Compounds 47 to 60¶
Compound | Item 1 | Item 2 | Effect |
---|---|---|---|
Beast Coat* | Beast Liver | Hard Scale | Raise Physical Defense by 10% for four turns |
Aqua Coat | Hard Scale | Hard Scale | Raise Physical Defense by 10% for four turns |
Bug Coat* | Insect Antenna | Hard Scale | Raise Physical Defense by 10% for four turns |
Plant Coat* | Monster Fiber | Hard Scale | Raise Physical Defense by 10% for four turns |
Ghost Coat* | Spirit Bone | Hard Scale | Raise Physical Defense by 30% for four turns |
Demon Coat* | Demon Tail | Hard Scale | Raise Physical Defense by 10% for four turns |
Dragon Coat* | Dragon Fang | Hard Scale | Raise Physical Defense by 50% for four turns |
Beast Soul* | Beast Liver | Demon Tail | Raise Magic Defense by 10% for four turns |
Aqua Soul* | Hard Scale | Demon Tail | Raise Magic Defense by 20% for four turns |
Bug Soul* | Insect Antenna | Demon Tail | Raise Magic Defense by 10% for four turns |
Plant Soul* | Monster Fiber | Demon Tail | Raise Magic Defense by 10% for four turns |
Ghost Soul* | Spirit Bone | Demon Tail | Raise Magic Defense by 10% for four turns |
Demon Soul | Demon Tail | Demon Tail | Raise Magic Defense by 30% for four turns |
Dragon Soul* | Dragon Fang | Demon Tail | Raise Magic Defense by 50% for four turns |
When you need to buff your defense, these compounds are here to help. Like the previous dozen or so compounds, there are lots of compounds with similar effects; you need to keep an eye out for the better ones. Number 53 Dragon Coat gives the best Physical Defense, while Number 60 Dragon Soul is the one for Magic Defense.
Compounds 61 to 74¶
Compound | Item 1 | Item 2 | Effect |
---|---|---|---|
Fire Bane | Phlogiston | Insect Antenna | Make enemy weak to Fire for three turns |
Water Bane | Permacrystal | Insect Antenna | Make enemy weak to Water for three turns |
Wind Bane | Fairy Wing | Insect Antenna | Make enemy weak to Wind for three turns |
Lightning Bane | Fulmen Shard | Insect Antenna | Make enemy weak to Lightning for three turns |
Earth Bane | Desert Rose | Insect Antenna | Make enemy weak to Earth for three turns |
Light Bane | Glitterbug | Insect Antenna | Make enemy weak to Light for three turns |
Dark Bane | Dark Matter | Insect Antenna | Make enemy weak to Dark for three turns |
Resist Fire | Phlogiston | Monster Fiber | Confer immunity to Fire for three turns |
Resist Water | Permacrystal | Monster Fiber | Confer immunity to Water for three turns |
Resist Wind | Fairy Wing | Monster Fiber | Confer immunity to Wind for three turns |
Resist Lightning | Fulmen Shard | Monster Fiber | Confer immunity to Lightning for three turns |
Resist Earth | Desert Rose | Monster Fiber | Confer immunity to Earth for three turns |
Resist Light | Glitterbug | Monster Fiber | Confer immunity to Light for three turns |
Resist Dark | Dark Matter | Monster Fiber | Confer immunity to Dark for three turns |
The “Bane” compounds make enemies weak to certain elements, allowing you to do 1.5 times damage with your corresponding elemental attacks. Can’t find an enemy weak to fire for your powerful fire attack? No worries; just use Fire Bane to punish them! The “Resist” compounds are good before you get the Spiritmaster’s Adaptation.
Compounds 75 to 89¶
Compound | Item 1 | Item 2 | Effect |
---|---|---|---|
Giant’s Draft | Beast Liver | Dragon Fang | Double maximum HP and restore HP |
Turtle Split | Hard Scale | Dragon Fang | Lower enemy’s Defense for four turns |
Haste Brew | Insect Antenna | Dragon Fang | Raise Speed for four turns |
Element Boost | Monster Fiber | Dragon Fang | Raise elemental attack for five turns |
Dark Breath | Spirit Bone | Dragon Fang | Deal damage equal to user’s maximum HP minus current HP |
Shadowflare | Demon Tail | Dragon Fang | Deal 5000 Dark damage |
Dragon Breath | Dragon Fang | Dragon Fang | Deal damage equal to user’s current HP |
Divine Rain | Glitterbug | Glitterbug | Deal 1500 Light damage to a party |
Dark Sigh | Dark Matter | Dark Matter | Deal 1500 Dark damage to a party |
Bomb Arm | Phlogiston | Phlogiston | Deal 1500 Fire damage to a party |
Artic Wind | Permacrystal | Permacrystal | Deal 1500 Water damage to a party |
Pantheon’s Wrath | Fulmen Shard | Fulmen Shard | Deal 1500 Lightning damage to a party |
Tengu Sneeze | Fairy Wing | Fairy Wing | Deal 1500 Wind damage to a party |
Earth Mallet | Desert Rose | Desert Rose | Deal 1500 Earth damage to a party |
Rage Orb | Everything else | Everything else | Deal minor damage and taunts enemy |
We start this list with one of the most invaluable compounds–Number 75 Giant’s Draft, which doubles a character’s Maximum HP. Yes, it’s as amazing as it sounds, allowing your characters to survive twice the number of attacks. It’s a god-send for the super bosses and trivializes many other bosses.
Number 79 Dark Breath should be all too familiar… The enemy will take damage equal to your character’s Maximum HP minus their Current HP. It’s great, but not as good as Number 81 Dragon Breath, which does damage equal to your character’s Maximum HP. With Giant’s Draft in effect, that’s an easy 9999 damage.
Last but not least, you can create the most powerful attack items yourself, such as Number 82 Divine Rain. Combine with the Salve-maker’s Attack Item Amp ability, which increases the damage of combat items by 50%, for devastating effects… With Attack Item Amp, Number 80 Shadowflare will do 7500 damage regardless of HP; painful (for the enemy)!
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