FANDOM


Welcome to the Crystal Story II Strategy Guide! Unlike all other pages on this wiki, this guide contains strategies of the game from facts but also from user-based opinions and game experiences. We wish to guide you on strategies of the Crystal Story II, but if you wish to progress on your own, this page may contain "spoilers" that could potentially lessen your enjoyment of the game.

For factual information on Crystal Story II, check out other pages and categories in Category:Content.

(If you want to save time by not reading all sections of this guide, click a link in the Table of Contents.)

Character Classes & Specialization

Specialization is the customizing of Classes selected, how SP is spent, and which weapons and armors are equipped. Training each of the four characters to achieve a specific role in battle will make you get stuck less often, and doing so will be necessary for the toughest fights.

Specializing Roles

In the early stages of the game, it is best to plan which character will receive which of the special roles:

  1. One party member will be an ATK stat-oriented attacker. This will be one source of your party's high damage output. Their role in battle will be using physical attacks of the Slayer Class, and no magical attacks.
  2. Another party member will be a MAG stat-oriented attacker. This will be your party's second source of high damage output. Their role in battle will be using magical attacks of the Elementalist Class, and no physical attacks.
  3. Another party member will be a MAG stat-oriented healer. This character will be necessary to heal other party members and cast defensive buffs appropriately. All healing spells depend fully on the character's MAG stat; the higher the healer's MAG stat, the more HP will be recovered from Healing spells.
  4. The remaining party member will be a SPD stat-oriented support character. This character will have the responsibility of casting nerfs, stealing/pilfering, and casting buffs supporting damage from your two attackers. Since these three responsibilities can be done very quickly, your support character should choose between ATK or MAG as their dominant stat for serving as a secondary role of the other three roles.

Other specializations that also work:

  • Your MAG stat-oriented attacker can also be another Healer to the party; this will often be useful in desperate situations when your Healer is dead or out of MP.
  • One of your characters can have the secondary role as a HP stat-oriented tanker, which is a very specialized role that involves casting the Guard skill to take damage from all attacks in to defend your other party members. This role is very specialized and requires the Tanker build (full details in Weapon-Armor Strategic Builds and The Tank Strategy). It is recommended to choose your ATK stat-oriented attacker to be your tanker.
  • You can have two ATK stat-oriented attackers, and your other two characters can both have high MAG stats and share the responsibilities of using magic attacks, healing, and casting buffs/nerfs.

Classes

The order of class Tiers that characters train is the following:

I - I - II - II - III - III - IV - IV - V - V - I - II - III - IV - V - I - II - III - ......

Though each class has its own properties and skills, some may be useful for many of your characters.

Class Advantages Appropriate Role(s)
Slayer
  • Trains a very high ATK stat, which is useful since most enemies do not have resistance against physical attacks.
  • Most Slayer skills are capable of stunning.
  • ATK stat-oriented attacker
Guardian
  • Can cast ATK UP and MAG UP, which supports attackers with the respective dominant stat.
  • Can cast ATK DOWN and MAG DOWN, which is useful against enemies with a high ATK or MAG stat.
  • Can self-defend with Guard, Reinforce, and Recovery.
  • Can Transfer MP.
  • SPD stat-oriented support character
  • HP stat-oriented tanker
  • Any role, because self-defense skills can benefit largely.
Thief
  • Trains a very high SPD stat, allowing frequent actions.
  • Can steal/pilfer (good for farming).
  • Can throw grenades (good for low MP scenarios).
  • Can cast SPD UP (good support for all other party members).
  • Can attempt to flee from battle.
  • Can hide/sprint (good for having less battles).
  • SPD stat-oriented support character
  • ATK stat-oriented attacker (since Grenades and Pilfer are both attacks depending on a high ATK stat)
Elementalist
  • Trains a very high MAG stat, which is useful since elemental magic attacks deal increased damage against enemies with elemental weakness.
  • MAG stat-oriented attacker
  • MAG stat-oriented healer (since it has a high MAG stat and your MAG stat-oriented attacker may have no HP/MP left.)
Trickster
  • Only class that can cast nerfs:
    • Poison
    • Slow
    • Silence
    • Blind
    • Sleep
    • DEF DOWN
    • MDEF DOWN
  • SPD stat-oriented support character
  • MAG stat-oriented attacker (with Poison, because higher MAG stats have more damaging Poison)
Healer
  • Only class with healing skills. (besides Recovery from Guardian II)
  • Can cast DEF UP and MDEF UP, which are often necessary for defense.
  • MAG stat-oriented healer
  • MAG stat-oriented attacker (as a back up healer, since it has a high MAG stat and your main healer may have no HP/MP left.)

Bolded appropriate roles indicate that the character of the role should pick the class with highest priority, unbolded roles show that they should pick the class as a secondary option, such as when their main class(es) have already been learned. Ex: Mari has already learned Elementalist I, and you choose to learn Healer I for her because you are required to learn another Tier I class.

Node Choices

To specialize your characters by using nodes of choices between two different stats, spend your SP on the stat that is higher on the list (the lower number of the two) depending on their appropriate role.

ATK stat-oriented attacker

MAG stat-oriented attacker

MAG stat-oriented healer

SPD stat-oriented support character

  1. ATK
  2. SPD
  3. MP
  4. HP
  5. MAG
  1. MAG
  2. SPD
  3. MP
  4. HP
  5. ATK
  1. MAG
  2. MP
  3. SPD
  4. HP
  5. ATK
  1. SPD
  2. Either ATK or MAG*
  3. MP
  4. HP
  5. Either MAG or ATK*

*If your support character is ATK stat-oriented, always choose ATK over MAG. If your support is MAG stat-oriented, always choose MAG over ATK.

Generally, MP is a more valuable option over HP, because:

  • There are more nodes for HP in each of the classes.
  • Stat HP is much easier to farm than Stat MP. (see Farming)
  • In battle, MP can be used to recover HP (via healing), while HP cannot be spent to increase MP.
  • Sufficient MP is needed to cast most powerful spells.

The only exception is with a HP stat-oriented tanker. If you chose to have one, replace their Node Choice priorities with this different specialization:

HP stat-oriented tanker
  1. HP
  2. SPD
  3. ATK
  4. MP
  5. MAG

HP is the highest priority because it must take the damage of all enemy attacks. Generally, MP is spent only to cast Guard, a skill that costs very little MP. A tanker must have a high SPD stat to cast Guard before enemy actions, and ATK is mainly used to reflect damage with a Guard+ weapon. (continued information in the Weapon-Armor Strategic Builds and The Tank Strategy)

Character Differences Affecting Roles

The four party members have important differences that support the overall specialization of a certain role.

Some of the characters already have a Class selected once they are unlocked.

  • D starts with Slayer I.
  • Lina starts with Thief I.
  • Mari starts with Elementalist I.

(Kaz does not start with a class selected.)

Their starting weapons also affect your decision of their roles.

  • D starts with Evoblade, a Balanced weapon. (Equally high ATK, MAG, and SPD.)
  • Lina starts with Light, a Speed weapon. (Very High SPD, and lower ATK and MAG.)
  • Mari start with Rune Shifter, a Magic weapon. (Very High MAG, and lower ATK and SPD.)
  • Kaz starts with Deathscythe, an Attack weapon. (Very High ATK, and lower SPD and MAG.)

From this combination of starting weapons and classes:

  • Lina could be trained to be SPD stat-oriented as soon as she can be used.
  • Mari should definitely be trained to be MAG stat-oriented as soon as she can be used.
  • D and/or Kaz can be trained to be ATK stat-oriented as soon as they can be used, but D's Balanced weapon and Kaz's first Class (that you can choose) both allow for different early specializations.

When choosing which character should specialize to which role, you should also take into account which skills can be learned by which characters.

Character-Exclusive Skills

This chart shows which skills are exclusive to specific characters, even with all tiers of a class learned. ("Yes": Possible to be learned. "X": cannot be learned.)

Class Skill D Lina Mari Kaz
Elementalist Fire III Yes X X X
Lightning III X Yes
Earth III X Yes
Water III X Yes
Flame Wall II Yes X Yes X
Fire II
Lightning II X Yes X Yes
Storm II
Earth II X Yes Yes X
Quake II
Water II Yes X X Yes
Blizzard II
Slayer Fire Attack Yes X X X
Lightning Attack X Yes
Earth Attack X Yes
Frost Attack X Yes
Guardian Attack Up All Yes Yes X Yes
Magic Up All Yes Yes Yes X
Attack Down All Yes X Yes Yes
Magic Down All X Yes Yes Yes
Healer Cure All X Yes Yes Yes
Armor Up All Yes Yes X Yes
Spirit Up All Yes X Yes Yes
Raise All Yes Yes Yes X
Regen All X X Yes X
Auto Raise Yes X X X
Holy Light X Yes X Yes
Class Skill D Lina Mari Kaz

All Thief and Trickster skills can be learned by each character.

For the effect of each spell, see Spells.

Equipment

Weapons and Armors (also called Accessories) are the two types of equipment that your four party members can equip. Unlike Classes that have been trained, weapons and armors can be switched anytime out of battle; this allows the useful strategy of adjusting your party members' stats/abilities based on the enemies you plan to fight.

See also: Enemies, List of Enemy Species, and Bestiary

Weapons

Each character can only equip one of the following weapons at a time.

Weapon type Benefits/Advantages Disadvantages Analysis
Balanced Best overall weapon for stats (ATK, MAG, SPD). No special abilities. This weapon is very good for enhancing characters' abilities and for overall damage. It has the second highest ATK, MAG, and SPD out of all weapons.
Attack Highest ATK stat. Low SPD and very low MAG, no special abilities. Great for characters who have specialized in ATK (ATK stat-oriented attacker).
Magic Highest MAG stat. Low SPD and very low ATK, no special abilities. Great for characters who specialize with a high MAG stat. (MAG stat-oriented attacker/healer)
Speed Highest SPD stat. Low ATK and MAG, no special abilities. Good for a SPD stat-oriented support character, but an Attack or Magic weapon is more effective.
Buff duration Increases the duration of all casted buffs. Low MAG and SPD, very low ATK. (Identical stats for all three types of weapons) Not worth it, because a Speed weapon type can be equally as effective, while also allowing more actions when you do not cast a buff.
Nerf Resistance Decreases the duration of nerfs on your party members. Not worth it, because having a low SPD stat causes a low nerf duration to be less effective, and low ATK and MAG stats only weakens your character. Nerfs can also be cured rather than waiting for them to wear off.
Nerf Duration Increases duration of all casted nerfs upon enemies. Not worth it due to the large amount of enemies that can resist nerfs. It also does not save MP, since nerfs cost low MP (only 2 MP for each nerf on one target). Additionally, the need to cast nerfs less often is ineffective because the SPD stat is low.
Random buff Randomly casts a random buff on allies for free (at the end of an action). Very low ATK, MAG, and SPD. (ATK and MAG are both close to 50% less than a Balanced Weapon's stats.) Not worth it, because the random buffs/nerfs have a low chance of occurring, and cannot be relied on (sometimes nerfs are resisted, and sometimes the random buff has already been buffed). The ATK and MAG are both very low, which also weakens your character, and the SPD is the lowest of any weapon.
Random nerf Randomly casts a random nerf on enemies for free (at the end of an action).
Last Resort Triples your ATK/MAG stat when you have less than 26% of HP. (A character's HP should be displayed in red when this occurs). Decent ATK and MAG. Effect does not happen frequently enough to be relied on, and character has a high chance of dying while the effect is present. The SPD stat is also low. Often not useful, because the effect must occur from less than 26% of HP but still greater than 0 HP, and they must take immediate action before losing the increased damage effect (by losing all HP or by being healed).
Heal+ Heal spells (which based on MAG stat) and healing potions heal 50% more HP than normal. After Tier IV, MAG stat becomes higher than a Balanced weapon's. Very low ATK, low SPD. A good option for a MAG stat-oriented healer; healing spells will be much more effective.
HP Steal 10% of total damage inflicted, whether by Physical Attack, Magic, Group Effects, Weapon skills, etc. is healed. Low ATK, MAG, and SPD Good for strategies of healing by attacking rather than relying on your MAG stat-oriented healer; however, your characters must have high ATK or MAG stats without the weapon because this weapon type has low stats.
Item+ Healing potions recover 50% extra HP (or MP); all item usage is faster (shorter action bar). Bursts do 50% extra damage. Low ATK, MAG, and SPD Not a good method of improving Burst attacks because the low ATK stat decreases this damage. Additionally, Item+ weapons have identical stats with HP Steal weapons, and HP Steal weapons are a better option for a weapon improving healing.
Guard+ When using the Guard skill, your character will take 50% of damage from the next attack (rather than the normal 80%). They will also retaliate after the Guard buff is removed, dealing physical damage to the enemy that attacked them (unaffected by buffs/nerfs). The weapon also increases maximum HP significantly, which is the only weapon that affects HP. Low ATK and SPD, very low MAG. A good option for an ATK stat-oriented attacker. If you trained them according to the Node Choices chart, they should have a very high attack and a medium amount of HP; this weapon complements this by increasing HP and slightly increasing ATK. The Guard skill is largely improved and can be useful for defending and attacking at the same time; however, it does not benefit characters without the skill.

(The skill is unlocked in the class Guardian I)

For the names of each weapon and their acquisition, see List of Weapons.

This table summarizes the rankings of ATK, MAG, and SPD stats of weapon types when upgraded to max level and Tier; the higher it is on the list, the higher the stat. Weapons at the same level have an equal stat. Note that Guard+ weapons are the only weapons that increase your maximum HP.

ATK MAG SPD
  1. Attack (Highest)
  2. Balanced
  3. Last Resort
  4. Item+, HP Steal
  5. Speed, Buff Duration, Nerf Duration, Nerf Resistance
  6. Guard+
  7. Random Buff, Random Nerf
  8. Heal+
  9. Magic (Lowest)
  1. Magic (Highest)
  2. Heal+
  3. Balanced
  4. Last Resort
  5. Item+, HP Steal
  6. Buff Duration, Nerf Duration, Nerf Resistance
  7. Speed
  8. Random Buff, Random Nerf
  9. Guard+
  10. Attack (Lowest)
  1. Speed (Highest)
  2. Balanced
  3. Item+, HP Steal, Heal+, Guard+, Last Resort
  4. Buff Duration, Nerf Duration, Nerf Resistance
  5. Attack, Magic, Random Buff, Random Nerf (Tied for Lowest)
  • ATK is high from 1 to 2, and low from 4 to 9.
  • MAG is high from 1 to 3, and low from 5 to 10.
  • SPD is high from 1 to 2, and low for all other weapons.

However, there are certain differences in rankings before a weapon is upgraded to Tier IV:

  • Balanced weapons will have a slightly higher MAG than Heal+ weapons.
  • Buff Duration, Nerf Duration, and Nerf Resistance weapons will each have an equal MAG and SPD with Item+ and HP Steal weapons. (This is because the final upgrade from Tier III to Tier IV lowers both the MAG and SPD by 10, for an unknown reason.)

Many of the weapons are low in a certain stat; however, their abilities can be used strategically when combined with the correct armors. See Weapon-Armor Strategic Builds for more details.

Armors

Each of your characters has three armor slots. The second slot opens up after defeating Malloc, and the third slot is unlocked after defeating Witch Rita (110).

Valuable Armors

Here are valuable armors that you should keep and not sell/dismantle:

Armor Properties When to Equip
Circlet Increases ATK, MAG, and SPD. Anytime.
Full Armor Causes both Physical and Magical attacks to deal less damage. Anytime.
Elemental Gems Causes attacks of a particular element to deal no damage. In areas with enemies of the particular element. (For example, equip Water Gems in Icy Pass, and equip Fire Gems against Djinnie)
Talisman Improves the chance of resisting a nerf. When battling enemies that can cast any nerf.
Start ALL Buffs the character equipping it with ATK UP, MAG UP, SPD UP, DEF UP, MDEF UP, and REGEN at the start of every battle. When battling enemies, but not a boss.
Last ALL Automatically casts ATK UP, MAG UP, SPD UP, DEF UP, MDEF UP, and REGEN when the character equipping it reaches less than 30% of their max HP. When battling a powerful boss.
Booster Gives a First Strike in battle, allowing the character equipping it to immediately take a turn at the start of battle. When battling enemies, but not a boss.
Mirror Improves the chance of evading a physical attack to 30%. (Chance is 1% default) When battling a boss with mostly Physical attacks. (such as Adorable Snowman or Wolf King)
Monocle Improves the chance of landing a critical attack (twice the damage of a normal attack) to 25%. (Chance is 5% default) Anytime.
SP Ring Doubles the SP gained from battle by the character equipping it. When farming.
Dice Improves the chance of successful steals and flee attempts, as well as better dropped items from monsters.
Goggles (Deluxe Version Only) Increases HP and MP. On characters that have low HP and/or MP.

Plate, Shield, and Helm are useful armors for your character with the lowest HP. (Shield and Helm can be replaced by Full Armor(s) in later stages of the game, because Full Armor has the effect of both armors.)

A Trinket can also be useful for characters with a low maximum MP; it can eventually be replaced by Goggles in the Deluxe Version.

Armors to Sell/Dismantle

Here are armors that you should sell immediately after obtaining (because they are an inefficient use of an accessory slot compared to the valuable armors):

  • Each of the Status Rings (because they only have an effect on one nerf):
    • Poison Ring
    • Silence Ring
    • Confuse Ring
    • Sleep Ring
    • Stun Ring
    • Bind Ring
    • Stone Ring
    • Slow Ring
  • Start/Last Items (excluding Start/Last ALL):
    • Start/Last ATK
    • Start/Last MAG
    • Start/Last DEF
    • Start/Last SPD
    • Start/Last Regen
    • Start/Last Strength
    • Start/Last Wisdom
    • Start/Last Agility
  • Elemental Charms (note that equipping Fire/Earth charm may be helpful in early stages of the game)

The following three armors can be sold/dismantled once a Circlet has been obtained as a replacement. (because a Circlet has the combined effect of all three)

Armor Stat Increased Character that should equip
Gauntlets ATK ATK stat-oriented attacker
Amulet MAG MAG stat-oriented attacker/healer
Boots SPD Any character

If you plan to sell an armor for gold that will be used to buy Scrap Metal, dismantling will usually give you more scrap metal. (Dismantling is unavailable in the Flash version of the game.)

Weapon-Armor Strategic Builds

This section lists strategic builds of weapons & armors for a single character. These builds have properties allowing unique strategies to win in specific situations or against powerful bosses; some builds can be applied to each of your party members at once while certain strategies can be formed by using a combination of strategic builds within your party. Most of these builds require three armor slots and contribute to overall strategy in late stages of the game when all four party members are present and specialized to their strategic role.

Weapon and armor tiers/levels are not specific (except for the Triple Full Armor build), though it is obviously recommended to use upgraded equipment. A weapon/armor slot with parentheses can work with any one of the listed choices; however it will function best with the left-most listed option, which is generally the equipment that is harder to obtain. Note that prior to defeating the Dargon King, you will not be able to obtain any Sapphires or Rubies, so the highest Tier for all weapons and armors is Tier III. (For Talisman, Circlet, and Goggles, the highest is Tier II.)

The Empowering Build

Weapon: Last Resort

Armors:

  1. Last ALL
  2. Monocle
  3. (Circlet / Gauntlets / Amulet)

Properties/Strategy: When your character's HP drops below 26% (and is displayed red), Last ALL will cast buffs and the Last Resort weapon will triple your damage. The combined effect of both will allow you to do 4.2 times as much ATK damage as normal, and 5.4 MAG damage as normal. The Circlet will also increase your dominant attacking stat. The damage-increasing effect should be used with your strongest attacks (such as weapon abilities), and is useful against Judgement, an attack that leaves all character at 5% of their HP without killing them. Your main strategy with this build is to keep your character alive at under 26% HP.

The Triple Full Armor Build

Weapon: Balanced

Armors:

  1. Full Armor IV Level 11
  2. Full Armor IV Level 11
  3. Full Armor IV Level 11

Properties/Strategy: All Physical and Elemental attacks against your character will deal -5% of their normal damage (since 100% + 3 x -35% = -5%), which means your characters will heal for 5% of what was the original damage of these attacks. The Balanced weapon allows for a high SPD and a high dominant attacking stat, so that your character can quickly deal tons of damage without needing to cast defensive buffs. However, magical attacks that deal damage of no element will still damage you normally; your character will need to have enough HP to survive these attacks. These attacks include Poison, Charm, all nerfs, Debuff, Judgement, and more. (See a list in the Maths Section)

The Elemental Build

Weapon: Balanced

Armors:

  1. [Element] Gem
  2. [Element] (Gem / Charm)
  3. (Full Armor / Helm)

Properties/Strategy: Equipping a [Element] gem and a (Full Armor / Helm) will cause damage of [Element] to be negative, based on the level of your (Full Armor / Helm). For example, if Mari equips a Water Gem, an Earth Gem, and a Helm III Level 6 (that makes Magic damage do -20%), Water damage and Earth damage will both do -20% of their original damage, which heals Mari by 20% of the original damage. Alternatively, if Mari replaces the Earth Gem in the second slot with a Water Charm Level 6 (that makes Water damage do -30%), Water damage will now deal -50% of their original damage from the combined effect of all three armors. (0% - 20% - 30% = -50%.) This build should be strategically used against enemies that cast only a particular element. The Balanced weapon is equipped so that stats are high and your character can do their role in battle.

The Booster Build

Weapon: (Balanced / Speed)

Armors:

  1. Booster
  2. Start ALL
  3. (Circlet / Boots)

Properties/Strategy: This build allows your character to take their turn immediately, or even a second or third turn because of the instant SPD UP. This turn could be used to nerf all enemies, or simply to attack all enemies. If Lina is a SPD-stat oriented support character, the chance of getting two instant turns is nearly guaranteed, and she can charge once and then use her Cursed Dagger, which can confuse all enemies before they can attack. A (Circlet / Boots) is needed to increase SPD high enough for your character to take at least two actions; however, a Speed weapon is not needed unless your character is a SPD stat-oriented support character that plans on casting early buffs, such as Quicken All. You should equip the Balanced weapon in all other cases, because the dominant attacking stat is much higher.

The Tanker Build

Weapon: Guard+

Armors:

  1. (Full Armor / Shield / Helm)
  2. Mirror
  3. (Goggles / Plate)

Properties/Strategy: The tanker build should be equipped only on your party's HP stat-oriented tanker. The (Goggles / Plate) are used to increase maximum HP in order for your tanker to withstand many attacks; Goggles should be worn if possible because of the additional MP. The (Full Armor / Shield / Helm) will allow for even more defense (in addition to the Guard buff being casted by your tanker), and the Mirror causes enemy physical attacks to miss while the Guard+ weapon simultaneously reflects damage based on your tanker's ATK stat. Follow the strategy described in The Tank Strategy.

The Enhanced Healer Build

Weapon: Heal+

Armors:

  1. (Circlet / Amulet)
  2. (Full Armor / Helm / Shield)
  3. (Goggles / Trinket)

Properties/Strategy: The Enhanced Healer build is a simple build that is specifically for your MAG stat-oriented healer. A (Circlet / Amulet) will increase your MAG stat to a very high value for more powerful healing, and the (Goggles / Trinket) will provide sufficient MP to cast these healing spells. The healer is also defended with (Full Armor / Helm / Shield), as well as maximum HP increased by Goggles.

The Item Build

Weapon: Item+

Armors:

  1. (Circlet / Gauntlets)
  2. Monocle
  3. (Full Armor / Helm / Shield)

Properties/Strategy: This build is used to increase the damage from Grenades. Grenades will deal 50% extra damage, and the (Circlet / Gauntlets) will increase your character's ATK stat to increase Grenade damage even further. The Monocle and the (Full Armor / Helm / Shield) are not overly important for this strategy but still should be equipped for extra damage and defense. (This build works without a Monocle.) Since ATK is the stat that determines Burst attack damage, this build should be equipped only on your ATK stat-oriented attacker, and against enemies that are weak against Fire damage. When your party's healer is out of HP/MP, potions should definitely be used from the character with this build, because of the improved effects and shorter delay after potion usage.

The Vampiric Build

Weapon: HP Steal

Armors:

  1. (Circlet / Gauntlets / Amulet)
  2. Monocle
  3. Last ALL

Properties/Strategy: The Vampiric build heals your character by attacking with high damage to use the HP Steal effect from your character's weapon. The Circlet is used to increase their dominant attacking stat as well as their SPD, which the HP steal weapon has low stats of. If a Circlet is unavailable, equipping a Gauntlets/Amulet should be used to boost their dominant stat, because the amount of healing your character receives increases with higher damage dealt. (This is more important than increasing SPD by equipping Boots.) The Monocle causes critical attacks to occur 25% of the time, which will result in spontaneous extra healing received from the HP steal. When your character's HP is below 26%, Last ALL will buff to increase SPD and your dominant attacking stat, so that your character can heal more HP at a time and heal more frequently. Characters with a Vampiric build that have sufficient HP can usually survive (or even win a battle) alone simply by constantly attacking.

Farming

Many valuable items are only rewarded/obtained once, such as treasure in Chests or rewards from Quests. Some of these valuable items can be obtained multiple times only through farming, the process of repeatedly killing and stealing from enemies in order gain these valuables. While farming for valuable items, SP can be simultaneously farmed by equipping an SP Ring; this can be just as useful to develop your characters as it is to farm items.

It is recommended to farm on enemies that can be easily defeated, rather than farming during tough battles that you may not win.

Farming Tips

The most important way to improve farming overall is to equip as many Dice as you can. Dice will improve farming by:

  1. Giving the character equipping it a high chance of successfully stealing.
  2. Giving the party better dropped items after defeating monsters, regardless of who kills the enemies. (Important)

The effect of multiple Dice will stack up, meaning that the more Dice the party has equipped, the higher the chances of valuable items being dropped. Note that each character can only equip up to one Dice.

A Dice will cause the following items to randomly drop after battles on any mode:

  • Shield
  • Helm
  • Full Armor
  • Trinket
  • Talisman
  • Circlet
  • Start/Last Items
  • Booster
  • Monocle
  • Topaz/Aquamarine

These items will randomly drop after battles only on Hard Mode:

  • Elemental Gems (of any element, regardless of which enemy)
  • Dice
  • SP Ring
  • Ruby
  • Sapphire

(The items listed above are based on combined experiences of users on this wiki; it is possible that other items may drop.)

An important thing to note is that no Dice has never been dropped in battles on Normal Mode, even with Dice equipped. This can make farming quite difficult before Hard Mode is unlocked (by defeating the Dargon King). However, your first Dice can be obtained on Normal Mode by completing the quest Web Swing from Port Breeze, which is to defeat the Spider King.

Enemies to Farm from Without Dice

The following tables list which enemies you can gain an item through steals or drops without dice. A word in {braces} indicates an enemy species. (Bosses are not part of any species.) A bolded enemy/species indicates that the enemy/species has a 100% chance of having the item to steal. Note that no enemy has a guaranteed chance of dropping an item.

Many of the mentioned bosses have infinite lives, such as Adorable Snowman and Bunch. However, some of them can only be killed once (such as the Queen Slime).

For the specific enemies within each species, see List of enemy species.

(These data are based solely on recorded experiences. If you got an item by steals/drops from an enemy not listed in a table, feel free to add it.)

[This section is incomplete.]

Consumables

Consumable Enemy/{Species} Stolen from

Enemy/{Species} Dropped by

Cure Potion Any Mode:
  • {Seedlings}
  • {Frogs}
  • Maka
  • {Scorpions}
  • {Stalkers}
  • {Gorgons}
  • {Succubi}
  • {Harpies}
Any Mode:
  • {Seedlings}
  • {Frogs}
  • Maka
  • {Scorpions}
  • {Stalkers}
  • {Gorgons}
  • {Succubi}
  • {Harpies}
  • {Ents}
  • {Zombies}
  • {Armored Skeletons}
Heal Potion I Normal Mode Only:
Heal Potion II Normal Mode Only:
Heal Potion III
Heal Potion IV
Mana Potion I Normal Mode Only:
Mana Potion II Normal Mode Only:
Mana Potion III Hard Mode Only:
Flask Any Mode:
  • {Djinns}
  • {Minotaurs}
  • {Elementals}
  • {Sasquatches}
  • {Earth Golems}
  • {Wind Golems}
  • {Samurai}
Any Mode:
  • {Djinns}
  • {Minotaurs}
  • {Elementals}
  • {Sasquatches}
  • {Earth Golems}
  • {Wind Golems}
  • {Samurai}
  • {Armored Skeletons}
Revive Any Mode:
  • {Seedlings}
  • Bolt (28)
  • {Wisps}
  • {Harpies}
  • {Sphynxes}
Elixir I None. Any Mode:
  • {Djinns}
Stat HP Normal Mode Only:

Hard Mode Only:

Any Mode:

Any Mode:
Stat MP Normal Mode Only: Any Mode:
Stat ATK Normal Mode Only:

Any Mode:

Hard Mode Only:

Any Mode:

Stat MAG Normal Mode Only:

Hard Mode Only:

Any Mode:

Hard Mode Only:

Any Mode:

Stat SPD Hard Mode Only:

Any Mode:

Hard Mode Only:

Any Mode:

Alchemy Ingredients

See chart in List of Ingredients.

Components

Component Enemy/{Species} Stolen from

Enemy/{Species} Dropped by

Scrap Metal Any Mode:
  • {Ents}
  • {Zombies}
  • {Skeletons}
  • {Archer Skeletons}
  • {Armored Skeletons}
  • {Turtles}
  • {Frogs}
  • {Orcs}
  • {Gargantuans}
  • {Earth Golems}
  • {Vultures}
  • {Worms}
  • {Elementals}
  • {Djinns}
  • {Sphynxes}
  • {Spiders}
  • {Wind Golems}
  • {Samurai}
Any Mode:
  • {Ents}
  • {Zombies}
  • {Skeletons}
  • {Archer Skeletons}
  • {Armored Skeletons}
  • {Turtles}
  • {Frogs}
  • {Orcs}
  • {Gargantuans}
  • {Earth Golems}
  • {Vultures}
  • {Worms}
  • {Elementals}
  • {Djinns}
  • {Sphynxes}
  • {Spiders}
  • {Wind Golems}
  • {Samurai}
  • {Goblins}
Emerald/Amethyst Normal Mode Only:
Topaz/Aquamarine Hard Mode Only:

Any Mode:

Ruby Hard Mode Only: Hard Mode Only:

Any Mode:

Sapphire Hard Mode Only: Hard Mode Only:

Any Mode:

*Important: Orcs can sometimes have both gems to steal. (i.e. you can steal both a Topaz and an Aquamarine from a Blorc.)

Armors

Armor Enemy/{Species} Stolen from

Enemy/{Species} Dropped by

Dice Hard Mode Only: Hard Mode Only:

Any Mode:

Booster None. Normal Mode Only:

Hard Mode Only:

Any Mode:

Mirror None. Normal Mode Only:

Hard Mode Only:

Any Mode:

Monocle None. Normal Mode Only:

Hard Mode Only:

Any Mode:

SP Ring Hard Mode Only: Hard Mode Only:

Any Mode:

Talisman I Hard Mode Only: Hard Mode Only:

Any Mode:

Full Armor I Any Mode: Hard Mode Only:

Any Mode:

Elemental Gem* Hard Mode Only: Hard Mode Only:
Circlet I Hard Mode Only: Any Mode:
Trinket I Any Mode: Any Mode:
Start ALL Hard Mode Only: Hard Mode Only:

Any Mode:

Last ALL None. Hard Mode Only:

Any Mode:

*It seems that an enemy capable of dropping an Elemental Gem can drop a gem of any element. (unconfirmed)

Grenades

Battle Strategies

General Strategy Vs. Groups of Enemies

Low MP Scenarios

Powerful Attacks

For the formula that calculates precise damage, see Maths Section.

Attack & Requirement Damage Ideal Usage

Nerf Strategies

Nerfing enemies is a very useful strategy that you should use in any battle, unless the enemies you are against can resist the nerf. You should always make sure an enemy cannot resist a nerf before casting the nerf. (Check out Category:Enemies to find info on any enemy.)

Casting any nerfs can help you in at least one of the following ways:

  1. Preventing enemy actions: Slowing the enemy/enemies/boss causes them to take actions less frequently; casting sleep or stun will temporarily stop them from taking any action.
  2. Weakening enemy attacks: Nerfs can cause enemy attacks to deal less damage or no damage at all. Silencing stops enemies from casting any spell.
  3. Making Farming Easier: When enemies have weaker attacks and less actions in battle, your characters can afford to spend actions stealing from the enemy, as well as killing more enemies easier for more gold, SP, and item drops.
  4. Canceling enemy buffs: Inflicting a nerf will simultaneously remove a buff if they affect the same stat. For example, if the Wolf King (145) is buffed with ATK UP, you can remove the buff by casting ATK DOWN, which will also lower its ATK. This strategy is very useful because the Debuff skill is exclusive to certain bosses (such as Koohii) and there is no other way to remove buffs.

It is very helpful to know that no enemy in the game is capable of casting Cure. This means that nerfs on enemies can only be removed after time, after a boss dies and their second form appears, or when an enemy cancels your nerf with a buff. (For example, if a Wind Golem is nerfed with SPD DOWN, it can remove the nerf by casting Quicken upon itself, which buffs SPD UP.)

Here are some useful nerfs and nerf combos that can be used in different situations:

  • Stun: Stunning is a very useful nerf that can stop an enemy from taking action, while also allowing your characters to continue attacking the target (unlike Sleep). This can allow consecutive stuns on a single target; in a battle against a boss, it could potentially end all enemy actions, while damaging the boss at the same time. Stunning is done by the skills Bash, Barrage, and Shockwave, which are all learned in the Slayer Class unlike most nerfs.
  • Slow: Casting slow (SPD DOWN) is useful against a boss that has powerful actions, but is resistant to the common "Strong Vs." nerfs (Silence, Confuse, Sleep, Stun, Blind). You should always cast it at the start of the battle and whenever it wears off; no boss is immune to SPD DOWN. (even the Dargon King can be slowed.)
  • Confuse: Confusing enemies is arguably the most effective individual nerf, though many enemies can resist it, and it can only be inflicted through Hypno Waves (a type of grenade) and Lina's Cursed Dagger (a Charged weapon skill). It Silences the enemy, and then causes them to attack a random target in battle, whether it be another enemy, one of your party members, or even itself. Because the confused enemy may still attack your character, this nerf should only be used against groups of enemies rather than a single strong enemy/boss. This allows for a higher chance of confused enemies to attack an enemy.
  • Poison + Sleep: Casting Poison and then Sleep on an enemy is a special combo, preventing the enemy from taking action (Sleep) while constantly damaging them (Poison). The increments of poison do not wake up the target, and this allows the Poison nerf to reach its full potential. While the enemies are asleep, you can farm through stealing, since it does not deal damage and will not remove the Sleep nerf. Note that Sleep does wear off after a very long time.
  • Silence + Blind: This pair of nerfs should always be used together whenever the enemies being fought cannot resist it. Silencing the enemy will force them to use their physical attacks as their actions, and blinding them will cause them to miss on most of their attacks, which effectively defends your party against almost any damage at all. (Note that Blind reduces their accuracy by 80%, which means that they will not miss 20% of time. If the blinded enemy attacks a character with a Mirror equipped, accuracy will be at 14%.)
  • ATK DOWN + MAG DOWN: This pair of nerfs should only be used when silence and blind cannot be inflicted upon the enemy. It will lower the damage of all the enemy's attacks, whether physical or magical. When fighting a single enemy, this can save MP and turns by not casting DEF UP and MDEF UP on each of your characters. Note that MAG DOWN is only needed against enemies that are capable of casting elemental spells. (Nerf damage is unaffected by MAG DOWN.)

Nerf Resistance by Species

A Strong Vs. nerf has at least 75% chance of being resisted by the enemy, while a Resist Vs. nerf has a 50% chance of being resisted.

Note that Resist Vs. nerfs generally have a "50/50 chance" of being inflicted, while Strong Vs. nerfs can be resisted by the enemy in nearly 100% of attempts, even though they are still listed as "75%+" in the bestiary.

{Species} Resistance(s)
  • {Slimes}
  • {Goblins}
  • {Crabs}
  • {Skeletons}
  • {Archer Skeletons}
  • {Armored Skeletons}
  • {Makas}
  • {Canines}
  • {Bolts}
  • {Scorpions}
  • {Thieves}
  • {Vultures}
  • {Sphynxes}
  • {Mummies}
  • {Djinns}
  • {Spiders}
  • {Spiderlings}
  • {Wolves}
  • {Hounds}
  • {Imps}
  • {Succubi}
  • {Gnolls}
  • {Boars}
  • {Chimerae}
  • {Eagles}
  • {Harpies}
  • {Sasquatches}
Not Strong/Resist Vs. any nerfs.
  • {Ents}
  • {Seedlings}
Strong Vs. Poison
  • {Bugs}
Strong Vs. Silence + Resist Vs. Poison
  • {Wisps}
Strong Vs. Silence
  • {Bats}
  • {Stalkers}
Strong Vs. Blind
  • {Zombies}
Strong Vs. Sleep
  • {Frogs}
  • {Gorgons}
Strong Vs. Confuse
  • {Turtles}
  • {Orcs}
  • {Gargantuans}
  • {Earth Golems}
  • {Worms}
  • {Minotaurs}
  • {Samurai}
  • {Wind Golems}
  • {Elementals}
Strong Vs. Stun

Bosses have their own resistances that are different from their non-boss species.

Boss Resistance(s)
Not Strong/Resist Vs. any nerfs.
Strong Vs. Stun, Resist Vs. Silence
Strong Vs. Silence, Confuse, Sleep, Stun, Blind.

Resist Vs. ATK DOWN, MAG DOWN, SPD DOWN, DEF DOWN, MDEF DOWN.

Strong Vs. Poison, Silence, Confuse, Sleep, Stun, Blind.

Resist Vs. ATK DOWN, MAG DOWN, SPD DOWN, DEF DOWN, MDEF DOWN.

Strong Vs. all nerfs.

The Tank Strategy

This strategy depends on the continuous casting of Guard by your HP stat-oriented tanker. (It requires you to have your tanker equip the Tanker Build, and your tanker must also know the Guard skill which can be learned in Guardian I. If you did not specialize your HP stat-oriented tanker with the priorities described in Node Choices, this strategy may work poorly, unless they have a very high HP stat.) As your tanker casts Guard, enemies will always attack them, unless another one of your characters is buffed with Guard. For this reason, let your Tanker be the only character casting Guard, and have the rest of your party take action fully depending on the Tanker.

While your tanker is casting Guard and reflecting damage, your SPD stat-oriented support character should:

  • Cast Quicken on the tanker if he/she does not have enough SPD to Guard before every enemy action (Highest priority)
  • Cast Blur on the tanker so that they have an even higher chance to evade (When fighting many enemies that use physical attacks)
    • Silence the enemies (or boss) that are attacking the tanker only if they cannot resist the nerf. The tanker being buffed with Blur and equipping a Mirror should cause evasion to be at a high rate, so your SPD stat-oriented support character should not waste turns casting Blind.
    • Cast DEF UP on the tanker for extra defense. (Combined with Guard, the Tanker's defense will be 300%, meaning that they will only take 33.3% of oncoming physical attacks)
  • Cast MDEF UP on the tanker for extra defense (When being attacked by enemies or a boss with Elemental damage, if they resist silence) (Combined with Guard, the Tanker's defense will be 300%, meaning that they will only take 33.3% of oncoming physical attacks)

Your tanker should always spend their action casting Guard, unless they are already buffed with Guard. If they have a free action, they should do any of the above actions. Note that the reflected damage from your tanker's Guard+ weapon will always be 75% of their ATK stat. This ignores all physical resistances and all buffs/nerfs, so casting ATK UP on your tanker will not affect the amount of reflected damage.

If you have a remaining party member set to be an attacker, they should always attack whichever enemy deals the most damage to your tanker. When your tanker is buffed with Blur, attack enemies casting magic.

Your MAG stat-oriented oriented healer should cast REGEN on the tanker and heal them appropriately. Healing other party members that were damaged from group attacks should happen only when the tanker has sufficient HP.

There are two important glitches that are related to Guard:

  1. Healing a character buffed with Guard or MDEF UP will result in decreased healing, because healing spells are technically magic attacks dealing negative damage. When your tanker is buffed with Guard, they will only heal 50% of the normally-healed amount. When buffed with MDEF UP, healing will be at 66%. When buffed with both Guard and MDEF UP, healing will be at only 33%. To deal with this glitch, try to heal only when your tanker does not have these buffs, and minimize the usage of MDEF UP in this strategy. Fortunately, your healer can cast REGEN while your tanker has these buffs, because REGEN is unaffected by buffs and therefore unaffected by this glitch.
  2. The Guard buff can be removed by certain friendly actions, and the damage-reflecting effect will also activate. These friendly actions do not include healing spells or most buffs; however the following actions are causes of the glitch:
    1. Transfer MP
    2. Certain consumables (such as Panacea)
    3. Concentrate
    4. Reinforce
    5. Berserk

Note that Concentrate, Reinforce, and Berserk are caused by the tanker themself, which will result in the tanker dealing the "reflected" damage to themselves.

Boss Strategies

Fighting Bosses is generally tougher than fighting groups of non-boss enemies.

  • Bosses have a very high HP, which is much higher than all other enemies in their location. (usually at least 20 times as much HP as the enemy with the highest HP in the stage)
  • Bosses often have a second life form that must be fought (in the same battle) after the previous life is killed.
  • Bosses do not follow properties of their "species", and should overall be categorized as a {Boss} species rather than their non-boss enemy species.
    • These properties include skills, elemental resistances, and steals/drops.
  • You cannot Flee when battling a boss.

This section lists strategies for fighting specific bosses. Charts display ranges of Raw Damage, meaning that the damage has not been affected by buffs/nerfs, your characters have no extra defense from armors, and the attacks are neither critical hits nor misses. (Obviously, the True Damage is affected by these factors.)

For the formula for True Damage of all attacks, see Maths Section.

Koras

Koras has only one life, but it is one of the most difficult battles in the game.

Raw Damage for each attack is as follows:

Attack Raw Damage
Standard Attack 466 to 512
Water I 652 to 782
Frost Nova 466 to 652
Debuff 372 to 693

Koras can easily kill your party members with her three Magic attacks: Water I, Frost Nova, and Debuff. These attacks can be even more deadly when she buffs herself with MAG UP, which increases the damage of these attacks by 80%. Additionally, Frost Nova attacks all characters and attempts to inflict SPD DOWN, while Debuff is a powerful attack dealing true damage by removing buffs on a character and ignoring extra defense from armors.

  • Before fighting Koras, equip as many Full Armors, Helms, and Water Charms as you can. Frost Nova and Water I are both magic Water attacks, so a Water Charm can help heavily. (you should equip the armor that reduces the highest percent of damage; note that when all three are Tier I Level I, a Water Charm will reduce the most damage.)
    • A Water Charm is found in a chest at Barrens, and you can also farm them as a drop of the Alkonost.
  • If your characters don't have enough HP to endure attacks of Koras's Debuff, equip a Plate for HP. Debuff removes all buffs on a character besides REGEN and Auto Raise, and equipping a Helm/Full Armor will not reduce any damage. Damage of Debuff is only affected by MAG UP or MAG DOWN on Koras.
  • Remove buffs on Koras by casting nerfs. Though it may take several attempts, getting rid of MAG UP and simultaneously inflicting MAG DOWN on Koras can save a lot of HP. Removing her MDEF UP is next priority, and is useful for removing her defense, since your main damage on Koras comes from Magic attacks. (not physical attacks.)
  • Use Wind and Earth attacks, and avoid using physical attacks. Koras takes the most damage from Wind-based attacks, and nearly (but not as) much from Earth attacks. Physical attacks do less then they normally do, Fire does not damage Koras, and Koras will heal from Water-based attacks.

Dargon King

The Dargon King has three lives: Dargon King (147), (148), and (149).

Raw Damage for each attack is as follows:

Attack Raw Damage (Life 1) Raw Damage (Life 2) Raw Damage (Life 3)
Standard Attack 466 to 512 560 to 616 700 to 770
Roar 233 to 349 (Not casted in this life) (Not casted in this life)
Silence / Slow All / Blind All 93 to 102 112 to 123
Dargon Claw / Frost Nova / Flame Eater 466 to 652 560 to 784 700 to 980
Rend 815 to 1141 (First attack)

+30 poison increments of 77

(Not casted in this life) 1225 to 1715 (First attack)

+30 poison increments of 116

Poison All (Not casted in this life) 280 to 305 (First attack)

+30 poison increments of 93

(Not casted in this life)
Judgement Deals damage leaving <5% of HP.

Koohii

(This guide refers to Koohii's appearance in the Flash Version, which is only at Doom Lair. For info on her other forms in the Deluxe Version, see Koohii (213), (214), (215), and (216).)

Koohii has two lives: Koohii (178) and Koohii (179). (In the Deluxe Version, her bestiary numbers are 217 and 218 respectively.)

Raw Damage for each attack is as follows:

Attack Raw Damage (Life 1) Raw Damage (Life 2)
Standard Attack 2500 to 2750 3333 to 3666
Fire I / Earth I / Water I / Lightning I 3500 to 4200 4666 to 5599
Flame Wall I / Quake I / Storm I 3000 to 3600 3999 to 4799
Attack Down All / Slow All 500 to 550 666 to 733
Debuff 2000 to 3720 2666 to 4959
Charm 2000 to 2800 2666 to 3732
Poison All 1250 to 1375 (First attack)

+30 poison increments of 416

1666 to 1833 (First attack)

+30 poison increments of 555

Judgement (Not casted in this life) Deals damage leaving <5% of HP.
Community content is available under CC-BY-SA unless otherwise noted.