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Bravely Default FAQ/Walkthrough

by KeyBlade999   Updated to v1.90 on

Table of Contents

  1. Donations
  2. Introduction
  3. Walkthrough
    1. General Notes (READ!)
    2. Intro: On the Precipice of Despair
    3. Chapter 1: Sit & Stay are Tricks for Dogs
    4. Chapter 2: One Day, Beneath a Blue Sky
    5. Chapter 3: Beloved Bonds
    6. Chapter 4: Black and White
    7. Chapter 5: Yesterday's Scenery
    8. Chapter 6: A World of Echoes: Equal
    9. Chapter 7: World of Echoes: Dash
    10. Chapter 8: World of Echoes: Circle
    11. Finale: Where the Fairy Flies
    12. The End: Bravely Default
    13. Extra Dungeon: Dimension's Hasp
  4. Sub-Scenarios
    1. The Desert Oasis
    2. Grand Mill Works
    3. The Florem Garden
    4. The Twisted Treetop
    5. The Withering Wood
    6. DeRosa the Red Mage
    7. S.S. Funky Francisca
    8. Battle at the Big Bridge
    9. Starkfort's Salve-Maker
    10. Return to Starkfort
    11. Meanwhile, in Hartschild...
    12. Keystones & Vampire Castle
    13. Conjurer Sub-Scenario
    14. Chapter 5 Boss Rebattles
    15. Chapter 6 Boss Rebattles
    16. Chapter 7 Boss Rebattles
    17. Chapter 8 Boss Rebattles
  5. Enemy Bestiary
    1. Monster Statistics
    2. Monster Steals & Drops
  6. Norende's Reconstruction
    1. Introduction
    2. Rebuilding Strategy
    3. The Rebuilding
  7. Job Analyses
    1. Introduction
    2. JP Mechanics
    3. Job Stat Changes
    4. Freelancer
    5. Monk
    6. White Mage
    7. Black Mage
    8. Knight
    9. Thief
    10. Merchant
    11. Spell Fencer
    12. Time Mage
    13. Ranger
    14. Summoner
    15. Valkyrie
    16. Red Mage
    17. Salve-Maker
    18. Performer
    19. Pirate
    20. Ninja
    21. Swordmaster
    22. Arcanist
    23. Spiritmaster
    24. Templar
    25. Dark Knight
    26. Vampire
    27. Conjurer
  8. Magic Listings
    1. White Magic
    2. Black Magic
    3. Time Magic
    4. Sword Magic
    5. Summon Magic
    6. Invocation
    7. Genomes
  9. Item Compounding
    1. A Brief Intro
    2. Quick Jump
    3. Compounding List
  10. Special Move Details
    1. Introduction
    2. Special Moves
    3. Special Move Parts
  11. Item Listings
    1. Restorative Items
    2. Battle Items
    3. Compounding Items
    4. Stat-Boosting Buns
  12. Equipment Listings
    1. Abbreviations
    2. Equipment Affinity
    3. Weapons: Axes
    4. Weapons: Bows
    5. Weapons: Daggers
    6. Weapons: Katanas
    7. Weapons: Knuckles
    8. Weapons: Rods
    9. Weapons: Spears
    10. Weapons: Staves
    11. Weapons: Swords
    12. Armor: Helmets
    13. Armor: Torso
    14. Armor: Shields
    15. Accessories
    16. Costumes
  13. Shop Listings
    1. Equipment Affinity (READ!)
    2. Caldisla's Shops
    3. Ancheim's Shops
    4. Yulyana Woods Needleworks's Shops
    5. Florem's Shops
    6. Grandship's Shops
    7. Hartschild's Shops
    8. Starkfort's Shops
    9. Eternia's Shops
  14. Miscellany
    1. Combat Bonuses
    2. Special Movie
  15. Credits
  16. Version History
  17. Legalities

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  • Game: Bravely Default: Where the Fairy Flies (a.k.a. Bravely Default: For the Sequel in Japan)
  • Console: Nintendo 3DS
  • File Type: Formatted FAQ/Walkthrough
  • Author: KeyBlade999 (a.k.a. Daniel Chaviers)
  • Version: v1.90
  • Time of Update: 10:29 PM 9/17/2015
  • File Size: 869 KB



Donations

While I do write all of my guides for free, it does take a lot of time and effort to put them together. If you're feeling generous and want to show your appreciation, I am gladly accepting donations. I don't know exactly what the donations will be used for, but just know that you would definitely be helping me make more quality FAQs! Even the smallest donation amounts are appreciated, and they are a great way to say how much you appreciate the work I do. If you do decide you'd like to donate, please send the donations through PayPal at the e-mail address listed below. Thank you so very much for at least considering this!!


Donation/Contact E-Mail

keyblade999.faqs@gmail.com





Introduction

Hello, and welcome to my next 3DS FAQ. This FAQ concerns the February 2014 release of Bravely Default. Back in late 2012, there was a somewhat different Bravely Default released exclusively in Japan. As I happened to look into stuff about it, expecting a localization sometime soon (come on, Square Enix was attached to it!), I quickly was enthralled by it, ever-hoping I would be able to play it. Sadly, I didn't really get a chance ...

... until now! Not only was the game localized for the U.S., it was expanded in an effective rerelease. It may not be the same as the original I hoped to play, but I cannot say I'm disappointed by an expansion, either. =P Maybe I'm a bit late to the game with this FAQ, since others have worked on the earlier-released Japan and European versions, but, nonetheless, I am highly looking forward to walking you through this game!

My meaningless babbling aside, I hope you enjoy this FAQ!!





Walkthrough

General Notes (READ!)

  • Localization: I'm not 100% sure on its relevance, but since I'm including other stuff here... This FAQ was written from the point of view of the U.S. release of Bravely Default: Where the Fairy Flies, released on February 7th, 2014, specifically the digital download on the Nintendo eShop. This and other international releases are seen as a remake of the original Bravely Default game (Bravely Default: Flying Fairy), a 3DS- and Japan-exclusive title released near the end of 2012. Since this newer game is an expansion, those following the original will still be able to get some amount of help, but the FAQs are not 100% compatible for both versions. Be warned. (The main differences include rebalances in the job and boss systems and an extra dungeon, but there are others.)

  • Friend Summoning: In Bravely Default, you are able to summon registered friends (some of which can be AI generated) to dole out special attacks in battle. Some of these attacks can be outright nasty, depending on who sent them - it's not all too unlikely to see people hitting the damage cap! So, why mention it here? This is an unnecessary part of the combat in this game, even if outright useful - never throughout this FAQ will I mention a thing about gathering friends as a viable battle tactic (even though it is!). The skills yielded for the most part are random unless you know who you're registering, and I can't really force you to sit down updating data on a daily basis until you get "that" skill. That said, it's always nice to keep some in back-up, just like it's nice to keep some SP spare ... just in case. To further this note, I will not accept strategies for bosses in which specific Friend-based strategies are to be used unless they have something REALLY special about them; this type of thing would almost certainly require the registry of FCs around here, which just won't happen in an FAQ since most people won't bother looking back. Use the message boards.

  • Job System: One of the most pertinent things to consider with the use of this FAQ is the freedom of the job system. As you are probably well aware, each job can vary significantly in a number of ways, such as being physically- or magically-focused, or being the general healer, or the like. This, in turn, will significantly affect the strategies you are able to use in the game: a party of four Black Mages usually cannot do the same as four White Mages (even if both combos are outright idiotic). As result, I will try to cover a general strategy and cover a number of possible tactics instead of forcing the following of this guide start-to-finish. If you wish to contribute additional data or tactics, e-mail me in the Legalities section!

  • Items & Equipment: As an extension of my previous point on the job system, for the most part, I won't go into in-depth analysis on which equipment and the like to buy, since there are too many variables to predict regarding these things. However, for the most part, you can consider almost any new shop an improvement upon the old, though not always. Of special note are the stat listings for equipment, which assume a Rank E affinity. If you're unsure on the mechanics of equipment affinity, PLEASE read up on it here - Equipment Affinity. This stuff can be crucial to making a particular character stronger!

  • Chapters 5-8: Chapters 5, 6, 7, and 8 are quite influential to how this guide works. Under circumstances I will not mention, you will end up reawakening all four crystals once in each chapter. This leads to a number of redone bosses and dungeons and extra bosses. Because there are no new areas in Chapter 5 on - except for the end of the game, if you did everything right - a lot of stuff will be repeated or glossed over. For example, dungeon walkthroughs are typically skipped on the whole; you already went through them once, and you have the map; if you really need help again, just go to the Chapter in which you first were in that dungeon. The bosses become stronger, too, but their tactics differ little; initially, this leads to newer strategies in some bosses, but eventually all strategies will be repeated at some point. Ultimately, Chapters 5-8 are more of a boss rush than actual "stuff" to deal with; once you've mastered 1-4, all you really need to do is alter your strategy a bit. Finally, still regarding these Chapters, the Crystal-reviving tasks there can be done in any order, but are presented in this guide as they were in Chapters 1-4 (Wind, Water, Fire, Earth); do as you will, though, since I don't make a consistent flow between the crystals from that point on. *phew!*

  • Game Settings: There are a number of options in the game's config settings you can change to fit your playing style: even as far as how many enemies you find or whether you earn EXP.! For the sake of consistency, the settings I used were to allow EXP., pg (money), and Job Points from battles, and my difficulty was at Normal. (Difficulty affects the stats of enemies - see Game Start-Up.) My encounter rate was bumped to +100% so I could more easily find more enemies to document for the FAQ. Why do I bother mentioning this? If you do not match at least my difficulty, you will find enemy stats to vary quite noticeably! You're more than welcome to stay on Easy or Hard, or to have alternative encounter rates, but if you find stats that weren't supposed to be there ... hey, I warned ya.


Intro: On the Precipice of Despair



Chapter Flowchart




  • Related Sub-Scenarios:
    • None



Game Start-Up



Once you reach the title screen, you can opt to play a saved or new game. Since we're in the Prologue section of this FAQ, you'll probably opt for a new game. After choosing to play one, you can choose one of three difficulties: Easy, Standard, and Hard, with their effects being pretty easy to glean from the context. (Harder difficulties equal stronger enemies. The specifics are below.) You can also choose to use the Autosave function of the game wherein you will automatically save after leaving and entering dungeons and towns and dungeon floors. Confirm your settings and the game will begin in earnest.

DIFFICULTY STAT CHANGES

Depending on which difficulty you choose, there are various changes to the stats of enemies. Consider Normal to be the baseline for enemy stats.


  • On Easy, the stats of enemies, except for their Aim and Evade, are lowered by 25% (x0.75).
  • On Hard, the stats of enemies will increase by 25% (x1.25), except for HP which goes up by 35% (x1.35).
  • Stats will cap at 9,999, except for HP.

Below is a table of conversion formulae so you can figure out the approximate stats regardless of difficulty with a simple operation - your accuracy ought to be off by +/- 1 at the most, so it's close enough. All values placed in said table are rounded to the nearest thousandth. (There are also fractions for those who prefer them.) And, of course, there are two values in anything regarding Hard: the first number there will be the general increase, and second is the larger HP change. The only thing that ought to matter in the scope of this FAQ are the conversions to Normal, since that is what the stats are based on, but, hey, you never know...

DIFFICULTY STAT CONVERSION FORMULAE
Current New Multiplier Fractional Equivalent
Easy Normal x1.333 x (4/3)
Easy Hard x1.667 / x1.8 x (5/3) / x (9/5)
Normal Easy x0.750 x (3/4)
Normal Hard x1.250 / x1.350 x (5/4) / x (27/20)
Hard Easy x0.600 / x0.556 x (3/5) / x (5/9)
Hard Normal x0.800 / x0.741 x (4/5) / x (20/27)


After the brief introductory scene, you'll need to pull out the AR marker. Apparently, it is included with the game and, like all 3DS AR functions, it is ideal to be about 12 inches (30 centimeters) away at an elevated angle of around 30 degrees. I don't really know what the AR marker is as I got the eShop (digital download) version. In any case, if you lack the marker because of having a used version without it or have a digital version, just press the Start Button. Either way, this should start some sort of an AR movie - and holy crap, is it a nice way of opening the game.



Caldisla



TREASURES CHECKLIST
[_] 50 pg [_] Potion [_] Antidote [_] Phoenix Down [_] Potion [_] 100 pg [_] Eye Drops

CALDISLA ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Eye Drops 20 pg Cures the Blind status ailment
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used

CALDISLA MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Blindna White 200 pg 4 MP Level 1 Cures the Blind status ailment
Cure White 200 pg 4 MP Level 1 Restores a small amount of HP; damages the undead
Poisona White 200 pg 4 MP Level 1 Cures the Poison status ailment
Blizzard Black 200 pg 5 MP Level 1 Minor Water-based damage
Fire Black 200 pg 5 MP Level 1 Minor Fire-based damage
Thunder Black 200 pg 5 MP Level 1 Minor Lightning-based damage

+B CALDISLA WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Broadsword Sword 70 pg 3 - 90 - - - - N/A
Bronze Bangle Accessory 40 pg - - - - - - - Max HP +30
Bronze Gauntlets Accessory 40 pg - - - - 2 - - N/A
Bronze Helm Helmet 40 pg - - - - 2 - - N/A
Buckler Shield 50 pg - - - - 5 3 20 N/A
Dagger Dagger 50 pg 2 - 95 3 - - - N/A
Hempen Tunic Torso Armor 20 pg - - - - 2 - - N/A
Kenpo Gi Torso Armor 100 pg - - - - 3 1 5 Agility +2
Leather Armor Torso Armor 120 pg - - - - 4 1 - N/A
Leather Cap Helmet 15 pg - - - - 1 - - N/A
Linen Curiass Torso Armor 80 pg - - - - 4 1 - N/A
Pointy Hat Helmet 20 pg - 1 - - 1 1 - N/A
Rod Rod 60 pg 2 2 90 - - - - Mind +1
Staff Staff 10 pg 2 - 90 - - - - Damage +25% when hitting 2+ enemies

After an introduction into the backstory of the main characters, you'll finally gain control in some kind of hospital as Tiz Arrior. It seems Norende was swallowed up by a great chasm of darkness, and Tiz has been in a coma since that fateful night. After Owen leaves, you will take control of Tiz. Use the Circle Pad to move northwest and down the stairs to the ground floor, then just walk out the door.

Outside, head northwest and along the path; feel free to speak with the people on the way, and note that the man next to the inn will let you save. At the two-way intersection is a shop where you can buy some magic spells; while they are useful, you can't buy them quite yet. If you continue further northeast ward, you can get to an item shop, with a weapon shop further to the east. Whichever you decide to prioritize is up to you - I've always viewed it as "Having a more powerful weapon lets you kill enemies faster and thusly get hit less", but there's also the possibility of prevention with defensive equipment and items. With only 100 pg to spend, you need to figure out which you want. Personally, I stuck with my equipment and just bought two Potions, since the increase in P. ATK is minimal for now.

After you're done shopping, go north along the alleyway between the item and weapon shops to find the palace. There, go north and speak with the king. Tiz resolves to head return to Norende to help those who still may need it. Leave the palace.

Now that we're done, it's probably a good idea to start hunting down some items. Begin inside the inn. Just left of the entrance is some kind of plant you can examine for 50 pg, and the southeast corner of the top floor has a Potion. Back outside, go southeast and behind the bush to find an Antidote, then go west and along to the two-way fork. Go west into the graveyard; along the east side is a Phoenix Down and the west side a Potion next to the church. Re-enter the throne room and approach Owen. Examine the torch behind him for 100 pg, then go due west and examine the statue near the doorway there for some Eye Drops. That'll do it - head to the overworld, found south of the inn.




Overworld - To Norende!



TREASURES CHECKLIST
[_] Phoenix Down [_] Wakeup Bell [_] Teleport Stone [_] Phoenix Down [_] Antidote

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Goblin 18 22 1 96 12 6 0 6 6 5 N/A Human 6 / 3 / 1
Great Bat 15 30 2 96 14 7 0 7 7 8 Wind, Light Aerial 6 / 3 / 1
Slime 15 30 1 96 12 6 0 6 6 6 Fire Inorganic 6 / 3 / 1
Zombie 20 25 2 96 14 7 0 7 7 7 Fire, Light Undead 6 / 3 / 1

JOB SYSTEM TUTORIAL: As you reach the game overworld, you'll be told of the Job system in this game. In effect, Jobs are specific classes of warriors with certain specialties, such as Black Mages are good at hitting things with Black Magic, or White Mages are good at healing with curative spells. Each job will gain an ability with each level earned. Granted, this info is a little pointless at the moment since you're a Freelancer with no jobs to choose from, but it's a good thing to keep in mind.

TUTORIAL QUESTS: You'll also be introduced to tutorial quests. These basically are used to teach you the basics of combat in Bravely Default. Press Right on the D-Pad and opt for the quest option to look at them. There are three in all - "Hunt for Hidden Items!", "Save on the World Map", and "View Battle Controls Help". These particular quests are self-explanatory and I shouldn't have to help you with these, so do them at your own leisure. (The only one of remote trouble is the first: the 50 pg is found in the previous section.) Note that completing them will grant you a Phoenix Down, Wakeup Bell, and Teleport Stone, respectively, so it's worth doing them regardless of your familiarity with the system. You will soon also get the "Change Playback" for battles and a Phoenix Down, and "Check It Out" (use Examine to see enemy stats in battle) for an Antidote.

BATTLE DETAILS: As for battles? They go back to a lot of the standard Final Fantasy stuff you may be familiar with. For now, your actions are restricted to Attack, Abilities (spells, etc.), Items, and Run. That's the gist of it anyhow. The system is turn-based, so feel free to take time picking what to do and familiarizing yourself with the interface - the HELP button on the Touch Screen can aid in that. Battles will get more complex later on, in no small part due to the variety of the job system and the enemies, but you'll adapt faster than you think. ;)

Babbling aside, it's time to move on. Head northwest of Caldisla and you'll see a bridge, followed by a cave. Enter the cave.




Norende Ravine



TREASURES CHECKLIST
[_] Hi-Potion [_] Potion [_] 200 pg [_] Strange Hourglass

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Goblin 18 22 1 96 12 6 0 6 6 5 N/A Human 6 / 3 / 1
Goblin Archer 18 24 4 96 16 8 1 8 8 8 N/A Human 10 / 5 / 1
Goblin Slasher 20 23 4 96 16 8 0 8 8 8 Lightning Human 10 / 5 / 1
Sky Archer 60 26 4 90 8 4 1 4 4 4 Lightning Human 18 / 9 / 1
Sky Dueler 60 25 4 90 8 4 1 4 4 4 Lightning Human 18 / 9 / 1

LEARN TO BRAVELY DEFAULT: When you enter your first battle in this area, you'l learn above the Brave and Default options - Default is used to store power, and then Brave unleashes it. Default will act like a Defend option - you do nothing, but take less damage, storing up some BP (Brave Points). BP can be spent on the Brave option to perform many actions in a single turn. However ... if you have plan on storing up BP, doing anything other than Brave or Default will drive your BP back down - it's a double-edged sword, really. You can store up power for a future move, but if you get in trouble when you Default, you have no choice but to negate all that work - but then one-turning a boss could be worth it... Use it wisely! The first battle will become a tutorial. The important things to note are that you CAN use Brave without using Default, but it causes you to be inactive for at least a turn. But if you use Default, you get to attack one extra time (twice) with Brave without being inactive - if you Default for X turns, you get X+1 total attacks.

BATTLE BONUSES: This little detail is not really mentioned. Firstly, let's consider that your BP do reset at the end of every battle, which means that you could Brave four times and attack four times on the first turn, making battles in the field quite easy, okay? For winning in a single turn (not attack: turn), you get extra EXP. as a bonus. For winning a battle without being hit, you get additionalJP. Additionally, as you continue getting them in consecutive battles, the bonuses begin to increment! What does this mean? If you're Level 2 or so, you can Brave four times and Attack four times for the first turn of the battle and quickly get extra bonuses. Something to note.

BRAVE FOR A QUAD-ATTACK: A quest will appear with this name as you go through the dungeon. In the context of this tutorial quest, you need to do four attacks by using Brave - whether you go into the negatives is irrelevant. You could go for the four immediately and risk three turns of inactivity, or Default three times. I'd recommend the latter, but whatever. The reward for this is a Hi-Potion.

BRAVELY SECOND TUTORIAL: This detail becomes more apparent in the Vista area of the dungeon. Bravely Second, in effect, stops time in regards to the enemies: you get to act as many times as you can in a given time period! During the battle at any point, press Start and time will halt for all but you! You can still enter commands and obliterate the competition. This is governed by SP (Sleep Points). When you use attacks and items, for example, you lose SP; BP-consumers turn into equivalent SP-consumers. Just like with your BP, you can go ahead and immediately use Bravely Second and go into negative SP. To gain SP, the 3DS must be carried around in Sleep Mode with Bravely Default as the suspended title - for every eight hours logged in sleep mode (the average of one school day or one night of sleep, by the way), you get 1 SP. It's cumulative, so 2 hours in one session and 6 in another yields 1 SP still. Alternatively - and this is the crap I hate about it as far as ethics go - you can spend some real-life Nintendo eShop funds (credit or prepaid card) to get an SP Drink, which boosts SP by 3. How much they cost is a bit unknown to me at the moment. As a note, SP maxes at 3 and you cannot use an SP Drink if you have 1 or more SP.

This dungeon is pretty linear, to be honest. After traveling for a bit, you'll reach a fork. There, if you go west, then west at the next fork, you can go to the next area where you can find a chest containing a Potion. Return to the previous area and go to the first fork you reached, then head north and along the path to the next area.

In the Climb area, you'll soon reach a west/southeast fork. Head southeat to the dead-end to find a chest containing 200 pg, then return to the fork and head west. Eventually, you'll get into the Vista area - it's another linear path. There, speak with the adventurer to save, then proceed on to the next area; he will also give you a Strange Hourglass, which enables you to use Bravely Second, described above.

Go north to the next area to view a scene as you come upon Norende. In the events there, Anges will become part of your party as you escape the Eternian air forces. Backtrack through the dungeon (yay, Touch Screen map!) and you'll fight some force battles against Sky Duelers on the way. As you progress back to the Trail area, you'll fight a Sky Archer in addition to a Sky Dueler, but that's nothing special, really.

After finishing 'em off (triple Brave and quadruple attack FTW), you'll be told about Party Chat: basically, press Y when there's something to talk about. Do so after the fight and Agnès will run off to the next area. Follow her and watch the scene thereafter. (Seeing the Final Fantasy influence yet?) Then use Party Chat again and continue out of the dungeon by the way you came in - there will be more chattin' and scenes on the way.




Friends & Caldisla Revisited



+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Goblin 18 22 1 96 12 6 0 6 6 5 N/A Human 6 / 3 / 1
Great Bat 15 30 2 96 14 7 0 7 7 8 Wind, Light Aerial 6 / 3 / 1
Slime 15 30 1 96 12 6 0 6 6 6 Fire Inorganic 6 / 3 / 1
Zombie 20 25 2 96 14 7 0 7 7 7 Fire, Light Undead 6 / 3 / 1

FRIENDS: Once you've finished up in the Norende Ravine, you'll head to the overworld map. There, you'll get an introduction regarding Agnès's Pendant, which allows you to communicate with other players - by registering Friend Codes to your 3DS, you can summon friends for aid in battle and to share abilities. You will have to use StreetPass or use the Adventurer (the save point guy) to register them in regards to the game. It's also a good idea to use the Update Data option (limited to once daily) to be able to get the latest stuff about your friends.) You'll then enter a battle where you learn how to summon your friends - friends can be summoned in battle, and grow in power with more use. To help a friend, use Summon, then Send - you'll use the named attack, then it's send to your friends.

STREETPASS: You can activate StreetPass for this game. Press Right on the D-Pad and tap the inbox - those you StreetPass can be registered as guests and summoned like your friends! Granted, StreetPasses are pretty uncommon unless you live in a densely-populated often-urban area, so don't rely on it too heavily - you gotta do some of the work yourself. ;)

NORENDE'S RESTORATION: Soon, you will be able to restore Norende, but it will take time. For every StreetPass you get, another resident comes to the village. Each resident does the same amount of labor in the same amount of time, so you know. Once the option is available, you can tap the areas there to send workers to build it up. As this is used, you may find Nemeses (singular: Nemesis) that come when you Update Data or get a StreetPass; you can fight them, but it's no different than a regular fight (other than that it can be exorbitantly hard), so you CAN lose. They stand no real threat to the restoration, so if you don't want to battle them, don't worry - you can keep up to seven at a time, after which the oldest ones get deleted as new ones arrive. Those from Update Data will also disappear upon defeat, but StreetPassed ones can be rebattled. If needed, you can just use Sleep Mode and/or your 3DS/2DS charge to keep the game on overnight and really get progress on those long-to-rebuild areas.

Anyhow, once you're back in the overworld, head back southeast to Caldisla. (If you need to review the shops, go to the section Caldisla's Shops - it may be a good idea to buy some equipment now.) Once back in town, heal up at the inn, shop if you want, and then head into the palace. Speak with the king there. After the scene there, Agnès will run off and you'll be told about the Norende restoration effort. Once you regain control, return to the overworld and go eest to the lake.




Southwestern Lake



As you approach the lake, you'll watch a scene. It will culminate in your first earnest boss battle.

BOSS - Barras & Holly

Barras Holly
Maximum HP 300 260
Physical Attack 50 45
Physical Defense 5 5
Aim 92 92
Magic Attack 20 20
Magic Defense 10 10
Evade 1 3
Intelligence 10 10
Mind 10 5
Speed 8 7
Weaknesses None None
Monster Family Human Human
Possible Steals None None
Possible Item Drops Hi-Potion Ether
pg (Money) Yield 120 120
EXP. Yield 60 60
JP Yield 6 6

If you have any experience with the traditional RPGs of old - Final Fantasy especially - you'll probably understand that, as a White Mage, Holly has got to be the first to go. She has a tendency to heal and boost Defenses, so that can get problematic, if not outright frustrating. She also can use the Wind-based Aero for around 40 damage per use. Similarly, Barras fills the role of an all-out physical attack, often leading with Invigorate to boost his damage output before wailing on you. He will probably explode at least one in the battle for some heavy damage.

So, in its own way, I suppose you could say that Barras also would be a prime target. If you feel you can quickly defeat him in a single turn (Level 10+ probably), then open up with three Braves and four Attacks from both Tiz and Agnès - if he's killed, a White Mage is nothing to worry about since their role is not intended for combat. If he's not killed, he still heavily tries to boost his stats more than anything, so damage will be relatively minimal and a second try is viable.

Either way, when it comes to fighting Holly, it is recommended to first open with three Defaults - especially if Barras is still around - before a quadruple attack, then repeat with another quadruple attack immediately thereafter; it shouldn't be hard to kill her like that.


After the battle, you will be able to use the Job classes that your opponents were using: the all-out-physical Monk and the curative White Mage. If you wish to change jobs, you can do so in the X Button menu. It's recommended to do so. In the following scene, we end up deciding to find out a way to get to Ancheim.



Back in Caldisla



TREASURES CHECKLIST
[_] Echo Herbs [_] Echo Herbs [_] Wakeup Bell [_] Wakeup Bell [_] Hi-Potion [_] Ether [_] Remedy

After defeating Barras and Holly, head on back to Caldisla. As you enter, you'll get a tutorial in magic - basically, you need the scroll and someone who is able to use it. If the spell is too powerful, the intended user's Job Level needs to go up. In any case, since you should be using a Monk and a White Mage, be sure to restock and re-equip in addition to healing and saving before you head to the palace. Speak with the king there - it seems the Eternians have returned to Lontano Villa, but there's no way there. Use Party Chat after and head on to the inn. 

After the scene there, we opt to head for the place of Black Mage Ominas to the north of the city in the Centro Keep, with a new ally, Ringabel - he joins at Level 5, and offers the Notebook of D option in the Touch Screen menu.

There's also a number of quests we can get around now: "Aquire Magic Scrolls" for Echo Herbs, "Set Job Commands" for some Echo Herbs, "Set Support Abilities" for a Wakeup Bell, and "Rearrange Your Party" for a Wakeup Bell. They're descriptions lead you to what to do. You will also get "Dowse for Treasure" (Hi-Potion), "Sniff Out Hidden Passages!" (Ether), and "Net Friend Invites" (Remedy) soon thereafter. The hidden passages one isn't able to be done yet - it's in the Centro Keep - but we'll cover that passage. Also, the one about inviting friends requires a Wi-Fi internet connection.

Once you're done in town, head back to the overworld. (Be sure to buy stuff for Ringabel!) Once in the overworld, you'll learn about Abilinks - basically, you are allowed to borrow the abilities of a Friend. Their abilities can be linked to a certain character and overwrite them - for example, a White Mage able to use Level 3 magic, once linked with a Level 10-using White Mage, will use Level 10 White Magic. Anyhow, in the overworld, go northeast and across the bridge to the Centro Keep.




Centro Keep



TREASURES CHECKLIST
[_] Silver Glasses [_] Phoenix Down [_] Iron Knuckles [_] Echo Herbs [_] Wakeup Bell [_] Mage Masher [_] Potion

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Cait Sith 60 50 7 96 18 14 0 9 9 9 Water Beast 12 / 6 / 1
Orc 80 60 7 91 18 9 0 9 9 12 Fire Human 12 / 6 / 1
Orc Leader 100 65 7 91 18 9 0 9 9 12 Fire Human 16 / 8 / 1

As a note, if you have not switched someone to a White Mage and bought the Poisona and Blindna spells in Cadisla, you will suffer a bit in this dungeon - the enemies here sometimes can Poison (regular amounts of damage) or Blind (immensely lowers accuracy) you, and you do NOT want that to happen. Antidotes and Eye Drops can circumvent this, but they'll cost more than 400 pg in the long run.

1F: After the cutscene, go into the room to the east. There is a switch in the southeast portion you can trigger to open a door to the north. Yeah, the stuff north of the entrance on the first floor is pointless - anyways, past that opened door are some stairs. Use 'em.

2F: Go south and west along the path to find a fork. There, go south and along to find a switch; trigger it to open the room near the fork. Return to the fork, but ignore the room for now; instead, go west and to the end of the path to find some Silver Glasses, an accessory preventing Blindness. Now backtrack to the fork and go north into the room you opened and head upstairs.

3F: Upon your arrival, go due east and open up the chest for a Phoenix Down. Head south of the stairs into the hall and you'll soon come upon a fork. There, go east and ignore the next fork. This would seem to be a dead-end but, at the end, go south and you'll find a hidden, invisible path in the wall. Once in it, go as far south as possible, then as far east as possible to reach a chest with some Iron Knuckles inside for your Monk. (Remember, this will also let you get the Ether from the quest "Sniff Out Hidden Passages!")

Return into the hall and you'll see two other eastbound paths to the north. Go along the first you can reach to trigger a switch and open a new area. As for the second path, you'll find a chest containing some Echo Herbs at the end. Go back west and south from the chest, then west and north into the new area. Head along to the end of the path to find a fork. Go along both to trigger a switch and open a new area (west path) and to open a chest with a Wakeup Bell inside (east). Go into that newly-opened room to the north and use the stairs.

2F: Once here, go along the path before you and you'll come to a fork eventually. To the south, you will be able to reach a chest containing a Mage Masher sword. Return to the fork and go east to soon encounter another fork. To the north is a chest with a Potion inside; to the south is a switch that opens up a new area. Go back along the path to the room and enter it. Speak with the Adventurer inside to save (and shop if you've been doing some Norende reconstruction), then head down the stairs to the west.

1F: Head south and you'll watch a scene before battling Ominas. Edea will join your party before the start of it.


BOSS - Ominas

Ominas
Maximum HP 1,800
Physical Attack 45
Physical Defense 10
Aim 81
Magic Attack 39
Magic Defense 9
Evade 0
Intelligence 9
Mind 9
Speed 9
Weaknesses None
Monster Family Human
Possible Steals None
Possible Item Drops Ether
pg (Money) Yield 240
EXP. Yield 120
JP Yield 12

Ominas is the quintessial black mage ... to some extent. If anything, he personifies a number of the class's characteristics. He can use the Fire-elemental Fire spell, which can deal some nasty damage around 40 ~ 75 on most of your characters. He can also attempt to put some of your allies to Sleep, Silence them to prevent Magic, or Poison them to cause continual damage.

That said, the strategy is pretty simple, but you could be doomed without a White Mage to heal the ailments. Said White Mage should be Defaulting for most of the battle, using Brave to cure multiple ailments and/or heal HP when needed - since Ominas tends to favor party-wide ailments, you will be thankful for that in the long run. The other three of your party - the Monks and Edea, as they should be anyhow - are pretty much the offensive unit. Have them also Default three times before unleashing a four-Attack Brave (unless you want to risk some of the lower-accuracy-but-higher-power Monk skills like Strong Strike). Two such rounds of quadruple attacks should manage a win at around Level 11 or so - if at or above that level on Normal, you could probably just go straight into another quad-attack round without Defaulting.


After the battle, you'll earn a Black Mage Asterisk, allowing you to switch to the Black Mage job! It also looks we soon need to focus on stealing an airship, too - and, speak of the devil, one seems to be heading for Caldisla!



Heading to Lontano Villa



+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Cait Sith 60 50 7 96 18 14 0 9 9 9 Water Beast 12 / 6 / 1
Orc 80 60 7 91 18 9 0 9 9 12 Fire Human 12 / 6 / 1
Orc Leader 100 65 7 91 18 9 0 9 9 12 Fire Human 16 / 8 / 1

~ Caldisla ~

After the post-boss scene and Party Chat in the Centro Keep, head outside to the overworld and make your way southwest into Caldisla. In the town - despite the imminent threat the Eternian forces propose - you are still more than welcome to shop at Caldisla's Shops - most pertinent would be the purchase of the various Black Magic spells, since you just got the Black Mage job. As for healing, you'll need to heal yourself.

Once you reach the palace, we find the royal guard decimated and the king kidnapped - all we can do is make for the Eternian base in Lontano Villa. As you leave the palace, you'll automatically head to the inn and Edea will part from the parety, after which you'll control her for a moment; head northwest in the town to the graveyard. After some scenes, the party of four decides not to part, and decide to go on to the Eternian stronghold. Stock up and head to the overworld and to the Centro Keep.



~ Special Moves ~

As you return to the overworld, you'll get some notes on Special Moves - they allow you to store up power over time to release it in a devastating attack. Depending on the type of weapon you're using, there are different conditions you must meet:

  • Axe: Defeat five enemies using physical attacks.
  • Bow: Inflict physical damage to Flying-class enemies five times.
  • Katana: Use Default ten times.
  • Knife: Use items five times.
  • Knuckle: Induce three critical hits.
  • Rod: Use Magic spells ten times.
  • Spear: Inflict physical damage ten times.
  • Staff: Use curative magic ten times.
  • Sword: Use Brave ten times.

After meeting the condition and opting to use the special move, you will give status boosts to your entire party. If you manage to chain together multiple specials before the changed background music ends, the effects pile up, allowing for truly devastating moves. (Think Belly Drum and a priority move if you're a Pokémon player, since Belly Drum quadruples Attack.) You'll get a tutorial battle about these right after the introductory notes.

That all said and done, head to the Centro Keep to the northeast again once on the overworld map.



~ Centro Keep ~

Once you've returned to this dungeon, head north in the entrance hall and examine the big steel door. Edea will unlock it and you'll be allowed through the door.



Overworld - Lontano Villa Region



+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Electro Lantern 120 45 15 91 23 9 20 9 9 12 Ground Inorganic 16 / 8 / 1
Orc 80 60 7 91 18 9 0 9 9 12 Fire Human 12 / 6 / 1
Orc Leader 100 65 7 91 18 9 0 9 9 12 Fire Human 16 / 8 / 1
Ratatoskr 80 45 8 96 18 9 0 9 9 10 Wind, Dark Beast 16 / 8 / 1
Wolf 80 45 8 91 18 9 5 9 9 12 Fire Beast 16 / 8 / 1
Wraith 120 45 9 91 18 9 20 9 9 12 Fire, Light Undead 16 / 8 / 1

Finding Lotano Villa shouldn't be too hard: it's basically to the north. Run to the northeast, then north along the coastline for a bit and approach that big building you see - it's unmistakeable.



Lontano Villa



TREASURES CHECKLIST
[_] Ether [_] Antidote [_] Potion [_] Spear [_] 400 pg [_] White Cape [_] Phoenix Down

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Cait Sith 60 50 7 96 18 14 0 9 9 9 Water Beast 12 / 6 / 1
Panther 160 50 10 92 20 10 20 10 10 14 Fire Beast 18 / 9 / 1
Sky Archer 60 26 4 90 8 4 1 4 4 4 Lightning Human 18 / 9 / 1
Sky Dueler 60 25 4 90 8 4 1 4 4 4 Lightning Human 18 / 9 / 1
Sky Pikeman 120 50 10 92 20 10 1 10 10 11 Lightning Human 18 / 9 / 1
Wolf 80 45 8 91 18 9 5 9 9 12 Fire Beast 16 / 8 / 1

Outside: After the introductory scene and a Party Chat, we finally can do as we please. ... To some extent, anyhow - we can't throw Ringabel into the abyss below for the fun of it, I suppose. >_> In any case, head northwest and into the Villa proper. There, our cover is blown and we get stuck in a simple fight against some enemies: a Sky Dueler, Sky Pikeman, and Sky Archer, two of whom you're already familiar with and the third being barely more impressive.

1F: Once you regain field control, go east and, as you go, you'll see an archway in the wall to the northwest. Ignore it and continue going northeast and along the path to a chest containing an Ether. Backtrack to where the archway was and go through it and along the path before you. Eventually, you'll come to a gap in the wall if you look to the northwest. Bypass it for the moment and you'll come upon a chest containing an Antidote. Backtrack to the gap in the wall and go on through, heading northeastward on the other side. When you come upon the staircase, use it to go up a floor.

2F: When you arrive, go south and leave the room. As you go along the path, some areas will open up in the outer portion of the area. At the southeast corner of this inner ring, you can go into an alcove, then northeast to find a chest containing a Potion. Via the other path to the southwest of the alcove, you will soon find two paths you can go along. If you go along the western of the two, you will go down some stairs to 1F again; at the end of that path is a chest containing a Spear weapon. Backtrack to 2F and take the other path from the fork. As you reach the next clearing, you'll see a doorway to the northwest; ignore it and head southeast and to the end of the path to find a chest containing 400 pg. THEN leave via the doorway.

Outside: Basically go right along the balcony and back inside.

2F: Go along the path before you and you'll soon find some stairs to the next floor. If you continue along the path past them, you'll find a chest at the end of the path containing a White Cape, an accessory that makes you immune to Silence, and thusly is really good for a White Mage! (Or a Black Mage, really, since you can't yet cure Silence and the choice is not therefore as critical.) Backtrack to the stairs and go on up a floor.

3F: Once you arrive, go north and open the chest there for a Phoenix Down. After plucking it from the chest, go south of the stairs and along the path to the central clearing of the floor. There, you can go north and you'll find a blue chest. This blue chest - like all others - will be locked and you won't be able to open them until some time in Chapter 6. (FYI, this contains a Lustrous Shield.) So just go south and speak with the Adventurer to save and shop as needed, then continue along the path westward. You'll soon meet with Heinkel; the scene will culminate in a battle; there will be a Sky Dueler, Sky Pikeman, and two Sky Archers. Heinkel runs off afterward, though; go after him, through the archway glowing blue.

Outside: Go down the stairs, then head right along the balcony and to the airship. There, you'll meet up again with Heinkel - this culminates in a boss battle!


BOSS - Heinkel, Sky Archer x2

Heinkel Sky Archer
Maximum HP 2,400 120
Physical Attack 70 50
Physical Defense 20 10
Aim 92 92
Magic Attack 20 20
Magic Defense 20 10
Evade 5 1
Intelligence 10 10
Mind 10 10
Speed 14 12
Weaknesses Lightning Lightning
Monster Family Human Human
Possible Steals None Iron Bow
Possible Item Drops Gauntlets None
pg (Money) Yield 360 18
EXP. Yield 180 9
JP Yield 18 1

The first thing to deal with in this battle are the Sky Archers. If you've been doing a few battles in the Villa, you probably can already understand how annoying these guys can be, especially with their Poison Arrow attack ... well, it might poison you! Poison is no laughing matter, either; if it happens, immediately cure it with Poisona or an Antidote. Heinkel is no pushover either; he is quite bulky and a physical wall, so it's going to be hard to rip through him. He also has some pretty nasty physical attacks, so it would be nice to beat them all quickly...

The solution - a Black Mage! Risky as it is, on the first turn, I highly recommend using three Braves and four Thunders to all of the enemy party - they'll all be hit for extra damage, and the Archers will surely be eliminated, disposing of the threat for Poison. Heinkel still remains a problem, though. Because of his sheer Physical Defense, it's a good idea for your melee fighters like your Monks to be Defaulting on the first three turns before a quad-Attack on the fourth, followed by another on the next; combined with some more quad-Thundering from your Black Mage, this will end pretty nicely. That said, keep your restorative White Mage Defaulting and storing BP until he/she is needed for the use of Cure or Poisona.

A decent Black Mage ought to be hitting for 100 ~ 150 with each Thunder, being able to take down around 500 ~ 600 HP with each quad-Thunder while the physical units will probably amount to 50 ~ 100 per hit and 200 ~ 300 per quad-Attack. A quick combo of Defaulting thrice, then going in for four Braves two turns in a row ought to suffice around Level 15.




Conclusion of the Prologue



TREASURES CHECKLIST
[_] Echo Herbs [_] Eye Drops [_] Teleport Stone [_] Wakeup Bell [_] Echo Herbs [_] Teleport Stone

After the battle, you'll earn the Asterisk that allows you to use the Knight job! They're not as focused on all-out raging physicals as the Monk, but can boast a bit better on the defensive side and their chivalrous nature has led them to be able to take attacks for other allies throughout the RPG genre, especially Final Fantasy. Ringabel eventually learns to pilot the ship and we crash-land in the southwestern lake of the continent.

After you regain control, you'll be able to do two new quests - "Page Through D's Journal" and "Weapons in Both Hands!?". Again, their descriptions in the menu work well enough for how to do them; they yield some Echo Herbs and some Eye Drops, respectively. You'll also get "Heal the Undead!" soon and it yields a Teleport Stone - just use a Potion or Cure on one of the Zombies in the overworld around Caldisla to damage it, an important property to note that will sate the conditions for this quest. Also coming will be "Multi-Target Magic" where you simply have to use Cure on everyone via the menu to earn a Wakeup Bell. And then there's "Update Your StreetPass Data" - simply use the inbox in the Touch Screen menu and update your data for some Echo Herbs. After that, you can get "Set Your Encounter Rate"; change it via Config in the Tactics menu and you'll earn a Teleport Stone.

Once you're done, head on back to Caldisla for now. Heal and shop there, then head on to the palace. After the scene there, you'll basically be given ownership of the airship, so let's leave. Once in the overworld, go southwest and enter the airship. There, we decide to head to Ancheim, found to the southeast - use your Touch Screen map to navigate there. Note that the airship has to land in water, though! The yellow beacon on the map points just north of a little port - once you are in the vicinity of the yellow beacon, go south to find a large desert, at the north side of which you can dock. Land at the dock and go south into Ancheim.



Chapter 1: Sit & Stay are Tricks for Dogs



Chapter Flowchart







Overworld - Ancheim Region



+E LOCAL ENEMY BESTIARY - LAND
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Electro Lantern 120 45 15 91 23 9 20 9 9 12 Ground Inorganic 16 / 8 / 1
Sand Worm 600 75 17 92 22 11 0 11 11 14 Water Bug 96 / 48 / 5
Venomous Snake 250 55 11 92 22 11 5 11 11 15 Water, Earth Aquatic 34 / 17 / 2
Wraith 120 45 9 91 18 9 20 9 9 12 Fire, Light Undead 16 / 8 / 1

LOCAL ENEMY BESTIARY - SEA
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Deathfish 250 55 11 92 22 11 5 11 11 14 Lightning Aquatic 34 / 17 / 2
Vulture 400 55 11 92 22 11 11 11 11 16 Wind Aerial 34 / 17 / 2

After landing in the lake north of the Ancheim desert, Chapter 1 begins in proper. After the introductory scenes and a tutorial in Net Friend Invites, you can head south into Ancheim.



Arrival in Ancheim



TREASURES CHECKLIST
[_] Ether [_] Hi-Potion [_] Phoenix Down [_] Teleport Stone [_] Gold Hourglass

ANCHEIM ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used

ANCHEIM MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Aero White 400 pg 5 MP Level 2 Minor Wind-based damage
Protect White 400 pg 5 MP Level 2 Raises Physical Defense by 25% for 5 turns
Shell White 400 pg 5 MP Level 2 Rasies Magic Defense by 25% for 5 turns
Poison Black 400 pg 4 MP Level 2 Has a 75% chance to Poison the target
Silence Black 400 pg 5 MP Level 2 Has a 75% chance to put the target in Silence
Sleep Black 400 pg 5 MP Level 2 Has a 75% chance to put the target to Sleep
Quake Time 200 pg 5 MP Level 1 Minor Earth-based damage
Regen Time 200 pg 5 MP Level 1 The target regains 3% of their max HP each turn; the undead are equally damaged
Slow Time 200 pg 4 MP Level 1 Lowers the speed of the target by 25% for 4 turns; ignores Reflect

+B ANCHEIM WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Bronze Breastplate Torso Armor 400 pg - - - - 10 2 - N/A
Feather Hat Helmet 100 pg - - - - 3 1 - N/A
Gauntlets Accessory 100 pg - - - - 4 - - N/A
Iron Armor Torso Armor 500 pg - - - - 12 3 - N/A
Iron Bangle Accessory 75 pg - - - - - 1 - Max HP +50
Iron Helm Helmet 200 pg - - - - 4 1 - N/A
Iron Knuckles Knuckles 280 pg 14 - 90 3 - - - N/A
Kukri Dagger 350 pg 10 - 90 3 - - - N/A
Long Sword Sword 500 pg 12 - 90 - - - - N/A
Mace Rod 300 pg 9 - 90 - - - - N/A
Oaken Pole Staff 250 pg 13 - 90 - - - - N/A
Round Shield Shield 300 pg - - - - 9 5 - N/A
Silk Robe Torso Armor 350 pg - 2 - - 8 2 - N/A
Silver Glasses Accessory 500 pg - - - - - - - Immune to Blind
Star Pendant Accessory 500 pg - - - - - - - Immune to Poison
Tricome Helmet 150 pg - 1 - - 2 2 - N/A

When you arrive, you need to head to the right a little if you want to stay at the inn; it's no longer free, though, running you 20 pg per night. Still, it's a lot more expensive than just Potions! Just next to it is the Adventurer; he'll introduce you to an "AI Friend" - basically, if you have no Friends to StreetPass with, these are viable substitutes. You can also save and shop with the Adventurer as usual.

At the bottom of the nearby staircase is an item shop; the new feature there is the very effective Hi-Potion, so stock up! Further along is the weapon-and-armor shop, then there's the magic shop. Pretty much everyone should be able to get an upgrade of some sort from the weapon shop, so splurge there. As for the magic shop, it's somewhat debatable. Aero is a must-have for your White Mage so they can actually DO something when not having to heal, and Protect/Shell can be useful for bosses if you're the type that likes stat buffs. Black Mages don't get much in my opinion, but that's just me: statuses also have their own uses. Finally, there's Time Magic - you can't quite use it yet, but Regen (continual HP healing) and Quake (Earth damage) are big targets; Time Mages tend to devote themselves to roles like a Red Mage (medial between White/Black Mage) with their own li'l quirks like stuff that can speed you up or slow the enemy down, so they're worth investing in.

As you go along this path, just to the left of the Magic shop is a place where you can find a hidden Ether. Continue further along the path and you'll end up watching a scene involving the king of Ancheim. Afterwards, continue south and along the path downstairs. At the bottom, go west and find the hidden Hi-Potion. Go on back upstairs and into the palace, then approach the throne for a scene.

After this, you'll unlock a new Sub-Scenario - Sub-Scenarios are like extra sidequests in the game much longer than your typical quest. Be sure to re-enter the palace for a Phoenix Down hidden in the lower-left area around the throne, too! In any case, see that blue mark on the map? Go to it and into the building. As you cross the bridge, examine the light to the right where the bridge meets the north platform for a Teleport Stone, then speak with the Profiteur if you want to start the Sub-Scenario; see The Desert Oasis for more. Don't forget the Gold Hourglass left of the desk.

Once you're done in the town, head south in the overworld to find the Wind Temple.




Temple of Wind



TREASURES CHECKLIST
[_] Wind Charm [_] Remedy [_] Hi-Potion [_] Turbo Ether [_] Peace Ring [_] Ether [_] Mythril Rod [_] Mythril Dagger

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Aero Lantern 400 70 21 92 35 14 5 14 14 14 Fire Inorganic 44 / 22 / 3
Gargoyle 500 70 14 92 28 14 5 14 14 17 Wind Inorganic 44 / 22 / 3
Golem 900 90 14 92 28 14 0 14 14 12 Water Inorganic 44 / 22 / 3

1F: After an introductory cutscene, you'll find yourself in a debris-filled ruin ... to some extent, anyhow. Go northwest and into the side hall to find a chest to the south; open it for a Wind Charm accessory. Return into the main room and leave it heading east. As you go, there will be a paper-filled room off to the south you can enter and press the A Button in for some background on Crystalism - very superficial background, but something. Further east in the main hall, past a small gap in the debris, you'll find the stairs to the next floor.

B1F: Go along what path you can before you - much of it is filled with debris, blocking passage, but the map easily sorts which you can and cannot cross. As you go along, you'll find a chest containing the ever-useful Remedy. From there, go north a bit and you'll see a chest in a room; you can go into the room next to it, then west to this Hi-Potion chest. If you return into the main hall, you'll see a path just south of these two rooms; follow it to a chest, then open it for a Turbo Ether. Return into the main hall, then go east and another linear-because-of-too-much-debris path. As you head south from the northeast corner, there will be a fork. Use the western of the two and use the stairs at the end of the path.

1F: Here, go north and along the path in front of you; eventually, another room will open off to the east. You can enter and press A for another cutscene. Continue along the path in the main hall some more to find some stairs.

2F: Here, head south for a fair while. As you hit the southeast corner, look at the map: there should be a noticeably larger "bump" on the map just north of here (the bump will point west). Go there, then head due east to find a hidden passage: go far to the east, then far to the south to find the Peace Ring accessory. Return into the main hall and head south and west. When you reach the room with the northbound exit, continue west for an Ether before continuing on the main path. Along this new path, go east, north, and west at the forks. This will put you in a hall with two rooms to the north; the first you reach is relatively useless for the moment, but the second has a chest containing a Mythril Rod. Backtrack to the four-way fork we were last at and go north, using the stairs to go down.

1F: Run along the path before you and you'll automatically enter a scene eventually. After the scene, go a bit to the west and you'll see a small alcove to the north with a sparkle in it; press A near it to flip a switch, opening a door to the south as a quick shortcut back to the dungeon entrance. Enter the area to the west and go into the side-hall to the west. At the south end is another chest, this one containing a Mythril Dagger - open it, then go into the main room. Speak with the Adventurer in the northwest portion thereof, then continue north into the next area.

After the introductory scene here, approach the Crystal and inspect the altar at the end. After the brief scene there, return to the previous area and go to the "!" spot on the map - the next major room to the east - and press A there. We decide to head to the Yulyana Woods next. Use the shortcut you opened earlier to leave the dungeon.




Overworld - Yulyana Region



+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Blood Bat 600 75 15 93 30 15 10 15 15 18 Wind, Light Aerial 64 / 32 / 4
Greater Cait 450 65 7 92 26 26 5 13 13 16 Water Beast 40 / 20 / 2
Panther 160 50 10 92 20 10 20 10 10 14 Fire Beast 18 / 9 / 1
Zombie Wolf 700 75 15 93 30 5 10 15 5 18 Fire, Light Beast, Undead 48 / 24 / 3

Let's begin by heading north to Ancheim. There's nothing truly special to do there, but it's always a good idea to save, heal, and restock, no? When done, go back north of the city to where the airship was docked and fly eastward to the yellow "!" on the map. There is a safe body of water with a dock southeast of the bubble; just northeast of the dock is the area you're intended to enter.



Yulyana Woods Needleworks



TREASURES CHECKLIST
[_] Peace Ring [_] Antarctic Wind [_] Antidote [_] Turbo Ether [_] Antidote [_] Balsam [_] Teleport Stone [_] Hi-Potion

YULYANA WOODS NEEDLEWORKS ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target

YULYANA WOODS NEEDLEWORKS MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Blindna White 200 pg 4 MP Level 1 Cures the Blind status ailment
Cure White 200 pg 4 MP Level 1 Restores a small amount of HP; damages the undead
Poisona White 200 pg 4 MP Level 1 Cures the Poison status ailment
Blizzard Black 200 pg 5 MP Level 1 Minor Water-based damage
Fire Black 200 pg 5 MP Level 1 Minor Fire-based damage
Thunder Black 200 pg 5 MP Level 1 Minor Lightning-based damage

+B YULYANA WOODS NEEDLEWORKS WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Cat-Ear Hood Helmet 222 pg - 2 - - 3 2 - N/A
Clothespin Accessory 100 pg - - - - - - - Immune to Sleep
Mage Shell Accessory 300 pg - - - - - 10 - N/A
Mythril Armor Torso Armor 1,000 pg - - - - 18 4 - N/A
Mythril Axe Axe 1,200 pg 22 - 85 -3 - - - N/A
Mythril Bangle Accessory 150 pg - - - - - 1 - Max HP +100
Mythril Bow Bow 850 pg 34 - 95 - - - - Damage +50% to Flying
Mythril Dagger Dagger 700 pg 15 - 95 3 - - - N/A
Mythril Gloves Accessory 200 pg - - - - 6 1 - N/A
Mythril Knuckles Knuckles 500 pg 21 - 90 3 - - - N/A
Mythril Helm Helmet 400 pg - - - - 5 1 - N/A
Mythril Plate Torso Armor 850 pg - - - - 14 3 - N/A
Mythril Rod Rod 750 pg 9 9 90 - - - - N/A
Mythril Shield Shield 600 pg - - - - 14 7 25 N/A
Mythril Spear Spear 900 pg 17 - 90 2 - - - Damage +25% when hitting 2+ enemies
Mythril Staff Staff 600 pg 11 - 90 - - - - Mind +2; Damage +25% when hitting 2+ enemies
Mythril Sword Sword 1,000 pg 18 - 90 - - - - N/A
Tabby Suit Torso Armor 700 pg - 2 - - 13 3 - Immune to Poison
Tiger Mask Helmet 250 pg - - - - 4 1 - N/A
White Cape Accessory 1,000 pg - - - - - - - Immune to Silence

After a lengthy scene, we finally regain control of ourselves with the knowledge of the location of the rainbow thread we need. When you regain control, go into the secluded room to the northwest and press the A Button to find a Peace Ring, then leave the main building and approach the river. Before crossing the bridge, go east and look along the shore to find an Antarctic Wind near the bucket; you can also shop at the fox and save with the Adventurer further east. The shops' main feature are the new Mythril-themed armors and weapons, so be sure to stock up! Once you're done, head to the overworld.

There, there will be a few new tutorial quests: "Quick Equip with Optimum" for an Antidote, "Stomp Time, then Strike" for a Turbo Ether (wherein you use Bravely Second). Next will come "The SP Menu" for an Antidote, "Wield a Weapon Two-Handed" for a Balsam, "Summon Your Friends" for a Teleport Stone, and "Abilink" for a Hi-Potion. As usual, their descriptions in the quest menu tend to be easy enough to follow (after all, they're here for tutorial purposes), so I'll leave you be on these.

As for our destination? To get there, you do not head simply due west - dunno why the Sage was as vague as this, but whatever. Go northeast of the Needleworks, then go clockwise around the lake; just a bit west of the western shore is the cave we desire.




Vestment Cave



TREASURES CHECKLIST
[_] Hi-Potion [_] Phoenix Down [_] 500 pg [_] Remedy [_] Mage Shell [_] Echo Herbs [_] Ether [_] Teleport Stone [_] 1,000 pg

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Blood Bat 600 75 15 93 30 15 10 15 15 18 Wind, Light Aerial 64 / 32 / 4
Dark Lantern 600 85 35 93 34 17 5 17 17 17 Light Inorganic 60 / 35 / 3
Great Moth 600 85 17 93 34 17 10 17 17 17 Wind Bug, Aerial 48 / 19 / 3
Zombie Wolf 700 75 15 93 30 5 10 15 5 18 Fire, Light Beast, Undead 48 / 24 / 3

1F: When you arrive, go north. The area will devolve itself into a linear path for the most part; when you hit the central part of the area where the room goes off to the south and to the west, go west. Hug the wall as you go north and you'll notice a small path going off to the west; follow it, then go south in the small clearing to find a chest containing a Hi-Potion. Return to the main path and continue heading north. Another such westbound path will open soon thereafter; go north along this one to find a Phoenix Down. Return to the main path and go north and east and along to the stairs.

B1F: Go along the path to the south for a bit. You'll soon reach a west/south fork; go south and open the chest for 500 pg, then go back to the fork and head west. To the north of the next clearing is a blue, locked chest; like the others before it, you still cannot open it, but it will yield a Luminous Robe later on. To the northwest of this clearing is a south/west fork again; go west here, then north at the next fork to find a Remedy. Go back to the north/south fork and now go south. On the floor below, go east for the Mage Shell accessory before returning to B1F. Go back to the three-way intersection just south of the northwesternmost clearing, then go south and along the path that fork of the path represents to find the stairs to...

B2F: Go along the linear path to the north and you'll eventually see a branch off to the southwest; go along it to find a chest containing some Echo Herbs. Return to the main path and go north. At the northwest corner, a similar branch parts off to the west; go along it for an Ether. Then return to the main path and go east; eventually, you'll come to an east/south fork. Go east first to find a Teleport Stone inside a chest at the end, then backtrack to the fork and go south. You'll quickly find another fork; first go west for 1,000 pg, then go east and use the stairs.

B3F: Speak and save with the Adventurer nearby. After, go north to the end of the path for a scene - and your first true boss battle! (And stereotypical at that!)


BOSS - Dragon

Dragon
Maximum HP 7,500
Physical Attack 140
Physical Defense 17
Aim 93
Magic Attack 34
Magic Defense 17
Evade 20
Intelligence 17
Mind 17
Speed 14
Weaknesses Water
Monster Family Dragon
Possible Steals Dragon Fang, Spiked Knuckles
Possible Item Drops Thunder Charm
pg (Money) Yield 1,680
EXP. Yield 840
JP Yield 84

This is the boss where you'll probably begin to alter your jobs just before the boss to fit certain idealism in the strategy. Firstly, let's go on about the boss's attacks: he can use Bully, which hits the lowest-HP character for ~100 damage; Mow Down, which is ~100 damage to everyone; and there's a basic attack that does around 60 ~ 80 damage.

Three key jobs for this boss are the Knight, the White Mage, and the Black Mage. The Knight is known for being able to cover for allies, a helpful skill given the physical bulk of the job class. Because the Dragon likes to target low-HP characters with Bully, having a Knight to jump in to take the damage can help. The White Mage has a very specific tactic to it - on the first turn, immediately use Brave three times, then hit everyone with Protect, and loop as needed. Protect will last slightly longer than your not-enough-BP delay, so until it runs out, have the White Mage then focus on using Cure to heal the inevitable damage.

Finally, there's the Black Mage, of which I would recommend two - and, heck, why not have the Knight know some Black Magic, too? =P In any case, the purpose of the Black Mage is pretty obvious: to hit the Dragon with lots and lots of Blizzard! For these guys, I would recommend Defaulting three times (which would supplement the Protect of the White Mage, FYI) before going into two consecutive rounds of four Blizzards: 16 Blizzards is absolutely brutal against the thing, since each will do 400 ~ 500 damage - like that, you could two-turn it (to some extent) easily! If you want, you can also throw the recently-found Antarctic Wind item at it for 750 damage; then again, you have the alternative that Blizzard provides, so I don't recommend it except in desperation.

Other than this? Well, I would highly avoid using the Knight skill Stomp since it lowers the Physical Defense of the user by 25%, which is terrible enough here, especially if you're the type to go into negative-BP for that. However, the Monk skill Qigong Wave is pretty good since it pierces the Default that the Dragon may put up on occasion, so spam that if you're using a Monk (since Monks barely have anything to spend MP on =P).


After that battle, return outside by walking out or, more likely, using a Teleport Stone. =P



Revival of the Wind Crystal



+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Aero Lantern 400 70 21 92 35 14 5 14 14 14 Fire Inorganic 44 / 22 / 3
Gargoyle 500 70 14 92 28 14 5 14 14 17 Wind Inorganic 44 / 22 / 3
Golem 900 90 14 92 28 14 0 14 14 12 Water Inorganic 44 / 22 / 3

~ Needleworks ~

After defeating the Dragon in the Vestment Cave and leaving, head back to the Needleworks area in the overworld. Heal up by sleeping in one of the beds and stock if you wish. Then speak with Sage in the main building, and, after some more scenes, we'll be allowed to return to the Wind Temple. Return to the overworld and to your airship, then fly west and dock north of Ancheim and go south to the Wind Temple. If you fight any fights on the way, rest up in Ancheim, as you'll need it...


~ Temple of Wind ~

When you re-enter the temple, exit the main room to the east and, in the small dividing hall, go north along the shortcut you opened before. Then go west into the room, save at the Adventurer, and go north to the Crystal's altar. Oh. Guess what? Big bad boss.

BOSS - Orthros

Orthros (Blue/Water Head) Orthros (Red/Fire Head)
Maximum HP 5,000 5,000
Physical Attack 130 130
Physical Defense 14 14
Aim 91 91
Magic Attack 34 34
Magic Defense 17 17
Evade 17 17
Intelligence 17 17
Mind 17 17
Speed 14 14
Weaknesses Fire Water
Monster Family Beast Beast
Possible Steals Arctic Wind, Antarctic Wind Bomb Arm, Bomb Fragment
Possible Item Drops Antarctic Wind, Potion Bomb Fragment, Ether
pg (Money) Yield 600 600
EXP. Yield 300 300
JP Yield 30 30

As it could easily be presumed, the two heads of Orthros specialize in certain elemental attacks: the red in Fire, and the blue in Water. There can be party-wide attacks in both, or a non-elemental one while both heads live. If yuo have the Black Mage passive skill Abate Fire - the only Abate applying to this fight - then you will want to focus on killing the blue head; otherwise, whichever you pick shouldn't matter.

That said, the more Black Magic users you have, definitely the better! As the Dragon boss should have told you, hitting these weaknesses multiple times becomes the quick way to eliminate most of the bosses - I recommend three Black Magic users (not necessarily Mages, as you should be able to grasp by this point in the game) and someone able to use White Magic. The White Magic user, similar to the previous boss, needs to use Brave thrice and Shell on the party at the start of the fight, looping it with some Cure as needed.

Your weakness-piercers will want to Default thrice before going into a rage with four Fire or Blizzard attacks, followed by another four on the following turn. You will definitely want to focus your attacks on a specific enemy to begin with - again, those with the Abate Fire skill will want the blue head to go down first. This strategy of two consecutive quad-attacks of 24 casts will usually land one head in the scrap heap without any problems and seriously wound the second, so it won't take long to take out the other. Just be sure to keep your HP up!


After the battle, there will be a scene in which the Wind Crystal will be awakened. (Why is it always the Wind Crystal first in Final Fantasy?) During it, you will have to rapidly press the X Button to pump energy into the Crystal and revive it: once Airy signals, stop it and you'll succeed in reviving the wind, you'll also get a point added to your Support Ability cost limit.

After this, you get quite a few tutorial quests, so go ahead and do them, too. Return to Ancheim after for a scene and a party chat, then heal and stock up. Also note that you can do the Grand Mill Works Sub-Scenario now for a Spell Fencer asterisk and a Time Mage asterisk, both valuable jobs. Return to the airship whenever you're ready and, after the scene there, we'll have to head to the Miasma Woods to the east...



Chapter 2: One Day, Beneath a Blue Sky



Chapter Flowchart







Miasma Woods



TREASURES CHECKLIST
[_] Remedy [_] Phoenix Down [_] 2,000 pg [_] Scimitar [_] Hi-Potion [_] X-Potion [_] Earthing Rod [_] Ether
[_] Turbo Ether [_] Remedy

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Great Moth 600 85 17 93 34 17 10 17 17 17 Wind Bug, Aerial 48 / 19 / 3
Myconid 800 126 21 94 42 21 5 21 21 17 Fire Plant 64 / 32 / 4
Scorpion 1,000 137 32 94 42 21 5 21 21 17 Water Bug 64 / 32 / 4
Treant 800 126 21 94 38 42 5 21 21 17 Fire Plant 64 / 32 / 4

AS A WORD OF WARNING, there are numerous poisonous puddles in the forest. These will, obviously, poison you if you step in them. At Job Level 4, Freelancers learn the ability Dungeon Master that prevents the field terrain from doing such effects, so that's one way to deal with it. Alternately, you can buy a crapload of Antidotes or waste MP on Poisona, but they're ... well, costly. Luckily, there's a fox at the entrance of the forest; his shops are the same as in the Yulyana Needleworks, so if you need details, go to the section Yulyana Woods Needleworks's Shops.

South Woods: Begin by going along the linear path before you for a bit. As you go along, you'll have a fork going west and north. If you go west - along the path that's NOT poisonous - you'll reach a chest with a Remedy inside. (Crossing the poison swamp is a bit shorter, but, you know, poison.) Continue along the main path northward and into the next area.

Central Woods: Here, go east a bit to a fork. Go east if you want to take a look at a locked chest; otherwise, go north and east to find a different chest containing a Phoenix Down. Return to the north/east fork and go east and past the chest and along the linear path; you'll find two chests on the way, containing 2,000 pg and a Scimitar. After grabbing the latter, return to just west of where the Phoenix Down and go north and along the path to the next area.

North Woods: Two paths in this area are quickly presented unto you. Go along the one to the west to find a chest at the end containing a Hi-Potion. Go along the southbound path next and east at the fork to head into the Central Woods for a chest containing an X-Potion. Return after and go west at the fork from before. Eventually, you'll see a southbound path; follow it to find an Earthing Rod in a chest. North of where you turned south, you can find another chest, this containing an Ether. Head back to the fork and now head west to another fork; first go southwest for a Turbo Ether, then go north. Head east at the fork just south of the Adventurer to reach a Remedy chest, then go speak with the Adventurer for the usual before going to the overworld.




Overworld - Florem Region



+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Alraune 600 132 22 94 44 22 10 22 22 18 Fire, Dark Plant 126 / 63 / 7
Myconid 800 126 21 94 42 21 5 21 21 17 Fire Plant 64 / 32 / 4
Poison Moth 1,000 138 23 94 46 23 10 23 23 19 Wind Bug, Aerial 126 / 63 / 7
Scorpion 1,000 137 32 94 42 21 5 21 21 17 Water Bug 64 / 32 / 4

When you arrive in the overworld, you simply have to head a bit to the northwest - not much else to it.



Arrival in Florem



TREASURES CHECKLIST
[_] Bomb Fragment [_] Ether [_] Lilith's Kiss [_] Star Pendant [_] Tengu Yawn

FLOREM ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target

FLOREM MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Cura White 800 pg 9 MP Level 3 Restores a moderate amount of HP; damages the undead
Esuna White 800 pg 8 MP Level 3 Cures all ailments except KO, Stop, and Doom
Raise White 800 pg 18 MP Level 3 Revives from KO with ~200 HP; 70% chance to kill the undead
Blizzara Black 800 pg 15 MP Level 3 Moderate amount of Water-based damage
Fira Black 800 pg 15 MP Level 3 Moderate amount of Fire-based damage
Thundara Black 800 pg 15 MP Level 3 Moderate amount of Lightning-based damage
Haste Time 400 pg 8 MP Level 2 Boosts Speed by 50% for 4 turns; ignores Reflect
Quara Time 400 pg 15 MP Level 2 Moderate Earth-based damage
Teleport Time 400 pg 20 MP Level 2 Leave battles and dungeons (there are some exceptions, though!)

+B FLOREM WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Acorn Hat Helmet 600 pg - - - - 6 1 - N/A
Composite Bow Bow 1,950 pg 44 - 95 - - - - 30% chance to Poison target; damage +50% to Flying
Cross Shield Shield 1,000 pg - - - - 18 9 24 N/A
Earthing Rod Accessory 2,000 pg - - - - - - - Immune to Paralysis
Floral Robe Torso Armor 1,500 pg - 3 - - 17 4 - N/A
Frenzy Dagger Dagger 1,200 pg 20 - 95 3 - - - 25% chance to Berserk target
Jade Crosier Staff 1,200 pg 15 - 90 - - - - Mind +3; damage +25% when hitting 2+ enemies
Laurel Wreath Helmet 650 pg - 2 - - 4 3 - N/A
Mirage Vest Torso Armor 1,600 pg - - - - 19 5 20 N/A
Peace Ring Accessory 2,000 pg - - - - - - - Immune to Confusion
Rod of Fire Rod 1,500 pg 12 12 90 - - - - Fire-based attacks are 10% stronger
Scimitar Sword 2,000 pg 24 - 90 - - - - N/A
Spiked Knuckles Knuckles 1,200 pg 34 - 90 3 - - - N/A
Valkyrie Halberd Spear 1,850 pg 22 - 90 2 - - - Damage +25% when hitting 2+ enemies
Yggdrasil Armor Torso 2,000 pg - - - - 24 6 - N/A
Yggdrasil Helm Helmet 700 pg - - - - 7 1 - N/A

Welcome to the Land of Radiant Flowers! And radiant they are! Oh, and women! Plenty of women! "A whole nation of women you say!?", indeed, Ringabel. Umm... I'm rambling. >_> <_< Let the introductory scene suit you.

When you regain control in the city entrance, you'll notice the shops are neatly arranged on the map: going clockwise, you can visit the armory, the inn (which costs 40 pg), the items shop, and the magic shop. Most everything here should be an improvement on what you already have, or at least of equal quality in regards to the Scimitar and the accessories. The most important change in items is undoubtedly the omnipotent Remedy - though it can't cure KO, it works well for convenience, when you have multiple ailments, or ... well, actually, that's all it's good for. >_> Also stock up a little on the new Balsams - Dread isn't quite common, but better safe than sorry.

You can also buy some Level 3 White/Black Magic and Level 2 Time Magic here. Of the White Magic, everything - I repeat, everything - will almost certainly help you. Cura is a better Cure; Raise revives from KO; and Esuna is like a Remedy! The Black Magic is also of the quintessial elemental "-ra" tier that'll you need for your Black Mage to do some decent damage from here on. And then there's the Time Magic, all of which is also good - Haste speeds you up and is amazing for bosses; Teleport works when a Teleport Stone is not in your pocket; and Quara is a nice way for your Time Mage to do something other than self-buffing. So, yeah, splurge!

Once you're done, take note of the hidden Bomb Fragment near the magic shop, and the Ether further west in the flowers near the city entrance. After, head north into another area. There, head along the main path to that big, glowing white one and look around the southeastern corner of it for a Lilith's Kiss. Now head along that side-path you skipped and into the building at the end.

After the scene there (in which we opt to head for the Water Temple), re-enter the matriarch's room. There is a Star Pendant hidden in the top-right corner of the room, while there also is a Tengu Yawn just at the northernmost point of the room. Once you're done with the town as a whole, return to the overworld.




Temple of Water



TREASURES CHECKLIST
[_] Remedy [_] Rebuff Locket [_] Hi-Potion [_] Phoenix Down [_] Ice Charm [_] X-Potion [_] Ether

To find the Temple of Water, head southwest in the overworld and look for a "T" junction in the dirt paths just past the bridge southwest of Florem. Follow the southeastbound branch to find the Temple - there are no enemies in here, so yay! (Or "boo", depending on how you look at it.)

Once inside the Temple (whose design noticeably mirrors that of the Temple of Wind), go into the side-hall to the west and head south to find a Remedy. Return to the main room and leave it heading east, like before. (If you want to go straight to the part where you have to, go north instead, but I'll cover whole thing.) As you pass the library room, enter and press A for a scene. Re-enter the room and go south from the southwest corner to find a hidden path; follow it south and east to a chest containing a Rebuff Locket.

Return into the main hall north of the library and go east and into the next southern alcove for a Hi-Potion. The next alcove to the east will contain a Phoenix Down in another chest. Go north and into the mess hall if you want another scene, then continue into the northeasternmost room to find an Ice Charm. The room just to the west of there will contain an X-Potion. The next large room to the west will yield another scene, then continue further west into the entrance hall again. There is another side-path in the northwestern portion that yields an Ether if you go south there. Back in the entrance hall, go north and speak with the Adventurer, then continue on into the next area. There will be some scenes there before you need to return to Florem.




The Sacred Flower Festival



After the scenes in the Temple, return to Florem and speak again with the matriarch. The group eventually settles on entering the "rather plain" Agnès into the Sacred Flower Festival. You generally should begin by speaking with everyone in town. As you do, you'll trigger some events allowing you to go for hair dye and hairpins. Begin by speaking with the person at the other end of the path for going to the matriach; she'll mention the spirit hairpin she has on. Go to the shop and there will be a scene there regarding the two main trends of late (dying and pinning), after which you should go west and speak with the blue-haired girl, then go south and speak with the man from Ancheim, then northwest and with the brown-haired girl.

After learning about the perverse old man (who I thought was the Sage before I remembered he knew the vestal of water =P), go back and speak with the matriarch. ... Oh, wait, I was right. >_> Erm... Anyhow, after the scene, head to the entrance of the town and speak with the woman at the armory and she'll mention how to look for hairpins (in the gardens to the west).

Finally, speak with the woman to the south of there who is selling the hair dye. After doing so, return to the plaza and speak with the person at the end of the path to the matriarch's. After the scene there, speak again with the woman at the item shop to learn that the dye merchant comes from the east.

All this work combined opens up two sub-scenarios for us to do; as usual, they're optional (as far as I know), but also recommended as always. Here they are:



Finally, the thing that is required for story progress isn't really a Sub-Scenario, so go to Mount Fragmentum for those details. Or scroll down a wee bit. Whatever.



Mount Fragmentum



TREASURES CHECKLIST
[_] Ripper [_] Remedy [_] 1,000 pg [_] 500 pg [_] Hi-Potion [_] Nodachi [_] Ether

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Chomper 600 125 75 95 50 75 41 25 25 25 Lightning Aquatic 0 / 60 / 7
Dryad 1,200 144 24 94 48 24 11 24 24 20 Fire Plant 97 / 65 / 7
Grizzly 2,400 150 25 95 50 25 11 25 25 20 Earth Beast 136 / 68 / 7
White Cait 1,200 125 25 95 66 25 21 25 25 20 Water, Dark Beast 98 / 68 / 7

Overworld: So, we're now on the way to finding the Sage in Yulyana ... that perverse old dude, remember? Once you're back in the overworld, head southeast and across the two bridges. Once past the second, follow the dirt path for a while and it will eventually turn due south, if but briefly - go east from there to find a cave into Mount Fragmentum.

Mt. Fragmentum - West: Whoa, the graphics look pretty similar to the Norende Ravine. O_o When you arrive, immediately head west and along the path. The path ends in a small loop with a chest at the southern end; open it for a Ripper, then return to the entrance and head east and south. As you go along the path, you'll find a Remedy in a chest. Soon thereafter, you'll find a north/east fork. Go east and to the end of the path to find 1,000 pg in a chest. Return to the fork and go north and along the linear path into the next area.

Mt. Fragmentum - Slope: As you enter the area, you'll see a chest nearby; open it for 500 pg. At this fork marking the entrance to the area, head east and along the path to find a chest, in which you'll find a Hi-Potion along the way. As you continue along it and turn south, two eastbound paths will open up to the east. Go along the northern of the two to find a Nodachi at the end, then return to the Slope area and continue south and west, opposite the remaining exit, to soon find an Ether.

If you continue further west, you can speak with a man at the end of the next side-path to the south to try to withstand the attack of the water summon Ziusudra - withstand the attack and you'll learn this summon for your Summoners! (The attack is immediately at the battle's start, so there's no preparation allowed other than healing in the field beforehand: the attack is Water-based and will deal aronud 1,500 damage, so a Level 33 or so party MIGHT survive.) Now use the southeastern exit from the Slope.

Mt. Fragmentum - East: This area quickly devolves into a linear path. Speak with the Adventurer on the way for the usual shop-'n'-save deal, but that's the only feature other than the exit into the overworld. ... Oh, right, and a big turtle.


BOSS - Land Turtle

Land Turtle
Maximum HP 15,000
Physical Attack 160
Physical Defense 60
Aim 95
Magic Attack 50
Magic Defense 12
Evade 6
Intelligence 25
Mind 7
Speed 20
Weaknesses Water
Monster Family Aquatic
Possible Steals Hard Scale, Iron Pole
Possible Item Drops Hi-Potion, Light Curtain
pg (Money) Yield 0
EXP. Yield 1,200
JP Yield 120

This boss is not really a battle for offensive Mages, for it will likely be your first encounter with the Reflect spell. Reflect is a spell that lasts for a while and bounces all magic cast back at the user - if you use, say, Blizzara on this thing when it's under Reflect, you will get hurt, and pretty badly.

Other than that, there's not much to this boss. Bring some melee units to this fight, especially Spell Fencers: they will be the ideal job class for this fight; bring two at least. Have them and everyone else Default three times to boost their BP, to begin with. Have the generic physical units do whatever they do best with four Braves (I used a Thief with Godspeed Strike) while the Spell Fencers first apply Blizzard/Blizzara to their weapons and go into a nice three-attack scramble. The turn thereafter, have the Fencers repeat their action, only four Attacks this time (since the spell lasts for ten turns) and ... you get the picture. The Fecners will be the big picture for this fight. Thieves with the P. DEF-piecing Godspeed Strike also work really well due to the high defenses this dude has.

Other than these, just be sure to keep a White Magic user Defaulting on the off-chance you need it, or that a spell you use (that you shouldn't have!) gets Reflected. With just one Spell Fencer wielding two swords (I came in unknowing =P) and one Black Mage getting lucky without the Reflect after some time, I won in about two turns of using those quadruple attacks. That stuff racks up with Brave faster than you'd think! Each hit from the Spell Fencer totaled 1,000 damage, and the spells from the Mage were going for ~750 - that's 1,750 per attack, and ~7,000 per quad-attack. ;)


After the battle, continue out of the dungeon to the overworld near Yulyana.



Twilight Ruins



TREASURES CHECKLIST
[_] Hi-Potion [_] Ether [_] Remedy [_] 500 pg [_] Zeus's Wrath [_] 1,000 pg [_] Birch Bow [_] Hermes Sandals [_] Ether
[_] Courage Ring [_] Turbo Ether [_] X-Potion [_] Dark Charm

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Aqua Lantern 2,000 140 60 95 73 28 11 28 28 23 Lightning Inorganic 105 / 70 / 7
Imp 2,000 140 28 95 70 56 11 28 28 23 Earth, Light Demon 105 / 70 / 7
Minotaur 3,000 154 42 95 56 28 11 28 28 23 Earth Beast 140 / 70 / 7

Yulyana Region: After finishing Mt. Fragmentum, head east in the overworld to the Sage's house. After some sucking up (or something), we get what we need there. Sort of. Anyhow, before leaving, sleep in the beds and shop at the fox - the details of the latter can again be found in the Yulyana Woods Needleworks's Shops section, though whether you'd really need to shop is debatable. Backtrack to Mt. Fragmentum and go on through it. 

Florem: On the other side, you'll automatically go back to Florem for the Festival. Once you regain control, you can go east and speak with the girl with the hairpin to work on a sub-scenario. Head to the next area for now, though, to begin the Festival. After, sleep at the inn to further the sub-scenario, DeRosa the Red Mage, while re-entering the town can also help further The Withering Wood. The conditions are a little complex to deal with for here, so just go to their respective sections. In any case, our next destination is the Twilight Ruins to the west in the overworld.

Twilight Ruins - 1F: When you arrive, go west and north to the intersection where you can see two doros to the north. Use the one on the east side first to find a Hi-Potion, then go through the other door. Go along the path for a bit to a fork again. There, use the western of the northbound paths to reach an Ether, then go along the other path. (Retrigger the green switch on the way to open the door!) This will take you to an east/west fork; first go east to find a Remedy, then go west and downstairs.

Twilight Ruins - East B1F: Go west and north along the path to find a chest containing 500 pg. Go back through the door and trigger the yellow switch, then go south through the newly-opened door. At the end of the path are two doors. Go through the open one to the east, then through the red-crystal one further north to find a chest with Zeus's Wrath inside. As you go back from it, be sure to use the red crystal, then use the green crystal and go north along that path. Use the first-available southbound path. Soon, a path will open off to the west; ignore it for the moment and go further south and plunder the chest at the end for 1,000 pg. THEN go back and use the westbound path, which leads to some stairs.

Twilight Ruins - B2F: When you arrive, you'll see three northbound paths. First go along the easternmost of the trio and use the switch at the end to reach a chest containing a Birch Bow, which is pretty good for fighting those semi-resilient Imps around here. Return to the stairs and be sure to trigger the switch again on the way; after, trigger the nearby yellow switch and go along the westernmost path in a similar manner to obtain some Hermes Sandals. Once both of these are done, use the center of the three halls and go along it.

Eventually, a path will open off to the west. First continue north and through the doorway to find an Ether in the chest beyond. As you return southward afterward (lol "ward"-play), trigger the red switch and then go along that new path. To the south is naught but a locked chest, but to the north are some stairs going up to the western portion of B1F.

Twilight Ruins - West B1F: Here, go west and north to find a fork. First, let's look at the western, closed door - go due south of it to find a hidden path; go as far south and east as possible to find a Courage Ring. Return to the "T"-junction and use the eastern door twice to find a chest with a Turbo Ether. Trigger the red switch next to that door and go along the other northbound path here to soon find an X-Potion. As you backtrack to the southernmost "T"-junction, retrigger all crystals next to open doors on the way. From the first "T"-junction, go north to another fork. Trigger the blue crystal and go through the newly-opened door to find a chest with a Dark Charm inside. Then retrigger the blue crystal and go through the other door north- and westward into the next area. Be sure to save with the Adventurer on the way!




In the Hidden Village



Once you've left the Twilight Ruins, there will be a scene. And why not a boss to go with them fries?

BOSS - Victor, Victoria

Victor Victoria
Maximum HP 80,000 60,000
Physical Attack 260 245
Physical Defense 49 49
Aim 99 99
Magic Attack 122 123
Magic Defense 70 49
Evade 32 22
Intelligence 49 49
Mind 70 49
Speed 40 40
Weaknesses Dark Light
Monster Family Human Human
Possible Steals Force Armlet Amulet
Possible Item Drops None None
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 0

As it turns out, you're not really meant to defeat Victor and Victoria (yet), so our goal really should something different from the tradition. Your goal in this fight is to survive for five turns, but it is by no means easy; as you can see from the chart above, these two are way off the charts comparatively in offense and defense. You're only way to actually hope to beat them is on a NG+ playthrough (which should be quite easy =P), but it's no different functionally than waiting out five turns.

So, as I said, damage here will be high and it will be heavy. By no means are you to attempt any kind of a legitimate offense. Ideally, you'll have four bulky people (Knights, for example) able to use White Magic. After the start of the battle, have two of them go into four Braves immediately to buff up the party with Protect and Shell. They - and the other two thereafter - are only to Default until they need to use Cura or other items. If you want to risk it, you can go ahead and try to Steal/Mug from the two if you have a Thief, since the equipment is pretty decent, but it's no requirement.




Revival of the Water Crystal



After the scene in the Western Hidden Village post-boss, head back into the Twilight Ruins and backtrack your way out of there, or just use a Teleport Stone or somethin'. After having returned to the overworld, return eastward to Florem, since there's some much needed healing, I suppose. After that (if you needed it), go to the Water Temple again. There, go north and into the altar where the Water Crystal resides - save with the Adventurer on the way!

BOSS - Rusalka

Rusalka Rusalka (Clone)
Maximum HP 30,000 2,000
Physical Attack 155 142
Physical Defense 31 0
Aim 96 95
Magic Attack 62 58
Magic Defense 31 29
Evade 11 1
Intelligence 31 29
Mind 31 29
Speed 25 24
Weaknesses Lightning Lightning
Monster Family Aquatic Aquatic
Possible Steals Arctic Wind None
Possible Item Drops Turbo Ether None
pg (Money) Yield 3,600 0
EXP. Yield 1,800 0
JP Yield 180 0

This boss kind of reminds me of Ultros from Final Fantasy VI in some ways. :) In any case, the boss is obviously capable of a number of Water-based attacks; they're not really notable compared to your likely Level around now (30 ~ 35) since they should only hit for 200 ~ 400 damage out of, what, around 1,250? The most notable move, though, is Seep - the boss will dive on the first turn, then hit the party for ~500 damage on the second, also splitting into four in the meantime.

This boss doesn't really require much to succeed. I do want to recommend bringing someone who has the Examine skill (from Freelancer), though - not a Freelancer, but someone with the Miscellany sub-ability. In this case, if you use Examine on the boss, you can later check the stats of the four bosses post-Seep and detect which one is a clone. (The clones have around 8% of the HP the main boss does - dude, just look at the chart above and do some comparisons...) Thusly, you really don't have to attack the clones, but they can do some damage if you don't use my sweeping combo below. In such an instance, I recommend throwing a Valkyrie into your party, for reasons to be later detailed.

Anyhow, there is an extremely effective combo one could use in this fight: someone with the abilities of a Ranger and a Spell Fencer. In particular, someone who can use the Ranger skill Aquatic Slayer and can use the Spell Fencer Sword Magic Thundara. The Aquatic Slayer skill does 50% more damage to Aquatic enemies such as this boss, and the Sword Magic Thundara imbues Thundara (the boss's weakness) onto your weapon to further this amount of damage. At around Level 40, with an Aerolian Bow, my Ranger Edea was dealing over 3,000 damage per hit with this combo! That is 12,000 per four-Brave attack!! Just remember to open your turn with the Thundara magic before going into the Slayers - the magic should last long enough (ten turns) to fend off a need to recast it.

In fact, if you have three or four people well-leveled in those jobs, I highly recommend using them in an immediate four-Brave attack and you could sweep this whole damn boss in a single turn! If not, there's no point in grinding, just look for alternatives for your other four. A high-Job-Level Red Mage or a suitable Black Mage could be good with Thundara, and obviously Spell Fencers have the Thundara Sword Magic. Duh.

Another key job (for those not opting for the one-turn-sweep) would be a Valkyrie - preferably of a higher Job Level, but the needed skill is already learned. Crescent Moon, when used a few times in a row, can be good for clearing out those clones of Rusalka. If you're opting for this job, I recommend that you keep having the Valkyrie Default until the clones appear and you have 3 BP, after which you should sweep them away with a few Crescent Moons.

Beyond these jobs, there's always the generic White Mage you'll want for the usual healing duties, just in case. As usual, keep them Defaulting until the turn they're needed. With these jobs in mind - especially that deadly Ranger/Spell Fencer combo for one person - you shouldn't have much trouble with this boss.




Blue Seas, Blue Sky...



+E LOCAL ENEMY BESTIARY (MAIN OCEAN)
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Death Pirate 3,000 160 48 101 64 32 2 32 32 26 Fire, Light Undead 173 / 120 / 15
Helldiver 3,000 155 31 96 62 31 12 31 31 25 Wind Aerial 192 / 120 / 15
Mad Shark 4,000 155 31 96 62 31 12 31 31 25 Lightning Aquatic 193 / 120 / 15
Monoceros 4,000 155 46 96 62 31 12 31 31 25 Lightning Aquatic 192 / 120 / 15
Sea Serpent 2,400 155 31 96 62 31 12 31 31 25 Water, Earth Aquatic 173 / 100 / 15

After the battle, you have to revive the Water Crystal. As with the Wind Crystal, you have to press X repeatedly until Airy says to, and don't stop until told to. You'll also receive an additional support unit thingie for your abilities, too. After this, leave the Temple and you'll return automatically to Florem for a scene. Once you're done healing and restocking there, return to the overworld and head southeast to and through the Miasma Woods again.

Once the other side, I recommend going south of Ancheim briefly and into the Water Temple. In the northern portions of 2F is a man who you can speak with to learn the Summon Hresvelgr, a Wind-based summon. If you can survive the attack from it, you will learn it - as usual, it is used immediately at the start, so be fully healed, and perhaps have the Wind Charm on someone. My Level 41 party took about 1,500 damage all-around, so you know.

Other than that minor quest, return north to the Eschalot on the northern shore of the desert. After gaining control of the Eschalot - which can now only travel on water - sail westward. After a brief scene you'll encounter as you go into the awakened open ocean, head southwest to the yellow bubble on the map.



Chapter 3: Beloved Bonds



Chapter Flowchart







The Grandship



TREASURES CHECKLIST
[_] Antarctic Wind [_] Flame Charm [_] Bacchus's Wine [_] 1,000 pg [_] X-Potion

GRANDSHIP ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target

GRANDSHIP MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Cura White 800 pg 9 MP Level 3 Restores a moderate amount of HP; damages the undead
Esuna White 800 pg 8 MP Level 3 Cures all ailments except KO, Stop, and Doom
Raise White 800 pg 18 MP Level 3 Revives from KO with ~200 HP; 70% chance to kill the undead
Blizzara Black 800 pg 15 MP Level 3 Moderate amount of Water-based damage
Fira Black 800 pg 15 MP Level 3 Moderate amount of Fire-based damage
Thundara Black 800 pg 15 MP Level 3 Moderate amount of Lightning-based damage
Haste Time 400 pg 8 MP Level 2 Boosts Speed by 50% for 4 turns; ignores Reflect
Quara Time 400 pg 15 MP Level 2 Moderate Earth-based damage
Teleport Time 400 pg 20 MP Level 2 Leave battles and dungeons (there are some exceptions, though!)

+B GRANDSHIP WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Aeolian Bow Bow 3,600 pg 54 - 95 - - - - Damage +50% to Flying
Artisan Gloves Accessory 2,500 pg - - - - - - - Dexterity +10
Earthing Rod Accessory 2,000 pg - - - - - - - Immune to Paralysis
Hermes Sandals Accessory 5,000 pg - - - - - - - Agility +10
Iron Pole Staff 3,000 pg 34 - 90 - - - - Damage +25% when hitting 2+ enemies
Osafune Katana 3,500 pg 30 - 90 15 - - - N/A
Rod of Ice Rod 3,800 pg 15 15 90 - - - - Water attacks are 10% stronger
Viking Axe Axe 4,800 pg 36 - 85 -3 - - - Damage +50% to Aquatic
Viking Coat Torso Armor 3,000 pg - - - - 24 6 - N/A

After the scene on the Eschalot, go north and board the Grandship. After the initial scene here, go to the far east and south to find a hidden Antarctic Wind, then go back west and into the tavern. Examine the foremost of the tables on its second floor to get a Flame Charm. On the lower floor, you can find a Bacchus's Wine in the northwestern barrels, too. Return outside and go up the stairs to the east, then further east and north to find a hidden 1,000 pg. Finders keepers~!

Use the nearby path to go to the next area. There, you'll find an armory and a magic shop to the east, with an inn (50 pg) and an item shop to the west. After splurging or somethin', speak with the boy at the "!" on the map; he is the Zatz you're looking for. After the brief conversation, return to the tavern and speak with Zatz inside. After the scene there, return to the Eschalot.




Overworld - To Eisenberg!



+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Deathstalker 2,400 160 48 96 64 32 11 32 32 26 Water Bug 192 / 120 / 15
Ghost 3,000 160 32 96 64 32 11 32 32 26 Fire, Light Undead 192 / 120 / 15
Imp 2,000 140 28 95 70 56 11 28 28 23 Earth, Light Demon 105 / 70 / 7
Soil Eater 6,000 192 48 96 64 32 11 32 32 26 Water Bug 384 / 240 / 30
Valtora 3,000 160 32 96 64 32 31 32 32 26 Fire Beast 192 / 120 / 15

After returning to the Eschalot, head west for a while to the "!" mark on the southern coast of the western continent. After the scene, speak with Datz and Zatz if you need some questions answered, then just leave through the door nearby. Once you return into the overworld, head southwest along the coast. After the scene with Kamiizumi, head northwest into the barren land. To the northeast of there is the Eisen Bridge. After a scene there, you'll need to head to the far west to Hartschild.



Hartschild



TREASURES CHECKLIST
[_] Elixir [_] Gale Hairpin [_] Kunai

HARTSCHILD ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target

HARTSCHILD MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Aerora White 1,600 pg 15 MP Level 4 Moderate Wind-based damage
Dispel White 1,600 pg 8 MP Level 4 Remove all stat buffs/debuffs, Regen, Stop, Reflect, Reraise, element affinity changes, damage absorption, and Sword Magic (all of which that are not permanent)
Reflect White 1,600 pg 16 MP Level 4 Reflects White, Black, and Time Magic to the opposite side (i.e. you to enemy)
Gravity Time 800 pg 12 MP Level 3 Halves the target's HP sometimes
Slowga Time 800 pg 16 MP Level 3 Decreases Speed by 25% for four turns; ignores Reflect
Veil Time 800 pg 8 MP Level 3 Increases evasion by 50% for four turns; ignores Reflect

+B HARTSCHILD WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Black Cowl Helmet 1,200 pg - - - - 8 2 10 N/A
Dark Charm Accessory 3,000 pg - - - - - - - Halves Dark damage
Defender Sword 5,000 pg 27 - 90 - 10 - - N/A
Earth Charm Accessory 3,000 pg - - - - - - - Halves Earth damage
Flame Charm Accessory 3,000 pg - - - - - - - Halves Fire damage
Force Armlets Accessory 2,500 pg - - - - - - - Mind +10
Halberd Spear 4,500 pg 27 - 90 2 - - - Damage +25% when hitting 2+ enemies
Holy Miter Helmet 1,000 pg - 3 - - 5 4 - Mind +5
Ice Charm Accessory 3,000 pg - - - - - - - Halves Ice damage
Large Shield Shield 2,500 pg - - - - 24 12 22 N/A
Light Charm Accessory 3,000 pg - - - - - - - Halves Light damage
Main-Gauche Dagger 3,500 pg 22 - 95 3 - - 20 N/A
Orichalcum Helm Helmet 1,500 pg - - - - 8 2 - N/A
Orichalcum Mail Torso Armor 5,000 pg - - - - 30 7 - N/A
Thunder Charm Accessory 3,000 pg - - - - - - - Halves Lightning damage
White Robe Torso Armor 4,000 pg - 4 - - 22 5 - Mind +20
Wind Charm Accessory 3,000 pg - - - - - - - Halves Wind damage

After the introductory scene, you can head west to save-'n'-shop with the Adventurer. The inn (60 pg) is just to the north of him. If you use the northwestern path of the town, you can head to an item shop. If you walk along its southwest side, not on the path itself, you can investigate some barrels to find the ever-invaluable Elixir! ^_^ The northeastern path of the town yields the armory at the end. Jsut southeast of the large mansion is a magic shop.

Of everything here, it would probably be wisest to prioritize the buying of Aerora and Reflect - everything else is somewhat skippable for the moment magic-wise, but those two can be IMMENSELY helpful in bosses! The armor is, as usual, mostly new so you should buy what you want there. If you feel like it, some Flame Charms for the end-of-chapter boss may be appropriate, if you don't mind swapping out whatever accessories you already have. (Note: If you plan on using the Main-Gauche, note that the Kunai, which is the same thing with 5 more P. ATK., will be found elsewhere in town!)

Anyhow, enter the large mansion to the north and, after a lot of scenes, you'll be tasked with returning to the Eisen Bridge for now. First re-enter the mansion and go due west upon entering to find a Gale Hairpin, then go upstairs and to the bedroom to the west. In its northeast corner is a hidden Kunai. When you're done, return to the overworld.




Grapp Keep



TREASURES CHECKLIST
[_] X-Potion [_] 2,000 pg [_] Turbo Ether [_] Glaive [_] Rebuff Locket [_] Elixir [_] Bomb Fragment [_] Bacchus's Wine

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Bone Hunter 3,000 176 60 96 64 32 11 32 32 26 Fire, Light Undead 197 / 124 / 15
Bone Knight 3,000 176 60 96 64 32 11 32 32 26 Fire, Light Undead 197 / 124 / 15
Bone Lancer 3,000 176 60 96 64 32 11 32 32 26 Fire, Light Undead 197 / 124 / 15
Zombie Knight 4,000 176 48 96 64 32 11 32 32 26 Fire, Lightning, Light Undead 197 / 124 / 5

Overworld: Once you've decided, back in Hartschild, to aid the Shieldbearers ('cuz what's cooler than a grand ol' shield?), head eastward in the overworld to Eisen Bridge. After the scene there, you are tasked with going to the Grapp Keep. Note that the Sub-Scenario S.S. Funky Francisca is unlocked as well! I highly recommend doing the latter since you can get the physically-best class, Pirate, for winning! Anyhow, once you intend to head to Grapp Keep, head east of the bridge, then along the lighter dirt path in front of you, going east at both "T"-junctions to find the keep.

Grapp Keep - 1F: When you arrive, go along the path just to the east and you'll find a switch in the southwest corner of the room at the end; trigger it. Return to the entrance and go north, then west when possible, and west again at the north/west fork. This will take you to a chest containing an X-Potion; grab it, then return to the fork and go north and upstairs.

Grapp Keep - 2F: Go southeast and steal the 2,000 pg from the chest, then go northeast and flip the switch. After, head northwest and downstairs.

Grapp Keep - 1F: Go southeast and trigger the switch, then backtrack to the stairs just south of here, still on 1F. Go through the newly-opened door to the northeast to find a Turbo Ether and a locked chest which we must leave alone ... for now. Anyhow, return to the dungeon entrance and go north and upstairs.

Grapp Keep - 2F: Go north and you'll find two sets of stairs. Use the downbound ones to the east to soon find a Glaive. As for the other stairs?

Grapp Keep - 3F: When you arrive, go west and south to find a Rebuff Locket at the end of the path. Return to the staircase and head now east and south. At the corner where the stairs lie, go around to the southeast side of the stairs and head south into a hidden passage. Head far to the west for an Elixir, then return to the stairs and use 'em.

Grapp Keep - 2F: After descending, go north and east into the little side-hall there and open the chest for a Bomb Fragment. Return into the main hall and continue to the northeast corner. There, go downstairs and flip the switch to make a shortcut should you come back in the future. Back in the 2F hall, continue west and to the end of the path to find a chest containing some of Bacchus's Wine.

Then return to the entrance you used and head west of those stairs. At the end of the path is a switch to trigger, so, y'know, trigger it. After, use the shortcut you opened to return to 1F and go up the central staircase there to 2F again, then head south along the newly opened path. This will take you to 3F. Speak with the Adventurer to the north to save and shop, then continue north. Examine the sparkly thing in the bookcase to the north to set off the alarm.


BOSS - Automaton x3

Automaton
Maximum HP 10,000
Physical Attack 200
Physical Defense 48
Aim 96
Magic Attack 64
Magic Defense 32
Evade 2
Intelligence 32
Mind 32
Speed 26
Weaknesses Lightning
Monster Family Inorganic
Possible Steals Pantheon's Wrath
Possible Item Drops Fulmen Shard, Turbo Ether
pg (Money) Yield 0
EXP. Yield 1,000
JP Yield 100

This boss isn't as difficult as you think; the main problem is the whole "strength in numbers" concept. For the most part, they'll rely on Rocket Punch for their damage, which does 150 ~ 350 damage to the party depending on your level (probably around 40).

This ends up being another of those bosses one could sum up with the whole Ranger/Spell Fencer combo. Hey, it ain't my fault! >:) In any case, this time, you'll want the Ranger to use the Sword Magic Thundara, then just go for three Targetings, and then four on consecutive attacking turns. Due to the resilience of these enemies, it would be a good idea to Default thrice first so you have a better at taking one or two out when you go straight into two quadruple attacks. Having two or three such Rangers will breeze through the battle by then. Even so, keep a White Magic user on the Defaulting just in case something goes horribly wrong.

Alternatively, you could just use various generic multi-target tactics. If you have a Valkyrie, Crescent Moon twice in a row (or more if you have additional BP) could do some damage, but it would probably take a few of them to begin making a legitimate dent in the enemy's HP. Black and Red Mages could also do somewhat well with Thundara, and Spell Fencers obviously with the Thunder Sword Magic. Those using a combo'd Pirate/Spell Fencer could do some nasty damage if they've ground up the Pirate's skills, but that's pretty unlikely. It'd be nice if we had a Lightning summon...

Anyhow, it's an easy fight - I wholly go for the Ranger/Spell Fencer spamming tactic, but to each their own. In general, just try to focus weakness-piercing attacks on a single Automaton (even if they can be multi-target like Thundara) and they'll eventually go into the dust. Oh, yeah, White Mage. Can't forget the White Mage.


After the fight, you'll recover the poison vial. Wanna sip? =P Anyhow, after the fight, just leave the dungeon by any means you desire.



Mythril Mine



TREASURES CHECKLIST
[_] X-Potion [_] Earth Drum [_] Turbo Ether [_] 1,000 pg

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Black Axefighter 3,000 195 43 97 78 39 11 39 39 32 Lightning Human 216 / 162 / 17
Black Blade 2,800 185 37 97 74 37 11 37 37 30 Lightning Human 206 / 155 / 16
Black Pikeman 2,800 185 37 97 74 37 11 37 37 30 Lightning Human 206 / 155 / 16
Carbuncle 2,600 170 34 96 85 34 11 34 34 28 Wind, Dark Beast 202 / 153 / 16
Mythril Shell 5,000 204 96 96 66 34 1 34 34 28 Water Aquatic 405 / 304 / 32
Succubus 2,600 170 34 96 68 34 2 34 34 28 Wind Demon, Aerial 202 / 153 / 16

Overworld: After taking the poison vial from the Grapp Keep, head back to the Eisen Bridge. After the scene there, speak again with Commander Goodman and ask him those three questions you can if you wish to participate in the Sub-Scenario Battle at the Big Bridge. Other than that, your new task for now is to head to the Mythril Mine. Go west from the Bridge and head north between the two towers that used to have a gate between them; just beyond them, you'll see the Mine as a cave in the distance.

Mythril Mine - B1F: After the introductory scene here, there will be a battle, and six more total throughout the dungeon against some of these Black Blades members. Anyhow, go west for a while, ignoring the southbound path halfway along. You'll come to find a Black Blade member guarding an X-Potion chest. Plunder the chest after the fight, then go east and use the southbound path. If you go along the eastern path at the soon-to-be-found fork, you'll have a fight at the end. Head along the western of the forks afterward to find a clearing with some stairs. Go northwest for a forced fight, southwest for an Earth Drum, and southeast to another forced fight. Use the stairs when done.

Mythril Mine - B2F: Here, begin by going east to another forced Black Blade bash. Far to the north of there is another in addition to a Turbo Ether chest. If you go back south and off to the northwest, there will be another fork (northwest/southwest). Go southwest, then west at the next fork to get 1,000 pg. Go back one fork and head south this time for a forced fight. Go back two forks (again, northwest/southwest) and head northwest. As you go, you'll see the Adventurer. Save-'n'-shop if you want to, but we're not done yet.

Just southwest of that clearing is a small dead-end with a battle at its end. If you go west, you'll see a locked chest; make note of it for now, but, as usual, you'll have to wait until Chapter 6. Go south from it, though, and southwest at the fork to find the final forced battle to save the children. (Going southeast loops back to the floor entrance.) With all of these done, you're welcome to leave; nothing remains here.




Starkfort



TREASURES CHECKLIST
[_] Earth Drum [_] Stardust [_] 500 pg [_] Hi-Potion [_] 1,000 pg [_] Ice Brand

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Black Axefighter 3,000 195 43 97 78 39 11 39 39 32 Lightning Human 216 / 162 / 17
Black Blade 2,800 185 37 97 74 37 11 37 37 30 Lightning Human 206 / 155 / 16
Black Pikeman 2,800 185 37 97 74 37 11 37 37 30 Lightning Human 206 / 155 / 16
Fire D'gon 5,000 215 43 98 86 43 11 43 43 35 Water Dragon 400 / 300 / 17
Hellhound 2,800 185 37 97 74 37 11 37 37 30 Water Beast 206 / 155 / 16

STARKFORT MERCHANT ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target

STARKFORT MERCHANT MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Aspir Black 1,600 pg 1 MP Level 4 Damages the target's MP; user regains MP (or loses if target is Undead) equal to 10% of the damage
Drain Black 1,600 pg 8 MP Level 4 Damages the target's HP; user regains HP (or loses if target is Undead) equal to the amount of damage
Fear Black 1,600 pg 5 MP Level 4 Has a 75% chance to induce Dread in the target
Comet Time 1,600 pg 25 MP Level 4 Non-elemental damage to a target 1~4 times; ignores Reflect
Hastega Time 1,600 pg 32 MP Level 4 Raises all allies' Speed by 50% for four turns; ignores Reflect
Veilga Time 1,600 pg 24 MP Level 4 Raises all allies' Evasion by 50% for four turns; ignores Reflect

+B STARKFORT MERCHANT WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Battle Mace Rod 4,800 pg 27 - 90 - - - - N/A
Black Robe Torso Armor 6,000 pg - 3 - - 20 5 - Intelligence +20
Giant's Gloves Accessory 1,500 pg - - - - 6 1 - Strength +10, Dexterity -50
Hammer Knuckles Knuckles 4,200 pg 46 - 90 3 - - - N/A
Headband Helmet 1,800 pg - - - - 6 1 - Strength +10
Mage's Hat Helmet 1,500 pg - 3 - - 4 3 - Intelligence +5
Orichal Dagger Dagger 5,000 pg 27 - 95 3 - - - N/A
Power Bracers Accessory 4,000 pg - - - - - - - Strength +10
Power Sash Torso Armor 2,400 pg - - - - 22 5 - Strength +5
Spiked Shield Shield 3,700 pg 5 - - - 20 10 23 N/A
Zweilhander Sword 7,500 pg 35 - 90 - - - - N/A

Overworld: As you happen to leave the Mine, you'll be told that one boy, Egil, remains in Starkfort, far to the north of the Mines. Heal and restock back in Hartschild - remember, you can set the Encounter Rate to -100% to prevent all battles if you're really desperate! To reach Starkfort, go east of the Eisen Bridge and northeast towards the Grapp Keep, then head northwest from there for a while.

Starkfort Exterior: After the introductory scene, go to the far right first and you can speak with the Adventurer to save and a merchant to shop up on some new stuff. The main appeals here are Aspir, Drain, Comet, and Veilga. (Final Fantasy veterans may consider Hastega, but remember that the system here is not an ATB system - it's strictly turn-based, so going first via Hastega is like trying to go first in Pokémon: only good if you wanna one-hit-kill something, basically. To each their own though.) Aspir is nice for regaining MP, Drain for some cheap HP recovery (and since it's a 1-to-1 ratio for damage and restoration, you can easily fully heal with a couple of BP!), and Comet is always nice to give your Time Mage something naaaasty. ... Ish. Anyhow, there's also a lot of base-stat-boosting equipment here, so plunder if you have some specialized units (i.e. the Pirate).

There's also other stuff to do outside. Mostly, just finding hidden items. If you hug the northern rock wall as you between the area's entrance and the fort, you can Inspect a little crag between two rocks for an Earth Drum. If you go due south of the Adventurer and west to the end of that small path, you can also find some Stardust. That's it out here. And the fort?

Starkfort - 1F: When you arrive, go into the first room west of the entrance and to the south to find 500 pg. The room just east of the entrance has two more eastbound paths, the northern of which will yield a Hi-Potion. When you go north, Ringabel will consult the Notebook of D and find out that Egil lies to the east. If you want to go west, look in the section Starkfort's Salve-Maker for more, since it yields 1,000 pg and the Salve-Maker asterisk, and is thusly a Sub-Scenario. Otherwise, go east and upstairs.

Starkfort - 2F: When you arrive, go due south and you'll find an Ice Brand in a chest. You should be able to see the main hall going southward to the east of here, so go along it now. At the end, you'll find and rescue Egil; once that's doe, just backtrack to the overworld.




Underflow



TREASURES CHECKLIST
[_] Bomb Fragment [_] 2,000 pg [_] Safety Ring [_] X-Potion [_] Fire Charm [_] Turbo Ether [_] Diamond Staff
[_] Flare Hatchet [_] Gale Bow

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Black Axefighter 3,000 195 43 97 78 39 11 39 39 32 Lightning Human 216 / 162 / 17
Black Blade 2,800 185 37 97 74 37 11 37 37 30 Lightning Human 206 / 155 / 16
Black Pikeman 2,800 185 37 97 74 37 11 37 37 30 Lightning Human 206 / 155 / 16
Demon 3,400 205 41 98 106 41 11 41 41 33 Light Demon 375 / 250 / 17
Flare Lantern 3,000 195 40 97 104 39 11 39 39 32 Water Inorganic 212 / 159 / 16
Inferno Golem 6,000 205 41 98 82 41 11 41 41 33 Water Inorganic 432 / 324 / 17
Magician 3,000 185 41 98 111 41 11 41 41 33 Earth Demon c 375 / 250 / 17
Minotaur Zombie 6,000 200 40 98 80 40 11 40 40 32 Earth, Light Undead, Beast 424 / 318 / 16
Red Flan 3,000 195 39 97 104 39 11 39 39 32 Water Inorganic 200 / 150 / 16

NOTE ABOUT THE UNDERFLOW: The Underflow dungeon has quite the notable field danger to it: lava. You're probably accustomed to it: hot, steamy, molten rock and minerals that flow throughout the crust and mantle of the Earth. Obviously, it will hurt you in this game. A lot. You'll lose about 10% of your HP every time you step on it. The Dungeon Master ability of Freelancers (Level 4) can help deal with this, though! Alterantively, you can look at the ground: certain patches qwhere the lava are will glow red when you'll be damaged and black when you won't be. Time it right!

Overworld: After having rescued Egil and left the Starkfort, head back to Hartschild. After the brief scene upon your arrival, head into Commander Goodman's house in the northern part of town - after healing and shopping, of course! After the scene there, head to the path going to the southwest of the town. Eventually, you are sent off to the Mythril Mine again to find the Underflow to the Fire Temple. As you go, you'll fight one each of the main Black Blade classes. After the fight and scene thereafter, continue into the mines.

Mythril Mine: You should already be familiar with the layout of the dungeon by now, so you're more than capable of finding the way to B2F. There, head to the northernmost portion of the floor, where the Adventurer is, and go through the door just to his north.

Underflow - East 1F: When you arrive, go north and along the linear, lava-covered path for a bit. There will eventually be a southbound path to the south, so follow it and you'll find 1,000 pg at the end. After getting it, return north and go along the main path. You'll eventually reach an east/west fork; go east and you'll find another fork. Continue east there to find a Bomb Arm, then return and go south and southwest for a Bomb Fragment. Return once more to the fork. If you head southeast of there, you can find a locked chest, but ... y'know, it's locked, so we can't open it yet. Anyhow, backtrack to the east/west fork you should be able to see in the northwestern part of the floor, then go west and along to the next floor.

Underflow - East 2F: Here, go south and west to find a fork. Go south there and you'll find a side-path off to the east, along which you'll find 2,000 pg. Return to the main path here and continue north to the northwest/south fork and head ... well, northwest. Soon thereafter, there will be a west/south fork. If you go along the long, linear path to the west, you'll find a Safety Ring at the end, which is useful for preventing death. After, go south of the fork from before and you'll find the 3F stairs.

Underflow - 3F: As you go through this area, some parts of the path could collapse: they won't hurt you, it's just to bait you into going somewhere. Anyhow, when you arrive, go north, then west at the fork. You'll need to go south soon thereafter. This will soon lead to yet ANOTHER fork, this one going west and southeast; first go southeast to find the useful X-Potion, then go west from the fork. Skip the collapsable path to the north you soon find, going north at the second one instead. Eventually, a path to the southeast will open up; follow it and skip the fork to find an ironic Flame Charm. As for that side-path we skipped? Follow it and you will get a Turbo Ether. Now backtrack to the start of that southeastbound path and go north to find some stairs.

Underflow - West 2F: When you arrive, go west and south as soon as possible, and continue south to find a chest in the southeast corner containing a Diamond Staff. Return waaay back north and head west, waaay west. In the corner there, you'll find a path to the south; follow it to a clearing with three paths going from it. Go along the path to the east, then head east and north at the forks to find your way to a Flare Hatchet. (As you're probably aware by now, it's not a good idea to use it for this dungeon. =P) Backtrack to the east/west fork and go west, then north when first possible. At the end of the lengthy path is a Gale Bow; after grabbing it, go back to where you turned north and head west and use the stairs.

Underflow - West 1F: Head west to the bridge. After a lucky break on the bridge, continue north and along to the Temple.




Temple of Fire



TREASURES CHECKLIST
[_] Flametongue [_] Iceflame Shield [_] X-Potion [_] Turbo Ether [_] Elixir

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Demon 3,400 205 41 98 106 41 11 41 41 33 Light Demon 375 / 250 / 17
Flare Lantern 3,000 195 40 97 104 39 11 39 39 32 Water Inorganic 212 / 159 / 16
Inferno Golem 6,000 205 41 98 82 41 11 41 41 33 Water Inorganic 432 / 324 / 17
Magician 3,000 185 41 98 111 41 11 41 41 33 Earth Demon c 375 / 250 / 17
Minotaur Zombie 6,000 200 40 98 80 40 11 40 40 32 Earth, Light Undead, Beast 424 / 318 / 16
Red Flan 3,000 195 39 97 104 39 11 39 39 32 Water Inorganic 200 / 150 / 16

When you arrive, go into the side hall to the west and south to find a Flametongue - again, not something to use for the boss ahead, but something to keep nonetheless. Go east and through the hall and into the library to the south for a scene. After, go east in the hall some more and east at the four-way to find an Iceflame Shield - this will nullify all Water- and Fire-based attacks, which is EXTREMELY useful! ^_^ After, go south from the four-way to find a man; he will summon Promethean Fire, a powerful Fire summon - if you have the Iceflame Shield equipped, you will be immune to the attack and thusly are guaranteed to learn it, so be sure to not waste this opportunity!!

The mess hall to the north of there yields another scene. Go north to the next four-way; head east for an X-Potion and north for a Turbo Ether, then go west. There's the clothing room to the west of there for another scene. Continuing west will put you back in the entrance hall. Go west into the side hall, then south to the dead-end and west and south through the hidden passage to find an Elixir. Return into the entrance hall and save-'n'-shop with the Adventurer before going north to the next area.


BOSS - Chaugmar

Chaugmar
Maximum HP 40,000
Physical Attack 280
Physical Defense 33 or 9,999
Aim 98
Magic Attack 241
Magic Defense 41 or 9,999
Evade 21
Intelligence 41
Mind 41
Speed 33
Weaknesses Lightning
Monster Family Demon
Possible Steals Bomb Arm
Possible Item Drops Reflect Ring
pg (Money) Yield 0
EXP. Yield 6,000
JP Yield 600

First and foremost: when Chaugmar has that purplish shield around him, he is basically impervious to all attacks: his Defenses will be at 9,999 for this time, which is FAR above what you can hope to penetrate at almost any level under any circumstance. (Well, you can hit for 1 damage, but do you want to do that 40,000 times?) Anyhow, only Default, heal, and/or self-buff in that time. If you hit 3 BP, you could do one thing per turn for buffing, and you probably will hit 3 BP without Heart Suck hitting you, so go for it.

Chaugmar mostly will stick to Drain-like attacks for the battle, mostly in the shield - makes you wish you could be undead, eh? There's also Heart Suck to take your stored-up BP for itself, so look out for that one. Soul Suck takes away MP; less noteworthy, but bad for your mages.

Chaugmar will open his first turn out of the shield with Energy Blast, which is huge damage to everyone (1,500+). Either Default or use Spirit Barrier as prep for it, depending on what's available. After is when your healer needs to use Brave several times and use Cura on everyone. As for the rest of the party, have them go into their usual tendencies of attacking under the effects of Brave.

As for what to use? The Ranger/Spell Fencer job combo is still immensely effective: start with a Thundara Sword Magic, then go straight into Demon Slayer or Targeting for massive amounts of damage. In fact, a lot of people able to use Level 4 Sword Magic can make quick work of thsi beast, and can even circumvent the need for a healer now: Drain Magic with Demon Slayer or Targeting are practically full-heals! Each doubly-effective attack could deal somewhere in the range of 5,000+ for damage, making this battle a two-turn effort with just one Ranger/Spell Fencer ... and with four, **** it, you win!

As for the alternatives? Black and Red Mages with Thundara can do some stuff, and the Spell Fencer or Rangers can work okay alone with the aid of Thundara Sword Magic and Demon Slayer or Targeting, respectively. Salve-Makers may feel like using the Turn Toxic ability on four Elixirs in desperate times for 39,996 HP of damage, which takes you 4 away from winning, but Elixirs are valuable and I don't recommend using them for such a purpose. Those are the main things I could see being used.

In pure theory - though I didn't have the opportunity to test this, so I don't recommend it as-of-yet - Defense-piercing attacks could have some effect. These would include Pressure Point from the Monk, Godspeed Strike from Thieves, and use of the Pierce M. Defense support ability from Level 12 Black Mages. Again, I'm not 100% on these, but it could be a possibility for piercing the boss's Defense when the shield is up.


After the battle, you have to revive the Fire Crystal in the usual manner: press X a bunch until told not to. You'll also get to equip another Support Ability if desired. Go ahead and leave the Temple, Underflow, and Mythril Mine now - probably via a Teleport Stone, eh? =)



The Grandship's Engine Room



TREASURES CHECKLIST
[_] Zeus's Wrath [_] Turbo Ether [_] 1,000 pg [_] Antarctic Wind [_] Gold Hourglass [_] Turbo Ether [_] Cross Axe [_] 2,800 pg
[_] Trident [_] Hammer Mace [_] Raikiri [_] Bacchus's Wine [_] Arctic Wind [_] Megalixir [_] Barrier Shroud

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Dark Stomper 3,800 230 46 99 92 46 11 46 46 37 Wind Inorganic 226 / 170 / 17
Monodon 3,800 230 46 99 92 46 11 46 46 37 Lightning Aquatic 400 / 300 / 17
Remora 3,800 230 46 99 92 46 11 46 46 37 Lightning Aquatic 226 / 170 / 17
Zombie Shark 5,000 230 46 99 92 46 21 46 46 37 Lightning, Light Undead. Aquatic 453 / 340 / 17

Overworld: Take note of the fact there is another Sub-Scenario you can do, Return to Starkfort. Just FYI. Anyhow, go back to Eisen Bridge and watch the scene. After, return to Hartschild and heal and shop before going to the Commander's place. After, go back to the Grandship and speak with one of the men in the tavern, then head to Caldisla. The scenes in the inn there will then constitute a return to Hartschild for whatever-freakin'-reason. After the scene in the Goodman residence, go speak with the king in Caldisla for another scene. After. there will be a Sub-Scenario I dubbed "Meanwhile, in Hartschild..." unlocked. Go there if you wish, but otherwise your next target is Grandship.

Grandship: After the brief introductory scene, enter the tavern. After the scene there, reutnrn outside and go northeast to the Markets (far outdated by now) and then continue along to the next area. After the scene there in the Bridge, go to the west west and onto the balcony to find a hidden Zeus's Wrath. Then go north and examine the north side of the telescope to find a Turbo Ether. Once done, head on to Caldisla; after the scene there, return to the Bridge of the Grandship and examine the door. Go on in.

Engine Room - B27F: Anyhow, go east, south, and west along the main path, ignoring most of the features on the way. After turning west at the stairs, you'll soon find 1,000 pg to the south. More stairs are further to the west; bypass them heading north to find an Antarctic Wind. Now head down the southwestern corner's stairs.

Engine Room - B28F: Go north and into the hall that opens to the east, then head to the northwest corner to find a Gold Hourglass. Go into the next hall that opens to the east and follow the path to trigger a switch on B27F. Backtrack to the southwest B28F stairs, then go east and along the path to find a Turbo Ether. Return upstairs.

Engine Room - B27F: Go now and use the southeastern corner's stairs.

Engine Room - B28F: Go north to find some stairs. Ignore them for the moment and go along the southbound path just to the west of there to find a Cross Axe inside a chest. Return north to the fork and go west to find 2,000 pg, then go back east and use the stairs.

Engine Room - B29F: When you arrive, go south and you'll see a blue chest as you go by; as ever, it's locked, but just remember to note it for future perusal. Continue south to a fork, at which you should head southwest to find a Trident. Return to the stairs now and go west. As you approach the extra-large gear, go south and you'll find a Hammer Mace. Return north to the large gear and head west and along the main path for a while. As you go, there will be a set of forks. Go along the first southbound path to find a Raikiri and along the third southbound path to find some of Bacchus's Wine. After, use the middle path and head east at the next fork to find some stairs.

Engine Room - B28F: Go north and up some more stairs.

Engine Room - B27F: Go east and flip the switch. Afterwards, backtrack a while until you reascend from the southeastern stairs on B27F. With both switches triggered, you can now enter the northeastern elevator and flip the switch to go on down.

Engine Room - Core: You are immediately presented with two different southbound paths to go along. Use the western one to find an Arctic Wind, then go along the eastern one. As you turn west from the southeast corner, hug the southern wall - around the point that you and the yellow "!" line up, there should be a hidden passage you can follow to the south and west for the almighty Megalixir! ^_^;

Return into the main hall and continue along the path some more, saving and shopping with the Adventurer when you meet him. After, go along the northbound path to the west and bypass the fork to find a chest at the end containing a Barrier Shroud. Return to the Adventurer and head east and north of him. Approach that hole in front of you and press A.


BOSS - Behemoth

Behemoth
Maximum HP 80,000
Physical Attack 299
Physical Defense 46
Aim 99
Magic Attack 92
Magic Defense 46
Evade 21
Intelligence 46
Mind 46
Speed 37
Weaknesses Lightning
Monster Family Aquatic
Possible Steals Elixir
Possible Item Drops X-Potion, Arctic Wind
pg (Money) Yield 7,200
EXP. Yield 3,600
JP Yield 360

The Behemoth is expectedly a pretty nasty enemy to fight against, in no small part due to its high HP and P. ATK., probably the highest you've seen yet (except P. ATK. if you fought Kamiizumi). Most of his attacks are able to dole out 1,000+ damage, especially Toothy Rend, which hit my Level 53 characters for above 1,750! Roar is a party-wide attack that will probably deal the same amount of damage as well and probably induce Silence. Finally, there's Venomous Bite: about 1,000 damage to a single target plus Poison.

Strategy-wise, it wouldn't be too bad an idea to have a dedicated healer throwing up a Cura every turn or two. Ideally, we can use this healer to abuse some of the Ninja and Red Mage techniques: have the Turn Tables support ability and use Utsusemi. Combined, that will let you evade a physical attack and earn 1 BP (and counter if you have the Transience support ability). While that may seem like a free shot for offense, it's rather pertinent that you get as much BP as possible so that you can heal: except at exorbitantly high levels, a single Cura will not cover you. It may even be best to throw in a second healer. ... I'm serious on that.

As for your offensive units? Here's come another strategy I've often abused in this FAQ: Ranger with Spell Fencer skills. This mirrors the tactic we used at the end of Chapter 2 for the Rusalka boss. First imbue Thundara onto your weapon, then go into using Aquatic Slayer. The two combined should cause a 125% damage boost (x2.25), which is nasty. It may even be your first time hitting the 9,999 damage cap if you hit critically!

If you grabbed the Trident earlier in the dungeon, you can also bring in a Valkyrie for some EXTREME damage if you know High Jump. High Jump by definition is 3x more powerful than a normal attack; with a Spear like a Trident, it's now 4.5x more. Throw in the Lightning-elemental nature of the Trident and you boost it to x6.75. Throw in some kind of Defense-lowering attack, like a Pirate's Shell Split and you bump it to almost 8.44x more damage than normal. And, finally, if said Valkyrie can get his P. ATK. boosted (i.e. a Monk's Invigorate), you finally go up to about 10.55x the normal damage. At around Level 45 ~ 50, that will hit the damage cap without being critical! O_o

That sums up the majority of it. You could also generically use Black and Red Mages for Thundara, possibly a Pirate with two Viking Axes for some extra damage despite the lower P. ATK. If you have Arctic Winds and Bomb Arms sitting around, they'll go for 1,500 flat damage, so that may be an alternative, if a short-lived one. So there's not much that you should use that can't be abused. >_>




Conclusion of Chapter 3



After having slain the Behemoth within the Grandship, the orichalcum will be inserted to no supposeable effect. Supposeable. It then becomes apparent that the Grandship is an airship! O_o This particular one can land on both land and sea, which is all the nicer! Head northwest to the Eternian continent. As you approach, a scene will occur. Land at the city marked by the yellow "!" and...


Chapter 4: Black and White



Chapter Flowchart







A Brief Note on Susano-o...



Now that we have the Grand(air)ship to ourselves, much of the world has become available to us. Sadly, much of it has already been explored thoroughly, except the Eternian continent (which will be the focus of Chapter 4). There is one other area that we've left unattended-to - Crescent Island in the northeastern portion of the world map. You can  see which it is, for it is shaped ... well, like the crescent moon. If you head to the western of the points of the "crescent", you can meet someone who will teach you a summon.

This summon is the mightiest of them all: Susano-o. It is so powerful as to be the only one to force you to use 60, not 40, MP to summon it. It's also a relative jack-of-all-trades for summons, as it is non-elemental. As usual, to learn the summon, you must survive its attack. At this point in the game, it will dole out about 3,250 ~ 3,500 damage to everyone. It will be hard to survive, but it's possible at Level 55 or so with some appropriate stat-boosting skills like HP Up from the Monks and M. Def. Up from the White Mages. It can be quite the useful summon, so go for it!




Overworld - Eternian Region



+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Fungus 4,700 235 47 99 94 47 11 47 47 38 Fire Plant 678 / 339 / 34
Mandragora 4,000 188 47 99 94 47 11 47 47 38 Fire, Dark Plant 678 / 344 / 34
Silver Wolf 4,700 235 47 99 94 47 11 47 47 38 Fire Beast 678 / 344 / 34
Teufel 4,800 216 48 99 120 48 11 48 48 39 Earth, Light Demon 678 / 344 / 34

When you land in the Eternian region, land just southwest of the city, southwest of the gate. Go west and along the mountain path to find a boss.

BOSS - Ice Golem

Ice Golem
Maximum HP 60,000
Physical Attack 265
Physical Defense 53
Aim 100
Magic Attack 96
Magic Defense 53
Evade 22
Intelligence 43
Mind 53
Speed 43
Weaknesses Fire
Monster Family Inorganic
Possible Steals Permacrystal
Possible Item Drops Turbo Ether, Arctic Wind
pg (Money) Yield 4,000
EXP. Yield 2,000
JP Yield 500

The Ice Golem's strategy mostly revolves around the use of Water attacks and the use of their Stop side-effect. In general, you'll see around 750 ~ 1,000 damage per hit. Blizzard Blast is especially dangerous since it's party-wide.

The boss is pretty easy and is again slain easily by the usual Ranger/Spell Fencer combo I've mentioned many a time before. In this battle, you'll want to imbue some Fira on your weapon before going into Targeting for some good ol' damage. Default a few times before using it, though; the boss hits hard enough without you needing to restore 3 BP. Two quadruple Targetings with two Rangers (16 high-damage attacks) ought to be enough to win this without much trouble.

Otherwise, there are the usual variety of options: Red and Black Mages for Fira, Spell Fencers with Fira, the use of Bomb Arms, and generic high-damage and/or Defense-piercing attacks. The Iceflame Shield will particularly be invaluable for winning since you'll be immune to Water, and there's the Stop Immunity of Time Mages. If you have some of the Fire-elemental weaponry from the end of Chapter 3, you'll have no problem dealing tons of damage, either, especially if you compound them with foe debuffs or self buffs. It's not that difficult; just moreso than the enemies in the Eternian area.


After the battle, continue east in the overworld and you'll reach the city.



Eternia



TREASURES CHECKLIST
[_] Arctic Wind [_] Elixir [_] Rebuff Locket

ETERNIA ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Turbo Ether 5,000 pg Restores 150 MP; damages the undead for 150 MP
Wakeup Bell 50 pg Awakens a Sleeping target
X-Potion 1,500 pg Restores 1,500 HP; damages the undead for 1,500 HP

ETERNIA MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Aeroga White 3,200 pg 45 MP Level 5 Major Wind damage
Curada White 3,200 pg 27 MP Level 5 High HP recovery; high damage to the undead
Esunaga White 3,200 pg 20 MP Level 5 Cures all ailments except KO, Stop, and Doom for all
Blizzaga Black 3,200 pg 45 MP Level 5 Major Water damage
Firaga Black 3,200 pg 45 MP Level 5 Major Fire damage
Thundaga Black 3,200 pg 45 MP Level 5 Major Lightning damage
Quaga Time 3,200 pg 45 MP Level 5 Major Earth damage
Quicken Time 3,200 pg 20 MP Level 5 Boosts the hit count by 50% for four turns
Stop Time 3,200 pg 10 MP Level 5 Induces Stop, stopping all action for several turns

+B ETERNIA WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Adamant Armor Torso Armor 15,000 pg - - - - 36 9 - N/A
Adamant Bangle Accessory 2,500 pg - - - - - - - Max HP +500
Adamant Gauntlets Accessory 3,000 pg - - - - 8 1 - N/A
Adamant Hat Helmet 4,200 pg - - - - 9 2 5 N/A
Adamant Helm Helmet 4,500 pg - - - - 10 2 - N/A
Adamant Shield Shield 7,500 pg - - - - 27 14 26 N/A
Adamant Vest Torso Armor 10,000 pg - - - - 29 7 - N/A
Assassin's Dagger Dagger 10,000 pg 29 - 95 3 - - - 25% chance to cause instant Death
Barrier Shroud Accessory 10,000 pg - - - - - 25 - N/A
Circlet Helmet 4,000 pg - 4 - - 7 4 - N/A
Cross Spear Spear 14,000 pg 33 - 90 2 - - - Damage +25% to Undead; damage +25% when hitting 2+ enemies
Death Bow Bow 14,800 pg 66 - 95 - - - - 25% chance to cause instant Death; damage +50% to Flying
Flametongue Sword 15,000 pg 36 - 90 - - - - Fire-elemental
Gaia Gear Torso Armor 11,000 pg - - - - 25 6 - Earth attacks are 50% stronger
Kotetsu Katana 14,500 pg 34 - 90 15 - - - N/A
Rebuff Locket Accessory 8,000 pg - - - - - - - Immune to Charm
Staff of Life Staff 12,000 pg 22 - 90 - - - - Mind +5; uses Cure as an item; damage +25% when hitting 2+ enemies
Toxic Claws Knuckles 9,800 pg 49 - 90 3 - - - 40% chance to Poison
War Axe Axe 18,000 pg 44 - 85 -3 - - - N/A
Wizard's Rod Rod 9,000 pg 17 17 90 - - - - N/A

After the introductory scene, go northwest and you can find the Adventurer next to the inn, which costs 70 pg. Further northwest are the items, weapons, and magic shops, all conveniently in line with each other. I recommend buying all of the magic there at least, and that Flametongue weapon and Adamant Armor can all be useful...

If you head to the far east in town, you can find a hidden Arctic Wind. If you go to the north side of town towards the golden door, head left just at the door and you can find a hidden Elixir. After, go through the door into the healing tower and upstairs to statrt a scene. After, re-enter the tower and take the hidden Rebuff Locket from the northeast corner of Mahzer's room.




Path to the Central Command - Overview (READ!)



After the scene in Eternia with Edea's mother, you are given three ways to get to the Eternian Central Command; to begin, leave town to the west.

  • Path to the Central Command - West - This path will be the westernmost of the three paths you have in the overworld. It is of both moderate length and moderate difficulty. You will fight a Zombie Dragon partway along, and also be able to access the Vampire Castle, though not at this moment - just note the location.

  • Path to the Central Command - Central - This path is the shortest, but of the highest difficulty due to the painful boss along it. Then again, if you have the ability to abuse Thundaga already in conjunction with a few Ranger/Spell Fencers, you might have a shot at it. I don't particularly recommend this unless you're Level 55 ~ 60. Throwing your Encounter Rate to -100% is also a good idea to conserve items or MP, whichever you prefer for healing.

  • Path to the Central Command - East - This path is the longest, but it lacks particular bosses. It would be great for underleveled players (under Level 50) to go along this path, since the overworld enemies tend to yield a lot of money, EXP., and JP.

Which you go for is up to you. Personally, I went along all three and simply backtracked just before the end. I went in the order of East, West, back to Eternia, and Central. Also note that the option exists for you to go through them all backwards, if you feel the need.



Path to the Central Command - West



+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Hybrid 6,000 258 47 99 94 47 11 47 47 38 Earth Beast 678 / 344 / 34
Lilith 4,800 216 48 99 96 48 11 48 48 39 Wind Beast, Aerial 678 / 344 / 34
Mandragora 4,000 188 47 99 94 47 11 47 47 38 Fire, Dark Plant 678 / 344 / 34
Silver Wolf 4,700 235 47 99 94 47 11 47 47 38 Fire Beast 678 / 344 / 34
Teufel 4,800 216 48 99 120 48 11 48 48 39 Earth, Light Demon 678 / 344 / 34

Eventually, when you head along the westernmost path from the city of Eternia, you'll find an east/west fork in the path. It is of little import at this time; if you head west, you'll find the Vampire Castle, which you cannot deal with ... at this time. To the east of there is the Eternian Central Command.

Oh, yeah. There's something big on the way. Something big and black. And scaly. And dead. And THEN you can go on to the Command.


BOSS - Dragon Zombie

Dragon Zombie
Maximum HP 25,000 * 2
Physical Attack 282
Physical Defense 65
Aim 99
Magic Attack 112
Magic Defense 47
Evade 26
Intelligence 47
Mind 47
Speed 38
Weaknesses Fire, Light
Monster Family Undead, Dragon
Possible Steals Permacrystal, Dragon Fang
Possible Item Drops Elixir, Dark Matter
pg (Money) Yield 0
EXP. Yield 6,000
JP Yield 600

In case you're curious, the "* 2" note in the HP column above denotes that this boss WILL self-revive upon death, doubling his HP in effect. Perhaps the most important thing to note is that you should never use Drain or Aspir or related effects in this fight; because the boss is Undead, you will only really hurt yourself!

The Zombie Dragon likes to use Poison Breath; while it only should do ~750 damage to the party, it does Poison them, which can be lethal. A preparatory tactic for that would be some party-'round Star Pendants.

Strategically, I would normally suggest throwing 16 Phoenix Downs at it with three Braves across the party. The odds of it failing would be 0.0729%, luckily, though just two Phoenix Downs would suffice as a quick strategy. For those unwilling to throw random Phoenix feathers at a boss and hope to tickle it to death?

There is always that spammed strategy I tend to use: Ranger and Spell Fencer skills. As for which to use, it's ultimately dependent on what you have. The Spell Fencer should imbue either Fira or Firaga onto the weapon. The Ranger part should then go for some Dragon or Undead Slayer. Firaga is more effective than Fira, but the Dragon or Undead Slayer choice is equally effective. Throwing the two together is a x2.25 damage boost and ... well, I've covered the math in earlier bosses, but let's just say it gets high once you start self-boosting P. ATK. and debuffing the boss's P. DEF. ;) It wouldn't be hard to win at least one of this boss's "lives" with each quadruple Attack.

Of course, this is also a match your White Mage can cause some massive damage in; with the newly learned Curada, you can get him or her to easily exceed 1,500 damage. Things that would also wrong alongside this tactic are things like just general item usage on the boss; even if the Phoenix Down tactic I mentioned (probably) won't work, you can always throw X-Potions (1,500) for some damage. There's also Elixirs (9,999) for desperation, but I doubt it's a good idea even then. >_> You can also get a Time Mage to use Regen on the boss and it will lose 750 HP per turn on Normal.

There are, of course, various alternatives. For example, that Fire-elemental weaponry from the Ice Golem boss would do wonders here in conjunction with P. ATK. buffs and P. DEF. debuffs, especially on jobs with attacks that do additional damage (i.e. the triple damage of the Valkyrie's High Jump). Black Mages can go for Firaga while Red go for Fira (this is where they started capping out, you see?). Summoners can use Promethean Fire for some results as well. Spell Fencer combos with other P. DEF.-piercing jobs can also work well, or both by themselves, like the Monks' Pressure Point or the Thieves' Godspeed Strike.

There's not much else; all of those things are stuff you ought to have done at one point. The main thing especially would be a White Mage with Curada and Esunaga; with that, you won't have a problem in this boss.




Path to the Central Command - Central



+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Hybrid 6,000 258 47 99 94 47 11 47 47 38 Earth Beast 678 / 344 / 34
Lilith 4,800 216 48 99 96 48 11 48 48 39 Wind Beast, Aerial 678 / 344 / 34
Mandragora 4,000 188 47 99 94 47 11 47 47 38 Fire, Dark Plant 678 / 344 / 34
Silver Wolf 4,700 235 47 99 94 47 11 47 47 38 Fire Beast 678 / 344 / 34
Teufel 4,800 216 48 99 120 48 11 48 48 39 Earth, Light Demon 678 / 344 / 34

This northern path to the Command is brief and direct ... but ...

BOSS - Guardian

Guardian
Maximum HP 90,000
Physical Attack 282
Physical Defense 48
Aim 99
Magic Attack 95
Magic Defense 47
Evade 21
Intelligence 47
Mind 47
Speed 38
Weaknesses Lightning
Monster Family Inorganic
Possible Steals Permacrystal
Possible Item Drops X-Potion
pg (Money) Yield 0
EXP. Yield 3,000
JP Yield 300

Hope you're ready, 'cuz this boss will hit hard and fast; he could very well be the hardest boss thus far in the game. Take note that, on every third turn, the Guardian is supported by some lateral gunfire, so you will be taking damage on turns 3, 6, 9, etc. Aside from this, the Guardian likes to open by raising its Evasion by 50%. Eventually, the Guardian will use an attack to boost its P. ATK. and lower its P. DEF. There's nothing really special associated with this other the buffs/debuffs themselves, so take this time to really go on the offense, but be sure to be careful about going into negative BP.

Strategically, spamming the usual will yield some success. In this case, I call upon, yet again, the Ranger/Spell Fencer combo. With this, you'll want to open with Thundaga Sword Magic and go into Targeting. Alternatively, you could pair the Spell Fencer with some of the jobs that you should have that use Defense-piercing attacks, like the Thief and Godspeed Strike and the Monk and the Pressure Point. There's also those extra-damage attacks, like the Valkyrie's High Jump.

In fact, a Valkyrie may well be the best job for this boss. Why? Consider the Trident weapon we used against the Behemoth at the end of Chapter 3; it's Lightning-elemental, no? With High Jump, you get x4.5 damage, and x6.75 due to the weakness-piercing nature of it! You see where that all goes again, right? Throw in some P. ATK. boosts and some P. DEF. lowerings and you have got over 10 times more damage on your hands, easily able to hit the damage cap! That, or the various Spell Fencer and P. DEF.-piercing combos are what I recommend.

As for your defense, you'll want at least one White Magic user that's been bulked up (i.e. a Knight with the White Magic abilities). Curada, Raise, and Protect will be highly appreciated in this fight. If you have a Time Mage, Veilga also helps a lot to deal witjh the boss's attacks. If you've been using your Ninja, you can use Utsusemi with the Transience support ability to get a free counterattack; spamming that with four people is a wholly legitimate strategy here (I think), but I don't have enough leveled-up to bother with it. >_>

This boss, overall, isn't truly difficult if you're ready for it and are capable of spamming it's weaknesses into the ground. (Of course, then, is any boss? =P) It's just the daunting HP and the boosts into P. ATK. that will get most people; with a good White Magic user and three spammers, you ought to be okay.


Once you're ready, continue on into the Eternian Central Command.



Path to the Central Command - East



TREASURES CHECKLIST
[_] Ice Charm [_] Light Curtain

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Hybrid 6,000 258 47 99 94 47 11 47 47 38 Earth Beast 678 / 344 / 34
Lilith 4,800 216 48 99 96 48 11 48 48 39 Wind Beast, Aerial 678 / 344 / 34
Mandragora 4,000 188 47 99 94 47 11 47 47 38 Fire, Dark Plant 678 / 344 / 34
Silver Wolf 4,700 235 47 99 94 47 11 47 47 38 Fire Beast 678 / 344 / 34
Teufel 4,800 216 48 99 120 48 11 48 48 39 Earth, Light Demon 678 / 344 / 34

When you head along the easternmost path from Eternia, you'll eventually come to a fork in the path. That fork will lead you to a town if you go northeast along it. This town is Gravemark Village - oooooh, spooooky. After the brief introductory scene, you can head due east along the bottom of the screen to find an Ice Charm, and further northeast is a Light Curtain between two of the graves that are somewhat closer than the others. An Adventurer is at the west side of the village, and the man from the scene can be spoken with again near the cabin; he will also let you stay here for the night (a full heal) for free.

That's all that's there. Once you're ready, continue on into the Eternian Central Command to the west.




Eternian Central Command



Outside: Once you enter the Command area, continue into the main building after the brief scene.

1F: Inside, you can only really do two things. First go north and save-'n'-shop with the Adventurer, then go northeast and to the next area.


BOSS - Victor, Victoria

Victor Victoria
Maximum HP 80,000 70,000
Physical Attack 260 245
Physical Defense 49 49
Aim 99 99
Magic Attack 122 123
Magic Defense 49 49
Evade 32 22
Intelligence 49 49
Mind 49 49
Speed 40 40
Weaknesses Dark Light
Monster Family Human Human
Possible Steals Yggdrasil Staff Poison Rod
Possible Item Drops Amulet Force Armlets
pg (Money) Yield 0 0
EXP. Yield 3,000 3,000
JP Yield 500 499

Both Victor and Victoria tend to rely on magical attacks to do their work. Victoria tends to favor Poisoning you, so having Star Pendants across the party will really disable her; she can still do stuff, but it helps a lot. (You can also reflect it.) This other "stuff" often consists of Corpse (Doom) and Dark (~1,000 damage). Victor likes to go on a more direct offensive; sometimes he'll go for a physical attack (~750 damage), but he'll tend to use magic attacks, usually dealing ~1,500 damage for each. For this latter instance, the use of Reflect can really be useful, though you'll then have to rely on methods other than Curada to heal.

Ultimately, the best tools in this battle are units that are self-sufficient curatively, and those that can use White Magic at Level 4. What do I mean by being self-sufficient? That means the unit can heal themselves ably without the aid of a White Magic user, thus lightening their load since there will be a lot to deal with, given all the Dooms and Poisons and Holys flying around. These units can include pretty much anything comboed with a Spell Fencer knowing the Drain Sword Magic; that allows them to often heal HP equal to their damage. The ideal jobs for this are the Thief with the Defense-piercing Godspeed Strike, Monk with the piercing Pressure Point, Valkyrie with the high-damage Judgment, Crescent Moon, and High Jump, and Rangers with the x1.25-damage Targeting. Thieves can also go without the Spell Fencer side-job by using Life Thief, but Drain Sword Magic allows for some flexibility, especially since Godspeed Strike will be high-damage-high-recovery.

You will need at least one or two units able to dole out some White Magic. On the first turn, you'll want them to go into several Braves to put Reflect on everyone. While that won't protect you from every hazard, it takes care of most of them; the main one thereafter is Victoria's Corpse, which you just can't deal with. I'd probably use two Mages: one to Default until Raising/Curadaing are needed, and another to Default until Reflect needs reiteration. This lessens the BP load, allowing you to manage it all more easily.

Frankly, it's just easy after you throw up Reflect. =P As for which to target? Victoria is probably more harmful than Victor due to the use of Doom. While Victor does have the tendency to use elemental-amping skills, it's just Doom that really gave me problems in this fight. Plus, she has 10,000 less HP than he - not a lot when you could be hitting the damage cap, but still.

Eventually, around the time Victor hits half of his max HP (40,000 on Normal), he'll use Curada every now and then to restore ~2,500 of his HP. Especially if your offense relies on anything non-reflectable (don't forget Summons and some Time Magic!), and even if it does, throw up a Reflect on him at that point - it will help you in multiple ways.


After the battle, you'll earn the Arcanist job asterisk, the job class favored by Victoria that has huge M. ATK. You'll also get the Spiritmaster asterisk, the job class of Victor that favors strong healing and supportive magic.

Once you're done with the fight, go back west to the main portion of 1F and save with the Adventurer. Then head north to the next clearing and... Whoops.




Prison Escape!



TREASURES CHECKLIST
[_] 3,000 pg [_] X-Potion [_] 5,000 pg [_] Light Curtain [_] Excalibur [_] Light Charm [_] X-Potion
[_] Dragon Fang [_] Zeus's Wrath [_] Bacchus's Wine [_] Pantheon's Wrath [_] Gold Hourglass [_] Lilith's Kiss [_] Turbo Ether
[_] Divine Fists [_] Assassin Dagger [_] Holy Lance [_] Stardust [_] Elixir

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Archdemon 4,800 216 48 99 96 48 11 48 48 39 Light Demon 678 / 334 / 34
Duchy Guardsman 4,900 245 49 99 98 49 12 49 49 40 Lightning Human 888 / 344 / 35
Duchy Mage Guard 4,900 171 49 99 122 49 12 49 49 40 Lightning Human 888 / 344 / 35
Duchy Pike Guard 4,900 220 49 99 98 49 12 49 49 40 Lightning Human 888 / 344 / 35
Lilith 4,800 216 48 99 96 48 11 48 48 39 Wind Beast, Aerial 678 / 344 / 34
Silver Wolf 4,700 235 47 99 94 47 11 47 47 38 Fire Beast 678 / 344 / 34

Edea's Room: When you regain control, it will only be of Edea for the moment. Don't worry, the other three weren't executed. I think. Main characters never get executed. I think. >_> Try leaving the room to the southwest to start a scene.

Prison - B2F: When you arrive from above, go west and into the north-central cell for 3,000 pg, then just a bit to the west more to release Ringabel. (That was pretty funny!) Continue to the northwestern cell for an X-Potion, then head into the cell just east of the southwest stairs for 5,000 pg. Just east of there is Tiz, and further east is a Light Curtain in the very southeast corner. Go north of there and rescue Agnès, then head to the southwest corner. There, before you go upstairs, hug the east wall and go south into a hidden passage, then follow it east and north into a cell to find Excalibur! (It's not as great as you think, but it's somethin' and can be nice for wiping out this dungeon's enemies.) Anyhow, upstairs.

Prison - B1F: When you arrive, head north to the northwest corner; hidden in the alcove to the west is a semi-visible chest containing a Light Charm. Head east and along the path, ignoring all of the southbound options for now, and you'll find an X-Potion. Go back to the three southbound paths and follow the third of them and go south at the fork you find to get a Dragon Fang. Now follow the second of the three paths and go west at the fork you eventually encounter. You'll soon encounter another; go north first to get some of Zeus's Wrath, then go south. Go east and south at the next two forks to find Bacchus's Wine (this Bacchus must've liked to drink a lot, eh? =P) Go north to the cell door, through, and upstairs.

Central Command - 1F: Once you return, head to the south side to speak with the Adventurer once more for saving and shopping - why not, after all. After, go north of him and through the clearing to the north side of the floor. There will be two paths going off of here. Go along the one to the southwest and you'll find Pantheon's Wrath at the end, plus an exit to the outside. The northern door is locked for now, the northwestern exit to the outside is pointless, so go for the northeastern elevator. After a good ol' cliffhanger, you'll hit 47F. ... I wanted to take the stairs.

Central Command - 47F: When you arrive, go southwest into the central clearing, then use the southeast and northeast exits from there to find a chest containing a Gold Hourglass. Go back to the southeastern clearing and head southwest to find a Lilith's Kiss. Return to the central clearing and go northwest and northeast in the next clearing to find a chest with a Turbo Ether inside. Head southwest next from the northwestern clearing to find the stairs.

Central Command - 48F: When you arrvie, go northwest and along the path until a path opens up to the east; follow that one and you'll reach a large clearing. Go south for a bit to find a shallow-"U"-shaped clearing; go southwest of it to find the Divine Fists. ... There are hands in a chest? =P Return to the small circular clearing just to the north of there. There should be two paths to the north of it; go east and along the lengthy path to find an Assassin Dagger at the end. Return to the large, northerm triangular clearing and head north and along the outer path. As you go, head into the northeastern room that opens up; this is Edea's room, where you can freely and fully heal by examining her bed in the northwest corner. Return to the path and go along the rest of it to 49F.

Central Command - 49F: This area begins with a lengthy, linear path. Eventually, a path will open off to the west; go north along it to 48F again, where you can easily find a Holy Lance. Return to 49F and go south along this same path for a while to find a Stardust, then return to the path from before and go south along it. Save and shop when you meet with the Adventurer, then continue along the path. Get the Elixir next to the elevator, and trigger the switch in the elevator ascend, if you dare...

Central Command - Council Chamber: After a scene...


BOSS - Braev the Templar

Braev the Templar
Maximum HP 35,000 * 3
Physical Attack 300
Physical Defense 49
Aim 99
Magic Attack 98
Magic Defense 49
Evade 22
Intelligence 49
Mind 49
Speed 40
Weaknesses Dark
Monster Family Human
Possible Steals Claymore
Possible Item Drops Elixir
pg (Money) Yield 0
EXP. Yield 2,000
JP Yield 200

Like the Templar he emulates, Braev's offense tends to rely on high-damage attacks. However, the flaw therein is that these attacks practically require BP - he is, in effect, a kamikaze unit, willing to take damage to dish out more. Were he able to be killed in a single turn, he would be worthless, but the Templar is also a bulky class, making them a double-edged sword in this way: with the right power... *ahem* Anyhow, that's the summation of Braev's offense: Defaulting once or twice before using a mighty powerful attack.

Other than that, there is one other thing to be aware of in Braev's strategy - he can revive himself twice, meaning you have to kill him thrice, as noted above: he has 105,000 HP total in Normal, so look out for that.

This all, of course, gives you a lot of room for offense. This is especially true for Defense-piercing offenses, like Godspeed Strike from Thieves and Pressure Point from Monks. Buffing and debuffing as usual are also valid tactics for this fight to boost your damage a lot, especially useful due to the Templars' Default Guard that lessens the damage when Defaulting even further. If you have managed to get the Arcanist job leveled a bit, you can go for the Dark-elemental magic you can learn, but most of that is BP-related. Iniquity (Level 12) is best due to Braev's tendency to store BP, but that would have taken some grinding, but when redoubled by the M. Atk. Up 20% and Pierce M. Defense abilities of Levels 10 and 12 of the Black Mage job, you could have something pretty nasty going.

One peculiar strategy revolves around the use of the Ninja job. For this, let's assume you have four Ninjas. (They wouldn't need a high Job Level; high enough that can be gained in several battles in here, like Level 4 or so.) With this strategy, it is ideal to have to the Transience Support Ability as well as the Comeback Kid ability (not required, but damage boosts are useful). Also needed is Utsusemi. With this, you can use Utsusemi and the next physical attack will be evaded; use it on the first turn, then Default for some extra BP just in case. Once Braev attacks - and it WILL be a physical attack - you WILL evade it and you WILL counter because of Transience. Basically, if you go in for four Utsusemi's, you will surely evade the next physical attack (not necessarily that turn) and will end up countering it. Once you counter, just reinstate Utsusemi. In the meanwhile, you can just attack between the Utsusemi usages. It's the big strategy I recommend.

Honestly, there is no particular strategy for this boss beyond "survival of the fittest" - even the Utsusemi strategy is like that, really. So long as you are able to withstand Braev's onslaughts on occasion, you won't have much of a problem fighting, though I strongly recommend anything that can pierce the Defenses (all of which have been outlined above in some way, at least the effective ones).


After the fight, you will earn the Templar job asterisk. Additionally, the Sub-Scenario I've dubbed Keystones & Vampire Castle opens up. I recommend doing it, if just for the interesting backstory.



Everlast Tower



TREASURES CHECKLIST
[_] Turbo Ether [_] X-Potion [_] Ancient Bow [_] Kikuichimonji [_] Earth Drum [_] Rune Blade [_] Turbo Ether [_] Elixir
[_] Dark Shield [_] Dragon Fang [_] Gold Hourglass

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Daedalus 10,000 286 52 100 104 52 32 52 52 42 Earth Beast 696 / 348 / 35
Earth Lantern 5,200 234 52 100 130 52 12 52 52 42 Wind Inorganic 696 / 348 / 35
Gastric Worm 10,000 312 52 100 104 52 7 52 52 42 Water Bug 696 / 348 / 35
Mailed Dragon 10,000 286 104 100 104 52 32 52 52 42 Lightning Dragon 1,044 / 422 / 35

Eternian Central Command: Once you're done with Braev and the scene thereafter, head back to Eternia for a good ol' healing, if anything. Once back on the first floor on the main Command building, you can exit off to the north and run along a path in the overworld to the Everlast Tower.

Everlast Tower - 1F: When you arrive, you can run along a path to the east to find a path where you can access the airship and stuff in the overworld. Otherwise, go north and upstairs.

Everlast Tower - 2F: The starting room here has four exits. First go along the northwestern path briefly for an X-Potion, then return to the center room. Go south and grab the Turbo Ether, then go into the room to the east and use the stairs to go to 1F; there, go north and you'll find an Ancient Bow, after which you should return upstairs. Go north from there and up to 3F, then further north to find the Kiku-Ichimonji katana before returning to the large central room of 2F. Head to the northeast corner of the floor from there and downstairs.

Everlast Tower - 1F: Go south and claim the Earth Drum. Return to the stairs and go west and along the path for a bit. At the second window, go through the window and far to the east for a Rune Blade. Go back through the window and west to some stairs. For now, go south of them to three southbound paths; use the westernmost one for a Turbo Ether. Return to the triple-branched fork and use the easternmost path to go upstairs.

Everlast Tower - 2F: Go east and you'll find the dude that lets you summon Deus Ex. Deus Ex is a powerful Lightning-based summon. If you've already gotten the Raikiri sword, have the Conservation of Life (Spiritmaster Level 14) ability, or have stood up to Susano-o, you'll be fine. Go north and to 3F.

Everlast Tower - 3F: Here, go along the path to a north/southeast fork. Go along that other path to the south, then east an along to an Elixir. Return to the fork and go north and east to the locked chest; from there, go far to the east, then south and along the path to 4F.

Everlast Tower - 4F: Here, go west and hug the northern wall for a bit until doing so will get you nowhere, then go south and along the path to find a Dark Shield. Go back a little now; you should've passed by a different southbound path just to the east of here. Follow it, then go west at the next fork to find a Dragon Fang. Backtrack to the fork and head east and path the stairs. When a path opens to the north, follow it, then go east twice at the next two forks to find a Gold Hourglass. Backtrack to the omitted stairs, then use them and follow the path linearly to 5F - which is actually the...




Temple of Earth



TREASURES CHECKLIST
[_] Earth Charm [_] Earth Mallet [_] Light Curtain

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Daedalus 10,000 286 52 100 104 52 32 52 52 42 Earth Beast 696 / 348 / 35
Earth Lantern 5,200 234 52 100 130 52 12 52 52 42 Wind Inorganic 696 / 348 / 35
Gastric Worm 10,000 312 52 100 104 52 7 52 52 42 Water Bug 696 / 348 / 35
Mailed Dragon 10,000 286 104 100 104 52 32 52 52 42 Lightning Dragon 1,044 / 422 / 35

When you arrive in the Temple of Earth, you'll find a design yet again mirroring those prior. Go east and into the library to the south for a scene. After, go east and into the next southern alcove for an Earth Charm, then go north of there to the mess hall for another scene. Go north and into the next eastbound alcove, then head west. Go ahead for another set of notes in the dressing room, then go along the narrow southbound path for a Light Curtain.

Go west into the main - albeit barricaded-in-the-middle - hall and north. Save and shop with the Adventurer, then go north to the Crystal altar for the oh-so-unexpected.


BOSS - Gigas Lich

Gigas Lich
Maximum HP 80,000
Physical Attack 260
Physical Defense 52
Aim 98
Magic Attack 84
Magic Defense 42
Evade 12
Intelligence 42
Mind 42
Speed 42
Weaknesses Light
Monster Family Undead
Possible Steals Giant Axe, Giant's Gloves
Possible Item Drops Giant Axe
pg (Money) Yield 0
EXP. Yield 6,000
JP Yield 999

Gigas Lich likes to open the battle with a casting of Death and perhaps Negative Power (which boosts his Attacks by 10%). Fear to induce Dread is another notable possibility to be very aware of. Negative Power seems to be used every turn, too, so that ramps up to the maximum in about five turns, but you can get rid of it through Dispel. I'm not quite sure if anything happens at the end of those five, but it's extremely likely - this boss is easy enough to beat in just two or three turns with little effort.

There are several big strategies on which one could rely. One relies on this boss's Undead nature, of course. (For the sake of this tactic, we'll just assume the boss is immune to Phoenix Down death, as they usually are - I never bothered to try.) Basically, you will want several White Mages or Spiritmasters for this tactic.

Spiritmasters have a good use if they have Fairy Ward, too, since that will immunize the party to Death (among other things) for five turns. There's also Enigma, too; since the boss will use Quaga to heal itself when in low HP, you could cast Enigma, then Reflect on Gigas Lich to prevent him from healing and prevent that from hurting you. If you opt for this latter tactic, go ahead and put Reflect on someone else in your party to bounce spells off of. Enigma isn't learned until late in the Spiritmaster job, though; Greater Spirit Ward could suffice, though, since it halves the damage.

So, back to the White Magic stuff ... which honestly should be self-explanatory: just a lot of Curada. Curada is this boss's primary weakness other than Light, but you don't have Holy. If you have some Light-oriented weaponry (Holy Lance, Excalibur), you could try something regarding that, but this White Magic tactic allows for better flexibility in healing. (I mean, four healers are rarely taken down. =P) Cure when needed. Et cetera. A good Curada at this point ought to be dealing at least 6,000 damage from a Spiritmaster; with four good ones, you could one-turn this fight with several Braves each - 24,000 per 4 characters equates to 96,000 damage, but it's a rough estimate, but something to think about, too.

Alternative tactics? Well, you have the Ranger with Undead Slayer; they're not as mighty due to the lack of an abusable Black Magic weakness, but you could combo them up with someone like a Valkyrie that can aptly use a Holy Lance or an Excalibur. There's also just the outright generic tactics: high power and buffing/debuffing to really rack it all up.

The only remaining legitimate strategy is an adaption of the White Mage strategy; instead of fighting with Magic, get four bulky units and use items. The best you (should) use are X-Potions. If you have each character use one on the Gigas Lich per turn, that's 6,000 damage per turn. After ten turns of that (40 X-Potions) - just one per turn so as not to waste BP - you could get everyone to use 4 on that final turn for the whopping 24,000 damage to finish off the boss on Normal.

ALTERNATIVE STRATEGY: Simply use an Elixir in Bravely Second! Due to the boss's Undead nature, this should hit him for a whopping 999,999 damage, since the damage cap is exceeded in Bravely Second. However, keep in mind that this should only be used in desperation, since Elixirs are in a relatively limited quantity.


After the battle, revive the Crystal as usual - pressing the X Button until told to stop.

And so, with all four of Luxendarc's Crystals awakened, it seems we may finally be able to be end our journey in the newly-created Holy Pillar, the source of all life in the world...

Oh, yeah, you can throw up another Support Ability.




Holy Pillar



After reviving the Earth Crystal, return to the overworld by any desired means; probably a Teleport Stone, eh? From the east side of 1F of the Everlast Tower, you can go to a different spot in the overworld where the airship can be accessed. Heal up and shop in Eternia, for this could be your last time before what may be a final boss. (Don't get me started on this crap again, okay? When I tell you to read something near the start of a walkthrough, read it...)

Anyhow, our target is at the "!" in the southeastern world map. Fly there - keep in mind that the world is not square (lol), so you should actually fly northwest since it's shorter. Opt to enter the pillar of light and reconfirm it with Airy...


BOSS - Alternis

Alternis
Maximum HP 100,000
Physical Attack 312
Physical Defense 52
Aim 105
Magic Attack 104
Magic Defense 52
Evade 32
Intelligence 52
Mind 52
Speed 42
Weaknesses None
Monster Family Human
Possible Steals Masamune
Possible Item Drops Dark Matter, Megalixir
pg (Money) Yield 0
EXP. Yield 6,000
JP Yield 999

Alternis, like a number of bosses before, tends to emulate the job class he is in; in this case, a Dark Knight. Dark Knights are something you're more familiar with if you've played Final Fantasy IV - they are the sacrificial job class, sacrificing HP to deal damage. One such attack is Dark Bane; this would normally take 20% of the user's HP (20,000 here), but it will max out at 9,999 per use for Alternis. =/ Black Bane is similar, but party-wide and it would normally cost 30% (still 9,999). Eventually, later in the battle, he'll use Minus Strike to deal damage equal to his lost HP; this is usually in the latter half of the fight, so expect a one-hit kill each turn.

This battle is pretty easy under the proper circumstances. That circumstance is with a Level 13+ Spiritmaster - they learn Enigma then. Enigma is able to nullify all elemental damage across your party for four turns - this includes many of Alternis's Dark Knight skills. After the use of this every moment the chance occurs, all you must do is whail on Alternis. Or, in fact, you don't if you want to - Alternis will end up killing himself due to the massive HP toll the attacks he uses will bring on him. As such, you don't really need to throw any offense up; just be able to heal and buff yourself ably and this battle is yours, especially with Enigma in force.

Of course, the problem with this tactic is one thing: Minus Strike is nonelemental and will thusly take your party out slowly. And it has no HP penalty, so there's no hoping for him to kill himself on that. As a clever sub-tactic - or perhaps even its own strategy, really - you can do that usual Utsusemi/Transience combo. If you opt to twist the previous tactic into this, it is best for the Ninja to be the primary job with the Spiritmaster stuff as a secondary job - this helps both in Speed and damage output. The philosophy is to use Utsusemi each turn to guarantee an evasion and a counterattack (when the attack is single-target). Granted, if you're twisting the tactics together, you need some kind of cannon fodder to do Enigma on each turn before the halfway point, which is almost counterintuitive, but it still suffices for the whole intent since you get nulled damage before and counterattacking after. Or something.

Anyhow, it's a pretty easy fight.


After the fight, you'll earn the Dark Knight job asterisk. And ... what the hell!?


Chapter 5: Yesterday's Scenery



Chapter Flowchart



As a note, when it comes to reviving the Crystals again, you can do them in any order. However, After Two Crystals, you'll have to visit Sage Yulyana again. Just so you know - it's placement here would make one thing it's at the end of the chapter.





A Blast from the Past



+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Kobold 2,000 190 40 98 80 40 21 40 40 32 None Human 136 / 68 / 7
Kobold Archer 2,000 200 25 98 65 40 21 40 40 32 None Human 136 / 68 / 7
Kobold Slasher 2,000 180 25 98 65 40 21 40 40 32 Lightning Human 136 / 68 / 7
Specter 4,500 300 53 100 106 53 22 53 53 43 Fire, Light Undead 136 / 68 / 7

Caldisla: Wha... When you regain control in Caldisla, the party splits up to try and figure out what the hell has happened. There's nothing much to really figure out, so you may as well head to the Great Chasm. Before leaving, take note that the Claymore (a sword of 40 P. ATK. and 30,000 pg cost) can be bought now from the weapon shop. Other than that, head to the overworld and go northwest.

Norende Ravine: Here, the map is still complete from your previous time through, so you should be able to navigate your way westward. It's the northern westbound exit from the first area, and then it's pretty linear from there. As you go along, save with the Adventurer in the Vista area before moving on. Leave the Ravine and return to Caldisla.

Caldisla: Go north and speak with Ringabel upon entering town, then Edea on the west side. Return to the inn after and you'll watch a scene in which you'll get Grandship again! (Be sure to shop in the magic shop there - you can get the final spells there!)

Some More Stuff: As you can see on the world map on the Touch Screen, there are a TON of places you can go: there are a lot of blue dots for the Chapter 5 Boss Rebattles - none of them are needed, but, y'know, a good idea. As for the yellow "!" bubbles marking the temples, you can take them on in any order you wish, I presume. I'm going to take them on in order, though.




Re:Wind Temple



+E LOCAL ENEMY BESTIARY - FLOREM-ANCHEIM SEA
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Candiru 7,000 318 90 100 106 83 22 53 53 43 Lightning Aquatic 1,728 / 864 / 88
Hell Viper 5,000 291 53 100 106 83 22 53 53 43 Water, Earth Aquatic 1,728 / 864 / 88
Marine Devil 4,500 291 53 100 106 83 22 53 53 43 Lightning Aquatic 1,728 / 864 / 88
Megalodon 6,000 318 80 100 106 83 3 53 53 43 Lightning Aquatic 1,560 / 780 / 79
Specter 4,500 300 53 100 106 53 22 53 53 43 Fire, Light Undead 136 / 68 / 7

+E LOCAL ENEMY BESTIARY - ANCHEIM LOCAL AREA
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Black Cait 4,000 170 34 96 68 34 21 34 34 28 Water, Light Beast 304 / 152 / 16
Lux Lantern 3,000 170 34 96 89 34 21 34 34 28 Dark Inorganic 304 / 152 / 16
Orc Zombie 4,000 200 19 98 74 40 22 40 40 40 Fire, Light Undead, Human 304 / 152 / 16

+E LOCAL ENEMY BESTIARY - INSIDE THE WIND TEMPLE
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Evil Idol 5,000 275 55 101 137 55 22 55 55 44 Wind Inorganic 1,392 / 696 / 70
Orc Lord 6,000 275 55 101 110 55 22 55 55 44 Fire Human 1,392 / 696 / 70
Shield Dragon 6,000 302 100 101 110 95 22 55 55 44 Lightning Dragon 1,392 / 696 / 70

The Wind Temple is marked by the southeastern "!" bubble on the map, just to the south of the Ancheim desert on the southeastern landmass. Running through the temple itself ought to be easy enough since you still have the map from before. At the northwestern part of the Temple is, of course...

BOSS - Orthros

Orthros (Blue/Water Head) Orthros (Red/Fire Head)
Maximum HP 50,000 50,000
Physical Attack 250 250
Physical Defense 55 55
Aim 95 95
Magic Attack 110 110
Magic Defense 115 115
Evade 12 12
Intelligence 55 55
Mind 55 55
Speed 40 40
Weaknesses Fire Water
Monster Family Beast Beast
Possible Steals Arctic Wind, Antarctic Wind Bomb Arm, Bomb Fragment
Possible Item Drops Arctic Wind Bomb Arm
pg (Money) Yield 0 0
EXP. Yield 6,000 6,000
JP Yield 500 499

Their offense isn't much different than before - expect Fire attacks from the red head, and Water from the blue. Quickly killing one of them will also prevent their nasty non-elemental party-wide attack.

A few generic strategies will apply in this fight. One is the usual combo of the Ranger and Spell Fencer. Depending on who you target, you'll want to use Blizzaga or Firaga (for red or blue) for the spell, but definitely the Beast Slayer Ranger skill. Combined, this provides over double the normal amount of damage! That typically amounts to 5,000 ~ 7,500 damage per hit now without a single buff or debuff, and a lot of damage when Brave is thrown in, or buffs/debuffs, or Bravely Second to break the damage cap, or all three!

That's the primary combo I recommend for this battle. Other generic strategies work just as well, mostly the Black Mage or Arcanist with Firaga and Blizzaga, or perhaps high-P. ATK. jobs with the Spell Fencer as their other ability. Be sure to have a healer though; I personally didn't use mine at all, other than for Holy, but you never know...

Useful defensive tactics would include the use of the Iceflame Shield. You can steal them from Kobold Slashers in the Caldisla area, and they nullify both Fire and Water damage, so they're VERY useful here, as you can expect. =P The Enigma skill of the Spiritmaster will also be useful to prevent most of the bosses' offense from hitting you; they have a few non-elemental attacks, but they're used rarely enough for it to not be a real concern. An easy battle overall.


After the battle, you are able to revive the Crystal. Press X rapidly until told to stop; if you do it too much, you'll end up skipping ahead to the finale, which is NOT recommended this early. (This is possible during that little-but-new delay between Airy saying to stop and the scene thereafter.) Anyhow.



Re:Water Temple



+E LOCAL ENEMY BESTIARY - FLOREM LOCAL AREA
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Ghost Fungus 5,000 290 53 100 106 83 22 53 53 43 Fire Plant 1,392 / 696 / 70
Hamadryad 6,000 265 53 100 106 83 22 53 53 43 Fire, Dark Plant 1,392 / 696 / 70
Rafflesia 5,000 265 53 100 106 83 12 53 53 43 Fire, Dark Plant 1,392 / 696 / 70
Rukh 7,000 292 53 100 106 83 22 53 53 43 Wind Aerial 1,392 / 696 / 70

+E LOCAL ENEMY BESTIARY - TWILIGHT RUINS
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Zauberer 5,500 247 55 101 155 155 22 55 55 44 Earth Undead 1,392 / 696 / 70
Zwart 5,500 300 55 101 110 85 22 55 55 44 Fire Beast 1,392 / 696 / 70
Giraffabularis 5,500 275 55 101 110 55 22 55 55 44 Water Bug 1,392 / 696 / 70

The Water Temple is found just south of Florem, near the coast of the inner sea. Navigating it should be easy enough; it's a one-way journey northward. Oh, and guess who~?

BOSS - Rusalka

Rusalka Rusalka (Clone)
Maximum HP 60,000 10,000
Physical Attack 275 248
Physical Defense 83 44
Aim 101 101
Magic Attack 110 110
Magic Defense 115 98
Evade 12 2
Intelligence 55 55
Mind 55 55
Speed 44 44
Weaknesses Lightning Lightning
Monster Family Aquatic Aquatic
Possible Steals Arctic Wind None
Possible Item Drops Turbo Ether None
pg (Money) Yield 0 0
EXP. Yield 12,000 0
JP Yield 999 0

Not much to say about battling Rusalka. You should be able to expect most of his offense to be Water-elemental, and you'd be right; Iceflame Shields all-'round help tremendously cut off his offense, even though there's a few non-elementals in there. There's still the possibility to do some party-wide damage (~1,250) and clone himself. So long as you Examined him in this or the last battle, you'll be able to check which is real and which is not via their stats.

Strategy? This is one battle where it largely remains the same. Get some Rangers with Spell Fencer skills and apply the Thundaga Sword Magic before going into whatever. This whatever should be Aquatic Slayer if you're lower-level or don't want to waste BP. However, Multiburst (x2.4 damage versus x1.5, ignoring the weakness details) is more powerful; it wastes a little BP, meaning three Defaults are needed for max power (3 Multibursts + Aquatic Slayer), but four decent Rangers will be able to finish the battle easily enough.

Other than that? Just throw in some Black Magic users and throw Thundaga around the room like a volleyball. Just remember to bring a Spiritmaster to this fight, or someone that can use their skills - Rusalka can use a Charm ability (use Fairy Ward), and there's Enigma for stopping elemental pain.




Re:Fire Temple



+E LOCAL ENEMY BESTIARY - EISENBERG LOCAL AREA
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Samurai Zombie 5,500 300 100 100 106 83 22 53 53 43 Fire, Light Undead 1,392 / 696 / 70
Skull Hunter 4,500 318 100 100 106 83 22 53 53 53 Fire, Light Undead 1,392 / 696 / 70
Skull Knight 6,000 291 100 100 106 83 22 53 53 53 Fire, Light Undead 1,392 / 696 / 70
Skull Lancer 5,500 300 100 100 106 83 22 53 53 53 Fire, Light Undead 1,392 / 696 / 70

+E LOCAL ENEMY BESTIARY - UNDERFLOW & FIRE TEMPLE
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Flame Moth 6,000 275 55 101 110 85 22 55 55 44 Wind Aerial, Bug 1,392 / 696 / 70
Gobbler 6,000 275 150 101 110 165 22 55 55 44 Lightning Aquatic 5,000 / 696 / 70
Red Helm 7,000 330 80 101 110 75 22 55 55 44 Earth Beast 1,392 / 696 / 70

MONEY GRINDING NOTE: As a pretty big note, until you reach the Dimension's Hasp and final dungeon stuff, the Underflow is an amazing place to grind for money. The Gobblers tend to appear on occasion, sometimes in hoardes of three, allowing you to easily obtain 15,000 pg in a single shot! Just so you know. ;)

Other than the various boss battles in the region, you need to head to the Mythril Mine north of the Eisen Bridge. Go through as usual to the Underflow, then to the Fire Temple - again, you have the map from before to guide you... Well, actually, the map in the Underflow is irrelevant, since a new path opens up to the west of the entrance. It takes you to 1F West where you can go northwest to the path into the temple proper. (Grinding in the 'Flow and Temple isn't too bad an idea, since Gobblers yield 5,000 pg a pop, and up to 7,500 with a Sweeper bonus after ten fights.)

Ah, yeah, guess who's back~?


BOSS - Chaugmar

Chaugmar
Maximum HP 70,000
Physical Attack 320
Physical Defense 83 or 9,999
Aim 101
Magic Attack 31
Magic Defense 115 or 9,999
Evade 12
Intelligence 55
Mind 55
Speed 44
Weaknesses Lightning
Monster Family Demon
Possible Steals Bomb Arm
Possible Item Drops Reflect Ring
pg (Money) Yield 0
EXP. Yield 12,000
JP Yield 999

First and foremost: as before, when Chaugmar has that purplish shield around him, he is basically impervious to all attacks: his Defenses will be at 9,999 for this time, which is FAR above what you can hope to penetrate at almost any level under any circumstance. (Well, you can hit for 1 damage, but do you want to do that 70,000 times?) Anyhow, only Default, heal, and/or self-buff in that time. If you hit 3 BP, you could do one thing per turn for buffing, and you probably will hit 3 BP without Heart Suck hitting you, so go for it.

Chaugmar again mostly will stick to Drain-like attacks for the battle, mostly in the shield - makes you wish you could be undead, eh? There's also Heart Suck to take your stored-up BP for itself, so look out for that one. Soul Suck takes away MP; less noteworthy, but bad for your mages.

Chaugmar will open his first turn out of the shield with Energy Blast, which is huge damage to everyone (4,000+). Either Default or use Stillness as prep for it, depending on what's available. After is when your healer needs to use throw up a Curaga, but that shouldn't pose a problem now.

As for what to use offensively? Generally, a high-damage strategy will work. If you are able to get some Specials made available through grinding the field, those that boost P. ATK/M. ATK especially, you'll have this battle won: just store up 3 BP before the shield goes away and then let loose with a Special and your best attacks. After chaining together so many Specials, hitting the damage cap occurs with such regularity that I one-turned the boss before Energy Blast occured! ^_^

Other than that kind of thing? Just high-damage, really. Black Mages and Arcanists do well with Thundaga, especially after Sacrifice. Any job that can combo effectively with a Spell Fencer also works well. I chose the Ranger for this, since the 3 BP you can grind up before attacking makes a Thundaga Multiburst absolutely lethal, even without Bravely Second - my Edea hit the damage cap four times in a row like this! Deus Ex is also a nasty summon to use. Mostly, the ideal strategy will be physical, though; if you have Raikiris or Tridents lying around, this is a good time to equip 'em.


After the fight, revive the Crystal. Or break it and skip to the Finale. Whatev.



Re:Earth Temple



+E LOCAL ENEMY BESTIARY - ETERNIA LOCAL AREA
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Frosti 4,500 265 53 100 133 133 22 53 53 43 Fire, Wind, Dark Beast 1,392 / 696 / 70
Ice D'gon 6,000 318 100 100 106 83 22 53 53 43 Fire Dragon 1,392 / 696 / 70
Ice Golem 15,000 330 100 100 96 53 22 43 53 43 Fire Inorganic 2,400 / 1,200 / 120
Samurai Zombie 5,500 300 100 100 106 83 22 53 53 43 Fire, Light Undead 1,392 / 696 / 70

+E LOCAL ENEMY BESTIARY - EVERLAST TOWER & THE EARTH TEMPLE
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Black Pudding 4,500 275 55 101 145 55 22 55 55 44 Light Inorganic 1,392 / 696 / 70
Guzzler 9,999 420 250 104 140 200 3 70 70 56 Lightning Aquatic 1,920 / 960 / 333
Kaiser Cobra 6,000 275 55 101 110 85 22 55 55 44 Water, Earth Beast 1,392 / 696 / 70
Megascolides 11,000 330 80 101 110 85 22 55 55 44 Lightning Bug 1,392 / 696 / 70

JP GRINDING NOTE: As a note regarding the Earth Temple, it is a great, great place to grind for JP. The Guzzlers here are capable of dropping 333 JP each per battle, 1/3 of the maximum you can possibly get. Needless to say, if you need to pound on some Job Levels, this is truly the place for that. Additionally, you can steal Megalixirs from Guzzlers, so that is extremely helpful!!

Same as usual for the Earth Crystal: head to the Everlast Tower on the Eternian continent and move your way up to the top for the Earth Temple.


BOSS - Gigas Lich

Gigas Lich
Maximum HP 100,000
Physical Attack 275
Physical Defense 100
Aim 101
Magic Attack 138
Magic Defense 115
Evade 12
Intelligence 55
Mind 55
Speed 44
Weaknesses Light
Monster Family Undead
Possible Steals Earth Mallet
Possible Item Drops Giant Axe
pg (Money) Yield 0
EXP. Yield 12,000
JP Yield 999

Gigas Lich likes to open the battle with a casting of Death and perhaps Negative Power (which boosts his Attacks by 10%). Fear to induce Dread is another notable possibility to be very aware of. Negative Power seems to be used every turn, too, so that ramps up to the maximum in about five turns, but you can get rid of it through Dispel. I'm not quite sure if anything happens at the end of those five, but it's extremely likely - this boss is easy enough to beat in just two or three turns with little effort. Anyhow, Gigas will also favor Quaga for attacking, and Death comes more regularly here than in the first fight, so look out for that.

There are several big strategies on which one could rely. One relies on this boss's Undead nature, of course. (For the sake of this tactic, we'll just assume the boss is immune to Phoenix Down death, as they usually are - I never bothered to try.) Basically, you will want several White Mages or Spiritmasters for this tactic.

Spiritmasters have a good use if they have Fairy Ward, too, since that will immunize the party to Death (among other things) for five turns. There's also Enigma, too; since the boss will use Quaga to heal itself when in low HP, you could cast Enigma, then Reflect on Gigas Lich to prevent him from healing and prevent that from hurting you. If you opt for this latter tactic, go ahead and put Reflect on someone else in your party to bounce spells off of. Enigma isn't learned until late in the Spiritmaster job, though; Greater Spirit Ward could suffice, though, since it halves the damage.

So, back to the White Magic stuff ... which honestly should be self-explanatory: just a lot of Curaga or Holy, whichever you have. If you have some Light-oriented weaponry (Holy Lance, Excalibur), you could try something regarding that, but this White Magic tactic allows for better flexibility in healing. (I mean, four healers are rarely taken down. =P).

Alternative tactics? Well, you have the Ranger with Undead Slayer; they're not as mighty due to the lack of an abusable Black Magic weakness, but you could combo them up with someone like a Valkyrie that can aptly use a Holy Lance or an Excalibur. There's also just the outright generic tactics: high power and buffing/debuffing to really rack it all up. If you had a high-level Spell Fencer that is now a Ranger and combine their abilities, you have something pretty nasty: Holy Sword Magic + Undead Slayer or Multiburst is deadly for this thing; while it won't kill it, four of them is easily going to be 30,000 ~ 40,000 damage outside of Bravely Second.

ALTERNATIVE STRATEGY: Simply use an Elixir in Bravely Second! Due to the boss's Undead nature, this should hit him for a whopping 999,999 damage, since the damage cap is exceeded in Bravely Second. However, keep in mind that this should only be used in desperation, since Elixirs are in a relatively limited quantity.




After Two Crystals



Once you have re-revived any two of the Wind, Water, Fire, and Earth Crystals, you'll have to revisit Sage Yulyana in Yulyana Woods, to the east of the Wind Temple and Ancheim. After the brief scene at the Needleworks, Agnès will be tasked with taking only one of her allies with her into Vestment Cave to the southwest. You will have to take Agnès and Tiz to the cave after the scenes.

Inside Vestment Cave, you'll have to go along to the end, just like before - since you already have a map, I shouldn't need to detail it, really. After the scenes there, you will be back on the task of crystal revival ... or breakage. Or gazing. Whatever.




Re:Holy Pillar



After reviving all four crystals (again), head to the Holy Pillar, the pillar of light in the southeastern portion of the world map. After a scene there, there's another battle against Alternis.

BOSS - Alternis

Alternis
Maximum HP 100,000
Physical Attack 330
Physical Defense 70
Aim 106
Magic Attack 110
Magic Defense 95
Evade 32
Intelligence 55
Mind 55
Speed 44
Weaknesses None
Monster Family Human
Possible Steals Dark Matter
Possible Item Drops Dark Shield
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Not much to say in the way of Alternis. Like before, he relies rather heavily on skills that deal Dark damage but sap his HP, including Dark Bane (9,999 HP penalty to him) for a single target and Black Bane for everyone (still 9,999 penalty). Minus Strike comes pretty often in this fight, typically killing your units outright since you ought to be dealing in excess of 10,000 damage per turn anyhow. =P

Strategically, there's not a lot different one ought to do. Have a Spiritmaster throw up Enigma to nullify the Dark attacks across the party, and have a spare Spiritmaster/White Mage able to use Arise whenever Minus Strike comes along. It's an easy battle, still, one you could just wait out by just using Enigma each time you can and nothing else since the Dark skills will inevitably do a ton of damage of Alternis. =P



Chapter 6: A World of Echoes: Equal



Chapter Flowchart



If you've come looking for local random-encounter bestiary info, it's in the section for Chapter 5: Yesterday's Scenery - just FYI. Again, you can take all four crystals on in any order; just note you'll go through events after the third crystal. In fact, local bestiaries and shops throughout the game all remain the same from Chapter 5 on; the only thing that differs are the bosses, and even then it's mostly statistics rather than strategy. >_>

Also, check the title screen. ;)






The Locked Chests



TREASURES CHECKLIST
[_] Chest Key [_] Lustrous Shield [_] Air Knife [_] Luminous Robe [_] Gale Staff [_] Death Axe [_] Royal Crown [_] Longinus
[_] Yoichi's Bow [_] Genji Armor [_] Genji Gloves [_] Genji Helm [_] Muramasa [_] Brave Suit [_] Chaos Blade [_] Hadean Claws
[_] Wonder Rod

There's nothing much you need to be walked-through for the beginning of Chapter 6. For the most part, it's just scenes before you're thrown back into another quest of "revive the crystals, man!" However, on the deck of the Grandship, you'll notice a sparkling thing; it's a Chest Key. This will finally let you into the locked chests you've found across all of the world! You should have already gone through most of these areas, so (a) know how to get through there and (b) the chest will likely be the only one on the map. So, here you go:

  • Lontano Villa: A Lustrous Shield is on 3F.
  • Harena Ruins: An Air Knife is on B2F.
  • Vestment Cave: A Luminous Robe is on B1F.
  • Grand Mill Works: A Gale Staff is on 2F.
  • Miasma Woods: A Death Axe is in its central portion (second area).
  • Florem Garden: A Royal Crown is in the second area, the center.
  • Witherwood: There is a Longinus there in the Interior area.
  • Twilight Ruins: Yoichi's Bow can be found on B2F.
  • Grapp Keep: Some Genji Armor is found on 1F.
  • Mythril Mines: There are some Genji Gloves on B2F. Not nearly as useful as they were in FFVI. =/
  • Underflow: There is a Genji Helm on the east side of 1F.
  • Starkfort: There is a Murasama katana on 2F, going from the north-central exit (i.e. on the way to Kamiizumi).
  • Grandship: Head to B29F of the Engine Room. There is a Brave Suit there.
  • Eternia Central Command: There is a Chaos Blade on 48F.
  • Vampire Castle: There are some Hadean Claws on 1F.
  • Everlast Tower: You'll find a Wonder Rod on 3F.



The Wind Temple, Again



The Wind Temple is found to the south of Ancheim on the southeastern continent. The alter to the Wind Crystal is past the exit on northwestern 1F, and there again is a boss.

BOSS - Orthros

Orthros (Blue/Water Head) Orthros (Red/Fire Head)
Maximum HP 65,000 65,000
Physical Attack 255 255
Physical Defense 100 100
Aim 95 95
Magic Attack 130 130
Magic Defense 165 165
Evade 12 12
Intelligence 65 65
Mind 65 65
Speed 52 52
Weaknesses Fire Water
Monster Family Beast Beast
Possible Steals Arctic Wind, Antarctic Wind Bomb Arm, Bomb Fragment
Possible Item Drops Arctic Wind Bomb Arm
pg (Money) Yield 0 0
EXP. Yield 12,000 12,000
JP Yield 500 499

Their offense isn't much different than before - expect Fire attacks from the red head, and Water from the blue. Quickly killing one of them will also prevent their nasty non-elemental party-wide attack.

A few generic strategies will apply in this fight. One is the usual combo of the Ranger and Spell Fencer. Depending on who you target, you'll want to use Blizzaga or Firaga (for red or blue) for the spell, but definitely the Beast Slayer Ranger skill. Combined, this provides over double the normal amount of damage! That typically amounts to 5,000 ~ 7,500 damage per hit now without a single buff or debuff, and a lot of damage when Brave is thrown in, or buffs/debuffs, or Bravely Second to break the damage cap, or all three!

That's the primary combo I recommend for this battle. Other generic strategies work just as well, mostly the Black Mage or Arcanist with Firaga and Blizzaga, or perhaps high-P. ATK. jobs with the Spell Fencer as their other ability. Be sure to have a healer though; I personally didn't use mine at all, other than for Holy, but you never know...

Useful defensive tactics would include the use of the Iceflame Shield. You can steal them from Kobold Slashers in the Caldisla area, and they nullify both Fire and Water damage, so they're VERY useful here, as you can expect. =P The Enigma skill of the Spiritmaster will also be useful to prevent most of the bosses' offense from hitting you; they have a few non-elemental attacks, but they're used rarely enough for it to not be a real concern. An easy battle overall.




The Water Temple, Again



The Water Temple is found south of Florem on the northeastern landmass. As usual, it's a simple northward walk to the Crystal altar. And, of course, Rusalka. 

BOSS - Rusalka

Rusalka Rusalka (Clone)
Maximum HP 65,000 11,000
Physical Attack 280 253
Physical Defense 100 65
Aim 103 103
Magic Attack 130 130
Magic Defense 125 120
Evade 12 2
Intelligence 65 65
Mind 65 65
Speed 52 52
Weaknesses Lightning Lightning
Monster Family Aquatic Aquatic
Possible Steals Arctic Wind None
Possible Item Drops Turbo Ether None
pg (Money) Yield 0 0
EXP. Yield 24,000 0
JP Yield 999 0

Not much to say about battling Rusalka. You should be able to expect most of his offense to be Water-elemental, and you'd be right; Iceflame Shields all-'round help tremendously cut off his offense, even though there's a few non-elementals in there. There's still the possibility to do some party-wide damage (~1,500) and clone himself. So long as you Examined him in this or the last battles, you'll be able to check which is real and which is not via their stats.

Strategy? This is one battle where it largely remains the same; and, again, it ought to center around on killing Rusalka before he can clone. Get some Rangers with Spell Fencer skills and apply the Thundaga Sword Magic before going into whatever. This whatever should be Aquatic Slayer if you're lower-level or don't want to waste BP. However, Multiburst (x2.4 damage versus x1.5, ignoring the weakness details) is more powerful; it wastes a little BP, meaning three Defaults are needed for max power (3 Multibursts + Aquatic Slayer), but four decent Rangers will be able to finish the battle easily enough.

Other than that? Just throw in some Black Magic users and throw Thundaga around the room like a volleyball, or summoners with Deus Ex. Just remember to bring a Spiritmaster to this fight, or someone that can use their skills - Rusalka can use a Charm ability (use Fairy Ward), and there's Enigma for stopping elemental pain.




The Fire Temple, Again



As for the Fire Temple? It still requires you to go through both the Mythril Mines and the Underflow found on the central Eisenberg continent. As usual, you have the map to go through these dungeons; the Underflow remains easy since that westbound pathway opened up right at the start of 1F east, and it takes you pretty much to the Temple entrance.

BOSS - Chaugmar

Chaugmar
Maximum HP 75,000
Physical Attack 400
Physical Defense 100 or 9,999
Aim 103
Magic Attack 130
Magic Defense 125 or 9,999
Evade 22
Intelligence 65
Mind 65
Speed 52
Weaknesses Lightning
Monster Family Demon
Possible Steals Bomb Arm
Possible Item Drops Reflect Ring
pg (Money) Yield 0
EXP. Yield 24,000
JP Yield 999

First and foremost: as before, when Chaugmar has that purplish shield around him, he is basically impervious to all attacks: his Defenses will be at 9,999 for this time, which is FAR above what you can hope to penetrate at almost any level under any circumstance. (Well, you can hit for 1 damage, but do you want to do that 75,000 times?) Anyhow, only Default, heal, and/or self-buff in that time. If you hit 3 BP, you could do one thing per turn for buffing, and you probably will hit 3 BP without Heart Suck hitting you, so go for it.

Chaugmar again mostly will stick to Drain-like attacks for the battle, mostly in the shield - makes you wish you could be undead, eh? There's also Heart Suck to take your stored-up BP for itself, so look out for that one. Soul Suck takes away MP; less noteworthy, but bad for your mages.

Chaugmar will open his first turn out of the shield with Energy Blast, which is huge damage to everyone (6,000+). Either Default or use Stillness as prep for it, depending on what's available. After is when your healer needs to use throw up a Curaga, but that shouldn't pose a problem now.

As for what to use offensively? Generally, a high-damage strategy will work. If you are able to get some Specials made available through grinding the field, those that boost P. ATK/M. ATK especially, you'll have this battle won: just store up 3 BP before the shield goes away and then let loose with a Special and your best attacks. After chaining together so many Specials, hitting the damage cap occurs with such regularity that I one-turned the boss before Energy Blast occured! ^_^ (Yes, if you were keeping track back in Chapter 5, I did it again. >_>)

Other than that kind of thing? Just high-damage, really. Black Mages and Arcanists do well with Thundaga, especially after Sacrifice. Any job that can combo effectively with a Spell Fencer also works well. I chose the Ranger for this, since the 3 BP you can grind up before attacking makes a Thundaga Multiburst absolutely lethal, even without Bravely Second. Deus Ex is also a nasty summon to use. Mostly, the ideal strategy will be physical, though; if you have Raikiris or Tridents lying around, this is a good time to equip 'em.




The Earth Temple, Again



As usual, to the top of Everlast Tower you go for the Earth Temple and the crystal - and boss - therein...

BOSS - Gigas Lich

Gigas Lich
Maximum HP 110,000
Physical Attack 280
Physical Defense 100
Aim 103
Magic Attack 185
Magic Defense 125
Evade 12
Intelligence 65
Mind 65
Speed 52
Weaknesses Light
Monster Family Undead
Possible Steals Earth Mallet
Possible Item Drops Giant Axe
pg (Money) Yield 0
EXP. Yield 24,000
JP Yield 999

Gigas Lich likes to use Death, Quaga, and Negative Power for his offense. Negative Power is automatically induced at the end of each turn to boost his offensive power by 10% (up to +50%), so look out for this; you can Dispel it. Quaga is Earth-elemental, sometimes used to damage or heal him, so it could go both ways... Death is  ... well, Death.

For this battle, it would be best to have a few Spiritmasters on-hand coupled with a White Magic ability. The ability Fairy Ward will be invaluable in this fight to prevent Death from hitting. Plus, since they have the best White Magic abilities of any job, they can cause nasty damage when throwing Holy or Curaga on Gigas, so that's a boon.

There's not much special beyond this stuff for offense; at this point, it ought to be pretty generic. You could use a Ranger/Spell Fencer combo - throw up Holy Undead Slayers or Holy Multibursts for massive damage, but that's about it for specialized stuff.

ALTERNATIVE STRATEGY: Simply use an Elixir in Bravely Second! Due to the boss's Undead nature, this should hit him for a whopping 999,999 damage, since the damage cap is exceeded in Bravely Second. However, keep in mind that this should only be used in desperation, since Elixirs are in a relatively limited quantity.




After Three Crystals...



After having restored any of three of the Fire, Water, Wind, and Earth Crystals, you will be tasked next with heading to Sage Yulyana's - remeber, it's to the northeast of Ancheim and the Wind Temple? The scene there again, like Chapter 5, bades you to pick one ally and go to the Vestment Cave to the southeast. (Well, bades Agnès - you don't get a choice. =P) Again, it ends just Tiz and Agnès, alone in a damp little cave with some perverse old man. =/ Anyhow, you've beem through the cave (at least) twice before, so this shouldn't pose much of a problem to you. After the scene there (whoa), leave the cave.

... lol. That was funny, what Ringabel did thar. Anyhow, get back to the Crystal stuff, though note that there's a new Sub-Scenario for a new (and final) job: the Conjurer Sub-Scenario.




The Holy Pillar, Again



After having revives all four crystals for the third time, head again to the southeast corner of the map to find the Holy Pillar. ... In all honesty, I am including this section simply because you have to go there. There's nothing to do in the Holy Pillar; if you've done the Conjurer Sub-Scenario, you understand why.


Chapter 7: World of Echoes: Dash



Chapter Flowchart



Don't worry, we're getting there! Break a Crystal and head to the Finale if the monotony's getting to you. ;) Of course, things have changed a little here. While the fundamentals are the same (revive the Crystals in any order and head to the Holy Pillar), the side-stuff isn't, mostly due to bosses grouping up a bit more. Of course, you don't have to deal with the optional ones, just the Temple ones again. Unless you wanna break a Crystal and skip the True Finale.

And, again, if you need the altered random-encounter bestiary info, please look at Chapter 5: Yesterday's Scenery, since the changes first happened there.






The Wind Temple Once More!



The Wind Temple is found to the south of Ancheim on the southeastern continent. The alter to the Wind Crystal is past the exit on northwestern 1F, and there again is a boss.

BOSS - Orthros

Orthros (Blue/Water Head) Orthros (Red/Fire Head)
Maximum HP 70,000 70,000
Physical Attack 260 260
Physical Defense 100 100
Aim 97 97
Magic Attack 150 150
Magic Defense 175 175
Evade 23 23
Intelligence 75 75
Mind 75 75
Speed 60 60
Weaknesses Fire Water
Monster Family Beast Beast
Possible Steals Arctic Wind, Antarctic Wind Bomb Arm, Bomb Fragment
Possible Item Drops Arctic Wind Bomb Arm
pg (Money) Yield 0 0
EXP. Yield 18,000 18,000
JP Yield 500 499

Their offense isn't much different than before - expect Fire attacks from the red head, and Water from the blue. Quickly killing one of them will also prevent their nasty non-elemental party-wide attack.

A few generic strategies will apply in this fight, as usual. One is the usual combo of the Ranger and Spell Fencer. Depending on who you target, you'll want to use Blizzaga or Firaga (for red or blue) for the spell, but definitely the Beast Slayer Ranger skill. Combined, this provides over double the normal amount of damage! That typically amounts to 5,000 ~ 7,500 damage per hit now without a single buff or debuff, and a lot of damage when Brave is thrown in, or buffs/debuffs, or Bravely Second to break the damage cap, or all three!

That's the primary combo I recommend for this battle. Other generic strategies work just as well, mostly the Black Mage or Arcanist with Firaga and Blizzaga, or perhaps high-P. ATK. jobs with the Spell Fencer as their other ability. Be sure to have a healer though; I personally didn't use mine at all, other than for Holy, but you never know...

Useful defensive tactics would include the use of the Iceflame Shield or the Enigma Spiritism skill. This is probably the point in the game where you'll be using Curaga each turn without rest for bosses, though, so keep this in mind.




The Water Temple Once More!



The Water Temple is found south of Florem on the northeastern landmass. As usual, it's a simple northward walk to the Crystal altar. And, of course, Rusalka. 

BOSS - Rusalka

Rusalka Rusalka (Clone)
Maximum HP 70,000 12,000
Physical Attack 285 258
Physical Defense 100 75
Aim 105 105
Magic Attack 150 150
Magic Defense 135 130
Evade 23 3
Intelligence 75 75
Mind 75 75
Speed 60 60
Weaknesses Lightning Lightning
Monster Family Aquatic Aquatic
Possible Steals Arctic Wind None
Possible Item Drops Turbo Ether None
pg (Money) Yield 0 0
EXP. Yield 36,000 0
JP Yield 999 0

Not much to say about battling Rusalka. You should be able to expect most of his offense to be Water-elemental, and you'd be right; Iceflame Shields all-'round help tremendously cut off his offense, even though there's a few non-elementals in there. There's still the possibility to do some party-wide damage (~3,000) and clone himself. So long as you Examined him in this or the last battles, you'll be able to check which is real and which is not via their stats.

Strategy? This is one battle where it largely remains the same; and, again, it ought to center around on killing Rusalka before he can clone. Get some Rangers with Spell Fencer skills and apply the Thundaga Sword Magic before going into whatever. This whatever should be Aquatic Slayer if you're lower-level or don't want to waste BP. However, Multiburst (x2.4 damage versus x1.5, ignoring the weakness details) is more powerful; it wastes a little BP, meaning three Defaults are needed for max power (3 Multibursts + Aquatic Slayer), but four decent Rangers will be able to finish the battle easily enough.

Other than that? Just throw in some Black Magic users and throw Thundaga around the room like a volleyball, or summoners with Deus Ex. Just remember to bring a Spiritmaster to this fight, or someone that can use their skills - Rusalka can use a Charm ability (use Fairy Ward), and there's Enigma for stopping elemental pain.




The Fire Temple Once More!



As for the Fire Temple? It still requires you to go through both the Mythril Mines and the Underflow found on the central Eisenberg continent. As usual, you have the map to go through these dungeons; the Underflow remains easy since that westbound pathway opened up right at the start of 1F east, and it takes you pretty much to the Temple entrance.

BOSS - Chaugmar

Chaugmar
Maximum HP 80,000
Physical Attack 330
Physical Defense 100 or 9,999
Aim 105
Magic Attack 340
Magic Defense 175 or 9,999
Evade 23
Intelligence 75
Mind 75
Speed 60
Weaknesses Lightning
Monster Family Demon
Possible Steals Bomb Arm
Possible Item Drops Reflect Ring
pg (Money) Yield 0
EXP. Yield 36,000
JP Yield 999

First and foremost: as before, when Chaugmar has that purplish shield around him, he is basically impervious to all attacks: his Defenses will be at 9,999 for this time, which is FAR above what you can hope to penetrate without Defense-piercing skills. Anyhow, only Default, heal, and/or self-buff in that time. If you hit 3 BP, you could do one thing per turn for buffing, and you probably will hit 3 BP without Heart Suck hitting you, so go for it.

Chaugmar again mostly will stick to Drain-like attacks for the battle, mostly in the shield - makes you wish you could be undead, eh? There's also Heart Suck to take your stored-up BP for itself, so look out for that one. Soul Suck takes away MP; less noteworthy, but bad for your mages.

Chaugmar will open his first turn out of the shield with Energy Blast, which is huge damage to everyone (6,000+). Either Default or use Stillness as prep for it, depending on what's available. After is when your healer needs to use throw up a Curaga, but that shouldn't pose a problem now.

As for what to use offensively? Generally, a high-damage strategy will work. If you are able to get some Specials made available through grinding the field, those that boost P. ATK/M. ATK especially, you'll have this battle won: just store up 3 BP before the shield goes away and then let loose with a Special and your best attacks.

Other than that kind of thing? Still just high-damage, really. Black Mages and Arcanists do well with Thundaga, especially after Sacrifice. Any job that can combo effectively with a Spell Fencer also works well. I chose the Ranger for this, since the 3 BP you can grind up before attacking makes a Thundaga Multiburst absolutely lethal, even without Bravely Second. Deus Ex is also a nasty summon to use. Mostly, the ideal strategy will be physical, though; if you have Raikiris or Tridents lying around, this is a good time to equip 'em.




The Earth Temple Once More!



As usual, to the top of Everlast Tower you go for the Earth Temple and the crystal - and boss - therein...

BOSS - Gigas Lich

Gigas Lich
Maximum HP 120,000
Physical Attack 285
Physical Defense 100
Aim 105
Magic Attack 200
Magic Defense 135
Evade 23
Intelligence 75
Mind 75
Speed 60
Weaknesses Light
Monster Family Undead
Possible Steals Earth Mallet
Possible Item Drops Giant Axe
pg (Money) Yield 0
EXP. Yield 36,000
JP Yield 999

Gigas Lich likes to use Death, Quaga, and Negative Power for his offense. Slam, a party-wide attack, also comes in on occasion for about 2,500 ~ 5,000 damage. Negative Power is automatically induced at the end of each turn to boost his offensive power by 10% (up to +50%), so look out for this; you can Dispel it. Quaga is Earth-elemental, sometimes used to damage or heal him, so it could go both ways... Death is  ... well, Death.

For this battle, it would be best to have a few Spiritmasters on-hand coupled with a White Magic ability. The ability Fairy Ward will be invaluable in this fight to prevent Death from hitting. Plus, since they have the best White Magic abilities of any job, they can cause nasty damage when throwing Holy or Curaga on Gigas, so that's a boon. You'll definitely want one using Curaga every turn after Fairy Ward is set up, too; damage racks up here rather quickly.

There's not much special beyond this stuff for offense; at this point, it ought to be pretty generic. You could use a Ranger/Spell Fencer combo - throw up Holy Undead Slayers or Holy Multibursts for massive damage, but that's about it for specialized stuff.

ALTERNATIVE STRATEGY: Simply use an Elixir in Bravely Second! Due to the boss's Undead nature, this should hit him for a whopping 999,999 damage, since the damage cap is exceeded in Bravely Second. However, keep in mind that this should only be used in desperation, since Elixirs are in a relatively limited quantity.




The Holy Pillar Once More!



Once all four Crystals are revived, there is nothing left to do but go into the Holy Pillar, still in the southeastern portion of the overworld map. Enter it once more. There won't be much else to it; like with Chapter 6, Alternis will too busy with other stuff during this chapter to bother to fight you.

Ah, c'mon! >_<



Chapter 8: World of Echoes: Circle



Chapter Flowchart



Don't worry, this is it, I promise! =P As usual, you're more than welcome to take on the Crystals in any order, and there are no intermediate events (barring Sub-Scenario stuff), so it's one final boss rush before whatever finale you opt for!

And, again, if you need the altered random-encounter bestiary info, please look at Chapter 5: Yesterday's Scenery, since the changes first happened there.






The Wind Temple, One Last Time...



The Wind Temple is found to the south of Ancheim on the southeastern continent. The alter to the Wind Crystal is past the exit on northwestern 1F, and there again is a boss.

BOSS - Orthros

Orthros (Blue/Water Head) Orthros (Red/Fire Head)
Maximum HP 75,000 75,000
Physical Attack 265 265
Physical Defense 100 100
Aim 97 97
Magic Attack 158 158
Magic Defense 179 179
Evade 23 23
Intelligence 79 79
Mind 79 79
Speed 64 64
Weaknesses Fire Water
Monster Family Beast Beast
Possible Steals Arctic Wind, Antarctic Wind Bomb Arm, Bomb Fragment
Possible Item Drops Arctic Wind Bomb Arm
pg (Money) Yield 0 0
EXP. Yield 24,000 24,000
JP Yield 500 499

Their offense isn't much different than before - expect Fire attacks from the red head, and Water from the blue. Quickly killing one of them will also prevent their nasty non-elemental party-wide attack.

A few generic strategies will apply in this fight, as usual. One is the usual combo of the Ranger and Spell Fencer. Depending on who you target, you'll want to use Blizzaga or Firaga (for red or blue) for the spell, but definitely the Beast Slayer Ranger skill. Combined, this provides over double the normal amount of damage! That typically amounts to 5,000 ~ 7,500 damage per hit now without a single buff or debuff, and a lot of damage when Brave is thrown in, or buffs/debuffs, or Bravely Second to break the damage cap, or all three!

That's the primary combo I recommend for this battle. Other generic strategies work just as well, mostly the Black Mage or Arcanist with Firaga and Blizzaga, or perhaps high-P. ATK. jobs with the Spell Fencer as their other ability. Be sure to have a healer though; I personally didn't use mine at all, other than for Holy, but you never know...

Useful defensive tactics would include the use of the Iceflame Shield or the Enigma Spiritism skill. This is probably the point in the game where you'll be using Curaga each turn without rest for bosses, though, so keep this in mind.




The Water Temple, One Last Time...



The Water Temple is found south of Florem on the northeastern landmass. As usual, it's a simple northward walk to the Crystal altar. And, of course, Rusalka. 

BOSS - Rusalka

Rusalka Rusalka (Clone)
Maximum HP 75,000 13,000
Physical Attack 290 263
Physical Defense 100 79
Aim 105 105
Magic Attack 158 158
Magic Defense 139 134
Evade 23 3
Intelligence 79 79
Mind 79 79
Speed 64 64
Weaknesses Lightning Lightning
Monster Family Aquatic Aquatic
Possible Steals Arctic Wind None
Possible Item Drops Turbo Ether None
pg (Money) Yield 0 0
EXP. Yield 48,000 0
JP Yield 999 0

Not much to say about battling Rusalka. You should be able to expect most of his offense to be Water-elemental, and you'd be right; Iceflame Shields all-'round help tremendously cut off his offense, even though there's a few non-elementals in there. There's still the possibility to do some party-wide damage (~3,000) and clone himself. So long as you Examined him in this or the last battles, you'll be able to check which is real and which is not via their stats.

Strategy? This is one battle where it largely remains the same; and, again, it ought to center around on killing Rusalka before he can clone. Get some Rangers with Spell Fencer skills and apply the Thundaga Sword Magic before going into whatever. This whatever should be Aquatic Slayer if you're lower-level or don't want to waste BP. However, Multiburst (x2.4 damage versus x1.5, ignoring the weakness details) is more powerful; it wastes a little BP, meaning three Defaults are needed for max power (3 Multibursts + Aquatic Slayer), but four decent Rangers will be able to finish the battle easily enough.

Other than that? Just throw in some Black Magic users and throw Thundaga around the room like a volleyball, or summoners with Deus Ex. Just remember to bring a Spiritmaster to this fight, or someone that can use their skills - Rusalka can use a Charm ability (use Fairy Ward), and there's Enigma for stopping elemental pain.




The Fire Temple, One Last Time...



As for the Fire Temple? It still requires you to go through both the Mythril Mines and the Underflow found on the central Eisenberg continent. As usual, you have the map to go through these dungeons; the Underflow remains easy since that westbound pathway opened up right at the start of 1F east, and it takes you pretty much to the Temple entrance.

BOSS - Chaugmar

Chaugmar
Maximum HP 85,000
Physical Attack 335
Physical Defense 100 or 9,999
Aim 105
Magic Attack 349
Magic Defense 179 or 9,999
Evade 23
Intelligence 79
Mind 79
Speed 64
Weaknesses Lightning
Monster Family Demon
Possible Steals Bomb Arm
Possible Item Drops Reflect Ring
pg (Money) Yield 0
EXP. Yield 48,000
JP Yield 999

First and foremost: as before, when Chaugmar has that purplish shield around him, he is basically impervious to all attacks: his Defenses will be at 9,999 for this time, which is FAR above what you can hope to penetrate without Defense-piercing skills. Anyhow, only Default, heal, and/or self-buff in that time. If you hit 3 BP, you could do one thing per turn for buffing, and you probably will hit 3 BP without Heart Suck hitting you, so go for it.

Chaugmar again mostly will stick to Drain-like attacks for the battle, mostly in the shield - makes you wish you could be undead, eh? There's also Heart Suck to take your stored-up BP for itself, so look out for that one. Soul Suck takes away MP; less noteworthy, but bad for your mages.

Chaugmar will open his first turn out of the shield with Energy Blast, which is huge damage to everyone (6,000+). Either Default or use Stillness as prep for it, depending on what's available. After is when your healer needs to use throw up a Curaga, but that shouldn't pose a problem now.

As for what to use offensively? Generally, a high-damage strategy will work. If you are able to get some Specials made available through grinding the field, those that boost P. ATK/M. ATK especially, you'll have this battle won: just store up 3 BP before the shield goes away and then let loose with a Special and your best attacks.

Other than that kind of thing? Still just high-damage, really. Black Mages and Arcanists do well with Thundaga, especially after Sacrifice. Any job that can combo effectively with a Spell Fencer also works well. I chose the Ranger for this, since the 3 BP you can grind up before attacking makes a Thundaga Multiburst absolutely lethal, even without Bravely Second. Deus Ex is also a nasty summon to use. Mostly, the ideal strategy will be physical, though; if you have Raikiris or Tridents lying around, this is a good time to equip 'em.




The Earth Temple, One Last Time...



As usual, to the top of Everlast Tower you go for the Earth Temple and the crystal - and boss - therein...

BOSS - Gigas Lich

Gigas Lich
Maximum HP 130,000
Physical Attack 290
Physical Defense 100
Aim 105
Magic Attack 208
Magic Defense 139
Evade 23
Intelligence 79
Mind 79
Speed 64
Weaknesses Light
Monster Family Undead
Possible Steals Earth Mallet
Possible Item Drops Giant Axe
pg (Money) Yield 0
EXP. Yield 48,000
JP Yield 999

Gigas Lich likes to use Death, Quaga, and Negative Power for his offense. Slam, a party-wide attack, also comes in on occasion for about 2,500 ~ 5,000 damage. Negative Power is automatically induced at the end of each turn to boost his offensive power by 10% (up to +50%), so look out for this; you can Dispel it. Quaga is Earth-elemental, sometimes used to damage or heal him, so it could go both ways... Death is  ... well, Death.

For this battle, it would be best to have a few Spiritmasters on-hand coupled with a White Magic ability. The ability Fairy Ward will be invaluable in this fight to prevent Death from hitting. Plus, since they have the best White Magic abilities of any job, they can cause nasty damage when throwing Holy or Curaga on Gigas, so that's a boon. You'll definitely want one using Curaga every turn after Fairy Ward is set up, too; damage racks up here rather quickly.

There's not much special beyond this stuff for offense; at this point, it ought to be pretty generic. You could use a Ranger/Spell Fencer combo - throw up Holy Undead Slayers or Holy Multibursts for massive damage, but that's about it for specialized stuff.

ALTERNATIVE STRATEGY: Simply use an Elixir in Bravely Second! Due to the boss's Undead nature, this should hit him for a whopping 999,999 damage, since the damage cap is exceeded in Bravely Second. However, keep in mind that this should only be used in desperation, since Elixirs are in a relatively limited quantity.




And into the Holy Pillar...



As with the previous few Chapters, you won't have to do much after reviving the four Crystals - just head, once more, to the Holy Pillar that appears in the southeast corner of the overworld map. Alternis again is busy with Dark Knight stuff.


Finale: Where the Fairy Flies



Chapter Flowchart



As a note, you can only get to this Finale if you broke any of the Crystals in Chapters 5 through 8 - immediately after breaking one, you'll go straight into the Finale. This is the "false" Finale; the True Finale is won after reviving all of the Crystals every single time. 

Oh, and that is not the real subtitle to this finale. However, it was suggested to sorta "censor" it for spoiler purposes; I didn't spoil anything else major in this guide, so why start now? It's "Bravely Default: Lying Airy", by the way. Anyhow...



  • Related Sub-Scenarios:
    • None



Deception



The Finale will open with a lengthy scene, followed by a boss battle against, of course, Airy. This fight is unwinnable, so just really give up - I mean, unless you have some secret method for dealing 150,000 damage in a mere three turns. (50,000 per character, since Agnès can't fight.) Even then, this has been tested with Friend Summons (750,000+ Power from a contributor and 999,999 from me) and it seems that, even if you do win, you just get Slaughtered immediately, which means you lose anyways.

... Am I the only one getting a huge Final Fantasy I vibe off of this?

Annnnnyhow, after the scene and regaining control, leave wherever you were when you destroyed the Crystal to the overworld map. Your next destination is set for the Norende Ravine ... back to where it all started, in the Caldis region. Go through the Ravine once more and, beyond, you'll find the entrance to...




The Dark Aurora



TREASURES CHECKLIST
[_] Safety Ring [_] Megalixir [_] Life Ring [_] Lamia's Tiara [_] Black Belt [_] Megalixir [_] Heart Ring [_] Blood Blade
[_] Lordly Robes [_] Gold Hairpin [_] Ribbon [_] Aegis Shield [_] Lilith's Rod [_] Brave Suit

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Adamantite Shell 10,000 330 180 101 120 110 17 60 60 48 Water Aquatic 1,920 / 960 / 96
Amber Horn 8,000 330 90 102 120 110 17 60 60 48 Earth Beast 1,920 / 960 / 96
Diabolos 6,500 330 60 102 120 160 17 60 60 48 Light Demon 1,920 / 960 / 96
Knight Dragon 8,000 360 135 102 120 110 17 60 60 48 Lightning Dragon 1,920 / 960 / 96
Mephisto 6,000 270 60 102 180 180 17 60 60 48 Earth Demon 1,920 / 960 / 96
Nightmare 6,000 300 60 102 120 160 17 60 60 48 Earth, Light Demon 1,920 / 960 / 96
Spriggan 8,000 360 120 102 120 110 17 60 60 48 Lightning Inorganic 1,920 / 960 / 96

Am I the only one finding this a refreshing change after a bazillion boss re-re-re-rebattles? =P

1F: When you arrive, go along the path for a bit to a fork. Go west there to find a Safety Ring, then head south. As you continue along, there will be another intersection. Even though you can see the teleporter off to the north, first head west and south to find a Megalixir. ^_^ Go to the teleporter now.

2F: When you arrive, go along either path before you to reach a clearing with four other paths branching off of it. To the east, you'll find a Life Ring; to the west, a Lamia's Tiara; and to the southwest, a Black Belt. (I wonder if these were all owned by the residents of Norende...?) Further southeast of the Black Belt is the teleporter.

3F: Go south a bit and you'll quickly find two chests: a Megalixir to the east and a Heart Ring to the west. Head east from here and along the path for a while. As you have to turn south, you'll reach a teleporter, too; take it to 6F briefly to grab a Blood Blade, then return. Go south from this teleporter and along either path at the fork to another teleporter.

6F: Go along the path for a bit to a fork. Go south first and plunder the chest for some Lordly Robes, then go west of the fork to another teleporter.

4F: When you arrive, go east and snatch up the Gold Hairpin, then go southwest and along the long, winding path for a bit. As you reach the southeastern portion of the map, continue hanging east instead of north to find a Ribbon! ^_^; This INVALUABLE accessory just outright looks pretty. ... Oh, and it prevents pretty much every status ailment too. Pick whatever you prefer. Anyways, northwest of the Ribbon is the teleporter.

6F: Go north to find three teleporters and ... well, whichever you pick is up to you. The east and west teleporters go to the same spots of 5F, sort of - same floor, connected to each other via accessible paths, just opposite sides of the floor. Once you're done there, you'll need to use the central teleporter.

5F: Begin by going along the path to a north/south fork. To the south, you can find an Aegis Shield, and to the north you can go to another fork, to the southwest of which lies a Lilith's Rod. Return to the fork and go southeast, then south at the forks to find a Brave Suit, then go southeast at the previous fork back to 6F. Use the central teleporter.

7F: Go along the path for a bit to an Adventurer. (He must really like adventuring to get into this place!) Save and shop with him, then continue along to the next area. (May as well turn the Encounter Rate to -100% to conserve HP/MP/items.)

Altar of Darkness: Go on northward, Warriors of Light... Hell awaits you.


FINAL BOSS - Airy

Part One Part Two
Maximum HP 150,000 99,999 * 1.5
Physical Attack 365 375
Physical Defense 100 100
Aim 104 104
Magic Attack 96 168
Magic Defense 148 148
Evade 32 32
Intelligence 48 48
Mind 48 48
Speed 48 48
Weaknesses Fire Fire
Monster Family Bug Bug
Possible Steals None None
Possible Item Drops None None
pg (Money) Yield 0 0
EXP. Yield 0 60,000
JP Yield 0 999

Y'know, it's nice knowing that Airy's stats are somewhat inferior to the various rebattled bosses we could've done. =P

In this battle, Airy can still use Slaughter; this time, though, it doesn't kill you. It's just moderate (~1,500) party-wide damage. She can use Spike Guard which is a bit of a misnomer (or at least I often misconceive it) - it because means you'll be countered against. Then there's Tight Bind to induce Stop to several characters, usually two.

So, yeah, the first part is pretty easy. Once you have someone throw up Fairy Ward, then use Curaga every turn, all damage and ailments are pretty negligible, especially if you've done all of the boss rebattles thus far! ;) Offensively, just devote yourself to anything high-damage - Promethean Fire, Firaga, Firaga with Bug Slayer, Bug Slayer, Firaga Sword Magic with a good physical job, Meteor, pretty much anything good.




While Airy only has about 2/3 of her original HP in the second half, she (it?) is still no pushover. She can use various "-ga" magic for high Fire, Water, Lightning, Earth, or Wind damage to the party. There's also Irritate to induce Berserk (and a +50% P. ATK. boost) to a single target. She can also use Flare, which is nasty (1,500~3,000) Fire-elemental damage to the whole party. That by itself isn't much, but Airy can use the move Acedia, which makes you weak to everything - and that means Flare is lethal!

Other than this, note that Airy will heal herself for 99,999 HP halfway through the battle, so you're basically fighting this Airy and a half of another. Ironically, this will almost round out to 150,000 HP again. =P

Your strategy shouldn't differ much from last time. Have a support unit throw up Curaga every turn and have weakness-piercing strategies for your offensive units. Rangers comboed with Spell Fencers do well here; a Firaga Bug Slayer is almost certainly going to hit the damage cap!


Enjoy the ending!

Note that, after the credits, you will be able to save your file from just before breaking the Crystal you broke, so you can try for the True Finale. ;) You'll also get the Vestal Garb costume for Agnès. You'll resume from the Norende Ravine, by the way, so you will have to refight the boss from before breaking the Crystal. v_v



The End: Bravely Default



Chapter Flowchart



As a note, you can only get to this Finale if you proceed through all of Chapters 5, 6, 7, and 8 without bothering to break a single Crystal. Breaking a Crystal brings you straight to the "false" Finale covered previously; this is the much-longer one, and harder. Anywho... 

Oh, yeah, check the X Button menu before you head to the Holy Pillar. Airy has some kind of mischievious look, eh?



  • Related Sub-Scenarios:
    • None



"It's Pure Evil."



After having revived your 20th Crystal in a row, the Holy Pillar will appear once more. Head there for the fifth time and The End will be reached, and it seems, for once, things have gone in our favor!

Heh, yeah, right. We all know that's a load of bull - it's RPG tradition to screw you over when all seems peachy. When you regain control, heal at the inn and save with the Adventurer, and be sure to stock up. Head to the bridge now and ... don't ask like I didn't warn you.


BOSS - Airy

Part One Part Two
Maximum HP 150,000 99,999 * 1.5
Physical Attack 420 420
Physical Defense 100 100
Aim 109 109
Magic Attack 140 270
Magic Defense 170 170
Evade 33 73
Intelligence 70 70
Mind 70 70
Speed 70 70
Weaknesses Fire Fire
Monster Family Bug Bug
Possible Steals None None
Possible Item Drops None None
pg (Money) Yield 0 0
EXP. Yield 0 60,000
JP Yield 0 999

This fight mirrors the one that ends the regular Finale, but Airy's a bit buffed up, and more a legitimate threat.

In this battle, Airy can still use Slaughter; this time, though, it doesn't kill you. It's just moderate (~1,500) party-wide damage. She can use Spike Guard which is a bit of a misnomer (or at least I often misconceive it) - it because means you'll be countered against. Then there's Tight Bind to induce Stop to several characters, usually two.

So, yeah, the first part is pretty easy. Once you have someone throw up Fairy Ward, then use Curaga every turn, all damage and ailments are pretty negligible, especially if you've done all of the boss rebattles thus far! ;) Offensively, just devote yourself to anything high-damage - Promethean Fire, Firaga, Firaga with Bug Slayer, Bug Slayer, Firaga Sword Magic with a good physical job, Meteor, pretty much anything good.




While Airy only has about 2/3 of her original HP in the second half, she (it?) is still no pushover. She can use various "-ga" magic for high Fire, Water, Lightning, Earth, or Wind damage to the party. There's also Irritate to induce Berserk (and a +50% P. ATK. boost) to a single target. She can also use Flare, which is nasty (1,500~3,000) Fire-elemental damage to the whole party. That by itself isn't much, but Airy can use the move Acedia, which makes you weak to everything - and that means Flare is lethal!

Other than this, note that Airy will heal herself for 99,999 HP halfway through the battle, so you're basically fighting this Airy and a half of another. Ironically, this will almost round out to 150,000 HP again. =P

Your strategy shouldn't differ much from last time. Have a support unit throw up Curaga every turn and have weakness-piercing strategies for your offensive units. Rangers comboed with Spell Fencers do well here; a Firaga Bug Slayer is almost certainly going to hit the damage cap!


After fighting off the boss and regaining control, head down to the bridge on the Grandship. Speak with Edea, then with Agnès in the tavern. Return to the bridge of the Grandship after and you'll need to head to the Yulyana Needleworks again. After the scene there (in which you unlock the Extra Dungeon: Dimension's Hasp!), you have to go through the Norende Ravine and the...



Dark Aurora



NOTE: If you've already beaten this dungeon in the regular Finale, then the chests opened will remain open, and you will keep your map. So, really, unless you want to fight enemies for some reason (EXP. and pg are always good!), turn your Encounter Rate to -100% for the sake of HP, MP, and item conservation.

TREASURES CHECKLIST
[_] Safety Ring [_] Megalixir [_] Life Ring [_] Lamia's Tiara [_] Black Belt [_] Megalixir [_] Heart Ring [_] Blood Blade
[_] Lordly Robes [_] Gold Hairpin [_] Ribbon [_] Aegis Shield [_] Lilith's Rod [_] Brave Suit

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Adamantite Shell 10,000 330 180 101 120 110 17 60 60 48 Water Aquatic 1,920 / 960 / 96
Amber Horn 8,000 330 90 102 120 110 17 60 60 48 Earth Beast 1,920 / 960 / 96
Diabolos 6,500 330 60 102 120 160 17 60 60 48 Light Demon 1,920 / 960 / 96
Knight Dragon 8,000 360 135 102 120 110 17 60 60 48 Lightning Dragon 1,920 / 960 / 96
Mephisto 6,000 270 60 102 180 180 17 60 60 48 Earth Demon 1,920 / 960 / 96
Nightmare 6,000 300 60 102 120 160 17 60 60 48 Earth, Light Demon 1,920 / 960 / 96
Spriggan 8,000 360 120 102 120 110 17 60 60 48 Lightning Inorganic 1,920 / 960 / 96

Am I the only one finding this a refreshing change after a bazillion boss re-re-re-rebattles? =P

1F: When you arrive, go along the path for a bit to a fork. Go west there to find a Safety Ring, then head south. As you continue along, there will be another intersection. Even though you can see the teleporter off to the north, first head west and south to find a Megalixir. ^_^ Go to the teleporter now.

2F: When you arrive, go along either path before you to reach a clearing with four other paths branching off of it. To the east, you'll find a Life Ring; to the west, a Lamia's Tiara; and to the southwest, a Black Belt. (I wonder if these were all owned by the residents of Norende...?) Further southeast of the Black Belt is the teleporter.

3F: Go south a bit and you'll quickly find two chests: a Megalixir to the east and a Heart Ring to the west. Head east from here and along the path for a while. As you have to turn south, you'll reach a teleporter, too; take it to 6F briefly to grab a Blood Blade, then return. Go south from this teleporter and along either path at the fork to another teleporter.

6F: Go along the path for a bit to a fork. Go south first and plunder the chest for some Lordly Robes, then go west of the fork to another teleporter.

4F: When you arrive, go east and snatch up the Gold Hairpin, then go southwest and along the long, winding path for a bit. As you reach the southeastern portion of the map, continue hanging east instead of north to find a Ribbon! ^_^; This INVALUABLE accessory just outright looks pretty. ... Oh, and it prevents pretty much every status ailment too. Pick whatever you prefer. Anyways, northwest of the Ribbon is the teleporter.

6F: Go north to find three teleporters and ... well, whichever you pick is up to you. The east and west teleporters go to the same spots of 5F, sort of - same floor, connected to each other via accessible paths, just opposite sides of the floor. Once you're done there, you'll need to use the central teleporter.

5F: Begin by going along the path to a north/south fork. To the south, you can find an Aegis Shield, and to the north you can go to another fork, to the southwest of which lies a Lilith's Rod. Return to the fork and go southeast, then south at the forks to find a Brave Suit, then go southeast at the previous fork back to 6F. Use the central teleporter.

7F: Go along the path for a bit to an Adventurer. (He must really like adventuring to get into this place!) Save and shop with him, then continue along to the next area. (May as well turn the Encounter Rate to -100% to conserve HP/MP/items.)


BOSS - Airy

Airy
Maximum HP 99,999 * 3
Physical Attack 440
Physical Defense 100
Aim 119
Magic Attack 275
Magic Defense 175
Evade 33
Intelligence 75
Mind 75
Speed 75
Weaknesses Fire
Monster Family Bug
Possible Steals None
Possible Item Drops None
pg (Money) Yield 0
EXP. Yield 20,000
JP Yield 999

This fight is pretty similar to the fight against Airy earlier, you know the big gross bug one? Now's she REALLY powerful, to the point that you can expect party-wide death from Slaughter (7,500+ damage). She can use various "-ga" magic for high Fire, Water, Lightning, Earth, or Wind damage to the party. There's also Irritate to induce Berserk (and a +50% P. ATK. boost) to a single target. She can also use Zeta Flare, which is nasty (3,000~5,000) Fire-elemental damage to the whole party. That by itself isn't much, but Airy can use the move Acedia, which makes you weak to everything - and that means Zeta Flare is lethal!

That's mostly her attacks from the previous battle, too. She also has a tendency for Dark Abyss for a possibility at party-wide Fear

Other than this, note that Airy will heal herself for 99,999 HP several times in this fight to her fullest, making it like fighting her three consecutive times. *gulp*

This is one difficult boss to combat against. Without two or even three support units - even at Level 90 like me - you won't find this to be an easy boss. I'm writing this under the assumption that you're not really that much of a grinder, though. >_> Ultimately, the most valuable skill in this battle is the Spiritmaster's Stillness. When one is able to use that at every opportunity (without Hasten World), you should be able to have ample time for another Spiritmaster to Curaga the party while everyone else buffs up for the turn Stillness is not in play. (Due to the BP cost, it will basically be the turn of Stillness, the turn thereafter, and then nothing until it's recast since it costs 2 BP.)

If this battle comes due to the point where you pretty HAVE to beat Airy in one single turn, then let's figure that one out. So, let's put each individual 100,000 HP (well, 99,999, but it works better for math) as our target. For four characters, that's 25,000 each, and counting Braves, we need to do at least 6,250 HP per hit in that state, which is pretty difficult to muster under most circumstances. Most weakness-piercing strategies won't work for this since you would need to have that extra turn for a Firaga Sword Magic, which bumps it up to over 8,000 damage. If you want to go for weakness-piercer, a Ranger/Spell Fencer using Firaga Sword Magic, then Bug Slayer ought to work. Otherwise, Meteor is your best choice (each of Meteor's 4 hits needing 1,563 damage per hit, which is much lower than it will likely hit for). The strategy is far from perfect, but it's something to try in desperation before needing to admit a need for grinding.


RIGHT AFTER FIGHTING AIRY, GO BACK TO THE ADVENTURER ON 7F AND HEAL AND SAVE! The importance of that action cannot be stressed enough before fighting the final boss where Airy was.

FINAL BOSS - Ouroboros

The "* #" notes, for # < 1, indicate that while the boss does have the amount of HP stated (in Normal), you only have to get rid of result of this multiplication. For example, Part One only needs you to hit down to 25,000 (remove 125,000), and Part Two needs you to get down to 50,000 (remove 50,000, discounting his healings). In Part Four, you need to remove 100,000 HP three times (300,000); he gets healed twice to full... Eh, it's complicated there. >_>


Part One Part Two Part Three Part Four Part Five
Maximum HP 150,000 * 0.8 100,000 * 0.5 150,000 * 0.5 200,000 * 1.5 200,000
Physical Attack 500 500 500 500 500
Physical Defense 100 100 100 100 100
Aim 110 110 110 110 110
Magic Attack 279 279 279 279 279
Magic Defense 179 179 179 179 179
Evade 33 33 33 33 33
Intelligence 79 79 79 79 79
Mind 79 79 79 79 79
Speed 79 79 79 79 79
Weaknesses None Water Water Water Water
Monster Family Dragon Dragon Dragon Dragon Dragon
Possible Steals None None None None None
Possible Item Drops None None None None None
pg (Money) Yield 0 0 0 0 0
EXP. Yield 0 0 0 0 99,999
JP Yield 0 0 0 0 999

We've come pretty far, huh... This boss will easily be the hardest of them all, in no small part because he is the God of Destruction. =/ The first form is one in which Ouroboros takes the form of various party members; perhaps expectedly, he'll also borrow a number of job skills you could have. Some of the most notable include Shippûjinrai , Multiburst, Corpse (Doom).

For this form, it's a good idea to just keep a relatively high level of HP. 500 P. ATK. is no laughing matter, and certainly the highest you've seen without changing difficulties. Even so, Ouroboros won't go into many BP-heavy attacks and I never saw Brave, so that's nice. For the most part, just heal what damage appears and make a decent high-damage offense. The biggest thing that can pierce weaknesses is Dragon Slayer, so you don't have much hope there for this form; generic high-offense stuff like Meteor work well, though. The battle ends at around 25,000 HP (125,000 eliminated).




The second part is a bit more annoying than the first. He likes to use Zero Dimension to induce an instant-death to someone, or some basic physical (3,000 damage). He likes to use Total Regeneration every turn to fully heal himself. You only need to remove 50,000 of his HP to win, though, and since it's cumulative (as in, Total Regeneration means squat), you can take it nice and easy.

So, strategy? Throw up Fairy Ward to ward off the Zero Dimension, then just try to Curaga away any sustained damage. As for dealing the 50,000 damage, Meteor is very effective since it tends to hit for 9,999 damage. You could also try a weakness-piercing strategy: Blizzaga Sword Magic with Dragon Slayer does about 5,000 damage. If you can't go for either of this or the various summons or stuff, then don't worry; it'll just ultimately devolve into a long grind. Just don't bother wasting your Specials here, for hopefully-obvious reasons.




The third part of the battle is functionally no different from the previously described second portion. Just do what you did then. Again you have to get him down to half-HP; this time, that's 75,000. Same concept, though.



The fourth part is where things begin to get pretty scary. For this, we are still fighting under the circumstances and setting of the previous two, but with one major new addition: the Armageddon attack. It basically heals him fully while doing a ton of damage (7,000+) to your party. You'll also see Celestial Touch used to max out his P. ATK. and M. ATK (x1.5). Finally, Demonic Touch is thrown in to lower your party's BP by one. (You can counter this with Hasten World if you dare, but that also applies to Ouroboros, so I don't recommend it.)

Winning the fourth part of this fight is not based on fighting Ouroboros; it is not a good idea to bother attacking him unless you want to get yourself some Specials for the fifth and final portion of the battle just ahead, 'cuz otherwise you're wasting BP. Instead, you need to survive three Armageddon attacks. This round is all about buffing, then; throw up a lot of Reraise on your team and Curaga for the turns when you aren't hurt. If you have two people with Spiritism, they can alternate through Stillness instead until it's over with.

... Okay, I fibbed a little. You do have to hurt Ouroboros some to force out the Armageddon; they tend to occur after 100,000 HP of damage. Don't bother going for an all-out offense, though; focus on remaining safe.




The fifth and final phase will begin after a scene. Offensively, Ouroboros will be no different, other than the use of Disaster (5,000~7,500 damage to all) and Divergence (prevents all but Default and Friend Summons).

Your strategy now is finally to kill Ouroboros: all 200,000 HP. It will still be by no means easy - even on Easy, probably - but it's definitely possible. You'll want a supportive unit healing every turn, and someone to throw up four Reraises as soon as you can. While that's going on, Default until you have 3 or 4 BP, then unleash hell on Ouroboros - if you've managed to build up some Specials as I recommended for the previous fight, you'll hit the damage cap pretty easily here. Like, if three offensive units get 9,999 damage on four attacks, you could finish this fight in less than ten turns (9,999 * 4 * 3 = 119,998, over half of 200,000).

What should your offense consist of? Anything high damage, really. Blizzaga Dragon Slayers are still going to do extremely well (x2.25 damage), and Meteor as usual has the tendency to hit 9,999 outright. Ziusudra's Sin and Susano-o might make some decent summons, and there's the Blizzaga spell or the Blizzaja Genome from some of the Norende Nemeses.

Anything piercing Defenses or dealing flat damage can be useful. In particular, there's the Phoenix Flight skill from the Monk; if you can double your HP via the Maximize HP (Spiritmaster support), then again with the Giant's Draft compound from a Salve-Maker (Beast Liver + Dragon Fang) and get some HP-boosting abilities, you could easily see that go into 39,996 damage per use, but only in Bravely Second. It's pretty niche, though, and requires some set-up, so don't rely heavily on it. Since you have to use Bravely Second for it to be truly effective, you could use it twice (Phoenix Flight -> Elixir -> Phoenix Flight) for 79,992 damage. If you had maxed SP (3) before the fight, that would leave you with 0, meaning you could try it one more time for 159,984 damage total. ... Just a thought.

Minus Strike from a Dark Knight can also work similarly, but it's pretty tough to set up, though after a Reraise, you're golden for it, especially if you apply the HP-boosters mentioned previously. The second they're applied while at such low HP, you could go into Bravely Second and go for four Minus Strikes to deal around 40,000 per hit, or 160,000 total. Then another Bravely Second wins it.

Generic P./M. DEF-piercers also do well: the Monk's Pressure Point, Thieves' Godspeed Strike, and Pierce M. Defense (Black Mage support ability). Using Mimic (Freelancer) on My Hero (Performer) is absolutely beastly for generating a high-BP offense. Mimic on Amped Strike from a Pirate also can be nasty if you are the Pirate. =P In fact, Mimic in general is pretty boss.

I think that covers the general level of tactics around here that ought to be able to use. Obviously, some are probably new to you, in no small part due to them just being theoretical based on prior knowledge of game mechanics. (Seriously, it seems like a HUGE hole in the game to let Minus Strike hit for ~40,000 damage.) I could have included them with other bosses, but as you can see, they require some set-up or extreme-risk-extreme-reward situations unless you're using the generic tactics - even these new ones are able to apply to most bosses. Anyway, I'm blathering. Good luck!


After finishing off Ouroboros, enjoy the (true) ending to Bravely Default!

After the credits, you'll get the option to save your cleared-game data. You'll also unlock the Special Movie from the title screen, and New Game+ as well. If you wish to continue your main game, you will restart from the beginning of Chapter 8: World of Echoes: Circle.

New Game+ is an option that's becoming tradition with more and more RPGs; in effect, you can start the game over again with statistics and stuff from your previous playthrough. You can choose to bring over the following at will (and don't worry, you can use a different save slot):


  • Character names
  • Character levels and EXP.
  • Jobs unlocked
  • Job levels, abilities unlocked, and JP earned
  • Current pg (money)
  • Current items and equipment, including Magic Scrolls, but not key items
  • Current Genomes
  • Norende Village population
  • Norende Village status
  • The details in D's Journal (the scenes in the Event Viewer will always remain, even if you don't want them to)
  • Special moves, their parts, names, and status
  • Play time clock
  • Friend data
  • Guest/Net Invite data

Anyhow, regardless of what you end up doing, congratulations!


Extra Dungeon: Dimension's Hasp


HOW TO UNLOCK DIMENSION'S HASP & WHAT IT IS

Dimension's Hasp is an extra bonus dungeon in the game. It can be unlocked during either ending of the game, Finale or The End. However, the process differs slightly in each. For the Finale, go see DeRosso in Vampire Castle after being defeated by Airy. In the The End ending, it's automatically unlocked in a scene with Yulyana.

The Dimension's Hasp is basically a dungeon in which you can find a variety of useful items. Some other people go for the extra boss at the end of it, and some may go for the Genomes only available in Chapters 1-4. Feel free to go through at your own leisure. If at all. Once unlocked, it can be found by landing in the middle of Crescent Island to the northeast of Florem.


TREASURES CHECKLIST
[_] Megalixir [_] Yatagarasu [_] Longinus [_] Demon's Staff [_] Lordly Robes [_] Megalixir [_] Earthbreaker
[_] Death Axe [_] Wonder Rod [_] Gale Staff [_] Demon's Rod [_] Brave Suit [_] Yoichi's Bow [_] Artemis's Bow
[_] Air Knife [_] Genji Armor [_] Genji Gloves [_] Ama-no-Murakumo [_] Genji Helm [_] Gold Hairpin [_] Luminous Robe
[_] Kaiser Knuckles [_] Chaos Blade [_] Gungnir [_] Aegis Shield [_] Brave Suit [_] Hadean Claws [_] Muramasa
[_] Durandal

If you need Bestiary data, just see the Enemy Bestiary - you've already fought the vast majority of enemies here. (As of v1.80 of this guide, it was noted that the enemies' stats are buffed for the sake of difficulty. I have yet to confirm this though. Family and weakness data likely remain the same.) 

It would be prudent to have the Dungeon Master ability of Freelancers to avoid the myriad field-damaging things here, though...

B1F (Mythril Mine): Save with the Adventurer and speak with the fox nearby. He'll warn you that the dungeon prevents you from escaping with Teleport Stones and the like, so look out for that. That said, go north and downstairs.

B2F (Harena Ruins): On this floor, beware of the Blind gas-spitting traps. Go east to the intersection, then south, east, and east at the next ones to find a Megalixir. Backtrack a little to the north/south/east fork you were just at; go south a bit to another intersection, then south. Go west at the next to the end of the path; even though you'll be sprayed by gas, open the chest for a Yatagarasu dagger. Backtrack southward a bit and go into the semi-hidden alcove for the Longinus, then return into the main hall and go east and along for a while to the next area.

B3F (Wind Temple): Go along the linear path before you for a while, opening the chest along the way for a Demon's Staff. At the northern path of the area, go into the rooms to the north to find some Lordly Robes, then south of the rooms for a Megalixir. (Why couldn't they put this stuff in the real Wind Temple? T_T) In the main hall, continue east and along to a fork; go along the western southbound path to go further on.

B4F (Mount Fragmentum): Immediately head west to find an Earthbreaker, then backtrack to the entrance and head southwest. Open the chest you find on the way for a Death Axe, then you'll soon find a fork. Go southeast from it to find a Wonder Rod, then continue along the main path to the next area.

B5F (Witherwood): Immediately go due south and open the chest for a Gale Staff. Head east and south from there into a rectangular clearing, which you can then exit to the west to find a locked chest; open it for a Demon's Rod, then return to the clearing. Use the eastern northbound path to find a Brave Suit, then go south of there and along into the next area.

B6F (Florem Gardens): Beware the purple flowers here; without the Dungeon Master ability from Freelancers, they'll Silence you. Anyhow, I didn't really care; I turned the encounter rate to -100% until I plundered all of the chests here. =P There is a Yoichi's Bow in the southwest corner, an Artemis's Bow in the southeast corner, then there's an Air Knife in the central portion of the area. The exit to B7F is to the north.

B7F (Starkfort): Go north and into the room to the west to find some Genji Armor, then go into the room east of there to find some Genji Gloves. Continue north to the three-path scenario you ought to be familiar with in Starkfort; go to the northwest for the Ama-no-Murakumo katana, then go into the north-central room for a Genji Helm. Go to the northeast corner to head further downstairs.

B8F (Underflow): Here, beware the lava; when it glows red, do not step on it. Head south of the entrance for a bit to find two paths; go southeast and take the Gold Hairpin, then go back north to the "T"-junction west of the entrance. Head west for a while and along the path until you must go south; do so and go south to a four-way. Go east and along the path to an east/west fork; go east and along the first northbound path you reach to find a Luminous Robe. Return to the east/west fork and go west, then north when first possible to find a chest containing some Kaiser Knuckles, then go west from where you turned north to find some stairs.

B9F (Eternian Central Command): Go along the path before you for a bit and you'll go south of the north-central portion into a triangular area. Immediately go east and plunder the chest for a Chaos Blade, then return into the triangle. Go south a bit, then east again and along the path to find Gungnir - the spear of Odin! - at the end. Return once more to the north-central triangle, then go south and along the path to find an Aegis Shield, then leave the triangle heading northwest. As you go along the path, you'll reach a north/south fork; first go north for a second Brave Suit, then go south and along to B10F.

B10F (Earth Temple): Head north and east into the northeast corner, then go south to an east/west fork; go east to find some Hadean Claws, then backtrack to the entrance. Head west and along the path to find a Muramasa. Go east of the entrance and along to an east/west fork; go west and along the lengthy path for a while to find the Durandal sword at the very end.

To find the extra boss, go east of the Durandal's chest into a hidden path in the wall, then south and along the path for a bit to find him. Worry not about losing; he'll let you retry as desired without the fear of a Game Over.


EXTRA BOSS - Adventurer, Comrade

Adventurer Comrade
Maximum HP 530,000 50,000
Physical Attack 600 500
Physical Defense 100 100
Aim 109 109
Magic Attack 249 198
Magic Defense 99 99
Evade 34 34
Intelligence 99 99
Mind 99 99
Speed 99 99
Weaknesses None None
Monster Family Human Beast
Possible Steals Tengu Sneeze, X-Potion Antidote
Possible Item Drops Adventurer's Mark Antidote
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 0

Trust me, this is definitely THE most difficult fight in the game. The Adventurer is extremely powerful, with most of his attacks easily able to exceed 5,000 ~ 7,500 damage on even Level 99 teams. Some of his more notable attacks include Mass Attack (BP -1, but attacks all) and Meteor. The Comrade alongside him mostly functions to use offensive attacks and magic, and can also do stuff like Blind and Dispel. You'll also see him raise the BP of the Adventurer with Adventurer's Friend. ... *gulp*

The first thing you might think to do is to outright get rid of the Comrade. While that's all well and good, the Comrade will be resummoned on the next turn ad infinitum, so you're stuck there. And yet, the Comrade also serves like a Knight to cover for the Adventurer, so you practically HAVE to kill it to do any worthwhile damage. The Comrade won't block magic; however, if you kill the Adventurer via magic, he's fully revived on the next turn. So ... how the heck do we do this?

First things first - we need BP, and lots of it. And we need buffs, and lots of them.

For the BP, you can get someone able to use My Hero (Performer: party BP +1) and Mimic (repeats it with no BP cost) for a total of 4 BP on the offensive units per turn. Ideally, they can use the various Specials you can use to buff up their stats; just be sure to choose Specials that don't require the use of weaknesses (Bows, for example) so you can more readily continue the Specials' effects.

For other buffs, you'll want some fast people, probably Ninjas. I had two, one to use Stillness every time I needed it (two turns) and one to throw up Hastega and Quick. (The latter needs the support ability Group Cast All. Reraise should help it, but I didn't need it.) The main thing to keep in mind is that you want the Stillness Ninja to be the slowest of the group, yet to exceed the Speed (99) of the Adventurer; Stillness will be triggered last to negate the Adventurer's onslaught while allowing one of your own before it goes up.

Finally, we have just the one dedicate offensive person. Let that be who you want it to be. However, you'll want to them to rely on basic Attacks (Quick), to have the Frenetic Fighting support ability of the Ninja, and to be faster than the Adventurer and the Stillness Ninja.

So, basically, what you have is you get a ton of BP each turn. What to do with it? Every even turn, you want to have a three-Brave attack before Stillness is thrown up with whoever you think ought to be attacking. Every odd turn, buff 'em up in some way. Rinse and repeat as needed; it'll take awhile, but it works amazingly well.





Sub-Scenarios

The Desert Oasis



General Data For "The Desert Oasis"



  • Unlocked: Visit the King in Ancheim, then speak with the Profiteur in the southeast building of Ancheim
  • Primary Rewards: Thief and Merchant Asterisks



Introductory Information



In Chapter 1, you will at some point be forced to see a rant with the King of Ancheim before meeting him in his palace. After the latter, go to the southeast corner of Ancheim and you'll find a building; inside, go north and speak with the man, the Profiteur. After doing so, exit the mansion and speak with the man to the left of the entrance and you'll be told about the Oasis and free water. Also examine the black well further to the left. The Oasis can be found in the overworld to the west of Ancheim. After the scene there, go further west and into the cave you'll see in the range to the north.



Harena Ruins



TREASURES CHECKLIST
[_] Star Pendant [_] 1 pg [_] 1,500 pg [_] Clothespin [_] Thief Knife [_] Ether [_] Thief's Glove [_] Steel Bow [_] Air Knife

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Greater Cait 450 65 7 92 26 26 5 13 13 16 Water Beast 40 / 20 / 2
Sand Worm 600 75 17 92 22 11 0 11 11 14 Water Bug 96 / 48 / 5
Venomous Snake 250 55 11 92 22 11 5 11 11 15 Water, Earth Aquatic 34 / 17 / 2

AS A HUGE NOTE, you will want to be aware of the walls in this area: some segments of them have traps that will spew gas when you get nearby. Said traps are able to blind you; it is a good idea to have Blindna on hand for this.

1F: In the dungeon, go left and right at the forks and you'll find a path to B1F; once you descend, go northeast and open the chest for a Star Pendant. Backtrack to 1F and go left at the next fork you reach. As you reach the clearing after, you'll see a chest not much further to the east; dance around the nearby trap and open the chest for an awesome ... epic ... ungodly 1 pg! >_> Go further east and through the doorway to the stairs.

B1F: Just south of where you enter is a trap; if you head west from it, you can find a chest containing some Echo Herbs. Backtrack to where you turned west and head south to soon find another fork; go east here, and at the next as well. You'll come upon a chest; open it for 1,500 pg. Go back west to the fork and go south through the doorway, then past the next fork to soon find another chest at the end of the path; this one contains a Clothespin accessory. How it makes you immune to Sleep is beyond me, but whatever. Go back to where that last trap was spewing (you couldn't have missed it) and go west, then south at the next fork (and trap). This will lead you to B2F.

B2F: Here, go east to a fork. Go south at it and west at the next. This leads to what seems to be a dead-end; however, if you go west and through the wall at the end there, you'll find a hidden path: go as far north and then west as you can along it to find a chest containing a Thief's Knife. It's a very useful piece of equipment, applying the effect of Mug when you Attack - in FF and Bravely Default (among others), the Mug ability is not only an attack, but it may let you steal from the enemy you hit!

After this bit of joy, return to the previous fork and go east and east at the next two forks to find an Ether. Return to the previous fork and go south. The northwest corner of the clearing you reach contains a blue chest that is locked, but it will yield the Air Knife once unlocked. Anyhow, head south from the clearnig and west, past numerous Blind traps, to find a chest containing the Thief Gloves, which makes your Stealing ability twice as successful ... when you get one! =P Head pretty much south-southeast from there into an alcove opposite the middlemost of those five traps to find a chest with an Iron Bow inside.

Go north and east along the path to a new area. Speak with the Adventurer along the way for the usual, then continue into the next area. There, go up the stairs to the north and engage the thief in battle!


BOSS - Khint, The Jackal

Khint The Jackal
Maximum HP 5,000 5,000
Physical Attack 90 75
Physical Defense 35 35
Aim 92 92
Magic Attack 33 20
Magic Defense 13 13
Evade 20 30
Intelligence 20 7
Mind 13 13
Speed 11 11
Weaknesses None None
Monster Family Human Human
Possible Steals None None
Possible Item Drops None Hi-Potion
pg (Money) Yield 0 720
EXP. Yield 0 360
JP Yield 0 36

As it turns out, Khint happens to leave when he or the Jackal hit 50% of their HP - since they have the same amount of HP, they are equally viable targets for this goal. However, since the Jackal will also be the one to stay after this, that means that all of your offense needs to be dedicated to him.

The usual strategy will apply yet again: physical units need to Default thrice and use two quadruple-Attack Braves in a row while your Black Mage hits just the Jackal using magic. (Hitting multiple targets lessens the damage each individual target takes and, since Khint will leave anyway, why waste it?) And, finally, the White Mage you ought to still have should focus on Defaulting until his or her skills are needed. Around Level 17, 1.5 rounds of this kind of multiple-attacking (3 quad-attacks from 3 people) should finish off the Jackal in whole.

There aren't too many threats in this fight. The main thing to look out for is Khint's possibility to use some Silence Sword Magic which, true to its name, can Silence you - that means it's wise to have some Echo Herbs on-hand since you can't cure Silence otherwise for the moment. The Jackal will mostly just steal from you, but you ought to have plenty of Potions and the possibility of using Cure, so not much to say about that.




Conclusion of "The Desert Oasis"



After the battle with the Jackal, you'll receive a Thief Asterisk, allowing you to become a Thief! In the scene thereafter, we decide to "set the matter straight" with the Profiteur merchantry. Leave the dungeon and head back into Ancheim, then into the merchantry's mansion. Heal and restock on the way!

BOSS - Khint, Profiteur

Khint Profiteur
Maximum HP 5,000 6,000
Physical Attack 90 85
Physical Defense 35 26
Aim 92 93
Magic Attack 33 34
Magic Defense 13 17
Evade 20 0
Intelligence 20 17
Mind 13 17
Speed 11 14
Weaknesses None None
Monster Family Human Human
Possible Steals Hi-Potion, Mythril Plate None
Possible Item Drops None Hi-Potion, Gold Hourglass
pg (Money) Yield 0 720
EXP. Yield 0 360
JP Yield 0 36

As far as your strategy is concerned, it remains noteworthy that, again, Khint leaves if either he or the Profiteur hit 50% HP, so aiming for the Profiteur - similar to aiming for the Jackal before - is the most logical idea. As before, I recommend doing this by having your main attackers Default thrice before going into four attacks of some sort, with multi-target attacks being focused, if possible, on the Profiteur. Your White Mage still needs to Default until his/her BP is needed.

As for the enemies ... there's not much different. Khint still has the Silence Sword Magic, so look out for that since it can be quite nasty. The Profiteur's main tactic is to use Default before going into two Takedown attacks, each doing a preset 300 damage, which can be brutal, if not deadly, if they both hit the same person. Your White Mage will be getting some work in for sure. Other than that, you won't have much of a problem with this.


After the battle, you'll earn a Merchant Asterisk, allowing you to use the Merchant job. And so ends the Sub-Scenario.


Grand Mill Works



General Data For "The Desert Oasis"






The Grand Mill



TREASURES CHECKLIST
[_] Remedy [_] Phoenix Down [_] Thumbing Claws [_] Earthing Rod [_] X-Potion [_] Hi-Potion [_] Ether

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Greater Cait 450 65 7 92 26 26 5 13 13 16 Water Beast 40 / 20 / 2
Merchantry Blade 900 120 20 94 40 20 5 20 20 18 Lightning Human 58 / 29 / 3
Merchantry Mage 700 80 10 94 50 40 10 20 20 19 None Human 58 / 29 / 3
Merchantry Thug 800 120 20 94 40 20 12 20 20 20 None Human 40 / 22 / 2

1F: When beginning this Sub-Scenario, it can only be done at night, so wait around in the overworld for a few minutes until night comes. (There's no known basis in relation to the 3DS clock - it's just a day cycling every couple of minutes. Time sure flies, eh?) When back in Ancheim, don't visit the inn since that'll make it become daytime again if you stay. Instead, head along to the magic shop and enter the building just to its west. Within the Mill, go northwest and along to the blue bubble on the map. Press A there to open a door.

2F: When you get here, move along a bit and you'll quickly find more stairs. And some to the north. But not any to the south; rather, at the end of the path to the south is a chest containing a Remedy. Backtrack to where the two staircases were and use the one to the north.

3F: Here, go south, then you'll reach a fork: go east at it and the next one to find a Phoenix Down. Due west of the chest are some stairs back to 2F.

2F: You'll find three chests here; open them for the Thumbing Claws, Earthing Rod, and ... well, the other is locked, so we're screwed on that one for the moment. Backtrack for a while to the place in northern 2F where you saw the two staircases and used the northern one. This time, use the remaining one to the south.

3F: Here, go east to find a four-way intersection. Go east first and to the end of the path to find a switch to trigger. Go along the southern branch of the fork and downstairs, next.

2F: Go along the path before you and you'll reach a west/east fork. Go west and to the end of the path to find an X-Potion, then head eastward. Go upstairs again.

3F: Here, go north and you'll find another fork. Go along the side-path to the west to find a chest containing a Hi-Potion, then return to the main path and head north and downstairs.

2F: Go along the linear path before you for a few moments. You'll soon reach a west/east fork; grab the Ether in the alcove to the east, then head west and along the path to some more stairs. (Whoever decided to build the Mill this way is a complete dolt.) Trigger the switch there and backtrack allllllllll of the way back to that four-way on 3F where you triggered the first switch.

3F: Go speak with the Adventurer north of the intersection to save 'n' shop. After, go north and melodramatically flip the switch and, once outside, go far to the right and enter the building.

Ancheim Palace: Here, go far to the right and you'll notice a small balcony at the end, aiming towards the center. Approach it to watch a scene - and to fight a boss!


BOSS - Khint, Khamer

Khint Khamer
Maximum HP 6,000 6,000
Physical Attack 120 120
Physical Defense 55 50
Aim 94 94
Magic Attack 50 55
Magic Defense 20 20
Evade 20 20
Intelligence 20 20
Mind 20 20
Speed 16 16
Weaknesses None None
Monster Family Human Human
Possible Steals Hi-Potion, Scimitar Ether, Jade Crosier
Possible Item Drops Ether Hi-Potion
pg (Money) Yield 720 720
EXP. Yield 360 360
JP Yield 36 36

This battle is one in which Khint cannot (or at least will not - what's the difference?) flee from the fight when either of them hits 50% HP. Like usual, the main threat coming from Khint is his tendency to use the Silence Sword Magic, which can status you. Khamer is also a pretty nasty threat, though this mostly occurs later on - towards the end, Khamer will tend to Default and multi-use stuff like Stop (prevents action) and Quara (stronger Quake). 

Strategically, it would be best to focus your efforts against Khint, mostly because he can easily dispatch your White/Black Mage(s), which is never a good thing. For the most part, the offense in this battle follows the typical lines - Knights should Attack (or use Stomp, especially after Khint's gone), Monks should use Attack or Qigong Wave (to pierce Defaults), Thieves should just outright Attack or Mug, and Black Mages focus magic to a single person. White Magic users - you will definitely want at least one - should focus on Defaulting until their skills are needed. That said, you probably won't need White Mage that much at Level 20 or so, at least for HP-restoration purposes; if that's the case, it wouldn't be too bad an idea to throw up some Shell on your party (since Khamer will be around longer), or perhaps to attack via Aero.


After the battle, you'll earn the asterisks for the Spell Fencer and Time Mage jobs, thusly ending the scenario.


The Florem Garden



General Data For "The Florem Garden"



  • Unlocked: Chapter 2, after visiting the Water Temple; use The Sacred Flower Festival to find the people you need to speak to, since it is a bit confusing
  • Primary Rewards: Summoner Asterisk



The Florem Garden



TREASURES CHECKLIST
[_] 500 pg [_] Hi-Potion [_] X-Potion [_] Tomahawk [_] Ether [_] 1,000 pg [_] Remedy [_] Turbo Ether [_] Tengu Yawn

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Alraune 600 132 22 94 44 22 10 22 22 18 Fire, Dark Plant 126 / 63 / 7
Dryad 1,200 144 24 94 48 24 11 24 24 20 Fire Plant 97 / 65 / 7
Legion Impaler 1,500 144 24 94 48 24 11 24 24 20 Lightning Human 97 / 65 / 7
Legion Mage 1,200 144 24 94 48 24 11 24 24 20 None Human 97 / 65 / 7

On a general note, the gardens are full of purple flowers (hushleaf) that are capable of inducing Silence on the entire party if you carelessly walk into them. This isn't problematic for melee-focused parties, but your mages will be noticeably hampered in battle. Bring along some Echo Herbs or Esuna if you are in such a situation.

Overworld: After having unlocked the quest, you can go west in the overworld. Southwest of the "T" junction where you went southeast to the Water Temple, head west instead. Once you pass another bridge, head northward and you'll encounter the two missing girls ... in addition to six Alraune! *cough* Fira *cough* After the stubborn little girls leave, continue west to find the gardens in that crack in the rock.

South Gardens: ... Y'know, wouldn't it be easier to cast Sleep on the two of them? =/ Anyhow, when you regain control, go north and walk around the hushleaf by heading east. This will take you in sight of a 500-pg chest, so plunder it before heading west. Watch out for the hushleaf as you return back south so you can plunder a chest for a Hi-Potion. After, go west of the lake hushleaf patch and continue west as you circumnavigate the next one. Once on the west side, head south carefully to find an X-Potion. Go back north and you'll find two paths to the next area. Use the eastern of the two.

Central Gardens: Go along the path eastward and you'll soon find a chest containing a Tomahawk. After taking it, return to the South Gardens and use the other northbound path. Head north and east along the path to soon find two chests, one with an Ether and one with 1,000 pg. Further along the otherwise-featureless path is a fork. Go north and north again at the next to head to the next area. (To the south of the first is a dead-end; east of the second leads to a locked chest.)

Interior Gardens: When you arrive, go north and along the un-Silencing path to find an east/west fork; carefully go west and along the path to reach the southwest corner, where you will find a Remedy, perhaps in irony, awaiting you in the chest. Go back to the east/west fork and go east this time, and south at the next. You will see a hushleaf-blocked alcove to the west, in which you can find a Turbo Ether. (More irony?) Since you're Silenced anyways, go south into some more hushleaf, then east and south into some more to find a Tengu Yawn in the southeast corner.

Head back to the north side of the area where the Adventurer lies. Save, shop, and speak with him as per the usual. After, head north into the next area. After the scene -- *WHAM!*


BOSS - Mephilia, Legion Impalers, Legion Archers

Mephilia Legion Impaler Legion Archer
Maximum HP 9,999 1,500 2,200
Physical Attack 144 144 155
Physical Defense 50 24 31
Aim 94 94 96
Magic Attack 48 48 62
Magic Defense 24 24 31
Evade 31 11 11
Intelligence 24 24 31
Mind 24 24 31
Speed 20 20 25
Weaknesses None Lightning None
Monster Family Human Human Human
Possible Steals Fairy Wing, Rod of Ice Fairy Wing, Remedy Fairy Wing, Remedy
Possible Item Drops Turbo Ether Hi-Potion None
pg (Money) Yield 0 97 97
EXP. Yield 1,800 65 65
JP Yield 180 7 7

For the record, the battle will begin against Mephilia alone, but she can later summon up Legion Impalers and Legion Archers to ally her.

Mephilia is RIDICULOUSLY easy to defeat. However, the end goal of fighting her, at least as far as you should be focused, is to finish the fight in around three turns or so - it varies a little, but every now and then, she uses a summon attack that'll hit for 300 ~ 400 damage or so, which can be brutal if you're underleveled. (Level ~20 is a little low, but will suffice.)

For this fight, I would recommend going straight for three Defaults and then four Braves with your best attacks. A Knight ought to use Stomp, a Time Mage use Quara, a Black Mage use one of the "-ra" spells, a White Mage use Aero (or stay Defaulted for healing purposes), a Thief use Godspeed Strike, a Spell Fencer use just an Attack, and a Monk use Invigorate followed by Qigong Waves. That's the general flow, anyhow - obviously, having compounded these jobs (for example, my Edea was a Thief with Monk skills, so I used Invigorate then Godspeed Strike) can change the idea a bit, but the primary focus is high-damage, since there aren't any real weaknesses to pierce.

After this, follow it up with another quadruple Brave and, with some luck, you might actually take out Mephilia. The next four turns could be rough if you failed, but it's probably a bit worth it given that she probably will have less than 1,000 HP left. If she summons some goonies in the meantime, you'll want to make Mephilia the primary target of your attacks (to prevent the spreading-damage loss) - you'll have to defeat them before the battle ends, anyhow, so just let 'em be for now.


Finishing the battle will net you the Summoner Asterisk! The Summoner is a job capable of summoning monstrous beasts to deal mass damage, so long as you survive an attack from the summon when battling it (as that is how it is learned). One such summon is learned in the Wind Temple...


The Twisted Treetop



General Data For "The Twisted Treetop"



  • Unlocked: Chapter 2, after visiting the Water Temple; use The Sacred Flower Festival to find the people you need to speak to, since it is a bit confusing
  • Primary Rewards: Ranger Asterisk



Twisted Treetop



TREASURES CHECKLIST
[_] 500 pg [_] Hi-Potion [_] X-Potion [_] Tomahawk [_] Ether [_] 1,000 pg [_] Remedy [_] Turbo Ether [_] Tengu Yawn

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Legion Impaler 1,500 144 24 94 48 24 11 24 24 20 Lightning Human 97 / 65 / 7
Legion Mage 1,200 144 24 94 48 24 11 24 24 20 None Human 97 / 65 / 7

Once this quest is unlocked, head southeast of Florem as if you were going back to the Miasma Woods. After crossing the second bridge, head north along the river to the large forest, then go northeast from there to the blue bubble on the map.  There will be a brief forced battle against a Legion Impaler and a Legion Mage on the way, after which your destination is moreso to the east than northeast. After a brief scene, you'll quickly get into a boss fight.

BOSS - Artemia, Legion Impaler, Legion Mage

Artemia Legion Impaler Legion Archer
Maximum HP 15,000 1,500 1,200
Physical Attack 150 144 144
Physical Defense 36 24 24
Aim 94 94 94
Magic Attack 48 48 48
Magic Defense 24 24 24
Evade 31 11 11
Intelligence 24 24 24
Mind 24 24 24
Speed 20 20 20
Weaknesses Fire Lightning None
Monster Family Human Human Human
Possible Steals Artisan Gloves Fairy Wing, Remedy Fairy Wing, Remedy
Possible Item Drops X-Potion Hi-Potion None
pg (Money) Yield 0 97 97
EXP. Yield 1,800 65 65
JP Yield 180 7 7

This battle can be pretty difficult. As you're probably familiar if you did the The Florem Garden Sub-Scenario (as you should have), the Legion enemies tend to be frustrating with their tendencies to try and status you. Unlike the battle against Mephilia, Artemia isn't going to go down anytime soon - and, besides, the Legion enemies are initially alongside her - so it would be better to fixate on them for the time being. Artemia is pretty annoying, often using Multiburst to hit everyone in the party for 250 ~ 400 damage, which is nasty if she decides to repeatedly use it.

Initially, it would be ideal for you to Default three times to store up some BP. Thereafter, you'll want your Time and Black Mages to focus on using four "-ra" (preferably Fira or Thundara) spells consecutively across the whole of the enemy party; that alone should get rid of Artemia's goons, and probably hit her with some noticeable damage as well. Your melee units - Monks, Thieves, Knights, etc. - should stay focused on Artemia since they typically can only hit one person anyways.

After your quad-attack, it would be best to store up another 3 BP by Defaulting before repeating the cycle - this is far from a battle where you'll want to stick three or four turns immobile: four Multibursts in a row could easily KO a Level 30 party, and that's likely over your own. Even if the odds for such are low, is it worth the risk...? In any case, that's it for the offense. The defensive side remains as usual: keep a White Magic user Defaulting until needed. If you're confident in your abilities, have them use Protect on the team after storing up 3 BP (and/or Regen if they can use Time Magic, too), but they really should not involve themselves directly in the fight.


After the battle, you'll earn the Ranger Asterisk. Yay~!


The Withering Wood



General Data For "The Withering Wood"



  • Unlocked: Chapter 2, after finishing the Flower Festival
  • Primary Rewards: Valkyrie Asterisk



The Witherwood



TREASURES CHECKLIST
[_] Remedy [_] 500 pg [_] Sleep Blade [_] Phoenix Down [_] Aeolian Bow [_] Teleport Stone [_] 1,000 pg [_] Ether
[_] Hi-Potion [_] X-Potion

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Catamount 2,200 155 31 96 62 31 31 31 31 28 Fire Beast 110 / 72 / 8
D'gon 2,500 186 50 96 62 31 11 31 31 25 Dragon Water 110 / 72 / 8
Killer Scorpion 2,200 155 45 96 62 31 11 31 31 25 Water Bug 110 / 72 / 8
Legion Impaler 1,500 144 24 94 48 24 11 24 24 20 Lightning Human 97 / 65 / 7
Legion Archer 2,200 155 31 96 62 31 11 31 31 25 None Human 97 / 65 / 7

Florem/Overworld: After the Festival in Chapter 2, re-enter the town of Florem for a scene. Once this scene is over with, in which a hurried man bumps into you, head to the overworld and to the northeast to find the Witherwood.

South Witherwood: When you arrive, go along the path before you. Head east at the first fork you reach to eventually reach a Remedy. Return to the intersection and go west and north to another. Go along the path to the east and you'll find a chest containing 500 pg. Continue north into the next area for a brief moment, too, to find a Sleep Blade. Return to the South area and go back to the last intersection you were at, then go west and north. At the next intersection, go west to find a Phoenix Down, then return and go north to the next the next area.

Central Witherwood: In this area, go north to the intersection and east for a while to find the Aeolian Bow. After, head west and north when first possible to another clearing with an intersection. Go west to find a Teleport Stone, then further west and north for 1,000 pg. From there, go east for a while into the next area.

Interior Witherwood: When you arrive, begin by heading south to find an Ether, then head east from the entrance to find a Hi-Potion. From there, go south for a bit. In the elongated clearing you soon arrive in, you can find a locked chest to the northeast, again not usable until Chapter 6, so continue south via the path just to the east of where you stopped. This will eventually take you west to an X-Potion. Continue north and east to the loop back to the long room, then exit it to the southeast and head along to the next area - save-'n'-shop with the Adventurer on the way!

Northern Hidden Villages: Simply head northwest for a scene and, of course, a boss.


BOSS - Einheria

Einheria
Maximum HP 20,000
Physical Attack 186
Physical Defense 83
Aim 96
Magic Attack 62
Magic Defense 20
Evade 31
Intelligence 31
Mind 20
Speed 25
Weaknesses None
Monster Family Human
Possible Steals Hi-Potion, Power Bracers
Possible Item Drops Valkyrie Halberd
pg (Money) Yield 0
EXP. Yield 1,800
JP Yield 180

Einheria is a bit of an interesting person to fight against as most of her relevant attacks require the use of additional BP, which means she'll often be doing nothing for at least a single turn on occasion. The two most important ones to watch for are Crescent Moon, 100~175 damage to the party, and Jump. Jump is a move where the user jumps on the first turn and attacks on the second, here for ~200 damage, which is pretty nasty. Luckily, if you see it coming, see it as an opportune time to Default.

During the final third-or-so of the fight, Einheria will throw up a Spirit Barrier. It's more to frustrate you than anything; basically, her MP will be lost during attacks rather than HP. It goes away after 10 turns or after it's all drained away. It may be best to just throw up some self-buffs during this time, especially if you're using MP-consuming skills to attack.

For the most part, you'll want some kind of Mage for this battle as Einheria's magical defenses are far inferior to her physical ones; unless you have a Defense-piercing skill like Godspeed Strike, you could lose with a melee-focused team. As usual, let the battle begin with three Defaults before going into a four-Brave attack. You'll want your White Magic user to be a part of this initial strike to throw up Protect on the party, because these attacks will HURT you pretty badly; Einheria has an exorbitant amount of Physical Attack for this part of the game. Thereafter, your White Mage needs to keep BP in storage for the use of healing.

Your offensive units will be pretty hopeless in this battle unless they have some sort of magical ability, primary or secondary. In fact, those really looking to be beefed up could use a well-equipped four-Knight team with the secondary abilities of White, Black, Time, and/or Summon Magic: you'll notice a decline in damage taken, and the Knight job ... well, it's just there to help you wall more than anything, since you're there to cast magic. That's the tactic I used.


After the battle, you'll get the Valkyrie asterisk. Yay.


DeRosa the Red Mage



General Data For "DeRosa the Red Mage"



  • Unlocked: Chapter 2, after finishing the Flower Festival
  • Primary Rewards: Red Mage Asterisk



The Sub-Scenario



NOTE: In an eventual boss later during this Sub-Scenario, Edea will be guaranteed to be in the Charm status. The Charm status is an ailment in which the afflicted are basically going to heal the enemies or damage you, which can be very nasty under most circumstances. It is normally cured by being attacked physically (a Mage's attack is weak, so that's one option), but if Edea has the Rebuff Locket equipped, she won't be in that status at the start of the boss, making things easier. Just an FYI.

After the Festival in Chapter 2, there is a red-haired man in town you can speak with. After doing so, sleep in the inn after the Flower Festival. After the scene with Ringabel, re-enter Florem at night. (If you've yet to complete The Withering Wood sub-scenario, you'll run into some guy, but that's irrelevant to the one involving DeRosa.) Head to the plaza and speak with the two people marked by blue bubbles on the map. Return to Florem later during the night and do (generally) the same thing a few more times. After a scene, a boss starts.


BOSS - DeRosa

DeRosa
Maximum HP 20,000
Physical Attack 170
Physical Defense 30
Aim 96
Magic Attack 100
Magic Defense 60
Evade 31
Intelligence 30
Mind 60
Speed 24
Weaknesses None
Monster Family Human
Possible Steals Ether, Hermes Sandals
Possible Item Drops Mirage Vest
pg (Money) Yield 0
EXP. Yield 1,800
JP Yield 180

First things first - Edea will start this battle under the effect of the Charm status ailment. As described earlier in this section, it will cause her to aid the enemy (DeRosa) in most possible ways, which is a hindrance to you. If you equipped the Rebuff Locket on her before the battle began, you'll be okay; otherwise, have a physically-weak member of your party (Mage) attack her to remove the status.

DeRosa is a Red Mage. Red Mages, in the history of Final Fantasy and other RPGs, are known for being a sort of mediator between White and Black Mages - they can learn skills of both, and also can be physically powerful to some extent, but they don't specialize in any of those three, and end up failing after the mid-game since their learnset doesn't extend to the higher-level spells for the most part. DeRosa fits the stereotype pretty well; his attacks and "-ra" level Black Magic are somewhat nasty. He can also induce Fear or Charm upon the party; those in Dread need a Remedy or Balsam to be able to use Brave or Default, but Charmed people need to be hit physically.

If you happen to have a Light Curtain (Reflect on someone) on-hand, that will be a nice tool for this fight to bounce back DeRosa's Black Magic. Alternatively, you could throw it on DeRosa to bonuce back his Cura. Each has its own cons (inability to Cure self and the inability to use offensive magic, respectively), so consider your own party's tactics when figuring out which to do.

That said, your ideal party is melee-focused, so I'd probably throw the Light Curtain on DeRosa if I was like that - then again, I didn't do it at all, since it would seem like a waste doing that. So, melee-focused units like Knights (use Stomp), Monks (use Qigong Wave after Invigorate), Thieves (use Godspeed Strike), and so on, are good ideas. I found a Ranger with Targeting to be very effective, since that skill requires minimal MP for a 25% damage boost. As usual, it is also smart to keep a White Magic user on hand for healing, but if you're able to abuse DeRosa's low P. DEF., you might not need them. In any case, the typical strategy applies: Default thrice, go into a four-Brave strike, and loop from there. The White Magic user doesn't really need to bother with the attacking, instead opting to just sit around until healing is needed; you could also throw up Shell and Protect if you want.


After the battle, you will get the useful Red Mage Asterisk. Whoop-de-doo~! ... >_>


S.S. Funky Francisca



General Data For "S.S. Funky Francisca"



  • Unlocked: Visit Hartschild in Chapter 3 and have the scene in the Goodman Residence, then the one with Goodman at Eisen Bridge
  • Primary Rewards: Pirate Asterisk



ARGH!



TREASURES CHECKLIST
[_] 2,000 pg [_] Viking Axe

Once this Sub-Scenario is unlocked, head back to the overworld and way off to the southeast-then-northeast to the dock where you arrived in the Eisenberg region. There, speak with Datz about the ... g-g-g-ghost ship!? Ruh-roh! ... >_>;; Anyhow, head east after setting sail towards Grandship; somewhere in the general area should be a patch of dark smoky fog - I had mine appear to the north of Grandship, but I've heard about other locations, so just look around for it. Board the ship when it's found to ... well, board it. Duh.

Once aboard, go to the far west for a hidden 2,000 pg, and to the far northeast of the main deck for a hidden Viking Axe. Now just go upstairs and shove Barbarosa into Davy Jones's locker!


BOSS - Barbarosa

Barbarosa
Maximum HP 45,000
Physical Attack 200
Physical Defense 50
Aim 91
Magic Attack 62
Magic Defense 31
Evade 21
Intelligence 31
Mind 31
Speed 25
Weaknesses Lightning
Monster Family Human
Possible Steals War Axe
Possible Item Drops Bacchus's Wine
pg (Money) Yield 0
EXP. Yield 3,000
JP Yield 360

Barbarosa is noticeably a heavy hitter, a characteristic of the Pirate class. He can use Defang to attack and lower your P. ATK., but that's the most notable of his repertoire.

I would recommend handling this boss similar to how one would have done Rusalka. Mostly because of the similar Lightning weakness that triggered that memory. Or something. Anyhow, the combo then was to have a Ranger with Spell Fencer skills. In this instance, I want you to be able to use Targeting (from Ranger; damage +25%) and Thundara (from Spell Fencer). Combining these two results in a ~87.5% overall damage boost per hit, which is pretty nasty if you consider four Targeting's (7.5x normal for one hit) and four people (30x normal for one hit). Since the average (around Level 40) Targeting-with-Thundara-element does about 1,250 damage, you can consider this battle almost won after a four-Brave attack in such a manner!

That's the combo I'm recommending for this fight with at least three characters. (Four is a bit of a problem, since you won't one-turn this boss without some serious grinding, and you need White Magic if stuff goes awry.) Said White Magic user should be pretty much Defaulting the whole time, but otherwise this is an easy enough boss.


After the battle, you'll get the awesome Pirate asterisk. Argh!


Battle at the Big Bridge



General Data For "Battle at the Big Bridge"



To those who are curious, the name of this Sub-Scenario was chosen by me due to the indirect reference to one of my favorite games, Final Fantasy V. The name is the title of a particular composition written for that Japan-only SNES game, which is played about halfway through FFV at an area aptly named "The Big Bridge". I won't give any more details other than that, since they're not really pertinent.

  • Unlocked: Chapter 3, after giving Commander Goodman the toxic mist sample
  • Primary Rewards: Performer Asterisk



The Battle



After handing Commander Goodman the toxic mist in Chapter 3, return to him and speak with him, then ask him the three questions presented to you. The third of these will result in a scene (in which the lack of use of the Black Magic Silence pokes a hole into the plot), after which you need to return to the overworld. There, head back to the Eschalot in southeastern Eisenberg and basically follow the blue "!" bubbles around the world map. They will take you to the Grandship, Ancheim, Caldisla, and Florem before you return to Hartschild. And guess what? It's back to the Grandship, and then it's back to Eisen Bridge. Speak with Commander Goodman again and use the third option to begin the fight!

BOSS - Praline, Black Blade, Black Axefighter

Praline Black Blade Black Axefighter
Maximum HP 45,000 2,800 3,000
Physical Attack 200 185 195
Physical Defense 31 37 43
Aim 96 97 97
Magic Attack 64 74 78
Magic Defense 52 37 39
Evade 21 11 11
Intelligence 32 37 39
Mind 32 37 39
Speed 26 30 32
Weaknesses None Lightning Lightning
Monster Family Human Human Human
Possible Steals Star Pendant, Staff of Life Nodachi, Remedy Tomahawk
Possible Item Drops Star Corslet, Stardust N/A N/A
pg (Money) Yield 0 206 216
EXP. Yield 3,000 155 162
JP Yield 360 16 17

The boss can be a bit difficult. For the most part, Praline serves the role of a support unit, per the Performer job stereotype (think the Bard of Final Fantasy). These supports tend to try to buff up her allies, of which she'll summon more when they're defeated. She usually will stick to buffing P. ATK. and BP. Her allies like to attack a lot, so that's no help for us, especially when they have a tendency to try and confuse you.

Since Praline can summon new allies pretty quickly, outright fighting the grunts is not a real option. I mean, sure, if you're desperate for EXP... I would really recommend just putting them to Sleep via the Black Magic spell, since Praline won't do much about them. Not perfect, but it's something. You probably should have a Black/Red Mage open with that - two Sleeps per target (the chance of failing for two Sleeps in a row is 1/16). If you opt for this, just NEVER attack the Sleeping ones (physical awakens them, for one, and being killed causes resummoning). Alternatively, you could get a few Valkyries to use Crescent Moon - these enemies have enough HP to make that need several uses, so, yeah, hardly ideal when you're needing to use it every turn. But with enough Valkyries, you won't have much of a problem; it'll just be a long grind against Praline's 40,000 HP.

Alternatives? Well ... I can't figure out much. Since the main goal of the battle is to defeat Praline, you could just wail on her with high-damage attacks - High Jump, Double Damage, Invigorate followed by Targeting (Monk/Ranger combo only), or the like. It's not easy, but there's not really a strategy I know of to use.


After that painfully difficult fight - for me, anyhow =P - you'll receive the Performer asterisk.


Starkfort's Salve-Maker



General Data For "Starkfort's Salve-Maker"



  • Unlocked: Chapter 3, as soon as you enter Starkfort
  • Primary Rewards: Salve-Maker Asterisk



Starkfort



TREASURES CHECKLIST
[_] 1,000 pg

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Black Axefighter 3,000 195 43 97 78 39 11 39 39 32 Lightning Human 216 / 162 / 17
Black Blade 2,800 185 37 97 74 37 11 37 37 30 Lightning Human 206 / 155 / 16
Black Pikeman 2,800 185 37 97 74 37 11 37 37 30 Lightning Human 206 / 155 / 16
Fire D'gon 5,000 215 43 98 86 43 11 43 43 35 Water Dragon 400 / 300 / 17
Hellhound 2,800 185 37 97 74 37 11 37 37 30 Water Beast 206 / 155 / 16

When you arrive in Starkfort and head north of the entrance to the interior for the first time, Ringabel will consult his Notebook of D and learn that your objective lies to the east. However, there are two ways forward; this Sub-Scenario is for what happens if you delve off onto the road less traveled ... which yields rewards. And a boss. And stuff.

When you arrive on the western side of 2F, go south and along the path for a bit. Partway along, a path will open off to the west; ignore the first one, but the second one in the corner will yield 1,000 pg. Go east and save with the Adventurer, then go up a floor to 3F. There, head further to the east to meet Dr. Qada.


BOSS - Qada

Qada
Maximum HP 40,000
Physical Attack 250
Physical Defense 54
Aim 97
Magic Attack 74
Magic Defense 67
Evade 21
Intelligence 37
Mind 37
Speed 30
Weaknesses None
Monster Family Human
Possible Steals Phlogiston
Possible Item Drops Dragon Fang
pg (Money) Yield 0
EXP. Yield 3,000
JP Yield 360

Qada can be a little bit frustrating. One of his favorite moves is Poison Hi-Potion, which not only deals a flat 1,000 damage, but also Poisons, and Poison is a pretty lethal status in this game compared to most RPGs - you can't ignore it! There's also Water of Life to induce Regen, for which you can cast Dispel, and there's Dark Breath, which deals damage equal to that the user has taken to a single person. Since Qada has 40,000 HP on Normal, a single turn of damage usually means Dark Breath causes an outright KO, but at least it's single-target. The only way to deal with Poison Hi-Potion is stuff like Star Pendants to induce immunity from the Poison, but the damage wil still get by, I think.

Strategically, you'll want a White Mage dedicated to Defaulting until needed - this White Mage will get a lot of work in using Raise, Cura, and Dispel in this fight. (Seriously, use Dispel. Regen restores 3% of the user's HP every turn: that's 1,200 per turn on Normal, and 1,620 on Hard!) Other than this, your focus ought to be high-damage attacks. That includes stuff like High Jump from Valkyries with spears, Godspeed Strike from Thieves, a nasty Invigorate/Shell Split/Double Damage combo from a Pirate with Monk abilities, Targeting from a Ranger, summons from ... well, a Summoner, and so on and so forth. That's the brunt of it.

A helpful aid would be Black and Sword Magic like Drain and Aspir. They're minor things, yes, but even that one person can help to keep some of the work off of the White Mage.


After the battle, you'll earn the Salve-Maker asterisk, which is basically the Chemist or Mixer class of this game... Was there ever a Final Fantasy that used a Mixer class? Sounds familiar... Hm. >_>


Return to Starkfort



General Data For "Return to Starkfort"



  • Unlocked: Chapter 3, just after reawakening the Fire Crystal
  • Primary Rewards: Swordmaster Asterisk



Starkfort



TREASURES CHECKLIST
[_] Dragon Fang [_] Bacchus's Wine [_] Ice Charm [_] Safety Ring [_] X-Potion [_] Courage Ring [_] Kunai
[_] Turbo Ether [_] Power Bracers

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Black Axefighter 3,000 195 43 97 78 39 11 39 39 32 Lightning Human 216 / 162 / 17
Black Blade 2,800 185 37 97 74 37 11 37 37 30 Lightning Human 206 / 155 / 16
Black Pikeman 2,800 185 37 97 74 37 11 37 37 30 Lightning Human 206 / 155 / 16
Fire D'gon 5,000 215 43 98 86 43 11 43 43 35 Water Dragon 400 / 300 / 17
Hellhound 2,800 185 37 97 74 37 11 37 37 30 Water Beast 206 / 155 / 16

1F: Upon your return, go north and through the door to 2F.

2F: Go south and you'll quickly find four chests here. To the left are a Dragon Fang and some of Bacchus's Wine, and to the right are a locked chest and an Ice Charm. Continue south and upstairs.

3F: Here, go north to the fork and west for a while to a small room. There, go south from the southeast corner and west to find a Safety Ring. Return to the east/west fork north of the stairs and go due east to find an X-Potion. Now, return into the hall and go north, west, and west at the forks to some stairs. Use these, then go along the 4F path back to 3F for a Courage Ring. Backtrack to the northwestern 3F stairs and go due east for another set.

4F: Go along the path for a bit until a path opens off to the south. Go along this short path for a Kunai, then go along the remainder of the path to 5F.

5F: Upon your arrival, go due east and use the stairs to go to 4F briefly to find a Turbo Ether. Return to 5F and go north and west from there to find some stairs and the Adventurer. Continue west briefly to plunder some Power Bracers from a chest, then save-'n'-shop with the Adventurer and go on up.

6F: Go north to encounter your boss.


BOSS - Kamiizumi

Kamiizumi
Maximum HP 60,000
Physical Attack 380
Physical Defense 70
Aim 98
Magic Attack 86
Magic Defense 43
Evade 21
Intelligence 43
Mind 43
Speed 35
Weaknesses None
Monster Family Human
Possible Steals Rebuff Locket, Kotetsu
Possible Item Drops X-Potion
pg (Money) Yield 0
EXP. Yield 3,000
JP Yield 360

Kamiizumi is one of those guys that you'll fight probably once in most major RPGs that you quickly learn to hate with a passion: a guy who does nothing in effect but counter you. For all of the battles done thus far you probably have simply swept through with high-damage strategies, now you have a counterer who doesn't fall to a single hit, and that frustrates many. Or at least me. =P

To work against this, you can do several things. The main thing is to attack when you see the Kamiizumi's BP is negative. ALL of his attacks rely on him first using some kind of command before he can counter - no BP, no command, no counter, you see? He often will attack several times in a row without Defaulting, bringing him into the negatives for that. In those instances, Brave away and blast him with Defense-lowering and Defense-piercing attacks, or at least your strongest. There's nothing in particular you want for this battle beyond brute strength, though a White Magic user or two will help immensely. Most of Kamiizumi's counters will go for 1,500 ~ 5,000 or more damage, so ... ouch.


Winning the battle will grant you the Swordmaster asterisk. *does half-hearted flips*

Meanwhile, in Hartschild...



General Data For "Meanwhile, in Hartschild"



  • Unlocked: Chapter 3, after awakening the Fire Crystal and bringing Egil to the Caldisla inn
  • Primary Rewards: Ninja Asterisk



Hartschild



After having brought Egil to the innkeep in Caldisla, you are able to return to Hartschild, marked on the map now by a blue "!" to denote a Sub-Scenario that will occur there. Continue into the Goodman residence, and speak with everyone after the scenes. After some more, you'll have to examine the front door. (Holy crap, this is heart-pounding for some reason.) After that scene, go east and north into the cellar.

Man, she talks fast. >_>


BOSS - Kikyo

Kikyo
Maximum HP 60,000
Physical Attack 280
Physical Defense 70
Aim 98
Magic Attack 86
Magic Defense 43
Evade 61
Intelligence 43
Mind 43
Speed 35
Weaknesses None
Monster Family Human
Possible Steals Remedy, Kunai
Possible Item Drops Kunai
pg (Money) Yield 0
EXP. Yield 3,000
JP Yield 360

Kikyo's strategy mostly relies on Utsusemi to force evasion of one physical attack: itself being a skill you'll often spam in difficult bosses when you get the Ninja job. =P She'll counter this with Transience, an attack that deals relatively minor damage of around 250 ~ 500. There's also Shippûjinrai, a priority move that will go first, often to the weakest member of your party. In this latter instance, you may be able to stick Kikyo in a loop of using Shippûjinrai by reviving-but-not-healing your KO'ed allies - that would in turn prevent Utsusemi and her counters. You can quickly see where that would go. ;)

The main alternative strategy I'd use for this boss mostly revolves around the use of the Drain Sword Magic and whatever other jobs you want to use. As I have done many times prior throughout this FAQ, I used a Ranger/Spell Fencer combo so I could benefit from Targeting's 25% damage boost. The Drain is, of course, used to heal myself; especially if you use Brave to do one after Utsusemi, you'll be thankful for it. Other jobs would work well with the Drain effect, including the high-power High Jump (with a spear) and Judgment from a Valkyrie, Double Damage and/or Berserk from a Pirate, various Defense-piercing attacks, and ... well, I doubt your Swordmasters are of a good enough level, so...

As for other jobs, a Time Mage works pretty decently. Veilga can be quite helpful with evasion, after all, and you may want to use Hastega if you want to outspeed Kikyo, though Speed is barely relevant in Bravely Default. Then again, outspeeding Kikyo means that you can force her turn to be last, showing off her use of Utsusemi on the end of the turn - with that and the ability to see her status (Left on Circle Pad), you can know which turns to and to not attack on! Granted, Utsusemi doesn't go away (as far as I know), meaning you'll want a physically bulky unit only to attack on that turn, or you can switch straight to an all-magic offense. And, of course, there's always Regen and Comet. >:)

Pirates make a pretty good job choice since you can use Defang, Shell Split, and Scale Strip to lower the target's P. ATK., P. DEF., and M. DEF., respectively. Mass Attack will also be invaluable if you're using the looped-Shippûjinrai tactic with multiple characters involved, though be wary about Utsusemi in that instance. Salve-Makers' Turn Toxic can be used to inflict pretty nasty amounts of damage if you throw X-Potions, though for them to be in a sufficient quantity as a battle tactic you would need to severely level up the Norende item shop to buy 'em, but it's about 6,000 damage per turn and 24,000 per party (each using a three-Brave attack), which is pretty good.

And, as usual, Defense-piercing abilities retain their value since your priority ought to be high damage: Pressure Point for Monks, Godspeed Strike for Thieves, and the Pierce M. Defense support ability from Black Mages. The looped-Utsusemi tactic works well with Swordmasters knowing The Worm Turns, since they'll be below 20% HP and can counter for 7.5x normal damage, and there's also Know Thine Enemy (Level 10; 4x damage) and Nothing Ventured (Level 1; 2x damage) for non-grinders. None are really Defense-piercing, but 7.5x the normal amount of damage may as well be. =P The problem with those is that they're counter-based, so it's hard to get a good strategy working with them since Kikyo rarely attacks directly.

Other than this, I would also throw in a White Mage who, on the first turn of battle, throws up Protect on everyone through several Braves before Defaulting until again needed. Your main offensive units probably shouldn't bother with Brave or Default on a general level here; just stick to one action per turn and you'll retain some flexibility in your strategy if something goes awry.


After the battle, you'll get the Ninja asterisk. BAN-ZAI!!! ... >_>;


Keystones & Vampire Castle



General Data For "Keystones & Vampire Castle"



  • Unlocked: Chapter 4, after defeating Braev
  • Primary Rewards: Vampire Asterisk



The Keystones



When you begin this quest, your initial goal is to head to Vampire Castle. Vampire Castle is to the west of the Eternian Command on the world map; before defeating Braev, you couldn't enter, but you can try now. When you attempt to do so, you will be tasked with finding six keystones.

The six keystones are guarded by six dragons the world over. To find them, you must go to their location and examine the obelisk-like structure and you will then fight them. Each dragon differs little from the other, but each do specialize in a certain element. In effect, so long as you are able to abuse that element in a thorough manner, you will be fine, strategically. The various skills of the Spiritmaster will be invaluable in nullifying damage from these beasts, and the Ranger/Spell Fencer combo for Dragon Slayer and an element will also be able to deal huge amounts of damage. The six dragons are detailed below; once you have all six stones, go to Vampire Castle.

As a footnote, and maybe I just got lucky, but there is a strategy you can abuse in all six fights regarding Stillness. Basically, cast it with the same Spiritmaster every chance you get (every three turns). For two of those, don't have anyone attack (waste of BP), attacking every third turn when it's not in effect. On that same turn, the dragon will use only their Eye attack to make you weak to their Breath's element. So long as your Spiritmaster is faster than the Dragon, you will end up being able to attack every third turn and without taking damage.


  • Salamander: This dragon lies near Grapp Keep in Eisenberg. It is the dragon of Fire, and is thusly weak to Ice. He is likely the easiest of the six.

  • Wyvern: This dragon is near the Oasis to the west of Ancheim. It is a Wind-elemental dragon and thusly weak to Fire. It lacks any truly special attributes, so it's a nice second dragon to deal with.

  • Mizuchi: This dragon lies to the northeast of Florem on an island; if you've found the Twisted Treetop, you could more accurately to the northeast of there for an island. This dragon is Water-elemental and thusly weak to Lightning. The only probably in this fight is the dragon's Stop-inducing breath, which the Time Mage's Stop Immunity support ability or Spiritmaster's Fairy Ward will suffice against.

  • Ladon: This dragon lies in southwestern Eternia. It is the Earth-elemental dragon, and thusly is weak to Wind. It could be difficult to deal with offensively since the only real Wind-elemental spells are Aero, Aerora, and Aeroga from the White Mage, but that also means Spiritmasters will have a ball with this one between Stillness and Aeroga. ;) Just beware the Paralysis induced by his breath; if you go for the Ranger's Paralyze Immunity support ability, you'll be okay in that regard.

  • Shinryu: This dragon lies north of the Yulyana Needleworks. It is the Light-elemental dragon, thusly making it weak to Dark; it's a hard element to hit without some sort of expertise in the Arcanist job. Still, the Spiritmaster can make things easier by amping up your elemental powers. ;) Anyhow, the main thing is the Blind-inducing breath here;. Monks have the Blind Immunity support ability, and there is the Silver Glasses accessory, but if you're a magically-focused team, it shouldn't matter.

  • Jabberwock: This dragon is north of Lontano Villa. It is the Dark dragon, and is weak to Light; you probably won't be able to hit that, but, as I've said before, Fairy's Aid is good for amping. This dragon is the most difficult; while it follows the template of the others, its breath doles out Dread to limit your Braving and Defaulting abilities. Fairy Ward from the Spiritmaster will be invaluable in this instance, or at least Esunaga.



Vampire Castle



TREASURES CHECKLIST
[_] Dragon Fang [_] Blood Blade [_] Safety Ring [_] Hermes Shoes [_] Black Belt [_] Soul of Thamasa [_] Dwarven Gloves
[_] Hyper Bracers [_] Magic Armlet [_] Lamia's Tiara [_] Megalixir [_] Lilith's Rod

+E LOCAL ENEMY BESTIARY
Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg / EXP. / JP
Cerberus 7,000 330 120 102 130 110 22 60 60 48 Water Beast 1,880 / 830 / 83
Magnus Bat 6,000 300 60 99 96 98 17 48 48 48 Wind, Light Aerial 1,880 / 830 / 83
Melusine 6,000 300 60 99 148 98 17 48 48 48 Wind Aerial, Demon 1,680 / 840 / 84

1F: When you arrive, go east, north, east, north, and along the path to the southeastern portion of this "forky" floor to find a  Dragon Fang in a chest. Backtrack to the entrance and head due west. As you go along the wall, hug it and you should find a hidden passage; take it south, then to the east to find the Blood Blade. (Ah, Final Fantasy IIj nostalgia... Still, unlike FF2j, this Blood Sword is very useful on the general level as it drains HP from the target, and is probably the strongest sword you have - no extra damage to arbitrary bosses, though! I think.)

Return to the entrance and go north of it for a bit to induce a scene. After this interesting scene, go west and you'll find a Safety Ring in the corner. Go east of the portrait to find some stairs.

2F: Go south along the western path for a bit until one opens up to the east. Follow that one and you'll find Hermes Shoes. Eh, finders keepers. =P Return to the main path and head south. Eventually, as you turn north, you'll come into a relatively large room. Continue north for now and along the path to find a Black Belt. Return to the large room and go north via the east side of it and you'll find another portrait of DeRosso to the north. Examine it for more of an oratory, then go west and upstairs.

3F: Go due south for a while and you'll find the Soul of Thamasa. (And there's some Final Fantasy VIj nostalgia...) Go north and along the first eastbound path you find south and along for a while. You'll end up in front of another portrait. Examine it for more scene. (Is it just me, or is this a good dungeon both for grinding and for going without encounters?) Anyhow, go east and upstairs.

4F: Go along the path before you, and north when possible to find a chest containing some Dwarven Gloves. Return to the main path and head west. You'll soon reach a larger room with two exits. Go west and along the roundabout path to a chest containing the Hyper Bracers, then return to the room. Go north and examine the painting for yet another cutscene, then go west and upstairs.

5F: Head east and south from the stairs to find yet another accessory, the Magic Armlets. Go further along the main path to find a fork; go north and to the end to find a Lamia's Tiara, then again return to the main path and follow it for a bit. You'll come into another room with a portrait; examine it and go east to the stairs.

6F: Don't worry, non-grinders - not much left to go! As you go south here, you'll find a path open off to the east; follow it for the ever-valuable Megalixir! Return to the fork and go west and along the path for a bit to another room with a painting. As usual, examine it, then go west for the stairs.

7F: Head south and along the path for a bit. As you reach the south-central part of the area, there will be another painting to look at. After, go east and north past the Adventurer to find a Lilith's Rod, then go save and shop with the Adventurer. To the west and north lies DeRosso.


BOSS - Lord DeRosso

Lord DeRosso
Maximum HP 150,000
Physical Attack 360
Physical Defense 100
Aim 102
Magic Attack 160
Magic Defense 160
Evade 23
Intelligence 60
Mind 60
Speed 60
Weaknesses Light
Monster Family Human
Possible Steals Megalixir
Possible Item Drops Megalixir
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Lord DeRosso is of the Vampire class (don't ask how), the Blue Mage of this game. You could expect him to use some skills typical of the job, which are relatively enemy-exclusive or outright deadly. Graviga is one such attack that wipes off your HP based on a percentage - it can't kill (a notable flaw in this battle to be explained later), but it's nasty as it chops off 75% of your HP. Oof. There's also Battle Thirst (loss of 1 BP) and Energy Blast (physical; 5,000+ damage to all).

This fight could be won easily in later playthroughs probably with Holy, but that's Level 6 White Magic we lack. Gah. The main thing here would be a high-damage strategy more than anything: if you're not on Hard, and discounting Braev due to the revivals, this is actually the first 100,000+ HP boss you'll see. I can't get off much more than that, since there's nothing in particular to abuse beyond buffs and debuffs and piercing attacks. >_> <_<

However, if you have four Ninjas, there is a strategy you can deal with. Other than Graviga, which cannot kill, DeRosso's strategy relies on physical attacks. Thusly, Utsusemi will let you dodge those attacks that actually would matter. In turn, that means that you'll only be damaged by Graviga, which can't kill, so who cares, right? If you throw up the Transience support ability, and Comeback Kid as well, you can counter DeRosso's remaining offense and not get hurt. With four such Ninjas doing nothing but using Utsusemi each turn, you can just Auto-Battle your way to victory. Battle Thirst could put a dent in this strategy, though, so the Turn Tables skill of Red Mages can help circumvent this. Overall, though, it will take a significant while to wear down that 150,000 HP since DeRosso tends to prefer the party-wide attacks that negate Transience, but it's a start. (Assuming an average of 2,500 HP per hit, that's 60 single-target attacks, which occur around 1/3 of the time here, so 180 turns, which is about half an hour on 4x playback.) Just shut off the 3DS's volume and go to sleep or something. Me, I played some Tetris. =P The Excalibur and Holy Lance weapons help with this, though.


After the fight, you'll earn the Vampire asterisk and some final background on DeRosso and the Crystal Orthodoxy (once you examine the painting further to the north).


Conjurer Sub-Scenario



General Data For "Conjurer Sub-Scenario"



  • Unlocked: Chapter 6, after the scene in Vestment Cave after reviving three Crystals
  • Primary Rewards: Conjurer Asterisk



The Scenario



After the scene in Vestment Cave, return to the Yulyana Woodworks and go into the main building to find a note from Yulyana. It says, in effect, to go to the Council Chamber in Eternia - it's basically the top of the Central Command building in Eternia, where you normally fight Braev. After the brief scene there, go to Edea's room, northeast of 48F. Oh, wow, I actually cried a little there. >_>

BOSS - Alternis

Alternis
Maximum HP 100,000
Physical Attack 350
Physical Defense 65
Aim 108
Magic Attack 130
Magic Defense 65
Evade 32
Intelligence 65
Mind 65
Speed 52
Weaknesses None
Monster Family Human
Possible Steals Dark Matter
Possible Item Drops Dark Shield
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Not much to say in the way of Alternis. Like usual, he relies rather heavily on skills that deal Dark damage but sap his HP, including Dark Bane (9,999 HP penalty to him) for a single target and Black Bane for everyone (still 9,999 penalty). Minus Strike comes pretty often in this fight, typically killing your units outright since you ought to be dealing in excess of 10,000 damage per turn anyhow. =P

Strategically, there's not a lot different one ought to do. Have a Spiritmaster throw up Enigma to nullify the Dark attacks across the party, and have a spare Spiritmaster/White Mage able to use Arise whenever Minus Strike comes along. It's an easy battle, still, one you could just wait out by just using Enigma each time you can and nothing else since the Dark skills will inevitably do a ton of damage of Alternis. =P


After fighting Alternis, you'll be tasked to go next to the Central Healing Tower - it is the healing tower in the town of Eternia, so leave the Command and head into town and into the tower. Heads upstairs and along the path to the northwestern corner for ... man ...

BOSS - Braev the Templar

Braev the Templar
Maximum HP 120,000
Physical Attack 330
Physical Defense 65
Aim 103
Magic Attack 130
Magic Defense 65
Evade 22
Intelligence 65
Mind 65
Speed 52
Weaknesses Dark
Monster Family Human
Possible Steals Rebuff Locket, Excalibur
Possible Item Drops Ise-no-Kami, Excalibur
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Braev again relies on a fully-physical offensive strategy. Like the Templar he emulates, he needs to Default to regain some BP to supply these attacks, most of which are pretty nasty. Unlike last time, though, he won't revive, so that's nice. Sorta.

Anyhow, the main offensive strategy here remains the same. Get four Ninjas with Utsusemi, Transience, and Comeback Kid, then just spam Utsusemi each turn. You'll always counter his single-target attacks, and evade every attack (since they're all physical), so you won't likely get hurt. Just turn on Auto-Battle to win.


Our next target is through the Twilight Ruins to the west of Florem.

BOSS - Artemia, Einheria, Mephilia

Artemia Einheria Mephilia
Maximum HP 60,000 85,000 60,000
Physical Attack 335 325 275
Physical Defense 100 90 65
Aim 103 103 103
Magic Attack 130 130 195
Magic Defense 95 115 145
Evade 32 32 32
Intelligence 65 65 65
Mind 65 65 65
Speed 52 52 52
Weaknesses Fire None None
Monster Family Human Human Human
Possible Steals None Holy Lance Fairy Wing
Possible Item Drops Artisan Gloves Power Bracers Turbo Ether
pg (Money) Yield 0 0 0
EXP. Yield 0 0 0
JP Yield 333 333 333

This battle can be quite difficult, possibly the hardest one thus far in the game. The main difficulty comes from the party-wide attacks these guys can use: Multishot for Artemia, summons (Girtablubu) for Mephilia, and Crescent Moon for Einheria. Each also have a variety of other attacks dealing around 2,000 damage each, so taking down any of them can be immensely useful.

With your tactics here, you can go two ways. The first is an all-out one-turn sweep - it is completely possible so long as you have 225 ~ 297 MP and some high-M. ATK and high-Speed Time Mages. It is also good for each to have a Special that boosts their M. ATK. - while not required, it's extremely useful at lower levels (<70). Anyhow, the strategy is simple enough: go into a Special, then blast three Meteors on the enemies. It ultimately depends on your M. ATK. as to how powerful each attack is, and it's completely up to luck as to who is hit. You will likely get at least one sister down, and possibly all three if you're M. ATK. is high enough and you're lucky enough.

I don't particularly recommend it, though. Rather, I'd prefer to pick them off one by one. Artemia is the easiest to pick off, since she has the Fire weakness and only 60,000 HP. Combining a Valkyrie and a Spell Fencer for a Firaga Jump can do well, or a Ranger and Sepll Fencer for Firaga Targeting also works. Or just Firaga or Promethean Fire. Whatever.

Mephilia should be next, though she isn't truly important - it's mostly about whether you have a Spiritmaster or not. If you have a Spiritmaster, you can just ignore Mephilia: throw up Enigma and you'll negate those summons outright. Otherwise, just high-damage stuff works against her.

Einheria, while the bulkiest of the three, is the simplest to take care of: just outright high-damage strategies ought to work.


Finally, you need to head to the ruins of Norende, which is past the Norende Ravine to the northwest of Caldisla. There will be a brief scene there before you fight some weakling enemies; head to Yulyana'a place thereafter for a scene ... and, well, you kinda expected this eventually.

BOSS - Yulyana

Yulyana
Maximum HP 150,000
Physical Attack 350
Physical Defense 70
Aim 101
Magic Attack 206
Magic Defense 156
Evade 32
Intelligence 56
Mind 56
Speed 56
Weaknesses None
Monster Family Human
Possible Steals None
Possible Item Drops Elixir
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

For an old pervert, Yulyana is not quite as flimsy as one might think. He likes to use high-level, high-damage attacks; if you come into this battle under Level 70, expect death in the first few turns due to something like Meteor or Amped Strike. He is also able to use Invocation to boost his own stats dramatically, so look out for that.

Here, there's no such thing as too careful. Be ready to heal every turn, while your offense sticks mostly to high-power stuff. Stillness is an especially valuable skill for when you need to heal, as are Curaga and Arise for the inevitable KO's.

Alternate Strategy: For this, you'll want someone with the Time Mage sub-set of abilities, with that set mastered and thus Hasten World known and equipped. Everyone will need to be a Valkyrie, too, each knowing High Jump. Due to the nature of Yulyana's strategy, your Valkyries can High Jump, dodge Yulyana's strike, and then do damage. From there, you should go into a Brave combo'd with Crescent Moon and, once your BP's back, loop from there, healing as needed.


After this lengthy series of events, you'll finally earn the Conjurer asterisk.


Chapter 5 Boss Rebattles

When you reach Chapter 5, you can rebattle a number of optional bosses you, for a major part, fought in the Sub-Scenarios earlier in the game - these pop up now as blue "!" bubbles on the map. Below, I'll list their locations, then the strategies you should use and the usual stuff. We'll cover them in the order below, too.


  • Barras & Holly: The lake southwest of Caldisla.
  • Ominas: Inside Centro Keep, to the northeast of Caldisla.
  • Heinkel: 3F of Lontano Villa.
  • Khint & The Jackal: End of the Harena ruins.
  • Khint & The Profiteur: In the Profiteur's place in Ancheim.
  • Khint & Khamer: Go through the Grand Mill again; remember, it's only open at night.
  • Mephilia: In the Florem Gardens northwest of Florem.
  • Artemia: At the Twisted Treetop far to the north-northeast of Florem; easternmost of all sidequests.
  • Einheria: In the hidden village to the northeast of Florem, through the Witherwood.
  • DeRosa: In Florem itself. Enter the thing in the southeast corner of town to find Fiore.
  • Barbarosa: Revive the Water Crystal, then head to the house near the sea in Eisenberg. After a scene, go to the fog around Grandship.
  • Qada: Starkfort on the Eisenberg continent, 3F.
  • Praline: The Eisen Bridge.
  • Kikyo: Hartschild, in the Goodman residence; enter, leave, and re-enter.
  • Kamiizumi: Starkfort, up along the north-central 1F path, after reviving the Fire Crystal.
  • Victor & Victoria: Eternia Central Command, east of the 1F entrance
  • Braev the Templar: At the top of Eternia Central Command.
  • Lord DeRosso: Vampire Castle, same place as before: the top. (You can also fight the dragons from this quest; they're the same, though.)

BOSS - Barras, Holly

Barras Holly
Maximum HP 80,000 60,000
Physical Attack 330 275
Physical Defense 83 55
Aim 106 106
Magic Attack 110 155
Magic Defense 85 180
Evade 12 32
Intelligence 55 55
Mind 55 80
Speed 44 44
Weaknesses None None
Monster Family Human Human
Possible Steals None Turbo Ether
Possible Item Drops X-Potion Turbo Ether
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 500 499

Honestly, there isn't much different in this from last time - Barras is a Monk and Holly a White Mage, really. Barras will stick wholly to physical strikes and Holly to a supportive duty, though she can work an offense on you with Aero. In the later part of the battle, Barras will use Invigorate followed by an attack that hits everyone, even he and Holly.

The main strategy here would simply be a high-power one.

Still, I will go ahead and throw out the fact that an Utsusemi/Transience across four Ninjas will also suffice here. Have Transience (and perhaps Comeback Kid) as your support abilities, then you can throw up Utsusemi each turn across the party and you'll be able to Auto-Battle your way to a finish with nary a bump in the road. Holly's tendency to use Aero will cause you to need to heal every now and then, so have your usual healer have White Magic as their support ability - so, no, you can't really leave the game Auto-Battling... Still, one you get to the point where Barras starts hurting himself through attacks, you'll have basically won.


BOSS - Ominas

Ominas
Maximum HP 80,000
Physical Attack 275
Physical Defense 55
Aim 106
Magic Attack 195
Magic Defense 135
Evade 32
Intelligence 55
Mind 55
Speed 44
Weaknesses None
Monster Family Human
Possible Steals Wizard's Rod
Possible Item Drops Turbo Ether, Ise-no-Kami
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Honestly, there isn't much different in this from last time - Ominas relies mostly on low-level Black Magic to induce statuses and damage upon you. These all should be a part of your skillset, so you'll know what's coming anyhow. >_>

The main strategy here revolves around have two Spiritmasters: you have one use Enigma to nullify elemental damage, and another use Fairy Ward to eliminate status ailments and there ya go. Alternatively, you could have a White Mage use Esunaga when needed to prevent needing to level up another Spiritmaster, or you could swap this whole thing out for a White Mage that puts Reflect on everyone.


BOSS - Heinkel, Sky Archer x2

Heinkel Sky Archer
Maximum HP 80,000 7,000
Physical Attack 350 330
Physical Defense 100 55
Aim 106 101
Magic Attack 110 110
Magic Defense 85 55
Evade 32 22
Intelligence 55 55
Mind 55 55
Speed 44 44
Weaknesses Lightning Lightning
Monster Family Human Human
Possible Steals Iceflame Shield None
Possible Item Drops X-Potion None
pg (Money) Yield 0 2,400
EXP. Yield 0 1,200
JP Yield 999 120

Not much to say about this rebattle other than expect the expected. >_> The Sky Archers mostly will use basic physical attacks and Poison Arrow to ... well, Poison you. Heinkel mostly will go for basic phyiscals, Ironclad to boost P. DEF., and Stomp.

Strategically, it's kind of hard to say. In theory, your general Utsusemi/Transience team ought to work and work efficiently - all attacks are physical and single-target here, so every attack ends up a counter - but the problem lies in that you deal relatively miniscule amounts of damage, generally 250 ~ 750, even if you hit without Ironclad, and Ironclad may bump it down to 1. Such a battle would be tediously long so, while it is a legitimate tactic, expect a 4x-playback Auto-Battle to take quite a while. Use it only if you're really screwed otherwise.

In the realistic sense, it would be better to throw together a team of people that are magically-inclined: probably three Black Mages and a Spiritmaster. Let the Spiritmaster be the healer for the team, using Esunaga when needed until the death of the Sky Archers and then mostly just Curada/Curaga. The Black Mages will probably stick to Thundaga. You could also throw in Summoners for the deadly Deus Ex summon, so that's a thought, too...


BOSS - Khint, The Jackal

Khint The Jackal
Maximum HP 80,000 80,000
Physical Attack 350 325
Physical Defense 83 83
Aim 101 101
Magic Attack 210 210
Magic Defense 115 32
Evade 32 55
Intelligence 90 55
Mind 55 55
Speed 44 55
Weaknesses None None
Monster Family Human Human
Possible Steals None Thief's Knife
Possible Item Drops None Thief Gloves
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 999

This battle differs little from the last time you fought them. Khint will rely mostly on low-level Sword Magic to dole out damage, favoring Fire and Silence. The latter can be cause for worry on a Mage-heavy party, but the Greater Spirit Ward of the Spiritmaster ought to suffice. For the most part, the Jackal will either steal from you, heal himself (500 HP each - barely anything), or outright attack.

This battle has the ever-simple strategy to it. Firstly, take note that, like before, if Khint or the Jackal fall under 50% HP, Khint leaves. Those aiming to use more aggressive strategies will love this note since it means to favor the Jackal, as he'll stay until he falls. In any case, the strategy for this fight is simple: Utsusemi and Transience, perhaps with Comeback Kid, all Ninja skills - Utsusemi to evade the attack (all of which are physical), Transience for the counter, and Comeback Kid for the power boost. The only hitch in this tactic is that there is a distinct 1 in 16 possibility (roughly speaking) of having a character get hit twice in a row. This shouldn't be particularly damaging, and the odds make it of little worry, but you may want someone able to use White Magic just in case.

Alternative strategies number few, beyond the usual "survival of the fittest" aspect. If you are unwilling to go through a few measly battles for a few measly Ninja Job Levels, generic high-damage tactics ought to suffice so long as you keep your White Magic user immune to Silence and the like.


BOSS - Khint, Profiteur

Khint Profiteur
Maximum HP 80,000 80,000
Physical Attack 350 315
Physical Defense 83 83
Aim 101 101
Magic Attack 210 110
Magic Defense 115 95
Evade 32 2
Intelligence 90 55
Mind 55 55
Speed 44 44
Weaknesses None None
Monster Family Human Human
Possible Steals None None
Possible Item Drops None Gold Hourglass
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 999

This battle differs little from the last time you fought them. Khint will rely mostly on low-level Sword Magic to dole out damage, favoring Fire and Silence. The latter can be cause for worry on a Mage-heavy party, but the Greater Spirit Ward of the Spiritmaster ought to suffice. For the most part, the Profiteur again relies mostly on Takeover to do damage. He'll mostly go into a Default -> double-Takeover pattern, each of which hits for 2,000 flat damage.

This battle has the ever-simple strategy to it, just like before. Firstly, take note that, like before, if Khint or the Profiteur fall under 50% HP, Khint leaves. Those aiming to use more aggressive strategies will love this note since it means to favor the Profiteur, as he'll stay until he falls. In any case, the strategy for this fight is simple: Utsusemi and Transience, perhaps with Comeback Kid, all Ninja skills - Utsusemi to evade the attack (all of which are physical), Transience for the counter, and Comeback Kid for the power boost. The only hitch in this tactic is that there is a distinct 1 in 16 possibility (roughly speaking) of having a character get hit twice in a row. This shouldn't be particularly damaging, and the odds make it of little worry, but you may want someone able to use White Magic just in case.

Alternative strategies number few, beyond the usual "survival of the fittest" aspect. If you are unwilling to go through a few measly battles for a few measly Ninja Job Levels, generic high-damage tactics ought to suffice so long as you keep your White Magic user immune to Silence and the like.


BOSS - Khint, Khamer

Khint Khamer
Maximum HP 80,000 60,000
Physical Attack 350 310
Physical Defense 83 55
Aim 101 101
Magic Attack 210 105
Magic Defense 115 115
Evade 32 22
Intelligence 90 55
Mind 55 55
Speed 44 44
Weaknesses None None
Monster Family Human Human
Possible Steals Rune Blade None
Possible Item Drops Turbo Ether Gold Hourglass
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 999

This battle differs little from the last time you fought them. Khint will rely mostly on low-level Sword Magic to dole out damage, favoring Fire and Silence. The latter can be cause for worry on a Mage-heavy party, but the Greater Spirit Ward of the Spiritmaster ought to suffice. For the most part, Khamer sticks to Quaga, Veilga, and Stop.

Unlike the other two battles against Khint and a crone, he won't run this time. In this battle, you could run a double tactic. See, the previously mentioned Utsusemi/Transience won't work well against Khamer (Quaga). However, if you have a Ninja able to use a bit of White Magic, you can circumvent this for the most part: have that Ninja throw up four Reflects on the first turn of battle and the party is immune to magic for a bit. It won't be long enough to win the whole fight, but it suffices in lessening damage; this Reflect unit will possibly get some damage in, but it shouldn't be enough to warrant worry. After that, the party begins using Utsusemi each turn to deal with the rampant physicals and the battle should be pretty much won from there,


BOSS - Mephilia, Legion Impaler, Legion Archer

Mephilia Legion Impaler Legion Archer
Maximum HP 60,000 7,000 7,000
Physical Attack 275 220 280
Physical Defense 55 104 56
Aim 101 99 103
Magic Attack 185 101 140
Magic Defense 135 54 54
Evade 32 22 22
Intelligence 55 54 54
Mind 55 54 54
Speed 44 44 44
Weaknesses None Lightning None
Monster Family Human Human Human
Possible Steals None None None
Possible Item Drops Artisan Gloves None None
pg (Money) Yield 0 2,400 2,400
EXP. Yield 0 1,200 1,200
JP Yield 999 120 120

Mephilia is capable of summoning a few Legion units to her aide; the Archer focuses on inducing status ailments while the Impaler focuses on damage. Mephilia herself doesn't work much of a strategy other than using Girtablulu, which can be a bit nasty (750 ~ 1,250 Wind damage).

Offensively, there isn't a whole lot to say - just keep your damage and HP high and you should be fine. Keep some multi-target spells on-hand, though, to deal with the Legion units when they come. By comboing together a few Special moves, I was actually able to prevent them from coming on my first run through this battle, so I had to fight her twice just to double-check. =P


BOSS - Artemia, Legion Impaler, Legion Mage

Artemia Legion Impaler Legion Mage
Maximum HP 80,000 7,000 7,000
Physical Attack 330 290 275
Physical Defense 83 83 70
Aim 101 101 101
Magic Attack 110 110 138
Magic Defense 85 55 105
Evade 32 22 22
Intelligence 55 55 55
Mind 55 55 55
Speed 44 44 44
Weaknesses Fire Lightning None
Monster Family Human Human Human
Possible Steals Artisan Gloves Fairy Wing, Remedy Fairy Wing, Remedy
Possible Item Drops X-Potion Hi-Potion None
pg (Money) Yield 0 2,400 2,400
EXP. Yield 0 1,200 1,200
JP Yield 999 120 120

This battle can be pretty easy to predict. You should be familiar with the Ranger nature of Artemia: physical damage is her game. The Legion Mage focuses on relatively weak magic (500~600 damage at the most) and the Legion Impaler is its physical equivalent.

Any generic high-damage strategy ought to work here. An especially effective one will be one that is able to deal with Artemia's newfound weakness to Fire. Pretty much any high-damage job coupled with a Spell Fencer ought to be able to take advantage of that. Personally, I continued my oft-used Ranger/Spell Fencer combo (in no small part due to irony) - Firaga Sword Magic followed by Targeting. When the Legion units are gone, you could switch to Multiburst to add another 172.5% damage (x1.25 to x2.40, both plus 50% due to weaknesses).

Of course, other generic Black Mage strategies work for the most part. If you can eliminate the Legion Mage early, you can go into another Utsusemi/Transience tactic to avoid the always-physical attack and counterattack. (If you equip Flametongues using Sword Lore, that becomes REALLY effective!) Area magic in general is also helpful to remove the Legion units early on. Overall, it's a very easy battle - discounting an early Defaulting for BP storage, this could be a two-turn battle.


BOSS - Einheria

Einheria
Maximum HP 80,000
Physical Attack 360
Physical Defense 90
Aim 101
Magic Attack 110
Magic Defense 105
Evade 32
Intelligence 55
Mind 55
Speed 44
Weaknesses None
Monster Family Human
Possible Steals Holy Lance
Possible Item Drops Power Bracers
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Einheria is most going to rely on two skills in this fight: Jump and Crescent Moon, skills you ought to be familiar with from your own training as a Valkyrie. Both require BP to use though, so she'll often Default before using one of them. Crescent Moon can especially be annoying; while it won't really do a ton of damage at this point (~500 to the party), it can get frustrating. You can always Default beforehand or use Stillness.

Anyhow, strategy? There's not much of a strategy to this fight; for the most part, you can just try high-damage tactics and see what works. There are no elemental affinities to remain aware of, and Crescent Moon is easy enough to prepare for. The only other real tactic in this fight would be to use Spiritmaster's Moderation ability (BP -1 if above 0, BP +1 if below 0) to screw around with Einheria's stored-up BP.

However, I will go ahead and note that the Utsusemi/Transience strategy is a guaranteed win here - all of Einheria's attacks are physical, after all. However, a minor hitch comes into play with the all-targeting nature of Crescent Moon; if multiple people are (going to be) hit, then Transience won't trigger. It could take a LONG while with that tactic, but if you kill off three of your party beforehand - risky, yes, but it still works out - then you should win a heck of a lot quicker.


BOSS - DeRosa

DeRosa
Maximum HP 80,000
Physical Attack 330
Physical Defense 80
Aim 101
Magic Attack 175
Magic Defense 140
Evade 32
Intelligence 55
Mind 60
Speed 44
Weaknesses None
Monster Family Human
Possible Steals Hermes Sandals
Possible Item Drops None
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Gotta love how Edea handles DeRosa's intro. XD

Of the rebattles, Fiore is not really the hardest, but definitely the most annoying due to his Revenge and Turn Tables to boost his BP ever further after evading or being hit. He mainly uses low-level Black and White Magic for their expected effects - elemental damage, ailments, or healing. Nothing special, really, even in his physical attacks. Do beware of Captivating Cologne, though, since it can induce Charm - a Fairy Ward from a Spiritmaster will nip that, though.

There's not a ton one can do for this fight beyond high-damage. That would be the main thing to do in a somewhat-failing attempt to dance around Revenge and Turn Tables. Pretty much anything that can hit hard and be buffed - especially through Specials! - will work very well here.

You could, in theory, try an alteration of the Utsusemi/Transience tactic by having one of the Ninjas throw up Reflect on everyone at the start and every few turns thereafter. It's a little time-consuming, but it should work to repel magic and to evade-counter attacks, but there is the possibility of the Reflecter getting hit while his BP restores.


BOSS - Barbarosa

Barbarosa
Maximum HP 90,000
Physical Attack 390
Physical Defense 100
Aim 96
Magic Attack 110
Magic Defense 95
Evade 22
Intelligence 55
Mind 55
Speed 44
Weaknesses Lightning
Monster Family Human
Possible Steals Heavy Axe
Possible Item Drops Bacchus's Wine
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Honestly, there isn't much different in this from last time - Barbarosa relies heavily on physical attacks, notably those skills of the Pirate that can lower your physical and magical attack and defenses. Nothing special; they'll hit about 750~1,000 damage each.

There are two main strategies for this fight. One relies on the all-physical nature of Barbarosa's attacks - yep, it's the ever-abused Utsusemi/Transience tactic. Get four Ninjas with the Transience and Comeback Kid support abilities, then have them use Utsusemi each turn to force a miss and a counterattack. It's foolproof, pretty much, in this battle since Barbarosa doesn't often Default.

The other strategy is a bit riskier, but relies on abusing the boss's weaknesses. And, really, it's applicable to most job classes you can have. Physical job classes ought to stick with having the Sword Magic secondary ability; they can then use the Thundaga Sword Magic to be able to deal out weakness-piercing damage. Mages can stick to simply Thundaga, or Deus Ex in the case of summons. I would still recommend the Ranger/Spell Fencer combo since Targeting by definition is x1.25 damage, and Multiburst is x2.4 on a single target (though it's full effectiveness really needs some Defaulting first). It's a pretty easy fight.


BOSS - Qada

Qada
Maximum HP 60,000
Physical Attack 320
Physical Defense 83
Aim 101
Magic Attack 110
Magic Defense 85
Evade 22
Intelligence 55
Mind 55
Speed 44
Weaknesses None
Monster Family Human
Possible Steals Dragon Fang
Possible Item Drops Dragon Fang
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Qada can be a little bit frustrating. One of his favorite moves is Poison Hi-Potion, which not only deals a flat 1,000 damage, but also Poisons, and Poison is a pretty lethal status in this game compared to most RPGs - you can't ignore it! There's also Water of Life to induce Regen, for which you can cast Dispel, and there's Dark Breath, which deals damage equal to that the user has taken to a single person - typically insta-death, obviously.

So, yeah, not much different from last time. >_> However, you have the benefit of the Spiritmaster this time; throw up Fairy Ward and Poison Hi-Potion's poison effect is negated. It's not a heal, but poisoning is still pretty painful. Dark Breath can't be countered as easily beyond throwing up a lot of Reraise; if you have a party of four Time Magic users, that could be a viable strategy, but it's MP-heavy and risky if Qada opts to Brave his way through. And Water of Life can be countered through Dispel.

Offensively, there's no one particular strategy; just do high damage and heal when needed. Strategies utilizing four Time Mages with Meteor tend to succeed well enough, since most Meteors do 4,000 ~ 5,000 damage with little effort, and that's a LOT higher with some Specials thrown in. Plus, there's Reraise. However, you'll still want some Spiritism (Fairy Ward) and White Magic (Esunaga, Arise, Curaga) for obvious reasons.

You could also try the usual Utsusemi/Transience technique; it will dodge by Poison Hi-Potion and Qada's basic physical. I don't know how it'd work against Dark Breath, though, so it's not a good idea to swap into an Auto-Battle, but it would be good for as many people as possible to have Arise (since it doesn't care about your own Magic stat).


BOSS - Praline, Black Blade, Black Axefighter

Praline Black Blade Black Axefighter
Maximum HP 80,000 10,000 10,000
Physical Attack 300 300 320
Physical Defense 83 55 55
Aim 101 101 101
Magic Attack 110 110 110
Magic Defense 95 55 55
Evade 22 22 22
Intelligence 55 55 55
Mind 55 55 55
Speed 44 44 44
Weaknesses None Lightning Lightning
Monster Family Human Human Human
Possible Steals Star Pendant None None
Possible Item Drops Star Corslet, Stardust None None
pg (Money) Yield 0 2,400 2,400
EXP. Yield 0 1,200 1,200
JP Yield 999 120 120
As usual, Praline tends to buff up her allies, mostly their P. ATK. and BP. Her allies take the offensive more than she, mostly for outright damage (Black Blade) or for a possible confusion (Axefighter). She can also resummon allies later in the battle.

Since Praline can summon new allies pretty quickly, outright fighting the grunts is not a real option. I mean, sure, if you're desperate for EXP... I would really recommend just putting them to Sleep via the Black Magic spell, since Praline won't do much about them. Not perfect, but it's something. You probably should have a Black/Red Mage open with that - two Sleeps per target (the chance of failing for two Sleeps in a row is 1/16). If you opt for this, just NEVER attack the Sleeping ones (physical awakens them, for one, and being killed causes resummoning). If the only thing worrying you from the enemy is Edge of Madness (the Axefighters' confusion skill), then just throw up Fairy Ward from a Spiritmaster before doling out damage en masse.

Alternatives? Well ... I can't figure out much. Mostly high-daamge. No different than usual; the above is just a niche tactic that would work.

As far as I know, an Utsusemi/Transience tactic ought to suffice for this fight - as usual, four Ninjas with the Transience and Comeback Kid support skills use Utsusemi each turn. Each time one is aimed at with a single-target physical attack, it will miss and the target will then counterattack. Since pretty much everything here is single-target and physical, I could see it working.

If you would prefer a more direct approach to this fight, then you could use some people with Lightning-based skills - I love Deus Ex and Thundaga for this, since they can be multi-target, but the Spell Fencer job comboed with a high-power one can also do well, especially on a Valkyrie with Crescent Moon or Super Jump-and-a-spear. Just beware the use of Holy stuff; Praline is immune to it.


BOSS - Kikyo

Kikyo
Maximum HP 80,000
Physical Attack 330
Physical Defense 70
Aim 101
Magic Attack 110
Magic Defense 95
Evade 64
Intelligence 55
Mind 55
Speed 80
Weaknesses None
Monster Family Human
Possible Steals None
Possible Item Drops Kunai
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Kikyo hasn't changed much except statistically - she still heavily relies on the more basic Ninja skills: Utsusemi, which is a guaranteed evasion of an attack, followed by a Transience counter, and Shippûjinrai for a first-strike.

For the most part, two strategies ought to work relatively well in this fight. This first is one relying on 90% irony and 10% of being faster than Kikyo. =P In other words, a four-Ninja party spamming the Utsusemi/Transience technique. Since the Ninja doesn't learn any non-physical skills (other than buffs), you won't have a problem here, really. The main thing is to be faster than Kikyo for the matter of her basic attacks; Shippûjinrai can be problematic, too, if she uses it on someone that just countered.

The other strategy is highly magical - basically, throw out your best mages and wail on Kikyo. There aren't too many flaws to such a strategy, especially since Utsusemi/Transience relies on physical attacks. However, the mages tend to have lower Defense, so a Protect buff can be helpful. Good spells here primarily include Susano-o, Meteor, Dark, and Holy - basically, anything that rips stuff to shreds. This strategy is complemented well with Kikyo's low M. DEF. - Meteor ought to have little problem dealing 7,000+ damage at the base level, and that will hit the damage cap (outside of Bravely Second) with some extra buffs from Specials and the like.


BOSS - Kamiizumi

Kamiizumi
Maximum HP 80,000
Physical Attack 400
Physical Defense 100
Aim 101
Magic Attack 110
Magic Defense 115
Evade 22
Intelligence 55
Mind 55
Speed 44
Weaknesses None
Monster Family Human
Possible Steals Rebuff Locket, Kiku-Ichimonji
Possible Item Drops Masamune
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Kamiizumi still relies wholly on counters for his offense. And THAT in turn belies a strategy.

Now that we (should) have the Ninja job, Utsusemi/Transience has been a valid tactic in a number of battles thus far wherein one could dodge by the opponent's physical moves and slice 'em open. Kamiizumi would naturally pose a threat to this - you no attack, you no counter, you get me? What is not necessarily thought of, though, is that even counterattacks can be evaded through Utsusemi. Transience won't trigger, though, so there's little point in it.

For this strategy, you will need four good, strong Ninjas with the Utsusemi and Comeback Kid abilities. (Comeback Kid is a bit unneeded, but it does boost P. ATK. to 150% eventually, so why not if you're already evading?) Here, you'll want to basically throw up three Braves and go Utsusemi, Attack, Utsusemi, Attack with each turn. This allows you to Attack without being damaged - Utsusemi is the protection, and Attack gets in the damage and the lone, prevented counter. Since Kamiizumi will just sit on his butt for most of the rest of the while, you won't have to worry about the -3 BP you get out of this (though Hasten World could make it a bit easier), as it'll go away. Turn on Auto-Battle and you win after a bit; it could take a while at lower levels or improper equipment, but make little difference in the long run. Take a nap or somethin'.


BOSS - Victor, Victoria

Victor Victoria
Maximum HP 80,000 70,000
Physical Attack 275 275
Physical Defense 55 55
Aim 101 101
Magic Attack 155 175
Magic Defense 175 145
Evade 22 22
Intelligence 55 55
Mind 55 55
Speed 44 55
Weaknesses Dark Light
Monster Family Human Human
Possible Steals Yggdrasil Staff Poison Rod
Possible Item Drops Amulet Force Armlets
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 500 499

Victor and Victoria remain much the same as last time, relying mostly on magic for the damage. Victoria more often aims to status you, primarily through Doom and Poison, though she can also use Dark for some nasty damage. Victor is more direct with his stuff, mostly various elemental Black Magic.

There are two big ways to deal with this boss. One relies on a White Magic user that renews Reflect every time when needed. Reflect is able to bounce back much of the opponents' offense to them; sometimes this is ineffective (statuses), but at least it ain't you. =P It's not very intuitive, though, since you would then have to rely on X-Potions for any remotely significant healing.

I would probably settle myself instead for a Spiritmaster. In doing so, the Fairy Ward and Enigma Spiritism abilities will be invaluable for immunizing you from ailments and elements, respectively. It's too big a BP load for a lone Spiritmaster to take on by themselves, though, so two is best. Once the ailments and elements are nullified, you are welcome to continue on with an offense.

With either defensive tactic, a good offense is needed. Ironicially, the best offense is centered around the two jobs you won from this fight: a Spiritmaster and an Arcanist, using Holy on Victoria and Dark on Victor, respectively. Those will probably be hitting the damage cap around now, especially with the Fairy Aid from a Spiritmaster, so this battle shouldn't last too long.


BOSS - Braev the Templar

Braev the Templar
Maximum HP 112,500
Physical Attack 330
Physical Defense 120
Aim 101
Magic Attack 110
Magic Defense 105
Evade 22
Intelligence 55
Mind 55
Speed 44
Weaknesses Dark
Monster Family Human
Possible Steals Excalibur
Possible Item Drops Light Curtain
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Braev again relies on a fully-physical offensive strategy. Like the Templar he emulates, he needs to Default to regain some BP to supply these attacks, most of which are pretty nasty. Unlike last time, though, he won't revive, so that's nice. Sorta.

Anyhow, the main offensive strategy here remains the same. Get four Ninjas with Utsusemi, Transience, and Comeback Kid, then just spam Utsusemi each turn. You'll always counter his single-target attacks, and evade every attack (since they're all physical), so you won't likely get hurt. Just turn on Auto-Battle to win.


BOSS - Lord DeRosso

Lord DeRosso
Maximum HP 150,000
Physical Attack 360
Physical Defense 100
Aim 102
Magic Attack 160
Magic Defense 160
Evade 23
Intelligence 60
Mind 60
Speed 60
Weaknesses Light
Monster Family Human
Possible Steals Megalixir
Possible Item Drops Megalixir
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Lord DeRosso is of the Vampire class (don't ask how), the Blue Mage of this game. You could expect him to use some skills typical of the job, which are relatively enemy-exclusive or outright deadly. Graviga is one such attack that wipes off your HP based on a percentage - it can't kill (a notable flaw in this battle to be explained later), but it's nasty as it chops off 75% of your HP. Oof. There's also Battle Thirst (loss of 1 BP) and Energy Blast (physical; 5,000+ damage to all).

The main thing here would be a high-damage strategy more than anything. I can't get off much more than that, since there's nothing in particular to abuse beyond buffs and debuffs and piercing attacks. >_> <_<

However, if you have four Ninjas, there is a strategy you can deal with. Other than Graviga, which shouldn't easily kill, DeRosso's strategy relies on physical attacks. Thusly, Utsusemi will let you dodge those attacks that actually would matter. In turn, that means that you'll only be damaged by Graviga, which can't kill, so who cares, right? If you throw up the Transience support ability, and Comeback Kid as well, you can counter DeRosso's remaining offense and not get hurt. With four such Ninjas doing nothing but using Utsusemi each turn, you can just Auto-Battle your way to victory. Battle Thirst could put a dent in this strategy, though, so the Turn Tables skill of Red Mages can help circumvent this. Overall, though, it will take a significant while to wear down that 150,000 HP since DeRosso tends to prefer the party-wide attacks that negate Transience, but it's a start. (Assuming an average of 2,500 HP per hit, that's 60 single-target attacks, which occur around 1/3 of the time here, so 180 turns, which is about half an hour on 4x playback.) Just shut off the 3DS's volume and go to sleep or something. Me, I played some Tetris. =P The Excalibur and Holy Lance weapons help with this, though.



Chapter 6 Boss Rebattles

When you reach Chapter 6, you can rebattle a number of optional bosses you, for a major part, fought in the Sub-Scenarios earlier in the game - these pop up now as blue "!" bubbles on the map. Below, I'll list their locations, then the strategies you should use and the usual stuff. We'll cover them in the order below, too.

NOTE: With the fourth through sixth fights regarding Khint and someone else, if you beat Khint and Khamer in the Ancheim Palace first, you won't deal with him in the fights versus the Jackal and the Profiteur! Since you profit none from Khint's participation in these fights, it's highly advised you beat Khamer, then the Jackal and the Profiteur.


  • Barras & Holly: The lake southwest of Caldisla.
  • Ominas: Inside Centro Keep, to the northeast of Caldisla.
  • Heinkel: 3F of Lontano Villa.
  • Khint & The Jackal: End of the Harena ruins.
  • Khint & The Profiteur: In the Profiteur's place in Ancheim.
  • Khint & Khamer: Go through the Grand Mill again; remember, it's only open at night.
  • DeRosa: In Florem itself. Enter the thing in the southeast corner of town to find Fiore.
  • Barbarosa: Revive the Water Crystal, then head to the house near the sea in Eisenberg. After a scene, go to the fog around Grandship.
  • Qada: Starkfort on the Eisenberg continent, 3F.
  • Praline: The Eisen Bridge.
  • Kamiizumi: Starkfort, up along the north-central 1F path - this time, the Fire Crystal's revival isn't needed.
  • Victor & Victoria: Eternia Central Command, east of the 1F entrance.
  • Lord DeRosso: Vampire Castle, same place as before: the top. (You can also fight the dragons from this quest; they're the same, though.)

BOSS - Barras, Holly

Barras Holly
Maximum HP 65,000 65,000
Physical Attack 335 289
Physical Defense 100 65
Aim 108 108
Magic Attack 130 179
Magic Defense 95 185
Evade 12 32
Intelligence 65 65
Mind 65 85
Speed 52 52
Weaknesses None None
Monster Family Human Human
Possible Steals None Turbo Ether
Possible Item Drops X-Potion Turbo Ether
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 500 499

Again, not much different between Chapters 1 and 5 and this, other than that Barras unusually lost HP while Holly gained. =/ Anyhow, Barras will mostly stick to physical attacks. I recall Barras using a party-wide attack in Chapter 5 just after Invigorate that does not get used here, so that's nice. He still hits hard, though. Holly sticks mostly to using Protect, Cure, and Aero, so nothing special there.

The general strategy would be a high-damage one wherein you take out Barras first, since he's the main offensive unit. This is easily done with the usual Utsusemi/Transience tactic: just have four Ninjas use Utsusemi every turn to force a counter when one is hit by Barras. While it's not foolproof - Holly's Aero, for example - it's still the best I've got. If anything, it wouldn't hurt to have some White Magic users or X-Potions on hand.


BOSS - Ominas

Ominas
Maximum HP 85,000
Physical Attack 280
Physical Defense 65
Aim 108
Magic Attack 210
Magic Defense 145
Evade 32
Intelligence 65
Mind 65
Speed 52
Weaknesses None
Monster Family Human
Possible Steals Wizard's Rod
Possible Item Drops Turbo Ether
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Not much different here, either - Ominas will mostly use lower-level Black Magic to hurt you, mostly Thunder, Thundara, Fire, Fira, Sleep, and Silence. Nothing special.

To combat this, you could go one of two ways. In one, you basically throw up a lot of Reflect every few turns to bounce back Ominas's magic; it's not fool-proof since Ominas can do a physical attack (750~1,000 damage), but it works well. The other way to go is to alternatingly have two Spiritmasters use Enigma (elemental nullification) and Fairy Ward (status nullification).

Or you could just do what I did - chain together four Specials that bosot M. ATK. among four Time Mages and have them use Meteor three times each at 9,999 damage on that same turn. =P


BOSS - Heinkel, Sky Archer x2

Heinkel Sky Archer
Maximum HP 85,000 7,000
Physical Attack 355 330
Physical Defense 100 55
Aim 108 101
Magic Attack 130 110
Magic Defense 95 55
Evade 32 22
Intelligence 65 55
Mind 64 55
Speed 52 44
Weaknesses Lightning Lightning
Monster Family Human Human
Possible Steals Iceflame Shield None
Possible Item Drops X-Potion None
pg (Money) Yield 0 2,400
EXP. Yield 0 1,200
JP Yield 999 120

Not much to say about this rebattle other than expect the expected. >_> The Sky Archers mostly will use basic physical attacks and Poison Arrow to ... well, Poison you. Heinkel mostly will go for basic phyiscals, Ironclad to boost P. DEF., and Stomp.

Strategically, it's not very difficult. For the most part, using Multiburst was REALLY effective in this fight - it's a high-level Ranger skill that randomly targets enemies. If you combine it with the Thundaga Sword Magic, it can get nasty; it's likely to finish off the Sky Archers after just two or three uses, after which Heinkel is left; since there's less to hit, it gets stronger, making it all the worse. That's the main strategy I'd go for here: Rangers with Spell Fencer abilities ... though having a White Magic user is always good.


BOSS - Khint, The Jackal

Khint The Jackal
Maximum HP 85,000 65,000
Physical Attack 350 325
Physical Defense 63 83
Aim 103 103
Magic Attack 210 130
Magic Defense 125 85
Evade 32 32
Intelligence 90 65
Mind 65 65
Speed 52 52
Weaknesses None None
Monster Family Human Human
Possible Steals None Thief's Knife
Possible Item Drops None Thief Gloves
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 999

This battle almost none from the last time you fought them, though the Jackal is noticeably weaker. Khint will rely mostly on low-level Sword Magic to dole out damage, favoring Fire and Silence. The latter can be cause for worry on a Mage-heavy party, but the Greater Spirit Ward of the Spiritmaster ought to suffice. For the most part, the Jackal will either steal from you, heal himself (500 HP each - barely anything), or outright attack.

This battle has the ever-simple strategy to it. Firstly, take note that, like before, if Khint or the Jackal fall under 50% HP, Khint leaves. Those aiming to use more aggressive strategies will love this note since it means to favor the Jackal, as he'll stay until he falls. In any case, the strategy for this fight is simple: Utsusemi and Transience, perhaps with Comeback Kid, all Ninja skills - Utsusemi to evade the attack (all of which are physical), Transience for the counter, and Comeback Kid for the power boost. The only hitch in this tactic is that there is a distinct 1 in 16 possibility (roughly speaking) of having a character get hit twice in a row. This shouldn't be particularly damaging, and the odds make it of little worry, but you may want someone able to use White Magic just in case.

Alternative strategies number few, beyond the usual "survival of the fittest" aspect. If you are unwilling to go through a few measly battles for a few measly Ninja Job Levels, generic high-damage tactics ought to suffice so long as you keep your White Magic user immune to Silence and the like.


BOSS - Khint, Profiteur

Khint Profiteur
Maximum HP 85,000 85,000
Physical Attack 350 320
Physical Defense 63 100
Aim 103 103
Magic Attack 210 130
Magic Defense 125 105
Evade 32 2
Intelligence 90 65
Mind 65 65
Speed 52 52
Weaknesses None None
Monster Family Human Human
Possible Steals None None
Possible Item Drops None Gold Hourglass
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 999

This battle differs little from the last time you fought them. Khint will rely mostly on low-level Sword Magic to dole out damage, favoring Fire and Silence. The latter can be cause for worry on a Mage-heavy party, but the Greater Spirit Ward of the Spiritmaster ought to suffice. For the most part, the Profiteur again relies mostly on Takeover to do damage. He'll mostly go into a Default -> double-Takeover pattern, each of which hits for 2,000 flat damage.

This battle has the ever-simple strategy to it, just like before. Firstly, take note that, like before, if Khint or the Profiteur fall under 50% HP, Khint leaves. Those aiming to use more aggressive strategies will love this note since it means to favor the Profiteur, as he'll stay until he falls. In any case, the strategy for this fight is simple: Utsusemi and Transience, perhaps with Comeback Kid, all Ninja skills - Utsusemi to evade the attack (all of which are physical), Transience for the counter, and Comeback Kid for the power boost. The only hitch in this tactic is that there is a distinct 1 in 16 possibility (roughly speaking) of having a character get hit twice in a row. This shouldn't be particularly damaging, and the odds make it of little worry, but you may want someone able to use White Magic just in case.

Alternative strategies number few, beyond the usual "survival of the fittest" aspect. If you are unwilling to go through a few measly battles for a few measly Ninja Job Levels, generic high-damage tactics ought to suffice so long as you keep your White Magic user immune to Silence and the like.


BOSS - Khint, Khamer

Khint Khamer
Maximum HP 85,000 65,000
Physical Attack 350 315
Physical Defense 63 65
Aim 103 103
Magic Attack 210 205
Magic Defense 125 125
Evade 32 22
Intelligence 90 65
Mind 65 65
Speed 52 52
Weaknesses None None
Monster Family Human Human
Possible Steals None None
Possible Item Drops None Gold Hourglass
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 999

This battle differs little from the last time you fought them. Khint will rely mostly on low-level Sword Magic to dole out damage, favoring Fire and Silence. The latter can be cause for worry on a Mage-heavy party, but the Greater Spirit Ward of the Spiritmaster ought to suffice. For the most part, Khamer sticks to Quaga, Veilga, and Stop, barely noteworthy stuff here.

Unlike the other two battles against Khint and a crone, he won't run this time. In this battle, you could run a double tactic. See, the previously mentioned Utsusemi/Transience won't work well against Khamer (Quaga). However, if you have a Ninja able to use a bit of White Magic, you can circumvent this for the most part: have that Ninja throw up four Reflects on the first turn of battle and the party is immune to magic for a bit. It won't be long enough to win the whole fight, but it suffices in lessening damage; this Reflect unit will possibly get some damage in, but it shouldn't be enough to warrant worry. After that, the party begins using Utsusemi each turn to deal with the rampant physicals and the battle should be pretty much won from there,


BOSS - DeRosa

DeRosa
Maximum HP 85,000
Physical Attack 330
Physical Defense 80
Aim 103
Magic Attack 185
Magic Defense 155
Evade 32
Intelligence 65
Mind 65
Speed 52
Weaknesses None
Monster Family Human
Possible Steals Hermes Sandals
Possible Item Drops None
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Of the rebattles, Fiore is not really the hardest, but definitely the most annoying due to his Revenge and Turn Tables to boost his BP ever further after evading or being hit. He mainly uses medium-level Black and White Magic for their expected effects - elemental damage, ailments, or healing. Nothing special, really, even in his physical attacks. Do beware of Captivating Cologne, though, since it can induce Charm - a Fairy Ward from a Spiritmaster will nip that, though.

There's not a ton one can do for this fight beyond high-damage. That would be the main thing to do in a somewhat-failing attempt to dance around Revenge and Turn Tables. Pretty much anything that can hit hard and be buffed - especially through Specials! - will work very well here.

You could, in theory, try an alteration of the Utsusemi/Transience tactic by having one of the Ninjas throw up Reflect on everyone at the start and every few turns thereafter. It's a little time-consuming, but it should work to repel magic and to evade-counter attacks, but there is the possibility of the Reflecter getting hit while his BP restores.


BOSS - Barbarosa

Barbarosa
Maximum HP 95,000
Physical Attack 390
Physical Defense 100
Aim 103
Magic Attack 130
Magic Defense 105
Evade 22
Intelligence 65
Mind 65
Speed 52
Weaknesses Lightning
Monster Family Human
Possible Steals Heavy Axe
Possible Item Drops Bacchus's Wine
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Honestly, there isn't much different in this from last time - Barbarosa relies heavily on physical attacks, notably those skills of the Pirate that can lower your physical and magical attack and defenses. Nothing special; they'll hit for about ~1,000 damage each. Double Damage is especially lethal at this point, though; expect one-hit kills from it.

There are two main strategies for this fight. One relies on the all-physical nature of Barbarosa's attacks - yep, it's the ever-abused Utsusemi/Transience tactic. Get four Ninjas with the Transience and Comeback Kid support abilities, then have them use Utsusemi each turn to force a miss and a counterattack. It's foolproof, pretty much, in this battle since Barbarosa doesn't often Default.

The other strategy is a bit riskier, but relies on abusing the boss's weaknesses. And, really, it's applicable to most job classes you can have. Physical job classes ought to stick with having the Sword Magic secondary ability; they can then use the Thundaga Sword Magic to be able to deal out weakness-piercing damage. Mages can stick to simply Thundaga, or Deus Ex in the case of summons. I would still recommend the Ranger/Spell Fencer combo since Targeting by definition is x1.25 damage, and Multiburst is x2.4 on a single target (though it's full effectiveness really needs some Defaulting first). It's a pretty easy fight.


BOSS - Qada

Qada
Maximum HP 65,000
Physical Attack 325
Physical Defense 100
Aim 103
Magic Attack 130
Magic Defense 115
Evade 22
Intelligence 65
Mind 65
Speed 52
Weaknesses None
Monster Family Human
Possible Steals Dragon Fang
Possible Item Drops Dragon Fang
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Qada can be a little bit frustrating. One of his favorite moves is Poison Hi-Potion, which not only deals a flat 1,000 damage, but also Poisons, and Poison is a pretty lethal status in this game compared to most RPGs - you can't ignore it! There's also Water of Life to induce Regen, for which you can cast Dispel, and there's Dark Breath, which deals damage equal to that the user has taken to a single person - typically insta-death, obviously.

So, yeah, not much different from last time. >_> However, you have the benefit of the Spiritmaster this time; throw up Fairy Ward and Poison Hi-Potion's poison effect is negated. It's not a heal, but poisoning is still pretty painful. Dark Breath can't be countered as easily beyond throwing up a lot of Reraise; if you have a party of four Time Magic users, that could be a viable strategy, but it's MP-heavy and risky if Qada opts to Brave his way through. And Water of Life can be countered through Dispel.

Offensively, there's no one particular strategy; just do high damage and heal when needed. Strategies utilizing four Time Mages with Meteor tend to succeed well enough, since most Meteors do 4,000 ~ 5,000 damage with little effort, and that's a LOT higher with some Specials thrown in. Plus, there's Reraise. However, you'll still want some Spiritism (Fairy Ward) and White Magic (Esunaga, Arise, Curaga) for obvious reasons.

You could also try the usual Utsusemi/Transience technique; it will dodge by Poison Hi-Potion and Qada's basic physical. I don't know how it'd work against Dark Breath, though, so it's not a good idea to swap into an Auto-Battle, but it would be good for as many people as possible to have Arise (since it doesn't care about your own Magic stat).


BOSS - Praline, Black Blade, Black Axefighter

Praline Black Blade Black Axefighter
Maximum HP 85,000 10,000 10,000
Physical Attack 300 300 320
Physical Defense 83 55 55
Aim 103 101 101
Magic Attack 130 110 110
Magic Defense 105 55 55
Evade 22 22 22
Intelligence 65 55 55
Mind 65 55 55
Speed 52 44 44
Weaknesses None Lightning Lightning
Monster Family Human Human Human
Possible Steals Star Pendant None None
Possible Item Drops Star Corslet, Stardust None None
pg (Money) Yield 0 2,400 2,400
EXP. Yield 0 1,200 1,200
JP Yield 999 120 120

As usual, Praline tends to buff up her allies, mostly their P. ATK. and BP. Her allies take the offensive more than she, mostly for outright damage (Black Blade) or for a possible confusion (Axefighter). She can also resummon allies later in the battle.

Since Praline can summon new allies pretty quickly, outright fighting the grunts is not a real option. I mean, sure, if you're desperate for EXP... I would really recommend just putting them to Sleep via the Black Magic spell, since Praline won't do much about them. Not perfect, but it's something. You probably should have a Black/Red Mage open with that - two Sleeps per target (the chance of failing for two Sleeps in a row is 1/16). If you opt for this, just NEVER attack the Sleeping ones (physical awakens them, for one, and being killed causes resummoning). If the only thing worrying you from the enemy is Edge of Madness (the Axefighters' confusion skill), then just throw up Fairy Ward from a Spiritmaster before doling out damage en masse.

Alternatives? Well ... I can't figure out much. Mostly high-daamge. No different than usual; the above is just a niche tactic that would work.

As far as I know, an Utsusemi/Transience tactic ought to suffice for this fight - as usual, four Ninjas with the Transience and Comeback Kid support skills use Utsusemi each turn. Each time one is aimed at with a single-target physical attack, it will miss and the target will then counterattack. Since pretty much everything here is single-target and physical, I could see it working.

If you would prefer a more direct approach to this fight, then you could use some people with Lightning-based skills - I love Deus Ex and Thundaga for this, since they can be multi-target, but the Spell Fencer job comboed with a high-power one can also do well, especially on a Valkyrie with Crescent Moon or Super Jump-and-a-spear. Just beware the use of Holy stuff; Praline is immune to it.


BOSS - Kamiizumi

Kamiizumi
Maximum HP 85,000
Physical Attack 400
Physical Defense 100
Aim 103
Magic Attack 130
Magic Defense 125
Evade 22
Intelligence 65
Mind 65
Speed 52
Weaknesses None
Monster Family Human
Possible Steals Kiku-Ichimonji
Possible Item Drops Masamune
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

Kamiizumi still relies wholly on counters for his offense. And THAT in turn belies a strategy.

Now that we (should) have the Ninja job, Utsusemi/Transience has been a valid tactic in a number of battles thus far wherein one could dodge by the opponent's physical moves and slice 'em open. Kamiizumi would naturally pose a threat to this - you no attack, you no counter, you get me? What is not necessarily thought of, though, is that even counterattacks can be evaded through Utsusemi. Transience won't trigger, though, so there's little point in it.

For this strategy, you will need four good, strong Ninjas with the Utsusemi and Comeback Kid abilities. (Comeback Kid is a bit unneeded, but it does boost P. ATK. to 150% eventually, so why not if you're already evading?) Here, you'll want to basically throw up three Braves and go Utsusemi, Attack, Utsusemi, Attack with each turn. This allows you to Attack without being damaged - Utsusemi is the protection, and Attack gets in the damage and the lone, prevented counter. Since Kamiizumi will just sit on his butt for most of the rest of the while, you won't have to worry about the -3 BP you get out of this (though Hasten World could make it a bit easier), as it'll go away. Turn on Auto-Battle and you win after a bit; it could take a while at lower levels or improper equipment, but make little difference in the long run. Take a nap or somethin'.


BOSS - Victor, Victoria

Victor Victoria
Maximum HP 80,000 75,000
Physical Attack 275 275
Physical Defense 65 65
Aim 103 103
Magic Attack 165 185
Magic Defense 185 155
Evade 22 22
Intelligence 65 65
Mind 65 65
Speed 52 52
Weaknesses Dark Light
Monster Family Human Human
Possible Steals Soul of Thamasa Magic Armlets
Possible Item Drops Amulet Force Armlets
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 500 499

Victor and Victoria remain much the same as last time, relying mostly on magic for the damage. Victoria more often aims to status you, primarily through Doom and Poison, though she can also use Dark for some nasty damage. Victor is more direct with his stuff, mostly various elemental Black Magic.

There are two big ways to deal with this boss. One relies on a White Magic user that renews Reflect every time when needed. Reflect is able to bounce back much of the opponents' offense to them; sometimes this is ineffective (statuses), but at least it ain't you. =P It's not very intuitive, though, since you would then have to rely on X-Potions for any remotely significant healing.

I would probably settle myself instead for a Spiritmaster. In doing so, the Fairy Ward and Enigma Spiritism abilities will be invaluable for immunizing you from ailments and elements, respectively. It's too big a BP load for a lone Spiritmaster to take on by themselves, though, so two is best. Once the ailments and elements are nullified, you are welcome to continue on with an offense.

With either defensive tactic, a good offense is needed. Ironicially, the best offense is centered around the two jobs you won from this fight: a Spiritmaster and an Arcanist, using Holy on Victoria and Dark on Victor, respectively. Those will probably be hitting the damage cap around now, especially with the Fairy Aid from a Spiritmaster, so this battle shouldn't last too long.


BOSS - Lord DeRosso

Lord DeRosso
Maximum HP 150,000
Physical Attack 360
Physical Defense 100
Aim 102
Magic Attack 160
Magic Defense 160
Evade 23
Intelligence 60
Mind 60
Speed 60
Weaknesses Light
Monster Family Human
Possible Steals Megalixir
Possible Item Drops Megalixir
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999

(In case you can't tell, DeRosso is the exact same as in Chapters 4 and 5. As is the strategy.)

Lord DeRosso is of the Vampire class (don't ask how), the Blue Mage of this game. You could expect him to use some skills typical of the job, which are relatively enemy-exclusive or outright deadly. Graviga is one such attack that wipes off your HP based on a percentage - it can't kill (a notable flaw in this battle to be explained later), but it's nasty as it chops off 75% of your HP. Oof. There's also Battle Thirst (loss of 1 BP) and Energy Blast (physical; 5,000+ damage to all).

The main thing here would be a high-damage strategy more than anything. I can't get off much more than that, since there's nothing in particular to abuse beyond buffs and debuffs and piercing attacks. >_> <_<

However, if you have four Ninjas, there is a strategy you can deal with. Other than Graviga, which cannot kill, DeRosso's strategy relies on physical attacks. Thusly, Utsusemi will let you dodge those attacks that actually would matter. In turn, that means that you'll only be damaged by Graviga, which can't kill, so who cares, right? If you throw up the Transience support ability, and Comeback Kid as well, you can counter DeRosso's remaining offense and not get hurt. With four such Ninjas doing nothing but using Utsusemi each turn, you can just Auto-Battle your way to victory. Battle Thirst could put a dent in this strategy, though, so the Turn Tables skill of Red Mages can help circumvent this. Overall, though, it will take a significant while to wear down that 150,000 HP since DeRosso tends to prefer the party-wide attacks that negate Transience, but it's a start. (Assuming an average of 2,500 HP per hit, that's 60 single-target attacks, which occur around 1/3 of the time here, so 180 turns, which is about half an hour on 4x playback.) Just shut off the 3DS's volume and go to sleep or something. Me, I played some Tetris. =P The Excalibur and Holy Lance weapons help with this, though.



Chapter 7 Boss Rebattles

When you reach Chapter 7, you can rebattle a number of optional bosses you, for a major part, fought in the Sub-Scenarios earlier in the game - these pop up now as blue "!" bubbles on the map. As with Chapter 6, little has changed from Chapter 5's re-encounters ... except the bosses love teaming up against you!

Below, I'll list their locations, then the strategies you should use and the usual stuff. We'll cover them in the order below, too.


  • Ominas & Bahamut: They are still found in the ruins of Centro Keep to the northeast of Caldisla.
  • Heinkel, Barras, & Ominas: Fought after Ominas and Bahamut.
  • Barbarosa, Mephilia, & Yulyana: Head to the Yulyana Needleworks to the east of Ancheim.
  • Victoria, Kikyo, & Artemia: At the end of the Florem Gardens to the west of ... well, Florem.
  • Praline & The Jackal: Head to Eisen Bridge.
  • Praline, The Jackal, & Khamer: After beating Praline, you'll have to go to Ancheim's palace for another fight.
  • Khint, Holly, & Einheria: In Eternia, head to the east in the town.
  • Qada, DeRosa, & Chairman Profiteur: In the Eternian Central Command's prison, after fighting off Khint, Holly, and Einheria.
  • Braev the Templar, Kamiizumi, & Alternis: In the Council of Six chamebr atop the Eternian Central Command.
  • Lord DeRosso & Victor: 7F of the Vampire Castle.

BOSS - Ominas, Bahamut

Ominas Bahamut
Maximum HP 65,000 88,610
Physical Attack 285 350
Physical Defense 75 130
Aim 110 104
Magic Attack 225 140
Magic Defense 225 148
Evade 33 22
Intelligence 75 70
Mind 75 70
Speed 60 56
Weaknesses None Water
Monster Family Human Dragon
Possible Steals Lordly Robes None
Possible Item Drops None None
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 0

Not much different you could expect in this battle, other than Ominas's pet dragon, Bahamut. For the most part, he just sticks to physical and Fire-elemental attacks; if you're quick enough in finishing the battle, you won't see much of him. Ominas is still not much different from before, relying on lower-level Black Magic (Thunder, Thundara, Fire, Fira, Sleep, and Poison mostly) to do his dirty work.

Bahamut, really, can be quite a nuisance for this fight. However, if you finish off Ominas, you won't have to deal with Bahamut - Ominas therefore should be the main target in the battle because his death finishes the fight. For the most part, I would recommend having three offensive units go into Defaulting for a few turns while a Spiritmaster uses Fairy Ward, then Curaga each turn thereafter. Once your offensive units hit 3 or 4 BP, unleash hell on Ominas with your highest power attacks; at the level you should be, enough Meteors - my tactic here =P - ought to do it, even if they tend to be shared with Bahamut. Other high-damage tactics work, too, though. =P


BOSS - Ominas, Heinkel, and Barras

Ominas Heinkel Barras
Maximum HP 90,000 70,000 70,000
Physical Attack 285 360 340
Physical Defense 60 80 80
Aim 110 110 110
Magic Attack 225 150 150
Magic Defense 135 100 100
Evade 33 33 13
Intelligence 75 75 75
Mind 75 75 75
Speed 60 60 60
Weaknesses None Lightning None
Monster Family Human Human Human
Possible Steals Lordly Robes Lustrous Shield Hadean Claws
Possible Item Drops Lilith's Rod X-Potion, Crystal Mail X-Potion
pg (Money) Yield 0 0 0
EXP. Yield 0 0 0
JP Yield 333 333 333

After having beaten Ominas once, you'll fight him again, this time alongside Heinkel and Barras, who again function as you would expect. Ominas still relies on lower-to-medium-level Black Magic to damage or status you, while Barras takes a more direct physical offensive, supplemented by Invigorate at times. Heinkel is there to be annoying more than anything. This battle is perhaps the first time where he bothers to fit to the Knight stereotype by covering for his allies' damage.

If you really want to get this battle over with, you'll have to focus your offense immediately on Heinkel; if you can't get rid of him, he'll just continually buff his P. DEF. and cover his allies. The preferred offense against him would be a Summoner-centric offense: get three Summoners to use Deus Ex four times on the first turn. If they're decently-leveled, you'll see a ton of damage go around on that first turn, usually 6,000 or so per summon, making 50,000 ~ 70,000 pretty reasonable. The fourth unit in your team is probably better left to the restorative roles, sticking to simple Curagas each turn until the party is ready for battle again.

After those 12 Deus Exes, Heinkel ought to be gone. After this, you can just focus on the other two; if you're using good Summoners, Susano-o 12 times would finish off the remaining bosses' HP pretty easily. It's a simple sweep, nothing special.


BOSS - Barbarosa, Yulyana, and Mephilia

Barbarosa Yulyana Mephilia
Maximum HP 75,000 70,000 65,000
Physical Attack 360 280 275
Physical Defense 100 75 75
Aim 105 101 105
Magic Attack 150 206 205
Magic Defense 115 156 155
Evade 23 32 33
Intelligence 75 56 75
Mind 75 56 75
Speed 60 56 60
Weaknesses Lightning None None
Monster Family Human Human Human
Possible Steals Death Axe Gold Hairpin Lamia's Tiara
Possible Item Drops Bacchus's Wine, Crystal Helm Megalixir, Crystal Vest Turbo Ether
pg (Money) Yield 0 0 0
EXP. Yield 0 0 0
JP Yield 333 333 333

This battle can be pretty annoying. You have Barbarosa, a physical powerhouse that loves to use Shell Split in this fight to lower your P. DEF.; Double Damage happens on occasion, but not as much as one might fear, compared to previous fights. Yulyana continues to stick to Invocation before going into various attacks, typically Meteor or Amped Strike. Finally, Mephilia throws out Susano-o with regularity ... which is nasty, non-elemental, and non-Reflectable. >_<

In this battle, first and foremost, you want someone using Curaga every single turn. This is more critical to your survival than you might think. From a strategic standpoint, I'm seeing Mephilia and Barbarosa - the latter especially - as being used moreso to kill individual people rather than runnning a particular strategy. Once they're down, Yulyana can use Meteor. If you've used this yourself, you know it to be four randomly-targeted attacks. With four live people, the odds are only 1 in 256 of someone getting hit four times total (a near-certain kill, even at Level 99); with three, it's 1 in 81; with two, it's 1 in 16; with one, it's dead-certain. You see the problem with that for you, right? Less people means higher damage from Meteor, which means MORE dead people. And don't bother with Reflect - it's GOING to hit you.

So, how to deal with this? You could go one of two ways: kill Yulyana or kill Barbarosa. I would personally opt to kill Barbarosa, since he has an abusable weakness and is the more likely one to induce one-hit kills than Yulyana or Mephilia, especially with someone Curaga'ing every turn. For this, you'll want three good offensive units. Because of how the bosses' P. DEF. and M. DEF. compare, it is more ideal to bring physical units than magical ones; I recommend Ranger/Spell Fencer combos. Throw up a Thundaga Sword Magic, then start Targeting Barbarosa - Default a few times, though. BP debt is deadly here. After 12 such Targetings, he's likely to go down.

As for Yulyana and Mephilia, once they're without Barbarosa, things get a lot easier so long as you can keep a live party. From then on, it's mostly a high-powered offense you'll need.


BOSS - Victoria, Kikyo, and Artemia

Victoria Kikyo Artemia
Maximum HP 85,000 70,000 75,000
Physical Attack 275 340 340
Physical Defense 75 70 100
Aim 105 105 105
Magic Attack 195 150 150
Magic Defense 165 115 105
Evade 23 63 37
Intelligence 75 75 75
Mind 75 75 75
Speed 60 60 60
Weaknesses Light None Fire
Monster Family Human Human Human
Possible Steals Life Ring Brave Suit Yoichi's Bow
Possible Item Drops Magic Armlets Kunai Dwarven Gloves, Crystal Helm
pg (Money) Yield 0 0 0
EXP. Yield 0 0 0
JP Yield 333 333 333

The offense in this fight is pretty predictable. Victoria likes to rely on several spells, including stuff to do Dark damage, Doom, and induce Poisoning, then damage those that are Poisoned. Kikyo mostly relies on swift attacks through Shippûjinrai and an Utsusemi/Transience combo. Finally, Artemia is more direct, typically using Multiburst every few turns to possibly deal high damage in a manner similar to Meteor. (See my discussion on that in the previous boss box.)

So, in other words, the strategy here is pretty obvious. Bring a good Spiritmaster for sure. Whether you devote them to using Curaga or Fairy Ward is mostly up to you; Curaga tends to do better since it's almost always a full heal, but it's up to you as to whether to sustain Poison damage.

The offense is pretty easy to deal with. Artemia, while the weakest, still poses the largest problems due to Multiburst. You'll want a couple Ranger/Spell Fencers in this battle for that reason. Initially, you'll want the focus on Artemia with some Firaga Targetings, then to Victoria with Holy Targetings. If those two Rangers double-up on the work, it won't take long to get rid of each one. You'll want someone in your group that can use magic, though. Kikyo can be a bit of a pain to deal with because of the physical counters; once the offense is more magical, though... A Time Mage or Arcanist using Meteor (near-certain 9,999 damage here) is recommended.


BOSS - Praline, The Jackal, Black Blade, Black Axefighter

Praline The Jackal Black Blade Black Axefighter
Maximum HP 90,000 99,999 10,000 10,000
Physical Attack 300 325 300 320
Physical Defense 83 83 55 55
Aim 105 105 101 101
Magic Attack 150 150 110 110
Magic Defense 115 105 55 55
Evade 23 33 22 22
Intelligence 75 75 55 55
Mind 75 75 55 55
Speed 60 60 44 44
Weaknesses None None Lightning Lightning
Monster Family Human Human Human Human
Possible Steals Star Pendant, Royal Crown None None Tomahawk
Possible Item Drops None None None None
pg (Money) Yield 0 0 0 0
EXP. Yield 0 0 0 0
JP Yield 0 0 0 0

Not much to say here, really - if you've fought her before, you ought to know what happens. Praline herself tends to rely on buffing her allies. The Axefighters tend to damage you while sometimes also Confusing you through Edge of Madness. The Blades tend to stick to outright physical attacks. The Jackal will appear about halfway through the battle - whoa. There's not much that can be said about him; he loves physical attacks and stealing simple Potions. =/

When it comes to this fight, area attacks work extremely well at keeping Praline's offense at bay; without her allies, she's NOTHING. By looping stuff like Meteor or Susano-o once per turn with four characters, you'll have this fight down pat so long as you're fast enough. When the Jackal joins in, be sure to focus your attacks on Praline, since the fight ends when she hits zero HP; forget the Jackal because he's, well, forgettable. =P


BOSS - Praline, The Jackal, and Khamer

Praline The Jackal Khamer
Maximum HP 70,000 75,000 70,000
Physical Attack 300 325 320
Physical Defense 83 83 75
Aim 105 105 105
Magic Attack 150 150 215
Magic Defense 115 105 135
Evade 23 33 23
Intelligence 75 75 75
Mind 75 75 75
Speed 60 60 60
Weaknesses None None None
Monster Family Human Human Human
Possible Steals Star Pendant, Royal Crown None None
Possible Item Drops Star Corslet, Stardust Thief Gloves, Thief's Knife Gold Hourglass
pg (Money) Yield 0 0 0
EXP. Yield 0 0 0
JP Yield 333 333 333

Hmm... Not much different than what you'd expect; imagine it as if Praline's grunt Black Blade members powered up. She still mostly serves a buffing and supportive role, not ever really going on a direct offense. The Jackal still sticks to petty theft (using those stolen Potions to heal for 500 HP) and basic physicals. Khamer mostly relies on lower-strength Time Magic, mostly Stop, Veilga, and Quake-like stuff.

Not much different here than you ought to concern yourself with - set up a high-power offense you'll do well enough.


BOSS - Khint, Holly, and Einheria

Khint Holly Einheria
Maximum HP 75,000 65,000 70,000
Physical Attack 350 285 325
Physical Defense 75 75 90
Aim 105 110 105
Magic Attack 210 185 105
Magic Defense 135 190 125
Evade 33 33 33
Intelligence 90 75 75
Mind 75 90 75
Speed 60 60 60
Weaknesses None None None
Monster Family Human Human Human
Possible Steals None Luminous Robe Longinus
Possible Item Drops Turbo Ether Turbo Ether Hyper Bracers, Crystal Mail
pg (Money) Yield 0 0 0
EXP. Yield 0 0 0
JP Yield 333 333 333

Quite the varied team here, if but expected and a bit weak. Khint still tends to rely on his low-level Sword Magics, generally Fire and Silence. Silence can be a bit annoying for your mages, so be ready to put up Fairy Ward or to Dispel him. Holly sticks a mostly-supportive role; other than Protect and Curing, she'll throw up Aero stuff every now and then. Finally, Einheria is the bulkiest and the strongest of the group; she has a tendency to build up her BP before striking, though, so you can predict when something's going to happen to some extent. She'll typically use Crescent Moon or Jump here.

For the most part, you'll just want a high-powered team. No weaknesses to pierce, no particular strategies to run, just brute-force power will do the job well enough. Just be sure to bring along someone to use Curaga, or Esuna/Esunaga when needed.


BOSS - Qada, DeRosa, and the Profiteur

Qada DeRosa Profiteur
Maximum HP 65,000 75,000 70,000
Physical Attack 330 330 325
Physical Defense 80 65 80
Aim 105 105 105
Magic Attack 150 195 150
Magic Defense 115 145 105
Evade 23 33 3
Intelligence 75 75 75
Mind 75 75 75
Speed 60 60 60
Weaknesses None None None
Monster Family Human Human Human
Possible Steals Dragon Fang, Air Knife Hermes Shoes None
Possible Item Drops Dragon Fang, Crystal Vest Wonder Rod, Crystal Vest Gold Hourglass, Crystal Helm
pg (Money) Yield 0 0 0
EXP. Yield 0 0 0
JP Yield 333 333 333

This battle can be pretty difficult. Firstly, you have Qada the Salve-Maker, who loves to dole out 1,000 flat possibly-Poisoning daage with Poison Hi-Potion. There's also Dark Breath from him to cause an instant kill. (Well, damage equal to HP lost, but they're indistinct in a boss like this...) There's also DeRosa, who loves to use Captivating Cologne (Charm) and medium-level Black and White Magic. The Profiteur still relies on Takeover for 2,000 flat damage, too...

Which to target first is a pretty difficult choice. We'll first focus on our defense: two good Spiritmasters. One of them should be devoted to using Fairy Ward to ward off the ailments, and the other to using Curaga to heal other resultant damage. The offense probably is just best done with a high-damage strategy, but you want it to be focused so that you can quickly take down the individual bosses; each pose great problems individually, so the removal of any one is a good idea.


BOSS - Braev the Templar, Kamiizumi, and Alternis

Braev the Templar Kamiizumi Alternis
Maximum HP 70,000 65,000 90,000
Physical Attack 330 400 350
Physical Defense 75 100 75
Aim 105 105 110
Magic Attack 150 150 150
Magic Defense 75 135 75
Evade 23 23 33
Intelligence 75 75 75
Mind 75 75 75
Speed 60 60 60
Weaknesses Dark None None
Monster Family Human Human Human
Possible Steals Rebuff Locket, Black Belt Muramasa Chaos Blade
Possible Item Drops Excalibur, Crystal Mail Masamune, Genji set Crystal Helm
pg (Money) Yield 0 0 0
EXP. Yield 0 0 0
JP Yield 333 333 333

This battle can be a bit interesting. Braev still relies heavily on BP-consuming skills to do his damage, and they're all physical and relatively high damage (2,000+). Alternis relies on various Dark skills - Dark Bane, Black Bane - to do damage while consuming his HP; there's also his Minus Strike, which is probably an instant kill when it's actually used. Finally, Kamiizumi joins in partway through the fight. He won't pose much of a problem initially, relying almost completely on counters.

When it comes to the defensive side of the fight, you probably should stick to the simple Curaga every turn, or Arise when you need it. While it's nice to throw up Enigma and negate Alternis's Dark damage, that tactic is of relatively use when he has allies. It may be a good idea for one of your offensive units to have Arise in addition to your main healer; since it worries not of your M. ATK., you can use it with ease from anyone, so long as they have the MP.

Offensively, you'll probably want to take out Alternis first; his Minus Strike has gotten increasingly more annoying in every fight thus far, mostly because I keep seeing it more and more often. No particular strategy for him; Default several times and rage on him with your best single-target (hopefully) attacks. It's not going to be easy to wipe him out, though; even assuming he uses HP-consuming attacks each turn, he'll still have 60,003 HP left; that means 5,000+ damage per attack from three characters with four attacks each - it's either going to need to be a powerful offense boosted by Specials, or you'll have to do it twice and risk the Minus Strike.

Kamiizumi will probably join in the interim; ignore him. Since his offense is mostly relegated by counters, the occasional Attack won't hurt a thing. Stick to Braev for the moment, since he's probably denting your healer a little more and more... The offense isn't too special against him; if you brought along an Arcanist or Dark Knight for their skills, great, but it's otherwise just a high-damage strategy since he isn't particularly bulky in this battle. Kamiizumi will come last; he can be settled by just not going into party-wide onslaughts; just keep it up by using magic attacks or sending one character as cannon fodder and Raising them the next turn. (Raise is recommended since the counter will probably kill ya at full HP anyhow - may as well save some MP.)


BOSS - Lord DeRosso and Victor

Lord DeRosso Victor
Maximum HP 99,999 80,000
Physical Attack 360 275
Physical Defense 100 75
Aim 100 105
Magic Attack 160 175
Magic Defense 160 195
Evade 23 23
Intelligence 60 75
Mind 60 75
Speed 60 60
Weaknesses Light Dark
Monster Family Human Human
Possible Steals Blood Blade Heart Ring
Possible Item Drops Crystal Mail, Megalixir Soul of Thamasa, Crystal Vest
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 500 499

Consider this an odd alternative to the usual Victor/Victoria fights. Victor still mostly fills in a supportive role with the Spiritmaster skills, mostly Fairy Aid to boost elemental damage, but you'll see him more often go into using Holy. Lord DeRosso is his usual annoying self with Graviga (50% chance to remove 75% of your HP) and the party-wide Energy Burst and Bone Crush. Grr...

In this battle, removing Lord DeRosso ought to be of the highest priority - if anyone's going to cause a Game Over, it'll be him. Keep one supportive unit - preferably your fastest with some Speed Up support abilities, since you need to exceed 60 Speed - using Curaga every turn. That will give you nothing to do for the first turn, though, so let 'em throw up something useful, or just outright Holy on DeRosso. The rest of the party should be Defaulting until they hit the max of BP and then they can wail on DeRosso - I used some Ranger/Spell Fencers that went into some Holy Targeting. It's going to take a few rounds of that before DeRosso's beaten, though - for 12 attacks to beat him, they'd need to do over 8,300 damage a piece. So, yeah.

After, Victor is a piece of cake, really. >_> I just switched to a Dark Sword Magic and did the same to him. Just keep the healing up and you ought to do fine.



Chapter 8 Boss Rebattles

Okay, you've got the deal by now. Chapter 8 - like the three before it - has a number of bosses you can do in addition to the Temples' bosses for various purposes, mostly en masse JP gains, valuable items, and story stuff. Like Chapter 7, the bosses begin to gang up a lot on you; it's not really worth going for unless you're of a higher level (80+) - still, if you can manage these, you'll probably do well enough in either Finale. ;)


  • Eternian Divisions' Rebattles
    • Heinkel, Ominas, Holly, & Barras: Head into Lontano Villa and proceed up to 3F where you normally fight Heinkel.
    • Khamer, Khint, The Profiteur, & The Jackal: Head to Ancheim's palace.
    • DeRosa, Einheria, Mephilia, & Artemia: These are in Florem - from the entrance area, go southeast to DeRosa's lab.
    • Barbarosa, Qada, Praline, Kamiizumi, & Kikyo: *groan* This hard bunch is in Starkfort, along the north-central path into the War Room.
    • Lord DeRosso & Yulyana: Head to the top of Vampire Castle yet again. ... Does DeRosso EVER leave that place?

After fighting all of the five boss battles, head to Eternia Central Command for them again! In different groups! Just progress to the top for the bosses, which will appear in the order below. Note that, for these fights, I will be recommending literally the same strategy for each. It is the only viable strategy I could think of - it's narrowly focused, but it's better than forced mastering of eight or more jobs, right? The strategy will be covered in the first of the fights.

  • Eternian Central Command Boss Rush
    • The Profiteur, Einheria, and The Jackal
    • Kamiizumi, Kikyo, Heinkel, and Holly
    • Alternis, Barras, Barbarosa, and Praline
    • Ominas, Qada, Yulyana, and Mephilia
    • Victoria, Lord DeRosso, Khint, and DeRosa
    • Braev the Templar, Victor, Khamer, and Artemia

And after, you can speak with Braev to do it all again without a break between fights! ... -_-;;

Eternian Divisions' Rebattles


BOSS - Heinkel, Ominas, Holly, and Barras

Heinkel Ominas Holly Barras
Maximum HP 80,000 70,000 70,000 75,000
Physical Attack 365 290 290 345
Physical Defense 100 79 79 100
Aim 110 110 110 110
Magic Attack 158 234 194 158
Magic Defense 109 159 195 109
Evade 33 33 33 13
Intelligence 79 79 79 79
Mind 79 79 95 79
Speed 64 64 64 64
Weaknesses Lightning None None None
Monster Family Human Human Human Human
Possible Steals Turbo Ether, Elixir Lordly Robe Turbo Ether, Elixir Turbo Ether, Elixir
Possible Item Drops Turbo Ether, Elixir Lilith's Rod Turbo Ether, Elixir Turbo Ether, Elixir
pg (Money) Yield 0 0 0 0
EXP. Yield 0 0 0 0
JP Yield 250 250 250 249

Not much of a surprise for their offense. Heinkel tends to be the one to supplement Holly's curative efforts with covering and stuff like that, though he can also hit pretty hard. Ominas still favors mid-level or so Black Magic, so look out for both elemental damage and ailments. Barras focuses on hitting hard, especially after Invigorate. Holly mostly goes to use Protect, Cure, or Aero.

Not a lot of strategy needed here. For the most part, I just kept a single Spiritmaster blasting Curaga each turn to deal with the various damage inflicted; it overcame the stuff Poison could deal with, so Fairy Ward wasn't really high priority. My offense mostly consisted of people using various party-wide moves; I tended to favor the use of Meteor. It's risky, but it has its uses. Other stuff like Susano-o and Deus Ex work well.

If you prefer a more direct offense, I would throw up some Ranger/Spell Fencer combos. Since you're not hitting party-wide, it would be very wise to take out Heinkel first before that covering he does for his allies starts to annoy you - Thundaga Targeting works nicely after a few tries. The rest can just be taken out with high damage - I'd go for Barras first, since he also loves to hit hard. The other two are pretty measly without their allies, so it should be easy overall.

Relatively.


BOSS - Khamer, Khint, The Profiteur, & The Jackal

Khamer Khint The Profiteur The Jackal
Maximum HP 65,000 80,000 70,000 75,000
Physical Attack 325 360 330 360
Physical Defense 79 79 100 83
Aim 105 105 105 105
Magic Attack 219 230 158 158
Magic Defense 139 139 105 109
Evade 23 33 3 34
Intelligence 79 90 79 79
Mind 79 79 65 79
Speed 64 64 64 80
Weaknesses None None None None
Monster Family Human Human Human Human
Possible Steals Turbo Ether, Elixir (one of each to each)
Possible Item Drops Turbo Ether, Elixir (one of each to each)
pg (Money) Yield 0 0 0 0
EXP. Yield 0 0 0 0
JP Yield 250 250 250 249

You should be familiar with their offense by now. Khamer sticks mostly to Stop, Quara, and Veilga - nothing major, though Stop can be quite a hindrance here. Khint likes to go for the Fire or Silence Sword Magics before going to town on you; hope your mages are immune to Silence! The Profiteur sticks to a Default-Takedown combo for the most for two 2,000-damage attacks, and the Jackal will usually take your Potions or do some relatively weak attacking.

Strategy? Eh, high-damage works well enough here. It would be best to get rid of Khamer first, though, because of Stop. The Profiteur is probably the next to go, then Khint and the Jackal. There's no particular strategy to take 'em down other than to rough them up with your best attacks, though - just be sure to have someone throwing up Curaga for curative purposes.


BOSS - DeRosa, Einheria, Mephilia, & Artemia

DeRosa Einheria Mephilia Artemia
Maximum HP 80,000 70,000 65,000 75,000
Physical Attack 370 360 300 350
Physical Defense 80 90 79 100
Aim 105 105 105 105
Magic Attack 219 158 209 158
Magic Defense 165 129 159 109
Evade 33 33 33 34
Intelligence 79 79 79 79
Mind 75 79 79 79
Speed 64 64 64 64
Weaknesses None None None Fire
Monster Family Human Human Human Human
Possible Steals Turbo Ether, Elixir (one of each to each)
Possible Item Drops Turbo Ether, Elixir (one of each to each)
pg (Money) Yield 0 0 0 0
EXP. Yield 0 0 0 0
JP Yield 250 250 250 249

Yet another familiar set of offenses, but probably the most annoying. (Mostly because of DeRosa. >_<) DeRosa tends to go for medium-level Black and White Magic (curatives + "-ras") in addition to moves to Charm and Fear. Einheria mostly goes for Jump and Crescent Moon on her offense, though they consume extra BP, so she won't be attacking a lot. Mephilia doesn't go for Susano-o in this world, mostly just the various elemental summons. Finally, Artemia goes for Multiburst and Targeting a lot. So, yay~! 

For your strategy, two Spiritmasters are strongly recommended: you'll need one throwing up Fairy Ward on occasion to guard from ailments, and then to use Curaga sometimes. The other needs to be using Enigma until Mephilia goes down so we can stop her annoying summons (and DeRosa's Black Magic). It's a little overkill, but it'll be worth it in the long run.

For your offense, I still recommend supplementing your healers by using the Drain Sword Magic at some point. Initially, though, you'll want units to use Fire-elemental stuff - I again favored the Firaga Targeting. Why? Obviously, we want to take Artemia down - other the now-nullified offense of Mephilia, she's the only one posing a constant threat from Multiburst. After she goes down eventually, swap the Sword Magic to Drain to aid your Spiritmasters, then it's onto Mephilia; taking her down will free up one of your Spiritmasters if you're willing to take on DeRosa's magic, making healing more easy. Then DeRosa and Einheria, in that order preferably, can be taken down by simple high-damage strategies; I went for Multiburst, myself.


BOSS - Barbarosa, Qada, Praline, Kamiizumi, & Kikyo

Barbarosa Qada Praline Kikyo Kamiizumi
Maximum HP 85,000 75,000 70,000 75,000 80,000
Physical Attack 390 335 300 345 400
Physical Defense 100 100 83 70 80
Aim 105 105 105 105 105
Magic Attack 159 158 258 158 158
Magic Defense 119 129 119 119 129
Evade 23 23 23 63 23
Intelligence 79 79 79 79 79
Mind 79 79 79 79 79
Speed 64 64 64 64 64
Weaknesses Lightning None None None None
Monster Family Human Human Human Human Human
Possible Steals Turbo Ether, Elixir (one of each to each)
Possible Item Drops Turbo Ether, Elixir (one of each to each)
pg (Money) Yield 0 0 0 0 0
EXP. Yield 0 0 0 0 0
JP Yield 200 200 200 200 199

Ever familiar, eh? This can be the most difficult fight of the game if you're not careful, to be honest - it's a highly physical group, and Praline is good at boosting P. ATK. *shudder* Barbarosa, especially, is dangerous; he mostly sticks to stat-lowering stuff (Shell Split for P. DEF. most often), but can one-hit-kill with Double Damage. Qada mostly sticks to Poison Hi-Potion and Dark Breath; nothing new there, but Dark Breath is probably going to be a one-hit kill later in the fight. Praline mostly serves to support, and Kikyo either goes for Shippûjinrai or Utsusemi/Transience.

Kamiizumi will leap in after one of the initial four falls. He again relies mostly on counters.

So, how to handle this!? Well, healers are a good start; you'll want to be throwing up Curaga each turn with a very fast healer. Since you don't have to trouble yourself with ailments - outside of Poison, which is handled with Star Pendants - you will have plenty of room for offense. Firstly, you ought to take out Barbarosa; of all of them, he benefits most from Praline's presence in the fight. Thundaga Targetings work well on him.

For the remainder, you'll want to take out Praline to get rid of the boosts; everyone else is mostly just going to counter or do flat damage, so you may as well weaken the counterers. After giving some time for her boosts to dissipate, head along next to Kikyo with some magical offense so she doesn't get to counter you, then repeat with Kamiizumi.


BOSS - Lord DeRosso and Yulyana

Lord DeRosso Yulyana
Maximum HP 99,999 95,000
Physical Attack 360 280
Physical Defense 100 79
Aim 102 101
Magic Attack 160 206
Magic Defense 160 156
Evade 23 32
Intelligence 60 56
Mind 60 56
Speed 60 56
Weaknesses Light None
Monster Family Human Human
Possible Steals Turbo Ether, Elixir (one of each to each)
Possible Item Drops Turbo Ether, Elixir (one of each to each)
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 500 499

"In theory, at least." Heh, that was funny, especially with Tiz's reaction. XD

The offense of the enemies isn't much special. Yulyana as usual will use Invocation to buff his stats before going into Meteor or Amped Strike, which will be nasty regardless, while DeRosso relies on the party-wide attacks in Graviga, Bone Crush, and Energy Burst.

Your strategy ... well, first we have to pick which one to get rid of first. They're both pretty lethal if left alone, though. Hm... It would probably be best to use party-wide attacks like the various summons or Holy Multiburst or Meteor or the like to blast through them both at equal rates. It's not the best idea in the world, but it does make the battle a bit shorter.

If you would prefer a direct offense, in which you take 'em out one by one, it would be better to go for some kind of Ranger/Spell Fencer combo; if we're aiming for anyone, might as well let it be DeRosso. Throw up some Holy Targetings and see what works. It still will take several turns before he can be beaten (unless you're banging the damage cap each time), but it works and removes a huge threat from the fight. There's nothing particular you can do about Yulyana beyond a physical offense, since his P. DEF. is like 57.5% of his M. DEF.


Eternian Central Command Boss Rush


BOSS - The Jackal, Einheria, and the Profiteur

The Jackal Einheria Profiteur
Maximum HP 99,999 105,000 95,000
Physical Attack 350 365 335
Physical Defense 83 90 100
Aim 105 105 105
Magic Attack 158 158 158
Magic Defense 109 129 119
Evade 33 33 3
Intelligence 79 79 79
Mind 79 79 79
Speed 64 64 64
Weaknesses None None None
Monster Family Human Human Human
Possible Steals Turbo Ether, Elixir (one of each to each)
Possible Item Drops Turbo Ether, Elixir (one of each to each)
pg (Money) Yield 0 0 0
EXP. Yield 0 0 0
JP Yield 333 333 333

Now that we're doing the Eternia boss-rush, the bosses group moreso based on their skillsets. Everyone is the same as they were skill-wise in the previous battles, just that they're buffed a little and have some better skills. This group works around physicals - The Jackal for Godspeed Strike and otherwise-speedy physical, Einheria for Crescent Moon and Jump, and the Profiteur for double-Takedown or BP Drink. BP Drink will not go to the Profiteur usually.

A strategy specific to this fight is Utsusemi/Transience - get four Ninjas with Utsusemi, Transience, and preferably Comeback Kid and just loop Utsusemi every turn. If no one is hit twice by different enemies, then this produce an Unscathed win. Otherwise, it would be nice for as many as possible to have the Conservation of Life White Mage ability.

So, what is the generic strategy I mentioned at the introduction of this section? I decided to prioritize a strategy here that I could abuse for the rest of the rush. First, you need a mastered Performer to use My Hero, then three Mimics from the mastered Freelancer. This will cause a massive gain in BP for your party. Then you just need to do that every turn possible with your Performer. This works pretty decently with the Time Mage's Slow World to screw with the enemies as well.

You'll definitely want someone using Curaga each turn, no exceptions to this. Spiritmasters are ideal for this due to their high INT boost and their own abilities - Stillness, for example, can give you some breathing room. I recommend Maximize HP and Holy One for support abilities.

As for your offensive units? You'll want to be focused rather directly, to the point that they can eliminate a single enemy in several turns. I recommend using and abusing the Dark Knight's Minus Strike skill. Come in with low-HP units - the lower the better - and have them know the Maximize HP and HP Up 10% abilities, an overall 2.2x amount of HP that can send them straight to about 20,000 HP at this point. On the first turn, have them use Brave several times and go into some Minus Strikes, both characters to the same person. Likely enough, you'll deal 15,000 damage per hit, minimum, though you need to use Bravely Second to exceed 9,999. With eight attacks, that's 120,000 damage (almost 80,000 out of Bravely Second), easily able to take out a single unit with little trouble. If you can't use Bravely Second for whatever reason, you're in a bit of a hole, perhaps - it should just reduce the battle to a longer grind than anything.

So, of course, you're wondering what the hell to do after that first turn, right? I mean, you've got units with relatively low HP and possibly BP (depends on how the turn went, really), and then there's three or four enemies staring you down. Hopefully, your Spiritmaster has retained some BP from the quadruple My Hero. Have them Raise the dead allies, Curaga, and Stillness. Loop as needed. It's VERY risky, so it will be necessary to save after each battle if you somehow can manage that, but I sufficed well enough for the rush as a whole.


BOSS - Kamiizumi, Heinkel, Holly, and Kikyo

Kamiizumi Heinkel Holly Kikyo
Maximum HP 99,999 95,000 85,000 90,000
Physical Attack 400 370 295 350
Physical Defense 100 100 79 70
Aim 105 105 110 105
Magic Attack 158 158 199 158
Magic Defense 139 109 195 119
Evade 23 33 33 63
Intelligence 79 79 79 79
Mind 79 79 95 79
Speed 64 64 64 64
Weaknesses None Lightning None None
Monster Family Human Human Human Human
Possible Steals Turbo Ether, Elixir (one of each to each)
Possible Item Drops Turbo Ether, Elixir (one of each to each)
pg (Money) Yield 0 0 0 0
EXP. Yield 0 0 0 0
JP Yield 250 250 250 249

This group mostly has remained unchanged, actually, compared to much of the boss rush. This group specializes as a tank - Heinkel especially, given his nature to cover for his allies. Holly also is the general curer and can even use Reflect, so if you're opting instead for a magical strategy, you need to bring Dispel - it could go for you or the enemy, by the way. Kamiizumi still counters, and Kikyo is still very fast.

To some slight theoretical extent, I could see a peculiar strategy working around this one fight. It's the usual Utsusemi/Transience tactic (four Ninjas with Utsusemi, Transience, and Comeback Kid looping Utsusemi once a turn), but with everyone having some Reflect Rings on. In doing so, you become immune to what Aero-based spells Holly will throw at you via Reflect, then everyone else via Utsusemi. However, it's purely theoretical, and still has a tendency to fall if your characters get hit multiple times in a row, so bring Conservation of Life if you want to risk this!

As for the generic strategy? Go back to the Eternian Central Command Boss Rush and scroll down to the first boss box for the details. If opting for this, take out Holly first to deal with the healing, then Heinkel to deal with the covering.


BOSS - Barbarosa, Barras, Praline, and Alternis

Barbarosa Barras Praline Alternis
Maximum HP 95,000 99,999 85,000 80,000
Physical Attack 390 350 300 350
Physical Defense 100 100 83 79
Aim 105 110 105 110
Magic Attack 158 158 158 158
Magic Defense 119 109 119 79
Evade 23 13 23 63
Intelligence 79 79 79 79
Mind 79 79 79 79
Speed 64 64 64 64
Weaknesses Lightning None None None
Monster Family Human Human Human Human
Possible Steals Turbo Ether, Elixir (one of each to each)
Possible Item Drops Turbo Ether, Elixir (one of each to each)
pg (Money) Yield 0 0 0 0
EXP. Yield 0 0 0 0
JP Yield 250 250 250 249

This fight mostly focuses on the powerhouses of the Eternian forces. Praline is the main problem here due to My Hero (irony) to boost her allies' BP. Barbarosa is largely the same aside from Double Strike, I noticed nothing changed in Barras (Invigorate & attack 'em), and Alternis is largely the same (sacrificial).

Yet again, there is the possibility for an Utsusemi/Transience technique to take hold here as described in the previous battles. However, even so, I wouldn't risk it - Alternis's Minus Strike (more irony?) is likely to kill you. As for the generic strategy? Go back to the Eternian Central Command Boss Rush and scroll down to the first boss box for the details. In either case, take out Praline or Alternis first (whichever you see as worse), then Barbarosa, then Barras.


BOSS - Qada, Ominas, Yulyana, and Mephilia

Qada Ominas Yulyana Mephilia
Maximum HP 95,000 90,000 99,999 85,000
Physical Attack 340 295 280 275
Physical Defense 100 79 79 79
Aim 105 110 101 105
Magic Attack 158 239 206 205
Magic Defense 129 159 156 159
Evade 23 33 32 33
Intelligence 79 79 79 56
Mind 79 79 79 56
Speed 64 64 64 56
Weaknesses None None None None
Monster Family Human Human Human Human
Possible Steals Turbo Ether, Elixir (one of each to each)
Possible Item Drops Turbo Ether, Elixir (one of each to each)
pg (Money) Yield 0 0 0 0
EXP. Yield 0 0 0 0
JP Yield 250 250 250 249

This boss group is noticeably different from their original forms, focusing on magic for this fight. Qada isn't into the magic so much as he is the Fire Bane item compound to make you weak to Fire, which Ominas typically follows up with Fira, so you'll have a problem with him. Mephilia tends to go for the summons, as does Yulyana - Mephilia for damage and Yulyana for boosting, though.

There isn't much you can do that's engineered to this fight specifically. Enigma will help eliminate some of the damage, but it takes Hasten World to really get it preventing damage, and that still leaves Yulyana. If you're opting for something other than the generic strategy, get a Hasten World Enigma user in the fight to ... well, use Enigma. Then bring along a curative Spiritmaster and two offensive units that are able to do immense damage in a single turn so that Yulyana will be eliminated quickly - like, two turns minimum so he doesn't get much time to use Invocation to set himself up. It's not that difficult, but it's very specific to this fight (even though I didn't name anything off in specific). Once Yulyana's gone, you ought to be able to take down Mephilia and the others more easily.

As for the generic strategy? Go back to the Eternian Central Command Boss Rush and scroll down to the first boss box for the details.


BOSS - Khint, Lord DeRosso, DeRosa, and Victoria

Khint Lord DeRosso DeRosa Victoria
Maximum HP 95,000 99,999 90,000 75,000
Physical Attack 350 360 370 275
Physical Defense 79 100 80 79
Aim 105 102 105 105
Magic Attack 230 160 199 199
Magic Defense 139 160 165 169
Evade 33 23 33 23
Intelligence 90 60 79 79
Mind 79 60 79 79
Speed 64 60 64 64
Weaknesses None None None Light
Monster Family Human Human Human Human
Possible Steals Turbo Ether, Elixir (one of each to each)
Possible Item Drops Turbo Ether, Elixir (one of each to each)
pg (Money) Yield 0 0 0 0
EXP. Yield 0 0 0 0
JP Yield 250 250 250 249

This is probably the most annoying battle of the series. These four like to specialize in throwing ailments of all sorts at you. Khint favors his to be Silence through Sword Magic, DeRossa for Charm (sometimes Fear), and Victoria for Doom and Poison. DeRosso doesn't really rely on ailments so much as the brute-force damage - once statused (Charmed especially), you could have little hope of recovery after Graviga. He also tends to drain HP and BP.

Even so, this battle can be pretty easy. For a strategy specific to this fight, you'll likely want to open with Fairy Ward to prevent ailments from hitting. You'll then likely want all three of your other units as fast, offensive ones - with some luck (and Specials~!), you could take down DeRosso in a single turn, eliminating the main threat here. Fairy Ward ought to last you through the BP debt, so recast it when first possible and repeat this high-power offense on Khint - who is likely to deal damage, since Sword Magic does that, even if not doing a status. Then it's just more repeating against Victoria and DeRosso.

As for the generic strategy? Go back to the Eternian Central Command Boss Rush and scroll down to the first boss box for the details. For this, it would be strongly ideal to have your healer have a Ribbon and to cast Esunaga when needed; your offense should kill DeRosso first, since, once he's gone, there's almost no hope for the opposition to deal significant damage.


BOSS - Khamer, Braev the Templar, Victor, and Artemia

Khamer Braev the Templar Victor Artemia
Maximum HP 85,000 99,999 90,000 95,000
Physical Attack 330 330 275 350
Physical Defense 79 79 79 100
Aim 105 105 105 105
Magic Attack 219 158 179 158
Magic Defense 139 75 199 109
Evade 23 23 23 33
Intelligence 79 79 79 79
Mind 79 79 79 79
Speed 64 64 64 64
Weaknesses None Dark Dark Fire
Monster Family Human Human Human Human
Possible Steals Turbo Ether, Elixir (one of each to each)
Possible Item Drops Turbo Ether, Elixir (one of each to each)
pg (Money) Yield 0 0 0 0
EXP. Yield 0 0 0 0
JP Yield 250 250 250 249

This strategy throws up more intrigue than difficulty. Khamer has Hasten World in effect, so everyone gains 2 BP per turn, not one. That's a HUGE problem here, since Braev relies almost wholly on BP for his strategy, Victor's Spiritism skills often require BP, and Artemia also likes to use Multiburst. Khamer also goes in for Stop, Veilga, and Meteor... *gulp*

Strategically, you could throw a slight wrench into the fight by using Slow World. However, since that's only every two turns, you'd have a problem every other turn still. You could also try the Spiritmaster's Moderation in conjunction with some Mimics, but that's pretty niche, situationally.

If you don't want either, you'll then want a party that can benefit from the BP boosting. Valkyries with High Jump, Aerials, and a Spear can dole out 600% damage every three turns or so, so keeping up Stillness may help with that. A Judgment/Mimic/Mimic/Mimic combo also works nicely for 1200% damage, but some BP debt. Heavily Mimicking stuff like Heaven's Gates, Summons, or Meteor have the chance to work. However, I couldn't really get any of these to work off-paper, so I wouldn't recommend any of them.

As for the generic strategy? Go back to the Eternian Central Command Boss Rush and scroll down to the first boss box for the details. Basically, I'm saying that Minus Strike-Bravely Second abuse is all I've got for this fight, but it's damn well effective. Prioritize Khamer and Braev first for this fight before the others.





Enemy Bestiary

Monster Statistics

Note that the stats here assume you are on the Normal difficulty. Depending on the difficulty, the stats will differ somewhat, as per the Game Start-Up section.


Enemy Name Max HP P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family pg EXP. JP
Adamantite Shell 10,000 330 180 101 120 110 17 60 60 48 Water Aquatic 1,920 960 96
Adventurer 530,000 600 100 109 249 99 34 99 99 99 None Human 0 0 0
Aero Lantern 400 70 21 92 35 14 5 14 14 14 Fire Inorganic 44 22 3
Airy (Finale - first) 150,000 360 100 104 96 148 27 48 48 48 Fire Bug 0 0 0
Airy (Finale - second, Pt. 1) 150,000 365 100 104 96 148 32 48 48 48 Fire Bug 0 0 0
Airy (Finale - second, Pt. 2) 99,999 * 1.5 375 100 104 168 148 32 48 48 48 Fire Bug 0 60,000 999
Airy (The End - Battle 1, Part 1) 150,000 420 100 109 140 170 33 70 70 70 Fire Bug 0 0 0
Airy (The End - Battle 1, Part 2) 99,999 * 1.5 420 100 109 270 170 73 70 70 70 Fire Bug 0 60,000 999
Airy (The End - Battle 2) 99,999 * 3 440 100 119 275 175 33 75 75 75 Fire Bug 0 20,000 999
Alraune 600 132 22 94 44 22 10 22 22 18 Fire, Dark Plant 126 63 7
Alternis (Ch. 4) 100,000 312 52 105 104 52 32 52 52 42 None Human 0 6,000 999
Alternis (Ch. 5) 100,000 330 70 106 110 95 32 55 55 44 None Human 0 0 999
Alternis (Ch. 6) 100,000 350 65 108 130 65 32 65 65 52 None Human 0 0 999
Alternis (Ch. 7) 90,000 350 75 110 150 75 33 75 75 60 None Human 0 0 333
Alternis (Ch. 8) 80,000 350 79 110 158 79 63 79 79 64 None Human 0 0 249
Amber Horn 8,000 330 90 102 120 110 17 60 60 48 Earth Beast 1,920 960 96
Aqua Lantern 2,000 140 60 95 73 28 11 28 28 23 Lightning Inorganic 105 70 7
Archdemon 4,800 216 48 99 96 48 11 48 48 39 Light Demon 678 334 34
Artemia (Ch. 2) 15,000 150 36 94 48 24 31 24 24 20 Fire Human 0 1,800 180
Artemia (Ch. 5) 80,000 330 83 101 110 85 32 55 55 44 Fire Human 0 0 999
Artemia (Ch. 6) 60,000 335 100 103 130 95 32 65 65 52 Fire Human 0 0 333
Artemia (Ch. 7) 75,000 340 100 105 150 105 37 75 75 60 Fire Human 0 0 333
Artemia (Ch. 8 - first) 75,000 350 100 105 158 109 34 79 79 64 Fire Human 0 0 249
Artemia (Ch. 8 - second) 95,000 350 100 105 158 109 33 79 79 64 Fire Human 0 0 249
Automaton 10,000 200 48 96 64 32 2 32 32 26 Lightning Inorganic 0 1,000 100
Bahamut 88,610 350 130 104 140 148 22 70 70 56 Water Dragon 0 0 0
Barbarosa (Ch. 3) 45,000 200 50 91 62 31 21 31 31 25 Lightning Human 0 3,600 360
Barbarosa (Ch. 6) 95,000 390 100 103 130 105 22 65 65 52 Lightning Human 0 0 999
Barbarosa (Ch. 7) 75,000 360 100 105 150 115 23 75 75 60 Lightning Human 0 0 333
Barbarosa (Ch. 8 - first) 85,000 390 100 105 159 119 23 79 79 64 Lightning Human 0 0 200
Barbarosa (Ch. 8 - second) 95,000 390 100 105 158 119 23 79 79 64 None Human 0 0 250
Barras (Ch. 1) 300 50 5 92 20 10 1 10 10 8 None Human 120 60 6
Barras (Ch. 5) 80,000 330 83 106 110 85 12 55 55 44 None Human 0 0 500
Barras (Ch. 6) 65,000 335 100 108 130 95 12 65 65 52 None Human 0 0 500
Barras (Ch. 7) 70,000 340 80 110 150 100 13 75 75 60 None Human 0 0 333
Barras (Ch. 8 - first) 75,000 345 100 110 158 109 13 79 79 64 None Human 0 0 249
Barras (Ch. 8 - second) 99,999 350 100 110 158 109 13 79 79 64 None Human 0 0 250
Behemoth 80,000 299 46 99 92 46 21 46 46 37 Lightning Aquatic 7,200 3,600 360
Black Axefighter (Ch. 3) 3,000 195 43 97 78 39 11 39 39 32 Lightning Human 216 152 17
Black Axefighter (Ch. 5+) 10,000 320 55 101 110 55 22 55 55 44 Lightning Human 2,400 1,200 120
Black Blade (Ch. 3) 2,800 185 37 97 74 37 11 37 37 30 Lightning Human 206 155 16
Black Blade (Ch. 5+) 10,000 300 55 101 110 55 22 55 55 44 Lightning Human 2,400 1,200 120
Black Cait 4,000 170 34 96 68 34 21 34 34 28 Water, Light Beast 304 152 16
Black Pikeman 2,800 185 37 97 74 37 11 37 37 30 Lightning Human 206 155 16
Black Pudding 4,500 275 55 101 145 55 22 55 55 44 Light Inorganic 1,392 696 70
Blood Bat 600 75 15 93 30 15 10 15 15 18 Wind, Light Aerial 64 32 4
Bone Hunter 3,000 176 60 96 64 32 11 32 32 26 Fire, Light Undead 197 124 15
Bone Knight 3,000 176 60 96 64 32 11 32 32 26 Fire, Light Undead 197 124 15
Bone Lancer 3,000 176 60 96 64 32 11 32 32 26 Fire, Light Undead 197 124 15
Braev the Templar (Ch. 4) 35,000 300 49 99 98 49 22 49 49 40 Dark Human 0 2,000 200
Braev the Templar (Ch. 5) 112,500 330 120 101 110 105 22 55 55 44 Dark Human 0 0 999
Braev the Templar (Ch. 6) 120,000 330 65 103 130 65 22 65 65 52 Dark Human 0 0 999
Braev the Templar (Ch. 7) 70,000 330 75 105 150 75 23 75 75 64 Dark Human 0 0 333
Braev the Templar (Ch. 8) 99,999 330 79 105 158 75 23 79 79 64 Dark Human 0 0 250
Cait Sith 60 50 7 96 18 14 0 9 9 9 Water Beast 12 6 1
Candiru 7,000 318 90 100 106 83 22 53 53 43 Lightning Aquatic 1,728 864 88
Carbuncle 2,600 170 34 96 85 34 11 34 34 28 Wind, Dark Beast 202 153 16
Catamount 2,200 155 31 96 62 31 31 31 31 28 Fire Beast 110 72 8
Cerberus 7,000 330 120 102 130 110 22 60 60 48 Water Beast 1,880 830 83
Chaugmar (Ch. 3) 40,000 280 33 98 241 41 21 41 41 33 Lightning Demon 0 6,000 600
Chaugmar (Ch. 5) 70,000 320 83 101 31 115 12 55 55 44 Lightning Demon 0 12,000 999
Chaugmar (Ch. 6) 75,000 400 100 103 130 125 22 65 65 52 Lightning Demon 0 24,000 999
Chaugmar (Ch. 7) 80,000 330 100 105 340 175 23 75 75 60 Lightning Demon 0 36,000 999
Chaugmar (Ch. 8) 85,000 335 100 105 349 179 23 79 79 64 Lightning Demon 0 48,000 999
Chomper 600 125 75 95 50 75 41 25 25 25 Lightning Aquatic 0 60 7
Comrade 50,000 500 100 109 198 99 34 99 99 99 None Beast 0 0 0
Daedalus 10,000 286 52 100 104 52 32 52 52 42 Earth Beast 696 348 35
Dark Lantern 600 85 35 93 34 17 5 17 17 17 Light Inorganic 60 35 3
Dark Stomper 3,800 230 46 99 92 46 11 46 46 37 Wind Inorganic 226 170 17
Deathfish 250 55 11 92 22 11 5 11 11 14 Lightning Aquatic 34 17 2
Death Pirate 3,000 160 48 101 64 32 2 32 32 26 Fire, Light Undead 173 120 15
Deathstalker 2,400 160 48 96 64 32 11 32 32 26 Water Bug 192 120 15
Demon 3,400 205 41 98 106 41 11 41 41 33 Light Demon 375 250 17
DeRosa (Ch. 2) 20,000 170 30 96 100 60 31 30 60 24 None Human 0 1,800 180
DeRosa (Ch. 5) 80,000 330 80 101 175 140 32 55 60 44 None Human 0 0 999
DeRosa (Ch. 6) 85,000 330 80 103 185 155 32 65 65 52 None Human 0 0 999
DeRosa (Ch. 7) 75,000 330 65 105 195 145 33 75 75 60 None Human 0 0 333
DeRosa (Ch. 8 - first) 80,000 370 80 105 219 165 33 79 75 64 None Human 0 0 250
DeRosa (Ch. 8 - second) 90,000 370 80 105 199 165 33 79 79 64 None Human 0 0 250
D'gon 2,500 186 50 96 62 31 11 31 31 25 Dragon Water 110 72 8
Diabolos 6,500 330 60 102 120 160 17 60 60 48 Light Demon 1,920 960 96
Dragon 7,500 140 17 93 34 17 20 17 17 14 Water Dragon 1,680 840 84
Dragon Zombie 25,000 * 2 282 65 99 112 47 26 47 47 38 Fire, Light Undead, Dragon 0 6,000 600
Dryad 1,200 144 24 94 48 24 11 24 24 20 Fire Plant 97 65 7
Duchy Guardsman 4,900 245 49 99 98 49 12 49 49 40 Lightning Human 888 344 35
Duchy Mage Guard 4,900 171 49 99 122 49 12 49 49 40 Lightning Human 888 344 35
Duchy Pike Guard 4,900 220 49 99 98 49 12 49 49 40 Lightning Human 888 344 35
Earth Lantern 5,200 234 52 100 130 52 12 52 52 42 Wind Inorganic 696 348 35
Einheria (Ch. 2) 20,000 186 83 96 62 20 31 31 20 25 None Human 0 1,800 180
Einheria (Ch. 5) 80,000 360 90 101 110 105 32 55 55 44 None Human 0 0 999
Einheria (Ch. 6) 85,000 325 90 103 130 115 32 65 65 52 None Human 0 0 333
Einheria (Ch. 7) 70,000 325 90 105 105 125 33 75 75 60 None Human 0 0 333
Einheria (Ch. 8 - first) 70,000 360 90 105 158 129 33 79 75 64 None Human 0 0 250
Einheria (Ch. 8 - second) 105,000 365 90 105 158 129 33 79 79 64 None Human 0 0 333
Electro Lantern 120 45 15 91 23 9 20 9 9 12 Ground Inorganic 16 8 1
Evil Idol 5,000 275 55 101 137 55 22 55 55 44 Wind Inorganic 1,392 696 70
Fire D'gon 5,000 215 43 98 86 43 11 43 43 35 Water Dragon 400 300 17
Flame Moth 6,000 275 55 101 110 85 22 55 55 44 Wind Aerial, Bug 1,392 696 70
Flare Lantern 3,000 195 40 97 104 39 11 39 39 32 Water Inorganic 212 159 16
Frosti 4,500 265 53 100 133 133 22 53 53 43 Fire, Wind, Dark Beast 1,392 696 70
Fungus 4,700 235 47 99 94 47 11 47 47 38 Fire Plant 678 339 34
Gargoyle 500 70 14 92 28 14 5 14 14 17 Wind Inorganic 44 22 3
Gastric Worm 10,000 312 52 100 104 52 7 52 52 42 Water Bug 696 348 35
Ghost 3,000 160 32 96 64 32 11 32 32 26 Fire, Light Undead 192 120 15
Ghost Fungus 5,000 290 53 100 106 83 22 53 53 43 Fire Plant 1,392 696 70
Giraffabularis 5,500 275 55 101 110 55 22 55 55 44 Water Bug 1,392 696 70
Gigas Lich (Ch. 4) 80,000 260 52 98 84 42 12 42 42 42 Light Undead 0 6,000 999
Gigas Lich (Ch. 5) 100,000 275 100 101 138 115 12 55 55 44 Light Undead 0 12,000 999
Gigas Lich (Ch. 6) 110,000 280 100 103 185 125 12 65 65 52 Light Undead 0 24,000 999
Gigas Lich (Ch. 7) 120,000 285 100 105 200 135 23 75 75 60 Light Undead 0 36,000 999
Gigas Lich (Ch. 8) 130,000 290 100 105 208 139 23 79 79 64 Light Undead 0 48,000 999
Gobbler 6,000 275 150 101 110 165 22 55 55 44 Lightning Aquatic 5,000 696 70
Goblin 18 22 1 96 12 6 0 6 6 5 None Human 6 3 1
Goblin Archer 18 24 4 96 16 8 1 8 8 8 None Human 10 5 1
Goblin Slasher 20 23 4 96 16 8 0 8 8 8 Lightning Human 10 5 1
Golem 900 90 14 92 28 14 0 14 14 12 Water Inorganic 44 22 3
Great Bat 15 30 2 96 14 7 0 7 7 8 Wind, Light Aerial 6 3 1
Great Moth 600 85 17 93 34 17 10 17 17 17 Wind Bug, Aerial 48 19 3
Greater Cait 450 65 7 92 26 26 5 13 13 16 Water Beast 40 20 2
Grizzly 2,400 150 25 95 50 25 11 25 25 20 Earth Beast 136 68 7
Guardian 90,000 282 48 99 95 47 21 47 47 38 Lightning Inorganic 0 3,000 300
Guzzler 9,999 420 250 104 140 200 3 70 70 56 Lightning Aquatic 1,920 960 333
Hamadryad 6,000 265 53 100 106 83 22 53 53 43 Fire, Dark Plant 1,392 696 70
Heinkel (Ch. 1) 2,400 70 20 92 20 20 5 10 10 14 Lightning Human 360 180 18
Heinkel (Ch. 5) 80,000 350 100 106 110 85 32 55 55 44 Lightning Human 0 0 999
Heinkel (Ch. 6) 85,000 355 100 108 130 95 32 65 64 52 Lightning Human 0 0 999
Heinkel (Ch. 7) 70,000 360 80 110 150 100 33 75 75 60 Lightning Human 0 0 333
Heinkel (Ch. 8 - first) 80,000 365 100 110 158 109 33 79 79 64 Lightning Human 0 0 250
Heinkel (Ch. 8 - second) 95,000 370 100 105 158 109 33 79 79 64 Lightning Human 0 0 250
Hell Viper 5,000 291 53 100 106 83 22 53 53 43 Water, Earth Aquatic 1,728 864 88
Helldiver 3,000 155 31 96 62 31 12 31 31 25 Wind Aerial 192 120 15
Hellhound 2,800 185 37 97 74 37 11 37 37 30 Water Beast 206 155 16
Holly (Ch. 1) 260 45 5 92 20 10 3 10 5 7 None Human 120 60 6
Holly (Ch. 5) 60,000 275 55 106 155 180 32 55 80 44 None Human 0 0 499
Holly (Ch. 6) 65,000 289 65 108 179 185 32 65 85 52 None Human 0 0 499
Holly (Ch. 7) 65,000 285 75 110 185 190 33 75 90 60 None Human 0 0 333
Holly (Ch. 8 - first) 70,000 290 79 110 194 195 33 79 95 64 None Human 0 0 250
Holly (Ch. 8 - second) 85,000 295 79 110 199 195 33 79 95 64 None Human 0 0 250
Hybrid 6,000 258 47 99 94 47 11 47 47 38 Earth Beast 678 344 34
Ice D'gon 6,000 318 100 100 106 83 22 53 53 43 Fire Dragon 1,392 696 70
Ice Golem (Ch. 4) 60,000 265 53 100 96 53 22 43 53 43 Fire Inorganic 4,000 2,000 500
Ice Golem (Ch. 5+) 15,000 330 100 100 96 53 22 43 53 43 Fire Inorganic 2,400 1,200 120
Imp 2,000 140 28 95 70 56 11 28 28 23 Earth, Light Demon 105 70 7
Inferno Golem 6,000 205 41 98 82 41 11 41 41 33 Water Inorganic 432 324 17
Jabberwock 99,999 360 100 99 96 88 22 48 48 48 Light Dragon 0 6,000 600
Kaiser Cobra 6,000 275 55 101 110 85 22 55 55 44 Water, Earth Beast 1,392 696 70
Kamiizumi (Ch. 3) 60,000 380 70 98 86 43 21 43 43 35 None Human 0 3,000 360
Kamiizumi (Ch. 5) 80,000 400 100 101 110 115 22 55 55 44 None Human 0 0 999
Kamiizumi (Ch. 6) 85,000 400 100 103 130 125 22 65 65 52 None Human 0 0 999
Kamiizumi (Ch. 7) 65,000 400 100 105 150 135 23 75 75 60 None Human 0 0 333
Kamiizumi (Ch. 8 - first) 80,000 400 80 105 158 129 23 79 79 64 None Human 0 0 199
Kamiizumi (Ch. 8 - second) 99,999 400 100 105 158 139 23 79 79 64 None Human 0 0 250
Khamer (Ch. 2) 6,000 120 50 94 55 20 20 20 20 16 None Human 720 360 36
Khamer (Ch. 5) 80,000 310 55 101 105 115 22 55 55 44 None Human 0 0 999
Khamer (Ch. 6) 65,000 315 65 103 205 125 22 65 65 52 None Human 0 0 999
Khamer (Ch. 7) 70,000 320 75 105 215 135 23 75 75 60 None Human 0 0 333
Khamer (Ch. 8 - first) 65,000 325 79 105 219 139 23 79 79 64 None Human 0 0 250
Khamer (Ch. 8 - second) 85,000 330 79 105 219 139 23 79 79 64 None Human 0 0 250
Khint (Ch. 2 - first) 5,000 90 35 92 33 13 20 20 13 11 None Human 0 0 0
Khint (Ch. 2 - second/third) 6,000 120 55 94 50 20 20 20 20 16 None Human 720 360 36
Khint (Ch. 5) 80,000 350 83 101 210 115 90 55 55 44 None Human 0 0 0
Khint (Ch. 6) 85,000 350 63 103 210 125 42 90 65 52 None Human 0 0 0
Khint (Ch. 7) 75,000 350 75 105 210 135 33 90 75 60 None Human 0 0 333
Khint (Ch. 8 - first) 80,000 360 79 105 230 139 33 90 79 64 None Human 0 0 250
Khint (Ch. 8 - second) 95,000 350 79 105 230 139 33 90 79 64 None Human 0 0 250
Kikyo (Ch. 3) 60,000 280 70 98 86 43 61 43 43 35 None Human 0 3,000 360
Kikyo (Ch. 5) 80,000 330 70 101 110 95 64 55 55 80 None Human 0 0 999
Kikyo (Ch. 7) 70,000 340 70 105 150 115 63 75 75 60 None Human 0 0 333
Kikyo (Ch. 8 - first) 75,000 345 70 105 158 119 63 79 79 64 None Human 0 0 200
Kikyo (Ch. 8 - second) 90,000 350 70 105 158 119 63 79 79 64 None Human 0 0 249
Killer Scorpion 2,200 155 45 96 62 31 11 31 31 25 Water Bug 110 72 8
Knight Dragon 8,000 360 135 102 120 110 17 60 60 48 Lightning Dragon 1,920 960 96
Kobold 2,000 190 40 98 80 40 21 40 40 32 None Human 136 68 7
Kobold Archer 2,000 200 25 98 65 40 21 40 40 32 None Human 136 68 7
Kobold Slasher 2,000 180 25 98 65 40 21 40 40 32 Lightning Human 136 68 7
Ladon 99,999 360 100 99 96 88 22 48 48 48 Wind Dragon 0 6,000 600
Land Turtle 15,000 160 60 95 50 12 6 25 7 20 Water Aquatic 0 1,200 120
Legion Archer (Ch. 2) 2,200 155 31 96 62 31 11 31 31 25 None Human 97 65 7
Legion Archer (Ch. 5) 7,000 280 56 103 140 54 22 54 54 44 None Human 2,400 1,200 120
Legion Impaler (Ch. 2) 1,500 144 24 94 48 24 11 24 24 20 Lightning Human 97 65 7
Legion Impaler (Ch. 5) 7,000 220 104 99 101 54 22 54 54 44 Lightning Human 2,400 1,200 120
Legion Mage (Ch. 2) 1,200 144 24 94 48 24 11 24 24 20 None Human 97 65 7
Legion Mage (Ch. 5) 7,000 275 70 101 138 105 22 55 55 44 None Human 2,400 1,200 120
Lilith 4,800 216 48 99 96 48 11 48 48 39 Wind Beast, Aerial 678 344 34
Lord DeRosso (Ch. 4-6) 150,000 360 100 102 160 160 23 60 60 60 Light Human 0 0 999
Lord DeRosso (Ch. 7) 99,999 360 100 100 160 160 23 60 60 60 Light Human 0 0 500
Lord DeRosso (Ch. 8 - first) 99,999 360 100 102 160 160 23 60 60 60 Light Human 0 0 500
Lord DeRosso (Ch. 8 - second) 99,999 360 100 102 160 160 23 60 60 60 None Human 0 0 250
Lux Lantern 3,000 170 34 96 89 34 21 34 34 28 Dark Inorganic 304 152 16
Mad Shark 4,000 155 31 96 62 31 12 31 31 25 Lightning Aquatic 193 120 15
Magician 3,000 185 41 98 111 41 11 41 41 33 Earth Demon c 375 250 17
Magnus Bat 6,000 300 60 99 96 98 17 48 48 48 Wind, Light Aerial 1,880 830 83
Mailed Dragon 10,000 286 104 100 104 52 32 52 52 42 Lightning Dragon 1,044 422 35
Mandragora 4,000 188 47 99 94 47 11 47 47 38 Fire, Dark Plant 678 344 34
Marine Devil 4,500 291 53 100 106 83 22 53 53 43 Lightning Aquatic 1,728 864 88
Megalodon 6,000 318 80 100 106 83 3 53 53 43 Lightning Aquatic 1,560 780 79
Megascolides 11,000 330 80 101 110 85 22 55 55 44 Lightning Bug 1,392 696 70
Melusine 6,000 300 60 99 148 98 17 48 48 48 Wind Aerial, Demon 1,680 840 84
Mephilia (Ch. 2) 9,999 144 50 94 48 24 31 24 24 20 None Human 0 1,800 180
Mephilia (Ch. 5) 60,000 275 55 101 185 135 32 55 55 44 None Human 0 0 999
Mephilia (Ch. 6) 60,000 275 65 103 195 145 32 65 65 52 None Human 0 0 333
Mephilia (Ch. 7) 65,000 275 75 105 205 155 33 75 75 60 None Human 0 0 333
Mephilia (Ch. 8 - first) 65,000 300 79 105 209 159 33 79 79 64 None Human 0 0 250
Mephilia (Ch. 8 - second) 85,000 275 79 105 205 159 33 56 56 56 None Human 0 0 249
Mephisto 6,000 270 60 102 180 180 17 60 60 48 Earth Demon 1,920 960 96
Merchantry Blade 900 120 20 94 40 20 5 20 20 18 Lightning Human 58 29 3
Merchantry Mage 700 80 10 94 50 40 10 20 20 19 None Human 58 29 3
Merchantry Thug 800 120 20 94 40 20 12 20 20 20 None Human 40 22 2
Minotaur 3,000 154 42 95 56 28 11 28 28 23 Earth Beast 140 70 7
Minotaur Zombie 6,000 200 40 98 80 40 11 40 40 32 Earth, Light Undead, Beast 424 318 16
Mizuchi 99,999 360 100 99 96 88 22 48 48 48 Lightning Dragon 0 6,000 600
Monoceros 4,000 155 46 96 62 31 12 31 31 25 Lightning Aquatic 192 120 15
Monodon 3,800 230 46 99 92 46 11 46 46 37 Lightning Aquatic 400 300 17
Myconid 800 126 21 94 42 21 5 21 21 17 Fire Plant 64 32 4
Mythril Shell 5,000 204 96 96 66 34 1 34 34 28 Water Aquatic 405 304 32
Nightmare 6,000 300 60 102 120 160 17 60 60 48 Earth, Light Demon 1,920 960 96
Ominas (Ch. 1) 1,800 45 10 81 39 9 0 9 9 9 None Human 240 120 12
Ominas (Ch. 5) 80,000 275 55 106 195 135 32 55 55 44 None Human 0 0 999
Ominas (Ch. 6) 85,000 280 65 108 210 145 32 65 65 52 None Human 0 0 999
Ominas (Ch. 7 - first) 65,000 285 75 110 225 225 33 75 75 60 None Human 0 0 0
Ominas (Ch. 7 - second) 90,000 285 60 110 225 135 33 75 75 60 None Human 0 0 333
Ominas (Ch. 8 - first) 70,000 290 79 110 234 159 33 79 79 64 None Human 0 0 250
Ominas (Ch. 8 - second) 90,000 295 79 110 239 159 33 79 79 64 None Human 0 0 250
Orc 80 60 7 91 18 9 0 9 9 12 Fire Human 12 6 1
Orc Leader 100 65 7 91 18 9 0 9 9 12 Fire Human 16 8 1
Orc Lord 6,000 275 55 101 110 55 22 55 55 44 Fire Human 1,392 696 70
Orc Zombie 4,000 200 19 98 74 40 22 40 40 40 Fire, Light Undead, Human 304 152 16
Orthros (Blue) (Ch. 1) 5,000 130 14 91 34 17 17 17 17 14 Fire Beast 600 300 30
Orthros (Blue) (Ch. 5) 50,000 250 55 95 110 115 12 55 55 40 Fire Beast 0 6,000 499
Orthros (Blue) (Ch. 6) 65,000 255 100 95 130 165 12 65 65 52 Fire Beast 0 12,000 500
Orthros (Blue) (Ch. 7) 70,000 260 100 97 150 175 23 75 75 60 Fire Beast 0 18,000 500
Orthros (Blue) (Ch. 8) 75,000 265 100 97 158 179 23 79 79 64 Fire Beast 0 24,000 500
Orthros (Red) (Ch. 1) 5,000 130 14 91 34 17 17 17 17 14 Water Beast 600 300 30
Orthros (Red) (Ch. 5) 50,000 250 55 95 110 115 12 55 55 40 Water Beast 0 6,000 500
Orthros (Red) (Ch. 6) 65,000 255 100 95 130 165 12 65 65 52 Water Beast 0 12,000 499
Orthros (Red) (Ch. 7) 70,000 260 100 97 150 175 23 75 75 60 Water Beast 0 18,000 499
Orthros (Red) (Ch. 8) 75,000 265 100 97 158 179 23 79 79 64 Water Beast 0 24,000 499
Ouroboros (Part 1) 150,000 * 0.8 500 100 110 279 179 33 79 79 79 None Dragon 0 0 0
Ouroboros (Part 2) 100,000 * 0.5 500 100 110 279 179 33 79 79 79 Water Dragon 0 0 0
Ouroboros (Part 3) 150,000 * 0.5 500 100 110 279 179 33 79 79 79 Water Dragon 0 0 0
Ouroboros (Part 4) 200,000 * 1.5 500 100 110 279 179 33 79 79 79 Water Dragon 0 0 0
Ouroboros (Part 5) 200,000 500 100 110 279 179 33 79 79 79 Water Dragon 0 99,999 999
Panther 160 50 10 92 20 10 20 10 10 14 Fire Beast 18 9 1
Poison Moth 1,000 138 23 94 46 23 10 23 23 19 Wind Bug, Aerial 126 63 7
Praline (Ch. 3) 40,000 200 32 96 64 52 21 32 32 26 None Human 0 3,000 360
Praline (Ch. 5) 80,000 300 83 101 110 95 22 55 55 44 None Human 0 0 999
Praline (Ch. 6) 85,000 300 83 103 130 105 22 65 65 52 None Human 0 0 999
Praline (Ch. 7 - first) 90,000 300 83 105 150 115 23 75 75 60 None Human 0 0 0
Praline (Ch. 7 - second) 70,000 300 83 105 150 115 23 75 75 60 None Human 0 0 333
Praline (Ch. 8 - first) 70,000 300 83 105 258 119 23 79 79 64 None Human 0 0 200
Praline (Ch. 8 - second) 85,000 300 83 105 158 119 23 79 79 64 None Human 0 0 250
Profiteur (Ch. 2) 6,000 85 26 93 34 17 0 17 17 14 None Human 720 360 36
Profiteur (Ch. 5) 80,000 315 83 101 110 95 2 55 55 44 None Human 0 0 999
Profiteur (Ch. 6) 85,000 320 100 103 130 105 2 65 65 52 None Human 0 0 999
Profiteur (Ch. 7) 70,000 325 80 105 150 105 3 75 75 60 None Human 0 0 333
Profiteur (Ch. 8 - first) 70,000 330 100 105 158 105 3 79 65 64 None Human 0 0 250
Profiteur (Ch. 8 - second) 95,000 335 100 105 158 119 3 79 79 64 None Human 0 0 333
Qada (Ch. 3) 40,000 250 54 97 74 67 21 37 37 30 None Human 0 3,600 360
Qada (Ch. 5) 60,000 320 83 101 110 85 22 55 55 44 None Human 0 0 999
Qada (Ch. 6) 65,000 325 100 103 130 115 22 65 65 52 None Human 0 0 999
Qada (Ch. 7) 65,000 330 80 105 150 115 23 75 75 60 None Human 0 0 333
Qada (Ch. 8 - first) 75,000 335 100 105 158 129 23 79 79 64 None Human 0 0 200
Qada (Ch. 8 - second) 95,000 340 100 105 158 129 23 79 79 64 None Human 0 0 250
Rafflesia 5,000 265 53 100 106 83 22 53 53 43 Fire, Dark Plant 1,392 696 70
Ratatoskr 80 45 8 96 18 9 0 9 9 10 Wind, Dark Beast 16 8 1
Red Flan 3,000 195 39 97 104 39 11 39 39 32 Water Inorganic 200 150 16
Red Helm 7,000 330 80 101 110 75 22 55 55 44 Earth Beast 1,392 696 70
Remora 3,800 230 46 99 92 46 11 46 46 37 Lightning Aquatic 226 170 17
Rukh 7,000 292 53 100 C 106 83 22 53 53 43 Wind Aerial 1,392 696 70
Rusalka (Ch. 2) 30,000 155 31 96 62 31 11 31 31 25 Lightning Aquatic 3,600 1,800 180
Rusalka (Ch. 5) 60,000 275 83 101 110 115 12 55 55 44 Lightning Aquatic 0 12,000 999
Rusalka (Ch. 6) 65,000 280 100 103 130 125 12 65 65 52 Lightning Aquatic 0 24,000 999
Rusalka (Ch. 7) 70,000 285 100 105 150 135 23 75 75 60 Lightning Aquatic 0 36,000 999
Rusalka (Ch. 8) 75,000 290 100 105 158 139 23 79 79 64 Lightning Aquatic 0 48,000 999
Rusalka (Clone) (Ch. 2) 2,000 142 0 95 58 29 1 29 29 24 Lightning Aquatic 0 0 0
Rusalka (Clone) (Ch. 5) 10,000 248 44 101 110 98 2 55 55 44 Lightning Aquatic 0 0 0
Rusalka (Clone) (Ch. 6) 11,000 253 65 103 130 120 2 65 65 52 Lightning Aquatic 0 0 0
Rusalka (Clone) (Ch. 7) 12,000 258 75 105 150 130 3 75 75 60 Lightning Aquatic 0 0 0
Rusalka (Clone) (Ch. 8) 13,000 263 79 105 158 134 3 79 79 64 Lightning Aquatic 0 0 0
Salamander 99,999 360 100 99 96 88 22 48 48 48 Water Dragon 0 6,000 600
Samurai Zombie 5,500 300 100 100 106 83 22 53 53 43 Fire, Light Undead 1,392 696 70
Sand Worm 600 75 17 92 22 11 0 11 11 14 Water Bug 96 48 5
Scorpion 1,000 137 32 94 42 21 5 21 21 17 Water Bug 64 32 4
Sea Serpent 2,400 155 31 96 62 31 12 31 31 25 Water, Earth Aquatic 173 100 15
Shield Dragon 6,000 302 110 101 110 95 22 55 55 44 Lightning Dragon 1,392 696 70
Shinryu 99,999 360 100 99 96 88 22 48 48 48 Dark Dragon 0 6,000 600
Silver Wolf 4,700 235 47 99 94 47 11 47 47 38 Fire Beast 678 344 34
Skull Hunter 4,500 318 100 100 106 83 22 53 53 53 Fire, Light Undead 1,392 696 70
Skull Knight 6,000 291 100 100 106 83 22 53 53 53 Fire, Light Undead 1,392 696 70
Skull Lancer 5,500 300 100 100 106 83 22 53 53 53 Fire, Light Undead 1,392 696 70
Sky Archer (Ch. 1) 60 26 4 90 8 4 1 4 4 4 Lightning Human 18 9 1
Sky Archer (Ch. 5+) 7,000 330 55 101 110 55 22 55 55 44 Lightning Human 2,400 1,200 120
Sky Dueler 60 25 4 90 8 4 1 4 4 4 Lightning Human 18 9 1
Sky Pikeman 120 50 10 92 20 10 1 10 10 11 Lightning Human 18 9 1
Slime 15 30 1 96 12 6 0 6 6 6 Fire Inorganic 6 3 1
Soil Eater 6,000 192 48 96 64 32 11 32 32 26 Water Bug 384 240 30
Specter 4,500 300 53 100 106 53 22 53 53 43 Fire, Light Undead 136 68 7
Spriggan 8,000 360 120 102 120 110 17 60 60 48 Lightning Inorganic 1,920 960 96
Succubus 2,600 170 34 96 68 34 2 34 34 28 Wind Demon, Aerial 202 153 16
Teufel 4,800 216 48 99 120 48 11 48 48 39 Earth, Light Demon 678 344 34
The Jackal (Ch. 2) 5,000 75 35 92 20 13 30 7 13 11 None Human 720 360 36
The Jackal (Ch. 5) 80,000 325 83 101 210 32 55 55 55 55 None Human 0 0 999
The Jackal (Ch. 6) 65,000 325 83 103 130 85 32 65 65 52 None Human 0 0 999
The Jackal (Ch. 7 - first) 99,999 325 83 105 150 105 33 75 75 60 None Human 0 0 0
The Jackal (Ch. 7 - second) 75,000 325 83 105 150 105 33 75 75 60 None Human 0 0 333
The Jackal (Ch. 8 - first) 75,000 360 83 105 158 109 34 79 79 80 None Human 0 0 249
The Jackal (Ch. 8 - second) 99,999 350 83 105 158 109 33 79 79 64 None Human 0 0 333
Treant 800 126 21 94 38 42 5 21 21 17 Fire Plant 64 32 4
Valtora 3,000 160 32 96 64 32 31 32 32 26 Fire Beast 192 120 15
Venomous Snake 250 55 11 92 22 11 5 11 11 15 Water, Earth Aquatic 34 17 2
Victor (Ch. 2) 80,000 260 49 99 122 70 32 49 70 40 Dark Human 0 0 0
Victor (Ch. 4) 80,000 260 49 99 122 49 32 49 49 40 Dark Human 0 3,000 500
Victor (Ch. 5) 80,000 275 55 101 155 175 22 55 55 44 Dark Human 0 0 500
Victor (Ch. 6) 80,000 275 65 103 165 185 22 65 65 52 Dark Human 0 0 500
Victor (Ch. 7) 80,000 275 75 105 175 195 23 75 75 60 Dark Human 0 0 499
Victor (Ch. 8) 90,000 275 79 105 179 199 23 79 79 64 Dark Human 0 0 250
Victoria (Ch. 2) 60,000 245 49 99 123 49 22 49 49 40 Light Human 0 0 0
Victoria (Ch. 4) 70,000 245 49 99 123 49 22 49 49 40 Light Human 0 3,000 499
Victoria (Ch. 5) 70,000 275 55 101 175 145 22 55 55 55 Light Human 0 0 499
Victoria (Ch. 6) 75,000 275 65 103 185 155 22 65 65 52 Light Human 0 0 499
Victoria (Ch. 7) 85,000 275 75 105 195 165 23 75 75 60 None Human 0 0 333
Victoria (Ch. 8) 75,000 275 79 105 199 169 23 79 79 64 Light Human 0 0 249
Vulture 400 55 11 92 22 11 11 11 11 16 Wind Aerial 34 17 2
White Cait 1,200 125 25 95 66 25 21 25 25 20 Water, Dark Beast 98 68 7
Wolf 80 45 8 91 18 9 5 9 9 12 Fire Beast 16 8 1
Wraith 120 45 9 91 18 9 20 9 9 12 Fire, Light Undead 16 8 1
Wyvern 99,999 360 100 99 96 88 22 48 48 48 Fire Dragon 0 6,000 600
Yulyana (Ch. 6) 150,000 350 70 101 206 156 32 65 65 65 None Human 0 0 999
Yulyana (Ch. 7) 70,000 280 75 101 206 156 32 56 56 56 None Human 0 0 333
Yulyana (Ch. 8 - first) 95,000 280 79 101 206 156 32 56 56 56 None Human 0 0 499
Yulyana (Ch. 8 - second) 99,999 280 79 101 206 156 32 79 79 64 None Human 0 0 250
Zauberer 5,500 247 55 101 155 155 22 55 55 44 Earth Undead 1,392 696 70
Zombie 20 25 2 96 14 7 0 7 7 7 Fire, Light Undead 6 3 1
Zombie Knight 4,000 176 48 96 64 32 11 32 32 26 Fire, Lightning, Light Undead 197 124 5
Zombie Shark 5,000 230 46 99 92 46 21 46 46 37 Lightning, Light Undead. Aquatic 453 340 17
Zombie Wolf 700 75 15 93 30 5 10 15 5 18 Fire, Light Beast, Undead 48 24 3
Zwart 5,500 300 55 101 110 85 22 55 55 44 Fire Beast 1,392 696 70


Monster Steals & Drops

Within the scope of this section, we'll discuss something that I was unable to fit within the local bestiaries of the Walkthrough: the possible items monsters can drop and those you can steal. Mostly for completion, but some are actually good. Annnyhow... Here you go. (Note that these are subject to my own experiences - as far as I know, you can't get actual lists of these in-game.)


Monster Name Possible Steals Possible Drops
Adamantite Shell X-Potion X-Potion
Adventurer Tengu Sneeze, X-Potion Adventurer's Mark
Aero Lantern Potion None
Airy (Finale - first) None None
Airy (Finale - second, Pt. 1) None None
Airy (Finale - second, Pt. 2) None None
Airy (The End - Battle 1, Part 1) None None
Airy (The End - Battle 1, Part 2) None None
Airy (The End - Battle 2) None None
Alraune Insect Antenna Remedy
Alternis (Ch. 4) Masamune Dark Matter, Megalixir
Alternis (Ch. 5) Dark Matter Dark Shield
Alternis (Ch. 6) Dark Matter Dark Shield
Alternis (Ch. 7) Dark Matter Dark Shield
Alternis (Ch. 8) Elixir, Turbo Ether Elixir, Turbo Ether
Amber Horn X-Potion X-Potion
Aqua Lantern Permacrystal None
Archdemon Ether None
Artemia (Ch. 2) Artisan Gloves X-Potion
Artemia (Ch. 5) None Artisan Gloves
Artemia (Ch. 6) Yoichi's Bow Crystal Helm, Dwarven Gloves
Artemia (Ch. 7) Chaos Blade Crystal Helm
Artemia (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Artemia (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Automaton Pantheon's Wrath Fulmen Shard, Turbo Ether
Bahamut None None
Barbarosa (Ch. 3) War Axe Bacchus's Wine
Barbarosa (Ch. 6) Heavy Axe Bacchus's Wine
Barbarosa (Ch. 7) Death Axe Bacchus's Wine, Crystal Helm
Barbarosa (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Barbarosa (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Barras (Ch. 1) None Hi-Potion
Barras (Ch. 5) None X-Potion
Barras (Ch. 6) None X-Potion
Barras (Ch. 7) Hadean Claws X-Potion
Barras (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Barras (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Behemoth Elixir Arctic Wind, X-Potion
Black Axefighter (Ch. 3) Tomahawk None
Black Axefighter (Ch. 5+) None None
Black Blade (Ch. 3) Nodachi, Remedy None
Black Blade (Ch. 5+) None None
Black Cait None Monster Fiber
Black Pikeman Remedy Remedy
Black Pudding Monster Fiber None
Blood Bat Monster Fiber Antidote
Bone Hunter Spirit Bone None
Bone Knight Spirit Bone None
Bone Lancer Spirit Bone None
Braev the Templar (Ch. 4) Claymore Elixir
Braev the Templar (Ch. 5) Excalibur Light Curtain
Braev the Templar (Ch. 6) Excalibur, Rebuff Locket Excalibur, Ise-no-Kami
Braev the Templar (Ch. 7) Black Belt, Rebuff Locket Crystal Mail, Excalibur
Braev the Templar (Ch. 8) Elixir, Turbo Ether Elixir, Turbo Ether
Cait Sith None None
Candiru Stardust Permacrystal
Carbuncle Hi-Potion None
Catamount Thumbing Claws None
Cerberus Demon Tail Demon Tail
Chaugmar (Ch. 3) Bomb Arm Reflect Ring
Chaugmar (Ch. 5) Bomb Arm Reflect Ring
Chaugmar (Ch. 6) Bomb Arm Reflect Ring
Chaugmar (Ch. 7) Bomb Arm Reflect Ring
Chaugmar (Ch. 8) Bomb Arm Reflect Ring
Chomper Ether None
Comrade Antidote Antidote
Daedalus Diamond Staff, Hi-Potion None
Dark Lantern Dark Matter None
Dark Stomper Fulmen Shard None
Deathfish Hard Scale Hard Scale
Death Pirate Spirit Bone Ripper, Spirit Bone
Deathstalker Monster Fiber None
Demon Demon Tail Demon Tail
DeRosa (Ch. 2) Ether, Hermes Sandals Mirage Vest
DeRosa (Ch. 5) Hermes Sandals None
DeRosa (Ch. 6) Hermes Sandals None
DeRosa (Ch. 7) Hermes Shoes Wonder Rod, Crystal Vest
DeRosa (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
DeRosa (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
D'gon Hard Scale None
Diabolos Turbo Ether Turbo Ether
Dragon Dragon Fang, Spiked Knuckles Thunder Charm
Dragon Zombie Dragon Fang, Permacrystal Dark Matter, Elixir
Dryad Monster Fiber Wakeup Bell
Duchy Guardsman Ice Brand None
Duchy Mage Guard None Ether
Duchy Pike Guard Glaive None
Earth Lantern Ether Desert Rose
Einheria (Ch. 2) Hi-Potion, Power Bracers Valkyrie Halberd
Einheria (Ch. 5) Holy Lance Power Bracers
Einheria (Ch. 6) Holy Lance Power Bracers
Einheria (Ch. 7) Longinus Crystal Mail, Hyper Bracers
Einheria (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Einheria (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Electro Lantern Fulmen Shard None
Evil Idol Echo Herbs, X-Potion Echo Herbs
Fire D'gon Phlogiston Phlogiston
Flame Moth Phlogiston None
Flare Lantern Phlogiston Ether
Frosti Turbo Ether Permacrystal
Fungus Monster Fiber Monster Fiber
Gargoyle Fulmen Shard Wakeup Bell
Gastric Worm Monster Fiber None
Ghost Echo Herbs None
Ghost Fungus Insect Antenna Glitterbug
Giraffabularis Insect Antenna Insect Antenna
Gigas Lich (Ch. 4) Giant's Gloves, Giant Axe Giant Axe
Gigas Lich (Ch. 5) Earth Mallet Giant Axe
Gigas Lich (Ch. 6) Earth Mallet Giant Axe
Gigas Lich (Ch. 7) Earth Mallet Giant Axe
Gigas Lich (Ch. 8) Earth Mallet Giant Axe
Gobbler Remedy None
Goblin Potion, Atidote Antidote
Goblin Archer Potion Potion
Goblin Slasher Potion Potion
Golem Desert Rose None
Great Bat None None
Great Moth Insect Antenna Remedy
Greater Cait None Remedy
Grizzly Beast Liver None
Guardian Permacrystal X-Potion
Guzzler Eye Drops, Megalixir Eye Drops
Hamadryad Insect Antenna Insect Antenna
Heinkel (Ch. 1) None Gauntlets
Heinkel (Ch. 5) Iceflame Shield X-Potion
Heinkel (Ch. 6) Iceflame Shield X-Potion
Heinkel (Ch. 7) Lustrous Shield Crystal Mail, X-Potion
Heinkel (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Heinkel (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Hell Viper Stardust Hard Scale
Helldiver Tengu Yawn None
Hellhound Beast Liver None
Holly (Ch. 1) None Ether
Holly (Ch. 5) Turbo Ether Turbo Ether
Holly (Ch. 6) Turbo Ether Turbo Ether
Holly (Ch. 7) Luminous Robe Turbo Ether
Holly (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Holly (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Hybrid Beast Liver None
Ice D'gon X-Potion None
Ice Golem (Ch. 4) Turbo Ether Permacrystal, Arctic Wind
Ice Golem (Ch. 5+) Turbo Ether Permacrystal, Arctic Wind
Imp Demon Tail Demon Tail
Inferno Golem Phlogiston None
Jabberwock Dragon Fang Dark Matter
Kaiser Cobra Hi-Potion None
Kamiizumi (Ch. 3) Kotetsu, Rebuff Locket X-Potion
Kamiizumi (Ch. 5) Kiku-Ichimonji, Rebuff Locket Masamune
Kamiizumi (Ch. 6) Kiku-Ichimonji Masamune
Kamiizumi (Ch. 7) Kiku-Ichimonji Masamune
Kamiizumi (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Kamiizumi (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Khamer (Ch. 2) Ether, Jade Crosier Hi-Potion
Khamer (Ch. 5) None Gold Hourglass
Khamer (Ch. 6) None Gold Hourglass
Khamer (Ch. 7) None Gold Hourglass
Khamer (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Khamer (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Khint (Ch. 2 - first) None None
Khint (Ch. 2 - second) Hi-Potion, Mythril Plate None
Khint (Ch. 2 - third) Hi-Potion, Scimitar Ether
Khint (Ch. 5) Rune Blade, Turbo Ether None
Khint (Ch. 6) None None
Khint (Ch. 7) None Turbo Ether
Khint (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Khint (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Kikyo (Ch. 3) Kunai, Remedy None
Kikyo (Ch. 5) None Kunai
Kikyo (Ch. 7) Brave Suit Kunai
Kikyo (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Kikyo (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Killer Scorpion Monster Fiber Antidote
Knight Dragon Hi-Potion None
Kobold Beast Liver, Cross Axe Beast Liver
Kobold Archer Beast Liver Beast Liver
Kobold Slasher Iceflame Shield Beast Liver
Ladon Dragon Fang, Earth Drum Desert Rose
Land Turtle Hard Scale, Iron Pole Hi-Potion, Light Curtain
Legion Archer (Ch. 2) Fairy Wing, Remedy Remedy
Legion Archer (Ch. 5) None None
Legion Impaler (Ch. 2) Fairy Wing, Remedy Hi-Potion
Legion Impaler (Ch. 5) None None
Legion Mage (Ch. 2) Fairy Wing, Remedy Remedy
Legion Mage (Ch. 5) None None
Lilith Glaive None
Lord DeRosso (Ch. 4-6) Megalixir Megalixir
Lord DeRosso (Ch. 7) Blood Blade Crystal Mail, Megalixir
Lord DeRosso (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Lord DeRosso (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Lux Lantern Turbo Ether Turbo Ether
Mad Shark Hard Scale None
Magician Flare Hatchet Ether
Magnus Bat Remedy Dark Matter
Mailed Dragon Hard Scale, Raikiri None
Mandragora Permacrystal Insect Antenna
Marine Devil Stardust Hard Scale
Megalodon Permacrystal, Stardust Permacrystal
Megascolides Insect Antenna None
Melusine Holy Lance, Lilith's Kiss Lilith's Kiss
Mephilia (Ch. 2) Fairy Wing, Rod of Ice Turbo Ether
Mephilia (Ch. 5) None Artisan Gloves
Mephilia (Ch. 6) Fairy Wing Turbo Ether
Mephilia (Ch. 7) Lamia's Tiara Turbo Ether
Mephilia (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Mephilia (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Mephisto Turbo Ether Turbo Ether
Merchantry Blade Mage Masher None
Merchantry Mage Potion None
Merchantry Thug Potion None
Minotaur Beast Liver None
Minotaur Zombie Spirit Bone None
Mizuchi Arctic Wind, Dragon Fang Permacrystal
Monoceros Hard Scale None
Monodon None None
Myconid Antidote None
Mythril Shell Hard Scale None
Nightmare Turbo Ether Turbo Ether
Ominas (Ch. 1) None Ether
Ominas (Ch. 5) Wizard's Rod Ise-no-Kami, Turbo Ether
Ominas (Ch. 6) Wizard's Rod Turbo Ether
Ominas (Ch. 7 - first) Lordly Robes None
Ominas (Ch. 7 - second) Lordly Robes Lilith's Rod
Ominas (Ch. 8 - first) Lordly Robes Lilith's Rod
Ominas (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Orc Echo Herbs Echo Herbs
Orc Leader Antidote Antidote
Orc Lord Gold Hourglass, X-Potion None
Orc Zombie Dark Matter, Remedy Dark Matter
Orthros (Blue) (Ch. 1) Antarctic Wind, Arctic Wind Antarctic Wind, Potion
Orthros (Blue) (Ch. 5) Antarctic Wind, Arctic Wind Antarctic Wind, Potion
Orthros (Blue) (Ch. 6) Antarctic Wind, Arctic Wind Antarctic Wind, Potion
Orthros (Blue) (Ch. 7) Antarctic Wind, Arctic Wind Antarctic Wind, Potion
Orthros (Blue) (Ch. 8) Antarctic Wind, Arctic Wind Antarctic Wind, Potion
Orthros (Red) (Ch. 1) Bomb Arm, Bomb Fragment Bomb Fragment, Ether
Orthros (Red) (Ch. 5) Bomb Arm, Bomb Fragment Bomb Fragment, Ether
Orthros (Red) (Ch. 6) Bomb Arm, Bomb Fragment Bomb Fragment, Ether
Orthros (Red) (Ch. 7) Bomb Arm, Bomb Fragment Bomb Fragment, Ether
Orthros (Red) (Ch. 8) Bomb Arm, Bomb Fragment Bomb Fragment, Ether
Ouroboros (Part 1) None None
Ouroboros (Part 2) None None
Ouroboros (Part 3) None None
Ouroboros (Part 4) None None
Ouroboros (Part 5) None None
Panther Hard Scale None
Poison Moth Insect Antenna None
Praline (Ch. 3) Staff of Life, Star Pendant Star Corslet, Stardust
Praline (Ch. 5) Star Pendant Star Corslet, Stardust
Praline (Ch. 6) Star Pendant Star Corslet, Stardust
Praline (Ch. 7 - first) Star Pendant, Royal Crown None
Praline (Ch. 7 - second) Star Pendant, Royal Crown Star Corslet, Stardust
Praline (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Praline (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Profiteur (Ch. 2) None Gold Hourglass, Hi-Potion
Profiteur (Ch. 5) None Gold Hourglass
Profiteur (Ch. 6) None Gold Hourglass
Profiteur (Ch. 7) None Crystal Helm, Gold Hourglass
Profiteur (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Profiteur (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Qada (Ch. 3) Phlogiston Dragon Fang
Qada (Ch. 5) Dragon Fang Dragon Fang
Qada (Ch. 6) Dragon Fang Dragon Fang
Qada (Ch. 7) Air Knife, Dragon Fang Crystal Vest, Dragon Fang
Qada (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Qada (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Rafflesia Insect Antenna Insect Antenna
Ratatoskr None None
Red Flan Phlogiston Hi-Potion
Red Helm Phlogiston, Remedy Beast Liver
Remora Hard Scale None
Rukh Insect Antenna Insect Antenna
Rusalka (Ch. 2) Arctic Wind Turbo Ether
Rusalka (Ch. 5) Arctic Wind Turbo Ether
Rusalka (Ch. 6) Arctic Wind Turbo Ether
Rusalka (Ch. 7) Arctic Wind Turbo Ether
Rusalka (Ch. 8) Arctic Wind Turbo Ether
Rusalka (Clone) (Ch. 2) None None
Rusalka (Clone) (Ch. 5) None None
Rusalka (Clone) (Ch. 6) None None
Rusalka (Clone) (Ch. 7) None None
Rusalka (Clone) (Ch. 8) None None
Salamander Bomb Arm, Dragon Fang Phlogiston
Samurai Zombie None None
Sand Worm Desert Rose Eye Drops
Scorpion Antidote None
Sea Serpent Hard Scale Hard Scale
Shield Dragon Dragon Fang Dragon Fang
Shinryu Dragon Fang, Pantheon's Wrath Glitterbug
Silver Wolf Permacrystal Beast Liver
Skull Hunter Ancient Bow None
Skull Knight Bacchus's Wine None
Skull Lancer Bacchus's Wine, Trident None
Sky Archer (Ch. 1) Iron Bow Potion
Sky Archer (Ch. 5+) None None
Sky Dueler Potion Antidote, Phoenix Down, Potion
Sky Pikeman None Potion
Slime None None
Soil Eater Desert Rose None
Specter Echo Herbs Permacrystal
Spriggan Hi-Potion None
Succubus Demon Tail Demon Tail
Teufel Demon Tail Demon Tail
The Jackal (Ch. 2) None Hi-Potion
The Jackal (Ch. 5) Thief's Knife Thief Gloves
The Jackal (Ch. 6) Thief's Knife Thief Gloves
The Jackal (Ch. 7 - first) None None
The Jackal (Ch. 7 - second) None Thief's Glove, Thief's Knife
The Jackal (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
The Jackal (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Treant None None
Valtora Beast Liver Beast Liver
Venomous Snake None Antidote
Victor (Ch. 2) Force Armlet None
Victor (Ch. 4) Yggdrasil Staff Amulet
Victor (Ch. 5) Yggdrasil Staff Amulet
Victor (Ch. 6) Soul of Thamasa Amulet
Victor (Ch. 7) Heart Ring Crystal Vest, Soul of Thamasa
Victor (Ch. 8) Elixir, Turbo Ether Elixir, Turbo Ether
Victoria (Ch. 2) Amulet None
Victoria (Ch. 4) Poison Rod Force Armlets
Victoria (Ch. 5) Poison Rod Force Armlets
Victoria (Ch. 6) Magic Armlets Force Armlets
Victoria (Ch. 7) Life Ring Magic Armlets
Victoria (Ch. 8) Elixir, Turbo Ether Elixir, Turbo Ether
Vulture Insect Antenna Glitterbug
White Cait Potion None
Wolf None Potion
Wraith Echo Herbs None
Wyvern Dragon Fang, Tengu Sneeze Fairy Wing
Yulyana (Ch. 6) None Elixir
Yulyana (Ch. 7) Gold Hairpin Crystal Vest, Megalixir
Yulyana (Ch. 8 - first) Elixir, Turbo Ether Elixir, Turbo Ether
Yulyana (Ch. 8 - second) Elixir, Turbo Ether Elixir, Turbo Ether
Zauberer Insect Antenna, Turbo Ether Insect Antenna
Zombie None None
Zombie Knight Spirit Bone None
Zombie Shark Hard Scale None
Zombie Wolf Spirit Bone Antidote
Zwart Insect Antenna, X-Potion None




Norende's Reconstruction

Introduction

As you are probably no doubt aware of by the time you watch just the opening movie of the game, Tiz's home village of Norende was swallowed in the Great Chasm that, for no apparent reason ... well, swallowed up Norende. >_> About 2/3 of the way through the Intro, you are made aware of Tiz's goal to one day rebuild Norende to its former glory, and you yourself will be able to oversee the effort.

From the little side-menu on the Touch Screen, the four option will allow you to go to the Norende site. There, you can tap on a number of things and set people to rebuild them in the time allotted. This time passes while you are actively playing Bravely Default or while the system is in Sleep Mode (with Bravely Default still active). Eventually, the thing in question will be built, upgraded, or removed and you can benefit from it.

There are several things in Norende you can fiddle with. Most of these have something to do with Special Moves, such as giving you the parts or the moves themselves: these things occur automatically, so once the shop is built up, you get all of the benefits of that level immediately. There also are several shops, like the Trader - when you reach the specified level, you can buy the items and equipment in question from the Adventurer whenever you find him (outside of B10F of the Dimension's Hasp). Many of these things can beneficial, if costly - the Growth Egg accessory (500,000 pg), for example, doubles EXP. and JP earnings (but nulls pg earnings). And, finally, there are some various obstacles on the map marked by "!" signs - removing these allows you to go to other parts of the area, and thusly opens up more shops!

Within the scope of this section, we will primarily discuss what can be unlocked, how to unlock it, how long it takes, and ways to be efficient at unlocking it.



Rebuilding Strategy

What? There's a strategy to building Norende?

No, not really. Rather, this section is designed to make your rebuilding as time-efficient as possible, depending on the situation. Firstly, let's discuss how you can get more people into the village - normally, you start with just one person. That one person is going to take foreeeeever to rebuild all Norende in their lonesome, clearly. You can add people to the village in a number of ways: you can StreetPass other people with the game (unreliable outside of a relatively-large town), or you can add people via the Internet. This requires a Wi-Fi internet connection, though. In any case, you can send out Net Invites once daily through the Internet to get three people once per 24 hours (and also benefit from their Friend Summons!) and you can also add whosoever on your Friends List that has the game. Even just the three people each day can make a significant difference! :)

In any case, most of you are probably going to try rebuilding Norende while the system is in Sleep Mode - after all, you're not playing the game 24 hours a day like me, I hope. :) Below are several proposed situations, and how to ideally set up your people for the sake of completing them, and why... ... To be honest, I only have two for the moment that sum up the ways most people tend to do this; if you have others you'd like me to cover (be in-depth, now!), contact me via the Legalities section.


  • Situation - You are actively playing Bravely Default, right now:
    • Solution: In this case, you'll want to gain the benefits from facilities as fast as possible, and that can only be done by throwing as many people into an effort as you can - throw all of your people into a single facility. Note that, in a way, you have to consider the economic property of diminishing marginal utility - that is to say, once you start getting lesser and lesser benefits from people, there's no point in having them around. You can set the standard on how many is too many, really. For example, if I throw 20 people into the rebuilding of Level 3 River Parts Shop, it will take about 12 minutes. If I throw in 21 people, it will take about 11 minutes, 30 seconds. Clearly, there's not a lot of difference, so I'll throw that 21st person somewhere else. Of course, differences can be larger - I tend to put a ten-minute benefit as my lowest - depending on what you need, and what you're willing to sacrifice.

  • Situation - You are going to not be playing the game for an approximate/set time period (e.g. sleeping, school):
    • Solution: In this case, you want to throw people into the various facilities so that the facility will level up once within the set time frame - during the situations named, for example, it's not generally a good idea (if possible at all) to pull out your 3DS at regular intervals for this stuff. May as well take what benefits we can. Okay, so let's assume you plan to sleep for eight hours, and the Level 5 Valley Parts Shop takes 24 hours to obtain. If you had 24 people, you could get that done in an hour, but you're asleep, so that's seven hours wasted. Rather, since you're asleep for eight hours, try to get the time-to-completion down to the time you plan on being inactive, or just under it. For example, three people reduces the time to 8 hours - the time you plan to sleep - and leaves you 21 people for the other facilities.


The Rebuilding

Note that the times mentioned here are based on a single person doing the work. Each additional person helps to divide the work equally - in other words, two people halves the time, three brings it to one-third, ten brings it to one-tenth, and so on. Also, times here are in an hour:minute.second (hh:mm.ss) format. And, finally, the facilities here are organized categorically: first obstacles, then items, then equipment, then special move stuff.


OBSTACLES / BLOCKADES
Obstacle Time Unlocks
Tangled Woods 02:00.00 Special Move Shop, Downstream Area obstacle, Blackwater Fen obstacle
Ancient Boulder 10:00.00 Hill Parts Shop, Weapon Shop, Collapsed Bridge obstacle, Rigid Crag obstacle
Blackwater Fen 30:00.00 Accessory Shop, River Parts Shop
Collapsed Bridge 50:00.00 Cape Parts Shop, Combat Items Shop
Downstream Area 70:00.00 Compounds Shop
Rigid Crag 99:00.00 Valley Parts Shop

TRADER (GENERAL ITEMS)
Level Time Buyable Items
Level 1 00:15.00 Potion, Teleport Stone
Level 2 01:00.00 Antidote, Eye Drops
Level 3 02:30.00 Echo Herbs, Phoenix Down
Level 4 03:30.00 Wakeup Bell
Level 5 05:00.00 Hi-Potion
Level 6 08:00.00 Ether
Level 7 11:00.00 Balsam
Level 8 15:00.00 Remedy
Level 9 24:00.00 X-Potion
Level 10 36:00.00 Turbo Ether
Level 11 99:00.00 Knight's Tunic (Costume, not an item)

COMBAT ITEM SHOP
Level Time Buyable Item
Level 1 01:00.00 Bomb Fragment
Level 2 02:30.00 Antarctic Wind
Level 3 04:30.00 Zeus's Wrath
Level 4 08:30.00 Tengu Yawn
Level 5 12:00.00 Earth Drum
Level 6 20:00.00 Bomb Arm
Level 7 28:00.00 Arctic Wind
Level 8 45:00.00 Pantheon's Wrath
Level 9 60:00.00 Tengu Sneeze
Level 10 72:00.00 Earth Mallet
Level 11 99:00.00 Edea's Garb (Costume, not an item)

COMPOUNDING ITEMS SHOP
Level Time Buyable Items
Level 1 01:00.00 Beast Liver
Level 2 02:30.00 Hard Scale, Phlogiston
Level 3 04:00.00 Insect Antenna, Permacrystal
Level 4 05:30.00 Monster Fiber, Fairy Wing
Level 5 14:00.00 Spirit Bone, Fulmen Shard
Level 6 26:00.00 Desert Rose
Level 7 35:00.00 Glitterbug
Level 8 56:00.00 Dark Matter
Level 9 78:00.00 Demon Tail
Level 10 84:00.00 Dragon Fang
Level 11 99:00.00 Plain Tunic (Costume, not an item)

WEAPONS SHOP
Level Time Buyable Weapons
Level 1 01:30.00 Carving Knife
Level 2 02:30.00 Simian Staff
Level 3 04:30.00 Ogre's Club
Level 4 05.30.00 Bastet Claws
Level 5 09:30.00 Sage's Staff
Level 6 16:00.00 Angel's Bow
Level 7 28:00.00 Lü Bu's Spear
Level 8 38:00.00 Grinder Axe
Level 9 54:00.00 Mutsu-no-Kami
Level 10 60:00.00 Night Emperor
Level 11 99:00.00 Magic Knife

ARMOR SHOP
Level Time Buyable Armor
Level 1 00:30.00 Bronze Armor
Level 2 01:30.00 Brigandine
Level 3 03:00.00 Red Cap
Level 4 05:30.00 Rainbow Dress
Level 5 08:30.00 Lambent Hat
Level 6 12:00.00 Blessed Shield
Level 7 17:00.00 Bloody Shield
Level 8 24:00.00 Heike Gloves
Level 9 36:00.00 Heike Helm
Level 10 48:00.00 Heike Armor
Level 11 99:00.00 Onion Shirt

ACCESSORY SHOP
Level Time Buyable Accessories
Level 1 02:00.00 Venture Badge
Level 2 03:00.00 Smiley Badge
Level 3 05:00.00 Gale Hairpin
Level 4 09:00.00 Normalizer
Level 5 14:00.00 Red Muleta
Level 6 24:00.00 Reflect Ring
Level 7 32:00.00 Alarm Earrings
Level 8 48:00.00 Taunt Bangle
Level 9 68:00.00 Golden Egg
Level 10 80:00.00 Growth Egg
Level 11 99:00.00 Melodist's Shirt (buyable Costume, not buyable accessory)

SPECIAL MOVE SHOP
Level Time Moves Acquired
Level 1 02:00.00 Infinity, Rejuvenation
Level 2 03:00.00 Piercing Bolt, Horizon, Maximum Draw
Level 3 03:00.00 Moonbeam, Grand Strike, Moonshadow
Level 4 48:00.00 Air Splitter, Blade Storm
Level 5 48:00.00 Overpower, Withering Ripple
Level 6 48:00.00 Lux, Rapid Fire
Level 7 72:00.00 Breaking Wave, Maelstrom, Ascendant Palm
Level 8 99:00.00 Holy Weapon, Divine Light, Cross Divide
Level 9 99:00.00 Megiddo Flame, Angelic Pillar, Thunderburst
Level 10 99:00.00 Sonic Wave, Gigaton Swing, Petal Swirl
Level 11 99:00.00 Falcon Knife (buyable weapon, not special move)

HILL PARTS SHOP (ELEMENTAL SPECIAL MOVE PARTS)
Level Time Parts Acquired
Level 1 02:00.00 Fire, Fire Res. Up, Fire Res. Down
Level 2 03:00.00 Water, Water Res. Up, Water Res. Down
Level 3 05:30.00 Lightning, Lightning Res. Up, Lightning Res. Down
Level 4 09:00.00 Wind, Wind Res. Up, Wind Res. Down
Level 5 15:00.00 Earth, Earth Res. Up, Earth Res. Down
Level 6 26:00.00 Speed Up, Speed Down
Level 7 42:00.00 Light, Light Res. Up, Light Res. Down
Level 8 60:00.00 Evade Up, Accuracy Down
Level 9 90:00.00 Dark, Dark Res. Up, Dark Res. Down
Level 10 99:00.00 Cure Doom, Doom Res. Up, Death Res. Up
Level 11 99:00.00 Labrys (buyable weapon, not special move part)

RIVER PARTS SHOP (SLAYING/CURING/RESISTING SPECIAL MOVE PARTS)
Level Time Parts Acquired
Level 1 01:00.00 Beast Slaying, Cure Poison, Poison Res. Up
Level 2 02:30.00 Plant Slaying, Cure Blind, Blind Res. Up
Level 3 04:00.00 Aquatic Slaying, Cure Silence, Silence Res. Up
Level 4 08:00.00 Insect Slaying, Cure Sleep, Sleep Res. Up
Level 5 15:00.00 Flier Slaying, Cure Paralyze, Paralyze Res. Up
Level 6 26:00.00 Undead Slaying, Cure Dread, Dread Res. Up
Level 7 42:00.00 Demon Slaying, Cure Berserk, Berserk Res. Up
Level 8 52:00.00 Dragon Slaying, Cure Stop, Stop Res. Up
Level 9 81:00.00 Crit. Rate Up, Cure Confuse, Confuse Res. Up
Level 10 99:00.00 Cure KO, Cure Charm, Charm Res. Up
Level 11 99:00.00 Silver Glaive (buyable weapon, not special move part)

CAPE PARTS SHOP (RECOVERY/AILMENT SPECIAL MOVE PARTS)
Level Time Parts Acquired
Level 1 01:30.00 HP Recovery Lv. 1, Poison Touch, Poison Res. Down
Level 2 03:00.00 MP Recovery Lv. 1, Blind Touch, Blind Res. Down
Level 3 05:30.00 HP Recovery Lv. 2, Silence Touch, Silence Res. Down
Level 4 11:00.00 MP Recovery Lv. 2, Sleep Touch, Sleep Res. Down
Level 5 22:00.00 HP Recovery Lv. 3, Paralyze Touch, Paralyze Res. Down
Level 6 32:00.00 MP Recovery Lv. 3, Dread Touch, Dread Res. Down
Level 7 42:00.00 HP Recovery Lv. 4, Stop Touch, Stop Res. Down
Level 8 60:00.00 MP Recovery Lv. 4, Confuse Touch, Confuse Res. Down
Level 9 90:00.00 HP Recovery Lv. 5, Charm Touch, Charm Res. Down
Level 10 99:00.00 MP Recovery Lv. 5, Death Touch, Death Res. Down
Level 11 99:00.00 Fox Tail (buyable weapon, not special move part)

VALLEY PARTS SHOP (BOOSTING SPECIAL MOVE PARTS)
Level Time Acquired Parts
Level 1 03:00.00 10% Power Boost, +1 Turn
Level 2 05:00.00 M. Atk. Up, M. Atk. Down
Level 3 07:30.00 20% Power Boost, +2 Turns
Level 4 15:00.00 P. Atk. Up, P. Atk. Down
Level 5 24:00.00 30% Power Boost, +3 Turns
Level 6 32:00.00 M. Def. Up, M. Def. Down
Level 7 42:00.00 40% Power Boost, +4 Turns
Level 8 75:00.00 P. Def. Up, P. Def. Down
Level 9 99:00.00 50% Power Boost, BP Bonus Lv. 1
Level 10 99:00.00 +5 Turns, BP Bonus Lv. 1
Level 11 99:00.00 Donnerschlag (buyable weapon, not special move part)




Job Analyses

Introduction

One of the most flexible systems a game can provide for playability is a job class system, a system in which your character can specialize in certain skill sets to learn certain special abilities and, while learning these, avoid learning myriad others. In turn, this forces you to create a balance on your team, and eventually you try to vary your team. And yet, at any given time, most logical combinations can work in some way or another, and so the game becomes more fun on second and third playthroughs as it is far from the same as the first time.

...

Wow, that was really incoherent. >_> Anyhow, one my favorite aspects of Bravely Default is its job system, a system mirroring that of Final Fantasies III and V. Within this section, I will discuss a number of things for you. First I will discuss the mechanics of the JP system briefly, mostly for the sake of those looking to level-up. After that, we get into the real gnitty-gritty of the job data: therein, I'll first prelude with a chart to detail the comprehensive changes in each stat compared to each job, then get into everything about every single job - abilities, strategies, affinities, et cetera.

Enjoy.



JP Mechanics

JP, or Job Points, are earned at the ends of battles. The mechanics therein are somewhat similar to the AP of Final Fantasy V. Each enemy will give off a certain amount of JP (per the Enemy Bestiary), and that JP is like EXP. for your jobs. After a set amount of JP is earned, your job will level up: this will include an increase in power and new abilities, but more JP required for the next level. Even so, leveling up your job is a critical aspect for the game, for if you have no skills with which to fight, you are likely to lose as fast as a sundae going down Edea's throat.


Job Level JP To Next Level Total JP Earned
Level 1 30 0
Level 2 70 30
Level 3 150 100
Level 4 200 250
Level 5 350 450
Level 6 400 700
Level 7 600 1,100
Level 8 800 1,700
Level 9 3,500 2,500
Level 10 4,000 6,000
Level 11 4,000 10,000
Level 12 5,000 14,000
Level 13* 5,000 / 9,999 19,000
Level 14* - 24,000 / 28,999

Note (*): Regarding the Level 13-to-14 transition, there are two different JP amounts, depending on your job. On the left of the "/" is if you are not using the Freelancer job (need to earn 5,000 JP), and on the right is if you are using the Freelancer job (need 9,999 JP).


Job Stat Changes

As one might expect (or hopefully know by now), most jobs tend to specialize in something in some way: for example, Black Mages excel in magical offense, while Monks go for physical offense, or Knights for defense. Granted, it's not quite as superficial as that, but something to nonetheless be considered, depending on your situation - see, each job will slightly alter the user's stats in some form of fashion. Below are the approximate stat changes for each job.

A Freelancer is considered the baseline for each job. Take note that the Freelancer has the Late Bloomer ability, which means its stats will increase by 1% per job mastered (meaning up to 24% - 24 jobs), so this also means that we assume no jobs are mastered. Anyhow...


Job Class HP +/- MP +/- STR +/- VIT +/- INT +/- MIND +/- DEX +/- AGI +/-
Freelancer - - - - - - - -
Monk +30% -30% +30% +30% -40% -20% - +20%
White Mage - +30% -30% -40% +20% +30% -20% -
Black Mage - +30% -40% -40% +20% +20% -20% -
Knight +20% -20% -20% +40% -30% - -20% -20%
Thief - - -10% - -40% -40% +50% +40%
Merchant - - - -20% +10% - - -
Spell Fencer +10% +10% +10% +10% +10% +10% - -
Time Mage - +30% -40% -40% +30% +20% -20% -
Ranger - - +20% - -20% -20% +20% +20%
Summoner - +40% -40% -30% +30% +20% -10% -20%
Valkyrie +10% -10% +20% +10% -30% -30% - +10%
Red Mage +10% +20% - -10% +20% +20% - +10%
Salve-Maker - - - -10% +10% +20% - -
Performer - - -20% -20% +10% - - +20%
Pirate +20% -20% +50% +20% -40% -40% -40% -
Ninja - - +10% -20% -10% -10% +30% +40%
Swordmaster +10% -10% +20% +20% -30% -20% +20% -
Arcanist - +40% -50% -50% +50% +30% - +10%
Spiritmaster - +40% -40% -40% +30% +50% - +10%
Templar +20% -20% +20% +30% -40% +20% - -30%
Dark Knight +10% -10% +30% - -20% -40% - +10%
Vampire +20% +10% +10% - +20% - - +20%
Conjurer - +50% - - +50% +20% - -


Freelancer

Job Description: The Freelancer, as one might expect, is the most balanced class of the game; it has no real problems or advantages, beyond the Mimic ability. There isn't a lot that might lead you to bother with this class, either, other than Mimic, JP Up, and Dungeon Master, and maybe Stand Ground for those wanting to learn summons. That said, though, the Freelancer class is one you'll eventually want to return to after some time has progressed in the game. While Late Bloomer still won't give you the best stat bonuses (+24% at max), it continues to buff up the Freelancer well. Fighting with the Freelancer can also be a bit difficult statistically, so be sure to throw in one of the Lore abilities.

Secondary Job Options: It's pretty dependent on what role your team needs filled in, or, more often than not, what you want to Mimic. The Performer becomes great for this with My Hero (BP +1 to party), then three Mimics, for example. Similarly, you could Mimic Meteors for mass damage, or ... well, pretty much anything. It's up to you, really. ;)

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR +0% MIND +0%
Max MP +0% VIT +0% DEX +0%
INT +0% AGI +0%

EQUIPMENT AFFINITIES
Swords B
Axes B
Spears B
Bows B
Katanas B
Knuckles B
Rods B
Staves B
Daggers B
Shields B
Helmets B
Torso Armor B

  • Specialty (Auto-Ability) - Late Bloomer:
    • Effects: All of the wielder's stats are boosted by 1% per job mastered (reached Job Level 14), including Freelancer. This means all stats could go up to +24%, but it requires a lot of work...

  • Job Level 1 - Examine:
    • Costs: None
    • Effects: Allows you to see the target's HP, monster family, and weaknesses. If you move the Circle Pad left while selecting commands, you can see further-detailed stats like P. ATK. and so on. Boosts will be included with this in blue, and debuffs in red.

  • Job Level 2 - Treat:
    • Costs: None
    • Effects: Restores the target's HP by 20% of the max. Not very useful until you get into really high levels, since earlier you can more efficiently use items or spells.

  • Job Level 3 - Divining Rod:
    • Costs: 1 Support Unit
    • Effects: Shows how many chests are in a dungeon floor. Not very useful for completionists or those following the Walkthrough. =P

  • Job Level 4 - Dungeon Master:
    • Costs: 1 Support Unit
    • Effects: Field traps (like lava, poison water, and silencing flowers) will not effect the party. An invaluable skill for speed-runners, but it can be a little pointless: never is there a true need to use this, since you will be given a viable (but longer) path to walk on. That said, it's really useful in the Underflow, since most of the lava is unavoidable.

  • Job Level 5 - Mislead:
    • Costs: None
    • Effects: The target will target you less frequently.

  • Job Level 6 - Prayer:
    • Costs: 8 MP
    • Effects: Chance-based skill have their success rate boosted for 10 turns. Support Abilities are not affected.

  • Job Level 7 - MP 10% Up:
    • Costs: 1 Support Unit
    • Effects: Your max MP is boosted by 10%.

  • Job Level 8 - Endure:
    • Costs: None
    • Effects: Your P. DEF. and M. DEF. are boosted by 25% for 4 turns, up to 150%.

  • Job Level 9 - Poison Immunity:
    • Costs: 1 Support Unit
    • Effects: The wielder cannot be Poisoned. While Poison is a rather serious ailment in this game, it should only really be equipped under specific circumstances since the majority of enemies won't poison you. Plus, the Star Pendant accessory suffices for this, but whether you want to waste that slot is up to you.

  • Job Level 10 - JP Up:
    • Costs: 1 Support Unit
    • Effects: Your JP earnings are boosted by 20%!

  • Job Level 11 - Flee:
    • Costs: None
    • Effects: You will be guaranteed to flee from the battle (rather than risk the RNG with Run) - not that this is not effective in all battles (mostly thinking bosses) and in the Dimension's Hasp dungeon.

  • Job Level 12 - Lure Enemy:
    • Costs: 1 Support Unit
    • Effects: It's supposed to double your encounter rate. A very useless ability, since you can alter the encounter rate from the Config menu up to +100% (or x2.00 - same thing). The difference in time between battles is very minimal, so don't bother. Same is true if you're encounter rate is -100% (still no fights), -50% (goes to -25%), +/- 0% (goes to +100%), or +50% (goes to +200%).

  • Job Level 13 - Stand Ground:
    • Costs: 3 Support Units
    • Effects: There is a 75% chance to survive damage that would otherwise KO you. You'll survive with 1 HP, but note that this fails if at 1 HP regardless of whether it would work. This is pretty effective for trying to learn summons: if you have it on four characters, the chance of all four not surviving is 1 in 256, which means you are over 99.5% likely to survive. Otherwise, it's too much of a risk to waste so many slots over.

  • Job Level 14 - Mimic:
    • Costs: None
    • Effects: THIS is what makes the Freelancer such an awesome class: the Mimic ability will mimic the previous ally's action (or the user's) completely, without BP, HP, MP, or item consumption!! (Note that Rage and Special Moves will not be mimicked.) This can be especially useful in piling on high-power abilities that often require tons of BP or MP. The uses are infinite for this ability...


Monk

Job Description: The Monk is what you'd probably expect after having fought Barras: a physical brute with somewhat decent stats that prefers to fight bare-handed - which at least means you won't have to buy many weapons for this guy, or armor after getting Natural Talent! Even so, he has a limited set of truly useful abilities, so he's better used for stat boosts until you unlock more jobs to supplement his abilities.

Secondary Job Options: The Thief ended up being my favorite combo with the Monk: Life Thief will allow you to supplement high damage and high recovery. The Ranger and Spell Fencer each also work great for hitting familial or elemental weaknesses, respectively. Being able to use the Conjurer's Invocation in the late-game could be useful for those not wanting to bother with the lack of equipment Natural Talent forces.

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR +30% MIND -20%
Max MP +30% VIT +20% DEX +0%
INT -40% AGI +20%

EQUIPMENT AFFINITIES
Swords E
Axes E
Spears E
Bows E
Katanas E
Knuckles S
Rods E
Staves S
Daggers E
Shields E
Helmets E
Torso Armor E

  • Specialty (Auto-Ability) - Knuckle Lore:
    • Effects: Knuckles for the wielder have an S-Rank affinity. Your P. ATK. also increases twice (in other words, to 150% without debuffs) when no weapons are equipped. (Don't worry, you can still attack!)

  • Job Level 1 - Strong Strike:
    • Costs: None
    • Effects: The attack has doubled power compared to the norm, but is half as likely to hit. In the long term, that's just going to round out to a regular attack, so only bother if you need high damage immediately; it's pretty risky anyhow.

  • Job Level 2 - Invigorate:
    • Costs: None
    • Effects: There is a 75% chance to up P. ATK. by 25% (up to 150%) for two turns. Failures cause the user to lose 20% of their HP. It could be worth it, especially with something like the Freelancer's Prayer.

  • Job Level 3 - Inner Alchemy:
    • Costs: 5 MP
    • Effects: The user recovers from Poison, Blind, Silence, Dread, and Confuse. It's a pretty nice ability to have on-hand in lieu of Esuna or a Remedy, but keep in mind it's user-only.

  • Job Level 4 - HP 10% Up:
    • Costs: 1 Support Unit
    • Effects: Your max HP goes up by 10%.

  • Job Level 5 - Knuckle Lore:
    • Costs: 1 Support Unit
    • Effects: Knuckles for the wielder have an S-Rank affinity. Your P. ATK. also increases twice (in other words, to 150% without debuffs) when no weapons are equipped. (Don't worry, you can still attack!)

  • Job Level 6 - Hidden Dragon:
    • Costs: None
    • Effects: The user attacks last in the turn, but the attack deals 25% more damage. Pretty useful if you're not in immediate danger.

  • Job Level 7 - Qigong Wave:
    • Costs: 12 MP
    • Effects: The user attacks with 25% more power than normal, and it also pierces the Default effect. Quite useful.

  • Job Level 8 - Blind Immunity:
    • Costs: 1 Support Unit
    • Effects: Makes the character immune to Blind, which is useful on this physical brute.

  • Job Level 9 - P. Atk. 10% Up:
    • Costs: 1 Support Unit
    • Effects: Boosts P. ATK. by 10%.

  • Job Level 10 - HP 20% Up:
    • Costs: 2 Support Units
    • Effects: Boosts max HP by 20%.

  • Job Level 11 - Pressure Point:
    • Costs: 1 BP
    • Effects: Attacks with two times the normal power, and it ignores the opponent's P. DEF. A very useful skill in bulky bosses, but it's BP-heavy in the long-term, so use in moderation or with Mimic.

  • Job Level 12 - HP 30% Up:
    • Costs: 3 Support Units
    • Effects: Boosts max HP by 30%.

  • Job Level 13 - Phoenix Flight:
    • Costs: None
    • Effects: Reduces the user's HP to 1, and then deals damage equal to the amount of HP lost. (Basically, current minus one.) Can be extremely effective with enough HP-boosting aides and Bravely Second to break the 9,999 damage cap if needed; under ideal circumstances, it can hit for nearly 40,000, but the recovery is costly and likely to force you to lose the user when the opponent attacks next.

  • Job Level 14 - Natural Talent:
    • Costs: 1 Support Unit
    • Effects: If the user has nothing equipped - weapons, armor, EVERYTHING - their P. ATK. is doubled. It's extremely risky to bother, so don't use it for bosses that you can't defeat in a few turns. It's also extremely important to throw Knuckle Lore in with this outside of the Monk job, since you will be using your uncovered fists.


White Mage

Job Description: It is common enough to associate the White Mage in RPGs with a restorative person, and the same is true here. With a variety of curative White Magic, you will find yourself with a big problem if you don't have a White Mage, so it is extremely important to keep their levels up. This is especially true for the end-game where you'll find Curaga healing for 6,000+ HP, far more than the 1,500 measly HP given by X-Potion (and you don't wanna waste Elixirs). There's also the invaluably powerful Holy spell, and several useful support abilities.

Secondary Job Options: The Black Mage comes to mind as a great complement for this due to the raised Intelligence (and thusly M. ATK.), and thusly the Time Mage as well. The only other really decent option comes with the Spiritmaster in the late-game due to a number of other supportive skills and better M. ATK., but it's better to have Spiritmaster as the primary and this as the secondary. =/

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR -30% MIND +30%
Max MP +30% VIT -40% DEX -20%
INT +20% AGI +0%

EQUIPMENT AFFINITIES
Swords E
Axes E
Spears E
Bows E
Katanas E
Knuckles E
Rods B
Staves S
Daggers C
Shields B
Helmets E
Torso Armor E

  • Specialty (Auto-Ability) - Self-Healing:
    • Effects: The wielder's Poison, Blind, and Silence ailments are cleared after a battle. Not extremely useful - especially when you learn it at Job Level 5 - since you could just buy more items and prevent the waste of a Support Unit.

  • Job Level 1 - White Magic Lv. 1:
    • Costs: None
    • Effects: Allows you to use White Magic of Level 1.

  • Job Level 2 - M. Def. 10% Up:
    • Costs: 1 Support Unit
    • Effects: Boosts M. DEF. by 10%.

  • Job Level 3 - White Magic Lv. 2:
    • Costs: None
    • Effects: Allows you to use White Magic up to Level 2.

  • Job Level 4 - Staff Lore:
    • Costs: 1 Support Unit
    • Effects: Staves now have S-Rank affinities.

  • Job Level 5 - Self-Healing:
    • Costs: 1 Support Unit
    • Effects: The wielder's Poison, Blind, and Silence ailments are cleared after a battle. Not extremely useful - especially when you learn it at Job Level 5 - since you could just buy more items and prevent the waste of a Support Unit.

  • Job Level 6 - White Magic Lv. 3:
    • Costs: None
    • Effects: Allows the use of White Magic up to Level 3.

  • Job Level 7 - Abate Water:
    • Costs: 1 Support Unit
    • Effects: Halves Water-based damage against the wielder. Pretty useful in the Rusalka boss and a few others, but you could probably neglect it otherwise.

  • Job Level 8 - Angelic Ward:
    • Costs: 1 Support Unit
    • Effects: There is a 50% chance to halve the damage taken. In the long term, this averages out to make the damage taken 75% of the norm; therefore, it's not really good for short random-encounter battles, but it has a niche use in bosses.

  • Job Level 9 - White Magic Lv. 4:
    • Costs: None
    • Effects: Allows the use of White Magic up to Level 4.

  • Job Level 10 - M. Def. 30% Up:
    • Costs: 3 Support Units
    • Effects: Boosts M. DEF. by 30%.

  • Job Level 11 - White Magic Lv. 5:
    • Costs: None
    • Effects: Allows the use of White Magic up to Level 5.

  • Job Level 12 - Epic Group-Cast:
    • Costs: 3 Support Units
    • Effects: When casting magic on multiple targets, the effect is not divided equally as it normally would be: it's as if you hit everyone individually. This can be EXTREMELY useful for Cure-based spells, and also for Black Magic spells, but has little use outside of them.

  • Job Level 13 - White Magic Lv. 6:

  • Job Level 14 - Conservation of Life:
    • Costs: 3 Support Units
    • Effects: If the wielder is KO'ed, all other KO'ed characters are revived with full HP. This only works once per character per battle, and will not affect the wielder, and its effect is conserved if no one else is KO'ed when the wielder is. It also works when everyone should've be KO'ed but weren't, which makes it a sure-fire win for summons! It also can be pretty useful in actual battles where you don't have Reraise, but it can be kind of a waste if you have Reraise.


Black Mage

Job Description: I suppose if the White Mage can be thought of as the curative unit of the team, the opposite-colored mage can be thought of as a magically-offensive unit, which is quite well is. The Black Mage will become a cornerstone of your team through easily the first four chapters without much problem (or at least the associated skillset) since the Black Mage allows you to use a wide variety of elemental magic, and even includes ways to boost the damage, including the especially lethal Pierce M. Defense ability. It is definitely a job worth investing time into.

Secondary Job Options: It wouldn't be too bad to combo this with a White Mage for the curative abilities; may as well double up, eh? The Arcanist also comes to mind since their M. ATK. is high, but it's better to go for the Arcanist as a primary. Similar logic goes for the Spiritmaster, whose primary attraction is Fairy Aid for boosted elemental damage.

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR -40% MIND +20%
Max MP +30% VIT -40% DEX -20%
INT +30% AGI +0%

EQUIPMENT AFFINITIES
Swords E
Axes E
Spears E
Bows E
Katanas E
Knuckles E
Rods S
Staves C
Daggers C
Shields E
Helmets E
Torso Armor E

  • Specialty (Auto-Ability) - Black Resonance:
    • Effects: Your Black Magic increases in power when others also have this ability. There is no boost for only person, +10% for two, +15% for three, and +20% for four. Not an extremely worthwhile support ability, but as the auto-ability for the Black Mage job, it works pretty nicely, although it would waste slots on the other party members. =/

  • Job Level 1 - Black Magic Lv. 1:
    • Costs: None
    • Effects: Allows the use of Level 1 Black Magic.

  • Job Level 2 - Rod Lore:
    • Costs: 1 Support Unit
    • Effects: Rods now have an S-Rank affinity.

  • Job Level 3 - Black Magic Lv. 2:
    • Costs: None
    • Effects: Allows the use of Black Magic up to Level 2.

  • Job Level 4 - Abate Fire:
    • Costs: 1 Support Unit
    • Effects: Halves the damage from Fire attacks. It's useful in a few specialized bosses, but not on the general level.

  • Job Level 5 - Damage Dispersion:
    • Costs: 1 Support Unit
    • Effects: The wielder will take 55% of the damage from an attack, with the remaining 45% being spread out equally to the other party members (15% each for 3, 22.5% each for 2, 45% for 1). It can be useful if you are healing every turn and not facing party-wide attacks, or if your Black Mage isn't particular bulky, or on a Dark Knight to keep higher HP, but not really otherwise.

  • Job Level 6 - Silence Immunity:
    • Costs: 1 Support Unit
    • Effects: Makes the wielder immune to Silence, the bane of Mages: this would be a great ability to learn if you don't have a Ribbon to equip!

  • Job Level 7 - Black Magic Lv. 3:
    • Costs: None
    • Effects: Allows the use of Black Magic up to Level 3.

  • Job Level 8 - Black Resonance:
    • Costs: 1 Support Unit
    • Effects: Your Black Magic increases in power when others also have this ability. There is no boost for only person, +10% for two, +15% for three, and +20% for four. Not an extremely worthwhile support ability, but as the auto-ability for the Black Mage job, it works pretty nicely, although it would waste slots on the other party members. =/

  • Job Level 9 - Black Magic Lv. 4:
    • Costs: None
    • Effects: Allows the use of Black Magic up to Level 4.

  • Job Level 10 - M. Atk. 20% Up:
    • Costs: 2 Support Units
    • Effects: Boosts M. ATK. by 20%.

  • Job Level 11 - Black Magic Lv. 5:
    • Costs: None
    • Effects: Allows the use of Black Magic up to Level 5.

  • Job Level 12 - Pierce M. Defense:
    • Costs: 3 Support Units
    • Effects: Magic from the wielder will ignore the target's M. DEF., which can be pivotal in a number of bulky bosses, especially if you're using other jobs like the Time Mage (Meteor) or the Summoner.

  • Job Level 13 - Black Magic Lv. 6:

  • Job Level 14 - Group-Cast All:
    • Costs: 3 Support Units
    • Effects: Normally, magic suffers a penalty in damage where the damage is spread equally (sort of) among all targets if being multi-targeted and it's not forced. This will allow you to multi-target such magic and not suffer a penalty. The main use for this would be the boss rebattles in Chapters 7 and 8 and the Rusalka battles, but it's otherwise a waste of a slot, really.


Knight

Job Description: The Knight has deviated from his relatively traditional role as the main physical powerhouse. While his role has typically also been to cover for allies in some what to protect them from damage, he now gets stats more appropriate for that duty, becoming more of a physical tank than a fighter. That said, the Knight isn't that useful of a class; while using him as a class can help you keep your HP up while running other strategies (I tend to dress up Mages as Knights against physical-heavy bosses), you probably won't get much use out of him unless you need Two-Handed or the Lores.

Secondary Job Options: There isn't much I can come up with, really.

STAT CHANGES (VS. FREELANCER)
Max HP +20% STR +20% MIND +0%
Max MP -20% VIT +40% DEX -20%
INT -30% AGI -20%

EQUIPMENT AFFINITIES
Swords S
Axes A
Spears A
Bows D
Katanas D
Knuckles E
Rods E
Staves E
Daggers B
Shields S
Helmets A
Torso Armor A

  • Specialty (Auto-Ability) - Protect Ally:
    • Effects: The user will cover an ally who is under 20% HP, taking the attack for them. This only works for single-target attacks. It's more useful than you think, given the tanking nature of a Knight.

  • Job Level 1 - Stomp:
    • Costs: None
    • Effects: The user attacks with 25% more power, but their Defenses both drop by 25% (as low as 75%) for the remainder of the turn. It can be a pretty decent ability, since the Knights tank anyways and the difference is relatively negligible, and you can also use this multiple times in the same turn and still not go below 75% - but if you're buffed, don't bother with it.

  • Job Level 2 - Two-Handed:
    • Costs: 1 Support Unit
    • Effects: The wielder can equip a one-handed weapon in two-hands. This allows for a doubled P. ATK. increase; however, it also prevents the use of a shield. It's pretty useful on other jobs, though.

  • Job Level 3 - P. Def. 10% Up:
    • Costs: 1 Support Unit
    • Effects: Boosts P. DEF. by 10%.

  • Job Level 4 - Ironclad:
    • Costs: 5 MP
    • Effects: Boosts P. DEF. to the maximum of 150% at the start of the turn, but only for that turn. It can be pretty useful if you're using the Knight to tank more than to deal damage.

  • Job Level 5 - Protect Ally:
    • Costs: 1 Support Unit
    • Effects: The user will cover an ally who is under 20% HP, taking the attack for them. This only works for single-target attacks. It's more useful than you think, given the tanking nature of a Knight.

  • Job Level 6 - Shield Strike:
    • Costs: 8 MP
    • Effects: The user attacks using their shield. (You must wear a shield for this.) The user's P. DEF. also goes by 25% (up to 150% for 2 turns.

  • Job Level 7 - Shield Lore:
    • Costs: 1 Support Unit
    • Effects: The wielder's affinity for shields becomes S-Ranked.

  • Job Level 8 - Vengeance:
    • Costs: 1 BP
    • Effects: The user attacks all enemies. The damage increases if more allies are KO'ed - -25% for zero, +50% for one, +100% for two, and +150% for three.

  • Job Level 9 - Sword Lore:
    • Costs: 1 Support Unit
    • Effects: Swords get an S-Rank affinity.

  • Job Level 10 - Full Cover:
    • Costs: None
    • Effects: Allows you to take the damage for an ally against single-target, physical attacks for a whole turn. You will take the damage instead, but it is halved.

  • Job Level 11 - Dual Shields:
    • Costs: 1 Support Unit
    • Effects: The user can equip two shields at the same time. That pretty much reduces your offense to Shield Strike, though.

  • Job Level 12 - P. Def. 30% Up:
    • Costs: 3 Support Units
    • Effects: Boosts P. DEF. by 30%.

  • Job Level 13 - Chivalrous Spirit:
    • Costs: 1 Support Unit
    • Effects: When you cover for an ally via Protect Ally (Knight), Full Cover (Knight), or White Knight (Merchant), your P. DEF. increases by 25% (up to 150%) for 5 turns.

  • Job Level 14 - Super Charge:
    • Costs: 1 BP
    • Effects: Damage is based on your P. DEF. Can be useful with some of those P. DEF.-boosting skills and Dual Shields.


Thief

Job Description: The Thief, in all honesty, is not that useful of a job. While it does present a physical alternative to the Knight or Monk or Freelancer in the early game, the only thing it can really do is steal. For the most part, there are two abilities worth bothering with this over: Life Thief and Godspeed Strike; once those are learned, you have some valuable abilities. Other than that? There isn't a lot worth stealing in the game to bother with.

Secondary Job Options: There's not a lot to say, since this class doesn't have a ton of ways to fight; it's offenses are lowered in both ways by definition. The only suitable side-job is the Freelancer as far as I can tell, due to Mimic for Godspeed Strike or Prayer for the stealing abilities.

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR -10% MIND -40%
Max MP +0% VIT +0% DEX +50%
INT -40% AGI +40%

EQUIPMENT AFFINITIES
Swords C
Axes E
Spears E
Bows A
Katanas C
Knuckles C
Rods E
Staves E
Daggers S
Shields E
Helmets E
Torso Armor E

  • Specialty (Auto-Ability) - Master Thief:
    • Effects: Stealing abilities (Steal, Mug) are twice as likely (now 50%) to succeed.

  • Job Level 1 - Steal:
    • Costs: None
    • Effects: You have a 25% chance to steal an item from the target (if they have one).

  • Job Level 2 - Abate Wind:
    • Costs: 1 Support Unit
    • Effects: Halves Wind-based damage. While it has its uses in certain bosses, it's not worth wasting a slot over otherwise.

  • Job Level 3 - Speed 10% Up:
    • Costs: 1 Support Unit
    • Effects: Ups Speed by 10%.

  • Job Level 4 - Life Thief:
    • Costs: 8 MP
    • Effects: Attacks with the power of a normal attack, with a 75% chance for the attacker to recover HP equal to the damage dealt.

  • Job Level 5 - Speed 20% Up:
    • Costs: 2 Support Units
    • Effects: Boosts Speed by 20%.

  • Job Level 6 - Mug:
    • Costs: 16 MP
    • Effects: The user attacks with the power of a normal attack, and it also has a 25% chance to steal an item.

  • Job Level 7 - Raid:
    • Costs: 1 Support Unit
    • Effects: If you get a First Strike, your BP is raised by 1. It's too much risk for so little benefit...

  • Job Level 8 - Dagger Lore:
    • Costs: 1 Supoort Unit
    • Effects: The affinity of Daggers becomes S-Ranked.

  • Job Level 9 - Godspeed Strike:
    • Costs: 2 BP
    • Effects: Attacks the target with damage based on your Speed, and also ignores their P. DEF. It's best used with this classes Speed-boosters and the Freelancer's Mimic to get in a lot of Godspeed Strikes; since it pierces P. DEF., it is extremely wieldy.

  • Job Level 10 - Master Thief:
    • Costs: 3 Support Units
    • Effects: Stealing abilities (Steal, Mug) are twice as likely (now 50%) to succeed. As a Support Ability, by the time you probably get to this, there isn't much really worth stealing (or worth the risk of stealing), so I wouldn't bother.

  • Job Level 11 - Rob Blind:
    • Costs: 2 Support Units
    • Effects: Steal two items in lieu of one when stealing.

  • Job Level 12 - Shake Down:
    • Costs: 1 BP
    • Effects: Steals from all enemies with a 25% chance for success. This can actually be a bit more useful than Steal or Mug, since it's basically four Steals/Mugs in one, so it could be good for farming certain random encounters' items. FYI, if you supplement this with Mimic, you get four of these; assuming the success rate is for the group as whole (unsure as of yet), that means there's only a ~31.64% chance of failure, and only ~15.82% with Master Thief added, and (I presume) only ~7.91% with the Freelancer's Prayer added in further. Food for thought.

  • Job Level 13 - Speed 30% Up:
    • Costs: 3 Support Units
    • Effects: Boosts Speed by 30%.

  • Job Level 14 - Burgle and Bluff:
    • Costs: 1 Support Unit
    • Effects: Boosts your P. ATK. by 25% (up to 150%) with each successful Steal, Mug, Shake Down, or Life Thief. A very useful Thief support ability, mostly due to Life Thief.


Merchant

Job Description: The Merchant is a class that relies rather heavily on the ability to spend money to make money, sort of. Imagine it like Setzer from FFVI without the Slot command: you didn't really like him to begin with when you got him in your party, and he proved pretty useless without taking a ton of risks involving the Joker Death not being fixed in the original release. >_> In any case, there is not money on the Merchant that one would find useful other than More Money for pg-grinding. Takeover can be useful when combined with Mimic in the late-game for 15,000~20,000 damage, but it also makes you Brave thrice. Not the best job in the world...

Secondary Job Options: You pretty much have to combo with the Freelancer for the Mimic ability to get any use out of this; once you have Mimic, you can stop spending so much pg.

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR +0% MIND +0%
Max MP +0% VIT -20% DEX +0%
INT +10% AGI +0%

EQUIPMENT AFFINITIES
Swords D
Axes E
Spears S
Bows C
Katanas E
Knuckles E
Rods E
Staves S
Daggers S
Shields E
Helmets E
Torso Armor E

  • Specialty (Auto-Ability) - More Money:
    • Effects: The pg earned from battles is increased by 50%. (Note: The in-game description says that this ability doesn't stack with items, but does if you have multiple people with this ability. This ability will not stack with other abilities, either: it's either a glitch or intentionally misleading.)

  • Job Level 1 - Pay to Play:
    • Costs: 50 ~ 4,950 pg
    • Effects: You spend pg to raise your critical-hit rate by 300% (up to 1000%) for four turns. You spend pg equal to 50 times your level.

  • Job Level 2 - Salesman:
    • Costs: None
    • Effects: You may be able to get an enemy to buy a recovery item at 2.4 times the selling price.

  • Job Level 3 - White Knight:
    • Costs: 1 Support Unit
    • Effects: If you are under 20% HP, the ally with the highest HP will defend you from single-target physical attacks.

  • Job Level 4 - Pharmacy:
    • Costs: Variable amount of pg
    • Effects: You can pay for a recovery item and use it on a target. ... Why didn't you come prepared, again? =P

  • Job Level 5 - Hedge Risk:
    • Costs: Variable amount of pg
    • Effects: The damage taken is halved for five turns. However, when you do take damage under this effect, you lose pg equal to the damage taken (or prevented - since it's halved, it goes both ways).

  • Job Level 6 - Takeover:
    • Costs: 50 ~ 4,950 pg
    • Effects: You spend pg to deal damage equal to the amount of pg spent; in this case, you spend 50 times your level. At high levels, this attack is clearly lethal since it's flat damage; plus, since the Freelancer ability Mimic allows you to use it without using pg, you could deal nearly 20,000 damage per turn - or nearly 80,000 if the others continue the Mimic - on a mere near-5,000 pg. Penny for your thoughts.

  • Job Level 7 - BP Drink:
    • Costs: 1,000 pg, 10,000 pg, or 100,000 pg
    • Effects: You can spend 1,000 pg, 10,000 pg, or 100,000 pg to boost an ally's BP by 1, 2, or 3 points, respectively. There are much less expensive alternatives to this, though (My Hero followed by Mimic, for example).

  • Job Level 8 - Speculate:
    • Costs: 1 Support Unit
    • Effects: There is a 50% chance to deal double damage, and a 50% chance to deal no damage. In the long term, this averages out to be the normal damage amount, so don't really bother.

  • Job Level 9 - More Money:
    • Costs: 2 Support Units
    • Effects: The pg earned from battles is increased by 50%. (Note: The in-game description says that this ability doesn't stack with items, but does if you have multiple people with this ability. This ability will not stack with other abilities, either: it's either a glitch or intentionally misleading.)

  • Job Level 10 - Millionaire:
    • Costs: 25 ~ 2,475 pg
    • Effects: This requires the use of Send; basically, the purpose to send pg to whoever receives your profile by adding Friends or the Update Data Net Invites; by using this, they'll gain the pg specified when they use the move. The pg sent equals 25 times your level. Since the amount of pg is so minimal, it's almost rude to bother wasting this slot for them, in my opinion, instead of offering up a nasty attack like you probably should.

  • Job Level 11 - Big Pharma:
    • Costs: None
    • Effects: Heals an enemy with an item, and you'll gain pg equal to the amount of HP they recover. So, basically, 150 pg for a Potion, 500 pg for a Hi-Potion, 1,500 pg for an X-Potion, and 9,999 pg for an Elixir or Megalixir. Seems kind of a waste, to be honest...

  • Job Level 12 - Full Leverage:
    • Costs: None
    • Effects: Doubles everyone's HP, MP, BP costs, damage output, and recovery output.

  • Job Level 13 - Low Leverage:
    • Costs: None
    • Effects: Halves everyone's HP, MP, BP costs, damage output, and recovery output.

  • Job Level 14 - Payoff:
    • Costs: A multiple of 10,000 pg
    • Effects: Spend money to end the battle. Money can be selected in increments of 10,000 pg, with each making the battle more likely to end. Doesn't work for all battles, and only should be used in dire desperation due to how much 10,000 pg is.


Spell Fencer

Job Description: The Spell Fencer kind of makes me think of the Magic Knight from way back in Final Fantasy V, though without the tanking - basically, a physical unit that can imbue magical effects to their weapons to be able to more readily pierce weaknesses. I remember especially that two of the most difficult bosses in the game could be two-turn killed (and one being just to set up a Thundaga Spellblade) because of this kind of stuff. As their own unit, the Spell Fencers don't make the nicest of classes to use; I mean, they have better stats than the average Freelancer and all, but the only real reason to be here is for the Sword Magic abilities. This said, I especially recommend really building up this job: with the Spell Fencer sub-ability to any significantly-physical job, you can pierce weaknesses left and right for tons of damage.

Secondary Job Options: For the Spell Fencer, you won't want to use it as the primary job other than to earn BP; rather, you it to be the secondary job. My favorite primary job for the Spell Fencer is the Ranger: you can complement the Ranger's Family-Slaying abilities and Fencer's elemental Sword Magic for a baseline 2.25 times damage, right then. You could also make the Spell Fencer work with any significantly powerful job. The Conjurer works pretty well after some set-up via Invocation, for example, and there's the naturally-powerful Monk and Pirate.

STAT CHANGES (VS. FREELANCER)
Max HP +10% STR +10% MIND +10%
Max MP +10% VIT +10% DEX +0%
INT +10% AGI +0%

EQUIPMENT AFFINITIES
Swords S
Axes E
Spears D
Bows E
Katanas B
Knuckles E
Rods E
Staves E
Daggers C
Shields A
Helmets A
Torso Armor A

  • Specialty (Auto-Ability) - Anti-Magic:
    • Effects: The wielder's M. DEF. goes up by 50% (up to 150%) for four turns when hit by magic. It could be abused if you hit them with something they're immune to (i.e. hit 'em with Blizzard when they equip an Iceflame Shield), but that's purely theoretical at the moment.

  • Job Level 1 - Sword Magic Lv. 1:
    • Costs: None
    • Effects: Allows the use of Level 1 Sword Magic.

  • Job Level 2 - Sword Magic Lv. 2:
    • Costs: None
    • Effects: Allows the use of Sword Magic up to Level 2.

  • Job Level 3 - Firewall:
    • Costs: 1 Support Unit
    • Effects: When you're hit by a single-target physical attack, you are 50% likely to counter with a fire-based attack. It is pretty niche for legitimate use, and there are enemies that would outright benefit from it, so don't bother except for those special situations.

  • Job Level 4 - Sword Magic Lv. 3:
    • Costs: None
    • Effects: Allows the use of Sword Magic up to Level 3.

  • Job Level 5 - Auto-Aspir Blade:
    • Costs: 1 Support Unit
    • Effects: You will begin battle with the Aspir Sword Magic imbued onto your weapon. This will last for the normal ten turns, will restore your MP equal to 10% of the target's MP damage, and is replaced by other Sword Magics and negated by Dispel - it's basically your normal Sword Magic, just literally imbued immediately. It's not very useful, though, since it prevents an actual offense, and you'll lose MP against the undead.

  • Job Level 6 - Magic Armor:
    • Costs: 1 Support Unit
    • Effects: When you use Sword Magic, you will take half-damage from the element imbued for four turns. (In other words, if you were to use a Fira Sword Magic, you would take half-damage from fire for four turns.) This would seem to be useful; however, take note that most enemies who would, to extend the example, use fire are not going to take much damage from fire, if not outright absorb it, so it's a very small niche for real use except against Orthros.

  • Job Level 7 - Sword Magic Lv. 4:
    • Costs: None
    • Effects: Allows the use of Sword Magic up to Level 4.

  • Job Level 8 - Memento:
    • Costs: 3 Support Units
    • Effects: When you are KO'ed, any allies not KO'ed will recover half of their MP. It can be somewhat useful if your party is mage-heavy.

  • Job Level 9 - Sword Magic Lv. 5:
    • Costs: None
    • Effects: Allows the use of Sword Magic up to Level 5.

  • Job Level 10 - Anti-Magic:
    • Costs: 2 Support Units
    • Effects: The wielder's M. DEF. goes up by 50% (up to 150%) for four turns when hit by magic. It could be abused if you hit them with something they're immune to (i.e. hit 'em with Blizzard when they equip an Iceflame Shield), but that's purely theoretical at the moment.

  • Job Level 11 - Sword Magic Amp:
    • Costs: 1 Support Unit
    • Effects: The MP cost of Sword Magic doubles, but the damage output while the Sword Magic is in effect is raised by 25%. It works, I suppose.

  • Job Level 12 - Sword Magic Lv. 6:

  • Job Level 13 - M. Def. Specialize:
    • Costs: 1 Support Unit
    • Effects: Boosts the wielder's M. DEF. by 50%, and lowers their P. DEF. by 25%. Whether it is actually useful is up to you; the two stats start out equalized (disregarding the stats of the characters and equipment: just pure job boosts), so you may want to keep them equal. Or something. It's really up to you.

  • Job Level 14 - Phantom Weapon:
    • Costs: 3 Support Units
    • Effects: All magic attacks have weapon damage added to them.


Time Mage

Job Description: Like the White and Black Mages before it, the Time Mage also has its own speciality: magic that alters the flow of time. Of course, the possible effects of such are rather limited - I mean speed up, slow down, or stop is all one can do about actual time, y'know? - so the Time Mage gets a variety of other useful things. Spell-wise, it has the valuable Haste(ga), Veil(ga), Regen, Meteor, and Reraise. Meteor and Reraise especially will become very useful towards the end-game, so it is a very good idea to bother to get some of these.

Secondary Job Options: The Arcanist comes to mind for high M. ATK., mostly, but that would be better as the primary. Summoners and Conjurers could also work out with a little buffing. If you only really want Haste(ga), Veil(ga), Reraise, and the like that don't really poll your M. ATK. in the game, then Time Magic could become a filler command.

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR -40% MIND +20%
Max MP +30% VIT -40% DEX -20%
INT +30% AGI +0%

EQUIPMENT AFFINITIES
Swords D
Axes E
Spears E
Bows E
Katanas E
Knuckles E
Rods D
Staves S
Daggers D
Shields E
Helmets E
Torso Armor E

  • Specialty (Auto-Ability) - Time Slip:
    • Effects: Prevents you from having a Game Over one time: when all of the party is knocked out, you get to restart the fight. While it may seem pointless, the knowledge learned in the first battle can be invaluable in finishing the fight; this has saved me a number of times. Now, a support ability, it's not really worth the space, but it works nice for an auto-ability.

  • Job Level 1 - Time Magic Lv. 1:
    • Costs: None
    • Effects: Allows the use of Level 1 Time Magic.

  • Job Level 2 - M. Atk. 10% Up:
    • Costs: 1 Support Unit
    • Effects: Boosts M. Atk. by 10%.

  • Job Level 3 - Slow Parry:
    • Costs: 1 Support Unit
    • Effects: When you are hit by a single-target physical attack, you have a 50% chance to Slow the attacker and halve their Speed. A minor thing, but may as well if you have room.

  • Job Level 4 - Time Magic Lv. 2:
    • Costs: None
    • Effects: Allows the use of Time Magic up to Level 2.

  • Job Level 5 - Time Slip:
    • Costs: 3 Support Units
    • Effects: Prevents you from having a Game Over one time: when all of the party is knocked out, you get to restart the fight. While it may seem pointless, the knowledge learned in the first battle can be invaluable in finishing the fight; this has saved me a number of times. Now, a support ability, it's not really worth the space, but it works nice for an auto-ability.

  • Job Level 6 - Time Magic Lv. 3:
    • Costs: None
    • Effects: Allows the use of Time Magic up to Level 3.

  • Job Level 7 - Stop Immunity:
    • Costs: 1 Support Unit
    • Effects: Perhaps as a bout of irony, the wielder cannot be Stopped. It's a pretty annoying status, so this can help.

  • Job Level 8 - Time Magic Lv. 4:
    • Costs: None
    • Effects: Allows the use of Time Magic up to Level 4.

  • Job Level 9 - Save TM MP:
    • Costs: 2 Support Units
    • Effects: The MP cost for Time Magic is reduced by 25% (rounded up).

  • Job Level 10 - Time Magic Lv. 5:
    • Costs: None
    • Effects: Allows the use of Time Magic up to Level 5.

  • Job Level 11 - Slow World:
    • Costs: 2 Support Units
    • Effects: Everyone in battle loses 1 BP at the end of every second turn. This can be pretty brutal on BP-consuming users (Braev the Templar and Einheria come to mind, as do Templars and Valkyries).

  • Job Level 12 - Time Magic Lv. 6:
    • Costs: None
    • Effects: Allows the use of all Time Magic.

  • Job Level 13 - M. Atk 30% Up:
    • Costs: 3 Support Units
    • Effects: Boosts M. ATK. by 30%.

  • Job Level 14 - Hasten World:
    • Costs: 2 Support Units
    • Effects: Everyone in battle earns 1 BP at the end of every turn. Could be useful if you rely on BP-heavy tactics and lack Mimic, but Mimic is a lot safer than this (everyone means everyone).


Ranger

Job Description: The Ranger is a pretty straightforward job: taking the role of the hunter in this game, the Ranger (typically) uses Bows to attack enemies from afar and uses a number of abilities to really hurt them based on the type of monster. Most monster families - other than Inorganic and Human for the most part - are covered in the scope of the Ranger job, each ability able to deal 1.5x more damage than normal. The Ranger is actually one of my favorite jobs for weakness abuse. Either you can just use the Ranger and something else, or use the Ranger as a secondary ability-set on a heavily-physical job for the same general effect. It's definitely worth leveling up since, with plenty of set-up, your Ranger may be the first to hit the damage cap. ;)

Secondary Job Options: For the Ranger, perhaps the quickest thing that comes to mind is the Spell Fencer: basically, compounding the Ranger's family-piercing skills with the Fencer's element-piercing skills. Each by definition hit for x1.5 when successfully weak, meaning they're x2.25 together! You could also apply elements to Targeting for a 1.875x damage multiplier, or to Multiburst for 3.6x damage (on a single target). Pretty much no other job works so well as a sub-ability for the Ranger. Now, the Ranger can work well to some extent with heavily-physical jobs as their secondary (Monk and Templar come to mind), but the Ranger/Spell Fencer combo is one oft-abused throughout this guide, and for good reason.

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR +20% MIND -20%
Max MP +0% VIT +0% DEX +20%
INT -20% AGI +20%

EQUIPMENT AFFINITIES
Swords D
Axes E
Spears D
Bows S
Katanas E
Knuckles D
Rods D
Staves D
Daggers S
Shields E
Helmets E
Torso Armor E

  • Specialty (Auto-Ability) - Hawkeye:
    • Effects: Your Aim has an automatic 100% increase. Not entirely useful for a support ability - attacks rarely miss anyways, even with Veilga in effect =/ - but it's nice enough for an auto-ability.

  • Job Level 1 - Targeting:
    • Costs: 12 MP
    • Effects: Basically an Attack with 25% more damage.

  • Job Level 2 - Bug Slayer:
    • Costs: 8 MP
    • Effects: An attack that deals 50% more damage to the Bug family.

  • Job Level 3 - Plant Slayer:
    • Costs: 8 MP
    • Effects: An attack that deals 50% more damage to the Plant family.

  • Job Level 4 - Beast Slayer:
    • Costs: 8 MP
    • Effects: An attack that deals 50% more damage to the Beast family.

  • Job Level 5 - Paralyze Immunity:
    • Costs: 1 Support Unit
    • Effects: The wielder is immune to Paralysis. A somewhat-useful ability for slot-filling I suppose, but stuff like Esuna make other things better for filling this slot.

  • Job Level 6 - Aerial Slayer:
    • Costs: 8 MP
    • Effects: An attack that deals 50% more damage to the Aerial family.

  • Job Level 7 - Aquatic Slayer:
    • Costs: 8 MP
    • Effects: An attack that deals 50% more damage to the Aquatic family.

  • Job Level 8 - Bow Lore:
    • Costs: 1 Support Unit
    • Effects: Bows now have an S-Rank affinity.

  • Job Level 9 - Dragon Slayer:
    • Costs: 8 MP
    • Effects: An attack that deals 50% more damage to the Dragon family.

  • Job Level 10 - Undead Slayer:
    • Costs: 8 MP
    • Effects: An attack that deals 50% more damage to the Undead family.

  • Job Level 11 - Demon Slayer:
    • Costs: 8 MP
    • Effects: An attack that deals 50% more damage to the Demon family.

  • Job Level 12 - Hawkeye:
    • Costs: 1 Support Unit
    • Effects: Your Aim has an automatic 100% increase. Not entirely useful for a support ability - attacks rarely miss anyways, even with Veilga in effect =/ - but it's nice enough for an auto-ability.

  • Job Level 13 - Precision:
    • Costs: 2 Support Unit
    • Effects: When all attacks in a turn hit, damage will increase by 3% per hit. A very useful ability, especially for this attack-reliant job!

  • Job Level 14 - Multiburst:
    • Costs: 1 BP
    • Effects: Deals out four random-target attacks, each at 60% power. Overall, against a single enemy, this would be 2.4x more damage than normal, by the way. While not really reliable for random-encounter battles, you can find this to be pretty damaging in bosses, especially if you apply some Sword Magic to bring the multiplier to 3.6x.


Summoner

Job Description: The Summoner is like a Black Mage on steroids: they're not as versatile, but what they can do can absolutely rip through the opponents, especially with the abuse some of Support Abilities (Summon Substitute, Summon in a Pinch) present. That said, the Summoner is a decent enough job for the earlier half of the game (Chapters 1-4) since you can easily do a lot of damage with most of the summons. Beyond there, though, the bosses tend to bump up their HP dramatically, so other methods are better used for mass damage (especially given that the bosses are usually alone). Even so, learning the Summons can be very useful for the late-game, too. See Summon Magic for details on learning the spells, and Conjurer for exactly why Summons are useful in the late-game.

Secondary Job Options: There's not a lot one can really do with the Summoner. You could probably pair them up with a White Mage to be able to get some healing done, but that's about it. Some of the other jobs' Support Abilities work well to let a Summoner be useful in grinding - set them up with Pierce M. Defense, Post-Battle MP, and Summoning Amp and some M. Atk Up abilities, then just have them Summon something for a battle for an easy random-encounter win. But that's all I've got.

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR -40% MIND +20%
Max MP +40% VIT -30% DEX -10%
INT +30% AGI -20%

EQUIPMENT AFFINITIES
Swords D
Axes E
Spears E
Bows E
Katanas E
Knuckles E
Rods S
Staves C
Daggers C
Shields E
Helmets E
Torso Armor E

  • Specialty (Auto-Ability) - Convert MP:
    • Effects: When you take damage, you will have MP restored equal to 1% of the damage taken. (In other words, 1 MP per 100 HP of damage.)

  • Job Level 1 - Summoning Lv. 1:
    • Costs: 40 MP
    • Effects: Allows the use of the Level 1 Summon Magic, Girtablulu.

  • Job Level 2 - Abare Lightning:
    • Costs: 1 Support Unit
    • Effects: Halves damage from Lightning attacks. Not really useful except in specialized situations (or learning the Deus Ex summon).

  • Job Level 3 - Summoning Lv. 2:
    • Costs: 40 MP
    • Effects: Allows the use of the Level 2 Summon Magic, Hresvelgr.

  • Job Level 4 - Summoning Lv. 3:
    • Costs: 40 MP
    • Effects: Allows the use of the Level 3 Summon Magic, Ziusudra's Sin.

  • Job Level 5 - Friendship:
    • Costs: 1 Support Unit
    • Effects: Increases the affinity between friends (like from the Summon Friends option).

  • Job Level 6 - Summmoning Amp:
    • Costs: 2 Support Units
    • Effects: Summons cost 25% more MP (now either 50 MP or 75 MP), and will also do 25% more damage.

  • Job Level 7 - Summoning Lv. 4:
    • Costs: 40 MP
    • Effects: Allows the use of the Level 4 Summon Magic, Promethean Fire.

  • Job Level 8 - Summoning Lv. 5:
    • Costs: 40 MP
    • Effects: Allows the use of the Level 5 Summon Magic, Deus Ex.

  • Job Level 9 - Summon Substitute:
    • Costs: 1 Support Unit
    • Effects: When you are KO'ed, a random Summon will be summoned with no cost to your MP. I suppose this could be abused in that you could just have your party cyclically use Reraise and then weakly Attack the Summoner to induce the summoner, or have a Ninja use Kaikai on the Summoner to force the enemies to attack them. This could also be abused - with a LOT of forethought - by getting only Susano-o (the strongest summon) to force a 50% chance to summon it freely. All speculation, but food for thought.

  • Job Level 10 - Summoning Lv. 6:
    • Costs: 60 MP
    • Effects: Allows the use of the final, Level 6 Summon Magic - Susano-o.

  • Job Level 11 - Convert MP:
    • Costs: 3 Support Units
    • Effects: When you take damage, you will have MP restored equal to 1% of the damage taken. (In other words, 1 MP per 100 HP of damage.) A terrible ability for the amount of space used.

  • Job Level 12 - Summoning Surge:
    • Costs: 3 Support Units
    • Effects: Summon magic does 10% more damage with each times it's used.

  • Job Level 13 - Summon in a Pinch:
    • Costs: 2 Support Units
    • Effects: When HP reaches 20% or lower, a random summon is used. Again, this has potential for abuse like the Summon Substitute ability, just now it's like Attack - Cure - Attack - Cure in a loop. Theoretical, but food for thought.

  • Job Level 14 - Amp Friends:
    • Costs: 1 BP
    • Effects: Boosts the power of Friend Summonings. Whether that's useful is up to you. By the time you hit the late-game, I found my Friends and Net Invites sending along 9,999-Power summons, so this would be pointless (9,999 is the damage cap) outside of Bravely Second.


Valkyrie

Job Description: The Valkyrie is a very BP-heavy class. While it doesn't have a ton of reliance on it like the Templar, the ability to gain BP in some way will be critical for this job. In any case, this job specializes in using BP to deal out powerful single-target attacks or a few party-wide ones. All of these can be pretty useful in the earlier portions of the game, but the BP cost begins to become a problem in the later part of the game against high-HP bosses that take a while to beat, eventually forcing you into BP debt in some way. That said, the Valkyrie at the very least can be nice for grinding with a party of four and Crescent Moon, or for trying to beat single-enemy bosses.

Secondary Job Options: The Freelancer job with their Mimic ability becomes a must eventually to deal with the high BP consumption generated by this job. Other than that? Ranger and Spell Fencer abilities allow for easy weakness-piercing, which is a 50% damage bonus. While the Rangers' stuff can't apply to jumps, using weakness-piercing elemental Spell Fencer abilities could make damage quickly go up to 15.1875x the norm under the right set-up (High Jump with Spear, Aerials, BP Skill Amp), and that's without stat buffing/debuffing. If you were to optimize your P. ATK. (150%) and the foe's P. DEF. (75% = 33% more damage), it goes up to 30.375x the norm, at which point you probably ought to use Bravely Second. (If a normal attack hit for only 329 damage or so, this would hit 9,999.) And you can boost stats even further with Specials, and ... well, you get my point, right? FYI, if a normal unboosted attack hit for 9,999 damage under those circumstances, it would hit for about 303,720 under the named buffs in Bravely Second, enough to kill all but the Adventurer boss in a single blow...

STAT CHANGES (VS. FREELANCER)
Max HP +10% STR +20% MIND -30%
Max MP -10% VIT +10% DEX +0%
INT -30% AGI +10%

EQUIPMENT AFFINITIES
Swords C
Axes E
Spears S
Bows D
Katanas E
Knuckles E
Rods E
Staves C
Daggers D
Shields A
Helmets A
Torso Armor A

  • Specialty (Auto-Ability) - Soul Mates:
    • Effects: If an ally is KO'ed, your P. ATK and M. ATK are boosted by 25% (up to 150%) for five turns. Clearly abusable, no?

  • Job Level 1 - Crescent Moon:
    • Costs: 1 BP
    • Effects: Attacks all enemies with the strength of a normal attack. Really good for grinding if you have four Valkyries.

  • Job Level 2 - Jump:
    • Costs: 1 BP
    • Effects: In the first turn (once used), you will go off-screen, unable to be targeted by anything. On the second, you hit the target. The damage is equal to double the damage of a normal Attack, or triple with a Spear equipped. Since it would otherwise just equal out without a Spear, it's better to use a Spear here, just for the logic.

  • Job Level 3 - Spear Lore:
    • Costs: 1 Support Unit
    • Effects: Spears now have an S-Rank affinity.

  • Job Level 4 - Judgment:
    • Costs: 2 BP
    • Effects: Attack a single target for triple damage. Especially useful with the Mimic Freelancer skill.

  • Job Level 5 - Spirit Barrier:
    • Costs: 10 MP
    • Effects: For ten turns, when you take damage, it is deducted from your MP. (The damage to your MP is 10% of what the damage normally would be.) Ends after ten turns or when your MP hits zero.

  • Job Level 6 - Soul Crush:
    • Costs: 16 MP
    • Effects: The target loses MP equal to 10% of what a normal Attack would normally damage their HP for. Not really useful.

  • Job Level 7 - BP Skill Amp:
    • Costs: 3 Suppoort Units
    • Effects: Skills that consume BP will consume one more BP, but their damage is boosted by 50%. Ultimately, its usefulness depends on the skill, but BP is hard enough to come by: if you plan on using this, be sure to use the Freelancer's Mimic ability.

  • Job Level 8 - Decimate:
    • Costs: None
    • Effects: Kills everyone in battle that has 10% or less of their max HP remaining. Doesn't work on bosses and the like.

  • Job Level 9 - High Jump:
    • Costs: 2 BP
    • Effects: For the turn when you use this, and the turn thereafter, you are off-screen and cannot be targeted. Two turns after the initial use, you come down, striking a single enemy for triple damage, or 4.5-times more damage with a Spear. Again, turn-wise, you should use a Spear for this; otherwise, it's a waste of BP, really.

  • Job Level 10 - Pierce Default:
    • Costs: 2 Support Units
    • Effects: Your attacks will do the normal amount of damage, even if the target Defaults.

  • Job Level 11 - Soul Mates:
    • Costs: 1 Support Unit
    • Effects: If an ally is KO'ed, your P. ATK and M. ATK are boosted by 25% (up to 150%) for five turns. Clearly abusable, no?

  • Job Level 12 - Aerials:
    • Costs: 1 Supoort Unit
    • Effects: Jumping attacks last one more turn and cost one more BP, but do 50% more damage. Thusly, Jump, Super Jump, and Sky High deal x3/x4.5 damage after two turns and two BP, and High Jump deals x4.5/x6 damage after three turns and three BP. Not exactly useful unless you have a lot of BP to throw around...

  • Job Level 13 - Sky High:
    • Costs: 2 Supoort Units
    • Effects: You will begin the battle off-screen and hit an enemy with a Jump during the first turn - damage is doubled that of a normal Attack, and triple with a Spear. Pretty useful to some extent.

  • Job Level 14 - Super Jump:
    • Costs: 3 BP
    • Effects: Leap into the air on the first turn and come down two turns later to strike all enemies. Damage is doubled that of a normal Attack, or triple with a Spear equipped.


Red Mage

Job Description: The Red Mage, on a general Final Fantasy level, has always been one of my favorite early-game jobs. Earlier FF games would have you force people to specialize as either a White or a Black Mage, but some would allow the mediatory Red Mage. The Red Mage specializes in neither spell-set. It can learn White and Black Magic through Level 4, though, which makes it nice for at least the first three or four chapters, after which your want for Dark, Holy, and Curaga will probably force some level of specialization on you. =P That aside, once you get this job, it's probably a good idea to use it at least a bit, especially if you plan on using its BP-boosting abilities for abuse.

Secondary Job Options: You could always round out the spell set with a Time Mage for a good ol' trio. The use of the Ninja job's Utsusemi is especially critical in managing to make (ab)use of the Turn Tables ability as well. You will probably want to throw this job out by the time you cross over into Chapter 5, though...

STAT CHANGES (VS. FREELANCER)
Max HP +10% STR +0% MIND +20%
Max MP +20% VIT -10% DEX +0%
INT +20% AGI +10%

EQUIPMENT AFFINITIES
Swords A
Axes B
Spears B
Bows C
Katanas B
Knuckles D
Rods B
Staves B
Daggers B
Shields C
Helmets C
Torso Armor C

  • Specialty (Auto-Ability) - Revenge:
    • Effects: When you take damage, there is a 25% chance for your BP to increase by 1.

  • Job Level 1 - B/W Magic Lv. 1:

  • Job Level 2 - MP 20% Up:
    • Costs: 2 Support Units
    • Effects: Boosts your max MP by 20%.

  • Job Level 3 - B/W Magic Lv. 2:

  • Job Level 4 - Turn Tables:
    • Costs: 1 Support Unit
    • Effects: If you evade an enemy attack, your BP increases by one. This is easily abused with some Ninjas' skills: use Utsusemi to dodge a physical attack, and Kaikai to make the Red Mage be targeted. If the boss is known to counter - like Kikyo or Kamiizumi - you can use Utsusemi to set up the dodge, then Attack to deal damage (maybe) and force your own dodge due to Utsusemi.

  • Job Level 5 - MP Free in a Pinch:
    • Costs: 2 Support Units
    • Effects: You don't spend MP if you are below 20% HP. This is easily abused in conjunction with Reraise. ;)

  • Job Level 6 - B/W Magic Lv. 3:

  • Job Level 7 - Adrenaline:
    • Costs: 1 Support Unit
    • Effects: Defeat an enemy to raise your BP by one. Basically a wasted slot in boss battles, so you know.

  • Job Level 8 - Save Magic MP:
    • Costs: 3 Support Units
    • Effects: Black, White, Time, and Summon Magic have their MP costs cut by 25%. Somewhat useful, especially in conjunction with other MP-savers, though it takes up quite a bit of space...

  • Job Level 9 - BP Recovery:
    • Costs: 1 Support Unit
    • Effects: Your BP increases by two when you're hit with a status ailment. Not very useful, really, since you don't often encounter ailments.

  • Job Level 10 - B/W Magic Lv. 4:

  • Job Level 11 - Revenge:
    • Costs: 2 Support Units
    • Effects: When you take damage, there is a 25% chance for your BP to increase by 1. Kind of pointless, really - there are better ways to gain BP, but you could probably abuse this with a weak mage attacking you four times.

  • Job Level 12 - Revival:
    • Costs: 2 Support Units
    • Effects: Your BP goes up by two when your HP goes below 20%. Works only 75% of the time, and is not triggered by HP-costing moves. Not very useful, really...

  • Job Level 13 - An Eye for an Eye:
    • Costs: 1 Support Unit
    • Effects: Boosts your critical-hit rate by 900% for 5 turns when HP is below 20%. Note that the max for the rate is 1000%, so a lack of debuffing on you will make that max out so that criticals are 10 times more common. Very useful on other jobs, but a risky one.

  • Job Level 14 - In the Red:
    • Costs: 1 Support Unit
    • Effects: The power of your attack increases when you have your BP below zero. This basically encourages the use of Brave without a Default, which can be useful in random battles, but pointless otherwise. Still, if you insist, get Hasten World from the Time Mage; it can help decrease your BP debt.


Salve-Maker

Job Description: The Salve-Maker kinda makes me think of Rikku from Final Fantasy X; the main appeal of this job is the ability to combine and use items in ways not usually expected. The Salve-Maker is perhaps one of the most powerful classes in the game if you understand what you need to compound together, and have the items of course - this, coupled with a number of support abilities, make it a job at least worth screwing around in.

Secondary Job Options: Nothing in particular, really. The Freelancer comes to mind for probably Mimicking your various Compounding results, though, which could be useful to avoid an item penalty.

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR +0% MIND +20%
Max MP +0% VIT -10% DEX +0%
INT +10% AGI +0%

EQUIPMENT AFFINITIES
Swords D
Axes E
Spears D
Bows B
Katanas E
Knuckles B
Rods D
Staves S
Daggers S
Shields E
Helmets E
Torso Armor E

  • Specialty (Auto-Ability) - Healing Lore:
    • Effects: Doubles the effectiveness of healing abilities.

  • Job Level 1 - Compounding:
    • Costs: Items
    • Effects: Combine two items for use in battle. See the Item Compounding section for more.

  • Job Level 2 - First Aid:
    • Costs: None
    • Effects: Heals the ally with the lowest HP at the end of the turn.

  • Job Level 3 - Experiment:
    • Costs: None
    • Effects: Makes an attack item from a consumable.

  • Job Level 4 - Attack Item Amp:
    • Costs: 1 Support Unit
    • Effects: Attack items are 50% stronger. For the main elemental Battle Items you'll probably think of first, that boosts their damage to 750 (1,125 if weak) and 2,250 (3,375 if weak).

  • Job Level 5 - Innoculate:
    • Costs: None
    • Effects: Use a status-curing item to become immune to that ailment for 6 turns - that means Antidote grants Poison immunity, Eye Drops grant Blind immunity, Echo Herbs grant Silence immunity, Wakeup Bell for Sleep immunity, and Balsam for Dread immunity.

  • Job Level 6 - Auto-Potion:
    • Costs: 1 Support Unit
    • Effects: Use a Potion on yourself when you take damage. Will not work without a Potion. A pretty useless ability, given the low curative value of Potions, unless you're on a REALLY low-level playthrough.

  • Job Level 7 - Shorten Ailment:
    • Costs: 1 Support Unit
    • Effects: Makes Sleep, Paralysis, Dread, Confusion, Charm, and Stop 50% more likely to be cured.

  • Job Level 8 - Widen Area:
    • Costs: 1 BP
    • Effects: The item you use will affect all targets; imagine the Mega items of Final Fantasy games. It can be helpful if you don't have a dedicated healer with the X-Potion, Phoenix Down, or Remedy, I suppose.

  • Job Level 9 - Healing Lore:
    • Costs: 2 Support Units
    • Effects: Doubles the effectiveness of healing abilities.

  • Job Level 10 - Turn Toxic:
    • Costs: None
    • Effects: Uses a curative item that deals out damage instead and causes Poison; damage equals what would normally be cured. For example, an X-Potion turned toxic will do 1,500 damage and may Poison.

  • Job Level 11 - Auto-Phoenix:
    • Costs: 2 Support Units
    • Effects: If an ally if KO'ed, you will revive them at the end of your turn. This consumes a Phoenix Down, so you need one for it to work. This works pretty decently in the earlier parts of the game until you get the Reraise Time Magic, and maybe even after, depending on what you're doing.

  • Job Level 12 - Collect:
    • Costs: None
    • Effects: Just get an item. What it is is location dependent.

  • Job Level 13 - Resurrect:
    • Costs: None
    • Effects: Revives all KO'ed allies with 25% of their max HP healed. A very useful ability.

  • Job Level 14 - Feel No Pain:
    • Costs: 3 Support Units
    • Effects: The wielder cannot damaged for two turns when the battle starts. It's pretty useful for grinding in random encounters, but few bosses have any remote opportunity to be two-turned, so...


Performer

Job Description: The Performer doesn't look it, but this singing class can very well be what gets you out of most binds in the game. The Performer plays a mostly supportive role; by no means is it meant to be used for an actual offense (though it does get a 10% M. ATK. boost due to the INT increment, so magic works). Rather, you are meant to boost your allies' stats for the most part to make them more powerful. So, where does the Performer truly get in its use? Mostly with the Mimic ability of the Freelancers; this one, lone skill can make Performers gods on the battlefield. For example, you could use Love Power, Mimic, Little Devil, and Mimic to max out your offense at half the cost, or do something similar with Got Your Back and Key to Your Heart for your defenses. And, in reality, those four skills - learned by Level 5 - will probably be the most useful of the group ... until Level 14 is hit. My Hero is the most broken skill in the game combined with Mimic: since it boosts BP for the party by 1, you can go into My Hero and then three Mimics and cause your allies to have a huge surge in BP. Those three turns you normally spend Defaulting will be no more.... In short, I LOVE this job! Now, say it with me ... "Love in the Crossfire!"

Secondary Job Options: Mastered Freelancer all the way with this one; Mimic makes your party very difficult to beat, especially due to the BP boosts of My Hero or stats boosts across the party. If you don't have a mastered Freelancer - it probably won't happen until late Chapter 4, and that's if all you've used is a Freelancer - then pretty much any kind of Mage or Summoner work well so you can throw up a bit of healing or offense; whichever you choose is better based on what you do and do not have in your party at the moment.

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR -20% MIND +0%
Max MP +0% VIT -20% DEX +0%
INT +10% AGI +20%

EQUIPMENT AFFINITIES
Swords A
Axes E
Spears E
Bows E
Katanas E
Knuckles C
Rods S
Staves S
Daggers S
Shields D
Helmets D
Torso Armor D

  • Specialty (Auto-Ability) - Save Singing MP:
    • Effects: Singing skills cost 50% of their normal MP.

  • Job Level 1 - Love Power:
    • Costs: 30 MP
    • Effects: All allies' P. ATK. is raised by 25% (up to 150%) for four turns.

  • Job Level 2 - Love Rush:
    • Costs: 24 MP
    • Effects: All allies' Speed is raised by 25% (up to 150%) for four turns.

  • Job Level 3 - One More for You:
    • Costs: 26 MP
    • Effects: Boosts the BP of the target by one.

  • Job Level 4 - Got Your Back:
    • Costs: 24 MP
    • Effects: All allies' P. DEF. is boosted by 25% (up to 150%) for four turns.

  • Job Level 5 - Key to Your Heart:
    • Costs: 24 MP
    • Effects: All allies' M. DEF. is boosted by 25% (up to 150%) for four turns.

  • Job Level 6 - Support Amp:
    • Costs: 1 Support Unit
    • Effects: When your stats are increased or decrease, the stat affected is boosted by 10% (up to 150%). This can be useful against, for example, Pirates to weaken the effects of stat-lowering skills (it would be a net loss of 15% in most cases, but it's better than -25%).

  • Job Level 7 - Little Devil:
    • Costs: 24 MP
    • Effects: Raises all allies' M. ATK. by 25% (up to 150%) for four turns.

  • Job Level 8 - Catch Me:
    • Costs: 12 MP
    • Effects: Makes you more likely to be targeted by enemies. The main strategic uses for this are if you have Reflect on you (for magic-heavy battles) or Utsusemi (for physical-heavy battles).

  • Job Level 9 - Buff Up:
    • Costs: 2 Support Units
    • Effects: Your P. ATK., M. ATK., P. DEF., and M. DEF. all increase by 5% each turn (up to 150%) under the effects of this Support Ability. Obviously a great skill for any class. Additionally, the use of Stillness or Feel No Pain can really give you an early advantage (each for a +10% before damage can be taken), so think about it.

  • Job Level 10 - Prolong Support:
    • Costs: 1 Support Unit
    • Effects: The effects of stat buffs are twice as long. Pretty useful for boss battles, since they can often grind on.

  • Job Level 11 - Charm Immunity:
    • Costs: 1 Support Unit
    • Effects: Prevents the wielder from being Charmed. While Charm is very annoying, it's rarely used outside of a few bosses (mostly versus Fiore DeRosa), so it's better to equip when you need.

  • Job Level 12 - Save Singing MP:
    • Costs: 2 Support Units
    • Effects: Singing skills cost 50% of their normal MP. Obviously requires you to have the Performer skill-set if you switch jobs.

  • Job Level 13 - Zero Sum:
    • Costs: 30 MP
    • Effects: Lowers all enemies' BP to 0 if they have 1, 2, 3, or 4 BP. This can be extremely useful in a few boss battles where the enemies rely on the use of BP for their strategy, most notably Einheria and Braev the Templar. You could also use it against DeRosa to screw with him a little.

  • Job Level 14 - My Hero:
    • Costs: 2 BP
    • Effects: All allies' BP is increased by one. This ability is very easy to abuse, and very worth it; all you need is the Mimic skill (Freelancer Lv. 14). Since Mimic avoids BP (and other) costs, you can have your Performer use My Hero, then three Mimics to give a massive surge of power to your offense!


Pirate

Job Description: The Pirate is one of the strongest units in the game in pure strength, boasting a 50% increase in Strength when coming from a Freelancer. They're also one of the most nerfed versus the original Bravely Default, too, and for good reason... Anyhow, the point of a Pirate is to deal out brute-force damage for the most part, especially with stuff like Amped Strike. However, there is another way to use the Pirate one might quite as easily think of: they have quite a few stat-lowering abilities and those can be useful, especially the P. DEF.-lowering Shell Split for the Pirate. Overall, the Pirate is probably something worth investing time in, especially once Mimic is learned.

Secondary Job Options: Mimic can make this job's Amped Strike become very lethal: combine a skill that is likely to hit for 9,999 damage, then remove the cost (almost) and make it hit four times total and ... wham. Still, Mimic is a bit off for what is expected for when this job is unlocked. Other good job sets for the Pirate can include the Ninja if you want evasion, the Swordmaster for counters, the Spell Fencer to help pierce elemental weaknesses, the Ranger for familial weaknesses, or my personal favorite, the Thief. The Thief doesn't provide a lot of useful skills, but there's one I love for this job: Life Thief. Combine the Pirate's high-damage with this and you basically have a self-sufficient healer on all but the bulkiest of bosses. Overall, there's quite a bit there for a Pirate. ... Argh.

STAT CHANGES (VS. FREELANCER)
Max HP +20% STR +50% MIND -40%
Max MP -20% VIT +20% DEX -40%
INT -40% AGI +0%

EQUIPMENT AFFINITIES
Swords A
Axes S
Spears C
Bows E
Katanas S
Knuckles D
Rods E
Staves E
Daggers D
Shields A
Helmets D
Torso Armor D

  • Specialty (Auto-Ability) - Adrenaline Rush:
    • Effects: Your P. ATK. and P. DEF. increase by 50% when your HP falls below 20%. It's not good to rely on for magical boss battles, clearly, unless you have Life Thief.

  • Job Level 1 - Double Damage:
    • Costs: 25% of the user's max MP
    • Effects: Uses an attack that is double the damage of a normal one. While the MP cost can be a bit concerning, keep in mind the use of Mimic (MP-free).

  • Job Level 2 - Provoke:
    • Costs: None
    • Effects: Increases your chance to be targeted by the enemy. Strategically only useful if you're planning into draw them into Reflect or into an Utsusemi/Transience counter.

  • Job Level 3 - Shell Split:
    • Costs: 9 MP
    • Effects: Attacks the target. Also lowers their P. DEF. by 25% (lowest is 75%) for four turns. If you plan on using Brave on the turn when you use this, lead with this attack to make consecutive attacks from the Pirate stronger. ;)

  • Job Level 4 - Scale Strip:
    • Costs: 9 MP
    • Effects: Attacks the target. Also lowers their M. DEF. by 25% (lowest is 75%) for four turns.

  • Job Level 5 - Shin Smash:
    • Costs: 9 MP
    • Effects: Attacks the target. Also lowers their Speed by 25% (lowest is 75%) for four turns.

  • Job Level 6 - Mass Attack:
    • Costs: 1 BP
    • Effects: You attack, as well as anyone in the party with 20% HP or less. Their BP is not consumed by this, nor is their turn. This is easily abused in conjunction with Reraise and/or Mimic.

  • Job Level 7 - Berserk:
    • Costs: None
    • Effects: Your P. ATK. increases by 50% (up to 150%), but you have no control over the character for 6 turns. All they will do is Attack under most circumstances. If you use this skill and then others in the same turn via Brave, those you lined up after Berserk will still take action - thusly, you could try to use Berserk then Esuna or a Remedy to allow you to regain control.

  • Job Level 8 - Adrenaline Rush:
    • Costs: 2 Support Units
    • Effects: Your P. ATK. and P. DEF. increase by 50% when your HP falls below 20%. It's not good to rely on for magical boss battles, clearly, unless you have Life Thief.

  • Job Level 9 - P. Atk. 20% Up:
    • Costs: 2 Support Units
    • Effects: Boosts P. ATK. by 20%.

  • Job Level 10 - Defang:
    • Costs: 9 MP
    • Effects: Attacks the target. Will lower their P. ATK. by 25% (as low as 75%) for four turns.

  • Job Level 11 - Skull Bash:
    • Costs: 9 MP
    • Effects: Attacks the target. Will lower their M. ATK. by 25% (as low as 75%) for four turns.

  • Job Level 12 - Axe Lore:
    • Costs: 1 Support Unit
    • Effects: Axes have an S-Rank affinity.

  • Job Level 13 - Torrent:
    • Costs: 2 BP
    • Effects: Deals up to 16 attacks to a single target. The attacks are Water-elemental, and hit are 30% of their normal power. Mathematically speaking, this is 4.8x normal damage to a single target at best, and 7.2x normal if they hit a weakness. However, keep the "up to" in mind; this isn't worth relying on.

  • Job Level 14 - Amped Strike:
    • Costs: 50% of the user's max HP
    • Effects: Deals a quadruple-damage attack to a single target. While the MP cost is a HUGE concern, really keep in mind Mimic, since that will let you avoid the MP cost on consecutive attacks. This can be truly nasty among four Pirates: the fastest uses Amped Strike and three Mimics, then the other three go for four Mimics. We're talking 16 quadruple-damage attacks. That's 64x the normal amount of damage from one Attack. That's nasty, especially given Amped Strike easily hits for 9,999 damage by the time it's learned (will hit that if you do 2,500+ on a normal attack): 64,000 damage kills most enemies in a single hit.


Ninja

Job Description: In most Final Fantasy games, the Ninja has been my favorite job of all; in general, the Dual-Wield ability has made most such job classes absolute powerhouses. I recall Final Fantasy Tactics Advance especially for those memorires... *ahem* Anyhow, the Ninja is good for the Dual-Wield ability when you hit it; you can then bring it to, say, a Pirate. Otherwise? The Ninja can be pretty deadly by themselves because of the Utsusemi/Transience tactic against physical bosses; they're also good at increasing damage output in Frenetic Fighting. ... To be honest, the Ninja isn't very noteworthy beyond Utsusemi/Transience and Dual-Wield; once you've got those, you're probably better off with a different job. The only real reason to stay around is the boss-dominating Utsusemi/Transience.

Secondary Job Options: The Ninja doesn't have any decent secondary jobs that I can think of, to be honest. The Ninja is better of left as a secondary for other jobs, mainly the Pirates for Utsusemi/Transience.

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR +10% MIND -10%
Max MP +0% VIT -20% DEX +30%
INT -10% AGI +40%

EQUIPMENT AFFINITIES
Swords C
Axes E
Spears E
Bows D
Katanas B
Knuckles D
Rods E
Staves D
Daggers S
Shields E
Helmets E
Torso Armor E

  • Specialty (Auto-Ability) - Dual-Wield:
    • Effects: Normally when wielding two weapons - one per hand - the power drops for each by 50%. In reality, that makes dual-wielding normally terrible unless you already are hitting the 16-hit (32-hit with Frenetic Fighting) cap, which could help a little. The Dual-Wield ability allows you to equip two weapons with no loss of power. While not as useful for the Ninja, this can be very useful for more physical classes like the Pirate.

  • Job Level 1 - Shippûjinrai:
    • Costs: 16 MP
    • Effects: You will attack first during a turn. Note that this attack can be a bit weird when you're using Brave. For example, let's say you plan on using Utsusemi, Love Power (Performer), Love Power, then Shippûjinrai in the same turn - basically, set up a counter, buff your way to 150% P. ATK., then use a first-striking attack. However, even though Shippûjinrai was chosen fourth, it will go first, so, in this example, it won't be affected by those buffs. Be careful about that.

  • Job Level 2 - Transience:
    • Costs: 1 Support Unit
    • Effects: When you dodge a single-target attack, you will counterattack with the power of a normal attack. This is easily abused with Utsusemi to no-damage most physical bosses.

  • Job Level 3 - Evade 10% Up:
    • Costs: 1 Support Unit
    • Effects: Boosts Evade by 10%.

  • Job Level 4 - Utsusemi:
    • Costs: None
    • Effects: After this status is induced, the user will evade - without fail - the next physical attack to target them. This lasts until the wielder of this status i This ability is extremely abusable in conjunction Transience (Level 2). Basically, you can set up Utsusemi and then force a counterattack through Transience. If you opt for such a tactic, it is best used only physical bosses (i.e. Braev the Templar) and made to work across the party. Once you start using Utsusemi every turn on a boss that only does physicals, unless they use BP for multiple attacks on the same character (very rare), you could turn on Auto-Battle for an eventual win.

  • Job Level 5 - Comeback Kid:
    • Costs: 1 Support Unit
    • Effects: When an attack is evaded, your P. ATK. and M. ATK. are boosted by 25% (up to 150%) for three turns. This can be abused easily with Utsusemi, and even further with the Utsusemi/Transience tactic.

  • Job Level 6 - Ikkikasei:
    • Costs: 1 BP
    • Effects: Doubles the amount of "hits" you deal with an Attack, but only on this turn, so you must use Brave. This can be a bit inefficient when you get the Ninja job, though. See, the maximum number of hits is 16, or 32 with the Frenetic Fighting (Ninja Lv. 16) ability. By Chapter 3, I was already piercing 9 and 10 - doubled, that would go for 18 or 20, but it will still become 16, which is 10% ~ 20% inefficiency. Especially in the late-game, too, this skill be useless without Frenetic Fighting.

  • Job Level 7 - Cleave:
    • Costs: 1 Support Unit
    • Effects: After defeating an enemy, you may attack again; the chance for activation is based upon how much damage you dealt compared to the KO'ed target's HP.

  • Job Level 8 - Evade 20% Up:
    • Costs: 2 Support Units
    • Effects: Boosts Evade by 20%.

  • Job Level 9 - Shunshin:
    • Costs: None
    • Effects: Maxes your evasion (150%) for six turns. FYI, that's basically the same as using Veilga (see Time Magic) when you're unbuffed, but this is straight to the max, even if you've been debuffed.

  • Job Level 10 - Kairai:
    • Costs: None
    • Effects: Forces the enemies to target a certain character. You pretty much need to be luring them into a Reflect or Utsusemi/Transience trap for this to be effective.

  • Job Level 11 - Dual Wield:
    • Costs: 2 Support Units
    • Effects: Normally when wielding two weapons - one per hand - the power drops for each by 50%. In reality, that makes dual-wielding normally terrible unless you already are hitting the 16-hit (32-hit with Frenetic Fighting) cap, which could help a little. The Dual-Wield ability allows you to equip two weapons with no loss of power. While not as useful for the Ninja, this can be very useful for more physical classes like the Pirate.

  • Job Level 12 - Kakuremi:
    • Costs: None
    • Effects: Reduces the chance of you being targeted for five turns. While counterproductive to the Ninja's cornerstone Utsusemi/Transience combo, it is useful on other general levels.

  • Job Level 13 - Evade 30% Up:
    • Costs: 3 Support Units
    • Effects: Increases Evade by 30%.

  • Job Level 14 - Frenetic Fighting:
    • Costs: 2 Support Units
    • Effects: Normally when attacking, you only can deal out 16 hits. By that, I mean the number beside the damage that appears when Attacking. Hits don't affect much beyond the base damage of an attack as a multiplier; for example, if you deal out 2,400 damage with 12 hits, there's a baseline damage of 200 damage per hit. (Most skills take the Attack as a whole, so don't worry much - I'm just trying to get to a point here.) Thusly, more hits, more damage, right? Once you hit 16, you basically are capped. However, Frenetic Fighting boosts the limit to 32, effectively doubling the maximum damage you can do (still within 9,999 though). It is extremely useful in conjunction with the Ikkikasei skill, and on a general level in the late-game, both considering how the Ninja's 30% Dexterity boost factors into Hit calculation. ;)


Swordmaster

Job Description: The Swordmaster is actually the first time I've ever been able to encounter such an odd class - one that does not rely on dealing out damage directly, but through counterattacking. The Swordmaster is a very powerful unit, easily able to deal out 11.25x more damage than is normal, and that's without hitting weaknesses, just The Worm Turns and Counter Amp. Throw in an elemental weakness and a 3 BP attack with Redoubled Effort in effect and damage is ~22.44x normal. That means attacks that deal out just under 450 damage normally hit the damage cap. The problem with this job, though, is that there aren't any real effects from using Bravely Second short of Attacks (and there are other ways to go for that). So long as you have a good healer, the Swordmaster will be a useful class for a long time to come.

Secondary Job Options: The Spell Fencer helps the Swordmaster by allowing them to pierce elemental weaknesses with their counterattacks; this is mostly only useful for single-enemy boss battles, but it works well enough. The use of Drain Sword Magic especially helps the Swordmaster regain HP. Free Lunch is an ability great to combine with Magic skills, Pirate skills, and the like, but it'd probably be best to use the job in question as your primary rather than the Swordmaster (stat boosts 'n all).

STAT CHANGES (VS. FREELANCER)
Max HP +10% STR +20% MIND -20%
Max MP -10% VIT +20% DEX +20%
INT -30% AGI +0%

EQUIPMENT AFFINITIES
Swords B
Axes D
Spears D
Bows E
Katanas S
Knuckles D
Rods E
Staves D
Daggers B
Shields A
Helmets A
Torso Armor A

  • Specialty (Auto-Ability) - Counter:
    • Effects: When you're hit by a single-target physical attack, you have a 60% chance to counter.

  • Job Level 1 - Nothing Ventured:
    • Costs: None
    • Effects: You will counter any physical attack by attacking for double damage. This lasts for the duration of the turn in which this is used, or until the user is KO'ed by some means. This will also halve the damage taken from such attacks. While it basically gives your opponent time to buff, that is rare, and thusly only is countered by magic-heavy bosses. With enough HP, this may become the main skill you use, and for good reason.

  • Job Level 2 - Abate Earth:
    • Costs: 1 Support Unit
    • Effects: Halves the damage taken from Earth attacks. Outside of the fights against Khamer and the Gigas Lich, you won't find this useful.

  • Job Level 3 - Katana Lore:
    • Costs: 1 Support Unit
    • Effects: Katanas have an S-Rank affinity.

  • Job Level 4 - Squeaky Wheel:
    • Costs: 1 BP
    • Effects: The target's BP goes down by one. Especially effective against BP-heavy bosses, and even more so with the Freelancer's Mimic.

  • Job Level 5 - Multitask:
    • Costs: 2 Support Units
    • Effects: After you attack, there is a 25% chance to attack again. In the long term, that's basically averages out to give you 1.25x more damage. Not quite worth it, especially if you prefer to use skills over Attack.

  • Job Level 6 - Counter:
    • Costs: 2 Support Units
    • Effects: When you're hit by a single-target physical attack, you have a 60% chance to counter.

  • Job Level 7 - Confuse Immunity:
    • Costs: 1 Support Unit
    • Effects: The wielder cannot be confused.

  • Job Level 8 - Before Swine:
    • Costs: None
    • Effects: You will counter any magic attack that hits you with a triple-damage counterattack; magic damage taken will be halved. This lasts for the duration of the turn in which this is used, or until the user is KO'ed by some means. This is how you fight magic bosses with the Swordmaster.

  • Job Level 9 - Counter Amp:
    • Costs: 1 Support Unit
    • Effects: Increases counterattack damage by 50%. A VERY critical skill for the Swordmaster, since it changes Nothing Ventured to 3x damage, Before Swine to 4.5x, Know Thine Enemy to 6x, and The Worm Turns to 11.25x. And that's without hitting any kind of weakness.

  • Job Level 10 - Know Thine Enemy:
    • Costs: None
    • Effects: You basically guess the enemy to attack you this turn, and their attacks result in you counterattacking for four times more damage than normal. This lasts for the duration of the turn in which this is used, or until the user is KO'ed by some means. While it is a guessing game and therefore not reliable in multi-foe battles, many early bosses especially (and the temple bosses and some others) are single-target. You can guess with 100% accuracy there, so this is invaluable.

  • Job Level 11 - Redoubled Effort:
    • Costs: 2 Supprt Units
    • Effects: Having more BP increases the damage of your physical attacks. For 1 BP, +10%; for 2 BP, +21%; for 3 BP, +33%; and for 4 BP, +46%.

  • Job Level 12 - The Worm Turns:
    • Costs: None
    • Effects: Counter an attack from an enemy with 7.5x more damage than normal if your HP is under 20%. This lasts for the duration of the turn in which this is used, or until the user is KO'ed by some means. Easily abused with Reraise, though surviving the actual strike is another question. You can buff up your defenses, perhaps, or - and this is just theory - use Utsusemi from the Ninja to get this to work with a physical strike.

  • Job Level 13 - Slow and Steady:
    • Costs: 1 Support Unit
    • Effects: Maxes your Speed (150% the norm) for two turns when you use Default. Not very useful except in niche situations.

  • Job Level 14 - Free Lunch:
    • Costs: None
    • Effects: Your MP consumption will be zero for two turns. Great for mages and Pirates more than anything, especially if Mimic isn't around.


Arcanist

Job Description: The Arcanist is like a super Black Mage. With some new skills of their own, their primary purpose is to take your Black Mage, throw some Dark-elemental skills into it, toss up a number of Black Magic-boosting skills, and hope for the best. All in all, you can basically say an Arcanist is just a Super Black Mage. They can be very useful for hitting the target's weaknesses or just dealing out lots of damage. ... I dunno why I'm even elaborating, really.

Secondary Job Options: The Black Mage is the quintessial secondary job for the Arcanist, though Time Mage works well, too, due to Meteor and Convergence. Summoners may also get some minimal benefit from the +50% INT boost, but there's little here for them.

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR -50% MIND +30%
Max MP +40% VIT -50% DEX +0%
INT +50% AGI +10%

EQUIPMENT AFFINITIES
Swords E
Axes E
Spears E
Bows E
Katanas E
Knuckles E
Rods S
Staves C
Daggers E
Shields E
Helmets E
Torso Armor E

  • Specialty (Auto-Ability) - Absorb M. Damage:
    • Effects: When hit by magical damage, you regain HP equal to 25% of that damage. Somewhat useful against magic-oriented bosses.

  • Job Level 1 - Corpse:
    • Costs: 4 MP
    • Effects: ~75% chance to induce Doom, with the actual rate being based on your M. ATK. and the opponent's Mind. Even so, this is a terrible ability to use; it's not instant-death, so it basically does nothing for several turns.

  • Job Level 2 - Black Magic Amp:
    • Costs: 1 Support Unit
    • Effects: You boost the damage from Black Magic by 25%, but MP consumption goes up by 50%. It can be used with some MP-saving abilities, Free Lunch, Mimic, or the like though to help with this.

  • Job Level 3 - Exterminate:
    • Costs: 4 MP
    • Effects: Huge Dark damage to anyone who is poisoned. Not worth relying on for bosses, and it's hard to get all of the enemies poisoned in a random encounter.

  • Job Level 4 - Absorb M. Damage:
    • Costs: 1 Support Unit
    • Effects: When hit by magical damage, you regain HP equal to 25% of that damage. Somewhat useful against magic-oriented bosses.

  • Job Level 5 - Twilight:
    • Costs: 9 MP
    • Effects: Instantly kills anyone who is asleep (except bosses). The chance of success is again dependent on your M. ATK. and the target's Mind, and is again a little too tedious to rely on.

  • Job Level 6 - Save BM MP:
    • Costs: 2 Support Units
    • Effects: Lowers the cost for Black Magic by 25%.

  • Job Level 7 - Sacrifice:
    • Costs: 25% of the user's max HP
    • Effects: Raises your M. ATK. by 50% for three turns, up to 150%. I find this quite useful in that mid-to-late game state where you're almost-but-not-quite hitting the damage cap. Restoring the HP is a simple matter of Drain.

  • Job Level 8 - Zero:
    • Costs: 1 Support Unit
    • Effects: Magic damage gains a 50% power boost if your one's digit of your MP equals 0 - for example, having 340 or 230 MP. Hard to rely on without a lot of pointless setup and calculations. However, the Dark spell (Black Magic Level 6) consumes 80 HP, which means that, once your one's digit is 0, Dark will always have that 50% boost. The same is true for Holy (White Magic Level 6).

  • Job Level 9 - Convergence:
    • Costs: 3 Support Units
    • Effects: Magic that is only group-castable will be single-target, but 50% more powerful. Pretty much no spell can use this other than Meteor (Time Magic Level 6), but is WELL worth it in pretty much every circumstance.

  • Job Level 10 - Annihilation:
    • Costs: 4 MP
    • Effects: Deals out Dark damage to all those with negative BP. The lower the BP of the afflicted, the more damage is dealt. No specific use for this.

  • Job Level 11 - Status Ailment Amp:
    • Costs: 1 Support Unit
    • Effects: Your status ailments are more likely to hit. While that's all well and good, there are no real cases to use ailments, especially due to bosses being nearly-immune to them.

  • Job Level 12 - Iniquity:
    • Costs: 4 MP
    • Effects: Deals out Dark damage to all those with BP over-but-not-including 0. The higher the BP of the afflicted, the more damage is dealt. This can be risky in strategies where you need to rely on BP, but can work well in bosses like Einheria or Braev the Templar that do. If you can keep your BP low during Hasten World, you could also try it then.

  • Job Level 13 - Max Black Magic:
    • Costs: 3 Support Units
    • Effects: Black Magic deals 50% more damage, but the MP cost is doubled.

  • Job Level 14 - Interment:
    • Costs: 25% of the user's max MP
    • Effects: Deals out Dark damage to every enemy.


Spiritmaster

Job Description: And, of course, if the Arcanist is a Super Black Mage, then the Spiritmaster is a Super White Mage. The Spiritmaster serves as perhaps the most defensive support unit in the game, with a variety of skills that can easily break apart enemies' strategies, like the element-nulling Enigma or the ailment-nulling Fairy Ward. They also boast some of the best curative skills in the game, especially due to Holy One, so once you get a Spiritmaster, it is a good idea to keep 'em around.

Secondary Job Options: The White Mage is the keystone secondary job for a Spiritmaster; except in very specialized situations, I wouldn't bother with anything else.

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR -40% MIND +30%
Max MP +40% VIT -40% DEX +0%
INT +30% AGI +10%

EQUIPMENT AFFINITIES
Swords E
Axes E
Spears E
Bows E
Katanas E
Knuckles E
Rods C
Staves S
Daggers E
Shields E
Helmets E
Torso Armor E

  • Specialty (Auto-Ability) - Save WM MP:
    • Effects: White Magic outright costs 25% less MP.

  • Job Level 1 - Spirit Ward:
    • Costs: 16 MP
    • Effects: The target is immune to elemental damage for four turns. Better to wait for Enigma at Level 13.

  • Job Level 2 - Auto-Shell:
    • Costs: 1 Support Unit
    • Effects: Induces Shell at the start of the fight and for ten turns thereafter to lower magical damage by 25%.

  • Job Level 3 - M. Def. 20% Up:
    • Costs: 2 Support Units
    • Effects: Boosts M. DEF. by 20%.

  • Job Level 4 - Fairy's Aid:
    • Costs: 1 BP
    • Effects: Amplifies the damage from the target's elemental attacks by 50% for five turns.

  • Job Level 5 - Convert BP:
    • Costs: 25% of the user's max MP
    • Effects: Increases the user's BP by 2 - this means an overall gain of one for one more action. This can be readily abused with the Freelancer's Mimic to help generate more BP.

  • Job Level 6 - Save WM MP:
    • Costs: 2 Support Units
    • Effects: White Magic outright costs 25% less MP.

  • Job Level 7 - Adaptation:
    • Costs: 32 MP
    • Effects: The target absorbs all elemental damage for four turns. I'd still prefer Enigma from Level 13.

  • Job Level 8 - Stillness:
    • Costs: 2 BP
    • Effects: No one in the battle will take damage whatsoever for two turns, enemy or foe. Good for stalling, buffing/debuffing, and healing for the most part.

  • Job Level 9 - Holy One:
    • Costs: 2 Support Units
    • Effects: Healing magic's power is boosted by 50%, but the wielder's P. ATK. goes down by 25%. Since your Spiritmaster shouldn't be trying any kind of physical offense anyhow, this becomes invaluable.

  • Job Level 10 - Greater Spirit Ward:
    • Costs: 2 BP
    • Effects: Halves elemental damage for all allies for four turns. *waits for Enigma*

  • Job Level 11 - Fairy Ward:
    • Costs: 2 BP
    • Effects: Makes every in the fight immune to status ailments for five turns. Extremely useful in some bosses, mostly those that try to cause instant Death.

  • Job Level 12 - Moderation:
    • Costs: 2 BP
    • Effects: If someone has -1 BP or less, they gain one BP. If someone has 1 BP or more, they lose one BP. It can screw up BP-heavy bosses like Einheria and Braev.

  • Job Level 13 - Enigma:
    • Costs: 3 BP
    • Effects: All allies become immune to elemental damage for four turns.

  • Job Level 14 - Maximize HP:
    • Costs: 3 Support Units
    • Effects: The wielder's maximum HP doubles, but only in battle. In other words, if you normally have 7,500 HP in the field, it maxes out at 15,000 in battle, but you will start the fight with 7,500 HP (half). And, yes, there is no cap for your HP, so go for it. This really helps in making tanking units and to keep a Spiritmaster around, as well as aiding in certain "damage = HP lost" strategies for Bravely Second


Templar

Job Description: The Templar represents a BP-heavy class whose primary function is to build up BP, manipulate critical-hit rates, and then strike forcefully. To be honest, the delay between attacks can be a bit of a turn-off to this job, since they pose barely anything of note across the board. The Templar is probably only appealing to those of you who prefer to take risks with this game, which never ends up well for me. >_>

Secondary Job Options: The generic Spell Fencer allows for elemental-weakness piercing, while the Ranger allows for familial pierces. The Freelancer can be nice with Mimic to help deal with the numerous BP costs with this job.

STAT CHANGES (VS. FREELANCER)
Max HP +20% STR +20% MIND +20%
Max MP -20% VIT +30% DEX +0%
INT -40% AGI -30%

EQUIPMENT AFFINITIES
Swords S
Axes B
Spears A
Bows C
Katanas C
Knuckles E
Rods E
Staves E
Daggers E
Shields A
Helmets A
Torso Armor A

  • Specialty (Auto-Ability) - BP Limit Up:
    • Effects: Normally, BP maxes at 3. With this, it maxes at 4.

  • Job Level 1 - Heart Strike:
    • Costs: 1 BP
    • Effects: An always-critical Attack, really. In other words, it's double-powered.

  • Job Level 2 - Abate Light:
    • Costs: 1 Support Unit
    • Effects: Halves the damage from Light attacks. Practically useless except against Victor.

  • Job Level 3 - P. Def. 20% Up:
    • Costs: 2 Support Units
    • Effects: Boosts P. DEF. by 20%.

  • Job Level 4 - Giant Slayer:
    • Costs: 16 MP
    • Effects: Attack that is 50% more powerful if the target has more HP than you, which basically means "+50% damage to bosses".

  • Job Level 5 - Magic Critical:
    • Costs: 1 Support Unit
    • Effects: Magic has a 15% chance for a critical hit. This doubles this damage or restoration, depending on the situation.

  • Job Level 6 - Default Guard:
    • Costs: 1 Support Unit
    • Effects: Normally when you Default, damage taken is lowered by 50%. This lowers damage further, by 75%. Pretty useful for BP-heavy strategies that the Templar and some other jobs would rely on.

  • Job Level 7 - Rampart:
    • Costs: 2 BP
    • Effects: All allies will take no damage from the next physical attack to target them.

  • Job Level 8 - Item Critical:
    • Costs: 1 Support Unit
    • Effects: Gives items a 15% chance to be critical. This doubles their effectiveness.

  • Job Level 9 - Radiant Blast:
    • Costs: 40 MP
    • Effects: A Light-elemental attack that is 50% more powerful than normal. Also pierces Default.

  • Job Level 10 - Critical Amp:
    • Costs: 2 Support Units
    • Effects: Normally, critical hits are 2x as powerful. This makes them 2.5x as powerful. Pretty useless, given their rarity.

  • Job Level 11 - BP Limit Up:
    • Costs: 1 Support Unit
    • Effects: Normally, BP maxes at 3. With this, it maxes at 4.

  • Job Level 12 - Desperation:
    • Costs: None
    • Effects: With this, you will attack so that your P. DEF. is added to your P. ATK. for the purpose of calculating damage. (In other words, "tankier" units deal more damage.) P. DEF. will be reduced to its minimum of 75% of the norm after.

  • Job Level 13 - Armor Lore:
    • Costs: 1 Support Unit
    • Effects: Torso armor has an S-Rank affinity.

  • Job Level 14 - Heaven's Gate:
    • Costs: 3 BP
    • Effects: Unleashes a number of Light attacks against random enemies - more BP means more attacks.


Dark Knight

Job Description: The Dark Knight comes off as a kamikaze-lite unit - the majority of their offense relies on the sacrifice of their own HP to deal damage. These attacks are generally Dark-elemental and more powerful than normal, making them a tough force to deal with if they have an active healer on the their side. On the other hand, there are Mimickers to reduce the HP use. Ultimately, the Dark Knight class isn't that good unless you're in dire straits; it's powerful, but it's frail.

Secondary Job Options: A Freelancer with Mimic works really well here; you can abuse a number of the skills here to deal massive damage with little HP penalty. Otherwise? You could try a Thief for Life Thief, a Spell Fencer for element-weakness pierces (other than Dark), and a Ranger for familial weaknesses. 

STAT CHANGES (VS. FREELANCER)
Max HP +10% STR +30% MIND +20%
Max MP -10% VIT +0% DEX +0%
INT -20% AGI -30%

EQUIPMENT AFFINITIES
Swords S
Axes C
Spears A
Bows E
Katanas S
Knuckles E
Rods E
Staves D
Daggers B
Shields A
Helmets S
Torso Armor A

  • Specialty (Auto-Ability) - Adversity:
    • Effects: Each time you take damage from any source equal to 25% of your max HP, your physical and magical attacks and defenese all increase by 10% for three turns.

  • Job Level 1 - Dark Bane:
    • Costs: 20% of your max HP
    • Effects: A Dark-elemental attack with 25% more damage than a normal Attack.

  • Job Level 2 - Abate Dark:
    • Costs: 1 Support Unit
    • Effects: Halves the damage from Dark attacks. Few enemies beyond Victoria use them, so don't bother.

  • Job Level 3 - Adversity:
    • Costs: 1 Support Unit
    • Effects: Each time you take damage from any source equal to 25% of your max HP, your physical and magical attacks and defenese all increase by 10% for three turns.

  • Job Level 4 - Demon Master:
    • Costs: 6 MP
    • Effects: Induces Charm on a Demon monster. In other words, very niche and barely useful.

  • Job Level 5 - See You in Hell:
    • Costs: 1 Support Unit
    • Effects: When you are KO'ed, you will deal out an attack that 4x more powerful than normal. If you have Reraise in effect, or die due to Poison, this won't take effect.

  • Job Level 6 - Minus Strike:
    • Costs: 16 MP
    • Effects: Deals damage equal to the difference between your max and current HP. This is readily abused after Reraise. In fact, if you have Maximize HP (Spiritmaster), get a Giant's Draft (Item Compounding), and maybe some HP-boosting abilities, you could easily boost your max HP to over 30,000 ~ 40,000 by the end-game. In Bravely Second after Reraise, then, you could easily expect 150,000+ damage from four Minus Strikes. ;) This also can work well after a Phoenix Flight (Monk) or Rage (Dark Knight). Just a thought.

  • Job Level 7 - Helm Lore:
    • Costs: 1 Support Unit
    • Effects: Boosts the affinity for helmets to S.

  • Job Level 8 - Black Bane:
    • Costs: 30% of the user's max HP (up to 9,999)
    • Effects: Attacks all enemies with Dark damage equal to 1.5x the power of a normal Attack.

  • Job Level 9 - Gloom:
    • Costs: 1 Support Unit
    • Effects: Dark damage is 25% more powerful.

  • Job Level 10 - Absorb Magic:
    • Costs: None
    • Effects: The user will take no damage from any magic this turn (except that which is Reflected). The user also regains MP equal to the spell's cost.

  • Job Level 11 - Dark Nebula:
    • Costs: 20% of the user's max HP
    • Effects: Attacks everyone on the field with a Dark attack. It is four times more powerful than a normal Attack. An easy way to deal with the damage to yourself is to have a Spiritmaster instill Enigma beforehand.

  • Job Level 12 - P. Atk. 30% Up:
    • Costs: 3 Support Units
    • Effects: Boosts P. ATK. by 30%.

  • Job Level 13 - Life of Death:
    • Costs: None
    • Effects: When activated, you inflict Doom upon yourself to cause KO in four turns. However, your P. ATK., M. ATK., P. DEF., and M. DEF. all increase by 50% up to 150%. You can prevent the doom via the Fairy Ward Spiritmaster skill, by the way, so talk about a free boost. ;)

  • Job Level 14 - Rage:
    • Costs: 2 BP
    • Effects: Dark Bane hits a random target 2~5 times or until your HP reaches 1. Recall that Dark Bane takes 20% of your max HP, is Dark-elemental, and 1.25x as powerful as a normal attack, meaning this is up to 7.25x as powerful. This isn't very useful, though, unless you're targeting a Dark-weak enemy, mostly because it can't be Mimicked. >_> Even so, if your party is faster than the opposition, setting up some healing on the same turn as this is used works well.


Vampire

Job Description: The Vampire takes the role of Blue Mage in this game, a class that is skilled in using the skills of enemies against them. The Blue Mage is sometimes, at least to me, the black sheep of most Final Fantasy games, in no small part because it can take some significant effort to learn the monsters' Genomes (or other equivalents). However, many of them are extremely useful and worth the effort to get, especially White Wind. Anyhow... It's a pretty decent class to invest some time into; I didn't personally because I already had a pretty good party by Chapter 4, but if you're willing to experiment, you could ben

Secondary Job Options: There's not a lot that works well with the Vampire, mostly because of the versatility of their Genomes satisfying everything. For the most part, just pick something that you need - Mages (especially Summoners and Conjurers) can work well.

STAT CHANGES (VS. FREELANCER)
Max HP +20% STR +10% MIND +0%
Max MP +10% VIT +0% DEX +0%
INT +20% AGI +20%

EQUIPMENT AFFINITIES
Swords A
Axes B
Spears B
Bows D
Katanas E
Knuckles C
Rods S
Staves S
Daggers S
Shields A
Helmets E
Torso Armor E

  • Specialty (Auto-Ability) - Genome Drain:
    • Effects: Allows the character learn certain monster abilities, or Genomes, from monsters when they're attacked by said skill.

  • Job Level 1 - Genome Ability:
    • Costs: None
    • Effects: Allows the use of Genomes.

  • Job Level 2 - Absorb P. Damage:
    • Costs: 1 Support Unit
    • Effects: When taking physical damage, you will regain HP equal to 30% of the damage (reducing damage to 70% of the norm unless KO'ed by the initial attack). Not exactly useful, but perhaps on bulky units with some HP/P. DEF. boosts...

  • Job Level 3 - Blood Thirst:
    • Costs: None
    • Effects: Basically the equivalent of Drain: attack an enemy and regain HP equal to that dealt. Damage equals that of a normal Attack, too. Just don't use it on the undead!

  • Job Level 4 - Bloodlust:
    • Costs: 1 Support Unit
    • Effects: Your P. ATK., P. DEF., M. ATK., and M. DEF. each increase by 25% (up to 150%) for five turns each time you defeat an enemy with an attack. Very useful in conjunction with any powerful job.

  • Job Level 5 - Charm:
    • Costs: None
    • Effects: Could Charm the enemy - 75% success rate.

  • Job Level 6 - Magic Thirt:
    • Costs: None
    • Effects: You deal MP damage to a target and regain MP equal to the amount of damage. The damage is equal to 10% of the normal Attack damage.

  • Job Level 7 - Monster Ability:
    • Costs: 1 Support Unit
    • Effects: Genomes are 25% more powerful. Only useful if you have the ability to use Genomes, obviously.

  • Job Level 8 - Battle Thirst:
    • Costs: 16 MP
    • Effects: Has a chance to steal 1 BP from the target: theirs goes down by 1, and yours goes up by 1. Not particular useful, except on BP-heavy bosses.

  • Job Level 9 - Subvert:
    • Costs: 20 MP
    • Effects: 50% chance to Charm every enemy.

  • Job Level 10 - Self-Restore:
    • Costs: 1 Support Unit
    • Effects: You regain all HP after a battle ends.

  • Job Level 11 - Absorb Stats:
    • Costs: 20 MP
    • Effects: Effective drains the stats from the target, lowering one of theirs by 25% and raising the same stat of yours by 25%.

  • Job Level 12 - Drain Attack Up:
    • Costs: 1 Support Unit
    • Effects: Draining attacks (for HP or MP) are 50% more powerful.

  • Job Level 13 - Genome Drain:
    • Costs: 1 Support Unit
    • Effects: Allows the character learn certain monster abilities, or Genomes, from monsters when they're attacked by said skill.

  • Job Level 14 - Rise from the Dead:
    • Costs: 1 Support Unit
    • Effects: There is a 50% chance to be revived with 25% of your HP at the end of a turn if you're KO'ed. Not very useful, since it's luck-based, and not as effective as Arise.


Conjurer

Job Description: The Conjurer is an insanely useful job that is mostly able to stand alone, all by itself on the battlefield, after enough set-up. The Conjurer uses the Summon spells in an alterative way via Invocation - to max out a number of stats for a long period of time, and, after that set-up, unleash hell upon the opposing party. Overall, the Conjurer is also the best-balanced job in the game, sort of - it loses nothing in any stat, but gains in some, mostly for the point of favoring magic spells, so you won't get the true power of this job with getting Deus Ex as a summon and bringing this job to Level 10 to max M. ATK. In a different way, this job is also very valuable for grinding as its Oblierate (Level 9) skill kills enemies 20+ levels below you while you retain the usual EXP/JP/pg gains, and then Experience Up boosts the EXP. by 50%!! We're talking near-effortless grinding in the endgame! In short, the Conjurer is the job class you'll want to default to after you're done with everything else in other jobs.

Secondary Job Options: Because of the setting-up nature of the Conjurer and what it can set up to via Invocation, pretty much anything works well for this job class, especially since it can be a standalone unit on the battlefield. If you want to go for the physical route, Pirate skills can help debuff the enemy's stats to further the effects of Invocation. You could also take advantage of the Conjurer's unsurpassed 50% Intelligence boost for Magic jobs. Clearly, the Summoner stands out, especially with the Conjurer's Summon-boosting abilities. The Black Mage gives you some variety, though. The White Mage offers you Holy and curative magic, which will can also be very useful for near-full heals. And then there's the Time Mage for Meteor and Quaga, as well as stuff like Hastega and Veilga to spread some buffing effects to the party. Ultimately, the Conjurer is perhaps the most versatile unit in the game - or, at least the one that can make the best of any situation he or she is given. What you choose should be based on what you want, or need for the near future.

STAT CHANGES (VS. FREELANCER)
Max HP +0% STR +0% MIND +20%
Max MP +50% VIT +0% DEX +0%
INT +50% AGI +0%

EQUIPMENT AFFINITIES
Swords A
Axes A
Spears A
Bows A
Katanas A
Knuckles A
Rods A
Staves A
Daggers A
Shields E
Helmets E
Torso Armor E

  • Specialty (Auto-Ability) - Post-Battle MP:
    • Effects: You regain 25% of your max MP at the end of a battle. Really good for late-game grinding when you prioritize summons.

  • Job Level 1 - Invocation Lv. 1:
    • Costs: 90 MP
    • Effects: Allows the use of the Level 1 Invocation, Girtablubu, to max your P. DEF. (1.5x norm) for 10 turns.

  • Job Level 2 - Steady MP Recover:
    • Costs: 1 Support Unit
    • Effects: Regain 30 MP each turn. Somewhat useful, since this is 1/3 the cost of an Invocation.

  • Job Level 3 - Invocation Lv. 2:
    • Costs: 90 MP
    • Effects: Allows the use of the Level 2 Invocation, Hresvelgr, to max your Speed and Evade (1.5x norm) for 10 turns.

  • Job Level 4 - Critical MP Recover:
    • Costs: 1 Support Unit
    • Effects: Instantly recover 200 MP when your HP falls below 20%.

  • Job Level 5 - Invocation Lv. 3:
    • Costs: 90 MP
    • Effects: Allows the use of the Level 3 Invocation, Ziusudra's Sin, to max your P. DEF. (1.5x norm) for 10 turns.

  • Job Level 6 - Save SM MP:
    • Costs: 2 Support Units
    • Effects: Summoning and Invocation spells cost 25% less MP. For Invocation, that drops them to 68 MP or so.

  • Job Level 7 - Post-Battle MP:
    • Costs: 2 Support Units
    • Effects: You regain 25% of your max MP at the end of a battle. Really good for late-game grinding when you prioritize summons.

  • Job Level 8 - Invocation Lv. 4:
    • Costs: 90 MP
    • Effects: Allows the use of the Level 4 Invocation, Promethean Fire, to max your P. ATK. (1.5x norm) for 10 turns.

  • Job Level 9 - Obliterate:
    • Costs: 4 Support Units (most expensive Suppoer Ability, by the way)
    • Effects: If the enemies are 20 or more levels below your party, they are immediately killed. Level is a hidden stat for enemies, so it's impossible to know whether it will work outside of outright experimentation; also, this doesn't work for bosses. However, you do earn EXP., JP, and pg as normal, making this skill invaluable for grinding!

  • Job Level 10 - Invocation Lv. 5:
    • Costs: 90 MP
    • Effects: Allows the use of the Level 5 Invocation, Deux Ex, to max your M. ATK. (150% norm) for 10 turns.

  • Job Level 11 - Max Summoning:
    • Costs: 3 Support Units
    • Effects: Summon magic MP cost is doubled, but does 50% more damage. The use of it on a general Conjurer is zero: for Summoners, it is quite useful.

  • Job Level 12 - MP 30% Up:
    • Costs: 3 Support Units
    • Effects: Boosts your max MP by 30%.

  • Job Level 13 - Invocation Lv. 6:
    • Costs: 90 MP
    • Effects: Allows the use of the Level 6 Invocation, Susano-o, to raise your critical-hit rate by 500% for 10 turns. This rate maxes at 1000% (10 times norm), by the way.

  • Job Level 14 - Experience Up:
    • Costs: 1 Support Unit
    • Effects: The EXP. you earn is boosted by 50%!




Magic Listings

White Magic

Magic Name Buying Cost MP Cost Magic Level Magic Effects
Blindna 200 pg 5 MP Level 1 Cures the Blind status ailment
Cure 200 pg 5 MP Level 1 Restores a small amount of HP; damages the undead
Poisona 200 pg 5 MP Level 1 Cures the Poison status ailment
Aero 400 pg 5 MP Level 2 Minor Wind-based damage
Protect 400 pg 5 MP Level 2 Raises Physical Defense by ~25% for ~5 turns
Shell 400 pg 5 MP Level 2 Rasies Magic Defense by ~25% for ~5 turns
Cura 800 pg 9 MP Level 3 Restores a moderate amount of HP; damages the undead
Esuna 800 pg 8 MP Level 3 Cures all ailments except KO, Stop, and Doom
Raise 800 pg 18 MP Level 3 Revives from KO with ~200 HP; 70% chance to kill the undead
Aerora 1,600 pg 15 MP Level 4 Moderate Wind-based damage
Dispel 1,600 pg 8 MP Level 4 Remove all stat buffs/debuffs, Regen, Stop, Reflect, Reraise, element affinity changes, damage absorption, and Sword Magic (all of which that are not permanent)
Reflect 1,600 pg 16 MP Level 4 Reflects White, Black, and Time Magic to the opposite side (i.e. you to enemy)
Aeroga 3,200 pg 45 MP Level 5 Major Wind damage
Curada 3,200 pg 27 MP Level 5 High HP recovery; high damage to the undead
Esunaga 3,200 pg 20 MP Level 5 Cures all ailments except KO, Stop, and Doom for all
Arise 6,400 pg 80 MP Level 6 Revives from KO with full HP; 70% chance to kill the undead
Curaga 6,400 pg 60 MP Level 6 Huge HP recovery; huge damage to the undead
Holy 6,400 pg 80 MP Level 6 Major Light-based damage


Black Magic

Magic Name Buying Cost MP Cost Magic Level Magic Effects
Blizzard 200 pg 5 MP Level 1 Minor Water-based damage
Fire 200 pg 5 MP Level 1 Minor Fire-based damage
Thunder 200 pg 5 MP Level 1 Minor Lightning-based damage
Poison 400 pg 4 MP Level 2 Has a 75% chance to Poison the target
Silence 400 pg 5 MP Level 2 Has a 75% chance to Silence the target
Sleep 400 pg 5 MP Level 2 Has a 75% chance to put the target to Sleep
Blizzara 800 pg 15 MP Level 3 Moderate amount of Water-based damage
Fira 800 pg 15 MP Level 3 Moderate amount of Fire-based damage
Thundara 800 pg 15 MP Level 3 Moderate amount of Lightning-based damage
Aspir 1,600 pg 1 MP Level 4 Damages the target's MP; user regains MP (or loses if target is Undead) equal to 10% of the damage
Drain 1,600 pg 8 MP Level 4 Damages the target's HP; user regains HP (or loses if target is Undead) equal to the amount of damage
Fear 1,600 pg 5 MP Level 4 Has a 75% chance to induce Dread in the target
Blizzaga 3,200 pg 45 MP Level 5 Major Water damage
Firaga 3,200 pg 45 MP Level 5 Major Fire damage
Thundaga 3,200 pg 45 MP Level 5 Major Lightning damage
Dark 6,400 pg 80 MP Level 6 Major Dark-based damage
Death 6,400 pg 15 MP Level 6 60% chance to inflict instant death on a single target
Kill 6,400 pg 16 MP Level 6 Will kill most enemies at 10+ levels below you (no pg, EXP., or JP is earned)


Time Magic

Magic Name Buying Cost MP Cost Magic Level Magic Effects
Quake 200 pg 5 MP Level 1 Minor Earth-based damage
Regen 200 pg 5 MP Level 1 The target regains 3% of their max HP each turn; the undead are equally damaged
Slow 200 pg 4 MP Level 1 Lowers the speed of the target by 25% for 4 turns; ignores Reflect
Haste 400 pg 8 MP Level 2 Boosts Speed by 50% for 4 turns; ignores Reflect
Quara 400 pg 15 MP Level 2 Moderate Earth-based damage
Teleport 400 pg 20 MP Level 2 Leave battles and dungeons (there are some exceptions, though!)
Gravity 800 pg 12 MP Level 3 Halves the target's HP sometimes
Slowga 800 pg 16 MP Level 3 Decreases Speed by 25% for four turns; ignores Reflect
Veil 800 pg 8 MP Level 3 Increases evasion by 50% for four turns; ignores Reflect
Comet 1,600 pg 25 MP Level 4 Non-elemental damage to a target 1~4 times; ignores Reflect
Hastega 1,600 pg 32 MP Level 4 Raises all allies' Speed by 50% for four turns; ignores Reflect
Veilga 1,600 pg 24 MP Level 4 Raises all allies' Evasion by 50% for four turns; ignores Reflect
Quaga 3,200 pg 45 MP Level 5 Major Earth damage
Quicken 3,200 pg 20 MP Level 5 Boosts the hit count by 50% for four turns
Stop 3,200 pg 10 MP Level 5 Induces Stop, stopping all action for several turns
Graviga 6,400 pg 25 MP Level 6 50% chance to damage for 3/4 of the target's max HP (won't work on special enemies)
Meteor 6,400 pg 99 MP Level 6 4 non-elemental high-damage attacks hit 4 random targets; ignores Reflect
Reraise 6,400 pg 80 MP Level 6 The target will revive automatically from KO with low HP once


Sword Magic

In part, note that Sword Magic is basically obtained as you obtain the scrolls for Black Magic - those scrolls work for the Sword Magic, too. (You also can get a Holy Sword Magic, which is actually White Magic, but not the Kill Black Magic.)

Also note that the "75% chance" for the status inflictions is a per-attack deal, not per "hit", turn, or the effect of the spell as a whole. For example, if you use Brave to get four Attacks, you have a 75% chance for the first attack, 75% for the second, and so on - statistically speaking, you would have a 1/256 (under 0.5%) chance of failing at inducing the status then, not 1/4 (25%). Of course, this is assuming that something doesn't remove the status during the attack (i.e. when going under Sleep).


Magic Name Buying Cost MP Cost Magic Level Magic Effects
Blizzard 200 pg 5 MP Level 1 Imbues a low-power Water effect to your weapon(s) for ten turns
Fire 200 pg 5 MP Level 1 Imbues a low-power Fire effect to your weapon(s) for ten turns
Thunder 200 pg 5 MP Level 1 Imbues a low-power Lightning effect to your weapon(s) for ten turns
Poison 400 pg 4 MP Level 2 Your weapon(s) have a 75% chance to induce Poison for ten turns
Silence 400 pg 5 MP Level 2 Your weapon(s) have a 75% chance to induce Silence for ten turns
Sleep 400 pg 5 MP Level 2 Your weapon(s) have a 75% chance to induce Sleep for ten turns
Blizzara 800 pg 15 MP Level 3 Imbues a medium-power Water effect to your weapon(s) for ten turns
Fira 800 pg 15 MP Level 3 Imbues a medium-power Fire effect to your weapon(s) for ten turns
Thundara 800 pg 15 MP Level 3 Imbues a medium-power Lightning effect to your weapon(s) for ten turns
Aspir 1,600 pg 1 MP Level 4 Physical attacks damage the target's MP for 10 turns; user regains MP (or loses if target is Undead) equal to 10% of the damage
Drain 1,600 pg 8 MP Level 4 Physical attacks damage the target's HP for 10 turns; user regains HP (or loses if target is Undead) equal to the amount of damage
Fear 1,600 pg 5 MP Level 4 Your weapon(s) have a 75% chance to induce Dread in the target for ten turns
Blizzaga 3,200 pg 45 MP Level 5 Imbues a high-power Water effect to your weapon(s) for ten turns
Firaga 3,200 pg 45 MP Level 5 Imbues a high-power Fire effect to your weapon(s) for ten turns
Thundaga 3,200 pg 45 MP Level 5 Imbues a high-power Lightning effect to your weapon(s) for ten turns
Dark 6,400 pg 80 MP Level 6 Imbues a high-power Dark effect to your weapon(s) for ten turns
Death 6,400 pg 15 MP Level 6 Your weapon(s) have a 75% chance to induce instant Death in the target for ten turns
Holy 6,400 pg 80 MP Level 6 Imbues a high-power Light effect to your weapon(s) for ten turns


Summon Magic

Note that, to learn Summon Magic, you must go to the location named in the list below. After doing so, you should be able to find a man there who will speak on this magic briefly before allowing you to withstand an attack. This attack is used immediately, with no preparation time in-battle, so it's highly recommended you are very high leveled to be able to withstand the strike. If the strike would not induce a Game Over, you learn the summon.


Summon Name Summon Location Summon Level MP Cost Summon Effect
Girtablulu Automatically obtained Level 1 40 MP High Earth-based damage to all enemies. Ignores Reflect.
Hresvelgr Wind Temple, 2F Level 2 40 MP High Wind-based damage to all enemies. Ignores Reflect.
Ziusudra's Sin Mount Fragmentum: Slope Level 3 40 MP High Water-based damage to all enemies. Ignores Reflect.
Promethean Fire Fire Temple Level 4 40 MP High Fire-based damage to all enemies. Ignores Reflect.
Deus Ex Everlast Tower, 2F Level 5 40 MP High Lightning-based damage to all enemies. Ignores Reflect.
Susano-o Crescent Island (northeast overworld) Level 6 60 MP High non-elemental damage to all enemies. Ignores Reflect.


Invocation

The use of Invocation relies on your ability to learn Summon Magic - without being able to use summons, you cannot use Invocation. Invocation, however, is not used to actually summon the beast for damage so much as it is used to boost the stats of the Conjurer, like so:


Summon Name Summon Location Summon Level MP Cost Summon Effect
Girtablulu Automatically obtained Level 1 90 MP Boosts Physical Defense (P. DEF) to the max of 150% for ten turns.
Hresvelgr Wind Temple, 2F Level 2 90 MP Boosts Speed and Evasion to their max of 150% for ten turns.
Ziusudra's Sin Mount Fragmentum: Slope Level 3 90 MP Boosts Magic Defense (M. DEF) to the max of 150% for ten turns.
Promethean Fire Fire Temple Level 4 90 MP Boosts Physical Attack (P. ATK.) to the max of 150% for ten turns.
Deus Ex Everlast Tower, 2F Level 5 90 MP Boosts Magic Attack (M. ATK.) to the max of 150% for ten turns.
Susano-o Crescent Island (northeast overworld) Level 6 90 MP Boosts the critical-hit rate to the max of 500% for ten turns.


Genomes

Genomes are like the Blue Magic of Bravely Default. Genomes are specific to the Vampire job class (though others can use them with the Vampire secondary job), and are learned from enemies when you are hit by the attack in question, so long as you are not KO'ed, confused, paralyzes, or put to sleep at the same time. (The Spiritmaster's Fairy Ward can help with this due to ailment prevention.)

There are not a lot of such attacks, of course, so finding them can be a bit of a pain. Within this section, we'll discuss the Genomes, their costs, their effects, and where to find them.


  • Aeroja:
    • Costs: 99 MP
    • Effects: Extreme Wind damage to all enemies.
    • Learned From:
      • The "Lucifer" Nemesis - found only through StreetPass or Update Data Nemeses

  • Aqua Regia:
    • Costs: 24 MP
    • Effects: Attacks the target at 75%-power - however, it also lowers their P. DEF. as low as possible (75%) for four turns.
    • Learned From:
      • Rusalka (normal and clones) - forced boss battles in Chapters 2, 5, 6, 7, and 8

  • Blaster:
    • Costs: 20 MP
    • Effects: 50% chance - per enemy - to afflict paralysis. It can hit each enemy, in other words, but each is 50% likely to be paralyzed. The odds of them all being paralyzed are pretty low: 25% for two, 12.5% for three, 6.125% for four, and so on.
    • Learned From:
      • Zwart - Twilight Ruins, Chapter 5+

  • Blizzaja:
    • Costs: 99 MP
    • Effects: Extreme Water damage to all enemies
    • Learned From:
      • The "Mammon" Nemesis - found only through StreetPass or Update Data Nemeses

  • Blizzard Blast:
    • Costs: 16 MP
    • Effects: Water-elemental attack to all enemies.
    • Learned From:
      • Ice Golem - forced battle outside Eternia in Chapter 4, random (and weaker) battle around Eternia in Chapter 5+

  • Bone Crush:
    • Costs: 2 BP
    • Effects: Deals damage to all enemies that equals the difference between their max and current HP's - this maxes at 9,999 outside of Bravely Second, and doesn't work on bosses. In effect, you can consider it a kill if they have 50% or less HP. If you use it multiple times via the Freelancer's Mimic, then the maximum HP they can have for you to still kill is 75% with two uses (25% -> 50%), 87.5% for three uses (12.5% -> 25% -> 50%), and 93.75% for four uses (6.25% -> 12.5% -> 25% -> 50%). Fractionally, they'd be 1/2, 3/4, 7/8, and 15/16 in order. This assumes that the target has less than 10,000 HP, though, or that you're in Bravely Second. Just a lotta stats for you. ;)
    • Learned From:
      • Skull Lancer - Eisenberg overworld, Chapter 5+
      • Lord DeRosso in New Game+ or via Abilinking (in theory) - optional boss in Vampire Castle in Chapters 4-8

  • Chomp:
    • Costs: 10 MP
    • Effects: Has a 50% chance to lower the target's MP to 1, or deal 9,999 damage if they have 10,001+ HP outside of Bravely Second. Will not work against bosses. (FYI, using it twice via Brave means it is 75% likely to succeed once; thrice, 97.5% likely; and four times, 93.75% likely. Again, each for a single success in a single turn.)
    • Learned From:
      • Valtora - Eisenberg overworld, Chapters 3-4

  • Curse:
    • Costs: 12 MP
    • Effects: Lowers the target's P. ATK. and P. DEF. by 25% for four turns, as low as 75%.
    • Learned From:
      • Ghost - Eisenberg overworld, Chapters 3-4
      • Magician - Underflow & Temple of Fire, Chapter 3-4
      • Nightmare - Dark Aurora
      • Spectre - Caldisla overworld, Norende Ravine, and the Florem-Ancheim Sea, all in Chapter 5+
      • Wraith - Lontano Villa area & Ancheim area, Chapters 1-4

  • Deep Freeze:
    • Costs: 30 MP
    • Effects: Water-elemental attack to all enemies that is 25% stronger than is normal.
    • Learned From:
      • Orthros - Learned from the blue (water) head in the forced battles in Chapters 1, 5, 6, 7, and 8

  • Dual Attack:
    • Costs: 15 MP
    • Effects: Random-targeting attack that hits twice, each at 65% the normal power. (Against a single enemy, that's 30% more powerful than an Attack.)
    • Learned From:
      • Catamount - The Witherwood, Chapters 2-4

  • Earthquake:
    • Costs: 30 MP
    • Effects: Earth attack to every enemy. Damage is 1.2 times that of a normal Attack.
    • Learned From:
      • Soil Eater - Eisenberg overworld, Chapters 3-4

  • Energy Burst:
    • Costs: 1 BP
    • Effects: Attacks all enemies with an attack that is 50% stronger than normal.
    • Learned From:
      • Chaugmar - Forced boss fight in Chapters 3, 5, 6, 7, and 8
      • Lord DeRosso in New Game+ or via Abilinking (in theory) - optional boss in Vampire Castle in Chapters 4-8

  • Firaja:
    • Costs: 99 MP
    • Effects: Extreme Fire damage to all enemies
    • Learned From:
      • The "Belphegor [-]" Nemesis - You can only get Nemeses through Update Data and StreetPass

  • Fireball:
    • Costs: 16 MP
    • Effects: Fire-elemental attack that ignores whether the target Defaults.
    • Learned From:
      • D'gon - The Witherwood, Chapters 2-4

  • Firestorm:
    • Costs: 24 MP
    • Effects: Fire attack to all enemies. Also lowers their P. DEF. by 25% (as low as 75%) for three turns.
    • Learned From:
      • Flame Moth - Underflow & Fire Temple in Chapters 5+

  • Gastric Juices:
    • Costs: 20 MP
    • Effects: Attack to all enemies. Also lowers their P. DEF. by 25% (as low as 75%) for three turns.
    • Learned From:
      • Gastric Worm - Everlast Tower & Earth Temple, Chapter 4

  • Hellfire:
    • Costs: 30 MP
    • Effects: Fire-elemental attack to all enemies. 25% stronger than normal Attacks.
    • Learned From:
      • Cerberus - Vampire Castle
      • Orthros - Learned from the red (fire) head in the forced boss battles in Chapters 1, 5, 6, 7, and 8

  • Lullaby:
    • Costs: 12 MP
    • Effects: Has a 50% chance to put each enemy to Sleep. It can hit each enemy, in other words, but each is 50% likely to be put to sleep. The odds of them all being hit are pretty low: 25% for two, 12.5% for three, 6.125% for four, and so on.
    • Learned From:
      • Hamadryad - Water Temple, Chapters 5+
      • Treant - Miasma Woods, Chapters 1-4

  • Paralyzing Pollen:
    • Costs: 12 MP
    • Effects: Attack at normal power with a 75% chance to induce paralysis.
    • Learned From:
      • Alraune - Florem overworld & Florem Gardens, Chapters 2-4

  • Rock Storm:
    • Costs: 16 MP
    • Effects: Earth attack to all enemies.
    • Learned From:
      • Megascolides - Everlast Tower & Earth Temple, Chapters 5+

  • Sand Storm:
    • Costs: 20 MP
    • Effects: Earth attack at normal power to all enemies. 50% chance to induce Blindness.
    • Learned From:
      • Sand Worm - Ancheim overworld & Harena Ruins, Chapters 1-4

  • Spray:
    • Costs: 5 MP
    • Effects: A Water-elemental attack that ignores the Default status.
    • Learned From:
      • Deathfish - Florem-Ancheim sea, Chapters 1-4
      • Marine Devil - Florem-Ancheim sea, Chapters 5+

  • Thundaja:
    • Costs: 99 MP
    • Effects: Extreme Lightning-based damage to all enemies.
    • Learned From:
      • The "Asmodeus" Nemesis - Nemeses are only found through Update Data and StreetPass

  • Tornado:
    • Costs: 16 MP
    • Effects: Wind-elemental attack to all enemies.
    • Learned From:
      • Rukh - Florem overworld, Chapters 5+

  • Toxic Whirl:
    • Costs: 12 MP
    • Effects: Attack to all enemies at 75% of the normal power. However, it has a 50% chance to poison them.
    • Learned From:
      • Kaiser Cobra - Everlast Tower & Earth Temple, Chapters 5+

  • Venom:
    • Costs: 6 MP
    • Effects: Attack at normal power that has a 75% chance to Poison.
    • Learned From:
      • Red Flan - Underflow & Fire Temple, Chapters 3-4

  • White Wind:
    • Costs: 40 MP
    • Effects: Heals the party for HP equal to the caster's. Extremely potent on someone that has the Maximize HP (Spiritmaster) or various HP Up abilities or has ingested a Giant's Draft, or all three.
    • Learned From:
      • Aero Lantern - They are found in the Wind Temple in Chapters 1-4. To get them to use White Wind, though, you need them to be in low HP and then Charm them somehow; they won't use White Wind otherwise.

  • Wing Scales:
    • Costs: 8 MP
    • Effects: Attack at normal power that has a 75% chance to confuse.
    • Learned From:
      • Great Moth - Vestment Cave & Miasma Woods, Chapters 1-4

  • Withering Silence:
    • Costs: 8 MP
    • Effects: Attack at normal power that has a 75% chance to induce Silence.
    • Learned From:
      • Kobold - Caldisla overworld & Norende Ravine, Chapters 5+




Item Compounding

A Brief Intro

The primary purpose of the Salve-Maker job is basically to shove two items together to make new ones. In its own way, with the proper knowledge and item reserves, the Salve-Maker can become an extremely lethal - if not the most so - job in the game, able to hit the damage cap or exceed it with regularity. In this section, we'll discuss each and every item combination possible.

Note that the combinations are order-sensitive with regards to the items you apply. For example, a Hard Scale then a Demon Tail makes an Aqua Soul, while a Demon Tail then a Hard Scale makes a Demon Coat. Use wisely!



Quick Jump

This section is here because the Compounding List section can be a bit lengthy and there are nearly 90 compounds one can make, so it would be a bit nasty-looking on the Table of Contents to include them all here, since that's how the GameFAQs system works. Anyhow, here are the 90 compounds, listing alphabetically in columns of 30 (29 on third): the procession loops to the top of the next column, by the way...


ITEM COMPOUNDS QUICK-JUMP
Antidote Dragon Breath Plant Vim
Aqua Aura Dragon Coat Potion
Aqua Coat Dragon Soul Quarter Elixir
Aqua Soul Dragon Vim Rage Orb
Aqua Vim Dry Ether Reincarnate
Arctic Wind Earth Bane Remedy
Balsam Earth Mallet Resist Blind
Beast Aura Echo Herbs Resist Dark
Beast Coat Element Boost Resist Dread
Beast Soul Elixir Resist Earth
Beast Vim Ether Resist Fire
Bomb Arm Eye Drops Resist Light
Bug Aura Fire Bane Resist Lightning
Bug Coat Font of Life Resist Poison
Bug Soul Ghost Aura Resist Silence
Bug Vim Ghost Coat Resist Sleep
Cure Blind Ghost Soul Resist Water
Cure Dread Ghost Vim Resist Wind
Cure Poison Giant's Draft Resurrect
Cure Silence Half Elixir Shadowflare
Cure Sleep Haste Brew Smelling Salts
Dark Bane Hi-Potion Tengu Sneeze
Dark Breath Light Bane Turbo Ether
Dark Sigh Lightning Bane Turtle Split
Demon Aura Megalixir Wakeup Bell
Demon Coat Pantheon's Wrath Water Bane
Demon Soul Phoenix Down Water of Life
Demon Vim Plant Aura Wind Bane
Divine Rain Plant Coat X-Potion
Dragon Aura Plant Soul


Compounding List

Antidote


Effects: Cures the target's Poison. A rather moot combination, since one Antidote functions the same.

VALID ITEM COMBINATIONS
Item #1 Item #2
Antidote Antidote



Aqua Aura


Effects: Boosts the target's M. ATK. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Hard Scale Spirit Bone



Aqua Coat


Effects: Boosts the target's P. DEF. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Hard Scale Hard Scale



Aqua Soul


Effects: Boosts the target's M. DEF. by 20% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Hard Scale Demon Tail



Aqua Vim


Effects: Boosts the target's P. ATK. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Hard Scale Beast Liver



Arctic Wind


Effects: Hits all enemies or all allies for 1,500 Water-based damage, and 2,250 if they're weak to Water. Same as a normal Arctic Wind.

VALID ITEM COMBINATIONS
Item #1 Item #2
Permacrystal Permacrystal



Balsam


Effects: Cures the target's Dread. Given what you use for this, it's moot: one Balsam is just as effective.

VALID ITEM COMBINATIONS
Item #1 Item #2
Balsam Balsam



Beast Aura


Effects: Boosts the target's M. ATK. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Beast Liver Spirit Bone



Beast Coat


Effects: Boosts the target's P. DEF. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Beast Liver Hard Scale



Beast Soul


Effects: Boosts the target's M. DEF. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Beast Liver Demon Tail



Beast Vim


Effects: Boosts the target's P. ATK. by 30% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Beast Liver Beast Liver



Bomb Arm


Effects: Deals 1,500 Fire damage to all allies or all enemies, and 2,250 if weak to Fire, same as a Bomb Arm.

VALID ITEM COMBINATIONS
Item #1 Item #2
Phlogiston Phlogiston



Bug Aura


Effects: Boosts the target's M. ATK. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Insect Antenna Spirit Bone



Bug Coat


Effects: Boosts the target's P. DEF. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Insect Antenna Hard Scale



Bug Soul


Effects: Boosts the target's M. DEF. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Insect Antenna Demon Tail



Bug Vim


Effects: Boosts the target's P. ATK. by 20% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Insect Antenna Beast Liver



Cure Blind


Effects: Restores 150 HP to the target and cures Blind. (Damages for 150 HP if Undead.)

VALID ITEM COMBINATIONS
Item #1 Item #2
Eye Drops Hi-Potion
Eye Drops Potion
Eye Drops X-Potion
Hi-Potion Eye Drops
Potion Eye Drops
X-Potion Eye Drops



Cure Dread


Effects: Restores 150 HP to the target and cures Dread. (Damages for 150 HP if Undead.)

VALID ITEM COMBINATIONS
Item #1 Item #2
Balsam Hi-Potion
Balsam Potion
Balsam X-Potion
Hi-Potion Balsam
Potion Balsam
X-Potion Balsam



Cure Poison


Effects: Restores 150 HP to the target and cures Poison. (Damages for 150 HP if Undead.)

VALID ITEM COMBINATIONS
Item #1 Item #2
Antidote Hi-Potion
Antidote Potion
Antidote X-Potion
Hi-Potion Antidote
Potion Antidote
X-Potion Antidote



Cure Silence


Effects: Restores 150 HP to the target and cures Silence. (Damages for 150 HP if Undead.)

VALID ITEM COMBINATIONS
Item #1 Item #2
Echo Herbs Hi-Potion
Echo Herbs Potion
Echo Herbs X-Potion
Hi-Potion Echo Herbs
Potion Echo Herbs
X-Potion Echo Herbs



Cure Sleep


Effects: Restores 150 HP to the target and cures Sleep. (Damages for 150 HP if Undead.)

VALID ITEM COMBINATIONS
Item #1 Item #2
Hi-Potion Wakeup Bell
Potion Wakeup Bell
Wakeup Bell Hi-Potion
Wakeup Bell Potion
Wakeup Bell X-Potion
X-Potion Wakeup Bell



Dark Bane


Effects: Makes the target weak to Dark.

VALID ITEM COMBINATIONS
Item #1 Item #2
Dark Matter Insect Antenna
Insect Antenna Dark Matter



Dark Breath


Effects: Damages the target equal to the user's lost HP - in other words, damage equals your maximum HP minus your current HP. Maxes at 9,999 outside of Bravely Second.

VALID ITEM COMBINATIONS
Item #1 Item #2
Spirit Bone Dragon Fang



Dark Sigh


Effects: Damages all allies or all enemies for 1,500 Dark damage. Boosts to 2,250 damage if weak to Dark.

VALID ITEM COMBINATIONS
Item #1 Item #2
Dark Matter Dark Matter



Demon Aura


Effects: Boosts the target's M. ATK. by 30% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Demon Tail Spirit Bone



Demon Coat


Effects: Boosts the target's P. DEF. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Demon Tail Hard Scale



Demon Soul


Effects: Boosts the target's M. DEF. by 30% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Demon Tail Demon Tail



Demon Vim


Effects: Raises the target's P. ATK. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Demon Tail Beast Liver



Divine Rain


Effects: Deals 1,500 HP of damage to all allies or all enemies. Damage increases to 2,250 if weak to Light.

VALID ITEM COMBINATIONS
Item #1 Item #2
Glitterbug Glitterbug



Dragon Aura


Effects: Boosts the target's M. ATK. by 50% (up to 150%) for six turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Dragon Fang Spirit Bone



Dragon Breath


Effects: Deals damage to the target equal to the user's HP. Maxes at 9,999 outside of Bravely Second.

VALID ITEM COMBINATIONS
Item #1 Item #2
Dragon Fang Dragon Fang



Dragon Coat


Effects: Boosts the target's P. DEF. by 50% (up to 150%) for six turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Dragon Fang Hard Scale



Dragon Soul


Effects: Boosts the target's M. DEF. by 50% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Dragon Fang Demon Tail



Dragon Vim


Effects: Boosts the target's P. ATK. by 50% (up to 150%) for six turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Dragon Fang Beast Liver



Dry Ether


Effects: Restores 500 MP to the target, or damages them equally if undead. To the curious, this is named after a similar item from early Final Fantasy games, also with pretty much the same effect.

VALID ITEM COMBINATIONS
Item #1 Item #2
Ether Turbo Ether
Turbo Ether Ether



Earth Bane


Effects: Makes the target weak to Earth.

VALID ITEM COMBINATIONS
Item #1 Item #2
Desert Rose Insect Antenna
Insect Antenna Desert Rose



Earth Mallet


Effects: Deals 1,500 HP of Earth-based damage to all allies or all enemies, and 2,250 damage if they're weak to Earth. Same as a normal Earth Mallet.

VALID ITEM COMBINATIONS
Item #1 Item #2
Desert Rose Desert Rose



Echo Herbs


Effects: Cures the target's Silence. Given what you use for this combo, it's moot as one Echo Herbs is equally effective.

VALID ITEM COMBINATIONS
Item #1 Item #2
Echo Herbs Echo Herbs



Element Boost


Effects: The target's elemental attacks will increase in power for five turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Monster Fiber Dragon Fang



Elixir


Effects: Restores the target's HP by 9,999 and their MP by 999; damages the Undead for 9,999 HP and 999 MP. EVERY combination here is literally moot since they all force the combination to be an Elixir and something.

VALID ITEM COMBINATIONS
Item #1 Item #2 Item #1 Item #2 Item #1 Item #2
Antidote Elixir Elixir Eye Drops Eye Drops Elixir
Balsam Elixir Elixir Fairy Wing Fairy Wing Elixir
Beast Liver Elixir Elixir Fulment Shard Fulmen Shard Elixir
Dark Matter Elixir Elixir Glitterbug Glitterbug Elixir
Demon Tail Elixir Elixir Hard Scale Hard Scale Elixir
Desert Rose Elixir Elixir Hi-Potion Hi-Potion Elixir
Dragon Fang Elixir Elixir Insect Antenna Insect Antenna Elixir
Echo Herbs Elixir Elixir Monster Fiber Monster Fiber Elixir
Elixir Antidote Elixir Permacrystal Permacrystal Elixir
Elixir Balsam Elixir Phlogiston Phlogiston Elixir
Elixir Beast Liver Elixir Phoenix Down Phoenix Down Elixir
Elixir Dark Matter Elixir Potion Potion Elixir
Elixir Demon Tail Elixir Remedy Remedy Elixir
Elixir Desert Rose Elixir Spirit Bone Spirit Bone Elixir
Elixir Dragon Fang Elixir Turbo Ether Turbo Ether Elixir
Elixir Echo Herbs Elixir Wakeup Bell Wakeup Bell Elixir
Elixir Elixir Elixir X-Potion X-Potion Elixir
Elixir Ether Ether Elixir



Ether


Effects: Restores 80 MP to the target, or damages them for 80 MP if undead. Combination-wise, it is just as useful as two Ethers used sequentially, so the only real benefit is the lower BP cost.

VALID ITEM COMBINATIONS
Item #1 Item #2
Ether Ether



Eye Drops


Effects: Cures the target's Blindness. Due to what you combine, this combination is moot as a single Eye Drops is equally effective.

VALID ITEM COMBINATIONS
Item #1 Item #2
Eye Drops Eye Drops



Fire Bane


Effects: Makes the target weak to Fire.

VALID ITEM COMBINATIONS
Item #1 Item #2
Insect Antenna Phlogiston
Phlogiston Insect Antenna



Font of Life


Effects: The same effect as casting Reraise on the target - they are revived automatically with some HP upon being KO'ed.

VALID ITEM COMBINATIONS
Item #1 Item #2
Hi-Potion X-Potion
X-Potion Hi-Potion



Ghost Aura


Effects: Boosts the target's M. ATK. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Spirit Bone Spirit Bone



Ghost Coat


Effects: Boosts the target's P. DEF. by 30% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Spirit Bone Hard Scale



Ghost Soul


Effects: Boosts the target's M. DEF. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Spirit Bone Demon Tail



Ghost Vim


Effects: Boosts the target's P. ATK. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Spirit Bone Beast Liver



Giant's Draft


Effects: Doubles the target's maximum HP, then fully recovers their HP (including the new HP). Can exceed 9,999, just in case you're wondering.

VALID ITEM COMBINATIONS
Item #1 Item #2
Beast Liver Dragon Fang



Half Elixir


Effects: Restores 5,000 HP and 500 MP to the target. Damages them equally if undead.

VALID ITEM COMBINATIONS
Item #1 Item #2
Turbo Ether X-Potion
X-Potion Turbo Ether



Haste Brew


Effects: Boosts the target's Speed by 25% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Insect Antenna Dragon Fang



Hi-Potion


Effects: Restores 1,000 HP to the target, or damages them equally if they are Undead. A somewhat moot combination, since two Hi-Potions sequentially are as effective as this, but there is a lower BP cost here.

VALID ITEM COMBINATIONS
Item #1 Item #2
Hi-Potion Hi-Potion



Light Bane


Effects: Makes the target weak to Light.

VALID ITEM COMBINATIONS
Item #1 Item #2
Glitterbug Insect Antenna
Insect Antenna Glitterbug



Lightning Bane


Effects: Makes the target weak to Lightning.

VALID ITEM COMBINATIONS
Item #1 Item #2
Fulmen Shard Insect Antenna
Insect Antenna Fulmen Shard



Megalixir


Effects: Restores the party's HP by 9,999 and their MP by 999; damages the Undead for 9,999 HP and 999 MP. EVERY combination here is literally moot since they all force the combination to be an Megalixir and something.

VALID ITEM COMBINATIONS
Item #1 Item #2 Item #1 Item #2 Item #1 Item #2
Antidote Megalixir Megalixir Beast Liver Megalixir Phoenix Down
Balsam Megalixir Megalixir Dark Matter Megalixir Potion
Beast Liver Megalixir Megalixir Demon Tail Megalixir Remedy
Dark Matter Megalixir Megalixir Desert Rose Megalixir Spirit Bone
Demon Tail Megalixir Megalixir Dragon Fang Megalixir Turbo Ether
Desert Rose Megalixir Megalixir Echo Herbs Megalixir Wakeup Bell
Dragon Fang Megalixir Megalixir Ether Megalixir X-Potion
Echo Herbs Megalixir Megalixir Eye Drops Monster Fiber Megalixir
Ether Megalixir Megalixir Fairy Wing Permacrystal Megalixir
Eye Drops Megalixir Megalixir Fulment Shard Phlogiston Megalixir
Fairy Wing Megalixir Megalixir Glitterbug Phoenix Down Megalixir
Fulmen Shard Megalixir Megalixir Hard Scale Potion Megalixir
Glitterbug Megalixir Megalixir Hi-Potion Remedy Megalixir
Hard Scale Megalixir Megalixir Insect Antenna Spirit Bone Megalixir
Hi-Potion Megalixir Megalixir Megalixir Turbo Ether Megalixir
Insect Antenna Megalixir Megalixir Monster Fiber Wakeup Bell Megalixir
Megalixir Antidote Megalixir Permacrystal X-Potion Megalixir
Megalixir Balsam Megalixir Phlogiston



Pantheon's Wrath


Effects: Deals 1,500 Lightning-based damage to all enemies or all allies, and 2,250 if they're weak to it. Same as a normal Pantheon's Wrath.

VALID ITEM COMBINATIONS
Item #1 Item #2
Fulmen Shard Fulmen Shard



Phoenix Down


Effects: Revives the target from K.O. A moot combination, as a single Phoenix Down (or Raise) is equally effective.

VALID ITEM COMBINATIONS
Item #1 Item #2
Phoenix Down Phoenix Down



Plant Aura


Effects: Raises the target's M. ATK. by 20% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Monster Fiber Spirit Bone



Plant Coat


Effects: Bosots the target's P. DEF. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Monster Fiber Hard Scale



Plant Soul


Effects: Boosts the target's M. DEF. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Monster Fiber Demon Tail



Plant Vim


Effects: Raises the target's P. ATK. by 10% (up to 150%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Monster Fiber Beast Liver



Potion


Effects: Restores 300 HP to the target, or damages them for 300 HP if undead. Combination wise, it is exactly as effective as two Potions used sequentially, so the only real benefit is the lower BP cost.

VALID ITEM COMBINATIONS
Item #1 Item #2
Potion Potion



Quarter Elixir


Effects: Restores 2,500 HP and 250 MP to the target. Damages them equally if they're undead.

VALID ITEM COMBINATIONS
Item #1 Item #2
Ether Hi-Potion
Ether X-Potion
Hi-Potion Ether
Hi-Potion Turbo Ether
X-Potion Ether
X-Potion Turbo Ether



Rage Orb


Effects: Inflicts 1 HP of damage to the target, and the target is more likely to be attacked. Created with basically any combination that doesn't do one of the other 88 possible things; the 140 comboes are below.

+B VALID ITEM COMBINATIONS
Item #1 Item #2 Item #1 Item #2 Item #1 Item #2 Item #1 Item #2
Beast Liver Potion Ether Fulmen Shard Hi-Potion Desert Rose Potion Glitterbug
Beast Liver Hi-Potion Ether Desert Rose Hi-Potion Glitterbug Potion Dark Matter
Beast Liver X-Potion Ether Glitterbug Hi-Potion Dark Matter Spirit Bone Potion
Beast Liver Ether Ether Dark Matter Insect Antenna Potion Spirit Bone Hi-Potion
Beast Liver Turbo Ether Fairy Wind Potion Insect Antenna Hi-Potion Spirit Bone X-Potion
Dark Matter Potion Fairy Wind Hi-Potion Insect Antenna X-Potion Spirit Bone Ether
Dark Matter Hi-Potion Fairy Wind X-Potion Insect Antenna Ether Spirit Bone Turbo Ether
Dark Matter X-Potion Fairy Wind Ether Insect Antenna Turbo Ether Turbo Ether Beast Liver
Dark Matter Ether Fairy Wind Turbo Ether Monster Fiber Potion Turbo Ether Hard Scale
Dark Matter Turbo Ether Fulmen Shard Potion Monster Fiber Hi-Potion Turbo Ether Insect Antenna
Demon Tail Potion Fulmen Shard Hi-Potion Monster Fiber X-Potion Turbo Ether Monster Fiber
Demon Tail Hi-Potion Fulmen Shard X-Potion Monster Fiber Ether Turbo Ether Spirit Bone
Demon Tail X-Potion Fulmen Shard Ether Monster Fiber Turbo Ether Turbo Ether Demon Tail
Demon Tail Ether Fulmen Shard Turbo Ether Permacrystal Potion Turbo Ether Dragon Fang
Demon Tail Turbo Ether Glitterbug Potion Permacrystal Hi-Potion Turbo Ether Phlogiston
Desert Rose Potion Glitterbug Hi-Potion Permacrystal X-Potion Turbo Ether Permacrystal
Desert Rose Hi-Potion Glitterbug X-Potion Permacrystal Ether Turbo Ether Fairy Wind
Desert Rose X-Potion Glitterbug Ether Permacrystal Turbo Ether Turbo Ether Fulmen Shard
Desert Rose Ether Glitterbug Turbo Ether Phlogiston Potion Turbo Ether Desert Rose
Desert Rose Turbo Ether Hard Scale Potion Phlogiston Hi-Potion Turbo Ether Glitterbug
Dragon Fang Potion Hard Scale Hi-Potion Phlogiston X-Potion Turbo Ether Dark Matter
Dragon Fang Hi-Potion Hard Scale X-Potion Phlogiston Ether X-Potion Beast Liver
Dragon Fang X-Potion Hard Scale Ether Phlogiston Turbo Ether X-Potion Hard Scale
Dragon Fang Ether Hard Scale Turbo Ether Potion Beast Liver X-Potion Insect Antenna
Dragon Fang Turbo Ether Hi-Potion Beast Liver Potion Hard Scale X-Potion Monster Fiber
Ether Beast Liver Hi-Potion Hard Scale Potion Insect Antenna X-Potion Spirit Bone
Ether Hard Scale Hi-Potion Insect Antenna Potion Monster Fiber X-Potion Demon Tail
Ether Insect Antenna Hi-Potion Monster Fiber Potion Spirit Bone X-Potion Dragon Fang
Ether Monster Fiber Hi-Potion Spirit Bone Potion Demon Tail X-Potion Phlogiston
Ether Spirit Bone Hi-Potion Demon Tail Potion Dragon Fang X-Potion Permacrystal
Ether Demon Tail Hi-Potion Dragon Fang Potion Phlogiston X-Potion Fairy Wind
Ether Dragon Fang Hi-Potion Phlogiston Potion Permacrystal X-Potion Fulmen Shard
Ether Phlogiston Hi-Potion Permacrystal Potion Fairy Wind X-Potion Desert Rose
Ether Permacrystal Hi-Potion Fairy Wind Potion Fulmen Shard X-Potion Glitterbug
Ether Fairy Wind Hi-Potion Fulmen Shard Potion Desert Rose X-Potion Dark Matter




Reincarnate


Effects: Brings the target back from KO with full HP and full MP.

VALID ITEM COMBINATIONS
Item #1 Item #2
Ether Phoenix Down
Phoenix Down Ether
Phoenix Down Turbo Ether
Turbo Ether Phoenix Down



Remedy


Effects: Cures every ailment for the target other than KO, Stop, and Doom - this includes Charm, Paralysis, Blind, Silence, Poison, Sleep, Dread, Berserk, and Confusion. Since every combination requires the use of a Remedy and something, it's a moot combination.

VALID ITEM COMBINATIONS
Item #1 Item #2 Item #1 Item #2
Antidote Remedy Remedy Eye Drops
Balsam Remedy Remedy Hi-Potion
Echo Herbs Remedy Remedy Phoenix Down
Ether Remedy Remedy Potion
Eye Drops Remedy Remedy Remedy
Hi-Potion Remedy Remedy Turbo Ether
Phoenix Down Remedy Remedy Wakeup Bell
Potion Remedy Remedy X-Potion
Remedy Antidote Turbo Ether Reemdy
Remedy Balsam Wakeup Bell Remedy
Remedy Echo Herbs X-Potion Remedy
Remedy Ether



Resist Blind


Effects: The target becomes less likely to contract the Blind status ailment.

VALID ITEM COMBINATIONS
Item #1 Item #2
Ether Eye Drops
Eye Drops Ether
Eye Drops Turbo Ether
Turbo Ether Eye Drops



Resist Dark


Effects: Makes the target immune to Dark.

VALID ITEM COMBINATIONS
Item #1 Item #2
Dark Matter Monster Fiber
Monster Fiber Dark Matter



Resist Dread


Effects: The target becomes less likely to contract the Dread status ailment.

VALID ITEM COMBINATIONS
Item #1 Item #2
Balsam Ether
Balsam Turbo Ether
Ether Balsam
Turbo Ether Balsam



Resist Earth


Effects: Makes the target immune to Earth.

VALID ITEM COMBINATIONS
Item #1 Item #2
Desert Rose Monster Fiber
Monster Fiber Desert Rose



Resist Fire


Effects: Makes the target immune to Fire.

VALID ITEM COMBINATIONS
Item #1 Item #2
Monster Fiber Phlogiston
Phlogiston Monster Fiber



Resist Light


Effects: Makes the target immune to Light.

VALID ITEM COMBINATIONS
Item #1 Item #2
Glitterbug Monster Fiber
Monster Fiber Glitterbug



Resist Lightning


Effects: Makes the target immune to Lightning

VALID ITEM COMBINATIONS
Item #1 Item #2
Fulmen Shard Monster Fiber
Monster Fiber Fulmen Shard



Resist Poison


Effects: The target becomes less likely to contract the Poison status ailment.

VALID ITEM COMBINATIONS
Item #1 Item #2
Antidote Ether
Antidote Turbo Ether
Ether Antidote
Turbo Ether Antidote



Resist Silence


Effects: The target becomes less likely to contract the Silence status ailment.

VALID ITEM COMBINATIONS
Item #1 Item #2
Echo Herbs Ether
Echo Herbs Turbo Ether
Ether Echo Herbs
Turbo Ether Echo Herbs



Resist Sleep


Effects: The target becomes less likely to contract the Sleep status ailment.

VALID ITEM COMBINATIONS
Item #1 Item #2
Ether Wakeup Bell
Turbo Ether Wakeup Bell
Wakeup Bell Ether
Wakeup Bell Turbo Ether



Resist Water


Effects: Makes the target immune to Water.

VALID ITEM COMBINATIONS
Item #1 Item #2
Monster Fiber Permacrystal
Permacrystal Monster Fiber



Resist Wind


Effects: Makes the target immune to Wind.

VALID ITEM COMBINATIONS
Item #1 Item #2
Fairy Wing Monster Fiber
Monster Fiber Fairy Wing



Resurrect


Effects: Brings the target back from KO with 5,000 HP (or their max, if that's lower than 5,000).

VALID ITEM COMBINATIONS
Item #1 Item #2
Hi-Potion Phoenix Down
Phoenix Down Hi-Potion
Phoenix Down Potion
Phoenix Down X-Potion
Potion Phoenix Down
X-Potion Phoenix Down



Shadowflare


Effects: Inflicts a flat 5,000 HP of Dark damage to the target. Damage increases to 7,500 if they are weak to Dark.

VALID ITEM COMBINATIONS
Item #1 Item #2
Demon Tail Dragon Fang



Smelling Salts


Effects: Cures a number of the target's statuses.

VALID ITEM COMBINATIONS
Item #1 Item #2 Item #1 Item #2 Item #1 Item #2
Antidote Balsam Echo Herbs Antidote Phoenix Down Antidote
Antidote Echo Herbs Echo Herbs Balsam Phoenix Down Balsam
Antidote Eye Drops Echo Herbs Eye Drops Phoenix Down Echo Herbs
Antidote Phoenix Down Echo Herbs Phoenix Down Phoenix Down Eye Drops
Antidote Wakeup Bell Echo Herbs Wakeup Bell Phoenix Down Wakeup Bell
Balsam Antidote Eye Drops Antidote Wakeup Bell Antidote
Balsam Echo Herb Eye Drops Balsam Wakeup Bell Balsam
Balsam Eye Drops Eye Drops Echo Herbs Wakeup Bell Echo Herbs
Balsam Phoenix Down Eye Drops Phoenix Down Wakeup Bell Eye Drops
Balsam Wakeup Bell Eye Drops Wakeup Bell Wakeup Bell Phoenix Down



Tengu Sneeze


Effects: Deals 1,500 HP of Wind damage to all allies or all enemies, and 2,250 if they're weak to it. Same as a normal Tengu Sneeze.

VALID ITEM COMBINATIONS
Item #1 Item #2
Fairy Wing Fairy Wing



Turbo Ether


Effects: Restores 300 MP to the target, or damages them for 300 MP if they're Undead. A bit moot since two sequential Turbo Ethers are equally effective, but this has a lower BP cost.

VALID ITEM COMBINATIONS
Item #1 Item #2
Turbo Ether Turbo Ether



Turtle Split


Effects: Lower's the target's P. DEF. by 25% (as low as 25%) for four turns.

VALID ITEM COMBINATIONS
Item #1 Item #2
Hard Scale Dragon Fang



Wakeup Bell


Effects: Cures the target's Sleep status. Given what you use to make this item, it's a moot combination: one Wakeup Bell is just as effective.

VALID ITEM COMBINATIONS
Item #1 Item #2
Wakeup Bell Wakeup Bell



Water Bane


Effects: Makes the target weak to Water.

VALID ITEM COMBINATIONS
Item #1 Item #2
Insect Antenna Permacrystal
Permacrystal Insect Antenna



Water of Life


Effects: It's the same effect as casting Regen on the target: 3% of their max HP is restored with each turn, or lost if undead.

VALID ITEM COMBINATIONS
Item #1 Item #2
Hi-Potion Potion
Potion Hi-Potion
Potion X-Potion
X-Potion Poiton



Wind Bane


Effects: Makes the target weak to Wind.

VALID ITEM COMBINATIONS
Item #1 Item #2
Fairy Wing Insect Antenna
Insect Antenna Fairy Wing



X-Potion


Effects: Restores 3,000 HP to the target, or damages them for 3,000 HP if undead. Most of the combos here are pretty okay, though X-Potion + X-Potion is a bit moot (other than the lower BP cost).

VALID ITEM COMBINATIONS
Item #1 Item #2
Ether Potion
Potion Ether
Potion Turbo Ether
Turbo Ether Potion
X-Potion X-Potion






Special Move Details

Introduction

"What is a special move?", one might ask me.

That same one might get a smack in the from me as well - for a Special Move is just that, special. =P To be more specific, Special Moves are made available later during the Intro section of the game, and they are moves that serve some kind of purpose. For one thing, they are usually more powerful than your typical moves, and often are able to lower or increase stats - plus, these buffs/debuffs are stacked on top of your other boosts, allowing your stats to go as high as 200% the norm (2000% with the critical-hit rate), which is absolutely deadly once you further multiply that into weaknesses, certain attacks, and so on. These stat durations will last for as long as the changed background music plays, and using another Special move while the BGM plays basically resets the timer and allows the stats to stack up even further! With the proper timing and set-up, you will become an absolute god on the battlefield ... for a time anyhow. ;)

In this section, we will analyze a number of things about special moves. These will include the conditions each require to be used, their base effects, and the effects that are applied if you upgrade the move part shops in Norende and equip them onto the moves in question. Enjoy.



Special Moves

Special moves are organized alphabetically by weapon type, then by the order they're unlocked in.


  • Axe Special #1 - Grand Strike:
    • How to Get: Special Move Shop, Level 3
    • To Trigger: Defeat enemies via physical attacks 5 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attacks all enemies - 50% stronger than normal
      • Boosts your party's P. DEF. by 20%

  • Axe Special #2 - Maelstrom:
    • How to Get: Special Move Shop, Level 7
    • To Trigger: Defeat enemies via physical attacks 10 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attacks an enemy 5 times, each at 80% power - overall 4x stronger than normal
      • Your party's Hit Count goes up by 35%

  • Axe Special #3 - Gigaton Swing:
    • How to Get: Special Move Shop, Level 10
    • To Trigger: Defeat enemies via physical attacks 15 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Earth-elemental attack that is 6x stronger than normal
      • Party's P. DEF. goes up by 50%



  • Bow Special #1 - Maximum Draw:
    • How to Get: Special Move Shop, Level 2
    • To Trigger: Hit an enemy's weakness 5 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attack an enemy at triple power
      • Critical-hit rate for the party is boosted by 300%

  • Bow Special #2 - Rapid Fire:
    • How to Get: Special Move Shop, Level 6
    • To Trigger: Hit an enemy's weakness 10 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attacks an enemy five times at 80% power - overall 4.0 times as powerful
      • Boosts the party's Hit Count by 35%

  • Bow Special #3 - Angelic Pillar:
    • How to Get: Special Move Shop, Level 9
    • To Trigger: Hit an enemy's weakness 15 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attacks all enemies with a triple-power Light-elemental attack
      • Boosts the party's M. DEF. by 50%



  • Dagger Special #1 - Infinity:
    • How to Get: Special Move Shop, Level 1
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • To Trigger: Use items five times
    • Effects:
      • Hits one target 5 times, each at 70% power - overall, 3.5 times as powerful
      • Boosts your party's Hit Count by 20%

  • Dagger Special #2 - Blade Storm:
    • How to Get: Special Move Shop, Level 2
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • To Trigger: Use items ten times
    • Effects:
      • Hits one target 15 times, each at 30% power - overall, 4.5 times as powerful
      • Boosts your party's Hit Count by 35%

  • Dagger Special #3 - Cross Divide:
    • How to Get: Special Move Shop, Level 8
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • To Trigger: Use items 15 times
    • Effects:
      • Hits one target 10 times, each at 70% power - overall, 7.0 times as powerful
      • Boosts your party's Hit Count by 50%



  • Katana Special #1 - Moonshadow:
    • How to Get: Special Move Shop, Level 3
    • To Trigger: Default five times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attacks an enemy at double-power
      • Likely to induce Stop on the target
      • Boosts the party's P. ATK. by 20%

  • Katana Special #2 - Breaking Wave:
    • How to Get: Special Move Shop, Level 3
    • To Trigger: Default ten times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attacks all enemies with a double-power, Water-elemental attack
      • Boosts the party's critical-hit rate by 900%

  • Katana Special #3 - Petal Swirl:
    • How to Get: Special Move Shop, Level 10
    • To Trigger: Default fifteen times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attacks an enemy 5 times at 120% power - overall 6 times as powerful
      • Boosts the party's Speed by 50%



  • Knuckles' Special #1 - Moonbeam:
    • How to Get: Special Move Shop, Level 3
    • To Trigger: Induce 3 critical hits
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attack an enemy at triple-power
      • Boosts your party's P. ATK. by 20%

  • Knuckles' Special #2 - Ascendant Palm:
    • How to Get: Special Move Shop, Level 7
    • To Trigger: Induce 6 critical hits
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attack an enemy 16 times at 30% power - overall 4.8 times as powerful
      • Boosts the Hit Count of the party by 35%

  • Knuckles' Special #3 - Thunderburst:
    • How to Get: Special Move Shop, Level 9
    • To Trigger: Induce 9 critical hits
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attacks an enemy with a Lightning-elemental attack at 5-times power
      • Boosts the party's P. ATK. by 50%



  • Rod Special #1 - Piercing Bolt:
    • How to Get: Special Move Shop, Level 2
    • To Trigger: Use any kind of magic 10 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attacks an enemy at 150% power (ignores P. DEF.)
      • Boosts your party's M. ATK. by 20%

  • Rod Special #2 - Withering Ripple:
    • How to Get: Special Move Shop, Level 5
    • To Trigger: Use any kind of magic 20 times
    • Move Parts: Lengthen Effect, Lower Enemy Stat, Lower Enemy Ailment Resistance, Lower Enemy Element Resistance
    • Effects:
      • Lowers all enemies' P. ATK., M. ATK., P. DEF., and M. DEF., each by 15%, and for four turns
      • Boosts your party's M. ATK. by 35%

  • Rod Special #3 - Holy Weapon:
    • How to Get: Special Move Shop, Level 8
    • To Trigger: Use any kind of magic 30 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attacks all enemies at 500% power; Demons are hit at 750% power
      • Boosts your party's M. ATK. by 50%



  • Spear Special #1 - Horizon:
    • How to Get: Special Move Shop, Level 3
    • To Trigger: Inflict physical damage 10 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attack an enemy at triple power
      • Boosts the party's critical-hit rate by 300%

  • Spear Special #2 - Overpower:
    • How to Get: Special Move Shop, Level 5
    • To Trigger: Inflict physical damage 20 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attacks an enemy 6 times at 60% power - overall, 3.6 times more powerful
      • Very likely to induce paralysis on the target
      • Boosts the party's P. ATK. by 35%

  • Spear Special #3 - Megiddo Flame:
    • How to Get: Special Move Shop, Level 9
    • To Trigger: Inflict physical damage 30 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Fire-elemental attack to all enemies at 5x-power
      • Boosts the party's P. ATK. by 50%



  • Staff Special #1 - Rejuvenation:
    • How to Get: Special Move Shop, Level 1
    • To Trigger: Use healing actions 10 times
    • Move Parts: HP Healing Boost, Cure Ailment, MP Healing Boost, BP Boost
    • Effects:
      • Heals all allies
      • Healing magics are doubled in potency

  • Staff Special #2 - Lux:
    • How to Get: Special Move Shop, Level 5
    • To Trigger: Use healing actions 20 times
    • Move Parts: Lengthen Effect, Boost Stat, Boost Ailment Resistance, Boost Element Resistance
    • Effects:
      • Increases all allies' P. ATK., M. ATK., P. DEF., and M. DEF. by 25%
      • Also increases all allies' Speed by 35%

  • Staff Special #3 - Divine Light:
    • How to Get: Special Move Shop, Level 8
    • To Trigger: Use healing actions 30 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attacks an enemy - it is 7x more powerful, and 10.5x as powerful to the undead
      • Boosts your party's M. ATK. by 50%



  • Sword Special #1 - Hack and Slsash:
    • How to Get: Automatically obtained
    • To Trigger: Use Brave 10 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • 5-Hit attack, each at 60% power - basically, a triple-power Attack
      • Lowers target's P. DEF. by 25%
      • Boosts party's Hit Count by 25% (up to 16, or 32 with Frenetic Fighting)

  • Sword Special #2 - Air Splitter:
    • How to Get: Special Move Shop, Level 3
    • To Trigger: Use Brave 20 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Attack all enemies - damage is double the norm
      • Boosts your party's P. ATK. by 35%

  • Sword Special #3 - Sonic Wave:
    • How to Get: Special Move Shop, Level 10
    • To Trigger: Use Brave 30 times
    • Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
    • Effects:
      • Wind-elemental attack - 6x stronger than usual
      • Your party's P. ATK. goes up by 50%




Special Move Parts

As you help restore Norende, you will end up uncovering several shops that are able to give you "move parts" - the moment the shop is restored, you can equip any of these to the Special move via the X Button menu, so long as the move in question can equip it. All of these effects are used in some way to amplify the moves, too, and usually fit into one of several categories, as below.


"AILMENT CURING" PARTS
Part Name Unlocked From/When Effects
Cure Poison River Parts Shop, Level 1 Cures this ailment from the whole party
Cure Blind River Parts Shop, Level 2 Cures this ailment from the whole party
Cure Silence River Parts Shop, Level 3 Cures this ailment from the whole party
Cure Sleep River Parts Shop, Level 4 Cures this ailment from the whole party
Cure Paralysis River Parts Shop, Level 5 Cures this ailment from the whole party
Cure Fear River Parts Shop, Level 6 Cures this ailment from the whole party
Cure Berserk River Parts Shop, Level 7 Cures this ailment from the whole party
Cure Stop River Parts Shop, Level 8 Cures this ailment from the whole party
Cure Confuse River Parts Shop, Level 9 Cures this ailment from the whole party
Cure Charm River Parts Shop, Level 10 Cures this ailment from the whole party
Cure KO River Parts Shop, Level 10 Cures this ailment from the whole party
Cure Doom Jill Parts Shop, Level 10 Cures this ailment from the whole party

"ATTACK WITH AILMENT" PARTS
Part Name Unlocked From/When Effects
Poison Touch Cape Parts Shop, Level 1 Your Special has a 75% chance to hit the target with this ailment
Blind Touch Cape Parts Shop, Level 2 Your Special has a 75% chance to hit the target with this ailment
Silence Touch Cape Parts Shop, Level 3 Your Special has a 75% chance to hit the target with this ailment
Sleep Touch Cape Parts Shop, Level 4 Your Special has a 75% chance to hit the target with this ailment
Paralyze Touch Cape Parts Shop, Level 5 Your Special has a 75% chance to hit the target with this ailment
Dread Touch Cape Parts Shop, Level 6 Your Special has a 75% chance to hit the target with this ailment
Stop Touch Cape Parts Shop, Level 7 Your Special has a 75% chance to hit the target with this ailment
Confuse Touch Cape Parts Shop, Level 8 Your Special has a 75% chance to hit the target with this ailment
Charm Touch Cape Parts Shop, Level 9 Your Special has a 75% chance to hit the target with this ailment
Death Touch Cape Parts Shop, Level 10 Your Special has a 75% chance to hit the target with this ailment

"ATTACK WITH ELEMENT" PARTS
Part Name Unlocked From/When Effects
Fire Hill Parts Shop, Level 1 Your Special is of this element - damage is x1.5 to the weak, x0.5 to the resisters
Water Hill Parts Shop, Level 2 Your Special is of this element - damage is x1.5 to the weak, x0.5 to the resisters
Lightning Hill Parts Shop, Level 3 Your Special is of this element - damage is x1.5 to the weak, x0.5 to the resisters
Wind Hill Parts Shop, Level 4 Your Special is of this element - damage is x1.5 to the weak, x0.5 to the resisters
Earth Hill Parts Shop, Level 5 Your Special is of this element - damage is x1.5 to the weak, x0.5 to the resisters
Light Hill Parts Shop, Level 7 Your Special is of this element - damage is x1.5 to the weak, x0.5 to the resisters
Dark Hill Parts Shop, Level 8 Your Special is of this element - damage is x1.5 to the weak, x0.5 to the resisters

"BP BONUS" PARTS
Part Name Unlocked From/When Effects
BP Bonus Lv. 1 Valley Parts Shop, Level 9 The party gains 1 BP when this Special is used
BP Bonus Lv. 2 Valley Parts Shop, Level 10 The party gains 2 BP when this Special is used

"FAMILY-SLAYING" PARTS
Part Name Unlocked From/When Effects
Beast Slaying River Parts Shop, Level 1 Deal 50% more damage to this monster family with your Special
Plant Slaying River Parts Shop, Level 2 Deal 50% more damage to this monster family with your Special
Aquatic Slaying River Parts Shop, Level 3 Deal 50% more damage to this monster family with your Special
Insect Slaying River Parts Shop, Level 4 Deal 50% more damage to this monster family (Bug) with your Special
Flier Slaying River Parts Shop, Level 5 Deal 50% more damage to this monster family (Aerial) with your Special
Undead Slaying River Parts Shop, Level 6 Deal 50% more damage to this monster family with your Special
Demon Slaying River Parts Shop, Level 7 Deal 50% more damage to this monster family with your Special
Dragon Slaying River Parts Shop, Level 1 Deal 50% more damage to this monster family with your Special

"HP-RESTORING BOOSTING" PARTS
Part Name Unlocked From/When Effects
Recover HP Lv. 1 Cape Parts Shop, Level 1 Recovers some HP for the party (higher level = more HP)
Recover HP Lv. 2 Cape Parts Shop, Level 3 Recovers some HP for the party (higher level = more HP)
Recover HP Lv. 3 Cape Parts Shop, Level 5 Recovers some HP for the party (higher level = more HP)
Recover HP Lv. 4 Cape Parts Shop, Level 7 Recovers some HP for the party (higher level = more HP)
Recover HP Lv. 5 Cape Parts Shop, Level 9 Recovers some HP for the party (higher level = more HP)

"LENGTHEN EFFECT" PARTS
Part Name Unlocked From/When Effects
+1 Turn Valley Parts Shop, Level 1 All status buffs or debuffs from this Special are 1 turn longer
+2 Turns Valley Parts Shop, Level 3 All status buffs or debuffs from this Special are 2 turns longer
+3 Turns Valley Parts Shop, Level 5 All status buffs or debuffs from this Special are 3 turns longer
+4 Turns Valley Parts Shop, Level 7 All status buffs or debuffs from this Special are 4 turns longer
+5 Turns Valley Parts Shop, Level 10 All status buffs or debuffs from this Special are 5 turns longer

"LOWER ENEMY ELEMENT RESISTANCE" PARTS
Part Name Unlocked From/When Effects
Fire Res. Down Hill Parts Shop, Level 1 Makes the enemy party weak to the named element
Water Res. Down Hill Parts Shop, Level 2 Makes the enemy party weak to the named element
Lightning Res. Down Hill Parts Shop, Level 3 Makes the enemy party weak to the named element
Wind Res. Down Hill Parts Shop, Level 4 Makes the enemy party weak to the named element
Earth Res. Down Hill Parts Shop, Level 5 Makes the enemy party weak to the named element
Light Res. Down Hill Parts Shop, Level 7 Makes the enemy party weak to the named element
Dark Res. Down Hill Parts Shop, Level 9 Makes the enemy party weak to the named element

"LOWER ENEMY STAT" PARTS
Part Name Unlocked From/When Effects
M. Atk. Down Valley Parts Shop, Level 2 Lowers this stat for all of the enemy party
P. Atk. Down Valley Parts Shop, Level 4 Lowers this stat for all of the enemy party
M. Def. Down Valley Parts Shop, Level 6 Lowers this stat for all of the enemy party
Speed Down Hill Parts Shop, Level 6 Lowers this stat for all of the enemy party
P. Def. Down Valley Parts Shop, Level 8 Lowers this stat for all of the enemy party
Accuracy Down Hill Parts Shop, Level 8 Lowers this stat for all of the enemy party

"LOWER ENEMY STATUS RESISTANCE" PARTS
Part Name Unlocked From/When Effects
Poison Res. Down Cape Parts Shop, Level 1 Lowers the enemy party's resistance for this ailment
Blind Res. Down Cape Parts Shop, Level 2 Lowers the enemy party's resistance for this ailment
Silence Res. Down Cape Parts Shop, Level 3 Lowers the enemy party's resistance for this ailment
Sleep Res. Down Cape Parts Shop, Level 4 Lowers the enemy party's resistance for this ailment
Paralyze Res. Down Cape Parts Shop, Level 5 Lowers the enemy party's resistance for this ailment
Dread Res. Down Cape Parts Shop, Level 6 Lowers the enemy party's resistance for this ailment
Stop Res. Down Cape Parts Shop, Level 7 Lowers the enemy party's resistance for this ailment
Confuse Res. Down Cape Parts Shop, Level 8 Lowers the enemy party's resistance for this ailment
Charm Res. Down Cape Parts Shop, Level 9 Lowers the enemy party's resistance for this ailment
Death Res. Down Cape Parts Shop, Level 10 Lowers the enemy party's resistance for instant-Death

"MP-RESTORING BOOSTING" PARTS
Part Name Unlocked From/When Effects
Recover MP Lv. 1 Cape Parts Shop, Level 2 Recovers some MP for the party (higher level = more MP)
Recover MP Lv. 2 Cape Parts Shop, Level 4 Recovers some MP for the party (higher level = more MP)
Recover MP Lv. 3 Cape Parts Shop, Level 6 Recovers some MP for the party (higher level = more MP)
Recover MP Lv. 4 Cape Parts Shop, Level 8 Recovers some MP for the party (higher level = more MP)
Recover MP Lv. 5 Cape Parts Shop, Level 10 Recovers some MP for the party (higher level = more MP)

"POWER BOOST" PARTS
Part Name Unlocked From/When Effects
10% Power Boost Valley Parts Shop, Level 1 Boosts the Special's power by 10%
20% Power Boost Valley Parts Shop, Level 3 Boosts the Special's power by 20%
30% Power Boost Valley Parts Shop, Level 5 Boosts the Special's power by 30%
40% Power Boost Valley Parts Shop, Level 7 Boosts the Special's power by 40%
50% Power Boost Valley Parts Shop, Level 9 Boosts the Special's power by 50%

"RAISE ALLIES' STATS" PARTS
Part Name Unlocked From/When Effects
M. Atk. Up Valley Parts Shop, Level 2 Boosts the named stat for all of your party
P. Atk. Up Valley Parts Shop, Level 4 Boosts the named stat for all of your party
M. Def. Up Valley Parts Shop, Level 6 Boosts the named stat for all of your party
Speed Up Hill Parts Shop, Level 6 Boosts the named stat for all of your party
P. Atk. Up Valley Parts Shop, Level 8 Boosts the named stat for all of your party
Evade Up Hill Parts Shop, Level 8 Boosts the named stat for all of your party
Crit. Rate Up River Parts Shop, Level 8 Boosts the named stat for all of your party

"RAISE ALLIES' AILMENT RESISTANCE" PARTS
Part Name Unlocked From/When Effects
Poison Res. Up River Parts Shop, Level 1 Increases the resistance for this ailment across the party
Blind Res. Up River Parts Shop, Level 2 Increases the resistance for this ailment across the party
Silence Res. Up River Parts Shop, Level 3 Increases the resistance for this ailment across the party
Sleep Res. Up River Parts Shop, Level 4 Increases the resistance for this ailment across the party
Paralyze Res. Up River Parts Shop, Level 5 Increases the resistance for this ailment across the party
Dread Res. Up River Parts Shop, Level 6 Increases the resistance for this ailment across the party
Berserk Res. Up River Parts Shop, Level 7 Increases the resistance for this ailment across the party
Stop Res. Up River Parts Shop, Level 8 Increases the resistance for this ailment across the party
Confuse Res. Up River Parts Shop, Level 9 Increases the resistance for this ailment across the party
Charm Res. Up River Parts Shop, Level 10 Increases the resistance for this ailment across the party
Death Res. Up Hill Parts Shop, Level 10 Increases the resistance for insant-death across the party

"RAISE ALLIES' ELEMENT RESISTANCE" PARTS
Part Name Unlocked From/When Effects
Fire Res. Up Hill Parts Shop, Level 1 Increases the resistance for the element named across the party
Water Res. Up Hill Parts Shop, Level 2 Increases the resistance for the element named across the party
Lightning Res. Up Hill Parts Shop, Level 3 Increases the resistance for the element named across the party
Wind Res. Up Hill Parts Shop, Level 4 Increases the resistance for the element named across the party
Earth Res. Up Hill Parts Shop, Level 5 Increases the resistance for the element named across the party
Light Res. Up Hill Parts Shop, Level 7 Increases the resistance for the element named across the party
Dark Res. Up Hill Parts Shop, Level 9 Increases the resistance for the element named across the party




Item Listings

Restorative Items

Not to much to say about these. The big note is that the Turn Toxic ability of the Salve-Maker job class has an effect implied-but-not-explicitly-detailed here: curative items will deal damage under that ability. For example, a Potion under Turn Toxic will damage for 150 HP, even if not Undead; Ethers do 40 MP of damage; Elixirs deal 9,999 HP and 999 MP of damage; and so on.


Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Elixir - Restores the target's HP by 9,999 HP and MP by 999 MP; deals 9,999 HP and 999 MP of damage to the undead
Elixir* - NOTE THE ASTERISK - this Elixir, only stealable from some Mammon Nemeses, reduces HP and MP to 1 (or by 9,999/999 out of Bravely Second)!
Ether 1,000 pg Restores 40 MP to a single target; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Megalixir - Restores the party's HP by 9,999 and MP by 999; deals 9,999 HP and 999 MP of damage to the undead
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Turbo Ether 5,000 pg Restores 150 MP; damages the undead for 150 MP
Wakeup Bell 50 pg Wakes up an ally from Sleep
X-Potion 1,500 pg Restores 1,500 HP; damages the undead for 1,500 HP


Battle Items

Item Name Item Cost Item Effects
Antarctic Wind 200 pg Deals 500 HP of Water-based damage to all enemies or all allies (750 if weak to it)
Arctic Wind 2,000 pg Deals 1,500 HP of Water-based damage to all enemies or all allies (2,250 if weak to it)
Bacchus's Wine 500 pg Inflicts Berserk upon the target - 100% success rate unless immune
Bomb Arm 2,000 pg Deals 1,500 HP of Fire-based damage to all enemies or all allies (2,250 if weak to it)
Bomb Fragment 200 pg Deals 500 HP of Fire-based damage to all enemies or all allies (750 if weak to it)
Earth Drum 200 pg Deals 500 HP of Earth-based damage to all enemies or all allies (750 if weak to it)
Earth Mallet 2,000 pg Deals 1,500 HP of Earth-based damage to all enemies or all allies (2,250 if weak to it)
Gold Hourglass 500 pg Stops all enemies or all allies - succeeds 75% of the time
Light Curtain 1,000 pg Applies Reflect to the target, making them bounce magic against them to the other side (i.e. you to enemies)
Lilith's Kiss 500 pg Damages the target's MP; the user recovers their MP equal to 10% of the damage
Pantheon's Wrath 2,000 pg Deals 1,500 HP of Lightning-based damage to all enemies or all allies (2,250 if weak to it)
SP Drink - Item bought with real-world currency to boost SP to the max of 3
Stardust 2,000 pg Hits a target 1~4 times with non-elemental magic that ignores Reflect
Tengu Sneeze 2,000 pg Deals 1,500 HP of Wind-based damage to all enemies or all allies (2,250 if weak to it)
Tengu Yawn 200 pg Deals 500 HP of Wind-based damage to all enemies or all allies (750 if weak to it)
Zeus's Wrath 200 pg Deals 500 HP of Lightning-based damage to all enemies or all allies (750 if weak to it)


Compounding Items

In addition to all of the Restorative Items, these too can be used by Salve-Makers for Item Compounding, in which two items are combined into new ones. See the linked-to sections for other details; the below details the general expectations when the following items (useful only in compounding) are ... well, compounded.


Item Name Item Cost Item Effects
Beast Liver 200 pg Used in P. ATK.-boosters
Dark Matter 200 pg Used in Dark-based items
Demon Tail 500 pg Used in M. DEF.-boosters
Desert Rose 200 pg Used in Earth-based items
Dragon Fang 5,000 pg Used in high-potency items
Fairy Wing 200 pg Used in Wind-based items
Fulmen Shard 200 pg Used in Lightning-based items
Glitterbug 200 pg Used in Light-based items
Hard Scale 200 pg Used in P. DEF.-boosters
Insect Antenna 200 pg Used in weakness-inducing items
Monster Fiber 500 pg Used in weakness-inducing items
Permacrystal 200 pg Used in Water-based items
Phlogiston 200 pg Used in Fire-based items
Spirit Bone 500 pg Used in M. ATK.-boosters


Stat-Boosting Buns

You won't be able to find these Buns in D's Journal, so you know - they're, for some reason, not a registered item. (Probably because it would be mean those without StreetPass or Internet availability could never 100% the game.) Buns are the stat-boosting items of this game, able to permanently boosts any of your stats. These are only available as drops from Nemeses you'll encounter in the Norende reconstruction effort, though.


Item Name Item Cost Item Effects
Agility Bun - Permanently boosts the user's Agility by 1
Dexterity Bun - Permanently boosts the user's Dexterity by 1
HP Booster Bun - Permanently boosts the user's maximum HP by 100
Intelligence Bun - Permanently boosts the user's Intelligence by 1
Mind Bun - Permanently boosts the user's Mind by 1
MP Booster Bun - Permanently boosts the user's maximum MP by 10
Strength Bun - Permanently boosts the user's Strength by 1
Vitality Bun - Permanently boosts the user's Vitality by 1




Equipment Listings

Abbreviations

Throughout the whole of this section, a number of abbreviations, per those in the game, will be used to denote the changes in stats. Any stat listed with a "-" will have no contribution to that stat, good or bad. So, the abbreviations:


  • STAT VALUES:
    • P. ATK: Physical attack - used in determining damage from regular and physical attacks
    • M. ATK: Magical attack - used in determining damage from magical spells and the like
    • AIM: Not an abbreviation, but can also be thought of as Accuracy - it maxes at 255(%) for a guaranteed hit - 100% in hex
    • CRIT: Your critical-hit rate
    • P. DEF: Physical defense - used to lessen damage from physical attacks
    • M. DEF: Magic defense - used to lessen damage from magical attacks
    • Evade: Not an abbreviation, but often thought of as Evasion in related RPGs; it also affects the enemy's hit count
 
  • BASE STATS: (As of v1.80+, these are not in a chart form, but still noted in the "Other Notes" part of the chart for aesthetic reasons)
    • HP: Maximum HP (Hit Points) - the determinant of your health
    • MP: Maximum MP (Magic Points) - the determinant of your magic "ammunition", as it were
    • STR: Strength - determines the overall strength of physical attacks; increments in this also increase P. ATK.
    • VIT: Vitality - determines the overall defense from physical attacks; increments in this also increase P. DEF.
    • INT: Intelligence - determines the overall strength of magical attacks and ailment hit rates; increments in this also increase M. ATK.
    • MIND: Mind - determines the overall defense from magical attacks, the power of curative spells (i.e. Cure), and ailment evasion; increments in this also increase M. DEF.
    • DEX: Dexterity - affects the accuracy of physical attacks and the attack rate of Brave; increments in this also increase Aim
    • AGI: Agility - affects physical evasion, number of hits, speed in battle, and first-strike rates; increments in this also increase Evade


Equipment Affinity

This section is extremely important in regards to the stats listed throughout this guide as a whole, and here especially. When you buy and equip weaponry, you'll probably notice that stuff is marked with a letter grade - E, D, C, B, A, or S. Which is given what depends on a number of things, including the job of the equipper and their abilities, as well as the equipment type.

What is the importance of these affinities? Stat boosts! The higher the affinity of a piece of equipment, the better of a boost you'll get. For example, take the Ise-no-Kami katana, which boosts P. ATK. by 20. With a rank of E, that's it. However...


Rank Multiplier Ise-no-Kami Example
E x1.0 20
D x1.2 24
C x1.4 28
B x1.6 32
A x1.8 36
S x2.0 40

... under different, higher ranks, you can go as high as double that number! Thusly, when you buy weaponry, it is to your advantage to not pay attention to just the stats given, but your affinity to the equipment, and, if desired, change your job.

Throughout this section on equipment - and, indeed, throughout the whole FAQ - all equipment is assumed to have no boost applied to it in regards to stats. That is to say, the stats listed throughout the FAQ, including here, are as they are given to you in the game by pressing X: the Rank E stats which provide no boost. Okay?

There is one big footnote, however: affinities also only affect the primary stats you'd expect to increase. In other words, P. ATK for weapons, and P. DEF for armor and shields will only be increased by affinity. Take the 15-point boost in Critical in the Ise-no-Kami, for example: by having a Rank S affinity, you will still have a 15-point - not 30-point - boost in Critical.



Weapons: Axes

BASIC EQUIPMENT DATA STAT VALUE CHANGES OTHER EFFECTS
Weapopn Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Cross Axe - 41 - 85 -3 - - - Damage +50% to Demons
Death Axe - 51 - 85 -3 - - - Uses Kill as an item
Earthbreaker - 60 - 85 -3 - - - Earth-elemental
Flare Hatchet - 39 - 85 -3 - - - Fire-elemental
Fox Tail 100,000 pg 54 - 85 -3 - - - Agility +20
Giant Axe - 58 - 60 -3 - - - N/A
Grinder Axe 39,400 pg 50 - 85 -3 - - - 25% chance to cause Fear
Heavy Axe 40,000 pg 52 - 85 -3 - - - N/A
Labrys 100,000 pg 53 - 85 -3 - - - Damage +50% to Beast
Mythril Axe 1,200 pg 22 - 85 -3 - - - N/A
Tomahawk - 30 - 85 -3 - - - N/A
Viking Axe 4,800 pg 36 - 85 -3 - - - Damage +50% to Aquatic
War Axe 18,000 pg 44 - 85 -3 - - - N/A


Weapons: Bows

BASIC EQUIPMENT DATA STAT VALUE CHANGES OTHER EFFECTS
Weapopn Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Aeolian Bow 3,600 pg 54 - 95 - - - - Damage +50% to Flying
Ancient Bow - 70 - 95 - - - - Damage +50% to Flying; 25% chance to Paralyze
Angel Bow 3,500 pg 56 - 95 - - - - Damage +50% to Flying; 25% chance to Charm
Artemis's Bow - 90 - 95 - - - - Damage +50% to Flying
Birch Bow - 49 - 95 - - - - Damage +50% to Flying and Demons
Composite Bow 1,950 pg 44 - 95 - - - - 30% chance to Poison; damage +50% to Flying
Death Bow 14,800 pg 66 - 95 - - - - 25% chance to cause Death; damage +50% to Flying
Elven Bow 21,000 pg 72 -- 95 - - - - 25% chance to Confuse; Damage +50% to Flying
Gale Bow - 60 - 95 - - - - Uses Haste as an item; damage +50% to Flying
Iron Bow - 22 - 95 - - - - Damage +50% to Flying
Killer Bow 14,000 pg 66 - 95 - - - - Damage +50% to Flying; 25% chance for instant Death
Mythril Bow 850 pg 34 - 95 - - - - Damage +50% to Flying
Yoichi's Bow - 76 - 95 20 - - - Damage +50% to Flying


Weapons: Daggers

BASIC EQUIPMENT DATA STAT VALUE CHANGES OTHER EFFECTS
Weapopn Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Air Knife - 34 - 95 3 - - - Wind-elemental
Assassin's Dagger 10,000 pg 29 - 95 3 - - - 25% chance to cause Death
Carving Knife 150 pg 6 - 95 3 - - - N/A
Dagger 50 pg 2 - 95 3 - - - N/A
Falcon Knife 88,230 pg 36 - 95 3 - - - Agility +20
Frenzy Dagger 1,200 pg 20 - 95 3 - - - 25% chance to Berserk
Gladius 24,000 pg 32 - 95 3 - - - N/A
Kukri 350 pg 10 - 90 3 - - - N/A
Kunai - 27 - 95 3 - - 20 N/A
Mage Masher - 5 - 95 3 - - - Can Silence - 25% chance
Magic Knife 100,000 pg 1 25 95 3 - - - N/A
Main-Gauche 3,500 pg 22 - 95 3 - - 20 N/A
Mythril Dagger 700 pg 15 - 95 3 - - - N/A
Orichal Dagger 5,000 pg 27 - 95 3 - - - N/A
Ripper - 23 - 95 20 - - - Damage +50% to humans
Thief's Knife - 12 - 95 3 - - - You can steal items with Attack
Yatagarasu - 40 - 95 3 - - 25 N/A


Weapons: Katanas

BASIC EQUIPMENT DATA STAT VALUE CHANGES OTHER EFFECTS
Weapopn Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Ama-no-Murakumo - 51 - 90 15 - - - Damage +50% to Dragon
Ise-no-Kami - 20 - 90 15 - - - N/A
Kiku-Ichimonji - 36 - 90 15 - - - N/A
Kotetsu 14,500 pg 34 - 90 15 - - - N/A
Masamune 27,000 pg 39 - 90 15 - - - N/A
Muramasa - 41 - 90 15 - - - Uses Defang as an item
Mutso-no-Kami 62,000 pg 48 - 90 15 - - - N/A
Nodachi - 28 - 90 15 - - - N/A
Osafune 3,500 pg 30 - 90 15 - - - N/A
Raikiri - 32 - 90 15 - - - Lightning-elemental; immune to Lightning


Weapons: Knuckles

BASIC EQUIPMENT DATA STAT VALUE CHANGES OTHER EFFECTS
Weapopn Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Bastet Claws 600 pg 23 - 90 3 - - - Damage +50% to Beasts
Divine Fists 18,000 pg 60 - 90 3 - - - Light-elemental
Hadean Claws - 80 - 90 3 - - - Dark-elemental
Hammer Knuckles 4,200 pg 46 - 90 3 - - - N/A
Iron Knuckles 280 pg 14 - 90 3 - - - N/A
Kaiser Knuckles - 95 - 90 3 - - - N/A
Mythril Knuckles500 pg 21 - 90 3 - - - N/A
Spiked Knuckles 1,200 pg 34 - 90 3 - - - N/A
Thumbing Claws - 17 - 90 3 - - - 40% chance to Blind
Toxic Claws 9,800 pg 49 - 90 3 - - - 40% chance to Poison


Weapons: Rods

BASIC EQUIPMENT DATA STAT VALUE CHANGES OTHER EFFECTS
Weapopn Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Battle Mace 4,800 pg 27 - 90 - - - - N/A
Demon Rod - 25 25 90 - - - - Your Dark attacks are 10% stronger
Hammer Mace - 30 - 90 - - - - N/A
Lilith's Rod - 20 20 90 - - - - Uses Aspir as an item
Mace 300 pg 9 - 90 - - - - N/A
Mythril Rod 750 pg 9 9 90 - - - - N/A
Ogre's Club 150 pg 10 - 90 - - - - Lightning attacks are 10% stronger
Poison Rod 20,000 pg 17 17 90 - - - - 50% chance to Poison target
Rod 60 pg 2 2 90 - - - - Mind +1
Rod of Fire 1,500 pg 12 12 90 - - - - Fire-based attacks are 10% stronger
Rod of Ice 3,800 pg 15 15 90 - - - - Water-based attacks are 10% stronger
Wizard's Rod 9,000 pg 17 17 90 - - - - N/A
Wonder Rod - 21 21 90 - - - - Uses random Black Magic as an item


Weapons: Spears

BASIC EQUIPMENT DATA STAT VALUE CHANGES OTHER EFFECTS
Weapopn Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Crimson Spear 27,000 pg 37 - 90 2 - - - Damage +25% when hitting 2+ enemies
Cross Spear 14,000 pg 33 - 90 2 - - - Damage +25% when hitting 2+ enemies; damage +50% to Undead
Donnerschlag 100,000 pg 42 - 42 2 - - - Damage +25% when hitting 2+ enemies; damage +50% to Beast
Glaive - 29 - 90 2 - - - Damage +25% when hitting 2+ enemies
Gungnir - 45 - 100 2 - - - Damage +25% when hitting 2+ enemies
Halberd 4,500 pg 27 - 90 2 - - - Damage +25% when hitting 2+ enemies
Holy Lance - 35 - 90 2 - - - Damage +25% when hitting 2+ enemies; Light-elemental
Longinus - 39 - 90 2 - - - Damage +25% when hitting 2+ enemies; damage +50% to Aquatic
Lü Bu's Spear 8,000 pg 35 - 90 2 - - - Damage +25% when hitting 2+ enemies
Mythril Spear 900 pg 17 - 90 2 - - - Damage +25% when hitting 2+ enemies
Silver Glaive 100,000 pg 41 - 90 2 - 19 - Damage +25% when hitting 2+ enemies
Spear - 4 - 90 2 - - - Damage +25% when hitting 2+ enemies
Trident - 31 - 90 2 - - - Damage +25% when hitting 2+ enemies; Lightning-elemental
Valkyrie Halberd 1,850 pg 22 - 90 2 - - - Damage +25% when hitting 2+ enemies


Weapons: Staves

BASIC EQUIPMENT DATA STAT VALUE CHANGES OTHER EFFECTS
Weapopn Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Demon's Staff - 30 - 90 - - - - Damage +25% when hitting 2+ enemies; Dark-elemental
Diamond Staff 9,000 pg 38 - 90 - - - - Damage +25% when hitting 2+ enemies
Gale Staff 1,500 pg 26 - 90 - - - - Damage +25% when hitting 2+ enemies; Wind attacks are 25% stronger; Mind +6
Iron Pole 3,000 pg 34 - 90 - - - - Damage +25% when hitting 2+ enemies
Jade Crosier 1,200 pg 15 - 90 - - - - Damage +25% when hitting 2+ enemies; Mind +3
Mythril Staff 600 pg 11 - 90 - - - - Damage +25% when hitting 2+ enemies; Mind +2
Oaken Pole 250 pg 13 - 90 - - - - Damage +25% when hitting 2+ enemies
Sage's Staff 1,500 pg 16 - 90 - - - - Uses Raise as an item; damage +25% when hitting 2+ enemies; Mind +4
Simian Staff 300 pg 11 - 90 - - - - Damage +100% when hitting 2+ enemies
Staff 10 pg 2 - 90 - - - - Damage +25% when hitting 2+ enemies
Staff of Life 12,000 pg 22 - 90 - - - - Uses Cure as an item; damage +25% when hitting 2+ enemies; Mind +5
Yggdrasil Staff 23,000 pg 17 - 90 - - - - Damage +25% when hitting 2+ enemies; uses Esuna as an item; Mind +7


Weapons: Swords

BASIC EQUIPMENT DATA STAT VALUE CHANGES OTHER EFFECTS
Weapopn Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Blood Sword - 42 - 90 - - - - Drains HP from target; uses Drain as item
Broadsword 70 pg 3 - 90 - - - - N/A
Chaos Blade - 44 - 90 - - - - 25% chance to Confuse
Claymore 30,000 pg 40 - 90 - - - - N/A
Defender 5,000 pg 27 - 90 - 10 - - N/A
Durandal - 50 - 90 - - - - N/A
Excalibur - 39 - 90 - - - - Light-elemental
Flametongue 15,000 pg 36 - 90 - - - - Fire-elemental
Ice Brand - 32 - 90 - - - - Water-elemental
Long Sword 500 pg 12 - 90 - - - - N/A
Mythril Sword 1,000 pg 18 - 90 - - - - N/A
Night Emperor 99,999 pg 45 - 90 - - - - 25% chance to Charm
Rune Blade - 39 15 90 - - - - N/A
Scimitar 2,000 pg 24 - 90 - - - - N/A
Sleep Blade - 27 - 90 - - - - Can put to Sleep - 25% chance
Zweilhander 7,500 pg 35 - 90 - - - - N/A


Armor: Helmets

BASIC EQUIPMENT DATA STAT VALUE CHANGES OTHER EFFECTS
Armor Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Acorn Hat 600 pg - - - - 6 1 - N/A
Adamant Hat 4,200 pg - - - - 9 2 5 N/A
Adamant Helm 4,500 pg - - - - 10 2 - N/A
Black Cowl 1,200 pg - - - - 8 2 10 N/A
Bronze Helm 40 pg - - - - 2 0 - N/A
Cat-Ear Hood 222 pg - 2 - - 3 2 - N/A
Circlet 4,000 pg - 4 - - 7 4 - N/A
Crystal Helm - - - - - 16 4 - N/A
Feather Hat 100 pg - - - - 3 1 - N/A
Genji Helm - - - - - 12 3 - N/A
Gold Hairpin - - 4 - - 10 6 - Your MP consumption is 25% less
Headband 1,800 pg - - - - 6 1 - Strength +10
Heike Helm 40,000 pg - - - - 14 3 - N/A
Holy Miter 1,000 pg - 3 - - 5 4 - Mind +5
Iron Helm 200 pg - - - - 4 1 - N/A
Kenpo Gi 100 pg - - - - 3 1 5 Agility +2
Lamia's Tiara - - 3 - - 8 5 - Immune to Charm
Laurel Wreath 650 pg - 2 - - 4 3 - N/A
Leather Cap 15 pg - - - - 1 0 - N/A
Lambent Hat 900 pg - 2 - - 5 3 - Lightning attacks are 25% stronger
Mage's Hat 1,500 pg - 3 - - 4 3 - Intelligence +5
Mythril Helm 400 pg - - - - 5 1 - N/A
Orichalcum Helm 1,500 pg - - - - 8 2 - N/A
Pointy Hat 20 pg - 1 - - 1 0 - N/A
Red Cap 1,000 pg - - - - - - - Strength & Agility +5 each
Ribbon - - - - - 19 3 - You're immune to all ailments but Doom & Stop
Royal Crown - - - - - 21 3 - N/A
Tiger Mask 250 pg - - - - 4 1 - N/A
Tricome 150 pg - 1 - - 2 2 - N/A
Yggdrasil Helm 700 pg - - - - 7 1 - N/A


Armor: Torso

BASIC EQUIPMENT DATA STAT VALUE CHANGES OTHER EFFECTS
Armor Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Adamant Armor 15,000 pg - - - - 36 9 - N/A
Adamant Vest 10,000 pg - - - - 29 7 - N/A
Black Robe 6,000 pg - 3 - - 20 5 - Intelligence +20
Brave Suit - - - - - 36 9 - BP +1 at battle's start
Brigandine 600 pg - - - - 9 2 - N/A
Bronze Armor 250 pg - - - - 8 2 - N/A
Bronze Breastplate 400 pg - - - - 10 2 - N/A
Crystal Mail - - - - - 50 12 - N/A
Crystal Vest - - - - - 40 10 - N/A
Floral Robe 1,500 pg - 3 - - 17 4 - N/A
Gaia Gear 11,000 pg - - - - 25 6 - Earth attacks are 50% stronger
Genji Armor - - - - - 42 10 - N/A
Heike Armor 99,999 pg - - - - 46 11 - N/A
Hempen Tunic 20 pg - - - - 2 - - N/A
Iron Armor 500 pg - - - - 12 3 - N/A
Kenpo Gi 100 pg - - - - 3 1 5 Agility +2
Leather Armor 120 pg - - - - 4 1 - N/A
Linen Curiass 80 pg - - - - 4 1 - N/A
Lordly Robes - - 6 - - 35 19 - Mind +10
Luminous Robe - - 5 - - 29 7 - Light attacks are 50% stronger
Mirage Vest 1,600 pg - - - - 19 5 20 N/A
Mythril Armor 1,000 pg - - - - 18 4 - N/A
Mythril Plate 850 pg - - - - 14 3 - N/A
Orichalcum Mail 5,000 pg - - - - 30 7 - N/A
Power Sash 2,400 pg - - - - 22 5 - Strength +5
Rainbow Dress 1,000 pg - 3 - - 14 3 - Immune to Confuse
Silk Robe 350 pg - 2 - - 8 2 - N/A
Star Corslet - - - - - 26 6 - Max HP +100
Tabby Suit 700 pg - 2 - - 13 3 - Immune to Poison
Viking Coat 3,000 pg - - - - 24 6 - N/A
White Robe 4,000 pg - 4 - - 22 5 - Intelligence +20
Yggdrasil Armor 2,000 pg - - - - 24 6 - N/A


Armor: Shields

BASIC EQUIPMENT DATA STAT VALUE CHANGES OTHER EFFECTS
Armor Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Adamant Shield 7,500 pg - - - - 27 14 26 N/A
Aegis Shield - - - - - 38 19 30 Immune to Dread status
Blessed Shield 4,000 pg - - - - 23 12 30 N/A
Bloody Shield 5,000 pg - - - - 45 23 -100 N/A
Buckler 50 pg - - - - 5 3 20 N/A
Cross Shield 1,000 pg - - - - 18 9 24 N/A
Dark Shield - - - - - 30 15 28 Immune to Dark
Iceflame Shield - - - - - 24 12 27 Immune to Fire and Water
Large Shield 2,500 pg - - - - 24 12 22 N/A
Lustrous Shield - - - - - 32 16 29 N/A
Mythril Shield 600 pg - - - - 14 7 25 N/A
Round Shield 300 pg - - - - 9 5 - N/A
Spiked Shield 3,700 pg 5 - - - 20 10 23 N/A


Accessories

BASIC EQUIPMENT DATA STAT VALUE CHANGES OTHER EFFECTS
Armor Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Adamant Bangle 2,500 pg - - - - - - - Max HP +500
Adamant Gauntlets 3,000 pg - - - - 8 1 - N/A
Alarm Earrings 5,000 pg - - - - - - - Foes are 10% less likely to get a First Strike
Amulet 4,000 pg - - - - - - - Intelligence +10
Artisan Gloves 2,500 pg - - - - - - - Dexterity +10
Barrier Shroud 10,000 pg - - - - - 25 - N/A
Black Belt - - - - 15 - - - N/A
Bronze Bangle 40 pg - - - - - - - Max HP +30
Bronze Gauntlets 40 pg - - - - 2 - - N/A
Clothespin 100 pg - - - - - - - Immune to Sleep
Courage Ring 10,000 pg - - - - - - - Immune to Dread
Dark Charm 3,000 pg - - - - - - - Halves Dark damage
Dwarven Gloves - - - - - - - - Dexterity +20
Earth Charm 3,000 pg - - - - - - - Halves Earth damage
Earthing Rod 2,000 pg - - - - - - - Immune to Paralysis
Flame Charm 3,000 pg - - - - - - - Halves Fire damage
Force Armlets 2,500 pg - - - - - - - Mind +10
Gale Hairpin 3,000 pg - - - - - - - First Strikes are 10% more likely
Gauntlets 100 pg - - - - 4 - - N/A
Genji Gloves - - - - - 9 2 - N/A
Giant's Gloves 1,500 pg - - - - 6 1 - Strength +10, Dexterity -50
Golden Egg 200,000 pg - - - - - - - Doubles pg earned, but you get no EXP./JP
Growth Egg 500,000 pg - - - - - - - Doubles EXP. & JP earned, but you get no pg
Heart Ring - - - - - - - - Max MP +100
Heike Gloves 10,000 pg - - - - 10 2 - N/A
Hermes Sandals 5,000 pg - - - - - - - Agility +10
Hermes Shoes - - - - - - - - Agility +20
Hyper Bracers - - - - - - - - Strength +20
Ice Charm 3,000 pg - - - - - - - Halves Water damage
Iron Bangle 75 pg - - - - - 1 - Max HP +50
Life Ring - - - - - - - - Max HP +1,000
Light Charm 3,000 pg - - - - - - - Halves Light damage
Mage Shell 300 pg - - - - - 10 - N/A
Magic Armlets - - - - - - - - Mind +20
Mythril Bangle 150 pg - - - - - 1 - Max HP +100
Mythril Gloves 200 pg - - - - 6 1 - N/A
Normalizer 2,000 pg - - - - - - - Enemies are 10% less likely to get a starting BP +1 boost
Peace Ring 2,000 pg - - - - - - - Immune to Confusion
Power Bracers 4,000 pg - - - - - - - Strength +10
Rebuff Locket 8,000 pg - - - - - - - Immune to Charm
Red Muleta 5,000 pg - - - - - - - You're more likely to be targeted
Reflect Ring 10,000 pg - - - - - - - Have Reflect at start of battle
Safety Ring - - - - - - - - Immune to instant-death attacks
Silver Glasses 40 pg - - - - - - - Immune to Blind
Smiley Badge 5,000 pg - - - - - - - Wearer's chance of being targeted never changes
Soul of Thamasa - - - - - - - - Intelligence +20
Star Pendant 500 pg - - - - - - - Immune to Poison
Taunt Bangle 3,000 pg - - - - - - - Doubles random-encounter rate
Thief Gloves - - - - - 3 1 - Doubles Steal success rate
Thunder Charm 3,000 pg - - - - - - - Halves Lightning damage
Venture Badge 1,000 pg - - - - - - - Brave Attack rate of allies +10%
White Cape 1,000 pg - - - - - - - Immune to Silence
Wind Charm 3,000 pg - - - - - - - Halves Wind-based damage


Costumes

What are "Costumes"? In this variation of Bravely Default, they're little more than simply that: costumes you use to changes the character's look for whatever arbitrary purpose you wish. They don't affect your stats or anything, just the look of the character wearing them - the only reason I include them here is because they're still equippable from the equipment screen. Anyhow... Here you go.


Costume How to Unlock Effects and For Whom
Bravo Bikini Finish the DeRosa the Red Mage sub-scenario. The look of Edea in the Bravo Bikini from the DeRosa/Red Mage sub-scenario.
Edea's Garb Norende Combat Item Shop, Level 11. Special clothes for Edea.
Knight's Tunic Norende Trader, Level 11. Special clothes for Agnès.
Melodist's Shirt Norende Accessory Shop, Level 11. Special clothes for Ringabel.
Onion Shirt Norende Armor Shop, Level 11. Special clothes for Tiz.
Plain Tunic Norende Compound Item Shop, Level 11. Allows the wearer to look like a Freelancer in any job.
Vestal Garb Finish the "The End" ending to the game (don't break crystals). The clothes Agnès wears during the crystal reviving ceremonies.




Shop Listings

Equipment Affinity (READ!)

Whenever you use this section, the primary thing to take note of is regard to the equipment. The equipment stat changes listed here are given assuming Rank E affinities. Unsure of what that means? Look in the section Equipment Affinity for more details!



Caldisla's Shops

CALDISLA ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Eye Drops 20 pg Cures the Blind status ailment
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used

CALDISLA MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Blindna White 200 pg 4 MP Level 1 Cures the Blind status ailment
Cure White 200 pg 4 MP Level 1 Restores a small amount of HP; damages the undead
Poisona White 200 pg 4 MP Level 1 Cures the Poison status ailment
Blizzard Black 200 pg 5 MP Level 1 Minor Water-based damage
Fire Black 200 pg 5 MP Level 1 Minor Fire-based damage
Thunder Black 200 pg 5 MP Level 1 Minor Lightning-based damage

+B CALDISLA WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Broadsword Sword 70 pg 3 - 90 - - - - N/A
Bronze Bangle Accessory 40 pg - - - - - - - Max HP +30
Bronze Gauntlets Accessory 40 pg - - - - 2 - - N/A
Bronze Helm Helmet 40 pg - - - - 2 - - N/A
Buckler Shield 50 pg - - - - 5 3 20 N/A
Dagger Dagger 50 pg 2 - 95 3 - - - N/A
Hempen Tunic Torso Armor 20 pg - - - - 2 - - N/A
Kenpo Gi Torso Armor 100 pg - - - - 3 1 5 Agility +2
Leather Armor Torso Armor 120 pg - - - - 4 1 - N/A
Leather Cap Helmet 15 pg - - - - 1 - - N/A
Linen Curiass Torso Armor 80 pg - - - - 4 1 - N/A
Pointy Hat Helmet 20 pg - 1 - - 1 1 - N/A
Rod Rod 60 pg 2 2 90 - - - - Mind +1
Staff Staff 10 pg 2 - 90 - - - - Damage +25% when hitting 2+ enemies


Ancheim's Shops

ANCHEIM ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used

ANCHEIM MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Aero White 400 pg 5 MP Level 2 Minor Wind-based damage
Protect White 400 pg 5 MP Level 2 Raises Physical Defense by 25% for 5 turns
Shell White 400 pg 5 MP Level 2 Rasies Magic Defense by 25% for 5 turns
Poison Black 400 pg 4 MP Level 2 Has a 75% chance to Poison the target
Silence Black 400 pg 5 MP Level 2 Has a 75% chance to put the target in Silence
Sleep Black 400 pg 5 MP Level 2 Has a 75% chance to put the target to Sleep
Quake Time 200 pg 5 MP Level 1 Minor Earth-based damage
Regen Time 200 pg 5 MP Level 1 The target regains 3% of their max HP each turn; the undead are equally damaged
Slow Time 200 pg 4 MP Level 1 Lowers the speed of the target by 25% for 4 turns; ignores Reflect

+B ANCHEIM WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Bronze Breastplate Torso Armor 400 pg - - - - 10 2 - N/A
Feather Hat Helmet 100 pg - - - - 3 1 - N/A
Gauntlets Accessory 100 pg - - - - 4 - - N/A
Iron Armor Torso Armor 500 pg - - - - 12 3 - N/A
Iron Bangle Accessory 75 pg - - - - - 1 - Max HP +50
Iron Helm Helmet 200 pg - - - - 4 1 - N/A
Iron Knuckles Knuckles 280 pg 14 - 90 3 - - - N/A
Kukri Dagger 350 pg 10 - 90 3 - - - N/A
Long Sword Sword 500 pg 12 - 90 - - - - N/A
Mace Rod 300 pg 9 - 90 - - - - N/A
Oaken Pole Staff 250 pg 13 - 90 - - - - Damage +25% when hitting 2+ enemies
Poison Rod Rod 20,000 pg 19 19 90 - - - - 50% chance to Poison target; Chapter 5+ only
Round Shield Shield 300 pg - - - - 9 5 - N/A
Silk Robe Torso Armor 350 pg - 2 - - 8 2 - N/A
Silver Glasses Accessory 500 pg - - - - - - - Immune to Blind
Star Pendant Accessory 500 pg - - - - - - - Immune to Poison
Tricome Helmet 150 pg - 1 - - 2 2 - N/A


Yulyana Woods Needleworks's Shops

NOTE: The fox facilitating the shopping in this area also will appear in the entrance of the Miasma Woods later in the game, should you so need supplies.

YULYANA WOODS NEEDLEWORKS ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target

YULYANA WOODS NEEDLEWORKS MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Blindna White 200 pg 4 MP Level 1 Cures the Blind status ailment
Cure White 200 pg 4 MP Level 1 Restores a small amount of HP; damages the undead
Poisona White 200 pg 4 MP Level 1 Cures the Poison status ailment
Blizzard Black 200 pg 5 MP Level 1 Minor Water-based damage
Fire Black 200 pg 5 MP Level 1 Minor Fire-based damage
Thunder Black 200 pg 5 MP Level 1 Minor Lightning-based damage

+B YULYANA WOODS NEEDLEWORKS WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Cat-Ear Hood Helmet 222 pg - 2 - - 3 2 - N/A
Clothespin Accessory 100 pg - - - - - - - Immune to Sleep
Mage Shell Accessory 300 pg - - - - - 10 - N/A
Mythril Armor Torso Armor 1,000 pg - - - - 18 4 - N/A
Mythril Axe Axe 1,200 pg 22 - 85 -3 - - - N/A
Mythril Bangle Accessory 150 pg - - - - - 1 - Max HP +100
Mythril Bow Bow 850 pg 34 - 95 - - - - Damage +50% to Flying
Mythril Dagger Dagger 700 pg 15 - 95 3 - - - N/A
Mythril Gloves Accessory 200 pg - - - - 6 1 - N/A
Mythril Knuckles Knuckles 500 pg 21 - 90 3 - - - N/A
Mythril Helm Helmet 400 pg - - - - 5 1 - N/A
Mythril Plate Torso Armor 850 pg - - - - 14 3 - N/A
Mythril Rod Rod 750 pg 9 9 90 - - - - N/A
Mythril Shield Shield 600 pg - - - - 14 7 25 N/A
Mythril Spear Spear 900 pg 17 - 90 2 - - - Damage +25% when hitting 2+ enemies
Mythril Staff Staff 600 pg 11 - 90 - - - - Mind +2; Damage +25% when hitting 2+ enemies
Mythril Sword Sword 1,000 pg 18 - 90 - - - - N/A
Tabby Suit Torso Armor 700 pg - 2 - - 13 3 - Immune to Poison
Tiger Mask Helmet 250 pg - - - - 4 1 - N/A
White Cape Accessory 1,000 pg - - - - - - - Immune to Silence
Yggdrasil Staff Staff 23,000 pg 17 - - - - - - Damage +25% when hitting 2+ enemies; Esuna as an item; Chapter 5+ only


Florem's Shops

FLOREM ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target

FLOREM MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Cura White 800 pg 9 MP Level 3 Restores a moderate amount of HP; damages the undead
Esuna White 800 pg 8 MP Level 3 Cures all ailments except KO, Stop, and Doom
Raise White 800 pg 18 MP Level 3 Revives from KO with ~200 HP; 70% chance to kill the undead
Blizzara Black 800 pg 15 MP Level 3 Moderate amount of Water-based damage
Fira Black 800 pg 15 MP Level 3 Moderate amount of Fire-based damage
Thundara Black 800 pg 15 MP Level 3 Moderate amount of Lightning-based damage
Haste Time 400 pg 8 MP Level 2 Boosts Speed by 50% for 4 turns
Quara Time 400 pg 15 MP Level 2 Moderate Earth-based damage
Teleport Time 400 pg 20 MP Level 2 Leave battles and dungeons (there are some exceptions, though!)

+B FLOREM WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Acorn Hat Helmet 600 pg - - - - 6 1 - N/A
Composite Bow Bow 1,950 pg 44 - 95 - - - - 30% chance to Poison target; damage +50% to Flying
Cross Shield Shield 1,000 pg - - - - 18 9 24 N/A
Earthing Rod Accessory 2,000 pg - - - - - - - Immune to Paralysis
Floral Robe Torso Armor 1,500 pg - 3 - - 17 4 - N/A
Frenzy Dagger Dagger 1,200 pg 20 - 95 3 - - - 25% chance to Berserk target
Jade Crosier Staff 1,200 pg 15 - 90 - - - - Mind +3; damage +25% when hitting 2+ enemies
Laurel Wreath Helmet 650 pg - 2 - - 4 3 - N/A
Mirage Vest Torso Armor 1,600 pg - - - - 19 5 20 N/A
Peace Ring Accessory 2,000 pg - - - - - - - Immune to Confusion
Rod of Fire Rod 1,500 pg 12 12 90 - - - - Fire-based attacks are 10% stronger
Scimitar Sword 2,000 pg 24 - 90 - - - - N/A
Spiked Knuckles Knuckles 1,200 pg 34 - 90 3 - - - N/A
Valkyrie Halberd Spear 1,850 pg 22 - 90 2 - - - Damage +25% when hitting 2+ enemies
Yggdrasil Armor Torso 2,000 pg - - - - 24 6 - N/A
Yggdrasil Helm Helmet 700 pg - - - - 7 1 - N/A


Grandship's Shops

GRANDSHIP ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target

GRANDSHIP MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Cura White 800 pg 9 MP Level 3 Restores a moderate amount of HP; damages the undead
Esuna White 800 pg 8 MP Level 3 Cures all ailments except KO, Stop, and Doom
Raise White 800 pg 18 MP Level 3 Revives from KO with ~200 HP; 70% chance to kill the undead
Blizzara Black 800 pg 15 MP Level 3 Moderate amount of Water-based damage
Fira Black 800 pg 15 MP Level 3 Moderate amount of Fire-based damage
Thundara Black 800 pg 15 MP Level 3 Moderate amount of Lightning-based damage
Haste Time 400 pg 8 MP Level 2 Boosts Speed by 50% for 4 turns
Quara Time 400 pg 15 MP Level 2 Moderate Earth-based damage
Teleport Time 400 pg 20 MP Level 2 Leave battles and dungeons (there are some exceptions, though!)

GRANDSHIP MAGIC SHOP - CHAPTER 5+ ADDITIONS
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Arise White 6,400 pg 80 MP Level 6 Revives from KO with full HP; 70% chance to kill the undead
Curaga White 6,400 pg 60 MP Level 6 Huge HP recovery; huge damage to the undead
Holy White 6,400 pg 80 MP Level 6 Major Light-based damage
Dark Black 6,400 pg 80 MP Level 6 Major Dark-based damage
Death Black 6,400 pg 15 MP Level 6 60% chance to inflict instant death on a single target
Kill Black 6,400 pg 16 MP Level 6 Will kill most enemies at 10+ levels below you (no pg, EXP., or JP is earned)
Graviga Time 6,400 pg 25 MP Level 6 50% chance to damage for 3/4 of the target's max HP (won't work on special enemies)
Meteor Time 6,400 pg 99 MP Level 6 4 non-elemental high-damage attacks hit 4 random targets; ignores Reflect
Reraise Time 6,400 pg 80 MP Level 6 The target will revive automatically from KO with low HP once

+B GRANDSHIP WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Aeolian Bow Bow 3,600 pg 54 - 95 - - - - Damage +50% to Flying
Artisan Gloves Accessory 2,500 pg - - - - - - - Dexterity +10
Earthing Rod Accessory 2,000 pg - - - - - - - Immune to Paralysis
Heavy Axe Axe 40,000 pg 52 - 85 -3 - - - Chapter 5+ only
Hermes Sandals Accessory 5,000 pg - - - - - - - Agility +10
Iron Pole Staff 3,000 pg 34 - 90 - - - - Damage +25% when hitting 2+ enemies
Osafune Katana 3,500 pg 30 - 90 15 - - - N/A
Rod of Ice Rod 3,800 pg 15 15 90 - - - - Water attacks are 10% stronger
Viking Axe Axe 4,800 pg 36 - 85 -3 - - - Damage +50% to Aquatic
Viking Coat Torso Armor 3,000 pg - - - - 24 6 - N/A


Hartschild's Shops

HARTSCHILD ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target

HARTSCHILD MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Aerora White 1,600 pg 15 MP Level 4 Moderate Wind-based damage
Dispel White 1,600 pg 8 MP Level 4 Remove all stat buffs/debuffs, Regen, Stop, Reflect, Reraise, element affinity changes, damage absorption, and Sword Magic (all of which that are not permanent)
Reflect White 1,600 pg 16 MP Level 4 Reflects White, Black, and Time Magic to the opposite side (i.e. you to enemy)
Gravity Time 800 pg 12 MP Level 3 Halves the target's HP sometimes
Slowga Time 800 pg 16 MP Level 3 Decreases Speed by 25% for four turns; ignores Reflect
Veil Time 800 pg 8 MP Level 3 Increases evasion by 50% for four turns; ignores Reflect

+B HARTSCHILD WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Black Cowl Helmet 1,200 pg - - - - 8 2 10 N/A
Dark Charm Accessory 3,000 pg - - - - - - - Halves Dark damage
Defender Sword 5,000 pg 27 - 90 - 10 - - N/A
Earth Charm Accessory 3,000 pg - - - - - - - Halves Earth damage
Flame Charm Accessory 3,000 pg - - - - - - - Halves Fire damage
Force Armlets Accessory 2,500 pg - - - - - - - Mind +10
Gladius Dagger 24,000 pg 32 - 95 3 - - - Chapter 5+ only
Halberd Spear 4,500 pg 27 - 90 2 - - - Damage +25% when hitting 2+ enemies
Holy Miter Helmet 1,000 pg - 3 - - 5 4 - Mind +5
Ice Charm Accessory 3,000 pg - - - - - - - Halves Ice damage
Large Shield Shield 2,500 pg - - - - 24 12 22 N/A
Light Charm Accessory 3,000 pg - - - - - - - Halves Light damage
Main-Gauche Dagger 3,500 pg 22 - 95 3 - - 20 N/A
Orichalcum Helm Helmet 1,500 pg - - - - 8 2 - N/A
Orichalcum Mail Torso Armor 5,000 pg - - - - 30 7 - N/A
Thunder Charm Accessory 3,000 pg - - - - - - - Halves Lightning damage
White Robe Torso Armor 4,000 pg - 4 - - 22 5 - Mind +20
Wind Charm Accessory 3,000 pg - - - - - - - Halves Wind damage


Starkfort's Shops

STARKFORT MERCHANT ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target

STARKFORT MERCHANT MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Aspir Black 1,600 pg 1 MP Level 4 Damages the target's MP; user regains MP (or loses if target is Undead) equal to 10% of the damage
Drain Black 1,600 pg 8 MP Level 4 Damages the target's HP; user regains HP (or loses if target is Undead) equal to the amount of damage
Fear Black 1,600 pg 5 MP Level 4 Has a 75% chance to induce Dread in the target
Comet Time 1,600 pg 25 MP Level 4 Non-elemental damage to a target 1~4 times; ignores Reflect
Hastega Time 1,600 pg 32 MP Level 4 Raises all allies' Speed by 50% for four turns; ignores Reflect
Veilga Time 1,600 pg 24 MP Level 4 Raises all allies' Evasion by 50% for four turns; ignores Reflect

+B STARKFORT MERCHANT WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Battle Mace Rod 4,800 pg 27 - 90 - - - - N/A
Black Robe Torso Armor 6,000 pg - 3 - - 20 5 - Intelligence +20
Crimson Spear Spear 27,000 pg 37 - 90 2 - - - Damage +25% when hitting multiple enemies at once; Chapter 5+ only
Giant's Gloves Accessory 1,500 pg - - - - 6 1 - Strength +10, Dexterity -50
Hammer Knuckles Knuckles 4,200 pg 46 - 90 3 - - - N/A
Headband Helmet 1,800 pg - - - - 6 1 - Strength +10
Mage's Hat Helmet 1,500 pg - 3 - - 4 3 - Intelligence +5
Orichal Dagger Dagger 5,000 pg 27 - 95 3 - - - N/A
Power Bracers Accessory 4,000 pg - - - - - - - Strength +10
Power Sash Torso Armor 2,400 pg - - - - 22 5 - Strength +5
Spiked Shield Shield 3,700 pg 5 - - - 20 10 23 N/A
Zweilhander Sword 7,500 pg 35 - 90 - - - - N/A


Eternia's Shops

ETERNIA ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Turbo Ether 5,000 pg Restores 150 MP; damages the undead for 150 MP
Wakeup Bell 50 pg Awakens a Sleeping target
X-Potion 1,500 pg Restores 1,500 HP; damages the undead for 1,500 HP

ETERNIA MAGIC SHOP
Magic Name Magic Type Buying Cost MP Cost Magic Level Magic Effects
Aeroga White 3,200 pg 45 MP Level 5 Major Wind damage
Curada White 3,200 pg 27 MP Level 5 High HP recovery; high damage to the undead
Esunaga White 3,200 pg 20 MP Level 5 Cures all ailments except KO, Stop, and Doom for all
Blizzaga Black 3,200 pg 45 MP Level 5 Major Water damage
Firaga Black 3,200 pg 45 MP Level 5 Major Fire damage
Thundaga Black 3,200 pg 45 MP Level 5 Major Lightning damage
Quaga Time 3,200 pg 45 MP Level 5 Major Earth damage
Quicken Time 3,200 pg 20 MP Level 5 Boosts the hit count by 50% for four turns
Stop Time 3,200 pg 10 MP Level 5 Induces Stop, stopping all action for several turns

+B ETERNIA WEAPON/ARMOR SHOP
Equipment NameType Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Adamant Armor Torso Armor 15,000 pg - - - - 36 9 - N/A
Adamant Bangle Accessory 2,500 pg - - - - - - - Max HP +500
Adamant Gauntlets Accessory 3,000 pg - - - - 8 1 - N/A
Adamant Hat Helmet 4,200 pg - - - - 9 2 5 N/A
Adamant Helm Helmet 4,500 pg - - - - 10 2 - N/A
Adamant Shield Shield 7,500 pg - - - - 27 14 26 N/A
Adamant Vest Torso Armor 10,000 pg - - - - 29 7 - N/A
Assassin's Dagger Dagger 10,000 pg 29 - 95 3 - - - 25% chance to cause instant Death
Barrier Shroud Accessory 10,000 pg - - - - - 25 - N/A
Circlet Helmet 4,000 pg - 4 - - 7 4 - N/A
Cross Spear Spear 14,000 pg 33 - 90 2 - - - Damage +25% to Undead; damage +25% when hitting 2+ enemies
Death Bow Bow 14,800 pg 66 - 95 - - - - 25% chance to cause instant Death; damage +50% to Flying
Divine Fists Knuckles 18,000 pg 60 - 90 3 - - - Chapter 5+ only; Light-elemental
Flametongue Sword 15,000 pg 36 - 90 - - - - Fire-elemental
Gaia Gear Torso Armor 11,000 pg - - - - 25 6 - Earth attacks are 50% stronger
Kotetsu Katana 14,500 pg 34 - 90 15 - - - N/A
Rebuff Locket Accessory 8,000 pg - - - - - - - Immune to Charm
Staff of Life Staff 12,000 pg 22 - 90 - - - - Mind +5; uses Cure as an item; damage +25% when hitting 2+ enemies
Toxic Claws Knuckles 9,800 pg 49 - 90 3 - - - 40% chance to Poison
War Axe Axe 18,000 pg 44 - 85 -3 - - - N/A
Wizard's Rod Rod 9,000 pg 17 17 90 - - - - N/A




Miscellany

Combat Bonuses

During a battle, there are three special conditions you can meet, which are called "Combat Bonuses". These combat bonuses can increase the amount of pg, EXP., and JP earned from a battle, and you get more and more of each as you continue getting the bonus in consecutive battles. The conditions and bonuses are below.

(By the by... pg and EXP. earned still max at 99,999, and JP at 999, even if these bonuses are brought about. For example, beating some single-foe bosses in Chapters 5+ gives you 999 JP. If you were to manage to get an Unscathed Hero - very easy on Rusalka, mind you - you would normally get 999 x 1.5 JP, just under 1,500; however, 999 JP is the cap. Same goes for other boosts, like the EXP. Up or JP Up abilities, or the Growth and Golden Egg accessories.)


Combat Bonus Bonus Conditions
1-Turn Victor EXP. +10% Win the battle in the first turn you can act. Bonus is for battles 1 through 4.
1-Turn Ace EXP. +20% Win the battle in the first turn you can act. Bonus is for battles 5 through 9.
1-Turn Hero EXP. +50% Win the battle in the first turn you can act. Bonus is for battles 10 and on.
Unscathed JP +10% Win the battle without taking damage (disregards statuses). Bonus is for battles 1 through 4.
Unscathed Ace JP +20% Win the battle without taking damage (disregards statuses). Bonus is for battles 5 through 9.
Unscathed Hero JP +50% Win the battle without taking damage (disregards statuses). Bonus is for battles 10 and on.
Sweeper pg +10% Beat every enemy in a single move. Battles against one enemy are disregarded. Bonus is for battles 1 through 4.
Sweeper Ace pg +20% Beat every enemy in a single move. Battles against one enemy are disregarded. Bonus is for battles 5 through 9.
Sweeper Hero pg +50% Beat every enemy in a single move. Battles against one enemy are disregarded. Bonus is for battles 10 and on.


Special Movie

At the game's title screen, you can see three files; if you access a slot with a saved file, you'll see four options normally. The fourth one is marked "?????", which is reserved for a special movie. There are two ways to unlock it.


  • Konami Code: This cheat will always work, but you have to re-enter it each time you wish to see the movie. The MOMENT you get to see the four options, press the following button sequence, which is the Konami code ironically - Up, Up, Down, Down, Left, Right, Left, Right, B, A. (You have to do it somewhat slowly, since Left/Right make you enter and exit that menu, so give it time to be processed.) You should hear a voice yell "Tiz!" and the Special Movie option will be unlocked. Note that this cheat has to be re-entered each time you wish to see the movie again unless you properly unlock it.

  • True Ending: The intended way to unlock the movie is by beating the "The End" ending of the game. During Chapters 5 through 8, you are tasked with re-reviving each of the Crystals again, but you have the option to break one if you so choose. However, not breaking one takes you to the intended, difficult ending to the game. If you beat this ending, you will permanently unlock the movie from the menu on which you beat the game (in addition to New Game+).

When you prepare to access the movie by choosing it, first leave the 3DS on a flat surface. After a brief moment, pick up the 3DS and press A to begin playback of the movie. In case you can't grasp this, this is a trailer for Bravely Second, intended to be the sequel to Bravely Default (surprise!). This .... could be interesting! =D

If you want to watch the movie again, you have to re-enter the Konami code each time you want to do so, or just beat the The End ending to the game.





Credits

In no particular order...


  • GameFAQs, Neoseeker, and Supercheats:
    • For being the most amazing FAQ-hosting sites I know.

  • CJayC, SBAllen, and Devin Morgan:
    • General sucking up to the GameFAQs admins. =P

  • http://ampiamente.com/:
    • The Bravely Default logo leading the guide.

  • Diego Rizzo:
    • The Elixir strategy for Gigas Lich.

  • Johnathan Leung:
    • Noting that the Lustrous Shield of the Lontano Villa is on 3F, not 1F.

  • Joshua Selbitschka:
    • An alternative strategy for fighting Yulyana.

  • Mark Kleinstra:
    • An alternative strategy for fighting the Zombie Dragon.

  • Michael Hoey:
    • Noting the revival of Adventurer if you kill him via magic.

  • Molly Grunte:
    • Noting that the Twisted Treetop Artemia is weak to Fire.

  • noz3r0:
    • Suggesting to pseudo-censor the title for the regular Finale (now: Finale: Where the Fairy Flies).
    • Noting a misconception regarding the "buyability" of Costumes - in other words, I take bad notes. >_<
    • The Special Movie unlock (via the Konami code).

  • Sailor_Nemesis:
    • For how to beat that crazy-difficult extra boss. -_-

  • saiucrozier:
    • Noting that beating Khint in Chapter 6 alongside Khamer removes him from the Jackal/Profiteur fights, making them a bit eaiser.

  • Scott Berger:
    • Noting the accidental switcheroo between the Samurai Zombie's family and weakness in the Chapter 5 bestiary charts.

  • UltimaPhantom:
    • Noting that beating Airy in the Finale's forced-loss battle still results in a forced loss.

  • Various people I met in Update Data:
    • Tons of people that helped to speed up the Norende restoration! ^_^

  • Zoel:
    • The suggestion to put the locations of monsters in regards to the Genomes in addition to the monsters themselves.

  • Me (KeyBlade999):
    • For making this FAQ. =P

  • You, the reader:
    • For hopefully enjoying this FAQ.




Version History

  • v0.00:
    • Some preformatting.
    • Time: 10:10 PM 2/2/2014.

  • v1.00:
    • Damn, this is one long game... In the past month or so, I've managed to complete most of the walkthrough; I have to detail the final bosses of the good ending, and some of the side bosses, but the walkthrough is otherwise complete with 1.5 endings of 2. =P Other than that, I still have other stuff to do. ;)
    • Time: 5:47 AM 3/3/2014.

  • v1.10:
    • Finished up both endings' walkthroughs and the Dimension's Hasp dungeon. Also reorganized the enemy bestiary so it makes some freakin' sense. >_>
    • Time: 1:44 AM 3/4/2014.

  • v1.20:
    • Finished up all of the data regarding the Job System.
    • Time: 3:42 AM 3/8/2014.

  • v1.50:
    • Finished up all of the data regarding items, Compounding, Genomes, and Special Moves. Also revised a few strategies, added a few abuse details to the job system, and appended the Miscellany section for the secret movie and Combat Bonuses. Talk about a productive weekend so far! ^_^
    • Time: 4:00 AM 3/9/2014.

  • v1.70:
    • Item-wise, I threw in the stat-boosting buns and the costumes for the sake of completeness, and I also did the compounding items' general effects. I finished up the [[Norende Reconstruction]] section as well, and also threw in the remaining boss rush (Chapter 8's) and threw those enemies into the Bestiary. Insofar, then, it looks like I've finished pretty much everything I possibly could.
    • Time: 2:11 AM 3/10/2014.

  • v1.80:
    • Added in some enemies I had skipped for the Enemy Bestiary and those miniature ones in the Walkthrough. Also threw in an Monster Steals & Drops section, made some corrections/additions in the Job sections of a minor nature, and corrected a few formatting issues.
    • Time: 1:20 AM 3/12/2014.

  • v1.85:
    • Some minor formatting and error corrections. At Zoel's suggestion, I also put in monster locations with regards to the Genomes so you can more easily know where to look for them. Further minor corrections and additions ensued thereafter.
    • Time: 11:40 PM 3/17/2014 ~ 10:39 AM 2/15/2015.

  • v1.90:
    • Minor changes, added a new Zombie Dragon strategy.
    • Time: 10:28 PM 9/17/2015.




Legalities

This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

© 2014-2015 Daniel Chaviers (a.k.a. KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this e-mail: keyblade999.faqs@gmail.com, or PM (Private Message) me on the GameFAQs message boards.


Allowed sites for my FAQs Forever-Banned Sites
GameFAQs (www.gamefaqs.com) CheatCC (www.cheatcc.com)
Neoseeker (www.neoseeker.com) Cheat Database (www.cheat-database.com)
SuperCheats (www.supercheats.com) Cheat Index (www.cheatindex.com)
Cheat Search (www.cheatsearch.com)
Cheatstop (www.panstudio.com/cheatstop)
Game Express (www.gameexpress.com)
Mega Games
Cheats Guru (www.cheatsguru.com)




This is the end of KeyBlade999's Bravely Default: Where the Fairy Flies FAQ/Walkthrough.

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