

May it be humans, undead, lizardfolk, etc. Drops aren't too harsh in this game, and rule of thumb is: if an enemy wields a weapon in one of their hands, you can have it as a drop. Sometimes it's better to get drops from enemies. The forge is pretty easy although a bit time-consuming, just know that starting weapons from the first two areas will never wield a better weapon, so don't try too hard trying to get better things with those. And then you have to think about getting better weapons, either with enemy drops, chests or the forge.

That's where you have to take into account gem slots for your weapon that will boost them further. If you still have 0 damage with every type of weapon with that, then there is an issue, but it can happen during mid-game. Same goes for stat-enhancing items, you have to use them to get the stat increase forever. You need to use these items to learn them forever. You get a ton more buff and debuff spells, some of them being elemental boosting, which can help for an extra boost of damage, or an extra boost of defense. You also have to debuff the enemy like the spell Degenerate decreasing your opponent's stat. This means using spells like Prostasia increasing your stats. You have to buff yourself before a fight and they are 100% required. Don't throw away a weapon you think is bad until you have maxed out PP. You can repair DP at workshops but the amount repaired is the amount that will be taken out from PP, so you will have to do PP increasing chains again to put the weapon back to 100. You need to increase PP asap because they increase the damage of your weapon. You will have access to chain attacks increasing PP and lowering the decay rate of DP. Weapons have DP (Damage points) and PP (Phantom Points). You don't have to do this right away, but keep that in mind if your current weapon only hits 0, you need to switch to another one and try checking out limbs again. Analyze an enemy, go to status menu, check every limb with the shoulder buttons and it will tell you everything. It will get much easier to manage when you will have the spell analyze early on. So you need to crosscheck your type with the enemy and its limb until you get the maximum amount of damage. They can have + 35 to piercing on the arms (making them impervious) but - 20 on the legs (making them very weak to piercing). It's what really will carry you to the end.Įnemies have different affinities to specific types, it can even apply to different limbs. Never ever get in a situation where you don't have one of those. So rule of thumb is to keep a weapon of each type: BLUNT, PIERCING, EDGED The only other thing is for the final boss, it can be a bit of a wall, if you’re having trouble know that you shouldĬlick to shrink.God there's a lot to talk about. There’s an incredible gamefaqs guide explaining all the mechanics in detail, it’s really quite the combat system, but it’s not necessary to get into that kind of detail to beat the game. Those are the two main things that 1) the game doesn’t explain properly 2) other people tend to miss in their advice, so hopefully those help.

Opposite to this, if you crit your first hit, it bumps up damage for all your subsequent chains, so going for broke off of a crit isn’t a bad strategy. So unless you’re doing some shenanigans with chaining a ton of attacks, it’s usually better to stop if you miss the first hit. However, if you miss your first hit, your chain attack will only increase by increments of one. Attacking different body parts for better accuracy can be helpful on the first hit, but useless for the subsequent ones. Class affinity unless your min/maxing is useless and a waste of time.Īlso, there’s two evasion values - one for the initial hit, and one for chain attacks. If you’re having trouble with an enemy, change up your element/type. Weapon’s have 3 characteristics : monster/class affinity, element affinity and damage type (blunt, slash and pierce).Īnnoyingly, the game focuses on the first when really it’s the least important (changes too much/is hard to maintain, and the weighting is equal between all 3, so one class affinity=1 element=1 weapon type).
