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Arbiters From Another World

Official walkthrough, general information, and all that good stuff.


Table of Contents:


Section 1: Introduction and Welcome
Section 2: Walkthrough
Chapter 1: Of Failures and Successes
Dungeon Delving: Ishino Ruins
Dungeon Delving: Kuramoto Coast
Dungeon Delving: Okubo Mountains
Chapter 2: Destiny Calls
Dungeon Delving: Ohba Desert
Dungeon Delving: Ancient Tower
Dungeon Delving: Yoemon
Chapter 3: Strangers in a Strange Land
Section 3: Random, useless, information
Meet the cast
See anything like a bike?
Mad Skillz
Munster? Munster!? Where Munster?
Whatever doesn't fit anywhere else


Section 1: Introduction and Welcome
First of all, allow me to welcome you to this walkthrough, and general guide, of Arbiters From Another World! Whither you're here to get a decent strategy for that one really annoying boss, or have some other question, this is the place to go!

Officially speaking, I started this project on the 2nd of September in the year 2009. However, some concepts go further back than that. Most notably, a demo my brother made back in 2002-ish, called Summoner. I'm 99% certain that Summoner was deleted, and no longer exists. However, there are many references that this game makes that call back to that game. These are noted in the manual that nobody reads, and for good measure, in the "Whatever doesn't fit anywhere else" section of this walkthrough.


Section 2: Walkthrough
As far as story goes, I will keep spoilers to a minimum. However, this is a walkthrough. Spoilers might be inevitable. Hence, this is your first, and only, warning: Spoilers are ahead! Read at your own risk!

Chapter 1: Of Failures and Successes
The game opens with our protagonist, Sataro, performing some finishing touches on a written examination. What you choose as Sataro's answers here do not matter in the slightest. They have no affect on the test's outcome. When you're done, go over and talk to your teacher. You know, the old-looking guy in the back of the room? Yeah, that guy. He blats a bit about how this is Sataro's third, and final, attempt at the Adept exam, and asks to see him later.

Leaving the classroom, you come across Chojiro. After that banter, you're free to explore Yokoki School of Magic. I'd like to think Honami Yuya and Ueshima Ichiro are particular highlights that should never be missed, but my opinion is more than skewed in this respect. The person you must talk to in order to advance the story is Enomoto Fusae. She's in the classroom on the second floor, right-hand side of the screen. After talking to her, you can visit the faculty office on the first floor. It might be worth your time to re-visit Honami for a laugh. If you don't care, the faculty office is accessed by that hallway between the two rooms on the first floor.

The plot event here is basically Kido giving Sataro a hard time, then handing him over to Enomoto. She's a bit kinder than Kido, but when asked who Sataro's help is, she is evasive.

After this, Honami has yet another new event to see. It's optional, of course. The person to look out for to advance the plot is a certain character that players of Matsumori Days might be familiar with. Yep, it's Mina! And she's here to be a party member help! After she joins you, you're on the overworld map. The number of visitable locations on this map are quite few, and the map locks players on a certain path. So, is it that time? Yeah, I think it's time.

Dungeon Delving: Ishino Ruins
While it is very possible to do what needs to be done to unlock the boss battle without fighting anything, it might not behoove you to actually fight it right off the bat. The number of wandering monsters here is quite a number, but you can go back to Yokoki and use Sataro's room in the men's dormitory as a resting point. If you didn't bother to find the men's dorm, it's on the left-hand side of the screen from the Yokoki entry screen. Sataro's room is the unoccupied one. Also, Mina will leave your party if you go back to Yokoki. However, she'll just jump right back in after telling her that you're going back to Ishino.

So, what do you have to do to unlock the boss fight? Go all the way to the temple, at the bottom of the ruins. Enter it, then go upstairs. There's a strange symbol on the floor that should look familiar. Touching it will activate a sequence where Sataro offers to perform the Rite of Summoning. You have the choice to delay this fight until you feel ready. When you choose to perform the ritual, a spirit will appear, and you'll have to fight it. Refer to the "Munster? Munster!? Where Munster?" section for more specific strategies to use against this boss.

When you regain control of your party, check out Sataro's new abilities, and stats. Everything about the guy has changed. Before you leave, you might want to toy around with Sataro's new-found abilities. His summon is serious overkill in this area, so it might be worth some entertainment value to kill off a few encounters with it. Alternatively, you can save the experimentation with your summons for later, and set a Beacon in this dungeon. Trust me, once you understand what Beacon does, this makes perfect sense.

Anyway, back at Yokoki School of Magic. After the event with Mina clears, go to Sataro's room, and set another Beacon there, then get some rest. Once that event ends, use Beacon to go back to Ishino Ruins. No, Mina isn't with you anymore. However, Sataro can out quite a bit with Lythos. Now, what you do is get into as many encounters as your MP allows, making sure you have enough MP to Beacon back to Yokoki to rest up. Then go back, rise, repeat. I'm not sure how much value these trips will get you, and things do get boring after a while. However, what I've just described to you do is basically how I survive this entire game. That's the true power of Beacon: to take a party that's near-death, at the depths of any dungeon you can think of, into a location that gets the party some much-needed aid and rest, then get them right back into the fray, right where they left off. It's also why you'll never see it in a modern commercial game but that's beside the point!

Whenever you get bored of Ishino Ruins, supposing you even bother setting up a Beacon there, the place to go is the faculty office. Kido gives you the smack-down. After getting the best run-in with Chojiro ever ("Way to fail, Sataro!"). After that, get yourself to Sataro's room, and check the dresser/cabinet/whatever to change his clothes. Now, it's time to ditch this joint. Mina stops you, but only to join the party. Players of Matsumori Days might smile a bit from the outfit she now wears. Or maybe not?

Back on the overworld map, the game informs you that your Beacon data has been wiped. Your objective, then, is to get new Beacon data. So, you get yourself to the nearest town, enter it, and... get a sequence. After recruiting Ichiro, get yourself to the Inn, and "Set" a Beacon right in front of the desk. There's a bit of equipment to get in this town, so get Sataro and Mina an upgrade. The wandering adults in the town are the people you need to talk to in order to unlock the path to next dungeon.

Dungeon Delving: Kuramoto Coast
You can "Set" a Beacon on the overworld map on top of the location marker. Nothing wrong with that. If you want to "Set" it in the dungeon itself, that's fine too. The "maze" of this area has always felt a tad forced to me, but allowing the party to go straight to the objective marker just felt wrong.

Anyway, the area is pretty straight-forward. If there is a place in this dungeon to "Set" a Beacon, it would be a tile away from where Sataro suggests to put the symbol. When you think you're ready to fight the boss, go to where Sataro suggested to put the symbol, then press the action key (or whatever). If you're having troubles with this fight, refer to the "Munster? Munster!? Where Munster?" section.

Just like Sataro says, there is no reward for defeating this boss, save for a new summon for Sataro. However, there's literally nothing stopping you from using a "Return" Beacon back to Port Hideki for some restoration. Your next destination is Sassa, which is to the west. There's some decent equipment here, so if you don't have the money for it yet, don't fret too much. At some point, speak to Lord Takudo, who, in turn, sends you off to Okubo Mountains. Oh, great.

Dungeon Delving: Okubo Mountains
Get yourself to the main concourse of the Order of the Bull Fist as fast as possible, then "Set" a Beacon. No, seriously, do this. You'll be coming back to this place. A lot. Anyway, the elder you're supposed to talk to is in the meditation hall, which is the upper exit from the concourse. On the left will be some kind of farm-ish area, where you can by healing items. On the right will be the training hall, where you can buy equipment, and have the opportunity to spar against one of the monks for EXP. If you can beat that monk, you should have absolutely no problems with the boss that you know you have to fight at the summit of these mountains.

To get access to the summit, talk to Maru, who's the elvish-looking female in the meditation room. If you're having any problems with the monk, or the boss at the summit, refer to the "Muster? Muster!? Where Muster?" section.

Chapter 2: Destiny Calls
So, you've defeated the Wind Spirit, and have talked to Maru, have you? Of course you have! So, where to? The other side of the overworld map, practically. Start going south until you see a location marker that looks like an oasis, then enter.

Dungeon Delving: Ohba Desert
This oasis town isn't a terrible one to "Set" a Beacon at, but you'll be better off keeping the one you set up at the Order of the Bull Fist. As for the desert, itself, it can be tricky to navigate, if you just randomly choose which exit to take. More observant players might notice that certain exits have a pile of rocks on them. The gray rock pile indicates that you will move one area backwards, whereas the brown-ish rock pile indicates that you will move one area forward. The notable exceptions to this rule is the second area, which only have a gray rock pile, as you'd be thrown back to the first area if you don't move forward anyway. The other exception is the fourth, and final area. That exit does allows an exit to the area back onto the overworld map, but players have to fight the boss to enable that interaction to occur.

In summary, the correct path through the desert is, south, west, north, beat the boss, east. What I've been known to do is "Set" a Beacon in whichever desert area I'm in, then "Return" to the Order of the Bull Fist when I need to rest and restock. I also go up against the monk in the training hall for extra EXP. Yeah, you would need to rest again after the fight is done, but it's not so bad, since the resting is free in this area. Not that this is the only way to go about this area, but to each their own, I suppose.

Anyway, If you are having any trouble with the fights here, refer to the "Munster? Munster!? Where Munster?" section.

After you clear the desert, get yourself to that tower, but don't enter yet. There's a few things you might want to do first. So, "Set" yourself a Beacon here, then "Return" to the Order of the Bull Fist. You did "Set" a Beacon here, didn't you? Anyway, rest up, maybe fight the monk if you wish (would would mean resting again, but, whatever). The farmer girl has a new set of products for sale, as does the guy in the training hall. While the farm now has the same stuff that the general store in Sassa has, the blacksmith has a set of weapons that you might want to look into. Anyway, stock up on High Elixirs. You'll probably need them for the upcoming fight. Which fight, you ask? Why, none other than the one that you find at the front of...

Dungeon Delving: Ancient Tower
Darigaaz, this guy! I've had a lot of complaints about him, but there is a strategy to use against him. Refer to the "Munster? Munster!? Where Munster?" section for my personal take on defeating this guy.

Crap, he only runs away. Which means we might be seeing him again? Hopefully not anytime soon, but let's worry of that later on. Right now, we've got a tower to climb! You might see some stone plaques on the walls here. One of them is just plain flavor text, but the others are clues to a password. Players of Matsumori Days should be able to recognize the pattern of these clues already, but there is an in-game sequence that relays the idea. However, let me see if I can't explain this one more time with feeling.

First off, let's get the clues out there. From the top of the screen to the bottom, the first floor has these clues:
My first is in cherry and also in forlorn.
My third is in sylph and also in monster.
My second is in normal and also in happy.


The second floor has:
My fifth is in pawns and also in joined.
My sixth is in nearby and also in swamp.
My fourth is in house and also in quaint.


Okay, let's use the first plaque the players might come across as an example. Mina gives an important clue:
author=Mina
So, the "my second" here is probably a reference to the second letter of this password.


Darigaaz, yes! Then:
author=Mina
Wait, are you saying that the letter that those two words share is the second letter of this password?


Thank you, Mina. You gust handed this puzzle over on a silver platter. So, if you take Mina up on her reasoning, you should come up with the letters "R", "A", "S", "U", "N", and "A". Or, "rasuna". Go up to the third floor and input that on the door. Check out that grave. Mina says that you might want to prepare for what's coming. That sounds like a good opportunity as any to "Set" a Beacon here! Or, at the very least, save before doing anything stupid engaging in the fight. Refer to "Munster? Munster!? Where Munster?" section if you're having a tough time.

After obtaining the power of Jenova and Lucifer, and a new party member, it's time to report back to Maru in the Order of the Bull Fist. If you took my advice, you should already have a Beacon to "Return" to there. If not, well, you've got a hike.

However you get back to Okubo Mountains, you might find that the monk in the training hall has gotten stronger yet again. Strategies can be found in the "Muster? Muster!? Where Muster?" section. At some point, talk to Maru. After she finishes her blat (which explains a bit about who Rasuna is), the shops here get one more upgrade. When you're ready, your next destination is west, then south from Ancient Tower.

Dungeon Delving: Yoemon
The remnants of the Korn Tribe are here, and will fight you, if you pursue them. Refer to the "Munster? Munster!? Where Munster?" section, if you're finding that they are a little tough to beat. Anyway, the area itself is pretty straight-forward, and is kinda boring like that, if I must be honest with myself. However, like I mentioned, this area has some pretty tough enemies, so one might expect an equally tough boss. I recommend getting your party to level 60 before attempting the boss here, but it's up to you to follow that advise. As for the boss, refer to the "Munster? Munster!? Where Munster?" section for details.

Chapter 3: Another World
If, for one moment, you think you've just been dropped off on some forest somewhere, and can get back to whence you came, the message that proclaims "Locked areas have reset the beacons!" might give you a clue that you're not getting back anytime soon. Or ever, as the case turns out to be.

The number of places you can go is limited. So, just follow the path to the town. Here, you meet Yoriko. While the game doesn't outright say this, Yoriko is supposed to be Masako's grandmother. The tip-off is when she says:
author=Yoriko
I dunno. Call it a hunch. Intuition, if you must.


In any event, have the party rest here. Not that there's anything to fight for the rest of the game, but I am trying to create this sensation that these characters could actually use the rest before moving on to their next objective.

After the party rests, go back to that forest you come from, and let the auto-run event do it's work. Try exiting the map. When you do, you come across an area that players of Matsumori Days might recognize. Then, Shirai comes out of the door. Sataro, possibly thinking the exact same thing players might be thinking ("Not him again!"), and performs a tactical withdrawal.

At this point, the game eventually ends. No epic boss to fight. No super-happy "We won!" sequence. Just an elaborate set-up to make an eventual comeback. One that will not happen until the events of Matsumori Days, which happen about fifty years after this game's conclusion.


Section 3: Random, useless, information

In keeping with a GameFAQ-like tradition, this walkthrough will provide various information about characters, abilities, critters, and all that jazz. Having access to the database certainly helps, but not everybody has RPG Maker VX on their machines. Anyway, let's get this shoe on the foot show on the road.

Meet the cast

There are four party members in the game, with three NPCs that oppose them, and five NPC allies. Let's first give a run-down of the formatting of this information:

Name: Pretty self-explanatory. In the case that it is not, this field is for the character's name.
Class: A character's "class" is supposed to describe, or determine, why the character get the abilities he or she gets naturally.
Statistic Proclivities: What this indicates is a report-card-ish standing of where the characters stand, and generally show who's good at what.
Skill Learning: This field lists all the abilities the character gets throughout the course of the game.
The Blat: This is where I give some basic information, and talk about how to effectively use the character.

The NPCs that I will outline may not have all of this information displayed. Anyway, with that out of the way, let's meet our player characters:

Name: Yamamoto Sataro
Class: Student
Statistic Proclivities:
  • Health: D-

  • Mana: D-

  • Strength: D-

  • Defense: D-

  • Intelligence: D-

  • Speed: D-

Skill Learning:
Areo (1)Water (1)Geo (1)Gust (20)Splash (20)
Stone Toss (20)Recover (30)Hurricane (40)Flood (40)Stone Rain (40)

The Blat:
This is the guy players control at the beginning of the game, though he gets "upgraded" to the next character entry. He was on friendly relations with Chojiro, but their friendship has soured over time. The one friendship he has forged that has stuck is the one he has with Mina. Both would attribute this to his assistance in helping her study for the Adpet test.
This version of Sataro is literally only used during the Ishino Ruins. There's very little chance anyone would have the patience to grind hard enough to see him get any new abilities. Though, I think he manages well enough with what little he has.

Name: Yamamoto Sataro
Class: Summoner
Statistic Proclivities:
  • Health: F

  • Mana: A-

  • Strength: D-

  • Defense: D

  • Intelligence: B-

  • Speed: C

Skill Learning:
Beacon (1)Bravery (15)Protect (15)Epiphany (15)Haste (15)
Cowardice (15)Disruption (15)Stupefy (15)Slow (15)Enchant (20)
Jinx (20)Heroism (30)Shield (30)Transcendence (30)Quickening (30)
Terror (30)Distraction (30)Idiocy (30)Delay (30)Aura (40)
Hex (40)

The Blat:
This is the character that you will be controlling throughout most of the game. Note that he does not obtain summons automatically. However, they are all obtained via plot events, so you literally can't miss them.
Outside of Beacon, Jinx and Hex will be among your best friends. I'm not saying that his summons don't do any work, but Jinx and Hex will make them do more work than they normally should.

Name: Aoki Mina
Class: Water Adept
Statistic Proclivities:
  • Health: D-

  • Mana: B-

  • Strength: F

  • Defense: C

  • Intelligence: A-

  • Speed: D

Skill Learning:
Water (1)Splash (10)Recover (10Flood (20)Silence (20)
Soak (30)Bio (30)Esuna (30)Deluge (40)Tsunami (50)
Life (50)

The Blat:
She's a person in a rather interesting position. One one hand, Sataro helped her achieve her position as Water Adept. As such, she sees him as something of a mentor; someone who's older and wiser, and that she owes her carrier to. Yet, at the same time, Sataro is something of an underclassmen, as he keeps failing his own tests. She also seems to have had some dealings with Chojiro, but not much depth is revealed about this.
As a party member, Mina's specialty is water magics, as her class name would suggest. She has the highest INT in the game, so whatever magics she does will be the most effective attacks you can manage, outside of Sataro's summons. Unless you're fighting water-resistant enemies, obviously. She gets a few restorative powers too. So if you need healing, she's not a bad person to be the healer. At least, until you get Rasuna.

Name: Ueshima Ichiro
Class: Wind Sage
Statistic Proclivities:
  • Health: D

  • Mana: C

  • Strength: D-

  • Defense: F

  • Intelligence: B-

  • Speed: A-

Skill Learning:
Areo (1)Gust (10)Stun (10)Recover (10)Hurricane (20)
Twister (30)Esuna (30)Winding Gale (40)Sleep (40)Tornado (50)
Life (50)

The Blat:
This old man talks to inanimate objects as it he were talking to people. In reality, his condition is an after-affect of a failed Rite of Summoning. Well, maybe it cannot be called a failure. See, he's seeing, and speaking to, the minor spirits that inhabit objects. However, nobody else can see or hear them, so they pass off his antics as senility at best, total insanity at worst.
As a party member, Ichiro's abilities are wind-based, as his class name suggest. He's also going to be the first action your party has in battle more often than not with that SPD of his. He does not have as much INT as Mina, but he can fulfill a similar role: dish out damage when possible, be a healer when necessary, or when his wind magics are ineffective.

Name: Junsuina Rasuna
Class: Avatar
Statistic Proclivities:
  • Health: A-

  • Mana: C-

  • Strength: C

  • Defense: A+

  • Intelligence: B

  • Speed: D-

Skill Learning:
Holy (1)Vile (1)Ray (5)First Aid (5)Bless (10)
Curse (10)Stun (10)Blind (10)Recover (10)Energy Beam (15)
Cure (15)Purify (15)Putrefy (15)Silence (20)Enrage (20)
Star Burst (25)Restoration (25)Redemption (30)Renounce (30)Muddle (30)
Bio (30)Esuna (30)Magic Cannon (35)Medic (35)Mercy (40)
Wrath (40)Sleep (40)Petrify (40)Satellite Beam (45)Resuscitation (45)
Judgment (50)Torture (50)Bad Breath (50)Doom (50)Life (50)
Ultima (55)Full Cure (55)

The Blat:
Ah, Rasuna. Arguably, the most important character in the entire Matsumori series. And quite difficult to write for with her incessant self-referencing! What is she, exactly? The Grand Elder of the Bull Fist has this blat, but to summarize, she's the offspring of gods, and has godly powers in her own right.
As a character, Rasuna is your best friend. She has higher stats overall, and generally has a higher level than anyone else. Mina has higher base INT at maximum level, but getting Mina to max level is probably not going to happen. Rasuna's abilities are all over the place. For attacking, she's got divine and damned elemental attacks, non-elemental attacks, and all the status causing spells. Even Bad Breath and Doom! On the flip side, her healing is top-notch. She gets the same status removal that Mina and Ichiro get, but she also has access to the bigger healing spells.

NPC's of import:
Name: Kido Natsu
The Blat:
Sataro's teacher at the beginning of the game. He has a reputation of being the strictest teacher in the school, and he's not afraid to uphold that reputation.

Name: Honami Yuya
The Blat:
A very passionate teacher who is very comfortable with herself, and feels no shame in giving "private lessons" to male students. Indeed, Sataro suggests on multiple occasions that Chojiro and Yuya have a relationship that is beyond that of teacher and student. Chojiro is always evasive about this. Yuya would just smile in a rather suggestive way.

Name: Enomoto Fusae
The Blat:
Aside from Mina, she's the only person in Yokiki who sees potential in Sataro. This might have something to do with her being Sataro's first teacher, but it might also have something to do with Fusae's general kindheartedness and compassion.

Name: Lord Takudo
The Blat:
He's the guy in charge of governing the entire island the game takes place on. He answers to the King of Gojo, who resides on the mainland. There have been rumors that he's positioning himself to sever ties with Gojo. How true such rumors are is not known, but it is wildly suspected to be true.

Name: Murakami Maru
The Blat:
Maru, who is among the last of an ancient race, heads the Order of the Dragon Fist, a community of monks that live in Okubo Mountains. She has lived an exceptionally long time, and can provide much wisdom and information because of it.

Name: Genji Shirai
The Blat:
An overconfident mercenary whose loyalties lie in whoever manages to pay his high fee. His confidence does not come without reason, as he has the ability to restore himself with sheer willpower. The party experiences this first-hand when they meet him at the base of Ancient Tower. Refer to the "Munster? Munster!? Where Munster?" section for details.

Name: Akamatsu Chojiro
The Blat:
He was Sataro's friend once. Well, no, it was more like they were friendly rivals. Then Sataro failed his first exam. Chojiro poked fun at him, of course. When Sataro failed for the second time, Chojiro's jeering, though the content of what he said did not change much, turned to insults. When Sataro and Chojiro meet in Yoemon, the time of comeuppance has come for Chojiro! Read the "Muster? Muster!? Where Muster?" section for the best method to teach your "old friend" what it means to be a Summoner!

Name: Vatma
The Blat:
The leader of the Korn Tribe, a race of demon-like creatures that have been sealed in Yoemon for about a thousand years. He enjoys playing with his prey, causing them to beg for the "mercy" of death, before killing them off. There is no way you can beat this guy. If you think you can, refer to the "Munster? Muster!? Where Munster?" section to prove how wrong you are.

See anything like a bike?
This section describes, in as full a detail as inhumanly possible, the items (Which is a general term for "stuff that you USE") and equipment (Which is a general term for "stuff you EQUIP") that are in this game. The game gives pretty precise details with items and equipment as-is, but sometimes, having the back-up of a developer-written walkthrough telling players the same information that the game is telling them is nice. I guess. Whatever. Let's douche do this! First, the sample entry that explains the format of the list:

Name: This is the name of the item, or piece of equipment.
Price: How much the thing will set your wallet back by.
Usability: If it's an item, this notes when it can be used, and any other circumstances that would prevent it's use. If it's a piece of equipment, this tells you what kind of equipment it is and who can equip it.
Effect: What the thing does when used or equipped.

Now, onto the list!

Name: Potion
Price: 100 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 10% of the user's health.

Name: High Potion
Price: 500 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 50% of the user's health.

Name: Max Potion
Price: 1000 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores all of the user's health.

Name: Ether
Price: 200 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 10% of user's mana.

Name: High Ether
Price: 1000 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 50% of user's mana.

Name: Max Ether
Price: 2000 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 100% of user's mana.

Name: Elixir
Price: 300 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 10% of user's health and mana.

Name: High Elixir
Price: 1500 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 50% of user's health and mana.

Name: Max Elixir
Price: 300 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 100% of user's health and mana.

Name: Panacea
Price: 100 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Removes "Petrify", "Asleep", "Poison", "Confused", "Berserk", "Mute", "Blind", and "Stun" from an ally.

Name: Phoenix Down
Price: 100 Geld-Pasil
Usability: Both in menu and in battle. Effective only on "Comatose" allies.
Effect: Removes "Comatose", and restores 10% of the target's health.

Name: Ruby
Price: 700 Geld-Pasil
Usability: Battle only
Effect: Essentially casts "Immolation". Refer to the "Mad Skillz" section for more details.

Name: Turquoise
Price: 700 Geld-Pasil
Usability: Battle only
Effect: Essentially casts "Winding Gale". Refer to the "Mad Skillz" section for more details.

Name: Sapphire
Price: 700 Geld-Pasil
Usability: Battle only
Effect: Essentially casts "Deluge". Refer to the "Mad Skillz" section for more details.

Name: Emerald
Price: 700 Geld-Pasil
Usability: Battle only
Effect: Essentially casts "Quake". Refer to the "Mad Skillz" section for more details.

Name: Silver
Price: 900 Geld-Pasil
Usability: Battle only
Effect: Essentially casts "Mercy". Refer to the "Mad Skillz" section for more details.

Name: Obsidian
Price: 900 Geld-Pasil
Usability: Battle only
Effect: Essentially casts "Wrath". Refer to the "Mad Skillz" section for more details.

Name: Diamond
Price: 1100 Geld-Pasil
Usability: Battle only
Effect: Essentially casts "Satellite Beam". Refer to the "Mad Skillz" section for more details.

Name: Walking Stick
Price: 100 Geld-Pasil
Usability: Weapon for everyone.
Effect: +4 STR, +6 INT.

Name: Rod
Price: 300 Geld-Pasil
Usability: Weapon for everyone.
Effect: +12 STR, +18 INT.

Name: Wand of Blasting
Price: 600 Geld-Pasil
Usability: Weapon for everyone.
Effect: +24 STR, +36 INT.

Name: Magus Staff
Price: 1000 Geld-Pasil
Usability: Weapon for everyone.
Effect: +40 STR, +60 INT.

Name: Clothing
Price: 100 Geld-Pasil
Usability: Armor for everyone.
Effect: +10 DEF.

Name: Protective Gear
Price: 300 Geld-Pasil
Usability: Armor for everyone.
Effect: +30 DEF.

Name: Cloak of Protection
Price: 600 Geld-Pasil
Usability: Armor for everyone.
Effect: +60 DEF.

Name: Defender
Price: 1000 Geld-Pasil
Usability: Armor for everyone.
Effect: +100 DEF.

Name: Stupid Hat
Price: 100 Geld-Pasil
Usability: Headgear for everyone.
Effect: +10 INT.

Name: Headband
Price: 300 Geld-Pasil
Usability: Headgear for everyone.
Effect: +30 INT.

Name: Pointed Hat
Price: 600 Geld-Pasil
Usability: Headgear for everyone.
Effect: +60 INT.

Name: Runed Circlet
Price: 1000 Geld-Pasil
Usability: Headgear for everyone.
Effect: +100 INT.

Name: Traveler's Charm
Price: 100 Geld-Pasil
Usability: Accessory for everyone.
Effect: +10 SPD.

Name: Adventurer's Charm
Price: 300 Geld-Pasil
Usability: Accessory for everyone.
Effect: +30 SPD.

Name: Wayfarer's Charm
Price: 600 Geld-Pasil
Usability: Accessory for everyone.
Effect: +60 SPD.

Name: Arbiter's Charm
Price: 1000 Geld-Pasil
Usability: Accessory for everyone.
Effect: +100 SPD.

Mad Skillz
I have to be honest, and say that I very rarely use normal physical attacks in this game. I generally use a skill. Anyway, skills are divided into two basic categories. One is "techniques", which are skills that are based on the user's STR versus the target's DEF and can be used while under the "Silence" status. The other is "magic", which are skills that are based on the user's INT versus the target's INT and cannot be used while under the "Silence" status. Let's have a look-see at the general formatting of this list:

Name: This is the name of the skill.
Cost: How much mana the skill will use.
Type: Basically, this notes whether the skill is a "Technique" or "Magic".
Targeting: This notes what the skill targets. "All Allies" denotes a skill that effects the party, while "Single Ally" affects one ally of the player's choice. Similarly, "All foes" denotes a skill that effects all foes, and "Single Foe" denotes a skill that can target a single foe of the player's choice. "Self" refers to the person (or thing, in the case of monsters) that is using the skill.
Usability: This notes when the skill can be used. Most of the time, you are going to see "Battle only" here, but there's a few skills that can be used both in and out of combat.
Effect: What the skill does, and notes any elemental affinity the skill has.
Quote: Some skills, most notably the summons, have their own quotations when they are invoked. If a skill has such a special invocation, it will have this field.

Like the previous lists, I'm just going to list stuff in the order they appear in the database. Anyway, let's just get the party started!

Name: Burst Attack
Cost: 10 MP
Type: Technique
Targeting: Single Foe
Usability: Battle only
Effect: Light physical damage.

Name: Charged Assault
Cost: 20 MP
Type: Technique
Targeting: Single Foe
Usability: Battle only
Effect: Medium physical damage.

Name: Furious Strike
Cost: 40 MP
Type: Technique
Targeting: Single Foe
Usability: Battle only
Effect: Heavy physical damage.

Name: Flurry
Cost: 25 MP
Type: Technique
Targeting: All Foes
Usability: Battle only
Effect: Medium physical damage.

Name: Accumulated Rage
Cost: 50 MP
Type: Technique
Targeting: All Foes
Usability: Battle only
Effect: Heavy physical damage.

Name: Limit Break
Cost: 100 MP
Type: Technique
Targeting: All Foes
Usability: Battle only
Effect: Severe Physical damage.

Name: Fire
Cost: 15 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light fire damage.

Name: Flame
Cost: 30 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium fire damage.

Name: Cremate
Cost: 60 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Heavy fire damage.

Name: Fireball
Cost: 35 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium fire damage.

Name: Immolation
Cost: 70 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Heavy fire damage.

Name: Flare
Cost: 140 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe fire damage.

Name: Areo
Cost: 15 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light wind damage.

Name: Gust
Cost: 30 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium wind damage.

Name: Twister
Cost: 60 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Heavy wind damage.

Name: Hurricane
Cost: 35 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium wind damage.

Name: Winding Gale
Cost: 70 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Heavy wind damage.

Name: Tornado
Cost: 140 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe wind damage.

Name: Water
Cost: 15 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light water damage.

Name: Splash
Cost: 30 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium water damage.

Name: Soak
Cost: 60 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Heavy water damage.

Name: Flood
Cost: 35 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium water damage.

Name: Deluge
Cost: 70 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Heavy water damage.

Name: Tsunami
Cost: 140 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe water damage.

Name: Geo
Cost: 15 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light earth damage.

Name: Stone Toss
Cost: 30 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium earth damage.

Name: Tremor
Cost: 60 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Heavy earth damage.

Name: Stone Rain
Cost: 35 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium earth damage.

Name: Quake
Cost: 70 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Heavy earth damage.

Name: Meteor
Cost: 140 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe earth damage.

Name: Holy
Cost: 20 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light divine damage.

Name: Bless
Cost: 40 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium divine damage.

Name: Redemption
Cost: 80 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Heavy divine damage.

Name: Purify
Cost: 45 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium divine damage.

Name: Mercy
Cost: 90 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Heavy divine damage.

Name: Judgment
Cost: 180 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe divine damage.

Name: Vile
Cost: 20 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light damned damage.

Name: Curse
Cost: 40 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium damned damage.

Name: Renounce
Cost: 80 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Heavy damned damage.

Name: Putrefy
Cost: 45 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium damned damage.

Name: Wrath
Cost: 90 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Heavy damned damage.

Name: Torture
Cost: 180 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe damned damage.

Name: Stun
Cost: 10 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Small status damage. Can cause "Stun" status.

Name: Blind
Cost: 20 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Small status damage. Can cause "Blind" status.

Name: Silence
Cost: 30 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Small status damage. Can cause "Mute" status.

Name: Enrage
Cost: 40 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light status damage. Can cause "Berserk" status.

Name: Muddle
Cost: 50 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light status damage. Can cause "Confused" status.

Name: Bio
Cost: 60 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light status damage. Can cause "Poison" status.

Name: Sleep
Cost: 70 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light status damage. Can cause "Asleep" status.

Name: Petrify
Cost: 80 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium status damage. Can cause "Petrify" status.

Name: Bad Breath
Cost: 90 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium status damage. Can cause "Petrify", "Asleep", "Poison", "Confused", "Berserk", "Mute", "Blind", and "Stun" statuses.

Name: Doom
Cost: 100 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium status damage. Can cause "Comatose" status.

Name: Recover
Cost: 30 MP
Type: Magic
Targeting: Single Ally
Usability: Both in menu and in battle
Effect: Small status healing. Removes "Berserk", "Mute", "Blind", and "Stun" statuses.

Name: Esuna
Cost: 60 MP
Type: Magic
Targeting: Single Ally
Usability: Both in menu and in battle
Effect: Light status healing. Removes "Petrify", "Asleep", "Poison", "Confused", "Berserk", "Mute", "Blind", and "Stun" statuses.

Name: Life
Cost: 100 MP
Type: Magic
Targeting: Single Ally
Usability: Both in menu and in battle. Only effective on characters who are "Comatose".
Effect: Medium status healing. Removes "Comatose" status.

Name: Ray
Cost: 25 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light non-elemental damage.

Name: Energy Beam
Cost: 50 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium non-elemental damage.

Name: Magic Cannon
Cost: 100 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Heavy non-elemental damage.

Name: Star Burst
Cost: 55 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium non-elemental damage.

Name: Satellite Beam
Cost: 110 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Heavy non-elemental damage.

Name: Ultima
Cost: 220 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe non-elemental damage.

Name: First Aid
Cost: 25 MP
Type: Magic
Targeting: Single Ally
Usability: Both in menu and in battle
Effect: Light non-elemental healing.

Name: Cure
Cost: 50 MP
Type: Magic
Targeting: Single Ally
Usability: Both in menu and in battle
Effect: Medium non-elemental healing.

Name: Medic
Cost: 100 MP
Type: Magic
Targeting: Single Ally
Usability: Both in menu and in battle
Effect: Heavy non-elemental healing.

Name: Restoration
Cost: 55 MP
Type: Magic
Targeting: All Allies
Usability: Both in menu and in battle
Effect: Medium non-elemental healing.

Name: Resuscitation
Cost: 110 MP
Type: Magic
Targeting: All Allies
Usability: Both in menu and in battle
Effect: Heavy non-elemental healing.

Name: Full Cure
Cost: 220 MP
Type: Magic
Targeting: All Allies
Usability: Both in menu and in battle
Effect: Severe non-elemental healing.

Name: Bravery
Cost: 50 MP
Type: Magic
Targeting: Single Ally
Usability: Battle only
Effect: Inflicts the "Bravery" buff, which doubles STR. The buff persists until canceled, by inflicting the "Cowardice"debuff, or until the end of the battle.

Name: Heroism
Cost: 100 MP
Type: Magic
Targeting: All Allies
Usability: Battle only
Effect: Inflicts the "Bravery" buff, which doubles STR. The buff persists until canceled, by inflicting the "Cowardice" debuff, or until the end of battle.

Name: Protect
Cost: 50 MP
Type: Magic
Targeting: Single Ally
Usability: Battle only
Effect: Inflicts the "Protected" buff, which doubles DEF. The buff persists until canceled, by inflicting the "Disrupted" debuff, or until the end of the battle.

Name: Shield
Cost: 100 MP
Type: Magic
Targeting: All Allies
Usability: Battle only
Effect: Inflicts the "Protected" buff, which doubles DEF. The buff persists until canceled, by inflicting the "Disrupted" debuff, or until the end of battle.

Name: Epiphany
Cost: 50 MP
Type: Magic
Targeting: Single Ally
Usability: Battle only
Effect: Inflicts the "Epiphany" buff, which doubles INT. The buff persists until canceled, by inflicting the "Stupefied" debuff, or until the end of the battle.

Name: Transcendence
Cost: 100 MP
Type: Magic
Targeting: All Allies
Usability: Battle only
Effect: Inflicts the "Epiphany" buff, which doubles INT. The buff persists until canceled, by inflicting the "Stupefied" debuff, or until the end of battle.

Name: Haste
Cost: 50 MP
Type: Magic
Targeting: Single Ally
Usability: Battle only
Effect: Inflicts the "Haste" buff, which doubles SPD. The buff persists until canceled, by inflicting the "Slow" debuff, or until the end of the battle.

Name: Quickening
Cost: 100 MP
Type: Magic
Targeting: All Allies
Usability: Battle only
Effect: Inflicts the "Haste" buff, which doubles SPD. The buff persists until canceled, by inflicting the "Slow" debuff, or until the end of battle.

Name: Enchant
Cost: 60 MP
Type: Magic
Targeting: Single Ally
Usability: Battle only
Effect: Inflicts the "Enchanted" buff, which doubles STR, DEF, INT and SPD. The buff persists until canceled by inflicting the "Jinx" debuff, after three turns pass, or until the end of the battle.

Name: Aura
Cost: 120 MP
Type: Magic
Targeting: All Allies
Usability: Battle only
Effect: Inflicts the "Enchanted" buff, which doubles STR, DEF, INT and SPD. The buff persists until canceled by inflicting the "Jinx" debuff, after three turns pass, or until the end of battle.

Name: Cowardice
Cost: 50 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light non-elemental damage. Inflicts the "Cowardice" debuff, which halves STR. The debuff persists until canceled by the "Bravery" buff, or until the end of battle.

Name: Terror
Cost: 100 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium non-elemental damage. Inflicts the "Cowardice" debuff, which halves STR. The debuff persists until canceled by the "Bravery" buff, or until the end of battle.

Name: Disruption
Cost: 50 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light non-elemental damage. Inflicts the "Disrupted" debuff, which halves DEF. The debuff persists until canceled by the "Protected" buff, or until the end of battle.

Name: Distraction
Cost: 100 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium non-elemental damage. Inflicts the "Disrupted" debuff, which halves DEF. The debuff persists until canceled by the "Protected" buff, or until the end of battle.

Name: Stupefy
Cost: 50 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light non-elemental damage. Inflicts the "Stupefied" debuff, which halves INT. The debuff persists until canceled by the "Epiphany" buff, or until the end of battle.

Name: Idiocy
Cost: 100 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium non-elemental damage. Inflicts the "Stupefied" debuff, which halves INT. The debuff persists until canceled by the "Epiphany" buff, or until the end of battle.

Name: Slow
Cost: 50 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light non-elemental damage. Inflicts the "Slow" debuff, which halves SPD. The debuff persists until canceled by the "Haste" buff, or until the end of battle.

Name: Delay
Cost: 100 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium non-elemental damage. Inflicts the "Slow" debuff, which halves SPD. The debuff persists until canceled by the "Haste" buff, or until the end of battle.

Name: Jinx
Cost: 60 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light non-elemental damage. Inflicts the "Jinx" debuff, which halves STR, DEF, INT, and SPD. The debuff persists until canceled by the "Enchanted" buff, after three rounds pass, or until the end of battle.

Name: Hex
Cost: 120 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium non-elemental damage. Inflicts the "Jinx" debuff, which halves STR, DEF, INT, and SPD. The debuff persists until canceled by the "Enchanted" buff, after three rounds pass, or until the end of battle.

Name: Pyros
Cost: 105 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe fire damage.
Quote: "Wrath of flames, hear my call! Pyros!"

Name: Atma
Cost: 105 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe wind damage.
Quote: "Galeful winds, hear my call! Atma!"

Name: Hyda
Cost: 105 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe water damage.
Quote: "Cleansing water, go forth! Hyda!"

Name: Lythos
Cost: 105 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe earth damage.
Quote: "Send these beings to whence they came! Lythos!"

Name: Jenova
Cost: 135 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe divine damage.
Quote: "Now judge! Thou hast the right! Jenova!"

Name: Lucifer
Cost: 135 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe damned damage.
Quote: "Never-ending torment, heed my call! Lucifer!"

Name: Necrolia
Cost: 95 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium status damage. Inflicts "Comatose".
Quote: "Your time is over! Necrolia!"

Name: Biom
Cost: 95 MP
Type: Magic
Targeting: All Allies
Usability: Battle only
Effect: Medium status restoration. Removes "Comatose".
Quote: "Return these stolen lives! Biom!"

Name: Cassandra
Cost: 165 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe non-elemental damage.
Quote: "The end in nigh! Cassandra!"

Name: Phyrom
Cost: 165 MP
Type: Magic
Targeting: All Allies
Usability: Battle only
Effect: Severe non-elemental restoration.
Quote: "Lord of Creation, I beseech you! Phyrom!"

Name: Concentration
Cost: 0 MP
Type: Technique
Targeting: Self
Usability: Battle only
Effect: Light non-elemental mana restoration.

Name: Concentrate More
Cost: 0 MP
Type: Technique
Targeting: Self
Usability: Battle only
Effect: Medium non-elemental mana restoration.

Name: Maximum Concentration
Cost: 0 MP
Type: Technique
Targeting: Self
Usability: Battle only
Effect: Heavy non-elemental mana restoration.

Name: Beacon
Cost: 20 MP
Type: Magic
Targeting: Map location
Usability: Menu only
Effect: Basically, if you choose "Set", it memorizes the party's current location. If you choose "Return", the party goes back to a previously "Set" location.

Munster? Munster!? Where Munster?
This section will discuss anything and everything that players can come across in fights. The majority of this content will be monsters and spirits, but there's a few humans thrown into the mix for good measure. Anyway, since I'm kinda running out of cute things to say at the beginning of these sections, let's have our sample fields already.

Name: Names are but labels that Men put on things they do not understand. Since monsters are never really understood, this field indicates what label this monster has been given.
Location: Where the critter can be found. Also denotes if it is a boss monster for that location.
Stats: Unlike characters, monsters have set statistics. This will tell you where the numbers lie.
Affinities: If the monster has elemental affinities, or has status resistances or weaknesses, this is where they are noted.
Rewards: What players get when the thing goes down. Or the body is looted. Whatever the situation is.
Tactics: Fikemen, give me some tactics! If there is any special strategy, or even a simple one, it will be noted here.

Let's get on with the shoe show!

Name: Ghost
Location: Ishino Ruins
Stats:
  • HP: 44

  • MP: 10

  • STR: 25

  • DEF: 31

  • INT: 61

  • SPD: 50

Affinities: Strong against Damned, but weak to Divine.
Rewards: 73 EXP, 24 GP, Potion (1/3 probability).
Tactics:
The first couple of times you meet these things, you're probably best off with Sataro using Geo, and Mina using Water. It's strangely satisfying to use Lythos on them, after obtaining it. That could just be me. I think it might be around level 5 when you can just normally attack these guys, but I could be off on that.

Name: Skeleton
Location: Ishino Ruins
Stats:
  • HP: 56

  • MP: 13

  • STR: 28

  • DEF: 34

  • INT: 69

  • SPD: 57

Affinities: Strong against Damned, but weak to Divine.
Rewards: 251 EXP, 83 GP, Potion (1/3 probability).
Tactics:
Like the Ghosts before it, the best tactic to use is Geo and Water. Not that I'm going to stop you from wiping boards when you get Lythos, though!

Name: Earth Spirit
Location: Ishino Ruins. Hey, everybody! It's a Bosche!
Stats:
  • HP: 2280

  • MP: 527

  • STR: 43

  • DEF: 38

  • INT: 56

  • SPD: 64

Affinities: Healed by Earth, but severely weak to Wind. Is less likely to be petrified, stunned, and disrupted, but is more likely to go asleep, be stunned, or be slowed.
Rewards: 488 EXP, 162 GP, Emerald.
Tactics:
This boss is much easier if players get to Level 10, and use Splash. Not that Sataro keeping up with Areo isn't a bad move either, but having the option to heal with magic is always a plus in my book. It might be possible to win at a lower level, but I wouldn't recommend it.

Name: Merman
Location: Kuramoto Coast
Stats:
  • HP: 120

  • MP: 27

  • STR: 36

  • DEF: 42

  • INT: 89

  • SPD: 73

Affinities: Strong against Water, but weak to Fire.
Rewards: 854 EXP, 284 GP, Potion (1/3 probability).
Tactics:
Mina's spells aren't going to be as effective, but she can be delineated to healing, if need be. While Sataro's Lythos is your strongest damage output, I would recommend using it sparingly. Ichiro's Gust is probably a better, more consistent choice. Getting your team to level 15 opens up some buff and debuff options for Sataro, and might prove useful for the boss later on.

Name: Lizardman
Location: Kuramoto Coast
Stats:
  • HP: 132

  • MP: 30

  • STR: 40

  • DEF: 46

  • INT: 97

  • SPD: 81

Affinities: Strong against Water, but weak to Fire.
Rewards: 1175 EXP, 392 GP, Potion (1/3 probability).
Tactics:
Sure, they are slightly tougher than Mermen, but I could basically copy-paste the notes I put down on the Mermen for these things.

Name: Water Spirit
Location: Kuromoto Coast. Hey everybody! It's a Bosche!
Stats:
  • HP: 3480

  • MP: 803

  • STR: 62

  • DEF: 50

  • INT: 104

  • SPD: 88

Affinities: Healed by Water, but severely weak towards Fire. Is less likely to be poisoned, silenced, or stupefied, but more likely to be confused, enraged, or turn cowardly.
Rewards: 2581 EXP, 860 GP, Sapphire.
Tactics:
I recommend a level party 20 for this fight. Mina's stuck with healing duties, as the bulk of her skills are going to heal this thing. Ichrio gets Hurricane, but using Gust is slightly more cost-efficent. The thing that makes the case for level 20 is Sataro's Jinx. This skill, if the debuff gets applied, halves STR, DEF, INT, and SPD for three turns, and generally makes the fight easier than it probably should be. Alternatively, you can just cast Stupefy, and pray that the debuff hits. Speaking of Stupefy, this boss might cast it. Be ready to counter it with Epiphany!

Name: Cockatrice
Location: Okubo Mountains
Stats:
  • HP: 2082

  • MP: 481

  • STR: 80

  • DEF: 76

  • INT: 85

  • SPD: 119

Affinities: Strong against Wind, but weak to Earth.
Rewards: 1799 EXP, 600 GP, High Ether (1/3 probability), Panacea (1/4 probability).
Tactics:
This is a weird area, since there's a "town" in the middle of it. That makes this place the area most likely to just go all out with your abilities, and not care too much of the consequences. If your party is level 20, and it should be, Mina has Flood and Ichiro has Hurricane. Hurricane might not as as effective as it could be, but it's still a board wipe. Sataro's old stand-by, Lythos, is more effective, so there is that as well. The blindness that these things can inflict upon you will not hamper your spell-casting ability in the slightest, so feel free to totally ignore it.

Name: Chimera
Location: Okubo Mountains
Stats:
  • HP: 2101

  • MP: 484

  • STR: 85

  • DEF: 80

  • INT: 99

  • SPD: 128

Affinities: Strong against Wind, but weak to Earth.
Rewards: 2217 EXP, 739 GP, High Ether (1/3 probability), Panacea (1/4 probability).
Tactics:
Just pound these things into submission with Lythos, Flood, then Hurricane. Yeah, Hurricane isn't going to be all that great, but it shouldn't matter.

Name: Wind Spirit
Location: Okubo Mountains. Hey everybody! It's a Bosche!
Stats:
  • HP: 6664

  • MP: 1538

  • STR: 141

  • DEF: 85

  • INT: 94

  • SPD: 105

Affinities: Healed by Wind, but severely weak to Earth. Is less likely to be put asleep, blinded, or slowed, but is more likely to be petrified, stunned, or disrupted.
Rewards: 5331 EXP, 1777 GP, Turquoise.
Tactics:
The bulk of Ichiro's attack spells will heal this thing, so he's probably going to be on healing for the fight. Sataro's first action should probably be Stupefy, then just spam Lythos as much as possible. If you're level 30, have Mina spam Soak, though Bio, if the poison status hits, might be able to do some work too.

Name: Monk
Location: Okubo Mountains. Hey, everybody! It's a Bosche!
Stats:
  • HP: 8446

  • MP: 1951

  • STR: 150

  • DEF: 93

  • INT: 188

  • SPD: 153

Affinities: None.
Rewards: 10353 EXP.
Tactics:
Something of an optional boss, she's found in the Training Grounds of the Order of the Bull Fist. She's the unpaired fighter that stands near to the guy that sells equipment. As a boss, she belches out Furious Strike and Flurry. Nothing too spectacular, actually. The strategy to use against her is similar to that of the Wind Spirit, except that Ichiro can use his attack sills, and Sataro's first move would probably be Jinx.

Name: Salamander
Location: Ohba Desert
Stats:
  • HP: 3134

  • MP: 722

  • STR: 49

  • DEF: 90

  • INT: 117

  • SPD: 147

Affinities: Strong against Fire, but weak to Water.
Rewards: 3286 EXP, 1095 GP, High Potion (1/3 probability), Panacea (1/4 probability).
Tactics:
These guys are pretty mean, actually. They use Furious Strike and Fireball for their main damage capacity, and may use Enrage to force a character to perform a physical attack action. Weakening them with Jinx to reduce their damage capacity is a good move, as well as removing enrage with Recover. Of course, there is the fact that you have Hyda, and Flood. So, casting Epiphany on Mina and/or Sataro to kill them as quickly as possible is also a viable strategy.

Name: Scorpion
Location: Ohba Desert
Stats:
  • HP: 3156

  • MP: 729

  • STR: 56

  • DEF: 94

  • INT: 133

  • SPD: 156

Affinities: Strong against Fire, but weak to Water.
Rewards: 3782 EXP, 1260 GP, High Potion (1/3 probability), Panacea (1/4).
Tactics:
They aren't too much different than Salamanders, so the strategies are pretty much the same.

Name: Fire Spirit
Location: Ohba Desert. Hey, everybody! It's a Bosche!
Stats:
  • HP: 7830

  • MP: 1806

  • STR: 154

  • DEF: 99

  • INT: 254

  • SPD: 165

Affinities: Healed by Fire, but severely weak to Water. Is less likely to be confused, enraged, or turn cowardly, but is more likely to be poisoned, silenced, or stupified.
Rewards: 8609 EXP, 2869 GP, Ruby.
Tactics:
It's got Accumulated Rage, Immolation, and Muddle to mess you up. Silencing it will prevent Immolation and Muddle from happening, but there isn't much you can do about the Accumulated Rage, outside of risking a Cowardice. Alternatively, use Jinx to soften it's blows, Aura your party, then go to town with Hyda, Deluge, and Winding Gale. Aura, Deluge, and Winding Gale are all learned at level 40, so keep that in mind.

Name: Monk
Location: Okubo Mountains. Hey, everybody! It's a Bosche!
Stats:
  • HP: 12151

  • MP: 2805

  • STR: 198

  • DEF: 139

  • INT: 288

  • SPD: 213

Affinities: None.
Rewards: 15093 EXP.
Tactics:
Remember that Monk in the Order of the Bull Fist? Maybe you fought her before, maybe you didn't. Ether way, after beating the Fire Spirit, she "levels up" as a result of her training. Now, she spams Accumulated Rage. She may use Cure when she falls below 3/4 of her maximum health. To keep up her assaults, she may use Concentrate to recharge her mana when that goes below 3/4 of her maximum. Since she focuses on physical attacking, using Cowardice on her before using Enchant/Aura on your party is a viable strategy.

Name: Mercenary
Location: Ancient Tower. Hey, everybody! It's a Bosche!
Stats:
  • HP: 10242

  • MP: 2362

  • STR: 226

  • DEF: 131

  • INT: 355

  • SPD: 198

Affinities: None.
Rewards: 12649 EXP.
Tactics:
He uses both Flurry and Star Burst, so hitting him with Jinx is a pretty good idea. You can try to have Ichiro use Slience (no more Star Burst), or Bio (poison damage always helps!), one or two times, but try to conserve resources. The turn before the Jinx falls off, use High Elixirs to restore your health and mana. He shouldn't be that hard to defeat after three rounds of reduced stats, but keep an eye on your own health and mana all the same.

Name: Genji Shirai
Location: Ancient Tower. Hey, everybody! It's a Bosche!
Stats:
  • HP: 13341

  • MP: 3079

  • STR: 198

  • DEF: 139

  • INT: 225

  • SPD: 213

Affinities: None.
Rewards: 15093 EXP.
Tactics:
Players of Matsumori Days probably saw this coming a mile away, but for everybody else, this is something of a surprise. Anyway, if you didn't heal yourself during the first encounter, get cracking. Having Sataro use Jinx on Shirai is a huge priority, and Ichiro generally goes first. So, if Sataro's low, have Ichiro use a High Elixir on Sataro. After the Jinx, it might please you to cast Aura (Sataro gets this at level 40), then start wailing on this guy as much as possible. Depending on how you started this fight, you might have to have another round reapplying Jinx and High Elixir use. Aura might not be as necessary to reapply, but if you want it, I'm not going to stop you.

Name: Cherub
Location: Ancient Tower
Stats:
  • HP: 6115

  • MP: 1410

  • STR: 136

  • DEF: 136

  • INT: 162

  • SPD: 206

Affinities: Strong against Divine, but weak to Damned.
Rewards: 4787 EXP, 1596 GP, Max Ether (1/3 probability).
Tactics:
There's a good chance that your party is Level 40 by the time you start fighting these things. At which point, you might find Hex to be of particular use. After the Jinx hits, Sataro can use whichever summon you want. Mina is stuck with Deluge, and Ichiro is stuck with Winding Gale, but those aren't bad options.

Name: Gargoyle
Location: Ancient Tower
Stats:
  • HP: 6163

  • MP: 1421

  • STR: 143

  • DEF: 141

  • INT: 178

  • SPD: 216

Affinities: Strong against Damned, but weak to Divine.
Rewards: 5600 EXP, 1866 GP, Max Potion (1/3 probability).
Tactics:
Hex still works on them. As does the entire rest of the strategy I wrote for Cherub.

Name: Jenova
Location: Ancient Tower. Hey, everybody! It's a Bosche!
Stats:
  • HP: 11470

  • MP: 2613

  • STR: 95

  • DEF: 145

  • INT: 354

  • SPD: 226

Affinities: Healed by Divine, but is severely weak to Damned. Is less likely to fall into a coma (save by taking damage), be petrified, fall asleep, be poisoned, confused, enraged, silenced, blinded, stunned, or jinxed.
Rewards: 12188 EXP, 4062 GP, Silver.
Tactics:
She fights alongside Lucifer, which is pretty ironic, if you ask me. Anyway, she's a pretty high-priority target. She spams Mercy, yes, but she restores herself, and her ally, with Restoration when she falls below 3/4 of her health. She also uses Concentrate when she falls below 3/4 of her mana. Aura is still a good option, but, since she's resistant to Jinx, we have to find another way. Such as using Idiocy. That debuff doesn't have a time limit, and it debuffs the stat that she uses most: INT. She resists Silence, but if you can inflict that on her, this makes the fight ten times easier. Either way, I recommend a party of at least level 50 before engaging in this fight.

Name: Lucifer
Location: Ancient Tower. Hey, everybody! It's a Bosche!
Stats:
  • HP: 11470

  • MP: 2613

  • STR: 95

  • DEF: 145

  • INT: 354

  • SPD: 226

Affinities: Healed by Damned, but is severely weak to Divine. Is less likely to fall into a coma (save by taking damage), be petrified, fall asleep, be poisoned, confused, enraged, silenced, blinded, stunned, or jinxed.
Rewards: 12188 EXP, 4062 GP, Obsidian.
Tactics:
He fights alongside Jenova, which is pretty ironic, if you ask me. Anyway, he uses Wrath, but watch out for Muddle, Bio, Sleep, and Petrify. He restores mana when it falls below 3/4 of his maximum, but has no other restoration. These status conditions are annoying, but two of them are going to be restored automatically by Jenova's next attack, assuming she's still alive, and the other one will be removed next round anyway. Which means being poisoned is the only condition you really have to worry about. Offensively, he's as resistant to Jinx as his counterpart, and he also uses nothing but spells, so Idiocy should start to make more sense. Aura is still not a bad option, but a case for Transcendence can be made.

Name: Monk
Location: Okubo Mountains. Hey, everybody! It's a Bosche!
Stats:
  • HP: 33856

  • MP: 7807

  • STR: 188

  • DEF: 196

  • INT: 386

  • SPD: 285

Affinities: None.
Rewards: 20395 EXP.
Tactics:
After obtaining Rasuna, our favorite Monk at the Order of the Dragon Fist does a final "level up". Or completes her training. Whatever you want to call it. Anyway, she now spams Limit Break, heals herself with Medic when she falls below 1/2 of her health, and uses Maximum Concentration if she falls below 1/2 of her mana. Since her main damage output is still techniques, you can use Cowardice to soften her incoming blows. Using Aura your team is always a fun thing to do, but using Transcendence followed up by Shield will serve a similar purpose, even if it's two moves instead of one.

Name: Korn Warrior
Location: Yoemon
Stats:
  • HP: 18896

  • MP: 4552

  • STR: 179

  • DEF: 192

  • INT: 249

  • SPD: 297

Affinities: Strong against Damned, but weak to Divine. Is less likely to turn cowardly, disrupted, stupefied or slowed, but is more likely to be jinxed.
Rewards: 6466 EXP, 2155 GP, Max Elixir (1/3 probability), Panacea (1/4 probability).
Tactics:
If you don't have Hex, I'm not sure how you survived against Shirai. By all means, use their weakness of the Jinx debuff against them. Rasuna's Judgment (she gets this at Level 50) should do some fun things, but she would also have Bad Breath, which presents some interesting times in it of itself.

Name: Korn Medic
Location: Yoemon
Stats:
  • HP: 18976

  • MP: 4379

  • STR: 186

  • DEF: 197

  • INT: 266

  • SPD: 288

Affinities: Strong against Damned, but weak to Divine. Is less likely to turn cowardly, disrupted, stupefied or slowed, but is more likely to be jinxed.
Rewards: 7108 EXP, 2369 GP, Max Elixir (1/3 probability).
Tactics:
They cast Esuna and Puterfy. As you might know from your own experiences, Esuna is a single-target spell that restores a bit of health, and removes status. However, they can't cast it if Bad Breath gives them silence among whatever else the spell happens to apply! Even if Bad Breath doesn't give them any status that prevents spell-casting in some way, Hex reduces the amount of healing they can perform.

Name: Chojiro
Location: Yoemon. Hey, everybody! It's a Bosche!
Stats:
  • HP: 37408

  • MP: 8629

  • STR: 332

  • DEF: 202

  • INT: 305

  • SPD: 229

Affinities: Is less likely to turn cowardly, disrupted, stupefied or slowed, but is more likely to be jinxed.
Rewards: 22659 EXP.
Tactics:
Time to teach this guy who the real failure is! He uses Flare most often, and sometimes uses Esuna for restorative purposes. You know what stops both? Silence. Or Bad Breath, now that I think about it. He's no slouch with his physical attacks, though. If you manage to silence him, then you're probably better off using Shield on the party, and casting Jinx on him.

Name: Vatma
Location: Yoemon. Hey, everybody! It's a Bosche!
Stats:
  • HP: 40224

  • MP: 9283

  • STR: 361

  • DEF: 213

  • INT: 265

  • SPD: 319

Affinities: Immune to falling into a coma (except for running out of health), petrification, falling asleep, being poisoned, confusion, being enraged, silenced, blindness, being stunned, and is far less likely to turn cowardly, disrupted, stupefied, or slowed, but is always jinxed.
Rewards: 26202 EXP.
Tactics:
If there's a way to win against him, I either cannot see it, or it's such long, drawn out, a battle of attrition that it's not even funny. Anyway, on turn 1, he uses Torture. Turn 2, he uses Bad Breath. Turn 3, he use Concentrate. He basically cycles through these actions until the party is dead. Were it not for Bad Breath, your party might actually have a shot at him. Otherwise, I don't think your party has a prayer. Sure, you can use Jinx on him so that his initial attacks are not as effective, but the debuff will eventually fall off. Also, nobody on your team will have a viable action to counter the statuses Bad Breath can inflict.

Whatever doesn't fit anywhere else
This is where I talk about anything else I can think of. There's no particular format, or order for this. So let's just have at it.

As if I don't say it often enough, this game is a re-imagining of an unfinished demo my brother once wrote in RPG Maker 2K, called Summoner. As such, there are some notable references to that game. Before I get to that, however, let me speak, to some degree, about how that demo came to be. It all started with Arc the Lad - Twilight of the Spirits, and the character of Bebedora. Perhaps it was also an episode of Space Ghost - Coast to Coast as well. Basically, it came down to the question of "If there was evil, what different kinds of evil exists?" My brother came up with four ideas. One was the "calculating evil". This is the evil that weaves plans within plans within plans and has the annoying tendency to tell the hero about them, when the hero is inevitably captured. The next evil was the "crazy evil". This evil enjoys making chaos, and does not care how it is created. The next evil was the "deceptive evil", or, as he once described it, the "cute evil" (Which is where Bebedora comes in, but that's another story). This kind of evil does nothing by itself, but manipulates other to do it's bidding. The other kind of evil is the "tormenting evil". This evil is the kind that causes pain, suffering, and anguish to such a degree that simply killing would be a mercy.

So, who would you think fell into each category? The results might surprise you:

Sataro was supposed to be the "calculating evil". His story was that he had talent to be an excellent mage in his own right, but he had no ability for the magic the school was teaching. It is also heavily suggested that Chojiro, and his flunkies (yeah, he had flunkies), set it up so that he would botch the Adept Test that was played in-game. He wanted revenge against Chojiro, against the school, and, what the hell, against the world. But he needed strength and power. He found a crystal shard after the boss fight at the training grounds, so, perhaps...

Ichiro was supposed to be the "crazy evil". His story was that he used to be sane, but dabbled in some magic, and then he started to speak to spirits that are invisible to all but him. There was also the line, "I've forgotten more than you ever knew!", so there is that.

Rasuna was the "deceptive evil". This might have more to do with a certain translation of Sailor Moon ("Awww! It's so cute!" "Serena, it's evil!" "Oh yeah!") than Bebedora, but I think Bebedora had a say in Rasuna's shtick. My memory on what Rasuna was in Summoner isn't terribly good, but her appearance was that of a twelve-year-old girl. Her actual age, though, is probably more like twelve hundred, but I could be wrong. Anyway, the thing with her was probably supposed to be, "How can something that looks this innocent be evil?" Except that she was. So, yeah, Sailor Moon.

Vatma was the "tormenting evil". His ability set had a lot of status causing effects, but the game never really got to the point where he was introduced.


At the beginning of this game, the player is asked a series of questions. These are the same questions that are asked of the player in the beginning of Summoner, but I could be mistaken on some counts.

Ah, Mina! She's the most changed character of all. In Summoner she was supposed to have been Sataro's girl for a while, but after he started getting his rep, she started to side with Chojiro. I think it was my brother's intention to have her as a boss fight, but the game never progressed that far.

Strangely enough, most of the summons that my brother made for Sataro were, essentially, buffs and debuffs. Sataro had very few straight-up attack skills.

This game is, literally, the first time Vatma has actually shown himself. He was not in Summoner, as that idea died off before he showed up. He was not in Matsumori Days, though I had a half-mind to give him a few moments. Now, with this game, when he does show up, he just wrecks things. Seemed like an appropriate thing to do with him, considering.

Some players might look at Yamamoto Mina, from Matsumori Days, and Aoki Mina from this game, and wonder if they are the same person. They share the same face, and, after Mina (the Aoki one) joins Sataro after leaving Yokoki, they share the same sprite. Well, that's because they are the same person! So sue me for trying to be consistent.

Ah, Shirai! I don't even remember what his deal was in Summoner, outside of the dreaded "NeverDie" ability. Not that I recall doing any test-battles against him, but an ability that buffs all stats and restores health and mana on top of that just screams "broken".

The Order of the Bull Fist might be a re-attempt, or a general reference to, the Order of the Dragon Fist. This is a reference to yet another of my brother's RPGM-2K games, called Legacy, which I attempted to re-build later as Legacy Reborn.

Speaking of references to other games, Princess Sakura is a reference to Oracle of Askigaga. That game was supposed to be a game made to work out my feelings about something very personal to me. Because of that, I'm not sure if it will ever make it to RMN or not. Though, there is the Kwabara Emiko custom content I created for Heartache 101 - Sour Into Sweet, so who knows? In any event, she's appears in the room with Lord Takudo after talking to Maru after beating the Wind Spirit at the Okubo Mountains.

When Jenova introduces herself, Mina has an interesting line:
author=Mina
Jenova? Sounds oddly familiar...

Most might construe this as a reference to the Final Fantasy 7 boss of the same name. I can understand that. However, the reference I wanted to aim for all along was "Jehovah", a name associated with the Jewish god. However, I never had the guts to see this full circle. The theory, at least as far as this game was concerned, was that Jenova showed herself, and made quite the impression on her audience. Being so enraptured by her divine purity, her audience (I was never certain how large an audience she was talking to) were not quite 100% listening to what she was saying. Alternatively, it seems plausible that her name, and sex, were changed so that the validity of patriarchy could be enforced. Undoubtedly, a political move on the part of the church, and whoever might have been in power at the time. However, I decided to go with the much easier route, and use what would be how Rasuna might refer to Jenova ("Jen-chan"), which could easily be misconstrued as "Gen", the name the in-game church uses for Jenova.

Mina: What about Rasuna. Wouldn't simply saying her full name again get us back?
Sataro: It might. It might also cause further damage. Who knows? Maybe we will be finding ourselves on a vessel in the Sea of Stars?

This little tidbit is supposed to be a minor reference to Nakaishi Wars, but, really, it could mean that they could find themselves on board the Enterprise of Star Trek fame.

Ever wonder where the tag-line "Matsumori High. Where everything begins. And ends." comes from? It's part of the final sequence between Sataro and Mina:
Sataro: I'm thinking of taking a page from the school Yoriko said she went to, and our current surroundings.
Mina: Our... surroundings?
Sataro: Matsumori High. How about it?
Mina: Matsumori High?
Sataro: I don't see why not.
Mina: Let's not forget why we're doing this, though.
Sataro: Right. Our fight shall truly begin here.
Mina: Or, it will end here!

Not that I had that planned from the beginning, mind you, but I thought it was a nice touch.

Matsumori Days had a few unused skills, but this game has a few more. Most notably, the ones in the "summon section" of the skill listing. I thought about having a scene where the player meet Phyrom and Cassandra, with Rasuna going all "Mommy!" or "Daddy!", but I decided against such a thing.

Strange references, Phyrom and Cassandra. "Cassandra" is the name of the pre-generated Sorcerer in Might and Magic II - Gates to Another World. As for Phyrom, well, that's a Might and Magic - Secret of the Inner Sanctum reference, but he wasn't one of the pre-generated characters. He was a party member generated by my brother. I know what you're thinking, but no, this was not the same brother that created Legacy and Summoner. It was, however, the same brother that renamed a certain Sorcerer (also, not one of the pre-generated characters), that once went by the name of "Ken", to "Marrend".

Posts

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"Sataro keeping up with Geo"... I think you mean "Aero", 'cause using Earth against the Earth Spirit seems doomed to fail...

What is familiar to Mina about the "La la la la la", or whatever is hummed, by the Port Hideki girl?

Also I'm abusing Stun so much, that I'm surprised you didn't put it in your strategies. Although, apparently Vatma is immune to it... But not much/mothing else is. It's so useful to stop the Bosches from wailing on me with their Accumulated Rages and Satellite Beams and whatever.

"but is always jinxed." So, how can you Jinx Vatma again? Or do Jinxes stack somehow?

Did you program anything for if someone actually managed to kill Vatma?
Marrend
Guardian of the Description Thread
20073
  • Earth Spirit Strategy
I probably meant "Aero" there! Whoops!

  • Familiar tune
Possibly a reference to one of Toshie's "songs"? I'm sure used to know the exact reference, but, it's been forgotten in the cloud of time. Sorry!

  • "...but is always jinxed"
This means the status "Jinx" will always be applied if it isn't already. I'm pretty sure debuffs do not stack, unless they are separate status conditions. So, like, you can have somebody Jinxed and Stupefied at the same time (thus granted an extra debuff to INT), or Jinxed and inflicted with Cowardice) thus granting an extra debuff to STR), or what-have-you.

Also, I'm pretty sure I never set up any special event if players actually beat Vatma. They are not expected to, that's for sure!

*Edit: I was totally logging on to make an update to this game!
author=Marrend
Snip.


*nods twice*

author=Marrend
  • "...but is always jinxed"

This means the status "Jinx" will always be applied if it isn't already. I'm pretty sure debuffs do not stack, unless they are separate status conditions. So, like, you can have somebody Jinxed and Stupefied at the same time (thus granted an extra debuff to INT), or Jinxed and inflicted with Cowardice) thus granting an extra debuff to STR), or what-have-you.


So, when I face Vatma, casting Jinx, or that higher-level version, is pointless 'cause it'll be covered by the auto-Jinx?

'Cause you say "Sure, you can use Jinx on him so that his initial attacks are not as effective, but the debuff will eventually fall off."

Or did you mean to say that the player party is auto-Jinxed instead of Vatma?

author=Marrend
Also, I'm pretty sure I never set up any special event if players actually beat Vatma. They are not expected to, that's for sure!

*Edit: I was totally logging on to make an update to this game!


*nods twice* *smirks?*
Marrend
Guardian of the Description Thread
20073
author=Malandy
So, when I face Vatma, casting Jinx, or that higher-level version, is pointless 'cause it'll be covered by the auto-Jinx?

'Cause you say "Sure, you can use Jinx on him so that his initial attacks are not as effective, but the debuff will eventually fall off."

Or did you mean to say that the player party is auto-Jinxed instead of Vatma?

Yes, both the "Jinx" and "Hex" spell apply the same debuff. As for your other question, I mean to say that the Jinx debuff lasts X turns (I think it might be 3?), and by the time you'll be able to cast it again to reapply the debuff, you won't, because his Bad Breath will probably cause your party to be under some status condition that will either prevent them from acting at all (Stun, Paralyze, etc) or be under AI control (ie: Confusion and/or Berserk).

*Edit: Bad Breath is a terrible skill, and the possible defenses to it is equally dumb. I mean, I do enjoy breaking game balance on occasion (Negative spell power in Heroes of Might and Magic 2!? Yes, please!), but Bad Breath is "NEVER AGAIN!" territory.
Wuh~! ... Asleep lasts forever? I did not know that! Could you put that in? 'Cause some (most?) games don't have infinite duration Sleep.

If I poison something, then put it to sleep, I can just wait and kill it when I want to... Is that too game-breaky? 'Cause now I can do the Ancient Tower at LV43! ... if I can get those bosses with those conditions in the first place...

***

Oh! You have to last 8 turns against Vatma? I just sort of gave up 'cause I knew how impossible it was. But, I guess you can't hijack the Game Over screen.

Well, I'll see what's after Vatma after I find out how to survive 8 rounds. Need to be at LV47 or so?

Also, in your Enemy Notes, you say "Teir" instead of "Tier"...

***

In-game typo:

Sataro: "Weather or not it will", "Weather" to "Whether"

***

Onto Matsumori High!
Marrend
Guardian of the Description Thread
20073
Sleep can last for the duration of the battle, but, any damage inflicted upon an asleep battler should wake that person/thing/whatever up. I think. You might be right about poison-damage not affecting sleep, though!

I don't specifically recall giving Vatma any kind of turn limit, but, it doesn't seem fair that dying before a given number would cause a game over, since you're supposed to loose that fight anyway. Something to look into, I guess.

I... thought it was "whither or not"?
author=Marrend
Sleep can last for the duration of the battle, but, any damage inflicted upon an asleep battler should wake that person/thing/whatever up. I think. You might be right about poison-damage not affecting sleep, though!

Yeah, I beat Chojiro mainly by abusing Poison then Sleep.

author=Marrend
I don't specifically recall giving Vatma any kind of turn limit, but, it doesn't seem fair that dying before a given number would cause a game over, since you're supposed to loose that fight anyway. Something to look into, I guess.

author=Enemy Group Vatma
Trigger: Turn number 8:

End Battle

Which seems to mean that you must outlast 3-4 uses of Torture... As Turns are counted by sides.

author=Marrend
I... thought it was "whither or not"?

Google Definition of Whether: https://www.google.ca/search?q=Whether&ie=utf-8&oe=utf-8&gws_rd=cr&ei=XXWFVs3eNMKteMWrrKAG

expressing a doubt or choice between alternatives.
"he seemed undecided whether to go or stay"
expressing an inquiry or investigation (often used in indirect questions).
"I'll see whether she's at home"
indicating that a statement applies whichever of the alternatives mentioned is the case.
"I'm going whether you like it or not"

Or are you joking?
Marrend
Guardian of the Description Thread
20073
Darigaaz, I can almost swear that I've been using "whither" for that! UUUUGGGGGGHHH!


*Edit: Excuse me while I cry a little inside, then double-no-triple-check some of my other writing.

*Edit2: I...I might have lucked out with this one, but, I swear I've posted "whither or not" several enough times for it to become a habit.
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