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The bad ending's last mission is undocumented. ////////////////////////////////////////////////////////////////////////// ----------Table of Contents---------- ////////////////////////////////////////////////////////////////////////// ---1.INT----Introduction ---2.GINT---Game Introduction ---3.SG-----Story Guide sgP: Prolouge: Song of Beginning sg1: Chapter 1: The Royal Capital sg2: Chapter 2: The Windy Hills sg3: Chapter 3: The Festival of Fire sg4: Chapter 4: A Lambert Holiday sg5: Chapter 5: As The Mirage Fades sg6: Chapter 6: Shadows in the Ice sg7: Chapter 7: A Lambert Holiday Pt. 2 sg8: Chapter 8: Let the Anthem Ring sg9: Chapter 9: The End of the World sg10: Chapter 10: The Celestial Hymm sgX: sgX: Chapter X: The Moon ---4.PC-----Playable Characters ---5.PS-----Character Skills/Abilities List ---6.EC-----Enemies Compendium ---7.ES-----Enemy Skills List ---8.A------Abilities List ---9.FT-----Free Time lmbtF: Lambert Facilities ChAf: Character Affinities FB: Free Battles ---10.TB----Tuning Battles ---11.IDB---Items Database (not complete) ---12.DAC---Damage and Accuracy Caclulations ---13.SC----Status Conditions ---14.EA----Elemental Affinities ---15.CI----Closing Information ////////////////////////////////////////////////////////////////////////// ----------1.INT: Introduction---------- ////////////////////////////////////////////////////////////////////////// Hey there and welcome to my FAQ for Stella Glow. Also, thanks to those of you who actually bothered to read my introduction. This guide was composed over two playthroughs. As such, there are many things in this guide that could be wrong or need improvements. As such, please feel free to contact me in order to fix such errors. I picked this game up thanks to my love of the Fire Emblem series, and decided to give this tactics RPG a try to broaden my experience. After a while, I took a liking this game. It wasn't a huge breakthrough in gameplay mechanics, but it had an interesting (if sometimes cliche) plot that drew me in (not having played its spiritual predecessors probabably helped.) Anyway, I then noticed that this game is one of those that didn't make a splash in the gaming world. So I decided to take some notes on the game, cause there isn't going to be too much else, and that led to this FAQ. Hope you enjoy and find it useful in your adventure in the world of Stella Glow! ////////////////////////////////////////////////////////////////////////// ----------2.GINT: Game Introduction---------- ////////////////////////////////////////////////////////////////////////// So what is Stella Glow? Well, it's the last game by the company Imageepoch before they filed for bankruptcy, and apparently, its very similar to their Luminious Arc series (though I've never played those games myself). At its core, it's a turn based tactics strategy RPG. The game alternates between cutscenes, various menus, and the actual battles themselves. The mechanics are mostly taught within the game itself, but as a general introduction, the system works in that each unit on the field can take one action during their turn, done through the selection of the character and its actions. You will need to complete various objectives and level up your units to get through the missions, then watch the story unfold through cutscenes in between. It's typical JRPG fare honestly, just go with it. ////////////////////////////////////////////////////////////////////////// ----------3.SG: Story Guide---------- ////////////////////////////////////////////////////////////////////////// ------------------------------------------ -----sgP: Prolouge: Song of Beginning----- ------------------------------------------ Mission 1: *Our Tale Begins: Recommended LV: 1 Forest of Beginning: Victory: Defeat all enemies Defeat: Alto is defeated Special: None Units: 2 (Alto and Lisette) Enemies: 3 Wolves LV1, 1 Wolf Leader LV2 Boss: Wolf Leader LV2 22HP 12SP Drops: Wolf Meat 10PPATK 5MATK Healing Herb 10PDEF 4MDEF 10AGI 3LUCK New Units: Alto LV1, Lisette LV1 Clear Rewards: 600G Strategy: Simple, just follow the tutorial. The wolves won't attack Lisette and the Wolf Leader won't msove until the rest are defeated. Take them on one at a time and that's it. Mission 2: *A Fated Encounter: Recommended LV: 2 Forest Lake: Victory: Defeat all enemies Defeat: Alto is defeated Units: 1 (Alto) Ally Units: 1 (Hilda LV30) Enemies: 6 Slime LV2 (The 3 on the right will be defeated by Hilda in a scripted battle) Reinforcements: 4 Slime around Hilda (scripted scene, Hilda will defeat them) Clear Rewards: 800G Strategy: Again, really simple. Alto himself only gets to fight up to three Jelly Men. At this point, he can't really die unless you try. Hilda will help wipe out Alto's group if he's struggling. Mission 3: *The Song of Ruin: Recommended LV: 2 --Part 1: Mithra Village: Victory: Defeat all enemies (actually, defeat two Orcs) Defeat: Alto is defeated Special Rewards: None Units: 2 (Alto and Lisette) Enemies: 2 Orcs LV2, Dante LV10, Hilda LV30 --Part 2: Mithra Village: Victory: Defeat Dante Defeat: None Units: 2 (Alto and Lisette) Enemies: Dante LV10, Hilda LV30 Just fight Dante till you have low HP. You can't win at this point. --Part 3: Lisette's Spirit World: Victory: Move Alto closer to Lisette Defeat: None Units: 1 (Alto) In the tuning dialogue, choose "I came to save you.", "It isn't gone!", and "Believe in me." This gets you a Healing Ring down the line in Chapter 1. --Part 4: Mithra Village: Victory: Defeat all enemies Defeat: Alto is defeated. Units: 2 (Alto and Lisette) Enemies: 3 Orcs LV3, Dante LV10, Hilda LV30 Start of Part 4: Lisette becomes Water Witch Lisette obtains (and equips) Shell Staff Lisette learns Splash and Heal Defeat 3 Orcs, Battle with Dante Clear Reward: 1000G Strategy: Still easy, but it's finally possible for a character to die here. Take on the initial Orcs in Part 1 one by one. You can't win at Part 2 (though you can make a really good try in NG+ with a Level Up) Part 3 is simply walking up a straight path to talk to Lisette. Part 4 is basically Part 1 and 2 with an extra Orc. It's best to let Lisette finish off at least one Orc in this battle while healing to catch up to Alto's two or three levels ahead now. ------------------------------------------- -----sg1: Chapter 1: The Royal Capital----- ------------------------------------------- Mission 1: *The Entrance Exam: Recommended LV: 3 Training Grounds: Victory: Try hard against the Royal Knights Defeat: None Units: 1 (Alto) Ally Units: 4 Royal Soldier(LV3) Enemies: 1 Rusty LV7, 1 Archibald LV8 Clear Reward: Nothing Alto becomes a 9th Regiment Knight Klaus, Rusty, and Archibald join the party Strategy: Well, you can't win, so there is none. Just keep Charge Slashing or Double Slashing Rusty's back for the heck of it. And those Royal Knights are really pathetic. Visit Bianca's Armory and Franz Obtain Aim and Attack Orb from Franz Visit Alto's Room -First Mission Time Mission 2: The First Battle: Recommended LV: 4 Suppress the monsters in the eastern forest before they reach the royal capital. Eastern Forest: Victory: Defeat all enemies Defeat: Alto is defeated Special: Alto Defeats 2 or more enemies Lisette Defeats 1 or more enemy Units: 5 (Alto, Lisette, Klaus, Rusty, Archibald) Enemies: 3 Archer LV3, 3 Orc LV4, 1 Orc Leader LV5 Boss: Orc Leader LV5 115HP 21SP Drops: Savage Tooth 23PATK 11MATK Healing Herb 9PDEF 2MDEF 11AGI 7LUCK Clear Rewards: 1300G, Aim Orb, Healing Herb 2, Mana Fruit 2 Special Rewards: Orb Meister, Debut Staff Strategy: Okay, time for the first real battle. The Archers and Orcs to your sides will make a beeline for you, so deal with them first. Personally, I send Alto and Klaus southwest while Rusty gets up to the archer up on a ledge on the top of the map. Archibald takes on that Orc near him, and Lisette does whatever. The three enemies at the eastern corner won't move unless you are in their attack range, so at the end, regroup everyone and charge in. This is where I have Lisette get her kill in if she hasn't already. Obtain Healing Ring from Lisette if you answered her Tuning questions correctly. ----------------------------------------- -----sg2: Chapter 2: The Windy Hills----- ----------------------------------------- Destiny Clock: Free, Mission, Free, Mission, Free, Mission, Mission Obtain Destiny Clock Free Time 1: Talk with Lisette in Free Time (Uses 1 Free Time) Mission 1: The Windy Hills: Recommended LV: 5 Following the merchant Ewan's lead, the party heads towards the Windy Hills but... Windy Hills: Victory: Defeat all enemies Defeat: Alto is defeated Special: No allies are defeated Clear with no damage to Lisette Units: 5 (Alto, Lisette, Klaus, Rusty, Archibald) Enemies: 4 Anemoi LV6, 3 Poison Wolf LV5 Clear Rewards: Venom Orb, Healing Herb 2, Healing Mist Special Rewards: Venom Khukuri, Tough Ring Strategy: Clearing the mission is simple. Doing so without Lisette getting hurt is not, thanks to the Anemoi. Thankfully, the Anemoi don't move unless you are in their attack range. Unfortunetly, the Poison Wolves do. The two square walkway makes a great chokepoint in this to block these wolves, preferably with Klaus and Archibald. Lisette can snipe from behind with Splash if you want. Mission 2: A Lonely Girl: Recommended LV: 6 The 9th Regiment sets up camp so they can search more effectively for the Wind Witch. Popo's Shack: Victory: Protect Popo and defeat all enemies Defeat: Alto is defeated, Popo is defeated. Special: Alto defeats two or more enemies All familiars stay alive. --Part 1: Units: 1 (Alto) Ally Units: 3 (Popo LV9, 2 Anemoi LV7) Enemies: 2 Jelly Man LV 6, 1 Paralyze Jelly LV7 --Part 2: Units: 5 (Alto, Lisette, Klaus, Rusty, Archibald) Ally Units: 3 (Popo LV9, 2 Anemoi LV7) Enemies: 2 Orc LV7, 1 Orc Leader LV8, 2 Archer LV7,1 Sniper LV8 Clear Rewards: 2000G, Ail Guard, Mana Fruit 2, Mana Stone Special Rewards: Mental Ring, Venom Lance Strategy: For part one, the enemies are way too slow to pose a real threat. Walk up to them with Alto and slash them down. In part two, your allies start a ways off from the enemies, so quickly have them climb up to provide backup. When going for the special conditions, make sure to elimiate the orcs as quickly as possible and have Alto help the Anemoi with the Archers up at the top. Mission Time 3: Obtain Orb Fragment 1 x3, Refinement Available Mission 3: Those We Can Protect: Recommended LV: 7 The party heads to Port Noir to expose Mayor Bonanza's injustice, but what awaits them there...? Port Noir, Harbor Town: Victory: Defeat Popo Defeat: Alto is defeated Special: No allies are defeated Open all treasure chests (2) Units: 5 (Alto, Lisette, Klaus, Rusty, Archibald) Enemies: 4 Poison Wolf LV 6, 2 Anemoi LV 7, 1 Purple Anemoi LV8, Popo LV10 Chests: Fishing Vest (On the boardwalk), Healing Mist 2 (at the top right) Auto Recruit Ewan when Rusty steps on the bridge across the water. Reinforcements: When Popo is attacked, she flies up to the upper structure and summons 2 Anemoi LV7 and 1 Anemoi(Purple) LV8 Boss: Popo LV 10 112HP 59SP Drops: Orb Fragment 1 23PATK 28MATK Steal: Ail Guard 28PDEF 39MDEF 27AGI 25LUCK Clear Rewards: 2500G, Detox Mist, Healing Mist, Mana Stone Special Rewards: Skull Necklace, Dual Fist Strategy: For the left team, have Archibald and Klaus take vanguard to block and defeat the incoming wolves. For the right, have Rusty lead since Alto's unlikely to cross the water in one turn. When Ewan arrives, have him help finish the wolves before opening the door. Later on, once Popo is at the top of the structure, the team should focus on eliminating all the Anemoi before taking on Popo. Archibald can be a big help in blocking the shower of arrows. If you are going for the chest in the back, it would be easiest to get to with Lisette or Rusty, as they have greater movement in water than the rest of your team. Leave Ewan to steal from Popo if you want instead. Mission 4: Rusty Key: Recommended LV: 8 Mayor Bonanza is hiding in the windmill! Popo must surely be there with him...! --Part 1: Popo's Spirit World: Victory: Move Alto closer to Popo Defeat: Alto is defeated, Popo is defeated Units: 6 (Alto, Lisette, Klaus, Rusty, Archibald, Ewan) Enemies: LV 10 Popo (won't move or attack) 8 The Driller LV8 (appears when the battle starts) In the Popo tuning dialogue, choose "Don't you remember me?", "You're just going to run away?", and "We'll be by your side." This gets you a Storm Orb. --Part 2: Solitary Windmill: Victory: Defeat all enemies Defeat: Alto is defeated. Units: 7 (Alto, Lisette, Klaus, Rusty, Archibald, Ewan, Popo) Enemies: 2 Paralyze Jelly LV 8, 4 Mercenary LV9 Chests: Cloak (Top Left), Merc Plate (Top Right) --Part 3: Solitary Windmill: Victory: Defeat all enemies Defeat: Alto is defeated Special: Clear with no damage to Popo. Clear before Popo's third turn ends. Units: 7 (Alto, Lisette, Klaus, Rusty, Archibald, Ewan, Popo) Enemies: 5 Mecenary LV 9 ---On turn 1, Alto is forced to Conduct Popo and activate Rusty Key. (Why would you not anyways) Clear Rewards: 5000G, Paralyze Orb, Healing Mist, Mana Stone Special Rewards: Elixa, Hunter's Rifle Strategy: Part 1 shouldn't be too difficult if you've been training your party well. First, set up characters in range of the elevators, then rush the 8 The Drillers all at once. Repeat with the second level upward and it should work out smoothly. For part 2, the positioning of your units matters, since you are limited to 1 tile wide corridors here. Put your close rangetanks like Alto, Klaus, and Archibald up front and let the rest snipe from behind. Part 3 is pretty much the same as part 2. However, if you want the Hunter's Rifle, you need to finish this before the Conduct ends. Since literally every enemy is disabled during this time. Rush them all and finish them quickly. Alto speaks with Lisette and Popo in a scene where they trade cooking. Alto gains affinity! Alto aquires Parry and Critical Support! ---------------------------------------------- -----sg3: Chapter 3: The Festival of Fire----- ---------------------------------------------- Destiny Clock: Free, Mission, Free, Mission, Free, Mission, Mission Free Time 1: Gain access to the Tuning Hall Tune Popo (Uses up 1 Free Time Total) Tuning: Victory: Move closer to Popo's Shadow Defeat: None Units: 1 (Alto) Ally Units: 1 Popo's Shadow LV10 (with Movement Up (6 Movement total)) Objective: Chase down Popo's Shadow until Alto stands next to her. She will attempt to flee from Alto constantly. Strategy: There's not really one here. Just keep chasing her and you should eventually catch up. Popo's affinity will increase and she will learn Arrow Dodge and Aim Support Mission 1: Amatsu: Recommended LV: 11 The party arrives at Amatsu. They request an audience with the Priestess but... Shrine Entrance: Victory: Protect Sakuya and defeat all enemies Defeat: Alto is defeated, Sakuya is defeated Special: Clear with no damage to Sakuya, Clear with no damage to Nonoka. Units: 6 (Alto and Popo required) Ally Units: Nonoka LV14, Sakuya LV13 Enemies: Initial: 6 Proto-dekurin LV11, 2 Lil'Dekurin LV12 Reinforcements: 4 Proto-dekurin LV11 from the sides when only four of the original enemies are left Chests: Physical Ring (Top Left), Elixa (Top Right) Clear Rewards: 3500G, Luck Orb, Healing Mist 2, Mana Fruit 2 Special Rewards: Poison Bow, Paralysis Edge Strategy: For this mission, you need to be VERY careful with how you position your units, especially if you want to clear both speical conditions. To clear the mission and loot the chests, it's best to start with a wall in the front to deal with the initial enemies bum-rushing you, followed by shifting some of your units towards the back when the reinfocements arrive. Ewan could easily open a chest in the beginning and then help pick off some Dekurin reinfocements when they arrive. Now...the real challenge is preventing Sakuya and Nonoka from taking damage. They will both attack if an enemy gets in their range, and since all the enemies have Counter, if Sakuya attacks even once without killing an enemy, you have then failed the special conditions. Place your units so that this situation doesn't happen. Mission 2: Sakuya's Secret: Recommended LV: 12 Sakuya has enlisted Alto as her manservant. She calls him out to the Gohra Volcano... --Part 1: Gohra Volcano: Victory: Defeat Nonoka Defeat: Alto is defeated Special: No allies are defeated Use no skills with Alto Units: 1 (Alto) Ally Units: Sakuya LV13 (won't do anything) Enemies: Nonoka LV10 --Objective: Just fight Nonoka till she is at low health. --Part 2: Gohra Volcano: Victory: Defeat all enemiesd Defeat: Alto is defeated Special: No allies are defeated Use no skills with Alto Units: 6 (Alto, Lisette, Popo req.) Ally Units: Sakuya LV13, Nonoka LV14 Enemies: 3 Red Wolf LV 11, 3 Magic Archer LV11, 3 Nurse LV12, 1 Flare Gryphon LV14 Boss: Flare Gryphon LV14 254HP 63SP Drops: Giant Plume 56PATK 41MATK Flame Fragment 33PDEF 32MDEF Steal: Ail Guard 2 25AGI 26LUCK Clear Rewards: 4000G, River Orb Special Rewards: Drain Orb, Strong Edge Strategy: Part 1 is simple. Just keep trading blows with each other. Part 2 is a lot harder. This is the first "large enemy" that you will encounter in the storyline and it shows you how tough they can be. In this battle, take down the enemies one by one and try to keep your frail units out of the way of too many archers. When taking out the Gryphon, DO NOT under any circumstances, put Popo in range. It will very likely kill her in one hit. Instead, hit it with people like Rusty or Alto since they can take a hit, while having Lisette and Klaus heal and fight if need be. Mission 3: Rite of Calmfire: Recommended LV: 13 The Rite of Calmfire has finally come. Amatsu is at its most lively, but can Sakuya sing sucessfully...? Shrine Grounds: Victory: Protect Sakuya and defeat Dorothy Defeat: Alto is defeated, Sakuya is defeated. Special: No allies are defeated. Nonoka defeats two or more enemies. Units: 6 (Alto req.) Ally Units: Sakuya LV13, Nonoka LV14 Enemies: 2 Assault Orc LV13, 3 Red Wolf LV13, 2 Proto-dekurin LV12, 2 Lil'Dekurin LV13, Dorothy LV16 Boss: Dorothy LV16 295HP 78SP Drops: Giant Fragment 57PATK 40MATK Steal: Critical Orb 2 43PDEF 43MDEF 55AGI 29LUCK Clear Rewards: 4500G, Greed Orb 2, Orb Fragment 1, Orb Fragment 2 Special Rewards: River Fragment, Friendly Staff Strategy: Your first priority here is defeating the enemies near Sakuya, which are the Wolves and Orcs. The Red Wolves might do some damage, but shoudn't be able to kill her before you get there. After finishing that, just head straight for Dorothy and her Dekurin guards. Just make sure to leave Nonoka some kills if you want a Friendly Staff. Mission 4: Cherry Blossoms: Recommended LV: 14 Dorothy has taken Sakuya to the volcano crater! Steal her back! --Part 1: Sakuya's Spirit World: Victory: Defeat all of Sakuya's Shadows Defeat: Alto is defeated Units: 6 (Alto req.) Enemies: 4 The Tearer LV13, 6 Sakuya's Shadow LV15 Conditions after all Shadows are defeated Victory: Move Alto closer to Sakuya Defeat: Alto is defeated (how?!) Sakuya is defeated (you're stupid) In the Sakuya dialogue, choose "You seem really scared", "Show us the real you", "I may not understand", and "Believe in your true self." This gets you a Flame Orb. --Part 2: Volcano Crater: Victory: Defeat Dorothy Defeat: Alto is defeated Special: No allies are defeated. Nonoka defeats Dorothy. Units: 7 (Alto, Nonoka, and Sakuya req.) Enemies: 3 Fire Element LV14, Dorothy LV 17 4 Proto-dekurin LV 14, 4 Proto-Dekurin LV15 (Dekurins are summoned when the battle starts) Boss: Dorothy LV16 312HP 82SP Drops: Giant Fragment 59PATK 42MATK Steal: Critical Orb 2 45PDEF 45MDEF 57AGI 30LUCK Clear Rewards: 5000G, Detox Mist, Healing Mist 2, Mana Stone 2 Special Rewards: Giant Fragment, Megadeath Strategy: For part 1, Lisette makes short work of the enemies. One way of going about it is to split the group up in a way that gets the attention of seperate enemies. For part 2, there will be a need to split up the group if you want to be able to defeat all the enemies. The ones to worry about this mission will be the Elements and Dorothy herself. The Elements can self-destruct at low HP. Needless to say, that's very bad, like, Electrode Explosion very bad. As for Dorothy, her main problem will be that she gets stronger as she gets weaker, has high avoid, and must be killed by Nonoka, who isn't really superb yet. Sakuya returns to Amatsu and finishes the festival. Alto and Sakuya talk back at the Knight Barracks. Alto gains team affinity! ------------------------------------------- -----sg4: Chapter 4: A Lambert Holiday----- ------------------------------------------- Destiny Clock: Free, Free, Free Free Time 1: The 9th Regiment is put on standby until news of the Earth Witch is found. Alto plans to sleep his vacation out, but Klaus orders him to build relations with the 9th Regiment and gives him Mr. X's Just Desserts. (Yes, it's actually a key item) for dating location advice. Haha. ...Well, these free times can be spent having Alto Rest, but who wants to do that? At the end of this, Alto and the witches visit some dessert shops, one of at which Klaus, *cough* I mean Mr. X just happens to be binging on sweets. and signing autographs. Free Time 2: Queen Anastasia goes missing. Alto finds her and they wind up visiting the Red Bear Tavern. They then talk about the state of the kingdom before leaving, with Elmar arriving to find the Queen drunk and asleep. Free Time 3: Alto is walking in town when he hears singing, leading him to find the little girl Marie, who promptly collapses in front of him. He then brings her to the infirmiry. When she wakes up, they discover that she has no memories, like Alto. The next day she gets to meet the rest of the cast, while Alto asks the shopkeepers ("townspeople") if they know anything about her. Their search gets nothing. At night, Rusty decides to hold a party for the 9th Regiment at the tavern. Everyone but Klaus decides to join in, who shows up anyway, but leaves after a few words. Alto "has a great time at the tavern". His team affinity increases! Scouts return to inform Klaus and Rusty that a barrier was found near Kashmistan, likely crreated by the Earth Witch. --------------------------------------------- -----sg5: Chapter 5: As The Mirage Fades----- --------------------------------------------- Destiny Clock: Free, Mission, Free, Mission, Free, Mission, Mission Free Time 1 Mission 1: The Fallen Mercenary: Recommended LV: 16 Nonoka discovers a caravan-like shadow. The knights move closer to gather information but... Mujabalaar Desert: Victory: Defeat all enemies Defeat: Alto is defeated Special: Rusty defeats two or more enemies. No allies are defeated. --Part 1 Units: 6 (Alto, Rusty, Sakuya req.) Enemies: 2 Paralyze Wolf LV15, 4 Ghost Soldier LV16, Keith LV20 Boss: Keith LV20 268HP 115SP Drops: Misery Fragment 54PATK 40MATK Steal: Elixir 2 62PDEF 54MDEF 32AGI 32LUCK --Part 2 When Keith is at low HP and all other enemies are defeated No healing for the party. Reinforcements: 3 Ghost Soldier LV16, 1 Sleep Flower LV 17 Boss: Sleep Flower LV17 324HP 74SP Drops: Flower Leaf 68PATK 38MATK Orb Fragment 3 15PDEF 13MDEF Steal: Earth Guard 23AGI 26LUCK Clear Rewards: 5500G, Sleep Orb, Storm Orb, Sage Stone Special Rewards: Chase Orb, Stun Fist Strategy: Most units have terrible movement in the desert. The exceptions right now are Popo, Sakuya, and somewhat Rusty and Nonoka. For part 1, you don't need to defeat Keith, as he retreats after taking some damage. Focus on the other enemies first. For part 2, try to keep out of the way of the Sleep Flower for as long as possible. It has an AOE attack that can cause sleep (duh), so it's best to leave it be and take it down last. After all, it doesn't really move. Mission 2: The Lost City: Recommended LV: 17 According to Niki, Keith is in the supposedly ruined Kashmistan, The party progresses cautiosly. Kashmistan, Desert City: Victory: Defeat Hrodulf Defeat: Alto is defeated, Rusty is defeated. Special: Defeat Keith Open all treasure chests Units: 6 (Alto and Rusty req.) Enemies: 3 Ghost Soldier LV17, Keith LV21, 5 Harbringer LV17, Hrodulf LV24 Chests: Ghost Plate (Far left), Desert Cloak (Uppermost), Stop Guard (Upper right) Boss: Keith LV21 280HP 120SP Drops: Misery Fragment 56PATK 42MATK Steal: Elixir 2 64PDEF 56MDEF 34AGI 33LUCK Boss: Hrodulf LV24 471HP 86SP Drops: Blast Fragment 67PATK 49MATK Steal: Guard Ring 2 63PDEF 50MDEF 37AGI 37LUCK --Note: The battle ends when Hrodulf is at critically low HP, about less than 50. He'll claim it is impossible for the team to beat him and leaves (whether your team was still doing good or not). Alto then experiences flashes of Niki and Mordimort in a fire at Kashmistan, before fainting. Clear Rewards: Thief Orb, Sage Stone Special Rewards: Down Guard, Clear Shooter Strategy: This mission contains three factions: Your own, Hrodulf's, and Keith's. While the main objective is to defeat Hrodulf, it would be wiser to take down all of Keith's group first, since they'll just shoot you down from above if you go for Hrodulf. Personally, I send my entire team to knock Keith down a few pegs since the Harbringers that move tend to just end up staring in frustration at a wall in the meantime. (Did they never hear of a thing called stairs?) Anyway, Hrodulf is a real challenge. He hits hard and can take a hit. And although he appears slow at first, he has the ability Defiance, which raises his turn order every time he's attacked, and subsequently reduce the time he's under status ailments (from Popo's Conduct for example). The best way to take him down is to Conduct Popo to temporarily disable him, then hid him with your highest damage attacks. Eventually he'll go down and end this mission. Free Time 3 Mission 3: Kandaar Battle!: Recommended LV: 18 The royal knights chase Niki and Keith toward the Kandaar Hills. Battle has returned to this land! --Part 1: Kandaar Hills Victory: Protect Niki and destroy all enemies Defeat: Alto is defeated, Niki is defeated Units: 6 (Alto and Rusty req.) Ally Units: Keith LV22, Niki LV20 (Niki won't move or do anything) Enemies: 3 Lil'Dekurin LV18, 4 Harbringer LV18, Dorothy LV21, Hrodulf LV25, Dante LV23, Hilda LV30 --Note: It is impossible to fight or even reach Hilda right now besides using things slike Long Shot. Boss Items: Dorothy: Drops: Giant Fragment, Steal: Critical Orb 2 Hrodulf: Drops: Blast Fragment, Steal: Guard Ring 2 Dante: Drops: Predator Fragment, Steal: Attack Ring 2 Hilda: Drops: Sharp Fragment, Steal: Mobile Ring --Note: Dorothy retreats when her HP is low (displayed in red) Hrodulf leaves with her regardless. This signals the reinforcements to arrive. Reinforcements: 3 Magic Archer LV18, 3 Chronos LV19 (all near Dante) --Note: When only Dante, Hilda, and 2 other enemies are left, the next part begins as Angels arrive when the party is surrounded by more enemies. --Part 2: Kandaar Hills: Victory: Protect Niki and destroy all enemies Defeat: Alto is defeated, Niki is defeated Special: Rusty defeats two or more enemies Alto defeats Dante Ally Units: 2 Angel LV20, ??? LV30 (Giselle) Enemies: 5 Chronos LV20, 2 Eyes Only LV21, Dante LV23 Boss: Dante LV23 427HP 116SP Drops: Predator Fragment 69PATK 50MATK Steal: Attack Ring 2 57PDEF 50MDEF 43AGI 42LUCK Reinforcements: 4 Earth Element LV20, 1 Sniper LV20 (when Dante and 2 other enemies remain) Clear Rewards: 6500G, Venom Orb, Healing Mist 2, Sage Stone Special Rewards: Trip Lance, Tokinagare Ju Strategy: This is a...complicated mission. For the first part, rush towards Niki as fast as possible. You have no time to delay, as eventully, reinforcements will arrive that can overwhelm both Keith and Niki without aid. Also, to restate the note above: don't bothered focusing too much on Dorothy, as you only need to weaken her here. When the angels arrive for part 2, the tables have turned. ...Yeah, I know these angels look too weird. Anyway, you should have a much easier time getting through to Dante and wiping out the map. Just make sure to have someone ready to protect Niki, as several enemies are summoned near her later on. Mission 4: Reddened Galaxy: Recommended LV: 20 Niki is dead. Alto must go to Mordimort to tell her of her sister's demise. Mordimort's Spirit World (Burning Kashmistan version) --Part 1: Victory: Defeat Hrodulf Defeat: Rusty is defeated Special: No allies are defeated Clear before Hrodulf's third turn ends (Hrodulf's condition only counts for Part 1) Units: 1 (Rusty) Enemies: Hrodulf LV 26 (Still drops Blast Fragment and you can steal a Guard Ring 2 from him) --Part 2: Victory: Move Alto closer to Mordi Defeat: Alto is defeated, Mordimort is defeated (idiot) Special: No allies are defeated Clear before Hrodulf's third turn ends (Again, it may already be cleared from the previous phase, even if it doesn't say it) Units: 7 (Alto, Rusty, Keith req.) (Rusty doesn't heal, even with the preparations) Enemies: 6 The Crawler LV20, Sleep Flower LV22, Mordimort LV20 Reinforcements: 2 The Crawler LV20, 3 The Piercer LV20 (as you approach the upper section, counts as Mordimort's skill) 5 The Piercer LV20 (near Mordimort) (when there are 2 or less of the previous reinfocements) 2 The Crawler LV20 (Right of the upper poison section) (as you approach Mordimort/defeat the Sleep Flower) (will repeat this Summon until Victory or Defeat) Clear Rewards: 8000G, Hit Orb, Sage Stone, Detox Mist Special Rewards: Mud Fragment, Tribow Strategy: Part 1 is another one on one duel. This time between Rusty and Hrodulf. In this battle, you only need to lower most of Hrodulf's HP to win, rather than outright defeat him. Make sure to finish this bout quickly and steal his item to ensure maximum rewards. Part 2 on the other hand should be easy, if a bit slow. You have to deal with many groups of enemies, but it shouldn't pose too much of a threat comparitivley to the previous two missions. Just get to Mordi, and get out of this collapsing dream. In the Mordimort dialogue, choose "Look at reality!", "You can't live like this!", and "Stop fooling yourself!" to aquire a Mud Orb. Alto and co. return to Lambert, Rusty tells his tale regarding his encounter with Hrodulf in the desert. When Alto returns to his room, the girls plan on a tea party, dragging Alto and Mordimort along. Alto's team affinity increases! -------------------------------------------- -----sg6: Chapter 6: Shadows in the Ice----- -------------------------------------------- Destiny Clock: Free, Mission, Free, Mission, Mission Mission 1: The Forest Labratory: Recommended LV: 21 The 9th Regiment visits Dr. Veronica to figure out why Lisette is unable to sing. Labratory Entrance: Victory: Defeat all fallen angels. Defeat: Alto is defeated. Special: Use Butterfly Dream three times. Keith defeats 3 or more enemies. Units: 7 (Alto, Keith, Mordimort req.) Enemies: 4 Paralyze Wolf LV20, 2 Poison Jelly LV20, 1 Ochu LV23 4 Fallen Angel LV21 --Note: Lisette is invaluable in this misson, since her cure move can dispel the Curse Mist and Poison Swamp across the map. Clear Rewards: 7500G, Absorb Orb, Healing Mist 2, Detox Mist Special Rewards: Mole Bomb, Triple Edge Strategy: Not hard, just move across the map in a group and clear out the field. Use Lisette's cure to make a path. Honestly, I fell like this one's a breather compared to the last few missions. After some tuning by Dr. Veronica, Lisette aquires Heal Boost, but still can't sing. Mission 2: *The Attack on Lambert!: Recommended LV: 22 Lambert Main Street: Victory: Defeat all enemies Defeat: Alto is defeated Special: No allies are defeated Open all treasure chests (2) Units: 6 (Alto req.) Enemies: 2 Harbringer LV22, 2 Lil'Dekurin LV22, 2 Ice Golem LV23 2 Magic Archer LV22, Dorothy LV24, Hrodulf LV27, Dante LV25, Hilda LV30 Chests: Chrono Vest (Upper Left0, Mobile Ring (Lower Right) The Mobile Ring is inside a 999 HP Chest behind a 999 HP door. Hope you brought Ewan or Keith! --Note: After defeating the Harbringers and Dekurins, Dorothy and Hilda leave, and an Ice Chimera is summoned. The Magic Archers and Ice Golems then begin to move. Also, Dante and Hrodulf cannot be defeated here. Don't try, they will just stay alive at 1 HP. Victory Condition changes: Victory: Defeat all enemies Boss: Ice Chimera LV24 601HP 101SP Drops: Ram Horn 99PATK 62MATK Snow Stone 52PDEF 49MDEF Steal: EXP Boost 40AGI 43LUCK --Tip: Try blinding the Chimera with Keith, it's hilarious how it can send Sakuya flying and count it as a miss. It's got terrible accuracy while blinded. Clear Rewards: 8000G, Dispel Orb, Mud Orb, Healing Mist 3 Special Rewards: EXP Boost, Song Orb Strategy: Despite this being a dire situation and all, the mission itself isn't the worst. You've fought most of these enemies before, and they aren't any different now. The biggest threat is the Chimera that's summoned. Of course, like most everything else, it can be made a pushover with a conduct. Just try not to aggro Dante and Hrodulf. Mission 3/4:Crystal Empire: Recommended LV: 23 The knights arrive in Hildegaria. What they witness there is a wretched sight. --Part 1: Fahrenheit, City of Ruin: Victory: Defeat ten or more enemies. Defeat: Alto is defeated. Special: Alto and Dante battle. No allies are defeated. Units: 6 (Alto req.) Enemies: 2 Lil'Dekurin LV21, 2 Dekurin Mark II LV22, 2 Harbringer LV22, 3 Harbringer Cadre LV23, 1 Aqua Gryphon LV25, Dorothy LV24, Hrodulf LV27, Dante LV26 (Dorothy, Hrodulf, and Dante all have their usual items) Clear Rewards: 8500G, Delay Orb, Healing Mist 3, Mana Stone 3 Special Rewards: Hanbei, Kyushumaru --Part 2: Under Fahrenheit: Victory: Defeat twelve or more enemies Defeat: Alto is defeated. Units: 5 (Alto req.) Enemies: 2 Lil'Dekurin LV22, 1 Dekurin Mark II LV 23, Dorothy LV25, Dante LV27, Hilda LV30 --Enemies below appear when battle starts-- 2 Harbringer LV23, 1 Harbringer Cadre LV24 2 Chronos LV23, 1 Eyes Only LV24, Hrodulf LV 28 --Note: 2 Dekurin Mark II LV23 will be summoned by Dorothy as their respective forces decrease. 2 Harbringer LV23, 1 Harbringer Cadre LV24 will be summoned by Hilda near Hrodulf as their respective forces decrease. Chests: Glacier Cloak (left), Physical Ring (right) --Part 3: Victory: Defeat Hilda Defeat: Alto is defeated. Special: Defeat ten or more enemies Alto defeats Hilda Units: 6 (Alto and Lisette req.), all other units are the same as before. Ally Units: 4 Angel LV25, ??? LV30 Enemies: 4 Chronos LV24, Dorothy LV25, Hrodulf LV28, Dante LV27, Hilda LV30 --Note: Hilda will summon more Chronos/Eyes Only constantly when her forces get low. Also, the boss' steal items have changed at this point to VERY rare unbuyable/craftable orbs. Get them while they last! Dorothy: Assassin Orb Hrodulf: Delay Orb 3 Danter: Sickness Orb Hilda: Death orb. --Note 2: Any enemies killed by ally units count towards the ten kills required for the special condition as well. --Fun Fact: That 95 damage from the scripted Redline? That actually counts, so Hilda starts the battle slightly weaker than she could have. Boss: Hilda LV30 854/949HP 190SP Drops: Sharp Fragment 97PATK 124MATK Steal: Death Orb 68PDEF 101MDEF 63AGI 66LUCK Clear Rewards: 10000G, Healing Mist 3, Amrita Special Rewards: Mana Stone 2, Stealth Staff Strategy: I consdier this one two seperate missions, since you get rewards in between. Let me just say one thing though.
                    These missions are HARD. Not only do you have to take on
                    the Harbriger leaders multiple times, but you also have
                    to deal with the new Harbringer Cadres, who can do
                    effective bonus damage to the witches. Oh, and did I
                    mention the Gryphon in the first part. It's gonna be
                    a tough ride. Anyway, to actual strategy: for part 1,
                    splitting your forces is necassary when dealing with
                    the multiple paths.
                    Part 2 involves your party being beseiged from all sides.
                    I find that the best way to go about this is to go for
                    one group of enemies first and then group around there
                    to take out the 12 enemies for the mission objective.
                    I'd start by taking out Hrodulf and his Harbringers,
                    then the Dorothy with her Dekurins next. That and a
                    few more enemies should garuntee completion here.
                    Just don't charge at Dante and Hilda. They'll easily
                    overwhelm you with numbers here.
                    Part 3 has the angels turning the tables again, with
                    Lisette coming back with a very powerful conduct in tow.
                    This battle is a lot easier than the previous two
                    parts, and your team is practically invincible now
                    thanks to the full heals from Lisette's conduct.
                    Just go up there and send them packing.
                    

    Lisette aquires Song of Saftey, Alto's team affinity increases with 
    that awkward conversation!
    Alto's Team Affinity increases to the next level!
    Alto aquires Conductor's Insight!

-------------------------------------------------
-----sg6: Chapter 7: A Lambert Holiday Pt. 2-----
-------------------------------------------------

Destiny Clock: Free, Free, Free, Free, Free

    Free Time 1: An announcement is made that Regnant will prepare a 
                 festival for the Anthem.
                 The 9th Regiment is given a holiday in the meantime.
    Free Time 2: Alto visits and watches the witches practice the Anthem.
    Free Time 3: The 9th Regiment visits (name of hotel) in Amatsu.
                 Crazy hijinks happen.
    Free Time 4: Alto meets Giselle, the cloaked ally from their battles
                 with the Harbringers.
    Free Time 5: Alto finds Queen Anastasia as Ana in the city again.
                 They visit the Treatment Facility, where they run
                 into the witches.
                 Alto and team "have a renewed determination."
                 Alto's team affinity increases!

---------------------------------------------
-----sg8: Chapter 8: Let the Anthem Ring-----
---------------------------------------------

Destiny Clock: Free, Mission

    Mission 1:  *The Last Stand: Recommended LV: 25
        --Part 1:
            Lambert West Gate: 
                    Victory: Defeat nine enemies
                    Defeat:  All allies are defeated
                    Special: No allies are defeated.
                             Open all treasure chests. (2 total)
            Units: 5 (Rusty, Archibald, Ewan, Nonoka, Keith)
            Enemies: 2 Dekurin Mark II LV23, 2 Moss Orc LV23,
                     3 Million Hit LV23, 2 Harbringer Cadre LV24,
                     Dorothy LV26, Hrodulf LV28, Dante LV27, Hilda LV30
                     --Note: None of the bosses move or carry drops/steals
                             right now. Defeat the nine other enemies
                             present to end this mission.
            Chests: Corner Orb (left), Knight Plate (right)
            Clear Rewards: 9500G, Theif Orb 2, Mana Stone 2
            Special Rewards: Elixia, Burn Orb
            Strategy: Every enemy will charge you at once besides the Cadres
                      (and the bosses). For this mission, it's useful to make
                      a chokepoint at the stairs before heading down. Most of
                      the battle will take place at the bottom of the
                      stairs/top of the rubble, so move there whenever you
                      feel there it's safe enough. Also, as someone has to
                      get the chests, I like send Ewan, since he's the
                      closest with a lockpick skill and long ranged attack.

        --Part 2:
            Anthem Hall:
                    Victory: Defeat Hilda
                    Defeat:  Alto is defeated.
                    Special: Defeat ten or more enemies.
                             Alto defeats Hilda.
            Units: 6 (Alto, Lisette, Klaus, Popo, Sakuya, Mordimort)
            Enemies: 2 Dekurin Mark II LV23, 2 Harbringer Cadre LV24,
                     2 Chronos LV24, 1 Eyes Only LV25, Dorothy LV26,
                     Hrodulf LV28, Dante LV27, Hilda LV30
                     --Note: Again, the Harbingers have rare steals
                             (Dorothy and Hilda's are unique).
                             Dorothy: Mobile Ring 2, Hrodulf: Guard Ring 3,
                             Dante: Attack Ring 3, Hilda: Soul Gain
            Boss: Hilda LV30:             949HP     190SP
                  Drops: Sharp Fragment    97PATK   124MATK
                  Steal: Soul Gain         68PDEF   101MDEF
                            63AGI   66LUCK  
            Clear Rewards: 10000G, Hermit Orb, Sage Stone 2
            Special Rewards: Orb Fragment 4, Ice Shiva

        --Part 3:
            Ruined Anthem Hall:
                    Victory: Survive
                             Everyone moves to the specified grid 
                             (when the last wave of angels arrive)
                    Defeat:  Alto is defeated.
                             An ally is defeated.
                             (Does not apply to the Harbringers)
                    Special: Alto defeats three or more enemies.
                             Alto and Giselle battle.
            Units: 5 (Alto, Lisette, Popo, Sakuya, Mordimort)
                     (All of your units afflicted with ATK Down)
                     (You cannot conduct in this battle)
            Ally Units: Dorothy LV26, Hrodulf LV28, Dante LV27, Hilda LV30
            Enemies: 6 Angel LV25, Giselle LV35, Xeno LV45
                     Reinforcments: 3 Angel LV25 in front of Giselle
                                    3 Angel LV25 from the northeast
                                    3 Angel LV25 from the southwest
                                            (in the circle)
                                    3 Angel LV25 from the souteast
                                            (far out of the circle)
                     --Note: Klaus and Giselle don't move until you come
                             in range of an attack they can hit with without
                             moving. Unfortunatley, this includes the
                             Harbringers, who will very likely aggro Giselle
                             sometime during the battle.
            Clear Rewards: 10000G, Sickness Orb, Mana Fruit 3, Sage Stone 2
            Special Rewards: Orb Fragment 4, Slumber Bow
        Strategy:   Just the one mission this chapter. An extremely long
                    chapter that is. Part 1 involves all non-witch, Alto, or
                    Klaus units defending Lambert's main gate from the
                    Harbringer's assault. For this part, it's easy to set up
                    a chokepoint at the top of the stairs and take down
                    the enemies from there. Just send Ewan or Keith to take
                    the treasures and you should be good to go.
                    Part 2 is slightly harder. You will be fighting all the
                    Harbringers wuth Alto, Klaus, and the witches in a wide
                    open space. My strategy is to split the team into two
                    groups. One to deal with Dorothy and one for Hrodulf,
                    with characters moving in between if need be. Afterwards,
                    group the party together for one final push towards
                    Dante and Hilda's area. Fortunatley, neither Dante nor
                    Hilda move from their positions unless you get in range,
                    allowing you to pick off each group one by one.
                    And then comes the interesting part... Klaus betrays you!
                    Turns out he's hellbent on world destruction, and you've
                    played right into his hands. As the angels descend, Alto
                    and co. must fight to escape the tower. For the first
                    half of this part, you must fend of off the attacking
                    angels and their constant reinforcements until the
                    Harbringers provide a plan for escape. Afterwards,
                    when the escape point appears, have everyone run
                    straight towards it except Alto. He should lure Giselle
                    in for one battle (unless the Harbringers were idiots
                    and did that already) then run with boosted movement
                    from Popo's song to escape. Don't worry about the
                    Harbringers staying behind. They won't die here.

----------------------------------------------
-----sg9: Chapter 9: The End of the World-----
----------------------------------------------

Destiny Clock: Mission, Mission

    Mission 1: The World's Truth: Recommended LV: 27
               The party visits Dr. Veronica to learn the truth
                about the world's end.
            Labratory Entrance (ravaged):
                    Victory: Defeat all enemy angels
                    Defeat:  Alto is defeated.
                    Special: Alto defeats Ochu.
                             Alto defeats three or more angels.
            Units: 6 (Alto req.)
            Ally Units: 2 Fallen Angel LV25
            Enemies: 4 Angel LV26, 2 Archangel LV27
            Other Units: 2 Sniper LV26, 1 Ochu LV28
                         --Note: These "Other" units will tend attack the
                                 angels, proving a great asset. Of course,
                                 the Ochu's attacks can still damage you,
                                 and beating it is a requirement for
                                 a Special Reward.
            Clear Rewards: 10500G, Assassin Orb, Orb Fragment 4, Mana Fruit 3
            Special Rewards: Aegis Shirt, Hotenko Ugachi
        Strategy: It's a really straightfoward battle here. However, it's
                  the first time you fight Archangels, which are mainly
                  Angel support units. They can constantly summon more of
                  their comrades unless they are taken out, as well as buff
                  and heal nearby allies. Basically, priority target number
                  one. Other than that, both the Fallen Angels and the
                  Other Units will be fairly helpful in dealing with the
                  other group of Angels before you get there. If you're going
                  for the Special Rewards though, you'll have to kill your
                  psuedo allies (poor Ochu XD). It's unlikely that you'll
                  take much more damage since they are focusing on the
                  Angels anyway.

    Mission 2: *Ice World: Recommended LV: 28
            Lambert Main Street (Ruined):  
                    Victory: Defeat all enemies
                             Defeat Seraphim (on part 4)
                    Defeat:  Alto is defeated.
                             Hilda is defeated.
                    Special: None (Initially)
                             Alto defeats Seraphim (on part 5)
                             Clear with no damage to Hilda (on part 5)
        --Part 1: 
            Units: 1 (Alto)
            Ally Units: Hilda LV30
            Enemies: 12 Angel LV27, 1 Seraphim LV35
            --Note: This phase ends when three Angels
                    (the ones right near Alto and Hilda) are defeated.
        --Part 2: 
            Units: 1 (Alto)
            Ally Units: Hilda LV30
            Enemies: 12 Angel LV27, 1 Seraphim LV35
            --Note: Again, this phase ends when three Angels
                    (likely on the right) are defeated.
        --Part 3: 
            Units: 1 (Alto)
            Ally Units: Dorothy LV27, Dante LV28, Hilda LV30
            Enemies: 12 Angel LV27, 1 Seraphim LV35
            --Note: Phase ends when the Seraphim uses Song of Deceit
                    on Alto or an ally.
        --Part 4: 
            Units: 8 (Alto, Dorothy, Dante, Hilda req.)
                     (everyone fully healed)
            Enemies: 9 Angel LV27, 1 Seraphim LV35
            --Note: Phase ends when the Seraphim heals after you damage
                    it once.
        
        Hilda's Spirit World: No Tuning Battle here. Alto learns from
                              Hilda's memories about the promise
                              she made to Elcrest.
                              Hilda learns Ice World!
        --Part 5: 
            Lambert Main Street (Ruined)
            Units: 8 (same as before)
            Enemies: 9 Angel LV27, 1 Seraphim LV35
            Boss: Seraphim LV35    1118HP    204SP
            Drops: Seraph Wing      108PATK  122MATK
                   Stop Orb          90PDEF   90MDEF
            Steal: Follow Up Orb     59AGI    75LUCK
            Clear Rewards: 11000G, Absorb Orb, Orb Fragment 4, Sage Stone 2
            Special Rewards: Lady Joker, Reboot Fist
        Strategy:   This isn't too difficult of a mission, since you're just
                    controlling Alto for most of it. For parts 1 and 2,
                    fight the angels as they come one at a time, keeping
                    Alto healed with items as necassary. During part 3,
                    don't be afraid to use the Harbringers as shields.
                    They shouldn't have any problem dealing with the angels
                    themselves. Once you get to part 4, slowly make your
                    way down the stairs until you can damage the Seraphim
                    to proceed to part 5...which is a walk in the park.
                    Since Hilda has completley stopped time for all enemies
                    you are free to wail on the boss until its dead. Just
                    make sure Alto's doing the finishing blow if you want
                    some rewards.

    Hilda, Dante, and Dorothy officialy join the party.
    Alto speaks with Lisette, Hilda, and Miss Rosa. As the Harbringers join,
    Alto's Team Affinity increases!

----------------------------------------------
-----sg10: Chapter 10: The Celestial Hymm-----
----------------------------------------------

Destiny Clock: Free, Mission, Free, Mission, Mission,
               Free, Mission, Mission, Free, Mission

    After the first free time, Hilda shows Alto the true events that
    transpired one thousand years ago. Veronica tells everyone to meet
    her at the Narkiv Crater.

    Event: Forbidden Land
       Destination: Narakiv Crater.
                    The knights set foot into forbidden territory.

    Mission 1:  The Final Truth: Recommended LV: 31
            As instructed by Veronica, the party arrives at Narakiv Crater.
            There, they find a shocking truth.

        --Part 1:
            Alto's Spirit World:
                    Victory: Defeat all enemies
                    Defeat:  Alto is defeated.
                    Special: Land the first attack
                             No allies are defeated.
            Units: 6 (Alto, Lisette, Popo, Sakuya, Mordimort, Hilda)
            Enemies: 2 Ondine LV29, Fransica LV33 (all with HP regen)
                 3 Anemoi(White) LV29, Millicent LV33 (all with SPD Up)
                 2 Kagutsuchi LV29, Kaede LV33 (all with ATK Up)
                 1 Omodaru LV31, Ukuna LV33 (all with DEF Up)
                --Note: All four bosses here have unique weapons to steal
                        that are the witches strongest weapons until the
                        very end of the game. Make it a point to steal them.
            Clear Rewards: 11000G, Big Sage Stone
            Special Rewards: Dragon Plate, Faust

        --Part 2:
            Narakiv Crater: 
                    Victory: Defeat all enemies.
                    Defeat:  Alto is defeated.
                    Special: Veronica defeats three or more enemies.
                             Clear with no damage to Veronica.
                    Units: 7 (Alto and Veronica req.)
            Enemies: 6 Angel LV28, 3 Archangel LV29, 1 Dragon LV31
            Boss: Dragon LV31           1563HP   148SP
                  Drops: Dragon Scale    154PATK 100MATK
                         Death Fragment   75PDEF  74MDEF
                  Steal: Stop Fragment    48AGI   57LUCK
            Chests: Techno Shirt (Westernmost), Magic Ring 3 (Northernmost)
            Clear Rewards: 11500G, Mental Ring 3
            Special Rewards: Soul Gain, King's Guard
        Strategy:   For part 1, make sure  you have either Rusty, Ewan, or
                    Keith in your party. The four weapons held by the
                    bosses are the second strongest they can have in the
                    game (with the first being extemely expensive in the
                    shop). Make sure you steal them. As for actually beating
                    the bosses, I would keep my group together and deal with
                    them one at a time, since they don't move until you are
                    in their range. This way, they shouldn't be too hard to
                    take down.
                    Part 2 is time for a new party member to shine. Veronica
                    is likely to be several levels ahead of you, and so
                    won't be worth using yet...except that she needs to kill
                    three enemies here without taking damage. In this case,
                    it's best to have the rest of the party weaken the
                    angels and having Veronica kill any lone stragglers.
                    Personally, I split the group into two to deal with the
                    left and right sides as they trek up to the dragon.
                    For the dragon itself; while it may be powerful, the
                    usual conducts can render it helpless to your party.
            
    Veronica joins the party! As she overcomes her past,
    Alto gains Team Affinity from that! lol!

    ---Free Time 2: Final Tuning can now be performed.

    Missions 2-5 can be taken in any order, so this guide will leave out
    a mission number for the next four missions.

    Mission:    The Water Score: Recommended LV: 31
                The party arrives in Mithra in search of the Water Score.
            Forest Lake:
                    Victory: Defeat the Water Calamity
                    Defeat:  Alto is defeated. Lisette is defeated.
                    Special: Lisette defeats three or more enemies.
                             Lisette defeats the Water Calamity.
            Units: 7 (Alto, Lisette, and Hilda req.)
            Enemies: 2 Ice Golem LV33, 2 Million Hit LV31, 3 Angel LV31
                     1 Archangel LV32, 2 Aqua Element LV31,
                     1 Water Calamity LV36
            Clear Rewards: 12000G, Freeze Orb 2
            Special Rewards: Orb Fragment 5, Spectrum
        Strategy:   This one could take some time, but the general strategy
                    should be easy. Just walk along the path and cross the
                    pond to reach the Calamity. The use of decoys is very
                    useful here, as well as on any other enemy with long
                    range attacks.

    Mission:    The Wind Score: Recommended LV: 31
                The party arrives in Port Noir in search of the Wind Score.
                Port Noir, Harbor Town
        --Part 1:
                    Victory: Defeat all enemies.
                    Defeat:  Alto is defeated. Popo is defeated.
                    Special: None.
            Units: 7 (Alto, Ewan, and Popo req.)
            Enemies: 2 Moss Orc LV32, 1 Albino Orc LV33, 3 Angel LV32,
                 2 Aero Element L32
            Chests: See Part 2
        --Part 2:
                    Victory: Defeat the Wind Calamity
                    Defeat:  Alto is defeated. Popo is defeated.
                    Special: Popo defeats three or more enemies.
                             Popo defeats the Wind Calamity.
            Units: 7 (same as before, no healing)
            Enemies: 3 Aero Element LV32, 3 Angel LV32, 1 Archangel LV33,
                     3 Nurse LV32, 1 Wind Clamity LV37
            Boss: Wind Calamity LV37    1217HP   221SP
                  Drops: Seraph Chain    113PATK 132MATK
                         Elixa            97PDEF  98MDEF
                  Steal: Seal Fragment    65AGI   82LUCK
            Chests: Elixir 3 (Easternmost)
            Clear Rewards: 12000G, Seal Orb 2, Charm Orb
            Special Rewards: Orb Fragment 5, Nail Bow
        Strategy:   This mission works almost identically to the one where
                    you had to fight Popo. By this point, if you have any
                    of the witch's AOE attacks (Popo's Kaboom! for example),
                    they could be very useful in taking down groups of
                    clustered enemies, such as the angels here in the second
                    part. The enemies in this mission pretty much all attack
                    at once, so its best to do the same. Just try to keep
                    your weaker units away from too many attacks.

    Mission:    The Fire Score: Recommended LV: 31
                The party arrives in Amatsu in search of the Fire Score.
            Shrine Grounds:
                    Victory: Defeat the Fire Calamity
                    Defeat:  Alto is defeated. Sakuya is defeated.
                    Special: Land the first attack.
                             No allies are defeated.
            Units: 8 (Alto, Nonoka, and Sakuya req.)
                     (Sakuya sings Cherry Blossom the whole battle)
                     (Nonoka arrives after 4 enemies are defeated)
                     (All units start with a critical buff)
            Enemies: 3 Red Wolf LV33, 3 Angel LV32, 1 Archangel LV33
                     4 Flare Element LV32, 1 Fire Calamity LV37
            Boss: Fire Clamity LV37     1214HP   221SP
                  Drops: Seraph Chain    113PATK 132MATK
                         Elixia           97PDEF  98MDEF
                  Steal: Burn Fragment    65AGI   82LUCK
            Clear Rewards: 12000G, Burn Orb 2, Orb Fragment 5, Kusanagi
        Strategy:   If Hilda or Popo has learned Darkhale Metric/Kaboom!
                    already, then either one of them can severely weaaken
                    or even kill the group of Angels just to the side of
                    your starting position. Other than that, this works
                    almost identically to the battle with Dorothy. Use
                    the same strategy, and it should be no problem.

    Mission:    The Earth Score: Recommended LV: 31
                The party arrives in the Mujabalaar Desert in search of
                the Earth Score.
            Mordimort's Spirit World (Burning Kashmistan Version)
                    Victory: Defeat Mordimort's Shadow
                    Defeat:  Alto is defeatd. Mordimort is defeated.
                    Special: Rusty defeats Hrodulf.
                             Mordimort defeats her shadow.
            Units: 7 (Alto, Rusty, Keith, and Mordimort req.)
            Enemies: 2 The Crawler LV32, 3 The Piercer LV32,
                     2 Sleep Flower LV35
                     Hrodulf LV37, Mordi's Shadow LV37
                     2 The Crawler LV32, 1 The Piercer LV32
                            (Reinforcements when 2 Crawlers are defeated)
                            (at ruined building in the north)
                     2 The Crawler LV32, 1 The Piercer LV32
                            (Reinforcements as you approach the end of 
                             the buildings)
                            (on the right of the poison as you
                             descend the broken building)
                     2 The Crawler LV32, 1 The Piercer LV32 
                            (Reinforcements as you approach the end of
                             the buildings) (right next to Mordi's Shadow)
                            (Constantly as her forces decrease until the
                             battle ends)
            Bosses: Hrodulf LV37        900HP   164SP
                    Drops: Delay Orb 3  127PATK  95MATK
                    Steal: Portal Ring  118PDEF  98MDEF
                                         61AGI   60LUCK
                    Mordi's Shadow LV37 294HP   162SP
                    Drops: Black Out    125PATK 120MATK
                    Steal: None         110PDEF 114MDEF
                                         70AGI   70LUCK
            Clear Rewards: 12000G, Sleep Orb 2
            Special Rewards: Irukamaru, Downer Shot
        Strategy:   He just doesn't give up does he. Hrodulf's back again.
                    Whether it's his ghost, and illusion, or something else,
                    I don't really know, but he's here for one final showdown
                    with Rusty. In the meantime, Mordi's shadow is creating
                    a lot of chaos across town. Anyway, while Hrodulf doesn't
                    need to be defeated, he's better off taken care of
                    immediately so as to focus on the rest of the mission.
                    By now, Rusty should be able to go toe-to-toe with him no
                    problem, but if you want you could provide backup with
                    someone else. The rest of the mission is again, very
                    similar to a previous one. This time however, we have
                    tons of reinforcements across the map. They shouldn't be
                    too hard, but it'll take some time to get there.
                    Ironically, Mordi's shadow is extremely weak for a boss
                    and can be taken down within a turn.

    Mission 6:  *Facing the Legends: Recommended LV: 32
        --Part 1:
            Lambert Main Gate:
                    Victory: Defeat all enemies.
                    Defeat:  All allies are defeated.
                             Enemies reach Lambert. (Red Line)
            Units: 6 (Lisette, Popo, Sakuya, Mordimort, Hilda, and Veronica)
            Enemies: 6 Angel LV32, 3 Archangel LV33, 3 Element LV32,
                     Giselle LV38
                --Note: Most enemies will ignore your units and go for the
                        line unless they are blocked. This part will end
                        after enough damage all enemies but Giselle are
                        defeated.
        --Part 2:
            Alto's Spirit World:
                    Victory: Defeat Elcrest
                    Defeat:  None.
            Units: 1 (Alto)
            Enemies: Elcrest LV39
                --Note: Yes, it's literally impossible to lose here.
                        Even after a scripted 999 damage Ragna Break
                        that should do actually do 278 damage instead.
                --Note 2: No wonder Elcrest lost. He's got only two of Alto's
                          abilities, and he's got much less teamwork
                          with his witches. They were LV33, he was 6 higher!
            Boss: Elcrest LV39        397HP   200SP
                  Drops: Song Orb 2   139PATK  98MATK
                  Steal: None         141PDEF 141MDEF
                                       79AGI   78LUCK
            Upon completing this part, Alto inherits the will of Elcrest.
            Alto Class Changes into Conductor!
            He aquires Hero's Blessing and Ragna Break!
        --Part 3:
            Lambert Main Gate:
                    Victory: Defeat Giselle
                    Defeat:  Alto is defeated.
                    Special: No allies are defeated.
                             Alto defeats Giselle.
            Units: 7 (Alto, Lisette, Popo, Sakuya, Mordimort, Hilda,
                      and Veronica)
                     (everyone is fully healed) (still part of same mission)
            Enemies: 3 Archangel LV33, 2 Arkhai LV34, 3 Cocytus LV33,
                     2 Break Golem LV34, 2 Dragon LV35, Giselle LV38
            Boss: Giselle LV38          1504HP   311SP
                  Drops: King's Guard    149PATK 123MATK
                  Steal: Mobile Ring 2   151PDEF 130MDEF
                                          84AGI   57LUCK
            Clear Rewards: 25000G, Big Sage Stone
            Special Rewards: Tough Ring 3, Blood Sword
            If certain conditions were met, Giselle joins the party...
        Strategy:   This is a unique mission in the game, as the first
                    objective is to hold the line. In this case, it's best
                    to split your forces, and defend key locations that
                    the enemies could come from. I placed units atop the
                    rubble stairs on the left as well as spread them out
                    across the field at the bottom of the main stairs.
                    This part will end once you've defeated enough of the
                    enemies.
                    Part 2 is simply a scripted battle. You're not even
                    supposed to take 999 damage from Ragna Break. Regardless,
                    just beat Elcrest up while you're invincible and move on.
                    (yeah, I know it's supposed to be an epic moment. It's
                    just that strategy wise, there is none.)
                    Part 3 involves another slow trudge across the
                    battlefield until you defeat the boss, in this case
                    Giselle. I would highly advise against taking the
                    shortcut down the stairs at this point, as you would
                    probably expend too many resources on the two Dragons
                    to be able to fight Giselle. Giselle is not to be
                    underestimated. She is fast, hits hard, and can likely
                    two-hit KO a lot of your units. Fortunatley, her
                    strongest attack requires her to "charge up" for a turn,
                    allowing you to get to a safer position in time. All
                    in all, it's a tough fight, but doable. Note that if
                    you brought Klaus's affinity up to 2nd level (he had
                    Magic Shield), then Giselle will join you after the
                    battle. Otherwise, she self destructs and dies.

        Later on, the witches, Dorothy, and Nonoka barge in on Alto's room to
        have a tea party. Alto and Marie join in.
        Alto's team affinity increases!

----------------------------------
-----sgX: Chapter X: The Moon-----
----------------------------------

Destiny Clock: Free, Free, Mission, Free, Free,
               Free, Mission, Mission, Mission, Mission

    Event: Now, To Yggdrasil.
       The Tuning Knights hastily head to Yggdrasil's base in order
       to repel Klaus and the angels.

    Mission 1:  Yggdrasil: Recommended LV: 34
                The party arrives at the base of Yggdrasil.
                The fated battle is about to begin...
            Yggdrasil Base:
                    Victory: Defeat the Earth Calamity
                    Defeat:  Alto is defeated.
                    Special: Land the first attack.
                             No allies are defeated.
            Units: 7 (Alto req.)
            Enemies: 2 Dead Eye LV34, 2 Ice Golem LV35, 3 Angel LV33,
                     1 Archangel LV34, 1 Arkhai LV35, 2 Dominion LV36,
                     1 Earth Calamity LV38
            Reinforcements Summoned by Dominion: 3 Earth Element
                        (in front of your left Dominion) 
                        (repeated summons)
            Boss: Earth Calamity LV38   1267HP    229SP
                  Drops: Seraph Glow     118PATK  137MATK
                         Elixia          101PDEF  102MDEF
                  Steal: Heavy Fragment   68AGI    86LUCK
            Chests: Angle Orb (northwest)
            Clear Rewards: 40000G, Healing Herb 5, Healing Mist 5
            Special Rewards: Freeze Fist, Physical Ring 3
        Strategy:   So this is where that missing Calamity was. Well, I
                    wouldn't call this battle hard, but it isn't favorable
                    to your party. The enemy here tends to be positioned
                    in several easy to defend areas, such as the higher
                    level angels being just out of reach to easily dispatch,
                    allowing them to buff or heal the regular angels.
                    Anyway, I prefer to split the party into two groups,
                    making sure I have ranged units on both sides to attack
                    across the gaps. Once I get to the Calamity itself,
                    it's just a matter of taking it down quickly.

    Free Time x3:
    At the end of the third Free Time, the Celestial Hymm is completed,
    and Alto and Veronica listen in.
    Alto's Team Affinity increases! Alto's Team Affinity increases it's rank!
    Alto maxes out his affinity! Alto learns Angel Killer! WHEW!
    The Tuning Knights have one last feast before the final battle.
    During it, Marie is found singing, before Xeno comes down to take Marie.
    She goes willingly, to attempt to persuade Mother Qualia to stop, on the
    condition that Xeno cannot attack Earth while she is speaking to her sister.
    Alto, in despair (again), returns to his room, where Rena arrives, hearing
    of the events. She gives Alto the Rena's Orb.

    At this point, you can choose to have Alto talk with any on person he
    maxed affinity with. This doesn't affect the story, but provides
    interesting conversations with the characters. They are all basically
    an extra Affinity Conversation with the respective characters.

    All of them speak on the observatory before panning
    to a picture of the night sky (and moon).
    ----Lisette, already on the observatory, speaks to Alto about Mithra and
        talks about returning there after the battle.
    ----Rusty talks to Alto about their respective reasons to fight. 
        Rusty says he's giving up his vengence.
    ----Archibald comments on the fact that the Observatory used to only be
        acessible to the Royal Family, then gets serious discusses his
        position and shortcomings as knight under Klaus.
    ----Ewan asks Alto if he would like to start a business with him after
        the battle.
    ----Popo talks about places she and things wants to see...and gets into a
        squeezing conteest with Alto.
    ----Nonoka and Alto do some pep talk and Nonoka takes off her box...
        and promptly gets embarassed over trying to be more confident.
    ----Sakuya's asked to help Alto pray for the battle ahead, with Alto
        being a blunt and dense idiot all the way. Sakuya has a few extra
        words to herself outside the Knight Barracks.
    ----Keith encourages Alto to do what he only can...and then goes on to
        speak about his dream of Keith Kingdom, further west than Kashmistan,
        as a kingdom that will never fall.
    ----Mordimort talks about how Alto helped her realize her potential, and
        then casts a sleep spell on him and apparently sleeps beside him on
        the observatory. Hilariously, Alto justs goes with "...That was a
        little embaressing, but I'm glad we were able to have that talk."
        like with the rest of them.
    ----Dorothy plays mind games with Alto, before coming to terms with
        living like a person, not a doll.
    ----Dante and Alto talk about their determination to fight the angels,
        and Alto encourages him to stay alive during their fights ahead.
    ----Hilda speaks of how they've changed since their journey began, and
        she kisses Alto, saying they can talk again after the battle.
    ----Veronica invites Alto up to the observatory
        (instead of Alto doing so), where she waxes scientific on space,
        and tells him to win for the future of Lambert and the legacy of
        the technomolies.
    ----Giselle gets confused on wishes, orders, and emotions again, while
        they speak of fighting Klaus up on the moon. Alto says he wishes
        that Giselle can live through the battle.

    Event: Now, To the Moon
       The party climbs Yggdrasil to reach the moon.
       The final battle is nigh...

    Mission 2:  Sky Battle 1: Recommended LV: 35
                The party climbs Yggdrasil to reach the moon.
                An angel army obstructs their path.
            Yggdrasil Branch:
                Victory: Defeat all enemies
                Defeat:  Alto is defeated.
                Special: Land the first attack.
                         No allies are defeated.
            Units: 7 (Alto req.)
            Enemies: 6 Albino Orc LV35, 2 Million Hit LV34, 2 Dominion LV37,
                     1 Flare Dragon LV38, 1 Ice Dragon LV38
            Reinforcements: --All summoned by Dominion
                    3 Ahriman in the center
                        (when the first 3 Orcs and 1 Archer are defeated)
                    3 Ahriman slightly left of the center
                        (when the previous Ahriman are defeated)
                    3 Flare Element in front of the Flare Dragon
                    3 Aqua Element in front of the Ice Dragon
            Chests: Life Gain (westernmost), Assassin Orb 2 (eastern)
            Clear Rewards: 14000G, Attack Orb 3, Elixia
            Special Rewards: Big Sage Stone, Venom Scythe
        Strategy:   We're getting close to the end now. Get ready for a
                    veritable army of enemies from here on in. Fortunatly,
                    this mission pits you against several enemies with
                    some pretty bad accuracy (the Orcs and the Ahrimans to
                    be exact). Just follow the path set for you. Just make
                    sure that if you're splitting the party, the characters
                    going right have high jump, because they won't make it
                    up the ledge otherwise. Save a conduct for the two
                    dragons, unless of course you like to be fried and
                    frozen at the same time.

    Mission 3:  Sky Battle 2: Recommended LV: 36
                The party climbs Yggdrasil to reach the moon.
                An angel army obstructs their path.
                Almost at the moon...!
            Yggdrasil Trunk:
                    Victory: Defeat all Giselle copies.
                    Defeat:  Alto is defeated.
                    Special: Land the first attack.
                             No allies are defeated.
            Units: 7 (Alto req.)
            Enemeies: 2 Ghost Soldier LV35, 2 Paantu LV35,
                      2 Earth Element LV35, 3 Red Wolf LV35,
                      2 Fire Golem LV36, 2 Giselle Copy LV37
              Wave 2: 3 Sleep Jelly LV35, 2 Aqua Element LV35,
                      3 Moss Orc LV35, 2 Cupid LV35, 1 Moh Shuvuu LV36,
                      2 Giselle Copy LV37
              Wave 3: 2 Ahriman LV36, 2 Break Golem LV36, 2 Element LV35,
                      2 Archangel LV35, 2 Arkhai LV36, 1 Giselle Copy LV37,
                      1 Giselle Copy LV41
            Boss: Giselle Copy LV41     1952HP   344SP
                  Drops: Rare Metal      168ATK  137MATK
                  Steal: None            165PDEF 142MDEF
                                          94AGI   64LUCK
                  (Her HP is boosted even more so than the
                   other Giselle Copies)
            Clear Rewards: 15000G, Seal Fragment, Follow Up Orb
            Special Rewards: Big Sage Stone, Portal Ring
        Strategy:   This mission involves a wide variety of enemies spanning
                    every elemental affinity. In this case, make sure you
                    have something to counter all elements, as that will
                    make the battle go much smoother. There's not as much
                    need to worry about the Giselle copies, as they aren't
                    anywhere near as strong as the real Giselle. They are
                    still tough, but should be able to be taken down in
                    a turn or two with little trouble.

    Event: Before the End
       The party finally arrives at the moon's surface.
       With renewed determination, they prepare for the decisive battle.

    Mission 4:  The Moon: Recommended LV: 37
            The site of the final battle: the moon.
            A land ruled by negative emotions.
            The one who awaits them there is-
        --Part 1:
            Moon Surface:
                    Victory: Defeat Xeno
                    Defeat:  Alto is defeated.
                    Special: None
            Units: 7 (Alto req.)
            Enemies: 4 Angel LV36, 2 Archangel LV37, 2 Arkhai LV38,
                     2 Dominion LV39, Xeno LV45
            Boss: Xeno LV45         1987HP   432SP
                  Drops: Longinus    185PATK 156MATK
                  Steal: None        190PDEF 190MDEF
                                      70AGI   78LUCK
        --Part 2: 
            Moon Surface:
                    Victory: Defeat Xeno.
                    Defeat:  Alto is defeated.
                    Special: No allies are defeated.(WHAT!?)
                             Alto defeats Xeno.
            Units: 7 (same as before)
            Enemies: 1 Water Calamity LV43, 1 Wind Calamity LV43,
                     1 Fire Calamity LV43, 1 Earth Calamity LV43, Xeno LV50
            Boss: Xeno (Angel) LV50     2500HP   554SP
                  Drops: King's Guard    162PATK 160MATK
                  Steal: None            199PDEF 197MDEF
                                          73AGI   81LUCK
                                       (hm, lost Attack Power...)
                                       (though that is definetley NOT 73 AGI)
            Clear Rewards: 20000G, Big Sage Stone
            Special Rewards: Healing Mist 5, Mana Stone 5 
            (Just WHAT kind of rewards are these for such a hard boss!!!)
        Strategy:   Here's where the difficulty goes through the roof. Part 1
                    seems a bit simple. Go through the narrow paths picking
                    off the angel groups then beat Xeno. The angels are
                    nothing new by now and Xeno isn't really that tough.
                    He still has the same skills he had when he left you.
                    (if you trained him that is)
                    Part 2 on the other hand...is ridiculous. It's like that
                    first battle with Hrodulf, but way worse. Xeno can now
                    constantly recover HP, so you must find a way to surpass
                    his healing. He can also drain your HP with a low damage
                    attack, or just go in for the kill with a really higher
                    power Save the Queen attack, or attack a line with
                    Judgement Day. Also, unless you plan to aggro the
                    Calamities for more pain, you have very limited room to
                    fight. In this battle, Mordi's Butterfly Dream can be
                    a miracle, as it distracts Xeno long enough to recover
                    from his attacks. The "No allies are defeated" condition
                    is very hard to complete without this or unless you are
                    way overleveled. Anyway, the two main strategies now are
                    1: Defeat the Calamities first, since Xeno won't aggro
                       unless you are in his range.
                    2: Go for Xeno and ignore the Calamities.
                    I personally go for 2, since fighting the Calamities tend
                    to weaken my party too much to stand a chance against
                    Xeno. It's your call though. It's do or die here and
                    nows the time to do it.

    Mission 5:  The Final Battle: Recommended LV: 41
                The Lunar Witch has finally awakened. The end has come.
                The final battle is now!
        --Part 1:
            Mother Qualia's Hall:
                    Victory: Sing the Celestial Hymm (Fill the Song Stone Gauge)
                    Defeat:  Alto is defeated. A Witch is defeated.
                    Special: None
            Units: 8 (Alto, Lisette, Popo, Sakuya, Mordimort, and Hilda req.)
            Enemies: 8 Lunar Angel 38, Eve LV50
            Boss: Eve LV50      ????HP  999SP
                  Drops: None   152PATK 184MATK
                  Steal: None   185PDEF 195MDEF
                                 76AGI   92LUCK
            --Note: Eve's first turn right at the start justs starts a the
                    Song of the Moon as BGM, nothing more. And the Lunar
                    Angels are...exceptionally weak. Also, Eve can't be damaged
                    in this phase, she won't make any moves right now either,
                    and her double attack/turn only applies to the next part.
        --Part 2:
            Mother Qualia's Hall:
                    Victory: Defeat Eve
                    Defeat:  Alto is defeated.
                    Special: None
            Units: 8 (same as before, no healing)
            Enemies: 8 Lunar Angel LV38, Eve LV50
            Boss: Eve LV50      ????HP  999SP
                  Drops: None   152PATK 184MATK
                  Steal: None   185PDEF 195MDEF
                                 76AGI   92LUCK
        --Part 3: Victory: ???????????????????????????????
                  Defeat:  ???????????????????????????????
        Strategy:   Well, we're here. Eve is powerful and will cripple your
                    team in no time if you aren't prepared. With powerful
                    AOE attacks, adaptable form changes, and extra angels
                    to back her up, the battle is going to be a tough one.
                    Your first goal is to power up the song stone guage
                    to maximum. This will trigger a cutscene depicting the
                    party breaking Eve's Song of the Moon and allowing the
                    party to start doing actual damage with their attacks.
                    Later on, once you've done enough damage, Marie appears
                    and tells Alto to end her and Eve's life. Depending on
                    whether you've fulfilled the requirements to recruit
                    Giselle, Alto can refuse this and instead try to tune
                    Mother Qualia. Otherwise, it's a fight to the finish
                    here, which I left undetailed as I haven't ever done
                    that. ...As for the strategy to this battle: Pay
                    attention to her current form and adapt to it. Don't
                    attack her with weak attacks since she has an ability
                    that works the same as Hrodulf's defiance. Focus
                    on high damage attacks that can end the battle as quickly
                    as possible. Use Butterfly Dream and healing as
                    necassary to stay alive. Keep at it and eventually,
                    she'll be down.

    Final Mission: The Final Tuning: Hikari no Metamorphasis
            Eve's Spirit World:
                    Victory: Defeat Cartesia
                    Defeat:  Alto is defeated.
                    Special: None
        --Part 1:
              Units: 8 (Alto req.)
              Enemies: 6 The Black One LV39, 1 Dummy Qualia E LV90,
                       1 Dummy Qualia M LV90, Cartesia LV99
              Boss: Cartesia LV99   ????HP   999SP
                    Drops: None      315PATK 330MATK
                    Steal: None      320PDEF 355MDEF
                                     101AGI  113LUCK
              --Notes: Just survive this part. This ends when Cartesia uses
                   her Song move.
        --Part 2:
              Units: 8 (same as before, all healed)
              Enemies: 6 The Black One LV39, 1 Dummy Qualia E LV45,
                       1 Dummy Qualia M LV45, Cartesia LV50
                Dummy Qualia E  817HP   320SP
                                142PATK 171MATK
                                166PDEF 182MDEF
                                 84AGI   92LUCK
                Dummy Qualia M  812HP   320SP
                                142PATK 171MATK
                                182PDEF 166MDEF
                                 84AGI   92LUCK
              Boss: Cartesia LV50   8000HP  999SP
                                     193(198)PATK    202(207)MATK
                                     196(201)PDEF    218(224)MDEF
                                      81 (82)AGI       93(94)LUCK
                    (HP initially shown as ???? until under 4000HP)
                    (Parenthesis are boosted stats from Qualia's Blessing)
        Strategy:   Welcome to the true final battle. The party's come a long
                    way, and it's time to put them to the test against the
                    manifestion of humanity's negative emotions. During
                    part 1, just survive. It's almost impossible to do
                    anything more than single digit damage to Cartesia. The
                    real fight begins after the cutscene where Alto's
                    Celestial Qualia weakens Cartesia to more...normal
                    limits. At this point, the best thing to do is destroy
                    the Dummy Qualias to her side, as they'll infinitley
                    buff/heal her and debuff you otherwise. The numerous
                    The Black Ones are more of a nuisance than anything. The
                    only threat here is Cartesia herself. And while she is
                    exceedingly strong, this battle could be cheesed out of
                    through one move: Hilda's Upstream Waltz. Unlike Eve,
                    Cartesia CANNOT increase turn speed upon being hit. This
                    allows Hilda to constantly delay her turn. And with Delay
                    Orbs on some other units, Cartesia won't get a move at
                    all. After all, delay isn't a blockable status effect.
                    If you don't cheese the battle however, Cartesia will
                    prove to be a challenge. She can negate a conduct at
                    random during her turn, effectively sealing off their
                    continued effects. She can also revive her Dummy Qualias
                    every few turns, effectively boosting her HP pool
                    further. Even so, I still find her easier than Eve.
                    You've made it to the end. Give it all you've got and
                    go for the win!

    Individual Endings:
    None: No idea if this is even possible. Please, do tell.
    ----Lisette: A year later, Alto and Lisette have returned to
                 Mithra Village. As Alto can't wake up AGAIN,
                 Lisette says she'll ahem, assault him, if he doesn't
                 get up. Interestingly enough, they have have gotten
                 married (despite their...relationship). In any case,
                 once Rosa decides to call them down for breakfast, they
                 get much more eager for the food. Rosa laments that
                 she won't have grandchildren for a while, then goes
                 for breakfast as well.
    ----Rusty: Several months later, Alto becomes Grand Master of the
               Royal Knights and grants Rusty and his Mobile Squad leave
               after a routine mission. Rusty then takes Alto to hang out
               at some hot springs, where they follow through with Rusty's
               idea to be "brothers."
    ----Archibald: A month later, Alto and Lisette return to Mithra.
                   Archibald, who became the Grand Master, visits Alto to
                   pester him to sign and become king, taking over in
                   Anastasia and Elmar's place. Alto is adament in not
                   wanting to do so. The entire thing turns into a fiasco
                   where Archibald starts chasing Alto all over Mithra to
                   convince him otherwise.
    ----Ewan: One year later, New Kashmistan is completed by Ewan Inc.,
              as an investment towards becoming the world's greatest economic
              superpower. Ewan asks Alto to sign his (10 year) contract to be
              his business partner, to capatalize on Alto's fame. They then
              set out across the Mujabalaar Desert in search of new resources
              and new oppurtunities.
    ----Popo: Several months later, ...Popo in parka and coat! Traveling up
              north to see an aurora like she wanted to. It turns out that
              it's the last stop Popo planned for her journey around the
              world. Alto, a bit out of character, convinces her to continue
              traveling with him, to whereever there next destination will
              be...which is apparantly an imaginary shaved ice stand at the
              North Pole. Regardless, they affirm there liking for each
              other's company, and leave. ...Really though, Alto actually
              convinces Popo to just up and leave their country regardless
              of their ties and responsibilities? Weird.
    ----Nonoka: One month later, after some weird and vauge dialouge, we
                find Alto and Nonoka making pickled cucumbers for Sakuya
                and themselves, with much clumsiness and chaos in between.
                Sigh...
    ----Sakuya: Three months later, on the day of the Priestess' return,
                she puts on another performance for her audience in Amatsu,
                after which she announces to everyone's surprise that she
                loves Alto, and will be retiring from the position as
                Priestess to be with him. Certain audience members aren't
                happy, but accept it anyway. ...She really is more of a
                music celebrity than a priestess...
    ----Keith: Several months later, Keith and Alto are walking in the
               far west of the desert exhausted, searching for an
               elusive castle. They do end up finding it and Keith speaks
               of his ideals and appoints Alto Minister Number One.
               Alto reluctantly agrees and joins Keith in the
               creation of his ideal kingdom.
    ----Mordimort: Several months later, Mordimort has become the supervisor
                   of the rebuilding and construction projects around the
                   country, but still needs Alto to "interpret" what she
                   says to the other workers. Later on, she and Alto arrive
                   at a beach, where Alto tries to persuade her to swim,
                   while she still vehmenanatley protests. In the end,
                   she's still a little to stubborn for her own good.
    ----Dorothy: One month later, at the Royal Knight Chambers, Dorothy is
                 bored by the peace, so Alto suggests they go for a picnic.
                 However, late at night, a loud racket is heard. Alto
                 discovers Dorothy making some dish for their lunch
                 tommorow...while not following any recipe
                 (not that she cares), and using her chainsaw to cut
                 everything in the meantime like a madgirl. All the while,
                 Alto is hiding behind a pillar. Yep...she's crazy.
                 That's all.
            FYI: In this ending, Hilda goes back to Hildegaria while Dante
                 is off fighting rougue Angels.
    ----Dante: Several months later, Alto (still in Elcrest form/clothes!)
               and Dante are fighting some rougue Angels. Of course, 
               they are also competing for who can get the most kills.
               When Alto wins, Dante has to do the cooking (which Alto says
               he always does anyways). After some compliments about
               Dante's cooking, some more Angels attack, and so Alto and
               Dante fight them and compete for dish-washing duty.
               The real question here is, why would there be rougue
               Angels when Eve isn't against humanity anymore...
    ----Hilda:  One year later, Alto has become the Grand Master of the
                Royal Knights, with Rusty and Archibald under him. At the
                time, he is distractedlly oversharpening a sword while they
                tell him to just visit his wife already, and pick up some
                flowers along the way (courtesy of Rusty). Alto arrives in
                the infirmary, and finds Hilda and their newborn baby girl.
                They then talk about their future together, with Hilda
                finally coming to a conclusion to her "atonement for the
                past" problem. It's now happily ever after for them, but
                really, they took things really fast...well, maybe not so
                much considering they're actually really old instead...
    ----Veronica: Several months later, Alto arrives at Veronica's lab to
                  deliver some Angel wings from rougue Angels. She tells him
                  that she'll be leaving for a long journey, and tells him
                  to have a seat. When he does, she straps him down in that
                  chair and reveals that she remodeled her lab into a
                  spaceship, and that they'll be heading to Mars to satisfy
                  Veronica's scientific curiosity. The mission; Find out if
                  there's life on Mars. Alto simply doesn't want to go and
                  has no clue what Mars is. "Take me back to my
                  vilaaaaaaaage!!!" sums up Alto's reaction perfectly.
                  So much for not living like a hermit and helping out
                  humanity... Interestingly, with their tech, it'll take
                  much less time to get there and back than it does in
                  our day. After all, they climbed a tree to the moon and
                  back in less than a week.
    ----Giselle: One month later, Giselle wakes Alto up...in a maid uniform,
                 apparently told it was the "proper attire" by Rusty. Alto
                 again says he isn't her master. Regardless, Giselle states
                 that she will stay by his side and serve him forever.
                 Kinda short really, but nice nonetheless.

    Personally, my favorite is Lisette, followed closely by Sakuya and Hilda.
    As for my most hated ones, that goes to Popo's and Veronica's, since
    they seriously deviate off of what Alto himself would probably do or
    even possibly want to do. Most other endings see him returning to
    Mithra or staying as the Knight Commander.

//////////////////////////////////////////////////////////////////////////
----------4.PC: Playable Characters----------
//////////////////////////////////////////////////////////////////////////

Alto: 
    Knight/Conductor, Age 17, Home: Mithra
    --A boy with memory loss who is both knight and Conductor.
    Using his Conductor powers, he opens the Witches' hearts.
    --A boy with memory loss who is in fact the hero Elcrest.
    He isddd prepared for his battle with Mother Qualia.
    
    
    Starting LV: 1
    Type: Land, Move: 5, Jump: 3
    Stats:  18 HP    16 SP
             8 PATK   5 MATK
             8 PDEF   8 MDEF
             8 AGI    6 LUCK
    Starting Equipment: Hunter's Sword
                        Hunting Vest
                        Healing Herb x2
    Starting Skills: Double Slash
    Staring Abilities: Counter
    Weapon Type: Swords Clothes Type: Vests
    Comments: Alto is the hero of the story. His stats are what could be
              expected from a typical protagonist; well balanced with no
              overly outstanding strengths or weaknesses. His stats
              particularly shine in all things physical, with a pretty
              good speed to go with it. He has a variety of moves to
              cover many situations and has few, if any flaws in battle.

Lisette:
    Water Witch/Watter Goddess, Age 17, Home: Mithra
    --The Water Witch. A kind girl but...she mysteriously turns everything
    she cooks purple.
    --The true Water Witch. Her immense love for Alto shines through.
    She fights so she can save those she loves.
     
    Starting LV: 1
    Type: Land, Move: 3, Jump: 2
          ---After becoming Water Witch: Type-Water, Move 4, Jump 2
    Stats:  15HP    20SP
             7PATK  11MATK
             6PDEF  11MDEF
             6AGI    6LUCK
    Starting Equipment: Twig
                        Shirt
                        Healing Herb x2
    Starting Skills: None
    Starting Abilities: None
    Weapon Type: Staff Clothes Type: Shirts
    Comments: As your predominant healer, Lisette is invaluable for many
              a mission in this game. Her healing skills are second to none
              and she boasts fairly high magic power to keep her in the
              fight. Even better is her Defense piercing (albiet physical)
              skill as well as her easy level ups due to how healing EXP
              works in this game. This is offset by her abysmal physical 
              stats being the second worst in the game as well as having 
              slightly below average speed. Water Veil helps with that 
              though, allowing her to possibly become the 3rd or 2nd 
              tankiest of the witches. Also, giving her an accessory to fix
              those stats can make her one of the best units in the game.

Klaus:
    Commander, Age 25, Home: Lambert
    The 9th Regiment Commander. Best lance-user in the kingdom.
    He loves to read in his free time.    
    
    Starting LV: 8
    Type: Land, Move 4, Jump 3
    Stats:  81HP    22SP
            28PATK  16MATK
            32PDEF  25MDEF
            17AGI   19LUCK       
    Starting Equipment: Noble Lance
                        Rock Plate
                        Healing Herb
                        Cure Drop
    Starting Skills: Healing Light
                     Lion's Roar
    Abilities: Guardian
    Weapon Type: Spear  Clothes Type: Armor
    Comments: Klaus is great when you initially get him, as he has enough
              of every stat to level the field by himself, and heal a good
              portion of HP for that time in the game. However, his 
              usefulness is outclassed by more specialized classes later on,
              as while he keeps having high damage output through his later
              skills and has a massive HP growth, his speed becomes terrible
              compared to other units at the same level (only Keith and 
              Mordimort lose to him at LV25), his healing never improves, 
              and most of his moves can result in friendly fire. Still, he 
              is very useful in battle and can fill in basically any position
              (besides healing) later on.

Rusty:
    Scout, Age 24, Home: Desert Camp
    A Royal Knight Scout. He is skilled in battle, but is looked down
    upon within the knights due to his womanizing nature.
        
    Starting LV: 6
    Type: Land, Move 6, Jump 5
    Stats:  59HP    17SP
            22PATK  11MATK
            22PDEF  17MDEF
            21AGI   16LUCK
    Starting Equipment: Khukuri
                        Leather Vest
                        Healing Herb
                        Cure Drop
    Skills: Stab
            Knife Throw
    Abilities: Counter
               Parry
    Weapon Type: Knife  Clothes Type: Vest
    Comments: Rusty is all about two things. High speed, and high power.
              He is the second fastest in the game, only beaten by Nonoka,
              and has the best possible movement once his affinity is
              increased. Later on, he learns skills that effectively turn him
              into a reliable thief or a double hitting assassin, as well as
              having enough HP and speed (maybe defense) to become a reliable
              dodge tank. His biggest drawback is a low SP pool of which to 
              use those skills. Give him a Mental Ring to fix that.

Archibald:
    Heavy Knight, Age 32, Home: Lambert
    The twenty-eighth head of the Archibald family. He is very serious.
    Rusty will do anything to mess with him.
       
    Starting LV: 7
    Type: Land, Move 3, Jump 2
    Stats:  73HP    17SP
            27PATK   9MATK
            34PDEF  21MDEF
            17AGI   12LUCK
    Starting Equipment: Heirloom Fist
                        Rock Plate
                        Healing Herb
                        Cure Drop
    Skills: Malta's March
            Arkhe's Impact
    Abilities: Guardian
               Defender
    Weapon Type: Gauntlets   Clothes Type: Armor
    Comments: His initial loadout is not much to look at. A really slow,
              really hard-hitting, tank of a character. Oh, plus a possible
              defend to any ally within two spaces. This all changes when he
              maxes his affinity, giving him two more movement, as well as
              increasing the range and chance of his guards in the process.
              He effectively becomes THE best pure physical unit in the game.
              His speed growth is even passable enough so that he will
              eventually outspeed Klaus, Keith, and Mordimort. His problems?
              Slow startup early game and basically no SP to fuel his skills.
              Also, he's a one focus wonder. It's all 1-2 range direct
              physical attacks with him.

Ewan:
    Merchant, Age 13, Home: Norun City
    The President of Ewan Inc. He was only ten when he started the company.
    Employees are not allowed to mention his tail.

    Starting LV: 8
    Type: Land, Move 4, Jump 3
    Stats:  57HP    18SP
            31PATK  19MATK
            28PDEF  26MDEF
            19AGI   21LUCK
    Starting Equipment: Rifle
                        Chain Vest
                        Healing Herb 2
                        Cure Drop
    Skills: Sharpshoot
            Heal Delivery
            Steal
    Abilities: Lock Pick
    Weapon Type: Guns     Clothes Type: Vest
    Comments: Let's just say...Ewan isn't a soldier, and won't ever really
              have the stats of one. He has bad HP, Physical, and Magic
              Defenses that don't allow him to survive too many hits from
              enemies. Ewan worse, his SP growth is abysmal, to the point
              where some level ups don't get him any. To counteract this
              is his absurd Luck growth (which only moderately helps), and
              the fact that he is unique in his skills. Many of which cost
              absolutley no SP, instead using Gold to work, mainly to buy an
              item at an inflated price and use it on someone instantly.

Popo:
    Wind Witch/Wind Goddess, Age 15, Home: Port Noir
    --The Wind Witch. A homely girl who loves imaginary traveling. Recently,
    she traveled the world in her mind.
    --The true Wind Witch. She has connected with Alto's heart.
    The lonely girl from the windy hills is no more.
    
    Starting LV: 10
    Type: Air, Move 4, Jump 10
    Element: Wind
    Stats:  62HP    31SP
            25PATK  28MATK
            28PDEF  39MDEF
            27AGI   25LUCK
    Starting Equipment: Handmade Bow
                        Quilted Shirt
                        Stop Guard
                        Healing Herb 2
                        Cure Drop
    Skills: Whirlwind
            Long Shot
    Songs: Song of Wind Conducts: Rusty Key
    Abilities: Tailwind
    Weapon Type: Bow    Clothes Type: Shirt
    Comments: Popo is...frail. I mean paper frail. She starts with weak
              physical defense and stays weak, with the lowest HP to boot.
              Her magic defense isn't that much better. In fact, most late
              game enemies can nearly one-shot her with their more powerful
              attacks, and two/three-shot her otherwise. Her physical
              attacks are also average at best, doing about half of what more
              powerful characters can do. However, her magic attacks pack a
              VERY powerful punch, and she has pretty good speed to go with
              it. The problem is, those magic attacks have much less range
              than her physical ones, but it's still just good enough to
              avoid enemy retalitaion. Of not is her Mini Heal skill, which
              can allow her to become a reserve healer in place of/supporting
              Lisette and the party.

Nonoka: 
    Shinobi, Age 18, Home: Amatsu
    A shinobi from the Ukami clan. She is devoted to Sakuya due
    to past debts. In short, she is an extreme masochist.
    
    Starting LV: 14
    Type: Water, Move 6, Jump 5
    Element: None
    Stats:  97HP    27SP
            43PATK  38MATTK
            46PDEF  38MDEF
            43AGI   34LUCK
    Starting Equipment: Seppukumaru
                        Bronze Plate
                        Healing Herb 2
                        Cure Drop
    Skills: Shinobi Slash
            Killing Strike
    Abilities: Counter
    Comments: While Nonoka at first looks like a weaker, faster Rusty, she
              shines in a different department when she gains her abilities
              and adds some orbs. Her abilities let her land a garuntee
              status effect.

Sakuya: 
    Fire Witch/Fire Goddess, Age 17, Home: Amatsu
    --The Fire Witch and Priestess of Amatsu. A two-faced professional woman.
    Can be harsh at times.
    --The true Fire Witch. She has accepted Alto as the one she loves.
    Her heart has finally formed a flower of passion.
    
    Starting LV: 13
    Type: Land, Move 5, Jump 3
            [-2 Movement in Sword-Drawing Stance]
    Element: Fire
    Stats:  91HP    36SP
            47PATK  50MATK
            43PDEF  49MDEF
            29AGI   29LUCK
    Starting Equipment: Tachi
                        Corset
                        Healing Herb 2
                        Cure Drop
    Skills: Flash Strike
            Flame Strike
    Songs: Song of Fury Conducts: Cherry Blossom
    Abilities: Sword-Drawing Counter
    Comments: Sakuya is basically a gimmicky Alto. Statwise, she trades in HP
              and defense for extra strength in her attack power and skills,
              but is balanced in most other stats. Her unique gimmick is her
              Stance System, allowing her to use different skillsets to suit
              the situation. Unsheathed, she has more range in her movement
              and attacks. Sheathed, she can unleash stronger, one-range
              skills with a reduced movement range, oh, and counter enemy
              attacks too.

Keith:
    Mercenary, Age 21, Home: Lambert
    A worldly mercenary who is destined to be king. He is strong-willed,
    but also has a keen sense of duty.
    
    Starting LV: 22
    Type: Land, Move 5, Jump 3
    Element: None
    Stats:  152HP    36SP
             61PATK  43MATK
             68PDEF  61MDEF
             35AGI   34LUCK
    Starting Equipment: King's Bow
                        Steel Plate
                        Healing Herb 2
                        Cure Drop
    Skills: Assault Shot
            Sniper Shot
            Smoke Shot
    Abilities: Lock Pick
    Weapon Type: Bow    Clothes Type: Armor
    Comments: If I had to describe him in a word that would be...SLOW.
              He starts with a decent enough speed base, but barely gets
              anything more than that. He boasts fairly high defenses,
              HP, and physical attack, but that just isn't suited for an
              archer job.

Mordimort:  
    Earth Witch/Earth Goddess, Age 16, Home: Kashmistan
    --The Earth Witch. She has no social skills whatsoever and is lazy. She
    has the power to...sleep in any position.
    --The true Earth Witch. She was unsure of whether to be average or
    special, but instead affirmed her true inner self.
    
    Starting LV: 22
    Type: Hover, Move 4, Jump 2
    Element: Earth
    Stats:  139HP    46SP
             62PATK  70MATK
             61PDEF  79MDEF
             37AGI   48LUCK
    Starting Equipment: Desert Condor 
                        Armor Camisole
                        Healing Herb 2
                        Cure Drop
    Skills: Butterfly Dream
            Mor...Earth
            Energize
    Abilities: Refresh
    Comments: Like Keith, Mordimort is slow. Both of them take the spots of
              this game's unmoving turtles. Also like Keith, Mordi has high
              HP, but focuses on the magic side when being a slow, hard
              hitter. Interestingly, one of her best utilities comes in the
              form of Butterfly Dream, which can set a doll of herself to
              lure in foes to their demise...or to be an amusing diversion.

Dorothy:    
    Harbringer, Age 11, Home: Cyril
    Cadre of the Harbringers. She was saved by Hilda when she was an orphan
    and has idolized her ever since.
        
    Starting LV: 28
    Type: Air, Move 5, Jump 10
    Element: None
    Stats:  193HP    36SP
             99PATK  70MATK
             76PDEF  82MDEF
             58AGI   59LUCK
    Starting Equipment: Muramasa
                        Gold Vest
                        Healing Herb 4
                        Cure Drop
    Skills: Pain, Pain, Pain!
            Suicide Samurai
            Tendon Tear
            Pain Killer
            Meat Chopper
    Abilities: Counter      
    Weapon Type: Katana     Clothing Type: Vests
    Comments: Of all the characters, she has one of the most...unique
              playstyles. She has attacks that are mostly single target,
              1 range moves. However, many of them are immensely powerful
              or have various added effects, as well as drawbacks on Dorothy
              herself. As for her stats, she's powerful, and fast, but can't
              take a hit. She'll go down quickly if you can't manage her HP,
              especially with Suicide Samurai in her moveset. Make sure to
              keep her topped off and ready to go. Of note is her Suicide
              Samurai attack, which can actually go above normal damage
              limits of 300%.

Dante:
    Harbringer, Age 18, Home: Tart
    Cadre of the Harbringers. He was picked up by Hilda after an angel
    massacre. He takes pride in his housework.

    Starting LV: 29
    Type: Land, Move 4, Jump 3
    Element: None
    Stats:  249HP    46SP
            100PATK  73MATK
            101PDEF  89MDEF
             53AGI   52LUCK
    Starting Equipment: Virgil
                        Gold Plate
                        Healing Herb 4
                        Cure Drop
    Skills: Beowulf
            Deadline
            Life Drain
            Hrunting
            Circle of Death
            Soul Eater
    Abiliies: Guardian
    Weapon Type: Lances     Clothing Type: Armor
    Comments:

Hilda:
    Time Witch/ Time Goddess, Age ??, Home ???
    --The Time Witch. She has difficulty choosing words. Her hobby is
    drinking tea on the veranda. Specializes in hot pot.
    --The true Time Witch. She chose to continue living with the one she
    loves. Hear gears have quietly begun to turn.
    
    Starting LV: 30
    Type: Warp, Move 4, Jump 25
    Element: None
    Stats:  262HP     75SP
             97PATK  124MATK
             93PDEF  123MDEF
             63AGI    66LUCK
    Starting Equipment: Harpe
                        Barrier Shirt
                        Healing Herb 4
                        Cure Drop
    Skills: Transfer
            Moratorium
            Chevar Principkle
            Arched Fang
            Time Compress
    Songs: Crystal Realm
    Abilities: Magic Shield
    Weapon Type: Scythe     Clothing Type: Shirts
    Comments: Hilda has THE highest magical stats in the game, with great
    stats all around for the rest of them too.

Veronica:
    Technomoly, Age ??, Home: London
    The last technomoly. She consumes angel wings in order to survive.
    There are three flavors. BBQ, salt, and pepper.
    
    Starting LV: 37
    Type: Land, Move 4, Jump 2
    Element: None
    Stats:  302HP     86SP
            110PATK  160MATK
            106PDEF  142MDEF
             66AGI    80LUCK
    Starting Equipment: Magic Stick
                        Gold Vest
                        Healing Herb 4
                        Cure Drop
    Skills: Palpate
            Code: Flame
            Code: Ice
            Code: Wind
            Code: Earth,
            Vaccinate
            Antibiotic
    Abilities: Angel Killer
               Elite
    Comments: When you get Veronica, she is a killer, likely with stats way
              above or just about at everyone's best at that point.
              Unfortunately, this is mainly due to her higher level. When
              everyone evens out, she instead turns into an OUTSTANDING mage,
              but terrible physical unit. Her bases are awesome, but her
              growths seem to have become stagnant over the last five
              thousand years.

Giselle:
    Artificial Angel, Age 17, Home: ???
    An artificial angel created by Klaus. Despite her artificiality,
    she has aquired emotions. She enjoys beautiful scenery.
    
    Starting LV: 35
    Type: Hover, Move 5, Jump 3
    Element: None
    Stats:  386HP     59SP
            136PATK  110MATK
            137MDEF  118MDEF
             73AGI    49LUCK
    Starting Equipment: CPU-8
                        Diamond Plate
                        Healing Herb 4
                        Cure Drop
    Skills: Arm Gear
            Augment
            Angel Fall
            Redline
            Regenerate,
            Tactical Gear
            Optimize
            Hyperion C
    Abilities: Counter
               Ailment Block
               Interceptor System
               Limiter Release
    Comments: Giselle is literally what she's meant to be; a battle robot
              capable of destroying millions. She has really high stats all
              around, with her only weaknesses being Luck, which doesn't
              pose a problem, and her enmormous SP costs. In her skills,
              Hyperion C in particular stands out for having literally the
              greatest reach of all normal skills in the game, as well as
              doing maximum possible damage without any attack buffs. Also,
              in her abilities, Reboot (Follow Up) and Ailment Block get
              special mention for possibly doubling her turns as well as
              negating all possible status ailments.

//////////////////////////////////////////////////////////////////////////   
----------5.PS: Character Skills/Abilities List----------
//////////////////////////////////////////////////////////////////////////
    
----Skills:
    Double Slash: 8SP, 200%PATK, +10%Acc, 2 Hits.
                  Physical attack to 1 enemy.
                  Non-elemental, Range 1, Height 3.

    Charge Slash: Learned at LV3, 6SP, 150%PATK, +0%Acc
                  Physical rush to 2 enemy. Negates Counter.
                  Non-elemental, Range 1-2, Height 3.

    Arc Slash:    Learned at LV6: 10SP, 150%PATK, +0%Acc              _ _ _
                  Physical attack that hits in a wide arc.(Arc Range:|_|_|_|)
                  Non-elemental, Range 1, Height 3.                     A
                  (Will harm allies)

    Wild Slash:   Learned at LV11: 15SP, 250%PATK, +10%Acc, 5 Hits.
                  Physical attack to 1 enemy.
                  Non-elemental, Range 1, Height 3.
                  (negates counter, even if it doesn't say so)

    Allegro:      Learned at LV18: 4SP.
                  Song Stone Guage will increase at 1.25 times
                  the normal rate unti Alto finishes 4 turns.
                  
    Gale Slash:   Learned at LV24: 18SP, 200%PATK, -5%Acc.
                  (+10%Acc last check (but with buffs))
                  Physical attack that hits a line of units.
                  Non-elemental, Range 1-4, Height 3.
                  (Will harm allies)

    Hero's Blessing: Learned upon Class Change from Elcrest. 14 SP
                     Add Protect, ATK Up, DEF Up, and SPD Up to self.

    Ragna Break:  Learned upon Class Change from Elcrest.
                               36 SP, 200%PATK, +10%Acc
                  Bypass enemy defense. Negates Counter.
                  Non-elemental, Range 1, Height 3.
               (By the way, this is about as strong as Lisette's Hip Drop XD)

----Abilities:
        Counter: Counter after recieving an enemy attack.
        Follow Up: Learned at LV27
                   Gain a turn after defeating an enemy.
        Parry: 1st Affinity Rank
               May negate physical damage.
        Conductor's Insight: 2nd Affinity Rank
                             Strengthen any adjacent witches.
        Angel Killer: 3rd Affinity Rank
                      Does increased damage against angels.
        

Lisette:

----Skills:
    Splash: 8 SP, 150%MATK, +85%Acc
            Magic attack to 1 enemy.
            Water, Range 1-3, Height 7.
     
    Heal:   5 SP, Heal 80HP for self or an ally.
            8 SP, Heal 75% HP for self or an ally
            (after obtaining Heal Boost)
            Range 0-2, Height 7.
     
    Cure:   Learned at LV7, 6 SP.
            Cure status ailments in range.
            Range 0-2, Height 7.
     
    Water Blessing: Learned at LV9: 10 SP
                    Add Water+ to ally weapons in range.
                    Range 1-3, Height 7.
                    (activates in 5 tile plus shape)
     
    Hip Drop:   Learned at LV17, 20 SP, 200%PATK, +15%Acc.
                Physical attack to 1 enemy. Bypasses defense.
                Non-elemental, Range 1, Height 3.
     
    Ice Coffin: Learned at LV28, 30SP, 225%MATK, ??%Acc.
                Magic attack to a line of enemies. May Freeze.
                Water. Range 1-4. Height 3.
                (Will not harm ally units. Will freeze water tiles)

----Abilities:
        Heal Boost: Learned via Chapter 6 story event.
                    Heal skills recover more HP. (affects Heal)
        Water Boost: Learned at LV26
                     Deal increased water damage. (+25% damage, +5%Acc)
        Overcome Weakness: Learned at LV33
                           Negate weakness to Earth damage.
        Water Veil: 1st Affinity Rank. 
                    Reduces Physical damage taken.(by ??%)
        Reduce SP Cost: 2nd Affinity Rank.
                        Skill SP cost is reduced. (by 20%)

----Songs:
        Song of Saftey: 2 PP, Add Barrier to allies in range.
                        Range 0-2. Height 5.
        Song of Grace:  2 pp, Fully heal self and all allies in range.
                        Range 0-2. Height 5.

----Conducts:
        To the Sea: 4 PP
                    Fully heal ally HP, SP, and status ailments.
                    Continued effect: Fully heal HP for all allies.
        Levia: 5 PP, 200%MATK?, Certain Hit
               Magc attack to all enemies.
               Continued effect: Fully heal ally HP, SP, and status effects.

Klaus:

----Skills:
    Healing Light: 3 SP, Heal 30HP for self or an ally.
                   Range 0-1, Height ?.
    
    Lion's Roar: 15 SP, 150%PATK, +5%Acc (+15%Acc)
                 Physical attack to a line of units.
                 Non-elemental, Range 1-3, Height 2.
    
    Thousand Strikes: Learned at LV11: 10 SP, 200%PATK, +10%Acc (+20Acc)
                      Physical attack to 1 enemy. Adds DEF Down.
                      Non-elemental, Range 1-2, Height 3.
    
    Purifying Light: Learned at LV16
                     ?? SP, Cure own or ally's status ailment's.
                     Range 0-1. Height 7.
    
    Blue Meteor: Learned at Lv20: 20 SP, 150%PATK, +10%Acc
                 Physical attack to all units in range.
                 Non-elemental, Range 1-3, Height 5.
                 (hits in a 5 tile plus shape)

----Abilities:
        Guardian: Adjacent tiles are impassable by enemies.
        HP Recovery: 1st Affinity Rank.
                     Recover HP a end of turn.
        Magic Shield: 2nd Affinity Rank.
                      Negate any magic damage less than 20.
        Desperation: Learned at LV18
                     Stats increase when HP low.
        Intimidate: Learned at LV22
                    Slightly weaken adjacent enemies.

Rusty:  (Normal attack reduced by 20%PATK at range)
    Skills:
    Stab: 8 SP, 150%PATK, ??Acc, 5 Hits.
          Physical attack to 1 enemy.
          Non-elemental, Range 1, Height 3.
    
    Knife Throw: 10 SP, 100%PATK 1 space away, 80% 2 spaces,
                 60% 3 spaces, ??%Acc.
                 Physical attack to units ahead.       _
                 Non-elemental, Range 1-3, Height 3. _|_|_
                 (Range is indicated by the diagram)|_|_|_|
                 (R is Rusty's position)            |_|_|_|
                                                       R
    Chakra: Learned at LV9: 4 SP
            Cure own status ailments.
    
    Fatality: Learned at LV14
              6 SP, 150%PATK on afflicted enemies, 100%PATK otherwise, ??%Acc
              High damage to 1 enemy with status ailments.
              Non-elemental, Range 1, Height 3.
              (kinda useless really when Stab does the same damage)
    
    Mug: Learned at LV19, 12 SP, 125%PATK, ??%Acc.
         Physical attack to 1 enemy. May steal an item.
         Non-elemental, Range 1, Height 3.
    
    Backstab: Learned at LV24, 18 SP, 150%PATK, ??%Acc, 2 Hits, always Crits
              Physical attack to 1 enemy.
              Non-elemental, Range 1, Height 3.

    Double Clutch: Learned at LV29, 15 SP, 125%PATK ??%Acc, 5 Hits.
                   Physical attack. If it lands, may attack again.
                   Non-elemental, Range 1, Height 3.
                   (Ignore the "may", Rusty WILL attack again,
                    but cannot move if he already moved once.
                    It will not activate Follow Up.)
    Beehive: Learned at LV34: 28 SP, 250%PATK, ??%Acc, ? Hits.
             Physical attack to all nearby units.
             Non-elemental, Range 1-2, Height 3.
             (hits in a 2 tile radius around Rusty. Will harm allies)
    
----Abilities:
        Counter: Counter after recieving an enemy attack.
        Parry: May negate physical damage.
        Infiltrate: 1st Affinity Rank
                    Negate enemy Guardian ability.
        Sprint: 2nd Affinity Rank
                Can move unaffected by land type.
        High Jump: 3rd Affinity Rank
                   Increase jump by 5.

Archibald:

----Skills:
    Malta's March: 10 SP, 150%PATK, -10%Acc.
                   Physical rush to 1 enemy. Negates Counter.
                   Non-elemental, Range 1-2, Height 3.
    
    Arkhe's Impact: 8 SP, 125%PATK, +0%Acc.
                    Knockback attack to 1 enemy.
                    Non-elemental, Range 1, Height 3.
    
    Brother-in-Arms: Learned at LV10: 3 SP.
                     Add DEF Up to all nearby allies.
                     Range 1, Height 5.
                     (Does not affect Archibald himself)
    
    Weak Grosso: Learned at LV15: 18 SP, 200%PATK, -5%Acc.
                 Physical rush to 1 enemy. Negates Counter. Adds DEF Down.
                 Non-elemental, Range 1-2, Height 3.
    
    Grande's March: Learned at LV20: 15 SP, 175%PATK, +0%Acc.
                    Knockback attack to 1 enemy. Adds Stun.
                    Non-elemental, Range 1, Height 3.
    
    David's Meditation: Learned at LV25: 6 SP
               Adds HP Regen to self.
    
    Zephyr's Seige: Learned at LV30:22 SP, 225%PATK, -10%Acc.
                    Physical attack to all nearby units. Adds Negate Move.
                    Non-elemental, Range 1, Height 3.
                    (Hits all four units around Archibald, hits allies?)
    
    Rampage: Learned at LV35: 32 SP, 200%PATK, 32SP, Always Crit
             Physical critical attack to 1 enemy.
             Non-elemental, Range 1, Height 3.
             (Note: Garunteed hit, tried on Popo's last tuning with the
              sped up Anemoi. His base Acc was 73%, this move and
              only this move went to 100%)
             
----Abilities:
        Guardian: Adjacent tiles are impassable by enemies.
        Defender: May negate damage dealt to an ally. (Range 2)
        Vitality: 1st Affinity Rank
                  Take less damage when HP is low.
        Guard Proficiency: 2nd Affinity Rank
                           Increase range and rate of Defender activation.
                           (Range increases to 3)
        Movement Up: Increase Movement by 2.

Ewan:

----Skills:
    Sharpshoot: 8 SP, 150%PATK, +10%Acc.
                Physical attack to 1 enemy.
                Non-elemental, Range 1-6, Height 3.
                (Range is in a straight line)
    
    Heal Delivery: 0 SP, 1350G.
                   Pay cash to obtain and use a Healing Herb 2
                   Pay cash to obtain and use a Healing Herb 3 (upgraded)
    
    Steal: 10 SP, ??%Acc.
           Steal an item held bby the enemy.
           Range 1, Height 3.
    
    Cure Delivery: Learned at LV20?: 0 SP, 240G
                   Pay cash to obtain and use a Cure Drop.
    
    Scatter Shot: Learned at LV20, 16 SP, 150%PATK, -5%Acc.
                  Physical attack to nearby units.
                  Non-elemental, Range 1-2, Height 5.
                  (Hits in a 2 tile radius around Ewan. Will harm allies)
    
    Ewan's Seven Tools: Learned at LV25: 12 SP
                        Place a special trap depending on land type.
                        Range 1-3, Height 7.
    
    SP Delivery: Learned at LV30: 0 SP, 2100G
                 Pay cash to obtain and use a Mana Fruit 3.
    
    Ink Bullet: Learned at LV35: 25 SP,
                [(Ewan's LV*250)+10000]G, [(Ewan's LV*5)+200] Damage, ??%Acc.
                Spend money to attack 1 enemy. Adds Stun.
                Range 1-5, Height 3.
                (This is a fixed damage attack, unaffected by defense.)
   
----Abilities:
        Lock Pick: Unlock doors and treasure chests.
        Gold Member: Learned at LV27 (upgrades Heal Delivery)
                     Heal Delivery (upgraded): Learned at LV27:
                     Pay cash to obtain and use a Healing Herb 3.
        Coach: 1st Affinity Rank.
               Increase EXP gain for adjacent allies.
        Elite: 2nd Affinity Rank.
               Increase EXP gain by 20%.
        Item Master: 3rd Affinity Rank.
                     Increase item range by 1.
                     (Applies to both regular items and his skills)

Popo: Default attack range 2-4. 

----Skills:
    Whirlwind: 10 SP, 175%MATK, +85%Acc (+100%Acc)
               Magic attack to 1 enemy.
               Wind, Range 1-2, Height 7.

    Long Shot: 8 SP, 125%PATK, +10%Acc (+20%Acc), 2 Hits.
               Physical attack to 1 enemy.
               Non-elemental, Range 2-6. Height +4, -15.
    
    Wind Blessing: Learned at LV 14: 10 SP
                   Add Wind+ to ally weapons in range.
                   Range 1-3, Height 7.
                   (Activates in a 5 tile plus shape.)
   
    Mini Heal: Learned at LV 21: 7 SP
               Heal 40% HP for self or an ally.
               Range 0-3, Height 7.
    
    Heart Shot: Learned at LV28:  18 SP, 200%PATK, +10%Acc (+20%Acc).
                Physical attack to 1 enemy. May Instakill.
                Non-elemental, Range 2-5, Height +4, -15.
    
    Kaboom!: Learned at LV31: 35 SP, 200%MATK, +75%Acc (+80%Acc).
             Magic attack to enemies in range. Adds Paralysis.
             Wind, Range 1-3, Height 5.
             (Hits in a 5 tile plus shape)
             (Does not harm allies)

----Abilities:
        Tailwind: Increase movement for adjacent allies. (Move+1)
        Wind Boost: Learned at LV26 
                    Deal increased wind damage. (+25% damage, +5%Acc)
        Overcome Weakness: Learned at LV33
                           Negate weakness to fire damage.
        Arrow Dodge: 1st Affinity Rank.
                     May evade arrow attacks.
        Reduce SP Cost: 3rd Affinity Rank.
                        Skill SP cost is reduced. (By 20%)
    
----Songs:
        Song of Wind: 1 PP, ??%MATK, ??Acc
                      Magic attack to enemies ahead.
                      Wind, Range 1-4, Height 3.
        Ride the Wind: 2nd Affinity Rank: 2 PP
                       Add Move Up, SPD Up to self and nearby allies.
                       Range 0-2, Height 5.
                       (Move+2, Activates centering on Popo)
----Conducts:
        Rusty Key: 4 PP
                   Add Negate Action to all enemies.
                   Continued effect: Add DEF Down to all enemies.
        Volt Shower: 5 PP
                     Magic attack to all enemies. Adds Negate Action.
                     Continued effect: Add DEF Down to all enemies.
            
        

Nonoka: (Normal attack hits twice for half the normal damage each)
    (Normal attacks reduced by 20%PATK in Stealth)
    (Normal attacks at range reduced by 20%PATK)
    
----Skills:
    Shinobi Slash: 8 SP, 175%PATK, +10%Acc, ? Hits.
                   Physical attack to 1 enemy. Adds Stealth to self.
                   Non-elemental, Range 1, Height 3.
    
    Killing Strike: 6 SP, 250%PATK, +??Acc, ? Hits.
                    Physical attack to 1 enemy. May Instakill.
                    Non-elemental, Range 1, Height 3, Stealth.
                    (Stealth Mode-only skill)
    
    Beesting: Learned at LV20: 7 SP, 150%PATK, +5%Acc.
              Physical attack to 1 enemy. Adds Paralysis.
              Non-elemental, Range 1, Height 3.
    
    Protection Art: Learned at LV22: 6 SP
                    Add Protect to self.
    
    Mind Devour: Learned at LV26: 9 SP, 150%PATK, ??%Acc
                 Physical attack to 1 enemy. Adds Sleep and DEF Down.
                 Non-elemental, Range 1, Height 3.
    
    Know Thy Mistake: Learned at LV29: 12 SP, 200%PATK, ??%Acc
                      Physical attack to 1 enemy. Adds Poison
                      Non-elemental, Range 1, Height 3.
    
    Fire Art: Learned at LV32: 15 SP, 225%MATK, +85%Acc.
              Magic attack to 1 enemy. Adds Burn.
              Fire, Range 1-3, Height 7.
    
    Nonoka Special: Learned at Max Affinity: 25 SP, 275%PATK, ??%Acc, ? Hits.
                    Physical attack to 1 enemy. Adds Negate Move.
                    Non-elemental, Range 1-2, Height 5.
    
----Abilities:
        Counter: Counter after recieving an enemy attack.
        Caltrop: Learned at Lv17
                 Damage adjacent enemies at end of turn. (Fixed 10 damage)
        Parry: Learned at LV24
               May negate physical damage.
        Status Ailment+: 1st Affinity Level
                         Increased chance of status ailment success.
        Control Condition: 2nd Affinity Level
                           Increased Status Ailment+ activation.
                           (100% status activation chance)

Sakuya:

----Skills:
    Flash Strike: 8 SP, 150%PATK, -10%Acc.
                  Physical rush to 1 enemy. Negates Counter.
                  Non-elemental, Range 1-2, Height 3, N Stance.
    
    Flame Strike: 14 SP, 225%PATK, +0%Acc.
                  Physical attack to 1 enemy. Negates Counter. Adds Burn.
                  Fire, Range 1, Height 3, SD Stance.
    
    Sparrow Strike: Learned at LV21: 25 SP, 200%PATK, -30%Acc, ? Hits.
                    Bypass enemy defense. Negates Counter.
                    Non-elemental, Range 1, Height 3, SD Stance.
    
    Fire Blessing: Learned at LV23: 10 SP
                   Add Fire+ to ally weapons in range.
                   Range 1-3, Height 7.
                   (Activates in a 5 tile plus shape
                    centered at a target location)
    
    Fan Play: Learned at LV30: 175%PATK, -15%Acc, 16 SP.
              Physical attack in a wide arc. Adds Burn.
              Fire, Range 1, Height 3, N Stance.
              (will always activate burn)
    
    Terminal Strike: Learned at LV35: 70 SP, 500DMG, Garunteed hit
                     Reduce enemy HP by 500. Negates Counter.
                     Non-elemental, Range 1, Height 3, SD Stance.

----Abilities:
        Sword-Drawing Counter: May counter while in Sword-Drawing Stance.
        Fire Boost: Learned at LV26
                    Deal increased fire damage. (+25%ATK, +5%Acc?)
        Overcome Weakness: Learned at LV33
                           Negate weakness to water damage.
        Sword-Drawing Pre-emptive Strike: 1st Affinity Level
                                          May perform a pre-emptive strike
                                          in SD Stance.
        Unsheathed Parry: 3rd Affinity Level
                          May negate physical damage in Normal Stance.

----Songs:
        Song of Fury: 1 PP
                      Add ATK Up to self and all nearby allies.
                      Range 0-2, Height 5.
        Song of Flames: 2 PP, 200%MATK
                        Magic attack to all nearby enemies. Adds Burn.
                        Fire, Range 1-2, Height 5.
                
----Conducts:
        Cherry Blossom: 4 PP
                        Add Crit Up to all allies.
                        Continued effect: Add Crit Up to all allies.
        Fiery Night: 5 PP, ???%MATK, Certain Hit
                     Fire attack to all enemies.
                     Continued Effect: Add Crit Up to all allies.

Keith:

----Skills: 
    Assault Shot: 200%PATK, +0%Acc, 8 SP, 3 Hits.
                  Physical attack to 1 enemy.
                  Non-elemental, Range 2-3, Height +4, -15.
    
    Sniper Shot: 150%PATK, +10%Acc, 12 SP, 3 Hits.
                 Physical attack to 1 enemy.
                 Non-elemental, Range 2-5, Height +4, -15.
    
    Smoke Shot: 125%PATK, +10%Acc, 10 SP.
                Physical attack to all units in range.
                Non-elemental, Range 2-4, Height +4, -15.
                (Hits in a 5 tile plus shape.)
    
    Flame Shot: Learned at LV26, 150%PATK, ??%Acc, 15 SP.
                Physical attack to all units in range.
                Fire, Range 2-3, Height +4, -15.
                (Hits in a 5 tile plus shape.)
    
    Break Shot: Learned at LV28, 150%PATK, ??%Acc, 18 SP.
                Physical attack to all units in range. Adds Negate Move.
                Earth, Range 2-3, Height +4, -15.
                (Hits in a 5 tile plus shape.)
    
    Exploding Shot: Learned at LV30, 125%PATK, ??%Acc, 15 SP.
                    Physical attack to all units in range.
                    Fire, Range 2-4, Height +4, -15.
                    (Hits in a 2 tile radius from the chosen tile)
    
    Paralyze Shot: Learned at LV32, 125%PATK, ??%Acc, 14 SP
                   Physical attack to all nearby units. Adds Paralysis.
                   Non-elemental, Range 1-3, Height +4, -15.
                   (hits all around 1-3 range)
    
    Regal Audience: Learned at LV35, 300%PATK, ??%Acc, 30SP, ? Hits.
                    Physical attack to 1 enemy. Negates Counter.
                    Non-elemental, Range 1, Height 3.
----Abilities: 
        Lock Pick: Unlock doors and treasure chests.
        Anti-Air: Learned at LV27
                  Increase upward height of attacks. +5 Height
        Status Ailment+: 1st Affinity Rank
                         Increased chance of status ailment success.
        Reduce SP Cost: 2nd Affinity Rank
                        Skill SP Cost is reduced.
        Lock On: 3rd Affinity Rank
                 Immensely increase attack accuracy.
                 Attacks will have 100% accuracy.

Mordimort:

----Skills:
    Butterfly Dream: 12 SP
                     Place a special trap depending on the land type.
                     Range 1-3, Height 7
    
    Mor...Earth: 12 SP, 175%MATK, +85%Acc.
                 Magic attack to 1 enemy.
                 Earth, Range 1-2, Height 7.
    
    Energize: 5 SP
              Add ATK Up to 1 ally.
              Range 1-5, Height 3.
    
    Earth Blessing: Learned at LV24, 10 SP.
                    Add Earth+ to ally weapons in range.
                    Range 1-3, Height 7.
                    (Activates in 5 tile plus shape.)
    
    It's Up To You...: Learned at LV30, 15 SP.
                       Add ATK, DEF, and SPD Up to nearby allies.
                       Range 1, Height 5.
                       (Activates on all allies surrounding Mordi)
    
    Make...Mor: Learned at LV35, 35 SP, 200%MATK, ??%Acc.
                Earth, Range 1-4, Height 5.          
                Magic attack to enemies ahead.
                              
----Abilities:
        Refresh: May cure status ailments at end of turn.
        Earth Boost: Learned at LV26
                     Deal increased earth damage. (+25%ATK, +5%Acc?)
        Overcome Weakness: Learned at LV33
                           Negate weakness to wind damage.
        Disable Immunity: 1st Affinity Rank
                          Negate all disabling status Ailments.
        Reduce SP Cost: 3rd Affinity Rank
                        Skill SP Cost is reduced.

----Songs:
        The Night Passes: 1 PP
                          Add Poison, Paralysis, and Blind to nearby enemies.
                          Range 1-2, Height 5.
        Lonely Mountains: 2 PP
                          Magic attack to enemies ahead.
                          Earth, Range 1-4, Height 5.

----Conducts:
        Reddened Galaxy: 4 PP
                         Add Sleep to all enemies.
                         Continued effect: All allies recover 30% SP.
        Dark Labyrinth: 5 PP, 200%MATK
                        Earth magic attack to all enemies. Adds Sleep.
                        Continued effect: All allies recover 30% SP.

Dorothy:

----Skills
    Pain, Pain, Pain!: 100%PATK + (MaxHP - Current HP), ??%Acc, 16 SP.
                       Physical attack to 1 enemy. Lower HP = higher ATK.
                       Non-elemental, Range 1, Height 3.
               
    Suicide Samurai: 250%PATK (Multiplicative percents), ??%Acc, 13 SP.
                     Physical attack to 1 enemy. Harms self. Negates Counter.
                     Non-elemental, Range 1, Height 3, High HP.
             
    Tendon Tear: 150%PATK, -??%Acc, 14 SP, ? Hits.
                 Physical attaack to 1 enemy. Decreases turn speed.
                 Non-elemental, Range 1, Height 3.
    
    Pain Killer: 50%PATK, ??%Acc, 10 SP.
                 Physical HP drain attack to nearby units.
                 Non-elemental, Range 1, Height 3.
    
    Meat Chopper: 200%PATK, ???%Acc, 15 SP.
                  Physical attack to 1 enemy. Adds DEF Down to self.
                  Non-elemental, Range 1, Height 3.
    
    Kill 'Em All!: Learned at LV34, 300%PATK, ??%Acc, SP 15.
                   Physical crit to 1 enemy. Reduces own HP to 1.
                   Non-elemental, Range 1, Height 3.
    
    Guillotine Cut: Learned at LV36, 200%PATK, ??%Acc, SP 24.
                    Physical attack in a wide arc. Adds Move Down to self.
                    Non-elemental, Range 1, Height 3.        _ _ _ _ _
                    (hits in a 5 tile row in front of her)  |_|_|_|_|_|
                                                                 D
    The Destroyer: Learned at LV38, 300%PATK, ??%Acc, SP 32.
                   Physical attack to 1 enemy. Adds Negate Move to self.
                   Non-elemental, Range 1, Height 3.
                   
----Abilities:
        Counter: Counter after recieving an enemy attack.
        Guts: Learned at LV32
              Survive a fatal attack with 1 HP.
        Pre-emptive Strike: 1st Affinity Rank
                            May attack before the enemy.
        Concentration: 2nd Affinity Rank
                       Increase Pre-emptive Strike's activation rate.
                       (to 100%)
        Frenzy: 3rd Affinity Rank
                Negate status ailments when HP is low.

Dante:

----Skills
    Beowulf: 150%PATK, +10%Acc, 8 SP.
             Physical attack to a line of units. Adds DEF Down.
             Non-elemental, Range 1-2, Height 3.
    
    Deadline: 175%PATK, +10%Acc, 12 SP.
              Physical attack to a line of units. Adds ATK Down.
              Non-elemental, Range 1-3, Height 3.
    
    Life Drain: 100%PATK, +5%Acc, 10 SP.
                Physical HP drain attack to 1 enemy.
                Non-elemental, Range 1, Height 3.
    
    Hrunting: 200%PATK, +10%Acc, 15 SP.
              Physical rush to 1 enemy. Negates Counter.
              Non-elemental, Range 1-2, Height 3.
    
    Circle of Death: 175%PATK, +0%Acc, 18 SP.
                     Physical attack to nearby units.
                     Non-elemental, Range 1-2, Height 3.
                     (Will harm allies)
    
    Soul Eater: 20%MATK, -4%Acc, 0 SP.
                Magic SP drain attack to 1 enemy.
                Non-elemental, Range 1, Height 3.
    
    Crimson Skyfall: Learned at LV34, 200%PATK, ??%Acc, 22 SP.
                     Physical attack to units in range.
                     Non-elemental, Range 1-3, Height 5.
                     (Hits in a 5 tile plus shape)
    
    Nine Lives: Learned at LV37, 300%PATK, ??%Acc, 35 SP.
                Physical attack to 1 enemy. Negates Counter.
                Non-elemental, Range 1, Height 2.

----Abilities
        Guardian: Adjacent tiles are impassable by enemies.
        Desperation: Learned at LV32
                     Stats increase when HP is low.
        Intimidate: 1st Affinity Rank
                    Slightly weaken adjacent enemies.
        Guts: 2nd Affinity Rank
              Survive a fatal attack with 1 HP.
        Follow Up: 3rd Affinity Rank
                   Gain a turn after defeating an enemy.

Hilda:

----Skills
    Transfer: 7 SP
              Switch positions with a selected ally.
              Range 1-5, Height 7.
    
    Moratorium: +40%Acc, 12 SP.
                Add SPD Down to all enemies in range.
                Range 1-2, Height 7.
                (Activates in a 5 tile plus shape.)
    
    Chevar Principle: 125%MATK, +85%Acc, 15 SP.
                      Magic attack to 1 enemy.
                      Non-elemental, Range 1-3, Height 7.
    
    Arched Fang: 200%PATK, -5%Acc, 13 SP.
                 Physical attack to all nearby units.
                 Non-elemental, Range 1, Height 3.
    
    Time Compress: 10 SP
                   Grant an immediate turn to 1 ally.
                   Range 1, Height 7.
    
    Darkhale Metric: Learned at LV33, 200%MATK, 34 SP.
                     Magic attack to all enemies in range.
                     Non-elemental, Range 1-2, Height 5.
                     (Hits in a 2 tile radius around the target)

----Abilities
        Magic Shield: Negate any magic damage less than 20.
        Intimidate: Learned at LV35
                    Slightly weaken adjacent enemies.
        Normal Boost: Learned at LV37
                      Deal increased non-elemental damage
                      +25% damage for all normal magic attacks.
        SP Recovery: 1st Affinity Rank
                     Recover SP at end of turn. (3SP)
        Reduce SP Cost: Skill SP Cost is reduced.
       
----Songs
        Crystal Realm: 2 PP, 200%MATK (is affected by Normal Boost)
                       Magic attack to all nearby enemies.
                       Non-elemental, Range 1-2, Height 5.
        Upstream Waltz: 2nd Affinity Rank, 2 PP
                        Decrease Turn speed for nearby enemies.
                        Range 1-2, Height 5.

----Conducts:
        Ice World: 4 PP
                   Add Stop to all enemies.
                   Continued effect. Add ATK Up to all allies.
        Blazing Light: 4th Affinity Rank, 5 PP, 200%MATK 
                       (is affected by Normal Boost)
                       Magic attack to all enemies. Adds Stop.
                       Continued effect: Add ATK Up to all allies.

Veronica:

----Skills
    Palpate: 200%PATK, ??%Acc, 14 SP.
             Physical attack to 1 enemy. Adds ATK Down, DEF Down.
             Non-elemental, Range 1, Height 3.
    
    Code: Flame: 150%MATK, ??%Acc, 20 SP.
                 Magic attack to 1 enemy. Adds Burn.
                 Fire, Range 1-3, Height 7.
    
    Code: Ice: 150%MATK, ??%Acc, 20 SP.
               Magic attack to 1 enemy. Adds Freeze.
               Water, Range 1-3, Height 7.
    
    Code: Wind: 150%MATK, ??%Acc, 20 SP.
                Magic attack to 1 enemy. Adds Move Down.
                Wind, Range 1-3, Height 7.
    
    Code: Earth 150%MATK, ??%Acc, 20 SP.
                Magic attack to 1 enemy. Adds DEF Down.
                Earth, Range 1-3, Height 7.
    
    Vaccinate: 8 SP
               Add Protect to 1 ally.
               Range 1-3, Height 7.
    
    Antibiotic: ??%Acc, 12 SP
                Dispel buffs from 1 enemy.
                Range 1-3, Height 5.
    
    Odin: Learned at LV40, 250%MATK, ??%Acc, 35 SP.
          Magic attack to all enemies in range.
          Non-elemental, Range 1-4, Height 5.
          (Hits in a 5 tile plus shape)
          
----Abilities:
        Angel Killer: Does increased damage against angels.
        Elite: Increased EXP gain.
        Magic Shield: 1st Affinity Rank
                      Negate any magic damage less than 20.
        Angel Eater: 2nd Affinity Rank
                     Heal HP after defeating an angel.
        SP Recover: 3rd Affinity Rank
                    Recover SP at end of turn.

Giselle:

----Skills
    Arm Gear: 200%PATK, ??%Acc, 16 SP.
              Knockback attack to 1 enemy.
              Non-elemental, Range 1, Height 3.
    
    Augment: 14 SP
             Add ATK Up, DEF Up, and SPD Up to self.
    
    Angel Fall: 250%PATK, ??%Acc, 18 SP.
                Physical rush to 1 enemy. Negates Counter.
                Non-elemental, Range 1-2, Height 3.
    
    Redline: 225%PATK, ??%Acc, 22 SP.
             Physical attack to 1 enemy. Adds Burn.
             Non-elemental, Range 1-4, Height 3.
    
    Regenerate: 10 SP
                Add HP Regen to self.
    
    Tactical Gear: 250%PATK, ??%Acc, 28 SP.
                   Knockback attack to 1 enemy.
                   Non-elemental, Range 1, Height 3.
    
    Optimize: 15 SP
              Add Crit Up to self.
    
    Hyperion C: 300%PATK, ??%Acc, 50 SP.
                Physical attack to all units in range.
                Non-elemental, Range 1-3, Height 5.
                (Hits in a 3 tile radius around the target location)

----Abilities:
        Counter: Counter after recieving an enemy attack.
        Ailment Block: Negate all status ailments.
        Interceptor System: Negate arrow attacks. (Does not work from the back)
        Limiter Release: Increase turn speed when HP is low.
        Reboot: Gain a turn after defeating an enemy.
    
////////////////////////////////////////////////////////////////
----------6.EC: Enemies Compendium----------
////////////////////////////////////////////////////////////////
Note: Not all enemies have all their abilities when they are first fought.

---Class: Wolf
Wolves are units with high movement, attack power, and speed. This especially
applies to the Red Wolves, who have even more range with their 1-2 range
Fireball attack. Their other stats are not not subpar, making them a
credible threat in packs. (Oddly enough, they don't all have Pack Hunter
despite being wolves.)

Wolf:   Type: Land, Move: 4, Jump: 3
        Element: None
        Drops: Wolf Meat
        Skills: None
        Abilities: None

Wolf Leader:    Type: Land, Move: 5, Jump: 3
                Element: None
                Drops: Wolf Meat
                Skills: Claw
                Abilities: None

Poison Wolf:    Type: Land, Move: 5, Jump: 3
                Element: None
                Drops: Wolf Meat, Cure Drop
                Skills: Poison Claw, Summon Ally
                Abilities: Pack Hunter, Poison Immunity

Red Wolf:       Type: Land, Move: 5, Jump: 3
                Element: Fire
                Drops: Wolf Filet, Orb Fragment 2
                       Orb Fragment 3 (CH10 onwards)
                Steal: Flint Stone
                       Explosion Bomb (CH10 onwards)
                Skills: Fire Ball, Fang Bite
                Abilities: Burn Immunity

Paralyze Wolf:  Type: Land, Move: 5, Jump: 3
                Element: Earth
                Drops: Marbled Wolf, Orb Fragment 3
                Steal: Orb Fragment 2
                Skills: Poison Claw, Paralyze Claw
                Abilities: Paralysis Immunity

The Tearer: Type: Land, Move: 5, Jump: 3
            Element: Fire
            Drops: None
            Steal: None
            Skills: Fire Ball, Fang Bite
            Abilities: Burn Immunity

Kagutsuchi: A renamed Red Wolf
            Type: Land, Move: 5, Jump: 3
            Element: Fire
            Drops: Wolf Filet, Orb Fragment 5
            Steal: Explosion Bomb
            Skills: Fire Ball, Fang Bite
            Abilities: Burn Immunity

---Class: Slime
Slimes/Jellies tend to have high HP and absurd physical defenses, allowing
them to last a while against non-magical attacks. This is balanced however
through their below average attack power and abysmal speed and
magic defense (in the single digits, even near the end of the game).
Many of their varients will counter a direct attack with a status
inflicting counter move, so ranged attacks are recommended.
Simply put, for the player, send a witch in and watch them die in droves.

Jelly Man:      Type: Land, Move 4, Jump 3
                Element: None
                Drops: Hazy Mucus
                Skills: Fluid Launch
                Abilities: Blind Immunity, Pack Hunter

Paralyze Jelly: Type: Land, Move 4, Jump 3
                Element: None
                Drops: Hazy Mucus, Cure Drop
                Skills: Slime
                Abilities: Paralysis Counter, Paralysis Immunity, Pack Hunter

Poison Jelly:   Type: Land, Move 4, Jump 3
                Element: None
                Drops: Clear Fluid, Orb Fragment 3
                Steal: Detox Mist
                Skills: Acid
                Abilities: Poison Counter, Poison Immunity, Pack Hunter

Paantu:         Type: Land, Move 4, Jump 3
                Element: Earth
                Drops: Glossy Eye, Orb Fragment 5
                Steal: Orb Fragment 5
                Skills: Gastric Juices
                Abilities: Sickness Counter, Ailment Block, Pack Hunter

Sleep Jelly:    Type: Land, Move 4, Jump 3
                Element: Water
                Drops: Clear Fluid, Orb Fragment 3
                Steal: Orb Fragment 3
                Skills: Acid
                Abilities: Sleep Counter, Sleep Immunity, Pack Hunter

The Crawler:    Type: Land, Move 4, Jump 3
                Element: Earth
                Drops: None
                Steal: None
                Skills: Acid
                Abilities: Sleep Counter, Sleep Immunity, Pack Hunter

Ayakashikone:   A renamed, Non-elemental Sleep Jelly/The Crawler
                Type: Land, Move 4, Jump 3
                Element: None
                Drops: None
                Steal: None
                Skills: Acid
                Abilities: Sleep Counter, Sleep Immunity, Pack Hunter

---Class: Orc
Orcs are massively powerful with enormous HP for a regular enemy to boot.
Their HP is offset by their near non-existant defense stats, allowing
them to dish out damage, but be unable to take it in return. Later on
though, the more powerful Orc varients attempt to reverse this on you,
with Counter and Double Revenge in their abilities list. Their skill 
is below average though, so their hit chances aren't the greatest in
the first place. Still, expect to take some damage when fighting
these beasts.

Orc:    Type: Land, Move 4, Jump 3
        Element: None
        Drops: Savage Tooth
        Skills: Heavy Strike
        Abilities: None

Orc Leader: Type: Land, Move 4, Jump 3
            Element: None
            Drops: Savage Tooth, Healing Herb
            Skills: Focus, Heavy Strike
            Abilities: None

Assault Orc:    Type: Land, Move 4, Jump 3
                Element: None
                Drops: Savage Nail, Orb Fragment 2
                Steal: Healing Mist 2
                Skills: Focus, All-Out Strike
                Abilities: None

Moss Orc:       Type: Land, Move 4, Jump 3
                Element: None
                Drops: Savage Nail, Orb Fragment 3
                Steal: Orb Fragment 3
                Skills: Desperate Strike, Tackle
                Abilities: Counter, Low HP: ATK Up

Albino Orc:     Type: Land, Move 4, Jump 3
                Element: None
                Drops: Savage Bone, Orb Fragment 5
                Steal: Orb Fragment 5
                Skills: Vale Tudo, Stagger Strike
                Abilities: Double Revenge, Pre-emptive Strike

The Destroyer:  Type: Land, Move 4, Jump 3
                Element: None   
                Drops: None
                Steal: None
                Skills: Heavy Strike
                Abilities: None

---Class: Archer (2-3 Normal Attack Range)
These goblin-like creatures wield bows, attacking with a default 2-4 range.
This would make them a credible threat, if not for the fact that they aren't
that powerful, and have generally average stats all around. The only ones
that truly poses a threat is the Million Hit, with its focus on disabling
your movement and/or your actions. Otherwise, get in close and they'll
be down soon enough.

Archer:     Type: Land, Move 5 Jump 3
            Element: None
            Drops: Archer Ear, Mana Fruit
            Skills: None
            Abilities: None

Sniper:     Type: Land, Move 5, Jump 3
            Element: None
            Drops: Archer Ear, Healing Herb 2
                   Archer Horn, Orb Fragment 2 (CH5 onwards)
            Steal: Healing Mist 2 (CH5 onwards)
                   Healing Mist 4 (CH9 onwards)
            Skills: None
                Restrain Shot, Focus Shot (CH5 onwards)
            Abilities: Range Up

Magic Archer:   Type: Land, Move 5, Jump 3
                Element: None
                Drops: Archer Ear, Orb Fragment 2
                Steal: Healing Herb 3
                Skills: Wind Shot
                    Fire Shot, Ice Shot, Earth Shot (CH5 onward)
                Abilities: None

Million Hit:    Type: Land, Move 5, Jump 3
                Element: None
                Drops: Archer Eye, Orb Fragment 4
                Steal: Healing Herb 4
                Skills:Leg Bind, Arm Bind, Focus
                Abilities: None

The Piercer:    Type: Land, Move 5, Jump 3
                Element: None
                Drops: None
                Steal: None
                Skills: Arrow Rain, Focus
                Abilities: None

---Class: Fairy (2-3 Normal attack Range)
Like Archers, these enemies come in with bows to shoot. Unlike Archers,
these things hover, have great speed, high movement, good hit rate,
decent avoid, and come with status inflicting skills much earlier.
Their main weakness is their low HP, but that's not a problem for
the enemy, as they'll likely get some hits in first, making them a 
nuisance to fight.

Anemoi:         Type: Hover, Move 5, Jump 3
                Element: Wind
                Drops: Fairy Scale, Mana Fruit 2
                Skills: None
                    Restrain Shot (Popo's final tuning)
                Abilities: None

Anemoi(Purple): Type: Hover, Move 5, Jump 3
                Element: Wind
                Drops: Fairy Antenna, Mana Fruit 2
                Skills: None
                Abilities: Infiltrate

Nurse:          Type: Hover, Move 5, Jump 3
                Element: Wind
                Drops: Fairy Antenna, Orb Fragment 2
                Steal: Mana Fruit 3
                       Healing Herb 3 (CH10)
                Skills: Restrain Shot
                    Enchanting Shot, Mind Drain Shot (CH10 onwards)
                Abilities: Infiltrate

Cupid:          Type: Hover, Move 5, Jump 3
                Element: Wind
                Drops: Fairy Tear, Orb Fragment 4
                Steal: Detox Mist
                Skills: Restrain Shot, Fairy Dance, Trance
                Abilities: Infiltrate

Moh Shuvuu:     Type: Hover, Move 5, Jump 3
                Element: Wind
                Drops: Fairy Antenna, Orb Fragment 4
                Steal: Mana Stone 3
                Skills: Restrain Shot, Aero Dance
                Abilities: Infiltrate, Arrow Immunity

The Driller:    Type: Hover, Move 5, Jump 3
                Element: Wind
                Drops: None
                Skills: Restrain Shot
                Abilities: Infiltrate

Anemoi(White):  A renamed Moh Shivuh
                Type: Hover, Move 5, Jump 3
                Element: Wind
                Drops: Fairy Antenna, Mana Fruit 5
                Steal: Mana Stone 4
                Skills: Restrain Shot, Aero Dance
                Abilities: Infiltrate
                Arrow Immunity (Popo's final tuning)

---Dekurin
These things are dolls created by Dorothy to serve as her own personal army.
Individually, they are extremely weak, but in a group, they could cause
some heavy damage to your characters over the course of a battle. Their
strengths come in the form of high attack, speed, critical, and hit rate,
not unlike their owner. Also like their owner, their weakness is their 
bad defenses both physically and magically. They deal with this by boosting
up thier ATK or garunteeing critical hits as their HP is low, as well as
having a skill that let's them survive with just 1 HP.

Proto-dekurin:  Type: Land, Move 5, Jump 3
                Element: None
                Drops: Doll Arm, Orb Fragment 2
                Steal: Healing Mist 2
                Skills: Chomp
                Abilities: Counter, Low HP: ATK Up

Lil'Dekurin:    Type: Land, Move 5, Jump 3
                Element: None
                Drops: Doll Leg, Orb Fragment 2
                Steal: Mana Stone 2
                Skills: Chomp, Don't Move!
                Abilities: Counter, Pre-emptive Strike, Low HP: Crit Up

Dekurin Mark II:    Type: Land, Move 5, Jump 3
                    Element: None
                    Drops: Doll Head, Orb Fragment 3
                    Steal: Mana Fruit 3
                    Skills: Chomp, Don't Move!, Tear and Rend
                    Abilities: Counter, Guts, Pre-emptive Strike,
                               Low HP: Crit Up

---Class: Chronos (2 Hit normal attack)
Chronos' at first appear to be Hilda's familiars, but eventually, we see
some of them on other character's sides as well. Overall, they have high HP
and huge magical defenses, but are fairly lacking in attack power.
Their main specilty comes in the form of set damage attacks, either by 25%
or 50% of your CURRENT HP. This means that they actually lose effectivness
the less HP you have.

Chronos:    Type: Hover, Move 5, Jump 10
            Element: None
            Drops: Bird Tail, Orb Fragment 3
            Steal: Detox Mist
            Skills: 25% Damage, Eye of Impedence
            Abilities: Action Drain, Ailment Resist

Eyes Only:  Type: Hover, Move 5, Jump 10
            Element: None
            Drops: Bird Feather, Orb Fragment 3
            Steal: Detox Mist
            Skills: 50% Damage, Eye of Impedence
            Abilities: Action Drain, Ailment Resist

Cocytus:    Type: Hover, Move 5, Jump 10
            Element: None
            Drops: Bird Tail, Orb Fragment 4
            Steal: Cure Drop
            Skills: 50% Damage, Eye of Impedence, Energy Drain
            Abilities: Action Drain, Ailment Resist

Dead Eye:   Type: Hover, Move 5, Jump 10
            Element: None
            Drops: Bird Feather, Orb Fragment 4
            Steal: Elixir 2
            Skills: 50% Damage, Eye of Impedence, Leg Bind
            Abilities: Action Drain, Ailment Resist

Ahriman:    Type: Hover, Move 5, Jump 10
            Element: None
            Drops: Bird Eye, Orb Fragment 5
            Steal: Elixir 3
            Skills: 50% Damage, Seal Time, Life and Death
            Abilities: Action Drain, Ailment Resist


---Class: Soldier
Soldiers, being one of the "human" classes, are balanced, with no
particular strengths or weaknesses. This doesn't apply to the Ghost Soldier,
which instead has much lower magical defenses compared to the rest. Also,
in all forms with skills, their ranged AOE skill is much weaker than their
regular attack...and doesn't even proc a status effect that often.

Royal Soldier:      Type: Land, Move 4, Jump 3
(ally units only)   Element: None
                    Skills: None
                    Abilities: None

Mercenary:          Type: Land, Move 4, Jump 3
                    Element: None
                    Drops: Ripped Paper, Orb Fragment 1
                    Steal: Wind Stone
                    Skills: Scorpio, Paralyze Bomb
                    Abilities: Counter, Paralysis Immunity

Ghost Soldier:      Type: Land, Move 4, Jump 3
                    Element: Earth
                    Drops: Rag, Orb Fragment 3
                    Steal: Handy Stone
                    Skills: Cursed Blade, Putrid Fluid
                    Abilities: Counter, Poison Immunity, Disable Immunity,
                               Life Eater

---Class: Harbringer (Lance ranged normal attacks (1-2))
Harbringers are the foot soldiers of the...well...Harbringers. Their stats
are similar to Dante's and Klaus', with high HP and defenses, fairly high
attack, and average movement and speed. While regular Harbringers are not
too difficult, the Cadres are a force to be reckoned with, as their
possible seven attack range (thanks to Penetrate) coupled with the
Witch Hunt skill, allows them to do massive damage to any witch in range
of their spears.

Harbringer: Type:   Land, Move 4, Jump 3
                    Attacks with lance range.
                    Element: None
                    Drops: Rag, Orb Fragment 3
                    Steal: Elixir 2
                    Skills: Javelin, Soul Eater, Focus
                    Abilities: Ailment Resist

Harbringer Cadre:   Type: Land, Move 4, Jump 3
                    Attacks with lance range.
                    Element: None
                    Drops: Rough Gem, Orb Fragment 3
                    Steal: Orb Fragment 3
                    Skills: Penetrate, Soul Eater, Focus
                    Abilities: Ailment Resist, Witch Hunt

---Class: Golem (Heavy: Extremely heavy character who is greatly affected
by terrain with poor footing) Golems are slow, and sturdy, and strong.
They are basically Archibald: The Enemy, with extra paper in their magical
defenses. Like the knight, these things have massive HP (more than all
other single tile enemies), massive phyiscal defense, and high attack.
What this means is that physical attacks are near useless, while magical
ones will fell them in three or four hits. Make sure you have one when
fighting a golem.

Ice Golem:      Type: Heavy, Move 3, Jump 3
                Element: Water
                Drops: Hard Crystal, Orb Fragment 3
                Steal: Blizzard Bomb
                Skills: Thor's Hammer, Lariat, Head Stomp
                Abilities: Knockback Block, Guardian, Counter,
                           Low HP: DEF Up, Knockback

Break Golem:    Type: Heavy, Move 3, Jump 3
                Element: None
                Drops: Hard Crystal, Orb Fragment 3
                Steal: Elixir 2
                Skills: Thor's Hammer, Weapon Breaker, Armor Breaker, Lariat
                Abilities: Knockback Block, Guardian, Counter, Knockback

Fire Golem:     Type: Heavy, Move 3, Jump 3
                Element: Fire
                Drops: Shining Gem, Orb Fragment 5
                Steal: Sage Stone 3
                Skills: Thor's Hammer, Lariat, Head Stomp
                Abilities: Knockback Block, Guardian, Counter,
                           Low HP: HP Regen, Knockback


---Class: Element
Elements are basically bubbles (or djinns?) representing one of the
five elements in the game. They are fairly balanced in all stats
(slightly slow), and tend to use their AOE skill all the time to
snipe your units. Also, all of them absorb their respective element,
except for the Element, which absorbs ALL elements instead. Make sure
you keep track of that when fighting these. Their most important trait
though, is their Self Destruct skill. NEVER, EVER leave these things
get a turn with an HP display in the red. They will attempt to move
up to a player unit, then self destruct, causing huge damage to all
player units in range.

Flare Element:  Type: Hover, Move 4, Jump 3
                Element: Fire
                Drops: Spirit Sand, Orb Fragment 2
                            Orb Fragment 5 (CH10 onwards)
                Steal: Elixir
                       Explosion Bomb (CH10 onwards)
                Skills: Self Destruct, Fire Ball
                Abilities: Fire Absorb, Ailment Block

Earth Element:  Type: Hover, Move 4, Jump 3
                Element: Earth
                Drops: Spirit Rock, Orb Fragment 3
                Steal: Elixir 2
                Skills: Self Destruct, Sludge Ball
                Abilities: Earth Absorb, Ailment Block

Aqua Element:   Type: Hover, Move 4, Jump 3
                Element: Water
                Drops: Spirit Sand, Orb Fragment 5
                Steal: Blizzard Bomb
                Skills: Self Destruct, Ice Ball
                Abilities: Water Absorb, Ailment Block

Aero Element:   Type: Hover, Move 4, Jump 3
                Element: Wind
                Drops: Spirit Gem, Orb Fragment 5
                Steal: Lightning Bomb
                Skills: Self Destruct, Aero Ball
                Abilities: Wind Absorb, Ailment Block

Element:        Type: Hover, Move 4, Jump 3
                Element: None
                Drops: None
                       Spirit Sand, Orb Fragment 5 (out of Spirit Worlds CH10)
                Steal: None
                       Throwing Bomb (out of Spirit Worlds CH10)
                Skills: Self Destruct, Dark Ball
                Abilities: Elemental Absorb, Ailment Block

Ondine:         A renamed Aqua Element
                Type: Hover, Move 4, Jump 3
                Element: Water
                Drops: Spirit Sand, Amrita
                Steal: Sage Stone 3
                Skills: Self Destruct, Ice Ball
                Abilities: Water Absorb, Ailment Block

Lisette's Bodyguard:    A renamed and powered up Aqua Element
                Type: Hover, Move 4, Jump 3
                Element: Water
                Drops: None
                Steal: None
                Skills: Self Destruct, Ice Ball
                Abilities: Water Absorb, Ailment Block, Guardian

---Class: Gryphon
If you've been playing through the story without any detours, then a
Gryphon will be your first large opponent. These creatures have a large
movement and attack range, thanks to their elemental Torrent moves.
However, they have absolutley no defenses against status ailments.

Flare Gryphon:  Type: Air, Move 5, Jump 10
                Element: Fire
                Large Enemy
                Drops: Giant Plume, Flame Fragment
                Steal: Ail Guard 2?
                Skills: Red Impact, Red Torrent, Grind
                Abilities: Infiltrate, Anti-fire, Burn Immunity

Aqua Gryphon:   Type: Air, Move 5, Jump 10
                Element: Water
                Large Enemy
                Drops: Sturdy Claw, Snow Stone
                Steal: Stop Guard 2
                Skills: Blue Impact, Blue Torrent, Grind
                Abilities: Infiltrate, Anti-water, Freeze Immunity

Bolt Gryphon:   Type: Air, Move 5, Jump 10
                Element: Wind
                Large Enemy
                Drops: Giant Plume, Wind Stone
                Steal: Elixir
                Skills: Green Impact, Green Torrent, Grind
                Abilities: Infiltrate, Anti-wind, Paralysis Immunity

---Class: Giant Plant (Regular attack is a 2 hit, 2 range)
These giant botanical monstrosities serve as bosses in several missions
throughout the game. They aren't very strong and are extremely slow, but
they make up for those weaknesses by having high defenses as well as having
AOE moves that can cause status effects.

Sleep Flower:   Type Heavy, Move 4, Jump 3
                Element: Earth
                Large Enemy
                Drops: Flower Leaf, Orb Fragment 3
                Steal: Earth Guard?
                Skills: Sweet Breath, Terror Tentacle
                Abilities: Blind Immunity, Poison Immunity, Disable Immunity

Ochu:           Type Heavy, Move 4, Jump 3
                Element: Earth
                Large Enemy
                Drops: Flower Root, Orb Fragment 2
                Steal: Healing Mist 2
                       Healing Mist 4 (CH9)
                Skills: Noxious Breath, Blood Drain
                Abilities: Blind Immunity, Poison Immunity, Disable Immunity

Omodaru:        A renamed Sleep Flower
                Type Heavy, Move 4, Jump 3
                Element: Earth
                Large Enemy
                Drops: Flower Leaf, Orb Fragment 5
                Steal: Earth Guard
                Skills: Sweet Breath, Terror Tentacle
                Abilities: Blind Immunity, Poison Immunity, Disable Immunity

---Class: Chimera
Chimeras get very little streentime in the story. Howver, they make up for
that by being a very powerful threat when they appear. With high stats all
around and the ability to take multiple actions in a row, they would be
extremley deadly...if they weren't susceptible to most of the game's
status effects.

Chimera:        Type: Heavy, Move 4, Jump 3
                Element: None
                Large Enemy
                Drops: Snake Fang, Throwing Bomb
                Steal: Orb Fragment 4
                Skills: Poison Fang, Roar, Impact Shot, Thrust
                Abilities: Triple Move, Desperation, Guardian

Ice Chimera:    Type: Heavy, Move 4, Jump 3
                Element: Water
                Large Enemy
                Drops: Ram Horn, Snow Stone
                Steal: EXP Boost
                Skills: Poison Fang, Roar, Ice Shot, Thrust
                Abilities: Triple Move, Low HP: HP Regen, Guardian,
                           Freeze Immunity

---Class: Angel
Angels are...a bit strange looking to say the least. But most of them come in
one of two varieties: an attack unit with elemental magic to cover the
spectrum plus a basic physical atack, and a support unit that acts as a
buffer, healer, and summoner. Overall, their stats are very balanced, so
there's no advantage to exploit. Also, the higher forms can negate diabling
status effects, making them powerful units on the battlefield.

Angel:          Type: Hover, Move 5, Jump 5
                Element: None
                Drops: Angel Feather, Orb Fragment 4
                Steal: None
                Skills: Fire, Ice, Wind, Earth
                Abilities: Pack Hunter

Fallen Angel:   Type: Hover, Move 5, Jump 5
                Element: None
                Drops: Angel Feather, Orb Fragment 3
                Steal: None
                Skills: Binding Cry, Panic Cry
                Abilities: Disable Immunity, Pack Hunter

Archangel:      Type: Hover, Move 5, Jump 5
                Element: None
                Drops: Angel Nail, Orb Fragment 4
                Steal: None
                Skills: Herald Miracle, Herald Blessing, Summon Ally
                Abilities: Domain of Sleep, Disable Immunity

Arkhai:         Type: Hover, Move 5, Jump 5
                Element: None
                Drops: Angel Nail, Orb Fragment 5
                Steal: None
                Skills: Trial by Fire, Trial by Ice, Trial by Wind,
                        Trial by Earth, Herald's Prestige
                Abilities: Domain of Charm, Disable Immunity

Dominion:       Type: Hover, Move 5, Jump 5
                Element: None
                Drops: Angel Spore, Orb Fragment 5
                Steal: None
                Skills: Trial by Fire, Trial by Ice, Trial by Wind,
                        Trial by Earth, Summon Monster
                Abilities: Domain of Charm, Strengthen Dragon,
                           Disable Immunity

Lunar Angel:    Type: Hover, Move 5, Jump 5
                Element: None
                Drops: None
                Steal: None
                Skills: Trial by Fire, Trial by Ice, Trial by Wind,
                        Trial by Earth
                Abilities: Disable Immunity

---Class: Seraph/Calamity
Acting as generals in the angel army, Seraphs are powerful entities that
provide both support and long range attack to their forces. Notably,
they cannot block status ailments, and so are easily taken care of when
Frozen or Stopped. Fun fact, I've neverr seen them use a normal physical
attack at all throughout the game.

Seraphim:       Type: Hover, Move 2, Jump 5
                Element: None
                Large Enemy
                Drops: Seraph Wing, Stop Orb
                Steal: Follow Up Orb
                Skills: Song of Deceit, Blessing Erase, Spirit Erase,
                        Angel Blessing
                Abilities: Full Recovery, Domain of SP Down

Water Calamity: Type: Hover, Move 2, Jump 5
                Element: Water
                Large Enemy
                Drops: Seraph Wing, Elixa
                Steal: Freeze Fragment
                Skills: Day of Shiva, Blessing Erase, Spirit Erase,
                        Angel Blessing
                Abilities: Domain of SP Down, Water Absorb, Freeze Immunity

Wind Calamity:  Type: Hover, Move 2, Jump 5
                Element: Wind
                Large Enemy
                Drops: Seraph Chain, Elixa
                Steal: Seal Fragment
                Skills: Day of Vayu, Blessing Erase, Spirit Erase,
                        Angel Blessing
                Abilities: Domain of SP Down, Wind Absorb, Paralysis Immunity

Fire Calamity:  Type: Hover, Move 2, Jump 5
                Element: Fire
                Large Enemy
                Drops: Seraph Chain, Elixa
                Steal: Burn Fragment
                Skills: Day of Agni, Blessing Erase, Spirit Erase,
                        Angel Blessing
                Abilities: Domain of SP Down, Fire Absorb, Burn Immunity

Earth Calamity: Type: Hover, Move 2, Jump 5
                Element: Fire
                Large Enemy
                Drops: Seraph Glow, Elixa
                Steal: Heavy Fragment
                Skills: Day of Bhumi, Blessing Erase, Spirit Erase,
                        Angel Blessing
                Abilities: Domain of SP Down, Earth Absorb, DEF Down Block

---Class: Dragon
Dragons...the creatures of legend. They are some of the toughest creatures
in the game. They can take a lot of hits and have a wide range AOE attack
as well as powerful close range attacks to keep you on your toes.

Dragon:         Type: Heavy, Move 4, Jump 3
                Element: None
                Large Enemy
                Drops: Dragon Scale, Death Fragment (CH10 Mission 1)
                       Dragon Scale, Dragon Blood (other times)
                Steal: Stop Fragment (CH10 Mission 1)
                       Elixia (other times)
                Skills: Dark Breath, Rampage, Rend
                Abilities: Guradian, Knockback

Flare Dragon:   Type: Heavy, Move 4, Jump 3
                Element: Fire
                Large Enemy
                Drops: Dragon Tounge, Flame Fragment
                Steal: Elixia
                Skills: Fire Breath, Rampage, Rend
                Abilities: Guradian, Knockback, Burn Immunity

Ice Dragon:     Type: Heavy, Move 4, Jump 3
                Element: Water
                Large Enemy
                Drops: Dragon Scale, River Fragment
                Steal: Elixia
                Skills: Ice Breath, Rampage, Rend
                Abilities: Guradian, Knockback, Freeze Immunity

---Class: ???
This enemy only appears during the final boss. It's weak and poses
little threat to Alto and his party.

The Black One:  Type: Land, Move 4, Jump 3
                Element: None
                Drops: None
                Steal: None
                Skills: None
                Abilities: Pack Hunter, Domain of Move Down, Disable Immunity

---Class: Shadows
Shadows are subconscious representations of a person's self. They often
present a view into the person's feelings and secrets that they don't
show to the outside world. Battle-wise, they tend to have similar stats,
skills, and abilities as the person of whom they take their appearance.

Popo's Shadow:      Type: Air, Move 4, Jump 10
                    Element: Wind
                    Drops: None
                    Steal: None
                    Skills: Whirlwind, Long Shot, Kaboom!, Heart Shot
                    Abilities: None

Sakuya's Shadow:    Type: Land, Move 4, Jump 3
                    Element: Fire
                    Drops: None
                    Steal: None
                    Skills: Flame Strike, Flash Strike, Fan Play
                    Abilities: None

Mordi's Shadow:     Type: Hover, Move 4, Jump 2
                    Element: Earth
                    Drops: None
                           Black Out (unique in the CH10 battle)
                    Steals: None
                    Skills: Summon Familiar, Mor...Earth
                    Abilities: Refresh, Disable Immunity

Lisette's Shadow:   Type: Water, Move 4, Jump 2
                    Element: Water
                    Drops: None
                    Steal: None
                    Skills: Splash, Heal, Cure, Water Blessing, Hip Drop,
                            Ice Coffin
                    Abilities: Heal Boost

---Class: Boss
Bosses are just that; this game's mission bosses who must be defeated.
This section covers the character based bosses. Any bosses beloninging
to a species of monster can be seen above.

Popo:       Type: Air, Move 4, Jump 10
            Element: Wind
            Drops: Orb Fragment 1
            Steal: Ail Guard
            Skills: Whirlwind, Long Shot, Kaboom!, Heart Shot
            Abilities: Tail Wind

Dorothy:    Type: Air, Move 5, Jump 10
            Element: None
            Drops: Varies (Giant Fragment)
            Steal: Varies (Critical Orb 2)
                   Assassin Orb (Last battle of CH6)
                   Mobile Ring 2 (Chapter 8 battle)
            Skills: Summon Dekurin, Pain, Pain, Pain!
                    Suicide Samurai (CH5 onward)
            Abilities: Counter, Guts, Pre-emptive Strike, Frenzy,
                       Low HP: Crit Up

Keith:      Type: Land, Move 5, Jump 3
            Element: None
            Drops: Misery Fragment
            Steal: Elixir 2
            Skills: Assault Shot, Sniper Shot, Smoke Shot
            Abilities: None

Hrodulf:    Type: Land, Move 4, Jump 2
            Element: None
            Drops: Varies (Blast Fragment)
                   Delay Orb 3 (CH10 battle)
            Steal: Varies (Guard Ring 2)
                   Delay Orb 3 (Last battle of CH6)
                   Guard Ring 3 (Chapter 8 battle)
                   Portal Ring (CH10 battle)
            Skills: Cyclone, Skull Crusher, Armor Breaker, Raging Smash,
                    Imposing Aura
            Abilities: Counter, Guardian, Defiance, General, Lone Struggle
            Abilities 2: Counter, Low HP: DEF Up, Defiance, Ailment Block,
                         Intimidate (CH10 battle)

Dante:      Type: Land, Move 5, Jump 3
            Element: None
            Drops: Varies (Predator Fragment)
            Steal: Varies (Attack Ring 2)
                   Sickness Orb (Last battle of CH6)
                   Attack Ring 3 (Chapter 8 battle)
            Skills: Beowulf, Deadline
            Abilities: Guardian, Desperation

Hilda:      Type: Warp, Move 4, Jump 25
            Element: None
            Drops: Varies (Sharp Fragment)
            Steal: Varies (Mobile Ring)
                   Death Orb (Last battle of CH6)
                   Soul Gain (Chapter 8 battle)
            Skills: Summon Familiar, Arched Fang, Chevar Principle, Transmit,
                    Song of Ruin
            Abilities: Magic Shield

Niki:       Type: Land, Move 5, Jump 3 (yeah, land, even if
(ally unit  Element: Earth              she seems to float)
only)       Drops: None
            Steals: None
            Skills: Summon Phantom
            Abilities: None

Mordimort:  Type: Hover, Move 4, Jump 2
            Element: Earth
            Drops: None
            Steals: None
            Skills: Mor...Earth, Summon Familiar
            Abilities: Refresh

Giselle:    Type: Hover, Move 5, Jump 3
            Element: None
            Drops: None
            Steal: None
            Skills: Arm Gear, Redline
                    Hyperion C, Prepare Launch (From Chapter 8 onward)
            Abilities: Counter, Ailment Block, Interceptor System
                       HP Recovery (CH10 battle)

Xeno:       Type: Land, Move 4, Jump 3
                                Jump 5 (on the moon)
            Element: None
            Drops: None
                   Longinus (CHX battle)
            Steal: None
            Skills: Lion's Roar, Thousand Strikes, Blue Meteor
                    (Lion's Roar goes 4 spaces instead of 3)
            Abilities: Guardian, Intimidate, Magic Shield, Commander
                       Disable Immunity (CHX battle)
    
Lisette:    Type: Water, Move 4, Jump 2
            Element: Water
            Drops: None
            Steal: None
            Skills: Splash, Heal, Cure, Water Blessing, Hip Drop, Ice Coffin
            Abilities: Heal Boost

Sakuya:     Type: Land, Move 5, Jump 2
            (strangely, her boss form can't walk on sand without
             movement according to the description)
            Element: Fire
            Drops: None
            Steal: None
            Skills: Flame Strike, Flash Strike, Fan Play
            Abilities: None

Giselle's Copy: Type: Hover, Move 5, Jump 3
                Element: None
                Drops: Rare Metal
                Steal: None
                Skills: Arm Gear, Redline
                Abilities: Counter, Ailment Block, Interceptor System

Xeno (Angel):   Type: Land, Move 4, Jump 10
                Element: None
                Drops: King's Guard
                Skills: Mother's Love, Dark Blessing, Blood Sacrifice,
                        Save the Queen, Judgement Day
                Abilities: Guardian, Intimidate, Ailment Block, HP Recovery,
                           Vitality

Eve:            Type: Heavy, Move 0, Jump 0
                Large Enemy
                Element: None
                Drops: None
                Steal: None
                Skills: Mode Change, Envy, Gluttony, Avarice, Lust,
                        Song of the Moon, Angel Creation
                Abilities: Joy of Despair, Disable Immunity, Double Move

Dummy Qualia M: Type: Heavy, Move 0, Jump 3
                Large Enemy
                Element: None
                Drops: None
                Steal: None
                Skills: Purify, Heal and Cure, Time Compress
                Abilities: Infinite Replication, Disable Immunity

Dummy Qualia E: Type: Heavy, Move 0, Jump 3
                Large Enemy
                Element: None
                Drops: None
                Steal: None
                Skills: Transfer, Null Advance, Null Activity, Dark Summon
                Abilities: Infinite Replication, Disable Immunity

Cartesia:   Type: Heavy, Move 0, Jump 3
            Large Enemy
            Element: None
            Drops: None
            Steal: None
            Skills: Embrace, Song, Pandemonium, Paint It Black,
                Unveil, Cartesia Theater
            Abilities: Negate Song, Qualia's Blessing, Diable Immunity
                                   (What, not Ailment Block? :) )

---Class: Ancient Witches/Legendary Hero
As a subset of "bosses" but getting their own section.

Fransica:   Type: Water, Move 4, Jump 2
            Element: Water
            Drops: River Orb
            Steal: Yggdrasil Staff
            Skills: Splash, Heal, Ice Coffin
            Abilities: Heal Boost

Millicent:  Type: Air, Move 4, Jump 10
            Element: Wind
            Drops: Storm Orb
            Steal: Tristan
            Skills: Whirlwind, Long Shot, Heart Shot
            Abilities: Tailwind

Kaede:      Type: Land, Move 5, Jump 3
            (unlike Sakuya, she is affected by terrain (cannot cross sand))
            Element: Fire
            Drops: Flame Orb
            Steal: Kaede
            Skills: Flash Strike, Fan Play
                    (Kaede's Flash Strike is Fire Elemental, unlike Sakuya's)
            Abilities: Sword-Drawing Counter

Ukuna:      Type: Hover, Move 4, Jump 2
            Element: Earth
            Drops: Mud Orb
            Steal: Gleipnir
            Skills: Mor...Earth
            Abilities: Refresh

Elcrest:    Type: Land, Move 5, Jump 3
            Element: None
            Drops: Song Orb 2
            Steal: None
            Skills: Double Slash, Charge Slash, Arc Slash, Wild Slash,
                Hero's Blessing, Ragna Break
                (Elcrest's Ragna Break is listed as magical,
                 unlike Alto's physical version)
                (Ragna Break not present in Hilda's final tuning)
            Abilities: Counter, Parry

////////////////////////////////////////////////////////////////
----------7.ES: Enemy Skills List----------
////////////////////////////////////////////////////////////////

---Class: Wolf
Claw: SP 2: Physical Attack to 1 enemy. Non-elemental, Range 1, Height 3.
Poison Claw: 3 SP, Physical Attack to 1 enemy. Adds Poison.
             Non-elemental, Range 1, Height 3.
Paralyze Claw: 3 SP, Physical Attack to 1 enemy. Adds Paralysis.
               Non-elemental, Range 1, Height 3.
Summon Ally: 2 SP, Summon a Poison Wolf
Fire Ball: 3 SP, 150%PATK, Physical attack to 1 enemy. Adds Burn.
           Fire, Range 1-2, Height 3.
Fang Bite: 3 SP, 200%PATK? Physical attack to 1 enemy.
           Non-elemental, Range 1, Height 3.

---Class: Slime
Fluid Launch:   SP 2, Physical Attack to 1 enemy. 100%PATK
                Non-elemental, Range 1-2, Height 5
Slime: SP 2, 80%PATK?, Physical Attack to 1 enemy. Adds SPD Down.
       Non-elemental, Range 1-2, Height 5.
Acid: SP 2, 75%PATK, Physical Attack to 1 enemy. Adds DEF Down.
      Non-elemental, Range 1-2, Height 5.
Gastric Juices: SP 3, Physical Attack to 1 enemy. Adds DEF Down.
                Non-elemental, Range 1-2, Height 5.

---Class: Orc
Heavy Strike:   2SP, 150%PATK, Physical attack to 1 enemy.
                Non-elemental, Range 1, Height 3
All-Out Strike: 3 SP, Physical attack to 1 enemy. High critical hit rate.
                Non-elemental, Range 1, Height 3
Desperate Strike: 6 SP, 175%PATK, Physical attack to 1 enemy.
                  Adds DEF Down to self.
                  Non-elemental, Range 1, Height 3
Tackle: 4 SP, Knockback attack to 1 enemy.
        Non-elemental, Range 1, Height 3
Vale Tudo: 5 SP, Knockback attack to 1 enemy.
           Non-elemental, Range 1, Height 3.
Stagger Strike: 6 SP, Physical attack to 1 enemy. Decreases turn speed.
                Non-elemental, Range 1, Height 3.
Focus: 2 SP, Adds Crit Up to self.

---Class: Archer
Fire Shot: 3 SP. 100%PATK. Physical attack to 1 enemy. Adds Burn.
           Fire, Range 2-4, Height +4,-15
Ice Shot:  4 SP. 100%PATK. Physical attack to 1 enemy. Adds Freeze.
           Water, Range 2-4, Height +4,-15
Wind Shot: 3 SP. 100%PATK. Physical attack to 1 enemy. Adds Paralyze.
           Wind, Range 2-4, Height +4,-15
Earth Shot: 3 SP. 100%PATK. Physical attack to 1 enemy. Adds DEF Down.
            Earth, Range 2-4, Height +4,-15
Restrain Shot: SP 3, Physical attack to 1 enemy. Adds Move Down.
               Non-elemental, Range 2-3, Height +4,-15
Focus Shot: SP 4, Physical attack to 1 enemy. High critical hit rate.
            Non-elemental, Range 2-4, Height +4,-15
Arrow Rain: 6 SP. Physical attack to nearby units.
            Non-elemental, Range 1-3, Height +4,-15
Leg Bind: 5 SP, Physical attack to 1 enemy. Adds Negate Move.
          Non-elemental, Range 2-4, Height +4,-15
Arm Bind: 6 SP. 100%PATK. Physical attack to 1 enemy. Adds Negate Action
          Non-elemental, Range 2-4, Height +4,-15
Focus (Million Hit): 2 SP, Add Aim Up, Status Ailment Up to self.
Focus (The Piercer): 2 SP, Add Aim Up to self.

---Class: Fairy
Restrain Shot: SP 3, Physical attack to 1 enemy. Adds Move Down.
               Non-elemental, Range 2-3, Height +4,-15
Enchanting Shot: SP 5, Physical attack to 1 enemy. Adds Charm.
                 Non-elemental, Range 2-3, Height +4,-15
Soul Drain Shot: SP 0, Magic SP drain attack to 1 enemy.
                 Non-elemental, Range 2-3, Height 3.
Aero Dance: SP 6, Magic attack to nearby enemies. Decreases turn speed.
            Wind, Range 1, Height 3.
Fairy Dance: SP 4, Increase turn speed of allies in range.
             Range 1-2, Height 3.
Trance: SP 6, Add ATK Up, DEF Up, SPD Up, Dodge Up to self.

---Class: Dekurin
Chomp: SP 3, 125%PATK, Hits 4 times, Physical attack to 1 enemy.
       Non-elemental, Range 1, Height 3
Don't Move!: SP 4, 100%PATK?, Hits 4 times, Physical attack to 1 enemy.
             Non-elemental, Range 1, Height 3
Tear and Rend: SP 6, High damage to enemy with status ailments.
               Non-elemental, Range 1, Height 3

---Class: Chronos
25% Damage: SP 5. Reduce 25% of remaining HP to 1 enemy.
            Range 1, Height 7.
50% Damage: SP 7, Reduce 50% of remaining HP to 1 enemy.
            Range 1, Height 7.
50% Damage (Ahriman): SP 9, Reduce 50% of remaining HP to 1 enemy.
                      Range 1, Height 7
                      (hits all units around the user)
Eye of Impedence: SP 4, 100%MATK (150%MATK Cocytus), Magic attack to 1 enemy.
                  Adds SPD Down.
                  Non-elemental, Range 1, Height 7.
Energy Drain: SP 1, Attack and reduce 10% of total SP to 1 enemy.
              Non-elemental, Range 1, Height 7.
Leg Bind: SP 5, Add Negate Move to 1 enemy.
          Range 1, Height 7.
Seal Time: 4 SP, Magic attack to 1 enemy. Adds stop.
           Non-elemental, Range 1, Height 7.
Life and Death: SP 6, Reduce 1 enemy's total SP by 100%.
                Range 1, Height 7.

---Class: Soldier
Scorpio: SP 2, 105%PATK, Physical attack to 1 enemy. Adds Paralyze.
         Non-elemental, Range 1, Height 3.
Paralyze Bomb: SP 3, 75%PATK, Physical attack to 1 enemy. Adds Paralyze.
               Non-elemental, Range 1-2, Height +3,-12.
               (hits in 5 square plus shape)
Cursed Blade: SP 4, Attack and reduce 10% of total SP to 1 enemy.
              Non-elemental, Range 1, Height 3
Putrid Fluid: SP 3, 50%PATK, Physical attack to units in range.
              Non-elemental, Range 1-2, Height +3,-12.
              (hits in 5 square plus shape)

---Class: Harbringer
Javelin: SP 4, 125%PATK, Physical attack to 1 enemy. Negates Counter.
         Non-elemental, Range 1, Height 3.
Penetrate: SP 6, 125%PATK, Physical attack that hits a line of units.
           Non-elemental, Range 1-3, Height 2.
Soul Eater: SP 0, 50%MATK, Magic SP drain attack to 1 enemy.
            Non-elemental, Range 1, Height 3.
Focus (Harbringer): SP 3, Add ATK Up to self.
Focus (Harbringer Cadre): SP 6, Add ATK Up, DEF Up to self.

---Class: Golem
Thor's Hammer: SP 4, Physical attack to 1 enemy. Adds Stun.
               Non-elemental, Range 1, Height 5.
Lariat: SP 7, Physical attack to nearby units.
        Non-elemental, Range 1, Height 5.
        (hits all surrounding spaces)
Head Stomp: SP 5, Physical attack to 1 enemy. Decreases turn speed.
            Non-elemental, Range 1, Height 5.
Weapon Breaker: SP 2, Physical attack to 1 enemy. Adds ATK Down.
                Non-elemental, Range 1, Height 5.
Armor Breaker: SP 2, Physical attack to 1 enemy. Adds DEF Down.
               Non-elemental, Range 1, Height 5.

---Class: Element
Self Destruct: SP 1, Magic attack to nearby uits. Own HP becomes 0.
               Element varies depending on unit's element,
               Range 1-2, Height 5
Fire Ball: SP 3, Magic attack to enemies in range.
           Fire, Range 1-3, Height 3
           (hits in 5 square plus shape)
Sludge Ball: SP 3, 100%MATK, Magic attack to enemies in range.
             Earth, Range 1-3, Height 3
             (hits in 5 square plus shape)
Ice Ball: SP 3, Magic attack to enemies in range.
          Water, Range 1-3, Height 3
          (hits in 5 square plus shape)
Aero Ball: SP 3, Magic attack to enemies in range.
           Wind, Range 1-3, Height 3
           (hits in 5 square plus shape)
Dark Ball: SP 3, 125%MATK, Magic attack to enemies in range.
           Non-elemental, Range 1-3, Height 3
           (hits in 5 square plus shape)

---Class: Gryphon
Red Impact: SP 5, Physical attack to nearby units.
            Fire, Range 1-2, Height 5
Red Torrent: SP 7, Physical attack to units ahead. Adds Burn.
             Fire, Range 1-4, Height 3
Blue Impact: SP 5, Physical attack to nearby units.
             Water, Range 1-2, Height 5
Blue Torrent: SP 7, Physical attack to units ahead. Adds Freeze.
              Water, Range 1-4, Height 3
Green Impact: SP 5, Physical attack to nearby units.
              Wind, Range 1-2, Height 5
Green Torrent: SP 7, Physical attack to units ahead.
               Wind, Range 1-4, Height 3
Grind: Physical attack to 1 enemy. High critical hit rate.
       Non-elemental, Range 1, Height 5.

---Class: Giant Plant
Sweet Breath: SP 7, Physical attack. Adds Sleep, Move Down, Negate Move.
              Non-elemental, Range 1-4, Height 3
              (Hits all enemies in wide radius in front of it)
Terror Tentacle: SP 3, Physical attack to 1 enemy. Decreases turn speed.
                 Non-elemental, Range 1-2, Height 7.
Noxious Breath: SP 7, Physical attack to enemies ahead. Adds Blind, Paralysis.
                Non-elemental, Range 1-4, Height 3
                (Hits all enemies in wide radius in front of it)
Blood Drain: SP 3, Physical HP drain attack to 1 enemy.
             Non-elemental, Range 1-2, Height 5.

---Class: Chimera
Poison Fang: SP 4, Physical attack to 1 enemy. Adds Poison.
             Non-elemental, Range 1-2, Height 5.
Roar: SP 3, Add ATK Down to nearby enemies.
      Range 1-2, Height 7.
Impact Shot: SP 4, Physical attack to 1 enemy.
             Non-elemental, Range 1-3, Height 7.
Ice Shot: SP 4, Physical attack to 1 enemy. Adds Freeze.
          Water, Range 1-3, Height 7.
Thrust: SP 6, Physical attack to 1 enemy. High critical hit rate.
        Non-elemental, Range 1, Height 5.

---Class: Angel
Fire: SP 5, Magic attack to 1 enemy. Adds Burn.
      Fire, Range 1-2, Height 7
Ice: SP 6, Magic attack to 1 enemy. Adds Freeze.
     Water, Range 1-2, Height 7
Wind: Magic attack to 1 enemy.
      Wind, Range 1-2, Height 7
Earth: Magic attack to 1 enemy.
       Earth, Range 1-2, Height 7
Binding Cry: SP 6, Add Paralyze to nearby enemies.
             Range 1-2, Height 5
Panic Cry: SP 5, 100%MATK, Magic attack that deals damage to enemy SP.
           Non-elemental, Range 1-2, Height 5.
Herald Mircale: SP 4, Heal 50% HP for allies in range.
                Range 0-2, Height 5.
Herald Blessing: SP 4, Add ATK Up, DEF Up to allies in range.
                 Range 0-2, Height 5
Summon Ally: SP 2, Summon an Angel.
Trial by Fire: SP 6, Magic attack to enemies in range. Adds Burn.
               Fire, Range 1-3, Height 3.
               (Hits in 5 tile plus shape)
Trial by Ice: SP 6, Magic attack to enemies in range. Adds Freeze.
              Water, Range 1-3, Height 3.
              (Hits in 5 tile plus shape)
Trial by Wind: SP 6, Magic attack to enemies in range.
               Wind, Range 1-3, Height 3.
               (Hits in 5 tile plus shape)
Trial by Earth: SP 6, Magic attack to enemies in range.
                Earth, Range 1-3, Height 3.
                (Hits in 5 tile plus shape)
Herald's Prestige: SP 8, Adds Negate Action to nearby enemies.
                   Range 1-2, Height 5.
Summon Monster: SP 2, Summon a Monster
                (monster summoned depends on the mission)

---Class: Seraph/Clamity
Song of Deceit: SP 6, Magic attack to enemies in range.
                Non-elemental, Range 1-8, Height 5
                (hits in a 5 tile plus shape)
Day of Shiva: SP 6, 100%MATK, Magic attack to enemies in range. Adds Freeze.
              Water, Range 1-8, Height 5
              (hits in a 5 tile plus shape)
Day of Vayu: SP 5, 100%MATK, Magic attack to enemies in range. Adds Paralysis
             Wind, Range 1-8, Height 5
             (hits in a 5 tile plus shape)
Day of Agni: SP 6, 100%MATK, Magic attack to enemies in range. Adds Burn.
             Fire, Range 1-8, Height 5
             (hits in a 5 tile plus shape)
Blessing Erase: SP 1, Physical attack to nearby enemies, Dispels buffs.
                Non-elemental, Range 1-2, Height 5
Spirit Erase: SP 3, Reduce SP by half to enemies in range.
              Range 1-2, Height 5.
Angel Blessing: Add ATK, DEF, and SPD Up to nearby allies.
                Range 1-2, Height 5.

---Class: Dragon
Dark Breath: SP 9, Physical attack to units ahead.
             Non-elemental, Range 1-4, Height 3.
Fire Breath: SP 9, Physical attack to units ahead. Adds Burn.
             Fire, Range 1-4, Height 3.
Ice Breath: SP 10, Physical attack to units ahead. Addds Freeze.
            Water, Range 1-4, Height 3.
Rampage: SP 4, Knockback attack to nearby units.
         Non-elemental, Range 1, Height 5.
Rend: SP 6, Knockback attack to 1 enemy. High critical hit rate.
      Non-elemental, Range 1, Height 5.

---Class: Boss (if they're playable character also, this lists only their
                Boss-exclusive skills)
    --Dorothy: 
    Suicide Samurai: SP 13, 150%?
    Summon Dekurin: SP 1, Summon a Dekurin.

    --Hrodulf:
    Cyclone: SP 13, 75%PATK, Knockback attack to nearby units.
             Non-elemental, Range 1, Height 3.
             (hits all squares around him)
    Skull Crusher: SP 8, 115%PATK, Physical attack to 1 enemy. Adds Stun.
                   Non-elemental, Range 1, Height 3.
    Armor Breaker: SP 6, 115%PATK, Physical attack to 1 enemy. Adds DEF Down.
                   Non-elemental, Range 1, Height 3.
    Raging Smash: SP 15, 125%PATK, Physical rush and knockback attack
                                   to 1 enemy.
                  Non-elemental, Range 1-2, Height 3.
                  (Range in a straight line)
    Imposing Aura: SP 20, Physical attack to nearby units.
                   Non-elemental, Range 1, Height 3.
                   (hits all squares around him)
    --Hilda:
    Summon Familiar: SP 1, Summon a familiar (some Eyes Only)
    Transmit: SP 1, Summon a Harbringer
    Song of Ruin: SP 30, Magic attack to nearby enemies. Adds Stop.
                  Non-elemental, Range 1-2, Height 5.
                  (Identical to her offensive Song Skill later on)
    --Niki:
    Summon Phantom: SP 1, Summon a Phantom
                    (yet you never get to see her using it)

    --Mordimort:
    Summon Familiar: SP 1, Summon a familiar.

    --Giselle:
    Prepare Launch: SP 2, Add Aim Up to self.
            (Will always use this before Hyperion C)

    --Xeno (Angel):
    Mother's Love: SP 4, Add Dodge Up, Aim Up to self.
    Dark Blessing: SP 1, Add ATK, DEF, and SPD Down to nearby enemies.
               Range 1-3, Height 5.
               (affects all tiles in a 3 tile radius around him)
    Blood Sacrifice: SP 1, ???%PATK
             Physical HP drain attack to nearby enemies.
             Non-elemental, Range 1-2, Height 5.
    Save the Queen: SP 13, ???%PATK
            Physical attack to 1 enemy.
            Non-elemental, Range 1 Height 5.
    Judgement Day: SP 23, ???%PATK
               Physical attack to enemies ahead.
               Non-elemental, Range 1-4, Height 5.

    --Eve:
    Mode Change: SP 5, Switch between different modes.
             Mode A: Increases damage taken and recieved. Takes 1.8 times
                     damage (+80%.)
             Mode D: Reduces damage taken. Adds HP Regen to self.
    Envy: SP 5, 125%PATK. Physical attack to 1 enemy. Adds Stop.
          Negates Counter.
          Non-elemental, Range 1-3, Height 3.
    Gluttony: SP 5, 50%MATK, Magic attack to enemies in range.
              Bypasses defense.
              Non-elemental, Range 1-3, Height 5. (actually 1-4 range)
    Avarice: SP 5, Reduce nearby enemies' HP by half. Adds Sickness.
             Non-elemental, Range 1-3, Height 3.
    Lust: SP 5, Add Charm to 1 enemy.
          Range 1-4, Height 5.
    Song of the Moon: SP 5, 175%MATK, Magic attack to nearby enemies.
                      Adds Blind, SP Drain.
                      Non-elemental, Range 1-4, Height 3.
    Angel Creation: SP 6, Summon a Lunar Angel.
                    (actually summons several Lunar Angels)

    Dummy Qualia M:
    Purify: SP 12, Dispel buffs from nearby enemies.
            Range 1-5, Height 7.
    Heal and Cure: SP 4, Heal HP and cure ailments for one ally.
                   Range 1-4, Height 7.
                   (Heals 800HP to Cartesia)
    Time Compress: SP 18, Increase turn speed for one ally.
                   Range 1-4, Height 7.
                   (Works just like Hilda's time compress.
                    Cartesia WILL move next)

    Dummy Qualia E:
    Transfer: SP 1, Transfer 1 enemy to a specified spot.
              Range 1-4, Height 7.
    Null Advance: SP 2, 75%PATK, Physical attack to 1 enemy. Adds Negate Move
                  Non-elemental, Range 1-4, Height 5.
    Null Activity: SP 2, Physical attack to 1 enemy. Adds Negate Action.
                   Non-elemental, Range 1-4, Height 5.
    Dark Summon: SP 2, Summon dark matter.
                 (Summons more The Black Ones, 2 in Phase 1, 6 in Phase 2)

    Cartesia:
    Embrace: SP 0, 100%PATK, Physical attack to 1 enemy.
             Non-elemental, Range 1-2, Height 3.
    Song: SP 7, 100%MATK, Magic attack. Adds Poison, Paralysis, Blind, Slow.
          Non-elemental, Range 5, Height 3.
          (Hits all enemies in 1-5 range in front of her)
    Pandemonium: SP 6, 75%PATK, Physical attack to nearby enemies.
                 Forms damage tiles.
                 Non-elemental, Range 3-5, Hiehgt 7.
    Paint It Black: SP 10, Immense damage to 1 enemy with ailments.
                    Non-elemental, Range 1-4, Height 7. (magical)
    Unveil: SP 1
            (I'm serious, there is no description)
    Cartesia Theater: SP 0, 115%MATK, Magic attack to line.
                      Bypasses defense. Adds Stop.
                      Non-elemental, Range 1-7, Height 3.

////////////////////////////////////////////////////////////////
----------8.A: Abilities List----------
////////////////////////////////////////////////////////////////

Infiltrate: Negate enemy Guardian ability
Guts: Survive a fatal attack with 1 HP
      (will activate once even if unit hits 1 HP due to a status effect)
Pack Hunter: Imcrease stats when allies of the same type are present
Range Up: Increases attack range by 1. (applies to normal attack and skills)
Pre-emptive Strike: May attack before the enemy.
Low HP: ATK Up: ATK Up when HP is low.
Low HP: DEF Up: DEF Up when HP is low.
Low HP: Crit Up: Crit Up when HP is low.
Low HP: HP Regen: HP Regen when HP is low.
Posion Immunity: Negate Poison
Burn Immunity: Negate Burn
Paralysis Immunity: Negate Paralysis
Freeze Immunity: Negate Freeze.
Disable Immunity: Negate all disabling status ailments.
Ailment Resist: 50% resistance to status ailments.
Ailment Block: Negate all status ailments.
Life Eater: Drain HP from adjacent enemies.
Poison Counter: Counter enemy attack and inflict Poison.
Paralysis Counter: Counter enemy attack and inflict Paralysis
Sickness Counter: Counter and inflict ATK, DEF, and SPD Down.
Anti-fire: ATK Up after recieving a fire attack.
Anti-water: ATK Up after recieving a water attack.
Defiance: Raises turn speed when attacked. (includes status effects)
General: Increase stats of all Harbringers in battle.
Lone Struggle: Increased stats when no allies remain.
Desperation: Stats increase when HP is low.
Magic Shield: Negate any magic damage less than 20.
Earth Absorb: Absorb Earth attacks.
Elemental Absorb: Absorb elemental attacks.
Knockback Block: Cannot be knocked back by enemy attacks.
Knockback: All attacks have a knockback effect.
Guardian: Adjacent tiles are impassable by enemies.
Triple Move: Can move up to 3 times per turn.
Witch Hunt: Increased damage to Witches.
Commander: Increase stats of all angels in battle.
Full Recovery: Heal HP, and SP, cure status ailments at end of turn.
Domain of Sleep: Add Sleep to nearby enemies at end of turn. (1 tile radius)
Domain of SP Down: SP Down to adjacent enemies at end of turn.
Domain of Charm: Add Charm to nearby enemies at end of turn.
Domain of Move Down: Add Move Down to adjacent enemies at end of turn.
Double Revenge: Counter with double damage when attacked.
                (always works as a pre-emptive strike)
Arrow Immunity: Negate arrow attacks.
Strengthen Dragon: Increase stats of all dragons in battle.
DEF Down Block: Negate DEF Down.
Joy of Despair: Increase turn speed after recieving damage.
Double Move: Can move twice per turn.
Infinite Replication: When defeated, resurrect after a few turns.
    (Actually has to be at the end of Cartesia's turns.)
Negate Song: May end an active song at end of turn.
Qualia's Blessing: Stat increase based on Dummy Qualia in battle.



--Note: Counters may say 100% accuracy, but they do have a regular attack's
        chance to miss.
             
////////////////////////////////////////////////////////////////
----------9.FT: Free Time----------
////////////////////////////////////////////////////////////////

In a regular New Game, there are 3 blocks of Free Time for each free
time period. This number is tripled in New Game+, where you instead have
9 blocks per period. Overall, it is impossible to do all the possible events
in your first game. It isn't even possible in a New Game+.

Prolouge:  None
Chapter 1: None
Chapter 2: 3 Periods
Chapter 3: 3 Periods
Chapter 4: 3 Periods
Chapter 5: 3 Periods
Chapter 6: 2 Periods
Chapter 7: 5 Periods
Chapter 8: 1 Period
Chapter 9: None
Chapter 10: 4 Periods
Chapter X: 5 Periods

Events List:
Affinity Conversations: Each Witch takes 13 conversations plus 3 tunings,
                        meaning (Knight Barracks/Tuning Hall)
                        they take a full 16 blocks each.

-----------------------------------                        
-----lmbtF: Lambert Facilities-----
-----------------------------------

---Bianca's Armory
   CH1--
    Short Sword     600G
    Wood Staff      700G
    Leather Vest    700G
    Cotton Shirt    600G
    Attack Ring     400G
    Magic Ring      400G
    Guard Ring      400G
    Healing Herb     80G
    Cure Drop       160G
   CH2--(Second Free Time)
    Plated Sword     900G
    Bronze Spear    1100G
    Survival Knife   900G
    Field Fist      1200G
    Craft Staff     1100G
    Chain Plate     1200G
    Chain Vest      1100G
    Camisole         900G
    Power Stone      600G
    Tough Ring       600G
    Mental Ring      600G
    Healing Herb 2   320G
   CH3--(First Free Time)
    Steel Sword     1400G
    Steel Spear     1600G
    Steel Knife     1400G
    Bronze Fist     1800G
    Hunter's Bow    1400G
    Stock Rifle     1800G
    Clover Staff    1600G
    Bronze Plate    1800G
    Synthetic Vest  1600G
    Quilted Shirt   1400G
    Ail Guard        380G
    Down Guard       400G
    Stop Guard       600G
    Fire Guard       600G
    Aero Guard       600G
    Elixir           500G
   CH5-- (First Free Time)
     Buy----------------------
    Black Sword     2000G
    Kagechiyo       2400G
    Armor Spear     2400G
    Assassin Knife  2000G
    Royal Fist      2700G
    Autumn Bow      2000G
    Travel Rifle    2700G
    Magical Staff   2400G
    Gilted Plate    2700G
    Chain Vest+     2400G
    Corset          2000G
    Physical Ring   1200G
    Earth Guard      600G
    Hercules Boots   800G
    Healing Herb 3   900G
   CH6--
     Buy---------------------
    Sword Breaker   3000G
    Kiku Ichimonji  3500G
    Battle Lance    3500G
    Sesshomaru      3000G
    Steel Fist      4100G
    Fairy Bow       3000G
    Gulf Shot       4100G
    Jack-o'-lantern 3500G
    Steel Plate     4100G
    Hard Leather    3500G
    Armor Camisole  3000G
    Attack Ring 2   2000G
    Magic Ring 2    2000G
    Guard Ring 2     900G
    Power Stone 2   1400G
    Ail Guard 2     2000G
    Down Guard 2    2500G
    Stop Guard 2    3000G
    Aqua Guard       600G
    Dragon Blood    1200G   
   CH8--
     Buy----------------------
    Bastard Sword   4500G
    Arachne         5300G
    Titan Spear     5300G
    Caricature      4500G
    Prototype Fist  6100G
    Eagle Eye       4500G
    Full Metal      6100G
    Crystal Staff   5300G
    Alloy Plate     6100G
    Carbon Vest     5300G
    Polymer Shirt   4500G
    Tough Ring 2    2000G
    Mental Ring 2   2000G
   CH10--
     Buy-----------------------
    Dainsleif       6800G
    Sword of Light  9999G
    Onikirimaru     7900G
    Shinai          9999G
    Trident         7900G
    Bamboo Spear    9999G
    Khanjar         6800G
    BBQ Skewer      9999G
    Alloy Fist      9100G
    Sushi Fist      9999G
    Azusa Yumi      6800G
    Magical Cute    9999G
    R & B           9100G
    Bamboo Gun      9999G
    Hollow Staff    7900G
    Cat Paw         9999G
    Deathscythe     7990G
    Mic Stand       9999G
    Gold Plate      9100G
    Gold Vest       7900G
    Barrier Shirt   6800G
    Ail Guard 3     8000G
    Down Guard 3   10000G
    Stop Guard 3   12000G
   CH10--(3rd Free Time)
     Buy-------------------------
    Attack Ring 3   5000G
    Magic Ring 3    5000G
    Guard Ring 3    2000G
    Healing Herb 4  1500G
    Mana Fruit 2     480G (should have been swapped with Elixir,
                           but whatever)  
   CHX--
     Buy-------------------------
    Anastasia       10000G
    Marakumo        12000G
    Gungnir         12000G
    Kotetsu         10000G
    Arondight       14000G
    Dragon's Breath 10000G
    Lohengrin       14000G
    Starmine        12000G
    Skull Scythe    12000G
    Diamond Plate   14000G
    Platinum Vest   12000G
    Rusalka Bustier 10000G
   CHX--(5th and Final Free Time)
     Buy---------------------------
    Baton Sword     30000G
    Sakuya          30000G
    Dorothy         30000G
    Beatrice        30000G
    Meta-Fiction    30000G
    Kunai           30000G
    God Hand        30000G
    Artemis         30000G
    Holy Bow        30000G
    Dominion        30000G
    Millionaire     30000G
    Ecthelion       30000G
    Caduceus        30000G
    Memento Mori    30000G
    CPU-64          14000G
    

-----Franz Atelier
   CH1--
     Buy--------------------
    Aim Orb         220G
    Attack Orb      220G
   CH2--(New Items mentioned on second Free Time, but available on first)
     Buy--------------------
    Venom Orb       200G
    Greed Orb       200G
     Refine-----------------(Available starting 3rd Mission Time)
    Venom Orb       50G Orb Fragment 1 x3
    Greed Orb       50G Orb Fragment 1 x3
    Aim Orb         55G Orb Fragment 1 x2
    Attack Orb      55G Orb Fragment 1 x2
    Critical Orb    60G Orb Fragment 1 x4
   CH3--
     Buy---------------------
    Paralyze Orb    340G
    Luck Orb        300G
     Refine------------------
    Paralyze Orb    85G Orb Fragment 2 x3, Orb Fragment 1 x2
    Flame Orb       75G Flame Fragment x1
    River Orb       75G River Fragment x1
    Storm Orb       75G Storm Fragment x1
    Mud Orb         75G Mud Fragment x1
    Luck Orb        75G Orb Fragment 2 x1
    Song Orb       550G Song Fragment x3
    Aim Orb 2       75G Orb Fragment 2 x2, Aim Orb x1
    Attack Orb 2    75G Orb Fragment 2 x2, Attack Orb x1
    Giant Orb       75G Orb Fragment 2 x1, Orb Fragment 1 x1
   CH5--
     Buy---------------------
    Drain Orb       560G
    Misery Orb      460G
    Quick Orb       460G
     Refine------------------
    Venom Orb 2     115G    Orb Fragment 3 x3, Venom Orb x1
    Burn Orb        115G    Orb Fragment 3 x2, Orb Fragment 1 x1
    Sleep Orb       115G    Orb Fragment 3 x3, Orb Fragment 2 x2, 
                            Orb Fragment 1 x1
    Drain Orb       140G    Orb Fragment 3 x1, Orb Fragment 2 x2
    Greed Orb 2     115G    Orb Fragment 3 x4, Greed Orb x1
    Misery Orb      115G    Orb Fragment 3 x1, Misery Fragment x1
    Quick Orb       115G    Orb Fragment 3 x4, Orb Fragment 2 x4
   CH6--
     Buy---------------------
    Weak Orb        700G
    Soft Orb        700G
    Immobile Orb    700G
    Blind Orb       680G
    Corner Orb      720G
     Refine------------------
    Weak Orb        175G    Orb Fragment 3 x2
    Soft Orb        175G    Orb Fragment 3 x2
    Immobile Orb    175G    Orb Fragment 3 x2
    Slow Orb        170G    Orb Fragment 3 x2
    Paralyze Orb 2  170G    Orb Fragment 3 x3, Paralyze Orb x1
    Blind Orb       170G    Orb Fragment 3 x2, Orb Fragment 1 x4
    Heavy Orb       170G    Orb Fragment 3 x4, Immobile Orb 2 x1
    Luck Orb 2      170G    Orb Fragment 3 x1, Luck Orb x1
    Chase Orb       170G    Orb Fragment 3 x1
    Critical Orb 2  170G    Orb Fragment 3 x2, Critical Orb x1
    Corner Orb      180G    Orb Fragment 3 x2, Orb Fragment 2 x3
    Hunter Orb      175G    Orb Fragment 3 x4
   CH8--
     Buy----------------------
    Absorb Orb     1200G
    Hit Orb        1000G
     Refine-------------------
    Burn Orb 2      250G    Orb Fragment 4 x2, Burn Orb x1, Burn Fragment x1
    Sleep Orb 2     250G    Orb Fragment 4 x3, Sleep Orb x1
    Stun Orb        250G    Orb Fragment 4 x2, Sleep Orb x1, Paralyze Orb x1
    Freeze Orb      250G    Orb Fragment 4 x2, Stun Orb x1
    Seal Orb        250G    Orb Fragment 4 x4, Paralyze Orb 2 x1
    Blast Orb       250G    Orb Fragment 4 x2, Blast Fragment x1
    Drain Orb 2     250G    Orb Fragment 4 x1, Drain Orb x1
    Absorb Orb      300G    Orb Fragment 4 x2, Orb Fragment 3 x3
    Hit Orb         250G    Orb Fragment 4 x3, Orb Fragment 3 x3,
                            Orb Fragment 1 x3
    Aim Orb 3       250G    Orb Fragment 4 x3, Orb Fragment 3 x3,
                            Aim Orb 2 x1
    Attack Orb 3    250G    Orb Fragment 4 x3, Orb Fragment 3 x3,
                            Attack Orb 2 x1
    Corner Orb 2    250G    Orb Fragment 4 x2, Corner Orb
    Quick Orb 2     250G    Orb Fragment 4 x4, Orb Fragment 3 x4, Quick Orb
    Angle Orb      2500G    Sharp Fragment x2

    --NOTE: Attack Orb 2 says 30% more damage, but is really 20%    
        Also, the Attack Orbs don't increase skill damage(like any other orb)
    --NOTE: Attack Orb 3 says +50% damage, but is really +30%
   CH9--
     Refine
    Weak Orb 2      375G    Orb Fragment 4 x1, Weak Orb x1
    Soft Orb 2      275G    Orb Fragment 4 x1, Soft Orb x1
    Immobile Orb 2  375G    Orb Fragment 4 x2, Immobile Orb x1
    Slow Orb 2      375G    Orb Fragment 4 x2, Slow Orb x1
    Blind Orb 2     375G    Orb Fragment 4 x2, Blind Orb x1
    Heavy Orb 2     375G    Orb Fragment 4 x4, Heavy Orb x1,
                            Heavy Fragment x1
    Delay Orb       400G    Orb Fragment 4 x3, Slow Orb x1
    Chase Orb 2     375G    Orb Fragment 4 x2, Chase Orb
    Critical Orb 3  375G    Orb Fragment 4 x3, Orb Fragment 3 x3,
                            Critical Orb 2
    Desperate Orb   375G    Orb Fragemtn 4 x2, Orb Fragment 1 x1
   CH10--
     Buy----------------------
    Delay Orb      1600G
    Dispel Orb     2500G
    Hermit Orb     2400G
    Desperate Orb  1500G
    Ally Orb       2300G
    Lone Orb       2300G
    Drive Orb      2400G
    Solid Orb      2400G
     Refine---------------------
    Stun Orb 2      575G    Orb Fragment 5 x4, Stun Orb
    Freeze Orb 2    575G    Orb Fragment 5 x2, Freeze Orb, Freeze Fragment
    Stop Orb        575G    Orb Fragment 5 x3, Slow Orb 2 x1
    Seal Orb 2      575G    Orb Fragment 5 x4, Seal Orb, Seal Fragment x1
    Sickness Orb 2  550G    Orb Fragment 5 x3, Orb Fragment 3 x3,
                            Sickness Orb x1
    Drain Orb 3     575G    Orb Fragment 5 x1, Drain Orb 2 x1
    Absorb Orb 2    575G    Orb Fragment 5 x2, Absorb Orb x1
    Dispel Orb      625G    Orb Fragmnet 5 x2, Orb Fragment 4 x2,
                            Orb Fragment 3 x2
    Hermit Orb      600G    Orb Fragmnet 5 x3, Orb Fragment 4 x3,
                            Orb Fragment 3 x3
    Hit Orb 2       575G    Orb Fragment 5 x3, Orb Fragment 4 x3,
                            Hit Orb x1
    Song Orb 2     1375G    Song Fragment x4, Song Orb x1
    Ally Orb        575G    Orb Fragment 5 x3
    Lone Orb        575G    Orb Fragment 5 x3
   CHX--
     Refine---------------------
    Stop Orb 2      800G    Orb Fragment 5 x3, Stop Orb x1, Stop Fragment x1
    Absorb Orb 3    850G    Orb Fragment 5 x2, Absorb Orb 2 x1
    Delay Orb 2     850G    Orb Fragment 5 x3, Delay Orb x1
    Dispel Orb 2    850G    Orb Fragment 5 x2, Dispel Orb x1
    Hermit Orb 2    845G    Orb Fragment 5 x3, Orb Fragment 4 x3,
                            Hermit Orb x1
    Chase Orb 3     850G    Orb Fragment 5 x3, Orb Fragment 4 x3,
                            Chase Orb 2 x1
    Desperate Orb 2 850G    Orb Fragment 5 x1, Desperate Orb x1
    

-----Red Bear Tavern
Part Time Jobs
    --0 Stars (3 times to Rank Up)
        Bianca's Armory: 1000G (3 times). Rank Up: Staff Discount
        Franz Atelier: 1000G, Orb Fragment 1 x5. Rank Up: Attack Orb 2
        Tuning Hall: 1000G Rank Up: B-Rank Badge
        Red Bear Tavern: 1000G. Rank Up: Milk x5
    --1 Stars (4 times)
        Bianca's Armory: 2000G. Rank Up: Elixa
        Franz Atelier: 2000G, Orb Fragment 1 x5. Rank Up: Venom Orb 2
        Tuning Hall: 2000G. Rank Up: Chicken Ring
        Red Bear Tavern: 2000G. Rank Up: Grape Juice x5
    --2 Stars (4 times)
        Bianca's Armory: 3000G. Rank Up: Gold Discount
        Franz Atelier: 3000G, Orb Fragment 2 x5, Orb Fragment 1 x5
                       (Fragment rewards alternate each job)
                       Rank Up: Thief Orb 2
        Tuning Hall: 3000G. Song Fragment. Rank Up: A-Rank Badge
        Red Bear Tavern: 3000G. Rank Up: Fake Cocktail x5
    --3 Stars (Cannot work until after CH 8) (5 times for Rank Up)
        Bianca's Armory: 4000G. Rank Up: VIP Card
        Franz Atelier: 4000G, Orb Fragment 1 x5, Orb Fragment 2 x5,
                      Orb Fragment 3 x5, Orb Fragment 4 x5
                      (Fragments provided in order once each)
                   Rank Up: Angle Orb
        Tuning Hall: 4000G. Song Fragment. Rank Up: S-Rank Badge
        Red Bear Tavern: 4000G. Rank Up: Fake Beer x5
    --4 Stars (Max)
        Bianca's Armory: 5000G
        Franz Atelier: 5000G, Orb Fragment 5 x5
        Tuning Hall: 5000G
        Red Bear Tavern: 5000G

-----Explore

   CH2--
    Explore x1: Hunter's Brooch
    Random Items

    Coarse China
    Coarse China
    Healing Herb 2
    Healing Herb 2
    Flint Stone
    Coarse Gem
    Coarse Gem
   CH3--
    Explore x2: Ewan Inc. Card (Ewan)
    Explore x5: Fantasy Trip (Popo)
   CH4--
    Explore x3: Panties (Nonoka)
    Explore x5: Oil Absorber (Sakuya)
   CH5--
    Explore x2: Priestess Photo (Archibald)
    Explore x5: Dessert Statue (Klaus)
   CH6--
    Explore x2: Alto Doll (Mordimort)
    Explore x5: Replica Kingdom (Keith)
   CH7--
    Explore x3: Lady's Card (Rusty)
    Explore x6: Floral Kerchief (Lisette)
   CH10--
    Explore x3: Recipe Book (Dante)
    Explore x7: Hilda's Statue (Dorothy)
   CHX--
    Explore x3: Angel Halo (Giselle)
    Explore x6: Wing Strap (Veronica)
    Explore x9: Shameful Past (Hilda)

------------------------------------    
-----ChAf: Character Affinities-----
------------------------------------

Lisette: --Note: Lisette's affinity cannot be increased after
                 the 7th conversation
         (It's stuck at 3 diamonds 2 lit) until CH7
         Support: Dodge Support
         1: Water Veil
         2: Reduce SP Cost
         3: Song of Grace
         4: Levia

Klaus:  --Note: Klaus' Affinity cannot be increased passed his 2nd level
        Support: Aim Support
        1: HP Recovery
        2: Magic Shield

Rusty:  --Note: Rusty is unable to be spoken to at all during CH5
        Dodge Support
        1: Infiltrate
        2: Sprint
        3: High Jump

Archibald: Support: Critical Support
           1: Vitality
           2: Guard Efficiency
           3: Movement Up

Ewan:   Aim Support
        1: Coach
        2: Elite
        3: Item Master

Popo:   Aim Support
        1: Arrow Dodge
        2: Ride the Wind
        3: Reduce SP Cost
        4: Volt Shower

Nonoka: Dodge Support
        1: Status Ailment+
        2: Control Condition
        3: Nonoka Special

Sakuya: Critical Support
        1: Sword-Drawing Pre-emptive Strike
        2: Song of Flames
        3: Unsheathed Parry
        4: Fiery Night

Keith:  Aim Support
        1: Status Ailment+
        2: Reduce SP Cost (funniest support ever)
        3: Lock On (welp, seems he doesn't have much of a bond)

Mordimort:  Added Effect
            1: Disable Immunity
            2: Lonely Mountains
            3: Reduce SP Cost
            4: Dark Labyrinth

Dorothy: Dodge Support
         1: Pre-emptive Strike
         2: Concentration
         3: Frenzy

Dante:  Added Effect
        1: Intimidate
        2: Guts
        3: Follow Up

Hilda:  Added Effect
        1: SP Recovery
        2: Upstream Waltz
        3: Reduce SP Cost
        4: Blazing Light

Veronica: Added Effect
          1: Magic Shield
          2: Angel Eater
          3: SP Recovery

Giselle: (Giselle starts at Rank 2 affinity (5 conversations worth)
          Her support is already at that level)
         Critical Support 
         1: Reboot

--------------------------
-----FB: Free Battles-----
--------------------------

There appear to be up to three different battles per Free Battle location.

CH2: Monster Suppresion 1, 2
CH3: Monster Suppresion 3: Windy Hills
    4: Forest of Beginning.
    5: Popo's Shack
    Mithra Investigation LV10: Mithra Village (Crystalized)
    Windmill Investigation LV16: Solitary Windmill
CH5: Monster Suppression 7: Forest of Beginning
    8: Windy Hills
    9: Gohra Volcano
    Crater Investigation LV25: Volcano Crater
CH6: Monster Suppression 10: Eastern Forest
    11: Mujabalaar Desert
    Kandaar Investigation LV30: Kandaar Hills
CH8: Monster Suppression 14: Eastern Forest
    15: Windy Hills
    16: Gohra Volcano
    17: Mujabalaar Desert
CH9: Same as CH8
CH10:   Mosnter Suppressions 14-17
    Orb Festival, Begin!: Forest of Beginning
CHX: Same as CH8-10
CHX Mission 3: Monster Suppression 18: Veronica's Lab
        19: Narakiv Crater
CHX Mission 4: Monster Suppressions 18-19
        20: Yggdrassil Base
    Mithra Investigation LV45: Mithra Village (10 Play Coins)
    Shack Investigation LV45: Popo's Shack (10 Play Coins)
    Crater Investigation LV45: Volcano Crater (10 Play Coins)
    Kandaar Investigation LV45: Kandaar Hills (10 Play Coins)


//////////////////////////////////////////////////////////////////////////
----------10.TB: Tuning Battles----------
//////////////////////////////////////////////////////////////////////////    

Lisette:
    Tuning 1: Mandatory, See Mission 3 of Prolouge.
    Lisette cannot progress beyond her 7th converstaion
    (2 of 3 diamonds lit, 1 bar lit) until Chapter 7.
    "Tuning" 2: Mandatory, See Mission 3/4 Part 3 of CH 6
    Tuning 3: 9th Affinity Talk
            Victory: Move Alto closer to Lisette
            Defeat:  Alto is defeated.
                     Lisette's shadow is defeated.
                     (only possible by splash damage)
            Clear: Aquire Song of Grace!
            Tuning 4: 15th Affinity Talk
            Victory: Defeat Lisette
            Defeat: A non-Lisette enemy is defeated.
            Units: 6 (Alto req.)
            Enemies: 9 Lisette's Bodyguard, Lisette
                     (All enemies have HP Regen)
                     (Lisette appears at her current Level
                      with her current skills and stats,
                      but only has the Heal Boost ability)
           Clear: Lisette Class Changes to Water Goddess
                  (2 level ups worth of stats)
                  Aquire Levia!

Popo:
    Tuning 1: Mandatory, See Mission 4 of CH 2
    Tuning 2: Mandatory, See Free Time 1 of CH 3
    Tuning 3: 4th Affinity Talk
            Victory: Defeat more enemies than Popo's Shadow
            Defeat:  Alto is defeated. Popo's Shadow defeats six enemies.
            Units: 6 (Alto req.)  Ally Units: Popo's Shadow (with Speed Up)
            Enemies: 4 The Crawler, 4 The Destroyer, 3 The Piercer
            Clear: Aquire Ride the Wind
    Tuning 4: 9th Affinity Talk
            Victory: Protect Popo's Shadow and defeat all enemies
            Defeat:  Alto is defeated. Popo's Shadow is defeated.
            Units: 6 (Alto req.) (Your Units all inflicted with Speed Down)
            Ally Units: Popo's Shadow
            Enemies: 6 The Destroyer, 4 The Crawler, 4 The Piercer
            Clear: Aquire Reduce SP Cost
    Tuning 5: 15th Affinity Talk
            Victory: Defeat Popo
            Defeat: Alto is defeated. Fight eight or more times against Popo.
            Units: 6 (Alto req.)
            Enemies: 6 Anemoi, 4 Anemoi(White), Popo
                     (Popo's LV equal to your highest unit's LV)
                     (all enemies have SPD Up)
            Clear: Popo Class Changes to Wind Goddess (2 level ups worth)
                   Aquire Volt Shower!

Sakuya: Tuning 1: Mandatory, See Mission 4 of CH 3
    Tuning 2: 4th Affinity Talk
            Victory: Defeat Sakuya's fleeing shadow.
            Defeat:  Alto is defeated. Sakuya's Shadow reaches its goal.
            Units: 6 (Alto req.)
            Enemies: 12 The Tearer, 1 Sakuya's Shadow
            Clear: Aquire Song of Flames!
    Tuning 3: 9th Affinity Talk
            Victory: Defeat Sakuya's shadow.
            Defeat:  Alto is defeated.
            Units: 6 (Alto req.) (all of your units inflicted with DEF Down)
            Enemies: 12 The Tearer, 1 Sakuya's Shadow
            Clear: Aquire Unsheathed Parry!
    Tuning 4: 15th Affinity Talk
            Victory: Defeat Sakuya
            Defeat:  Alto is defeated.
                     A non-Sakuya enemy is defeated.
                    (They actually can be defeated, just not with Alto)
            Units: 6 (Alto req.)
            Enemies: 12 Kagutsuchi, Sakuya (all enemies have ATK Up)
            Clear: Sakuya Class Changes to Fire Goddess (2 level ups worth)
                   Aquire Fiery Night!
          
Mordimort: Tuning 1: Mandatory, See Mission 4 of CH 5
    Tuning 2: 4th Affinity Talk
            Victory: Defeat all enemies
            Defeat:  Alto is defeated.
            Units: 6 (Alto req.)
            Enemies: 10 The Crawler, 3 Mordi's Shadow
                     (unless all 3 Mordi's Shadows are defeated without
                      letting them have a turn, they will continue to
                      resummon themselves.)
            Clear: Aquire Lonely Mountains!
    Tuning 3: 9th Affinity Talk
            Victory: Defeat Mordimort's shadow.
            Defeat:  Alto is defeated.
            Units: 6 (Alto req.) (all of your units inflicted with ATK Down)
            Enemies: 12 The Crawler, 1 Mordi's Shadow
            Clear: Aquire Reduce SP Cost!
    Tuning 4: 15th Affinity Talk
            Victory: Defeat Mordimort
            Defeat:  Alto is defeated.
                     Thirteen or more enemies are present.
            Units: 6 (Alto req.)
            Enemies: 4 Ayakashikone, 4 Omodaru, Mordimort
                     (All enemies have DEF Up)
                     Mordimort will constantly summon more enemies,
                     starting with 2 Ayakashikone in the center,
                     then 2 nearby her, then 1 each of her turns
                     directly next to her.
            Clear: Mordimort Class Changes to Earth Gosdess
                   (2 level ups worth (and no AGI argh))
                   Aquire Dark Labyrinth

Hilda:  Notably: Hilda's Spirit world changes as you progress.
        She's the only one without a shadow, and who's background
        (of a shattered stained glass clock) is fixed over time, with
        the rotating "clock" circle not present until her final tuning.
    Tuning 1: Mandatory, See Mission 2 of CH9
              (this is not a battle nor a dialouge choice)
    Tuning 2: 4th Affinity Talk
            Victory: Defeat all enemies. "No items"
            Defeat: Alto is defeated. Hilda is defeated.
            Units: 6 (Alto and Hilda req.) (your units start with 0 SP)
            Enemies: 6 Mercenary, 6 Ghost Soldier (no drops obviously)
            Clear: Aquire Upstream Waltz!
    Tuning 3: 9th Affinity Talk
            Victory: Defeat all enemies. "No skills"
            Defeat:  Alto is defeated. Hilda is defeated.
            Units: 6 (Alto and Hilda req.)
            Enemies: 8 Harbringer, 4 Harbringer Cadre
            Clear: Aquire Reduce SP Cost!
    Tuning 4: 15th Affinity Talk
            Victory: Defeat all enemies. *No songs or conducts*
            Defeat:  Alto is defeated. Hilda is defeated.
                     (yes, Hilda is not the boss)
            Units: 6 (Alto and Hilda req.)
            Enemies: 8 Elcrest 5 LVs below the boss, Fransica, Millicent,
                     Kaede, Ukuna (all four are 3 LVs below the boss),
                     Elcrest (boss)(Interestingly, he's LV39 when I fought,
                     just like he was in the story)
                     (Alto seriously has a mirror match here this time)
          Clear: Hilda Class Changes to Time Goddess (2 Level Ups worth)
                 Aquire Blazing Light!

////////////////////////////////////////////////////////////////
----------11.IDB: Items Database----------
////////////////////////////////////////////////////////////////

---Weapons---
--Swords--
Hunter's Sword:     PATK+2, MATK+1, ACC90, SLOTx1
                    Alto's favorite hunting sword.
                    Location: Alto's initial inventory.

Short Sword:        PATK+4, MATK+2, ACC80, SLOTx1
                    A sword for beginner knights.
                    Location: Bianca's Armory Ch1
                   
Plated Sword:       PATK+6, MATK+3, ACC80, SLOTx1
                    A gold-coated sword.
                    Location: Bianca's Armory Ch2 (second free time)
                   
Steel Sword:        PATK+9, MATK+5, ACC80, SLOTx1
                    A sword given only to true knights.
                    Location: Bianca's Armory Ch3

Black Sword:        PATK+12, MATK+6, ACC80, SLOTx2
                    A sword made from sharpened obsidian.
                    Location: Bianca's Armory Ch5

Sword Breaker:      PATK+15, MATK+8, ACC80, SLOTx2
                    A lethal crooked sword.
                    Location: Bianca's Armory Ch6

Bastard Sword:      PATK+18, MATK+9, ACC80, SLOTx2
                    A sturdy sword made by a master.
                    Location: Bianca's Armory Ch8

Dainsleif:          PATK+22, MATK+11, ACC80, SLOTx3
                    A foreign sword of unknown origin.
                    Location: Bianca's Armory Ch10

Anastasia:          PATK+26, MATK+13, ACC80, SLOTx4
                    A sword imbued with citizen's desires.
                    Location: Bianca's Armory ChX

Orb Meister:        PATK+5, MATK+2, ACC80, SLOTx2
                    A sword for beginning orb users.
                    Location: Special Rewards: The First Battle

Strong Edge:        PATK+12, MATK+5, ACC95, SLOTx1
                    Has high damage and high hit rate.
                    Location: Special Rewards: Sakuya's Secret

Triple Edge:        PATK+17, MATK+8, ACC90, SLOTx3
                    A special sword with 3 slots.
                    Location: Special Rewards: The Forest Labratory

Ice Shiva:          PATK+20, MATK+10, ACC90, SLOTx3
                    A sword with a Freeze Orb attatched.
                    Orbs: Freeze Orb
                    Location: Special Rewards: The Last Stand part 2

Blood Sword:        PATK+28, MATK+14, ACC75, SLOTx4
                    A demonic sword that drains life.
                    Orbs: Drain Orb 3
                    Location: Special Rewards: Facing the Legends

Sword of Light:     PATK+18, MATK+9, ACC50, SLOTx5
                    A beautiful technomoly relic.
                    Orbs: Critical Orb, Critical Orb 2, Critical Orb 3
                    Location: Bianca's Armory Ch10

Baton Sword:        PATK+30, MATK+15, ACC80, SLOTx5
                    The Conductor's star sword.
                    Location: Bianca's Armory ChX (final Free Time)

--Katanas-- 
Tachi:              PATK+14, MATK+14, ACC95, SLOTx1
                    A traditional Amatsu blade.
                    Location: Sakuya's initial inventory.
                    
Muramasa:           PATK+26, MATK+26, ACC95, SLOTx3
                    Dorothy's favorite weapon.
                    Location: Dorothy's initial inventory.
                    [Only equippable by Dorothy]

Kagechiyo:          PATK+17, MATK+17, ACC85, SLOTx2
                    A blade said to shatter boulders.
                    Location: Bianca's Armory Ch5

Kiku Ichimonji:     PATK+20, MATK+20, ACC85, SLOTx2
                    Master smith Raiden's first work.
                    Location: Bianca's Armory Ch6

Arachne:            PATK+23, MATK+23, ACC85, SLOTx2
                    A blade favored by barbarians.
                    Location: Bianca's Armory Ch8

Onikirimaru:        PATK+27, MATK+27, ACC85, SLOTx3
                    Raiden's last work.
                    Location: Bianca's Armory Ch10

Marakumo:           PATK+31, MATK+31, ACC85, SLOTx4
                    The pinnicle of the katana craft.
                    Location: Bianca's Armory ChX

Tokinagare Ju:      PATK+17, MATK+17, ACC95, SLOTx2
                    Cuts not only flesh, by time itself.
                    Orbs: Delay Orb
                    Location: Special Rewards: Kandaar Battle!

Hanbei:             PATK+20, MATK+20, ACC95, SLOTx3
                    A non-lethal sword. May stun.
                    Orbs: Stun Orb
                    Location: Special Rewards: Crystal Empire Part 1

Hotenko Ugachi:     PATK+27, MATK+27, ACC95, SLOTx3
                    A sword that weakens by hitting vital points.
                    Orbs: Sickness Orb 2
                    Location: Special Rewards: The World's Truth

Kusanagi:           PATK+32, MATK+32, ACC95, SLOTx4
                    Its users can see enemy weaknesses.
                    Orbs: Assassin Orb 2
                    Location: Special Rewards: The Fire Score

Kaede:              PATK+34, MATK+34, ACC100, SLOTx3
                    Kaede's sword. Burns enemies.
                    Orbs: Burn Orb 2
                    Location: Steal from Kaede in The Final Truth Part 1

Shinai:             PATK+26, MATK+26, ACC85, SLOTx4
                    A bamboo sword.
                    Orbs: Assassin Orb, Hermit Orb, Hit Orb
                    Location: Bianca's Armory Ch10

Sakuya:             PATK+34, MATK+34, ACC85, SLOTx5
                    The Priestess relic takes its user's name.
                    Location: Bianca's Armory ChX (final Free Time)
                    [Only equippable by Sakuya]

Dorothy:            PATK+35, ACC95, SLOTx5
                    A blade made by hardworking dekurins.
                    Location: Bianca's Armory ChX (final Free Time)
                    [Only equippable by Dorothy]

--Usable Items
Healing Herb:   User recovers 20 HP.
                A type of herb you can find anywhere.
Healing Herb 2: User recovers 50 HP.
                Made of crushed porta leaves.
Healing Herb 3: User recovers 80 HP.
                High-quality medicine made by pharmacists.
Healing Herb 4: User recovers 50% of their HP.
                Highest-quality pharmaceutical medicine.
    --NOTE: All Healing Mists activate in a 5 tile plus shape with range 0-1
            from the user.
Healing Mist:   Nearby allies recover 20 HP.
                Made with healing Mithra water.
Healing Mist 2: Nearby allies recover 50 HP.
                Made with melted snow from the north.
Healing Mist 3: Nearby allies recover 80 HP.
                Blessed by the goddess of healing.
Healing Mist 4: Nearby allies recover 50% of their HP.
                Made with distilled water from a sea cave.
Mana Fruit:     User recovers 10 SP.
                Mana fruit that was picked while still unripe.
Mana Fruit 2:   User recovers 20 SP.
                A regular mana Fruit. Can be found anywhere.
                (yes, the capitalized fruit is not a typo, 
                 it's actually in the description)
Mana Fruit 3:   User recovers 40 SP.
                A rare type of mana fruit.
Mana Stone:     Nearby allies recover 10 SP.
                A mana crystal with hidden energy inside.
Mana Stone 2:   Nearby allies recover 20 SP.
                A crystal with pure mana inside.
Mana Stone 3:   Nearby allies recover 40 SP.
                A rare crystal with concentrated mana inside.
Mana Stone 4:   Nearby allies recover 50% of their SP.
                A mana crystal polished for higher mana gain.
Elixir:         User recovers 50 HP and 20 SP.
                A single drop of the legendary Elixia.
Elixir 2:       User recovers 80 HP and 40 SP.
                A natural medicine with healing properties.
Elixir 3:       User recovers 50% of their HP and SP.
                Replica of the legendary Elixia.
Elixia:         User recovers 100% of their HP and SP.
                The greatest of all medicines.
Sage Stone:     Nearby allies recover 50 HP and 20 SP.
                A mysterious stone with healing properties.
Sage Stone 2:   Nearby allies recover 80 HP and 40 SP.
                A magical stone found in the Gohra Volcano.
Sage Stone 3:   Nearby allies recover 50% of their HP and SP.
                A stone that absorbed a sorcerer's powers.
Big Sage Stone: Nearby allies recover 100% of their HP and SP.
                An artifact left by the great sorcerer Orakio.
Cure Drop:      Cures all status ailments.
                Consuming it purifies the body.
Detox Mist:     Cures nearby allies of all status effects.
                Emits a mist that normalizes the body.
Amrita:         Cures all status ailments, recover 100 HP.
                Named after the master phamacist Amrita.
Snow Stone:     Water damage to one enemy.
                A mysterious snowball that never melts.
Mud Ball:       Earth damage to one enemy.
                Just a regular ball of mud.
Throwing Bomb:  Non-elemental damage to in-range enemies.
                A hand grenade packed with nails.
Blizzard Bomb:  Water damage to in-range enemies.
                A hand grenade with a River Orb attatched.
Lightning Bomb: Wind damage to in-range enemies.
                A hand grenade with a Storm Orb attatched.
Mole Bomb:      Earth damage to in-range enemies.
                A hand grenade with a Mud Orb attatched.
Healing Herb 5: User recovers 100% of their HP.
                Can only be purchased by the Royal House.
Healing Mist 5: Nearby allies recover 100% of their HP.
                Holy water drawn from the heavenly river.
Mana Fruit 5:   User recovers 100% of their SP.
                It is said to be the essence of magic itself.
Milk:           User recovers 80 HP and 40 SP.
                A drink for kids.
Grape Juice:    User recovers 100% of their SP, gains DEF Up.
                Looks like wine, but it's a drink for kids.
Fake Cocktail:  User recovers 100% of their SP, gains HP Regen.
                Non-alcholic, though still a cocktail.
Fake Beer:      User recovers 100% of their SP, gains ATK Up.
                Non-alcholic beer, AKA barley tea.

---Exchange Items
Name:      Sell Price    Description
Wolf Meat:       50G    An exchange item. Raw wolf meat.
Wolf Filet:     130G    An exchange item. A wolf filet. Very tender.
Marbled Wolf:   280G    An exhcange item. Valuable cut of wolf meat.
                                          Have it as a steak.
Savage Tooth:   50G     An exchange item. A loose molar from a savage
                                          creature.
Savage Nail:    100G    An exchange item. Nail clippings from a savage
                                          creature.
Savage Bone:    200G    An exchange item. An ornatment taken from a savage
                                          creature.
Spirit Sand:    250G    An exchange item. Sand dropped by a spirit.
Spirit Rock:    250G    An exchange item. Small fragments of a crystal.
Spirit Gem:     250G    An exchange item. An intact crystal.
                                          Glitters beautifully.
Archer Ear:      60G    An exchange item. Large ear of an archer.
                                          It's...edible?
Archer Horn:    140G    An exchange item. Horn of an archer.
                                          Used for medicine.
Archer Eye:     220G    An exchange item. Eyeball of an archer. Ew...
Fairy Scale:     80G    An exchange item. Fairy dust. Causes light to
                                          refract irregularly.
Fairy Antennna: 150G    An exchange item. Antenna once attactched to
                                          the head of a fairy.
Fairy Tear:     230G    An exchange item. Tear shed by a fairy.
                                          Will become a gem.
Rough Gem:      250G    An exchange item. Ore that could be worth something.
Doll Arm:       100G    An exchange item. A doll arm that has been torn off.
Doll Leg:       150G    An exchange item. A doll leg that has been torn off.
Doll Head:      240G    An exchange item. A doll head that has been torn off.
Bird Tail:      160G    An exchange item. Long tail of a bird.
                                          Can be made into a whip.
Bird Feather:   240G    An exchange item. Often used in decorations.
Bird Eye:       320G    An exchange item. A large eyeball.
                                          Used to ward off evil.
Giant Plume:    420G    An exchange item. Gryphon feathers.
                                          Popular among nobles.
Sturdy Claw:    540G    An exchange item. Strong material perfect
                                          for weapons.
Flower Leaf:    440G    An exchange item. Leaf from a giant plant.
                                          Good for you...maybe.
Flower Root:    350G    An exchange item. A giant root that supports a
                                          giant plant.
Hard Crystal:   400G    An exchange item. A golem's core. Can be used to
                                          make orbs.
Shining Gem:    500G    An exchange item. A golem's gem. Known for its
                                          hardness.
Hazy Mucus:      10G    An exchange item. Impure mucus. Can be used
                                          as a paste.
Clear Fluid:    150G    An exchange item. Gelatinous fluid. Who knows
                                          what it's used for.
Glossy Eye:     200G    An exchange item. A red eyball. Slimy. 
Ripped Paper:    60G    An exchange item. Piece of paper with something
                                          written on it.
Rag:            150G    An exchange item. Piece of worn cloth.
Angel Feather:  220G    An exchange item. A stiff feather from an
                                          angel carcass.
Angel Nail:     300G    An exchange item. An elastic nail. Honestly,
                                          a bit creepy.
Angel Spore:    400G    An exchange item. A mysterious neck spore.
                                          It quivers.
Seraph Wing:    600G    An exchange item. Mysterious, scratch-resistant
                                          material.
Seraph Chain:   700G    An exchange item. Made from an unknown metal.
Seraph Glow:    800G    An exchange item. A shining halo.
                                          No one knows why it shines.
Ram Horn:       400G    An exchange item. Brewing it supposedly makes
                                          a panacea.
Dragon Scale:   550G    An exchange item. Said to be harder than diamond.
Dragon Tounge:  650G    An exchange item. Said to be a luxury food.
Rare Metal:    5000G    An exchange item. A metal with a very high value.

Coarse Gem:     2000G
Sapphire:       8000G   An exchange item. A gem popular for its beauty.
Diamond:       32000G   An exchange item. The best gem of all.
                                          Universally admired.
Coarse China:    200G
Cracked China:   400G
Treasure China: 2400G   An exchange item. Acknowledged as a
                                          national treasure.
Skull Necklace: 1200G   An exchange item. A somewhat frightening necklace.
Pearl Neclace:  2400G   An exchange item. A necklace adorned with
                                          sparkling pearls.
Pure Stone:     4000G   An exchange item. Unpolished gem that
                                          may be valuable.
Silver Chain:   4800G   An exchange item. A necklace made with pure silver.

---Key Items
Knight Uniform: Knight uniform from Rusty.
                A perfect fit.
Lambert Map:    Map of Lambert.
                More of a pamphlet than a map.
Song Stone:     A Royal Family heirloom.
                Passed down from the first king, Xeno.
Destiny Clock:  Clock from the mysterious girl Sense Data.
                It seems to have information on the future.
Just Desserts:  Mr. X's best-selling dessert book.
                Contains information on desserts of the world.
Water Score:    ???
                Carries on the will of Fransisca.
Hymm Score:     Celestial Hymm score capable of slaying god.
                Has appeared for those with just intent.
Support Kit:    Call other Royal Knights for aid.
Staff Discount: 5% off all products at Bianca's Armory.
Gold Discount:  10% off all products at Biana's Armory.
VIP Card:   20% off all products at Bianca's Armory.
B-Rank Badge:   10% off tuning cost.
A-Rank Badge:   20% off tuning cost. 
S-Rank Badge:   30% off tuning cost.

----------Orbs

----------Status Effects

////////////////////////////////////////////////////////////////
----------12.DAC: Damage and Accuracy Caclulations----------
////////////////////////////////////////////////////////////////

Credits to Daiyax on Gamefaqs for noting this.

--------Damage--------
The base damage calculation is simply ATK-(DEF/2).

Physical Damage: [ATK-(PDEF/2)]*[Modifiers]
Magical Damage: [MATK -(MDEF/2)]*[Modifiers]

Modifiers here mean a percentage. All modifiers are added together before
being multiplied by the base damage, and almost no modifier can make the
damage go over 300% of the base damage.

Modifiers = Skill Modifier + Element Weakness/Resistance +
            Back Attack Bonus + Status Buff/Ailment Bonus

Skill Modifiers are the peercentages automatically added to the modifier.
They are noted in the Skills section by their damage output with the
skill as the only modifier.

An elemental weakness adds 50% to the modifier. Conversely, an elemental
resistance subtracts 50% from the modifier.

An attack from the enemy's back will result in 50% added to the modifier.

A defense buff reduces the modifier by 25%, while an attack buff adds 25%.
In addition, certain status ailments like Freeze and Stopped result in 50%
added to the modifier when attacking the afflicted unit.
A Barrier buff reduces damage taken to 0 for the unit with this buff.

Critical hits are unique in that they follow a slightly different formula
for damage.

Critical Hit Damage = [PATK or MATK-(PDEF or MDEF/8)]*[Modifiers]

In other words, this results in damage where the unit that was attacked
takes damage as if they had almost no defense. Unfortunatley, this also
means that critical hits are not so useful on enemies with little defense
in the first place. *Looking at you, Orcs...*

--------Accuracy--------

Accuracy is simpler to caculate than damage
(yet is so much harder to find in game!)

Physical Accuracy: [Attacker's AGI + WeaponACC + Modifiers] -
                   [Defender's AGI]
Magical Accuracy: [Attacker's LUCK + Modifiers] - [Defender's LUCK]

Like with damage, modifiers are accounted for in this formula. This time
however, it's usually just the skill accuracy for the most part.
For a normal attack, the game uses physical accuracy with no additions to
the skill part for modifiers.

Modifiers = Skill Modifier + Terrain Modifier + Position Bonus +
            Status Effect Bonus

A skill modifier for accuracy is the same as the damage one. It adds or
subtracts accuracy from the rest of the forumla. Some skills make it
impossible to miss with your attack.

Terrain Modifiers come in both the terrain height and in the specific
type of land you are on. Every 1 height difference means a +/-5%Acc to
the formula. Higher terrain means higher accuracy. Of course, like damage,
certain terrain adds or subtracts from this formula, listed as "Evasion"
on the top right of the screen.

Posiiton Bonus: Attacking from the side of an enemy adds 20%Acc.
                Attacking from the back adds +50%Acc.
                Doing so from the front adds nothing of course.

Status Effect Bonus: Notably, Blind decreases Accuracy by 50%.
                     Any ailment like Sleep, Stun, Freeze, or Stop instantly
                     boosts the attacker's accuracy to 100% on the afflicted
                     unit.
                     Dodge Up, indicated by a "Miss" sign, makes the next
                     attack on the buffed unit have a 0% accuracy, in other
                     words, miss.
                     Aim Up, indicated by a "Hit" sign, makes the next attack
                     from the buffed unit always hit, ie. have 100% accuracy.
                     Notably, an Aim Up buff will override a Dodge Up buff.

--------Turn Order--------
This is unknown to me. Obviously faster speed = faster turn order, but
exacly how this works is something I don't know.            
                
////////////////////////////////////////////////////////////////
----------13.SC: Status Conditions----------
////////////////////////////////////////////////////////////////

---Buffs/Debuffs
ATK Up/Down: Increases or Decreases Attack stats by 2 levels
DEF Up/Down: Increases or Decreases Defense stats by 2 levels
             (DEF Down enemy takes 1.25 damage from normal attack)
SPD Up/Down: Increases or Decreases Agility stats by 2 levels
Move Up/Down: Increases movement by 2 or decreases movment by half.
HP Regen: Unit recovers 10% of their total HP at the end of their turn.
          (5% for an enemy)
SP Regen/Drain: Unit recovers or loses 10% of their total SP at the
                end of their turn.
                
---Status Ailments
Poison: Unit takes 10% of their Max HP's total in damage at the
        end of their turn.
Burn: Unit takes 20% of their Max HP's total in damage at the
      end of their turn. (Capped at 100)
Paralysis: Unit may be unable to perform an action.
           Removed after several turns.
Sleep: Unit cannot do anything. Unit takes 1.5 times damage from
       normal attacks. Removed after several turns or when attacked.
Stun: Unit is unable to do anything. Removed after several turns.
Freeze: Unit is unable to do anything. Unit takes 1.5 times damage from
        normal attacks. Unit cannot avoid attacks.
        Removed after several turns.
Stop: Unit will not get their turn for some time. Unit takes 1.5 damage
      from all attacks. Unit cannot avoid attacks.
Blind: Decreases accuracy drastically. Exact value is 50%.
       Removed after several turns.
Negate Movement: Unit cannot move but can perform actions.
                 Removed after several turns.
Negate Action: Unit cannot perform actions but can move.
               Removed after several turns.
Charm: Unit cannot be controlled and will attack their allied units.
       Removed after several turns.

---Special Buffs:
Stealth: Unit will not be directly targeted by enemy attacks.
         If an AOE attack, the unit may be targeted for splash damage
         (even if the enemy shouldn't know).
         The unit will still recieve damage.
Dodge Up: Next attack taken will be garunteed to miss this unit.
Aim Up: Next attack will be garunteed to hit.
        Will override target unit's Dodge Up.
Critical Up: Next attack will be a garunteed critical.
Ailment Up: Next attack will have a 100% chance of inflicting an ailment.
Barrier: Unit will take no damage from the next attack that hits them.
Protect: Unit is cured of status ailments and cannot be inflicted with
         ailments while this buff is active.
Water+/Wind+/Fire+/Earth+: Normal attacks are imbued with the given element.

////////////////////////////////////////////////////////////////
----------14.EA: Elemental Attributes----------
////////////////////////////////////////////////////////////////
Elements play a vital role in combat and story in this game. In battle of
course, they have advantages and disadvantages over each other, and can
be assigned to characters through Orbs or a buff.

Non-Elemental has no weaknesses or resistances.
Water is effective against Fire. It is weak to Earth.
Fire is effecive against Wind. It is weak to Water.
Wind is effective against Earth. It is weak to Fire.
Earth is effecive against Water. It is weak to Wind.

Crudely drawn chart below.

      Water
     ^     \
    /       v
Earth       Fire
    ^       /
     \     v
      Wind

      
////////////////////////////////////////////////////////////////
----------15.CI: Closing Information----------
////////////////////////////////////////////////////////////////

---------------------------
----------Contact----------
---------------------------

SilverNexez@gmail.com
I'll take info, I'll take questions, I won't take spam, I won't take flames.
      
---------------------------
----------Credits----------
---------------------------

Imageepoch and Atlus for creating and publishing this game.
Daiyax for the damage calculations section.

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