Agarest: Generations of War

Agarest: Generations of War

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Agarest: Gameplay Basics / Hints & Tips / Spoiler-Free
От SunsetAmethyst
The tutorials can't be relied upon to explain the finer points of the game clearly, this guide will remedy some of that and talk about everything from the basics to the Soulbreeding system, it will also provide some helpful hints and tips for new and old players alike while keeping it spoiler-free. This was compiled with information from various places on the internet, i am by no means its sole creator and i merely took what i found, verified it and compiled it into this guide.

My biggest gripe with trying to find information about a game such as this on the net is the potential spoilers you may encounter, wich is one of the reasons for making this guide. It also helps that Steam guides are available while you play the game for easy acess.

I will try and expand on the guide as time goes by, but understand, this guide is here to provide information and helpful tips. It is not here to be a leveling guide, a walkthrough or even a character building guide. So please do refrain from asking me such question, i will not answer. The best way to play this game, in my opinion, is to try and decide for yourself how you want to play and plan accordingly, the information provided by this guide may help you do so.

With that said, i do appriciate feedback and do not hesitate to point out any mistakes i have made in this guide.

Thanks for reading!
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Table of Contents

  • Battle System

  • Combat Arts

  • Game Mechanics

  • Exploring the World

  • The Dark & Light Meter

  • The Soul Breed System

  • Level-Up and PP Points

  • Ex Steal

  • Capturing Monsters

  • Helpful Hints!

  • Credits
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Battle System!
This is where the meat of the game lies. You'll be spending most of your time
on the battlefield, and if you become intimately familiar with the combat sys-
tem and its many intricacies, you'll thrive there. It's impossible to flee from
battles, and most of them will continue until either your party or the enemy
party has been wiped out.

Battles are divided into two phases: the Move Phase and the Action Phase.











Move Phase :

At the beginning of this phase, combatants gain a number of AP (Action Points)
equal to their base AP score. They can stay in their starting position or move
into any empty square within their movement range; moving 1 square costs 1 AP.
The enemies will not move until your party moves, so don't worry about being
preempted.

When you move the cursor over each character, you'll notice that certain
squares start flashing. These are extend spaces, and moving another character
into one of them will link the two characters together with a beam of green
light, allowing them to combine their attacks against a single enemy. Link your
whole party together, and they can all combine their attacks against any enemy
that one or more of them can reach. Good positioning and wise use of combined
attacks will allow you to fell even the most powerful foes. Be warned, however,
that your enemies can form links of their own.

Generally, you want to face your characters in whichever direction allows them
to form links most easily. Bear in mind that attacks from the sides or the rear
inflict extra damage, so you may want to think more defensively when facing
particularly strong enemies.


Action Phase :

This phase begins once you have confirmed your characters' moves. During this phase, you and the enemies get to launch your attacks. The combatants with the highest AGI take their turns first, and may act according to the AP they have available. The turn order is displayed in the meter at the top of the screen.

Linked characters should use coordinated combinations of skills to defeat the most dangerous foes and stop them from performing combination attacks. Focusing on one enemy at a time is usually a good strategy, because consecutive attacks deplete an enemy's break gauge. Once this gauge is fully depleted, the enemy will become more vulnerable to damage. Your party members have their own break gauges, which can be depleted by a concerted enemy assault.Try not to let this happen.

One thing to bear in mind when launching combined attacks is the range of each skill. Characters can attack enemies who are outside of the normal range of their skills during a combined attack, but they will automatically move to the closest empty square from which they can use the skill. If no such squares are empty, they will not be able to act.

Plan your attacks carefully to ensure that none of your characters cut each other off.

Certain skills, when used in succession, combine to form Extended Skills. You
can discover the combinations on your own, or by reading manuals purchased from
item shops. Extended Skills are more powerful than normal skills and will score
additional hits against foes with empty break gauges. They're best used at the
end of a combo, after wearing an enemy down with multi-hit skills.

Every time a skill is used, both the user(s) and the target(s) gain 5 SP
(Spirit Points). The surviving combatants will also gain a bit of SP each time
someone is defeated. High SP can trigger special abilities or be expended to
perform Extra Skills, which inflict devastating damage. Some Extra Skills hit
over a large area, making them ideal for clearing out groups of weak enemies or
doing severe damage to bosses. Many enemies have Extra Skills of their own, so
pay attention to their AP and SP and make them priority targets if they're
about to unleash hell on your party.

If one of your party members is slain, his or her body will turn to crystal. A
counter will appear over the crystal and decrease by 1 on each of the departed
character's turns. If the counter reaches zero or the battle ends, the crystal
will disappear and the character will stay dead until you pay to have him or
her revived in town. Using a revival item or spell on the crystal before it
disappears will prevent this from happening.

Reducing an enemy to its negative maximum HP total results in overkill. For
example, if an enemy has 100 maximum HP, reducing it to -100 HP with one or
more attacks will overkill it. Overkilled enemies always drop items, which may
be even more valuable than the ones they drop at random.

Unused AP carry over to the next combat round. Characters can accumulate up to
twice their base AP score in stored AP.


Aftermath :

Winning a battle earns you EXP (Experience), G (Gold), EP (Enhancement Points),
and TP (Technique Points). You will receive a grade ranging from S (the best)
to I (the worst) for each battle, which will be higher if you finish the battle
quickly and if your party's average level is lower than the average level of
your enemies. The better your grade, the larger the percentage boost to your
earnings will be.

Enhancement Points can be used to enhance your equipment at the blacksmith.
Technique Points can be exchanged for items and skills at the Guildhouses in
town. Spend your EP and TP wisely to keep your characters prepared for the
challenges they will face.
Combat Arts!
Arts :
Arts are powerful skills that are unleashed when certain skills are combined in a specific order during an extended attack. If you unleash an Art while the target is in a Break State, what is known as a "Break Art" will be executed. Break Arts are more powerful versions of Arts. They inflict more damage and have a higher hit count. Break Arts can only be unleashed by using Arts.
  • Example: It is Leonhardt's turn to attack, fortunately he is linked with the unnamed soldier and is now able to use an extended attack. Leonhardt begins his attack by using a Double Edge Art, the unnamed soldier follows this up with a Double Edge Art of his own and thus creates the more powerful Quadruple Attack.



    Special Arts :
    By combining extra skills in a specific way, you can execute extremely powerfull skills called "Special Arts". Special Arts are activated in the same manner as Arts. While Arts can be executed by a single character, Special Arts require the extra skills of multiple characters. Special Arts do a great deal more damage
    and inflict more detrimental effects on enemies
    than regular Arts and are an excellent way to
    overcome and defeat powerful enemies such as bosses.


    Essential Arts books :
    Once you obtain them they will register a certain set of skills at the adventure shop. If you're unsure of what the adventure shop is, then you're not far enough into the first generation to have access to it. If you are, then just go to the adventure shop and scroll down(Skill Research).
Exploring the World!
If you aren't locked in mortal combat with blood thirsty monsters or using the spoils of victory to strengthen your party, you'll be visiting one of the sites below.

Exploration Points :

Isometric mazes that you explore in search of treasure and bosses. You will randomly encounter
monsters while questing in these dungeons, and your party's HP will not be restored until you
return to the world map. Fight conservatively and heal wounded party members before finishing
each battle to avoid suffering losses from attrition. Please note that healing items can be used
between battles in dungeons, but revival items cannot.

Events :

These can occur almost anywhere. They consist of cutscenes, which may give you
plot-related information, allow you to interact with a potential bride, or
herald a series of battles. Like in dungeons, your party will not be healed
between battles, but you'll be given a chance to reorganize your party and save
your game.The events that take place throughout the game are influenced by a variety of
factors, including the Link Gauge, turn counter, and affection levels of your
potential brides. You will not see certain events unless you meet the required
conditions.











Towns :

Bastions of civilization that provide a number of useful services for intrepid
adventuring parties.
  • Item Shop
- You can purchase new equipment here. Many of the items and skills that you create at the blacksmith guild or adventurer's guild will be added to this shop's inventory.

  • Blacksmith Guild
  • [/b] - You can alchemically enhance or create equipment here. You will need EP to enhance equipment, and raw materials and Gold to create it.

  • Adventurer's Guild
  • [/b] - You can earn new titles by meeting certain conditions. The guild will reward you with items, Gold, Party Points (PP), and TP for each new title you earn. Later, you'll be able to exchange your saved TP for items, use Gold and raw materials to research new skills.

  • Monster Guild
  • [/b] - You can combine your captured monsters to create new ones, or trade them in for items.

  • First Aid
  • [/b] - You can revive slain party members at the infirmary. The cost of revival is 100 G per level of the deceased.

  • Alchemist's Guild
  • [/b] - You can use old memories to animate characters from earlier generations as marionettes, which will fight alongside your party. Forbidden Tomes are needed to create marionettes, and the cost of animating one is 5000 G per level of the desired character.

  • Horoscope
  • [/b] - You can visit the fortune teller to learn the attributes of the children you can father with your potential brides. Each fortune will cost you a modest 100 G.
    Game Mechanics!

    Basic Stats :

    Strength
    • 1 Str = 6 Atk
      2 Str = 1 Hit
    Vitality
    • 1 Vit = 3 Def + HP/lvl (depending on stat growth)
      The higher the value, the higher the DEF. It affects the increment of HP when you level up. It may be that the increment is only applied once per end of combat level (a character that levels multiple times at once does not seem to gain as much HP as if the character had recieved increments for each level seperately). In addition, although pumping Vitality may give a sizeable HP boost during the storyline battles, it should also be noted that the MaxHP cap will be reached by all characters long before they reach maximum level. In other words, investing in Vitality first/last or not at all will have no effect on a character's endgame HP.
    Agility
    • 2 Agi = 1 Avd
      Determines movement order, this and current AP amount determine attack order.
    Intelligence
    • 1 Int = 6 Mag + 4 Rst
    Luck
    • 2 Luk = 1 Hit + 1 Avd
      Also adds to capture and steal success rates.

    Experience :

    When you gain a level, your experience point total resets to zero. The following table lists the number of experience points required to reach the next level.



    Every level after 100 also requires 999,999 experience.


    Level :
    • Upon leveling up, characters gain the following:
      HP Gain = (Base Vit * 3) + (New Lvl * 2)

    Personal PP is based on the level achieved, starting at 10 from level 1, and then increasing by an extra 1 per level every ten levels afterward. Unspent PPP is carried over to the next level, and class promotion has no effect on this. Please note that PPP used on Vit during the levelup process has no effect on HP gained that level. It will, however, be applied upon the next levelup.

    AP Gain and the Extented Area :

    AP rises on any character's turn if he is linked, even without Willpowers like Energy. The formula for this base gain is:
    • AP Gain = Total number of characters in
      current link (minimum 2, maximum 6)
    • Example 1: In a Surprise Attack battle, you have linked 4 characters on one side of the board, and linked 2 characters on the other. Each of the first group will gain 4 AP at the start of his turn, and each of the second group will gain 2 AP at the start of his turn.
    • Example 2: You've started a battle and have gotten all 6 characters linked. At the start of each of the first 3 characters turn, they gain 6 AP, and you simply Stand By. On the 4th character's turn, he gains 6 AP, but you execute an attack with that character that moves both him and character #5 out of the link, also not linked to each other. There will now be no AP gain on the 5th character's turn, and the the 6th character will only gain 4 AP on his turn for the 4 remaining characters in the link.
    Note that this AP Gain is in addition to any AP gained by Willpowers like Energy (see AP Gain and Willpowers below). Toward the end of Generation 1, with Leonhardt having Energy and everyone linked together (standing in Leonhardt's extended area and ideally linking with other characters as well), it is not uncommon to gain upwards of 9+ AP per turn, or even 12+ AP per round if you Stand By until later characters to act.


    AP Gain and Willpowers :

    Some characters have Willpowers that bestow additional AP gain to characters in his Extended Area. This additional AP gain is also chained to the second character's Extended Area so long as he remains in the Extended Area of the first character (the one with the Willpower). Again, this is in addition to the AP gained simply by being linked through Extended Areas
    • Example: Leonhardt eventually learns the Willpower, Energy. During the move phase, you place Ellis and Zerva in Leonhardt's Extended Area, and place Borgnine in both Leonhardt's and Zerva's Extended Area (an overlapping square). Ignore the other two characters for this example, and assume there is no character in Ellis or Borgnine's Extended Area. On Leonhardt's turn, he gains 4 AP from being in a link with 4 characters, and Ellis, Zerva, and Borgnine all gain AP from Energy***. He stands by. On Ellis's turn, she gains 4 AP and also stands by. On Zerva's turn, he gains 4 AP, and Borgnine gains AP from Energy***. Zerva stands by. On Borgnine's turn, he gains 4 AP.
    Remember that chaining only occurs if the character is in the Extended Area of the character with Willpower. Let's say that during the example above, Zerva moves out of Leonhardt's Extended Area, but Borgnine is still within both Leonhardt's and Zerva's Extended Area. Zerva would no longer receive additional AP on Leonhardt's turn, and Borgnine would no longer receive additional AP on Zerva's turn. Note that both characters would still get the standard AP gain from simply being linked.
    The Dark & Light Meter!
    The meter effects several things throughout the entire game. Mainly it effects the affection levels of female characters and the cutscenes you can get with which girl. It also affect the ending of the game as well as who the last boss is, making it an ideal reason for multiple playthroughs.

    When doing an "event' or story sequence, there will be two circular displays on the side of the Text box. One of those is a meter with "Light", "Neutral", and "Dark". Opposite that (on the right) is a circle divided into 3 parts. Your potential brides will show up in this box after a certain point in each generation.

    So only 3 of the girls in each generation will actually be options for you to marry. The little portrait of the girls will tell you how much they like you. Their expressions will change, with the highest amount of love being portrayed by the girl Blushing.

    The Soul Breed system!
    Who will you choose? Your child's abilities will depend on which heroine you pick!

    Your choice of heroine in each generation will determine the abilities and appearance of the protagonist in the next chapter. Each heroine's Affection for you can be affected by a number of factors, such as when she joins your party, and the choices you make during events.

    The Affection determines which heroines you will be able to choose from at the end of the generation, but if your Affection is high enough, your child will also have improved stats and additional abilities. And if that wasn't enough... There are special movies for you to watch for each heroine!

    There are over 1000 possible combinations for your child's abilities!




    FAQ :
    Q: How does this soul breed system work? Like do you play 20 hours, choose who you want to bare your epic baby and then the game continues years later, with all new characters? I like the idea of having generations and the game lasting over a 100 years, but how does it work?

    A: You play one generation, choosing among three women, and then it time skips forward to when the next generation is roughly the same age. You get three new women to choose from each gen, and they're only available for that specific generation. All of the other characters you pick up throughout the game stay with the party until the end of the game (nearly all of them are longer-lived species).


    Q: My preferred heroine only "Likes" my hero, and doesn't "Love" him. Does it matter?

    A: A heroine at "Like" affection will give you a decidedly inferior hero for the next generation as opposed to a heroine at "Love" affection. The next generation's hero's base attributes will be the same or lower (usually lower), the growth rates for said attributes will suffer from the same decline, and a Proof of Valiant will also have diminished effects.

    Sometimes, a hero from the union of a Hero and Heroine at "Like" status will wield different
    weapons than one from a "Love" relationship. The expressions of the portraits that you see
    during the cutscenes indicate the affection levels of potential brides. In order from lowest to
    highest affection levels, the expressions are as follows: yelling, frowning, smiling, laughing,
    blushing. At the end of each generation, take the woman with the highest affection level
    as your bride. She'll give you a stronger protagonist to control in the next generation.


    Q: What impact does a mother play?

    A: The mother is the strongest influence on the hero of the next generation.
    Most often, a hero will resemble his mother in combat in some fashion -- a
    mage heroine generally produces mage offspring, and warrior to warrior. The
    mother determines what a hero looks like, what Willpowers he learns, and what
    his extended area will be. The mother also contributes one of the extra skill
    slots learned by a Hero when he uses a Proof of Valor.


    Q: What impact does a grandmother, great grandmother, etc., play?

    A: The grandmother determines the other skill slot learned by a Hero when he
    uses a Proof of Valor. Beyond that, the cumulative lineage of a hero will
    determine a hero's base attributes and growth rates, as well as his weapon of
    choice. There isn't a hard and fast formula for this one, at least not one
    that has been discovered. Weapon choices often lean towards those wielded by
    the hero's parents, grandparents, etc.
    Level-Up and PP Points!
    Spending your attribute points in this game is thankfully not as "make or break" as other games. If you screw up and max Intelligence out on Borgnine (unless you're REALLY looking for a challenge!) you can always use a different character, or make up the difference using Party Points (PP).

    PP act as something of a safety net and behave almost identically to level-up points. The main difference is that if spent on a captured monster, they will transfer along with that monster over to a New Game+ of the same or lower difficulty. If your characters are built efficiently from the beginning you'll have little use for them, but they can be particularly useful in certain situations:
    • Acquired a new party member that's of a significantly lower level than your main party and don't wish to level them up separately.
    • Ran into a boss fight underleveled, are doing next to no damage, and do not want to grind for several levels.
    • Making up for a captured monster's terrible attribute growth ranks and keeping them on par with the storyline characters.

    Tips for physical characters :
    • Strength is the central ability to raise since it controls both attack damage and the chance to hit with non-magical abilities.
    • Vitality is a very particularly useful attribute, as it increases your defense and HP, making it much easier to survive boss EX's and counters, saving you the fragment/stone of life, the AP for healing, and the possiblt turns wasted ressurecting the fallen party member.
    • Intelligence is basically an inferior Vitality for a physical character. Both raise defensive statistics, but Vitality also increases HP. If the character's EX abilities do both physical and magical hits however, it may be a good idea to raise this to 91 as well.
    • Agility is primarily useful for determining action order. While it is true that you only need one character with a high rating in order to have the slower ones act through their extended area, this approach has several limitations. Range issues and the logistics of using multiple-character combination attacks against several targets being primary, while AP/SP Up bonuses being added in full only at the beginning of a character's turn being secondary. Complicating the issue further is that you often want to go first against common enemies (to wipe them out fast) and last against bosses (to heal/resurrect before the end of the turn).
    • Luck does a variety of things. For a physical character however, it's central use will likely be to increase the chance of a successful Steal attempt. While it does also raise Avoid and Hit, Avoid is only useful at extremely high levels and Hit is increased by Strength.

    Tips for magical characters:
    • Strength is almost always a waste of points.
    • Vitality is a great skill to have for mages. Since you won't be increasing the strength of these party members, vitality is the best way to increase their physical defense. Intelligence will increase the magical defense.
    • Intelligence is a magic user's central attribute. It controls both the damage of their attacks as well as their defense against those same attacks.
    • Agility is roughly just as useful for a magic user as a physical attacker. The exception would be if the character serves as a healer, in which case a lower Agility might be more useful so that they can fix any dead or disabled characters before the new turn starts.
    • Luck does a variety of things for a magic focused character as well.

    Tips for mixed characters:
    • Strength is somewhat mandatory, as no other attribute raises physical damage.
      Vitality is just as useful for these characters as it does for the physical or magic characters.
      Intelligence ends up being slightly more useful than Strength due to raising both damage and defense.
    • Agility will usually be more useful for a mixed character than a purely physical character. Due to using both types of skills, they're more likely to be involved in multiple multi-character combos and so will have greater need of the full AP boost gained from AP Up actives.
    • Luck ends up being a decent choice since it enhances both the chance to hit with physical attacks.
    Ex Steal
    EX Steal:

    While anyone with a Special slot can steal, only a few characters can EX Steal (steal with an EX move). Certain bosses have very useful items that can only be EX Stolen from them so it's useful to keep one of these characters in your active party during boss fights.

    These characters are:
    • Luana (Rainbow Dance)
    • Winfield (Hold Shot, Sidewinder)
    • Fer (Cold Strike)
    • Sherufanir (Raising Dance)

    Most people use winfield because he has the earliest access to EX steal and his guns have decent range. Remember, whoever is your EX steal thief in the end isn't gonna be a main attacker unless you pumped loads of PP, etc, they are mainly a support role.


    How it works:

    A monster has 3 different item "pools": Normal, Rare, and Overkill. The Overkill pool just has one item, and it's what you always get when you achieve an Overkill. When you kill a monster, it has a chance to drop any one item from either its Normal or Rare pools--obviously you're more likely to get one from the Normal pool.

    Steal and Snatch, when they succeed, will attempt to take an item from the monster's Normal pool. Typically there are at most 2 items in this pool--if Steal or Snatch gives the message "XXX has no items", you've totally drained their Normal pool.

    EX moves that Steal will attempt to take an item from the monster's Rare pool, so if the Steal effect procs and it succeeds, you'll always get one of the monster's Rare items if it has any to give. So EX steals are just a way that you can try to ensure that you get the better
    items a monster can drop, this is especially good
    for bosses as they tend to have rare materials and items on them.

    Capturing Monsters!
    How to Capture :

    Capturing a monster requires the Capture skill. Capture is a darkness skill, which means you'll need a character with a darkness skill slot to use it. You may only capture a monster when its HP count is 5% of its maximum or lower. Certain enemies cannot be captured (e.g. bosses and human soldiers). It is impossible to capture a monster if it has already been killed (using Capture at the end of a chain of attacks that killed the enemy will not have any effect). To clarify, using the Capture skill when an enemy currently has between 1 HP and 5% of its maximum HP is the only way to have any chance of success. Even if this condition is met, Capture can still fail. Its success rate is based on the character's LUK attribute and the presence of the "Hunter" and "Poaching" abilities.

    When you sucessfully capture a monster, it should show EP over the monster, and once it pops back up after shrinking, it should vanish like it died. A message will show up saying you captured it, along with a possible normal item that you get for beating it.


    Using Captured Monsters :

    Captured monsters can be used like any other party member. They increase their levels and possess equipment and skills. However, whether a captured monster is of any use to a party depends on the individual player's combat style and the specific monster's role and statistics. When captured, monsters do not retain their equipment or skills, and will sometimes even have different skill slots after capture. Some captured monsters can only use monster weapons, obtained solely through trading in monsters for items. But some monsters can use normal party weapons and not monster weapons!
    • Example: werewolf-types can equip knuckles, fairy-types can equip rods, imp-types can equip spears, skeleton soldier-types can equip swords, skeleton mage-types can equip scythes, etc. All monsters can use any armor and any accessory.


    There are also caveats to note when using large-size monsters (which take up a 3x3 square space). While helpful for character linking in battle and while capable of attacking 3 enemies or more at once with (normally) single-target skills, large-size monsters can also block your own party characters from reaching monsters. Large-size monsters can also have trouble reaching enemy monsters themselves, depending on their positioning. More large-size monsters on a map (including large-size enemy monsters) leads to more trouble with proper positioning and strategic placement of characters.
    • Example: You may not be able to reach a party member in time to resurrect him/her before the timer runs out


    Combining Monsters :

    Two captured monsters can be combined to make a third, effectively destroying the original two monsters. The newly-created monster can be of a lower level, higher level, or the same level as the two component monsters. The created monster can even be of the same species as one of the component monsters.

    A monster is created based on a system vaguely similar to the Shin Megami Tensei (Persona, Devil Summoner, Nocturne etc.) demon-fusing systems; however, this system is much less complex. The specific statistics of a component monster do not affect the resulting monster's statistics. But unlike the SMT systems, there may not be an advantage to creating a higher level monster.
    • Example: the monster could become the highest-level member of your party and thus reduce your post-battle bonus.


    Trading Captured Monsters :

    Captured monsters can be traded for items from the Monster's Guild. Normally, these items are either a monster weapon, another piece of equipment, or a precious metal item.

    Monster weapons are the main trading item of interest for two reasons:
    • Trading monsters is the only way to obtain monster weapons, and many captured monsters you use in your party can only equip monster weapons.
    • Monster weapons, like any other weapon, can be converted into a new item after being enhanced to level 5. Some monster weapons convert into otherwise unattainable items, such as active skills.


    Good to know :

    • The Merciful Strike skill is a good way to ensure that you don't kill the enemy you're trying to capture when lowering its HP. Merciful Strike does the normal damage of an 8 AP physical attack, but leaves the enemy with 1 HP if it otherwise would have killed it. Mage users should not have merciful strike as it is a physical attack.
    • Merciful strike has to be the attack that would take them below 0HP, you cannot chain a bunch of attacks and end with merciful strike (expecting the enemy to be at 1 hp) unless merciful strike would have been the killing blow. If any other skill kills the enemy before merciful strike hits, it will still kill them.
    • Captured monsters stay with you through all generations and New Game+ playthroughs completely intact, without ever getting their levels or other characteristics reset (but only if you choose the same difficulty or lower). This is especially useful if you ever find yourself without certain party members you've been using diligently, avoiding a serious loss in party strength.
    • Capture leaves the enemy untouched if it does not succeed, so multiple Capture attempts can be done on the same enemy.
    • Captured monsters can be Overkilled even if it has been captured. You may want to chain more attacks after Capture to obtain the overkill bonus from the monster you're capturing. However, if the Capture fails, you will have killed the enemy and won't get to try Capture on it again.
    • Capture has an AOE equal to the user's weapon, so it may be useful to use it with a Scythe, Gun, or Spear. You can attempt to capture multiple enemies at once using this method, but of course each enemy must be within the appropriate HP range to have any chance of success.
    • Captured monsters usually come with a wider range of skill-equipping possibilities, as well as already having all 3 EX Skills.
    • Captured monsters will automatically return any items or skills they had equipped if you combine them or discard them.
    • You can only have 6 monsters captured at once. If you capture a seventh, you may choose any of the seven monsters to release while in battle.
    • If you have 6 monsters in your active party then you cannot release any of them and will be forced to release any monsters captured instead.
    • There are Titles available based on the number of times you combine monsters. These titles give you substantial rewards, like most other titles.
    Helpful Tips!
    • You can set the game to run at 40-45 fps in the .ini file, this will give an substantial boost to the overall speed of the game and battles wont be percived as slow and sluggish. I would advise against going any higher than this.

      Example: You can find the Agarest.ini file by going into the steam folder here "Steam\steamapps\common\Agarest Generations of War" and open the .ini file with wordpad. Look for "LockWindowFrameRate=30.000000" and change it to "LockWindowFrameRate=60.000000."[/list]

    • You can use the Party Points (PP) you have collected by going into the camp menu and choose "organize".
    • The scantily-clad female characters are just a marketing ploy to draw some attention towards the game, this is not a Hentai game.
    • When you buy a skill/crafting book they automatically update your skill/crafting lists, you do not need to do anything. There is no point of keeping the books other than that it may help you remember what you have bought and what you have not.
    • If you dislike the DLC equipment and want to turn it off you can do so -before- you start a new game. Dont worry about loosing dlc dungeons as they are baked into the game itself, only items and stuff like it are available to being turned off. One more thing to note is that all of the items and weaponry you get from the DLC can be found within the game by normal means.
    • You can skip dialogue by pressing 'E'.
    • Always stock up on revival items before entering a dungeon or starting an event battle. Several of the bosses employ Extra
      Skills that can severely wound or kill multiple targets, and
      Fragments/Stones/Vessels of Life will save you from annihilation if this happens.
    • Save before going to any of the event locations, preferably on a separate slot.
      If you don't like the result of a battle or a decision, reload and try again.
    • VIT influences HP growth and is important for all characters. Its important to note that HP gains are not retroactive. Pumping Vitality may give a sizeable HP boost during the storyline battles, however, you should also be aware that the MaxHP cap will be reached by all characters long before they reach maximum level. In other words, investing in Vitality first/last or not at all will have no effect on a character's endgame HP.
    • If you find that battles are sluggish and slowl, turn off battle and movement animations in the options menu.
    • Take the time to overkill every new enemy you meet. It's a guaranteed way to
      get items, many of which are useful for crafting new equipment or fulfilling
      the requirements for titles.
    • Dungeons are good places to grind. You can get in several encounters in a short
      span of time by wandering around, and the turn counter doesn't increase while
      you're inside. This is especially important if you're going for the True End.
    • The strongest enemies in most dungeons randomly appear in the boss room after
      the boss has been defeated. Seek them out if you're looking for a challenge;
      they aren't easy prey, but the rewards are worth the effort.
    • Like any game, if you learn the core gameplay and mechanics, you can beat this game with miniumum to no level grinding. Placement is the key to victory. Good placement far outweighs good stats. If you play by brute force, you are setting yourself up for a ton of meaningless grinding.
    • Don't bother with the auto-battle feature unless you're much, much stronger than the enemies you're fighting. It fights very inefficiently and will often get your party killed.
    • When enemies that can counterattack are hit with combos, they will only try to retaliate against the last party member who dealt them damage. Finish combos with ranged attacks or spells to circumvent an enemy's counterattack.
    • Earn as many titles as you can before the end of each generation. The rewards can really help you out, and you'll save yourself the trouble of backtracking for titles during later generations.
    Credits!
    As i've stated before, i've compiled this little guide with information from various sources from the net and i did not want to end this guide before i've actually credited those that stood for most of the work.

    • Mythril Wyrm and ACasser at Gamefaqs.
      If you need an amazing in-depth guide and walkthrough you should look ACasser and Mythril Wyrm up at Gamefaqs.com. They've put alot of work into these and they do deserve all the views they can get. Understand that this will for obvious reasons be full of spoilers..
    • Agarest Wiki.
      Some of the information there is rather unfinished and based upon speculations, not to mention the fact that there are far too many spoilers lurking around for my taste, however, its still one of the best sites to look up information about Agarest.
    • The Agarest Homepage
      I should not have to write an explanation about this one, right?

    98 коментара
    SunsetAmethyst  [автор] 13 ноем. 2019 в 1:24 
    @Akademiker

    Its been a while since i checked up on this guide, glad you find it useful. And you are right of course, the petition has been removed as its no longer needed, thanks for the input!
    Akademiker 2 ноем. 2019 в 11:20 
    Well, thanks for the guide. Really helps at the beginning or when coming back after a gamepause for several time.
    But the Petition isn't needed anymore and can be removed. It confused me a littlebit, because i thought there were some more Games of the Series, which were not listed on Steam actually.
    EndlessPlayer 28 май 2018 в 4:30 
    I have one inportant question, and i will very grateful, if you answer it.
    Where I can get Merciful Strike and this skill can be available in early game? I ask, because I want capture Fairy from Caves of Originals, but my team or they are strong or my Vila-Lorr deal her 1-2 damage what is really low, when she has about 36 HP
    SunsetAmethyst  [автор] 3 апр. 2018 в 21:12 
    @TheMagickHat Glad to hear it!
    TheMagickHat 3 апр. 2018 в 20:03 
    Great work! I play the game sporadically so it's easy to forget this game's mechanics. Nice to have reminders around.
    SunsetAmethyst  [автор] 15 май 2016 в 1:51 
    @Honey Milk Thank you kindly :)
    ProcChicken 15 май 2016 в 1:26 
    Definitely among the finest guides ive read
    thanks for the effort
    raizel 27 март 2015 в 3:18 
    Can you only revive/heal characters in combat?
    I tried to use items/skills outside of it, but I could only use grass.
    Ԇaᵶîeƪ 25 февр. 2015 в 7:23 
    Omg, it was seriously that easy to use two characters in a combo, simply click their portrait .... sob... ingame tutorial i hate you so much... Thx for this.
    Brightend 15 ян. 2015 в 5:46 
    one of the best guide you can find on net. thanks for your hard work.