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RPG [LunaSoft] リターニアの精霊使い


Re: [LunaSoft] リターニアの精霊使い

Close to 10 hours playing time on normal mode and only just unlocked the final dungeon in the game.

Players who just want the sex scenes should select easy difficulty and breeze through the game. Normal mode actually needs careful character development since some bosses are impossible to defeat without good gear and a minimum character level for the stats.

It's the circle's first Unity game, so it looks good but the performance isn't as smooth as the circle's previous works on a less demanding game engine. Japanese illiterates will need to find some way of hooking text for this game or they'll have no way of finishing it short of cheating their way through.

On that note, anyone knows if hooking text shouldn't be problem with an Unity based game? I'm interested in at least getting some basic translations on the conversations to have some story background while playing, for the systems and quests I can manage well enough with my years of experience on dungeon crawlers, playing games like Super Robot Wars, playing several studio oguma/Lunasoft games and general moon guessing/reading skills xD

(also, google translation app helps a lot with short lines and words I can't decipher by myself :p)
 
Re: [LunaSoft] リターニアの精霊使い

Finished the game on normal and unlocked one ending.

Without the sex scenes, this game is a proper dungeon-crawling RPG in its own right. Lunasoft really like the Diablo franchise and this game really shows it.

As always with this circle's games bar the magical girl one I'm probably the only one playing it here. If there's a request for translating the skill trees for each spirit I'll oblige depending on free time.
 
Re: [LunaSoft] リターニアの精霊使い

Finished the game on normal and unlocked one ending.

Without the sex scenes, this game is a proper dungeon-crawling RPG in its own right. Lunasoft really like the Diablo franchise and this game really shows it.

As always with this circle's games bar the magical girl one I'm probably the only one playing it here. If there's a request for translating the skill trees for each spirit I'll oblige depending on free time.

You're not alone there, mate. I've been playing through because I like Norn's design. Would appreciate it very much.
 
Re: [LunaSoft] リターニアの精霊使い

You're not alone there, mate. I've been playing through because I like Norn's design. Would appreciate it very much.

I take it you're requesting a skill tree guide. I'll try to oblige but it'll take time so don't get your hopes up.

Edit: In other news, version 1.02 is now available. Download the patch from the product webpage. It fixes problems with one of Melissa's passive healing skills.
 
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Re: [LunaSoft] リターニアの精霊使い

Though I have aims to play this game from start to finish, at least in normal difficulty, I go nuts if I can't read what's going on, so I'll need to find a way to hook text from Unity games. To the clipboard, at the very least, as other tools can easily handle it from there.

...That, or go through with learning Japanese. Which will take a while (understatement).

Any information about hooking text from Unity games would really be much appreciated though.
 
Re: [LunaSoft] リターニアの精霊使い

By the way, based on the amount of empty squares I can see on the gallery I'm guessing that the losing scenes are only against bosses, right? There are not that many for every enemy. Or is there a losing scene also per dungeon? I still haven't gotten defeated but I seem to remember a spider ripped me a new one in the demo and I just got a game over :p

EDIT: yeah, got to the first boss and there is the tutorial explaining the scenes indeed come only from bosses as enemies go xD
 
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Re: [LunaSoft] リターニアの精霊使い

Skill tree guide:

Guide is done. Hardly anyone on this forum plays this game, but for those who do and who can't read the language this might be of some use. I'm not translating any of the Japanese skill names and any skills in Katakana are converted to the most appropriate English equivalent.

There's no minimum character level requirement for skills, so I'll organise them based on their position in the skill tree and the appropriate skill prerequisite levels. Players who wish to respec a particular character should use the item 忘却の果実, this is a semi-common monster drop and can be bought in limited quantities from the shady salesman.

Norn - The White Spirit
Sword and shield tank of the party. Very slow relative to the others but her skills are designed to accumulate "hate" (aggro for MMORPG players) towards her and away from more dangerous teammates. She's quite capable of killing foes in her own right but her speed is a problem especially for tougher difficulties and dungeons.

Taunt - Increases the enemy's hate level towards Norn.
Provoke (Requires Taunt lvl 5) - Increases the hate level of all enemies towards Norn.

Shield Bash - Damages enemy with a chance of stunning (skipping the enemy's action for the turn). Damage and stun chance increase with skill point investment.
Shield Boomerang (Requires Shield Bash lvl 5) - Damages all enemies with a chance of stunning. Higher damage and stun chance with skill point investment.

(Passive) Shield Mastery I - Increases defence rating
Phalanx (Requires shield mastery I lvl 3) - Defence buff for all allies which lasts for a short time.
Sacrifice (Requires shield mastery I lvl 5, 信義の盾 lvl 3) - For a short duration, Norn will take damage intended for her target. CAUTION: Damage incurred is dependent on the ally's DEF and MDF stats, so using this ability on Leonard early on can be fatal if Leonard is the focus of enemy aggro.
(Passive) Shield Mastery II (Requires shield mastery I lvl 3) - Increases enemy hate level when shield bash and shield boomerang are used.
[To the right of shield mastery II] (Passive) Shield Counter (Requires shield mastery II lvl 3) - Regular enemy attacks aimed at Norn have a chance of being nullified completely with the damage reflected back at the assailant.
(Passive) Shield Mastery III (Requires shield mastery II level 3) - Increases the stun chance of shield bash and shield boomerang.

(Passive) 威圧感 - Increases enemy hate level accumulation (i.e. Norn is more likely to be targeted if her damage output is roughly the same as her colleagues)
信義の盾 (Requires 威圧感 lvl 3) - Norn increases her DEF and MDF stats at the cost of her ATK and MATK stats for a short duration.
Elemental Guard (Requires 信義の盾 lvl 3) - Norn increases her elemental resistances for a short duration.
(Passive) 耐火の心得 (Requires Elemental Guard lvl 3) - Increase to fire resistance boost when using elemental guard.
(Passive) 耐雷の心得 (Requires Elemental Guard lvl 3) - Increase to electrical resistance boost when using elemental guard.
(Passive) 耐氷の心得 (Requires Elemental Guard lvl 3) - Increase to frost resistance boost when using elemental guard.
(Passive) Parrying (Requires 信義の盾 lvl 3) - % chance damage inflicted on Norn is reduced.
絶対防御 (Requires 信義の盾 lvl 5) - While this buff is active, Norn is invulnerable.

Vesta - The Red Spirit
Greatsword wielder responsible for dealing most of the party damage. Decent speed so capable of attacking before most enemies. She's unique because depending on how she's built her MP bar can be dispensed with completely.

Pain Spike - Deals physical damage but also damages Vesta.
[Below Left of Pain Spike] Charge Slash (Requires pain spike lvl 3) - Deals physical damage but lowers Vesta's DEF and MDEF.
War Cry (Requires pain spike lvl 3) - Buffs Vesta's ATK for a short duration.
Berserk (Requires war cry lvl 3) - Buffs Vesta's ATK but also decreases DEF and MDEF.
Blood Rush (Requires berserk lvl 3) - Buffs Vesta's ATK but she takes damage for each round this buff stays active.
(Passive) Ignore Pain (Requires blood rush lvl 5) - If Vesta's HP is reduced to 0 or less from an attack, % chance she stays alive at 1HP.

(Passive) Sword Mastery I - Passive increase to Vesta's ATK.
(Passive) Sword Mastery II (Requires Sword Mastery I lvl 3) - +% chance of triggering single target additional attacks.
(Passive) Sword Mastery III (Requires Sword Mastery II lvl 3) - +% chance of triggering multi-target additional attacks.

(Passive) 連撃 (Requires Sword Mastery lvl 5) - % chance Vesta's regular attack has a follow-up strike.
(Passive) 一閃 (Requires 連撃 lvl 5) - % chance Vesta's 連撃 has a follow-up strike.
(Passive) Frenzy (Requires 一閃 lvl 5) - % chance Vesta's 一閃 has a follow-up strike.
(Passive) とどめの一撃 (Requires Frenzy lvl 5) - % chance Vesta's Frenzy has a follow-up strike.

(Passive) 剣の舞 (Requires 連撃 lvl 3) - % chance Vesta's 連撃 is followed by a multi-target slash.
(Passive) Whirlwind (Requires 剣の舞 lvl 5) - % chance Vesta's 剣の舞 is followed up by a multi-target slash.
(Passive) Earthquake (Requires Whirlwind lvl 5) - % chance Vesta's Whirldwind is followed up by a multi-target slash.

Regarding the chain attack tree, it's possible for the multi-target slashes to trigger together with the single-target follow-up attacks. What the game does is to trigger all of the single-attack slashes against the designated target before triggering any multi-slash follow-ups which have been initiated.

Rusalka - The Blue Spirit
Back-row buff and hex spellcaster. In my game she's usually the first to act in the party which suits her main purpose of buffing allies or hexing foes at the start of the round. With the right equipment, she can also use offensive magic which takes advantage of her high MATK stat. She's not very durable on the HP front so keep her at the back and don't use her to attack if there isn't someone else drawing hate.

Enchant - Increases ATK and MATK for whole party for a short duration.
Heat Weapon (Requires Enchant lvl 3) - For a short duration, one ally is granted flaming follow-up attacks. Potency of attack depends on skill level.
Shock Weapon (Requires Enchant lvl 3) - For a short duration, one ally is granted electrical follow-up attacks.
Frost Weapon (Requires Enchant lvl 3) - For a short duration, one ally is granted freezing follow-up attacks.

Protect - Increases DEF and MDEF for whole party for a short duration.
Quickening (Requires Enchant lvl 1, Protect lvl 1) - Increases SPD for whole party for a short duration.
Elemental Shield (Requires Protect lvl 3) - Increases elemental resistances for whole party for a short duration.

Weapon Break - Decreases ATK and MATK for all enemies

Armour Break - Decreases DEF and MDEF for all enemies
Elemental Break (Requires armour break lvl 3) - Decreases elemental resistances for all enemies
Slow move (Requires weapon break lvl 1, armour break lvl 1) - Decreases SPD for all enemies

(Passive) 魔法知識 - Reduces MP cost for abilities
(Passive) 病理学 (Requires 魔法知識 lvl 3) - Increases success chance for status ailment debuffs
(Passive) 魔物学 (Requires 魔法知識 lvl 5) - Monster stats are made visible for the player.
Meditation (Requires 魔法知識 lvl 5) - Regenerates Rusalka's MP (this skill can only be used during combat)
Mana Convert (Requires meditation lvl 3) - Regenerates the target ally's MP (this skill can only be used during combat)

Poison Cloud - Affects all enemies. % chance each enemy is poisoned.
Venom Cloud (Requires poison cloud lvl 5) - Affects all enemies. % chance each enemy is severely poisoned.

Mind Cloud - Affects all enemies. % chance each enemy is confused.
Charm Cloud (Requires mind cloud lvl 5)- Affects all enemies. % chance each enemy is charmed.

Paralyze Cloud - Affects all enemies. % chance each enemy is paralysed.
Sleep Cloud (Requires paralyze cloud lvl 5) - Affects all enemies. % chance each enemy is put to sleep.

Melissa - The Green Spirit
Versatile healer who can be placed in the front row to fight in melee or with spells depending on build. Also capable of casting offensive magic like Rusalka if she's provided with the right equipment if players wish to forego her offensive magic spells.

(Passive) Heal Mastery - Increases effectiveness of Heal and Area Heal.
Regeneration (Requires heal mastery lvl 3) - Targeted ally regenerates HP for a number of turns.
Area Regen (Requires regeneration lvl 3) - Whole party regenerates HP for a number of turns.
緊急治療 (Requires heal mastery lvl 3) - Melissa's healing spell effectiveness and SPD is given a boost at the cost of increased MP to use abilities.
(Passive) 危険回避 (Requires heal mastery lvl 3) - Melissa's hate accumulation rate is reduced.
Resurrection (Requires heal mastery lvl 5, cure lvl 1) - Resurrects target ally with 0HP.
献身の秘術 (Requires resurrection lvl 3) - Melissa dispels all status ailments from allies but her HP is reduced to 1.

Heal - Targeted ally recovers HP.
治療の儀式 (Requires heal lvl 3) - Targeted ally recovers HP. (This ability cannot be used during combat, the base rate is higher than heal)
Area Heal (Requires heal lvl 5) - Whole party recovers HP.
Cure (Requires heal lvl 1) - Targeted ally's status ailments are dispelled.
Area Cure (Requires cure lvl 1) - Whole party's status ailments are dispelled.

(Passive) 応急処置 - At the end of Melissa's turn during combat, the whole party automatically regenerates HP.
(Passive) 戦後処置 (Requires 応急処置 lvl 3) - At the end of combat, the whole party recovers HP.

Concentration - Melissa's ATK and MATK are increased for a short duration, however her healing spells lose effectiveness while this buff is active.
Crushing Blow (Requires concentration lvl 3) - Melissa deals physical damage to the targeted enemy.
Air Blast (Requires concentration lvl 3) - Melissa deals magic damage to the targeted enemy.
Tornado (Requires air blast lvl 3) - Melissa deals magic damage to all enemies.

Ellis - The Black Spirit
Clearly designed as a back-row spellslinger and almost completely reliant on her elemental spells since her physical attacks are weak at base. Very low HP, but her elemental resistances can be built up to the maximum easily so keeping her alive isn't as difficult as it might seem.

Magic Missile - Deals magic damage to the targeted enemy.
Magic Blast (Requires magic missile lvl 5) - Deals magic damage to all enemies.
Ether Strike (Requires magic missile lvl 10, magic blast lvl 10) - Deals magic damage to the targeted enemy.

Flame Strike - Deals fire damage to the targeted enemy.
Meteor Strike (Requires flame strike lvl 5) - Deals fire damage to all enemies.
Inferno (Requires flame strike lvl 10, meteor strike lvl 10) - Deals fire damage to the targeted enemy.
Fire Mastery I (Requires inferno lvl 5) - Increases effectiveness of fire spells.
Fire Mastery II (Requires fire mastery lvl 10) - Increases effectiveness of fire spells.

Thunder Bolt - Deals electrical damage to the targeted enemy.
Lightning (Requires thunder bolt lvl 5) - Deals electrical damage to all enemies.
Energy Vortex (Requires thunder bolt lvl 10, lightning lvl 10) - Deals electrical damage to the targeted enemy.
Energy Mastery I (Requires energy vortex lvl 5) - Increases effectiveness of electrical spells.
Energy Mastery II (Requires energy mastery lvl 10) - Electrical spells have a chance of stunning targets.

Frostburn - Deals frost damage to the targeted enemy.
Diamond Dust (Requires frostburn lvl 5) - Deals frost damage to all enemies.
Blizzard (Requires frostburn lvl 10, diamond dust lvl 10) - Deals frost damage to the targeted enemy.
Cold Mastery I (Requires blizzard lvl 5) - Increases effectiveness of frost spells.
Cold Mastery II (Requires cold mastery lvl 10) - Frost spells reduce SPD of targets.

Leonard - The Spirit Master
The player's avatar in this game. If he dies, it's game over regardless of the state of the other five spirits. Second lowest HP of the party without upgrades and he's restricted to using rare equipment at best compared to the unique artifacts the spirits can use. On the plus side he's versatile as he acquires certain skills from spirits he develops relationships with allowing him to be a jack-of-all-trades. His unique skills relate to relationship development, party finances and general dungeon exploration.

Instant Portal - Party returns to town.

Shout - Increases probability of monster encounter in dungeons while effect is active.
忍び足 (Requires Shout lvl 5) - Decreases probability of monster encounter in dungeons while effect is active.
(Note that this influences probability, players will still encounter monsters when sneaking around and should not find it strange monsters don't pop up after every step when shout is active)

(Passive) 値引き交渉 - Item purchase prices are reduced.
(Passive) 買取交渉 (Requires 値引き交渉 lvl 5) - Items sell for more gold at shops.
(Passive) 鑑定眼 (Requires 買取交渉 lvl 5) - % chance items obtained from monsters are identified (and immediately usable rather than having to go back to town to identify them).
(Passive) 裏社会のコネ (Requires 鑑定眼 lvl 5) - Increases chance of meeting the shady salesman at the town square (i.e. the gambling feature from Diablo 2)

(Passive) 魅力 - Increases the rate at which the spirits improve their relationship with Leonard with each positive response in events.
(Passive) 精霊との絆 (Requires 魅力 lvl 5) - Increases the chance of events between Leonard and the spirits triggering.

All characters have the "common skill" tab which is a buff to character stats using skill points. I'll translate the eight skills below. The order is left to right from top row onwards.

HP boost - Increases max HP

MP boost - Increases max MP

STR boost - Increases STR (Influences ATK rating)

INT boost - Increases INT (Influences MATK rating)

VIT boost - Increases VIT (Influences max HP, DEF and poison resistance)

MND boost - Increases MND (Influences max MP, MDEF and confusion/charm resistance)

DEX boost - Increases DEX (Influences a variety of parameters, primarily HIT, SPD and paralysis/sleep resistance)

AGI boost - Increases AGI (Influences AVO and SPD)
 
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Re: [LunaSoft] リターニアの精霊使い

thank you for the tree guide :)

so anyone planning to make a partial?
or even better, a complete walkthrough?
 
Re: [LunaSoft] リターニアの精霊使い

Does anyone knows if investment in the buffing skills increases their duration? Kind of hard to stack different types of buffs when they are gone after a turn.
 
Re: [LunaSoft] リターニアの精霊使い

Does anyone knows if investment in the buffing skills increases their duration? Kind of hard to stack different types of buffs when they are gone after a turn.

Don't think so. Don't have lvl 10 buff but lvl 7 only lasts the one turn on average.

Edit: Finished Nightmare difficulty. I thought Normal was on the tough side especially later on, but Nightmare is something else (although the high-level items are really good). Not sure if I'll need to reload my save prior to the final boss to grind Nightmare a little more for better items.
 
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Re: [LunaSoft] リターニアの精霊使い

I see, so it's pretty much using the best choice for the fight, melee or magic oriented, or use quickening if you need to be sure you are going to act first that turn (like emergency healing), a couple of buffs tops if your MC has skills from Rusalka.

Haven't had much time to play so I'm curious to see how hard it gets, I tend to grind a lot, didn't break a sweat with Demon's Gaze, Dungeon Travelers 2 or Stranger at Sword City (some characters did die at the beginning, had to learn running is encouraged xD)

Speaking of that, I recommend not grinding too much before the goblin boss, get to level 6 or 7 and the fight is more than doable. Reason why, it's not time efficient, the exp and drops next dungeon are waaaay, waaaaay better.
 
Re: [LunaSoft] リターニアの精霊使い

I see, so it's pretty much using the best choice for the fight, melee or magic oriented, or use quickening if you need to be sure you are going to act first that turn (like emergency healing), a couple of buffs tops if your MC has skills from Rusalka.

Haven't had much time to play so I'm curious to see how hard it gets, I tend to grind a lot, didn't break a sweat with Demon's Gaze, Dungeon Travelers 2 or Stranger at Sword City (some characters did die at the beginning, had to learn running is encouraged xD)

Speaking of that, I recommend not grinding too much before the goblin boss, get to level 6 or 7 and the fight is more than doable. Reason why, it's not time efficient, the exp and drops next dungeon are waaaay, waaaaay better.

Personally I don't recommend grinding at all until you get all members in your party. The boss fight prior to that might be difficult/almost impossible without the right gear, level and lots and lots of healing potions.
 
Re: [LunaSoft] リターニアの精霊使い

Patch 1.03 now out. Main bug fix is one which prevented XP from being correctly awarded to surviving party members.

Note that the download patch has two versions, one for players who don't have 1.02 and another for those who do.
 
Re: [LunaSoft] リターニアの精霊使い

Just began to play... Melissa's First Aid skill seems to be borderline OP, at least in the early stages of the game. +2 HP/skill level to all party members at the end of each of her turns, wat. Doesn't need any prereqs either.

I trust it peters out later on, especially on Nightmare mode, right, Harleyquin?

Rusalka's Paralyze Cloud can also neuter crowds quite efficiently, even if the Paralyze status doesn't guarantee complete, well, paralysis of your enemies. Good for skipping turns to benefit from First Aid while leaving a single enemy alive, too.

I see, so it's pretty much using the best choice for the fight, melee or magic oriented, or use quickening if you need to be sure you are going to act first that turn (like emergency healing), a couple of buffs tops if your MC has skills from Rusalka.

Haven't had much time to play so I'm curious to see how hard it gets, I tend to grind a lot, didn't break a sweat with Demon's Gaze, Dungeon Travelers 2 or Stranger at Sword City (some characters did die at the beginning, had to learn running is encouraged xD)

Speaking of that, I recommend not grinding too much before the goblin boss, get to level 6 or 7 and the fight is more than doable. Reason why, it's not time efficient, the exp and drops next dungeon are waaaay, waaaaay better.

Fought the Goblin Shaman at L6. Lost the first fight to bad luck despite paralyzing all of them since the Goblin Shaman managed to one-shot Leonard (the MC) with a single fire spell. Was trying to stunlock him too with two shield bashes per round. Didn't bother with taunting for that fight since the Goblin Wizards can also one-shot Norn, so the Shaman can probably do the same.

Second round the Shaman and his flunkies didn't get any chance to do anything beyond the initial debuff hex from the Shaman.

--

Overall, the game's pretty fun, but it runs into somewhat frequent performance issues with choppy framerates when they are many enemies on screen, especially afteryou use an AoE effect. Not too unbearable though.

Loading times for menus (especially considering the sheer amount of gear micromanagement in this game), on the other hand...
 
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Re: [LunaSoft] リターニアの精霊使い

Just began to play... Melissa's First Aid skill seems to be borderline OP, at least in the early stages of the game. +2 HP/skill level to all party members at the end of each of her turns, what.

I trust it peters out later on, especially on Nightmare mode, right, Harleyquin?

Rusalka's Paralyze Cloud can also neuter crowds quite efficiently, even if the Paralyze status doesn't guarantee complete, well, paralysis of your enemies. Good for skipping turns to benefit from First Aid while leaving a single enemy alive, too.

When your HP count is in the 100s and enemy average damage is in the 80s, then 2HP per turn passive regeneration isn't something to be relied upon. Yes players can invest the points to increase the effectiveness of the skill, but if it's a crutch for most battles then there's something seriously wrong with the party.

I don't use Rusalka as a status debuff spammer since some enemies are resistant if not immune to it. It's fine if it works, just make sure there's a backup plan when the strategy isn't viable.

My biggest problem stack is late on in Nightmare, same enemy composition was difficult in normal difficulty but downright impossible especially if I face the same stack two battles in a row. Finished Nightmare and won't have time to play Hell difficulty for a while, but I know my team build is reasonably solid and will get better with the right equipment and equipment modifiers.
 
Re: [LunaSoft] リターニアの精霊使い

When your HP count is in the 100s and enemy average damage is in the 80s, then 2HP per turn passive regeneration isn't something to be relied upon. Yes players can invest the points to increase the effectiveness of the skill, but if it's a crutch for most battles then there's something seriously wrong with the party.

So far I've being pouring all of Melissa's skill points into that skill and nothing else, from the very first time I got her. Leonard has Cure covered.

I imagine I'd need to respec Melissa at some point or start investing some SP to get Area Heal. Costs 6 points though... which is like 12 HP per turn from First Aid. Pretty game-changing in the first two dungeons on Normal.

Yeah, it's been a crutch for my every single battle (well, after the Giant Worms) so far.

I don't use Rusalka as a status debuff spammer since some enemies are resistant if not immune to it. It's fine if it works, just make sure there's a backup plan when the strategy isn't viable.

I guess when starting out, there's not a whole lot of skills you can go for with Rusalka. Her starting Enchant spell also sucks (I'd rather let her whack an enemy instead, even with her staff). Only the status debuffs are pretty game-changing at that level (without requiring prior investment in skill points), so I went with the most 'controlly' option. L3 Paralyze Cloud seems okay so far (all her status debuffs are AoE, so there's a decent chance of affecting at least half the enemy group, at least early on). Currently putting the rest of her points in Magic Knowledge to try to unlock Mediation to make the party more self-sufficient.


My biggest problem stack is late on in Nightmare, same enemy composition was difficult in normal difficulty but downright impossible especially if I face the same stack two battles in a row. Finished Nightmare and won't have time to play Hell difficulty for a while, but I know my team build is reasonably solid and will get better with the right equipment and equipment modifiers.

Yeah, trying to inflict status debuffs gets kinda crappy in most RPGs later on when the resistances start climbing.
 
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Re: [LunaSoft] リターニアの精霊使い

So far I've being pouring all of Melissa's skill points into that skill and nothing else, from the very first time I got her. Leonard has Cure covered.

I imagine I'd need to respec Melissa at some point or start investing some SP to get Area Heal. Costs 6 points though... which is like 12 HP per turn from First Aid. Pretty game-changing in the first two dungeons on Normal.

Yeah, it's been a crutch for my every single battle (well, after the Giant Worms) so far.



I guess when starting out, there's not a whole lot of skills you can go for with Rusalka. Only the status debuffs are pretty game-changing at that level (without requiring prior investment in skill points), so I went with the most 'controlly' option. L3 Paralyze Cloud seems okay so far (all her status debuffs are AoE, so there's a decent chance of affecting at least half the enemy group, at least early on). Currently putting the rest of her points in Magic Knowledge to try to unlock Mediation to make the party more self-sufficient.




Yeah, trying to inflict status debuffs gets kinda crappy in most RPGs later on when the resistances start climbing.

Status debuffs usually last 5 turns, depending on the debuff this is either something to ignore or something to cure straight away. If you're using Leonard to cure, make sure your party status debuff resistance is up to scratch (he doesn't have area cure, she does).

By all means enjoy the passive regeneration, if she's knocked out you lose it and no other character has skill-based resurrection. As always, gear and the modifiers play a huge role in this kind of game.

I went a different route with Rusalka and haven't really respecced her even though her points in my game aren't optimally distributed. There is one role only she can play and it's brilliant for sustained dungeon runs, should be really obvious what I'm alluding to even to those players who can't read (self-advertisement for the full skill tree guide I posted recently).
 
Re: [LunaSoft] リターニアの精霊使い

Status debuffs usually last 5 turns, depending on the debuff this is either something to ignore or something to cure straight away. If you're using Leonard to cure, make sure your party status debuff resistance is up to scratch (he doesn't have area cure, she does).

By all means enjoy the passive regeneration, if she's knocked out you lose it and no other character has skill-based resurrection. As always, gear and the modifiers play a huge role in this kind of game.

I'll keep an Amnesia Apple handy to respec her in case I run into those kinds of monsters, or when by party members get downed often enough for rez pots to become impractical. Thanks for the advice.

I went a different route with Rusalka and haven't really respecced her even though her points in my game aren't optimally distributed. There is one role only she can play and it's brilliant for sustained dungeon runs, should be really obvious what I'm alluding to even to those players who can't read (self-advertisement for the full skill tree guide I posted recently).

The Mana Battery role? :D

(Magic Knowledge 5 -> Mediation 3+ -> Mana Convert X)
 
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Re: [LunaSoft] リターニアの精霊使い

The Mana Battery role? :D

(Magic Knowledge 5 -> Mediation 3+ -> Mana Convert X)

You laugh now, if you're still laughing after you finish Nightmare difficulty without it (in my case magic knowledge maxed out, meditation maxed out, mana convert maxed out) then you're much better than me at playing this game.
 
Re: [LunaSoft] リターニアの精霊使い

You laugh now, if you're still laughing after you finish Nightmare difficulty without it (in my case magic knowledge maxed out, meditation maxed out, mana convert maxed out) then you're much better than me at playing this game.

Hey! I'm rushing toward mana convert myself, right after L3 Paralysis Cloud.

Edit: Game just gave me three Bonecrushers (that Artifact +STR +% Physical Damage 1-H staff with 3-4 other random bonuses) on a single dungeon run (waypoint to waypoint). Maybe it's trying to tell me something, but both my support mages have +% Gold staves (both normal rarity, upgraded to +5) equipped, and Norn and Eris can sweep entire waves of enemies by spamming AoE skills triggering elemental procs with mana regen/steal/gain on kill anyways, so, ehhh...

Money sure is powerful in this game. And you almost always have something to spend it on.\

Edit 2: Like Diablo, this game is heavily dependent on gear twinking to optimize your stats, other passive bonuses, and procs. Unfortunately this can be very hard to do for people who can't read Moonrunes, so...

Guide on stats:

You can view the stats of each character by opening your menu with RMB, hitting the Skill (スキル) (Second button from top left) or Equip (装備) (Third button from top left) button, and then moving your mouse cursor over a character's tab/portrait.

Each character has six base stats, STR (Strength), INT (Intelligence), VIT (Vitality), MND (Mind), DEX (Dexterity) and AGI (Agility).

STR affects Atk.

INT affects MAtk.

VIT affects Max HP, Def and Poison/Venom Resist.

MND affects Max MP, MDef and Confusion/Charm Resist.

DEX affects a little bit of everything, with greater effects on Hit, Spd and Paralysis/Sleep Resist.

AGI affects Avo and Spd.

Your HP and MP also sort of count as base stats, in the sense that they can increase independently when leveling up, like STR/INT/VIT/MND/DEX/AGI. HP and MP are still affected by VIT and MND though, so they aren't completely independent.

Next we have the derived stats, Atk, Matk, Def, MDef, Hit, Avo and Spd. Note that these stats are written in uppercase followed by lowercase, unlike the base stats (which are in ALL CAPS.)

Atk increases damage of normal attacks and physical attack skills.

MAtk increases damage of magical attack skills.

Def reduces incoming damage from normal attacks and physical attack skills.

MDef reduces incoming damage from elemental attacks and magical attack skills.

Hit is a measure of accuracy of your normal attacks and physical attack skills.

Avo is basically your evasion rate against enemy normal attacks and physical attack skills.

Spd determines initiative (turn order) in combat.

The next set of stats are your resistances against elemental damage and status ailments. These are written entirely in kanji, so I took the liberty of increases the font size so people who can't read kanji can compare the strokes.

炎抵抗
Fire Resist reduces incoming fire damage.

雷抵抗
Lightning* Resist reduces incoming lightning damage.

氷抵抗
Cold* Resist reduces incoming cold damage.

(*TN note: Kanji literally mean Thunder and Ice, respectively, but Lightning and Cold just sound better in English as damage types.)

毒/猛毒耐性
Poison/Venom Resist reduces chance of being affected by the "Poisoned" and "Venom" status ailments.

混乱/魅了耐性
Confusion/Charm Resist reduces chance of being affected by the "Confused" and "Charmed" status ailments.

麻痺/睡眠耐性
Paralysis/Sleep Resist reduces chance of being affected by the "Paralyzed" and "Sleep" status ailments.

Equipment guide:

Each character has seven slots to equip items, Main (main hand), Sub (off hand), Torso, Hands, Feet, Ring and Necklace.

Main slot is where your weapon goes in. All weapons increase Atk as their inherent stat, including staves. 2-H weapons have higher inherent Atk.

Sub slot is for off-hand implements like shields and books. These equips increase Def as their inherent stat, 'though books start off with a +0 before upgrades. You can't equip anything in this slot if you are wielding a 2-H weapon in your main hand. This means Vesta and Eris can only equip six items, because they are limited to 2-H weapons.

Torso slot is for your robes, clothes and armor. Everything here increases Def as its inherent stat. Armor have higher inherent Def, but your mages cannot wear them.

Hands slot is for gloves and gauntlets. Again, everything here increases Def as its inherent stat. Gauntlets have higher inherent Def, but your mages cannot wear them.

Feet slot is for shoes, boots and greaves (leg armor). Everything here increases Def as its inherent stat. Greaves have higher inherent Def, but your mages cannot wear them.

Ring slot is for well, rings. Rings increase MDef as their inherent stat.

Necklace slot is for necklaces and amulets. Like rings, these equips increase MDef as their inherent stat.

Equipment dropped by enemies increase in quality (e.g. Leather Armor → Light Mail → Platemail) as you progress to harder dungeons. Equipment sold in shops (including the Shady Man 'random' encounter at the Town Square) also increase in quality as you clear more dungeons. Higher quality equipment have higher inherent bonuses. They also have a higher base cost, which affects prices for buying/selling, repairs, identification and upgrades.

Equipment can also come with additional properties. These 'bonus' properties appear as additional lines at the bottom of an equipment description box, and can give additional bonuses (similar to enchants) to the character equipping them, like +X to a certain stat or resistance, or a proc effect on hit. The magnitude of these bonuses is usually higher for higher-quality equipment.

The number of additional properties present on an item is determined by its rarity level: normal (white), magic (blue), rare (yellow) or artifact (orange). Rarer equipment have more "lines" of bonuses. Rarer equipment also have higher base costs (the rarity in effect acts as a multiplier). Leonard (the MC) cannot equip artifact-rarity items.

Normal (white) rarity equipment have one additional property, except for starting character equipment, which have no additional property.

Magic (blue) equipment have 2~3 additional properties.

Rare (yellow) equipment have 3~4 additional properties. The bonuses also tend to be slightly higher in magnitude (compared to Normal and Magic items of the same type and quality), and there seems to be a higher chance of getting better properties like +X to all base stats or +X% to all elemental resistances.

Artifact (orange) equipment have 5~6 additional properties. They also have a higher inherent stat bonus compared to lesser rarity items (all of which of the same inherent bonus for the same item type and quality). Each artifact of a specific item type and quality (same item sprite) has a unique name (e.g. Bonecrusher, Silk Touch, Shadow Walker). This doesn't stop the game from spawning multiple artifacts with the same name though. For each named artifact, the first 2~3 properties are usually fixed in type (but not in magnitude, so the actual number or percentage bonus can vary) and are generated in the same order of lines (for every artifact with the same name). These fixed bonuses are usually thematically related to the name of the Artifact itself (Staff of Mana, for example, always spawns with +Max Mana, Mana steal, and Mana Regen). Compared to equipment of other rarity, the fixed bonuses are either far stronger in magnitude (like double-digit stat increases), or carry some sort of unique effect (e.g. +X% damage to a specific damage type, mana steal, giving you to ability to use certain skills you cannot normally learn).

The remaining properties on an Artifact are not fixed, and are usually similar to the ones you can find on lower rarity equipment, but they tend to also generate with higher magnitudes as well (elemental damage procs, in particular, are very strong when generated on artifacts).

You can further upgrade equipment at the blacksmith. To do so you need to pay a fee (which increases depending on the base cost of the equipment) and use crystals with the same color of the rarity level of the equipment. You get these crystals by breaking down equipment (again, at the blacksmith), which gives you a single crystal with the same color as the rarity of the dissembled equipment. Alternatively, you can buy the crystals from the Shady Man at the Town Square. He only sells two of each color at a time though.

Upgrading does not increase the base cost of an item (no need to worry about paying more for repairs).

Upgraded equipment are indicated by a +X to the right of its name. You can upgrade an equipment to a maximum of +5. Each time you upgrade an item, the upgrade cost increases (despite the item base cost remaining the same), and you need to spend additional crystals (1 crystal to upgrade to +1, 2 to +2, 3 to +3, 4 to +4, 5 to +5) to upgrade it.

Each time you upgrade an item, its inherent stat increases by 1, and all the magnitudes of all its bonus 'line' properties increases by a fixed, linear amount independent of its initial magnitude, item quality or rarity color (e.g. additional +5% gold increase, +1 VIT increase, +1 fire resist, +5 status resist, etc. for every upgrade level). Note that some of the stronger properties upgrade at a lower rate (+0.5 stat for the "increase all base stat" property), so due to rounding-down you may not see a benefit with just one upgrade.

(Not sure if it is possible to get higher level skills by upgrading artifacts like the Elemental Magic for Dummies book. Tried upgrading it to +3, and it still only gives Lvl 1 Flame Strike, Thunderbolt and Frostburn.)

Notable equipment properties (unfinished)
「STAT」が「X」上昇する

Increases "STAT" by "X"

e.g. VITが1上昇する (Increases VIT by 1)

Your standard item property, this gives a bonus of X to a given base stat. Obviously you would want to stack STR on your physical strikers and INT on your magic blasters. Dex is all around good though, and both VIT and MND are also important for defense. AGI is useful for fooling around with initiative order to make sure some characters go before others, to ensure Melissa get a chance to heal with First Aid for example (also useful when grinding, if only to avoid seeing most of the animations). You can also stick AGI boosts on slow characters to make sure they act before your enemies do.

Upgrades: +1 for every upgrade level.

最大HPが「X」上昇する
最大MPが「X」上昇する

Increases Max HP by X
Increases Max MP by X

e.g. 最大HPが5上昇する (Increases Max HP by 5)

Increasing the Max HP of your squishies is important to avoid them getting one-shotted. Leonard especially benefits from this as he has the second-lowest HP (tied with Rusalka) and his death means your loss (and a mandatory reload or a respawn with 1/2 gold) even if the rest of the party survive.

Max MP increases are a bit more circumstantial, but it can sometimes be necessary for characters with high MP costs if you don't have a ready source of MP recovery so that you can pop skills multiple times in boss fights and don't have to rely on MP pots too much between waypoints. You can also exploit this somewhat to get more MP between rests by swapping out MP boost gear after you have used MP in fights (since it affects Max MP, not Current MP), but this is generally more trouble than it's worth.

Upgrades: +5(!) per upgrade level. Pretty massive increase.

敵にダメージを与えた際、追加で「X」の威力の炎属性ダメージを与える
敵にダメージを与えた際、追加で「X」の威力の雷属性ダメージを与える
敵にダメージを与えた際、追加で「X」の威力の氷属性ダメージを与える

Deals additional Fire damage at base power X when you damage an enemy.
Deals additional Lightning damage at base power X when you damage an enemy.
Deals additional Ice damage at base power X when you damage an enemy.

e.g. 敵にダメージを与えた際、追加で12の威力の炎属性ダメージを与える (Deals additional Fire damage at base power 12 when you damage an enemy.)

This is a basically a proc effect that deals additional damage when you directly damage an enemy. At early levels a single additional instance of elemental damage can raise your damage by over 50% (assuming you aren't Vesta). Unfortunately, the additional damage gets nerfed pretty fast as your advance to harder dungeons where enemies have higher Elemental resist. That said, this property scales somewhat okay with higher quality and rarity equipment (at least on Normal difficulty), so you can keep pace somewhat. Plus, you can upgrade the equipment for a heftier punch if you need to.

Norn Shield Boomerang builds greatly benefit from stacking this property, since she otherwise cannot deal much damage (which is essential to 1HKO enemies if you rely on Mana gain on kill). Eris can also benefit from this to deal additional damage on her AoE magic attacks. Characters with weak attacks can also benefit from this property to let them deal some damage when they otherwise cannot.

Very useful against physical resist/high Def enemies like slimes.

Upgrades: +8 Pow(!) per upgrade level.


戦闘終了時の獲得ゴールドが「X」%増加する
戦闘終了時の獲得EXPが「X」%増加する

Increases Gold gained at end of combat by X%
Increases EXP gained at end of combat by X%

e.g.戦闘終了時の獲得ゴールドが9%増加する (Increases Gold gained at end of combat by 9%.)

These two are very powerful properties that can vastly increase the rate at which your characters gain levels and better equipment. They are pretty much mandatory when you are grinding to cut down on the amount of time needed, but even non-grinders can benefit immensely to well, not grind at all, at least on Normal, since they can get stronger characters just by going through the dungeon normally.

I personally prefer +% Gold, but then again I am a gear freak. Additional gold basically translate to more artifacts to buy at the Shady Man's shop, and more money to spend on upgrades as well (spend it on more +% Gold first!).

Upgrades: +5%(!) per upgrade level.

Summary of equipment restrictions for each character:
All characters can use all rings and necklaces, except for Leonard, who cannot use Artifact-rarity rings and necklaces.

Leonard (MC) can use any equipment, except for Artifact-rarity ones.

Norn (White Elemental) uses 1-H swords and shields. She can equip all armor, clothes, shoes, boots and greaves.

Vesta (Red Elemental) uses 2-H swords. She can equip all armor, clothes, shoes, boots and greaves.

Rusalka (Blue Elemental) can use either a 1-H staff or a 2-H staff. She can equip books (if she doesn't use a 2-H staff). She cannot wear heavy armor, wearing clothes, shoes and boots instead.

Melissa (Green Elemental) uses a 1-H staff. She can equip books. Like Rusalka, she cannot wear heavy armor.

Eris (Black Elemental) uses a 2-H staff. Like the other mages, she cannot wear heavy armor.
 
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