Farmagia

Farmagia

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Star Sage Nov 10, 2024 @ 6:00pm
10 Tips for Beginners
1) There is No New Game Plus mode here, it's a one and done affair. There IS a post game, but it's just mechanical, as you fight all the bosses again. There's no story after you beat the game and see the stinger. This is a disappointment given the game is purely mechanically driven, and could easily HAVE a NG+ mode, but oh well.

2) When raising stats on your ranch, NEVER raise any stat save those with the musical notes next to them, and never do so to a non-max moral monster. Otherwise you miss out on points, potentially a lot of them over the course of the game. You max stats at 99, and can use a reroll to redistribute them when they're at that level to keep from wasting them.

3) Post game especially, but just harder modes show that you don't actually do a lot of your damage with Assaults(the general point and click to send monsters). Most of your damage comes from emptying the enemy's KO bar(a sort of second health), and then using a Legion Attack against them while they're stunned, or the fusion summon attack. As such, the thing to focus on isn't power in your monsters, it's status effects. This means those monsters without status effects are far less useful in the late game, though they can make for good sweepers in early game/replaying levels to regain FP.

4) Due to the above, the only thing you want from your 'Unite' forms for your monsters is SPEED. The damage they deal(which is extra on top of their own) isn't worth it, compared to being able to empty the KO Bar by spamming their Blitz attacks. This is also what makes Ten a useful leader at almost every point in the story.

5) Due to the lack of NG+, don't bother saving things. Specifically, Elemental Orbs which you get from doing the quests for the Elemental Spirits have no other purpose than to be processed into gifts for those same spirits, to help raise their affection. Quests for them are also the only way to get them, so just spend them on the spirit you're trying to get to like you, and also be sure to give any gifts you find in battle when you can. There is no point to giving gifts past the max level, as far as I can tell.

6) Your monsters CAN die. This is why the game offers you so many ways to restock in mission. They DO have an HP limit above their KO HP. Depleting the latter knocks them out, and you have to run by them to wake them up. Depleting the form kills them, and you have to grow a new one. I didn't realize this until almost endgame as they don't die easily, and was confused with the high limit on Monsters in the Ranch area(it maxes at 120).

7) Agribuddies are useful for gaining money, and the final level versions are effectively permanent(9999 days) with huge areas of effect(2 water pumps are enough to cover the max field). That said, as you hit the end, money becomes less and less useful, mainly used only for the stat raising for your monsters, but it is still a measure of how far you can go.

8) Raise 3 of each research buddy, then see if any node on the research grid needs their item. If not, you can safely sell them. Until the second half the game, the money you make is about the same for selling the seed as raising the monster and selling their item.

9) If you KNOW you killed a monster, but it's not showing up in your Compendium, this is likely because one of the 'Queen Bee' types summoned it. You can find out their weakness via a summon, but you don't get credit for killing them, or gain their seed/item without killing the real thing. Motley Champ(a large black and white bear type monster) is a real pain here, as it can show up VERY early as a summon, but you can't actually fight a real one until nearly end game.

10) All the 'Small' monsters give seeds from simply killing them with Unite Blitz. Medium and Large monsters tend towards Legion attacks for Medium, and Summon for Large, but they can also require a specific status effect to drop their seed/item, so be sure to check the Compendium to see what their requirement is for those kind, and spam Unite Blitz against the smaller ones any time you see a new one.
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Showing 1-6 of 6 comments
VertVentus Nov 10, 2024 @ 6:29pm 
For my own,
  1. Regarding training, it's really just 5 Training Pts. per level. You can game it so that you're just 1 point off from leveling, feed for maxed motivation so you train for +5, then get +4 points more than your level allows.
  2. Every buddy has an specific final United Form that's 370ish ATK but Cooldown: Slow (2nd highest would be below 170?) and requires 99 in all 3 stats with the musical notes, but that's at minimum Lv. 59 and probably post-game. If you wanted to respec via Ch. 4+'s Reroll Rolls, make those musical stats = 4 + 5x.
  3. Dentro and Spirit Pact Trial zones can be refought as long as you don't turn them in, so if there's a boss that's rare or accessed earlier than normal, you can opt to farm it.
  4. So far as of Chapter 8, smaller/medium-sized enemies may be weak to Support (Purple) or Formation Types (Orange), but all the bosses I've faced only have either a Close-Range (Red) or Long-Range (Blue) weakness. Prioritize those damage increasing Fairy Skills and the Farmagia/All drop rate ones.
  5. Buncle Composter Argi-Buddies serve as both Evolution Aid and Growth Accelerator, as subspecies 1 & 2 take 3 days but only take 1 if you use them.
  6. For the Spirit Elemental chapters, certain dialogue choices do reward 3, 5, or 7 hearts. I couldn't find a list about them, so I made one myself. https://docs.google.com/spreadsheets/d/1NFsVGs6GT8s4kCuuNYz6EOnWd3uU8KZVaa6NYcoH2M4/edit?usp=sharing
  7. There wasn't a drop resource either, someone on the Reddit posted this video to help another spreadsheet. https://www.reddit.com/r/farmagia/comments/1glv3r3/anyone_completed_the_game_yet/ https://www.youtube.com/watch?v=u__1LuI0qUU
Last edited by VertVentus; Nov 10, 2024 @ 6:53pm
Star Sage Nov 10, 2024 @ 9:53pm 
Originally posted by VertVentus:
For my own,
  1. Regarding training, it's really just 5 Training Pts. per level. You can game it so that you're just 1 point off from leveling, feed for maxed motivation so you train for +5, then get +4 points more than your level allows.
  2. Every buddy has an specific final United Form that's 370ish ATK but Cooldown: Slow (2nd highest would be below 170?) and requires 99 in all 3 stats with the musical notes, but that's at minimum Lv. 59 and probably post-game. If you wanted to respec via Ch. 4+'s Reroll Rolls, make those musical stats = 4 + 5x.
  3. Dentro and Spirit Pact Trial zones can be refought as long as you don't turn them in, so if there's a boss that's rare or accessed earlier than normal, you can opt to farm it.
  4. So far as of Chapter 8, smaller/medium-sized enemies may be weak to Support (Purple) or Formation Types (Orange), but all the bosses I've faced only have either a Close-Range (Red) or Long-Range (Blue) weakness. Prioritize those damage increasing Fairy Skills and the Farmagia/All drop rate ones.
  5. Buncle Composter Argi-Buddies serve as both Evolution Aid and Growth Accelerator, as subspecies 1 & 2 take 3 days but only take 1 if you use them.
  6. For the Spirit Elemental chapters, certain dialogue choices do reward 3, 5, or 7 hearts. I couldn't find a list about them, so I made one myself. https://docs.google.com/spreadsheets/d/1NFsVGs6GT8s4kCuuNYz6EOnWd3uU8KZVaa6NYcoH2M4/edit?usp=sharing
  7. There wasn't a drop resource either, someone on the Reddit posted this video to help another spreadsheet. https://www.reddit.com/r/farmagia/comments/1glv3r3/anyone_completed_the_game_yet/ https://www.youtube.com/watch?v=u__1LuI0qUU

Not a bad list, I will still counter point 2 with the fact that, 200 is NOT that much of a boost(all attack boosts are ADDITIVE, not multiplicative, thus any boost to them is flat, and at max level in stats, your attack power is going to be in the thousands. BTW, this applies to bonuses from fairies as well.

Anyway, point 2 is good, but honestly, due to Unite Blitz being your only counter move against most red attacks(some can hit through it), you're going to need them more regularly than normal, or most especially slow, will allow in a lot of boss fights. Many can even be locked down in the first bit.

Spirit Elemental choice list is nice, and can allow you to skip to the next level up at the end of some conversations for their affection, there are 10 levels for those still getting to them. Mind, they aren't that hard to raise, and other than Water, most Elementals have levels that will regularly drop an item they like. Do NOT give items for other Elementals to anyone, you will LOSE progress to the next level.

Also, slight/minor correction. They do still have levels after you max them out. The sad part is, they give Stardust, a useful item for Research unlocks...that can eventually be bought instead, for cheaper than some of their gifts are worth. No further scenes or story with them unlock.

Oh, and just to add to the first point here, the final 'level up' candy will not max your monster's level to 99 until they have 99 in every stat, so you can't permanently make them weaker or screw them up or anything. However, given you only unlock the final candy by beating the post game's final boss refight, the last and hardest challenge in the game, it's a moot point by that event.

And one final note, I can't post video or screens, but my completely automated farm, with all the stuff maxed, gives about 300,000 every other day, with my only involvement being Tilling the land. It involves 4 lamps, 4 composters, 4 weed cutters, 2 water pumps, and 4 seed spreaders(Ribbhet's as they give the most money by a small margin).

The most you can buy something for is 15,000 so once setup, this is able to keep you in the money forever. And due to how the seed spreaders work(they only work at the END of a day, sewing in every free slot, so it's every other day you'll get the benefit of them), you can still raise any seeds you find on adventures and stuff, or if you want to replace some losses of monsters from other things than the seed spreaders.
MC Rikki Jan 8 @ 12:13pm 
"2) When raising stats on your ranch, NEVER raise any stat save those with the musical notes next to them, and never do so to a non-max moral monster."

What do you mean by this? It's worded weirdly so I don't understand what you mean. Are you say that you should only level up the musical note stats?
Originally posted by MC Rikki:
"2) When raising stats on your ranch, NEVER raise any stat save those with the musical notes next to them, and never do so to a non-max moral monster."

What do you mean by this? It's worded weirdly so I don't understand what you mean. Are you say that you should only level up the musical note stats?
Yeah, the Musical Note indicated stats are the ones that monster needs to unlock unite forms(you unlock them first by growing 3 of the research buddy that unite form is based on, then need the stats to 'equip' the form in the ranch menu).

The other stats might be useful in their own way, but the unite forms are what you really want for most monsters.
I'll share some of my experiences too, having played this on the Switch.

There are two fairy skills that are a must for seed farming: Hawkeye and Hand of Fortune.

Hawkeye increases item drop rate based on the percentage of level you've increased from research, while Hand of Fortune guarantees double drops. This will easily make the 3 seed research requirement less of a hassle from especially hard to get monster seeds for Research Buddies.

It's still luck based as you need to pick them from the All category, which is guaranteed to come up in your seed selection if you have 1 or 2 groups of monsters with you. Just pick other fairies that are there as cancelling out will nix you from getting other fairies, especially in those multi-red houses. There's a low risk using your green fairy rooms for All, as most skills in All are tier 1, including the aforementioned Hawkeye and Hand of Fortune.

Oh, for those still having trouble with Motley Champ in Part 2 like I did? They appear mostly in the very first room of Sacred Woods. This means you can't really benefit from getting the fairy skills to ease up the grind, but instead you can reload until you find one, take its seed, and then exit the maze (the blue return portal is just before the boss room). Should save a lot of grind.
Last edited by Servant_HolyKnight; Feb 19 @ 4:13pm
great tips I"m mostly just fumbling my way through but have picked up a couple of these sadly the game isn't really clicking for me but I'm going to push through a good bit more and see if it turns around
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