Posted: Thu Sep 12, 2024 8:27 am
I'm still playing this game, Story 33 The Depths of the Shrine, but detoured to grind the southeast corner of the Spirit World to Lv. 213 and then grind the Arena. I may edit this post in the future when I'm done with more information. I've finished since initially posting this as of September 14, 2014, you can check the reply below for composite spirits and post-game info.
In Spirit Valor, there are 84 spirits to equip to your party members with different skill access and utility each. 20 of them are composite spirits and have 2 of the 6 elements from Fire, Water, Earth, Wind, Light, and Dark, but I don't have access to any yet (you can spend currency on the gacha to roll for them). Due to evolutions that are level-based and either 2 to 3 stages, it ultimately boils down to 27 spirits + 8 12 composites. Evolutions add prefixes to the name, but they're still the same one.
I will first list the [Element] of the spirit, followed by the Contract/Cap Level, and then what levels they unlock skills. After that will be a skill list you can Ctrl+F. Finally, I'll share my thoughts on which I think are good and my thoughts on the game so far.
[Fire] Lv. 3/35 Heat > Lv. 39/65 Spirit Heat = Lv. 3 Burn, Lv. 8 Paralysis, Lv. 35 Inferno, Lv. 50 Red Rhapsody
[Fire] Lv. 8/45 Fever > Lv. 49/115 Spirit Fever > Lv. 123/155 Fierce Spirit Fever = Lv. 8 Ignifer, Lv. 15 Slap, Lv. 45 Inferno, Lv. 65 Meteor, Lv. 115 Prominence, Lv. 135 Full Out
[Fire] Lv. 19/55 Crimson > Lv. 60/120 Spirit Crimson > Lv. 130/160 Deep Spirit Crimson = Lv. 19 Attack, Lv. 25 Flame, Lv. 55 Burst, Lv. 80 Volcano, Lv. 120 Cardinal, Lv. 145 Detonation
[Fire] Lv. 29/70 Love > Lv. 76/145 Spirit Love > Lv. 165/190 Genuine Spirit Love = Lv. 29 Flame, Lv. 35 Flare Sonic, Lv. 70 Crinis, Lv. 100 Vivace, Lv. 145 Flare Arrow, Lv. 175 Big Bang
[Fire] Lv. 95/130 Spirit Courage > Lv. 139/175 True Spirit Courage = Lv. 95 Vivace, Lv. 100 Body Beauty, Lv. 130 Supernova, Lv. 155 Salamander
[Water] Lv. 2/55 Rain > Lv. 56/110 Spirit Rain = Lv. 2 Bubble, Lv. 8 Poison, Lv. 55 Watersphere, Lv. 65 Spirit Lesson
[Water] Lv. 32/90 Ice > Lv. 98/145 Spirit Ice > Lv. 169/200 Frost Spirit Ice = Lv. 32 Mist, Lv. 38 Poisson, Lv. 90 Sea Attack, Lv. 115 Icicle, Lv. 145 Mercury, Lv. 175 Nerf
[Water] Lv. 7/40 Aqua > Lv. 43/80 Spirit Aqua = Lv. 7 Poison, Lv. 10 Mirror Coat, Lv. 40 Silent Whip, Lv. 60 Poison Lance
[Water] Lv. 22/80 River > Lv. 84/140 Spirit River > Lv. 151/160 Current Spirit River = Lv. 22 Attack, Lv. 25 Mist, Lv. 80 Splash, Lv. 110 Water Wall, Lv. 140 Diamond Dust, Lv. 160 Blue Wave
[Water] Lv. 14/70 Snow > Lv. 72/115 Spirit Snow > Lv. 126/160 Heavy Spirit Snow = Lv. 14 Bubble, Lv. 18 Slap, Lv. 70 Ice Rock, Lv. 85 Ice Weapon, Lv. 115 Killer Whale, Lv. 135 Spirit Wisdom
[Earth] Lv. 6/40 Boulder > Lv. 46/90 Spirit Boulder = Lv. 6 Sand Shot, Lv. 10 Silent, Lv. 40 Dust, Lv. 60 Ground Wall
[Earth] Lv. 10/85 Dig > Lv. 91/145 Spirit Dig > Lv. 162/200 Judgment Spirit Dig = Lv. 10 Slap, Lv. 20 Fall Stone, Lv. 85 Comet, Lv. 105 Nature Erode, Lv. 145 Titan Rock, Lv. 175 Rock Spike
[Earth] Lv. 27/100 Amber > Lv. 119/170 Spirit Amber = Lv. 27 Attack, Lv. 30 Defender, Lv. 110 Gaia Break, Lv. 135 Pierce Rock
[Earth] Lv. 34/100 Yggdrasil > Lv. 105/140 Spirit Yggdrasil > Lv. 144/185 Tree Spirit Yggdrasil = Lv. 34 Fall Stone, Lv. 43 Mini Quake, Lv. 100 Lithosphere, Lv. 120 Slow Branch, Lv. 140 Meteorite, Lv. 155 Protect Care
[Earth] Lv. 64/105 Spirit Gravel > Lv. 112 Sand Spirit Gravel = Lv. 64 Stone Shower, Lv. 80 Sharp Stone, Lv. 105 Storm Rider, Lv. 135 Hard Shield
[Wind] Lv. 12/75 Windy > Lv. 80/140 Spirit Windy = Lv. 12 Slap, Lv. 20 Aero Pistol, Lv. 75 Vent, Lv. 90 Typhoon
[Wind] Lv. 5 Leaves > Lv. 52/140 Spirit Leaves > Lv. 155/190 Green Spirit Leaves = Lv. 5 Sleep, Lv. 7 Gust, Lv. 50 Tifone, Lv. 65 Headwind, Lv. 140 Atmosphere, Lv. 160 Air Burst
[Wind] Lv. 1/40 Harmony > Lv. 41/140 Spirit Harmony = Lv. 1 Wind Cutter, Lv. 5 Sleep, Lv. 40 Uragano, Lv. 70 Rera
[Wind] Lv. 24/95 Murky > Lv. 102/145 Spirit Murky > Lv. 173/200 Smoke Spirit Murky = Lv. 24 Aero Pistol, Lv. 33 Gyro Cutter, Lv. 95 Typhoeus, Lv. 120 Aerial Arrow, Lv. 145 Lightning Bolt, Lv. 175 Catastrophe
[Wind] Lv. 88/110 Spirit Fast > Lv. 116/160 Speed Spirit Fast = Lv. 88 Sylphid, Lv. 105 Ventus, Lv. 110 Cyclosphere, Lv. 130 Tailwind
[Light] Lv. 17/60 Shiny > Lv. 68/120 Spirit Shiny = Lv. 17 Poison, Lv. 20 Care, Lv. 60 Purge, Lv. 80 Cure
[Light] Lv. 37/100 White > Lv. 109/150 Spirit White > Lv. 158/200 Solid Spirit White = Lv. 37 Purge, Lv.50 Fairy Cure, Lv. 100 Glorified Cross, Lv. 115 Cure, Lv. 150 Etoile, Lv. 170 Lumiere
[Light] Lv. 135/165 Spirit Nebula > Lv. 175/200 Star Spirit Nebula = Lv. 135 Glorified Cross, Lv. 145 Invocation, Lv. 165 Amaterasu, Lv. 180 Revive
[Light] Lv. 148/175 Spirit Holy = Lv. 148 Etoile, Lv. 160 Revive
[Dark] Lv. 74/145 Spirit Abyss > Lv. 171/200 Shadow Spirit Abyss = Lv. 74 Shadow, Lv. 110 Ater, Lv. 145 Gravity, Lv. 175 Darkness
[Dark] Lv. 54/120 Spirit Chaos > Lv. 132/180 Disaster Spirit Chaos = Lv. 54 Malun Nix, Lv. 100 Crow, Lv. 120 Abyss Aurora, Lv. 140 Phantom
[Dark] Lv. 58/135 Spirit Hole > Lv. 141 Black Spirit Hole = Lv. 58 Shadow Lance, Lv. 95 Shade Burst, Lv. 135 Dark Space, Lv. 165 Lullaby
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Spirit Magic
MP
Power
Rebound
Explanation
Burn
14
220
20
[Fire] Fire damage on a single enemy.
Ignifer
23
240
25
[Fire] Fire damage on 1x2 squares. Enemy ATK 1 level down.
Flame
32
280
25
[Fire] Fire damage on 2x1 squares. User's ATK 1 level up.
Flare Sonic
42
110x3
30
[Fire] Random 3-time attack on all enemies.
Inferno
65
400
30
[Fire] Fire damage on 1x3 squares. For 3 turns, enemy resistance to Fire 10% down.
Burst
64
430
20
[Fire] Fire damage on a single enemy. Enemy ATK 1 level down.
Meteor
75
450
20
[Fire] Fire damage on a single enemy. Enemy DEF 1 level down.
Crinis
102
460
30
[Fire] Fire damage on 3x1 squares. For 3 turns, enemy resistance to Fire 10% down.
Volcano
134
550
30
[Fire] Fire damage on 2x2 squares. For 3 turns, enemy resistance to Fire 15% down.
Vivace
117
175x4
25
[Fire] Random 4-time attack on all enemies. 30% chance of inflicting Paralysis.
Red Rhapsody
96
---
20
[Fire?] 1 ally's ATK 2 levels up.
Prominence
123
810
25
[Fire] Fire damage on a single enemy. User's ATK 1 level up.
Cardinal
110
835
25
[Fire] Fire damage on a single enemy. User's ATK 1 level up.
Supernova
162
740
25
[Fire] Fire damage on a single enemy. Enemy ATK 1 level down.
Body Beauty
96
---
20
[Fire] 1 ally's DEF 2 levels up.
Full Out
151
---
35
[Fire] All allies' ATK 1 level up.
Detonation
289
760
35
[Fire] Fire damage on cross squares. For 3 turns, enemy resistance to Fire 20% down. [Plus shape.]
Salamander
443
800
40
[Fire] Attacks in a circle clockwise from the targeted enemy. User's ATK 1 level up.
Flare Arrow
173
95x10
30
[Fire] Random 10-time attack on all enemies. 70% chance of inflicting Paralysis.
Big Bang
200
1085
25
[Fire] Fire damage on a single enemy. For 3 turns, enemy resistance to Fire 25% down.
Bubble
18
220
25
[Water] Water damage on 1x2 squares.
Mirror Coat
18
---
20
[Water] You can see the skills possessed by a single enemy.
Mist
46
300
30
[Water] Water damage on 2x2 squares. Enemy INT 1 level down.
Poisson
62
350
30
[Water] Water damage on 3x1 squares. User's INT 1 level up.
Silent Whip
65
365
30
[Water] Water damage on 3x1 squares. 60% chance of inflicting Silence.
Watersphere
96
460
30
[Water] Water damage on 2x2 squares. For 3 turns, enemy resistance to Water 10% down.
Poison Lance
69
450
25
[Water] Water damage on a single enemy. 60% chance of inflicting Poison.
Splash
131
585
30
[Water] Water damage on 3x1 squares. Enemy INT 1 level down.
Ice Rock
83
540
25
[Water] Water damage on a single enemy. Enemy SPD 1 level down.
Spirit Lesson
96
---
15
[Water] User's INT 2 levels up.
Sea Attack
165
635
30
[Water] Water damage on 1x3 + 1 squares. For 3 turns, enemy resistance to Water 10% down. [T shape rotated 90 degrees to right, facing left.]
Ice Weapon
102
670
25
[Water] Water damage on a single enemy. Enemy DEF 1 level down.
Killer Whale
228
810
40
[Water] Water damage on 2x3 squares. Enemy INT 1 level down.
Icicle
83
160x5
25
[Water] Random 5-time attack on all enemies. For 3 turns, enemy resistance to Water 15% down.
Spirit Wisdom
151
---
35
[Water] All allies' INT 1 level up.
Water Wall
262
675
40
[Water] Water damage on 3x2 squares. All allies' DEF 1 level up.
Diamond Dust
327
795
40
[Water] Water damage on 3x2 squares. For 3 turns, enemy resistance to Water 20% down.
Blue Wave
456
905
45
[Water] Attacks enemies in a 1x3 square (vanguard → middle row → rearguard order). 80% chance of removing 1 enemy buffs. [Shows off entire 3x3 highlighted?]
Mercury
298
840
40
[Water] Water damage on cross squares. For 3 turns, enemy resistance to Water 20% down. [Plus shape.]
Nerf
200
180x5
25
[Water] Random 5-time attack on all enemies. All allies' INT & DEF 1 level up.
Sand Shot
20
230
25
[Earth] Earth damage on 1x2 squares.
Fall Stone
20
245
20
[Earth] Earth damage on a single enemy. Enemy DEF 1 level down.
Dust
65
360
35
[Earth] Earth damage on 1x3 squares. For 3 turns, enemy resistance to Earth 10% down.
Stone Shower
75
110x5
25
[Earth] Random 5-time attack on all enemies. For 3 turns, resistance to Earth 10% down.
Mini Quake
69
370
30
[Earth] Earth damage on 3x1 squares. User's DEF 1 level up.
Ground Wall
96
---
30
[Earth] 1 ally's DEF 1 level up. Grants a single ally 50% Damage Cut (1 time).
Comet
102
660
25
[Earth] Earth damage on a single enemy. For 3 turns, enemy resistance to Earth 10% down.
Sharp Stone
96
635
20
[Earth] Earth damage on a single enemy. Inflicts Laceration.
Lithosphere
168
735
35
[Earth] Earth damage on 3x1 squares. For 3 turns, enemy resistance to Earth 10% down.
Storm Rider
273
690
40
[Earth] Earth damage on 2x3 squares. User's DEF 1 level up.
Gaia Break
232
685
45
[Earth] Earth damage on cross squares. User's DEF 1 level up. [X shape, fixed.]
Defender
14
---
20
[Earth] Grants the user 50% Damage Cut (1 time).
Meteorite
184
825
25
[Earth] Earth damage on a single enemy. For 3 turns, enemy resistance to Earth 20% down.
Slow Branch
151
815
25
[Earth] Earth damage on 2x1 squares. Enemy DEF 1 level down.
Pierce Rock
162
740
25
[Earth] Earth damage on a single enemy. For 3 turns, enemy resistance to Earth 15% down.
Hard Shield
162
---
35
[Earth] All allies' DEF 1 level up.
Nature Erode
193
620
30
[Earth] Earth damage on 2x2 squares. 30% chance of extending enemy Abnormal State by 2 turns.
Protect Care
461
450
45
[Earth] Grants all allies 50% Damage Cut (1 time). Restores all allies' HP.
Titan Rock
173
780
25
[Earth] Earth damage on a single enemy. User's DEF 1 level up.
Rock Spike
391
850
40
[Earth] Earth damage on 3x2 squares. Grants the user Counter effect for 3 turns.
Wind Cutter
18
220
25
[Wind] Wind damage on 2x1 squares.
Aero Pistol
30
255
30
[Wind] Wind damage on 1x3 squares. User's SPD 1 level up.
Gyro Cutter
34
105x3
25
[Wind] Random 3-time attack on all enemies.
Uragano
56
360
25
[Wind] Wind damage on diagonal sqaures. For 3 turns, enemy resistance to Wind 10% down. [Top left to bottom right.]
Tifone
87
410
30
[Wind] Wind damage on 1x3 squares. Enemy SPD 1 level down.
Gust
17
225
20
[Wind] Wind damage on a single enemy. Enemy SPD 1 level down.
Headwind
75
450
30
[Wind] Wind damage on a single enemy. Slightly slows enemy actions.
Sylphid
187
540
35
[Wind] Inflicts Wind damage on 3x3 squares. User's SPD 1 level up.
Vent
105
565
25
[Wind] Wind damage on diagonal squares. For 3 turns, enemy resistance to Wind 10% down. [Bottom left to top right.]
Typhoeus
117
140x5
25
[Wind] Random 5-time attack on all enemies. Enemy SPD 1 level down.
Rera
96
---
20
[Wind] 1 ally's SPD 2 levels up.
Typhoon
150
540
35
[Wind] Wind damage on 3x1 squares. User's INT 1 level up.
Ventus
220
635
0
[Wind] Wind damage on 2x2 squares. Slightly speeds up the user's actions.
Cyclosphere
262
665
40
[Wind] Wind damage on 2x3 squares. For 3 turns, enemy resistance to Wind 20% down.
Aerial Arrow
123
165x5
30
[Wind] Random 5-time attack on all enemies. For 3 turns, enemy resistance to Wind 15% down.
Tailwind
156
---
35
[Wind] All allies' SPD 1 level up.
Lightning Bolt
298
840
40
[Wind] Wind damage on cross squares. Grants the user 50% Damage Cut (1 time). [Plus shape.]
Catastrophe
482
880
45
[Wind] Wind damage on all enemies. For 3 turns, enemy resistance to Wind 20% down.
Atmosphere
167
150x5
25
[Wind] 5-time attack on a single enemy. User's SPD 1 level up.
Air Burst
184
820
25
[Wind] Wind damage on a single enemy. After attacking, you can act again. Acting again cannot be activated consecutively.
Care
26
300
10
[Light] Restores 1 ally's HP. Cures 1 ally's Abnormal State.
Purge
80
330
30
[Light] Light damage on 1x2 squares.
Glorified Cross
213
640
35
[Light] Light damage on cross squares. For 3 turns, enemy resistance to Light 20% down. [Plus shape.]
Cure
231
400
40
[Light] Restores all allies' HP.
Fairy Cure
69
---
20
[Light] 1 ally's DEF 1 level up. For 5 turns, grants an effect to continuously restore a small amount of HP.
Purge
80
330
30
[Light] Light damage on 1x3 squares.
Etoile
178
985
25
[Light] Light damage on a single enemy. If there are any allies in a Fainting state, revives 1 randomly with 75% HP.
Invocation
96
750
20
[Light] Greatly restores 1 ally's HP. Cures 1 ally's Abnormal State.
Revive
164
---
20
[Light] Revives a single ally in Fainting state with 100% HP.
Amaterasu
292
865
35
[Light] Light damage on 2x2 squares. For 3 turns, enemy resistance to Light 25% down.
Lumiere
125
---
20
[Light] For 3 turns, enemy resistance to all elementals 25% down. Enemy INT 1 level down. [AFAIK, this is the only resistance/INT debuff that doesn't deal damage for Billionaire Ambitions.]
Shadow
120
560
30
[Darkness] Darkness on 3x1 squares. 30% chance of inflicting Silence.
Malun Nix
96
420
30
[Darkness] Darkness damage on 2x2 squares. 30% chance of inflicting Paralysis.
Shadow Lance
95
440
30
[Darkness] Darkness damage on 3x1 squares. 40% chance of inflicting Laceration.
Shade Burst
117
580
30
[Darkness] Darkness damage on a single enemy. Slightly slows enemy actions.
Abyss Aurora
305
720
35
[Darkness] Darkness damage on 3x2 squares. For 3 turns, resistance to Darkness 20% down.
Crow
151
595
25
[Darkness] Darkness damage on 1x2 squares. 40% chance of inflicting Poison.
Dark Space
198
735
25
[Darkness] Darkness damage on 2x1 squares. Applies 1 of user's Status Downs to enemy.
Ater
134
785
25
[Darkness] Darkness damage on a single enemy. 40% chance of inflicting Sleep.
Phantom
134
532+N/2
25
[Darkness] Darkness damage on a single enemy. Power increases depending on the number of enemies defeated. [Roughly 532 Base Power + (Enemies Defeated/2). Seems to cap at 1620, despite 2345+ enemies (/2176), and then gets +198 power from +99 Upgrade Value (like every other skill). Speeley Cave has nice enemy density before post-game, up to 7 when most average 4~5.]
Gravity
178
155x6
25
[Darkness] Random 6-time attack on all enemies. Resets a random enemy Status Up for up to 3 enemies.
Lullaby
469
840
45
[Darkness] Darkness damage on all enemies. 20% chance of enemy Instant Death.
Darkness
195
860
25
[Darkness] Darkness damage on a single enemy. Enemy DEF 2 levels down.
Attack
16
200
20
[Void] Void damage on 2x1 squares.
Slap
20
220
20
[Void] Void damage on 1x2 squares.
Sleep
22
180
25
[Void] Void damage on a single enemy. 30% chance of inflicting Sleep.
Poison
18
180
25
[Void] Void damage on a single enemy. 50% chance of inflicting Poison.
Paralysis
24
180
25
[Void] Void damage on a single enemy. 50% chance of inflicting Paralysis.
Silent
20
180
25
[Void] Void damage on a single enemy. 50% chance of inflicting Silence.
From the Fire spirits, Genuine Spirit Love is nice because Lv. 145 Flare Arrow is a 10-hit attack skill. Alice gets an Arena weapon that increases her hit count by 1.
From the Water spirits, Frost Spirit Ice is good because Lv. 175 Nerf deals damage while buffing up your INT and DEF (no MDF stat, so INT is both magic damage dealt and received). Heavy Spirit Snow is nice because Lv. 135 Spirit Wisdom is an all-target INT buff accessed much earlier. Current Spirit River has some decent utility.
From the Earth spirits, Tree Spirit Yggdrasil is the best one because Lv. 155 Protect Care heals all allies and applies the 50% Damage Cut status.
From the Wind spirits, Green Spirit Leaves is OP because Lv. 160 Air Burst lets you act again while dealing damage. Smoke Spirit Murky is also good because Lv. 175 Catastrophe is an enemy all-target attack, but there is a better one since Wind is resisted by Fire. Speed Spirit Fast is also nice for Lv. 130 Tailwind's all-target SPD buff.
From the Light spirits, Solid Spirit White has Lv. 170 Lumiere to apply INT down and -25% resistance to all elements.
From the Dark spirits, Disaster Spirit Chaos is OP because Lv. 140 Phantom is the strongest single-target spell due to it scaling off the total number of enemies defeated (I'm currently at 1007 with 952 slain, and one of the panel challenges is 1200 slain). It also gets Lv. 120 Abyss Aurora to apply -20% Darkness in a 3x2 AoE, to set itself up. Black Spirit Hole is also good because Lv. 165 Lullaby is an enemy all-target spell but Darkness isn't resisted by any element.
The other non-composite spirits feel mediocre, but I was forced to invest in them to determine that fact. As a result, I lost fusions/merges on the good spirits, but with this list, you don't have to. You can only equip 4 spirits at a time from 10 total per character, so trying to contract new spirits will require you to say goodbye to some to make room for others.
Spirit Valor is the cheapest Exe-Create game I've seen with its IAP. There's no generous mission system like Astarune Academy/Alter Age or even 3 daily quests like Isekai Rondo/Knights of Grayfang/Sword of Elpisia, so all you have is the roulette which resets at midnight Japan and 1 Spirit Orb every 3 battles (thankfully there's attraction tubes). So I bought $19.99 worth of Spirit Orbs for Mana Recovery Secret Stone (200, post-battle full MP), Magic Damage +20% (350x5), EXP Up (500x1) and Status Boosting (450, every 10 battles when you normally get one every 20). Storehouse keys probably won't be worth it, more weapon/armor slots is useless when there's not even equipment levels/effects to synthesize for more ATK/DEF it was actually more spellstone slots (base 50 cap and +10 each, but since they're still consumable items, not worth it), bonus arena coins/discount you can just grind for more (and no stat boosters to exchange for unlike Astarune Academy), gold/drop/rare drop you can just grind more, and Physical Damage +20% is restrictive to use.
In the auto battle settings, there's only Normal Attack (no ally follow-ups in this game), Attack Magic, Support Magic, and Items. That's why you want the Mana Recovery Secret Stone (MP recovery items are flat healing, unlike Astarune/Alter Age's % based healing) and to focus on magic damage, because they neutered physical in this game. To use physical skills, you have to capture weakened/low-level enemies with Spellstones (Low/Mid/High for stronger effects, but I don't even have High versions right now), and you'll get 3 uses of it before it breaks. The party members do get physical Valor/Awaken skills they can use with the EG gauge, but there's no EG recovery items and you only get 5 per turn. Those skills typically cost 20 ~ 100 EG (max you can stockpile), so you'll barely get to use them. At the very least, if you spellstone Metal/Gold enemies, then you can apply 2x EXP & gold for 3 battles. There's also panel challenges to use 400 spirit magic and 30 Valor/Awaken skills. I ran into 2 story bosses who start the fight with an AoE that inflicts a 2 stage ATK debuff. One of the Arena fights does set up magic reflect, but you can come back later to burst them down beforehand.
If a spellstone breaks, there's a chance of it contracting a certain spirit. Otherwise, you can randomly summon spirits with a % success chance and a hefty %-based MP cost until you can afford it normally. The EXP Up modifier & Mana Recovery Secret Stone is helpful here so you can use Summoning L (50% success and 90% MP) to contract higher level spirits up to (Current Level + 10) for stronger skills.
Dumping statboosters on the Exe-Create protagonist hasn't failed me yet so far (although to be fair, I did invest in Astarune's Mimosa before Spica), but in Spirit Valor, I'm starting to regret it.* Warrior Richard himself is a spirit occupying a human body, so he can't contract with other spirits, but does get access to magic of every element but Darkness. If he "contracts" with the composite spirits, he learns a dual-element spell to cover more weaknesses for +25% damage and +20% critical. So far at Lv. 213, his best damage spells are Flare Arrow and Catastrophe, but it's all underwhelming with his 2nd best INT, 3rd best SPD, and 2nd best LUK (critical rate and item drop rate). Because the other 3 characters can contract for Air Burst/Phantom, they can fuse/merge to +99. There's also another +99 Upgrade Value that increases by +5 for stage 2 evolutions, +10 for stage 3 evolutions, and +1 for every 10 Mana Fragments spent; each is equal to +2 skill power that Richard will never get. Therefore, it's more viable to spend stat boosters on Vivian (1st best INT, 2nd best SPD, worst LUK) or Alice (worst INT tied with Finn, 1st best SPD, 1st best LUK).
There's no fast movement option, so walking will be slow. At best, the game's tutorial only elaborates on the Secret Arena and Billionaire Ambitions (3 million damage test), so in terms of content, it's probably just as sparse as Knights of Grayfang (which was not Ryuji Takumi produced, but instead by the character artist). There probably isn't a crossover dungeon you buy a key for, or a superboss you can fight on all 4 difficulties for rewards/gacha currency.
*Like nearly 2 months later on November 4th, 2024, I didn't find the time to edit this tidbit in earlier but still felt it was worth noting. At Lv. 999, despite Richard and Vivian both having like 5,000 INT via stat boosters and not many merges on Vivian, I think Richard was dealing significantly more damage. I can't verify again since I've uninstalled the app to make space (unaware you'd lose save data and in-app purchases, oops), but while Vivian has a better initial stat spread and can act twice with Air Burst, I imagine the Spirit Lv. cap of 200 and requisite merges actually hinders her damage output whereas Richard is a self-reliant Spirit himself whose cap is Lv. 999. At stat cap, he did 3HKO the superboss before they even acted once so I guess it ultimately doesn't matter, but it's so expensive to stat cap a character I think I only managed Richard & Vivian with a little bit of grinding the highest post-game gold zone.
From Lv. 450 arena, it takes 326 Ability Chunks (2 random stats +50, Luck has a cap of 999) to stat cap a character. You get 3 at a time, so 109 wins x 210,000 gold = 22,890,000 gold, or 22.9 million; 91.6 million gold for all 4 characters.
From Lv. 750 arena, it takes 142 Life Magic Chunks (HP +360, MP +60) to max out HP and 100 for MP, You get 5 at a time, so 29 wins x 417,000 gold = 12,093,000 gold, or 12.1 million; 48.4 million gold for all characters. This isn't worth the grind.
Ultimately you do need to recruit every Spirit for damage scaling on a later spell Goetia, but since there's only like 8 good spirits you probably want on the other 3, you can use the spare 2 slots to rotate out new summons.
In Spirit Valor, there are 84 spirits to equip to your party members with different skill access and utility each. 20 of them are composite spirits and have 2 of the 6 elements from Fire, Water, Earth, Wind, Light, and Dark, but I don't have access to any yet (you can spend currency on the gacha to roll for them). Due to evolutions that are level-based and either 2 to 3 stages, it ultimately boils down to 27 spirits + 8 12 composites. Evolutions add prefixes to the name, but they're still the same one.
I will first list the [Element] of the spirit, followed by the Contract/Cap Level, and then what levels they unlock skills. After that will be a skill list you can Ctrl+F. Finally, I'll share my thoughts on which I think are good and my thoughts on the game so far.
[Fire] Lv. 3/35 Heat > Lv. 39/65 Spirit Heat = Lv. 3 Burn, Lv. 8 Paralysis, Lv. 35 Inferno, Lv. 50 Red Rhapsody
[Fire] Lv. 8/45 Fever > Lv. 49/115 Spirit Fever > Lv. 123/155 Fierce Spirit Fever = Lv. 8 Ignifer, Lv. 15 Slap, Lv. 45 Inferno, Lv. 65 Meteor, Lv. 115 Prominence, Lv. 135 Full Out
[Fire] Lv. 19/55 Crimson > Lv. 60/120 Spirit Crimson > Lv. 130/160 Deep Spirit Crimson = Lv. 19 Attack, Lv. 25 Flame, Lv. 55 Burst, Lv. 80 Volcano, Lv. 120 Cardinal, Lv. 145 Detonation
[Fire] Lv. 29/70 Love > Lv. 76/145 Spirit Love > Lv. 165/190 Genuine Spirit Love = Lv. 29 Flame, Lv. 35 Flare Sonic, Lv. 70 Crinis, Lv. 100 Vivace, Lv. 145 Flare Arrow, Lv. 175 Big Bang
[Fire] Lv. 95/130 Spirit Courage > Lv. 139/175 True Spirit Courage = Lv. 95 Vivace, Lv. 100 Body Beauty, Lv. 130 Supernova, Lv. 155 Salamander
[Water] Lv. 2/55 Rain > Lv. 56/110 Spirit Rain = Lv. 2 Bubble, Lv. 8 Poison, Lv. 55 Watersphere, Lv. 65 Spirit Lesson
[Water] Lv. 32/90 Ice > Lv. 98/145 Spirit Ice > Lv. 169/200 Frost Spirit Ice = Lv. 32 Mist, Lv. 38 Poisson, Lv. 90 Sea Attack, Lv. 115 Icicle, Lv. 145 Mercury, Lv. 175 Nerf
[Water] Lv. 7/40 Aqua > Lv. 43/80 Spirit Aqua = Lv. 7 Poison, Lv. 10 Mirror Coat, Lv. 40 Silent Whip, Lv. 60 Poison Lance
[Water] Lv. 22/80 River > Lv. 84/140 Spirit River > Lv. 151/160 Current Spirit River = Lv. 22 Attack, Lv. 25 Mist, Lv. 80 Splash, Lv. 110 Water Wall, Lv. 140 Diamond Dust, Lv. 160 Blue Wave
[Water] Lv. 14/70 Snow > Lv. 72/115 Spirit Snow > Lv. 126/160 Heavy Spirit Snow = Lv. 14 Bubble, Lv. 18 Slap, Lv. 70 Ice Rock, Lv. 85 Ice Weapon, Lv. 115 Killer Whale, Lv. 135 Spirit Wisdom
[Earth] Lv. 6/40 Boulder > Lv. 46/90 Spirit Boulder = Lv. 6 Sand Shot, Lv. 10 Silent, Lv. 40 Dust, Lv. 60 Ground Wall
[Earth] Lv. 10/85 Dig > Lv. 91/145 Spirit Dig > Lv. 162/200 Judgment Spirit Dig = Lv. 10 Slap, Lv. 20 Fall Stone, Lv. 85 Comet, Lv. 105 Nature Erode, Lv. 145 Titan Rock, Lv. 175 Rock Spike
[Earth] Lv. 27/100 Amber > Lv. 119/170 Spirit Amber = Lv. 27 Attack, Lv. 30 Defender, Lv. 110 Gaia Break, Lv. 135 Pierce Rock
[Earth] Lv. 34/100 Yggdrasil > Lv. 105/140 Spirit Yggdrasil > Lv. 144/185 Tree Spirit Yggdrasil = Lv. 34 Fall Stone, Lv. 43 Mini Quake, Lv. 100 Lithosphere, Lv. 120 Slow Branch, Lv. 140 Meteorite, Lv. 155 Protect Care
[Earth] Lv. 64/105 Spirit Gravel > Lv. 112 Sand Spirit Gravel = Lv. 64 Stone Shower, Lv. 80 Sharp Stone, Lv. 105 Storm Rider, Lv. 135 Hard Shield
[Wind] Lv. 12/75 Windy > Lv. 80/140 Spirit Windy = Lv. 12 Slap, Lv. 20 Aero Pistol, Lv. 75 Vent, Lv. 90 Typhoon
[Wind] Lv. 5 Leaves > Lv. 52/140 Spirit Leaves > Lv. 155/190 Green Spirit Leaves = Lv. 5 Sleep, Lv. 7 Gust, Lv. 50 Tifone, Lv. 65 Headwind, Lv. 140 Atmosphere, Lv. 160 Air Burst
[Wind] Lv. 1/40 Harmony > Lv. 41/140 Spirit Harmony = Lv. 1 Wind Cutter, Lv. 5 Sleep, Lv. 40 Uragano, Lv. 70 Rera
[Wind] Lv. 24/95 Murky > Lv. 102/145 Spirit Murky > Lv. 173/200 Smoke Spirit Murky = Lv. 24 Aero Pistol, Lv. 33 Gyro Cutter, Lv. 95 Typhoeus, Lv. 120 Aerial Arrow, Lv. 145 Lightning Bolt, Lv. 175 Catastrophe
[Wind] Lv. 88/110 Spirit Fast > Lv. 116/160 Speed Spirit Fast = Lv. 88 Sylphid, Lv. 105 Ventus, Lv. 110 Cyclosphere, Lv. 130 Tailwind
[Light] Lv. 17/60 Shiny > Lv. 68/120 Spirit Shiny = Lv. 17 Poison, Lv. 20 Care, Lv. 60 Purge, Lv. 80 Cure
[Light] Lv. 37/100 White > Lv. 109/150 Spirit White > Lv. 158/200 Solid Spirit White = Lv. 37 Purge, Lv.50 Fairy Cure, Lv. 100 Glorified Cross, Lv. 115 Cure, Lv. 150 Etoile, Lv. 170 Lumiere
[Light] Lv. 135/165 Spirit Nebula > Lv. 175/200 Star Spirit Nebula = Lv. 135 Glorified Cross, Lv. 145 Invocation, Lv. 165 Amaterasu, Lv. 180 Revive
[Light] Lv. 148/175 Spirit Holy = Lv. 148 Etoile, Lv. 160 Revive
[Dark] Lv. 74/145 Spirit Abyss > Lv. 171/200 Shadow Spirit Abyss = Lv. 74 Shadow, Lv. 110 Ater, Lv. 145 Gravity, Lv. 175 Darkness
[Dark] Lv. 54/120 Spirit Chaos > Lv. 132/180 Disaster Spirit Chaos = Lv. 54 Malun Nix, Lv. 100 Crow, Lv. 120 Abyss Aurora, Lv. 140 Phantom
[Dark] Lv. 58/135 Spirit Hole > Lv. 141 Black Spirit Hole = Lv. 58 Shadow Lance, Lv. 95 Shade Burst, Lv. 135 Dark Space, Lv. 165 Lullaby
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Spirit Magic
MP
Power
Rebound
Explanation
Burn
14
220
20
[Fire] Fire damage on a single enemy.
Ignifer
23
240
25
[Fire] Fire damage on 1x2 squares. Enemy ATK 1 level down.
Flame
32
280
25
[Fire] Fire damage on 2x1 squares. User's ATK 1 level up.
Flare Sonic
42
110x3
30
[Fire] Random 3-time attack on all enemies.
Inferno
65
400
30
[Fire] Fire damage on 1x3 squares. For 3 turns, enemy resistance to Fire 10% down.
Burst
64
430
20
[Fire] Fire damage on a single enemy. Enemy ATK 1 level down.
Meteor
75
450
20
[Fire] Fire damage on a single enemy. Enemy DEF 1 level down.
Crinis
102
460
30
[Fire] Fire damage on 3x1 squares. For 3 turns, enemy resistance to Fire 10% down.
Volcano
134
550
30
[Fire] Fire damage on 2x2 squares. For 3 turns, enemy resistance to Fire 15% down.
Vivace
117
175x4
25
[Fire] Random 4-time attack on all enemies. 30% chance of inflicting Paralysis.
Red Rhapsody
96
---
20
[Fire?] 1 ally's ATK 2 levels up.
Prominence
123
810
25
[Fire] Fire damage on a single enemy. User's ATK 1 level up.
Cardinal
110
835
25
[Fire] Fire damage on a single enemy. User's ATK 1 level up.
Supernova
162
740
25
[Fire] Fire damage on a single enemy. Enemy ATK 1 level down.
Body Beauty
96
---
20
[Fire] 1 ally's DEF 2 levels up.
Full Out
151
---
35
[Fire] All allies' ATK 1 level up.
Detonation
289
760
35
[Fire] Fire damage on cross squares. For 3 turns, enemy resistance to Fire 20% down. [Plus shape.]
Salamander
443
800
40
[Fire] Attacks in a circle clockwise from the targeted enemy. User's ATK 1 level up.
Flare Arrow
173
95x10
30
[Fire] Random 10-time attack on all enemies. 70% chance of inflicting Paralysis.
Big Bang
200
1085
25
[Fire] Fire damage on a single enemy. For 3 turns, enemy resistance to Fire 25% down.
Bubble
18
220
25
[Water] Water damage on 1x2 squares.
Mirror Coat
18
---
20
[Water] You can see the skills possessed by a single enemy.
Mist
46
300
30
[Water] Water damage on 2x2 squares. Enemy INT 1 level down.
Poisson
62
350
30
[Water] Water damage on 3x1 squares. User's INT 1 level up.
Silent Whip
65
365
30
[Water] Water damage on 3x1 squares. 60% chance of inflicting Silence.
Watersphere
96
460
30
[Water] Water damage on 2x2 squares. For 3 turns, enemy resistance to Water 10% down.
Poison Lance
69
450
25
[Water] Water damage on a single enemy. 60% chance of inflicting Poison.
Splash
131
585
30
[Water] Water damage on 3x1 squares. Enemy INT 1 level down.
Ice Rock
83
540
25
[Water] Water damage on a single enemy. Enemy SPD 1 level down.
Spirit Lesson
96
---
15
[Water] User's INT 2 levels up.
Sea Attack
165
635
30
[Water] Water damage on 1x3 + 1 squares. For 3 turns, enemy resistance to Water 10% down. [T shape rotated 90 degrees to right, facing left.]
Ice Weapon
102
670
25
[Water] Water damage on a single enemy. Enemy DEF 1 level down.
Killer Whale
228
810
40
[Water] Water damage on 2x3 squares. Enemy INT 1 level down.
Icicle
83
160x5
25
[Water] Random 5-time attack on all enemies. For 3 turns, enemy resistance to Water 15% down.
Spirit Wisdom
151
---
35
[Water] All allies' INT 1 level up.
Water Wall
262
675
40
[Water] Water damage on 3x2 squares. All allies' DEF 1 level up.
Diamond Dust
327
795
40
[Water] Water damage on 3x2 squares. For 3 turns, enemy resistance to Water 20% down.
Blue Wave
456
905
45
[Water] Attacks enemies in a 1x3 square (vanguard → middle row → rearguard order). 80% chance of removing 1 enemy buffs. [Shows off entire 3x3 highlighted?]
Mercury
298
840
40
[Water] Water damage on cross squares. For 3 turns, enemy resistance to Water 20% down. [Plus shape.]
Nerf
200
180x5
25
[Water] Random 5-time attack on all enemies. All allies' INT & DEF 1 level up.
Sand Shot
20
230
25
[Earth] Earth damage on 1x2 squares.
Fall Stone
20
245
20
[Earth] Earth damage on a single enemy. Enemy DEF 1 level down.
Dust
65
360
35
[Earth] Earth damage on 1x3 squares. For 3 turns, enemy resistance to Earth 10% down.
Stone Shower
75
110x5
25
[Earth] Random 5-time attack on all enemies. For 3 turns, resistance to Earth 10% down.
Mini Quake
69
370
30
[Earth] Earth damage on 3x1 squares. User's DEF 1 level up.
Ground Wall
96
---
30
[Earth] 1 ally's DEF 1 level up. Grants a single ally 50% Damage Cut (1 time).
Comet
102
660
25
[Earth] Earth damage on a single enemy. For 3 turns, enemy resistance to Earth 10% down.
Sharp Stone
96
635
20
[Earth] Earth damage on a single enemy. Inflicts Laceration.
Lithosphere
168
735
35
[Earth] Earth damage on 3x1 squares. For 3 turns, enemy resistance to Earth 10% down.
Storm Rider
273
690
40
[Earth] Earth damage on 2x3 squares. User's DEF 1 level up.
Gaia Break
232
685
45
[Earth] Earth damage on cross squares. User's DEF 1 level up. [X shape, fixed.]
Defender
14
---
20
[Earth] Grants the user 50% Damage Cut (1 time).
Meteorite
184
825
25
[Earth] Earth damage on a single enemy. For 3 turns, enemy resistance to Earth 20% down.
Slow Branch
151
815
25
[Earth] Earth damage on 2x1 squares. Enemy DEF 1 level down.
Pierce Rock
162
740
25
[Earth] Earth damage on a single enemy. For 3 turns, enemy resistance to Earth 15% down.
Hard Shield
162
---
35
[Earth] All allies' DEF 1 level up.
Nature Erode
193
620
30
[Earth] Earth damage on 2x2 squares. 30% chance of extending enemy Abnormal State by 2 turns.
Protect Care
461
450
45
[Earth] Grants all allies 50% Damage Cut (1 time). Restores all allies' HP.
Titan Rock
173
780
25
[Earth] Earth damage on a single enemy. User's DEF 1 level up.
Rock Spike
391
850
40
[Earth] Earth damage on 3x2 squares. Grants the user Counter effect for 3 turns.
Wind Cutter
18
220
25
[Wind] Wind damage on 2x1 squares.
Aero Pistol
30
255
30
[Wind] Wind damage on 1x3 squares. User's SPD 1 level up.
Gyro Cutter
34
105x3
25
[Wind] Random 3-time attack on all enemies.
Uragano
56
360
25
[Wind] Wind damage on diagonal sqaures. For 3 turns, enemy resistance to Wind 10% down. [Top left to bottom right.]
Tifone
87
410
30
[Wind] Wind damage on 1x3 squares. Enemy SPD 1 level down.
Gust
17
225
20
[Wind] Wind damage on a single enemy. Enemy SPD 1 level down.
Headwind
75
450
30
[Wind] Wind damage on a single enemy. Slightly slows enemy actions.
Sylphid
187
540
35
[Wind] Inflicts Wind damage on 3x3 squares. User's SPD 1 level up.
Vent
105
565
25
[Wind] Wind damage on diagonal squares. For 3 turns, enemy resistance to Wind 10% down. [Bottom left to top right.]
Typhoeus
117
140x5
25
[Wind] Random 5-time attack on all enemies. Enemy SPD 1 level down.
Rera
96
---
20
[Wind] 1 ally's SPD 2 levels up.
Typhoon
150
540
35
[Wind] Wind damage on 3x1 squares. User's INT 1 level up.
Ventus
220
635
0
[Wind] Wind damage on 2x2 squares. Slightly speeds up the user's actions.
Cyclosphere
262
665
40
[Wind] Wind damage on 2x3 squares. For 3 turns, enemy resistance to Wind 20% down.
Aerial Arrow
123
165x5
30
[Wind] Random 5-time attack on all enemies. For 3 turns, enemy resistance to Wind 15% down.
Tailwind
156
---
35
[Wind] All allies' SPD 1 level up.
Lightning Bolt
298
840
40
[Wind] Wind damage on cross squares. Grants the user 50% Damage Cut (1 time). [Plus shape.]
Catastrophe
482
880
45
[Wind] Wind damage on all enemies. For 3 turns, enemy resistance to Wind 20% down.
Atmosphere
167
150x5
25
[Wind] 5-time attack on a single enemy. User's SPD 1 level up.
Air Burst
184
820
25
[Wind] Wind damage on a single enemy. After attacking, you can act again. Acting again cannot be activated consecutively.
Care
26
300
10
[Light] Restores 1 ally's HP. Cures 1 ally's Abnormal State.
Purge
80
330
30
[Light] Light damage on 1x2 squares.
Glorified Cross
213
640
35
[Light] Light damage on cross squares. For 3 turns, enemy resistance to Light 20% down. [Plus shape.]
Cure
231
400
40
[Light] Restores all allies' HP.
Fairy Cure
69
---
20
[Light] 1 ally's DEF 1 level up. For 5 turns, grants an effect to continuously restore a small amount of HP.
Purge
80
330
30
[Light] Light damage on 1x3 squares.
Etoile
178
985
25
[Light] Light damage on a single enemy. If there are any allies in a Fainting state, revives 1 randomly with 75% HP.
Invocation
96
750
20
[Light] Greatly restores 1 ally's HP. Cures 1 ally's Abnormal State.
Revive
164
---
20
[Light] Revives a single ally in Fainting state with 100% HP.
Amaterasu
292
865
35
[Light] Light damage on 2x2 squares. For 3 turns, enemy resistance to Light 25% down.
Lumiere
125
---
20
[Light] For 3 turns, enemy resistance to all elementals 25% down. Enemy INT 1 level down. [AFAIK, this is the only resistance/INT debuff that doesn't deal damage for Billionaire Ambitions.]
Shadow
120
560
30
[Darkness] Darkness on 3x1 squares. 30% chance of inflicting Silence.
Malun Nix
96
420
30
[Darkness] Darkness damage on 2x2 squares. 30% chance of inflicting Paralysis.
Shadow Lance
95
440
30
[Darkness] Darkness damage on 3x1 squares. 40% chance of inflicting Laceration.
Shade Burst
117
580
30
[Darkness] Darkness damage on a single enemy. Slightly slows enemy actions.
Abyss Aurora
305
720
35
[Darkness] Darkness damage on 3x2 squares. For 3 turns, resistance to Darkness 20% down.
Crow
151
595
25
[Darkness] Darkness damage on 1x2 squares. 40% chance of inflicting Poison.
Dark Space
198
735
25
[Darkness] Darkness damage on 2x1 squares. Applies 1 of user's Status Downs to enemy.
Ater
134
785
25
[Darkness] Darkness damage on a single enemy. 40% chance of inflicting Sleep.
Phantom
134
532+N/2
25
[Darkness] Darkness damage on a single enemy. Power increases depending on the number of enemies defeated. [Roughly 532 Base Power + (Enemies Defeated/2). Seems to cap at 1620, despite 2345+ enemies (/2176), and then gets +198 power from +99 Upgrade Value (like every other skill). Speeley Cave has nice enemy density before post-game, up to 7 when most average 4~5.]
Gravity
178
155x6
25
[Darkness] Random 6-time attack on all enemies. Resets a random enemy Status Up for up to 3 enemies.
Lullaby
469
840
45
[Darkness] Darkness damage on all enemies. 20% chance of enemy Instant Death.
Darkness
195
860
25
[Darkness] Darkness damage on a single enemy. Enemy DEF 2 levels down.
Attack
16
200
20
[Void] Void damage on 2x1 squares.
Slap
20
220
20
[Void] Void damage on 1x2 squares.
Sleep
22
180
25
[Void] Void damage on a single enemy. 30% chance of inflicting Sleep.
Poison
18
180
25
[Void] Void damage on a single enemy. 50% chance of inflicting Poison.
Paralysis
24
180
25
[Void] Void damage on a single enemy. 50% chance of inflicting Paralysis.
Silent
20
180
25
[Void] Void damage on a single enemy. 50% chance of inflicting Silence.
From the Fire spirits, Genuine Spirit Love is nice because Lv. 145 Flare Arrow is a 10-hit attack skill. Alice gets an Arena weapon that increases her hit count by 1.
From the Water spirits, Frost Spirit Ice is good because Lv. 175 Nerf deals damage while buffing up your INT and DEF (no MDF stat, so INT is both magic damage dealt and received). Heavy Spirit Snow is nice because Lv. 135 Spirit Wisdom is an all-target INT buff accessed much earlier. Current Spirit River has some decent utility.
From the Earth spirits, Tree Spirit Yggdrasil is the best one because Lv. 155 Protect Care heals all allies and applies the 50% Damage Cut status.
From the Wind spirits, Green Spirit Leaves is OP because Lv. 160 Air Burst lets you act again while dealing damage. Smoke Spirit Murky is also good because Lv. 175 Catastrophe is an enemy all-target attack, but there is a better one since Wind is resisted by Fire. Speed Spirit Fast is also nice for Lv. 130 Tailwind's all-target SPD buff.
From the Light spirits, Solid Spirit White has Lv. 170 Lumiere to apply INT down and -25% resistance to all elements.
From the Dark spirits, Disaster Spirit Chaos is OP because Lv. 140 Phantom is the strongest single-target spell due to it scaling off the total number of enemies defeated (I'm currently at 1007 with 952 slain, and one of the panel challenges is 1200 slain). It also gets Lv. 120 Abyss Aurora to apply -20% Darkness in a 3x2 AoE, to set itself up. Black Spirit Hole is also good because Lv. 165 Lullaby is an enemy all-target spell but Darkness isn't resisted by any element.
The other non-composite spirits feel mediocre, but I was forced to invest in them to determine that fact. As a result, I lost fusions/merges on the good spirits, but with this list, you don't have to. You can only equip 4 spirits at a time from 10 total per character, so trying to contract new spirits will require you to say goodbye to some to make room for others.
Spirit Valor is the cheapest Exe-Create game I've seen with its IAP. There's no generous mission system like Astarune Academy/Alter Age or even 3 daily quests like Isekai Rondo/Knights of Grayfang/Sword of Elpisia, so all you have is the roulette which resets at midnight Japan and 1 Spirit Orb every 3 battles (thankfully there's attraction tubes). So I bought $19.99 worth of Spirit Orbs for Mana Recovery Secret Stone (200, post-battle full MP), Magic Damage +20% (350x5), EXP Up (500x1) and Status Boosting (450, every 10 battles when you normally get one every 20). Storehouse keys probably won't be worth it, more weapon/armor slots is useless when there's not even equipment levels/effects to synthesize for more ATK/DEF it was actually more spellstone slots (base 50 cap and +10 each, but since they're still consumable items, not worth it), bonus arena coins/discount you can just grind for more (and no stat boosters to exchange for unlike Astarune Academy), gold/drop/rare drop you can just grind more, and Physical Damage +20% is restrictive to use.
In the auto battle settings, there's only Normal Attack (no ally follow-ups in this game), Attack Magic, Support Magic, and Items. That's why you want the Mana Recovery Secret Stone (MP recovery items are flat healing, unlike Astarune/Alter Age's % based healing) and to focus on magic damage, because they neutered physical in this game. To use physical skills, you have to capture weakened/low-level enemies with Spellstones (Low/Mid/High for stronger effects, but I don't even have High versions right now), and you'll get 3 uses of it before it breaks. The party members do get physical Valor/Awaken skills they can use with the EG gauge, but there's no EG recovery items and you only get 5 per turn. Those skills typically cost 20 ~ 100 EG (max you can stockpile), so you'll barely get to use them. At the very least, if you spellstone Metal/Gold enemies, then you can apply 2x EXP & gold for 3 battles. There's also panel challenges to use 400 spirit magic and 30 Valor/Awaken skills. I ran into 2 story bosses who start the fight with an AoE that inflicts a 2 stage ATK debuff. One of the Arena fights does set up magic reflect, but you can come back later to burst them down beforehand.
If a spellstone breaks, there's a chance of it contracting a certain spirit. Otherwise, you can randomly summon spirits with a % success chance and a hefty %-based MP cost until you can afford it normally. The EXP Up modifier & Mana Recovery Secret Stone is helpful here so you can use Summoning L (50% success and 90% MP) to contract higher level spirits up to (Current Level + 10) for stronger skills.
Dumping statboosters on the Exe-Create protagonist hasn't failed me yet so far (although to be fair, I did invest in Astarune's Mimosa before Spica), but in Spirit Valor, I'm starting to regret it.* Warrior Richard himself is a spirit occupying a human body, so he can't contract with other spirits, but does get access to magic of every element but Darkness. If he "contracts" with the composite spirits, he learns a dual-element spell to cover more weaknesses for +25% damage and +20% critical. So far at Lv. 213, his best damage spells are Flare Arrow and Catastrophe, but it's all underwhelming with his 2nd best INT, 3rd best SPD, and 2nd best LUK (critical rate and item drop rate). Because the other 3 characters can contract for Air Burst/Phantom, they can fuse/merge to +99. There's also another +99 Upgrade Value that increases by +5 for stage 2 evolutions, +10 for stage 3 evolutions, and +1 for every 10 Mana Fragments spent; each is equal to +2 skill power that Richard will never get. Therefore, it's more viable to spend stat boosters on Vivian (1st best INT, 2nd best SPD, worst LUK) or Alice (worst INT tied with Finn, 1st best SPD, 1st best LUK).
There's no fast movement option, so walking will be slow. At best, the game's tutorial only elaborates on the Secret Arena and Billionaire Ambitions (3 million damage test), so in terms of content, it's probably just as sparse as Knights of Grayfang (which was not Ryuji Takumi produced, but instead by the character artist). There probably isn't a crossover dungeon you buy a key for, or a superboss you can fight on all 4 difficulties for rewards/gacha currency.
*Like nearly 2 months later on November 4th, 2024, I didn't find the time to edit this tidbit in earlier but still felt it was worth noting. At Lv. 999, despite Richard and Vivian both having like 5,000 INT via stat boosters and not many merges on Vivian, I think Richard was dealing significantly more damage. I can't verify again since I've uninstalled the app to make space (unaware you'd lose save data and in-app purchases, oops), but while Vivian has a better initial stat spread and can act twice with Air Burst, I imagine the Spirit Lv. cap of 200 and requisite merges actually hinders her damage output whereas Richard is a self-reliant Spirit himself whose cap is Lv. 999. At stat cap, he did 3HKO the superboss before they even acted once so I guess it ultimately doesn't matter, but it's so expensive to stat cap a character I think I only managed Richard & Vivian with a little bit of grinding the highest post-game gold zone.
From Lv. 450 arena, it takes 326 Ability Chunks (2 random stats +50, Luck has a cap of 999) to stat cap a character. You get 3 at a time, so 109 wins x 210,000 gold = 22,890,000 gold, or 22.9 million; 91.6 million gold for all 4 characters.
From Lv. 750 arena, it takes 142 Life Magic Chunks (HP +360, MP +60) to max out HP and 100 for MP, You get 5 at a time, so 29 wins x 417,000 gold = 12,093,000 gold, or 12.1 million; 48.4 million gold for all characters. This isn't worth the grind.
Ultimately you do need to recruit every Spirit for damage scaling on a later spell Goetia, but since there's only like 8 good spirits you probably want on the other 3, you can use the spare 2 slots to rotate out new summons.