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Eres Guide by AncientNova
Version: 1.65 | Updated: 08/10/06
TALES OF LEGENDIA ERES GUIDE Copyright 2006 AncientNova Legal Disclaimer: This guide be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Version History! v.0.2 :3/16/06 Finished first draft of introduction. Started Senel's Eres. v.0.4 :3/17/06 Finished Senel's Eres, although still missing one (possibly more). Started and completed all of Chloe's Eres. Started and completed all of Moses' Eres. Started Jay's Eres. v.0.7 :3/18/06 Finished Jay's Eres. Started Crystal Eres section. Started and completed all of Will's Eres. Started and completed all of Norma's Eres. Started and completed all of Grune's Eres. Cannot figure out what Grune is saying when she casts Judgment! v.1.0 :3/19/06 Started and completed Shirley's Eres (still missing Tidal Wave). Started and completed FAQ, started and completed Credits. v.1.1 :3/21/06 Learned Tidal Wave. Revised Grune's Eres descriptions. v.1.2 :3/28/06 Added "Tips before you read" in Introduction. v.1.3 :4/1/06 Finally learned Senel's last Eres! v.1.4 :4/2/06 Mastered Senel's last Eres. v.1.5 :4/8/06 Made minor revisions; added contact information. v.1.6 :8/10/06 Thanks to Jason Tee for pointing out how to reduce casting time! Added "Reducing casting time" question to FAQ. Straightened out some of the Iron Eres graphs, added some changes to the incantations. v.1.65 :8/10/06 It was actually rotating the Left analog stick. =========================================================================== === A Table of Contents: I. Introduction II. Iron Eres 2.a Senel Coolidge 2.b Chloe Valens 2.c Moses Sandor 2.d Jay III. Crystal Eres 3.a Will Raynard 3.b Norma Beatty 3.c Grune 3.d Shirley Fennes IV. FAQ V. Credits =========================================================================== === +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++ INTRODUCTION +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++ In Tales of Legendia, the characters' special abilities are called "Eres," and have particular ways of being learned. First of all, there are two types of Eres-Iron Eres, and Crystal Eres. Iron Eres are basically the physical techniques, and have three classifications: base, arcane, and compound. Base Eres are self-explanatory; they are simply learned while leveling up, and are usually simple attacks. These base Eres can be mastered by using them each fifty times, unlocking that Eres' "essence." When the right Eres essences are released, then an arcane Eres can be unlocked; an arcane Eres is a combination of multiple base Eres. The final type of Eres, the compound Eres, is a player- customized ability made up of three different base/arcane Eres. The Eres in the first slot always have a yellow icon next to them. The Eres in the second slot needs to have a blue icon that is the same shape as the first icon. The last Eres can be any Eres with a green icon: all arcane Eres are green, and some base Eres as well. The first two slots determine what new ability is made, and the third Eres changes the extra ability that it does. It will probably look something like this: Demon Seal + ___________________________ A. ATR.: N/A TP Used: 40 ___________________________________________ 1:(yellow, circular symbol here) Crow Blade <-----------First Slot 2: (blue, circular symbol here) Ill Wind <-------------Second Slot 3: (green symbol here) Silent Lightning <-------------Third Slot __________________________________________ DEMON SEAL +Lightning Down Compound: Stop the enemy and rain daggers down. Best against Fiends. Lowers resistance to lightning. As noted, all compound Eres also are particular effective against certain races of enemies. If one were to change the third slot Eres, the "+" effect would change, depending on what Eres was put in its place. Crystal Eres are far more simple. When a Crystal-Eren reaches a certain level, s/he will receive an Eres scroll. This scroll is kept by that Eren, and it contains information for what is required for that Eres. (This can easily be checked by going to any Crystal-Eren's Eres screen, and looking at the details of the desired Eres by pressing the square button). The requirements are things called Eres stones. When you look at the details of an Eres, you'll see something like this: JUDGEMENT _____________________________________________________________________ (shiny blue thing) Gentleman Required: 500 Total: 689 (shiny blue thing) Fiend Required: 750 Total: 870 _____________________________________________________________________ This tells you exactly what kind of Eres stones you need, how many are required, and how many you currently possess. You receive these different Eres by defeating certain races of monsters. For ex., If I needed 742 Egg Bear Eres to learn Absolute, then I would have to find monsters of the Egg Bear race, and destroy them until I received enough Eres stones. (You know you received an Eres stone if you destroy an enemy and see a floating blue thing that says, "sculpture drop"). You can check what race a monster is by using a magic lens, but after a while you'll be able to recognize them by looking at them. Once you've fulfilled both of the requirements, the character has learned the Eres, and can use it at any time, as much as s/he wants. (Some tips before you read) In Legendia, there are of course elemental attributes to some Iron Eres, and most Crystal Eres. There are six elements, and they are paired up into sets that are both strong against each other. The sets are; Earth <-------------> Lightning Fire <--------------> Ice Sea <---------------> Curse Also, each character can use a defensive Ere, "Guardian," by pressing down while blocking. This can only be done with the player control character, and the Ere "Guardian" is not actually listed anywhere. It is basically a super-guard that shields against enemy Crystal Eres as well. Use it as much as you want, since it has no TP cost, but remember that there's a time after the character uses Guardian in which s/he is vulnerable. --------------------------------------------------------------------------- --- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++ II. IRON ERES +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= 2.a Senel Coolidge +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= Senel's your protagonist, so he'll obviously be your best character. He uses martial arts, and is vaguely similar to Regal from Tales of Symphonia. Demon Fist First Eres learned TP Used: 4 Unleash a powerful shockwave across the ground. Pretty plain. Senel shoots a shockwave straight ahead of him, doing a little extra damage. Shadow Rush Level 2 TP Used: 4 Base: Move and attack in an instant. Again, a little dull. Senel quickly rushes in and attacks, doing about as much damage as demon fist, but close range. Impact Level 4 TP Used: 5 Base: Hit with all your might to down the enemy. Your first ability that will knock down an opponent. As you will find out, this is essential for performing powerful throws. Ground Slam Level 6 TP Used: 6 Base: Throw an enemy that is down. (Weight: Feather) Yippee, your first throw. However, it can only lift up those with feather weight-that narrows down your choices to peepit chicks, elements, eggtopi, etc. Don't worry, stronger throws will come. Dragon Blast Level 11 TP Used: 8 Base: An uppercut that launches the enemy into the air. Nothing to say here. It's actually a two-hit ability: he launches the enemy up, then hits it back into the ground. Talon Strike Level 15 TP Used: 9 Base: Attack from above and jump away. A bit hard to use sometimes. Senel jump up, then kicks the enemy two times, and jumps back. Since Senel jumps pretty high, it will be most effective against big enemies, or flying enemies. Plenty powerful though, and a good escape move, since he jumps back some. Stone Crush Level 17 TP Used: 10 Base: Throw an enemy that is down. (Weight: Light) Speaking of stronger throws... this one is a little more versatile, since it can throw feather and light enemies (by the way, with throws, a throw can also throw any enemy that is lighter than the described weight. i.e., Stone Crush can also throw peepit chicks; it says he's doing stone crush, but he's actually performing ground slam. It's very convenient, if you ask me). This adds several more targets to his throwing repertoire, such as Eres (the enemy). Coil Level 19 TP Used: 11 Base: Temporarily raise ATK. I really like coil. Although it's a relatively small boost, it shows. Very easy to use, and is great for early in the game. Swallow Dance Level 23 TP Used: 13 Base: Rapid Spinning kicks in mid-air. Self-explanatory. Landslide Level 25 TP Used: 13 Base: Throw an enemy that is down. (Weight: Middle) With landslide, Senel can throw many more enemies, some examples being Gelures Swords and Shields, Gald Sharks, and Peepits. Talon Storm Level 27 TP Used: 14 Base: Attack the enemy with rapid kicks. Very similar to Chloe's Sword Rain. Each of the kicks does less damage than one of Senel's normal attacks, but the damage adds up to a sizable amount. Whirlwind Dash Level 31 TP Used: 16 Base: Powerful backwards roundhouse kick. Although it looks very plain (it's basically just Senel doing a roundhouse kick), it's deceivingly powerful. The TP cost is sizable for early in the game, so don't overuse it too much. Avalanche Drop Level 33 TP Used: 17 Base: Throw an enemy that is down. (Weight: Heavy) Adding heavy monsters to your throw-able list, Senel can throw almost any monster. Mandrakes, Divas, Zephyrs, Gentlemen, and others. Twin Demon Fist Level 35 TP Used: 17 Base: Unleash multiple shockwaves along the ground. It's just two consecutive demon fists, nothing special. Dragon Crush Level 39 TP Used: 19 Base: Close in and knock the enemy high into the air. Kind of plain, as you can tell. However, I have found it to be very effective. It is a relatively short attack, so it has a short recovery time as well. Rending Earth Level 42 TP Used: 20 Base: Throw an enemy that is down. (Weight: Massive) Finally, the last throw. You can finally throw those annoying Base Turtles. Wyrm Rush Level 44 TP Used: 21 Base: Rush the enemy and unleash a combo. Very nice attack; just make sure you don't run out of TP when you use it too much. It's six hits in all. Beast Level 49 TP Used: 23 Base: Down the enemy with the force of a charging lion. One of Senel's better Eres that knocks the enemy down. He head-butts the enemy, then unleashes a translucent-blue lion on the enemy. Both hits combined, it deals about 4x the damage of one of Senel's normal attacks. Talon Blast Level 59 TP Used: 27 Base: Rapid kicks end in a blast that downs the enemy. It's basically Talon Storm + Demon Blast, so I don't know why it's not an arcane Eres. Phoenix Strike Level 69 TP Used: 31 Base: Down the enemy in a blazing attack from above. A. ATR.:Fire He jumps too high!!! Sometimes, he will go straight over an enemy. Also, it has a fire attribute, so be careful who you're using it on. Lord of Creation Level 99 TP Used: 40 Base: Throw an enemy that is down, regardless of weight. It is cruel and unusual punishment to make anybody level up to level 99. Wow, I had a miserable time learning this Eres. However, it is still a great Eres. You can use Lord of Creation on any enemy, including those normally thrown by his compound Eres (if you use it on a Grand Gaet, for instance, he will perform Overlord Surge-without the added status effect, though). Demon Shadow Master Demon Fist and Shadow Rush TP Used: 6 Arcane: A combination of Demon Fist & Shadow Rush. Neither are exactly the best abilities, so I generally don't use it too often. Demon Blast Master Demon fist and Impact TP Used: 7 Arcane: A concentrated strike that downs the enemy. The ability isn't all that bad. Once you master Impact, you should probably start using Demon Blast instead, since the TP change isn't that drastic. Divine Dragon Master Impact and Dragon Blast TP Used: 10 Arcane: Hit with all your might and launch the enemy up. It starts with a Demon Blast, then transitions into the first hit of Dragon Blast. Does not knock the enemy down. Impact Coil Master Impact and Coil TP Used: 14 Arcane: Boost ATK with Coil and down enemy with Impact. Who knows where this move came from. Uses too much TP, and combines two Eres which belong separate. Phantom Dragon Dance Master Swallow Dance and Shadow Rush TP Used: 16 Arcane: A combination of Swallow Dance & Shadow Rush. Senel rushes in with Shadow Rush, then performs Swallow Dance. Swallow Storm Master Talon Storm and Swallow Dance TP Used: 18 Arcane: A combination of Talon Storm & Swallow Dance. During the entire ability, Senel is grounded. He launches a very long string of small kicks, then finishes off with four powerful kicks. Good ability for combos, but it's a very long ability, so once you start it, you can't stop him. (Keep in mind that during all of these abilities, Senel can be interrupted by an enemy attack). Whirlwind Blast Master Whirlwind Dash and Dragon Blast. TP Used: 20 Arcane: A combination of Whirlwind Dash & Dragon Blast. Two nice, short attacks performed consecutively. Not bad at all. Demon Strike Master Demon Fist and Twin Demon Fist TP Used: 22 Arcane: A massive shockwave cuts through the enemy. Although it is somehow related, Demon Strike is nothing like Demon Fist. It hits the enemy directly in front of Senel with a large wave of energy, briefly knocking it into the air. It does a little more damage than a normal attack. Wyrm Crush Master Dragon Crush and Wyrm Rush TP Used: 27 Arcane: A combination of Dragon Crush & Wyrm Rush. Almost exactly like Wyrm Rush, only the first hit does more damage and knocks the enemy further into the air, like in Dragon Crush. Beast Impact Master Impact and Beast TP Used: 29 Arcane: Down the enemy with a massive hit and lion's fury. Like Demon Blast + Beast. Very powerful! The only thing is that there is a longer pause in between the three hits, so it can be interrupted. Whirlwind Talon Blast Master Whirlwind Dash and Talon Blast TP Used: 34 Arcane: A combination of Whirlwind Dash & Talon Blast. Starts with a powerful Whirlwind Dash, then turns into Talon Blast. Downs the enemy. Dragon Strike Master Dragon Crush and Phoenix Strike TP Used: 39 Arcane: Rising strike and blazing drop to down the enemy. A. ATR.: Fire Pretty expensive Eres. This greatly improves Phoenix Strike, since it knocks the enemy into the air first, making them much easier to hit. Again, be aware of your enemies elemental affinities. FIRST SLOT SECOND SLOT OUTCOME Ground Slam + Shadow Rush = Writhing Demon + Dragon Blast = Ogre Drop Stone Crush + Coil = Scale Assault Landslide + Coil = Sandman Hurl Avalanche Drop + Twin Demon Fist = Dag Surge + Talon Storm = Serpent Strangle Rending Earth + Wyrm Rush = Demolition + Dragon Crush = Overlord Surge + Beast = Nerifes Crush + Phoenix Strike = Killing Time THIRD SLOT + Demon Fist = No added effect. + Impact = Lowers enemy ATK + Talon Strike = Causes Poison + Swallow Dance = Causes Burning + Whirlwind Dash = Causes Paralysis + Talon Blast = Causes Poison + Demon Shadow = Lowers enemy ACC + Demon Blast = Lowers enemy DEF + Divine Dragon = Causes Burning + Impact Coil = Lowers enemy ATK + Phantom Dragon Dance = Lowers enemy ACC + Swallow Storm = Causes Paralysis + Demon Strike = Causes Poison + Wyrm Crush = Causes Panic + Beast Impact = Causes Burning + Whirlwind Talon Blast = Causes Panic + Dragon Strike = Causes Instant Death + Lord of Creation = No added effect. (NOTE: Nerifes Crush and Killing Time have no added effect, regardless) You have probably noticed that when checking the weight of certain enemies, it says, "special." These enemies with special weight classes are thrown by one of Senel's compound Eres. Writhing Demon TP Used: 40 Compound: Attack from inside a Dinowyrm. Enemy must be down. Ogre Drop TP Used: 40 Compound: Pick up a Megant and slam it down. Enemy must be down. Scale Assault TP Used: 40 Compound: Attack from inside a Hill Angler. Enemy must be down. Sandman Hurl TP Used: 40 Compound: Throw a Mimic Bed. Enemy must be down. Dag Surge TP Used: 40 Compound: Attack from inside a Sea Gaet. Enemy must be down. Serpent Strangle TP Used: 40 Compound: Slam a Dragon into the ground. Enemy must be down. Demolition TP Used: 40 Compound: Throw an Automaton. Enemy must be down. Nerifes Crush TP Used: 40 Compound: Throw the embodiment of the Raging Nerifes. Enemy must be down. Killing Time TP Used: 40 Compound: Throw an evil god. Enemy must be down. (By evil god, it means Schwartz) +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= 2.b Chloe Valens +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= Chloe is your resident sword fighter, and the third character you meet on the Legacy. Very much like Lloyd in Symphonia, only a tad bit slower (sorry about all the Symphonia references!). Although her normal attacks are slow, her defense is relatively low, and her Eres lag along in the beginning, once she levels up, she becomes awesomely powerful. Demon Fang First Eres learned TP Used: 5 Base: Unleash a powerful shockwave along the ground. Chloe's version of Demon Fist. Sword Rain ??? TP Used: 5 Base: Attack the enemy with rapid thrusts. Chloe's version of Talon Storm, only learned much earlier. Great ability. Tiger Blade Level 8 TP Used: 7 Base: Slash the enemy into the air, then knock it down. Dragon Blast, only with three hits; Chloe kicks the enemy while in the air. Pretty fancy. Shining Gale Level 12 TP Used: 8 Base: Dash forward and run the enemy through. Much like Shadow Rush, but faster. Alpha Tempest Level 16 TP Used: 10 Base: Rapid Kicks while balancing on the sword. So much different than the old Tempest! Chloe puts her sword in the ground, then kicks at the enemy, finishing by bringing her sword down over their heads. Eagle Rising Level 20 TP Used: 11 Base: Rush in and slash the enemy up. Chloe steps in a little bit, then throws her sword up, letting it spin in the air and slash at any nearby enemies. If all the hits land, it can add up to a large amount of damage. Ram Strike Level 24 TP Used: 13 Base: Rush in and blow the enemy down. Chloe rushes forward, and sweeps her sword in front of her (kind of like a baseball bat), knocking down any enemies. New Moon Blade Level 28 TP Used: 15 Base: A thrust that cuts deep into the enemy's body. Nothing more than a thrust. Chloe turns around, and stabs whatever's behind her (looks dangerous!). Phantom Blade Level 32 TP Used: 16 Base: Slash the enemy in a brutal pirouette. It looks very cool. Chloe rushes at the enemy while spinning around, slashing them several times (it seems to make the enemy turn around too?). However, has slow cool down; Chloe must pause for several seconds as she regains her bearings. Focus Level 36 TP Used: 18 Base: Temporarily raise ACC. I'm not a big fan of accuracy. I really see no use for it. However, any stat bonus is useful, so Focus still has its place as an okay Eres. Gambit Level 40 TP Used: 19 Base: Skewer the enemy and pull it in close. I'm not sure why you would want the enemy closer to you, but if you're okay with that, then Gambit away. Sword Rain: Alpha Level 44 TP Used: 21 Base: Rapid thrusts blow the enemy away. No, it's not a combination of Sword Rain and Alpha Tempest. It's basically an extended Sword Rain, closed off by a finishing thrust that knocks enemies back (does not knock enemies down). Shining Storm Level 48 TP Used: 23 Base: A quick thrust leads into multiple slashes. Starts out like Shining Gale, then turns into a multi-slash combo. Twin Demon Fang Level 58 TP Used: 27 Base: Unleash multiple shockwaves along the ground. Yippee, two Demon Fangs. Lightning Tiger Blade Level 68 TP Used: 31 Base: Call forth lightning and slash the enemy. A. ATR.: Lightning Chloe goes through an extended Tiger Blade, then ends as a bolt of lightning strikes the enemy. Effective, but a bit pricey. As always, be sure the enemy isn't strong against lightning. Sword Rain Demon Master Demon Fang and Sword Rain TP Used: 6 Arcane: A combination of Sword Rain & Demon Fang Chloe does Sword Rain, then Demon Fang. Big whoop. Sword Rain Tiger Master Sword Rain and Tiger Blade TP Used: 9 Arcane: A combination of Sword Rain & Tiger Blade Both are very good abilities, and also a good combo Eres for early game. Tiger Tempest Master Tiger Blade and Alpha Tempest TP Used: 13 Arcane: A combination of Tiger Blade & Alpha Tempest. This is where things start getting good. Chloe does Alpha Tempest, immediately followed by Tiger Blade. Demon Fang Blast Master Demon Fang and Ram Strike TP Used: 17 Arcane: Down the enemy by rushing in and cutting hard. Chloe doesn't have very many abilities that down the enemy (unlike Senel), so Demon Fang Blast is a reasonable exchange for Ram Strike. New Moon Rising Master Eagle Rising and New Moon Blade TP Used: 19 Arcane: A combination of New Moon Blade & Eagle Rising. Chloe rushes in, throws up her sword, turns, and then stabs the enemy. Much better than either of the Eres alone. Sword Rain Phantom Master Sword Rain and Phantom Blade TP Used: 21 Arcane: A combination of Sword Rain & Phantom Blade. Another great combo ability. The thing is that it ends with Phantom Blade, so this Eres also has the slow cool-down time. Tempest Gambit Master Alpha Tempest and Gambit TP Used: 25 Arcane: A combination of Gambit & Alpha Tempest As stated earlier, I'm not a big fan of Gambit. Nonetheless, drawing the enemy in with Gambit makes the following Alpha Tempest much more accurate. Sword Rain: Omega Master Sword Rain and Sword Rain: Alpha TP Used: 27 Arcane: A combination of Sword Rain & Sword Rain: Alpha. Wow-that's a lot of hits. Chloe does Sword Rain, then pauses very briefly, then does Sword Rain: Alpha. Often totals to about 13-16 hits. Shining Storm Rising Master Shining Storm and Eagle Rising. TP Used: 29 Arcane: A combination of Eagle Rising & Shining Storm. Chloe steps in, does Eagle Rising, then ends with the Shining Storm stab. Demon Fang Fury Master Demon Fang and Twin Demon Fang TP Used: 34 Arcane: Unleash a more powerful shockwave. Basically a really powerful Demon Fang. Takes a while to warm up and cool- down, and the shockwave could be more powerful, though. Can hit the enemy at any distance. New Moon Lightning Master New Moon Blade and Lightning Tiger Blade TP Used: 39 Arcane: Down the enemy with a thrust of lightning. A. ATR: Lightning Chloe does Lightning Tiger Blade, then when she does the New Moon Blade stab at the end, it knocks the enemy down. Check the opponent's affinities, as usual. FIRST SLOT SECOND SLOT OUTCOME Shining Gale + Sword Rain = Cold Blood Rush Alpha Tempest + Tiger Blade = Ursa Rage Ram Strike + Eagle Rising = Wolf Rising Phantom Blade + New Moon Blade = Shadow Steel Gambit + Focus = Carapace Gambit Shining Storm + Sword Rain: Alpha= Prima Donna THIRD SLOT + Demon Fang = No added effect + Twin Demon Fang = Lowers Enemy DEF + Lightning Tiger Blade = Causes Freezing + Sword Rain Demon = Lowers Enemy ATK + Sword Rain Tiger = Lowers Enemy DEF + Tiger Tempest = Lowers Enemy ACC + Demon Fang Blast = Lowers Enemy ATK + New Moon Rising = Causes Bind + Sword Rain Phantom = Lowers Enemy DEF + Tempest Gambit = Lowers Enemy ACC + Sword Rain: Omega = Causes Bind + Shining Storm Rising = Causes Freezing + Demon Fang Fury = Causes Bind + New Moon Lightning = Causes Panic Just like how all of Senel's compound Eres are throws, all of Chloe's are counters. Chloe stands for about 5 seconds, blocking all the while. If an enemy attacks her, she will attack that enemy back with a series of Eres. (The two Eres that were used to form the compound Eres). Cold Blood Rush TP Used: 40 Compound: Focus and counter the enemy's attack. Best against Lizardmen. In Cold Blood Rush, Chloe counters with a long Sword Rain (about the length of Sword Rain: Alpha), followed by a thrust from Shining Gale. Ursa Rage TP Used: 40 Compound: Focus and counter the enemy's attack. Best against Egg Bears. Chloe counters with an Alpha Tempest, followed by a Tiger Blade. Wolf Rising TP Used: 40 Compound: Focus and counter the enemy's attack. Best against Galfs. Chloe performs Eagle rising, then knocks the enemy down with Ram Strike. Shadow Steel TP Used: 40 Compound: Focus and counter the enemy's attack. Best against Gelures Swords. Chloe shows off her Phantom Blade, then finishes off with a New Moon Blade. Carapace Gambit TP Used: 40 Compound: Focus and counter the enemy's attack. Best against Base Turtles. Chloe slashes at the enemy, gets behind it, slashes it again, does Focus, and finishes with a Gambit. Prima Donna TP Used: 40 Compound: Focus and counter the enemy's attack. Best against Divas. Chloe slashes, gets behind the enemy, does Shining Storm, then finishes with Sword Rain: Alpha, knocking the enemy down. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= 2.c Moses Sandor +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= Moses is a bit unusual, since he uses throwing spears in battle. Although he is an Iron Eren, he has to stay a safe distance away, so that he can properly hit the enemy. All of his abilities are long range, and it is difficult for him to attack smaller enemies without the aid of his homing Eres. Lone Wolf First Eres learned TP Used: 9 Base: Throw a spear with the spirit of a wolf. Moses' first ability is a simple one-it is basically his normal attack, only more powerful, and with greater range. Eagle Shot Level 19 TP Used: 11 Base: Throw a massive spear from above. Moses jumps up, and throws a spear in the air. A little hard to hit sometimes. Savage Strike Level 24 TP Used: 13 Base: A spear shoots from below and launches the enemy up. Moses throws a spear into the ground. The spear shoots up from below the target enemy. Even if interrupted, the spear often still attacks the enemy. A useful skill, in the right conditions. Enemies can dodge it, if they're fast enough. Outcast Level 29 TP Used: 15 Base: Immobilize the enemy with a spear. Outcast is a very fast Eres, and immobilizes the enemy rather than knocking it down; in some ways more advantageous for Moses, since he doesn't know any throws. The enemy hit by Outcast is stopped for about two or three seconds. Wolf Pack Level 34 TP Used: 17 Base: Throw numerous spears. Apparently, "numerous" means two spears. Moses throws two spears in fast succession, at about the same range as his normal attack. He doesn't quite throw them simultaneously, so it can be interrupted. Wolf Storm Level 39 TP Used: 19 Base: Multiple spears home in on the enemy. Moses throws a spear into the air, and a large group of lights appear around an enemy. While Moses is "Charging up," these turn into spears that assault the enemy. Has about seven hits in all. The attack is surprisingly effective, and relatively hard to dodge. The spears will still hit the enemy if Moses is interrupted while the lights appear. Wild Rain Level 44 TP Used: 21 Base: Spears rain down on the enemy. Kind of like Wolf Storm, only not as many hits. Moses throws a spear into the air, and three more spears fall from the sky, hitting any enemies below. Although not as many hits, the spears do more damage than the individual spears in Wolf Storm. Rogue Hunt Level 54 TP Used: 25 Base: Down the enemy with a straight shot. As noted, Rogue Hunt actually knocks down the enemy, unlike Outcast. Although Outcast is better to continue a combo, Rogue Hunt is also quick and safe, and can be used on an enemy if you need time to move Moses away, use an item, etc. Lion Cannon Level 63 TP Used: 29 Base: Down the enemy with a giant spear from above. A very showy move. Moses throws his spear into the air and then kicks it up. As he focuses on something on the ground, a glowing pink spear falls from the sky, and knocks an enemy down. Although quite powerful, I prefer Rogue Hunt, since Lion Cannon takes a long time to hit. Rabid Wolf Master Lone Wolf and Lion Cannon TP Used: 14 Arcane: A barrage of spears like a pack of wolves. Moses throws three glowing-red spears simultaneously. A very fast, fairly powerful move. TP cost is also reasonable, compared to some of Moses' other abilities. Definitely worth learning and using. Lion Rain Master Wild Rain and Wolf Pack TP Used: 17 Arcane: Throw spears up and watch them rain down. This time, Moses throws three consecutive spears up, and then watches as ten spears rain down on the enemies. The spears rain down pretty fast, but Moses takes a long time to actually throw them. However, the spears still rain if he's interrupted. Savage Wolf Master Lone Wolf and Savage Strike TP Used: 22 Arcane: Down the enemy with the spirit of a wolf. Moses throws a wolfish-spear at the enemy, and a spear comes up from below, knocking an enemy into the air. While the enemy is still airborne, Moses throws another spear at it, knocking the enemy down. A bit complicated, but quick to attack. Outlaw Master Outcast and Wolf Pack TP Used: 24 Arcane: Take out the enemy with a vicious barrage. Moses jumps into the air, and throws three spears at the target. The spears do about the same amount of damage as one of his normal attacks, but he is generally safer up in the air. Sometimes he's not as accurate; it's best to use against bigger enemies. Lone Eagle Master Lone Wolf and Eagle Shot TP Used: 27 Arcane: Throw a powerful spear from above. Although it will probably be one of Moses' first arcane Eres, it uses up a lot of TP. Lone Eagle is basically Eagle Shot, only about twice as much damage (that means about 4x as much damage as his regular attack). Generally more effective than Outlaw. Savage Wolf Storm Master Savage Strike and Wolf Storm TP Used: 29 Arcane: A combination of Savage Strike & Wolf Storm Moses throws a spear into the ground, as another spear jumps up from under an enemy. Immediately after, lights appear around an enemy, and launch about four spears at it. Although powerful, Wolf Storm by itself is actually better, since the fact that it only shoots five spear in all makes it weaker. Outcast Hunt Master Outcast and Rogue Hunt TP Used: 36 Arcane: Stop the enemy and down it with a mid-air attack. Moses shoots a spear that immobilizes the enemy for several seconds (Outcast), then shoots two more spears from midair. Knocks the enemy down. A pretty good Eres, but the TP cost is pretty outrageous. I would avoid unless you're having Moses equip the Emerald of Faerie Ring. FIRST SLOT SECOND SLOT OUTCOME Lone Wolf + Eagle Shot = Witch Dragon Savage Strike + Wolf Pack = Rotting Tiger Outcast + Eagle Shot = Bird of Prey Wolf Storm + Wolf Pack = Elemental Storm Rogue Hunt + Wild Rain = Phoenix Scramble + Lion Cannon = Gryphon Shot THIRD SLOT + Lion Rain = No added effect + Rabid Wolf = Lowers enemy INT + Savage Wolf = Lowers enemy CST + Outlaw = Lowers enemy ACC + Lone Eagle = Seal's enemy's Eres. + Savage Wolf Storm = Lowers enemy INT + Outcast Hunt = Lowers enemy ACC All of Moses' compound Eres follow a distinct pattern: Moses charges up for several seconds, then throws a spear into the ground. The spirit of some animal then rises up under the enemy, and often knocks it down-leaving it with a status effect. Many of his added effects are anti-spellcaster; lowered CST and INT is great and all, but the by-far best effect is Lone Eagle, which seals enemy's Eres (this is especially good, since he has compound Eres more effective against both Ere and Elementals). If Moses is interrupted before or while he is throwing the spear into the ground, the attack will be canceled. Witch Dragon TP Used: 40 Compound: The spirit of a dragon erupts from below. Best against Ere. He throws a spear into the ground, and a single, translucent dragon head springs from below an enemy, knocking it down. Does not work well against some big enemies, such as Dragons. Rotting Tiger TP Used: 40 Compound: The spirit of a tiger erupts from below. Best against Eryngi. Moses throws a spear into the ground, and a tiger's silhouette (the same one that appears when Chloe performs Tiger Blade) accompanied by yellow clouds comes out of the ground, and knocks down enemies in a fairly large area. Bird of Prey TP Used: 40 Compound: The spirit of a falcon erupts from below. Best against Peepits. Moses throws the spear into the ground, and three birds spring from under the enemy. They are pretty quick, so they can usually hit the Peepits. Does not always knock down bigger enemies. Elemental Storm TP Used: 40 Compound: The spirit of a lion erupts from below. Best against Elementals. Spear is thrown into ground; three lion heads appear under the enemy-the largest one goes straight up and knocks the enemy down, while the other two go left and right respectively, hitting any other enemies. Phoenix Scramble TP Used: 40 Compound: The spirit of a phoenix erupts from below. Best against Eggtopi. Looks very similar to Bird of Prey, only two red birds spring up; before which two tiny explosions knock down enemies. Gryphon Shot TP Used: 40 Compound: The spirits of wyrms erupt from below. Best against Phynxes. After Moses throws his spear into the ground, three small explosions knock enemies down, as small translucent dragons fly away. The dragons home into other enemies, damaging all around the target. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= 2.d Jay +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= Jay, using a dagger, is a very short-range fighter. Although many of his techniques are quick and deadly, he also has a lot of slowly activated elemental Eres at his disposal. Although he is very good as an all-out, front- lines fighter, the computer controls Jay as a more supporting, conservative fighter. Either one is fine-it's up to you to decide how Jay should be controlled. Dagger First Eres learned TP Used: 13 Base: Throw an exploding dagger. Even though Dagger is his first ability, I believe that this is one of Jay's best as well. It has the same range as Demon Fist, only it's very powerful- about twice as much as one of his normal attacks. The explosion also knocks most enemies back, and you can easily link it to his combos. Pyre First Eres learned TP used: 13 Base: Cause an explosion under the enemy. A. ATR.: Fire Jay sticks his dagger in the ground and concentrates. After a couple of seconds, fire burst from the ground, and the dagger flies back into Jay's hand. Although Pyre is plenty powerful, and has an elemental attribute, it is extremely slow to activate. Not to mention that because it's so slow, enemies can dodge it without even trying. Ice Storm Level 27 TP Used: 14 Base: Call up ice under the enemy. A. ATR.: Ice Basically the same as Pyre, only instead of an explosion, Jay calls up a mini- Ice Wall. Ghost Blade Level 30 TP Used: 15 Base: Temporarily raise speed. Speed is generally pretty useful (especially compared to accuracy), so Ghost Blade is a handy ability to have around. Go ahead and use it at the beginning of any battle. Silent Reaper Level 33 TP Used: 17 Base: Cut through the enemy without a sound. A. ATR.: Curse Sort of like Shadow Rush, only Jay actually goes past the enemy. Remember that it's Curse elemental, so use it wisely. Brutal Earth Level 36 TP Used: 18 Base: Call up stone under the enemy. A. ATR.: Earth Like Pyre, only it calls up a Stone Blast under the enemy. Merciless Thunder Level 39 TP Used: 19 Base: Call up lightning under the enemy. A. ATR.: Lightning Another parallel to Pyre, only with lightning. Shadow Blade Level 42 TP Used: 20 Base: Create a shadow that stops the enemy. A. ATR.: Curse Jay slashes the enemy, and a shadow appears, very briefly stunning the enemy. Not really much of a use. Be careful of the Curse element. Dark Cloud Level 45 TP Used: 21 Base: Down the enemy with a quick slide and a final hit. Jay looks kinda goofy when he performs Dark Cloud. He slides forward, then does a hand stand kick, knocking them down. Ill Wind Level 49 TP Used: 23 Base: Blades of wind slice the enemy. Jay spins his dagger around; after which, multiple blades of air slash at the enemy. Falcon Level 53 TP Used: 25 Base: Throw an exploding dagger from mid-air. Like Dagger, only he does it in mid-air. Less accurate than Dagger, more TP wasted. Crow Blade Level 57 TP Used: 26 Base: Jump up and stomp on the enemy's head. Basically like Talon Strike, only much higher, and with only one, powerful hit. TP pricey. Sparrow Hawk Level 67 TP Used: 30 Base: Unleash a handstand windmill kick. Jay goes through a really long chain of kicks (which looks a lot like break dancing). Although good for combos, not always reliable; there are some pauses where he's not attacking the enemy, and he can be interrupted. Wraith Earth Master Brutal Earth and Ghost Blade TP Used: 17 Arcane: Call up powerful stones from under the enemy. A. ATR: Earth Wraith Earth is basically just Brutal Earth, only the stones that are called up are much bigger and more powerful. Wraith Ice Master Ice Storm and Ghost Blade TP Used: 20 Arcane: Call up powerful ice from under the enemy. A. ATR: Ice It's the same concept with Wraith Ice as is with Wraith Earth; the ice called up looks like Grune's Absolute spell. Hawk Talon Master Dagger and Sparrow Hawk TP Used: 21 Arcane: A combination of Sparrow Hawk & Dagger. Just like Sparrow Hawk alone, Hawk Talon has the annoying tendency to be constantly interrupted by enemies. Oftentimes, he never gets a chance to throw the dagger at the end of the ability, since he is often attacked during the long pause before said dagger. Flame Dagger Master Dagger and Pyre TP Used: 23 Arcane: A combination of Pyre & Dagger. A. ATR: Fire No different than if Jay had cast Dagger, then Pyre successively. As always, Pyre takes a long time to activate. Silent Pyre Master Pyre and Silent Reaper TP Used: 24 Arcane: A combination of Silent Reaper & Pyre. A. ATR: Fire (Not Curse) Although I sometimes cast Pyre ahead of an enemy, hoping that the enemy will run into it, the Silent Reaper that precedes Pyre disallows that. Also, if Jay goes past the enemy, then the Pyre he casts will simply miss, unless the enemy moves backwards. Silent Lightning Master Silent Reaper and Merciless Thunder TP Used: 26 Arcane: A combination of Silent Reaper & Pyre. A. ATR: Lightning Same concept as Silent Pyre. Shadow Reaper Master Silent Reaper and Shadow Blade TP Used: 29 Arcane: A combination of Shadow Blade & Silent Reaper Since Shadow Blade stops the enemy, and Silent Reaper moves Jay past it, Shadow Reaper is a good, if sneaky, Eres. Remember that it's still Curse elemental. Dark Wind Master Ill Wind and Dark Cloud TP Used: 38 Arcane: A combination of Dark Cloud & Ill Wind. If done properly, Dark Wind is quite powerful. However, Dark Cloud has a tendency to overshoot the enemy if it's too close, so be sure to be at the right distance when using. FIRST SLOT SECOND SLOT OUTCOME Dagger + Ice Storm = Fallen Idol + Brutal Earth = Arachne Shot Ghost Blade + Pyre = Brimstone Plague + Silent Reaper = Tragic Gale Dark Cloud + Shadow Blade = Shield Blast Crow Blade + Ill Wind = Demon Seal THIRD SLOT + Merciless Thunder = Lowers resistance to Lightning + Falcon = Lowers resistance to Ice + Sparrow Hawk = Lowers resistance to Sea + Wraith Earth = Lowers resistance to Earth + Wraith Ice = Lowers resistance to Ice + Hawk Talon = Lowers resistance to Fire + Flame Dagger = Lowers resistance to Fire + Silent Pyre = Lowers resistance to Curse + Silent Lightning = Lowers resistance to Lightning + Shadow Reaper = Lowers resistance to Curse + Dark Wind = No added effect As you can clearly see, all of Jay's added effects lower an enemy's resistance to an element. Although it doesn't seem to be much, it can be useful to make enemies more susceptible to magic, or to make Jay's elemental abilities to do more damage. Fallen Idol TP Used: 40 Compound: Destroy the enemy with one hit after another. Best against Humans. Jay performs Dark Cloud, then Sparrow hawk while the enemy is in the air, then Crow Blade to knock them down. Arachne Shot TP Used: 40 Compound: Launch the enemy up and kick it down. Best against Dandarantulas. Jay hits the enemy, then sticks a dagger in the ground, like in Pyre. A rainbow pillar of light knocks the enemy into the air. Brimstone Plague TP Used: 40 Compound: Call forth mystical energy. Best against Hoppers & Hopperflies. Jay sticks a dagger in the ground, concentrates (for a rather long time...), and a mist knocks enemies into the air. If he is interrupted before the mist surrounds him, then the attack will be canceled. Tragic Gale TP Used: 40 Compound: Slice the enemy with blinding speed. Best against Zephyrs. Jay does Shadow Blade, then four consecutive back-and-forth Silent Reapers, the last knocking any enemies in its wake down. Shield Blast TP Used: 40 Compound: Toy with the enemy, then blow it up. Best against Gelures Shields. Silent Reaper leads into Shadow Blade, and Jay performs Crow Blade; launching him above the enemy. He throws an exploding dagger straight down, which knocks down enemies. Demon Seal TP Used: 40 Compound: Stop the enemy and rain daggers down. Jay performs Ill Wind; while the enemy is being hit by the Wind, Jay jumps above them, and throws seven spread daggers below him; knocking down any enemies. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++ III. CRYSTAL ERES +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++ Displayed after the level learned, the type of monster and the amount of Eres stones needed from that monster is displayed. Additionally, the incantation said with the offensive High-level spells is shown after the description. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= 3.a Will Raynard +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= Will is the first person Senel meets on the Legacy. Although he uses a hammer as a weapon, his physical attacks are slow and weak. Since in the beginning he is the only character that can use healing Eres, he is immensely useful; however, this dies as soon as the other characters learn their own, more powerful Eres. Will's Eres are generally slower, and a bit mediocre sometimes. However, out of all the characters, his base intelligence is highest. Lightning First Eres learned TP Used: 7 Novice: Strike the enemy with a bolt of lightning. A. ATR.: Lightning Very plain, bolt of lightning. Nothing extravagant. First Aid First Eres learned TP Used: 7 Healing: Heal an ally. Your first, and for a long time, only healing Eres. Heals about as much as an apple gel. Stone Blast Level 5 Egg Bear: 15 Peepit Chick: 23 TP Used: 9 Novice: Launch stones from below the enemy. A. ATR.: Earth Your first Earth elemental Eres. Stones rise up from beneath, doing about three hits. Fire Ball Level 8 Lizardman: 69 Peepit: 61 TP Used: 12 Novice: Unleash fireballs on the enemy. A. ATR.: Fire Three fireballs from above home in on an enemy. Antishield Level 11 Egg Bear Cub: 46 Eggtopus: 188 TP Used: 15 Support: Temporarily decrease an enemy's DEF. All the support Eres are pretty self-explanatory. Ice Arrows Level 14 Ere: 183 Element: 114 TP Used: 17 Novice: Pierce the enemy with multiple needles of ice. A. ATR.: Ice Basically a mini-Freeze Lancer. Several icicles warp in and attack an enemy. Recover Level 17 Peepit Chick: 169 Eryngi: 193 TP Used: 20 Healing: Heal an ally's Status Effect. Immensely helpful, especially when you run into Hoppers and other enemies that cause status effects. You won't want to use all your Panacea Bottles, so use Recover as often as possible. Shield Level 20 Lizardman: 212 Hopper: 49 TP Used: 23 Support: Temporarily raise an ally's DEF. Spread Level 23 Lizardman: 428 Gelures Sword: 117 TP Used: 25 Mid: Drop pillars of water from above. A. ATR.: Sea Spread is Will's first mid-level offensive magic (as you see, the camera zooms in on him when he casts it). A pillar of water appears rather instantaneously, and hits enemies three times, knocking them down. Freeze Lancer Level 26 Megant: 523 Phynx: 226 TP Used: 28 Mid: Unleash spears of ice on the enemy. A. ATR.: Ice A portal appears above an enemy, and large spears of ice rain home in. They move a little slow, so if an enemy is quick enough (like a Gelures Shield), it might miss. Flame Blade Level 29 Egg Bear: 435 Gelures Shield: 134 TP Used: 31 Mid: Slash the enemy with a sword of fire. A. ATR.: Fire A red flurry surrounds the enemy, and slashes at it six times. Thunder Blade Level 32 Galf: 672 Diva: 150 TP Used: 33 Mid: Slash the enemy with a sword of lightning. A. ATR.: Lightning A large blade of lightning appears, draws back, and slashes down. It takes a second to hit, but it rarely misses, since it has a fairly wide range. Indignation Level 35 Mimic Bed: 265 Eggtopus: 445 TP Used: 36 High: Call down powerful lightning from the sky. A. ATR.: Lightning "Brilliant vanguard of the heavens, cry havoc and with your wrath leave my enemies to their doom..." Will's first High-level Eres. A yellow circle appears under an enemy, and a large bolt of lightning strikes for several seconds. Any enemy in the circle is struck and knocked down. Cure Level 38 Egg Bear: 499 Dragon: 245 TP Used: 39 Healing: Heal an ally completely. Sort of the ultimate healing technique. It takes a little time to cast, so refrain in battle unless you have some time. Otherwise, stick to First Aid. Icicle Volt Level 41 Phynx: 899 Dragon: 400 TP Used: 42 High: Freeze the enemy and call down lightning. A. ATR.: Ice "A foolish soul entombed in Death's chill grasp and rent by its teeth of lightning..." Although it might seem otherwise, Icicle Volt is only Ice elemental (at least I'm pretty sure. Please, correct me if I'm wrong). A large block of ice falls on an enemy, and all that is left is an icicle in the ground, which shocks the enemy. Antishelter Level 44 Zephyr: 700 Mini-Automaton: 600 TP Used: 44 Support: Temporarily decrease all enemies' DEF. (NOTE: Don't worry if you didn't get enough Mini-Automaton Eres stones in the main quest. You will encounter them again in the character quests). Shelter Level 47 Galf: 672 Hill Angler: 800 TP Used: 47 Support: Temporarily increase all allies' DEF. Eruption Level 50 Automaton: 239 Hill Angler: 1375 TP Used: 50 High: Call up red-hot lava from beneath the earth. A. ATR.: Fire "Fiery malevolence who dwelleth in deepest earth, linger not to savor their suffering; Burn..." Magma rises from under an enemy, dealing about four hits. Has a pretty wide range, and knocks most enemies into the air. Final Embrace Level 54 Hopper: 800 Mimic Bed: 868 TP Used: 53 High: Bury the enemy in a coffin made of ice. A. ATR.: Ice "Maiden of ice who sleepeth in silent forests, grace my enemies with your pure smile and offer them thy bosom..." A snowflake appears over an enemy, and flurries of ice attack it, actually dealing only three hits. Black Hole Level 58 Diva: 1133 Hopper: 1053 TP Used: 57 High: Call forth a darkness that devours even light. A. ATR.: Curse "Lightless tempest from distant regions, stretch out thy tenebrous arms and lead my enemies to their eternal slumber..." Just like a pumped up Bloody Howling. A black hole appears (quite literally), and attacks enemies in a wide area about seven times; knocking all down on the last hit. Extension Level 62 Base Turtle: 1461 Mandrake: 850 TP Used: 60 High: Obliterate an enemy with its weak element. "O, correlate born in the depths of nothing, abandon your mundane form and become annihilation incarnate..." It takes a ridiculous time to activate; an aura surrounds where an enemy stands, and solidifies into a blast that has the element of an enemy's weakness (non-elemental if the enemy has no weakness). Takes about four seconds to activate, and by that time the enemy probably walked out of range of the aura. Go ahead and use it to your pleasure on Mandrakes or humongous enemies. Shooting Stars Level 66 Galf: 929 Lizardman: 1128 TP Used: 64 High: Rain stars down on the enemy. A. ATR.: Ice "O celestial voyagers faster and brighter than the Gods, rain down and purify this wretched soul..." A star appears in the sky, and from that star rain three paths of smaller stars, that rain down and cross paths at the enemy. Has about eleven hits, so it's great for combos; however, it is possible for an enemy to dodge. Big Bang Level 70 Megant: 2205 Grand Gaet: 1097 TP Used: 68 High: Call forth the biggest explosion of all time. ATR.: Fire "Primordial illumination, the fount of life for all things, roar forth this once, and show us thy power..." An aura appears that look similar to Extension, and an enormous explosion knocks down enemies; if that one didn't knock them down, a second one attacks any other monsters left. Activates much quicker than Extension, but be aware that it is Fire elemental, so it won't work well on everybody. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= 3.b Norma Beatty +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= To be frank, Norma really sucks when you first get her. She only knows one Eres, Grave, and does not know any healing Eres. Also, her HP is horrendously low (this unfortunately does not change). However, later on, she becomes even more useful than Will; once she learns the right abilities. Grave First Eres Learned TP Used: 9 Novice: Call forth stone from below the enemy. ATR.: Earth A single stone rises up under the enemy. Not all-powerful or anything. Fire Wall Level 8 (?) Galf: 30 Eggtopus: 50 TP Used: 12 Novice: Call forth a wall of fire below the enemy. ATR.: Fire Very much similar to Grave, only with fire. Ice Wall Level 11 Egg Bear: 90 Eryngi: 63 TP Used: 15 Novice: Call forth ice from below the enemy. ATR.: Ice Grave + Ice. Taunt Level 14 Egg Bear: 130 Eggtopus: 218 TP Used: 18 Support: Temporarily lower an enemy's ATK. Rally Level 17 Base Turtle: 94 Eggtopus: 304 TP Used: 20 Support: Temporarily raise an ally's ATK. Thunder Arrow Level 20 Megant: 254 Dandarantula: 34 TP Used: 23 Mid: Bolts of lightning course through the enemies. The first Mid-level Crystal Eres you receive. A triangular force-field of lightning surrounds an enemy, and three bolts of lightning strike. Silence Level 23 Ere: 447 Peepit: 101 TP Used: 26 Support: Seal an enemy's Eres. Sealed Eres is always very handy; however, it doesn't always work. It never hurts to give it a try, though. (A more sure-fire way to seal an enemy's Eres is to use one of Moses' compound Eres, which almost always work). Revive Level 26 Lizardman: 418 Gelures Sword: 37 TP Used: 28 Healing: Heal all allies. This is the sole reason why I think Norma is more useful than any other healer. Sometimes, you just don't have the time to heal each character individually; by the time Will casts two First Aids, Norma can cast Revive, which is the equivalent of casting First Aid on the entire party. Although not the most powerful healing spell, Revive is the quickest and safest healing Eres out there. I set it to shortcut, and just keep on tapping it during a boss battle, so that she is constantly refilling the entire party's HP. Fire Storm Level 29 Galf: 672 Base Turtle: 121 TP Used: 31 Mid: Create a whirlwind of flames. ATR.: Fire A small, fiery tornado floats the enemy up, hitting them all the while. A very good attack, but doesn't rack up enough damage as it could. Resurrection Level 32 Dandarantula: 143 Eggtopus: 332 TP Used: 34 Healing: Resurrect a fallen ally. An alternative to the Life Bottle, if you ever run out. However, Resurrection does not restore any TP, so beware. If you cast Resurrection on somebody who is alive accidentally, then it will heal that character for a small amount (only in battle). Dark Force Level 35 Phynx: 596 Hopperfly: 91 TP Used: 37 Mid: Call forth darkness to launch the enemy up. ATR.: Curse A spray of shadows hits enemies into the air, and a black orb takes them down. Relatively weaker, but one of Norma's only Curse Eres for a time. Cheerleader Taunt Level 38 Hopper: 312 Element: 477 TP Used: 39 Support: Temporarily lower all enemies' ATK Rolling Stone Level 41 Gelures Shield: 343 Diva: 516 TP Used: 42 Mid: Crush the enemy with a huge boulder. ATR.: Earth A boulder comes bouncing onto the field, once near the edge, once in the middle, and once in the opposite edge. Will usually hit every enemy, but any smaller enemies in between the bouncing areas might not be hit. Enemies hit by the boulder are knocked down. Blizzard Level 44 Base Turtle: 1138 Mandrake: 349 TP Used: 45 High: A powerful blizzard assaults the enemies. ATR.: Ice "Furious maiden of icy snow born on the strains of the storm, rain down..." A large snowflake appears in the middle of the screen, leading into an enormous snowstorm that covers the entire field. Deals about five hits to all enemies. Cheerleader Rally Level 47 Megant: 1607 Lizardman: 860 TP Used: 47 Support: Temporarily raise all allies' ATK. Ray Level 50 Lizardman: 862 Mandrake: 530 TP Used: 50 High: Emit countless beams of light. ATR.: Sea "Eternal light, ever true and undefiled, grant this wanton sinner before me the majesty of thy judgment..." Fiery light rises up from the ground and accumulates into a glowing orb: about ten rays of light fall onto enemies below. The rays don't all always hit (unless it's a large enemy), and it is very easily dodged, since it takes a while to charge. Ground Dasher Level 54 Zephyr: 1000 Element: 743 TP Used: 54 High: Unleash the destructive force of the earth. ATR.: Earth "Great king who supports the most distant of lands, receive this foolish offering that grovels at your feet..." A glyph appears beneath an enemy, and rends the ground below; hitting the enemy about five times, and knocking them down on the fifth. Black Hole Level 58 Eryngi: 580 Peepit: 677 TP Used: 57 High: Call forth a darkness that devours even light. ATR.: Curse "O Lightless tempest from distant regions, stretch out thy tenebrous arms and lead my enemies to their eternal slumber..." Basically the same as Will's Black Hole. Tractor Beam Level 62 Hill Angler: 765 Gald Shark: 565 TP Used: 61 High: Launch an enemy into the air and drop it down. "You who would break your bonds to fly free across the heavens, stretch your false pinions and learn the blessings of the earth..." A small triangle appears under an enemy, and emits a force-field upward, launching enemies up and knocking them down when they land. One hit (?). Ancient Nova Level 66 Eryngi: 601 Mandrake: 1014 TP Used: 64 High: Incinerate the enemy with primordial fire. ATR.: Fire "Roar, O conflagration, and command all impure souls to their ashen ends..." A glowing-hot vortex appears, and loads of lava pour out, knocking down enemies. Great damage, but Fire-elemental. Surprisingly, it's not easily dodged. Meteor Storm Level 70 Eryngi: 1048 Dragon: 1618 TP Used: 68 High: Call down meteors from the starry heavens. ATR.: Fire "Celestial travelers, I call upon thee to lead my enemies to their final rest under Heaven's menacing glare..." One meteor comes down, followed by two in quick succession, and three more in quick succession. All the meteors knock down the enemy. If you're lucky, the first meteor will float the enemy in the air, as the other five all hit it in midair. Remember the fire element! +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= 3.c Grune +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= Personally, I use Grune a lot. Mostly because (one), she's a pure offensive Eres user, so the computer doesn't muck up casting healing/supporting Eres on the wrong people, and (two), because Grune has the most Curse and Sea Eres out of all the characters; two important elements. Keep in mind that Grune will turn out to have the absolute worst physical attack, but one of the strongest defenses (if you get her ultimate armor). She also has the second-highest intelligence, but this can be highly boosted, since unlike Will, she can wear the Angel Halo (along with Norma and Shirley). Grune has no novice spells; a good lot of her Eres take a little while to cast. Bloody Howling First Eres Learned TP Used: 37 Mid: Cry out a dark curse. ATR.: Curse A large, dark globe appears, and hits enemies in a wide range five times. Even though it's Grune's only Eres for a long time, it's a great Eres to be stuck with. Aqua Laser Level 39 Ere: 1097 Base Turtle: 652 TP Used: 40 Mid: Rip the enemy apart with high-pressured water. ATR.: Sea Two consecutive waves of water appear in front of an enemy, and assault it. Both add up to do major damage. If you're going to use Grune in battle, be sure to learn Aqua Laser as quickly as possible; if you run into any enemies who are strong against Curse (which a lot of bosses are), then Grune is in trouble if she doesn't know anything else besides Bloody Howling. Absolute Level 42 Egg Bear: 742 Peepit: 534 TP Used: 43 Mid: Lead the enemy to a silent world of ice. ATR.: Ice Grune's only Ice Eres; cold winds encircle the enemy's area briefly, and humongous ice crystals appear in their place. Brilliant Lance Level 45 Sea Gaet: 45 Dragon: 828 TP Used: 45 High: Pierce the enemy with countless spears of light. ATR.: Sea I honestly don't know exactly how many hits Brilliant Lance dishes out. A circle of light appears under an area, and four lances appear on four sides of it. (The enemy is hit more or less times than four?) Eruption Level 48 Phynx: 968 Automaton: 250 TP Used: 50 High: Call up red-hot lava from beneath the earth. ATR.: Fire (No incantation?) Grune's only Fire Eres. Basically the same as Will's Eruption. Only Grune learns it first. Demon Lance Level 51 Dandarantula: 507 Gelures Sword: 508 TP Used: 51 High: Pierce the enemy with a spear of darkness. ATR.: Curse A dark square appears under an enemy, and a giant axe stabs downward, dealing heavy damage. Negative Blade Level 56 Peepit Chick: 312 Dragon: 900 TP Used: 54 High: Destroy the enemy with a blade of darkness. ATR.: Curse "Trembling gauge(?) that bends empty space, drive the wedge of freedom into those that would be captured..." Negative Blade is much like Thunder Blade, only it does much more damage. Negative Blade takes longer to get to the attack; however, it has a much bigger range. Ray Level 59 (?) Egg Bear Cub: 242 Eggtopus: 819 TP Used: 50 High: Emit countless beams of light. ATR.: Sea "Eternal light, ever true and undefiled, grant this wanton sinner before me the majesty of thy judgment..." Pretty much the same as Norma's Ray. Black Hole Level 63 Galf: 879 Grand Gaet: 845 TP Used: 57 High: Call forth a darkness that devours even light. ATR.: Curse "O lightless tempest from distant regions, stretch out thy tenebrous arms and lead my enemies to their eternal slumber..." You know the drill. Maelstrom Level 67 Ere: 2262 Hopper: 1072 TP Used: 65 High: Call forth a whirlpool that engulfs all. ATR.: Sea "Majestic indigo ruler of all lands, let loose thy churning tempest to engorge on this; a misfortune(?)..." Maelstrom is one of the best. Eres. ever. A gigantic, blue whirlwind knocks enemies into the air, hitting them for heavy damage about 8 times, allowing them to float back down. They are on the ground when the land. Kind of like Fire Storm's bigger, better, bluer cousin. Judgment Level 71 Gentleman: 500 Fiend: 750 TP Used: 69 High: Call down judgment from the heavens. ATR.: Sea "O small child, wilst not forget thine or your body(?) and attain the heights of destruction for which thou hast so long yearned..." A rift opens in the sky, and a giant hand crashes down on the enemies (try not to laugh). Despite its rather ridiculous appearance, the attack is quite powerful, and all enemies in its path are knocked down. (NOTE: I'm pretty sure that Fiend-type monsters appear only as bosses in the Character quests. After I got Eres stones from every Fiend, I had 870 in total. Be sure that by the time you defeat the Fiend in Grune's quest, that you have enough to learn Judgment). +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= 3.d Shirley Fennes +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =+= When I first saw Shirley's measly Fireball and Cure, I could not believe she was a legitimate Crystal Eren. However, even though almost all of Shirley's Eres are also learned by other characters, when Shirley casts them, they are ultra-powerful (and very pink). Fireball, even though it's a novice spell which takes little time to cast, is very powerful in the hands of Shirley. (Due to this fact, Shirley does marvelously as a Crystal Eren in the Battle Arena). Her intelligence is the lowest out of the four Crystal Erens, but it can easily be raised with the proper equipment. Fire Ball First Eres Learned TP Used: 52 Novice: Unleash fireballs on the enemy. A. ATR.: Fire Three glowering, pink fireballs home in on the enemy. Cure First Eres Learned TP Used: 39 Healing: Heal an ally completely. Rally Level 52 Base Turtle: 1461 Hopperfly: 424 TP Used: 20 Support: Temporarily raise an ally's ATK. Although it does not raise the entire party's ATK like Norma's Cheerleader Rally, Shirley's Rally gives a more drastic boost to one character. Ice Wall Level 55 Diva: 1001 Dandarantula: 592 TP Used: 54 Novice: Call forth ice from below the enemy. A. ATR.: Ice Large spikes of purple ice erupt from under an enemy. Can deal two hits, if timed properly. Indignation Level 58 Dragon: 975 Gald Shark: 397 TP Used: 57 High: Call down powerful lightning from the sky. A. ATR.: Lightning Five great indigo spotlights circle around an area, and a bolt of pink lightning strikes the center, knocking down any monsters. Ground Dasher Level 61 Ere: 2003 Phynx: 1106 TP Used: 60 High: Unleash the destructive force of the earth. A. ATR.: Earth Shirley's pink insignia briefly appears under an enemy, and the earth is ripped, hitting about five times, and knocking them down on the last. Blizzard Level 64 Lizardman: 921 Eryngi: 581 TP Used: 63 High: A powerful blizzard assaults the enemies. A. ATR.: Ice "O frozen world, awash in the purest white, rain down the final chill curtain to lay these wandering souls to rest...." Shirley's pink symbol appears again in the middle of the screen, and a powerful snowstorm assaults all enemies on the field. Shelter Level 67 Gelures Sword: 878 Element: 927 TP Used: 47 Support: Temporarily raise all allies' DEF. Shooting Stars Level 70 Diva: 1295 Mandrake: 1014 TP Used: 68 High: Rain stars down on the enemy. A. ATR.: Ice "O comets whose brilliance lightens even the most darkest of skies, favor this ground for the fulfillment of thy eternal journey..." A pink star-shaped portal appears above the enemy, and three paths of stars cross the enemy. About eleven hits. Tractor Beam Level 73 Galf: 1227 Hill Angler: 1000 TP Used: 71 High: Launch an enemy into the air and drop it down. "Foul sinner who has lost sight of the bounds of the waters and the heavens, I shall meet out the punishment for thy transgressions; Begone!..." A pink aura forms under an enemy, and a triangular force field rises up, hitting any enemies in the vicinity into the air, and knocking them down when they land. Tidal Wave Level 76 Peepit: 2221 Dinowyrm: 400 TP Used: 73 Ancient High: A great flood attacks all in its path. A. ATR.: Sea "Great will of the ocean, fairly if thou(?) deemest me thy proxy, then let all hear thy marvelous voice..." Ok, Tidal Wave has given me a lot of grief. Dinowyrm species monsters can be found in the third (and final) area of the Wings of Light. They are called Dinogiraffes, they are fairly rare, and they have a lot of HP, so be prepared for a long battle (thanks muchly to EChang for this information). If you're in the area due to Grune's character quest, I recommend hanging around one of the healing spots, using a dark bottle, and getting 400 Dinowyrm Eres while it's convenient. Each one gives about 234 Eres Stones. You can learn it yourself so you can see what it does ;-). +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++ IV. FAQ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++ Q: Are Will's, Norma's, and Grune's Black Hole Eres any different? A: No, not really. The only thing that's different is that all three of the characters have different stats: Will's Black Hole might be more powerful than Grune's, and Grune's might be more powerful than Norma's. Q: If that's the case, is Shirley's Cure different than Will's Cure? A: Shirley's Cure is the only Eres she has that is not different than Will's. After all, it can't really be improved any further. Q: Why won't Senel's compound Eres work? A: Senel's compound Eres, unlike the other Iron Erens', ONLY work on certain races (rather than working more effectively). Killing Time can only be used on Schwartz, Ogre Drop would not work on a Peepit, etc. Q: Are you sure that Sea is strong against Curse? A: I know it's weird, but it's true. I suppose since the Ocean (Nerifes) is sort of holy in Legendia, it's only right that it has taken the place of Light. Q: Are there any secret, unlockable Eres? A: Unfortunately, not from what I can tell. Q: Besides using the Mystic Symbol, are there any other ways to reduce your Crystal Eres casting time (CST)? A: Information found out by Jason Tee: when the caster starts saying the incantation for their Eres, rotate the left analog stick clockwise as fast as possible. This can make your CST 70% faster. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++ V. Credits +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++ Thank You: Gamefaqs: Without Gamefaqs, I probably wouldn't have been able to get through a good lot of my games. This is my first FAQ, and I wanted to contribute somehow! Namco: Another good game you've made here, Namco. EChang: You don't know me, but you have a really good guide. Helped me realize that Senel is still missing an Eres! Also helped me a lot by telling me where Dinowyrms can be located. Jason Tee: For that wonderful, wonderful CST reducing information. If anyone has any additional questions, feel free to contact me at email@example.com. I am currently trying to make a bestiary, so if anybody has any information on the subject, please contact me if you will. Oh, and if you are into Wikipedia, I'm also working on those pages under the same user name.