*----------------------------------------------------------------------------* | Legacy Boss Guide for Dragon Quest IX on the Nintendo DS | *---------------------------------------+---------------+--------------------* | Version 1.2.1 | *---------------* Written by The Mystical One Copyright (c) Matt Buchwald 2010 Started: 12/15/2010 Contents: 1. Updates/Legal [UPD] 1.1 Legal [LGL] 1.2 Version History [VRH] 1.3 Purpose [PRPS] 2. Basic Information [BINF] 2.1 What is a Legacy Boss? [BINF1] 2.2 How do I find Legacy Bosses? [BINF2] 2.3 Legacy Boss Mechanics [BINF3] Leveling Them Up [MECH1] Legacy Boss Drops [MECH2] Attack Patterns [MECH3] 3. Skills and Classes [SKL] 3.1 Class Choice [SKL1] 3.2 Skill Choice [SKL2] 3.3 Party Choice [SKL3] 4. Equipment Choices [EQP] 4.1 Overview [EQP1] 4.2 Weapons [EQP2] 4.3 Shields [EQP3] 4.4 Headgear [EQP4] 4.5 Torso Armor [EQP5] 4.6 Armgear [EQP6] 4.7 Legwear [EQP7] 4.8 Footgear [EQP8] 4.9 Accessories [EQP9] 4.A Items [EQPA] 5. Standard Strategies [STRT] 5.1 Falcon Brigade [STRT1] 5.2 Critical Turtle [STRT2] 5.3 Tension Burst [STRT3] 6. Specific Bosses [SBOS] 6.0 Tiers [BTIER] 6.1 Baramos [BOSS1] 6.2 Murdaw [BOSS2] 6.3 Dhoulmagus [BOSS3] 6.4 Dragonlord [BOSS4] 6.5 Psaro [BOSS5] 6.6 Nimzo [BOSS6] 6.7 Malroth [BOSS7] 6.8 Estark [BOSS8] 6.9 Mortamor [BOSS9] 6.A Zoma [BOSSA] 6.B Orgodemir [BOSSB] 6.C Rhapthorne [BOSSC] 6.D Nokturnus [BOSSD] 7. Thanks/Credits [THKS] __________________________________________________________________________ / \ | 1. Updates/Legal [UPD] | \__________________________________________________________________________/ ____________ _____ /Legal [LGL] |_________________________________________________________| 1.1 \ You may not use this guide for commercial purposes. Do not steal material from this guide. Etc, etc. You may contact me by email at: tmo baldninja com at dot Please use the subject DRAGON QUEST IX in all caps in your email subject so I can protect you from my spam filtering. Hate mail, Spam mail, viruses, and all other evil devices shall cause Mr. T. to arrive at your home and pity da fool. Or something. Nyaaah. (I'm terrible at writing this section) I permit this guide to be posted only on GameFAQs.com _______________________ _____ / Version History [VRH] |______________________________________________| 1.2 \ 1.0.0 Initial Version 1.1.0 Added some extra gear choices, some additional standard strategy notes, more about Rhapthorne and Orgodemir, added a rough tier list. Added a bit about attack patterns to the mechanics section. 1.1.1 Added a missing Disruptive Wave to Mortamor's attack patterns. Fixed some equipment suggestions for Psaro. Added Erinn's Headkerchief and the seasonal hats to the headgear section. 1.1.2 Realized I forgot to account for Dhoulmagus's Ice attacks, so I added to his strategy section a bit. 1.2.0 Fixed an error on Psaro's section. Expanded the Nokturnus strategy section. Made a note about fixed patterns and enthralling. Moved Mortamor in the tier list. 1.2.1 Fixed a bunch of typos. ________________ _____ / Purpose [PRPS] |_____________________________________________________| 1.3 \ I intend to write a good, solid guide to finding and conquering all Legacy Bosses in Dragon Quest IX, including their high-level versions. Any suggestions on how to improve this will be appreciated. __________________________________________________________________________ / \ | 2. Basic Information [BINF] | \__________________________________________________________________________/ ________________________________ _____ / What is a Legacy Boss? [BINF1] |_____________________________________| 2.1 \ Legacy Bosses are important bosses from all eight previous Dragon Quest games. They can be found in special Treasure Map grottoes that only contain one floor: the boss floor. These are all super powerful bosses intended to be fought after a player completes the main game. ______________________________________ _____ / How do I find Legacy Bosses? [BINF2] |_______________________________| 2.2 \ As noted before Legacy Bosses can be found in special grottoes. These grottoes can be found from a quest, from a certain regular grotto boss, or from defeating other Legacy Bosses. Here is a full list: 1. Baramos : Complete Quest 062 - Brian's Dyin' Wish 2. Murdaw : Chance of obtaining when defeating Baramos Lv16 or higher. 3. Dhoulmagus: Chance of obtaining when defeating Murdaw Lv16 or higher. 4. Dragonlord: Chance of obtaining when defeating Greygnarl in a grotto. 5. Psaro : Chance of obtaining when defeating Dragonlord Lv16 or higher. 6. Nimzo : Chance of obtaining when defeating Psaro Lv16 or higher. 7. Malroth : Complete Quest 151 - Pushy Peddler 8. Estark : Complete Quest 152 - Marey Questmas 9. Mortamor : Complete Quest 158 - Battle Bugg 10. Zoma : Complete Quest 167 - Who's a Pretty Boy? 12. Orgodemir : Complete Quest 176 - Well Forgetful 13. Rhapthorne: Complete Quest 179 - Pants Macabre 14. Nokturnus : Complete Quest 184 - Bleats Me _______________________________ _____ / Legacy Boss Mechanics [BINF3] |______________________________________| 2.2 \ -{ Leveling Up [MECH1] }- Unlike other bosses, Legacy Bosses can be levelled up to increase their power. As a Legacy Boss's level increase, its stats (attack, defense, agility, HP, etc) will increase and it will learn new skills. It's drops will change as it levels up as well. After beating a Legacy Boss, the boss will reappear and ask for the experience from the fight. If you say Yes, your party will gain no experience for the fight (you will still gain gold and item drops) and the Legacy Boss will gain one level. If you say No, your party will gain experience as normal and the boss will remain at the same level. -{ Legacy Boss Drops [MECH2] }- Legacy Bosses have three item drops, and it is possible to get all three from a single battle (if you have a character with Thief's Theory in their inventory, you also get a second chance at the two rare drops for a possible total of five drops from a single battle!). A Legacy Boss's three drops are: (Ultra Rare) : An Orb - Used for upgrading Ultimate equipment. (Rare) : A Dragon Quest Hero's costume piece or a Legacy Boss Map (Common) : A Mini Medal (100% chance to drop) At certain levels, a Legacy boss's drops will change (the mini medal drop never changes). Once you level a boss past a drop, you will often never have a chance to get that drop again except possibly from DQVC or by tagging the boss's lower level map from a friend, so be careful. Check out each boss's section in this guide for drop information. The levels where bosses change drops are: 4, 8, 9, 16, 26, 41, 57, 69, 81, and 91. Sometimes only the drop rate changes and sometimes there is no change at Lv4. -{ Attack Patterns [MECH3] }- Most Legacy Bosses have two or three slates of attack 'patterns' that they use. There are two types of patterns: Random, and Fixed. When a boss is in a random pattern, each of his moves will randomly select an attack/ability from that pattern and use it. At any time while in a random pattern, the boss may shift to the next pattern in his sequence of patterns. When a boss is in a fixed pattern, he will perform its moves in sequence, then shift to his next pattern. The order of a boss's patterns is usually fixed, and the starting pattern is often the same. Most bosses start with their 'A' pattern. Sometimes one of the patterns in their pattern sequence is optional and may be skipped over. Here is an example (Mortamor): A: Attack, Kafrizzle, Kaswooshle, Ferocious Roar (Random) B: Attack, Hellfire, C-C-Cold Breath (Random) C: Magic Burst -> MP Restore -> Disruptive Wave -> Lullab-Eye -> Hellfire A->B(->C)->A->... In the A pattern, which Mortamor begins in, he will randomly choose one of the attacks listed. At any time, he might shift to the B pattern, which randomly selects one of those attacks (but none from pattern A or C). From pattern B, he might shift to -either- C or A. Since C is in parentheses, you know that it is an optional pattern in his progression. Pattern C is a fixed pattern. He will always Magic Burst, then MP Restore, then Disruptive Wave, then Lullub-Eye, then Hellfire, and then finally shift back to pattern A. Note: If a boss is gets enthralled (due to character style/charm) while in a fixed pattern, the enthralment will take the place of the current step in that pattern. __________________________________________________________________________ / \ | 3. Skills and Classes [SKL] | \__________________________________________________________________________/ _____________________ _____ / Class Choice [SKL1] |________________________________________________| 3.1 \ While it is certainly possible to beat a Legacy Boss with any classes, certain classes are best at it and I will be focusing on these. Priest : Every Legacy Boss party should have a priest. They have the best Magical Mending score in the game (for better Multiheals) and they have the best MP (for lots of Omniheals). They also have decent agility, allowing them to heal at the start of a round versus many Legacy Bosses. Sage : They can be useful for buffing and casting Kazing and as a backup healer. If you don't have many Yggdrasil leaves, they are useful to have in your party. They should support a priest rather than replace a priest. Gladiator : Gladiators have the highest strength in the game and so can deal the most damage. The quicker you kill the boss, the less time the boss has to kill you. Their Coup de Grace is also super useful as it will quickly boost Tension to 50 or 100, letting you deal tensioned damage with less risk of a Disruptive Wave wiping it out. Every legacy boss party wants to have at least two of these in it. Paladin : The Paladin is a combination support and fighting class. Useful for Kabuff and as a backup healer when not fighting. Their main use is in their Coup de Grace, which makes them invulnerable for three rounds. Use that + Forbearance to block attacks on your whole party. Their Co-op de Grace is even better. _____________________ _____ / Skill Choice [SKL2] |________________________________________________| 3.2 \ Skills are very important when fighting Legacy Bosses. These are the skills you want to have before seriously tackling Legacy Bosses: Class Trees : These will get you the best stats to keep you alive. There is one exception here: One fighting character needs to be faster than the others so that they consistently go first. Usually this will be your main character as a gladiator. The other two fighting classes (as applicable) should therefore avoid the +40 Agility bonus in the Thief tree and the +60 Agility bonus in the Martial Artist tree. All fighting characters should be slow enough to go after the Legacy Boss so that they can chain attacks. Your priest will always be fast enough to go before your fighters. Swords : For Falcon Slash. Very important. Even your healers should know this because you'll sometimes want them to attack for chain combo bonuses. Shields : You'll want to have all the +2% blocking skills. You will also want Defending Champion. Wands : For your healers for extra MP when using a wand. Staffs : Your healers (when not attacking with a Sword) can use a staff for the extra +4% Evasion it'll grant from levelling up this skill. This will help protect them. This isn't strictly needed. You can also use Fisticuffs for the same effect. Fans : Used for the "Critical Turtle" strategy. You can put off learning this until you need to use that strategy. Armamentalist : I'm pointing this out specifically because the Fource skills are AMAZING. Defensively, they immensely reduce elemental damage. However mostly you'll use them offensively to dish out 165% damage due to the bosses' elemental weaknesses. Your fastest fighter should -definitely- have these. _____________________ _____ / Party Choice [SKL3] |________________________________________________| 3.3 \ There are a few archetypical party choices that you'll likely use. Gladiator x 3, Priest: This party kills things very quickly. You can finish off most legacy bosses from Lv1 to Lv99 with this party, assuming you have a lot of Yggdrasil leaves for the higher levels. Gladiator x2, Sage, Priest: This party kills things reasonably fast. The sage is slow enough to use Kazing at the end of a round so the priest can heal at the beginning of the next. This is a good party to use for mid-level Legacy Bosses, once they start killing characters more frequently. Good if you don't have a lot of Yggdrasil Leaves. Sage can Kabuff if you have an opening for it. Gladiator, Paladin, Sage, Priest A great party for support and defense, but it kills very slowly. I can only recommend it if you hate having two characters of the same class. Knight Watch + Forbearance is pretty awesome though. Gladiator x2, Paladin, Priest Similar to the above party, but kills a lot faster. This is mostly a Gx3+P party that can occasionally cruise due to Knight Watch + Forbearance. Can also Kabuff. This party is also my favourite party for the "Critical Turtle" strategy that I describe later in this guide. Gladiator x2, Paladin x2 This is a specialist party used pretty much only for the "Critical Turtle" strategy. Gladiator x3, Paladin This is a specialist party used pretty much only for the "Critical Turtle" strategy. __________________________________________________________________________ / \ | 4. Equipment Choices [EQP] | \__________________________________________________________________________/ _________________ _____ / Overview [EQP1] |____________________________________________________| 4.1 \ Equipment choice for Legacy Bosses is concerned only with a few key stats: * Evasion * Blocking * Elemental Resistances * Status Resistances. * Agility Damage is effectively calculated as such: Attack/2 - Defense/4 Therefore, it takes 4 defense points to reduce damage by one. Since Legacy Bosses are going to deal -huge- amounts of damage, defense is largely negligible as a means of damage reduction. 40 defense is only going to drop damage by 10 points. Legacy Bosses will be doing 400 damage eventually. 10 damage points is nothing. Elemental resistances however reduce damage by a straight -percentage-. A 20% reduction of a 400 point elemental attack is going to take off 80 points of damage, which is much more significant than 10. Evasion and Blocking give you a chance to completely avoid damage. If you have a 20% rate of evading or blocking attacks, that again is an average of 80 points of damage you'll avoid per attack of a 400pt attack. Of course it is taken as a lump sum rather than spread around, but this will save your butt way more than defense will. Status effects can be fatal to your party. You want to protect against them so that you'll never know the pain of your priest being stopped or paralysed or confused nor will you know the woes of having dazzled (blind) fighters missing for rounds upon rounds. Agility is important. On the whole you want your priest to go first, before the Legacy Boss, so you can heal right away. For faster bosses like Zoma, this will be impossible without farming agility seeds (see other guides for Map Method seed farming), so you might want to -slow down- the priest so it always goes after the boss and just spam multiheal/omniheal; this is riskier. Keeping this all in mind, on to the gear choices! ________________ _____ / Weapons [EQP2] |_____________________________________________________| 4.2 \ There are only a handful of weapons you will be using: 1. Falcon Blade/Uber Falcon Blade This will be your chief weapon for all fighting classes. With Falcon Slash you will be dealing 4 hits and quickly building up damage on bosses. 2. Stardust Sword/Nebula Sword/Erdrick's Sword/Supernova Sword/Hypernova Sword You can use this in place of a Falcon Blade for bosses with high defense. with Falcon Slash it'll give two chances per attack to Sap the boss and lower its defense. 3. Bright Staff/Shining Staff/Brilliant Staff/Aurora Staff This wand family adds Magical Mending so is a great choice for healers. If you don't have one, any wand is useful for the MP boost. 4. Staves (ie: Pole weapons) Any of these will do for your healers to increase evasion when needed. 5. Critical Fan/Overcritical Fan/Hypercritical Fan/Dire Critical Fan Necessary for the "Critical Turtle" strategy. You'll want four of them. 6. Attribeauty Weapon attacks with this always go first. When used with AI, sometimes it will glitch and make non-weapon attacks go first too! Not always very useful, but a slow sage can go first with Kazammle against Estark with this when used with AI. ________________ _____ / Shields [EQP3] |_____________________________________________________| 4.3 \ With shields, we will be focusing on elemental resistances and blocking. Soul Sucker: 10.0% Eva, 40 Def, -10% Fire, Ice, Wind, Lightning, Dark Devilry Drinker: 9.5% Eva, 38 Def, -10% Fire, Ice, Wind, Lightning, Dark Erdrick's Shield: 9.0% Eva, 39 Def, -10% Fire, Ice, Wind, Lightning, Dark Psyche Swiper: 9.0% Eva, 36 Def, -10% Fire, Ice, Wind, Lightning, Dark Metal King Shield: 8.5% Eva, 37 Def, -10% All Elements Brain Drainer: 8.5% Eva, 34 Def, -10% Fire, Ice, Wind, Lightning, Dark Goddess Shield: 7.0% Eva, 35 Def, -10% Fire, Ice, Wind, Lightning, Dark Liquid Metal Shld: 8.0% Eva, 35 Def, -7% All Elements Metal Slime Shield:7.5% Eva, 33 Def, -5% All Elements Silver Shield: 6.0% Eva, 32 Def, -10% Fire, -18% Lightning Ethereal Shield: 3.5% Eva, 23 Def, -10% Fire, Ice, Wind, Lightning, Dark Basically go down the list of shields above and use the first one you come to. That's the shield you want. I rate the Silver Shield above the Ethereal Shield, but depending on what elements you are facing, that order can change. If a boss uses Earth or Light elemental attacks, you should favor the Metal Slime Family over the Brain Drainer family. _________________ _____ / Headgear [EQP4] |____________________________________________________| 4.4 \ Headgear is one of the gears that is used to block elemental attacks and status effects. Hallowed Helm: 40 Def, -20% Dazzle, Fuddle Blessed Helm: 40 Def, -25% Dazzle, Fuddle, Poison Wonder Helm: 40 Def, -30% Dazzle, Fuddle, Poison Heavenly Helm: 40 Def, -35% Dazzle, Fuddle, Poison, Whack Spellward Circlet: 29 Def, 19 Mag. Mend, -25% Snooze, Whack, Fuddle, Fizzle Fur Hood : 8 Def, 5 Mag. Mend, -10% Ice Damage Dragon Warrior Helm: 17 Def, -5% Fire & Dark Damage Mercury's Bandana: 11 Def, +20 Agility Phantom Mask: 20 Def, 14 Mag. Mend, +25 Agility Papillon Mask: 17 Def, 8 Mag. Mend, -30% Paralysis Erinn's headkerchief: 7 Def, 5 Mag. Mend, -30% Stop Spring Breeze Hat: 22 Def, 31 Mag. Mend, -40% Dazzle Summer Cloud Hat: 23 Def, 26 Mag. Mend, -40% Whack Autumn Shower Hat: 24 Def, 19 Mag. Mend, -40% Fuddle Winter Sky Hat: 25 Def, 14 Mag. Mend, -40% Snooze Metal King Helm: 41 Def, -25% Snooze, Whack, Fizzle Liquid Metal Helm: 37 Def, -20% Snooze, Whack, Fizzle Metal Slime Helm: 33 Def, -15% Snooze, Whack, Fizzle You will almost certainly want to get a Heavenly Helm for your fighters eventually. It has great protection against a few of the more annoying status effects. Ditto with the Spellward Circlet for your healers. However often you'll need the Mercury's Bandana or Phantom Mask for your priest. If your opponent uses Ice attacks and no status effects, use a Fur Hood for the added elemental resistance. Same deal with Dragon Warrior Helm for Fire and Dark on your main character. Papillon Masks are good when facing a boss that uses paralysis attacks and Metal Slime family of Helms is nice for Snooze and Whack protection. Erinn's Headkerchief is nice for some additional Stop protection against bosses that use that. The seasonal hat line is also decent for various status protections for healers if you don't have a spellward circlet for them. Two of them have better magical mending stats for cases where you don't need the status resistance. ____________________ _____ / Torso Armor [EQP5] |_________________________________________________| 4.5 \ Armor is all about elemental and status resistances as well. We'll cover armor for your fighters first: Metal King Armor: 77 Def, -20% All Elements Liquid Metal Armor: 70 Def, -18% All Elements Metal Slime Armor: 63 Def, -15% All Elements Ethereal Robes: 26 Def, -22% Fire, Ice, Wind, Lightning, Dark Erdrick's Armor: 82 Def, -20% Fire, Ice, Wind, Lightning, Dark Ethereal Armor: 47 Def, -18% Fire, Ice, Wind, Lightning, -15% Dark Legendary Armor: 100 Def, -25% Fire, Ice Mythical Armor: 93 Def, -22% Fire, Ice Glorious Armor: 85 Def, -20% Fire, Ice Victorious Armor: 78 Def, -18% Fire, Ice Pallium Regale: 63 Def, -20 All Elements, Male-Only There are two sections here depending on what elements your fighters are facing. If you're only facing Fire and Ice, use something from the bottom list unless you have something from the top list that offers better resistances. You'll find that Metal King Armor is more useful for a lot of the Legacy Bosses. Pallium Regale is a nice armor for Male Paladins if you don't have another option. You can get one from Quest 145 or as a rare drop from Slionhearts. Ethereal Robes are the best for Paladins if you need Lightning, Wind, or Dark protection. Next we'll cover torso armor for your healers: Exotoga: 75 Def, -25% Fire, Ice, Wind, Lightning, Dark, -35% Snooze, Poison, Paralysis Mesotoga: 70 Def, -22% Fire, Ice, Wind, Lightning, Dark -30% Snooze, Poison, Paralysis Seraph's Robe: 50 Def, -25% All Elements, -40% Whack Aeon's Robe: 47 Def, -22% All Elements, -35% Whack Archangel's Robe: 44 Def, -20% All Elements, -30% Whack Angel's Robe: 41 Def, -18% All Elements, -25% Whack Pallium Regale: 63 Def, -20 All Elements, Male-Only Ethereal Robes: 26 Def, -22% Fire, Ice, Wind, Lightning, Dark Xenlon Robe: 45 Def, -20% Fire, Ice, Wind, Lightning, Dark Celestria's Gown: 37 Def, -30% Snooze, Whack Celestria's Raiment: 43 Def, -30% Snooze, Whack Choice here varies a bit more due to the options. The Tropotoga line really isn't useful unless you've gotten it to Exotoga or Mesotoga because the elemental resistances just aren't there. Otherwise it's nice for blocking Snooze, Poison, and Paralysis. If you need Whack protection (ie: you are fighting Psaro), the Angel's Robe line is what you want, but in a pinch you can use Celestria's stuff. Pallium Regale is a nice choice for all elements too if you don't have a better option. As a fallback, you can use the Ethereal Robes or Xenlon Robes. However I strongly recommend you go for the upper two options in the Angel's Robe line before long. ________________ _____ / Armgear [EQP6] |_____________________________________________________| 4.6 \ This is the easiest armor to gear for because there are really only two options. Ethereal Gloves: 15 Dev, -10% Fire, Ice, Wind, Lightning, Dark Metal King Gauntlets: 24 Def, -30% Sap Liquid Metal Gauntlets: 22 Def, -25% Sap Metal Slime Gauntlets: 20 Def, -20% Sap Everyone should be using Ethereal Gloves because they are the best. The best. Unless you're fighting a boss whose Sap spells are getting you down, then you might consider the Metal Slime Gauntlet family. However, usually the boss will Disruptive Wave away your Sap before it becomes too much of an issue. ________________ _____ / Legwear [EQP7] |_____________________________________________________| 4.7 \ Legwear has a lot of possible options. Usually you'll protect against elements with it, but it is also a great source of status effect protection. Magical Skirt: 13 Def, -7% Fire, Ice, Wind, Lightning, Dark Sizzling Bikini Bottoms: 19 Def, -10% Fire, Lightning These are great elemental resistance options for female characters. Use the bikini bottoms if a boss only uses fire and/or lightning, otherwise the magical skirt will be your staple legwear. Red Tights: 13 Def, -7% Fire, lightning White Tights: 13 Def, -7% Ice, Wind Dragon Warrior Trousers: 14 Def, -5% Fire, Dark These are your male character elemental resistance options. Pick based on the elements you face. When facing status effects, the following come in handy for both genders: Infinity Trousers: 30 Def, -25% Whack, Snooze Eternity Trousers: 27 Def, -25% Whack, Snooze Immortal Trousers: 24 Def, -25% Whack, Snooze, Paralysis Invincible Trousers: 21 Def, -25% Whack, Snooze, Paralysis, Dazzle Impregnable Leggings: 22 Def, -50% Sap Sturdy Slacks: 18 Def, -50% Sap Green Tights: 13 Def, -25% Whack, Poison, Paralysis Battle Britches: 17 Def, -25% Stop (War Cry, etc) - For Gladiators Only Use legwear to block status effects only if you don't have/can't use an accessory to get full protection from it. _________________ _____ / Footgear [EQP8] |____________________________________________________| 4.8 \ Footgear is all about evasion. You want to get the highest evasion possible. Sentient Sandals: 6.0% Eva Sapient Sandals: 5.5% Eva Sagacious Sandals: 5.0% Eva Tricksie Boots: 5.0% Eva Sensible Sandals: 4.5% Eva Pixie Boots: 4.5% Eva Your healers should be using the sensible sandals line (for extra MP), otherwise everyone wants Pixie Boots or their upgrade, the Tricksie Boots. You can buy Pixie Boots for 15 Mini Medals at the captain's shop. ____________________ _____ / Accessories [EQP9] |_________________________________________________| 4.9 \ Accessories will either be used to increase agility, evasion, or status resistance. Use these first for status resistance, if possible. Mercury Prize: +120 Agility Meteorite Bracer: +100 Agility Sober Ring: 100% Dazzle Resistance Rousing Ring: 100% Snooze Resistance Full Moon Ring: 100% Paralysis Resistance Catholicon Ring: -50% Dazzle, Snooze, Fuddle, Stop, Poison, Paralysis Elfin Charm -40% Snooze, Whack, MP Absorb, Fuddle, Fizzle, Stop Goddess Ring -40% Snooze, Fuddle, Paralysis Holy Talisman -50% Whack Lucky Pendant: +3.0% Evasion, -40% Sap, Blunt, Decel, Decr Spell Res Critical Acclaim: +4.0% Criticals Combat Action Medal: +3.0% Coup de Grace In general, you'll want to use Lucky Pendants on everyone except perhaps your priest, who should be using the Mercury Prize or Meteorite Bracer. For some low level bosses, you might just want to give everyone a Meteorite Bracer for some fast kills. For status resistance, I found myself normally only using the Sober Ring for bosses that use dazzle (and only on fighters) and the Catholicon Ring (for Orgodemir since he Stops and Fuddles). This will depend on other gear. If you can't use other gear + Catholicon Ring to reach 100%, you'll need the Rousing Ring or Full Moon Ring. Goddess Rings are nice if you don't have Catholicon Rings. Elfin Charms are nice for Whack resistance if you are having trouble getting other gear to cover that. Combat Action Medal is very useful for the "Critical Turtle" strategy and the Critical Acclaim is nice for extra critical hits, though they only seem to affect one hit of the Falcon Slash + Falcon Blade so I recommend sticking with Lucky Pendants if you don't need other status protection. ______________ _____ / Items [EQPA] |_______________________________________________________| 4.A \ Lastly, you'll want to gear up your people with certain other items. First, the manuals and scrolls you will be using. Get them from the weapon and class quests. Thief's Theory: Nice for getting extra gear and Orb drops. Give it to your highest-levelled character. Armamenentalist Manual: Give this to your fastest fighter. He will be using Fource skills on your whole party, before the other fighters can attack. Minstrel's Manual: Put this on your priest. They'll be the one using Gritty Ditty to boost your party's attack. This is the less useful of the attack buff manuals, so that's why the priest gets it and not the Armamentalist Manual. Secrets of the Shield: This goes on your priest to block all critical hits that put you in danger of having no healer and thus greatly helps to prevent wipes. Warrior's Workbook: For the occasional random counter-attack. this is just a way to add additional blocking/evasion since the counter-attack acts as a block + damage to the boss. I give this to a gladiator (probably your fastest one so you are never without a fast gladiator). Ranger's Revelations: For extra chances at critical hits. Gladiator's Guide: Can double normal attacks if for some reason you are not using Falcon Slash (or Clap Trap). Priest's Primer: Removes all harmful status effects on the party via its Wave of Relief skill. Situationally useful. Probably should given to someone other than the priest. Now, consumables: Yggdrasil Leaf: The preferred method of reviving characters since it revives them with 100% HP. Try to have 3 on every character at all times. Yggdrasil Dew: Heals 100% HP on all party members. I keep one on all characters for emergencies (even the Priest, in case I run out of MP by accident). Elfin Elixir: Every character has one in case I need to refill my Priest's MP mid-fight. Tanglewebs: To slow down fast bosses. Can fail, but is fairly reliable. It wears off a bit fast though. Usually I skip these. __________________________________________________________________________ / \ | 5. Standard Strategies [STRT] | \__________________________________________________________________________/ Some quick notes about strategy: * You want to have all your attackers attack one after the other using the same attack. Generally this will be Falcon Slash (with a Falcon Blade or Stardust family sword) This will build up a chain bonus with the second attacker doing 1.2x damage, the third attacker doing 1.5x damage, and the fourth attacker (when applicable) doing 2x damage. * It doesn't matter if your attackers go before or after the boss and generally they will be going after the boss. Wear or take off agility gear for your attackers to make sure they usually attack one after the other without interruption. * You want your attack buffs to go off -before- you attackers attack. That is why you have one fighter that is 100+ agility faster than the others; so that their Fource skill goes off before the other two attackers attack. * You want your main healer (the Priest) to go first, before the boss. That lets you use Gritty Ditty on turn 1 and lets you know what kind of healing spell you'll need to cast. For faster bosses (Zoma and Nokturnus in particular), this is hard to accomplish consistently so you might have to use a Tangleweb to slow the boss or drop agility and just blindly heal the party each turn. _________________________ _____ / Falcon Brigade [STRT1] |_____________________________________________| 5.1 \ Party Configurations: Gladiator x3, Priest Gladiator x2, Sage, Priest Gladiator x2, Paladin, Priest Gladiator, Paladin, Sage, Priest Basic Strategy: 1. : Fastest attacker uses Fource on whole party Priest uses Gritty Ditty Other attackers use Falcon Slash with Falcon Blade 2+ : Priest Heals All attackers use Falcon Slash with Falcon Blade Deviations: Low Level : For very low levels, you can often get away will all four characters using Falcon Slash on turns 2+ to get the kill on the second turn or early in the third turn. This works best with the 3x Gladiator setup, but can work with a Paladin. Low/Mid Level: When you first start having insufficient HP to kill the boss before characters start dying, you can usually leave the character dead and press on with the attack and be fine. Once that stops working, use Yggdrasil leaves to revive, or add a Sage for Kazing. Ideally the Sage uses Kazing after the boss has taken its turn, so the Priest can heal at the beginning of the next turn. Mid-Level : You'll start dying more here. You might want to splash in the Sage if you haven't yet. If you do, try to only use Yggdrasil Leaves on the sage. High-Level : You probably want to switch back to a maximally offensive party now and rely on Yggdrasil Leaves. Time to fight Greygnarl a lot so that you'll have a steady supply! High-Defense : If a boss has high defense, consider swapping one of the Falcon Blades out with one of Stardust Sword's family (Hypernova Sword is best). This will still chain with the other Falcon Slashes, and will basically cast Sap on the boss twice, occasionally lowering the boss's defense one (or very rarely twice!). Other Notes: * You can use Kabuff with a Sage or Paladin, but it slows the offensive down and will get Disruptive Wave'd away sooner or later. Priority should be on the offensive buffs. * Multiheal will heal 250-300 HP depending on your Magical Mending. If you have lost more HP than that with anyone, you probably want to Omniheal instead, though sometimes it is a gamble. * Moreheal will heal about 400 HP to one person. If you only have one person to heal, don't waste a Fullheal when a More heal will do. * If a Paladin gets a Coup-de-Grace, use it. Knight Watch blocks -everything- including Disruptive Wave (on the Paladin only). After Knight Watch, use Forebearance with the Paladin and go all-out with everyone else. * If a character is at low health and you for some reason can't heal him in time, have them use Defending Champion, which blocks 90% of all damage. * Consider using Defending Champion on non-Ygg Leaf users if you need to stabilize your situation; it'll help you not lose another character while reviving one. * For bosses with status effects like Paralysis and Stop (War Cry), have a character with the Priest's Primer use Wave of Relief to clear the status effects from the whole party; it can be a life-saver. This character should probably not be your Priest. * If a boss casts Buff or Oomph, you probably want to use Disruptive Wave ASAP. Other wise they'll either hit -really hard- or you'll not be able to damage them very well. * Don't be afraid to have a Gladiator or Paladin use Whipping boy to protect a weakened Sage or Priest if needed to ensure recovery or stabilization. _________________________ _____ / Critical Turtle [STRT2] |____________________________________________| 5.2 \ Party Configurations: Gladiator x2, Paladin, Priest Gladiator x2, Paladin x2 Gladiator x3, Paladin This strategy abuses the fact that the Paladin's Coup-de-Grace is -awesome- and the fact that Defending Champion (a shield skill) will block 90% of all incoming damage. Coup-de-Graces occur at a very low base chance any time a character gets attacked or does an action. However there are certain things that increase the chance of them occurring. The Critical Fan family of weapons will increase the Coup-de-Grace chance: Critical Fan : +6% Coup-de-Grace Overcritical Fan : +7% Coup-de-Grace Hypercritical Fan : +8% Coup-de-Grace Dire critical Fan : +10% Coup-de-Grace The Combat Action Medal (from revocating an Armamentalist) is +3% CDG. Martial Artists, Rangers, and Luminaries have a 3% bonus, but we aren't using them to fight Legacy Bosses so that's not very useful. Another way to increase Coup-de-Grace rate is to have other people in your party sitting with an active Coup-de-Grace: 1 Member Ready: +0.8% 2 Members Ready: +10.0% 3 Members Ready: +36.0% The more damage you take from a single attack, the more chance you have of getting a Coup-de-Grace too. That won't be too useful here since we'll be taking low damage most of the time. Basic Strategy: Equip everyone with Critical Fans (Dire Critical is best!) and give a Paladin the Combat Action Medal. 1 : Everyone, Equipped with Critical Fans, uses Defending Champion. 2+ : Keep using Defending Champion until turn 'N' N : On turn N, when the Paladin has his Coup-de-Grace, have the Paladin use the Knight Watch Coup-de-Grace while everyone else uses Defending Champion. N+1 : Paladin uses Forbearance, Fastest fighter uses Fource, Priest uses Gritty Ditty, Other fighters use Falcon Slash + Falcon Blade N+2 : Paladin uses Forbearance, Everyone else Falcon Slashes + Falcon Blade N+3 : Paladin uses Forbearance, Everyone else Falcon Slashes + Falcon Blade, Knight Watch will wear off at the end of the turn. Start Over from #1 until boss is dead. Why This Works: * Knight Watch blocks all damage. Forbearance causes the Paladin to cover all attacks on party members, including whole-party attacks. * As soon as party members start getting Coup-de-Grace ready, other party members will have a higher chance of getting theirs until it is very likely your Paladin will get his Coup-de-Grace. * Defending Champion will keep you very safe, even from the worst attacks. Notes: * If you do get low on HP, your priest may need to heal once Knight Watch is set up. On rare occasions, you might have to risk them casting Omniheal before Knight Watch is ready, but this is rare. * If you have three characters with Coup-de-Grace (incl. Paladin), consider using Defending Champion until your fourth gets his Coup-de-Grace, then have -everyone- use their Coup-de-Grace and select Soul Asylum, which is a Knight Watch for the whole party. This will free up your Paladin to attack and you won't have to worry about Disruptive Wave at all since Soul Asylum protects the whole party from it, unlike Knight Watch which will only protect the Paladin. * Use the 2 Paladin setup if you want to get Knight Watch faster. It also can deal a little more damage, though you'll have no good healing ability on the odd chance that you really need healing. * This strategy is almost a must for high-level Estark, Dragonlord, and Nokturnus. * It's often worth it to use Tension Boost with your gladiators after you have Knight Watch in effect. * Knight Watch (and Soul Asylum) last for 3 turns (not including the turn you used it). If a boss Disruptive Waves off your Fource during this time, consider whether or not it's worth renewing before doing so. _______________________ _____ / Tension Burst [STRT3] |______________________________________________| 5.3 \ Party Configurations: Sage x 4 Basic Strategy: 1. All Sages use Feel The Burn 2. All Sages use Defending Champion 3. Once everyone's Tension is 50+, All Sages use magic Burst. Why This Works: * Tension will affect Magic Burst Damage. With High MP, a tensioned Magic Burst can hit around 4000 damage. Four of those is generally enough to kill most Legacy Bosses, regardless of level. Notes: * This is really only useful on high level Mortamor since you have to refill your MP after every single fight and Mortamor is a long and tedious boss fight without this strategy at high levels. __________________________________________________________________________ / \ | 6. Specific Boss Strategies [SBOS] | \__________________________________________________________________________/ _______________ _____ / Tiers [BTIER] |______________________________________________________| 6.0 \ People asked me for a tier guide, so here's my first rough attempt at one. I slant this heavily towards what they are like at high levels, so consider this a tiering of how tough they are to level to 99. This is also assuming you are well-prepared and geared to block status effects, elements, etc. Some bosses, such as Dragonlord and Rhapthorne, are MUCH easier at lower levels. Top Tier: Nokturnus, Estark, Dragonlord High Tier: Zoma, Malroth Mid Tier: Orgodemir, Rhapthorne Low Tier: Nimzo, Psaro, Dhoulmagus, Mortamor Bottom Tier: Baramos, Murdaw _________________ _____ / Baramos [BOSS1] |____________________________________________________| 6.1 \ Lv1 Lv99 HP: 6500 13057 ATK: 400 803 DEF: 400 600 SPD: 200 320 Weakness: Ice (Frost Fource) Elements Used: * Fire (Kafrizz, Kafrizzle, Blazing Fire, Hellfire) * Lightning (Kaboom, Kaboomle) Skills: 0: One-Two Moves, Kaboom, Kafrizz, Blazing Fire, Attack, Critical 8: Disruptive Wave 16: Two Moves 24: Hellfire 33: Kafrizzle 41: Three Moves, Stops using Kafrizz & Blazing Fire 57: Kaboomle Level 57+ Attack Patterns: A: Attack, Critical Attack, Kaboom, Kaboomle (Random) B: Attack, Kafrizz, Hellfire, Disruptive Wave (Random) A->B->A->B->... Strategy: Baramos is the easiest of the Legacy Bosses and never learns to hit very hard. You can use the Falcon Brigade strategy all the way to 99. If you are well- geared, you'll probably never need to use a Sage as deaths should be fairly minimal. Don't forget to use Frost Fource and protect yourself from Fire and Lightning. Gear Suggestions: -Fighters- Metal King Armor, Dragon Warrior Helm, Sizzling Bikini Bottoms or Red Tights, Lucky Pendant or Meteorite Bracer -Healers- Seraph's Robe/Exotoga, Sizzling Bikini Bottoms or Red Tights, Lucky Pendant or Mercury Prize Drops: Lv 1-3 Silver Orb ( 5%) Aliahan Boots (20%) Mini Medal (100%) Lv 4-8 Silver Orb ( 5%) Aliahan Boots (25%) Mini Medal (100%) Lv 9-15 Silver Orb ( 6%) Aliahan Clothes (20%) Mini Medal (100%) Lv 16-25 Silver Orb ( 6%) Mudaw's Map (10%) Mini Medal (100%) Lv 25-40 Silver Orb ( 7%) Mudaw's Map (15%) Mini Medal (100%) Lv 41-56 Silver Orb ( 7%) Mudaw's Map (20%) Mini Medal (100%) Lv 57-68 Silver Orb ( 8%) Mudaw's Map (25%) Mini Medal (100%) Lv 69-80 Silver Orb ( 8%) Mudaw's Map (30%) Mini Medal (100%) Lv 81-90 Silver Orb ( 9%) Mudaw's Map (35%) Mini Medal (100%) Lv 91-99 Silver Orb (10%) Mudaw's Map (40%) Mini Medal (100%) ________________ _____ / Murdaw [BOSS2] |_____________________________________________________| 6.2 \ Lv1 Lv99 HP: 6750 13559 ATK: 525 1055 DEF: 415 623 SPD: 240 384 Weakness: Ice (Frost Fource) Elements Used: * Fire (Blazing Fire, Hellfire) * Ice (C-C-Cold Breath) * Lightning (Apocalyptic Lightning) * Light (Blinder) Status effects Used: * Sap (Kasap) * Dazzle (Dazzleflash, Blinder) Skills: 0: Two Moves, Kasap, Buff, Dazzleflash, Blazing Fire, Attack 5: C-C-Cold Breath 10: Disruptive Wave 16: Hellfire, Stops using Blazing Fire 28: Apocalyptic Lightning* (Game does not tell you he learns this!) 41: Three Moves, Critical, Stops using Dazzleflash 57: Blinder Level 57+ Attack Patterns: A: Attack, Critical Attack, Disruptive Wave (Random) B: Hellfire, Blinder, Kasap, Buff (Random) C: Attack, C-C-Cold Breath, Apocalyptic Lightning (Random) There is no set pattern order, but he'll only pick from one pattern on any given turn. Strategy: Protect Yourself from Dazzle by using Sober Rings. You don't need one for your Priest. Murdaw is a bit harder than Baramos, but again you can ride the Falcon Brigade to Lv99 without too much difficulty. Frost Fource has the benefit of protecting you from C-C-Cold Breath. You'll want something like Metal King Armor to protect against his elements rather than the Victorious Armor family. Use Slick Slacks/Impregnable Leggings to reduce the chance of Sap affecting you and don't forget to Disruptive Wave his Buff if it prevents you from dealing decent damage. Gear Suggestions: -Fighters- Metal King Armor, Heavenly Helm, Magical Skirt or Red Tights, Sober Ring -Healers- Seraph's Robe, Magical Skirt or Red Tights, Sober Ring or Mercury Prize Drops: Lv 1-3 Yellow Orb ( 5%) Somnia Boots (20%) Mini Medal (100%) Lv 4-8 Yellow Orb ( 5%) Somnia Boots (25%) Mini Medal (100%) Lv 9-15 Yellow Orb ( 6%) Somnia Clothes (15%) Mini Medal (100%) Lv 16-25 Yellow Orb ( 6%) Dhoulmagus's Map (10%) Mini Medal (100%) Lv 25-40 Yellow Orb ( 7%) Dhoulmagus's Map (15%) Mini Medal (100%) Lv 41-56 Yellow Orb ( 7%) Dhoulmagus's Map (20%) Mini Medal (100%) Lv 57-68 Yellow Orb ( 8%) Dhoulmagus's Map (25%) Mini Medal (100%) Lv 69-80 Yellow Orb ( 8%) Dhoulmagus's Map (30%) Mini Medal (100%) Lv 81-90 Yellow Orb ( 9%) Dhoulmagus's Map (35%) Mini Medal (100%) Lv 91-99 Yellow Orb (10%) Dhoulmagus's Map (40%) Mini Medal (100%) ____________________ _____ / Dhoulmagus [BOSS3] |_________________________________________________| 6.3 \ Lv1 Lv99 HP: 7000 14061 ATK: 545 1095 DEF: 430 645 SPD: 300 480 Weakness: Earth (Funeral Fource) Elements Used: * Ice (Kacrack, Kacrackle) * Dark (Kazam, Kazammle) * Fire (Blazing Fire, Hellfire) * Non-Elemental (Break Down) Status Effects Use: * Stop (War Cry, Raging Roar) Skills: 0: Two Moves, War Cry, Kacrack, Kazam, Blazing Fire, Combo Attack, Attack 4: Disruptive Wave 8: Raging Roar 12: Break Down 16: Hellfire, Stops Using War Cry and Blazing Fire 28: Kacrackle 41: Three Moves, Stops Using Kacrack & Kazam 57: Kazammle Level 57+ Attack Patterns: A: Attack, Combo Attack, Kacrackle, Disruptive Wave (Random) B: Attack, Kazammle, Hellfire, Break Down, Raging Roar (Random) A->B->A->B->... Strategy: Dhoulmagus is only a little stronger than Murdaw, but he's a bit faster. This might be the first fight where at high levels you'll worry about your Priest not being fast enough to go first all the time. Resisting Stop is your top priority in this fight. Use Catholicon rings for all and maybe Battle Britches on your gladiators. Funereal Fource will protect against his Zam spells, so load up on the Fire and Ice Protection and you won't have to worry about his elemental attacks. The real trouble is that his Break Down attack is a party- wide attack that is non-elemental. Watch out for that one at high level. Gear Suggestions: -Fighters- Legendary Armor or Metal King Armor, Magical Skirt or Red Tights or White Tights, Catholicon Ring -Healers- Seraph's Robe or Exotoga, Magical Skirt or Red Tights or White Tights,
Catholicon Ring or Mercury Prize
Drops:
Lv 1-3 Purple Orb ( 5%) Trodainers (20%) Mini Medal (100%)
Lv 4-8 Purple Orb ( 5%) Trodainers (25%) Mini Medal (100%)
Lv 9-15 Purple Orb ( 6%) Tordain Bandana (15%) Mini Medal (100%)
Lv 16-25 Purple Orb ( 6%) Zenithian Trousers (15%) Mini Medal (100%)
Lv 25-40 Purple Orb ( 7%) Zenithian Trousers (20%) Mini Medal (100%)
Lv 41-56 Purple Orb ( 7%) Zenithian Trousers (25%) Mini Medal (100%)
Lv 57-68 Purple Orb ( 8%) Zenithian Helm (15%) Mini Medal (100%)
Lv 69-80 Purple Orb ( 8%) Zenithian Clothes (15%) Mini Medal (100%)
Lv 81-90 Purple Orb ( 9%) Zenithian Clothes (20%) Mini Medal (100%)
Lv 91-99 Purple Orb (10%) Zenithian Clothes (25%) Mini Medal (100%)
____________________ _____
/ Dragonlord [BOSS4] |_________________________________________________| 6.4 \
Lv1 Lv99
HP: 7500 15066
ATK: 640 1286
DEF: 450 675
SPD: 190 304
Enraged by: Anyone who performs a critical hit or spell.
Weakness: Lightning (Gale Fource)
Elements Used:
* Fire (Blazing Fire, Hellfire)
* Dark (Dark Breath)
Skills:
0: One-Two Moves, Blazing Fire, Attack, Critical
16: Two Moves
24: Party Pooper
33: Hellfire
41: Three Moves, Stops using Blazing Fire
48: Dark Breath
57: Disruptive Wave
Attack Patterns:
Dragonlord has no set patterns.
His AI is a bit smart. If you use Reverse Cycle on multiple characters, he'll
avoid using breath attacks and just pummel you to death with Attacks and
Party Pooper.
Strategy:
Pretty much everything Dragonlord does is going to damage you except for
Disruptive Wave. You'll want to use something like the Angel's Robe or Metal
Slime Armor families to block both Fire and Darkness. Party Pooper hits the
whole party, doing progressively less damage to each person. Keep your healers
in the last party slot(s) so they don't get killed.
For the most part, follow the Falcon Brigade until his constant party-wide
attacks become too much for your party, then switch to the Critical Turtle
strategy to finish off his last 20-30 levels. At high levels, he is easily
the 3rd hardest Legacy Boss purely due to his massive, party-wide damage
capability. Luckily, he's fairly slow so you won't have to worry about
increasing your Priest's agility.
Gear Suggestions:
-Fighters-
1. Dragon Warrior's Gear (for Main Character), Lucky Pendant
2. Metal King Armor, Magical Skirt or Red Tights, Lucky Pendant
-Healers-
Seraph's Robe or Exotoga, Magical Skirt or Red Tights, Lucky Pendant or
Mercury Prize
Drops:
Lv 1-3 Red Orb ( 5%) Alefgard Boots (15%) Mini Medal (100%)
Lv 4-8 Red Orb ( 5%) Alefgard Helm (15%) Mini Medal (100%)
Lv 9-15 Red Orb ( 6%) Alefgard Armor (15%) Mini Medal (100%)
Lv 16-25 Red Orb ( 6%) Psaro's Map (10%) Mini Medal (100%)
Lv 25-40 Red Orb ( 7%) Psaro's Map (15%) Mini Medal (100%)
Lv 41-56 Red Orb ( 7%) Psaro's Map (20%) Mini Medal (100%)
Lv 57-68 Red Orb ( 8%) Psaro's Map (25%) Mini Medal (100%)
Lv 69-80 Red Orb ( 8%) Psaro's Map (30%) Mini Medal (100%)
Lv 81-90 Red Orb ( 9%) Psaro's Map (35%) Mini Medal (100%)
Lv 91-99 Red Orb (10%) Psaro's Map (40%) Mini Medal (100%)
_______________ _____
/ Psaro [BOSS5] |______________________________________________________| 6.5 \
Lv1 Lv99
HP: 7500 15066
ATK: 665 1336
DEF: 510 765
SPD: 280 448
Enraged by: Anyone who drops him into the 'orange' critical HP range
Weakness: Ice (Frost Fource)
Elements Used:
* Ice (Kacrack, Kacrackle, C-C-Cold Breath)
* Dark (Kazam, Kazammle)
* Fire (Hellfire)
Status Effects Used:
* Whack (Whack, Thwack)
* Snooze (Sweet Breath)
Skills:
0: Two Moves, Kacrack, Kazam, Kabuff, Disruptive Wave, Attack, Critical
5: Whack
10: Sweet Breath
16: Hellfire
22: Thwack
28: Kacrackle
34: C-C-Cold Breath
41: Three Moves, Kazammle, Stops using Whack & Kacrack & Kazam
57: Meditation
Level 57+ Attack Patterns:
A: Attack, Hellfire, Thwack (Random)
B: Attack, Kacrackle, Kazammle, Kabuff, Sweet Breath (Random)
C: Attack, Critical Attack, C-C-Cold breath, Disruptive Wave,
Meditation (Random)
A(->C)->B->A->...
Strategy:
Above all else, make sure you have a lot of Whack and Snooze protection. It is
very hard to survive when your party members start dozing or dying off. You
mainly have to armor up to prevent Fire and Dark here. This is where Metal
Slime Armor family and Angel's Robe family come in handy as they'll protect
heavily against everything he uses. Frost Fource will make his Ice attacks
laughable. His attack pattern behavior often skips the branch that can use
Disruptive Wave, so you won't have to worry about rebuffing too often.
Psaro is fast, so you'll probably want to have the Mercury Prize and a Phantom
Mask for your priest, so take that into account when protecting him from
status effects.
Even though his stats are pretty strong, when you're well protected against
his elements and status effects, he's fairly easy unless he gets physical
attack. He's only really difficult for unprepared parties.
Note with Infinity Trousers, Elfin Charm, and Metal King Helms (or Spellward
Circlets), you'll be pretty much impervious to Snooze and Whack.
Gear Suggestions:
-Fighters-
Metal King Armor, Metal King Helm, Infinity Trousers or Green Tights,
Elfin Charm
-Healers-
Seraph's Robe or Celestria's Garment, Spellward Circlet, Invincible Trousers
or Green Tights, Elfin Charm or Mercury Prize
Drops:
Lv 1-3 Green Orb ( 5%) Zenithian Boots (15%) Mini Medal (100%)
Lv 4-8 Green Orb ( 5%) Zenithian Boots (20%) Mini Medal (100%)
Lv 9-15 Green Orb ( 6%) Zenithian Boots (25%) Mini Medal (100%)
Lv 16-25 Green Orb ( 6%) Nimzo's Map (10%) Mini Medal (100%)
Lv 25-40 Green Orb ( 7%) Nimzo's Map (15%) Mini Medal (100%)
Lv 41-56 Green Orb ( 7%) Nimzo's Map (20%) Mini Medal (100%)
Lv 57-68 Green Orb ( 8%) Nimzo's Map (25%) Mini Medal (100%)
Lv 69-80 Green Orb ( 8%) Nimzo's Map (30%) Mini Medal (100%)
Lv 81-90 Green Orb ( 9%) Nimzo's Map (35%) Mini Medal (100%)
Lv 91-99 Green Orb (10%) Nimzo's Map (40%) Mini Medal (100%)
_______________ _____
/ Nimzo [BOSS6] |______________________________________________________| 6.6 \
Lv1 Lv99
HP: 7500 15066
ATK: 690 1386
DEF: 520 780
SPD: 170 272
Weakness: Wind (Gale Fource)
Elements Used:
* Fire (Kafrizz, Kafrizzle, Blazing Fire, Hellfire)
* Lightning (Kaboom, Kaboomle
Status Effects Used:
* Sap (Kasap)
Skills:
0: Two Moves, Kafrizz, Kaboom, Kasap, Blazing Fire, Attack, Critical
4: Bounce
8: Disruptive Wave
12: Hellfire
16: Meditation, Stops using Blazing Fire
28: Kafrizzle
41: Three Moves, Kaboomle, Stops using Kafrizz & Kaboom
57: Air Pollution
Level 57+ Attack Patterns:
A: Attack, Kasap, Bounce, Air Pollution, Meditation (Random)
B: Critical Attack, Kafrizzle, Kaboomle, Hellfire, Disruptive Wave (Random)
A->B->A->B->...
Strategy:
Gale Fource will make his Kaboom spells laughable, so you only need to protect
against fire. Your Victorious Armor family will be fine for that. Use Slick
Slacks/Impregnable Leggings to greatly thwart his Sap effect. Nimzo is
stronger than the previous five bosses, but he wastes so many turns on buffs
and status effects you won't care about. Air Pollution will sometimes take out
your Gritty Dittying, but that's fairly minor to get around. Sing a song of
joy any time he wastes a move on Bounce. His speed is rather lacking.
At higher levels, his B pattern is the more dangerous of the two since it is
full of damaging abilities, has his critical attack, and can Disruptive Wave
you. The longer he stays in pattern A, the easier this fight is.
Gear Suggestions:
-Fighters-
Metal King Armor, Sizzling Bikini Bottoms or Red Tights or Impregnable
Leggings, Lucky Pendant
-Healers-
Seraph's Robe or Celestria's Garment, Spellward Circlet, Magical Skirt or
Sizzling Bikini Bottoms, Lucky Pendant or Mercury Prize
Drops:
Lv 1-3 Blue Orb ( 5%) Gothan Wristband (15%) Mini Medal (100%)
Lv 4-8 Blue Orb ( 5%) Gothan Wristband (20%) Mini Medal (100%)
Lv 9-15 Blue Orb ( 6%) Gothan Wristband (25%) Mini Medal (100%)
Lv 16-25 Blue Orb ( 6%) Gothan Turban (20%) Mini Medal (100%)
Lv 25-40 Blue Orb ( 7%) Gothan Turban (25%) Mini Medal (100%)
Lv 41-56 Blue Orb ( 7%) Gothan Gumboots (20%) Mini Medal (100%)
Lv 57-68 Blue Orb ( 8%) Gothan Gumboots (25%) Mini Medal (100%)
Lv 69-80 Blue Orb ( 8%) Gothan Robe (15%) Mini Medal (100%)
Lv 81-90 Blue Orb ( 9%) Gothan Robe (20%) Mini Medal (100%)
Lv 91-99 Blue Orb (10%) Gothan Robe (25%) Mini Medal (100%)
_________________ _____
/ Malroth [BOSS7] |____________________________________________________| 6.7 \
Lv1 Lv99
HP: 7500 15066
ATK: 650 1306
DEF: 480 720
SPD: 260 416
Enraged by: Anyone who drops him into the 'orange' critical HP range
Weakness: Wind (Gale Fource)
Elements Used:
* Fire (Blazing Fire, Hellfire)
* Ice (C-C-Cold Breath)
* Light (Blinder)
Status Effects Used:
* Dazzle (Blinder)
Skills:
0: One-Two Moves, Blazing Fire, C-C-Cold Breath, Attack, Critical
5: Disruptive Wave
10: Moreheal
16: Two Moves
28: Blinder
41: Three Moves, Hellfire, Stops using Blazing Fire & Moreheal
49: Psyche Up
57: Full Heal
Level 57+ Attack Patterns:
A: Attack, C-C-Cold breath, Disruptive Wave, Fullheal, Psyche Up (Random)
B: Attack, Critical Attack, Hellfire, Blinder (Random)
A->B->A->B->...
Strategy:
You can use the Victorious Armor family for Malroth until he learns Blinder,
then switch to Metal Slime Family for Light elemental resistance. Once he's
got Blinder make sure you equip your fighters with Sober Rings to block
Dazzle or you'll rarely be able to hit him. Malroth is pretty fast, so make
sure your priest is using agility gear. His Psyche Up can be pretty nasty
if he uses it twice in a row, otherwise he'll actually do less damage on
average. On the whole, he's sort of the middle-range of difficult for Legacy
bosses. If he ends a turn with several Psyche Ups and you don't need to heal,
use Disruptive Wave with your priest. His Full Heal only heals 999 HP, and is
basically a wasted turn for him; same with his Moreheal at lower levels.
Gear Suggestions:
-Fighters-
Metal King Armor, Heavenly Helm, Magical Skirt or Red/White Tights, Sober Ring
-Healers-
Seraph's Robe, Magical Skirt or Red/White Tights, Lucky Pendant or
Mercury Prize
Drops:
Lv 1-3 Red Orb (10%) Midenhall Boots (15%) Mini Medal (100%)
Lv 4-8 Red Orb (10%) Midenhall Trousers (15%) Mini Medal (100%)
Lv 9-15 Red Orb (11%) Midenhall Gloves (15%) Mini Medal (100%)
Lv 16-25 Red Orb (11%) Midenhall Garb (15%) Mini Medal (100%)
Lv 25-40 Red Orb (12%) Midenhall Helm (15%) Mini Medal (100%)
Lv 41-56 Red Orb (12%) Midenhall Boots (20%) Mini Medal (100%)
Lv 57-68 Red Orb (13%) Midenhall Trousers (20%) Mini Medal (100%)
Lv 69-80 Red Orb (13%) Midenhall Gloves (20%) Mini Medal (100%)
Lv 81-90 Red Orb (14%) Midenhall Garb (20%) Mini Medal (100%)
Lv 91-99 Red Orb (15%) Midenhall Helm (20%) Mini Medal (100%)
________________ _____
/ Estark [BOSS8] |_____________________________________________________| 6.8 \
Lv1 Lv99
HP: 8000 16070
ATK: 750 1507
DEF: 590 885
SPD: 320 512
Enraged by: Anyone who performs a critical hit or spell.
Weakness: Dark (Funereal Fouce)
Elements Used:
* Lightning (Kaboom, Kaboomle)
* Fire (Kafrizzle, Blazing Fire, Hellfire)
* Ice (C-C-Cold Breath)
* Light (Gigagash)
Skills:
0: Two Moves, Kaboom, Kafrizzle, Blazing Fire, Disruptive Wave, Attack,
Critical
8: C-C-Cold Breath
16: Hellfire, Stops using Blazing Fire
28: Psyche Up
41: Three Moves, Kaboomle, Stops using Kaboom
57: Gigagash
Level 57+ Attack Patterns:
A: Attack, Kafrizzle, Hellfire, Disruptive Wave (Random)
B: Attack, C-C-Cold breath, Gigagash (Random)
C: Attack, Critical Attack, Kafrizzle, Kaboomle, Psyche Up (Random)
A->B(->C)->A->...
Strategy:
Estark has high attack, high defense, and pretty high speed. You'll want to
protect from pretty much all elements. To make things worse, all of his moves
are designed to hurt you or your party. Ride the Falcon Brigade as long as
possible; you will almost definitely have to switch to Critical Turtle around
level 70+ since he'll start to two-shot characters regularly by that point.
Gear Suggestions:
-Fighters-
Metal King Armor, Magical Skirt or Red Tights, Lucky Pendant
-Healers-
Seraph's Robe, Magical Skirt or Red Tights, Lucky Pendant or Mercury Prize
Drops:
Lv 1-3 Green Orb (10%) Zenithian Gauntlets (15%) Mini Medal (100%)
Lv 4-8 Green Orb (10%) Zenithian Gauntlets (20%) Mini Medal (100%)
Lv 9-15 Green Orb (11%) Zenithian Gauntlets (25%) Mini Medal (100%)
Lv 16-25 Green Orb (11%) Zenithian Leggings (15%) Mini Medal (100%)
Lv 25-40 Green Orb (12%) Zenithian Leggings (20%) Mini Medal (100%)
Lv 41-56 Green Orb (12%) Zenithian Leggings (25%) Mini Medal (100%)
Lv 57-68 Green Orb (13%) Zenithian Helm (25%) Mini Medal (100%)
Lv 69-80 Green Orb (13%) Zenithian Leotard (15%) Mini Medal (100%)
Lv 81-90 Green Orb (14%) Zenithian Leotard (20%) Mini Medal (100%)
Lv 91-99 Green Orb (15%) Zenithian Leotard (25%) Mini Medal (100%)
__________________ _____
/ Mortamor [BOSS9] |___________________________________________________| 6.9 \
Lv1 Lv99
HP: 6000 12052
ATK: 670 1346
DEF: 520 780
SPD: 300 438
Enraged by: Anyone who drops him into the 'orange' critical HP range
Weakness: Dark (Funeral Fource)
The claws have no weakness.
Elements Used:
* Wind (Kaswoosh, Kaswooshle)
* Fire (Blazing Fire, Hellfire, Kafrizzle)
* Ice (C-C-Cold Breath)
Status Effects Used
* Snooze (Lullub-Eye)
Skills:
(Head)
0: Kafrizz, Kaswoosh, Blazing Fire, Lullub-Eye, Ferocious Roar,
Disruptive Wave, Attack
8: C-C-Cold Breath
16: Kafrizzle, Stops using Kafrizz & Kaswoosh
28: Hellfire
41: Kaswooshle, Stops using Blazing Fire
57: Magic Burst, Ability to restore all his MP
(Left Claw)
0: Kazing, Slap on the Chops, Slash with Claws, Attack
(Right Claw)
0: Disruptive Wave, Multiheal, Slap on the Chops, Slash with Claws, Attack
Level 57+ Attack Patterns:
A: Attack, Kafrizzle, Kaswooshle, Ferocious Roar, Disruptive Wave (Random)
B: Attack, Hellfire, C-C-Cold Breath (Random)
C: Magic Burst -> MP Restore -> Disruptive Wave -> Lullab-Eye -> Hellfire
-> Any Pattern
A->B(->C)->A->...
The claws do not have any specific patterns.
Mortamor may begin on any pattern.
Strategy:
Mortamor is unique among Legacy Bosses in that he has three parts that act and
can be attacked separately. This means that collectively he'll have three
attacks from the beginning. However it also means that as you kill the various
sections, his number of attacks will decrease.
Of primary interest is the Left Claw (it's on the right side of the screen),
which can and will cast Kazing on either of the other two body parts. Focus on
killing the Left Claw first, then finish off the other two. Both the Right
Claw and the Head can cast Disruptive Wave, thought the head only does this in
his C pattern, which is often skipped. This means that once the Right Claw is
dead, Disruptive Wave becomes non-random so you can buff with impunity.
The claw's special attacks do about 30% more damage than their regular
attacks, which gets to be quite nasty. Try to take them out quickly so that
their damage isn't allowed to add up. The battle get significantly easier
without them.
Another annoying thing is that his Lullub-Eye attack cannot miss, even with
100% Snooze protection. That and Magic Burst make him a big challenge in the
later levels. You can't 100% predict Magic Burst, but you know that if he is
in his B pattern that he might shift to his C pattern and use it right away
during any next round.
Consider using the Tension Burst strategy on him to take out all three body
parts simultaneously.
Gear Suggestions:
-Fighters-
Metal King Armor, Magical Skirt or White Tights, Lucky Pendant
-Healers-
Seraph's Robe or Exotoga, Magical Skirt or White Tights, Lucky Pendant or
Mercury Prize
Drops:
Lv 1-3 Yellow Orb (10%) Somnia Gloves (20%) Mini Medal (100%)
Lv 4-8 Yellow Orb (10%) Somnia Gloves (25%) Mini Medal (100%)
Lv 9-15 Yellow Orb (11%) Somnia Clothes (20%) Mini Medal (100%)
Lv 16-25 Yellow Orb (11%) Somnia Clothes (25%) Mini Medal (100%)
Lv 25-40 Yellow Orb (12%) Somnia Shorts (15%) Mini Medal (100%)
Lv 41-56 Yellow Orb (12%) Somnia Shorts (20%) Mini Medal (100%)
Lv 57-68 Yellow Orb (13%) Somnia Shorts (25%) Mini Medal (100%)
Lv 69-80 Yellow Orb (13%) Somnia Hair (15%) Mini Medal (100%)
Lv 81-90 Yellow Orb (14%) Somnia Hair (20%) Mini Medal (100%)
Lv 91-99 Yellow Orb (15%) Somnia Hair (25%) Mini Medal (100%)
Left Claw Minister's Mittens (??%)
Right Claw Guru's Gloves (??%)
______________ _____
/ Zoma [BOSSA] |_______________________________________________________| 6.A \
Lv1 Lv99
HP: 8000 16070
ATK: 675 1346
DEF: 570 855
SPD: 350 560
Enraged by: Anyone who uses Zing/Kazing
Weakness: Light (Life Fource)
Elements Used:
* Ice (Kacrack, Kacrackle, C-C-Cold Breath)
Skills:
0: Two Moves, Kacrack, Disruptive Wave, Attack, Critical
8: C-C-Cold Breath
24: Bounce
33: Air Pollution
41: Three Moves
49: Kacrackle
57: Psyche Up
Level 57+ Attack Patterns:
A: Attack, Kacrack, C-C-Cold Breath, Psyche Up, Disruptive Wave (Random)
B: Attack, Critical Attack, Kacrackle, Bounce, Air Pollution (Random)
A->B->A->B->...
Strategy:
Zoma is a fairly challenging Legacy Boss made easier by the fact that he uses
stuff like Bounce, Air Pollution, and Psyche Up that don't deal any damage.
Use Fur Hoods for him since he only uses Ice elements. Another nice thing
about him is that he never stops using Kacrack, so that's another attack that
you can yawn off.
Otherwise, his power is pretty rough and his critical hits will kill your
party members in one hit, so he isn't a total pushover. He's also tied for the
fastest of the Legacy Bosses, so you'll eventually have trouble keeping your
priest going first. Be prepared for suddenly not healing at the right time;
keep your Ygg Leaves handy and be prepared to use Defending Champion while
recovering.
Gear Suggestions:
-Fighters-
Legendary Armor, Fur Hood, Magical Skirt or White Tights, Lucky Pendant
-Healers-
Seraph's Robe or Exotoga, Magical Skirt or White Tights, Lucky Pendant or
Mercury Prize
Drops:
Lv 1-3 Silver Orb (10%) Aliahan Gloves (15%) Mini Medal (100%)
Lv 4-8 Silver Orb (10%) Aliahan Gloves (20%) Mini Medal (100%)
Lv 9-15 Silver Orb (11%) Aliahan Gloves (25%) Mini Medal (100%)
Lv 16-25 Silver Orb (11%) Aliahan Trousers (15%) Mini Medal (100%)
Lv 25-40 Silver Orb (12%) Aliahan Trousers (20%) Mini Medal (100%)
Lv 41-56 Silver Orb (12%) Aliahan Trousers (25%) Mini Medal (100%)
Lv 57-68 Silver Orb (13%) Aliahan Clothes (25%) Mini Medal (100%)
Lv 69-80 Silver Orb (13%) Aliahan Headpiece (15%) Mini Medal (100%)
Lv 81-90 Silver Orb (14%) Aliahan Headpiece (20%) Mini Medal (100%)
Lv 91-99 Silver Orb (15%) Aliahan Headpiece (25%) Mini Medal (100%)
___________________ _____
/ Orgodemir [BOSSB] |__________________________________________________| 6.B \
Lv1 Lv99
HP: 8000 16070
ATK: 680 1366
DEF: 540 810
SPD: 260 380
Enraged by: Anyone who drops him into the 'orange' critical HP range
Weakness: Fire (Fire Fource)
Elements Used:
* Fire (Hellfire)
* Ice (Chilly Breath, C-C-Cold Breath)
Status Effects Used:
* Stop (War Cry, Raging Roar)
* Fuddle (Confusing Attack)
* Poison (Venom Mist)
* Paralysis (Burning Breath)
* Decrease Spell Resistance (Eerie Light)
Skills:
0: Two Moves, Hellfire, Chilly Breath, War Cry, Fly Swat, Confusing Attack,
Attack
5: Disruptive Wave
10: Venom Mist
16: Raging Roar, Stops using War Cry
24: Burning Breath
33: C-C-Cold Breath
41: Three Moves, Stops using Chilly Breath
57: Eerie Light
Level 57+ Attack Patterns:
A: Attack, Confusing Attack, Hellfire, Eerie Light, Disruptive Wave (Random)
B: Fly Swat, C-C-Cold Breath, Burning Breath, Venom Mist, Raging Roar(Random)
A->B->A->B->...
Strategy:
Orgodemir uses a lot of status effects. Pop a Catholicon Ring on everyone to
block Stop, Confusion and Paralysis. You'll likely need some help from other
gear spots as well, so you may want to hold off on him until you get the
better armors. You can use the Victorious Armor family here since he only uses
Fire and Ice elements.
Because he uses so many status effects that you'll protect against, he's not
as hard as he looks. His attack is still pretty rough and he's got okay speed
to make things more interesting but overall he's not too tough to fight if you
are well-protected from his status effects. Don't get too complacent about
status effects when you're well-protected though; his Eerie Light skill will
lower resistance to adverse effects on your entire party.
One thing you'll have to watch out for at higher levels is his Fly Swat
attack. This does extra damage over his normal attack (around 600+ in the
upper 80s to a Gladiator, can one-shot a healer).
Legendary Armor is better than Metal King Armor here since he only uses fire
and Ice attacks. Battle Britches are useful for Gladiators to get a little
extra protection from Stop.
Note: He has no critical attacks, so Secrets of the Shield isn't necessary for
your Priest in this fight.
Gear Suggestions:
-Fighters-
Legendary Armor, Heavenly Helm, Battle Britches or Infinity Trousers or
Magical Skirt or White Tights, Catholicon Ring
-Healers-
Exotoga, Spellward Circlet, Infinity Trousers or Magical Skirt or White
Tights, Catholicon Ring or Mercury Prize
Drops:
Lv 1-3 Blue Orb (10%) Estard Shoes (15%) Mini Medal (100%)
Lv 4-8 Blue Orb (10%) Estard Shoes (20%) Mini Medal (100%)
Lv 9-15 Blue Orb (11%) Estard Shoes (25%) Mini Medal (100%)
Lv 16-25 Blue Orb (11%) Estard Trousers (15%) Mini Medal (100%)
Lv 25-40 Blue Orb (12%) Estard Trousers (20%) Mini Medal (100%)
Lv 41-56 Blue Orb (12%) Estard Trousers (25%) Mini Medal (100%)
Lv 57-68 Blue Orb (13%) Estard Hood (20%) Mini Medal (100%)
Lv 69-80 Blue Orb (13%) Estard Hood (25%) Mini Medal (100%)
Lv 81-90 Blue Orb (14%) Estard Clothes (20%) Mini Medal (100%)
Lv 91-99 Blue Orb (15%) Estard Clothes (25%) Mini Medal (100%)
____________________ _____
/ Rhapthorne [BOSSC] |_________________________________________________| 6.C \
Lv1 Lv99
HP: 8500 17074
ATK: 700 1406
DEF: 550 825
SPD: 230 336
Enraged by: Anyone who performs a critical hit or spell.
Weakness: Light (Life Fource)
Elements Used:
* Fire (Kafrizz, Kafrizzle)
* Lightning (Kaboom, Kaboomle)
* Ice (C-C-Cold Breath)
* Earth (Starfall)
Status Effects Used:
* Snooze (Lullub-Eye)
Skills:
0: Two Moves, Kafrizz, Kaboom, Disruptive Wave, Slap on the Chops,
Fling Ball, Confident Laugh, Attack
5: Lullub-Eye
10: Wrath of the Gods
16: C-C-Cold Breath
22: Meditation
28: Starfall
34: Kafrizzle
41: Kaboomle, Stops using Kafrizz & Kaboom
57: Magic Burst, Ability to restore all his MP
Level 57+ Attack Patterns:
A: Attack, Slap on the Chops, Fling Ball, C-C-Cold breath,
Wrath of the Gods (Random)
B: Kafrizzle, Kaboomle, Starfall, Lullab-Eye, Confident Laugh (Random)
C: Meditation -> Confident Laugh -> Magic Burst -> Disruptive Wave
-> MP Restore
A->B->C->A ...
Strategy:
Rhapthorne is an interesting boss since he only ever has two moves per turn.
He makes up for this by having a few multi-attacks, a high strength, an extra-
strong special attack, and the ability to use Magic Burst. His Lullub-Eye is
an unblockable Snooze attack. Once he reaches Lv 80+, his difficulty starts
ramping up fast.
His ball-flinging attack will hit two targets (they may be the same target!)
each for about 75% regular attack damage, which can be painful. Wrath of the
Gods drops four mini meteors on the party, all at random. This can add up if
two or more hit the same party member. Starfall is a earth-based party-wide
attack that hurts. That is why I suggest Metal King Shield for him, since the
Soul Sucker does not reduce Earth-based damage. Luckily he also has the non-
move of confident laughter where he just...laughs.
One thing to note about him is that his C-pattern is -not- random. If you see
him Meditate and follow that up with a Confident Laugh, you know his Magic
Burst is coming so you can use Defending Champion to survive it. His
Disruptive Wave and MP restoration will follow.
When you are outside of pattern C, you can be sure he won't Disruptive Wave
you. You can thus safely Kabuff during pattern A and use either Bounce or
Magic Mirror during pattern B.
Finally, his Slap attack is basically an extra-powerful regular attack. This
will take away most of a character's HP at higher levels, doing around 650 to
a Gladiator and 800+ to a healer. You will likely have to have the buff effect
applied twice for your Priest to survive this. Most of the time you can
safely lead off the battle with a Kabuff x2 from a Sage (faster) or Paladin
(goes after Rhapthorne).
Note: He has no critical attacks, so Secrets of the Shield isn't necessary for
your Priest in this fight.
Gear Suggestions:
-Fighters-
Metal King Shield, Metal King Armor, Magical Skirt or Red Tights,
Lucky Pendant
-Healers-
Seraph's Robe, Magical Skirt or Red Tights, Lucky Pendant or Mercury Prize
Drops:
Lv 1-3 Purple Orb (10%) Alefgard Gloves (20%) Mini Medal (100%)
Lv 4-8 Purple Orb (10%) Alefgard Gloves (25%) Mini Medal (100%)
Lv 9-15 Purple Orb (11%) Trodain Trousers (15%) Mini Medal (100%)
Lv 16-25 Purple Orb (11%) Trodain Trousers (20%) Mini Medal (100%)
Lv 25-40 Purple Orb (12%) Trodain Trousers (25%) Mini Medal (100%)
Lv 41-56 Purple Orb (12%) Trodain Bandana (20%) Mini Medal (100%)
Lv 57-68 Purple Orb (13%) Trodain Bandana (25%) Mini Medal (100%)
Lv 69-80 Purple Orb (13%) Trodain Togs (15%) Mini Medal (100%)
Lv 81-90 Purple Orb (14%) Trodain Togs (20%) Mini Medal (100%)
Lv 91-99 Purple Orb (15%) Trodain Togs (25%) Mini Medal (100%)
___________________ _____
/ Nokturnus [BOSSD] |__________________________________________________| 6.D \
Lv1 Lv99
HP: 8250 16572
ATK: 780 1567
DEF: 610 915
SPD: 350 560
Weakness: Light (Life Fource)
Elements Used:
* Fire (Kafrizzle, Blazing Fire, Hellfire)
* Ice (C-C-Cold Breath)
* Wind (Thin Air)
Status Effects Used
* Snooze (Lullub-Eye)
Skills:
0: Two Moves, Buff, Oomph, Lullub-Eye, Kafrizzle, C-C-Cold Breath,
Blazing Fire, Falcon Slash, Attack
5: Thin Air
10: Disruptive Wave
16: Hellfire, Stops using Blazing Fire
28: Hatchet Man
41: Three Moves
57: Magic Burst, Ability to restore all his MP
Level 57+ Attack Patterns:
A: Attack, Kafrizzle, Hellfire, Hatchet Man, Disruptive Wave (Random)
B: Attack, C-C-Cold breath, Falcon Slash, Thin Air, Lullab-Eye (Random)
C: Oomph -> Magic Burst -> MP Restore -> Buff -> Disruptive Wave
Before level 57, Oomph -> Buff -> Disruptive Wave
He seems to be able to start on any pattern, but he'll settle into an
A->B->C->A->... migration eventually.
Strategy:
Nokturnus is the strongest and fastest Legacy Boss and has high defense to
boot. He has a lot of ways to cause pain, including the two-hit Falcon Slash,
which will eventually kill anyone in one move, to the devastating Hatchet Man,
which no character will survive if it hits. Thankfully he doesn't have a true
Critical Attack.
On top of that he likes to Buff and Oomph himself. When Oomphed, he'll be
capable of one-shot kills at higher levels. When he Buffs, your ability to
damage him will plummet. Be sure to Disruptive Wave him immediately when he
uses those.
Of his other attacks, his C-C-Cold Breath and Thin Air attacks will hit
everyone, making his next physical attack likely to kill someone. To make
matters worse, he also uses Magic Burst. It is in such a place where it's
pretty rough to predict it.
You can survive for awhile using the normal Falcon Brigade strategy, but by
level 70 you'll be hard pressed to win without resorting to Critical Turtle.
Nokturnus is easily the hardest of the Legacy Bosses.
When Critical Turtling, I recommend that you be aggressive on the turn your
paladin uses Knight Watch unless your party generally has less than 500 HP.
Nokturnus usually takes three moves for his rage to wear off, so he'll be
focused on your invulnerable paladin. Only three AoE attacks or an AoE plus
a Magic Burst can ruin your day if you are low on HP. So use Life Fource with
your Life Fourcer, Tension Boost with any gladiators that have it, and Falcon
Slash with everyone else (Sap from Hypernova Sword on your priest can be
great!) I do not recommend using Soul Asylum when Critical Turtling. Tension
Boosts will help you kill him *much* faster.
Some more things to note: Nokturnus uses Lullub-Eye. Generally just ignore it
while Critical Turtling, since you can revive people after Knight Watch. The
one exception is when your paladin gets snoozed. In that case, use
Cock-a-doodle-doo immediately with your priest to wake him up. Or just use two
paladins, since you're unlikely to have them both put to sleep. Otherwise,
pray he follows it up with Thin Air, which'll wake you up but not do horrible,
horrible damage.
Pay attention to when he's in his Magic Burst pattern, since it is a fixed
pattern. If you know he's going to use DW this turn, you probably don't
want to cast your Life Fource since he'll just DW it away.
Gear Suggestions:
-Fighters-
Metal King Armor, Magical Skirt or White Tights, Lucky Pendant
-Healers-
Seraph's Robe or Exotoga, Magical Skirt or White Tights, Lucky Pendant or
Mercury Prize
Drops:
Lv 1-3 Red Orb (10%) Alefgard Trousers (15%) Mini Medal (100%)
Lv 4-8 Blue Orb (10%) Alefgard Trousers (20%) Mini Medal (100%)
Lv 9-15 Yellow Orb (10%) Alefgard Trousers (25%) Mini Medal (100%)
Lv 16-25 Green Orb (10%) Alefgard Boots (20%) Mini Medal (100%)
Lv 25-40 Purple Orb (10%) Alefgard Boots (25%) Mini Medal (100%)
Lv 41-56 Silver Orb (10%) Zenithian Helm (20%) Mini Medal (100%)
Lv 57-68 Blue Orb (15%) Alefgard Armor (20%) Mini Medal (100%)
Lv 69-80 Yellow Orb (15%) Alefgard Armor (25%) Mini Medal (100%)
Lv 81-90 Green Orb (15%) Alefgard Helm (20%) Mini Medal (100%)
Lv 91-99 Purple Orb (15%) Alefgard Helm (25%) Mini Medal (100%)
__________________________________________________________________________
/ \
| 7. Thanks/Credits [THKS] |
\__________________________________________________________________________/
1. GameFAQs, for hosting.
2. http://dq9.gkwiki.com/180.html where I mined for some of the boss data.
This includes the boss patterns, though I mostly used yab's translation
of those for referece.
3. http://www.woodus.com/den/games/dq9ds/coup_de_grace_triggers.php for the
Coup-de-Grace Trigger information originally posted by yab on GameFAQs.
4. zomadq (via Dragon's Den) for reminding me that Rhapthorn's slap attack
is pretty powerful. Also suggested I tier the bosses.
5. MelonGx (via Dragon's Den) for suggesting some additional gear choices and
pointing out some additional notes for Orgodemir and Rhapthorne that I'd
overlooked. (Attribueaty, Stardust Sword, Pallium Regale, Ethereal Robes).
Also pointed out a neat use with Attribeauty and AI.
6. kokushishin (via Dragon's Den) for some gear suggestions and for pointing
out a copy/paste error with the sandals in the footgear section.