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Published on October 10th, 2013 | by Matt Haberfeld

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Eternal Poison Walkthrough

Eternal Poison Walkthrough

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Table of contents:
General Notes
Abusing the Experience System
Abusing the Heirloom System
Mercenaries
Status Effects
Which Tale First?
Thage’s Tale
Olifen’s Tale
Ashley’s Tale
Rondemion’s Tale
Duphaston’s Tale
Final Tale

Appendix
Besek
Skills and Spells
Items
Lexicon
Stones of Fate Solutions
FAQ
Help Complete This Walkthrough

General notes before you begin:

1) Koona (the little brown bears) speak backwards. To understand them, read from right to left. Occasionally they will use proper names that read normally.

2) Save often on multiple save slots. I keep a save at every branch in Besek in case I want to try a different path, and I also save before each battle starts. This cuts down significantly on reload time because you don’t have to click through the dialogue again. Trust me, you will reload a lot.

3) You cannot reload the game from the battlefield, so remember the soft reset L1 + R1 + Select + Start. You will use this a lot.

4) Most majin will not move unless you put someone in a position where they can hit you. For the purposes of this walkthrough I am going to call that the “threat radius”. If a majin has a threat radius of 4, that means he will activate if you move within 4 spaces of him. Some of the higher level majin will move towards you even if they cannot attack you. This is factored into the threat radius. Usually the radius is determined by the majin’s movement rate plus the range of its weapon or spell. This number is not foolproof, just a general rule that applies to most of the majin in the game. Check the Lexicon section for the actual numbers.

5) It is possible to reveal all the information in the lexicon with only 1 majin. The reason this works is that the lexicon exists across all save slots so any majin you capture becomes unlocked for everyone.
5.1) Capture a majin. Save the game on save slot 1.
5.2) Sacrifice the majin for PP. Save the game on save slot 2.
5.3) Load save slot 1. Sacrifice the majin for its skill. Save the game on save slot 2.
5.4) Load save slot 1. Sell the majin to unlock its item at the shop. Save the game on save slot 2. Sometimes you will have to sell multiple majin to unlock the item. Once you have revealed these three stats, you can purchase the majin in any of your tales.

6) One of the biggest headaches in this game is that to be successful you need to overkill certain majin which requires knowing how much damage you are going to deal during any given attack. There’s no randomness to your damage, but the game doesn’t display it for you. Instead they display an ATK number that gives you an estimate which you have to modify based on the majin’s resistances and defense stats. If you’re like me, you develop a “gut feeling” of how much damage your character will do based on the ATK value vs the majin’s resistance. But even this can fail from time to time so I recommend you do this if you are getting frustrated.

Get a pad and paper or open Notepad on your computer. Every time you damage a creature, write down who used what attack against who and how much damage it dealt. For example:
Thage Aero II vs Caer Lumen = 181
That way if you fail to make an overkill and have to restart, you’ll know exactly how much damage you are going to deal. Remember to wipe out the info if you level up or change weapons and be mindful that majin can look the same but be a different level.

7) If you accidentally grind up a majin that you need, you can always buy it back once you reveal all 3 pieces of information (PP, skill, and item). You may balk at the cost but it’s better than running the whole tale over again because you can’t break a demon aura.

8) You should always have enough gold to buy the best weapons for your melee characters. Armor and accessories are a much lower priority, because this is a strategy game and you can always just choose to not get hit using smart tactics on the battlefield. However, getting hit means you gain experience, and someone has to heal you which means more experience. Just have enough defense that you can’t be killed in a single round of combat.

9) The most important statistic on armor is speed, because faster characters get more turns. Robes and Light Armor are always superior to medium and heavy armor because they don’t affect your speed as much, and getting hit is something always under your control.

10) MOST IMPORTANTLY, just because you can overkill every majin in the game doesn’t mean you should try. If you reload because you didn’t overkill everything, it will quickly ruin your enjoyment of this game. Just capture what you can, and don’t worry too much about overkill perfection.

Abusing the experience system:

Maximizing experience is very important because you cannot travel backwards in Besek. This means there are a limited number of majin that you can kill for experience, so in order to keep up with the levels of your opponents you have to make wise decisions. Abuse these tricks to get as much experience as possible.

1) Taking damage gives you experience, and evading an attack gives you even more experience. Additionally, you can squeeze out a little extra experience by leaving one majin alive and letting him pound on you.

2) Casting buffs gives you experience, and that experience scales with your level. You will want to cast all your buffs before capturing the last majin on the field. Additionally you will want to use all your healing magic if possible. (See 5.1) If you heal a character with full health you do not gain any experience. Instead, let the last majin on the field hit you, then heal that damage and repeat until you run out of healing spells.

3) Capturing majin gives you a little experience. Try to leave captured majin for the character that is the most difficult to level up.

4) Do not complete secondary objectives until the board is clear. Typically fulfilling a secondary objective or capturing a boss will end the stage.

5) Combo attacks give experience to both characters, meaning more experience overall. You should use combo attacks as often as possible.

6) If you do not need to capture a majin, use a combo attack to overkill it, and then next turn use another combo attack to execute it. This nets you more experience than overkilling and then capturing the majin, but you lose the ability to sacrifice/sell it.

7) Fielding a full party of 7 means less experience for any individual character. There is just about enough experience in a tale to get 4 characters to levels in the high 20s, so if you use a full party of 7 it means your levels will be in the low to mid 20s. If you can survive with a smaller party, the game becomes progressively easier because the few characters you have are massively overleveled compared to the majin you face.

Abusing the heirloom system:

When you finish a tale, all mercenaries will reset to level 1 and use their starting equipment for the next tale. Additionally, you will lose your inventory, all the unlocked items in the shop, all your skills, and all the majin you have captured. The only thing you can pass on are heirlooms. To create an heirloom, attach a skill to an item and then sell it to the shop. The game will remember the last 50 items sold. Heirlooms make subsequent tales much easier, and here are some tips to get the most of the heirloom system.

1) An heirloom is an item with at least 1 skill attached to it. Therefore you cannot pass accessories on from tale to tale.

2) You cannot create an heirloom unless someone in your party can equip the item. So for instance if you unlock the Admonisher hammer but no one in your party meets the level requirement, then you cannot pass it on.

3) Similar to the lexicon trick, you can make unlimited copies of items for the next tale.
3.1) Load your saved game.
3.2) Sacrifice/Sell all the majin in your librum to unlock skills and items you want to pass on.
3.3) Equip those items and attach the skills that you want to pass on.
3.4) Sell those items to the shop.
3.5) Save the game on a different save slot.

Now you can go back and load your original save slot and do it again, with different skills if you like.

4) The best way to pass on skills is by attaching them to low level items. If you attach a skill to a level 20 item, no one can take the skill from the item until they can equip it.

5) I recommend you keep a save slot in Isapolis right before the last stage of a tale so if you suddenly forget that you needed something you can always load that save and grab it.

Some notes on this walkthrough:

1) This game is not terribly popular so it’s difficult to confirm a lot of the information. I apologize for any gaps or inaccuracies and if you have a correction please leave a comment.

2) My strategy is to try whenever possible to give experience to the main story characters. This means I prefer mercenaries that can generate their own experience through buffs/heals without stealing from the main party. However, feel free to use any mercenaries you like.

3) I rarely summon majin except Thieflers and those required by the story. In most cases I grind up a majin to unlock skills and better items at the shop. I will try to indicate which majin unlock valuable equipment but it’s up to you to decide what you want to do with them.

4) The walkthrough is written as if each tale is your first run. Therefore I do not assume the use of heirlooms passed from one tale to another. Obviously better equipment makes the game easier, but the walkthrough is written as if you only have access to treasure chest/refugee items on your path and whatever you unlock from the majin unless otherwise noted.

5) I overkill everything just to make sure it can be done. I will try to note any monsters that cannot be overkilled on a first run with normally obtainable equipment. However, for your enjoyment of the game I suggest you do not try to overkill every monster. It is completely unnecessary, and at times it is frustrating. You should only overkill monsters for story requirements or if you need their skill/item. The game is much more fun that way, and yes I realize that I already mentioned this but it is worth saying twice.

6) My goal at the end of this walkthrough is to cover as much content as possible while only running each story once. I will try not to overlap already clear stages except when required. However, clearing every stage in Besek requires 6 runs so you will inevitably miss 2 stages in the 2nd stratum unless you run some tales over again. Remember that the game is very open ended and I’m only making recommendations. You can play any tale first, and run Besek however you want as long as you hit the required steps for the good endings.

Mercenaries:

It seems that the mercenaries appear semi-randomly and they cannot always join your party depending on the tale and your level. If you recruit a mercenary later in your adventure they may be higher level than when they first offer. This will give them more abilities without stealing experience from your party. At the beginning of each tale, the mercenary levels will reset and they will once again have their starting equipment, meaning anything you equipped on them at the end of the last tale disappears forever.

Alexei – General
Weapons – Axe, Hammer, Spear
Armor – Heavy

alexei Skills:
L5 Fracture Atk
L12 Piercing Art
L15 Bonecrusher – Hammer only
L4 Ph Resist I
L6ish Desperation
L8 Ph Resist II
L18ish Reinforce

My opinion: Alexei can become an awesome character, but you need to level him properly which is hard because he is slow. He is best used as a frontline fighter to suck up damage and pull majin. He is also a good source for Fracture which can be indispensible for lowering majin defense. Since no one in Thage’s party can inflict Fracture status, it’s difficult to capture Doom Shade without a striking character like Alexei.

Ares – Slayer
Weapons – Spear, Sword
Armor – Light, Medium

ares Skills:
L7ish Bleed Atk
L8 Fire Atk
L12 Fearless Atk – Sword only
L15 Dual Atk – Sword only
L17 Blade Dance – Sword only
L7ish Prc Evade I
L7ish Sla Evade I
L10 Evade I
L19 Evade II

My opinion: Ares is fast and with the ability to deal slashing and piercing damage she is also fairly versatile. Her magic damage from added skills will always be terrible, but secondary effects can still land. She does not have trouble keeping up with fast parties and I find her to be useful for grabbing treasure chests and occasionally blocking the flanks or rear from an unexpected melee attacker. She can be useful for Thage and Ashley. Sometimes you cannot recruit her at extremely low levels, and she cannot use spears at very low levels.

Irina – Archer
Weapons – Longbow, Shortbow
Armor – Light, Robe

irina Skills:
L6ish Aqua I
L6ish Restore
L6ish Prayer I
L10 Striking Art
L12 Divinus
L14 Water Atk – Shortbow only
L18 Prayer II
L8 Light Atk – Long Bow only
L16 Starfire – Shortbow only
L7 Mn Resist II

My opinion: Irina is a healing archer that is very helpful for any party, but her damage will be lower than a pure archer or spellcaster. She comes equipped with a shortbow, but can use a longbow and her light attack requires one. Recruit her if you can, especially for Olifen’s tale.

Komori – Veteran
Weapons – Mace, Sword
Armor – Light, Medium

komori Skills:
L3 Terra I
L3 Cura I
L3 Restore
L5 Fortify
L10 Piercing Art
L12 Multi-Slash
L14 Multi-Chop
L16 Terra III
L6 Prc Evade I

My opinion: Komori is a good mercenary with a variety of skills and two types of melee damage. However, he doesn’t excel at anything and his movement rate is very low. The fact that he has lots of buffs makes him easy to level and he is pretty good in any party, but very useful for Thage’s tale if you don’t want to use Alexei.

Nena – Magician
Weapons – Librum, Staff
Armor – Robes

nena Skills:
L5ish Malus I
L5ish Revivo
L5ish Somnus
L7 Hex
L11 Malus III
L12 Metasphere
L14 Aerosphere
L15 Scars of Dis
L5ish Summon I
L10 Cast Speed I

My opinion: An interesting mix of magic and can summon majin. However, she is exceedingly frail, going down in 1 hit if she’s not properly leveled, and sometimes even if she is. If you can level her up high enough she gets some serious AOE spells, but area damage isn’t all that useful in this game. Another problem is that she has no buffs so you can only level her by killing majin and taking experience that would normally go to your main party. You might want to use her on Ashley’s tale because the main party lacks dark magic.

Ossa – Namraeps (Blue Koona)
Weapon – Koona Poke (Piercing)
Armor – None

ossa Skills:
L8ish Terra I
L10ish Earth Atk
L10ish Sleep Atk
L? Curse Atk
L8ish Ph Resist I
L8ish Prc Evade I

My opinion: The Koona are the worst mercenaries because you can’t add skills to their equipment seeing as they can only use accessories.

Pata – Namwob (Yellow Koona)
Weapons – Koona Blast (Piercing)
Armor – None

pata Skills:
L10ish Air Atk
L10ish Disease Atk
L? Chill Atk
L6ish Mn Resist I
L6ish Sla Evade I

My opinion: The Koona are the worst mercenaries because you can’t add skills to their equipment seeing as they can only use accessories.

Stein – Hierophant
Weapons – Librum, Mace, Staff
Armor – Light, Robe

stein Skills:
L5 Malus I
L5 Restore
L6 Aqua II
L10 Cura II
L11 Malus III
L12 Aqua III
L15 Gale Assault – Librum only
L17 Malus IV
L10 Cast Spd I
L5 Summon II – can summon Majin 1 square away

My opinion: Stein is a powerful combat mage but he’s frail and has no support spells which makes it hard for him to level without stealing experience from the main party. He is also difficult to recruit on some tales. Regardless, his skill set is very good and the ability to summon majin is a nice plus, so grab him if you can.

Toma – Namsdrows (Red Koona)
Weapons – Koona Smash (Slashing)
Armor – None

toma Skills:
L7ish Pyro I
L8ish Fire Atk
L10ish Slow Atk
L12ish Drain Atk
L? Seal Atk
L7ish Stk Evade I

My opinion: The Koona are the worst mercenaries because you can’t add skills to their equipment seeing as they can only use accessories.

Velnor – Hunter
Weapons – Longbow, Shortbow
Armor – Light, Medium

velnor Skills:
L3 Revivo
L6 Accelero
L8 Revisphere
L10 Slashing Art
L14 Cluster Rain
L3 Mn Resist I
L12 Sla Evade II

My opinion: Velnor is an average mercenary except that he has Accelero. This instantly makes him desirable, and his high movement rate is a small bonus. The abundance of support magic will help him level up and as an archer he can stay in the back out of harm’s way. Recruit him as soon as possible if only to speed up your main characters.

Vivian – Soldier
Weapons – Librum, Rapier
Armor – Light

vivian Skills:
L4 Pyro 1
L4 Meta 1
L6ish Somnus
L6ish Terra II
L8 Seal
L10 Meta II
L15 Sealsphere
L16 Terra III
L18 Rainbowfire – Librum only
L21 Meta III
L4 Summon I – Can summon majin 1 square away

My opinion: Another hybrid character like Komori, she is more magic than melee. She has some useful spells including Meta which is a non-elemental magic attack. Combined with the ability to summon majin, she can be useful on any tale but is not essential.

Yuri – Initiate
Weapons – Mace, Staff
Armor – Light, Robe

yuri Skills:
L5 Sacra I
L5 Cura I
L7 Sacra II
L7 Magusphere
L8 Restosphere
L10 Cura II
L12 Divinus
L15 Prayer II
L16 Sacrasphere
L20 Holy Chains – Staff only

My opinion: Yuri is a stereotypical priest/white mage, and one of the better mercenaries in the game. The last mercenary slot is usually a choice of Yuri or Irina and it really depends on if the use of bows is more important the extra healing power.

Recap:
Alexei – 7/10
Ares – 8/10
Irina – 9/10
Komori – 8/10
Nena – 5/10
Ossa – 1/10
Pata – 2/10
Stein – 8/10
Toma – 2/10
Velnor – 10/10
Vivian – 6/10
Yuri – 9/10

Status effects:

Each character can only have 1 physical and 1 mental status effect. Generally, a negative status effect like slow will cancel a positive effect like haste, but casting a buff on a character with a negative status effect will cause the spell to “miss”.

Mental Status Bonuses:
Magic Defense: +25 resistance to magic.
Magic Shield: The next magic attack is nullified.

Mental Status Penalties:
Confuse: Target will physically attack a random target each round. Most of the time they will execute an overkilled majin which is very annoying.
Curse: All passive skills are nullified and active (physical) skills cannot be used. All opponents’ evade, counter, and critical abilities will take effect 100% of the time.
Fear: The target cannot take any action except move, and cannot counter attack.
Seal: Target cannot cast spells.
Sleep: Speed is reduced to 1, the target cannot act, and any physical attack against the target is a guaranteed critical. Wears off after one turn or when damaged.

Physical Status Bonuses:
Defense: +25 resistance to physical attacks.
Haste: Speed is increased by 30%.
Regenerate: Recover 20% of your maximum hit points each turn.
Shield: The next physical attack is nullified.

Physical Status Penalties:
Bleed: Lose 10% of your maximum hit points every time you move, attack, lead, or receive a physical attack.
Chill: SPD is reduced to 1 and physical affinities are set to: Slash 30%, Strike -100%, Pierce 50%. Wears off on the next turn.
Disease: All base stats are reduced by 30%, evasion, critical, and counter rates are halved, and all healing is halved. (According to Jiyuu Falcon healing effects are actually unaffected by disease)
Fracture: Physical attack and defense are no longer affected by STR or VIT (basically your STR and VIT = 0) and movement penalties from equipment are doubled.
Slow: Speed is halved (and according to Jiyuu Falcon movement range is halved as well).

Which tale first?

Your starting choices are Thage’s Tale, Ashley’s Tale, or Olifen’s Tale. You can do them in any order, but here’s my take on it:

Thage’s Tale
1) Thage is unbelievably powerful, and she can overkill pretty much every majin in the game by herself without a combo. This makes all the other tales easier because Thage can unlock skills and equipment for the other parties.

2) Thage’s Tale relies the least on equipment. Thage’s damage remains high regardless of items, and Raki cannot equip items except accessories. Since the other tales have a greater focus on melee and combos, it’s nice to let Thage unlock everything first.

3) Thage’s Tale has the most interesting story. If you’re on the fence as to whether you are going to like the game or not, start with Thage’s tale.

Olifen’s Tale
1) Olifen’s Tale is the easiest of the three, because you get 4 story characters.

2) Story wise, I believe the designer’s intended the player to complete Olifen’s tale first because it gives the most exposition on Besek and the backstory of the game.

3) Olifen’s Tale can be a bit boring, so if you’re on the fence as to whether you are going to like the game or not, don’t start with Olifen’s Tale.

Ashley’s Tale
1) Ashley’s party is great for setting up combos, they just seem to have the right speed settings so that Ashley goes after Glynne but before the majin.

2) Ashley’s tale is not as interesting as Thage’s but it seems like the designers wanted you to play it 2nd based on the content and backstory.

If you are looking for a natural story progression with the fewest spoilers, you should play Olifen’s Tale followed by Ashley’s Tale, followed by Thage’s Tale. But if you’re worried about getting bored and not finishing the game then play Thage’s Tale. You should complete the first 3 tales before moving on to Rondemion’s Tale, as it may contain spoilers that you want to avoid before you are ready. But remember that the game is open ended and you can tackle it in any order.

Thage’s Tale

Good Ending:
Kill or Capture Arkanos at Sacrifice (Aether 4)
Kill or Capture Doom Shade at Perdition (Purgatory 3)

Thage – Witch
Weapons – Librum, Staff
Armor – Robe

thage Skills:
L5 Pyro I
L5 Malus I
L7 Pyro II
L9 Malus II
L19 Malus IV (L15 for Hellcaster?)
L16 Last Rites – Librum only
L5 Summon IV
L5 Negate

My opinion: Thage is immune to all magic, so she cannot be damaged by spells but she cannot be buffed or healed either. Until she learns Malus II (dark damage + drain life) she is very vulnerable. She does strike damage with her weapons, but I rarely use her for melee because her magic is so overpowering. Thage can singlehandedly overkill most of the majin in the game and has no problem gaining tons of experience.

Class Change at Level 11:
Hellcaster (Dark) or Flameweaver (Fire)

Hellcaster:
L11 Malus III
L20 Malusphere

Flameweaver:
L11 Pyrosphere
L15 Pyro III
L20 Cast Speed II

My opinion: I much prefer Flameweaver, especially because I do not use Thage for melee so I don’t care about the lower melee damage on that end. More majin are vulnerable to fire than dark, and since you have to visit Purgatory to get her good ending it makes sense to not specialize in the element those majin are more resistant to. However, Thage is powerful regardless of her class change, so don’t stress over this choice too much.

Ideal Equipment:
Archmagus L23 Librum (from Doom Shade)
Emperor L24 Staff (from Luxaphel)
Enlightened L20 Robe (from Aquamote L19)
Ancient L17 Amulet, Immune all status (from Manti Gigas)

Flameweaver:
Skull L13 Amulet, +12 INT, dark proficiency up (from Gergedeus)

Hellcaster:
Flamebane L12 Helm, +10 Counter, Fire proficiency Up (from Ignis)

Ranunculus (Raki) – Guiding Sage
Weapons – Bite (Piercing), Claw (Slashing)
Armor – None

raki Skills:
L3 Aero I
L6 Bleed Attack
L17 Steel Roar
L3 Martyr
L8 Evade I

My opinion: I use Raki as the primary tank and he gains most of his experience by pulling monsters and taking the first hit. He can deal respectable slashing or piercing damage but he can only overkill the weakest enemies by himself. When Retica begins to level more quickly, you should start letting Raki capture the majin on the field.

Class Change at Level 10:
Windrunner (Speed/Double Attack) or Storm Seer (Strength/Fear Attack)

Windrunner:
L10 Air Atk
L15 Double Atk
L18 Evade II

Storm Seer:
L10ish Fear Atk
L12ish Fearless Atk

My opinion: The double attack and evade from Windrunner is really great, but so is the fear attack from storm seer. On my playthrough I chose storm seer and it was easier for him to overkill majin because of his more powerful single attacks. But as a veteran if I had to play again I would choose windrunner.

Ideal Equipment:
Ancient L17 Amulet, Immune all status (from Manti Gigas)
Aristocrat L15M Boots, +60 SPD +15 Slash +15 Strike +30% Evade (from refugee Fungus)

Retica – Heretic
Weapons – Longbow, Shortbow
Armor – Light

retica Skills:
L3 Cura I
L3 Restore
L5 Panic
L10 Cura II
L11 Rapid Fire – Shortbow only

My opinion: Initially Retica’s experience lags behind that of the other characters, so I let him do all the capturing. This reverses as he levels up and gets access to more buffs, and Raki becomes the one who lags behind. His heals are surprisingly strong and his piercing damage is respectable as well.

Class Change at Level 12:
Cursed One (Dark/Summoning) or Serene One (Water/Healing)

Cursed One:
Ability to wear Medium armor
L12 Dark Attack – Shortbow only
L13 Malus II
L16 Malus III
L12 Summon I

Serene One:
Ability to wear Robes
L12 Restosphere
L13 Striking Art
L16 Salva
L12 Water Attack – Shortbow only

My opinion: Thage can already summon majin and cast dark magic, although it doesn’t hurt to have a second summoner in the party. But what makes Serene One so good is that Retica gets a ton of buffs including Striking Art and Salva. This can end up being hundreds of experience points per stage which will help Retica keep up. I prefer Serene One for the buffs and the ability to wear robes instead of medium armor, but Dark One is not a terrible choice.

Ideal Equipment:
Fairy King L20 Longbow (from Unseelie L19)
Assassin L20 Shortbow (from Zerda L19)
Dragonscale L19M Light armor (from refugee Shanglon)
Ancient L17 Amulet, Immune all status (from Manti Gigas)
Aristocrat L15M Boots, +60 SPD +15 Slash +15 Strike +30% Evade (from refugee Fungus)

General Strategy Notes:

1) Thage can pull most spellcasting majin without any risk to her well being. Pyromotes and Aquamotes are prime examples, they will move foward and cast on Thage, but she is immune. On her turn, she can devastate them with a spell and then move backwards, continuing to pull them away from the other majin.

2) Raki has the Martyr skill which will usually protect Thage from damage. One way to pull melee and archer majin is to put Thage in the threat radius with Raki right behind her. She will be attacked but Raki’s Martyr skill will usually take the blow and reduce the damage. This is not recommended until Thage gets Malus II so that if things go wrong she can drain some life back. Overall I don’t use this too much because it’s just easier to let Raki take the hit, but it is a good skill to know about.

3) You get more experience for combo attack overkills than overkilling with just Thage. However, you may spend more time reloading the game when your combo attack comes up short. If you overkill everything with Thage (like I did) then make sure you let Raki pull the majin (and get hit) and Retica uses all his buffs or they will lag behind in levels.

4) The most challenging part of Thage’s tale is overkilling Doom Shade. His overkill threshold is 360 and Thage doesn’t have a spell powerful enough so you will need to use a combo attack. At level 20, Retica did about 75 damage with the best bow in the game. Raki did about 150 damage at level 20 and you can’t buy him a better weapon. Thage with the best staff I could buy at the time (Miracle) did about 150 damage as well. A Raki/Thage combo from behind dealt just over the 300 damage mark, far shy of the overkill threshold. For this reason you need to hire Alexei or Komori and keep him leveled, even if you only use him for this one fight.

Ashes (Labyrinth 1)
Secondary Objective: No
Treasure Chests: 1, Bard L6 Ring, +30 SPD +15 AIR immune Disease
Refugee: Elizabeth – Elaborate L10F Glove, +20 Strike +20% Critical
Enemies: 4 Caprus L2, 2 Pyromote L3

This is a very straightforward mission that should help you get accustomed to the turn order and overkilling. Each Caprus has a very low overkill threshold so you should practice using combo attacks on them, which give more experience than a single character overkilling them. To do this, check the turn order and make sure Raki moves before Thage, and Thage moves before your intended victim. Move Raki next to the Caprus and select Wait. Move Thage next to the Caprus and select Lead->Combo. Then select both Thage and Raki. They will both execute a regular attack at the same time, and their damage is considered a single value for overkill purposes. If the turn order is such that you can’t create a combo attack, Thage is more than capable of overkilling everything on the battlefield by herself.

The pyromotes have a threat radius of 6, they will move 3 squares and then cast Pyro I up to 3 squares away. You can pull them safely with Thage because she is immune to magic. The important thing is to learn to only pull 1 majin at a time. Don’t worry if you make a few mistakes, it’s hard to lose this level and if you take some damage that just translates into extra experience. Also, don’t worry about looting the treasure chest before you (over)kill the last guy. As long as there is a captured majin somewhere on the field, the level won’t end and you can grab it at your leisure.

Isapolis:

Suggested Mercenaries: Irina, Komori, Velnor, Yuri. Alternates: Alexei, Ares (cannot join right away), Stein (cannot join until very late in the tale). You absolutely need a way to deal striking damage if you are going to overkill Doom Shade, I prefer Komori because he is easier to level but Alexei’s Fracture Atk is very helpful too. Velnor has Accelero which your party lacks, and the other slots are kind of open but I tend to fill them with healers so that Retica can deal damage when required.

If this is your first time in Isapolis, talk to Count Duphaston to take the tour. Speak to the inhabitants if you like, some of the mercenaries will offer to join you. If you turn them down, they may reappear later in the story and at higher levels. The first order of business is buying Retica a longbow which will give him a combat range of 5 instead of 4. However, keep the shortbow because you can put different skills on it, and it never hurts to have a low damage weapon to shave off small amounts of hitpoints in preparation for an overkill.

Guests (Labyrinth 2)
Secondary Objective: No
Treasure Chests: 1, Clergy L5F Robe
Refugee: Musician
Enemies: 2 Aquamote L6, 2 Nightwalker L4, 2 Exo Machina L5, 1 Caprus L2, 1 Pyromote L3

Thage can solo the pyromote on the right, while Raki and Retica attack the Caprus on the left. Remember that Thage can use the lead command to order Raki and Retica to perform a combo, even if she is on the other side of the map. The Nightwalker has a threat radius of 7 so he will defend the Caprus, but as long as you (over)kill it before the Nightwalker gets into melee range you’ll be fine. From there group your party up in the center and continue perfecting your technique.

Omens (Labyrinth 3)
Secondary Objective: Yes
Treasure Chests: 0
Refugee: Shockburt – Veteran L5 Glove, +10 Strike +10% Counter immune Bleed
Stage 1 Enemies: 2 Velox L7, 2 Caprus L7, 1 Aquamote L6, 2 Dawnwalker L6, 1 Exo Machina L5
Stage 2 Enemies: 1 Moon Belator L12, 2 Aquamote L6, 2 Velox L7, 2 Caprus L7, 2 Dawnwalker L6

The first stage has a newer version of the Caprus, one with a much larger threat radius. If you’re worried about fighting two majin at the same time, just wait at the back. Also, the Velox use bows so watch their range. Work your way to the door in the back and (over)kill all the majin to start the second stage.

Moon Belator looks pretty scary but the real trouble is engaging him before he gets bored and runs away. Don’t be afraid to pull and (over)kill the defenders quickly and take a little damage in the process. More importantly, leave the corpses on the field and use them as blockers to keep Moon Belator away from Thage and Retica. Once you damage him, he will fight to the death so you can take your time setting him up for an overkill.

If you can move him into a position where Retica can hit him and no one is in melee range, he will just stand there and let you pick away at his health until Thage can overkill him. I had to get his hit points very low to get the overkill with Thage but it’s quite possible if you are patient. Just a reminder to capture Moon Belator last, because the stage ends as soon as you do. This may be your first size 4 majin, so to capture him place 2 characters on different sides of him, have one use the “Cap” command, and the select the other person to complete the capture. Selling Moon Belator unlocks Gale boots.

Stray (Valley 1)
Secondary Objective: No
Treasure Chests: No

Here you will fight Morpheus and several priests. None on the enemies here can be captured, so don’t worry about overkilling everything. I suggest you let Raki and Retica get some kills to boost their levels. Morpheus has a large threat radius so you have to stay out of the center of the map. I usually send Retica to the left, where he can pick off an oblivious priest through the wall. Thage and Raki can move to the right and kill the spellcasters, then everyone meets in the middle. Morpheus’ melee attack can probably kill Thage in one hit, but he relies heavily on dark magic which Thage is immune to. The fight is fairly easy because you don’t have to overkill him. You receive several items for defeating all the enemies on this stage including Forged gloves, Knight ring, and Invoker librum.

Recommended Route:

The 2nd stratum is divided into 3 sections. Forest is on the left, Aether in the middle, and Desert on the right. I went straight up Aether because you have to hit Sacrifice (Aether 4) for a story requirement. However, you can actually get there from any of the paths. If I had to do it again I’d actually go up the Forest path because the treasure chests and refugee bonuses fit Thage’s party a little better, plus you avoid the Zyr Phantasms in Aether 3a and 3b which are very hard to overkill with magic, even for Thage.

When you get to the 3rd stratum you are required to visit Perdition (Purgatory 3) to get the good ending. However, you can travel to Sanctuary for the first two stages to take advantage of your dark magic and then cross over to fight Doom Shade. I actually recommend against it because the refugees at Purgatory 1 and 2 drop the best items in the game.

Humility (Forest 1)
Serenity (Forest 2)
Harmony (Forest 3b)
Sacrifice (Aether 4) – REQUIRED
Rapture (Aether 5)
Stray (Valley 2)
Release (Purgatory 1)
Havoc (Purgatory 2)
Perdition (Purgatory 3) – REQUIRED
Anathema (Purgatory 4)
Sovereign (Fourth Stratum)

Notes:

1) You may need 2 Thieflers to get the treasure chests on Rapture (Aether 5) so make sure you don’t grind up the ones you capture. Also make sure to capture the level 16 Thiefler there to make further treasure hunting adventures easier.

2) You will need to capture Amirhage on Rapture (Aether 5) in order to break Doom Shade’s demon aura. Technically any boss from the 2nd stratum will work but Amirhage is the boss you are going to face because you have to go to Sacrifice (Aether 4) and Rapture is the only place you can go from there. Remember to set him to your librum and of course don’t grind him up or sell him.

Thage specific stages:

Sacrifice (Aether 4)
Secondary Objective: Yes
Treasure Chests: 2, Silk L3 Robe with Divinus, and Ring L9M Medium armor with Lt Resist II
Refugee: Dylan – Prayer L15 Gloves, +30 Slash, +30 Counter, immune Bleed Fracture Slow
Stage 1 Enemies: 1 Thiefler L7, 1 Aquamote L13, 2 Jade Sylph L14, 2 Sprite L12, 4 Nightwalker L13
Stage 2 Enemies: 1 Arkanos L15, 2 Dawnwalker L14, 2 Sprite L14, 2 Laquo L14

The Thiefler will cross your path long before he gets to any treasure chests so there’s no need to rush. In order to lure Arkanos out, you have to defeat all the majin except the Aquamote. This can be tough because the Aquamote attacks you with no regard for its own safety. Your best bet is to let him pummel your party with Aqua until he runs out of spells, and just heal the damage. If Retica is properly leveled on the Serene One path, he should have more than enough healing to withstand the assault. Once the Aquamote is out of Aqua spells his movement range is only 3 and his strike is quite weak. The only problem then becomes getting the treasure chest in the corner without getting trapped by the Aquamote. Split up your party so that the Aquamote has to choose someone to attack. Once the Aquamote commits, the other group can grab the chest.

The level will not end until you capture everyone except the Aquamote, so you can leave a captured majin on the field in order to use up all your buffs and grab the treasure chests before going to the next stage. Careful maneuvering will allow you to get to Arkanos without engaging the majin on the right side of the board. Arkanos’ demon aura can be broken by a combo attack. Thage’s fire spells will absolutely devastate Arkanos, he is very easy to capture. Kill the rest of the majin for extra experience.

Stray (Valley 2)
Secondary Objective: No
Treasure Chests: No

Get ready to fight Ashley’s party, plus some priests. No one can be captured here so don’t worry about overkilling. Your opponents will begin by wasting their buffs, and you should take that time to pick off the priests on the left and right with spells and arrows. The priest on the right has no spells and range 5 attackers can hit him repeatedly without retaliation. Glynne should come towards you on his own, and his Crow’s Beak attack will probably kill you in one hit so take him out quickly. The goal is to kill Ashley last, because the stage ends immediately after she goes down. However, she is particularly aggressive so be careful. If she absolutely will not leave you alone, you can always let her kill one of your mercenaries to cover the retreat of the rest of your party. Dead characters suffer no penalties and can be used in the next stage as if nothing happened. You receive the Coronation ring for defeating Ashley.

As you enter the third stratum, some of the majin will have multiple elemental immunities. If you haven’t already, purchase a staff for Thage and put skills on it that allow her to deal air, water or light damage. Depending on what path you take, Aqua III can be obtained by grinding up a level 13 Aquamote, Sacra II can be obtained by grinding up a Level 9 Uro Lumen, and Aero II can be obtained by grinding up a Level 11 Magiquarius.

Perdition (Purgatory 3)
Secondary Objective: Yes
Treasure Chests: 2, Jerkin L4 Light armor with Cast Spd II, and Clergy L5F Robe with Regenerate
Refugee: Parjava – Sage L20 Staff with Meta III
Stage 1 Enemies: 1 Thiefler L19, 3 Armatus L18, 2 Scytodida L20, 2 Lapis Sylph L19
Stage 2 Enemies: 1 Doom Shade L22, 2 Aquamote L19, 2 Heefler L18, 3 Scytodida L20

Before you begin this stage, buy the best staff you can for Thage, and the best striking weapon for your mercenary (Alexei or Komori). Also, make sure you set Amirhage (or another second stratum guardian) in your librum. You have to fight two very difficult battles in a row and you are not going to be happy if you have to reload from your town save.

Stage 1: The enemy Thiefler starts on the left but it’s actually going for the chest on the right. It will get the chest in 3 turns, which contains a Clergy robe with the Regenerate skill so I highly recommend that you stop it. Looking at the map it seems like you could just deploy a level 16 Thiefler and float across the gap, but no luck. So the challenges on this map are as follows:

1) Capture both Lapis Sylphs to summon Doom Shade.
2) Prevent the Thiefler from grabbing two highly valuable treasure chests.

Fulfilling the optional objective will make this the most challenging stage so far. Since you cannot float over the gap with your own Thiefler you have to rush up the right side and overkill the Thiefler and then capture it before the Lapis Sylph releases it. If you’re not a total perfectionist, you may want to just kill the Thiefler because you won’t need to grab any other treasure chests for the rest of this tale. However, you have to capture at least 1 level 16 Thiefler (and use the lexicon trick) in order to purchase them from Traviata House on subsequent tales.

Rushing forward will pull all 3 Armatuses to you, and you have to ignore them and focus on the Thiefler while they block your path and use their Curse Atk on you. Don’t be surprised if you have to swap equipment to change the speed value of your characters, I needed to get almost 700 speed before I could overkill and capture the Thiefler before the Lapis Sylph released it.

Next, you have to defeat the Armatus majin and capture them while the Lapis Sylphs are in the back healing and releasing them. If you are having problems with the timing there are two ways to overkill and capture in the same turn:

1) Put a character next to the Armatus and wait. Have the party leader overkill the Armatus and then use the lead command to have the other character capture it immediately. This requires your party leader to be tough enough to overkill the Armatus alone (Or you could have two party members wait, one overkill and the other capture)

2) Set up a combo with two characters, and on the party leader’s turn execute the combo, then have the party leader move up to the defeated majin and capture it.

Additionally, using Fear Atk or Panic on the Lapis Sylphs will help a lot, but they tend to hang back and sometimes it can be hard to get in range. Grinding up Lapis Sylphs will unlock the Quad Resist skill and the best sword in the game, Divine.

Stage 2: Doom Shade’s demon aura can be broken by any magic attack from a second stratum guardian (Dahlia Queen, Amirhage, Gergedeus). This means you have to deploy with 5 out of 7 characters, or deploy with everyone and get two of your mercenaries killed on purpose when the time comes.

The Aquamotes will converge on you when you move into the center of the map, and if you stray too far to the sides the Heeflers too. You will have to time your moves carefully to avoid Release and executions ruining your overkills but by now you should be getting pretty good at it. Doom Shade has a whopping 360 overkill threshold and pretty good resistances. Your best bet is a combo with two strike characters, and if you can put Fracture status on Doom Shade that will make it quite a bit easier. This means you better have Alexei or Komori or you are in big trouble. I tried to overkill Doom Shade with just the default party to see if it is possible and it was, statistically speaking. For my party a Thage/Raki combo from behind did 306 damage. If one of them crit it was 336. If both of them crit it was 387. With my equipment the chances of both of them landing a critical hit on the same combo was somewhere around 2%. Trust me, get a mercenary. Selling Doom Shade unlocks the best librum in the game, Archmagus. You can also grind up Amirhage now for the Hexa Resist skill.

If you can defeat Doom Shade, the rest of the tale is a cakewalk. Just remember to check the section on abusing heirlooms before you officially finish.

Olifen’s Tale

Good Ending:
Kill or Capture Penumbra at Bastion (Sanctuary 3)

Olifen – Knight
Weapons – Rapier, Sword
Armor – Light

olifen Skills:
L4 Revivo
L6 Accelero
L11 Air Atk
L12 Everthrust – Rapier only
L4 Summon II
L8 Evade I

My opinion:

Olifen is a fast and powerful melee character. As the party leader you probably shouldn’t use him to take the first hit and pull majin, instead you should let Logue do that while you set up a combo. Alternatively you can use Marie to do all your overkilling and use Olifen to weaken majin and buff with Accelero.

Class Change at Level 12:
Templar (Melee) or Avenger (Magic)

Templar:
Ability to wear Medium armor
L20 Dual Atk
L15 Mn Resist II
L18 Evade II

Avenger:
Ability to wear Robes
L12 Aero II
L12 Sacra II
L14 Aerosphere

My opinion:

It seems to me that Templar is the better choice because you have Marie in the party filling the role of the mage. My approach was to maximize Olifen’s evade with accessories, and use him to weaken majin and set up combos.

Ideal Equipment:
Divine L23 Sword (from Lapis Sylph L19)
Duelist L20 Rapier (from Aquila L18)
Dragonscale L19M Light armor (from refugee Shanglon)
Ancient L17 Amulet, Immune all status (from Manti Gigas)
Aristocrat L15M Boots, +60 SPD +15 Slash +15 Strike +30% Evade (from refugee Fungus)

Logue – Accursed
Weapons – Axe
Armor – Light, Medium, Heavy

logue Skills:
L5 Fracture Atk
L8 Fire Atk
L11 Dusk Strike – Axe only
L4 Ph Resist I
L4 Mn Resist I

My opinion:

Logue is the ideal candidate to take the first hit and pull majin, but he is going to have speed issues. This can be alleviated somewhat by Olifen’s Accelero, but to function as the tank of the party he needs to be in front of everyone not behind. Work on getting him some speed equipment and possibly hold off on the heavy armor at first. He will typically be the lowest level character in your group, so consider letting him capture all the majin.

Class Change at Level 12:
Enlightened (Greatswords/Light/Physical Res.) or Consumed (Spears/Dark/Mental Res.)

Enlightened:
Ability to use Greatswords
L12 Sla Evade I
L15 Ph Resist II
L17 Lt Resist II

Consumed:
Ability to use Spears
L12 Stk Evade I
L16 Mn Resist II (Possibly level 15?)
L17 Dk Resist II

My opinion:

Your primary choice is between greatswords and spears, where greatswords deal more damage and spears give you more tactical options on the battlefield. If it doesn’t matter to you, then your secondary choice is between light/physical and dark/mind resist. Since the story takes you into Sanctuary, it might make sense to go Enlightened for the light resist. However, there’s not a whole lot of difference between the two classes. I find spears to be useful in this game so I went Consumed.

Ideal Equipment:
Berserker L20 Axe (from Caer Lumen L17)
Dragonscale L19M Light armor (from refugee Shanglon)
Ancient L17 Amulet, Immune all status (from Manti Gigas)
Aristocrat L15M Boots, +60 SPD +15 Slash +15 Strike +30% Evade (from refugee Fungus)

Enlightened:
Warlord L24 Greatsword (from Penumbra L22)

Consumed:
Legionnaire L20M Spear (from Aethon L15)

Levatte – Priest
Weapons – Staff
Armor – Light, Robe

levatte Skills:
L3 Sacra I
L3 Prayer I
L4 Magus Def
L5 Fortify
L6 Terra II
L8 Magusphere
L12 Divinus

My opinion:

Levatte is quite frail and it’s hard to safely put him close enough to the majin to use his spells. After a few levels he becomes a support buffer which keeps him far ahead of everyone in levels but he is definitely the sidekick of this tale. If possible, don’t use him to deal damage as he will hit level 30 just by using his own buffs every stage. This will allow you to spread that experience out among the rest of the party.

Class Change at Level 13:
Druid (Earth/Melee) or Prophet (Light/Magic)

Druid:
Ability to use Maces
L15 Rock Wall
L17 Piercing Art
L20 Soul’s Cry
L13 Mn Resist II

Prophet:
Ability to use Maces
L15 Prayer II
L16 Sacrasphere
L17 Magus Wall
L18 Soul’s Cry

My opinion:

Prophet will have the higher spell damage of the two classes, but Levatte is more of a support character and the extra damage may not mean much. The real choice is do you need the extra healing from Prophet, or would you rather have the guaranteed experience gain from piercing art. If you are having difficulties keeping Levatte leveled up, go Druid but if you are having to rely heavily on mercenary healing go Prophet. Personally I went for Druid because Levatte can hit level 30 near the beginning of the third stratum by just using his buffs at the end of each stage, freeing up a lot of experience for the rest of the party.

Ideal Equipment:
Emperor L24 Staff (from Luxaphel)
Magistrate L20 Mace (from Chiroptera L17)
Enlightened L20 Robe (from Aquamote L19)
Ancient L17 Amulet, Immune all status (from Manti Gigas)
Raven L19 Hat, +10 INT +14 MIND, +60 Dark (from Chiroptera L20)

Marie – Mage
Weapons – Librum, Staff
Armor – Light, Robe

marie Skills:
L3 Pyro I
L3 Aero I
L6 Pyro II
L9 Aero II
L11 Slashing Art
L18 Delirium – Librum only

My opinion:

Marie is a great character, Aero II’s range and bleed effect are extremely helpful for delivering damage from a safe distance. Initially she is a bit slow and you have to devote some attention to her until she gets Aero II, but her damage is incredible and she will be one of your favorite characters.

Class Change at Level 13:
Crimson Mage (Fire) or Pale Mage (Air)

Crimson Mage:
L13 Pyrosphere
L15 Pyro III
L20 Cast Spd II

Pale Mage:
L14 Aerosphere
L18 Evade II
L20 Cast Spd II

My opinion:

As a Crimson Mage, Marie is almost as good as Thage. The Pale Mage gets more speed, but less INT and the Evade II doesn’t seem very helpful considering she can already blast people from 5 squares away. Not much of a choice here in my opinion.

Ideal Equipment:
Archmagus L23 Librum (from Doom Shade)
Emperor L24 Staff (from Luxaphel)
Enlightened L20 Robe (from Aquamote L19)
Ancient L17 Amulet, Immune all status (from Manti Gigas)
Raven L19 Hat, +10 INT +14 MIND, +60 Dark (from Chiroptera L20)

General Strategy Notes:

1) Logue needs accelero pretty much constantly. Olifen can provide this but he usually has better things to do, so the mercenary Velnor could be in charge of buffing instead if you so choose.

2) A great way to set up combos is to just put Logue into a majin’s threat radius so it moves up and hits him. Olifen can then walk up beside the majin and initiate the combo.

3) If you want to speed things up, split your group in half. Logue/Olifen can overkill everything with just accelero and the occasional heal, while Marie can overkill majin solo with a blocker or some dedicated healing.

Isolation (Labyrinth 1)
Secondary Objective: No
Treasure Chests: 1, Medicine
Refugee: Mana – Alchemist L10 Hat, +3 MDF +9 INT +6 MIND immune Sleep
Enemies: 2 Gripnor L4, 3 Laquo L4, 2 Stelios L3

A very simple level to start you off. The only thing to watch out for is the long reach of the Gripnors. The Stelios have a large threat radius, but they will move towards you without actually being able to hit you. One thing you may want to get used to is switching Olifen’s weapon from piercing to slashing as the situation depends on it. Combo attacks don’t let you choose, it automatically selects your primary weapon. To fix this, select Attack, choose your weapon, then cancel. You can also use the lead command to select your partner and choose attack, switch weapons and cancel. It’s annoying to go through all those menus but it works.

Isapolis:

Suggested Mercenaries: Irina, Velnor, Stein/Yuri. You have 4 story characters this time around so you can only deploy 3 mercenaries. None of your main characters are archers so I suggest you get both Irina and Velnor, and then Stein/Yuri will fulfill your need for AOE healing and the ability to remove physical effects.

If this is your first time in Isapolis, talk to Count Duphaston to take the tour. Speak to the inhabitants if you like, some of the mercenaries will offer to join you. If you turn them down, they may reappear later in the story and at higher levels.

Fallen (Labyrinth 2)
Secondary Objective: No
Treasure Chests: 1, Novice L1 Librum with Somnus
Refugee: Musician
Enemies: 1 Cancer Gigas L6, 2 Jade Sylph L6, 2 Stelios L3, 2 Laquo L4, 1 Gripnor L4

The Jade Sylphs have a large threat radius and it’s likely that your party still has slow rates of movement, but you have enough hit points to absorb their Aero spells and close the distance. Levatte and Marie do superior damage due to the Sylph’s negative elemental resistances. The other majin are the same as the ones from the last level except the Cancer Gigas. There’s nothing special about him except his overkill threshold, but it’s easy to meet with an Olifen/Logue combo. This may be your first size 4 majin, so to capture him place 2 characters on different sides of him, have one use the “Cap” command, and the select the other person to complete the capture.

Promise (Labyrinth 3)
Secondary Objective: Yes
Treasure Chests: 0
Refugee: Shelayla – Slippers L10F Boots, +1 move +50 SPD
Stage 1 Enemies: 2 Jade Sylph L6, 2 Laquo Magus L7, 2 Stelios L6, 2 Laquo L6
Stage 2 Enemies: 1 Kaelrunis L12, 3 Cursed Soul L8, 1 Jade Sylph L6, 2 Laquo Magus L7

The Laquo and Stelios majin have leveled up and have a higher threat radius. The Gripnor has been replaced by the Laquo Magus, but their behavior is basically the same. Nothing too complicated leading up to the second stage. I went counter-clockwise around the map, as that seemed to avoid pile ups on the narrow bridges.

In the second stage, you can approach Kaelrunis quickly by moving up the left side towards the Laquo Magus. The Cursed Souls have a threat radius of 7 so you can avoid most of them. This is preferable because you may not have a way to remove physical status so their Disease attack will stay with you for a full 5 turns. Once you take down the Lapis Sylph, get ready for Kaelrunis. His demon aura can be broken by a slash attack, and he’s not that difficult to kill but his overkill threshold of 105 may be tough to get around if you don’t inflict Fracture status on him. Logue can do this easily, and Levatte’s Terra II has a chance of Fracture but it doesn’t seem to land much. Even without Fracture status, Olifen and Logue can probably overkill him if they both attack from the back but it will be close.

Stray (Valley 1)
Secondary Objective: No
Treasure Chests: 0

Here you will fight Morpheus and several priests. None on the enemies here can be captured, so don’t worry about overkilling everything. Marie’s Aero and Pyro spells are very effective here and it’s a good place to get her some levels. Morpheus has a large threat radius so you have to stay out of the center of the map. After defeating the priests I pulled Morpheus in with Logue and then piled up on him before he got another turn. You receive several items for defeating all the enemies on this stage including Forged gloves, Knight ring, and Invoker librum.

Recommended Route:

The 2nd stratum is divided into 3 sections. Forest is on the left, Aether in the middle, and Desert on the right. You can actually choose any route you want, because the only required stage is on the third stratum. I’m going to choose the opposite of Thage’s route which is Aether then switch over to Forest simply because I do not want to overlap with the other tales. However, I admit this is an arbitrary decision and you should do whatever you want.

Temptation (Aether 1)
Sojourn (Aether 2)
Honor (Aether 3a)
Mirage (Forest 4)
Wanderers (Forest 5)
Stray (Valley 2)
Heresy (Sanctuary 1)
Silhouettes (Sanctuary 2)
Bastion (Sanctuary 3) – REQUIRED
Arbiter (Sanctuary 4)
Sovereign (Fourth Stratum)

Notes:

1) When your characters change classes, they may have the ability to wear new types of armor and wield new weapons.

2) Marie and Levatte can complete the entire tale with level 1 items if you want, but Olifen and Logue need new weapons constantly to keep up with higher level majin. I’ve never had a problem with gold in this game, but if you’re running low remember that the best items are unlocked by selling majin so it might be better to just stick with those upgrades. Also, weapons are more important than armor, since with proper strategy you can avoid taking damage altogether if you want.

Olifen Specific Stages:

(Valley 2)
Secondary Objective: No
Treasure Chests: 0

Rondemion and some priests will accost you here. Nothing can be captured on this stage, so go wild. The priests are slightly more magic-heavy than in other tales, but that just means they’re easier to separate from each other. Rondemion’s threat radius is a paltry 5 so you can get pretty close to him without him moving, so make sure to defeat all the priests first for the extra experience. You receive the Gladiator ring for defeating Rondemion and finishing the stage.

Bastion (Sanctuary 3)
Secondary Objective: Yes
Treasure Chests: 2, Devout L17 Robe with Prayer II and Wyrmskin L17 Light armor with Quad Resist
Refugee: Alice – Witch L21F Librum
Stage 1 Enemies: 1 Thiefler L19, 3 Aquila L18, 2 Zyr Phantasm L20, 2 Unseelie L19
Stage 2 Enemies: 1 Penumbra L22, 1 Garuda L20, 2 Aquila L18, 2 Cephalocthon L20, 2 Armatus L18

The Thiefler starts on the right but is going for the chest on the left. Unlike Perdition, a level 16 Thiefler can just float across the gap which makes this much easier. To be honest, you might not even need to summon anything because it’s not that hard to overkill the enemy Thiefler, and no one on the stage can release or execute him. Zyr Phantasms have highly annoying AI behavior that causes them to withdraw into tight areas where you cannot capture them. If they run out of spells, they will refuse to move under any circumstances, and if they have spells, they always cast first and then move (usually away from you). Thankfully you don’t have to capture any to coax out Penumbra on Olifen’s tale, and I don’t recommend you try too hard to get them both as it is more frustrating than it is worth. The guy on the left is the most annoying, the way to coax him out of the corner with the treasure chest is to summon a level 16 Thiefler and float over the gap. When the Zyr Phantasm hits him, he will move away into more open territory. Jiyuu Falcon recommends the following strategy:
“Speaking of Zyr Phantasms, that one on the left in Sanctuary 3 can be coaxed out of the corner by waiting for the nearby Unseelie to go into the niche with the chest before moving into the Zyr Phantasm’s range. Since the Unseelie is already there, the Zyr Phantasm is forced to flee elsewhere.”

Stage 2: The Armatus majin may attack you immediately, so I recommend moving to the right corner and taking one out on the first turn, then waiting for the other one to catch up. You can then take out the Cephalocthon and Aquila on the right side, and head straight for Penumbra. He is very weak to fire and even though his overkill threshold is 250 he should be easy to capture.

Before you finish:
Just remember to check the section on abusing heirlooms before you officially finish.

Ashley’s Tale

Good Ending:
Kill or Capture Doom Shade at Perdition (Purgatory 3)

Ashley – Protector
Weapons – Mace, Staff
Armor – Light, Robe

ashley Skills:
L5 Sacra I
L5 Prayer I
L10 Cura II
L18 Sacrasphere (L16 as a Prodigy)
L8 Light Atk
L11 Punishment
L5 Summon III
L6 Prc Evade I

My opinion:

Ashley is the primary mage on this tale, but she can also thump some skulls in melee if necessary. She gets an incredible number of healing spells ensuring that no one will ever die unless you are too busy using her to initiate combo attacks.

Class Change at Level 11:
Matriarch (Magic) or Prodigy (Melee/Speed)

Matriarch:
L13 Aqua III
L16 Prayer II
L20 Quad Resist

Prodigy:
Ability to wear Medium armor
L13 Salva
L20 Hexa Resist

My opinion:

Both of these classes are excellent. The Prodigy is faster and stronger, and gets Salva which is a useful buff and hundreds of free experience every stage. The Matriarch gets access to Aqua III and extra healing. You definitely have enough healing spells without going Matriarch, but you can waste them on every little scratch for extra experience. The other consideration is that you will fight Otakuphant on Ashley’s tale and you can sell it at the Traviata House for the Seabane Hat which boosts water proficiency. This makes Ashley’s water magic powerful enough to kill some majin in one hit. I chose Matriarch on my tale, but Prodigy is just as good.

Ideal Equipment:
Emperor L24 Staff (from Luxaphel)
Magistrate L20 Mace (from Chiroptera L17)
Ancient L17 Amulet, Immune all status (from Manti Gigas)

Matriarch:
Enlightened L20 Robe (from Aquamote L19)
Seabane L12 Hat, Water proficiency Up, immune Disease Slow Chill (from Otakuphant)

Prodigy:
Enlightened L20 Robe (from Aquamote L19)
Beads L13 Amulet, +12 MIND Light proficiency up (from Amirhage)

Reyna – Ranger
Weapons – Longbow
Armor – Light, Robe

reyna Skills:
L3 Pyro I
L5 Pyro II
L15 Wisp Raid
L3 Fr Resist I
L7 Prc Evade I
L9 Stk Evade I

My opinion:

Reyna is a solid party member that will outshine Glynne most of the time. Longbows allow for damage from a safe distance, and the fire spells complement Ashley’s light element nicely because very few majin are resistant to both. Once Glynne gets his class change at level 12 (and some buffs), I let Reyna capture all the majin on the battlefield.

Class Change at Level 13:
Warden (Speed/Evasion/Shortbows) or Flametongue (Fire)

Warden:
Ability to use Shortbows
L13 Prc Evade II
L18 Stk Evade II

Flametongue:
L13 Pyrosphere
L18 Pyro III

My opinion:

The Warden is faster, deals more physical damage and can use Shortbows. However, as a Flametongue Reyna becomes a hybrid archer/mage and fills a gap in the party’s elemental arsenal. Personally I think Flametongue is the better choice but the Warden is more versatile because there are many skills that you can put on a shortbow that cannot be placed on a longbow.

Ideal Equipment:
Fairy King L20 Longbow (from Unseelie L19)
Dragonscale L19M Light armor (from refugee Shanglon)
Ancient L17 Amulet, Immune all status (from Manti Gigas)

Flametongue:
Flamebane L12 Helm, +10 Counter, Fire proficiency Up (from Ignis L15)

Warden:
Assassin L20 Shortbow (from Zerda L19)
Aristocrat L15M Boots, +60 SPD +15 Slash +15 Strike +30% Evade (from refugee Fungus)

Glynne – Retainer
Weapons – Spear
Armor – Light, Medium

glynne Skills:
L4 Terra I
L4 Revivo
L6 Terra II
L8 Accelero
L14 Crow’s Beak
L10 Evade I

My opinion:

Glynne is the tank of Ashley’s party, taking the damage and pulling the majin. The advantage of a spear against melee enemies is immense. Glynne can stand one square outside of the majin’s melee range, and when the enemy approaches he can get a free hit in and then retreat on your turn. Repeat as necessary to pull the majin away from support and whittle down its hit points. I let Glynne capture all the majin on the field until he gets his class change at level 12.

Class Change at Level 12:
Mystic (Magic) or Slayer (Melee)

Mystic:
Ability to wear Heavy armor
L? Slashing Art
L? Mn Resist II
L? Alert

Slayer:
L12 Piercing Art
L15 Ph Resist II
L18 Reinforce

My opinion:

Both classes are so similar it’s really a toss up. Alert is a little better than Reinforce, but the Slayer is just a tiny bit faster and stronger. The Mystic can also wear heavy armor which makes him even slower if you decide to do that. I think I’m going to vote Slayer on this one but it’s such a close call that it probably won’t make much of a difference.

Ideal Equipment:
Legionnaire L20M Spear (from Aethon L15)
Dragonscale L19M Light armor (from refugee Shanglon)
Ancient L17 Amulet, Immune all status (from Manti Gigas)
Aristocrat L15M Boots, +60 SPD +15 Slash +15 Strike +30% Evade (from refugee Fungus)

General Strategy Notes:

1) Ashley’s party is very well balanced but one thing that you are missing is a source of slashing damage. If you follow the recommended route in this walkthrough you will need a source of slashing damage to break Ignis’ demon aura. A mercenary like Komori or Ares can fill that role nicely.

2) Ashley’s party has no way of removing physical effects, so you will need a mercenary with Restore or Divinus. There are several characters who can take care of this including Irina and Stein.

3) Ashley’s party has a universally low movement rate. This may be an issue with grabbing treasure chests on the stages with enemy Thieflers. Getting some +1 move boots is a good idea.

Innocence (Labyrinth 1)
Secondary Objective: No
Treasure Chests: 1, Medicine
Refugee: Evan – Ring L9M Medium armor
Eneemies: 2 Nightwalker L4, 3 Caprus L2, 2 Apis L3

Reyna can pick off the Caprus majin by herself because their threat radius is only 4 and her longbow has a range of 5. It’s much faster to (over)kill everything with magic, but you get more experience for a combo kill. To set this up, have Glynne stand in range of the majin and select wait. The majin will attack Glynne, and then on Ashley’s turn move along the side and initiate a combo. Both characters get experience for the kill, plus Glynne gets experience for being hit and Ashley will get experience for healing him. Plus you get a little extra XP for capturing the majin. Reyna can participate in combos from a distance which will become especially helpful as the majin become more difficult.

Isapolis:

Suggested Mercenaries: Irina, Komori, Stein, Velnor. Alternates: Alexei, Ares, Nena, Yuri. Having at least one melee mercenary to help Glynne is a good idea. I chose Komori because he may be your only source of slashing damage but Ares or Alexei are good choices as well. Stein is the best pick for dark magic and can remove physical effects, but Nena or Yuri could fill that role as well. Irina is not strictly necessary since you already have healing power and archers in abundance, so if you want an extra melee mercenary or two people who can deal dark damage by all means go for it.

Forgotten (Labyrinth 2)
Secondary Objective: No
Treasure Chests: 1, Jerkin L4 Light armor with Magus Def
Refugee: Musician
Enemies: 1 Caprus L7, 2 Laquo L6, 2 Magiquarius L5, 3 Apis L3

A very straightforward fight ahead, I tackled the stage counterclockwise. Ashley’s party is very good for setting up combos because all of your characters are fast, and Glynne is just slightly faster than Ashley. He can move first and get into position, and then Ashley can initiate the combo. Reyna can (over)kill majin by herself as most of them are weak to fire.

Offering (Labyrinth 3)
Secondary Objective: Yes
Treasure Chests: 0
Refugee: Zadikus – Driftwood L11 Longbow with Atk Spd II
Stage 1 Enemies: 2 Aquamote L6, 2 Velox L7, 1 Caprus L7, 2 Laquo L6
Stage 2 Enemies: 1 Otakuphant L12, 2 Dawnwalker L6, 2 Exo Machina L7, 2 Uro Lumen L7

You are at a disadvantage starting on the low ground, and most of your spells won’t reach the majin above you. Reyna should still be able to hit them with her bow however, and if she hits the Aquamotes hard enough, they will just heal themselves so she can hit them again next round. You cannot get up the path on the left side because it is too steep, so you will have to go counter clockwise to clear the stage.

The second stage is full of enemies that you’ve never fought before, so you may have a tougher time overkilling them. Hopefully you have some way of removing physical effects by now, as the majin here can inflict bleed and fracture. Otakuphant’s demon aura can be broken by earth magic which Glynne naturally possesses. He is strong against striking attacks, but weaker against piercing attacks so Glynne and Reyna should be able to take him out. He is very weak offensively, so be patient as he heals and retreats into a corner, and then whittle his hitpoints down in preparation for a Glynne/Reyna combo to finish him off. Selling Otakuphant unlocks the Seabane hat, which will increase water proficiency. This could be useful if you decide to change Ashley into a Matriarch.

Stray (Valley 1)
Secondary Objective: No
Treasure Chests: 0

Here you will fight Morpheus and several priests. None on the enemies here can be captured, so don’t worry about overkilling everything. Morpheus has a large threat radius so you have to stay out of the center of the map. Due to her longbow, some of the priests can be picked off by Reyna and they won’t move. Save Morpheus for last because you receive several items for defeating all the enemies on this stage including Forged gloves, Knight ring, and Invoker librum.

Recommended Route:

The 2nd stratum is divided into 3 sections. Forest is on the left, Aether in the middle, and Desert on the right. You can actually choose any route you want, because the only required stage is on the third stratum. I’m going to choose Desert simply because I do not want to overlap with the other tales. However, I admit this is an arbitrary decision and you should do whatever you want.

Misery (Desert 1)
Forsaken (Desert 2)
Arcana (Desert 3b)
Ritual (Desert 4) – See General Strategy Notes
Oblivion (Desert 5)
Stray (Valley 2)
Release (Purgatory 1)
Havoc (Purgatory 2)
Perdition (Purgatory 3) – REQUIRED
Anathema (Purgatory 4)
Sovereign (Fourth Stratum)

Notes:

1) You have a very melee-centric party, so I suggest upgrading their weapons at every opportunity. You should always have enough gold to upgrade your weapons. Ignore armor upgrades at first because as the player you can always choose not to get hit by using smart tactics on the battlefield. You can catch up with armor and accessories later when you have more gold.

Ashley specific stages:

Stray (Valley 2)
Secondary Objective: No
Treasure Chests: 0

Here you must fight Ashley’s persona and several priests. This is a very easy battle, the only real issue is staying out of Ashley’s threat radius (8) while you kill the other priests for experience. The battle will end when her persona dies, and you will want to use all your buffs and squeeze out as much experience as possible. Several of the priests can be sniped by Reyna’s longbow and they will not be able to retaliate, so make sure to take advantage of this. Also watch out for confuse status from Sacrasphere, although if you’ve been using Ashley’s magic at all, you already know how annoying confuse status can be. You receive the Sinner L16 Ring (+30 HP, +4 ATK, +4 DEF, +5 STR, +5 VIT, +30 Dark, immune Sleep, Seal) for defeating Ashley’s persona.

Perdition (Purgatory 3)
Secondary Objective: Yes
Treasure Chests: 2, Jerkin L4 Light armor with Cast Spd II and Clergy L5F Robe with Regenerate
Refugee: Parjava – Sage L20 Staff with Meta III
Stage 1 Enemies: 1 Thiefler L19, 3 Armatus L18, 2 Scytodida L20, 2 Lapis Sylph L19
Stage 2 Enemies: 1 Doom Shade L22, 2 Aquamote L19, 2 Heefler L18, 3 Scytodida L20

Stage 1: The enemy Thiefler starts on the left but it’s actually going for the chest on the right. It will get the chest in 3 turns, which contains a Clergy robe with the Regenerate skill so I highly recommend that you stop him. Looking at the map it seems like you could just deploy a level 16 Thiefler and float across the gap, but no luck. So the challenges on this map are as follows: (from easiest to hardest)

1) Capture one Lapis Sylph to summon Doom Shade.
2) Prevent the Thiefler from grabbing two highly valuable treasure chests.

Since you cannot float over the gap with your own Thiefler you have to rush up the right side and overkill the Thiefler and then capture it before the Lapis Sylph releases it. If you’re not a total perfectionist, you may want to just kill the Thiefler because you won’t need to grab any other treasure chests for the rest of this tale. However, you have to capture at least 1 level 19 Thiefler (and use the Lexicon trick) in order to purchase them from Traviata House on subsequent tales. Rushing forward will pull all 3 Armatus majin to you, and you have to ignore them and focus on the Thiefler while they block your path and use their Curse Atk on you. If Glynne casts Accelero on himself it is possible to overkill and capture the Thiefler before the Lapis Sylph can release it.

Now you have to capture one Lapis Sylph, but doing so immediately ends the stage so you need to leave it on the field if you want to maximize your experience (and of course you do!). The problem is that the other Lapis Sylph will release it, and the Armatuses can dish out some serious damage. There’s a couple things that Ashley’s party can do here:

1) If Ashley is a Matriarch, she can probably wreck an Armatus with one Aqua III spell. Another character should be able to capture it before it is released.

2) Ashley’s Sacrasphere may be able to overkill both Lapis Sylphs at the same time, removing a huge threat from the battlefield and guaranteeing you can get to stage 2.

If you can’t manage this, you can always just kill the Armatuses or even one of the Lapis Sylphs and not worry about overkilling.

Stage 2: The Aquamotes will converge on you when you move into the center of the map, and if you stray too far to the sides the Heeflers too. You will have to time your moves carefully to avoid Release and executions ruining your overkills but by now you should be getting pretty good at it. Doom Shade’s demon aura can be broken by using the Punishment skill. It has a whopping 360 overkill threshold and pretty good resistances. Your best bet is a combo with two strike characters, and if you can put Fracture status on Doom Shade that will make it quite a bit easier. Selling Doom Shade unlocks the best librum in the game, Archmagus.

Before you finish:
If you can beat Doom Shade the rest of the tale is a breeze. Just remember to check the section on abusing heirlooms before you officially finish.

Rondemion’s Tale

Unlocking:
Complete any of the other tales to unlock Rondemion’s tale.

Good Ending:
Get the good endings for the other three tales. Note that some players have gotten Rondemion’s good ending without even starting some tales, and I don’t really know what to make of that. You can try it if you want, but considering the hours you have to put in it makes sense to be sure you’re going to get the good ending.

Rondemion – Wanderer
Weapons – Axe, Greatsword
Armor – Light, Medium

rondemion Skills:
L5 Terra I
L6 Terra II
L5 Bleed Atk
L12 Heroic Slash
L5 Summon I
L5 Ph Resist I
L10 Ph Resist II

My opinion:

There’s a reason Rondemion is the only character in this tale, and it’s because he’s a beast. He is very powerful at melee range, but he needs a high rate of movement and some speed equipment to truly shine.

Class Change at Level 12:
Crusader (Offense) or Champion (Defense)

Crusader:
L15 Mn Resist II
L17 Quad Resist

Champion:
Ability to use Hammers
Ability to wear Heavy armor
L17 Fearless Atk
L15 Reinforce

My opinion:

Ironically, Rondemion’s damage output is about the same for both classes. Comparing greatsword to greatsword, the Crusader deals more damage, but if you compare greatsword to hammer, it’s almost identical. However, hammers are slow, heavy armor is slow, and the Champion is very slow. I prefer Crusader because I don’t feel like the extra defense is necessary when you have so many hit points and an army of mercenaries healing you, massaging your shoulders and getting you a sandwich.

Ideal Equipment:
Warlord L24 Greatsword (from Penumbra L22)
Berserker L20 Axe (from Caer Lumen L17)
Dragonscale L19M Light armor (from refugee Shanglon)
Winged L18 Helm, +30 Slash +30 Strike +30 Piercing immune to Bleed Fracture Disease (from refugee Xavier)
Aristocrat L15M Boots, +60 SPD +15 Slash +15 Strike +30% Evade (from refugee Fungus)

Champion:
Admonisher L23 Hammer (from King Bellion)

General Strategy Notes:

1) If you have completed the other tales and have access to basically all the equipment in the game, you can set Rondemion up to be virtually invincible. This is accomplished by using two accessories that grant as much slashing, striking, and piercing resistance as possible, and using light armor with Quad Resist, Hexa Resist, and Regenerate. He will be nearly immune to everything, and regain 10% of his hit points each turn.

2) Your starting party is very well balanced, having all 3 types of melee damage, restore, and revivo. The only thing you lack is magic damage and more healing, so keep that in mind when you are choosing mercenaries.

Mercy (Labyrinth 1)
Secondary Objective: No
Treasure Chests: 2, Bandage and Medicine
Refugee: Amalie – Gladius L10 Sword with Blademaster
Enemies: 1 Nightwalker L4, 2 Exo Machina L5, 2 Caprus L2, 2 Apis L3

You begin with mercenaries Komori and Velnor, which is nice because they are both useful. Velnor in particular can shoot Caprus and Exo Machina majin and they will just stand there and take it. Use Velnor to soften them up and then move in for the (over)kill. Remember that the Apis and the Nightwalker in the middle each have a threat radius of 7, although to be honest you should take a little extra damage for the experience boost.

Isapolis:

Suggested Mercenaries: Irina, Komori, Nena/Vivian, Stein, Velnor, Yuri. Rondemion is the only character to retain his experience at the end of this tale, making the New Game Plus particularly brutal. You will want to recruit 6 mercenaries to start, and then drop one of them for Duphaston. Even though Duphaston is a main story character, he will not keep his experience.

Don’t forget to buy Rondemion an axe so he can deal striking damage against majin strong against slashing. It should also be noted that unlike the other tales where I suggest letting the main party get all the experience, this is not an option here. I recommend building up one of the mages (Stein) into a powerhouse in addition to making sure Rondemion is well leveled, but also letting the other mercenaries participate in some combo kills. It may make sense to recruit some of the mercenaries later in the story when they are naturally higher level, especially if getting them at a higher level means they can buff themselves with spells.

Wrath (Labyrinth 2)
Secondary Objective: No
Treasure Chests: 2, Rogue L5 Boots, +1 MOV +30 SPD, and Plate L4 Heavy armor with Piercing Art
Refugee: Musician
Enemies: 2 Nightwalker L4, 2 Exo Machina L5, 2 Hecta Gigas L6, 2 Apis L3

A nice easy fight to build some character levels. Velnor can pick off the Exo Machina right in front of you from a safe distance before you move in for the (over)kill. From there work your way around counter clockwise. Don’t forget the two treasure chests that are tucked away in the corners.

Undying (Labyrinth 3)
Secondary Objective: Yes
Treasure Chests: 2, Bandage and Shell Mail L5 Medium armor with Striking Art
Refugee: Kuni – The Robin L13F Longbow
Stage 1 Enemies: 2 Cancer Gigas L6, 2 Caprus L7, 2 Apis L6, 1 Pyromote L7
Stage 2 Enemies: 1 Mars Belator L12, 2 Caprus L7, 1 Pyromote L7, 2 Velox L9

In the first stage, there is nothing too dangerous for a beast like Rondemion. The Cancer Gigas on the left is annoying to capture because you usually have to run someone all the way around the map to get to the other side. Leave him for last. In the second stage, Mars Belator’s demon aura can be broken by a strike attack, which can be done with Rondemion or Komori. Watch out for the Velox at the bottom of the stairs as you clear towards the boss. If you overkill some majin in the right spots, you can effectively block Mars Belator in a corner and then pick away at him with ranged attacks until he’s ready to (over)kill. Selling Mars Belator unlocks the Stonebane Hat which could be useful for Rondemion or Komori. Also, if you have been following the walkthrough, the Lexicon should now be complete and all of the Stones of Fate puzzles should be available at the Libertine Pub.

Stray (Valley 1)
Secondary Objective: No
Treasure Chests: 0

Here you will fight Count Duphaston, the three Koona mercenaries, and some level 7 Caprus majin. Unlike other Stray fights where everyone has Emancipate, you can actually capture the Caprus majin if you want to. Make sure to kill Duphaston last to maximize your experience, his threat radius is 8 so stay out of the middle. Ossa drops a pair of Veteran gloves, Toma drops an Emerald Ring, and Duphaston drops an Invoker Librum. After you defeat the count he will insist on joining your party.

Duphaston – Usurper
Weapons – Librum, Rapier
Armor – Light, Robe

duphaston Skills:
L10 Aero I
L10 Cura I
L15 Aerosphere
L17 Prayer II
L10 Grand Design – Rapier only
L13 Fearless Atk
L10 Prc Evade II
L19 Evade II

My opinion:

Duphaston is a decent character. He has lots of healing magic which your party is naturally short of and even though air magic is one of the weaker elements his spells will deal respectable damage. He is also a good choice for capturing all the overkilled majin because you are forced to take him along so he will need the experience.

Class Change:
Count Duphaston does not change classes

Ideal Equipment:
Archmagus L23 Librum (from Doom Shade)
Duelist L20 Rapier (from Aquila L18)
Dragonscale L19M Light armor (from refugee Shanglon)
Ancient L17 Amulet, Immune all status (from Manti Gigas)
Aristocrat L15M Boots, +60 SPD +15 Slash +15 Strike +30% Evade (from refugee Fungus)

Recommended Route:
The route I recommend will ensure that you get the best equipment out of treasure chests and refugees, but you should probably tailor your route so that you get anything you missed on the other tales. One quirk of following the recommended route is that you need to capture an Unseelie in order to break Penumbra’s demon aura but there’s no way to capture one and put it in your librum, so you’ll have to buy it. If you’re following the walkthrough this should not be an issue, but if you can’t buy one you will either have to let Penumbra escape, kill Doom Shade instead, or give up the Dragonscale Light armor and Aristocrat Boots by taking Sanctuary 1 instead of the Purgatory route.

Humility (Forest 1)
Serenity (Forest 2) – Ancient Amulet from Manti Gigas
Harmony (Forest 3b)
Sacrifice (Aether 4) – Celestial Amulet from Arkanos
Rapture (Aether 5) – Winged Helm from refugee Xavier
Stray (Valley 2)
Release (Purgatory 1) – Berserker Axe from Caer Lumen, Dragonscale from refugee Shanglon
Havoc (Purgatory 2) – Aristocrat Boots from refugee Fungus
Bastion (Sanctuary 3) – Warlord Greatsword from Penumbra
Arbiter (Sanctuary 4)
Sovereign (Fourth Stratum)

Stray (Valley 2)
Secondary Objective: No
Treasure Chests: 0

Here you have to fight Thage and Raki, plus some majin. Again, you can capture the majin if you wish. Remember that Thage is immune to magic, so spells will have no effect on her. The best way to take her down is with archers. If you stand 5 squares away and hit her with a longbow, she has to move closer to cast a spell on you and then you can hit her with everything you’ve got. The stage ends as soon as you kill Thage, so try to (over)kill all the majin first for extra experience. You receive the Gladiator Ring for defeating Thage.

Before you finish:
Just remember to check the section on abusing heirlooms before you officially finish.

Duphaston’s Tale

Unlocking:
1) Complete the Librum Aurora to unlock Duphaston’s tale, meaning you have to encounter one of each type of majin. You do not need to capture them.

2) Clear the other four stories.

Good Ending:
There is only one ending.

Morpheus – Demon Lord
Weapons – Slash, Pierce
Armor – Light, Robe
Skills:
L17 Malus III
L17 Malus IV
L17 Prayer II
L17 Sacrasphere
L17 Summon IV
L17 Primal Slash
L17 Critical II
L17 Critical III
L17 Revenge III
L17 Reinforce
L17 Sla Evade II
L17 Prc Evade II
L19 Evade II
L20 Sacraspire

My opinion:

Although you only get the one character, he is ridiculously buffed out with passive skills. Evasion, criticals, revenge attacks, light and dark magic and two types of melee damage makes you versatile. The downside is that you cannot use weapons or armor, just two accessories. Remember that you can buy majin at the Traviata House and then sell them to unlock their item.

Ideal Equipment:
Sabatons L10 Boots, +45 SPD, +10 Slash +10 Pierce, +20% Evade (from Uro Lumen L7)
Ancient L17 Amulet, Immune all status (from Manti Gigas)

General Strategy Notes:

1) This is a completely unique tale in which you cannot recruit mercenaries and must instead rely on majin. You start with a huge sum of PP and money to purchase anything you need, and some default majin to assign to your librum. Since they can only be used for limited amounts of time, you have to be fairly aggressive. On the bright side, you cannot overkill anything so that is not a concern. Also, the bosses do not have demon auras.

2) Always try to let Morpheus get the killing blow. Majin do not gain experience, so it is better if Morpheus takes all the high XP actions.

3) Morpheus is more than capable of soloing the third stratum by himself, without using items for that matter. If you don’t want to bother with summoning majin, you don’t have to.

Recommended Route:

This tale only takes place on the 3rd and 4th stratum, and the levels are unique. The treasure chests all have healing items in them, but majin can’t use them and you probably don’t need them unless things are going really badly. It’s really personal preference if you’d rather tackle light or dark but if I had to choose for you, I’d say Sanctuary is a little bit easier.

Suggested majin:

This depends largely on whether you plan to tackle Sanctuary or Purgatory, but here are some suggestions:

1) Go for up front explosive power. Heeflers with Pyro III, Aquamotes with Aqua III, any majin with very high level spells or high melee damage.

2) Go for high movement speed or long range. Acridas have decent movement and long range spells, Ocenyx move very far, also majin with a high speed value are preferred.

3) Large majin take up two slots and are not recommended.

Sanctuary:
Acrida (Aero and Malus, long range)
Aquamote (Aqua and healing)
Armatus (Slash damage)
Heefler (Fire damage)
Lapis Sylph (Aero and healing)
Zerda (Piercing and bleed)

Purgatory:
Aquamote (Aqua and healing)
Armatus (Slash damage)
Heefler (Fire damage)
Lapis Sylph (Aero and healing)
Unseelie (Light damage)
Zerda (Piercing and bleed)

Take multiple majin of the same type depending on the enemies in that stage.

Dusphaston specific stages:

Heresy (Sanctuary 1)
Secondary Objective: No
Treasure Chests: 1, Majin Kidney
Enemies: 2 Exo Machina L14, 2 Sprite L14, 2 Pyromote L14

Your Aquamotes can counter the Pyromotes easily, and all the majin will take at least reasonable damage from your Malus spells. You are massively overleveled so this first foray into the tale should not be very hard.

Silhouettes (Sanctuary 2)
Secondary Objective: No
Treasure Chests: 0
Enemies: 2 Dawnwalker L14, 2 Exo Machina L14, 2 Sprite L14, 2 Uro Lumen L16

?

Bastion (Sanctuary 3)
Secondary Objective: No
Treasure Chests: 2, Panacea and Majin Kidney
Enemies: 3 Vespula L15, 2 Pyromote L14, 2 Uro Lumen L16, 1 Aquila L18

Aquamotes and Acridas do well here. Morpheus should probably face off against the Aquilas personally, they are weak to malus spells. Be careful about how far forward you advance, try to pull just one majin at a time if you can.

Arbiter (Sanctuary 4)
Secondary Objective: Yes
Treasure Chests: 0
Stage 1 Enemies: 1 Zyr Phantasm L20, 2 Exo Machina L14, 2 Aquila L18, 2 Uro Lumen L16
Stage 2 Enemies: 1 Luxaphel L23, 2 Pyromote L14, 2 Aquila L18

Technically you can capture Luxaphel but I’m not sure if it’s possible to do so.

Release (Purgatory 1)
Secondary Objective: No
Treasure Chests: 0
Enemies: 2 Velox L13, 2 Aranea L14, 2 Gladelash L15

Heeflers and Armatus majin will do well here. Morpheus’ malus spells are fairly useless so he will have to rely on melee damage. Use Fearless Atk on the Gladelashes to prevent them from hitting you back with revenge, or Heeflers from range. You are massively overleveled so this first foray into the tale should not be very hard.

Havoc (Purgatory 2)
Secondary Objective: No
Treasure Chests: 2, Elixir and Remedy
Enemies: 2 Velox L13, 2 Aranea L14, 2 Vespula L15, 2 Armatus L16

Use Aquamotes against the Armatus majin and possibly the Vespulas. This stage is only slightly harder than the one before it.

Perdition (Purgatory 3)
Secondary Objective: No
Treasure Chests: 2, Miracle and Panacea
Enemies: 2 Vespula L15, 2 Gladelash L15, 2 Armatus L16, 2 Pyromote L14

Aquamotes are once again great here for the Armatus, Pyromote, and Vespula majin. The Gladelashes are weak to fire so a Heefler can take care of them. Be careful about how far forward you advance, try to pull just one majin at a time if you can.

Anathema (Purgatory 4)
Secondary Objective: Yes
Treasure Chests: 0
Stage 1 Enemies: 2 Chiroptera L17, 2 Armatus L16, 2 Pyromote L14
Stage 2 Enemies: 1 King Bellion L23, 4 Chiroptera L17

All the majin here are weak to water, so Aquamotes are quite useful once again. The levels of the majin are approaching the levels of your majin allies so things may start to get a little more difficult. Morpheus however should still be quite powerful in comparison. If you’ve gotten him to level 20, his Sacraspire can really hit quite hard. You should go up one of the sides and down the other, avoiding the middle. The first stage ended abruptly after killing only 4 of the 6 majin (1 Armatus, 1 Pyromote, 2 Chiroptera).

You begin stage 2 completely surrounded by Chiroptera, so your first move should be to retreat and then go up the stairs on the far left or right and work on them one at a time. King Bellion is weak to water, air, and light magic. Your best bet is to just swarm him with whatever you have available, his physical resistances are all equal. Technically you can capture King Bellion but I’m not sure if it’s possible to do so.

Sovereign (Fourth Stratum)
Secondary Objective: No
Treasure Chests: 0
Left Path Enemies: 1 King Valdus L25, 2 Aquamote L19, 2 Unseelie L19, 2 Scytodida L20, 2 Garuda L20
Right Path Enemies: 1 King Valdus L25, 2 Armatus L16, 2 Chiroptera L17, 2 Aquila L18

If you took the Purgatory path, the final fight is a bit easier. If you took the Sanctuary path the fight is about “even” because the majin levels are equal to or higher than your own. Either way, they are same majin you’ve been fighting for four stages so the strategy is the same. King Valdus’ doom aura can be broken by your Primal Slash, and while has a lot of spells, he only gets to move once a turn. Just swarm him and whittle his hit points away.

Final Tale

Unlocking:
1) Clear Duphaston’s tale.

Enemies: 1 Rebirth Izel L27, 1 Frost Arm L27, 1 Gale Arm L27, 1 Stone Arm L27, 1 Blaze Arm L27, 1 Sprite L14, 2 Chiroptera L17

General Strategy Notes:

1) Not a tale as much as a final battle. It’s difficulty will depend mostly on your character’s levels. If you want to boost them, you can run a new game plus and just breeze through it for some extra experience.

2) There is no rush to kill anything, take your time to set your characters up and buff them if necessary.

3) Gale Arm in the lower left does air damage and is weak to earth and slash. Only two characters can attack at a time, so Rondemion and Morpheus can take it down quickly.

4) Blaze Arm in the upper left does fire damage and is weak to pierce. Up to four characters can attack at a time, but Morpheus and Olifen can take it down quickly.

5) Stone Arm in the lower right does earth damage and is weak to strike. Only two characters can attack at a time, so Ashley and Rondemion can take it down quickly. The Stone Arm can also inflict fracture status so use characters who are immune if possible.

6) The Frost Arm in the upper right corner does water damage and is weak to fire. Up to four characters can attack at a time, but you should save this arm for last because it regenerates 160 HP every turn. Set up your entire party around it with Thage using fire magic from range to take it down
quickly.

7) Izel has no real weaknesses and regenerates 300 HP every turn. Her demon aura can be broken by killing the four arms. Once this is accomplished, stay out of her Angelic Ray range (6), heal up, and have Olifen give everyone except Thage Accelero. Then rush in and use all your most powerful attacks. When Izel hits you, have Ashley heal while the rest of the team continues to deal damage. If a character is in danger of dying, Morpheus is a great healer but only for a single target.

8) Defeating Izel allows you to see the end of the story, unlocks the final picture in the gallery, and makes you feel all warm and fuzzy about yourself. Good job!

Appendix

Besek:

The 1st Stratum is called Labyrinth and is unique for each tale.
In the 2nd Stratum, Forest is on the left, Aether in the middle, and Desert on the right. In the 3rd Stratum, Sanctuary is on the left, Purgatory on the right.

Humility (Forest 1)
Secondary Objective: No
Treasure Chests: 1, Hermit L5 Librum with Panic
Refugee: Sebastian – Invoker L9 Librum with Malus II
Enemies: 1 Thiefler L7, 3 Gladelash L8, 2 Velox L9, 3 Caprus L9

Move to the right before the Thiefler gets beyond your reach. At least one of the Caprus majin will start moving to you, possibly both but don’t worry about them until after you (over)kill the Thiefler. While they cannot execute, the Caprus will often line itself up to hit you and kill a captured majin behind you so be careful. There shouldn’t be anything else in this stage out of the ordinary and the remaining majin should pose no serious threat.

Serenity (Forest 2)
Secondary Objective: Yes
Treasure Chests: 2, Punisher L9 Greatsword and Staff L1 Staff with Cura II
Refugee: Xiao Mei – Ranger L14 Shortbow with Bowmaster
Stage 1 Enemies: 2 Acrida L11, 2 Gladelash L8, 2 Velox L9, 2 Cursed Soul L10
Stage 2 Enemies: 1 Manti Gigas L12, 1 Thiefler L7, 1 Acrida L11, 3 Gladelash L8, 2 Jade Sylph L9

To lure out the Manti Gigas you have to capture an Acrida. The stage ends as soon as you capture it, so make sure that’s the last thing you do. If you overkill both Acridas, you can perform a combo attack on one of them for some extra experience and then capture the other one. Also, there is a Thiefler on the second stage so get all the chests before you finish.

Manti Gigas’ Demon Aura can be broken by a strike attack. The only thing to watch out for on this stage are the closely placed Gladelashes that can execute other nearby majin. Make sure if you overkill something that you capture it the same turn. The Manti Gigas is surprisingly easy considering he unlocks what is possibly the best item in the game, the Ancient amulet which grants immunity to all status.

Legends (Forest 3a)
Secondary Objective: No
Treasure Chests: 2, Novice L1 Librum with Accelero and Teardrop
Refugee: Nadesico – Troubador L15F Ring, +60 SPD +30 Wind immune Confuse
Enemies: 1 Thiefler L7, 2 Cursed Soul L10, 2 Gripnor L12, 3 Apis L12, 2 Aquamote L13

This level is a mirror image of Harmony (Forest 3b). One chest is by the Apis above you hidden by the terrain from 3 angles. The Thiefler will not get to the chests before crossing your path. Watch out for the height difference, as sometimes the enemy can attack you but you cannot attack them. I recommend hugging the right wall all the way around until you get to the high ground.

I noticed something strange after completing the game. I think this is the only place in the whole game you can encounter a level 12 Apis, so if you want a truly “complete” librum you have to come here at least once. However, you can still unlock Duphaston’s Tale by fighting any Apis so casual players can skip this level.

Harmony (Forest 3b)
Secondary Objective: No
Treasure Chests: 2, Miracle and Studded L8 Light armor with Sla Evade II
Refugee: Sun Wei Yi – Purple Pain L13 Greatsword
Enemies: 1 Thiefler L7, 2 Cursed Soul L10, 2 Gripnor L12, 3 Gladelash L12, 2 Aquamote L13

This level is a mirror image of Legends (Forest 3a). One chest is by the Aquamote above you hidden by the terrain from 3 angles. The Thiefler will not get to the chests before crossing your path. Watch out for the height difference, as sometimes the enemy can attack you but you cannot attack them. I recommend hugging the left wall all the way around until you get to the high ground. This will allow you to pick off one of the Cursed Souls while he stands there unable to retaliate.

Mirage (Forest 4)
Secondary Objective: Yes
Treasure Chests: 1, Sirloin
Refugee: Christina – Magus L15 Librum with Hex
Stage 1 Enemies: 1 Heefler L14, 2 Aquamote L13, 3 Gladelash L12, 1 Jade Sylph L14, 2 Velox L13
Stage 2 Enemies: 1 Trinity L15, 2 Heefler L14, 2 Aranea L14, 2 Jade Sylph L14

This level is unusually difficult for the second stratum because you have to worry about the Release skill from the Jade Sylph, and the execution behavior from the Heefler and Gladelashes. Be careful where you overkill majin, as you have to capture the Jade Sylph and the Heefler to summon Trinity in the second stage. Trinity’s demon aura can be broken by wind damage of a “sufficient” strength. 100 damage is definitely enough. Ideally you want to capture Trinity last after wiping out the rest of the majin but the Heeflers and Jade Sylphs can make that difficult. Make sure you overkill Trinity in a safe place and don’t pull any majin towards it.

Wanderers (Forest 5)
Secondary Objective: Yes
Treasure Chests: 2, Bulawa L4 Mace with Drain Atk and Longsword L3 Sword with Curse Atk
Refugee: Kai/Kanat – Feather L15 Hat, +3 MDF +12 INT +6 MIND
Stage 1 Enemies: 1 Thiefler L16, 1 Heefler L14, 2 Aranea L14, 2 Jade Sylph L14, 2 Gladelash L15
Stage 2 Enemies: 1 Dahlia Queen L17, 2 Aranea L14, 1 Jade Sylph L14, 3 Gladelash L15, 2 Acrida L16

Stage 1 can be pretty tough if you want to grab both of the treasure chests and capture all the majin. It’s worth capturing the Thiefler just in case you need an upgrade from the level 7 version. It is headed to the chest in the right corner and will arrive in 4 turns, which does not leave a lot of time. You need to quickly power up the right side, and sweep away any of the majin that might prevent you from moving past them. A character with a speed of 850 will make sure you get there first, although that’s probably a bit of overkill. Chances are you can’t overkill the Thiefler and instead you must settle for opening the chest first. However, once you open the chest, the Thiefler will move for the other one in the center. So what worked for me was to split my party into three groups. The first group is just your fastest character streaking up the right side to get the treasure chest first. The second group supports that character by (over)killing all the majin that may block your fastest character. The third group consists of your weakest unit and moves up the center in an attempt to pull the Gladelash and Jade Sylph away from the other two groups. After group one gets the chest, group two pushes into the center and cuts the Thiefler off before he can grab the second one. This can be a frustrating level considering the Heefler, Jade Sylph, and Gladelashes will release or execute captured majin so it may take a couple tries. If you are tearing your hair out on this one, remember the general notes section and write down each action you take and how much damage you do on the various attacks. You can reload it and do the exact same thing (with slight modifications) until you get it just right.

Dahlia Queen’s demon aura can be broken by fire magic of a “sufficient” strength, probably 100 damage which should be no problem. The majin are pretty tightly packed around her, but you have a little time so I recommend going up one of the sides instead of rushing up the center. I went up the left side and pulled the Acrida and the Gladelash, then the Aranea and Jade Sylph. As you approach Dahlia Queen, more majin will move in towards you. Be careful here because not only will Gladelashes kill captured majin, but so will Dahlia Queen herself. She is weak to fire (and air) and her overkill threshold is not very high so you shouldn’t have too much trouble capturing her.

Temptation (Aether 1)
Secondary Objective: No
Treasure Chests: 0
Refugee: Misty – Ensorcelled L15 Rapier
Enemies: 3 Cursed Soul L8, 2 Jade Sylph L9, 2 Caprus L9, 2 Uro Lumen L9

This is a pretty straightforward stage, the Cursed Souls are easy and the only real worry are the Lapis Sylphs. If this is your first fight with Uro Lumens, they have a threat radius of 6 but can only attack 3 squares away. They also teleport, so they can ignore changes in height. Misty is the only refugee that I’m aware of that requires you to underperform on purpose. In order to rescue her, you have to refrain from capturing all 3 Cursed Souls. She has a unique rapier called Ensorcelled so if you want all the weapons in the game you should rescue her at least once. If you are following the walkthrough, that means on Thage’s tale you should capture the Cursed Souls if you need them for the Lexicon, and on Rondemion’s tale you should save Misty because one of your party members can use it.

Sojourn (Aether 2)
Secondary Objective: Yes
Treasure Chests: 2, Sabatons L10 Boots, +45 SPD, +10 Slash +10 Pierce, +20% Evade, and Missionary L11M Robe with Magusphere
Refugee: Claudius – Watchman L10 Hammer
Stage 1 Enemies: 1 Thiefler L7, 2 Uro Lumen L9, 1 Sprite L8, 2 Hecta Gigas L10, 2 Magiquarius L11
Stage 2 Enemies: 1 Escha Gigas L13, 3 Hecta Gigas L10, 3 Sprite L8, 1 Uro Lumen L9, 1 Magiquarius L11

Although it looks like the Thiefler has a straight shot to the treasure, he will cross your path first and is easy to kill. The problem is the large threat radius of the Hecta Gigas. Kill the Uro Lumen quickly and focus fire each Hecta Gigas as best you can. You have to capture both of them for the Escha Gigas to appear. Don’t capture the last one until you’ve cleared the rest of the stage.

The demon aura on the Escha Gigas can be broken with a water attack. If you don’t naturally have a way to deal water damage, you can hire one of the many mercenaries that does, or grind up a Level 6 Aquamote for his skill. His melee damage is pretty extreme, but after he runs out of Aero magic a range 5 attacker can hit him and he won’t move. Great for whittling him down into overkill range.

Honor (Aether 3a)
Secondary Objective: No
Treasure Chests: 2, Hide Vest L6 Light armor with Stk Evade II, and Falchion L6 Sword with Fire Atk
Refugee: Soleil – Diviner L13M Librum
Enemies: 2 Zyr Phantasm L13, 2 Gripnor L12, 2 Magiquarius L11, 4 Sprite L12

This map is a mirror image of Discord (Aether 3b). Every majin here is vulnerable to striking damage, so this can be a pretty tough stage if you don’t have it. Zyr Phantasms are particularly frustrating, but even with striking damage the one in the corner is a real pain. If you can force it to back up against the treasure chest, then you should be able to make the capture, but it can be stubborn and if it moves the wrong way you won’t be able to get at it on the two sides required.

Discord (Aether 3b)
Secondary Objective: No
Treasure Chests: 2, Hide Vest L6 Light armor with Prc Evade II, and Shell Mail L5 Medium armor with Wa Resist II
Refugee: Masanite – Missionary L11M Robe with Striking Art
Enemies: 1 Thiefler L7, 1 Zyr Phantasm L13, 3 Aethon L12, 3 Sprite L12, 2 Magiquarius L11

This map is a mirror image of Honor (Aether 3a). The Thiefler starts right next to one of the treasure chests, but he’s going for the other one in the top left corner. It will actually move pretty close to you if you head straight up the left side. However, if someone is blocking the square that the Thiefler intends to move to, he may switch around and grab the other chest, so be prepared to reload if that happens. Your best bet is to just wait 2 turns at the start zone and then quickly move in with a combo attack. This will pull most of the majin on the battlefield to you, but you are in a defensible position between the trees and the water.

Sacrifice (Aether 4)
Secondary Objective: Yes
Treasure Chests: 2, Silk L3 Robe with Divinus, and Ring L9M Medium armor with Lt Resist II
Refugee: Dylan – Prayer L15 Gloves, +30 Slash +30% Counter immune Bleed Fracture Slow
Stage 1 Enemies: 1 Thiefler L7, 1 Aquamote L13, 2 Jade Sylph L14, 2 Sprite L12, 4 Nightwalker L13
Stage 2 Enemies: 1 Arkanos L15, 2 Dawnwalker L14, 2 Sprite L14, 2 Laquo L14

The Thiefler will cross your path long before he gets to any treasure chests. In order to lure Arkanos out, you have to defeat all the majin except the Aquamote. This can be tough because the Aquamote attacks you with no fear for its own safety. Your best bet is to let him pummel your party with Aqua until he runs out of spells, and just heal the damage. Once the Aquamote is out of magic his movement range is only 3 and his strike is quite weak. The only problem then becomes getting the treasure chest in the corner without getting trapped by the Aquamote. Split up your party so that the Aquamote has to choose someone to attack. Once the Aquamote commits, the other group can grab the chest. The level will not end until you capture everyone except the Aquamote, so you can leave a captured majin on the field in order to use up all your buffs and grab the treasure chests before going to the next stage.

In the second stage, careful maneuvering will allow you to get to Arkanos without engaging the majin on the right side of the board. Arkanos’ demon aura can be broken by a combo attack. Arkanos is very weak to fire. Selling Arkanos unlocks the Celestial amulet.

Rapture (Aether 5)
Secondary Objective: Yes
Treasure Chests: 2, Stiletto L4 Rapier with Seal, and Silk L3 Robe with Cast Spd I
Refugee: Xavier – Winged L18 Helm, +30 Slash +30 Strike +30 Piercing immune to Bleed Fracture Disease
Stage 1 Enemies: 1 Thiefler L16, 3 Dawnwalker L14, 2 Sprite L14, 2 Aethon L15
Stage 2 Enemies: 1 Amirhage L17, 3 Dawnwalker L14, 3 Aethon L15, 2 Uro Lumen L16

The enemy Thiefler is going to grab the treasure chest on the left in 2 turns. For some parties getting that treasure chest is one of the most difficult challenges in the game, and for the other parties it’s just plain impossible. It depends on a couple things including if you have a fast character with Accelero, someone who can summon with a range greater than 1, and if you are over or under leveled for the stage. This is much easier if you have a higher level Thiefler unlocked from another tale, but that’s not always an option. It’s just a stiletto and the seal skill, so all things considered it’s probably not worth stressing too much about.

One way to get the chest is through pure luck. If the Sprite moves onto the square that the Thiefler was going to move to, the Thiefler will instead go for the chest in the middle, giving you plenty of time to intercept him. If you only have 1 Thiefler, you can just summon him again in stage 2 to get the other chest. Or, if you have two Thieflers you can summon them both in stage 1.

Amirhage looks tough, but the second stage is pretty easy. His demon aura can be broken by dark magic of “sufficient strength”. Probably 100 damage, 120 is definitely enough. You will probably pull the Uro Lumen, but as long as you break the demon aura he will not flee the battlefield so you can back up a bit and deal with the majin at your leisure before finishing him off.

Misery (Desert 1)
Secondary Objective: No
Treasure Chests: 2, Plum Wine and Studded L8 Light armor with Slashing Art
Refugee: Irving – Beastslayer L8 Sword with Meta I
Enemies: 1 Thiefler L7, 3 Vespula L9, 3 Caprus L9, 2 Cancer Gigas L8

The Thiefler is going for the treasure chest on the right wall and will reach it in 3 turns. You will need to rush up the right side and take care of the Caprus immediately, and then either kill the Thiefler or block his access to the chest. You’ll need a speed value of about 750 to get there first. Unfortunately if you stand in front of the chest the Thiefler will just go for the other one so you have to (over)kill him with magic or arrows quickly. I admit this is one of the harder Thiefler related stages, so if you don’t mind losing a Plum Wine then just let him have the first chest and then kill him.

Here is some advice from Jiyuu Falcon: “In Desert 1, catching the Thiefler isn’t at all hard if you ignore the Caprus. It reaches the chest after four turns, not three, and my Glynne with 550ish Spd and 4 Move can get there easily before it, especially if he casts Accelero on himself. Ashley has superior Move and will have an even easier time of catching it, but stupid Nena kept dying without Ashley to constantly heal her.”

Forsaken (Desert 2)
Secondary Objective: Yes
Treasure Chests: 1, Cleaver L6 Axe with Axe Gambit
Refugee: Keiko – Revenant L16M Sword
Stage 1 Enemies: 1 Thiefler L7, 2 Cancer Gigas L8, 2 Acrida L11, 2 Vespula L9, 2 Laquo Magus L10
Stage 2 Enemies: 1 Terranus L12, 2 Acrida L11, 2 Vespula L9, 2 Laquo Magus L10

If you just wait at the point where you deploy, the Thiefler should pass right in front of you on its way to the chest so there’s no worries there. The second stage begins if you capture or kill both Cancer Gigas majin, and you don’t kill any other majin. Remember that an overkilled majin stays on the field and does not count as killed. The optimal way to do this is to overkill everything on the stage, and then only capture the two Cancer Gigas. Be careful at the top of the map because once you drop down to the sides you can’t get back up unless you go all the way into the middle. On the left side you can slide down and hit the Cancer Gigas in the back with ranged weapons and he can’t move towards you, but you’ll have to capture him to get out of there. It’s probably best to tackle the stage clockwise and leave him for last.

Terranus’ demon aura can be broken by a combo attack. He is very weak to light magic and fire magic, so he shouldn’t be a problem to take down. The hard part is getting to him, because the Vespula and Acrida majin are positioned to pick at you while you go up the middle. It’ll take too much time to clear them out, so just move up the middle and when they move in to attack you, hit them with magic and ranged attacks. Sometimes Terranus is hard to overkill because your first combo attack does just enough damage that you can’t overkill him with another one, but you’re afraid you might kill him with a regular attack. If you still have one of your level 1 weapons, bring it along to pick away at his health if necessary.

Redemption (Desert 3a)
Secondary Objective: No
Treasure Chests: 2, Fey Vest L12F Light armor with Dark Resist II, and Flail L13 Mace
Refugee: Nolstein – Flail L13 Mace
Enemies: 1 Thiefler L7, 2 Laquo Magus L10, 2 Hecta Gigas L12, 3 Armatus L12, 2 Velox L13

This map is a mirror image of Arcana (Desert 3b). The Thiefler is going for the treasure chest at the very bottom of the screen and will reach it in 5 turns. You’re really going to have to plow through the majin to stop him, if you’re fast you can intercept him on the 2nd or 3rd turn by running straight across the bridge with the Hecta Gigas.

Something else to note, this is the only place in the game to get a Flail, but for some reason you get 2. One from the treasure chest and one from the refugee. If you are a completionist you will want to visit this level once.

Arcana (Desert 3b)
Secondary Objective: No
Treasure Chests: 2, Ranseur L10 Spear with Guardmaster, and Watchman L10 Hammer with Confuse Atk
Refugee: PapaTaro – Lochaber L14 Axe with Wild Swing
Enemies: 1 Thiefler L7, 2 Laquo Magus L10, 3 Hecta Gigas L12, 2 Armatus L12, 2 Vespula L13

This map is a mirror image of Redemption (3a). The Thiefler is going for the completely undefended chest in the top left corner, so all you have to do is be patient and it will come to you. Really makes you wonder why Redemption is so hard in comparison. All that remains is (over)killing the rest of the majin at your leisure.

Ritual (Desert 4)
Secondary Objective: Yes
Treasure Chests: 2, Scorpion L12M Shortbow, and Cursed Edge L12F Sword
Refugee: Selphina – Shadow L15 Gloves, +30 Pierce, +30 Critical
Stage 1 Enemies: 3 Aranea L14, 3 Armatus L12, 2 Zyr Phantasm L13, 2 Nightwalker L13
Stage 2 Enemies: 1 Ignis L15, 2 Heefler L14, 2 Pyromote L14, 2 Exo Machina L14

This is possibly the most frustrating stage in the entire game. Before you begin, make sure your party can deal all three types of melee damage; slashing, piercing, and striking. In order to draw out Ignis, you need to capture one of each majin (Armatus, Aranea, Nightwalker, and Zyr Phantasm). The only possible difficulty is the Zyr Phantasm, you pretty much need someone who can deal striking damage to capture them. Remember that the stage will end as soon as you capture one of each. It is possible to capture every majin in stage 1 except one; either a Zyr Phantasm or a Nightwalker. To do this, overkill everything except the pair of Nightwalkers or Zyr Phantasms. Then kill one and capture the other.

Ignis’ demon aura can be broken by being attacked three times; once with a slashing attack, once with a piercing attack, and once with a striking attack (in any order). The other difficulty in stage 2 is that Pyromotes know Release, and Heeflers will execute captured majin. So you need to quickly knock out the defenders on one side and knock out Ignis’ demon aura before he gets bored and escapes. Once the aura is down, you can either (over)kill Ignis or back off and wipe out the majin on the other side. Ignis unlocks some nice stuff at the Traviata House, either the Pyro III skill or the Flamebane Helm.

Oblivion (Desert 5)
Secondary Objective: Yes
Treasure Chests: 2, Spirit L14 Staff with Meta II, and Jade L12 Heavy armor with Alert
Refugee: Marion – Valkyrie L16F Spear
Stage 1 Enemies: 1 Thiefler L16, 2 Heefler L14, 1 Pyromote L14, 2 Exo Machina L14, 2 Vespula L15
Stage 2 Enemies: 1 Gergedeus L17, 1 Pyromote L14, 2 Exo Machina L14, 3 Vespula L15, 2 Armatus L16

The Thiefler starts pretty close to a treasure chest, but that would just be unfair so it’s going for the one at the bottom of the map. Even so, it will reach it in 3 turns and you need your own Thiefler to float across the gap. Moving along the left edge will most likely activate the Exo Machina, Heefler, and Vespula so there will be a lot of majin running around. A level 7 Thiefler will need Accelero to get there first, and then the enemy Thiefler will turn around and go back for the first chest. This means that you have to (over)kill the enemy Thiefler on turn 4 or 5. I suggest that on your first turn, have the party leader move as far forward as possible, summon the Thiefler and have someone put an Accelero on it. The rest of your party should (over)kill the Exo Machina. You need to then quickly move into the center of the map while (over)killing any majin in the way, or just taking the damage they dish out. If you’re trying to capture all the majin on the field, it’s best to knock them down to just a handful of hitpoints rather than risk the Heefler executing them. Once you (over)kill the Thiefler, the rest of the wounded majin will fall quickly.

Stage 2 is one of the only times that you really need to re-deploy your forces. If you leave them at the default settings, you will pull half the majin on the map towards you on the first turn. I recommend deploying on the far left instead, you will still pull quickly due to the large threat radius each one has, but they will trickle in one or two at at time instead of all at once. Gergedeus’ demon aura can be broken by light magic, and his spell range is only 3 so if you overkill someone on the narrow bridge, you can pick at it with range 4 and 5 weapons and it won’t be able to fight back. It has no real weaknesses, but its defenses are not too high either. A combo attack from your two best characters should be enough to overkill it.

Heresy (Sanctuary 1)
Secondary Objective: No
Treasure Chests: 2, Enchanter L17 Librum with Seal, and Wanderer L18 Hat
Refugee: Chera – Oracle L16 Staff with Terra III
Enemies: 1 Thiefler L16, 3 Aquila L16, 2 Lapis Sylph L17, 2 Cephalocthon L17, 2 Ocenyx L18

The Thiefler is going for the chest in the top left, and will reach it in 4 turns. You have plenty of time to power up the left side (over)killing anything in your path. It will move towards the other chest if you open the one it’s going after, so a better strategy may be to stand in front of it, which will delay the Thiefler one more turn due to your zone of control. This gives you a full turn to overkill it and capture it so you can use it against the level 19 Thiefler later in the stratum if necessary.

Silhouettes (Sanctuary 2)
Secondary Objective: No
Treasure Chests: 0
Refugee: Ducalius – Hallowed L18 Glove, +60 Holy immune Disease Slow
Enemies: 2 Aquila L16, 2 Lapis Sylph L17, 2 Cephalocthon L17, 3 Ocenyx L18, 3 Unseelie L19

This can be an annoying stage only because there so many enemies to (over)kill. Since most of the majin will move around and buff each other, start by taking on the Aquila on the far right. Then depending on where all the majin end up, use whatever route that allows you to pull them most easily. Unseelies can be sold to unlock the Fairy King longbow, and you need to summon one to break Penumbra’s demon aura.

Bastion (Sanctuary 3)
Secondary Objective: Yes
Treasure Chests: 2, Devout L17 Robe with Prayer II, and Wyrmskin L17 Light armor with Quad Resist
Refugee: Alice – Witch L21F Librum
Stage 1 Enemies: 1 Thiefler L19, 3 Aquila L18, 2 Zyr Phantasm L20, 2 Unseelie L19
Stage 2 Enemies: 1 Penumbra L22, 1 Garuda L20, 2 Aquila L18, 2 Cephalocthon L20, 2 Armatus L18

The Thiefler starts on the right but is going for the chest on the left. Unlike Perdition, a level 16 Thiefler can just float across the gap which makes this much easier. To be honest, you might not even need to deploy a Thiefler because it’s not that hard to overkill the enemy Thiefler, and no one on the stage can release or execute it. The requirements to summon Penumbra differ depending on the tale:

Thage, Ashley, Rondemion: Capture a Zyr Phantasm.
Olifen: Defeat all Stage 1 Enemies (i.e. automatic)

Zyr Phantasms have highly annoying AI behavior that causes them to withdraw into tight areas where you cannot capture them. If they run out of spells, they will refuse to move under any circumstances, and if they have spells, they always cast first and then move (usually away from you). Thankfully you only have to capture one, and I don’t recommend you try to get them both as it is more frustrating than it is worth. The guy on the left is the most annoying, the way to coax him out of the corner with the treasure chest is to summon a level 16 Thiefler and float over the gap. When the Zyr Phantasm hits him, he will move away into more open territory. Jiyuu Falcon recommends the following strategy:
“Speaking of Zyr Phantasms, that one on the left in Sanctuary 3 can be coaxed out of the corner by waiting for the nearby Unseelie to go into the niche with the chest before moving into the Zyr Phantasm’s range. Since the Unseelie is already there, the Zyr Phantasm is forced to flee elsewhere.”

Stage 2: Penumbra’s demon aura depends on the tale:
Ashley, Thage, Rondemion: Summon an Unseelie and use its light magic attack.
Olifen, Duphaston: No aura

The Armatus majin may attack you immediately, so I recommend moving to the right corner and taking one out on the first turn, then waiting for the other one to catch up. You can then take out the Cephalocthon and Aquila on the right side, and head straight for Penumbra. He is very weak to fire and even though his overkill threshold is 250 he should be easy to capture.

Arbiter (Sanctuary 4)
Secondary Objective: Yes
Treasure Chests: 0
Stage 1 Enemies: 1 Zyr Phantasm L20, 2 Unseelie L19, 2 Aquila L18, 2 Lapis Sylph L19
Stage 2 Enemies: 1 Luxaphel L23, 2 Zyr Phantasm L20, 2 Lapis Sylph L19, 2 Garuda L20, 2 Unseelie L19

Majin will “buff rush” you by casting their spells and moving forward, so it’s best to pick a side early. I chose the left and worked my way around the map clockwise. At this point none of these enemies should give you any trouble. After you defeat them all, stage 2 begins and you face off against Luxaphel. You can break his demon aura with dark magic of a “sufficient” strength, I assume this is around 100. He is fairly well protected from magic except malus spells, but he is weak to all types of physical damage. He is also a bit slow, so you might be able to get two turns in a row which will give you a chance to (over)kill him before he tries to heal.

Release (Purgatory 1)
Secondary Objective: No
Treasure Chests: 0
Refugee: Shanglon – Dragonscale L19M Light armor
Enemies: 2 Acrida L16, 2 Armatus L16, 2 Caer Lumen L17, 2 Heefler L18, 2 Chiroptera L17

The transition from 2nd stratum to 3rd stratum means that the majin are a lot more difficult, each with a high threat radius and one ore more elemental immunities. I tackled the stage counter-clockwise, carefully pulling the monsters one at a time. Most of the monsters have a threat radius of 9 but will approach you without being able to actually hit you, so if you pull incorrectly you usually have a chance to back up and try again. Don’t forget that Heeflers will execute captured majin and Caer Lumens know Release. Selling Chiroptera unlocks the Magistrate Mace and selling Caer Lumen unlocks the Berserker Axe. Also, the refugee Shanglon gives you the best armor in the game, Dragonscale.

Havoc (Purgatory 2)
Secondary Objective: No
Treasure Chests: 2, Staff L1 Staff with Metasphere, and Staff L1 Staff with Rock Wall
Refugee: Fungus – Aristocrat L15M Boots, +60 SPD +15 Slash +15 Strike +30% Evade
Enemies: 1 Thiefler L16, 2 Heefler L18, 3 Chrioptera L17, 3 Zerda L19, 2 Caer Lumen L17

The Thiefler is headed for the chest in the left corner, and so are we. He will get there in 5 turns, which actually gives you quite a bit of leeway. Stand just out of melee range of the Chiroptera and he will move into you, where you can attack him with your whole party and (over)kill him. If you have the level 16 Thiefler you should be able to summon him in the corner near the deployment zone and he can fly over the gap. If you only have the level 7 Thiefler you’re going to have to rush all the way up the narrow path and then summon him at the top of the ‘T’. It looks like you should be able to float over and grab it, but there’s a dark spire that blocks you getting across along the wall. Be careful not to pull the Zerda.

Such reckless advancement is sure to pull some extra majin towards you, so remember to wipe out the Heefler first because he can execute captured majin. Also make sure not to go so far as to pull the Caer Lumen who can Release captured majin. Once the Thiefler is down the rest of the stage is fairly straightforward. Selling Zerda unlocks the Assassin Shortbow, and the refugee Fungus gives you the best boots in the game, Aristocrat.

Perdition (Purgatory 3)
Secondary Objective: Yes
Treasure Chests: 2, Jerkin L4 Light armor with Cast Spd II, and Clergy L5F Robe with Regenerate
Refugee: Parjava – Sage L20 Staff with Meta III
Stage 1 Enemies: 1 Thiefler L19, 3 Armatus L18, 2 Scytodida L20, 2 Lapis Sylph L19
Stage 2 Enemies: 1 Doom Shade L22, 2 Aquamote L19, 2 Heefler L18, 3 Scytodida L20

Stage 1: The enemy Thiefler starts on the left but it’s actually going for the chest on the right. It will get the chest in 3 turns, which contains a
Clergy robe with the Regenerate skill so I highly recommend that you stop it. Looking at the map it seems like you could just deploy a level 16 Thiefler and float across the gap, but no luck. So the challenges on this map are as follows: (from easiest to hardest)

1) Capture both Lapis Sylphs to summon Doom Shade (On Ashley’s tale you only needs to capture 1).
2) Prevent the Thiefler from grabbing two highly valuable treasure chests.

Since you cannot float over the gap with your own Thiefler you have to rush up the right side and overkill the Thiefler and then capture it before the Lapis Sylph releases it. If you’re not a total perfectionist, you may want to just kill the Thiefler because you won’t need to grab any other treasure chests for the rest of this tale. However, you have to capture at least 1 level 19 Thiefler (and use the Lexicon trick) in order to purchase them from Traviata House on subsequent tales.

Rushing forward will pull all 3 Armatus majin to you, and you have to ignore them and focus on the Thiefler while they block your path and use their Curse Atk on you. Don’t be surprised if you have to swap equipment to change the speed value of your characters, I needed to get almost 700 speed before I could overkill and capture the Thiefler before the Lapis Sylph released it.

Next, you have to defeat the Armatus majin and capture them while the Lapis Sylphs are in the back healing and releasing them. If you are having problems with the timing there are two ways to overkill and capture in the same turn.

1) Put a character next to the Armatus and wait. Have the party leader overkill the Armatus and then use the lead command to have the other character capture it immediately. This requires your party leader to be tough enough to overkill the Armatus alone (Or you could have two party members wait, one overkill and the other capture)

2) Set up a combo with two characters, and on the party leader’s turn execute the combo, then have the party leader move up to the defeated majin and capture it.

Additionally, using Fear Atk or Panic on the Lapis Sylphs will help a lot, but they tend to hang back and sometimes it can be hard to get in range. Grinding up Lapis Sylphs will unlock the Quad Resist skill and the best sword in the game, Divine.

Stage 2: Doom Shade’s demon aura depends on the tale:
Thage, Olifen, Rondemion: Any magic attack from a second stratum guardian (Dahlia Queen, Amirhage, Gergedeus)
Ashley: Use the Punishment skill

The Aquamotes will converge on you when you move into the center of the map, and if you stray too far to the sides the Heeflers too. You will have to time your moves carefully to avoid Release and executions ruining your overkills but by now you should be getting pretty good at it. Doom Shade has a whopping 360 overkill threshold and pretty good resistances. Your best bet is a combo with two strike characters, and if you can put Fracture status on Doom Shade that will make it quite a bit easier. Selling Doom Shade unlocks the best librum in the game, Archmagus.

Anathema (Purgatory 4)
Secondary Objective: Yes
Treasure Chests: 0
Stage 1 Enemies: 2 Chiroptera L20, 3 Scytodida L20, 3 Zerda L19
Stage 2 Enemies: 1 King Bellion L23, 2 Zerda L19, 2 Aquamote L19, 2 Chiroptera L20, 2 Scytodida L20

Compared to Perdition, both stages of this level are very easy. The monsters are evenly spaced for the most part so you can fight them one at a time if you like. In the second stage, choose left or right and climb up the stairs to King Bellion. His demon aura can be broken by light magic of a “sufficient” strength, probably 100 damage. His resistances change depending on which tale you are on, but his overkill is only 250 so he should not be too much of a problem. Selling King Bellion unlocks the best hammer in the game, Admonisher.

Sovereign (Fourth Stratum)
Secondary Objective: No
Treasure Chests: 0
Left Path Enemies: 1 King Valdus L25, 2 Scytodida L20, 2 Zerda L19, 2 Lapis Sylph L19, 2 Chiroptera L20
Right Path Enemies: 1 King Valdus L25, 2 Zerda L29, 2 Garuda L20, 2 Aquamote L19, 2 Chiroptera L20

King Valdus’ demon aura depends on the tale:
Thage – Use Last Rites
Ashley – Use Punishment
Olifen – Use Everthrust
Rondemion – Use Heroic Slash
Duphaston – Use Primal Slash

The majin may bounce around a bit while they are buffing so it’s hard to say where they will end up, but everyone is evenly spaced so you can take them on one at a time. Don’t worry about overkilling them, it’s the last stage of the tale so you won’t get the chance to grind them up. The king has a lot of hit points, but you should be doing 100+ damage even with your mercenaries at this point so it’ll drop pretty fast. Enjoy a well deserved ending!

Skills and Spells

Passive Skills
Alert – Take no extra damage to side or back attacks
Ar Resist I – +20% resistance to Air
Ar Resist II – +30% resistance to Air
Atk Spd I – Lower Weapon Speed Delay by 20%
Atk Spd II – Lower Weapon Speed Delay by 30%
Blademaster – Raise attack with swords, greatswords, and rapiers
Bowmaster – Raise attack with shortbows and longbows
Cast Spd I – +20% faster casting
Cast Spd II – +30% faster casting
Critical I – +10% critical
Critical II – +20% critical
Critical III – +30% critical
Desperation – Deal extra damage while bleeding
Dk Resist I – +20% resistance to Dark
Dk Resist II – +30% resistance to Dark
Ea Resist I – +20% resistance to Earth
Ea Resist II – +30% resistance to Earth
Emancipate – Cannot be captured
Evade I – +5% evade
Evade II – +10% evade
Evade III – +20% evade
Expose – Raise Critical Hit Damage
Fr Resist I – +20% resistance to Fire
Guardmaster – Raise ATK with Maces, Spears
Hexa Resist – +25% resistance to all elements
Light Load – Lower Armor Speed Delay by 30%
Lt Resist I – +20% resistance to Light
Lt Resist II – +30% resistance to Light
Martyr – Take physical attack in place of an ally, 2 range 2 up 2 down
Mn Resist I – +20% resistance to mental status
Mn Resist II – +30% resistance to mental status
Negate – Immunity to all magic
Opportunity – May attack after an ally attacks
Ph Resist I – +20% resistance to physical status
Ph Resist II – +30% resistance to physical status
Physical Def – Raise physical defense
Pierce Def – Pierce Defense +30
Prc Evade I – +15% evade to Pierce
Prc Evade II – +25% evade to Pierce
Quad Resist – +25% resistance to Air, Earth, Fire, Water
Regenerate – Gain 10% of your max hitpoints each turn
Reinforce – Take no extra damage from critical hits
Revenge I – +10% counter
Revenge II – +20% counter
Revenge III – +30% counter
Revenge IV – +100% counter (only available to King Belliom, according to Jiyuu Falcon)
Slash Def – Slash Defense +30
Sla Evade I – +15% evade to Slash
Sla Evade II – 25% evade to Slash
Stk Evade I – +15% evade to Strike
Stk Evade II – +25% evade to Strike
Strike Def – Strike Defense +30
Summon I – Allows the caster to summon majin
Summon II – Allows the caster to summon majin
Summon III – Allows the caster to summon majin
Summon IV – Allows the caster to summon majin
Wa Resist I – +20% resistance to Water
Wa Resist II – +30% resistance to Water

Skills
Air Atk – Physical attack + air damage
Astral Slash – Area Slash Attack 3 range 1 up 1 down
Axe Gambit – Deals Slash Damage instead of Strike Damage (from treasure chest)
Blade Dance – Slashing attack
Blade Spin – Area Slash Attack
Bleed Atk – Physical attack + chance of Bleed
Blood Thorn – Area Pierce attack + chance of Disease 2 range 2 up 2 down
Bonecrusher – Strike + 100% fracture, hammers only
Chill Atk – Physical attack + chance of Chill
Cluster Rain – AOE piercing damage, 5 range
Confuse Atk – Physical attack + chance of Confuse
Crow’s Beak – Piercing attack
Curse Atk – Physical attack + chance of Curse
Dark Atk – Physical attack + dark damage
Dark Thunder – Area Piercing Attack, 2 range 2 up 2 down
Disease Atk – Physical attack + chance of Disease
Drain Atk – Physical attack + regain health equal to 30% of the damage
Dual Atk – Two physical attacks
Dusk Strike – Strike attack + high chance of Slow
Earth Atk – Physical attack + earth damage
Escha Crush – Area Strike Attack 2 range 2 up 2 down
Everthrust – Piercing attack
Fear Atk – Physical attack + chance of Fear
Fearless Atk – Physical attack that cannot be countered
Fire Atk – Physical attack + fire damage
Fracture Atk – Physical attack + chance of Fracture
Grand Design – Piercing attack
Hecta Crush – Area Strike Attack
Heroic Slash – Slashing attack
Last Rites – Striking attack + high chance of Fear
Light Atk – Physical attack + light damage
Maelstrom – Area Slash Attack + chance of Bleed 2 range 2 up 2 down
Multi-Chop – Striking attack
Multi-Slash – Slashing attack
Punishment – Strike attack + high chance of Seal
Raging Stomp – Area Slash Attack 2 range 2 up 2 down
Rapid Fire – Two physical attacks, 4 range
Release – Liberates and heals a captured majin 3 range 2 up 2 down
Seal Atk – Physical attack + chance of seal
Sleep Atk – Physical attack + chance of Sleep
Slow Atk – Physical attack + chance of Slow
Starfire – AOE piercing damage, 4 range
Steel Roar – Slashing attack
Tail Strike – Area Strike + chance of Fracture 2 range 2 up 2 down
Tidal Crush – Area Strike Attack, 3 range 2 up 2 down
Water Atk – Physical attack + water damage
Wild Swing – Strong Attack, Longer Delay until Next Turn
Wisp Raid – Piercing attack, AoE 5 range
Zephyrstorm – Area Slash Attack + chance of Bleed 2 range 2 up 2 down

Spells
Accelero – Increase speed, 3 range 2 up 2 down
Aero I – Air damage, 4 range 4 up 2 down
Aero II – Air damage + chance of Bleed, 5 range 4 up 2 down
Aerosphere – Air damage + chance of Bleed, AOE 5 range 4 up 2 down
Angelic Ray – Meta damage, AOE2 4 range 3 up 3 down
Aqua I – Water damage, 3 range 3 up 3 down
Aqua II – Water damage + chance of Chill, 3 range 3 up 3 down
Aqua III – Water damage + chance of Chill, 3 range 3 up 3 down
Cura I – Water based healing, 3 range 3 up 3 down
Cura II – Water based healing, AoE 4 range 3 up 3 down
Delirium – Meta damage + high chance of Confuse, 3 range 3 up 3 down
Divinus – Remove all status, 4 range 2 up 2 down
Fortify – Increase Defense, AoE 3 range 2 up 2 down
Gale Assault – Meta damage + high chance of Disease, 4 range 3 up 3 down
Hex – Inflict Curse, 3 range 2 up 5 down
Holy Chains – Meta damage + high chance of Slow, 3 range 3 up 3 down
Magus Def – Increase Magic Defense, 4 range 3 up 3 down
Magus Wall – Adds Magic Shield 4 range 2 up 2 down
Magusphere – Increase magic defense, AoE 4 range 2 up 2 down
Malus I – Dark damage + chance of Fear, 3 range 2 up 5 down
Malus II – Dark damage + regain health equal to 30% of the damage, 3 range 2 up 5 down
Malus III – Dark damage + chance of Disease, 3 range 2 up 5 down
Malus IV – Dark damage + chance of Curse, 3 range 2 up 5 down
Malusphere – Dark damage, AoE 4 range 2 up 5 down
Meta I – Meta damage, 3 range 3 up 3 down
Meta II – Meta damage, 3 range 3 up 3 down
Meta III – Meta damage, 3 range 3 up 3 down
Metasphere – Meta damage + chance of Disease, AOE 4 range 3 up 3 down
Panic – Inflict Fear, 3 range 2 up 5 down
Piercing Art – +50 Pierce, -50 Slash, 3 range 2 up 2 down
Prayer I – Light based healing, 3 range 2 up 2 down
Prayer II – Light based healing, 4 range 2 up 2 down
Pyro I – Fire damage, 3 range 3 up 3 down
Pyro II – Fire damage, 4 range 3 up 3 down
Pyro III – Fire damage, 3 range 3 up 3 down
Pyrosphere – Fire damage, AoE 4 range 3 up 3 down
Rainbowfire – Meta damage + high chance of Confuse, 4 range 3 up 3 down
Restore – Remove physical status, 3 range 3 up 3 down
Restosphere – Remove physical status, AoE 4 range 3 up 3 down
Revivo – Remove mental status, 3 range 3 up 3 down
Revisphere – Remove mental status, AoE 4 range 3 up 3 down
Rock Wall – Add Shield, 3 range 1 up 1 down
Sacra I – Light damage, 3 range 5 up 2 down
Sacra II – Light damage + chance of Slow, 3 range 6 up 2 down
Sacrasphere – Light damage + chance of Confuse, AOE 3 range 5 up 2 down
Sacraspire – Light damage + chance of Seal, AoE 5 range 5 up 2 down
Salva – Add Regenerage, 3 range 2 up 2 down
Scars of Dis – Dark damage + high chance of Curse, 4 range 3 up 3 down
Seal – Inflict Seal, 3 range 3 up 3 down
Sealsphere – Inflict Seal, AoE 4 range 3 up 3 down
Slashing Art – +50 Slash -50 Strike, 3 range 2 up 2 down
Somnus – Inflict Sleep, 4 range 4 up 4 down
Soul’s Cry – Light damage + high chance of Seal, 3 range 3 up 3 down
Striking Art – +50 Strike -50 Pierce, 3 range 2 up 2 down
Terra I – Earth damage, 3 range 2 up 4 down
Terra II – Earth damage + chance of Fracture, 3 range 2 up 4 down
Terra III – Earth damage + chance of Fracture, 3 range 2 up 4 down

Items

How were the stats of these items calculated?

One of the quirky issues with this game is that you always have to be wielding a weapon and wearing armor. So you can only compare a weapon with another weapon or a piece of armor with another piece of armor. To determine the “base” stats of the item, you need to know the game formula that is used to generate the character’s final stat, and then solve for the missing variable, in this case the item’s ATK or DEF value. For a detailed analysis of the number crunching behind Eternal Poison, check out this forum post.

So the weapon and armor values below are not what you are going to see when you equip the item. To be honest, equipment is not that important in this game and it is implemented in a very simple way. Almost all the time, the higher level item is the better item. Items procured from majin sometimes have immunities, extra slots, or bonus stats but the attack and defense values will always be better on a higher level item. So really, don’t worry about it too much, just use these numbers as a guide and not scripture.

Robes
L1 Robe, 11 DEF, 2 MDF -5 SPD
L3 Silk, 15 DEF 6 MDF -5 SPD (shop)
L5F Clergy, 18 DEF 10 MDF +3 INT -5 SPD, +5 Slash, immune Disease (from Jade Sylph L6)
L8 Spiderweave, 22 DEF 16 MDF (shop)
L11M Missionary, 30 DEF 20 MDF +7 INT -5 SPD +5 Slash +5 Strike
L13 Dragonhide, 32 DEF 22 MDF -10 SPD +5 Slash +5 Strike +5 Pierce (shop)
L16 Royalty, 37 DEF 26 MDF -5 SPD +10 Pierce (shop)
L17 Devout, 39 DEF 28 MDF -5 SPD +10 Slash +10 Pierce immune Seal
L18 Solstice, 40 DEF 30 MDF -5 SPD +15 Strike (shop)
L20 Enlightened, 43 DEF 34 MDF +10 INT -5 SPD +15 Slash +15 Strike +15 Pierce immune Curse (from Aquamote L19)

Light Armor
L1 Leather, 12 DEF -10 SPD +5 Slash +5 Pierce
L2 Tunic 13 DEF -15 SPD +5 Slash +5 Strike (shop)
L4 Jerkin, 17 DEF +7 MDF -15 SPD +5 Slash +5 Strike +5 Pierce (from Stelios L3)
L6 Hide Vest 21 DEF -15 SPD +5 Slash +5 Strike +5 Pierce (shop)
L8 Studded, 24 DEF +12 MDF +5 INT -5 SPD +5 Slash +5 Pierce, immune Sleep (from Velox L7)
L10 Doublet, 28 DEF -20 SPD +5 Slash +5 Strike +10 Pierce (shop)
L12F Fey Vest, 31 DEF +15 MDF -15 SPD +5 Slash +5 Strike +10 Pierce, immune Fear Confuse (from Velox L13)
L15 Brigandine 37 DEF -15 SPD +5 Slash +10 Strike +5 Pierce (shop)
L17 Wyrmskin, 40 DEF +16 MDF +10 INT -10 SPD +5 Slash +5 Strike +5 Pierce immune Seal (from Treasure Chest)
L18 Lizardscale, 42 DEF -15 SPD, +5 Slash +10 Strike +10 Pierce
L19M Dragonscale, +10 STR 44 DEF +23 MDF -20 SPD +10 Slash +5 Strike +10 Pierce immune Chill (from refugee Shanglon)
L20F Twilight, 46 DEF +20 MDF -20 SPD +10 Slash +10 Strike +10 Pierce, immune Curse (from Ocenyx L18)

Medium Armor
L1 Chain Mail, 13 DEF -25 SPD +10 Slash +5 Strike
L3 Splint, 16 DEF -25 SPD +15 Slash +10 Strike (shop)
L5 Shell Mail, 20 DEF +2 MDF -20 SPD +20 Slash +10 Strike immune Bleed (from Stelios L6)
L7 Hauberk, 24 DEF -35 SPD +15 Slash +10 Strike (shop)
L9M Ring, 28 DEF +6 MDF -25 SPD +15 Slash +15 Strike (from Cancer Gigas L8)
L12 Scale Mail, 34 DEF -25 SPD +15 Slash +10 Strike (shop)
L15 Spiral, 40 DEF -30 SPD +15 Slash +10 Strike (shop)
L16 Holy Mail, 42 DEF +12 MDF -25 SPD +15 Slash +10 Strike immune Bleed Seal (from Cephalocthon L17)
L18 Void Mail, 46 DEF -35 SPD +15 Slash +10 Strike (shop)
L21 Heroic, 52 DEF +15 MDF -30 SPD, +25 Slash +15 Strike, immune Disease and Fear (from Garuda L20)

Heavy Armor
L1 Cuirass, 18 DEF -40 SPD +15 Slash +20 Pierce
L2 Lamellar, 20 DEF -40 SPD (shop)
L4 Plate, 26 DEF +2 MDF -35 SPD +25 Slash +20 Pierce, immune Bleed (from Laquo L6)
L7 Mirror 34 DEF -40 SPD +20 Slash +25 Pierce (shop)
L9 Maximilian, 40 DEF +3 MDF -40 SPD +30 Slash +20 Pierce, immune Bleed (from Dawnwalker L6)
L11 Dragoon, 45 DEF -40 SPD +25 Slash +25 Pierce (shop)
L12 Jade, 48 DEF +5 MDF -45 SPD +30 Slash +25 Pierce, immune Slow Confuse (from Hecta Gigas L12)
L16 Diamond, 59 DEF -45 SPD, +25 Slash +30 Pierce (shop)
L17 Sacred, 62 DEF +8 MDF -55 SPD +25 Slash +30 Pierce, immune Fear (from Escha Gigas)
L18 Mithril, 64 DEF -50 SPD, +30 Slash +30 Pierce (shop)
L22 Requiem, 75 DEF +20 MDF -65 SPD, +35 Slash +35 Pierce, immune Confusion Curse (from Cephalocthon L20)

Axes
L1 Battle Axe, 31 ATK
L3 Halberd 42 ATK (shop)
L6 Cleaver, 57 ATK (from Cancer Gigas L6)
L8 Voulge, 68 ATK (shop)
L10 Glaive, 78 ATK chance of Fear (from Hecta Gigas L10)
L12 Bardiche, 88 ATK (shop)
L14 Lochaber, 99 ATK (from Exo Machina L14)
L17 Guillotine, 114 ATK (shop)
L20 Berserker, 130 ATK, chance of Fear (from Caer Lumen L17)

Greatswords
L1 Paragon, 34 ATK
L3 Greatsword, 45 ATK (shop)
L5 Broadsword, 56 ATK (from Exo Machina L7)
L7 Claymore, 67 ATK (shop)
L9 Punisher, 77 ATK +8 VIT + chance of Bleed (from Cursed Soul L10)
L11 Zweihander, 88 ATK (shop)
L13 Purple Pain, 99 ATK + chance of Bleed (from Nightwalker L13)
L15 Bastard, 119 ATK (shop)
L17 Inferno, 120 ATK +12 VIT (from Armatus L16)
L19 Flamberge, 131 ATK (shop)
L20 Vanquisher, 136 ATK (from Armatus L18)
L24 Warlord, 157 ATK (from Penumbra)

Hammers
L1 Hammer, 35 ATK
L3 Maul, 45 ATK (shop)
L5 Gigas Arm, 57 ATK + chance of Fracture (from Hecta Gigas L6)
L7 Spanner, 69 ATK (shop)
L10 Watchman, 86 ATK (from refugee Claudius and treasure chest)
L12 Thunderer, 97 ATK (shop)
L15 Judgement, 114 ATK (from Dawnwalker L14)
L18 Dragon Bone, 131 ATK (shop)
L23 Admonisher, 159 ATK (from King Bellion)

Librums
L1 Novice, 28 ATK
L3 Apprentice 38 ATK +1 INT (shop)
L5 Hermit 47 ATK +3 INT (from Aquamote L6)
L7 Illusionist 57 ATK +2 INT (shop)
L9 Invoker, 66 ATK +5 INT (from Pyromote L7)
L11 Adept 75 ATK +5 INT (shop)
L13M Diviner, 85 ATK +5 VIT +6 INT (from Gripnor L12)
L15 Magus, 94 ATK +7 INT (from refugee Christina)
L17 Enchanter, 103 ATK +8 INT
L19 Master, 113 ATK +9 INT (shop)
L21F Witch, 122 ATK +10 INT +4 MIND (from refugee Alice)
L23 Archmagus, 131 ATK +11 INT (from Doom Shade)

Longbows
L1 Longbow, 31 ATK
L3 Huntsman, 42 ATK (shop)
L6 Recurve Bow, 52 ATK (from Apis L6)
L7 Composite, 63 ATK (shop)
L9 Heartwood, 73 ATK +3 MIND + chance of Sleep (from Gladelash L8)
L11 Driftwood, 83 ATK (from refugee Zadikus)
L13F The Robin, 94 ATK +5 INT (from Gladelash L12)
L15 Tournament, 104 ATK (shop)
L18 Hawkeye, 119 ATK (shop)
L20 Fairy King, 130 ATK +5 INT (from Unseelie L19)

Maces
L1 Mace, 29 ATK
L3 Cudgel, 39 ATK (shop)
L4 Bulawa, 44 ATK +2 INT (from Gripnor L4)
L6 Star Mace, 54 ATK (shop)
L8 Flanged Mace, 63 ATK +6 INT + chance of Seal (from Uro Lumen L9)
L11 Morning Star, 78 ATK (shop)
L13 Flail, 88 ATK +8 INT + chance of Confuse (from refugee Nolstein and treasure chest)
L15 Exeter, 97 ATK (shop)
L18 Ceremonial, 112 ATK (shop)
L20 Magistrate, 121 ATK +8 INT +8 MIND (from Chiroptera L17)

Rapiers
L1 Rapier, 30 ATK
L2 Estoc, 35 ATK (shop)
L4 Stiletto, 45 ATK +3 INT (from Magiquarius L5)
L5 Foil, 50 ATK (shop)
L7 Kris, 60 ATK +6 INT + chance of Bleed (from Jade Sylph L9)
L9 Epee, 70 ATK (shop)
L11 Rondel, 80 ATK (from Acrida L11)
L13 Saber, 90 ATK (shop)
L15 Ensorcelled, 100 ATK, +8 INT + chance of Slow (from refugee Misty)
L18 Jewelled, 105 ATK (shop)
L20 Duelist, 125 ATK (from Aquila L18)

Shortbows
L1 Shortbow, 27 ATK (shop)
L2 Flatbow, 32 ATK (shop)
L4 Concealed, 41 ATK (from Apis L3)
L6 Mercenary, 50 ATK (shop)
L8 Erlking, 59 ATK + chance of Disease (from Vespula L9)
L10 Ebony Bow, 68 ATK (shop)
L12M Scorpion, 77 + chance of Slow (from Apis L12)
L14 Ranger, 86 ATK (from refugee Xiao Mei)
L16 Briarwood, 95 ATK +5 VIT +5 MIND (from Vespula L15)
L18 Ivory Bow, 104 ATK (shop)
L20 Assassin, 113 ATK +5 VIT (from Zerda L19)

Spears
L1 Spear, 30 ATK
L2 Lance, 35 ATK (shop)
L4 Partisan, 45 ATK (from Caprus L2)
L6 Trident, 55 ATK (shop)
L8 Fisherman, 65 ATK (from Magiquarius L11)
L10 Ranseur, 75 ATK
L12M Guisarme, 86 ATK (from Aethon L12)
L14 Wicked, 95 ATK (shop)
L16F Valkyrie, 105 ATK +5 INT +5 MIND + chance of Slow (from Acrida L16)
L18 Demon Fang, 115 ATK
L20M Legionnaire, 125 ATK (from Aethon L15)

Staves
L1 Staff, 29 ATK
L3 Rod, 39 ATK +1 MIND (shop)
L6 Brute, 54 ATK +3 MIND (from Laquo L4)
L8 Crystal, 63 ATK +3 MIND (shop)
L10 Arcane, 73 ATK +5 MIND (from Laquo Magus L10)
L12 Sceptre, 83 ATK +4 MIND (shop)
L14 Spirit, 92 ATK +7 MIND
L16 Oracle, 102 ATK +5 MIND (shop)
L18 Miracle, 112 ATK +7 MIND (shop)
L20 Sage, 121 ATK +9 MIND (from refugee Parjava)
L24 Emperor, 141 ATK +10 INT +9 MIND (from Luxaphel)

Swords
L1 Shortsword, 30 ATK
L3 Longsword, 40 ATK (shop)
L4 Bloodstained, 45 ATK + chance of Bleed (from Nightwalker L4)
L5 Cutlass, 50 (from Caprus L7)
L6 Falchion, 55 ATK
L8 Beastslayer, 65 ATK (from Sprite L8)
L10 Gladius, 75 ATK (shop)
L12F Cursed Edge, 85 ATK +4 INT +2 MIND + chance of Seal (from Sprite L12)
L14 Magus Blade, 95 ATK +5 INT (shop)
L15 Spidersbite, 100 ATK + chance of Sleep (from Aranea L14)
L16M Revenant, 105 ATK +7 INT (from Sprite L14)
L18 Crescent, 115 ATK (shop)
L20F Venomous, 125 ATK + chance of Curse (from Scytodida L20)
L23 Divine, +140 ATK +8 INT +8 MIND (from Lapis Sylph L19)

Amulets
L3 Bravery, +30 HP, immune Fear
L3 Juniper, +30 HP, immune Sleep
L3 Mysterious, +30 HP, immune Confuse
L12 Gold, +50 HP, immune Curse
L12 Amulet, +50 HP, immune Seal
L13 Beads, +12 MIND, Light proficiency up (from Amirhage)
L13 Skull, +12 INT, dark proficiency up (from Gergedeus)
L15 Ogre, Immune all physical status (from Kaelrunis)
L15 Righteous, Immune all mental status (from Trinity)
L17 Ancient, Immune all status (from Manti Gigas)
L19 Celestial, +20 Slash +20 Strike +20 Pierce, +60 Water (from Arkanos)

Boots
L3 Sentinel, +1 MOV +10 SPD (shop)
L5 Boots, +25 SPD +5 Strike +5 Pierce +10% Evade (shop)
L5 Rogue, +1 MOV +30 SPD (from Thiefler L7)
L10 Farstriders, +60 Air (from Thiefler L19)
L10 Sabatons, +45 SPD, +10 Slash +10 Pierce, +20% Evade (from Uro Lumen L7)
L10F Slippers, +1 move +50 SPD (from refugee Shelayla)
L15M Aristocrat, +60 SPD +15 Slash +15 Strike +30% Evade (from refugee Fungus)
L15 Gale, +1 MOVE +80 SPD (from Thiefler L16)

Gloves
L3 Gauntlets, +5 Slash +5 Strike, immune Fracture (shop)
L3 Gloves, +5 Slash +5 Pierce, immune Bleed (shop)
L3 Handguards, +5 Strike +5 Pierce, immune Slow (shop)
L5 Forged, +10 Slash, +10 Critical (from Velox L9)
L5 Veteran, +10 Strike +10% Counter immune Bleed (from refugee Shockburt)
L10F Elaborate, +20 Strike +20% Critical (from refugee Elizabeth)
L15 Prayer, +30 Slash, +30 Counter, immune Bleed Fracture Slow (from Uro Lumen L16)
L15 Shadow, +30 Pierce, +30 Critical (from Aquila L16)
L18 Hallowed, +60 Holy immune Disease Slow (from refugee Ducalius)

Hats
L3 Felt Hat, +1 MDF +5 INT +3 MIND (shop)
L5 Magician, +2 MDF +8 INT +6 MIND (shop)
L12 Seabane, Water proficiency Up, immune Disease, Slow, and Chill (from Otakuphant)
L12 Skybane, +10% Critical, Air proficiency Up (from Dahlia Queen)
L15 Feather, +3 MDF +12 INT +6 MIND, immune Seal (from refugees Kai/Kanat)
L18 Wanderer, +3 MDF +14 INT +10 MIND, immune Sleep Fear Confuse (from Treasure Chest)
L19 Raven, +10 INT +14 MIND, +60 Dark (from Chiroptera L20)

Helmets
L3 Barbute, +5 VIT, +10 Strike +10 Pierce, immune Fracture and Fear (shop)
L3 Helm, +5 STR, +10 Slash +10 Strike, immune Bleed (shop)
L3 Reinforced, +30 SPD, +10 Slash +10 Pierce, +10 Evade, immune Slow (shop)
L5 Centurion, +20 Slash +20 Strike +20 Pierce (from Exo Machina L5)
L10 Burgonet, -20 SPD, +25 Slash +25 Strike +25 Pierce (from Armatus L12)
L12 Flamebane, +10 Counter, Fire proficiency Up (from Ignis)
L12 Stonebane, +15 Slash +15 Strike +15 Pierce, Earth proficiency Up (from Mars Belator)
L18 Winged, +30 Slash +30 Strike +30 Piercing immune to Bleed Fracture Disease (from refugee Xavier)
L19 Myrmidon, +30 Strike, +60 Earth, immune Fracture and Disease (from Zyr Phantasm L20)
L19 Salamander, +30 Slash, +60 Fire, immune Bleed and Chill (from Heefler L18)

Rings
L6 Bard, +30 SPD +15 AIR immune Disease (from treasure chest on Thage’s story)
L6 Scholar, +20 HP, +15 Water, immune Slow (shop)
L6 Warrior, +10 STR, +15 Fire, immune Bleed (shop)
L7M Emerald +8 INT, +15 Dark, immune Fear (from Laquo Magus L7)
L7 Pearl, +8 MND, +15 Light, immune Confuse (shop)
L8 Knight, +5 DEF, +8 VIT, +15 EARTH immune Fracture (from Caprus L9)
L15F Troubador, +60 SPD +30 Wind immune Confuse (from refugee Nadesico)

L16 Coronation, +5 MDF +10 MIND +30 Holy immune Slow Curse (from Valley 2 on Thage’s story)
L16 Sinner, +30 HP, +4 ATK, +4 DEF, +5 STR, +5VIT, +30 Dark, immune Sleep, Seal (from Valley 2 on Ashley’s story)
L17 Gladiator, +14 ATK, +15 STR, +30 Fire, immune Chill (from Valley 2 on Olifen’s story and Rondemion’s story)
L17 Gypsy, +12 VIT, +30 Earth, immune Fracture (from Terranus L12)

Consumable Items
Adrenaline – cures Fear and Confuse (shop)
Bandage – cures Bleed and Fracture (from Cursed Soul L8)
Chalice – +800HP and cures all status effects (from Zyr Phantasm L13)
Elixir – +300HP (shop)
Guarana – +50HP and cures Sleep (shop)
Holy Water – cures Curse and Seal
Majin Kidney (from Pyromote L14)
Medicine – +120HP (shop)
Miracle – +250HP and cures all mental effects (from Jade Sylph L14)
Panacea – Cures all physical status effects (from Vespula L13)
Potion – +200HP (shop)
Plum Wine – +120HP and cures Disease (shop)
Red Wine – +50HP and cures Bleed (from Pyromote L3)
Remedy (from Lapis Sylph L17)
Sirloin – +150HP and cures Bleed and Fracture
Sulfur – cures Chill (from Heefler L14)
Teardrop (from Aquamote L13)
Vitamin – cures Slow and Disease (shop)

Lexicon

01 Dawnwalker

Level 6
PP: 120
Skill: Lt Resist I
Item: Maximilian L9 Heavy armor
Threat Radius: 6

Level 14
PP: 220
Skill: Prayer II
Item: Judgement L15 Hammer
Threat Radius: 7

02 Nightwalker

Level 4
PP: 80
Skill: Dk Resist I
Item: Bloodstained L4 Sword
Threat Radius: 7

Level 13
PP: 200
Skill: Malus III
Item: Purple Pain L13 Greatsword
Threat Radius: 8

03 Cursed Soul

Level 8
PP: 160
Skill: Disease Atk
Item: Bandage
Threat Radius: 7

Level 10
PP: 200
Skill: Dark Atk
Item: Punisher L9 Greatsword
Threat Radius: 7

04 Exo Machina

Level 5
PP: 100
Skill: Revenge I
Item: Centurion L5 Helm, +20 Slash +20 Strike +20 Pierce
Threat Radius: 4

Level 7
PP: 180
Skill: Bleed Atk
Item: Broadsword L5 Greatsword
Threat Radius: 9+?

Level 14
PP: 200
Skill: Fearless Atk
Item: Lochaber L14 Axe
Threat Radius: 11

05 Armatus

Level 12
PP: 240
Skill: Earth Atk
Item: Burgonet L10 Helm, -20 SPD, +25 Slash +25 Strike +25 Pierce
Threat Radius: 7

Level 16
PP: 260
Skill: Slash Def
Item: Inferno L17 Greatsword
Threat Radius: 9

Level 18
PP: 370
Skill: Blade Spin
Item: Vanquisher L20 Greatsword
Threat Radius: 9

06 Zyr Phantasm

Level 13
PP: 400
Skill: Water Atk
Item: Chalice
Threat Radius: 5

Level 20
PP: 800
Skill: Magus Wall
Item: Myrmidon L19 Helm, +30 Strike, +60 Earth, immune Fracture and Disease
Threat Radius: 8 (5 according to Jiyuu Falcon)

07 Hecta Gigas

Level 6
PP: 120
Skill: Ea Resist I
Item: Gigas Arm L5 Hammer
Threat Radius: 7

Level 10
PP: 200
Skill: Martyr
Item: Glaive L10 Axe
Threat Radius: 9

Level 12
PP: 260
Skill: Hecta Crush
Item: Jade L12 Heavy armor
Threat Radius: 9

08 Escha Gigas

Level 13
PP: 1000
Skill: Escha Crush
Item: Sacred L17
Demon Aura: Damage from the water element
Threat Radius: 8

09 Penumbra

PP: 2000
Skill: Tailstrike
Item: Warlord L24 Greatsword
Threat Radius: 8
Penumbra’s demon aura depends on the tale:
Ashley, Thage, Rondemion: Summon an Unseelie and use its light magic attack.
Olifen, Duphaston: No aura

10 Uro Lumen
Level 7
PP: 150
Skill: Prayer I
Item: Sabatons L10 Boots, +45 SPD, +10 Slash +10 Pierce, +20% Evade
Threat Radius: 6

Level 9
PP: 190
Skill: Sacra II
Item: Flanged Mace L8 Mace
Threat Radius: 7

Level 16
PP: 320
Skill: Sacrasphere
Item: Prayer L15 Gloves +30 Slash, +30 Counter, immune Bleed, Fracture, and Slow
Threat Radius: 9

11 Caer Lumen

Level 17
PP: 360
Skill: Malus IV
Item: Berserker L20 Axe
Threat Radius: 9
Can Release other majin

12 Heefler

Level 14
PP: 240
Skill: Fire Atk
Item: Sulfur
Threat Radius: 9
Can execute captured majin

Level 18
PP: 400
Skill: Evade II
Item: Salamander L19 Hat, +30 Slash, +60 Fire, immune Bleed and Chill
Threat Radius: 9
Can execute captured majin

13 Thiefler

Level 7
PP: 150
Skill: Stk Evade I
Item: Rogue L5 Boots, +1 MOV +30 SPD
Threat Radius: 7

Level 16
PP: 340
Skill: Evade I
Item: Gale L15 Boots, +1 MOVE +80 SPD
Threat Radius: 8

Level 19
PP: 460
Skill: Evade III
Item: Farstriders L10 Boots, +60 Air
Threat Radius: 9

14 Lapis Sylph

Level 17
PP: 400
Skill: Strike Def
Item: Remedy
Threat Radius: 9

Level 19
PP: 460
Skill: Quad Resist
Item: Divine L23 Sword
Threat Radius: 10

15 Jade Sylph

Level 6
PP: 140
Skill: Revivo
Item: Clergy L5F Robe
Threat Radius: 7

Level 9
PP: 190
Skill: Restosphere
Item: Kris L7 Rapier
Threat Radius: 8

Level 14
PP: 240
Skill: Aerosphere
Item: Miracle
Threat Radius: 8

16 Sprite

Level 8
PP: 190
Skill: Mn Resist I
Item: Beastslayer L8 Sword
Threat Radius: 8

Level 12
PP: 200
Skill: Cura II
Item: Cursed Edge L12F Sword
Threat Radius: 8

Level 14
PP: 260
Skill: Light Atk
Item: Revenant L16M Sword
Threat Radius: ?

17 Unseelie

PP: 400
Skill: Atk Speed I
Item: Fairy King L20 Longbow
Threat Radius: 9

18 Aranea
PP: 220
Skill: Sleep Atk
Item: Spidersbite L15 Sword
Threat Radius: 9

19 Scytodida

Level 20
PP: 440
Skill: Drain Atk
Item: Venomous L20F Sword
Threat Radius: 6

20 Terranus

PP: 900
Skill: Chill Atk
Item: Gypsy L17 Ring, +12 VIT, +30 Earth, immune Fracture
Threat Radius: 4
Demon Aura: Combo attack

21 Ocenyx

PP: 390
Skill: Light Load
Item: Twilight L20F Light armor
Threat Radius: 7

22 Trinity

PP: 1200
Skill: Sealsphere
Item: Righteous L15 Amulet, Immune to all mental status
Threat Radius: 7
Demon aura: Wind damage of a “Sufficient” strength, 100 damage is definitely enough.

23 Doom Shade

PP: 4000
Skill: Malusphere
Item: Archmagus L23 Librum
Threat Radius: 7
Doom Shade’s demon aura depends on the tale:
Thage, Olifen, Rondemion: Any magic attack from a second stratum guardian (Dahlia Queen, Amirhage, Gergedeus)
Ashley: Use the Punishment skill

24 Caprus

Level 2
PP: 60
Skill: Critical I
Item: Partisan L4 Spear
Threat Radius: 4

Level 7
PP: 140
Skill: Prc Evade I
Item: Cutlass L5 Sword
Threat Radius: 8

Level 9
PP: 180
Skill: Ph Resist II
Item: Knight L8 Ring, +5 DEF, +8 VIT, +15 EARTH immune Fracture
Threat Radius: 10

25 Stelios

Level 3
PP: 80
Skill: Wa Resist I
Item: Jerkin L4 Light armor
Threat Radius: 8

Level 6
PP: 130
Skill: Cura I
Item: Shell Mail L5 Medium armor
Threat Radius: 10

26 Aquamote

Level 6
PP: 140
Skill: Aqua I
Item: Hermit L5 Librum
Threat Radius: 6

Level 13
PP: 220
Skill: Aqua III
Item: Teardrop
Threat Radius: 7

Level 19
PP: 460
Skill: Cast Spd I
Item: Enlightened L20 Robe
Threat Radius: 9
Can Release captured majin.

27 Pyromote

Level 3
PP: 70
Skill: Pyro I
Item: Red Wine
Threat Radius: 6

Level 7
PP: 160
Skill: Pyro II
Item: Invoker L9 Librum
Threat Radius: 7

Level 14
PP: 240
Skill: Pyrosphere
Item: Majin Kidney
Threat Radius: 8

28 Velox

Level 7
PP: 150
Skill: Ph Resist I
Item: Studded L8 Light armor
Threat Radius: 7?

Level 9
PP: 180
Skill: Desperation
Item: Forged L5 Gloves, +10 Slash, +10 Critical
Threat Radius: 8

Level 13
PP: 220
Skill: Ea Resist II
Item: Fey Vest L12F Light armor
Threat Radius: 8

29 Zerda

Level 19
PP: 440
Skill: Physical Def
Item: Assassin L20 Shortbow
Threat Radius: 9

30 Gripnor

Level 4
PP: 100
Skill: Terra I
Item: Bulawa L4 Mace
Threat Radius: 6

Level 12
PP: 200
Skill: Fortify
Item: Diviner L13M Librum
Threat Radius: 9

31 Gladelash

Level 8
PP: 160
Skill: Ar Resist I
Item: Heartwood L9 Longbow
Threat Radius: 4
Will execute captured majin

Level 12
PP: 220
Skill: Slow Atk
Item: The Robin L13F Longbow
Threat Radius: ?
Will execute captured majin

Level 15
PP: 300
Skill: Pierce Def
Item: Spirit
Threat Radius: 9

32 Laquo

Level 4
PP: 100
Skill: Restore
Item: Brute L6 Staff
Threat Radius: 4

Level 6
PP: 140
Skill: Fracture Atk
Item: Plate L4 Heavy armor
Threat Radius: 7

Level 14
PP: 260
Skill: Fear Atk
Item: Majin Lung
Threat Radius: 7

33 Laquo Magus

Level 7
PP: 160
Skill: Terra II
Item: Emerald L7M Ring, +8 INT, +15 Dark, immune Fear
Threat Radius: 6

Level 10
PP: 220
Skill: Aqua II
Item: Arcane L10 Staff
Threat Radius: 7

34 Cancer Gigas

Level 6
PP: 600
Skill: Tidal Crush
Item: Cleaver L6 Axe
Threat Radius: 4

Level 8
PP: 700
Skill: Expose
Item: Ring L9M Medium armor
Threat Radius: 4

35 Manti Gigas

PP: 600
Skill: Fr Resist II
Item: Ancient L17 Amulet, Immune all status
Threat Radius: 7
Demon Aura: Strike damage

36 Apis

Level 3
PP: 70
Skill: Aero I
Item: Concealed L4 Shortbow
Threat Radius: 7

Level 6
PP: 140
Skill: Malus I
Item: Recurve Bow L5 Longbow
Threat Radius: 7

Level 12
PP: 190
Skill: Mn Resist II
Item: Scorpion L12M Shortbow
Threat Radius: 8

37 Vespula

Level 9
PP: 180
Skill: Fr Resist I
Item: Erlking L8 Shortbow
Threat Radius: 8

Level 13
PP: 220
Skill: Revenge II
Item: Panacea
Threat Radius: 8

Level 15
PP: 240
Skill: Air Atk
Item: Briarwood L16 Shortbow
Threat Radius: 9

38 Chiroptera

Level 17
PP: 380
Skill: Revenge III
Item: Magistrate L20 Mace
Threat Radius: 11

Level 20
PP: 420
Skill: Critical III
Item: Raven L19 Hat, +10 INT +14 MIND, +60 Dark
Threat Radius: 11

39 Cephalocthon

Level 17
PP: 380
Skill: Alert
Item: Holy Mail L16 Medium Armor
Threat Radius: 6

Level 20
PP: 440
Skill: Salva
Item: Requiem L22 Heavy Armor
Threat Radius: 6

40 Aethon

Level 12
PP: 240
Skill: Sla Evade I
Item: Guisarme L12 Spear
Threat Radius: 10

Level 15
PP: 300
Skill: Critical II
Item: Legionnaire L20M Spear
Threat Radius: 10

41 Magiquarius
Level 5
PP: 130
Skill: Sacra I
Item: Stiletto L4 Rapier
Threat Radius: 7

Level 11
PP: 220
Skill: Aero II
Item: Fisherman L8 Spear
Threat Radius: 8

42 Aquila

Level 16
PP: 360
Skill: Opportunity
Item: Shadow L15 Gloves, +30 Pierce, +30 Critical
Threat Radius: 11

Level 18
PP: 400
Skill: Reinforce
Item: Duelist L20 Rapier
Threat Radius: 11

43 Garuda

PP: 440
Skill: Dual Atk
Item: Heroic L21 Medium armor
Threat Radius: 6

44 Acrida

Level 11
PP: 220
Skill: Revisphere
Item: Rondel L11 Rapier
Threat Radius: 9

Level 16
PP: 340
Skill: Ar Resist II
Item: Valkyrie L16F Spear
Threat Radius: 9

45 Ignis

PP: 1200
Skill: Pyro III
Item: Flamebane L12 Helm, +10 Counter, Fire proficiency Up
Threat Radius: 8
Demon Aura: Damage from a slashing, piercing, and striking attack (one of each in any order)

46 Arkanos

PP: 1200
Skill: Zephyrstorm
Item: Celestial L19 Amulet, +20 Slash +20 Strike +20 Pierce, +60 Water
Threat Radius: 6
Demon Aura: Damage from a combo attack

47 Moon Belator

Level 12
PP: 1000
Skill: Astral Slash
Item: Gale L15 Boots, +1 MOVE +80 SPD
Threat Radius: ?
Demon Aura: Piercing Attack

48 Kaelrunis

PP: 1000
Skill: Dark Thunder
Item: Ogre L15 Amulet, Immune all physical status
Threat Radius: 5
Demon Aura: Slash damage

49 Otakuphant

PP: 1000
Skill: Reinforce
Item: Seabane L12 Hat, Water proficiency Up, immune Disease, Slow, and Chill
Threat Radius: 6
Demon Aura: Earth magic

50 Mars Belator
PP: 1000
Skill: Raging Stomp
Item: Stonebane L12 Helm, +15 Slash +15 Strike +15 Pierce, Earth proficiency Up
Threat Radius: 4

51 Dahlia Queen

PP: 2000
Skill: Blood Thorn
Item: Skybane L12 Hat, +10% Critical, Air proficiency Up
Threat Radius: 8
Demon aura: “Sufficient” damage from a fire spell. Probably 100 damage.

52 Amirhage

PP: 2000
Skill: Hexa Resist
Item: Beads L13 Amulet, +12 MIND, Light proficiency up
Threat Radius: 7
Demon Aura: “Sufficient” damage from a malus spell. Probably 100 damage, 120 is enough.

53 Gergedeus

PP: 2000
Skill: Terrastorm
Item: Skull L13 Amulet, +12 INT, dark proficiency up
Threat Radius: 6
Demon Aura: Light magic

54 Luxaphel
PP: 6000
Skill: Sacraspire
Item: Emperor L24 Staff
Threat Radius: 8
Demon aura: “Sufficient” damage from a malus spell. Probably 100 damage.

55 King Bellion

PP: 6000
Skill: Maelstrom
Item: Admonisher L23 Hammer
Threat Radius: 6
Demon aura: “Sufficient” damage from a sacra spell. Probably 100 damage.

Stones of Fate Solutions

1 2 3
4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30
31 32 33
STAGE
01 30->18, 18->16, 16->14
02 6->4, 4->16, 25->23, 23->9
03 23->25, 25->11, 11->9, 9->23
04 18->16, 16->4, 4->6, 6->18, 18->30
05 10->8, 24->10, 11->9, 8->10, 10->2
06 27->25, 4->16, 16->18, 18->30
07 10->8, 8->22, 22->24, 24->32
08 26->24, 15->17, 24->10, 19->17, 17->5, 8->10, 8->17
09 16->18, 29->17, 17->19, 10->12, 12->26, 26->24
10 17->15, 14->16, 23->9, 9->11, 11->25, 25->23
11 10->8, 23->9, 8->10, 10->12, 25->11, 12->10
12 9->7, 22->8, 7->9, 16->4, 11->9, 4->16
13 16->28, 25->23, 28->16, 9->23, 10->24, 23->25, 25->18
14 7->8, 14->16, 9->23, 23->25, 12->26, 26->24, 29->17
15 17->29, 22->24, 29->17, 9->23, 10->24, 24->26, 11->25, 26->24, 23->25, 30->18, 18->20
16 26->24, 29->17, 12->26, 17->19, 26->12
17 24->22, 22->8, 8->10, 10->24, 11->25, 25->23, 23->9
18 28->16, 25->23, 9->11, 11->25, 22->24, 25->23, 23->9, 9->7
19 1->9, 16->4, 4->6, 6->18, 18->20
20 31->23, 16->28, 32->24, 33->25, 25->23, 23->31
21 6->18, 5->17, 17->19, 12->26, 23->25, 26->24, 29->17, 17->15, 4->16, 15->17
22 17->29, 28->30, 12->10, 9->11, 11->25, 26->24, 23->25, 25->33
23 25->33, 28->30, 33->25, 15->17, 17->29, 26->24, 29->17, 17->5, 4->6
24 14->16, 32->25, 20->18, 2->10, 9->11, 11->25, 25->23, 23->9
25 28->16, 22->8, 11->9, 8->10, 19->17, 16->18, 5->17, 17->19
26 24->26, 11->25, 26->24, 24->22, 9->23, 22->24, 29->17
27 16->14, 18->16, 5->17, 17->15, 14->16, 29->17, 16->18, 19->17
28 6->18, 4->6, 3->11, 16->4, 18->6, 1->9, 9->11, 11->3, 3->1
29 19->17, 17->15, 14->16, 16->28, 25->23, 28->16
30 4->16, 17->15, 22->8, 11->9, 8->10, 25->33, 28->30, 33->25, 25->11, 11->9
31 15->17, 17->19, 12->26, 26->24, 11->9, 28->16, 9->23, 29->17, 22->24, 24->10
32 25->11, 11->3, 4->6, 3->11, 11->9, 22->8, 8->10, 29->17, 10->24
33 25->33, 28->30, 33->25, 4->16, 16->18, 10->12, 25->27, 18->20, 27->13, 13->11
34 9->7, 22->8, 7->9, 4->16, 11->9, 9->23, 30->18, 23->25, 25->11, 11->13
35 22->8, 23->9, 8->10, 6->18, 19->17, 10->24, 29->17, 30->18, 17->19, 26->12
36 17->19, 30->18, 19->17, 24->32, 22->24, 17->29, 32->24, 15->17, 9->11, 24->10, 10->12
37 6->18, 23->25, 25->11, 11->9, 9->23, 22->24, 30->28, 17->29, 28->30
38 16->4, 4->6, 3->11, 12->10, 10->24
39 11->13, 26->12, 13->11, 11->3, 10->2, 3->1, 1->9
40 16->28, 28->30, 18->6, 6->4, 4->16, 30->18, 19->17, 17->5, 15->17, 24->10, 5->17
41 9->7, 16->14, 7->21, 21->23, 28->16, 11->3, 10->2, 3->1, 1->9, 9->23
42 19->17, 17->29, 26->24, 29->17, 17->5, 12->10, 5->17, 8->10, 10->24, 24->22, 22->8
43 25->23, 32->24, 23->25, 25->27, 27->13, 11->25, 13->11, 17->15, 21->23, 10->12, 12->26, 26->24, 24->22, 22->8, 8->10, 5->17
44 26->24, 11->25, 20->18, 25->11, 12->10, 9->7, 23->9, 10->8, 7->9, 14->16, 9->23, 17->29, 22->24, 29->17
45 16->28, 21->23, 28->16, 10->8, 8->22, 25->23, 22->24, 27->25, 24->26, 26->12, 12->10, 17->15, 5->17, 18->16, 15->17
46 24->26, 32->24, 23->25, 26->24, 11->25, 20->18, 25->11, 9->23, 14->16, 23->9, 10->12, 24->10, 9->11, 12->10, 5->17
47 17->29, 22->24, 29->17, 17->15, 4->16, 15->17, 17->5, 12->10, 5->17, 17->19, 30->18, 19->17
48 23->31, 31->33, 25->11, 11->9, 9->23, 33->25, 13->11, 6->18, 7->9, 4->16, 2->10, 17->5, 19->17, 24->10, 5->17, 16->18, 18->30, 30->28, 28->16, 15->17
49 25->27, 27->13, 11->3, 3->1, 9->7, 7->21, 23->31, 31->33, 33->25, 13->11, 1->9, 21->23, 16->28, 28->30, 18->6, 6->4, 4->16, 30->18, 17->29, 15->17, 10->24, 29->17, 18->16
50 29->17, 26->24, 33->25, 31->33, 18->30, 33->25, 6->18, 13->11, 27->13, 10->12, 13->11, 8->10, 1->9, 3->1, 16->4, 1->9, 28->16, 21->23, 7->21, 24->22, 21->23, 10->8, 8->22, 22->24, 24->26, 26->12, 12->10, 17->15, 5->17, 18->16, 15->17

FAQ

1. What are the letters next to the elements on the status screen?
This represents the character’s “affinity” for that element. Basically, the higher the better, with ‘S’ being the highest followed by A, B, C, D, E. The in game effect these have is that your resistance to that element will be higher and you will deal more damage with spells of that element. For most characters, this if of no consequence, but a few characters can greatly benefit from items which boost their proficiency. For instance Ashley can easily get the Seabane hat from Otakuphant which boosts water proficiency and makes the Matriarch path a little more appealing. Also, Rondemion can easily get the Stonebane Hat from Mars Belator which makes his Terra II spell quite a bit more powerful. As far as I know, you cannot boost your affinity past ‘S’ rank, so while Reyna as a Flametongue can make great use of the Flamebane helm, Marie as a Crimson Mage could not.

2. I got all the way to Doom Shade but I don’t have a 2nd stratum guardian to break his demon aura. What do I do?
If you cannot break a demon aura, you have two options. One is to let the majin run away after a certain period of time. That sucks. Your second option is to save the game and start another tale. Get to the 2nd stratum and capture the guardian, then unlock all his information using the lexicon trick (PP, Skill, Item). Save the game. Now reload your original game, go to the Traviata House, and buy the 2nd stratum guardian for a huge sum of money.

If you have a question, please leave a comment on the bottom of this page and if the same question keeps popping up I’ll put it in the FAQ.

Thanks

A big thank you to:
darkrpger (Gamefaqs)
darktetradragon (Gamefaqs)
FreeBardWren (Gamefaqs)
Jiyuu Falcon (Gamefaqs)

Help Complete This Walkthrough

The walkthrough is missing a few items which would help to complete it. If you happen to be playing, please take a look at these questions and see if you can answer them. If so, please leave a comment here at the bottom of the page. Be sure to include your email address if you’d like a response. Also feel free to point out any typos or grammar mistakes, etc. Nobody is perfect, especially when working with a document as large as this one!

1) What levels do the mercenaries get their skills? Any mercenary with a level of “ish” or a “?” means I do not have the exact level at which they learn a new skill. (Thank you Jiyuu Falcon for your contributions)

2) Answered by darktetradragon, Gamefaqs

3) Answered by Jiyuu Falcon, Gamefaqs

4) What level does Thage get Malus IV and is it different based on her class change?

5) What level does Raki get Fear Atk and Fearless Atk as a Storm Seer?

6) Answered by Filid

7) What is the threat radius of Moon Belator? Partially answered by Filid

8) Answered by Jiyuu Falcon, Gamefaqs

9) Answered by darktetradragon, Gamefaqs

10) Answered by darktetradragon, Gamefaqs

11) What level does Logue (Consumed) get Mn Resist II? 15 or 16?

12) Answered by karat

13) Answered by darktetradragon, Gamefaqs

14) Answered by Jiyuu Falcon, Gamefaqs

15) What level does Glynne (Mystic) get his skills?

16) Answered by darktetradragon, Gamefaqs

17) Please write a brief description of Silhouettes (Sanctuary 2) for Duphaston’s Tale.

18) Please write a brief description of Arbiter (Sanctuary 4) for Duphaston’s Tale

19) What is the threat radius of the level 7 Exo Machina?

20) What is the threat radius of the level 14 Sprite?

21) What is the threat radius of the level 7 Velox?

22) Answered by darktetradragon, Gamefaqs

23) What is the threat radius of the level 12 Gladelash?

24) Answered by Jiyuu Falcon, Gamefaqs

25) Answered by FreeBardWren, Gamefaqs

26) Answered by FreeBardWren, Gamefaqs

27) Answered by FreeBardWren, Gamefaqs

28) Answered by FreeBardWren, Gamefaqs

29) Answered by FreeBardWren, Gamefaqs

30) Answered by FreeBardWren, Gamefaqs

31) Answered by Egen

32) Answered by Egen

33) Answered by Darkclaw

34) Answered by FreeBardWren, Gamefaqs

Thanks in advance for any help you can provide!

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7 Responses to Eternal Poison Walkthrough

  1. Pingback: Od StudiosEternal Poison » Od Studios

  2. Egen says:

    This is certainly the most in-depth guide I’ve seen for Eternal Poison yet. I know it’s been a couple years since you wrote it, but while writing one of my own and just reading about Eternal Poison things online I stumbled across this one. I see some good information, but also some wrong information. In particular, it’s this:
    “Additionally, you will lose your inventory, all the unlocked items in the shop, all your skills, and all the majin you have captured.”
    None of those things are true. You carry over your entire inventory (what you’re wearing and loose items), your shop items stay unlocked in the exact amount of stock they were in, you keep all your skills, and you keep all your captured majin. I’m taking your word on mercenary loss, since I never used the mercenary characters. Now, if you start a completely new file, then yes, you’ll lose everything. But after beating the game, you’re allowed to save and then start over from that save, in which case you would keep everything.

    I don’t mean to get on your case about the incorrect thing I spotted, especially because, like you said, it’s hard to verify things about this game. I’m just offering up a correction. This is a good guide 🙂 Haven’t read it all, but it seems very detailed, and Eternal Poison deserves some love. If you’re interested on updating the guide, I can get you the range stats for Release and Angelic Ray as well – if you’re interested.

  3. Odstudios says:

    Thanks for the comment, Egen! You’ll have to forgive me because it’s been several years since I played the game, but my recollection is if you start over with your existing save you can only play the same party over again. If you want to “complete” the game you eventually have to start a completely new file with each party, hence the warning about losing all your stuff. Again, my memory is a little fuzzy so if that’s not the case I’m happy to update the guide.

    Anything you can provide to make the guide more accurate/complete would be fantastic, just leave a comment here or send an email to admin [at] odstudios [dot] [com].

  4. Egen says:

    Oh I see, you’re certainly correct about that, you can only replay that particular tale with that file, so in that regard those statements are all true. I suppose I was just confused because of point 5, which recommends “keeping a save slot in Isapolis right before the last stage of a tale so if you suddenly forget that you needed something you can always load that save and grab it”. You can still load the clear file and grab it just the same 🙂 though I guess you would have to clear the first prologue level.

    Release’s description:
    Unbind Majin, Heal 50% HP. (Range:3 ^:2 V:2)

    Angelic Ray’s description:
    Area Meta attack. (Range:4 ^:3 V:3)

    Angelic Ray is also the only skill I can think of whose AoE stretches out two spaces. So, you don’t just get the four spaces on the sides of the center target, you get all 8 spaces around it and then the four spaces out from in between each corner space. Hopefully that makes sense.

  5. Mr. M says:

    Some corrections:
    – Levatte can use librum as Prophet, not mace.
    – Ancient necklace does not guarantee 100% immunity to negative status effects. I quipped it to Olifen (around level 20) and he still got induced by slow and sleep.

  6. Nate says:

    Levatte fully leveled can catch Doomshade with his personal skill .

  7. Nate says:

    Also don’t save in town! At least in North American version as it will cause corrupt Data saves . Save only in the fight preparation screen.

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