- Slashes/Punchs (X)
- Stabs/Kicks (Down+X)
- Rising Strikes (UP+X)
- Running Strikes (a suitable run-up, and pressing X/Down+X/Up+X
when you're close enough).
- A set of these attacks chained together (ie Slash, Slash, Stab)
is called a
- Slash/Stab and Punch/Kick must be 'levelled' in Reid and Farah's
cases to gain access to new skills (see the Status Screen to see how
much you need to do so to earn the next level), but no indication of
your current level is given. Levelling is done by attacking with any
- Combos act differently for different characters.
- Reid: Normal String > Special Skill > Sacred Skill
- Farah: Normal String > Forward Skill > Rising Skill >
Air Skill > Power Skill
- Meredy and Kelle cannot combo.
- Max can only combo his skills if he has the Canceler equipped.
- Chat also cannot combo.
- See the Skills page for a full list of skills
- The primary player's (ie your) skills can be assigned to X, X+Up,
X+Down, and X+Left/Right. Also you can assign another person's skill to
one of the second shoulder buttons (ie if you're playing as Reid you
can assign Meredy's Restore skill to the L2 button and press it for her
to use it).
- Secondary characters can have their skills switched on and off
using the Square button when they're highlighted (ie highlighting
Keele's Fireball spell and pressing square would make sure he never
used that skill). This is useful for battles wher certain spells would
have a positive effect on the enemy.
- Some Skills are earned by levelling Slash/Stab or Punch/Kick to a
certain level, whereas some are earned by using previously learned
skills a certain number of times.
- Max and Chat learn their skills by seeing certain events in
certain places (see Sidequests), whereas Keele and Meredy have spells
but no skills.
- Guarding can lower damage you take from an enemy as much as a two
- Guarding doesn't work against magic
- If you're attacked by a combo, you have to wait until you recover
before you can guard again.
- Certain accessories can give the Guard move extra abilties (ie
Meredy's Step Ring allows you to control Quickie while in the Guard
- On Semi-Auto control mode your character blocks automatically
when not attacking.
- Magic (Craymel Artes) work exactly as normal skills, but require
some charging up first.
- being attacked during the charging period stops the spell, and it
has to be re-cast from scratch.
- Often they have a limited area, so it's entirely possible to
completely miss an enemy. Remember that if you run fast enough, enemy
spells can also miss you.
- With Keele, direction buttons that appear next to his HP/TP stats
can be pressed to speed up the casting of the spell (Max can do this
with his skills also).
Summoning Greater Craymels:
- When you have more than one Greater Craymel, they must be fringed
to activate new powers. This is done by putting the two Craymels that
generate the spells (look next to the name of the spell to see what
other Craymel must be used for fringing) into different Craymel Cages,
then pressing the 'Fringe' button to create the spell. (ie, to use
Undine's Heal arte, you would put Undine and Sylph into different
Cages, then pressing 'Fringe'.
- Spells can only be used so long as those two Craymels are kept
- There is no perfect combination of Craymels. Not all spells
will ever be usable at once. You must find your own setup that allows
you to use the spells you want.
- Greater Craymels can only be summoned by maxing out their
Vitality Gauge, displayed under their name in the Craymel Cage screen
and next to their name in the Skills screen. Vitality ranges from 1 to
- Vitality increases as you use spells of the same element as
- Vitality decreases as you use spells of the opposing element of
- If a Craymel has Max Vitality, using another spell of that same
element will instantly lower the Vitality to 5.
- No two Craymels may have Max Vitality at once. If a second
Craymel attains it, the first has it's Vitality lowered to Nine.
Also, since levelling can sometimes be a little silly in this game
(especially on hardcore mode), here's a handy table with some of the
more popular places to do so:
you don't stopper up the caves and you'll have an infinite supply of
predictable enemies to face before Nostos, and later Morle and Undine.
between Barole and Sylph Cavern
pretty good enemies here, for this level.
on Farlos Island
you take frequent rests at the Sanctuary, since some of the enemies
here can be brutal at lower levels.
beaches are an especially nice place to level. Try to go at Night and
find some Super Stars there for a lot
of EXP. Again, be careful of running out of healing items.
past Mine of Gnome
the Fakes. They're worth good EXP at this point of the game. Assuming,
that is, you can stand to kill them. Come here and try Fakes again
before you to to Mt. Celcius as well. The other enemies aren't worth
getting the Aifish
this point you should have the Excalibur, nothing here should pose a
huge problem, and they give good EXP, and you can even see where the
enemies are. If you like go to the bottom floor where the random
encounters are for the best EXP.
much to say. Good EXP.
level here a lot. After you get the Mystic Sword everything will become
so much easier, so equip the Demon Seal with Reid, a Sephira on someone
use the most powerful Artes and hack away. You'll get a ton of EXP and
|If the previous
two are too hard
|Good places for
getting Reverse Doll, which are probably one of the most useful items
in the game.
Shrine (under Farlos Sanctuary)
EXP-gathering here, plus Maxwell, if you're brave enough. Some decent
Armor to be collected also, so get that, even if you run away a lot.
City Battle Arena
though this is only good for Reid, the other character's levels will
advance at a roughly equal pace, so try it.
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