So my SOIAO run has hit a slight snag. I completely forgot about the first check for class changes, so both Glauque and Minuas are my Guardians. Which means that it was pointless hiring Dias as a Monk. Or is it? Don't really know. In any case, the only ones that can possible end as Hunters are Gosche (requires BR40), Lameia (after Wyrmskeep) and Blatt (after Koenigsdorf). Those ones are notable because of having nothing in WS levels when hired. This is good since it means that I can get to STR47 without having to fret about meeting the minimum WS requirement for Guardian. But that does throw a small wrench in my party composition. I was hoping for more Hunters than Scouts, but looks like I'll have to force my BR up for the Explosives and Potions units. Unfortunate, but that's what it looks like it's coming down to.
Back to getting those hapless soldiers ready for the Nest of Eagles. They may be ready now, or at least soon. I don't like how I'm already BR17 when I'm usually there BR5 or lower.
26 Dec 2011
28 Nov 2011
Noting down some damage test stuff
Mostly concerned with DW units, but can be extended to the other WS.
DW same modifier, matching to art's modifier:
* ATK255, STR255, 500 morale, Swift Spring Squall V, Divine Katana x2, Divine Scimitar x2
* hardly any difference. About +1000 damage when matching.
DW Nightbloom Virtutis w/ x, STR255, 500 morale, Free Fight Lv.2 Swift Spring Squall V:
* Might Longsword - ~49K
* Divine Scimitar - ~47K
* Divine Katana - ~46K
* Superlative Bluesteel - ~44K
* Spatha Caelestis - ~41K (effectively +0%, swap main slot + force -> 44K)
* Nightbloom Mist - ~47K
Conclusion: high weapon stats doesn't compare to boosting damage with effects
For fun...: Might Longsword x2: ~45K (both SSS V + SBR V)
Divine vs. Damascus:
* Divine Katana x2 (w/ effect): ~39K
* Mithril Katana x2: ~32K
* Divine Katana x2 (w/out effect): ~30K
* Divine Katana x2 (w/ FA+15%): ~39K
Reconfirm Swift vs. Peerless...
* Swift: 6107 per hit
* Peerless 6281 per hit
Conclusion: lower damage from Swift > speed loss from Peerless. Hard to justify speed loss.
Liza + various weapons...
Power Grip, STR109.46, Speed mod with Speed weapons (Swift Dragon's Flight V), Power mod with Power weapons (Peerless Dragon's Flight V), base damage:
* Might Tuck: ~14K (13140~14688)
* Might Longsword: ~14K (13860~14652)
* Laevateinn (STR125): ~13K (12710~13939)
* Shielding Bluesteel: ~13K (12475~13369)
* Superlative Bluesteel: ~12K (11080~12888)
* Spatha Caelestis: ~13K (12438~13211)
* Divine Broadsword: ~12K (11702~12033)
* Divine Rapier: ~12K (11196~12276)
Conclusion: [Sword] +5 has a much stronger effect that I originally thought, even without DWing. Laevateinn is practically useless at first, but really starts to outdo even the Shielding Bluesteel (and maybe even the [Sword] +5 variants) when STR starts climbing due to the hidden STR+15%. May be better for the long run if only using 1 weapon. If DWing, then doubling up on [WT] +5 and/or [CA] +5 would be best.
Divine Claymore vs. Sword of Seven
Based on X360 stats, STR255, Swift Dragon's Flight V:
Divine Claymore (ATK120): ~17K (16787~18348)
Sword of Seven (ATK130): ~16K (15128~16599)
Sword of Seven +9 (ATK175): ~17K (16348~18104)
Cerulean Rain damage w/ Ninja Torgal (STR255, maxed morale):
* Superlative Bluesteel +9 (ATK202): ~129K
* Gremory Noct +9 (ATK204): ~177K
Probably worth investigating a little bit...
Stats:
STR86.48 -> STR112 after belts are equipped
Might Splitter x2 -> ATK187, Shielding Hawkwind x2 -> ATK225 (because DWing on the X360 results in Main Slot + 0.5 Sub Slot ATK/MYS)
Morale: 500/1000 (equal, no bonus damage)
Monster: Dragon from Crookfen (loaded up one of my test files)
BR34 (like that would matter...)
Formation: Melee Stance (II, but that doesn't really change anything at all since it's just a SPD boost. only taking base damage, ignoring extra hits)
And here are the results.
Might Splitter x2:
Normal: 2908~4148
Peerless Acala's Wrath V: 19980~20933
Might Splitter x2 + Black Belt x2:
Normal: 5924~8334
Peerless Acala's Wrath V: 33553~35160
Shielding Hawkwind x2:
Normal: 4454~5894
Peerless Acala's Wrath V: 15730~16593
Shielding Hawkwind x2 + Black Belt x2:
Normal: 6200~9144
Peerless Acala's Wrath V: 27006~28380
DW same modifier, matching to art's modifier:
* ATK255, STR255, 500 morale, Swift Spring Squall V, Divine Katana x2, Divine Scimitar x2
* hardly any difference. About +1000 damage when matching.
DW Nightbloom Virtutis w/ x, STR255, 500 morale, Free Fight Lv.2 Swift Spring Squall V:
* Might Longsword - ~49K
* Divine Scimitar - ~47K
* Divine Katana - ~46K
* Superlative Bluesteel - ~44K
* Spatha Caelestis - ~41K (effectively +0%, swap main slot + force -> 44K)
* Nightbloom Mist - ~47K
Conclusion: high weapon stats doesn't compare to boosting damage with effects
For fun...: Might Longsword x2: ~45K (both SSS V + SBR V)
Divine vs. Damascus:
* Divine Katana x2 (w/ effect): ~39K
* Mithril Katana x2: ~32K
* Divine Katana x2 (w/out effect): ~30K
* Divine Katana x2 (w/ FA+15%): ~39K
Reconfirm Swift vs. Peerless...
* Swift: 6107 per hit
* Peerless 6281 per hit
Conclusion: lower damage from Swift > speed loss from Peerless. Hard to justify speed loss.
Liza + various weapons...
Power Grip, STR109.46, Speed mod with Speed weapons (Swift Dragon's Flight V), Power mod with Power weapons (Peerless Dragon's Flight V), base damage:
* Might Tuck: ~14K (13140~14688)
* Might Longsword: ~14K (13860~14652)
* Laevateinn (STR125): ~13K (12710~13939)
* Shielding Bluesteel: ~13K (12475~13369)
* Superlative Bluesteel: ~12K (11080~12888)
* Spatha Caelestis: ~13K (12438~13211)
* Divine Broadsword: ~12K (11702~12033)
* Divine Rapier: ~12K (11196~12276)
Conclusion: [Sword] +5 has a much stronger effect that I originally thought, even without DWing. Laevateinn is practically useless at first, but really starts to outdo even the Shielding Bluesteel (and maybe even the [Sword] +5 variants) when STR starts climbing due to the hidden STR+15%. May be better for the long run if only using 1 weapon. If DWing, then doubling up on [WT] +5 and/or [CA] +5 would be best.
Divine Claymore vs. Sword of Seven
Based on X360 stats, STR255, Swift Dragon's Flight V:
Divine Claymore (ATK120): ~17K (16787~18348)
Sword of Seven (ATK130): ~16K (15128~16599)
Sword of Seven +9 (ATK175): ~17K (16348~18104)
Cerulean Rain damage w/ Ninja Torgal (STR255, maxed morale):
* Superlative Bluesteel +9 (ATK202): ~129K
* Gremory Noct +9 (ATK204): ~177K
Probably worth investigating a little bit...
Stats:
STR86.48 -> STR112 after belts are equipped
Might Splitter x2 -> ATK187, Shielding Hawkwind x2 -> ATK225 (because DWing on the X360 results in Main Slot + 0.5 Sub Slot ATK/MYS)
Morale: 500/1000 (equal, no bonus damage)
Monster: Dragon from Crookfen (loaded up one of my test files)
BR34 (like that would matter...)
Formation: Melee Stance (II, but that doesn't really change anything at all since it's just a SPD boost. only taking base damage, ignoring extra hits)
And here are the results.
Might Splitter x2:
Normal: 2908~4148
Peerless Acala's Wrath V: 19980~20933
Might Splitter x2 + Black Belt x2:
Normal: 5924~8334
Peerless Acala's Wrath V: 33553~35160
Shielding Hawkwind x2:
Normal: 4454~5894
Peerless Acala's Wrath V: 15730~16593
Shielding Hawkwind x2 + Black Belt x2:
Normal: 6200~9144
Peerless Acala's Wrath V: 27006~28380
28 Sept 2011
Pon Pon!
I have no idea why, but I just started playing Patapon again. Probably because of wandering around TV Tropes (again), then seeing that Patapon 3 had be out for a while now. So I replayed the first 2 (with cheats, can't really be bothered with grinding everything out right now). I'd have to agree with the Hero unit in Patapon 2. Those guys really are "insane in the membrane." Ton, Chin and Kan (1, 2, 3?) in 3 are just as bad, to the point that Hatapon and the Uberhero (and maybe Silver Hoshipon) are the only sane ones left. Sukopon might count, but he's always looking through that telescope of his. So I'm playing through 3 with a few cheats here and there to get an idea of how the game operates, then I'll switch over to really playing it.
... And being the idiot that I am, I started with Yumiyacha the archer. At least that gives me 2 healers!
On the Chaos Legion front, I finally found my PS2 copy. In a box that I didn't realize also had PS2 games in. Woo. The disc is still in good condition so I'm not going to worry about that for the time being, though it should probably get cleaned or repaired some time soon. So now I'm just plowing through Normal, because I noticed that I never finished it on that difficulty. Just Easy. More than likely because I wasn't exactly good back then. Still really bad now, but noticeably better, I guess. So my PC play is on hold for a little bit, until I beat it on the PS2. Made it up to Stage 7 already, but I don't really know which Legions I should tag along because I still need to get through Stage 8, which is really long, before I can start grinding their stats. I want to bring Malice and Blasphemy because they're my strongest Legions, but I also want to tag along Guilt because of the 6-hit combo and it needing the EXP for the Spiritual Gem. Also, it's because I know that Stage 10 and 11 are going to be massive pains to run through.
On a side note, it seems that I really can't see depth that well in games. Or in real life for that matter. And I have 2 functional eyes. Probably explains why I still walk right into things. I started noticing after joining archery last year because I really couldn't tell just how far away the targets were until I walked up to them. I could see that they were far away because of the size difference, but not how far. I just attributed the walking-into-things bit to being a klutz and lack of spatial perception in general. This might explain why I suck at action games. I can't really tell where the models are in 3D space. This is very bad if playing on higher difficulties.
... And being the idiot that I am, I started with Yumiyacha the archer. At least that gives me 2 healers!
On the Chaos Legion front, I finally found my PS2 copy. In a box that I didn't realize also had PS2 games in. Woo. The disc is still in good condition so I'm not going to worry about that for the time being, though it should probably get cleaned or repaired some time soon. So now I'm just plowing through Normal, because I noticed that I never finished it on that difficulty. Just Easy. More than likely because I wasn't exactly good back then. Still really bad now, but noticeably better, I guess. So my PC play is on hold for a little bit, until I beat it on the PS2. Made it up to Stage 7 already, but I don't really know which Legions I should tag along because I still need to get through Stage 8, which is really long, before I can start grinding their stats. I want to bring Malice and Blasphemy because they're my strongest Legions, but I also want to tag along Guilt because of the 6-hit combo and it needing the EXP for the Spiritual Gem. Also, it's because I know that Stage 10 and 11 are going to be massive pains to run through.
On a side note, it seems that I really can't see depth that well in games. Or in real life for that matter. And I have 2 functional eyes. Probably explains why I still walk right into things. I started noticing after joining archery last year because I really couldn't tell just how far away the targets were until I walked up to them. I could see that they were far away because of the size difference, but not how far. I just attributed the walking-into-things bit to being a klutz and lack of spatial perception in general. This might explain why I suck at action games. I can't really tell where the models are in 3D space. This is very bad if playing on higher difficulties.
3 Sept 2011
Sacrifice souls, punt explosive minions!
So I've started my Hard Mode run, and now am recording it. It's not going as smoothly as I thought, but eh. It's not that bad, but I'm still making a large number of stupid mistakes. Must be my lack of patience catching up, or just out of practise as I haven't touched an action-based game in well over 6 months. No, not even SenBasa. I'm thinking of restarting the run as I think I've gotten used to the flow now. Will be missing using Double Raid and Despise for a little while, but I think I can live without them until I get to Stage 9. I want to find my PS2 copy already, but I have no idea where to look. Where could it have gone...?
It's funny... I found the scans to the novels, then looked at the JP wiki page. While the game is based on the first novel, it's chronologically the last arc in the series. So Sieg starts with a shovel (that turns into a sword when he's fighting, I think) and an intact coat. Other characters that aren't seen, like Novia and Aliceheart ("Chibi" as Sieg calls her). If I'm reading this correctly, Novia is also another Maiden of the Silver, though maybe a different sub-faction as she's not really there for combat. She made food for Sieg? I haven't looked too far into volume 0. Terminology is also different. Instead of "Knight of the Dark Glyphs", it's "Schwartz Ritter", or something to that effect (it's German, a language that I have no understanding of, probably just means "Black Knight"). The sword/shovel thing has a name too, but I can't tell what it is. インドルガンツィア? Wish I could understand more of the language. The novels actually seem interesting when compared to what the game offered in terms of "story." Plus, the illustration of Aliceheart tying knots in Sieg's hair was hilarious.
Interesting thing of note. Someone on NeoGAF linked to my JP guide "translations." Didn't think that would happen as I kinda just typed it up for my own amusement so I didn't have to open up my cut up copy when I wanted to check something. Still have to when going rare hunting, but that's because the maps on the wiki suck. We're working on getting those either replaced, or create a separate section just for them. Updated info can be found on my wiki guide, though I'll still poke at what I've typed here from time to time. There are probably a few mistakes that slipped by as I tended to work on those sections at around 1~3 in the morning. Not the best time to be thinking about these kinds of mechanics, but whatever. As long as it gets done first, then I'll go back to it later. Or else it will never get anywhere. Strange, how the mind works.
Either way, most of the stuff typed up is based on the PC version, with observations of the X360 based on what I've played so far (and damn, I spend too much time looking at command behaviours) and what I've seen while watching playthroughs on NicoDou. I should probably just download the segments and view them on my own time. It'll be easier to observe that way, I think.
I should probably do something with my other blog already... It's been sitting there for about a year without a new post. Hm...
It's funny... I found the scans to the novels, then looked at the JP wiki page. While the game is based on the first novel, it's chronologically the last arc in the series. So Sieg starts with a shovel (that turns into a sword when he's fighting, I think) and an intact coat. Other characters that aren't seen, like Novia and Aliceheart ("Chibi" as Sieg calls her). If I'm reading this correctly, Novia is also another Maiden of the Silver, though maybe a different sub-faction as she's not really there for combat. She made food for Sieg? I haven't looked too far into volume 0. Terminology is also different. Instead of "Knight of the Dark Glyphs", it's "Schwartz Ritter", or something to that effect (it's German, a language that I have no understanding of, probably just means "Black Knight"). The sword/shovel thing has a name too, but I can't tell what it is. インドルガンツィア? Wish I could understand more of the language. The novels actually seem interesting when compared to what the game offered in terms of "story." Plus, the illustration of Aliceheart tying knots in Sieg's hair was hilarious.
Interesting thing of note. Someone on NeoGAF linked to my JP guide "translations." Didn't think that would happen as I kinda just typed it up for my own amusement so I didn't have to open up my cut up copy when I wanted to check something. Still have to when going rare hunting, but that's because the maps on the wiki suck. We're working on getting those either replaced, or create a separate section just for them. Updated info can be found on my wiki guide, though I'll still poke at what I've typed here from time to time. There are probably a few mistakes that slipped by as I tended to work on those sections at around 1~3 in the morning. Not the best time to be thinking about these kinds of mechanics, but whatever. As long as it gets done first, then I'll go back to it later. Or else it will never get anywhere. Strange, how the mind works.
Either way, most of the stuff typed up is based on the PC version, with observations of the X360 based on what I've played so far (and damn, I spend too much time looking at command behaviours) and what I've seen while watching playthroughs on NicoDou. I should probably just download the segments and view them on my own time. It'll be easier to observe that way, I think.
I should probably do something with my other blog already... It's been sitting there for about a year without a new post. Hm...
23 Aug 2011
They Slice and Dice and make Julienne Fries!
So I started playing Chaos Legion again. After how many years? It's only because I can't seem to find my PS2 copy. I know that I didn't sell it because I liked the music in the game (OST in a shopping basket, added Sengoku Basara 3 UTAGE as a pre-order). So... went with the PC version. Slightly surprised that I managed to find a working download of the game, and it works quite nicely. The only problem is that the computer isn't picking up the fact that it's running in a window because the monitor turns itself off after about 30 minutes of "inactivity". Annoying. Oh well. Time to change the power settings for now since I'm not processing anything, and if I were, I would have turned off the monitor anyways.
As for the game itself... I don't really remember it being this tedious. Maybe it's because I'm playing on Normal, not on Easy? My pride wouldn't let me choose Easy after the prologue. The music is as awesome as I remember it about 8 years ago. Anyways, slowly making my way through the game. Didn't think that I'd be using the Blasphemy Legion that much during Stage 8, but here I was, kicking those little bombs like no tomorrow. I do have to admit that I think I may have put myself in a slightly tough position as I'm seriously lacking in healing items. Shouldn't be a problem after finishing Stage 9 though as the Stage Selector should be unlocked right after. Can't wait to go back to farm some items and to level up the Legions a little more, especially Flawed. Want to use Double Raid and Despise without having to equip it. They're not exactly the sturdiest things, but the abilities are great.
On the LasRem front, most of the Ranks have been filled out. Only Rank 4 remains, but I don't have a clue what the trigger could be. If it's the obscene number of battles, I'm going to have to kill someone. Still working through my guide little by little. I want to make an equipment chart at some point as a quick overview type of thing. A few pieces had their art modifiers changed during the porting process, most notably the Longsword line. Went from Power to Speed, likely to help Emmy/Emma advance their arts. Will be going through the guide(s) to keep checking up on them, but it will take a while because the JP guides separate things based on the 50 sounds, something that I'm not too familiar with yet. Oh well. Whatever it takes to continue updating the wiki. Still... because all the info was extracted from the PC version, any X360 version data likely isn't even on the wiki.
As for the game itself... I don't really remember it being this tedious. Maybe it's because I'm playing on Normal, not on Easy? My pride wouldn't let me choose Easy after the prologue. The music is as awesome as I remember it about 8 years ago. Anyways, slowly making my way through the game. Didn't think that I'd be using the Blasphemy Legion that much during Stage 8, but here I was, kicking those little bombs like no tomorrow. I do have to admit that I think I may have put myself in a slightly tough position as I'm seriously lacking in healing items. Shouldn't be a problem after finishing Stage 9 though as the Stage Selector should be unlocked right after. Can't wait to go back to farm some items and to level up the Legions a little more, especially Flawed. Want to use Double Raid and Despise without having to equip it. They're not exactly the sturdiest things, but the abilities are great.
On the LasRem front, most of the Ranks have been filled out. Only Rank 4 remains, but I don't have a clue what the trigger could be. If it's the obscene number of battles, I'm going to have to kill someone. Still working through my guide little by little. I want to make an equipment chart at some point as a quick overview type of thing. A few pieces had their art modifiers changed during the porting process, most notably the Longsword line. Went from Power to Speed, likely to help Emmy/Emma advance their arts. Will be going through the guide(s) to keep checking up on them, but it will take a while because the JP guides separate things based on the 50 sounds, something that I'm not too familiar with yet. Oh well. Whatever it takes to continue updating the wiki. Still... because all the info was extracted from the PC version, any X360 version data likely isn't even on the wiki.
26 Jul 2011
Still at it
... So I got curious and started playing around with a certain tool. And it lets me see a very important detail, number of battles. Then I noticed that I had less than 500 fights to that file. No wonder why I couldn't trigger Rank 6 or 7 before finishing that quest... Had all the requirements, except for the insanely bloodthirsty, fight-happy part. Too bad the file right before cementing the Rank 8 version is sitting at 100 battles. And that's after I've wandered through the Ruins a little bit. It's going to take forever to trigger the Rank 6 and 7 fights at this rate! That, and I don't know where the number is stored in the savefile, so I can't just edit my way into this. Oh well.
In other news. Still haven't bothered to redo the LasRem guide scans. It's not that I don't have time, it's more of not having a long enough USB cable to hook it up to my desktop so that I don't have to deal with the slower processing from my netbook. That can wait. Other things... Now admin and bureaucrat at the LasRem wiki. Still plugging away at it, though I think I should take a little break so that I can actually play the game. I'm serious... I haven't actually played it in about a month or so, just accessing it for data, a few observations here and there, and finishing up a few recordings.
Installed Maya and 3ds Max. Going to fiddle around with those. Oh, and UDK, because I'm curious about these things. Need to update the C library on the desktop as well since I can't seem to compile a certain program I want to try out. It's another LasRem memory reading tool, but it also outputs info on the individual units in one neat little package. Better than what I've been using for a little bit trying to look at the various changes in-battle. I think I'm going to be running both at the same time just to see what's going on. After all, still want to find out about those focus shifts, which I was going to use the first tool for. I have no idea what the threshold really is, but it's got to be at least 80% going a certain way.
Also, Duke Nukem Forever has got to be the worst joke of the century. Over 10 years in development, and all that's there is this incredibly clunky game with horrid models and pathetic mechanics. Really? Is this supposed to be cutting edge? It looks like something that would have been fine at least 5 years ago. And it's using Unreal 2.5! Sure, highly modified Unreal 2.5, but it still looks outdated. Bleh. Might as well finish the stupid game already... What a bore. It also doesn't recognize my PS3 controller as a gamepad. Hell, it doesn't even recognize my X360 controller of all things!
In other news. Still haven't bothered to redo the LasRem guide scans. It's not that I don't have time, it's more of not having a long enough USB cable to hook it up to my desktop so that I don't have to deal with the slower processing from my netbook. That can wait. Other things... Now admin and bureaucrat at the LasRem wiki. Still plugging away at it, though I think I should take a little break so that I can actually play the game. I'm serious... I haven't actually played it in about a month or so, just accessing it for data, a few observations here and there, and finishing up a few recordings.
Installed Maya and 3ds Max. Going to fiddle around with those. Oh, and UDK, because I'm curious about these things. Need to update the C library on the desktop as well since I can't seem to compile a certain program I want to try out. It's another LasRem memory reading tool, but it also outputs info on the individual units in one neat little package. Better than what I've been using for a little bit trying to look at the various changes in-battle. I think I'm going to be running both at the same time just to see what's going on. After all, still want to find out about those focus shifts, which I was going to use the first tool for. I have no idea what the threshold really is, but it's got to be at least 80% going a certain way.
Also, Duke Nukem Forever has got to be the worst joke of the century. Over 10 years in development, and all that's there is this incredibly clunky game with horrid models and pathetic mechanics. Really? Is this supposed to be cutting edge? It looks like something that would have been fine at least 5 years ago. And it's using Unreal 2.5! Sure, highly modified Unreal 2.5, but it still looks outdated. Bleh. Might as well finish the stupid game already... What a bore. It also doesn't recognize my PS3 controller as a gamepad. Hell, it doesn't even recognize my X360 controller of all things!
24 Jun 2011
Fwhoosh!
Been updating my wikia blog with my X360 progress, of which there has been little of since I went rare hunting like crazy. Did eventually spawn every single rare in the game, albeit trainer-assisted. The Yellowcap Vanguard, Yellowcap Soldier and Redcap Champion just refused to spawn no matter how many times I decided to zone into the locations so I went with spawning another rare to change all of its stats to match them. Worked like a charm~ Mostly because I had fiddled around with that part before, so I knew that it might come in handy. Went to the appropriate spawn areas because of the possibility that the enemy's BR is linked to location, and I didn't want to take any chances with that. After all, it was weird seeing the Conqueror with about 1M HP while at Rank 5.
Speaking of Ranks, it turns out that I went rare hunting with the wrong file all this time. Needed to get 1000+ battles before seeing Rank 6, and 1500+ for Rank 7, but I was using my Rank 8 file... Bit of a mistake on my part. I still have the Rank 5 file, but I really don't feel like counting battles from there. Too much work, and I don't know my battle counter. Ah well, I'll eventually get there. Maybe with SOIAO because I know that I have to do a huge amount of fighting just to get them prepared for everything anyways. I think I'll speed run what I have right now (trainer-assisted) to get to Rank 1. Then see if the conditions for the other Ranks hold true and grab those values. Ah... still so much testing, despite completely conquering one aspect of it...
Also, need to change around the templates for the units. WS, soldier upgrade paths, and maybe other things need to be added. Revamping several pages and templates seems to be in order as well, so I'm going to need to learn how to create/edit templates more effectively.
Speaking of Ranks, it turns out that I went rare hunting with the wrong file all this time. Needed to get 1000+ battles before seeing Rank 6, and 1500+ for Rank 7, but I was using my Rank 8 file... Bit of a mistake on my part. I still have the Rank 5 file, but I really don't feel like counting battles from there. Too much work, and I don't know my battle counter. Ah well, I'll eventually get there. Maybe with SOIAO because I know that I have to do a huge amount of fighting just to get them prepared for everything anyways. I think I'll speed run what I have right now (trainer-assisted) to get to Rank 1. Then see if the conditions for the other Ranks hold true and grab those values. Ah... still so much testing, despite completely conquering one aspect of it...
Also, need to change around the templates for the units. WS, soldier upgrade paths, and maybe other things need to be added. Revamping several pages and templates seems to be in order as well, so I'm going to need to learn how to create/edit templates more effectively.
26 May 2011
Awkward...
Either the game glitched on me, or there's other requirements that can be fulfilled to see the "Wait for a chance!" command... Vega and McGrady both got that command, at the same time, while at the Holy Plain. This is rather strange as they're Cavaliers, not Commanders/Gladiators/Ordainers/Ataraxians, the classes that actually have the [Commander] skill. Aquarius gets the command fairly often, which is a bit of a waste since I always try to spend their first few turns buffing/casting Stealth. Anyways, I haven't been able to reproduce the command. I should have recorded the first time I did the fight, but I didn't think that it would end up like that. Was being a complete asshole too since I used Fatal Eclipse at the first possible moment and sent the boss into critical with the Qsiti in the Groggy state. Then I had some fun watching the support unions casting Medical Heal over and over again.
Posted the screens, along with 2 others for "Knock 'em out!" and "Strengthen your defenses!" since I was editing the Battle Commands page. Let's see what happens... mostly because I want to see if anyone else has seen strange behaviours.
For my reference: Engetsu/Reflect/Celapaleis Guard/Mystic Wall
Posted the screens, along with 2 others for "Knock 'em out!" and "Strengthen your defenses!" since I was editing the Battle Commands page. Let's see what happens... mostly because I want to see if anyone else has seen strange behaviours.
For my reference: Engetsu/Reflect/Celapaleis Guard/Mystic Wall
10 May 2011
X360 Time
Well, finally started on the X360 version. Got a save stored on a USB key that I'll use as a starting point so that I don't have to deal with starting at the beginning every single time. Noting down the EXP levels for what Rush as done so far.
OH - 16
DW - 24
Spark - 32
Invo - 36 (Invo 1)
RH - 16
Herbs - 16 (Herbs 1)
So that still leaves me at Item/Mys balance in that save. That should be right if most of my previous observations were right. Art levels don't matter, it's the Skill levels that require management. And I need him to stay balanced until STR41. It's to see if he can reach Fencer using only DW. I already know that the X360 Fencer only requires OH, so where does that leave DW?
As for actual progress, not once have I felt like I was in any danger. Most of my game overs were from stupid decisions, so it really feels like I'm playing on Easy Mode or something. I fail to see how this is hard at all. The only hard part is constantly being alert to monster movements so that I could dodge them all, which is harder on the PC. Their detection range really is bigger, which is why I use the infinite Timeshift to just run through the entire place. That, and linking entire areas whenever I'm bored.
Already past Numor Mine, although I wish that I had tackled it at a lower BR. Went at it at BR7, mostly because I spent 2BRs worth of battles looking for materials to upgrade Rush's Katanas, which were getting outdated, to Ronin Katanas. I'd normally go at it at BR3, but it really looks like the BR gain has been reduced for the PC version. Even with those extra fights (I could have just harvested the items), I doubt that I would have gone past BR5 on the PC. And... I forgot to test if Emma hops in during the fight. I think I have a save in the Mines, just not right before the boss fight. Ah well. Almost time for the Nest of Eagles. Again.
And still going through the damage test ratios. I'm currently stumped with Seales... I'll put it in another post later.
OH - 16
DW - 24
Spark - 32
Invo - 36 (Invo 1)
RH - 16
Herbs - 16 (Herbs 1)
So that still leaves me at Item/Mys balance in that save. That should be right if most of my previous observations were right. Art levels don't matter, it's the Skill levels that require management. And I need him to stay balanced until STR41. It's to see if he can reach Fencer using only DW. I already know that the X360 Fencer only requires OH, so where does that leave DW?
As for actual progress, not once have I felt like I was in any danger. Most of my game overs were from stupid decisions, so it really feels like I'm playing on Easy Mode or something. I fail to see how this is hard at all. The only hard part is constantly being alert to monster movements so that I could dodge them all, which is harder on the PC. Their detection range really is bigger, which is why I use the infinite Timeshift to just run through the entire place. That, and linking entire areas whenever I'm bored.
Already past Numor Mine, although I wish that I had tackled it at a lower BR. Went at it at BR7, mostly because I spent 2BRs worth of battles looking for materials to upgrade Rush's Katanas, which were getting outdated, to Ronin Katanas. I'd normally go at it at BR3, but it really looks like the BR gain has been reduced for the PC version. Even with those extra fights (I could have just harvested the items), I doubt that I would have gone past BR5 on the PC. And... I forgot to test if Emma hops in during the fight. I think I have a save in the Mines, just not right before the boss fight. Ah well. Almost time for the Nest of Eagles. Again.
And still going through the damage test ratios. I'm currently stumped with Seales... I'll put it in another post later.
19 Apr 2011
Part 1 Done.
Well, after about 2(?) months, I've finished Part 1 of my Athlum Generics Only run. Normally, it wouldn't take me that long to get past that. Mostly because of being caught up in schoolwork, applications and continuing to gather and interpret data, which dramatically slows down any progress I may have had instead. Still, I have the Normal run to deal with. I left that one alone for now, but I have to make sure that I agree with Ophelia all the way to get Nordis's HP values. Dealing with "At Hatred's End" is not going to be fun, even more annoying if I even make it to The True Conqueror (Abyss Gate = Instakill).
The Gates of Hell was a bit more difficult than I expected. First run that morning fell apart very quickly (must have been lack of sleep), then the second one ran much more smoothly. Remind me to never go on a death run against the Gates. Having Rush there did make things a little bit easier, would have been even better if he had Vivification Herb, but it wasn't likely that he would have sparked it in time. After all, it requires about 20 uses of Restorative Herb before he gets enough Herbs EXP to spark it. I already knew that if he didn't have the Ragna-rock, it would work against me in a very nasty manner. While Vega, McGrady and Oakes can revive, there's just no way for Vega and McGrady's unions to charge enough AP for it, even with the InitAP bonus from their class (Healer, InitAP +10%). Besides, the AP cost was still far too high for it to be a feasible revive art at the moment (129AP). Still, very successful run with only deploying 12 units, even if one is still stuck at unit BR2.
Jager and the Lob Omen went much more smoothly. Only required 1 attempt, but I went ahead with recording a different set up. 1-3-3-3-1 was the config, worked flawlessly. Good thing I got their STR up a little bit, or else Lob Omen might have been a little too much for some of them to handle. Perneth and Hematea were definitely MVPs in the fight due to their very high INT, paired with Hex and single target Invo. Needed to get rid of the 4 distractions ASAP, before they really make a dent on some of the slightly more fragile unions. Purposely stuck Vega and Oakes together. I knew that they would get bashed around a little bit, so one to revive while the other will heal the union. Plus, they're sturdy enough. Marty's union was also quite robust, considering that there's the Shield of the Vanquisher in play. He would have eventually upgraded to it, but I didn't want to eventually have to hunt for Jewel Steel, and giving it to him early means that I don't have to deal with any potential illegal upgrades. Exploited Lob Omen's AI to Raidlock it a few times. This fight is much easier than the Gates if you know what you're doing, and/or happen to have high powered Hex units hanging around.
Thinking on it though... I think I may have overdone the stat grinding. Sure, it took me several tries to get past the Nest of Eagles, but I think I could have done with lower stats if I had used a similar set to the Jager+Lob Omen fight since the Hexes were dealing enough damage to take out those unions. And because of the grinding, I ended at BR20. Could have been even lower if I didn't do as much grinding, which I could have benefited from because there are new units to recruit. Well, next order of business to grabbing the numbers on those boss fights. Good thing I have saves right before each one.
And I think that someone should write an "Idiot's Guide to The Last Remnant." I'm starting to get a little bit annoyed at all the questions that are being asked. Mostly because it only takes a little bit of experimentation, a little observation, and all those save slots to figure out what the hell you're doing wrong. Almost everything that goes wrong in the game is on the player.
On a slightly more amusing note... It's the first time I've seen someone banned so quickly. I wonder over what though. Was it that topic? Or was it the topic title? I was already being extremely patient with him, even giving the HP thresholds of what the Conqueror would do. I mean, seriously. Getting caught in his Overdrive state twice is already bad enough. Since he will always use Overdrive at a certain point, all the user had to do was just prepare for and not send every union against him for the third attempt! This is the same guy that eventually noticed that rares would stop Skull Scavengers from spawning. Oh, and apparently destroying the game because it was "cheating." If anything, the player already has the advantage. A huge one at that too. It all depends on how you manipulate the game.
The Gates of Hell was a bit more difficult than I expected. First run that morning fell apart very quickly (must have been lack of sleep), then the second one ran much more smoothly. Remind me to never go on a death run against the Gates. Having Rush there did make things a little bit easier, would have been even better if he had Vivification Herb, but it wasn't likely that he would have sparked it in time. After all, it requires about 20 uses of Restorative Herb before he gets enough Herbs EXP to spark it. I already knew that if he didn't have the Ragna-rock, it would work against me in a very nasty manner. While Vega, McGrady and Oakes can revive, there's just no way for Vega and McGrady's unions to charge enough AP for it, even with the InitAP bonus from their class (Healer, InitAP +10%). Besides, the AP cost was still far too high for it to be a feasible revive art at the moment (129AP). Still, very successful run with only deploying 12 units, even if one is still stuck at unit BR2.
Jager and the Lob Omen went much more smoothly. Only required 1 attempt, but I went ahead with recording a different set up. 1-3-3-3-1 was the config, worked flawlessly. Good thing I got their STR up a little bit, or else Lob Omen might have been a little too much for some of them to handle. Perneth and Hematea were definitely MVPs in the fight due to their very high INT, paired with Hex and single target Invo. Needed to get rid of the 4 distractions ASAP, before they really make a dent on some of the slightly more fragile unions. Purposely stuck Vega and Oakes together. I knew that they would get bashed around a little bit, so one to revive while the other will heal the union. Plus, they're sturdy enough. Marty's union was also quite robust, considering that there's the Shield of the Vanquisher in play. He would have eventually upgraded to it, but I didn't want to eventually have to hunt for Jewel Steel, and giving it to him early means that I don't have to deal with any potential illegal upgrades. Exploited Lob Omen's AI to Raidlock it a few times. This fight is much easier than the Gates if you know what you're doing, and/or happen to have high powered Hex units hanging around.
Thinking on it though... I think I may have overdone the stat grinding. Sure, it took me several tries to get past the Nest of Eagles, but I think I could have done with lower stats if I had used a similar set to the Jager+Lob Omen fight since the Hexes were dealing enough damage to take out those unions. And because of the grinding, I ended at BR20. Could have been even lower if I didn't do as much grinding, which I could have benefited from because there are new units to recruit. Well, next order of business to grabbing the numbers on those boss fights. Good thing I have saves right before each one.
And I think that someone should write an "Idiot's Guide to The Last Remnant." I'm starting to get a little bit annoyed at all the questions that are being asked. Mostly because it only takes a little bit of experimentation, a little observation, and all those save slots to figure out what the hell you're doing wrong. Almost everything that goes wrong in the game is on the player.
On a slightly more amusing note... It's the first time I've seen someone banned so quickly. I wonder over what though. Was it that topic? Or was it the topic title? I was already being extremely patient with him, even giving the HP thresholds of what the Conqueror would do. I mean, seriously. Getting caught in his Overdrive state twice is already bad enough. Since he will always use Overdrive at a certain point, all the user had to do was just prepare for and not send every union against him for the third attempt! This is the same guy that eventually noticed that rares would stop Skull Scavengers from spawning. Oh, and apparently destroying the game because it was "cheating." If anything, the player already has the advantage. A huge one at that too. It all depends on how you manipulate the game.
12 Apr 2011
Testing, testing...
The Ancient Dragon fight only increased my BR EXP from 43 to 70. Was at BR16 when I fought it. After dealing with the first part of the Melphina quest chain and Blocter's quest, finally shifted up to BR17. So I'm still on course to completing the first part at lower than BR20.
I should probably still continue gathering data for a few other things. I managed to grab a bunch of numbers for different WS damage differences. The only relevant one is Emma's tests with the Superlative Bluesteel x2, since Emmy was equipped with the Nightbloom Virtutis/Superlative Bluesteel combo. DW isn't a straight 2.0x damage over OH. It's probably 1.0MS + 0.5SS. It seems that OH is the weakest, but most versatile. PG deals about 1.3xOH, and DW deals 1.5xOH if weapons are identical. This applies to normal attacks and Arts. Of course, my data isn't quite right (just preliminary stuff), so I need to run quite a few more tests.
So the tests... I should also check out the power difference between Power and Speed modifiers. So guess my set up will be like this...
STR255, ATK255 (or through strengthening + Zodiac Fall), Zodiac Fall Lv.3.
Weapons used: Remnants, Superlative/Shielding/Power variations (Power/Speed modifiers)
* Weapon effects and modifiers will be removed for the purpose of testing.
Accessories used: Damascene Anklet (Physical Extra Hit +4) (maybe)
Arts: Rank S/SS Only, normal attacks.
So I think the data gathered will look like this:
Peerless/Swift Requiem (20x5) (Emma vs. Yugo)
Peerless/Swift Snowfall ([Frost] +5/area) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Log Splitter (1 hit) (Faye vs. Laverne)
Peerless/Swift Rock Crusher (50x2) (Seales vs. Seales, change arts modifier)
Peerless/Swift Victory Sweep (50x2) (Emma vs. Yugo)
Peerless/Swift Moonshadow (50x2) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Rift Cleaver (30/30/40) (Faye vs. Laverne)
Peerless/Swift Dragon's Roar (1 hit/union) (Seales vs. Seales, change arts modifier)
Peerless/Swift Blood Cyclone (20x5) (Emma vs. Yugo)
Peerless/Swift Spring Squall (25x4) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Topspin (1 hit/area) (Faye vs. Laverne)
Peerless/Swift Final Toll ([Flame] +5/union) (Seales vs. Seales, change arts modifier)
Peerless/Swift Heaven's Pierce ([Thunder] +5/1 hit) (Jager vs. Haruko, compare weapon sizes too)
Peerless/Swift Temblor (1 hit/area) (Violet vs. Sheryl, compare weapon sizes too)
Peerless/Swift Quadrille (25x4) (Torgal vs. Wyngale)
Peerless/Swift Sanction (1 hit/area) (Allan vs. Leucetius)
Peerless/Swift Scattered Petals (30/30/40) (Caedmon vs. Snievan)
* Snowfall/Dragon's Roar/Topspin/Final Toll/Crush/Temblor/Sanction -> Need to test a certain claim that area/union arts are unblockable. Shouldn't be true, or else area/union MAs would not miss either, and I've had them miss multiple times.
OH Normal
PG Normal
DW Normal
TH Normal
QW Normal
DPG Normal
DTH Normal
Repeat 20 for the arts, 10 for the normal attacks, only noting non-crits. Record full damage dealt since the Anklets will add +28% (+4 hits) to all attacks except Snowfall. Or change everyone's SPD to 1 to try limiting the number of hits and record the base damage.
Then there's also the various accessories and classes that add bonus damage. Need to check if WS/WT bonuses are added to CAs. So using a similar set up...
Comparing Emmy (Ranger) and Rush (Ninja). Ninja for [Dual Wield] +5 (+15%). Cloistral Belt for [Katana] +4 (+12%). Adding 1 or 2 Black Belts ([Dual Wield] +5). Then there's also Milton's Kerchief for [Combat Arts] +5. This should also help answer if the [Combat Arts] +5 and [Power Grip] +5 effects stack for the Gladiator class. If it does, that's a +30% boost right there.
So, combinations are:
Nothing
Cloistral
Black Belt
Milton's Kerchief
Ninja
2Cloistral/2Black Belt/2Milton's Kerchief
Cloistral+Black/Cloistral+Milton's/Black+Milton's
Ninja + Cloistral/Black Belt/Milton's Kerchief
Ninja + 2Cloistral/2Black Belt/2Milton's Kerchief
Ninja + Cloistral+Black/Cloistral+Milton's/Black+Milton's
That's going to be a lot of testing... Of course, she also has a Sword in her off-hand... So what would happen if I included an accessory that boosts Swords? Or even, what's the difference between having Katana+Sword and Katana+Katana? Is there going to be a difference? Maybe I'll save it for later.
Making a note of DWers.
Unique: Emma/Emmy, Jorgen (Warrior), Rush.
Generic: Faye, Acokus, Laverne, Ynfry, Seales, Cass, Yugo, Chivrey.
Hm. Guess it'd be kinda like doing the Sovani Only run. Very limited at the beginning of the game, mostly reliant on union-target MAs for maximizing damage.
EDIT: What.Swift arts Girls hit harder than Peerless arts guys? Am I missing something here?
EDITX2: Ah. That's why. The Superlative Bluesteel's [Slash] +5 just happens to have an effect. Didn't see that coming. Will be a little more careful about this now. Best to remove all the modifiers through the trainer.
I should probably still continue gathering data for a few other things. I managed to grab a bunch of numbers for different WS damage differences. The only relevant one is Emma's tests with the Superlative Bluesteel x2, since Emmy was equipped with the Nightbloom Virtutis/Superlative Bluesteel combo. DW isn't a straight 2.0x damage over OH. It's probably 1.0MS + 0.5SS. It seems that OH is the weakest, but most versatile. PG deals about 1.3xOH, and DW deals 1.5xOH if weapons are identical. This applies to normal attacks and Arts. Of course, my data isn't quite right (just preliminary stuff), so I need to run quite a few more tests.
So the tests... I should also check out the power difference between Power and Speed modifiers. So guess my set up will be like this...
STR255, ATK255 (or through strengthening + Zodiac Fall), Zodiac Fall Lv.3.
Weapons used: Remnants, Superlative/Shielding/Power variations (Power/Speed modifiers)
* Weapon effects and modifiers will be removed for the purpose of testing.
Accessories used: Damascene Anklet (Physical Extra Hit +4) (maybe)
Arts: Rank S/SS Only, normal attacks.
So I think the data gathered will look like this:
Peerless/Swift Requiem (20x5) (Emma vs. Yugo)
Peerless/Swift Snowfall ([Frost] +5/area) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Log Splitter (1 hit) (Faye vs. Laverne)
Peerless/Swift Rock Crusher (50x2) (Seales vs. Seales, change arts modifier)
Peerless/Swift Victory Sweep (50x2) (Emma vs. Yugo)
Peerless/Swift Moonshadow (50x2) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Rift Cleaver (30/30/40) (Faye vs. Laverne)
Peerless/Swift Dragon's Roar (1 hit/union) (Seales vs. Seales, change arts modifier)
Peerless/Swift Blood Cyclone (20x5) (Emma vs. Yugo)
Peerless/Swift Spring Squall (25x4) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Topspin (1 hit/area) (Faye vs. Laverne)
Peerless/Swift Final Toll ([Flame] +5/union) (Seales vs. Seales, change arts modifier)
Peerless/Swift Heaven's Pierce ([Thunder] +5/1 hit) (Jager vs. Haruko, compare weapon sizes too)
Peerless/Swift Temblor (1 hit/area) (Violet vs. Sheryl, compare weapon sizes too)
Peerless/Swift Quadrille (25x4) (Torgal vs. Wyngale)
Peerless/Swift Sanction (1 hit/area) (Allan vs. Leucetius)
Peerless/Swift Scattered Petals (30/30/40) (Caedmon vs. Snievan)
* Snowfall/Dragon's Roar/Topspin/Final Toll/Crush/Temblor/Sanction -> Need to test a certain claim that area/union arts are unblockable. Shouldn't be true, or else area/union MAs would not miss either, and I've had them miss multiple times.
OH Normal
PG Normal
DW Normal
TH Normal
QW Normal
DPG Normal
DTH Normal
Repeat 20 for the arts, 10 for the normal attacks, only noting non-crits. Record full damage dealt since the Anklets will add +28% (+4 hits) to all attacks except Snowfall. Or change everyone's SPD to 1 to try limiting the number of hits and record the base damage.
Then there's also the various accessories and classes that add bonus damage. Need to check if WS/WT bonuses are added to CAs. So using a similar set up...
Comparing Emmy (Ranger) and Rush (Ninja). Ninja for [Dual Wield] +5 (+15%). Cloistral Belt for [Katana] +4 (+12%). Adding 1 or 2 Black Belts ([Dual Wield] +5). Then there's also Milton's Kerchief for [Combat Arts] +5. This should also help answer if the [Combat Arts] +5 and [Power Grip] +5 effects stack for the Gladiator class. If it does, that's a +30% boost right there.
So, combinations are:
Nothing
Cloistral
Black Belt
Milton's Kerchief
Ninja
2Cloistral/2Black Belt/2Milton's Kerchief
Cloistral+Black/Cloistral+Milton's/Black+Milton's
Ninja + Cloistral/Black Belt/Milton's Kerchief
Ninja + 2Cloistral/2Black Belt/2Milton's Kerchief
Ninja + Cloistral+Black/Cloistral+Milton's/Black+Milton's
That's going to be a lot of testing... Of course, she also has a Sword in her off-hand... So what would happen if I included an accessory that boosts Swords? Or even, what's the difference between having Katana+Sword and Katana+Katana? Is there going to be a difference? Maybe I'll save it for later.
Making a note of DWers.
Unique: Emma/Emmy, Jorgen (Warrior), Rush.
Generic: Faye, Acokus, Laverne, Ynfry, Seales, Cass, Yugo, Chivrey.
Hm. Guess it'd be kinda like doing the Sovani Only run. Very limited at the beginning of the game, mostly reliant on union-target MAs for maximizing damage.
EDIT: What.
EDITX2: Ah. That's why. The Superlative Bluesteel's [Slash] +5 just happens to have an effect. Didn't see that coming. Will be a little more careful about this now. Best to remove all the modifiers through the trainer.
10 Apr 2011
TLR_EE "guide"
WIP. Just outlining what some of the functions do. I'll try to go in depth a bit more when I have time/feel like it.
Link to the trainer here.
Note: If I'm not mistaken, this one will likely only work on 32bit OSes. You will need to edit it for 64bit compatibility.
Tab 1 - Battle
Shift morale to max
Freeze turn count (stops AP Charge if frozen at Turn 1 at the very beginning since there's no turn flow)
TURN: change turn count
CHAIN: change chain count
Can manually shift morale bar
Blue - Ally
Red - Enemy
Union Number
Current HP/Max HP/Current AP/ Max AP/Union Morale
Unit Number
Current HP/Max HP/Monster ID
After Battle
BR99 stats
Stats255
BR
Yellow: current BR
Red: BR threshold
Blue: Current BR EXP
In-battle
HP recovery (max HP/AP/M as well)
Not sure what this one does. Increase attack priority?
Cancel enemy attack
Damage multiplier: Double/Multi
* Can cause damage overflow to the point of not hurting the enemy.
Drop down: Option/Invincible Ally/Invincible Enemy/Both invincible
Change animation: Ally animations, Enemy animations
* What the altered art hits depends on what the unit is originally targeting. If the animation was changed to Protection and the unit is targeting the enemy, then the enemy will gain the Protection status. If the animation was change to Crimson Flare and was targeting self, then the Arcana will hit all allies. Be careful of what you're targeting!
Tab 2 - Union
Union Position (it's anchored to its initial position)
Guest/____ (union name)/Formation
Units 1~5. Can change the units, then update.
Union stats: Total HP/AP, AP+, M (starting union morale, add all unit morale values), STR/INT/SPD (pink), average ATK/DEF/MYS/M.DEF (green).
Haven't test these ones. Something about Party Flag and Party Number? I wouldn't fiddle with this just in case. The drop down is the union's original position.
(red) File Open/Save.
(green) Paste/Copy
Battle Union/Total Units/Battle Units Deployed/Total Battle Units
Tab 3 - Unit
Unit (separated by ID number, you might want to mark down who's who/look it up on one of Necifer's .csv files that contains all units)
Graphic (blue) [changes model. generally stable. List mostly in English. At least the important names.]
Union number, Class
Status. Self-explanatory, mostly. The red numbers represent the true value, while the blue represents what you see on-screen. M - unit Morale
Parameter. Shows total EXP gained for the specific stats. Red - EXP, Blue - level HP/AP/STR/INT/SPD/UP.
7~15 - their modifier resists. Slash/Bludgeon/Maul/Pierce/Flame/Thunder/Frost/Lytic/Venom
Gold (gold number), Items Wanted. The numbers on the top indicate how many are needed. You can enter in a number into the boxes to "give" them the required materials. If it says 255, then they have enough.
Accessory 1/2/Unique. The Accessory drop-down lists has every piece of equipment there. Be careful not to stick a sword in their accessory slot!
Other - Is officially in party/In reserve
Tab 4 - Weapon Slot
Main Slot and Sub Slot
Name/Level/ATK/DEF/MYS/M.DEF/EVA/M.EVA
Parameter: EXP/CO%/CO Success rate/CD%/CD Success rate/Slash/Bludgeon/Maul/Pierce
The last 4 come in at 20/50/100. It's the (no prefix)/Might/Godly modifier.
Solid triangles: Open/Save. Triangle outlines: Paste/Copy
Default Wield Style (drop-down list)
Don't level (red)/Level to +9 (blue)
Tab 5 - Arts
Unit
1. Art position (based on when it's learned). Check the box to add/remove from displayed list. Should also stop from accessing it.
2. Arts. The check box is for toggling the art on/off.
Sub-tabs
5.1 Combat Arts separated by WS (OH/PG/DW/TH/QW/DPG/DTH)
Select arts from drop-down list. Current EXP/EXP gained so far/Level/Modifier EXP (-ve - Speed/+ve - Power)/modifier EXP gained/Modifier
5.2 Mystic Arts. Invo/Evo/Hex/Rem/Psi/Wards/Arcana. Current EXP/EXP gained/Level
5.3 Item Arts. Herbs/Lotions/Potions/Explosives/Shards/Traps Current EXP/EXP gained/Level
5.4 Wield Styles. Same order as 5.1. Current EXP/EXP gained/Level
5.5 Weapon Type. Sword/Katana/Axe/Mace/Spear/Staff Current EXP/EXP gained/Level
5.6 Mystics Invo/Evo/Hex/Rem/Psi/Wards/Arcana Current EXP/EXP gained/Level
5.7 Items Herbs/Lotions/Potions/Explosives/Shards/Traps Current EXP/EXP gained/Level
5.8 Alters EXP gains. Default is 2. CA1 (Art EXP)/CA2 (Modifier EXP)/MA/IA/WS/WT/MC/IC
How to add arts:
1. Check the box to the right of the dropdown with 3 digits. This will signal to the game that this art should appear in the arts list.
2. Select an art from the dropdown.
3. Checking the box on the right just toggles the art off. You can change it in-game and it will be reflected in the trainer as well. Handy for locking out arts while in-battle. Incidentally, you can add arts while in battle as well, and the game will consider them for commands.
Tab 6 - Items
Components/Captured Monsters/Materials - 99
Key Items. Check to put into inventory
The next 3 boxes are related. Check the first one to enable the function. Then choose something from the list, then press the black button. This will cause whichever shop you're shopping at to stock items within that number range. The order is based on the game's internal item order. All the items listed are equipment. The cost is their ID number. To switch between the lists, exit out of the shop menu, choose another range and press the black button again. The shop will change their contents.
Buying "Sold Out" items (trade goods). Blue text. Check to activate. Does not affect Trade Goods that have not yet been unlocked.
Tab 7 - Other
Timeshift - Infinite/Movement speed while activated/Cursor speed?/don't know
green - movement speed
Money
Infinite D-Acts.
Red Boxes: Copy location coordinates/Paste location coordinates
(great for falling through maps!)
Tab 8 - Battle Commands
1. Select Union
2. Select Target
Battle Command -> Command string/AP Cost
Unit Arts
Unit 1~5 -> can change what art they'll use. the displayed arts on the trainer will change depending on the target/union accordingly.
Can change what unit they target.
* Changing the command's string will alter the union's behaviour accordingly. Putting arts that normally cannot be used by a single unit or ones that have enemy-specific animations in the command chain and then executing them may have a chance of crashing the game. Exercise caution when using this tab.
Tab 9 - Enemy data
Monster ID
Monster Model/HP/AP (base values)
Parameters. Pretty sure it's their growth rates now that I think about it.
Black numbers - modifier resists
Not sure.
Main Slot/ATK/Sub Slot
File - Save/Load, Text - Enemy List/Name?
Check to change enemy type
Tab 10 - Unit Data
Unit/Starting Class
HP/AP/AP+/STR/INT/SPD/UP type/UP/M
The colours correspond to the parameter, and the numbers indicate the growth rate they have.
Resists (9 numbers)
Not sure what all these other numbers mean, but the bottom right? Starting BR.
Boxes indicate what type of unit.
1 - Party lock. 2 - Party Guest. 3 - Not in Reserves (must be deployed). 4 - Balance. 5 - Combat. 6 - Mystic.
4~6 - unit focus
File Save/Load
Tab 11 - Equipment
Item/Text/Graphic/Icon
Sort ID/Create or Buy Cost/Selling Price (Disassemble price is 1/2 Selling, rounded up). 4th box is for "can be equipped", I think.
Modifier/Effect
ATK/MYS/DEF/M.DEF/EVA/M.EVA
Not sure/Growth Rate^/CO/CO Success/CD/CD Success
^ 0 - Slow, 1 - Normal, 2 - Fast
Type - Size and WT/Weight/Other parameters (Disassemble Price/Critical Trigger Button variant)
Boxes: No Disassemble/No Selling/Remnant
WS/WT/Mystic/Item/CAs/Speed/Power/MAs/IAs/Status (Equipment)
* The above are for EXP gains. On a weapon, it means that the unit equipped with it will gain EXP normally (DWing does not double EXP). If on a Shield or Accessory, it means that it will add to the EXP gained. If nothing is checked, 0 EXP.
Note: Changing the ATK/MYS/DEF/M.DEF/EVA/M.EVA values in this tab doesn't have an effect. All it does is change the string. Changing the Effect and Modifier does change the equip.
File Load/Save
This modifies the equips, not put them in your inventory. If you mod them before you get them, they'll come modded during your current play (resets when the game is reset/sent back to the title screen).
Link to the trainer here.
Note: If I'm not mistaken, this one will likely only work on 32bit OSes. You will need to edit it for 64bit compatibility.
Tab 1 - Battle
Shift morale to max
Freeze turn count (stops AP Charge if frozen at Turn 1 at the very beginning since there's no turn flow)
TURN: change turn count
CHAIN: change chain count
Can manually shift morale bar
Blue - Ally
Red - Enemy
Union Number
Current HP/Max HP/Current AP/ Max AP/Union Morale
Unit Number
Current HP/Max HP/Monster ID
After Battle
BR99 stats
Stats255
BR
Yellow: current BR
Red: BR threshold
Blue: Current BR EXP
In-battle
HP recovery (max HP/AP/M as well)
Not sure what this one does. Increase attack priority?
Cancel enemy attack
Damage multiplier: Double/Multi
* Can cause damage overflow to the point of not hurting the enemy.
Drop down: Option/Invincible Ally/Invincible Enemy/Both invincible
Change animation: Ally animations, Enemy animations
* What the altered art hits depends on what the unit is originally targeting. If the animation was changed to Protection and the unit is targeting the enemy, then the enemy will gain the Protection status. If the animation was change to Crimson Flare and was targeting self, then the Arcana will hit all allies. Be careful of what you're targeting!
Tab 2 - Union
Union Position (it's anchored to its initial position)
Guest/____ (union name)/Formation
Units 1~5. Can change the units, then update.
Union stats: Total HP/AP, AP+, M (starting union morale, add all unit morale values), STR/INT/SPD (pink), average ATK/DEF/MYS/M.DEF (green).
Haven't test these ones. Something about Party Flag and Party Number? I wouldn't fiddle with this just in case. The drop down is the union's original position.
(red) File Open/Save.
(green) Paste/Copy
Battle Union/Total Units/Battle Units Deployed/Total Battle Units
Tab 3 - Unit
Unit (separated by ID number, you might want to mark down who's who/look it up on one of Necifer's .csv files that contains all units)
Graphic (blue) [changes model. generally stable. List mostly in English. At least the important names.]
Union number, Class
Status. Self-explanatory, mostly. The red numbers represent the true value, while the blue represents what you see on-screen. M - unit Morale
Parameter. Shows total EXP gained for the specific stats. Red - EXP, Blue - level HP/AP/STR/INT/SPD/UP.
7~15 - their modifier resists. Slash/Bludgeon/Maul/Pierce/Flame/Thunder/Frost/Lytic/Venom
Gold (gold number), Items Wanted. The numbers on the top indicate how many are needed. You can enter in a number into the boxes to "give" them the required materials. If it says 255, then they have enough.
Accessory 1/2/Unique. The Accessory drop-down lists has every piece of equipment there. Be careful not to stick a sword in their accessory slot!
Other - Is officially in party/In reserve
Tab 4 - Weapon Slot
Main Slot and Sub Slot
Name/Level/ATK/DEF/MYS/M.DEF/EVA/M.EVA
Parameter: EXP/CO%/CO Success rate/CD%/CD Success rate/Slash/Bludgeon/Maul/Pierce
The last 4 come in at 20/50/100. It's the (no prefix)/Might/Godly modifier.
Solid triangles: Open/Save. Triangle outlines: Paste/Copy
Default Wield Style (drop-down list)
Don't level (red)/Level to +9 (blue)
Tab 5 - Arts
Unit
1. Art position (based on when it's learned). Check the box to add/remove from displayed list. Should also stop from accessing it.
2. Arts. The check box is for toggling the art on/off.
Sub-tabs
5.1 Combat Arts separated by WS (OH/PG/DW/TH/QW/DPG/DTH)
Select arts from drop-down list. Current EXP/EXP gained so far/Level/Modifier EXP (-ve - Speed/+ve - Power)/modifier EXP gained/Modifier
5.2 Mystic Arts. Invo/Evo/Hex/Rem/Psi/Wards/Arcana. Current EXP/EXP gained/Level
5.3 Item Arts. Herbs/Lotions/Potions/Explosives/Shards/Traps Current EXP/EXP gained/Level
5.4 Wield Styles. Same order as 5.1. Current EXP/EXP gained/Level
5.5 Weapon Type. Sword/Katana/Axe/Mace/Spear/Staff Current EXP/EXP gained/Level
5.6 Mystics Invo/Evo/Hex/Rem/Psi/Wards/Arcana Current EXP/EXP gained/Level
5.7 Items Herbs/Lotions/Potions/Explosives/Shards/Traps Current EXP/EXP gained/Level
5.8 Alters EXP gains. Default is 2. CA1 (Art EXP)/CA2 (Modifier EXP)/MA/IA/WS/WT/MC/IC
How to add arts:
1. Check the box to the right of the dropdown with 3 digits. This will signal to the game that this art should appear in the arts list.
2. Select an art from the dropdown.
3. Checking the box on the right just toggles the art off. You can change it in-game and it will be reflected in the trainer as well. Handy for locking out arts while in-battle. Incidentally, you can add arts while in battle as well, and the game will consider them for commands.
Tab 6 - Items
Components/Captured Monsters/Materials - 99
Key Items. Check to put into inventory
The next 3 boxes are related. Check the first one to enable the function. Then choose something from the list, then press the black button. This will cause whichever shop you're shopping at to stock items within that number range. The order is based on the game's internal item order. All the items listed are equipment. The cost is their ID number. To switch between the lists, exit out of the shop menu, choose another range and press the black button again. The shop will change their contents.
Buying "Sold Out" items (trade goods). Blue text. Check to activate. Does not affect Trade Goods that have not yet been unlocked.
Tab 7 - Other
Timeshift - Infinite/Movement speed while activated/Cursor speed?/don't know
green - movement speed
Money
Infinite D-Acts.
Red Boxes: Copy location coordinates/Paste location coordinates
(great for falling through maps!)
Tab 8 - Battle Commands
1. Select Union
2. Select Target
Battle Command -> Command string/AP Cost
Unit Arts
Unit 1~5 -> can change what art they'll use. the displayed arts on the trainer will change depending on the target/union accordingly.
Can change what unit they target.
* Changing the command's string will alter the union's behaviour accordingly. Putting arts that normally cannot be used by a single unit or ones that have enemy-specific animations in the command chain and then executing them may have a chance of crashing the game. Exercise caution when using this tab.
Tab 9 - Enemy data
Monster ID
Monster Model/HP/AP (base values)
Parameters. Pretty sure it's their growth rates now that I think about it.
Black numbers - modifier resists
Not sure.
Main Slot/ATK/Sub Slot
File - Save/Load, Text - Enemy List/Name?
Check to change enemy type
Tab 10 - Unit Data
Unit/Starting Class
HP/AP/AP+/STR/INT/SPD/UP type/UP/M
The colours correspond to the parameter, and the numbers indicate the growth rate they have.
Resists (9 numbers)
Not sure what all these other numbers mean, but the bottom right? Starting BR.
Boxes indicate what type of unit.
1 - Party lock. 2 - Party Guest. 3 - Not in Reserves (must be deployed). 4 - Balance. 5 - Combat. 6 - Mystic.
4~6 - unit focus
File Save/Load
Tab 11 - Equipment
Item/Text/Graphic/Icon
Sort ID/Create or Buy Cost/Selling Price (Disassemble price is 1/2 Selling, rounded up). 4th box is for "can be equipped", I think.
Modifier/Effect
ATK/MYS/DEF/M.DEF/EVA/M.EVA
Not sure/Growth Rate^/CO/CO Success/CD/CD Success
^ 0 - Slow, 1 - Normal, 2 - Fast
Type - Size and WT/Weight/Other parameters (Disassemble Price/Critical Trigger Button variant)
Boxes: No Disassemble/No Selling/Remnant
WS/WT/Mystic/Item/CAs/Speed/Power/MAs/IAs/Status (Equipment)
* The above are for EXP gains. On a weapon, it means that the unit equipped with it will gain EXP normally (DWing does not double EXP). If on a Shield or Accessory, it means that it will add to the EXP gained. If nothing is checked, 0 EXP.
Note: Changing the ATK/MYS/DEF/M.DEF/EVA/M.EVA values in this tab doesn't have an effect. All it does is change the string. Changing the Effect and Modifier does change the equip.
File Load/Save
This modifies the equips, not put them in your inventory. If you mod them before you get them, they'll come modded during your current play (resets when the game is reset/sent back to the title screen).
21 Mar 2011
Hm. Even more differences?
Well. Another difference to take note of. The parameter bonuses between the X360 and PC are different. I've figured out the BR98 stats for most of the units though, which is great. Mostly right, save for a few units. I need to check out some stuff from the guides... It seems that the Vagrant class was toned down a little bit, changing HP+50% and MaxAP+50% to HP+35% and AP+35%. I'm mostly concerned about the parameter bonuses though.
Yep. Instead of finding monster HP values, I've been working with growths instead. Been grabbing all the stats for the generic leaders since should be of some help to the X360 players. It's not going to be exact for them as it'll be BR99, but close enough. And my hypothesis of the game storing everyone's BR1 stats was right. I think I might be able to use that to grab Kate and Paris's BR98 stats for the X360. They had Mystic type growth, was changed to Balance. So if I grab their bases and apply the previous growth rate, it should give me their original BR99 stats. Hm. I should try that soon!
Unit | X360 | PC |
---|---|---|
Baulson | HP+20% | HP+15% |
Loki | SPD+3% | SPD+5% |
Jorgen (Warrior) | STR+3% | STR+5% |
Jorgen (Sage) | INT+3% | INT+5% |
Jorgen (Raider) | SPD+3% | SPD+5% |
Jorgen (General) | AP+15% | AP+15% |
Jorgen (Aristocrat) | HP+20%, STR+3% | HP+20%, STR+3% |
Jorgen (Djin) | AP+15%, INT+3% | AP+15%, INT+3% |
Jorgen (Adventurer) | HP+25% | HP+25% |
Violet | INT+3% | INT+3% |
Gabriel | SPD+3% | SPD+5% |
Nora | HP+25% | HP+20% |
Sibal | AP+20% | AP+20% |
Maddox | INT+5% | STR+3%, INT+5% |
Leshau | HP+20%, AP+15%, STR/INT/SPD+8% | HP+20%, AP+15%, STR/INT/SPD+8% |
Rhagoh | INT+5% | INT+5% |
Darien | HP+20% | HP+20% |
Glenys | AP+20% | AP+20% |
Roberto | INT+3% | INT+5% |
Gaou | STR+8% | STR+8% |
Paris | HP+20% | HP+20% |
Allan | AP+15% | AP+15% |
Kate | STR+8% | STR+8% |
Sheryl | INT+8% | INT+8% |
Jager | SPD+3% | SPD+5% |
Zolean | SPD+8% | SPD+8% |
Caedmon | STR/INT/SPD+12% | STR/INT/SPD+10% |
Yuniver | INT+3% | INT+5% |
Haruko | INT+3% | INT+5% |
Ghor | STR+3% | STR+5% |
Khrynia | AP+15%, INT+3% | AP+15%, STR/INT+3% |
Wyngale | AP+15% | AP+15%, SPD+3% |
Leucetius | HP+20%, STR/INT+3% | HP+20%, STR/INT+3% |
Yep. Instead of finding monster HP values, I've been working with growths instead. Been grabbing all the stats for the generic leaders since should be of some help to the X360 players. It's not going to be exact for them as it'll be BR99, but close enough. And my hypothesis of the game storing everyone's BR1 stats was right. I think I might be able to use that to grab Kate and Paris's BR98 stats for the X360. They had Mystic type growth, was changed to Balance. So if I grab their bases and apply the previous growth rate, it should give me their original BR99 stats. Hm. I should try that soon!
14 Mar 2011
Working like that Drill
Well, still editing that wiki. Almost done dealing with the generic leaders, but probably should start editing in their rehire delays. Just putting them into the Talk pages for the time being seeing as how it's incredibly time consuming just to test when they go back to the guilds. The one really funny thing that happened during the porting was putting the Silver Falcons into the right guild. They were scattered all over the place in the X360 version. On the PC? They're all in the Sword of Three Realms guild in Elysion or in Balterossa's Union of the Golden Chalice. It's actually kinda funny. They were on a job during their X360 tenure, then migrated back to their respective guild branches for the PC.
While checking out some more vids (Sovani-only for one), I noticed a rather amusing use of Enthralled unions. Or unit in that one case. Batter the target enough and the Enthralled union will be locked into a loop to heal the enemy. And it helps your morale. Rather strange behaviour, but strangely beneficial. Not going to make use of such a tactic, but I'll have to keep it in mind if it happens to me. And noted Snievan's Phantom Ache UA. Requires Pinch and low army morale. Not sure about the union morale though. I'll have to also add the Rousing Flare trick to my repertoire when I use unique leaders again. Well, I had already known what it was used for, just never deployed it. Mostly because I usually turn off UAs in case they eat a command. Exceptions being Hundred Flowers and Twin Snowpetal.
Progress...? Well, Normal Athlum Only is on hold until further notice. Really, there's no point anymore since the HP values in both difficulties for rares and bosses are the same. Hard is just before entering the Aqueducts, and just finished up grinding stats for a little bit (BR14 now). I think I may have overdone the training though... Oh well. At least the Rem users are now capable of using Divine Echo! They just need the AP for it.
While checking out some more vids (Sovani-only for one), I noticed a rather amusing use of Enthralled unions. Or unit in that one case. Batter the target enough and the Enthralled union will be locked into a loop to heal the enemy. And it helps your morale. Rather strange behaviour, but strangely beneficial. Not going to make use of such a tactic, but I'll have to keep it in mind if it happens to me. And noted Snievan's Phantom Ache UA. Requires Pinch and low army morale. Not sure about the union morale though. I'll have to also add the Rousing Flare trick to my repertoire when I use unique leaders again. Well, I had already known what it was used for, just never deployed it. Mostly because I usually turn off UAs in case they eat a command. Exceptions being Hundred Flowers and Twin Snowpetal.
Progress...? Well, Normal Athlum Only is on hold until further notice. Really, there's no point anymore since the HP values in both difficulties for rares and bosses are the same. Hard is just before entering the Aqueducts, and just finished up grinding stats for a little bit (BR14 now). I think I may have overdone the training though... Oh well. At least the Rem users are now capable of using Divine Echo! They just need the AP for it.
6 Mar 2011
The Last Remnant - Unique Leader Class Data
This list is mostly obsolete. Any further updates will be made in my guide on the wiki here.
Unit Data
Possible Classes
A1
A2
B1
B2
==How to read==
* anything in "Mystic Ask" and "Item Ask" is the BR they'll ask about the Skill
* numbers for everything else is the Skill's level. eg: "PG 20" means that the unit has Power Grip level 20.
Look here for the X360 version.
Unit Data
Unit | Class | Focus 1 | Weapon Type | Mystic | Item |
---|---|---|---|---|---|
Acc. | Focus 2 | Wield Style | Mystic Ask | Item Ask | |
Rush | Fighter | n/a | n/a | Herbs 1 | n/a |
n/a | n/a | n/a | n/a | n/a | |
David | Mysticknight | 18 | Sword 1 | Invocations 1 | Herbs 1 |
B1 | 56 | OH 2 | Remedies 34 | Shards 50 | |
Emma | Fighter | 8 | Sword 1 | Remedies 1 | n/a |
A1 | 36 | OH 2 *DW 2 | Invocations 19 | Potions 32 | |
Blocter | Fighter | 17 | Axe 1 | n/a | Herbs 1 |
A1 | 49 | OH 2 *PG 2 | Hexes 33 | Traps 44 | |
Pagus | Shaman | 15 | Staff 1 | Invocations 1 Remedies 1 | n/a |
A2 | 53 | TH 2 | Wards 50 | Herbs 26 | |
Torgal | Fighter | 17 | Sword 1 | Evocations 1 | n/a |
A1 | 52 | *QW 2 DPG 2 | Psionics 45 | Potions 24 | |
Baulson | Fighter | 9 | Spear 1 | n/a | Herbs 1 |
A1 | 38 | TH 2 | Remedies 18 | Potions 30 | |
Loki | Fighter | 19 | Mace 1 | Invocations 1 | n/a |
B1 | 43 | PG 2 | Hexes 24 | Herbs 33 | |
Jorgen * Aqueducts | Warrior | 44 | Katana 7 | n/a | n/a |
A1 | 66 | *DW 9 TH 9 | Invocations 49 | Herbs 62 | |
Jorgen * Numor Mine | Sage | 37 | Staff 0 | Invocations 3 | n/a |
A1 | 56 | TH 0 | Psionics 37 | Explosives 46 | |
Jorgen * Undelwalt | Raider | 75 | Axe 11 | n/a | Potions 8 |
A1 | 97 | *OH 14 PG 14 | Remedies 81 | Explosives 91 | |
Jorgen * Undelwalt | General | 76 | Mace 0 | Hexes 8 | n/a |
A1 | 96 | PG 0 | Evocations 80 | Potions 90 | |
Jorgen * Undelwalt | Aristocrat | 73 | Staff 11 | n/a | Herbs 8 |
A1 | 97 | TH 14 | Wards 79 | Lotions 89 | |
Jorgen * Undelwalt | Djin | 76 | Spear 0 | Invocations 8 | n/a |
A1 | 93 | TH 0 | Hexes 82 | Shards 92 | |
Jorgen * Numor Mine | Adventurer | 20 | Sword 4 | Remedies 1 | Herbs 3 |
A1 | 45 | *OH 2 PG 5 | Invocations 24 | Lotions 36 | |
Violet | Freelancer | 17 | Staff 1 | Remedies 1 | n/a |
A1 | 52 | TH 2 | Hexes 26 | Explosives 42 | |
Gabriel | Monk | 20 | Sword 1 | n/a | Herbs 4 Potions 1 |
A1 | 44 | *OH 2 PG 2 | Invocations 25 | Lotions 36 | |
Nora | Freelancer | 28 | Mace 4 | Invocations 1 | n/a |
B1 | 56 | PG 5 | Hexes 34 | Lotions 47 | |
Sibal | Guardian | 69 | Mace 11 | n/a | Herbs 6 Lotions 1 |
A1 | 92 | PG 14 | Invocations 75 | Explosives 86 | |
Maddox | Marauder | 36 | Staff 0 | Invocations 3 Hexes 1 | n/a |
A2 | 56 | TH 0 | Remedies 36 | Herbs 44 | |
Leshau | Snipe | 37 | Mace 0 | Evocations 3 Hexes 1 | n/a |
A2 | 54 | PG 0 | Psionics 33 | Potions 44 | |
Rhagoh | Healer | 40 | Mace 0 | Remedies 3 | n/a |
A2 | 54 | PG 0 | Hexes 37 | Lotions 44 | |
Emmy | Ranger | 39 | Sword 7 | Remedies 6 | n/a |
A1 | 59 | OH 2 PG 2 *DW 9 | Hexes 45 | Traps 57 | |
Darien | Scout | 37 | Spear 7 | n/a | Herbs 6 Lotions 3 |
A1 | 60 | TH 9 | Remedies 45 | Potions 53 | |
Glenys | Ranger | 39 | Katana 7 | Remedies 6 | n/a |
A1 | 62 | OH 5 *PG 9 | Evocations 47 | Herbs 55 | |
Roberto | Monk | 39 | Sword 7 | n/a | Potions 4 |
A1 | 59 | PG 9 | Invocations 46 | Explosives 57 | |
Paris | Paladin | 45 | Staff 7 | Psionics 7 Remedies 6 | n/a |
A2 | 68 | TH 9 | Wards 50 | Traps 65 | |
Allan | Deathknight | 45 | Sword 7 | Invocations 6 | Explsoives 3 Traps 6 |
A1 | 71 | DPG 9 | Hexes 50 | Shards 66 | |
Kate | Druid | 46 | Mace 7 | Hexes 8 | n/a |
A2 | 68 | OH 9 | Evocations 52 | Explosives 65 | |
Sheryl | Snipe | 44 | Staff 0 | Evocations 8 | n/a |
A2 | 70 | TH 0 | Hexes 51 | Lotions 63 | |
Jager | Vagrant | 43 | Spear 7 | n/a | n/a |
A1 | 69 | TH 9 | Psionics 52 | Explosives 65 | |
Zolean | Specialist | 56 | Katana 0 | Invocations 6 Hexes 8 | n/a |
A2 | 73 | PG 0 | Evocations 59 | Traps 71 | |
Caedmon | Ranger | 18 | Spear 1 | Evocations 6 | Herbs 1 Potions 1 |
A1 | 44 | DTH 2 | Remedies 27 | Traps 36 | |
Irina | Scholar | 69 | Staff 4 | Remedies 12 | Lotions 6 Traps 6 |
A2 | 91 | TH 5 | Psionics 76 | Shards 85 | |
Yuniver | Wizard | 71 | Spear 0 | Invocations 6 Hexes 8 Psionics 10 | n/a |
A2 | 88 | TH 0 | Evocations 74 | Potions 84 | |
Haruko | Healer | 69 | Spear 0 | Remedies 12 | n/a |
A2 | 89 | TH 0 | Invocations 76 | Lotions 83 | |
Ghor | Axemaster | 70 | Axe 16 | n/a | n/a |
A1 | 89 | PG 20 | Psionics 73 | Potions 85 | |
Khrynia | Thief | 68 | Katana 16 | Invocations 6 Evocations 8 | Explosives 12 Shards 8 |
A1 | 90 | PG 20 | Hexes 73 | Lotions 83 | |
Wyngale | Saint | 72 | Katana 11 | Invocations 6 Evocations 8 Hexes 8 Remedies 6 Psionics 10 | Traps 8 |
A2 | 91 | *QW 14 DPG 9 | Wards 77 | Shards 84 | |
Leucetius | Sage | 76 | Mace 11 | Invocations 8 Evocations 7 Hexes 12 Remedies 6 | n/a |
A2 | 96 | DPG 14 | Psionics 82 | Explosives 91 | |
Snievan | Ataraxian | 83 | Spear 11 | Psionics 5 | Lotions 8 |
A1 | 103 | DTH14 | Wards 88 | Herbs 98 | |
Zuido | Bard | 82 | Sword 16 | n/a | Potions 8 |
A1 | 102 | PG 20 | Hexes 87 | Shards 97 | |
Ludope | Thaumaturge | 83 | Mace 0 | Invocations 14 Evocations 8 Hex 8 | n/a |
A2 | 103 | PG 0 | Remedies 88 | Traps 98 | |
Hannah | Cavalier | 81 | Katana 16 | Remedies 12 | Explosives 8 |
B1 | 101 | OH 20 | Evocations 86 | Shards 96 | |
Milton | Gladiator | 85 | Katana 16 | Wards 12 | Traps 8 |
A1 | 105 | PG 20 | Remedies 90 | Explosives 100 | |
Hinnah | Alchemist | 81 | Katana 16 | n/a | Explosives 8 Shards 9 |
B1 | 101 | OH 20 | Psionics 86 | Herbs 96 | |
Young | Guardian | 82 | Sword 16 | n/a | Herbs 8 |
A1 | 102 | PG 20 | Hexes 87 | Lotions 97 |
Possible Classes
Unit | Rank 3 | Rank 4 | Rank 5 | Rank 6 | Rank 7 |
---|---|---|---|---|---|
Rush | Swashbuckler Samurai Axemaster Bludgeoner Runemaiden Lancer Assault Snipe Specialist Healer | Fencer Warrior Wizard Scholar Bishop Bard Mysticknight Cavalier Druid | Guardian Thaumaturge Sage Thief Scout Hunter Wanderer Paladin | Gladiator Commander Alchemist | Ordainer Warlock Ninja |
David | - | Mysticknight | Guardian Scout | Alchemist Assassin | - |
Emma | Swashbuckler Assault Healer | Fencer Warrior Scholar Bishop Bard Cavalier Mysticknight | - | Assassin | - |
Blocter | Axemaster Specialist | Warrior Scholar Druid | Guardian Scout Wanderer | - | - |
Pagus | Assault Healer | Scholar Bishop Cavalier Mysticknight | Guardian Thaumaturge Scout | Commander | - |
Torgal | Swashbuckler Snipe | Scholar Wizard Bard Mysticknight | Saint Paladin | Deathknight | - |
Baulson | Lancer Healer | Scholar Bard Cavalier | Guardian Scout | - | - |
Loki | Bludgeoner Assault Specialist | Scholar Mysticknight Druid | Guardian Scout | - | - |
Violet | Runemaiden Specialist Healer | Scholar Bishop Cavalier Druid | Thief | - | - |
Gabriel | Swashbuckler Assault | Scholar Bard Mysticknight | Guardian Scout Hunter | Assassin | - |
Nora | Bludgeoner Assault Specialist | Scholar Mysticknight Druid | Guardian Hunter | - | - |
Sibal | - | - | Guardian | - | - |
Maddox | Assault | Scholar Bishop Mysticknight Druid | Guardian Scout Thaumaturge Sage | - | - |
Leshau | Snipe | Scholar Wizard Bard Mystknight Druid | Thaumaturge Sage Paladin | - | - |
Rhagoh | Healer | Scholar Bishop Cavalier Druid | Guardian Hunter | - | - |
Emmy | Cavalier | Wanderer | Assassin | Ninja | |
Darien | - | - | Scout | - | - |
Glenys | Samurai Healer | Scholar Bishop Cavalier Mysticknight | Guardian Scout | - | - |
Roberto | - | Bard Scholar Mysticknight | Thief | - | - |
Paris | - | - | Paladin | Commander | - |
Allan | - | - | - | Deathknight | - |
Kate | - | Druid | Thief | - | - |
Sheryl | Snipe | Scholar | Guardian Hunter | - | - |
Zolean | Specialist | Scholar | Sage Thaumaturge Wanderer | - | - |
Caedmon | Lancer Snipe Healer | Scholar Bishop Bard Mysticknight Cavalier | Scout Wanderer | Ataraxian | - |
Irina | - | Scholar | Guardian Wanderer Hunter Paladin | Alchemist | - |
Yuniver | - | Wizard | Sage Thaumaturge Paladin | - | - |
Haruko | Healer | Bishop Scholar Cavalier | Guardian Hunter | - | - |
Ghor | Axemaster | Bard | Paladin | - | - |
Khrynia | - | - | Thief | Alchemist | |
Wyngale | - | - | Saint | Commander Alchemist Deathknight | Warlock Ninja |
Leucetius | - | - | Sage | Deathknight | Warlock |
Snievan | - | - | - | Ataraxian | - |
Zuido | - | Bard | - | Alchemist | - |
Ludope | - | - | Thaumaturge | - | - |
Hannah | - | Cavalier | Thief | Alchemist | - |
Milton | - | - | - | Gladiator | - |
Hinnah | - | - | - | Alchemist | - |
Young | - | - | Guardian | - | - |
A1
Slot | Balance | Combat | Mystic |
---|---|---|---|
1 | HP | STR | INT |
2 | AP | Phys Res | Mys Res |
A2
Slot | Balance | Combat | Mystic |
---|---|---|---|
1 | AP | STR | INT |
2 | HP | Phys Res | Mys Res |
B1
Slot | Balance | Combat | Mystic |
---|---|---|---|
1 | HP | STR | INT |
2 | SPD | Phys Res | Mys Res |
B2
Slot | Balance | Combat | Mystic |
---|---|---|---|
1 | SPD | STR | INT |
2 | HP | Phys Res | Mys Res |
==How to read==
* anything in "Mystic Ask" and "Item Ask" is the BR they'll ask about the Skill
* numbers for everything else is the Skill's level. eg: "PG 20" means that the unit has Power Grip level 20.
Look here for the X360 version.
The Last Remnant JP Guide Summaries Chapter 4
Unit Data
WIP. This post is mostly obsolete. Updates will be shown on my wiki guide. Seen here. Click on the appropriate link for desired version.
Can use in conjunction with the PC Class chart or X360 Class chart, depending on which version played.
NOTE: It seems that there was a major change to the Class Change system when it was ported over to the PC. That has now been reflected here.
WIP. This post is mostly obsolete. Updates will be shown on my wiki guide. Seen here. Click on the appropriate link for desired version.
Unit | X360 Notes | PC Notes |
---|---|---|
Rush | +essentially a blank slate -> can learn all arts +can equip almost everything -focusing on MAs will lead to Gladiator unless Item/Mys is kept for Scholar or aiming for Commander/Warlock -balanced growth -> doesn't excel in anything -expanding arts pool makes it difficult to control his commands ---better off as support -potential classes depends heavily on his stat growth and when he obtains/trains the Skill ---applies mostly to Alchemist and Commander ---impossible to achieve hybrid classes | +blank slate, like his X360 self +full potential can be realized in NG+ -> can choose what to focus on ---preference: Rem/Psi/Wards, Herbs/Lotions/Shards/Traps, Ninja/Warlock/Commander +any class as long as requirements are met +can solo some bosses (Shield of the Vanquisher required) +UA Multicast can trigger at low/high morale |
Allan | +high STR + DPG bonus -> high damage potential. -no WAs due to no QW ---does have lower equip burden than Torgal and Wyngale -low mystic damage no matter what. -reassess to MAs due to class | +only job is to hit hard, and does it well. (can use WAs) +Traps -> Rousing Flare. Can maintain union morale or support other unions +can take full advantage of Terror Knight class -can reassess to MAs if they're open for COs/all-out commands -Shards -> Moonlight only form of healing, no revive |
Baulson | +early recruit +Heaven's Door + high STR (95.26) + high ATK (200+) +HP parameter bonus (+20%) +fairly high AP+ +Herbs + Rem -> combat medic +can buff with Potions -Gladiator vs. Guardian -lacking in formation attributes ---No Special, Physical, Speed, Male, Yama | +all ending classes are easy to achieve -no WA, but has ATK255 weapon |
Blocter | +early Herbs +Wonder Bangle -low INT -> low Hex damage, but can go Gladiator | +Traps -> Rousing Flare support +can push INT for better Hex damage -Wonder Bangle loses effectiveness in NG+ when Idol Amulet can be crafted |
Caedmon | +easily one of the best damage dealers if worked on (Heaven's Door) ---Snievan's Belt (STR+15%, DTH+12%), Gladiator (CA+15%), Buer Dominus (Spear+15%) +high caps with high parameter bonuses (STR/INT/SPD+12%) -required for 3 quests... so might as well make use of him -heavy weapons do slow him down a little bit | +another Scholar candidate +Ataraxian replaces Gladiator +Bard -> [Debuff Duration] +still has high damage potential ---Snievan's Belt (STR+15%, DTH+12%), Ataraxian (DTH+15%), Buer Dominus (Spear+15%) |
Darien | +hard-hitting support (Herb+Lotions) +can also buff with Potions +can be a bit of a damage sponge (HP bonus, Guardian) -slow (SPD23.68) | +naturally high STR growth -> high damage potential, increases physical defense -Scout, can't change ---not as much of a tank, more likely to heal |
David | +combat medic (Herbs+Rem) +long range options: Blackout, Ex Machina, Gae Bolg, Snowblind ***should be protected + no one attack his target ***somewhat fussy about targeting... ***no reason to use Snowblind with Gae Bolg available -changes WS due to Frostblade request/stops at Superior Bluesteel -should go Gladiator because of the Frostblade (PG) -despite having OH, Sword and Herbs, not possible to go Assassin (?) -Shards for Alchemist is very expensive and need Item Category significance before STR53 | +stays with Bluesteel line -> Assassin + can block MAs +doesn't abort Gae Bolg/Ex Machina command when Raidlocked +Alchemist more viable due to increased Shards damage ***even better combat medic because of it |
Emma | +high damage output due to DW -leaves the party fairly early -essentially a crutch unit | -much the same -others can fill her slot easily |
Emmy | +starts with high level Rem (Medical Heal) +UA Hundred Flowers +Gladiator for PG -requires Nightbloom for full potential -3 WS makes it difficult to focus her WS training unless using Skill Grind | +Nightbloom -> Ninja, Bluesteel -> Cavalier/Assassin +can close off WS to focus on OH/DW -> class or WA ---PG only there for damage potential, outweighed by other choices -likely to only focus on CAs -Hundred Flowers requires low HP (Pinch status gives highest rate) |
Gabriel | +heal + buff +Cerulean Rain + Soulshield ---Soulshield can eat a slot +Lotions easily trained through Skill Grind -is stuck as Guardian, can't proceed to Assassin | +can block Assassin for Bard +block Soulshield if not needed +can be a Blackout leader if necessary -Lotions trickier to train, but worth the trouble |
Gaou | +very high STR +Obsidian grants STR+15% ---takes a while to upgrade (finishes at BR130) ---low INT score makes using Zeal's Virtue impractical ---Zeal's Virtue also has the same requirements as Snowblind/Megalore/Gae Bolg/Arcana -Guardian vs. Gladiator (learn Hexes?) -changes WS like David (Base 2), along with WT | +stuck as Hunter, but helps with his SPD +Masterblade vs. Obsidian +Traps for further support +can push INT for Zeal's Virtue ---still requires a large amount of Jewel Steel ---battlefield requirements still make it impractical |
Ghor | +damage sponge from very high HP (boosted from Bilqis) -Psi -> can go Gladiator ---Psi arts may eat slots... -pure combat, like Jager -slow due to very heavy weapon | +can stay as Axmaster +Psi -> move to Paladin for tanking purposes +damage sponge from very high HP (boosted from Bilqis) +can loop Bilqis WA through morale manipulation |
Glenys | +BR85 (Balance) -> Swordflash +Max AP bonus from Party Talk +goes Gladiator for 2 bonuses (CA + PG) +Herbs if her union is silenced +Rubber Soul helps charge AP, +23% damage (+3 hits) ---practically needs it because of low SPD | +still asks for the Rubber Soul +Evo can be closed off if not needed, provides long-range option +no Gladiator, but can tank a little with Cavalier -takes a little longer for Swordflash due to material hunting. |
Haruko | +comparable to Irina in support -Staff -> Spear from Malystrix ---Malystrix Virtutis is very heavy for her -only Rem, but Invo + Lotions ---Scholar or Bishop, depending on arts manipulation ---low STR means no Gladiator | +starts with L-sized Spears ---Malystrix vs. Glaive (Heaven's Door) -lacking in a few attributes, but not as bad as a Generic -purely support, unless BR high enough for learning Invo/Lotions -all possible ending weapons are fairly heavy, slowing her down even more |
Irina | +instant Safety after joining +high INT for Fatal Eclipse +UP good for Arcana +class change mechanics prevent her from changing into anything else but Alchemist | +Scholar or Alchemist for Safety +not likely to have Psi, but Traps can be used instead -support unit, unless Nightbloom is taken ---much of offensive ability lost as many won't allow BR to inflate, but Nightbloom can help with CAs |
Jager | +somewhat of a physical damage sponge +very high STR -requires Schiavona for WA ---stops at (Poison) Glaive -asks for Psi, but low INT may lower usefulness -Beowulf is long-range, may be hard to use -required for a quest | +much like his X360 self, only that he can finish upgrading a Glaive +doesn't need Schiavona +can push INT for Psi -pure combat leader may limit usefulness for hybrid unions -class changed slightly, lowering HP/MaxAP bonuses and changing [Power Play] +5 to [Combat Arts] +5 |
Jorgen | -only useful variations are the early ones. ---all start at BR14 -needs a lot of work to max the later variations | +stats have been scaled correctly -still mediocre at best, though choices are varied for Skills wanted |
Kate | +starts with fairly developed Hex -parameter bonus to STR, not particularly useful for mystic growth unit -will go Gladiator, but may not be too bad ---only to Lordly Gladiator *starts at unit BR41 | +can attack 3 different ways if Explosives learned (CAs, MAs, IAs) +Explosives -> Thief +can play long-range game with Hex and/or Evo -starts as Druid... |
Khrynia | -will go (Lordly) Gladiator if Alchemist not reached first -is not really a mystic unit, has balanced growth -Invo + Evo, later asks about Hex, but won't be able to maintain Thaumaturge -low STR with Demonblade -limited usefulness, much like Wyngale, due to recruitment window ---miss a certain amount of her chain means no recruiting, available around the same time as Wyngale | +Thief, with high level Shards +will ask about Lotions -> support +Dual Snowpetal with Irina +can push STR for Demonsblow -very expensive unit to use |
Leshau | +like Maddox, but no healing +early Psi -goes Gladiator even without his large parameter bonuses -WA may eat a slot | +if not dealing enough with MAs, can train for Flame Bottle +Thaumaturge/Sage/Wizard +early Psi |
Leucetius | +if Combat focused, lower equip burden with Gremory Noct ---no WA because of nothing in sub-slot -requires BR80, Melphina, end-game -like Wyngale, only weaker -2 WA options, but won't be hitting as hard as Wyngale | -...who? ---not many will get to BR80 to recruit him -like Wyngale, only somewhat more cooperative and weaker -almost pure offense -another Warlock, but not likely to be used -tags along with heavy weapons |
Loki | +early Hex leader +Herbs for healing +Gladiator can help a combat-focused Loki -low caps... | +better units for recruiting... but can easily go and stay in Scholar if carefully used +Herbs for low cost healing, Frost Tincture if wanted (12K unmodified at Lv.5) +Mysticknight is preferred if not going to be a union leader -> benefits from Invo, OH boosts -mediocre on both fronts, but has decent speed, HP |
Maddox | +low STR allows for mystic classes +Thaumaturge with high INT (even higher with parameter bonus) +sudden change in WS helps limit CA options (Ama-Gi) +can heal when silenced with Herbs | +like his X360 self, only no WS change (Tambo line) +like Pagus, but more offense-oriented +Thaumaturge vs. Sage |
Nora | +BR85 (Balanced) -> Double Down from Blackjack +decent STR/INT -> balanced growth +Gladiator helps with boosting damage ---Gladiator (CA+15%, PG+15%), Flâchonelle (INT+8%, Immune: Silence) +HP parameter bonus for better durability +Hex+Lotions -> union damage + status clear +quite versatile | +same merits as X360 self, only no Gladiator +easier to maintain as Scholar ---tricky to get there because of Lotions training |
Pagus | +Invo/Rem -> Bishop until Wards, shift to Commander ***Gladiator reduces usefulness -Megalore has same conditions as Gae Bolg, can be tricky to target -Daisy Chain can eat a command slot... | +Megalore conditions changed, like the Gae Bolg +Thaumaturge vs. Commander -> preference. can remain in lower Rank classes as well +Daisy Chain/Water Hazard/None. Ama-Gi request -like Maddox, but more defense-oriented |
Paris | -Mystic growth -Invo as the main offensive MA (BR50) -starts only with Rem -will go Gladiator *starts at unit BR41 | +Balanced growth now +Wards @ BR50 -> Commander is an option +starts with staff CAs + Rem (same level as X360 version) + Psi, can start fighting right away instead of being only support +developed Psi +Traps for more morale control |
Rhagoh | +low STR = no Gladiator +Lotions make it harder to silence union -required to recruit Kate -serves absolutely no offensive purpose until Hex learned | +somewhat late Scholar candidate -can push STR for offense -Hunter can help with his innately low SPD |
Roberto | -can't recruit if going for Rank 8 -BR85 (Balance) -> Holy Win -can be a Blackout leader, but better off using CAs -parameter bonus to INT?! (INT+3%) | +can recruit for Rank 8 +Holy Win vs. Snowblind -> Excalibur vs. Frostblade +goes Bard easily, can play a buff game, good for IA only runs -still has the INT+5% bonus |
Sheryl | +highly developed Evo +Vare customization (lighter, but slightly weaker) +can go Scholar if Lotions brought up to Item/Mys balance ---need to keep balance or else she will tip over to Guardian/Gladiator +asks for Hex -Gladiator due to decently high STR ---Mystic unit... -quest required to recruit her may push BR a bit (80 Crabs + 2 Deaths) | +can go Scholar once Lotions are trained -> support +Hex + Evo -> long-range game +Quarterstaff customization (heavier, but slightly stronger) |
Sibal | +Guardian from high Herbs, Lotions +AP+ increased from parameter bonus -> more arts usage +push Invo for Gladiator -TH -> PG from requesting Daedalus | +Lotions tricky to train, but pure IA support +starts as Guardian +Explosives can be used as damage source +starts with M-sized Maces -> no sudden WT change |
Torgal | +combat focus for Halphas Noct -> Hawkarang +high damage potential due to QW +Veyfare -> RWA -Fencer -> can be somewhat tricky to move out of -no Terror Knight due to class change restrictions | +Gremory vs. Halphas -> doesn't matter as much +Veyfare spam possible through morale manipulation +Terror Knight -> train DPG. can benefit from WA boost |
Violet | +STR caps high -> Gladiator +another early Hex user +requests Lia Fort -not a mage! | +Scholar, but can be a little tricky ---Explosives -> too high means Thief +Lia Fort + Hexes -still probably better off using CAs -actually benefits from Druid! but the class still sucks... |
Wyngale | +high damage potential ---Snievan's Belt (STR+15%, QW+12%/DPG+12%)/Black Belt (STR+15%, Axe+15%), Gladiator (CA+15%), Halphas Noct (Axe+15%) ---Warlock - MA+20%/Arcana+30% ---Gaap Noct (Katana+15%) -parameter bonus to AP only -need to be quick for Commander ---likely to go Gladiator -Warlock is a little tricky due to UP (勇者/"Courage") -requires The Fallen dead for recruiting ---late recruit, may not have enough BR to max stats -somewhat fragile unit, low HP | +parameter bonus to AP + SPD ---after parameter bonus, highest base BR99 SPD +can easily push towards Ninja/Warlock/Commander +does very well within a union, though a little crazy +very good support if left alone, much like Rush ---just not as good with dodging/blocking +high damage potential ---Warlock - MA+20%/Arcana+30% ---Ninja - QW+15% ---Snievan's Belt - STR+15%, QW+12%/DPG+12% ---Gaap Noct - Katana+15% (x2 for QW) -depending on player, may not recruit until NG+ (The Fallen is fairly tough) |
Yuniver | -has lower STR and INT than Zolean, but will still go Gladiator ---essentially a slightly weaker Zolean -STR may not be good enough for Royal Rage -Invo + Hex, like Zolean -quest required to recruit him may be a little more trouble than it's worth | +can push STR for Naginata -> Royal Rage +starts with Psi in addition to Invo and Hex +stay as Wizard, go Sage/Thaumaturge? ---starts with Invo 6, need to bring it past Psi for Thaumaturge ---starts with Hex 8, past Psi + Invo 7+ for Sage (easier) +doesn't need Evo |
Zolean | -Gladiator with decent STR (can't stay in Sage/Thaumaturge due to class trap) -Invo + Hex -> may muddle commands a little -no WA | +Sage or Thaumatuge, depends on which is trained more after Evo learned +one of the earliest Cachexia candidates +go for Scholar with Explosives, can be a little tricky -is a slow unit... ---allows for easier flanking -Imperator's Katana takes a while to upgrade into, best to craft it ---required for WA |
Snievan | n/a | +can learn Wards +Psi + Lotions ---essentially a replacement for Irina, only more physically oriented -Phantom Ache does very little mysticdamage -> scales to his INT ---advantage of being a UA + morale control ---needs to be in a Pinch to use |
Zuido | n/a | +highest base STR in the game -Bard vs. Alchemist ---BR dependent, but both classes have their uses |
Ludope | n/a | +hurts things with MAs (Thaumaturge) +highest base INT in the game +Galaxy requires Ludope's union to be out of deadlock -no CAs trained |
Hinnah | n/a | +should lead because of Safety (Alchemist) ---can also lead for Twin Snowpetal +learns Psi (has better INT than Hannah) -needs Hannah KO'ed or in different union for Seduction |
Hannah | n/a | +should stay Cavalier if WS change is desired +can go Alchemist for Safety like Hinnah +doesn't need to be the leader for Twin Snowpetal +high STR growth for more powerful CAs +2nd fastest unit in the game |
Young | n/a | +tank -low AP charge -only used for smacking things around with occasional healing |
Milton | n/a | +comes with Wards already trained +only one that meets Gladiator requirements immediately ---easily benefits from class effects for high damage potential -low AP charge -Wards makes Iron Will not as useful ---don't get the Overdrive effect (which would utterly break the game anyways) |
Can use in conjunction with the PC Class chart or X360 Class chart, depending on which version played.
NOTE: It seems that there was a major change to the Class Change system when it was ported over to the PC. That has now been reflected here.
The Last Remnant JP Guide Summaries Chapter 2 Part 2
Battle Part 2
Information on Battle Result
The 3 Battle Result Screens
The Battle Results appear once the ally party has completely wiped out the enemy party, and there are 3 parts to it. The first screen shows the Battle Rank (BR), Chain, Total Number of Turns and Total Enemies Defeated. The second screen only shows up if any units have increased their stats and/or sparked any new arts. Then the final screen displays the loot obtained from the fight, including equipment and captured monsters.
BR Check Page
The BR indicates the monster's scaling and can determine when the game will start scaling their stats and art levels. (note: if you notice that the BRs on the wiki are off for when Enemy Arts upgrade, don't bother correcting them as they're extracted from the game)
Chain is the running total of all the enemies killed so far in that location. The higher the Chain, the easier it is for units to gain stats (+50% @ 220Chain, +100% @ 370Chain). It resets to 0 upon returning to the World/City Map.
The total number of turns is self-explanatory.
Total Enemies Defeated is the total number of enemies killed in that fight.
The total number of enemies killed in a fight also influences drop rates. When the enemy union is terminated, the game begins to go through the monster's drop table, and magazine/special drops if applicable. This is because if monsters can be captured, they will remain visible on the field if they're small enough. These drops are influenced by the number of monsters already killed. At the end of battle, there's another pass made on the drops depending on the number killed in that battle, adding an extra 1 if the loop is successful. Gold received is also multiplied. So if the party wipes the entire field in 1 turn, then there no passes are made for the initial drops but still goes through the passes at the end of the battle. Bonuses start at 5/8/10n monsters killed, up to 250.
Parameter Increase Check
On this screen, there are 4 things to check for: Parameters, Arts, Weapon level and Class. If any of these have changed, then the unit's name and portrait will be displayed along with what was affected. To see what exactly has changed, check up on the unit's status.
One of the most notable things on this page is the Mystic Chance. If a new MA can be learned or just one of them levelling up, a MC must have been triggered in battle first before the game will compile and select from a list. Other arts can be sparked during the battle, which will then be displayed on the results screen. If a very large number of arts was learned, then the game will shorten the list to a single line saying the unit has learned several arts of that category (Combat/Item).
Items and Seizing
The final Battle Result screen is for the various materials, components, captured monsters, equipment and gold obtained. On occasion, party members will speak up about items, reserving them for their own use. The captured monsters can also be split for even more materials.
When a party member seizes items, the items will be considered "Reserved" for them. They're used for their equipment upgrades (weapons and shields). If Rush needs the materials more urgently than the party member, then he can seize them (you will get yelled at for it). Gathering the materials for them does speed up their upgrade process a bit...
***On the PC, the material hunting should be a priority at some point since helping them upgrade their own equipment is much less expensive than keeping all the materials, then upgrading to a target, then getting them to request it. The X360 players don't really need to go material hunting because the units upgrade at certain BR if they've been active.
Captured monsters can either be kept or split. The captured monsters sell for a decent amount of money, so it can be considered another source of income. However, there are certain materials that can only be obtained through splitting the monster. Also, splits are shared amongst all the units if they need them. You only have one chance to split the monster.
Knowing the Battle Rank
The Increasing BR
As BR goes up, various things in the game will change. At the very beginning, BR starts at 1 and can go all the way up to 255. Progressing through the game will inevitably increase BR, and will then affect these things:
* increased enemy HP and stats
* enemies will use new and higher tiered arts
* units will upgrade equipment if they've been active
* units will "clone" accessories based on Request Rank
* unique leaders will ask about a new Mystic and Item Skill
* Dragons/Brynhildrs/Abelisks -> Dread Dragons/Glorious Brynhildr/Noble Abelisks
** Not too sure, but it might be BR53 for the Dragons and BR80 for the Brynhildr, not the BR45 and BR75 I've read on various forums.
What Increases BR?
Every battle won will increase BR. There's nothing you can do to stop the gains (unless you cheat). So what does influence BR gain? These things:
* winning a battle
* turn count, fewer turns = less gain
* Chain count, fewer enemies killed = less gain
** Accruing a high Chain does increase BR gain, but the increase is so small that it can be easily dismissed in the PC version. Most apparent when using the Wisdom's Echo grind -> takes quite a bit before BR goes up.
* damage dealt to both parties
* number of KOs during battle, more KOs = less gain
* a random factor
* BR difference between parties
** There is a significant difference in BR gain when the BR difference is larger. Like with the stat EXP and weapon strengthening EXP, the bigger the difference in the enemy's favour, the larger the gains.
How to Complete the Mission
The Different Missions
While in dungeons or fields, the main objective is to completely wipe out the enemy party. During story missions, the fight can be ended quickly by terminating the main target. The game will alert you of the mission, which is essentially the victory condition. The boss's name will be in a pinkish-red.
Boss HP is Hidden
While the target has an HP bar, it's completely hidden behind 「???」, so the only way to be sure is to keep track of the damage dealt, or look up the HP values on the wiki. The boss does still follow a critical rule: their union window will begin flashing once they're in a Pinch. If damage had been noted of, then it's possible to extrapolate how much HP the boss has left.
Most of the bosses can multi-deadlock and can mean quite a bit of trouble for the party since that's a number of times they can counter. Caution is advised if the party can't sustain damage from multiple assaults.
Reclaiming the Bases
* This seems to deal exclusively with the Six Bases segment... Actually this entire section seems to be directed at that.
For these missions, the Base Leader needs to be lured out. For this to happen, the fight happens in stages, with reinforcements coming at each advancing stage. When the Base Leader appears, taking out that union is enough to finish the fight.
Since many of the unions start off at a distance, marching towards them is necessary. However, Hex/Evo and highly developed Invo units can get a free attack in if a command allowing them to attack from a distance appears. It should be noted that if 2 unions attack the same target but the first one terminates it, the second union will not reassign their targeting.
Subjugate the Rare Monster
Rare Monsters are Rare
Rare monsters only spawn under certain conditions, and will replace certain monsters for that spawn pattern. Quite a few of them are required for Ranks within the 3 guilds, and even if they're not needed for Ranks, their rewards are often worth the trouble. On the field, they don't look that different from your usual monsters in the same family, but highlighting them with a cursor reveals that their name is in green. When engaged, their HP is hidden, much like a boss.
Since some spawn patterns don't appear until past certain story events, so will the rares associated with those patterns. As with all spawn patterns, they will be reset once the party leaves for the world map. One-time rares will be removed from the list of possible spawns if they've been defeated.
This is a key difference between the versions. Rising BR doesn't affect rares on the X360 version. Their HP and stats do not scale. This means that the monsters will only get easier to kill as the party grows stronger. This is not the case on the PC. They will continue to scale, depending on the monster. Some will begin scaling right away, while others will start at around BR30 until BR65, which they will then hit a ceiling. It's highly dependent on the area. Rares in the Ancient Ruins don't start scaling until past BR110.
Basic Knowledge of Unit Promote
During the Battle
What a unit does in battle is highly influential on their stats. For example, if a unit uses only normal attacks during battle, then it increases the chance that they'll increase STR as they continue to earn EXP towards STR. As long as the unit participates in battle and is alive at the end, they will earn EXP to all stats.
The key point to gaining stats is that they have to be alive at the end. Even if they acted frequently, if they're KO'ed at the end, all EXP they would have gained would be wasted. If the unit participates in battle but does not act, they will still gain a small amount of EXP for just being alive. Acting during battle earns extra EXP towards specific stats. If the unit is KO'ed, they will still keep the arts and Skill EXP they have earned. Also, if they were KO'ed anytime during battle, they will stop earning EXP until they're revived.
Landing a KO with arts also helps with earning extra EXP towards a stat. Also influences AP growth, so constantly using arts is one of the best ways to increase stat growth.
Influencing Stat Growth
Influence on Commands
The normal attack command changes depending on the relative strength of the enemies. Really not much to say about this...
Unit Growth Rates
Leader Rates
Soldier Rates
* No, this isn't wrong. Their STR and INT rates are exactly the same.
See here for each leader's rates, along with how much EXP is required for each unit BR. While it's incredibly hard to track the EXP gains, it gives an idea of how quickly certain stats will grow.
With their different rates, it's best to find a unit with high stats relative to their starting unit BR and with the growth rates that are suitable for the overall party's performance. On the PC, it doesn't matter as much as long as there's still BR to keep pushing stats up.
Class Change System
As the unit develops their Categories, Skills and Stats, they will become eligible for a class change that will grant effects to boost battle performance, and can even influence certain command frequencies. The class change is performed at the end of battle after going through a series of checks.
There are 5 class types: Combat, Mystic, Item, Item+Com, Mys+Com.
The Combat/Mystic/Item classes are considered to be "pure" classes, while Item+Com and Mys+Com are hybrid classes. The class type will influence the types of arts the unit will use when the option to go all-out appears.
When changing classes, the game will check the unit's stats and Skills to see if s/he qualifies for a class change. It will do so in the following order (nabbed from the wiki, and slightly "clarified"):
* Combat classes are checked. If unit qualifies and STR is significant, Combat is picked.
* Mystic classes are checked. If unit qualifies and INT is significant, Mystic is picked.
* Combat classes are checked. If unit qualifies and the Weapon Cateogry is the only significant Category, Combat Type is picked.
* Item classes are checked. If unit qualifies and the Item Category is significant, Item is picked. Doesn't require Weapon Type or Mystic not significant
* Mystic classes are checked. If unit qualifies and the Mystic Category is significant, Mystic is picked.
* Mys+Com classes are checked. If unit qualifies and has Mystic and another Category significant, Mys+Com is picked.
* Item+Com classes are checked. If unit qualifies and the Item Category is significant, Item is picked. Doesn't require Weapon Type or Mystic not significant.
* Classes of the same type are checked. If any qualify, the current type is picked.
It also checks within the class's minimum requirements, such as various levels in Mystic Skills, WT and WS. If any of those requirements are met, then the unit qualifies for that class's tier. As the class progresses through the tiers, the class bonuses increase and may even grant new effects.
It should be noted that all classes have a Rank associated with them. It's only possible to go up in Rank, meaning that it's impossible to go from Guardian to Bard or Commander to Gladiator. However, it's only possible to change classes if the tier itself allows for a class change. An example of this is from the Thaumaturge class. In order to change class from Thaumaturge, it needs to at least qualify for the Master tier. So even if the unit manages to spark all the Arcana for Warlock, that unit can't do the class change until qualifying for Master Thaumaturge. The tiers vary depending on rank:
* Rank 1 - Expert
* Rank 2~3 - Adept and higher
* Rank 4+ - Master and higher
The tier requirement can be bypassed if the unit is changing from a Mystic to Combat class, and vice versa. This can be done by gaining significance in STR if changing from a Mystic class, and gaining INT significance if changing from a Combat class. Target class requirements must also be met.
!!! There seems to be a major change to the class change system between the X360 and PC versions. Any class can be achieved (within reason) as long as the class requirements are met. For the X360 version there is a severe restriction on which classes can be reached:
* Combat <-> Mystic <-> Item <-> Combat
AND
* Hybrid -> Pure
AND
* Hybrid <-> Hybrid of same type
Hybrid classes are impossible for unique leaders to achieve on the X360 unless they've been assigned that class. The only ones that can stay in a hybrid class are Allan (Terror Knight), Aiterra (Assassin), Kurz (Hunter -> Assassin) and Yugo (Wanderer -> Assassin. Only Yugo receives full benefits from the class as he can eventually upgrade to a final Bluesteel customization. It may also be possible to change classes within the same Rank as some post have noted Wyngale going from Gladiator to Commander after training Wards extensively.
The JP guide also has an error on this page. It should read exactly what I've put here, not that Hybrid classes can't change into Pure classes.
Arts Level-up & Learning
Use Them to Improve Them
As arts are used, they will slowly improve. This includes name changes (Lv. 2, Lv. 3), reduction of AP/component costs at every odd level and increase in power/decrease in art activation speed. The highest level for any art is Lv. 5.
The actual mechanics behind this are quite simple. There are 2 places to earn art and Skill EXP: Selection and Execution. This also means that even if the unit doesn't act, they will still earn the EXP from the selection phase. The base EXP granted for each phase is 2EXP, which is then modified by BR difference (+50% @ difference > 50), Chain bonuses (+50% @ 220Chain, +100% @ 370Chain) and any growth boost equipment (+100% @ +1, +200% @ +2). Each of these bonuses are applied after each other, so the highest bonus possible is EXPx15, assuming that Rush is equipped with 2 Ragna-rocks. A more reasonable boost is EXPx10 as the EXP bonus from the BR difference is practically non-existent.
* An important note: If the unit happens to miss, that counts as an unsuccessful execution. They will still gain EXP for executing the art though.
Art Ranks
Within each Skill's arts are ranked C/B/A/S/SS within the game. By training that Skill group through using the Arts from the Skill, the unit will improve the art and learn higher ranked arts once enough EXP has been earned.
The mechanics behind this are just as simple. As the art from that Skill group is selected and executed, the Skill group will earn the EXP as well. On occasional, the amount of EXP gained differs when all the arts EXP is added up. This is because Skill EXP keeps going up even when Arts EXP stops, or when a new art is sparked. Or when concerning Mystic Skills, Skill EXP keeps going up, but Arts EXP stops when the art is ready for a Mystic Chance.
Wield Styles and Weapon Types
There's also EXP earned for WS and WT, based on what's used in battle. WS earns EXP whenever the unit is in that stance and attacks with the weapon, be it a normal attack or CA. If the unit changes style during the turn, then half the EXP will go to the WS to when the turn starts, and the other half used to use the art. Full EXP goes to the art. Then there's the WT EXP. WT EXP is only earned when selecting and executing a CA. Earning WT EXP is important for 2 reasons; to spark weapon-specific arts (Rank A and Rank SS), and to unlock a Weapon Art (also requires the right weapon customization and sufficient WS levels).
Speed/Power Modifiers
Every weapon has an art modifier on it. Those modifiers, Speed and Power, will change the art's name and properties. The EXP gained towards that modifier works the same way as earning EXP for the other arts. Modifying an art for Speed will make them faster, albeit slightly weaker. The prefixes, if they don't change the name entirely, are Nimble and Swift (光速/神速). Modifying an art for Power will make them stronger, albeit slightly slower. The prefixes, if they don't change the name entirely, are Mighty and Peerless (無双/神威).
The EXP gained is bi-directional, so the modifiers can be undone by switching to a weapon with a different modifier. The Nimble/Mighty prefix requires -/+ 85EXP, while the Swift/Peerless prefix requires -/+ 577 EXP. All arts start off with 0 modifier EXP.
The preference is completely up to the player. While Peerless arts do hit harder, it may be somewhat hard to justify the speed penalty. Swift arts come out faster, but are slightly weaker. They do have the advantage of being able to add extra hits a little more easily. Also, the sound effects and particle effects differ slightly. Blue and sharp for Speed, Red and blunt for Power.
NOTE (based on PC behaviours):
While playing normally, and by normally I mean <270 Chain and no Growth Boost equips:
* if you DW the same WT, you don't gain double the EXP.
* if you DW different WT, then it's only the main slot's WT that matters
* if the weapons are both Speed, you gain double EXP
** X360: Speed/Speed does not grant double modifier EXP
* if the weapons are both Power, you only gain 100% of the EXP
* if the modifiers are mixed, then you have 2 outcomes:
** if it's Speed/Power, you gain full Speed EXP
** if it's Power/Speed, they cancel each other out (for some odd reason...)
If you have higher than 220 or 370 Chain (+50% and +100% respectively), then this is what happens:
* if you DW the same WT, you don't gain double the EXP.
* if you DW different WT, then it's only the main slot's WT that matters
* if the weapons are both Speed, you gain double EXP
** X360: Speed/Speed does not grant double modifier EXP
* if the weapons are both Power, you only gain 100% of the EXP
* if the modifiers are mixed, then you have 2 outcomes:
** if it's Speed/Power, you gain full Speed EXP
** if it's Power/Speed, they cancel each other out (for some odd reason...)
Exactly the same, but add the multipliers.
Then comes the fun part... adding Growth Boost equips:
* Using the Ragna-rock (EXP+200%):
** for those only using 1 weapon, it's x3 EXP
** Main slot gains 12EXP while Sub slot gains 8EXP (6EXP/4EXP for selection phase) for different WT
** no effect of modifier EXP
* Using the Rubber Soul (EXP+100%):
** for those only using 1 weapon, it's x2 EXP
** Main Slot gains 4EXP/8EXP, Sub Slot gains 2EXP/4EXP
** no effect on modifier EXP
This is something to keep in mind for anyone that decides to Dual Wield. For seeing this in chart form, please visit here.
The Mystic Chance
When using MAs, sometimes there will be a strange white splash with a sound effect appearing at the unit's feet. This is the Mystic Chance. This needs to be triggered during battle in order to learn and improve MAs, and any improvements will be shown in the Battle Result. Only one MC can occur per battle, even if there were multiple triggers. Rush can choose which arts will be improved, while the other units will place priority on sparking a new art than improving what they already have.
As for when the MC appears?
* whenever the Mystic Skill gains a level (100%)
* the MA gains a level (80%)
* if a MA can be improved and a MA is selected (5%) and executed (15%)
The Extra Arts from the Story
All UAs/WAs/RWAs/Arcana/Summons are as is. They can't be levelled.
Taboo Mystic Arts
Arcana Need 3~5 Units
* The original heading says 3~4, but Crimson Flare requires 5.
Arcana are Mystic Arts that require the synergy of the entire union to use. So if there's a certain ailment on the union (unit KO, Silence, Curse), Arcana can't be used. The Arcana unleashed is dependent on the union leader's Mystic Skills and the accompanying units. There are 6 Arcana in the game (5 if playing the X360 version), and all have different requirements.
Using the Arcana command is quite risky if the union is slow as they have a chance to be Raidlocked. By force triggering the Arcana, the union will deadlock the target then trigger it. It's the same method used to learn the Arcana. The union must also have enough AP to use the Arcana (especially true for the PC), else the units will use their individual arts.
Each level of the Arcana has a different set of base spells used to trigger it. In general, the Lv.5 Rank C art is used for Lv.1 Arcana, moving up to the Lv.3/5 Rank S art (5 for Psi).
Method of Promoting Rush
Equipment Flexibility
Rush can use almost anything. As long as it's not character-specific or Race-specific, he can use it. This WS will also vary depending on what he equips. Since it's not possible to set WS on the X360, equipping 2 M-sized weapons will automatically set him to DW, while a L-sized Sword/Katana/Axe/Mace will set him to PG.
His Mystic and Item Arts
His Extra Arts
Along with his Mystic and Item Arts, he has 3 Extra Arts at his disposal at certain story events.
* Multicast after finishing the tutorial bit in Yamarn Plain. Deals heavy physical damage.
* Talisman Guard after Namul Niram. Casts Protection on the union.
* Cyclops during the Gates of Hell (forced summon). Has ~2000HP during that fight, but HP9999 for every summoning after.
For Weapon Arts, he can unlock any one of them as long as he meets the requirements.
How to Develop Rush - Combat Focused
One Handed
While the least powerful WS, it still has its merits. This WS is linked with several WAs and allows something to be equipped in the Sub Slot. So this WS is great for building a Rush that can tank/solo.
Power Grip
Deals more damage than the One Handed style. L-sized Swords/Katana/Maces/Axes force him into this stance. To further increase damage dealt, the Power modifier should be preferred. Using a M-sized weapon runs the risk of style changing during battle. If WAs aren't an option (lack of materials being a factor), then the Might Zweihander is an excellent weapon choice due to its built in [Combat Arts] +5, combined with the Power modifier.
Dual Wield
The strongest WS for non-Sovani. Each normal attack has the unit hit twice. The CAs used is dependent on the Main Slot. Both weapon effects are active when DWing, which is great for either boosting defenses or offense. DWing Axes or Maces, while heavier than Swords/Katana, leads to a Rank SS area/union art, which have a very high hit rate. Swords and Katana have more focused Rank SS arts. This WS is likely balanced out by not having a WA associated with it.
Two Handed
Staves are a decent WT. While they don't have a WA capable Epic customization, their main selling point are the Rank A and SS weapon-specific arts. They hit an area or a union, and they hit very hard for that type. Since Rush will be using both hands to hold the weapon, it will be like he was using PG. Equipping a belt to increase damage dealt from a WT will only make him hit harder. For focusing damage, Spears would be the better choice, although they're heavier.
How to Develop Rush - Mystic Focused
For the X360, one word: Arcana.
For the PC, one word: Support.
If using Rush primarily as a mystic unit, it would be best to steer his growth towards INT by using MAs as frequently as possible. Because of this, his combat growth will likely suffer. Continuing to develop his MAs means that he should try getting to the Warlock class to further increase damage from his MAs and Arcana. Since he begins with Invo, Blackout should be the first thing he should try to achieve.
How to Develop Rush - PC
He can be anything as long as he meets the requirements. Using him as a support unit is generally a good idea since many of the support arts happen to be MAs (Rem/Psi/Wards). This is not a bad thing. He has the right combination of arts and equipment available to him to pull this sort of thing off. There are still 17 other units to deal all the damage needed to win the fight.
If going for a Combat oriented Rush, anything goes. The Gladiator class grants both [Power Grip] +5 and [Combat Arts] +5, resulting in a +15~30% damage bonus while using PG, meaning that it has the highest damage potential. It does require high Wards use to achieve, but as long as WT is significant, it's very unlikely to end up as a Commander. Theoretically, the best combination would be a Demonblade customization while in the Gladiator class (Demonsblow targets a unit, while Holy Win targets a union).
For WS, it's highly dependent on the class. If going Ninja, then he should stick with DW and training OH if the Main Slot has a WA-capable weapon. For everything else, it doesn't matter. The safest combination would be a Sword/Shield combination for maximizing defensive abilities, while an Axe/Shield combination is great for having decent defense and high offensive capabilities. That's not to say that Sword/Shield is worse. Cerulean Rain doesn't hit as hard as Hawkarang, but still deals respectable damage. Going with Katana/Shield results in a slightly lower equip burden, but Katana have low EVA rates, low DEF/M.DEF and the Rank SS art is area-based. If Rush has high enough stats, then the Katana/Shield combination is a viable option.
The Companion's Equipment
How They Change - Focus
Every leader starts off Balance focused. This can be changed when the party reaches a certain BR and if the unit was active. If they meet those conditions, they will ask about how they should focus their training when exiting to the World/City Map. The player can then choose Balance/Combat/Mystic, which will affect the unit's equipment.
For generic leaders, their focus can only be changed through battle. This is done by logging and checking what the unit has done in the last 10+ battles. If >80% of the battles are spent using CAs and normal attacks, then they will be considered Combat focused. If >80% of the battles are spent using MAs, then they will be considered Mystic focused. If neither of those thresholds are met, then the unit is Balance focused. So it's highly dependent on how the player conducts their units. For unique leaders, it also affects them, but not as badly. It would likely be a minor shift (screwing up the focus), rather than suddenly veering towards a certain focus.
For generic leaders, their focus can only be changed through battle. This is done by logging and checking what the unit has done between upgrades. If >60% of the unit's actions were physical (normal attacks, CAs, physical offensive IAs), then they will be considered combat focused. If >60% of their actions were mystic (MAs, Shards), then they will be considered mystic focused. If neither of those thresholds are met, then the unit is considered balance focused. So it's highly dependent on how the player conducts their units. For unique leaders, this also affects them, but is much more controlled. Their only focus choices is dependent on what you tell them. For example, if you tell Baulson to go for Balance both times, then he will only have access to Balance focused equipment. However, if you tell him Combat, then he has the option of remaining in Combat, or shift back to balance based on his actions in battle. Mystic would not be an option as his "mystic focus" flag was not set.
On the X360, the effects may be even more pronounced. Being cautious of how certain units develop can help prevent a few rather nasty surprises. Especially if using someone like Torgal.
* X360 specific:
At specific BRs, active units will automatically upgrade their equipment based on their current equipment focus, provided that they haven't already upgraded to that point. If their upgrade lines suddenly change weapons, then they can only upgrade to a certain point until they obtain the requested weapon.
David - Bluesteel to Frostblade
Emmy - Bluesteel to Nightbloom
Jager - Glaive to Schiavona
Sibal - Pike to Daedalus
Maddox - Bladebreaker/Buckler to Ama-gi
Haruko - Vare to Malystrix
Gaou - Harpoon to Obsidian
* PC specific:
Soldier upgrades lines have changed, but they will not request any equipment from the inventory. Leaders will request equipment (weapons/shields, accessories) based on their equipment focus. They will also request items that aren't part of their original upgrade path, so it's possible to stop at a different ending weapon. Both soldiers and leaders can attempt to seize weapons dropped from fights.
Equipment Customization
As with Rush's equipment, the units also need materials for customizing theirs. They will do so by reserving whatever materials they need. For their gold reserves, it's calculated based on the selling price of materials, and how much was dropped. They will also earn gold equal to how much all the splits would sell for. This is more critical on the PC as the unit's equipment doesn't upgrade at specific BR any more. They do on occasion find what they need while in reserves.
When it comes time to upgrade their equips, it depends on a few factors: how many of each material assembled and the amount of gold required for the customization.
* All materials and enough gold -> Materials and gold required used, excess materials are sold/held if next customization needs them.
* Most of the materials and enough gold -> Same as if all materials were assembled, but costs extra to buy the missing materials.
* Not enough materials -> sell accessories for enough gold/materials to complete upgrade OR sell accessories for enough gold/materials to complete upgrade (finish with 0G).
On the PC, it seems that they will only follow the first 2 patterns as there's no BR threshold for them to cross to trigger the other 2 behaviours.
Their Accessories
As with their other equipment, units will upgrade their accessories at specific BRs by "cloning" what was in the inventory. This is also based on their current equipment focus.
* Balance - HP and AP/SPD
* Combat - STR and Physical Resist
* Mystic - INT and Mystic Resist (X360 and unmodded PC, uses Balance accessories instead)
Party Talk & Companion Talk
PT - World and City Maps
When exiting to the World/City Map, the leaders may speak up on various things. These include: requesting equipment, equipment focus, new Skills, alerting the player that they've finished upgrading something and requesting a material hunting session. The last 2, when refusing, don't seem to have any negative effect on the unit, but saying yes is probably the best answer. You don't want some of them to get snappy!
PT - Their Focuses
Each unit starts off as Balance focused and will ask about their focus twice. Like with generic leaders, their focus can be influenced through battle, but only after their first focus talk. Through careful manipulation, it's possible to achieve a mix of all 3 focuses reflected in their weapon and accessories. The selected focus will likely be reflected by their weapon(s), while any fluctuations will be seen in their accessories.
As an example:
Balance -> First focus: Balance -> stay Balance -> Second focus: Balance -> end at Balance
Balance -> First focus: Mystic -> shift to Balance (Balance/Mystic) -> Second focus: Mystic -> shift to Balance (Balance/Mystic)
Balance -> First focus: Mystic -> shift to Balance (Balance/Mystic) -> Second focus: Combat -> shift to Mystic (Mystic/Combat/Balance)
Considering how flexible the units can be, it'd be best to answer the same for both questions and to limit how they conduct themselves if their equipment is of great concern. The most recent focus is what will determine their accessories and what the main slot will be upgraded to. The sub slot will be then shifted to the old focus. This is mostly a concern for units that have different ending weapons based on their focus.
PT - New Skills
As with the equipment focuses, each unique will ask about a new Item Skill and Mystic Skill. Rush can give 3 answers: Yes, No, Up to you. The last option is a rather risky one as it will leave the decision up to the unit/game, leaving a 50/50 chance that the unit will begin learning the Skill.
For the X360, the answer if more critical as there's no way to toggle arts on/off. So to prevent a mess of possible commands, limiting each unit's arts pool is the best way to go about it. It also depends if the player needs those arts, or if it's possible to hire a soldier with that Skill group.
For the PC, go nuts. If the player doesn't like the Skill on that particular unit, there's always the option to toggle the arts off. There's also the fact that the Skills can be used to reach certain classes, then turned off when unneeded.
PT - Equipment
On occasion, the unit may see an accessory in the party inventory that catches their eye. They will request accessories that match their current equipment focus, and only if that item has a higher request rank than what they currently have equipped.
This can be extended to weapons/shields, as units can request the final customization of their upgrade paths. Some equipment will only be used by the unit if they're focused a certain way, or after the request it, they will try to continue upgrading (especially true of Superlative customizations).
X360: Units will only request equipment that corresponds to their upgrade path. They will not request anything outside of it.
PT - Materials
When trying to upgrade their equipment, the units will ask if it's possible to look for materials. This means that they have a clue of what they're looking for, and/or they've just finished upgrading something. Saying yes or no has no effect, although it would help with gathering materials and gold to quickly upgrade their equips.
PT - Battles
When a unit asks about wanting to fight a few monsters, it's an indicator that s/he has just finished upgrading their equipment and want to test it out. Saying no has no negative effect, and it's not required to go fight anything right after they upgrade.
CT - Parameter Bonuses
Talking to the various hired unique leaders will get them to open up to Rush over time, eventually leading to a Parameter Bonus. Each of them have different visit requirements, while some of them in addition to the visits require a certain quest to be completed or a special item in the inventory before the final conversation can be completed. There are 4 red bubbles for each of them, so it's best to try triggering the bubbles as efficiently as possible, especially if load times are long. Entering a town area from the World Map is considered a visit. It's not necessary to talk to them every time you enter the town, other than the very first time. It's likely to initiate the conversation chain.
There are 6 units that require quests to be finished before the final conversation: Caedmon, Loki, Nora, Rhagoh, Jager and Glenys. Sheryl (Parfumlily), Zolean (Zane's Ring) and Khrynia (Witch's Signet) require special items for their final conversation. Maddox requires Sibal hired (must complete Ghor's quest on the X360) to move the final conversation along. Leshau needs confirmation from someone in Elysion about towns without Remnants. Gaou and Sibal require a conversation with Ghor to smack some sense into them. And Leucetius requires a few... events from Blocter, Emmy and David before he finishes his conversations.
Union Leader Q&A -or- Teach me, Emma!
* I... I'm not even going to try localizing this bit.
* The Q&A section deals with the X360 version, though some of the pointers that Emma gives are also applicable to the PC version. OK, maybe not the Soldier question that David poses. Maybe.
Rush: Which Leaders should I consider?
There's so many leaders, and we can't use them all. Wonder who we should use?
E: Unique leaders are ideal, combat oriented leaders with high STR and mystic oriented leaders with high INT!
Lord David and the Four Athlum Generals are unique leaders who can easily carry the party through the entire game. However, there are other units that may be more suited for your needs. Unique leaders have the advantage of accessing Extra Arts and engage in Talks for their parameter bonus. Generic leaders come as is, though several of them have comparable parameters.
Depending on the what the unions are to do in battle, selecting certain types of leaders will greatly help. For combat oriented leaders, choosing ones with high STR and using either Power Grip or Two Handed. Baulson is a good early choice for this. For mystic oriented leaders, choosing ones with high INT and for the Arcana wanted. Pagus fits this quite well with Remedies and can easily trigger Blackout.
Baulson: My arts
I'm a mercenary. Need me for a battle? But, the arts I have are kinda different. When Rush does something, they change.
E: Concentrating on certain Skills will improve them quickly. However, when not in battle, something does help.
When leaders are in the reserves, their Skill levels will increase based on what Rush is doing in battle. Their parameters will also increase accordingly. If they're active, then they will increase parameters and Skill levels based on what they do in battle.
* This is the basis of the Rush Only Skill Grind, and is thus not applicable to the PC version.
David: Tell me about the Athlum Soldiers
The Athlum army is quite the mixed bag. Who should we bring along for our adventures?
E: Look at their parameters and abilities.
Lord David, the Athlum army are our companions. But like the leaders, it's best to choose the ones that have the Skills needed, along with focused parameters. You can always talk to the Recruitment Officer to check who you might need.
Pagus: How should we develop our parameters?
To increase mystic power, Intellect is the key. However, my Intellect is already quite high and has stopped improving.
E: STR for combat units, INT for mystic units. Work on what needs to be worked on.
Having high INT won't help you in close range attacks, but are a great influence on mystic commands. However, if the union leader isn't acting in those commands, there may be something else.
Usually, if the union leader uses MAs, the rest of the union will not. If the rest of the union uses MAs, then the union leader will not. To get all of them using MAs, they should be able to work together in order for everyone to improve INT.
For parameters, formations may be of some use. If the union leader's INT is already very high, then improving the MYS score on the weapon should be a priority. Keep using the appropriate arts to improve whichever parameter that needs improving.
Blocter: Tell me about unions!
My union's pretty powerful, but the units in there keep falling like flies.
E: Union size is something to consider, but all unions should be able to heal!
A union is the sum of its parts, but only having 1 union means no Side Attacks. Every union should be able to use some sort of healing art. This is because of reassessment chances when unions start flanking. A union by itself can't do much, while several unions can do a lot.
Supporting other unions involves being able to revive others. The IA revive arts only heal a certain amount of HP per unit and cost components. MA revive arts cost AP but heal all HP. So it's best to have a mix of both types in case there's not enough AP or components.
Torgal: Formations and their uses
My union is faring fairly well in battle, but I would like to prevent taking any more damage that we already do.
E: Defensive formations. Safest ones may be Battle Shield and Valour Guard.
The defense of a union can mean victory or death. Two of the easiest formations to obtain are the Battle Shield and Valour Guard, both from the Union of the Golden Chalice, tasks 26 and 29 respectively. The Battle Shield helps increase increase DEF of the front ranks and physical evasion, while the Valour Guard helps with M.DEF and mystic evasion. The Valour Guard does decrease DEF of the back ranks somewhat. Queen's Warder, a formation that can be obtained from Wisdom's Echo, is another defense oriented formation. However, it carries a fairly heavy speed penalty. It's more of a recovery formation as it grants a Rem bonus. Slowing down unions is also a technique that can be used to manipulate union movements.
Bl: I got Raidlocked trying to help another union. What should I do?
Rush's union just fell and I wanted to go revive them. But even though we chose the command, we were intercepted.
E: Deadlocking the enemy with a union will prevent them from chasing another union.
Oh dear, one of the Four Generals can't seem to do something so simple. If the enemy's union speed is high, they have a good chance of Raidlocking you. It would be safer to break deadlock to revive a union, rather than trying to revive without having engaged something first. This method is risky, so there's something safer to use. Since there are going to be multiple unions, use them to deadlock the enemies before moving in to revive the downed union. Locking up the enemy means that they will not be able to target you.
P: Other unions have been targeted
E: It's possible when the other enemy unions are close by. By using area attacks, it may even be possible to finish it in 1 turn.
Area attacks have the potential to deal massive amounts of damage. If a union has 3 units in it, the union will be hit 3 times. Since the union has shared HP, it will go down faster. If the enemy can be multi-deadlocked, then it also means more opportunities to hit other unions. Of course, multi-deadlocking does mean that the enemy will counter again.
R: Can't take out the enemy unions
They just keep coming. Linking all those enemies leaves everyone targeted and it's taking forever to finish this. What should we do?
E: You can try setting up for an Arcana by using Decoy to distract them.
An easy way to wipe out as many unions as possible is to use an Arcana. Easiest one to use is Blackout as it only needs 3 units. Pagus is a good candidate to it as his INT is quite high, so he should be able to terminate all active enemy unions.
Wards can also be used in this situation to create a Decoy union. By forcing the enemy to target that one union, it will give the rest of the ally unions to regroup and possible force an Arcana. Hopefully the Decoy will Defend to reduce the amount of damage taken. This also runs the risk of being flanked, so be sure to keep the decoy as healthy as possible
P: Not enough AP to use arts
Using mystic arts is rather AP intensive. Going in with normal attacks is not a risk we want to take. Is there something we can do so we will have enough AP for our arts?
E: An AP charge bonus is what's needed. AP Charge upon Damage is probably what you're looking for.
There are several things you can do. Choosing to go on stand by will grant an AP bonus for that turn. There is a risk of being Raidlocked, so be aware of the battle situation.
From accessories, looking for ones that have the [AP Charge] upon Damage effect will allow the unit to charge AP whenever they deal damage, no matter how little. The amount of AP gained is scaled to how much damage is dealt. Reaching a class that grants the effect will be helpful for unions that don't have a unit with speed-focused accessories.
T: Curse and Animate, what to do about them?
Seeing units KO'ed from Curse is irritating, while Animate is very dangerous. What can we do about this...
E: Curse may cause a Fumble. Animate is dangerous and should be stopped ASAP with the command!
The effects from Curse can be prevented with the Class Effect Safety, which can be found on Scholar, Alchemist and Warlock easily. Holy Order also has the effect, but can only be reached by Rush. Placing the unit with that effect as the union leader will vastly decrease the chances of seeing a Fumble.
Another way to combat Curse is to have [Debuff Duration], either from a class (Bard and Sage) or from an accessory (Premier Amulet, Idol Amulet). The ailment lasts 5 turns, so while it will take more than everything but the Idol Amulet and Wonder Bangle, decreasing how long it lasts will make it easier to recover from it.
Animate can only be cured through a command, and should be done so as quickly as possible. The only unions that will get the command are ones that have units capable of using Vivification Herb/Tincture, Hartshorn or Divine Echo in them. The entire union must be terminated in order to cure them.
* Curse can be cured through a command, and Ninja is another class that has Safety. Both were added to the PC version.
Ba: Tell me about avoiding Symbol Monsters
When I want to fight, I fight. But sometimes, I just need to get past these guys.
E: Learn their movements to move out of the way as soon as they try to catch you by surprise. Using Aim Time helps.
If an enemy is cowering, running into them will not trigger an encounter, so it's safe to run straight through. The other conditions, aggressive and vehement, are ones to look out for. Using Aim Time, it's possible to run towards your target, trigger it, and continue running even though it's been tagged. It should give enough time to get past them and hopefully into the next area. If you don't want to use Aim Time, then baiting the symbol into charging you then suddenly shifting your position is what you want to do.
R: Tell me about better weapons!
I started with the Broadsword and that worked for a little while, but now the enemies are too tough! What you think I should start using?
E: You can use what you started with, or look at the shops for other options.
Look around the shops to check if anything fits the budget, check captured monsters for any materials you might need and sell them if they don't have anything you need, and dig around the harvest points. Everything around can be used to customize and improve your equipment. Plan out what you want to use and stick with it as using the weapons repeatedly over time will eventually strengthen them.
* in both versions, players can use whatever they want, but it's fairly obvious that some customizations are more effective than others.
Sword: Superlative/Shielding/Enchanted Bluesteel/Excalibur, Superlative/Might/Runic Longsword/Estoc, Frostblade Virtutis, Lævateinn
Katana: Optimal/Parrying/Aura Tatara-ichiban, Superlative/Shielding/Enchanted Demonblade, Nightbloom Virtutis
Axe: Superlative/Shielding/Enchanted Hawkwind, Superlative/Might/Runic Axe
Mace: Superlative/Shielding/Enchanted Blackjack, Superlative/Might/Runic Pick, Optimal/Power/Orphic Konbo
Spear: Superlative/Shielding/Enchanted Glaive, Superlative/Might/Runic Javelin/Bardiche, Schiavona Virtutis, Malystrix Virtutis
Staff: Imperator's Staff, Eurytus Staff, Soulscepter, Superlative/Might/Runic Wand/Joust
Shield: Shield of the Vanquisher, Imperator's Shield, Aqueous Shield, Superlative/Shielding/Enchanted Soulshield
D: Is the money being used for everything?
Weapons and Shields, Accessories, Components and Materials... Rush really does need to buy a lot of things... Is it possible to only stick with what's necessary?
E: Due to battles always changing, it's best to be prepared, even if it means spending more money.
Spending a lot of money is inevitable. You need the components for IAs and to customize various pieces of equipment. However, each unit has their own gold stash so they can deal with their own equipment needs.
Information on Battle Result
The 3 Battle Result Screens
The Battle Results appear once the ally party has completely wiped out the enemy party, and there are 3 parts to it. The first screen shows the Battle Rank (BR), Chain, Total Number of Turns and Total Enemies Defeated. The second screen only shows up if any units have increased their stats and/or sparked any new arts. Then the final screen displays the loot obtained from the fight, including equipment and captured monsters.
BR Check Page
The BR indicates the monster's scaling and can determine when the game will start scaling their stats and art levels. (note: if you notice that the BRs on the wiki are off for when Enemy Arts upgrade, don't bother correcting them as they're extracted from the game)
Chain is the running total of all the enemies killed so far in that location. The higher the Chain, the easier it is for units to gain stats (+50% @ 220Chain, +100% @ 370Chain). It resets to 0 upon returning to the World/City Map.
The total number of turns is self-explanatory.
Total Enemies Defeated is the total number of enemies killed in that fight.
The total number of enemies killed in a fight also influences drop rates. When the enemy union is terminated, the game begins to go through the monster's drop table, and magazine/special drops if applicable. This is because if monsters can be captured, they will remain visible on the field if they're small enough. These drops are influenced by the number of monsters already killed. At the end of battle, there's another pass made on the drops depending on the number killed in that battle, adding an extra 1 if the loop is successful. Gold received is also multiplied. So if the party wipes the entire field in 1 turn, then there no passes are made for the initial drops but still goes through the passes at the end of the battle. Bonuses start at 5/8/10n monsters killed, up to 250.
Parameter Increase Check
On this screen, there are 4 things to check for: Parameters, Arts, Weapon level and Class. If any of these have changed, then the unit's name and portrait will be displayed along with what was affected. To see what exactly has changed, check up on the unit's status.
One of the most notable things on this page is the Mystic Chance. If a new MA can be learned or just one of them levelling up, a MC must have been triggered in battle first before the game will compile and select from a list. Other arts can be sparked during the battle, which will then be displayed on the results screen. If a very large number of arts was learned, then the game will shorten the list to a single line saying the unit has learned several arts of that category (Combat/Item).
Items and Seizing
The final Battle Result screen is for the various materials, components, captured monsters, equipment and gold obtained. On occasion, party members will speak up about items, reserving them for their own use. The captured monsters can also be split for even more materials.
When a party member seizes items, the items will be considered "Reserved" for them. They're used for their equipment upgrades (weapons and shields). If Rush needs the materials more urgently than the party member, then he can seize them (you will get yelled at for it). Gathering the materials for them does speed up their upgrade process a bit...
***On the PC, the material hunting should be a priority at some point since helping them upgrade their own equipment is much less expensive than keeping all the materials, then upgrading to a target, then getting them to request it. The X360 players don't really need to go material hunting because the units upgrade at certain BR if they've been active.
Captured monsters can either be kept or split. The captured monsters sell for a decent amount of money, so it can be considered another source of income. However, there are certain materials that can only be obtained through splitting the monster. Also, splits are shared amongst all the units if they need them. You only have one chance to split the monster.
Knowing the Battle Rank
The Increasing BR
As BR goes up, various things in the game will change. At the very beginning, BR starts at 1 and can go all the way up to 255. Progressing through the game will inevitably increase BR, and will then affect these things:
* increased enemy HP and stats
* enemies will use new and higher tiered arts
* units will upgrade equipment if they've been active
* units will "clone" accessories based on Request Rank
* unique leaders will ask about a new Mystic and Item Skill
* Dragons/Brynhildrs/Abelisks -> Dread Dragons/Glorious Brynhildr/Noble Abelisks
** Not too sure, but it might be BR53 for the Dragons and BR80 for the Brynhildr, not the BR45 and BR75 I've read on various forums.
What Increases BR?
Every battle won will increase BR. There's nothing you can do to stop the gains (unless you cheat). So what does influence BR gain? These things:
* winning a battle
* turn count, fewer turns = less gain
* Chain count, fewer enemies killed = less gain
** Accruing a high Chain does increase BR gain, but the increase is so small that it can be easily dismissed in the PC version. Most apparent when using the Wisdom's Echo grind -> takes quite a bit before BR goes up.
* damage dealt to both parties
* number of KOs during battle, more KOs = less gain
* a random factor
* BR difference between parties
** There is a significant difference in BR gain when the BR difference is larger. Like with the stat EXP and weapon strengthening EXP, the bigger the difference in the enemy's favour, the larger the gains.
How to Complete the Mission
The Different Missions
While in dungeons or fields, the main objective is to completely wipe out the enemy party. During story missions, the fight can be ended quickly by terminating the main target. The game will alert you of the mission, which is essentially the victory condition. The boss's name will be in a pinkish-red.
Boss HP is Hidden
While the target has an HP bar, it's completely hidden behind 「???」, so the only way to be sure is to keep track of the damage dealt, or look up the HP values on the wiki. The boss does still follow a critical rule: their union window will begin flashing once they're in a Pinch. If damage had been noted of, then it's possible to extrapolate how much HP the boss has left.
Most of the bosses can multi-deadlock and can mean quite a bit of trouble for the party since that's a number of times they can counter. Caution is advised if the party can't sustain damage from multiple assaults.
Reclaiming the Bases
* This seems to deal exclusively with the Six Bases segment... Actually this entire section seems to be directed at that.
For these missions, the Base Leader needs to be lured out. For this to happen, the fight happens in stages, with reinforcements coming at each advancing stage. When the Base Leader appears, taking out that union is enough to finish the fight.
Since many of the unions start off at a distance, marching towards them is necessary. However, Hex/Evo and highly developed Invo units can get a free attack in if a command allowing them to attack from a distance appears. It should be noted that if 2 unions attack the same target but the first one terminates it, the second union will not reassign their targeting.
Subjugate the Rare Monster
Rare Monsters are Rare
Rare monsters only spawn under certain conditions, and will replace certain monsters for that spawn pattern. Quite a few of them are required for Ranks within the 3 guilds, and even if they're not needed for Ranks, their rewards are often worth the trouble. On the field, they don't look that different from your usual monsters in the same family, but highlighting them with a cursor reveals that their name is in green. When engaged, their HP is hidden, much like a boss.
Since some spawn patterns don't appear until past certain story events, so will the rares associated with those patterns. As with all spawn patterns, they will be reset once the party leaves for the world map. One-time rares will be removed from the list of possible spawns if they've been defeated.
This is a key difference between the versions. Rising BR doesn't affect rares on the X360 version. Their HP and stats do not scale. This means that the monsters will only get easier to kill as the party grows stronger. This is not the case on the PC. They will continue to scale, depending on the monster. Some will begin scaling right away, while others will start at around BR30 until BR65, which they will then hit a ceiling. It's highly dependent on the area. Rares in the Ancient Ruins don't start scaling until past BR110.
Basic Knowledge of Unit Promote
During the Battle
What a unit does in battle is highly influential on their stats. For example, if a unit uses only normal attacks during battle, then it increases the chance that they'll increase STR as they continue to earn EXP towards STR. As long as the unit participates in battle and is alive at the end, they will earn EXP to all stats.
The key point to gaining stats is that they have to be alive at the end. Even if they acted frequently, if they're KO'ed at the end, all EXP they would have gained would be wasted. If the unit participates in battle but does not act, they will still gain a small amount of EXP for just being alive. Acting during battle earns extra EXP towards specific stats. If the unit is KO'ed, they will still keep the arts and Skill EXP they have earned. Also, if they were KO'ed anytime during battle, they will stop earning EXP until they're revived.
Landing a KO with arts also helps with earning extra EXP towards a stat. Also influences AP growth, so constantly using arts is one of the best ways to increase stat growth.
Influencing Stat Growth
HP | AP |
---|---|
* receive damage * STR growth * alive at end of battle | * use arts * INT growth * alive at end of battle |
STR | INT |
* use physical attacks -> CAs * receive physical damage * alive at end of battle | * use mystic attacks -> MAs, Shards (?) * receive mystic damage * alive at end of battle |
SPD | UP |
* successfully completing Trigger Chances (?) * acting/moving around the field * using IAs + healing * alive at end of battle | * acting/moving in battle * reassessment chances * using IAs and healing * alive at end of battle |
The normal attack command changes depending on the relative strength of the enemies. Really not much to say about this...
Unit Growth Rates
Leader Rates
Type | HP | AP | STR | INT | SPD | UP |
---|---|---|---|---|---|---|
Balance | +1.7% | +1.5% | +1.3% | +1.3% | +0.6% | +1.2% |
Combat | +1.9% | +1.7% | +1.4% | +1.2% | +0.5% | +1.1% |
Mystic | +1.5% | +1.9% | +1.2% | +1.4% | +0.5% | +1.1% |
Soldier Rates
Type | HP | AP | STR | INT | SPD | UP |
---|---|---|---|---|---|---|
Balance | +1.7% | +1.5% | +1.1% | +1.1% | +0.6% | +1.2% |
Combat | +1.9% | +1.7% | +1.1% | +1.1% | +0.5% | +1.1% |
Mystic | +1.5% | +1.9% | +1.1% | +1.1% | +0.5% | +1.1% |
See here for each leader's rates, along with how much EXP is required for each unit BR. While it's incredibly hard to track the EXP gains, it gives an idea of how quickly certain stats will grow.
With their different rates, it's best to find a unit with high stats relative to their starting unit BR and with the growth rates that are suitable for the overall party's performance. On the PC, it doesn't matter as much as long as there's still BR to keep pushing stats up.
Class Change System
As the unit develops their Categories, Skills and Stats, they will become eligible for a class change that will grant effects to boost battle performance, and can even influence certain command frequencies. The class change is performed at the end of battle after going through a series of checks.
There are 5 class types: Combat, Mystic, Item, Item+Com, Mys+Com.
The Combat/Mystic/Item classes are considered to be "pure" classes, while Item+Com and Mys+Com are hybrid classes. The class type will influence the types of arts the unit will use when the option to go all-out appears.
When changing classes, the game will check the unit's stats and Skills to see if s/he qualifies for a class change. It will do so in the following order (nabbed from the wiki, and slightly "clarified"):
* Combat classes are checked. If unit qualifies and STR is significant, Combat is picked.
* Mystic classes are checked. If unit qualifies and INT is significant, Mystic is picked.
* Combat classes are checked. If unit qualifies and the Weapon Cateogry is the only significant Category, Combat Type is picked.
* Item classes are checked. If unit qualifies and the Item Category is significant, Item is picked. Doesn't require Weapon Type or Mystic not significant
* Mystic classes are checked. If unit qualifies and the Mystic Category is significant, Mystic is picked.
* Mys+Com classes are checked. If unit qualifies and has Mystic and another Category significant, Mys+Com is picked.
* Item+Com classes are checked. If unit qualifies and the Item Category is significant, Item is picked. Doesn't require Weapon Type or Mystic not significant.
* Classes of the same type are checked. If any qualify, the current type is picked.
It also checks within the class's minimum requirements, such as various levels in Mystic Skills, WT and WS. If any of those requirements are met, then the unit qualifies for that class's tier. As the class progresses through the tiers, the class bonuses increase and may even grant new effects.
It should be noted that all classes have a Rank associated with them. It's only possible to go up in Rank, meaning that it's impossible to go from Guardian to Bard or Commander to Gladiator. However, it's only possible to change classes if the tier itself allows for a class change. An example of this is from the Thaumaturge class. In order to change class from Thaumaturge, it needs to at least qualify for the Master tier. So even if the unit manages to spark all the Arcana for Warlock, that unit can't do the class change until qualifying for Master Thaumaturge. The tiers vary depending on rank:
* Rank 1 - Expert
* Rank 2~3 - Adept and higher
* Rank 4+ - Master and higher
The tier requirement can be bypassed if the unit is changing from a Mystic to Combat class, and vice versa. This can be done by gaining significance in STR if changing from a Mystic class, and gaining INT significance if changing from a Combat class. Target class requirements must also be met.
!!! There seems to be a major change to the class change system between the X360 and PC versions. Any class can be achieved (within reason) as long as the class requirements are met. For the X360 version there is a severe restriction on which classes can be reached:
* Combat <-> Mystic <-> Item <-> Combat
AND
* Hybrid -> Pure
AND
* Hybrid <-> Hybrid of same type
Hybrid classes are impossible for unique leaders to achieve on the X360 unless they've been assigned that class. The only ones that can stay in a hybrid class are Allan (Terror Knight), Aiterra (Assassin), Kurz (Hunter -> Assassin) and Yugo (Wanderer -> Assassin. Only Yugo receives full benefits from the class as he can eventually upgrade to a final Bluesteel customization. It may also be possible to change classes within the same Rank as some post have noted Wyngale going from Gladiator to Commander after training Wards extensively.
The JP guide also has an error on this page. It should read exactly what I've put here, not that Hybrid classes can't change into Pure classes.
Arts Level-up & Learning
Use Them to Improve Them
As arts are used, they will slowly improve. This includes name changes (Lv. 2, Lv. 3), reduction of AP/component costs at every odd level and increase in power/decrease in art activation speed. The highest level for any art is Lv. 5.
The actual mechanics behind this are quite simple. There are 2 places to earn art and Skill EXP: Selection and Execution. This also means that even if the unit doesn't act, they will still earn the EXP from the selection phase. The base EXP granted for each phase is 2EXP, which is then modified by BR difference (+50% @ difference > 50), Chain bonuses (+50% @ 220Chain, +100% @ 370Chain) and any growth boost equipment (+100% @ +1, +200% @ +2). Each of these bonuses are applied after each other, so the highest bonus possible is EXPx15, assuming that Rush is equipped with 2 Ragna-rocks. A more reasonable boost is EXPx10 as the EXP bonus from the BR difference is practically non-existent.
* An important note: If the unit happens to miss, that counts as an unsuccessful execution. They will still gain EXP for executing the art though.
Art Ranks
Within each Skill's arts are ranked C/B/A/S/SS within the game. By training that Skill group through using the Arts from the Skill, the unit will improve the art and learn higher ranked arts once enough EXP has been earned.
The mechanics behind this are just as simple. As the art from that Skill group is selected and executed, the Skill group will earn the EXP as well. On occasional, the amount of EXP gained differs when all the arts EXP is added up. This is because Skill EXP keeps going up even when Arts EXP stops, or when a new art is sparked. Or when concerning Mystic Skills, Skill EXP keeps going up, but Arts EXP stops when the art is ready for a Mystic Chance.
Wield Styles and Weapon Types
There's also EXP earned for WS and WT, based on what's used in battle. WS earns EXP whenever the unit is in that stance and attacks with the weapon, be it a normal attack or CA. If the unit changes style during the turn, then half the EXP will go to the WS to when the turn starts, and the other half used to use the art. Full EXP goes to the art. Then there's the WT EXP. WT EXP is only earned when selecting and executing a CA. Earning WT EXP is important for 2 reasons; to spark weapon-specific arts (Rank A and Rank SS), and to unlock a Weapon Art (also requires the right weapon customization and sufficient WS levels).
Speed/Power Modifiers
Every weapon has an art modifier on it. Those modifiers, Speed and Power, will change the art's name and properties. The EXP gained towards that modifier works the same way as earning EXP for the other arts. Modifying an art for Speed will make them faster, albeit slightly weaker. The prefixes, if they don't change the name entirely, are Nimble and Swift (光速/神速). Modifying an art for Power will make them stronger, albeit slightly slower. The prefixes, if they don't change the name entirely, are Mighty and Peerless (無双/神威).
The EXP gained is bi-directional, so the modifiers can be undone by switching to a weapon with a different modifier. The Nimble/Mighty prefix requires -/+ 85EXP, while the Swift/Peerless prefix requires -/+ 577 EXP. All arts start off with 0 modifier EXP.
The preference is completely up to the player. While Peerless arts do hit harder, it may be somewhat hard to justify the speed penalty. Swift arts come out faster, but are slightly weaker. They do have the advantage of being able to add extra hits a little more easily. Also, the sound effects and particle effects differ slightly. Blue and sharp for Speed, Red and blunt for Power.
NOTE (based on PC behaviours):
While playing normally, and by normally I mean <270 Chain and no Growth Boost equips:
* if you DW the same WT, you don't gain double the EXP.
* if you DW different WT, then it's only the main slot's WT that matters
* if the weapons are both Speed, you gain double EXP
** X360: Speed/Speed does not grant double modifier EXP
* if the weapons are both Power, you only gain 100% of the EXP
* if the modifiers are mixed, then you have 2 outcomes:
** if it's Speed/Power, you gain full Speed EXP
** if it's Power/Speed, they cancel each other out (for some odd reason...)
If you have higher than 220 or 370 Chain (+50% and +100% respectively), then this is what happens:
* if you DW the same WT, you don't gain double the EXP.
* if you DW different WT, then it's only the main slot's WT that matters
* if the weapons are both Speed, you gain double EXP
** X360: Speed/Speed does not grant double modifier EXP
* if the weapons are both Power, you only gain 100% of the EXP
* if the modifiers are mixed, then you have 2 outcomes:
** if it's Speed/Power, you gain full Speed EXP
** if it's Power/Speed, they cancel each other out (for some odd reason...)
Exactly the same, but add the multipliers.
Then comes the fun part... adding Growth Boost equips:
* Using the Ragna-rock (EXP+200%):
** for those only using 1 weapon, it's x3 EXP
** Main slot gains 12EXP while Sub slot gains 8EXP (6EXP/4EXP for selection phase) for different WT
** no effect of modifier EXP
* Using the Rubber Soul (EXP+100%):
** for those only using 1 weapon, it's x2 EXP
** Main Slot gains 4EXP/8EXP, Sub Slot gains 2EXP/4EXP
** no effect on modifier EXP
This is something to keep in mind for anyone that decides to Dual Wield. For seeing this in chart form, please visit here.
The Mystic Chance
When using MAs, sometimes there will be a strange white splash with a sound effect appearing at the unit's feet. This is the Mystic Chance. This needs to be triggered during battle in order to learn and improve MAs, and any improvements will be shown in the Battle Result. Only one MC can occur per battle, even if there were multiple triggers. Rush can choose which arts will be improved, while the other units will place priority on sparking a new art than improving what they already have.
As for when the MC appears?
* whenever the Mystic Skill gains a level (100%)
* the MA gains a level (80%)
* if a MA can be improved and a MA is selected (5%) and executed (15%)
The Extra Arts from the Story
All UAs/WAs/RWAs/Arcana/Summons are as is. They can't be levelled.
Taboo Mystic Arts
Arcana Need 3~5 Units
* The original heading says 3~4, but Crimson Flare requires 5.
Arcana are Mystic Arts that require the synergy of the entire union to use. So if there's a certain ailment on the union (unit KO, Silence, Curse), Arcana can't be used. The Arcana unleashed is dependent on the union leader's Mystic Skills and the accompanying units. There are 6 Arcana in the game (5 if playing the X360 version), and all have different requirements.
Arcana | Description | Leader | Other units | X360 AP | PC AP |
---|---|---|---|---|---|
Blackout | Substantial Thunder damage. Can Shock. | Invo | 2xInvo/Evo | 36-28 | 96-75 |
Whiteout | Substantial Frost damage. Can Freeze. | Evo | 3xInvo/Evo | 48-40 | 115-96 |
Animalcule | Heavy mystic damage. Paralysis/Silence/Poison/Piyo | Hex | 3xHex | 64-60 | 153-144 |
Fatal Eclipse | Extreme Omni damage. | Psi | 1 of Invo/Evo/Hex | 64-60 | 153-135 |
Rejuvenating Water | Restores HP and AP. | Rem | 3xRem | 64-60 | 153-144 |
Crimson Flare | Extreme Omni damage. | Grenade Impact | 1 of Invo/Evo/Hex/Psi | n/a | 153-144 |
Using the Arcana command is quite risky if the union is slow as they have a chance to be Raidlocked. By force triggering the Arcana, the union will deadlock the target then trigger it. It's the same method used to learn the Arcana. The union must also have enough AP to use the Arcana (especially true for the PC), else the units will use their individual arts.
Each level of the Arcana has a different set of base spells used to trigger it. In general, the Lv.5 Rank C art is used for Lv.1 Arcana, moving up to the Lv.3/5 Rank S art (5 for Psi).
Method of Promoting Rush
Equipment Flexibility
Rush can use almost anything. As long as it's not character-specific or Race-specific, he can use it. This WS will also vary depending on what he equips. Since it's not possible to set WS on the X360, equipping 2 M-sized weapons will automatically set him to DW, while a L-sized Sword/Katana/Axe/Mace will set him to PG.
His Mystic and Item Arts
Item | Skill | Obtained |
---|---|---|
Alizarin Orb | Invocations | Story: first visit to Ruins of Robelia Castle |
Azure Orb | Evocations | Quest: The Broken Seal |
Amber Orb | Hexes | Quest Chain: ___'s Witch |
Jade Orb | Remedies | Quest: The Secret Letter |
Amethyst Orb | Psionics | Quest: Seeker of the Ancient Path |
Alabaster Orb | Wards | Quest: The Fallen |
Argent Orb | Arcana | Trainer |
Herb Formula | Herbs | Start |
Potion Formula | Potions | Guild Task: Union of the Golden Chalice 50 (Warrior's Broadsword) |
Lotion Formula | Lotions | Guild Task: Union of the Golden Chalice 3 (Crabx7) |
Explosive Formula | Explosives | Guild Task: Union of the Golden Chalice 38 (3 Dragon Eggs) |
Shard Formula | Shards | Quest: History's Boundary |
Trap Formula | Traps | Quest: The Gates of Deceit and Sword of the Dead |
His Extra Arts
Along with his Mystic and Item Arts, he has 3 Extra Arts at his disposal at certain story events.
* Multicast after finishing the tutorial bit in Yamarn Plain. Deals heavy physical damage.
* Talisman Guard after Namul Niram. Casts Protection on the union.
* Cyclops during the Gates of Hell (forced summon). Has ~2000HP during that fight, but HP9999 for every summoning after.
For Weapon Arts, he can unlock any one of them as long as he meets the requirements.
How to Develop Rush - Combat Focused
One Handed
While the least powerful WS, it still has its merits. This WS is linked with several WAs and allows something to be equipped in the Sub Slot. So this WS is great for building a Rush that can tank/solo.
Power Grip
Deals more damage than the One Handed style. L-sized Swords/Katana/Maces/Axes force him into this stance. To further increase damage dealt, the Power modifier should be preferred. Using a M-sized weapon runs the risk of style changing during battle. If WAs aren't an option (lack of materials being a factor), then the Might Zweihander is an excellent weapon choice due to its built in [Combat Arts] +5, combined with the Power modifier.
Dual Wield
The strongest WS for non-Sovani. Each normal attack has the unit hit twice. The CAs used is dependent on the Main Slot. Both weapon effects are active when DWing, which is great for either boosting defenses or offense. DWing Axes or Maces, while heavier than Swords/Katana, leads to a Rank SS area/union art, which have a very high hit rate. Swords and Katana have more focused Rank SS arts. This WS is likely balanced out by not having a WA associated with it.
Two Handed
Staves are a decent WT. While they don't have a WA capable Epic customization, their main selling point are the Rank A and SS weapon-specific arts. They hit an area or a union, and they hit very hard for that type. Since Rush will be using both hands to hold the weapon, it will be like he was using PG. Equipping a belt to increase damage dealt from a WT will only make him hit harder. For focusing damage, Spears would be the better choice, although they're heavier.
How to Develop Rush - Mystic Focused
For the X360, one word: Arcana.
For the PC, one word: Support.
If using Rush primarily as a mystic unit, it would be best to steer his growth towards INT by using MAs as frequently as possible. Because of this, his combat growth will likely suffer. Continuing to develop his MAs means that he should try getting to the Warlock class to further increase damage from his MAs and Arcana. Since he begins with Invo, Blackout should be the first thing he should try to achieve.
How to Develop Rush - PC
He can be anything as long as he meets the requirements. Using him as a support unit is generally a good idea since many of the support arts happen to be MAs (Rem/Psi/Wards). This is not a bad thing. He has the right combination of arts and equipment available to him to pull this sort of thing off. There are still 17 other units to deal all the damage needed to win the fight.
If going for a Combat oriented Rush, anything goes. The Gladiator class grants both [Power Grip] +5 and [Combat Arts] +5, resulting in a +15~30% damage bonus while using PG, meaning that it has the highest damage potential. It does require high Wards use to achieve, but as long as WT is significant, it's very unlikely to end up as a Commander. Theoretically, the best combination would be a Demonblade customization while in the Gladiator class (Demonsblow targets a unit, while Holy Win targets a union).
For WS, it's highly dependent on the class. If going Ninja, then he should stick with DW and training OH if the Main Slot has a WA-capable weapon. For everything else, it doesn't matter. The safest combination would be a Sword/Shield combination for maximizing defensive abilities, while an Axe/Shield combination is great for having decent defense and high offensive capabilities. That's not to say that Sword/Shield is worse. Cerulean Rain doesn't hit as hard as Hawkarang, but still deals respectable damage. Going with Katana/Shield results in a slightly lower equip burden, but Katana have low EVA rates, low DEF/M.DEF and the Rank SS art is area-based. If Rush has high enough stats, then the Katana/Shield combination is a viable option.
The Companion's Equipment
How They Change - Focus
Every leader starts off Balance focused. This can be changed when the party reaches a certain BR and if the unit was active. If they meet those conditions, they will ask about how they should focus their training when exiting to the World/City Map. The player can then choose Balance/Combat/Mystic, which will affect the unit's equipment.
For generic leaders, their focus can only be changed through battle. This is done by logging and checking what the unit has done between upgrades. If >60% of the unit's actions were physical (normal attacks, CAs, physical offensive IAs), then they will be considered combat focused. If >60% of their actions were mystic (MAs, Shards), then they will be considered mystic focused. If neither of those thresholds are met, then the unit is considered balance focused. So it's highly dependent on how the player conducts their units. For unique leaders, this also affects them, but is much more controlled. Their only focus choices is dependent on what you tell them. For example, if you tell Baulson to go for Balance both times, then he will only have access to Balance focused equipment. However, if you tell him Combat, then he has the option of remaining in Combat, or shift back to balance based on his actions in battle. Mystic would not be an option as his "mystic focus" flag was not set.
On the X360, the effects may be even more pronounced. Being cautious of how certain units develop can help prevent a few rather nasty surprises. Especially if using someone like Torgal.
* X360 specific:
At specific BRs, active units will automatically upgrade their equipment based on their current equipment focus, provided that they haven't already upgraded to that point. If their upgrade lines suddenly change weapons, then they can only upgrade to a certain point until they obtain the requested weapon.
David - Bluesteel to Frostblade
Emmy - Bluesteel to Nightbloom
Jager - Glaive to Schiavona
Sibal - Pike to Daedalus
Maddox - Bladebreaker/Buckler to Ama-gi
Haruko - Vare to Malystrix
Gaou - Harpoon to Obsidian
* PC specific:
Soldier upgrades lines have changed, but they will not request any equipment from the inventory. Leaders will request equipment (weapons/shields, accessories) based on their equipment focus. They will also request items that aren't part of their original upgrade path, so it's possible to stop at a different ending weapon. Both soldiers and leaders can attempt to seize weapons dropped from fights.
Equipment Customization
As with Rush's equipment, the units also need materials for customizing theirs. They will do so by reserving whatever materials they need. For their gold reserves, it's calculated based on the selling price of materials, and how much was dropped. They will also earn gold equal to how much all the splits would sell for. This is more critical on the PC as the unit's equipment doesn't upgrade at specific BR any more. They do on occasion find what they need while in reserves.
When it comes time to upgrade their equips, it depends on a few factors: how many of each material assembled and the amount of gold required for the customization.
* All materials and enough gold -> Materials and gold required used, excess materials are sold/held if next customization needs them.
* Most of the materials and enough gold -> Same as if all materials were assembled, but costs extra to buy the missing materials.
* Not enough materials -> sell accessories for enough gold/materials to complete upgrade OR sell accessories for enough gold/materials to complete upgrade (finish with 0G).
On the PC, it seems that they will only follow the first 2 patterns as there's no BR threshold for them to cross to trigger the other 2 behaviours.
Their Accessories
As with their other equipment, units will upgrade their accessories at specific BRs by "cloning" what was in the inventory. This is also based on their current equipment focus.
* Balance - HP and AP/SPD
* Combat - STR and Physical Resist
* Mystic - INT and Mystic Resist (X360 and unmodded PC, uses Balance accessories instead)
Party Talk & Companion Talk
PT - World and City Maps
When exiting to the World/City Map, the leaders may speak up on various things. These include: requesting equipment, equipment focus, new Skills, alerting the player that they've finished upgrading something and requesting a material hunting session. The last 2, when refusing, don't seem to have any negative effect on the unit, but saying yes is probably the best answer. You don't want some of them to get snappy!
PT - Their Focuses
Each unit starts off as Balance focused and will ask about their focus twice. Like with generic leaders, their focus can be influenced through battle, but only after their first focus talk. Through careful manipulation, it's possible to achieve a mix of all 3 focuses reflected in their weapon and accessories. The selected focus will likely be reflected by their weapon(s), while any fluctuations will be seen in their accessories.
As an example:
Balance -> First focus: Balance -> stay Balance -> Second focus: Balance -> end at Balance
Balance -> First focus: Mystic -> shift to Balance (Balance/Mystic) -> Second focus: Mystic -> shift to Balance (Balance/Mystic)
Balance -> First focus: Mystic -> shift to Balance (Balance/Mystic) -> Second focus: Combat -> shift to Mystic (Mystic/Combat/Balance)
Considering how flexible the units can be, it'd be best to answer the same for both questions and to limit how they conduct themselves if their equipment is of great concern. The most recent focus is what will determine their accessories and what the main slot will be upgraded to. The sub slot will be then shifted to the old focus. This is mostly a concern for units that have different ending weapons based on their focus.
PT - New Skills
As with the equipment focuses, each unique will ask about a new Item Skill and Mystic Skill. Rush can give 3 answers: Yes, No, Up to you. The last option is a rather risky one as it will leave the decision up to the unit/game, leaving a 50/50 chance that the unit will begin learning the Skill.
For the X360, the answer if more critical as there's no way to toggle arts on/off. So to prevent a mess of possible commands, limiting each unit's arts pool is the best way to go about it. It also depends if the player needs those arts, or if it's possible to hire a soldier with that Skill group.
For the PC, go nuts. If the player doesn't like the Skill on that particular unit, there's always the option to toggle the arts off. There's also the fact that the Skills can be used to reach certain classes, then turned off when unneeded.
PT - Equipment
On occasion, the unit may see an accessory in the party inventory that catches their eye. They will request accessories that match their current equipment focus, and only if that item has a higher request rank than what they currently have equipped.
This can be extended to weapons/shields, as units can request the final customization of their upgrade paths. Some equipment will only be used by the unit if they're focused a certain way, or after the request it, they will try to continue upgrading (especially true of Superlative customizations).
X360: Units will only request equipment that corresponds to their upgrade path. They will not request anything outside of it.
PT - Materials
When trying to upgrade their equipment, the units will ask if it's possible to look for materials. This means that they have a clue of what they're looking for, and/or they've just finished upgrading something. Saying yes or no has no effect, although it would help with gathering materials and gold to quickly upgrade their equips.
PT - Battles
When a unit asks about wanting to fight a few monsters, it's an indicator that s/he has just finished upgrading their equipment and want to test it out. Saying no has no negative effect, and it's not required to go fight anything right after they upgrade.
CT - Parameter Bonuses
Talking to the various hired unique leaders will get them to open up to Rush over time, eventually leading to a Parameter Bonus. Each of them have different visit requirements, while some of them in addition to the visits require a certain quest to be completed or a special item in the inventory before the final conversation can be completed. There are 4 red bubbles for each of them, so it's best to try triggering the bubbles as efficiently as possible, especially if load times are long. Entering a town area from the World Map is considered a visit. It's not necessary to talk to them every time you enter the town, other than the very first time. It's likely to initiate the conversation chain.
There are 6 units that require quests to be finished before the final conversation: Caedmon, Loki, Nora, Rhagoh, Jager and Glenys. Sheryl (Parfumlily), Zolean (Zane's Ring) and Khrynia (Witch's Signet) require special items for their final conversation. Maddox requires Sibal hired (must complete Ghor's quest on the X360) to move the final conversation along. Leshau needs confirmation from someone in Elysion about towns without Remnants. Gaou and Sibal require a conversation with Ghor to smack some sense into them. And Leucetius requires a few... events from Blocter, Emmy and David before he finishes his conversations.
Union Leader Q&A -or- Teach me, Emma!
* I... I'm not even going to try localizing this bit.
* The Q&A section deals with the X360 version, though some of the pointers that Emma gives are also applicable to the PC version. OK, maybe not the Soldier question that David poses. Maybe.
Rush: Which Leaders should I consider?
There's so many leaders, and we can't use them all. Wonder who we should use?
E: Unique leaders are ideal, combat oriented leaders with high STR and mystic oriented leaders with high INT!
Lord David and the Four Athlum Generals are unique leaders who can easily carry the party through the entire game. However, there are other units that may be more suited for your needs. Unique leaders have the advantage of accessing Extra Arts and engage in Talks for their parameter bonus. Generic leaders come as is, though several of them have comparable parameters.
Depending on the what the unions are to do in battle, selecting certain types of leaders will greatly help. For combat oriented leaders, choosing ones with high STR and using either Power Grip or Two Handed. Baulson is a good early choice for this. For mystic oriented leaders, choosing ones with high INT and for the Arcana wanted. Pagus fits this quite well with Remedies and can easily trigger Blackout.
Baulson: My arts
I'm a mercenary. Need me for a battle? But, the arts I have are kinda different. When Rush does something, they change.
E: Concentrating on certain Skills will improve them quickly. However, when not in battle, something does help.
When leaders are in the reserves, their Skill levels will increase based on what Rush is doing in battle. Their parameters will also increase accordingly. If they're active, then they will increase parameters and Skill levels based on what they do in battle.
* This is the basis of the Rush Only Skill Grind, and is thus not applicable to the PC version.
David: Tell me about the Athlum Soldiers
The Athlum army is quite the mixed bag. Who should we bring along for our adventures?
E: Look at their parameters and abilities.
Lord David, the Athlum army are our companions. But like the leaders, it's best to choose the ones that have the Skills needed, along with focused parameters. You can always talk to the Recruitment Officer to check who you might need.
Union Type | Advice | Key Points |
---|---|---|
Combat | Herbs and Potions are some of the key Skills to have, for healing and buffing. Herbs also provides easier reviving. Combat units tend to have high STR, and to further capitalize on damage, choose soldiers with PG or TH. | 1: Herbs and Potions 2: high STR 3: PG or TH 4: high HP |
Mystic | Hexes would be the safest option to go with. They target a union, and will only do more damage as union size grows. As with mystics, this will be AP intensive. | 1: Hexes 2: high INT 3: high AP+/MaxAP |
Arcana | The Arcana used is dependent on the union leader and the union's composition. Since the Arcana's power comes mostly from the union leader, the INT stats from the soldiers can vary. Of course, having good AP charge and STR helps with the units if they're left with attacking at close range. | 1: Arcana or arts option 2: high AP+/MaxAP 3: high STR (?) |
Pagus: How should we develop our parameters?
To increase mystic power, Intellect is the key. However, my Intellect is already quite high and has stopped improving.
E: STR for combat units, INT for mystic units. Work on what needs to be worked on.
Having high INT won't help you in close range attacks, but are a great influence on mystic commands. However, if the union leader isn't acting in those commands, there may be something else.
Usually, if the union leader uses MAs, the rest of the union will not. If the rest of the union uses MAs, then the union leader will not. To get all of them using MAs, they should be able to work together in order for everyone to improve INT.
For parameters, formations may be of some use. If the union leader's INT is already very high, then improving the MYS score on the weapon should be a priority. Keep using the appropriate arts to improve whichever parameter that needs improving.
Blocter: Tell me about unions!
My union's pretty powerful, but the units in there keep falling like flies.
E: Union size is something to consider, but all unions should be able to heal!
A union is the sum of its parts, but only having 1 union means no Side Attacks. Every union should be able to use some sort of healing art. This is because of reassessment chances when unions start flanking. A union by itself can't do much, while several unions can do a lot.
Supporting other unions involves being able to revive others. The IA revive arts only heal a certain amount of HP per unit and cost components. MA revive arts cost AP but heal all HP. So it's best to have a mix of both types in case there's not enough AP or components.
Torgal: Formations and their uses
My union is faring fairly well in battle, but I would like to prevent taking any more damage that we already do.
E: Defensive formations. Safest ones may be Battle Shield and Valour Guard.
The defense of a union can mean victory or death. Two of the easiest formations to obtain are the Battle Shield and Valour Guard, both from the Union of the Golden Chalice, tasks 26 and 29 respectively. The Battle Shield helps increase increase DEF of the front ranks and physical evasion, while the Valour Guard helps with M.DEF and mystic evasion. The Valour Guard does decrease DEF of the back ranks somewhat. Queen's Warder, a formation that can be obtained from Wisdom's Echo, is another defense oriented formation. However, it carries a fairly heavy speed penalty. It's more of a recovery formation as it grants a Rem bonus. Slowing down unions is also a technique that can be used to manipulate union movements.
Bl: I got Raidlocked trying to help another union. What should I do?
Rush's union just fell and I wanted to go revive them. But even though we chose the command, we were intercepted.
E: Deadlocking the enemy with a union will prevent them from chasing another union.
Oh dear, one of the Four Generals can't seem to do something so simple. If the enemy's union speed is high, they have a good chance of Raidlocking you. It would be safer to break deadlock to revive a union, rather than trying to revive without having engaged something first. This method is risky, so there's something safer to use. Since there are going to be multiple unions, use them to deadlock the enemies before moving in to revive the downed union. Locking up the enemy means that they will not be able to target you.
P: Other unions have been targeted
E: It's possible when the other enemy unions are close by. By using area attacks, it may even be possible to finish it in 1 turn.
Area attacks have the potential to deal massive amounts of damage. If a union has 3 units in it, the union will be hit 3 times. Since the union has shared HP, it will go down faster. If the enemy can be multi-deadlocked, then it also means more opportunities to hit other unions. Of course, multi-deadlocking does mean that the enemy will counter again.
R: Can't take out the enemy unions
They just keep coming. Linking all those enemies leaves everyone targeted and it's taking forever to finish this. What should we do?
E: You can try setting up for an Arcana by using Decoy to distract them.
An easy way to wipe out as many unions as possible is to use an Arcana. Easiest one to use is Blackout as it only needs 3 units. Pagus is a good candidate to it as his INT is quite high, so he should be able to terminate all active enemy unions.
Wards can also be used in this situation to create a Decoy union. By forcing the enemy to target that one union, it will give the rest of the ally unions to regroup and possible force an Arcana. Hopefully the Decoy will Defend to reduce the amount of damage taken. This also runs the risk of being flanked, so be sure to keep the decoy as healthy as possible
P: Not enough AP to use arts
Using mystic arts is rather AP intensive. Going in with normal attacks is not a risk we want to take. Is there something we can do so we will have enough AP for our arts?
E: An AP charge bonus is what's needed. AP Charge upon Damage is probably what you're looking for.
There are several things you can do. Choosing to go on stand by will grant an AP bonus for that turn. There is a risk of being Raidlocked, so be aware of the battle situation.
From accessories, looking for ones that have the [AP Charge] upon Damage effect will allow the unit to charge AP whenever they deal damage, no matter how little. The amount of AP gained is scaled to how much damage is dealt. Reaching a class that grants the effect will be helpful for unions that don't have a unit with speed-focused accessories.
T: Curse and Animate, what to do about them?
Seeing units KO'ed from Curse is irritating, while Animate is very dangerous. What can we do about this...
E: Curse may cause a Fumble. Animate is dangerous and should be stopped ASAP with the command!
The effects from Curse can be prevented with the Class Effect Safety, which can be found on Scholar, Alchemist and Warlock easily. Holy Order also has the effect, but can only be reached by Rush. Placing the unit with that effect as the union leader will vastly decrease the chances of seeing a Fumble.
Another way to combat Curse is to have [Debuff Duration], either from a class (Bard and Sage) or from an accessory (Premier Amulet, Idol Amulet). The ailment lasts 5 turns, so while it will take more than everything but the Idol Amulet and Wonder Bangle, decreasing how long it lasts will make it easier to recover from it.
Animate can only be cured through a command, and should be done so as quickly as possible. The only unions that will get the command are ones that have units capable of using Vivification Herb/Tincture, Hartshorn or Divine Echo in them. The entire union must be terminated in order to cure them.
* Curse can be cured through a command, and Ninja is another class that has Safety. Both were added to the PC version.
Ba: Tell me about avoiding Symbol Monsters
When I want to fight, I fight. But sometimes, I just need to get past these guys.
E: Learn their movements to move out of the way as soon as they try to catch you by surprise. Using Aim Time helps.
If an enemy is cowering, running into them will not trigger an encounter, so it's safe to run straight through. The other conditions, aggressive and vehement, are ones to look out for. Using Aim Time, it's possible to run towards your target, trigger it, and continue running even though it's been tagged. It should give enough time to get past them and hopefully into the next area. If you don't want to use Aim Time, then baiting the symbol into charging you then suddenly shifting your position is what you want to do.
R: Tell me about better weapons!
I started with the Broadsword and that worked for a little while, but now the enemies are too tough! What you think I should start using?
E: You can use what you started with, or look at the shops for other options.
Look around the shops to check if anything fits the budget, check captured monsters for any materials you might need and sell them if they don't have anything you need, and dig around the harvest points. Everything around can be used to customize and improve your equipment. Plan out what you want to use and stick with it as using the weapons repeatedly over time will eventually strengthen them.
Wield Style | Start | End | Points |
---|---|---|---|
One Handed | Rapier | Power Estoc | * relatively weak style, so [Combat Arts] +5 helps increase power |
Power Grip | Claymore | Power Zweihander | * materials are easy to come by * if M.DEF is a concern and materials are available, Murasame ** 2 Jewel Steel needed: disassemble Sword of Seven and Idol Amulet * Sword of Seven is also an option for 25% evasion |
Dual Wield | Francisca | Power Axe | * high ATK, [Combat Arts] +5 * Dead Spiral |
Hammer | Power Pick | * Final Toll w/ [Combat Arts] +5 | |
Two Handed | Halberd | Power Bardiche | * ATK165 means it's possible to reach ATK200+ (+5/+20%) |
Greatstaff | Power Joust | * ATK145 and [Combat Arts] +5 * union/area WT-specific arts * if mainly mystics, Mystic Joust |
Sword: Superlative/Shielding/Enchanted Bluesteel/Excalibur, Superlative/Might/Runic Longsword/Estoc, Frostblade Virtutis, Lævateinn
Katana: Optimal/Parrying/Aura Tatara-ichiban, Superlative/Shielding/Enchanted Demonblade, Nightbloom Virtutis
Axe: Superlative/Shielding/Enchanted Hawkwind, Superlative/Might/Runic Axe
Mace: Superlative/Shielding/Enchanted Blackjack, Superlative/Might/Runic Pick, Optimal/Power/Orphic Konbo
Spear: Superlative/Shielding/Enchanted Glaive, Superlative/Might/Runic Javelin/Bardiche, Schiavona Virtutis, Malystrix Virtutis
Staff: Imperator's Staff, Eurytus Staff, Soulscepter, Superlative/Might/Runic Wand/Joust
Shield: Shield of the Vanquisher, Imperator's Shield, Aqueous Shield, Superlative/Shielding/Enchanted Soulshield
D: Is the money being used for everything?
Weapons and Shields, Accessories, Components and Materials... Rush really does need to buy a lot of things... Is it possible to only stick with what's necessary?
E: Due to battles always changing, it's best to be prepared, even if it means spending more money.
Spending a lot of money is inevitable. You need the components for IAs and to customize various pieces of equipment. However, each unit has their own gold stash so they can deal with their own equipment needs.
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