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Hero Basics Hero Growth Hero Misc. Hit Points (HP)
Magic Points (MP) Experience (EXP) Gold Pieces (GP) Medicine
Apples & Sources Skills Books & Scrolls Unique Items Switch Items
Special Items The Item List Attack Defense
Magic Speed Battles Monsters
Weapons Equipment Navigation Vehicles
Special Skills Elements Conditions Treasures
Shops Forges Tips Skill Shards

Hero Basics
Heroes are the people who will be the focus of your journey. They are the characters you control both in battle and while walking around. There are many you will meet in the future that will join your team. Once you have more than four heroes, however, you must choose which to take in your main party. Only four can be part of this main party that fights battles and actively progresses the story. You will be able to switch party members as you see fit once you have more than four.
Hero Growth
The first way your heroes can become more powerful is by earning experience points through fighting. Every hero starts at a certain initial level of experience when they join your party. As you earn more experience points, they add onto the total your characters already have. When a character's total experience points become great enough, they will advance to the next level. When this happens that character will have an increase in their Attack Power, Defense, Magic Power, Speed, Hit Points, and Magic Points. The character will also earn more Skill Shards to be used in learning new skills.

After achieving the new level, the character will automatically begin working towards the amount of experience needed for the next level. Once your characters reach level 99, however, they can go no higher, and will no longer gain experience points. Also you cannot lose experience points.

The second way your heroes can become stronger is through completing special events or using or equipping certain items. You can increase hero statistics such as HP, MP, Attack Power, Defense, Magic Power, and Agility through the use of rare items. These increases are permanent, and add onto the growth the character will undergo on their own through level gaining.

The completion of side-quests usually results in the learning of new skills for a particular character, although some items can teach skills. Equipping things such as shields, armor, and helmets can cause a character's abilities to grow, but not permanently. Once the equipment is removed the increases it gave to the wearer will be gone, although by simply re-equipping it they can be given back. The boosting of character abilities by equipment will be very vital in gaining the upper hand over tough enemies.
Hero Miscellaneous
Heroes have many unique features to them, and also share many traits as well. Each has their own name, a title and class to describe their rank and abilities, a base critical hit percentage, a walking and face graphic, their own set of special skills, their own battle sprite, and their own starting equipment.

Each hero can only use certain types of equipment, which can also vary with gender. Some characters can fight with two weapons at a time, others carry a shield and a weapon, and some must use two hands for just one weapon. Some characters will not be under your control, and you cannot manipulate their equipment.

All characters follow the same experience scale, and have the same base immunity percentages to conditions and elemental attacks. Most items are also useable by any character, and will have the same effect on every character.
Hit Points (HP)
Hit Points, or HP, represent how much damage that character can take before they faint and can no longer fight. As a hero gets hurt by enemies, their current HP goes down, but their maximum always stays the same until it is increased through hero growth. HP can be replenished in many ways such as through the use of items, skills, and staying at inns. Current HP cannot be increased beyond the character's maximum total, however, even if the method of restoration should give back more.

Once a hero reaches zero HP in battle it will be more difficult to restore them back to health. They must first be revived before you can replenish their HP.

In v3.x of Everlong only, if you end a battle with a hero at zero current HP (Fallen) they will automatically be revived with one HP as soon as you return to the map where the enemy attacked from.
Magic Points (MP)
Magic Points, or MP, work similar to HP except that they determine whether or not a character can use a special skill. There is a maximum MP value which doesn't change without hero growth, and a current MP value which is depleted as a character executes skills. MP can be restored in many ways, such as through items, skills, and staying at inns. A character with a special skill that replenishes MP can therefore self-sustain their MP indefinitely.

Current MP cannot be increased beyond the character's maximum total, however, even if the method of restoration should give back more. When a character does not have the amount of MP needed to execute a certain skill they will be unable to use it until Magic Points are restored. Also be aware that there are other ways of losing MP, such as through the use of weapons that consume them, or if enemies steal them from you. If a character's MP reaches zero it does not affect the ability of that hero to do anything other than use special skills.
Experience Points (EXP)
Experience Points are what your characters earn by fighting and defeating monsters. The more experience gained the more higher levels will be achieved. Experience Points are cumulative, and continue adding on to your character totals. Each character has their own individual total. One important thing to remember is that Experience Points won are not divided, so having a fainted character will not allow the remaining heroes to receive more experience from the battle. Always try and have every character alive at the end of regular battles so they each receive the EXP earned.

When you have more than four characters, those not in your main party will still receive experience from fights, but only a fraction of what the reward should be. This allows characters to never be rendered obsolete, but they also won't be at the exact same level as the heroes in your main party who have been actively engaging in combat. Also remember that boss fights do not reward you with experience, so concentrate on winning and not wasting time being cautious so all heroes are alive at the end of the battle.
Gold Pieces (GP)
Gold Pieces are found in treasure chests, won from defeating monsters, or received through barter or selling items. They represent the universal currency of the world and are mainly used to buy things at shops and to pay other fees. You can only hold 999,999 GP, so when you reach this total no more gold pieces will be received. There is, however, a bank that you can find that will hold money for you. You can never have GP stolen or lost.
Medicines
Medicines replenish HP and MP, cure conditions, and provide other restorations. Some of them can be used only in battle, some only in the field, and others anytime. Any character can use any type of medicine, and the affect will be the same, no matter which character uses it. Do remember that the medicine may not have the intended effect or any effect at all if the character it is used on cannot be affected by it.

For example, trying to restore just the HP of an ally that has fainted will result in the waste of an item. That character must first be revived for the HP restoring medicine to take affect. This, however, does not hold true for MP, as you can replenish a fallen ally's Magic Points with medicine.

Medicine can also be wasted if you try and heal an ally that has not been affected by any status effect, or if you try and revive a character that has not fainted. Remember that if you choose the wrong hero to use an item on, the usage will not be redirected as to avoid a waste of the medicine. Medicine is not wasted if the user dies before they attempt to use it. All medicines can only be used once.
Apples & Sources
Apples and Sources are items that permanently boost Max HP, Max MP, Attack, Defense, Magic, and Speed. They can be used once or multiple times depending on the item, and only on one hero at a time. They can also only be used out of battle, never while you are fighting. When Max HP or Max MP is increased, your current HP or MP will not be increased along with it, and you will have to use restorative methods to reach the new maximum.
Skill Books & Scrolls
Skill Books are items that teach a character a specific skill. They can be used on any character, except for weapon specific skills. Books must be used out of battle, and the skill they teach will be permanently on the chosen hero's skill list once taught. There are only a few to be found, and they can only be used once. That means you must choose the character you want to teach the skill to wisely.

Skill Scrolls are only available in v3.x of Everlong. They are found in treasure chests later in the game. Once a Skill Scroll is acquired any hero capable of using it may activate the scroll on their Skill Shard page, provided they have enough shards available. If two characters can both use the same Skill Scroll, they may both equip it at the same time. The Skill Scroll icons on each hero's Skill Shard page will remain unidentified until you find the corresponding scroll.
Unique Items
Unique items, when used, invoke a special skill, regardless of whether or not that character knows the skill or has the MP to perform it. Some of these can be used only in battle, and others during and out of battle. Unique items can only be used once. Keen's throwables and boost items such as Green Cherry and Hero Drink are part of this category.
Switch Items
There are only three switch items: PRIMEVAL SHARD, MAP, and HERO'S CALLING. Each of these items perform vital game functions. To use them highlight the desired item on your Item List and select it. These can be used an infinite number of times, but may only work when you are out of battle and at certain places.

The PRIMEVAL SHARD allows access to the SKILL SHARD SYSTEM, your JOURNAL, and other options. You start with this item.

The MAP shows you a picture of the world that you have so far uncovered in your travels, as well as a blinking circle that acts as a waypointer to your next destination. Select a continent and enter zoom mode to see the names of the places you have visited. Glen will give you this item when you first reach the world map.

The HERO'S CALLING is obtained once you have all 10 party members and the Inceptum ship. Use it to form a new party from the available members. There are some plot sequences where certain heroes will not be available for use in party formation.

Special Items
Special items cannot be used directly. Owning them and carrying them around is what they are for, as they may permit you passage through a certain area, or may be a good barter item. Many special items cannot be sold because they are the only ones in the game, or are necessary for the plot.

Monster Drops are part of this category. These items can only be traded at collector merchants found throughout the world. The merchant will stipulate what he will trade for and items he will give in exchange.
The Item List
The Item List is accessible via the main menu in the field, and as a command during battle. It will bring up a complete list of every single item in your possession. Items with bright text show they can be used at the moment, while items in gray cannot. Some items will always be gray, and just owning them is their purpose. Next to the name of the item is displayed the number of that type that you own.

You can own up to 99 of the same item, but then no more. If you receive more of an item you are already maxed out on then it will be wasted and not added on to your list. You cannot organize your list and item order is pre-determined. It is suggested you keep your item list as clean as possible and remember that within item categories everything is arranged alphabetically.
Attack
Attack power is one of the four hero attributes that each character possesses. It determines the amount of physical damage they can do fighting, or how much damage a physically influenced special skill will cause.

Attack power can be permanently increased through hero growth by level and by item use. It can be temporarily decreased by enemy attacks, and temporarily increased by special skills and item use. Both of these temporary changes only last for the duration of the battle they occur in. If the character affected by the change faints, when they are revived the effect will be gone, even if during the same battle.

Attack power can also be increased or decreased by wearing certain equipment. These affects disappear when the equipment is removed. Attack power is primarily increased by equipping weapons.

The skill Might will double the target's Attack Power. The status ailment Power Break will halve the target's Attack Power.
Defense
Defense is one of the four hero attributes that each character possesses. It determines the amount of physical damage they sustain from a regular physical attack. This does not include any special attacks used by enemies.

Defense can be permanently increased through hero growth by level and by item use. It can be temporarily decreased by enemy attacks, and temporarily increased by special skills and item use. Both of these temporary changes only last for the duration of the battle they occur in. If the character affected by the change faints, when they are revived the effect will be gone, even if during the same battle.

Defense can also be increased or decreased by wearing certain equipment. These affects disappear when the equipment is removed. Defense is primarily increased by equipping an arm piece, a body piece, and a head piece. Critical hits bypass all defensive points added on by equipment, so only your character's base Defense rating will lower the damage received. The skill Protect will double the target's Defense Power and increase its resistance to physical attacks. The status ailment Armor Break will halve the target's Defense Power.
Magic
Magic power is one of the four hero attributes that each character possesses. It determines the amount of damage, recovery, statistic decrease, or statistic increase that magic influenced special skills will cause.

Magic power can be permanently increased through hero growth by level and by item use. It can be temporarily decreased by enemy attacks, and temporarily increased by special skills and item use. Both of these temporary changes only last for the duration of the battle they occur in. If the character affected by the change faints, when they are revived the effect will be gone, even if during the same battle.

Magic power can also be increased or decreased by wearing certain equipment. These affects disappear when the equipment is removed. Magic power is not primarily increased by any specific piece of equipment.

The skill Focus will double the target's Magic Power. The status ailment Mind Break will halve the target's Magic Power.
Speed
Speed is one of the four hero attributes that each character possesses. It determines how quickly heroes and monsters take turns during battles. In version 3.x of Everlong, whichever combatant has the highest Speed rating will fill up their action gauge the fastest and have the most opportunities to act. In version 2.x and earlier, the combatant with the highest speed takes the first turn, followed by the combatant with next highest speed and so on until the lowest speed combatant takes a turn, and then the cycle starts over.

Speed can be permanently increased through hero growth by level and by item use. It can be temporarily decreased by enemy attacks, and temporarily increased by special skills and item use. Both of these temporary changes only last for the duration of the battle they occur in. If the character affected by the change faints, when they are revived the effect will be gone, even if during the same battle.

Speed can also be increased or decreased by wearing certain equipment. These affects disappear when the equipment is removed. Speed is not primarily increased by any specific piece of equipment.

Speed has an influence over evasion of attacks. Some attacks cannot be dodged without special equipment or at all. Those that can are more likely to be evaded with a higher Speed rating than a lower one.
Battles
You will be attacked by many different monsters of all shapes, sizes, and abilities during your journey. These battles are either a result of random encounters in monster infested areas, or are event fights.

At the start of the battle the turn gauges of all combatants begin to fill up, each increasing at a rate based on that hero or monster's Speed rating. Once a combatant's gauge reaches its maximum that hero or monster is presented with a menu of its possible actions. An action is then selected and carried out immediately.

You can set the game ATB to Wait in the Main Menu so that combatants do not take action or fill their gauges while you are busy selecting your current action. Otherwise if the ATB option is Active actions will be carried out as you look through menus selecting your next command.
Battles Types
When a battle begins you may either start on equal footing round-wise with your enemy, be surprised, or get the jump on your foe. Starting on equal footing means the battle plays out normally, with the gauges of both monsters and heroes filling up from random starting points at their natural speed.

If you are surprised then the enemy can attack immediately while your heroes' gauges fill up from empty. Pincer battles count as being surprises as your team is surrounded by foes.

If you get the jump on your enemy then your gauges are immediately full while the enemy must fill theirs from empty. This is the initiative battle type. There is no surround battle type in Everlong where you corner your enemies from both sides.

Random encounters can start either of the three ways, but event forced fights will usually start out the normal way, as they are generally "Boss" battles, or fights with strong monsters. Battles started by opening red chests also begin with the normal method.
Battles Commands
When selecting actions each character has a similar but unique menu of commands. They can either physically fight (Attack), enter a defensive posture (1/2 Damage), use a special skill, use an item, attempt to escape, or change their combat row.

Physically fighting will attack the target of your choice with the weapon you have equipped. If you do not have a weapon you will attack with your fists. You cannot target your own party members.

Defending will halve the damage from most attacks. You can only defend yourself, not other party members. As long as the selected hero is in the defensive posture they will continue to take reduced damage. This posture only ends when they take a different action or the battle ends.

Selecting the name of the hero's special skill type (Black, Bushido, etc.) will open up that character's list of useable skills you equipped using the Skill Shard System and taught them with skill books. The MP amount needed to execute each skill will be located next to the name. This text will be gray if you do not have enough MP to use the skill. A description of the skill your cursor is currently on will also be displayed on the screen.

Selecting Item brings up the item list in its entirety, though most items cannot be used inside battle and will have their text displayed in gray.

Escape, if selected, causes your current hero to attempt to flee the battle, but this is not always successful and depends upon your party's Speed versus the attacking monster party's Speed. You can never run from an event battle, and some regular encounters are also not escapable. You may run from red chest battles and try opening them again later. Your success rate to escape increases with every failed attempt.

It is not possible to change equipment during battle, so always be prepared beforehand.
Battles Endings
Battles generally end when all the enemies are defeated or if your entire team perishes. If the last enemy escapes or if all living party members successfully run away the battle also ends. Some combats end prematurely when an event is invoked as part of the plot.

If all of your heroes fall during a battle which was the result of a random encounter, the team is teleported to the realm of Purgatory. Here you are revived and able to buy supplies from the keeper of Purgatory. When ready you may return to your world at the exact spot you perished, with all experience, money, and items earned before you died.

In battles that are not the result of a random encounter, if all heroes die you will not be taken to Purgatory and instead the game ends. You will have to reload from your last save to continue if this happens. There are exceptions, however, where your party perishes in a non-random encounter but the game continues as part of the plot.
Monsters
Monsters are the foes you will do combat with in battle, and are very similar to your heroes in their abilities. Every different type of monster has their own HP, MP, Attack, Defense, Magic, Speed, Critical Hit Percentage, and Elemental and Status immunities and weaknesses. They cannot wear equipment, so their base attributes are their real attributes, although these can be changed during battle. Certain types of monsters may be susceptible to particular weapons that can exploit their weaknesses, or they may be resistant to others. Be sure to keep in mind that some monsters will only appear in certain areas, such as forests or deserts.

Monsters have their own set of special skills they may use against you and on their monster comrades. Some of these skills they will use at any time, although some more often than others. Monsters may follow set patterns when using these skills, especially stronger foes, so always try and learn their patterns so you know what to expect and when. Monsters can also flee the battle, transform into other enemies, defend against attacks, build up strength for a powerful attack, and commit suicide on one of your characters to inflict damage. Another important thing to keep in mind is that as monsters become weaker some of them will begin using new and more devastating attacks more often. This is especially true of monsters whose allies have already all perished.

When defeated, monsters reward you with a certain amount of Experience Points and Gold Pieces. Sometimes they may even drop items, although this does not always happen. You must finish the battle to receive these awards, and no partial experience is rewarded for hurt monsters that run away. Also, no overkill experience is given when a monster is killed by an attack that deals significantly more damage than they can sustain. Not all monsters will yield GP or EXP Points, and "Boss" foes are worth no reward except special boss tokens.
Weapons
Weapons are a type of equipment, but are different enough that they warrant their own category. They must be equipped to a character to be of any use unless you intend to sell them for money. Weapons generally increase Attack power, but can also affect the other three hero attributes. Weapons can require one or two hands to use, they may consume MP, and they have their own hit percentage and critical hit percentage.

Weapons may also have elemental properties, may cause status changes in their targets, allow the attacker to ignore monster evasion, and attack twice or all targets. In addition they can raise the chance of or guarantee first strike opportunities in battle, and also may be more or less effective against certain types of enemies. This strength or weakness against certain groups of foes can cause a weapon with less Attack power to deal more damage than one with higher Attack power. The difference in the base affect of the damage can range from -50% to 200%.
Equipment
Equipment must be equipped to a character to be of any use unless you intend to sell it for money. It can be worn to boost attributes, prevent status ailments, protect against elemental attacks, prevent critical hits, halve MP consumption, raise avoidance of attacks, or maintain a beneficial effect.

Equipment breaks down into several groups: Shield, Armor, Helmet, and Accessory. Each character can wear a piece of equipment in each one of these categories, however, a weapon may require that no shield be used in order to function. Accessories are the only group that is generally unique as these pieces of equipment usually provide something special rather than a Defense boost as the other groups are mainly for. All equipment can be equipped and un-equipped without ever being lost, and can never break or be altered, although some can be transformed into entirely other pieces of equipment.

Beneficial effects maintained by equipment pieces never end as long as the piece is worn. Enemy attempts to dispel or remove the effect will always fail, though negative effects can be stacked on top.
Navigation
As you navigate the world of Everlong you will find that there are places where your hero movement is different, and you can do things you couldn't elsewhere. There are two main types of areas you will be exploring: The World Map and specific smaller locations. You move slower on the World Map as you traverse large distances with the help of a map, while inside places such as dungeons you can run but must find your way without much aid. You access these smaller locations from the World Map and return to it from them too.

You can only use vehicles on the World Map, and you can be attacked almost anywhere on it, although the monsters you will face vary depending on where you are. The specific locations you will explore are places like Towns, Castles, Dungeons, and others of the sort where you never know what you may find. You will have to discover what kinds of places you can reach and how, but remember that some things, such as secret passages, are hidden or may not be revealed until later in your journey.
Vehicles
There are several types of vehicles you will get to use during your quest. They must be used on the World Map, although some act as moving bases of operation that you can enter by pressing the Main Menu button while riding them. You can also use them to dock at places like towns or dungeons that would otherwise be out of reach.

Vehicles can only travel where they were meant to, and you can only exit them at places where your hero can normally move or where the vehicle is capable of stopping. Only one vehicle can be used at a time, and some will no longer be useable once you exit them. This means that you will permanently lose some vehicles, and will have to continually acquire others as you wish to use them.

Each type of vehicle has its own marker that will be displayed on the World Map along with your hero tracker so that you can easily find their current location. You cannot be attacked by monsters while riding a vehicle.
Special Skills
Special Skills are learned by characters either through the Skill Shard System accessible via the Primeval Shard item, or by being taught a skill by a Skill Book. Each character has their own unique set of skills, although some spells can be taught to any hero and some overlap characters. Skills can only be used once activated in the Skill Shard System or learned from a Skill Book. The character must also have the amount of MP needed to perform the skill, and you must also be in the appropriate place to execute it.

Some skills must be used in battle, others only out of battle, and some can be used anytime. Some special skills require no MP, and others varying degrees depending on the damage or healing done and how many targets are affected. Some skills only affect one enemy or ally, others all enemies or all party members, and then some only affect the character performing the skill.

Each skill has its own base effect that may or may not be influenced by Attack power or Magic power. A special skill may cause positive or negative change to a target's HP, MP, Attack, Defense, Magic, and Agility. You can choose special skills in battle, and from the main menu.

Some skills are not always effective against enemies. This depends on base effectiveness, status and elemental immunities, and the four attribute ratings of the target and performer. A special skill may also cause a status affect on a target that is not immune, or may have its base value of damage or restoration multiplied or divided depending on resistance. In addition a special skill may temporarily lower or increase a target's elemental resistance for the duration of the current battle or until the character faints.

Special attacks also have different degrees of variance from their base affect, where some have nearly exactly the same affect every time, and others are completely wild and unpredictable. Also remember that some offensive special skills absorb the damage they have dealt or, if the target is defending, can ignore the usual halving of the affect, and instead deal full damage.
Elements
There are 8 different Elements that each hero and monster can either be weak or strong against to certain degrees. The 8 Elements can also influence weapons, special skills, and equipment. Here are some general guidelines that explain the 8 elements, but remember that there are always exceptions:

y (vs.) x
Fire
Ice
Lightning
Earth
Water
Air
Dark
Holy
Fire
-50%
200%
100%
100%
50%
100%
100%
100%
Ice
200%
-50%
100%
200%
50%
100%
100%
100%
Lightning
100%
100%
-50%
50%
200%
50%
100%
100%
Earth
100%
50%
200%
-50%
50%
200%
100%
100%
Water
200%
50%
-50%
200%
-50%
100%
100%
100%
Air
-50%
100%
50%
50%
100%
-50%
100%
100%
Dark
100%
100%
100%
100%
100%
100%
-50%
200%
Holy
100%
100%
100%
100%
100%
100%
200%
-50%

Note: This table only shows default values. Depending on the degree of resistance or weakness, which can be varied with special skills and equipment, elemental influence will either cause -50%, 50%, 100%, 150%, or 200% of the normal base effect. That means you can actually heal or be healed by an elemental attack that the target or your hero is strong against. Do not forget that some elements are also effective against certain types of enemies that may or may not have elemental affiliations. Example: flying foes are weak against Air magic.
Conditions
There are 40 different Conditions that can affect your characters and enemies. They can be induced by weapons and special skills, and they can be removed by item use, special skills, or heal naturally over time. Some are preventable by wearing special equipment, and although monsters have varying degrees of resistance to them, heroes will always have about a 50% chance or less of being affected.

Some conditions cannot be prevented and cannot be cured; they must heal naturally. Status effects can halve the target's Attack, Defense, Magic, and Speed, cause the target to be unable to perform commands, and drain HP or MP from the target every turn. Also, they can cause a change in hit percentage rate, an inability to use special skills, force the target to attack its allies, and enrage the target into only physically attacking on its own.

Many conditions heal naturally only after a certain number of turns, randomly, only after being physically attacked, or not until the the target faints or is manually healed. In addition, some conditions stay with you after battle and will persist into future fights, although most dissipate afterwards. A few conditions that linger after battle have an affect as you walk around, like draining HP for every step taken, and they must be manually healed to be cured.

There are also positive conditions, such as Regen where you gain HP every turn or Might which doubles your attack power. These conditions generally do not dissipate until battle ends, but if too many negative effects are stacked on top then the positive ones will disappear. Spells and attacks can also remove beneficial conditions.
Treasures
You will find thousands of treasures strewn throughout the entire world. They are usually items, weapons, equipment, or money. They can only be found in treasure chests. Be weary of certain chests as well, for you will find monsters in them.
Shops
You will find shops in towns and sometimes other places. At these shops the store keepers will sell you weapons, equipment, and items, as well as allow you to sell them things off of your item list in exchange for half their original GP worth. If you plan to purchase goods you must have the necessary GP, otherwise the shopkeepers will not do business with you, although you can still view their inventory. You can buy an infinite number of items from any store, provided you have the space on your item list and the money.

While browsing the shop goods, your money total and the number of items you own of the type you currently have selected will be displayed. Also when viewing a shopkeeper's inventory, it is possible to judge whether or not a weapon or piece of equipment you currently have selected is better than what you have equipped. To evaluate a particular item, highlight it and look to the right of the screen where the heroes of your main party are displayed.

Moving characters signify that they can equip or use this item, while gray ones show that this item is of no use to them. Arrows that point up show that the item's overall effect will be greater than the current piece worn in that slot. Arrows pointing down mean the overall effect is less, but this does not mean the piece you are evaluating would be less useful because it may have an individual effect you desire.

A period instead of arrows signifies that the overall affect of both the item being evaluated and the piece your character is currently wearing is equal. Also, the number you own and the number you have equipped of the item you currently have selected will be displayed. If a character has the item you currently have selected equipped then an equal sign will appear.
Forges
You will not encounter Forges for some time during your journey, and there are very few. Forges are similar to shops in that you must pay money to receive goods. Unlike shops you cannot sell anything at a Forge, and you must also provide the building blocks for the item that is to be made. In other words, you must be carrying the necessary items and money the smith needs to create what it is you want.
Tips
  • Save extremely often since you can save anywhere, but beware of saving during an event or in a dungeon you're not sure you can get out of. If you do want to save if you're in the middle of an event or while you're in a place you can't get out of, make sure you do it to a blank file so you leave the old save intact just in case.
  • Although certain special skills are designed for a specific purpose, such as reviving a character, they can still be used on heroes that have not fainted and have an effect.
  • Remember to revisit places you've been to before to see what has changed and what new areas may be accessible now.
  • Don't be afraid to use items, you will be able to find plenty during your journey, so also don't spend too much money on them and instead save your GP for equipment.
  • Talk with villagers and important characters if you become lost, are looking for something, or forget what you are supposed to do. Also consult your Map and Journal.
  • Always keep a lookout for green books with yellow markings. They will tell you secrets.
  • When fighting certain enemies, all their attacks will be based on a few elements, or maybe even one. You should try and find equipment that is resistant to those elements, and choose party members with attacks that can exploit the foe's elemental weaknesses.
  • Always try and choose a balanced party that has healing, speed, and power. Later in the game having a White Wizard along will become necessary.
  • When fighting enemies that use devastating status inflicting skills, make sure you give your healers and fastest heroes the best immunity protection you can so they can quickly restore the whole party.
  • Many character skills are only useful against certain enemies, or in specific situations, so be sure to figure out when is the correct time to perform them.
  • Bosses are generally immune to all conditions except Power Break, Armor Break, and Mind Break.
Skill Shard System

The Skill Shard System is accessed via the Primeval Shard item in the main menu and is used to learn and equip skills. Select the Skill Shard System option from the Primeval Shard menu to bring up a screen that shows all characters currently available. Choose a character from this menu and you will be taken to that hero's individual Skill Shard page.

On the character's Skill Shard page is displayed the current shard count you can use to access new skills out of the total number of shards earned. The total number of shards earned increases as that character gains levels. Also displayed on the hero's Skill Shard page are the categories of skills that character can learn and whether they are Linked or Independent lines. Linked skill lines must be learned in order one level at a time, while you can choose any skill from Independent lines regardless of sequence.

Each level in Linked skill lines and each node in Independent lines has a skill shard requirement, and you must possess enough current shards out of the hero's total to activate that skill or level. Activation is not permanent, so if you wish to refund spent shards you can deactivate linked or independent skills at your leisure. Linked skills must be deactivated in order just as they must be activated in sequence. Some skills such as summons cannot be activated even if you meet the requirement until you earn access to them through side quests.

You will also come across Skill Scroll items later in your journey. Once you possess these scrolls they unlock new skills on some heroes' Skill Shard pages. You must still spend the necessary amount of shards to activate them. Having these scrolls on your item list enables every character capable of using it to select it on their Skill Shard page, not just a single hero. Not all heroes can use every Skill Scroll, though.