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7. Khor Elvesbane is me
5.2 Total number of rooms in castle - 18. So you can max any 6 room types out of 11 total.
8. You can train characters in University even if you take them on adventure, so don't let them skip on studying time when they explore.
9. You can craft more things if you level your craftsman. To level craftsman you need to craft some thing (if you craft for leveling don't spend gems). So the more you craft, the better things you can craft. To get material for crafting you can just salvage most things - rarely you will get gems from salvaging. You can combine gems at jeweller. You can use gems when you craft legendary items for use.
10. If you need some green or yellow items of next tier and your crafting is not yet ready, you can buy them at different kingdoms: I (reqLvl=1) - Human, II (reqLvl=1) - Elf, III (reqLvl=5) - Elf, IV (reqLvl=10) - Halfling, V (reqLvl=15) - Giant, VI (reqLvl=20) - Dwarf, Giant, VII (reqLvl=25) - Dwarf, VIII (reqLvl=30) - Gnome, IX (reqLvl=35) - Dark elf
11. You mitigation protects you against normal weapon attacks and skills that use weapon damage in their description. Mitigation goes down when your level increases (at level 1 it's about
1.075 per point of Armor, at level 13 it's about 0.74 per point of Armor), so always try to change your armor to better one.
12. Magic resistance protects you against spells that have Spellpower or Magic Damage in their description
13. You can leave to main map during manual adventure to assign tasks for other adventurers. For example, set them on new course in University.
14. If you don't use FastForward button time only moves when you battle in dungeon - 1 battle = 1 hour. There are total of 24 hours in each Season and 4 Seasons in a Year. One manual battle lowers endurance of participating characters by 30 and characters restore 30 endurance each hour if they are resting, so it is possible to have two teams alternating for manual adventures.
15. Magic attacks can't be blocked, so using Wizard to kill enemies that can block is much easier. Or PAL can use their skill to remove enemy block than all physical attackers can unleash their powerful attacks.
16. Most Buffs and Debuffs can't be used twice on each character. Buffs and Debuffs expire at the end of character turn. It leads to such things as Character can't Defend two turns in a row. When he uses Defend first time he gains bonus of 50% absorbtion to all attacks (Defends), but when he tries to do the same thing on next turn he get's notification IMMUNITY and when he ends his turn he loses his Defense bonus (-DEFEND), so become unprotected.
17. You can leave dungeon any time when you are not in battle if you find it's too hard. Then you can come back to continue it, or you can restart/abandon it.
18. If things in battle went the wrong way you can try to flee from it and come back to another setup of enemies.
And what do the "+" in the armour and shield mean? Does it also mean damage buffs?
The table isn't explained clearly.
I didn't know you didn't get the buff from defending two turns in a row...That's just weird.
Class - obviously just the name of the class, sorted according to second column.
BaseAtk - % amount of Weapon Damage you do with basic attack (press A and choose target). If you have Cleric and his Weapon Damage is 170-172, then he will deal 51-51 damage against targets with 0% mitigation.
DualWield - chance to activate additional extra attack that deals 1/2*WeaponDamage on each basic attack, spell or skill that you use on enemy if you hold weapons in each hand (type of weapon does not matter, you can have sword in one hand and hammer in another).
Spellpower - shows which stat INT or WIS you need to increase to raise Spellpower (also known as Magic Damage) for this class. Spellpower in game is used to calculate damage of skills that are magic attacks, like Ice Shards, Fireball, Flame Strike, etc.
Armor - type of armor class can equip + - Cloth, ++ - Leather, +++ - Chain, ++++ - Plate.
Shield - type of shields class can equip + - Light, ++ - Heavy.
For Armor and Shield I used + instead of names because it is easier to compare them like this. The more + class has, the more defensive it is.
Will continue with one more hint:
19. For each boss that you kill you will get one unique item. Each boss can drop 2 different uniques. Fang - Fang's Fur Coat or Fang's Fang, Zombie Lord - Kingblade or Zombie Shield, Skeleton Queen - Skeletal Dress or Skeletal Scepter, ... Set of stats on those items is fixed, but values can be a little different. So if you see that another character can use same thing you can finish the level again and get another one. Sometimes it can drop Mythical version with slightly better stats. During invasion enemies are scalled to your party's level so if you kill that boss in invasion you can get same item with same set of stats but with higher tier and higher values. Also most of those items have unique looks.
THIS! I encountered that today and was wondering if it was a bug or a feature.
I love the information you are giving here. It's very usefull. It should indeed be put in a guide ^^
Spent a bunch of the game thinking that that upgrade was useless, because I almost never use the castle stash.
21. Hiring an adventurer from a particular town will cause your alliegence to go up with that town. Raise your allegience to unlock additional classes in that town.
22. If your inventory is overflowing or will overflow from the loot gained during an auto adventure, you will be unable to portal out until your inventory has sufficient room to hold all the nice and shiny new loot.
23. Unless you are sure what you are doing, it is probably a good idea to have a combination of magical and physical attacks in your party. Some mobs are resistant.
24. The type of weapon being used plus the class wielding it determines which attribute affects the amount of attack damage. When increasing attributes, make sure you are increasing the one that helps you the most.
Thank you for posting this, a lot of very useful info. Also useful would be a table which race has which specialties/penalties, and which class they would be best in.
Click on the towns, hover your mouse over the small bar on the top middle of the screen. There has all ready been screenshots of such info you can find.
RacialBonus - extra bonus for each race, starts at 10%, becomes 15% at allegiance level 3 and 20% at allegiance level 5
RacialPenalty - extra penalty for each race, starts at -10%, becomes -5% at allegiance level 4 and 0% at allegiance level 5
WeaponAffinity - characters equipped with specified weapons gain 5% boost to WeaponDamage.
As for which class they would be best - it's not so easy to say, because a lot of classes can use different weapons. For example although halflings have extra 5% damage for daggers, Giant Rogue would be better damage dealer because he will have extra 20% weapon damage instead of only 5% and can use swords or hammers that deal higher damage for DoubleWield without losing bonus to WeaponDamage. And although DarkElves have bonus 5% to scepters Gnome Clerics could be better because they will have extra 20% spellpower. Cleric has basic attack rate of 30%, so you should avoid using basic attacks with him anyway and instead focus on spellpower to increase his damage with spells and healing. Elves with their extra chance To Hit can also make a good damage dealer or healer, because they will miss less often. DarkElves, Dwarves and Halflings make good tanks. Humans are somewhat debatable - they level faster, but this can be a problem during invasions if you can't keep up with their equipment.
White is their level. Blue is their number goes from left most to right most (needed to identify monster in queue at the top of the screen when there are several monsters of the same type on a screen).
What is king level for? I haven't seen any apparent effect on gameplay for leveling your king and i feel i am missing something very obvious.
Also, do you have any plans on posting this as a guide in the guide section? If so, i would be glad to help with that.
auto-adventures scale to story missions. on one of my saves my king is lvl 9 but i only have lvl 1-3 auto-adventures
I thought auto-adventures are listed as a particular level range (such as level 1) and the raid battles scale to the party level (average party level, I guess).
But I did wonder what effect the king level has also.
No, I don't have plans to post it because there is too little info here that can be organized into normal guide (those two tables and that's it). Also FF13-2 got released just now, so going to be busy for a while.
Also there are a lot of things to do before making a guide:
1. Check how stats work on weapon damage and spellpower to be able to compare them (I did some tests, it seems 1 STR adds 1.4 WeaponDamage for each class and race except Giants, they have extra racial bonus, but more tests are needed)
2. Check mitigation at final level best equip with and without bonuses to armor from dwarf race and from university
3. Check DPS and reuse time for each skill to compare them. Can Plague be used twice? Is it possible to gain 20-40 energy regen later in a game to make characters that can use op skills every turn? Are there characters that have lower base attack but higher damage skills?
4. Compare different weapons. For example, what's better 2xDagger, 2xHammers, 2xSwords, Bow, Crossbow or Spear for Rogue? Daggers have lowest damage out of first three weapons but can be improved to extra CritChance. Hammers are improved for extra ArmorPenetration and Swords for extra ToHit. So what is better +10% CritChance, +10% ToHit and extra 30 WeaponDamage or +20% ArmorPenetration and extra 40 damage (2xDagger IX is 119, 2xSword IX is 152, 2xHammer IX is 163 average damage)? Bow, Crossbow and Spear allow Rogue to attack back row targets so can be used to kill nasty healers or wizards that have low hp, but high damage (but these ranged weapons are not needed on bosses as those have low hp enemies in first row). Also these weapons have same bonuses as shortrange weapons to choose from, except now there is no high extra damage difference (bow and spear IX is 81.5 and crossbow IX is 87 average damage). I even think that there is no better choice, you should decide for yourself what you need in your party - if you have low CritChance and want to increase it choose Daggers, if you are tired of misses choose Swords, if you want high damage choose Hammers, or if you want to kill backrow targets first choose ranged equivalents.