Anfänger-FAQ

FAQ


Created 10 November 2006
Last updated on 23 July 2007

Note on 15 July: After a rather long interval, I have returned to this
project. I wish to complete the Walkthrough now as well as including lists of
all weapons, equipment and accessories, every enemy and all items it
may 'drop'. In some cases, I have the information and simply have not had
time yet to add it. In other cases, however, I have been unable to obtain a
specific item from an enemy at this point in time. If any one has information
about a specific item that is not included in this guide, I would be grateful
if you sent it to me in an email. Thank you! As far as the Walkthrough
section is concerned, I have notes on almost every dungeon, but have not had
the chance to write a detailed walkthrough for publication. Please be patient
with me.

Note: I have found that the Valkyrie Profile games can be utterly overwhelming to players unfamiliar with them. It is this factor that induced
me to write a guide for Lenneth and now persuades me to try to write a guide
for Silmeria. For players who are experts in these games, my guide may appear
elementary, but I feel it will be of some use to players who otherwise might
not be interested in pursuing the intricacies of Valkryie Profile. It
therefore most definitely WILL contain what is known sometimes as 'spoilers'
because I want beginners to be able to feel they can experience the best this
game has to offer.

This Guide really is organised into two different 'guides'. The first is a
General Guide that deals with each aspect of the game. The second is an
actual Walkthrough. In the course of the Walkthrough, explanations of aspects
of the game are given when specific situations are encountered. You therefore
can choose simply to study a specific aspect of the game using the first half
of the Guide or use the Walkthrough. For beginners, the Walkthrough may be
the better choice.


Please feel free to contact me if you have any questions about the game or my
guide. I try to answer all serious requests for help but I will not open any
email with an attachment. AOL sometimes considers a 'signature' or a simple
icon as an attachment. Please send your emails as plain text or I shall not
be able to respond. Thank you.

Table of Contents

Introduction

Part I: General Guide
Basic Plot
Combat
World Map
Photons or Crystals
Einherjar
Attack Menu
Special Attacks
New Items
How to Make Valued Customer Items
Sealstones
Springs
Divinity Voids
Skills
Notes about Skills and Runes
Effects of Linking: The Formula
Experience Friend Law Sealstone
General Strategy
Location
Chapter Endings
Active Party
Equipping a Character
Strategy of Transfers
Other Results of Transfer
Tactical Guidebook
Changing Targets
Magical Attributes
Elements
Dashing
Status Ailments
Casting Spells
Battle Menu
AP Gauge
Break Mode
Battle Screen
Codes and Cheats
List of Sealstones
Specific Useful Powers
Enemy-Specific Skills and Weapons
Elemental Weapons
List of Enemies
Useful Recipes
Ingredients for Weapons, Equipment and Items
List of Accessories
Blue Rune Accessories
Red Rune Accessories
Green Rune Accessories
Grey (Runeless) Accessories
List of Accessories by Effects:
Increases HP
Restores HP
Drains Enemy's HP and Adds It
Transforms Own Attack into HP
Transforms Damage into HP
Transforms Enemy Attack into HP
Salvation for Party
Increases ATK
Increases RDM
Increases RST
Increases Guard
Increases Chance of Guard Break
Increases AVD
Increases HIT
Increases MAG
Reflects MAG
Earth Power
Earth Attack
Earth Damage Reduction
Earth Status Change
Fire Power
Fire Attack
Fire Damage Reduction
Fire Status Change
Ice Power
Ice Attack
Ice Damage Reduction
Ice Status Change
Lightning Power
Lightning Attack
Lightning Damage Reduction
Lightning Status Change
Holy Power
Holy Attack
Holy Damage Reduction
Damage Increase
Critical Attack
Special Attack
Status Attacks
Confusion
Doom
Faint
Frailty
Paralysis
Poison
Silence
Stone
Transfer
Status Attack Protection
General Protection
Cure Condition
Negates Magic Damage
Elemental and Status Ailment Protection
Elemental and Status Ailment Weakness
Negates Doom
Negates Faint
Negates Frailty
Negates Freeze
Negates Poison
Negates Silence
Strange Status Effects
Improvement with a High Price
All Weapons for Archers
Tips and Tricks
Finding Elusive Enemy Groups
Placement of 'Negative' Sealstones in Dungeons
Using the Elusive Air Law Sealstone
Reaching Difficult Spots
Using the Powerless Cap Wrath Sealstone
Acquiring Rare Items
Using the Gem Blessing Sealstone
Golden Eggs
Solomon's Ring
Avoiding Total Defeat
Free Soul Gifts

Part II: Walkthrough
Chapter 1:
Solde
Lost Forest
Royal Underground Path
Chapter 2:
Dipan
Lost Forest
Solde
Kythena Plains
Chapter 3:
Coriander
Serdberg Mountain Ruins
Villnore
Coriander
Ancient Forest

Walkthrough



For those players familiar with Valkyrie Profile Lenneth, either in its
original console form or in its new PSP version, this game will follow some of
the same rules but be different in many ways. Players of both games will
discover that the basic premise is the same. The existence of the Nine Worlds
is predicated upon the existence of the World Tree Yggdrasil. Odin rules in
Valhalla and humanity lives upon Midgard, struggling against monsters who have
been created by rebels against the gods. The Elves are the guardians of the
World Tree upon Midgard, and Valkyries are the agents of Odin, sent by him to
Midgard to perform various tasks. Where Lenneth was required to find suitable
and worthy warriors to fight in the last battle of Ragnarok, Silmeria has a
slightly different task.

Silmeria is the youngest of the three Valkyrie sisters. The other two are
Hrist and Lenneth. Lenneth's story was told in Valkyrie Profile Lenneth (as
would be obvious from the title), and this game tells the saga of Silmeria,
although all three sisters are involved at various points in the game.

Unlike Lenneth, who could not recall her human life as she moved through
Midgard as a Valkyrie, it is Silmeria's human form, Alicia who is dominant in
this game. Alicia is the (former) Princess of Dipan, daughter of King
Barbarossa. Silmeria's spirit abides within Alicia's form and only appears
when she feels she is needed. There are Einherjar who slumber within her as
well and they will emerge in specific situations.

Silmeria's mandate is to discover details of a plot by humans on Midgard
against Odin. Evidently there are human beings who feel they no longer
require the rule of the gods and believe that Odin as High God no longer
fulfills a purpose on Midgard. Discovering the details of the plot and
deciding where her loyalties ultimately should lie is the basis of the quest
both for Silmeria and Alicia.

Like any Valkyrie Profile game, this one is both complex and long. In order
to gain the best items and benefit the most from the different situations in
which Alicia finds herself, it is advised that players 'level up' their
characters as much as possible.


There are Chapters in this game, but unlike Lenneth, there are no Periods.
Enemies for the most part respawn as soon as you leave and re-enter any
screen. There are some exceptions to this, but in most cases, even 'boss'
enemies may respawn if you Exit the Dungeon completely. For example, the
Crusty Golem in the Serdberg Mountain Ruins will not respawn as long as you
remain within the Ruins, but if you exit the dungeon completely and then re-
enter (without completing Chapter 3), you will find the Crusty Golem has
respawned. As this enemy can drop a variety of useful items, it is
advantageous to fight him or it again and again. There are two ways of doing
this. The first is by using the 'Escape' option before you completely kill
him. The second is by exiting the Dungeon and re-entering it.

In terms of Enemy Groups, the game is both similar and different from
Lenneth. Enemy groups are subject to change each time you encounter them but
you generally will find the same type of enemies in any specific group,
although their configuration and numbers may change from encounter to
encounter. As in Lenneth, you must strike the Enemy Group in order to
discover its composition by entering Combat Mode and the Battle Screen.

In Silmeria, more individual movement is possible once you enter the Battle
Screen. The R buttons allow your main character or party to move across the
screen, changing attack angles as well as the individual enemy attacked in any
given turn. Combat has a new twist, in that 'drop items' or battle trophies
are assigned to specific body parts. By severing a body part, you can receive
the assigned item. It therefore is possible to obtain four or five different
items from a single enemy if your attack is successful. Each Enemy Group has
a Leader assigned to it. The Leader will be designated by a red arrow. If
you defeat the Enemy Leader, you automatically defeat the entire Enemy Group.

Obviously, there are advantages and disadvantages to this. If your party is
weak, it sometimes is better to direct your attack at once against the Leader
in order to have fewer chances of being injured or defeated. If other members
of the Enemy Group have the potential to 'drop' specific battle trophies that
you want or need, it is best to attack the Leader only after defeating all
other members in the group.

As in Lenneth, once you enter Battle Mode, another Menu will be available to
you when you press 'Select'. This menu includes specific options for action
during battle, from the use of items to the use of Magic.

On every battlefield, there will be at least one escape route. Escape routes
are highlighted in yellow on the map. If your party reaches an Escape area,
you will be given an option to Retreat. Retreat is not available
automatically. If your party is within range of any single enemy, you may
find yourself 'Trapped' and forced to continue the battle.

One advantage to 'Retreat' is seen when fighting an enemy like the Crusty
Golem who does not respawn when you leave the screen and then return. If you
wish to gain more items from the Crusty Golem, you may wish to 'Retreat' from
battle before its HP reaches zero. If you are successful, you will be able to
initiate battle again with the creature, and do this repeatedly as many times
as you please, provided only that you never reduce its HP to zero. As
previously stated, the other way to make the Crusty Golem available for a
repeat performance is by Exiting the Dungeon completely before the end of
Chapter 3 and then returning to engage it in combat.

Transfer of Einherjar occurs but is not subject to the rigid limitations of
transfer in Lenneth. When you transfer an Einherjar, you will receive gems
that will provide you with a boost in your statistics. The gems you receive
depend upon the level of the Einherjar transferred, his/her Skills and
equipment. There is no story concerning the Einherjar running parallel to the
main plot of the game, as there was in Lenneth.


Spiritual Concentration does not occur in this game. Instead, new locations
on the World Map will become available when you reach specific destinations,
triggering events and allowing the plot to move forward. Locations that have
been revealed can be revisited for the most part, unless events have occurred
that prevent return. For example, when you leave the Castle of Dipan with
Lezard Valeth in Chapter 2, Dipan no longer will be available for a visit
until much later in the game. The first town of Solde remains available,
however, as is the Lost Forest and the Royal Underground Passage. There are
places on the World Map that link different areas of the map. The Royal
Underground Passage is one of these and the Kythena Plains is another.

Basic gameplay is typical of most RPG games. You need to improve the skills
and equipment of the members of your party. You do this by engaging in battle
with enemy groups at locations throughout the World Map. Specific enemy types
will be found in specific locations and items that are dropped by enemies are
specific usually to those enemies. An interesting aspect of these war
trophies is that many are obtained only by striking off a specific body part
belonging to the enemy in question.

My advice to any player is not to rush too quickly through ANY area or
dungeon. Familiarise yourself with each and every location in the game.
Often, you will be required to return to a location later in the game. Time
spent in any dungeon never is wasted. Enemies usually drop a number of
different items and more experience will bring new abilities to each active
party member. Your enjoyment of the game will increase if you know how to
navigate through each location on the map. In any dungeon, pressing R1 will
display a small map that gives your party's immediate location while allowing
you to see your party on the screen. Pressing R2 will display a map of the
entire dungeon. Do not forget to use the large map from time to time.

For example, the Royal Underground Path can be rather confusing to a player
unless he/she accesses the large map. Become familiar with the layout of the
path. You will be required to travel through this area again! This is true
of any location on the map.


When you begin this game, you may feel overwhelmed by the number of components
in any situation. First, you need to acquaint yourself with your
characters. Fortunately, you only have two at the start: Alicia/Silmeria,
who wields a longsword and Rufus, who is an archer with a Shortbow.

Go into the Menu and you will see the following options:

Items
Equip
Skills
Attacks
Party
Status
Settings
Data

The Items Menu gives the following options:

Use
Equipment
Accessory
Other
Precious

Basically, items can be 'usable', or pieces of equipment, accessories, 'other'
or 'precious'. Any item that is usable can be used either during combat or at
any other point. For example, an item like Warrior's Arcanum restores health
either during battle or at any other time. An item like Dead Ashes can be
used to cure poison but only AFTER a battle. During battle, it cannot be used.

Equipment can be examined in the Items Menu but cannot be equipped from
there. You need to access 'Equip' from the Main Menu to equip any armour or
other equipment such as accessories.

In like manner, 'Accessory' from the Items Menu simply allows you to examine
all the accessories in your possession.

'Other' allows you to examine all the items that are components to create new
items at a Shop.

'Precious' items will not be in your possession at the start of the game.

'Equip' is a vital option. When you enter this menu, highlight any character
to change or add equipment.

You then will access a new screen that deals exclusively with a single
individual and his/her powers and equipment.

At the top of the screen, you will find the Icon of the Character with his/her
Level, HP, and statistics in terms of power:

ATK is Attack
MAG is Magic
HIT is Hit Accuracy
AVD is Avoid, the power to avoid an enemy attack
RDM is Reduce Damage (from physical attacks)
RST is Resistance to Magic

Below this is the area where you will be allowed to change or add equipment as
follows:

Weapon
Head
Body
Arms
Legs
Acc. 1
Acc. 2
Acc. 3
Acc. 4

To the right of this is a display that shows the various components listed on
the left in a diamond formation. This is where equipment items can
be 'linked'. Items are linked according to colour and rune power. Every
coloured item has a rune attached to it. Equipment Runes are: Head, Body,
Arm, Leg. Weapon Runes can be Slashing, Piercing or Bludgeon Runes.
Accessory Runes are Elemental in nature and can be Earth, Air, Fire, Water,
Holy or Darkness. Other Accessories are Colourless/Runeless Accessories such
as a Beast Fang which augments specific powers of Attack or Defence. The
Beast's Fang, for example, increases HIT by 15%. It cannot be used to link
any Coloured Runes, however, so it has to be placed in an Accessory slot that
will not interfere with any links.

'Linking' Runes is a vital part of game strategy in Valkyrie Profile
Silmeria. When Runes are linked, they can operate to create new Skills as
well as boosting performance and power in combat.

You need to be aware that Skills once learned need to be 'set' to each
character or they will be useless.

As far as Coloured Runes are concerned, they can be Red, Blue or Green. At
the beginning of the game, you will not have the capacity to create any Green
Links. You will be restricted solely to Blue or Red.

Look at the individual character's Weapon and equipment to determine the
colour that you can use to create a link. In Alicia's case, both her weapon
and her Body Rune are Red at the beginning of the game. It therefore would
make sense to create a Red Rune Skill by linking Red Runes.

You can purchase two Red Rune Accessories in the Armoury at Solde. These are:
Prancing Horse, a Red Earth Rune Accessory
Ruby-Eyed Bee, a Red Healing Rune Accessory

By placing these in Accessory Slots 3 and 4, you create a link combination
using her Red Body Rune:

Red Body Rune, Red Healing Rune and Red Earth Rune = Regenerate Health

Once this Skill is learned and set, Alicia will be able to regain HP gradually
during battle. It is an extremely useful Skill.

Other members of her party will not have a Red Body Rune at this point and
therefore cannot be taught this skill. There is another Skill, however, that
they can be taught almost instantly. That is the 'Fortify Physique' Skill.

Fortify Physique increases RDM to 150% during battle. All that is required to
learn this Skill is a Linked Blue Body Rune and a Blue Earth Rune.

By defeating a Skeleton, you can obtain a Skull Receptacle, a Blue Earth Rune
Accessory. You will find one in a chest in the Lost Forest as well. This,
when combined with a Blue Body Rune, teaches the 'Fortify Physique' Skill.
Once you see a prompt to the effect that the individual has learned the Skill,
you need to 'set' the Skill.

You can set skills by accessing the 'Skills' Menu. When you highlight the
Skills Menu, you will be required to choose an individual. You then open a
new screen for that individual.

Like the Equipment Screen, the Skills screen has a box at the top that gives
all statistics for that individual. Below it is a list of Skills. There are
a total of six Skill Slots. Each Skill requires a specific number of Capacity
Points. As your individual advances in level, he/she will gain more CP.
Fortify Physique is one of the skills requiring the fewest CP as it requires
only 2 CP. Alicia's Regenerate Health Skill requires 4.

There are a number of different types of Skills as follows:
Attack Skill
Defence Skill
Critical Skill
Reaction Skill
Status Skill

As you progess through the game, Einherjar that you acquire will have Skills
when you acquire them that you may not have encountered before. You do need
to set their Skills, however, in order for them to be used. Whenever you
highlight a Skill, its Rune components as well as its effects will be
displayed at the bottom of the screen. By paying attention to the components,
you may be able to teach the skill to other characters.

Another Menu that is important is the 'Attacks' menu. Again, when you
highlight this menu, you will be asked to choose a specific character. When
you highlight the character, a new menu will open.

In the Attacks Menu, information about the character will be displayed in a
box at the top of the screen. The information given is different from that
given in the Equip or Skill Menus, however. Here you will see the characters
Level, HP, Weapon, Special Attack and number of Attacks.

It is important to understand that every Weapon allows a different number of
attacks. Some allow a Special Attack but others do not. The weapons given to
your characters at the start of the game allow a limited number of attacks and
do not allow a Special Attack at all. The maximum number of attacks that any
weapon will allow is 3. The first weapon that allows a Special Attack will be
found in Dipan.

In the centre of the screen, you will find a list of Normal Attacks with the
amount of AP required to execute each. When you highlight any Attack, its
description will be displayed at the bottom of the screen.

To give an example, Alicia's default Attacks are:

1st: Cutting Edge 6 AP
2nd: Imperious Act 7 AP
3rd: Mirage Pierce 8 AP

Cutting Edge is 'A decapitating blow aimed at the neck. Increase to Special
Attack gauge: 10 x 1 Hit

Imperious Act is 'A lifting attack from below. Increase to Special Attack
gauge: 9 x 1 Hit

Mirage Pierce is 'An attack that penetrates the foe's defences. Increase to
Special Attack gauge: 11 x 1 Hit.

At the start of the game, Alicia will not possess a weapon that allows either
three attacks or any special attack. Moreover, she will not have knowledge of
any other Attacks apart from those listed. As her levels increase, however,
she will have access to new Attacks and you will be able to change not only
the order of Attacks but the actual Attacks she can execute.

As you can see, her 1st Attack is a high one, aimed at the neck. Her second
is a low one, that lifts the foe into the air. These distinctions are
important if you are trying to break off a specific body part from an enemy.
By changing the order and type of attacks that your characters execute, you
can have a better chance of obtaining a rare war trophy.



Items and money can be found in Chests located in dungeons and other locations
throughout the World Map as in Lenneth. Silmeria, like Lenneth, has the power
of generating and firing photons to create crystals. Enemies can be frozen
temporarily into crystals which she then can use as stepping stones to reach
areas otherwise inaccessible to her.

Tutorials that give information about different aspects of the game will
appear at specific locations. One of the first tutorials you will encounter
deals with Photons.


Projecting Photons:
Discharge photons with the Square button. Striking an enemy with photons will
seal it within a crystal. Press the Up or Down directional pad button while
pressing Square, and you can fire diagonally.

Touching a crystallised enemy will not trigger a battle. You can move enemies
or use them as platforms until the seal breaks.

Teleport: Fire photons at a Crystal

By hitting a photon crystal with more photons, you will swap places with the
crystal. Using this, you can reach faraway or secluded areas. You can jump
in mid-air after teleporting. Or, press and hold the Circle button while
teleporting.

Defeated enemies leave remnants. Remnants do not move, but enemies can be
restored by switching screens and coming back.

The remnants take the form of purple wisps and if you fire photons at them,
you can create crystals as well, to be used to climb higher or to teleport.

Your second tutorial concerns Einherjar:


About Einherjar

Several Einherjar who were never transferred to Valhalla inhabit Alicia's
body. Their psyches have faded, but they can be materialised by touching
scattered relics. A freshly materialised body's soul is unstable, and fades
apart from its host, Alicia. To be revived as humans, einherjar must be
reaised to a level at which they can be freed. Check the status screen to see
at what level an einherjar can be freed.

After freed einherjar return their power to Alicia, they begin life anew as
humans. If you're lucky, you might see them again someday.

Your first einherjar materialises in the Lost Forest, when you touch a staff.
He is a mage named Mithra. The level at which an Einherjar materialises is
based on the level of the characters in your party at the point when you
choose to perform materialisation. An Einherjar's experience must increase
by at least 5 levels before he/she is eligible for transfer. Unlike Valkryie
Profile Lenneth, you need not transfer any Einherjar in this game. Your
rewards for transferring an Einherjar are in the form of gems and items that
will raise specific statistics. This is explained in detail in the section
that deals with Transfer.

Moreover, although there are 40 Einherjar, only 20 can materialise in any
single game. What this means is that some relics contain more than one
Einherjar. The one that you obtain when you perform materialisation is
random. Some Einherjar are better than others at the point of materialisation
in terms of the Skills they possess. Others become better once their level of
experience increases. If you are determined to gain a specific character, you
need to save your game before you perform materialisation. If you do not
obtain the specific character you desired, simply reload and try again.

In all honesty, however, with 20 Einherjar in the game, you really do not need
any specific Einherjar to succeed. By increasing the levels of the Einherjar
you do obtain, you can form a decent party in any situation to defeat the
enemies at hand. It is only through experience that you will learn how to use
each individual Einherjar to obtain the best results. By working with the
Einherjar you are given, you can understand the intricacies of this game
better.

N.B. The real difference between the Einherjar who are chosen randomly for
materialisation will be only in the default Skill that each has when he/she
materialises. In most cases, you will be able to teach the same Skill to
another Einherjar at one. In some cases, however, one Einherjar will
materialise with a Skill that you will not be able to teach any one until an
opportunity to obtain a specific Rune Accessory or piece of equipment arises
in a later Chapter. Ultimately, however, you will be able to teach any of the
Skills to the Einherjar you have.


Each character has a number of possible individual attacks he/she can perform
during battle. The maximum number of attacks that can be assigned to any
fighter is three. Whether or not a fighter is able to perform all three
attacks depends on the weapon equipped as well as the fighter's level of
experience. Rules for sorcerers are different and will be discussed
separately. When you open the 'Attack' menu, you will see the Attacks that
have been assigned for each character. You can change the actual Attacks
assigned to the character or simply change their order.

Whenever you equip a new weapon, you will be able to see the number of attacks
that can be performed using that weapon. Some weapons allow only one attack.
Others allow three. Some allow a 'Special Attack' and others do not. The
choice of weapon in any situation depends on the nature of the enemy as well
as your aim with respect to your party in general. If you wish to set up a
chain of Special Attacks, a weapon that allows that sort of attack is a
necessary component.

If, on the other hand, you wish to strengthen an attack against an enemy that
is weak to a specific element, a weapon that performs an Elemental attack may
be preferable to one that allows the character to perform three attacks.

The nature of each Attack you choose is important as well when fighting
specific types of enemies. Some enemies are shorter than others and a high
attack will miss them entirely.


Special Attacks in both games have different names. For example, the PWS
Attack in Lenneth is Soul Crush in Silmeria. Combination Attacks with the
Attack Gauge now is called Break Mode.

In the Castle of Dipan, you will find a tutorial about Special Attacks:

Special attacks can be used by building the special attack gauge up to 100%
when certain weapons are equipped. If multiple characters are capable of
special attacks, characters may use their special attacks one after another.


Instead of the Divine Items option available in Lenneth, you must gather
ingredients for new items from enemies that you defeat. When you have sold
the required number of ingredients to the shop that creates the new item, it
will be created and you then can purchase it for a specific sum. New items
will become available as you become a 'preferred customer' of the shop as
well. These items will appear when you have spent a specific amount of money
at the shop.

In the village of Solde, when you enter the Armoury, you can speak to the man
standing to the right of the counter to gain information about the manner in
which new items are created.


The following is the tutorial given by the man in the Solde Armoury:

As the name implies, Valued Customer Items are items solely reserved for
preferred patrons. Among these are items normally difficult to obtain and
items not found elsewhere.

Item names appears as '?' will become visible when you become a valued
customer. If you don't see the names, it's because the shopkeeper judges your
level of patronage insufficient.

The more things you buy at a shop, the higher your customer value will rise,
making more and more items visible.

Once you know the item name, it's time to get the materials. Materials are
listed for each item, so you just need to get them.

Most materials can be obtained by defeating monsters.

What you get varies according to which monster parts break off.

Which parts supply which materials is listed in the Shopkeeper's Notes
somewhere in the shop.

When you possess the items needed to create a Valued Customer Item, the
material items will appear yellow when you sell them. When the name of the
item you want is visible and you've sold the requisite materials to the
shopkeeper, the item will be made.

When the Valued Customer Items appear a darker shade of yellow, it means the
materials have not yet been sold to the shopkeeper.

It also means that the customer has the necessary items.

The number of items that can be made iwth the materials sold will be shown in
parentheses after the purchase quantity.

Example: Elixir 1000 x 0/99 (10)

In this example, 10 elixirs can be made with the materials sold.

As you can see, there are two separate stages to the creation of any new
item. The first is the appearance of the name of the item in the shop, based
on the amount of money spent in the shop. The second is the actual ability to
create the item, which is based on the sale of the ingredients required to the
shopkeeper. You therefore must 'win' the ingredients through combat and sell
them to the shopkeeper in the quantities required before you will be given the
chance to purchase the new item.


Sealstones are an aspect of the game that did not exist in Lenneth. They are
orbs that are found in specific dungeons. Each sealstone has a specific
effect. When your party holds a sealstone, it will affect your party. When
an enemy holds a sealstone, it affects the enemy and when the Sealstone is set
upon a Dais, it affects the area of the dungeon where the Dais is situated.
When you leave a dungeon, any Sealstone that you hold, unless
previously 'restored' will return automatically to the Dungeon. You will not
be able to carry it elsewhere.

Some Sealstones will be found on Shells or in the possession of an Enemy group
rather than on a Dais. When you enter a new area, you will see a prompt
indicating the effect of any Sealstones in the area. If you see ANY effect,
it means that there is a Sealstone on a Dais somewhere. You must find that
Sealstone and remove it from the Dais in order to remove the effect from the
area.

Some Sealstones are found on Shells. A Shell simply is a temporary resting
place and a Sealstone that is placed on a Shell will not have any effect
anywhere. The reason for this is that a Shell is not connected to
Yggdrasil. Unless the place where the Sealstone is set is connected to the
root veins of the World Tree, it will have no force. Only a Dais or a Spring
has a connection of that nature.

There is a way in which to use Sealstones in other locations, however, and
that is by throwing the Sealstone into a Spring. Springs are found throughout
the Map and any Sealstone thrown into a Spring can be retrieved from ANY
Spring.


Springs are where sealstones stored in Yggdrasil's earth roots can be
withdrawn. Storing a sealstone costs magic crystals and requires it be
restored to the spring. However, once storred, a sealstone can be wirthdrawn
from any spring in the world.

Sealstone effects have a critical impact. Restoring sealstones according to
play styles and dungeons is a key to overall game strategy.

There is a price that must be paid in order to restore a Sealstone to a
Spring. The price is a specific number of Crystals. Crystals in this context
refers to those that are 'knocked out' of an Enemy during combat. Once you
have paid the price, you will not be required to do so again with respect to
that particular Sealstone. In other words, you will be able to withdraw the
Sealstone from the Spring and return it again to any Spring as many times as
you like without further cost.

If you want to look at it a different way, by depositing a Sealstone initially
in a Spring, you 'free' it to travel throughout the world, making it
accessible from any Spring.

It therefore is to your advantage to restore any Sealstone that you carry to
the nearest Spring before you leave any Dungeon. By doing so, you will give
yourself access to that Sealstone from any Spring in the world. Some
Sealstones are extremely expensive, however. You will not be able to restore
them the first time you encounter them, however much you may wish to do so.

Most Sealstones exert a positive influence when 'held'. The Sealstone known
as 'Sword Blessing', for example, activated in Battle, will increase the
Subject's ATK to 120%. The Lifeforce Blessing Sealstone will give Healing
items or spells 200% effect during battle.

There are Sealstones, however, that can operate negatively with respect to
your own party while you hold them. For example, the Sealstone known
as 'Masochist Wrath' is activated during battle and will reflect a portion of
attack damage back at the subject. While carrying it to a Spring or Dais,
your party will acquire more damage during battle than otherwise would be
suffered. You therefore need to develop your combat strategy to compensate
for this factor. By using characters who individually do not cause great
damage in a single turn, you will receive less damage yourself from your own
attacks when holding this Sealstone in order to carry it to the nearest Spring
or set it on a Dais.

In fact, it is a good idea to avoid all Enemy groups when carrying
a 'negative' Sealstone to a Dais. You can do this by firing Photons at the
Enemy Groups to freeze them and even to switch position quickly with them.
Once the Sealstone has been set on the Dais, you can fight all the Enemy
groups you previously avoided.

Game strategy involving Sealstones may require a bit of experimentation and
practice. Some Sealstones are more useful than others, but some of the most
powerful Sealstones cost the most to 'restore'. A Sealstone that requires
30,000 Crystals for restoration to the Earth veins cannot be restored early in
the game and therefore must be used only when you enter the Dungeon in which
it resides. Other Sealstones like the 'Treasure Blessing' and 'Sword
Blessing' are fairly easy to obtain and fairly inexpensive to restore. It
is to your advantage to restore them as soon as possible, as you will find
them useful in every dungeon.

N.B. Be careful with Elemental Law Sealstones with the effect of 'Turns
to ...' any given element. Although the Sealstone when carried will allow
you to absorb any Elemental attack by that element as HP, it will make your
party weak to its opposing element. In other words, the Iceberg Blessing
with 'Turns to Ice' effect will make your party 100% weak to Fire, although
Ice attacks will be absorbed as HP. Moreover, as an Elemental Law Sealstone
will transform all physical attacks by members of your party into Elemental
Attacks, you must take great care not to attack Enemies who absorb that
particular Element when holding the Sealstone. You may be reduced in many
cases to a Magic Attack by the Mage in your party or an Item Attack if you
decide to carry an Elemental Law Sealstone. What I term the 'Elemental
Sealstones' include the Mudbank Law, the Iceberg Law, the Thundercloud Law and
the Brimstone Law specific to the Elements of Earth, Ice, Lightning and Fire
respectively. On the other hand, if you know that a specific Enemy is weak to
an Element, you will boost your power enormously by carrying the corresponding
Elemental Law Sealstone when you go to attack that Enemy.

At the start of the game, you will have the capacity to carry only a single
Sealstone with you. If you fail to defeat the Great Enemy in the Ancient
Forest, you will not be able to win the Precious item that will allow you to
carry two at once. Although the Ancient Forest is an 'optional' destination
in terms of the game plot, it is a vital one if you intend to work with
Sealstones. The second optional dungeon that contains an item that will allow
you to carry more Sealstones is the Chateau Obsession. If you defeat
the 'boss enemy' there, you will be able to carry three Sealstones at once.

In the Mountains Dungeon where you first encounter Sealstones, you will
encounter a tutorial about Divinity Voids and then experience your first
Divinity Void.


Divinity Voids are areas where Yggdrasil's power does not reach. Photons
cannot be projected in them, and sealstone effects are nullified.

A Divinity Void is nothing more nor less than an area of a Dungeon where
Alicia cannot use her power to fire crystals or photons at enemies or objects
and where any Sealstones carried have no effect. This basically means that
you will not be able to avoid any Enemy groups directly in your path as you
cross through the area.


Unlike Lenneth, Capacity Points are not plentiful in Silmeria. Each character
possesses only 4 Capacity Points at the start and will obtain only 2 more CP
each time he/she increases experience by 10 Levels. CP points may be assigned
to Skills. Some Skills are inherent to a specific character when that
character materialises but others can be 'learned' when you equip the
character with certain types of weapons, armour and equipment. Weapons,
armour and accessories are assigned specific colours. When items of the same
colour are next to one another, they may allow a new Skill to be formed.
Whether or not this is the case depends on the combination of Runes needed to
create the Skill. This Skill will require activation, however, as well as
requiring assignment to the character in the Skills menu. A Skill cannot be
assigned until the character has sufficient Capacity Points. Moreover, it is
only through combat and Experience that Skills available to the character
actually can be 'learned'. When a character has 'learned' a specific Skill,
you will receive a prompt to that effect at the end of a battle.

12 CP is the maximum CP in this game, making it very different from Lenneth.
At Level 10, the character will have 4 CP + 2 CP gained for reaching Level
10. At Level 20, the character will have 6 CP + 2 CP for reaching Level 20.
At Level 30, the character will have 8 CP + 2 CP for reaching Level 30. At
Level 40, the character will have 10 CP + 2 CP for reaching Level 40.

An example of how Skills are created is the Iron Fist Skill. This Status
Skill is made available when you link a Blue Body Rune to a Blue Fire Rune.
The effect of Iron Fist is to increase ATK to 120% during battle. This Skill
requires 2 CP. A Status Skill useful for Mages is the Mental Boost Skill.
This skill increases MAG to 120% during battle and requires 2 CP.

Each character is allowed to set 6 Skills at any point in time provided the
character has the necessary number of Capacity Points for the Skills you wish
to assign.

A Skill available early in the game is First Aid. It requires 3 CP rather
than 2 CP so if your character is at Level 10, he/she either can set three
skills requiring 2 CP each, or two Skills requiring 2 CP and 3 CP
respectively. In other words, a character at Level 10 who wants to set the
First Aid Skill will not be able to set three separate Skills. The First Aid
Skill is created by the combination of the Body Rune, a Healing Rune and a
Holy Rune. All runes must link in order for the Skill to be formed. When
runes are linked, they will flash.

Rune Combinations are created in the Equip Menu. To the right of the
Equipment List for each character, you will see a Diamond formed by 9
elements. These are: Weapon, Head, Body, Arms, Legs, Acc. 1, Acc. 2, Acc. 3
and Acc. 4. When a Rune Combination is created, all the Runes in the
combination will flash. You can create more than one Rune Combination using
some of the same Runes. In other words, the Body Rune can combine with a
number of different accessories to form more than one Skill. Whether or not a
character can 'learn' or set all these Skills depends on Battle experience and
total CP.

The more links that you can create, the more powerful their effect.

Here are a few of the Rune Combinations that form Skills. Remember always
that all items must be the same colour if you wish to combine their powers to
create a Skill.

Fortify Physique: Body Rune with Earth Rune (2 CP)
Increases RDM to 150% during battle.

Fists of Iron: Body Rune with Fire Rune (2 CP) (Blue)
Increases ATK to 120% during battle.

Unholy Purifier: Slashing Rune with Weakness Rune and Holy Rune (4 CP) (Blue)
Enables attacks with massive effects against Unholy enemies.

First Aid: Body Rune with Healing Rune and Holy Rune (3 CP) (Blue)
May restore half the damage inflicted by an enemy attack afterwards.

Resist Magic: Body Rune with Lightning Rune (2 CP) (Blue)
Increases RST to 150% during battle.

Mental Boost: Body Rune with Ice Rune (2 CP) (Blue)
Increases MAG to 120% during battle.

Force Field (100): Body Rune with Leg Rune and Lightning Rune (3 CP) (Blue)
Protects user with a force field that can withstand 100 damage.

Reflex Movement: Body Rune with Leg Rune and Lightning Rune (2 CP) (Blue)
Enables blocking and evading of enemy attacks when knocked back.

Beast Bludgeon: Slashing Rune, Weakness Rune and Fire Rune (4 CP) (Blue)
Enables attacks with massive effects against Beast enemies.

Survival: Body Rune with Healing Rune and Training Rune (3 CP) (Blue)
Leaves 1 HP after an otherwise fatal attack if character has at least 10% of
maximum HP to start with.

Heat Up: Body Rune with Slashing Rune and Strengthening Rune (4 CP) (Red)
Increases the amount your special attack gauge rises after an attack.

Weed Whacker: Slashing Rune, Weakness Rune and Fire Rune (2 CP) (Red)
Enables attacks with massive effects against Plant enemies.

Mind Lock: Head Rune, Ice Rune and Holy Rune (6 CP) (Green)
Renders the spirit impermeable to outside spiritual influences.

Mighty Blow: Slashing Rune, Lightning Rune and Weakness Rune (2 CP) (Blue)
Makes attacks cause enemy to faint. Further attacks are more likely to
break enemy guard.

Heroism: Body Rune, Fire Rune, Strengthening Rune (2 CP) Red
Increases attack +20% for each enemy that dies during battle.

Break Up: Arm Rune, Slashing Rune, Activation Rune and Strengthening Rune (2
CP) (Blue)
Increases chances of entering Break Mode when part of enemy is broken off.

Solitary Struggle: Body Rune, Fire Rune, Resistance Rune (4 CP) (Green)
Increases ATK, MAG, HIT, AVD and RST according to number of fallen allies.

Cure Condition: Body Rune, Earth Rune, Healing Rune and Resistance Rune (3
CP) (Blue)
Enables quicker recovery than usual from status ailments during battle.

Regenerate Health: Body Rune, Earth Rune, Healing Rune (4 CP) (Red)
Restores HP at fixed intervals during battle.

Bug Swatter; Piercing Rune, Weakness Rune and Earth Rune (3 CP) (Red)
Enables attacks with massive effects against Insect enemies.

Spirit Control: Arm Rune, Slashing Rune and Lightning Rune (3 CP) (Red)
Increases the amount of purple gems that appear after an attack.

Adversity: Body Rune, Fire Rune, Ice Rune, Earth Rune and Lightning Rune (2
CP) (Red)
Increases ATK, MAG, HIT, AVD, RDM and RST for each extra enemy when they
outnumber the party.

Magic Mail: Bludgeon Rune, Head Rune, Ice Rune and Resistance Rune (2 CP)
(Blue)
Enables guarding against and evading special magic-based attacks.

Psychosoma: Head Rune, Arm Rune, Activation Rune, Ice Rune (3 CP) (Red)
Combines ATK and MAG values for attacks during battle.

Free Item: Head Rune, Arm Rune, Activation Rune, Resistance Rune (3 CP)
(Blue)
Enables you to use items at no AP cost.

Guard Motion: Arm Rune, Weakness Rune and Resistance Rune (4 CP) (Red)
Reduces damage received by 20%. However, prohibits blocking and evading.
Renders user susceptible to status ailments.

True Seeing: Piercing Rune, Fire Rune, Strengthening Rune (Red)
Increases the occurence of critical attacks.

Missile Protection: Head Rune, Arm Rune and Resistance Rune (5 CP) (Red)
Guards against all projectiles frontally.

Scramble Attack: Head Rune, Leg Rune, Slashing Rune and Resistance Rune (2
CP) (Red)
Set special input for normal attack, to be performed by pressing a button
while holding the directional button.

Giant Killer: Slashing Rune, Holy Rune, Weakness Rune and Training Rune (4
CP) Red
Increases power of attacks against Giant enemies.

Training: Leg Rune, Weakness Rune and Strength Rune (3 CP) Red
Reduces ATK, MAG, HIT, AVD, RDM and RST by 20% in battle, but increases
experience received to 150%.

Demon Destroyer: Piercing Rune, Weakness Rune, Activation Rune, Training Rune
(5 CP) Red
Enables attacks with massive effects against Demon enemies.

Double Edge: Slashiing Rune, Piercing Rune, Arm Rune, Training Rune (5 CP)
Red
Deals damage twice in a single attack. (Cannot teach this until Leone and
Arngrim leave you a Red Training Rune.)

Solitary Struggle: Body Rune, Fire Rune, Resistance Rune (4 CP) Green
Increases ATK, MAG, HIT, AVD, RDM, and RST according to number of fallen
allies.

Observation: Body Rune, Fire Rune, Strength Rune (5 CP) Green
ATK, MAG, HIT, AVD, RDM, and RST values increase slightly per fixed interval
during battle.

Toughness: Body Rune, Leg Rune, Fire Rune (Green)
Doubles current HP and maximum HP during battle.

God Destroyer: Piercing Rune, Bludgeon Rune, Weakness Rune, Holy Rune (Green)
Enables attacks with massive effects against Divine enemies.

As you can see, some combinations are more complex than others and more
difficult to achieve in the beginning, either because of the number of runes
involved or the colour of the runes needed to create the combination. Most of
the characters you encounter as the game progresses will come to you with at
least one new Learned Skill. This Skill must be set, of course, if it is to
be of any practical use, but it serves another purpose as well. In the
Skills Menu, each Skill is given with a description of its effect as well as
the Runes needed to form the combination. Whenever you encounter a new Skill,
you can 'teach' it to other characters by recreating the combination with
items that you have in your inventory.

Incidentally, in order to see ALL possible rune combinations, all you need to
do is open the 'Equip' menu, then choose the 'Skills' option by pressing the
Triangle button. Cycle by using Left and Right on the Direction pad. You
will see menus for the various types of Skills: Status, Attack, Defence,
Critical and Reaction Skills.

Some Skills are more useful in a general way than others. First Aid, Survival
and Regenerate Health are extremely useful in battle as they automatically
serve to keep your character alive.

Other Skills are extremely valuable in specific situations. These are Skills
that operate against a specific type of enemy. 'Weed Whacker', 'Beast
Bludgeon' and 'Bug Swatter' are skills that should be set when dealing with
enemies of the types indicated by the name of the Skill.

Incidentally, Skills once learned remain available from that point on. When
created with a Rune Combination, you no longer need to keep the Runes equipped
and linked once the Skill has been learned. Remember only that 'learning' a
Skill is not simply a matter of creating the proper Rune Combination but of
having the necessary CP to assign the Skill to the character.

N.B. As a general rule, in the course of this game Blue Skills will be
available first, Red Skills will be available second and Green Skills will be
available third. The reason for this is that the Weapons, Armour and
Accessories that you can obtain either from a shop or from a defeated Enemy
will be blue in the beginning and those that are red will appear next. You
will see your first green Accessory long before any green weapons or armour
appear. You therefore will be able to teach Blue Skills to your characters
first for the most part.

The exception can be found in Skills that characters have when they first
materialise. You will find that certain Skills may be unavailable to a
specific class for a long time simply because he/she cannot carry the type and
colour of weapon used to create that Skill. In other words, at the start of
the game, a Skill that requires a Slashing Rune will not be available to any
Mage or Archer. It is only when you find accessories that carry the Slashing
Rune that you will be able to teach these skills to the characters in these
classes.

Often, a weapon or piece of armour that is inferior to another should be
equipped temporarily simply in order to create a Skill. 'Alicia's Robe'
provides very little protection in terms of armour, but it is one of the few
Red Body Runes at the start of the game. Its purpose really is to give
players the opportunity to create Red Skills to characters early in the
game. In similar fashion, Suede Boots may provide less protection than Work
Boots but if you need a Blue Leg Rune for a rune combination in order to
create a Skill, you may wish to equip your character with the Suede Boots.
Remember that, once a Skill actually has been learned, you no longer need to
keep the Rune Combination equipped. Remember, however, that 'forming' a
Skill and 'learning' a Skill are two different matters entirely. You need to
keep the Rune Combination equipped to the character until he/she has enough
experience in combat to 'learn' the Skill. Then you can change his/her
equipment.

Some Skills are more advanced than others. The 'Training Skill' is one that
cannot be of much use to a character with low stats as it lowers all combat
stats while increasing experience. It is very useful when assigned to a
character at a high level who must gain a huge amount of experience before
he/she can advance to the next level. At that point, all stats should be high
enough to be able to take the decrease that the Skill imposes.

N.B. I know that there is great disagreement about the usefulness of
the 'Training Skill'. Some players do not find it particularly useful, but if
you wish to increase a character's level before either 'freeing' him or losing
him in the course of the plot, the Training Skill can be invaluable. It
increases experience received in battle to 150%. The cost it exacts is a 20%
reduction of ATK, MAG, HIT, AVD, RDM and RST in battle. In particular, if you
wish to increase the levels of Lezard, Dylan, Arngrim and Leone before you
complete Chapter 3, this is a quick way to do it.

Another way of increasing experience is through use of the 'Experience Pig
Law' Sealstone. When carried, this will double Experience points gained in
battle. The cost here is in OTH. You will receive x2 experience but NO OTH
whatsoever!

Notes about Skills and Runes:

The first Red Training Rune that you will be able to obtain is found in a
Chest at the end of the Palace of the Venerable Dragon, when Leone and Arngrim
leave you. It is the Ouroboros Symbol and will allow you to teach the very
useful Skill of Double Edge.
.
Very few Green Skills will be available for learning before Chapter 4. It is
in Chapter 4 that you will be able to find a Green Bludgeon Rune, a Green
Piercing Rune, a Green Earth Rune... enabling you to teach Toughness and
Victorious. Before the end of Chapter 3, you should be able to teach your
characters the green Skill of Observation and that of Solitary Struggle..


Although every player has a different method, here are my personal favourite
Skills for general use:

Protection and Defence Skills:

First Aid: Body Rune, Healing Rune, Holy Rune (3 CP) (Blue)
May restore half the damage inflicted by an enemy attack afterwards.

Regenerate Health: Body Rune, Earth Rune, Healing Rune (4 CP) Red
Restores HP at fixed intervals during battle.

Survival: Body Rune, Healing Rune, Training Rune (3 CP) Blue
Leaves 1 HP after an otherwise fatal attack if character has at least 10% of
maximum HP to start with.

Force Field (100) : Body Rune, Leg Rune, Resistance Rune (3 CP) Blue
Protects user with a force field that can withstand 100 damage.
N.B. This is very useful early in the game but the stronger fields are more
useful later.

Toughness: Body Rune, Leg Rune, Fire Rune (5 CP) Green
Doubles current HP and maximum HP during battle.
N.B. One of my favourite Skills! Unfortunately, it cannot be learned in the
early chapters.

Victorious Vitality: Body Rune, Earth Rune and Healing Rune (5 CP) Green
Restores HP to 100% when victory is achieved.
N.B. This skill uses too much CP and is unnecessary if you have a good
inventory of recovery items, but if you are deep within a dungeon and are low
on items, set this skill until you gain access again to a shop or merchant.

Combat Skills:

Double Edge: Slashing Rune, Piercing Rune, Arm Rune, Training Rune (5 CP)
(Red)
Deals damage twice in a single attack.

Psychosoma: Head Rune, Arm Rune, Activation Rune, Ice Rune (3 CP) Red
Combines ATK and MAG values for attacks during battle.
N.B. A very useful Skill at certain points in the game.

Break Up: Arm Rune, Slashing Rune, Activation Rune, Strengthening Rune (2
CP) Blue
Increases chances of entering Break Mode when part of enemy is broken off.

Dismantle: Arm Rune, Darkness Rune, Strengthening Rune, Training Rune (6 CP)
Green
Splits an enemy in two with a critical attack.
N.B. This is a powerful Skill, but as you see it uses half the maximum CP.
In many cases, it's 'overkill' to set it.

Level Increasing Skills:

Training: Leg Rune, Strengthening Rune, Weakness Rune
Reduces ATK, MAG, HIT, AVD, RDM and RST by 20% in battle, but increases
experience received to 150%.
N.B. Some players do not like this Skill, but I love it. It is a great way
to increase experience quickly when there is the need to do so. Used in
conjunction with any Sealstones that increase Experience, such as Experience
Pig Law, you will be able to increase levels rapidly.



There is an actual mathematical formula that computes the effect of linking
Runes or Accessories, either for Skills or for Effects in Battle.

Linking 2 Squares: You obtain 1.50 x the unique effects of ALL linked
Accessories
Linking 3 Squares: You obtain 2.00 x the unique effects of ALL linked
Accessories
Linking 4 Squares: You obtain 2.50 x the unique effects of ALL linked
Accessories
Linking 5 Squares: You obtain 3.00 x the unique effects of ALL linked
Accessories
Linking 6 Squares: You obtain 3.25 x the unique effects of ALL linked
Accessories
Linking 7 Squares: You obtain 3.50 x the unique effects of ALL linked
Accessories
Linking 8 Squares: You obtain 3.75 x the unique effects of ALL linked
Accessories
Linking 9 Squares: You obtain 4.00 x the unique effects of ALL linked
Accessories

This is why, in certain circumstances, the effect of 1 Accessory that gives
40% Protection against all Status Ailments can be boosted to 100% simply if
you have linked 4 squares, each with different unique effects.


In order to create an ensemble that gives 100% protection against most
conditions, you need to have four Rune accessories of the same colour. In
this context, weapons, armour and other equipment will count as links to boost
the effect of any Accessory.

Blue Ensemble:

A Heavy Warrior as well as a Mage always will have one Blue Rune in the form
of his weapon. You therefore only need three more to create 100% coverage for
him. For him and for any other character, you will need to equip a Blue Body
Rune in order to link all four Accessory slots as only the Body Rune slot
touches every Accessory slot to create a working 'link'.

Once you have equipped a Blue Body Rune, you should equip:

Bone Mace, Blue Strengthening Rune: 40% chance of negating Frailty

Holybreath Core, Blue Holy Rune: 40% chance of negating Poison, Confusion,
Silence, Freeze, Paralysis, Faint or Stone.

Red Ensemble:

A Light Warrior as well as any Archer always will have one Red Rune in the
form of his/her weapon. You therefore only need three more to create 100%
coverage for him/her, provided all Red Runes touch. If you do not wish to
equip a Red Body Rune, you must equip a Red Head or Red Leg Rune in order to
link all Accessories. After equipping the character with these Red Runes,
equip him/her with one of each of the following:

Thick Bone, Red Strengthening Rune: 40% chance of negating Frailty

Mithril Ore, Red Training Rune: 40% chance of negating Poison, Confusion,
Silence, Freeze, Paralysis, Faint or Stone.
Ouroboros Symbol, Red Training Rune: 40% chance of negating Poison,
Confusion, Silence, Freeze, Paralysis, Faint or Stone.
Scarlet Fang, Red Piercing Rune: 40% chance of negating Poison, Confusion,
Silence, Freeze, Paralysis, Faint or Stone.

Green Ensemble:

No one has a Green Rune Weapon ab initio in this game. You therefore will
need to create an Ensemble with at least two Green Equipment runes unless you
equip a Green Body Rune. After equipping the character with the Green
Equipment runes, use one of each of the following:

Dead Man's Gem, Green Earth Rune: 40% chance of negating Doom
Sharp Scissor Heart, Green Darkness Rune: 40% chance of negating Doom

Axe Crust, Green Strengthening Rune: 40% chance of negating Frailty

Dragon Palm, Green Healing Rune: 40% chance of negating Poison, Confusion,
Silence, Freeze, Paralysis, Faint or Stone.
Emerald Heart Core, Green Holy Rune: 40% chance of negating Poison, Confusion,
Silence, Freeze, Paralysis, Faint or Stone.

By equipping the above with the Green Mirage Robe, you will have 100%
protection not only against all Status Ailments but against Transfer as well!
Unfortunately, only Mages and Archers can equip the Mirage Robe, but it is
imperative that you equip one member of your active party with this Body
Armour whenever you encounter enemies capable of transferring your characters
from the battlefield. The Conquerer's Armour is the most useful piece of
armour for Light and Heavy Warriors as it offers 80% protection against Doom,
Transfer and Frailty as well as boosting each and every stat. As in the case
of the Mirage Robe, by linking the Conquerer's Armour with other green runes,
you can boost that protection to 100%.

Moreover, if you equip the individual with a Green Leg Rune as well as the
Green Body Rune and place a Green Fire Rune Accessory in the fourth Accessory
slot, you can teach the character the Skill 'Toughness' which doubles current
HP and maximum HP during battle! This skill when set, combined with this
general ensemble will make your character almost invincible.

Grey or Runeless Accessories that give great general protection include:

Drainwing: May transform inflicted damage into HP.
Tome of Necromancy: May transform inflicted damage into HP.

Shell Shade: May negate magic damage.
Mask Fragment: May negate magic damage.
Snakebelly Armour: May negate magic damage.

Mirror Fragment: May reflect magic.

Metaboliser: May restore half of the damage inflicted by an enemy attack.

Other than these, you can use any Accessory that boosts HP by 10%. As stated
previously, however, when a character has the 'Toughness' Skill, boosting HP
with any Accessory becomes rather pointless as 'Toughness' doubles maximum HP
during any battle encounter!

An entire section of this guide is devoted to the effects of all Accessories
and choice of accessories in many cases will be a matter of personal
preference. Some players prefer to use offensive rather than defensive
Accessories, following Napoleon's adage that 'A strong offence is the best
defence.' I prefer to protect my characters as much as possible, and simply
obtain the most powerful weapons for best offensive power. After all, you can
equip only 4 Accessories at a time. When you are teaching a character a
specific Skill, your choice of Accessories will be restricted by the need to
equip those needed for the Skill. When all Skills have been learned, however,
I have discovered that three Accessories protecting the character from all
status ailments and Doom, as well as one that either negates or reflects magic
attacks, in combination with the 'Toughness' Skill makes my characters
impervious to defeat in most cases and dispenses with the need to use recovery
items during battle. Later in the game, when you encounter enemies who can
transfer ALL members of your party from the battlefield, you really do need to
try to have at least one character in your active party equipped either with
the Mirage Robe or the Conquerer's Armour in order to prevent utter defeat, as
the game will end automatically if all members of your party are transferred
at the same time!

N.B. Remember that the Runes MUST BE LINKED in order for their effect to be
boosted. YOU NEED FOUR LINKED RUNES OF THE SAME COLOUR if you wish to boost
the effect of each to 100%. In other words, if you are using Green Accessory
Runes to protect your character from all Status Ailments, you must have a
Green Body Rune or a Green Arm Rune with a Green Head or Leg Rune in order to
create the link. If the character is equipped with a Red Body Rune and a Red
Arm Rune, you will be unable to link ANY of the four Accessories unless you
equip a Green Leg Rune at least. Equipping a Green Leg Rune in this situation
will link only two Green Accessories: those in slots 3 and 4.

Here is the way it works:

Head Rune: can link only 2 Accessories in Slots 1 and 2 if all are the same
colour
Body Rune: can link all 4 Accessory runes if all are the same colour
Arm Rune: can link only 2 Accessories in Slots 2 and 4 if all are the same
colour
Leg Rune: can link only 2 Accessories in Slots 3 and 4 if all are the same
colour
Weapon (Slashing, Piercing or Bludgeon) Rune: can link only 2 Accessories in
Slots 1 and 3 if all are the same colour

As you can see, the easiest way to link 4 Accessories is by equipping a Body
Rune of the same colour. If you use a Body Rune of a different colour and
still want to link 4 Accessories, you only can do so by equipping Head AND Arm
or Arm AND Leg Runes of the same colour. As the weapon the character has is
pre-determined by his/her type, you would be obliged to equip a Head or Leg
Rune of the same colour as the weapon if you wish to link 4 Accessories
without equipping a Body Rune of that colour.


Found in the Palace of the Venerable Dragon, this Sealstone allocates
Experience Points to ALL characters, whether members of your active party or
not. After victory, it allocates 1/6 of Experience to ALL allies. This is a
very useful Sealstone to carry if you are trying to raise Lezard, Arngrim,
Leone and Dylan's levels to 45 before the end of Chapter 3. You become free
to use the characters you really prefer in battle rather than forcing yourself
to use characters who need a Level increase. This is an argument in favour of
entering the Palace as early as you can simply to acquire this Sealstone, even
if your characters really are not strong enough to deal with most of the
enemies in this dungeon.


Strategy in a game like this one must encompass a variety of aspects from
general gameplay to battle formations and actual combat. The basic elements
that must be kept in mind at all times are as follows:

1. What location should my party visit next on the World Map?
2. Do I want to end the Chapter now or later?
3. What characters should I have in my active party?
4. What weapons, equipment, Attacks and Skills should be equipped/set for
each character?

Each of these has its own group of strategy concerns.


Your choice of location should be based on considerations apart from the need
to progress in terms of plot and Chapter. You always must remember the need
to increase the experience level of any character you obtain by 5 levels at
least. Beyond that, you need to increase Experience Levels if you wish to
defeat the enemies in future dungeons. Obviously, each location on the map
that opens will be filled with monsters who are stronger than those you
encountered in previous dungeons. In many cases, a dungeon will be inhabited
by monsters who have the same elemental powers and who share the same
strengths and weaknesses in terms of elements. Every enemy gives different
items when defeated as well. You may lack one component for an item that a
shop is willing to create. If that item is one that you need, you may wish to
seek it by revisiting a dungeon or location rather than pressing forward to a
new location on the World Map.

Another consideration is the fact that a character with a higher level of
experience may have a better chance of acquiring items from an Enemy than the
same character at a lower level. This is a compelling reason to revisit
dungeons later in the game in order to acquire rare items from Enemy groups.


There are dungeons that, when you defeat the Boss, simply will open a new
location on the World Map. Other dungeons are strictly optional in the sense
that their completion will not advance the game plot at all. You need to be
cautious about completing a new dungeon if you are not ready to end the
Chapter. Events occur automatically often at the end of an old Chapter or the
start of a new one. Characters leave at specific points in the game. If you
have not increased their levels sufficiently, you may regret it.

Apart from this, so-called 'optional dungeons' may contain very important or
useful items. Sealstones are found in many of the optional destinations on
the map. Special items that allow your party to carry more than one
sealstone at a time are found in destinations that do not advance the plot.


If you are familiar with a dungeon and the Enemy Groups that you will
encounter at specific points, it will be easy to tailor your active party for
maximum success in each situation. In this game, an Enemy Group will not
have the same components each time you encounter it, but there will be only a
few permutations for each. You therefore will have some idea as to which
characters will work best against a particular Enemy Group. Alicia actually
can be removed from your active party. This gives you an opportunity to use
more characters to increase their experience.

In terms of battle, defeat never will be your sole objective. The items that
you obtain in battle may be critical to the creation of a special weapon,
piece of equipment, accessory or other type of item. Items usually correspond
to specific body parts and some characters may be more suited to the business
of harvesting body parts than others. An overwhelming force may not be what
you need in every case. Some items are more difficult to acquire than
others. An item that is obtained when you break off a small part like a tooth
seldom will be easy to obtain. You need to use delicacy and precision in
fighting an enemy if you wish to obtain a tooth or eye.


This is one of the more complicated aspects of Valkyrie Profile not only
because of the way that each weapon or item of equipment works but because of
the rune combination facet. In particular, when your character is new to
your party, you may wish to teach him/her as many Skills as possible as
quickly as possible. This need will define your choices of weapons and
equipment. The colour of the runes needed for a Skill as well as the nature
of each may affect your character's stats and HP. You may have to make
sacrifices in terms of strength and protection in order to teach the character
a specific skill.

Here is where the power of linking can become critical. For example, you may
have a piece of equipment that is twice as powerful than another one, but if
it is a different colour from the other equipment and accessories you have
given your character, its effect ultimately may prove to be less. Suede Boots
have a performance of RDM 3. Duel Greaves have a performance of RDM 8, almost
triple that of the Suede Boots. If, however, you have equipped your character
with Blue Accessories and Armour in the form of a Blue Body Rune, it would be
better to equip the Suede Boots, as the performance of these as well as the
effect of the other Blue runes will be augmented. If your character is
equipped with 9 Blue Runes, the effect and performance of each will be
quadrupled. (4.0 effect).
In effect, then, the Suede Boots will give more resistance to physical attacks
than the Duel Greaves, provided you have equipped your character with as many
blue runes as possible. Nine Runes of the same colour may be the ideal
number, but this only can be achieved when you equip runes of the same colour
as the character's weapon. In other words, the weapons of a Heavy Warrior and
a Mage are Blue, and the weapons of a Light Warrior and an Archer are Red.
Later in the game, you will find that the most powerful equipment may be Green
and therefore, you may choose to link 8 green runes rather than linking all 9
to match the weapon. Furthermore, many 'runeless' or colourless accessories
have powers that are unique and you may choose to link fewer runes in the
interest of equipping at least one colourless or 'runeless' accessory.


Many RPGs have a fairly complex system in terms of the qualities of each
weapon but Valkyrie Profile's system may be more complicated than most. You
need to make some fundamental choices in terms of the general character of the
weapon: do you want the most powerful weapon the character can wield or do
you want a weapon that allows the maximum number of attacks? Secondly, do you
want a weapon that will allow your character to perform a Special Attack?

The most powerful weapons often are weapons that allow only one or two attacks
as opposed to the maximum number of three. Often they do not permit a Special
Attack either. Weapons that are designed to work against a specific type of
enemy tend to be limited in the number and type of attacks they permit as
well.

Setting up Special Attack chains is possible only when more than one member of
your active party is able to perform a Special Attack. Even if a weapon is
less powerful than another, if it allows three attacks as well as a Special
Attack, it may make your party more powerful in general than the most powerful
weapons would make the character individually.

This poses an important question: do you actually want to use Special
Attacks? When dealing with any Enemy that is far more powerful than any of
your characters, a Special Attack or a chain of Special Attacks may be the
only way to defeat that Enemy. You need to realise, however, that using a
Special Attack precludes the acquisition of any items or 'war trophies' from
an Enemy. You will defeat the Enemy, but you will not be able to obtain the
items that might be acquired by breaking parts off the Enemy one by one.

Often, extremely powerful weapons that can defeat an Enemy in a single turn
will limit the items that you would be able to acquire from that enemy. This
is one reason why you may wish to revisit dungeons later in the game to enter
into battle with enemies simply in order to acquire items. Most enemies will
respawn. There are a few, however, that you can encounter only once.


Bear in mind that there are two separate actions that are known as 'Transfer'
and they have very different effects! One is the 'Transfer' of an Einherjar,
whereby his/her soul is freed and he/she can begin a new life. The other
is 'Transfer' on the battlefield, whereby either you transfer an Enemy from
the battlefield or an Enemy transfers one or more of your characters from the
battlefield. The 'Aspect Stone' can be used to return characters who have
been transferred from the battlefield, but if all four members of your party
are transferred at once, the GAME IS OVER! This is one reason to save your
game as frequently as possible as although the chance of this occurring may
not be great, it can happen when you confront certain Enemies.
The 'Necromancer' and other members of that family as well as the 'Persistant
Pursuer', the 'Human Sacrifice' and other members of their families have this
power in battle.

There are pieces of equipment that protect against Transfer during battle.
These include the 'Mirage Robe' for Mages and Archers and the 'Conquerer's
Armour' for Light and Heavy Warriors. Once you have one or both of these,
make certain that at least one member of your active party is equipped with
one of these before entering into battle with Enemies that have the power to
transfer your entire party from the battlefield in a single turn.

Tranfer of Einherjar:

As a general strategy, it is a good idea to raise the levels of all characters
as high as possible either before transferring Einherjar to Valhalla or before
characters leave your party as the plot progresses. For example, in order to
gain the best weapons, the characters of Arngrim and Leone who join your party
in Chapter both should be trained to Level 40 before the end of Chapter 3.
The characters of Dylan as well as Lezard Valeth should be trained to Level 45
before the end of Chapter 4. This is by no means necessary in order to play
the game, but if you are the sort of player who likes to obtain the most
powerful weapons and greatest items, you will want to do this.

The reason for increasing the levels of Einherjar before transferring them to
Valhalla is because when transferred, their weapons and Skills will become
gems and items that can be used. When an Einherjar materialises, the level at
which you can 'Free' or transfer that Einherjar will be given in the Status
Menu. The lowest level at which any Einherjar can be transferred is five
levels above the level at which materialisation occurs.

If, however, you would like to augment the stats of a character early in the
game, when characters are weak and are struggling against enemies more
powerful than they, you may wish to 'free' one or two Einherjar as soon as
possible.

A tutorial will inform you that:

When you free an Einherjar, his or her accumulated power becomes a crystal for
you to keep. There are three types of power crystals: rose, azure, and jade
gems. Each will vastly increase its corresponding status category. What kind
of crystal einherjar become when freed depends upon their status as characters.

You can receive other things depending on your Einherjars' equipment when they
are freed.

For instance, for having a sword equipped, you receive Fencer's Familiarity
(STR +5) along with the power crystal. However, for certain items, you won't
receive anything.

For example, if you choose to 'Free' Mithra at the lowest level at which it is
possible to do so, he will ask:

Have you finished with my powers?

When you choose the option of 'Yes', he will say:

I will treasure the life you have given me.

You then may obtain:

Azure Gem 1
Sorcerer's Savvy 1
Ambrosia 1
Warrior's Wits 1

I will forever be in your debt.

From Jessica, you should receive a Rose Gem.

The properties of these are as follows:

Rose Gem: Stone imbued with the power of a freed einherjar. Increases STR
and DEX by 20.
Azure Gem: Stone imbued with the power of a freed einherjar. Increases INT
and CON by 20.
Ambrosia: Increases max HP by 100.
Sorcerer's Savvy: Crystallised ancient wisdom. Increases INT by 5.
Warrior's Wits: Crystallised ancient wisdom. Increases CON by 5.
Fencer's Familiarity: Crystallised ancient wisdom. Increases STR by 5.
Archer's Aptitude: Crystallised ancient wisdom. Increases DEX by 5.
Thief's Thoughts: Crystallised ancient wisdom. Increases AGL by 5.

From each freed Einherjar, you will receive a Gem representing that
Einherjar's type. That will increase two statistics by 20 each. Armour,
weapons and skills as well as the level at which the Einherjar is freed
determine the 'extra' points that you receive from him/her, represented
by 'Sorcerer's Savvy' in the case of a sorcerer, 'Archer's Aptitude' in the
case of an archer, and so on.

Based on the rules of the game, there are weapons and statistics that result
in the maximum number of points received for any Einherjar freed. As many of
the best weapons are to be found only in the Seraphic Gate, however, a player
who wants the optimum items from any Einherjar he/she frees will not transfer
that Einherjar before the Seraphic Gate level. This is not the way the
majority of players will play the game. It is necessary only that an
Einherjar increased his/her level of experience by 5 Levels before he/she is
freed. The items you receive from this transfer can boost the statistics of
any member of your party significantly, as you can see even from a low level
transfer like the example given above for Mithra.

N.B. Although Mithra is used as an example of a low level transfer, it is not
recommended that you transfer him early in the game, as he is more useful as a
Mage than he would be as a bestower of gems and items.

An example of an Einherjar whom players often transfer early in the game is
Kraad. Kraad when 'freed' will begin a new life in Villnore and, if you visit
him there, will bestow upon you the gift of a sword known as
the 'Kraadicator.' If you wait, however, and 'free' his soul in Chapter 6, he
will give you nothing!

Going to the house to the right of the Armoury in Villnore after freeing Kraad
in Chapter 4, he would say:

Kraad: You're alive!... I guess I shouldn't be surprised since even I can
survive in this world.

Then: How would you feel if you gave some one a special gift and they gave it
away? That's... never happened to me, though. Obviously, I was speaking
hypothetically. This should come in handy sometime.
Acquired Kraadicator.

Then: How's the sword I gave you? Are you making use of it? I'm not asking
you to return it... but my wife... um...

Kraadicator:
Performance: ATK 130 HIT 20 RST 10
Attacks: 2 Special Attack: No
Beloved sword of one of Villnore's founders.

If you speak to him afterwards, he will ask: How's the sword I gave you? Are
you making use of it? I'm not asking you to return it... but my wife... um...

If, however, you wait until Chapter 6 to free Kraad, then visit him in
Villnore at the same house, his first remark will be the same, but the
dialogue after that will be quite different:

Kraad: You're alive!... I guess I shouldn't be surprised since even I can
survive in this world.

Then: We have to show them how much strength humans have. We have to show
them that we are just as important as they are. Nothing will change as long
as they keep looking down on us, especially with pity and superiority. That's
the truth.'

No matter how many times you speak to him, there will be no mention of the
Kraadicator and no gift will be given. Evidently, he realises that the powers
of the Kraadicator will not be appreciated as much at a point in the game
where other stronger weapons are available to you.

If, therefore, you wish to acquire every single weapon that exists in this
game, you need to tranfer Kraad fairly early. If, however, you would prefer
to acquire more Skill items from the freed Einherjar, it is better to wait.
You will be able to obtain more 'Fencer's Familiarity' gems and so on if you
free his soul later.


The Chapter in which an Einherjar is transferred, equipment as well as the
level at which he/she is transferred, can be significant as well. There are
Einherjar who will begin new lives after their souls are 'freed'. If you
meet any of these Einherjar at a location on the World Map afterwards, he/she
may give you a special item. The Chapter in which you transferred the
Einherjar will determine the item you receive. As a general rule, there are
three different cut-off points for transfer: before Chapter 4, during or
after Chapter 5 and finally, directly before the end of the game. The effects
of freeing Kraad at different points in the game are described in the previous
section.

Some items that are given can be found in other locations. Others,
like 'Mithra's Holy Water' are unique. Your strategy then will depend on the
value of the item in comparison with the value of the Einherjar. These
special items are different from the items based on the equipment that you
will obtain when any Einherjar is released.

Using Mithra again as an example, although 'Mithra's Holy Water' is an unique
item, Mithra's value as a Mage will outweigh that for many players. He is one
of the few Ice Mages you will have in your party during much of the
game. 'Mithra's Holy Water' will deal 10,000 damage to a single enemy but
there is no need for an item that powerful in the early stages of the game!

Valkyrie Profile Lenneth required a player to transfer characters in each
Chapter or risk the wrath of Valhalla. Valkyrie Profile Silmeria has no such
requirement. If you like, you can keep all the Einherjar you obtain. There
are a total of 40 Einherjar in the game, but you can obtain only 20 of these
in any single game. Some relics hold more than one Einherjar and the one you
will receive when you access the relic is randomly chosen. If you wish
to 'meet' all 40 Einherjar, you must keep more than one game file and save
your game BEFORE you access any relic. If the Einherjar that materialises is
not the one you want, you then can reload your game and attempt
materialisation again.

One of the problems with a strategy that transfers few or no Einherjar is the
amount of time spent on playing the game. You need to level up every
Einherjar at least to 5 levels beyond his/her initial level in order to be
able to transfer him/her. If you use each character equally, all your
characters will increase in level but no characters will be of a very high
level unless you play the game constantly and revisit areas again and again.
Some characters really are more useful than others, but which characters you
choose to use more may depend as well on personal preference.

Unlike Lenneth, you need not use Alicia at all times. You can remove her from
your active party on occasion in order to give another character more
experience.

There are special items that an Einherjar may give if you meet him or her
somewhere on the map after he/she is freed. There are other items that will
be given automatically when the Einherjar is freed. These consist of a single
Gem for each Einherjar freed as well as other stat-boosting items that are
based on equipment.

The type of gem you receive for the release of an Einherjar depends on his/her
stats. A Rose Gem will be obtained for an Einherjar when his/her ATK is the
highest stat. An Azure Gem is obtained when MAG is the highest stat. A Jade
Gem is obtained when RDM is the highest stat.

The additional items you receive for the equipment the Einherjar has at the
time of his/her release will depend on the following:

Fencer's Familiarity: 1 for every 20 ATK points
Sorcerer's Savvy: 1 for every 10 MAG points
Archer's Aptitude: 1 for every 5 HIT points
Thief's Thoughts: 1 for every 10 AVD points
Ambrosia: 1 for every 25 RDM points
Warrior's Wits: 1 for every 5 RST points

The basis of counting points is solely equipment. In other words, an
Einherjar with a weapon that gives 10 MAG will give only 1 Sorcerer's Savvy.
The number of MAG points he would have if you removed all equipment will not
count at all. Accessories are not included here. In fact, no accessories
will be lost when you release an Einherjar. If, therefore, the Einherjar you
release is equipped with a Copper Coin accessory, the 11 MAG that accessory
gives will not count as he will not be able to take the Copper Coin Accessory
with him.

The boost that each item obtained from an Einherjar gives is as follows:

Rose Gem: +20 STR, +20 DEX
Azure Gem: +20 INT, +20 CON
Jade Gem: +20 AGL, +200 HP

Fencer's Familiarity: +5 STR
Sorcerer's Savvy: +5 INT
Archer's Aptitude: +5 DEX
Thief's Thoughts: +5 AGL
Ambrosia: +100 HP
Warrior's Wits: +5 CON

Remember that you can obtain only one Gem for each Einherjar released but that
you can obtain up to 99 of each of the other items, depending on the quality
of the equipment you are able to give to the Einherjar.

Deciding how to deal with your Einherjar is an interesting aspect of the
game. You must increase each Einherjar's level by 5 in order to be able to
release him/her. As demonstrated with the example of Kraad, you can obtain
the 'Kraadicator' sword only if you free him before Chapter 5 but the 'Skill'
items that you obtain will be far less then than they would be if you wait
until the very last opportunity in Chapter 6 to free his soul.


In every village, you will find a Tactical Guidebook stored within a building
somewhere. The Tactical Guidebook provides information as follows:

Tactical Guidebook

Remember at all times:
One's ability to command determines whether comrades live or die.

Changing Targets

In battle, the target of the character's attack can be changed. This is
referred to as Changing Targets. To change targets, first use L2. The new
target can then be selected. This comes in especially handy for non-enemy
targets on a battlefield, such as pillars.

Magical Attributes

Magic has several attributes.
Fire: Considerably affected by caster's MAG and target's RST.
Ice: Controlled by caster's LV, mostly unaffected by target's RST.
Earth: No particular strong or weak points; Standard magic.
Lightning: Not very strong, but often produces critical hits.
Holy: Vastly affected by caster's MAG and target's RST.
Dark: Controlled by caster's LV, barely affected by target's RST.

To become a true sorcerer, you must understand these attributes and master
several attack magics.
Those who cannot are not worthy of being called sorcerers.

Elements:

Elements: There are four natural elements: fire, ice, lightning, and earth.
Beyond these, there are also the magic elements, holy and dark.
The fire techniques are effective against monsters weak against heat, while
ice works well against fire-element monsters. Earth techniques bearing poison
are powerful against living organisms, while lightning strikes metal monsters
hard.
Knowing the characteristics of your enemy, and the appropriate elements to
attack with, can be a great advantage in battle.

Dashing:

Swift movement is the key to combat. Whether or not you master dashing may
decide the outcome of the battle.

Dash by using R1.

There are three types of dash.
Quickly press R1 to move a short distance, hold it down to move a long
distance, or press it twice to move a medium distance.
Moreover, eliminate dash recovery time by attacking while still in motion.
This is called dash canceling.

Status Ailments

Anything can happen in battle, including status ailments. Realise that these
can be deadly if left untreated.
The status ailments below occur only in battle.

Confusion: Confusion renders one unable to think properly, and therefore
unable to attack. Use Normalise or an applicable item to cure this
condition. If you don't have the means to cure it, you'll have to wait it out.

Paralysis: Paralysis causes numbness throughout the body, making movement
impossible. Use Normalise or an applicable item to cure this condition. If
you don't have the means to cure it, you'll have to wait it out.

Stone: Victims of Stone become like statues, utterly unable to act. Use
Normalise or an applicable item to cure this condition. If you don't have the
means to cure it, you'll have to wait it out.

Faint: Faint causes a loss of consciousness, leaving one unable to act. Use
Normalise or an applicable item to cure this condition. Being hit by an
attack will also wake one up.

Transfer: Transfer forcefully expels you from the battlefield, keeping you
from joining your comrades for a certain amount of time. It cannot be cured
by Normalise. Use an applicable item to cure it.

The status ailments below persist even after battle:

Poison: Poison will deplete one's HP at regular intervals. Use Normalise or
an applicable item to cure this condition.

Silence: Silence forbids the use of magic, and certain enemy attacks may also
be neutralised. Use Normalise or an applicable item to cure this condition.

Curse: Curse prohibits changing equipment. Use Normalise or an applicable
item to cure this condition.

Frailty: Frailty inhibits the body's ability to convalesce, making healing
impossible. It cannot be cured by Normalise. Use an applicable item to cure
it.

Unconscious: Unconscious characters lie on the brink of death. Use invoke
Feather or an applicable item to cure it.

Certain accessories can prevent these status ailments, if you can find them.

Casting Spells:

A true sorcerer knows not only how to cast spells, but also when and where.
Usually, a character will cast a preset spell to expedite attacks and
integrate smoothly with allies. However, lacking the time for proper
spiritual concentration, the ranges and effects of these spells fail to meet
their full potential.

To increase the force of one's magic, one should remain still, open the
spellbook with SELECT and examine the incantation to perform.
However, this precludes one from combining with allies.
As for which attack method to use, you'll need to apply your know-how to each
situation.

There is Great Magic in this world that surpasses ordinary spells. Great
Magic can annihilate multiple foes at once.
Gut enemies may use it as well. When attacked with Great Magic, keep the
status of those beside the targeted character in mind.

End of Tactical Guidebook.

Essentially, battles obviously are a critical aspect of the game and although
they are 'turn-based', they occur on an actual battlefield specific to the
area and movement by your party is not only possible but essential. You need
to familiarise yourself with each battlefield in fact or risk great damage and
loss.

At the beginning of the game, the battlefields that you encounter will be
fairly simple. For example, in the Lost Forest, there is nothing more than a
single tree in the field where you fight. The enemies will be concentrated at
one end of the field and you will be at the other. In each Enemy Group, there
is a Leader and when you first enter battle, the Leader will be shown to you.
The Leader will be designated by a yellow arrow during battle. If you choose
to target the Leader instantly, you need to be able to reach him/it without
falling into the target area of any other enemy in the group. In a situation
where your characters are weaker than the Enemies encountered, you may wish to
focus on the Leader and defeat him/it as quickly as possible. After all,
enemies respawn when you leave the screen and you will be able to fight most
enemies again later. If your characters' strength is equal to or greater
than the strength of the enemies in the group, you can choose to target each
or all of the enemies in the group one by one, gaining items from them as you
defeat them.

The topography of individual battlefields becomes more complex as you progress
on the World Map. By the time you reach Surt's Fire Caverns, you will be
forced to operate on a battlefield that is tortuous in its complexity, with
bridges, gullies and hills that can be traversed only from specific angles and
areas. Knowing the battlefield can be a tremendous advantage at this point as
if your party is caught in a gully with only one point of exit, a number of
enemies may block your path if you are not quick enough. Your only recourse
then will be to defeat each of the enemies in your way.

This aspect of the game is very different from Valkryie Profile Lenneth. The
battlefields in that game were linear and only the background differed from
dungeon to dungeon. In this game, the battlefield in each dungeon is unique
to that dungeon and can resemble a maze. Your skill in moving through the
maze can be as vital an element as your skill in actual combat.

In terms of movement, exercise care when 'dashing' on a battlefield. If you
are trying to move all your characters together, you must be aware of any
barriers or objects that could impede the movement of any member of your
party. You may dash towards the enemy, only to find that one or more of your
characters has been left behind! It therefore can be a good idea to move to a
clear area before you execute a 'dashing' manoeuvre, always being aware of the
range of attack of any enemy on the field.

Many items can be found in more than one dungeon. Enemies of a certain type
are found in different aspects in different dungeons. For example, the Giant
Bat in Kythena Fields is from the same general type as the Fire Bat in Surt's
Caverns. The Dire Wolf of the Old Forest is similar to the Hellhound in
Surt's Caverns and the Flying Fish in Kythena Fields is similar to the Skull
Fish in the Lake. Their elemental qualities may be different in each case,
but the items that relate to their body type will remain the same. You
therefore can find many of the same items by defeating an enemy of a certain
type anywhere on the map. Most Lizard types can give 'Alligator Skin' as a
War Trophy. Most Fish, whether their Elemental nature is Fire or Ice
give 'Fish Scales'. A list of Enemies with their War Trophies will be added
to this guide.

War Trophies given by defeated 'Boss' enemies sometimes are unique and it can
be worthwhile to revisit a dungeon in order to fight a 'Boss' again.
Moreover, when your characters are more skillful and powerful, you should be
able to target specific body parts better. Items such as the Prism Gem will
allow you to break off random body parts in battle.

N.B. When fighting battles against Enemy Groups again and again simply to
gain experience, it is advised to find Enemies that drop War Trophies that are
difficult to obtain, as your combat then will serve more than one purpose.
For example, the 'Goblin Tooth' is a very useful item that is obtained from
Goblins but one that is not very common. By going to a screen with Enemy
Groups that may include Goblins, you not only gain experience for your
characters but improve your chances of acquiring a Goblin Tooth.



As in Valkyrie Profile Lenneth, there is a special Battle Menu that is
available for use only during battle. Magical spells are accessible only
during combat by accessing this menu.

When a battle begins, you will find your active party on a location-specific
battlefield facing the individual members of an Enemy Group. As in Lenneth,
you will have an advantage if you engage the Enemy by striking the Enemy Group
with your sword, rather than running into the group by accident.

Enemies are attacked individually for the most part and your character must be
within range of the target if you wish to attack. This was true with respect
to battles in Lenneth as well but there, range was determined solely by the
position of your party members, whether they were in back or in front. Here
the situation is far more complicated.

When you are on a battlefield, each Enemy's range will be seen in red on the
floor or ground in front of him/her/it. The enemy's range may differ from
yours, of course, but often your fighters must be fairly close to the target
if they wish to attack. You can keep your party together or split members
into two teams. The team concept is clever but a little difficult to master
in practical terms.

When you are able to attack, you can choose either to initiate set attacks
simply by pressing the characters' buttons or you can open the Battle Menu for
more options.

The Battle Menu contains three options for action:

Rearm
Magic
Items

These options will appear for every character but can be highlighted only if
the character is able to use them.

Rearm: This option is fairly simple. When highlighted, a sub-menu will open,
displaying all the weapons that are available to the character in question.
By highlighting a weapon, its effects on the character's stats will be
displayed.

Magic: This is the most complicated option that is available, only because
Spells that are available here are different from the Spells that can be 'Set'
for attack for any Mage. You need to realise that there are two kinds of
Spell where Mages are concerned. One is accessed outside of the battlefield
by choosing the Attack option in the regular menu. The other is accessed only
during battle.

Spells that can be accessed during battle through this option are both
positive and negative spells, or what is known in gaming often as 'White'
and 'Black' Magic. This type of Magic can be available to characters who are
not Mages, like Alicia. In the regular Attack menu, characters like Alicia
and Rufus will have only physical Attacks. In the 'Magic' option during
battle, Alicia will have both 'Heal' and 'Normalise' after increasing her
level of experience. These are extremely important spells, allowing her to
heal a character by restoring 80% of his/her maximum HP or to cure an ally of
a Status Ailment. Rufus will have 'Sap Power', a spell that reduces the ATK
of foes within range. Note that Alicia will not be able to use 'Heal'
or 'Normalise' unless she is on the battlefield and the battle is in progress.

Using the same option, a Mage can target more than one foe using a Spell
during battle other than the one automatically set to use before battle. The
Attack Spells available to a Mage on the battlefield are NOT the same ones
that can be set before battle, however. In other words, if you set Frigid
Damsel to a Mage instead of Fire Storm, you will not find Fire Storm as a
Magic option during battle.

Items: The use of items during battle is a common aspect of most RPGs and
Silmeria is no exception. When this option is highlighted, a list of every
item that is available for use will appear.

Some items can be used only during battles. Other items cannot be used in
battle at all. For example, 'Dead Ashes' can be used to cure poison when
your party is not engaged in combat, and 'Meat Chops' can be used outside of
battle to restore a little HP. During battle, however, you will not have
access to these items (nor to cooking!) and you will be obliged to use
Warrior's Arcanum, Dwarf Tincture, Apothecary's Arcanum or Fairy Tincture to
restore HP and Honeysuckle Dew to cure Poison.

N.B. There is a Sealstone that will double the amount of HP restored by an
item or by healing during battle. It is the Lifeforce Blessing Sealstone.
This Sealstone will not double the amount of HP that an item restores when
used outside of the battlefield, however, so if you are carrying this
Sealstone, it is in your interest to use any necessary Healing items DURING
battle.


Instead of assigning each character a set amount of power or energy to be used
during battles, Silmeria has a special gauge that shows the AP or Attack
Power of the party at every moment spent on the battlefield. Actions that are
performed, whether they consist of movement, attack or the use of an option in
the Battle Menu, will be reflected on the gauge. Some actions consume AP and
others restore it.

For example, use of any item, unless a character has set the 'Free Item'
Skill, will consume AP. Use of Magic will consume AP as will any physical
attack.
Moving on the battlefield, however, will restore AP gradually and if the party
stands still and you press the L3 button, it will fill the AP gauge. Being
hit by an enemy will restore AP as well.

Remember that AP and HP are totally different. Restoring AP simply means that
the power to perform actions in battle will be restored. HP will not be
affected. You can have full HP but no power to attack!

Magical gems knocked out of enemies during battles will increase AP as well.
There are purple gems and gold gems. There is a Status Skill named 'Spirit
Control' that increases the number of purple gems that will appear after an
attack. It can be taught to characters by linking a Red Arm rune with a Red
Slashing Rune and a Red Lightning Rune. The characters who can learn it are
the Light Warriors as they are the ones who will be equipped with a weapon
with a Red Slashing Rune.


Break Mode is a situation during battle that allows your party to attack
without limit for a few seconds without using any AP whatsoever. You will see
a prompt on the screen whenever you enter 'Break Mode' and you will see a
gauge that shines with light that diminishes gradually second by second.
Break Mode is your greatest opportunity to break off enemy body parts, so try
to use your attacks wisely, not only to defeat the Enemy but to do so without
pulverising it too quickly.

Break Mode is based on its own counter. Breaking off body parts on enemies
will affect this counter. When the counter reaches a specific point, Break
Mode has a chance of occurring.

There is a Skill that allows Break Mode to occur more easily. This, as one
might guess, is known as the 'Break-Up Skill'. Every character has his/her
own point in an attack against an Enemy when he/she can trigger Break Mode. A
character with the 'Break-Up Skill' can trigger it more quickly. Moreover,
the counter that relates to Break Mode will carry over from enemy to enemy and
battle to battle. Once Break Mode occurs, the counter is reset, but it is
reset at a percentage that is more advantageous to your party when a character
has the 'Break-Up Skill'.


Not only is the battlefield more complex than it was in Valkyrie Profile
Lenneth, but the battle screen is more complicated as well. If you did not
access the Battle Menu, you will have a small wheel map that shows the
location of each enemy in the upper right corner of the screen. There will be
a ladder gauge on the right side of the screen that determines how close you
come to a 'perfect kill'. Perfect is when all five circles are lit. When
this occurs and a Leader is down, you will obtain a Leader Item. The number
of Bonus Crystals that you receive is based on the number of circles lit at
the end of the battle. For 5 lit circles, you obtain 80 bonus crystals, which
is the maximum.

On the bottom of the screen, you will see a gauge that represents the HP of
the enemy you have targeted and below that, the AP gauge representing your
Attack Power. On the far left of the bottom of the screen is the Special
Attack gauge. When the circle is completely lit and the gauge reaches 100%,
you can launch a Special Attack. The number of Special Attacks that you can
launch depends on the ability of each character to bring the gauge back up to
100% with his/her attack. As in Lenneth, each Special Attack begins with a
lower gauge percentage than the preceding one. The first begins with the
gauge at 80%, the second at 60% and the third at 40%. Strategy is important
when considering the sequence of Special Attacks. The first thing you need to
know when organising a party for battle is whether or not each character is
equipped with a weapon that allows a Special Attack. The most powerful
weapons available often do not allow Special Attacks, which means that you
need to weigh the benefit of launching 'chains' of Special Attacks when
choosing your weapons. When the Special Attack gauge reaches 100, allowing
you to launch your first Special Attack, you need to know whether the
character you choose for that attack is capable of bringing the gauge back to
100%. If not, you basically are wasting the potential of the Special Attack
by giving that character the first chance to make a Special Attack. With
respect to the second Special Attack, again, you need to choose a character
who can bring the gauge back to 100%. This effectively means that the
character who launches the second Special Attack must be more powerful than
the one who performed the first Special Attack as the second attack must take
the gauge from 60% to 100%.

Obviously, if you haven't any characters who are capable of bring the gauge to
100%, it is best to launch the Special Attack with the character who is likely
to cause the most damage.

When your party is under attack, the HP Enemy gauge will be replaced by an HP
gauge for your party.

In the top of the left corner of the screen, you will see the name of the
individual Enemy closest to you.

You will see the faint outline of a large circle surrounding your party on the
battlefield. This represents your range of attack. Any enemies who enter
that circle can be reached by an attack. Each enemy's range will be displayed
in red on the ground. It usually will look like a wedge, but the form will
change when you or the enemy changes position. Once you fall into an Enemy's
range, you will be subjected to an attack.

When you open the Battle Menu, you will see your AP gauge at the bottom of the
screen but, above that, you will see the individual HP of each member of your
party. At the very top of the screen, you will see the effect of any
Sealstones you hold as well as the effect of any Sealstones in the area.

When the battle is ended, you will see:

Purification Complete
Experience:
Magic Crystals:
Total Experience:
Acquired: (amount) OTH


Although codes are available to increase levels and OTH, they often corrupt or
destroy save files. In fact, this game has its own inbuilt 'cheats' in the
form of Sealstones.

Acquired in the Serdberg Mountain Ruins, the Sword Blessing is one of the
first Sealstones that you can use to augment your characters' power. It
raises ATK to 120% and has no negative effects. Next, the Lifeforce Blessing
doubles any HP restored during battle either by an item or a healing spell.

Many of the Sealstones that act as 'cheats' force you to pay a price. If you
want more OTH, you can carry the Gold Grubber Law from the Turgen Mine, which
triples the amount of OTH received after any battle, at a cost to Experience
points. You will gain NO experience whatsoever when holding the Sealstone.
If you need Experience more than OTH, however, you can carry the Experience
Pig Law from the Chateau Obsession which doubles your Experience Points but
gives NO OTH after any victory.

Possibly one of the most useful Sealstones in terms of obtaining Experience is
the Experience Friends Law Sealstone. This Sealstone when held will
distribute 1/6 of the total experience points acquired after victory to your
non-active characters. It thus gives experience points to every one! It is
to be found in the Palace of the Venerable Dragon during Chapter 3.


Sealstones: In your Camp Menu, you will find three sub-menu options:
Holding, List and Guide. If you open the 'Holding' Menu, you will see
descriptions of the Sealstones carried by your party at this point in time.
If you open the 'List' Menu, you will see a list of every Sealstone held at
least once. By highlighting any individual Sealstone, you will see a brief
description as follows:

Sealstone Notes:

Black Anchor Wrath
Increased Mass
Origin: Serdberg Mountain Ruins
Cost 100
Negates forced movement in field. In battle, subject is thrown less when
launched.

Masochist Wrath
Reverse Damage
Cost 3000
Origin: Serdberg Mountain Ruins
Activated in battle. Portion of attack damage is reflected back at subject.
This obviously is NOT a Sealstone that you would carry into battle. It is
very useful, however, when set on a Dais in any dungeon.

Fog Wrath
Dectectability Down
Origin: Serdberg Mountain Ruins
Cost 200
Activated in field. When held, foes do not show on minimap. Affected enemies
do not give chase.
This Sealstone prevents moving Enemies from making contact with you. It
prevents any accidental encounters.

Sword Blessing
ATK 120%
Cost: 150
Origin: Serdberg Mountain Ruins
Activated in battle. Subject's ATK increases to 120%.
This is a very useful Sealstone in the early stages of the game, as the ATK of
your characters may not be high enough to guarantee victory against certain
Enemies. When carrying this Sealstone, ATK is increased. There are
Accessories with the same effect.

Ice Blessing
Ice Attack 150%
Fire Attack 1/2
Cost: 600
Origin: Audoula Temple on the Lake
Activated in battle. Subject's ice attack power is upped to 150%. Fire
attack power is halved.
This is one of the Elemental 'Blessing' Sealstones. There is one for each
Element. It basically increases the power of one element while halving the
power of its opposite. It can be very useful when dealing with enemies with
that specific Elemental weakness, but it will have a negative effect if you
encounter an Enemy weak only to the Element whose power is halved by this
Sealstone.

Chasm Wrath
RDM 1/2
RST 1/2
Cost 4000
Origin: Audoula Temple on the Lake
Activated in battle. Subject's RDM and RST reduced to 1/2.
This is another Sealstone that should not be carried into battle. It is very
useful when set upon a Dais.

Cotton Dust Wrath
Decreased Mass
Cost: 200
Origin: Surt's Volcano Caverns
Increases forced movement in field. In battle, subject is thrown more when
launched.

Fire Blessing
Fire Attack 150%
Ice Attack 1/2
Cost: 600
Origin: Surt's Volcano Caverns
Activated in battle. Subject's fire attack power upped to 150%. Ice attack
power is halved.
One of the Elemental Blessing Sealstones.

Iceberg Law
Turn to Ice
Cost: 20000
Origin: Surt's Volcano Caverns
Activated in battle. Subject's physical attack becomes ice attack. Absorbs
ice, but loses all fire resistance.
There is a Sealstone like this for each of the basic Elements. These are
rather dangerous Sealstones and should be used with caution. This one will
transform physical attacks into magical Ice attacks. If the enemy you
encounter while carrying this absorbs ice attacks, you will be in trouble!

Achromatic Law
No Tolerance
Cost: 4000
Origin: Surt's Volcano Caverns
Activated in battle. Reduces subject's resistance to all elements to zero.
This is a Sealstone that should not be carried into battle, but should be set
on a Dais.

Barrier Blessing
Negate Light Damage
Cost 1000
Origin: Surt's Volcano Caverns
Activated in battle. Damage less than 50 points is nullified.
This Sealstone is most useful early in the game when the enemies encountered
seldom inflict great damage and when 50 points is significant in terms of your
characters' HP. The 'Force Field' Skills are superior to this as even the
weakest of the Force Field Skills protects the user with a force field that
withstands 100 points of damage.

Lifeforce Blessing:
HP Recovery 200%
Cost: 2000
Origin: Surt's Volcano Caverns
Activated in battle. HP recovery doubles when subject is healed by items or
magic.
This is one of my favourite Sealstones and it will appeal to any frugal player
as it doubles the efficacy of every healing or restorative item. In other
words, when carrying this Sealstone, Warrior's Arcanum will restore 600 HP
rather than 300 HP. It can be used only in battle, however! If you use any
restorative item outside battle, it will restore no more than its usual amount
of HP. Even so, using one Dwarf's Tincture during battle will restore 600 HP
to every member of your party and using Fairy Tincture will restore 30000 HP!
The effect of the magical spell of 'Heal' is doubled as well.

Earth Blessing
Earth Attack 150%
Lightning Attack 1/2
Cost: 600
Origin: Crawsus Forest Ruins
Activated in battle. Subject's earth attack power upped to 150%. Lightning
attack power is halved.

Lightning Blessing
Lightning Attack 150%
Earth Attack 1/2
Cost 600
Origin: Crawsus Forest Ruins
Activated in battle. Subject's lightning attack power upped to 150%. Earth
attack power is halved.

Mudbank Law
Turn to Earth
Cost 20000
Origin: Crawsus Forest Ruins
Activated in battle. Subject's physical attack becomes earth attack. Absorbs
earth, but loses all lightning resistance.

Thundercloud Law
Turn to Lightning
Cost 20000
Origin: Crawsus Forest Ruins
Activated in battle. Subject's physical attack becomes lightning attack.
Absorbs lightning, but loses all earth resistance.

Experience Friend Law
Experience for All
Cost 4000
Origin: Palace of the Venerated Dragon
Activated after victory. Distributes 1/6 of experience to allies not fighting
(when held).
This Sealstone only has an effect when carried.
One of the most interesting Sealstones. It means essentially that you no
longer need to use all characters in battle! Remember, however, that the
higher the character's Level, the longer it will take to 'learn' any new Skill.

Powerless Cap Wrath
Slower Fall
Cannot Acquire Items
Cost 200
Origin: Palace of the Venerated Dragon
Activated in field. Push up after jump to glide. No items from treasure
chests or breaking enemies.
This Sealstone only has an effect when carried.
This is a Sealstone that is useful when you need to reach a high place,
especially if you must exchange position with an Enemy group first.
Unfortunately, you will not be able to open any Chests while carrying the
Sealstone, so you will be obliged to set it in a Shell, Dais or restore it to
a Spring before you will be able to access any Treasure.

Wrath of Bread Alone
HP Drain Enabled
Battle Menu Disabled (for your party)
Cost 1200
Origin: Palace of the Venerated Dragon
Activated in battle. 1/8 of damage inflicted added to subject's HP, but
cannot use menu.
There are a number of Accessories that transform damage to an enemy into HP
without prohibiting use of your battle menu.

Wrath of Forcefulness
Weapon Break 1/5
ATK 300%
Cost 500
Original: Palace of the Venerated Dragon
Activated in battle. ATK triples, but weapon breaks 1/5 of the time.
Like so many Sealstones, this one is a 'two-edged sword'. Your Attack power
triples, but the probability that your weapons may break is too high, unless
you are using weapons that can be replaced. If you equip your characters with
weapons that can be purchased again in shops, it may be worth the price. If,
however, you are using a weapon such as Bahamut Tear, I would say it is NOT
worth taking the risk of losing THAT weapon!

Stone Hurler Wrath
Projectile Ark 200%
Speed Reduced
Cost 2500
Origin: Palace of the Venerated Dragon
Activated in battle. Subject's projectile attack power doubles, but movement
speed is slowed.

Sleipnir Blessing
Evasion Up
Cost: 1500 Crystals
Origin: Forest of Spirits
Activated in battle. Subject's evasion percentage is greatly increased.
This is a nice effect, but when you have a limited capacity to carry
Sealstones, you may be forced to choose between greater evasion power and
greater HIT.
There are a number of Accessories that increase AVD and many that increase HIT
power... if you expect to encounter an Enemy that can wipe you out in a
single turn, perhaps this Sealstone would be of great benefit.

Confuse Pin Blessing
Attack with Confusion
Cost 400
Origin: Forest of Spirits
Activated in Battle. Small chance targeted enemy may be afflicted with
Confusion.
There are a number of Sealstones with similar effects. As you have a limited
capacity in terms of how many Sealstones you can carry and, as there are a
number of Accessories with a 40% chance of causing Confusion, this Sealstone
is of limited value.

Hunter Blessing
Hit Rate Up
Cost 400
Origin: Forest of Spirits
Activated in battle. Subject's hit percentage is greatly increased.
I like this Sealstone personally. Although there are a number of Accessories
that increase HIT as well, I prefer this to the 'Sword Blessing' Sealstone.

Burst Light Blessing
Photons Scatter
Cost 200
Origin: Ravine Caverns
Activated in field. Fire photons three directions at once. No repeat firing
(when held).
This, like the 'Dancing Light Sealstone' is useful when you need to exchange
positions with an Enemy in a place that is not easily accessible and when you
could not hit the Enemy with a direct shot.

Dark Night Law
Turn to Dark
Cost 30000
Origin; Ravine Caverns
Activated in battle. Subject's physical attack becomes dark attack. Absorbs
dark, but loses all holy resistance.

Silent Pin Blessing
Attack with Silence
Cost 500
Origin: Ravine Caverns
Activated in battle. Small chance targeted enemy may be afflicted with
Silence.
Like the Confuse Pin Blessing, this Sealstone is one whose effects can be
duplicated by a number of Accessories.

Lawbreaker's Law
Negate Sealstones!
Cost 10000
Origin: Ravine Caverns
Activated in field, battle. Nullifies other sealstone effects applied to
target.

Elusive Air Law
Negate Encounters
Cost 2500
Origin: Ravine Caverns
Activated in field. Touching enemy does not cause battle. Can enter battle
by hittiing with weapon.
N.B. This is a fabulous Sealstone! You can explore dungeons without running
the risk of entering into accidental or unwanted battles. This is the
Sealstone carried by the Great Dragon in Ravine Caverns. Until you set
Lawbreaker's Law onto a Dais in the centre of the Caverns, you will not be
able to enter into battle with the Dragon Enemy there. Incidentally, this is
a great Sealstone to carry if you wish to engage the Hydra again in Crawsus
Forest Ruins. You will be able to carry 'negative' Sealstones to the three
Dais locations without encountering any Enemy Groups! That will activate the
bridge again so that you can engage in battle with the Hydra.

Dancing Light Blessing
Reflect Photons +4
Cost 150
Origin: Yggdrasil
Activated in field. Photons reflected four additional times (when held)
This is a Sealstone that is useful when you need to exchange position with an
Enemy that could not be reached with a direct shot.

Magical Light Blessing
Photons Break Pillars
Cost 100 Crystals
Origin: Yggdrasil
Activated in field. Photons can break Yggdrasil's pillars (when held)
Found in Yggdrasil, this Sealstone is of great use in Yggdrasil, where Pillars
must be de-activated. If you carry this Sealstone, you will be able to fire
crystal at a Pillar instead of being forced to strike it with your sword. In
some cases, you would not be able to reach the Pillar if you did not have this
Sealstone.

Paper Tiger Blessing
Attack Up at Max HP
Cost 800 Crystals
Origin: Yggdrasil
Activated in battle. When subject is at maximum HP, ATK and MAG increase to
120%.
There are a number of Accessories with the same effect. This Sealstone is
activated only when your characters are at maximum HP. In other words, if you
have the first turn in a battle and enter the battle with maximum HP, you can
do a little extra damage.

Gem Blessing
Items Appear?
No Purple Gems
Cost 1000 Crystals
Origin: Hall of Valhalla
Activated in battle. No purple and bright (gold) gems, get items instead
(when held).

N.B. I love this Sealstone! It really is not THAT useful but it adds an
element of chance to your battles as random items will appear in lieu of
purple and gold gems. It appears that certain items are more likely to be
given than others by this 'effect'. Items that appear repeatedly include:
Scarlet Alloy, Verdigris Alloy, Red Polished Ore, Green Polished Ore, Teal
Spinel, Fuchsia Spinel, Chartreuse Spinel, Rose Quartz, Sage Quartz, Indigo
Quartz as well as some Elemental 'Gem' and 'Crystal' items used to attack
enemies in battle.

Holy Light Law
Turn to Holy
Cost: 30000 Crystals
Origin: Hall of Valhalla
Activated in battle. Subject's physical attack becomes holy attack. Absorbs
holy, but loses all dark resistance.

Ore Blessing
More Purple Gems
Cost: 4000 Crystals
Origin: Hall of Valhalla
Activated in battle. Increases amount of purple gems that appear after an
attack.
This is a very useful Sealstone, and duplicates the effect of the 'Spirit
Control' Skill. Essentially, it increases your AP as purple and gold gems
restore the AP gauge.

Strongman Blessing
Negate Critical
Cost 400
Origin: Hall of Valhalla
Activated in battle. Subject becomes immune to critical attacks.
Sealstones from Optional Dungeons:

Treasure Blessing
Bigger Bonus
Cost 400
Origin: Ancient Forest
Activated in battle. Extension Gauge reduction slows (when held).

Poison Pin Blessing
Attack with Poison
Cost 300
Origin: Ancient Forest
Activated in battle. Small chance targeted enemy may be afflicted with Poison.

Manacles Wrath
No Guarding
Cost 400
Origin: Ancient Forest
Activated in battle. Subject cannot guard.
This is a useful Sealstone when set upon a Dais but it should not be carried
into battle.

Sheathed Power Wrath
Inflicted Damage 1/4
Cost 30000
Origin: Ancient Forest
Activated in battle. Damage inflicted by subject is reduced to 1/4.
This is a very useful Sealstone when set upon a Dais but its high cost means
that you probably will not be able to restore it quickly. Until it is
restored to a Spring, it will be of use only in the Ancient Forest.

Experience Pig Law
Experience x 2
Acquired OTH = 0
Cost 1200
Origin: Chateau Obsession
Activated after victory. Experience doubles, but money is not acquired (when
held).
This Sealstone is very useful when you wish to raise levels quickly.

Soul-Carver Wrath
Gradual HP Loss
Cost 2500
Origin: Chateau Obsession
Activated in battle. Subject suffers damage periodically. Damage suffered
decreases over time.
This Sealstone should not be carried into battle, but can be useful when set
upon a Dais.

Sombre Light Wrath
Reflect Photons -3
Cost 100
Origin: Chateau Obsession
Activated in field. Number of photon reflections decreases by 3.

Shield Blessing
RDM 120%
Cost 400
Origin: Chateau Obsession
Activated in battle. Subject's RDM increases to 120%.
This Sealstone is another favourite of mine, especially when one expects to
encounter enemies who can inflict immense damage with physical attacks.

Gold Grubber Law
Acquired OTH x 3
Experience = 0
Cost 1200
Origin: Turgen Mine
Activated after victory. Money triples, but experience is not acquired (when
held).

Alarm Blessing
Guaranteed Initiative
Cost 600
Origin: Turgen Mine
Activated at fight start. Prevents enemy ambush when held. When used by
enemies, assures ambush.

Brimstone Law
Turn to Fire
Cost 20000
Origin: Turgen Mine
Cost: 20000
Activated in battle. Subject's physical attack becomes fire attack. Absorbs
fire, but loses all ice resistance.

Fetters Wrath
No Evade/Counter
Cost 2000
Origin: Turgen Mine
Activated in battle. Subject cannot evade or counter attack.
This Sealstone is useful when set upon a Dais but should not be carried into
battle.

The 'Guide' section of the Sealstone Camp Menu gives short accounts of various
properties of Sealstones in general. Basically, it will declare Sealstones to
be concentrated energy that seeps from Yggdrasil's earth veins, affecting
their holders' abilities for better or worse. When held by a character, a
Sealstone affects the entire party. When placed on a Dais, all surrounding
enemies are subject to the effects of the Sealstone. This is referred to as
an Area Effect. Whenever your party enters a zone with active Area Effects, a
warning icon will appear showing the effects of every Sealstone that is
active.

When an Enemy holds a Sealstone, that Enemy alone is affected. When entering
a zone in which an enemy has a sealstone, a warning icon appears. Warning
icons can be viewed at any time by pressing the Triangle button. When
fighting an Enemy group holding a Sealstone, the entire enemy party will be
subject to the effects. If you defeat an Enemy that holds a Sealstone, you
will be able to acquire that Sealstone there afterwards.

There are three places where Sealstones can be set: in a Spring, on a Shell
or on a Dais. Restoring a Sealstone to a Spring restores it to the Earth
veins, making it accessible from any Spring on the map. When a Sealstone is
set on a Shell, it will have NO effect.

A Dais is a place where the earth veins of Yggdrasil cross. As a Dais is
located on earth veins, the Area Effects of any Sealstone on a Dais will
travel throughout the veins to affect the entire map. At points where veins
end or are interrupted, however, Area Effects will cease. If you access your
map, you will see the range of an Area Effect as it will appear in red. Where
Sealstones are placed on more than one Dais in a dungeon, the effects of both
will be active simultaneously. If there are NO Sealstones on a specific Dais,
Area Effects will cease there.

This is an important point. If you wish to make a Sealstone effective
throughout a dungeon, you need to place a Sealstone on each and every Dais in
that dungeon. You then will be able to affect the entire area of the dungeon,
apart from any Divinity Voids, with the effects of ALL sealstones you have set
on any Dais there.

The differences between a Divinity Void and an area with an empty Dais is that
crystals cannot be fired inside a Divinity Void, nor will any Sealstones held
by your party have any effect. In any area with an empty Dais, there simply
will not be any effect from any Sealstones set on any Dais elsewhere in the
dungeon.

Sealstones can be double-edged swords and should be used with caution. Among
the more difficult Sealstones to use properly are the Elemental Law
Sealstones.


There are Skills and Weapons that operate specifically against certain types
of Enemies. It is somewhat a matter of personal preference as to whether or
not to equip one of these or to equip a superior 'all-purpose' weapon. The
only problem with a weapon designed for a specific purpose is that it often
will operate against you when used against a different type of Enemy. This
can be particularly dangerous where Elemental weapons are concerned as certain
types of Enemies will absorb elemental attacks and convert them into HP. On
the other hand, if your characters have not reached high levels of experience,
often the only way to defeat a powerful enemy will be by equipping a weapon
designed specifically to defeat that enemy.

Skills designed to operate against specific enemies cannot 'backfire' in the
way that Elemental weapons can. The problem with these is simply that you are
allowed only 12 CP points for Skills. If you set an 'Enemy specific' Skill to
a character, you may wish to replace it with a different Skill once you move
on to different Enemies. Otherwise, you are wasting valuable CP points on a
Skill that is not being used. Again, the decision as to which Skills to
assign is a matter of personal preference. Some players may prefer to
set 'all-purpose' skills that operate in every situation rather than
constantly changing assigned Skills to suit particular Enemies. The fact of
the matter is that although you will have some idea as to what enemies you are
likely to face when attacking any Enemy Group, the game does randomly change
the composition of Enemy Groups to some extent. A specific Enemy Group that
contains 'Ghost' enemies in one attack may not include them in another... You
may find that Skills like 'First Aid', 'Regenerate Health', 'Survival' and
later, 'Psychosoma', 'Observation' and 'Toughness' may serve you better on a
constant basis than any 'Enemy specific' Skills. In terms of Attack, at the
start of the game, you may find 'Fists of Iron', 'Mental Boost' and 'Fortify
Physique' more useful generally and later on, you may prefer to 'spend' your
CP points on 'Double Edge' and 'Break Up'.

The 'Enemy-specific' Skills probably are most useful when your characters lack
sufficient Attack power in terms of experience levels and weapons to defeat
specific Enemies, and especially when confronting an Enemy Boss.


Weapons:

Sabertooth Sabre:
ATK 30 Attacks: 3 Special Attack: Yes
Red Slashing Rune, Sword for a Light Warrior
Inflicts heavy damage against Beast enemies. A critical Skill Effect (Beast
Bludgeon)

Skills:

Beast Bludgeon: Blue Bindrune Skill: Slashing Rune, Weakness Rune, Fire Rune


Weapons:

Soulslayer
ATK 270 HIT 70
Attacks: 2 Special Attack: Yes
Part of the damage inflicted on the enemy is transformed into HP.
Bow the crushes demons. Said to steal the life force of its victim.

Tathlum:
ATK 280
Attacks: 3 Special Attack: No
Magic stone of the sun that slayed (slew) the god of darkness. Imbued with
the magic of the light god.
Inflicts heavy damage against Demon enemies. A critical Skill Effect (Demon
Destroyer)

Skills:

Demon Destroyer: Red Bindrune Skill: Piercing Rune, Weakness Rune, Darkness
Rune, Trainiing Rune
Enables attacks with massive effects against Demon Enemies.


Dragon Slayer
ATK 80 Attacks: 2 Special Attack: Yes
Blue Slashing Rune, Sword for a Heavy Warrior
Inflicts heavy damage against Dragon enemies. A critical skill effect
(Dragon Slayer)

Improved Dragonslayer
ATK 200 Attacks: 3 Special Attack: yes
Blue Slashing Rune, Sword for a Heavy Warrior
Inflicts heavy damage against Dragon enemies. A critical skill effect
(Dragon Slayer)

Bahamut Tear
ATK 600 Attacks: 3 Special Attack: Yes
Blue Slashing Rune, Sword for a Heavy Warrior
Inflicts heavy damage against Dragon enemies. A critical skill effect
(Dragon Slayer)

Skills: Descaling Might: Blue Slashing Rune, Blue Weakness Rune, Blue
Lightning Rune
Increases power of attacks against Scaled enemies.


Weapons:

Karsnaut
ATK 16 RST 5 Attacks: 2 Special Attack: No Attack Type: Holy
Inflicts heavy damage against Incorporeal enemies. A critical skill effect
(Ghost Buster)
Red Slashing Rune, Sword for a Light Warrior

Skills:

Ghost Buster: Red Bindrune Skill: Slashing Rune, Weakness Rune, Ice Rune,
Resistance Rune


Skills:

Giant Killer: Red Bindrune Skill: Slashing Rune, Holy Run, Weakness Rune,
Training Rune
Enables attacks with massive effects against Giant Enemies.


Skills:

God Destroyer: Green Bindrune Skill: Green Piercing Rune, Green Bludgeon
Rune, Green Weakness Rune, Green Holy Rune
Enables attacks with massive effects against Divine Enemies.


Skills:

Bug Swatter: Red Bindrune Skill: Piercing Rune, Weakness Rune, Earth Rune


Weapons:

Runeslayer:
ATK 90 RST 20 Attacks: 2 Special Attack: No
Red Slashing Rune, Sword for a Light Warrior
Inflicts heavy damage against Magic enemies. A critical Skill Effect
(Magician Slayer)

Skills:

Magician Slayer: Red Bindrune Skill: Slashing Rune, Weakness Rune,
Activation Rune


Weapons:

Lotus Slicer:
ATK 110 Attacks: 2 Special Attack: No
Red Slashing Rune, Sword for a Light Warrior
Inflicts heavy damage against Plant Enemies. A critical Skill Effect (Weed
Whacker)

Greenery Slayer
ATK 110 RST -10 Attacks: 2 Special Attack: No
Red Piercing Rune, Bow for an Archer
Inflicts heavy damage against Plant Enemies. A critical Skill Effect (Weed
Whacker)

Skills:

Weed Whacker: Red Bindrune Skill: Slashing Rune, Weakness Rune, Fire Rune
Enables attacks with massive effects against Plant Enemies.


Harpe:
ATK 55 Attacks: 2 Special Attack: No
Inflicts heavy damage against Scaled enemies. A critical skill effect
(Descaling Might)
Red Slashing Rune, a Sword for a Light Warrior.

Descaling Might: Blue Bindrune Skill: Blue Slashing Rune, Weakness Rune,
Lightning Rune
Increases power of attacks against Scaled Enemies.


Unholy Purifier: Blue Bindrune Skill: Slashing Rune, Weakness Rune, Holy Rune
Enables attacks with massive effects against Unholy Enemies.


The following are weapons that include Elemental attacks. Rune Accessories
that enhance Elemental powers will be included in a separate section here.


Flare Baselard:
ATK 65 MAG 50 Attacks: 3 Special Attack: Yes Attack Type: Holy
Red Slashing Rune, Sword for a Light Warrior

Flamberge
ATK 100 Attacks: 1 Special Attack: Yes Attack Type: Fire
May inflict Frailty upon the target.
Blue Slashing Rune, Sword for a Heavy Warrior.


Frostbane
ATK 32 MAG 15 Attacks: 2 Special Attack: No Attack Type: Ice
Red Slashing Rune, Sword for a Light Warrior

Icicle Sword
ATK 52 HIT 10 Attacks: 3 Special Attack: No Attack Type: Ice
Red Slashing Rune, Sword for a Light Warrior


Lightning Edge:
ATK 40 RST 5 Attacks: 2 Special Attack: Yes Attack Type: Lightning
Red Slashing Rune, Sword for a Light Warrior

Grand Sting:
ATK 120 Attacks: 2 Special Attack: Yes Attack Type: Lightning
Blue Slashing Rune, Sword for a Heavy Warrior


Shiny Rupture:
ATK 200 MAG 80 Attacks: 3 Special Attack: Yes Attack Type: Earth
Red Piercing Rune, Bow for an Archer.


Karsnaut
ATK 16 RST 5 Attacks: 2 Special Attack: No Attack Type: Holy
Inflicts heavy damage against Incorporeal enemies. A critical skill effect
(Ghost Buster)
Red Slashing Rune, Sword for a Light Warrior

Holy Sword:
ATK 95 MAG 30 Attacks: 3 Special Attack: Yes Attack Type: Holy
Red Slashing Rune, Sword for a Light Warrior

Hildr's Sword
ATK 25 HIT 5 Attacks: 1 Special Attack: Yes Attack Type: Holy
Red Slashing Rune, Sword for a Light Warrior

Supreme Crossbow
ATK 32 HIT 10 Attacks: 3 Special Attack: Yes Attack Type: Holy
Red Piercing Rune, Bow for an Archer


Vainslayer
ATK: 95 Attacks: 3 Special Attack: No Attack Type: Dark
Blue Slashing Rune, Sword for a Heavy Warrior
Sword which cuts through flesh as well as warped spirits.


Weapons:

Doublecross:
ATK: 95 HIT 10 Attacks: 2 Special Attacks: Yes
Strike twice with each attack.
Red Piercing Rune, Bow for an Archer.

Skills:

Double Edge: Red Bindrune Skill: Slashing Rune, Piercing Rune, Arm Rune,
Training Rune



In Silmeria, by breaking off a specific body part, you will obtain a specified
item. The body part that is broken off determines the item you obtain, in
other words. Some body parts are more difficult to target than others. There
are items known as 'Leader Items' as well. These items can be obtained from
the Enemy Group Leader only if you achieve a 'perfect kill'. You do this when
all five points on the gauge to the right of the screen light up.

Enemies are specific to locations on the World Map. Some Enemies can be found
in more than one location. Even if you cannot find a specific enemy tin more
than one place, you may find an Enemy from the same 'family' type in another.
War Trophies tend to be shared by enemies in the same family type.

If you find it impossible to obtain a specific War Trophy item from an Enemy,
it may be best to wait until your characters increase in level or obtain
better weapons and then attempt the quest again. Often it becomes easier to
obtain items from enemies when the weapons and attack techniques of your
characters improve.

A complete Enemy list with all items that can be obtained from each as War
Trophies is an important resource in Silmeria. If you cannot obtain a
specific item from one enemy, you can refer to the list to see if any other
enemies will 'drop' it. Remember that most items are not guaranteed as war
trophies even if you do break off the specific body part that corresponds to
that item. Unless the chance of obtaining an item is 100%, you may find that
you have done everything required in the battle but still leave the
battlefield without the item.


Skeleton:

Leader Item; Broken Amulet
Skull Receptacle (Head, 40%) (Blue, Earth Rune)
Warrior's Arcanum (Chest/Stomach, 40%)
Black Crystal (Waist, 80%)
Bonemeal (Leg or Arm, 20%)

Dire Wolf:

Beast Fang (Head, 30%)
Beast Flesh (Feet, 30%)
Meat Chop (Tail, 30%)
Beast Pelt (Body, 75%)

Bullet Beetle

Leader Item: Stagnant Water
Insect Stinger (Head, 30%) (Blue, Weakness Rune)
Amber (Body, 50%)
Stagnant Water (Arm, 30%)
Beetle Shell (Outer Wing, 50%)


Goblin:

Leader Item: Leather Glove
Goblin Tooth (Head, 20%) (Blue, Darkness Rune)
Little Devil Heart (Upper Body, 40%) (Blue, Strengthening Rune)
Burgundy Flask (Lower Body, 50%)
Bat's Wing (Feather, 20%)
Iron Ore (Weapon, 40%)

Skeleton Army:

Leader Item: Dead Ashes
Skull Receptacle (Head, 40%) (Blue, Earth Rune)
Dwarf's Tincture (Chest, 40%)
Warrior's Arcanum (Stomach, 40%)
Black Crystal (Waist, 80%)
Bonemeal (Leg or Left Arm, 20%)
Long Sword (Right Arm, 20%) (Red, Slashing Rune)

Ballistic Rhino: (Boss)

Leader Item: Chainmail (Blue, Body Rune)
Ram's Horn (Horn, 80%) (Blue, Strengthening Rune)
Pact Chain (Head, 50%) (Blue, Holy Rune)
Baraka (Upper Body or Shield Cover, 75%) (Red, Strengthening Rune)
Black Crystal (Lower Body, 80%)
Iron Ore (Tail, 40%)
Empty Shell (Upper Armour, 65%) (Red, Ice Rune)
Worn Shield (Shield, 50%)
Spiral Arrowhead (Arrow, 80%)
Special Attacks: Violent Purge, Sealed Missile


Goblin:

Leader Item: Leather Glove (Blue, Arm Rune)
Goblin Tooth (Head, 20%)
Little Devil Heart (Upper Body, 40%)
Burgundy Flask (Lower Body, 50%)
Bat's Wing (Feather, 20%)
Iron Ore (Weapon, 40%)

Skeleton:

Leader Item: Broken Amulet
Skull Receptacle (Head, 40%) (Blue, Earth Rune)
Warrior's Arcanum (Chest/Stomach, 40%)
Black Crystal (Waist, 80%)
Bonemeal (Leg or Arm, 20%)

Skeleton Army:

Leader Item: Dead Ashes
Skull Receptacle (Head, 40%) (Blue, Earth Rune)
Dwarf's Tincture (Chest, 40%)
Black Crystal (Waist, 80%)
Bonemeal (Leg or Arm, 20%)
Long Sword (Right Arm, 20%) (Red, Slashing Rune)

Living Armour

Leader Item: Leather Boots (Blue, Leg Rune)
Sightstone (Head, 30%)
Black Crystal (Upper Body, 75%)
Empty Shell (Lower Body, 50%) (Red, Ice Rune)
Pact Chain (Arm, 30%) (Blue, Holy Rune)
Sheap Spearhead (Spear, 80%)

Warning Jewel

Leader Item: Shrine Chronicles
Blue Soul Flame (Core, 25%) (Blue, Fire Rune)

Chaos Ooze (Boss)

Leader Item: Earth Gem
Eye Pearl (Head, 80%) (Blue, Weakness Rune)
Heart Core (Body, 100%)
Seafood (Upper Shoulder, 80%)
Tentacles (Upper Arm, 60%)
Thick Bone (Lower Shoulder, 80%)
Bone Mace (Lower Arm, 60%) (Blue, Strengthening Rune)
Special Attacks: Stinking Missile, Lock On, Wash Out
Special Powers: Regeneration


Goblin:

Leader Item: Leather Glove (Blue, Arm Rune)
Goblin Tooth (Head, 20%)
Little Devil Heart (Upper Body, 40%)
Burgundy Flask (Lower Body, 50%)
Bat's Wing (Feather, 20%)
Iron Ore (Weapon, 40%)

Giant Bat:

Leader Item: Tome of Godspeed
Bat's Ear: (Ear, 40%) (Weakness Rune, Blue)
Meat Chop (Body, 40%)
Bat Wing (Wing, 20%)

Dire Wolf:

Beast Fang (Head, 30%)
Beast Flesh (Feet, 30%)
Meat Chop (Tail, 30%)
Beast Pelt (Body, 75%)

Flying Fish:

Leader Item: Fish Scales (Ice Rune, Blue)
Fish Scales (Body, 50%) (Ice Rune, Blue)
Seafood (Tail Fin, 30%)

Living Armour

Leader Item: Leather Boots (Leg Rune, Blue)
Sightstone (Head, 30%)
Black Crystal (Upper Body, 75%)
Empty Shell (Lower Body, 50%) (Ice Rune, Red)
Pact Chain (Arm, 30%) (Holy Rune, Blue)
Sheap Spearhead (Spear, 80%)

Warning Jewel

Leader Item: Shrine Chronicles
Blue Soul Flame (Core, 25%) (Fire Rune, Blue)


Owl Bear

Leader Item: Union Plume
Beak (Head, 15%)
Broken Claw (Upper Half of Upper Body, 30%)
Great Eagle Heart (Lower Half of Upper Body, 30%)
Feather (Lower Body, 30%)
Indigo Plume (Feather, 15%) (Activation Rune, Blue)

Crusty Golem:

Leader Item: Fireproof Trinket
Karlsnaut (100% War Trophy)
Golem Eye (Head, 70%) (Healing Rune, Blue)
Ray Force (Core, 100%)
Geist Core (Body, 60%) (Ice Rune, Blue)
Giant Pincers (Front Pincer, 30%)
Broken Claw (Body Pincer, 20%)
Seafood (Back, 30%)
Blade Claw (Tail Fin, 25%) (Slashing Rune, Blue)

Ghost:

Leader Item: Earth Gem
Blue Soul Flame (Centre, 40%) (Fire Rune, Blue)
Flare Gem (Right Side, 30%)
Cursed Soul (Left Side, 30%) (Fire Rune, Red)

Kobold

Beast Pelt (Head/Upper Body, 30%)
Iron Ore (Lower Body/Armour, 30%)
Warrior's Arcanum (Tail, 25%)
Koboldapult (Sling, 15%) (Weakness Rune, Blue)

Kobold Knight:

Leader Item: Warrior's Arcanum
Beast Pelt (Head/Upper Body, 30%)
Copper Coin (Lower Body, 20%) (Training Rune, Blue)
Lucky Tail (Tail, 25%)
Silver Sallet (Armour, 15%) (Head Rune, Blue)
Koboldriller (Sling, 15%)

Thunder Hawk

Leader Item: Tome of Godspeed
Great Eagle Heart (Right Body, 40%)
Thunderbreath Core (Left Body, 80%) (Lightning Rune, Blue)
Feather (Wing, 30%)
Charged Tailfeather (Tail, 15%) (Lightning Rune, Red)

Giant Hawk:

Great Eagle Heart (Right Body, 40%)
Feather (Left Body, 30%)
Raptor's Talon (Wing, 15%) (Activation Rune, Blue)

Sack Mimic:

Leader Item: Foolproof Trinket
Thunder Gem (War Trophy, 100%)
Brilliant Peacemaker (Body, 15%)
Apothecary's Arcanum (String, 100%)

Boss Enemy:

Will split into two parts with Schism:

Wyvern/Upper Lizard:

Leader's Item: Metal Buckler (Arm Rune, Red)
Orientation Scales (Head, 80%) (Lightning Rune, Red)
Dragon Gallstones (Upper Body, 80%) (Healing Rune, Blue)
Wyvern's Wingbone (Wing, 60%)

Lower Lizard:

Red Dragon Bile (Tail, 60%) (Earth Rune, Red)
Unladen Swallow Scales (Front Legs, 40%)
Dragon's Talon (Back legs, 40%) (Slashing Rune, Blue)

Ancient Forest:

Owl Bear:

Leader Item: Union Plume
Beak (Head, 15%)
Broken Claw (Upper Half of Upper Body, 30%)
Great Eagle Heart (Lower Half of Upper Body, 30%) (Colourless Accessory)
Feather (Waist/Lower Body, 30%/20%)
Indigo Plume (Plume, 15%) (Blue, Activation Rune)

Goat Man:

Leader Item: Lightningproof Trinket
Lamb's Horn (Horn, 15%) (Blue, Healing Rune)
Lamb's Tooth (Head, 15%)
Idun's Apple (Upper Body, 30%)
Shell Shade (Front Feed, 30%)
Armour Tail (Lower Body, 15%)
Piercing Imprint (Right Arm, 45%) (Red, Weakness Rune)
Falcon's Imprint (Left Arm, 15%) (Red, Activation Rune)
Heavy Crossbow (Bow, 30%) (Red, Piercing Rune)

Kobold Knight:

Leader Item: Warrior's Arcanum
Beast Pelt (Head/Upper Body, 30%)
Copper Coin (Lower Body, 20%) (Blue, Training Rune)
Lucky Tail (Tail, 25%)
Silver Sallet (Blue, Head Rune)
Koboldriller (Slingshot, 15%)

Thunderhawk

Leader Item: Tome of Godspeed
Great Eagle Heart (Right Body, 40%)
Thunderbreath Core (Left Body, 80%) (Lightning Rune, Blue)
Feather (Wing, 30%)
Charged Tailfeather (Tail, 15%) (Lightning Rune, Red)
Thunderhawk Lv 9
Beast
HP 474
ATK 58
MAG 40
HIT 25
AVD 30
RDM 15
RST 5
Fire -
Lightning +80%
Holy -
Ice -
Earth -50%
Darkness -

Cybersaur:

Leader Item: Flare Gem
Flare Gem (War Trophy, 80%)
Dragon's Red Bile (Head, 40%) (Red, Earth Rune)
Alligator Skin (Body/Tail, 50%/30%)
Vermillion Scale (Lower Body, 60%) (Red, Resistance Rune)
Broken Sword (Weapon, 50%)
Worn Shield (Shield, 75%)
Flare Gem (Belt, 75%)
Cybernaut Lv 17
Race: Scaled
HP 2400
ATK 260
MAG 140
HIT 70
AVD 50
RDM 48
RST 20
Fire -
Lightning -
Holy -
Ice -50%
Earth -20%
Darkness -

Troll:

Leader Item: Iron Helm (Blue, Head Rune)
Immense Incisor (Blue, Earth Rune)
Apothecary's Arcanum (Upper Body, 40%)
Heart Core (Lower Body, 40%)
Troll Clay (Feet/Arm, 20%/15%)

Toxic Flower:

Leader Item: Lily
Nightshade (Flower, 15%)
White Flower Petal (Upper Body, 15%)
Poison Seed (Lower Body, 25%) (Red, Weakness Rune)

Sack Mimic:

Leader Item: Foolproof Trinket
Thunder Gem (War Trophy, 100%)
Brilliant Peacemaker (Body, 15%)
Apothecary's Arcanum (String, 100%)

Boss Enemy:

Griffon:

Leader Item: Charge Break

Jade Sealpouch (War Trophy, 100%)
Garnet (Head, 45%)
Feather (Waist/Upper Half of Upper/Lower Body, 45%/60%)
Great Eagle Heart (Lower Half of Upper Body, 45%)
Gargoyle's Arch (Centre of back wings, 45%)
Griffon Talon (Front of back wings, 45%)
Wing Feather (Front wings, 60%)
Pure White Plume (Headfeather, 45%)

N.B. Sadly, you will not be able to fight this Enemy again, so try to obtain
as many items as you can. You automatically will obtain the Jade Sealpouch,
however, allowing you to carry two Sealstones at a time.

Turgen Mine:

Clay Man:

Leader Item: Book of Anarchy
Eye Pearl (Head, 30%) (Blue, Weakness Rune)
Heart Core (Body, 40%)
Electric Bone (Upper Shoulder, 20%) (Blue, Lightning Rune)
Bone Mace (Upper Arm, 15%) (Blue, Strengthening Rune)
Thick Bone (Lower Shoulder, 20%) (Red, Strengthening Rune)
Tentacles (Lower Arm, 15%)

N.B. Thick Bone offers 40% protection against Frailty and can be linked to
any other Green Runes to obtain 100% protection.

Giant Snail

Leader Item: Union Plume
Honeysuckle Dew (Head, 15%)
Gas Ejector (Body, 30%) (Red, Weakness Rune)
Black Pearl (Front Shell/Middle Body, 30%/60%) (Red, Strengthening Rune)
Stone Bullet (Back Side Shell, 20%) (Blue, Activation Rune)
Adhesive (Middle Body, 45%)

Wasp Nest:

Leader Item: Spectacles, Long Sword (Red, Slashing Rune)
Legion (Main Body 1, 25%)
Royal Jelly (Main Body 2 after Schism, 15%)

Wasp Nest
Lv 14
Race Ghost Insect
HP 1200
ATK 160 MAG 125 HIT 33 AVD 26 RDM 1 RST 1
Fire -100% Protected against all else +80% except Earth which is +40%

Lizard Lord:
Leader Item: Warrior's Arcanum
Dragon Gallstones (Head, 20%) (Blue, Healing Rune)
Alligator Skin (Body, 40%)
Monster Scales (Lower Body/Tail, 75%/20%) (Blue, Resistance Rune)
Piercing Imprint (Weapon, 30%) (Red, Weakness Rune)
Worn Shield (Shield, 40%)
Fairy-in-the-Box (Belt, 40%)

Lizard Lord
Race Scaled
HP 1380
Abilities ATK 130 MAG 80 HIT 32
AVD 45 RDM 33 RST 18
Fire -
Lightning -
Holy -
Ice -50%
Earth -20%
Darkness -

Boss Enemy:

Queen Wasp:
Leader Item: Royal Jelly
Olive Crown (War Trophy, 100%) (Blue, Head Rune)
Great Ventral Eye? (Head, 30%)
Giant Amber (Upper Body, 75%) (Blue, Training Rune)
Royal Jelly (Stomach, 100%)
Banshee Scale? (Back, 60%) (Red, Resistance Rune)
Big Needle ? (Tail, 75%) (Red, Piercing Rune)
Insect Claw (Arm, 40%) (Red, Slashing Rune)
Indigo Wing (Upper Feather, 30%) (Blue, Ice Rune)
Tuning Wing (Lower Feather, 30%)

Audoula Temple on the Lake

Giant Crab
Golem Eye (Head, 20%) (Blue, Healing Rune)
Ray Force (Core, 45%)
Geist Core (Body, 60%) (Blue, Ice Rune)
Giant Pincers (Front Pincer, 20%)
Stonecutting Pincers (Body Side Pincer, 15%)
Seafood (Back/Feet, 30%)
Tough Fin (Tail Fin, 25%) (Blue, Resistance Rune)

Skull Fish
Fish Scales (Front Body, 15%) (Blue, Ice Rune)
Seafood (Back Body, 20%)
Thunder Gem (Torch, 15%)
Tough Fin (Tail Fin, 15%) (Blue, Resistance Rune)
Skull Fish Lv 10
Race Scaled
HP 850
ATK 90 MAG 65 HIT 40
AVD 25 RDM 14 RST 7
Fire -50% Lightning -30% Holy -
Ice +75% Earth - Darkness

Strobila
Leader Item: Warrior's Arcanum
Electric Bone (Flower, 20%) (Blue, Lightning Rune)
Wax Clump (Stalk, 30%)
Vegetable Seed (Body, 35%)
Walkflower Tendril (Hand, 20%) Red, Earth Rune)
Walkflower Root (Tentacle, 10%)
Strobila Lv 12
Race Insect
HP 1584
ATK 160 MAG 65 HIT 26
AVD 23 RDM 20 RST 10
Tolerance
Fire -
Lightning -
Holy -
Ice +50%
Earth +20%
Darkness -

Deep One:

Leader Item: Iceproof Trinket, Spell Potion
Sabertooth (Head, 20%) (Red, Healing Rune)
Little Devil Heart (Upper Body, 40%) (Blue, Strengthening Rune)
Burgundy Flask (Lower Body, 40%)
Mystic Cult Staff (Weapon, 25%) (Blue, Bludgeon Rune)

Lizard Man:

Leader Item: Viking Sword (Red, Slashing Rune)
Dragon Gallstones (Head, 15%) (Blue, Healing Rune)
Alligator Skin (Body/Tail, 30%)
Monster Scales (Lower Body, 15%) (Blue, Resistance Rune)
Karlsnaut Sacred Sword (Weapon, 60%) (Red, Slashing Rune)
Worn Shield (Shield, 45%)
Empty Box (Belt, 45%)

Lizard Lord:
Leader Item: Warrior's Arcanum
Dragon Gallstones (Head, 20%) (Blue, Healing Rune)
Alligator Skin (Body, 40%)
Monster Scales (Lower Body/Tail, 75%/20%) (Blue, Resistance Rune)
Piercing Imprint (Weapon, 30%) (Red, Weakness Rune)
Worn Shield (Shield, 40%)
Fairy-in-the-box (Belt, 40%)

Boss Enemy:

Kraken:
Leader Item: Overdrive
Divine Time Giver (War Trophy, 100%)
Seafood (Upper Head, 30%)
Vermilion Cartilage (Lower Head, 50%) (Red, Ice Rune)
Bone Mace (Mouth Tentacle, 80%) (Blue, Strengthening Rune)
Tentacles (Feet, 30%)
Stone Bullet (Missile Back Tentacle, 45%/40%)
Ammunition Shell (Missile Front Tentacle, 20%) (Red, Activation Rune)
Mace Head (Mace Tentacle, 25%) (Blue, Bludgeon Rune)
Kraken
Lv 19
Race: Giant
HP 6000
ATK 155
MAG 130
HIT 42
AVD 32
RDM 40
RST 15
Fire -20%
Lightning -50%
Holy -
Ice +20%
Earth -
Darkness -

Sahma Desert:

Sand Flower:
Leader Item: Earth Gem
Nightshade (Flower, 30%)
White Flower Petal (Upper Body, 50%)
Giant Amber (Lower Body, 60%) (Blue, Training Rune)

Giant Scarab:
Leader Item: Holy Water
Beetle Horn (Blue, Strengthening Rune)
Stone Bullet (Body, 75%)
Insect Claw (Arm, 30%) (Red, Slashing Rune)
Beetle Shell (Outer Wing, 50%) (Blue, Healing Rune)

Desert Beast:

Leader Item: Prism Gem
Battering Ram's Horn (Head, 30%) (Red, Piercing Rune)
Baraka (Head/Upper Body, 30%/50%) (Red, Strengthening Rune)
Black Crystal (Lower Body, 80%)
Snakebelly Armour (Tail, 30%)
Empty Shell (Upper Armour, 50%) (Red, Ice Rune)
Worn Shield (Shield, 50%)
Spiral Arrowhead (Arrow, 50%)
Hot Plate (Shield Cover, 40%) (Red, Fire Rune)
Desert Beast
Race: Giant Beast
HP 2400
ATK 220
MAG 180
HIT 52
AVD 30
RDM 42
RST 4
No Weaknesses

Surt's Fire Caverns:

Wild Lizard:

Leader Item: Dwarf's Tincture
Pyrotechnic Ore (Body, 30%) (Green, Fire Rune)
Dragon's Talon (Tail, 25%) (Blue, Slashing Rune)
Unladen Swallow's Scale (Front Feed, 15%)
Spiked Claw (Back Feet, 15%) (Red, Piercing Rune)
Wild Lizard
Lv 19
Race: Scaled
HP 2640
ATK 255
MAG 125
HIT 30
AVD 15
RDM 35
RST 7
Fire -
Lightning -50%
Holy -50%
Ice -50%
Earth -50%
Darkness -50%

Red Lizard:

Vermillion Scale (Head, Lower Body, 15%) (Red, Resistance Rune)
Alligator Skin (Body/Tail, 35%)
Piercing Imprint (Weapon, 30%) (Red, Weakness Rune)
Worn Shield (Shield, 45%)
Dwarf's Tincture (Belt, 30%)

Red Jewel
Leader Item: Flare Gem
Core Ruby (Core, 25%) (Red, Ice Rune)
Red Jewel Lv 18
Race: Magic
ATK 125
MAG 155
HIT 34
AVD 38
RDM 12
RST 30
Fire +100%
Lighting -
Holy -
Ice -
Earth +20%
Darkness -

Fire Bat:

Bat's Ear: (Ear, 40%) (Blue, Weakness Rune)
Firemouse Fur (Body, 40%)
Bat Wing (Wing, 20%)
Fire Bat Lv 15
Race Beast
HP 1450
ATK 210
MAG 135
HIT 44
AVD 40
RDM 14
RST 6
Fire +50%
Lightning -20%
Holy -20%
Ice -20%
Earth -20%
Darkness -20%

Giant Scarab:

Leader Item: Holy Water
Beetle's Horn (Head, 30%) (Blue, Strengthening Rune)
Stone Bullet (Body, 75%) (Blue, Activation Rune)
Insect Claw (Arm, 30%) (Red, Slashing Rune)
Beetle Shell (Outer Wing, 50%) (Blue, Healing Rune)

Hell Hound:

Beast Fang (Head, 20%)
Beast Pelt (Feet, 30%)
Flare Ore (Tail, 15%) (Red, Fire Rune)
Firebreath Core (Body, 40%) (Red, Fire Rune)
Hellhound Lv 17
Race Beast
HP 1550
ATK 235
MAG 140
HIT 52
AVD 50
RDM 27
RST 8
Fire Absorb
Lightning -
Holy -
Ice -100%
Earth -50%
Darkness -

Skeletal Soldier:
Leader Item: Tome of Anarchy
Sight Stone (Head, 15%)
Flame Armour (Upper Body, 15%) (Red, Body Rune)
Lightning Stone (Lower Body, 30%) (Red, Lightning Rune)
Hail Jewel (Arm, 15%) (Blue, Ice Rune)
Broken Staff (Spear, 20%) (Blue, Bludgeon Rune)
Skeletal Soldier
Lv 20
Race (blank)
HP 2100
ATK 250
MAG 140
HIT 48
AVD 42
RDM 40
RST 10
Fire +20%
Lightning -50%
Holy -
Ice -
Earth +20%
Darkness -

Boss Enemy:

Evolver (1st)
Leader Item: Flare Crystal
Flamberge (War Trophy, 100%) (Blue, Slashing Rune)
Flare Ore (Right Arm, 100%) (Red, Fire Rune)
Pyrotechnic Ore (Left Arm, 100%) (Green, Fire Rune)
Phosphoric Ore? (Hand with Lava, 50%) (Green, Healing Rune)

Evolver (2nd)
Leader Item: Flare Crystal

Chateau Obsession

Will O Wisp
Leader Item: Shadow Gem
Blue Soul Flame (Centre, 50%) (Blue, Fire Rune)
Headless Doll (Side, 30%)

Satyr:
Leader Item: ?
Lamb's Horn (Horn, 20%) (Blue, Healing Rune)
Lamb's Tooth (Head, 20%)
Cosmic Order (Upper Body, 40%)
Shell Shade (Front Legs, 40%)
Tail Armour (Lower Body, 30%)
Piercing Imprint (Right Arm, 60%) (Red, Weakness Rune)
Falcon Imprint (Left Arm, 20%) (Red, Activation Rune)
Busted Bow (Bow, 45%) (Red, Piercing Rune)
Satyr Lv 20
Demon Beast
HP 1500
ATK 270 MAG 125 HIT 76
AVD 30 RDM 20 RST 6
Fire -
Lightning -
Holy -
Ice -
Earth -
Darkness -

Giant Skeleton:

Leader Item: Cuirass (Blue, Body Rune)
Skeleton Goblet (Head, 20%) (Red, Earth Rune)
Blazebreath Core (Chest, 40%) (Blue, Fire Rune)
Cursed Soul (Stomach/Left Arm, 60%/40%) (Red, Fire Rune)
Black Crystal (Waist, 80%)
Bonemeal (Feet, 20%)
Busted Greatsword (Right Arm, 20%) (Blue, Slashing Rune)
Lv 18 Giant Skeleton
Race: Unholy
HP 1550
ATK 260 MAG 100 HIT 45
AVD 40 RDM 35 RST 15
Fire -15%
Lightning -
Holy -50%
Ice +20%
Earth +20%
Darkness +20%
Special Attack: Dark Breath

Trash Demon:

Leader Item: Thunder Gem
Monster's Canine Tooth (Head, 30%)
Little Devil Heart (Upper Body, 50%) (Blue, Strengthening Rune)
Burgundy Flask (Lower Body, 40%)
Bat Wing (Feathers, 30%)
Busted Staff (Weapon, 40%) (Blue, Bludgeon Rune)
Lv 19
Trash Demon
Race Demon
HP 2040
ATK 265 MAG 180 HIT 38
AVD 45 RDM 32 RST 12
Fire -
Lightning -
Holy -50%
Ice -
Earth -
Darkness +20%

Dragon:
Dragon's Horn (Horn, 80%) (Blue, Holy Rune)
Dragon's Fang ? (Head, 60%) (Red, Piercing Rune)
Dragon Sapphire ?(Body, 80%) (Blue, Training Rune)
Holybreath Core (Waist, 80%) (Blue, Holy Rune)
Dragon Slayer (Side Tail, 100%) (Blue, Slashing Rune)
Dragon's Scales (Front Tail/ Feet, 60%/80%)
Spiked Claw (Wing, 60%) (Red, Piercing Rune)
Dragon's Talon (Arm, 60%) (Blue, Slashing Rune)

Troll Chief:

Leader Item: Sage's Arcanum
Monster's Molar (Head, 75%) (Red, Strengthening Rune)
Garnet (Body, 40%) (Colourless Rune, Attack 10)
Heart Core (Waist, 40%)
Troll Clay (Feet/Arm, 20%/15%)
Rotted Bludgeon (Staff, 40%)
Troll Chief Lv21
Race Giant
HP 4800
ATK 300 MAG 75 HIT 40
AVD 25 RDM 40 RST 5
Fire -80%
Lightning -
Holy -
Ice -
Earth -50%
Darkness -

Greater Demon:
Leader Item: Flare Crystal
Demon Horn (Horn, 60%) (Blue, Darkness Rune)
Dead Man's Gem (Body, 80%) (Green, Earth Rune)
Demon's Blaze (Waist, 80%) (Blue, Darkness Rune)
Devil's Hoof (Feet, 60%)
Scarlet Alloy (Right Arm, 60%) (Red, Lightning Rune)
Cerulean Alloy (Left Arm, 60%) (Blue, Lightning Rune)
Lotus Wand (Staff, 100%) (Blue, Bludgeon Rune)
Black Wing ? (Side Feather, 65%) (Blue, Darkness Rune)

Berserker:

Harpe (War Trophy, 100%) (Red, Slashing Rune)
Piercing Demon Eye ? (Left Body, 100%)
Polished Blue Ore (Upper Right Hand Weapon, 80%) (Blue, Earth Rune)
Indigo Quartz? (Upper Left Hand Weapon, 80%) (Blue, Ice Rune)
Cerulean Alloy (Lower Right Hand Weapon, 80%) (Blue, Lightning Rune)
Fuchsia Spinel (Lower Left Hand Weapon, 80%) (Blue, Fire Rune)
Busted Greatsword (Upper Hand, 100%) (Blue, Slashing Rune)
Busted Sword (Lower Hand, 100%) (Red, Slashing Rune')
Berserker Lv 26
Race Giant
HP 7800
ATK 300 MAG 50 HIT 65
AVD 45 RDM 35 RST 10
Fire -
Lightning -
Holy -
Ice -
earth -
Darkness -

Boss Enemy:

Lady Clio
Leader Item: Supreme Garb
Azure Sealpouch (War Trophy, 100%)
Blue Soul Flame (Ghost, 80%) (Blue, Fire Rune)
Orchid Silverwork ? (Altar, Centre of Mirror, 100%/80%)
Mirror Fragment (Other parts of Mirror, 80%)
Lady Cleo Lv 22
Race Unholy Magic
HP 8160
ATK 200
MAG 280
HIT 58
AVD 50
RDM 10
RST 50
Fire -
Lighting -50%
Holy +50%
Ice -
Earth +100%
Darkness -

Crawsus Forest Ruins

Unclean Glob
Leader Item: Lightningproof Trinket
Demon Eye Jewel (Head, 30%) (Red, Healing Rune)
Heart Core (Body, 40%)
Bone Mace (Upper Shoulder)
Hrunting (Upper Arm, 10%) (Blue, Slashing Rune)
Solid Bone (Lower Shoulder, 20%)
Tentacles (Lower Arm, 15%)
N.B. The Unclean Glob is as elusive as other members of his family, such as
the Clay Man in Turgen Mines. In fact, he will be found only in a single
Crawling Enemy group to the west of the lightning pillar in the southwest area
of Crawsus Forest. You must traverse the upper level of the ruins southwest
of the Save Point, then walk west along the floating log path and leap over
the lightning pillar to confront it. If you place the Mudbank Law Sealstone
on the nearest Dais, the Crawling Enemy group will be composed of the Land
Kraken instead and the bog will turn to poison.

Vampire:

Leader Item: Shadow Gem
Vampire Fang (Head, 15%)
Rose Imprint (Upper Body, 40%)
Aura Force (Waist, 30%) (Activation Rune, Red)
Blood Jewel (Core, 60%)
Bat Wing (Wing, 15%)
Vampire Claw (Arm, 20%)
Citrine (Feet, 20%)

Vampire Bat:

Leader Item, Union Plume, Cosmic Order
Devil's Parabola ? (Ear, 40%) (Red, Darkness Rune)
Beast Pelt (Body, 40%)
Bat Cloak (Wing, 70%) (Blue, Darkness Rune)

Electrical Chip

Leader Item: Honeysuckle Dew
Electricbreath Core (Body before Schism, 25%) (Red, Lightning Rune)
Platinum Eye (Schism Body, 15%)

Bolt Dragon

Leader Item: Apothecary's Arcanum
Orientation Scale (Head, 15%)
Boltbreath Core (Upper Chest, 30%) (Green, Lightning Rune)
Ghibli Scale (Wing, 25%)

Land Kraken
Leader Item: Earthproof Trinket
Spider Cutter (Upper Head, 15%) (Red, Slashing Rune)
Scarlet Cartilage (Lower Head, 40%) (Red, Ice Rune)
Kraken Fang (Mouth Tentacle, 25%)
Tentacles (Feet, 50%)
Stone Bullet (Back Tentacle, 15%) (Blue, Activation Rune)
Armour Piercer (Side Tentacle, 15%) (Red, Weakness Rune)
Thick Bone (Mace Tentacle, 20%) (Red, Strengthening Rune)
N.B. The Land Kraken only appears in one location in the form of a Crawling
Enemy Group and will appear in lieu of the Unclean Glob if and only if you
place the Mudbank Law Sealstone on the nearest Dais. Another effect of this
is that the bog to the west of the ruins become poisonous. If you wish to
hunt the Land Kraken, therefore, have a good supply of Honeysuckle Dew. 100%
Protection to Poison will not avail you where poisonous fields outside of
battle are concerned. To stay out of the poisonous bog, you must walk
exclusively on the floating log path to reach the western end of the bog where
the Land Kraken is to be found.
Tear Soul
Leader Item: Pearl Grass
Sacred Spinel (Centre, 50%) (Blue, Holy Rune)
Sprinter Cell (Side, 14%) (Green, Lightning Rune)
Tear Soul Lv 22
Race Ghost Unholy
HP 1560
ATK 183
MAG 161
HIT 44
AVD 36
RDM 22
RST 7
Fire -50%
Lightning +100%
Holy -50%
Ice +50%
Earth +50%
Darkness +50%

Shaman Chief

Mask Fragment (Head, 30%)
Thor Rage (Right Body, 40%) (Green, Lightning Rune)
Solar Jewel (Left Body, 40%) (Green, Fire Rune)
Scarlet Alloy (Front Mantle, 20%) (Red, Lightning Rune)
Cerulean Alloy (Mantle, 20%) (Blue, Lightning Rune)
Abyss Cloak (Back Mantle, 20%) (Red, Darkness Rune)
Ray Force (Arm, 30%)

Phantom Lurker:

Leader Item: Holy Gem
Sacred Spinel (Ghost, 50%) (Blue, Holy Rune)
Alchemy Wand (Altar, 15%) (Blue, Bludgeon Rune)
Mirror Fragment (Most of Mirror, 15%)
Lotus Wand (Centre of Mirror, 10%) (Blue, Bludgeon Rune)

Disgust Shell

Leader Item: Union Plume
Lightning Stone (Head, 15%) (Red, Lightning Rune)
Red Ejector (Body, 30%) (Red, Activation Rune)
Black Pearl (Front Shell, Middle Body, 30%) (Red, Strengthening Rune)
Ammunition Shell (Back Side Shell, 20%) (Red, Activation Rune)
Adhesive (Middle Body, 45%)

Wild Troll
Leader Item: Prime Elixir
Warped Teeth (Head, 75%) (Red, Earth Rune)
Garnet (Body, 40%
Polished Green Ore (Waist, 40%) (Green, Earth Rune)
Elixir (Feet, 20%)
Troll Clay (Arm, 15%)
Polished Red Ore (Stake, 40%) (Red, Earth Rune)

Hydra:

Leader Item: Fairy's Tincture
Dark Breathcore ? (Middle Head, 75%) (Blue, Darkness Rune)
Black Breathcore: (Outer Right Head, 60%) (Green, Darkness Rune)
Gas Breathcore (Inner Right Head, 60%) (Red, Earth Rune)
Dragon Scales (Inner Left Head, 60%)
Poison Breathcore (Outer Left Head, 60%) (Blue, Earth Rune)
Verdigris Scales (Front Body, 80%) (Green, Activation Rune)
Dragon Sapphire (Back Body, 80%) (Blue, Training Rune)
Metaboliser (Tail, 70%)

Palace of the Venerated Dragon

Iron Golem:
Leader Item: Guard Potion
Golem Head (Head, 15%) (Red, Head Rune)
Golem Heart (Body, 40%)
Worn Shield (Arm 1, 30%)
Copper Splint (Arm 2, 15%) (Red, Resistance Rune)
Damascus Ore (Arms 3 and 5, 15%) (Green, Resistance Rune)
Adamantite (Arm 4, 15%)

Gigantic Claws:
Leader Item: Nectar Potion
Serstine Lock Gun (Head, 15%) (Red, Piercing Rune)
Aura Force (Core, 60%) (Red, Activation Rune)
Gremlin Core (Body, 40%) (Blue, Training Rune)
Stonecutting Pincers (Right Front/Pincer, 25%/15%)
Seafood (Back/Feet, 30%)
Axe Crust (Tail Fin, 25%) ) (Green, Strengthening Rune)

Dryad:
Leader Item: Elixir
Electric Bone (Parasol, 15%) (Blue, Lightning Rune)
Evil Eye Gem (Upper Body, 30%) (Red, Healing Rune)
Red Boots (Lower Body, 30%) (Red, Leg Rune)
Cutting Claw (Arm, 25%) (Red, Slashing Rune)
Tough Fin (Fin, 15%) (Blue, Resistance Rune)
Dryad Lv 29
Race Magic
HP 3180
ATK 290 MAG 350 HIT 70
AVD 70 RDM 60 RST 147
Fire -
Lightning -
Holy Absorb
Ice -
Earth -
Darkness -

Green Jewel:
Leader Item: Prism Gem
Core Emerald (Core, 25%) (Green, Healing Rune)
Green Jewel Lv 28
Race Magic
HP 1800
ATK 200 MAG 330 HIT 72
AVD 62 RDM 14 RST 35
Fire +20%
Lightning -
Holy +20%
Ice +20%
Earth +50%
Darkness +20%
War Trophy: Core Emerald
Attacks: Nine Nights: can produce Spectral Knights again and again out of
thin air during battle!

Spectral Knight:
Leader Item: Apothecary's Arcanum, Guard Potion
Vision Orb (Head, 30%) (Blue, Healing Rune)
Augite of Life (Upper Body, 40%) (Blue, Training Rune)
Sprinter Cell (Lower Body, 40%) (Green, Lightning Rune)
Copper Signet (Arm, 20%) (Red, Holy Rune)
Broken Spear (Spear, 35%) (Green, Piercing Rune)
Mirror Fragment (Armour, 40%)
Spectral Knight
Lv 28
Race
HP 3300 ATK 360 MAG 275 HIT 65
AVD 55 RDM 58 RST 15
Tolerance 1
Lightning -50%
Holy -
Ice -
Earth +20%
Darkness -

Dragon Bat:

Leader Item: Holy Crystal
Orientation Scales (head, 15%) (Red, Lightning Rune)
Flamebreath Core (Upper Chest, 30%) (Green, Fire Rune)
Ghibli Scale (Wing, 25%)

Necromancer:

Leader Item: Spell Potion
Masked Shard (Head, 20%)
Thor Rage (Right Body, 40%) (Green, Fire Rune)
Solar Jewel (Left Body, 40%) (Green, Fire Rune)
Scarlet Alloy (Front Mantle, 15%) (Red, Lightning Rune)
Cerulean Alloy (Mantle, 15%) (Blue, Lightning Rune)
Abyss Cloak (Back Mantle, 15%) (Red, Darkness Rune)
Ray Force (Arm, 20%)
Attacks: can use Invoke Feather

Muscularity Stalker:
Leader Item: Might Potion
Hrunting (War Trophy, 20%) (Blue, Slashing Rune)
Copper Signet (Right Body, 60%) (Red, Holy Rune)
Bloody Patch (Left Body, 40%)
Polished Red Ore (Upper Right Hand Weapon, 30%) (Red, Earth Rune)
Scarlet Alloy (Lower Right Hand Weapon, 30%) (Red, Lightning Rune)
Rose Quartz (Upper Left Hand Weapon, 30%) (Red, Ice Rune)
Fuschia Spinel (Lower Left Hand Weapon, 30%) (Red, Fire Rune)
Busted Sword (Upper Hand, 40%) (Red, Slashing Rune)
Hrunting (Lower Hand, 20%) (Blue, Slashing Rune)
Muscular Stalker Lv 26
Race Giant
HP 5300
ATK 550 MAG 180 HIT 65
AVD 45 RDM 73 RST 23
Fire -
Lightning -
Holy -
Ice -
Earth -
Darkness -

Phantom Guardian:
Leader Item: Union Plume
Red Soul Flame (Centre, 30%) (Red, Fire Rune)
Holy Water: (Right Side, 15%)
Immortal Flame (15%) (Blue, Fire Rune)
Phantom Guardian
Lv 27
Race Ghost Unholy
HP 1740
ATK 260
MAG 300
HIT 55
AVD 48
RDM 24
RST 8
Fire +50%
Lightning -
Holy -50%
Ice +50%
Earth +50%
Darkness +50%

Dragon Zombie:
Leader Item: Earth Crystal
Dragon Skull (Head, 40%)
Dragon Rib (Rib, 60%)
Dragonmaggots (Bowel, 80%) (Red, Healing Rune)
Rotten Scale ? (Body/Tail, 75%/40%) (Green, Weakness Rune)
Obsidian Claw (Front Feet, 45%)
Spectral Wing (Wing, 50%) (Red, Holy Rune)
Platinum Fly (Back Feet, 55%)

Sekavia Gorge

Ice Devil
Leader Item: Idun's Apple
Monster's Canine Tooth (Head, 30%)
Icebreath Core (Upper Body, 50%) (Red, Ice Rune)
Burgundy Flask (Lower Body, 40%)
Drainwing (Feather, 30%)
Rose Quartz (Weapon, 40%) (Red, Ice Rune)
LV 31
Race Demon
HP 2500
ATK 380 MAG 500 HIT 66
AVD 55 DRM 32 RST 9
Fire +100%
Lightning -
Holy -50%
Ice +100%
Earth -
Darkness +20%

Ice Troll
Leader Item: Witch's Arcanum
Monstrous Molar (Head, 70%) (Red, Strengthening Rune)
Garnet (Body, 40%)
Ymir's Tear (Waist, 40%) (Green, Ice Rune)
Troll Clay (Feet/Arm, 20%/15%)
Indigo Quartz (Stake, 40%) (Blue, Ice Rune)

Winter Wolf
Leader Item: Tome of Godspeed
Scarlet Fang (Head, 30%) (Red, Piercing Rune)
Obsidian Claw (Feet, 30%)
Beast Flesh (Tail, 30%)
Icebreath Core (Body, 50%) (Red, Ice Rune)

Turgen Mines (Chapter 4)

Meteoric Swarm
Leader Item: Fireproof Talisman
Legion (Body 1, 40%)
Tuning Wing (Main Body after Schism, 25%)
Lv 33
Race Ghost Insect
HP 2350
ATK 450 MAG 430 HIT 72
AVD 60 RDM 0 RST 0
Fire Absorb
Lightning -
Holy +50%
Ice -50%
Earth -
Darkness +50%

Gigantic Wasp
Leader Item: Royal Jelly
Rose Sealpouch (War Trophy, 100%)
Great Eye? (Head, 30%)
Amber Core ? (Upper Body, 50%) (Red, Training Rune)
Royal Jelly (Stomach, 75%)
Banshee Scale? (Back, 40%) (Red, Resistance Rune)
Lance Needle (Tail, 50%) (Green, Piercing Rune)
Insect Blade (Front Arm, 45%) (Red, Earth Rune)
Insect Claw (Lower Arm, 30%) (Red, Slashing Rune)
Indigo Wing (Upper Wing, 25%) (Blue, Ice Rune)
Tuning Wing (Lower Wing, 25%)

Ancient Forest (Chapter 4)

Kobold Warrior
Leader Item: Apothecary's Arcanum
Beast Pelt (Head/Upper Body, 30/40%)
Silver Coin (Lower Body, 30%) (Red, Training Rune)
Lucky Tail (Tail, 25%)
Adamantite (Armour, 15%)
Koboldriver (Weapon, 15%) (Green, Bludgeon Rune)

Kobold King
Leader Item: Gold Coin (Green, Training Rune)
Magician Hat (War Trophy, 100%) (Red, Head Rune)
Holy Spinel (Head, 30%, Blue, Holy Rune)
Crown (Upper Body, 30%) (Green, Weakness Rune)
Gold Coin (Lower Body, 30%) (Green, Training Rune)
Lucky Tail (Tail, 25%)
Eternal Silver (Armour, 15%) (Green, Training Rune)
Busted Staff (Weapon, 15%) (Blue, Bludgeon Rune)

Royal Underground Path (Chapter 4)

Beast Fort
Leader Item: Nectar Potion
Ram's Horn (Horn, 30%) (Blue, Strengthening Rune)
Baraka (Head/Upper Body, 30%/50%) (Red, Strengthening Rune)
Black Crystal (Lower Body, 80%)
Snakebelly Armour (Tail, 30%)
Hollow Shell (Upper Armour, 50%) (Red, Ice Rune)
Damascus Ore (Shield, 50%) (Green, Resistance Rune)
Assault Missile (Arrow, 50%) (Red, Weakness Rune)
Mithril Ore (Shield Cover, 40%) (Red, Training Rune)
Lv 35
Found in Crawling Enemy Groups
Race: Giant Beast
HP 5640
ATK 630 MAG 580 HIT 75
AVD 40 RDM 68 RST 10
Fire -
Lightning -
Holy -
Ice -
Earth -
Darkness -

Flying Killer
Leader Item: Pearl Grass
Green Bubble Core (Front Body, 40%) (Green, Earth Rune)
Seafood (Back Body/Tail Fin, 50%/30%)
Narwhal Tooth (Torch, 30%) (Green, Piercing Rune)
Lv 31
Race: Scaled
HP 2450
ATK 470 MAG 420 HIT 60
AVD 45 RDM 28 RST 5
Fire -
Lightning -
Holy -
Ice +20
Earth -
Darkness -
Attack: Thunderbolt (can cause Paralysis)

Gigantic Moth
Leader Item: Elixir
Honeysuckle Dew (Head, 30%)
Black Ejector? (Body, 30%) (Green, Training Rune)
Giant Pearl (Front Shell, 40%)
Ammunition Shell (Back Side Shell, 50%) (Red, Activation Rune)
Metaboliser (Middle Body, 50%)
Prime Elixir (Middle Body, 75%)
Lv 32
Race: Giant
HP 4500
ATK 520 MAG 460 HIT 60
AVD 20 RDM 32 RST 1
Fire -
Lightning -
Holy -
Ice -
Earth +20%
Darkness -

Lizard Knight
Leader Item: Holy Gem
Evergreen Scales (Head, 40%) (Green, Resistance Rune)
Alligator Skin (Body, 50%)
Green Gallbladder (Lower Body, 60%) (Green, Healing Rune)
Vermilion Scales (Tail, 30%) (Red, Resistance Rune)
Sharp Spearhead (Weapon, 40%)
Copper Splint (Shield, 60%) (Red, Resistance Rune)
Fairy-in-the-box (Belt, 50%)
Lv 32
Race: Scaled
HP 2700
ATK 420 MAG 450 HIT 70
AVD 75 RDM 35 RST 10
Fire -
Lightning -
Holy -
Ice -50%
Earth -20%
Darkness -
Green Gall Bladder

Meteoric Swarm
Fireproof Trinket
Legion (Body 1, 40%)
Tuning Wing (Body 2 after Schism, 25%)
Lv 33
Race: Ghost Insect
HP 2350
ATK 450 MAG 430 HIT 72
AVD 60 RDM 0 RST 0
Fire Absorb
Lightning -
Holy +50%
Ice -50%
Earth -
Darkness +50%
Found in Flying Enemy Groups

Boss Enemy:

Ull:
Doublecross Bow (War Trophy, 100%)
Lv 42
Race: God
HP 27000
ATK 700 MAG 600 HIT 100
AVD 75 RDM 40 RST 25

Aesir Bodyguard of Ull:
Copper Signet (Body, 40%) (Red, Holy Rune)
Busted Sword (Sword, 30%) (Red, Slashing Rune)

At end of Chapter 3, if Arngrim and Leone are at Level 45:

Leone:
Slashing Sword 'Farewell' (Red Slashing Rune)
Valkyrie 'Favour' (Red, Slashing Rune)

Arngrim:
Bahamut Tear (Blue, Slashing Rune)
Improved Dragonslayer (Blue Slashing Rune)

Dipan Castle: (Chapter 4)

Gyne:
Crystal Garb (Green, Body Rune)

Walther:
Deluge Sceptre (War Trophy, 100%)

Hrist:
Leader Item: Tome of Godspeed
Empress Coronet (War Trophy, 100%) (Red, Head Rune)

Arngrim:
Grand Sting (War Trophy, 100%)

From Dylan if at Level 45:
Undead Sword (Blue, Slashiing Sword)
Sword of the Meek (Blue, Slashing Rune)

Forest of Spirits:

Carnivorous Plant:
Leader Item: Elixir
White Flower Petal (Flower, 20%)
Wax Clump (Stalk, 30%)
Vegetable Seed (Body, 15%)
Walkflower Blade (Hand/Tentacle, 20%/10%) (Red, Slashing Rune)

Elven Dog
Leader Item: Iceproof Trinket
Colossal Canine Tooth (Head, 20%) (Green, Strengthening Rune)
Blade Claw (Feet, 15%) (Blue, Slashing Rune)
Beast Flesh (Tail, 15%)
Beast Pelt (Body, 40%)

Elven Hawk:
Leader Item: Spectacles
Great Eagle Heart (Right Body, 40%)
Electricbreath Core (Left Body, 40%) (Red, Lightning Rune)
Wing Feather (Wing, 30%)
Thunder Tailfeather? (Tail, 15%) (Green, Lightning Rune)

Kobold Warrior
leader Item: Apothecary's Arcanum
Beast Pelt (Head/Upper Body, 30%/40%)
Silver Coin (Lower Body, 30%) (Red, Training Rune)
Lucky Tail (Tail, 25%)
Adamantite (Armour, 15%)
Koboldriver (Weapon, 15%) (Green, Bludgeon Rune)

Kobold Lord
Leader Item: Union Plume
Magician Hat (Head, 30%) (Red, Head Rune)
Noble Cloak (Upper Body, 15%)
Gold Coin (Lower Body, 30%) (Green, Training Rune)
Lucky Tail (Tail, 25%)
Mithril Ore (Armour, 15%) (Red, Training Rune)
Busted Staff (Weapon, 15%) (Blue, Bludgeon Rune)

Sky Lizard
Leader Item: Flare Crystal
Sabertooth (Head, 15%) (Red, Healing Rune)
Red Dragon Bile (Upper Chest, 30%) (Red, Earth Rune)
Bora Scale (Wing, 25%)

Mimetic Flower:
Leader Item: Tome of Godspeed
Nightshade (Flower, 15%)
Toxic Seed (Upper Body, 15%) (Red, Earth Rune)
Poison Seed (Lower Body, 30%)

Lizard King
Leader Item: Union Plume
Crown (Head, 15%) (Green, Weakness Rune)
Evergreen Scale (Body, 45%) (Green, Resistance Rune)
Green Gallbladder (Lower Body, 30%) (Green, Healing Rune)
Vermilion Scales (Tail, 15%) (Red, Resistance Rune)
Broken Sword (Weapon, 30%) (Red, Slashing Rune)
Damascus Ore (Shield, 30%) (Green, Resistance Rune)
Fairy-in-the-box (Belt, 30%)

Life Stealer
Leader Item: Nectar Potion
Monster's Canine Tooth (Head, 30%)
Trickster Imprint (Upper Body, 40%)
Desolation Gem (Lower Body, 50%) (Green, Earth Rune)
Steelwing (Wing, 30%)
Busted Sword (Weapon, 40%) (Red, Slashing Rune)
Attack: Soulstealer, Frigid Damsel

Prince of Hell:
Leader Item; Silence Check
Monster's Canine Tooth (Head, 30%)
Indigo Quartz (Upper Body, 40%) (Blue, Ice Rune)
Desolation Gem (Lower Body, 75%)
Steelwing (Wing, 30%)
Iron Ore (Weapon, 40%)

Sharp Scissors:
Shadow Crystal (Leader Item)
Rose Imprint (Head/Upper Body, 30%)
Sharp Scissor Heart (Waist, 50%) (Green, Darkness Rune)
Desolation Gem (Core, 60%) (Green, Earth Rune)
Sharp Scissor Wing (Wing, 15%)
Scissor Hand (Arm, 20%) (Red, Darkness Rune)
Citrine (Feet, 20%)

Arectaris:

Arectaris (War Trophy, 100%) (Blue, Slashing Rune)
Crystal Mask ? (Body, 80%)
Beauty's Jade ? (Trunk, 60%)
Beauty's Phosphoric Light (Side Tentacle, 50%) (Red, Fire Rune)
Core Spinel (Upper Tentacle, 50%) (Green, Ice Rune)
Beauty's Flame ? (Back Tentacle, 50%) (Green, Fire Rune)

Dipan Castle (Chapter 5)

Capricorn:
Leader Item: Dwarf's Tincture
Warped Horn (Horn, 40%) (Red, Healing Rune)
Warped Teeth (Head, 20%) (Red, Earth Rune)
Shell Shade (Upper Body, 40%)
Solar Jewel (Front Feet, 40%)
Baraka (Lower Body, 30%) (Red, Strengthening Rune)
Accuracy Imprint (Right Arm, 20%)
Assault Missile (Bow, 45%) (Red, Weakness Rune)
Busted Bow (Bow, 45%) (Red, Piercing Rune)

Capricorn Leader
Leader Item:
Warped Horn (Horn, 40%) (Red, Healing Rune)
Warped Teeth (Head, 20%) (Red, Earth Rune)
Shell Shade (Upper Body, 40%)
Solar Jewel (Front Feet, 60%)
Steel Horseshoe (Lower Body, 30%)
Vortex Crest (Arm, 20%) (Green, Training Rune)
Assault Missile (Bow, 45%) (Red, Weakness Rune)
Attacks: 3 way Rail, Million Terrors

Gentleman:
Leader Item: Flare Crystal
Flare Crystal (War Trophy, 100%)
Attacks: Flare Crystal,

Holy Order:
Leader Item: Valour Greaves
Vision Orb (Head, 30%) (Blue, Healing Rune)
Copper Signet (Upper Body, 50%) (Red, Holy Rune)
Pact Chain (Lower Body, 50%) (Blue, Holy Rune)
Symbol of Might (Arm, 30%) (Red, Strengthening Rune)
Busted Spear (Spear, 50%) (Green, Piercing Rune)
Evil Mirror (Armour, 50%)

Ravine Caverns:

Aesir (Archer):
Spirit Tincture (Body, 25%)
Rune Crown (Hat, 10%)
Elvenbow (Bow/Quiver, 15%)

Aesir (Patrol):
Leader Item: Union Plume
Witch's Arcanum (Body, 30%)
Busted Sword (Sword, 30%) (Red, Slashing Rune)

Persistant Pursuer:
Leader Item: Might Potion
Demon Eye Pierce (Body, 40%)
Polished Green Ore (Upper Right Weapon, 60%) (Green Earth Rune)
Verdigris Alloy (Lower Right Weapon, 60%) (Green, Lightning Rune)
Sage Quartz (Upper Left Weapon, 60%) (Green, Ice Rune)
Chartreuse Spinel (Lower Left Weapon, 60%) (Green, Fire Rune)
Busted Sword (Upper Hand, 40%) (Red, Slashing Rune)
Busted Greatsword (Lower Hand, 40%) (Blue, Slashing Rune)

Dinosaur King
Leader Item: Prism Gem
Red Horn (Horn, 60%) (Red, Holy Rune)
Crimson Breath? (Head, 80%) (Green, Activation? Rune)
Dragon Emerald ? (Body, 80%) (Green Training Rune)
Vertigris Scales (Waist/Front Tail, 80%/40%) (Green, Activation Rune)
Dragonslayer (Side Tail, 100%) (Blue, Slashiing Rune)
Evergreen Scales (Feet, 60%) (Green, Resistance Rune)
Spike Claw (Wing, 40%) (Red, Piercing Rune)
Dragon Palm (Arm, 50%) (Green, Healing Rune)

Capricorn Leader:
Leader Item:
Warped Horn (Horn, 60%) (Red, Holy Rune)
Warped Teeth (Head, 40%) (Red, Earth Rune)
Shell Shade (Upper Body, 40%)
Solar Jewel (Front Feed, 60%) (Green, Fire Rune)
Steel Horseshoe (Lower Body, 30%)
Vortex Crest (Arm, 20%) (Green, Training Rune)
Assault Missile (Bow, 45%) (Red, Weakness Rune)
Attacks: Million Terrors, 3 rail Shot

Gentleman:
Leader Item: Flare Crystal
Flare Crystal (War Trophy, 100%)
Gentle Card (Body, 15%)
Fairy's Tincture (String, 100%)

Life Stealer:
Leader Item: Nectar Potion
Monster's Canine Tooth (Head, 30%)
Trickster Imprint (Upper Body, 40%)
Desolation Gem (Lower Body, 50%) (Green, Earth Rune)
Steelwing (Wing, 30%)
Busted Sword (Weapon, 40%) (Red, Slashing Rune)
Attack: Soulstealer, Frigid Damsel, Spitfire

Sharp Scissors:
Shadow Crystal (Leader Item)
Rose Imprint (Head/Upper Body, 30%)
Sharp Scissor Heart (Waist, 50%) (Green, Darkness Rune)
Desolation Gem (Core, 60%) (Green, Earth Rune)
Sharp Scissor Wing (Wing, 15%)
Scissor Hand (Arm, 20%) (Red, Darkness Rune)
Citrine (Feet, 20%)

Bifrost

Aesir Security:
Leader Item: Copper Signet (Body, 40%) (Red, Holy Rune)
Busted Sword (Sword, 30%) (Red, Slashing Rune)

Aesir Rescuer:
Leader Item: Full Plate
Spirit's Tincture (Body, 25%)
Rune Crown (Hat, 10%)
Elvenbow (Bow/Quiver, 15%) (Green, Piercing Rune)

Dimension Beast:
Leader Item: Full Plate (Red, Body Rune)
Full Plate (War Trophy, 100%)
Fairy's Tincture (Upper Head, 80%)
Scarlet Cartilage (Lower Head, 80%) (Red, Ice Rune)
Kraken Fang (Mouth Tentacles, 75%)
Tentacles (Feet, 80%)
Armour Piercer (Back Tentacle, 60%) (Red, Weakness Rune)
Evil Bullet ? (Side Tentacle, 60%) (Green, Weakness Rune)
Mace Head (Mace Tentacle, 80%) (Blue, Bludgeon Rune)

Heimdall:
Leader Item: Golden Egg
Gjallarhorn (War Trophy, 100%) (Blue, Slashing Rune)

Yggdrasil

Armour Beetle
Leader Item: Holy Water
Beetle Horn (Horn, 15%) (Blue, Strengthening Rune)
Armour Piercer (Body, 30%) (Red, Weakness Rune)
Insect Claw (Arm, 15%) (Red, Slashing Rune)
Guard Potion (Wing, 30%)

Abyss Dragon
Leader Item: Double Search
Undead Dragon Bone (head, 40%) (Red, Earth Rune)
Dragon Rib (Rib, 60%)
Dragonmaggots (Bowel/Body, 80%/60%) (Red, Healing Rune)
Rotten Scale ? (Tail, 30%) (Green, Weakness Rune)
Dragon Palm (Front Feet, 40%) (Green, Healing Rune)
Lucid Wing? (Wing, 50%) (Green, Holy Rune)
Blackened Scale ? (Back Feet, 55%)

Aesir Security:
Leader Item: Copper Signet (Body, 40%) (Red, Holy Rune)
Busted Sword (Sword, 30%) (Red, Slashing Rune)
Attack: Waterfall Drill, Mis-tery

Black Jewel:
Leader Item: Shadow Crystal
Core Ruby (Core, 25%) (Red, Ice Rune)

Fatal Vermin:
Might Potion (Flower, 15%)
Red Flower Petal (Upper Body, 15%) (Red, Healing Rune)
Fatal Seed (Lower Body, 25%)

Giant Troll:
Leader Item: Union Plume
Monstrous Canine (Head, 75%) (Green, Strenthening Rune)
Garnet (Body, 40%)
Troll Clay (Feet/Arm, 20%/15%)
Petrified Ash (Stake, 40%) Green, Bludgeon Rune)
Attack: Earthshake
Magic: Regeneration

Gluttonous Bug:
Leader Item: Union Plume
Platinum Eye (Head, 40%)
Amber Core? (Upper Body, 40%) (Red, Training Rune)
Royal Jelly (Stomach, 30%)
Banshee Scale? (Back, 30%)
Lancer Needle (Tail, 50%) (Green, Piercing Rune)
Insect Blade (Lower Arm, 25%) (Red, Earth Rune)
Indigo Feather (Upper Feather, 20%) (Blue, Ice Rune)
Tuning Wing (Lower Feather, 20%)

Highlander:
Leader Item: Dragonslayer
Elixir (Right Body, 40%)
Bloody Patch (Left Body, 40%)
Polished Green Ore (Upper Right Weapon, 60%) (Green, Earth Rune)
Verdigris Alloy (Lower Right Weapon, 60%) (Green, Lightning Rune)
Sage Quartz (Upper Left Weapon, 60%) (Green, Ice Rune)
Chartreuse Spinel (Lower Left Weapon, 60%) (Green, Fire Rune)
Busted Sword (Upper Hand, 40%) (Red, Slashing Rune)
Busted Greatsword (Lower Hand, 40%) (Blue, Slashing Rune)

Hresvelgr:
Leader Item: Holy Crystal
Great Eagle Heart (Right Body, 40%)
Boltbreath Core (Left Body, 40%) (Green, Lightning Rune)
Crimson Feather (Wing, 30%) (Red, Activation Rune)
Windswept Tailfeather (Tail, 15%) (Green, Lightning Rune)

Human Sacrifice:
Leader Item; Shadow Crystal
Red Soul Flame (Centre, 30%) (Red, Fire Rune)
Headless Doll (Right Side, 15%)
Immortal Flame (Left Side, 15%) (Blue Flame Rune)
Lv 41
Race: Ghost Unholy
HP 3360
ATK 500 MAG 450 HIT 85
AVD 70 RDM 32 RST 12
Fire +50%
Lightning -
Holy -50%
Ice +50%
Earth +50%
Darkness +50%

Idisi
Leader Item; Sage's Arcanum
Scarlet Cartilage (Parasol, 15%) (Red, Ice Rune)
Eye Pearl ? (Upper Body, 30%) (Blue, Weakness Rune)
Emerald Heart Core (Lower Body, 30%) (Green, Holy Rune)
Rising Dragon Talon (Arm, 25%) (Green, Activation Rune)
Pulverising Bone (Fin, 15%) (Green, Bludgeon Rune)

Invasive Arsonist:
Leader Item: Fireproof Trinket
Solar Jewel (Head, 30%) (Green, Fire Rune)
Chartreuse Spinel (Body, 50%) (Green, Fire Rune)
Adamantite (Feet, 30%)
Blaze Ore (Right Arm, 30%) (Green, Fire Rune)
Pyrotechnic Ore (Left Arm, 30%) (Green, Fire Rune)
Phosphoric Ore or Core Emerald? (Hand 2 with Lava, 30%) (Green, Healing Rune)

Roper:
Elixir (Flower, 20%)
Wax Clump (Stalk, 30%)
Emerald Heart Core (Body, 50%) (Green, Holy Rune)
Bonafide Bone (Hand, 20%) (Green, Strengthening Rune)
Pulverising Bone (Tentacle, 10%) (Green, Bludgeon Rune)

Snail King:
Metaboliser (Head/Middle Body, 30%/65%)
Red Ejector (Body, 30%) (Red, Activation Rune)
Large Pearl (Front Shell, 40%)
Armour Piercer (Back Side Shell, 20%) (Red, Weakness Rune)
Adhesive (Middle Body, 50%)

Strayer:
Leader Item: Thunder Crystal
Bone Mask (Head, 20%)
Chaos Force (Right Body, 40%) (Green, Activation Rune)
Tome of Necromancy (Left Body, 40%)
Bone Relief (Front Mantle, 15%)
Abyss Cloak (Back Mantle, 15%) (Red, Darkness Rune)
Aura Force (Arm, 20%) (Red, Activation Rune)

Wild Wolf:
Sabertooth (Head, 20%) (Red, Healing Rune)
Obsidian Claw (Feet, 15%)
Beast Flesh (Tail, 30%)
Core Spinel (Body, 40%) (Green, Ice Rune)

Odin:
Leader Item: Noble Elixir

White Dragon:
Leader Item: Doublecheck
Dragon's Fang (Head, 35%) (Red, Piercing Rune)
Green Gallbladder (Upper Chest, 50%) (Green, Healing rune)
Kamsheen Scale ? (Wing, 45%)
Dragon Emerald? (Lower Chest, 75%) (Green, Training Rune)
Obsidian Claw (Front Feed, 45%)
Dragon Palm (Back Feet, 30%) (Green, Healing Rune)
Tailbanger (Tail, 45%) (Green, Piercing Rune)

Hall of Valhalla

Aesir Archer
Leader Item: Union Plume
Phoenix Armour (War Trophy, 15%) (Blue, Body Rune)
Witch's Arcanum (Body, 30%)
Broken Blade (Weapon, 30%)

Aesir:
Leader Item: Union Plume
Phoenix Garb (War Trophy, 15%) (Blue, Body Rune)
Rune Crown (Hat, 15%)
Blue Gale Bow (Bow/Quiver, 15%) (Red, Piercing Rune)

Deathdog
Leader Item: Earth Crystal
Sabertooth (Head, 20%) (Red, Healing Rune)
Beast Flesh (Feet, 35%)
Adamantite (Tail, 15%)
Toxicbreath Core (Body, 40%) (Green, Earth Rune)
Lv 46
Race: Beast
HP 6300
ATK 1150 MAG 600 HIT 95
AVD 92 RDM 75 RST 12
Fire -50%
Lightning -
Holy -
Ice +20%
Earth Absorb
Darkness +20%

Divine Slave
Copper Signet (Right Body, 40%) (Red, Holy Rune)
Cask of Offering (Left Body, 40%) (Green, Darkness Rune)
Solar Jewel (Upper Right Weapon, 60%) (Green, Fire Rune)
Thor's Rage (Lower Right Weapon, 60%) (Green, Lightning Rune)
Ymir's Tear (Upper Left Weapon, 60%) (Green, Ice Rune)
Deep Doom (Lower Left Weapon, 60%) (Green, Earth Rune)
Busted Sword (Upper Hand, 40%) (Red, Slashing Rune)
Caliburn Sword (Blue, Slashing Rune)

Red Dragon
Red Horn (Horn, 30%) (Red, Holy Rune)
Red Fang? (Head, 20%) (red, Strengthening Rune)
Dragon Ruby (Body, 40%) (Red, Fire Rune)
Flamebreath Core (Waist, 40%) (Green, Fire Rune)
Ascalon (Body Side Tail, 15%) (Red, Slashing Rune)
Crimson Scales (Red, Front Tail/Feet, 20%/40%) (Red, Fire Rune)
Dragon's Wingbone (Wing, 20%)
Dragon Palm (Arm, 50%) (Green, Healing Rune)

Guardian Diva
Aura Force (Head, 20%) (Red, Activation Rune)
Mithril Plate (Body, 40%) (Green, Body Rune)
Orichalcon (Arm 1, 60%) (Green, Holy Rune)
Damascus Ore (Arm 2/4, 15%) (Green, Resistance Rune)
Mithril Ore (Arm 3, 15%) (Red, Training Rune)
Adamantite (Arm 5, 15%)

Magic Mirror
Leader Item: Witch's Arcanum
Core Spinel (Ghost, 25%) (Green, Ice Rune)
Silver Vine Frame (Altar, 15%)
Evil Mirror (Bottom Mirror, 30%)
Mirror of the Lake (Tip of Mirror, 15%)

Silver Dragon
Leader Item: Prism Crystal
Emerald Horn ? (Horn, 80%) (Green, Piercing Rune)
Crimson Breath? (Head, 50%) (Green, ? Rune)
Dragon Emerald (Body, 80%) (Green, Training Rune)
Verdigris Scales (Waist/Front Tail, 60%/30%) (Green, Activation Rune)
Dragon Scales (Body Side Tail, 60%)
Spiked Claw (Wing, 40%) (Red, Piercing Rune)
Dragon Palm (Arm, 50%) (Green, Healing Rune)
Evergreen Scale (Feet, 60%) (Green, Resistance Rune)

Sacred Sack
Shadow Crystal (War Trophy, 100%)
Fairy's Tincture (String, 100%)
Sacred O Part (Body, 15%)

Tower of Lezard Valeth

Baphomet
Leader Item: Elixir/Witch's Arcanum
Warped Horn (Horn, 40%) (Red, Healing Rune)
Lamb's Tooth ? (Head, 20%)
Cask of Offering (Upper Body, 40%) (Green, Darkness Rune)
Thor's Rage (Front Feet, 40%) (Green, Lightning Rune)
Steel Horseshoe (Lower Body, 40%)
Vortex Crest (Right Arm, 20%) (Green, Training Rune)
Sylphide Arrowhead (Left Arm, 20%)
Tathlum Bow (Bow, 15%) (Red, Piercing Rune)

Castle Cannon
Battering Ram's Horn? (Horn, 30%) (Red, Piercing Rune)
Sage's Arcanum (Head, 30%)
Steel Horseshoe (Upper Body, 80%)
Augite of Life (Lower Body, 80%)
Eternal Silver (Tail, 30%) (Green, Training Rune)
Hollow Shell (Upper Armour, 50%) (Red, Ice Rune)
Adamantite (Sheild, 50%)
Assault Missile (Arrow, 50%) (Red, Weakness Rune)
Mithril Ore (Shield Cover, 40%) (Red, Training Rune)

Elder Bat:
Leader Item: Spectacles
Devil's Parabola??? (Ear, 40%) (Red, Darkness Rune)
Firemouse Fur (Body, 40%)
Black Wing Skin (Wing, 20%) (Red, Darkness Rune)

Emeth
Leader Item: Aspect Stone?
Meth Seal (Head, 30%)
Eternal Silver (Body/Arm 4, 60%/40%)
Orichalcum (Arm 1 and 2, 40%) (Green, Holy Rune)
Mithril Ore (Arm, 3, 40%) (Red, Training Rune)
Adamantite (Arm 5, 40%)

Gigantic Troll
Leader Item: Sage's Arcanum
Rune Helm (War Trophy, 10%)
Colossal Canine (Head, 75%) (Green, Strengthening Rune)
Garnet (Body, 40%)
Blood Jewel (Waist, 40%)
Troll Clay ( Feet/Arm, 20%/15%)
Tonelico's Fossil? (Stake, 40%) (Green, Bludgeon Rune)

Paragriffon
Leader Item: Idun's Apple
Piercing Beak? (Head, 50%) (Green, Piercing Rune)
Eternal Silver (Upper Body, 50%) (Green, Training Rune)
Feather (Waist, 50%)
Emerald Feather? (Front Wing, 30%) (Green, Healing Rune)
Griffon Talon (Side Wing, 30%) (Red, Activation Rune)
Indigo Plume (Plume, 45%) (Blue, Activation Rune)
Gargoyle's Wings (Green, Strengthening Rune)
Attacks: Call Lightning, Malicious Gust

Prism Jewel
Leader Item: Prism Crystal
Soul Pearl (Core, 25%) (Green, Ice Rune)

Type Demon 44
Leader Item: Witch's Arcanum
Diablo Horn (Horn, 30%)
Fool's Jewel? (Upper Body, 50%) (Green, Earth Rune)
Demon's Blaze? (Waist, 50%) (Blue, Darkness Rune)
Devil's Hoof (Feet, 30%)
Devil's Right Arm (Right Arm, 30%)
Devil's Left Arm (Left Arm, 30%)
Caduceus (Staff, 15%) (Blue, Bludgeon Rune)
Black Wing Skin (Wing, 30%)

Rotting Demon:
Leader Item: Valour Armour
Black Skull (Head, 20%) (Green, Earth Rune)
Blackbreath Core (Chest, 60%) (Green, Darkness Rune)
Deep Doom (Stomach, 40%) (Green, Earth Rune)
Augite of Life (Waist, 40%) (Blue, Training Rune)
Bonemeal (Feet, 20%)
Demon's Right Arm (Arm, 20%)

Gigantic Dragon
Leader Item: Guard Potion
Evergreen Scales (Body, 50%) (Green, REsistance Rune)
Tailbanger (Tail, 30%) )Green, Piercing Rune)
Homing Scales (Front Feet, 25%)
Verdigris Scales (Back Feet, 25%) (Green, Activation Rune)

Slight Devil
Copper Signet (Upper Body, 40%) (Red, Holy Rune)
Augite of Life (Lower Body, 40%) (Blue, Training Rune)
Symbol of Might (Arm, 20%) (Red, Strengthening Rune)
Busted Spear (Spear, 40%) (Green, Piercing Rune)
Evil Mirror (Armour, 40%)
Lv 55
Race Demon
HP 15000
ATK 1300 MAG 950 HIT 135
AVD 120 RDM 135 RST 20
Fire +100% Lightning -
Holy -
Ice +70%
Earth +70%
Darkness +70%

Nymph:
Leader Item: Fairy's Tincture
Helgi's Sword (Parasol, 15%) (Red, Slashing Rune)
Evil Eye Gem (Upper Body, 40%) (Red, Healing Rune)
Emerald Heart Core (Lower Body, 40%) (Green, Holy Rune)
Cutting Claw (Arm, 30%) (Red, Slashing Rune)
Bonafide Bone (Fin, 30%) (Green, Strengthening Rune)

?
Leader Item: Nectar Potion
Evil Eye Gem (Head, 20%) (Red, Healing Rune)
Emerald Heart Core (Body, 50%) (Green, Holy Rune)
Bonafide Bone (Shoulder/Shoulder, 30%/20%) (Green, Strengthening Rune)
Pulverising Bone (Upper/Lower Arm, 30%, 20%) (Green, Bludgeon Rune)

Elder Vampire:
Leader Item: Ice Crystal
Vampire Fang (Head, 40%)
Rose Imprint (Upper Body, 60%)
Vampire Heart (Waist, 50%) (Green, Healing Rune)
Ray Force (Core, 80%)
Wing of Darkness (Wing, 15%)
Vampire Claw (Arm, 20%)
Rune Greaves (Feet, 15%)

Undead Master
Leader Item: Union Plume
Bone Mask (Head, 30%)
Chaos Rune (Right Body/Arm, 50%/75%)
Tome of Necromancy (Left Body, 50%)
Bone Relief (Front Mantle, 20%)
Abyss Cloak (Side Mantle, 20%) (Red, Darkness Rune)
Dark Amulet (Back Mantle, 20%) Green, Darkness Rune)

Pyrohydra:

Leader Item: Wild Chalice? (Red, Piercing Rune)
Boltbreath Core (Middle/Inner Left Head, 75%/60%) (Green, Lightning Rune)
Electricbreath Core (Outer Head, 60%) (Red, Lightning Rune)
Crimson Scale (Front Body, 60%) (Red, Fire Rune)
Dragon Ruby (Back Body, 80%) (Red, Fire Rune)
Wild Chalic (lTail, 15%) (Red, Piercing Rune_



For the 'Most Valued Customer', shopkeepers and traveling merchants will make
special items, provided you sell them the components.

Useful Weapons:

N.B. Many of the 'recipes' for weapons include a weapon that cannot be
purchased but can be obtained only in a Chest in a dungeon somewhere. If you
find a weapon but it is one that is inferior to the weapons you carry, DO NOT
SELL IT TO THE NEAREST MERCHANT! Sell it only when it appears as an
ingredient for a superior weapon. As far as weapons purchased from shops are
concerned, you may wish to keep at least one or two of each even when you have
acquired better weapons. For example, both the Ruby Mace and the Long Sword
are components of a superior weapon.

Sun Shower (Red Slashing Rune)
Solde
Spider Fighter, Hrunting, Adamantite, Scarlet Fang
76000 OTH
Performance: ATK 130 MAG 20
Attacks: 2 Special Attack: No
Effect: Strike twice with each attack. (Similar to the Skill 'Double Edge')
N.B. As you can see, the sword raises MAG as well as ATK power, but does not
allow a Special Attack. As each Attack actually is doubled, however, you
really get 4 Attacks instead of 2.

Sabertooth Sabre:
Villnore
Long Sword, Beast Pelt, Iron Ore
7500 OTH
N.B. This is one the first swords for Light Warriors you will be able to
obtain that allows 3 Attacks as well as a Special Attack! As such, it is
almost invaluable at the start of the game.
Performance: ATK 30 Attacks: 3 Special Attack: Yes
Effect: Inflicts heavy damage against Beast enemies. A critical skill effect
(Beast Bludgeon).

Elemental Edge:
Villnore
Raptor's Talon, Sharp Spearhead, Iron Ore
6000 OTH
N.B. This is one of the first swords for Heavy Warriors you will be able to
obtain that, although it allows only 2 out of 3 possible Attacks, does allow a
Special Attack. As such, it is very useful indeed.
Performance: ATK 32 Attacks: 2 Special Attack: Yes
Effect: Boosts Special Attack damage by 30%.

Supreme Crossbow:
Villnore
Koboldapult, Feather
5500 OTH
N.B. This is one of my favourite weapons for archers. It allows 3 Attacks,
as well as a Special Attack and it comes with the elemental power of Holy. It
is useful far longer than any of the other weapons obtained fairly early in
the game. I recommend that you create these for ALL your archers! Remember
that any Elemental Attack uses MAG so raise your Archers' MAG if you want the
full power of this lovely weapon. In my opinion, this bow is worth using
until you can replace it with Shiny Rupture or the Elven Bow
Performance: ATK 32 HIT 10 Attacks: 3 Special Attack: Yes Attack Type:
Holy

Ignite Sword
Traveling Merchant
Caliburn, Chartreuse Spinel, Eternal Flame, Dark Amulet
1000000

Moonfalx:
Villnore
Busted Sword, Sabertooth, Giant Pearl, Holy Crystal
700,000 OTH
Performance: ATK 280 RST 10 Attacks: 2 Special Attack: Yes Attack Type:
Holy
Sword forged from a fallen meteorite.

Runeslayer
Crell Monferaigne
Falchion, Black Crystal, Piercing Imprint
50000 OTH
N.B. A fairly powerful ATK, with some increase to RST but only allows 2
Attacks and no Special Attack. It is particularly effective against Magic
enemies, however, as it embodies the power of the Skill of Magician Slayer.
Performance: ATK 90 RST 20 Attacks: 2 Special Attack: No
Effect: Inflict heavy damage against Magic enemies. A critical skill effect
(Magician Slayer)

Arondight
Crell Monferaigne
Busted Greatsword, Blood Jewel, Rose Imprint, Mirror Fragment
120000 OTH
ATK 170 Attacks: 2 Special Attack: No
Effects: Effects heavy damage against female characters.
Sword once belonging to the Knight of the Lake. Said to capture women's
hearts.

Zweihander
Crell Monferaigne
Busted Greatsword, Troll Clay, Rotted Bludgeon
30000 OTH
N.B. NOT a very useful sword in itself, but still... ATK 100 HIT 10 RDM 10
Attacks: 2 Special Attack: NO

Grand Sting
Crell Monferaigne
Screp, Charged Tailfeather, Lightning Stone
115000 OTH
N.B. One of my favourite swords for a Heavy Warrior in the early chapters of
the game. It is powerful, and although it allows only 2 Attacks, it allows
Special Attack and is imbued with the elemental power of Lightning.
Performance: ATK 120 Attacks: 2 Special Attack: Yes Attack Type:
Lightning

Supreme Crossbow:
Villnore
Koboldapult, Feather
5500 OTH
N.B. This is one of my favourite weapons for archers. It allows 3 Attacks,
as well as a Special Attack and it comes with the elemental power of Holy. It
is useful far longer than any of the other weapons obtained fairly early in
the game. I recommend that you create these for ALL your archers! Remember
that any Elemental Attack uses MAG so raise your Archers' MAG if you want the
full power of this lovely weapon. In my opinion, this bow is worth using
until you can replace it with Shiny Rupture or the Elven Bow
Performance: ATK 32 HIT 10 Attacks: 3 Special Attack: Yes Attack Type:
Holy

Greenery Slayer
Crell Monferaigne
Spiral Arrowhead, Piercing Imprint, Nightshade
25000 OTH
N.B. A bow designed to slay plants, but I still prefer Supreme Crossbow.

Mage Slayer
Crell Monferaigne
Strength Bow, Piercing Imprint, Evil Eye Gem, Mirror Fragment
50000 OTH

Shiny Rupture
Crell Monferaigne
Arbalest, Ammunition Shell, Wing Feather, Toxic Seed
100000 OTH
Performance: ATK 200 MAG 80
Attacks: 3 Special Attack: Yes Attack Type: Earth
N.B. Another superb weapon for archers. Three times more powerful than the
Supreme Crossbow, with Earth power rather than Holy power (so you still may
wish to use the Supreme Crossbow on occasion!)

Soulslayer
Crell Monferaigne
Armour Piercer, Steelwing, Wing Feather, Sylphide's Arrowhead
900000 OTH
ATK 270 HIT 70
Attacks: 2 Special Attack; Yes
Part of the damage inflicted on the enemy is transformed into HP.
Bow that crushes demons. Said to steal the life force of its victim.

Spear Basilisk
Traveling Merchant
Saint's Halberd, Piercing Imprint, Tome of Alchemy
700000
Performance: ATK 340 HIT 50 RDM -10
Attacks: 2 Special Attack: Yes
N.B. This weapon can be equipped solely by Hrist. In fact, the Saint's
Halberd is her original weapon.

(Saint's Halberd: Performance: ATK 160 RST 20 Attacks: 3 Special Attack:
Yes Attack Type: Holy)

Holy Rod
Traveling Merchant
Ruby Mace
Sacred Spinel
Copper Signet
83000 OTH

Mithril Wand
Crell Monferaigne
Busted Staff, Mace Head, Golem Eye
20000 OTH

Oreichalkos Staff
Wandering Merchant (at Yggdrasil)
Lotus Wand, Dark Amulet, Evil Eye Gem, Steelwing
600000 OTH

Useful Armour:

Elfin Taffeta (Green Body Rune)
Solde
Polished Red Ore, Orientation Scales, Monster Scales
25000 OTH
N.B. Although this is an expensive piece of armour, I include it because it
will give you the Green Body Rune. It can be worn only by Mages and Archers,
however.
Performance: RDM 55 RST 10

Crystal Helm: (Blue Head Rune)
Villnore
Iron Helm, Beetle Horn, Goblin Tooth
8000 OTH

Rune Helm (Green Head Rune)
Villnore
Crown, Sabertooth, Red Horn
800000 OTH
Performance: MAG 30 RDM 30
A full helm with the visage of the war god engraved into one side.
N.B. Although this is an expensive piece of equipment, I include it because
it gives the Green Head Rune.

Rune Crown (Green Head Rune)
Traveling Merchant
Crown, Sacred Spinel, Mirror Fragment
25000 OTH
Resistance: Silence +30%
An enchanted crown.
MAG 20 RDM 15

Tiara of the Holy Empress (Red Head Rune)
Villnore
White Flower Petal, Core Ruby, Evil Eye Gem
5000 OTH

Phylactic Helm (Red Head Rune)
Crell
Polished Red Ore, Lamb's Tooth, Bat Wing
9000 OTH
Performance: RDM 10 RST 25
Helm with the symbol magic evasion carved into it. Though weak physically, it
possesses remarkable resistance against magic.

Silver Cuirass (Blue Body Rune)
Villnore
Cuirass, Iron Ore, Silver Sallet
4500 OTH
N.B. This is not a piece of equipment that appeals to me much. I prefer the
Crystal Armour that can be purchased without collecting any items!

Fairy Garb (Green Body Rune)
Villnore
Supreme Garb, Scarlet Alloy, Flamebreath Core, Ymir's Tear, Toxic Seed
50000 OTH.
Garment endowed with the blessings of sprites. For women only. Possesses
several resistances.
AVD -5 RDM 75 RST 30
Fire +30% Ice +30% Lightning +30% Earth +30% Dark -30% Holy -30% Frailty
+100%
N.B. As you can see, this piece of armour, although limited to women, has a
very useful property in that it protects against Frailty by 100%.

Icicle Plate
Traveling Merchant
Worn Shield, Hail Jewel, Garnet
17000 OTH

Leather Cloak
Traveling Merchant
Beast Pelt, Bat Wing
3500 OTH
N.B. This is marvelous armour and it is easy to find the components for it.

Conquerer's Armour (Green Body Rune)
Crell
Silver Mail, Firemouse Fur, Windswept Tailfeather, Deep Doom, Sage Quartz
800000 OTH
Armour believed to be that of a king who once conquered the entire continent.
Performance: ATK 100 MAG 100 HIT 50 AVD 50 RDM 280 RST 50
Resistance: Fire -20% Ice -20% Lightning -20% Earth -20% Dark -20% Holy -
20% Doom +80% Frailty +80% Transfer +80%
N.B. As you can see, this fantastic armour elevates every stat and can be
worn by Light and Heavy Warriors. It is particularly useful for the
protection it offers against Frailty, Doom and Transfer. When linked with
other green Runes, it will offer total protection against these dangers.

Rune Greaves (Blue Leg Rune)
Solde
Knight Greaves, Obsidian Claw, Crimson Scales
60000 OTH

Sacred Guarder (Red Arm Rune)
Villnore
Bonemeal, Raptor's Talon, Feather
3000 OTH
N.B. This increases RDM although, like most armour of its type, it decreases
HIT. The Gloves increase HIT but offer less protection. The reason for this
in reality is that gloves are the most pliable arm/hand protective device. A
Gauntlet is heavier and less pliable and a rigid piece of metal armour such as
a 'Guarder' would allow the least movement.

It's your choice which to use.

Magic Glove (Red Arm Rune)
Villnore
Unladen Swallow Scales, Hot Plate
7000 OTH
N.B. Like all Gloves, this will increase accuracy but offer less protection
than some of the heavier equipment for the arm/hand.

Bloody Claw (Green Bludgeon Rune)
Crell
Raptor's Talon, Insect Claw, Vampire Claw, Demon's Right Arm
600000 OTH
Performance: ATK 340 RDM -10 RST 10 Attacks: 3 Special Attack: Yes
This is a weapon that can be equipped only by Lord Brahms. As such, it is
almost twice as powerful as the 'Bloody Knuckle' with which he comes equipped
after you complete the Halls of Valhalla area. However, you should be able to
obtain the 'Bloody Nails' from a trapped Chest in the Tower of Lezard Valeth.
The 'Bloody Nails' have ATK 320 Attacks: 3 Special Attack: Yes. They have no
Resistance to magic, but are not as weak to physical damage as the Bloody
Claw. On the positive side, the 'Bloody Nails' may transform inflicted damage
into HP, as does his original Bloody Knuckle weapon.

Wind Glove (Green Arm Rune)
Crell Monferaigne
Bat Wing, Bone Mace, Ghibli Scales
20000 OTH
Performance: HIT 20 AVD 20 RDM 35

Thrud's Gauntlet (Red Arm Rune)
Wandering Merchant (Yggdrasil)
Damascus Ore, Obsidian Claw, Bloody Patch
500000 OTH
Performance: HIT 30 AVD 10 RDM 80

Miracle Guard (Green Arm Rune)
Wandering Merchant (Yggdrasil)
Brilliant Peacemaker, Sacred O Part, Trade Card
1 OTH
Vein Greaves (Green Leg Rune)
Villnore
Alligator Skin, Dragon Gallstones
3000 OTH
N.B. Excellent protection with a Green Leg Rune.

Useful Accessories

Poison Check
Solde
Skull Receptacle, Black Crystal, Broken Amulet
1500 OTH

Stun Check
Solde
Amber, Stagnant Water, Broken Amulet
1500 OTH

Freeze Check
Villnore
Sight Stone, Cursed Soul, Ray Force
3000 OTH

Confuse Check
Villnore
Nightshade, Monster Scales, Broken Claw
3000 OTH

Curse Check
Traveliing Merchant
Beetle Horn, Little Devil Heart, Geist Core
4000 OTH

Paralyse Check
Traveling Merchant
Bat Wing, Empty Shell, Amber
2500 OTH

Stone Check
Crell Monferaigne
Mask Fragment, Bone Mace, Adhesive
5000 OTH

Silence Check
Crell
Nightshade, Little Devil Heart, Demon's Hoof
5000 OTH

Frailty Check
Crell
Bat Ear, Bat Wing, Nightshade
5000 OTH

N.B. Once you acquire Accessories that give 40% Protection against most
Status Ailments, these 'Checks' will not be as useful as they cannot be linked
and only give protection against one condition each.

Ring of Healing
Villnore
Hail Jewel, Great Eagle Heart, Iron Ore
30000 OTH

Goddess Pendant
Traveling Merchant
Core Spinel, Mirror Fragment, Pact Chain, Rose Imprint
300000 OTH

Solomon Ring
Traveling Merchant
Bird Ring, Cat Ring, Dog Ring
You will have the ability to understand the speech of animals.
In battle, fortune smiles upon you when all digits in your HP value are the
same. The higher the digit, the luckier.


This section contains a brief description of each accessory with its effects.
Accessories are divided first by colour, then by type. In other words, there
are separate sections for Blue, Red, Green and Colourless Accessories. These
sections are sub-divided into sections for Piercing, Slashing, Bludgeon,
Activation, Healing, Strengtheniing, Weakness, Resistance, Training, Fire,
Ice, Earth, Lightning, Holy and finally Darkness.

Although the description of the rune is not vital information, I have included
it in each case as I believe that part of the pleasure in playing this game is
to immerse oneself in the mythology and general structure of the universe of
Valkyrie Profile. The description is given first, and the effects follow.

Rune accessories have more than one purpose. They do not operate solely as
links in a Bindrune Combination to 'teach' a Skill to a character. Each rune
has its own individual properties and effects, apart from its
general 'affiliation' in terms of colour and type. The specific rune you
choose to equip in order to link a 'rune chain' to create a skill may have
very different effects from another rune of the same colour and type.

All rune properties can be found in your Equipment menu. When you highlight
any accessory, you will gain access to four pages of information. By using
the left and right directional keys (or pressing the analogue stick to the
left or right), you will be able to cycle through the pages. All the
information I have included here can be found in the Equipment Menu but I felt
it was more helpful to create a full list.

An example of how Accessories operate can be found in the creation of any Bind
Rune Skill. If you wish to create the 'Magic Mail' Skill, you will need the
following Blue Runes: Head, Bludgeon, Ice and Resistance.

Take a look at the following blue ice runes and you will see at once how
different their effects are:

Indigo Quartz: Extra 3% of freeze damage is inflicted when attacking.
Hail Jewel: 3% chance of draining foe's health with freeze damage and adding
it to own HP. .
Geist Core: Has a 40% chance of negating Freeze during a battle.
Fish Scales: Freeze damage is reduced by 3%.

Two of the above Accessories are strictly defensive in nature, while the other
two have an elemental attack effect as well. Of the four Accessories, the
Fish Scales are the least powerful, only reducing Freeze damage by 3%. The
Geist Core operates a bit differently, as it has a 40% chance of negating
Freeze completely! That makes it more powerful in a way, but its power is
probable rather than definite. Of the other two, the Indigo Quartz adds 3% of
Freeze damage to the attack, but the Hail Jewel has a 3% chance of draining
the enemy's HP and giving it to your character. Again, the Indigo Quartz has
a small but definite effect where the Hail Jewel has a powerful but only
possible effect.

You need to consider the individual Enemies you will be attacking as well when
choosing specific rune Accessories. If the Enemy absorbs Ice power, it would
be a mistake to equip the Indigo Quartz as each attack your character makes
will simply boost the Enemy's HP by 3%!

The nature of the Enemy's Attacks can be important in terms of which
Accessories you wish to equip at any point in the game. If an Enemy uses
Poison frequently, you either can equip Poison Check to protect 100% against
Poison or you can use Rune Accessories to perform the same function. The Red
Earth Rune, Poison Seed, has a 40% chance of negating Poison during a battle.
If you link four runes of the same colour, you have 100% protection from
Poison as the effect of each rune that is linked is augmented by 2.5%.

The Ouroboros Symbol, a Red Rune Accessory that provides 40% protection
against almost every status ailment will be found in a chest in the Palace of
the Venerable Dragon at the end of Chapter 3. In Chapter 4, you will begin to
encounter enemies who drop war trophies in the form of Accessories that have
the same effect. The Scarlet Fang and Mithril Ore both give a 40% chance of
negating Poison, Confusion, Silence, Freeze, Paralysis, Faint or Stone in
battle. Once you are able to acquire these, you no longer will need to
create accessories such as 'Poison Check' or 'Paralysis Check.' These special
accessories are discussed in detail in another section of this guide.

One reason for using your Rune Accessories wisely is that you have only four
available slots for Accessories. If you need a Red Earth Rune in order to
create a Bind Rune to teach a character a skill and you know that the enemies
you will be facing have a tendency to use Poison, you may wish to use a Poison
Seed instead of Poison Check, thereby 'killing two birds with one stone'.

As previously shown, there are cases where two different Accessories have the
same effect. For example, the Swordfish Snout and the Cutting Claw both are
Red Slashing Runes and both increase ATK by 3%. They therefore can be used
interchangably. What this means in effect is that you should not despair if
you cannot obtain a specific Accessory from an Enemy. You may be able to find
another Accessory that has the same effect elsewhere!

Do not assume that the Element or Rune to which the Accessory is connected
necessarily determines its effect. Often, you can find Accessories connected
to different Runes that have the same effect. For example, the Busted Bow and
the Red Ejector both are Red Accessories with the same effect of increasing
HIT by 3% but one is a Piercing Rune and the other is an Activation Rune. The
Stone Bullet is a Blue Activation Rune with the same effect as well. As all
are projectiles, however, they do have something in common.


This guide includes a section that deals with each accessory and its effects
but there are a few accessories that are more versatile or useful than others
in general.

For example, there are a number of accessories that increase HP. One of the
first Red rune accessories that you may encounter as a War Trophy is the
Baraka Accessory. 'Baraka' means 'Blessing' in Arabic, and this accessory
indeed may be a blessing at the start of the game as, when equipped, it
increases HP by 3%. The next Accessory that you will encounter that increases
HP is a Grey or Runeless Accessory that can be purchased in Coriander for 10
OTH. This is the 'Tiny Flower'. When equipped, it increases HP by 10%.
There is no limit to the number of Tiny Flowers that you can purchase and the
price definitely is one that any player can afford. In later Chapters of the
game, the flowers that the florist sells will change but all will have the
same effect. The 'Heart Core' is another Accessory that boosts maximum HP by
10%, but it also gives Resistance to Poison and to Frailty.

Incidentally, remember always that Accessories are only one aspect that
influences a character in terms of health, power and protection. When you
have the 'Toughness' skill that doubles maximum HP during battle, the
character's total HP will become less significant. What difference does it
make whether a character has 5000 maximum HP or 6000 maximum HP if 5000 HP is
boosted to 10000 HP each time your party enters into battle? The accessories
that increase HP, therefore, are of most use BEFORE you reach a point in the
game where you are able to obtain the green Body, Leg and Fire Runes that
allow a character to learn 'Toughness'.

Apart from boosting HP, there are a few accessories that operate defensively
to prevent ALL status ailments. The first one of these that you will
encounter is the Red Ouroboros Symbol. This will be found in a Chest after
Arngrim and Leone leave after defeating the Dragon at the Palace of the
Venerable Dragon.
It will be your first Red Training Rune, which will allow you to teach a
number of useful new Skills to your characters. Apart from this, however, the
Ouroboros Symbol when equipped provides a 40% chance of negating Poison,
Confusion, Silence, Freeze, Paralysis, Faint or Stone in battle Remember that
when you link 4 Runes of the same colour, you will have 100% protection from
an effect that would give only 40% protection by itself. (4 linked runes
boost the effect of each rune by 2.5%.)

When you defeat specific enemies, you may find other Rune Accessories that
operate in the same fashion. Among these are the Scarlet Fang, a War Trophy
from the Winter Wolf in the Sukavia Gorge and Mithril Ore, a War Trophy from a
number of different Enemies, including the Beast Fort in the Royal Underground
Path (in Chapter 4) and the Kobold Lord in the Forest of Spirits. By
equipping 4 runes of the same colour, you will have protected the character
by 100% from almost EVERY Status Ailment. You will not be protected against
Frailty, Doom or Transfer, but there are other runes that will protect your
characters from these. I have compiled a separate section that gives
combinations in each of the rune colours that will protect a character against
ALL Status Ailments.

There are other Accessories that have more than one effect. In particular,
some of the Grey or 'runeless' Accessories will have more than one use or
effect.
Before you are able to obtain the marvelous accessories that protect against
almost every status ailment, you will find some that have more than one useful
effect. As previously mentioned, the 'Heart Core', a Grey or 'runeless'
accessory, gives Resistance power of Poison +30% and Frailty +30% as well as
increasing maximum HP value by 10%. You will be able to acquire this quite
early in the game.

Below, I have listed all Accessories first by colour and then by type. In a
separate section, I have given lists of Accessories that share specific
effects. For example, all accessories that boost HP have been listed together
in a section that deals with HP effects.


Dragon's Talon, Slashing: Crystal of a dragon's talon, which is sharp as a
blade. Increases ATK by 3%. Enhance by linking.
Busted Greatsword, Slashing: A greatsword that is broken. Boosts Special
Attack damage by 5%. Enhance by linking.
Blade Claw, Slashing: Knife-edged claw. Boosts Special Attack damage by 5%.
Enhance by linking.

Mace Head, Bludgeon: Bone shaped like a mallet at the end of a tentacle.
Increases MAG by 3%. Enhance by linking.
Busted Staff, Bludgeon: A staff that is broken. Increases MAG by 3%.
Enhance by linking.

Aura Force, Activation Rune: Crystal that projects a beam in one direction
after concentrating and amplifying energy. Increases MAG by 3%. Enhance by
linking.
Raptor's Talon, Activation: The talon from some kind of predatory bird. It
is hooked so that the prey cannot escape. Increases HIT by 3%. Enhance by
linking.
Indigo Plume, Activation: A beautiful blue decorative feather. Increases MAG
by 3%. Enhance by linking.
Stone Bullet, Activation: A projectile made from the stones formed in
shellfish. Increases HIT by 3%. Enhance by linking.

Beetle Shell, Healing Rune: A fragment of an insect's strong, lightweight
carapace. Increases RDM by 3%. Enhance by linking.
Golem Eye, Healing Rune: Eyeball of an artificial life form. Has a 40% chance
of negating Poison during a battle. Enhance by linking.
Lamb's Horn, Healing Rune: Large horn of a sheep twisted around and around.
Has a 40% chance of negating Silence during a battle. Enhance by linking.
Dragon Gallstones, Healing Rune: Stones that form in amphibians' livers. A
cure for several ailments. Has a 40% chance of negating Poison during a
battle. Enhance by linking.
Vision Orb, Healing Rune: Orb that serves as the eye of an entity that is
animated by a transient soul. Increases HIT by 5%. Enhance by linking.
Antique Pendant, Healing Rune: A pendant engraved with the royal crest of
Dipan. Increases AVD by 3%. Enhance by linking.

Beetle Horn, Strengthening Rune: Prominent horn of a beetle. has a 40%
chance of negating Faint during a battle. Enhance by linking.
Ram's Horn, Strengthening Rune: When charging an opponent, the ram lowers its
head and drives this powerful horn into its adversary. Increases ATK by 3%.
Enhance by linking.
Bone Mace, Strengthening Rune: Bone from a monster's arm shaped like a mace.
One strike of this bone can crush stone. Has a 40% chance of negating Frailty
during a battle. Enhance by linking.
Little Devil Heart, Strengthening Rune: The pebble from a goblin's heart,
said to be where its soul resides. Suppresses confusion. Has a 40% chance of
negating Confusion during a battle. Enhance by linking.

Koboldapult, Weakness Rune: Parts for a kobold slingshot. Increase HIT by
3%. Enhance by linking.
Insect Stinger, Weakness Rune: A sharp stinger from an insect. Increases HIT
by 3%. Enhance by linking.

Monster Scales, Resistance Rune: Scales of a monster. They possess great
defensive power. Increases RDM by 3%. Enhance by linking.
Tough Fin, Resistance Rune: Hard and lightweight aquatic creature's fin. Has
a 40% chance of negating Stone during a battle. Enhance by linking.

Dragon Sapphire, Training Rune: Giant sapphire formed by dying dragon's
lifeforce. Increases maximum HP by 3%. Enhance by linking.
Copper Coin, Training Rune: An old copper coin. On it is depicted a young
kobold. Increases MAG by 5%. Enhance by linking.
Gremlin Core, Training Rune: Crystal that holds a mischievous gremlin. It is
the lifesource of a gremlin. Has a 40% chance of negating Paralysis during a
battle. Enhance by linking.
Giant Amber, Training Rune: A full-sized clump of amber. Increases RST by
3%. Enhance by linking.
Augite of Life, Training Rune: A strange mineral that contains within it the
mystery of life. Increases maximum HP value by 5%. Enhance by linking.
Celadon Chick, Training Rune: An earthenware baby chick. A must-buy souvenir
from the west of Midgard. Has a 40% chance of negating Poison during a
battle. Enhance by linking.

Teal Spinel, Fire Rune: Magical blue jewel with the power of fire sealed
within. Extra 3% of fire damage is inflicted when attacking. Enhance by
linking.
Blazebreath Core, Fire Rune: Blue crystal containing the fire-making powers of
the organ responsible for firebreath. Extra 3% of fire damage is inflicted
when attacking. Enhance by linking.
Blue Soul Flame, Fire Rune: The blue flame of a soul not of this world. Has
a 40% chance of negating Freeze during a battle. Enhance by linking.
Eternal Flame, Fire Rune: Magical fire which purportedly cannot be
extinguished. Fire damage is reduced by 3%. Enhance by linking.

Indigo Quartz, Ice Rune: Blue crystal of ice power. Extra 3% of freeze
damage is inflicted when attacking. Enhance by linking.
Hail Jewel, Ice Rune: Gemston that holds extremely intense ice power. 3%
chance of draining foe's health with freeze damage and adding it to own HP.
Enhance by linking.
Geist Core, Ice Rune: Alchemy-derived crystal deemed necessary to activate a
golem. This one contains an evil spirit instead of the usual fairy. Has a
40% chance of negating Freeze during a battle. Enhance by linking.
Indigo Wing, Ice Rune: Part of a large insect wing coloured a deep shade of
blue. Increases MAG by 3%. Enhance by linking.
Fish Scales, Ice Rune: Somewhat chilled, translucent fish scales. They have
a slight resistance to cold. Freeze damage is reduced by 3%. Enhance by
linking.

Immense Incisor, Earth Rune: Front tooth sharp and strong as an axe.
Increases maximum HP value by 3%. Enhance by linking.
Skull Receptacle, Earth Rune: A skull that serves as a container, with its
top cut off. Earth damage is reduced by 3%. Enhance by linking.
Polished Blue Ore, Earth Rune: blue ore possessing concentrated earth power.
Extra 3% of earth damage is inflicted when attacking. Enhance by linking.
Poisonbreath Core, Earth Rune: Blue crystal containing the poison-making
power of the organ responsible for poisonbreath. 3% chance of draining
foe's health with earth damage and adding it to own HP. Enhance by linking.
Blue Bubble Core, Earth Rune: An organ that releases bubbles for a bubble
attack. An absurd shade of blue. 3% chance of draining foe's health with
earth damage and adding it to own HP. Enhance by linking.
Blue Apple, Earth Rune: A hairpin decorated with a blue stone cut to resemble
an apple. Increases MAG by 3%. Enhance by linking.

Cerulean Alloy, Lightning Rune: Blue metal containing the power of
lightning. Extra 3% of lightning damage is inflicted when attacking. Enhance
by linking.
Thunderbreath Core, Lightning Rune: Blue crystal of the organ that produces
Thunderbreath. Prevents Faint. Has a 40% chance of negating Faint during a
battle. Enhance by linking.
Electric Bone, Lightning Rune: Mysterious bone charged with electricity.
Lightning damage is reduced by 3%. Enhance by linking.

Pact Chain, Holy Rune: A magic chain that binds evil spirits to those without
souls. Increases RST by 3%. Enhance by linking.
Sacred Spinel, Holy Rune: Precious gem that was concealed by a monster. Holy
damage is reduced by 3%. Enhance by linking.
Blue Bronze Mirror, Holy Rune: An inexpensive-looking bronze mirror.
Increases RST by 3%. Enhance by linking.
Holybreath Core, Holy Rune: Monster's internal organ that produces
holybreath. For some reason, it glows. 40% chance of negating Poison,
Confusion, Silence, Freeze, Paralysis, Faint or Stone in a battle. Enhance by
linking.

Goblin Tooth, Darkness Rune: The charming little canine tooth of a goblin.
Increases AVD by 3%. Enhance by linking.
Bat Cloak, Darkness Rune: A particularly large bat wing. The shape resembles
a cape. Darkness damage is reduced by 3%. Enhance by linking.
Blue Doll, Darkness Rune: A small blue doll that fits in the palm of your
hand. Its microscopic level of detail is disturbing. Increases RST by 3%.
Enhance by linking.


Swordfish Snout, Slashing Rune: Marine animal's horn. Hard and sharp as a
sword. Increases ATK by 3%. Enhance by linking.
Cutting Claw, Slashing Rune: Monster claws that are as sharp as daggers.
Increases ATK by 3%. Enhance by linking.
Busted Sword, Slashing Rune: A sword that is broken. Increases ATK by 3%.
Enhance by linking.
Insect Claw, Slashing Rune. The sharp claw of an insect. Extra 3% of earth
damage is inflicted when attacking. Enhance by linking.
Walkflower Blade, Slashing Rune: Supple arm of the walking flower with tips
as sharp as a sword. Extra 5% of earth damage is inflicted when attacking.
Enhance by linking.

Battering Ram's Horn, Piercing Rune: Sturdy horn for devastating body
attacks. Points directly at the target. Boosts Special Attack damage by
5%. Enhance by linking.
Busted Bow, Piercing Rune: A bow that is broken. Increases HIT by 3%.
Enhance by linking.
Spiked Claw, Piercing Rune: Monster's claw that is as sturdy and keen as a
lance. Has a 40% chance of negating Silence during a battle. Enhance by
linking.

Crimson Feather, Activation Rune: A griffon's feather. Increases AVD by 3%.
Enhance by linking.
Falcon Imprint, Activation Rune: Piece of stone with runes engraved. Bears
inscription: 'Keep your eyes on the prize.'
Red Cherry, Activation Rune: Ruby earring shaped like the fruit. Increases
HIT by 3%. Enhance by linking.
Red Ejector, Activation Rune: Shellfish organ, as red as blood, which shoots
small pebbles like arrows. Increases HIT by 3%. Enhance by linking.
Ammunition Shell, Activation Rune: Projectile made from the same material as a
seashell. The spiral pattern on the surface increases accuracy. Increases
HIT by 3%. Enhance by linking.
Aura Force, Activation Rune: Crystal that projects a beam in one direction
after concentrating and amplifying energy. Increases MAG by 3%. Enhance by
linking.
Griffon Talon, Activation Rune: Increases RST by 3%. Enhance by linking.

Dragonmaggots, Healing Rune; Maggots that breed only in Zombie Dragons.
Tough and alluring. Increases maximum HP value by 3%. Enhance by linking.
Red Flower Petal, Healing Rune: Petal from a magnificent blood-red flower.
Has a 40% chance of negating Poison during a battle. Enhance by linking.
Ruby-Eyed Bee, Healing Rune: A delicate bee, finely wrought in silver.
Rubies are used for the eyes. Increase HIT by 3%. Enhance by linking.
Sabertooth, Healing Rune: Tooth edged like a sword. Has a 40% chance of
negating Paralysis during a battle.
Warped Horn, Healing Rune: Large horn twisted in a spiral. It has a
sinister, warped shape. Has a 40% chance of negating Stone during a
battle. Enhance by linking.

Baraka, Strengthening Rune: A giant horseshoe. Increases maximum HP value by
3%. Enhance by linking.
Black Pearl, Strengthening Rune: A pearl with an alluring black sheen.
Increases maximum HP value by 3%. Enhance by linking.
Monstrous Molar, Strengthening Rune: Back tooth hard and strong as a rock.
Increases maximum HP value by 5%. Enhance by linking.
Thick Bone, Strengthening Rune: Monster bone hard and sturdy as a rock. Has
a 40% chance of negating Frailty during a battle. Enhance by linking.
Symbol of Might, Strengthening Rune: Talisman that conjures strength when
worn. Increases ATK by 5%. Enhance by linking.

Assault Missile, Weakness Rune: Projectile designed more for detonation than
piercing. Looks like a large arrow. Increases ATK by 5%. Enhance by linking.
Gas Ejector, Weakness Rune: The organ with which shellfish fire stones using
pressurised gas. Widens like a bugle. Increases HIT by 3%. Enhance by
linking.
Piercing Imprint, Weakness Rune: Fragment with rune inscription that
reads 'pierces all'. Increases HIT by 5%. Enhance by linking.
Poison Seed, Weakness Rune: Seed possessing potent poison. Has a 40% chance
of negating Poison during a battle. Enhance by linking.
Armour Piercer, Weakness Rune: Projectile formed in monsters' bodies. Named
for its ability to penetrate iron armour. Increases HIT by 5%. Enhance by
linking.

Copper Splint, Resistance Rune: A piece of copper that appears to be part of
some tool. Lightning damage is reduced by 3%. Enhance by linking.
Red Copper Mirror, Resistance Rune: An antique copper hand mirror. Increases
RST by 3%. Enhance by linking.
Vermilion Scales, Resistance Rune: Sacles with the red glare of a blazing
inferno. Increases RDM by 3%. Enhance by linking.

Silver Coin, Training Rune: An old silver coin. On it is depicted a middle-
aged kobold. 5% chance of draining foe's health with freeze damage and
adding it to own HP. Enhance by linking.
Mithril Ore, Training Rune: Raw material of a flexible yet durable magical
metal. 40% chance of negating Poison, Confusion, Silence, Freeze, Paralysis,
Faint or Stone in a battle. Enhance by linking.
Ouroboros Symbol, Training Rune: Silverwork of a snake biting its own tail.
Rubies are set into the eye sockets. 40% chance of negating Poison,
Confusion, Silence, Freeze, Paralysis, Faint or Stone in a battle. Enhance by
linking.

Crimson Scales, Fire Rune: Bright red scales possessing a high temperature.
Said to retain their heat even if a hundred years should pass. Boosts Special
Attack damage by 5%. Enhance by linking.
Cursed Soul, Fire Rune: Crystal holding the frozen curse of a monster's
sacrificial victim. Has a 40% chance of negating Curse during a battle.
Enhance by linking.
Dragon Ruby, Fire Rune: Giant ruby formed by a dying dragon's lifeforce.
Increases maximum HP value by 5%. Enhance by linking.
Firebreath Core, Fire Rune: Extra 3% of fire damage is inflicted when
attacking. Enhance by linking.
Flare Ore, Fire Rune: Dangerous ore that releases flares when exposed to air.
Crystallised by materialisation. 3% chance of drainiing foe's health with
fire damage and adding it to own HP. Enhance by linking.
Fuchsia Spinel, Fire Rune: Magical red jewel with the power of fire sealed
within. Extra 3% of fire damage is iinflicted when attacking. Enhance by
linking.
Hot Plate, Fire Rune: A metal disc with the ability to seal in heat. Always
warm. Fire damage is reduced by 3%. Enhance by linking.
Red Soul Flame, Fire Rune: The red flame of a soul not of this world. Fire
damage is reduced by 3%. Enhance by linking.

Rose Quartz, Ice Rune: Extra 3% of freeze damage is inflicted when
attacking. Enhance by linking.
Icebreath Core, Ice Rune: Increases MAG by 3%. Red crystal containing the
ice-making power of the organ responsible for icebreath. Enhance by linking.
Hollow Shell, Ice Rune: A container for holding transient souls. It holds no
souls, but great magic whirls within. Increases RST by 5%. Enhance by
linking.
Vermilion Cartilage, Ice Rune: Red cartilage from a mollusk. Constantly
moist. Has a 40% chance of negating Freeze during a battle. Enhance by
linking.
Core Ruby, Ice Rune: Increases MAG by 3%. A sizeable ruby with a high degree
of purity. A virtual life dwells faintly within. Enhance by linking.

Gasbreath Core, Earth Rune: Red crystal containing the poison-making power of
the organ responsible for poisonbreath. 3% chance of draining foe's health
with earth damage and adding it to own HP. Enhance by linking.
Polished Red Ore, Earth Rune: Extra 3% of earth damage is inflicted when
attacking. Enhance by linking.
Skeleton Goblet, Earth Rune: A cranium with the top neatly removed to
resemble a cup. Earth damage is reduced by 3%. Enhance by linking.
Toxic Seed, Earth Rune: Seed with the ability to absorb poisons. It
possesses an extremely potent poison itself. 5% chance of draining foe's
health with earth damage and adding it to own HP. Enhance by linking.
Walkflower Tendril, Earth Rune: The supple and pliant arm of the walking
flower. Earth damage is reduced by 3%. Enhance by linking.
Warped Teeth, Earth Rune: Front teeth that appear to have belonged to a
herbivore. Disgustingly warped. Extra 5% of earth damage is inflicted when
attacking. Enhance by linking.
Red Dragon Bile, Earth Rune: Has a 40% chance of negating Poison during a
battle. Enhance by linking.
Insect Blade, Earth Rune: Extremely keen insect claw. It has an eedge that
rivals metal swords. Extra 3% of earth damage is inflicted when attacking.
Enhance by linking.
Prancing Horse, Earth Rune: A bronze statuette that depicts a lively,
prancing young horse. Increase AVD by 3%. Enhance by linking.

Charged Tailfeather, Lightning Rune: Tail feather of a giant bird. Said to
contain the power of lightning. Increases AVD by 3%. Enhance by linking.
Scarlet Alloy, Lightning Rune: Red metal containing the power of lightning.
Extra 3% of lightning damage is inflicted when attacking. Enhance by linking.
Electricbreath Core, Lightning Rune: Red crystal of the organ that produces
thunderbreath. Prevents paralysis. Has a 40% chance of negating Paralysis
during a battle. Enhance by linking.
Orientation Scales, Lightning Rune: Scales used by a wyvern to guide its
flight. Surprisingly delicate and fine. Lightning damage is reduced by 5%.
Enhance by linking.
Lightning Stone, Lightning Rune: Ore said to summon thunder. 3% chance of
draining foe's health with lightning damage and adding it to own HP. Enhance
by linking.

Red Horn, Holy Rune: Crystal made from a dragon's horn, red as a funnel of
flame. Extra 5% of holy damage is inflicted when attacking. Enhance by
linking.
Copper Signet, Holy Rune: Accessory consisting of a holy imprint engraved on
a copper plate. Extra 3% of holy damage is inflicted when attacking. Enhance
by linking.
Spectral Wing, Holy Rune: Dragon's wing that reflects seven colours of light,
depending on the angle. Increases RST by 5%. Enhance by linking.

Black Wing Skin, Darkness Rune: Skin membrance of a bat's wing. Lightweight,
strong and flexible. Darkness damage is reduced by 3%. Enhance by linking.
Abyss Cloak, Darkness Rune: Piece of a pitch black cloak. It still holds a
trace of its master's magic power. Darkness damage is reduced by 3%. Enhance
by linking.
Dark Votive Cup, Darkness Rune: A worn antique. Appears to be some sort of
festival receptacle. Darkness damage is reduced by 3%. Enhance by linking


Narwhal Tooth, Piercing Rune: Marine animal's horn. Strong, thick and sharp
like a stake. Increases ATK by 5%. Enhance by linking.
Tailbanger, Piercing Rune: Claw that grows on a monster's tail. Tail is
whipped around and plunges the claw into the foe. Boosts Special Attack
damage by 5%. Enhance by linking.
Busted Spear, Piercing Rune: A spear that is broken. Increases HIT by 5%.
Enhance by linking.
Lance Needle, Green Piercing Rune: Insect spine long and sharp as a spear.
Boosts Special Attack damage by 5%. Enhance by linking.

Koboldriver, Bludgeon Rune: Parts for a kobold hammer. Increases ATK by 3%.
Enhance by linking.
Petrified Ash, Bludgeon Rune: Has a 40% chance of negating Curse during a
battle. Enhance by linking.
Pulverising Bone, Bludgeon Rune: Hammer-shaped bone from the end of an arm.
Has a 40% chance of negating Faint during a battle. Enhance by linking.

Dragon's Wingbone, Activation Rune: Crystal of the strong bone that supports
a dragon's wing. Increases AVD by 5%. Enhance by linking.
Chaos Force, Activation Rune: A crystal recognised as a sliver of chaos. A
sense of foreboding surrounds it. Increases MAG by 5%. Enhance by linking.
Verdigris Scales, Activation Rune: Scales that shine a brilliant green.
Increases RDM by 5%. Enhance by linking.
Rising Dragon Talon, Activation Rune: Extremely sharp talon. Once they sink
into you, it's hard to escape. Boosts Special Attack damage by 5%. Enhance
by linking.

Green Gallbladder, Healing Rune: Internal organ from a large amphibian.
Alleviates several ailments. Has a 40% chance of negating Stone during a
battle. Enhance by linking.
Core Emerald, Healing Rune: A sizeable emerald with a high degree of purity.
A virtual life dwells faintly within. Increases MAG by 5%. Enhance by
linking.
Dragon Palm, Healing Rune: Seldom seen palm of a dragon. 40% chance of
negating Poison, Confusion, Silence, Freeze, Paralysis, Faint or Stone in a
battle. Enhance by linking.
Vampire Heart, Healing Rune: Glows a beautiful shade of blood red. Said to
be a heart from the famous species of undead. Increases maximum HP value by
5%. Enhance by linking.

Colossal Canine Tooth, Strengthening Rune: A fang sharp and pointed like a
stake. Increases ATK by 5%. Enhance by linking.
Bonafide Bone, Strengthening Rune: Part of a monster's arm bone from which
came devastating blows. Boosts Special Attack damage by 5%. Enhance by
linking.
Beryl Bracelet, Strengthening Rune: A stunning bracelet with inset
emeralds. Increases ATK by 3%. Enhance by linking.

Crown, Weakness Rune: Crown worn by the king of monsters. Excessively
ornate. Holy damage is reduced by 5%. Enhance by linking.

Evergreen Scales, Resistance Rune: Scales of a crocodile. They are as green
as the heart of a forest. Increases RDM by 5%. Enhance by linking.
Damascus Ore, Resistance Rune: Raw material of a steel said to never rust.
Darkness damage is reduced by 5%. Enhance by linking.

Gold Coin, Training Rune: An old gold coin. On it is depicted an elderly
kobold. He has a long, thick beard and kindly expression. Has a 40% chance
of negating Paralysis during a battle. Enhance by linking.
Vortex Crest, Training Rune: A talisman said to bear the blessings of the
wind. Enables one to hit one's mark without fail. Increases HIT by 5%.
Enhance by linking.
Eternal Silver, Training Rune: A mysterious liquid with the lustre of
silver. Holy damage is reduced by 5%. Enhance by linking.
Green Kittens, Training Rune: A small jade figurine of two kittens playing.
Has a 40% chance of negating Poison during a battle. Enhance by linking.

Chartreuse Spinel, Fire Rune: Magical green jewel with the power of fire
sealed within. Extra 5% of fire damage is inflicted when attacking.
Enhance by linking.
Flamebreath Core, Fire Rune: Green crystal containing the fire-making power
of the organ responsible for firebreath. Extra 5% of fire damage is
inflicted when attacking. Enhance by linking.
Pyrotechnic Ore, Fire Rune: Ore that spews intensely hot flames.
Crystallised by materialisation, but still prone to flare-ups. 5% chance of
draining foe's health with fire damage and adding it to own HP. Enhance by
linking.
Solar Jewel, Fire Rune: Large jewel believed to contain the power of the orb
in the sky. Somehow not too hot to handle. Fire damage is reduced by 5%.
Enhance by linking.

Sage Quartz, Ice Rune: Green crystal of ice power. Extra 5% of freeze damage
is inflicted when attacking. Enhance by linking.
Core Spinel, Ice Rune: The most rudimentary seed of virtual life produced in
alchemy. It takes the form of a dazzling gem. Freeze damage is reduced by
5%. Enhance by linking.
Soul Pearl, Ice Rune: A crystal of life resembling a beautiful giant pearl.
Crystallised by a relatively higher deity. 3% chance of draining foe's health
with freeze damage and adding it to own HP. Enhance by liking.
Ymir's Tear, Ice Rune: Magic ore said to be a tear shed by the frost giant
Ymir. Cold enough to freeze a flowing stream. 5% chance of draining foe's
health with freeze damage and adding it to own HP. Enhance by linking.

Black Skull, Earth Rune: A skull that shines a beautiful obsidian shade.
Earth damage is reduced by 5%. Enhance by linking.
Polished Green Ore, Earth Rune: Green ore possessing concentrated earth
power. Extra 5% of earth damage is inflicted when attacking. Enhance by
linking.
Toxicbreath Core, Earth Rune: Green crystal containing the poison-making power
of the organ responsible for poisonbreath. 5% chance of draining foe's
health with earth damage and adding it to own HP. Enhance by linking.
Green Bubble Core, Earth Rune: An organ that releases bubbles for a bubble
attack. Shines like an emerald. 5% chance of draining foe's health with
earth damage and adding it to own HP. Enhance by linking.
Desolation Gem, Earth Rune: A gemstone imbued with darkness said to devour
souls. Earth damage is reduced by 5%. Enhance by linking.
Deep Doom, Earth Rune: Magic ore with a name that invokes nightmares. A venom
with the toxicity to destroy all can be extracted. Extra 5% of earth damage
is inflicted when attacking. Enhance by linking.

Verdigris Alloy, Lightning Rune: Green metal containing the power of
lightning. Extra 5% of lightning damage is inflicted when attacking. Enhance
by linking.
Windswept Tailfeather, Lightning Rune: Tail feather of a giant bird. Said to
contain the power of all lightning that descends from the storm clouds.
Increases AVD by 5%. Enhance by linking.
Boltbreath Core, Lightning Rune: Green crystal of the organ that produces
thunderbreath. Possesses immense lightning power. Extra 5% of lightning
damage is inflicted when attacking. Enhance by linking.
Thor's Rage, Lightning Rune: Magic ore named after the rage of the thunder
god. Releases lightning powerful enough to crush stone. 5% chance of
draining foe's health with lightning damage and adding it to own HP. Enhance
by linking.
Sprinter Cell, Lightning Rune: Crystal overflowing with electric power.
Lightning damage is reduced by 5%. Enhance by linking.

Emerald Heart Core, Holy Rune: The heart of a monster. Radiates brilliant
green light like an emerald. 40% chance of negating Poison, Confusion,
Silence, Freeze, Paralysis, Faint or Stone in a battle. Enhance by linking.
Orichalcum, Holy Rune: A mysterious ore often called the metal of the gods.
Requires the heat of a volcano to be forged. Extra 5% of holy damage is
inflicted when attacking. Enhance by linking.

Dark Amulet, Darkness Rune: A crystal with dark power sealed within.
Unsuppressed power seeps out of it. Extra 5% of darkness damage is inflicted
when attacking. Enhance by linking.
Cask of Offering, Darkness Rune: Vessel to hold the blood of a sacrifice. A
livid substance is stuck to the inside. Darkness damage is reduced by 5%.
Enhance by linking.
Sharp Scissor Heart, Darkness Rune: Heart of a Sharp Scissor. Said to drive
those who touch it insane. Has a 40% chance of negating Doom caused by a
foe's attack. Enhance by linking.
Blackbreath Core, Darkness Rune: Organ that converts and amplifies the power
of darkness into breath. Extra 5% of darkness damage is inflicted when
attacking. Enhance by linking.


Accuracy Imprint: Piece of stone with runes engraved. Bears the
inscription 'One strike fells the foe'. Critical attack power doubles.
However, if attack fails to defeat enemy, damage is inflicted upon character
as well.

Adamantite: 1. Mystical ore only heard of in legends. Holy +30%. Increased
damage inflicted onn the enemy as long as HP is at maximum. Once hurt, the
effect ceases. 2. An important ore found by mining in Harvest Moon. Used to
create Makers by the blacksmith. Among these are the Cheese Maker, the Yarn
Maker and the Seed Maker.

Beak: A gigantic beak with a sharp cutting tip. On rare occasions, may
instantly stop an enemy in its tracks. On very rare occasions, will inflict
Doom on target.

Beast's Fang: The razor fang of a carnivore. Increases HIT by 15%.

Beast Pelt: A beast's pelt with various uses. Its heat retention properties
make it effective against the cold. Ice +10%

Black Crystal: Resistance: A transient life, released from its corporal
prison. Turns black when crystallised. Dark +5%. All status levels go up
when stricken by any ailment. Effect occurs only in battle.

Blood Jewel: Chance of a critical attack increases with each miss. Effect
ceases when the attack mode ends.

Bloody Patch: Piece of monster clothing stained blood red. It longs for more
blood. ATK 5 Damage inflicted on enemy increases, but each attack reduces HP
by 5% of maximum.

Bone Mask: A masque shaped like a skull. MAG +10% RST +10% When suffering
from Frailty in a battle, attack damage against foes increases. Critical
attack odds also increase.

Bora Scales: ATK increases with each miss. Effect ceases when the attack
mode ends.

Brilliant Peacemaker: A staff held by a sack mimic. A name is caved into the
design. During a battle, character parametres improve as HP falls.

Citrine: A crystal magically turned yellow. When character is on the verge
of dying, entire party is given first aid, except for the dying character
himself/herself.

Confuse Check: Charm which renders user invulnerable to Confuse. Completely
negates Confusion. Holy +30% Confusion +100%

Demon's Hoof: Hoof of a demon. Though it scarcely differs from that of an
ordinary animal, it is filled with fearsome magic.
May inflict Silence on the target. Silence +60%

Demon's Right Arm: Foreboding right arm of a demon. Wrapped in powerful
magic. May inflict Poison, Confusion, Silence, Freeze, Paralysis, Faint or
Stone on the target.

Dragon Rib: Bone from a dragon's ribcage that comes to a fine tip. ATK +10
During a battle, character parametres improve as HP falls.

Dragon Scales: Scales of a dragon. A symbol of the bearer's might. Many
carry these in place of a good luck charm. When suffering from Poison in a
battle, MAG goes up. Critical Rank also increases.

Dragon Skull: The prominent skull of a dragon. Critical attack power
doubles. However, if attack fails to defeat enemy, damage is inflicted upon
character as well. Earth +30%

Drainwing: Part of a monster's wing said to drain lifeforce. May transform
inflicted damage into HP.

Empty Box: A small box with nothing in it. Unclear what it may have held.
ATK increases when inflicted with Silence. Critical attack odds also increase.

Empty Shell: A container for holding transient souls. Currently, it is
empty. ATK increases when inflicted with Silence. Critical attack odds also
increase. Stone +30%

Evil Eyebrow Ring: Imbued with magic power. Grows sensitive when confronted
with emnity. HIT 50 May launch a counterattack when evading.

Evil Mirror: Demon's mirror which shows one's future when peered into at
night. May inflict Silence on the target.

Fairy-in-the-Box: A box holding a meddling fairy who lives in traveler's
boots. Comes to the rescue when the boot's owner is in danger. In battle,
time needed to recover from status ailments is halved. The Cure Condition
effect.

Fatal Seed: Vegetable seed containing a potent venom. When suffering from
Frailty in a battle, attack damage against foes increases. Critical attack
odds also increase.

Firemouse Fur: Mysterious inflammable animal fur. Fire +10% Increases RST
by 20%.

Freeze Check: Charm which renders user invulnerable to Freeze. Completely
negates Freeze. Ice +30% Frozen +100%

Garnet: Extremely durable golden mineral. Makes the blood rush to the head.
Causes normal attacks to miss, but critical attacks and certain special
attacks will strike home.

Golem Heart: Crystal that holds the fire of life when an artificial life is
transferred into a doll. A crystal of paramount alchemy. When character is
on the verge of dying, entire party is given first aid, except for the dying
character himself/herself.

Great Eagle Heart: A crystal holding the intense lifeforce of a bird of
prey. Increases ATK by 15%.

Ghibli Scales: Special scales from a wyvern. They bear the name of a hot
wind blowing in from the desert. Causes normal attacks to miss, but critical
attacks and certain special attacks will strike home.

Giant Pincers: A massive crab claw. May inflict Faint on the target.

Headless Doll: A broken doll with its head missing. May inflict Confusion on
the target. Dark +20%

Heart Core: The heart of a monster. Varies greatly from that of a living
creature. Increases maximum HP value by 10%. Poison +30% Frailty +30%

Koboldriller: Parts for a kobold lance. May break foe's guard. Equipping
more will not have a cumulative effect.

Kraken Fang: Teeth covering the limbs that grow out of the mouth of a
Kraken. May inflict Freeze on the target.

Legion: Flying insect with a rigid exoskeleton. Not to be swatted lightly.
Named 'Legion' for binding others of its kind. Earth +30%. May inflict
Paralysis on the target.

Lily: Perennial with a bugle-shaped flower. The flower symbolises
innocence. Increases maximum HP value by 10%.

Lucky Tail: A good luck charm. The benefits change according to what
animal's tail it is. Increase chance of a critical attack. Equipping more
will have a cumulative effect.

Mask Fragment: Part of a mask shaped like a skull. May negate magic damage.

Metaboliser: Liquid from a monster with great powers of recovery. Said to
increase metabolism. May restore half of the damage inflicted by an enemy
attack.

Mirror Fragment: From a mirror used in the Pleiades War to deflect the spells
of witches. This is just a fragment. May reflect magic.

Monster's Canine Tooth: Probably the fang of some fearsome monster, but it's
so little it's actually cute. Increase MAG by 15%.

Obsidian Claw: Extremely sharp monster's claw. Possesses the lustre of
obsidian. ATK increases with each miss. Effect ceases when the attack mode
ends.

Paralyse Check: Charm which renders user invulnerable to Paralysis.
Completely negates Paralysis. Lightning +30% Paralysis +100%

Platinum Fly: Elegant platinum insect resembling a refined sculpture. May
inflict Paralysis on the target. Dark +20% Stone +80%

Poison Check: Charm which renders user invulnerable to Poison. Provides
protection against Poison. Earth +30% Poison +100%

Ray Force: Crystal that harnesses energy and projects it in one direction.
Low purity prevents it from working. May break foe's guard. Equipping more
will not have a cumulative effect.

Ring of Healing: Ring that improves the recuperative abilities of the
wearer. May restore half of the damage inflicted by an enemy attack. Holy
+15%

Rose Imprint: Fragment of something engraved with an intricate wild rose.
May inflict Frailty on the target.

Sharp Scissor Wing: Part of a wing of a Sharp Scissor. May inflict Stone on
the target. Holy -30%

Sharp Spearhead: Tip of a broken spear. It has no trace of its former
sharpness. Increases chance of a critical attack. Equipping more will have a
cumulative effect.

Shell Shade: Piece of some light armour. It slightly raises defence as if
some weak magic enchanted it. May negate magic damage.

Sight Stone: Stone that serves as the eye of an entity that is animated by a
transient soul. Increases AVD by 20%

Snakebelly Armour: Long, narrow armour that reminds one of a snake's belly.
Faint +30%. May negate magic damage.

Solomon's Ring: A ring that lets one talk to animals. In battle, fortune
smiles upon you when all digits in your HP value are the same. The higher the
digit, the luckier.

Spiral Arrowhead: A twisted arrowhead. Its shape helps it pierce deeper into
the victim. Increases HIT by 15%.

Steelwing: Monster's wing said to drain lifeforce. Still sucks life even
without its original body. Part of the damage inflicted on the enemy is
transformed into HP.

Stonecutting Pincers: Sharp crab claws that can cut through stone. During a
battle, Special Attack power improves as HP falls.

Stun Check: Charm which renders user invulnerable to Faint. Completely
negates Faint. Fire +30% Faint +100%

Tail Armour: Section of armour that protects the tail. Its twisty, snake-
like shape makes it look like a toy. Increases RDM by 15%.

Tentacles: Arms of a monster. Some sticky substance remains on the
suckers. Confusion +30%. Doubles HIT during battle.

Tiny Flower: A delicate little flower. Just looking at it soothes the
heart. Increases maximum HP by 10%.

Trickster Imprint: Fragment of a stone with the inscription 'Be naughty'. In
battle, HP recovery spealls and items work on the entire party, but the amount
of HP restored is greatly reduced. Fire -20%, Ice -20%, Lightniing -20%,
Earth -20%, Dark -20%, Holy -20%

Tuning Wing: Insect wing used to produce a loud call. A hard, thin design
runs through it like glasswork. May inflict Confusion on the target.
Confusion +70%

Unladen Swallow Scales: Scales that cling to their target. They fly at the
target like diving swallows. ATK 3 Doubles HIT during battle.

Vampire Claw: Vampire claws hard and sharp as razor blades. The marks of
these claws tend not to heal. Damage inflicted on enemy increases, but each
attack reduces HP by 5% of maximum.

Vampire Fang: Fang which supposedly holds all of a vampire's power. Even
apart from the body, it still absorbs blood. Part of the damage inflicted on
the enemy is transformed into HP.

Vegetable Seed: A curiously shaped seed. The species to which it belongs is
unclear. Poison damage actually heals the victim, but only in battle.

Walkflower Root: Root of a plant that walks around like an animal. May
inflict Frailty on the target. Poison +30%

White Flower Petal: Petal from a magnificent white flower. May inflict
Poison on the target.

Wing Feather: Special wing feather that assists in flight. Boosts Special
Attack's damage by 20%.

Worn Shield: An old shield that bears the marks of countless blows. Still
offers a modicum of defence. Improves chance of performing a guard.



Baraka, Red Strengthening Rune (3%)
Black Pearl, Red Strengthening Rune (3%)
Immense Incisor, Blue Earth Rune (3%)
Monstrous Molar, Red Strengthing Rune (5%)

Tiny Flower, Grey (Increases maximum HP by 10%)
Lily, Grey (Increases maximum HP by 10%)
Heart Core, Grey (Increases maximum HP by 20%)


Metaboliser: Grey (May restore half of damage inflicted by an enemy attack)
Ring of Healing: Grey (May restore half of damage inflicted by an enemy
attack)



Blue Bubble Core: Blue Earth Rune (+3% chance of draining foe's HP with
earth damage and adding it to own HP)
Gasbreath Core: Red Earth Rune (+3% chance of draining foe's HP with earth
damage and adding it to own HP)
Green Bubble Core: Green Earth Rune: (+3% chance of draining foe's HP with
earth damage and adding it to own HP)
Poisonbreath Core: Blue Earth Rune (+3% chance of draining foe's HP with
earth damage and adding it to own HP)
Toxic Seed, Red Earth Rune (+5% of draining foe's HP with earth damage and
adding it to own HP)

Pyrotechnic Ore, Green Fire Rune (+5% of draining foe's HP with fire damage
and adding it to own HP)

Hail Jewel: Blue Ice Rune (+3% chance of draining foe's HP with freeze damage
and adding it to own HP)
Silver Coin: Red Training Rune (+5% chance of draining foe's HP with freeze
damage and adding it to own HP)
Ymir's Tear: Green Ice Rune (+5% of draining foe's HP with freeze damage and
adding it to own HP)


Vampire Fang: Grey (Part of damage inflicted on enemy restores own HP)
Steelwing: Grey (Part of damage inflicted on enemy restores own HP)


Drainwing: Grey (May transform inflicted damage into HP)
Ring of Healing: Grey (May restore half of damage inflicted by enemy attack)
Metaboliser: Grey (May restore half of damage inflicted by enemy attack)



Vegetable Seed: Grey (Poison attack by enemy restores HP!)


Golem Heart: Grey (When character on verge of dying, gives first aid to all
other party members but not the one dying)
Citrine: Grey (When character on verge of dying, gives first aid to all
other party members but not the one dying)

Trickster Imprint: Grey (In battle, HP recovery spells and items work on
entire party, but amount restored is greatly reduced)



Colossal Canine Tooth, Green Strengthening Rune (5% increase)
Dragon's Talon, Blue Slashing Rune (+3% increase)
Great Eagle Heart, Grey (+15% increase)
Koboldriver, Green Bludgeon Rune (+3% increase)
Narwhal Tooth, Green Piercing Rune (+5% increase)
Swordfish Snout, Red Slashing Rune (+3% increase)


Monster Scales, Blue Resistance Rune (+3% increase)
Evergreen Scales, Green Resistance Rune (+5% increase)
Beetle Shell, Blue Healing Rune (+3% increase)
Tail Armour, Grey (+15% increase)


Pact Chain: Blue Holy Rune (+3% increase)
Firemouse Fur, Grey: (+20% increase)


Worn Shield, Grey: Improves chance of performing a guard.


Koboldriller: Grey (May break foe's guard, but cannot equip more than one of
these for effect.)
Ray Force: Grey (May break foe's guard, but cannot equip more than one of
these for effect.)


Charged Tailfeather, Red Lighting Rune (+3% Avoid increase)
Crimson Feather, Red Activation Rune (+3% AVD increase)
Sight Stone, Grey (+20% AVD increase)


Ammunition Shell, Red Activation Rune (+3% increase)
Raptor's Talon, Blue Activation Rune (+3% increase)
Beast's Fang, Grey (+15% increase)
Falcon Imprint, Red (+3% increase)
Koboldapult: Blue Weakness Rune (+3% increase)
Insect Stinger, Blue Weakness Rune (+3% increase)
Gas Ejector, Red Weakness Rune (+3% increase)
Piercing Imprint, Red Weakness Rune (+5% increase)
Red Ejector, Red Activation Rune (+3% increase)
Stone Bullet, Blue Activation Rune (+3% increase)
Spiral Arrowhead, Grey (15% increase)

Bird Ring, Grey (Doubles HIT during battle)
Tentacles, Grey (Doubles HIT during battle)
Unladen Swallow Scales (Doubles HIT during battle)



Aura Force: Red Activation Rune (+3% increase)
Icebreath Core: Red Ice Rune (+3% increase)
Copper Coin: Blue Training Rune (+5% increase)
Indigo Plume: Blue Activation Rune (+3% increase)
Monster's Canine Tooth, Grey (+15% increase)


Mirror Fragment: Grey (May reflect magic)




Polished Red Ore: Red Earth Rune (+3% earth damage)
Walkflower Blade: Red Slashing Rune (+5% earth damage)


Desolation Gem, Green Earth Rune (5% earth damage reduction)
Skull Receptacle, Blue Earth Rune (3% earth damage reduction)
Skeleton Goblet, Red Earth Rune (3% earth damage reduction)
Walkflower Tendril, Red Earth Rune (3% earth damage reduction)


Dragon Scales: Grey Rune (When suffering Poison in battle, MAG and Critical
Rank increase)



Fuchsia Spinel: Red Fire Rune (+3% fire damage)
Firebreath Core: Red Fire Rune (+3% fire damage)
Blazebreath Core: Blue Fire Rune (+3% fire damage)


Hot Plate: Red Fire Rune (3% fire damage reduction)
Red Soul Flame (3% fire damage reduction)



Rose Quartz: Red Ice Rune (+3% freeze damage)
Indigo Quartz: Blue Ice Rune (+3% freeze damage)



Boltbreath Core: Green Lightning Rune (+5% lightning damage)
Scarlet Alloy: Red Lightning Rune (+3% lightning damage)
Cerulean Alloy: Blue Lightning Rune (+3% lightning damage)



Copper Signet: Red Holy Rune (+3% Holy damage)


Crown, Green Weakness Rune (5% Holy damage reduction)


Vampire Claw: Grey (Increases damage for enemy but own HP reduced by 5% of
maximum)


Lucky Tail: Grey (Increases chance of critical attack and can equip more than
one
Sharp Spearhead: Grey (Increases chance of critical attack and can equip
more than one)

Accuracy Imprint: Grey (Critical attack power doubles, but if attack fails to
defeat enemy, damage is inflicted on character as well)
Dragon Skull: Grey (Critical attack power doubles, but if attack fails to
defeat enemy, damage is inflicted on character as well)

Ghibli Scales: Grey (Causes normal attacks to miss, but critical attacks and
certain special attacks will strike)



Wing Feather, Grey (Boosts SA damage by 20%)
Garnet: Grey (Ordinary attacks miss but critical and certain Special Attacks
strike)

Special Attack vs. HP:

Stoncutting Pincers: Grey (Special Attack power improves as HP falls)



Headless Doll: Grey (may inflict Confusion)
Tuning Wing: Grey (may inflict Confusion)



Beak: Grey (small chance of causing Doom)



Cat Ring: Grey (may inflict Faint)
Giant Pincers: Grey (may inflict Faint)


Bone Relief: Grey (may inflict Frailty)
Rose Imprint: Grey (may inflict Frailty)
Walkflower Root: Grey (may inflict Frailty)


Legion: Grey (May inflict Paralysis)


White Flower Petal: Grey (may inflict Poison)


Evil Mirror: Grey (may inflict Silence)


Sharp Scissor Wing: Grey (may inflict Stone)


Philosopher's Stone (chance of teleporting enemy target out of battlefield)



Scarlet Fang: Red, Piercing Rune (40% chance of negating Poison, Confusion,
Silence, Freeze, Paralysis, Faint or Stone in battle)
Ouroboros Symbol: Red, Training Rune (40% chance of negating Poison,
Confusion, Silence, Freeze, Paralysis, Faint or Stone in battle)
Mithril Ore: Red, Training Rune (40% chance of negating Poison, Confusion,
Silence, Freeze, Paralysis, Faint or Stone in battle)
Dragon Palm, Green, Healing Rune (40% chance of negating Poison, Confusion,
Silence, Freeze, Paralysis, Faint or Stone in battle)
Emerald Heart Core, Green Holy Rune (40% chance of negating Poison,
Confusion, Silence, Freeze, Paralysis, Faint or Stone in battle)
Holybreath Core: Blue, Holy Rune (40% chance of negating Poison, Confusion,
Silence, Freeze, Paralysis, Faint or Stone in battle)

N.B. As you can see, there is an Accessory in every colour that has the
effect of protecting against most Status Ailments. If this Accessory is
linked with ANY other rune of the same colour, the effect will be augmented.


Fairy-in-the-box: Grey (in battle, time needed to recover from status
ailments is halved. Cure Condition effect)


Mask Fragment: Grey (May negate magic damage)
Shell Shade: Grey (May negate magic damage)
Snakebelly Armour: Grey (May negate magic damage)


Tentacles: Confusion +30%

Black Crystal: Dark +5%
Headless Doll: Dark +20%

Legion: Earth +30%
Dragon Skull: Earth +30%

Freeze Check: Ice +30% Frozen +100%
Stun Check: Fire +30% Faint +100%
Paralyse Check: Lightning +30% Paralysis +100%
Poison Check: Earth +30% Poison +100%
Confuse Check: Holy +30% Confusion +100%

Tuning Wing: Confusion +70%

Firemouse Fur: Fire +10%

Ring of Healing: Holy +15%

Beast Pelt: Ice +10%

Heart Core: Poison +30% Frailty +30%
Walkflower Root: Poison +30%

Empty Shell: Stone +30%

Snakebelly Armour: Faint +30%

Adamantite: Holy +30%



Trickster Imprint: Fire -20%, Ice -20%, Lightniing -20%, Earth -20%, Dark -
20%, Holy -20%

Sharp Scissor Wing: Holy -30%


Petrified Ash: Green Bludgeon Rune (40% chance)

Sharp Scissor Heart: Green Darkness Rune (40% chance)

Beetle Horn: Blue Strengthening Rune (40% chance)


Axe Crust: Green Strengthening Rune (40% chance)
Thick Bone: Red, Strengthening Rune (40% chance)
Bone Mace: Blue, Strengthening Rune (40% chance)

N.B. 'Idun's Apple' can be used only AFTER a battle to banish Frailty from
any character and is good only for a single use. The 'Soft Sone', however,
can be used during battle and can be used again and again. Once you have
the 'Soft Stone', you will have no further need for 'Idun's Apple'.

As you can see, there is a Rune Accessory in each colour that will give
Protection from Frailty.



Blue Soul Flame: Blue Fire Rune (40% chance)


Gold Coin, Green Training Rune (40% chance)
Sabertooth, Red Healing Rune (40% chance)

Golem Eye: Red Healing Rune (40% chance)
Poison Seed: Red Weakness Rune (40% chance)
Red Flower Petal: Red Healing Rune (40% chance)


Spiked Claw: Red, Piercing Rune (40% chance)


Green Gallblader: Green Healing Rune (40% chance)
Warped Horn: Red Healing Rune (40% chance)


Empty Box: Grey (ATK and Critical Attack odds increase when inflicted with
Silence)
Empty Shell: Grey (ATK and Critical Attack odds increase when inflicted with
Silence.)

Bone Mask: Grey (When suffering from Frailty, attack damage against foes and
critical attack odds increase.)


Adamantite: Grey (Increased damage inflicted on enemy as long as HP at
maximum. Once character injured, effects cease.)
Brilliant Peacemaker: Grey (during battle, character stats improve as HP
falls)
Dragon Rib: Grey (during battle, character stats improve as HP falls)
Bloody Patch: Grey (damage inflicted on enemy increases, but each attack
reduces HP by 5% of maximum)
Dog Ring: Grey (during battle, Special Attack power improves as HP falls)

Obsidian Claw: Grey (ATK increases with each miss. Effect ceases when attack
mode ends.)


Elhanan's Fingertips
ATK 300
Attacks: 3 Special Attack: Yes
Inflicts heavy damage against Giant Enemies. A critical skill effect (Giant
Killer)
Weapon of a hero believed by some to have slayed (slain) a giant.

Crescent Arrow
ATK 300 RST 10
Attacks: 2 Special Attack: Yes
A bow designed to fire arrows tipped with magical moon crystals.
Silmeria comes to you equipped with this bow.

Soulslayer
ATK 270 HIT 70
Attacks: 2 Special Attack: Yes
Part of the damage inflicted on the enemy is transformed into HP.
Bow that crushes demons. Said to steal the life force of its victim.
Created in Crell Monferaigne

Shiny Rupture:
Performance: ATK 200 MAG 80
Attacks: 3 Special Attack: Yes Attack Type: Earth
A bow which fires flashing arrows which carry tremendous destructive force.
Created in Crell Monferaigne

Tathlum
ATK 280
Attacks: 3 Special Attack: No
Inflicts heavy damage against Demon enemies. A critical skill effect (Demon
Destroyer)
Magic stone of the sun that slayed (slew, surely!) the god of darkness.
Imbued with the magic of the light god.
War Trophy from Baphomet enemies.

Gandeeva
Performance: ATK 24 Attacks: 2 Special Attack: Yes
Bow given to a brave warrior by a god.

Misteltein Bow
Performance: ATK 250 MAG 100
Attacks: 2 Special Attack: Yes
A bow carved from a hollow tree that captured the spirit of the god of light.

Blue Gale
Performance: ATK 180 HIT 100
Attacks: 3 Special Attack: No
Effect: Guaranteed critical attack.
Shoots arrows with sheer gale force. Arrows shot from the bow achieve higher
destructive capabilities.

Elvenbow
Performance: ATK 130 HIT 20 RST 10
Attacks: 3 Special Attack: Yes
Bow handed down amongst the elves.

Doublecross:
Performance: ATK 95 HIT 10
Attacks: 2 Special Attack: yes
Effect; Strike twice with each attack.
Advanced technology allows the bow to launch rapid-fire attacks.

Serstine-lock-gun
Performance: ATK 110 Attacks: 2 Special Attack: Yes
A type of crossbow.

Greenery Slayer
Performance: ATK 110 RST -10 Attacks: 2 Special Attack: No
Effect: Inflicts heavy damage against Plant Enemies. A critical skill
effect (Weed Whacker)
It is said vegetation withers from the touch of arrows shot from this bow.

Composite Longbow
Performance: ATK 50 HIT -5 Attacks: 3 Special Attack: No
Composite bow created from several materials.

Heavy Crossbow
Performance: ATK 24 HIT 10
Attacks: 2 Special Attack: No
A more powerful version of the crossbow.

Supreme Crossbow
Performance: ATK 32 HIT 10
Attacks: 3 Special Attack: Yes Attack Type: Holy
A crossbow made of the finest materials with the finest workmanship.
N.B. The greatest weapon for your archers available early in the game.
Remember that the power of any weapon with magical properties is affected by
the MAG of the character. Raise MAG using Accessories when you equip an
archer with this bow.

Strength Bow
Performance: ATK 34 HIT -10
Attacks: 2 Special Attack: No
A more powerful version of the Short Bow
N.B. Keep this bow in your inventory. It is not much use as a weapon, but
it is a component of another superior bow.

Longbow
ATK 17
Attacks: 3 Special Attack: No
A bow designed for long range attacks.

Crossbow
Performance: ATK 11 HIT 10
Attacks: 2 Special Attack: No
An easy-to-use mechanical bow that launches a short bolt at high velocity.

Short Bow
Performance: ATK 6 HIT 2
Attacks: 2 Special Attack: No
A typical small bow.



The 'Clay Man' and the 'Unclean Glob' are members of an Enemy family that
seldom can be found. Usually restricted to a single location in any dungeon,
they are multi-armed Enemies with very useful war trophies. In particular,
they 'drop' 'Thick Bone' which protects against Frailty. You will find
the 'Clay Man' near the lair of the Wasp Boss in the deepest part of Turgen
Mine. It only will be found by engaging a single Crawling Enemy group to the
left of the Save Point there. The 'Unclean Glob', its 'cousin', can be found
only in one location in the Crawsus Forest Ruins. When you go to the
southwest, take the upper path along the old ruins and leap to the left into
the bog area. You will see a path made of floating logs that goes west.
There is a lightning pillar to the west as well. Use the Flying Enemy as a
step to leap over the lightning pillar, then engage the Crawling Enemy group
at the far west of the path. This Crawling Enemy group will contain the
Unclean Glob.

If, however, you place the 'Mudbank Law' Sealstone on the Dais on the screen
south of these ruins, the Unclean Glob no longer will appear and the Land
Kraken will appear in its stead when you engage the Crawling Enemy group.
Moreover, the bog itself will turn to poison as part of the effect of this
Sealstone.


Try to obtain the 'Elusive Air Law' Sealstone from the Great Dragon Enemy in
the Ravine Caverns as soon as possible in the game as this Sealstone will
allow you to pass through any Enemy group without entering into battle with
it. While carrying the Elusive Air Law Sealstone, you therefore can take any
other Sealstones with 'negative' effects for your party anywhere in a dungeon
to set on a Dais without fearing any unwanted encounters before the Sealstone
is placed. Carrying the Elusive Air Law Sealstone only means that all
encounters must be initiated deliberately by you, not that you cannot enter
into battle.

If you wish to obtain more items from the Hydra in the Crawsus Forest Ruins,
for example, you will be required to place three Sealstones on the three Dais
locations there. Carrying the Elusive Air Law Sealstone will make this task
so much less of a headache!



In a few cases, you will find that a leap you take to reach a high platform
falls short. If so, do not despair. Return to the Dungeon later with the
Powerless Cap Wrath Sealstone. The Powerless Cap Wrath Sealstone will allow
you to glide for a moment before you begin to fall. You will not be able to
open chests while carrying this Sealstone, however, so you will be obliged to
set it on a Shell or restore it at a Spring or Dais if you wish to open a
chest or obtain any items. Specific cases where this Sealstone can be used to
acquire another Sealstone or an item in a chest will be described in detail in
this section. One instance occurs in the Palace of the Venerable Dragon and
will allow the acquisition of a Power Bangle. Another case occurs in the
Ravine Caverns where you will be able to acquire a Sealstone in the dungeon
only if you carry the Powerless Cap Wrath Sealstone and swap it with the
Sealstone on the Dais on the platform.


In many cases, one of the components of a special item created in a shop
somewhere will be almost impossible to obtain from an enemy. Do not despair
if you find this to be the case! Carrying the Gem Blessing Sealstone may
allow you to acquire the item from ANY Enemy, as the purple and gold gems that
you otherwise would 'knock out' of enemies will be transformed to random
accessories and other items. An accessory like 'Sage Quartz' is a difficult
item to acquire from an enemy but often will be generated if you carry
the 'Gem Blessing Sealstone'.


Speak to a chicken in Coriander for a Golden Egg in each Chapter. The
chicken will not give more than one Golden Egg per Chapter, however.


Solomon's Ring is a special item that can be created from the Bird's Ring, the
Dog's Ring and the Cat's Ring. The Merchant outside Asgard will sell you
Solomon's Ring provided you sell him the three Animal Rings and purchase
enough items from him to become a Most Valued Customer.



No matter how strong your characters are, there is a chance that the game may
end abruptly whenever you confront an Enemy group with the power of Transfer.
If all four characters in your active party are 'transferred' from the
battlefield at the same time, the game will end. Fortunately, there is an
item that gives 100% protection against Transfer. This is the 'Mirage Robe',
and it can be equipped by Mages and Archers. If you make certain that one
member of your active party is wearing the Mirage Robe when you confront enemy
groups with the power to transfer you from the battlefield, you will not
experience that type of utter defeat!


Without going into too much detail, when you are called upon to fight against
the Anarchic Entity, when configuring your party, bear in mind the fact that
not only does Valkyrie come to you without any accessories and without skills
set either, but she cannot use Magic in battle and in particular, has no
Recovery spells such as 'Heal'. If you want to have a character in your party
with that power, it will have to be some one else!


Whenever you release the soul of an Einherjar, you will obtain a Gem and some
special items that boost Stats. Some Einherjar will begin new lives in
Midgard. If you meet them again, they may give you a gift. Here is a list of
Einherjar with their locations and the items they give. I have listed them
according to the location where they begin their new lives. If you study the
list, you will see that in many cases, you will be able to obtain a gift only
before the end of Chapter 4. Gifts like the Kraadicator and Kraadmail will
not be given after Chapter 4, because by then, you will have access to better
armour and weapons. If you want the best gifts, release the Einherjar before
the beginning of Chapter 5. The gifts are not that incredible for the most
part, however, and you will do better if you do not release the Einherjar
until you have been able to equip them with the best armour and weapons, some
of which cannot be found anywhere but in the Seraphic Gate!

Aegis: Solde
Chapter 5 to Chapter 6 before Seraphic Gate: Tome of Alchemy

Celes: Solde
After Seraphic Gate on map: 300,000 OTH

Tyrith: Solde
Chapter 5 - Chapter 6 before Seraphic Gate: Foolproof Trinket

Phyress: Solde
Chapter 1 - 4: Golden Egg
After Seraphic Gate on map; 300,000 OTH

Mithra: Lost Forest
Any Chapter: Mithra's Holy Water

Shakon: Kythena Plains
Chapter 1 - 4: Prism Gem
After Seraphic Gate on map: Brytannia Garb

Chrystie: Kythena Plains
Chapter 1 - 4: 50,000 OTH

Jessica: Coriander
Chapter 5 - Chapter 6 before Seraphic Gate is on the map: Ymir's Tear

Sylphide: Coriander
Chapter 1-4: 50,000 OTH

Richelle: Coriander
Chapter 1 - 4: Expert's Experience

Aaron: Coriander
Chapter 1 - 4: 50,000 OTH

Zunde: Coriander
After Seraphic Gate: Battle Maiden's Pendant

Dyn: Coriander
Chapter 5 - Chapter 6 before Seraphic Gate: Earth Gem

Kraad: Villnore
Chapter 1 - 4: Kraadicator Sword

Roland: Villnore
Chapter 1 - 4: 50,000 OTH

Adonis: Villnore
Chapter 1 - 4: Warrior's Wits

Falx: Villnore
After Seraphic Gate: Expert's Experience

Adonis: Villnore
Chapter 1 - 4: Warrior's Wits

Falx: Villnore
After Seraphic Gate: Expert's Experience

Gerald: Ancient Forest
After Seraphic Gate: Goddess Tincture

Ehlen: Ancient Forest
Chapter 1 - 4: 50,000 OTH

Guilm: Ancient Forest
Chapter 5 - Chapter 6 before Seraphic Gate: Prism Gem

Psoron: Turgen Mine
Chapter 5 - Chapter 6 before Seraphic Gate: Overdrive

Farant: Turgen Mine
Chapter 1 - 4: Overdrive

Seluvia: Andoula Temple on the Lake
After Seraphic Gate: Book of Alchemy

Arcana: Kalstad
Chapter 5 - Chapter 6 before Seraphic Gate: 50,000 OTH

Fraudir: Kalstad
Chapter 5 - Chapter 6 before Seraphic Gate: 50,000 OTH

Circe: Kalstad
Chapter 1 - 4 : Kraadmail

Rasheeka: Kalstad
Chapter 1 - 4: Sage's Arcanum

Masato: Sahma Desert
Chapter 1 - 4: Prime Elixir

Lylia: Crell Monferaigne
Chapter 5 - Chapter 6 before Seraphic Gate: Earth Gem

Millidia: Crell Monferaigne
Chapter 5 - Chapter 6 before Seraphic Gate: 50,000 OTH

Atracia: Crell Monferaigne
After Seraphic Gate; Earth Gem

Woltar: Chateau Obsession
Chapter 1 -4: Foolproof Talisman

Alm: Chateau Obsession
Chapter 1 -4: 50,000 OTH

Khanon: Sukavia Gorge
Chapter 1 - 4: Noble Elixir

Lwyn: Forest of Spirits
Chapter 5 - Chapter 6 before Seraphic Gate: Goddess Tincture

Crescent: Forest of Spirits
Chapter 5 - Chapter 6 before Seraphic Gate: Noble Elixir
After Seraphic Gate: 10 OTH.




One of the three Valkyrie, Silmeria is 'concealed' within the body of Alicia,
Princess of Dipan. She is awakened abruptly and warned of danger, urged to
run. She then is confronted by Hrist, her sister Valkyrie, who commands that
she return to Valhalla. Silmeria refuses. Hrist then warns her that Dipan
will not be spared.

Silmeria/Alicia escapes. There are a couple of scenes where she visits places
that are important in Valkyrie Profile: Lenneth.

You then see her riding on the back of a cart, journeying towards the port of
Solde.



You begin the game in the small port of Solde at the docks , in control of
Alicia. Alicia is Princess of Dipan but since childhood has been subject to a
split personality, as her body is shared by the Valkyrie Silmeria, sister of
Hrist and Lenneth. She now intends to return, with the aid of Silmeria, who
wishes to discover the political state of the kingdom. Rumour has it that
Dipan intends to rebel from the rulership of the High God, Odin.

Unfortunately for Alicia, all ferry service to Dipan has been suspended. She
needs to reach Dipan and the only way that is left to her is a secret
underground passage known only to the Royal family. Silmeria quickly chooses
an escort named Rufus to accompany her on her journey. Rufus is a cocky
adventurer with an awesome skill as an archer. Before you leave Solde, you
will need to explore the city and purchase whatever equipment and items you
can afford.

True to the form of most RPGS, towns contain items as well as characters with
whom you ought to interact. Vital information may be found here as well.
Solde is no exception.

With 500 OTH (the local currency), 4 Warrior's Arcanum, 1 Union Plume and 1
Dwarf's Tincture in your inventory, you need to obtain more items quickly. A
Warrior's Arcanum will restore 300 HP to a single character. A Union Plume
will revive an unconscious character and a Dwarf's Tincture will restore 300
HP to each member of your active party. OTH is used in shops throughout the
map to purchase weapons, armour and items.

Unfortunately, availability of items in the shops depends not only on the
amount of OTH stashed in your rucksack but the items you have won in combat or
discovered in treasure chests in your travels. When you first visit the
Armoury in Solde, you will find that many items are defined only by multiple
question marks. As you purchase more items in the shop, you will become a
Valued Customer and the names of these items will be revealed. Even as a Most
Valued Customer, however, you will be unable to purchase those items until you
have provided the necessary components or ingredients to the shop. For those
who are familiar with Lenneth, you will find this aspect of the game a
substitute for the 'Divine Items' option.

You begin the game in the Waiting Area of the docks of the Port of Solde. Go
right to obtain a Burgundy Flask, then go left to find the main street, called
Soul Street. In the first house, you will discover a chest that contains a
Warrior's Arcanum. Next to it is the Armoury, which is where you will
purchase any items. Do not enter yet, however, as you can obtain more
resources in the village. Go left and north instead to another path that
leads to Chapel Square. Here you will see a Cat with an option to 'Talk' to
him. If you feed him, you will be rewarded. Unfortunately, you have no
Seafood at present, so speaking to him only will frustrate both of you.
Continue on your way and enter the house. When you go to the left wall, you
will see an option to 'Read'. Do so and you will find the first of three
parts of an ancient poem that will bring you a reward.

The first part of this poem is:

'Time's goddess spins the thread,
Round and round the spiral loom'.

Return to the Main Street now and go west to find the local Inn. You will
discover that every Inn contains not only the option to heal all travelers at
the rate of 150 OTH, but also a Memory Camp or Save Point. As you have not
been involved in any battles yet, you may dispense with the services of the
Innkeeper and simply save your game.

As PS2 games use a Memory Card with the option of employing more than one slot
for saved games, you may wish to create at least three save files for this
game. There are a total of 40 characters and you only will be able to obtain
20 of these in the course of the game. If you wish to familiarise yourself
with every character, you may wish to keep files that use alternative
characters later in the game.

Characters are divided into three different groups: Permanent plot
characters, temporary plot characters and Einherjar. It is the Einherjar who
are optional characters. Einherjar are obtained by performing materialisation
at the site of a relic. In some cases, only one Einherjar can be
materialised from the relic. In other cases, one of a number of Einherjar
randomly are generated by the game when you perform materialisation.

You will meet your first Einherjar soon in the next area of the map, which is
the Lost Forest.

Speak to every one in Solde. The adventurer at the Inn will prove useful
later in the game.

At the Armoury now, only the following items will be available:

Long Sword 500
??? 76000
Bastard Sword 1000
Short Bow 400
Sallet 160
Leather Mail 240
Cloak 200
??? 25000
Leather Glove 200
??? 60000
Cloth Greaves 180
Leather Boots 160
??? (colourless rune) 1500
made from Skull Receptacle (3), Broken Amulet (2), Black Crystal (2)
???: (Colourless Rune) 1500
made from Amber (2), Broken Amulet (2), Stagnant Water (2)
??? 1500
??? 1500
Prancing Horse 1000
Ruby-Eyed Bee 1000
??? 6000
Warrior's Arcanum 150
??? 5000
??? 40000
??? 800
Honeysuckle Dew 80 Cures Poison
The Cosmic Order 80 Cures Confusion
Bragi's Song 150 Cures Silence
Thaw Water 80 Cures Freeze
Pearl Grass 80 Cures Paralysis
Cockatrice Egg 150 (Cures Stone)
Union Plume 800 (Cures Unconscious)
Holy Water: 150 (Cures Curse)
??? 20000
Idun's Apples 150 (Cures Frailty)
??? 20000
Aspect Stone 200
??? 20000
Fireproof Trinket 1200
Iceproof Trinket 1200
Earthproof Trinket 1200
Lightningproof Trinket 1200
??? 50000
Spectacles: 150
??? 10000
??? 1

When you scroll down the list of items at the Armoury, pay attention to the
icon of your active character. Whenever you highlight an item, a prompt will
appear to tell you whether or not the character is 'Armed' with that item or
if that item is 'Usable' by that character.

The character to the right of the shopkeeper will tell you about Most Valued
Customers and MVC items. These are the items that now are represented by
triple question marks. You need to have the ingredients and to have purchased
a number of items from a shop before you will be given the option to make and
purchase these special items.

When you leave Solde, Silmeria will tell Alicia that she will guide her to the
Underground Path.

Highlighting any item will display a box giving the components of that item.
The sword that remains a Question Mark at this point is created using the
following:

Spider Fighter 1
Adamantite 2
Hrunting 1
Scarlet Fang 3

Until you have all the necessary components, you will not be able to create
and then buy the weapon.

Lost Forest: A disturbing woodland, haunted day and night. Its hidden
underground path runs beneath the sea.

When you enter the Lost Forest, go immediately to the right to experience a
scene with your first enemy. Silmeria will transform the enemy into crystal
temporarily, explaining that she draws upon the powers of the World Tree to do
so. When the enemy breaks forth from the crystal, you will be given the
option to experience a Battle Tutorial. Any player who is unfamiliar with
this game is advised to participate in the tutorial. For those who may find
it helpful, the text of the tutorial is given here:

Moving: The entire party can be moved by moving the left analogue stick.
Position the party by moving the left analogue stick.

Action Points: Note the yellow gauge at the bottom of the screen. This
indicates the number of Action Points (AP) possessed by the entire party.

The AP gauge represents the number of actions the party may take. The gauge
decreases whenever a player character performs an action. Simply moving
recovers lost AP over time.
Or, press L3 to recover AP when you see fit. Press and hold L3 to bring your
AP to maximum.

N.B. The L3 and R3 buttons are the Left Analogue and Right Analogue Stick.

Attack Range: Look at the ground surrounding the party. The ring you see
here is the party's attack range. If a targeted enemy enters this
range, 'Target' will appear over its head. With the targeted enemy in range,
press Square, Cross, Triangle or Circle to have the character corresponding to
that button attack.

Move close to the enemy using the left analogue stick and attack with Square
and Cross. (These are the default buttons for Alicia and Rufus. You can
change them if you wish.)
You can change the lead character using the Left and Right direction buttons.

When a character executes an attack, the screen shifts to a side view.
Characters can perform only as many attacks as their equipped weapons permit.
The party's currently equipped weapons permit two attacks. Coordinate your
timing and press Square Cross to attack.

When an enemy part breaks off after an attack, the character will enter Break
Mode. A character in Break Mode is free to attack repeatedly for a set time
at no AP cost.

Enemy Attacks
The red area on the ground by the enemy is its attack range. You may be
attacked by the enemy if you step within this area. The range colour will
glow darker and eventually flash. A character who enters an enemy's attack
range will be attacked. When the range is faded, the enemy won't attack.
Occasionally, an emey will fail to see a character in its attack range. When
this occurs, the enemy range will not flash.

Dashing: Dashing is a special technique for quickly closing in on foes. The
entire party will dash when you press R1 (R3) The length of time the button
is held determines the dash's distance. Characters who dash across an enemy
range cannot be attacked. Master dashing, and you'll be invulnerable to
attack!

Retreat: Look at the map in the upper right corner of the screen. The zones
displayed in yellow mark escape points. You must reach these points in order
to retreat from battle.

Victory: The enemy group has a leader. The icon surrounded by yellow on the
map designates the enemy leader. Victory is achieved when the leader is
defeated. At the time of victory, the remaining marks in the extension gauge
determine how many magic crystals you receive. Amass magic crystals in battle
for more experience points. The extension gauge decreases over time spent on
actions. A quick civtory will bring you many magic crystals.
Additionally, win with the entire extension gauge full, and you will receive
an item from the enemy leader! Remember to aim directly for the leader to end
the battle quickly.

Advanced Tactics: During movement, press Up or Down direction to split into
two groups; a red team and a blue team. Now divide the party using Up or
Down. Try moving each group with the left analogue stick. Switch the
currently controlled group and change characters with Left and Right.

Divide the party in order to sneak behind enemies and defeat them equickly.
Combine this with your standard moves for an extra strategic edge!

Menu: Use magic and items by pressing SELECT to call up the menu. Note that
after an action is selected from the menu, the menu cannot be used for a set
time.

After the battle with the first enemy is concluded, you will experience
another scene. The remnants that exist after the defeat signify that the form
the enemy used was not native to its body.

When you continue east, you will see a white swirling ball of light. Press X
to read some prompts about the use of Photons.

Projecting Photons: (Square)
Discharge photons with Square. striking an enemy with photons will seal it
within a crystal. Press Up or Down while pressing Square, and you can fire
diagonally. Touching a crystallised enemy will not trigger a battle. You can
move enemies or use them as platforms until the seal breaks.

Teleport: By hitting a photon crystal with more photons, you will swap places
with the crystal. Using this, you can reach faraway or secluded areas. You
can jump in mid-air after teleporting. Or press and hold Circle while
teleporting. Defeated enemies leave remnants. Remnants do not move, but
enemies can be restored by switching screens and coming back.

Continue right and you can leap up to another level. Go right again,
switching places with the enemy remnant after defeating it to climb to the
next level. Now switch places with the floating enemy to find a Chest. Open
it. It contains 400 OTH.

Take the path north to the right of the chest and you will experience another
scene.

A hidden underground passage buildt by Dipan's Royal Family long ago...

You will see the entrance and then, a staff resting against a boulder in the
water. Silmeria will reach out and your first Einherjar will appear to take
his staff. It is Mithras, your first Mage and an extremely useful one.

Many Einherjar who are concealed within Alicia will ask to be released but
Alicia will tell them to wait.

You will see a prompt:
Mithras has joined the party.
You will find a Save Point immediately to the right. Use it to save your game
now.

If you wish to gain more experience, go back and forth from one screen to
another before you enter the Royal Underground Path. It is useful to do this
as you then will not be obliged to travel too far to return to the Armoury in
Solde.

In the Lost Forest, you can find the following enemies:

Skeleton
Dire Wolf
Bullet Beetle

They drop the following war trophies that can be used to create items in
Solde:
Beetle Shell: Blue Healing Rune
Bonemeal
Stagnant Water
Broken Amulet
Amber
Skull Receptacle

To see a full list of items dropped by these enemies as well as the special
characteristics of each, please refer to the section that lists all enemies.

Go to the left of the Save Point on the save screen and shoot crystals towards
the northwest. You will switch places with an pillar on a ledge and find a
Chest and a Bag there. The Chest contains Union Plume and the Bag contains a
Skull Receptacle.

Use the Skull Receptacle to bind with a Blue Body Rune to set the Skill of
Fortify Physique for Rufus.

Fortify Physique: Body Rune with Earth Rune (2 CP)
Increases RDM to 150% during battle.

If you return to Solde after a few battles, you may be able to make new items
at the Armoury.

Stun Check is made using Amber, Broken Amulet and Stagnant Water.

If you can afford to buy a Prancing Horse and a Ruby-Eyed Bee, you can create
a new Skill for Alicia: Regenerate Health. This is a Red Rune Skill that
requires a Red Body Rune, a Red Earth Rune and a Red Healing Rune.

Regenerate Health: Body Rune, Earth Rune, Healing Rune (4 CP) Red
Restores HP at fixed intervals during battle.

Only Alicia has a Red Body Rune at this point in time.

Moreover, if your characters have lost any health, it is cheaper to pay 150
OTH for a room at the Inn, restoring all characters to full health, than to
use Warrior's Arcanum on them individually.

Use the Save Point to create a new save file BEFORE you enter the Royal
Underground Path. You will find another Einherjar inside this area, and there
are two choices. The one that you obtain is random. If you create a new save
file, you will be able to obtain both Richelle and Jessica in two separate
games.

Royal Underground Path:

Go to the right from the entrance to meet a Walking Enemy Group, consisting
usually of a Skeleton and a Dire Wolf.

Continue to the right ultimately, but if you leap up to the left first, you
will find a small ledge with a Chest. Open the Chest to obtain 400 OTH.

You will see another ledge to your right. Leap up to it to find a Chest that
contains Warrior's Arcanum.

As you continue right through the caverns, you will be obliged to switch
places with a Hovering Enemy Group in order to reach a higher platform to the
east. It is easier to do this if you transform the remnant of the Walking
Enemy Group into a crystal, then stand on that before making the switch.
Actually, you simply can stand on the crystal and leap to the right. When
you reach the eastern end of this corridor, you will be obliged to go north.

Here you will experience a scene between Rufus and Alicia. She now tells him
about Einherjar and how they exist within her until awakened.

Silmeria: 'If I don't toughen his spirit, he won't be able to exist apart from
me. I must keep them at my side until they regain their strength of spirit.
That is my duty. Help me to honour it.'

This little speech explains one of the aims in this game. Each Einherjar has
a specific level of experience where he/she is strong enough to be released.
Until the Einherjar attains that level, he/she cannot be released. You are
not obliged to release the Einherjar when that level is attained and indeed,
different results are possible depending on the actual level at which an
Einherjar is released. Sometimes Einherjar who have been released can be
found somewhere on the Map leading a new life. Each may give you a special
item when you encounter him/her and the item may change depending on the level
or point in the game when the Einherjar was released.

You now will find yourself at a bridge that goes east, with a path that goes
west as well. Go west first to find a Hovering Enemy guarding two chests.
The lower chest contains Warrior's Arcanum.

There is a chest on a higher ledge at the western wall of this cave. It will
be your first experience with a trapped chest. Leap away from it as soon as
you open it. It contains a Gauntlet.

Go east to the bridge again and press X at the swirling ball of light to learn
about Einherjar.

Einherjar: Several einherjar who were never transferred to Valhalla inhabit
Alicia's body. Their psyches have faded, but they can be materialised by
touching scattered relics. A freshly materialised body's soul is unstable,
and fades apart from its host, Alicia. to be revived as humans, einherjar
must be raised to a level at which they can be freed. Check the status screen
to see at what level an Einherjar can be freed.

After freed Einherjar return their power to Alicia, they begin life anew as
humans. If you're lucky, you might see them again someday.

Cross the bridge and you will see a sword in the ground

Press X and you will see a prompt giving you a choice:

Perform materialisation?
Yes.
No.

If you choose 'Yes', you will gain a Light Warrior.

As long as I live, you shall have my sword.

Richelle has joined the party. (The other option is Jessica.)

Give her a Skull Receptacle and you will create Fortify Physique for her as
well. If you have Leather Boots and a Leather Glove, equip her with those.

When you have bought and made a few items, the menu at the Armoury will expand:

Long Sword (Blue Slashing Rune) 500
Sun Shower (Red Slashing Rune) 76000
made from: (Spider Fighter (1), Adamantite (2), Hrunting (1), Scarlet Fang
(3)
Bastard Sword 1000
Short Bow (Red Piercing Rune) 400
Sallet (Blue Head Rune) 160
Leather Mail (Blue Body Rune) 240
Cloak (Blue Body Rune) 200
Elfin Taffeta (Green Body Rune) 25000
made from: Polished Red Ore (1), Monster Scales (2), Orientation Scales (1)
Leather Glove (Blue Arm Rune) 200
Rune Greaves (Blue Leg Rune) 60000
made from Knight Greaves (1), Crimson Scales (1), Obsidian Claw (2)
Cloth Greaves (Red Leg Rune) 180
Leather Boots (Blue Leg Rune) 160
Poison Check: (colourless rune) 1500
made from Skull Receptacle (3), Broken Amulet (2), Black Crystal (2)
Stun Check: (Colourless Rune) 1500
made from Amber (2), Broken Amulet (2), Stagnant Water (2)
Prancing Horse (Red Earth Rune) 1000
Ruby-Eyed Bee (Red Healing Rune) 1000
Holy Crystal: 6000
made from Copper Signet (1), Sacred Spinel (1)
Warrior's Arcanum 150
Witch's Arcanum: 5000
made from Fatal Seed (1), Troll Clay (2), Augite of Life (2)
??? 40000
made from Augite of Life (2), Metaboliser (2), Giant Pearl (1)
Elixir: 800
made from Fish Scales (2), Shrine Chronicles (1), Beast's Flesh (5)
Honeysuckle Dew: 80 Cures Poison
The Cosmic Order: 80 Cures Confusion
Bragi's Song: 150 Cures Silence
Thaw Water: 80 Cures Freeze
Pearl Grass: 80 Cures Paralysis
Cockatrice Egg: 150 (Cures Stone)
Union Plume 800 (Cures Unconscious)
Holy Water: 150 (Cures Curse)
Holy Grail 20000
made from Desolation Gem (2), Silver Coin (1), Gold Coin (1), Copper Coin (1)
Idun's Apples 150 (Cures Frailty)
Soft Stone 20000
made from Fairy-in-the-Box (3), Blood Jewel (1), Augite of Life (1)
Aspect Stone 200
Horoscope Tablet 20000
made from Orientation Scales (3), Pact Chain (2), Wing Feather (2)
Fireproof Trinket 1200
Iceproof Trinket 1200
Earthproof Trinket 1200
Lightningproof Trinket 1200
Golden Egg 50000
made from Burgundy Flask (2), Seafood (3), Royal Jelly (1), Sunflower Seed
(1)
Spectacles: 150
Gem of Illusion: 10000
made from Desolation Gem (1), Mirror Fragment (2), Evil Eye Gem (2),
Adamantite (1)
??? 1
made from Hunted Mouse (1), Misfortunate Bird (1), Tailless Lizard (1), Cat
Poop (1)

Stun Check requires Amber, Broken Amulet, Stagnant Water, all items that can
be acquired as war trophies from enemies you have faced in the Lost Forest and
Royal Underground Path.

Poison Check is made from Skull Receptacle (2), Broken Amulet (5), Black
Crystal (2). You can obtain Black Crystal from Skeletons in the Royal
Underground Path.

From the position where the Einferjar's Sword was located, take the path
south. You will find yourself at the western limit of a screen. Two paths
going south are to your right. If you ignore those and continue east, you
will find yourself on a short screen with a Hovering Enemy to your right, and
a path leading north to the right of that.

Skeleton:
Dead Ashes: Leader Item

When you take this path north, you will experience a scene. You will see a
broken bridge, and Alicia will find an Amulet on the ground. It is an Amulet
she dropped as a young child.

Another Einherjar relic is here next to the broken bridge. It belongs to
Dylan.
When Rufus challenges her, she says she has been 'object reading' to find the
path.

Acquired Antique Pendant.
Dylan has joined the party.

Skeleton:
Broken Amulet: Leader Item
Warrior's Arcanum
Bonemeal

Goblin
Goblin Tooth

From the bridge, take the first path south instead of crossing it.

Here you will find that the path goes west and east.
If you go east first, you will go under a ledge. Turn west and leap onto the
ledge where you will find an Elixir in a chest. . Go further east and you
will find a chest containing 600 OTH. This is the end of the path. Go west
now, passing under the ledge as well as the path that goes north and you will
reach another screen. Here you will see a large sword in the ground.

A heavy warrior's soul emanates from the sword.

Roland: Don't worry, just leave it to me.
Roland has joined the party.

Roland will materialise with a new Skill: Spirit Control. It is a red rune
skill that requires: Red Arm Rune, Red Slashing Rune, Red Lightning Rune. As
you do not possess any red Lightning Runes at this point, you cannot teach
this skill to any one yet, but bear it in mind for the future. It requires 3
CP and its effect is to increase the amount of purple gems that appear after
an attack.

The other Einherjar who can materialise from this sword is Kraad. Kraad has
the potential to give your party a great weapon after he is released, a sword
known as the Kraadicator. Some players save their games before they release
an Einherjar in order to obtain the one they feel to be the best choice. Part
of the fun of Valkyrie Profile, however, are the variations in each game you
play.

At the far west end of this corridor, you will find a chest. It contains
Leather Boots.

Leap up the wall to a ledge to find another chest containing 800 OTH.

Retrace your steps and take the path north, then go east.

You basically need to go east along the lower path to the very end. Then go
up slightly to the west again, but immediately at the top go east. Actually
on the map, you arrive in the middle of an east-west path, with an exit going
north. If you go east, you will find a chest containing a Sallet. In order
to go further east, you must climb a ledge, but it is too high. You need to
find enemies to the west, then switch positions until they can be used as a
step to go east.

Switch places with the remnant of a Walking Enemy to the west to position it
directly next to the ledge in the far east. Leap from there to the ledge, and
you will find yourself in a small cavern with a Hovering Enemy and a chest
against the eastern wall. The chest is trapped and contains Dwarf Tincture.

Now go west again and this time continue west to the end of the path. There
is a ledge here, and beneath it a Chest that contains Warrior's Arcanum.

You need to use Enemies so you can leap up on the ledge. The remnant of the
Walking Enemy to the east of the ledge is the easiest one to use. There is
an exit in the north at the end of this ledge. Go north and you will find
that you are on the other side of the chasm (broken bridge) at the top. There
is a Chest here that contains a Union Plume.

Go east now and if you use R2 to access the large map, you will find that you
are on the highest path going towards Dipan. Beneath it is a path that you
have been on before, with the chest that contained the Dwarf Tincture at the
end.

Stay on the top path and go east. You will find yourself in a huge chamber
with an exit to the east.

At the far east, there is an arch in the north. Go through it and you will
find yourself in a brick chamber with a Save Point.

Before you reach the Save Point, open the Chest next to the whirling ball of
light. It contains Shamsir, a Red Slashing Rune sword.

Shamsir is the first weapon that allows 3 Attacks. Equip Alicia with it.

You will learn about Number of Attacks

The number of attacks depends upon the weapon equipped. Equip weapons with
multiple attacks, and characters can unleash more techniques. Also, press
SELECT to change equipment or use items from the menu.

When you go right from the Save Point, you will have another scene that will
end in a confrontation with the first 'Boss', the Ballistic Rhino.

In the scene, Alicia will declare that you are close to the exit. Rufus and
Dylan have a little dispute. Dylan tries to foce Rufus to swear allegiance
to the 'Princess of Dipan'.

Alicia tells them: I sense a guardian beast. I trust you two still will have
some fight left in you.'

She then explains that beasts of this sort are souls who swore loyalty to
Dipan and take the form of beastas after their death.

The Guardian Beast then appears. It is the Ballistic Rhino.

You can fight this Beast more than once, so do not worry if you do not acquire
the best items the first time. If you go east after defeating it, you will
arrive at another Save Point and the Exit to Dipan. I advise you instead to
return west to the Save Point, save your game, then go east to fight him again!

Leader Item: Chainmail (Blue, Body Rune)
Ram's Horn (Horn, 80%) (Blue, Strengthening Rune)
Pact Chain (Head, 50%) (Blue, Holy Rune)
Baraka (Upper Body or Shield Cover, 75%) (Red, Strengthening Rune)
Black Crystal (Lower Body, 80%)
Iron Ore (Tail, 40%)
Empty Shell (Upper Armour, 65%) (Colourless Rune)
Worn Shield (Shield, 50%)
Spiral Arrowhead (Arrow, 80%)
Special Attacks: Violent Purge, Sealed Missile

Baraka is another Red Rune. When combined with a Red Body and Red Slashing
Rune, it creates a new Red Skill: Heat Up. Organise this combination for
Alicia if she has learned Regenerate Health, or else change her Body Armour to
Blue in order to teach her Fortify Physique.

Heat Up: Red Body Rune, Red Strengthening Rune, Red Slashing Rune

Heat Up: Body Rune with Slashing Rune and Strengthening Rune (4 CP) (Red)
Increases the amount your special attack gauge rises after an attack.

A new Blue Rune Skill that you can create if you acquire the Blue Holy Rune by
obtaining the Pact Chain from the Ballistic Rhino is the very useful Skill of
First Aid:

First Aid: Body Rune, Healing Rune, Holy Rune (3 CP) (Blue)
May restore half the damage inflicted by an enemy attack afterwards.

Beetle Shell is a Blue Healing Rune Accessory.
Pact Chain is a Blue Holy Rune Accessory.

Another Skill that you can create is:

Unholy Purifier: Slashing Rune with Weakness Rune and Holy Rune (4 CP) (Blue)
Enables attacks with massive effects against Unholy enemies.

Insect Stinger, obtained from Bullet Beetles, is a Blue Weakness Rune. With
that, and a Blue Slashing Rune (weapons carried by your Heavy Warriors), you
can create 'Unholy Purifier' for your Heavy Warriors like Dylan and Roland.

All your characters, apart from Alicia, are wearing Blue Body Rune Equipment.
In fact, it is a good idea to obtain a couple of Chainmail from the Ballistic
Rhino before you leave him for the last time.

Leap off the eastern side of the broken bridge towards the West to find a
Walking Enemy on a ledge on the western wall of the chasm. Use the remnant
of the Walking Enemy as a step to reach a higher ledge above it. The chest
contains an Union Plume.

Fall then to the bottom of the chasm and go south. You will find yourself on
the path that goes from west to east and leads ultimately to the exit to Dipan
if you go east.

If you want 100% collection of items, go west instead. You will encounter two
Walking Enemy groups and one Hovering Enemy. Instead of continuing west, use
the Remnants to leap to a ledge overhead on the right. There is running water
here as well as a chest that contains a Thunder Gem.

Leap down again to the path. If you continue west, then north, climbing the
ledge, then giong east, you ultimately will find yourself on the Western side
of the broken bridge. If you are finished with this area, go east instead and
follow the path back to the Save Point.

(Take the path east and keep going east. On the next screen, you will
encounter two Hovering Enemy groups. Go to the eastern end of the path, then
climb the ledge, going slightly towards the west as you go up the little
chasm, then take the path south. You will find yourself on a path that goes
from east to west. Go west here, using the remnants of the Hovering Enemy and
Walking Enemy to leap onto the ledge at the far west. Take the exit that
leads north at the end of this path. You will find yourself once more on the
Eastern side of the broken bridge. Go east to the next screen, then north to
return to the Save Point.

At Level 8, Alicia obtains Turnaround 5 AP.

When you have obtained as much experience and as many items as you wish from
combat with the Ballistic Rhino, take the path east to the next screen. Here
you will find a second Save Point and an Exit.

When you exit, you will experience a scene and you reach Dipan beneath a full
moon. Rufus declares his intention to leave, but Alicia asks him to escort
her to the castle. Dylan naturally declares that he will accompany her
anywhere, in contract to Rufus' cavalier attitude.

Rufus tells her that he knows she is a Valkyrie.

'This valyrie is no longer a servant of Odin.

Rufus looks at his ring and says: Count me in.'

Chapter 2: Darkness in Dipan

At this point, you still can return to fight the Ballistic Rhino if you wish.

You will be on the Dipan Outskirts. Go west to find yourself on Merney
Street. The Inn is directly to the north.

Enter the Inn and check the wall to the left. That painting depicts the
Forest of Spirits, home of the elves. Within the perplexing mists of the
forest tlie Yggdrasil and the gates to the heavens.

The price of a room ehre is 150 OTH.

The tavern is to the west of the Inn.

Adventurer: They say Dipan is a country of knights, but sorcery here is
incredible as well. I attribute it to King Barbarossa and the Three Mages who
work under him. if they keep progressing like this, even the gods'll be
hard=pressed to keep pace.

If you speak to the other Advneturer a couple of times, he will ask: Say,
have you ever heard about the scattered poem? I hear that if you find all
three parts, it forms some kind of crest, but there's no guessing where the
parts are or what the crest is.

Go further west to find the Armoury:

Rapier: 2200
Two-Handed Sword 2500
Crossbow 2000
Ruby Mace 600
Silver Sallet 1000
Leather Mail 240
Chainmail 1200
Cloak 200
Gauntlet 800
Leather Glove 200
Cloth Greaves 180
Leather Boots 160
Colourless Accessory ??? 1500
made from Skull Receptacle (3), Broken Amulet (2), Black Crystal (2)
Colourless Accessory ??? 1500
made from Amber (2), Broken Amulet (2), Stagnant Water (2)
Blue Apple 1000 (Earth Rune)
Warrior's Arcanum 150
Honeysuckle Dew 80 (Cures Poison)
The Cosmic Order 80 Cures Confusion)
Bragi's Song: 150 (Cures Silence)
Thaw Water: 80 (Cures Freeze)
Pearl Grass: 80 Cures Paralysis
Cockatrice Egg: 150 (Cures Stone)
Idun's Apples 150 (Cures Frailty)
Union Plume 800 (Cures Unconscious)
Holy Water: 150 (Cures Curse)
Spectacles 150I

Purchasing three Silver Sallets will make the Stun Check and Poison Check
available here as well, and you will be able to purchase them, provided you
sell the necessary ingredients to make them.

You can buy Rapiers for your Light Warrior and you can purchase a Crossbow for
Rufus if you like, although you will find one for him in the Castle. Buy
Chainmail, Gauntlets and Cloth Greaves if you are inclined to do so. You
should have a couple of Chainmail from the Ballistic Rhino before you arrive
here.

Take the path north to Chapel Square and enter the house there.

You will find a chest containing Union Plume against the western wall on the
ground floor.

On the second floor of the house, you will find some books.

Theology:
The End of the Beginning, The Power of All: The World Tree.
The world tree, Yggdrasil, supports the worlds of gods, men and the undead.
When it withers, all is destroyed. When it blooms, all prospers.

However, it is not to be seen in the human world. It lies protected by elvesd
deep within the Forest of Spirits, where none may reach it.

Go east and you can enter the Chapel if you wish to speak to two women there
about the 'possession' of Princess Alicia. Go further east to enter another
house. Here you will find a book on the history of Dipan.

The History of Dipan
... The entire world was entangled in the War of Camille, and Warrior Princess
Celes became a hero to thousands.

Later, in the Year-Long War, it was Queen Phyress who would be hailed as the
hero. The exploits of these two women brought great prosperity to Dipan.

However, Warrior Princess Celes would later lead enemy troops against DIpan in
the Year-Long War. Queen Phyress bravely drove her blood sister Cele's forces
back, losing her arm in the process. The wound caused by Phyress' arrow took
Cele's life.

N.B. You may obtain Celes and/or Phyress as Einherjar later in the game.

If you go further east, you will be at the Castle Gates.

Dipan Soldier: We have to switch with the guards at the postern gate soon.

The other soldier then suggests that they go somewhere to eat first,
unwittingly giving you a possible opportunity to enter through the postern
gate.

Return to the original street with the Armoury and this time continue west.
You will enter a house where an Elder will tell you how much Alicia resembles
the dead princess, then will speak of her friendship with Dallas, the youngest
of the three Mages.

Near the western wall, you will find a Tactical Guidebook.

The most important item, however, is to be found on the eastern wall, filled
entirely with books.

'There's writing on the edge of a page:

'In sweep the waves of the moon,
Away flow the tides of time.'

This is the second verse in the poem.

From the house, if you go further west, you will be at the City gate. A
soldier will prevent you from leaving.

When you have purchased all the equipment you need and have explored the town
fully, return to the Outskirts and this time, go to the far east of the screen
to take a path that goes North. This will lead you to the Postern Gate. As
soon as you enter, you will experience a scene.

Alicia confesses that Silmeria will not answer her and Dylan suggests that
Silmeria may sense the presence of Hrist and be hiding from her. He declares
it is possible that they are being followed. Rufus asks if Alicia has any
friends in the castle and Alicia tells Rufus that Dallas is a childhood
friend. As one of the Three Mages, he works in the laboratories, situated
underground. They decide to try to find the underground laboratory where
Dallas may be found

You now will be inside the Castle itself. Your only choice is to go west
until you reach the end of the corridor, where you will be able to go south.
Do this and you will find yourself in an open area with a fountain in the
centre. You either can go west or south. To the west, before you reach the
next screen, you will find a Save Point.

If you go west after saving, you will find yourself in a chamber with two
Chests. They contain Union Plume and Dwarf Tincture. Return to the room with
the Save Point after opening the Chests. Ultimately you will need to take the
path south that will lead you underground, but first go east up the staircase
to the next screen. You will find a Chest containing Leather Boots.

Go south now to experience a scene. You will observe a group of skeletons
moving up a staircase.

Rusfus will declare that Dipan really is keeping pet monsters and Alicia will
protest. You now will be forced to fight a group of Skeletons and a Skeleton
Army.

It is in these corridors that you will find more difficult battles in terms of
terrain. Enemies will be concealed in alcoves and will be more difficult to
confront within the actual Battle Screen.

Go east, then down another flight of stairs.

It is here that you will meet a new breed of enemy in the Hovering Enemy
Groups: the Warning Jewel. The Warning Jewel has long-range capacity in its
magic attacks and will blast you with 'Fire Storm'.

It is from the Warning Jewel that you can obtain your first Blue Fire Rune in
the form of a Blue Soul Flame Rune Accessory. This will allow you to create
two new Skills:

Fists of Iron: Body Rune with Fire Rune (2 CP) (Blue)
Increases ATK to 120% during battle.

This can be given to most of your characters.

Beast Bludgeon: Slashing Rune, Weakness Rune and Fire Rune (4 CP) (Blue)
Enables attacks with massive effects against Beast enemies.

In fact, as every Heavy Warrior has a Blue Slashing Rune, you should be able
to create both the Fists of Iron and Beast Bludgeon Skills at once, by
equipping the warrior with a Blue Weakness Rune and a Blue Fire Rune that
links to the Blue Slashing Rune and Blue Body Rune. Placing the accessories
in Slots 3 and 4 will accomplish this.

Go to the far east, then south to another flight of stairs. Go west here down
the stairs. If you ignore the path leading south in favour of the one that
continues towards the west, you will find yourself in a circular chamber with
some complex machinery in the centre. There is nothing for you to do here at
the moment, however, so go east and take the path south.

You will find yourself now in a large chamber with a high ceiling. You first
need to reach an area high above you in the western part of the chamber. If
you look at the small map in the upper right of your screen, you will see a
Walking Enemy on a ledge above you in the west. Shoot crystal at it to switch
positions with it. There is a chest next to the wall of this ledge
coontaining 700 OTH. You then will see another Walking Enemy on a ledge above
this one. Again shoot crystal to switch position with the Walking Enemy above
you, then go west to enter a secret chamber.

Here you will be forced to journey west down a narrow corridor to confront a
Walking Enemy that consists of a new breed: the Living Armour. You will find
that enemies belong to different 'families' and that there are a number of
varieties within each family. You will meet members of the same families in
dungeons throughout the game.

After vanquishing this enemy group, go west, then transform the remnant into
crystal and position it near the western end of the chamber, where you will
find a chest that contains a Crossbow.

Now, you need to leap onto the open chest, then switch position with the
crystallised remnant so that it rests on top of the open chest. Leap on top
of the crystal to access a high ledge to the west where you will find another
chest containing Double-Check.

Go east to leave this chamber, then drop to the floor and go east. You will
see a pillar that glows red and to the right of it, a complex red magic Seal
barring entrance to another area. Simply smash the pillar with your sword to
destroy the seal, then continue east.

You will find yourself in an even larger chamber with a very high ceiling. If
you continue to go east, you will find your way barred with another Red Seal.
You need to explore a number of platforms in the western half of the chamber
in order to destroy the Seal and obtain some treasures.

First, defeat the Walking Enemy to the east, then crystallise it so that you
can leap onto the platform to your left. If you look to the northeast from
here, you will see another Walking Enemy group to the northeast, two platforms
distant. Shoot crystal until one bounces from a platform ceiling to hit the
enemy group, then shoot again to switch places with it.

You will find yourself on a large platform with a chest containing 1200 OTH.
Using the small map in the upper left of the screen, you will see that there
is an Hovering Enemy group to the northwest on a platform to the left. Shoot
crystal at it twice to switch position with it.

Now you will find yourself on a very large platform. To your left, you will
find another red glowing pillar. Do not destroy it yet. Instead, push it to
the left, then leap onto it to find a Chest that contains a Flare Gem. Now
smash the pillar to destroy the Seal that will prevent access to the next
chamber to the east.

In this chamber, you will find a Save Point and a chest that contains Crest
Estoc.

Crest Estoc is the first weapon that allows a Special Attack. By equipping it
in place of Shamsir, Alicia's ATK will decrease by 2 points, but the advantage
of being able to execute a Special Attack is worth it. Equip your Light
Warrior with Shamsir.

Next to the Save Point, you will find another Tutorial in the form of a
whirling white ball of light.

Special Attacks:
Special Attacks can be used by building the special attack gauge up to 100%
when certain weapons are equipped. If multiple characters are capable of
special attacks, characters may use their special attacks one after another.

Now save your game, then go to the east to experience a scene that will end
when you face the next Boss Enemy, the Chaos Ooze.

Monsters are being grown in coffin-like boxes in this chamber. A new type of
monster will descend from the ceiling. It is the Chaoes Ooze.

Leader Item: Earth Gem
Eye Pearl (Head, 80%) (Blue, Weakness Rune)
Heart Core (Body, 100%)
Seafood (Upper Shoulder, 80%)
Tentacles (Upper Arm, 60%)
Thick Bone (Lower Shoulder, 80%)
Bone Mace (Lower Arm, 60%) (Blue, Strengthening Rune)
Special Attacks: Stinking Missile, Lock On, Wash Out
Special Powers: Regeneration

The most useful items to gain from this battle are the Heart Core, the Thick
Bone or the Bone Mace. Go to the right after the battle to experience another
scene. Your party will enter the laboratory and library of the Three Mages.
There you will find Dallas, seated at a desk.

Rufus: They have data on time, demons and eleves. Even the Dragon Orb.

The Dragon Orb is one of Four Treasures designed to preserve Midgard's peace.
You discover now that Odin seeks it as well. King Barbarossa wants it in
order to have sufficient power to stand against the gods.

Dallas is about to divulge more information but is cut off when the other two
Mages enter, followed by Barbarossa himself.

Alicia stares at her father then runs towards him. He flings her to the
ground, crying: 'Insolence! No one in this world has the right to call me
father!'

He then commands: To the dungeon with them!

Your party retreats hastily.

Dallas whispers: Forgive me, Alicia... I was so close!

Now you find yourself to the west of this chamber in the chamber where you
fought the monster.

As you race up the stairs towards the first Save Point, you will experience a
scene. A ball of light hurls itself towards you.

Hrist manifests herself. She still seeks to discourage Silmeria from her path
of disobedience. When she tells Silmeria that these mortals will use the
Dragon Orb, 'a forbidden act', Silmeria responds: 'Forbidden for gods and
mortals alike.'

Hrist then declares: 'Sacrifice Dipan or see all of Midgard annihilated. It's
up to you.'

To Alicia's companions, she says: 'You are worthy indeed, mighty warriors. I
will take all of you together with me to Valhalla.'

Once she realises that she cannot sway any one to her side, Hrist
declares: 'It would appear I underestimated you. But in the end, you stand to
gain nothing from this.'

She then disappears. Go to the right to find the sword she left behind.

Check:

Acquired Hildr's Sword.

When you reach the first Save Point near the entrance to the Castle, take the
path north from this point to experience a scene.

The two Mages of Dipan arrive with soldiers to cut off your party's escape.
Suddenly a male voice is heard: You won't harm her! Back off!

The Mages approach.

The male voice cries: 'Wings of providence, carry me to safety!'
There is a blast of light and all members of your party are enclosed in a
cylinder of light over a Seal. A man whom you may or may not recognise leaps
into the centre and the Seal revolves, carrying them away.

Left behind, Barbarossa asks: What happened?

The Mages inform him that it was a teleportation spell. When he refers to
Dallas as the obvious culprit, they assure him Dallas is locked in the dungeon
and could not have acted. Who then? It was the 'new apprentice'.

You now find yourselves back in the Lost Forest. Your saviour introduces
himself as Lezard Valeth. Those who played Valkyrie Profile Lenneth will have
recognised him immediately.

Lezard claims that he enrolled himself as an apprentice with the aim of
putting a stop to the 'dangerous research' of the Mages. Their ultimate
ambition is the creation of a new World Tree with roots neither in the Heavens
nor on Earth. With the creation of this Tree, they would hope to attain
independence from the gods, and the power that is held by Odin alone. He
speaks of 'countless failed experiments on elves and the undead.'

Rufus is particularly discomfited by this statement.

Lezard then addresses Alicia as Lady Silmeria and tells her, 'You are
everything I hoped you would be.'

The members of your party are not entirely satisfied with Lezard but they
cannot do much to change the situation.

Lezard declares: 'Let us depart the forest for Coriander.'

Coriander apparently is the last known location of the Dragon Orb.
You now are at the Save Point in the Lost Forest.

When you attempt to exit the Lost Forest, you will experience another scene.

Lezard will tell your party that you are safe for the moment, as he has cast a
force field about the Forest. He then says: 'I am intrigued by two spirits
sharing one body.'

They discuss object reading and it is suggested that Silmeria try to read
Lezard's mind.

Lezard: Allow me to abstain. I would rather not know about my other lives.

Dylan: I'd like to believe that in all my other lives I have been a defender
of Dipan.
Rufus: If you mess around with your powers, won't that other valkyrie detect
us?
Alicia: You've got a point.
Lezard: I shall wake you before the sun is high. I shall keep watch.

Lezard gazes at the moon as the scene ends with no one the wiser with respect
to his ultimate intentions.

When you exit the Lost Forest now, Kythena Plains will be displayed on the
World Map.

Kythena Plains
A path to the Coriander region.

If you return to the Armoury at Solde, all items should be displayed now and
new items should be available.

Long Sword
Shamsir
Long Sword (Blue Slashing Rune) 500
Sun Shower (Red Slashing Rune) 76000
made from: (Spider Fighter (1), Adamantite (2), Hrunting (1), Scarlet Fang
(3)
Bastard Sword 1000
Two-Handed Sword 2500
Short Bow (Red Piercing Rune) 400
Crossbow 2000
Sallet (Blue Head Rune) 160
Leather Mail (Blue Body Rune) 240
Cloak (Blue Body Rune) 200
Elfin Taffeta (Green Body Rune) 25000
made from: Polished Red Ore (1), Monster Scales (2), Orientation Scales (1)
Leather Glove (Blue Arm Rune) 200
Rune Greaves (Blue Leg Rune) 60000
made from Knight Greaves (1), Crimson Scales (1), Obsidian Claw (2)
Cloth Greaves (Red Leg Rune) 180
Leather Boots (Blue Leg Rune) 160
Poison Check: (colourless rune) 1500
made from Skull Receptacle (3), Broken Amulet (5), Black Crystal (2)
Stun Check: (Colourless Rune) 1500
made from Amber, Broken Amulet, Stagnant Water
Prancing Horse (Red Earth Rune) 1000
Ruby-Eyed Bee (Red Healing Rune) 1000
Blue Apple 1000 (Blue Earth Rune)
Holy Crystal: 6000
made from Copper Signet (1), Sacred Spinel (1)
Warrior's Arcanum 150
Witch's Arcanum: 5000
made from Fatal Seed (1), Troll Clay (2), Augite of Life (2)
Spirit Tincture 40000
made from Augite of Life (2), Giant Pearl (1), Metaboliser (2)
Elixir: 800
made from Fish Scales (2), Shrine Chronicles (1), Beast's Flesh (5)
Honeysuckle Dew: 80 Cures Poison
The Cosmic Order: 80 Cures Confusion
Bragi's Song: 150 Cures Silence
Thaw Water: 80 Cures Freeze
Pearl Grass: 80 Cures Paralysis
Cockatrice Egg: 150 (Cures Stone)
Union Plume 800 (Cures Unconscious)
Holy Water: 150 (Cures Curse)
Holy Grail 20000
made from Desolation Gem (2), Silver Coin (1), Gold Coin (1), Copper Coin (1)
Idun's Apples 150 (Cures Frailty)
Soft Stone 20000
made from Fairy-in-the-Box (3), Blood Jewel (1), Augite of Life (1)
Aspect Stone 200
Horoscope Tablet 20000
made from Orientation Scales (3), Pact Chain (2), Wing Feather (2)
Fireproof Trinket 1200
Iceproof Trinket 1200
Earthproof Trinket 1200
Lightningproof Trinket 1200
Golden Egg 50000
made from Burgundy Flask (2), Seafood (3), Royal Jelly (1), Sunflower Seed
(1)
Spectacles: 150
Gem of Illusion: 10000
made from Desolation Gem (1), Mirror Fragment (2), Evil Eye Gem (2),
Adamantite (1)
??? 1
made from Hunted Mouse (1), Misfortunate Bird (1), Tailless Lizard (1), Cat
Poop (1)

You may wish to buy Two-Handed Swords for your Heavy Warriors although a more
powerful sword will be available as soon as you reach your next destination,
which is Coriander. It is a good idea to have at least 4 Poison Checks and 4
Stun Checks in your inventory so if you don't have them yet, have them made
now.

An adventurer stands at the entrance to Kythena Plains and will tell you that
if you do not wish to fight, you have to avoid the monsters.

'There are several way to do this, but each monster type has its own trick.
For instance, time a jump correctly to leap over monsters that crawl on the
ground. The flying spirit-type monsters close in by disappearing and
reappearing, so look out! You can't jump over the ones with wings, so you'll
need to sneak underneath them. Of course, the best thing to do is stop them
in their tracks...'

In Kythena Plains, you will encounter the first of two new family of monsters
in the form of the Flying Fish and the Bat. From the Flying Fish, you can
obtain Fish Scales, your first Blue Ice Rune and you can obtain Seafood, the
item you need to give to the Cat in Solde.

With a Blue Ice Rune, you can create a new Skill for any character with
magical abilities. Do not forget that Alicia has the very useful Magical
ability of Healing and that this Skill will be of great use to her as well as
your Mages.

Mental Boost: Body Rune with Ice Rune (2 CP) (Blue)
Increases MAG to 120% during battle.

From the Bat, you can acquire Bat Wing. That, with Beast Pelt, can make a
wonderful new piece of body armour, the Leather Cloak, when sold to the trader
in Coriander.

Leader Item: Fish Scales (Ice Rune, Blue)
Fish Scales (Body, 50%) (Ice Rune, Blue)
Seafood (Tail Fin, 30%)

Kythena Plains is the path that connects Coriander to Solde.

When you exit Kythena Plains in the west, Chapter 3 will begin.

Coriander: A territory of Villnore between two mountains. The villagers lead
simple lives.

Over five hunded years ago. Dipan was founded by a sect that broke away from
the Orb Guardians.
The Guardians protected the Dragon Orb for generations.

Go east in Coriander and you will find a Trader and an Adventurer on a wooden
bridge. There is no shop in Coriander, but the Trader sells various goods
here.

The merchant in Coriander says there's a special on Falchions, but you can't
buy them if you don't have the ingrediants. Actually, though, by this time
you should have them!

Falchion: 200
made from Black Crystal (2) Empty Shell (2) Pact Chain (1) Sharp Spearhead
(2)
Shamsir
Falchion
Stirking Sword 4500
??? 1000000
made from Caliburn (1) Chartreuse Spinel (3) Eternal Flame (1) Dark Amulet
(1)
???? 700000
made from Saint's Halberd (1) Piercing Imprint (3) Tome of Alchemy (1)
Long Bow 4000
(Wand) ??? 83000
made from Ruby Mace (1) Sacred Spinel (1) Copper Signet ( 2)
Metal Crown 2500
(Green Crown) ????? 25000
made from Crown (1) Sacred Spinel (1) Mirror Fragment (2)
Cuirass 3000
(Red) ??????? (Armour) 17000
made from Worn Shield (2) Garnet (1) Hail Jewel (1)
Silver Cloak 3500
??????? (cloak) 3500
made from Beast Pelt (1) Bat Wing (2)
Cloth Greaves 180
Leather Boots 160
Suede Boots 1000
(Colourless rune) ????? 300000
made from /core Spinel, Mirror Fragmet (1) Pact Chain (1) Rose Imprint (1)
(Colourless Rune) ???? 4000
made from Beetle Horn (3) Little Devil Heart (1) Geist Core (1)
(colourless rune) ???? 2500
made from Bat Wing (5) Empty Shell (1) Amber (1)
Blue Bronze Mirror 6000 (Holy)
Blue Doll 6000 (Darkness)
Red Cherry 7000 (Activation Rune)
Gem ??????? 6000
made from Cursed Soul (1) Black Crystal (2)
Warrior's Arcanum 150
????? 10000
made from Elixir (1) Royal Jelly (1) Great Eagle Heart (1) Metaboliser (1)
Honeysuckle Dew: 80 Cures Poison
The Cosmic Order: 80 Cures Confusion
Bragi's Song: 150 Cures Silence
Thaw Water: 80 Cures Freeze
Pearl Grass: 80 Cures Paralysis
Cockatrice Egg: 150 (Cures Stone)
Idun's Apples 150 (Cures Frailty)
Aspect Stone 200
Union Plume 800
holy Water 150
Fireproof Trinket 1200
Iceproof Trinket 1200
Earthproof Trinket 1200
Lightningproof Trinket 1200
??????? 5000
made from Worn Shield (1) Thick Bone (1) Beetle Shell (1)
Spectacles: 150
colourless Rune ?????? 1
made from Chicken Feed (1) Vegetable Debris (1) Clamshell Chum (1) Bird
Poop (1)

After buying a couple of items, Icicle Plate , the Leather Cloak, Curse Check
and Paralyse Check will be revealed.

Speak to the Adventurer who is standing next to the Wandering Trader and he
will give you an Insect Stinger and a Blue Soul Flame after he tells you about
breaking off parts of monsters to obtain accessories.

He tells you to link the Blue Soul Flame and Insect Stinger with a Blue Weapon
Rune. Of course, if you have been following this guide, you would have done
that previously to teach the Beast Bludgeon Skill to your Heavy Warriors.

Continue east and enter the first House. There is a chest against the Eastern
wall that contains an Earth Gem.

Continue east to the next screen and speak to the girl with the dog to find
out about a structure in the mountains filled with treasure. This
conversation causes Serdberg Ruins to appear on the map. You will find the
Inn to her right. It contains the usual Save Point.

The House east of the Inn contains a Tactical Guidebook.

Speak to the Chicken in front of the house and feed it Bonemeal. You will
obtain Chicken Feed. Feed it four more times to obtain Vegetable Debris,
five more times for Clamshell Chum and finally, five more times for Bird
Poop. Now you can sell these items to the Trader to make a special item.

The wooden bridge to the right leads to the eastern Exit from Coriander.

When you leave Coriander, the Serdberg Mountain Ruins will be displayed on the
Map.

Serdberg Mountain Ruins: A shrine where the Orb Guardians resided. Its
treasure is heavily guarded atop the mountain.

Go there to experience a little scene.

Rufus: So, where's the orb?
Lezard: It might not be here. The tribe that guarded it often moved the orb
from place to place for protection. But the last of the guardians has died
out.

Lezard then asks Silmeria to perform 'object reading' to discover if the Orb
is in the near vicinity. He explains to the others: 'We may find the orb by
picking up a trail of psychic energy.'

Silmeria mentions the concept of a 'dais' for the first time, telling the
group that: 'If they placed the orb here for safekeeping, they would have
needed a strong dais for it.'

Now you can explore the Serdberg Ruins. As you go right, if you have the
little map displayed in the upper left corner, you will see a pulsing white
orb to the East, separated from you by a wall. This will be your first
experience with a Sealstone.

Go right, then north to enter the Ruins.

When you encounter the first Walking Enemy group, you will be introduced to a
new family of Enemies, in the form of the Kobold and their leader, the Kobold
Knight.

At Level 10, Rufus acquires Sap Power Magic.

You can obtain your first Blue Training Rune from the Kobold Knight in the
form of the Copper Coin. This will enable you to teach a new Skill:

Survival: Body Rune with Healing Rune and Training Rune (3 CP) (Blue)
Leaves 1 HP after an otherwise fatal attack if character has at least 10% of
maximum HP to start with.

In my opinion, the Serdberg Ruins are the first area where you need to include
a Mage in your active party. Before this, a Light Warrior, a Heavy Warrior,
Rufus and Alicia form the most effective party, as inclusion of a Mage usually
is 'overkill' and prevents acquisition of as many body parts.

Here, though, the Kobold and Kobold Knight have very strong guards and a Mage
can break that guard where a warrior is less effective at this point in doing
so.

After defeating the two Walking Enemies, you need to use the remnants to reach
a platform to the right. You need to set one crystal on top of the other and
use the first as a step to reach the second. The higher crystal therefore
needs to be a little to the right or left of the first in order to create a
step to the second. When you reach the platform, you will find a Chest that
contains a Ram's Horn. You may have obtained Ram's Horn from the Ballistic
Rhino, but if you did not do so, this will provide you with one.

You now have a choice to go south or continue east to the next screen. Go
east first.
You will enter a chamber with an Hovering Enemy group and a Walking Enemy
group. Confront the Hovering Enemy to encounter a new opponent, the Ghost,
who has a particularly nasty attack named Grinding Pillar. The Ghost is weak
only to Fire and Holy, so it is better to use Lezard than Mithras against it.
Physical attacks are fairly useless.

At Level 8, Mithras will obtain the Lightning Bolt spell, and will be more use
in this dungeon than he is with only Frigid Damsel. You will obtain another
Mage, however, shortly.

There are two chests near the eastern wall. One is trapped with Confusion and
contains Might Potion. Another trapped chest next to the wall contains Dwarf
Tincture. The third chest is not trapped and contains 2500 OTH.

Return to the preceding chamber by going west and then take the path south.
Go west to the next screen to

It's here! The orb!
That is not the Dragon Orb. It is a sealstone formed by a geological
anamoly. it is a substance without matter. It resonates with my spiritual
energy, causing it to resonate with light.
Sealsones are formed from the sap of Yggdrasil, like the amber of Yggdrasil.

Lezard tells them about the effects of sealstones, that they affect enemies
and bearers alike.
the carrier acts as a base. They cannot be disposed of, nor can they be held
forever.

sealstones: Press X to open the menu and take hold of sealstones. Sealstones
affect enemies when on the dais, and the party when taken in hand. See Guide
in the Menu for details.

Mastering the sealstones is the key to dungeon strategy.
Party Effect: None
When on Dais: Enemy Detectability Down

When you press X, you will discover that this Sealstone is named Fog Wrath and
its cost is 200 Magic Crystals.

When you carry the Sealstone, the effect is that, for your party now,
Detectability Down.

Fog Wrath
Dectectability Down
Origin: Serdberg Mountain Ruins
Cost 200
Activated in field. When held, foes do not show on minimap. Affected enemies
do not give chase.
This Sealstone prevents moving Enemies from making contact with you. It
prevents any accidental encounters.

If you open the Overall Map of the Serdberg Mountain Ruins, you will see that
there is another Sealstone high in the Northeast.

Take the Fog Wrath with you if you wish. You will find one Walking Enemy
group in the chamber to the right. Use its remnant as a step to leap to the
right instead of taking the path north again.

Defeat the Hovering Enemy group, then go east and take the path that leads
south. In the next area, there will be a series of platforms that lead
upward to the east, and if you are following the small map in the upper right
corner, you will see a Save Point in the northeast, at present out of reach.
Ignore these platforms and simply go east until you reach the eastern wall.
Slash at the wall three times with your sword and an opening will be created.

You will see three chests. The first contains 3400 OTH. The second contains
an Ice Gem. The third is trapped and contains Prime Elixir.

Further to the right, you will see a Sword that designates a Light Warrior.
Ignore it for now, if you wish to save your game first.

Return to the area with the platforms and leap to the highest one. Here you
will find a green globe on a stand. Push it to the left so that it falls onto
the platform below. Now push it to the right, to the left and to the right
until it gently falls to the ground. Manually push it now onto the red area
on the floor. It will create a Seal that releases a stairway to the right.
Climb the stairs to find a Save Point where you can save your game.

Go back down the stairs and push the Green Globe off the red area in order to
collapse the stairway to expose the secret area again. Go to the eastern wall
now, leaping on the platform to 'Check' the sword.

A light warrior's soul emanates from the sword.

You will obtain one of the following:

Tyrith: I'll let you see just what I can do.
Celes: My life is yours. Your wish is my command.

As you progress through the game, the Einherjar will come to you with better
equipment and higher levels of experience.

Celes will materialise with a Falchion, a Metal Buckler and Metal Greaves.
Both the Metal Buckler and Metal Greaves are Red Rune Equipment. You may wish
to give her equipment that is blue at the start, even if it is less powerful.
That way, you can teach her Fortify Physique and Fists of Iron.

Every Einherjar now will materialise with a special new skill. That of Celes
is 'Dismantle'. It is a Green Rune Skill and therefore cannot be taught to
any of your party at the moment, but it is a good idea always to study the
components of any new Skill for future reference.

Dismantle: Green Arm Rune, Green Darkness Rune, Green Strength Rune, Green
Training Rune.
It requires 6 CP and its effect is to split an enemy in two with a critical
attack. It is quite powerful but uses a lot of CP.

Celes may not have adequate CP to set this Skill at present. The level at
which an Einherjar materialises depends on the level of your party members at
the time of materialisation.

You now will be obliged to push the Green Globe to the right again to lower
the stairway.

Players who do not care which Einherjar they receive can 'check' the sword
immediately after opening the three chests in the secret chamber, then proceed
to lower the staircase once instead of doing it twice.

You should have about 20 save slots on any memory card for this game. If you
wish to create more than one game from a single beginning, save your game in a
different slot each time you perform materialisation in order to be able to
obtain different results later using the earlier file.

From the Save Point, go east and take the path south to experinec another
scene.

Rufus will suggest that you take a rest.
The orb is, in effect, the pillar that supports Midgard.
However, a palce too secluded is bound to excite the curiosity of mortals.
Lezard remarks, as he finds the bones of a tomb raider.

Dylan hears something and confronts a new character. This is Arngrim, known
to players from Lenneth.

A female voice calls to Arngrim. This is Leone.
Arngrim assumes that your party consists of treasure hunters like himself.
Leone instroduces herself and suggests that you join forces.

Be off with you! cries Dylan, but Alicia suggests that there would be no harm
in joining forces. Leone catches sight of Rufus' ring. It is obvious there
is more to her 'than meets the eye'.

Leone has joined the party.
Arngrim has joined the party.

Leone will come to you with Spirit control. Arngrim comes with the Skill of
Survival.

You now have three new characters to train. You either can advance to new
areas in the Ruins or spend some time increasing experience and acquiring more
items from enemies in this area.

A problem with Lezard at this point is that he is your best Mage for use
against the Ghosts found in Hovering Enemy Groups in the Ruins but his HP is
very low. You really need to increase his experience quickly to increase his
HP. If you obtained an Heart Core from the Ooze in Dipan, you can equip him
with that to boost his HP.

From the place where you discovered Arngrim and Leone, go east after defeating
a Walking Enemy Group.

You need to use the Remnant of this enemy to leap to the step on the right.
You will find another Green Globe here, but do not push it. Instead, go to
the right and defeat the Hovering Enemy Group, then make certain that the
remnant is placed somewhere to the east of you. Look at the small map in the
upper left corner. You will see that there is a Sealstone at the end of a
narrow corridor below you, but there is no access to it. You need to smash
the floor at the weakest point.
First transform the Green Globe to crystal. Now leap so that you will be
poised directly above a crack in the floor, and shoot the Green Globe so that
you switch position with it. If it falls correctly, it will punch through the
floor creating a small hole through which you can access the underground
tunnel. If you do it incorrectly, the Green Globe will smash without effect.
If this occurs, simply return to the previous screen and try again. (The
Globe will materialise again unbroken when you return to the screen.)

When you access the underground passage, you will find a Shell at the end of
it. A Shell is a temporary holding place for a Sealstone. While any
Sealstone is on a Shell, its effects will not be experienced. This Sealstone
is the Masochist Wrath. Its cost is 3000 Magical Crystals.

Masochist Wrath
Reverse Damage
Cost 3000
Origin: Serdberg Mountain Ruins
Activated in battle. Portion of attack damage is reflected back at subject.
This obviously is NOT a Sealstone that you would carry into battle. It is
very useful, however, when set on a Dais in any dungeon.

You will not wish to switch your Sealstone with this one until you are ready
to take it to the nearest Dais. Fortunately, there is a Dais almost directly
above you. There is a Walking Enemy group there as well, however, so it would
be best to leave the Sealstone on the Shell, return to the upper level to
defeat the Walking Enemy group before you take the Sealstone from the Shell.

In a chest to the left of the Shell is a Falchion.

When you have taken the Sealstone from the Shell, return to the upper level of
this chamber to set the Sealstone on the Dais there. It then will operate
against your enemies. If you choose instead to 'Restore' the Sealstone to the
Earth Vein, it will disappear until you can find a Spring. Once a Sealstone
is restored, it can be accessed from any Spring in any dungeon. That is the
advantage of restoring Sealstones but if you wish to use the Sealstone's
effects immediately and there is no Spring in the area, it is best to wait
until you are near a Spring before you restore the Sealstone.

N.B. If you did not spend enough time increasing the levels of your
characters before you entered the Ruins, the enemies may be too powerful for
you. If this is the case, simply return to the Kythena Plains for more
experience before you go further.

At Level 7, Lezard should acquire another form of Magical Attack: Poison
Blow. In this dungeon, however, his first attack of Fire Storm should be most
useful.

Spoiler: You have a problem where Lezard is concerned. You may have found
his behaviour suspicious. He is an ally, but a temporary one. At the end of
this game, he will be your most formidable enemy. He comes to you without any
Skills. Do you want to teach him Skills that will improve his attacks and
defence now but make him more powerful when you confront him as an enemy
later? That is a point of strategy that you should consider. Make him into a
Super Mage at your peril.

On the other hand, it is important to increase Lezard's Level as quickly as
possible. If you can increase his experience to Level 45 before the end of
the fourth Chapter, you will acquire two marvelous accessories.

Leone and Arngrim are two other characters that need to be considered.
Increase Leone's Level to 40 before the end of this Chapter to obtain two
wonderful weapons. For two more, train Arngrim to Level 40 before the end of
Chapter 3.

If you set the Fog Sealstone on the Shell in order to place the Masochist Law
on the Dais, return to retrieve the Fog Blessing from the Shell.

You now have a choice. You can continue east to encounter a very powerful
Enemy and to obtain another Sealstone, or you can wait and explore another
area of the dungeon now.

If you wish to go further east to confront a mini-boss, go east past the room
with the Dais and you will find another chamber with a pathway that goes
north. Ignore that for now and continue East. You will find a Green Globe
much like the one you used to smash a hole in the floor in the previous area.

Here you need to do the same thing. On your little map, you will see that
there is an abyss below the floor. Position yourself above that abyss and
transform the Green Globe to crystal, then leap into the air and shoot at the
Green Globe, causing it to switch position in the air with you. When it falls
to the ground, it should create a hole in the floor, opening the area of the
abyss.

Fall through the hole and you will find yourself in a cavern. There is a
lever in front of you. This will return you to the surface. For now,
however, go west to find a Sealstone that is held by a large monster.
Striking the monster will initiate battle with it.

Crusty Golem:

Leader Item: Fireproof Trinket
Karlsnaut (100% War Trophy)
Golem Eye (Head, 70%) (Healing Rune, Blue)
Ray Force (Core, 100%)
Geist Core (Body, 60%) (Ice Rune, Blue)
Giant Pincers (Front Pincer, 30%)
Broken Claw (Body Pincer, 20%)
Seafood (Back, 30%)
Blade Claw (Tail Fin, 25%) (Slashing Rune, Blue

The Crusty Golem is weak to lightning so Rufus with Thunder Arrow and Alm with
his Lightning Attack are good choices for your party. He is flanked by two
Kobolds. The trick here is not to kill the Golem if you can avoid it, but to
collect as many items before retreating up the stairs. That way, you can
fight him again and again without leaving the dungeon.

If you do kill him, you can fight him again, but only if you leave the dungeon
entirely, then return.

There is one item that is extremely useful that you can obtain from this giant
crab. It is the Blade Claw. The Blade Claw is a Blue Slashing Rune. When
equipped on some one, it will allow that individual to create bind runes that
formerly were available only to Heavy Warriors with a Blue Slashing Rune
Weapon.

When you have wearied of repeatedly battling the Crusty Golem, make certain
that you kill him the last time you fight him in order to obtain a good sword,
the Karsnaut.

After killing the Crusty Golem, go to the left for the Sealstone, then go
further left to open two chests. The one on the far left is trapped and
contains Gandeeva, a bow. The other contains Dwarf Tincture.

The Sealstone is Black Anchor Mass, with a cost of 100.
Its effect is Increased Mass.

If you are not holding any Sealstone, you can take this one. If you are
holding Sword Blessing, place it on the Shell, take Black Anchor Mass to the
nearest Dais to restore it to the Earth Veins, then return for the Sword
Blessing. (If you explore the rest of the dungeon BEFORE you fight the Crusty
Golem, you will have the Sealstone of Sword Blessing, boosting your ATK by
120%. I actually usually prefer to obtain the Sword Blessing before I fight
the Crusty Golem.)

If you decide to explore further areas of the dungeon before you face the
Crusty Golem, go east from the Dais to the next screen, then take the path
that leads north.

Instantly, you will be met by a Flying Enemy that will try to attack you.
After defeating it, go west and you will encounter a new type of Enemy Group,
one that crawls quickly along the ground.

After defeating the Crawling Enemy Group, you will find another Flying Enemy
group further west. Defeat it, then use the remnants of the two Flying
Enemies and the Crawling enemy to create steps to reach the platform in the
middle of the path. You will find a Chest that contains a Metal Buckler.

Leap down to the path again and continue west until you reach a doorway that
leads north. Take it and you will find yourself in a new type of area, known
as a 'Divinity Void'. In any 'Divinity Void' area, Sealstones will not
operate.

A whirling ball of white light will give you a little tutorial: Divinity
Voids are areas where Yggdrasil's power does not reach. Photons cannot be
projected in them, and sealstone effects are nullified.

This means that Alicia/Silmeria cannot shoot crystals at Enemies inside this
area. It therefore may be difficult to avoid any Enemy groups. There is one
Flying Enemy, one Hovering Enemy and one Walking Enemy in this chamber. Go
all the way west, then take the path south to enter another area.

You will see a staff on the left signifying another Einherjar. You can leave
it there until after you have saved your game at the next save point or you
can 'check' it now.

The advantage to saving your game first, of course, is to have a choice of
Einherjar. When you go to the right of the sword, you will see a staircase
leading up to the northeast.

Go east up the staircase and you will find a third Sealstone. This one is the
Sword Blessing.

Sword Blessing
ATK 120%
Cost: 150
Origin: Serdberg Mountain Ruins
Activated in battle. Subject's ATK increases to 120%.

This is a very useful Sealstone in the early stages of the game, as the ATK of
your characters may not be high enough to guarantee victory against certain
Enemies. When carrying this Sealstone, ATK is increased. There are
Accessories with the same effect.

Continue to the right and you will find your first Spring.

Spring: Springs are where sealstones stored in Yggdrasil's earth roots can be
withdrawn. Storing a sealstone costs magic crystals and rewquires it be
restored to the Srping. However, once stored, a sealstone can be wirthdrawn
from any spring in the world.

Sealstone effects have a critical impact. Restoring sealstones according to
play styles and dungeons is a key to overall game strategy.

In other words, you need to restore as many Sealstones as possible to enable
them to be used anywhere on the Map.

If you can afford to restore all the Sealstones you have encountered to the
Spring, do so now or as soon as possible. You then will be able to remove
them from the Spring for your own use whenever it suits you.

One of the most useful Sealstones at this point in the game is the Sword
Blessing, as it raises your Attack.

To the right of the Spring is a second Save Point. Save your game here. Now
you can return to the Divinity Void to find another Einherjar.

Incidentally, the ultimate Boss Enemy of this area is to the north of the
second Save Point, but it would be better to increase experience a little more
before you encounter him.

Before you leave this area, however, you should go to the eastern end of the
path where you will find a Chest that contains Dwarf Tincture.

To reach the platform above this chest, go back to a position where you can
shoot northeast with crystal. Shoot twice to switch position with a Green
Globe pillar on this ledge. You will find two chests containing Fireproof
Trinket and Metal Greaves,

Arngrim will obtain Wild Attack when he reaches Level 8

At the foot of the staircase, 'Check' the Sorcerer's Staff.

A sorcerer's soul emanates from the Staff.

Woltar: I stand once more upon this ground? Fate is a curious mistress.
Alm: So you want my help, eh?

Alm may be the better choice here as he has Lightning Bolt attack. If you
obtain him, you can dispense with Lezard. Alm's HP is high as well. You
needn't constantly heal him during battle. His attack generates Magic
Crystals and is very effective against these enemies.

Woltar is perfectly adequate, but his attacks are Earth-based and you can use
Lezard for that if you need it.

Rufus acquires Aiming Wisp attack at Level 12.

Alm comes with a new Skill: Overload.

It is a Red Rune Skill created using a Red Head Rune, Red Ice Rune, Red
Darkness Rune and Red Activation Rune.
Overload; Increases power of magic to 150%. However, magic will strike
allies as well.

Personally, I do not care for attacks that damage my allies!

In Serdberg Ruins, you will find many new Rune Accessories:

From the Ghost, you can acquire your first Red Fire Rune in the form of the
Cursed Soul.
From the Thunder Hawk, you can obtain a Thunderbreath Core, a Blue Lightning
Rune.
From the Giant Hawk, you can obtain a Raptor's Talon, a Blue Activation Rune.

You now should have at least one full set of Blue Runes.

In terms of Accessories, there almost always is more than one location and
more than one enemy where the same Coloured Rune can be found. It may be a
different Accessory, but it can be combined in the same way to create a new
Skill. Here in the Serdberg Mountain Ruins, you can acquire your first Red
Lightning Rune Accessory from the Thunder Hawk in the form of the Charged
Tailfeather. If you cannot acquire this now, however, do not fret about it.
There will be many opportunities in future.

With a Red Arm Rune, a Red Slashing Rune and a Red Lightning Rune, you can
create 'Spirit Control':

Spirit Control: Arm Rune, Slashing Rune and Lightning Rune (3 CP) (Red)
Increases the amount of purple gems that appear after an attack.

Another Red Rune Skill you may be able to create is 'True Seeing', using a Red
Piercing Rune, a Red Fire Rune and a Red Strengthening Rune. The only
individual who has a Red Piercing Rune at this point is Rufus, as he is your
only archer. The Red Fire Rune you could acquire in this location is the
Cursed Soul from the Ghost.

True Seeing: Piercing Rune, Fire Rune, Strengthening Rune (Red)
Increases the occurence of critical attacks.

There are some powerful Colourless Rune Accessories as well:

Great Eagle Heart: Increases ATK by 15%

If your character has all Blue Rune armour, you can form two Skills at the
same time by adding a Blue Lightning Rune such as the Thunderbreath Core as an
Accessory in Slot 3 or 4:

Resist Magic: Body Rune with Lightning Rune (2 CP) (Blue)
Increases RST to 150% during battle.

Reflex Movement: Body Rune with Leg Rune and Lightning Rune (2 CP) (Blue)
Enables blocking and evading of enemy attacks when knocked back.

If you are able to obtain the Blade Claw, Blue Slashing Rune accessory from
the Crusty Golem, you can create 'Unholy Purifier' and/or 'Beast Bludgeon' for
your Light Warriors. To create 'Unholy Purifier, combine it with a Blue
Weakness Rune and a Blue Holy Rune. To create 'Beast Bludgeon', combine it
with a Blue Weakness and a Blue Fire Rune.

Unholy Purifier: Slashing Rune with Weakness Rune and Holy Rune (4 CP) (Blue)
Enables attacks with massive effects against Unholy enemies.

Beast Bludgeon: Slashing Rune, Weakness Rune and Fire Rune (4 CP) (Blue)
Enables attacks with massive effects against Beast enemies.

A very useful skill that can be taught if you have a Blue Slashing Rune, A
Blue Weakness Rune and a Blue Lightniing Rune is Descaling Might which
increases the power of attacks against Scaled Enemies.

Descaling Might: Blue Slashing Rune, Weakness Rune, Lightning Rune (

When you have defeated the Crusty Golem and visited the Spring in the
Northeast corner of this dungeon, you will have encountered four Sealstones.
They are:

Black Anchor Wrath
Increased Mass
Origin: Serdberg Mountain Ruins
Cost 100
Negates forced movement in field. In battle, subject is thrown less when
launched.

Masochist Wrath
Reverse Damage
Cost 3000
Origin: Serdberg Mountain Ruins
Activated in battle. Portion of attack damage is reflected back at subject.
This obviously is NOT a Sealstone that you would carry into battle. It is
very useful, however, when set on a Dais in any dungeon.

Fog Wrath
Dectectability Down
Origin: Serdberg Mountain Ruins
Cost 200
Activated in field. When held, foes do not show on minimap. Affected enemies
do not give chase.
This Sealstone prevents moving Enemies from making contact with you. It
prevents any accidental encounters.

Sword Blessing
ATK 120%
Cost: 150
Origin: Serdberg Mountain Ruins
Activated in battle. Subject's ATK increases to 120%.
This is a very useful Sealstone in the early stages of the game, as the ATK of
your characters may not be high enough to guarantee victory against certain
Enemies. When carrying this Sealstone, ATK is increased. There are
Accessories with the same effect.

Go north right of the Second Save point to expeirence a little scene and
encounter the Wyvern, the boss of this area.

After this, your party will approach the Dais that held the Orb once upon a
time.
Refus: There's nothing on the dais. I guess this is where we call in
Silmeria.

Leone and Arngrim are told about the existence of Silmeria. She attempts to
object read and sees a vision of the Guardians of the Orb. They remove the
Orb from the Dais and bear it away with them.

She tells the company that the orb has been taken to Villnore. Leone takes
this opportunity to introduce herself to Silmeria directly.

When Alicia and her companions agree to allow Arngrim and Leone to continue
with them to Villnore, Silmeria warns Alicia privately: 'Watch your back.'

At Level 14, Alicia obtained Normalise and another attack.

By equipping her with Blade Claw, Bone Mace, Thunderbreath Core, linked by
blue equipment armour, I taught her 'Mighty Blow'.

Mighty Blow: Slashing Rune, Lightning Rune and Weakness Rune (2 CP) (Blue)
Makes attacks cause enemy to faint. Further attacks are more likely to
break enemy guard.

If you did not obtain a Blade Claw from the Crusty Golem, you can obtain a
Dragon's Talon from the Small Lizard that splits from the Wyvern after Schism
occurs.

In terms of Accessories, there almost always is more than one location and
more than one enemy where the same Coloured Rune can be found. It may be a
different Accessory, but it can be combined in the same way to create a new
Skill. Here in the Serdberg Mountain Ruins, you can acquire your first Red
Lightning Rune Accessory from the Thunder Hawk in the form of the Charged
Tailfeather. If you cannot acquire this now, however, do not fret about it.
There will be many opportunities in future.

If you have been increasing experience by fighting the same enemies again and
again, you should have sufficient Magic Crystals to restore all four to the
Earth Vein. This will allow you to use them in any dungeon on the Map.

When you leave the Serdberg Mountain Ruins, you will experience another
scene. Alicia's regular companions, Rufus and Dylan are very unhappy with
Arngrim and Leone. Dylan, in particular, takes umbrage when he interprets
Arngrim's suggestion that they travel immediately to Villnore before nightfall
as an order.

Ultimately, however, every one agrees to continue to travel as a group, even
though Alicia/Silmeria is unable to penetrate the mind of Leone through object-
reading.

You now will be able to go to Villnore.

Villnore has a marvelous shop that offers a number of upgrades in terms of
weapons and equipment. You do need to explore the village, however, and make
certain to speak to every one as new quests will be unlocked when you do.

Go first to the Inn, to the right of the entrance to the town to restore your
health and save your game.

Speak to the Adventurer at the Inn. He will give you information
about 'Lizardmen', a breed of enemy you soon will encounter:

'Hello there, fellow adventurers! Listen up! I encountered these monsters
the other day - lizard men. Ever heard of 'em? Anyway, theyr'e constantly on
the defensive! Each time I'd strike them up front, they'd parry my blow! if
it weren't for their blocking, they wouldn't be such a pain.
The lizardmen appear to be using weapons left inside the ruins. You never
know - they could be holding some precious artifact!'

There is a dog in front of the Inn.
Looks hungry...
Feed it meat chops?
Sure.
Acquired Sucked Bone.
4 more times to acquire:
Chewed-up Shoes.

Continue to feed it 5 more times to acquire Squalid Cloth and another five to
acquire Dog Poop.

To the right are a cluster of townsfolk.
Gentleman: You want to know about ruins around here? Hmm... There is that
shrine on the water. But I'll tell you one thing, you lady - I wouldn't go
near there if I were you. Many went out in search of treausre, but none came
back.
Then: The ruins nearby were once hailed as the temple of water. But a
massive tsunami sent half of the shrine into the sea. You might be able to
drain the water by opening the floodgate... But chances are the monsters
there would eat you alive before you had the chance.'

(This conversation will unlock Andoula.)

To the right of these people is a House.

On the left wall near the fireplace:
Month O, Day O
The other guild discv... new ore...
Month X, Day X
... urned into ... monst...
Now ... to crush ... vein.
Month X, Day O
... ers can't be contained.
Casualties are... don't know what to...

Your thoughts: It appears to be a page from a journal, but it's illegible in
places.

At the east wall is a chest containing Earthproof Trinket.

Go east to the next house and you will find a Tactical Guidebook on the
western wall

Talk to the Townsperson in the house:
Townsperson: An adventuerer came through here the other day with something
from the Forest of Spriits. Enter that forest and you'll end up either lost
or chased out by elves. I don't know what the gods have them guarding, but
would it kill them to share the wealth?
Then: Is there no such thing as a male elf? All you ever hear about are the
femeale ones!'

On the right wall, there is a charm. When you speak to the Townsperson, he
will tell you about Kraad and Circe. These are two Einherjar you may or may
not obtain in your current game.

Townsperson: People believe that if you post that charm on your house, it
will bring good steel. Among the founders of Villnore was a woman named
Circe. Though she was a warrior by trade, she was renowned for being a genius
blacksmith. It was said her swords cleaved stones and her armour repelled
aroows. A fellow founder, the warrior Kraad, used these to achieve great
success in battle. Circe grew up in the mines near here, which is how this
place came to be.'

Speak to the girl with the Flower Stall and buy a flower from her for 10 OTH.
Tiny flower: 10 OTH
Acquired Tiny Flower.
These flowers change from season to season.

The Tiny Flower increase maximum HP by 10%. It can be quite useful for
characters like Lezard who have low HP in comparison with others. You can buy
as many as you like.

Listen to the boy who stands to the left of the flower stall.

Go right to the next screen. Speak to the lady with the parasol.

Townsperson: Some strange monsters came out of the mines. My son's in
commerce, so he's safe. My son says he's about to close a deal with Crell
Monferaigne.' She then tells you that: 'Crell Monferaigne is screaming for
blood after Villnore's latest expansions.'

Go into the Tavern to the east of this woman to listen to the conversation
there:

Elder: Is it true monsters are appearing near town? People say they come
from Turgen Mine.
Merchant: Turgen Mine? That's where they discovered the monster lair while
mining, right?
The monsters running amok now must be the ones they found then....
Townsperson: They posted warnings, closed the entrance, and that was that.
We probably should've blasted the whole mine to bits. Hindsight is 20/20.
Our guild dues go towards a reward fund. Let some adventurer do the dirty
work!'

The towsnperson then leaves the Tavern.

You can speak to the Elder for more information about the Mines:
Elder: One guy who saw a monster in the mines told me it was shaped like a
giant bug! They beat it with sticks and cut it with swords, but all it did
was spit goo. They managed to drive it off with a torch, so I suppose it's
vulnerable to fire. At any rate, we should have professionals eliminate them
before any one else gets hurt.'
Then: Looking back, there sure were a heck of a lot of steel orders to Dipan
via Solde. It's normal for Crell Monferaigne and their military buildup, but
unusual for Dipan.
Merchant: I thought it stanrge then, and still do now - why would there be a
monster lair there? It's as if they were put there on purpose. People do
crazy things for mining rights...'

If you leave Villnore now, both Turgen Mine and Andoula will be displayed on
the map but you still need to visit the Armoury in Villnore.

Turgen Mine: A mountain that was once mined for precious ore. The water vein-
powered rig is all that moves now.

Andoula Temple on the Lake
A floating shrine built atop water. The remains of temple guardians line the
walls.

To the right of the tavern in Villnore is the Armoury.

A townsperson there will tell you that: Monsters have come out of the woods
by Coriander. Guards won't do the trick over there - they need adventurers to
handle it.

The Adventurer in the Armoury will give you information about a new type of
weapon you will encounter soon:

Adventurer: They don't have them for sale here, either... Weapons - slayer
weapons, to be precise. Even monsters that are typically impervious to
weapons are a piece of cake with slayers. The Dragon Slawyer downs dragons,
while the Greenery Slayer prunes plants. With that kind of power in your
weapon, there's nothing to fear!
Then: Even if they had slayer weapons, the prices would be astronomical!

When you first speak to the shopkeeper, his list will be displayed as:

Walloon Sword 7000
??? Red sword 7500
made from Long Sword (1) Iron Ore (3) Beast Pelt (3)
??? Red Sword 700000
made from Busted Sword (2) Giant Pearl (1) Sabertooth (1) Holy Crystal (1)
??? Blue Sword 6000
made from Raptor's Talon (1) Iron Ore (2) sharp Spearhead (2)
Screp 5000 (Blue slashing rune)
Long Bow 4000
??? Red Bow 5500
made from Koboldapult (1) Feather (3)
Ruby Mace 600
Crystal Wand 2500
Iron Helm 4500
??? Blue Helm 8000
made from Iron Helm (1) Goblin Tooth (1) Beetle Horn (1)
??? Green Helm 800000
made from Crown (1) Red Horn (1) Sabertooth (1)
??? Red Crown 5000
made from White Flower Petal (2) Core Ruby (1) Evil Eye Gem (1)
Crystal Chainmail 4000
??? Blue Mail 4500
made from Cuirass (1) Silver Sallet (2) Iron Ore (2)
Noble Cloak 4500
??? Green Cloak 50000
made from Supreme Gard (1) Scarlet Alloy (1) Flamebreath Core (1) Ymir's
Tear (1)
??? Red Arm Rune 3000
made from Bonemeal (1) Feather (1) Raptor's Talon (2)
??? Red Arm Rune 7000
made from Unladen Swallow Scales (2) Hot Plate (1)
??? Green Leg Rune 3000
made from Alligator Skin (1) Dragon Gallstones (1)
Work Boots 2500
??? Colourless Rune 3000
Made from Sight Stone (2) Cursed Soul (1) Ray Force (1)
??? Colourless Rune 3000
made from Nightshade (1) Broken Claw (1) Monster Scales (3)
??? Colourless Rune 30000
made from Hail Jewel (1) Great Eagle Heart (3) Iron Ore (3)
Blue Apple 1000
Celadon Chick 5000
Warrior's Arcanum 150
Dwarf Tincture 800
made from Elixir (1) Royal Jelly (1) Great Eagle Heart (1) Metaboliser (1)
Honeysuckle Dew: 80 Cures Poison
The Cosmic Order: 80 Cures Confusion
Bragi's Song: 150 Cures Silence
Thaw Water: 80 Cures Freeze
Pearl Grass: 80 Cures Paralysis
Cockatrice Egg: 150 (Cures Stone)
Idun's Apples 150 (Cures Frailty)
Aspect Stone 200
Union Plume 800
holy Water 150
Fireproof Trinket 1200
Iceproof Trinket 1200
Earthproof Trinket 1200
Lightningproof Trinket 1200
Spectacles 150
Map of the West Lands 1000

Purchase a few items and you will see:

Walloon Sword (Red Slashing Rune) 7000
Sabertooth Sabre (Red Slashing Rune) 7500
made from Long Sword (1) Iron Ore (3) Beast Pelt (3)
Moonfalx (Red Slashing Rune) 700000
made from Busted Sword (2) Giant Pearl (1) Sabertooth (1) Holy Crystal (1)
Elemental Edge (Blue Slashing Rune) 6000
made from Raptor's Talon (1) Iron Ore (2) sharp Spearhead (2)
Screp 5000 (Blue Slashing Rune)
Long Bow (Red Piercing Rune) 4000
Supreme Crossbow (Red Piercing Rune) 5500
made from Koboldapult (1) Feather (3)
Ruby Mace (Blue Bludgeon Rune) 600
Crystal Wand (Blue Bludgeon Rune) 2500
Iron Helm (Blue Head Rune) 4500
Crystal Helm (Blue Head Rune) 8000
made from Iron Helm (1) Goblin Tooth (1) Beetle Horn (1)
Rune Helm (Green Head Rune) 800000
made from Crown (1) Red Horn (1) Sabertooth (1)
Tiara of the Holy Empress (Red Head Rune) 5000
made from White Flower Petal (2) Core Ruby (1) Evil Eye Gem (1)
Crystal Chainmail (Blue Body Rune) 4000
Silver Cuirass (Blue Body Rune) 4500
made from Cuirass (1) Silver Sallet (2) Iron Ore (2)
Noble Cloak 4500
Fairy Garb (Green Body Rune) 50000
made from Supreme Garb (1) Scarlet Alloy (1) Flamebreath Core (1) Ymir's
Tear (1)
Sacred Guarder (Red Arm Rune) 3000
made from Bonemeal (1) Feather (1) Raptor's Talon (2)
Magic Glove (Red Arm Rune) 7000
made from Unladen Swallow Scales (2) Hot Plate (1)
Vein Greaves (Green Leg Rune) 3000
made from Alligator Skin (1) Dragon Gallstones (1)
Work Boots (Red Leg Rune) 2500
Freeze Check 3000
Made from Sight Stone (2) Cursed Soul (1) Ray Force (1)
Confuse Check 3000
made from Nightshade (1) Broken Claw (1) Monster Scales (3)
Ring of Healing 30000
made from Hail Jewel (1) Great Eagle Heart (3) Iron Ore (3)
Blue Apple (Blue Earth Rune) 1000
Celadon Chick (Blue Training Rune) 5000
Warrior's Arcanum 150
Dwarf Tincture 800
made from Elixir (1) Royal Jelly (1) Great Eagle Heart (1) Metaboliser (1)
Honeysuckle Dew: 80 Cures Poison
The Cosmic Order: 80 Cures Confusion
Bragi's Song: 150 Cures Silence
Thaw Water: 80 Cures Freeze
Pearl Grass: 80 Cures Paralysis
Cockatrice Egg: 150 (Cures Stone)
Idun's Apples 150 (Cures Frailty)
Aspect Stone 200
Union Plume 800
Holy Water 150
Fireproof Trinket 1200
Iceproof Trinket 1200
Earthproof Trinket 1200
Lightningproof Trinket 1200
Spectacles 150
Map of the West Lands 1000

The shopkeeper will tell you that you will not find the armour he sells
anywhere else.

You may not have enough OTH to buy as much as you would like at this point,
but you should be able to buy a couple of each item of equipment as well as
the weapons offered. MAKE CERTAIN TO PURCHASE THE MAP OF THE WEST LANDS. It
will make travel easier by giving you shortcuts on the World Map.

If you have been diligent in collecting accessories and other items from
enemies, you should be able to make a Supreme Crossbow for Rufus, at least one
Elemental Edge sword for your Heavy Warriors and a Sabertooth Sabre for a
Light Warrior. In terms of MVC equipment, you should be able to make a Sacred
Guarder and a Silver Cuirass, although the Silver Cuirass is not the best
piece of body armour and not really worth the materials. The Crystal
Chainmail requires no materials and provides good protection. Buy more than
one Crystal Chainmail if you can. Work Boots are good, but the Noble Cloak is
not as good as the Leather Cloak from Coriander. In fact, the Noble Cloak is
slightly better than the Silver Cloak in terms of RDM but less powerful in
terms of RST.

N.B. Do not assume that every item sold at a new shop is superior to one that
you have! Remember that these shops are run by merchants who want to make a
profit. 'Noble Cloak' may sound more elegant than a Leather Cloak but it does
not provide better protection.

To the right of the Armoury is a House. Enter it and you will find a text on
the western wall:

Theology
Mystical power afforded only to the gods === fragments of Yggdrasil's power -=-
easlstones. Assuming the form of balls of light in the human world, they
overwhelm the eyes of the unknowing. If there were a way to handle them, they
would be of tremendous assistance...
The mystical power of a sealstone exters enormous influence over its
surroundings. When finding one on an unknown battleground, take it in hand
without apprehension. The placement of a sealstone changes a place, opening
up new paths.

In a bureau next to the eastern wall, you will find 2000 OTH.

Speak to a townsperson standing in the road to the right of this house.
Townsperson: It's dangerous down there in the mines. it takes muscle and
grit to stay alive. One minute you're digging, and the next - BOOM - blasting
monsters away with explosives!

Return to Coriander before you explore any new destinations.

If you return to visit the merchant in Coriander now, you will find a new item
on the menu:

Beryl Bracelet 2500 (Green Strengthening Rune)

His menu now will be:

Falchion: 200
made from Black Crystal (2) Empty Shell (2) Pact Chain (1) Sharp Spearhead
(2)
Shamsir
Falchion
Striking Sword 4500
??? 1000000
made from Caliburn (1) Chartreuse Spinel (3) Eternal Flame (1) Dark Amulet
(1)
???? 700000
made from Saint's Halberd (1) Piercing Imprint (3) Tome of Alchemy (1)
Long Bow 4000
Holy Rod (Blue Bludgeon Rune) 83000
made from Ruby Mace (1) Sacred Spinel (1) Copper Signet ( 2)
Metal Crown 2500
Rune Crown 25000
made from Crown (1) Sacred Spinel (1) Mirror Fragment (2)
Cuirass 3000
Icicle Plate 17000
made from Worn Shield (2) Garnet (1) Hail Jewel (1)
Silver Cloak 3500
Leather Cloak 3500
made from Beast Pelt (1) Bat Wing (2)
Cloth Greaves 180
Leather Boots 160
Suede Boots 1000
Goddess Pendant 300000
made from /core Spinel, Mirror Fragmet (1) Pact Chain (1) Rose Imprint (1)
Curse Check 4000
made from Beetle Horn (3) Little Devil Heart (1) Geist Core (1)
Paralyse Check 2500
made from Bat Wing (5) Empty Shell (1) Amber (1)
Beryl Bracelet 2500 (green strengthening Rune)
Blue Bronze Mirror 6000 (Holy)
Blue Doll 6000 (Darkness)
Red Cherry 7000 (Activation Rune)
Shadow Crystal 6000
made from Cursed Soul (1) Black Crystal (2)
Warrior's Arcanum 150
Dwarf Tincture 10000
made from Elixir (1) Royal Jelly (1) Great Eagle Heart (1) Metaboliser (1)
Prime Elixir 10000
made from Elixir (1) Great Eagle Heart (1) Royal Jelly (1) Metaboliser (1)
Honeysuckle Dew: 80 Cures Poison
The Cosmic Order: 80 Cures Confusion
Bragi's Song: 150 Cures Silence
Thaw Water: 80 Cures Freeze
Pearl Grass: 80 Cures Paralysis
Cockatrice Egg: 150 (Cures Stone)
Idun's Apples 150 (Cures Frailty)
Aspect Stone 200
Union Plume 800
Holy Water 150
Fireproof Trinket 1200
Iceproof Trinket 1200
Earthproof Trinket 1200
Lightningproof Trinket 1200
Foolproof Trinket 5000
made from Worn Shield (1) Thick Bone (1) Beetle Shell (1)
Spectacles: 150
Bird Ring 1
made from Chicken Feed (1) Vegetable Debris (1) Clamshell Chum (1) Bird
Poop (1)

Even if you give the trader the four ingredients for the last item on his
menu, it will not be named or available until you purchase a specific number
of items (in terms of value) from him.

To the right of the Trader is a Chicken, however. Speak to it and it will
give you a Golden Egg.

Acquired Golden Egg.

Now go to the right of the chicken to speak to the fisherman.

Townsperson; You saw it, didn't you? The huge bird in the forest! That had
to be a monster. Good grief. If that thing moves in, we're done for.
Female Townsperson: You were an adventurer once, right? Beat him back like
the good old days!
Townsperson: Bring up the good old days all you want, but at my age, forget
about it!

Run now to the right to the next screen to find the girl with the dog. Speak
to her.

Girl: Hey, I met you the other day! How were the ruins? Did you find the
treasure?

Your options:
Sure did.
No such luck.

Answer honestly that you did not find the treasure.

Girl: That's a shame. You went all the way there for nothing. Don't lose
hope! I'll give you this! i found it up in the mountains.

Acquired Royal Jelly

By speaking to the Fisherman, you have unlocked the Ancient Forest. Make
certain that you buy the Beryl Bracelet before you leave Coriander to acquire
your first Green Rune.

The Ancient Forest and the Turgen Mines are not mandatory destinations but
they have valuable items to offer. The enemies in the Ancient Forest are a
little easier to fight, so it is best to go there first. To obtain the full
benefit that this game has to offer, you should perform all quests. These
must be performed before the end of Chapter 3 in order to unlock future
options.

Ancient Forest: This beautiful, dense forest was once a battlefield. Lured
by the fog, several monsters lurk inside.

Before you go into battle anywhere again, make certain that you equip your
characters with the upgrades you purchased in Villnore.

In terms of weapons, you now should be able to perform a Chain of Special
Attacks using three characters. Once you acquired Gandeeva, Rufus as well as
Alicia could perform Special Attacks, but now with Elemental Edge, a Heavy
Warrior can join them. Moreover, if you purchased the Walloon Sword or equip
any Light Warrior with Hildr's Sword, you will have another Light Warrior who
can perform a Special Attack.

You now can experiment with Special Attack strategies. Remember always that
the gauge must reach 100% after each Special Attack to enable another Special
Attack. Some characters will not be able to accomplish this with the weapons
they currently wield. Place them at the end of the chain. Always make
certain that the first person who executes a Special Attack can restore the
gauge to 100% at the end of it, to enable another Special Attack.

At this point in the game, however, few enemies will require a chain of
Special Attacks or even a single Special Attack. Nonetheless, you can
practice your techniques now.

When you enter the Ancient Forest, you will see a path that leads north almost
instantly. You have no choice but to take it. You will find yourself with
two choices, to go west to another screen or to go east to a Spring. Go to
the Spring first to retrieve a Sealstone. If you have restored all four at
the Serdberg Mountain Ruins, you will have a choice of four. I always like
Sword Blessing myself. Later you will be able to carry more than one
Sealstone, if you fight the Bosses in these optional dungeons, but for now,
you can carry only one.

You will see a Walking Enemy group to the right. If you confront it, you will
encounter a new type of Enemy, a Troll. Among other things, a Troll will drop
an Iron Helm that your Heavy Warriors can use.

continue to the right to encounter another Walking Enemy. This group may
contain another new type in the form of the Toxic Flower, led by a Sack
Mimic. You may have encountered the Sack Mimic in the Serdberg Mountain
Ruins. In that dungeon, they would be concealed behind the walls. You only
could find them after the walls crumbled to reveal an opening. Here in the
Ancient Forest, they are the Leaders of Enemy Groups.

Toxic Flower:

Leader Item: Lily
Nightshade (Flower, 15%)
White Flower Petal (Upper Body, 15%)
Poison Seed (Lower Body, 25%) (Red, Weakness Rune)

Sack Mimic:

Leader Item: Foolproof Trinket
Thunder Gem (War Trophy, 100%)
Brilliant Peacemaker (Body, 15%)
Apothecary's Arcanum (String, 100%)

Continue east and you will see a path that goes south. Further east, however,
is a Sealstone on a Shell. It is the 'Manacles Wrath' Sealstone with a cost
of 400 Magical Crystals.

You may wish to carry this back to the Spring to restore it before you go any
further.

I like to find a Save Point as early as possible in any area, so we will do
that now. Return to the Spring and now take the path to the west. You now
see a path that leads north, but before you take it, you need to open a Chest
that is concealed to the left of the pillar. Simply shoot twice at the pillar
to change place with it, then open the Chest. It contains a Dwarf Tincture.

Go north now and you will find yourself at a spot where you can go north again
or east. Go north first. You will see a Sealstone high on a cliff to the
right. You cannot reach it from this location, so go left instead to the next
screen.

Here you will find an Altar, but no Sealstone. It is an opportunity to use
any of the Sealstones you have restored if you wish but it probably is not
worth the effort at this point. You will find another Altar in the Ancient
Forest.

To the left of the Altar is a trapped chest containing a Flare Gem. After you
obtain this, retrace your path south but when you reach the next screen, go
east rather than going south a second time.

Go east up the hill and then continue east to the end of the path before you
go north in order to find a Chest. It is trapped but contains a Crystal Wand.

Now take the path north. You will find yourself on a path that goes from east
to west. There is a mini-boss on the next screen to the West and there is a
Save Point on the next screen to the East. Go east first to Save your
game.

On the screen with the Save Point, you will see a path that goes south and one
that goes further east. If you go east from here, you will meet the main Boss
of the Ancient Forest. I suggest that you wait, exploring the other parts of
this Forest first.

In fact, from the Save Point, take the path that goes south. Here you will be
able to recruit another Einherjar, if you 'Check' the Bow in the far left of
this screen.

An archer's soul emanates from the bow.

Sha-kon: Do you have what I need for my research?
Christie: I'm finally out! Took you long enough!

After doing so, go right up the hill to the end of the path, where you can
find a Chest that contains 'Screp.'

Incidentally, now when you acquire any Einherjar, you should be able to teach
at least five Skills at once by equipping the following:

Blue Body Rune
Blue Leg Rune
Acc. 1 Blue Soul Flame, Fire Rune
Acc. 2 Fish Scales, Blue Ice Rune
Acc. 3 Skull Receptacle, Blue Earth Rune
Acc. 4 Thunderbreath Core, Blue Lightning Rune

This creates the following Skills:
Fortify Physique: Increases RDM to 150% during battle.
Fists of Iron: Increases ATK to 120% during battle.
Reflex Movement: Enables blocking and evading of enemy attacks when knocked
back.
Mental Boost: Increases MAG to 120% during battle.
Resist Magic: Increases RST to 150% during battle

More useful perhaps would be the First Aid Skill, created by linking a Blue
Body Rune with a Blue Healing and Blue Holy Rune but you always can do that
later.

Return to the centre of the screen, where you either can go north to access
the Save Point again, or go south to a new area.

If you go south, then go south again, you will find a Dais to the left
containing the Poison Pin Blessing. You need to be able to restore this
Sealstone to the Earth Vein as when it is set on a Dais, it allows Attack with
Poison. Its cost is only 300 Crystals so it should not be a problem.

When you have restored the Poison Pin Blessing to the Earth Vein, it no longer
will affect the area.

Go north now and you will be on the screen that, if you go west, ultimately
leads back to the Spring. If you go north as far as possible, you will be on
the screen with the Save Point to the right.

When you are ready to find the mini-boss, go to the screen with the Save Point
and go west through the next screen to the following screen. For this enemy
group, it is extremely useful to have the Descaling Might Skill.

The Lizards have extremely high Guards. You need to break their guard if your
attack is to be successful. They tend to move into a tight cluster whenever
possible as well.

When you have defeated them, you will obtain a new Sealstone. This one is
extremely expensive, however, at 30,000 Crystals. You probably will not have
the crystals to restore it to the Earth Veins. You can take it to the
southeast area of the Forest to set it into the Dais where you originally
found the Poison Pin Blessing Sealstone.

After doing this, save your game in the Northeast again before you go further
east to confront the main Boss Enemy.

Unlike most other Bosses, this one can be confronted only once. The most
important item, a Sealpouch, will be given to you automatically when you
defeat him. If you have set the Sheathed Power Wrath Sealstone in the dais
in the southeast, all damage inflicted upon you will be reduced to 1/4. This
will make it easy to defeat this enemy. The hardest part really is obtaining
items from him.

When you have defeated him, you will see a message about Sealpouches:

A sealpouch increases the number of sealstones you can carry. You can now
carry up to two sealstones.

Go to the right and you will find a new Sealstone in a shell. This is the
Treasure Blessing for 400 Crystals. Its effect is a bigger Bonus for your
party.

With the sealpouch, even if you have been carrying the Sword Blessing, you
will be able to take this new Sealstone as well.

Go further right to find a chest that contains 7200 OTH. Leap up to the far
right ledge to find another chest containing an Iron Helm.

Return to Coriander and speak to the Fisherman again. He will give you Might
Potion in gratitude if you defeated the Griffon in the Ancient Forest.

Acquired Might Potion

Now you can go to the Turgen Mine.

When you first enter the area, you will see a Spring to the right.

Although you will have a Sealpouch that allows you to carry two Sealstones, at
this point you are allowed only one withdrawal from this Spring. Choose a
Sealstone to carry. My favourite all-purpose Sealstone tends to be the Sword
Blessing. To the right of the Spring is a lever. Use it to light the caverns
below.

You will see a Walking Enemy Group to your right. This group contains
Lizardmen in the form of Lizard Lords. You can obtain some marvelous items
from these creatures, but they can be annoying as they are able to
use 'Doctor's Arcanum' to heal themselves in the middle of battle.

Nonetheless, it may be worthwhile to fight them again and again until you
obtain your first Blue Resistance Rune in the form of Dragon Gallstones.

Lizard Lord:
Leader Item: Warrior's Arcanum
Dragon Gallstones (Head, 20%) (Blue, Healing Rune)
Alligator Skin (Body, 40%)
Monster Scales (Lower Body/Tail, 75%/20%) (Blue, Resistance Rune)
Piercing Imprint (Weapon, 30%) (Red, Weakness Rune)
Worn Shield (Shield, 40%)
Fairy-in-the-Box (Belt, 40%)

Use the Monster Scales as follows to create a Force Field Skill. A Dragon
Gallstones and an Alligator Skin when sold to the shopkeeper in Villnore will
allow him to create Vein Greaves, a wonderful new piece of Green equipment.

Force Field (100) : Body Rune, Leg Rune, Resistance Rune (3 CP) Blue
Protects user with a force field that can withstand 100 damage.
N.B. This is very useful early in the game but the stronger fields are more
useful later.

Piercing Imprint is a Red Weakness Rune that you need to create another
extremely useful skill, Training Skill.

This boosts the Experience of any character in battle.

Training: Red Leg Rune, Red Weakness Rune, Red Earth Rune
Reduces ATK, MAG, HIT, AVD, RDM and RST by 20% in battle, but increases
experience received to 150%.

This Skill is useful if you need to raise the levels of any individuals
quickly. As you can see, its effect is to reduce Attack, Magic, Hit, Avoid,
Resistance to Damage and Resistance to Magic, making your character less
effective than he/she otherwise might be, but the benefit in terms of
Experience outweighs those disadvantages in many circumstances.

You can see that these creatures carry a wealth of useful items.

Defeat the Walking Enemy group, then go right to find a bridge that is
segmented. You will see a platform held by chains that can be raised. The
lever, however, is not on this side of the bridge Leap down to the platform
to the right and use the lever there.

Instead of going east, leap down to the left to find a chest containing Prism
Gem in a little alcove. When you go right, you will find yourself in a little
cage with a lever. This was the platform held by chains that you saw from the
upper level. By using the lever in the cage, you can raise the platform, as
it is a little lift. Do not do this now, however. Instead, go to the right
and take the path that leads south. Take it.

Giant Snail

Leader Item: Union Plume
Honeysuckle Dew (Head, 15%)
Gas Ejector (Body, 30%) (Red, Weakness Rune)
Black Pearl (Front Shell/Middle Body, 30%/60%) (Red, Strengthening Rune)
Stone Bullet (Back Side Shell, 20%) (Blue, Activation Rune)
Adhesive (Middle Body, 45%)

Wasp Nest:

Leader Item: Spectacles, Long Sword (Red, Slashing Rune)
Legion (Main Body 1, 25%)
Royal Jelly (Main Body 2 after Schism, 15%)

Wasp Nest
Lv 14
Race Ghost Insect
HP 1200
ATK 160 MAG 125 HIT 33 AVD 26 RDM 1 RST 1
Fire -100% Protected against all else +80% except Earth which is +40%

Lizard Lord:
Leader Item: Warrior's Arcanum
Dragon Gallstones (Head, 20%) (Blue, Healing Rune)
Alligator Skin (Body, 40%)
Monster Scales (Lower Body/Tail, 75%/20%) (Blue, Resistance Rune)
Piercing Imprint (Weapon, 30%) (Red, Weakness Rune)
Worn Shield (Shield, 40%)
Fairy-in-the-Box (Belt, 40%)

Lizard Lord
Race Scaled
HP 1380
Abilities ATK 130 MAG 80 HIT 32
AVD 45 RDM 33 RST 18
Fire -
Lightning -
Holy -
Ice -50%
Earth -20%
Darkness -

There are three chests to the right here but it is very dark in this chamber
so you may wish to find a lever first. Find the lever that lights the area by
leaping onto the first platform, then the second a little higher, then the
third and finally leaping to the far northeast where you will find the lever.
You will notice that the platforms actually are conveyor belts that run
towards the left, so keep moving to the right. Now use the lever to light the
area. Go back down to the place where you entered the area and now proceed to
the right beneath the conveyor belts. You will find a bag and two chests.
The bag contains Dwarf Tincture. The first chest is trapped and contains
Elixir. The second is trapped and contains Crystal Chainmail.

If you study your little map, you will see a large red cube that designates a
mini-boss in the upper northwest of the area. This is a Wasp Nest.

Wasp groups are among my least favourite. If you have Fire attacks, they are
not too difficult to defeat, but they are fairly impervious to other elements
apart from Earth. If your Mages are Alm, Mithras and Lezard, you basically
need Lezard for any encounter with Wasp enemies. The Turgen Mines are filled
with them. Moreover, you cannot transform Wasp groups into crystal, which
means that it is almost impossible to evade them at this point in time.

Use the conveyor belt to leap onto the high alcove containing the Wasp Nest.
After you defeat it, open the chest there to find the Key to the Mines.

Leap back down to the ground and take the path that leads back to the North.
Now go east.

You will see another Lever in the darkness, but do not use it yet. It lowers
the bridge to your right and you first should explore the area beneath the
brdige. Leap down through the gap, therefore, and fight the Enemy group to
the left. After defeating it, you can open a Chest there that contains 5000
OTH.

There is an Altar here, but it is empty at the moment. Go right to find a
lift that will take you to a higher level. Here you will find a bag that
contains Honeysuckle Dew. A chest to the left is trapped but contains an
Anointed Cloak. Equip Lezard with this for now, to give him better resistance
to damage.

Leap down now to the left. Here you willl find a lever that will lower the
bridge to your left. If you wish to leave the dungeon, you will cross the
bridge to the west. If you wish to go forward, take the path north instead of
using the lever now.

When you take the path north, go right. On your little map, you will see a
Sealstone below on a Shell in the southeast.

The Sealstone is 'Fetters Wrath' allowing 'No Evade/Counter' and costs 2000.
In this area, there is another Sealstone on an altar, which gives the
initiative ALWAYS to the Enemy Groups you encounter. You will enter every
battle with 'Enemy Advantage' until you are able to remove the Sealstone from
its Dais.

While you hold 'Fetters Wrath', you will be unable to counter or evade any
enemies. If you wish, you can return it to the Spring now to restore it
immediately. The advantage to this is that you then will have the power to
carry two Sealstones of your choosing. Take the Poison Pin Blessing if you
like.

From the Shell, go east. There is a Wasp Group, A Walking Enemy and a
Crawling Enemy group. If you switch position with the Walking Enemy, you can
avoid the Wasp Group. Otherwise, as Wasp Groups are not affected by photons,
you will be obliged to fight it.

Continue east to the next screen. Remember that, in this area at present, you
never will have the advantage at the start of a battle, so it does not really
matter whether the enemy group touches you first if you intend to fight at
all.

Going east, you will be required to go down a series of steps, encountering a
Walking Enemy group and a Crawling Enemy group.

You then will see a Large Enemy group on a ledge to the right. Below it,
there is a path that continues east to the next screen.

The Large Enemy group must be defeated if you want to gain access to another
Einherjar Archer, as well as a sack containing Dwarf Tincture. I suggest that
you continue to the next screen first, however, in order to find a Save Point.

If you go east, you will encounter a Shell with a Sealstone. The Sealstone is
the Brimstone Law and costs 20000 Crystals. You probably cannot afford to
restore it at this point in time.

Continue East down a hill to find the Save Point. Save your game, then go
back to the west to fight the large Enemy on the ledge.

When you return east to the Save Point, you will see a Gate to the
right. 'Check' it to unlock it automatically with the Key to the Mine.

To the right of the Gate is another Dais with the Alarm Blessing Sealstone on
it. This is the Sealstone that gave the enemies the Initiative in every
battle.

Alarm Blessing: Guaranteed Initiative Cost 600

You do not want to take Alarm Blessing into the battle with the Boss Enemy who
is in the chamber to the right of the Dais. That means you either need to
restore it to the Earth Veins or place it in a Shell. Your choice. I usually
restore all Crystals that are within my budget. If you do not restore them,
they will revert to their original position in the dungeon when you leave. It
makes future visits easier if they have been restored. Any Sealstone under
1000 Crystals is inexpensive.

Some players like to transfer the Brimstone Law Sealstone from the Shell to
the Dais for the Boss Battle.

The effect of Brimstone Law: Turn to Fire
Activated in battle. Subject's physical attack becomes fire attack. Absorbs
fire, but loses all ice resistance.

When you leap onto the ledge, you actually can open the sack to obtain the
Dwarf Tincture withoout engaging the Wasp Nest, but you will not be able to
reach the Einherjar relic. Furthermore, you will find that carrying the
Brimstone Law when you fight Wasp Groups makes the battles easier, as all
physical attacks become fire attacks, the element to which the Wasps are weak.

Lylia: I never thought I'd have another chance to walk these fields again.
Millidia is the other Archer you may obtain here.

Go to the right of the dais to enter the Wasp Nest and the hive of the Queen
Wasp. She is the Boss of this dungeon and you will not be able to fight her
more than once.

When she has been defeated, she will drop an 'Olive Crown'. Go to the right
to find two chests. The first ocntains Overdrive. The second is trapped and
contains Prime Elixir. Run to the right to find a Sack that contains 15000
OTH. To the right of the sack is a Shell that contains another Sealstone:
the Gold Grubber Law.

The effect of this for your party when held: Acquired OTH x 3, Experience =
O. In other words, you will become rich by fighting battles but will gain no
Experience.

If you do not have 20,000 Crystals to restore the Brimstone Law Sealstone, it
will be found at its original position when you return to the mine. For now,
though, continue to use it on Enemy Groups until you exit the dungeon.

Return to Villnore now for your reward:

Enter the Tavern to speak to the Elder.

Elder: So you took care of our monster problem? We all owe you one for
that! The guild posts a reward, you know. You can claim it from the old
man. You'll recognise him by his bandanna. He's somewhere around town...

Leave the tavern and go to the far east of the town near the Exit.

Townsperson: Are you the ones who beat back the monsters in the mine? Nicely
done! It isn't much but our guild rasied a reward. We miners hope you dig
it!

Acquired 10000 OTH.

Temple of Andoula

This is your next destination. Enter the screen and go east to encounter two
Walking Enemy gorups and one Hovering Group. There is one more enemy group to
the east before you reach a Spring. If you have been restoring Sealstones,
take the two you like best for this dungeon.

When you pass the Spring, you will see the Sealstone Effect in the area.
Area Effect: Ice 150% Fire Attack 1/2

Go a little further east, and you will see a Sealstone on a platform above
you. It is on a Shell not a Dais, so it affects nothing. Leave it there for
now and take the first path south instead. There are two paths that lead
south from this main path and two that lead east.

Go south, then go west to the end of the path to find a Chest that contains a
Dwarf Tincture. Go past the entrance to the path that leads back to the north
and continue east instead, going up the stairs here. You will encounter a
Hovering Enemy group near the bottom of the stairs and one at the top.