters - you
really need your Knight to have some MDEF in addition to his DEF, or else he
won't survive long enough to tank the way he needs to. For this reason, I kind
of prefer the Maximilian; it only has +5 MDEF, but that makes a difference when
combined with some high-MDEF accessories, like the Talisman or the Gorgon
Cameo. We also have the Dark Robe, which is a dark-magical-girl-robe for
Alissa and Witches only. With +10 DEF and +30 MDEF, it's an awesome piece of
armor for both girls; it also raises Fire affinity, which makes the Kikimora
and the Arrow Heart happy.

A Magic Tiara is inexplicably for sale next to a Demon Mask, an item you may
have picked up in a chest on the Vast Fissure. The Demon Mask boasts a rather
phenomenal amount of RES and a +1 bonus to TAC for the rather reasonable price
of 27 CAP, making it an alluring choice for the units that can equip it. It
even increases Fire affinity, making it well suited for Paulo or a Sorceress.

The Gauntlet and the Aggressor are less interesting than the Demon Mask, but
not necessarily without use. While you might have them already, the Gauntlet
is a glove for a Knight that increases DEF by 20. It's not a bad idea to get
it for your Knight if you don't already have one, as 20 DEF is nothing to
sneeze at in the difficult stages to come. The Aggressor, meanwhile, offers
a hodgepodge of useful stats and the situationally useful "Damage to Ace
increased" Boost effect. Considering the strength of some of the Aces you're
going to have to defeat in the remaining stages, purchasing the Aggressor is
not a bad idea. I won't necessarily say it's a GOOD idea - I mean, you could
be using the Boost from a Serpent or an Overdrive or a Hard Stringer instead -
but it's definitely not a bad one if you have space for it in your team's
equipment slots.

In the foot department, we have the Gargan Boots and the Heavy Greaves, both
heavy, high-DEF shoes for Knights and a handful of other units. You probably
have more Gargan Boots than you can even equip now, considering how many
enemies have been equipped with them, but the Heavy Greaves might prove
useful. And with no accessories and no interesting consumables in the store,
that's the end of this section for today.



PREPARING FOR THE NEXT FIGHT:
Three-star-getters beware: in my personal opinion, the coming stage is the most
difficult-to-three-star stage in the game. You have an extremely stringent time
limit of only 24 hours, and you have one of the most annoying enemy groups to
try and speed through waiting for you.

The next stage is swarming with magic-users; in fact, it quite possibly has the
most magic-users of any stage in the game. However, because Regina (spoilers,
we're fighting Regina on the next map) isn't stupid like Robertus is, she also
brings along two Tamers and two Wampyrs to provide some physical punch to back
up her magic-users. So you can't just optimize for MDEF or the Tamers will cut
you to pieces. Furthermore, Regina also made sure her units diversified their
elemental coverage. While she and her Witches and Wampyrs are packing Fire
magic, her Sorceresses bring Water magic, the Tamers come swinging Wind whips,
and her attendant Priestess has the Earth-elemental Book of Kirie.

Your saving grace in this fight is the relative physical frailty of your
opponents. Regina runs the Magic Division on a glass cannon policy, with no
unit under her command having more than 25 DEF or 35 MDEF, including her. Don't
for a moment think this is going to make things easy for you, though. The best
way to capitalize on Regina's team's frailty is with Beats, and trying to set
up Beats in the twisted center of Cannavaro tends to cram your army together,
where Regina and her mages can deal maximum damage to your units.

With that time limit staring over your shoulder like the eyes of doom, your
setup will have to be crafted with care. If you got the Magic Eater from a
chest back on Scene 19, equip it on somebody immediately. The Magic Eater is
the best defensive measure you can have on this map, seeing as it completely
absorbs all magical damage, making one character immune to everything other
than the Tamers' whips and the Wampyrs' daggers.

The rest of your characters have to decide between immunizing themselves to one
of the elements with an element-absorbing armor or maximizing both of their
defenses to try and weather the entire spectrum instead. If you're going to
pick one element to nullify, Fire is probably the one, as it's the most common
element on the map and Regina - who packs the most punch - uses it. The best
compromise is the Aqua Robe, which has 10 DEF, 20 MDEF, and fire immunity.
Other good options are the Beni Shigure or the Valiant Robe, both with 10 DEF
and 25 MDEF. And don't forget about helmets! The Angel Halo, the Crystal
Circlet, the Feather Ornament, the Magic Tiara, the Pointy Hat, and the Pumpkin
Hat all have 15 MDEF, which can make the difference between life and death in
this coming fight.

The most troublesome ailments coming your way will be Slow Cast, Burn, and
Charm. (Batrify is devastating if it puts in an appearance, but it's too rare
to concern yourself with.) Burn is by far the most common and also the most
dangerous barring Charm, so break out those Fire Boots again for everyone that
can't equip Dragonia Armor, Aqua Robes, or the Magic Eater. Slow Cast is rare
enough that you shouldn't need to worry about it, but if you're being cautious,
get out the Pointy Hats for your mages. Charm will absolutely ruin your life,
as usual, but if all goes well, we'll be killing or nullifying the two Wampyrs
before night falls, removing it as a threat.

Wrecker Gloves are worth their weight in gold here. This scene abounds with
rare and incredibly potent items, and in order to get the statues, chests, and
mailbox (yes, mailbox) containing your desired items open in any reasonable
amount of time, you will NEED somebody equipped with Wrecker Gloves to provide
Boosts. Giulio is usually my first choice for Wrecker Gloves, but if you're
going to be using Ragnarok in this fight - which I highly advise - then Giulio
will need a Force Bracelet instead to minimize his casting time. For this
reason, I recommend putting the Wrecker Gloves on Paulo, a Trickster, or a
Thrower instead of on Giulio.

Another surprisingly valuable equip for this fight is any shoe that increases
JUMP. Ragnarok is critical for achieving the three-star for this fight, and the
only way you're summoning Ragnarok is by taking and holding the bridge in the
middle of the map before Regina's Tamers can do the same. In order to get to
the Base Panels on the bridge before the Tamers do, you will want +JUMP shoes,
which will let you hop the stairs leading there with ease. The best choices
are the Tricky Boots and the Army Tights, with their +1 MOVE and JUMP, but the
Spring Shoes, Insect Shoes, or Ping Pong Pumps will work as well. Valerie and
Assassins are the best choices for this role, as they can also equip the Fuuma
Muffler and become immune to the Tamers' whips, but they aren't necessary, just
helpful.

Finally, if you're using a Witch, at all costs equip her with the Cryocross
and as many pieces of +CAST equipment as you can. If you can equip the Rapid
Rabbit, the Chrono, and the Sabbath shoes, you'll hit the +CAST cap of 80,
allowing your Witch to cast Direct Starlight in 6 ticks (!!!) If you can get
your Witch to move and pull off Direct Starlight before the Priestess on the
enemy team can do so... well, let's just say you'll find this scene a hell of
a lot easier to three-star!

When you're ready, pursue Robertus and Wallace into Regina's waiting trap.










******************************************************************************

                                   [SC23]

                               **************
                              *** SCENE 23 ***
                               **************

           THE PRIME MINISTER'S TRUE INTENTIONS, AN HONORABLE DEATH
             Two dogs strive for a bone, a third runs away with it.

                                  Battle:
                            Battle at Cannavaro


*******************************************************************************



SCENE 23
Victory Condition:
-Defeat Regina

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: NIVL 12, 985 AM 9:30
Time limit: NIVL 16, 985 AM 6:00
Star Rating Times:
  < 24 hrs   ***
  >= 24 hrs, < 32 hrs   **
  >= 32 hrs, < 40 hrs   *

Ace Options: Elise, Natalia, Paulo
Character Limit: 5 including your Ace
Guests: N/A



Enemies:
  Sorceress (Regina)
  BOSS
  Southern Cross +5     Rod            Slow Cast, Burn
  Serpent               Hand Armor     DEF +5, MDEF +10, HIT +15, CAST +35
                                          BOOST: Ailment chance +20%
  Valiant Robe          Body Armor     DEF +10, MDEF +25
  Oat Bread x2          Consumable     Mild HP Recovery


  Tamer x2 (Aina, Carola)
  *****
  Kamaitachi            Whip           N/A
  Shin Zentetsu         Katana         GUARD 36%, Counter IV
  Walkyrie              Body Armor     DEF +20, MDEF +10
  Amazon Boots          Foot Armor     DEF +5, Counter I


  Priestess x1 (Suzanne)
  ****
  Book of Kirie         Grimoire       Geoism
  Evening Gown          Body Armor     DEF +5, MDEF +15
  Healing Gloves        Hand Armor     DEF +5, MDEF +5, CAST +35
                                          BOOST: Ailment Time Down


  Sorceress x2 (Hrotsvitha, Theres)
  ******
  Yggdrasil Staff       Rod            Aquism, VIT Heal
  Valiant Robe          Body Armor     DEF +10, MDEF +25
  Serpent               Hand Armor     DEF +5, MDEF +10, HIT +15, CAST +35
                                          BOOST: Ailment chance +20%


  Witch x1 (Cythka)
  ******
  Inferno               Broom          Pyrism, Burn
  Overdrive             Hand Armor     MDEF +15, CAST +35
                                          BOOST: Magic Weapon Damage +50%
  Ice Rose              Accessory      MDEF +10
                                          BOOST: Water Index +5
  Lovely One-Piece      Body Armor     DEF +15, MDEF +5


  Witch x1 (Degideria)
  ******
  Inferno               Broom          Pyrism, Burn
  Overdrive             Hand Armor     MDEF +15, CAST +35
                                          BOOST: Magic Weapon Damage +50%
  Feather Rose          Accessory      MDEF +10
                                          BOOST: Air Index +5
  Lovely One-Piece      Body Armor     DEF +15, MDEF +5


  Wampyr x2 (Eylose, Ingyas)
  * Neutral (does not need to be killed)
  Sexy Physique         Physique       Batrify, Charm (Enchanted Only)
  Scarlet Blade         Dagger         N/A
  Enchanting Rouge x9   Consumable     Causes Enchanted (Night Only)



Chests:
  *UNIQUE* Hraesvelger - One square in front of and two squares to your Ace's
                         left.
  Heretic Dress - Two squares behind and six squares to your Ace's left,
                  nestled right in the corner of the map.
  *RARE* Ambrosia - Three squares in front of Aina the Tamer, but underneath
                    the bridge, not on it.
  Wind of Eden - One square behind and one square to Cythka the Witch's left.
  *RARE* Alicorn - Two squares to Theres the Sorceress' right, nestled in the
                   corner of the map.
  Lion Heart - Two squares behind and four squares to your Ace's right, on top
               of the house on your side of the river.
  Elixir - One square behind and two squares to Ingyas the Wampyr's right.
           Requires a Flying unit to reach.

Objects:
  *RARE* Rosier - Large knight statue on the enemy side of the river, two
                  squares in front of Degideria the Witch.
  *UNIQUE* Shangri-La - Large knight statue on your side of the river, seven
                        squares in front of Degideria the Witch.
  *UNIQUE* Apocalypse - Mailbox five squares to your Ace's right.



At long last, the slimy Regina crosses polearms with you, bringing the awesome
might of her Southern Cross rod to bear against the unearthly powers of the
magic spear Gungnir. Will she succeed where so many of her pawns have failed,
or will she join the corpses moldering beneath Isabeli's feet?

You have your work cut out for you on this stage. In terms of the flat battle
conditions, things don't seem too difficult - and they're not, really. Regina
and her multiple Sorceress and Witch neophytes sling spells at you while two
Tamers and two Wampyrs swoop in to attack with physical weaponry. Meanwhile,
a Priestess uses the Book of Kirie to keep her boss and her associates in good
health. All of the enemies are varying degrees of fragile, from the not-very-
fragile Tamers to the extraordinarily-fragile Witches. There's a lot of AOE
damage flying around, but it's nothing you can't handle, especially with a good
tank, which is something Regina's team definitively lacks. No; if you take your
time, approach each enemy in methodical turn, and take them apart one by one,
with the proper equipment and a careful eye to your health, Regina will pretty
easily and painlessly fall.

So herein lies the problem. You absolutely cannot take your time on this map.
The three-star time limit is an inconceivably stringent twenty-four hours: one
day to bring about Regina's death. And in that day, you must not only break
through two katana-wielding Tamers, two Charming Wampyrs, and a Priestess with
the best book in the game while Regina pounds you with the fires of the sun,
but retrieve up to three - count them, THREE - invaluable weapons from points
scattered all across the map. And that's not even taking into consideration
the treasure chests, the river you can drown in, the host of status ailments
you'll face, or the chokehold bridge you'll have to cross over while magic
falls upon you from the skies.

Those of you who don't care about picking up these items can have a lovely and
relaxing time in this battle. Take out the Wampyrs before night falls and then
focus down the enemies one by one at your leisure. The rest of us are going to
cry tears of blood for a little while.

To be quite honest, it's nearly impossible to get everything you want out of
this stage and still get the three-star rating on a first playthrough. Heck,
even on a second playthrough it can be nearly impossible. The amount of luck
that goes into whether the Tamers block and waste your attacks or when you
have to heal and how much time you lose time by doing so or where the War Gods
choose to strike can frustrate even the most inveterate gambler. It really is
good to try and make some priorities about what items you MUST have from this
fight and which ones you'll accept the loss of in case a run of this scene goes
ALMOST perfectly and you're wrestling with the decision of whether to try for
a better run or call it a day.

But that's not what you want to hear from me, is it? C'mon, let's see how
little time we can crunch this battle into.

Let's look at a couple of strategic moves you can make that could conceivably
shorten the amount of time you have to take in this battle.

1) Ragnarok, of course. You can use Midgardsormr to eliminate Regina's Oat
   Bread, preventing her from healing herself; the Wampyrs' Enchanting Rouge,
   preventing them from becoming Enchanted and using Charm; and the Tamers'
   Walkyries and Amazon Boots, greatly slowing their advance. The advantages
   should be obvious. Make sure Giulio has some CT, though; you don't want him
   standing around casting any longer than he has to be.

2) Silent or Slow Cast! A Sorceress with an Icicle Rod should be following
   Regina like a hawk and spamming Red Pillar on her and anybody close to her
   in order to keep them quiet. The less Regina and her mages attack, the
   less you have to heal and the more time you can devote to your treasure-
   hunting.

3) An Assassin equipped with a stealing Claw. In case you get Midgardsormr
   off on all of Regina's lackeys but not on the witch queen herself (or vice
   versa,) an Assassin with the Jackhand or the Wind Tearer can steal Regina's
   Oat Bread, then go on to deal tons of damage with the Jackhand (all those
   vulnerable human targets) or spread around Slow Cast with the Wind Tearer
   (all those vulnerable mage-y targets).

4) Knockback! There is a lovely and deceptively deep river flowing right
   through the middle of this stage; take advantage of it! The Witches are
   particularly stupid about flying right onto the banks of your side of the
   river, ripe for the quick nudge of a talented Assassin. Why defeat your
   foes with three attacks when you can defeat them with one push instead?

5) A Witch with at least 40 CT and the Cryocross. (The 80-CT setup described
   in the Battle Preparations section is preferable, of course, but as long
   as your Witch can cast Direct Starlight in fewer than 20 ticks, you're good
   for this little trick.) Okay. Why 40 CT, you ask? Because that irritating
   Priestess and her Book of Kirie start RIGHT AGAINST THE EDGE OF THE MAP.
   And if you have 40 CT, you can cast Direct Starlight in 17 ticks, which
   SHOULD be just fast enough to pull off before that Priestess gets a chance
   to move. And if you can hit her with Direct Starlight before she gets a
   chance to move, you can KNOCK HER OFF THE MAP FIRST THING IN THE FIGHT.
   This single act will save you more time than anything else you can do, and
   I mean ANYTHING.

All right. Here are all the components for making this fight the easiest it
can possibly be. Now let's try to fit these pieces all together.

When the battle starts, the Tamers will immediately leap up onto the bridge
and rush across it straight for you. The Witches will almost always follow
their example, flying across the river to strike you with their Inferno brooms.
The Wampyrs will glide down into the river and come at you with their knives
until night falls, at which point they return to their perch, apply their lip
rouge, and return to Charm you. Regina, her Sorceresses, and her Priestess
will stay lurking around the base of the bridge on their side of its banks,
keeping up a steady rain of spells.

If your Witch wiped out the Priestess on your first turn of the fight,
congratulations: your life just got a lot easier. Now none of the enemies
except Regina can heal themselves, and Regina's healing just became reduced
and finite. If you don't have a Witch, that's okay. We have a different plan
for that situation; its name is Midgardsormr.

In order to summon Midgardsormr, we of course need Base Panels. However, you
will quickly notice that there are not enough Base Panels on your side of the
river to pull off the summon. To successfully cause Ragnarok, you need more
than just the Base Panels you can easily reach: you need to take and hold the
bridge. This is where the +JUMP equipment I told you to equip comes in handy.
The Tamers have Walkyrie armor, which gives +1 MOVE and JUMP, allowing them to
race up onto the bridge very quickly. If your units can get there first and
sit on the Base Panels, keeping them safe, the Tamers will not only lose their
team the extra TP, but they will be cut off from the rest of your units. Laugh
extra maliciously if you block their path with units equipped with Fuuma
Mufflers or Silphy Garbs, which will nullify their damage altogether, and sit
tight while your remaining units seize the Base Panels on the ground level.

Be careful about leaving Base Panels you've already taken while the Witches
are about. They love swooping in and taking Bases from behind your back, and
it can be really damn annoying. If you get the chance, slap effects such as
Sleep, Freeze, Stone, and Capture onto the Witches while you gather up your
Base Panels and the TP you need to initiate Ragnarok. (Use the Boost effect of
the Serpent bangle to increase the chance of applying these effects, minimizing
wasted time from unsuccessful attempts.) Then pull Giulio away from the action
and summon Midgardsormr with well-deserved glee.

Okay. At this point, all or most of your enemies are armor- and item-less, and
they either have an armorless Priestess or no Priestess at all. The Wampyrs
have lost the ability to Charm or Batrify you with the destruction of their
Enchanting Rouge, the Tamers have been slowed considerably in the absence of
their Walkyrie armor, and all of them are taking some 25% more damage from any
of your attacks. I think you might have the upper hand somehow.

It's time to start killing everything in your path, while simultaneously
breaking open as many chests, statues, and mailboxes as you can/ need to.
During this time, it is excruciatingly important that you keep an eagle eye on
the turn counter and the location of all targets. Those Witches will zoom in
and snatch up any and every item they can get their mobile little hands on, so
if you are about to break open a chest and you notice that a Witch is about to
move after you do so, DON'T DO IT. Wait for her turn to pass. Scramble to make
sure you are the one that picks up your item. Best of all, KILL HER BEFORE SHE
GANKS YOUR STUFF.

There are a million and one great ways to accomplish this last goal. Knockback
is of course a particular favorite, especially with that river in the middle of
the stage to make the job ever so sweet and easy. Physical force is another;
the Witches are as delicate as their kind usually is, especially without armor.
Fill them full of arrows or cleave them in half with a Brute's raw strength.
Keep in mind that equipping the Intelli Ribbon, Hermet Hood, or Demon Mask will
increase your TP gain and allow you to use more Beats in less time. This can
make all the difference in whether you can get a four-person Beat that kills
your target or are stuck with a three-person Beat that doesn't.

If you don't want to waste the time killing the Witches, Tamers, et al and just
want them out of your hair long enough to go treasure-hunting, you can always
resort to the tried-and-true method of paralyzing them with status ailments.
You know the ones: Stone, Sleep, Freeze, Sticky... pass them out like the most
unhealthy candy imaginable and Wrecker Gloves those chests wide open while
your enemies look on helplessly (or snore, or suffer inside of a block of solid
stone, or whatever).

You may be feeling similarly concerned about the Wampyrs and their flying
movement, but you don't need to. The Wampyrs are skittish; they tend to come
in for a slash at whoever's closest to them, then dart away and take a turn to
calm their nerves. Without their Enchanting Rouge, the Wampyrs are honestly
completely ignorable; their damage is pretty poor and they can't inflict
knockback or any kind of status effect. Don't let them waste your time. There's
too much to do here.

Honestly, here my strategies for you can go no further. You must gauge how
much time you have to treasure-hunt with utmost accuracy so you can get a
strike team across the bridge to Regina in time to Beat her to death before
the sun comes up and 9:30 AM hits, which is when your three-star rating becomes
a lost cause. Run like the dickens. Especially if she still has Oat Bread and/
or her Priestess around, you need to eliminate her like you've never striven to
eliminate anything before (or you can try inflicting her with Curse; Gungnir,
the End of Ages, the Naga Fangs, and the Grief Bowgun can all accomplish this
through Beats, killing two birds with one stone. This prevents her from healing
HP through any method, but you never know when it's going to wear off right
before her Priestess gets a turn and restores half her health, so I hesitate
to recommend it as anything but a last resort.) Get flying Witches and fast-
moving Assassins into position for the biggest Beats in the shortest time and
initiate on this wicked not-witch like a tank into an epic raid boss. And hope
she drops that Southern Cross: it's a one-of-a-kind and very powerful Rod, and
even though it's not really much better than the Lava Rod or the Icicle Rod,
it's a four-star weapon and thereby worth much in the way of bragging points.










******************************************************************************

                                 [INTER-23-24]

                             SCENE 23-24 INTERLUDE


******************************************************************************



***************************
IMPERIAL MERCHANT'S SHOP
***************************

WEAPONS
*******
End of Ages (1H Sword)
Crystal Edge (Dagger)
Kamaitachi (Whip)
Shin Zentetsu (Katana)
Spiral Arch (Bow)
Burning Sun (Bow)
Night Raven (Bowgun)
Yggdrasil Staff (Rod)
Sandworm Staff (Rod)
Inferno (Broom)
Wind of Eden (Broom)
Lost Maiden (Mace)
Aerial (Wand)



SHIELDS
*******
Crusade Shield (Large)
Lion Heart (Small)



ARMOR
*****
Mephilum
Diamond Plate
Maximilian
Heretic Dress
Walkyrie



HEAD
****
Academy Hat
Tin Soldier Hat
Pantera
Armet



HAND
****
Gauntlet
Aerobrace
Aggressor



FOOT
****
Gargan Boots
Hunting Gear



ACCESSORIES
***********
N/A



CONSUMABLES
***********
Oat Bread x2
Ether
Move Ampule
Jump Ampule
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Loriel x3
Luciel x3
Lumiel x3
Lumiel x3
Medicinal Herb x2
Medicinal Herb x2



*********************


WHAT TO BUY:
The end of the game is drawing nigh, and with it arrives the End of Ages.
While a potent sword if you got it to drop off of Nelson back in Scene 19 and
have built up the Mastery to unlock its Curse-causing Fallen Malediction skill,
the End of Ages takes a long time to unlock its skills and lacks knockback.
It's simply too late in the game to take advantage of it. The Crystal Edge is
similarly disadvantaged, but unlike the End of Ages - which is merely good
once Mastered - the Crystal Edge is fantastic. With Knockback, AOE, and the
marvelous Stone ailment attached, the Crystal Edge is in some ways preferable
even to the four-star Daggers (the Light Slasher and the Laevatein). You may
not be able to Master it before you hit endgame now - though lucky you if you
managed to get one to drop back on the Vast Fissure - but it is still very
important that you pick one up for your dagger-users, especially if you're
going to do New Game +.

The Kamaitachi is a whip designed to be equipped by somebody who is just now
getting a Tamer and needs a strong whip that can be used immediately with no
Mastery (say, if your Tamer drowned in the last battle but you didn't want to
reset because you got the Southern Cross). It's not a great whip on its own,
but you can pair it with the Rope to make a satisfactory Tamer with good damage
potential and the ability to Capture. Meanwhile, the Shin Zentetsu is an
improved version of the Zentetsu, having the same "Void DEF" property but a
much stronger attack. I still like the Suigetsu better, but the Shin Zentetsu
does good work. I endorse it.

As for bows, the Spiral Arch is still excellent at countering mages, and there
are still more powerful mages waiting for you in the wings, so get it if you
decide you want it. The Burning Sun, on the other hand, is so substandard as to
be insulting. Its one claim to fame is only being able to use its Specialty III
attack during the day, and when your only notable quality is a limitation on
when you can use your most annoying attack, you're not doing too well. Poor
Burning Sun. It tried so hard.

The Night Raven is kind of weird. It's a bowgun that can only be shot at night
and is one of two weapons in the entire game that cause Fleeing. Fleeing is a
status effect that forces the target to move away from all nearby enemy units
every turn, without acting in any way as they run. It completely destroys any
target and has the bonus of moving them out of your way, allowing you to get
by them to chests, enemy Aces, or other important objectives.

It's a tricky bowgun to rate. On the one hand, like the Moonlight Rod, you can
just equip another weapon alongside it to shoot during the day, and you can
still participate in Beats during the day and cause Fleeing that way. However,
the Night Raven is a bit heavier than the Moonlight Rod and takes a LOT more
Mastery to become useful. The Moonlight Rod starts out with Full Moon Pillar;
Lunatic Glow is really just an afterthought. The Night Raven won't even be able
to shoot in a straight line until 18 Mastery. At this stage in the game, it's
way too late to build the Night Raven up to any respectable level, but if you
plan on starting a New Game +, you can farm up some Mastery on it in easy early
Scenes and have a pretty potent weapon for the mid-to-late game.

The Yggdrasil Staff is as bad as the Burning Sun, but the Sandworm Staff has a
small and unique niche, being the only Rod with a Specialty IV giant-AOE Earth
elemental spell (Dune Ruin). Now, other than that, the Sandworm Staff is not
very good. Its Guard Rating is low, its only other attack is Specialty II, and
its status effect is Geoism. But despite that, Dune Ruin IS one of a kind, so
if you really want it... go ahead and get it.

The Inferno hasn't gotten any more useful since last time, but the arrival of
the Wind of Eden makes up for it. The first broom that can manage to touch the
base of the Cryocross' indelible throne, the Wind of Eden causes MDEF 1/2 and,
most crucially, has a Specialty III spell: Cleansing Wind, which it starts off
with. It doesn't have a ranged Specialty II spell like the Cryocross does, but
it DOES have the hard-hitting Skilled Broom Specialty I skill, which allows the
Wind of Eden to initiate Beats - just about the only thing the Cryocross cannot
do. Is it better than the Cryocross? Hell no, not even close. However, it's a
pretty strong broom regardless, and it works well in the hands of either a
melee or a magical Witch, which gives it a certain degree of versatility that
can be nice to have around.

The Lost Maiden is the Earth-elemental Mace, and in comparison to the Sapphire
and Bronze Maces, it falls shamefully flat, even for a Mace. The Sapphire Mace
causes Freeze; the Bronze Mace causes Burn. What does the Lost Maiden cause?
Geoism. Not. Worth. It. If you are for some reason using maces, stick to the
two you should already have; the Lost Maiden benefits you not one whit. And as
for the Aerial... don't make me call that beautiful butterfly wand useless
again. I just don't think my heart can take it.

On to the shields, where we have the Crusade Shield (large) and the Lion Heart
(small). The Crusade Shield is sadly not related to the Crusade card from
Yggdra Union and thus cannot allow you to instant-kill enemies, but it does
have an even higher Guard Chance than the Basilisk Shield. Unfortunately, it
only beats the Basilisk Shield by 3% and it doesn't even protect from Poison.
Unless you just plain-out don't have a shield for your Knight, the Crusade
Shield can be skipped. I feel the same way about the Lion Heart as well. Yeah,
sure, it has 6% better Guard Chance than the Round Shield, but it reduces your
MOV and it costs a heck of a lot more. Not for me, thank you.

The Mephilum, the Diamond Plate, and the Maximilian are all heavy armors, and
while we've seen the latter two in the store before, this is the first time
you can purchase the Mephilum. I have no idea what its name is supposed to
mean - is it a mistranslation of Nephilim? - but I know what it IS, which is
"decent enough, for heavy armor." While it still decreases your MOV, JUMP, and
DEL, which is my main problem with heavy armor, it at least offers +10 MDEF to
go with its +30 DEF, which doesn't leave you quite as vulnerable to enemy
spellcasters as, for example, the Diamond Plate. It's only equippable by
Paladins and Natalia, but if you're going for a tanky build on either, it's
the next best body armor to the Magic Eater as far as I'm concerned.

The Heretic Dress is the ever-so-stylish MDEF equivalent of the Maximilian,
with +5 DEF and +35 MDEF and no MOV/JUMP/DEL penalties. The Heretic Dress is
ideal for turning a Sorceress into an impenetrable magical tank, especially if
complemented by the Angel Halo and the Force Bracelet (a build that results in
+70 MDEF). So if that's what your Sorceress's role on your team is, you should
probably get her that dress to do it in. And as for the Walkyrie... it's pretty
hard for me to imagine a situation in which you wouldn't want to buy the
Walkyrie. As female-only armor that not only offers DEF and MDEF but also
increases MOVE and JUMP by +1 each, it is basically the best female armor in
all but the most unusual of circumstances. Buy it and treasure it forever.

Our helmet section consists entirely of items you haven't been able to buy
before, unlike our armor section. The Academy Hat is an Intelli Ribbon
repackaged with better stats that is equippable by the educated rather than
simply those with long hair. Interestingly, the list of "the educated" includes
Gunners, rather to my surprise. I suppose they're more cultured than they look,
eh? Sexy.

The Tin Soldier Hat, the Pantera, and the Armet are all essentially variations
of the same helmet. Each offers different elemental affinities and slightly
different stats, but all three are focused on the same thing: RES. Think of
them as equivalents to the Pure Grace or the Black Maria, but equippable mostly
by fighters rather than mages. If that sounds good to you, get whichever ones
you need. Otherwise, moving on.

There's another Gauntlet, in case your Knight needs one; another Aggressor, in
case you're enjoying that "Damage to Ace increased" effect; and the intriguing
Aerobrace, a bangle with +15 MDEF, +15 HIT, and +35 CAST. While you probably
have all the CT equipment you need at this point, the Aerobrace has the niche
of being the lightest hand armor a Witch can equip to give her +35 CAST. It's
outperformed by the Chrono, obviously, but if your Witch doesn't have one of
those to speed her spells along, the Aerobrace is a pretty good substitute.

Gargan Boots are a dime a dozen by now, but Hunting Gear is worth a dozen
dimes. The only footgear with +HIT on it (and a whopping +20, at that,) this
is equipment that every ranged character in the game can and should equip. It
is lamentable, therefore, that there is only one in the shop. Much like the
Walkyrie, there is absolutely no reason not to buy as many of these as you can
equip, so unless you're using no ranged units at all, you'll want to put aside
a few thousand gold for this one.

And with that, we end our shopping expedition for today. Better dress nicely;
we're about to meet up with an old friend....



PREPARING FOR THE NEXT FIGHT:
The next battle doesn't involve too many status effects, but it does involve a
lot of Brutes equipped with equipment-shattering Axes. Wherever you can, avoid
equipping shields, head armor, or hand armor, as the Brutes are capable of
breaking any of these pieces and will do so with impunity (and then trigger a
Beat by doing so, just to add injury to insult).

Melee units that can equip the Dragonia Armor should unanimously do so, as the
Throwers all have the fire-elemental Salamandora javelins. Assassins should
break out the Fuuma Muffler, as the enemy Witch has the Wind of Eden broom and
there is an enemy Assassin with the Wind Tearer claw. Equip +JUMP shoes where
possible, as this scene has a lot of height differences that can be trivialized
with good shoes, giving you much more freedom of movement.

Mages will be in trouble if the Wind Tearer-wielding Assassin comes their way,
as she causes Slow Cast wherever she goes. Paladins should switch over to 1H
Swords rather than Greatswords, and Alissa should probably remove her Wands in
favor of Lances (preferably that sweet new Shangri-La from the previous scene).
Despite the danger of the Brutes' breaking, all other mages should be wearing
Pointy Hats. Slow Cast functionally cripples any mage, so you must prevent it
at all costs. (Anyway, mages can generally stay far enough away from the Brutes
to avoid Head Crush, so the hats should be safe.) Aqua Robes are recommended
for all the same reasons as Dragonia Armor, and Sabbath shoes will make up for
some of the CT lost by not equipping hand armor. (If you're staying out of the
Brutes' reach anyway, you can take a chance and wear hand armor, but I would
stick to your least valuable pieces, just in case. You don't want to restart
the stage just because a Brute happened to come out of nowhere and smash your
one and only Chrono.)

Valerie is forced to be your Ace on this coming scene, so make sure she's well-
equipped. I like to make sure her weapon has a high Guard Chance, then equip
her with the Walkyrie and the Amazon Boots to give her incredible mobility.
Whether you give her a claw or a bowgun is up to you; claws have higher Guard
Chance overall and you can give her the Bloody Claw for added survivability,
but bowguns' ranged Beat initiation and AOE control can add up to more damage
in the long run. Throw in a Medicinal Herb for a clutch situation and she
should be all set.

At last, revenge is nigh. Justice shall be served!










******************************************************************************

                                   [SC24]

                               **************
                              *** SCENE 24 ***
                               **************

                           THE GREEDIER THEY ARE...
                   The more you have, the more you want.

                                  Battle:
                       Breaking Through Van der Dalt


*******************************************************************************



SCENE 24
Victory Condition:
-Defeat Bacchus

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: NIVL 31, 985 PM 15:30
Time limit: MUSPEL 5, 985 PM 18:00
Star Rating Times:
  < 36 hrs   ***
  >= 36 hrs, < 44 hrs   **
  >= 44 hrs, < 52 hrs   *

Ace Options: Valerie
Character Limit: 5 including your Ace
Guests: N/A



Enemies:
  Brute (Bacchus)
  BOSS
  Headman's Axe +9      Axe            Break Head
  Magic Eater           Body Armor     DEF +15, Absorb Magic Damage
  Kaiser Knuckle        Hand Armor     DEF +10
                                          BOOST: Melee Tactics Damage +50%
  Oat Bread x2          Consumable     Mild HP Recovery


  Brute x2 (Diedrich, Ghilbeli)
  *****
  Sunrise +5            Axe            Break Shield
  Kill Blade +7         Axe            Break Head
  Tyrant Armor          Body Armor     DEF +35
  Heavy Greaves         Foot Armor     DEF +20, Counter III
  Savage Hunter         Hand Armor     DEF +10
                                          BOOST: Enemy Guard -20%


  Brute x1 (Nadon)
  ****
  Berserker +5          Axe            Break Hand
  Tyrant Armor          Body Armor     DEF +35
  Power Gaunts          Hand Armor     DEF +10, HIT +10
                                          BOOST: Melee Damage +50%
  Wheel Greaves         Foot Armor     DEF +10, Counter IV


  Assassin x1 (Bilgurate)
  ****
  Revenger +5           Dagger         Knockback, Crisis Power UP
  Magic Tiara           Head Armor     MDEF +15, Prevent MDEF 1/2
  Wonder Sandals        Foot Armor     DEF +5, MDEF +5, Counter I, Prevent
                                          Gravity
  Beni Shigure          Body Armor     DEF +10, MDEF +25


  Assassin x1 (Fume)
  ****
  Wind Tearer +5        Claw           Slow Cast, Steal
  Thief Shoes           Foot Armor     DEF +5, Counter IV
  Beni Shigure          Body Armor     DEF +10, MDEF +25


  Gunner x1 (Gimlet)
  ****
  Tri Shot +5           Bowgun         Phys Aura
  Snipe Finger          Hand Armor     HIT +60
                                          BOOST: Accuracy +25%
  Apollon Shoes         Foot Armor     DEF +5, MDEF +5, Counter III
  Protector             Body Armor     DEF +15


  Thrower x1 (Phillig)
  *****
  Salamandora +6        Javelin        Knockback
  Feather Ornament      Head Armor     MDEF +15, Prevent Aerism
  MG Gadget             Hand Armor     DEF +10, MDEF +5, HIT +20
                                          BOOST: Ranged Tactics Damage +50%


  Thrower x1 (Volk)
  ***
  Salamandora +4        Javelin        Knockback
  Feather Ornament      Head Armor     MDEF +15, Prevent Aerism
  MG Gadget             Hand Armor     DEF +10, MDEF +5, HIT +20
                                          BOOST: Ranged Tactics Damage +50%


  Witch x1 (Emma)
  ****
  Wind of Eden +5       Broom          MDEF 1/2, Knockback
  Aerobrace             Hand Armor     MDEF +15, HIT +15, CAST +35
                                          BOOST: Air Affinity +5
  Safety Boots          Foot Armor     DEF +15, Counter II, Ignore Traps



Chests:
  *UNIQUE* Formula - Four squares in front of and one square to your Ace's
                     right.
  Intelli Ribbon - One square in front and three squares to your Ace's left.
  *UNIQUE* Hammer of Ruin - Two squares behind and three squares to your Ace's
                            right.
  Academy Hat - Three squares in front and three squares to your Ace's left,
                up on the top of the one-square-wide cliff.
  *UNIQUE* Laevateinn - Directly behind Diedrich the Brute.
  Elixir - One square in front of and three squares to Diedrich the Brute's
           right.
  *UNIQUE* Epitaphios - One square behind and two squares to Nadon the Brute's
                        right.

Objects
  Potion x3 - Mailbox directly to Bacchus' left.
  *UNIQUE* Madorisux - Mailbox one square in front of and one square to Nadon
                       the Brute's right.
  *RARE* Dried Dozeu - Three squares in front of and three squares to your
                       Ace's left.
  Antidote x3 - Destroy the Grass.
  Herb x3 - Destroy the Grass.
  Antidote x3 - Destroy the Grass.

NOTE
Reinforcement unit Joey will be equipped with the *UNIQUE* Gae Bolg.
Reinforcement unit Yonig will be equipped with the *RARE* Golden Hammer.



As it was Bacchus who brought us the first real difficulty jump of the game,
so it is Bacchus again who brings us to the last. This scene is difficult;
there are no two ways about it, especially if you're aiming for three stars
and some of the sweet treasure scattered around. The last time we saw Bacchus,
he attempted to bottleneck us to death, and that didn't work. No fool he, this
time he tries a different tack: pinning you down from the higher ground and
ambushing you from all sides.

Your first inclination for this fight is probably going to be meeting the
oncoming charge headfirst, since that's obviously what the stage is designed
for. The village street is narrow, twisty, and deeply sunken into the ground,
and Bacchus' units flood into it from the ledges and raised knolls where the
houses stand. What with the limited space and the quick onslaught of the enemy
team, standing your ground and crossing swords with them is what you're meant
to do, right?

Unfortunately, unless you are severely overpowered - which is a difficult
state to attain in this game - meeting the charge headon is generally an
appalling idea. Bacchus has predicated his ambush on the idea that you will
walk right into him, and his forces are at their strongest if you just waltz
into the middle of them and let them rain blows down on you from all sides.
Their weapons are very strong and are massively Alchemized to boot, with no
enemy carrying a weapon that is less than +4 in strength. Coupled with nasty
bonuses from their accessories and the resulting Boosts, you can find 50-75%
of an ally's HP disappearing in one Beat if you're not careful. Furthermore,
the Brutes are enormously bulky physical walls, easily resisting any amount
of physical punishment, and the rest of the units are well-equipped to handle
a magic assault, bedecked as they are in Feather Ornaments and Beni Shigure.
And then, of course, there's Bacchus. Bacchus enters this battle clad in the
rare Magic Eater armor, which, as you probably remember, completely absorbs
all magic attacks, whether they come from Greatswords, Grimoires, Rods, or
Brooms.

God, I hate Bacchus.

What I'm getting at here is that Bacchus' team is not just hard-hitting, they
are also tough as cockroaches. Worse still, the configuration of the map makes
it tricky - not impossible, but definitely tricky - to get the enemies into a
position to knock them off the map, and there's no convenient river as there
was in Cannavaro to take advantage of instead. While the three-star time limit
is more lenient than Cannavaro's, it's still going to be a tight squeeze to
reach it in time while grabbing precious gems like the Formula, the Hammer of
Ruin, the Epitaphios, and the Madorisux.

That being said, there are several different approaches you can take to cut
the feet out from underneath Bacchus' charge, and as long as you can implement
one of them - or any other appropriate strategy of your own invention - to
gain the upper hand early enough in the fight, Bacchus' ambush will flounder
and fail. Let's take a look at some of the possibilities here.

One of the easiest ways to gain an advantage over Bacchus is to start the
battle by summoning Midgardsormr. There are plenty of Base Panels within reach
from your starting position, and generally, just moving to take them will give
you enough TP to summon. If you can persuade Midgardsormr to hit all of the
enemy targets, the entire enemy team will lose all defenses, Boosts, CT, and
HIT, and Bacchus will lose his Oat Bread and his Magic Eater, making him much
easier to defeat. At this point, you can reequip your characters at the Base
Panels you've taken and cut through your defenseless foes like a scythe through
wet tissue paper, quickly eliminating them and giving yourself time to crack
open a few treasure chests before slitting Bacchus' throat.

Another good option is use of elemental-absorbing armors and plenty of Witches
and Sorceresses. As we previously explored during the conquering of Golgotha,
equipping tanks with Dragonia Armor and letting them draw the enemy's attention
while your mages cast fire magic on them results in massive amounts of AOE
damage and constant healing for your tanks. You can also accomplish the same
strategy with Mermaid Pareos and water magic, but the Burn from fire magic will
cause extra damage and speed the battle along more than water magic's Freezing
will, so fire is preferable if you can swing it. (If you have particularly
sturdy Assassins or Tricksters, you can try the same strategy with wind or
earth magic, but as with water magic, the lack of Burn makes them less than
ideal.) Bring a Brute who has mastered the Battleaxe to Break Bacchus' Magic
Eater and you're all set to win this scene in a blaze of glory.

If you choose to approach this scene physically - perhaps so you don't need to
break the Magic Eater and have a chance of getting it once Bacchus dies - your
main issue will be damaging the Brutes, who are quite resistant to physical
blows. There are several good ways to do this: Burn is the first thing that
comes to mind, of course, via Flint Bow or Shiranui, but there are other
equally effective options, such as Poison (Griffin Talon, Scorpion Tail, Thorn
Whip,) Mana Aura (Mana Dagger, Zephyr,) or DEF 1/2 (Blue Stinger, Mermaid Fin,
Lightning Bow). You can also try some less-conventional strategies like using
Charm or Panic to turn the enemies on each other, or the Zolfy's Nightmare to
doom your targets.

An even less conventional approach is simply ignoring all the enemies on the
field by inflicting them with status effects such as Freeze, Fleeing, Sticky,
or Gravity, impeding their ability to pursue and engage with you. This allows
you to fly around the stage, collecting all the items, while the enemies try
to follow you and find the circuitous maze of their ambush location suddenly
turned against them. With appropriate application of these crowd-controlling
status effects, you can end the stage without killing any of the small fry;
simply leave them in the dust and converge on Bacchus after you've looted the
stage of items.

Bacchus himself is pretty nasty, but nothing as difficult as previous heavy-
weights like Isabeli or Robertus. He generally favors his Punishing Chop skill,
which can hit multiple characters in a row. He can also break Head equipment
(so try not to have helmet-wearers get too close to him) and absorbs HP if you
try to hit him with magic, which - just to refresh your memory - includes books
and maces as well as rods. (Interestingly, Alissa's Specialty IV wand skill is
physical rather than magical, so at least that will work on him. I suppose you
could also use a Morning Star, if you're feeling really desperate.) He packs a
definite punch, but rather like Regina, he's just a souped-up version of a
class you've been spending the whole game fighting and countering. If his
damage is really too much for you to handle, you can apply Weak or Poor Aim to
soften his blows, but most of the damage on this stage is going to come from
his lackeys rather than from him. On his own, Bacchus is quite manageable and
should go down hard as long as you can work around (or destroy) his Magic Eater
and Oat Bread.

There's one more thing to be aware of here, and I am so sorry to have to say
it, but there is a special item obtainable on this scene that can ONLY be
obtained, not from chests and not from enemies, but from REINFORCEMENTS. Yes:
an enemy unit must use one of the enemy Retreat Points, escape from the field,
and bring in a specific replacement, which you must then kill, to obtain the
ultimate Javelin: the Gae Bolg. The reinforcement's name is Joey, and if you
see him enter the field, you must kill him at all costs to obtain this one-of-
a-kind weapon.

This is a highly irritating procedure, and I don't recommend trying to do it
until a second or even third playthrough (especially since, in my opinion, the
Hraesvelger is a better javelin than the Gae Bolg). The best way to accomplish
it is to select one of the Throwers, wear him down to low HP, and then follow
him to the Retreat Point and surround it as he Retreats. If the unit that comes
into the battle is not Joey, beat him or her down to low HP until he or she
retreats and hope that the next one is Joey instead. Once Joey does appear,
kill him immediately and hope he drops the Gae Bolg (I strongly recommend using
a Brute to break his other equipment and improve this chance). Obviously, this
can take a great deal of time and will almost certainly ruin your three-star
rating, which is one of the reasons you probably ought to save it until a New
Game +. It's also advisable that you eliminate most of the other enemies before
trying this, to minimize outside interference with the process.

In the end, Bacchus will fall. At long last, Valerie's vengeance has been
exacted.










******************************************************************************

                                 [INTER-24-25]

                             SCENE 24-25 INTERLUDE


******************************************************************************



***************************
IMPERIAL MERCHANT'S SHOP
***************************

WEAPONS
*******
Zephyr (1H Sword)
Excalibur (Greatsword)
Zelos (Greatsword)
Berserker (Axe)
Revenger (Dagger)
Scarlet Blade (Dagger)
Wind Tearer (Claw)
Vitra Whip (Whip)
Kamaitachi (Whip)
Shin Zentetsu (Katana)
Burning Sun (Bow)
Salamandora (Javelin)
Wyvern (Javelin)
Sandworm Staff (Rod)
Alchemia (Grimoire)
Wind of Eden (Broom)
Lost Maiden (Mace)



SHIELDS
*******
Crusade Shield (Large)
Lion Heart (Small)



ARMOR
*****
Mephilum
Maximilian
Tyrant Armor
Dark Robe
Heretic Dress
Walkyrie



HEAD
****
Tin Soldier Hat
Pantera
Demon Mask
Holy Hood



HAND
****
Aggressor



FOOT
****
Gargan Boots
Heavy Greaves
Hunting Gear



ACCESSORIES
***********
N/A



CONSUMABLES
***********
Ether
Move Ampule
Jump Ampule
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Loriel x3
Luciel x3
Lumiel x3
Lumiel x3
Medicinal Herb x2
Medicinal Herb x2



*********************


WHAT TO BUY:
Time for mastering the attacks on weapons you are just purchasing now is fast
running out as the endgame comes rushing in upon us. At this point in time,
anything you are buying has to be worth buying either for its very first
attack or for its worth in a New Game +. As you can imagine, this narrows the
playing field considerably.

The Zephyr is a great source of Mana Aura, which can be useful both offensively
and defensively, and it can initiate Beats. It's definitely worth buying. One
can't say the same for the Excalibur, which has only one skill - one that can
only be used at full HP. It's a strong sword, and Earthspark Smash has a great
name and is pretty strong itself, but as a melee skill that can only be used at
full HP, it's pretty restrictive. The Zelos is a much better option. Though
still inferior to golden oldies like the Holy Sabre, the Zelos causes Freeze
during Beats and Knockback with its sole attack, Mortal Frozen Blade (which
might be the coolest-named attack ever). It also does bonus damage to Drakes,
which isn't a bad thing to have during a New Game +. I wouldn't equip it over
the Volcano or the 7-Star Sword, but as far as Greatswords go, it's in the
upper echelon.

The Berserker is a pretty strong axe, but it takes a lot of Mastery to reach
its full potential. For a while it's only going to have Brave Swing, which
can't initiate a Beat and can't break equipment. It's not worth it for the
endgame, so only get it if you're going to New Game +. The Revenger is a
dagger focused on the "Crisis Damage UP" property, meaning its damage increases
dramatically when its wielder is low on health. Even aside from that, it's a
pretty strong dagger, and when you hit that critical threshold and start doing
250% damage, the resulting numbers can be pretty crazy. Since Assassins and
Tricksters aren't meant to take hits anyway, the Revenger adds an impressive
amount of power to these as long as you can play them perfectly. If you like
either of these classes, it's a good purchase to consider.

We already know the Scarlet Blade is useless to you, but sadly, if you're not
going to New Game +, the Wind Tearer is as well. Starting with its stealing
ability and not learning its offensive skill until Mastery 32, the Wind Tearer
might have a soupçon of use if you don't have thievery unlocked on the Jackhand
yet, but is otherwise too much CAP for too little result. The same applies for
the Vitra Whip; if you don't have one already, you won't be able to make much
use of it before the game ends. Stick to Rope.

We've discussed the Kamaitachi and the Shin Zentetsu previously, and the
Burning Sun and the Salamandora haven't magically grown more useful since last
time. The Wyvern, the Alchemia, and the Sandworm Staff remain extremely niche
picks that you probably don't need. The Wind of Eden is still good, and the
Lost Maiden is still a mace. So that tells you pretty much everything you need
to know there.

Almost all of the armor in all the categories has appeared before, with the
exception of the Holy Hood. This is a massively heavy head equip that offers
a truckload of RES, +10 CAST, and +1 TAC, which is totally worth the enormous
CAP it takes up when equipped. It works best on Alissa or a Priestess, but you
can also equip it on Elise, Tricksters, and Throwers, and due to the +1 TAC,
it has worth for all of them (though Tricksters and Throwers prefer the Hermet
Hood instead). We've also got another Walkyrie and more Hunting Gear, both of
which you will unequivocally want, and another Demon Mask, which can be put to
good use on a variety of units. Pretty much everything else can be taken or
left as you please; we've discussed it all before, so you should be well-
equipped to make the equipment decisions you need to be well-equipped.



PREPARING FOR THE NEXT FIGHT:
Okay, everybody, this next scene is a doozy. It's going to be a two-part fight,
and unlike most of the other two-parters we've had before, this one is two
full, completely different fights, rather than a simple change of objective or
addition of reinforcements. This is similar to Scenes 03 and 10 - your units
will be healed between the two parts, you will choose an Ace again, and units
you Retreated from the first part of the battle will be available again in part
two - but you are also intended to WIN both parts, unlike Scenes 03 or 10. This
allows you to prepare for the two parts of the battle separately; because of
this, I will be putting a secondary "Preparing for the Next Fight" section in
between the two parts so you can reassess during the lull.

There isn't much you're going to have to do to prepare for the first part of
the fight, however. You're going to be facing a bunch of generics who, while
they can hit pretty hard, aren't going to be much of a challenge if you've
managed to get this far in the game. Set up your best characters with your
best equipment and prepare to have some fun.










*******************************************************************************

                                   [SC25]

                               **************
                              *** SCENE 25 ***
                               **************

                        DALTANICA, THE IMPERIAL CITY
                       All things are only transitory.

                                   Battle:
                         The Capture of Daltanica


*******************************************************************************



NEW WAR GOD
The God of Bravery, Fimbultyr, is unlocked!
  Fimbultyr is the last and only missable War God, only obtained if you are
  on the path for the A+ Ending (meaning you've been nice to Alissa, fielded
  her in every battle, and never let her die). With all the stress you have
  to go through to get him, you'd expect Fimbultyr to be the be-all end-all
  of the War Gods, which... he kind of is and kind of isn't.

  Fimbultyr is a very strange War God. His effect when summoned is to place
  the Bravery status effect on his targets, which is a positive effect only
  Fimbultyr can cause that allows the affected units to move and act without
  accruing Wait Time. In other words, it allows one character to act multiple
  times in a row without losing VIT. This is just as powerful of an effect as
  it sounds like, but it can be frustratingly tricky to take advantage of.
  Due to the way Brave works, its duration is greatly heightened by equipment
  that lowers your DEL, so keep that in mind when using it.

  The main thing you'd want to do with this effect is initiate several Beats
  in a row, which is probably the most directly effective use of the effect.
  However, once you're afflicted with Brave, you cannot gain TP while moving
  (to prevent instantly gaining 20 TP with free movement). Also, Brave lasts
  for a VERY short period of time. Therefore, to make several Beats with
  Fimbultyr, you need to build up all of your TP before summoning, then use
  it all up before Brave wears off.

  There are other uses for the effect than just raw damage, however. You can
  have an Assassin Steal multiple items in a row and still get out of range
  before your enemies can respond, or have a Brute get behind an opponent and
  break multiple pieces of equipment before his target can turn around and
  start to block him. You can have a character attack multiple times just to
  try and inflict status effects, or land multiple hits on a treasure chest,
  break it open, and collect the item inside before your enemies can move.
  You can use it to move a slow Knight several spaces to assume a better tank
  position, or have a Thrower land several hits of knockback to push a target
  that is multiple squares away from the edge of the map into an Out of Zone
  before they can move to save themselves.

  Brave doesn't work so well with mages, since cast times can't be shortened
  with Brave and the status will probably expire before more than one cast can
  be completed. Still, you can use Brave to move your mages into a better
  position for spellslinging, or perhaps to let a Witch get in some powerful
  melee action on a key target or swoop in to grab an item drop.

  And with that, here ends our analyses of the War Gods. The power of all five
  lies at your fingertips, o Gungnir player. Use them well.



SCENE 25-1
Victory Condition:
-Annihilate all enemies.

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: MUSPEL 20, 985 AM 11:00
Time limit: MUSPEL 25, 985 AM 6:00

Ace Options: Giulio, Natalia, Valerie
Character Limit: 6 including your Ace
Guests: N/A



Enemies:
  Paladin x1 (Guy)
  *****
  Balmung               Greatsword     MDEF 1/2, Knockback
  Rune Mail             Body Armor     DEF +15, MDEF +10, CAST +15
  Round Shield          Small Shield   GUARD 48%
  Serpent               Hand Armor     DEF +5, MDEF +10, HIT +15, CAST +35
                                          BOOST: Ailment chance +20%


  Knight x3 (Bartoll, Gosta, Virgil)
  ****
  Zephyr                1H Sword       Mana Aura, Knockback
  Brigandine            Body Armor     DEF +30
  Heavy Greaves         Foot Armor     DEF +20, Counter III
  Crusade Shield        Large Shield   GUARD 66%


  Paladin x2 (Eduarte, Volmer)
  ****
  End of Ages           1H Sword       Curse
  Excalibur             Greatsword     (Full HP Only)
  Rune Mail             Body Armor     DEF +15, MDEF +10, CAST +15
  Round Shield          Small Shield   GUARD 48%
  Serpent               Hand Armor     DEF +5, MDEF +10, HIT +15, CAST +35
                                          BOOST: Ailment chance +20%


  Gunner x2 (Bareed, Simeon)
  ***
  Gatling Bow           Bowgun         N/A
  Snipe Finger          Hand Armor     HIT +60
                                          BOOST: Accuracy +25%
  Hunting Gear          Foot Armor     DEF +10, MDEF +5, HIT +20, Counter I
  Protector             Body Armor     DEF +15


  Gunner x1 (Dictus)
  ***
  Fallen Phoenix        Bowgun         Gravity
  Snipe Finger          Hand Armor     HIT +60
                                          BOOST: Accuracy +25%
  Hunting Gear          Foot Armor     DEF +10, MDEF +5, HIT +20, Counter I
  Protector             Body Armor     DEF +15


  Sorceress x1 (Heather)
  ***
  Sandworm Staff        Rod            Geoism
  Serpent               Hand Armor     DEF +5, MDEF +10, HIT +15, CAST +35
                                          BOOST: Ailment chance +20%
  Academy Hat           Head Armor     DEF +5, MDEF +10, TAC +2
  Valiant Robe          Body Armor     DEF +10, MDEF +25


  Sorceress x1 (Joanna)
  ***
  Sandworm Staff        Rod            Geoism
  Serpent               Hand Armor     DEF +5, MDEF +10, HIT +15, CAST +35
                                          BOOST: Ailment chance +20%
  Intelli Ribbon        Head Armor     MDEF +5, TAC +2
  Valiant Robe          Body Armor     DEF +10, MDEF +25



Chests:
  *RARE* Fallen Phoenix - Appears three squares to your Ace's right.
  *RARE* Balmung - Two squares right of Guy the Paladin (who is also, rather
                   fittingly, equipped with one).
  *UNIQUE* Scarlet Scissor +1 - Ten squares to Guy the Paladin's right. Or,
                                one square behind and two squares to the
                                gargoyle statue in the fountain's left.
  *UNIQUE* Natalia Starbow - Four squares behind and two squares to the
                             gargoyle statue in the fountain's left.
  *UNIQUE* Light Slasher - Eight squares behind Dictus the Gunner.
  *RARE* Auto Ether - Two squares to Dictus the Gunner's right.
  *RARE* Royal Shield - Atop the battlements, two squares right from Heather
                          the Sorceress. Requires at least 3 JUMP to reach.

Objects:
  Loriel x3 - Barrel six squares to your Ace's right.
  *RARE* Auto Potion - Barrel five squares to your Ace's right.
  Art of War - Castle Candles two squares behind and one square to Volmer
               the Paladin's right, atop the battlements ahead of you.
  Revenger - Castle Candles one square behind and one square to Heather the
             Sorceress' left, atop the battlements ahead of you.

NOTE
Reinforcement unit Tilda will be equipped with the Galactica.



The hosts of Daltanica stand against you as this scene opens, featuring a
variety of units from tanky Knights to versatile Paladins to ranged Gunners to
spellslinging Sorceresses. Though they aren't pushovers, they're also a
refreshing change of pace from the grueling fights of Golgotha, Cannavaro, and
Van der Dalt. Any well-organized party should be able to conquer this stage in
just about any way it pleases.

Knights can draw the mass of Paladins and enemy Knights down into the dip in
the road, creating a playground for Assassins and Tricksters while shrugging
off the blows that come their way. Paladins can tank the physical and the
magical attacks simultaneously and retaliate with powerful mixed damage of
their own. Brutes can smash all the shields on the field with the Slasher or
the Sunrise, freeing up Elise and Natalia to engage in rapier-play without
fear of being blocked.

Assassins can easily knock enemies off the side of the road or wear them down
using Poison. Tamers will have a lot of fun here, as the enemies bunch up
trying to attack you, giving their whips a lot to play with. Tricksters can
rain down Poison or DEF 1/2 with the Specialty II Tool attacks and place traps
with a lot more assurance than usual, due to the enemies' tendency to group up.

Archers, Gunners, and Throwers are all valuable for both initiating Beats on
the ground-level enemies and attacking the Gunners up on their perch above the
battlefield. Throwers are particularly good at dealing with the Gunners, as
they can use their Specialty III attack to knock them off their bridge, causing
them to take extreme damage from the fall. Gunners can, with proper positioning
and a Specialty III bowgun, attack enemies on both of the stage's two roads at
the same time. And Archers can take a rare occasion to make some use out of
their randomized Specialty III attacks, since the enemies will often be so
grouped together that the shots will all hit more often than not (much like
when you fought Conrad on the Vast Fissure).

Priestesses will be busy keeping everybody healthy, particularly once the
Gunners start initiating enemy Beats on your characters. Sorceresses are once
again magnificent with their dispensation of wide-ranged death and destruction,
whether they are aiming at the ground-level infantry or the Gunner-occupied
Bridge. And Witches? The only question for Witches is whether they should start
by knocking the Gunners off the bridge with their Specialty III magic or by
shooting fire and ice at the Knights and Paladins.

Both Throwers and Witches must take note, however, that the only place you can
knock the enemy Gunners off their bridge is in the middle of it, where there
are no guide ropes to prevent them from falling.

Giulio can pull Ragnarok out at the start of the fight, but it's an easy enough
battle that you don't particularly need to. He can occupy himself in direct
sword-to-sword or spear-to-sword combat instead rather than taking the time to
summon a War God and be just as effective. Alissa is in her element here, able
to strike multiple targets at once with either her wands or the dangerously
lovely Shangri-La.

There is pretty much only one wrinkle in your plan to take over Daltanica, and
that is obtaining Galactica, the ultimate mace. This mace only appears on a
reinforcement unit - Tilda the Priestess - just like the Gae Bolg on the
previous scene. The exact same strategy you used to get the Gae Bolg should
work to get the Galactica here as well; the Knights seem to be most prone to
Retreating, so I'd advise focusing on them if given the chance. As I said in
regards to the Gae Bolg, I don't advise doing this until a second or third
playthrough; the time it takes will kill your three-star rating, and while
the Galactica may be the strongest mace in the game... it's still a mace, with
all the problems and shortcomings that come along with that. Still, if you're
trying to collect every item, or if you happen to like maces, or if you just
think it's cool-looking, you know the procedure: get an enemy to low health,
wait for them to use the Retreat Point, and kill Tilda when she shows up.
Reinforcements CANNOT appear in the second part of this fight, so if you're
going to get her, it has to be here and now!

All told, this battle should be over pretty much before you know it. Don't
let your guard down; again, these enemies may not be the star material of
Isabeli or Robertus, but they will punish you if you take them too lightly.
However, for the army who has defeated all the finest warriors of Daltanica,
this group should be a cakewalk.

Now onto part two....



********************



PREPARING FOR THE NEXT PART OF THE FIGHT:
Giulio is about to clash with a relative whom he believed dead. To avoid
spoiling the surprise, I shall simply refer to this relative as "Raguel" for
this section and the description of the battle itself.

Raguel will be accompanied by none other than Isabeli, so break out those
Angel Halos again, especially if you ended part one of the battle at night.
(In case you've forgotten, Isabeli can only cast Hades Invitation at night.)
Raguel is himself equipped with the Gargarodon axe, which can break body armor
(a most inconvenient effect). I strongly recommend removing all body armor
from your team at this point, or at least all of your irreplaceable pieces,
such as the Magic Eater or the Dragonia Armor. You're going to want to cover
all of your DEF and MDEF needs through hand, head, and foot equips instead.
Fortunately, at this late stage in the game, you should be capable of handling
such a tall order. Helmets such as the Beastbone Helm, the Stone Head, the
Iron Heaume, and the Viking Helm; hand equips such as the Defender; and foot
equips such as Gargan Boots, Heavy Greaves, Safety Boots, and Shura Kogake all
offer +15 DEF, which adds up quickly. Take special care to load Giulio up with
DEF. He will be starting this part of the fight alone with Raguel, separated
from the rest of the party by a solid line of Skeletons.

Ah yes, Skeletons. They're back too, to nobody's surprise. (I think you're
intended to believe that Isabeli raises the corpses of the units you've just
fought to battle you again. Creepy as hell, she is.) They'll all be sporting
Crimson Red rapiers, so break out those shields to help defend against their
attacks. Double- and triple-check that you've got those Undead Killer weapons
on anybody who can equip them! Just to remind you, those are the Rosier sword,
the Holy Sabre greatsword, and the Cryocross broom. (There's also the Bow of
Iria, but you don't have one of those yet.)

Like Robertus before him, Raguel has a metric ton of HP, so you desperately
want somebody who can Burn or Poison him to help whittle down his high health
quickly. You can also do some nifty damage redirection to him by inflicting
him with Scapegoat and using an Undead Killer attack on a Skeleton, so if you
want to play around with that strategy, you'll need a Scapegoat user, that
being either a Trickster with the Shiranui (which also causes Burn) or a Witch
with the Cryocross (which also has Undead Killer). Obviously, neither item is
exactly a hardship to equip.

The Skeletons can cause Mana Aura and MDEF 1/2 with their attacks, but you do
NOT want to bother trying to protect against these two ailments unless you can
do it with accessories (One-Eyed Dragon for Mana Aura, Magic Ring for MDEF 1/2)
or can't equip the Angel Halo anyway. Preventing Isabeli's Undead is much more
important than the Skeletons' ailments, so prioritize Angel Halos above all
else.

Also, I am obligated to warn you that the music for the next part of this
scene is some of the most epic music ever composed for video games, and that
it might just blow your brain out of your ears if you're not ready for it. In
case you need a preemptive listening to immunize yourself, or in case you're
suffering from post-epic-soundshock addiction and you need to get your fix,
here's a convenient link to said song, appropriately titled "Raguel."

https://www.youtube.com/watch?v=rUq6L0gdJnI



********************



[SC25-2]



25-2
Victory Condition:
-Defeat Raguel

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: Same as conclusion of Scene 10-1
Time limit: MUSPEL 25, 985 AM 6:00
Star Rating Times:
  < 48 hrs   ***
  >= 48 hrs, < 56 hrs   **
  >= 56 hrs, < 64 hrs   *

Ace Options: Giulio
Character Limit: 6 including your Ace
Guests: N/A



Enemies:
  Gladiator (Raguel)
  BOSS
  Gargarodon +9         Axe            Break Armor, Damage Split, Full HP Only
  Rosier +9             1H Sword       Sleep, Undead Killer, Knockback
  Brigandine            Body Armor     DEF +30
  Ranger Boots          Foot Armor     DEF +10, MDEF +5, Prevent Sticky,
                                          Gravity, Slippery
  Lion Heart            Small Shield   GUARD 54%


  Necromancer (Isabeli)
  BOSS
  Cursed Dead Scroll +9 Scroll         Undead Healing + WT Down, Absorb Undead
                                          HP, cause Undead (night-only,) cause
                                          Undead Explode
  Alicorn               Accessory         BOOST: Recover 10% HP
  Chrono                Hand Armor     DEF +5, MDEF +5, CAST +50
                                          BOOST: Cast Time -30%
  Dragon Coat           Body Armor     DEF +10, TP +3 when taking Magic damage


  Skeleton x4 (Skeladio, Skelman, Skeltus, Squel)
  ****
  Crimson Red           Rapier         MDEF 1/2, Knockback
  Zephyr                1H Sword       Mana Aura, Knockback
  Buckler               Small Shield   GUARD 42%


  Golem x3 (Gonzas, Goppola, Gostora)
  *****
  Rock Physique         Physique       Break RANDOM



Chests:
  Chronodict - One square in front of and three squares to Isabeli's left.
               Must have at least 3 JUMP to reach.
  Loriel x3 - One square in front of Raguel and four squares to Raguel's left,
              up on the battlements.
  *UNIQUE* Rainbow Arc +1 - Appears on the battlements directly behind Raguel.
  *UNIQUE* Prominence - One square in front of and three squares to Raguel's
                        left.
  *UNIQUE* Fanelia - Directly to Skeladio's left, on the little ledge.
  *UNIQUE* Magic Comet - One square behind and three squares to the gargoyle
                         statue in the fountain's left.
  *UNIQUE* Marchen Wing - On the tallest watchtower, all the way in the north
                          corner of the stage. Must have at least 4 JUMP to
                          reach.

Objects:
  *UNIQUE* Evensem - Castle Candles eight squares behind and one square to
                     Goppola the Golem's right.
  *RARE* Demon Pen - Castle Candles eight squares behind and one square to
                     Gonzas the Golem's left.
  *RARE* Golem Suit - Wooden box five squares behind Goppola the Golem.
  Elixir - Wooden box six squares behind Goppola the Golem.



Ohhh, poor Giulio. We all knew this was coming, but we were all so hoping we
were wrong.

Giulio is forced to be your Ace for this fight, and he starts out far removed
from your main team by distance, a horde of Skeletons, and Raguel, who faces
him grimly in a one-on-one duel. If you load Giulio up with sturdy armor, he
should be able to handle Raguel's assault long enough to reunite with the main
team; if you can, smack Raguel with one attack as early in the battle as
possible. The Gargarodon's strongest attack - Concussive Ruin - can only be
used as long as Raguel is at full HP. That one hit will give you at least a
little more breathing room.

Isabeli, meanwhile, is hounding your main team from the bridge that was being
occupied by Gunners in the previous part. In addition to all her old tricks -
Hades Invitation, Gravedigger, and Occult Heal, an upgraded version of Necro
Heal that also reduces the wait times of Undead targets - she has a brand-new
super-spell up her sleeve: Soul Exhaust. This is a fascinating attack. It must
target a Skeleton, and once its cast time completes, it causes the Skeleton to
detonate, heavily damaging all units in a wide area around it. This spell hurts
a lot, even with a lot of MDEF to soften the blow, and it makes the Undead
status inflicted by Hades Invitation even more dangerous to have, since Isabeli
can and will detonate your own party members if they get turned into Skeletons,
killing them instantly. On the other hand, if she can't turn your allies into
Undead (thank you Angel Halos!) she'll often cast Soul Exhaust on her own
Skeleton soldiers, thereby saving you the trouble of having to deal with them.

The Skeletons themselves need to be handled with care (unless Isabeli handles
them for you with Soul Exhaust). They are extremely knockback-happy, so stay
one or two squares away from the edges of the battlefield at all times under
pain of knockout. Even (re?)killing them can be a chore, as they cannot be
afflicted with any status effects due to their permanent Undead status and
they have pretty decent Guard Chance between their Zephyrs and their Bucklers.
Fortunately, by this time, you should have an Undead Killer weapon in your
repertoire with which to speedily eliminate this skeletal horde. Have a
Priestess standing by to Purge the remains with her book and the Skeletons
should be out of commission in no time, freeing you to rush to Giulio's aid.

If you don't have Paladins or Witches, then you'll have to handle the Skeletons
the old-fashioned way. Knocking them out of the fight can be tempting, but it
tends to leave your Assassins and Tricksters perilously vulnerable to being
knocked out in turn by the rest of the Skeleton crew, so only take advantage
of this strategy when a very safe opportunity presents itself. Without the
benefit of status effects, your best option is to kill only the Skeletons that
are specifically standing in your path. They simply take too much time and
effort to defeat - time and effort that could be much better spent on Raguel.
Knock them out of your way by whatever means necessary and make a beeline for
the stage goal rather than wasting time on them.

Handling Raguel isn't necessarily hard, but it is extraordinarily time-
consuming. In addition to a boatload of HP, Raguel has high DEF and Guard
Chance, making him difficult to damage in any respectable period of time. The
most obvious way to wear him down is through Burn or Poison, but a particularly
neat alternate strategy is to have a Trickster or a Witch inflict Scapegoat on
Raguel using the Shiranui tool or the Cryocross broom. Upon successfully doing
this, start one-shotting the Skeletons with Undead Killer weapons. All of the
Skeletons have well over a thousand HP, and Scapegoat will redirect ALL of the
damage you ought to be doing with the Undead Killer weapons straight to the
Scapegoat: in this case, Raguel. You can also use +Golem weapons (Thor's Hammer
or the Lava Rod) on the Golems to similar effect. Scapegoat doesn't last long,
but it shouldn't take more than two or three hits to put Raguel on his last
legs.

You don't have to defeat or even damage Isabeli in order to win this stage,
but she does have yet another Chrono and the very rare Alicorn accessory, so
there's good reason to do it if you can. Knocking her off the bridge with a
Thrower or a Witch is the easiest way, but you can also just pelt her with
projectiles and magic until she concedes defeat, then fly a Witch or somebody
with high JUMP up to the bridge to collect her item. Interestingly - and very
appropriately, considering her powers - if you can get Isabeli to critical
health, she will often suicide by jumping off the bridge herself. I love this
both from a story perspective - of course she can just reanimate herself
elsewhere, as she has before, so suicide is the best escape option for her -
and from a practical standpoint, as this puts her item bag in much easier
reach.

We haven't spoken about the Golems yet, partially because they aren't any
different than they were the last time you fought them, but also partially
because they are very easy to avoid this time around. Their pitiful 1 MOVE
keeps them marooned in their back street, sending Earthquakes at you as long
as you remain in a straight line with them and sitting around uncertainly if
you aren't. Unless you're trying to use them to inflict extra Scapegoat damage
onto Raguel, you can honestly go through this scene without laying a finger on
them (which is somewhat advised, due to their nasty Random Breaking capability
in close combat). If you have to run into their midst to collect a chest or
Isabeli's item bag, don't forget that you can have another character stand on
top of them to paralyze them indefinitely.

You'll probably have to move quickly in this part of the fight, not just to
avoid death at the two-pronged assault of Raguel and Isabeli, but also to
make the three-star time limit. While the time limit looks rather generous
for this scene, don't forget that you have 48 hours to complete BOTH parts of
the stage, not one or the other! When you take into account the effort it can
take to get to and kill Raguel, this can be a more difficult task than it
sounds. The good part is that, with the appropriate status effects, you can
take Raguel out in record time despite his high HP and DEF, and he is easily
reachable within the first few turns of battle as long as you can adequately
handle the Skeletons. And with Raguel's fall, Scene 25 - the penultimate, the
momentous, the playing site of the most epic boss music ever - comes at last
to an elegiac end.










******************************************************************************

                                 [INTER-25-26]

                             SCENE 25-26 INTERLUDE


******************************************************************************



****************************
BEAUTIFUL IMPERIAL'S SHOP
****************************

WEAPONS
*******
End of Ages (1H Sword)
End of Ages (1H Sword)
Zephyr (1H Sword)
Zephyr (1H Sword)
Excalibur (Greatsword)
Excalibur (Greatsword)
Zelos (Greatsword)
Zelos (Greatsword)
Revenger (Dagger)
Revenger (Dagger)
Crystal Edge (Dagger)
Crystal Edge (Dagger)
Wind Tearer (Claw)
Wind Tearer (Claw)
Kamaitachi (Whip)
Kamaitachi (Whip)
Shin Zentetsu (Katana)
Shin Zentetsu (Katana)
Burning Sun (Bow)
Burning Sun (Bow)
Bow of Iria (Bow)
Bow of Iria (Bow)
Night Raven (Bowgun)
Night Raven (Bowgun)
Gatling Bow (Bowgun)
Gatling Bow (Bowgun)
Babel Spearhead (Javelin)
Babel Spearhead (Javelin)
Sandworm Staff (Rod)
Sandworm Staff (Rod)
Chronodict (Grimoire)
Chronodict (Grimoire)
Wind of Eden (Broom)
Wind of Eden (Broom)
Lost Maiden (Mace)
Lost Maiden (Mace)



SHIELDS
*******
Kite Shield (Large)
Kite Shield (Large)
Lion Heart (Small)
Lion Heart (Small)
Round Shield (Small)



ARMOR
*****
Mephilum
Mephilum
Diamond Plate
Diamond Plate
Maximilian
Maximilian
Tyrant Armor
Tyrant Armor
Heretic Dress
Heretic Dress
Walkyrie
Walkyrie



HEAD
****
Tin Soldier Hat
Tin Soldier Hat
Armet
Armet
Holy Hood
Holy Hood



HAND
****
Gauntlet
Gauntlet
Hunter Gauntlet
Hunter Gauntlet
Overdrive
Overdrive
Snipe Finger
Snipe Finger
Aerobrace
Aerobrace



FOOT
****
Gargan Boots
Gargan Boots
Wheel Greaves
Heavy Greaves
Heavy Greaves



ACCESSORIES
***********
N/A



CONSUMABLES
***********
Ether
Move Ampule
Jump Ampule
Eyedrops x3
Eyedrops x3
Holy Water x3
Holy Water x3
Antidote x3
Antidote x3
Analeptic x3
Analeptic x3
Aroma x3
Aroma x3
Neutralizer x3
Neutralizer x3
Orb x3
Orb x3
Herb x3
Herb x3
Grease x3
Grease x3
Black Ash x3
Black Ash x3
Incense x3
Incense x3
Loriel x3
Luciel x3
Lumiel x3
Lumiel x3
Medicinal Herb x2
Medicinal Herb x2



*********************


WHAT TO BUY:
This is it, you guys. The last shop. The last battle. We are at the culmination
of all of our and Esperanza's hopes and goals. Everything will either come
together in one shining moment of glory, or go down in a blaze of ignominy. Are
you ready?

We've discussed nearly every weapon in the store before, so before we look at
the four that we haven't, let's make a rough analysis of what you should be
considering purchasing and why.

The Zephyr, the Revenger, the Crystal Edge, the Shin Zentetsu, and the Wind of
Eden are just flat-out good. You've had the ability to purchase all of them
before now, but if you lost one due to a death or a retreat, or if you need
more, purchase them here with a right good will.

The Zelos, the Kamaitachi, and the Gatling Bow (which we'll talk about later)
are all useful in their own right, but probably outclassed by other weapons
you've had longer, especially if you've been plundering chests and boss drops.
While there are better options, you may not HAVE said better options, and if
you don't, these are here for you.

The Babel Spearhead (which we'll talk about soon) and the Sandworm Staff are
just... not great options. The Babel Spearhead is weaker than the Wyvern and
less useful than the Knight Killer, both of which you have had multiple
opportunities to get ahold of, and the Sandworm Staff's very minor niche has
already been discussed. You shouldn't buy either of these unless you have no
other options for your Thrower or Sorceress.

The End of Ages, the Wind Tearer, the Night Raven, and the Bow of Iria and the
Chronodict (both of which we'll talk about in a moment) are weapons that are
only worth buying if you're going to play a New Game +. They are all amazing
weapons with great potential, but they take a lot of time and Mastery to
unlock that potential, and you are about to engage the final boss. You do not
have that time.

Finally, the Excalibur, the Burning Sun, and the Lost Maiden are useless to
you in any situation. All three have better options for their classes
available right here in the store, and all three lack any kind of power, perk,
or status effect to make them worth using. Skip 'em.

All right, so that covers everything we've seen before. Let's describe those
four that we haven't.

The Gatling Bow is a bowgun with no status effects that starts with Specialty
III unlocked. Its Base Power is high, and its two attacks are quite strong, so
it can pack a pretty decent punch. It carries over well into a New Game + but
can also be quite useful right now, even if it can't initiate Beats. It's a
pretty good buy, even though a Mastered Grief Bowgun or Crossbow is likely to
outclass it.

The Babel Spearhead does not fare so well. As the last javelin to appear in
the game - even after the four-star Hraesvelger and Gae Bolg - you'd expect it
to be, well, good. Unfortunately, it is weaker than the Wyvern in Base Power
and attack strength, and it only has one attack: Specialty II, which cripples
it in comparison to every javelin with the ranged knockback of Specialty III.
It doesn't cause a status effect, so it's inferior to the Ice Javelin, and the
Knight Killer just laughs at it from every angle. Poor Babel Spearhead. It's
at least not weak, and it does hold the role of strongest earth-elemental
javelin, so I guess that's something?

The Bow of Iria is nothing short of godlike. It has all the right Specialties,
causes No Counter, has great Base Power, and is the last available weapon to
have Undead Killer, allowing you to totally sweep Isabeli on any subsequent
playthrough. Unfortunately, its initial attack is the unimpressive Acute
Arrow, so until you can put some time into it, you won't unlock its great
power. New Game + only. Trivia: the Bow of Iria first appeared in Riviera,
where Iria was an Undine princess who gave you her bow in return for saving her
life. How it was that a princess who lives underwater could ever have reason to
shoot a bow was never explained, but logical impossibility hasn't stopped us
before and it ain't gonna stop us now.

The Chronodict also takes a while to ramp up, but it also serves as a great
weapon once it gets going. Strong and defensive (with a 36% Guard Rating,) the
Chronodict has the strongest Specialty II ranged heal of all Grimoires and also
boasts Slow Cast as its attendant status effect, striking fear into the hearts
of enemy mages the world over. Save it for a New Game +, but be sure to enjoy
it when you get there.

There is no piece of body, head, or foot armor that has not been for sale
before, but in the hand armor department... heh heh heh... at long last, the
Snipe Finger makes its purchaseable appearance. Featuring a mindblowing +60 to
HIT (!) this is THE hand armor for Archers, Gunners, and Valerie if she's
wielding a bowgun. (Throwers and Elise, sadly, can't equip it.) Obviously this
is of no use to you if you're not using one of those classes, but if you are,
there's nothing better to spend your money on.

And with that... our shop analyses come to an end! There is nothing more to
discuss; your shopping days are over. Farewell, beautiful Imperial maiden.
Your store was delightful, and we shall remember it fondly as the last of its
kind.



PREPARING FOR THE NEXT FIGHT:
It is time to pull out all the stops. There are no axes on this final scene,
so pull out all that equipment you've left off around the last several waves
of Brutes. Equip those consumables. Refine those spare items and use up all
your Gems for Alchemy. Pick the final six soldiers that will be heading into
this final battle and arm them to the teeth.

Some particular pieces you'll want to equip for this fight are:

The Basilisk Shield. The final boss causes Poison.

The Magic Eater. The final boss will be slinging spells at you from the top
of the stage all battle long, and one of his spells is non-elemental, making
the Magic Eater the only way to absorb it.

The Golem Suit and the Yggdrasil armor. While Criminal Ruin may be non-
elemental, Digger's Orb and Venom are earth-elemental and the Sorceresses
have Sandworm Staffs.

ANY weapon that can cause Silent. The final boss is not immune to it! This
includes the Rune Knife, the Epitaphios, the Natalia Starbow, the Icicle Rod,
and the Magic Comet. You can also make do with the Slow Cast of the Wind
Tearer, the Spiral Arch, the Southern Cross, or the Chronodict.

The humble Iron Choker. The Tricksters here have Demon Pens, which can cause
Branded, which will cause damage to the victim every time they act. This is
not game-breaking, but it is inconvenient, so if you can put the Iron Choker
on somebody to protect them from it, it's not a bad idea.

Anti-burn equipment. While not the priority it's been on previous scenes
(Golgotha Fort...) Heidelgard Castle's ramparts are indeed armed with Ankh
Cannons, which can and will Burn things they open fire upon. Therefore, any
unit that can't equip anti-Earth armor should consider anti-Fire armor, and
units that DO have anti-Earth armor should consider Fire Boots.

+JUMP shoes or armor. You will be climbing and leaping all over tall castle
walls; thus, any +JUMP shoes you have room to equip (to say nothing of the
Walkyrie, of course) are well worth it.

Weapon choice is crucial for this final scene. There are a lot of Knights with
very strong shields, so ranged weapons are very valuable, as is anything that
causes Shieldless (Bloody Rose, Jackhand, Alchemia, even the Morning Star).
Burn and Poison are as vitally useful as they have ever been. And even though
you might have just gotten a whole batch of really cool four-star weapons from
the chests in the last few fights, take a moment to weigh whether you really
want to equip them here. While four-star weapons are very potent, you may not
have the Gems to Alchemize them to +9 and you may not have the Mastery poured
into them to make them truly threatening. Three-star weapons that you have had
around longer, like the 7-Star Sword or the Cryocross, may be stronger and more
useful to you than new additions like the Balmung or the Magic Comet. Save such
four-star weapons for your New Game +, and stick to your Old Faithfuls for this
fight.

Beyond that, bar no holds and take no prisoners. Let the final battle begin!!










*******************************************************************************

                                   [SC26]

                               **************
                              *** SCENE 26 ***
                             ***            ***
                            *** SCENE: FINAL ***
                              ****************

                             FROM ANCIENT TIMES
                      Only light can drive out darkness.

                                   Battle:
                         Showdown at Heidelgard Castle


*******************************************************************************



SCENE 26 - FINAL
Victory Condition:
-Defeat Ziyad.

Losing Conditon:
-Ace KIA -> The Ace must not be killed.
-Time Up -> You must win before the deadline!

Date and Time: YMIR 10, 985 PM 12:00
Time limit: YMIR 16, 985 PM 18:00
Star Rating Times:
  < 60 hrs   ***
  >= 60 hrs, < 68 hrs   **
  >= 68 hrs, < 76 hrs   *

Ace Options: Giulio, Alissa
Character Limit: Six including your Ace
Guests: N/A



Enemies:
  Chariot (Ziyad)
  BOSS
  Ouroboros +9          Rod            Poison
  Jormungandr +9        Whip           Capture
  Full Metal Coat       Body Armor     DEF +10, MDEF +15
  Chrono                Hand Armor     DEF +5, MDEF +5, CAST +50
                                          BOOST: Cast Time -30%


  Knight x1 (Knocker)
  ****
  Zephyr                1H Sword       Mana Aura, Knockback
  Brigandine            Body Armor     DEF +30
  Heavy Greaves         Foot Armor     DEF +20, Counter III
  Crusade Shield        Large Shield   GUARD 66%


  Knight x2 (Bonifatius, Zilvof)
  ***
  Zephyr                1H Sword       Mana Aura, Knockback
  Brigandine            Body Armor     DEF +30
  Heavy Greaves         Foot Armor     DEF +20, Counter III
  Mars Shield           Large Shield   GUARD 75%


  Knight x1 (Gustan)
  ***
  Zephyr                1H Sword       Mana Aura, Knockback
  Brigandine            Body Armor     DEF +30
  Heavy Greaves         Foot Armor     DEF +20, Counter III
  Crusade Shield        Large Shield   GUARD 66%


  Knight x1 (Victor)
  ***
  Zephyr                1H Sword       Mana Aura, Knockback
  Brigandine            Body Armor     DEF +30
  Heavy Greaves         Foot Armor     DEF +20, Counter III
  Assault Shield        Large Shield   GUARD 39%, Knockback


  Archer x2 (Gerhart, Minthus)
  ****
  Bow of Iria           Bow            No Counter
  Snipe Finger          Hand Armor     HIT +60
                                          BOOST: Accuracy +25%
  Hunting Gear          Foot Armor     DEF +10, MDEF +5, HIT +20, Counter I
  Pauldron              Body Armor     DEF +25


  Archer x1 (Lufraine)
  ****
  Bow of Iria           Bow            No Counter
  Snipe Finger          Hand Armor     HIT +60
                                          BOOST: Accuracy +25%
  Hunting Gear          Foot Armor     DEF +10, MDEF +5, HIT +20, Counter I
  Cuirass               Body Armor     DEF +10, HIT +15


  Trickster x2 (Aline, Lauryn)
  ***
  Demon Pen             Tool           Branded
  Walkyrie              Body Armor     DEF +20, MDEF +10
  MG Gadget             Hand Armor     DEF +10, MDEF +5, HIT +20
                                          BOOST: Ranged Tactics Damage +50%


  Sorceress x1 (Heidrich)
  ***
  Sandworm Staff        Rod            Geoism
  Serpent               Hand Armor     DEF +5, MDEF +10, HIT +15, CAST +35
                                          BOOST: Ailment chance +20%
  Academy Hat           Head Armor     DEF +5, MDEF +10, TAC +2
  Valiant Robe          Body Armor     DEF +10, MDEF +25


  Sorceress x1 (Loughner)
  ***
  Sandworm Staff        Rod            Geoism
  Serpent               Hand Armor     DEF +5, MDEF +10, HIT +15, CAST +35
                                          BOOST: Ailment chance +20%
  Intelli Ribbon        Head Armor     MDEF +5, TAC +2
  Valiant Robe          Body Armor     DEF +10, MDEF +25



Chests:
  Elixir - Two squares behind and two squares to your Ace's right.
  *RARE* Orihalcum - Four squares in front of Bonifatius the Knight.
  *UNIQUE* Yashamaru - One square in front of and one square to Bonifatius
                       the Knight's right.
  *RARE* Balmung - One square in front of and two squares to Aline the
                   Trickster's left.
  *RARE* Knowledge Tablet - Appears directly behind Lufraine the Archer.
  *UNIQUE* Accelerator - Four squares behind and one square to Lufraine the
                         Archer's left.
  *UNIQUE* Meteor - Two squares to Ziyad's right.

Objects:
  Onyx - Destroy Ankh Cannon.
  Onyx - Destroy Ankh Cannon.
  Onyx - Destroy Ankh Cannon.
  Onyx - Destroy Ballista.
  Onyx - Destroy Ballista.
  Onyx - Destroy Ballista.
  Babel Spearhead +1 - The knight statue one square in front of and one square
                       to Zilvof the Knight's right.
  Zelos +1 - The knight statue directly behind Bonifatius the Knight.
  Elixir - Wooden crate next to Gerhart the Archer.
  Art of War - Castle Candles one square in front of and two squares to
               Minthus the Archer's right.
  Loriel x3 - Castle Candles one square in front of and one square to Minthus
              the Archer's left.

Siege Weapons:
  Ankh Cannon x3
  Ballista x3



At last, we come face-to-face with the wheelchair-bound orchestrator of the
Blood Purge, the Daltanican serpent, the evil politician behind the Emperor's
paranoia and the ruination of Alissa's life. And don't think for a moment that
he's going to be a pushover just because he's an invalid. Ziyad not only wields
the awesome power of the Jormungandr rod, but he manipulates the flickering
tail of the fatal whip Ouroboros through force of will, tearing flesh from bone
with a thought and a twist of his wrist. Moreover, he stands (er... bad choice
of words) atop the battlements of Heidelgard Castle, with the personal guard of
the Emperor himself arrayed in a seemingly endless gauntlet along the single
twisting path leading to his aerie. As you battle your way through slashing
Knights, elusive Tricksters, the best-trained of Sorceresses, and a hail of
Archer arrows to reach your target, the rampant boom of cannonfire and hiss of
ballista shots will punctuate your grand battle to establish the future of
Daltanica and Espada.

So no pressure or anything.

In contrast to some of the more knockdown brawls you've had (Bacchus) or the
intricate chessmatches of positioning (Regina,) your final battle here against
Ziyad is a siege, and it's best to approach it from such a perspective. Right
from the start of the fight, the defenders will rain damage down upon you from
their perches, shooting arrows and casting spells. The Trickster closest to
you leaps onto her Ankh Cannon and starts firing at you immediately, causing
Burn and great pain. While you remain in the initial courtyard, you are fish
in a pot waiting to be speared.

There is only one path up onto the castle walls, which you must secure before
you can adequately begin to retaliate. The path is a slim, one-panel ramp
going over the moat and up onto the walls, guarded by Knights. Taking this
path is a dangerous prospect, because it squeezes your army into a tight
single-file line that can easily be cut down by Ziyad and his Sorceresses,
and as usual, the Knights take a lot of time to kill, prolonging your time in
this unfortunate formation. The Knights are also equipped with Zephyrs, which
they can use to cause Knockback, so be particularly wary about the placement
of your units in locations where they can be knocked into the moat or off the
edges of the walls.

As usual, Burn does a great job of eliminating the Knights in record time.
None of the Knights present have any MDEF at all, either, so magic is in
general a good way to DPS them down quickly. The first Knight on the path can
be knocked into the moat behind him quite easily, especially by a Thrower or a
Witch, which will save you a lot of time. You can then troop up onto the path
en masse, preferably with Paulo or a Priestess bringing up the rear to heal off
the damage raining down on you as you do so.

If you're going to use Ragnarok, the soonest you can do it is after you've
taken out the first two Knights and collected all the Base Panels on the
ground and in your path. Since there are no healers or healing items on the
enemy team, you can safely summon Einherjar or Vanagandr without worrying
about your damage getting healed off in a few turns, or you can call upon
Midgardsormr to make killing the Knights easier and destroy the mages' +CAST
equips. If you're on the A+ path and you have Fimbultyr, this is a great time
to summon him. The Brave status will minimize the amount of time you spend on
the bridge and allow you to quickly move multiple units along the path and up
onto the castle walls, where you have much more space to move and are much
safer both from magic and knockback.

Characters with a JUMP boost or two will have a particular amount of freedom
at this point, as they can hop over the Ballistae and up onto the crenellations
to avoid spells and make their own attacks. Keep watching out for the Knights,
though, as they can still knock you off the walls if you end your turn within
reach. Also be wary of the Castle Candles. At night, they will ignite and set
anybody standing on top of them on fire, Burning them. Although they are quite
safe during the day, try to avoid them once you see night coming up in the next
15 ticks or so.

If your party is full of Archers and mages, once you've reached the fortress
walls proper, you can engage in all-out War of the Magi with Ziyad. Scramble
to avoid his spells, Burn him in return with the Lava Rod or the Kikimora, and
heal off the damage from his Archers until your mages have worn him down. You
can make this even easier if you have the Icicle Rod equipped, as you can use
its Red Pillar spell to Silence Ziyad, stopping all of his spells! Alternate
between Burning him in between his turns and Silencing him before his turn or
during his spellcasting (use the Serpent's "Ailment infliction chance UP" Boost
to improve this strategy) and you will leave Ziyad powerless to resist you.

If your party is mostly melee units who need to get up in Ziyad's face, you
have a little farther to go still. Loop around the next bend in the wall up
toward Ziyad, offing the two Knights along the way (or ignoring them; they're
very slow and easy to outrun). Kill the Sorceresses and the Archers (or just
knock them over the battlements, that ought to do the trick) and surround the
evil advisor on all sides so you can Beat on him. Be warned that, unlike every
other unit in the game, Ziyad's wheelchair gives him incredible Guard Rating
when being attacked from behind. If you're going to assault Ziyad physically,
attack his ugly face. The back of his wheelchair even blocks projectiles!

Ziyad won't be letting you do all this quietly, however. As long as you're
kept at a distance from him by Heidelgard's walls, he'll wield the Jormungandr
rod, the most powerful rod in existence. Its Specialty I magic, Digger's Orb,
is by far its kindest spell, causing earth-elemental damage with no added
ailments. Criminal Ruin, the Specialty IV spell, is quite a bit nastier; with
the Specialty IV radius and no elemental affinity, it cuts through everything
but high MDEF and is certain to leave a few bruises when it hits the field. The
one you really have to watch out for, though, is Venom, the Specialty III
spell. Not only the hardest-hitting, it also causes Poison, which is very hard
to guard against (only the Basilisk Shield, the Magic Eater, or earth-nulling
armor will stop it) and will rip off huge chunks of your maximum health every
few ticks, as you probably well know by now, especially if you've been using
Tricksters. When you see Ziyad start Venom, Scramble everybody out of the way
immediately! The last thing you want is for half of your army to be afflicted
by this lethal ailment.

When you close with Ziyad in melee combat, he switches over to the Ouroboros
whip. His main strategy with this is to Capture one of your units, holding
them still for one of his attending Archers or Knights to initiate a massive
Beat on while your unit is defenseless and can't guard. This is why getting
rid of as much of his entourage as you can in ways such as knocking them over
the ramparts is a good idea; without allies around to help him attack Captured
targets, Ziyad instead is left with Shriketail, which is a simple attack you
should be familiar with from the Vitra Whip. (Devouring Ruination, like other
Whip Specialty III attacks, is "VS Beast" only, so you don't have to worry
about it.) Truthfully, while a melee-heavy team will have a harder time getting
TO Ziyad, they'll have an easier time fighting him once they get there. Ziyad
is used to dealing with words and schemes and magical forces from afar. He's
not used to dealing with people punching him in the face.

The time limit for three-starring this stage is very generous, but you might
need all of it while you're crawling up the ramparts and breaking open the
chests and statues for the items. Still, if you don't quite nab the three
stars, don't worry! All your three-star rating will be affecting is the amount
of money you'll get from winning. To carry over into your New Game +.

BECAUSE YOU JUST BEAT THE GAME! CONGRATULATIONS!!!!!










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                                   [ENDINGS]

                      FINAL INTERLUDE: ABOUT THE ENDINGS


*******************************************************************************



You've beaten the game!!! But don't throw the confetti just yet. At this point,
your ending comes into play, and depending on which ending you're getting, you
may not be out of the woods quite yet.

There were nine Decisions you could make throughout the game, each one pushing
you either toward the path of chaos or the path of law. Whichever path you had
more points for at this point in time will determine which of the possible
endings you will receive.

If you answered mostly "Chaos" answers, you will get the "Chaotic," "B," or
"Bad" Ending, which has one last battle to fight. Skip to the Chaos Epilogue:
[EPILOGUE-B]

If you answered mostly "Law" answers," you will get the "Lawful," "A," or
"Good" Ending. There will be no battle. Skip to the Law Epilogue: [EPILOGUE-A]

If you gave specific answers when talking to Alissa throughout the game...
  Scene 03: Stop Alissa
  Scene 06: Pray with her
  Scene 15: Choose to fight together
  Scene 20: Reassure her
..and chose at least one other Lawful answer, and fielded Alissa in every
single battle without once letting her be defeated, then you will get the "A+"
or "Alissa" ending. There will be no battle. Skip to the Law Epilogue:
[EPILOGUE-A]










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                                [EPILOGUE-B]

                               **************
                           *** CHAOS EPILOGUE ***
                               **************

                          WAY OF LIFE, WAY OF DEATH
                    Never do anything against conscience.

                                   Battle:
                           Escape from Heidelgard


*******************************************************************************



EPILOGUE: ENDING B
Victory Condition:
-Bring everyone to escape point.

Losing Conditon:
-Ace KIA -> The Ace must not be killed..
-Time Up -> You must win before the deadline!

Date and Time: YMIR 18, 985 PM 12:00
Time limit: YMIR 21, 985 AM 6:00
Star Rating Times:
  < 24 hrs   ***
  >= 24 hrs, < 32 hrs   **
  >= 32 hrs, < 40 hrs   *

Ace: Giulio
Character Limit: 3 including your Ace
Guests: N/A



Enemies:
  General (Robertus)
  BOSS
  Oni Lance +9          Lance          Pain, Void DEF, HP 1/2 Damage
  Chronodict            Grimoire       Slow Cast
  Blade Armor           Body Armor     DEF +35, Reflect 50% Physical damage
  Gargan Boots          Foot Armor     DEF +15, Counter III, Prevent Fleeing
  Eventrion             Accessory      AUTO-REVIVE, can't be stolen


  Knight (Wallace)
  *********
  Zephyr +9             1H Sword       Mana Aura, Knockback
  Dragonia Armor        Body Armor     DEF +30, Absorb Pyro Damage
  Heavy Greaves         Foot Armor     DEF +20, Counter III
  Crusade Shield        Large Shield   GUARD 66%


  Knight x3
  ***
  Zephyr                1H Sword       Mana Aura, Knockback
  Brigandine            Body Armor     DEF +30
  Heavy Greaves         Foot Armor     DEF +20, Counter III
  Crusade Shield        Large Shield   GUARD 66%


  Paladin x3
  ****
  End of Ages           1H Sword       Curse
  Excalibur             Greatsword     (Full HP Only)
  Rune Mail             Body Armor     DEF +15, MDEF +10, CAST +15
  Round Shield          Small Shield   GUARD 48%
  Serpent               Hand Armor     DEF +5, MDEF +10, HIT +15, CAST +35
                                          BOOST: Ailment chance +20%


  Archer x1
  **
  Bow of Iria           Bow            No Counter
  Snipe Finger          Hand Armor     HIT +60
                                          BOOST: Accuracy +25%
  Hunting Gear          Foot Armor     DEF +10, MDEF +5, HIT +20, Counter I
  Lorica                Body Armor     DEF +20


  Gunner x1
  ***
  Fallen Phoenix        Bowgun         Gravity
  Snipe Finger          Hand Armor     HIT +60
                                          BOOST: Accuracy +25%
  Hunting Gear          Foot Armor     DEF +10, MDEF +5, HIT +20, Counter I
  Protector             Body Armor     DEF +15


  Priestess x1
  **
  Chronodict            Grimoire       Slow Cast
  Healing Gloves        Hand Armor     DEF +5, MDEF +5, CAST +35
                                          BOOST: Ailment Time Down
  White Robe            Body Armor     DEF +10, MDEF +5, CAST +15



Chests:
  N/A

Objects:
  *RARE* Rosier -
  *UNIQUE* Aegis -



COMING SOON










*******************************************************************************

                                [EPILOGUE-A]

                               **************
                            *** LAW EPILOGUE ***
                               **************

                            TITLES SUCH AS HERO...
                  One cannot change destiny overnight, but...


*******************************************************************************



EPILOGUE: ENDING A
No combat occurs this scene.



EPILOGUE: ENDING A+
No combat occurs this scene.










*******************************************************************************

                                  [POST-GAME]

                              POST-GAME INTERLUDE


*******************************************************************************



What carries over
Talk about the New Game + only recruitable generics

All Difficulties
.Since all characters revert to their starting levels again, their HP will
 drop, but so too will their CAP. This means that you will not be able to
 equip a full bevy of high-end equipment to wade into battles with 70 DEF and
 an uber-weapon; you just won't have the CAP to do such a thing. You'll have
 to pick one or two pieces of high-end equipment, then either leave the rest
 of your slots empty or fill them with lighter, lower-grade stuff.

.Watch out for Brutes. Since you'll be coming through the earlier battles with
 high-end, late-game equipment like Dragonia Armor, the Magic Eater, or the
 Chrono, it's very important you watch out for what Brutes can destroy on any
 given scene, lest you lose something irreplaceable!

.Chances are good that you bought the majority of the equipment you would
 want or need during your first playthrough. Because of this, money should be
 at less of a premium for you through most of the game. Therefore, instead of
 selling old armor pieces, you should strongly consider refining them into
 Gems for Alchemy! This is especially true in the early stages, where you'll
 lots of unnecessary drops such as Leather and Battle Clothes.

Advanced and Nightmare Advice
.Burn and Poison necessary for bosses
.Ignore enemies where you can








































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                            SECTION 5.0   CHARACTERS

*******************************************************************************
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                            5.01   STORY CHARACTERS

*******************************************************************************
*******************************************************************************
*******************************************************************************



As many games do, Gungnir features several colorful characters that carry the
brunt of the story and are thus appropriately termed "story characters." Let's
take a look at these characters and their stories, as well as just what kind
of violence they're capable of producing in order to ensure their story
continues.





**************************
5.01.01   Giulio Raguel
**************************

Age: 15
Class: Fencer
Recruited: Scene 1
Leaves: N/A
Returns: N/A
Weapon Type A: Sword
Weapon Type B: Magic Spear
*Can also equip Small Shields
Ace DEL Bonus: Brute -1, Assassin -1, Archer -2, Thrower -2
Parameters:
  Initial Level: 5
  HP: 995
  DEL: 3
  TAC: 2
  CAP: 103
  Specialty: I
  Elemental Affinity: Fire 0, Water +1, Air 0, Earth -1

Giulio is our main character: a young rebel careered into the spotlight of his
brother's revolution when a birth defect is revealed to actually make him the
chosen wielder of a cursed magic spear. By nature a follower rather than a
leader, the game quietly watches him force his own growth into a figurehead
people can follow and believe in while wrestling with insecurity, uncertainty,
and the realization that even a divine spear can't magically fix his world and
the corruption within it.

In the manner of most video game main characters, Giulio is both a strong and
versatile fighter when placed on the battlefield. You are usually not obligated
to use him, as an Ace or even in the fights at all, but as the only person who
can wield Gungnir, most people find themselves making him a team mainstay
anyway. In addition to the power of Gungnir, Giulio has respectable DEL and
TAC, high CAP, and VERY high HP. Devoid of weaknesses on the battlefield and
with many strengths to take advantage of, Giulio can easily fill a number of
roles in any given party.

RECOMMENDED LATEGAME SETUPS
BERSERKER GIULIO
  Rainy Saber/ Dark Saber/ Gran Saber/ Rosier
  Your best Small Shield
  Apollon Shoes
If you're going to throw Giulio into the thick of things as a damage-focused
fighter, rely on a Small Shield and his innately high HP to keep him alive
long enough to wreck face, then give him any sword with both a Specialty I
attack (for damage and Beats) and a Specialty III attack (for knockback).
Giulio is naturally quick, and with Apollon Shoes to boost his MV, this light
setup turns him into an unstoppably quick warrior with a lot of killing
potential.

TANK GIULIO
  Rainy Saber
  Your best Small Shield
  Your best armor OR Silphy Garb
  Stone Head (physical) OR Feather Ornament (magical)
  Defender
Giulio's huge HP makes him a natural tank. Equip the light but effective
Rainy Saber on him to give him Beat potential and knockback, then load him
up with as much armor as you can give him. I like the Stone Head helmet to
protect him from the various -isms, which can affect his tankiness, but any
helmet with 10 or more of the relevant defensive stat works. Keep the Silphy
Garb on hand for those Rune Knife Assassins or Lightning Bow Archers and you
should have an excellent frontline tank at your disposal.

SPEARMAN GIULIO
  Gungnir
  As many of the following as CAP allows:
     Silver Wolf
     Obsidian Glove
     Apollon Shoes
Gungnir is dramatically heavy and takes up almost all of Giulio's CAP to
equip, so if you're going to be using it as a melee weapon - and Distant
Shadow is admittedly worth using - you're going to need to make each piece
of equipment count. Apollon Shoes increase MV, and the Silver Wolf and the
Obsidian Glove offer both defense and magic defense to help protect Giulio
in the melee. Distant Shadow's lifesteal is instrumental to keeping Giulio
alive in such a setup, so keep an eye on his HP if he gets guarded a few
times and can't heal with it.

SUMMONER GIULIO
  Gungnir
  Rune Mail
  Force Bracelet
This is a somewhat unorthodox way of using Giulio, but it has its uses. The
point of this Giulio is to come onto the field, summon a War God as quickly
as possible, and then either Retreat off the field or swap equipment into
one of his other setups at a Base Panel. The Rune Mail and the Force
Bracelet together will give him 50 CT, allowing him to summon a War God in
9 ticks rather than 18, halving the time enemies have to interrupt the
lengthy casting. If you don't intend to use Giulio much but still have to
pull him out for a War God, this is probably the setup you'll want to use.










*********************
5.01.02   Teresa
*********************

Age: 17
Class: Assassin
Recruited: Post-Scene 1
Leaves: Post-Scene 3
Returns: N/A
Weapon Type A: Dagger
Weapon Type B: Claw
Ace DEL Bonus: Brute -2, Gunner -2
Parameters:
  Initial Level: 7
  HP: 977
  DEL: 3
  TAC: 2
  CAP: 99
  Specialty: II
  Elemental Affinity: Fire -2, Water +3, Air 0, Earth -1

A fan favorite despite her relatively minor role in the story, Teresa is
reticent to the point of mystery. Beneath her placid exterior burns either a
patriotism or a rage so fierce that she doesn't think twice about stabbing
Daltanican dogs in the back, ribs, or side, as opportunity presents. She
keeps her reasons for fighting entirely to herself, but then, that's probably
why we all like her so much: who doesn't love a girl with a little mystique?

Teresa is only a temporary character and you won't get the opportunity to
change her equipment while she's fighting alongside you. She is functionally
identical to the generic Assassins, so I won't go into many details about her
here. Suffice it to say, use her Cutlass as much as you can so she can get
Abyssal Edge and start knockbacking enemies in the best of Assassin tradition.










*******************
5.01.03   Noah
*******************

Age: 16
Class: Archer
Recruited: Post-Scene 2
Leaves: Post-Scene 3
Returns: N/A
Weapon Type A: Bow
Weapon Type B: N/A
Ace DEL Bonus: Assassin -2, Thrower -2, Knight -1, Gunner -1
Parameters:
  Initial Level: 9
  HP: 971
  DEL: 3
  TAC: 2
  CAP: 104
  Specialty: I
  Elemental Affinity: Fire +3, Water -3, Air 0, Earth 0

Brash and headstrong Noah is the foil to the cautious and considerate Giulio,
always eager to kick his shyer friend in the pants when he feels sensibilities
are getting in the way of taking necessary actions. More outspoken about his
prejudices than Giulio or Teresa, it's hard to tell whether he feels more
strongly about Daltans than they do or whether he's just more vocal about it.
He particularly encourages Giulio to make something of his unspoken attraction
to Alissa, much to Giulio's chagrin.

Like Teresa and Claude, Noah is only a temporary character and has no notable
differences as compared to the generic class he is based on: Archer. The most
important detail to note about him is NOT to make him the Ace during Scene 03,
or else his bow won't be added to your inventory when he leaves at the end of
the battle. This is undoubtedly a bug, but it doesn't make it any less
important to keep in mind.










*********************
5.01.04   Claude
*********************

Age: 27
Class: Thrower
Recruited: Post-Scene 2
Leaves: Post-Scene 3
Returns: N/A
Weapon Type A: Javelin
Weapon Type B: N/A
Ace DEL Bonus: Never selectable as an Ace
Parameters:
  Initial Level: 10
  HP: 1085
  DEL: 3
  TAC: 2
  CAP: 108
  Specialty: III
  Elemental Affinity: Fire +3, Water +1, Air -3, Earth -1

Claude is the last member of the quartet of Giulio, Noah, and Teresa, and he
gets by far the least development out of all of them. He's, um, nice, I guess?
Oh, and I'm sure he hates Daltanica. And... that's pretty much everything I
can say about him.

No more different from Thrower than Teresa is from Assassin or Noah is from
Archer, I'm afraid I can't say anything more about Claude in battle than I can
say about Claude as a person. Poor Claude. You really got the shaft after
spitfire Noah and Teresa the enigma were completed, didn't you?










********************
5.01.05   Elise
********************

Age: Unknown
Class: Valkyrie
Recruited: Scene 3-3
Leaves: N/A
Returns: N/A
Weapon Type A: Rapier
Weapon Type B: Bow
*Can also equip Small Shields
Ace DEL Bonus: Trickster -1, Archer -2, Gunner -2, Thrower -1
Parameters:
  Initial Level: 15
  HP: 986
  DEL: 2
  TAC: 3
  CAP: 107
  Specialty: IV
  Elemental Affinity: Fire 0, Water 0, Air 0, Earth 0

The blunt yet oblique valkyrie Elise is both the guardian of the magic spear
Gungnir and one of the small, powerful faction known as the Grimm. For those
of you who have never played Riviera, Elise's status as a Grimm is a big
freaking deal. She is essentially a demigod granted the powers necessary to
protect and change the course of the world as she sees fit. In her particular
case, she guides the destiny of the spear Gungnir and its chosen wielder,
Giulio, for purposes she does not care to disclose. Elise somehow manages to
serve the functions of comic relief, all-powerful mentor, and deadpan snarker
despite being entirely disinterested in any and everything that does not
involve Giulio's future or the procuring of her favorite mortal food, the
Kokorinut. She's amazing and I love her.

Elise's unique class, Valkyrie, gives her the ability to use bows and rapiers.
Being as she is one of only two classes in the game (not counting Skeletons)
that can equip rapiers, it's tempting to default her to them for the sake of
variety, but Elise's HP is very low and her armor options tend not to have much
in the way of defenses. A bow is the safer and more efficient option for her,
particularly in the early game, when rapiers are scarce. Near the endgame,
however, the introduction of the Blue Stinger and the Crimson Red opens up a
wider variety of options for her in battle. Regardless of her weapon, though,
Elise is best used as a speedy guerilla fighter: dashing just close enough to
send her opponent reeling, then dashing away to safety again.

An interesting thing to note about Elise is that she is uncharacteristically
capable of equipping many pieces of equipment with CT, despite not having any
spells to cast. Was she originally intended to be more of a hybrid fighter-
caster rather than a fighter-archer? Was her unique Diviner, a characteristic
of the Grimms, supposed to be usable as a magical weapon for her? Who knows!

RECOMMENDED LATEGAME SETUPS
FENCING ELISE
  Blue Stinger OR Crimson Red
  Your best Small Shield
  Walkyrie
  Ruby Armguard
The Walkyrie is one of the best armors in the game, and Elise should always
be equipped with one as soon as you have access to it. Elise's goal as a
rapier-user is to rush in on vulnerable targets and ring them out with the
knockback of the Stinger or the Crimson. You should select which rapier to
use based on the rest of your team composition: take the Blue Stinger for the
DEF 1/2 effect with a physical army, or the Crimson Red and its MDEF 1/2 for
a magical group. It's also possible to equip Elise with the Zolfy, but I
prefer a lighter, more mobile Elise, and the Zolfy is very heavy, so I don't
recommend it on her. The Ruby Armguard bolsters her low defenses, and you can
throw in a light helmet like the Noel if desired.

ARCHERY ELISE
  Gust Bow/ Flint Bow/ Bow of Iria/ Natalia Starbow
  Walkyrie
  Ruby Armguard OR Hard Stringer
  Hunting Gear
The crucial Specialty to have on a bow is Specialty II, which is the longest
ranged attack any bow has to offer. All four of the listed bows have access
to such an attack except for the Flint Bow, which causes Burn, which is so
valuable that it rates a mention here anyway. Elise is a Specialty IV
character, so the Bow of Iria and the Natalia Starbow are better for her in
the long run, but both are difficult to obtain and come late in the game, at
which point you will easily have the Gust Bow at +9 and with 50 Mastery. The
Gust Bow is therefore the best option for a casual gamer. The Ruby Armguard
and the Hard Stringer are both hand accessories to give Elise some extra HIT;
the Ruby Armguard gives more defense at the cost of a worse Boost and a little
less HIT, while the Hard Stringer gives a bit more HIT and an awesome Boost at
the cost of DEF and MDEF. Note that shields cannot be used with a bow.

EQUILIBRIUM ELISE
  Blue Stinger/ Crimson Red
  Gust Bow
  Walkyrie
  Ruby Armguard OR Hard Stringer
This variation of Elise gives her the knockback of a rapier and the range of
a bow, but forces her to sacrifice speed and survivability to do it. You may
even be forced to leave off the hand accessory if Elise is too low level to
have the CAP for the entire setup. The versatility of this particular pair of
weapons is high enough to make the sacrifices worth it, but you have to play
extra-carefully with Elise and keep your healer's eyes on her at all times.










**************************
5.01.06   Ragnus Raguel
**************************

Age: 22
Class: Gladiator
Recruited: Post-Scene 3
Leaves: Post-Scene 10
Returns: N/A
Weapon Type A: Sword
Weapon Type B: Axe
*Can also equip Small Shields
Ace DEL Bonus: Knight -2, Tamer -2, Archer -1, Witch -1
Parameters:
  Initial Level: 18
  HP: 1298
  DEL: 3
  TAC: 2
  CAP: 116
  Specialty: III
  Elemental Affinity: Fire -2, Water -1, Air +2, Earth +1

Giulio's adopted older brother and the successor to the torch of their father,
Ricard Raguel, Ragnus is the leader of the Esperanza rebellion and the number-
one advocate for Leonican equality. By nature warm, loving, and overly
emotional, he hides these traits that he considers his weaknesses behind a
cool wall of competence, intelligence, and practicality. He is a great and
charismatic leader and has inspired the loyalty of all of his fellow rebels,
despite his young age. However... ah, but I don't want to spoil you, now do I?

Ragnus is a tank, boasting high HP, sturdy armor options, and two dependable
weapon choices between swords and axes. It's highly tempting to turn him into
the mainstay for your party due to his solid participation in battle, but
unfortunately, he will be forced out of your army midway through the game and
does not return, leaving your party in much the same state as Esperanza as a
whole. If you're going to use him up until that point - and he will be forced
into being your Ace at least once while he's with you - just try not to depend
on him too much.

RECOMMENDED MIDGAME SETUPS
AXE MURDERER RAGNUS
  Kill Blade
  Chain Mail
  Iron Mask
  Fire Boots
I am a big advocate of giving Ragnus an axe, partially because axe-users are
less common than sword-users and so there will be more axes to go around, and
partially because axes are damn useful and Ragnus can do great things with
them. This particular setup emphasizes Ragnus' innate tankability while still
giving him the potent Kill Blade in order to chop people's heads off. What's
not to love?

BREAKER RAGNUS
  Battleaxe
  Slasher
  Chain Mail
  Fire Boots
While it takes a lot of time and Mastery to get going, this iteration of
Ragnus has the ability to break his enemies' Armor (Battleaxe) or Shield
(Slasher,) making him a devastating Knight- and Paladin-killer. Since Knights
are possibly the most common class fought during Ragnus' stint in your party,
this is a valuable role to fill, and it's one that can be easily replaced by
a Brute once Ragnus leaves if you so choose. You're forced to go a little
lighter on the armor than Axe Murderer Ragnus, but I personally feel that the
benefits outweigh the slight loss in sturdiness.

SWORDSMAN RAGNUS
  Bronze Sword/ Rainy Saber
  Chain Mail
  Iron Mask
  Fire Boots
This setup is virtually identical to Axe Murderer Ragnus, only replacing the
Kill Blade with a sword. Ragnus is a Specialty III character, so the Bronze
Sword or Rainy Saber will serve him best, especially as both are available
early on and he can rack up some Mastery with them. Swordsman Ragnus will be
a little lighter on his feet than he would be with an axe and he'll have
access to knockback, but he will be doing less direct damage and he won't
have the equipment-breaking capabilities offered by an axe.










********************
5.01.07   Paulo
********************

Age: 63
Class: Alchemist
Recruited: Post-Scene 3
Leaves: N/A
Returns: N/A
Weapon Type A: Rod
Weapon Type B: Book
Ace DEL Bonus: Tamer -2, Sorceress -1, Priestess -2, Witch -1
Parameters:
  Initial Level: 16
  HP: 861
  DEL: 4
  TAC: 3
  CAP: 129
  Specialty: IV
  Elemental Affinity: Fire +1, Water +2, Air -2, Earth -1

I'm not going to say too much about Paulo here in order to avoid giving too
much about his story away. Suffice it to say that Paulo is many of the things
you'd expect him to be at first glance - wise, practical, knowledgeable,
tactically-minded - and many other things that you may not expect at first
glance - a parental substitute for the Raguel children, an alcoholic, a
dirty old man, and a former... ah, but I said I wasn't going to spoil you....

It is not at all uncommon for players to find Paulo becoming the linchpin of
their army. As the only unit in the game to wield both Rods and Grimoires, he
brings an enormous amount of magical offense and defense to your army. He is
predictably fragile and slow, considering his age, but his magical prowess
makes him a valuable and versatile character well worth using.

RECOMMENDED ENDGAME SETUPS
ANTIPODE PAULO
  Icicle Rod
  Lava Rod
  Mirage Garb
  Chrono OR Overdrive
The raw damage setup for Paulo, this takes the two most valuable rods in the
game and pairs them with a Chrono for maximum CT reduction. If you haven't
gotten a Chrono to drop from Isabeli, an Overdrive is the next best thing.
Replace the Mirage Garb with a Sun Cloak or an Aqua Robe when elemental
damage comes up and you should be set.

YIN-YANG PAULO
  Icicle Rod/ Lava Rod
  Book of Kirie
  Mirage Garb
  Chrono OR Overdrive
Probably the setup most people prefer, the Book of Kirie offers all the
healing you could ever need, while the Icicle or Lava Rod still allows
Paulo to devastate the battlefield. Simple and effective.

CONTROL PAULO
  Icicle Rod
  Mirage Garb
  Chrono OR Serpent
  Gram Canceller OR Tough Boots
  Sorcery Glass OR Voodoo Doll
The goal with this setup is to maximize Paulo's Water affinity and thereby
the damage from the Icicle Rod. The Gram Canceller, Tough Boots, Sorcery
Glass, and Voodoo Doll all work toward this end, as does the Mirage Garb.
Paulo will also have a fair amount of DEF and MDEF with this setup, making
him much more survivable than usual, but he generally won't have room to
equip a book along with everything else, which is a drawback.

BURNING PAULO
  Lava Rod
  Grimoire OR Armor of preference
  Hero's Crown OR Pumpkin Hat
  Chrono OR Overdrive
  Tiger Band
Paulo doesn't have as many options for Fire affinity as he does for Water
affinity, but because of this you have the ability to give him a book instead
of armor, which many may prefer. The Lava Rod doesn't need its affinity
boosted as much anyway, considering that its main purpose is to cause Burn,
but it will make it easier to take out Golems with Redder Blitz, if nothing
else.

DOCTOR PAULO
  Book of Kirie
  Mirage Garb
  Pointy Hat
  Chrono OR Overdrive
  Tough Boots
  Tiger Band OR Voodoo Doll
A Paulo focused on healing only needs one book: the Book of Kirie. This frees
up the rest of his equipment slots for much-needed protection (and Earth
affinity where possible, to benefit the Book). He'll still be unreliable in
direct melee combat, but his MDEF will be very high and his RES won't be too
shabby either.

NECROMANCER PAULO
  Madorisux
  Armor of preference
  Hero's Crown OR Pumpkin Hat
  Chrono OR Overdrive
  Tiger Band
The Madorisux is my four-star book of choice for Paulo because it plays to
his higher Fire affinity rather than his lower Earth affinity (the
Apocalypse is Earth-elemental) and because it keeps him farther away from
the action, seeing as it possesses all ranged healing skills rather than the
Apocalypse's melee-range one. Specifically as opposed to the Book of Kirie,
the Madorisux offers more damage, a better status effect, and better AOE
healing at the cost of requiring more CAP and having much weaker instant-cast
healing.

APOCALYPSE PAULO
  Apocalypse
  As many of the following as CAP allows:
     Mirage Garb
     Pointy Hat
     Tough Boots
     Tiger Band OR Voodoo Doll
Paulo is actually not the best choice for wielding the Apocalypse due to low
Earth affinity, but if you reach endgame with him as your only book-user and
really want to use the Apocalypse, you'll have to make do by giving him an
Earth-elemental setup. Note the complete lack of +CAST in the above build:
as the Apocalypse has no skills with a cast time, +CAST is unnecessary when
equipping it, and the damn thing is WAY too heavy to equip alongside a second
weapon without completely sacrificing the rest of your equipment slots. So
yeah. Not exactly "recommended," but the Apocalypse is so powerful that you
might not care.










****************************
5.01.08   Valerie Brighid
****************************

Age: 17
Class: Rebel
Recruited: Scene 6-2
Leaves: Post-Scene 10-2
Returns: Post-Scene 20
Weapon Type A: Bowgun
Weapon Type B: Claw
Ace DEL Bonus: Knight -1, Brute -1, Tamer -2, Witch -2
Parameters:
  Initial Level: 20
  HP: 1158
  DEL: 2
  TAC: 1
  CAP: 118
  Specialty: II
  Elemental Affinity: Fire +2, Water -1, Air 0, Earth -1

The only child of the Republican faction of Gargania, Valerie is an active
and energetic young woman. But her life - a pleasantly challenging carnival
of piano lessons, political discussions, and hunting trips that caused her to
develop into a strong, outspoken young aristocrat - took a sudden, bloody turn
when the Republican faction was betrayed and usurped by Bacchus, a well-spoken
sadist who took most of the party prisoner in order to enjoy the satisfaction
of executing them with his own hands. Valerie escapes and joins forces with
Ragnus and Esperanza, where her searing need for revenge colors her actions for
the rest of the game.

Valerie feels like an odd cross between a Gunner, a Tamer, and an Assassin
when used in battle. She's got a bowgun like a Gunner, but she has the
frontline HP and equips of a Tamer, but she also has the speed and stealthy
claws of an Assassin. Trying to figure out what to do with her can be a real
chore, not because she's not good at all of these areas, but because it's
difficult to feel like you're using her to her full potential when she has
such contradictory talents to utilize.

RECOMMENDED ENDGAME SETUPS
HUNTRESS VALERIE
  Meteor/ Fallen Phoenix
  Walkyrie OR Cuirass
  Snipe Finger
  Fire Boots OR Safety Boots
Honestly, Valerie isn't well cut out to be a pure-Bowgun-wielder. You can't
get her Specialty and her elemental affinity on the same weapon, and she
loses a lot of utility if you don't equip her with a claw. However, if you
really want her to be a crossbow purist, you'll want to go with the Meteor
(for Specialty) or the Fallen Phoenix (for affinity) over the Fanelia,
which can be much better used by a Gunner. Valerie can actually tear up the
field a good deal with the Meteor, particularly with a pair of Specialty II
boots (i.e. Fire Boots or Safety Boots,) so if you're going this direction
with her, that's what I would advise.

CATWOMAN VALERIE
  Bloody Claw
  Griffin Talon
  Walkyrie
  Amazon Boots OR Twilight Leggings
With Amazon Boots or Twilight Leggings to boost her mobility, this setup
turns Valerie into a high-HP Assassin who can go in, Poison key targets to
death, and then lifesteal herself back to full health on the way out. On
Nightmare difficulty, Poison and Burn are two of the VERY few ways to
realistically deal damage to bosses, thus the choice of the Griffin Talon;
other potent status-effect-causing claws like the Wild Cat, the Leyte Claw,
or the Jackhand can work just as well, but I find the Griffin Claw the most
useful of the bunch.

ANTI-MAGIC VALERIE
  Wind Tearer
  Magic Eater
  Savage Hunter
Unusually, Valerie can equip the Magic Eater: valuable body armor that
absorbs ANY magic damage dealt to the equipee while still providing a sweet
15 DEF. And if you're going to equip the Magic Eater on Valerie, you might as
well go the whole way and turn her into an anti-magic mage eater with the
Wind Tearer claw, which causes Slow Cast. While not as good at shutting down
magic users as Silent, Slow Cast can still be used to great effect, especially
later in the game as powerful spellcasters become both more common and more
dangerous. If you don't have an Assassin or a Sorceress trained in the art of
nullifying enemy spellcasters, Valerie equipped with the Magic Eater can do
the job instead.

BREAKER VALERIE
  Crossbow/ Grief Bowgun/ Fallen Phoenix
  Cuirass
  Shady Shackles
This is an interesting one. Valerie is one of the very, very few characters
that can equip the Shady Shackles: a one-of-a-kind hand equip with the unique
Boost effect of "Destroy random piece of enemy equipment." Furthermore, she
is the only character who can equip both the Shady Shackles and a ranged
weapon at the same time, allowing her to easily position herself to grant the
Shackles' Boost to multiple characters from a safe location while still
contributing to the battle when necessary. The Cuirass provides some extra
HIT to allow her to shoot from farther away.










*****************************************
5.01.09   Alesandra (Alissa) Delacroix
*****************************************

Age: 16
Class: Royal
Recruited: Scene 13
Leaves: Epilogue: Ending B
Returns: N/A
Weapon Type A: Lance
Weapon Type B: Wand
Ace DEL Bonus: Knight -2, Paladin -2, Gunner -1, Priestess -1
Parameters:
  Initial Level: 1
  HP: 804
  DEL: 4
  TAC: 2
  CAP: 96
  Specialty: III
  Elemental Affinity: Fire -2, Water +3, Air -2, Earth +1

Alissa is my favorite character in this game. She is a richly nuanced and
deeply sympathetic character to me, and while I won't go into details on her
background to avoid spoiling you all, suffice it to say that it complicates
her life more than one usually sees in a video game. As a Daltanica noble,
she is clearly a sheltered individual, but she displays a keen sense of
politics and underhanded, roundabout dealings that only makes sense in an
aristocrat, and this gives her otherwise innocent and idealistic character a
surprisingly hard edge. The time she spends early in the game with Giulio and
Esperanza clearly has a powerful effect on her, and her feelings for Giulio
are quite evident... but can you trust her? Good question....

On the battlefield, Alissa is a beast. With two unique weapon types, a variety
of armor types to fill multiple roles, naturally high HP and CAP, and high
Guard Ratings on her best weapons, Alissa can simultaneously serve as tank,
mage, fighter, healer, and knockback specialist, all with one build. She's
incredibly versatile and very effective at pretty much anything you need her
to do - and she does it all in a gorgeous Pimped Out Dress, to boot. Need I
say more?

RECOMMENDED ENDGAME SETUPS
GRAB-BAG ALISSA
  Any lance
  Arrow Heart OR Twinkle Stick
  Joker
  Angel Halo
  Healing Gloves
This setup gives Alissa her maximum potential in a fight. Her lances give her
damage and (except for the Oni Lance) knockback; the Arrow Heart grants Burn
and Charm, while the Twinkle Stick offers Mana Aura and Purge Undead; the
Joker gives her some DEF, the Angel Halo has great MDEF, and the Healing
Gloves have 35 CT on them, speeding up her already-quick wand spells. You
can't go wrong with this Alissa; she does pretty much everything this way.

WIND KNIGHT ALISSA
  Shangri-La
  Pure Grace
  Angel Halo OR Medic Cap
  Aerobrace OR Overdrive
  Cat Feet
Some people like the Oni Lance on Alissa - possibly because of how hard it
can be to get - but I prefer the Shangri-La. The two lances do comparable
damage and have overall nearly the same stats, but the Shangri-La is a little
lighter and has knockback, which the Oni Lance lacks. The problem? Alissa's
Air affinity is naturally low. This setup boosts her up from -2 to +1,
overcoming that disadvantage, and still leaves her sturdy (lots of armor)
and quick (Cat Feet).

CUPID ALISSA
  Arrow Heart
  Beni Shigure
  Magic Tiara
  Overdrive
  Leg Warmer OR Ping Pong Pumps
This setup maximizes Fire affinity in order to maximize damage out of the
Arrow Heart. The Arrow Heart is arguably the best wand in the game, tied only
with the Twinkle Stick; possessing Burn, Charm, and healing powers in its
repertoire, it's well deserving of its own setup. This is my preferred midgame
setup on Alissa, before you get access to her best lances, and even in the
endgame, it's a setup that can serve you well.

QUICK-CAST ALISSA
  Twinkle Stick
  White Robe
  Rapid Rabbit
  Aerobrace/ Healing Gloves/ Overdrive
This is an interesting little build that results in an Alissa with 70 CT.
Yes: 70 CT. Wands already have fairly low cast times, and with 70 CT, Alissa
will be casting so quickly even Isabeli will be impressed. Technically you
can do this with any wand, but the Twinkle Stick is non-elemental, meaning
you don't need to worry about elemental affinities with this hodgepodge of
equipment.

MAGIC TANK ALISSA
  Any weapon
  Beni Shigure
  Angel Halo
  Aerobrace OR Overdrive
  Jewel Anklet
Alissa is pretty good at taking physical hits, but where she really excels is
as a magical tank. With this setup, Alissa will have a whopping 75 MDEF,
making her nigh-invulnerable to Priestesses, Sorceresses, Witches... and the
final boss. Any weapon can work with this setup; take a lance for more damage
or a wand for more party support, whichever you prefer.










****************************
5.01.10   Natalia Raymont
****************************

Age: 21
Class: Duelist
Recruited: Scene 15
Leaves: Epilogue: Ending B
Returns: N/A
Weapon Type A: Sword
Weapon Type B: Rapier
*Can also equip Small Shields
Ace DEL Bonus: Paladin -2, Assassin -1, Trickster -1, Sorceress -2
Parameters:
  Initial Level: 29
  HP: 1334
  DEL: 2
  TAC: 2
  CAP: 121
  Specialty: IV
  Elemental Affinity: Fire -1, Water -1, Air +3, Earth -1

The daughter of a rather crucial character, Natalia is an Imperial knight with
intense loyalty to Alissa. She is graced with many talents, being a brilliant
fencer, an accomplished strategist, and absolutely freaking gorgeous. Her
loyalty to Alissa is unquestionable, but that doesn't leave her loyalty to
Esperanza feeling very genuine, and she doesn't seem too interested in
changing what others might feel about her. A lot of fans aren't too sure what
to make of her, but I like her, even if just for her magnificent hairdo. What
can I say? There are worse reasons to like a character.

In the original plans for Gungnir, Natalia's class of Duelist was important,
as the ability to duel units one-on-one inside of homes and buildings was
planned to be implemented and Natalia was going to be nigh-unbeatable in such
situations. That feature was cut somewhere along the way, though, which leaves
Natalia feeling a bit generic. She's a strong physical fighter and a pretty
decent tank, but she joins your party a bit late and is usually overshadowed
by the fighters people have been training since the start of the game. At
least she still has one niche specialty, however: since Elise rarely puts
rapiers to much use and no other class can equip them, Natalia can consider
herself the best rapier-user in the game.

RECOMMENDED ENDGAME SETUPS
FENCING NATALIA
  Blue Stinger/ Crimson Red/ Zolfy
  Your best Small Shield
  Walkyrie
  Amazon Boots OR Wheel Greaves
While you could focus on increasing Natalia's elemental affinities to
maximize the damage of the Blue Stinger or the Crimson Red, I find that
rapiers are generally more valuable for the knockback rather than the direct
damage. Natalia gets +2 MOVE with this setup - also +1 JUMP with the Amazon
Boots - making her extremely mobile as well as extremely deadly. If you have
the CAP, you can also equip the Intelli Ribbon on her to turn her into a TP-
generating machine.

ANTIMAGIC NATALIA
  Blue Stinger/ Crimson Red/ Zolfy
  Magic Eater
  Power Gaunts
  Heavy Greaves OR Wheel Greaves
Like Valerie, Natalia is capable of wearing the coveted Magic Eater and
becoming completely immune to magical attack. Compliment this potent armor
with a healthy chunk of DEF from the Power Gaunts (+10) and the Heavy
Greaves (+20) and you'll find Natalia a difficult force to stop. While she
doesn't have a specific anti-mage weapon the way Valerie does, don't forget
that knockback interrupts enemy spells while they are casting. You can also
sacrifice some of her DEF for the extra +1 MOVE from a pair of Wheel Greaves,
which may be more valuable depending on how you plan to use her.



















*******************************************************************************
*******************************************************************************
*******************************************************************************

                            5.02   GENERIC CHARACTERS

*******************************************************************************
*******************************************************************************
*******************************************************************************



Our main cast wouldn't get too far without the army of devoted soldiers ready
to give their lives for the cause. But of what measure is your army? Where do
their skills lie? And in what way should you be utilizing those skills to
unlock their fullest potential? Let's take a glance at such things here.





*******************************************************************************

                                  THE KNIGHT

*******************************************************************************


[5.02.01]

KNIGHT

First Available: Scene 4
Weapon Type A: Sword
Weapon Type B: Shield
Purpose: Uber-tank
Pros:
  Can use swords for knockback
  Large shields, offering the best Guard rating in the game
  The Basilisk Shield, which blocks the final boss' Poison
  Heavy armor, allowing for sky-high defenses
  The Dragonia Armor, which absorbs the very common fire damage!
Cons:
  Heavy armor lowers mobility, making Knights' turns come up very slowly.
  Options for MDEF are limited (other than the amazing Magic Eater).



UNDERSTANDING THE KNIGHT

  "Next time, try to leave a dent!" -Leona, League of Legends

The role of the tank - the unit that sits there and takes damage so the other
members of the army don't have to - is a valued component of most RPGs out
there, and in Gungnir, the Knight is far and away the best at this job. Why?
Because the Knight is the only unit that can equip Large Shields, which boast
the highest Guard Rating of any equipment in the game. When you see that most
characters can get a maximum Guard Rating of about 30% and then you see that
the highest Guard Rating on a Large Shield is 75%, it's not hard to understand
how valuable this single equipment option is when it comes to tanking damage.

On top of Large Shields, Knights tend to have naturally high HP and CAP, making
it easy to fill all of their equipment slots without surpassing their CAP
limit. Large Shields may make it difficult for an enemy to get a hit in, but
it's the additional HP and armor potential a Knight brings along to back up
that ridiculous Guard Rating that truly makes a Knight impossible to kill.

However, this isn't all a Knight brings to the table. Along with a Large
Shield, a Knight can equip many different Swords, giving them a versatile blend
of damage, knockback, and status effects. Suddenly your Knight isn't just
unkillable: he can also wade into the middle of any number of foes and hack
them all to pieces, barely blinking at their attempts to damage him in return.
Just because Knights are the best at tanking doesn't mean that's all they can
do in a fight!

  "Wanna know the opposite of agility? That." -Rainbow Dash, My Little Pony

All that CAP and heavy armor comes with a price, and that price is mobility.
Knights generally have naturally high DEL, and Large Shields and heavy armor
will increase that DEL, compounding the problem by taking up most of the
Knight's CAP to equip. A fully-equipped Knight's turn will come up once a year
or so; of course, he can act anyway at the cost of VIT, which he has to spare,
but this reduces his capacity to do his main job: tank.

This mostly becomes problematic, not in terms of a Knight doing his job
properly - Knights don't need to take turns to get attacked - but in terms of
trying to finish stages with a three-star rating. Part of getting a three-star
rating is finishing the stage with speed, and Knights can sometimes be
counterproductive to this goal. It's great when you can just station your
Knight at a chokepoint - i.e. a bridge or a single narrow path - and let the
enemies come to him, but trying to have him plod across an open field or a
wide city street quickly gets him left in the dust. Knights also work better
with ranged and magic units that can safely sit behind the Knight and do their
damage from there. Quick melee units like Tamers and Assassins will move three
times in the time a Knight can move once, thereby putting themselves far ahead
of the Knight's protection and preventing him from doing his job.

It's also an unfortunate truth that Knights have few ways to protect themselves
from magic-users. While there are a few items they can equip that give them
some MDEF, Knights are often left completely vulnerable to enemy Witches and
Sorceresses. This weakness, though, can be overcome at the end of the game,
when Knights gain access to the Magic Eater: an amazing armor piece that
absorbs ALL magical damage inflicted upon the wearer!



QUALITIES TO LOOK FOR IN A KNIGHT

Since you ought to be planning to move a Knight to a key strategic position
and leave him there to soak up damage, DEL, TAC, and Specialty are usually
inconsequential for a Knight. Focus instead on finding a Knight with high HP
and CAP that you can load up with heavy defensive equipment to maximize the
strengths of his class. Firenz and Ernest are good choices for early-game
Knights, while Gert and Rudolph will fit the bill better if recruiting in the
mid- or late-game. As far as Camp Knights go, Kristoph is astoundingly good
for a Camp recruit, and David and Hugo aren't too bad either.



******************
LIST OF KNIGHTS
******************

GUILD KNIGHTS
*************

Rondine        Reinhart       Firenz         Lester         Ernest
LV: 6          LV: 11         LV: 21         LV: 33         LV: 41
HP: 1067       HP: 938        HP: 1137       HP: 1314       HP: 1535
DEL: 4         DEL: 2         DEL: 4         DEL: 3         DEL: 4
TAC: 2         TAC: 2         TAC: 1         TAC: 1         TAC: 2
CAP: 95        CAP: 106       CAP: 122       CAP: 125       CAP: 139
Spec: III      Spec: II       Spec: IV       Spec: II       Spec: I
Fire: -1       Fire: 3        Fire: 1        Fire: 3        Fire: 0
Water: 1       Water: 0       Water: 3       Water: 3       Water: 0
Air: 1         Air: 0         Air: -2        Air: -3        Air: -3
Earth: -1      Earth: -3      Earth: -2      Earth: -3      Earth: 3
WPN: *         WPN: *         WPN: *         WPN: **        WPN: **
AVA: 4-9       AVA: 4-12      AVA: 4-12      AVA: 7-12      AVA: 10-12
                    14-23          14-25          14-25          14-25

Gert           Theonil        Rudolf         Basturk        Audric
LV: 52         LV: 60         LV: 72         LV: 81         LV: 1
HP: 1620       HP: 1422       HP: 1899       HP: 1944       HP: 1532
DEL: 4         DEL: 3         DEL: 3         DEL: 2         DEL: 3
TAC: 2         TAC: 2         TAC: 3         TAC: 1         TAC: 3
CAP: 156       CAP: 155       CAP: 161       CAP: 158       CAP: 114
Spec: III      Spec: IV       Spec: I        Spec: III      Spec: IV
Fire: -3       Fire: -1       Fire: 0        Fire: -3       Fire: 2
Water: 1       Water: -2      Water: 1       Water: 3       Water: -3
Air: 1         Air: 3         Air: 1         Air: -1        Air: 2
Earth: 1       Earth: 0       Earth: -2      Earth: 1       Earth: -1
WPN: ***       WPN: ***       WPN: ****      WPN: ****      WPN: ****
AVA: 14-25     AVA: 17-25     AVA: 21-25     AVA: 24-25     AVA: 3-25



CAMP KNIGHTS
************

POST-SCENE 03 CAMP MODE

N/A



POST-SCENE 05 CAMP MODE

N/A



POST-SCENE 07 CAMP MODE

N/A



POST-SCENE 15 CAMP MODE
Gordon         David          Hugo           Clark
LV: 31         LV: 31         LV: 31         LV: 31
HP: 1055       HP: 1202       HP: 1215       HP: 1156
DEL: 3         DEL: 4         DEL: 4         DEL: 4
TAC: 2         TAC: 2         TAC: 1         TAC: 3
CAP: 123       CAP: 126       CAP: 132       CAP: 120
Spec: I        Spec: II       Spec: II       Spec: III
Fire: -1       Fire: 3        Fire: 1        Fire: -3
Water: -1      Water: -2      Water: 0       Water: 1
Air: -1        Air: 0         Air: -3        Air: 1
Earth: 3       Earth: -1      Earth: 2       Earth: 1



POST-SCENE 18 CAMP MODE

Kristoph       Frederic       Benedict
LV: 35         LV: 35         LV: 35
HP: 1358       HP: 1176       HP: 1107
DEL: 2         DEL: 3         DEL: 4
TAC: 1         TAC: 2         TAC: 2
CAP: 124       CAP: 130       CAP: 133
Spec: II       Spec: I        Spec: IV
Fire: -1       Fire: -3       Fire: 3
Water: -1      Water: -2      Water: 1
Air: 3         Air: 3         Air: -3
Earth: -1      Earth: -2      Earth: -1










*******************************************************************************

                                   THE BRUTE

*******************************************************************************


[5.02.02]

BRUTE

First Available: Scene 3
Weapon Type A: Axe
Weapon Type B: Hammer
Purpose: Melee DPS
Pros:
  Great physical damage potential
  Can break enemy armor, greatly increasing damage for your entire party
  Only Hammer user
  Can easily smash Golems using Thor's Hammer
Cons:
  Lack of ranged attacks leaves them vulnerable to ranged attackers.



UNDERSTANDING THE BRUTE

  "See? Violence. You'll get the hang of it." -Chiana, Farscape

If your goal is just to get into the enemy's face and smash it through the back
of their skull, you can't do better than a Brute. If the Knight is the master
of defense, the Brute is a master of offense, dishing out tremendous raw damage
at point-blank range. With their high HP, a Brute can usually survive long
enough to get in close; with their ability to destroy enemy equipment -
including armor and shields! - a Brute can make sure their foes face them at
maximum vulnerability; and with their vicious selection of weaponry, a Brute
can really take advantage of that vulnerable state.

Even if your Brute is not the damage-dealing cornerstone of your army, he can
provide a surprisingly potent supporting role simply by using his various
equipment-breaking skills to remove an enemy's defenses and special passive
abilities. Bacchus and his Magic Eater armor aren't as scary when the Magic
Eater is in pieces on the ground and your spellcasters are advancing with
murder in their eyes.

The armor-breaking capability of a Brute can be used for other, less-directly
offensive contributions to your army as well. For example, take the infamous
Pamela, holder of the one-of-a-kind weapon Pamela's Broom. People have ripped
their hair out trying to get this drop from the ditzy witch. Want to tip the
odds in your favor? Destroy all of her other equipment using a Brute, then
flatten her into the snow. Your chances of getting the Broom to drop just went
from 25% to 100%!

  "Maybe I need to get closer..." -Sailor Chibimoon, Sailor Moon

Brutes have one rather dramatic weakness: lack of range. In some games, this
isn't much of a problem, but in Gungnir, it can really hurt a Brute's
viability. Gungnir's maps can be quite twisty, convoluted, and obstacle-
filled, and a Brute is vulnerable to ranged projectile- and caster-units while
they're trying to get in range to be effective. The computer can easily play
keep-away with your Brutes with the knockback of Throwers or the debilitating
status effects of Sorceresses and Witches, and there's nothing your Brute can
do other than power through the gauntlet and hope it doesn't hurt too much.
Countering with crowd-control from mages of your own can help a lot, as can
equipment options like the Wheel Greaves (for mobility) or the Magic Eater (to
nullify offensive magic,) but it's still a weakness that can sometimes make a
Brute a liability rather than an advantage, especially on some of the late-
game maps.



QUALITIES TO LOOK FOR IN A BRUTE

A Brute really wants high HP and CAP above all else. He needs HP to survive
long enough to reach your enemies and work his magic on their equipment and/or
their life, and he needs the CAP to equip all the armor and weapons necessary
to do his job. A Brute specialized toward breaking enemy equipment generally
wants two axes or an axe and a hammer, so he will need more CAP than a Brute
whose intent is just to do damage. Finally, try to aim for a Brute with low
DEL; a quick Brute gets up to enemies and destroys their gear faster than a
slow one, obviously, and that's worth a lot in a fight. Generally Specialty,
TAC, and elemental affinity isn't too important, although I confess I have a
preference for a Fire-affinity Brute, since the Sunrise is my favorite axe and
it is fire-elemental. With all this in mind, particular Brutes of note are
Alonso, Josef, Cougar, and Hagen. Camp Brutes Calvin and Caesar aren't bad
options either.



*****************
LIST OF BRUTES
*****************

GUILD BRUTES
************

Alonso         Josef          Jungwil        Krozem         Fritz
LV: 4          LV: 10         LV: 20         LV: 30         LV: 44
HP: 1080       HP: 1159       HP: 1391       HP: 1588       HP: 1720
DEL: 3         DEL: 2         DEL: 4         DEL: 4         DEL: 4
TAC: 1         TAC: 1         TAC: 2         TAC: 2         TAC: 1
CAP: 96        CAP: 99        CAP: 106       CAP: 131       CAP: 139
Spec: IV       Spec: IV       Spec: II       Spec: III      Spec: I
Fire: 1        Fire: 3        Fire: -3       Fire: -2       Fire: -2
Water: -2      Water: 0       Water: 3       Water: 1       Water: -1
Air: 3         Air: 0         Air: -1        Air: -2        Air: 0
Earth: -2      Earth: -3      Earth: 1       Earth: 3       Earth: 3
WPN: *         WPN: *         WPN: *         WPN: **        WPN: **
AVA: 3-9, 13   AVA: 3-23      AVA: 3-25      AVA: 7-12      AVA: 10-12
                                                  14-25          14-25

Husrev         Cougar         Hagen          Ulrich         Legro
LV: 52         LV: 60         LV: 71         LV: 80         LV: 1
HP: 1832       HP: 1868       HP: 2299       HP: 2229       HP: 1524
DEL: 3         DEL: 2         DEL: 3         DEL: 4         DEL: 3
TAC: 1         TAC: 1         TAC: 2         TAC: 3         TAC: 2
CAP: 135       CAP: 155       CAP: 163       CAP: 178       CAP: 114
Spec: II       Spec: IV       Spec: III      Spec: III      Spec: II
Fire: -3       Fire: 0        Fire: 3        Fire: 2        Fire: -1
Water: 0       Water: 2       Water: -2      Water: -2      Water: -3
Air: 0         Air: 1         Air: -1        Air: -3        Air: 3
Earth: 3       Earth: -3      Earth: 0       Earth: 3       Earth: 1
WPN: ***       WPN: ***       WPN: ****      WPN: ****      WPN: ****
AVA: 14-25     AVA: 17-25     AVA: 21-25     AVA: 24-25     AVA: 3-25



CAMP BRUTES
***********

POST-SCENE 03 CAMP MODE

Calvin         Barnaby
LV: 10         LV: 10
HP: 1048       HP: 1043
DEL: 2         DEL: 4
TAC: 1         TAC: 3
CAP: 102       CAP: 96
Spec: I        Spec: I
Fire: -2       Fire: 1
Water: 3       Water: -1
Air: 0         Air: -1
Earth: -1      Earth: 1



POST-SCENE 05 CAMP MODE

Armant
LV: 15
HP: 1161
DEL: 3
TAC: 1
CAP: 104
Spec: II
Fire: 3
Water: -1
Air: -3
Earth: 1



POST-SCENE 07 CAMP MODE

N/A



POST-SCENE 15 CAMP MODE

N/A



POST-SCENE 18 CAMP MODE

Gastend        Clive          Caesar         Bold
LV: 35         LV: 35         LV: 35         LV: 35
HP: 1607       HP: 1691       HP: 1454       HP: 1644
DEL: 3         DEL: 4         DEL: 2         DEL: 4
TAC: 1         TAC: 2         TAC: 2         TAC: 2
CAP: 109       CAP: 118       CAP: 127       CAP: 121
Spec: II       Spec: I        Spec: I        Spec: III
Fire: 0        Fire: 1        Fire: -2       Fire: 1
Water: 2       Water: -1      Water: 1       Water: 2
Air: 1         Air: -2        Air: 2         Air: -1
Earth: -3      Earth: 2       Earth: 1       Earth: -2










*******************************************************************************

                                  THE PALADIN

*******************************************************************************


[5.02.03]

PALADIN

First Available: Scene 6
Weapon Type A: Sword
Weapon Type B: Greatsword
*Can also equip Small Shields
Purpose: Melee magic-user, off-tank, undead extermination
Pros:
  Can use swords for knockback
  Can use greatswords to hit multiple enemies with unblockable magic
  Fairly defensive; functions as a decent tank
  The Holy Sabre and its ability to one-shot the undead
Cons:
  Jack of all trades, master of none.



UNDERSTANDING THE PALADIN

  "Oh great spirit of the divine, grant me the forgiveness that I, in my
   fleshy weakness, cannot grant, and thus must perpetrate this act of
   violence against my fellow man." -White Mage, 8-Bit Theater

Paladins in Gungnir are more akin to Red Mages of Final Fantasy than they are
to most other incarnations of Paladins I've seen. They have no healing or
protective abilities and their tankiness is iffy unless you load them up with
heavy armor, but they have a wide variety of physical and magical attacks in
various elements that make them devastating on the battlefield. The ability to
easily swap between physical and magical attacks is an advantage that cannot
be overlooked, especially in the endgame, when you'll be facing a plethora of
units at a time with all sorts of varied defenses to overcome. Between Swords
and Greatswords, a Paladin has access to all elements, several very nasty
status ailments, valuable effects like TP damage and knockback, and more. This
versatility becomes even nastier with a hefty chunk of CT, a stat Paladins can
build very easily; this makes their spells almost as quick as their physical
attacks, giving enemies no time to evade the damage or the crippling status
effects that come with said damage. Don't let the pure white armor and baby
blues fool you; when you put a Paladin on the field, your foes are in for a
hell of a time.

Even moreso than slashing, hacking, igniting, and drowning foes, however,
Paladins have one particular specialty that rises above the rest: murdering the
undead with extreme prejudice. Paladins have access to the Holy Sabre, a sword
that has the ability to one-shot Undead with the spell Luminous Wraith. While
Archers and Witches can fill this role as well, the Paladin gets access to the
Holy Sabre before these other classes get their equivalent weapons, making him
the defining master thereof. If you lived in fear of Isabeli and her infinitely
reviving hordes, as I once did, fear no longer: Paladins can put those bags of
bones back into the graves they came from without putting a lock of their
perfectly tousled hair out of place.

  "Anything you can do, I can do better." -Anything You Can Do, Ethel Merman

Okay. So we've established that Paladins can tank, attack, and cast, all at the
same time, right? Seems like there's no need for any other unit, in that case,
right?

Wrong. Unfortunately for Paladins, they tend to fall face-first into the "jack
of all trades, master of none" position so dreaded by game players the world
over. They can't tank as well as a Knight, they can't attack as well as a
Brute, they can't nuke huge areas like a Sorceress... the list goes on. Their
main specialty is killing the undead, which only appear on three maps in the
game (granted, they can be hideous maps) and isn't even a skill unique to them
by the time endgame rolls around (although, again, they will be able to do it
first, at least). What about their simple versatility? Doesn't that make them
worth using? Well, there happens to be a character in this game - you might
have met her, her name is Alissa - who can do everything a Paladin can do and
more... and do it BETTER.

This isn't to say that Paladins are worthless, though. If you decide to
specialize them in a particular role - say, loading them with heavy armor for
maximum tankability - they will perform adequately in that role while still
having that delightful ability to alternate magical and physical damage with
a single Greatsword. And on the other hand, by having your Paladin dabble in
all of the roles he can manage, you gain a very flexible party member who can
quickly adjust to the flow of battle however you need him to. Heck, load him
up with healing items and you can even use him as a de facto tanky healer with
magical and physical capabilities. However, you must be prepared to accept that
by specializing your Paladin, you will have to cut back on his versatility,
and by leaving him versatile, you cripple his ability to shine in any of his
roles. If you can make a sacrifice that satisfies you, though, then Paladins
will unquestionably help your army to prosper.



QUALITIES TO LOOK FOR IN A PALADIN

This is a tricky one. It's best to choose what role you want your Paladin to
fill before you start making decisions about which stats are important for him
and thus which Paladin recruits are best. If you want a tanky Paladin, clearly
you're looking for high HP and CAP, such as on Freiber and Mahmoud. If you want
a Paladin more suited for quick, surgical strikes, you want low DEL and a high
Elemental affinity; Gieche and Rochet fit such a bill. (Rochet is actually a
very good Paladin, despite being a Camp mercenary.) Elemental affinity is also
an important consideration, based on which weapon you want your Paladin to be
wielding; for example, Mahmoud has low Air affinity, which is bad for the 7-
Star Sword, while Gieche has low Fire affinity, making him ill-suited for the
Volcano. However, Paladins have such a wide variety of elemental choices in
weaponry that you can work with pretty much any elemental affinity in the end.
The only Guild Paladin I would warn you away from is Michel. Sadly, with low
HP, CAP, and Elemental affinities, he's just not as good of an option as many
of his fellows are.



*******************
LIST OF PALADINS
*******************

GUILD PALADINS
**************

Morozof        Michel         Freiber        Pilgrim        Gieche
LV: 7          LV: 12         LV: 23         LV: 33         LV: 43
HP: 966        HP: 802        HP: 1054       HP: 1072       HP: 1160
DEL: 4         DEL: 2         DEL: 4         DEL: 3         DEL: 2
TAC: 3         TAC: 3         TAC: 3         TAC: 2         TAC: 2
CAP: 105       CAP: 95        CAP: 124       CAP: 119       CAP: 132
Spec: III      Spec: IV       Spec: II       Spec: I        Spec: II
Fire: 0        Fire: -2       Fire: 0        Fire: -1       Fire: -3
Water: -2      Water: 2       Water: 1       Water: -1      Water: 3
Air: 2         Air: -1        Air: -2        Air: -1        Air: 1
Earth: 0       Earth: 1       Earth: 1       Earth: 3       Earth: -1
WPN: *         WPN: *         WPN: *         WPN: **        WPN: **
AVA: 6-9       AVA: 6-12      AVA: 6-12      AVA: 7-12      AVA: 10-12
                    14-23          14-25          14-25          14-25

Juno           Melange        Mahmoud        Grimwad        Leonil
LV: 50         LV: 63         LV: 72         LV: 80         LV: 1
HP: 1262       HP: 1356       HP: 1622       HP: 1464       HP: 1280
DEL: 4         DEL: 4         DEL: 3         DEL: 3         DEL: 2
TAC: 3         TAC: 3         TAC: 3         TAC: 2         TAC: 3
CAP: 145       CAP: 167       CAP: 152       CAP: 169       CAP: 114
Spec: IV       Spec: III      Spec: I        Spec: III      Spec: II
Fire: 1        Fire: 3        Fire: 1        Fire: -3       Fire: 3
Water: 2       Water: -3      Water: -1      Water: 3       Water: -2
Air: -3        Air: 2         Air: -3        Air: -1        Air: 1
Earth: 0       Earth: -2      Earth: 3       Earth: 1       Earth: -2
WPN: ***       WPN: ***       WPN: ****      WPN: ****      WPN: ****
AVA: 14-25     AVA: 17-25     AVA: 21-25     AVA: 24-25     AVA: 3-25



CAMP PALADINS
*************

POST-SCENE 03 CAMP MODE

N/A



POST-SCENE 05 CAMP MODE

N/A



POST-SCENE 07 CAMP MODE

Augusto        Jeremias       Gabriel
LV: 23         LV: 23         LV: 23
HP: 969        HP: 810        HP: 1093
DEL: 3         DEL: 2         DEL: 3
TAC: 3         TAC: 2         TAC: 1
CAP: 106       CAP: 115       CAP: 109
Spec: I        Spec: I        Spec: IV
Fire: 2        Fire: 3        Fire: -1
Water: -3      Water: -1      Water: -2
Air: 3         Air: 1         Air: 2
Earth: -2      Earth: -3      Earth: 1



POST-SCENE 15 CAMP MODE

Ariel          Clifford       Bradle
LV: 31         LV: 31         LV: 31
HP: 1040       HP: 1144       HP: 1026
DEL: 4         DEL: 3         DEL: 4
TAC: 2         TAC: 3         TAC: 3
CAP: 132       CAP: 108       CAP: 111
Spec: II       Spec: IV       Spec: III
Fire: 0        Fire: 3        Fire: 0
Water: -2      Water: 0       Water: -1
Air: 1         Air: -1        Air: -2
Earth: 1       Earth: -2      Earth: 3



POST-SCENE 18 CAMP MODE

Rochet
LV: 35
HP: 1096
DEL: 2
TAC: 3
CAP: 109
Spec: II
Fire: -2
Water: 3
Air: -3
Earth: 2










*******************************************************************************

                                  THE ASSASSIN

*******************************************************************************


[5.02.04]

ASSASSIN

First Available: Scene 3
Weapon Type A: Dagger
Weapon Type B: Claw
Purpose: Mobile thief with lifesteal and knockback
Pros:
  Tend to have low DEL, allowing them to act frequently
  Can use daggers for knockback
  Can use claws to steal accessories and consumables from enemies
  The Bloody Claw, which lets you recover HP when attacking enemies!
Cons:
  Fragile and less effective at direct damage than you might expect.



UNDERSTANDING THE ASSASSIN

  "You don't really want to mess with me tonight." -P!nk, U + Ur Hand

Fast, versatile, and wielding weapons designed for disembowelment, the
Assassin lives up to her name as last thing you want to run into in a dark
alley. Her actual potential for direct damage in a one-on-one fight is low;
after all, if she wanted to just walk to somebody and beat on them, she'd have
trained to be a Brute. No, the Assassin ghosts around the map, waiting for the
perfect opening to sneak up on her target and immobilize them, take their
healing items, and kick them into a bottomless pit.

The name of the Assassin's game is positioning, positioning, positioning. Due
to generally low CAP and HP, she doesn't have the staying power to plunge right
into an engagement and start hacking away, nor does she possess ranged attacks
to contribute to a fight from the outside. The primary tool an Assassin uses is
knockback, a common feature on both Claws and Daggers. Knockback allows the
Assassin to disrupt enemy spellcasters; separate vulnerable targets from their
fellows; knock enemies into pits, traps, deep water, or off the side of the
map; clear the way to the boss of a stage; and much more. A 3000-HP Knight it
would take your entire team to kill can be knocked off the side of a bridge to
his instant death with just one quick movement from an Assassin.

Knockback is not the only tool in the Assassin's bag of tricks, however. She
can also access a plethora of useful status effects, one of the most useful
being the rare and potent Stone effect, which allows her to take an enemy out
of the fight when there's nothing convenient for Knockback to work with.
There's also her capacity to steal an enemy's healing items - and if that
doesn't sound useful to you, clearly you've never had a boss full-heal using an
Elixir when you had them down to their last 50 health. Throw in AOE slashing
attacks and the Bloody Claw, a weapon that restores the Assassin's health when
she attacks with it, and you'll quickly begin to see the full extent of the
Assassin's potential.

  "All the world will be your enemy, O Prince with a Thousand Enemies. And if
   they catch you, they will kill you. But first, they must catch you."
  -Frith, Watership Down

In a perfect world, an Assassin would have all the time in the world to set up
the perfect kill: wait for the unsuspecting enemy to meander along the banks of
the river, get into just the right range, then rush out and knock them into the
drink. Unfortunately, Gargania is not a perfect world; that's what this game is
all about, after all. When every battle is timed for the three-star rating, you
don't always have time for an Assassin to sit in one place doing nothing while
she waits for somebody to come along and spring her trap.

It doesn't help that sending an Assassin straight into battle is a suicide
mission. Their damage is low and they die as soon as an enemy looks at them
sideways, so direct combat is out of the question. Getting in close and Stoning
an enemy is all well and good, but when that leaves you vulnerable to the four
guys behind him and you're as squishy as an Assassin is... well, it doesn't
usually end prettily.

Using an Assassin is not a cheap ticket to victory in Gungnir the way it is in
most games (I'm looking at you, Final Fantasy Tactics Advance!) It takes a lot
of planning, both on the micromanaging level (the Assassin herself) and the
macromanaging level (using Knights to tank for her, using Sorceresses to Freeze
other enemies to keep them away from her, etc.) However, it's all worth it once
your Assassin gets that opening she's been waiting for. While not a unit ideal
for beginners, she's great fun and great power once you get the hang of her!



QUALITIES TO LOOK FOR IN AN ASSASSIN

The ideal Assassin has 2 DEL - maximizing her ability to move into close range,
attack, and move quickly away again before she can get caught - and is focused
on Specialty I - as Knockback is her best tool and Knockback is Specialty I on
both Claws and Daggers. The only Assassins to have both of these qualities,
however, are Lucia and Aquina, so if you want to use an Assassin before the
endgame, you'll have to compromise somewhat. Moira is my personal favorite,
compensating for her 3 DEL with 2 TAC and high Water affinity for the Crystal
Edge. Elaine is a great Camp Assassin with high Air affinity; good for the
Rune Knife and the Griffin Talon, an unstoppable combination. Other great
choices are Frabela (low DEL and high TAC) and Vishna (low DEL and Specialty
II for AOE slicing-and-dicing).



********************
LIST OF ASSASSINS
********************

GUILD ASSASSINS
***************

Frabela        Vishna         Moira          Rolenta        Minotta
LV: 5          LV: 11         LV: 20         LV: 30         LV: 40
HP: 762        HP: 894        HP: 927        HP: 1142       HP: 1305
DEL: 2         DEL: 2         DEL: 3         DEL: 2         DEL: 3
TAC: 3         TAC: 2         TAC: 2         TAC: 1         TAC: 1
CAP: 88        CAP: 100       CAP: 112       CAP: 125       CAP: 132
Spec: IV       Spec: II       Spec: I        Spec: III      Spec: III
Fire: 1        Fire: -1       Fire: -2       Fire: 0        Fire: -2
Water: 0       Water: 3       Water: 3       Water: 0       Water: -1
Air: -1        Air: 0         Air: -3        Air: -3        Air: 0
Earth: 0       Earth: -2      Earth: 2       Earth: 3       Earth: 3
WPN: *         WPN: *         WPN: *         WPN: **        WPN: **
AVA: 3-9, 13   AVA: 3-23      AVA: 3-25      AVA: 7-12      AVA: 10-12
                                                  14-25          14-25

Seriee         Sarland        Lucia          Grunwalde      Aquina
LV: 54         LV: 60         LV: 74         LV: 86         LV: 1
HP: 1400       HP: 1362       HP: 1449       HP: 1564       HP: 1123
DEL: 4         DEL: 2         DEL: 2         DEL: 4         DEL: 2
TAC: 1         TAC: 1         TAC: 2         TAC: 3         TAC: 3
CAP: 158       CAP: 137       CAP: 172       CAP: 175       CAP: 114
Spec: II       Spec: IV       Spec: I        Spec: II       Spec: I
Fire: 0        Fire: -1       Fire: 0        Fire: 0        Fire: 0
Water: 3       Water: -3      Water: -1      Water: 0       Water: 3
Air: -1        Air: 2         Air: 3         Air: -3        Air: -2
Earth: -2      Earth: 2       Earth: -2      Earth: 3       Earth: -1
WPN: ***       WPN: ***       WPN: ****      WPN: ****      WPN: ****
AVA: 14-25     AVA: 17-25     AVA: 21-25     AVA: 24-25     AVA: 3-25



CAMP ASSASSINS
**************

POST-SCENE 03 CAMP MODE

Elaine
LV: 10
HP: 809
DEL: 2
TAC: 1
CAP: 102
Spec: III
Fire: -1
Water: 0
Air: 3
Earth: -2



POST-SCENE 05 CAMP MODE

Eleanor        Clara
LV: 15         LV: 15
HP: 879        HP: 885
DEL: 3         DEL: 3
TAC: 3         TAC: 2
CAP: 101       CAP: 110
Spec: III      Spec: IV
Fire: 3        Fire: -1
Water: -1      Water: 2
Air: 1         Air: 2
Earth: -3      Earth: -3



POST-SCENE 07 CAMP MODE

N/A



POST-SCENE 15 CAMP MODE

N/A



POST-SCENE 18 CAMP MODE

Evita          Hannah
LV: 35         LV: 35
HP: 1006       HP: 967
DEL: 3         DEL: 2
TAC: 1         TAC: 3
CAP: 124       CAP: 130
Spec: III      Spec: II
Fire: 3        Fire: 1
Water: 1       Water: -3
Air: -1        Air: 2
Earth: -3      Earth: 0










*******************************************************************************

                                   THE TAMER

*******************************************************************************


[5.02.05]

TAMER

First Available: Scene 3
Weapon Type A: Whip
Weapon Type B: Katana
Purpose: Melee AOE physical attacker and status inflictor
Pros:
  Melee AOE damage
  Capturing! Use of whips to capture enemies can turn the tide of a battle
  Only user of two unique weapon types: whips and katanas
Cons:
  How well they do in battle depends largely on luck.



UNDERSTANDING THE TAMER

  "Sit!" -Wadsworth, Clue: The Movie

With the crack of a whip, the Tamer asserts her dominance over the battlefield
and never lets the enemy have it back. A master of counterattacks and AOE
physical damage, the Tamer - while not as adept at direct burst damage as the
Brute - excels at making the enemy regret any move they make. If they group up
to attack, the Tamer hits them all at the same time. If they spread out, the
Tamer Captures them one by one, allowing your team to easily cut them down. If
they go after the Tamer, she blocks and counters with the use of a Katana. If
they leave the Tamer alone, she hounds them relentlessly with a barrage of
whip strikes.

The Tamer is roughly the melee equivalent of the Gunner, being a physical
damage-dealer whose forte is AOE damage. Whips have both row and piercing line
attacks, allowing for a range of possible targeting ranges, and they can
initiate Beats using their melee, single-target, Specialty III attack. The most
insidious power of the whip is their Specialty IV capturing ability, however,
which allows the Tamer to take both herself and her target out of the fight
until she next moves or attacks. Use these Capturing skills to immobilize a
difficult opponent, cancel an enemy spell midcast, or hold the enemy still
while you move the rest of your allies into place for an orchestrated Beat
strike.

While meant to be in melee combat, Tamers are usually somewhat fragile. Their
HP is not the best and their armor choices - while not bad, per se - are not
the greatest, particularly before the Walkyrie armor becomes available. They
make up for this deficiency by equipping Katanas, which have high Guard Rating
and serve as automatic counterattack engines. This emphasis on evasion and
countering makes Tamers surprisingly good evade-tanks; they capitalize on this
role with their counterattacks, which are quite powerful.

  "My life is a chip in your pile! Ante up!" -Setzer, Final Fantasy VI

The problem with Tamers is that, while they have a definite role in battle -
AOE physical damage and evade-tanking - figuring out what exactly to do with
those roles is easier said than done. Being a damage dealer implies that you
want them to, well, do damage, but Tamers have low single-target damage to even
out their ability to strike multiple units at once. Being a tank implies they
can take a hit, as does their melee status, but their survival is entirely
dependent on their luck in dodging and they have little defense against well-
aimed arrows or spells. Coupled with their generally low HP, this makes their
survival - even with a good Katana - uncertain at best.

What this comes down to is that Tamers are rather reliant on luck to maximize
their effectiveness in battle. If enemies don't move close enough for her to
attack, her damage suffers. If her katanas don't activate and block attacks,
or if unblockable projectile-users decide to start targeting her, then SHE
suffers. Fortunately, even in such a situation, there's always Capturing, which
can provide instrumental battlefield control on any stage in any difficulty. If
you use a Tamer, focus her strategies around this ability and take any extra
damage or dodging she manages to do as icing on the cake.



QUALITIES TO LOOK FOR IN A TAMER

Tamers often throw themselves onto the frontlines to Capture and slow as many
enemies with their whips as they can. While their Katanas can help to deflect
some blows, it's still advisable for a Tamer to have high HP for those hits
that make it through her Guard. Her elemental affinity generally isn't crucial,
since so many whips and katanas are non-elemental, but a Tamer with an all-
around balanced elemental spread will take less damage from elemental attacks
than a Tamer with dramatic elemental weaknesses, so there's that to consider.
I find Diora, Joanna, Platier, and Neredo to be keen Tamers worth employing,
and Mavis and Brigitte are quite respectable Camp Tamers as well.



*****************
LIST OF TAMERS
*****************

GUILD TAMERS
************

Bonita         Diora          Hildegard      Joanna         Platier
LV: 4          LV: 10         LV: 20         LV: 32         LV: 41
HP: 900        HP: 1041       HP: 981        HP: 1226       HP: 1344
DEL: 3         DEL: 3         DEL: 2         DEL: 4         DEL: 3
TAC: 1         TAC: 1         TAC: 3         TAC: 3         TAC: 2
CAP: 93        CAP: 102       CAP: 97        CAP: 130       CAP: 133
Spec: III      Spec: IV       Spec: II       Spec: I        Spec: I
Fire: -2       Fire: 0        Fire: -1       Fire: 3        Fire: 0
Water: -3      Water: 2       Water: 1       Water: -1      Water: -1
Air: 3         Air: -2        Air: 2         Air: -1        Air: 3
Earth: 2       Earth: 0       Earth: -2      Earth: -1      Earth: -2
WPN: *         WPN: *         WPN: *         WPN: **        WPN: **
AVA: 3-9, 13   AVA: 3-23      AVA: 3-25      AVA: 7-12      AVA: 10-12
                                                  14-25          14-25

Neredo         Atkasia        Magenta        Darushan       Alier
LV: 53         LV: 64         LV: 71         LV: 81         LV: 1
HP: 1406       HP: 1535       HP: 1863       HP: 1891       HP: 1235
DEL: 2         DEL: 3         DEL: 4         DEL: 3         DEL: 2
TAC: 1         TAC: 1         TAC: 2         TAC: 2         TAC: 2
CAP: 154       CAP: 165       CAP: 175       CAP: 176       CAP: 114
Spec: II       Spec: III      Spec: IV       Spec: II       Spec: III
Fire: 3        Fire: 2        Fire: 1        Fire: 3        Fire: -2
Water: 0       Water: 3       Water: 1       Water: -1      Water: 2
Air: -2        Air: -3        Air: 1         Air: 0         Air: 3
Earth: -1      Earth: -2      Earth: -3      Earth: -2      Earth: -3
WPN: ***       WPN: ***       WPN: ****      WPN: ****      WPN: ****
AVA: 14-25     AVA: 17-25     AVA: 21-25     AVA: 24-25     AVA: 3-25



CAMP TAMERS
***********

POST-SCENE 03 CAMP MODE

Jamie          Mavis          Esther
LV: 10         LV: 10         LV: 10
HP: 861        HP: 885        HP: 859
DEL: 4         DEL: 4         DEL: 3
TAC: 1         TAC: 2         TAC: 1
CAP: 102       CAP: 102       CAP: 108
Spec: I        Spec: III      Spec: IV
Fire: -2       Fire: 1        Fire: -3
Water: -1      Water: -2      Water: 3
Air: 0         Air: 1         Air: -2
Earth: 3       Earth: 0       Earth: 2



POST-SCENE 05 CAMP MODE

N/A



POST-SCENE 07 CAMP MODE

N/A



POST-SCENE 15 CAMP MODE

N/A



POST-SCENE 18 CAMP MODE

Edith          Camilla        Colin          Brigitte
LV: 35         LV: 35         LV: 35         LV: 35
HP: 1117       HP: 1070       HP: 1161       HP: 1200
DEL: 2         DEL: 2         DEL: 4         DEL: 2
TAC: 1         TAC: 2         TAC: 3         TAC: 1
CAP: 115       CAP: 133       CAP: 124       CAP: 130
Spec: II       Spec: IV       Spec: II       Spec: I
Fire: -2       Fire: 0        Fire: -2       Fire: 2
Water: 2       Water: -2      Water: -3      Water: -2
Air: -3        Air: 0         Air: 2         Air: 0
Earth: 3       Earth: 2       Earth: 3       Earth: 0










*******************************************************************************

                                 THE TRICKSTER

*******************************************************************************


[5.02.06]

TRICKSTER

First Available: Scene 4
Weapon Type A: Dagger
Weapon Type B: Tool
Purpose: Knockback expert and status inflictor
Pros:
  Can use daggers for knockback
  Can use tools for multiple useful and very rare status effects
  Can place traps
  Has access to several uncommon and useful equipment pieces
Cons:
  Traps are generally inefficient, and Tricksters' non-trap damage is low.



UNDERSTANDING THE TRICKSTER

  "For my next trick, I'll make their life bar disappear." -LeBlanc, League of
   Legends

Unassuming at first glance, the Trickster - like the Assassin - utilizes the
stage and her own potent status effects to deliver one-hit kills and complete
debilitation to the enemy team. Not one for the sweat and stress of pitched
combat, the Trickster knocks enemies off cliffs, lays traps to cover her blind
spots, cripples enemies with ailments, and provides a bit of ranged and melee
damage to put the finishing touch on her weakened foes.

With the proper foresight, a Trickster acts as an Assassin who has traded in
thievery and lifesteal for ranged capabilities and traps. In fact, Tricksters
actually play quite similarly to Assassins: with low direct damage, their
strength lies in their easy access to knockback, allowing them to knock enemies
off bridges, houses, and cliffs for one-hit-K.O.s.

The quality, of course, that really defines the Trickster is their traps, which
can only be laid at night on the square the Trickster is standing on. Once
laid, the trap lies inert until an enemy stops on the same square. Then the
trap detonates, dealing immense damage and inflicting a nasty ailment upon the
victim. Manipulating the A.I. to force them into your traps is a key element of
using a Trickster; try placing a trap on a narrow bridge to block the enemy
advance, or on a Base to prevent an enemy from taking it. A particular favorite
of Molivious, a prolific Gungnir forum-goer, is to place a trap, then put it
between you and your enemy and turn your back to the enemy. The A.I. often
takes the bait and moves to attack your vulnerable backside, triggering the
trap in the process!

  "Final Fantasy games give you a choice: you can either spend forty hours
   playing underwater foosball or watching chocobos screw or whatnot, which
   eventually gives you your ultimate weapon so that you can defeat the final
   boss pretty handily. Or, you can spend those forty hours actually fighting
   the final boss. It's up to you." -Lore Sjöberg, The Book of Ratings

While Tricksters can be a lot of fun to use, the problem is... there isn't a
whole lot they can do that another unit can't do better. Tricksters can't do
much damage, and they certainly can't take a hit. Their claim to fame is their
ability to set traps, but the problem is that traps often take more time than
they save in the long run. If you're playing on Normal difficulty and you're
not trying to get three-star ratings, this isn't a problem, but spending two
or three turns to get the enemy to step in or be knocked into a trap will often
do less damage than you could have gotten by outright assaulting that enemy
with some swords or magic.

Now, mind you, Tricksters' traps can set some status effects that are very
difficult to set any other way. Pain is great, Curse is great, Scapegoat and
Sacrifice are great, and Burn and Poison are crucial damage sources on any
difficulty level. The problem isn't that a Trickster doesn't do anything worth
doing - definitely not. The problem is that you can usually get similar results
from other classes without fooling around with traps. If you're trying to stop
an enemy from attacking, put them to Sleep with the Wild Cat claw or Freeze
them in place with an Icicle Rod. Burn and Poison can be caused by Sorceresses
on multiple enemies over a wide area. Knockback is wielded by many classes,
including Assassins, Paladins, Witches, and every story character except Paulo.
A Trickster has to bring enough value to you beyond her knockback potential to
be worth a spot in your team over any of these other classes.

This isn't to say Tricksters are useless: as stated, traps are very strong when
they work, and knockback is good no matter who it comes on. Tricksters also
have the ability to manipulate siege weaponry (of limited use, but cool when
they get the chance) and to equip several great pairs of shoes, including the
Trickster-only Tricky Boots. They also have a ranged attack on some of their
Tools, allowing them to stand safely back from the action and still contribute,
unlike an Assassin. Having a ranged attack also allows them to initiate Beats
on shield-toting units without getting blocked, which is great. They're all
abilities possessed by other units, but if, when presented in one package, it
feels like something you could make good use of - or if you perhaps want a bit
more creativity in the game by adding traps into the equation - you should go
for it and recruit one of these tricksome ladies.



QUALITIES TO LOOK FOR IN A TRICKSTER

I consider a low DEL to be the most important quality in a prospective
Trickster, with a secondary consideration given to a high TAC, which pairs
well with her MV-increasing shoes and TAC-increasing Hermet Hood. Specialty
isn't too important, but elemental affinity is worth a consideration: the
best daggers are Air- and Water-elemental, but the best Tools are Fire- and
Earth-elemental, so what you care to equip your Trickster with will make a
difference in who will fit your needs best. Leier is good for Fire; Irma
serves well with Water; Woosh has high Air, as well as possibly the most
awesome name in the game; and Enite is the only Trickster with a 3 in Earth.
I'm also rather fond of Freier, a Camp Trickster with low DEL, good TAC, and a
max Water affinity.



*********************
LIST OF TRICKSTERS
*********************

GUILD TRICKSTERS
****************

Leier          Erica          Janice         Lillian        Nina
LV: 6          LV: 11         LV: 23         LV: 32         LV: 42
HP: 843        HP: 805        HP: 1022       HP: 1144       HP: 1146
DEL: 2         DEL: 4         DEL: 3         DEL: 2         DEL: 3
TAC: 1         TAC: 3         TAC: 2         TAC: 1         TAC: 2
CAP: 98        CAP: 112       CAP: 121       CAP: 121       CAP: 134
Spec: IV       Spec: II       Spec: I        Spec: IV       Spec: III
Fire: 3        Fire: 2        Fire: 0        Fire: -2       Fire: 0
Water: -1      Water: -2      Water: 1       Water: 0       Water: -1
Air: 0         Air: 2         Air: -2        Air: 1         Air: 0
Earth: -2      Earth: -2      Earth: 1       Earth: 1       Earth: 1
WPN: *         WPN: *         WPN: *         WPN: **        WPN: **
AVA: 4-9       AVA: 4-12      AVA: 4-12      AVA: 7-12      AVA: 10-12
                    14-23          14-25          14-25          14-25

Irma           Oryze          Woosh          Enite          Sacchito
LV: 51         LV: 61         LV: 74         LV: 83         LV: 1
HP: 1224       HP: 1305       HP: 1725       HP: 1554       HP: 1011
DEL: 3         DEL: 2         DEL: 4         DEL: 4         DEL: 2
TAC: 3         TAC: 1         TAC: 2         TAC: 3         TAC: 3
CAP: 131       CAP: 144       CAP: 169       CAP: 184       CAP: 114
Spec: II       Spec: I        Spec: III      Spec: II       Spec: I
Fire: 0        Fire: 3        Fire: 0        Fire: 0        Fire: -2
Water: 3       Water: -2      Water: -2      Water: 0       Water: -1
Air: -2        Air: -3        Air: 3         Air: -3        Air: 1
Earth: -1      Earth: -2      Earth: -1      Earth: 3       Earth: 2
WPN: ***       WPN: ***       WPN: ****      WPN: ****      WPN: ****
AVA: 14-25     AVA: 17-25     AVA: 21-25     AVA: 24-25     AVA: 3-25



CAMP TRICKSTERS
***************

POST-SCENE 03 CAMP MODE

N/A



POST-SCENE 05 CAMP MODE

N/A



POST-SCENE 07 CAMP MODE

N/A



POST-SCENE 15 CAMP MODE

Ulrich         Evi
LV: 31         LV: 31
HP: 1080       HP: 1052
DEL: 4         DEL: 4
TAC: 1         TAC: 3
CAP: 132       CAP: 129
Spec: IV       Spec: III
Fire: 2        Fire: -3
Water: -3      Water: 3
Air: 1         Air: 1
Earth: 0       Earth: -1



POST-SCENE 18 CAMP MODE

Freier         Ludmilla       Lolo
LV: 35         LV: 35         LV: 35
HP: 1072       HP: 978        HP: 1180
DEL: 2         DEL: 3         DEL: 2
TAC: 2         TAC: 2         TAC: 1
CAP: 118       CAP: 124       CAP: 109
Spec: I        Spec: IV       Spec: II
Fire: -2       Fire: -1       Fire: 3
Water: 3       Water: 2       Water: 0
Air: 1         Air: -1        Air: 0
Earth: -2      Earth: 0       Earth: -3










*******************************************************************************

                                    THE ARCHER

*******************************************************************************


[5.02.07]

ARCHER

First Available: Scene 3
Weapon Type A: Bow
Weapon Type B: N/A
Purpose: Long-ranged poke
Pros:
  Longest-ranged attacks in the game
  100% accuracy if the sweet spots of bow attacks are targeted
  Can shoot over enemies and most obstacles
Cons:
  Inability to fight at close range.
  Generally outclassed by Elise early on.



UNDERSTANDING THE ARCHER

  "Archery is among the highest and most e%ceptional crafts, held in
   tremendous regard by the most a100f classes for centuries" -Equius Zahhak,
   Homestuck

When you're looking for physical damage from a distance, you can't do better
than the wielder of a bow. Archers, as the only generics with skill in this
weapon, are experts in the field of ranged combat; their maximum range is eight
panels, which, even on the largest of Gungnir's maps, is substantial. Due to
the way bow accuracy is calculated, Archers can hit even the hardiest Knights
with 100% accuracy. While Archers have no skill for close combat, their potent
ranged capabilities allow them to be useful in just about any situation.

Archers have two enormous advantages: distance, and the ability to hit with
perfect accuracy at such a distance. The sweet spot of 100% accuracy on their
longest-range attack, their Specialty II, is six panels, and even aiming it at
seven panels causes only a 25% drop in accuracy, which is often better than any
melee unit could achieve if attacking from the front.

This combination of range and accuracy becomes especially nasty once you start
utilizing their Specialty IV attack, which inflicts an ailment and can't miss
when targeting a square five panels away. For example, the Flint Bow has a
Specialty IV attack that causes Burn, one of the most useful status effects in
the game. The Bow of Iria has Undead Killer - vital on any stage with Isabeli -
and the Natalia Starbow causes Silent, which declaws any spellcaster... up to
and including the final boss!

  "GET AWAY FROM ME!" Iris Chateaubriand, Sakura Wars

The primary disadvantage of an Archer is their weakness to close combat.
Archers outright cannot attack enemies that are directly next to them, and
their low HP and limited armor options allow any unit that gets within that
range to rip them apart. Often this isn't much of a problem, true, as Archers
can move away from their enemies before shooting, but if your Archer gets
cornered or caught out away from the rest of your army, there won't be enough
left of them to save by the time your next turn comes around.

Truthfully, this really is a minor disadvantage. After all, you wouldn't expect
a ranged fighter to be good at close combat, would you? So what's the real
problem with Archers? Unfortunately, there is one, and it's the fact that Elise
exists. Early in the game, Elise is better than any Archer in any way, mostly
because she has access to a second weapon type: Rapiers, which give her great
prowess at close combat. A normal Archer's only option in melee combat is to
run away. Elise can knock her opponent off the map, inflict them with a lethal
Nightmare, or at least slip her blade right in between their ribs. This is a
big hit to the viability of the Archer class (unless, of course, you want a
second Archer on your team to complement Elise, which is of course possible).

It's not until late, when the Snipe Finger becomes available, that Archers
finally get to emerge from Elise's shadow. The Snipe Finger, which gives +60
HIT, is a very powerful hand equip, and it's pretty much the godliest thing
any ranged projectile unit can have - and Elise cannot equip it, while Archers
can. This boosts the viability of Archers greatly, making them unquestionably
the kings of ranged physical damage at last. Unfortunately, this godly item
cannot be obtained until late in the game, and up until you receive it, the
Archer will be watching Elise's rapierwork and female-only equipment pieces
(such as the Walkyrie) with jealousy. If you want to have two bow-users, or if
you're on New Game + and already have a Snipe Finger, then an Archer has great
potential just waiting to be realized. If not, though, you're more likely to
realize it with Elise instead.



QUALITIES TO LOOK FOR IN AN ARCHER

Archers don't need high HP or CAP, as they aren't going to be too survivable
no matter what you do and they can often use Base Points to switch bows rather
than equip two on a constant basis. I also really like my Archers to have high
TAC, as they can often run around a bit to recharge TP before every shot they
take at the enemy team. Earth is the least useful affinity for an Archer: Fire
capitalizes on the Flint Bow and its Burn, Water on the Bow of Iria and its
anti-Undead capability, and Air on the early-game Gust Bow and the end-game
Natalia Starbow. Surprisingly, Camp Archer Niccolo is the only option for a
high Air affinity, but Fire can be handled by Dosika, Walder, or Heckler, and
Water is perfect for Oswald.



******************
LIST OF ARCHERS
******************

GUILD ARCHERS
*************

Johann         Doraize        Kress          Schmitz        Walder
LV: 3          LV: 12         LV: 20         LV: 30         LV: 40
HP: 808        HP: 807        HP: 999        HP: 1281       HP: 1150
DEL: 3         DEL: 2         DEL: 3         DEL: 4         DEL: 4
TAC: 1         TAC: 1         TAC: 2         TAC: 1         TAC: 3
CAP: 89        CAP: 104       CAP: 112       CAP: 107       CAP: 141
Spec: I        Spec: III      Spec: IV       Spec: II       Spec: II
Fire: 1        Fire: 0        Fire: -1       Fire: -1       Fire: 3
Water: 1       Water: -1      Water: -2      Water: -1      Water: 1
Air: -1        Air: -1        Air: 1         Air: 1         Air: -1
Earth: -1      Earth: 2       Earth: 2       Earth: 1       Earth: -3
WPN: *         WPN: *         WPN: *         WPN: **        WPN: **
AVA: 3-9, 13   AVA: 3-23      AVA: 3-25      AVA: 7-12      AVA: 10-12
                                                  14-25          14-25

Colt           Oswald         Heckler        Werner         Dosika
LV: 50         LV: 60         LV: 72         LV: 83         LV: 1
HP: 1468       HP: 1347       HP: 1397       HP: 1561       HP: 1172
DEL: 4         DEL: 3         DEL: 2         DEL: 3         DEL: 2
TAC: 1         TAC: 2         TAC: 3         TAC: 2         TAC: 3
CAP: 154       CAP: 152       CAP: 152       CAP: 172       CAP: 114
Spec: I        Spec: IV       Spec: III      Spec: III      Spec: III
Fire: 1        Fire: 0        Fire: 3        Fire: -2       Fire: 2
Water: 0       Water: 3       Water: 1       Water: -2      Water: -2
Air: 0         Air: 0         Air: -2        Air: 2         Air: -3
Earth: -1      Earth: -3      Earth: -2      Earth: 2       Earth: 3
WPN: ***       WPN: ***       WPN: ****      WPN: ****      WPN: ****
AVA: 14-25     AVA: 17-25     AVA: 21-25     AVA: 24-25     AVA: 3-25



CAMP ARCHERS
************

POST-SCENE 03 CAMP MODE

N/A



POST-SCENE 05 CAMP MODE

Niccolo        Antionne       Gasparo
LV: 15         LV: 15         LV: 15
HP: 781        HP: 896        HP: 925
DEL: 2         DEL: 2         DEL: 4
TAC: 2         TAC: 1         TAC: 3
CAP: 110       CAP: 104       CAP: 113
Spec: I        Spec: I        Spec: IV
Fire: -3       Fire: 1        Fire: -3
Water: 0       Water: -3      Water: 1
Air: 3         Air: 2         Air: 1
Earth: 0       Earth: 0       Earth: 1



POST-SCENE 07 CAMP MODE

Bruno
LV: 23
HP: 882
DEL: 2
TAC: 2
CAP: 109
Spec: IV
Fire: -3
Water: 0
Air: 2
Earth: 1



POST-SCENE 15 CAMP MODE

Kashmir        Charles
LV: 31         LV: 31
HP: 1134       HP: 875
DEL: 4         DEL: 3
TAC: 2         TAC: 3
CAP: 105       CAP: 132
Spec: III      Spec: IV
Fire: 0        Fire: 2
Water: 2       Water: 0
Air: -3        Air: 0
Earth: 1       Earth: -2



POST-SCENE 18 CAMP MODE

N/A










*******************************************************************************

                                    THE GUNNER

*******************************************************************************


[5.02.08]

GUNNER

First Available: Scene 3
Weapon Type A: Bowgun
Weapon Type B: N/A
Purpose: Close-to-mid-range physical attacker
Pros:
  Ranged poke potential
  Can shoot diagonally using the Specialty III attack
  Only projectile unit with reliable AOE damage
  They can use the Fanelia, which is automatic coolness points
Cons:
  Forced to be closer to the frontline than desired due to Bowguns' range.



UNDERSTANDING THE GUNNER

  "SHOOTING THINGS MAKES ME FEEL BETTER!" -Aeryn Sun, Farscape

Able to shoot at diagonals and pierce multiple enemies with the same crossbow
bolt, the Gunner - if protected adequately - will prove his worth as a source
of AOE death and destruction. While Gunners CAN poke from afar as Archers and
Throwers can, it's not really what they're best at. Bowguns are meant to be
used at close-to-mid range, putting the Gunner in an interesting "buffering"
position with the Knights and Brutes of the group in front of them and the
Archers and Sorceresses safely behind them. Their skills reflect this intent
of role, particularly their Specialty III attack, which shoots outward in two
perpendicular diagonals without hurting whatever unit is directly in front of
them.

Their role as a ferocious damage-dealer is cemented by the reimagining of the
legendary weapon Fanelia, a mainstay of the Dept. Heaven series, as a bowgun.
Possessing the single highest raw power in the game packed onto a Specialty IV
shot with a whopping 509 power that causes Pain, the might of this single
weapon is probably one of the biggest attractions to using a Gunner.

  "You dropped your guard, boy!!!" -Anabelle, Suikoden II

Like the Archer and Elise, there is a Gunner-like story character who uses
Bowguns plus another weapon type: Valerie, who uses Bowguns and Claws. However,
Valerie is not as equitable a replacement for a Gunner as Elise is for an
Archer, at least in part because she's not great at using Fanelia. Fanelia is
a Water-based weapon and her Water affinity is low, and furthermore, Fanelia
takes up a whopping 90 Capacity. To equip Fanelia basically forces Valerie to
choose between equipping a Claw and equipping armor, neither of which is a
satisfactory choice. For this reason, Valerie does not invalidate Gunners the
way Elise overshadows Archers. So where IS the problem?

Gunners' disadvantage actually comes from the basis of their design. The whole
point of a ranged unit is for them to be able to, y'know, attack from range.
Gunners are forced into close combat in order for their attacks to be accurate,
and while their attacks do allow them to be protected by tanks, they're still
vulnerable to piercing attacks and any AOE fire your tank might draw. They are
similar to Tamers in this respect; however, Tamers have the high Guard Rating
of Katanas to give them a little bit of survivability. Bowguns, unfortunately,
do not offer this kind of protection. The problem becomes compounded by the
high CAP cost of Bowguns, especially the Fanelia, which really limits how much
armor you can equip to compensate for the Gunner's short range.

The crucial accessory that allows a Gunner to overcome this weakness is the
Snipe Finger. The 60 HIT this hand equip affords the Gunner allows him to
actually use the Specialty I and IV attacks of Bowguns to attack from a
distance, giving him much-needed breathing room. While your Gunner will still
need to be in close range to capitalize on his Specialty II and III attacks,
at least you'll find using him much easier once you have the Snipe Finger to
open up his options. Earlier in the game, you can substitute with equipment
pieces like the Cuirass and the Power Gaunts, which also boost HIT, but
nothing approaches the Snipe Finger's +60 bonus. Get it at all costs if you
intend to use a Gunner!



QUALITIES TO LOOK FOR IN A GUNNER

The number one question when using a Gunner is, do I want my Gunner to be using
the Fanelia? If the answer is yes, there is only one Gunner for you: Staehel,
who has max Water affinity, high CAP, and all-around good stats. Staehel was
pretty much designed specifically to wield Fanelia, and he does it beautifully.
Assuming you don't have or want the Fanelia, however, then your goal is to find
a Gunner with high Air or Earth affinity and as much HP as he can carry, since
Gunners are always in danger of attracting the attention of the enemy. (High
TAC to take advantage of their constant repositioning isn't bad either, much
like with Archers.) I'd give my recommendation to Granitz, Bergman, Mauser,
Bordeaux, or Derick.



******************
LIST OF GUNNERS
******************

GUILD GUNNERS
*************

Granitz        Legaard        Hampton        Staehel        Bergman
LV: 5          LV: 10         LV: 20         LV: 30         LV: 41
HP: 846        HP: 1083       HP: 1076       HP: 1156       HP: 1277
DEL: 2         DEL: 4         DEL: 3         DEL: 3         DEL: 2
TAC: 2         TAC: 1         TAC: 1         TAC: 2         TAC: 1
CAP: 94        CAP: 108       CAP: 97        CAP: 125       CAP: 124
Spec: I        Spec: II       Spec: IV       Spec: III      Spec: III
Fire: -1       Fire: -1       Fire: -2       Fire: -2       Fire: 1
Water: 0       Water: 0       Water: -2      Water: 3       Water: -2
Air: 3         Air: -2        Air: 3         Air: -1        Air: 3
Earth: -2      Earth: 3       Earth: 1       Earth: 0       Earth: -2
WPN: *         WPN: *         WPN: *         WPN: **        WPN: **
AVA: 3-9, 13   AVA: 3-23      AVA: 3-25      AVA: 7-12      AVA: 10-12
                                                  14-25          14-25

Mauser         Ganosh         Bordeaux       Otto           Amalgun
LV: 55         LV: 61         LV: 79         LV: 84         LV: 1
HP: 1542       HP: 1727       HP: 1745       HP: 1627       HP: 1155
DEL: 3         DEL: 4         DEL: 3         DEL: 3         DEL: 3
TAC: 2         TAC: 2         TAC: 3         TAC: 1         TAC: 3
CAP: 147       CAP: 156       CAP: 171       CAP: 188       CAP: 114
Spec: II       Spec: IV       Spec: I        Spec: II       Spec: I
Fire: -2       Fire: 0        Fire: -3       Fire: -1       Fire: 1
Water: 0       Water: -3      Water: 0       Water: -1      Water: -1
Air: 1         Air: 2         Air: 3         Air: 3         Air: -2
Earth: 1       Earth: 1       Earth: 0       Earth: -1      Earth: 2
WPN: ***       WPN: ***       WPN: ****      WPN: ****      WPN: ****
AVA: 14-25     AVA: 17-25     AVA: 21-25     AVA: 24-25     AVA: 3-25



CAMP GUNNERS
************

POST-SCENE 03 CAMP MODE

Linus          Greg           Derick
LV: 10         LV: 10         LV: 10
HP: 816        HP: 890        HP: 905
DEL: 3         DEL: 3         DEL: 2
TAC: 2         TAC: 1         TAC: 2
CAP: 102       CAP: 96        CAP: 84
Spec: II       Spec: III      Spec: IV
Fire: 3        Fire: 1        Fire: 0
Water: -1      Water: 3       Water: 1
Air: -2        Air: -2        Air: 2
Earth: 0       Earth: -2      Earth: -3



POST-SCENE 05 CAMP MODE

Diego          Cesar
LV: 15         LV: 15
HP: 1019       HP: 881
DEL: 4         DEL: 3
TAC: 3         TAC: 1
CAP: 95        CAP: 110
Spec: I        Spec: III
Fire: 2        Fire: 2
Water: -1      Water: 3
Air: -3        Air: -2
Earth: 2       Earth: -3



POST-SCENE 07 CAMP MODE

Claus
LV: 23
HP: 1041
DEL: 2
TAC: 1
CAP: 121
Spec: IV
Fire: -1
Water: 1
Air: -1
Earth: 1



POST-SCENE 15 CAMP MODE

N/A



POST-SCENE 18 CAMP MODE

N/A










*******************************************************************************

                                  THE THROWER

*******************************************************************************


[5.02.09]

THROWER

First Available: Scene 3
Weapon Type A: Javelin
Weapon Type B: N/A
Purpose: Versatile mid-ranged projectile class
Pros:
  Most versatile projectile unit, possessing close- and long-range attacks
  Only ranged class with knockback capability (unless you count Witches)
  Only user of javelins
  Rarely has to upgrade said javelins, as the best ones are available early
Cons:
  Can only cause one status effect throughout the entire game: Freeze.
  Has a lot of trouble damaging bosses, especially hardy melee bosses.



UNDERSTANDING THE THROWER

  "...It's a stick." -Lady Tremaine
  "Ooh! Let's beat her with it!" -Drusilla Tremaine, Cinderella III

Champions in the hurling of long, pointy objects, Throwers also stand out as
the most versatile of the three projectile-type generic classes (the other two
being Archers and Gunners). Able to function at close, mid, and fairly long
(not quite as long as an Archer, at least with any accuracy, but still pretty
long) range, a Thrower is the class to turn to when you're looking for a nice
blend between close- and long-ranged combat.

Even just hurling a length of bamboo, a Thrower is a force to be reckoned with.
Their versatility in combat is unmatched: they have a piercing melee attack, a
ranged Beat initiation, a ranged knockback, and a ranged ICBM, even if its
targeting might be random. Longer-ranged than a Gunner, much more capable in
melee combat than an Archer, and one of two characters in the game with ranged
knockback (the other being Witches,) Throwers are simple and effective to
utilize.

The king of the Thrower's abilities, however, is the Specialty III and its
ranged knockback. Instant-use, unlike a Witch's, it's the perfect ability to
use to interrupt spellcasting, keep a slow-moving tank away from the action,
or knock a vulnerably-positioned enemy off a wall, cliff, or map edge. It's
even a common Specialty on Javelins, allowing Throwers to utilize it throughout
most of the game without sacrificing the rest of their damage and utility.

  "But I simply cannot do it alone!" -Velma Kelly, Chicago

Throwers have two jobs: they initiate Beats from a distance and they cause
ranged Knockback. These are their jobs, and they do them well. However, they
are incapable of doing anything else.

Throwers pretty much use their Specialty III attack every turn except when they
need to initiate a Beat, in which case they'll switch to Specialty II. They
don't have a wide variety of useful status effects they can inflict - in fact,
other than Knockback, they only have one status effect they can cause at all,
that being Freeze. They have the ability to do extra damage to certain monster
types - which was probably going to be their shtick, back in the early design
processes when monsters were supposed to be more common - but in the finished
game, Harpies and Wampyrs are pretty rare, and are very fragile and easy to
kill on the occasions they do appear. You don't need a whole unit on your team
devoted to killing them. So what does this leave Throwers with? Knockback and
Beats. Over and over. Every turn of every battle.

I don't want you to think Throwers are sucky, one-dimensional units that have
no place on a balanced team, however. Throwers just skew the power balance of
a team toward direct damage. In many games, that would be just fine; however,
since Gungnir doesn't tend to approve of the brute force approach and will in
fact often penalize you for relying on it, Throwers leave several glaring holes
in your team lineup that need to be filled if you're going to make it to the
endgame. It can be important, for example, to bring a Sorceress with a Lava Rod
to support your Thrower by Burning the high-DEF targets of a scene, who will
easily shrug off his attacks. Or perhaps a Brute, to smash those high-DEF
targets' armor. Throwers are easily outranged by Archers, so a Witch who can
fly into those Archers' faces and Blind them with the Noir broom can be a great
help. Or perhaps an Assassin, to make those Archers Flee using the Evensem.

Basically, Throwers need an extra-versatile team to work with them in order to
smooth out all of the situations that his brute force can't handle alone. And
since team spirit is what Gungnir is all about, this requirement is well within
your means to achieve! Throwers may need your team to go an extra mile for them
to perform, but as long as your team is up to the job, your Thrower will repay
their investment with interest.



QUALITIES TO LOOK FOR IN A THROWER

Throwers benefit from a decent chunk of HP to help them act with their full
versatility, and clearly a high TAC doesn't hurt either, as with other ranged
units. The three best javelins are the Ice Javelin, the Knight Killer, and the
Hraesvelger, and two out of those three are Water-elemental (while the third is
non-elemental and can thus be used by all Throwers equally). You can probably
guess that our preferred Specialties are going to be II or III; with all this
in mind, the top-tier Throwers are Rolf, Wunsche, Heinz, and Dante.



*******************
LIST OF THROWERS
*******************

GUILD THROWERS
**************

Bonn           Mardin         Bailey         Wunsche        Rolf
LV: 6          LV: 10         LV: 20         LV: 31         LV: 42
HP: 865        HP: 965        HP: 1068       HP: 1237       HP: 1245
DEL: 3         DEL: 3         DEL: 3         DEL: 3         DEL: 3
TAC: 1         TAC: 2         TAC: 1         TAC: 2         TAC: 3
CAP: 98        CAP: 99        CAP: 115       CAP: 117       CAP: 122
Spec: IV       Spec: III      Spec: II       Spec: I        Spec: III
Fire: 3        Fire: 0        Fire: -1       Fire: 2        Fire: -1
Water: 0       Water: 0       Water: -1      Water: 3       Water: 2
Air: 0         Air: 1         Air: -1        Air: -3        Air: 2
Earth: -3      Earth: -1      Earth: 3       Earth: -2      Earth: -3
WPN: *         WPN: *         WPN: *         WPN: **        WPN: **
AVA: 3-9, 13   AVA: 3-23      AVA: 3-25      AVA: 7-12      AVA: 10-12
                                                  14-25          14-25

Hydrick        Baltar         Alfred         Yavusu         Yuga
LV: 51         LV: 60         LV: 73         LV: 84         LV: 1
HP: 1398       HP: 1611       HP: 1665       HP: 1656       HP: 1280
DEL: 4         DEL: 4         DEL: 2         DEL: 2         DEL: 2
TAC: 3         TAC: 3         TAC: 1         TAC: 3         TAC: 3
CAP: 143       CAP: 164       CAP: 159       CAP: 164       CAP: 114
Spec: II       Spec: IV       Spec: I        Spec: IV       Spec: II
Fire: -2       Fire: 3        Fire: -1       Fire: -1       Fire: 3
Water: -1      Water: -3      Water: -1      Water: -3      Water: 0
Air: 3         Air: 2         Air: -1        Air: 3         Air: -2
Earth: 0       Earth: -2      Earth: 3       Earth: 1       Earth: -1
WPN: ***       WPN: ***       WPN: ****      WPN: ****      WPN: ****
AVA: 14-25     AVA: 17-25     AVA: 21-25     AVA: 24-25     AVA: 3-25



CAMP THROWERS
*************

POST-SCENE 03 CAMP MODE

N/A



POST-SCENE 05 CAMP MODE

N/A



POST-SCENE 07 CAMP MODE

Gregory        Heinz          Gunther
LV: 23         LV: 23         LV: 23
HP: 1037       HP: 1041       HP: 898
DEL: 4         DEL: 3         DEL: 2
TAC: 2         TAC: 1         TAC: 2
CAP: 112       CAP: 118       CAP: 115
Spec: III      Spec: II       Spec: I
Fire: 2        Fire: -3       Fire: 1
Water: -2      Water: 3       Water: 2
Air: -2        Air: 0         Air: -2
Earth: 2       Earth: 0       Earth: -1



POST-SCENE 15 CAMP MODE

N/A



POST-SCENE 18 CAMP MODE

Dante          Dean           Ferando
LV: 35         LV: 35         LV: 35
HP: 1187       HP: 1179       HP: 1268
DEL: 3         DEL: 2         DEL: 3
TAC: 3         TAC: 2         TAC: 1
CAP: 115       CAP: 121       CAP: 127
Spec: III      Spec: I        Spec: IV
Fire: 2        Fire: -2       Fire: -3
Water: 0       Water: 1       Water: 1
Air: -1        Air: -1        Air: 3
Earth: -1      Earth: 2       Earth: -1










*******************************************************************************

                                  THE PRIESTESS

*******************************************************************************


[5.02.10]

PRIESTESS

First Available: Scene 3
Weapon Type A: Book
Weapon Type B: Mace
Purpose: Healing battery. And by "battery," I mean "assault and."
Pros:
  Unsurpassed healing power
  Surprising capability to offtank due to powerful heals
  Decent damage capability, ranged with a Book and melee with a Mace
  Can Purge Undead (no Undead Killer, sadly)
Cons:
  None, really. It's hard to argue with a healer who can take a hit.



UNDERSTANDING THE PRIESTESS

  "Stop using your religious artifacts as blunt weapons!" -Vlad, Press Start

A Priestess is a messenger of the gods. She is a bastion of healing, a
sanctuary for her allies, a stalwart rallying force of good and justice. She
is a doctor, a healer, a savior.

She is also a brutal warrior who, in the pursuit of light, liberty, and justice
for all, has kicked more arse than you've sat on. The Priestess would look the
Devil in the eye, and the Devil would look away first (while breaking out into
a cold sweat of fear). Armed with a stout mace and a tome the size of Pierre's
ego, there is just about nothing this cute little nun can't do.

As you would expect, the primary role of the Priestess is keeping her allies
alive through the restoration of their HP. With a wide variety of books that
can heal at all ranges and percentages, the Priestess can recover her allies
from any wound this side of death.

In most games, this kind of unparalleled healing potential comes at the cost of
offense, defense, and often utility to boot. The Priestess clearly held her
designers at bookpoint while they were designing her, because she doesn't
suffer from any of these problems. Sturdier than any other caster and bolstered
by her own healing powers, the Priestess can run into the thick of the fray to
provide succor to her injured allies with little fear for herself. Stronger
than any ranged unit not equipped with the Fanelia, she can dish out ranged or
melee magic damage with a 100% hit rate and no cast time. And when it comes to
utility, the Priestess can inflict Burn and Freeze - two of the best status
effects in the game - and has a bookbag full of other nasty disabling effects.
In fact, the Priestess has a status effect for every type of unit she could go
up against: Poor Aim for melee units, Blind for ranged units, and Slow Cast for
casters!

  "'Sacred Tome?' HA! More like... Sucky... Dumb... ...thing...!" -Zetta,
   Makai Kingdom

I sat here for about ten minutes trying to figure out a downside to
Priestesses. I failed. When you have a full-heal, above average damage, good
survivability further increased by several pieces of unique armor, Burn and
Freeze, melee and ranged capabilities, Beat initiation, undead purification,
and an awesome range of status effects as your "pros," what area is left for
you to have a "con" in? Granted, they can't do all of those listed things at
the same time, since they can only equip two weapons at once, but if they
could, they would be the most broken class in any game ever made. As it is,
they might even beat out Alissa when it comes to "strongest class of Gungnir."

What it comes down to, is that Priestesses are awesome. Use them. Love them.
And don't forget to cheer when they concuss the final boss with a dictionary.



QUALITIES TO LOOK FOR IN A PRIESTESS

Most of the Priestesses are pretty good one way or another. Since books come
in a wide flavoring of elements, elemental affinity isn't super-important, and
Specialty is pretty flexible as well. However, the two best books you can have
(the Book of Kirie and the Apocalypse) are both Earth-elemental, so I admit I
have a slight bias toward an Earth-element Priestess. High HP and low DEL are
also fairly obvious plusses for a woman who may have to run into the middle of
a knot of tussling Brutes to make sure HER Brute gets his HP topped off. I'd
therefore give preference to the Priestesses Frances, Dahlia, and Frederica
(all of whom have awesome name references, by the way,) but in the end, just
make sure that you get ahold of a book that works to your Priestess' element
and Specialty, and chances are that you'll be pleased with the results.



**********************
LIST OF PRIESTESSES
**********************

GUILD PRIESTESSES
*****************

Frances        Simone         Meryl          Anette         Dahlia
LV: 5          LV: 11         LV: 21         LV: 30         LV: 44
HP: 833        HP: 903        HP: 1062       HP: 1027       HP: 1157
DEL: 3         DEL: 4         DEL: 4         DEL: 2         DEL: 3
TAC: 2         TAC: 2         TAC: 3         TAC: 2         TAC: 3
CAP: 91        CAP: 109       CAP: 122       CAP: 110       CAP: 133
Spec: II       Spec: IV       Spec: III      Spec: I        Spec: II
Fire: -1       Fire: -2       Fire: -2       Fire: 3        Fire: -2
Water: -1      Water: 3       Water: 2       Water: -1      Water: -3
Air: 0         Air: 0         Air: 2         Air: 0         Air: 3
Earth: 2       Earth: -1      Earth: -2      Earth: -2      Earth: 2
WPN: *         WPN: *         WPN: *         WPN: **        WPN: **
AVA: 3-9, 13   AVA: 3-23      AVA: 3-25      AVA: 7-12      AVA: 10-12
                                                  14-25          14-25

Ansela         Lakshmi        Elizabeth      Misleen        Pische
LV: 52         LV: 61         LV: 73         LV: 87         LV: 1
HP: 1153       HP: 1344       HP: 1601       HP: 1577       HP: 1025
DEL: 4         DEL: 4         DEL: 4         DEL: 4         DEL: 2
TAC: 3         TAC: 1         TAC: 3         TAC: 3         TAC: 3
CAP: 150       CAP: 165       CAP: 168       CAP: 188       CAP: 114
Spec: III      Spec: IV       Spec: I        Spec: III      Spec: I
Fire: -1       Fire: -3       Fire: -2       Fire: -1       Fire: -1
Water: 1       Water: 2       Water: 0       Water: 0       Water: -1
Air: -2        Air: 3         Air: 1         Air: 3         Air: 1
Earth: 2       Earth: -2      Earth: 1       Earth: -2      Earth: 1
WPN: ***       WPN: ***       WPN: ****      WPN: ****      WPN: ****
AVA: 14-25     AVA: 17-25     AVA: 21-25     AVA: 24-25     AVA: 3-25



CAMP PRIESTESSES
****************

POST-SCENE 03 CAMP MODE

N/A



POST-SCENE 05 CAMP MODE

Frederica      Marian
LV: 15         LV: 15
HP: 824        HP: 919
DEL: 3         DEL: 4
TAC: 1         TAC: 3
CAP: 116       CAP: 101
Spec: II       Spec: III
Fire: 3        Fire: 1
Water: -2      Water: -2
Air: -2        Air: -1
Earth: 1       Earth: 2



POST-SCENE 07 CAMP MODE

Frenda
LV: 23
HP: 895
DEL: 4
TAC: 2
CAP: 115
Spec: IV
Fire: 1
Water: 2
Air: -1
Earth: -2



POST-SCENE 15 CAMP MODE

Cecilia        Azema
LV: 31         LV: 31
HP: 805        HP: 965
DEL: 2         DEL: 3
TAC: 3         TAC: 3
CAP: 129       CAP: 126
Spec: I        Spec: II
Fire: 3        Fire: 2
Water: 1       Water: 1
Air: -1        Air: -2
Earth: -3      Earth: -1



POST-SCENE 18 CAMP MODE

N/A










*******************************************************************************

                                 THE SORCERESS

*******************************************************************************


[5.02.11]

SORCERESS

First Available: Scene 4
Weapon Type A: Rod
Weapon Type B: Mace
Purpose: Ranged AOE status inflictor
Pros:
  Widest-range AOE spells in the game
  Excellent range of status effects
  One of the few characters able to restore Vitality
  Can Purge Undead like a Priestess
Cons:
  Dies very easily.
  Spells' casting time can eat up a lot of ticks on the map.



UNDERSTANDING THE SORCERESS

  "Sleeping flame, I summon thee/ To your form return./ Make the night as
   bright as day/ And burn, baby, burn." -Angelique Bouchard, Dark Shadows

A mistress of magic and my personal favorite class, the Sorceress controls
every battle she participates in through the application of wide-range spells
that cannot be evaded and leave behind a host of nasty effects for her enemies
to deal with. While damage is the primary thing people think about when they
consider this elegant lady, the Sorceress has so much more to offer her team,
such as the rare abilities to restore lost Vitality, conjure Gems, and purify
the undead. Versatile, potent, and nigh-indispensible on Nightmare Mode, the
Sorceress is bound to impress with more than just her fancy dress.

While the Sorceress is not the biggest source of damage you can find, her
damage comes with several properties that make it useful to you: namely range,
accuracy, and side effects. Sorceresses can cast from very far away and affect
more units at a time than any other class, and while enemies can move out of
range of the spell to avoid it before it casts, once caught in the blast, they
have no chance of evading or guarding it. And what's better than damaging a
five-square-wide section of enemies with 100% accuracy? Damaging a five-
square-wide section of enemies with 100% accuracy and slapping Burn or Freeze
on them at the same time. What can I say? There's little sweeter than a well-
aimed Sorceress nuke.

  "Well, I'm terribly sorry I spent my extensive lifespan unlocking the means
   to unravel the universe and reshape it according to my will rather than,
   say, jogging. It has a tendency to leave one relatively fragile."
  -Vaarsuvius, The Order of the Stick

As you'd probably expect, Sorceresses are pretty universally delicate, and
their limited armor options don't go far in helping them survive. While they
can put together a respectable amount of MDEF, their weakness to physical
attacks is more difficult to overcome. However, there are equipment pieces
that can help them become passably survivable, and anyway, everybody knows
and is prepared to accept the fragility of one's more magically-inclined
units.

Probably the more urgent problem with Sorceresses is that they are slow. And
I don't just mean that in terms of DEL, although most available Sorceresses
are a little slow in that department as well. The main problem is cast time.
While casting, a Sorceress remains in place, unable to move or act, and her
wait to recover from casting does not start counting down until the spell
finishes casting. This means that, until you start equipping copious amounts
of CT on your Sorceress, she will spend a surprising amount of time standing
around doing nothing. That wastes time, and wasting time is bad when you have
a three-star rating countdown ticking in the background. Of course, once you
have 50+ CT on your Sorceress and her spells are casting twice as quickly,
this becomes much less of a problem. In the early stages of the game, though,
it can be quite frustrating.



QUALITIES TO LOOK FOR IN A SORCERESS

For the most part, I ignore HP and DEL when selecting a Sorceress. She's going
to be fragile and slow no matter what you do, so you might as well focus on
maximizing her strengths: her Specialty, CAP, and elemental affinities. As a
general rule, avoid the Specialty II Sorceresses, as the random nature of the
Specialty II magic is not the best place to pour Specialty points. Any other
Specialty is preferable. With this in mind, your best Sorceresses are: for
Fire, Beatrix; for Water, Heinel, Beatrix, or Silvano; for Air, Consuela or
Marion; and for Earth, Alighieri, Cornelia, Caline, or Marion.



**********************
LIST OF SORCERESSES
**********************

GUILD SORCERESSES
*****************

Alighieri      Crozeph        Lyzz           Cornelia       Isolde
LV: 5          LV: 13         LV: 21         LV: 32         LV: 42
HP: 798        HP: 893        HP: 896        HP: 819        HP: 1070
DEL: 4         DEL: 3         DEL: 3         DEL: 2         DEL: 3
TAC: 3         TAC: 1         TAC: 3         TAC: 3         TAC: 2
CAP: 109       CAP: 108       CAP: 98        CAP: 124       CAP: 128
Spec: IV       Spec: II       Spec: III      Spec: I        Spec: II
Fire: -3       Fire: 3        Fire: 0        Fire: -2       Fire: 3
Water: 1       Water -3       Water: -1      Water: 0       Water: 3
Air: -1        Air: 1         Air: -1        Air: -1        Air: -3
Earth: 3       Earth: -1      Earth: 2       Earth: 3       Earth: -3
WPN: *         WPN: *         WPN: *         WPN: **        WPN: **
AVA: 4-9       AVA: 4-12      AVA: 4-12      AVA: 7-12      AVA: 10-12
                    14-23          14-25          14-25          14-25

Heinel         Beatrix        Caline         Silvano        Marion
LV: 56         LV: 64         LV: 70         LV: 82         LV: 1
HP: 1174       HP: 1022       HP: 1080       HP: 1341       HP: 1105
DEL: 2         DEL: 3         DEL: 4         DEL: 3         DEL: 3
TAC: 2         TAC: 3         TAC: 3         TAC: 3         TAC: 2
CAP: 151       CAP: 153       CAP: 168       CAP: 174       CAP: 114
Spec: I        Spec: III      Spec: IV       Spec: III      Spec: IV
Fire: 0        Fire: 2        Fire: -2       Fire: -2       Fire: -2
Water: 3       Water: 2       Water: 0       Water: 3       Water: -2
Air: -2        Air: -3        Air: -1        Air: 0         Air: 2
Earth: -1      Earth: -1      Earth: 3       Earth: -1      Earth: 2
WPN: ***       WPN: ***       WPN: ****      WPN: ****      WPN: ****
AVA: 14-25     AVA: 17-25     AVA: 21-25     AVA: 24-25     AVA: 3-25



CAMP SORCERESSES
****************

POST-SCENE 03 CAMP MODE

N/A



POST-SCENE 05 CAMP MODE

N/A



POST-SCENE 07 CAMP MODE

Gracia         Caldina        Consuela
LV: 23         LV: 23         LV: 23
HP: 885        HP: 850        HP: 855
DEL: 3         DEL: 2         DEL: 3
TAC: 2         TAC: 3         TAC: 3
CAP: 109       CAP: 103       CAP: 115
Spec: II       Spec: II       Spec: I
Fire: 0        Fire: 3        Fire: 0
Water: -2      Water: -3      Water: -2
Air: 3         Air: 2         Air: 3
Earth: -1      Earth: -2      Earth: -1



POST-SCENE 15 CAMP MODE

Velanche       Barthez
LV: 31         LV: 31
HP: 993        HP: 953
DEL: 2         DEL: 4
TAC: 1         TAC: 2
CAP: 108       CAP: 120
Spec: IV       Spec: I
Fire: -1       Fire: -1
Water: 1       Water: -1
Air: 0         Air: 3
Earth: 0       Earth: -1



POST-SCENE 18 CAMP MODE

N/A










*******************************************************************************

                                   THE WITCH

*******************************************************************************


[5.02.12]

WITCH

First Available: Scene 7
Weapon Type A: Broom
Weapon Type B: N/A
Purpose: Flying unit!! Infinite-range knockback!! Oh yeah, status effects too.
Pros:
  SHE FLIES!
  SHE HAS AN INFINITE-RANGE KNOCKBACK SPELL!
  One of the few classes with a weapon that causes Undead Killer
  Has relatively few status effects, but they're good ones
  Capable of reaching the highest CT rating in the game
Cons:
  Witches are easily the most fragile units in the game, yet their flying
     movement tends to put them ahead of the rest of your army.



UNDERSTANDING THE WITCH

  "Let me show you the powers of a witch." -Ultimecia, Dissidia Duodecim

I'm going to preface this with the simple fact that Witches are the bomb.
They are the only recruitable unit with the ability to fly, using their cute
little brooms to completely ignore any obstacles on the field, from towering
trees to bottomless pits. They can one-shot the undead like a Paladin with the
help of their Cryocross or Wind of Eden brooms. They can max their CT at the
cap of 80 more easily than any other class, making their spells cast nearly
instantaneously. And finally, their spells kick serious butt.

While the Witch has the Sorceress' ability to cause Burn and Freeze over a
substantial area, she can only match the Sorceress' Specialty I AOE, coming
nowhere close to the Sorceress' enormous Specialty IV magic. What does the
Witch do instead to make up for it? She has an infinitely-ranged straight-
line magical nuke that CAUSES KNOCKBACK. INFINITE-RANGED. KNOCKBACK. YES, YOU
READ THAT RIGHT. ASSASSINS, EAT YOUR HEART OUT.

  "Next thing I knew, they were dead on the floor/ Dark Lady would never turn
   a card up anymore..." -Cher, Dark Lady

Assassins are fragile. Sorceresses are fragile. Archers are fragile. But none
of them qualifies as the most fragile unit in the game. That singular honor
falls to Witches. In fact, the ultimate Witch, Vienna, is the ONLY ultimate
unit to have a level 1 HP of three digits instead of four. Their DEF options
are minimal and you're unlikely to equip them anyway, since you're more likely
to use their equipment slots to modify their affinities and CT rather than
their DEF. But none of those facts on their own are usually the reason your
Witches get killed. No... the number one cause of Witchly death is the fact
that they are flying. It is SO easy to get caught up in the moment and send
your Witch just an inch out too far in order to grab an item or a Base panel
or that perfect position for a spellcast... only to have them catch one stray
arrow, or one stray swordswipe, and die immediately.

Essentially, as with so many other things in Gungnir, the Witch's biggest
weakness is a tradeoff between two conflicting parts of her design. She has
the best mobility in the game due to her flying movement, but as such a
delicate character, she has to use her movement wisely or risk sudden, painful
death. It's a beautiful balance, but one that must be walked carefully to
fully unlock the Witch's great power.



QUALITIES TO LOOK FOR IN A WITCH

Witches are subject to much the same list of criteria as Sorceresses, although
unlike Sorceresses, Witches actually can and should have a low DEL in order to
help them swoop in and out of the battle before enemies can react to their
presence. Also, while there's a broom of every element for a Witch to love,
any Witch who can't take full advantage of the Water-elemental Cryocross is
going to be gimped during the midgame, when it is unquestionably the most
powerful broom around. On top of that, Specialty IV is the Gram-laying spell,
which is undesirable as a Specialty, so I don't recommend any Witch with a
Specialty IV. Therefore, my recommended Witch choices are: for Fire, Vienna;
for Water, Annalot, Colette, or Vienna; for Air, Flora and possibly Audrey;
and for Earth, Annalot or Lulu. Finally, if you're interested in trying out
that melee-Witch build I've mentioned a few times throughout the guide, give
it a shot with Flora, Audrey, or Natalie.



******************
LIST OF WITCHES
******************

GUILD WITCHES
*************

Flora          Annalot       Sofine         Kriemhild      Rosa
LV: 7          LV: 11         LV: 22         LV: 31         LV: 40
HP: 833        HP: 733        HP: 903        HP: 877        HP: 894
DEL: 3         DEL: 2         DEL: 2         DEL: 2         DEL: 2
TAC: 1         TAC: 1         TAC: 3         TAC: 1         TAC: 3
CAP: 105       CAP: 109       CAP: 99        CAP: 132       CAP: 129
Spec: I        Spec: II       Spec: III      Spec: IV       Spec: IV
Fire: -2       Fire: -2       Fire: 0        Fire: 3        Fire: 3
Water: 0       Water: 2       Water: -2      Water: -2      Water: -2
Air: 3         Air: -2        Air: 3         Air: 2         Air: -3
Earth: -1      Earth: 2       Earth: -1      Earth: -3      Earth: 2
WPN: *         WPN: *         WPN: *         WPN: **        WPN: **
AVA: 7-9       AVA: 7-12      AVA: 7-12      AVA: 7-12      AVA: 10-12
                    14-23          14-25          14-25          14-25

Natalie        Roslip         Belta          Carena         Vienna
LV: 51         LV: 63         LV: 70         LV: 80         LV: 1
HP: 1131       HP: 1148       HP: 1070       HP: 1321       HP: 987
DEL: 3         DEL: 4         DEL: 3         DEL: 4         DEL: 2
TAC: 2         TAC: 3         TAC: 3         TAC: 2         TAC: 3
CAP: 143       CAP: 143       CAP: 174       CAP: 175       CAP: 114
Spec: II       Spec: III      Spec: II       Spec: III      Spec: II
Fire: 3        Fire: 1        Fire: 3        Fire: -2       Fire: 1
Water: -3      Water: 1       Water: -3      Water: -2      Water: 3
Air: -2        Air: 1         Air: 1         Air: 1         Air: -1
Earth: 2       Earth: -3      Earth: -1      Earth: 3       Earth: -3
WPN: ***       WPN: ***       WPN: ****      WPN: ****      WPN: ****
AVA: 14-25     AVA: 17-25     AVA: 21-25     AVA: 24-25     AVA: 3-25



CAMP WITCHES
************

POST-SCENE 03 CAMP MODE

N/A



POST-SCENE 05 CAMP MODE

N/A



POST-SCENE 07 CAMP MODE
Lemmince       Colette        Audrey
LV: 23         LV: 23         LV: 23
HP: 821        HP: 903        HP: 982
DEL: 3         DEL: 2         DEL: 4
TAC: 2         TAC: 2         TAC: 1
CAP: 115       CAP: 112       CAP: 121
Spec: IV       Spec: I        Spec: I
Fire: -1       Fire: -2       Fire: -3
Water: 3       Water: 3       Water: 1
Air: -1        Air: -1        Air: 3
Earth: -1      Earth: 0       Earth: -1



POST-SCENE 15 CAMP MODE

Lulu
LV: 31
HP: 848
DEL: 2
TAC: 3
CAP: 120
Spec: II
Fire: 0
Water: 0
Air: -3
Earth: 3



POST-SCENE 18 CAMP MODE

Sharon
LV: 35
HP: 893
DEL: 2
TAC: 2
CAP: 118
Spec: IV
Fire: -1
Water: 3
Air: -1
Earth: -1






























*******************************************************************************
*******************************************************************************
*******************************************************************************

                          5.03   NON-PLAYABLE CHARACTERS

*******************************************************************************
*******************************************************************************
*******************************************************************************



For the sake of completion, here are the stats for the various unobtainable
classes in the game, most of them held by bosses. You cannot use any of these
classes (unless perhaps you hack them in somehow,) but you will have to face
most of them on the field of battle, so having an idea of their capabilities
can be useful.





*******************
5.03.01   Bandit
*******************
  Representative Character: Rodrigues
  Weapon Type A: Axe
  Weapon Type B: N/A
  MOVE: 4
  JUMP: 2
  Movement Type: Walk
The Bandit is functionally identical to a Brute, though he appears to lack a
second weapon type. Considering that Rodrigues knew Giulio's father, Ricard
Raguel, and Ricard was a famed spearman, I suspect Rodrigues might have been
intended to wield some kind of spear or lance for his second slot, but there's
no proof of this. Always watch out for your equipment around Rodrigues, as he
will use his axes to destroy it if he gets a chance.



********************
5.03.02   General
********************
  Representative Character: Robertus
  Weapon Type A: Lance
  Weapon Type B: Grimoire
  MOVE: 4
  JUMP: 2
  Movement Type: Walk
The closest comparison to General is the Royal class, which is the only other
wielder of lances and also has a magical weapon as its second weapon type.
However, instead of Alissa's wands, Robertus uses healing grimoires, oddly in
keeping with his role as the empowering figurehead of the Daltanican army.
There does seem to be a bit of a magical bent to lances in this game, most
noticeably with Veronica, the royal Lance of the Stars, which was dummied out
of the game (much to my chagrin) but still has plot relevance, at least. The
General class is an indomitable tank, clad in heavy armor and possessing the
ability to heal itself and its allies. It doesn't help any that lances are
devastating weapons and Robertus uses them to terrifying effect. Watch out
whenever you see him.



************************
5.03.03   Necromancer
************************
  Representative Character: Isabeli
  Weapon Type A: Rod
  Weapon Type B: Scroll
  MOVE: 4
  JUMP: 2
  Movement Type: Walk
The Necromancer, at least, is one character class that nothing had to be cut
from. Isabeli uses her unique weapon, Scrolls, in all the diabolical ways you'd
expect from an evil and soulless necromancer: she transforms your characters
into Skeletons, then rips the life force from their bones to heal herself.
She is also the only character capable of healing Skeletons with her unique
healing spells, and her final and most deadly technique is to detonate any
Skeleton like a living (er...) bomb, dealing extreme damage in a wide area. At
least she is also as delicate as an ancient mage in the body of a ten-year-old
girl ought to be, making her pretty easy to take out... as long as you can get
to her in time, that is.



*******************
5.03.04   Teller
*******************
  Representative Character: Heramia
  Weapon Type A: N/A (though I suspect Grimoire)
  Weapon Type B: N/A
  MOVE: 4
  JUMP: 2
  Movement Type: Walk
The only class in this section you do not fight against, Heramia is a fortune
teller who reads the future in the stars. Her astrological powers are just a
footnote in the game we have today, but in the full, original version, Heramia
was going to be a crucial character, joining Ragnus' cause and serving as his
version of Elise: the mysterious yet knowledgeable character helping him to
achieve his goals. In her official art, she is depicted holding a Grimoire, so
I think it's safe to say that was intended to be her weapon type, although you
won't see her wielding one in game during the one scene she guest-stars in.
She appears for an escort mission once in Scene 16, where she has no combat
capabilities whatsoever but is at least not reluctant to run the hell away
from her pursuers.



*******************
5.03.05   Mystic
*******************
  Representative Character: Pamela
  Weapon Type A: Broom
  Weapon Type B: N/A (though I suspect Wand)
  MOVE: 4
  JUMP: N/A
  Movement Type: Fly
A Department Heaven mainstay, Pamela is an insane, narcoleptic, random, cutesy,
and self-proclaimedly powerful witch who comes from another world known as
Yumira and has an obsession with Undine. Little is known about her; she usually
pops up in scenes completely unrelated to the plot of her game, bumbles around
being inconvenient, and then either disappears inexplicably or joins your party
even more inexplicably. Sadly, in Gungnir's case, it's the former - Pamela will
not join you - but at least you can snag her hot-pink Broom to remember her by.
Her Mystic class is functionally identical to Witch in-game, but I suspect she
was originally intended to wield Wands too, mostly because I also believe that
Wands were originally intended to contol the weather. In Yggdra Union, where
Pamela WAS playable, she had the ability to use GEO cards - spells that could
only be cast on specific terrain types - regardless of what terrain she stood
on, which could have been translated into weather control here in Gungnir. But
sadly, that feature was cut - if it was even intended at all - so instead our
dear Pamela just flies about blowing kisses and falling asleep. Silly girl.



********************
5.03.06   Chariot
********************
  Representative Character: Ziyad
  Weapon Type A: Whip
  Weapon Type B: Rod
  MOVE: 4
  JUMP: 0
  Movement Type: Walk (ironically)
The final boss of Gungnir is unusual, to say the least. But then, Gungnir is a
pretty unusual game. Due to being confined to a wheelchair, Ziyad has 0 JUMP
and can only move about on the ramps that litter the top third of his scene;
however, his magical abilities allow him to clash with you even from such a
distance, so don't think his low mobility makes you safe from his wrath. In
melee combat, he attacks with whips - an unusual weapon choice - and boasts
incredible Guard Rating from his back, where his wheelchair protects him from
all attacks. Even the normally-unblockable projectiles of arrows or javelins
can be blocked by Ziyad's diabolical chair if they come at him from behind!




















*******************************************************************************
*******************************************************************************
*******************************************************************************

                             5.04   MONSTER CLASSES

*******************************************************************************
*******************************************************************************
*******************************************************************************



At certain locations or under the guidance of certain characters, you may find
an opponent that is not entirely human, raising claw or knife or trident
against your army. We'll finish off our character section here, with a brief
discussion about these aggressive creatures.





******************
5.04.01   Harpy
******************
  Weapon Type A: Harpy Physique
  Weapon Type B: N/A
  MOVE: 6
  JUMP: N/A
  Movement Type: Hover
Harpies are the first monster class you'll face in Gungnir, and if you're not
prepared for them, they can be a bit of a shocker. Their unparalleled MOVE
coupled with their Hover movement type allows them to go anywhere on the field
with blistering speed, where they will then cause Poison, lower your TP, and
generally make a nuisance of themselves. Fortunately, they're gung ho about
their health, throwing their fragile bodies at you like battering rams. This
makes them easy to cut down in return.



******************
5.04.02   Pixie
******************
  Weapon Type A: Small Physique
  Weapon Type B: Wand
  MOVE: 5
  JUMP: N/A
  Movement Type: Hover
Pixies appear on two maps, but unless you go out of your way to force the
issue, you'll only have to fight them on one of them (and even that can be
avoided if you bumrush the boss on said stage). This is good, as Pixies' small
size belies their aggravating skill at combat. Pixies are the only characters
other than Alissa that can use Wands, giving them access to unusual and
inconvenient status effects, and at full health they can cause Panic, which is
a nasty ailment to try and deal with. They love to play keep-away while they
send statuses your way, but if you can poke them once with any attack to stop
the Scatter Pollen attack and the Panic it causes, you'll find them little
lasting threat.



*******************
5.04.03   Wampyr
*******************
  Weapon Type A: Sexy Physique
  Weapon Type B: Dagger
  MOVE: 4
  JUMP: N/A
  Movement Type: Fly
Wampyrs are flying succubus-vampire-type creatures that appear to have some
dark connection to the overseas land of Millenia. (I smell a Grandia II
reference here. There'll be flying eyeballs next.) Their involvement in the
story is minor but troubling, much like their involvement in the scenes they
appear in. Wampyrs are possibly the most dangerous monster, but also the most
easily dealt with. During the day, they are quite helpless, barely defending
themselves with their daggers; once night falls, however, a Wampyr will apply
her Enchanting Rouge and give herself the Enchanted status, allowing her to
use her catastrophic Charming Eyes and Tempting Lips skills. These cause Charm
and Batrify, respectively, either of which can singlehandedly ruin your chance
at winning a battle. You can prevent this from happening by destroying the
Enchanting Rouge with Midgardsormr, avoiding the Wampyr until day dawns once
more (causing her Rouge to wear off,) or just killing her before nightfall.
However, if you don't manage to do any of these things before Charming Eyes
comes out, it could be goodnight forever, so watch out.



*********************
5.04.04   Skeleton
*********************
  Weapon Type A: Rapier
  Weapon Type B: 1H Sword
  *Can equip Small Shields
  MOVE: 3
  JUMP: 2
  Movement Type: Walk
These Undead soldiers are the personal army and attendants of Isabeli the
Necromancer, and they'll appear on any stage she does. Skeletons tend to have
a lot of HP, and their Small Shields will block many melee attacks, making
them even harder to deal with. Worst of all, Skeletons cannot be killed by
traditional means! Oh no. When a Skeleton's HP reaches 0, it falls down into
a pile of bones, quiescent and unmoving... until its next turn comes around,
at which point it rises up again with HP fully restored. Worse still, their
penchant for Rapiers allows them to ignore Weapon Guard and cause Knockback,
making them annoying offensively as well as defensively. In order to destroy a
Skeleton for good, you must use an attack with the Purge Corpse or Undead
Killer property on them in their dormant-bone-pile state, which will remove
them from the field, preventing their revival. Fortunately, there's an easy
way to get them to that state: any attack with the Undead Killer property will
reduce a Skeleton's HP to 0 immediately!



******************
5.04.05   Golem
******************
  Weapon Type A: Rock Physique
  Weapon Type B: N/A
  MOVE: 1
  JUMP: 1
  Movement Type: Walk
Golems are similar to Wampyrs in that they are potentially-dangerous foes that
are thankfully easily nullified. The danger with Golems comes from their melee
Megaton Punch ability, which breaks a random piece of equipment on its target.
The ramifications should be obvious. Fortunately, Golems have a crippling
weakness that balances out this terrifying power: they have only 1 MOVE and 1
JUMP, making it nearly impossible for them to get into melee range unless you
let them. You can also remove all non-weapon equipment from your melee units
and then attack the Golems at close range, as a Golem can't break equipment if
you're not equipped with any (and nobody and nothing can break weapons).



******************
5.04.06   Drake
******************
  Weapon Type A: Dragon Physique
  Weapon Type B: N/A
  MOVE: 4
  JUMP: 2
  Movement Type: Walk
Drakes are usually pretty low-key opponents. They can cause Knockback, so you
need to watch your positioning around them, and they can attack multiple units
at the same time (although they split their damage by doing so, like a Brute
using a Specialty IV Axe attack). Their Dragonfire attack is their most
dangerous skill, causing damage and Burn in a two-square line. However, Drakes
also appear exclusively on stages with shallow water you can jump into to cure
the Burn, so this isn't quite as bad as it may sound. They tend to be hardier
than most other monster units, possessing quite a lot of HP, but they're not
really a concern despite this.



*******************
5.04.07   Undine
*******************
  Weapon Type A: Javelin
  Weapon Type B: Trident
  MOVE: 4
  JUMP: 1
  Movement Type: Water
Undine are weird crosses between human and monster units that do not have a
physique, but instead utilize a unique weapon type. And what a weapon type it
is. Undine can use Tridents, which combine devastating melee stabs with potent
ranged magic, making them dangerous combatants from any range. Most of their
skills are, predictably, Water-elemental, so equipping Sun Cloaks or Mermaid
Pareos can help a lot in nullifying their damage output. Undine also have the
very limiting "Water" movement type, which confines them to moving only to
squares that have water in them. Furthermore, if they get knocked out of the
water and onto dry land, they will Dry Out and die instantly. This is obviously
the easiest (and most satisfying) way to off these vicious merwomen, but if you
can't get them in a position for the knock-out, you can just resort to good
old-fashioned violence instead.



************************
5.04.08   Rail Cannon
************************
  Weapon Type A: Iron Chassis
  Weapon Type B: N/A
  MOVE: 4
  JUMP: 0
  Movement Type: Wheel
Less a "monster" and more of a "moving siege weapon," Rail Cannons have the
ability to move and fire under their own power, without Tricksters to operate
them. And be warned, their fire is deadly. Rail Cannon shots deal 1/4 of their
targets' maximum HP as damage and cause Burn, quickly burning through the last
3/4s before the Rail Cannon's next turn. Their Wheel movement means that they
can't leave the Rail Cannon tracks they start on, which can allow you to
isolate them from the rest of the stage by destroying the tracks that allow
them to move, but Rail Cannons have great range, making this a less-than-ideal
solution to the problem. It's much preferable to just destroy them, a task made
easier by the fact that they are counted as siege weapons by the game, meaning
you can use Wrecker Gloves to easily Boost your damage to one- or two-shot
them. They only appear twice in the game, but any Gungnir player will tell you
that twice was twice too many.








































*******************************************************************************
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                           SECTION 6.0   ITEM LIST

*******************************************************************************
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*********************************
ITEM PREFACE: NOTES ON ALCHEMY                                      [ALC-NOTES]
*********************************

Alchemy is a simple process: you pay Gems and your weapons get stronger. Gems
can be obtained by refining armor, accessories, or consumables; by attacking
gem Crystals and picking up the gems that fall; or using the Jewel Rod's Earth
Orb spell, which creates gems as though you had attacked a Crystal. Every time
you level up a weapon, its power increases - up to a maximum of 150% of the
base power - but the process also becomes more expensive and more likely to
fail for that weapon thereon. A weapon's level maxes out at +9.

The thing about Gungnir is that, since weapons come with such a wide variety
of skills on them, you might be stuck using an early weapon until late into
the game. Take bows, for example, where the Gust Bow is the only bow with a
Specialty II attack until very late indeed, or where the Flint Bow is the only
bow at all that can cause Burn. In order for these weapons to remain powerful
as well as useful in terms of utility, Alchemy can level the weapons up and
increase their power. This is what allows useful early-game weapons, such as
the Rope and the Cutlass, to remain completely viable no matter how late in
the game you are.

Here's a little trick to cheat the system if you want to conserve your Gems:
after upgrading any weapon by a level, exit the Alchemy screen and save. Then
return and upgrade by another level. If the upgrade is successful, exit and
save again. If the upgrade fails, load your last save and try it again until
it works. Gems are more difficult to come by than I'd like, and chances are
that you'll want to use a LOT of them throughout the game, and this trick can
greatly extend the life of your supply. I strongly recommend it.



*****************
ALCHEMY TABLES                                                        [ALC-TAB]
*****************

Upgrading a weapon takes a set number of an elemental Gem matching the
elemental affinity of the weapon (a Null-elemental weapon requires Null Gems,
an Earth-elemental weapon requires yellow Earth Gems, etc.) Below is a chart
detailing the number of gems it takes to increase the level of all ranks of
weaponry. The last column is the total number of gems required to raise a
weapon of the corresponding star rank from +0 to +9.

NUMBER OF GEMS NEEDED PER LEVEL

Weapon Rank   +1     +2     +3     +4     +5     +6     +7     +8     +9  TOTAL
*             1      1      1      1      1      2      3      4      5     19
**            2      2      2      2      2      3      4      5      6     28
***           3      3      3      3      3      4      5      6      7     37
****          4      4      4      4      4      5      6      7      8     46



*******************************************************************************



Unfortunately, every time you level up a weapon, the chance the upgrade will
fail and consume your Gems with no benefit increases, making it harder and
harder to go to the next level. Below is the rate of failure for every level
of all ranks of weaponry.

SUCCESS RATE OF LEVEL INCREASE (PERCENTAGE)

Weapon Rank   +1     +2     +3     +4     +5     +6     +7     +8     +9
*             95.1   92.0   88.0   83.0   77.2   70.4   62.7   54.1   44.6
**            89.7   85.2   79.9   73.7   66.7   58.8   50.2   40.7   30.6
***           83.4   77.6   71.0   63.7   55.6   46.8   37.4   27.3   16.6
****          76.1   69.1   61.4   53.0   44.0   34.5   24.4   13.8   2.7



*******************************************************************************



Every level a weapon gains also increases the price you can sell it back for
at a shop. Below is the number the weapon's selling price is multiplied by for
each level it can have (for example, if your weapon sells back for 1000 gold
with 0 Alchemy levels but you have just raised it to level +3, it will now
sell back for 1180 gold).

SELLING PRICE INCREASE BY LEVEL

Weapon Rank   +1     +2     +3     +4     +5     +6     +7     +8     +9
Any           1.02   1.08   1.18   1.32   1.50   1.72   1.98   2.28   2.62



*******************************************************************************




















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                          SECTION 6.01   WEAPON LIST
*******************************************************************************
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*******************************************************************************





WEAPON RATING RUBRIC
5/5: A must-have purchase. Equipment that is exceptionally good.
4/5: A good purchase. This'll probably last you throughout the entire game.
3/5: A solid purchase. Reliable, but nothing to write home about.
2/5: A situational purchase. Has uses, but may not be worth spending money on.
1/5: A disappointing purchase. Probably not worth buying.





*******************************************************************************

                             6.01.01   1H Sword

*******************************************************************************

Used By:
  Fencer (Giulio)
  Gladiator (Ragnus)
  Duelist (Natalia)
  Knight
  Paladin
  Skeleton

Swords are jack-of-all-trades weapons that deal in a little bit of everything.
They have Beat initiation, a good blend of status effects, and sometimes some
AOE damage or knockback. Generally they have good Base Power and Guard Rating,
further increasing their usefulness.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Single-square adjacent physical strike
DEL: 6          CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target



Specialty II
************
Summary: Three-square row-targeting physical strike
DEL: 8          CT: 0          Height: +/- 1
Beat? No

      [T]
  [>] [T]
      [T]

[>] = Attacker
[T] = Targeted square



Specialty III
*************
Summary: Single-square adjacent physical strike + knockback
DEL: 9          CT: 0          Height: +/- 2
Beat? No

  [>] [T]

[>] = Attacker
[T] = Target



Specialty IV
************
Summary: Single-square adjacent physical strike + ailment
DEL: 7          CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target





***************************
Quick Comparison: Swords
***************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Blunt Sword         Null      II, IV           Poor Aim
Bronze Sword        Null      III              Knockback
Iron Sword          Null      I, II            N/A
Rainy Saber         Water     I, III           Knockback
Flamberge           Fire      II, IV           Pyrism
Dark Saber          Null      I, III, IV       Blind, Knockback
Earth Divide        Earth     II               N/A
Gran Saber          Null      I, III           Knockback
End of Ages         Null      I, II, IV        Curse
Zephyr              Water     II, III, IV      Mana Aura, Knockback
Rosier              Air       I, II, III, IV   Sleep, Undead Killer, Knockback
Aegis               Null      II, III, IV      DEF 1/2, Knockback, +Wampyr





*****************
List of Swords
*****************

Blunt Sword
  Rating: 2/5. It can cause Poor Aim, but otherwise isn't much use.
  Stars: *                             Element: Null
  Base Power: 64                       Guard Rating: 27%
  Capacity: 27                         Beat Action: Poor Aim
  Attacks:
     Spec II: Root Blade               Mastery 13   Null
       Base Pow: 61    Tactics Pow: 13

     Spec IV: Mortal Regret            Mastery 0    Null, fixed damage = 1,
       Base Pow: 0     Tactics Pow: 0                  Poor Aim
  Location:
     Scene 01-02 Shop
     Scene 02-03 Shop



Bronze Sword
  Rating: 4/5. Easy and early knockback; very useful.
  Stars: *                             Element: Null
  Base Power: 86                       Guard Rating: 21%
  Capacity: 28                         Beat Action: Normal
  Attacks:
     Spec III: Varo Impulse            Mastery 0    Null, Knockback
       Base Pow: 108   Tactics Pow: 127
  Location:
     Scene 03 (Enemy equipment)
     Scene 04 (Enemy equipment) (Chest)
     Scene 04-05 Shop
     Scene 05-06 Shop
     Scene 09-10 Shop



Iron Sword
  Rating: 3/5. Purely average and unremarkable in every way.
  Stars: *                             Element: Null
  Base Power: 93                       Guard Rating: 24%
  Capacity: 22                         Beat Action: Normal
  Attacks:
     Spec I: Norman Strike             Mastery 0    Null
       Base Pow: 99    Tactics Pow: 77

     Spec II: Root Blade               Mastery 8    Null
       Base Pow: 61    Tactics Pow: 13
  Location:
     Giulio initial equipment
     Scene 02 (Chest)
     Scene 03 (Enemy equipment)
     Scene 03-04 Shop
     Scene 04 (Enemy equipment)
     Scene 06 (Enemy equipment)



Rainy Saber
  Rating: 5/5. Does everything a sword should and is available early.
  Stars: **                            Element: Water
  Base Power: 101                      Guard Rating: 18%
  Capacity: 31                         Beat Action: Normal
  Attacks:
     Spec I: Dean Strike               Mastery 0    Water
       Base Pow: 112   Tactics Pow: 71

     Spec III: Blue Impulse            Mastery 18   Water, Knockback
       Base Pow: 123   Tactics Pow: 145
  Location:
     Scene 04 (Chest)
     Scene 08 (Enemy equipment)
     Scene 08-09 Shop
     Scene 09-10 Shop
     Scene 10 (Enemy equipment)
     Scene 11 (Enemy equipment)
     Scene 11-12 Shop



Flamberge
  Rating: 2/5. Can be strong early, but is quickly outclassed.
  Stars: **                            Element: Fire
  Base Power: 108                      Guard Rating: 12%
  Capacity: 32                         Beat Action: Pyrism
  Attacks:
     Spec II: Crimson Ignition         Mastery 0    Fire
       Base Pow: 79    Tactics Pow: 17

     Spec IV: Flame Slash              Mastery 18   Fire, Pyrism
       Base Pow: 121   Tactics Pow: 46
  Location:
     Scene 03 (Enemy equipment)
     Scene 04 (Enemy equipment)
     Scene 08 (Enemy equipment)
     Scene 08-09 Shop
     Scene 09-10 Shop
     Scene 11-12 Shop



Dark Saber
  Rating: 4/5. Takes some time to master, but can be well worth it.
  Stars: **                            Element: Null
  Base Power: 114                      Guard Rating: 30%
  Capacity: 34                         Beat Action: Blind
  Attacks:
     Spec I: Solid Strike              Mastery 32   Null
       Base Pow: 125   Tactics Pow: 84

     Spec III: Varo Impulse            Mastery 13   Null, Knockback
       Base Pow: 108   Tactics Pow: 127

     Spec IV: Darkness Raid            Mastery 0    Null, Blind
       Base Pow: 131   Tactics Pow: 50
  Location:
     Scene 08 (Enemy equipment)
     Scene 09 (Enemy equipment)
     Scene 10 (Enemy equipment)
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 17-18 Shop



Earth Divide
  Rating: 1/5. Might look appealing, but trust me, it isn't.
  Stars: **                            Element: Earth
  Base Power: 119                      Guard Rating: 18%
  Capacity: 35                         Beat Action: Normal
  Attacks:
     Spec II: Cliff Splitter           Mastery 0    Earth
       Base Pow: 82    Tactics Pow: 18
  Location:
     Scene 16-17 Shop
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop



Gran Sabre
  Rating: 4/5. It's the Rainy Saber Mark Two. Just as good, but arrives late.
  Stars: ***                           Element: Null
  Base Power: 130                      Guard Rating: 36%
  Capacity: 37                         Beat Action: Normal
  Attacks:
     Spec I: Damnation Blade           Mastery 25   Null
       Base Pow: 141   Tactics Pow: 93

     Spec III: Arc Impulse             Mastery 0    Null, Knockback
       Base Pow: 127   Tactics Pow: 149
  Location:
     Scene 19 (Enemy equipment)
     Scene 19-20 Shop
     Scene 20 (Enemy equipment)
     Scene 20-21 Shop
     Scene 22-23 Shop



End of Ages
  Rating: 5/5. Awesome sword, but slow to master. Great for Cursing bosses.
  Stars: ***                           Element: Null
  Base Power: 140                      Guard Rating: 33%
  Capacity: 40                         Beat Action: Curse
  Attacks:
     Spec I: Solid Strike              Mastery 0    Null
       Base Pow: 125   Tactics Pow: 84

     Spec II: Final Slide              Mastery 32   Null
       Base Pow: 145   Tactics Pow: 30

     Spec IV: Fallen Malediction       Mastery 25   Null, Curse
       Base Pow: 145   Tactics Pow: 56
  Location:
     Scene 19 (Enemy equipment)
     Scene 22 (Enemy equipment)
     Scene 23-24 Shop
     Scene 25 (Enemy equipment)
     Scene 25-26 Shop
     Epilogue B (Enemy equipment)



Zephyr
  Rating: 4/5. Very strong. Mana Aura can be a help or a hindrance.
  Stars: ***                           Element: Water
  Base Power: 145                      Guard Rating: 24%
  Capacity: 43                         Beat Action: Mana Aura
  Attacks:
     Spec II: Zephyr Ride              Mastery 32   Null
       Base Pow: 146   Tactics Pow: 28

     Spec III: Blue Impulse            Mastery 25   Water, Knockback
       Base Pow: 123   Tactics Pow: 145

     Spec IV: Flood Slash              Mastery 0    Water, Mana Aura
       Base Pow: 157   Tactics Pow: 60
  Location:
     Scene 22 (Enemy equipment) (Chest)
     Scene 24-25 Shop
     Scene 25 (Enemy equipment)
     Scene 25-26 Shop
     Scene 26 (Enemy equipment)
     Epilogue B (Enemy equipment)



Rosier
  Rating: 5/5. Unparalleled awesome. Unequivocally the best sword.
  Stars: ****                          Element: Air
  Base Power: 157                      Guard Rating: 24%
  Capacity: 49                         Beat Action: Sleep
  Attacks:
     Spec I: Vortex Raid               Mastery 0    Air
       Base Pow: 150   Tactics Pow: 98

     Spec II: Vertical Epic            Mastery 50   Air, Undead Killer
       Base Pow: 161   Tactics Pow: 30

     Spec III: Arc Impulse             Mastery 18   Null, Knockback
       Base Pow: 127   Tactics Pow: 149

     Spec IV: Quaking Gale             Mastery 41   Air, Sleep
       Base Pow: 149   Tactics Pow: 57
  Location:
     Scene 23 (Object)
     Scene 25 (Enemy equipment)
     Epilogue B (Object)



Aegis
  Rating: 4/5. Really good, but not quite on the Rosier's level.
  Stars: ****                          Element: Null
  Base Power: 172                      Guard Rating: 21%
  Capacity: 58                         Beat Action: DEF 1/2
  Attacks:
     Spec I: Damnation Blade           Mastery 0    Null
       Base Pow: 141   Tactics Pow: 93

     Spec III: Fearless Purge          Mastery 41   Null, Knockback, +Wampyr
       Base Pow: 157   Tactics Pow: 186

     Spec IV: Heaven Striker           Mastery 25   Null, DEF 1/2
       Base Pow: 155   Tactics Pow: 59
  Location:
     Epilogue B (Object)










*******************************************************************************

                             6.01.02   Greatsword

*******************************************************************************

Used By:
  Paladin

Greatswords offer a tantalizing blend of physical and magical attacks, allowing
the user to adjust to any situation as needed. Their range is short, but their
cast times are quick and they tend to have excellent added effects. Their
disadvantages are their lack of distribution - only Paladins can equip them -
and the fact that they tend to take a long time to master.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Single-square adjacent physical strike
DEL: 9          CT: 0          Height: Infinite
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target



Specialty II
************
Summary: Three-square row-targeting magic spell
DEL: 2          CT: 14         Height: +/- 1
Beat? No

      [T]
  [>] [T]
      [T]

[>] = Attacker
[T] = Targeted square



Specialty III
*************
Summary: Single-square adjacent physical strike + Knockback
DEL: 10         CT: 0          Height: +/- 2
Beat? No

  [>] [T]

[>] = Attacker
[T] = Target



Specialty IV
************
Summary: Two-square piercing magic spell
DEL: 3          CT: 10         Height: +/- 1
Beat? No

  [>] [T] [T]

[>] = Attacker
[T] = Targeted square





********************************
Quick Comparison: Greatswords
********************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Magical Sword       Fire      II               Burn
Air Blade           Air       I, IV            Aerism, MDEF 1/2
Black Brand         Earth     II, III, IV      Blind
Holy Sabre          Water     II, IV           Freeze, Weak, Undead Killer
Deathbringer        Water     I, IV            Branded, Freeze
7-Star Sword        Air       II, III, IV      TP Damage, Knockback, Phys Aura
Excalibur           Earth     I                N/A
Zelos               Water     III              Freeze, Knockback, +Drake
Volcano             Fire      I, III, IV       Burn, Knockback
Balmung             Air       I, II, III       MDEF 1/2, Knockback






**********************
List of Greatswords
**********************

Magical Sword
  Rating: 5/5. First source of Burn and an excellent one. Don't miss it.
  Stars: *                             Element: Fire
  Base Power: 84                       Guard Rating: 33%
  Capacity: 30                         Beat Action: Burn
  Attacks:
     Spec II: Flame Burst              Mastery 0    Fire, Burn
       Base Pow: 145   Tactics Pow: 98
  Location:
     Scene 06-07 Shop
     Scene 07-08 Shop
     Scene 08-09 Shop



Air Blade
  Rating: 1/5. Outshone in every way by the Magical Sword. No good use for it.
  Stars: *                             Element: Air
  Base Power: 91                       Guard Rating: 30%
  Capacity: 31                         Beat Action: Aerism
  Attacks:
     Spec I: Shieldbreaker             Mastery 25   Air, MDEF 1/2
       Base Pow: 127   Tactics Pow: 145

     Spec IV: Sonic Wraith             Mastery 0    Air, Aerism
       Base Pow: 142   Tactics Pow: 118
  Location:
     Scene 06 (Enemy equipment)
     Scene 06-07 Shop
     Scene 07-08 Shop
     Scene 08-09 Shop



Black Brand
  Rating: 3/5. Good if mastered, but the Magical Sword is still better.
  Stars: *                             Element: Earth
  Base Power: 97                       Guard Rating: 21%
  Capacity: 32                         Beat Action: Blind
  Attacks:
     Spec II: Energy Burst             Mastery 13   Null
       Base Pow: 155   Tactics Pow: 109

     Spec III: Rock Wedge              Mastery 0    Earth, Knockback
       Base Pow: 96    Tactics Pow: 58

     Spec IV: Gloom Wraith             Mastery 25   Null, Blind
       Base Pow: 150   Tactics Pow: 126
  Location:
     Scene 08-09 Shop
     Scene 09 (Enemy equipment)
     Scene 09-10 Shop
     Scene 11 (Enemy equipment)
     Scene 11-12 Shop



Holy Sabre
  Rating: 5/5. Ridiculously good, especially on Skeletons.
  Stars: **                            Element: Water
  Base Power: 111                      Guard Rating: 33%
  Capacity: 35                         Beat Action: Weak
  Attacks:
     Spec II: Water Burst              Mastery 13   Water, Freeze
       Base Pow: 153   Tactics Pow: 106

     Spec IV: Luminous Wraith          Mastery 0    Null, Weak, Undead Killer
       Base Pow: 163   Tactics Pow: 132
  Location:
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 17-18 Shop



Deathbringer
  Rating: 2/5. Cool but impractical. There are just too many better options.
  Stars: **                            Element: Water
  Base Power: 117                      Guard Rating: 24%
  Capacity: 36                         Beat Action: Branded
  Attacks:
     Spec I: Armorbreaker              Mastery 0    Null, Frozen
       Base Pow: 127   Tactics Pow: 149

     Spec IV: Dread Wraith             Mastery 13   Null, Branded
       Base Pow: 176   Tactics Pow: 148
  Location:
     Scene 15-16 Shop
     Scene 16-17 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



7-Star Sword
  Rating: 3/5. Better the earlier you get it; falls off later on.
  Stars: **                            Element: Air
  Base Power: 128                      Guard Rating: 36%
  Capacity: 38                         Beat Action: Phys Aura
  Attacks:
     Spec II: Divine Gale              Mastery 0    Air, TP damage 3
       Base Pow: 160   Tactics Pow: 113

     Spec III: Lethal Wedge            Mastery 18   Null, Knockback
       Base Pow: 105   Tactics Pow: 63

     Spec IV: Blink Wraith             Mastery 32   Null, Phys Aura
       Base Pow: 189   Tactics Pow: 184
  Location:
     Scene 10 (Enemy equipment)
     Scene 17 (Chest)
     Scene 18 (Chest)
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 22-23 Shop



Excalibur
  Rating: 1/5. While strong, it's too finicky about being used.
  Stars: ***                           Element: Earth
  Base Power: 139                      Guard Rating: 36%
  Capacity: 40                         Beat Action: Normal
  Attacks:
     Spec I: Earthspark Smash          Mastery 0    Earth, can only be used at
       Base Pow: 148   Tactics Pow: 175                full HP
  Location:
     Scene 24-25 Shop
     Scene 25 (Enemy equipment)
     Scene 25-26 Shop
     Epilogue B (Enemy equipment)



Zelos
  Rating: 3/5. +Drake is unnecessary, but it's strong and good in Beats.
  Stars: ***                           Element: Water
  Base Power: 141                      Guard Rating: 27%
  Capacity: 42                         Beat Action: Freeze
  Attacks:
     Spec III: Mortal Frozen Blade     Mastery 0    Water, Knockback, +Drake
       Base Pow: 128   Tactics Pow: 77
  Location:
     Scene 24-25 Shop
     Scene 25-26 Shop
     Scene 26 (Object)



Volcano
  Rating: 5/5. Outstanding Greatsword. No downsides to using.
  Stars: ****                          Element: Fire
  Base Power: 153                      Guard Rating: 27%
  Capacity: 48                         Beat Action: Burn
  Attacks:
     Spec I: Rampaging Inferno         Mastery 41   Fire
       Base Pow: 138   Tactics Pow: 163

     Spec III: Ardent Wedge            Mastery 25   Null, Knockback
       Base Pow: 133   Tactics Pow: 79

     Spec IV: Penumbra Wraith          Mastery 0    Fire, Burn
       Base Pow: 181   Tactics Pow: 200
  Location:
     Scene 22 (Object)



Balmung
  Rating: 4/5. Only misses 5/5 because the Volcano is so much better.
  Stars: ****                          Element: Air
  Base Power: 168                      Guard Rating: 33%
  Capacity: 57                         Beat Action: Normal
  Attacks:
     Spec I: Shieldbreaker             Mastery 0    Air, MDEF 1/2
       Base Pow: 123   Tactics Pow: 145

     Spec II: Energy Burst             Mastery 25   Null
       Base Pow: 155   Tactics Pow: 109

     Spec III: Celestial Darkness      Mastery 50   Air, Knockback
       Base Pow: 226   Tactics Pow: 124
  Location:
     Scene 25 (Enemy equipment)
     Scene 25 (Chest)
     Scene 26 (Chest)










*******************************************************************************

                              6.01.03   Rapier

*******************************************************************************

Used By:
  Valkyrie (Elise)
  Duelist (Natalia)
  Skeleton

Rapiers are very rare weapons that are unanimously amazing. Only two story
characters can use them, but they have a variety of useful purposes, from
ensuring hits on any enemy without a shield to causing the unique and deadly
Nightmare status.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Single-square adjacent physical strike; ignores Weapon Guard
DEL: 7          CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target



Specialty IV
************
Summary: Single-square adjacent physical strike + Knockback; ignores Weapon
         Guard
DEL: 11         CT: 0          Height: +/- 1
Beat? No

  [>] [T] [T]

[>] = Attacker
[T] = Targeted square





****************************
Quick Comparison: Rapiers
****************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Estoc               Null      I                Ignores Weapon Guard
Bloody Rapier       Irrelevant, as you cannot obtain this weapon
Blue Stinger        Water     IV               Knockback, DEF 1/2, Ignores
                                                 Weapon Guard
Crimson Red         Fire      IV               Knockback, MDEF 1/2, Ignores
                                                 Weapon Guard
Zolfy               Null      IV               Knockback, Nightmare, Ignores
                                                 Weapon Guard





******************
List of Rapiers
******************

Estoc
  Rating: 4/5. The weakest rapier; also the only one that can initiate Beats.
  Stars: *                             Element: Null
  Base Power: 97                       Guard Rating: 0%
  Capacity: 31                         Beat Action: Normal
  Attacks:
     Spec I: Piercing                  Mastery 0    Null
       Base Pow: 91    Tactics Pow: 18
  Location:
     Elise initial equipment
     Scene 04-05 Shop



Bloody Rapier
  Rating: N/A, as this weapon is unobtainable.
  Stars: **                            Element: Null
  Base Power: 119                      Guard Rating: 0%
  Capacity: 36                         Beat Action: Normal
  Attacks:
     Spec I: Bloody Stab               Mastery 0    Null, +Critical health
       Base Pow: 102   Tactics Pow: 21
  Location:
     Unobtainable. Skeletons never die and drop items, so you can't get this.



Blue Stinger
  Rating: 4/5. Perfect for physical teams. Can't initiate Beats, though.
  Stars: ***                           Element: Water
  Base Power: 144                      Guard Rating: 0%
  Capacity: 47                         Beat Action: DEF 1/2
  Attacks:
     Spec IV: Lapis Cascade            Mastery 0    Water, Knockback, DEF 1/2
       Base Pow: 112   Tactics Pow: 103
  Location:
     Natalia initial equipment
     Scene 15-16 Shop
     Scene 16-17 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Crimson Red
  Rating: 4/5. Perfect for magical teams. Can't initiate Beats, though.
  Stars: ***                           Element: Fire
  Base Power: 146                      Guard Rating: 0%
  Capacity: 47                         Beat Action: MDEF 1/2
  Attacks:
     Spec IV: Rose Cascade             Mastery 0    Fire, Knockback, MDEF 1/2
       Base Pow: 117   Tactics Pow: 144
  Location:
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 25 (Enemy equipment)



Zolfy
  Rating: 4/5. Only source of Nightmare, but Nightmare is pretty unreliable.
  Stars: ****                          Element: Null
  Base Power: 163                      Guard Rating: 0%
  Capacity: 56                         Beat Action: Normal
  Attacks:
     Spec IV: Nameless End             Mastery 0    Null, Knockback, Nightmare
       Base Pow: 124   Tactics Pow: 154
  Location:
     Scene 22 (Object)










*******************************************************************************

                               6.01.04   Axe

*******************************************************************************

Used By:
  Gladiator (Ragnus)
  Brute
  Bandit (Rodrigues)

If you're expecting the same old "does nothing but damage one target" paradigm
that axes so often have in video games, then you'll be pleasantly surprised to
know that Gungnir is substantially more awesome than that. Axes do indeed put
the hurtin' on single targets, but they can also attack in rows or circle AOEs
and, most crucially, are the primary source of equipment breakage in the game.
Breaking an enemy's armor doesn't just lower defense, either: breaking their
Hand equipment will generally prevent them from Boosting their allies; breaking
their Head equipment can often render them vulnerable to status effects they
were previously immune to; breaking their less-valuable equipment makes them
more likely to drop the valuable pieces when they retreat... there are a
million reasons to use axes in this game!



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Single-square adjacent physical strike
DEL: 6          CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target



Specialty II
************
Summary: Three-square row-targeting physical strike
DEL: 9          CT: 0          Height: +/- 1
Beat? No

      [T]
  [>] [T]
      [T]

[>] = Attacker
[T] = Targeted square



Specialty III
*************
Summary: Single-square adjacent physical strike + equipment break
DEL: 12         CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target



Specialty IV
************
Summary: All adjacent squares physical strike; damage dealt is split amongst
            targets hit
DEL: 7          CT: 0          Height: +/- 1
Beat? No

      [T]
  [T] [>] [T]
      [T]

[>] = Attacker
[T] = Targeted square





*************************
Quick Comparison: Axes
*************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Francisca           Null      I                N/A
Battleaxe           Null      I, III           Break Armor
Slasher             Null      II, III          Break Shield
Silver Moon         Null      III, IV          Break Hand
Ogre Blade          Earth     I                N/A
Kill Blade          Null      I, II, III       Break Head
Sunrise             Fire      III, IV          Break Shield
Berserker           Null      II, III, IV      Break Hand
Headman's Axe       Null      I, II, III       Break Head, VS Human
Gargarodon          Earth     I, III, IV       Break Armor





***************
List of Axes
***************

Francisca
  Rating: 1/5. It hits things, but it doesn't break things.
  Stars: *                             Element: Null
  Base Power: 83                       Guard Rating: 15%
  Capacity: 27                         Beat Action: Normal
  Attacks:
     Spec I: High Smash                Mastery 0    Null
       Base Pow: 167   Tactics Pow: 60
  Location:
     Scene 01 (Enemy equipment)
     Scene 03 (Enemy equipment)
     Scene 03-04 Shop
     Scene 05 (Enemy equipment)
     Scene 07 (Enemy equipment)



Battleaxe
  Rating: 5/5. Only way to break body armor until the endgame. Invaluable!
  Stars: *                             Element: Null
  Base Power: 88                       Guard Rating: 18%
  Capacity: 29                         Beat Action: Normal
  Attacks:
     Spec I: Power Smash               Mastery 0    Null
       Base Pow: 153   Tactics Pow: 55

     Spec III: Armor Crush             Mastery 25   Null, Break Armor
       Base Pow: 110   Tactics Pow: 10
  Location:
     Ragnus initial equipment
     Scene 05 (Enemy equipment)
     Scene 05-05 Shop
     Scene 07 (Enemy equipment)
     Scene 07-08 Shop
     Scene 08 (Enemy equipment)



Slasher
  Rating: 4/5. Takes a while to break shields, but is great against Knights.
  Stars: *                             Element: Null
  Base Power: 93                       Guard Rating: 27%
  Capacity: 31                         Beat Action: Normal
  Attacks:
     Spec II: Stack Swing              Mastery 0    Null
       Base Pow: 113   Tactics Pow: 22

     Spec III: Shield Crush            Mastery 25   Null, Break Shield
       Base Pow: 107   Tactics Pow: 9
  Location:
     Scene 03 (Enemy equipment)
     Scene 04-05 Shop
     Scene 07 (Enemy equipment)



Silver Moon
  Rating: 4/5. Great for Hand Crush if nothing else.
  Stars: **                            Element: Null
  Base Power: 108                      Guard Rating: 24%
  Capacity: 34                         Beat Action: Normal
  Attacks:
     Spec III: Hand Crush              Mastery 0    Null, Break Hand
       Base Pow: 101   Tactics Pow: 9

     Spec IV: Shining Moon             Mastery 25   Null, damage split among
       Base Pow: 175   Tactics Pow: 32                 targets, night-only
  Location:
     Scene 08 (Chest)
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 15-16 Shop



Ogre Blade
  Rating: 1/5. Hits hard... once or twice a fight. Has no Breaking, either.
  Stars: **                            Element: Earth
  Base Power: 117                      Guard Rating: 30%
  Capacity: 36                         Beat Action: Normal
  Attacks:
     Spec I: Concussive Ruin           Mastery 32   Earth, can only be used at
       Base Pow: 233   Tactics Pow: 84                 full HP
  Location:
     Scene 07-08 Shop
     Scene 08-09 Shop



Kill Blade
  Rating: 3/5. Pretty good, but Head Crush may be the least useful Break.
  Stars: **                            Element: Null
  Base Power: 126                      Guard Rating: 21%
  Capacity: 37                         Beat Action: Normal
  Attacks:
     Spec I: Power Smash               Mastery 0    Null
       Base Pow: 153   Tactics Pow: 55

     Spec II: Brave Swing              Mastery 18   Null
       Base Pow: 148   Tactics Pow: 28

     Spec III: Head Crush              Mastery 32   Null, Break Head
       Base Pow: 105   Tactics Pow: 9
  Location:
     Scene 05 (Chest)
     Scene 07 (Enemy equipment)
     Scene 07-08 Shop
     Scene 08 (Enemy equipment)
     Scene 08-09 Shop
     Scene 09-10 Shop
     Scene 14 (Enemy equipment)
     Scene 16 (Enemy equipment)
     Scene 18 (Enemy equipment)
     Scene 24 (Enemy equipment)



Sunrise
  Rating: 5/5. The Slasher, but even better. Fabulous attack name, too.
  Stars: ***                           Element: Fire
  Base Power: 137                      Guard Rating: 36%
  Capacity: 39                         Beat Action: Normal
  Attacks:
     Spec III: Shield Crush            Mastery 0    Null, Break Shield
       Base Pow: 107   Tactics Pow: 9

     Spec IV: Solar Fury Dance         Mastery 32   Fire, damage split among
       Base Pow: 194   Tactics Pow: 36                 targets, day-only
  Location:
     Scene 14 (Chest)
     Scene 17-18 Shop
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 24 (Enemy equipment)



Berserker
  Rating: 4/5. Really good, but takes a long time to master and appears late.
  Stars: ***                           Element: Null
  Base Power: 143                      Guard Rating: 30%
  Capacity: 43                         Beat Action: Normal
  Attacks:
     Spec II: Brave Swing              Mastery 0    Null
       Base Pow: 148   Tactics Pow: 28

     Spec III: Hand Crush              Mastery 25   Null, Break Hand
       Base Pow: 101   Tactics Pow: 9

     Spec IV: Insanity Dance           Mastery 32   Null, damage split among
       Base Pow: 155   Tactics Pow: 29                 targets
  Location:
     Scene 17 (Enemy equipment)
     Scene 21-22 Shop
     Scene 22-23 Shop
     Scene 24 (Enemy equipment)
     Scene 24-25 Shop



Headman's Axe
  Rating: 4/5. Has the most reliable axe damage, but takes time to get there.
  Stars: ****                          Element: Null
  Base Power: 156                      Guard Rating: 33%
  Capacity: 47                         Beat Action: Normal
  Attacks:
     Spec I: High Smash                Mastery 25   Null
       Base Pow: 167   Tactics Pow: 60

     Spec II: Punishing Chop           Mastery 41   Null, VS Human
       Base Pow: 188   Tactics Pow: 35

     Spec III: Head Crush              Mastery 0    Null, Break Head
       Base Pow: 105   Tactics Pow: 9
  Location:
     Scene 24 (Enemy equipment)



Gargarodon
  Rating: 4/5. Not as strong as it looks due to finickiness, but still strong.
  Stars: ****                          Element: Earth
  Base Power: 167                      Guard Rating: 36%
  Capacity: 56                         Beat Action: Normal
  Attacks:
     Spec I: Concussive Ruin           Mastery 32   Earth, can only be used at
       Base Pow: 233   Tactics Pow: 84                 full HP

     Spec III: Armor Crush             Mastery 18   Null, Break Armor
       Base Pow: 110   Tactics Pow: 10

     Spec IV: End of Days              Mastery 0    Earth, damage split among
       Base Pow: 215   Tactics Pow: 76                 targets
  Location:
     Scene 25 (Enemy equipment)










*******************************************************************************

                              6.01.05   Hammer

*******************************************************************************

Used By:
  Brute

Hammers have two purposes: breaking shoes (which axes can't do) and breaking
open treasure chests. Their Specialty IV attack is extremely strong against
objects, but will do single-digit damage to living beings. However, hammers
also tend to come with other useful effects that make them pretty damn useful
in a surprising variety of situations. They have to step pretty to outshine
axes, after all.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Single-square adjacent physical strike
DEL: 11         CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target



Specialty II
************
Summary: Two-square piercing physical strike + foot equipment break; invalid
            on targets who are flying or in the water
DEL: 12         CT: 0          Height: +/- 1
Beat? No

  [>] [T] [T]

[>] = Attacker
[T] = Targeted square



Specialty III
*************
Summary: Single-square adjacent physical strike + Knockback + Ailment
DEL: 8          CT: 0          Height: +/- 2
Beat? No

  [>] [T]

[>] = Attacker
[T] = Target



Specialty IV
************
Summary: Single-square adjacent physical strike; only deals full damage to
         objects
DEL: 14         CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target





****************************
Quick Comparison: Hammers
****************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Spiky Hammer        Null      IV               VS Objects
Bloody Rose         Fire      II, III, IV      Shieldless, Break Foot,
                                                 Knockback, power up when
                                                 at critical HP, VS Objects
Thor's Hammer       Air       I, III           Half Guard, Knockback, +Golem
Hammer of Ruin      Null      I, II, IV        Break Random, Break Foot, VS
                                                 Objects
Golden Hammer       Null      III              Charm, Knockback





******************
List of Hammers
******************

Spiky Hammer
  Rating: 3/5. No good for combat, but invaluable for opening chests.
  Stars: *                             Element: Null
  Base Power: 102                      Guard Rating: 21%
  Capacity: 32                         Beat Action: Normal
  Attacks:
     Spec IV: Wandering Blow           Mastery 0    Null, VS Objects
       Base Pow: 352   Tactics Pow: 448
  Location:
     Scene 05-06 Shop
     Scene 07-08 Shop



Bloody Rose
  Rating: 5/5. Only reasonable way to break shoes in a regular playthrough.
  Stars: **                            Element: Fire
  Base Power: 126                      Guard Rating: 18%
  Capacity: 37                         Beat Action: Shieldless
  Attacks:
     Spec II: Foot Crusher             Mastery 0    Null, Break Foot, does not
       Base Pow: 92    Tactics Pow: 0                  damage units that are
                                                       Hovering or in water

     Spec III: Crisis Slash            Mastery 18   Null, Shieldless,
       Base Pow: 97    Tactics Pow: 40                 Knockback, Power = 250%
                                                       when user is near death

     Spec IV: Crimson Blow             Mastery 25   Fire, VS Objects
       Base Pow: 256   Tactics Pow: 320
  Location:
     Scene 05 (Enemy equipment)
     Scene 05-06 Shop
     Scene 07 (Enemy equipment)
     Scene 07-08 Shop



Thor's Hammer
  Rating: 3/5. Would be 4/5 if Golems were more common. Still good, though.
  Stars: ***                           Element: Air
  Base Power: 141                      Guard Rating: 15%
  Capacity: 40                         Beat Action: Half Guard
  Attacks:
     Spec I: Stone Breaker             Mastery 0    Air, +Golem
       Base Pow: 145   Tactics Pow: 76

     Spec III: Air Rush                Mastery 18   Air, Knockback, Half
       Base Pow: 109   Tactics Pow: 47                 Guard
  Location:
     Scene 16-17 Shop
     Scene 18 (Enemy equipment)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop



Hammer of Ruin
  Rating: 5/5. Takes time to get going, but WOW that Break Random.
  Stars: ****                          Element: Null
  Base Power: 150                      Guard Rating: 24%
  Capacity: 48                         Beat Action: Normal
  Attacks:
     Spec I: ???                       Mastery 32   Null, Break Random
       Base Pow: 159   Tactics Pow: 60

     Spec II: Foot Crusher             Mastery 0    Null, Break Foot, does not
       Base Pow: 92    Tactics Pow: 0                  damage units that are
                                                       Hovering or in water

     Spec IV: Wandering Blow           Mastery 25   Null, VS Objects
       Base Pow: 352   Tactics Pow: 448
  Location:
     Scene 24 (Chest)



Golden Hammer
  Rating: 2/5. I don't like the gold cost, but the Charm is fantastic.
  Stars: ****                          Element: Null
  Base Power: 155                      Guard Rating: 27%
  Capacity: 52                         Beat Action: Charm
  Attacks:
     Spec III: Gold Rush               Mastery 0    Null, Knockback, Charm;
       Base Pow: 198   Tactics Pow: 92                 costs gold equal to
                                                       damage caused x 10
  Location:
     Scene 17 (Chest)
     Scene 24 (Reinforcement equipment)










*******************************************************************************

                              6.01.06   Dagger

*******************************************************************************

Used By:
  Assassin
  Trickster
  Wampyr

Daggers are light, fast weapons that primary exist to cause knockback and
status effects. Their attacks have low DEL, letting your Assassin move again
quickly and get herself out of the way of reprisals, and they can be invaluable
for enemy crowd control.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Single-square adjacent physical strike + Knockback
DEL: 10         CT: 0          Height: +/- 2
Beat? No

  [>] [T]

[>] = Attacker
[T] = Target



Specialty II
************
Summary: Three-square row-targeting physical strike
DEL: 5          CT: 0          Height: +/- 1
Beat? No

      [T]
  [>] [T]
      [T]

[>] = Attacker
[T] = Targeted square



Specialty III
*************
Summary: Single-square adjacent physical strike
DEL: 4          CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target



Specialty IV
************
Summary: Single-square adjacent physical strike + ailment
DEL: 5          CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target





****************************
Quick Comparison: Daggers
****************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Cutlass             Null      I, III           Knockback
Icepick             Water     IV               Aquism
Main-gauche         Null      I, II            Knockback
Mana Dagger         Water     III, IV          Mana Aura
Rune Knife          Air       II, IV           TP Damage, Silent
Revenger            Null      I, III           Knockback, +Damage when Critical
Scarlet Blade       Fire      II, III          N/A
Crystal Edge        Water     I, II, IV        Knockback, Stone
Light Slasher       Air       II, III, IV      Sleep
Laevatein           Water     I, III           Knockback





******************
List of Daggers
******************

Cutlass
  Rating: 5/5. Cheap, simple knockback. Can be used through the entire game.
  Stars: *                             Element: Null
  Base Power: 82                       Guard Rating: 12%
  Capacity: 27                         Beat Action: Normal
  Attacks:
     Spec I: Abyssal Edge              Mastery 8    Null, Knockback
        Base Pow: 26    Tactics Pow: 232

     Spec III: Silver Reap             Mastery 0    Null
       Base Pow: 86    Tactics Pow: 16
  Location:
     Teresa initial equipment
     Scene 01 (Enemy equipment)
     Scene 02 (Enemy equipment)
     Scene 03-04 Shop
     Scene 04 (Chest)
     Scene 06 (Enemy equipment)



Icepick
  Rating: 1/5. Has no purpose in any situation. Sorry, Icepick.
  Stars: *                             Element: Water
  Base Power: 90                       Guard Rating: 6%
  Capacity: 29                         Beat Action: Aquism
  Attacks:
     Spec IV: Freezing Scythe          Mastery 0    Water, Aquism
       Base Pow: 90    Tactics Pow: 36
  Location:
     Teresa initial equipment
     Scene 04 (Enemy equipment)
     Scene 05-06 Shop
     Scene 06-07 Shop



Main-gauche
  Rating: 3/5. The Cutlass' Beat initiation outclasses its AOE damage.
  Stars: *                             Element: Null
  Base Power: 95                       Guard Rating: 15%
  Capacity: 31                         Beat Action: Normal
  Attacks:
     Spec I: Abyssal Edge              Mastery 0    Null, Knockback
        Base Pow: 26    Tactics Pow: 232

     Spec II: Hollow Axel              Mastery 13   Null
        Base Pow: 82    Tactics Pow: 49
  Location:
     Scene 08 (Enemy equipment)
     Scene 08-09 Shop
     Scene 09-10 Shop
     Scene 10 (Enemy equipment)
     Scene 10-11 Shop



Mana Dagger
  Rating: 3/5. Only good if you like Mana Aura, but quite good if you do.
  Stars: **                            Element: Water
  Base Power: 106                      Guard Rating: 24%
  Capacity: 33                         Beat Action: Mana Aura
  Attacks:
     Spec III: Silver Hail             Mastery 25   Water
       Base Pow: 172   Tactics Pow: 32

     Spec IV: Oratorio Scythe          Mastery 0    Null, Mana Aura
       Base Pow: 85    Tactics Pow: 32
  Location:
     Scene 11-12 Shop
     Scene 15-16 Shop
     Scene 16-17 Shop



Rune Knife
  Rating: 5/5. Even without Knockback. Silent works on the final boss!
  Stars: **                            Element: Air
  Base Power: 116                      Guard Rating: 27%
  Capacity: 36                         Beat Action: Silent
  Attacks:
     Spec II: Axel Wing                Mastery 0    Air, Tactics damage 3
       Base Pow: 92    Tactics Pow: 53

     Spec IV: Calm Scythe              Mastery 13   Null, Silent
       Base Pow: 105   Tactics Pow: 40
  Location:
     Scene 10 (Object)
     Scene 14 (Enemy equipment)
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 17 (Enemy equipment)
     Scene 17-18 Shop
     Scene 18-19 Shop



Revenger
  Rating: 4/5. It's the Cutlass, but with crazy damage... if you can use it.
  Stars: ***                           Element: Null
  Base Power: 123                      Guard Rating: 6%
  Capacity: 37                         Beat Action: Normal
  Attacks:
     Spec I: Helsing Edge              Mastery 0    Null, Knockback, 250%
       Base Pow: 29    Tactics Pow: 259                damage when Critical

     Spec III: Silver Crisis           Mastery 25   Null, 250% damage when
       Base Pow: 107   Tactics Pow: 22                 Critical
  Location:
     Scene 24 (Enemy equipment)
     Scene 24-25 Shop
     Scene 25 (Object)
     Scene 25-26 Shop



Scarlet Blade
  Rating: 1/5. Better than the Icepick. Worse than all other daggers.
  Stars: ***                           Element: Fire
  Base Power: 135                      Guard Rating: 15%
  Capacity: 39                         Beat Action: Normal
  Attacks:
     Spec II: Torrid Flame             Mastery 25   Fire
       Base Pow: 100   Tactics Pow: 58

     Spec III: Cremation               Mastery 0    Fire
       Base Pow: 105   Tactics Pow: 21
  Location:
     Scene 21-22 Shop
     Scene 22 (Enemy equipment)
     Scene 22-23 Shop
     Scene 23 (Enemy equipment)
     Scene 24-25 Shop



Crystal Edge
  Rating: 4/5. VERY good, but takes ages to reach its full potential.
  Stars: ***                           Element: Water
  Base Power: 138                      Guard Rating: 18%
  Capacity: 42                         Beat Action: Stone
  Attacks:
     Spec I: Guilty Edge               Mastery 18   Null, Knockback
       Base Pow: 30    Tactics Pow: 271

     Spec II: Frigid Axel              Mastery 0    Water
       Base Pow: 101   Tactics Pow: 56

     Spec IV: Diver Scythe             Mastery 32   Water, Stone
       Base Pow: 116   Tactics Pow: 47
  Location:
     Scene 21 (Enemy equipment)
     Scene 23-24 Shop
     Scene 25-26 Shop



Light Slasher
  Rating: 3/5. Not BAD, but no knockback. Damage is less than crisis-Revenger.
  Stars: ****                          Element: Air
  Base Power: 149                      Guard Rating: 9%
  Capacity: 45                         Beat Action: Sleep
  Attacks:
     Spec II: Blinding Flash           Mastery 25   Null
       Base Pow: 102   Tactics Pow: 60

     Spec III: Silver Rapids           Mastery 41   Air
       Base Pow: 204   Tactics Pow: 37

     Spec IV: Tornado Scythe           Mastery 0    Air, Sleep
       Base Pow: 110   Tactics Pow: 44
  Location:
     Scene 25 (Chest)



Laevateinn
  Rating: 5/5. The Cutlass with damage. The Revenger with reliability.
  Stars: ****                          Element: Water
  Base Power: 154                      Guard Rating: 18%
  Capacity: 51                         Beat Action: Normal
  Attacks:
     Spec I: Widofnir Stab             Mastery 25   Water, Knockback
       Base Pow: 35    Tactics Pow: 315

     Spec III: Silver Hail             Mastery 0    Water
       Base Pow: 172   Tactics Pow: 32
  Location:
     Scene 24 (Chest)










*******************************************************************************

                              6.01.07   Claw

*******************************************************************************

Used By:
  Rebel (Valerie)
  Assassin

Claws are similar to daggers in a lot of ways, also possessing knockback and
line-AOE attacks, but they can also steal accessories or consumables from
enemies and have a different array of status ailments to cause.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Single-square adjacent physical strike + Knockback
DEL: 11         CT: 0          Height: +/- 2
Beat? No

  [>] [T]

[>] = Attacker
[T] = Target



Specialty II
************
Summary: Three-square row-targeting physical strike
DEL: 7          CT: 0          Height: +/- 1
Beat? No

      [T]
  [>] [T]
      [T]

[>] = Attacker
[T] = Targeted square



Specialty III
*************
Summary: Single-square adjacent physical strike
DEL: 6          CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target



Specialty IV
************
Summary: Single-square adjacent physical strike + steals; moves the user
            behind the target after the attack is used
DEL: 14         CT: 0          Height: +/- 2
Beat? No

  [>] [T] [*]

[>] = Attacker
[T] = Target
[*] = This square must be empty. The attacker will move to this square once the
     attack is over.





**************************
Quick Comparison: Claws
**************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Wild Cat            Null      III              Sleep
Carnage Claw        Null      I, II            Knockback, Phys Aura
Griffin Talon       Air       II, III          Poison, Aerism
Snatcher            Air       I, IV            Knockback, Steal
Leyte Claw          Water     II, III          Sleep, Aquism
Jackhand            Air       II, IV           Shieldless, VS Human, Steal
Bloody Claw         Null      I                Knockback, Lifesteal
Wind Tearer         Air       II, IV           Slow Cast, Steal
Evensem             Earth     I, III, IV       Knockback, Fleeing, Steal
Scarlet Scissors    Fire      II, III, IV      No Counter, Weak, Steal





****************
List of Claws
****************

Wild Cat
  Rating: 4/5. Initiates Beats and takes enemies out of action with Sleep.
  Stars: *                             Element: Null
  Base Power: 72                       Guard Rating: 21%
  Capacity: 27                         Beat Action: Sleep
  Attacks:
     Spec III: Tiring Beat             Mastery 0    Null, Sleep
       Base Pow: 89    Tactics Pow: 18
  Location:
     Scene 04 (Enemy equipment)
     Scene 04-05 Shop
     Scene 05-06 Shop



Carnage Claw
  Rating: 2/5. Only use is applying Phys Aura for a magical team's usage.
  Stars: *                             Element: Null
  Base Power: 91                       Guard Rating: 24%
  Capacity: 29                         Beat Action: Phys Aura
  Attacks:
     Spec I: Dark Claw                 Mastery 18   Null, Knockback
       Base Pow: 129   Tactics Pow: 146

     Spec II: Ray Cleave               Mastery 0    Null, Phys Aura
       Base Pow: 81    Tactics Pow: 33
  Location:
     Valerie initial equipment
     Scene 06 (Enemy equipment)
     Scene 07-08 Shop
     Scene 08-09 Shop
     Scene 11 (Enemy equipment)



Griffin Talon
  Rating: 5/5. Poison slaughters bosses.
  Stars: *                             Element: Air
  Base Power: 96                       Guard Rating: 9%
  Capacity: 31                         Beat Action: Poison
  Attacks:
     Spec II: Acid Cleave              Mastery 18   Null, Poison
       Base Pow: 82    Tactics Pow: 34

     Spec III: Falcon Beat             Mastery 0    Air, Aerism
       Base Pow: 107   Tactics Pow: 21
  Location:
     Scene 08 (Chest)
     Scene 11 (Enemy equipment)
     Scene 12-13 Shop
     Scene 15-16 Shop
     Scene 16-17 Shop



Snatcher
  Rating: 2/5. Only Steal attack that does good damage, but only at night.
  Stars: **                            Element: Air
  Base Power: 103                      Guard Rating: 36%
  Capacity: 33                         Beat Action: Normal
  Attacks:
     Spec I: Night Claw                Mastery 25   Air, Knockback
       Base Pow: 134   Tactics Pow: 151

     Spec IV: Thief of Shadow          Mastery 0    Null, Steal, night-only
       Base Pow: 133   Tactics Pow: 11
  Location:
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Leyte Claw
  Rating: 3/5. Good upgrade to the Wild Cat, but the Griffin Talon is better.
  Stars: **                            Element: Water
  Base Power: 113                      Guard Rating: 12%
  Capacity: 35                         Beat Action: Sleep
  Attacks:
     Spec II: Breeze Cleave            Mastery 0    Null, Sleep
       Base Pow: 89    Tactics Pow: 37

     Spec III: Aqua Beat               Mastery 18   Water, Aquism
       Base Pow: 115   Tactics Pow: 23
  Location:
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Jackhand
  Rating: 3/5. Slow to build up, but steals and has good AOE damage.
  Stars: **                            Element: Air
  Base Power: 125                      Guard Rating: 27%
  Capacity: 36                         Beat Action: Shieldless
  Attacks:
     Spec II: Storm Cleave             Mastery 0    Air, Shieldless, VS Human
       Base Pow: 100   Tactics Pow: 42

     Spec IV: Pursecutter              Mastery 32   Null, Steal
       Base Pow: 27    Tactics Pow: 2
  Location:
     Scene 17 (Enemy equipment)
     Scene 17-18 Shop
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop



Bloody Claw
  Rating: 5/5. Knockback and lifesteal? Yes please!
  Stars: ***                           Element: Null
  Base Power: 132                      Guard Rating: 33%
  Capacity: 39                         Beat Action: Normal
  Attacks:
     Spec I: Blood Claw                Mastery 0    Null, Knockback, lifesteal
       Base Pow: 164   Tactics Pow: 186
  Location:
     Scene 17-18 Shop
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop



Wind Tearer
  Rating: 4/5. Like the Jackhand, but better. Harder to master, though.
  Stars: ***                           Element: Air
  Base Power: 141                      Guard Rating: 30%
  Capacity: 45                         Beat Action: Slow Cast
  Attacks:
     Spec II: Blue Moon Slash          Mastery 32   Air, Slow Cast
       Base Pow: 110   Tactics Pow: 46

     Spec IV: Sudden Overthrow         Mastery 0    Null, Steal
       Base Pow: 20    Tactics Pow: 2
  Location:
     Scene 24 (Enemy equipment)
     Scene 24-25 Shop
     Scene 25-26 Shop



Evensem
  Rating: 3/5. "Full HP Only" and prevalance of Gargan Boots hurts it.
  Stars: ****                          Element: Earth
  Base Power: 151                      Guard Rating: 33%
  Capacity: 46                         Beat Action: Fleeing
  Attacks:
     Spec I: Darkness Hook             Mastery 41   Earth, Knockback
       Base Pow: 178   Tactics Pow: 202

     Spec III: Solid Beat              Mastery 0    Earth, Fleeing, can only
       Base Pow: 121   Tactics Pow: 24                 be used at full HP

     Spec IV: Pursecutter              Mastery 18   Null, Steal
       Base Pow: 27    Tactics Pow: 2
  Location:
     Scene 25 (Object)



Scarlet Scissor
  Rating: 4/5. Lacks knockback, but it's strong and versatile regardless.
  Stars: ****                          Element: Fire
  Base Power: 159                      Guard Rating: 30%
  Capacity: 53                         Beat Acting: No Counter
  Attacks:
     Spec II: Crimson Combustion       Mastery 0    Fire, Weak
       Base Pow: 104   Tactics Pow: 43

     Spec III: Binding Beat            Mastery 32   Null, No Counter
       Base Pow: 138   Tactics Pow: 28

     Spec IV: Fierce Ember             Mastery 18   Fire, Steal
       Base Pow: 11    Tactics Pow: 1
  Location:
     Scene 25 (Chest)










*******************************************************************************

                               6.01.08   Tool

*******************************************************************************

Used By:
  Trickster

Tools are trap-laying Trickster weapons that have an interesting blend of
melee and ranged techniques. Their main draw - other than traps, of course -
is their plethora of status effects, some of which - such as Pain, Slippery,
and Scapegoat - are very rare indeed.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Single-square adjacent physical strike + Knockback
DEL: 2          CT: 0          Height: +/- 2
Beat? No

  [>] [T]

[>] = Attacker
[T] = Target



Specialty II
************
Summary: Physical strike on one random target within one square of user
DEL: 9          CT: 0          Height: Infinite
Beat? No

  [R] [R] [R]
  [R] [>] [R]
  [R] [R] [R]

[>] = Attacker
[R] = Potentially targeted panels. These attacks will not target empty squares;
        their random targeting is randomly decided between targets standing on
        the squares shown above.



Specialty III
*************
Summary: Ranged physical strike
DEL: 6          CT: 0          Height: Infinite
Beat? Yes
Best Range: 2                  Maximum Range: 4

  [>] [P] [S] [P] [P]

[>] = Attacker
[P] = Possible targeting panel
[S] = Best accuracy when targeting this panel



Specialty IV
************
Summary: Sets a pit trap. Only usable at night.
DEL: 5          CT: 0          Height: N/A
Beat? No

  [>]

[>] = Trap is placed wherever the attacker is standing





**************************
Quick Comparison: Tools
**************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Wolf Fang           Null      IV               Pain
Beast Fang          Null      IV               Poor Aim
Spider Spike        Earth     I, IV            Sticky
Naga Fangs          Null      III, IV          Curse
Scorpion Tail       Earth     II, IV           Poison, Half Guard
Shiranui            Fire      I, III, IV       Burn, Scapegoat
Arabian Might       Earth     IV               Panic
Mermaid Fin         Water     I, II, IV        DEF 1/2, Slippery
Demon Pen           Null      I, III, IV       Branded
Epitaphios          Earth     II, III, IV      Sacrifice





****************
List of Tools
****************

Wolf Fang
  Rating: 3/5. Great ailment, but can only apply it through Beats or Traps.
  Stars: *                             Element: Null
  Base Power: 80                       Guard Rating: 3%
  Capacity: 28                         Beat Action: Pain
  Attacks:
     Spec IV: Gastro Trap              Mastery 0    Null, Trap, Pain, night-
       Base Pow: 241   Tactics Pow: 289                only
  Location:
     Scene 06-07 Shop



Beast Fang
  Rating: 1/5. Ailment is more easily applied other ways.
  Stars: *                             Element: Null
  Base Power: 89                       Guard Rating: 6%
  Capacity: 29                         Beat Action: Poor Aim
  Attacks:
     Spec IV: Hurtful Trap             Mastery 0    Null, Trap, Poor Aim,
       Base Pow: 243   Tactics Pow: 304                night-only
  Location:
     Scene 06-07 Shop



Spider Spike
  Rating: 2/5. Sticky is good, but its melee attack is not.
  Stars: **                            Element: Earth
  Base Power: 98                       Guard Rating: 3%
  Capacity: 31                         Beat Action: Sticky
  Attacks:
     Spec I: Crawling Snake            Mastery 0    Earth
       Base Pow: 46    Tactics Pow: 9

     Spec IV: Slime Trap               Mastery 13   Null, Trap, Sticky, night-
       Base Pow: 246   Tactics Pow: 320                only
  Location:
     Scene 09 (Enemy equipment)
     Scene 09-10 Shop
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 15-16 Shop



Naga Fangs
  Rating: 4/5. Ranged attack and a great status, especially for bosses.
  Stars: **                            Element: Null
  Base Power: 110                      Guard Rating: 6%
  Capacity: 33                         Beat Action: Curse
  Attacks:
     Spec III: Mulberry Shark          Mastery 0    Null
       Base Pow: 79    Tactics Pow: 104

     Spec IV: Grudge Trap              Mastery 13   Null, Trap, Curse, night-
       Base Pow: 245   Tactics Pow: 315                only
  Location:
     Scene 07 (Chest)
     Scene 12-13 Shop
     Scene 15-16 Shop
     Scene 16-17 Shop



Scorpion Tail
  Rating: 5/5. Noxious March inflicts Poison and can't miss. Great tool.
  Stars: **                            Element: Earth
  Base Power: 112                      Guard Rating: 3%
  Capacity: 34                         Beat Action: Poison
  Attacks:
     Spec II: Noxious March            Mastery 0    Earth, Poison
       Base Pow: 143   Tactics Pow: 252

     Spec IV: Defenseless Trap         Mastery 13   Earth, Trap, Half Guard,
       Base Pow: 248   Tactics Pow: 336                night-only
  Location:
     Scene 14 (Enemy equipment)
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Shiranui
  Rating: 5/5. Burn and Scapegoat on one tool?!
  Stars: ***                           Element: Fire
  Base Power: 119                      Guard Rating: 12%
  Capacity: 36                         Beat Action: Scapegoat
  Attacks:
     Spec I: Dark Intentions           Mastery 18   Null
       Base Pow: 52    Tactics Pow: 10

     Spec III: Carmine Shark           Mastery 0    Fire, Burn
       Base Pow: 84    Tactics Pow: 110

     Spec IV: Ransom Trap              Mastery 32   Fire, Trap, Scapegoat,
       Base Pow: 249   Tactics Pow: 346                night-only
  Location:
     Scene 14 (Chest)
     Scene 19 (Enemy equipment)
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 22-23 Shop



Arabian Might
  Rating: 2/5. The status is good, but the Wolf Fang does a better job.
  Stars: ***                           Element: Earth
  Base Power: 124                      Guard Rating: 9%
  Capacity: 36                         Beat Action: Panic
  Attacks:
     Spec IV: Panic Trap               Mastery 0    Earth, Trap, Panic, night-
       Base Pow: 252   Tactics Pow: 362                only
  Location:
     Scene 17-18 Shop
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21 (Enemy equipment)



Mermaid Fin
  Rating: 4/5. The Shiranui is better, but the Mermaid Fin is more fun.
  Stars: ***                           Element: Water
  Base Power: 127                      Guard Rating: 3%
  Capacity: 38                         Beat Action: Slippery
  Attacks:
     Spec I: Dark Intentions           Mastery 18   Null
       Base Pow: 52    Tactics Pow: 10

     Spec II: Weak March               Mastery 0    Water, DEF 1/2
       Base Pow: 145   Tactics Pow: 255

     Spec IV: Slide Trap               Mastery 32   Water, Trap, Slippery,
       Base Pow: 255   Tactics Pow: 383                night-only
  Location:
     Scene 16 (Chest)
     Scene 19 (Enemy equipment)
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21 (Object)
     Scene 22-23 Shop



Demon Pen
  Rating: 4/5. Branded isn't great, but it's not bad, and the Pen is good.
  Stars: ****                          Element: Null
  Base Power: 142                      Guard Rating: 3%
  Capacity: 47                         Beat Action: Branded
  Attacks:
     Spec I: Hypocritical Urge         Mastery 0    Null
       Base Pow: 56    Tactics Pow: 11

     Spec III: Mulberry Shark          Mastery 18   Null
       Base Pow: 79    Tactics Pow: 104

     Spec IV: Traitorous Trap          Mastery 25   Null, Trap, Branded,
       Base Pow: 260   Tactics Pow: 420                night-only
  Location:
     Scene 25 (Object)
     Scene 26 (Enemy equipment)



Epitaphios
  Rating: 5/5. Silences the final boss and only gets better from there.
  Stars: ****                          Element: Earth
  Base Power: 152                      Guard Rating: 12%
  Capacity: 50                         Beat Rating: Sacrifice
  Attacks:
     Spec II: Mute March               Mastery 0    Null, Silent
       Base Pow: 152   Tactics Pow: 273

     Spec III: Brown Shark             Mastery 32   Earth
       Base Pow: 139   Tactics Pow: 166

     Spec IV: Sigil Trap               Mastery 18   Earth, Trap, Sacrifice,
       Base Pow: 257   Tactics Pow: 399                night-only
  Location:
     Scene 24 (Chest)










*******************************************************************************

                               6.01.09   Whip

*******************************************************************************

Used By:
  Tamer
  Chariot (Ziyad)

Whips have two primary purposes: Capturing enemies, taking them out of the
action for as long as the Tamer can hold them still, and whipping the ever-
loving crap out of them until they kiss your boots. Whips' status effects tend
to be crowd-controlling statuses like Sticky, Gravity, or Stone, which can let
a Tamer control the field even if she doesn't have a whip for Capturing, but
Capturing is definitely her most potent disabling tool. Always keep Rope around
for your Tamers to utilize in a tight spot.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Two-square piercing physical strike
DEL: 7          CT: 0          Height: +/- 1
Beat? No

  [>] [T] [T]

[>] = Attacker
[T] = Targeted square



Specialty II
************
Summary: Three-square row-targeting physical strike
DEL: 5          CT: 0          Height: +/- 1
Beat? No

      [T]
  [>] [T]
      [T]

[>] = Attacker
[T] = Targeted square



Specialty III
*************
Summary: Single-square adjacent physical strike
DEL: 6          CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target



Specialty IV
************
Summary: Single-square adjacent Capture effect; no damage
DEL: 4          CT: 0          Height: +/- 2
Beat? No

  [>] [T]

[>] = Attacker
[T] = Target





**************************
Quick Comparison: Whips
**************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Thorn Whip          Null      I, II            Poison
Rope                Null      IV               Capture
Flame Whip          Fire      II, III          Pain, VS Beast
Thunder Chain       Air       I, II            No Counter
Dragon Eater        Null      I, III           +Drake, VS Beast
Kraken              Water     II, III          Sticky
Vitra Whip          Earth     I, II, IV        Stone, Capture
Kamaitachi          Air       I                N/A
Prominence          Fire      II, III          Gravity, VS Beast
Ouroboros           Earth     I, III, IV       Capture, VS Beast





****************
List of Whips
****************

Thorn Whip
  Rating: 5/5. A great early weapon. The first source of Poison available.
  Stars: *                             Element: Null
  Base Power: 79                       Guard Rating: 15%
  Capacity: 27                         Beat Action: Poison
  Attacks:
     Spec I: Nagtail                   Mastery 0    Null
       Base Pow: 127   Tactics Pow: 21

     Spec II: Doom Wind                Mastery 13   Null, Poison
       Base Pow: 106   Tactics Pow: 37
  Location:
     Scene 03 (Enemy equipment)
     Scene 03-04 Shop
     Scene 05 (Enemy equipment)
     Scene 05-06 Shop
     Scene 07 (Enemy equipment)



Rope
  Rating: 5/5. Only reasonable way to Capture in a regular playthrough.
  Stars: *                             Element: Null
  Base Power: 52                       Guard Rating: 36%
  Capacity: 30                         Beat Action: Normal
  Attacks:
     Spec IV: Tandem Hold              Mastery 0    Null, Capture
       Base Pow: 2     Tactics Pow: 0
  Location:
     Scene 02 (Object)
     Scene 03 (Chest)
     Scene 03-04 Shop
     Scene 04-05 Shop
     Scene 06-07 Shop
     Scene 08-09 Shop



Flame Whip
  Rating: 3/5. Has a rough start, but good for incapacitating using Pain.
  Stars: **                            Element: Fire
  Base Power: 107                      Guard Rating: 18%
  Capacity: 32                         Beat Action: Pain
  Attacks:
     Spec II: Grave Wind               Mastery 8    Null, Pain
       Base Pow: 127   Tactics Pow: 51

     Spec III: Beastly Remedy          Mastery 0    Null, VS Beast
       Base Pow: 144   Tactics Pow: 53
  Location:
     Scene 08-09 Shop
     Scene 09-10 Shop
     Scene 10-11 Shop



Thunder Chain
  Rating: 3/5. Does more direct damage than the Thorn Whip, but lacks Poison.
  Stars: **                            Element: Air
  Base Power: 113                      Guard Rating: 24%
  Capacity: 34                         Beat Action: No Counter
  Attacks:
     Spec I: Houndtail                 Mastery 18   Null
       Base Pow: 136   Tactics Pow: 23

     Spec II: Quad Wind                Mastery 0    Air, No Counter
       Base Pow: 132   Tactics Pow: 53
  Location:
     Scene 08 (Enemy equipment)
     Scene 11-12 Shop
     Scene 15-16 Shop
     Scene 16-17 Shop



Dragon Eater
  Rating: 1/5. Only use is killing Drakes. And that's not hard to begin with.
  Stars: ***                           Element: Null
  Base Power: 123                      Guard Rating: 18%
  Capacity: 36                         Beat Action: Normal
  Attacks:
     Spec I: Nagtail                   Mastery 13   Null
       Base Pow: 127   Tactics Pow: 21

     Spec III: Dragon Spiral           Mastery 0    Null, VS Beast, +Drake
       Base Pow: 166   Tactics Pow: 61
  Location:
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Kraken
  Rating: 4/5. Virtually immobilizes whole swathes of enemies at a time.
  Stars: ***                           Element: Water
  Base Power: 124                      Guard Rating: 33%
  Capacity: 38                         Beat Action: Sticky
  Attacks:
     Spec II: Thorn Wind               Mastery 0    Null, Sticky
       Base Pow: 143   Tactics Pow: 28

     Spec III: Niad Remedy             Mastery 13   Water, VS Beast
       Base Pow: 233   Tactics Pow: 82
  Location:
     Scene 17 (Enemy equipment)
     Scene 17-18 Shop
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop



Vitra Whip
  Rating: 4/5. It's very good once mastered, but it's very slow to get there.
  Stars: ***                           Element: Earth
  Base Power: 139                      Guard Rating: 21%
  Capacity: 40                         Beat Action: Stone
  Attacks:
     Spec I: Shriketail                Mastery 25   Earth
       Base Pow: 153   Tactics Pow: 26

     Spec II: Stag Waltz               Mastery 32   Earth, Stone
       Base Pow: 147   Tactics Pow: 57

     Spec IV: Interdependence          Mastery 0    Null, Capture
       Base Pow: 16    Tactics Pow: 2
  Location:
     Scene 17 (Enemy equipment)
     Scene 19 (Object)
     Scene 21-22 Shop
     Scene 22-23 Shop
     Scene 24-25 Shop



Kamaitachi
  Rating: 2/5. Unimpressive, but its damage is solid.
  Stars: ***                           Element: Air
  Base Power: 148                      Guard Rating: 21%
  Capacity: 43                         Beat Action: Normal
  Attacks:
     Spec I: Wind Menace               Mastery 0    Air
       Base Pow: 166   Tactics Pow: 28
  Location:
     Scene 18 (Chest)
     Scene 23 (Enemy equipment)
     Scene 23-24 Shop
     Scene 24-25 Shop
     Scene 25-26 Shop



Prominence
  Rating: 4/5. Would be better without the VS Beast, but still really good.
  Stars: ****                          Element: Fire
  Base Power: 156                      Guard Rating: 30%
  Capacity: 45                         Beat Action: Gravity
  Attacks:
     Spec II: Soul Charger             Mastery 0    Null, Gravity
       Base Pow: 153   Tactics Pow: 61

     Spec III: Phoenix Remedy          Mastery 18   Fire, VS Beast
       Base Pow: 249   Tactics Pow: 88
  Location:
     Scene 25 (Chest)



Ouroboros
  Rating: 3/5. Captures, but its full strength can only be used on Beasts.
  Stars: ****                          Element: Earth
  Base Power: 162                      Guard Rating: 24%
  Capacity: 45                         Beat Action: Normal
  Attacks:
     Spec I: Shriketail                Mastery ??   Earth
       Base Pow: 153   Tactics Pow: 26

     Spec III: Devouring Ruination     Mastery 32   Earth, VS Beast, can only
       Base Pow: 268   Tactics Pow: 95                 be used at full HP

     Spec IV: Interdependence          Mastery ??   Null, Capture
       Base Pow: 16    Tactics Pow: 2
  Location:
     Scene 26 (Enemy equipment)










*******************************************************************************

                              6.01.10   Katana

*******************************************************************************

Used By:
  Tamer

Katanas are unusual weapons that do not attack themselves, but are used only
for counterattacking. Katanas can counter ANY Specialty attack, unlike shoes,
making them the easiest way to achieve counterattacks. They contribute a lot
of extra damage and defensibility to a Tamer, but you won't always have room
to equip one, especially if you're using the Rope to Capture foes.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Single-square adjacent physical strike + Knockback; Counter only
DEL: 0          CT: 0          Height: +/- 2
Beat? No

  [>] [T]

[>] = Attacker
[T] = Target



Specialty II
************
Summary: Three-square row-targeting physical strike; Counter only
DEL: 0          CT: 0          Height: +/- 1
Beat? No

      [T]
  [>] [T]
      [T]

[>] = Attacker
[T] = Targeted square



Specialty III
*************
Summary: Single-square adjacent physical strike; Counter only
DEL: 0          CT: 0          Height: +/- 2
Beat? No

  [>] [T]

[>] = Attacker
[T] = Target



Specialty IV
************
Summary: Single-square adjacent physical strike; ignores Defense
DEL: 0          CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target





****************************
Quick Comparison: Katanas
****************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Zentetsu            Null      IV               Void DEF
Suigetsu            Water     III              Freeze, 1/4 health = damage
Shin Zentetsu       Null      IV               Void DEF
Misteltein          Null      I                LV Down
Yashamaru           Fire      II               Weak, +Damage when Critical






******************
List of Katanas
******************

Zentetsu
  Rating: 4/5. Ignores enemy DEF, making it hurt a lot.
  Stars: *                             Element: Null
  Base Power: 132                      Guard Rating: 33%
  Capacity: 36                         Beat Action: Normal
  Attacks:
     Spec IV: Stardust Slash           Mastery 0    Null, Void DEF; Counter
       Base Pow: 181   Tactics Pow: 100                only
  Location:
     Scene 05 (Chest) (Enemy equipment)
     Scene 07 (Enemy equipment)
     Scene 07-08 Shop
     Scene 08 (Enemy equipment)
     Scene 08-09 Shop



Suigetsu
  Rating: 5/5. Highest Guard and a great counterattack. My personal favorite.
  Stars: **                            Element: Water
  Base Power: 146                      Guard Rating: 39%
  Capacity: 43                         Beat Action: Freeze
  Attacks:
     Spec III: Winter's White Fang     Mastery 0    Water, Freeze, damage =
       Base Pow: 0   Tactics Pow: 0                   1/4 health; Counter only
  Location:
     Scene 17 (Enemy equipment)
     Scene 17-18 Shop
     Scene 18 (Chest)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop



Shin Zentetsu
  Rating: 5/5. Improved version of the Zentetsu; very strong.
  Stars: ***                           Element: Null
  Base Power: 160                      Guard Rating: 36%
  Capacity: 45                         Beat Action: Normal
  Attacks:
     Spec IV: True Stardust Slash      Mastery 0    Null, Void DEF; Counter
       Base Pow: 202   Tactics Pow: 112                only
  Location:
     Scene 23 (Enemy equipment)
     Scene 23-24 Shop
     Scene 24-25 Shop
     Scene 25-26 Shop



Mistelteinn
  Rating: 5/5. Stupidly strong, but lowest Guard Rating.
  Stars: ****                          Element: Null
  Base Power: 179                      Guard Rating: 30%
  Capacity: 50                         Beat Action: Normal
  Attacks:
     Spec I: Wandering Darkness        Mastery 0    Null, LV Down; Counter
       Base Pow: 279   Tactics Pow: 449                only
  Location:
     Scene 17 (Chest)



Yashamaru
  Rating: 5/5. Does less damage than the Mistelteinn, but adds Weak.
  Stars: ****                          Element: Fire
  Base Power: 188                      Guard Rating: 36%
  Capacity: 52                         Beat Action: Weak
  Attacks:
     Spec II: Channeled Flame          Mastery 0    Fire, Weak, 250% damage
       Base Pow: 195   Tactics Pow: 224                when Critical; Counter
                                                       only
  Location:
     Scene 26 (Chest)










*******************************************************************************

                               6.01.11   Bow

*******************************************************************************

Used By:
  Valkyrie (Elise)
  Archer

Bows are fantastic projectile weapons with an emphasis on range. Their claim
to fame is their accuracy at range, allowing them to initiate Beats and apply
status effects from great distances. Because projectiles ignore Guard Chance,
bows are particularly ideal for initiating attacks on Knights and other high-
guarding targets, like Tamers or Robertus.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Ranged physical strike
DEL: 6          CT: 0          Height: Infinite
Beat? Yes
Minimum Range: 2               Best Range: 5               Maximum Range: 8

  [>] [X] [P] [P] [P] [S] [P] [P] [P]

[>] = Attacker
[X] = Untargetable; bows cannot target adjacent squares
[P] = Possible targeting panel
[S] = Best accuracy when targeting this panel



Specialty II
************
Summary: Ranged physical strike
DEL: 7          CT: 0          Height: Infinite
Beat? Yes
Minimum Range: 2               Best Range: 6               Maximum Range: 8

  [>] [X] [P] [P] [P] [P] [S] [P] [P]

[>] = Attacker
[X] = Untargetable; bows cannot target adjacent squares
[P] = Possible targeting panel
[S] = Best accuracy when targeting this panel



Specialty III
*************
Summary: AOE striking three random targets in range with physical strikes
DEL: 10         CT: 0          Height: Infinite
Beat? No
Minimum Range: 2               Best Range: N/A             Maximum Range: 8

  [>] [X] [P] [P] [P] [P] [P] [P] [P]

[>] = Attacker
[X] = Untargetable; bows cannot target adjacent squares
[P] = Possible targeting panel

Assuming targeting on first available panel (two squares away):

          [R]
  [>] [R] [R] [R]
          [R]

[>] = Attacker
[R] = Panels that may be targeted by the attack



Specialty IV
************
Summary: Ranged physical strike + ailment
DEL: 7          CT: 0          Height: Infinite
Beat? Yes
Minimum Range: 2               Best Range: 5               Maximum Range: 8

  [>] [X] [P] [P] [P] [S] [P] [P] [P]

[>] = Attacker
[X] = Untargetable; bows cannot target adjacent squares
[P] = Possible targeting panel
[S] = Best accuracy when targeting this panel





*************************
Quick Comparison: Bows
*************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Handmade Bow        Null      I                N/A
Gust Bow            Air       I, II            N/A
Longbow             Null      I, III           N/A
Elfin Bow           Water     I, II, III       TP damage 3
Flint Bow           Fire      I, IV            Burn
Lightning Bow       Air       I, III, IV       DEF 1/2
Raincloud Bow       Water     III              Freeze
Spiral Arch         Null      II, IV           Slow Cast
Burning Sun         Fire      I, III           N/A
Bow of Iria         Water     I, II, IV        No Counter, Undead Killer
Rainbow Arc         Null      I, III, IV       Half Guard
Natalia Starbow     Air       II, III, IV      Silent





***************
List of Bows
***************

Handmade Bow
  Rating: 3/5. Your everyday, garden-variety bow.
  Stars: *                             Element: Null
  Base Power: 70                       Guard Rating: 3%
  Capacity: 24                         Beat Action: Normal
  Attacks:
     Spec I: Wreaking Arrow            Mastery 0    Null
       Base Pow: 77    Tactics Pow: 60
  Location:
     Noah initial equipment
     Scene 01-02 Shop
     Scene 02 (Enemy equipment)
     Scene 02-03 Shop



Gust Bow
  Rating: 5/5. The only bow for HOURS with an easily-usable Specialty II.
  Stars: **                            Element: Air
  Base Power: 90                       Guard Rating: 6%
  Capacity: 29                         Beat Action: Normal
  Attacks:
     Spec I: Vertical Arrow            Mastery 13   Null
       Base Pow: 87    Tactics Pow: 69

     Spec II: Wind Arrow               Mastery 0    Air
       Base Pow: 64    Tactics Pow: 131
  Location:
     Scene 04-05 Shop
     Scene 05-06 Shop
     Scene 07 (Enemy equipment)
     Scene 10 (Enemy equipment)



Longbow
  Rating: 1/5. The Gust Bow absolutely steamrollers it.
  Stars: *                             Element: Null
  Base Power: 84                       Guard Rating: 9%
  Capacity: 28                         Beat Action: Normal
  Attacks:
     Spec I: Wreaking Arrow            Mastery 0    Null
       Base Pow: 77    Tactics Pow: 60

     Spec III: Heaven-sunderer         Mastery 18   Null
       Base Pow: 58    Tactics Pow: 81
  Location:
     Scene 07-08 Shop
     Scene 08-09 Shop
     Scene 09-10 Shop



Elfin Bow
  Rating: 2/5. Good on paper, but takes too long to beat the Gust Bow.
  Stars: **                            Element: Water
  Base Power: 95                       Guard Rating: 12%
  Capacity: 31                         Beat Action: Normal
  Attacks:
     Spec I: Stream Arrow              Mastery 13   Water
       Base Pow: 91    Tactics Pow: 73

     Spec II: Bright Snipe             Mastery 25   Null
       Base Pow: 61    Tactics Pow: 124

     Spec III: Armor Needle            Mastery 0    Null, TP damage 3
       Base Pow: 62    Tactics Pow: 86
  Location:
     Scene 11-12 Shop
     Scene 15-16 Shop
     Scene 16-17 Shop



Flint Bow
  Rating: 5/5. Instant, ranged, unavoidable Burn?! Take my firstborn child.
  Stars: **                            Element: Fire
  Base Power: 105                      Guard Rating: 6%
  Capacity: 32                         Beat Action: Burn
  Attacks:
     Spec I: Fire Arrow                Mastery 0    Fire
       Base Pow: 96    Tactics Pow: 78

     Spec IV: Thermal Fang             Mastery 18   Fire, Burn
       Base Pow: 61    Tactics Pow: 61
  Location:
     Scene 15-16 Shop
     Scene 16-17 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Lightning Bow
  Rating: 4/5. DEF 1/2 is great, but it suffers for lacking Specialty II.
  Stars: **                            Element: Air
  Base Power: 112                      Guard Rating: 6%
  Capacity: 34                         Beat Action: DEF 1/2
  Attacks:
     Spec I: Vertical Arrow            Mastery 13   Null
       Base Pow: 87    Tactics Pow: 69

     Spec III: Pouring Squall          Mastery 25   Air
       Base Pow: 67    Tactics Pow: 93

     Spec IV: Delight Fang             Mastery 0    Null, DEF 1/2
       Base Pow: 67    Tactics Pow: 65
  Location:
     Scene 18-19 Shop
     Scene 19 (Enemy equipment)
     Scene 19-20 Shop
     Scene 20-21 Shop



Raincloud Bow
  Rating: 2/5. Can be really useful on Scene 21. No other real purpose.
  Stars: **                            Element: Water
  Base Power: 122                      Guard Rating: 6%
  Capacity: 36                         Beat Action: Freeze
  Attacks:
     Spec III: Freezing Night          Mastery 0    Water, Freeze, rain-only
       Base Pow: 68    Tactics Pow: 95
  Location:
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop



Spiral Arch
  Rating: 5/5. Cripples mages and has a Specialty II. Really damn good.
  Stars: ***                           Element: Null
  Base Power: 131                      Guard Rating: 18%
  Capacity: 36                         Beat Action: Slow Cast
  Attacks:
     Spec II: Piercing Echo            Mastery 18   Null
       Base Pow: 77    Tactics Pow: 158

     Spec IV: Burden Fang              Mastery 0    Null, Slow Cast
       Base Pow: 73    Tactics Pow: 71
  Location:
     Scene 21 (Enemy equipment)
     Scene 21-22 Shop
     Scene 22-23 Shop
     Scene 23-24 Shop



Burning Sun
  Rating: 1/5. Its Spec. III may as well not exist, for all the good it does.
  Stars: ***                           Element: Fire
  Base Power: 140                      Guard Rating: 15%
  Capacity: 39                         Beat Action: Normal
  Attacks:
     Spec I: Acute Arrow               Mastery 18   Null
       Base Pow: 107   Tactics Pow: 88

     Spec III: Sunlight Squall         Mastery 0    Fire, day-only
       Base Pow: 74    Tactics Pow: 103
  Location:
     Scene 22 (Enemy equipment)
     Scene 23-24 Shop
     Scene 24-25 Shop
     Scene 25-26 Shop



Bow of Iria
  Rating: 5/5. Trivializes Skeletons and has Specialty II. Takes time, though.
  Stars: ***                           Element: Water
  Base Power: 151                      Guard Rating: 6%
  Capacity: 45                         Beat Action: No Counter
  Attacks:
     Spec I: Acute Arrow               Mastery 0    Null
       Base Pow: 107   Tactics Pow: 88

     Spec II: Maelstrom                Mastery 32   Water
       Base Pow: 86    Tactics Pow: 175

     Spec IV: Silent Martyr            Mastery 18   Water, No Counter, Undead
       Base Pow: 70    Tactics Pow: 67                 Killer
  Location:
     Scene 25-26 Shop
     Scene 26 (Enemy equipment)
     Epilogue B (Enemy equipment)



Rainbow Arc
  Rating: 3/5. Could be a lot better. Would be a 2/5, but does good damage.
  Stars: ****                          Element: Null
  Base Power: 154                      Guard Rating: 12%
  Capacity: 47                         Beat Action: Half Guard
  Attacks:
     Spec I: Flowering Dive            Mastery 0    Null
       Base Pow: 115   Tactics Pow: 95

     Spec III: Heaven-sunderer         Mastery 18   Null
       Base Pow: 58    Tactics Pow: 81

     Spec IV: Revered Fang             Mastery 32   Null, Half Guard, day-only
       Base Pow: 79    Tactics Pow: 77
  Location:
     Scene 25 (Chest)



Natalia Starbow
  Rating: 5/5. Upgrade to the Spiral Arch. Pretty excellent in all ways.
  Stars: ****                          Element: Air
  Base Power: 166                      Guard Rating: 9%
  Capacity: 55                         Beat Action: Silent
  Attacks:
     Spec II: Bright Snipe             Mastery 0    Null
       Base Pow: 61    Tactics Pow: 124

     Spec III: Noxious Arts            Mastery 32   Air, night-only
       Base Pow: 107   Tactics Pow: 137

     Spec IV: Raven Thrust             Mastery 18   Air, Silent
       Base Pow: 82    Tactics Pow: 80
  Location:
     Scene 25 (Chest)










*******************************************************************************

                              6.01.12   Bowgun

*******************************************************************************

Used By:
  Rebel (Valerie)
  Gunner

Bowguns are projectile weapons with an emphasis on multi-target attacks. Two
of their attacks can pierce through multiple enemies, like a whip or a lance,
allowing the wielder to cause damage to multiple foes at once. Bowguns rarely
have attached status effects, but the ones they do have - like Curse, Pain,
and Weak - tend to be pretty good. Bowguns shoot in straight lines rather
than in arcs like bows or javelins, however, so between this and the somewhat
unusual targeting of their Specialty III attack, positioning is paramount when
using one.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Ranged physical strike
DEL: 5          CT: 0          Height: Linear
Beat? Yes
Best Range: 2                  Maximum Range: 8

  [>] [P] [S] [P] [P] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel
[S] = Best accuracy when targeting this panel



Specialty II
************
Summary: Three-panel piercing ranged physical strike
DEL: 6          CT: 0          Height: Linear
Beat? No
Best Range: 2                  Maximum Range: 3

  [>] [T] [S] [T]

[>] = Attacker
[T] = Targeted panel
[S] = Best accuracy when targeting this panel



Specialty III
*************
Summary: Piercing diagonal ranged physical strike
DEL: 8          CT: 0          Height: Linear
Beat? No
Best Range: 2                  Maximum Range: 3 (diagonally)

              [T]
          [T]
      [T]
  [>]
      [T]
          [T]
              [T]

[>] = Attacker
[T] = Target



Specialty IV
************
Summary: Ranged physical strike + ailment
DEL: 7*         CT: 0          Height: Linear
Beat? Yes
Best Range: 3                  Maximum Range: 8
  *The Fanelia's Jihad attack has a DEL of 15.

  [>] [P] [P] [S] [P] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel
[S] = Best accuracy when targeting this panel





****************************
Quick Comparison: Bowguns
****************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Slinger             Null      I                N/A
Crossbow            Air       I, IV            Weak
Iron Bowgun         Null      I, II            N/A
Grief Bowgun        Earth     III, IV          Curse
Arbalest            Null      I, II            N/A
Flare Shooter       Fire      I, IV            Pyrism
Tri Shot            Null      I, III, IV       Phys Aura
Night Raven         Air       II, III, IV      Fleeing
Gatling Bow         Null      I, III           N/A
Meteor              Earth     II               N/A
Fallen Phoenix      Fire      I, III, IV       Gravity, +Harpy
Fanelia             Water     I, II, III, IV   Pain





******************
List of Bowguns
******************

Slinger
  Rating: 3/5. Your typical, garden-variety crossbow.
  Stars: *                             Element: Null
  Base Power: 76                       Guard Rating: 6%
  Capacity: 25                         Beat Action: Normal
  Attacks:
     Spec I: Rhino Shot                Mastery 0    Null
       Base Pow: 117   Tactics Pow: 58
  Location:
     Scene 01 (Enemy equipment)
     Scene 03-04 Shop



Crossbow
  Rating: 5/5. Initiates Beats and causes Weak. No AOE, but great anyway.
  Stars: *                             Element: Air
  Base Power: 87                       Guard Rating: 12%
  Capacity: 29                         Beat Action: Weak
  Attacks:
     Spec I: Accurate Target           Mastery 0    Null
       Base Pow: 113   Tactics Pow: 61

     Spec IV: Loss                     Mastery 13   Air, Weak
       Base Pow: 100   Tactics Pow: 0
  Location:
     Scene 03 (Enemy equipment)
     Scene 04-05 Shop
     Scene 05-06 Shop
     Scene 06 (Enemy equipment)



Iron Bowgun
  Rating: 3/5. Lacks a status ailment, but has the piercing Specialty II.
  Stars: *                             Element: Null
  Base Power: 96                       Guard Rating: 15%
  Capacity: 30                         Beat Action: Normal
  Attacks:
     Spec I: Ox Shot                   Mastery 13   Null
       Base Pow: 110   Tactics Pow: 65

     Spec II: Ray Drive                Mastery 0    Null
       Base Pow: 104   Tactics Pow: 62
  Location:
     Valerie initial equipment
     Scene 07-08 Shop
     Scene 08-09 Shop



Grief Bowgun
  Rating: 4/5. Good once mastered, especially with Curse, but takes time.
  Stars: **                            Element: Earth
  Base Power: 107                      Guard Rating: 9%
  Capacity: 32                         Beat Action: Curse
  Attacks:
     Spec III: Cliff Angle             Mastery 0    Earth
       Base Pow: 97    Tactics Pow: 82

     Spec IV: Tragedy                  Mastery 25   Null, Curse
       Base Pow: 130   Tactics Pow: 0
  Location:
     Scene 11 (Enemy equipment)
     Scene 11-12 Shop
     Scene 15-16 Shop
     Scene 16-17 Shop



Arbalest
  Rating: 3/5. It's the Iron Bowgun Redux: stronger, but otherwise the same.
  Stars: **                            Element: Null
  Base Power: 114                      Guard Rating: 18%
  Capacity: 33                         Beat Action: Normal
  Attacks:
     Spec I: Ox Shot                   Mastery 0    Null
       Base Pow: 110   Tactics Pow: 65

     Spec II: Shine Drive              Mastery 18   Null
       Base Pow: 119   Tactics Pow: 71
  Location:
     Scene 14 (Chest)
     Scene 15-16 Shop
     Scene 16-17 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Flare Shooter
  Rating: 1/5. Nothing to recommend it over the Grief Bowgun.
  Stars: **                            Element: Fire
  Base Power: 121                      Guard Rating: 9%
  Capacity: 35                         Beat Action: Pyrism
  Attacks:
     Spec I: Accurate Target           Mastery 0    Null
       Base Pow: 113   Tactics Pow: 61

     Spec IV: Prod                     Mastery 25   Fire, Pyrism
       Base Pow: 140   Tactics Pow: 0
  Location:
     Scene 18-19 Shop
     Scene 19-20 Shop



Tri Shot
  Rating: 2/5. Phys Aura is great for magical allies, but trips up fighters.
  Stars: ***                           Element: Null
  Base Power: 133                      Guard Rating: 18%
  Capacity: 36                         Beat Action: Phys Aura
  Attacks:
     Spec I: Rhino Shot                Mastery 0    Null
       Base Pow: 117   Tactics Pow: 58

     Spec III: Riot Angle              Mastery 18   Null
       Base Pow: 118   Tactics Pow: 101

     Spec IV: Nimbus                   Mastery 32   Null, Phys Aura
       Base Pow: 143   Tactics Pow: 0
  Location:
     Scene 17 (Object)
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21 (Chest) (Enemy equipment)
     Scene 22-23 Shop
     Scene 24 (Enemy equipment)



Night Raven
  Rating: 2/5. It's strong, but night-only, and Fleeing is commonly resisted.
  Stars: ***                           Element: Air
  Base Power: 138                      Guard Rating: 9%
  Capacity: 39                         Beat Action: Fleeing
  Attacks:
     Spec II: Howling Drive            Mastery 32   Air, night-only
       Base Pow: 135   Tactics Pow: 82

     Spec III: Burial Angle            Mastery 0    Air, night-only
       Base Pow: 111   Tactics Pow: 95

     Spec IV: Animus                   Mastery 18   Null, Fleeing, night-only
       Base Pow: 113   Tactics Pow: 0
  Location:
     Scene 21 (Chest)
     Scene 23-24 Shop
     Scene 25-26 Shop



Gatling Bow
  Rating: 3/5. Does a lot of damage. Doesn't do much else, though.
  Stars: ***                           Element: Null
  Base Power: 152                      Guard Rating: 21%
  Capacity: 45                         Beat Action: Normal
  Attacks:
     Spec I: Banishing Phantom         Mastery 25   Null
       Base Pow: 140   Tactics Pow: 84

     Spec III: Phoenix Angle           Mastery 0    Null
       Base Pow: 109   Tactics Pow: 93
  Location:
     Scene 21 (Enemy equipment)
     Scene 25 (Enemy equipment)
     Scene 25-26 Shop



Meteor
  Rating: 2/5. Packs a punch, but it's got that damn "Full HP Only."
  Stars: ****                          Element: Earth
  Base Power: 158                      Guard Rating: 12%
  Capacity: 48                         Beat Action: Normal
  Attacks:
     Spec II: Meteoric Impact          Mastery 0    Earth, can only be used at
       Base Pow: 145   Tactics Pow: 72                 full HP
  Location:
     Scene 26 (Chest)



Fallen Phoenix
  Rating: 5/5. Probably the best bowgun not called the Fanelia.
  Stars: ****                          Element: Null
  Base Power: 161                      Guard Rating: 12%
  Capacity: 54                         Beat Action: Gravity
  Attacks:
     Spec I: Banishing Phantom         Mastery 0    Null
       Base Pow: 140   Tactics Pow: 84

     Spec III: Riot Angle              Mastery 32   Null
       Base Pow: 118   Tactics Pow: 101

     Spec IV: Crimson Wing             Mastery 25   Null, Gravity, +Harpy
       Base Pow: 160   Tactics Pow: 0
  Location:
     Scene 25 (Chest) (Enemy equipment)
     Epilogue B (Enemy equipment)



Fanelia
  Rating: 5/5. Good god. Just look at Jihad and tremble.
  Stars: ****                          Element: Water
  Base Power: 200                      Guard Rating: 3%
  Capacity: 90                         Beat Action: Pain
  Attacks:
     Spec I: Lather Shot               Mastery 0    Water
       Base Pow: 118   Tactics Pow: 70

     Spec II: Ocean Drive              Mastery 25   Water
       Base Pow: 121   Tactics Pow: 72

     Spec III: Sprite Angle            Mastery 41   Water
       Base Pow: 102   Tactics Pow: 87

     Spec IV: Jihad                    Mastery 50   Null, Pain
       Base Pow: 509   Tactics Pow: 0
  Location:
     Scene 25 (Chest)










*******************************************************************************

                              6.01.13   Javelin

*******************************************************************************

Used By:
  Thrower
  Undine

Javelins are the last type of projectile weapon, unless you count Grimoires.
Their focus was supposed to be on hunting monsters in early versions of the
game, but in the end, monsters became fairly uncommon opponents, causing the
Javelins' main strength to be wasted. Instead, their most notable feature is
their devastating access to ranged, instant knockback, which Throwers can use
to interrupt spellcasters and knock foes to their deaths. They're pretty
versatile weapons even aside from this, with melee and ranged capabilities,
but their greatest strength is their Specialty III ranged knockback and they
should be viewed as such.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Two-square piercing physical strike
DEL: 9          CT: 0          Height: +/- 1
Beat? No

  [>] [T] [T]

[>] = Attacker
[T] = Targeted square



Specialty II
************
Summary: Ranged physical strike
DEL: 7          CT: 0          Height: Infinite
Beat? Yes
Best Range: 4                  Maximum Range: 8

  [>] [P] [P] [P] [S] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel
[S] = Best accuracy when targeting this panel



Specialty III
*************
Summary: Ranged physical strike + knockback
DEL: 10         CT: 0          Height: Infinite
Beat? No
Best Range: 4                  Maximum Range: 8

  [>] [P] [P] [P] [S] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel
[S] = Best accuracy when targeting this panel



Specialty IV
************
Summary: Ranged physical strike to one random target in range
DEL: 13          CT: 0          Height: Infinite
Beat? No
Maximum Range: 8

  [>] [P] [P] [P] [P] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel

Assuming targeting on farthest available panel (eight squares away):

                                  [R]
  [>] [ ] [ ] [ ] [ ] [ ] [ ] [R] [R] [R]
                                  [R]

[>] = Attacker
[ ] = Unaffected square
[R] = Panels that may be targeted by the attack





*****************************
Quick Comparison: Javelins
*****************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Bamboo Pick         Earth     I, II            N/A
Pilum               Null      II, III          Knockback
Flamme              Fire      II, IV           N/A
Ice Javelin         Water     II               Freeze, Void DEF
Gladius             Earth     I, III, IV       Knockback
Knight Killer       Null      I, II, III       +Wampyr, Knockback
Berkut              Null      II, IV           +Harpy
Salamandora         Fire      I, III, IV       Knockback
Babel Spearhead     Earth     II               N/A
Wyvern              Air       III, IV          Knockback
Hraesvelger         Water     II, III          +Harpy, +Wampyr, Knockback
Gae Bolg            Null      I, II, IV        N/A





*******************
List of Javelins
*******************

Bamboo Pick
  Rating: 2/5. It certainly can stab things. Yep.
  Stars: *                             Element: Earth
  Base Power: 60                       Guard Rating: 18%
  Capacity: 23                         Beat Action: Normal
  Attacks:
     Spec I: Plant Spike               Mastery 13   Earth
       Base Pow: 89    Tactics Pow: 8

     Spec II: Econa Weapon             Mastery 0    Null
       Base Pow: 69    Tactics Pow: 27
  Location:
     Claude initial equipment
     Scene 01-02 Shop
     Scene 02 (Enemy equipment)
     Scene 02-03 Shop



Pilum
  Rating: 5/5. One of the only javelins with Specialty II and III.
  Stars: *                             Element: Null
  Base Power: 86                       Guard Rating: 9%
  Capacity: 29                         Beat Action: Normal
  Attacks:
     Spec II: Fling Spear              Mastery 0    Null
       Base Pow: 99    Tactics Pow: 39

     Spec III: Light Drop              Mastery 18   Null, Knockback
       Base Pow: 67    Tactics Pow: 14
  Location:
     Scene 03 (Enemy equipment)
     Scene 04-05 Shop
     Scene 05-06 Shop



Flamme
  Rating: 2/5. Specialty IV hits really hard, but is very unreliable.
  Stars: **                            Element: Fire
  Base Power: 92                       Guard Rating: 12%
  Capacity: 31                         Beat Action: Normal
  Attacks:
     Spec II: Flare Spear              Mastery 0    Fire
       Base Pow: 97    Tactics Pow: 38

     Spec IV: Wrath                    Mastery 32   Null
       Base Pow: 341   Tactics Pow: 273
  Location:
     Scene 07-08 Shop
     Scene 08-09 Shop
     Scene 09-10 Shop



Ice Javelin
  Rating: 5/5. Simultaneously Freezes and ignores DEF. It's beautiful.
  Stars: **                            Element: Water
  Base Power: 104                      Guard Rating: 15%
  Capacity: 33                         Beat Action: Freeze
  Attacks:
     Spec II: Frozen Spear             Mastery 0    Water, Freeze, Void DEF
       Base Pow: 107   Tactics Pow: 42
  Location:
     Scene 14 (Enemy equipment)
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 16 (Enemy equipment)
     Scene 17-18 Shop
     Scene 18-19 Shop



Gladius
  Rating: 4/5. Has the Specialty III, but lacks ranged Beat initiation.
  Stars: **                            Element: Earth
  Base Power: 110                      Guard Rating: 15%
  Capacity: 34                         Beat Action: Normal
  Attacks:
     Spec I: Collision Spike           Mastery 18   Null
       Base Pow: 126   Tactics Pow: 11

     Spec III: Crag Drop               Mastery 0    Earth, Knockback
       Base Pow: 86    Tactics Pow: 18

     Spec IV: Pain's Wrath             Mastery 32   Earth
       Base Pow: 363   Tactics Pow: 284
  Location:
     Scene 10 (Chest)
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 17-18 Shop



Knight Killer
  Rating: 5/5. The perfect javelin. Literally perfect.
  Stars: **                            Element: Null
  Base Power: 120                      Guard Rating: 33%
  Capacity: 36                         Beat Action: Normal
  Attacks:
     Spec I: Jolt Spike                Mastery 25   Null
       Base Pow: 134   Tactics Pow: 12

     Spec II: Sparkle Spear            Mastery 18   Null, +Wampyr
       Base Pow: 114   Tactics Pow: 45

     Spec III: Light Drop              Mastery 0    Null, Knockback
       Base Pow: 67    Tactics Pow: 14
  Location:
     Scene 09 (Enemy equipment)
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 15-16 Shop



Berkut
  Rating: 3/5. Ranged Beats and extra damage to Harpies? Could be worse.
  Stars: ***                           Element: Null
  Base Power: 131                      Guard Rating: 27%
  Capacity: 36                         Beat Action: Normal
  Attacks:
     Spec II: Drop Spear               Mastery 0    Null, +Harpy
       Base Pow: 121   Tactics Pow: 48

     Spec IV: Lord's Wrath             Mastery 32   Null
       Base Pow: 379   Tactics Pow: 293
  Location:
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop



Salamandora
  Rating: 1/5. Forces you into melee to get skills you already had elsewhere.
  Stars: ***                           Element: Fire
  Base Power: 137                      Guard Rating: 15%
  Capacity: 39                         Beat Action: Normal
  Attacks:
     Spec I: Collision Spike           Mastery 0    Null
       Base Pow: 126   Tactics Pow: 11

     Spec III: Devouring Demons        Mastery 18   Fire, Knockback
       Base Pow: 95    Tactics Pow: 20

     Spec IV: Adder's Wrath            Mastery 32   Fire
       Base Pow: 407   Tactics Pow: 307
  Location:
     Scene 21 (Enemy equipment)
     Scene 21-22 Shop
     Scene 22-23 Shop
     Scene 24 (Enemy equipment)
     Scene 24-25 Shop



Babel Spearhead
  Rating: 2/5. Not weak, but not nearly strong enough to be worthwhile.
  Stars: ***                           Element: Earth
  Base Power: 149                      Guard Rating: 18%
  Capacity: 45                         Beat Action: Normal
  Attacks:
     Spec II: Ziggurat Surge           Mastery 0    Earth
       Base Pow: 137   Tactics Pow: 54
  Location:
     Scene 25-26 Shop
     Scene 26 (Object)



Wyvern
  Rating: 4/5. A stronger version of the Gladius without Specialty I.
  Stars: ***                           Element: Air
  Base Power: 153                      Guard Rating: 21%
  Capacity: 47                         Beat Action: Normal
  Attacks:
     Spec III: Draconic Wind           Mastery 0    Air
       Base Pow: 100   Tactics Pow: 21

     Spec IV: Nova's Wrath             Mastery 41   Air
       Base Pow: 440   Tactics Pow: 324
  Location:
     Scene 19 (Chest)
     Scene 22-23 Shop
     Scene 24-25 Shop



Hraesvelger
  Rating: 5/5. Beats the Knight Killer only once it's been mastered.
  Stars: ****                          Element: Water
  Base Power: 160                      Guard Rating: 18%
  Capacity: 49                         Beat Action: Normal
  Attacks:
     Spec II: Twin Attacker            Mastery 25    Null, +Harpy, +Wampyr
       Base Pow: 130   Tactics Pow: 51

     Spec III: Hydra's Whirlpool       Mastery 0     Water, Knockback
       Base Pow: 104   Tactics Pow: 22
  Location:
     Scene 23 (Chest)



Gae Bolg
  Rating: 4/5. Just a stronger version of the Gladius, really.
  Stars: ****                          Element: Null
  Base Power: 165                      Guard Rating: 15%
  Capacity: 54                         Beat Action: Normal
  Attacks:
     Spec I: Dual Eradication          Mastery 41   Null, can only be used at
       Base Pow: 247   Tactics Pow: 21                 full HP

     Spec II: Fling Spear              Mastery 0    Null
       Base Pow: 99    Tactics Pow: 39

     Spec IV: Lord's Wrath             Mastery 32   Null
       Base Pow: 379   Tactics Pow: 293
  Location:
     Scene 24 (Reinforcement equipment)










*******************************************************************************

                               6.01.14   Rod

*******************************************************************************

Used By:
  Alchemist (Paulo)
  Sorceress
  Necromancer (Isabeli)
  Chariot (Ziyad)

Rods are the spellcasting weapons of the Sorceress. Their primary advantage is
wide area-of-effect, sweetened by the incredibly nasty status effects that can
be slung alongside the damage. On individual targets, Rod magic isn't the most
impressive damage-dealing tool around; it's when it starts striking half the
enemies on the field that the real potential starts to become apparent.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Ranged AOE magic spell; either heals Vitality (Moonlight Rod and
            Yggdrasil Staff) or does damage (all other Rods)
DEL: 3          CT: 18*        Height: +/- 9
Beat? No
Maximum Range: 5
  *CT for Moonlight Rod and Yggdrasil Staff is 20.

  [>] [P] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel

Assuming targeting on farthest available panel (five squares away):

                      [T]
  [>] [ ] [ ] [ ] [T] [T] [T]
                      [T]

[>] = Attacker
[ ] = Unaffected square
[T] = Targeted panel



Specialty II
************
Summary: AOE magic spell striking three random targets in range
DEL: 3          CT: 20         Height: Infinite
Beat? No
Maximum Range: 4

  [>] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel

Assuming targeting on farthest available panel (four squares away):

                  [R]
  [>] [ ] [ ] [R] [R] [R]
                  [R]

[>] = Attacker
[ ] = Unaffected square
[R] = Panels that may be targeted by the attack



Specialty III
*************
Summary: Ranged AOE magic spell + ailment
DEL: 3          CT: 12         Height: +/- 9
Beat? No
Maximum Range: 4

  [>] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel

Assuming targeting on farthest available panel (four squares away):

                  [T]
  [>] [ ] [ ] [T] [T] [T]
                  [T]

[>] = Attacker
[ ] = Unaffected square
[T] = Targeted panel



Specialty IV
************
Summary: Wide-ranged AOE magic spell
DEL: 4          CT: 24         Height: +/- 9
Beat? No
Maximum Range: 6

  [>] [P] [P] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel

Assuming targeting on farthest available panel (six squares away):

                          [T]
                      [T] [T] [T]
  [>] [ ] [ ] [ ] [T] [T] [T] [T] [T]
                      [T] [T] [T]
                          [T]

[>] = Attacker
[ ] = Unaffected square
[T] = Targeted panel





*************************
Quick Comparison: Rods
*************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Ruby Staff          Fire      I, III           Pyrism
Jewel Rod           Earth     I                Creates Gems
Icicle Rod          Water     I, III, IV       Freeze, Silent
Fire Wyrm Rod       Fire      II               MDEF 1/2
Moonlight Rod       Air       I, III           Sleep, VIT heal, Purge Corpse
Gargoyle Rod        Water     II, III          DEF 1/2, Stone
Lava Rod            Fire      I, II, IV        Burn, Sticky, +Golem
Yggdrasil Staff     Water     I, III           Aquism, VIT heal, Purge Corpse
Sandworm Staff      Earth     II, IV           Geoism
Southern Cross      Fire      II, III, IV      Slow Cast, Poor Aim, Burn
Jormungandr         Earth     I, III, IV       Poison





***************
List of Rods
***************

Ruby Staff
  Rating: 3/5. Notable for Rune Orb being non-elemental.
  Stars: *                             Element: Fire
  Base Power: 81                       Guard Rating: 15%
  Capacity: 28                         Beat Action: Pyrism
  Attacks:
     Spec I: Rune Orb                  Mastery 0    Null
       Base Pow: 90    Tactics Pow: 74

     Spec III: Ignus Pillar            Mastery 13   Fire, Pyrism
       Base Pow: 80    Tactics Pow: 77
  Location:
     Paulo initial equipment
     Scene 03 (Enemy equipment)
     Scene 04-05 Shop



Jewel Rod
  Rating: 2/5. Surprisingly good distraction, as enemies like to grab Gems.
  Stars: *                             Element: Earth
  Base Power: 92                       Guard Rating: 15%
  Capacity: 29                         Beat Action: Normal
  Attacks:
     Spec I: Earth Orb                 Mastery 0    Earth, creates Gems
       Base Pow: 93    Tactics Pow: 78
  Location:
     Scene 05-06 Shop
     Scene 06-07 Shop
     Scene 10-11 Shop



Icicle Rod
  Rating: 5/5. The ultimate defensive, crowd-controlling rod.
  Stars: *                             Element: Water
  Base Power: 100                      Guard Rating: 15%
  Capacity: 30                         Beat Action: Freeze
  Attacks:
     Spec I: Cool Orb                  Mastery 0    Water, Freeze
       Base Pow: 95    Tactics Pow: 79

     Spec III: Red Pillar              Mastery 13   Null, Silent
       Base Pow: 81    Tactics Pow: 78

     Spec IV: Cold Ruin                Mastery 25   Water, Freeze
       Base Pow: 68    Tactics Pow: 79
  Location:
     Scene 06 (Enemy equipment)
     Scene 06-07 Shop
     Scene 07-08 Shop
     Scene 08-09 Shop
     Scene 11 (Enemy equipment)
     Scene 16 (Enemy equipment)



Fire Wyrm Rod
  Rating: 2/5. Unreliable as hell, but MDEF 1/2 is sweet for a Sorceress.
  Stars: **                            Element: Fire
  Base Power: 106                      Guard Rating: 9%
  Capacity: 32                         Beat Action: MDEF 1/2
  Attacks:
     Spec II: Ashen Call               Mastery 0    Fire, MDEF 1/2
       Base Pow: 106   Tactics Pow: 105
  Location:
     Scene 08-09 Shop
     Scene 09-10 Shop
     Scene 10-11 Shop



Moonlight Rod
  Rating: 3/5. Night-only, but so good at night it's just about worth it.
  Stars: **                            Element: Air
  Base Power: 116                      Guard Rating: 18%
  Capacity: 34                         Beat Action: Sleep
  Attacks:
     Spec I: Lunatic Glow              Mastery 8    4% VIT heal, Purge Corpse,
       Base Pow: 0     Tactics Pow: 0                  night-only

     Spec III: Full Moon Pillar        Mastery 0    Air, Sleep, night-only
       Base Pow: 84    Tactics Pow: 81
  Location:
     Scene 06 (Chest)
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 15-16 Shop



Gargoyle Rod
  Rating: 4/5. Painful to level, but Cluster Pillar is worth your time.
  Stars: **                            Element: Water
  Base Power: 121                      Guard Rating: 21%
  Capacity: 35                         Beat Action: DEF 1/2
  Attacks:
     Spec II: Purgatory Call           Mastery 0    Water, DEF 1/2
       Base Pow: 123   Tactics Pow: 109

     Spec III: Cluster Pillar          Mastery 13   Null, Stone
       Base Pow: 83    Tactics Pow: 80
  Location:
     Scene 07 (Chest)
     Scene 12 (Enemy equipment)
     Scene 12-13 Shop
     Scene 15-16 Shop
     Scene 17-18 Shop



Lava Rod
  Rating: 5/5. The ultimate offensive rod, all thanks to AOE Burn.
  Stars: **                            Element: Fire
  Base Power: 130                      Guard Rating: 6%
  Capacity: 36                         Beat Action: Burn
  Attacks:
     Spec I: Redder Blitz              Mastery 25   Fire, Burn, +Golem
       Base Pow: 101   Tactics Pow: 86

     Spec II: Trampling Call           Mastery 18   Null, Sticky
       Base Pow: 119   Tactics Pow: 106

     Spec IV: Inferno Ruin             Mastery 0    Fire, Burn
       Base Pow: 70    Tactics Pow: 84
  Location:
     Scene 18-19 Shop
     Scene 19 (Enemy equipment)
     Scene 19-20 Shop
     Scene 20-21 Shop



Yggdrasil Staff
  Rating: 2/5. Restoring VIT is rare, but its damage is atrocious.
  Stars: ***                           Element: Water
  Base Power: 133                      Guard Rating: 24%
  Capacity: 38                         Beat Action: Aquism
  Attacks:
     Spec I: Healing Light             Mastery 13   6% VIT heal, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec III: Benefactory             Mastery 0    Water, Aquism
       Base Pow: 87    Tactics Pow: 83
  Location:
     Scene 21-22 Shop
     Scene 22-23 Shop
     Scene 23 (Enemy equipment)
     Scene 23-24 Shop



Sandworm Staff
  Rating: 1/5. Only Specialty IV earth spell. Now if only that was useful....
  Stars: ***                           Element: Earth
  Base Power: 136                      Guard Rating: 6%
  Capacity: 40                         Beat Action: Geoism
  Attacks:
     Spec II: Radial Call              Mastery 18   Earth, Geoism
       Base Pow: 126   Tactics Pow: 111

     Spec IV: Dune Ruin                Mastery 0    Earth
       Base Pow: 72    Tactics Pow: 92
  Location:
     Scene 19 (Enemy equipment)
     Scene 23-24 Shop
     Scene 24-25 Shop
     Scene 25 (Enemy equipment)
     Scene 25-26 Shop
     Scene 26 (Enemy equipment)



Southern Cross
  Rating: 5/5. Variant on the Lava Rod. Great against other mages.
  Stars: ****                          Element: Fire
  Base Power: 157                      Guard Rating: 33%
  Capacity: 45                         Beat Action: Slow Cast
  Attacks:
     Spec II: Prominence Call          Mastery 25   Fire, Slow Cast
       Base Pow: 138   Tactics Pow: 119

     Spec III: Fallen Acrux            Mastery 0    Fire, Poor Aim
       Base Pow: 89    Tactics Pow: 85

     Spec IV: Inferno Ruin             Mastery 13   Fire, Burn
       Base Pow: 70    Tactics Pow: 84
  Location:
     Scene 23 (Enemy equipment)



Jormungandr
  Rating: 5/5. Poison and a non-elemental Specialty IV. Worthy of the hype.
  Stars: ****                          Element: Earth
  Base Power: 164                      Guard Rating: 3%
  Capacity: 50                         Beat Action: Poison
  Attacks:
     Spec I: Digger's Orb              Mastery 18   Earth
       Base Pow: 111   Tactics Pow: 97

     Spec III: Venom                   Mastery 32   Earth, Poison
       Base Pow: 160   Tactics Pow: 119

     Spec IV: Criminal Ruin            Mastery 0    Null
       Base Pow: 71    Tactics Pow: 88
  Location:
     Scene 26 (Enemy equipment)










*******************************************************************************

                              6.01.15   Grimoire

*******************************************************************************

Used By:
  Alchemist (Paulo)
  Priestess
  General (Robertus)

Potentially the most awesome weapons in the game (as seen from the perspective
of a crazy bibliophile,) Grimoires serve as your primary methods of healing,
but also come equipped with a surprisingly variety of hard-hitting, Beat-
initiating, ranged, magical attacks that put the "book" in "throwing the book
at them." The second-strongest weapon in the entire game after the Fanelia is,
in fact, a Grimoire, and it causes Panic to go with the Fanelia's Pain.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Single-square adjacent healing spell
DEL: 5          CT: 0          Height: Infinite
Beat? No

  [>] [T]

[>] = Caster
[T] = Target



Specialty II
************
Summary: Ranged single-square healing spell
DEL: 6          CT: 0          Height: Linear
Beat? No
Maximum Range: 7

  [>] [P] [P] [P] [P] [P] [P] [P]

[>] = Caster
[P] = Possible targeting panel



Specialty III
*************
Summary: Ranged AOE healing spell
DEL: 3          CT: 16          Height: +/- 9
Beat? No
Maximum Range: 4

  [>] [P] [P] [P] [P]

[>] = Caster
[P] = Possible targeting panel

Assuming targeting on farthest available panel (four squares away):

                  [T]
  [>] [ ] [ ] [T] [T] [T]
                  [T]

[>] = Caster
[ ] = Unaffected square
[T] = Targeted panel



Specialty IV
************
Summary: Ranged single-square magical projectile
DEL: 7          CT: 0          Height: Linear
Beat? Yes
Best Range: 2                  Maximum Range: 3

  [>] [P] [S] [P]

[>] = Caster
[P] = Possible targeting panel
[S] = Best accuracy when targeting this panel





******************************
Quick Comparison: Grimoires
******************************

                                             HEAL COMPARISON BY PERCENTS
NAME                ELEMENT   SPECIALTIES      S.I %    S.II %   S.III %
Small Bible         Water     I, IV             35%      0         0
Sooty Testament     Air       II, IV            0        40%       0
Sorcery Book        Earth     I, II, IV         50%      30%       0
Book of Eleanor     Water     III, IV           0        0         60%
Book of Laura       Fire      I, III, IV        80%      0         25%
Book of Gelt        Air       I, II, IV         60%      70%       0
Book of Nanai       Water     II, III, IV       0        45%       50%
Book of Kirie       Earth     I, II, III, IV    70%      60%       40%
Alchemia            Water     I, II, IV         85%      50%       0
Chronodict          Air       II, III, IV       0        80%       30%
Madorisux           Fire      I, III, IV        40%      0         75%
Apocalypse          Earth     I, IV             100%     0         0





********************
List of Grimoires
********************

Small Bible
  Rating: 2/5. Poor Aim is good for neutering fighters like Brutes, though.
  Stars: *                             Element: Water
  Base Power: 78                       Guard Rating: 27%
  Capacity: 27                         Beat Action: Poor Aim
  Attacks:
     Spec I: Little Wish               Mastery 0    35% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec IV: Linked Grace             Mastery 8    Water, Poor Aim
       Base Pow: 60    Tactics Pow: 40
  Location:
     Scene 04-05 Shop



Sooty Testament
  Rating: 2/5. Doesn't start with healing, but Blind messes up projectiles.
  Stars: *                             Element: Air
  Base Power: 80                       Guard Rating: 30%
  Capacity: 28                         Beat Action: Blind
  Attacks:
     Spec II: Great Word               Mastery 13   40% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec IV: Page Turner              Mastery 0    Air, Blind
       Base Pow: 62    Tactics Pow: 42
  Location:
     Paulo initial equipment
     Scene 05 (Chest)
     Scene 05-06 Shop
     Scene 09-10 Shop



Sorcery Book
  Rating: 3/5. Gravity is fun and all of its healing is instant. Lacks AOE.
  Stars: *                             Element: Earth
  Base Power: 94                       Guard Rating: 30%
  Capacity: 30                         Beat Action: Gravity
  Attacks:
     Spec I: Crisis Recovery           Mastery 25   50% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec II: Soulsend                 Mastery 0    30% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec IV: Hedge Magic              Mastery 13   Earth, Gravity
       Base Pow: 66    Tactics Pow: 44
  Location:
     Scene 07-08 Shop
     Scene 08-09 Shop
     Scene 09-10 Shop



Book of Eleanor
  Rating: 5/5. Aerial Cure is ridiculous throughout the entire game.
  Stars: *                             Element: Water
  Base Power: 109                      Guard Rating: 30%
  Capacity: 32                         Beat Action: No Counter
  Attacks:
     Spec III: Aerial Cure             Mastery 13   60% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec IV: Consecration             Mastery 0    Water, No Counter
       Base Pow: 71    Tactics Pow: 47
  Location:
     Scene 07-08 Shop
     Scene 08-09 Shop
     Scene 09-10 Shop



Book of Laura
  Rating: 4/5. Takes a long time to master, but Purity Raiser is godly.
  Stars: **                            Element: Fire
  Base Power: 118                      Guard Rating: 33%
  Capacity: 34                         Beat Action: Pyrism
  Attacks:
     Spec I: Purity Raiser             Mastery 32   80% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec III: Criss-Cross             Mastery 0    25% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec IV: Scarlet Sight            Mastery 13   Fire, Pyrism
       Base Pow: 74    Tactics Pow: 49
  Location:
     Scene 05 (Chest)
     Scene 06-07 Shop
     Scene 08 (Chest) (Object)
     Scene 10 (Enemy equipment)
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 15-16 Shop



Book of Gelt
  Rating: 3/5. Takes time to excel and doesn't have a good status effect.
  Stars: **                            Element: Air
  Base Power: 125                      Guard Rating: 33%
  Capacity: 35                         Beat Action: Aerism
  Attacks:
     Spec I: Secret Charm              Mastery 13   60% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec II: Concentration            Mastery 32   70% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec IV: Meditation               Mastery 0    Air, Aerism
       Base Pow: 76    Tactics Pow: 51
  Location:
     Scene 12 (Chest)
     Scene 16-17 Shop
     Scene 18-19 Shop



Book of Nanai
  Rating: 4/5. A well-balanced book. Takes a while before it can attack.
  Stars: **                            Element: Water
  Base Power: 134                      Guard Rating: 33%
  Capacity: 36                         Beat Action: Aquism
  Attacks:
     Spec II: Healing Wisdom           Mastery 0    45% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec III: Breath Recovery         Mastery 18   50% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec IV: Cataclysm                Mastery 25   Water, Aquism
       Base Pow: 79    Tactics Pow: 53
  Location:
     Scene 16-17 Shop
     Scene 18-19 Shop



Book of Kirie
  Rating: 5/5. Only book with all Specialties. It's just as good as it sounds.
  Stars: **                            Element: Earth
  Base Power: 140                      Guard Rating: 33%
  Capacity: 36                         Beat Action: Geoism
  Attacks:
     Spec I: Hallowed Voice            Mastery 25   70% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec II: Holy Tone                Mastery 32   60% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec III: Benediction             Mastery 0    40% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec IV: Land Sight               Mastery 13   Earth, Geoism
       Base Pow: 81    Tactics Pow: 54
  Location:
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 23 (Enemy equipment)



Alchemia
  Rating: 4/5. It gets good faster than Gelt and has a better ailment.
  Stars: ***                           Element: Water
  Base Power: 145                      Guard Rating: 36%
  Capacity: 45                         Beat Action: Shieldless
  Attacks:
     Spec I: Resurrection              Mastery 25   85% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec II: Salvation                Mastery 0    50% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec IV: Alchemic Dream           Mastery 18   Water, Shieldless
       Base Pow: 82    Tactics Pow: 55
  Location:
     Scene 20 (Chest)
     Scene 22-23 Shop
     Scene 24-25 Shop



Chronodict
  Rating: 4/5. The weak Specialty III it starts with brings it down a point.
  Stars: ***                           Element: Air
  Base Power: 155                      Guard Rating: 36%
  Capacity: 47                         Beat Action: Slow Cast
  Attacks:
     Spec II: Ascension                Mastery 25   80% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec III: Fervent Hope            Mastery 0    30% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec IV: Relativity               Mastery 18   Air, Slow Cast
       Base Pow: 85    Tactics Pow: 57
  Location:
     Scene 22 (Enemy equipment)
     Scene 25 (Chest)
     Scene 25-26 Shop
     Epilogue B (Enemy equipment)



Madorisux
  Rating: 4/5. Strongest AOE heal and a good ailment. Starts out meh, though.
  Stars: ****                          Element: Fire
  Base Power: 163                      Guard Rating: 36%
  Capacity: 54                         Beat Action: Curse
  Attacks:
     Spec II: Hidden Grace             Mastery 0    40% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec III: Healing Spray           Mastery 25   75% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec IV: Necronomicon             Mastery 13   Fire, Curse
       Base Pow: 87    Tactics Pow: 58
  Location:
     Scene 24 (Object)



Apocalypse
  Rating: 5/5. It will take time. But then it will take lives.
  Stars: ****                          Element: Earth
  Base Power: 194                      Guard Rating: 39%
  Capacity: 80                         Beat Action: Panic
  Attacks:
     Spec I: Sanctuary                 Mastery 0    100% healing, Purge Corpse
       Base Pow: 0     Tactics Pow: 0

     Spec IV: Apocalypse               Mastery 32   Earth, Panic, Void DEF
       Base Pow: 236    Tactics Pow: 131
  Location:
     Scene 23 (Object)










*******************************************************************************

                              6.01.16   Broom

*******************************************************************************

Used By:
  Witch
  Mystic (Pamela)

Brooms are the other primary magical weapon in your army, available only to the
cute and dangerous Witches. Brooms are a strange mixed bag, going from melee
attacks to ranged rod-like spells to the magical equivalent of Trickster Traps,
known as Grams. However, their pride and joy is their Specialty III spell,
which damages and knocks back everything in an infinite straight line across
the map, regardless of height or other obstacles. It's really, really good.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Single-square adjacent physical strike
DEL: 11         CT: 0          Height: Infinite
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target



Specialty II
************
Summary: Ranged AOE magic spell
DEL: 3          CT: 16         Height: +/- 9
Beat? No
Maximum Range: 4

  [>] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel

Assuming targeting on farthest available panel (four squares away):

                  [T]
  [>] [ ] [ ] [T] [T] [T]
                  [T]

[>] = Attacker
[ ] = Unaffected square
[T] = Targeted panel



Specialty III
*************
Summary: Infinite-range piercing magic spell + knockback
DEL: 3*         CT: 28**       Height: Infinite
Beat? No
Maximum Range: Infinite
  *For the Formula's Explosion spell, the DEL is 14.
  **For the Formula's Explosion spell, the CT is 0.

  [>] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T]...

[>] = Attacker
[T] = Targeted panel



Specialty IV
************
Summary: Sets a Gram trap. Only usable during the day.
DEL: 5          CT: 0          Height: N/A
Beat? No

  [>]

[>] = Trap is placed wherever the attacker is standing





***************************
Quick Comparison: Brooms
***************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Straw Broom         Earth     IV               Sticky
Lucky Broom         Air       IV               Charm
Kikimora            Fire      II, IV           Burn, Mana Aura
Noir                Earth     I, IV            Blind
Apple Tree          Air       II, IV           Sacrifice
Inferno             Fire      I, IV            Burn, Pyrism
Spirit Broom        Earth     I, II, IV        Geoism
Cryocross           Water     II, III, IV      Freeze, Undead Killer,
                                                 Knockback, Scapegoat
Wind of Eden        Air       I, III, IV       MDEF 1/2, Purge Undead,
                                                 Knockback
Pamela's Broom      Null      III, IV          Knockback, Pam. Virus
Magic Comet         Earth     I, II, IV        Silent, Branded
Formula             Fire      I, III, IV       Burn, Knockback, Stone





*****************
List of Brooms
*****************

Straw Broom
  Rating: 1/5. Sticky's not bad, but this broom kind of is.
  Stars: *                             Element: Earth
  Base Power: 54                       Guard Rating: 9%
  Capacity: 31                         Beat Action: Sticky
  Attacks:
     Spec IV: Cleaning Gram            Mastery 0    Earth, Gram, Sticky, day-
       Base Pow: 225   Tactics Pow: 193                only
  Location:
     Scene 07-08 Shop
     Scene 08-09 Shop
     Scene 09-10 Shop



Lucky Broom
  Rating: 2/5. Charm is very rare, and VERY POWERFUL if you can inflict it.
  Stars: **                            Element: Air
  Base Power: 85                       Guard Rating: 15%
  Capacity: 35                         Beat Action: Charm
  Attacks:
     Spec IV: Temptation Gram          Mastery 0    Air, Gram, Charm, day-
       Base Pow: 234   Tactics Pow: 261                only
  Location:
     Scene 07-08 Shop
     Scene 08-09 Shop
     Scene 09-10 Shop



Kikimora
  Rating: 4/5. Misses a 5/5 only because it causes Mana Aura in Beats.
  Stars: **                            Element: Fire
  Base Power: 99                       Guard Rating: 21%
  Capacity: 36                         Beat Action: Mana Aura
  Attacks:
     Spec II: Pyro Wave                Mastery 0    Fire, Burn
       Base Pow: 85    Tactics Pow: 8

     Spec IV: Magical Gram             Mastery 13   Null, Gram, Mana Aura,
       Base Pow: 236   Tactics Pow: 280                day-only
  Location:
     Scene 07 (Chest) (Enemy equipment)
     Scene 07-08 Shop
     Scene 08-09 Shop
     Scene 09-10 Shop
     Scene 14 (Enemy equipment)



Noir
  Rating: 2/5. Decent broom for a melee Witch build, but useless otherwise.
  Stars: **                            Element: Earth
  Base Power: 109                      Guard Rating: 18%
  Capacity: 36                         Beat Action: Blind
  Attacks:
     Spec I: Buster Broom              Mastery 0    Null
       Base Pow: 180   Tactics Pow: 65

     Spec IV: Diurnal Gram             Mastery 13   Earth, Gram, Blind, day-
       Base Pow: 237   Tactics Pow: 289                only
  Location:
     Scene 09 (Enemy equipment)
     Scene 09-10 Shop
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 15-16 Shop



Apple Tree
  Rating: 2/5. Saved from a 1/5 due to its rare Sacrifice ailment.
  Stars: **                            Element: Air
  Base Power: 118                      Guard Rating: 24%
  Capacity: 41                         Beat Action: Sacrifice
  Attacks:
     Spec II: Sweet Wind               Mastery 0    Air
       Base Pow: 94    Tactics Pow: 9

     Spec IV: Scarring Gram            Mastery 13   Null, Gram, Sacrifice,
       Base Pow: 240   Tactics Pow: 308                day-only
  Location:
     Scene 06 (Chest)
     Scene 09 (Enemy equipment)
     Scene 09-10 Shop
     Scene 10-11 Shop
     Scene 11 (Enemy equipment)
     Scene 11-12 Shop
     Scene 15-16 Shop



Inferno
  Rating: 1/5. Dramatically not worth the time it takes to master.
  Stars: ***                           Element: Fire
  Base Power: 134                      Guard Rating: 6%
  Capacity: 43                         Beat Action: Pyrism
  Attacks:
     Spec I: Hell's Crater             Mastery 32   Fire, Burn
       Base Pow: 208   Tactics Pow: 75

     Spec IV: Mine Gram                Mastery 0    Fire, Gram, Pyrism, day-
       Base Pow: 235   Tactics Pow: 275                only
  Location:
     Scene 21 (Chest)
     Scene 21-22 Shop
     Scene 22-23 Shop
     Scene 23 (Enemy equipment)
     Scene 23-24 Shop



Spirit Broom
  Rating: 2/5. Debatably the best melee broom. Bad for a mage-Witch, though.
  Stars: ***                           Element: Earth
  Base Power: 136                      Guard Rating: 36%
  Capacity: 44                         Beat Action: Geoism
  Attacks:
     Spec I: Buster Broom              Mastery 0    Null
       Base Pow: 180   Tactics Pow: 65

     Spec II: Clay Soul                Mastery 25   Earth
       Base Pow: 98    Tactics Pow: 9

     Spec IV: Pestilence Gram          Mastery 13   Earth, Gram, Geoism, day-
       Base Pow: 244   Tactics Pow: 340                only
  Location:
     Scene 18 (Enemy equipment)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop



Cryocross
  Rating: 5/5. FREAKING OVERPOWERED AS DELICIOUS HELL.
  Stars: ***                           Element: Water
  Base Power: 144                      Guard Rating: 21%
  Capacity: 45                         Beat Action: Scapegoat
  Attacks:
     Spec II: Drowning Wave            Mastery 0    Water, Freeze
       Base Pow: 103   Tactics Pow: 10

     Spec III: Direct Starlight        Mastery 13   Null, Undead Killer,
       Base Pow: 64    Tactics Pow: 13                 Knockback

     Spec IV: Enormity Gram            Mastery 18   Water, Gram, Scapegoat,
       Base Pow: 245   Tactics Pow: 349                day-only
  Location:
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 17-18 Shop
     Scene 18 (Enemy equipment)
     Scene 18-19 Shop



Wind of Eden
  Rating: 4/5. Might be 5/5 if the Cryocross didn't make every broom look bad.
  Stars: ***                           Element: Air
  Base Power: 152                      Guard Rating: 12%
  Capacity: 49                         Beat Action: MDEF 1/2
  Attacks:
     Spec I: Skilled Broom             Mastery 32   Air
       Base Pow: 219   Tactics Pow: 79

     Spec III: Cleansing Wind          Mastery 0    Air, Purge Undead,
       Base Pow: 88    Tactics Pow: 18                 Knockback

     Spec IV: Resistor Gram            Mastery 18   Air, Gram, MDEF 1/2, day-
       Base Pow: 245   Tactics Pow: 353                only
  Location:
     Scene 23 (Chest)
     Scene 23-24 Shop
     Scene 24 (Enemy equipment)
     Scene 24-25 Shop
     Scene 25-26 Shop



Pamela's Broom
  Rating: 4/5. Should probably be 3/5, but it's just too wonderfully pink.
  Stars: ****                          Element: Null
  Base Power: 128                      Guard Rating: 30%
  Capacity: 40                         Beat Action: Normal
  Attacks:
     Spec III: Pamela's Spellcraft     Mastery 0    Null, Knockback
       Base Pow: 162   Tactics Pow: 30

     Spec IV: Magic Square             Mastery 13   Null, Gram, Pam. Virus,
       Base Pow: 241   Tactics Pow: 321                day-only, Pamela-only
  Location:
     Scene 17 (Pamela's equipment. Who else?)



Magic Comet
  Rating: 4/5. Its best feature is Silence Broom. Good on any Witch.
  Stars: ****                          Element: Earth
  Base Power: 159                      Guard Rating: 18%
  Capacity: 56                         Beat Action: Branded
  Attacks:
     Spec I: Silence Broom             Mastery 32   Earth, Silent
       Base Pow: 211   Tactics Pow: 76

     Spec II: Earth Wave               Mastery 0    Earth
       Base Pow: 112   Tactics Pow: 11

     Spec IV: Freedom Wave             Mastery 13   Earth, Gram, Branded, day-
       Base Pow: 246   Tactics Pow: 358                only
  Location:
     Scene 25 (Chest)



Formula
  Rating: 5/5. The only broom that can stand up to the Cryocross.
  Stars: ****                          Element: Fire
  Base Power: 176                      Guard Rating: 6%
  Capacity: 71                         Beat Action: Stone
  Attacks:
     Spec I: Hell's Crater             Mastery 0    Fire, Burn
       Base Pow: 208   Tactics Pow: 75

     Spec III: Explosion               Mastery 25   Fire, Burn, Knockback, can
       Base Pow: 203   Tactics Pow: 38                 only be used at full HP

     Spec IV: Captive Wave             Mastery 18   Fire, Gram, Stone, day-
       Base Pow: 248   Tactics Pow: 376                only
  Location:
     Scene 24 (Chest)










*******************************************************************************

                               6.01.17   Mace

*******************************************************************************

Used By:
  Priestess
  Sorceress

Maces have a couple of good status effects, give Sorceresses the ability to
initiate Beats, come in all elemental flavors, and provide the only physical
damage attack available to Priestesses and Sorceresses. If that sounds like it
might be useful... it really isn't.



********************
Ability Breakdown
********************

Specialty III
*************
Summary: Single-square adjacent physical strike
DEL: 7          CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target



Specialty IV
************
Summary: Single-square adjacent magical strike
DEL: 8          CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target





**************************
Quick Comparison: Maces
**************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Morning Star        Null      III              Shieldless
Sapphire Mace       Water     IV               Freeze
Bronze Mace         Fire      IV               Burn
Lost Maiden         Earth     IV               Geoism
Galactica           Air       IV               Aerism





****************
List of Maces
****************

Morning Star
  Rating: 2/5. Only physical weapon a Priestess or Sorceress can have.
  Stars: *                             Element: Null
  Base Power: 88                       Guard Rating: 15%
  Capacity: 30                         Beat Action: Shieldless
  Attacks:
     Spec III: Iron Vice               Mastery 0    Null, Shieldless
       Base Pow: 66    Tactics Pow: 7
  Location:
     Scene 06-07 Shop
     Scene 08-09 Shop



Sapphire Mace
  Rating: 3/5. Causes Freeze and initiates Beats.
  Stars: **                            Element: Water
  Base Power: 115                      Guard Rating: 18%
  Capacity: 34                         Beat Action: Freeze
  Attacks:
     Spec IV: Icicle                   Mastery 0    Water, Freeze
       Base Pow: 124   Tactics Pow: 11
  Location:
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 15-16 Shop



Bronze Mace
  Rating: 3/5. Causes Burn and initiates Beats.
  Stars: **                            Element: Fire
  Base Power: 120                      Guard Rating: 27%
  Capacity: 36                         Beat Action: Burn
  Attacks:
     Spec IV: Crimson Flash            Mastery 0    Fire, Burn
       Base Pow: 127   Tactics Pow: 11
  Location:
     Scene 07 (Object)
     Scene 16-17 Shop
     Scene 18-19 Shop
     Scene 19 (Enemy equipment)
     Scene 19-20 Shop
     Scene 20-21 Shop



Lost Maiden
  Rating: 1/5. Sadly, the most lackluster of a lackluster set of weapons.
  Stars: ***                           Element: Earth
  Base Power: 135                      Guard Rating: 24%
  Capacity: 43                         Beat Action: Geoism
  Attacks:
     Spec IV: Lead Grain               Mastery 0    Earth, Geoism
       Base Pow: 133   Tactics Pow: 12
  Location:
     Scene 23-24 Shop
     Scene 24-25 Shop
     Scene 25-26 Shop



Galactica
  Rating: 2/5. It's the strongest mace. That counts for something... right?
  Stars: ****                          Element: Air
  Base Power: 142                      Guard Rating: 21%
  Capacity: 46                         Beat Action: Aerism
  Attacks:
     Spec IV: Cosmic Lore              Mastery 0    Air, Aerism
       Base Pow: 139   Tactics Pow: 13
  Location:
     Scene 25 (Reinforcement equipment)










*******************************************************************************

                              6.01.18   Wand

*******************************************************************************

Used By:
  Royal (Alissa)
  Pixie

Wands are pretty weird. The only playable character that can equip them is
Alissa, and it can be pretty difficult to find a use for them over the sheer
awesomeness that is Alissa's lances. However, wands do have access to some
very unusual status effects, including Branded and Charm, and they also allow
Alissa to heal her allies. Their magic can also give her the benefit of range.
Lances are definitely the stronger option, but sometimes a wand can do more
with weirdness than a lance can with brute force.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Ranged AOE magic spell
DEL: 3          CT: 10         Height: +/- 9
Beat? No
Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel

Assuming targeting on farthest available panel (five squares away):

                      [T]
  [>] [ ] [ ] [ ] [T] [T] [T]
                      [T]

[>] = Attacker
[ ] = Unaffected square
[T] = Targeted panel



Specialty II
************
Summary: Three-square row-targeting magic spell
DEL: 3          CT: 6          Height: +/- 1
Beat? No

      [T]
  [>] [T]
      [T]

[>] = Attacker
[T] = Targeted square



Specialty III
*************
Summary: All adjacent squares healing spell
DEL: 3*         CT: 12**       Height: +/- 1
Beat? No
  *For the Honey Stick's Waggle Dance spell, the DEL is 7.
  **For the Honey Stick's Waggle Dance spell, the CT is 8.

      [T]
  [T] [>] [T]
      [T]

[>] = Caster
[T] = Targeted square



Specialty IV
************
Summary: Single-square adjacent physical strike + ailment
DEL: 4          CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target





**************************
Quick Comparison: Wands
**************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Honey Stick         Air       III, IV          Branded, HP/ VIT heal
Coral Branch        Air       II, IV           Sleep
Lilybell Wand       Water     I, IV            Freeze, Slippery
Arrow Heart         Fire      II, III, IV      Burn, HP/ VIT heal, Charm
Aerial              Air       I, II, IV        Half Guard
Twinkle Stick       Null      I, II, III, IV   HP/ VIT heal, Purge Corpse, Mana
                                                 Aura





****************
List of Wands
****************

Honey Stick
  Rating: 1/5. Has the highest VIT recovery of any spell, though.
  Stars: *                             Element: Air
  Base Power: 58                       Guard Rating: 6%
  Capacity: 26                         Beat Action: Branded
  Attacks:
     Spec III: Waggle Dance            Mastery 13   8 HP heal, 8% Vit heal
       Base Pow: 0     Tactics Pow: 0

     Spec IV: Honeyed Assault          Mastery 0    Air, fixed damage = 8,
       Base Pow: 0     Tactics Pow: 0                  Branded
  Location:
     Scene 11 (Chest)



Coral Branch
  Rating: 2/5. Saved from 1/5 only because Sleep can be a useful tool.
  Stars: *                             Element: Air
  Base Power: 89                       Guard Rating: 9%
  Capacity: 31                         Beat Action: Sleep
  Attacks:
     Spec II: Skate Sphere             Mastery 13   Air
       Base Pow: 62    Tactics Pow: 60

     Spec IV: Naptime                  Mastery 0    Null, Sleep
       Base Pow: 10    Tactics Pow: 0
  Location:
     Scene 06 (Enemy equipment); don't get it here!!!! It requires killing the
        Pixies, which will prevent you from getting the Four-Leaf Clover!
     Scene 12-13 Shop



Lilybell Wand
  Rating: 4/5. Slippery is rare and the quick AOE Freeze is always handy.
  Stars: **                            Element: Water
  Base Power: 115                      Guard Rating: 3%
  Capacity: 34                         Beat Action: Slippery
  Attacks:
     Spec I: Sorcerous Sleet           Mastery 13   Water, Freeze
       Base Pow: 49    Tactics Pow: 25

     Spec IV: Handicap                 Mastery 0    Null, Slippery
       Base Pow: 4     Tactics Pow: 0
  Location:
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 12 (Enemy equipment)
     Scene 15-16 Shop



Arrow Heart
  Rating: 5/5. Possibly the best wand, offering Charm, Burn, and healing.
  Stars: ***                           Element: Fire
  Base Power: 124                      Guard Rating: 15%
  Capacity: 36                         Beat Action: Charm
  Attacks:
     Spec II: Hearty Sphere            Mastery 0    Fire, Burn
       Base Pow: 74    Tactics Pow: 71

     Spec III: Restoration             Mastery 25   45% heal, 3% Vit heal
       Base Pow: 0     Tactics Pow: 0

     Spec IV: Cupid's Sign             Mastery 13   Null, Charm
       Base Pow: 12    Tactics Pow: 0
  Location:
     Scene 16-17 Shop
     Scene 17 (Chest)
     Scene 18-19 Shop
     Scene 19-20 Shop



Aerial
  Rating: 3/5. Not "bad," just "unremarkable." But really, really pretty.
  Stars: ***                           Element: Air
  Base Power: 129                      Guard Rating: 6%
  Capacity: 42                         Beat Action: Half Guard
  Attacks:
     Spec I: Climaturgy                Mastery 0    Air
       Base Pow: 44    Tactics Pow: 23

     Spec II: Eminent Sphere           Mastery 25   Air
       Base Pow: 75    Tactics Pow: 72

     Spec IV: Wind Mirage              Mastery 13   Null, Half Guard
       Base Pow: 7     Tactics Pow: 0
  Location:
     Scene 21-22 Shop
     Scene 22-23 Shop
     Scene 23-24 Shop



Twinkle Stick
  Rating: 5/5. The other best wand. Its strengths even outweigh its Mana Aura.
  Stars: ****                          Element: Null
  Base Power: 147                      Guard Rating: 33%
  Capacity: 45                         Beat Action: Mana Aura
  Attacks:
     Spec I: Grand Cross               Mastery 41   Null
       Base Pow: 55    Tactics Pow: 28

     Spec II: Glint Sphere             Mastery 0    Null
       Base Pow: 69    Tactics Pow: 67

     Spec III: Alliance Heal           Mastery 25   30% heal, 5% Vit heal,
       Base Pow: 0     Tactics Pow: 0                  Purge Corpse

     Spec IV: Corpse Bride             Mastery 13   Null, Mana Aura
       Base Pow: 49    Tactics Pow: 0
  Location:
     Scene 20 (Chest)










*******************************************************************************

                              6.01.19   Trident

*******************************************************************************

Used By:
  Undine

I'm not going to rate these, because it is impossible for you to use them, as
you cannot recruit Undine. Pretty much all you need to know about them is that
they have melee stabbing attacks and ranged magical attacks. It's a good thing
you'll never face the Longinus in hand-to-hand combat, too, considering that
incredibly nasty Break RANDOM it has.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Two-square piercing physical strike
DEL: 14         CT: 0          Height: +/- 1
Beat? No

  [>] [T] [T]

[>] = Attacker
[T] = Targeted square



Specialty II
************
Summary: Three-square row-targeting physical strike
DEL: 14         CT: 0          Height: +/- 1
Beat? No

      [T]
  [>] [T]
      [T]

[>] = Attacker
[T] = Targeted square



Specialty III
*************
Summary: Single-square adjacent physical strike
DEL: 14         CT: 0          Height: Infinite
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target



Specialty IV
************
Summary: Ranged AOE magic spell + ailment
DEL: 14         CT: 12         Height: Infinite
Beat? No
Maximum Range: 8

  [>] [P] [P] [P] [P] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel

Assuming targeting on farthest available panel (eight squares away):

                                  [T]
  [>] [ ] [ ] [ ] [ ] [ ] [ ] [T] [T] [T]
                                  [T]

[>] = Attacker
[ ] = Unaffected square
[T] = Targeted panel





*****************************
Quick Comparison: Tridents
*****************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Coral Spear         Water     II, III          Slippery, Freeze, 1/4 health =
                                                 damage
Northern Spear      Water     I, III           Gravity
Poelus Ice Pike     Water     I, II, IV        Freeze, 1/4 health = damage
Longinus            Null      I, II, III, IV   Scapegoat, Break Random, Void
                                                 DEF





*******************
List of Tridents
*******************

Coral Spear
  Stars: *                             Element: Water
  Base Power: 87                       Guard Rating: 30%
  Capacity: 30                         Beat Action: Slippery
  Attacks:
     Spec II: Coral Stab               Mastery 0    Water, Freeze, damage =
       Base Pow: 0     Tactics Pow: 0                  1/4 health

     Spec III: Flooded Land            Mastery 0    Water, Slippery
       Base Pow: 100   Tactics Pow: 60
  Location:
     Scene 14 (Enemy equipment)



Northern Spear
  Stars: **                            Element: Water
  Base Power: 122                      Guard Rating: 33%
  Capacity: 36                         Beat Action: Gravity
  Attacks:
     Spec I: Maiden's Charge           Mastery 0    Water
       Base Pow: 111   Tactics Pow: 136

     Spec III: Buoyancy                Mastery 0    Null, Gravity
       Base Pow: 115   Tactics Pow: 69
  Location:
     Scene 16 (Enemy equipment)



Poelus Ice Pike
  Stars: ***                           Element: Water
  Base Power: 161                      Guard Rating: 36%
  Capacity: 53                         Beat Action: Freeze
  Attacks:
     Spec I: Absolution                Mastery 0    Null
       Base Pow: 119   Tactics Pow: 146

     Spec II: Coral Stab               Mastery 0    Water, Freeze, damage =
       Base Pow: 0     Tactics Pow: 0                  1/4 health

     Spec IV: Diamond Dust             Mastery 0    Water, Freeze
       Base Pow: 42    Tactics Pow: 352
  Location:
     Scene 18 (Enemy equipment)



Longinus
  Stars: ****                          Element: Null
  Base Power: 187                      Guard Rating: 33%
  Capacity: 81                         Beat Action: Scapegoat
  Attacks:
     Spec I: Conviction                Mastery 0    Null, Break Random
       Base Pow: 143   Tactics Pow: 175

     Spec II: Fahrenheit               Mastery 0    Null
       Base Pow: 111   Tactics Pow: 24

     Spec III: Judgment                Mastery 0    Null, Scapegoat
       Base Pow: 250   Tactics Pow: 137

     Spec IV: Storm Call               Mastery 0    Null, Void DEF
       Base Pow: 38    Tactics Pow: 319
  Location:
     Scene 18 (Enemy equipment)










*******************************************************************************

                               6.01.20   Lance

*******************************************************************************

Used By:
  Royal (Alissa)
  General (Robertus)

Lances are really, REALLY powerful. They hit like a semi and all have at least
three of their Specialties available per weapon. Alissa is the only character
you'll be recruiting who can use them, and let me just assure you that they
are well worth using. As is Alissa.



********************
Ability Breakdown
********************

Specialty I
***********
Summary: Two-square piercing physical strike
DEL: 8          CT: 0          Height: +/- 1
Beat? No

  [>] [T] [T]

[>] = Attacker
[T] = Targeted square



Specialty II
************
Summary: Three-square row-targeting physical strike + status effect
DEL: 8          CT: 0          Height: +/- 1
Beat? No

      [T]
  [>] [T]
      [T]

[>] = Attacker
[T] = Targeted square



Specialty III
*************
Summary: Single-square adjacent physical strike; ignores Defense
DEL: 8          CT: 0          Height: +/- 2
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Target



Specialty IV
************
Summary: Single-square adjacent strike; moves the user behind the target after
            the attack is used
DEL: 11         CT: 0          Height: +/- 2
Beat? No

  [>] [T] [*]

[>] = Attacker
[T] = Target
[*] = This square must be empty. The attacker will move to this square once the
     attack is over.





***************************
Quick Comparison: Lances
***************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Darkish             Irrelevant, as you cannot obtain this weapon
Chilled Lance       Water     I, II, IV        Weak, Knockback, 1/4 health =
                                                 damage
Shangri-La          Air       I, II, III, IV   Sacrifice, Knockback, Void DEF,
                                                 1/4 health = damage
Oni Lance           Null      II, III, IV      Pain, Void DEF, 1/2 health =
                                                 damage





*****************
List of Lances
*****************

Darkish
  Stars: **                            Element: Earth
  Base Power: 136                      Guard Rating: 27%
  Capacity: 39                         Beat Action: No Counter
  Attacks:
     Spec I: Reverse Lance             Mastery 25   Null, Knockback
       Base Pow: 115   Tactics Pow: 122

     Spec II: Reverse End              Mastery 0    Null, No Counter
       Base Pow: 119   Tactics Pow: 137

     Spec III: Vald Cannon             Mastery 32   Earth, Void DEF
       Base Pow: 139   Tactics Pow: 204
  Location:
     Unobtainable. Only equipped on the boss of Scene 10-2, who cannot die.



Chilled Lance
  Rating: 5/5. You could keep this equipped on Alissa the entire game.
  Stars: **                            Element: Water
  Base Power: 135                      Guard Rating: 30%
  Capacity: 37                         Beat Action: Weak
  Attacks:
     Spec I: Cruel Lance               Mastery 41   Null, Knockback
       Base Pow: 107   Tactics Pow: 112

     Spec II: Avalanche                Mastery 0    Water, Weak
       Base Pow: 115   Tactics Pow: 122

     Spec IV: Burial Shave             Mastery 25   Null, 1/4 health = damage
       Base Pow: 0     Tactics Pow: 0
  Location:
     Alissa initial equipment



Shangri-La
  Rating: 5/5. The only lance with all four Specialties, and my favorite.
  Stars: ****                          Element: Air
  Base Power: 173                      Guard Rating: 36%
  Capacity: 45                         Beat Action: Sacrifice
  Attacks:
     Spec I: Cruel Lance               Mastery 0    Null, Knockback
       Base Pow: 107   Tactics Pow: 112

     Spec II: Blessed Wind             Mastery 25   Air, Sacrifice
       Base Pow: 121   Tactics Pow: 147

     Spec III: Sylvan Stab             Mastery 41   Air, Void DEF
       Base Pow: 151   Tactics Pow: 226

     Spec IV: Burial Shave             Mastery 13   Null, 1/4 health = damage
       Base Pow: 0     Tactics Pow: 0
  Location:
     Scene 23 (Object)



Oni Lance
  Rating: 5/5. That Specialty IV alone would make it a 5/5.
  Stars: ****                          Element: Null
  Base Power: 178                      Guard Rating: 39%
  Capacity: 54                         Beat Action: Pain
  Attacks:
     Spec II: Enlightened Swipe        Mastery 8    Null, Pain
       Base Pow: 140   Tactics Pow: 145

     Spec III: Celestial Echo          Mastery 0    Null, Void DEF
       Base Pow: 162   Tactics Pow: 246

     Spec IV: Hellhound's Tooth        Mastery 13   Null, 1/2 health = damage
       Base Pow: 0     Tactics Pow: 0
  Location:
     Scene 22 (Enemy equipment)










*******************************************************************************

                               6.01.21   Scroll

*******************************************************************************

Used By:
  Necromancer (Isabeli)

There's little point really talking about Scrolls, since only Isabeli can
equip them, she never joins the party, and I go over them in great detail each
time Isabeli shows up. So I'm just going to say this: damn you, Scrolls. Damn
you to hell.



******************
Ability Details
******************

Specialty I
***********
Summary: Ranged AOE healing spell, only affects Undead
DEL: 16         CT: 6          Height: Infinite
Beat? No
Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = Caster
[P] = Possible targeting panel

Assuming targeting on farthest available panel (five squares away):

                      [T]
  [>] [ ] [ ] [ ] [T] [T] [T]
                      [T]

[>] = Caster
[ ] = Unaffected square
[T] = Targeted panel



Specialty II
************
Summary: Ranged magic spell that drains Skeletons' HP to restore Isabeli's;
            only affects Undead
DEL: 14         CT: 14         Height: Infinite
Beat? No
Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel



Specialty III
*************
Summary: Ranged magic spell + causes Undead
DEL: 14         CT: 4          Height: Infinite
Beat? No
Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel



Specialty IV
************
Summary: AOE magic spell + causes the Undead to explode
DEL: 14         CT: 8          Height: Infinite
Beat? No

              [T]
          [T] [T] [T]
  [>] [T] [T] [T] [T] [T]
          [T] [T] [T]
              [T]

[>] = Attacker
[T] = Targeted square





****************************
Quick Comparison: Scrolls
****************************

NAME                ELEMENT   SPECIALTIES      USEFUL EFFECTS
Necroscript         Null      I, II, III       Irrelevant; can't be equipped
Cursed Dead Scroll  Null      I, II, III, IV   Irrelevant; can't be equipped





******************
List of Scrolls
******************

Necroscript
  Stars: **                            Element: Null
  Base Power: 125                      Guard Capacity: 33%
  Capacity: 38                         Beat Action: Normal
  Attacks:
     Spec I: Necro Heal                Mastery 0    Null, 65% Undead healing
     Spec II: Gravedigger              Mastery 0    Null, Absorbs Undead HP
     Spec III: Hades Invitation        Mastery 0    Null, Undead, night-only
  Location:
     Scene 12 (Enemy equipment)
     Scene 20 (Enemy equipment)



Cursed Dead Scroll
  Stars: ****                          Element: Null
  Base Power: 170                      Guard Capacity: 33%
  Capacity: 69                         Beat Action: Normal
  Attacks:
     Spec I: Occult Heal               Mastery 0    Null, 100% Undead healing,
                                                       Undead WT -50%
     Spec II: Gravedigger              Mastery 0    Null, Absorbs Undead HP
     Spec III: Hades Invitation        Mastery 0    Null, Undead, night-only
     Spec IV: Soul Exhaust             Mastery 0    Null, Undead Explode
  Location:
     Scene 25 (Enemy equipment)










*******************************************************************************

                             6.01.22   Magic Spear

*******************************************************************************

Used By:
  Fencer (Giulio)

Gungnir is a bizarre weapon. You'd expect it to be an instant-win kind of
thing, being the great and titular Divine Spear, but it actually has a lot of
unique drawbacks that temper its otherwise insane power. For one thing, it's
crazy-heavy, taking up 76 CAP all on its own. For another, the War Gods are
fickle friends, and they may turn on you as easily as help you. For another,
Gungnir's damage is entirely based on TP, so early in a battle, you'll barely
scratch your opponents! Despite all of this, however, Gungnir also comes with
perks as substantial as its weight. It can drain HP from its targets, cause
Curse, and turn the entire battlefield into your stomping grounds, as long as
the War Gods are feeling magnanimous at the time. Use it with care, and you
will be well rewarded. Rely on it too much, however, and you'll find victory
slipping through your fingers.



******************
Ability Details
******************

Specialty I
***********
Summary: Three-square row-targeting physical strike; a percentage of the total
         damage dealt is restored to Giulio as HP; causes Curse to targets;
         does half damage when targets are in Critical HP
DEL: 8          CT: 0          Height: +/- 2
Beat? No

      [T]
  [>] [T]
      [T]

[>] = Attacker
[T] = Targeted square



Specialty IV
************
Summary: Summons a War God with random targeting. Requires at least 18 TP to
         cast. Reduces TP to 0 when cast.
DEL: 14         CT: 20         Height: Infinite
Beat? No

Targeting of the War Gods is random, but they seem to primarily target
whichever side is winning. If you're winning the battle, they'll likely attack
you. If, on the other hand, you are losing the battle, they'll probably attack
your enemies instead.





***********************
List of Magic Spears
***********************

Gungnir
  Rating: 5/5. Of course.
  Stars: ****                          Element: Null
  Base Power: 175                      Guard Rating: 9%
  Capacity: 76                         Beat Action: Curse
  Attacks:
     Spec I: Distant Shadow            Mastery 0    Null, HP drain, Curse
       Base Pow: 0     Tactics Pow: 233

     Spec IV: Ragnarok                 Mastery 0    Summon a War God; requires
                                                       at least 18 TP to use
  Location:
     Scene 03-3 story event



THE WAR GODS

God of Defiance: Einherjar
"A dark knight without peer in all the heavens.
His crimson scythe scours the battlefield."
  Unlocked: End Scene 03-3
  Effect: Causes HP damage and Stun to all targets. Damage dealt is a
          percentage of current HP that increases based on how many TP are
          used for the attack.

God of Intensity: Midgardsormr
"The cruel ruler of the land.
His enormous jaws devour the earth."
  Unlocked: End Scene 08
  Effect: Destroys all non-weapon equipment carried by all targets.

God of Nobility: Vanagandr
"A nimble god wielding twin blades.
His swords cut through anything."
  Unlocked: End Scene 15
  Effect: Causes HP damage and a random ailment to all targets.

Goddess of Protection: Lifbrasir
"A goddess bringing good tidings to the battlefield.
Her light envelops people in warmth."
  Unlocked: End Scene 20
  Effect: Restores all HP to all targets.

God of Bravery: Fimbultyr
"A divine dragon who fills the sky.
His majestic figure summons courage."
  Unlocked: Start of Scene 25; only if on A+ ending path
  Effect: Causes Brave status to all targets.










*******************************************************************************

                             6.01.23   Physique

*******************************************************************************

Used By:
  Harpy
  Pixie
  Wampyr
  Golem
  Drake

Note that all of the Physiques are unique to monster-type enemies and are
unobtainable by your party. Even if you kill the enemy and loot their corpse,
the Physiques cannot be taken.



********************
List of Physiques
********************

*****************
Harpy Physique
*****************
  Enemy Type: Harpy
  Stars: *                             Element: Null
  Base Power: 120                      Guard Rating: 0%
  Capacity: 0                          Beat Action: Normal
  Attacks:
     Spec I: Scratch Fever             Mastery 0    Null, Poison
       Base Pow: 142   Tactics Pow: 66

     Spec II: Feather Cutter           Mastery 8    Air
       Base Pow: 106   Tactics Pow: 98

     Spec III: Audio Blast             Mastery 13   Null, fixed damage = 123,
       Base Pow: 0     Tactics Pow: 0                  TP damage = 3
  Location:
     Scene 05
     Scene 14
     Scene 17


Scratch Fever Targeting:
Summary: Single-square adjacent physical strike + Poison
DEL: 14         CT: 0          Height: +/- 1
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Targeted square


Feather Cutter Targeting:
Summary: Linear piercing physical strike
DEL: 14         CT: 0          Height: Linear
Beat? No
Best Range: 2                  Maximum Range: 5

  [>] [T] [T] [T] [T] [T]

[>] = Attacker
[T] = Targeted square


Audio Blast Targeting:
Summary: Ranged AOE fixed damage of 123; reduces target's team's TP by 3
DEL: 14         CT: 0          Height: +/- 2
Beat? No
Maximum Range: 4

  [>] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel

Assuming targeting on farthest available panel (four squares away):

                  [T]
  [>] [ ] [ ] [T] [T] [T]
                  [T]

[>] = Attacker
[ ] = Unaffected square
[T] = Targeted panel










*****************
Small Physique
*****************
  Enemy Type: Pixie
  Stars: *                             Element: Null
  Base Power: 94                       Guard Rating: 0%
  Capacity: 0                          Beat Action: Normal
  Attacks:
     Spec I: Scatter Pollen            Mastery 0    Null, Panic, only usable
       Base Pow: 84    Tactics Pow: 13                 if user at full health
  Location:
     Scene 06
     Scene 12


Scatter Pollen Targeting:
Summary: AOE offensive magic around user + Panic
DEL: 14         CT: 0          Height: +/- 1
Beat? No

      [T]
  [T] [>] [T]
      [T]

[>] = Attacker
[T] = Targeted square










****************
Sexy Physique
****************
  Enemy Type: Wampyr
  Stars: *                             Element: Null
  Base Power: 127                      Guard Rating: 0%
  Capacity: 0                          Beat Action: Normal
  Attacks:
     Spec I: Charming Eyes             Mastery 0    Null, Charm, only usable
       Base Pow: 90    Tactics Pow: 30                 when user is Enchanted

     Spec II: Tempting Lips            Mastery 18   Null, Batrify, only usable
       Base Pow: 113   Tactics Pow: 50                 when user is Enchanted
  Location:
     Scene 08
     Scene 18
     Scene 23


Charming Eyes Targeting:
Summary: Ranged AOE magic spell + Charm
DEL: 14         CT: 0          Height: +/- 2
Beat? No
Maximum Range: 4

  [>] [P] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel

Assuming targeting on farthest available panel (four squares away):

                  [T]
  [>] [ ] [ ] [T] [T] [T]
                  [T]

[>] = Attacker
[ ] = Unaffected square
[T] = Targeted panel


Tempting Lips Targeting:
Summary: Ranged single-target magic spell + Batrify
DEL: 14         CT: 0          Height: Linear
Beat? Yes
Maximum Range: 3

  [>] [P] [P] [P]

[>] = Attacker
[P] = Possible targeting panel










****************
Rock Physique
****************
  Enemy Type: Golem
  Stars: *                             Element: Null
  Base Power: 147                      Guard Rating: 0%
  Capacity: 0                          Beat Action: Normal
  Attacks:
     Spec I: Megaton Punch             Mastery 0    Null, Random Break
       Base Pow: 89    Tactics Pow: 373

     Spec II: Earthquake               Mastery 13   Earth, can't be Guarded,
       Base Pow: 30    Tactics Pow: 126                does not damage units
                                                       that are Flying or
                                                       standing in water
  Location:
     Scene 12
     Scene 20
     Scene 25-2


Megaton Punch Targeting:
Summary: Single-square adjacent physical strike + breaks random piece of non-
            weapon equipment
DEL: 14         CT: 0          Height: +/- 1
Beat? Yes

  [>] [T]

[>] = Attacker
[T] = Targeted square


Earthquake Targeting:
Summary: Infinite-range physical damage; can't be guarded against; does not
            affect characters who are Flying or standing in water
DEL: 14         CT: 0          Height: Infinite
Beat? No

  [>] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T] [T]...

[>] = Attacker
[T] = Targeted panel










******************
Dragon Physique
******************
  Enemy Type: Drake
  Stars: *                             Element: Null
  Base Power: 136                      Guard Rating: 0%
  Capacity: 0                          Beat Action: Normal
  Attacks:
     Spec I: Dragon Tail Swipe         Mastery 0    Null, Damage is split
       Base Pow: 117   Tactics Pow: 54                 between all targets

     Spec II: Dragon Charge            Mastery 8    Null, Knockback
       Base Pow: 194   Tactics Pow: 30

     Spec III: Dragonfire              Mastery 15   Fire, Burn
       Base Pow: 135   Tactics Pow: 126
  Location:
     Scene 14
     Scene 16


Dragon Tail Swipe Targeting:
Summary: Three-square row-targeting physical strike; damage dealt is split
            amongst all targets (does 100% damage to one target; does 33%
            damage each to three targets)
DEL: 14         CT: 0          Height: +/- 1
Beat? No

      [T]
  [>] [T]
      [T]

[>] = Attacker
[T] = Targeted square


Dragon Charge Targeting:
Summary: Single-square adjacent physical strike + Knockback
DEL: 14         CT: 0          Height: +/- 1
Beat? No

  [>] [T]

[>] = Attacker
[T] = Targeted square


Dragonfire Targeting:
Summary: Two-square piercing damage + Burn
DEL: 14         CT: 4          Height: +/- 1
Beat? No

  [>] [T] [T]

[>] = Attacker
[T] = Targeted square










***************
Iron Chassis
***************
  Enemy Type: Rail Cannon
  Stars: *                             Element: Null
  Base Power: 144                      Guard Rating: 0%
  Capacity: 0                          Beat Action: Normal
  Attacks:
     Spec I: Rail Cannon               Mastery 0    Fire, 1/4 health = damage,
       Base Pow: 0     Tactics Pow: 0                  Burn, Undodgeable
  Location:
     Scene 10
     Scene 22


Rail Cannon Targeting:
Summary: Wide-ranged AOE damage equal to 1/4 of target's maximum HP;
            cannot be evaded
DEL: 14         CT: 0          Height: +/- 0
Beat? No
Minimum Range: 3               Maximum Range: 6

  [>] [ ] [ ] [P] [P] [P] [P]

[>] = Attacker
[ ] = Untargetable square
[P] = Possible targeting panel

Assuming targeting on farthest available panel (six squares away):

                          [T]
                      [T] [T] [T]
  [>] [ ] [ ] [ ] [T] [T] [T] [T] [T]
                      [T] [T] [T]
                          [T]

[>] = Attacker
[ ] = Unaffected square
[T] = Targeted panel



































*******************************************************************************
*******************************************************************************
*******************************************************************************
                           SECTION 6.02   SHIELD LIST
*******************************************************************************
*******************************************************************************
*******************************************************************************



Ah, shields! Lifeblood of the Knight and bane of my existence. Used for
guarding against melee attacks... and occasionally for causing them.



SHIELD RATING RUBRIC
5/5: A must-have purchase. Equipment that is exceptionally good.
4/5: A good purchase. This'll probably last you throughout the entire game.
3/5: A solid purchase. Reliable, but nothing to write home about.
2/5: A situational purchase. Has uses, but may not be worth spending money on.
1/5: A disappointing purchase. Probably not worth buying.





*******************************************************************************

                            6.02.01   Small Shields

*******************************************************************************

Used By:
  Fencer (Giulio)
  Valkyrie (Elise)
  Gladiator (Ragnus)
  Duelist (Natalia)
  Paladin
  Knight
  General (Robertus)
  Skeleton



Buckler
  Rating: 5/5. Lightest possible shield, with no MOVE or JUMP penalties.
  Category: Small                      Capacity: 14
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Equip Effect: None
     Guard: 42%       RES +0              Counter: N/A
     MOV +0           JUMP +0             DEL +1
  Offensive Power: 0
  Main Action: N/A
  Boost Action: N/A
  Beat Action: N/A
  Refine: Null x2
  Location:
     Scene 03 (Chest)
     Scene 04-05 Shop
     Scene 05-06 Shop
     Scene 07-08 Shop
     Scene 08-09 Shop
     Scene 09 (Enemy equipment)



Valkyrie Shield
  Rating: 1/5. Has no satisfactory niche between Buckler and Round Shield.
  Category: Small                      Capacity: 15
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Equip Effect: None
     Guard: 45%       RES +0              Counter: N/A
     MOV +0           JUMP -1             DEL +1
  Offensive Power: 0
  Main Action: N/A
  Boost Action: N/A
  Beat Action: N/A
  Refine: Null x4
  Location:
     Scene 12-13 Shop
     Scene 14-15 Shop
     Scene 18-19 Shop



Round Shield
  Rating: 5/5. Best shield to have no MOVE penalties.
  Category: Small                      Capacity: 16
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Equip Effect: None
     Guard: 48%       RES +0              Counter: N/A
     MOV +0           JUMP -1             DEL +1
  Offensive Power: 0
  Main Action: N/A
  Boost Action: N/A
  Beat Action: N/A
  Refine: Null x3
  Location:
     Scene 09 (Object)
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 18-19 Shop
     Scene 25 (Enemy equipment)
     Scene 25-26 Shop
     Epilogue B (Enemy equipment)



Lion Heart
  Rating: 5/5. Highest Guard Chance on a Small Shield.
  Category: Small                      Capacity: 17
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Equip Effect: None
     Guard: 54%       RES +0              Counter: N/A
     MOV -1           JUMP -1             DEL +1
  Offensive Power: 0
  Main Action: N/A
  Boost Action: N/A
  Beat Action: N/A
  Refine: Null x5
  Location:
     Scene 22 (Boss equipment)
     Scene 23 (Chest)
     Scene 23-24 Shop
     Scene 24-25 Shop
     Scene 25 (Enemy equipment)
     Scene 25-26 Shop



Royal Shield
  Rating: 2/5. The Scapegoat Boost is very situational. Bad otherwise.
  Category: Small                      Capacity: 18
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Equip Effect: None
     Guard: 39%       RES +0              Counter: N/A
     MOV +0           JUMP -1             DEL +1
  Offensive Power: 0
  Main Action: N/A
  Boost Action: Scapegoat Addition to Counters
  Beat Action: N/A
  Refine: Null x4
  Location:
     Scene 22 (Object)
     Scene 25 (Chest)













*******************************************************************************

                            6.02.02   Large Shields

*******************************************************************************

Used By:
  Knight



Mirror Shield
  Rating: 1/5. Vastly inferior to the Buckler and the Basilisk Shield.
  Category: Large                      Capacity: 23
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Equip Effect: None
     Guard: 48%       RES +0              Counter: N/A
     MOV -1           JUMP -1             DEL +1
  Offensive Power: 0
  Main Action: N/A
  Boost Action: Scapegoat Addition to Counters
  Beat Action: N/A
  Refine: Null x5
  Location:
     Scene 07-08 Shop
     Scene 08-09 Shop
     Scene 10 (Enemy equipment)
     Scene 11 (Enemy equipment)



Crusade Shield
  Rating: 4/5. Best Guard Chance while keeping the penalties at -1.
  Category: Large                      Capacity: 25
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Equip Effect: None
     Guard: 66%       RES +0              Counter: N/A
     MOV -1           JUMP -1             DEL +1
  Offensive Power: 0
  Main Action: N/A
  Boost Action: Scapegoat Addition to Counters
  Beat Action: N/A
  Refine: Null x7
  Location:
     Scene 10 (Enemy equipment)
     Scene 19 (Enemy equipment)
     Scene 22 (Enemy equipment)
     Scene 23-24 Shop
     Scene 24-25 Shop
     Scene 25 (Enemy equipment)
     Scene 26 (Enemy equipment)
     Epilogue B (Enemy equipment)



Ogre Shield
  Rating: 3/5. An unusual choice, but not a bad one, by any means.
  Category: Large                      Capacity: 24
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Equip Effect: Prevent Half Guard
     Guard: 54%       RES +0              Counter: N/A
     MOV -1           JUMP -1             DEL +1
  Offensive Power: 150
  Main Action: Shield Bash                Mastery 0    Null, Knockback
  Boost Action: N/A
  Beat Action: Knockback
  Refine: Null x8
  Location:
     Scene 09 (Chest)
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 14-15 Shop



Kite Shield
  Rating: 4/5. Really good until you get a Crusade or Basilisk Shield.
  Category: Large                      Capacity: 22
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Equip Effect: None
     Guard: 60%       RES +0              Counter: N/A
     MOV -1           JUMP -1             DEL +1
  Offensive Power: 0
  Main Action: N/A
  Boost Action: Scapegoat Addition to Counters
  Beat Action: N/A
  Refine: Null x7
  Location:
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 19 (Enemy equipment)
     Scene 25-26 Shop



Basilisk Shield
  Rating: 5/5. The best. High Guard, mild penalties, and Poison prevention.
  Category: Large                      Capacity: 20
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Equip Effect: Prevent Poison
     Guard: 63%       RES +0              Counter: N/A
     MOV -1           JUMP -1             DEL +1
  Offensive Power: 0
  Main Action: N/A
  Boost Action: N/A
  Beat Action: N/A
  Refine: Null x6
  Location:
     Scene 04 (Enemy equipment)
     Scene 08 (Enemy equipment)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop



Assault Shield
  Rating: 2/5. Packs a punch, but lacks actual Guard. Good if used well.
  Category: Large                      Capacity: 27
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Equip Effect: None
     Guard: 39%       RES +0              Counter: N/A
     MOV -1           JUMP -1             DEL +1
  Offensive Power: 227
  Main Action: Shield Strike              Mastery 0    Null, Knockback
  Boost Action: N/A
  Beat Action: Knockback
  Refine: Null x3, Fire x3, Water x3, Air x3, Earth x3
  Location:
     Scene 11 (Chest)
     Scene 19 (Enemy equipment)
     Scene 22 (Chest)
     Scene 26 (Enemy equipment)



Mars Shield
  Rating: 4/5. Highest Guard Rating, period, but the mobility penalties hurt.
  Category: Large                      Capacity: 27
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Equip Effect: None
     Guard: 75%       RES +0              Counter: N/A
     MOV -2           JUMP -2             DEL +1
  Offensive Power: 0
  Main Action: N/A
  Boost Action: Scapegoat Addition to Counters
  Beat Action: N/A
  Refine: Null x9
  Location:
     Scene 19 (Chest)
     Scene 22 (Chest) (Enemy equipment)
     Scene 26 (Enemy equipment)






























*******************************************************************************
*******************************************************************************
*******************************************************************************
                          SECTION 6.03   ARMOR LIST
*******************************************************************************
*******************************************************************************
*******************************************************************************



I'd just like to take a moment here for a quick reminder: armor can NOT be
Alchemized the way weapons can. It can, however, be refined into Gems that can
then be used to Alchemize weapons.

Just so we all remember that.



ARMOR RATING RUBRIC
5/5: A must-have purchase. Equipment that is exceptionally good.
4/5: A good purchase. This'll probably last you throughout the entire game.
3/5: A solid purchase. Reliable, but nothing to write home about.
2/5: A situational purchase. Has uses, but may not be worth spending money on.
1/5: A disappointing purchase. Probably not worth buying.





*******************************************************************************

                          6.03.01   Body Armor List

*******************************************************************************



Leather Clothes
  Equipped By:
     Anyone
  Rating: 1/5. Not worth the CAP.
  Category: Body                       Capacity: 14
  Elemental Index: Fire +0, Water +0, Air -1, Earth +1
  Equip Effect: None
     DEF +5           MDEF +0             RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Air x1
  Location:
     Giulio initial equipment
     Teresa initial equipment
     Noah initial equipment
     Claude initial equipment
     Ragnus initial equipment
     Paulo initial equipment
     Scene 01 (Enemy equipment)
     Scene 01-02 Shop
     Scene 02 (Chest) (Enemy equipment)
     Scene 02-03 Shop
     Scene 03 (Enemy equipment)
     Scene 03-04 Shop
     Scene 04-05 Shop



Hard Leather
  Equipped By:
     Fencer (Giulio)
     Rebel (Valerie)
     Duelist (Natalia)
     Paladin
     Knight
     Brute
     Archer
     Gunner
     Thrower
  Rating: 3/5. Fine until you get something better.
  Category: Body                       Capacity: 14
  Elemental Index: Fire +1, Water -1, Air +0, Earth +0
  Equip Effect: None
     DEF +10          MDEF +0             RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x1, Earth x1, Air x1
  Location:
     Scene 03 (Enemy equipment)
     Scene 04 (Enemy equipment)
     Scene 04-05 Shop
     Scene 05 (Enemy equipment)
     Scene 05-06 Shop
     Scene 06 (Enemy equipment)
     Scene 07 (Enemy equipment)
     Scene 08 (Enemy equipment)



Corset
  Equipped By:
     Valkyrie (Elise)
     Rebel (Valerie)
     Royal (Alissa)
     Duelist (Natalia)
     Assassin
     Trickster
     Tamer
     Priestess
     Sorceress
     Witch
  Rating: 3/5. First MDEF armor. Surprisingly rare, considering.
  Category: Body                       Capacity: 14
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +5             RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x1, Water x1, Air x1
  Location:
     Elise initial equipment
     Scene 03 (Enemy equipment)
     Scene 04-05 Shop



Battle Clothes
  Equipped By:
     Valkyrie (Elise)
     Rebel (Valerie)
     Royal (Alissa)
     Duelist (Natalia)
     Assassin
     Trickster
     Tamer
  Rating: 4/5. Best female DEF armor for quite some time.
  Category: Body                       Capacity: 14
  Elemental Index: Fire -1, Water +0, Air +1, Earth +0
  Boost Effect: None
  Equip Effect: None
     DEF +15          MDEF +0             RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x1, Air x1, Earth x2
  Location:
     Scene 04 (Enemy equipment)
     Scene 05 (Enemy equipment)
     Scene 05-06 Shop
     Scene 06 (Enemy equipment)
     Scene 07 (Enemy equipment)
     Scene 07-08 Shop
     Scene 08 (Enemy equipment)
     Scene 09 (Enemy equipment)
     Scene 09-10 Shop
     Scene 11 (Enemy equipment)
     Scene 19 (Enemy equipment)
     Scene 21 (Enemy equipment)



Iron Armor
  Equipped By:
     Fencer (Giulio)
     Gladiator (Ragnus)
     Duelist (Natalia)
     Paladin
     Knight
     Brute
  Rating: 5/5. Best body armor for anybody until the Brigandine appears.
  Category: Body                       Capacity: 18
  Elemental Index: Fire +1, Water -1, Air +0, Earth +0
  Boost Effect: None
  Equip Effect: None
     DEF +25          MDEF +0             RES +15
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x3, Earth x2
  Location:
     Scene 05 (Enemy equipment)
     Scene 07 (Enemy equipment)
     Scene 10 (Enemy equipment)
     Scene 11 (Enemy equipment)
     Scene 14-15 Shop
     Scene 17 (Enemy equipment)
     Scene 17-18 Shop
     Scene 18-19 Shop



Raven Cloth
  Equipped By:
     Valkyrie (Elise)
     Gladiator (Ragnus)
     Rebel (Valerie)
     Assassin
  Rating: 2/5. It's actually pretty good, but it's unnecessarily expensive.
  Category: Body                       Capacity: 18
  Elemental Index: Fire -1, Water +0, Air +0, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +15          MDEF +5             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Air x3
  Location:
     Scene 06-07 Shop
     Scene 12-13 Shop
     Scene 15-16 Shop
     Scene 18-19 Shop



Classic Robe
  Equipped By:
     Alchemist (Paulo)
     Sorceress
     Witch
     Necromancer (Isabeli)
  Rating: 4/5. Shockingly strong MDEF armor that appears very early on.
  Category: Body                       Capacity: 23
  Elemental Index: Fire -1, Water +0, Air +0, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +25            RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Water x1, Air x3, Earth x1
  Location:
     Scene 07-08 Shop
     Scene 12 (Enemy equipment)
     Scene 12-13 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Lovely One-Piece
  Equipped By:
     Royal (Alissa)
     Witch
  Rating: 4/5. Solid stats and great elemental affinities.
  Category: Body                       Capacity: 18
  Elemental Index: Fire +1, Water +1, Air -1, Earth -1
  Boost Effect: None
  Equip Effect: None
     DEF +15          MDEF +5             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Air x3
  Location:
     Scene 07-08 Shop
     Scene 12-13 Shop
     Scene 17 (Enemy equipment)
     Scene 17-18 Shop
     Scene 18-19 Shop
     Scene 23 (Enemy equipment)



Protector
  Equipped By:
     Fencer (Giulio)
     Rebel (Valerie)
     Gunner
  Rating: 1/5. Completely inferior to Chain Mail.
  Category: Body                       Capacity: 18
  Elemental Index: Fire +0, Water +1, Air -1, Earth +0
  Boost Effect: None
  Equip Effect: None
     DEF +15          MDEF +0             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Water x3
  Location:
     Scene 08-09 Shop
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 21 (Enemy equipment)
     Scene 24 (Enemy equipment)
     Scene 25 (Enemy equipment)
     Epilogue B (Enemy equipment)



Chain Mail
  Equipped By:
     Fencer (Giulio)
     Gladiator (Ragnus)
     Rebel (Valerie)
     Duelist (Natalia)
     Paladin
     Knight
     Brute
     Archer
     Gunner
     Thrower
  Rating: 5/5. Strong, cheap, early, easily-purchasable armor for many units.
  Category: Body                       Capacity: 18
  Elemental Index: Fire +0, Water +0, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: None
     DEF +15          MDEF +5             RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Fire x1, Earth x2
  Location:
     Scene 08 (Enemy equipment)
     Scene 08-09 Shop
     Scene 09 (Enemy equipment)
     Scene 09-10 Shop
     Scene 10 (Enemy equipment)
     Scene 10-11 Shop



Iron Skinnies
  Equipped By:
     Rebel (Valerie)
     Tamer
  Rating: 5/5. Even better than Chain Mail for those who can equip it.
  Category: Body                       Capacity: 18
  Elemental Index: Fire +1, Water +0, Air +0, Earth -1
  Boost Effect: None
  Equip Effect: None
     DEF +15          MDEF +5             RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x2, Water x1, Earth x2
  Location:
     Scene 08-09 Shop
     Scene 09-10 Shop
     Scene 10-11 Shop



Evening Gown
  Equipped By:
     Royal (Alissa)
     Duelist (Natalia)
     Priestess
     Sorceress
  Rating: 2/5. Decent MDEF and RES, but Sorceresses prefer Classic Robes.
  Category: Body                       Capacity: 18
  Elemental Index: Fire -1, Water +1, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +15            RES +35
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Water x2, Earth x2
  Location:
     Scene 08-09 Shop
     Scene 09-10 Shop
     Scene 23 (Enemy equipment)



Sun Cloak
  Equipped By:
     Alchemist (Paulo)
     Priestess
     Sorceress
     Witch
  Rating: 5/5. Prevent Aqua Damage is great against Undine.
  Category: Body                       Capacity: 32
  Elemental Index: Fire +1, Water -1, Air +0, Earth +0
  Boost Effect: None
  Equip Effect: Prevent Aqua Damage
     DEF +10          MDEF +15            RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Fire x3, Air x2, Earth x1
  Location:
     Scene 09 (Chest)
     Scene 10 (Enemy equipment)
     Scene 12-13 Shop
     Scene 16-17 Shop
     Scene 18-19 Shop



Lorica
  Equipped By:
     Fencer (Giulio)
     Rebel (Valerie)
     Archer
     Gunner
  Rating: 4/5. Pretty strong armor for Archers and Gunners.
  Category: Body                       Capacity: 18
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Boost Effect: None
  Equip Effect: None
     DEF +20          MDEF +0             RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x5
  Location:
     Scene 10 (Enemy equipment)
     Scene 14-15 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop
     Scene 22 (Enemy equipment)
     Epilogue B (Enemy equipment)



Aqua Robe
  Equipped By:
     Alchemist (Paulo)
     Priestess
     Sorceress
  Rating: 5/5. Prevent Pyro Damage is crucial for multiple scenes.
  Category: Body                       Capacity: 32
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Boost Effect: None
  Equip Effect: Prevent Pyro Damage; Prevent Burn
     DEF +10          MDEF +20            RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x3, Water x3, Earth x2
  Location:
     Scene 11 (Chest)
     Scene 12-13 Shop
     Scene 16 (Enemy equipment)
     Scene 16-17 Shop
     Scene 18-19 Shop
     Scene 21-22 Shop



Mermaid Pareo
  Equipped By:
     Valkyrie (Elise)
     Trickster
     Tamer
     Undine
  Rating: 5/5. The ideal armor to wear against Undine.
  Category: Body                       Capacity: 36
  Elemental Index: Fire +0, Water +1, Air -1, Earth +0
  Boost Effect: None
  Equip Effect: Absorb 35% Aqua Damage
     DEF +5           MDEF +10            RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x5
  Location:
     Scene 12-13 Shop
     Scene 16-17 Shop
     Scene 18-19 Shop



Silphy Garb
  Equipped By:
     Fencer (Giulio)
     Archer
     Gunner
     Thrower
  Rating: 5/5. Less important than Prevent Pyro/ Aqua, but still great.
  Category: Body                       Capacity: 32
  Elemental Index: Fire -1, Water +1, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: Prevent Aero Damage
     DEF +10          MDEF +10            RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x3, Earth x3
  Location:
     Scene 12-13 Shop
     Scene 16-17 Shop
     Scene 18-19 Shop
     Scene 21 (Enemy equipment)
     Scene 22 (Enemy equipment)



Fuuma Muffler
  Equipped By:
     Rebel (Valerie)
     Assassin
  Rating: 5/5. Absorbs damage from several Assassins and Tricksters.
  Category: Body                       Capacity: 36
  Elemental Index: Fire +0, Water +0, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: Absorb 35% Aero Damage
     DEF +5           MDEF +15            RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x1, Water x1, Earth x4
  Location:
     Scene 12-13 Shop
     Scene 16-17 Shop
     Scene 18-19 Shop



Yggdrasil
  Equipped By:
     Valkyrie (Elise)
     Trickster
  Rating: 5/5. Unnecessary early, but comes into its own in the endgame.
  Category: Body                       Capacity: 36
  Elemental Index: Fire -1, Water +1, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: Absorb 35% Geo Damage
     DEF +10          MDEF +10            RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x3, Earth x3
  Location:
     Scene 12-13 Shop
     Scene 16-17 Shop
     Scene 18-19 Shop
     Scene 22 (Enemy equipment)



Dragon Coat
  Equipped By:
     Alchemist (Paulo)
     Archer
     Gunner
  Rating: 2/5. Can be useful, but I'd rather have a +TAC helmet.
  Category: Body                       Capacity: 27
  Elemental Index: Fire +1, Water +1, Air -1, Earth -1
  Boost Effect: None
  Equip Effect: TP +3 when equipee takes Magic damage
     DEF +10          MDEF +0             RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Fire x2, Water x2
  Location:
     Scene 12-13 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop
     Scene 21 (Enemy equipment)
     Scene 25 (Enemy equipment)



Mirage Garb
  Equipped By:
     Valkyrie (Elise)
     Alchemist (Paulo)
     Assassin
     Trickster
  Rating: 4/5. Has a great spread of DEF and MDEF and is nice and light.
  Category: Body                       Capacity: 18
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Boost Effect: None
  Equip Effect: None
     DEF +10          MDEF +15            RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x3, Water x3
  Location:
     Scene 12-13 Shop
     Scene 15-16 Shop
     Scene 18-19 Shop
     Scene 20 (Enemy equipment)



Misty Minimum
  Equipped By:
     Valkyrie (Elise)
     Royal (Alissa)
     Assassin
     Witch
  Rating: 2/5. Very, VERY rarely worth the crippling cost of money or CAP.
  Category: Body                       Capacity: 41
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Boost Effect: None
  Equip Effect: Reflect 50% Magic Damage
     DEF +5           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Water x1
  Location:
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 18-19 Shop



Mithril Armor
  Equipped By:
     Fencer (Giulio)
     Duelist (Natalia)
     Paladin
     Knight
  Rating: 4/5. Can be good early on. Inferior to Iron Armor, in my opinion.
  Category: Body                       Capacity: 18
  Elemental Index: Fire +0, Water -1, Air +1, Earth +0
  Boost Effect: None
  Equip Effect: None
     DEF +20          MDEF +5             RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Fire x1, Earth x3
  Location:
     Scene 09 (Chest)
     Scene 10 (Chest)
     Scene 14-15 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop
     Scene 19 (Enemy equipment)
     Scene 22 (Enemy equipment)



Rune Mail
  Equipped By:
     Fencer (Giulio)
     Duelist (Natalia)
     Paladin
  Rating: 5/5. Only Giulio- and Paladin-armor with +CAST. Priceless.
  Category: Body                       Capacity: 27
  Elemental Index: Fire -1, Water +1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +15          MDEF +10            RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +15
  Refine: Water x4, Air x5
  Location:
     Scene 11 (Chest)
     Scene 14-15 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop
     Scene 25 (Enemy equipment)
     Epilogue B (Enemy equipment)



Lamellar
  Equipped By:
     Fencer (Giulio)
     Thrower
  Rating: 1/5. A bit more RES than Chain Mail. That's it.
  Category: Body                       Capacity: 18
  Elemental Index: Fire +0, Water -1, Air +1, Earth +0
  Boost Effect: None
  Equip Effect: None
     DEF +15          MDEF +5             RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Fire x1, Earth x2
  Location:
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 18-19 Shop



Full Metal Coat
  Equipped By:
     Thrower
     Chariot (Ziyad)
  Rating: 4/5. One of the better armors for Throwers, but has no other use.
  Category: Body                       Capacity: 18
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +10          MDEF +15            RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Fire x3, Air x1
  Location:
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 18-19 Shop
     Scene 21 (Enemy equipment)
     Scene 26 (Enemy equipment)



Pure Grace
  Equipped By:
     Royal (Alissa)
     Priestess
  Rating: 3/5. Mediocre but not bad stats and rare Air affinity. Has uses.
  Category: Body                       Capacity: 23
  Elemental Index: Fire +0, Water +0, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: None
     DEF +10          MDEF +10            RES +40
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x2, Water x1, Earth x3
  Location:
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 18-19 Shop



Black Maria
  Equipped By:
     Royal (Alissa)
     Priestess
     Witch
  Rating: 2/5. Barely saved from a 1/5 by its high RES stat. Very situational.
  Category: Body                       Capacity: 18
  Elemental Index: Fire +0, Water -1, Air +0, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +5             RES +50
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x2, Earth x3
  Location:
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 18-19 Shop



Servant
  Equipped By:
     Valkyrie (Elise)
     Priestess
     Sorceress
     Witch
  Rating: 4/5. Surprisingly strong DEF for your lady casters.
  Category: Body                       Capacity: 18
  Elemental Index: Fire +0, Water +0, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: None
     DEF +15          MDEF +5             RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Earth x5
  Location:
     Scene 14-15 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Pauldron
  Equipped By:
     Fencer (Giulio)
     Duelist (Natalia)
     Archer
  Rating: 2/5. Good protection for an Archer, but the mobility drop hurts.
  Category: Body                       Capacity: 18
  Elemental Index: Fire -1, Water +0, Air +0, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +25          MDEF +0             RES +10
     MOV -1           JUMP -1             DEL +1
     HIT +0           CAST +0
  Refine: Null x1, Water x1, Air x4
  Location:
     Scene 15-16 Shop
     Scene 16-17 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop
     Scene 26 (Enemy equipment)



Joker
  Equipped By:
     Royal (Alissa) (why...?)
     Trickster
  Rating: 4/5. I don't understand why Alissa can equip it, but it's good.
  Category: Body                       Capacity: 18
  Elemental Index: Fire -1, Water +1, Air +0, Earth +0
  Boost Effect: None
  Equip Effect: None
     DEF +15          MDEF +10            RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Water x3, Air x2
  Location:
     Scene 15-16 Shop
     Scene 16-17 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Valiant Robe
  Equipped By:
     Alchemist (Paulo)
     Sorceress
  Rating: 3/5. I prefer the Classic Robe, but this is a decent substitute.
  Category: Body                       Capacity: 23
  Elemental Index: Fire -1, Water +1, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: None
     DEF +10          MDEF +25            RES +15
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x3, Earth x4
  Location:
     Scene 15-16 Shop
     Scene 16-17 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop
     Scene 23 (Enemy equipment)
     Scene 25 (Enemy equipment)
     Scene 26 (Enemy equipment)



Shell Breastplate
  Equipped By:
     Valkyrie (Elise)
     Tamer
  Rating: 2/5. Hard or impossible to use, but the HP regen is very strong.
  Category: Body                       Capacity: 41
  Elemental Index: Fire -1, Water +1, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: 4% HP Regen in Water
     DEF +5           MDEF +5             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x6, Earth x6
  Location:
     Scene 17 (Chest)



Beni Shigure
  Equipped By:
     Valkyrie (Elise)
     Royal (Alissa)
     Assassin
  Rating: 4/5. It's a Valiant Robe for people who can't wear the Classic Robe.
  Category: Body                       Capacity: 23
  Elemental Index: Fire +1, Water +0, Air +0, Earth -1
  Boost Effect: None
  Equip Effect: None
     DEF +10          MDEF +25            RES +15
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Fire x5
  Location:
     Scene 18 (Chest)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop
     Scene 24 (Enemy equipment)



Dragonia Armor
  Equipped By:
     Fencer (Giulio)
     Knight
     Brute
  Rating: 5/5. Critically important for multiple scenes.
  Category: Body                       Capacity: 36
  Elemental Index: Fire +1, Water -1, Air +0, Earth +0
  Boost Effect: None
  Equip Effect: Absorb 35% Pyro Damage
     DEF +30          MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x5, Fire x5
  Location:
     Scene 17 (Enemy equipment)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop
     Epilogue B (Enemy equipment)



Brigandine
  Equipped By:
     Fencer (Giulio)
     Knight
     Brute
  Rating: 5/5. Nice little upgrade to the Iron Armor.
  Category: Body                       Capacity: 23
  Elemental Index: Fire +1, Water -1, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: None
     DEF +30          MDEF +0             RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Fire x2, Earth x3
  Location:
     Scene 14 (Chest)
     Scene 18 (Enemy equipment)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop
     Scene 25 (Enemy equipment)
     Scene 26 (Enemy equipment)
     Epilogue B (Enemy equipment)



Brave Armor
  Equipped By:
     Fencer (Giulio)
     Paladin
     Knight
     Brute
  Rating: 3/5. It's heavy armor. That's about it.
  Category: Body                       Capacity: 23
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +20          MDEF +10            RES +25
     MOV -1           JUMP -1             DEL +1
     HIT +0           CAST +0
  Refine: Null x2, Fire x2, Air x4
  Location:
     Scene 18 (Enemy equipment)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop



Cuirass
  Equipped By:
     Valkyrie (Elise)
     Rebel (Valerie)
     Archer
     Gunner
     Thrower
  Rating: 5/5. Only body armor with +HIT.
  Category: Body                       Capacity: 27
  Elemental Index: Fire +0, Water +0, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +10          MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +15          CAST +0
  Refine: Null x1, Fire x1, Water x1, Air x3
  Location:
     Scene 16 (Chest)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop
     Scene 26 (Enemy equipment)



Leopardess
  Equipped By:
     Valkyrie (Elise)
     Trickster
     Tamer
  Rating: 5/5. It's a Classic Robe that protects against Sticky!
  Category: Body                       Capacity: 27
  Elemental Index: Fire -1, Water +0, Air +0, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Sticky
     DEF +5           MDEF +25            RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x3, Air x3, Earth x2
  Location:
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop



White Robe
  Equipped By:
     Royal (Alissa)
     Priestess
  Rating: 5/5. One of the very rare +CAST body armors. Priestesses love it.
  Category: Body                       Capacity: 27
  Elemental Index: Fire +0, Water +1, Air -1, Earth +0
  Boost Effect: None
  Equip Effect: None
     DEF +10          MDEF +5             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +15
  Refine: Null x1, Fire x1, Water x3, Air x2
  Location:
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop
     Epilogue B (Enemy equipment)



Maximilian
  Equipped By:
     Knight
  Rating: 4/5. Pretty good Knight armor.
  Category: Body                       Capacity: 23
  Elemental Index: Fire -1, Water +0, Air +0, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +35          MDEF +5             RES +10
     MOV -1           JUMP -1             DEL +1
     HIT +0           CAST +0
  Refine: Null x4, Air x5
  Location:
     Scene 19 (Enemy equipment)
     Scene 22-23 Shop
     Scene 23-24 Shop
     Scene 24-25 Shop
     Scene 25-26 Shop



Tyrant Armor
  Equipped By:
     Fencer (Giulio)
     Brute
  Rating: 4/5. One of the better heavy armor choices on a non-Knight.
  Category: Body                       Capacity: 23
  Elemental Index: Fire +0, Water -1, Air +0, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +35          MDEF +0             RES +20
     MOV -1           JUMP -1             DEL +1
     HIT +0           CAST +0
  Refine: Null x5, Air x4
  Location:
     Scene 19 (Chest)
     Scene 22 (Chest)
     Scene 24 (Enemy equipment)
     Scene 24-25 Shop
     Scene 25-26 Shop



Magic Eater
  Equipped By:
     Fencer (Giulio)
     Rebel (Valerie)
     Duelist (Natalia)
     Paladin
     Knight
     Brute
     Thrower
  Rating: 5/5. Absorbs ALL magic damage. Freaking. Priceless.
  Category: Body                       Capacity: 41
  Elemental Index: Fire -1, Water -1, Air +1, Earth +1
  Boost Effect: None
  Equip Effect: Absorb 35% of ANY magic damage
     DEF +15          MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x3, Earth x3
  Location:
     Scene 19 (Chest)
     Scene 24 (Enemy equipment)



Golem Suit
  Equipped By:
     Fencer (Giulio)
     Knight
  Rating: 4/5. Misses 5/5 only because of the shocking mobility loss.
  Category: Body                       Capacity: 32
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Geo damage
     DEF +50          MDEF +0             RES +10
     MOV -2           JUMP -2             DEL +1
     HIT +0           CAST +0
  Refine: Fire x8, Air x8
  Location:
     Scene 20 (Chest)
     Scene 25 (Object)



Mephilum
  Equipped By:
     Duelist (Natalia)
     Paladin
     General (Robertus)
  Rating: 5/5. Makes for a great tanking Natalia or Paladin build.
  Category: Body                       Capacity: 23
  Elemental Index: Fire -1, Water +1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +30          MDEF +10            RES +10
     MOV -1           JUMP -1             DEL +1
     HIT +0           CAST +0
  Refine: Null x2, Water x4, Air x4
  Location:
     Scene 22 (Chest)
     Scene 23-24 Shop
     Scene 24-25 Shop
     Scene 25-26 Shop



Blade Armor
  Equipped By:
     Fencer (Giulio)
     Duelist (Natalia)
     Paladin
     Knight
     General (Robertus)
  Rating: 2/5. About as useful as the Misty Minimum.
  Category: Body                       Capacity: 41
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Boost Effect: None
  Equip Effect: Reflect 50% Physical Damage
     DEF +35          MDEF +0             RES +0
     MOV -2           JUMP -2             DEL +1
     HIT +0           CAST +0
  Refine: Fire x5, Water x5, Air x4, Earth x5
  Location:
     Scene 22 (Enemy equipment)



Diamond Plate
  Equipped By:
     Knight
  Rating: 3/5. Knights can build DEF easily; it's getting MDEF that's tricky.
  Category: Body                       Capacity: 23
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +40          MDEF +0             RES +0
     MOV -1           JUMP -1             DEL +1
     HIT +0           CAST +0
  Refine: Fire x4, Air x4
  Location:
     Scene 22-23 Shop
     Scene 23-24 Shop
     Scene 25-26 Shop



Dark Robe
  Equipped By:
     Royal (Alissa)
     Witch
  Rating: 4/5. Similar to the Classic Robe and the Beni Shigure. Thus, good.
  Category: Body                       Capacity: 23
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +10          MDEF +30            RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Fire x2, Air x3
  Location:
     Scene 22-23 Shop
     Scene 24-25 Shop



Heretic Dress
  Equipped By:
     Sorceress
  Rating: 4/5. Highest MDEF of any armor. Not much else, though.
  Category: Body                       Capacity: 23
  Elemental Index: Fire +1, Water -1, Air +0, Earth +0
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +35            RES +15
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x8
  Location:
     Scene 23 (Chest)
     Scene 23-24 Shop
     Scene 24-25 Shop
     Scene 25-26 Shop



Walkyrie
  Equipped By:
     Valkyrie (Elise)
     Rebel (Valerie)
     Royal (Alissa)
     Duelist (Natalia)
     Assassin
     Trickster
     Tamer
     Priestess
     Sorceress
     Witch
  Rating: 5/5. Make that 10/5. Pretty much the best armor, period.
  Category: Body                       Capacity: 23
  Elemental Index: Fire -1, Water +1, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: None
     DEF +20          MDEF +10            RES +20
     MOV +1           JUMP +1             DEL +0
     HIT +0           CAST +0
  Refine: Water x4, Earth x4
  Location:
     Scene 23 (Enemy equipment)
     Scene 23-24 Shop
     Scene 24-25 Shop
     Scene 25-26 Shop
     Scene 26 (Enemy equipment)










*******************************************************************************

                          6.03.02   Head Armor List

*******************************************************************************



Academy Hat
  Equipped By:
     Alchemist (Paulo)
     Royal (Alissa)
     Paladin
     Gunner
     Sorceress
  Rating: 5/5. Anything with +2 TAC is a 5/5.
  Category: Head                       Capacity: 32
  Elemental Index: Fire +1, Water -1, Air +0, Earth +0
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +10            RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0             TAC +2 (!)
  Refine: Null x3, Fire x3, Air x1
  Location:
     Scene 23-24 Shop
     Scene 24 (Chest)
     Scene 25 (Enemy equipment)
     Scene 26 (Enemy equipment)



Angel Halo
  Equipped By:
     Valkyrie (Elise)
     Royal (Alissa)
     Paladin
     Priestess
     Sorceress
  Rating: 5/5. The only way to prevent Undead.
  Category: Head                       Capacity: 18
  Elemental Index: Fire -1, Water -1, Air +1, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Undead, Prevent Curse
     DEF +0           MDEF +20            RES +45
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x4, Earth x3
  Location:
     Scene 17 (Chest)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop



Armet
  Equipped By:
     Knight
  Rating: 3/5. Twice the RES but also twice the CAP of the Iron Heaume.
  Category: Head                       Capacity: 27
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Boost Effect: None
  Equip Effect: None
     DEF +15          MDEF +0             RES +70
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x7
  Location:
     Scene 23-24 Shop
     Scene 25-26 Shop



Bat Hairpin
  Equipped By:
     Rebel (Valerie)
     Assassin
     Sorceress
     Witch
  Rating: 2/5. Batrify is very, very uncommon, but extremely annoying.
  Category: Head                       Capacity: 18
  Elemental Index: Fire +0, Water +1, Air -1, Earth +0
  Boost Effect: None
  Equip Effect: Prevent Batrified
     DEF +0           MDEF +10            RES +35
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Water x2, Earth x1
  Location:
     Scene 07-08 Shop
     Scene 08-09 Shop
     Scene 09-10 Shop



Beastbone Helm
  Equipped By:
     Fencer (Giulio)
     Brute
     Tamer
  Rating: 4/5. Great DEF for low CAP.
  Category: Head                       Capacity: 14
  Elemental Index: Fire +0, Water -1, Air +0, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Aerism
     DEF +15          MDEF +0             RES +45
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Air x4
  Location:
     Scene 12 (Chest)
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 17 (Enemy equipment)
     Scene 18-19 Shop



Brave Bandana
  Equipped By:
     Fencer (Giulio)
     Rebel (Valerie)
     Brute
     Assassin
     Gunner
  Rating: 2/5. Good way to get some early RES, but Sacrifice is scarce.
  Category: Head                       Capacity: 9
  Elemental Index: Fire +1, Water -1, Air +0, Earth +0
  Boost Effect: None
  Equip Effect: Prevent Sacrifice
     DEF +0           MDEF +0             RES +40
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x3
  Location:
     Scene 08-09 Shop
     Scene 09-10 Shop



Crystal Circlet
  Equipped By:
     Valkyrie (Elise)
     Priestess
     Sorceress
  Rating: 4/5. Good source of early MDEF.
  Category: Head                       Capacity: 14
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Boost Effect: None
  Equip Effect: Prevent Phys Aura
     DEF +0           MDEF +15            RES +40
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x5
  Location:
     Scene 08-09 Shop
     Scene 09-10 Shop
     Scene 16 (Enemy equipment)



Demon Mask
  Equipped By:
     Alchemist (Paulo)
     Rebel (Valerie)
     Assassin
     Sorceress
  Rating: 5/5. It's got +TAC!
  Category: Head                       Capacity: 27
  Elemental Index: Fire +1, Water +0, Air -1, Earth +0
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +0             RES +55
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0             TAC +1 (!)
  Refine: Fire x5
  Location:
     Scene 21 (Chest)
     Scene 22-23 Shop
     Scene 24-25 Shop



Feather Ornament
  Equipped By:
     Fencer (Giulio)
     Valkyrie (Elise)
     Rebel (Valerie)
     Gunner
     Thrower
     Witch
  Rating: 4/5. Gives good MDEF to multiple units throughout the game.
  Category: Head                       Capacity: 14
  Elemental Index: Fire -1, Water +0, Air +1, Earth +0
  Boost Effect: None
  Equip Effect: Prevent Geoism
     DEF +0           MDEF +15            RES +45
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Earth x6 (odd...)
  Location:
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 14-15 Shop
     Scene 24 (Enemy equipment)



Firebird Helmet
  Equipped By:
     Fencer (Giulio)
     Knight
  Rating: 4/5. Virtually identical to the Beastbone Helm.
  Category: Head                       Capacity: 14
  Elemental Index: Fire +1, Water +0, Air +0, Earth -1
  Boost Effect: None
  Equip Effect: Prevent Aquism
     DEF +15          MDEF +0             RES +45
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x3, Fire x3
  Location:
     Scene 16-17 Shop
     Scene 18-19 Shop
     Scene 20-21 Shop



Green Beret
  Equipped By:
     Valkyrie (Elise)
     Rebel (Valerie)
     Paladin
     Trickster
     Tamer
     Archer
  Rating: 3/5. Panic is almost never seen, but it's not a bad hat anyway.
  Category: Head                       Capacity: 14
  Elemental Index: Fire -1, Water +1, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: Prevent Panic
     DEF +5           MDEF +5             RES +35
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x2, Earth x2
  Location:
     Scene 04 (Enemy equipment)
     Scene 08-09 Shop
     Scene 09-10 Shop



Hermet Hood
  Equipped By:
     Trickster
     Thrower
  Rating: 5/5. Anything with +2 TAC is a 5/5.
  Category: Head                       Capacity: 32
  Elemental Index: Fire +0, Water +0, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +10          MDEF +5             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0             TAC +2 (!)
  Refine: Null x2, Fire x2, Air x3
  Location:
     Scene 12 (Chest)
     Scene 15-16 Shop
     Scene 16-17 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Hero's Crown
  Equipped By:
     Alchemist (Paulo)
     Paladin
     Brute
     Archer
     Gunner
  Rating: 5/5. It's a good helmet, and DEF 1/2 is a bad effect.
  Category: Head                       Capacity: 18
  Elemental Index: Fire +1, Water -1, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: Prevent DEF 1/2
     DEF +10          MDEF +5             RES +35
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Fire x3, Earth x1
  Location:
     Scene 14-15 Shop
     Scene 16-17 Shop
     Scene 18-19 Shop
     Scene 19 (Enemy equipment)



Holy Brim
  Equipped By:
     Valkyrie (Elise)
     Royal (Alissa)
     Duelist (Natalia)
     Assassin
     Priestess
  Rating: 5/5. Curse and Stone are both terrible ailments.
  Category: Head                       Capacity: 9
  Elemental Index: Fire +0, Water +1, Air -1, Earth +0
  Boost Effect: None
  Equip Effect: Prevent Curse, Prevent Stone
     DEF +0           MDEF +10            RES +35
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Water x2, Air x1
  Location:
     Scene 14-15 Shop
     Scene 16-17 Shop
     Scene 18-19 Shop



Holy Hood
  Equipped By:
     Valkyrie (Elise)
     Royal (Alissa)
     Trickster
     Thrower
     Priestess
  Rating: 5/5. So heavy... but for +CAST and +TAC, I can manage.
  Category: Head                       Capacity: 36
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Boost Effect: None
  Equip Effect: None
     DEF +0           MDEF +0             RES +50
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +10            TAC +1 (!)
  Refine: Null x2, Water x3, Earth x2
  Location:
     Scene 24-25 Shop
     Scene 25-26 Shop



Intelli Ribbon
  Equipped By:
     Valkyrie (Elise)
     Royal (Alissa)
     Duelist (Natalia)
     Tamer
     Archer
     Sorceress
     Witch
  Rating: 5/5. Anything with +2 TAC is a 5/5.
  Category: Head                       Capacity: 32
  Elemental Index: Fire +0, Water -1, Air +1, Earth +0
  Boost Effect: None
  Equip Effect: None
     DEF +0           MDEF +5             RES +35
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0             TAC +2 (!)
  Refine: Null x2, Earth x3
  Location:
     Scene 10-11 Shop
     Scene 11 (Chest)
     Scene 16-17 Shop
     Scene 24 (Chest)
     Scene 25 (Enemy equipment)
     Scene 26 (Enemy equipment)



Iron Heaume
  Equipped By:
     Knight
  Rating: 5/5. My preferred Knight helm. Mana Aura really screws with Knights.
  Category: Head                       Capacity: 14
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Mana Aura
     DEF +15          MDEF +0             RES +35
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x3, Air x2
  Location:
     Scene 08-09 Shop
     Scene 09-10 Shop



Iron Mask
  Equipped By:
     Gladiator (Ragnus)
     Rebel (Valerie)
     Knight
     Assassin
     Thrower
  Rating: 5/5. Good DEF and protects against a horrific ailment.
  Category: Head                       Capacity: 14
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Charm
     DEF +10          MDEF +0             RES +35
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x2, Air x2
  Location:
     Scene 04 (Enemy equipment)
     Scene 04-05 Shop
     Scene 05-06 Shop
     Scene 08 (Enemy equipment)



Magic Tiara
  Equipped By:
     Valkyrie (Elise)
     Royal (Alissa)
     Assassin
     Tamer
     Sorceress
  Rating: 5/5. Good MDEF and good status protection.
  Category: Head                       Capacity: 18
  Elemental Index: Fire +1, Water +1, Air -1, Earth -1
  Boost Effect: None
  Equip Effect: Prevent MDEF 1/2
     DEF +0           MDEF +15            RES +40
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Fire x2, Water x2
  Location:
     Scene 14-15 Shop
     Scene 18-19 Shop
     Scene 22-23 Shop
     Scene 24 (Enemy equipment)



Medic Cap
  Equipped By:
     Royal (Alissa)
     Priestess
  Rating: 5/5. A rare headpiece with +CAST on it. Important for Priestesses.
  Category: Head                       Capacity: 32
  Elemental Index: Fire -1, Water +1, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: None
     DEF +0           MDEF +5             RES +35
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +15
  Refine: Water x4, Earth x3
  Location:
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop



Noel
  Equipped By:
     Fencer (Giulio)
     Valkyrie (Elise)
     Alchemist (Paulo)
     Royal (Alissa)
     Paladin
     Trickster
     Archer
     Sorceress
  Rating: 4/5. Stats are low, but a nice bonus, and Prevent Sleep is handy.
  Category: Head                       Capacity: 9
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Boost Effect: None
  Equip Effect: Prevent Sleep
     DEF +5           MDEF +5             RES +35
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x1, Water x2, Earth x1
  Location:
     Scene 08-09 Shop
     Scene 09-10 Shop
     Scene 11 (Enemy equipment)



Pantera
  Equipped By:
     Fencer (Giulio)
     Rebel (Valerie)
     Brute
     Trickster
     Tamer
  Rating: 4/5. Good stat spread.
  Category: Head                       Capacity: 27
  Elemental Index: Fire -1, Water -1, Air +1, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +10            RES +65
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x3, Earth x3
  Location:
     Scene 23-24 Shop
     Scene 24-25 Shop



Pointy Hat
  Equipped By:
     Alchemist (Paulo)
     Trickster
     Priestess
     Sorceress
     Witch
  Rating: 5/5. Essential for mages where Silent lurks.
  Category: Head                       Capacity: 14
  Elemental Index: Fire -1, Water +0, Air +0, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Silent, Prevent Slow Cast
     DEF +5           MDEF +15            RES +40
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x2, Air x3, Earth x1
  Location:
     Scene 11 (Enemy equipment)
     Scene 12-13 Shop
     Scene 14 (Enemy equipment)
     Scene 17-18 Shop
     Scene 18-19 Shop



Pumpkin Hat
  Equipped By:
     Alchemist (Paulo)
     Paladin
     Trickster
     Archer
     Witch
  Rating: 5/5. Better stats than the Holy Brim, but only prevents Curse.
  Category: Head                       Capacity: 14
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Curse
     DEF +5           MDEF +15            RES +45
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x4, Air x3
  Location:
     Scene 18-19 Shop
     Scene 19 (Enemy equipment)
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop



Rapid Rabbit
  Equipped By:
     Royal (Alissa)
     Witch
  Rating: 5/5. Highest +CAST of any helmet, even if it is heavy.
  Category: Head                       Capacity: 36
  Elemental Index: Fire -1, Water +0, Air +1, Earth +0
  Boost Effect: None
  Equip Effect: None
     DEF +0           MDEF +0             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +20
  Refine: Earth x7
  Location:
     Scene 14-15 Shop
     Scene 16-17 Shop
     Scene 18-19 Shop



Silver Wolf
  Equipped By:
     Fencer (Giulio)
     Alchemist (Paulo)
     Brute
     Trickster
     Tamer
     Thrower
  Rating: 5/5. Good stats, and Scapegoat can and will screw you.
  Category: Head                       Capacity: 14
  Elemental Index: Fire -1, Water +1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Scapegoat
     DEF +10          MDEF +5             RES +40
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Water x2, Air x2
  Location:
     Scene 16-17 Shop
     Scene 17 (Enemy equipment)
     Scene 18-19 Shop



Stone Head
  Equipped By:
     Fencer (Giulio)
     Knight
     Tamer
     Gunner
     Bandit (Rodrigues)
  Rating: 5/5. Really damn light for stone. Appropriately sturdy, though.
  Category: Head                       Capacity: 9
  Elemental Index: Fire +0, Water -1, Air +0, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Pyrism, Aquism, Aerism, and Geoism
     DEF +15          MDEF +0             RES +35
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x5
  Location:
     Scene 12 (Object)
     Scene 17 (Enemy equipment)



Tin Soldier Hat
  Equipped By:
     Fencer (Giulio)
     Archer
     Gunner
  Rating: 4/5. Good stat spread.
  Category: Head                       Capacity: 27
  Elemental Index: Fire +0, Water -1, Air +0, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +10          MDEF +5             RES +60
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x3, Air x3
  Location:
     Scene 21 (Object)
     Scene 23-24 Shop
     Scene 24-25 Shop
     Scene 25-26 Shop



Viking Helm
  Equipped By:
     Fencer (Giulio)
     Knight
     Brute
     Tamer
  Rating: 4/5. It's the Beastbone/ Firebird Helmet all over again.
  Category: Head                       Capacity: 14
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Boost Effect: None
  Equip Effect: Prevent Fleeing
     DEF +15          MDEF +0             RES +35
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x5
  Location:
     Scene 14 (Enemy equipment)
     Scene 16 (Enemy equipment)
     Scene 16 (Chest)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop



Water Veil
  Equipped By:
     Valkyrie (Elise)
     Royal (Alissa)
     Priestess
  Rating: 3/5. Not bad, but usually forgotten once the Angel Halo arrives.
  Category: Head                       Capacity: 14
  Elemental Index: Fire -1, Water +1, Air +0, Earth +0
  Boost Effect: None
  Equip Effect: Prevent Pyrism
     DEF +5           MDEF +10            RES +45
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x3, Water x3
  Location:
     Scene 05-06 Shop
     Scene 07-08 Shop










*******************************************************************************

                          6.03.03   Hand Armor List

*******************************************************************************



Aerobrace
  Equipped By:
     Valkyrie (Elise)
     Royal (Alissa)
     Thrower
     Priestess
     Sorceress
     Witch
  Rating: 5/5. Lightest CAST +35 equipment for Witches.
  Category: Hand                       Capacity: 14
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Boost Effect: Air Affinity +5
  Equip Effect: None
     DEF +0           MDEF +15            RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +15          CAST +35
  Refine: Null x3, Fire x3, Water x3, Air x3, Earth x3
  Location:
     Scene 23-24 Shop
     Scene 24 (Enemy equipment)
     Scene 25-26 Shop



Aggressor
  Equipped By:
     Rebel (Valerie)
     Duelist (Natalia)
     Assassin
     Thrower
     Witch
  Rating: 3/5. Average stats, but pretty nice Boost. Really heavy, though.
  Category: Hand                       Capacity: 32
  Elemental Index: Fire +0, Water -1, Air +0, Earth +1
  Boost Effect: Damage to Ace increased
  Equip Effect: None
     DEF +5           MDEF +5             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +15          CAST +25
  Refine: Null x3, Air x10, Earth x10
  Location:
     Scene 18 (Enemy equipment)
     Scene 21 (Chest)
     Scene 22 (Chest)
     Scene 22-23 Shop
     Scene 23-24 Shop
     Scene 24-25 Shop



Alchemitton
  Equipped By:
     Alchemist (Paulo)
     Trickster
     Priestess
     Sorceress
     Witch
  Rating: 4/5. Good +CAST early on, and Gems are always valuable.
  Category: Hand                       Capacity: 18
  Elemental Index: Fire +1, Water +0, Air +0, Earth -1
  Boost Effect: Creates Gems in the element of the attack being Boosted
  Equip Effect: None
     DEF +5           MDEF +10            RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +25
  Refine: Null x4, Fire x4, Water x4, Air x4, Earth x4
  Location:
     Scene 08 (Chest)
     Scene 08-09 Shop
     Scene 11-12 Shop



Angelist
  Equipped By:
     Royal (Alissa)
     Paladin
     Priestess
     Witch
  Rating: 4/5. Makes it easier to Master some grimoires, i.e. Book of Laura.
  Category: Hand                       Capacity: 27
  Elemental Index: Fire -1, Water +1, Air +1, Earth -1
  Boost Effect: Increases HP healed by a healing spell by 15%
  Equip Effect: None
     DEF +0           MDEF +15            RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +25
  Refine: Null x5, Water x3, Earth x3
  Location:
     Scene 08-09 Shop
     Scene 10 (Enemy equipment)
     Scene 11 (Enemy equipment)
     Scene 11-12 Shop



Answerer
  Equipped By:
     Fencer (Giulio)
     Brute
     Assassin
     Thrower
  Rating: 2/5. Your army has to build around it, but it gets results.
  Category: Hand                       Capacity: 32
  Elemental Index: Fire +0, Water +0, Air -1, Earth +1
  Boost Effect: Increases damage dealt if Boost target is at Critical HP
  Equip Effect: None
     DEF +10          MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +20          CAST +0
  Refine: Null x2, Fire x1, Water x2, Air x4
  Location:
     Scene 11 (Enemy equipment)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20 (Chest)
     Scene 20-21 Shop
     Scene 21-22 Shop



Arm Guard
  Equipped By:
     Fencer (Giulio)
     Gladiator (Ragnus)
     Knight
     Tamer
  Rating: 3/5. Light, and has high DEF. Boost isn't great, but could be worse.
  Category: Hand                       Capacity: 14
  Elemental Index: Fire +0, Water +0, Air +1, Earth -1
  Boost Effect: Counter Guard +50%
     (NOTE: The effect reads "Counter Damage +50%." This is inaccurate.)
  Equip Effect: None
     DEF +15          MDEF +0             RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Earth x2
  Location:
     Scene 08-09 Shop
     Scene 09-10 Shop
     Scene 10-11 Shop



Chrono
  Equipped By:
     Alchemist (Paulo)
     Paladin
     Trickster
     Sorceress
     Witch
     Necromancer (Isabeli)
     Chariot (Ziyad)
  Rating: 5/5. Highest +CAST of any piece of equipment.
  Category: Hand                       Capacity: 18
  Elemental Index: Fire -1, Water +0, Air +1, Earth +0
  Boost Effect: Cast Time -30%
  Equip Effect: None
     DEF +5           MDEF +5             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +50
  Refine: Null x2, Water x8, Air x8, Earth x10
  Location:
     Scene 12 (Enemy equipment)
     Scene 20 (Enemy equipment)
     Scene 25 (Enemy equipment)
     Scene 26 (Enemy equipment)



Defender
  Equipped By:
     Fencer (Giulio)
     Paladin
     Knight
     Brute
  Rating: 3/5. Light, and has high DEF. Half Guard isn't common, but hey.
  Category: Hand                       Capacity: 14
  Elemental Index: Fire +0, Water -1, Air +0, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Half Guard
     DEF +15          MDEF +0             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x4
  Location:
     Scene 14 (Enemy equipment)
     Scene 16 (Enemy equipment)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop



Fish Scale Gaunt
  Equipped By:
     Fencer (Giulio)
     Knight
     Trickster
     Gunner
  Rating: 2/5. Occasionally useful, but usually unusable.
  Category: Hand                       Capacity: 27
  Elemental Index: Fire -1, Water +1, Air +0, Earth +0
  Boost Effect: Power UP in water
  Equip Effect: None
     DEF +10          MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x2, Air x3
  Location:
     Scene 14 (Enemy equipment)
     Scene 16-17 Shop
     Scene 18-19 Shop



Force Bracelet
  Equipped By:
     Fencer (Giulio)
     Valkyrie (Elise)
     Duelist (Natalia)
     Paladin
     Assassin
     Priestess
     Sorceress
  Rating: 5/5. Great +CAST and can boost your melee fighters' damage.
  Category: Hand                       Capacity: 23
  Elemental Index: Fire +1, Water -1, Air +0, Earth +0
  Boost Effect: Melee Weapon Damage +50%
  Equip Effect: None
     DEF +0           MDEF +15            RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +35
  Refine: Null x7, Fire x3, Air x1
  Location:
     Scene 11 (Enemy equipment)
     Scene 14 (Chest)
     Scene 16 (Enemy equipment)
     Scene 18-19 Shop
     Scene 19 (Enemy equipment)
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop



Gauntlet
  Equipped By:
     Knight
  Rating: 5/5. Shieldless is bad for a Knight, and +20 DEF is great.
  Category: Hand                       Capacity: 18
  Elemental Index: Fire +0, Water +0, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: Prevent Shieldless
     DEF +20          MDEF +0             RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x3, Earth x2
  Location:
     Scene 19 (Enemy equipment)
     Scene 22-23 Shop
     Scene 23-24 Shop
     Scene 25-26 Shop



Hard Stringer
  Equipped By:
     Valkyrie (Elise)
     Rebel (Valerie)
     Archer
     Gunner
  Rating: 5/5. Best +HIT equipment for Elise. Good for all others, too.
  Category: Hand                       Capacity: 23
  Elemental Index: Fire +0, Water +0, Air +1, Earth -1
  Boost Effect: Ranged weapon damage +50%
  Equip Effect: None
     DEF +5           MDEF +5             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +30          CAST +0
  Refine: Fire x2, Water x4, Earth x3
  Location:
     Scene 18-19 Shop
     Scene 19 (Enemy equipment)
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21 (Enemy equipment)
     Scene 21-22 Shop
     Scene 22 (Enemy equipment)



Healing Gloves
  Equipped By:
     Valkyrie (Elise)
     Royal (Alissa)
     Priestess
  Rating: 5/5. Lightest CAST +35 equipment for Alissa and Priestesses.
  Category: Hand                       Capacity: 14
  Elemental Index: Fire -1, Water +1, Air -1, Earth +1
  Boost Effect: Ailment Time Down
  Equip Effect: None
     DEF +5           MDEF +5             RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +35
  Refine: Null x1, Water x6, Air x6
  Location:
     Scene 16 (Chest)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 23 (Enemy equipment)
     Epilogue B (Enemy equipment)



Hunter Gauntlet
  Equipped By:
     Rebel (Valerie)
     Archer
     Gunner
  Rating: 4/5. Would be a 3/5, but the Boost is really good.
  Category: Hand                       Capacity: 23
  Elemental Index: Fire -1, Water +1, Air +0, Earth +0
  Boost Effect: Ranged Damage +50%
  Equip Effect: None
     DEF +10          MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +15          CAST +0
  Refine: Null x2, Water x3
  Location:
     Scene 08-09 Shop
     Scene 09-10 Shop
     Scene 10 (Enemy equipment)
     Scene 10-11 Shop
     Scene 11 (Enemy equipment)
     Scene 25-26 Shop



Javelick Blue
  Equipped By:
     Alchemist (Paulo)
     Rebel (Valerie)
     Thrower
  Rating: 3/5. Offers a nice chunk of MDEF to its equipper, but a meh Boost.
  Category: Hand                       Capacity: 14
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Boost Effect: Water Affinity +5
  Equip Effect: None
     DEF +0           MDEF +15            RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +25          CAST +0
  Refine: Water x4, Air x5
  Location:
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 18-19 Shop
     Scene 21 (Enemy equipment)



Kaiser Knuckle
  Equipped By:
     Fencer (Giulio)
     Gladiator (Ragnus)
     Knight
     Brute
     Trickster
  Rating: 4/5. A bit heavy, but its Boost is very much worth it.
  Category: Hand                       Capacity: 23
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Boost Effect: Melee Tactics Damage +50%
  Equip Effect: None
     DEF +10          MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x3
  Location:
     Scene 04 (Enemy equipment)
     Scene 04-05 Shop
     Scene 05 (Enemy equipment)
     Scene 05-06 Shop
     Scene 07-08 Shop
     Scene 09 (Enemy equipment)
     Scene 10 (Enemy equipment)
     Scene 19 (Enemy equipment)
     Scene 22 (Enemy equipment)
     Scene 24 (Enemy equipment)



Magic Gauntlet
  Equipped By:
     Paladin
     Sorceress
  Rating: 4/5. Would be a 3/5, but the Boost is really good.
  Category: Hand                       Capacity: 23
  Elemental Index: Fire +0, Water +0, Air -1, Earth +1
  Boost Effect: Magic Damage +50%
  Equip Effect: None
     DEF +10          MDEF +5             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +15
  Refine: Air x5
  Location:
     Scene 06 (Enemy equipment)
     Scene 07-08 Shop
     Scene 08-09 Shop
     Scene 09-10 Shop



MG Gadget
  Equipped By:
     Valkyrie (Elise)
     Rebel (Valerie)
     Trickster
     Archer
     Thrower
  Rating: 4/5. Great if you get it early. Outclassed by the Hard Stringer.
  Category: Hand                       Capacity: 23
  Elemental Index: Fire +0, Water -1, Air +0, Earth +1
  Boost Effect: Ranged Tactics Damage +50%
  Equip Effect: None
     DEF +10          MDEF +5             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +20          CAST +0
  Refine: Air x7
  Location:
     Scene 07 (Enemy equipment)
     Scene 09 (Enemy equipment)
     Scene 14-15 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop
     Scene 24 (Enemy equipment)
     Scene 26 (Enemy equipment)



Mystic Bangle
  Equipped By:
     Alchemist (Paulo)
     Royal (Alissa)
     Priestess
     Sorceress
     Witch
  Rating: 4/5. Easily obtained and has the best +CAST for a while.
  Category: Hand                       Capacity: 23
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Boost Effect: Magic Tactics Damage +50%
  Equip Effect: None
     DEF +0           MDEF +15            RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +25
  Refine: Null x2, Fire x3, Water x3
  Location:
     Scene 06-07 Shop
     Scene 07 (Enemy equipment)
     Scene 09 (Enemy equipment)
     Scene 10 (Enemy equipment)
     Scene 11 (Chest) (Enemy equipment)
     Scene 14 (Enemy equipment)
     Scene 14-15 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Obsidian Glove
  Equipped By:
     Fencer (Giulio)
     Knight
     Brute
     Archer
  Rating: 2/5. Not very good. The Ruby Arm Guard is better.
  Category: Hand                       Capacity: 14
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Boost Effect: Earth Affinity +5
  Equip Effect: None
     DEF +10          MDEF +5             RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +15          CAST +0
  Refine: Air x6
  Location:
     Scene 14 (Object)
     Scene 14-15 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Overdrive
  Equipped By:
     Alchemist (Paulo)
     Royal (Alissa)
     Paladin
     Sorceress
     Witch
  Rating: 5/5. Ideal Boost, stats, and equippees. Worth the CAP.
  Category: Hand                       Capacity: 23
  Elemental Index: Fire +1, Water -1, Air +0, Earth +0
  Boost Effect: Magic Weapon Damage +50%
  Equip Effect: None
     DEF +0           MDEF +15            RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +35
  Refine: Null x3, Fire x6, Air x1, Earth x1
  Location:
     Scene 14 (Chest)
     Scene 14-15 Shop
     Scene 15-16 Shop
     Scene 18-19 Shop
     Scene 19 (Enemy equipment)
     Scene 23 (Enemy equipment)
     Scene 25-26 Shop



Power Gaunts
  Equipped By:
     Fencer (Giulio)
     Gladiator (Ragnus)
     Duelist (Natalia)
     Knight
     Brute
     Tamer
     Thrower
  Rating: 5/5. +10 DEF and an awesome Boost for only 14 CAP.
  Category: Hand                       Capacity: 14
  Elemental Index: Fire +1, Water +0, Air -1, Earth +0
  Boost Effect: Melee Damage +50%
  Equip Effect: None
     DEF +10          MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +10          CAST +0
  Refine: Fire x3
  Location:
     Scene 02 (Enemy equipment)
     Scene 03 (Chest) (Enemy equipment)
     Scene 04-05 Shop
     Scene 05 (Enemy equipment)
     Scene 05-06 Shop
     Scene 07 (Enemy equipment)
     Scene 17 (Enemy equipment)
     Scene 18 (Enemy equipment)
     Scene 24 (Enemy equipment)



Ruby Arm Guard
  Equipped By:
     Valkyrie (Elise)
     Rebel (Valerie)
     Archer
     Gunner
  Rating: 3/5. Decent package of stats, but a substandard Boost.
  Category: Hand                       Capacity: 14
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Boost Effect: Fire Affinity +5
  Equip Effect: None
     DEF +10          MDEF +5             RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +25          CAST +0
  Refine: Null x4, Fire x5
  Location:
     Scene 09 (Chest)
     Scene 14-15 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Savage Hunter
  Equipped By:
     Fencer (Giulio)
     Gladiator (Ragnus)
     Rebel (Valerie)
     Brute
     Assassin
     Tamer
  Rating: 4/5. An excellent Boost. Unremarkable stats hold it back from 5/5.
  Category: Hand                       Capacity: 14
  Elemental Index: Fire -1, Water -1, Air +1, Earth +1
  Boost Effect: Enemy Guard -20%
  Equip Effect: None
     DEF +10          MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x1
  Location:
     Scene 04 (Enemy equipment)
     Scene 06 (Enemy equipment)
     Scene 07 (Enemy equipment)
     Scene 08-09 Shop
     Scene 09-10 Shop
     Scene 10-11 Shop
     Scene 24 (Enemy equipment)



Serpent
  Equipped By:
     Rebel (Valerie)
     Paladin
     Trickster
     Tamer
     Sorceress
  Rating: 5/5. One of my personal favorites. Sorceresses love these.
  Category: Hand                       Capacity: 14
  Elemental Index: Fire +0, Water +0, Air +1, Earth -1
  Boost Effect: Ailment infliction chance +20%
  Equip Effect: None
     DEF +5           MDEF +10            RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +15          CAST +35
  Refine: Null x4, Fire x3, Water x3, Earth x7
  Location:
     Scene 17 (Enemy equipment)
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop
     Scene 23 (Enemy equipment)
     Scene 25 (Enemy equipment)
     Scene 26 (Enemy equipment)
     Epilogue B (Enemy equipment)



Shady Shackles
  Equipped By:
     Rebel (Valerie)
     Brute
     Tamer
  Rating: 5/5. Allows anybody to break enemy equipment!
  Category: Hand                       Capacity: 36
  Elemental Index: Fire +0, Water +0, Air -1, Earth +1
  Boost Effect: Destroy random piece of enemy equipment
  Equip Effect: None
     DEF +5           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x1
  Location:
     Scene 20 (Chest)



Snipe Finger
  Equipped By:
     Rebel (Valerie)
     Archer
     Gunner
  Rating: 5/5. +60 HIT?! No, that is not a typo.
  Category: Hand                       Capacity: 18
  Elemental Index: Fire +1, Water +1, Air -1, Earth -1
  Boost Effect: Accuracy +25%
  Equip Effect: None
     DEF +0           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +60          CAST +0
  Refine: Null x5, Fire x5, Water x5
  Location:
     Scene 19 (Chest)
     Scene 24 (Enemy equipment)
     Scene 25 (Enemy equipment)
     Scene 25-26 Shop
     Scene 26 (Enemy equipment)
     Epilogue B (Enemy equipment)



Vamp Nail
  Equipped By:
     Rebel (Valerie)
     Assassin
     Trickster
     Sorceress
  Rating: 3/5. The lifesteal adds up over time, but the CAP is very high.
  Category: Hand                       Capacity: 32
  Elemental Index: Fire -1, Water +0, Air +0, Earth +1
  Boost Effect: Absorb 1/3 Damage
  Equip Effect: None
     DEF +0           MDEF +10            RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +15
  Refine: Null x4, Air x4
  Location:
     Scene 03 (Enemy equipment)
     Scene 09 (Enemy equipment)
     Scene 14-15 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Vantage
  Equipped By:
     Fencer (Giulio)
     Gladiator (Ragnus)
     Alchemist (Paulo)
     Rebel (Valerie)
     Brute
     Assassin
     Trickster
     Tamer
     Archer
     Gunner
     Thrower
  Rating: 3/5. Has +HIT, but prevents a melee status effect? Still, not bad.
  Category: Hand                       Capacity: 9
  Elemental Index: Fire +1, Water +0, Air +0, Earth -1
  Boost Effect: None
  Equip Effect: Prevent Poor Aim
     DEF +5           MDEF +0             RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +15          CAST +0
  Refine: Null x1, Fire x2, Water x1
  Location:
     Scene 03 (Enemy equipment)
     Scene 03-04 Shop
     Scene 04-05 Shop
     Scene 05 (Enemy equipment)
     Scene 06 (Enemy equipment)



Wrecker Gloves
  Equipped By:
     Fencer (Giulio)
     Alchemist (Paulo)
     Trickster
     Thrower
  Rating: 5/5. Virtually necessary to open chests in any reasonable time.
  Category: Hand                       Capacity: 27
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Boost Effect: Damage to Objects Increased
  Equip Effect: None
     DEF +5           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x1, Air x1
  Location:
     Scene 05-06 Shop
     Scene 07-08 Shop
     Scene 09 (Object)
     Scene 09-10 Shop










*******************************************************************************

                          6.03.04   Foot Armor List

*******************************************************************************



Amazon Boots
  Equipped By:
     Rebel (Valerie)
     Duelist (Natalia)
     Tamer
  Rating: 5/5. Heavy, but offers an invaluable level of mobility.
  Category: Foot                       Capacity: 32
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Counter Number: Specialty I
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +0             RES +10
     MOV +1           JUMP +1             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Water x1
  Location:
     Scene 05-06 Shop
     Scene 07-08 Shop
     Scene 09-10 Shop
     Scene 17 (Enemy equipment)
     Scene 23 (Enemy equipment)



Apollon Shoes
  Equipped By:
     Fencer (Giulio)
     Rebel (Valerie)
     Archer
     Gunner
  Rating: 4/5. A side-grade to the Wheel Greaves. Just as good.
  Category: Foot                       Capacity: 18
  Elemental Index: Fire -1, Water +1, Air +1, Earth -1
  Counter Number: Specialty III
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +5             RES +10
     MOV +1           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x2, Earth x1
  Location:
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop
     Scene 24 (Enemy equipment)



Army Tights
  Equipped By:
     Rebel (Valerie)
     Assassin
  Rating: 5/5. Assassins shouldn't get hit anyway; they love the mobility.
  Category: Foot                       Capacity: 27
  Elemental Index: Fire +0, Water +0, Air -1, Earth +1
  Counter Number: Specialty III
  Boost Effect: None
  Equip Effect: None
     DEF +0           MDEF +0             RES +0
     MOV +1           JUMP +1             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Air x1
  Location:
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop



Cat Feet
  Equipped By:
     Valkyrie (Elise)
     Royal (Alissa)
     Trickster
  Rating: 4/5. Slows down the equippee to speed up your army.
  Category: Hand                       Capacity: 32
  Elemental Index: Fire -1, Water +1, Air +1, Earth -1
  Counter Number: Specialty II
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +5             RES +0
     MOV +0           JUMP +0             DEL -1
     HIT +0           CAST +0
  Refine: Earth x1
  Location:
     Scene 14-15 Shop



Fire Boots
  Equipped By:
     Fencer (Giulio)
     Gladiator (Ragnus)
     Rebel (Valerie)
     Paladin
     Trickster
     Tamer
     Witch
  Rating: 5/5. Virtually required for Scene 10. Still useful afterwards.
  Category: Foot                       Capacity: 14
  Elemental Index: Fire +1, Water -1, Air +0, Earth +0
  Counter Number: Specialty II
  Boost Effect: None
  Equip Effect: Prevent Burn
     DEF +10          MDEF +0             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x3
  Location:
     Scene 06-07 Shop
     Scene 07-08 Shop
     Scene 08-09 Shop
     Scene 21-22 Shop



Frog Shoes
  Equipped By:
     Valkyrie (Elise)
     Assassin
     Trickster
     Archer
     Gunner
     Witch
  Rating: 2/5. The effect is occasionally useful, but never required.
  Category: Foot                       Capacity: 14
  Elemental Index: Fire -1, Water +1, Air +0, Earth +0
  Counter Number: Specialty I
  Boost Effect: None
  Equip Effect: Stops drift in water
     DEF +5           MDEF +10            RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x3
  Location:
     Scene 10 (Enemy equipment)
     Scene 12-13 Shop
     Scene 15-16 Shop
     Scene 16-17 Shop



Gargan Boots
  Equipped By:
     Duelist (Natalia)
     Paladin
     Knight
     Brute
     Tamer
  Rating: 3/5. Pretty decent way to get a quick +15 DEF.
  Category: Foot                       Capacity: 18
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Counter Number: Specialty III
  Boost Effect: None
  Equip Effect: Prevent Fleeing
     DEF +15          MDEF +0             RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x2, Air x2
  Location:
     Scene 08-09 Shop
     Scene 09 (Enemy equipment)
     Scene 10 (Enemy equipment)
     Scene 19 (Enemy equipment)
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop
     Scene 22 (Enemy equipment)
     Scene 22-23 Shop
     Scene 23-24 Shop
     Scene 24-25 Shop
     Scene 25-26 Shop
     Epilogue B (Enemy equipment)



Glass Shoes
  Equipped By:
     Valkyrie (Elise)
     Assassin
     Trickster
     Priestess
     Sorceress
  Rating: 3/5. Good stats, but not very special otherwise.
  Category: Foot                       Capacity: 14
  Elemental Index: Fire -1, Water +0, Air +1, Earth +0
  Counter Number: Specialty II
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +10            RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Earth x3
  Location:
     Scene 08-09 Shop
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 14 (Enemy equipment)
     Scene 22 (Enemy equipment)



Gram Canceller
  Equipped By:
     Fencer (Giulio)
     Alchemist (Paulo)
     Paladin
     Tamer
     Thrower
  Rating: 2/5. Can be useful, but that price tag is murder.
  Category: Foot                       Capacity: 14
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Counter Number: Specialty IV
  Boost Effect: None
  Equip Effect: Ignore Grams
     DEF +10          MDEF +5             RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Fire x1, Water x3, Earth x1
  Location:
     Scene 14-15 Shop



Heavy Greaves
  Equipped By:
     Duelist (Natalia)
     Paladin
     Knight
     Brute
  Rating: 4/5. They ARE heavy, but it's worth the highest DEF on a shoe.
  Category: Foot                       Capacity: 23
  Elemental Index: Fire +1, Water +0, Air -1, Earth +0
  Counter Number: Specialty III
  Boost Effect: None
  Equip Effect: None
     DEF +20          MDEF +0             RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Fire x1
  Location:
     Scene 18 (Enemy equipment)
     Scene 22-23 Shop
     Scene 24 (Enemy equipment)
     Scene 24-25 Shop
     Scene 25 (Enemy equipment)
     Scene 25-26 Shop
     Scene 26 (Enemy equipment)
     Epilogue B (Enemy equipment)



Hunting Gear
  Equipped By:
     Valkyrie (Elise)
     Rebel (Valerie)
     Archer
     Gunner
     Thrower
  Rating: 5/5. Only shoes with +HIT. Obviously valuable.
  Category: Foot                       Capacity: 27
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Counter Number: Specialty I
  Boost Effect: None
  Equip Effect: None
     DEF +10          MDEF +5             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +20          CAST +0
  Refine: Null x2, Fire x2, Air x3
  Location:
     Scene 23-24 Shop
     Scene 24-25 Shop
     Scene 25 (Enemy equipment)
     Scene 26 (Enemy equipment)
     Epilogue B (Enemy equipment)



Insect Shoes
  Equipped By:
     Fencer (Giulio)
     Archer
     Gunner
     Thrower
  Rating: 4/5. I'd like them more if they were lighter, but +JUMP is great.
  Category: Foot                       Capacity: 23
  Elemental Index: Fire -1, Water +1, Air +1, Earth -1
  Counter Number: Specialty IV
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +0             RES +0
     MOV +0           JUMP +1             DEL +0
     HIT +0           CAST +0
  Refine: Earth x1
  Location:
     Scene 16-17 Shop
     Scene 18-19 Shop



Jewel Anklet
  Equipped By:
     Valkyrie (Elise)
     Royal (Alissa)
     Natalia
     Priestess
     Sorceress
     Teller (Heramia)
  Rating: 3/5. The passive is whatever, but it's got a lot of MDEF.
  Category: Foot                       Capacity: 14
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Counter Number: Specialty IV
  Boost Effect: None
  Equip Effect: Affinity Can't Change (immune to all -ism ailments and Boosts
                                       from items such as the Roses)
     DEF +0           MDEF +15            RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x4
  Location:
     Scene 15-16 Shop
     Scene 16-17 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Leg Warmer
  Equipped By:
     Valkyrie (Elise)
     Royal (Alissa)
     Assassin
     Trickster
     Witch
  Rating: 3/5. Enemies eventually stop Freezing you, but it's good until then.
  Category: Foot                       Capacity: 14
  Elemental Index: Fire +1, Water +0, Air +0, Earth -1
  Counter Number: Specialty III
  Boost Effect: None
  Equip Effect: Prevent Freeze
     DEF +5           MDEF +0             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x3
  Location:
     Scene 15-16 Shop
     Scene 16-17 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Ping Pong Pumps
  Equipped By:
     Valkyrie (Elise)
     Royal (Alissa)
     Priestess
     Sorceress
  Rating: 4/5. Pretty similar to the Insect Shoes. Adds a touch of MDEF.
  Category: Foot                       Capacity: 23
  Elemental Index: Fire +1, Water -1, Air +0, Earth +0
  Counter Number: Specialty IV
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +5             RES +0
     MOV +0           JUMP +1             DEL +0
     HIT +0           CAST +0
  Refine: Fire x1, Air x1
  Location:
     Scene 14-15 Shop
     Scene 18-19 Shop
     Scene 20-21 Shop



Ranger Boots
  Equipped By:
     Fencer (Giulio)
     Duelist (Natalia)
     Tamer
     Thrower
  Rating: 5/5. None of its ailments are common, but they're all annoying.
  Category: Foot                       Capacity: 18
  Elemental Index: Fire -1, Water -1, Air +1, Earth +1
  Counter Number: Specialty I
  Boost Effect: None
  Equip Effect: Prevent Sticky, Gravity, Slippery
     DEF +10          MDEF +5             RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x2, Earth x2
  Location:
     Scene 11 (Chest)
     Scene 25 (Enemy equipment)



Sabbath
  Equipped By:
     Sorceress
     Witch
  Rating: 5/5. Only shoes with +CAST. Obviously valuable.
  Category: Foot                       Capacity: 27
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Counter Number: Specialty I
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +5             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +15
  Refine: Null x1, Fire x1, Water x1, Earth x2
  Location:
     Scene 14-15 Shop
     Scene 18 (Enemy equipment)
     Scene 18-19 Shop
     Scene 20-21 Shop



Safety Boots
  Equipped By:
     Fencer (Giulio)
     Gladiator (Ragnus)
     Rebel (Valerie)
     Assassin
     Trickster
     Priestess
     Witch
  Rating: 4/5. Gives more DEF than most armors, especially for Witches.
  Category: Foot                       Capacity: 14
  Elemental Index: Fire +0, Water +0, Air +1, Earth -1
  Counter Number: Specialty II
  Boost Effect: None
  Equip Effect: Ignore Trickster Pit Traps
     DEF +15          MDEF +0             RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x4, Earth x3
  Location:
     Scene 08-09 Shop
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 24 (Enemy equipment)



Shadow Sandals
  Equipped By:
     Assassin
  Rating: 5/5. +2 MOVE?! Of course it's good!! But that price tag...!!
  Category: Foot                       Capacity: 27
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Counter Number: Specialty II
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +0             RES +0
     MOV +2 (!)       JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x1, Air x2
  Location:
     Scene 14-15 Shop



Shell Shoes
  Equipped By:
     Fencer (Giulio)
     Valkyrie (Elise)
     Royal (Alissa)
     Trickster
     Archer
     Gunner
  Rating: 2/5. Hard or impossible to use, but the HP regen is very strong.
  Category: Foot                       Capacity: 36
  Elemental Index: Fire -1, Water +1, Air +0, Earth +0
  Counter Number: Specialty II
  Boost Effect: None
  Equip Effect: 4% HP Regen in water
     DEF +5           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x1
  Location:
     Scene 16 (Chest)



Shinobi Shoes
  Equipped By:
     Assassin
  Rating: 5/5. As ridiculously good (and expensive) as the Shadow Sandals.
  Category: Foot                       Capacity: 36
  Elemental Index: Fire +0, Water -1, Air +0, Earth +1
  Counter Number: Specialty II
  Boost Effect: None
  Equip Effect: None
     DEF +0           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL -2
     HIT +0           CAST +0
  Refine: Air x1
  Location:
     Scene 14-15 Shop



Shura Kogake
  Equipped By:
     Fencer (Giulio)
     Gladiator (Ragnus)
     Alchemist (Paulo)
     Knight
     Brute
  Rating: 5/5. From stats to Counter Number to CAP to ailment, it's good.
  Category: Foot                       Capacity: 18
  Elemental Index: Fire +0, Water +0, Air -1, Earth +1
  Counter Number: Specialty I
  Boost Effect: None
  Equip Effect: Prevent No Counter
     DEF +15          MDEF +0             RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Air x2
  Location:
     Scene 08-09 Shop
     Scene 10-11 Shop
     Scene 11 (Enemy equipment)
     Scene 11-12 Shop
     Scene 18 (Enemy equipment)



Spikes
  Equipped By:
     Fencer (Giulio)
     Knight
     Brute
     Tamer
  Rating: 2/5. Slippery is very uncommon and they're unremarkable otherwise.
  Category: Foot                       Capacity: 14
  Elemental Index: Fire +0, Water +0, Air -1, Earth +1
  Counter Number: Specialty IV
  Boost Effect: None
  Equip Effect: Prevent Slippery
     DEF +10          MDEF +0             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x3
  Location:
     Scene 15-16 Shop
     Scene 16-17 Shop
     Scene 17-18 Shop
     Scene 18-19 Shop



Spring Shoes
  Equipped By:
     Alchemist (Paulo)
     Assassin
     Trickster
  Rating: 5/5. +2 JUMP can get you chests you'd otherwise need a Witch for.
  Category: Foot                       Capacity: 32
  Elemental Index: Fire -1, Water -1, Air +1, Earth +1
  Counter Number: Specialty III
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +0             RES +0
     MOV +0           JUMP +2 (!)         DEL +0
     HIT +0           CAST +0
  Refine: Air x2, Earth x1
  Location:
     Scene 18-19 Shop
     Scene 19 (Enemy equipment)
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop



Thief Shoes
  Equipped By:
     Fencer (Giulio)
     Alchemist (Paulo)
     Assassin
     Trickster
     Tamer
  Rating: 4/5. Slows down the equippee to speed up your army.
  Category: Foot                       Capacity: 32
  Elemental Index: Fire +0, Water +0, Air +1, Earth -1
  Counter Number: Specialty IV
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +0             RES +10
     MOV +0           JUMP +0             DEL -1
     HIT +0           CAST +0
  Refine: Earth x1
  Location:
     Scene 16-17 Shop
     Scene 17 (Enemy equipment)
     Scene 24 (Enemy equipment)



Tough Boots
  Equipped By:
     Fencer (Giulio)
     Gladiator (Ragnus)
     Alchemist (Paulo)
     Paladin
     Trickster
     Tamer
     Thrower
  Rating: 3/5. Can be useful on Scene 17 in particular and are very light.
  Category: Foot                       Capacity: 9
  Elemental Index: Fire -1, Water +1, Air +0, Earth +0
  Counter Number: Specialty II
  Boost Effect: None
  Equip Effect: Prevent Sticky
     DEF +5           MDEF +0             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x3
  Location:
     Scene 04-05 Shop
     Scene 05 (Enemy equipment)
     Scene 05-06 Shop
     Scene 17 (Enemy equipment)



Tricky Boots
  Equipped By:
     Trickster
  Rating: 5/5. Tricksters just love that mobility.
  Category: Foot                       Capacity: 32
  Elemental Index: Fire +1, Water +0, Air +0, Earth -1
  Counter Number: Specialty IV
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +5             RES +0
     MOV +1           JUMP +1             DEL +0
     HIT +0           CAST +0
  Refine: Fire x3
  Location:
     Scene 14-15 Shop
     Scene 17-18 Shop
     Scene 20-21 Shop



Twilight Leggings
  Equipped By:
     Rebel (Valerie)
     Assassin
  Rating: 2/5. Too expensive, and outclassed by the much-better Army Tights.
  Category: Foot                       Capacity: 18
  Elemental Index: Fire -1, Water -1, Air +1, Earth +1
  Counter Number: Specialty III
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +5             RES +0
     MOV +1           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x1, Earth x1
  Location:
     Scene 10-11 Shop
     Scene 11-12 Shop
     Scene 14-15 Shop



Wheel Greaves
  Equipped By:
     Fencer (Giulio)
     Gladiator (Ragnus)
     Duelist (Natalia)
     Knight
     Brute
  Rating: 4/5. Pretty much anything with +MOVE is good, and this is the first.
  Category: Foot                       Capacity: 18
  Elemental Index: Fire +1, Water +0, Air -1, Earth +0
  Counter Number: Specialty IV
  Boost Effect: None
  Equip Effect: None
     DEF +10          MDEF +0             RES +10
     MOV +1           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x3
  Location:
     Scene 04-05 Shop
     Scene 05-06 Shop
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 21-22 Shop
     Scene 24 (Enemy equipment)
     Scene 25-26 Shop



Wonder Sandals
  Equipped By:
     Valkyrie (Elise)
     Assassin
     Trickster
     Sorceress
  Rating: 3/5. Gravity only appears in the very endgame, but it can be a pain.
  Category: Foot                       Capacity: 14
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Counter Number: Specialty I
  Boost Effect: None
  Equip Effect: Prevent Gravity
     DEF +5           MDEF +5             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x1, Air x2
  Location:
     Scene 12-13 Shop
     Scene 17-18 Shop
     Scene 24 (Enemy equipment)






























*******************************************************************************
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                          SECTION 6.04   ACCESSORY LIST
*******************************************************************************
*******************************************************************************
*******************************************************************************



Generally charms used to protect the wearer from status ailments, you'll find
that some of them - like the Accelerator and the Knowledge Tablet - are a bit
more... unusual.



ACCESSORY RATING RUBRIC
5/5: A must-have purchase. Equipment that is exceptionally good.
4/5: A good purchase. This'll probably last you throughout the entire game.
3/5: A solid purchase. Reliable, but nothing to write home about.
2/5: A situational purchase. Has uses, but may not be worth spending money on.
1/5: A disappointing purchase. Probably not worth buying.





Accelerator
  Equipped By:
     Any
  Rating: 2/5.
  Category: Accessory                  Capacity: ???
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Boost Effect: ???
  Equip Effect: ???
     DEF +0           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: ???
  Location:
     Scene 26 (Chest)



Alicorn
  Equipped By:
     Any
  Rating: 3/5. Offers no stats, but allows any character to heal.
  Category: Accessory                  Capacity: 32
  Elemental Index: Fire +0, Water +1, Air +0, Earth -1
  Boost Effect: Recover 10% HP
  Equip Effect: None
     DEF +0           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x8
  Location:
     Scene 23 (Chest)
     Scene 25 (Enemy equipment)



Ambrosia
  Equipped By:
     Fencer (Giulio)
     Alchemist (Paulo)
     Paladin
     Knight
     Brute
     Assassin
     Trickster
     Tamer
     Archer
     Gunner
     Thrower
     Sorceress
     Witch
  Rating: 4/5. Offers no stats, but constant regen is very strong.
  Category: Accessory                  Capacity: 36
  Elemental Index: Fire +1, Water +1, Air -1, Earth -1
  Boost Effect: None
  Equip Effect: HP Regen 4%
     DEF +0           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x15, Fire x15, Water x15 Air x15, Earth x15
  Location:
     Scene 20 (Object)
     Scene 23 (Chest)



Anti-Trap
  Equipped By:
     Any
  Rating: 2/5. Almost NEVER necessary, but barely takes any CAP, either....
  Category: Accessory                  Capacity: 9
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Boost Effect: None
  Equip Effect: Nullify a trap; breaks on use; comes with three charges
     DEF +0           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x3, Earth x3
  Location:
     Scene 14 (Chest)



Black Cat Earring
  Equipped By:
     Paladin
     Assassin
     Trickster
     Sorceress
     Witch
  Rating: 2/5. You might have Sacrifice placed on you once. Maybe twice.
  Category: Accessory                  Capacity: 9
  Elemental Index: Fire +0, Water +0, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: Prevent Sacrifice
     DEF +0           MDEF +5             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Earth x3
  Location:
     Scene 12-13 Shop
     Scene 16-17 Shop
     Scene 18 (Enemy equipment)
     Scene 18-19 Shop



Black Fan
  Equipped By:
     Alchemist (Paulo)
     Sorceress
  Rating: 4/5. I really like this item. Killing enemy TP can be a big help.
  Category: Accessory                  Capacity: 18
  Elemental Index: Fire +0, Water -1, Air +1, Earth +0
  Boost Effect: Reduce Enemy TP
  Equip Effect: None
     DEF +0           MDEF +5             RES +10
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x4, Fire x5, Air x3, Earth x3
  Location:
     Scene 12 (Chest)
     Scene 12-13 Shop
     Scene 16-17 Shop
     Scene 18-19 Shop



Butterfly Broach
  Equipped By:
     Assassin
     Sorceress
  Rating: 3/5. Gravity only appears in the very endgame, but it can be a pain.
  Category: Accessory                  Capacity: 9
  Elemental Index: Fire +0, Water -1, Air +1, Earth +0
  Boost Effect: None
  Equip Effect: Prevent Gravity
     DEF +0           MDEF +5             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Earth x3
  Location:
     Scene 12-13 Shop
     Scene 16-17 Shop
     Scene 18-19 Shop



Cat's Eye
  Equipped By:
     Valkyrie (Elise)
     Assassin
     Trickster
     Gunner
     Witch
  Rating: 1/5. Appears AFTER all the Blind-causing enemies are dead.
  Category: Accessory                  Capacity: 14
  Elemental Index: Fire -1, Water +1, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: Prevent Blind
     DEF +0           MDEF +15            RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x2, Earth x2
  Location:
     Scene 09-10 Shop
     Scene 11-12 Shop
     Scene 18-19 Shop



Charge Bugle
  Equipped By:
     All
  Rating: 5/5. The Boost is kind of cool, but the Gems it refines to!!
  Category: Accessory                  Capacity: 23
  Elemental Index: Fire +1, Water -1, Air +0, Earth +0
  Boost Effect: Decrease WT by 50% for action taken
  Equip Effect: None
     DEF +0           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x10, Fire x10, Water x10, Air x10, Earth x10
  Location:
     Scene 10 (Chest)
     Scene 11-12 Shop
     Scene 15-16 Shop
     Scene 21 (Chest)



Cheering Flag
  Equipped By:
     All
  Rating: 5/5. The Boost is kind of cool, but the Gems it refines to!!
  Category: Accessory                  Capacity: 14
  Elemental Index: Fire -1, Water +1, Air +0, Earth +0
  Boost Effect: DEL -2 for action taken
  Equip Effect: None
     DEF +0           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x10, Fire x10, Water x10, Air x10, Earth x10
  Location:
     Scene 11-12 Shop
     Scene 15-16 Shop
     Scene 22 (Enemy equipment)



Crimson Rose
  Equipped By:
     Any
  Rating: 5/5. The Boost is unnecessary, but the Gems it refines to!!
  Category: Accessory                  Capacity: 9
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Boost Effect: Fire +5
  Equip Effect: None
     DEF +0           MDEF +10            RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x10
  Location:
     Scene 08-09 Shop
     Scene 09 (Object)
     Scene 11-12 Shop
     Scene 18-19 Shop
     Scene 19 (Enemy equipment)



Dog Tag
  Equipped By:
     Any
  Rating: 2/5. Slippery is incredibly rare, but also really aggravating.
  Category: Accessory                  Capacity: 9
  Elemental Index: Fire -1, Water +0, Air +0, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Slippery
     DEF +0           MDEF +0             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x2
  Location:
     Scene 12-13 Shop
     Scene 14 (Chest)
     Scene 16-17 Shop
     Scene 18-19 Shop



Eventrion
  Equipped By:
     Anybody
  Rating: Unobtainable. Would be completely and obviously broken, though.
  Category: Accessory                  Capacity: 0
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Boost Effect: None
  Equip Effect: Prevent all ailments
                Cannot be stolen
  Passive Effect: Revive when KO'ed
  Refine: N/A
  Location:
     Unobtainable, as the enemies equipped with it cannot die and drop it and
     it specifically has the quality "Cannot be stolen."



Feather Rose
  Equipped By:
     Any
  Rating: 5/5. The Boost is unnecessary, but the Gems it refines to!!
  Category: Accessory                  Capacity: 9
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Boost Effect: Air +5
  Equip Effect: None
     DEF +0           MDEF +10            RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Earth x10
     (NOTE: This is clearly a bug, as the Feather Rose ought to refine into
            Air Gems, but it does not! It refines into Earth Gems!)
  Location:
     Scene 08-09 Shop
     Scene 11-12 Shop
     Scene 18-19 Shop
     Scene 23 (Enemy equipment)



Gorgon Cameo
  Equipped By:
     Any
  Rating: 4/5. Stone is good to prevent, and it offers some good MDEF.
  Category: Accessory                  Capacity: 9
  Elemental Index: Fire +0, Water +0, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Stone
     DEF +0           MDEF +10            RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x1, Earth x2
  Location:
     Scene 18-19 Shop
     Scene 19-20 Shop
     Scene 20-21 Shop
     Scene 21-22 Shop



Ice Rose
  Equipped By:
     Any
  Rating: 5/5. The Boost is unnecessary, but the Gems it refines to!!
  Category: Accessory                  Capacity: 9
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Boost Effect: Water +5
  Equip Effect: None
     DEF +0           MDEF +10            RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x10
  Location:
     Scene 08-09 Shop
     Scene 11-12 Shop
     Scene 18-19 Shop
     Scene 23 (Enemy equipment)



Iron Choker
  Equipped By:
     Assassin
     Trickster
     Tamer
  Rating: 3/5. Branded is rare, but aggravating, and the DEF and RES are good.
  Category: Accessory                  Capacity: 9
  Elemental Index: Fire +1, Water -1, Air +0, Earth +0
  Boost Effect: None
  Equip Effect: Prevent Branded
     DEF +5           MDEF +0             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Fire x3
  Location:
     Scene 12-13 Shop
     Scene 16-17 Shop
     Scene 18-19 Shop



Knowledge Tablet
  Equipped By:
     Any
  Rating: 5/5. Unique and potent Boost, but I'd rather refine it for Gems.
  Category: Accessory                  Capacity: 27
  Elemental Index: Fire -1, Water +0, Air +0, Earth +1
  Boost Effect: Experience gained +20%
  Equip Effect: None
     DEF +0           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x15, Fire x15, Water x15, Air x15, Earth x15
  Location:
     Scene 20 (Chest)
     Scene 26 (Chest)



Magic Ring
  Equipped By:
     Any
  Rating: 3/5. Pretty average. Decent stats, decent ailment prevention.
  Category: Accessory                  Capacity: 14
  Elemental Index: Fire +0, Water +1, Air -1, Earth +0
  Boost Effect: None
  Equip Effect: Prevent MDEF 1/2
     DEF +0           MDEF +10            RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Water x3
  Location:
     Scene 09-10 Shop
     Scene 10 (Chest)
     Scene 11-12 Shop
     Scene 17 (Enemy equipment)
     Scene 18-19 Shop



Marchen Wings
  Equipped By:
     Any
  Rating: 5/5. HOLY CRAP I WANT THESE ON EVERYBODY.
  Category: Accessory                  Capacity: 36
  Elemental Index: Fire +0, Water +0, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: Movement becomes Flying
     DEF +0           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x15, Fire x15, Water x15, Air x15, Earth x15
  Location:
     Scene 25 (Chest)



Master Key
  Equipped By:
     Any
  Rating: 1/5. Why do so many things prevent an ailment as rare as Fleeing?
  Category: Accessory                  Capacity: 9
  Elemental Index: Fire +0, Water +0, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: Prevent Fleeing
     DEF +0           MDEF +0             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Earth x2
  Location:
     Scene 12-13 Shop
     Scene 16-17 Shop
     Scene 18-19 Shop



Mighty Ring
  Equipped By:
     Any
  Rating: 3/5. Pretty average. Decent stats, decent ailment prevention.
  Category: Accessory                  Capacity: 14
  Elemental Index: Fire +1, Water +0, Air +0, Earth -1
  Boost Effect: None
  Equip Effect: Prevent DEF 1/2
     DEF +0           MDEF +10            RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Fire x1, Water x1
  Location:
     Scene 09-10 Shop
     Scene 10 (Chest)
     Scene 11-12 Shop
     Scene 17 (Enemy equipment)
     Scene 18-19 Shop



One-Eyed Dragon
  Equipped By:
     Tamer
  Rating: 3/5. Can come in useful when every Knight starts carrying a Zephyr.
  Category: Accessory                  Capacity: 14
  Elemental Index: Fire -1, Water -1, Air +1, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Mana Aura
     DEF +0           MDEF +5             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Air x1, Earth x1
  Location:
     Scene 12-13 Shop
     Scene 16-17 Shop
     Scene 18 (Chest)
     Scene 18-19 Shop



Power Stone
  Equipped By:
     Fencer (Giulio)
     Gladiator (Ragnus)
     Rebel (Valerie)
     Knight
     Brute
     Tamer
     Thrower
  Rating: 3/5. You almost never face Weak, but the stats are pretty useful.
  Category: Accessory                  Capacity: 14
  Elemental Index: Fire +0, Water -1, Air +0, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Weak
     DEF +0           MDEF +15            RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Air x2, Earth x1
  Location:
     Scene 08-09 Shop
     Scene 10 (Object)
     Scene 10-11 Shop
     Scene 18-19 Shop



Purging Talisman
  Equipped By:
     Any
  Rating: 4/5. A good "fill this last space" accessory.
  Category: Accessory                  Capacity: 14
  Elemental Index: Fire +1, Water +0, Air +0, Earth -1
  Boost Effect: Ailment Time Down
  Equip Effect: None
     DEF +0           MDEF +15            RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Fire x2
  Location:
     Scene 12-13 Shop
     Scene 16-17 Shop
     Scene 18 (Object)
     Scene 18-19 Shop



Rosary
  Equipped By:
     Any
  Rating: 5/5. If only it didn't break on use! (Then it'd be the Eventrion.)
  Category: Accessory                  Capacity: 18
  Elemental Index: Fire +0, Water +1, Air -1, Earth +0
  Boost Effect: None
  Equip Effect: Revive when K.O.'d; Rosary breaks on use!
     DEF +0           MDEF +15            RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x15
  Location:
     Scene 14 (Object)



Sand Rose
  Equipped By:
     Any
  Rating: 5/5. The Boost is unnecessary, but the Gems it refines to!!
  Category: Accessory                  Capacity: 9
  Elemental Index: Fire +0, Water +0, Air +0, Earth +0
  Boost Effect: Earth +5
  Equip Effect: None
     DEF +0           MDEF +10            RES +20
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x10
     (NOTE: This is clearly a bug, as the Sand Rose ought to refine into Earth
            Gems, but it does not! It refines into Air Gems!)
  Location:
     Scene 08-09 Shop
     Scene 11 (Enemy equipment)
     Scene 11-12 Shop
     Scene 18-19 Shop



Sorcery Glass
  Equipped By:
     Alchemist (Paulo)
     Sorceress
  Rating: 4/5. Has the Power Stone's stats, but its ailment is common.
  Category: Accessory                  Capacity: 14
  Elemental Index: Fire -1, Water +1, Air +1, Earth -1
  Boost Effect: None
  Equip Effect: Prevent Phys Aura
     DEF +0           MDEF +15            RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Water x1, Earth x1
  Location:
     Scene 08-09 Shop
     Scene 10-11 Shop
     Scene 18-19 Shop



Stunner Belt
  Equipped By:
     Fencer (Giulio)
     Gladiator (Ragnus)
     Knight
     Brute
     Tamer
  Rating: 3/5. Just adds a little extra DEF to a frontline fighter.
  Category: Accessory                  Capacity: 9
  Elemental Index: Fire +0, Water +0, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: None
     DEF +5           MDEF +0             RES +0
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Air x1
  Location:
     Scene 03-04 Shop



Talisman
  Equipped By:
     Any
  Rating: 5/5. Curse is pretty common in the endgame, and the stats help too.
  Category: Accessory                  Capacity: 14
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Curse
     DEF +0           MDEF +15            RES +25
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x2, Fire x1, Air x1
  Location:
     Scene 08-09 Shop
     Scene 10-11 Shop
     Scene 18-19 Shop



Tiger Band
  Equipped By:
     Fencer (Giulio)
     Alchemist (Paulo)
     Brute
     Tamer
  Rating: 2/5. Pain is a concern exactly once, but it has good DEF and RES.
  Category: Accessory                  Capacity: 9
  Elemental Index: Fire +1, Water -1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Pain
     DEF +5           MDEF +0             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Fire x1, Air x1
  Location:
     Scene 08-09 Shop
     Scene 10-11 Shop
     Scene 18-19 Shop



Voodoo Doll
  Equipped By:
     Fencer (Giulio)
     Alchemist (Paulo)
     Rebel (Valerie)
     Royal (Alissa)
     Duelist (Natalia)
     Paladin
     Knight
     Brute
     Assassin
     Trickster
     Tamer
     Archer
     Gunner
     Thrower
     Sorceress
     Witch
  Rating: 3/5. Scapegoat is very rare, but it often forces resets.
  Category: Accessory                  Capacity: 9
  Elemental Index: Fire -1, Water +1, Air -1, Earth +1
  Boost Effect: None
  Equip Effect: Prevent Scapegoat
     DEF +0           MDEF +5             RES +30
     MOV +0           JUMP +0             DEL +0
     HIT +0           CAST +0
  Refine: Null x1, Water x1, Air x1
  Location:
     Scene 12-13 Shop
     Scene 16-17 Shop
     Scene 18-19 Shop






























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                          SECTION 6.05   CONSUMABLE LIST
*******************************************************************************
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*******************************************************************************



These are your healing items that come in stacks and disappear when you use
them. Like the accessories, however, some of them are a bit odd, particularly
the Lumiel, Luciel, and Loriel - which are items with cast times - or the
Orichalcum - which exists purely for the purpose of being refined into 150
Alchemy Gems.





Potion
  Capacity: 8
  Refine: Null x1
  Use: 35% HP recovery for self or another unit
  DEL: 6           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel



Medicinal Herb
  Capacity: 8
  Refine: Earth x2
  Use: 50% HP and 5% VIT recovery for self or an adjacent unit
  DEL: 3           Maximum Range: 1

  [>] [P]

[>] = User
[P] = Possible targeting panel



Kokori Seed
  Capacity: 4
  Refine: Null x1, Fire x1, Water x1, Air x1, Earth x1
  Use: 20% HP and 2% VIT recovery for self or an adjacent unit
  DEL: 3           Maximum Range: User only



Oat Bread
  Capacity: 8
  Refine: Null x1
  Use: 50% HP recovery for self
  DEL: 3           Maximum Range: User only



Elixir
  Capacity: 15
  Refine: Null x10
  Use: 100% HP and 10% VIT recovery for self
  DEL: 3           Maximum Range: User only



Dozeu
  Capacity: ???
  Refine: ???
  Use: ???% VIT recovery for self
  DEL: ?           Maximum Range: User only



Dried Dozeu
  Capacity: 6
  Refine: Null x1, Fire x1, Water x1, Air x1, Earth x1
  Use: 25% VIT recovery for self
  DEL: 3           Maximum Range: User only



Auto Potion
  Capacity: 13
  Refine: Null x3
  Passive: 35% HP recovery to self when you hit Crisis mode



Lumiel
  Capacity: 11
  Refine: Null x2
  Use: 30% HP recovery for all units in range. Night-only.
  DEL: 4           Maximum Range: 3         CT: 18

  [>] [P] [P] [P]

[>] = User
[P] = Possible targeting panel

Assuming targeting on farthest available panel (three squares away):

              [T]
  [>] [ ] [T] [T] [T]
              [T]

[>] = User
[ ] = Unaffected square
[T] = Targeted panel



Luciel
  Capacity: 11
  Refine: Null x5
  Use: 60% HP recovery for all units in range. Night-only.
  DEL: 4           Maximum Range: 5         CT: 18

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel

Assuming targeting on farthest available panel (five squares away):

                      [T]
  [>] [ ] [ ] [ ] [T] [T] [T]
                      [T]

[>] = User
[ ] = Unaffected square
[T] = Targeted panel



Loriel
  Capacity: 11
  Refine: Null x10
  Use: 90% HP recovery for all units in range. Night-only.
  DEL: 4           Maximum Range: 7         CT: 18

  [>] [P] [P] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel

Assuming targeting on farthest available panel (seven squares away):

                              [T]
  [>] [ ] [ ] [ ] [ ] [ ] [T] [T] [T]
                              [T]

[>] = User
[ ] = Unaffected square
[T] = Targeted panel



Ether
  Capacity: 5
  Refine: Null x10
  Use: Reduces one unit's WT to 0
  DEL: 4           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel



Auto Ether
  Capacity: ???
  Refine: ???
  Passive: Own WT becomes 0 when you hit Crisis mode



Moon Lily
  Capacity: 13
  Refine: Air x5, Earth x5
  Passive: WT becomes 0 at night



Art of War
  Capacity: 9
  Refine: Null x3
  Use: +10 TP
  DEL: 3           Maximum Range: User only



Move Ampule
  Capacity: 7
  Refine: Null x5
  Use: Increases one unit's MOVE by 1
  DEL: 4           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel



Jump Ampule
  Capacity: 7
  Refine: Null x5
  Use: Increases one unit's JUMP by 1
  DEL: 4           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel



Eyedrops
  Capacity: 6
  Refine: Null x1
  Use: Cures Sleep and Blind
  DEL: 4           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel



Holy Water
  Capacity: 6
  Refine: Null x1
  Use: Cures Stone and Curse
  DEL: 4           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel



Antidote
  Capacity: 6
  Refine: Null x1
  Use: Cures Poison and Pain
  DEL: 4           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel



Analeptic
  Capacity: 6
  Refine: Null x1
  Use: Cures Poor Aim and Weak
  DEL: 4           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel



Aroma
  Capacity: 6
  Refine: Null x1
  Use: Cures Silent and Slow Cast
  DEL: 4           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel



Neutralizer
  Capacity: 6
  Refine: Null x1
  Use: Cures Pyrism, Aquism, Aerism, and Geoism
  DEL: 4           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel



Orb
  Capacity: 6
  Refine: Null x1
  Use: Cures Mana Aura and Phys Aura
  DEL: 4           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel



Herb
  Capacity: 6
  Refine: Null x1
  Use: Cures DEF 1/2 and MDEF 1/2
  DEL: 4           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel



Grease
  Capacity: 6
  Refine: Null x1
  Use: Cures Sticky and Gravity
  DEL: 4           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel



Black Ash
  Capacity: 6
  Refine: Null x1
  Use: Cures Slippery and Charm
  DEL: 4           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel



Incense
  Capacity: 6
  Refine: Null x1
  Use: Cures Fleeing and Panic
  DEL: 4           Maximum Range: 5

  [>] [P] [P] [P] [P] [P]

[>] = User
[P] = Possible targeting panel




Four-Leaf Clover
  Capacity: 8
  Refine: Null x10, Fire x10, Water x10, Air x10, Earth x10
  Passive: Cannot be stolen
  Use: Causes Lucky to the user. Day-only.
  DEL: 3           Maximum Range: User only



Enchanting Rouge
  Capacity: 9
  Refine: Null x3
  Passive: Cannot be stolen
  Use: Can only be equipped by Wampyrs. Causes Enchanted. Night-only.
  DEL: 3           Maximum Range: User only



Upola Statue
  Capacity: 18
  Refine: Air x10
  Use: Refinement or selling



Onyx
  Capacity: 14
  Refine: Null x10
  Use: Refinement or selling



Orichalcum
  Capacity: 14
  Refine: Null x30, Fire x30, Water x30, Air x30, Earth x30 (!!!)
  Passive: Cannot be stolen
  Use: Refinement








































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                         SECTION 7.0   STATUS EFFECTS

*******************************************************************************
*******************************************************************************
*******************************************************************************
*******************************************************************************
*******************************************************************************



Status effects in Gungnir are not the piddling little irritants they are in
many other RPGs. In Gungnir, status effects are gods; tiny War Gods that whole
battles turn upon. One well-timed application of Pain can save your army from
destruction. The use of Burn can single-handedly destroy even the toughest of
bosses. An accidental Mana Aura can mean the difference between life and death
mid-Beat. Long story short, status effects are important and here we're gonna
talk about them.





*************************
7.1   REGULAR AILMENTS
*************************

Blind
Effect: The victim's accuracy with projectile weapons (Tools, Bows, Bowguns,
        Javelins, and Grimoires) is reduced by 50%.
How to Cause
  Dark Saber           1H Sword       Beat, Specialty IV (Darkness Raid)
  Black Brand          Greatsword     Beat, Specialty IV (Gloom Wraith)
  Sooty Testament      Grimoire       Beat, Specialty IV (Page Turner)
  Noir                 Broom          Beat, Specialty IV (Diurnal Gram)
How to Protect
  Cat's Eye            Accessory
How to Cure
  Eyedrops             Consumable



Branded
Effect: The victim takes damage when they successfully land an attack.
How to Cause
  Deathbringer         Greatsword     Beat, Specialty IV (Dreaded Wraith)
  Demon Pen            Tool           Beat, Specialty IV (Traitorous Trap)
  Magic Comet          Broom          Beat, Specialty IV (Freedom Wave)
  Honey Stick          Wand           Beat, Specialty IV (Honeyed Assault)
How to Protect
  Iron Choker          Accessory
How to Cure
  N/A



Burn
Effect: The victim takes damage every few ticks of the clock. Burn can be
        spread to other units: if you knockback the Burned unit into another
        unit or vice versa, both will become Burned; and if you use an attack
        with the Pass Through effect (Claws, Lances,) the character that
        passes through the Burned unit will also become Burned.
How to Cause
  Magical Sword        Greatsword     Beat, Specialty II (Flame Burst)
  Volcano              Greatsword     Beat, Specialty IV (Penumbra Wraith)
  Shiranui             Tool           Specialty III (Carmine Shark)
  Flint Bow            Bow            Beat, Specialty IV (Thermal Fang)
  Lava Rod             Rod            Beat, Specialty I (Redder Blitz)
                                      Specialty IV (Inferno Ruin)
  Southern Cross       Rod            Specialty IV (Inferno Ruin)
  Kikimora             Broom          Specialty II (Pyro Wave)
  Inferno              Broom          Specialty I (Hell's Crater)
  Formula              Broom          Specialty I (Hell's Crater)
                                      Specialty III (Explosion)
  Bronze Mace          Mace           Beat, Specialty IV (Crimson Flash)
  Arrow Heart          Wand           Specialty II (Hearty Sphere)
How to Protect
  Aqua Robe            Body Armor
  Fire Boots           Foot Armor
How to Cure
  Jump into shallow water.



Charm
Effect: The victim becomes uncontrollable and attacks its allies.
How to Cause
  Golden Hammer        Hammer         Beat, Specialty III (Gold Rush)
  Lucky Broom          Broom          Beat, Specialty IV (Temptation Gram)
  Arrow Heart          Wand           Beat, Specialty IV (Cupid's Sign)
How to Protect
  Iron Mask            Head Armor
How to Cure
  Black Ash            Consumable
  Physically attack the Charmed unit.



Curse
Effect: The victim is unable to recover HP, via spell or item. All passive
        effects on said unit are negated until Curse wears off.
How to Cause
  End of Ages          1H Sword       Beat, Specialty IV (Fallen Malediction)
  Naga Fangs           Tool           Beat, Specialty IV (Grudge Trap)
  Grief Bowgun         Bowgun         Beat, Specialty IV (Tragedy)
  Madorisux            Grimoire       Beat, Specialty IV (Necronomicon)
  Gungnir              Magic Spear    Beat, Specialty I (Distant Shadow)
How to Protect
  Angel Halo           Head Armor
  Holy Brim            Head Armor
  Pumpkin Hat          Head Armor
  Talisman             Accessory
How to Cure
  Holy Water           Consumable



DEF 1/2
Effect: The victim's DEF stat is halved.
How to Cause
  Aegis                1H Sword       Beat, Specialty IV (Heaven Striker)
  Blue Stinger         Rapier         Beat, Specialty IV (Lapis Cascade)
  Mermaid Fin          Tool           Specialty II (Weak March)
  Lightning Bow        Bow            Beat, Specialty IV (Delight Fang)
  Gargoyle Rod         Rod            Beat, Specialty II (Purgatory Call)
How to Protect
  Hero's Crown         Head Armor
  Mighty Ring          Accessory
How to Cure
  Herb                 Consumable



Fleeing
Effect: The victim becomes uncontrollable and will move away from the closest
        enemies on their turn without acting in any other way.
How to Cause
  Evensem              Claw           Beat, Specialty III (Solid Beat)
  Night Raven          Bowgun         Beat, Specialty IV (Animus)
How to Protect
  Viking Helm          Head Armor
  Gargan Boots         Foot Armor
  Master Key           Accessory
How to Cure
  Incense              Consumable



Freeze
Effect: The victim cannot move and cannot participate in Beats. They can
        still take action, although I believe Pass Through attacks (Claw,
        Lance) cannot be used.
How to Cause
  Holy Sabre           Greatsword     Specialty II (Water Burst)
  Deathbringer         Greatsword     Specialty I (Armorbreaker)
  Zelos                Greatsword     Beat
  Suigetsu             Katana         Beat, Specialty III (Winters White Fang)
  Raincloud Bow        Bow            Beat, Specialty III (Freezing Night)
  Ice Javelin          Javelin        Beat, Specialty II (Frozen Spear)
  Icicle Rod           Rod            Beat, Specialty I (Cool Orb)
                                      Specialty IV (Cold Ruin)
  Cryocross            Broom          Specialty II (Drowning Wave)
  Sapphire Mace        Mace           Beat, Specialty IV (Icicle)
  Lilybell Wand        Wand           Specialty I (Sorcerous Sleet)
How to Protect
  Leg Warmer           Foot Armor
How to Cure
  N/A



Gravity
Effect: The victim's JUMP is reduced to 0.
How to Cause
  Prominence           Whip           Beat, Specialty II (Soul Charger)
  Fallen Phoenix       Bowgun         Beat, Specialty IV (Crimson Wing)
  Sorcery Book         Grimoire       Beat, Specialty IV (Hedge Magic)
How to Protect
  Ranger Boots         Foot Armor
  Wonder Sandals       Foot Armor
  Butterfly Broach     Accessory
How to Cure
  Grease               Consumable



Half Guard
Effect: The victim's Guard Chance, either from weapons or shields, is halved.
How to Cause
  Thor's Hammer        Hammer         Beat, Specialty III (Air Rush)
  Scorpion Tail        Tool           Specialty IV (Defenseless Trap)
  Rainbow Arc          Bow            Beat, Specialty IV (Revered Fang)
  Aerial               Wand           Beat, Specialty IV (Wind Mirage)
How to Protect
  Defender             Hand Armor
How to Cure
  N/A



Mana Aura
Effect: The victim's DEF is reduced to 0, but their MDEF is increased to 75.
How to Cause
  Zephyr               1H Sword       Beat, Specialty IV (Flood Slash)
  Mana Dagger          Dagger         Beat, Specialty IV (Oratorio Scythe)
  Kikimora             Broom          Beat, Specialty IV (Magical Gram)
  Twinkle Stick        Wand           Beat, Specialty IV (Corpse Bride)
How to Protect
  Iron Heaume          Head Armor
  One-Eyed Dragon      Accessory
How to Cure
  Orb                  Consumable



MDEF 1/2
Effect: The victim's MDEF stat is halved.
How to Cause
  Air Blade            Greatsword     Specialty I (Shieldbreaker)
  Balmung              Greatsword     Specialty I (Shieldbreaker)
  Crimson Red          Rapier         Beat, Specialty IV (Rose Cascade)
  Fire Wyrm Rod        Rod            Beat, Specialty II (Ashen Call)
  Wind of Eden         Broom          Beat, Specialty IV (Resistor Gram)
How to Protect
  Magic Tiara          Head Armor
  Magic Ring           Accessory
How to Cure
  Herb                 Consumable



Nightmare
Effect: The victim becomes afflicted by a Doom Counter that ticks down over
        time. If the counter reaches 0 before the status wears off, the
        victim immediately dies. I believe the victim's RES affects when the
        ailment will wear off, so Breaking your target's head or body armor
        with an axe beforehand might make Nightmare work more frequently.
How to Cause
  Zolfy                Rapier         Specialty IV (Nameless End)
How to Protect
  N/A
How to Cure
  N/A



No Counter
Effect: The victim cannot counterattack.
How to Cause
  Scarlet Scissor      Claw           Beat, Specialty III (Binding Beat)
  Thunder Chain        Whip           Beat, Specialty II (Quad Wind)
  Bow of Iria          Bow            Beat, Specialty IV (Silent Martyr)
  Book of Eleanor      Grimoire       Beat, Specialty IV (Consecration)
How to Protect
  Shura Kogake         Foot Armor
How to Cure
  N/A



Pain
Effect: The victim cannot take action, but can still move and participate in
        Beats.
How to Cause
  Wolf Fang            Tool           Beat, Specialty IV (Gastro Trap)
  Flame Whip           Whip           Beat, Specialty II (Grave Wind)
  Fanelia              Bowgun         Beat, Specialty IV (Jihad)
  Oni Lance            Lance          Beat, Specialty II (Enlightened Swipe)
How to Protect
  Tiger Band           Accessory
How to Cure
  Antidote             Consumable



Panic
Effect: The victim becomes uncontrollable and will attack random targets.
        This ailment is similar to other games' Confuse ailment.
How to Cause
  Arabian Might        Tool           Beat, Specialty IV (Panic Trap)
  Apocalypse           Grimoire       Beat, Specialty IV (Apocalypse)
How to Protect
  Green Beret          Head Armor
How to Cure
  Incense              Consumable



Phys Aura
Effect: The victim's MDEF is reduced to 0, but their DEF is increased to 75.
How to Cause
  7-Star Sword         Greatsword     Beat, Specialty IV (???)
  Carnage Claw         Claw           Beat, Specialty II (Ray Cleave)
  Tri Shot             Bowgun         Beat, Specialty IV (Nimbus)
How to Protect
  Crystal Circlet      Head Armor
  Sorcery Glass        Accessory
How to Cure
  Orb                  Consumable



Poison
Effect: The victim takes damage every few ticks of the clock. Functionally
        identical to Burn, but it cannot be spread by contact, nor can it be
        cured by jumping into shallow water.
How to Cause
  Griffin Talon        Claw           Beat, Specialty II (Acid Cleave)
  Scorpion Tail        Tool           Beat, Specialty II (Noxious March)
  Thorn Whip           Whip           Beat, Specialty II (Doom Wind)
  Jormungandr          Rod            Beat, Specialty III (Venom)
How to Protect
  Basilisk Shield      Large Shield
How to Cure
  Antidote             Consumable



Poor Aim
Effect: The victim's melee attacks have double the chance of being guarded by
        their targets.
How to Cause
  Blunt Sword          1H Sword       Beat, Specialty IV (Mortal Regret)
  Beast Fang           Tool           Beat, Specialty IV (Hurtful Trap)
  Small Bible          Grimoire       Beat, Specialty IV (Linked Grace)
How to Protect
  Vantage              Hand Armor
How to Cure
  Analeptic            Consumable



Sacrifice
Effect: Any unit that attacks the victim will regain a small amount of HP.
How to Cause
  Epitaphios           Tool           Beat, Specialty IV (Sigil Trap)
  Apple Tree           Broom          Beat, Specialty IV (Scarring Gram)
  Shangri-La           Lance          Beat, Specialty II (Blessed Wind)
How to Protect
  Brave Bandana        Head Armor
  Black Cat Earring    Accessory
How to Cure
  N/A



Scapegoat
Effect: Whenever one of the victim's allies is attacked, the victim will take
        the damage instead. Damage is calculated against the target's DEF and
        MDEF, not the victim's.
How to Cause
  Shiranui             Tool           Beat, Specialty IV (Ransom Trap)
  Cryocross            Broom          Beat, Specialty IV (Enormity Gram)
How to Protect
  Silver Wolf          Head Armor
  Voodoo Doll          Accessory
How to Cure
  N/A



Shieldless
Effect: The victim's shield becomes incapable of guarding against attacks,
        providing Boosts, or attacking.
How to Cause
  Bloody Rose          Hammer         Beat, Specialty III (Crisis Slash)
  Jackhand             Claw           Beat, Specialty II (Storm Cleave)
  Alchemia             Grimoire       Beat, Specialty IV (Alchemic Dream)
  Morning Star         Mace           Beat, Specialty III (Iron Vice)
How to Protect
  Gauntlet             Hand Armor
How to Cure
  N/A



Silent
Effect: The victim cannot cast magic that requires Cast Time to activate
        (Grimoires, Rods, Brooms, Wands, Scrolls, Tridents, Gungnir). Non-
        Cast-Time spells, such as a Grimoire's Specialty I healing or a
        Broom's Specialty IV Grams, can still be used.
How to Cause
  Rune Knife           Dagger         Beat, Specialty IV (Calm Scythe)
  Epitaphios           Tool           Specialty II (Mute March)
  Natalia Starbow      Bow            Beat, Specialty IV (Raven Thrust)
  Icicle Rod           Rod            Specialty III (Red Pillar)
  Magic Comet          Broom          Specialty I (Silence Broom)
How to Protect
  Pointy Hat           Head Armor
How to Cure
  Aroma                Consumable



Sleep
Effect: The victim can neither move nor attack, but recovers health every few
        ticks of the clock.
How to Cause
  Rosier               1H Sword       Beat, Specialty IV (Quaking Gale)
  Light Slasher        Dagger         Beat, Specialty IV (Tornado Scythe)
  Wild Cat             Claw           Beat, Specialty III (Tiring Beat)
  Leyte Claw           Claw           Beat, Specialty II (Breeze Cleave)
  Moonlight Rod        Rod            Beat, Specialty III (Full Moon Pillar)
  Coral Branch         Wand           Beat, Specialty IV (Naptime)
How to Protect
  Noel                 Head Armor
How to Cure
  Eyedrops             Consumable
  Physically attack the Sleeping unit.



Slippery
Effect: When the victim moves, there is a chance they will slip and move to a
        different space instead. When this occurs, the victim's action is
        automatically cancelled.
How to Cause
  Mermaid Fin          Tool           Beat, Specialty IV (Slide Trap)
  Lilybell Wand        Wand           Beat, Specialty IV (Handicap)
How to Protect
  Ranger Boots         Foot Armor
  Spikes               Foot Armor
  Dog Tag              Accessory
How to Cure
  Black Ash            Consumable



Slow Cast
Effect: The victim requires twice as much Cast Time to perform a spell that
        has Cast Time (Grimoires, Rods, Brooms, Wands, Scrolls, Tridents,
        Gungnir).
How to Cause
  Wind Tearer          Claw           Beat, Specialty II (Blue Moon Slash)
  Spiral Arch          Bow            Beat, Specialty IV (Burden Fang)
  Southern Cross       Rod            Beat, Specialty III (Fallen Acrux)
  Chronodict           Grimoire       Beat, Specialty IV (Relativity)
How to Protect
  Pointy Hat           Head Armor
How to Cure
  Aroma                Consumable



Sticky
Effect: The victim's MOVE and JUMP are reduced to 1.
How to Cause
  Spider Spike         Tool           Beat, Specialty IV (Slime Trap)
  Kraken               Whip           Beat, Specialty II (Thorn Wind)
  Lava Rod             Rod            Specialty II (Trampling Call)
  Straw Broom          Broom          Beat, Specialty IV (Cleaning Gram)
How to Protect
  Leopardess           Body Armor
  Ranger Boots         Foot Armor
  Tough Boots          Foot Armor
How to Cure
  Grease               Consumable



Stone
Effect: The victim turns to stone and can neither move nor attack. The victim
        will only take 1 damage from any attack they suffer while Stone. The
        victim can also be stood upon, like any other object, and while a
        unit stands atop them, the victim cannot recover from the status. You
        can actually use this to get to locations you may not normally be
        able to reach, by using enemies or allies as stepping stones.
How to Cause
  Crystal Edge         Dagger         Beat, Specialty IV (Diver Scythe)
  Vitra Whip           Whip           Beat, Specialty II (Stag Waltz)
  Gargoyle Rod         Rod            Specialty III (Cluster Pillar)
  Formula              Broom          Beat, Specialty IV (Captive Wave)
How to Protect
  Holy Brim            Head Armor
  Gorgon Cameo         Accessory
How to Cure
  Holy Water           Consumable



Stun
Effect: The victim can neither move nor attack. Wears off very quickly.
How to Cause
  *Knock the target off a great height
  *Deal a great amount of damage with any attack
  Gungnir              Magic Spear    Specialty IV (Ragnarok: Einherjar)
How to Protect
  N/A
How to Cure
  N/A



Weak
Effect: The victim deals reduced damage with physical attacks.
How to Cause
  Holy Sabre           Greatsword     Beat, Specialty IV (Luminous Wraith)
  Scarlet Scissor      Claw           Specialty II (Crimson Combustion)
  Yashamaru            Katana         Beat, Specialty II (Channeled Flame)
  Crossbow             Bowgun         Beat, Specialty IV (Loss)
  Chilled Lance        Lance          Beat, Specialty II (Avalanche)
How to Protect
  Power Stone          Accessory
How to Cure
  Analeptic            Consumable











***************************
7.2   ELEMENTAL AILMENTS
***************************

Pyrism
Effect: The victim's Fire Index becomes +9. The victim's element becomes
        Fire regardless of their total elemental index.
How to Cause
  Flamberge            1H Sword       Beat, Specialty IV (Flame Slash)
  Flare Shooter        Bowgun         Beat, Specialty IV (Prod)
  Ruby Staff           Rod            Beat, Specialty III (Ignus Pillar)
  Book of Laura        Grimoire       Beat, Specialty IV (Scarlet Sight)
  Inferno              Broom          Beat, Specialty IV (Mine Gram)
How to Protect
  Stone Head           Head Armor
  Water Veil           Head Armor
  Jewel Anklet         Foot Armor
How to Cure
  Neutralizer          Consumable



Aquism
Effect: The victim's Water Index becomes +9. The victim's element becomes
        Water regardless of their total elemental index.
How to Cause
  Icepick              Dagger         Beat, Specialty IV (Freezing Scythe)
  Leyte Claw           Claw           Specialty III (Aqua Beat)
  Yggdrasil Staff      Rod            Beat, Specialty III (Benefactory)
  Book of Nanai        Grimoire       Beat, Specialty IV (Cataclysm)
How to Protect
  Firebird Helmet      Head Armor
  Stone Head           Head Armor
  Jewel Anklet         Foot Armor
How to Cure
  Neutralizer          Consumable



Aerism
Effect: The victim's Air Index becomes +9. The victim's element becomes Air
        regardless of their total elemental index.
How to Cause
  Air Blade            Greatsword     Beat, Specialty IV (Sonic Wraith)
  Griffin Talon        Claw           Specialty III (Falcon Beat)
  Book of Gelt         Grimoire       Beat, Specialty IV (Meditation)
  Galactica            Mace           Beat, Specialty IV (Cosmic Lore)
How to Protect
  Beastbone Helm       Head Armor
  Stone Head           Head Armor
  Jewel Anklet         Foot Armor
How to Cure
  Neutralizer          Consumable



Geoism
Effect: The victim's Earth Index becomes +9. The victim's element becomes
        Earth regardless of their total elemental index.
How to Cause
  Sandworm Staff       Rod            Beat, Specialty II (Radial Call)
  Book of Kirie        Grimoire       Beat, Specialty IV (Land Sight)
  Spirit Broom         Broom          Beat, Specialty IV (Pestilence Gram)
  Lost Maiden          Mace           Beat, Specialty IV (Lead Grain)
How to Protect
  Feather Ornament     Head Armor
  Stone Head           Head Armor
  Jewel Anklet         Foot Armor
How to Cure
  Neutralizer          Consumable










*************************
7.3   SPECIAL AILMENTS
*************************

Brave
Effect: The character will incur no WT from moving or acting, allowing them
        to move every time your army's turn comes up without losing VIT. This
        is somewhat similar to Quick from Final Fantasy. The character cannot
        gain TP from moving while under the effect of Brave. Wears off very
        quickly.
How to Cause
  Gungnir              Magic Spear    Specialty IV (Ragnarok: Fimbultyr)
How to Protect
  N/A
How to Cure
  N/A



Capture
Effect: The victim can neither move nor attack.
How to Cause
  Rope                 Whip           Specialty IV (Tandem Hold)
  Vitra Whip           Whip           Specialty IV (Interdependence)
  Ouroboros            Whip           Specialty IV (Interdependence)
How to Protect
  N/A
How to Cure
  Attack the Capturing Tamer or the Captured target



Jump+
Effect: The character's JUMP is increased by 1.
How to Cause
  Jump Ampule          Consumable     N/A
How to Protect
  N/A
How to Cure
  N/A



Lucky
Effect: The character will always cause the maximum amount of damage possible
        with their attacks. Wears off very quickly.
How to Cause
  Four-Leaf Clover     Consumable     N/A
How to Protect
  N/A
How to Cure
  N/A



LV Down
Effects: Reduces the target's level by 1. I'm not sure if this is permanent
         and I'm not sure what happens if the lost level causes the victim's
         equipment total to go over their new maximum CAP.
How to Cause
  Misteltein           Katana         Specialty I (Wandering Darkness)
How to Protect
  N/A
How to Cure
  N/A



Move+
Effect: The character's JUMP is increased by 1.
How to Cause
  Move Ampule          Consumable     N/A
How to Protect
  N/A
How to Cure
  N/A










**********************
7.4   ADDED EFFECTS
**********************

+Drake
How to Cause
  Zelos                Greatsword     Specialty III (Mortal Frozen Blade)
  Dragon Eater         Whip           Specialty III (Dragon Spiral)



+Golem
How to Cause
  Thor's Hammer        Hammer         Specialty I (Stone Breaker)
  Lava Rod             Rod            Specialty I (Redder Blitz)



+Harpy
How to Cause
  Fallen Phoenix       Bowgun         Specialty IV (Crimson Wing)
  Berkut               Javelin        Specialty II (Drop Spear)
  Hraesvelger          Javelin        Specialty II (Twin Attacker)



+Wampyr
How to Cause
  Knight Killer        Javelin        Specialty II (Sparkle Spear)
  Hraesvelger          Javelin        Specialty II (Twin Attacker)



Break Armor
How to Cause
  Battleaxe            Axe            Specialty III (Armor Crush)
  Gargarodon           Axe            Specialty III (Armor Crush)



Break Hand
How to Cause
  Silver Moon          Axe            Specialty III (Hand Crush)
  Berserker            Axe            Specialty III (Hand Crush)



Break Head
How to Cause
  Kill Blade           Axe            Specialty III (Head Crush)
  Headman's Axe        Axe            Specialty III (Head Crush)



Break Foot
How to Cause
  Bloody Rose          Hammer         Specialty II (Foot Crusher)
  Hammer of Ruin       Hammer         Specialty II (Foot Crusher)



Break Shield
How to Cause
  Slasher              Axe            Specialty III (Shield Crush)
  Sunrise              Axe            Specialty III (Shield Crush)



Break - RANDOM
How to Cause
  Hammer of Ruin       Hammer         Specialty I (???)
  Shady Shackles       Hand Armor     BOOST Effect



Break - ALL
How to Cause
  Gungnir              Magic Spear    Specialty IV (Ragnarok: Midgardsormr)



Costs Gold
Affected Weapons
  Golden Hammer        Hammer         Specialty III (Gold Rush)



Creates Gems
How to Cause
  Jewel Rod            Rod            Specialty I (Earth Orb)
  Alchemitton          Hand Armor     BOOST Effect



Crisis Damage UP
Affected Weapons
  Bloody Rose          Hammer         Specialty III (Crisis Slash)
  Revenger             Dagger         Specialty I (Helsing Edge)
                                      Specialty III (Silver Crisis)
  Yashamaru            Katana         Specialty II (Channeled Flame)



Damage = 1/4 Health
How to Cause
  Suigetsu             Katana         Specialty III (Winter's White Fang)
  Chilled Lance        Lance          Specialty IV (Burial Shave)



Damage = 1/2 Health
How to Cause
  Oni Lance            Lance          Specialty IV (Hellhound's Tooth)



Damage Split Among Targets
Affected Weapons
  Silver Moon          Axe            Specialty IV (Shining Moon)
  Sunrise              Axe            Specialty IV (Solar Fury Dance)
  Berserker            Axe            Specialty IV (Insanity Dance)
  Gargarodon           Axe            Specialty IV (End of Days)



Fixed Damage
Affected Weapons
  Bent Sword           1H Sword       Specialty IV (Mortal Regret) = 1
  Honey Stick          Wand           Specialty IV (Honeyed Assault) = 8



Heals HP
How to Cause
  *ALL GRIMOIRE WEAPONS*              Specialties I, II, and III
  Honey Stick          Wand           Specialty III (Waggle Dance)
  Gungnir              Magic Spear    Specialty IV (Ragnarok: Lifbrasir)
  Alicorn              Accessory      BOOST Effect



Purge Corpse
How to Cause
  Moonlight Rod        Rod            Specialty I (Lunatic Glow)
  *ALL GRIMOIRE WEAPONS*              Specialties I, II, and III
  Wind of Eden         Broom          Specialty III (Cleansing Wind)
  Twinkle Stick        Wand           Specialty III (Alliance Heal)



Steal
How to Cause
  Snatcher             Claw           Specialty IV (Thief of Shadow)
  Jackhand             Claw           Specialty IV (Pursecutter)
  Wind Tearer          Claw           Specialty IV (Sudden Overthrow)
  Evensem              Claw           Specialty IV (Pursecutter)
  Scarlet Scissor      Claw           Specialty IV (Fierce Ember)



TP Damage 3
How to Cause
  7-Star Sword         Greatsword     Specialty I (Divine Gale)
  Rune Knife           Dagger         Specialty II (Axel Wing)
  Elfin Bow            Bow            Specialty III (Armor Needle)
  Black Fan            Accessory      BOOST Effect



Undead Killer
How to Cause
  Rosier               1H Sword       Specialty II (Vertical Epic)
  Holy Sabre           Greatsword     Specialty IV (Luminous Wraith)
  Bow of Iria          Bow            Specialty IV (Silent Martyr)
  Cryocross            Broom          Specialty III (Direct Starlight)



VIT Heal
How to Cause
  Moonlight Rod        Rod            Specialty I (Lunatic Glow)
  Yggdrasil Staff      Rod            Specialty I (Healing Light)
  Honey Stick          Wand           Specialty III (Waggle Dance)
  Arrow Heart          Wand           Specialty III (Restoration)
  Twinkle Stick        Wand           Specialty III (Alliance Heal)



VS Beast
Affected Weapons
  Flame Whip           Whip           Specialty III (Beast Remedy)
  Dragon Spiral        Whip           Specialty III (Dragon Spiral)
  Kraken               Whip           Specialty III (Niad Remedy)
  Prominence           Whip           Specialty III (Phoenix Remedy)
  Ouroboros            Whip           Specialty III (Devouring Ruination)



VS Human
Affected Weapons
  Headman's Axe        Axe            Specialty II (Punishing Chop)
  Jackhand             Claw           Specialty II (Storm Cleave)



VS Object
Affected Weapons
  Spiky Hammer         Hammer         Specialty IV (Wandering Blow)
  Bloody Rose          Hammer         Specialty IV (Crimson Blow)
  Hammer of Ruin       Hammer         Specialty IV (Wandering Blow)










****************************
7.5   ENEMY-ONLY AILMENTS
****************************

Batrify
Effect: The victim turns into a Bat at night.
How to Cause
  Sexy Physique        Wampyr         Specialty II (Tempting Lips)
How to Protect
  Bat Hairpin          Head Armor
How to Cure
  Defeat the Wampyr that caused the ailment.



Enchanted
Effect: Allows the affected Wampyr to use her Sexy Physique skills.
How to Cause
  Enchanting Rouge     Consumable     Wampyr-only. Night-only.
How to Cure
  Wears off when it becomes Day again.



Pam. Virus/ Pam. Dream
Effect: Pam. Virus has no effect on the victim normally, but it will at
        random intervals turn into Pam. Dream, which is functionally identical
        to Sleep. When Pam. Dream wears off or the victim is attacked, the
        status reverts to Pam. Virus and can transform back into Pam. Dream
        at any time.
        Note that while any Witch can equip Pamela's Broom and use the spell
        Pamela's Spellcraft, only Pamela herself can set the Magic Square
        Grams that can cause the Pam. Virus effect.
How to Cause
  Pamela's Broom       Broom          Specialty IV (Magic Square)
How to Protect
  N/A
How to Cure
  N/A



Undead
Effect: The victim turns into a Skeleton at night. Any weapons they have
        equipped that are not 1H Swords or Rapiers cannot be used while a
        Skeleton, and they can be targeted by Soul Exhaust's Undead Explode
        effect. If the victim is reduced to 0 HP while a Skeleton, they will
        revive when their WT next reaches 0. If your Ace becomes a Skeleton
        and is reduced to 0 HP, it still counts as a Game Over; they will not
        revive. If a character is reduced to 0 HP during the day, while not a
        Skeleton but while still afflicted with Undead, they will not revive.
How to Cause
  Necroscript          Scroll         Specialty III (Hades Invitation)
  Cursed Dead Scroll   Scroll         Specialty III (Hades Invitation)
How to Protect
  Angel Halo           Head Armor
How to Cure
  Defeat the Necromancer that caused the ailment.



Undead Explode
Effect: The afflicted Skeleton explodes, damaging all targets in the area.
How to Cause
  Cursed Dead Scroll   Scroll         Specialty IV (Soul Exhaust)
How to Protect
  ...Don't be Undead
How to Cure
  N/A



















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                            SECTION 8.0   FAQS

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You've got questions, I've got answers!





**************************
8.01   SYSTEM QUESTIONS
**************************



Q: "Do I really need to Install Data for this game?"
A: No. Installing data will only decrease the load times for the game, which
  are already pleasantly low. If you've got the space to do it, I'd of course
  recommend it, but if your PSP memory is cramped for space, Gungnir will
  operate just fine without installing data.


Q: "What's the difference between the difficulties?"
A: The main difference between Normal, Advanced, and Nightmare difficulty is
  how difficult enemies are to kill. They will have much higher health in
  Advanced and Nightmare, and their AI is better; they won't fall for some of
  the tricks that can get you past Normal's AI. Finally, you cannot carry
  items over into Nightmare mode on a New Game +.


Q: "Can you save anywhere other than the Camp screen?"
Q: "Does Gungnir have a Quicksave function during battles?"
A: No to both.










***************************
8.02   GENERAL QUESTIONS
***************************



Q: "THIS GAME IS TOO HARD!"
A: A lot of people do find this game too hard. Don't worry if you're feeling
  this way and getting frustrated with the game; take a look at this advice
  and see if any of it can help you.
     1) Start on Normal mode. Do not start on Advanced. Even if you only play
        partway through the game on Normal before getting bored with the
        difficulty and starting over on Advanced, Gungnir has a very intricate
        system that you MUST understand before you even think about trying
        Advanced. If you started on Advanced and found it too hard, don't feel
        bad about starting over on Normal. As I've said earlier, I would
        consider myself fairly skilled at SRPGs, and I would not have been
        able to handle this game on Advanced the first time I played it.
     2) Let go of the common tricks used to go through many other SRPGs.
        Gungnir doesn't let you grind much and none of the character classes
        are powerful enough to win the game unaided, so powerleveling and
        soloing - perfectly viable strategies in most SRPGs - aren't going to
        work for you here.
     3) Remember to use Beats! Gungnir emphasizes teamwork and positioning by
        making the Beat system essential for dealing damage quickly. You
        might be having difficulty with the Beat system, and that's okay: it
        can take some time before it starts making sense. I know I didn't
        fully understand the Beat System until somewhere around Scene 20 of
        my first playthrough! The key is just to keep practicing it, even if
        you're finding it hard to use. Consider playing the next stage, not
        with the intent to win, but with the intent just to get as many Beats
        off as possible. The results may surprise you.
     4) Retry the map! Sure, you'll lose your star rating for the stage, but
        retrying gives you the opportunity to amass extra levels and
        experience for overcoming the problem. Be warned, of course, that
        powerleveling generally won't get you far, as levels don't give you
        much, but sometimes a little extra HP or one extra skill on a weapon
        is the deciding factor in a really heated brawl.
     5) Finally, if you're really getting irritated, take a step back from
        the game, breathe, and think. As I've stressed over and over again,
        Gungnir is not a typical game. Get a little distance and think about
        what is giving you trouble in the game and how you could possibly
        work around it. Is there one particular enemy that keeps ruining your
        strategy? Perhaps equipping a weak weapon with a debilitating status
        effect, like the Wild Cat, could help you remove him or her from your
        plate. Are you just too low on TP to pull off all the Beats you want?
        Maybe an Intelli Ribbon can help you out. Is breaking through a line
        of tanks to reach the devastating magic-user proving impossible? If
        you employ some knockback, maybe you can get the tanks out of the way
        so you can take out that magic-user first. Take a little break from
        playing and come back later with a fresh perspective. You might see
        methods to victory that you hadn't seen before!


Q: "Isn't there any way to grind in this game?!"
A: Actually, there is, although (like most things about Gungnir) they aren't
  your conventional grinding methods. There are two unwinnable stages in this
  game: Stage 3-2 and Stage 10-2. Both have high-level enemies and no penalty
  for losing units. As a result, you can take the time just to whale on the
  enemies for an extended period of time and get a tidy chunk of experience
  for your trouble. You can also turn any stage into a grinding stage simply
  by Retrying it over and over! Experience, Mastery, and Specialty gained
  during a battle carries over if you Retry it, and the only thing you lose
  is the ability to pick up three bonus treasure chests from the next battle
  you fight.


Q: "Why doesn't this stupid game let me grind more easily?!"
A: Well... because grinding really isn't that important. Levels have minimal
  impact on your party and only exist to gradually increase your HP and CAP
  throughout the game. Mastery and Specialty have similarly small, gradual
  benefits (other than the unlocking of weapon skills through Mastery, which
  is obviously an immediate and tangible benefit). The attacks of any weapon
  type are all very similar, differing mostly in status effects inflicted, so
  testing out new skills isn't necessary. Grinding... meh. Who needs it?


Q: "How many stages are there in this game?"
A: There are twenty-six Scenes total, but two of them have no combat stages to
  go with them, so there are only twenty-four battles. It's quite a short
  game, really.


Q: "Does this game have character creation of some kind?"
A: It does not. Neither does it have randomly generated generics. All of the
  recruitable characters in the game, from the Camp or the Guild, are pre-
  created with recognizable names and distinctive parameters.


Q: "Does this game have any replayability?"
A: That depends entirely on what a game needs for you to find it replayable.
  Gungnir does not have a very complicated plot, and while it has three
  endings, many people find them less than satisfying and the story leading
  up to them is always the same. You do not unlock new scenes, characters, or
  stages by replaying the game, either. The strength of this game is in its
  battle system, and that is the system that benefits from the replayability.
  The New Game + and the varied difficulties are in place purely to allow you
  to replay the game for the battles. Want to run through Normal mode with the
  highest-level equipment and smash everything into kindling as you go? You
  can do that. Want to amass every single weapon, skill, and Specialty in the
  game? You can do that. Want to take on the highest difficulty and get a
  three star rating on every single map? You can do that. In other words,
  it's got a lot of replayability for me! ...but then again, you probably
  figured that part out already....


Q: "How do I get all the War Gods?"
A: Four of them are obtained automatically throughout the game. The fifth War
  God, Fimbultyr, is the tricky one. To access Fimbultyr, you must follow the
  path for the A+ ending up to Scene 24. After winning the Scene 24 battle, if
  you are on the A+ ending path, Fimbultyr will be unlocked for you. (Should
  you deviate from the A+ ending path after unlocking Fimbultyr, Fimbultyr
  will NOT be removed from your abilities list.)


Q: "Do the choices in the game do anything?"
A: They do indeed. They determine which ending you will get.


Q: "What carries over into New Game +?"
A: All items except for Gungnir, which is given to you by a story event at the
  same time every game and every difficulty, will carry over... as long as you
  start your New Game + on Normal or Advanced difficulty. Nightmare difficulty
  always starts you over fresh, no items whatsoever, even if you enter it on a
  New Game +. All hired mercenaries will leave your party and will have to be
  hired again regardless of your New Game's difficulty; however, everything
  they are equipped with will be returned to your inventory when you defeat
  the final boss (except on Nightmare,) so you'll have it from the start of
  the game without having to hire your old mercenaries again. While all
  characters, story and generic, will have their levels returned to their
  initial values (yes, Alissa will start at level 1 every playthrough, I'm
  afraid,) Mastery and Specialty levels WILL carry over, for generics as well
  as story characters. Finally, all of your gold and Gems will carry over as
  well, into any difficulty except for Nightmare.











**************************
8.03   ENDING QUESTIONS
**************************



Q: "How do I get the respective endings?"
A: At several points through the game, you will be offered various choices
  that will affect whether you get the B (or Chaos) Ending or the A (or
  Lawful) Ending. Each of these choices give two options, and in each case,
  one of the options adds a "Law" point to your Ending score and one adds a
  "Chaos" point. If you have more "Law" points than "Chaos" points by the
  end, you get the Lawful Ending, and vice versa. There are nine choices in
  the game, so you must choose at least five options of whichever side you're
  shooting for.
     Scene 1: Let him live (Law) Strike him down (Chaos)
     Scene 3: Stop Alissa (Law) Let her go (Chaos) *
              To defeat the Gargan Empire (Chaos) To protect those he... (Law)
     Scene 4: Promise victory (Chaos) Promise to return home safely (Law)
     Scene 6: Confront her (Chaos) Pray with her (Law)
     Scene 8: Avenge fallen comrades (Chaos) Quietly lower the spear (Law)
     Scene 15: Reject her idea (Chaos) Choose to fight together (Law)
     Scene 17: Refute him (Law) Say nothing (Chaos)
     Scene 20: Reassure her (Law) Hesitate to reply (Chaos)
  Note that the first choice of Scene 3 - to stop Alissa or let her go - is
  the ONLY choice that has an effect on gameplay other than the ending.
  Selecting this choice will add Alissa to the subsequent battle as a (non-
  fighting) guest and issue an extra loss condition: Alissa's death results
  in a Game Over. The other choices (including the choices to kill people!)
  have no lasting effect on the game.


Q: "Wait... isn't there a special third ending?"
A: There is. It is known as the A+ ending, or alternately, the "Alissa" ending.
  To get it, however, you must make some very specific choices in the game:
     Scene 3: You MUST choose "Stop Alissa."
     Scene 6: You MUST choose "Pray with her."
     Scene 15: You MUST choose "Choose to fight together."
     Scene 20: YOu MUST choose "Reassure her."
  But that's the easy part! The real trick to getting the A+ ending is that
  you must deploy Alissa in EVERY battle from when she joins your party
  (Stage 14 onward)... and never let her die. If you can make it to the end
  of the game deploying Alissa and keeping her alive every battle, you will
  get the A+ ending (as well as the fifth War God, Fimbultyr, on Scene 24!)


Q: "Do I have to make Alissa the Ace when she's an option to get the A+
  ending?"
A: You do not.


Q: "Can I deploy Alissa at the start of the battle, then have her retreat
  partway into the battle and replace her with a different character?"
A: You can! If Alissa is a character you do not wish to use, this is an easy
  way to get the A+ ending.


Q: "If Alissa dies and I Retry the battle, can I still get the A+ ending?"
A: No. The death count is carried over along with experience, Mastery, etc.
  when you Retry a battle. If you're going for the A+ ending and Alissa dies,
  you need to Restart the battle to wipe the death from the game's records.


Q: "But I can still get the A+ ending if I Retry a stage she didn't die on,
  right?"
A: Yes, that is definitely, definitely correct - AS LONG AS Alissa didn't die
  the first time through the stage. RESTART a stage immediately if Alissa dies
  when you're going for the A+ ending.


Q: "Is the A+ ending worth the hassle?"
A: A lot of people were very disappointed by the A+ ending, but I actually
  really liked it myself. I certainly like it far more than the Lawful or
  Chaos endings. Besides, honestly, the A+ ending isn't too much hassle to
  get. Alissa is a very powerful character, so using her isn't a bother and
  keeping her alive isn't hard (even though she joins your party on level 1,
  she's still easy to keep alive). On top of that, fulfilling the A+ ending
  requirements also gets you Fimbultyr, the final War God, who is basically a
  mass-party Quick spell. Why wouldn't you want that?


Q: "So I can choose to kill *SPOILERS* and still get the good endings?"
A: That's correct! Indulge your vengeful side and mete out the vengeance that
  jerk so richly deserves. You will not harm your game or miss out on anything
  by doing so.










*****************************
8.04   MECHANICS QUESTIONS
*****************************



Q: "Isn't there any way to move more than one character at a time?!"
A: There is not. Try it with an open mind before you knock it. It's a
  surprisingly fun and involving system of combat.


Q: "Can I rotate the battlefield to see it from different angles?"
A: Yes you can, simply by using the analog stick.


Q: "Are status effects any good in this game?"
A: They are more than just good. The final boss, who is a mean spellcaster, can
  actually be Silenced. Poison and Burn will do more damage more reliably than
  any damage dealer. Freeze and Sleep are among the best defensive
  measures in the game. Tamers and their immobilizing Whips can singlehandedly
  block an infinite amount of enemies trapped in a bottleneck. Status effects
  are VERY useful, and you should go out of your way to apply them in any
  situation where they could possibly be helpful to you.


Q: "How do I counterattack?"
A: If you're a Tamer, the answer is easy: equip a Katana and Guard an attack.
  If you are somebody else, things get more complicated. Let's use an example
  to demonstrate how countering works:
     1) Let's equip the Tough Boots, which have Counter II on them.
     2) Now we have to make sure our weapon has a Specialty II attack on it
        to match the Tough Boots. A Flamberge would suffice.
     3) Now you need your enemy to attack you with a Specialty II attack -
        again, to match the Tough Boots. If they do so, and if you block the
        Specialty II attack they used against you, you will counterattack with
        the Flamberge's own Specialty II attack: Crimson Ignition.
  Only direct melee attacks can be countered or used to counter. For the
  record, enemies tend to use Specialty I and IV attacks a bit more than
  Specialty II or III, so you may want to focus your counterattack strategies
  around them.


Q: "What are those stars under the enemy's legion listing?"
A: You might notice that under an enemy's name they typically list the loyalty
  the unit holds, such as "1st Merc Guild" or "Rodrigues' Raiders," and that
  underneath these listings there is a line of stars. You might also notice
  that typically the bosses of a stage have a long line of stars, perhaps ten
  or so, while the smaller grunts might have only three or four. This line of
  stars tells you how much the DEL of the rest of the enemies on the field
  will increase when you kill this unit. Yes: enemies will become faster
  every time you kill one of them! Defeating a high-rank enemy will make all
  of his grunts become much faster, while defeating a low-rank enemy usually
  has little effect on his fellows. It doesn't matter whether you kill the
  enemy or force them to retreat; when they leave the battle, their allies
  always speed up.


Q: "When do I lose HP for performing actions?"
A: A character loses a percentage of their maximum HP if you have them perform
  an action when their "Ready" counter is at 5 or higher. This percentage of
  lost HP comes out of a stat called "Vitality," or "VIT."


Q: "Is the max HP loss from performing an action before my unit is ready
  permanent?"
A: It is not. Just let that character sit out of the next battle and they'll be
  back to their normal maximum VIT, which translates into having their old
  maximum HP back. You can also use a VIT-recovering item or spell on the
  character to restore their VIT, such as a Medicinal Herb or the Moonlight
  Rod's Lunatic Glow spell.


Q: "What's the difference between Guard and Dodge?"
A: Guard affects your probability of blocking melee attacks. Dodge affects your
  probability of blocking ranged attacks. They're essentially the same, just
  for different types of attacks. Magic cannot be dodged through a stat; the
  only way to avoid a spell is to move out of its range before it casts.


Q: "What does Resistance (RES) do?"
A: Resistance affects a character's susceptibility to status effects. The
  higher your RES, the more difficult it is for enemies to inflict status
  effects on you. However, it's not the only factor that affects this; a
  character's maximum HP and the innate status infliction chance of the
  attack being used also play a role. You can check the status infliction
  chance of an attack by looking at the Frequency statistic (FRE) beside the
  Beat action. The FRE rate is represented by various symbols:
     Double Circle: Very high
     Circle: High
     Shaded triangle: Average
     Triangle: Low
     Cross: Very Low


Q: "What does elemental affinity actually do?"
A: The higher your affinity for an element, the more damage you will do with
  attacks that are that element and the less damage you will take from attacks
  that are that element. Conversely, the lower your affinity to an element,
  the less damage you will do with attacks that are that element and the more
  damage you will take from attacks that are that element. For example, a
  Sorceress with +3 Water will do more damage with Cool Orb than a Sorceress
  with -1 Water, and if the two were both targeted by an enemy Sorceress' Cool
  Orb, the Sorceress with +3 Water would take less damage than the Sorceress
  with -1 Water would. Note that elemental affinity must always balance out to
  0 when added together; it's impossible to have a character with all positive
  or all negative elemental scores.


Q: "Do I want low DEL and high TAC, or the other way around?"
A: DEL stands for DELAY. It helps determine how long it takes for your army to
  get another turn after the character acts. Therefore you want it to be as
  LOW as possible. TAC stands for TACTICS. It helps determine how many Tactics
  Points, or TP, you can obtain during a turn. Therefore you want it to be as
  HIGH as possible.


Q: "What's the difference between DEL and WT? Where does Weight come in?"
A: Okay. DEL stands for Delay. This stat affects how long it will be until your
  army's next turn comes up after any particular character takes an action.
  All attacks have a specific DEL of their own that gets added to the user's
  DEL to determine the delay until your army gets to act again. Movement also
  causes a delay, and you can move farther with less penalty when your DEL is
  low. So one more time: DEL stands for DELAY before your next turn. Equipment
  weight does NOT affect DEL or the rate of your army's next turn.


Q: "Okay. So what about WT? And how does equipment Weight affect it?"
A: WT is different. When a character acts, they have to WAIT a certain amount
  of TIME before they can act again, regardless of whether your army has a
  turn or not. If you have a character move that has not yet recovered from
  their last attack, they will lose VIT (Vitality,) reducing their maximum HP
  for the rest of the fight. The amount of time a unit must WAIT in order to
  recover from an action is based off the total WEIGHT of the equipment they
  are carrying. The heavier the equipment a unit is equipped with, the longer
  that unit will have to wait after moving, acting, or even just selecting the
  Wait command.


Q: "How do I get Tactics Points (TP)?"
A: Getting TP is slightly confusing at first. Whenever you move one of your
  characters, you receive 1 TP for every square that they move up to a maximum
  of whatever that character's TAC stat is equal to. For example, Valerie has
  a TAC of 1. That means that whether she moves one square or three squares
  during your turn, you will only receive 1 TP. However, Elise has a TAC of 3.
  If she were to move one square during your turn, you would receive 1 TP, but
  if she moved two squares, you'd get 2 TP, and if she moved three squares,
  you'd get 3. If Elise moves FOUR squares, however, that is a number that
  exceeds her TAC and she would still only generate 3 TP.


Q: "What's the point of Tactics Points (TP)?"
A: Tactics Points are used like MP to fuel Beats and Boosts, but they also
  serve a direct benefit in battle. You see, all attacks have two Power
  ratings: a Base Power rating and a Tactics Power rating. The Tactics Power
  rating tells you how much stronger the attack becomes with TP. Let's look
  at a few examples:
     1) The Iron Sword's Norman Strike attack has a Base Power of 99 and a
        Tactics Power of 77. When you have 0 TP, Norman Strike has a total
        Power of 99. When you have 10 TP - half of the maximum amount -
        Norman Strike gains half of its Tactics Power rating, giving it a
        total Power of 137 or 138 (I'm not sure if the game rounds down or
        up, and anyway, the difference is negligible). When you have the
        maximum of 20 TP, Norman Strike will gain 100% of its Tactics Power,
        giving it a total Power of 176.
     2) The Bloody Rose's Foot Crusher attack has a Base Power of 92 and a
        Tactics Power of 0. This means that regardless of your TP amount,
        the power of Foot Crusher will ALWAYS be 92.
     3) The Cutlass' Abyssal Edge attack has a Base Power of 26 and a Tactics
        Power of 232. When you have 0 TP, Abyssal Edge has an underwhelming
        total Power of 26. When you have 10 TP, Abyssal Edge will have a
        total Power of 142 - much more respectable - and at 20 TP, Abyssal
        Edge will have a total Power of 258 - quite powerful indeed!
  This applies to your enemies' attacks as well! So as you can see, it can
  be quite worth your time to steal some enemy Bases - reducing their max TP
  and thus the power of their attacks - or use a TP-damaging attack, such as
  the Rune Knife's Axel Wing, to reduce their current TP. Keep an eye on
  the TP situation on the battlefield at all times!


Q: "What happens when I gain a Mastery level?"
A: Every level of Mastery you gain with a particular weapon increases the Power
  of the weapon by 1%. On top of that, weapons with unlockable abilities will
  always require a certain level of Mastery to unlock their extra skills!


Q: "What's the maximum Mastery I can have with a weapon?"
A: The maximum Mastery level is 50.


Q: "Are the bonuses you get from Specialty levels permanent?"
A: Yes they are.


Q: "What do I get for leveling up my Specialty?"
A: Every time a character gains a level in their Specialty, one of the
  following bonuses will randomly be applied to them:
     .The weapon's base power will increase.
     .The weapon's Tactic power will increase.
     .The weapon's chance of inflicting its status ailment will increase. This
      bonus will not appear if the weapon does not inflict a status ailment,
      of course.
     .The Delay cost for using the weapon will be decreased.
     .The Cast time for using the weapon will be decreased.










************************
8.05   BEAT QUESTIONS
************************

Q: "EVERY QUESTION ABOUT BEATS EVER"
A: So... I'm not actually going to answer questions about Beats, partially
  because I'm not very good at them and partially because they have been
  explained in much, much more detail by people more adept at them than I. If
  you have questions about Beats, I encourage you to check out one of the
  awesome guides...
        http://www.gamefaqs.com/psp/622913-gungnir/faqs/64458
        http://www.gamefaqs.com/psp/622913-gungnir/faqs/64430
  ...or threads...
        http://www.gamefaqs.com/boards/622913-gungnir/63091364
  ...on the subject right here at GameFAQs.










*****************************
8.06   CHARACTER QUESTIONS
*****************************



Q: "Which story characters do you get in this game?"
A: Possible spoilers ahead, so be warned. You will get Giulio, Teresa, Noah,
  Claude, Elise, Ragnus, Paulo, Valerie, Alissa, and Natalia.


Q: "Will any characters leave my party throughout the game?"
A: Sadly, yes. Teresa, Noah, Claude, Ragnus, and Valerie will all leave at
  various portions of the game. While Valerie will eventually return, the
  other four will not.


Q: "Will Teresa, Noah, Claude, Ragnus, or Valerie ever rejoin my party after
   they leave?"
A: Valerie will. The other four will not.


Q: "Are there any secret characters or classes in this game?"
A: No.


Q: "What are the generic classes you can get in this game?"
A: The generic classes are Knight, Assassin, Paladin, Brute, Tamer, Trickster,
  Archer, Gunner, Thrower, Sorceress, Priestess, and Witch.


Q: "How many characters can I recruit total?"
A: At any point in the game, you may have a maximum of ten mercenaries in your
  army at a time.


Q: "Can I recruit monsters?"
A: No.


Q: "Can I recruit Pamela?"
A: It breaks my heart, but no.


Q: "What are the best/ worst classes to use in this game?"
A: This game actually does a great job balancing its classes. Pretty much any
  combination of classes, AS LONG as it's put together with a strategy in
  mind, can emerge victorious in this game. Get creative and have fun with
  your party composition!


Q: "Should I use generics or story characters for my main team?"
A: Unlike some games, where story characters are clearly overpowered compared
  to the generics, Gungnir's cast, both plot-relevant and not, are mostly
  well-balanced with one another. There's no dramatic benefit to using story
  characters over generics, nor the reverse. While you will want to pick at
  least two story characters to keep equipped, since only story characters
  can be Aces, there's no reason you can't field a full party of generics to
  go along with them throughout the game. In a nutshell: there is no answer
  to this question! Use whoever you like best.


Q: "Is Alissa worth using? She joined me at level 1, I don't want to level her
  if she's just gonna be useless!"
A: Alissa is incredibly strong, even at level 1. Honestly, levels don't mean
  much for power in this game, since Power is determined by weapon and TP
  rather than character strength, so joining at level 1 just means you have
  to keep an eye on her HP for a while. She'll level up extremely fast with
  all the enemies being so much higher level than she is, her parameters are
  pretty uniformly fantastic, and her two weapon types - Lances and Wands -
  are both unique to her and quite powerful in their own ways. If there is
  any character in this game who deserves the title of "Best Character,"
  Alissa might be the one.


Q: "What determines the units that appear in Camp mode?"
A: To the best of my knowledge, there is no determining factor. They are
  randomly selected from the available pool per respective Camp.


Q: "How important is the Specialty of a mercenary when I'm going to recruit
  them?"
A: The short answer is, "Don't worry about it too much." The long answer is,
  "It depends. What you ought to do is look at the weapon types for the class
  you want to recruit, find out what each attack does, decide which attacks
  you're likely to use the least" (for example, I NEVER use Grams, so I would
  never hire a Specialty IV Witch,) "and then avoid generics with that
  Specialty. However, as long as the Specialty your generic has is for an
  attack you don't mind using, it's not worth worrying about just which
  Specialty that is." So yeah. Don't worry about it too much unless you're
  playing Nightmare mode and trying to min-max for greatest efficiency.


Q: "Can I get the character artwork somewhere?"
A: You can! The wonderful site Lacrima Castle has it available right here:
     http://lacrimacastle.net/index.php?game=Gungnir










**************************
8.07   WEAPON QUESTIONS
**************************



Q: "How can I view what skills are on my weapons and what they do?"
A: The game isn't as direct about this as it should be. When a weapon is
  equipped to a character, you can press Triangle on the character's status
  screen to see all skills learned on that weapon. Press Select while
  highlighting any skill and you can see all the details of that skill laid
  out for you.


Q: "Should I focus on getting new weapons and save my Gems for upgrading until
  the end of the game, or should I upgrade my early weapons and hold onto them
  until they just don't cut it anymore?"
A: This is a tricky question to answer because it's the wrong question to ask.
  In Gungnir, weapon power is secondary to what the weapon actually DOES for
  you. For example, the Holy Sabre - a Greatsword of middling power - is one
  of a Paladin's most valuable tools, simply because its Luminous Wraith spell
  has the invaluable Undead Killer property. The Icicle Rod is one of the best
  Sorceress Rods in the game; it allows for enormous AOE, Freezing, and
  Silent all in one package, and it's the third rod available for sale. The
  humble Cutlass, the lowest level Dagger, is one of the most reliable sources
  of knockback for any Trickster or Assassin. Don't focus on getting new
  weapons or upgrading old ones; focus on finding weapons with attacks that
  boast valuable qualities, then upgrade those and use them with abandon.


Q: "What's the best way to get more Gems?"
A: While you can get Gems by hitting the floating crystals that appear on most
  of the stages in the game and by using the Boost ability on the Alchemitton
  hand equipment, by far the best way to get Gems is refining items. Several
  armors and consumable items offer great returns on Refining, but there are
  some items that are specifically meant to be refined and offer particular
  rewards for doing so.
     Four Leaf Clover: Obtained automatically after Scene 6.
     Orihalcum: Carried by some rare monsters, such as Undine and Fairies.
     Cheering Flag: Accessory that appears in the shop.
     Charge Bugle: Accessory that appears in the shop.
     Crimson/ Ice/ Feather/ Sand Rose: Items that appear in the shop.
  These items are some of the absolute best to refine. However, what do you
  do when those items aren't in your inventory and you need some quick Gems?
     Null: Potion, Leather Armor, Ether, Loriel
     Fire: Hard Leather, Corset, Gargan Boots
     Water: Corset, Fish Scale Gaunt, Vantage
     Air: Medical Herb, Hard Leather, Aggressor
     Earth: Leather Armor, Hard Leather, Aggressor
  These are all fairly easy to obtain items that aren't massively useful in
  most team compositions and can fairly safely be transformed into Gems to
  boost your more useful items instead.


Q: "I thought this weapon had three skills on it, but I just equipped it and it
  only has one! What gives?"
A: Typically, weapons come with only one skill unlocked on them. To unlock the
  other skills on the weapon, you must use the initial skill(s) multiple times
  to gain Mastery levels, which are basically the same as Weapon Skill levels
  in many other games. Once you gain a certain level of Mastery with a
  particular weapon, you will unlock one or more of the other skills on the
  weapon. Keep in mind, however, that Mastery is unique to particular weapons,
  not weapon types! If a Sorceress reaches 15 Mastery level with a Jewel Rod
  and then switches to an Icicle Rod, she does NOT have 15 Mastery for the
  Icicle Rod; she starts over from scratch with 0. However, if she gets tired
  of the Icicle Rod and goes back to the Jewel Rod, she still has her 15
  Mastery from before and can pick up right where she left off.


Q: "If I have two weapons equipped, does my character get the Guard and Dodge
  rating from the weapon with the higher Guard/ Dodge, or does he only get the
  rating of his current Active weapon?"
A: Your character will only get the Guard and Dodge bonus from his or her
  current Active weapon. The exceptions to this rule are Shields and Katanas,
  which will override your Active weapon's Guard and Dodge with their own
  even from the secondary slot (which is a good thing, trust me).


Q: "Doesn't Gungnir get any other attacks?"
A: No, it does not. Gungnir starts with only two attacks and it will never get
  more. However, seeing as there are up to five War Gods you can summon using
  Ragnarok, you can also look at it as having six attacks - more than any
  other weapon in the game.


Q: "Is Gungnir even worth using? It's so heavy!"
A: Gungnir can be a very powerful weapon, but its greatest strength is careful
  application of the Ragnarok War Gods. If you don't have the time, patience,
  or need for the War Gods, then Gungnir is often not worth its great weight.
  However, the War Gods can literally turn a losing battle into a complete,
  crushing victory, so think twice before you completely dismiss them.


Q: "Why is Gungnir doing so little damage?"
A: Gungnir's damage is heavily affected by the number of TP you have when using
  it (see "What's the point of Tactics Points (TP)?" under the Mechanics
  Questions earlier in this section for more details). If you use it when you
  have 20 TP, you'll see a big difference in damage as compared to attacking
  with 0 TP.


Q: "Why are the War Gods only targeting my party?"
A: The War Gods target random characters every time you select Ragnarok.
  However, it's important to note that the War Gods like the underdogs! If
  you're losing a battle, they're more likely to target the way you want them
  to (enemies for the first three, allies for the last two). If you're
  winning, on the other hand, the War Gods are more likely to help your
  enemies than they are to help you! So be careful about using them. Always
  check which units a War God is targeting before confirming the action, and
  if the targeting isn't in your favor, exit out and Overclock exactly one
  tick. Every tick of the Overclock will cause the War Gods to rearrange their
  targets, so you can "shuffle" for a better setup by doing this.


Q: "Can shields ever attack?"
A: There are two shields that have attacks on them: the Ogre Shield and the
  Assault Shield. Other than these two, all shields are only used for defense.


Q: "Are shields worthwhile, then?"
A: Absolutely! It's hard to get a lot of HP on a character in this game, as
  HP is mostly given by levels and levels aren't intended to be ground as they
  are in most games. As a result, outright blocking damage through the extra
  guard chance offered by a shield is very valuable.


Q: "Do I need to have my shield as my Active equipment to get its guard?"
A: No, you do not. Simply having a shield equipped will grant you its high
  Guard rating. The same applies to Katanas.


Q: "I thought rapiers ignored guard, but this enemy guarded against me!"
A: Rapiers cannot pierce shields. If your enemy is equipped with a shield, they
  can still guard against your attacks, even if you're using a rapier.


Q: "Which claws have the Steal Weapon/ Armor skill on them?"
A: None. There is no Steal Weapon or Steal Armor ability in this game. Claws
  only allow you to steal accessories and consumables from enemies.


Q: "How do I steal at all? I'm trying to steal the fairies' Orichalcum, but
  it's not working!"
A: Stealing moves the stealing character to the opposite side of the target, so
  you first need to make sure that square is empty. You also need to make sure
  that square has a height difference of no more than 0.5 from either the user
  or the target; the Stealing skills are finicky about height. Next, make sure
  your stealing unit has an empty space in their inventory; the item you steal
  will be put there if you are successful at stealing it. Thirdly, remember
  that the chance for stealing is not 100%. If it doesn't work the first time,
  just keep trying! Lastly... don't try to steal Orichalcum. Orichalcum has
  the "Can't be stolen" property, as you can see on its status screen, and can
  therefore never be stolen no matter what you do.


Q: "Why can't I attack with my katana?"
A: Katanas are for counterattacking only. You cannot use them as direct
  weapons. Just have one equipped and you will automatically use it for
  counterattacks.


Q: "Do I need to have my katana as my Active weapon to use it to counter?"
A: Nope. Just have it equipped and you can use it to counter all you want.


Q: "Why can't I hit anything with my bows/ javelins?"
A: All ranged weapon attacks have a "sweet spot" at which their accuracy is
  100% without question. This range can be point blank, 4 squares away, 6
  squares away... it varies greatly between weapon type and attack. If you're
  not attacking at the sweet spot for the particular attack, your accuracy
  drops sharply. You can check what exactly the sweet spot is by pressing
  Select when you're highlighting the attack in question.


Q: "Are Trickster traps and Witch Grams good for anything?"
A: The AI is usually pretty good about avoiding them, sadly. However, there are
  a few strategies that work pretty reliably: the most prominent of these is
  using knockback to knock a nearby enemy into your trap! Since both Witches
  and Tricksters can cause Knockback, this is a strategy they are quite able
  to enact. You can also placing your traps on Base Panels! If an enemy tries
  to take your base, they get blown up. If they decide taking the trap damage
  isn't worth it, then your Base is safe from molestation. Either way, you
  come out ahead!


Q: "How many traps/ Grams can I place at once?"
A: One per unit. Try using multiple Tricksters and laying multiple traps in
  strategic areas....


Q: "Can you trigger your own traps/ Grams?"
A: Yes you can, so watch out!


Q: "My trap/ Gram disappeared!"
A: If the Trickster or Witch who set the trap or Gram is defeated, retreated,
  captured, or inflicted with Stone, Sleep, or Stun, their trap or Gram will
  disappear.


Q: "Can I obtain the Darkish from Robertus the first time I fight him?"
A: No. As you cannot kill him, you cannot get the drop.


Q: "Can I get the Darkish some other way?"
A: No. The Darkish lance is enemy-use only.


Q: "Can I recruit anybody who uses those fairies' wands?"
A: You can! Alissa can use them, although she is the only one.


Q: "Can I recruit anybody who uses Isabeli's scrolls or Undine's spears?"
A: Unfortunately, no. Scrolls and spears are only good for selling.










************************************
8.08   ARMOR/ ACCESSORY QUESTIONS
************************************



Q: "What does the Arm Guard do, exactly? It says that its Boost effect is
  Counter Dmg +50%, but how can I Boost somebody with it if an enemy has to
  attack them in order for them to counter?"
A: Excellent eye! This question was first asked by Molivious (if you know
  anything about the Gungnir forums, you'll know who he is) and was answered
  by ecthel1412 (and if you know anything about Sting game forums, you'll
  know who he is). The description "Counter Dmg +50%" is actually a typo. The
  real effect is "Counter Guard +50%," which gives the Boosted ally a 50%
  chance to guard against an enemy counterattack should the targeted enemy
  counterattack the Boosted Beat. Yeah... it's not the best accessory around,
  but at least the mystery of what it does has been solved!


Q: "What attacks exactly does the Magic Eater absorb?"
A: Let's see:
     - All Greatsword Specialty II and IV spells.
     - All Rod spells, period.
     - All Grimoire Specialty IV attacks.
     - All Broom Specialty attacks, including Grams.
     - The attacks of all maces EXCEPT for the Morning Star.
     - All Wand Specialty I and II spells (but not Specialty IV).
     - All Trident Specialty IV spells.
     - All Scroll Specialty III spells. I'm not sure about II or IV.
     - Gungnir's War Gods are NOT absorbed by the Magic Eater.
     - Pixies' Scatter Pollen attack
     - Wampyr's Charming Eyes and Tempting Lips attacks


Q: "Can I get the Eventrion (auto-revival item)?"
A: No. Since enemies equipped with it always revive and it has the property
  "Cannot be stolen," you cannot obtain it.


Q: "What's the point of shoes or armor that's really heavy but lowers my DEL?
  Won't it just make my turns take longer anyway?"
A: Here's the thing. A character's personal Weight of their equipment affects
  their personal Wait Time (WT) for the next time that they can act without
  losing VIT. DEL, however, affects the length of time before your party gets
  another turn for ANYBODY to act at all. In other words, something like the
  Thief Shoes - which are very heavy, but reduce DEL by 1 - makes the equipped
  character act less frequently, but allows your party as a whole to act more
  frequently. It's a tricky decision to make, and there are pros and cons to
  both equipping and not equipping such things. Experiment with both and see
  what you feel works better for you.


Q: "Does equipment with Boost effects give that effect to the equipped unit,
  or just to allies that the equipped unit Boosts during a Beat?"
A: The latter. So, for example, equipping a Savage Hunter does NOT passively
  reduce the Guard Chance of enemies that the equipped character targets. The
  equipped character must activate the Savage Guard's Boost effect for another
  ally in order to have the enemy target's Guard Chance drop.


Q: "What is the Four-Leaf Clover for?"
A: The Four-Leaf Clover, obtained at the end of Scene 6, is a consumable item
  that can be used in battle to grant the Lucky status effect to an ally or be
  refined into 10 gems of every color (50 gems total). This is, to my
  knowledge, the ONLY way to obtain the Lucky status effect, which allows a
  unit to always deal maximum damage as long as it lasts! However, Lucky is
  short-lived, while the benefits of all those gems will last you all game
  (and through multiple playthroughs, if you play your cards right). I'd
  refine them in a heartbeat, but if you have a perfect strategy in mind for
  maximizing that Lucky status, more power to you.


Q: "Is Orihalcum good for anything besides refining?"
A: No, it is not. Refine it with a clear conscience and enjoy your 150 gems.










**************************
8.09   EFFECT QUESTIONS
**************************



Q: "How do you get the Lucky status effect?"
A: By using a Four-Leaf Clover, you can grant the Lucky status to one target.


Q: "What does that Pam. Virus status effect do?"
A: The status effect Pamela Virus randomly inflicts its victim with the status
  effect Pamela Dream, which functions exactly the same as Sleep with the
  caveat that it will transform back into Pamela Virus when it wears off or
  is broken. So essentially, Pamela Virus randomly inflicts Sleep on the
  target.


Q: "What does the Brave status do?"
A: Brave is a very potent but very shortlived status effect that can only be
  placed using the ultimate War God, Fimbultyr, While under the influence of
  Brave, moving and acting will NOT incur a Delay penalty, but the unit cannot
  gain TP when moving (to prevent you from spamming Beats indefinitely while
  Brave lasts). It generally seems to last for two turns at most. Think of it
  as a mass-targeted Quick from the Final Fantasy series and you'll have a
  pretty good idea of how it works, as well as how powerful it is.










**************************
8.10   BATTLE QUESTIONS
**************************



Q: "What's the difference between Retrying and Restarting a stage?"
A: Retrying is an option offered to you when you lose a stage, either by going
  over the time limit or by the death of your Ace. By Retrying, you will start
  the battle over but retain all experience, Mastery, and Specialty points you
  gained. Restarting, on the other hand, is an option available from the
  Options screen that immediately starts the battle over from the beginning.
  Nothing is carried over whatsoever.


Q: "What's the penalty for Retrying a stage?"
A: When you lose a stage, you're given the option to Retry it. By doing so, you
  will carry over all experience, Mastery, and Specialty points gained during
  your first attempt at the stage and start the stage over afresh. You will
  lose any items you picked up during the fight, but you will also have any
  items that were broken, stolen, or dropped and picked up by an enemy given
  back to you and reequipped on the proper members. This allows you a better-
  informed crack at the stage and also provides the most reliable form of
  "grinding" that Gungnir will offer to you. If you have to Retry more than
  once, the statistics of the enemies on the stage will also drop, making it
  a bit easier to get through! The penalties you take for Retrying are not
  large; you forfeit a three star rating on the stage automatically, which
  means there will be no bonus treasure chests on the next map and the
  difficulty of the game will not go up for the next map.


Q: "So Retrying doesn't change which ending I get?"
A: Nope! Retrying does not prevent you from getting the A+ ending. I can attest
  to this for certain!


Q: "What's the penalty for Restarting a stage?"
A: Happily, there isn't one!


Q: "Can I enter battle with less than the maximum number of characters offered
  to me?"
A: No. You must always fill all available party slots before you may begin a
  stage.


Q: "What are the unwinnable-by-plot battles in this game?"
A: Stage 3-2 and Stage 10-2 are both unwinnable fights. Even if you manage to
  kill the bosses of these stages, they will automatically revive.


Q: "I just heard a weird ding while time was passing between my turns. What the
  hell was that?"
A: That was probably the sound of a status effect wearing off of somebody on
  the field. When a status effect runs its course on its target, the now-cured
  unit raises its arms into the air and a little chime is heard. The camera
  doesn't focus on them while this happens, though, so the chime is there to
  give you a clue in case you miss the animation.


Q: "Can enemies learn new skills on their weapons in battle?"
A: They can. Enemies do gain Mastery on their weapons as they use them in the
  battle, and if they use their weapon enough to unlock a new attack, they
  will indeed unlock and begin using that attack. So your enemies will get
  stronger the longer a battle goes on. Watch out!


Q: "What's the difference between killing an enemy and making them retreat?"
A: While both outcomes cause the target to hit 0 HP and be removed from the
  field, there's a big difference beyond that. When an ally retreats from the
  field, they drop an item bag containing one piece of their equipment and are
  removed from the battle, unable to return. When an enemy retreats from the
  field, they too drop an item bag containing one piece of their equipment and
  skedaddle from the fight. On the other hand, when an ally DIES, their
  corpse falls to the ground and anyone moving on top of it will retrieve ALL
  of their items. This will permanently remove the character from your party,
  so avoid this at any cost! When an enemy perishes, their corpse falls to the
  ground as an ally's will, but moving on top of them will give you the option
  to pick any one item from their inventory to receive, rather than letting
  you take all of them. What makes the difference? The deciding factor is how
  much damage the final blow dealt. Doing a massive amount of overkill will
  cause death, while just barely taking the target to 0 will cause a retreat.
  I think the threshold for overkill damage is determined as a percentage of
  the character in question's HP, but I'm not certain about this.


Q: "Why did my character's maximum HP go down after they retreated?"
A: Characters forced to retreat from a battle will receive an Injury, which
  causes their maximum HP to decrease (specifically, it decreases their
  Vitality stat by 15%). To remove an Injury, that character must not be
  called in to battle for one entire Scene.


Q: "Can a character receive multiple Injuries?"
A: They can, so be careful about bringing an Injured character into battle
  instead of letting them sit out to recover.


Q: "Can characters die permanently in battle?"
A: Yes they can, so watch out. Again, the determination on whether an attack
  causes an ally to retreat or perish is how much damage the final blow deals,
  so even if you know you can't heal a character to a high enough health to
  avoid a finisher, it might still be worth using a Medicinal Herb just to
  make sure they retreat instead of dying.


Q: "One of my characters died/ retreated, and when they did, they dropped an
  item bag and an enemy picked it up! Have I lost that item forever?"
A: Unfortunately, yes, enemies can retrieve items dropped by your fallen
  allies. On the plus side, if you Retry the stage, your items will be back
  in your inventory safe and sound, and if you can get to the item bag your
  ally dropped before an enemy can, you'll pick the item up and add it back
  to your inventory instead. Note that the ally who dropped the item will be
  unequipped with it in the next battle even if you did pick it back up, so
  be sure to reequip them!


Q: "Is there a way to revive characters in battle?"
A: There is not, although the Rosary will save you from death once if you have
  it equipped (and then break; it's one-use only).


Q: "If I kill the boss of a stage instead of just making him retreat, will I
  get all of his items as my Final Spoils?"
A: Sadly, no. One of the boss' items will be randomly chosen to become your
  Final Spoils, and if you don't like it, you'll have to replay the entire
  stage again.


Q: "If I get a valuable item drop from a battle - say Orichalcum - and then
  retry the battle, do I keep the Orichalcum, allowing me to farm it from the
  battle infinitely?"
A: No. Good idea, but no.


Q: "If I reset my game to play a stage over, will the treasure chests randomize
  again?"
A: Yes they will.


Q: "Should I be striving for three stars on each stage, or for collecting all
  the treasures and item drops even if it costs me the three star rating?"
A: Three star ratings give you two things: extra money rewarded at the end of
  the fight and three treasure chests randomly selected from a pool of set
  treasures that will appear in the next stage. Some of the treasure chests
  you can get this way are very good; some of them, in fact, are one-of-a-kind
  items you can get no other way! However, in the early game, most of the
  treasure chests have nothing important inside, and in the late game, if the
  chests you want don't spawn in the next stage, you'll have to reload
  repeatedly to try and find the right ones. The decision is up to you, but
  as a general rule, I would advise not paying much attention to the chests
  until a second or third playthrough. The items inside are not essential to
  winning, and getting them can be a big pain for somebody trying to learn
  the system at the same time. (On top of that, the difficulty of the game
  increases every time you three-star a stage.)


Q: "The difficulty of the game increases every time you three-star a stage?!"
A: Yes it does. The game tries to scale its challenge to you even within the
  three difficulty levels. If you get a three star rating on a stage, it
  decides the game must be too easy and the enemies on the following stage
  will have slightly higher stats!


Q: "Why are chests so hard to kill?!"
A: Chests do have an amazing amount of HP. Gargania clearly has excellent
  carpenters. To make things easier on yourself, use the Boost from Wrecker
  Gloves to do extra damage to objects; Brutes also have special Hammers that
  do a phenomenal amount of damage to chests. Be warned that once the chest
  breaks, you don't get the item inside automatically; it falls on the ground!
  You must still move onto the item and pick it up to obtain it, and if an
  enemy gets there first, they can easily gank the result of your hard work!


Q: "Can enemies damage chests/ objects/ siege weapons?"
A: They can, although they rarely choose to. However, if, for example, an enemy
  an enemy Sorceress casts a spell on you and you happen to be next to a
  chest, the spell will indeed damage the chest as well as your character.


Q: "I moved onto an item/ corpse/ Base and started casting a spell, and I
  didn't pick up the item/ get to change my equipment!"
A: This is normal. If you begin casting a spell, your character cannot spare
  the time to pick up an item or switch out their equipment. They will just
  stand on the space, leaving the item beneath them. If you wish to pick up
  the item or change equipment once the spell is cast, just wait on the
  square once your next turn comes around and you can perform the desired
  action then. This also applies to Retreat Points, Collect Points, siege
  weapons, and capturing Bases; casting a spell prevents use of ANY of these
  actions.


Q: "Can I knock bosses out of the battlefield?"
A: You cannot. In fact, knockback doesn't work on enemy Aces at all, although
  if the Ace is casting a spell and you hit them with knockback, the spell
  will still be cancelled.


Q: "What other enemy units are immune to knockback?"
A: All units with the Hovering movement type - that means Harpies and Pixies -
  are immune to knockback. This includes if you knock another unit back INTO
  them; they will take damage, but they still won't budge from their square.


Q: "Holy @*$# how do I defeat bosses on Nightmare mode?"
A: Bosses on Nightmare mode will have incredibly high health, attack, and
  defense, and killing them can seem nigh-impossible. The key to defeating
  them is to abuse status effects. Poison and Burn deal percentage-based
  damage to their targets, making them the most reliable ways of damaging a
  9000-HP Robertus, for example, and using Freeze, Sleep, or Capture can take
  powerful sidekicks out of the fight long enough for you to subdue the boss
  without them. Use your Normal and Advanced runs to pick out your favorite
  classes, learn which status effects they can inflict, and use them to the
  best of your ability once you hit Nightmare mode!


Q: "How do I increase the chance of an enemy dropping an item I want?"
A: Try destroying the rest of their armor pieces using a Brute, stealing their
  consumable items using Claws, or removing all of their non-weapon equipment
  period by using the War God Midgardsormr. If the enemy has fewer items
  equipped, they're more likely to drop the one you want when you kill them.
  Alternately, you can always try to overkill them so you can select which
  item you want from their corpse manually, but that gets harder and harder
  as the game goes on. Don't rely on overkilling, especially for bosses.


Q: "If there's an item bag left on the field when I finish a battle, do I
  automatically pick it up once the battle ends?"
A: No. You will automatically get loot from the final enemy you killed in the
  battle (it appears as your "Final Spoils,") but any items left unclaimed on
  the field will disappear forever!


Q: "The battle requirement said Kill All Enemies, but the battle ended even
  though I didn't kill the monsters in the corner! Why?"
A: As monsters are considered neutral, unaffiliated units, even battles that
  say you have to kill all enemies will end as long as you kill all the human
  units. You do not need to kill Pixies, Harpies, Undine, etc. to finish
  battles.


Q: "Why should I bother taking Base Panels?"
A: The number of Base Panels you currently own affords you two direct
  advantages and one more subtle one. Firstly, the number of Base Panels you
  control affects how far away your units can be and still initiate Beats
  with one another. By controlling five Base Panels, you can initiate Beats
  from five squares away, as long as all other positioning requirements are
  fulfilled! Secondly, every Base you take increases your maximum Tactics
  Points by two points, up to a maximum of 20, and by taking away enemy Bases,
  you will lower the max TP of your enemies, too. Lastly, having lots of Base
  Panels scattered around the map gives you a lot of places to reequip and
  refill consumables on your characters. This isn't always an advantage you
  need, but sometimes being able to dart into a Base Panel right before you
  close combat with the boss of a stage can make all the difference in how the
  final fight turns out. The moral of the story is: take Bases when you can!
  They WILL make a difference.


Q: "I just took a Base, planning to change my equipment, but I can't do it!"
A: You cannot change equipment on a Base Panel on the same turn in which you
  claim it. You must Wait on a captured Base Panel in order to be offered the
  opportunity to change your equipment.


Q: "What do I do with a Retreat Point?"
A: When you move onto a Retreat Point and select Wait, you have the option of
  switching the Waiting character for another character not currently on the
  field. This can be an excellent tactical move - say you started the battle
  picking at the enemies from afar with Archers, but now the enemy has closed
  the gap. You might switch your Archer for a Brute who is better suited for
  close-range combat. You can even change the equipment of the person you're
  about to switch into the battle before bringing them in! However...


Q: "I retreated somebody out of battle with the Retreat Point, but then I
  couldn't pull them back in!"
A: Yes, this is normal. Once a character has retreated from a battle, you can
  NOT pull them back into the same battle. As such, don't let a character
  retreat until you are sure you don't need them anymore or that they can't
  contribute in their present state (perhaps they are afflicted with a nasty
  status effect, or they're going to die the moment the next enemy's turn
  comes).


Q: "What is that weird crystal on this field?"
A: Most stages have a giant floating crystal just resting quietly in a corner,
  minding its own business. These crystals have extremely high defenses, but
  exceedingly low HP, generally in the double digits. Every time you hit one
  of these crystals, Gems will fly out of them and land in a space close to
  the Crystal - one Gem for every point of damage dealt. Move onto the space
  containing this fallen Gem and it will be added to your inventory!


Q: "How much attention should I pay to Crystals?"
A: Honestly, unless you're on an item-hunting playthrough - which is to say, a
  second or third New Game + set on Normal difficulty, where your high-end
  items and Specialties make the game a breeze - you can ignore Crystals. It
  takes a lot of time to get Gems out of them, and it's not something you
  should be worrying about until you are really, really desperate for Gems.


Q: "What's a Collect Point?"
A: Collect Points are interesting but often useless points on the field where
  a unit with sufficient Capacity and a free inventory space can find an item
  that may prove useful to them in the fight. Things like Rocks and Poison
  Mushrooms can be found at Collect Points, and you can then carry them around
  the field and chuck them at your enemies as desired for damage and the
  occasional status effect. Generally, however, these items are very weak and
  exactly what you get from a Collect Point is random, making them a dubious
  way to spend your turn. Furthermore, all items found at Collect Points
  vanish at the end of a battle if not used, meaning you can't stock up on
  Poison Mushrooms and bring them along to throw at later bosses (cool though
  that would be).


Q: "What's a siege weapon?"
A: On various stages, particularly those that take place at castles and forts,
  the battlements are armed with some form of cannon or catapult that can be
  operated by units, allied or enemy, to cause great damage to the other team.
  Firing a siege weapon requires TP, so be prepared before trying to use one!
  Also note that only particular units can fire a siege weapon. Tricksters,
  Valerie, Paulo, and most enemy bosses can do so, but all other units cannot,
  even if they are standing on the correct square with enough available TP.


Q: "Is there a point to destroying siege weapons?"
A: There is, as it happens. All siege weapons drop Onyx, a valuable refining
  tool, when destroyed, and Cannon rails drop sachets of Grease.


Q: "Will I drown in deep water?"
A: You certainly will, and some apparently shallow rivers have currents that
  will drag you into deep holes if you're unaware enough to stop in them.
  Water becomes lethal at a depth of 2.0 or higher; always beware when moving
  in or through water because of this.


Q: "I was standing on a lamp and I caught fire!"
A: Lamps are automatically lit at nighttime. And while standing on them during
  the day is perfectly safe, standing on a lamp when it lights or is lit will
  indeed inflict Burn on the character foolish enough to do it.


Q: "If I have the Burn status, and I jump into shallow water, will it be
  cured?"
A: Surprisingly, yes. Just make sure the water really IS shallow before you go
  cannonballing into it!


Q: "What the hell? I had one character standing next to a wall and another
  character standing in front of him. An enemy knocked the second guy back
  into the first one, and he got knocked into the wall, and the two of them
  knocked back and forth into each other until they died!!"
A: Yeah... this is a well-known and -documented occurence. Whether it's a
  glitch or intentional is unknown, but it definitely happens. There's no way
  to stop it, either, so make sure you don't leave yourself in such a
  situation. On the other hand, you can do it to enemies, too!


Q: "@&#*, Skeletons revive?!"
A: Yes they do. Once you reduce a Skeleton's HP to 0, they will fall into a
  pile of bones. They will neither move nor act while a pile of bones; nor
  can they be looted. If left alone, after a set amount of time has gone by,
  they will pick themselves up, recovered to full health once more. To get rid
  of a Skeleton for good, you must first reduce its HP to 0 and then use a
  skill on it that has either the Purge Undead or the Undead Killer property.
  This will wipe the Skeleton off the field for good. (They will not drop
  loot. You cannot get a Skeleton to drop loot by any method, which means
  you can never get their unique Bloody Rapiers, either.)


Q: "@&#*, Isabeli turned me into a Skeleton and MY character revived!"
A: Yep! Being inflicted with the Undead status effect really makes you an
  Undead in every sense of the word, including their eventual automatic
  revival. On the less fortunate side, though, they also gain Skeletons'
  weakness to Undead Killer skills, and if your Ace gets turned into a
  Skeleton and killed, it's Game Over right away, even though they would
  revive eventually.


Q: "What's the difference between Purge Corpse and Undead Killer?"
A: Purge Corpse will remove a fallen Skeleton from the field completely, but it
  has no effect on Skeletons that still have HP remaining. Undead Killer will
  remove a fallen Skeleton from the field, the same as Purge Corpse, but if
  you use an Undead Killer skill on an active Skeleton, the attack will deal
  damage to the Skeleton equal to its current HP, killing it instantly and
  without question. As you can imagine, Undead Killer is therefore a very
  powerful and very rare property; the only weapons that have it are the
  Rosier sword, the Holy Sabre greatsword, the Bow of Iria, and the Cryocross
  broom.


Q: "What can I do about those Golems?!"
A: There's actually an extremely easy way to handle Golems. Believe it or not,
  you can actually jump on top of a Golem, and by doing so you slam it to the
  ground and prevent it from moving or acting as long as you're standing on
  it. Your character can still act from on top of it, too, so it gives you a
  free little podium to rain death from! Just be warned that once you get off
  of a Golem, it's free to resume damaging you and breaking your equipment,
  so make sure you get a healthy distance away when you choose to let it up
  again.


Q: "How do I win in a stage with a Rail Cannon?!?!?!"
A: Destroy the cannon, of course! Use Archers to initiate a full-team Beat from
  your starting positioning and destroy the damn thing. Wrecker Gloves help,
  as they allow you to do extra damage to objects (i.e. cannons). You can also
  equip fire-resistant equipment to defend against the cannons' shots or block
  the inflicted Burn status. Seriously, though: take out the cannons first. It
  makes the rest of the stage much easier.


Q: "I attacked the final boss from behind, but I got guarded! I thought Guard
  rating was 0 when being attacked from behind!"
A: The final boss is a special case. He actually has incredible Guard rating
  when being attacked from behind (it makes sense if you look at him). Attack
  him from the front or sides instead.




















*******************************************************************************
*******************************************************************************
*******************************************************************************
*******************************************************************************
*******************************************************************************

                         SECTION 9.0   EXTRA STUFF

*******************************************************************************
*******************************************************************************
*******************************************************************************
*******************************************************************************
*******************************************************************************





*******************************************************************************
9.01   Some Possible Challenges
*******************************************************************************

Have you beat this game so many times you could do it in your sleep? Are you
gearing up for your final playthrough to get a complete item collection and
feeling a bit bored of it all? Maybe a nifty little challenge can spice up
your gameplay and reignite your interest!



*************************************************
9.01.01   Melee Attacker Super Hammering (MASH)
*************************************************

The Challenge:
  .Any mode; play using only melee weapons on all characters and classes

The Extra Challenge:
  .Play without using skills that target more than one panel



*******************************************
9.01.02   Ranged Attack Destruction (RAD)
*******************************************

The Challenge:
  .Any mode; play using only Valkyrie/Rebel/Archer/Gunner/Thrower/Trickster

The Extra Challenge:
  .Play while only attacking enemies from two or more panels away



*******************************************
9.01.03   All Magic User Challenge (AMUC)
*******************************************

The Challenge:
  .Any mode; play using only Alchemist/Royal/Paladin/Witch/Priestess/Sorceress

The Extra Challenge:
  .Play while only using spells with cast times



***************************************************
9.01.04   Single Character Class Challenge (SCCC)
***************************************************

The Challenge:
  .Any mode; play using only characters of a single class

The Extra Challenge:
  .Every weapon can only be equipped by one character



**********************************************
9.01.05   Anti-Store Stuff Challenge (A-SSC)
**********************************************

The Challenge:
  .Any mode; play without ever buying a single item from the store

The Extra Challenge:
  .Play without opening treasure chests or other objects



********************************************
9.01.06   Ultimate Perfect Challenge (UPC)
********************************************

The Challenge:
  .Nightmare mode; get three stars every scene

The Extra Challenge:
  .Combine with another challenge... if you dare!










*******************************************************************************
9.02   A Treatise on Alissa
*******************************************************************************

Possibly coming someday. I love Alissa to death and may someday write up an
analysis of her character and a rebuttal to certain criticisms I've heard of
her. However, for now, this section is under construction.










*******************************************************************************
9.03   "Knights in the Nightmare" and Gungnir's Generics
*******************************************************************************

So, I recently acquired the "Knights in the Nightmare" artbook known as the
"Tome of Lost Souls" (from Amazon, if you're curious,) and found, much to my
shock, that the names of all of the generics in Gungnir were taken from the
characters of Knights in the Nightmare! As the generics in Knights have some
rather involved backgrounds, I thought it might be fun to copy the backstories
of these characters here so you can transpose them onto the Gungnir generics
for added flavor.

BE WARNED: there WILL be spoilers for Knights in the Nightmare, so proceed
with caution if you haven't played that game yet.





**********************
9.03.01   Knights
**********************
Rondine
Enduring Warden: Rondine Lex Oh Dias
Class: Warrior
  "A veteran of numerous battles, he is one of the most well-respected knights
   in the kingdom. Rondine is passionate about weaponry, and surprisingly, he
   is very self-sufficient, opting to take care of all his own cooking,
   cleaning, and laundry. Unfortunately, he has yet to finish paying off his
   debt to the tavern for the many nights of drinking he and Morozof spent
   together..."
Reinhart
Immortal Rider: Reinhart Ross Valero
Class: Lance Knight
  "He is a fearless knight who is driven by his intense honor and loyalty to
   the kingdom. Off the battlefield, he always makes time to listen to his
   subordinates and even counsel them on their troubles. Reinhart takes great
   pride in his horse, whom he named Chatreau, and he holds Grand Marshal
   Gunther in high esteem."
Firenz
Trusty Blade: Firenz Hanover
Class: Warrior
  "He has a bit of a sensitive side and loves working with children. Firenz
   can always find the good qualities in people, and that has helped him make
   many friends. When he has free time, he drinks with Bonn, but he will never
   admit to actually being drunk..."
Lester
Detached Hero: Lester Derrick
Class: Warrior
  "Probably no knight is more obsessed with his appearance than Lester. He can
   be a bit arrogant, but he has a lot of respect for the higher-ups,
   especially Rolf, who looks after him. Lester rarely smiles and is not very
   sociable with his comrades, and in particular, he gets irritated frequently
   by Alonso's loud speaking voice. His skills in battle could use some
   improvement, but he knows this and trains hard to get better."
Ernest
Gallant Avenger: Ernest Air Garland
Class: Warrior
  "As an officer, he does his best to inspire younger knights and help them
   meet their potential. His soft demeanor and warm personality make it very
   easy for his subordinates to open up to him. After his daughter died, he
   began looking after Myra, whom he tries to give fatherly advice to. Ernest
   is also quite the wine enthusiast."
Gert
Immobile Mountain: Gert T. Fobis
Class: Warrior
  "Nothing is more important to Gert than a good meal. Fortunately, he has
   phenomenal cooking skills to complement his phenomenal appetite! During
   meals, he can always be found trying to shove more food down Bailey's
   throat because he feels Bailey does not eat enough. Gert enjoys Legaard's
   company because he has a large appetite, like himself."
Theonil
Lackadaisical Cloud: Theonil L. Algren
Class: Warrior
  "Somewhat of a lazy oaf, Theonil spends most of his days eating Gert's
   cooking, sleeping, and goofing off. This includes days in which he has
   actual duties to perform. The worries of the kingdom are of no concern to
   him, and he would rather spend time being unproductive with Jungwil and
   Josef. Although Theonil gets along well with Cornelia, his true feelings
   are toward Caline."
Rudolf
Hallowed Protector: Rudolf M. Kialoster
Class: Lance Knight
  "Contrary to the philosophy of many, Rudolf strongly believes that the best
   offense is a good defense. As such, he is an obsessive collector and expert
   on different types of armor, and those around him are often forced to
   listen to him ramble on for days at a time. He suspected Cardinal Capehorn
   had ordered the assassination of Azhan, and he laments not having taken
   action to stop it. He is married to Magda, another knight."
Basturk
Cunning Hawk: Basturk Tas Oh Tubek
Class: Warrior
  "A hearty and experienced combatant, he is General Rondine's right-hand man.
   Having endured many hardships, including the death of his longtime friend
   Levi, Basturk's hardened composure sometimes reveals traces of the sorrow
   in his heart."
Audric
Knight of Ages: Audric V. Schneider
Class: Lance Knight
  "Having created his own, unique fighting style, he quickly earned the
   respect of General Rondine. Audric lives by a strict code of honor. He
   values a good drink above all else, and he has no patience for those who
   do not. He is very close to Juno, whom he considers a reliable friend both
   on and off the battlefield."

Gordon
N/A
David
N/A
Hugo
N/A
Clark
N/A
Kristoph
N/A
Frederic
N/A
Benedict
N/A





*********************
9.03.02   Brutes
*********************
Alonso
Savage Impaler: Alonso Updike
Class: Lance Knight
  "He looks after the rest of the order almost obsessively. Alonso's expert
   knowledge on spears is almost unmatched, and local blacksmiths are nervous
   about dealing with him because of it. However, what Alonso is best known
   for is being a very loud talker, and his comrades talk about it behind his
   back frequently. He is aware of how loud he is, but he has no desire to
   lower his volume."
Josef
Stone Arm: Josef Jarvis Hertz
Class: Warrior
  "He is a grizzled veteran who has fought in countless battles, but somehow,
  Josef always manages to have a smile on his face. Because he constantly
  jokes around with his peers, he is frequently scolded by Minotta. However,
  when it is time for battle, he becomes a completely different person. Josef
  takes combat seriously, and his leadership is an asset to the order. He
  often worries about his niece, Aura, who is growing up in a strict
  household."
Jungwil
Clever Hand: Jungwil C. Zachs
Class: Lance Knight
  "He is a prankster who rarely acts his age. Because of this, he and Josef
   have become very close friends, and are always getting in trouble with
   Minotta. He cares very deeply about Mervyn, whom he treats like a son."
Krozem
N/A
Fritz
Barreling Ox: Fritz Rupio Oh Dayan
Class: Warrior
  "He is a gruff man with a very unrefined vocabulary. Deep down, Fritz is
   genuinely kindhearted and loyal. Before becoming a knight, he used to
   deliver packages with Gilder. He holds Rolf in very high regard, and he is
   often worried about Cornelia.
Husrev
Fearless Champion: Husrev Hanon Aigil
Class: Lance Knight
  "More brawn than brain, Husrev strives to be nothing more than the most
   renowned and formidable knight in the kingdom. Unfortunately, his skills
   are not quite enough to accomplish this goal. While he is not loyal to the
   kingdom itself, he greatly respects Gunther and his other superiors. He
   harbors an intense hatred for Cardinal Capehorn, especially after the
   Cardinal blamed Gunther for the King's death. Husrev has a long lost
   sister, Beatrix, who he believes to be dead."
Cougar
Steel Mastiff: Cougar G. Sheridan
Class: Warrior
  "Due to his eagerness to charge headlong into the frontlines, he has
   acquired an impressive array of battle scars. He is not the brightest
   knight in the order, but he has a heart of gold. Cougar looks after Oryze
   very closely, and he knows of Piche's feelings for Prince Nordich."
Hagen
War Reaver: Hagen M.K. Ifroth
Class: Warrior
  "Despite his dark and tragic past, he chooses to spend his life laughing
   and enjoying himself. He and Otto have been friends for years, and the two
   have an inseparable bond. Hagen does his best to act cold and unmovable,
   but deep down, he has a strong sense of justice and compassion. Like the
   rest of the order, he considers himself to be more mercenary than knight."
Ulrich
Untamed Lion: Ulrich D. Andibus
Class: Warrior
  "A bit intense at times, he focuses so intently on the mission at hand that
   he ignores everything else. Ulrich has learned to distance himself
   emotionally from carrying out his orders, so it is no wonder he was asked
   to track down General Algiery. He is not very skilled with words, and
   consequently, he has no hope of advancing much further through the ranks.
   However, this does not trouble him at all."
Legro
Righteous Pillar: Legro Rei Forden
Class: Warrior
  "As the only male knight in the 6th Order, he feels compelled to watch over
   General Algiery and his female comrades a little too obsessively. However,
   despite his caring nature, Legro is often very gruff and standoffish,
   leaving many people scared of him before they get to know him."

Calvin
N/A
Barnaby
N/A
Armant
N/A
Gastend
N/A
Clive
N/A
Caesar
N/A
Bold
N/A





***********************
9.03.03   Paladins
***********************
Morozof
Grand Sage: Morozof Mohr Jensen
Class: Wizard
  "Morozof is a veteran commander with an incredible insight into all matters,
   and he was the first to notice the conspiracy against the Prince. Outside
   of his knightly duties, Morozof takes great pleasure in drinking with his
   old time friends: Rondine and Granitz."
Michel
Innocent Apprentice: Michel Kareem Levine
Class: Warrior
  "He is a fairly young knight who enlisted alongside his friend Johann.
   Although his body is somewhat frail, he joined the knights to help support
   his sick grandfather. What Michel is most passionate about, though, is
   playing the ocarina."
Freiber
Sable Adept: Freiber Will Permeal
Class: Wizard
  "He is a veteran Wizard who cares deeply for his peers, but his greatest
   concern in life is the welfare of his daughter, Annalot. Freiber spends a
   lot of time with Lillian and Hilgard, and he treats them like family. As
   he grows older, he does not cling to the past, but rather, he embraces the
   younger generation of knights who will one day be taking over."
Pilgrim
Arcane Seer: Pilgrim Latigen
Class: Wizard
  "His passion for the magical arts and his enthusiasm to study inspire those
   around him to better themselves. Pilgrim constantly pesters Mahmoud to take
   him as his apprentice, but he is always rejected. He has acquired a large
   vocabulary from the sheer volume of books he has read and studied, and he
   does his best to insert new words he has learned into daily usage."
Gieche
Loyal Mastermind: Gieche Gigas Siegel
Class: Wizard
  "He is a charismatic, sharp-looking fellow with an undying devotion to the
   King. Gieche is the older brother of Colt and the son of Gaston, and he is
   close to the King, which gives him insight into the goings-on of the castle
   and into the conflict between the King and the Prince. He is willing to lay
   down his life for the King."
Juno
Stoic Philosopher: Juno O. Credin
Class: Wizard
  "Often condescending and pompous, the only person he respects or even
   acknowledges is his superior, Audric. Juno can always be seen with a
   dictionary in hand because he staunchly believes people are forgetting
   how to speak properly. No matter where he goes, he does not make friends,
   only enemies. He is curious about other people, but he is terrified of
   betrayal."
Melange
Wise Elder: Melange Kiev Dotorov
Class: Wizard
  "Often lost in thought, Melange is extremely introspective and reflective.
   He is haunted by regrets of not being able to save Levi's life, and
   although it falls on deaf ears, Levi's friend Basturk has tried to counsel
   him on many occasions. Melange and his longtime academic rival, Mahmoud,
   have become masters in many different spheres of magic."
Mahmoud
Solemn Ancient: Mahmoud Gary Murdock
Class: Wizard
  "Once an arrogant and reckless mage, he was known for being cold and
   unmerciful toward others. However, when his prized student, Baltar, lost
   respect for his master and left, Mahmoud began to see the error of his
   ways. After reforming, he vowed to never again take on any disciples, much
   to Pilgrim's chagrin."
Grimwad
Spectral Master: Grimwad Dylan Mirele
Class: Wizard
  "He has inadvertently become the 10th Order's personal therapist, as all of
   his comrades come to speak to him and seek his advice. Because General
   Frabela and General Algiery are so close, Grimwad has reservations about
   his assignment to track down Algiery."
Leonil
The Bloodthirsty Swordsman: Leonil
Class: Gladiator
  "A commander in the 3rd Order. He is a shrewd and powerful swordsman, and
   even his subordinates are afraid of his temper at times."

Augusto
N/A
Jeremias
N/A
Gabriel
N/A
Ariel
N/A
Clifford
N/A
Bradle
N/A
Rochet
N/A





************************
9.03.04   Assassins
************************
Frabela
Meteoric Striker: Frabela Flay Arkun
Class: Duelist
  "The courageous and reliable General of the 10th Order. Despite her youth,
   many of the other knights look up to her. When Frabela was promoted,
   General Algiery of the 6th Order came to her quarters to congratulate her,
   but brought her flowers to liven up her room upon seeing how empty it was.
   The two have been close friends ever since. Frabela knows she should not
   play favorites, but she sees Oswald as more a brother than a subordinate."
Vishna
Unseen Wanderer: Vishna Elle Alestie
Class: Hermit
  "Loyal to Cardinal Capehorn, she is a responsible and capable fighter.
   However, she dislikes how much praise the Cardinal gives to Yelma. She
   used to let her emotions get the best of her, but one day long ago, a close
   friend of hers met with an untimely tragedy because Vishna was unable to
   react in time. Now, she is stern and detached. Vishna considers General
   Morozof to be her arch-nemesis."
Moira
Iron Rose: Moira Chateletze
Class: Hermit
  "She is a strong and beautiful woman who commands a great deal of respect
   from her subordinates. Her unit has been known to get rowdy at times, but
   she has a lot of pride in all of them. Although she is generally calm, when
   Moira gets angry, she does not hold anything back, and her subordinates
   have learned how to keep her content. Moira is currently taking care of
   the stray dog that Cress found, and she is betrothed to Wunsche."
Rolenta
Prophet of Ruin: Rolenta Ellenhart
Class: Hermit
  "Her mother abandoned her family while Rolenta was very young, and it
   scarred her emotionally. She has trouble getting close to people sometimes,
   even now. The only person she trusts is Flora, who she gained as a
   stepsister when her father remarried. As a commoner, Rolenta has great
   disdain for the upper classes, but no matter how much she pretends to hate
   Schmitz, she is secretly attracted to him."
Minotta
Emerald Observer: Minotta Y. Irving
Class: Hermit
  "She is very serious about her duties and takes it upon herself to act as a
   big sister to her peers. Although she is usually calm and composed, Minotta
   has been known to become so heatedly angry that her temper is legendary
   among the other knights. She is a very fast learner and keen observer, and
   she despises Cardinal Capehorn with every fiber of her being. She takes
   special care to watch over Anette and care for her."
Seriee
Graceful Brute: Seriee D. Colaine
Class: Duelist
  "Having been hardened by battle, Seriee has forsaken her softer, feminine
   side and devoted her life to studying the sword. Unfortunately, because of
   this, she is often mistaken for a man. Seriee is very stubborn and does not
   like relying on others, and this can make her comrades worry at times. She
   has a friendly rivalry with Erica."
Sarland
Fate Stealer: Sarland I.S. Vista
Class: Hermit
  "She is a reliable and capable ally, but she lets her temper get the best of
   her far too often. Sarland considers herself more of a mercenary than a
   knight, and having grown up in poverty, she mistrusts the upper class.
   Although not treasonous, she feels no strong affinity for the kingdom or
   its well-being."
Lucia
Alluring Angel: Lucia Riese Eh Krauz
Class: Hermit
  "As someone who tends to blend in rather than stand out, she became a
   perfect candidate for espionage missions. Lucia is known for having a
   large appetite, and the only person she is exceptionally close to is Legro.
   She was assigned to track General Algiery's movements, but her adoration
   for her commander has left her feeling conflicted..."
Grunwalde
Eye of Salvation: Grunval Lena Eh Cael
Class: Hermit
  "She is a young mother whose sense of justice often gets her into trouble.
   Although she once idolized Yelma, Grunval soon learned the truth and now
   despises her. Grunval is very close friends with Isolde. She loves children
   and is very emotional."
Aquina
The Heartless Sniper: Aquina
Class: Silent Sniper
  "A commander in the 3rd Order. She's a calm and composed knight who does
   not get along very well with her comrade, Leonil, but has great respect
   for Cardinal Capehorn."

Elaine
N/A
Eleanor
N/A
Clara
N/A
Evita
N/A
Hannah
N/A





*********************
9.03.05   Tamers
*********************
Bonita
High Inquisitor: Bonita Yorick
Class: Duelist
  "Always brash and bold when expressing her opinions, she does not hesitate
   to say what is on her mind. Bonita was a problem child growing up, but
   Jorgen helped straighten her out. Bonita hates Juno because she feels Juno
   embodies what she herself used to be."
Diora
Faith's Refuge: Diora Rene Eh Mahana
Class: Hermit
  "Although she is a brave and capable fighter, she is known for her
   discretion and her ability to choose her battles calmly and rationally.
   Very outgoing, she is more likely to be found fighting for her friends or
   countrymen than for herself or the kingdom. She has great respect for
   Bergman, her superior, and she tries hard to encourage Annalot, whom she
   feels has great leadership potential."
Hildegard
Striking Lily: Hilgard Rei Merkitas
Class: Duelist
  "A pessimistic young woman who tends to over-think the situations she is in,
   Hilgard is often fawned over by the men around her. Her best friend is
   Janus, whom she thinks of as an older sister at times. When tragedy swept
   Aventheim, she was one of the first to be caught in the middle of it..."
Joanna
Diamond Cutter: Johanna W. Swift
Class: Duelist
  "A beautiful, young knight, she seems frail and naive to the men around her.
   Consequently, many of the knights feel an extra need to protect her. Aside
   from being notoriously bad at cooking, Johanna's biggest weakness is sweet
   talk, and she often finds herself falling for the wrong kind of man.
   Because of this, Meryl tries to look out for her. Johanna's best friend is
   Diora, even though the two have seemingly opposite personalities."
Platier
Karmic Melody: Platier M. Lawrence
Class: Duelist
  "A caring and empathetic woman, she is eerily perceptive toward the people
   around her and very adept at reading people's moods. Platier places a high
   value on helping her comrades, and she has profound respect for artists and
   musicians. Few things irritate her more than unprofessionalism, such as
   when Atkasia and Neredo bicker. She believes she knows the Cardinal's true
   ambitions."
Neredo
Scarlet Fury: Neredo A. Velden
Class: Duelist
  "She is a boastful and arrogant fighter who often bickers with her older
   sister, Atkasia. Neredo does not much care for other people and rarely
   puts forth any effort to remember names or faces."
Atkasia
Scarlet Rage: Atkasia N. Velden
Class: Duelist
  "She is Neredo's older and more mature sister. Atkasia can be just as brash
   and cocky as her younger sister, but she has enough self-reflection to
   control herself. Nevertheless, she and her sister will still argue with
   each other like young children, and it can upset their comrades, especially
   Lakshmi."
Magenta
Sword Dancer: Magda L. Kialoster
Class: Duelist
  "Above all else, she values camaraderie and family values. This is not
   surprising since she is married to a fellow knight, Rudolf. She is not very
   intimidating and consequently is often underestimated by her opponent.
   Magda has learned to use this to her advantage on the battlefield. In her
   spare time, she collects antiques.
Darushan
Pure of Mind: Darshan Teno Eh Crow
Class: Lance Knight
  "She is a sharp-tongued girl with no desire to get involved in other
   people's affairs. Darshan has great respect for General Vishna, but she has
   no tolerance for Yelma or the Cardinal. Secretly, she feels that she is no
   match for Silvano, and this worries her for some reason. Unbeknownst to her
   comrades, she is very skilled at playing the harp."
Alier
The Last Hope of the Tiamats: Princess Alier
Class: Princess
  "The young Princess of the Tiamats. Her arranged marriage to Prince
   Nordich was to cement the realm of Aventheim and the Tiamat people, but
   that plan never came to fruition. She takes responsibility for the plight
   of her race."

Jamie
N/A
Mavis
N/A
Esther
N/A
Edith
N/A
Camilla
N/A
Colin
N/A
Brigitte
N/A





*************************
9.03.06   Tricksters
*************************
Leier
Twilight Keeper: Leier Bertzog
Class: Hermit
  "She is small in size but not in spirit. Leier is a knight in Firenz's unit,
   and she does her best to tolerate his drinking. When she needs to rant
   about him, she turns to her good friend Moira. Leier is a fond admirer of
   Sven's paintings and one day aspires to be a talented artist herself."
Erica
Celestial Fencer: Erica Val Eh Sokolov
Class: Duelist
  "She was born into nobility but quickly learned to hate class distinctions
   and prejudice. One day, Erica would like to be a housewife and take care
   of a family, but she feels compelled to serve her kingdom as a knight. She
   trained alongside Seriee, and has taken it upon herself to look out for
   Frances."
Janice
Rare Blossom: Janus Raymond
Class: Duelist
  "She may be a talented knight, but her primary passion is for reading. She
   takes every chance she can get to read Marion's poetry. Janus has a
   positive, almost naive, outlook on life, and she bears no ill will toward
   the Tiamats."
Lillian
Elegant Force: Lillian I. Amnoble
Class: Duelist
  "Although responsible and highly capable, Lillian much prefers the social
   aspects of knighthood. She loves looking after children and playing games
   with them, and she wishes she could spend more time with her childhood
   friend, Annalot."
Nina
Dutiful Slicer: Nina H. Answorth
Class: Duelist
  "She is a weak and timid young girl who only joined the knights to carry on
   the family tradition. She is constantly worried she is not cut out to be a
   knight, and she would much rather be in another line of work. Fortunately,
   she can find strength in her brother, Hampton, her friend, Annalot, and her
   superior officer, Reinhart."
Irma
Dancing Mapper: Irma Eri Sheifer
Class: Duelist
  "She is an overzealous girl with a very informal demeanor. Irma loves
   cartography, but she unfortunately has no sense of direction. Always
   obsessed with cleanliness, she over-polished her sword and armor until
   neither was usable anymore. The only time she ever focuses on the world
   around her is when she is backed into a corner."
Oryze
Chirping Sparrow: Oryze Vid Eh Dapho
Class: Duelist
  "She is currently the youngest knight in the kingdom, and all her comrades
   are amazed by her. In truth, she is much more immature than people realize
   she is, and she is still very naive about the world around her.
   Professionally, she idolizes Seriee and hopes to be as skilled as her one
   day."
Woosh
Searing Flame: Woosh W. Simmons
Class: Duelist
  "Despite her immense strength and skill, she is never good enough in her
   own eyes. Woosh trains hard daily, and when she is not training, she feels
   guilty. A large part of her dedication stems from the fact that she blames
   herself for the death of Melfi's parents. She now takes care of Melfi and
   has unrealistically vowed to never let anyone else die ever again."
Enite
Crimson Frost: Enite Toro Eh Keilos
Class: Duelist
  "She is a seductive woman who is direct with her emotions and her words.
   Enite idolizes Algiery, and distrusts anyone who does not like the young
   General. She has known Amalgun since childhood, but recently, the two have
   had their differences. Enite is also friends with Hydrick, and she worries
   about him constantly."
Sacchito
The Loyal Attendant: Sacchito
Class: The Secret
  "Princess Alier's faithful retainer. Sacchito is a doll given artificial
   life to protect the Tiamat Sanctuary's barrier."

Ulrich
N/A
Evi
N/A
Freier
N/A
Ludmilla
N/A
Lolo
N/A





**********************
9.03.07   Archers
**********************
Johann
Sullen Axe: Johann Elliott
Class: Warrior
  "Johann is always worried about the well-being of his mother, Nadia. He is
   incredibly homesick, but he continues to endure because he wants to make a
   difference in the kingdom. Lisbet tends to worry about him and does her
   best to take care of him. Johann has a secret crush on Leier, but he is
   afraid to tell her how he feels."
Doraize
Eagle Eye: Dreyuss Koubelka
Class: Archer
  "He is an excellent Archer, and he knows it. Dreyuss has a tendency to be
   blunt and rude at times, but he always means well. For a young man who
   spends most of his day focusing intently on targets, measuring wind speeds,
   and searching for strategic firing locations, he has a surprisingly
   horrible sense of direction. Dreyuss studied archery under Legaard, and he
   is fortunate to have Frances looking after him like an older sister."
Kress
Adroit Tactician: Cress Follet
Class: Archer
  "A humble and self-deprecating Archer, he idolizes Ganosh and is worried he
   will never have that degree of talent in his lifetime. Cress loves learning
   about people's pasts and the hardships they have had to overcome. He is
   very close friends with Simone, and has a great deal of respect for Isolde.
   He knows why Crozeph acts the way she does among the other knights."
Schmitz
Rolling Boulder: Schmitz Shell Orwall
Class: Lance Knight
  "A lazy man, Schmitz always moves at his own pace, no matter how intense
   the situation may get. He carries his lucky hat with him wherever he goes,
   and if he ever finds himself without it, he turns into a nervous wreck.
   Secretly, he is in love with Flora."
Walder
Deadly Phantom: Walder W. Wallace
Class: Archer
  "Walder's marksmanship is thought to be nearly unparalleled among the
   knights, second only to General Granitz himself. His sharp gaze causes
   people to regard him as cold and uninviting, but he is actually quite
   concerned for the welfare of those around him. He is very focused, and he
   does not rest until he has finished what he set out to accomplish. Walder's
   surprisingly vast vocabulary has been known to impress the kingdom's poets
   and orators."
Colt
Passionate Youth: Colt Corbin Siegel
Class: Archer
  "At a very young age, his father, Gaston, made it very clear that Colt's
   older brother, Gieche, was his favorite son. This gave Colt an intense
   inferiority complex and has driven him to be the best he can be in every
   area of his life. This even extends to the arts, where Colt is recognized
   as a very talented singer. Despite having never struck up a conversation
   with Bailey, he views him as a kindred spirit."
Oswald
Cheerful Raptor: Oswald J. Titus
Class: Archer
  "One of General Frabela's favorites, he is treated more like a brother than
   a subordinate. Many feel that with his skills, Oswald would make a great
   General one day, but unfortunately, he does not hold his talent in such
   high regard. He is considered one of the top five Archers in the kingdom
   and was even offered a position in the 1st Order, but he declined it. His
   mistrust for Ganosh was a large factor in this decision."
Heckler
Glittering Star: Heckler D.T. Aivor
Class: Archer
  "A pure and innocent young boy, he genuinely believes the world could be
   made a better place if everyone would try a little harder. While not as
   brash as Dreyuss, Heckler is very energetic and stands up for what he
   believes in. Having grown up in Balmore, he has a strong dislike for
   prejudice. Wunsche saved his life in battle, and now Heckler looks up to
   him."
Werner
Valiant Lamb: Werner F. Device
Class: Warrior
  "He is a gullible, weak-willed fighter who tends to get stomach aches from
   the stress of being a knight. Werner gets upset easily by Caline's sharp
   remarks and constantly falls for the merchant Salida's sales pitches. He
   idolizes Silvano, and his best friend is Monk."
Dosika
The Storm Speaker: Dosika Donia Ultina
Class: Archer
  "He is a Tiamat soldier who trained with Partha under Gordon. While not as
   strong as Yuga, Dosika makes up for it with keen strategy and finesse on
   the battlefield. He struggles tirelessly to end war and spread a message
   of peace and love."

Niccolo
N/A
Antionne
N/A
Gasparo
N/A
Bruno
N/A
Kashmir
N/A
Charles
N/A





**********************
9.03.08   Gunners
**********************
Granitz
Gale Marksman: Granitz S. Dinatog
Class: Archer
  "As the General of the 9th Order, Granitz is known for his exceptional
   skill with a bow and arrow. He is also known for his stern expression.
   There are rumors circulating that General Granitz has not laughed in years!
   He treats Oryze like a daughter, and he is close friends with Morozof, who
   drinks him under the table regularly."
Legaard
Crashing Thunder: Legaard Rockwell
Class: Archer
  "He comes across as a gruff and simpleminded Archer, but deep down, he cares
   more about his comrades' well-being than he does about himself or his
   career. Legaard has absolutely no willpower when it comes to Gert's
   cooking, and although he overeats, he has found a passion for new foods he
   would not ordinarily eat, such as mushrooms."
Hampton
Lord of Woe: Hampton N. Answorth
Class: Warrior
  "While he takes his duties as a knight seriously, his highest priority will
   always be the safety of his little sister, Nina. He is not very comfortable
   with expressing his feelings or speaking openly with most people. Hampton
   has enough talent to be an Archer if he wanted to, but he does not have
   enough focus or patience for it."
Staehel
Infernal Lightning: Staehel Rudolia
Class: Archer
  "Always the honorable and humble Archer, he is loved by all his
   subordinates. Upon receiving his promotion, Staehel's friends gave him a
   brand new bow, but he used it so much that it broke. He is currently
   searching for a master fletcher to repair it. While his unit is often
   criticized for being too relaxed, he firmly believes that nothing prepares
   for battle better than high morale and a hearty laugh. He greatly respects
   Walder."
Bergman
Wind Runner: Bergman A. Granger
Class: Archer
  "Although originally a member of the 2nd Order, he later forms a resistance
   movement to prevent the rise of Cardinal Capehorn. Bergman is hot-tempered,
   but his comrade, Mauser, tries to keep him calm. Although no one questions
   his skills as an Archer, many suspect he would be equally suited as a
   melee knight. He is desperately in love with Merrick, a maid at the
   castle."
Mauser
Keen Observer: Mauser D. Mendel
Class: Archer
  "He is a very conservative, old fashioned man. He regrets not being able to
   save the King and has now devoted his mind and body to preserving the
   kingdom. Mauser values being an individual instead of following the crowd,
   and he often usees proverbs to convey his feelings on a given subject. He
   has a great deal of respect for Granitz, and looks up to Ganosh's
   abilities, if not his attitudes."
Ganosh
Legendary Hunter: Ganosh Gaia Travis
Class: Archer
  "For an Archer, he is very well built. He has been charged with the care of
   the Prince, and as such, he is loyal to both the King and his son. In fact,
   despite Prince Nordich's generally selfish ways, Ganosh is viewed as
   somewhat of a father figure. Recently, Ganosh has begun suspecting that
   either Yelma or Cardinal Capehorn has been corrupting the Prince."
Bordeaux
Standing Reed: Bordeau Bach Fredric
Class: Archer
  "Though he appears exceptionally slender and frail, he is actually quite
   hearty. Bordeau is a quiet man who believes actions speak louder than
   words. He may not always voice just how proud he is to be a knight or how
   loyal to the King he truly is. Some find him to be socially awkward at
   times, but he has been fortunate enough to earn the trust and respect of
   many key individuals."
Otto
Devious Dragon: Otto L.O. Croney
Class: Lance Knight
  "The loss of his love, Lutecia, turned him into a bitter and pessimistic
   man. He is gruff and often anti-social, trusting no one except Hagen and
   Sarland. Otto does not care about the methods undertaken in order to
   accomplish a mission. He has mixed feelings toward Natalie, who looks a
   lot like Lutecia."
Amalgun
Silent Stalker: Amalgun Roni Oh Jieu
Class: Archer
  "He is a realist who suspects the higher-ups are concealing the truth from
   the knights. Amalgun thinks the state of the world is rapidly declining,
   and he has a great mistrust for General Algiery. Recently, he and his
   longtime friend Enite have been having some differences. His passion in
   life is studying the weaponry of foreign kingdoms."

Linus
N/A
Greg
N/A
Derick
N/A
Diego
N/A
Cesar
N/A
Claus
Still River: Klaus D. Strick
Class: Lance Knight
  "He puts his wife and daughters above all else, including his duties as a
   knight. He looks up to Basturk and General Rondine with great admiration,
   and he is longtime friends with Josef."





***********************
9.03.09   Throwers
***********************
Bonn
Loyal Companion: Bonn Clavell
Class: Warrior
  "A carefree hedonist, he sees knightly formalties as just obstacles that bar
   him from drinking and having a good time. Nevertheless, despite his
   irresponsible inclinations, Bonn is a reliable and capable ally on the
   battlefield. He is eternally regretful that he did not pursue Moira
   earlier, before Wunsche, his superior, proposed to her."
Mardin
Vigilant Cavalier: Mardin Scott
Class: Lance Knight
  "A stoic pessimist, the only area of his life in which Mardin has
   confidence is his ability to throw darts. He worries about others to the
   point that their problems soon become his own. Although he is embarrassed
   to admit it, he idolizes Wunsche and hopes to be like him one day. Mardin's
   best friend is Fritz."
Bailey
Curious Prodigy: Bailey Y. Fender
Class: Warrior
  "He is a rash and foolhardy young man who is quite immature. He became a
   knight solely because he thought it would afford him more opportunities
   to see the world, but now he has begun to regret that decision. He can
   sense how similar his life is to Colt's."
Wunsche
Devout Liberator: Wunsche L. Belanose
Class: Lance Knight
  "Although he is one of the calmest and most stoic knights in the kingdom,
   he lives by one of the strictest codes of morality. He is betrothed to
   Moira, a knight from the 11th Order, and he works tirelessly to keep her
   happy and content."
Rolf
Burning Tiger: Rolf Rolinger
Class: Wizard
  "He is an impressively talented young Wizard who climbed the ranks quickly.
   He continually strives to better himself for the kingdom's sake, but he
   knows he still has much left to learn. To many, Rolf is a model example of
   what a knight should be. Unlike some of the other Generals, Rolf is not
   able to hold his alcohol as well as he would like to."
Hydrick
Quiet Invoker: Hydrick A. Crowley
Class: Wizard
  "After losing his parents, Hydrick's life was given new meaning when Gunther
   inspired him to become a knight. He is a stubborn man with a somewhat low
   opinion of himself, and much of his free time is spent taking long, pensive
   walks. To many, he seems distant and uncompromising, and Meryl is
   especially worried about him."
Baltar
Hopeful Sky: Baltar Bert Brouden
Class: Wizard
  "Before joining the knights, he was a respected educator and researcher. He
   has a daughter, Maimi, whom he spoils, and he gives similar treatment to
   Gudrun, one of his subordinates who looks and acts a lot like his daughter.
   Before being injured and let go, Garick once served under Baltar."
Alfred
Unwavering Spear: Alfred Alois Dias
Class: Lance Knight
  "He is a handsome and often idolized young man, and people have described
   his graceful fighting style as though he is dancing with his spear.
   Recently, though, his behavior has changed a lot. He seems to have little
   patience for anyone, with the exception of his undying loyalty to Yelma,
   which perplexes many."
Yavusu
Constant Scholar: Yavuz Rolef Walesner
Class: Wizard
  "He is a conflicted intellectual, and although he acts tough and cold, he
   is deeply concerned for the people around him. He is reluctant to pry into
   other people's personal lives, and in battle, he is always calm and
   rational. Yavuz was ordered by Yelma to track General Algiery, but he has
   moral reservations with carrying out this mission..."
Yuga
Red Apostle: Yuga Luna Mephi Leto
Class: Wizard
  "He devotes his existence to protecting his land, his people, and Princess
   Alier. Yuga is frequently short-tempered, and years ago, he and Heinel
   fought each other. Although he does not hold her in high esteem as she
   holds him, he does admit to her ability in combat."

Gregory
N/A
Heinz
N/A
Gunther
The Stalwart Knight: Grand Marshal Gunther
Class: Grand Marshal
  "The right arm of the King. He is a well-liked and popular knight who keeps
   the other orders in line. There are rumors that the king's death drove him
   insane..."
Dante
N/A
Dean
N/A
Ferando
N/A





**************************
9.03.10   Priestesses
**************************
Frances
Shadow Spirit: Frances Mervyl
Class: Hermit
  "The youngest of seven sisters, she has very low confidence in herself and
   derives most of her strength and happiness from those around her. Frances
   is brokenhearted that she and her friend Roslip are not serving in the
   same order. Fortunately, she can depend on Erica to help her make it
   through the day."
Simone
Ivory Disciple: Simone Alexei
Class: Priestess
  "Her gentle, caring, motherly personality has garnered her immense
   popularity among her peers. From time to time, she acts as a fortuneteller,
   and many consider her readings to be very accurate. She and Cress have been
   very close since the two entered knighthood, and Simone trusts her with her
   deepest secrets [sic]."
Meryl
Ardent Prayer: Meryl U. Shretter
Class: Priestess
  "She is an angelic, motherly Priestess who loves all the knights equally,
   and her compassion and kind words have earned her a spot in the hearts of
   her comrades. She works closely with Gunther and has great faith that Rolf
   will one day be worthy to follow in his shoes."
Anette
Blazing Shepherd: Anette Asim Straud
Class: Priestess
  "Because she looks and acts extraordinarily young, she is constantly
   underestimated by the people around her. Her uncle, Donnel, is constantly
   worried about her and think she needs someone to watch over her at all
   times. Anette is secretly jealous of Misleen, whom she feels is prettier
   and more talented."
Dahlia
Gentle Tide: Dahlia E. Laverly
Class: Priestess
  "Perhaps afraid of silence, Dahlia constantly feels the need to talk. She
   tries her best to lighten people's moods and be social, but unfortunately,
   her comrades are often irritated by how talkative she is. In formal
   situations, she gets nervous easily and usually resorts to telling jokes
   that no one but her seems to understand."
Ansela
Bastion of Hope: Ansela F. Rowain
Class: Priestess
  "She is a quiet woman who is endlessly captivated by the hustle and bustle
   of living in the royal city. Basturk had served under Ansela's father, but
   her father passed away while she was still very young. She is very close
   friends with Wander."
Lakshmi
Sapphire Nymph: Lakshmi Sera Bradley
Class: Lance Knight
  "She is a soft-spoken and reserved young woman who tries not to draw
   attention to herself. Raised as an orphan, Lakshmi places high value on
   family and togetherness. When she sees Neredo and Atkasia fighting with
   each other, she frequently tries to intercede. Lakshmi has a great fear of
   Leonil."
Elizabeth
Tender Minister: Lizbet Eihm Wagner
Class: Priestess
  "Due to her maternal tendencies, she considers every knight to be like
   family, and she never speaks ill of anyone. Lisbet is exceedingly polite
   and formal, and she is passionate about helping others. It is quite
   possible that she is the only person who cares about the well-being of
   Aquina, and if the two had met before Aquina met Cardinal Capehorn, things
   may have been different..."
Misleen
Dusk Requiem: Misleen Eri Berton
Class: Priestess
  "She did not enter knighthood to fight, but rather, she wants to help those
   in need. Misleen is a somewhat sickly girl who has been relying on
   Yantana's herbs her whole life. It pains her that her body is so weak
   because she wishes she could help more people. She and Kulich have been
   good friends since before joining the knights."
Pische
The Pawn of Fate: Piche
Class: Harpy
  "The gentle-hearted granddaughter of Cardinal Capehorn. She has few
   acquaintances within the palace, and her feelings for Prince Nordich grow
   every day. The Prince also shares her feelings, but they are unable to meet
   publicly. Due to political obligations, the Prince was arranged to marry
   the Princess of the Tiamats."

Frederica
N/A
Marian
N/A
Frenda
N/A
Cecilia
N/A
Azema
N/A





**************************
9.03.11   Sorceresses
**************************
Alighieri
The Devoted Guardian: Algiery Merza Ectole
Class: Priestess
  "A torn spy who fell in love with her target. She was sent to Aventheim on
   a mission from the Elder, but things did not go according to plan...
   She is a compassionate and talented knight who climbed the ranks at an
   impressive speed. Her beauty and personality have helped her gain the
   trust of many of the knights, and she leads the 6th Order as fairly and
   justly as she knows how. Algiery's love for the King drives her to succeed
   in everything she does, and she considers General Frabela to be a close
   friend."
Crozeph
Fiery Heart: Crozeph Ross Arlay
Class: Lance Knight
  "She is loyal and noble, but she cuts herself off to everyone around her
   except her childhood friend, Raphael. She does not believe in having many
   friends because she cannot bear to see people she cares about get hurt or
   die. She is also a talented writer and sometimes speaks in metaphors. Many
   of her comrades find her aloofness attractive, and Crozeph frequently
   receives love letters from both men and women!"
Lyzz
Light Bringer: Lyzz Linda Ragford
Class: Priestess
  "Her loving parents passed away while Lyzz was very young, and she was
   adopted by Isabel. She is constantly unsure of herself, so she puts
   everything she has into each task she undertakes. When Lyzz joined the
   knights, Ernest saw she had great potential but lacked confidence, so he
   took her under his wing. She has also become good friends with Woosh, and
   she holds all her superiors in high regard."
Cornelia
Waning Moon: Cornela N.Z. Julius
Class: Duelist
  "Soft-spoken but never weak or timid, Cornela secretly harbors a fatal
   illness that very few people know about. A lot of her free time is spent
   listening to Fritz's stories, and she looks up to Freiber with great
   admiration. She is the granddaughter of Roberta, and those around her
   regard her as a sincere and beautiful young woman."
Isolde
Glowing Savior: Isolde Alma Dicrivan
Class: Hermit
  "Originally from a small farming village, she is a quiet woman who cuts
   herself off from most of the other knights. Grunval is the only person she
   feels comfortable opening up to, and Isolde always tries to keep her out of
   trouble."
Heinel
Bride of War: Heinel R. Hauser
Class: Lance Knight
  "She is a mysterious woman who does not speak much, but she has the trust
   of all her superiors. Heinel lost an eye years ago while fighting her
   bitter rival, Yuga. She is always in competition with herself to become
   better, and although she may seem unemotional at times, she constantly
   fights for the greater good."
Beatrix
Wrath of Night: Beatrix Bell Noran
Class: Hermit
  "In a cold and grim twist of fate, she was separated from her brother,
   Husrev, at a very young age. She knows of his existence, but does not know
   whether he is dead or alive. Though she is exceptionally talented, she is
   fairly closed off and introverted. To her, there is nothing more important
   than accomplishing the mission."
Caline
Garnet Zephyr: Caline Rheia Dickson
Class: Duelist
  "Although she is a cold realist who is very direct with her choice of words,
   Caline's heart is filled with an intense loneliness and a hatred of war.
   Much of her day is spent criticizing Werner and Nina, whom she views as
   weak. It is only around Theonil that she feels comfortable letting her
   guard down."
Silvano
Plated Marlin: Silvano Shin Renal
Class: Lance Knight
  "Sometimes known as the "Battle Goddess," she is an important member of the
   10th Order. Silvano is very calm and chooses her words carefully. She is an
   excellent chess player, and she has learned to transfer her chess
   strategies onto the battlefield. However, she is fully aware that her
   fellow knights are not as expendable as wooden chess pieces and often
   dwells on human nature."
Marion
Slender Thorn: Marion Mel Zweig
Class: Lance Knight
  "She is an elegant but powerful knight that even General Vishna holds in
   high regard. She has a strong hatred for war and is worried about the state
   of the kingdom. Therefore, she is not happy with her orders to keep an eye
   on Yelma and kill her at the first sign of suspicious activity. Marion has
   known Annalot since they went to school together."

Gracia
N/A
Caldina
N/A
Consuela
N/A
Velanche
N/A
Barthez
N/A





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9.03.12   Witches
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Flora
Amber Servant: Flora Ellenhart
Class: Hermit
  "She is constantly in search of sweets and anything cute, and she is not
   afraid to tell a guy she thinks he is good-looking. Flora is aware her
   sister, Rolenta, can be difficult at times, but she loves her anyhow. She
   has a lot of admiration for Schmitz's talents, but she worries that he is
   not living up to his full potential."
Annalot
Noble Cub: Annalot Ella Permeal
Class: Lance Knight
  "One of the newest and youngest recruits, Annalot tries hard to hone her
   skills and to take after her father, Freiber. She has been friends with
   Lillian since they were in school together, and Lillian loves to remind
   her of her embarrassing childhood nickname, "Clumsy Anna."
Sofine
Chipper Visionary: Sofine C. Renard
Class: Hermit
  "Although she has a terminally ill brother at home, she is an infectiously
   happy young woman. Sofine always sees the brighter side of things and tries
   to use her smile to motivate others."
Kriemhild
Beloved Lady: Gudrun H. Mison
Class: Lance Knight
  "She is cheery and polite, and although she is not very skilled in battle,
   she works hard to improve. Gudrun has a very difficult time telling Neredo
   and Atkasia apart, and as a result, she is not well-liked by either of
   them. She looks upon Baltar like a father, and while she adores cheese,
   she will not abide milk."
Rosa
Shining Mystic: Rosa Shis Proias
Class: Priestess
  "Always the optimist, she finds no greater joy than making other people
   happy. Sometimes, this means going beyond the call of duty or even
   potentially jeopardizing the mission. Nevertheless, she follows her heart
   in everything she does. Rosa watches over Piche like a child and treats
   her like family."
Natalie
Enlightened One: Natalie K. Sinclaire
Class: Hermit
  "She is a shy, modest young woman. Growing up as an orphan, she has seen her
   share of harsh times. Natalie looks after Lakshmi, a fellow orphan, and she
   bears a striking resemblance to Chester's deceased sister, Lutecia."
Roslip
Silver Tempest: Roslip L'Arg Vol IX
Class: Priestess
  "Her mother, Maginot, struggles constantly to preserve the family's social
   standing and see that her daughter is taken care of in life, but Roslip
   does not like having her mother's ways forced upon her. Most of her
   comrades find her difficult to work with, but she and Frances get along
   very well."
Belta
Rune Mistress: Belta Shimi Lesburg
Class: Priestess
  "She was raised by her grandmother, Myra. Belta is famous for having an
   amazing memory. When she joined the knights, she was put under the
   guidance of Ernest, who always thought she showed great promise. She lacks
   confidence in herself, but she tries hard to make everyone around her feel
   at ease."
Carena
Scion of the Night: Carena Yiel Eh Ceres
Class: Priestess
  "Although she works hard to be the best, she tends to get jealous of others'
   abilities very easily. Because of this, she sometimes leaves a bad
   impression on others. Carena looks up to Lisbet and Rosa, and she secretly
   envies the enormous amounts of praise that Belta receives."
Vienna
The Survivor & The Familiar: Vienna the Ashen & Moja
Class: Cendrillon
  "A determined youth of the Mehse. Vienna cannot speak, but rather, she
   allows her familiar to speak for her."

Lemmince
N/A
Colette
N/A
Audrey
N/A
Lulu
N/A
Sharon
N/A



































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                   SECTION 10.0   CREDITS AND DISCLAIMERS

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Thank you to...

My boyfriend, who kindly listened to me prattle on and on about this game for
hours on end and was magnanimous enough to even promise to play it someday. I
love you, darling!

My murderous little kitten. I love you too, baby!

Special thanks to R, E, and H for encouraging my work and helping me double-
check my info by playing the game themselves. Also to Molivious, who provided
extra information and opinions, especially on items and builds!

Ultimecia, Dahlia Hawthorne, and Princess Peach: my video game idols.

Alissa, my interest in whom engaged me in this story and caused me to fall in
love with it. And Elise, who constantly made me laugh.

All Sorceresses, Witches, Priestesses, and Paladins, for being my favorite
units and just amazingly good fun to use.

STING and Department Heaven, for this game, Yggdra Union, Riviera... ah, just
for everything they've ever made!

Atlus, may they live forever, for bringing this and many other magnificent
games into my life.

Credit to all of the following sites for helping me collect and doublecheck
the information in this guide:
  Molivious' guide: http://www.gamefaqs.com/psp/622913-gungnir/faqs/64458
  Broonga's guide: http://www.gamefaqs.com/psp/622913-gungnir/faqs/64430
  The GameFAQs forums: http://www.gamefaqs.com/boards/622913-gungnir
  http://www.atlus.com/gungnir/GungnirManual.pdf
  http://cs-wiki.net/gungnir/
  http://cs-wiki.net/gungnir/index.php?%E3%82%AE%E3%83%AB%E3%83%89
  http://zoffie-game.com/Gungnir/
  http://gungnir.game-cmr.com/data/Ending/index.html
  http://wiki.mmo-station.com/msData/list/gungnir/8209
  http://disaresta.livejournal.com/75948.html

Special credit here, for the thread where Broonga reveals the secret to
getting the Longinus and the Poelus Ice Pike:
  http://www.gamefaqs.com/boards/622913-gungnir/63182413/706316574

Special credit also to Didja Redo, whose spectacular Riviera Let's Play taught
me everything I know about the game:
  http://lparchive.org/Riviera-The-Promised-Land/

ASCII art courtesy of http://www.network-science.de/ascii/

This guide was written in 2012 by me, Ian Sentelik. All of it is my
intellectual property: found by me, experienced by me, and written by me. The
information itself is property of Atlus, so ripping this document off is
actually to rip a video game company of monumental proportions off. Good luck.
You are not permitted to copy this document, in part or in whole, without
attributing the proper credit to me. This guide belongs NOWHERE except for
GameFAQs, under the account of Serenitys_Cat.

All rights, including the one to compress time upon anyone who dares to copy
this document, reserved.