Romancing SaGa 2: Revenge of the Seven

Romancing SaGa 2: Revenge of the Seven

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小龙马 Nov 8, 2024 @ 7:41am
Weapon skill/proficiency
Hi Guys, just bought the game yesterday and a lot of things i am not familiar yet.

Wana ask is there any weapon proficiency tied to certain class/character?

eg. A infantry will be good with sword, thus level it up faster and can learn more skill.

I did swap out a few of my characters leveled-up weapon skill to a different one that started from "0" due to Role-Play reason.
Originally posted by Mr. Slam:
Not necessarily, starting proficiency just gives an idea and starting point. The Heavy Infantry has 0 in Martial Arts, but gets amazing early game staying power with useful tech as I explained earlier.

Some classes may glimmer techs that might not even be available to another that specializes in the same weapon. Keep an eye on your glimmer chart and inspect every new tech you earn to see if you can earn more if you continue using the weapon. Don't be afraid to switch up your weapons, if the enemy weaknesses aren't trending with what you have, swap weapon or class. Preferably class, members outside your party will still gain HP and BP.
Always give your characters weapons that compliment their stats. High Dex = S.Swords and Bows, Str = Everything else, Martial Arts gets stronger with Str, Dex, and Speed, and encumbrance does affect its attack power.


Experimenting with other weapons can possibly get you a tech that another class can't get by themselves and keep it until the next time skip. Even though a class couldn't unlock a tech by themselves, they can use it if it was earned and passed on by those before him.
In the early game, don't spread out your skills too much. Stick with what the classes start with, Heavy Inf. being the only exception to the rule.
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Showing 1-7 of 7 comments
Mr. Slam Nov 8, 2024 @ 8:11am 
Any class can use any weapon or spell, the stats will dictate how you will kit them out, their starting skill gives you a idea that this class using this weapon is going to glimmer techs that will be useful for the future.
Sometimes you should experiment, such as have your Heavy Infantry use Martial Arts to gain a Self Heal and a Counter tech.

For the early game, this a good plan to have your Heavy use Swords and Fists.
Last edited by Mr. Slam; Nov 8, 2024 @ 8:24am
Mr. Slam Nov 8, 2024 @ 8:15am 
In a role play sense, if you were a demon, would you fear a big man in full plate with a sword or a big man in full plate that puts his fists up and isn't afraid to punch you right in the face, foregoing the sword hanging on his belt?
Last edited by Mr. Slam; Nov 8, 2024 @ 8:20am
小龙马 Nov 8, 2024 @ 8:48am 
Originally posted by Mr. Slam:
their starting skill gives you a idea that this class using this weapon is going to glimmer techs that will be useful for the future.

Thank you very much for the information dude.

Regarding your quote above, does it means that those characters whose skill that start from "0" won't be able to glimmer the said tech?
Louis Cypher Nov 8, 2024 @ 9:16am 
Originally posted by 小龙马:
Originally posted by Mr. Slam:
their starting skill gives you a idea that this class using this weapon is going to glimmer techs that will be useful for the future.

Thank you very much for the information dude.

Regarding your quote above, does it means that those characters whose skill that start from "0" won't be able to glimmer the said tech?

Not necessarily:
For roleplaying reason I trained Gerad in Martial Arts and he glimmerd strong techniques.
At the best look at the glimmer table of a specific technique at the character screen. If you see a bulb and some question marks the character/class can glimmer it. I
If there is a red cross on the bulb, they cannot glimmer it.

Don’t worry too much, you get dedicated weapon user that can glimmer every tech of the weapon and you can transfer these techniques.
I also train everyone in certain magic skills even if they are at 0.
My emperor line passes on secret Martial Arts techs, even mages deal heavy damage with their fists xD
The author of this thread has indicated that this post answers the original topic.
Mr. Slam Nov 8, 2024 @ 9:21am 
Not necessarily, starting proficiency just gives an idea and starting point. The Heavy Infantry has 0 in Martial Arts, but gets amazing early game staying power with useful tech as I explained earlier.

Some classes may glimmer techs that might not even be available to another that specializes in the same weapon. Keep an eye on your glimmer chart and inspect every new tech you earn to see if you can earn more if you continue using the weapon. Don't be afraid to switch up your weapons, if the enemy weaknesses aren't trending with what you have, swap weapon or class. Preferably class, members outside your party will still gain HP and BP.
Always give your characters weapons that compliment their stats. High Dex = S.Swords and Bows, Str = Everything else, Martial Arts gets stronger with Str, Dex, and Speed, and encumbrance does affect its attack power.


Experimenting with other weapons can possibly get you a tech that another class can't get by themselves and keep it until the next time skip. Even though a class couldn't unlock a tech by themselves, they can use it if it was earned and passed on by those before him.
In the early game, don't spread out your skills too much. Stick with what the classes start with, Heavy Inf. being the only exception to the rule.
小龙马 Nov 8, 2024 @ 10:41am 
I see, great info, many thanks to Louis and Mr. Slam. Cheers!!!
Louis Cypher Nov 8, 2024 @ 2:24pm 
"Watch and learn, Gerard" xD
Last edited by Louis Cypher; Nov 8, 2024 @ 2:24pm
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Date Posted: Nov 8, 2024 @ 7:41am
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