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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter W » Wild Arms 3 - Strategy Guide (Page 24)

Wild Arms 3 - Strategy Guide (Page 24)

Below are the cheat codes, hints and help for Wild Arms 3 - Strategy Guide (Page 24).

Probably the most useful spell early on, Heal heals the HP of your party
members. Or rather, A party member.  You can use this with Gallows' Extension
spell to heal all four members.  In Chapter 1, when you dont have any Heal
Berries this is a spell you will use 90% of the time.  Dont ever be cheap with
this spell, as it can save your life, even at the end of the game.  Sadly, it
gets weak after you get around 1,500 HP (around the middle of Chapter 2) which
can be a problem.  You can not target your enemies with this spell.

=-=-=-=-=-=-=-=-=-=
Analyze
=-=-=-=-=-=-=-=-=-=
FP: 4
Reflect: No

If you are using this FAQ, you probably wont have need to use this spell at
all.  You mainly use it to see what enemies or bosses have elemental
weaknesses.  Useful, if you dont have the enemies' weakness, and you want to
use Arcana or Attachment.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Terra Roar
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Arc Scepter

=-=-=-=-=-=-=-=-=-=
Petrify
=-=-=-=-=-=-=-=-=-=
FP: 10
Reflect: Yes

This spell attacks an enemy (or enemies) with the power of earth.  Enemies
immune to earth will not be damaged by this, and those who are wind elemental
will be weak against it.  Sadly, it probably wont be used as much as the other
Arcanas on Terra Roar.

=-=-=-=-=-=-=-=-=-=
Shield
=-=-=-=-=-=-=-=-=-=
FP: 8
Reflect: No

This spell is surprisingly useful, especially paired with Extension.  It
lowers the damage that physical attacks do.  This is extremely useful against
bosses who have strong physical attacks.  Note though, that some attacks that
look physical are magical, so know the attacks before you cast this spell.

=-=-=-=-=-=-=-=-=-=
Protect
=-=-=-=-=-=-=-=-=-=
FP: 8
Reflect: No

Another surprisingly useful spell.  This one can be invaluable in some boss
battles, as it lowers the damage that magical attacks do.  Paired with
Extension, this baby can save your party from defeat just because the damage
is lowered.  While some may say it is less useful then reflect, it absorbs
more and tends to last longer.  Remember that it wont do anything to physical
damage.

=-=-=-=-=-=-=-=-=-=
Decelerate
=-=-=-=-=-=-=-=-=-=
FP: 8
Reflect: Yes

This spell is required in a few boss fights in the game, but other then that
it may not see too much use.  It halfs the enemies RFX, allowing your attacks
to hit a lot better then they would.  On enemies that frequently dodge
attacks, this will be useful.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Gale Claw
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Arc Scepter

=-=-=-=-=-=-=-=-=-=
Vortex
=-=-=-=-=-=-=-=-=-=
FP: 10
Reflect: Yes

This is a wind elemental attack spell.  It works quite well on a few bosses,
and works better on the bosses then most normal enemies.  But if an enemy is
weak versus wind, by all means use it.  it wont do as much damage to enemies
who are strong against wind magic.

=-=-=-=-=-=-=-=-=-=
Inspire
=-=-=-=-=-=-=-=-=-=
FP: 10
Reflect: Yes

This is a thunder elemental attack.  It wont be used on too many bosses,
sadly, because it is a rare weakness, but on the enemies who are weak against
thunder, it should work pretty well.  It will not do as much enemies with a
strength to thunder.

=-=-=-=-=-=-=-=-=-=
Quicken
=-=-=-=-=-=-=-=-=-=
FP: 8
Reflect: No

This spells ups one (or multiple characters')  RFX, allowing your members to
dodge attacks easier, and to go faster.  Makes Virginia go a million miles an
hour, thats for sure.  Even the fastest enemies wouldnt go before her....

=-=-=-=-=-=-=-=-=-=
Turbulance
=-=-=-=-=-=-=-=-=-=
FP: 8
Reflect: No

This spell is a support spell which, when cast, ups your characters EVA, or
evasion.  On a character like Virginia, it makes them practically immune to
physical attacks, as if they have a high base as it is, then the percentage
the evasion is upped by is higher.  Fun against bosses who use physical
attacks.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Firey Rage
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Arc Scepter

=-=-=-=-=-=-=-=-=-=
Cremate
=-=-=-=-=-=-=-=-=-=
FP: 10
Reflect: Yes

This is your standard Fire elemental Arcana attack.  Not too many bosses are
weak versus fire, so you wont be using it too much.  it is required on a few
annoying bosses though, so dont turn it away immediately.

=-=-=-=-=-=-=-=-=-=
Devastate
=-=-=-=-=-=-=-=-=-=
FP: 20
Reflect: Yes

FAR more useful then Cremate, but costs double the FP.  The spell does more
then twice the amount of non-elemental damage then Cremate does, and will
damage enemies more effectively.  If you are going to use any attack spell on
Firey Rage, this is the one.  Amazing against those annoying enemies who can
only be damaged by magic.

=-=-=-=-=-=-=-=-=-=
Fragile
=-=-=-=-=-=-=-=-=-=
FP: 6
Reflect: Yes

One of the more useful status effectors.  This one lowers an enemies (or more
then one) physical defense making it easier to damage with your normal attacks
and gatling.  If the enemy isn't immune to this spell, its extremely useful.
Sadly, it wont work on most bosses, where it is needed most.

=-=-=-=-=-=-=-=-=-=
Revive
=-=-=-=-=-=-=-=-=-=
FP: 8
Reflect: No

Early in the game, this spell will be your best friend.  It basically does the
same thing as a Revive Fruit does.  It revives a fallen character.  Sadly, it
doesnt heal as much HP as a Revive Fruit would, but any time you are out of
the fruits, this spell can save your life.  Remeber it exists-it can save your
life.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Moon Spark
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Ley Point

=-=-=-=-=-=-=-=-=-=
Grav
=-=-=-=-=-=-=-=-=-=
FP: 16
Reflect: Yes

This is quite the odd attack spell, and very out of place in Wild Arms 3.  it
is basically like a gravity (or Demi) spell in every other game.  It reduces
an enemies (or enemies') HP by a certain percentage.  This usually leads it to
do over 1,000 damage early on.  But as powerful as it is, getting a boss who
it works on can be a pain in the ass.  Most enemies and bosses can dodge it,
so, unless they are weak versus Darkness, good luck using this skill.

=-=-=-=-=-=-=-=-=-=
Eraser
=-=-=-=-=-=-=-=-=-=
FP: 24
Reflect: No

This spell works like the 'Dispel' spell from any other video game.  It
removes any good or bad status effects from an enemy.  I find that I haven't
used this more then once in my few times through the game.  Of course, if an
enemy casts support spells on himself, this is very useful, though in most
battles there are other ways to dispel support spells.

=-=-=-=-=-=-=-=-=-=
Feeble Mind
=-=-=-=-=-=-=-=-=-=
FP: 16
Reflect: Yes

One of Moon Sparks more useful spells, Feeble Mind lowers the magical (Arcana)
resistance of said enemy or enemies.  Very useful is you want Gallows or
Virginia to do more damage to the enemy party, though most bosses are not
effected by it.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Flash Hit
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Ley Point

=-=-=-=-=-=-=-=-=-=
Spectre
=-=-=-=-=-=-=-=-=-=
FP: 10
Reflect: Yes

I find that this is my most used or second most used attack spell in the
game.  It is Light elemental attack spell that does damage to a single enemy
(or enemies if you use Extension).  Against basically any enemy (except other
Light elelemtnal ones) it works wonders, and will do even more damage to
enemies who are dark elemental.  This spell is your friend.

=-=-=-=-=-=-=-=-=-=
Clearance
=-=-=-=-=-=-=-=-=-=
FP: 32
Reflect: No

Useful at times, yet at the same time, completely useless.  It clears all
status effdects (except Explosion and KO) from a party member (or members).
If you have the money to buy items, this spell is useles, but if not, and the
enemy has a lot of elemental attacks (namely, Creeping Chaos and the Telepath
Towers) then this spell is going to be your best friend.  I prefer items.

=-=-=-=-=-=-=-=-=-=
Reflect
=-=-=-=-=-=-=-=-=-=
FP: 36
Reflect: ...does that really need an answer?

Against magic users, this spell is completely invaluable.  It will make you
almost completely imune to magical attacks, and you can still heal yourself
and use support spells.  Note that not all magical attacks will be reflected,
so make sure you know the spell well before using it. Works wonders on the
Raftina boss.

=-=-=-=-=-=-=-=-=-=
Valiant
=-=-=-=-=-=-=-=-=-=
FP: 24
Reflect: No

Some say that this is one of the best spells in the game.  I would have to
disagree, but its really a matter if you will play cheaply or not.  This spell
means that the lower your HP is,m the more damage your attacks do.  So if you
have a maximum of 1,000 HP, and your HP is at 400 (400/1000), you will get 600
points added to your attack.  NOTE:  You will not do 600 points more damage,
the points are added to your base attack.  So if your base attack was 150
under those same circumstances, you would have 750 attack instead.  In simple
terms:  The less HP you have when you use it, the more damage you do.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Lucky Hand
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Ley Point

=-=-=-=-=-=-=-=-=-=
Hox Pox
=-=-=-=-=-=-=-=-=-=
FP: 18
Reflect: No

You know, this is the only game you would need something like this spell.  It
basically increases your luck.  For those of you who didnt pay attention to
what luck did, Luck raises your chances for rare items, and your own critical
attack chances.  Very useful, especially if you have the Luck Up PS equipped.

=-=-=-=-=-=-=-=-=-=
Familiar
=-=-=-=-=-=-=-=-=-=
FP: 60
Reflect: Yes

This spell attacks one enemy for non-elemental damage.  Simple, yes, but
effective.  Not my personal favorite attack spell, because the damage is
somewhat random, though it can do a hell of a lot when used in the right
situations.

=-=-=-=-=-=-=-=-=-=
Randomizer
=-=-=-=-=-=-=-=-=-=
FP: 0
Reflect: Depends

This spell is your gamble spell.  Basically, it chooses a random Arcana from
your lists, and casts it.  It wont cast defenseive/healing spells on your
enemies, or attack spells on your allies, but still, you never know the exact
effect you can get.  I have seen this spell save me, and screw me.  I dont
suggest using it, but if you dont have the FP for a spell, you can try.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Cosmic Cog
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Ley Point

=-=-=-=-=-=-=-=-=-=
Escape
=-=-=-=-=-=-=-=-=-=
FP: 5
Reflect: No

If your party is dying, this spell can be wonderful.  Basically it allows your
party to escape from given battle.  it doesnt always work, but most of the
time it will, and is extremely useful if you are going to die, or are afriad
you will.  Sadly, it doesnt work on bosses.

=-=-=-=-=-=-=-=-=-=
Banish
=-=-=-=-=-=-=-=-=-=
FP: 48
Reflect: Yes

this is basically a Death spell.  If it hits (which is rather rare) then the
enemy will be instantly killed.  Mind you, undead enemies (any enemy that
looks dead, and usually is dark elemental) it will not work on.  The main
downside is the low hit percentage.

=-=-=-=-=-=-=-=-=-=
Reset
=-=-=-=-=-=-=-=-=-=
FP: 100
Reflect: No

This is a better version of the escape spell.  Basically, it completely
restarts the battle, as if you had not fought at all.  So if your party is all
dead but the member but this (anmd that member has 100 HP) then you can use
this spell to make it like the battle had never started.  Fun fun, yet cheap.

=-=-=-=-=-=-=-=-=-=
Replay
=-=-=-=-=-=-=-=-=-=
FP: 100
Reflect: No

This is probably the hardest spell to describe in the game.  Its also quite
odd.  basically, if you can save the SP up to use this spell, the character it
was used on will do the same action that they did during their normal turn at
the end of the round (after everyone has gone, and before you choose the next
commands for your party).  Note though, that if you use up FP, is say,
Gatling, you wont be able to Replay that action because you dont have the FP
to (unless you have had it restored).  Required on a few fights in the game.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Just Law
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Guardian Lord

=-=-=-=-=-=-=-=-=-=
Dark Matter
=-=-=-=-=-=-=-=-=-=
FP: 10
Reflect: Yes

My second favorite offensive attack in the game.  It does dark elemental
damage to an enemy (or enemies, with Extension).  Rather strong, even with
Clive and Jet.  It does more damage to Light elemental monsters, or monsters
weak versus dark.  it does less damage to the undead, or monsters strong
versus dark.


=-=-=-=-=-=-=-=-=-=
Lifedrain
=-=-=-=-=-=-=-=-=-=
FP: 16
Reflect: Yes

One of my favorite support spells in the game, it does the name says.  It does
quite a bit of damage to an enemy, while at the sam,e time restoring HP to a
character.  Good for healing and attacks at once.  Higgle this spell, it
deserves it.


=-=-=-=-=-=-=-=-=-=
Curse
=-=-=-=-=-=-=-=-=-=
FP: 48
Reflect: No

Fun.  This skill lowers one enemies status resistence.  If you like causing
status effects on your enemies, this is the spell for you.  It doesnt always
work, of course, but when it does...have fun.

=-=-=-=-=-=-=-=-=-=
Dark Lucied
=-=-=-=-=-=-=-=-=-=
FP: 32
Reflect: Yes

This is another fun spell.  basically, it does damage to your opponent.  It
wont to any damage normally, but to an enemy with status resistence...well,
there you go.  Say Enemy A resists 2 Statuses, Enemy B resists 4, and Enemy C
resists none.  it wouldnt damage Enemy C, though Enemy B would take a LOT of
damage from it.  Enemy A would take quite a bit of damage from it as well.
Make sure to chock your enemies before you cast this, though.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Love Charm
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Guardian Lord

=-=-=-=-=-=-=-=-=-=
Weakness
=-=-=-=-=-=-=-=-=-=
FP: 32
Reflect: No

Interesting.  This spell forces an elemental weakness onto an enemy.  Thats
always a good thing.  The only elemental weaknesses you can force onto the
enemy are ones that you have equipped on the character with Love Charm.  So if
the character with Love Charm has Terra Roar and Cosmic Cog, they can only
make an elemental weakness for Earth onto the enemy.  Useful, nonetheless.

=-=-=-=-=-=-=-=-=-=
Requeim
=-=-=-=-=-=-=-=-=-=
FP: 24
Reflect: Yes

A MUCH better version of the Banish spell.  It will instantly kill an enemy.
Sounds fun, right?  Wrong.  It only works on undead.  But even so, there are
quite a bit of undead enemies in Wild Arms 3, so you can use this often.  Note
that, like Banish, it doesnt ALWAYS work, but it works a lot more then Banish
does.

=-=-=-=-=-=-=-=-=-=
Copy Ability
=-=-=-=-=-=-=-=-=-=
FP: 64
Reflect: No

I love this skill.  I really do.  Though I dont use it as much as I should.
Some of the optional bosses are a lot easier with this skill equipped.
Basically, it is an 'Enemy Skill' skill (?).  Not all enemies you can copy
skills from, of course, but those that you can are usually quite powerful.
Note that if you do successfully copy a skill from an enemy, the party member
can ONLY use those spells, and not the rest of his Arcana in his list.  That
is not to be taken lightly...

=-=-=-=-=-=-=-=-=-=
Status Lock
=-=-=-=-=-=-=-=-=-=
FP: 38
Reflect: No

You must take quite a bit of precautions before using this spell, but first, a
definition.  Status lock basically locks your status in place.  if your
character has Valiant, Protect, and Parasylisis on him, he will stay like that
until Status Lock wears off.  of course, the Parasylisis makes him useless,
and you would not be able to heal him or her.  make sure your character has
all the status effects you want (and the ones you dont want off) before
casting this spell.  G,reat for long battles when you need to keep Valiant on
for a long time.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Brave Seal
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Guardian Lord

=-=-=-=-=-=-=-=-=-=
Hyper
=-=-=-=-=-=-=-=-=-=
FP: 48
Reflect: Yes

I dont find myself using this spell much, though I know some people find it
extremely useful.  It doubles one characters attack power.  you need to cast
it on that same round though, as that is the only time it works.  So have
Virginia (or someoner fast) cast it on say, Clive, and his attack will be
doubled.  You can make it last longer with Permanence.

=-=-=-=-=-=-=-=-=-=
Distortion
=-=-=-=-=-=-=-=-=-=
FP: 24
Reflect: No

You remember the spells Melody had on herself that lowered the damage you did
to her?  this is somewhat like that.  Of course, it isnt nearly as effective.
It lasts as many turns as needed, though it only absorbs 1/4 of the characters
max HP.  So if a character has 1000 HP, it will absorb 250 damage.  After
doing so, it will disappear, and you have to recast it.  Even then, it is very
cool, especially if you have it with the defensive PS's of Brave Seal.

=-=-=-=-=-=-=-=-=-=
Synchronize
=-=-=-=-=-=-=-=-=-=
FP: 48
Reflect: No

This just deserves a WTF.  I have never found use for this spell.  It
basically says that your status and the target (enemies) status are
syncronized.  The only thing I can see that useful for is if an enemy has a
support spell cast.  Of course, its WAY too expensive to be of any use
whatsoever.  Maybe I am missing something, but if not, just ignore this spell.

=-=-=-=-=-=-=-=-=-=
Magnarize
=-=-=-=-=-=-=-=-=-=
FP: 32
Reflect: Yes

This is a very strong attack spell.  It does more damage the more FP you
have.  So if you have 100 FP, expect some pretty big damage from it.  Sadly,
usually Brave Seal is on Physical attackers, and you wont find much use for
this skill.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Hope Shard
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Guardian Lord

=-=-=-=-=-=-=-=-=-=
Arc Impulse
=-=-=-=-=-=-=-=-=-=
FP: 32
Reflect: Yes

Basically an attack spell.  It does non-elemental damage to an opponent.  No
need for flashy comments here.  Its pretty powerful, though it is also rather
expensive.

=-=-=-=-=-=-=-=-=-=
Permanence
=-=-=-=-=-=-=-=-=-=
FP: 48
Reflect: No

Useful, yes.  Cheap, yes.  Basically, this spell allows a status effect (good
and bad) to remain on you for the rest of the battle.  It is NOT Status Lock.
Status lock doesnt let your status change, this keeps statuses onto your
members.  If you use this when a party member has valiant, Hyper, Attachment,
and Distorion cast, they will have that for the rest of the battle (they will
never wear off).

=-=-=-=-=-=-=-=-=-=
Attachment
=-=-=-=-=-=-=-=-=-=
FP: 24
Reflect: Yes

One of my favorite spells, this skill basically gives a character Elemental
attack properties.  The character(s) can only use the elements from the
Mediums they have equipped (Say they have Hope Shard, Terra Roar, and Cosmic
Cog, they can only use Earth for their attachment) so you may have to change
your mediums around for a turn or two, but if you do, this spell is awesome.
And against bosses with elemental weaknesses, you can do 5,000 damage without
Valiant.


=-=-=-=-=-=-=-=-=-=
Exploder
=-=-=-=-=-=-=-=-=-=
FP: 64
Reflect: No

Remember that annoying spell that Zephyr cast on you that slaughtered you
members if they moved?  This is it.  You cast this on one enemy, and if they
make any action whatsoever, they will explode (being instantly killed) and
damage all of their allies in the process.  It does more damage if the
characters/monsters' HP is high, so use this before attacking them.  Note that
it doesnt always work, and it wont work on bosses.


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                            ARMS                                *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

As I said earlier, ARMS are the main weapons in Wild Arms 3 (hence the name of
the game...).  They are the gun-like objects your characters weild in battle.
Luckily, unlike the story, all you need to learn how to do is press the X
button to fire them.  But lets not get into that now.

ARMS have certain parameters you will notice.  Namely, SHT, HIT, BLT, WGT, and
CRT.  Each of these attributes has a special usage.  You can only upgrade
these stats in area's called ARMS Shops that are found in towns throughout the
game.

This area in the FAQ is meant to teach you how to effectively use each
attribute.  So read on, and learn.

=-=-=-=-=-=-=-=-=-=-
SHT (Shot)
=-=-=-=-=-=-=-=-=-=-

The shot attribute is basically the equvalent of the Attack attribute.  the
higher this number is, the stronger the ARMS attack will be.  Basically, you
have an initial skill with attack (say, Virginia's 8) and then you upgrade it
to level 1, and the attack stat will upgrade to 15.  This means 15 is added to
Virginia's base attack stat that you see on the menu/status screen.Take note
that it is not 23 (8 + 15) that is added, but rather just the total of 15.

=-=-=-=-=-=-=-=-=-=-
HIT (Hit Percentage)
=-=-=-=-=-=-=-=-=-=-

Hit is a very important skill in Wild Arms 3.  this basically represents your
hit percentage of the ARMS.  This, like SHT, is added to the characters' main
stats.  HIT is ARMS only, and the higher the stat is, the better chance that
the physical attack will hit the enemy.  So a character with all attack power
(SHT) and no HIT will will be strong, but hit less frequently.  Hit can also
be upped by the AIM stat in the characters base stats.

=-=-=-=-=-=-=-=-=-=-
BLT (Bullet)
=-=-=-=-=-=-=-=-=-=-

The BLT (Bullet) stats can actually mean the difference between life and death
in long battles.  Basically, like guns in real life, ARMS need to be
reloaded.  the BLT (as I said earlier, it stands for bullet) stat represents
the number of times an ARM can attack before it needs to be reloaded.  So on a
strong attacker you mean only to physically attack (Like Clive, who is
horrible at magic, and excellent at physically attacking) you need a lot of
bullets.  In boss battles, the battle can easily exceed 10 rounds if you are
not strong, and so that would be about 2-3 reloading times with characters
with low BLT stats.  So basically, the higher this stat it, the more damage
you can do.  This works hand in hand with the SHT skill, and is one of the
only skills ont effected by the chatacrers' main stats.

=-=-=-=-=-=-=-=-=-=-
WGT (Weight)
=-=-=-=-=-=-=-=-=-=-

Throughout the game, this skill may actually seem completely useless to you.
Though in actuality, it allows you to do more damage.  When your characters
are on level 50 or 60, your party will be glad you upped this skill.
Basically WGT lowers the FP cost of the Gatling skill.  You will notice when
you start the game, some characters has a more expensive Gatling skill then
others (namely, Virginia does it easiest).  When a character with a higer FP
cost ups his WGT, he does it cheaper.  Also, take note that when you upgrade
it the stat is not actually going up, but down.  Hence the -# on the level
area.

=-=-=-=-=-=-=-=-=-=-
CRT (Critical)
=-=-=-=-=-=-=-=-=-=-

This skill is important mainly on normal physical attacks.  CRT stands for
Critical, and as in every other RPG, Critical attacks are about twice as
strong as a normal physical attack.  So the higher this stat it, the higher
chance you will be able to do twice as much damage a you would with a normal
physical attack.  This stat is also effected by the characters "LUCK" stat in
the characters stat menu.  The higher the LUCK and the CRT stat are, the more
chance you have for critcal attacks.  And for you new players out there, you
can tell you are doing a critcal attack by the screen splitting into 4 parts
and watching each of them shoot the enemy.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Characters                             --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


This section is for the characters.  I will give you (the player) a basic
rundown on each characters' strengths and weaknesses ARMS-wise.

Take note that WGT is always starting at 0, but you can see the characters'
ARMS weight when you look at it in the ARMS shop or the characters; status
screen.  Its that little green line going to the bottom left.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Virginia                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Rapier Ex Banrorian 93R

Virginia, like most female characters in video games, are meant for speed and
spells.  Virginia is not a naturally strong physically attacking character,
and that is her main weakness.  Other then that, she has a good HIT, a low
CRT, and excellent skills in both WGT and BLT.

Because of this odd setup, you should probably use most of her upgrade slots
for SHT, HIT, and CRT.  Since she already has the lightest weight weapon in
the game, you don't need to bring the WGT down as much as you do for some
other characters. But its a good idea to actually bring it up, because she
wont do as much damage with SHT as the other characters, and with a higher
WGT, she can use Gatling more often. Her SHT actually wont be needed as much
as you think it would, mainly because of the fact that Virginia will be the
main healer throughout the game, and will be on support and defense most of
the time.  A good Critical skill is needed because of the lack of damage she
does normally.

Of course, another good setup would to have Virginia pure WGT.  Having her
with a high WGT (5 or above) will make her gatlings better and cheaper, and
will allow her to do more damage in the long run.  You should work with her
physical attack if ytou are doing this though, because you will need her to be
at least decently strong.  Virginia probably wont need bullets, but its still
nice to give her some CRT, so she can do higher damagoe more often.

Rapier Ex Banrorian 93R Base Stats:

SHT: +8
HIT: +16
BLT: 5
WGT: 0
CRT: x.2


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                               Clive                                 --=-=

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Gungit HAG35


Clive is actually just about the opposite of Virginia. he is yet another Video
game cliche, also like Virginia.  He is the strong physical character that
can't do magic worth crap.   He has both the highest attack (SHT) and the
highest Hit (HIT) percentage.  He also is excellent at critical (CRT) (also
the highest...) attacks.  His main weaknesses are his decently heave ARMS
weight, and his absolutely HORRID Bullet (BLT) count.

All right, since he is good at just about everything, the first stat Clive
needs
to level up is his Bullets.  I suggest by the end of Chapter 2 Clive having at
least 5 Bullets.  Because he is so meant for physical attacking, you may want
him to have a good SHT as well.  Since his base SHT and HIT are high, and grow
faster then normal, he is the best physical attacker.  He also has a high base
CRT, so put more on the WGT then that.

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