Suikoden Tactics for Playstation 2 Rune Abilities Guide written by Yeblos (Brad Wayne) Contact: yeblos (at) yahoo (dot) com Version history: 1.6 (1/26/06) - Minor updates and revisions 1.5 (1/6/06) - Added a new section, more orb locations, rewrote a few things 1.0 (12/22/05) - Full ability/effect lists and locations for each rune, MP gain charts up to 60 SKL/MAG. Table of Contents 1.) Gaining New Abilities 2.) Special Skill Runes 3.) Magic Runes 4.) Passive Runes 5.) Rune Locations 6.) Character List, by Rune 7.) Legal Info 8.) Credits Intro: One of the biggest differences between this and past Suikodens (besides the whole Strategy/RPG thing) is how abilities are handled. Not only are there a lot of new restrictions on who can equip what runes, but some of the most basic gameplay mechanics have been changed; it can be just as confusing to veteran fans of the series as anyone. The manual for this game has a number of errors in its (very) incomplete rune section, and just manages to create more questions than answers. I hope this guide has all the info you're looking for, and some other random details that you'll find useful. This is my first FAQ (after only 8 years of coming to GameFAQs), and it took me a lot more work than I'd like to admit. If you have any questions, critiques, or corrections, my contact info is at the top of the guide. Please don't hurt me if I'm slow to respond. =============================================================================== 1.) Gaining New Abilities =============================================================================== How a character accesses abilities depends on what broad class they fall into. Fighters: Use special skill runes, and gain MP for more abilities and extra runeslots as their Skill (SKL) stat increases. Casters: Use magic runes, and gain MP for more abilities and extra runeslots as their Magic (MAG) stat increases. Support Characters: Rely on unique natural skills for their abilities, gain runeslots as their MAG increases, and have no use for MP. All characters will have a fixed amount of MP for each ability rank whenever their base SKL/MAG stat (unmodified by equipment) reaches certain levels. Though fighters only gain abilities up to rank 3, it doesn't mean they're any weaker; casters just gain more MP overall to reflect their heavier reliance on runes. Fighters Casters -------- ------- Base MP for Rank Base MP for Rank Stat 1/2/3/4 stat 1/2/3/4 ---------------------- ---------------------- | 1 SKL - 1/0/0/0 | | 1 MAG - 1/1/0/0 | | 12 SKL - 2/0/0/0 | | 6 MAG - 2/1/0/0 | | 19 SKL - 3/0/0/0 | | 12 MAG - 3/2/0/0 | | 21 SKL - 3/1/0/0 | | 18 MAG - 4/2/0/0 | | 29 SKL - 4/1/0/0 | | 19 MAG - 4/3/0/0 | | 36 SKL - 4/2/0/0 | | 21 MAG - 4/3/1/0 | | 37 SKL - 4/2/1/0 | | 24 MAG - 5/3/1/0 | | 39 SKL - 5/2/1/0 | | 29 MAG - 5/4/1/0 | | 49 SKL - 6/2/1/0 | | 30 MAG - 6/4/1/0 | | 52 SKL - 6/3/1/0 | | 36 MAG - 6/4/2/0 | | 60 SKL - 6/3/2/0 | | 37 MAG - 7/4/2/1 | | 66 SKL - 6/4/2/0 | | 39 MAG - 7/5/2/1 | | 75 SKL - 6/5/2/0 | | 45 MAG - 8/5/2/1 | | 83 SKL - 6/5/3/0 | | 49 MAG - 8/6/2/1 | ---------------------- | 52 MAG - 8/6/3/1 | Left Hand Runeslot: 30 SKL | 53 MAG - 9/6/3/1 | Head Runeslot: 60 SKL | 60 MAG - 9/6/3/2 | | 66 MAG - 9/6/4/2 | | 75 MAG - 9/6/5/2 | | 83 MAG - 9/6/5/3 | ---------------------- Left Hand Runeslot: 30 MAG Head Runeslot: 60 MAG Those should be the highest possible MP totals. MP is fully restored at the beginning of every battle, and is also restored during battle whenever you level up (leveling is a great way to use high rank abilities repeatedly). NOTE: Hero IV is considered a fighter in most aspects of the game, and even gains his 3rd runeslot at 60 SKL, but he gains MP exactly like a caster. =============================================================================== 2.) Special Skill Runes =============================================================================== These runes grant a variety of abilities, ranging from more powerful attacks to making your character act like an elemental. All fighters can use the generic (but very useful) elemental sword runes, and almost all of them have a weapon- specific rune they can use. Many fighters can also ride mounts and use special runes for them, but weapon-specific runes are disabled while mounted. General info and tips: -All special attacks have 100% accuracy, can't be countered, and are unaffected by defensive skills like Guard, Deflect Missile, etc. -Special attacks are instant, but they delay your next turn more than a normal attack would (see below). -The Battle Lust skill can help increase the damage of special attacks. -Status effects are much more likely to succeed for characters that have high SKL and LCK. -All area attacks can hit friendly units. Small area effects can actually be more useful, because it's easier to avoid your allies with them. -Certain attacks can "impale" normal sized targets. These try to literally run through the enemy, moving you 2 spaces forward if that space is clear. -Some special attacks have drawbacks like inflicting damage on the user, or leaving you unbalanced (defenseless). You can cancel out these drawbacks with certain passive runes, +Affinity panels, or by leveling up with the attack. Delay: Some actions cause a longer delay than others, and can allow other units to act *after* your character and get another turn *before* your character does (even when their SPD is equal). The extra delay from rune abilities will almost always cause this to happen to some degree. --- Special Skills List ------------------------------------------------------- Elemental Sword Runes --------------------- The 5 nearly identical runes usable by every fighter. Rank 1: Elemental Force Effect: Change terrain elements Range : 4 Area : 5 panels Rank 2: Greater Elemental Force Effect: Change terrain elements Range : 4 Area : 13 panels Rank 3: Elemental Magic Sword Effect: 1.0 * normal damage + MAG stat, change terrain element Range : Equal to the character's normal attack Other : Gain the Magic Sword effect, which has a number of great benefits 1. Deal extra defense-ignoring damage based on your MAG stat 2. Leave an elemental trail wherever you move 3. The element of the panel you're standing on CANNOT be changed Notes : Certain elements can cause status ailments on the initial attack - Thunder (stun), Cyclone (sleep) and M. Earth (unbalance) ===================== Weapon-Specific Runes ===================== Eagle Rune ---------- Special Skill Rune for missile (throwing) weapon users. Throwing weapon users can also use the Kangacorn Rune. Rank 1: Clairvoyance Effect: 0.7 * normal damage, 1 target Range : 6 panels Notes : The game incorrectly says that your accuracy is halved Rank 2: Piercing Shot Effect: 1.5 * normal damage, area attack Area : 4 panels (T-shaped) Other : User becomes unbalanced Rank 3: Smoking Shot Effect: 1.0 * normal damage, area attack, can cause Bucket status Area : 12 panels (2 panel radius around user) Other : User becomes unbalanced Gozz Rune --------- Special Skill Rune for axe users. (Note: the manual incorrectly tranlates this as the Minotaur rune.) Rank 1: Helmet Split Effect: 1.5 * normal damage, 1 target Range : Melee Other : User becomes unbalanced Rank 2: Earth Split Effect: 0.5 * normal damage, area attack, can cause Unbalance Area : 12 panels (2 panel radius around user) Other : User becomes unbalanced Rank 3: Crusher Effect: 2.0 * normal damage, 1 target Range : Melee Other : User becomes unbalanced Hawk Rune --------- Special Skill Rune for archery. Most archers can also use the Giant Owl Rune (Seneca can not). Rank 1: Shadow Weave Effect: Can cause Shadow Weave status, 1 target (no damage) Range : 2-3 panels Notes : the Shadow Weave status prevents movement, but still allows actions Rank 2: Strong Arm Effect: 1.5 * normal damage, 1 target Range : 2-3 panels Other : User becomes unbalanced Rank 3: Dance of the Hawk Effect: 1.0 * normal damage, area attack, can cause Shadow Weave status Area : 20 panels (2-3 panel radius around user) Other : User becomes unbalanced Lion Rune --------- Special Skill Rune for claw users. Rank 1: Piercing Claw Effect: 1.0 * normal damage, 1 target Range : Melee Other : Tries to impale the target Rank 2: Shredding Claw Effect: 1.5 * normal damage, area attack Area : 3 horizontal panels in front of user Rank 3: Beast King Claw Effect: 2.0 * normal damage, 1 target Range : Melee Other : User loses 20% of current HP, tries to impale the target Titan Rune ---------- Special Skill Rune for great-sword users. Rank 1: Giant's Hand Effect: 1.0 * normal damage, 1 target Range : Melee Other : User loses 10% of current HP Rank 2: Giant's Foot Effect: 1.5 * normal damage, 1 target Range : Melee Other : User loses 20% of current HP Rank 3: Giant's Roar Effect: 1.2 * normal damage, area attack Area : 8 panels surrounding the user Other : User loses 30% of current HP Notes : The brief tool-tip in the game wrongly says that it deals x1.5 damage, but the detailed tool-tip gives the correct damage. Unicorn Rune ------------ Special Skill Rune for spear-fighting. Spear fighters can also use the Kangacorn Rune and Giant Owl Rune. Rank 1: First Style Effect: 1.0 * normal damage, area attack Area : 2 panels straight forward Other : User becomes unbalanced Rank 2: Second Style Effect: 1.2 * normal damage, area attack Area : 3 panels straight forward Other : User becomes unbalanced Rank 3: Third Style Effect: 1.5 * normal damage, area attack Area : 4 panels straight forward Other : User becomes unbalanced Viper Rune ---------- Special Skill Rune for one-handed sword users. One-handed sword users can also use the Kangacorn Rune and Giant Owl Rune. Rank 1: Poison Slash Effect: 1.0 * normal damage, 1 target, can cause Poison Range : Melee Rank 2: Viper Bite Effect: 1.0 * normal damage, 1 target, can cause Instant Death Range : Melee Rank 3: Hydra Effect: 1.0 * normal damage, area attack, can cause Poison Area : 8 panels surrounding the user White Tiger Rune ---------------- Special Skill Rune for hand-to-hand fighters. Rank 1: Gather Strength Effect: Double ATK power for user's next attack (normal, special, or counter) Range : Self only Other : Cannot redouble ATK power Rank 2: Steel Curtain Effect: Increase PDF by 50% until user's next turn Range : Self only Other : Disables counterattacks Rank 3: Air Shot Effect: 2.0 * normal damage, area attack Area : 3 panels straight forward Other : User becomes unbalanced ============= Mounted Runes ============= Kangacorn Rune -------------- Special Skill Rune for use while riding Kangacorns. Kangacorns can be used by all one-handed sword/spear/missile-weapon users. Rank 1: Rush Effect: 2.0 * normal mounted damage, 1 target Range : Melee Other : User loses 20% of current HP, tries to impale the target Rank 2: Kangacorn Spirit Effect: Temporarily gain Berserk, PDF Up, and MDF Up status effects Range : Self only Giant Owl Rune -------------- Special Skill Rune for use while riding Giant Owls. Giant Owls can be used by all one-handed sword/spear users and most archers. Rank 1: Wind Blade Effect: 0.5 * normal mounted damage, area attack Area : 5 panel cross in front of user Rank 2: Owl Heart Effect: Temporarily gain Berserk, Accuracy Up, Evasion Up status effects Range : Self only =================== Unique Weapon Runes =================== Swallow Rune ------------ Special Skill Rune for Kyril. (permanently attached to his left hand) Rank 1: Flying Swallow Effect: 0.8 * normal damage, 1 target Range : Up to 3 panels in a straight line Notes : It can only target the nearest unit within range. Rank 2: Flying Swallow Cut Effect: 0.5 * normal damage, area attack Area : 8 panels surrounding the user Rank 3: Flying Swallow Slash Effect: 3.0 * normal damage, 1 target Range : Melee Notes : Cannot be learned until a certain event late in the story. Falcon Rune ----------- Special Skill Rune for Kika. (permanently attached to her left hand) Rank 1: Falcon Slash Effect: 1.2 * normal damage, 1 target Range : Melee Rank 2: Falcon Thrust Effect: 2.0 * normal damage, 1 target Range : Melee Rank 3: Falcon Storm Thrust Effect: 3.0 * normal damage, 1 target Range : Melee Other : User becomes unbalanced Shrike Rune ----------- Special Skill Rune for Mizuki. (permanently attached to her left hand) Rank 1: Shrike Impale Effect: 1.0 * normal damage, 1 target Range : Melee Other : Impales the target Rank 2: Skull Thrust Effect: 1.5 * normal damage, 1 target, can cause Stun Range : Melee Rank 3: Piledriver Effect: 2.0 * normal damage, 1 target, can cause Stun Range : Melee Other : User loses 20% of current HP Notes : The game says it can sometimes deal x0.5 damage, but it never does. Red Rose Rune ------------- Magnificent Skill Rune for Reinbach. (permanently attached to his head) Rank 1: Red Rose Etude Effect: 1.0 * normal damage, 1 target, can cause Sleep Range : Melee Rank 2: Red Rose Minuet Effect: Can cause Sleep, area effect (no damage) Area : 12 panels (2 panel radius around user) Rank 3: Red Rose Rondo Effect: 0.8 * normal damage, area attack, can cause Sleep Range : 12 panels (2 panel radius around user) Other : Allies affected are put in a bad mood in addition to the damage/sleep. =============================================================================== 3.) Magic Runes =============================================================================== Unlike in past Suiko games, magic can only be used by the small number of true mages this time around. There are no restrictions on which casters can equip which runes, but they won't have the magic skill to get the most out of their negative affinity element. General info and tips: -The Elemental Magic skills improve spell power and casting time, and at rank S will even give +1 range to all spells of that element. -Magic damage is always non-elemental; the only effect of a spell's element is what the terrain will be changed to. -Spells for most elements have a default range of 4 panels, but Lightning spells have 5 range, and Wind spells have 6 range. -Support spells might actually weaken a unit, depending on elements. They can hurt you if you're not careful, or you could even use them for offense. -The Wizard rune is one of the best runes for any caster. It tilts the balance from a spell just being good, to being very powerful. -The Extra Move skill works very well with non-instant spells. Instead of the usual hit-and-run effect, it lets you move your *full* range again after you activate/cancel a casted spell. Healing spells don't have an actual power listed, so I've tried to list the relative power of the heal. Unless noted otherwise, spells do not distinguish between allies or enemies, and will affect all units equally. --- Spells List --------------------------------------------------------------- ================== Common Magic Runes ================== Fire Rune --------- Magic Rune that enables fire magic. Rank 1: Flame Force Power : N/A Range: 4 Speed : Instant Area : 5 panels Effect: Change terrain element to Fire. Rank 2: Flaming Arrows Power : 35 Range: 4 Speed : Instant Area : 1 panel Effect: Damage one unit, change terrain to Fire. Rank 3: Blazing Wall Power : 30 Range: Infinite Speed : Fast Area : All fire terrain Effect: Damage all units on fire panels. Rank 4: Explosion Power : 55 Range: 4 Speed : Medium Area : 13 panels Effect: Damage all units in affected area, change terrain to Fire. Water Rune ---------- Magic Rune that enables water magic. Rank 1: Water Force Power : N/A Range: 4 Speed : Instant Area : 5 panels Effect: Change terrain element to Water. Rank 2: Kindness Drops Power : Full heal Range: 4 Speed : Instant Area : 1 panel Effect: Fully heal HP and status, change terrain to Water. Rank 3: Breath of Ice Power : 30 Range: 4 Speed : Fast Area : 9 panels Effect: Damage all units in affected area, change terrain to Water. Rank 4: Kindness Rain Power : Strong Range: 4 Speed : Medium Area : 9 panels Effect: Heal HP and status of all affected units, change terrain to Water. Lightning Rune -------------- Magic Rune that enables lightning magic. Rank 1: Lightning Force Power : N/A Range: 4 Speed : Instant Area : 5 panels Effect: Change terrain element to Lightning. Rank 2: Thunder Runner Power : 35 (center) Range: 5 Speed : Instant Area : 5 panels Effect: Damage units in area, low chance to stun, change terrain to Lightning. Notes : Outer panels do minimal damage, but can still stun. Rank 3: Berserk Blow Power : 70 Range: 5 Speed : Fast Area : 1 panel Effect: Damage one unit, change terrain to Lightning. Rank 4: Heavenly Thunder Power : 50 Range: Infinite Speed : Slow Area : All lightning terrain Effect: Damage all units on lightning panels. Wind Rune --------- Magic Rune that enables wind magic. Rank 1: Wind Force Power : N/A Range: 4 Speed : Instant Area : 5 panels Effect: Change terrain element to Wind. Rank 2: Wind of Sleep Power : N/A Range: 6 Speed : Instant Area : 5 panels Effect: Attempt to put units in area to Sleep, change terrain to Wind. Notes : The center panel has a 70% higher chance of success. Rank 3: Healing Wind Power : Moderate Range: 6 Speed : Fast Area : 5 panels Effect: Heal all units in affected area, change terrain to Wind. Rank 4: The Shredding Power : 45 Range: 6 Speed : Fast Area : 13 panels Effect: Damage all affected units, change terrain to Wind. Earth Rune ---------- Magic Rune that enables earth magic. Rank 1: Earth Force Power : N/A Range: 4 Speed : Instant Area : 5 panels Effect: Change terrain element to Earth. Rank 2: Clay Guardian Power : N/A Range: 4 Speed : Instant Area : 5 panels Effect: PDF Up and MDF Up to all affected units, change terrain to Earth. Rank 3: Vengeful Child Power : N/A Range: 4 Speed : Instant Area : 1 unit Effect: Grants one-time immunity to all abilities, change terrain to Earth. Rank 4: Earthquake Power : 60 Range: 4 Speed : Slow Area : 13 panels Effect: Randomly hits 10 panels in affected area, change terrain to Earth. Notes : It randomly targets *panels*, so it can completely miss a unit or hit multiple times. Flying enemies are immune. =================== Greater Magic Runes =================== Rage Rune --------- Magic Rune that enables more powerful fire magic. Rank 1: Rage Force Power : N/A Range: 4 Speed : Instant Area : 13 panels Effect: Change terrain element to Fire. Rank 2: Blazing Wall Power : 30 Range: Infinite Speed : Fast Area : All fire terrain Effect: Damage all units on fire panels. Rank 3: Explosion Power : 55 Range: 4 Speed : Medium Area : 13 panels Effect: Damage all units in affected area, change terrain to Fire. Rank 4: Final Flame Power : 80 Range: 4 Speed : Slow Area : 13 panels Effect: Damage all units in affected area, change terrain to Fire. Flowing Rune ------------ Magic Rune that enables more powerful water magic. Rank 1: Flowing Force Power : N/A Range: 4 Speed : Instant Area : 13 panels Effect: Change terrain element to Water. Rank 2: Breath of Ice Power : 30 Range: 4 Speed : Fast Area : 9 panels Effect: Damage all units in affected area, change terrain to Water. Rank 3: Kindness Rain Power : Strong Range: 4 Speed : Medium Area : 9 panels Effect: Heals HP and status of all affected units, change terrain to Water. Rank 4: Silent Lake Power : N/A Range: 4 Speed : Instant Area : 49(!) panels Effect: 100% Silence to all affected enemies, change terrain to Water. Notes : Allies are safe from the silence. Thunder Rune ------------ Magic Rune that enables more powerful lightning magic. Rank 1: Thunder Force Power : N/A Range: 4 Speed : Instant Area : 13 panels Effect: Change terrain element to Lightning. Rank 2: Berserk Blow Power : 70 Range: 5 Speed : Fast Area : 1 panel Effect: Damage one unit, change terrain to Lightning. Rank 3: Heavenly Thunder Power : 50 Range: Infinite Speed : Slow Area : All lightning terrain Effect: Damage all units on lightning panels. Rank 4: Furious Blow Power : 100 Range: 5 Speed : Slow Area : 1 panel Effect: Damage one unit, change terrain to Lightning. Cyclone Rune ------------ Magic Rune that enables more powerful wind magic. Rank 1: Cyclone Force Power : N/A Range: 4 Speed : Instant Area : 13 panels Effect: Change terrain element to Wind. Rank 2: Healing Wind Power : Moderate Range: 6 Speed : Fast Area : 5 panels Effect: Heal all units in affected area, change terrain to Wind. Rank 3: The Shredding Power : 45 Range: 6 Speed : Medium Area : 13 panels Effect: Damage all units in affected area, change terrain to Wind. Rank 4: Shining Wind Power : 50 Range: Infinite Speed : Slow Area : All wind terrain Effect: Heal all allies and damage all enemies on wind panels. Mother Earth Rune ----------------- Magic Rune that enables more powerful earth magic. Rank 1: Mother Earth Force Power : N/A Range: 4 Speed : Instant Area : 13 panels Effect: Change terrain element to Earth. Rank 2: Vengeful Child Power : N/A Range: 4 Speed : Instant Area : 1 unit Effect: Grants one-time immunity to all abilities, change terrain to Earth. Rank 3: Earthquake Power : 60 Range: 4 Speed : Slow Area : 13 panels Effect: Randomly hits 10 panels in affected area, change terrain to Earth. Notes : It randomly targets *panels*, so it can completely miss a unit or hit multiple times. Flying enemies are immune. Rank 4: Canopy Defense Power : N/A Range: 4 Speed : Slow Area : 13 panels Effect: Magic/skill immunity to all affected, change terrain to Earth. Rune of Punishment ================== Rune governing atonement and forgiveness. Unique rune, permanently attached to Hero IV's left hand. Rank 1: Eternal Ordeal Power : 40 Range: 6 Speed : Instant Area : 1 panel Effect: Damage one unit. Rank 2: Double-Edged Sword Power : 10 Range: 6 Speed : Fast* Area : 9 panels Effect: Randomly hits units within area 8 times. Notes : Unlike Earthquake, all 8 attacks from this will always hit, even against 1 target. It becomes instant-cast at Punishment magic rank A. Rank 3: Voice of Death Power : N/A Range: 6 Speed : Instant Area : 1 panel Effect: High chance of causing Instant Death to target. Rank 4: Everlasting Mercy Power : 80 Range: 6 Speed : Slow Area : 25 panels Effect: Heal all allies and damage all enemies in affected area. =============================================================================== 4.) Passive Runes =============================================================================== These runes don't grant new abilities, but they can enhance your characters in other ways, as well as grant some unique benefits. Passive runes make an ideal complement for a character who already has some nice abilities, or a worthwhile primary rune for characters with low MP. When using passive runes, it's important to focus on what a character's best at. These won't do much to balance anyone's weakness, but they can have a huge effect if you try to enhance a character's natural strengths. ---- Effects List ------------------------------------------------------------- Offensive Runes =============== Passive runes usable by any fighter or caster. Balloon Rune Effect: Moderate chance that regular attacks will add 1 Balloon to target. Bucket Rune Effect: Moderate chance to cause Bucket status with regular attacks. Drain Rune Effect: User is healed for 30% of damage inflicted when scoring a critical hit. Hunter Rune Effect: Reduces regular attack damage by 90%, but ensures that the enemy will drop any available items if you kill it with that attack. Special attacks deal normal damage, but will only cause a normal drop rate. Killer Rune Effect: Increases chance to score a critical hit. Silence Rune Effect: Moderate chance to cause Silence with regular attacks. Warrior Rune Effect: Subtracts half of PDF stat and adds that same amount to STR. Wizard Rune Effect: Subtracts half of MDF stat and adds that same amount to MAG. Defensive/Miscellaneous Runes ============================= Passive runes usable by anyone, including support characters. Champion's Rune Effect: Increases enemies' levels. Only effective in battles where the enemies adjust to your party's levels (Obel ruins, some quests, etc.). Works even if the character with the rune isn't used in battle. Counter Rune Effect: Increases dodge rate and counter rate. Fortune Rune Effect: Increases exp gained by 30% when attacking, using rune abilities, or using co-op attacks. You will NOT gain extra experience for using items or support abilities (Dig, First Aid, etc). Gale Rune Effect: Increases SPD by 20%. Prosperity Rune Effect: Increases the amount of potch gained from defeated units. Rune of Balance Effect: Makes wearer immune to becoming unbalanced. Skunk Rune Effect: Makes enemies less likely to target the skunk rune user (only effective if other possible targets are within the enemy's range). Sunbeam Rune Effect: 5% HP healed per turn. Violence Rune Effect: Automatically gain Berserk, PDF Up and MDF Up status effects when wearer is knocked below 50% HP. Unique passive runes ==================== Chameleon Rune Permanently attached to Mitsuba's head slot Effect: Changes Mitsuba's +Affinity element to match the day of the week. Charm Rune Permanently attached to Jeane's head slot Effect: Allows any nearby ally to protect Jeane, regardless of good will. Firefly Rune Permanently attached to Eugene's head slot Effect: Greatly increases the chance that enemies will target Eugene if he's within their range. Mischief Rune Permanently attached to Noah's left hand slot Effect: Gives Noah a low chance to cause random status ailments while stealing. =============================================================================== 5.) Rune Locations =============================================================================== While most orbs/runes can be bought at various shops, there are some that can only be found through other means, and might require some explaining before I get on to the list. Repeatable Maps --------------- The rarest runes can only be found on these maps, and it's important to know what determines when they appear. There are 3-4 different variations of each monster hunting map and Obel ruins floor, with each variation having a unique set of enemies and treasure. Only one variation will have the rare orb, so I'll be listing the enemy set along with the rune locations so you know when you have the right map. Which variation you get is entirely random (even the Obel ruins floors are determined independently of each other), so don't get discouraged if it takes a few resets to get the right map. When you do get it, always leave one harmless elemental alive until you find the item. After you get an item, it won't ever reappear until your next playthrough. Chiepoo's shop -------------- His inventory changes depending on how successful he is. You can help his business by doing quests from Chiepoo & Co., or hurt it by doing quests from X & Co. When Chiepoo's poor, he has a number of rare runes available, but almost nothing else. When he's wealthy, his shop has another rare rune, great armor, and can give you access to extra characters. The best way to handle it is to do Chiepoo & Co. quests until you get the Champion's Orb and the mercenaries, then start on the X & Co. quests to get the remaining runes. Dragons & the Elemental Chambers -------------------------------- After you've cleared the Obel Ruins once, you'll gain access to the elemental chambers on the 6th floor for all future trips. The chamber you'll get is based on the day of the week (e.g. if you go through the ruins on Wind day, the 6th floor will be the Cyclone Chamber). While the chambers will sometimes have greater magic runes buried or in chests, you don't want to go all the way through the ruins just to get the wrong variation of the map. It's much more reliable to kill the elemental dragons in each chamber for the runes, because if they don't drop one, then you can just retry the map until they do (that's Start -> Retry, no need to go through the ruins again). --- Common Orb Locations ------------------------------------------------------ Skill Runes Cost Location ----------------------------------------------- Rage Sword Orb | 600 Potch | Any rune shop Flowing Sword Orb | 600 Potch | Any rune shop Thunder Sword Orb | 600 Potch | Any rune shop Cyclone Sword Orb | 600 Potch | Any rune shop M. Earth Sword Orb | 600 Potch | Any rune shop Eagle Orb | 1000 Potch | Merseto, Middleport, Obel Gozz Orb | 1000 Potch | Merseto Hawk Orb | 1000 Potch | Merseto, Middleport, Na-Nal, Obel Lion Orb | 1000 Potch | Merseto Titan Orb | 1000 Potch | Merseto, Na-Nal Unicorn Orb | 1000 Potch | Merseto, Obel Viper Orb | 1000 Potch | Merseto, Na-Nal, Obel, Razril White Tiger Orb | 1000 Potch | Merseto Kangacorn Orb | 1000 Potch | Graska, Merseto Giant Owl Orb | 1000 Potch | Graska, Small Border Village Magic Runes Cost Location ----------------------------------------- Fire Orb | 500 Potch | Any rune shop Water Orb | 500 Potch | Any rune shop Lightning Orb | 500 Potch | Any rune shop Wind Orb | 500 Potch | Any rune shop Earth Orb | 500 Potch | Any rune shop Passive Runes Cost Location -------------------------------------------- Balance Orb | 10000 Potch | Iluya, Na-Nal Balloon Orb | 1000 Potch | Chiepoo's poor shop, pre-equipped on Champo Bucket Orb | 1000 Potch | Chiepoo's poor shop, Pirate's Nest (bargain) Champion's Orb | 10000 Potch | Chiepoo's wealthiest shop Counter Orb | 3000 Potch | Haruna, Iluya Gale Orb | 3000 Potch | Haruna, Iluya Hunter Orb * | 10000 Potch | Chiepoo's poor shop Killer Orb | 5000 Potch | Haruna, Na-Nal (bargain) Silence Orb | 1000 Potch | Chiepoo's poor shop Sunbeam Orb | 6000 Potch | Chiepoo's shop (always available) Warrior Orb | 30000 Potch | Haruna Wizard Orb * | 30000 Potch | Small Border Village *I've listed alternate locations for these orbs below. The wizard orb can even be found a while before it can be bought. --- Rare Orb Locations -------------------------------------------------------- =================== Greater Magic Runes =================== Rage Orb: -Digging inside the Graska Palace story battle (buried near the throne) -Sometimes dropped by Rage Dragons in the Obel Ruins -The Rage Dragon Egg quest can let you fight a Rage Dragon without going all the way through the ruins Flowing Orb: -Pre-equipped on Simeon -Sometimes dropped by Flowing Dragons in the Obel Ruins Thunder Orb: -Pre-equipped on Jeane -Sometimes dropped by Thunder Dragons in the Obel Ruins Cyclone Orb: -Pre-equipped on Roget -Sometimes dropped by Cyclone Dragons in the Obel Ruins Mother Earth Orb: -Story battle at the Small Border Village (in the chest at the far corner) -Sometimes dropped by Mother Earth Dragons in the Obel Ruins ============= Passive Runes ============= Drain Orb: -Digging on the 2nd floor of the Obel ruins (buried along the back wall) Enemy set: 5 Fly Lizards, 4 Skeletons, 4 different elementals Fortune Orb: -Digging at Terana Plains (buried shortly in front of the starting point) Enemy set: 2 Savage Sprouts, 2 Wind Elementals, 3 Furballs, 3 Ostrich Men, 3 Ostrich Ladies Hunter Orb: -Digging in the first story battle at the Imperial City of Graska (buried low on the steps, near a group of fishmen) Prosperity Orb: -Digging on the 4th floor of the Obel Ruins (buried on the left platform) Enemy set: 2 Water Spirits, 2 Earth Spirits, 2 Wind Spirits, 1 Water Elemental, 1 Earth Elemental, 1 Wind Elemental Skunk Orb: -Digging at Xasta Grasslands (buried near the back-left corner) Enemy set: 3 Ostrich Men, 3 Ostrich Ladies, 2 Horned Behemoths, 2 Elementals Violence Orb: -Digging in the Graska Palace story battle (buried midway along the left side) -Chest on the 5th floor of the Obel ruins, after the water drains Enemy set: 3 Golems, 1 Lightning Spirit, 1 Fire Elemental, 4 Fly Lizards, 2 Red Skeletons, 2 Blue Skeletons, 2 Yellow Skeletons Wizard Orb: -Digging at the Terana Plains story battle (buried shortly past where the bounty hunter starts) =============================================================================== 6.) Character List, by Rune =============================================================================== Fighters ======== Every fighter can equip elemental sword runes, all passive runes, and most can also equip 1-3 other special skill runes depending on their weapon type. No extra skill runes: Charlemagne, Rita Eagle & Kangacorn runes: Kate, Sigurd Gozz rune: Dario, Nalleo Hawk rune: Seneca Hawk & Giant Owl runes: Flare, Frederica, Yellow Mercenary Lion rune: Akaghi, Champo, Mizuki, Nalkul, Wendel Titan rune: Axel, Coop, Mitsuba, Selma Unicorn, Kangacorn & Giant Owl runes: Blue Mercenary, Busk, Eugene, Lino En Kuldes, Ornela, Rachel, Reinhold Viper, Kangacorn & Giant Owl runes: Ameria, Gretchen, Hervey, Jeremy, Jewel, Kenneth, Millay, Paula, Red Mercenary, Snowe, Tal, Trishtan White Tiger rune: Karl, Lalacle Unique runes: Hero IV (Rune of Punishment), Kika (Falcon), Kyril (Swallow), Mizuki (Shrike), Reinbach (Red Rose) Casters ======= All casters can use all magic runes and all passive runes. However, they each lack the elemental magic skill for their natural -Affinity element. Fire mages: Katarina, Maxine Water mages: Corselia, Mercenary Leader, Simeon Lightning mages: Andarc, Jeane Earth mage: Pablo Wind mage: Roget Support Characters ================== These characters are limited to only equiping defensive and miscellaneous passive runes: Carrie, Cedric, Ema, Gary, Noah, Rene, Yu =============================================================================== 7.) Legal Info =============================================================================== This document is Copyright 2005-2006 Brad Wayne. This guide was written for www.gamefaqs.com and its related sites. If you wish to host this guide on your site, then I ask that you please request permission first. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. =============================================================================== 8.) Credits =============================================================================== Angelis_Taleria, for info about how Extra Move works with casted spells. Ceyx_7, for the location of the Prosperity Orb. KFCrispy, for a variety of useful information. Magus Eternal, for MP totals past 60 Skill/Magic. wolfgard hannusen, for the locations of the Fortune Orb and the Drain Orb. The rest of the Gamefaqs and Suikosource boards, because I'm sure there's more info that I learned from them which helped in making this faq. GameFAQs itself - not just Ceejus, but all the people that contribute to and work on my favorite site. Konami, for making the best Suiko game in a long time. --- -yeb