Magic
MAGIC IN ROMANCING SAGA 2
In battle, your characters can use spells, at the cost of MP (Magic Points), to affect foes or friends.
There are 6 schools of magic:
- Pyrology (Fire magic)
- Hydrology (Water magic)
- Terrology (Earth magic)
- Aerology (Wind magic)
- Cosmology (Heavenly/Light magic)
- Umbrology (Dark magic)
Fire/Water, Earth/Wind, Light/Dark are opposites and are mutually exclusive (e.g. if a character knows Fire spells they can learn Water spells only at the cost of forgetting Fire magic altogether) so one character can only have spells from 3 schools of magic at most.
Each character has a Spell Inventory in which they can store (remember) 8 spells at most.
LEARN MAGIC & SPELLS
Some characters come with default spells (see the Characters section for specifics) and Gerard can learn Fireball at the start.
Besides these limited spells, there are 2 requirements for you to learn spells:
- you must build the Magic Research Facility
- you must use spells to raise your Magic MLVs in order to unlock new spells.
Building the Magic Research Center is a Throne Event triggered by your Emperor having at least 25 MP. It costs 1mG.
Located at the N-W exit of the town of Avalon, the mages there (whom you can recruit) will provide spells for you to learn for each magic type.
As you raise your magic Master Levels (MLVs) by using spells in battle, more spells become readily available to learn, and Fusion Spells to research (for an additional 500kG each). See also the Master LVs section.
The Cosmology Fusion spells also require you to build the University and graduate from it.
Umbrology (Dark Magic) is only accessible if you have let Mt. Comroon erupt and retrieved the Ancient Tome at the bottom of the Emerged Island.
Note: On the Remaster, you can recruit Diviners, who come with default Umbrology spells: as your UM MLV goes up, you will be able to access higher spells (even Shadow Servant), although randomly, when you recruit them, even if you have not unlocked the Umbrology Research Facility.
To learn a new spell, talk to a mage (usually the one at top center), choose the character you want to teach the spell to, choose the spell, confirm.
Spell order can be rearranged in each of your characters' Spell Inventory screen (Select Menu).
Each character can have at most 8 spells handy.
Unlike techs, a spell can only be erased by another spell (when your spell list is complete), or by learning the opposite type of magic (which will erase all spells from the previous magic).
Notes:
- SFC: To learn Fire and Wind spells, you must have a full party (otherwise the mages will only ask to join).
- If you rely on the Strategist's plan to infiltrate Bokhohn's landship, you cannot recruit Strategists or learn Cosmology during the event (the Strategist being busy elsewhere).
- If any character can learn spells, not all characters are suited to use magic efficiently: it is important to have adequate relevant stats. For recovery spells, the relevant stat is MAG; for most damage spells, MAG and the difference between MAG and LOG; for Umbrology, LOG. For details and exceptions, see the Spell Damage Formulae section and the Healing Section. Nevertheless, note that stats are irrelevant when casting certain spells (e.g. magic shields).
- Reminder: Magic Master LVs (MLVs) go up as you use spells in battle. You will gain Technical Points (TP) for every type of magic used per character who has used it. E.G. if all 5 characters have used Cosmology during a battle, the COS MLV will go up by about 5x TP gain for that battle (see specific TP Gain Calculation in the Victory! section). Consequently, it can be efficient to have everyone use all or as many types of magic as possible every time (especially during boss battles) to maximize the TP gain.
- Recommendations: Magic is superfluous but unarguably helpful, the most useful basic spells (minor grinding may be required) being probably: all healing spells (esp. the cheap HY spell Life Water; see the Healing Section for details), Physic Water (HY), Sword Barrier (COS MLV 20), Missile Shield (AE MLV 8, sporadically), Self-Immolation (PY, sporadically). While the most useful advanced spells (grinding compulsory) are arguably: Revive (PY MLV 29), Gilden Shield (TE MLV 28), Elixir (HY+TE MLV 15), Shadow Servant (UM MLV 30), and for attack: Galactic Rift (COS MLV 30) or Crimson Flare (COS+PY MLV 25). For examples of concrete endgame set ups, see the Strategies & Tactics for the Seven Heroes. The most basic spells are also useful to change the battle environment to prevent enemies from HP-regenerating.
MAGIC SPELLS
Each magic has a set of 5 spells.
Besides these basic spells, there are also fusion spells, which require your character to have 2 adequate, specific magics to be able to learn them.
Reminder: most spells must be unlocked by raising your MLVs (spells will be readily available at the Magic Research Center when the required MLV is met); additionally, fusion spells must be researched (500kG per spell, available to learn in the next generation), and Cosmology fusion spells also need the University to unlock.
General traits:
- Spells always hit the target, except HP Drain or LP attack spells which may miss (accuracy roll). Nevertheless, spells may be ineffective if the target is immune to the type of damage or effect of the spell (either because they have a DEF > 128 against the spell's attribute, or because they have a specific status ailment immunity). Which means that if the target has no specific immunity, damage will always be dealt; but there is always a chance (effect application roll) that the target may resist status ailments.
- Casting a spell prevents Shield activation (except, curiously, Entangle).
- Spells cannot be countered by enemy Counter techs.
- The MP amount required to activate the spell is consumed only if the spell is cast. (If your character is incapacitated before casting, their MP won't decrease.)
- If the initial target of the spell cannot be targeted anymore (enemy defeated / ally down, LP-killed..), the spell is redirected to a new randomly selected target.
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PYROLOGY Fireball Self-Immolation Flame Whip Sunspot Destroyer Revive |
HYDROLOGY Life Water Physic Water Mist Cover Water Dance Hasten time |
TERROLOGY Gilden Strength Entangle Earth Heal Stone Shower Gilden Shield |
AEROLOGY Blades of Wind Air Screen Missile Shield HP Absorb Fujin Blade |
COSMOLOGY Light Ball Moonlight Sunlight Sword Barrier Galactic Rift |
UMBROLOGY Wracking Horror Claw Extend Deadly Drive Shadow Servant |
| |||||
PY + TE Firewall Heat Hand PY + AE Heat Wind Firestorm |
HY + TE Elixir Dragon Pulse HY + AE Cyclone Twist Lightning |
COS + PY Saint Fire Crimson Flare COS + HY Diamond Dust Prism Light |
COS + TE Arc Lightning Light Wall COS + AE Faerie Glow Solar Wind |
UM + PY Hellfire Ghost Light UM + HY Poisonous Blow Ill Storm |
UM + TE Sand Storm Wraith Form UM + AE Dark Wash Vortex |
Notes about (De)Buffs:
- Similar stat-altering spells do not stack/cumulate (the latest spell overwrites the value of the previous one).
- Water Dance and Air Screen can be applied on the same character, providing increased DEF against SL BL ST SH HE BO attacks by [LV÷3 +2]. The relevant LV for Heat and Bolt DEF are obviously respectively HY LV and AE LV, but for SL BL ST SH it is that of the last spell cast. These spells are unfortunately not exceedingly powerful (at most +18 DEF with LV=50) and their effect barely noticeable (but it is better than nothing) in a regular (no grinding) playthrough.
- For more details see the Buff & Debuff section.
Notes about Magic Shields:
Party Magic Shields - Missile Shield, Firewall and Light Wall - are mutually exclusive (the most recent spell applies).
Personal Magic Shields - Sword Barrier, Self-immolation and Gilden Shield - are mutually exclusive (the most recent spell applies).
If a character gets knocked out (down, LP-1), all individual magic shields for that character disappear and must be cast again.
Gilden Shield evasion rate varies depending on the Attributes of the attack:
- (SL, BL or ST)+(SH, HE, CO, BO or STS) = 100% for: *Moonfall Slash, Swarm, *Lightning Slash, Final Strike, *Dancing Sword, Lightning Thrust, Skewer, Ki Blast, Salamander Claw, Blades of Wind, Diamond Dust, Sandstorm, Blade Net (and the ally-only attacks: Prominence, Scattered Petals, *Boomerang, Snake Shot, Evil Crush).
- (SL BL ST) or (SH) = 65%. These include a number of attacks that a regular shield cannot evade: Tomahawk, Mega Thrust, Mad Biter, Stone Shower, Poisonous Blow, Splinter, Stomp.. (and the ally-only attacks: Prism Blade, Still Blade, Dark Blade, Reverse Delta, Sky Drive, Short Sword basic attack, Shock Rush, Sidewinder, Screwdriver, Glamor Blade, Eulogy, *Floral Extravaganza, Quick Arrow).
Vortex cancels most Magic Shields: Self-immolation, Mist Cover, Sword Barrier, Gilden Shield, Phantom Chivalry and kills Wraith Form.
Phantom Chivalry (Amethyst Axe tech) is also a Magic Shield. It creates an exact copy of the character (ideally buffed) at the time when the tech is used. It cannot copy Reviver or Shadow Servant, but it is compatible with Mist Cover (the double also has Mist Cover when the tech is activated, and when the double is killed the original character retains their initial Mist Cover).
Reviver acts as an auto-healing spell on stand-by, and does not interfere with anything, including magic shields, which remain operational even after Reviver has activated, or Status ailments (a poisoned character will remain so).
Note that buffs, like Air Screen & Water Dance, do not interfere with Magic Shields.
Note on the following Tables
The name of the spell is that of the Remaster. Next to the name is the (MP Cost) of the spell. Below is the mined data ID value and the name in the original Japanese, for reference.
The Target can be: one enemy (1E), one row only (Row), all enemies (All), all units on the battlefields (ALL), one ally (1P), all allies (Party), or Self. Additional specifics: in the Special column.
Acc is an accuracy value (the higher the better); also follow the stats which influence the accuracy roll (to determine whether the attack hits or misses).
Evade regroups Eva, a corrective value to the enemy's evasion rate and the stats (the Enemy's) which influence the evasion roll (to determine if the effect is applied or not). e.g. (E)STSDEF = Enemy Status Defense value.
Most spells do not have any Acc or Evade because they always hit.
Pwr is a base dmg indicator.
Then Stat gives the stat or the combination of stats & LV that determine the efficiency of the spell. It is usually the related Magic Level(s) and one of the following:
- MAG
- SplPwr = MAG + (MAG-LOG)x2
- WndCut = MAG + (MAG-LOG), for Blades of Wind only
- LOG
- DrkPwr = LOG+MAG, only for Hellfire, Poisonous Blow & Sandstorm.
See the Spell Dmg Formulae section for details.
Type details the Types/Attributes of the spell:
- Physical: SL (Slash), BL (Blunt), ST (Stab), SH (Shot)
- Magical: HE (Heat), CO (Cold), BO (Bolt), STS (Status)
Monsters have defenses (and possibly immunities) against all these categories.
Spells that do not have any Type ('None') negate all enemy defenses (i.e. the Def values from their equipped items, but not an enemy's defensive stance 50% bonus reduction).
Additionally: GR = Ground attack (GR attacks do not work vs. FL enemies).
See the Attributes section for details.
Attacks with an Element get their damage boosted (+25%) in the corresponding magic environment:
Fire (Pyrology), Water (Hydrology), Wind (Aerology), Earth (Terrology), Light (Cosmology), Dark (Umbrology)
See the Battle Magic Environment section below for details.
The Special column gives first, if applicable, the Magic LV(s) required to unlock the spell, then explains briefly the effect of the spell and give its possible extra characteristics.
Some spells may inflict a Status ailment. Blind, Stun (especially) and Paralysis are extremely useful throughout the game. See the Status section for details and the Accuracy Formulae sections for Status Ailment Attacks and Additional Effects for their respective activation rates and parameters.
- Blind: Light Ball, Crimson Flare, Sandstorm.
- Stun: Entangle, Wracking, Cyclone Twist.
- Paralysis: Flame Whip.
- Confusion: Horror (LV3), Prism Light (LV1).
- Charm: Ghost Light.
- Poison: Poisonous Blow, Ill Storm.
- Insta-death: Sunspot Destroyer.
There are two additional flags:
- Horror is related to the UM spell Horror, against which the monsters with Mind immunity, as well as some specific Races, are immune.
- Pressure concerns the UM spell Dark Wash, against which some monsters (e.g. most Bosses) are immune.
See also the Attributes section.
Some attacks deal a critical hit ('Crit vs. X') against a specific Race, gender or status.
For spells, there is just Sunlight (Crit vs. Undead enemies).
Note that Saint Fire only deals damage to Undead and Demon enemies.
Some spells (Firewall, Light Wall) have a peculiar delayed attack: the character plays as usual to set up the magic shield, but the attack activates after everyone on the battlefield has played. We have already seen in this Note about Magic Shields that Firewall, Light Wall (and Missile Shield) are mutually exlusive and that only the most recently cast spell applies.
This concerns also the delayed attack: if Firewall(s) and/or Light Wall(s) are used in the same turn, the spell played last overwrites the earlier spell(s), be that for the defense properties or for the delayed attack. Interestingly, even if the caster of the last spell cast does not have the sufficient LV to trigger the attack (PY+TE LV 26 for Firewall, COS+TE MLVL 26 for Light Wall), the attack occurs anyway if the previous spell caster does!
PYROLOGY 火
Fireball (1) C9 ファイアーボール |
Target | Pwr | Stat | Type | Element | Special |
1E | 2 | SplPwr | HE | Fire | Heat damage to one target. PY LV21: splash dmg (Mod=1) to surrounding enemies. |
Self-immolation (3) CA セルフバーニング |
Target | Pwr | Stat | Type | Element | Special |
Self | 5 | SplPwr | HE | Fire | Counter spell: when hit (direct physical hit only), deals damage to the enemy once. Magic Shield: protects from HE dmg while active. |
Flame Whip (4) CB フレイムウィップ |
Target | Pwr | Stat | Type | Element | Special |
1E | 4 | SplPwr | HE | Fire | Unlock: PY MLV 13. Heat attack. May Paralyze the target. |
Sunspot Destroyer (8) CC 黒点破 |
Target | Effect | Acc | Evade | Type | Special |
1E | LP -1 | 80 LOG |
(E)STSDEF 16 |
STS | Unlock: PY MLV 22. Target LP -1 if successful, i.e., for all intents and purposes: attempt to Insta-kill the target. Does not work on Undead (Zombie, Skeleton). |
Revive (18) CD リヴァイヴァ |
Target | Pwr | Stat | Type | Element | Special |
1P | x | x | x | x | Unlock: PY MLV 29. Automatically revives target (fully restores HP) when character's HP = 0 (instead of LP -1). |
HYDROLOGY 水
Life Water (1) CE 生命の水 |
Target | Pwr | Stat | Type | Element | Special |
1P | 4 | MAG HY | STS | x | Restores HP. HY LV9: cures Sleep. HY LV20: cures Paralysis. |
Physic Water (2) CF 元気の水 |
Target | Pwr | Stat | Type | Element | Special |
1P | x | x | STS | x | Cures all Status ailments except Petrification. |
Mist Cover (6) D0 霧隠れ |
Target | Pwr | Stat | Type | Element | Special |
1P | x | x | STS | x | Unlock: HY MLV 7. Target becomes Invisible (cannot be specifically targeted by friends or foes but can be hit by Hit-All attacks). |
Water Dance (2) D1 水舞い |
Target | Pwr | Stat | Type | Element | Special |
1P | x | x | STS | x | Unlock: HY MLV 13. Increases SL BL ST SH HE Def by [HYLV÷3 +2]. |
Hasten Time (36) D2 クイックタイム |
Target | Pwr | Stat | Type | Element | Special |
Party | x | x | STS | x | Unlock: HY MLV 26. Cancels and prevents all enemies' further actions for this turn and allows preemptive attack for [HYLV÷10 +2] turns. Resets the Battle Magic Environment to default. |
TERROLOGY 地
Gilden Strength (1) D3 金剛力 |
Target | Pwr | Stat | Type | Element | Special |
1P | x | x | STS | x | Increases target's STR by [TELV÷4 +2]. |
Entangle (2) D4 足がらめ |
Target | Effect | Acc | Evade | Type | Special |
All | Stun | 60 TE |
(E)STSDEF 16 |
STS GR | Unlock: TELV 18. Ground attempt to Stun all enemies. Does not work on FL enemies. |
Earth Heal (5) D5 アースヒール |
Target | Pwr | Stat | Type | Element | Special |
1P | 6 | MAG TE | STS | x | Unlock: TE MLV 11. Recovers HP. |
Stone Shower (8) D6 ストーンシャワー |
Target | Pwr | Stat | Type | Element | Special |
All | 6 | SplPwr TE | BL | Earth | Unlock: TE MLV 18. BL dmg to all enemies. |
Gilden Shield (10) D7 金剛盾 |
Target | Pwr | Stat | Type | Element | Special |
1P | x | x | STS | x | Unlock: TE MLV 28. Conjures up an efficient Evade-type Shield. See this Note about Magic Shields for details. |
AEROLOGY 風
Blades of Wind (1) D8 ウインドカッター |
Target | Pwr | Stat | Type | Element | Special |
1E | 3 | WndCut | SL SH | Wind | Inflicts SL+SH dmg to 1 target. |
Air Screen (2) D9 エアスクリーン |
Target | Pwr | Stat | Type | Element | Special |
1P | x | x | STS | x | Increases SL BL ST SH BO Def by [AELV÷3 +2]. |
Missile Shield (6) DA ミサイルガード |
Target | Pwr | Stat | Type | Element | Special |
Party | x | x | STS | x | Unlock: AE MLV 8. Protects the party against any SH single-attribute attack. |
HP Absorb (3) DB 体力吸収 |
Target | Pwr Stat | Acc | Evade | Type | Special |
1E | 3 LOG | 85 AE LOG | 8 0 | None | Unlock: AE MLV 17. No-attribute HP drain. Does not work on Undead. |
Fujin Blade (6) DC 風神剣 |
Target | Pwr | Stat | Type | Element | Special |
Self | x | x | STS | x | Unlock: AE MLV 25. If one hand slot is free, forcibly equips Windgod Sword (Atk35, W0, sparkable built-in techs: Cyclone, Lightning Slash). Unremovable, even after battle. |
COSMOLOGY 天
Light Ball (1) DD ライトボール |
Target | Pwr | Stat | Type | Element | Special |
All | 1 | SplPwr COS | STS | x | Minor Status dmg and attempt to Blind all enemies. |
Moonlight (4) DE 月光 |
Target | Pwr | Stat | Type | Element | Special |
1P | 5 | MAG COS | STS | x | Recovers HP. COS LV 9: cures Blind. |
Sunlight (5) DF 太陽光線 |
Target | Pwr | Stat | Type | Element | Special |
1E | 4 | SplPwr COS | HE | x | Unlock: COS MLV 10. HE dmg to one enemy. Crit vs. Undead. |
Sword Barrier (12) E0 ソードバリア |
Target | Pwr | Stat | Type | Element | Special |
Self | x | x | STS | x | Unlock: COS MLV 20. Magic shield which negates all attacks that have a SL attribute. Very useful. |
Galactic Rift (13) E1 ギャラクシィ |
Target | Pwr | Stat | Type | Element | Special |
All | 10 | SplPwr COS | None | x | Unlock: COS MLV 30. Heavy no-attribute damage to all enemies. |
UMBROLOGY 冥
Wracking (1) E2 ペイン |
Target | Pwr | Stat | Type | Element | Special |
1E | 1 | LOG UM | None | Dark | No-attribute damage to one enemy. May Stun. |
Horror (2) E3 ホラー |
Target | Effect | Acc | Evade | Type | Special |
1E | Confuse LV3 | 100 UM |
(E)STSDEF 12 |
STS | Attempt to Confuse heavily one enemy. Note that many Races are immune to Horror (Zombie, Skeleton, Insect, Aquatic, Plant, Demon, Dragon, Giant, Earth Spirit). |
Claw Extend (1) E4 クロウエクステンド |
Target | Pwr | Stat | Type | Element | Special |
Self | x | x | STS | x | Unlock: UM MLV 10. If one hand slot is free, forcibly equips Claws (Atk18, W0, built-in tech: Hell Claw). Unremovable even after battle ends. |
Deadly Drive (9) E5 デッドリードライブ |
Target | Pwr | Stat | Type | Element | Special |
All | x | x | None | x | Unlock: UM MLV 20. Decreases all enemies' stats by [UMLV÷4 +2] for the duration of 1 enemy action. |
Shadow Servant (12) E6 シャドウサーバント |
Target | Pwr | Stat | Type | Element | Special |
Self | x | x | STS | x | Unlock: UM MLV 30. Creates a clone that replicates your character's actions. Also a Magic Shield that negates one attack with SL BL ST SH attribute and disappears. |
FUSION SPELLS
Fusion Spells use two Magics: your characters must have both to be able to learn these spells.
Requirements:
- Tier 1: MLV 15 for both Magics + Research (500kG per spell).
- Tier 2: University + MLV 25 for both Magics + Research (500kG per spell).
- Cosmology Fusion spells: + University.
There is one researcher per fusion spell. See the Avalon Map to know who researches what.
Research takes at least one generation (spells only available after one Time Jump, except when Last Emperor: available after a Black Screen event).
Firewall (7) E7 炎の壁 |
Target | Pwr | Stat | Type | Element | Special |
Party / All | 4 | SplPwr PY TE | HE | x | Unlock: PY+TE MLV 15. Negates attacks with HE or CO attribute until the end of the turn. PY+TE LV 26: At turn end, inflicts HE dmg to all enemies. |
Heat Hand (1) E8 ヒートハンド |
Target | Pwr | Stat | Type | Element | Special |
Self | x | x | STS | x | Unlock: PY+TE MLV 25. Upon casting, character can use Martial techs Salamander Claw and Red Drake Wave until the battle ends. |
Heat Wind (4) E9 熱風 |
Target | Pwr | Stat | Type | Element | Special |
All | 3 | SplPwr PY AE | HE | x | Unlock: PY+AE MLV 15. Heat dmg to all enemies. May inflict SPD -5 (success depends on E HE & STS DEF). |
Firestorm (8) EA ファイアストーム |
Target | Pwr | Stat | Type | Element | Special |
All | 6 | SplPwr PY AE | HE | x | Unlock: PY+AE MLV 25. Heat damage to all enemies. |
Elixir (8) EB エリクサー |
Target | Pwr | Stat | Type | Element | Special |
1P | 64 | MAG HY TE | STS | x | Unlock: HY+TE MLV 15. Restores HP and cures all status ailments except Stun & Petrification. |
Dragon Pulse (3) EC 竜脈 |
Target | Pwr | Stat | Type | Element | Special |
Self | x | STS | x | Unlock: HY+TE MLV 25. All stats up by [(HY+TE)÷7 +2]. Can stack. Once the character attacks, all stats return to normal. |
Cyclone Twist (7) ED サイクロンスクィーズ |
Target | Pwr | Stat | Type | Element | Special |
1E | 4 | SplPwr HY AE | STS | x | Unlock: HY+AE MLV 15. Status dmg to one enemy. May Stun target. |
Lightning (7) EE 召雷 |
Target | Pwr | Stat | Type | Element | Special |
1E | 6 | SplPwr HY AE | BO | x | Unlock: HY+AE MLV 25. Bolt dmg to one enemy. Also damages (Pwr=2) all other enemies. |
Saint Fire (3) EF セイントファイア |
Target | Pwr | Stat | Type | Element | Special |
1E | 3 | MAG PY COS | STS | x | Unlock: COS+PY MLV 15. Horizontal attack. STS dmg to Zombie/Skeleton/Demon. |
Crimson Flare (12) F0 クリムゾンフレア |
Target | Pwr | Stat | Type | Element | Special |
1E | 13 | SplPwr COS PY | HE STS | x | Unlock: COS+PY MLV 25. Heavy Heat & Status dmg to one enemy. May Blind and inflict LOG -5. |
Diamond Dust (3) F1 ダイアモンドダスト |
Target | Pwr | Stat | Type | Element | Special |
All | 3 | SplPwr COS HY | BL CO | x | Unlock: COS+HY MLV 15. Blunt & Cold dmg to all enemies. |
Prism Light (3) F2 プリズムライト |
Target | Effect | Acc | Evade | Type | Special |
All | Confuse LV1 | 70 COS HY |
16 (E)STSDEF |
STS | Unlock: COS+HY MLV 25. Attempt to Confuse all enemies. |
Arc Lightning (5) F3 アークサンダー |
Target | Pwr | Stat | Type | Element | Special |
1E | 4 | SplPwr COS TE | BO | x | Unlock: COS+TE MLVL 15. Bolt dmg to one enemy and to surrounding enemies (Pwr=2) . |
Light Wall (12) F4 光の壁 |
Target | Pwr | Stat | Type | Element | Special |
Party | 5 | SplPwr COS TE | BO | x | Unlock: COS+TE MLVL 25. Halves dmg to party for 1 turn. LV26: BO dmg to all enemies at the end of the turn. |
Faerie Glow (5) F5 妖精光 |
Target | Pwr | Stat | Type | Element | Special |
Self | x | x | STS | x | Unlock: COS+AE MLV 15. SPD up by [(COS+AE)÷3 +2]. |
Solar Wind (7) F6 太陽風 |
Target | Pwr | Stat | Type | Element | Special |
All | 5 | SplPwr COS AE | HE BO | x | Unlock: COS+AE MLV 12. Heat & Bolt dmg to all. |
Hellfire (2) F7 ヘルファイア |
Target | Pwr | Stat | Type | Element | Special |
1E | 3 | DrkPwr UM PY | HE CO | x | Unlock: UM+PY MLV 15. Heat & Cold dmg to one enemy. |
Ghost Light (4) F8 ゴーストライト |
Target | Effect | Acc | Evade | Type | Special |
1E | Charm | 80 UM PY |
12 (E)STSDEF |
STS | Unlock: UM+PY MLV 25. Attempt to Charm one enemy. |
Poisonous Blow (2) F9 ポイゾナスブロウ |
Target | Pwr | Stat | Type | Element | Special |
1E | 2 | DrkPwr UM HY | BL | x | Unlock: UM+HY MLV 15. Blunt dmg to one enemy. May Poison target. |
Ill Storm (4) FA イルストーム |
Target | Effect | Acc | Evade | Type | Special |
All | Poison | 70 UM HY |
12 (E)STSDEF |
STS | Unlock: UM+HY MLV 25. Attempt to Poison all enemies. |
Sand Storm (6) FB サンドストーム |
Target | Pwr | Stat | Type | Element | Special |
All | 4 | DrkPwr UM TE | SL SH | x | Unlock: UM+TE MLV 15. Slash & Shot dmg to all enemies. May Blind. |
Wraith Form (4) FC レイスフォーム |
Target | Pwr | Stat | Type | Element | Special |
Self | x | x | STS | x | Unlock: UM+TE MLV 25. At the cost of 1 LP, transforms into a Wraith immune to physical dmg (SL BL ST SH Def = 128), can only use spells. Still susceptible to techs that crit vs. Undead. Insta-death if hit by a healing spell or Vortex. |
Dark Wash (6) FD ダークスフィア |
Target | Effect | Acc | Evade | Type | Special |
1E | HP % Cut | 90 MAG UM AE |
16 (E)STSDEF |
STS | Unlock: UM+AE MLV 15. Attempt shave off a portion of the target's current HP (approx. dmg = ENowHPx6÷8). |
Vortex (4) FE ヴォーテクス |
Target | Pwr | Stat | Type | Element | Special |
ALL | x | x | STS | x | Unlock: UM+AE MLV 25. Cancels Freeze Barrier, Self-immolation, Mist Cover, Sword Barrier, Gilden Shield, Phantom Chivalry. Wraith Form: Insta-death. |
BATTLE MAGIC ENVIRONMENT
When in battle, there is a Magic Environment, which is invisible.
There are in fact 3 layers to this environment, which coexist and do not affect each other:
Fire | ← | Neutral | ⇐ → | Water |
Wind | ⇒ ← | Neutral | ⇐ → | Earth |
Neutral | → ← | Dark (Weak) | ← → | Dark (Strong) |
Environment can be changed by using spells of the opposite magic (Fire/Water, Wind/Earth, Divine/Dark).
There is a 30% chance to change the environment when casting a spell (above: regular arrows).
Exceptions:
- When going back to Neutral from Water, Wind or Earth environments: 100% chance (double arrows).
- The Fire environment is bugged and cannot be neutralized again. (Corrected in Remaster.)
- Quicktime resets the environment to its default setting (see below) and prevents any change while active (fast music).
- Firestorm forcefully changes the environment to Fire (does not work while Quicktime is active, or during the Battle of the Stone).
- Abyss Gate: The techs used by last boss forcefully change the environment to Dark (Weak) and resets the other two environments to None.
These Magic environments are invisible so they can only be deduced from their effects:
・None = neutral environment, nothing special happens.
・Fire = Fire spell dmg +25%, HP regen for Fire elementals.
・Water = HP regen for Water elementals.
・Wind = Wind spell dmg +25%, HP regen for Wind elementals.
・Earth = Earth spell dmg +25%, HP regen for Earth elementals.
・Dark (Weak) = HP regen for Demons, Undead, Bosses.
・Dark (Strong) = Dark spell (Wracking) dmg +25%, HP regen for for Demons, Undead, Bosses.
There is one additional, special environment which cannot be changed, that of the Battle of the Stone, that deals damage to all (except Hellhound and the Stone) at the end every turn, similar to Poison dmg, that amounts to [MaxHP/8] +45 -STAx2.
Each Area Map has its own default environments:
・None: Avalon (Town & Castle), Somon, Canal Fortress (inside), Nuono, Douglass (Town & Castle), Fort Cyfreet (inside), Nerak (inside), Miles, Landship, Teretuva, Sunken Tower, Eirunep, Chonto (Castle).
・Fire & Wind: Melu Desert, Loes Ruins (outside).
・Water: Avalon (Sewers), Mobelm, Waterway Maze, Frozen Sea, Sunken Ship, Comroon Strait, Wyringa Lake.
・Water & Earth: Douglass (Road to Nerak), Salamat.
・Water & Wind: Cape Chalier (outside), Snowdrifts, Toba, Mt Chikapa (ouside).
・Earth: Avalon (Termites Den), Sealed Cave, Watchman Nest, Goblin Hideaway, Fiends' Cloister, Dragon Lair, Canal Fortress (Gate), Gemstone Mine, Ludon Highlands, Cape Chalier (cave), East Oubliette, South Oubliette, Bardic Grotto, Child & Mu Calf, Messina Mine, Witch's Sanctum, Great Wall, Fort Cyfreet (outside), Nerak (outside), Termites Den, Mt Comroon, Salamat pitfall, Chonto (outside), Mt Chikap (cave).
・Wind: Nazelle Strait, Steppe, Savannah, Ostro, Gregale, Hakuro Castle, Floating Castle.
・Dark: Avalon (Magic Research Center), Gelid Ruins, Wandering Lake, Loess Ruins (inside), Firn Ruins, Seer's Citadel, Emerged Island.
・Dark (Strong): Last Dungeon.
・Special: Mt Comroon (Stone).
SPELL DAMAGE FORMULAE
Preliminary Notes:
- Pwr is the base tech/spell dmg indicator found in the Techs tables and Spells tables above.
The strongest offensive spells are Crimson Flare (Pwr=13) and Galactic Rift (Pwr=10).
- RGN: a Randomly-Generated Number, between 0 (when LV=0) and (LVx3)+1 if there is one related LV, or [(LV1+LV2)x3]+1 if there are two.
- EDEF is the Enemy Defense against the attribute of the attack.
If there are several attributes to the attack, the lowest is the relevant Def.
EDEF is negated for the few attacks that have no attribute ('None').
If the relevant EDEF > 128, then DMG = 0.
- C is a variable dependent upon the relevant Weapon/Magic LV.
For Fusion spells, which are dependent on two magics, the relevant LV is (LV1+LV2)÷2.
The C Formula for Magic is: C = LV - [LV^2 ÷128] +2
and for Spear (LV = Spear/Short Sword LV): C = [(10000 - (100 - LV)^2 ÷256] +2
- For HP recovery spells, see the Healing section.
SPELL DMG GENERAL FORMULA
This is the general dmg formula for all magic attacks, except Blades of Wind and Dark Magic Spells, and including Blue Quartz Spear's Thunder Volt.
DMG = [SplPWr x C x Pwr ÷4] + RGN - EDEFx5
where SplPwr = MAG + (MAG-LOG)x2
Notes:
- Looking at the SplPwr part, the highest dmg is achieved with the highest MAG and lowest LOG.
- This dmg formula concerns specifically:
Name | Pwr | C LV | Attrib | Special |
---|---|---|---|---|
Light Ball | 1 | COS | STS | All, Blind |
Fireball | 2 | PY | HE | Splash Pwr1 |
Heat Wind | 3 | (PY+AE)÷2 | HE | SPD-5 |
Diamond Dust | 3 | (COS+HY)÷2 | BL HE | All |
Flame Whip | 4 | PY | HE | Paralyze |
Sunlight | 4 | COS | HE | - |
Firewall | 4 | (PY+TE)÷2 | HE | - |
Cyclone Twist | 4 | (HY+AE)÷2 | STS | All, Stun |
Arc Lightning | 4 | (COS+TE)÷2 | BO | Splash Pwr2 |
Sandstorm | 4 | (UM+TE)÷2 | SL SH | All |
Thunder Volt | 5 | SP | BO | - |
Freeze Barrier | 5 | HY | CO | - |
Self-Immolation | 5 | PY | HE | - |
Light Wall | 5 | (COS+TE)÷2 | BO | - |
Solar Wind | 5 | (COS+AE)÷2 | HE BO | All |
Stone Shower | 6 | TE | BL | All |
Firestorm | 6 | (PY+AE)÷2 | HE | - |
Lightning | 6 | (HY+AE)÷2 | BO | Splash Pwr2 |
Galactic Rift | 10 | COS | None | All |
Crimson Flare | 13 | (COS+PY)÷2 | HE STS | Blind, LOG-5 |
BLADES OF WIND DMG FORMULAE
The formula changes depending on whether your Aerology LV is higher than the target's SL/SH Def.
If AELV ≥ EDEF:
DMG = ((MAG + (MAG-LOG))x3 + (AELV-LOG)) x ([AELV÷5] +1) + RGN - EDEFx5
If AELV < EDEF:
DMG = (MAG + (MAG-LOG) x3) x ([AELV ÷5] +1) + RGN - EDEFx5
DARK SPELLS DMG FORMULA
This is the dmg formula for the offensive Dark spell (Wracking), and also for Maelstrom and Ultrasonic Wave.
Note: The dmg formula for Ultrasonic (Single) is bugged.
DMG = (LOG x C x Pwr ÷2] + RGN - EDEFx5
Name | Pwr | Attrib | Special |
---|---|---|---|
Wracking | 1 | None | Stun |
Maelstrom | 4 | CO | |
Ultrasonic Wave (Single) | 4 | STS | |
Ultrasonic Wave (All) | 1 | STS |
DARK FUSION SPELLS DMG FORMULA
This concerns Poisonous Blow, Hellfire and Sandstorm.
DMG = [(MAG+LOG) x LV x Pwr ÷4] + RGN - DEFx5
Name | Pwr | C LV | Attrib | Special |
---|---|---|---|---|
Poisonous Blow | 2 | (LOG+HY)÷2 | BL | Poison |
Hellfire | 3 | (LOG+PY)÷2 | HE CO | - |
Sandstorm | 4 | (LOG+TE)÷2 | SL SH | Blind |
EVIL ERADICATION SPELL DMG FORMULA
There is only one spell in this category, Saint Fire (Pwr 3, C LV=(UM+PY)÷2, Attrib STS). It only affects Demon and Undead (otherwise DMG=0) but it is very effective.
DMG = [(MAG+5) x C x Pwr + RGN - DEFx5
HP DRAIN SPELL DMG FORMULA
Only one spell in this category: HP Absorb (Pwr 3, Acc Attrib: None). The dmg cannot exceed the target's remaining HP, so against a defending target (DMG/2), it can never be a fatal blow.
DMG = [(LOG+5) x C x Pwr ÷4] + RGN
HP RATIO DMG FORMULA
Only one spell in this category: Dark Wash (Pwr 5, STS). The dmg cannot exceed the target's remaining HP, so against a defending target (DMG/2), it can never be a fatal blow.
DMG = [E's Remaining HP x Pwr ÷8] + RGN
SPELL ENHANCEMENT
A few offensive spells get a +25% dmg bonus when cast in the corresponding magic environment:
- Fire: Fireball, Self-Immolation, Flame Whip
- Earth: Stone Shower
- Wind: Blades of Wind
- Dark: Wracking
Formations also provide possible bonuses.
The Power Raise formation (learnt from Diver) gives a 25% STS (Re: spell?) dmg bonus to your Emperor.
Do not forget that some spells have physical attributes (like Stone Shower: BL) and hence can profit from dmg bonuses from other formations too. See the Formation section.
These two bonuses can cumulate for a nice +56% bonus (125%x125%=156%).
Which can be doubled by using Shadow Servant.
And some items provide MAG or LOG bonuses: see the Armor section.
QUICK LINKS
No-Spoiler Tips - Game Info - Gameplay - Characters - Techs - Sparking - Magic - Items - Monsters - Bosses - Maps - Trivia & Secrets
Walkthrough: Part 1 - Part 2 - Part 3 - Part 4
ATTRIBUTIONS
Except where noted otherwise, everything here is my own work (including all screenshots, all maps, walkthroughs, translations & adaptations). The sources for all info & quotes are always mentioned. Please respect other people's work: kindly attribute to whomever. Thank you!
CONTACT
If you see a typo, an error or would like to make a suggestion, feel free to contact me: romancingsaga3fan@gmail.com
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