Trails in the Sky! Play this game. It is great.
Game mechanics are largely the same as First Chapter, so everything from there (CP gain, EP gain, damage formulas) seems largely the same but with bigger numbers (
Pyro's FC topic,
Dhyerwolf's FC topic). PCs have also upgraded to 7 Orbment slots in this game. The one addition to the game's system is Chain attacks. If you have a bunch of characters all nearby, they can perform a joint special attack on an area around an enemy at the cost of SP. Useful for clumped arts-resistant enemies, I guess. Not happening in a duel.
Orbments, Stats, & DamageThis data doesn't include stat-boosts from Orbments due to woes in figuring out what would be equipped on each character and differences in playstyles, similar to Dhyerwolf's FC topic. One proviso as a result: Attack & Mind Orbments are very good for raising your damage in-game, with a potent +15% percentage boost on Strength (Str) & Art Strength (ATS). This is a lot more than +15% damage in a system with subtractive defense. I've elected to test damage on very low-Def / Art-Def enemies to slightly "compensate" as a result. See Appendix for details.
LevelEveryone is level 85 in this topic except Mueller, who is L86. In retrospect this was a mistake and L86 on everyone would be better, but that'd involve more grindanz, so oh well.
CP MechanicsPerform a basic attack: +10 CP
Use a Craft or a spell (inc. S-Craft): +5 CP per enemy target damaged
Take a little damage: ~+5 CP
Take lots of damage: ~+20 CP
As a reminder, if a character is at 200 CP and S-Breaks, they get +25% damage on it.
Characters also get less CP from attacking much lower level enemies (usually irrelevant?) and more CP from attacking very high level enemies (applies for some bosses - double all the gains above).
Equipment legalityWeapons: Pretty straightforward, everybody gets their best non-ultimate weapon, which is usually unique anyway. Ultimate weapons are perma-missable and require a book-gathering sidequest, and even if you do it right, you can only get 2 ultimates out of 9 weapon types. There is one quirk in that the 3 characters who join in the final chapter all share a weapon type with someone else, making those 2nd-best weapons found in the final chapter not unique… but… since Estelle & Josh are required, you have to be using *both* other characters with that weapon type. And for swords & guns, who cares, because Kloe & Olivier aren't using physicals unless something has gone terribly wrong. So it's only really a potential issue for greatswords, and honestly if your heart is set on using Agate / Mueller at the same time, you should FAQ up crafting an ultimate greatsword which would make the 2nd-best one legal anyway.
Armor & Shoes:This is trickier, since Def & ADf aren't very good stats, and that's what storebought armor/shoes specialize in. Treasure drops have more side stats, and these are *potent* stat-boosts too (Aurelia Dress & Parthenon Gear for females is an amazing +150 ATS!). I've elected to go with the dropped armor in C7 instead, as there are generally 2-3 gender-locked copies of each, and for the equipment with only 2 copies, even if you were running a 3/1 gender split team, the 3rd person would grab a better final chapter drop instead.
Armor:
Taiji Garb (male only): +320 Def, +20 ADf, +20 ATS, +5 Spd, +20 Agl
8 Divinations Garb (female only): +320 Def, +40 ADf, +5 Spd, +20 Dex, +20 Agl
Misty Veil (female only): +260 Def, +30 ADf, +50 ATS
Jormungandr (Tita only): +600 Def, +200 ADf, -10 Spd, +50 Dex, -50 Agl, -2 Mov
Reflector II (storebought, all): +370 Def, +14 ADf
Shoes:
Regina Guarder (female only): +150 Def, +2 Mov, +5 Spd, +20 ATS, +50 ADf, -5 Agl
Star Rabbits (female only): +95 Def, +4 Mov, +15 Agl
Blue Falcons (male only): +155 Def, +2 Mov, +5 Spd, +25 Agl
Ebony Shoes (male only): +135 Def, +1 Mov, +30 ATS, +30 ADf
Composites II (storebought, all): +200 Def, +2 Mov
8 Divinations Garb & Regina Guarder are assumed as default for women due to the speed & damage they offer. Males go Taiji Garb & Blue Falcons for the same reason. Note that the net result of this is that with these defaults -
Guys have vs. their unequipped stats:
+475 Def, +20 ADf, +20 ATS, +10 Spd, +45 Agl, +2 Mov
Ladies have:
+470 Def, +90 ADf, +20 ATS, +10 Spd, +20 Dex, +15 Agl, +2 Mov
Basically, women have higher Art Defense and are more accurate with their own attacks, but guys are much dodgier.
Everybody can grab Reflector II if they want +50 Def (~-150 physical damage taken) taken at the cost of a bunch of more useful stats… this is almost never a good idea. If more arts damage is needed at the cost of -5 speed, women can grab a Misty Veil, while guys can switch to Ebony Shoes. This offers ~+200 damage on all spells (Misty Veil) or ~+120 damage (Ebony Shoes).
Accessories:Characters can equip up to 2 accessories. Storebought accessories are almost exclusively single-status blockers. The best ones for raw stats are the Anti-Cold Helmet and Cotton-Stuffed Vest, which blocks Freeze & Petrify respectively, but also offers +15 Defense. Yay? So the cast blocks Freeze & Petrify for free at least, and can gives up a trivial amount of Defense (~+40 damage taken) to block, instead:
- Poison (take ~10% damage/turn)
- Freeze (no actions and take ~10% damage/turn)
- Petrify (no actions and Instant Death if attacked)
- Sleep (no actions until woken up by an attack)
- Mute (no Arts)
- Confuse (basic physical random ally or enemy, or do nothing. Does not target self. Is not cured by damage!)
- Blind (Hit rate and evade massively reduced - sub 25%, possibly even worse, hard to say for sure)
- Seal (stop physical skills)
- Faint [disable/paralysis]
- Instant Death
Proxy Puppets are storebought and offer a one-time auto-revival on death effect. I'm ignoring them.
Long Barrel IIIs are storebought and offer +4 Range for Gun, Cannon, & Crossbow users. Possibly useful for Josette.
MagicQuick what orbments did Agate join with in C1? Or in late C3, if you took Schera's path? Do they differ? Do Kloe & Olivier deserve to be rewarded for leaving for a time and coming back with new filled-out-Orbment sets? Does this matter even a little bit?
I say no. With 7 orbment slots, initial-orbments-scaled-up risks handing everybody nearly all magic anyway, creating a cast where everybody has perfect Mute/Confuse. Instead, I've only given characters magic of "their" school as determined by their locked orbment types, with 3 exceptions / oddities.
- Giving the Fire/Water/Air/Earth users just 1 magic type gets them walled by elemental resistance fairly hard, which isn't really accurate to in-game. Also, it was legit to leave off an Action 2 in some builds in FC; it is not really legitimate to pass up an Action 4/5 in SC for an amazing +40/50% Spd, which means that everybody is at least a little invested in Time. That's 8-12 Time crystals. I've listed the damage for Soul Blur & Shadow Spear to be used as backups if their main element is walled (although you might be more inclined to ignore the Faint/Death status proc chance for non-Time locked characters, up to you.). These also provide a consistent backup default for everyone.
- Time / Space / Mirage magic blends together as "non-elemental." Example: a Gold Gem gives 10 Space / 7 Time / 7 Mirage. A Silver Gem gives 12 Mirage / 8 Space / 8 Time. Time orbments granting the other two are less frequent, but they're there: a Time Gem gives 8 Time / 3 Space / 3 Mirage. And, enforced strictly, Mirage-locked characters would get no straight-up damage magic, and Space-locked characters would get a woefully tiny spell set. As such, I treat these 3 as one mega-school; so Olivier gets all Mirage/Time/Space magic rather than just Mirage. Note that enemies never elementally resist these spells.
- Estelle has no locked orbments whatsoever! This is a *good* thing in-game. Does she get all magic? Her choice of schools? I dunno. I've gone with making her a water mage to honor Pyro's original stat topic, and you are forced in this game to equip healing early just as in FC before going to the first dungeon, so it's not totally crazy.
Note that some magic isn't really feasible to get without a really long line in the Orbment layout due to requiring a little bit of everything or absurdly huge amounts of one thing (Cocytus, Zodiac, etc.). I've given these out when it seems like it could work, e.g. Kloe or Olivier, but not to shorter-lined characters.
I will say the one flavor loss from this interp is for Father Kevin: he rejoins with 2x Water Orbments, he's seen healing people in cutscenes and hangs out in the infirmary, but he's got Time-locked slots, not Water-locked. Oh well!
Buff & Debuffs: Duration & EfficacyThese apparently last a set amount of clockticks. Thus, as everyone gets faster, buffs last longer & longer periods of time as the game proceeds. I'm not listing most durations because in-game, you'll surely have Action 4s/5s equipped by endgame, which effectively makes the buffs last even longer, along with other equipment tomfoolery. Suffice to say the durations are long-to-extremely long, with the lone exception noted (Kaempfer).
Also, all of the buffs seem to have half the effectiveness predicted by formula? As in, rather than + 4x (change) damage, it seems to be more around +2x (change) damage when buffing Strength or Defense. Dhyerwolf noted this in his FC topic as well. It is a mystery. (Buffs are still very good!)
Buffs don't stack, but you can refresh the duration by re-casting a buff.
Impede / Spell ChargingSome effects have "Impede" listed on them. This just means that they'll cancel charging spells and *most* abilities. (Certain enemies have S-Crafts with a charge time, e.g. the Divine Penguin, but you can't cancel them out of it.)
PC AveragesSee below for details, but the most important ones:
HP: 8906
Speed: 45.3
3-turn Damage, 50 CP: 1122 (2.5x killpoint: 2805)
3-turn Damage, 100 CP: 1795 (2.5x killpoint: 4488)
Estelle BrightBrave Staff, 8 Divinations Garb, Regina Guarder
HP: 8742 (98%) EP: 526 Str: 950 ATS: 535 (515) Spd: 45 (35) Def: 882 (412) ADf: 105 (15)
Dex: 46 (26) Agl: 29 (14) [Eff. evade: 14%] Mov: 6 Rng: 2
Attack: 490 damage
Arts (Water):
Tear (10 EP): 1000 healing. Very fast charge time (next turn sped up).
Teara (20 EP): 3000 healing. Fast charge time (next turn sped up).
Tearal (40 EP): 6500 healing. Fast charge time (next turn sped up).
Tear-All (70 EP): Full healing. Fast charge time (next turn sped up).
La Tear (20 EP): 1000 healing for a small area. Fast charge time (next turn sped up).
La Teara (55 EP): 3000 healing for a medium area. Fast charge time (next turn sped up).
La Tearal (200 EP): 6500 healing for a huge area. Slightly fast charge time (next turn sped up).
La Tear-All (300 EP): Full healing for entire party.
Curia (10 EP): Cures abnormal status. Very fast charge time (next turn sped up).
La Curia (30 EP): Cures abnormal status for a huge area. Slightly fast charge time (next turn sped up).
Revive (30 EP): Revives a fallen ally with 800 HP.
Aqua Bleed (10 EP): 850 water magic
Blue Impact (20 EP): 980 water magicBlue Ascension (40 EP): 1090 water magic, slow charge time
Diamond Dust: 890 water damage to an area. 20% chance of freeze.
Time Magic:
Soul Blur (10 EP):880 Time/NE magic +20% Faint
Shadow Spear (40 EP): 960 Time/NE magic+20% death
Crafts:
Morale (20 CP): Str +20% to Estelle & all nearby allies. (For Estelle, add +370 damage to all physical skills.)
Taunt (20 CP): Enemy focuses on Estelle.
True Hurricane (30 CP): 410 damage to an area
True Comet (20 CP): 740 damage to a line.
True Hard Break (20 CP): 840 damage to one target, Impede.
True Pummel (S-Craft): 1750 damage, heals 10% of damage dealt (162 healing). Slow recharge time.
True Barrage (S-Craft): 2350 damage, heals 10% of damage dealt (219 healing). Slow recharge time.
Wheel of Time (S-Craft): 3000 damage. Slow recharge time.Special: Note that Morale was nerfed from FC, where it also buffed art damage too.
Scherazard HarveyRosenkrantz, 8 Divinations Garb, Regina Guarder
HP: 9179 (103%) EP: 668 Str: 929 ATS: 586 (566) Spd: 45 (35) Def: 871 (401) ADf: 105 (15)
Dex: 46 (26) Agl: 29 (14) [Eff. evade: 14%] Mov: 7 Rng: 3
Orbment: Wood Gem - 30% chance to Impede charging enemy spells on all physical damage
Attack: 410 Damage
Arts (Wind):
Sylphen Guard (10 EP): Buff Agl +50% (new evasion: 20% vs. 175 Dex)
Sylphen Wing, Sylpharion (10, 40 EP) : Buff Mov +1/+2. Sylpharion has a slow charge time. Nearly useless.
Air Strike (10 EP): 1080 wind magic
Aerial (20 EP): 1080 wind magic to a medium area
Aero Storm (70 EP): 1230 wind magic to a huge area, slow charge time
Grand Stream (140 EP): 1230 wind magic to all enemies, slow charge time
Lightning (20 EP): 1060 wind magic to a line, 20% chance of inflicting Seal.
Plasma Wave (50 EP): 1130 wind magic to a line, 20% chance of inflicting Seal.
Ragna Blast (80 EP): 1200 wind magic to a line, 20% chance of inflicting Seal.Time Magic:
Soul Blur (10 EP): 1090 Time/NE magic +20% Faint
Shadow Spear (40 EP): 1150 Time/NE magic+20% death
Crafts:
Heaven's Kiss (20 CP): AT Advance to allies in range (one-shot speedup to their next turn).
Sylphen Whip 2 (20 CP): 720 damage to a medium area
Bind Whip 2 (20 CP): 760 Damage + Impede
Sadist Whip 2 (S-Craft): 1750 damage to one. Slow recharge time.
Judgment Card (S-Craft): 2150 damage to a medium area, inflicts a random status effect with 100% accuracy. Slow recharge time. Status effects I've seen: Blind, Freeze, Confuse, & Death.Special: I've ignored status-attack Orbments for others, but Wood Gem is unusually "legal" for Wind. It's the highest proc-rate AND it's storebought unlike far worse proc-rate alternates that you only get in chests. Schera is very likely to equip it as well due to having 2 Wind-locked slots, but Emerald Gems tank her ATS and thus her damage, so that leaves Wind + Wood.
Alternate: Can equip Star Rabbits instead of Regina Guarder for +20 Agl & +2 Mov, but -55 Def, -5 Spd, -20 ATS, & -50 ADf. Evasion vs. 175 Dex goes to 22%, and w/ Sylphen Guard would go to 30%. (vs. an unusually inaccurate opponent, though, say a Fire Emblem Axe-wielder or something with 80 Dex… evasion would be 27% normally & 35% buffed, and with the Star Rabbits, 38% normal -> 48% buffed.)
Agate CrosnerLion King's Sword, Taiji Garb, Blue Falcons
HP: 10053 (113%) EP: 457 Str: 1021 ATS: 432 (412) Spd: 45 (35) Def: 912 (437) ADf: 35 (15)
Dex: 26 Agl: 69 (14) [Eff. evade: 28%] Mov: 6 Rng: 1
Attack: 710 damageArts (Fire):
Forte (16 EP): Buff Strength +25%. Adds +500 damage to all of Agate's physical skills.
La Forte (40 EP): Buff Strength +25% to a medium area.
Fire Bolt (10 EP): 440 fire magic
Flare Arrow (20 EP): 540 fire magic
Napalm Breath (40 EP): 660 fire magic, slow charge time
Cyclone Naplam (70 EP): 810 fire magic, very slow charge time
Fire Bolt EX (20 EP): 420 fire magic to a medium area
Spiral Flare (30 EP): 560 fire magic to a medium area
Volcanic Rave, Meteo Fall, Arc Prominence - Actually pretty tricky to get with Agate's poor orbment lines.
Time Magic:
Soul Blur (10 EP): 430 Time/NE magic +20% Faint
Shadow Spear (40 EP): 510 Time/NE magic+20% death
Crafts:
Wild Rage 2 (0 CP, 70% of Max HP): CP+150. (Yes, this can be fatal, it will let you use this below 70% health!)
Flame Smash 2 (20 CP): 760 damage to a small area + huge knockback.
Draguna Edge 2 (20 CP): 920 damage to a line + Impede. Slow recharge time.
Spiral Edge 2 (20 CP): 1040 damage + AT delay. Slow recharge time.
Beat Down 2 (S-Craft): 2850 damage. Slow recharge time.
Final Break 2 (S-Craft): 2600 damage to a huge area. Slow recharge time.
Dragon Dive (S-Craft): 3100 damage to all enemies. Slow recharge time.Kevin GrahamDominion, Taiji Garb, Blue Falcons
HP: 8304 (93%) EP: 658 Str: 939 ATS: 596 (576) Spd: 45 (35) Def: 938 (463) ADf: 35 (15)
Dex: 26 Agl: 69 (14) [Eff. evade: 28%] Mov: 5 Rng: 6
Attack: 430 damage
Arts (Time):
Clock Up (10 EP): Speed +25% buff
Clock Up EX (30 EP): Speed +50% buff. Slow charge time.
Clock Down (50 EP): Speed -50% debuff.
Anti-Sept (20 EP): Inflicts Mute on target, 100%.
Anti-Sept All (40 EP): Inflicts Mute on all enemies, 100%.
Orbal Down (100 EP): Inflicts Mute on all enemies & -30% ADF debuff, 100%. (Add +450 to magic damage taken.) Slow charge time.
Soul Blur (10 EP): 1080 Time/NE magic +20% Faint
Shadow Spear (40 EP): 1210 Time/NE magic+20% deathDeath Scream (120 EP): 1150 Time/NE magic on all enemies + 20% death, slow charge time.
Hell Gate (30 EP): 1100 Time/NE magic on a small area +20% Faint
White Gehenna (60 EP): 1320 Time/NE magic on a medium area +20% Faint, slow charge time.
Abyss Fall (90 EP): 1320 Time/NE magic on a huge area +20% Faint, very slow charge time.
Mirage magic:
Chaos Brand (40 EP): Inflicts Confuse on target 100%.
Silver Thorn (90 EP): 1100 damage + 90% Confuse, slow charge time.
Saint (40 EP): Buffs Str & Def +25%. (Add +750 damage to all of Kevin's physical attacks and subtract 350 from physical damage.)
Zodiac (240 EP): Buffs Str & Def +25% for all allies. Very slow charge time.
Silent Cross (50 EP): Impede, all (interrupt casts).
Phantom Pain (50 EP): Debuffs Str -15%. (Subtracts ~900 damage from enemy physicals.)
Space magic:
A-Crest (50 EP): Buffs ADf +30% to a medium area. Sucks.
Dark Matter (40 EP): 1430 Space/NE damage, slow charge time
Lost Mobius (100 EP): 1630 Space/NE damage to a medium area, very slow charge time
Crafts:
Crossgear Rage (20 CP): 710 damage.
Sacrificial Arrow (65 CP): Restores 40 CP to allies in range. (Can't self-target… not that he'd want to.)
Sacred Breath (30 CP): Restores 2500 HP to a huge area around Kevin.
Grail Sphere (S-Craft): Block 1 attack for allies within a huge area around Kevin. (Same as a wider-target Earth Wall, basically.) At 200 CP, blocks 2 attacks. Slow recharge time.Olivier LenheimRevolter, Taiji Garb, Blue Falcons
HP: 7867 (88%) EP: 803 Str: 898 ATS: 638 (618) Spd: 45 (35) Def: 835 (360) ADf: 35 (15)
Dex: 26 Agl: 69 (14) [Eff. evade: 28%] Mov: 5 Rng: 5
Attack: 300 damage
Arts (Mirage):
Chaos Brand (40 EP): Inflicts Confuse on target 100%.
Silver Thorn (90 EP): 1300 damage + 90% Confuse, slow charge time.
Saint (40 EP): Buffs Str & Def +25%. (Add +750 damage to all of Olivier's physical attacks and subtract 300 from physical damage.)
Zodiac (240 EP): Buffs Str & Def +25% for all allies. Very slow charge time.
Silent Cross (50 EP): Impede, all (interrupt casts).
Phantom Pain (50 EP): Debuffs Str -15%. (Subtracts ~900 damage from enemy physicals.)
Time magic:
Soul Blur (10 EP): 1300 Time/NE magic +20% Faint
Shadow Spear (40 EP): 1410 Time/NE magic+20% deathClock Up (10 EP): Speed +25% buff
Clock Up EX (30 EP): Speed +50% buff. Slow charge time.
Clock Down (50 EP): Speed -50% debuff.
Anti-Sept (20 EP): Inflicts Mute on target, 100%.
Anti-Sept All (40 EP): Inflicts Mute on all enemies, 100%.
Orbal Down (100 EP): Inflicts Mute on all enemies & -30% ADF debuff, 100%. (Add +450 to magic damage taken.) Slow charge time.
Death Scream (120 EP): 1350 Time/NE magic on all enemies + 20% death, slow charge time.
Hell Gate (30 EP): 1310 Time/NE magic on a small area +20% Faint
White Gehenna (60 EP): 1520 Time/NE magic on a medium area +20% Faint, slow charge time.
Abyss Fall (90 EP): 1520 Time/NE magic on a huge area +20% Faint, very slow charge time.
Space magic:
A-Crest (50 EP): Buffs ADf +30% to a medium area. Fails.
Dark Matter (40 EP): 1500 Space/NE damage, slow charge time
Lost Mobius (100 EP): 1700 Space/NE damage to a medium area, very slow charge time
Crafts:
Quick Draw 2 (20 CP): 300 damage to a large area. Slow recharge time.
Sniper Shot 2 (20 CP): 500 damage + Impede
Happy Trigger (20 CP): 2500 healing to a medium area. Fast recharge time.
Howling Bullet 2 (S-Craft): 1550 damage to a medium area. Slow recharge time.
Requiem Hearts (S-Craft): 2150 damage to a medium area. Slow recharge time.Kloe Rinz (Klaudia von Auslese)Seven Star Sword, 8 Divinations Garb, Regina Guarder
HP: 7430 (83%) EP: 803 Str: 908 ATS: 638 (618) Spd: 45 (35) Def: 846 (376) ADf: 105 (15)
Dex: 46 (26) Agl: 29 (14) [Eff. evade: 14%] Mov: 7 Rng: 1
Attack: 320 damage
Arts (Water):
Tear (10 EP): 1000 healing. Very fast charge time (next turn sped up).
Teara (20 EP): 3000 healing. Fast charge time (next turn sped up).
Tearal (40 EP): 6500 healing. Fast charge time (next turn sped up).
Tear-All (70 EP): Full healing. Fast charge time (next turn sped up).
La Tear (20 EP): 1000 healing for a small area. Fast charge time (next turn sped up).
La Teara (55 EP): 3000 healing for a medium area. Fast charge time (next turn sped up).
La Tearal (200 EP): 6500 healing for a huge area. Slightly fast charge time (next turn sped up).
La Tear-All (300 EP): Full healing for entire party.
Curia (10 EP): Cures abnormal status. Very fast charge time (next turn sped up).
La Curia (30 EP): Cures abnormal status for a huge area. Slightly fast charge time (next turn sped up).
Revive (30 EP): Revives a fallen ally with 800 HP.
Athelas (180 EP): Revives a fallen ally with full HP.
Aqua Bleed (10 EP): 1240 water magic
Blue Impact (20 EP): 1440 water magicBlue Ascension (40 EP): 1530 water magic, slow charge time
Diamond Dust (60 EP): 1300 water damage to an area. 20% chance of freeze.
Cocytus (150 EP): 1530 water damage to all enemies. 20% chance of freeze. Slow charge time.
Time Magic:
Soul Blur (10 EP): 1270 Time/NE magic +20% Faint
Shadow Spear (40 EP): 1410 Time/NE magic+20% death
Crafts:
Kaempfer 2 (20 CP): Debuffs Str by -20% and Def by -30%. Lasts ~2.3 of Kloe's turns by endgame with Action 5 Orbments; e.g. resolve 2 attack spells and have it wear off as the 3rd attack spell is charging. Add +700 damage to Kloe's physical skills, subtracts ~1200 from enemy physical damage. (FC Impose)
Sturm 2 (20 CP): 590 damage+Impede. (FC Encroach)
Lichtkreis 2 (S-Craft): All nearby allies in a huge range recover 12000 HP and cure all negative status. If dead, they are revived with 500 HP. If CP=200, this also buffs defense by 50%. Slow recharge time. (FC Radiant Plash)
Sanctus Nova (S-Craft): 1750 damage to an area. Slow recharge rate.Special: Note that Impose / Kaempfer was harshly nerfed from FC where it was an insane -50% Str/Ats/Def/Adf AND inflicted damage.
Special 2: Despite what some people on the Internet say, Sanctus Nova is NOT magic-typed, so it scales with Str not ATS, it's resisted by Def and thus Kaempfer buffs its damage, etc. (It allegedly scales off ATS in Third Chapter, hence the confusion…)
Special 3: Pretty sure you can't actually get enough Water magic points to be able to cast Cocytus without using a Mind Gem, which will increase Kloe's ATS… the given power is a hypothetical no-Mind one for all that you'd never do this in-game anyway.
Tita RussellOmega Craft, 8 Divinations Garb, Regina Guarder
HP: 6119 (69%) EP: 482 Str: 970 ATS: 535 (515) Spd: 45 (35) Def: 830 (360) ADf: 105 (15)
Dex: 46 (26) Agl: 29 (14) [Eff. evade: 14%] Mov: 4 Rng: 4
Attack: 560 damage
Arts (Space):
Dark Matter (40 EP): 1160 Space/NE damage, slow charge time
A-Crest & Lost Mobius are pretty tricky to get for Tita's poor orbment lines.
Time Magic:
Soul Blur (10 EP): 880 Time/NE magic +20% Faint
Shadow Spear (40 EP): 960 Time/NE magic+20% deathClock Up (10 EP): Speed +25% buff
Clock Up EX (30 EP): Speed +50% buff. Slow charge time.
Clock Down (50 EP): Speed -50% debuff.
Anti-Sept (20 EP): Inflicts Mute on target, 100%.
Orbal Down (100 EP): Inflicts Mute on all enemies & -30% ADF debuff, 100%. (Add +450 to magic damage taken.) Slow charge time.
Death Scream (120 EP): 950 Time/NE magic on all enemies + 20% death, slow charge time.
Hell Gate (30 EP): 910 Time/NE magic on a small area +20% Faint
Other Time spells aren't really feasible to get on Tita's grid.
Mirage Magic:
Chaos Brand (40 EP): Inflicts Confuse on target 100%.
Crafts:
Smoke Cannon 2 (30 CP): 700 Damage + 100% Blind to a medium area.
Vital Cannon 2 (30 CP): 3500 healing + removal of stat debuffs to a Medium area of allies.
Cannon Impulse F (S-Craft): 2650 damage to a huge line. Slow recharge time.Satellite Beam (S-Craft): 2100 damage to a huge area. Slow recharge time.
Special: Cannon Impulse F is optional and perma-missable. You need to talk to a weapons shop owner *after* a particular event has happened with no particular cue to check with her again.
Alternate: Can equip Long Barrel IIIs in her accessory slots if she needs more range on her physical. Can equip Jormungandr armor for a somewhat worthless defense, art defense, & accuracy increase at horrific cost to speed, dodginess, & movement. Against 8 Divinations Garb, it's +280 Def, +160 ADf, -15 Spd, +30 Dex, -70 Agl, -2 Mov.
Zane VathekBriarios, Taiji Garb, Blue Falcons
HP: 11364 (128%) EP: 502 Str: 1021 ATS: 329 (309) Spd: 45 (35) Def: 938 (463) ADf: 35 (15)
Dex: 26 Agl: 69 (14) [Eff. evade: 28%] Mov: 6 Rng: 1
Attack: 710 damageArts (Earth):
Earth Guard (10 EP): Grants immunity to next attack for target. (This catches all of a multi-hit attack, too.)
Earth Wall (75 EP): Grants immunity to next attack that would hit allies in a small range around target. Slow cast time.
Stone Hammer (10 EP): 10 earth damage
Earth Lance (20 EP): 130 earth damage
Petrify Breath (30 EP): 30 earth damage + 20% chance of Petrify
Stone Impact (40 EP): 30 earth damage to a medium area. Slow cast time.
Petrify Cloud (60 EP): 70 earth damage + 20% chance of Petrify to a medium area. Slow cast time.
Titanic Roar (70 EP): 70 earth damage to all enemies. Slow cast time.
Crest, La Crest, Petrosphere, Geo Catastrophe, Gaia Shield: Hard to get on Zane's Orbment slot.
Time Magic: lol, not bothering, more damage failure..
Crafts:
Taunt (20 CP): Makes enemies target Zane.
True Distend (20 CP): Buffs Str & Def by 60%. (Add 1200 to all of Zane's physical damage, subtract ~800 from all damage Zane takes.)
True Composure (20 CP): Heals 3100 HP and removes all negative status for Zane or an ally.
True Smite (30 CP): 1180 damage + 50% Confuse
Thunder God Kick (35 CP): 1040 damage to an area (if 1 target). Does more damage the more targets hit.
True Disable (S-Craft): 1700 damage. Slow recharge time.
True Aural Blast (S-Craft): 2400 damage to an area. Slow recharge time.
Wrath of Genbu (S-Craft): 3050 damage to an area. Slow recharge time.Joshua BrightAura Fencer, Taiji Garb, Blue Falcons
HP: 9616 (108%) EP: 582 Str: 975 ATS: 586 (566) Spd: 47 (37) Def: 861 (386) ADf: 35 (15)
Dex: 26 Agl: 69 (14) [Eff. evade: 28%] Mov: 7 Rng: 1
Attack: 570 damage
Arts (Time):
Clock Up (10 EP): Speed +25% buff
Clock Up EX (30 EP): Speed +50% buff. Slow charge time.
Clock Down (50 EP): Speed -50% debuff.
Anti-Sept (20 EP): Inflicts Mute on target, 100%.
Anti-Sept All (40 EP): Inflicts Mute on all enemies, 100%.
Orbal Down (100 EP): Inflicts Mute on all enemies & -30% ADF debuff, 100%. (Add +450 to magic damage taken.) Slow charge time.
Soul Blur (10 EP): 1050 Time/NE magic +20% Faint
Shadow Spear (40 EP): 1180 Time/NE magic+20% death
Death Scream (120 EP): 1120 Time/NE magic on all enemies +20% death, slow charge time.
Hell Gate (30 EP): 1080 Time/NE magic on a small area +20% Faint
White Gehenna (60 EP): 1290 Time/NE magic on a medium area +20% Faint, slow charge time.
Abyss Fall (90 EP): 1290 Time/NE magic on a huge area +20% Faint, very slow charge time.
Mirage magic:
Chaos Brand (40 EP): Inflicts Confuse on target 100%.
Space magic:
Dark Matter (40 EP): 1330 Space/NE damage, slow charge time
Crafts:
Taunt (20 CP): Enemy focuses on Joshua.
True Dual Strike (20 CP): 1080 damage (over 2 hits of 540); slow recharge rate. (Gains CP each hit, so +10 CP, not +5 CP if they connect. Very sensitive to enemy Defense.)
True Flicker (30 CP): 950 damage to a line + AT delay. Slower enemies kind of don't get turns anymore.
True Cloak & Dagger (20 CP): 1050 damage + 20% death, fast recharge time
Evil Eye EX (40 CP): 950 damage to a small area + AT Delay, slow recharge time
True Sever (S-Craft): 2000 damage to an enemy. Slow recharge time.
True Black Fang (S-Craft): 2250 damage to all enemies. Slow recharge time.
Phantom Raid (S-Craft): 2750 damage to all enemies. Slow recharge time.Josette CapuaRevolter, 8 Divinations Garb, Regina Guarder
HP: 7430 (83%) EP: 568 Str: 929 ATS: 535 (515) Spd: 45 (35) Def: 871 (401) ADf: 105 (15)
Dex: 46 (26) Agl: 29 (14) [Eff. evade: 14%] Mov: 5 Rng: 5
Attack: 410 damage
Arts (Earth):
Earth Guard (10 EP): Grants immunity to next attack for target. (This catches all of a multi-hit attack, too.)
Earth Wall (75 EP): Grants immunity to next attack that would hit allies in a small range around target. Slow cast time.
Crest (16 EP): Buffs defense +25%. (Subtract ~300 damage from physicals that would hit Josette.)
La Crest (40 EP): Buffs defense +25% for all allies in a medium range. Slow cast time.
Petrosphere (40 EP): Debuffs enemy movement in a small area. MOV-4. Slow cast time.
Stone Hammer (10 EP): 840 earth damage
Earth Lance (20 EP): 980 earth damagePetrify Breath (30 EP): 870 earth damage + 20% chance of Petrify
Stone Impact (40 EP): 920 earth damage to a medium area. Slow cast time.
Petrify Cloud (60 EP): 70 earth damage + 20% chance of Petrify to a medium area. Slow cast time.
Titanic Roar (70 EP): 920 earth damage to all enemies. Slow cast time.
Atlas Hammer (80 EP): 1050 earth damage to a medium area. Very slow cast time.
Geo Catastrophe & Gaia Shield are a bit tricky to get on Josette's Orbment lines.
Time Magic:
Soul Blur (10 EP): 880 Time/NE magic +20% Faint
Shadow Spear (40 EP): 960 Time/NE magic+20% death
Crafts:
Stampede (20 CP): 400 damage & Def -20%, huge knockback (7 squares). (Add +800 damage to physical attacks against the target.)
Anchor Flail (20 CP) : 400 damage + 100% Faint. Faint lasts ~3-4 of Josette's turns (or ~2-3 without Orbment boosting).
Bobcat (S-Craft): 1650 damage to all. Slow recharge time.Special: Note that a move-only action has fast recharge in Trails, like healing spells, so if Josette is playing keep-away with Stampede to stop short-range attacks, her enemy will at least get a speed boost in-game. (Although Petrosphere might render this moot…)
Julia SchwarzSeven Star Sword, 8 Divinations Garb, Regina Guarder
HP: 10053 (113%) EP: 592 Str: 986 ATS: 509 (489) Spd: 45 (35) Def: 902 (432) ADf: 105 (15)
Dex: 46 (26) Agl: 29 (14) [Eff. evade: 14%] Mov: 7 Rng: 1
Attack: 590 damage
Arts (Space):
Dark Matter (40 EP): 1040 Space/NE damage, slow charge time
A-Crest & Lost Mobius are easier for Julia to get than for Tita, but still kinda hard.
Time Magic:
Soul Blur (10 EP): 740 Time/NE magic +20% Faint
Shadow Spear (40 EP): 820 Time/NE magic+20% death
Clock Up (10 EP): Speed +25% buff
Clock Up EX (30 EP): Speed +50% buff. Slow charge time.
Clock Down (50 EP): Speed -50% debuff.
Anti-Sept (20 EP): Inflicts Mute on target, 100%.
Anti-Sept All (40 EP): Inflicts Mute on all enemies, 100%.
Orbal Down (100 EP): Inflicts Mute on all enemies & -30% ADF debuff, 100%. (Add +450 to magic damage taken.) Slow charge time.
Death Scream (120 EP): 810 Time/NE magic on all enemies + 20% death, slow charge time.
Hell Gate (30 EP): 770 Time/NE magic on a small area +20% Faint
White Gehenna (60 EP): 970 Time/NE magic on a medium area +20% Faint, slow charge time.
Abyss Fall (90 EP): 970 Time/NE magic on a huge area +20% Faint, very slow charge time.
Mirage Magic:
Chaos Brand (40 EP): Inflicts Confuse on target 100%.
Only Olivier (or other 6-7 length line mages) can sanely get the other Mirage spells.
Crafts:
Lanzenreiter (25 CP): 1000 damage + Impede.
Mirageberg (50 CP): Negate next attack on Julia. (e.g. Earth Wall.)
Trinity Crisis (S-Craft): 2150 damage to a medium area. Slow recharge time.Mueller Vander
Lion King's Sword, Taiji Garb, Blue Falcons
HP: 10716 (120%) EP: 448 Str: 1029 ATS: 492 (472) Spd: 47 (37) Def: 921 (446) ADf: 35 (15)
Dex: 26 Agl: 69 (14) [Eff. evade: 28%] Mov: 6 Rng: 1
Attack: 760 damage
Arts (Water):
Tear (10 EP): 1000 healing. Very fast charge time (next turn sped up).
Teara (20 EP): 3000 healing. Fast charge time (next turn sped up).
Tearal (40 EP): 6500 healing. Fast charge time (next turn sped up).
Tear-All (70 EP): Full healing. Fast charge time (next turn sped up).
La Tear (20 EP): 1000 healing for a small area. Fast charge time (next turn sped up).
La Teara (55 EP): 3000 healing for a medium area. Fast charge time (next turn sped up).
La Tearal (200 EP): 6500 healing for a huge area. Slightly fast charge time (next turn sped up).
La Tear-All (300 EP): Full healing for entire party.
Curia (10 EP): Cures abnormal status. Very fast charge time (next turn sped up).
Revive (30 EP): Revives a fallen ally with 800 HP.
Athelas (180 EP): Revives a fallen ally with full HP.
Aqua Bleed (10 EP): 590 water magic
Blue Impact (20 EP): 810 water magic
Blue Ascension (40 EP): 890 water magic, slow charge time
Diamond Dust (60 EP): 680 water damage to an area. 20% chance of freeze.
Time Magic:
Soul Blur (10 EP): 670 Time/NE magic +20% Faint
Shadow Spear (40 EP): 780 Time/NE magic+20% death
Crafts:
Ragna Bind (20 CP): 740 damage, very long range & moves target next to Mueller.
Hound Gale (35 CP): 720 damage to a small area
Blade Dancer (30 CP): 1300 damage + 20% Confuse.
Mirage Edge (40 CP): Impede.
Righteous Witness (S-Craft): 3000 damage to a medium area. Slow recharge time.Special: Mueller joins at L86, so these are L86 stats for Mueller, unlike everyone else at L85... with the exception of Speed. (He & Joshua have identical speed at each level for L86 on, so he's given Josh's L85 speed. I'd do the same for ADf/Dex/Agl if it mattered, but those don't grow between L85->86 anyway, so moot.)
Special: Yes, Mirage Edge seemingly inflicts no damage, despite his boss form's version inflicting damage. It is a mystery.