Romancing SaGa Game System FAQ Version 2.4 Written and Compiled by Ramtieger E-mail/MSN: setzer600@hotmail.com Table of Contents [-TOC-] Version History [VerHi] I. Starting Out [RS000] 01. An Enjoyable Free Scenario System [RS001] 02. Starting the Game [RS002] 03. Getting the Adventure Underway [RS003] 04. Navigating the Main Menu [RS004] a. The Status Screen [RS005] b. Custimizing Your Characters [RS006] c. The Item Screen [RS007] d. The Positions Screen [RS008] e. The Notes Screen [RS009] f. The Proficiencies Screen [RS010] g. The Options Screen [RS011] 05. Understanding Your Characters' Abilities [RS012] 06. Moving Around the Map [RS013] a. Opening Up the World [RS014] b. How to View the "Moving Phase" Screen [RS015] c. How to Use Proficiencies [RS016] 07. Town Preparations [RS017] a. General Information [RS018] b. Gold and Jewels [RS019] c. Item Shops [RS020] d. Blacksmiths [RS021] e. Apothecaries [RS022] f. Magic Shops [RS023] g. Martial Arts Masters [RS024] h. Mentors [RS025] i. Inns [RS026] j. Pubs [RS027] k. Other Facilities [RS028] 08. Fighting Monsters [RS029] 09. Q&A: Common Questions for Players in Trouble [RS030] II. Scenario Side #0: World & Mythology [RS031] 01. Romancing SaGa visual story -the mythological age- [RS032] 02. The Gods of Mardias [RS033] 03. Mardias Topography [RS034] III. Scenario Side #1: Character [RS035] 01. Main Characters [RS036] 02. People of Rosalia [RS037] 03. People of the Bafal Empire [RS038] 04. People of the Knights Dominion [RS039] 05. People of Kjaraht [RS040] 06. People of Valhalland [RS041] 07. People of the Frontier & Dry Lands [RS042] 08. People of Remote Islands [RS043] 09. People from Every Region [RS044] 10. Four Elemental Lords [RS045] IV. Scenario Side #2: Guidance [RS046] 01. The Quest System [RS047] a. The Triggering and Closing of Quests [RS048] a01. Triggering Quests [RS049] a02. Event Rank [RS050] a03. Finishing Quests [RS051] b. Quest List [RS052] b01. Quest List Entries [RS053] b02. Renewal of Quest List Contents [RS054] c. Quest Rewards [RS055] c01. Reward Types [RS056] c02. Jewel Reward Calculation [RS057] d. New Game + [RS058] d01. Clear Data [RS059] d02. New Game + Bonuses [RS060] 02. The Exploration System [RS061] a. Movement [RS062] a01. Town and Dungeon Movement [RS063] a02. World Map Movement [RS064] a03. Means of Transportation for Your Party [RS065] b. Proficiencies [RS066] b01. About Proficiencies [RS067] b02. Map Skill Functions [RS068] b03. Proficiency Uses [RS069] b04. List of Proficiencies [RS070] c. Treasure [RS071] c01. Treasure types [RS072] c02. ULTIMANIA column ~Placement System for Treasure ... [RS073] c03. Random Treasure Chest Contents [RS074] c04. Treasure Contents [RS075] c05. Ore and Herb Contents [RS076] d. The Volunteer Brigade [RS077] d01. General Info [RS078] d02. Advice List [RS079] d03. In-game Advice [RS080] d04. ULTIMANIA column ~Advice/Event Rank Relation~ [RS081] e. The Map [RS082] e01. Using the Map Efficiently [RS083] e02. ULTIMANIA column ~Characters Starting with Maps~ [RS084] V. Scenario Side #3: Quest & Map [RS085] 01. How to Read Quests and Maps [RS086] a. How to read the Town Page [RS087] b. How to Read the Quest Pages [RS088] c. How to View the Field & Dungeon Maps [RS089] d. How to Gain Access to Locations [RS090] 02. Heroes' Starts [RS091] a. Albert [RS092] b. Aisha [RS093] c. Gray [RS094] d. Claudia [RS095] e. Jamil [RS096] f. Sif [RS097] g. Hawke [RS098] h. Barbara [RS099] i. Check! The Minstrel Songs ~The Stories Told By the Minstrel~[RS100] 03. Dry Lands [RS101] a. Northpoint [RS102] b. Uso [RS103] c. Taralian Camp [RS104] d. Check! The villagers will disappear after a certain amount..[RS105] d. Ettinham [RS106] e. Steppes of Galessa [RS107] f. Kaklim Desert [RS108] g. Q1: Missing Taralians [RS109] h. Q2: The Soulgutter [RS110] 04. Rosalia [RS111] a. Crystal City [RS112] b. Altours [RS113] c. North Estamir [RS114] d. Yeoville [RS115] e. Isthmus [RS116] f. Q3: Monsters to the East [RS117] g. Q4: Assault on Isthmus Keep [RS118] h. Q5: Oh, Mummy! [RS119] i. Q6: Test of Courage [RS120] j. Q7: The Ignigarde [RS121] k. Q8: Beast Ecology [RS122] l. Q9: Find the Aquamarine [RS123] m. Q10: Isle of Evil [RS124] 05. Bafal Empire [RS125] a. Melvir [RS126] b. Loban [RS127] c. Bruelle [RS128] d. Aurefont [RS129] e. Mazewood [RS130] f. Bayre Plateau [RS131] g. Q11: Innkeeper's Daughter [RS132] h. Q12: A Suspicious Demise [RS133] i. Q13: Raid on the Depository [RS134] j. Q14: A Bodyguard for Louie [RS135] k. Q15: Neville's Request [RS136] l. Q16: Eule Gives a Hoot [RS137] m. Q17: Creepy Butterfly [RS138] n. Q18: The Mine Assaulted [RS139] o. Q19: Pirate Invasion [RS140] p. Q20: The Cyclone Shoes [RS141] q. Q21: Insect Ecology [RS142] 06. Valhalland [RS143] a. Gato's Village [RS144] b. Shiverland [RS145] c. Q22: Valhalland Monsters [RS146] d. Q23: An Expeditionary Force [RS147] e. Q24: Frozen Lake Faerie [RS148] f. Q25: Frosthold Fortress [RS149] 07. Knights Dominion [RS150] a. Mirsaburg [RS151] b. Eugenstadt [RS152] c. Weiserheim [RS153] d. Q26: Pride of the Knights [RS154] e. Q27: Constance Kidnapped [RS155] f. Q28: Theodore's Madness [RS156] g. Q29: The Dragon Knight [RS157] 08. Kjaraht [RS158] a. South Estamir [RS159] b. Tarmitta [RS160] c. Lake Malar [RS161] d. Q30: Wuhan's Secret [RS162] e. Q31: Water Dragon Rite [RS163] f. Q32: The Raincloud Armlet [RS164] g. Q33: Aquatic Ecology [RS165] h. Q34: The Assassins' Guild [RS166] i. Check! Solving the Request Quests of the El. Lords [RS167] 09. Frontier [RS168] a. Weston [RS169] b. Yassi [RS170] c. Saoki [RS171] d. New Road [RS172] e. Q35: Amethyst of Visions [RS173] f. Q36: Unsettling Settlements [RS174] g. Q37: The Fiends of Saoki [RS175] h. Q38: Return of the Vampires [RS176] i. Q39: The Jewel Beast [RS177] 10. Ligau Isle [RS178] a. Jelton [RS179] b. Plains [RS180] c. Q40: Plain Treasure [RS181] d. Q41: Voice of the Blade [RS182] e. Q42: Monster of Mt. Tomae [RS183] f. Q43: The Ice Sword [RS184] g. Q44: Plant Ecology [RS185] 11. Coral Sea/Walon Isle [RS186] a. Pirate Coast [RS187] b. Coral Sea [RS188] c. Oapu [RS189] d. Godongo [RS190] e. Jungle [RS191] f. Q45: Free the Gecklings [RS192] g. Q46: Ancient Texts [RS193] h. Q47: Ailing Emperor [RS194] i. Q48: Silver's Treasure [RS195] 12. Other quests [RS196] a. Q49: Stolen Nymphs [RS197] b. Q50: The Underwater Temple [RS198] c. Q51: Faerie's Grove [RS199] d. Q52: An Unlucky Woman [RS200] e. Q53: Who Am I? [RS201] f. Check! About the Purgatory Map [RS202] 13. Final battle [RS203] a. Check! How to Access All the Ending Quests [RS204] b. Q54: Auldburg [RS205] c. Q55: Trials of Elore [RS206] d. Q56: The Netherworld [RS207] e. Check! Bringing Characters Back to Life [RS208] f. Q57: Face Saruin [RS209] 14. Character Quotes [RS210] a. Q50: The Underwater Temple [RS211] b. Q13: Raid on the Depository [RS212] c. Q34: The Assassins' Guild [RS213] d. Q52: An Unlucky Woman [RS214] e. Q57: Face Saruin [RS215] f. Character Poses and Other Differences [RS216] 15. Scnario & Planner Team Interview [RS217] VI. Battle Side #0: Battle System [RS218] 01. Basics [RS219] a. Quick Summary [RS220] b. How to Start Battles [RS221] c. Command Input and Turns [RS222] e. ULTIMANIA column ~Indications on the Screen When Entering...[RS223] e. Triumph and Defeat [RS224] f. ULTIMANIA column ~Triumph and Defeat: Special Battles~ [RS225] 02. Battle Formation [RS226] a. Quick Summary [RS227] b. The Row Effect [RS228] c. Attack, Speed, and Defense Effects [RS229] 03. Turn Order [RS230] a. Quick Summary [RS231] b. How the Turn Order is Determined [RS232] c. How Much Does Each Factor Affect the Turn Order? [RS233] d. ULTIMANIA column~Speed Modifications for Fixed Battle Order~[RS234] 04. First Strikes [RS235] a. Quick Summary [RS236] b. First Strike Effects [RS237] 05. Chain Battles [RS238] a. Quick Summary [RS239] b. The Chain Battle System [RS240] 06. Favor [RS241] a. Quick Summary [RS242] b. The Effects of Favor [RS243] c. Quests that Can Change Depending on Your Favor [RS244] d. How to Change your Favor [RS245] e. Favor-related Factors for Each God [RS246] f. Benedictions [RS247] g. Quests that Change Your Favor [RS248] 07. Rank Points [RS249] a. Quick Summary [RS250] b. The Rank Point System [RS251] VII. Battle Side #1: Battle Character [RS252] 01. Party Members [RS253] a. Quick Summary [RS254] b. How to Recruit Characters [RS255] c. ULTIMANIA column ~Mercenaries~ [RS256] d. Dropping Characters and Making Them Reappear [RS257] e. Character Moving Routes [RS258] f. Character Placement Priority System [RS259] g. Character Strength [RS260] h. Character List [RS261] 02. Stats [RS262] a. Quick Summary [RS263] b. Stat Explanation [RS264] c. HP [RS265] d. LP [RS266] e. BP [RS267] f. Raising Stats [RS268] g. Temporary Stat Changes in Battle [RS269] 03. Skills [RS270] a. Quick Summary [RS271] b. The Skill System [RS272] c. How to Acquire New Skills [RS273] d. Jewel Costs [RS274] 04. Classes [RS275] a. Quick Summary [RS276] b. The Class System [RS277] c. Basic Classes and Advanced Classes [RS278] d. Starting and Additional Skill Charts [RS279] e. Class List [RS280] 05. Summoning [RS281] a. Quick Summary [RS282] b. The Summoning System [RS283] c. Summon Character List [RS284] VIII. Battle Side #2: Technique & Spell [RS285] 01. Techniques [RS286] a. Quick Summary [RS287] b. How to Use Techniques [RS288] c. Technique Types [RS289] d. Technique Speed Rating [RS290] 02. Spells [RS291] a. Quick Summary [RS292] b. Basic Knowledge [RS293] c. Opposing Elements [RS294] d. Spell Animation Change from Associated Stats [RS295] 03. Cost [RS296] a. Quick Summary [RS297] b. Determining BP Cost [RS298] c. Determining DP/LP Cost [RS299] 04. Effect Area [RS300] a. Quick Summary [RS301] b. Effect Area Types [RS302] c. Effect Area/Row Relation [RS303] 05. Accuracy and Evasion [RS304] a. Quick Summary [RS305] b. Miss Factors [RS306] c. Evading and Nullifying Attacks [RS307] d. Evasion Factors [RS308] e. Magical Shields [RS309] f. Magical Barriers [RS310] g. Immunity [RS311] 06. Attributes [RS312] a. Quick Summary [RS313] b. Damage Changes from Attributes [RS314] c. Attributes and Evasion [RS315] d. Multi-Attribute Attacks [RS316] e. Attribute Data List [RS317] f. The Defense System [RS318] 07. Status Ailments [RS319] a. Quick Summary [RS320] b. Inflicting Status Ailments [RS321] c. Getting Rid of Status Ailments [RS322] d. Status Ailment Data [RS323] 08. Modes [RS324] a. Quick Summary [RS325] b. Mode Types [RS326] c. Monster Modes [RS327] d. Mode Affinity [RS328] e. Changing Modes [RS329] 09. Glimmering [RS330] a. Quick Summary [RS331] b. Factors for Glimmering Techniques [RS332] c. The Cost of Glimmered Techniques [RS333] d. The Mode and Tech Tree Factors [RS334] e. Recommended Battles to Glimmer Techniques from [RS335] f. ULTIMANIA column ~Monsters with High Glimmer Rates~ [RS336] g. Rank 4/5 Tech Tree List [RS337] h. Monster Glimmer Rates [RS338] 10. Surges, Reverses, and Surge/Reverses [RS339] a. Quick Summary [RS340] b. Surges [RS341] c. Reverses [RS342] d. Surge/Reverses [RS343] e. Surge and Reverse Triggering Rates [RS344] f. Gaining Access to Surges and Reverses [RS345] 11. Spell Fusion [RS346] a. Quick Summary [RS347] b. Possible Uses of Spell Fusion [RS348] c. How Spell Fusion Works [RS349] d. Arranging Spells [RS350] e. How to Make Fusion Spells [RS351] 12. Combos [RS352] a. Quick Summary [RS353] b. How to Make Combos [RS354] c. ULTIMANIA column ~Indications on the Screen When Comboing~ [RS355] d. Combo Effects [RS356] e. ULTIMANIA column ~Definite Damage Changes~ [RS357] f. The Combo Attribute System [RS358] g. Monster Combos [RS359] h. Combo Attribute List [RS360] 13. Fulcrums [RS361] a. Quick Summary [RS362] b. Fulcrum Effects [RS363] c. How to Trigger Fulcrums [RS364] d. ULTIMANIA column ~Monster Fulcrums~ [RS365] 14. Vortexes [RS366] a. Quick Summary [RS367] b. Vortex Effects [RS368] c. How to Trigger Vortexes [RS369] d. Vortex List [RS370] 15. Technique and Spell Lists [RS371] a. Abbreviations [RS372] b. Technique List [RS373] b01. Martial Arts [RS374] b02. Foil [RS375] b03. Short Sword [RS376] b04. Long Sword [RS377] b05. Great Sword [RS378] b06. Scimitar [RS379] b07. Hand Axe [RS380] b08. Club [RS381] b09. 2-handed Sword [RS382] b10. Katana [RS383] b11. 2-handed Axe [RS384] b12. Staff [RS385] b13. Pole Arm [RS386] b14. Lance [RS387] b15. Bow [RS388] c. Spell List [RS389] c01. Pyrology [RS390] c02. Hydrology [RS391] c03. Aerology [RS392] c04. Terrology [RS393] c05. Illusions [RS394] c06. Demonology [RS395] c07. Cosmology [RS396] c08. Sorcery [RS397] c09. Bewitchery [RS398] c10. Necromancy [RS399] c11. Sorcery Fusion Spells [RS400] c12. Necromancy Fusion Spells [RS401] d. Special Techniques [RS402] d01. Equipment-specific Techniques [RS403] d02. Character-specific Techniques [RS404] d03. Summon Character-specific Techniques [RS405] IX. Battle Side #3: Item [RS406] 01. Basic Knowledge [RS407] a. Quick Summary [RS408] b. Item Categories [RS409] c. Item Weight [RS410] d. How to Obtain Items [RS411] 02. Weapons [RS412] a. Quick Summary [RS413] b. Basic Knowledge [RS414] c. Weapon Types [RS415] d. Weapon Parameters [RS416] e. ULTIMANIA column ~Weapon Name Changes from Modes~ [RS417] f. Durability (DP) [RS418] g. Special Weapons [RS419] 03. Armor [RS420] a. Quick Summary [RS421] b. Armor Specifics [RS422] c. Armor Types [RS423] d. Armor Parameters [RS424] e. ULTIMANIA column ~Fatestones~ [RS425] 04. Other Items [RS426] a. Quick Summary [RS427] b. About Other Items [RS428] 05. Item Shop [RS429] a. Quick Summary [RS430] b. Things to Do at the Item Shop [RS431] c. The 3 Brands and the Clout Level [RS432] 06. Tempering Equipment [RS433] a. Quick Summary [RS434] b. Things to Do at the Blacksmith's [RS435] c. ULTIMANIA column ~Blacksmiths That Become Unavailable... [RS436] d. Tempering [RS437] e. Harmonious Materials [RS438] f. ULTIMANIA column ~Special Tempering Materials~ [RS439] g. List of Tempering Materials [RS440] h. Strengthening Equipment [RS441] i. Changing Modes [RS442] j. ULTIMANIA column ~How a Weapon's Attack Power is Determined~[RS443] 07. Concocting [RS444] a. Quick Summary [RS445] b. The Purpose of Concocting [RS446] c. The Apothecary [RS447] d. ULTIMANIA column ~The Order of the Herbs in the Item List~ [RS448] 08. Trading Items [RS449] a. Quick Summary [RS450] b. The Trading System [RS451] c. ULTIMANIA column ~Favorable Items for Monsters~ [RS452] 09. Item List [RS453] a. Key [RS454] b. Weapons [RS455] b01. Foils [RS456] b02. Short Swords [RS457] b03. Long Swords [RS458] b04. Great Swords [RS459] b05. Special Swords [RS460] b06. Scimitars [RS461] b07. Hand Axes [RS462] b08. Clubs [RS463] b09. 2-handed Swords [RS464] b10. Katanas [RS465] b11. 2-handed Axes [RS466] b12. Staves [RS467] b13. Pole Arms [RS468] b14. Lances [RS469] b15. Bows [RS470] c. Armor [RS471] c01. Shields [RS472] c02. Helms [RS473] c03. Chest Pieces [RS474] c04. Gloves [RS475] c05. Leg Pieces [RS476] c06. Necklaces [RS477] c07. Rings [RS478] d. Other Items [RS479] d01. Cups [RS480] d02. First-aid Kit [RS481] d03. Herbs [RS482] d04. Potions [RS483] d05. Tempering Materials [RS484] d06. Treasure Maps [RS485] d07. Quest Items [RS486] X. Battle Side #4: Monster [RS487] 01. Monster Types [RS488] a. Quick Summary [RS489] b. Monster Types [RS490] c. Regular Monsters and Special Monsters [RS491] 02. Monster Characteristics [RS492] a. Quick Summary [RS493] b. Monster Parties [RS494] c. Monster-specific Characteristics [RS495] 03. Enemy Symbols [RS496] a. Quick Summary [RS497] b. Enemy Symbol Movement [RS498] c. ULTIMANIA column ~Crowned Monsters~ [RS499] d. Enemy Symbol Awareness [RS500] e. Enemy Symbol Movement [RS501] f. ULTIMANIA column ~How to Run Away from Enemy Symbols~ [RS502] 04. The Ecology System [RS503] a. Quick Summary [RS504] b. Increasing and Decreasing Monster Types [RS505] c. ULTIMANIA column ~Initial Monster Type Numbers~ [RS506] d. How to Decrease a Monster Type [RS507] e. How to Increase a Monster Type [RS508] f. ULTIMANIA column ~Symbol Rearrangements~ [RS509] 05. Battle Rank [RS510] a. Quick Summary [RS511] b. How the Battle Rank is Determined [RS512] c. Things That Are Affected By the Battle Rank [RS513] d. ULTIMANIA column ~Battle Rank 10~ [RS514] 06. Enemy Hostility Rate [RS515] a. Quick Summary [RS516] b. Enemy Hostility Rate Factors [RS517] c. ULTIMANIA column ~Actions Unrelated to the Enemy Hostility..[RS518] 07. Battle Spoils [RS519] a. Quick Summary [RS520] b. Determining Monster Drops [RS521] 08. Monster List [RS522] a. Key [RS523] b. ULTIMANIA column ~Monster Equipment~ [RS524] c. Monster Data [RS525] c01. Beastmen [RS526] c02. Beasts [RS527] c03. Plants [RS528] c04. Avians [RS529] c05. Insects [RS530] c06. Aquatics [RS531] c07. Reptiles [RS532] c08. Demons [RS533] c09. Undead [RS534] c10. Unknown [RS535] c11. Special Monsters/Bosses [RS536] d. ULTIMANIA column ~Things That Change When Offering... [RS537] 09. List of Monster-specific Attacks [RS538] a. Key [RS539] b. Monster-specific Techniques [RS540] b01. Beastmen [RS541] b02. Beasts [RS542] b03. Plants [RS543] b04. Avians [RS544] b05. Insects [RS545] b06. Aquatics [RS546] b07. Reptiles [RS547] b08. Demons [RS548] b09. Undead [RS549] b10. Unknown [RS550] b11. Without Monster Type [RS551] c. Monster-specific Spells [RS552] c01. Sorcery [RS553] c02. Necromancy [RS554] d. ULTIMANIA column ~Different Attack Power for Identical... [RS555] 10. Let's Challenge for the Maximum Damage! [RS556] a. [RS557] b. [RS558] c. [RS559] d. [RS560] e. [RS561] 11. Battle Team Interview [RS562] XI. Ultimania Side [RS563] 01. Ultimania Side #0 ~Secret 60~ [RS564] a. System [RS565] b. Battle [RS566] c. Quest [RS567] d. Variety [RS568] 02. Ultimania Side #1 ~Scenario Consideration~ [RS569] a. Dry Lands [RS570] b. Rosalia [RS571] c. Bafal Empire [RS572] d. Kjaraht [RS573] e. Valhalland [RS574] f. Knights Dominion [RS575] g. Frontier [RS576] h. Islands [RS577] i. Four Elemental Lords / Minions [RS578] j. Other Quests [RS579] 03. Ultimania Side #2 ~Romancing SaGa Development Room~ [RS580] a. Graphic Room ~ Graphic Team Interview [RS581] b. Concept Art Gallery [RS582] c. Sound Room ~Kenji Ito Interview~ [RS583] d. Special Liner Notes [RS584] e. [Romancing SaGa -Minstrel Song- OST] Track List [RS585] e01. Description of the Basic Locations Where Each Song... [RS586] e02. Disc 1 [RS587] e03. Disc 2 [RS588] e04. Disc 3 [RS589] e05. Disc 4 [RS590] f. Battle Voice [RS591] 04. Ultimania Side #3: Original Story [RS592] 05. Menuet Song Lyrics [RS593] 06. Translation Differences [RS594] XII. Credits [RS595] XIII. Legal Info [RS596] Version History [VerHi] ================================================================================ Version 0.7 - July 4 2006 - Added tentative list of monster attack data. - Corrected some monster names througout the FAQ. - Corrected some spell names and fixed some attribute names to correspond with the U.S. version of the game. Version 0.8 - July 5 2006 - Corrected the listed order of Shirach's techniques to correspond with the order in the Ultimania. - Completed the monster attack data. - Added the list of monster-specific magic spells. Version 0.9 - July 6 2006 - Completed the Monster Glimmer Rates data (RS338). (Translated from http://romasaga.minstrel-song.net/minstrel_mon_rank.html) - Changed "Last Dungeon" to "Quietus" to correspond with the U.S. version of the game. - Changed "Bone Cross" to "Bone Amulet". - Fixed Schiele's name. - Changed "Vortexes" to "Vortices". - Put in all the correct names for all the Surges, Reverses, and Surge/Reverses (RS339). Version 1.0 - July 23 2006 - Added secret #33 of Ultimania Side #0 ~ "Secret 60" to the Secrets section (RS564). - Added secret #32 of Ultimania Side #0 ~ "Secret 60" to the Secrets section (RS564). - Added secret #26 of Ultimania Side #0 ~ "Secret 60" to the Secrets section (RS564). - Changed "Chimaera" to "Chimera". - Changed "Vortices" back to "Vortexes" :P. - Added some new (although empty) sections to make planned future updates easier. - Almost completed the Combos section (RS352). - Completed the Vortexes section (RS366). - Added some glimmer rate data I forgot before (Pureblood, Winged Lizard, and Zombie Dragon). - Fixed some minor typos etc.

- Completed the Fulcrums section. Version 1.1 - August 8 2006 - Completed the Rank Points section (RS249). - Fixed some minor typos. - Added secret #58 of Ultimania Side #0 ~ "Secret 60" to the Secrets section (RS564). - Added secret #53 of Ultimania Side #0 ~ "Secret 60" to the Secrets section (RS564). - Added secret #49 of Ultimania Side #0 ~ "Secret 60" to the Secrets section (RS564). - Added secret #48 of Ultimania Side #0 ~ "Secret 60" to the Secrets section (RS564). - Added secret #46 of Ultimania Side #0 ~ "Secret 60" to the Secrets section (RS564). - Added secret #43 of Ultimania Side #0 ~ "Secret 60" to the Secrets section (RS564). - Completed the Basics section of the Battle System chapter (RS219). - Completed the First Strikes section (RS235). - Completed the Chain Battles section (RS238). - Changed "K.O." to "Inactive". - Completed the Armor section (RS471). - Completed the Other Items section (RS479). - Added some more empty sections for future updates. Version 1.2 - August 20 2006 - Changed "Projectile" to "Aerial". - Changed "Pierce" to "Projectile". - Completed the Item List section (RS453). Only key/explanations on how to read the list remains. Version 1.3 - October 15 2006 - Completed Q19: "Pirate Invasion" of the Scenario Consideration section (RS572). - Completed ULTIMANIA column ~Monsters with High Glimmer Rates~ (RS336). - Completed the Summon Character List (RS284). - Commenced translations on the "Mardias Topography" (RS034). - Corrected some grammar/spelling errors. Version 1.4 - November 5 2006 - Completed the Mardias Topography section. - Corrected some grammar/spelling errors. - Started translations on the "The Gods of Mardias" section. - Changed "Great Bafal Forest" to "Woodlands of Bafal" to correspond with the entry in the library in Melvir. Version 1.5 - November 23 2006 - Completed "Valhalland" of the Scenario Consideration section (RS574). - Started work/overhaul on the Character List section (RS261). - Changed Saiva to Sayva to correspond with the entry in the "Romancing SaGa Daijiten". - Started some sporadic work on the quest section, starting after RS100. Version 1.6 - December 7 2006 - Changed 'Libra's Falls' to 'Hydra's Falls'. - Fixed some minor spelling errors. - Completed the 'Special Techniques' section (RS402). - Fixed an error in the data for Strom's Ring. - Changed Lance's Throw technique type to Aerial. - Added data for most dungeons in the game (scattered throughout Scenario Side #3). - Added the Sorcery/Necromancy fusion spells (RS400/RS401). - Continued to work on the Character List (RS261). - Made some very slight changes to the topography section. Version 1.7 - December 21 2006 - Fixed some spelling/grammar errors. - Fixed some small errors for the Armor Blessing, Weapon Blessing, Enhance Spells, and Freeze Time data entries. - Completed the Battle Rank section (RS510). - Renamed some of the monster sections. - Completed the Enemy Hostility Rate section (RS515). - Completed the Character List section (RS261). - Added secret #09 of Ultimania Side #0 ~ "Secret 60" to the Secrets section (RS564). - Added secret #08 of Ultimania Side #0 ~ "Secret 60" to the Secrets section (RS564). - Added secret #16 of Ultimania Side #0 ~ "Secret 60" to the Secrets section (RS564). - Changed Knights' Dominion to Knights Dominion (another silly change from JPN->US version). - Added secret #15 of Ultimania Side #0 ~ "Secret 60" to the Secrets section (RS564). - Added secret #14 of Ultimania Side #0 ~ "Secret 60" to the Secrets section (RS564). - Changed Petrify to Petrification. - Added some info I forgot before to the Immunity section (RS311). Version 1.8 - January 13 2007 - Fixed some spelling/grammar errors. - Added the missing names of the stories told by the Minstrel (RS100). - Made some slight changes to the topography section (RS034). - Completed the overview of Dry Lands (RS101). - Completed ULTIMANIA column ~Crowned Monsters~ (RS499). - Corrected a mistake in the Morglay item data entry. - Corrected the chest contents for Mt. Tomae (RS183). - Completed Q52: "An Unlucky Woman" (RS200). Version 1.9 - February 28 2007 - Completed the Battle Spoils section (RS519). - Fixed an error in "The Cost of Glimmered Techniques" (RS333). - Changed the names of some sections. - Added the list of attacks that have all combo attributes and accepted links (RS360). - Added the list of IA (Innate Ability) map skills and default map skills for every class (RS279). Version 2.0 - April 1 2007 - Added some new empty sections at the beginning of the FAQ and subsequently overhauled the whole search code system. - Completed Q10: "Isle of Evil" (RS124). - Completed Q9: "Find the Aquamarine" (RS123). - Completed Q7: "The Ignigarde" (RS121). - Completed Q8: "Beast Ecology" (RS122). Version 2.1 - July 29 2007 - Completed Q12: "A Suspicious Demise" (RS133.) - Completed Q11: "Innkeeper's Daughter" (RS132.) - Completed Q14: "A Bodyguard for Louie" (RS135.) - Completed Q15: "Neville's Request" (RS136.) - Fixed some grammar/spelling errors. - Fixed some errors in the tech tree list (Rank 4/5 Tech Tree List (RS337.) - Completed the Benediction data (RS247.) Version 2.2 - August 29 2007 - Added some more info to the Saruin battle guide (RS209.) - Almost completed Q17: "Creepy Butterfly" (RS138.) - Almost completed Q18: "The Mine Assaulted" (RS139.) - Fixed some small errors and inconsistencies. Version 2.3 - April 15 2008 - Fixed some grammar/spelling errors. - Corrected an error in the Hit/Miss Factors (RS306). - Completed section RS537. Version 2.4 - May 4 2008 - Completed Q49: "Stolen Nymphs" (RS197). - Completed Q16: "Eule Gives a Hoot" (RS137). - Completed Q17: "Creepy Butterfly" (RS138). Version 2.4 - June 2009 - Fixed some spelling errors. Version 2.4 - August 2009 - Fixed an error in the "Pillar" entry F->F->B should be M->M->B RS370. ================================================================================ I. Starting Out [RS000] ================================================================================ 01. An Enjoyable Free Scenario System [RS001] ================================================================================ 02. Starting the Game [RS002] ================================================================================ 03. Getting the Adventure Underway [RS003] ================================================================================ 04. Navigating the Main Menu [RS004] ================================================================================ a. The Status Screen [RS005] ================================================================================ b. Custimizing Your Characters [RS006] ================================================================================ c. The Item Screen [RS007] ================================================================================ d. The Positions Screen [RS008] ================================================================================ e. The Notes Screen [RS009] ================================================================================ f. The Proficiencies Screen [RS010] ================================================================================ g. The Options Screen [RS011] ================================================================================ 05. Understanding Your Characters' Abilities [RS012] ================================================================================ 06. Moving Around the Map [RS013] ================================================================================ a. Opening Up the World [RS014] ================================================================================ b. How to View the "Moving Phase" Screen [RS015] ================================================================================ c. How to Use Proficiencies [RS016] ================================================================================ 07. Town Preparations [RS017] ================================================================================ a. General Information [RS018] ================================================================================ b. Gold and Jewels [RS019] ================================================================================ c. Item Shops [RS020] ================================================================================ d. Blacksmiths [RS021] ================================================================================ e. Apothecaries [RS022] ================================================================================ f. Magic Shops [RS023] ================================================================================ g. Martial Arts Masters [RS024] ================================================================================ h. Mentors [RS025] ================================================================================ i. Inns [RS026] ================================================================================ j. Pubs [RS027] ================================================================================ k. Other Facilities [RS028] ================================================================================ 08. Fighting Monsters [RS029] ================================================================================ 09. Q&A: Common Questions for Players in Trouble [RS030] ================================================================================ ================================================================================ II. Scenario Side #0: World & Mythology [RS031] ================================================================================ 01. Romancing SaGa visual story -the mythological age- [RS032] ================================================================================ 02. The Gods of Mardias [RS033] ================================================================================ The Benevolent Gods -Light Side- With Elore, the father of the gods, in the center, there are 7 benevolent gods watching over the earth and its people. Most of them were born after the ancient gods, who were born from the Creator God Marda, left Mardias. Mardias lay in ruins after the war of the ancient gods, so work started in order to re-build it. The benevolent gods strive to protect the world from the threat of the evil gods. Elore Nisa Yucomb Cyril Eres Amut Mirsa The Evil Gods -Dark Side- Death Saruin Shirach ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Genealogy of the Gods- Marda Nisa Sayva | | | ------------------------ | | | | | --------------Elore Death Saruin Shirach | ----------------------- | | | | Mirsa Yucomb Cyril Eres Amut Except for Mirsa who is human, the other gods of today all have Marda and Sayva as their ancestors. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -The 10 Fatestones- Ruby of Fire Aquamarine of Water Opal of Wind Topaz of Earth Amethyst of Visions Emerald of Evil Diamond of Light Black Diamond Moonstone of Energy Obsidian Sword 03. Mardias Topography [RS034] ================================================================================ To fill you in on the history and geography, this section explains the mythology and the following history as well as the climate of each of the 10 locations of Mardias. BS = Before Saruin AS = After Saruin --> Ancient Times [Myth] Marda, The Creator God, creates Mardias. (*1) [Myth] Sayva, The Goddess of Destruction, challenges the other Ancient Gods. [Myth] Elore, The God of Light, is born. Sayva is defeated. [Myth] Marda leaves Mardias along with the other Ancient Gods. *1 = Along with Ancient Gods, dragons, giants, humans etc. are born. The humans of this period are referred to as "ancients" due to the fact that they have no direct ancestors like the present human population does. --> BS [Myth] Remaining at Mardias, Elore and Nisa begin to breed people and gods. (*2) [Myth] Three evil gods that are born from Sayva's remains wage war against Elore. [Myth] Two of the three evil gods, Death and Shirach, are sealed away. (*3) [Myth] The human hero Mirsa is chosen by the gods to fight Saruin. *2 = The people who are born during this period are direct ancestors of the present human population. *3 = In cooperation, Eres and Amut managed to throw Death into the Netherworld and sweep Shirach's darkness away. But Saruin would not surrender, so the battle against him continued. --> AS 0 [Myth] Using the Fatestones, Mirsa seals Saruin away, but loses his life in the process. Elore grants Mirsa a place among the gods. (*4) *4 = This year is marked as 0 in the Mardias calendar. Also, one year is 18 months, or 365 days. One month has 20~21 days. --> ca. AS 10 [Knights Dominion] Baron Eugen forms the Silver Knights and immigrates to the south part of the Continent of Yuen. The Knights Dominion is established. --> AS 20 [Bafal Empire] Melvir, a youth from Walon Isle, crosses the sea to Bafal, establishing a merchant company. (*5) *5 = Other than establishing a merchant company, Melvir also set up a weapon merchant company that is said to have indulged in plundering, which made them no different than pirates. --> AS 43 [Bafal Empire] Becoming an emperor himself, Melvir forms the Bafal Empire. The capital city is named Melvir, after his own name. --> AS 100 [Bafal Empire] The Imperial Library in Melvir is completed. The construction of the underground sewers is also commenced. --> AS 520 [Other]: With a capital city combining both sides of the Bogasrul Straits, the Kingdom of Estamir is formed. Sewers connecting the south and north sides are being constructed. (*6) *6 = Around AS 400, the commercial prosperity on the Inner Sea as well as the ability to use the New Road saw Estamir rapidly becoming the center of commerce. --> ca. AS 550 [Bafal] Relia II, emperor of Bafal, conquers all of South Bafal and advances to North Bafal. The Empire reaches the largest size in its history. (*7) *7 = After this, the center of sea transportation changed to the Inner Sea, which worsened the Empire's financial situation. This was to become the start of the Empire's decline. --> ca. AS 580 [Other] The Kingdom of Estamir is attacked by vampires. The residents tremble with fear, but manage to seal the vampires away thanks to St. Agnes of Amut. --> ca. AS 600 [Rosalia] Rosa Reimann of the Bafal Emperor Bodyguards is given a territory in North Bafal and becomes a member of the Empire nobility. --> ca. AS 650 [Other] An evil wizard takes up residence on Insa Isle which is situated in the middle of the Inner Sea. People begin calling it Isle of Evil. --> AS 700 [Kjaraht] Kjar tribe chief Ailsaks Kjarasut unites all Kjari tribes and forms the nation of Kjaraht, with Tarmitta as the capital city. [Rosalia] Rosa Reimann's great grandchild Klaus, backed by a rich farm belt, makes the influential power of the Reimann family widespread in North Bafal. --> ca. AS 750 [Other] Walon Isle and Ligau Isle rebel against the Empire and break free from its control. (*8) *8 = The Empire's deteriorating finances saw overtaxation being assigned, which was the cause of the rebellion. Lacking the power to suppress the rebellion, the Empire ended up permitting the independence of the two isles. --> AS 852 [Rosalia] Heinrich II of the Reimann family seeks independence for North Bafal and starts a war against the Empire. (The start of the war of North Bafal). --> AS 864 [Rosalia] Heinrich II wins independence for North Bafal and Rosalia is formed. The name comes from Rosa of the first generation of the Reimann family. --> AS 880 [Rosalia] Heinrich II dies. Since there is no successor, Leopold of the ___? family, supporters of the Reimann family, inherits the throne. (*9) *9 = This marks the break-off in Rosa Reimann's line of descent. From this point onwards, the kings of Rosalia are descendants of the ___? family. --> AS 899 [Rosalia] The battle of Yeoville. Karl I, king of Rosalia, triumphs over the Empire army with a crushing victory, and clears North Bafal from the rule of the Empire. (The end of the war of North Bafal). --> AS 903 [Kjaraht] Kjaraht conquers the Kingdom of Estamir. Estamir becomes the new capital instead of Tarmitta. --> AS 925 [Kjaraht] Kjaraht invades Rosalia. Karl I repels the Kjaraht forces at the battle of Altours and the current country borders are marked out. --> AS 928 [Kjaraht] Kjaraht invades the Knights Dominion. After receiving a request for help from the knights, Karl I, king of Rosalia, joins the war front. [Knights Dominion] The knights and Rosalia join forces and repel the troops of Kjaraht at the battle of Mirsaburg, but Karl I dies in battle. (*10) *10 = With this achievement, Karl I received the title "Honorary Knight" by the Dominion knights. Because of this, there is still a friendly relationship between the Knights Dominion and Rosalia. --> AS 930 [Kjaraht] Kjaraht gives up the idea of invading other countries. Instead, they set out to explore the Frontier. --> AS 1000 (Game Start) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Temples and Holy Ruins of the World- In every part of the world, there are various temples and holy ruins where people extend their gratitude to the Gods. When it comes to these temples and holy ruins, one cannot stop short of mentioning the climates and cultures of those locations. Te = Temple HR = Holy Ruins [HR] Steppes of Galessa [TE] Crystal City Sun's Altar * Temple of Nisa * Elore * Temple of Mirsa [HR] Black Sea [HR] Mazewood Underwater Temple * Cyril * Yucomb [HR] Jungle [Te] North Estamir Twinmoon Temple * Temple of Amut * Eres * Amut [Te] South Estamir * Temple of Yucomb [Te] Melvir * Temple of Shirach * Temple of Elore * Temple of Yucomb * Saruin's Underground Temple [HR] Kaklim Desert Desert Ruins * Nisa [HR] Mt. Tomae The Netherworld * Death ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Dry Lands- ~ ...lands of widespread desert and steppes...~ Data of Region: Main Cities: Northpoint, Uso Typical Topography: Steppes of Galessa, Kaklim Desert Commonly Used Weapon: Scimitar Special Forging Material: (none) Main Occupations: Hunter, Herbalist etc. Targets of Worship: Elore, Nisa [Climate] A Dry Area, as the Name Implies ------------------------------------------ Located on the northern part of the continent of North Bafal, its name is gotten from its dry climate. Other than a village where nomads lived in ancient times, there's also the town of Northpoint which is a strong trade point connected with Walon Isle, and also the oasis town of Uso. The climate can be divided in two separate parts. The southern part where the Steppes of Galessa are located is dry and has some strong plant life with its short trees and also has a strong animal life with plenty of animal forms. The northern part however, consists of the vast widespread dunes of the Kaklim Desert. You can just barely see the shadows of the monsters that are adapted to the desert here. There are also many ancient ruins being discovered, which is probably the main talking point of this area. [History] A Shadow Stretching from the South --------------------------------------------- Because of the severe climate, originally there were only northern nomadic groups of Taralians etc. that were living here. But after Northpoint was built and the New Road was opened to traffic, many people began to settle down in the area. Dry Lands is not a nation, but rather made up of various self-governed towns and nomadic tribes which has seen the area turn into its present state. Recently, though, one by one, all the nomadic tribes have succombed to the grip of the out-stretched hand of Rosalia from the south. Crown prince Neidhart himself personally went out and negotiated with every tribe. [Culture] The Remains of an Ancient Civilization ------------------------------------------------- With the mysterious ruins of the desert and the steppes, it is thought that there used to be some civilization in the ancient times. And with the unique language (Taralian) and culture of the Taralians etc., the existence of its remains cannot be denied. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Rosalia- ~ ...a farm belt controlled by a strong nation...~ Data of Region: Main Cities: Crystal City, Northpoint etc. Typical Topography: Crystal Lake, Mt. Scurve Commonly Used Weapon: Vernie-tempered Weapons Special Forging Material: Rosalian Steel, Vernie Main Occupations: Rosalian Soldier Class, Frontier Guard etc. Targets of Worship: Amut (North Estamir region only), Nisa, Mirsa [Climate] Vast Productive Fields --------------------------------- A region that occupies the south part of North Bafal. Being founded 150 years ago when it also got its name, Rosalia is proud of its prosperity. Other than Crystal City, the north part of Estamir, which is the capital of Kjaraht, is also situated in Rosalia. With the New Road running through the middle of the country, and with the Inner Sea being the main point of sea trade, the economy is very strong and the living standard for the whole country is high. With the warm humid climate, there are vast grass plains with active production of grain and growing of fruit trees. To the east lies the world's highest peak, Mt. Scurve, with the mountain range of the Khalams stretching throughout the continent. On the outskirts of Crystal City lies Crystal Lake, which not only has a beautiful view, but is also noted to have a royal treasure sleeping within. [History] An Expected Independence from the Empire --------------------------------------------------- Originally called "North Bafal District", Rosalia was once part of the Bafal Empire. Around AS 600, Rosa Reimann of the Bafal Emperor Bodyguards was given a territory here, and at around the time of her great grandchild Klaus, the Reimann family became the first nobles of North Bafal. In AS 864, Heinrich II of the royal family claimed independence and formed Rosalia. The kingdom has a high productivity and is backed by a mighty military potential, which has been used to subdue the influential power of the nomadic tribes and further strengthen its control of almost all of the south part of North Bafal. Presently, Rosalia is stretching further north to Dry Lands for more power. [Culture] A Merged and Refined Culture --------------------------------------- With the influx of the Bafal nobles and the commerce with the former Kingdom of Estamir, the features of all the surrounding countries entered the District of Rosalia which blended and refined its culture. The rows of beautiful and functional houses in Crystal City is a symbol for that. Rosalia is also proud of its powerful techniques and spells, as well as the tempering and manufacturing of Rosalian Steel and Vernie, which is the best in the world. With its developing farm belt and mighty military power, the nation as a whole worships Nisa, the Goddess of Harvest, and Mirsa, the God of War. Also, in the North Estamir region, Amut, the Goddess of Love, is worshipped, just like she has been sinces ages past in the Kingdom of Estamir. Even now, many young people come to the Temple of Amut in North Estamir to pray for a successful lovelife. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Bafal Empire- ~ ...a continent ruled by a 1000-year-old empire...~ Data of Region: Main Cities: Melvir, Loban etc. Typical Topography: Mazewood, Bayre Plateau Commonly Used Weapon: Short Sword, Garal-tempered Weapons Special Forging Material: Garal Main Occupations: Emperial Soldier Class, Ranger etc. Targets of Worship: Cyril (eastern region only), Elore, Yucomb [Climate] A Difference Between East and West --------------------------------------------- A region that occupies almost the whole of South Bafal. The actual name for it is "Bafal District", but since the Empire has ruled the place for 1000 years, they are viewed as one, so many people call it by the name of the Empire. The main cities include the imperial capital of Melvir, the town of Loban which borders Rosalia, the port town of Bruelle on the shore of the Inner Sea, and the mining town of Aurefont which is directly under the control of the emperor. Regarding the climate of the region, there is a stark contrast between the east and the west. The east is covered by the Woodlands of Bafal that people call "Mazewood", where no one lives, except for Hunters and Herbalists etc. Legend has it that an old witch lives in the middle of the forest, though. The south on the other hand, is a band of highlands, which is typified by Bayre Plateau with its abundant mineral output. So mining of this large gold vein is taking place, especially at the mine in Aurefont. [History] Once a Worldwide Empire ---------------------------------- The history of the Bafal District is probably talked about as the history of the Bafal Empire. In AS 20, the Walon Isle youth Melvir sailed across to Bafal's shores and established a large scale merchant company. Born out of this merchant company in AS 43, the Bafal Empire is the world's oldest nation as of today. With the Coral Sea commerce booming, it created a platform for the Empire's expanding power. The Bafal Empire hit its peak in AS 550, but after that, Walon Isle and Ligau Isle rebelled against the Empire and broke free of its rule. As did Rosalia, which meant the start of a decline for the Empire. Today, the Bafal Empire consists of the continent of South Bafal only. [Culture] A Culture Born Out of a Long History ----------------------------------------------- Despite being on the decline, the Bafal Empire has a long history behind it, and is a very mature nation compared with other newer countries. It is said to have had superior techniques, spells, and Garal production. The Imperial Library in Melvir which holds many books from the ancient BS era, is a symbol for the nation's active researching and its field of study. This library, founded by the first great judge Julius, is a real treasure of knowledge. For its prosperous sea commerce, Bafal Empire worships Yucomb, the God of the Sea, and the God of Trade. Elore is also actively worshipped, so both Yucomb and Elore are being prayed to in the sublime temples in Melvir. To the east in the region of the Woodlands of Bafal, though, people worship Cyril, the God of the Forest. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Valhalland- ~ ...arctic lands isolated by snow and ice...~ Data of Region: Main Cities: Gato's Village Typical Topography: Shiverland Commonly Used Weapon: 2-handed Axe, 2-handed Sword, Leather Armor Special Forging Material: Southern Iron Main Occupations: Valhallan Warrior, Hunter etc. Targets of Worship: Eres, Yucomb [Climate] Neverending Cold --------------------------- A region which is situated on the Continent of Yuen and the south part of South Bafal. Generally it said that Valhalland "is the birthplace of the Valhallans", but the fact is that apart from the Valhallans who lived here in the ancient times and built a small village, no other people used to live here. Valhalland is isolated by snow and ice, and the enormous Shiverlands which cover more than half the area has a very harsh climate. Despite bordering the Knights Dominion as well as the Inner Sea, Valhalland never gets any visitors from the outside world via the highway or by boat, which has cut this area off from almost all other civilizations and societies. Stretching to the east is the Frozen Lake, under which lies a giant fortress, but who built it is still very much unclear. [History] The Source of All Cultures ------------------------------------- There is no record of any civilization having prospered in Valhalland. But with the resemblance between Valhallans and Rosalian people, and the manufacturing of Southern Iron, the present sources of all civilizations point very strongly to the fact that there is a Valhallan tribe. According to that theory, it is said that there is an immigration every several hundred years to adjust the population which has increased too much. The Valhallan culture is conveyed to all the countries to which the immigrants are scattered. Since the village cannot be expanded, the only way to adjust the population is for people to immigrate. [Culture] Life in the Arctic Lands ----------------------------------- Originally, the Valhallans had a hunter culture and lifestyle. They are skilled with bow techniques and also prefer using powerful two-handed weapons. Their clothes and houses are made from things they get from hunting, such as leather materials and fishbones. However, there's no interchange with other cultures, so there's no development of techniques and spells, and the living standard is remarkably low. Living as hunters, many Valhallans worship Eres, the Hunter God. In a sense of reverence for snowstorms, Yucomb is also celebrated by the Valhallan people. Also, Valhallan warriors wear unique face make-up as a proof of being warriors. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Knights Dominion- ~ ...lands where people carry on the will of Mirsa...~ Data of Region: Main Cities: Mirsaburg, Eugenstadt etc. Typical Topography: (none) Commonly Used Weapon: 2-handed Sword, Long Sword, Shield etc. Special Forging Material: Southern Iron Main Occupations: Castle Knight, Wizard etc. Targets of Worship: Mirsa [Climate] Lands Surrounded by Steep Mountains ---------------------------------------------- On the west shores of the Inner Sea, this region occupies the east part of the Continent of Yuen. The name of the territory comes from "The Silver Knights". The knights don't have a king or an emperor, instead they rule the nation using a self-governed system. The capital city of Mirsaburg, and the second capital of Eugenstadt make up the main cities. With the countryside consisting of nothing but a string of craggy mountains, the climate is comparatively cold. At first, the place was unsuitable for living, but with the knights' assistance, many fort cities were constructed. Eugenstadt is a good example of that. If you stray from the highway just a little, though, you'll find only unexplored mountain areas filled with monster nests. [History] Transformation by the Knights ---------------------------------------- The history of this region starts with the immigration of the knights. Around AS 10, Baron Eugen gathered the people who adored his sworn friend and hero, the Silver Warrior Mirsa, and formed "The Silver Knights". The barren wastelands were not suited for settling down at first, so the knights helped exploit it. Apart from expoiting the country, the knights carry on the spirit of Mirsa by actively protecting the people. Although recently, their usual protection of the people has been somewhat conspicuous. Legend has it that a dragon that was impressed by Baron Eugen's ambition studied under him. When the battle of Mirsaburg broke out in AS 928, the knights were excpected to repel the forces of Kjaraht with the valour that's been present in their men ever since the time of Mirsa, but instead they turned to Rosalia for assistance; a disgraceful act that has seen their authority sink remarkably low. So while the knights protect the people, they have degraded somewhat recently. [Culture] The Knights' Culture is Advanced ------------------------------------------- The rise to prosperity of the lands of the Knights Dominion is only due to the knights. A sincere virile culture where the knights are expected to have "Pride, Dedication, and Valor" has taken root. They have an established reputation of researching and studying various tools and equipment, especially the Long Sword, the Shield, as well as the 2-handed Sword. By contrast, there is also the city of Weiserheim, which is embraced by the knights, and which has produced many mages. A sorceress of fire that is watching over one of the Fatestones for the knights, resides in this city, which is also home to shops that hold many items that are of interest for spell users. The god which is revered in these lands is Mirsa. While Mirsa is their target of worship, they should also serve him at the same time. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Kjaraht- ~ ...dry lands inhabitated by hunter tribes...~ Data of Region: Main Cities: South Estamir, Tarmitta etc. Typical Topography: Lake Malar Commonly Used Weapon: Bow, Scimitar Special Forging Material: (none) Main Occupations: Kjar Sentinel, Thief Targets of Worship: Strom (Tarmitta region only), Yucomb [Climate] Rich Cities and Poor Lands ------------------------------------- A region that occupies the middle part of the Continent of Yuen. The name of the kingdom derives from the Kjari hunter tribes of old, and from the territories that covered most of the area, which then grew and prospered into one nation. The great capital city of Estamir is an important strategic point located on two continents neighbouring both the Inner Sea and the New Road. It has a very dominant royal court, and is known as the largest city in the world. Tarmitta was the previous capital city before the transfer to Estamir. South Estamir is known for its unlawful order. In the center of the land lies Lake Malar, which is the largest in the world. The area near the lake consists of dry lands with low humidity. The lands are not suited for any sort of agriculture, so apart from living in Estamir, the living standard is low. [History] The Rise and Fall of Two Nations ------------------------------------------- To learn about the history of Kjaraht District, it's important to know about the histories of both Kjaraht and the old Kingdom of Estamir. In AS 520, the city-state of the Kingdom of Estamir was built utilizing both sides of the Bogasrul Straits, and as a strongpoint for commerce its prosperity was lauded to the skies. Kjaraht on the other hand, was founded in AS 700 by the tribe chief Ailsaks Kjarasut who united all the Kjari tribes, making their power more widespread. In AS 903, Kjaraht forces launched a surprise attack on the Kingdom of Estamir which was almost defenseless, and the kingdom fell. Kjaraht was formed and its current borders were marked out. [Culture] The Culture of the old Kingdom of Estamir Remains ------------------------------------------------------------ Because of the underdeveloped culture of the Kjari tribes, they end up taking to the cultures of the tribes that they absorb. And in Estamir the magnificent culture of the old Kingdom of Estamir still remains. Yucomb, the god of trade, is worshipped by the traders. In Tarmitta and the region near Lake Malar on the other hand, the belief in the ancient legend of Strom is still very deeply rooted. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Frontier- ~ ...a territory where unexplored areas are being discovered...~ Data of Region: Main Cities: Weston Typical Topography: New Road Commonly Used Weapon: (none) Special Forging Material: (none) Main Occupations: Pioneer, Ascetic, Trader, Entertainer etc. Targets of Worship: Eres, Cyril [Climate] Wastelands and Mountains ----------------------------------- A region occupying the north-west part of the Continent of Yuen. With the exploitaion of these parts, it has recently been given the name Frontier which signifies the exploration of a new world. Since it's not a nation per say, each settlement is self-governed. Weston, which is the entryway to the Frontier, is the most developed settlement, and is crowded with settlers. As for the climate; the lands consist mostly of widespread wastelands and steep mountains inhabitated by monsters, unsuitable for people to settle down. With the warm damp weather however, there are a lot of water sources around, so there are some hidden possibilities to be taken advantage of which can serve as an answer to the problems of setting up new settlements. [History] A Gathering of People Burning to Explore --------------------------------------------------- This region fast became separated from the civilizations in the rest of the world; no one crossed the dreaded Black Sea that separates it from the other continents to the east, so the Frontier had no visitors from the outside world. Things changed when the New Road reached the Frontier, though, as it created new opportunities for people to begin exploration of this area. Also, in AS 930, Kjaraht had the policy of setting out to explore new worlds, and for that purpose they assembled a great exploration group. This shows that the Frontier was a pretty lively place not so long ago. Overcoming the severe environment, the construction of several settlements is already progressing. [Culture] Still in Development ------------------------------- With settlers gathering from all over the world and with many people visiting by using the New Road, no culture or specific industry of its own has taken root. But with the Frontier being a region that is still being explored, it is thought that a culture and an industry will start to develop. The Frontier has many people participating in exploring, and they have great respect for the nature. Therefore, they worship Cyril, the god of the Wood, and Eres, godess of beasts. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Ligau Isle- ~ ...a volcano island inhabitated by dinosaurs...~ Data of Region: Main Cities: Jelton Typical Topography: Mt. Tomae, Plains Commonly Used Weapon: Katana Special Forging Material: Ligau Steel Main Occupations: Martial Artist Targets of Worship: (none) [Climate] A Unique Environment and Wildlife -------------------------------------------- A volcanic island located to the east of South Bafal. Ligau Isle is an independent territory that is not part of any other nation. But because of the unique environment of the island, it's not suited for living, so not many people actually settle down here. The only town is Jelton which is located at the island's northern shores. On this island which has become estranged from the other nearby regions, the plains are home to unique specimen, such as the dinosaurs that live there. These rich green plains breed many other types of plants and monsters too, so entering here is not a simple task. Mt. Tomae is a symbol for the island, and the smoke billowing out from the active volcano can be seen from Jelton. The area surrounding the volcano is covered by barren rocky lands with cave openings leading to demons' nests. Legend has it that a corridor leading from one of these caves end up at the core of the volcano, and it's said that in the middle of it is a god of death that rules over the dead people. [History] Adventurers Actively a Part of the History ----------------------------------------------------- A long time ago, Ligau Isle was a part of Bafal Empire. But people who were resisting the heavy taxation gathered together and, taking advantage of the decline of the Empire, rebelled against it and won their independence around 750. As of today, the only connection with the Empire that remains is the sea route due to the trading. The adventurers that come in plenty using this sea route have a leading role at Ligau Isle. Searching for hidden treasure scattered on the Plains, they venture out from Jelton once a day as a basis. Jelton is the base for the adventurers heading out to the Plains, and the businesses that can be seen there are crowding the town. [Culture] The Source of a Unique Culture ----------------------------------------- Ligau Isle has had its own culture from before they came under the rule of the Empire. Even today, the style of the buildings, the Katanas, and the Ligau Steel are there to see. The Katana's in particular, with the unique form of their slender long single blades, are not being made similarly anywhere else in the world. There is also a legend saying that Ligau Isle has had a national civilization a long time ago. However, it is said that the natives of this isle had no specific belief; not even a clue from the past exists. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Coral Sea- ~ ...dangerous seas overrun by pirates...~ Data of Region: Main Cities: Pirate Coast Typical Topography: Mask Isle Commonly Used Weapon: Foil, Short Sword, Hand Axe Special Forging Material: (none) Main Occupations: Pirate, Thief etc. Targets of Worship: Yucomb [Climate] A Sea Connecting Islands and the Empire -------------------------------------------------- A sea stretching to the east of North Bafal. The name comes from what used to be a general term for the sea and its countless islands as far as the eye can see, stretching all the way to the eastern shores of North Bafal. This region is not a nation per say, but rather just a sea supporting the Empire's marine transport and sea trade where many ships pass by every day. Those ships are often targeted by pirates, whose many pirate ships are lining the bay in Pirate Coast. As the name implies, the Coral Sea is a beautiful sea where corals grow. Islands lay scattered here and there among the coral reefs, but almost no people live here. North Bafal's eastern shoreline contain many precipices of intricate shapes where the water inlets from the sea is. These caves provide a secure cover for the pirates that they use for getting away from people chasing them. [History] Advancement of Marine Transport and Rampage of Pirates ----------------------------------------------------------------- The Coral Sea connects South Bafal, North Bafal, Walon Isle, and Ligau Isle, and its sea routes have been a link between all the islands and the mainland since long ago. For sure, the Empire's profits increased a lot what with the commerce going on between all the capitals around this region. But on the other hand, the merchant ships traveling on this sea were often targeted and looted by pirates. Back when the Empire was very powerful, the apparent damage from the pirates was dealt with in a harsh way by the Empire, but seeing as the Empire has grown weaker in recent years, the influenctial power of the pirates has again risen. [Culture] The Life of the Men of the Sea ----------------------------------------- The culture of the sailors, boat travelers, and the men at sea can be seen in the bustling and the livelihood of the sea trade. With the uneasy conditions onboard the ships, especially the fighting between the pirates and the Empire, it seems that the weapons used has developed, such as the Foil, Short Sword, and the Hand Axe. Just like people of all the other regions of the world worship their gods, the pirates do to. Since they're confronted with the ocean all the time, they worship Yucomb, the God of the Sea. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Walon Isle- ~ ...a jungle island on the northern sea...~ Data of Region: Main Cities: Oapu, Godongo Typical Topography: Jungle Commonly Used Weapon: Lance Special Forging Material: (none) Main Occupations: Pirate, Geckling Knight Targets of Worship: Amut, Eres, Saruin [Climate] Covered in Tropical Jungle ------------------------------------- A large island located at the northern part of the Coral Sea. The island is an independent territory and does not belong to any other nation. It has two trade ports; one each in the self-goverened villages of Oapu and Godongo. In the middle of the Jungle, there lives a different race called Gecklings. Being located close to the equator, Walon Isle has warm weather and is entirely covered by jungle. With the thick jungle covering the island, there is no farming taking place at all, and there is just barely enough open space for the villages along the shoreline. The jungle has many mysteries still; there are reports of buildings resembling ancient ruins having been spotted there. But in order to get to the jungle's inner reachings, searchers need to contend with not only the slopes of the Tomowuno cave that cuts vertically across the island, but also the many natural caves infested with monsters. For that reason, the details regarding these ruins have not yet been uncovered. It is said however, that somewhere among the caves in the middle of the jungle sleeps a treasure of a legendary pirate. [History] Originally a Part of the Empire ------------------------------------------ Being the homeland of Melvir, the first emperor of the Bafal Empire, Walon Isle quickly became Empire territory. During the Empire's early days, this was a commercial strongpoint, and together with Ligau Isle, it stood for an important part of the Empire's economy. But after that, Walon Isle followed in the footsteps of Ligau Isle and opposed the Empire due to the heavy taxes be applied, and broke free at around AS 750. Today, Walon Isle maintains its self-goverened status and does not conduct any trading with South or North Bafal. [Culture] The Harmony of the Geckling Tribe -------------------------------------------- With the sea and jungle next door, fishing and hunting is beeing done, and the woods and bows are being used as trade items with other regions. The Geckling tribe normally being a closed race worshipping the God of Destruction, Saruin, some Gecklings of a younger generation actually very much like to mingle with the humans. In Godongo, humans and Gecklings can be seen living together. The belief in Eres and Amut, the godesses of the Twinmoon Temple, is since long ago deeply rooted on Walon Isle. With the ancient ruins situated in the middle of the Jungle, it is thought whether or not there is a relationship between those things. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [Supplementary Information] Great Traveling Routes of Sea and Land The important navigational route of the Inner Sea and the great trading route

that is the New Road don't belong to any specific region, but still need to be mentioned when talking about the geography of Mardias. -Inner Sea- ~ ...a calm sea bordering four continents...~ Main Cities On the Shores of the Inner Sea: * Yeoville (Rosalia) * Bruelle (Bafal Empire) * Mirsaburg (Knights Dominion) * North Estamir (Kjaraht) [Climate] A Sea that Links Together the Continents --------------------------------------------------- A sea that borders the Continent of Yuen, South Bafal, and Valhalland. Unless you go to the sea beyond Bogasrul Straits, the sea is very calm. The weather is very steady too, so the waves aren't so wild. There are almost no disasters at sea either, so it's possible to navigate here even in a simply made boat. Since it's the fastest way to go between continents, and bearing in mind that it connects three continents, this has been an important transportation route since long ago. Because of that, the cities on the coast of the Inner Sea, such as Yeoville, Bruelle, Estamir etc. have grown to become commercial strongpoints. The Inner Sea may be calm, but there is one dangerous spot, though: the Isle of Evil located in the middle of the sea. This island is home to an evil wizard, and near the island there is a raging storm, so no ship dares approach it. -New Road- ~ ...a new road connecting two continents...~ Cities that the New Road Runs Through: * Northpoint * Uso * Crystal City * Altours * North Estamir * South Estamir * Tarmitta * Weston [History] A Road Made from the Good Will of the People ------------------------------------------------------- A highway that stretches all the way from the north part of North Bafal to its south part, and from the east part of the Continent of Yuen to the west part of it. It's a long highway that starts from the northern tip of the Dry Lands at Northpoint, and passes by Uso, Crystal City, Altours, Estamir, and Tarmitta, before finally reaching its end at the town of Weston. Connecting the metropoles of all nations, its opportunities it grants in terms of land transportation has made it an important part of the trading between the nations. Amazingly, the construction of the road was begun by a single person, one that had commited many crimes in his lifetime. Having been a hijacker, the man was regretful of his crimes, and so to atone for his sins he began to build a road that would ensure the safety of travelers. People who sympathized with him began to help him lay the bricks, and even after his death, his ambition was carried on by those who followed him. Today, the road is an important trading route that connects two continents, and is used by many people. III. Scenario Side #1: Character [RS035] ================================================================================ 01. Main Characters [RS036] ================================================================================ 02. People of Rosalia [RS037] ================================================================================ 03. People of the Bafal Empire [RS038] ================================================================================ 04. People of the Knights Dominion [RS039] ================================================================================ 05. People of Kjaraht [RS040] ================================================================================ 06. People of Valhalland [RS041] ================================================================================ 07. People of the Frontier & Dry Lands [RS042] ================================================================================ 08. People of Remote Islands [RS043] ================================================================================ 09. People from Every Region [RS044] ================================================================================ 10. Four Elemental Lords [RS045] ================================================================================ ================================================================================ IV. Scenario Side #2: Guidance [RS046] ================================================================================ 01. The Quest System [RS047] ================================================================================ a. The Triggering and Closing of Quests [RS048] ================================================================================ a01. Triggering Quests [RS049] ================================================================================ a02. Event Rank [RS050] ================================================================================ a03. Finishing Quests [RS051] ================================================================================ b. Quest List [RS052] ================================================================================ # Quest Event Rank Notes ------------------------------------------------------------------------------- 1 Missing Taralians 7~ 2 The Soulgutter 10~ 3 Monsters to the East - 4 Assault on Isthmus Keep 9~18 5 Oh, Mummy! - 6 Test of Courage - 7 The Ignigarde - 8 Beast Ecology - 9 Find the Aquamarine 11~15 10 Isle of Evil 9~18 11 Innkeeper's Daughter 0~4 12 A Suspicious Demise 0~4 13 Raid on the Depository 3~5 14 A Bodyguard for Louie 6~ 15 Neville's Request 6~ 16 Eule Gives a Hoot 8~ 17 Creepy Butterfly 7~ 18 The Mine Assaulted 14~ 19 Pirate Invasion 14~ 20 The Cyclone Shoes - 21 Insect Ecology - 22 Valhalland Monsters 0~21 23 An Expeditionary Force - 24 Frozen Lake Faerie 22 25 Frosthold Fortress - 26 Pride of the Knights 3~7 27 Constance Kidnapped 9~17 28 Theodore's Madness 18~ 29 The Dragon Knight 18~ 30 Wuhan's Secret 0~5 31 Water Dragon Rite 10~ 32 The Raincloud Armlet 10~ 33 Aquatic Ecology 10~ 34 The Assassins' Guild 12~ 35 Amethyst of Visions - 36 Unsettling Settlements 0~2 37 The Fiends of Saoki 4~ 38 Return of the Vampires 10~ 39 The Jewel Beast 10~ 40 Plain Treasure - 41 Voice of the Blade - 42 Monsters of Mt. Tomae 10~ 43 The Ice Sword - 44 Plant Ecology - 45 Free the Gecklings - 46 Ancient Texts - 47 Ailing Emperor 9~13 48 Silver's Treasure - 49 Stolen Nymphs 6~ 50 The Underwater Temple 17~ 51 Faerie's Grove - 52 An Unlucky Woman 2~ 53 Who Am I? - 54 Auldburg 20~ 55 Trials of Elore 20~ 56 The Netherworld 20~ 57 Face Saruin 20~ b01. Quest List Entries [RS053] ================================================================================ b02. Renewal of Quest List Contents [RS054] ================================================================================ c. Quest Rewards [RS055] ================================================================================ c01. Reward Types [RS056] ================================================================================ c02. Jewel Reward Calculation [RS057] ================================================================================ (100 + Current Rank Points / 17.92) x Multiply Rate Mod + (Number of times you've received jewel rewards x2) * Round down. * If your Rank Point total is 1792 or more, it becomes 1792. * The usual jewel Multiply Rate is 1, but some quests have 1.5 and 0.5 as well. * The number of times you've received jewel rewards also carries over to the 2nd playthrough and beyond. d. New Game + [RS058] ================================================================================ d01. Clear Data [RS059] ================================================================================ d02. New Game + Bonuses [RS060] ================================================================================ 02. The Exploration System [RS061] ================================================================================ a. Movement [RS062] ================================================================================ a01. Town and Dungeon Movement [RS063] ================================================================================ a02. World Map Movement [RS064] ================================================================================ Places from Where You Don't End Up on the World Map: Location Destination --------------------------------------------------------------- Kaklim Desert Northpoint (*1), Uso (*1), Steppes of Galessa Trials of Elore Steppes of Galessa Bayre Plateau Bruelle, Aurefont Gato's Village Shiverland New Road Tarmitta, Weston Jelton Plains Mt. Tomae Plains Oapu Jungle Godongo Jungle Jungle Oapu, Godongo Faeries' Grove *1 = If it isn't clear what the destination is, you'll end up on the world map. a03. Means of Transportation for Your Party [RS065] ================================================================================ When your party travel around the world, there are more ways to do that than just walking, which is explained below. You probably won't be too concerned with the different transportation methods, but as you take on more quests and open up new places, they might come in handy after a while. Other than traveling by boat, you simply have to use the left stick to move your character in that direction. Boat ------------------- Travel from town to town by boat. There is a small setback, though, as you have to pay for it. But on the other hand, if you want to make a trip and then come back again right away, you don't have to pay any fare for the trip back. Traveling by boat is a good way to broaden the map and discover new places, and not only as a means of transportation. Boat Trips and Fares: -------------------------------- Northpoint <-> Godongo 50G Melvir <-> Oapu 80G Melvir <-> Jelton 50G Yeoville <-> Bruelle 20G Yeoville <-> N. Estamir 50G Yeoville <-> Mirsaburg 50G Bruelle <-> N. Estamir 80G Bruelle <-> Mirsaburg 80G N. Estamir <-> S. Estamir 10G Horse ------------------- Starting in the middle of the Taralian Camp, you can simply press the [X] button to mount the horse, and the [O] to dismount. Although while you're on the horse, you can run faster than a main character on his own, you cannot get treasure chests, use proficiencies or enter buildings. Remember that when you travel to a place other than the 12 listed below, the horse ends up in a place nearby. Also, when you make contact with enemies on the field, you will still enter battle, so being on the horse does not make any difference in that sense. Towns and Fields Where you can Travel by Horse: * Uso * Taralian Camp * Steppes of Galessa * Altours * Isthmus * Aurefont * Bayre Plateau * New Road Towns Where You Can Dismount the Horse Near the Entrance: * Crystal City * Loban * Tarmitta * Weston Wagon ------------------- A wagon limited to Barbara when she is your main character only. Press the [X] button to get on and the [O] jump off. Although traveling in the wagon isn't any faster than normal, it's possible to run over enemies with it and thus avoid battle as the enemies you make contact with disappear. Note that this does not affect the monster ecology and does not increase your Battle Rank tally (read the Rank Points section for more info). Apart from not being able to use proficiencies when your riding the wagon, you won't be able to use it for visiting places outside Weston and New Road (you'll have to park it and jump off near the entrance to Weston, though). Small Boat ------------------- A small craft that your party can use on Crystal Lake and Lake Malar. Because of the big bulk of the boat, you have to move in big circles sometimes to avoid the enemies. Although the size is different to that of Hawke's loveboat, the Lady Luck, they both handle the same. b. Proficiencies [RS066] ================================================================================ b01. About Proficiencies [RS067] ================================================================================ <under construction> b02. Map Skill Functions [RS068] ================================================================================ Proficiencies don't have levels of their own like the skills do. However, each proficiency is associated with a map class skill. If you level up the skill, the effectiveness of the associated proficiencies will increase, and you will also get more bonus uses the more you level up the skill. Which map class skills are connected with which proficiencies is explained in the chart below. For example, if you increase the associated skill level for Find Chests which is the Search skill, all 5 types of proficiencies for that category, and not only for the Find Chests proficiency. The Map Class Skills Affect... * The effectiveness of the proficiencies. * Bonus uses for the proficiencies (details further down). Map Class Skills and their Associated Proficiencies: Skill Type ----------------------------- | Find Chests | | Find Ore | Search | Find Herbs | | Find Traps | | Find Treasure | ----------------------------- | Mine | Gathering | Harvest | | Excavate | ----------------------------- Strategy | Pick Locks | | Disarm Traps | ----------------------------- | Lurk | Survival | Move Silently | Covert | Ambush | ----------------------------- Trading | Trade | ----------------------------- In-game Info for Proficiencies: Find Chests: Discover hidden treasure chests. Find Ore: Discover buried mineral deposits. Find Herbs: Discover useful plants. Find Traps: Discover the location of traps and other mechanisms. Find Treasure: Discover buried valuables. Mine: Extract minerals from lodes. Harvest: Pick herbs. Excavate: Dig up treasure. Pick Locks: Pop locks on chests and similar items. Disarm Traps: Defuse traps on chests and similar items. Lurk: Avoid detection by foes with good sight. Move Silently: Avoid detection by foes with good hearing. Ambush: Increase your chances of attacking first. Trade: Exchange items with certain monsters. b03. Proficiency Uses [RS069] ================================================================================ Proficiency Bonus Uses from Additional Members Formula: (Skill level sum of additionally skilled members of the proficiency's associated skill) +2 Example: Member A: Has Find Chests, Search Lv3 Member B: Has Find Chests, Search Lv1 Member C: Has Find Chests, Search Lv0 Member D: Does not have Find Chests, Search Lv4 Member E: Does not have Find Chests, Search Lv0 There are only two members who have the associated skill (Search in this case), which means that only Member A and Member B are eligible. The sum of the skill level of these two is 3+1 = 4. As explained in the formula, a bonus of 2 is added to this, which makes the total sum of uses 4+2 = 6. If there are no additional members with the associated skill, the amount of bonus uses is 2. For example, if your highest skill level associated with the Harvest proficiency is Lv0, and the number of skilled members is 1, you would then have 2 bonus uses for Harvest. b04. List of Proficiencies [RS070] ================================================================================ How to Read the Chart: Skill <--- What associated skill the proficiency is affected by. Also, you can use the proficiency no matter who has it within the party. Price <--- The amount of gold required to buy it. Characters <--- Characters who have the proficiency from the beginning when they join your party. Usage Timing <--- Timing required to use the proficiency. Effect <--- The effect of the used proficiency. Skill Level Difference <--- An explanation of the effect change for when your party member's associated skill level increases. Search ------------------------------ Find Chests -> Skill: Search -> Price: 50G -> Characters: Albert(*1), Aisha(*1), Grey(*1), Claudia, Jamil, Sif(*1), Hawke(*1), Barbara(*1), The Minstrel, Diana, Neidhart. (*1 = Only if it's your main character). -> Usage Timing: Stand near a hidden chest. However, if you have a character in the Thief class in your party, the range of which you can find chests can be increased if you level up that class. -> Effect: Lets you uncover and open chests. -> Skill Level Difference: Makes it possible to uncover hidden chests that have a high Search Level (see Map Skill Success Chart #1 further down for details). Find Ore -> Skill: Search -> Price: 50G -> Characters: (none) -> Usage Timing: Stand near a hidden ore. -> Effect: Lets you use the Mine proficiency after finding hidden ore. -> Skill Level Difference: Makes it possible to uncover hidden ore that have a high Search Level (see Map Skill Success Chart #1 further down for details). Find Herbs -> Skill: Search -> Price: 50G -> Characters: (none) -> Usage Timing: Stand near hidden herbs. -> Effect: Lets you use the Harvest proficiency after finding the hidden herbs. -> Skill Level Difference: Makes it possible to uncover hidden herbs that have a high Search Level (see Map Skill Success Chart #1 further down for details). Find Treasure -> Skill: Search -> Price: 50G -> Characters: (none) -> Usage Timing: Stand near a hidden treasure. However, if you have a character in the Thief class in your party, the range of which you can find treasure can be increased if you level up that class. -> Effect: Lets you use the Excavate proficiency on the treasure you've detected. However, unlike the Find Chests, Find Ore and Find Herbs proficiencies, you won't see the treasure chest when you've used this proficiency. -> Skill Level Difference: Makes it possible to uncover hidden ore that have a high Search Level (see Map Skill Success Chart #1 further down for details). Find Traps -> Skill: Search -> Price: 50G -> Characters: Guella Ha -> Usage Timing: Stand near a breakable wall. -> Effect: Lets you break certain walls and enter the space left after them. -> Skill Level Difference: Makes it possible to break some walls that have a high Search Level (see Map Skill Success Chart #1 further down for details). However, there are only 4 walls where you can use this proficiency: * Geckling Cave B2: Lv1 * Captain Silver's Cave B1 (2 places): Lv1 * Captain Silver's Cave B1: Lv4 Gathering ------------------------------ Mine -> Skill: Gathering -> Price: 100G -> Characters: Main characters who start out in the Craftsman class. -> Usage Timing: Stand next to (make contact) an ore. -> Effect: Lets you extract minerals from lodes. While you usually find only one ore, it's possible to find 1~3 of them (see the Map Skill Success Chart #2 further down for details). -> Skill Level Difference: Increases the chance of finding additional ore. Regarding the order of the system of Chart #2; the decision won't be taken any further if it fails midway between 1~3, or after the last desicion (3) has been taken. Excavate -> Skill: Gathering -> Price: 100G -> Characters: (none) -> Usage Timing: Stand near the spot where the treasure is buried (Treasure Point). -> Effect: lets you dig out the treasure you've detected with the Find Treasure proficiency at the Treasure Point, and then open the chest. See the 'Treasure Contents' section further down for details on what items you can get. -> Skill Level Difference: Increases the chance of finding additional items. Regarding the order of the system of Chart #2; the decision won't be taken any further if it fails midway between 1~3, or after the last desicion (3) has been taken. Harvest -> Skill: Gathering -> Price: 100G -> Characters: Aisha, main characters who start out in the Herbalist, Cleric and Fortuneteller classes. -> Usage Timing: Stand near (make contact) some herbs. -> Effect: Lets you gather the herbs you've found. While you usually find only one herb, it's possible to find 1~3 of them (see the Map Skill Success Chart #2 further down for details). -> Skill Level Difference: Increases the chance of finding additional herbs. Regarding the order of the system of Chart #2; the decision won't be taken any further if it fails midway between 1~3, or after the last desicion (3) has been taken. Strategy ------------------------------ Pick Locks -> Skill: Strategy -> Price: 150G -> Characters: Jamil, Herman, main characters who start out in the Thief, Trader, Craftsman and Rogue classes. -> Usage Timing: Stand near (make contact) a chest. -> Effect: Lets you unlock locked chests. If the attempt fails, you can repeatedly try to unlock the chest again. -> Skill Level Difference: Makes it possible to pick locks that have a high difficulty level (every lock has a difficulty level that is being compared with your skill level, which is what determines the chances of unlocking it. See the Map Skill Success Chart #3 further down for exact success rates). Disarm Traps -> Skill: Strategy -> Price: 150G -> Characters: (none) -> Usage Timing: Stand near (make contact) a chest that has a rigged trap on it. -> Effect: Lets you disarm traps on chests. If the attempt fails, the trap can go off. If the trap doesn't go off, you can repeatedly try to disarm it. -> Skill Level Difference: Makes it possible to disarm traps that have a high difficulty level (every trap has a difficulty level that is being compared with your skill level, which is what determines the chances of disarming it. See the Map Skill Success Chart #3 further down for exact success rates). Survival ------------------------------ Vigilance -> Skill: Survival -> Price: 300G -> Characters: Aisha, Sif, Herman, Valhallan Warrior, main characters who start out in the Imperial Marine, Herbalist, Valhallan Warrior, Trader, Warrior and Templar classes. -> Usage Timing: When 'Vigilance' is shown the in the top left corner of the screen, it activates when the enemy attacks you from behind or from the side. -> Effect: Makes it possible to avoid being struck first by the enemy according to the rates given in the Proficiency Success Chart #3 further down. -> Skill Level Difference: Makes it possible to avoid first strikes even when the Battle Rank is high. Jump -> Skill: Survival -> Price: 100G -> Characters: (none) -> Usage Timing: Stand at a specific spot (Jump Point) by a crevice or a hole in the ground on a path etc. However, if the difficulty level of the Jump Point is higher than the highest corresponding skill level in your party, you won't be able to jump. -> Effect: Lets you jump certain gaps in the ground. -> Skill Level Difference: Makes it possible to jump at Jump Points that have a high difficulty level. Climb -> Skill: Survival -> Price: 100G -> Characters: Neidhart -> Usage Timing: Stand at a specific spot (Climb Point) by a wall. However, if the difficulty level of the Climb Point is higher than the highest corresponding skill level in your party, you won't be able to climb. -> Effect: Lets you climb certain walls. -> Skill Level Difference: Makes it possible to climb at Climb Points that have a high difficulty level. Covert ------------------------------ Lurk -> Skill: Covert -> Price: 200G -> Characters: Barbara, Darque, main characters who start out in the Kjar Sentinel, Entertainer, Assassin, Master and Rogue classes. -> Usage Timing: Stop walking and stand still for 1.5 seconds. -> Effect: Lets you become invisible to the enemy for 4 seconds. Observe that if you exit to another map, the effect will expire. -> Skill Level Difference: Every level increase gives you an extra 4 seconds of invisibility. Move Silently -> Skill: Covert -> Price: 200G -> Characters: (none) -> Usage Timing: Stop walking and stand still for 1.5 seconds. -> Effect: Lets you avoid being detected by the enemy by moving without a sound. Observe that if you exit to another map, the effect will expire. -> Skill Level Difference: Every level increase gives you an extra 4 seconds to stay completely silent. Ambush -> Skill: Covert -> Price: 400G -> Characters: (none) -> Usage Timing: When 'Ambush' is shown the in the top left corner of the screen, it activates 1.5 seconds after you've been attacked by the enemy from the front. -> Effect: The success rate when attacking an enemy from behind is given in the Proficiency Success Chart #3 further down. -> Skill Level Difference: Lets you ambush monsters when attacking from behind even when the Battle Rank is high. Trading ------------------------------ Trade -> Skill: Trading -> Price: 300G -> Characters: Herman, The Minstrel, Darque, main characters who start out in the Imperial Scholar, Trader, Assassin, Rogue and Bard classes. -> Usage Timing: When the Trade proficiency is shown in the top left corner of the screen, stand near an enemy symbol which has turned green. -> Effect: A trade window pops up and lets you exchange items with the monster. -> Skill Level Difference: It's one of several factors that can increase the chance of making a successful trade. Proficiency Success Chart #1 [Find Chests, Find Ore, Find Herbs, Find Treasure, Find Traps]: Target's Highest Proficiency Level Within Party S.Level 0 1 2 3 4 5 1 O O O O O O 2 ^ O O O O O 3 X O O O O O 4 X ^ O O O O 5 X X O O O O 6 X X ^ O O O 7 X X X O O O 8 X X X ^ O O 9 X X X X ^ O 10 X X X X X O O = Success ^ = Success only if you have a Herbalist in your party when you use Find Herbs. X = Failure Proficiency Success Chart #2 [Mine, Harvest & Excavate]: Number of Items Success Rate of Obtaining Additional Items 1 Item Highest Excavate Level Within Party x 10 (%) 2 Items Highest Excavate Level Within Party x 5 (%) 3 Items Highest Excavate Level Within Party x 1 (%) Proficiency Success Chart #3 [Pick Locks, Disarm Traps, Vigilance, Ambush]: Target's Highest Proficiency Level Within Party D.Level(*1) 0 1 2 3 4 5 1 100 100 100 100 100 100 2 40 90 100 100 100 100 3 20 80 100 100 100 100 4 0 40 90 100 100 100 5 0 20 80 100 100 100 6 0 0 40 90 100 100 7 0 0 20 80 100 100 8 0 0 0 40 90 100 9 0 0 0 20 80 100 10 0 0 0 0 40 90 Unit: % Notes: D.Level = Difficulty Level. *1 = For Vigilance and Ambush, this is determined by the current Battle Rank. Proficiency Locations ================================================================================ G S a N T o t C o a P u o r r r i t E w ' y t N a r h M u e s s h o l a T i g i t Y r i E t E a r e s V B a A e E t a t G e W s r s n e i M r l l o s h n t o J e t m a s r l e L u t v t p i d C e s a i b t h l l o e C o i a o C n o o l t m t u a e a v b l i u l m i U a h n a t o i t r d l g i a l t r l i n s m a g s o n r a g t m e r n e y s e r t o p m o t n Find Chests O O O O O O Find Ore O O O O O O O O Find Herbs O O O O O O O O Find Treasure O O O O O O O Find Traps O O O O O O O Mine O O O O O O O Harvest O O O O O O O Excavate O O O O O O O Pick Locks O O O O O O O Disarm Traps O O O O O O Vigilance O O O O O O O Climb O O O O O O O Jump O O O O O O O Lurk O O O O O O O Move Silently O O O O O O O Ambush O O O O O O O Trade O O O O O O O ================================================================================ c. Treasure [RS071] ================================================================================ When you're on the field or in a dungeon, there's a chance you might come across some treasure, in form of of a treasure chest or some ore. Below is an explanation of the different types of treasure you might find. c01. Treasure Types [RS072] ================================================================================ There are 4 types of treasure that you can find on the field and in a dungeon, which are explained in the chart below. While you can basically just press the [X] button to get the contents, to collect ore, herbs or treasure, you have to use the appropriate proficiency to actually get the item. Also, after being hidden, chests, ore, and herbs become visible when you dig them up. Treasures on the contrary, always stay hidden. For finding hidden things, you will want to use the associated proficiencies to get the items. Treasure Chest Chest that contains items and money. While you can use the [X] button to get the contents, the chest can still be locked and a trap can be rigged. Ore Contains minerals that can be used to temper your weapons and armor at a weapons shop. Use the Mine proficiency to extract the minerals from the ore. Herbs Herbstock with which you can recover HP. Use the Harvest proficiency to collect the herbs. Treasure Treasure chest that contains money and valuable items. Use the Find Treasure and Excavate proficiencies to dig out the treasure. [RS073] c02. ULTIMANIA column ~Placement System for Treasure Chests, Ore, and Herbs~ ================================================================================ The system for how placement of treasure chests, ore, and herbs when your party enters a field/dungeon is done, is explained in the 4 steps below. Before the location is determined, though, the contents (the item you will get) is decided. If there haven't been a lot of treasures placed (decided in step 1) or if the desired contents (of the available ones for the dungeon) haven't shown up yet, it's a good idea to exit and re-visit the dungeon again several times. Note that the contents for each placement spot are determined separately. It also means that you won't necessarily find the same contents twice from the same spot. The 'treasure' category on the other hand, is separate from the placement system explained above in the sense that if you don't have a treasure map associated with the area you're in, the treasure won't be placed. Also, even if you have several treasure maps of the same place, you can only find one treasure each visit of the dungeon. When you visit a dungeon you have a treasure map for, the compass the bottom left corner of the screen indicates in which direction you should be looking for the treasure. 1. When your party enters the field/dungeon, how many of each of the 3 types (chests, ore, herbs) will be distributed to each map is determined. 2. From the available contents of the field/dungeon, placement locations for the things that are always distributed are determined from the map's available placement locations. In the case of the chests that are always placed at certain locations; those will always be placed there. 3. Using the number determined in step 1, the distribution of the contents available for the field/dungeon is randomly chosen. As for treasure chests, using the number determined in step 1, the amount distributed is pulled from step 2 and the contents are chosen. 4. When your party enters each map, the locations to place the contents that are determined in step 3 are randomly chosen out of the fixed available ones for that map. c03. Random Treasure Chest Contents [RS074] ================================================================================ The contents of a chest on the field or in a dungeon can vary. What a chest will contain is determined every time you enter a dungeon/field etc. Apart from deciding between money and item contents in a chest, the system also determines the contents between [Weapon], [Armor + Gold] or [Jewels]. The exact item type, money sum, jewel amount (10~30) etc is determined by the Battle Rank you have when you entered the dungeon/field map. Also, the chests can also sometimes be locked or hidden as explained in the four steps below. Factors for Deciding Treasure Chest Contents: [A]: Placement -------------- There are 3 different types: * Chests that are always distributed to the same location. * Chests that are always distributed, but in a random location. * Chests that aren't always distributed, and when they are, they're placed in a random location. [B]: Search Level ----------------------- The target's Search Level is the difficulty for your proficiency level that determines if you'll be able to see the placed chest at all. [C]: Trap and Lock Difficulty Level ----------------------------------- Some placed chests will have locks and/or traps rigged (there are also chests that always have locks/traps rigged). This is what determines how difficult it will be to disarm the chest. [D]: Trap Type -------------- When the difficulty level of the trap has been determined, the trap type is also decided from one of the four types below (there are also cases where the trap type is randomly decided). Treasure Chest Trap Types: * Alarm: Alerts all enemies on the map of your party's location. * Explosion: Every party member's LP decreases by: (Level / 4) ~ (Level / 4 + Level / 3 +1). The item/money contents will blow up. * Encounter: A battle against certain monsters will commence. The monster types are determined as explained in the chart further down. * Blaster: A randomly chosen party member's LP decreases by: 0 ~ (Level - 1 ). Note: The 'Level' in this chart refers to the difficulty level of the trap. Encounter Trap Monsters: Trap Lv Monsters 1 Slime (Green) x 3 2 Slime (Green) x 5 3 Slime (Green) x 7 4 Wind Crystallite + Earth Crystallite + Water Crystallite 5 Wind Crystallite + Earth Crystallite + Water Crystallite + Fire Crystallite 6 Wind Crystallite + Earth Crystallite + Water Crystallite + Fire Crystallite + Snow Spirit [A] 7 Wind Crystallite + Earth Crystallite + Water Crystallite + Fire Crystallite + Snow Spirit [A] 8 Wind Crystallite + Earth Crystallite + Water Crystallite + Fire Crystallite + Snow Spirit [B] 9 Wind Crystallite + Earth Crystallite + Water Crystallite + Fire Crystallite + Snow Spirit [B] 10 Wind Crystallite + Earth Crystallite + Water Crystallite + Fire Crystallite + Snow Spirit [B] x 3 Treasure Chest Contents [Weapons]: Battle Rank Items (Randomly Decided) 1 Fleuret, Single Sword, Hand Axe, Mace, Zweihander, Harpoon 2 Antique Dagger, Single Sword, Hand Axe, Mace, Zweihander, Hunting Bow 3 Antique Dagger, Bastard Sword, Monk's Spire, Crescent Blade, Samurai Sword, Novice's Staff 4 Silver Fleuret, Bastard Sword, Long Bow, Crescent Blade, Novice's Staff, Broad Axe 5 Silver Fleuret, Ogre's Cleaver, Monk's Spire, Crescent Blade, Warhammer, Broad Axe 6 Werewolf, Ogre's Cleaver, Stone Axe, Warhammer, Ogre's Eye, Composite Bow 7 Werewolf, Raksha Sword, Stone Axe, Ogre's Cleaver, Elemental Staff, Composite Bow 8 Golden Bla