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Waht Does Essiential Arts 1 Do for You in Agarest War

Piece of Communication..

1)
Play your offset time through on hard, seriously, all your new games afterward you lot can carry due west/due east y'all want to any playthrough, but if you play on normal, you can only carry information technology through to normal or easy. Merely save yourself the trouble.

2)
Placement is more important then offensive stats till the end of GEN 2, Boost You're vitality to 100 asap, 91 at the to the lowest degree. You proceeds HP when you level up according to you lot're VIT score, regardless y'all will hit HP cap before you beat the game but early on the extra Defense, HP, and resitance to HP breaks is a life saver. Scoring your VIT upward later DOES Not work astern for adding wellness.
91 minimum 100 preferred for VIT before yous max your DPS stat.

3)
Winfield, (the gun guy, uses LUCK as his Chief DPS stat then STR. With him i went 91 VIT, 91 LUCK, then I started alternating LUCK and STR) He is an astonishing thief, and has the only two moves that tin can steal the ultra rare dominate items from a boss, above and beyond what STEAL and it'south improved attack tin can do alone. He's also an amazing DPS, Give him moevs who's range depend on his weapons range. Flame Edged iii Lycanthropes in i shot ebcause it hits every square for iii lines direct. OVERKILL

4)
Want to do some powergrinds? The last room in every dungeon gives skilful exp from random encounters. The best early is in the Origin Cave, if you get the GIant ♥♥♥♥, a B rating nets you 300% XP (I got 3k xp for a B rating, and an A rating was 3.6k)

Farm Materials for Crafting From the Dungeon Rooms, you'll become monster parts from creatures you won't come across for several several hours, along with EP, TP, Golden and some PP.

5)
Save upward 1250TP in lodge to get the skill book Essential Arts Xvi from the Adventurers' Society, and using the combo skills to rake up more TPs (fifty-70 a fight will exist the norm). And so, exchange TPs for the item, "Vessel of Life," which costs 25TP each and sells for 50,000G each. The amount of TP earned is based on the highest combo count done in that boxing, divided by 4, rounded down, and multiplied by a grade multiplier. A grade of B has a multiplier of 1 (information technology is assumed). For instance, a 103-hit combo with a B-rank stop for 100% bonus would be 25 (103 / 4 = 25.75, rounded to 25 and multiplied by 1 for the B-rank).

vi)
A tip from the_blood_wolf on gamefaqs message board
Just did my 400 hit combo title in Gen 2 so I figured I share information technology with all of you.

This is actually quite expensive and you demand a skillful bit of TP to do this early but it's non difficult to do at all.

Commencement you lot'll need to exist in Gen 2 at the Closed Wood, in this dungeon y'all'll find the recipe for the Skill Rapid Move (at the top part of the dungeon), and the monsters for Title 98 Dreaming Wizard, which is Possess:

5 Feather of Pixy (Pixy)
5 Grimoire (Mage)
5 Proof of Wizard (Blood-red Mage)
5 Poisonous Pollen (Mandragora)

Getting that title will give you lot the recipe for Platinum weapons. After you have that title yous'll demand i,250 TP to buy Essential Arts XVI which will comprise the skill Rush Beat.

Yous'll need over 174,000G to buy/brand six Rush Beat, Rush Movement, Rush. Then y'all need to buy/make four Platinum Knuckles, and one Platinum Gun.

Granted the amount of Golden you need is loftier simply you can merchandise 25TP for a Vessel of Life which sells for l,000G, if you lot buy 10 of these first collect the title for owning x Vessel of Life then sell them.

So once you take all the skills and weapons made, yous need to catch iii Werewolves or their lower class in Gen 1. I used Werewolves since they were college level so they would hit the enemy.

Once you accept all those put Borgnine, Winfield, Ellis/Vira-Lorr, and the 3 Werewolves in your party. Go back to the beginning Gen 1 Quest Area (to save turn count). Equip Borgnine and the Werewolves with the Platinum Knuckles, Winfield with the Platinum Gun, and Ellis/Vira-Lorr but needs Impulse and another magic skill (I had ii Impulse and Acension equipped).

Borgnine and Winfield will need at least 18 AP starting to be able to pull off an Axel Rave, and Ellis needs at least 15 AP. The Werewolves with the Platinum Knuckle equipped have enough.

Give Borgnine and Winfield the skills Rush, Rapid Motion, and Rush Beat.
The Werewolves get the aforementioned matter but give them another part of the philharmonic, ie. Give one two Rush Beat, two Rapid Movement, and Two Rush.

After yous've done all that get into a boxing, hopefully a Thief or Wolf is in the phase and take out the rest of the enemies and leave just 1 of them left in the middle or at to the lowest degree where four people can surround him. Should wait like this:

----Due west----
-West-T-W-F
----B--East

The T is the Thief/Enemy, W is Werewolves, B is Borgnine, and F is Winfield, and E is Ellis.

Have them but sit their for one or two turns so they have total AP count and make sure all 6 of them are linked up. Have Ellis use Impulse twice to break his Break Gauge, and then jush concatenation the Axel Rave together (Blitz + Rush Beat + Rapid Movement) a broken Axel Rave does 72 hits, and y'all should be doing half-dozen of them so that 72 x 6 = 432 hits solitary from them combos.

TP earned is the highest philharmonic dealt in the match divided past 4 rounded down, and then yous'll get 108 TP (multiplied by the grade Modifier). So you lot can collect your titles for getting over 400 hits and become a very prissy armor for you efforts.

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That's nigh all I found or take to share, :love: this game

-Derisat the Air Pirate :steamwings: :heart: :heart: :heart: :steamwings:

vrolandbacticeived.blogspot.com

Source: https://steamcommunity.com/app/237890/discussions/0/864980734924944784/