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Author Topic: Ar tonelico: Melody of Elemia (PC)  (Read 5019 times)

Talaysen

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Ar tonelico: Melody of Elemia (PC)
« on: December 18, 2007, 09:57:16 PM »
Ugh, here goes.  Note that there are spoilers here, of course.  This is definitely a work in progress.

Explanations and stuff

Reyvateils:  Reyvateils don't "get" turns.  They can act at any time.  When they act, they can charge a song. For attack songs, damage is dependent on how long they charge it.  Healing spells heal every so many ticks.  Buff spells last as long as the Reyvateil is charging it.  All spells have 4 levels, and the song gets more powerful the higher the level.

In the DL, the best damage the Reyvateils can do involve charging up to 10% (1 tick) and releasing it, and then repeating over and over.  Right before the enemy gets a turn (1 tick before it), the Reyvateil is going to want to use a buffing spell to try and lessen the enemy's damage.  Then they can use healing spells to get back to full HP and then repeat the assault.

Reyvateils regain MP when they're not charging a song.  This means that the limiting factor of a Reyvateil's actions is number of song charges.

All songs ignore defense.  They do hit resistances though.

Fighters: Fighters act within a CTB system.  Their effective speed is calculated as follows:

Effective Speed = 500 + Agility.

One way to think about this speed is that every tick, their CTB bar is increased by their effective speed, and once the CTB bar hits 100,000 they get a turn.  Another way is to calculate the number of ticks needed to get a turn, which is:

ticks = 100,000/(500+Agility).

I have reason to believe the game uses the latter, but barring rounding differences, the end result is the same.

Fighters can use their skills if the Harmonics level is high enough, which requires a fighter and a Reyvateil to be fighting together.  Since this never happens in the DL, fighters can't use their skills.  The exception is Lyner, who can use Impulse at Harmonics L0.

Fighters can also Wait and get their next turn twice as quickly.  Pretty much useless.

Enhancing: Characters can enhance their weapons by connecting grathnode crystals to them.  Think materia, but only stat boosts.  Grathnode crystals are universal.

However, since the crystals are really important, it doesn't seem fair to leave them completely.  As of now I'm not listing any, but a reasonable interpretation is to allow them characters any grathnode crystals they can get by recrystalizing (turning an item into a crystal) equipment they can wear.  They can also recrystalize things they made/received in plot (only applies to Lyner and the Reyvateils).  I'll probably get info on that eventually, but not at the moment.

Installing: Reyvateils can install grathnode crystals into their songs, making them more powerful or having other effects.  Since these are technically not universal, I personally allow them, but only storeboughts (and any gotten in the same was as the enhancing crystals above).  Again, I don't have info on those yet, but will later.

Stat Explanations

HP: If you don't know what these are, you're at the wrong forum.
MP: Magic points.  Only Reyvateils have these.  Used to charge songs.
Attack: How hard you hit things.
F Attack: Fire Attack.  For every 1 F Attack, 1% of fire damage is added to your physical.  Max is 100.
I Attack: Ice Attack.  See above, but replace fire with ice.
L Attack: Lightning Attack.  See above, blah blah.
W Attack:  Wind Attack.  You know the drill.
Critical: Rate of critical in terms of percents.  Physical criticals are 1.5x damage.
Defense:  Lessens damage taken.
F Resist: Fire Resist.  In terms of percent reduction (100 is immunity).
I/L/W Resist: Figure it out.
Agility: Affects speed.  Maybe evade?  Ar tonelico evade blows.

Assorted formulae

Physical damage: Don't know the formula, but it seems like some kind of exponential formula.

If physical critical, damage := damage*1.5
If magical critical, damage := damage*1.2

effective speed = agility + 500

MP cost/tick = GD/15*(1-GDR/2) where GD is the GD cost of the song and GDR is the Reyvateil's GD-Regist stat as a percentage.

The Characters

Levels were taken wherever I was at endgame.  I chose Misha's path so Lyner, Misha, Jack, and Krusche will outlevel the others by a bit.  Shurelia and Ayatane both join underlevelled regardless.  It's only a 4 level spread max, so it's not a big jump.

Equipment:  I allow any equipment that there are an infinite number of copies.  Usually it is storebought or created through grathmelding.  In any case, they are extremely easy to get.  Uniques and plot given items are allowed as well.

Reyvateils
All songs ignore defense, but hit resistances.
The variable c in the song formulae denote the song charge, as a number (not a percent).  Songs are charged at 10%/tick.
Lx determines what level of the song the formula is for.  I only listed L1's for most songs because I am lazy and they will never want to charge up to L2 in the DL anyways.
Numbers in parenthesis denote how many uses of that song are available initially.  They can buy more with DP (dive points) near the end of the game.  DP are really easy to come by, so it's not unreasonable to allow them more usages.  As of now I'm only using the initial amount until I figure out how exactly to factor in more charges for DP.

Misha L79:

Red Magic
Energy Ball: Magic
L1: 73+7*c/100
L2: 102+9*c/100
L3: 108+11*c/100
L4: 151+14*c/100

Glacial Ball: Ice (4)
L1: 57+5*c/100

Thunderclap: Lightning (2)
L1: 224+20*c/100

Tear God: Ice (3)
L1: 112+12*c/100

Flower: Magic (2)
L1: 143+17*c/100

Void Slasher: Physical (3)
L1: 124+12*c/100

Stubborn Father: Magic (4)
L1: 49+5*c/100

Gaia Bombard: Magic (3)
L1: 68+7*c/100

Wo Ai Ni: Wind (3)
L1: 341+32*c/100

Meteor: Physical (2)
L1: 142+14*c/100

Tower Connection: Fixed (1)
L1: 97+10*c/100 (5 hits)
L2: 112+21*c/100 (5 hits)

Blue Magic
Cinna (5): 901 healing, 5% healing every 50 ticks.
Arcadic Cinna (3): 1003+36 healing, 5% healing every 50 ticks.
Paradise Cinna (2): 1240+36 healing, 5% healing every 50 ticks.

Wind Guard (3): Raises W RES and W Attack.
Ice Guard (3): Raises I RES and I Attack.
Thunder Gurad (3): Raises L RES and L Attack.

Angel Shura (3): Raises Attack.
Angel Rishi (3): Raises Defense.  Has a better effect if defense is higher.  Reduction is about 1/6.
Angel Skanda (3): Raises Agility.

Shaman (2): Healing if affected by status.
Absorbing Balloon (2): Reduces damage taken.  Has a better effect if defense is higher.  Reduction is about 1/3.
Miracle (1): Random support stuff happens.

Equipment
Costume: Elfir
MP: 2400
GD-Regist: 44%

Costume: White Kimono
MP: 1400
GD-Regist: 100%

Armor: Operetta
Enhancement Levels: 1, 2, 3, 4
Hit Points: +552
Magic Points: +848
Defense: +563
Ice Resistance: +20
Wind Resistance: +40
GD-Regist: 15%

Accessory: Mother-in-Law's Ring
Enhancement Levels: 1, 2, 3
Harmonics: +50
Defense: +100

Accessory: Parameno Ring
Enhancement Levels: 1, 2
GD Regist: +25
Lightning Resistance: +25
Wind Resistance: +25

Stats
HP: 2640
MP: 4723
Defense: 1254
F Resist: 10
I Resist: 25
L Resist: 5
W Resist: 50
GD-Regist: 100%

First turn damage: 11628
Second turn and later: 9916

Aurica L77:

Red Magic
Boom: Magic
L1: 74+6*c/100
L2: 99+9*c/100
L3: 140+9*c/100
L4: 152+14*c/100

Flamia: Fire (4)
L1: 53+5*c/100

Sword Slash: Fixed (4)
L1: 116+11*c/100

Dragonferno: Fire (3)
L1: 105+12*c/100

Undine: Ice (3)
L1: 137+14*c/100

Seraphiflyer: Lightning (3)
L1: 176+17*c/100

My Hero:  (3)
L1: 30+3*c/100 (7/8 chance of 6 hits, 1/8 chance of 3 hits)

Boe: Magic (2)
L1: 102+11*c/100

Ar tonelico: Fixed (1)
L1: 96+10*c/100 (5 hits)

Aurica Mk I: Lightning (2)
L1: 316+30*c/100

Sylphan Dance: Wind (3)
L1: 288+30*c/100

Blue Magic
Life Warmth (5): 688 healing, 5% healing every 50 ticks.
Life Refresh (3): 1074+29 healing, 5% healing every 50 ticks.
Life Shower (2): 1307+29 healing, 5% healing every 50 ticks.

Fire Guard (3): Raises F RES and F Attack.
Wind Guard (3): Raises W RES and W Attack.
Thunder Guard (3): Raises L RES and L Attack.

Slasher (3): Raises Attack.
Defenser (3): Raises Defense.  Has a better effect if defense is higher.  Reduction is about 1/6.
Booster (3): Raises Agility.

Chronicle (2): Recovers HP if statused.
Magi Q (2): Reduces damage taken.  Has a better effect if defense is higher.  Reduction is about 1/3.
??? (1): Random support stuff happens.

Equipment
Costume: Marlone
MP: 2000
GD-Regist: 77%

Armor: Warm Sweater
Enhancement Levels: 1-2
HP: 183
MP: 271
Defense: 340
F/I/L/W Resist: 77

Armor: Operetta
Enhancement Levels: 1, 2, 3, 4
Hit Points: +552
Magic Points: +848
Defense: +563
Ice Resistance: +20
Wind Resistance: +40
GD-Regist: 15%

Accessory: Mother-in-Law's Ring
Enhancement Levels: 1, 2, 3
Harmonics: +50
Defense: +100

Accessory: Parameno Ring
Enhancement Levels: 1, 2
GD Regist: +25
Lightning Resistance: +25
Wind Resistance: +25

Stats
HP: 2905
MP: 4943
Defense: 1278
F/L Resist: 10
I Resist: 30
W Resist: 40
Gd-Regist: 92%

First turn damage: 12205
Second turn and later: 10050

Shurelia L75:

Red Magic
Primal Word: Magic
L1: 81+8*c/100
L2: 117+18*c/100
L3: -87+30*c/100
L4: -7635+136*c/100

A.B.R: Fire + Ice (3)
L1: 78+8*c/100 (5 hits of fire, 5 hits of ice)

Apostle of Mir: Ice (3)
L1: 484+30*c/100

ELMA-DS: Fire (3)
L1: 39+6*c/100 (12 hits)

Shadow: Magic (3)
L1: 171+20*c/100

Silver Horn: Lightning (3)
L1: 719+67*c/100

Ar tonelico: Fixed (3)
L1: 115+13*c/100 (5 hits)

Child of Light: Fixed (3)
L1: 685+65*c/100

Blue Magic
Life Fill (5): 100% healing+37 healing + revive.
Energy Fill (3): Increase all RES and all elemental Attack.
Blast Fill (3): Raises Attack, Defense, and Agility.  Defense buff is more effective if Defense is higher.  Reduction is about 20%.

Med Fill (3): Recovers HP if statused.
Full Cushion (2): Reduces damage taken.  More effective if Defense is higher.  Reduction is about 38%.
Prophecy (1): Random support stuff happens.

Equipment
Costume: Linkage
MP: 500
GD-Regist: 100%

Armor: Grand Crown
Enhancement Levels: 1, 2, 3, 4
Hit Points: +889
Magic Points: +1440
Defense: +743
Fire Resistance: +20
Ice Resistance: +20
Lightning Resistance: +20

Accessory: Topology Ribbon
Enhancement Levels: 1, 2, 3, 4
Hit Points: +500
Magic Points: +500
Defense: +250
Burst Speed: +25
GD Regist: +10
Harmonics: +25

Stats
HP: 3945
MP: 5474
Defense: 1706
F/I/L Resist: 30
W Resist: 10
GD-Regist: 100%

First turn damage: 21050
Second turn and later: 10988

Fighters
For fighters not named Lyner, the Green Ring is taken to be the default accessory.  It grants 150 defense and immunity to poison.

Lyner L79:
Equipment
Weapon: Eoria's Serenade
Enhancement Levels: 1-4
Base Damage: 1683 (1743 with Guardian of Elemia)
Impulse: 2018+2018 wind (2578+2578 with Guardian of Elemia), costs 10% HP.  Average damage: 6831.7

Weapon: Eversong
Enhancement Levels: 1-4
Damage: 1337
Impulse: 1381+1381 wind, costs 10% HP.

Armor: Guardian of Elemia
Enhancement Levels: 1-4
HP: 719
Attack: 150
Defense: 840
W Attack: 25
F/I/L Resist: 15
W Resist: 75
Critical: 10
Agility: 100

Armor: Decorated Hakuma
Enhancement Levels: 1,3
HP: 509
Defense: 525
F/I/L/W Attack: 25

Armor: Warm Sweater
Enhancement Levels: 1-2
HP: 183
Defense: 340
F/I/L/W Resist: 77

Accessory: Sky's Musical Box
Enhancement Levels: 1-4
Hit Points: +300
Wind Resistance: +100

Accessory: Ocarina of Heaven
Enhancement Levels: 1, 2, 3, 4
Hit Points: +150
Defense: +100
Fire Resistance: +30
Ice Resistance: +30
Agility: +100

Accessory: Ring of Aria
Enhancement Levels: 1, 2, 3, 4
Hit Points: +500
Defense: +250
Fire Resistance: +25
Ice Resistance: +25
Lightning Resistance: +25
Wind Resistance: +25
Agility: +50

Stats
HP: 6178
Attack: 1780
L Attack: 25
W Attack: 100
Critical: 65
Defense: 2227
F/I/L Resist: 65
W Resist: 100
Agility: 303
Effective speed: 803

Best damage: Impulse: 2578+2578 wind damage, 65% critical rate. Average damage: 6831.7

Jack L79:
Equipment
Weapon: Vahstrad
Base Damage: 1150+575 fire.

Armor: Eoria's Wing
Enhancement Levels: 1, 2, 3, 4
Hit Points: +579
Defense: +850
Lightning Attack: +25
Fire Resistance: +40
Ice Resistance: +40
Agility: +50

Stats
HP: 5029
Attack: 1458
F Attack: 100
L Attack: 25
Critical: 49
Defense: 1946
F Resist: 100
I Resist: 40
Agility: 134
Effective speed: 634

Best damage: Attack: 1150+575 fire + 1150 fire + 288 lightning, 49% critical rate.  Average damage: 4832.16

Krusche L79:
Equipment
Weapon: J's Agony
Base Damage: 877

Weapon: Sharkgrill
Base Damage: 689

Armor: Eoria's Wing
Enhancement Levels: 1, 2, 3, 4
Hit Points: +579
Defense: +850
Lightning Attack: +25
Fire Resistance: +40
Ice Resistance: +40
Agility: +50

Stats
HP: 4788
Attack: 1204
L Attack: 25
Critical: 74
Defense: 1933
F/I Resist: 82
Agility: 298
Effective speed: 798

Best damage: Attack: 877+219 lightning, 74% critical rate.  Average damage: 1501.86

Radolf L78:

Weapon: Doomslayer
Base Damage: 1303

Weapon: Element Spear
Base Damage: 561

Armor: Eoria's Wing
Enhancement Levels: 1, 2, 3, 4
Hit Points: +579
Defense: +850
Lightning Attack: +25
Fire Resistance: +40
Ice Resistance: +40
Agility: +50

Stats
HP: 5465
Attack: 1560
L Attack: 25
Critical: 100
Defense: 2399
Agility: 161
Effective speed: 661

Best damage: Attack: 1303 + 326 lightning, 100% critical rate.  Average damage: 2443.13

Ayatane L77:

Equipment
Weapon: Zetsuei&Zanmu
Base Damage: 1263 (1727 with IAMAWESOME)

Armor: IAMAWESOME
Enhancement Levels: 1, 2, 3, 4
Hit Points: +612
Attack: +200
Defense: +900
Fire Resistance: +25
Ice Resistance: +25
Lightning Resistance: +25
Wind Resistance: +25
Critical: +20
Agility: +50

Stats
HP: 5239
Attack: 1885
Critical: 100
Defense: 1823
F/L Resist: 45
I Resist: 70
W: Resist: 25
Agility: 342
Effective speed: 842

Best damage: Attack: 1727 damage, 100% critical rate.  Average damage: 2590.5

Fighter accessories:
Defeated Lover's Charm
Enhancement Levels: 1
Fire Resistance: +50
Ice Resistance: +50

Resonance Shield Box
Enhancement Levels: 1, 2
Defense: +100
Critical: +25

Octahedron Crystal
Enhancement Levels: none
F/I/L/W Resist: 50

Booster
Enhancement Levels: 1-4
Critical: 50
Continuous Criticals.

White Ring
Enhancement Levels: 1, 2
Defense: +100
Curse and Sleep immunity.

Green Ring
Enhancement Levels: 1-2
Defense: 150
Poison immunity.

Basket
Agility: 50
Status immunity.

Paradox Eye
Enhancement levels: 1-2
I/W Resist: 50

Funny Clothing
Enhancement Levels: 1
Defense: 25

Averages:

HP:
Lyner   6178
Radolf   5465
Ayatane   5239
Jack   5029
Krusche   4788
Average   4523.63
Shurelia   3945
Aurica   2905
Misha   2640

MP:
Shurelia   5474
Average   5046.67
Aurica   4943
Misha   4723

Attack:
Ayatane   1885
Lyner   1780
Average   1577.4
Radolf   1560
Jack   1458
Krusche   1204

F Attack:
Jack   100
Average   20
Radolf   0
Ayatane   0
Krusche   0
Lyner   0

I Attack:
Jack   25
Average   5
Radolf   0
Ayatane   0
Krusche   0
Lyner   0

L Attack:
Krusche   25
Lyner   25
Radolf   25
Average   15
Ayatane   0
Jack   0

W Attack:
Lyner   100
Average   20
Ayatane   0
Jack   0
Krusche   0
Radolf   0

Critical:
Radolf   100
Ayatane   100
Average   77.6
Krusche   74
Lyner   65
Jack   49

Defense:
Radolf   2399
Lyner   2227
Jack   1946
Krusche   1933
Ayatane   1823
Average   1820.75
Shurelia   1706
Aurica   1278
Misha   1254

F Resist:
Jack   100
Krusche   82
Lyner   65
Ayatane   45
Average   42.75
Shurelia   30
Misha   10
Aurica   10
Radolf   0

I Resist:
Krusche   82
Ayatane   70
Lyner   65
Average   42.75
Jack   40
Aurica   30
Shurelia   30
Misha   25
Radolf   0

L Resist:
Lyner   65
Ayatane   45
Shurelia   30
Average   19.38
Aurica   10
Misha   5
Radolf   0
Jack   0
Krusche   0

W Resist:
Lyner   100
Misha   50
Aurica   40
Average   28.13
Ayatane   25
Shurelia   10
Krusche   0
Jack   0
Radolf   0

Agility: (NOTE: This is misleading. See effective speeds.)
Ayatane   342
Lyner   303
Krusche   298
Average   247.6
Radolf   161
Jack   134

Effective Speed:
Ayatane   842
Lyner   803
Krusche   798
Average   747.6
Radolf   661
Jack   634

GD-Regist:
Misha   100
Shurelia   100
Average   97.33
Aurica   92

First turn damage:
Shurelia   21050
Aurica   12205
Misha   11628
Average   7885.29
Lyner   6831.7
Jack   4832.16
Ayatane   2590.5
Radolf   2443.13
Krusche   1501.86

Second turn damage:
Shurelia   10988
Aurica   10050
Misha   9916
Average   7211.62
Lyner   6831.7
Jack   4832.16
Ayatane   2590.5
Radolf   2443.13
Krusche   1501.86

3 turn average: 7436.18

To do list:
Relative durabilities.  I have no clue how to do these yet because Ar tonelico mechanics are on crack.
Add in Origin crystals at the very least.
Setups with arguably allowed crystals.
« Last Edit: December 18, 2007, 11:24:56 PM by Talaysen »

Talaysen

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Re: Ar tonelico: Melody of Elemia
« Reply #1 on: December 18, 2007, 09:58:47 PM »
Storebought:

Song: 10% Bonus (R1) - Increase song damage by 10%. (2)
Lullaby Tune (R1) - Small chance of sleep. (4)
Puff o' Poison (R1) - Small chance of poison. (4)
Tingling (R1) - Small chance of paralize. (4)
Dull Weapon (R1) - Slightly lowers attack. (4)
Dull Armor (R1) - Slightly lowers defense. (4)
Excellent Criticals (R1) - Small increase in critical rate. (4)
Less MP for Red (R1) - Lowers MP usage. (-5)
Stranded (R1) - Slightly delay opponent's turn.
Kiddy Size Fire (R1) - Adds 10% of base damage as fire damage. (2)
Kiddy Size Ice (R1) - Adds 10% of base damage as ice damage. (2)
Kiddy Size Lightning (R1) - Adds 10% of base damage as lightning damage. (2)
Kiddy Size Wind (R1) - Adds 10% of base damage as wind damage. (2)
Dmg to MP - Minor (R1) - 5% of damage returns to MP. (2)
Dmg to HP - Minor (R1) - 10% of damage returns to HP. (2)

Magical Copy x1 (R2) - Adds 1 hit. (10)
Goeey Blend (R2) - Slightly lowers agility. (6)
Rust Armor (R2) - Mildly lowers defense. (8)
Menacing Criticals (R2) - Moderate increase in critical rate. (10)
Dislike Fire (R2) - Slightly lowers fire resistance. (6)
Dislike Wind (R2) - Slightly lowers wind resistance. (6)
Dislike Ice (R2) - Slightly lowers ice resistance. (6)
Dislike Lightning (R2) - Slightly lowers lightning resistance. (6)
Regular Fire (R2) - Adds 20% of base damage as fire damage. (6)
Regular Ice (R2) - Adds 20% of base damage as ice damage. (6)
Regular Lightning (R2) - Adds 20% of base damage as lightning damage. (6)
Regular Wind (R2) - Adds 20% of base damage as wind damage. (6)
Dmg to MP - Weak (R2) - 10% of damage returns to MP. (4)
Dmg to HP - Weak (R2) - 20% of damage returns to HP. (4)

Song: 30% Bonus (R3) - Increases song damage by 30%. (10)
Smelly Knock Out (R3) - Moderate chance of sleep. (8)
Poison Shower (R3) - Moderate chance of poison. (8)
Numbing Agent (R3) - Moderate chance of paralyze. (8)
Stop Moving (R3) - Moderately delay opponent's turn. (18)

Song: 50% Bonus (R4) - Increases song damage by 50%.
Dmg to MP - Strong (R4)
Dmg to HP - Strong (R4)
Magical Copy x3 (R4) - Add 3 hits. (20)
Mastered Criticals (R4) - Great increase in critical rate. (20)
Super Size Fire (R4) - Adds 50% of base damage as fire damage. (14)
Super Size Ice (R4) - Adds 50% of base damage as ice damage. (14)
Super Size Lightning (R4) - Adds 50% of base damage as lightning damage. (14)
Super Size Wind (R4) - Adds 50% of base damage as wind damage. (14)
Fear Fire (R4) - Moderately lower fire resistance. (12)
Fear Ice (R4) - Moderately lower ice resistance. (12)
Fear Lightning (R4) - Moderately lower lightning resistance. (12)
Fear Wind (R4) - Moderately lower wind resistance. (12)

Windy Follower (P2)
Double Attack (P1) - Adds 1 hit.
Hint of HP (P1) - +50 HP
Hint of MP (P1) - +50 MP
Kinda Strong (P1) - +?? Attack.
Kinda Critical (P1) - +?? Critical.
Kinda Defensive (P1) - +50 Defense
Kinda Fast (P1) - +?? Agility.
Minor Damage+ (P1) - Slight extra damage.
Upgrade (P1) - Increases equipment's stats by 10%.
Rock of Healing (P1) - Slight HP regen.
Running Fire (P1) - +10 F Attack.
Running Ice (P1) - +10 I Attack.
Running Lightning (P1) - +10 L Attack.
Running Wind (P1) - +10 W Attack.
Warrior's Spirit (P1) - +?? HP, +?? Attack, +?? Defense.
MP Convert (P1) - +?? MP, -?? HP.

Curing Amber (P2) - Mild HP regen.
Poisonous Weapon (P2) - Slight chance of poison.
Sleepy Weapon (P2) - Slight chance of sleep.
Firey Follower (P2) - +20 F Attack.
Ice Follower (P2) - +20 I Attack.
Lightning Follower (P2) - +20 L Attack.
Spoonful of HP (P2) - +100 HP.
Spoonful of MP (P2) - +100 MP.
Rather Strong (P2) - +?? Attack
Rather Critical (P2) - +?? Critical.
Rather Defensive (P2) - +?? Defense.
Rather Fast (P2) - +?? Agility.
Lesser Damage+ (P2) - Mild extra damage.

Tingling Weapon (P3) - Slight chance of paralysis.
Fire Chaser (P3) - +30 F Attack.
Ice Chaser (P3) - +30 I Attack.
Lightning Chaser (P3) - +30 L Attack.
Wind Chaser (P3) - +30 W Attack.
Uber Grade (P3) - Increase equipment stats by 30%.
Cup of HP (P3) - +150 HP.
Cup of MP (P3) - +150 MP.
Very Strong (P3) - +?? Attack.
Very Critical (P3) - +?? Critical.
Very Defensive (P3) - +?? Defense.
Very Fast (P3) - +?? Agility.
Greater Damage+ (P3) - Moderate extra damage.

Lots of HP (P4) - +250 HP.
Lots of MP (P4) - +250 MP.
Real Strong (P4) - +?? Attack.
Real Critical (P4) - +?? Critical.
Real Defensive (P4) - +?? Defense.
Real Fast (P4) - +?? Agility.
Major Damage+ (P4) - Great extra damage.
Firey Pursuit (P4) - +50 F Attack.
Icy Pursuit (P4) - +50 I Attack.
Lightning Pursuit (P4) - +50 L Attack.
Windy Pursuit (P4) - +50 W Attack.

Pointy (B1) - 10% increase in damage. (5)
A so-so Shield (B1) - Slightly lowers physical damage received. (5)
A so-so Barrier (B1) - Slightly lowers magical damage received. (5)
Muscly Toughness (B1) - Increases max HP by 10%. (3)
Echoing Voice (B1) - Slight increase to Harmonics Gauge. (4)
Withstand Fire (B1) - Increases fire resistance and fire attack. (5)
Withstand Ice (B1) - Increases ice resistance and ice attack. (5)
Withstand Lightning (B1) - Increases lightning resistance and lightning attack. (5)
Withstand Wind (B1) - Increases wind resistance and wind attack. (5)
Glass Amp (B1) - 10% increase in efficiency. (6)
Power Up (B1) - Slightly increases Attack. (6)
Defense Up (B1) - Slightly increases Defense. (6)
Agility Up (B1) - Slightly increase Agility. (6)
Less MP for Blue (B1) - Lowers MP cost. (-3)

Sharp (B2) - 20% increase in damage. (10)
An Okay Shield (B2) - Mildly lowers physical damage received. (10)
An Okay Barrier (B2) - Mildly lowers magical damage received. (10)
Stronger Power (B2) - Mildly increases Attack. (12)
Stronger Defense (B2) - Mildly increases Defense. (12)
Stronger Agility (B2) - Mildly increases Agility (12)

Stronger to Fire (B3) - Great increase in fire resistance and fire attack. (10)
Stronger to Ice (B3) - Great increase in ice resistance and ice attack. (10)
Stronger to Lightning (B3) - Great increase in lightning resistance and lightning attack. (10)
Stronger to Wind (B3) - Great increase in wind resistance and wind attack. (10)

Amazing Power (B4) - Greatly increase Attack. (26)
Amazing Defense (B4) - Greatly increase Defense. (26)
Amazing Agility (B4) - Greatly increase Agility. (26)


Putting this in a code box because bracket s is stupid strikeout and I'm too lazy to change them all.
Code: [Select]
Lyner:
Kinda Strong (P1)
Double Attack (P1)
Minor Damage+ (P1)
Yuteria Weapon (P2) [S]
Real Strong (P4) [A]
Greater Damage+ (P3) [B]
Yuteria Guard (P2) [S]
Wind Chaser (P3)
Wind Scythe (P2) [S]
Wind Pursuit (P4) [A]
Griffin Seal (P1) [S]
Battle Aura (P1) [A]
Rapid Move (P4) [B]
Mystis' Tear (P4) [S]
War God's Secret (P4) [S]
King's Spirit (P1) [B]

Jack:
Running Fire (P1)
Fiery Follower (P2)
Fiery Chaser (P3)
Burning Strike (P1) [B]
Fiery Pursuit (P4) [A]
Indra Seal (P1) [S]
Eastern Winds (P4) [S]
Chaotic Strike (P2) [S]
Master Technique (P1) [A]
Quadruple Attack (P4)

Krusche:
Kinda Critical (P1)
Rather Critical (P2)
Very Critical (P3)
Triple Attack (P3) [S]
Real Critical (P4) [A]
Very Fast (P3) [B]
Lightning Pursuit (P4) [A]
Lightning Chaser (P3)
Damage Up (P3) [B]
Mastery (P4) [S]
Insane Soul (P1) [B]

Radolf:
Kinda Defensive (P1)
Rather Strong (P2)
Very Strong (P3)
Brave Aura (P2) [S]
Real Defensive (P4) [A]
Fiery Pursuit (P4) [A]
Fiery Chaser (P3)
Spirit Crystal (P4) [S]
Magical Guard (P3) [B]
God of Destruction (P2) [S]
Anger Max (P1) [A]
Haunting Weapon (P2) [B]
Tainted Power (P1)

Ayatane:
Berserking Power (P2)
Quick Move (P2)
Fast Move (P3) [A]
Forbidden Power (P3)
Unseen Hand (P4) [S]
Extreme Speed (P1) [A]

Misha:

Aurica:

Shurelia:
« Last Edit: December 18, 2007, 10:11:01 PM by Talaysen »