Spirit Skills & Strategy Advice

Post Reply
VertVentus
Newcomer
Newcomer
Posts: 0
Joined: Sat Sep 07, 2024 7:56 pm
1

Post by VertVentus »

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

<colgroup><col width="100" /><col width="25" /><col width="50" /><col width="25" /><col width="600" /></colgroup>



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.
VertVentus
Newcomer
Newcomer
Posts: 0
Joined: Sat Sep 07, 2024 7:56 pm
1

Post by VertVentus »

I beat the game (Story 46) and then looked into (Crix) (De) (Uno)'s YouTube videos for what to expect about about post-game. Instead of editing my previous post, I thought replying with a new one was better as a warning: you may want to get as much done possible before the final boss.

Once you beat Spirit Valor for the Normal Ending, you save ◆ clear data into a single slot separate from your 5 main save files. When you load it, you enter post-game much like Isekai Rondo/Alter Age, but are immediately given a choice that determines your next ending.

The top choice leads into the Bright Ending, but is ultimately the less ideal outcome.

The bottom choice leads into the Double-Winged Ending, the best outcome that also shares the naming of the Japanese title.

Then you get access to Mount Mettering (dungeon with a cameo fight), the remaining 8/31 quests, Secret Arena (final one at Lv. 750 you can beat for stat boosters like Knights of Grayfang), and Billionaire Ambitions. Either way, each ending requires you to go through 2 areas exclusive to each (Torst Whirlpool & Sweet Cave, Berne Sea Cave & Wavestar Tower), but one of the Arena rewards is the Battle Refusal Boots for no encounters while equipped.

You still have to beat the boss for the ending though. So the more you grind before post-game without any of its higher level enemies/areas, the less you have to do for the other ending (unless you drop it down to Easy, I guess). Personally, I ended the game at Lv. 366 on Very Hard with just 1/3 EXP Up via Secret Room, but I'm shooting for higher with my 35 excess Lucky Magic against the final main story dungeon's demon attractors at the penultimate dungeon Speeley Cave, as the enemy quantity there ends up yielding more EXP (1 ~ 1.5 million compared to 500k).

Those higher level enemies/areas are like 3 ~ 10 million EXP per fight though, so it's not that bad of a grind. Quest #31 in Dickens City unlocks an NPC to sail you to those areas: Gold Island (Lv. 250, 450, 650), Metal Island (Lv. 250, 450, 650), and Vicious Island (Lv. 350, 550, 850). At Lv. 999, you'll roughly have 49k HP, 4k MP, 2000 in all stats but LUK, which is 400/999, but that isn't enough for the superboss at Mount Mettering on Very Hard. Do get the Lv. 450 Secret Arena reward to force an encounter every step.

In the final dungeon, everyone gets 220 ATK weapons that increases INT +10% (Alice's Gemini Bayonet, Vivian's Tartarus) or STR +10% (Richard's Joyeuse, Finn's Dominion) and an armor piece for 215 DEF (Richard's Brave Mail, Finn's Chevalier Mail) or 210 DEF (Alice's Hope Robe, Vivian's Scholar Robe) and VIT +8%. There's better stuff in post-game.

Dickens City, Chaverick Town, and Frontier Inn do get some new equipment, but the most notable is Richard's Dainsleif for 230 ATK and INT +5%.
Quest #30 in Kiblin Village rewards Richard's Arcadia: 300 ATK, STR Up by 20%, VIT up by 10%. Reduces Rebound from Light Spirit Magic to 2/3.
Quest #28 in Morroa Hidden Village rewards Vivian's Azreal: 300 ATK, INT up by 25%, VIT up by 10%. Used MP 15% down.
Quest #29 in Carrel Village's southeast house rewards Alice's Clarent: 300 ATK, INT up by 25%, VIT up by 10%. Healing magic up by 10%.
Quest #27 in Dickens City rewards Finn's Gungnir: 300 ATK, STR up by 20%, VIT up by 10%. Critical Rate when attacking up by 30%.
Mount Mettering (Entrance) Chests = Knowledge Beret (Accessory, If you use a Spellstone Skill during battle, you can use a Spellstone Skill once more.), Stone Breaker Necklace (Accessory, Spellstones always break, regardless of the number of uses remaining.), Cyclone's Spellstone (Valuables, With this Spellstone, your HP increases by 500.)
Mount Mettering (Middle Part) Chests - Spiritstone Necklace (Accessory, When a Spellstone breaks, a spirit will always be born. If the Fusion Value of the born sprit is at its maximum, no spirit will be born.), Ciel's Spellstone (Valuables, With this Spellstone, spirit contract rate is 100%.) [You can't proceed any further until you clear Berne Sea Cave, presumably Torst Whirlpool on the Bright Ending route.]
Mount Mettering (Deepest Part) Chests = Avenir's Spellstone (Valuables, With this Spellstone, STR and INT up by 150.), Sagesse's Spellstone (Valuables, With this Spellstone, VIT and SPD up by 150.)
Arena (NW, Lv. 250) = Spiritstone Necklace / 1 Ability Cluster
Arena (SW, Lv. 350) = Stone Breaker Necklace / 2 Life Magic Cluster
Arena (NE, Lv. 450) = Belligerent Boots (Accessory, When equipped, each step taken immediately starts an encounter battles.) / 3 Ability Chunk
Arena (NW, Lv. 750) = Attack Choker (Accessory, STR & INT up by 20%.) / 5 Life Magic Chunk
Billionaire Ambitions (1 Million Damage) = Spirit Feather Robe (Armor, DEF 280, Reduces Rebound when using Spirit Magic to 0, and halves MP consumption for Spirit Magic.)
Wavestar Tower gives everyone their second best weapons and armor piece. The weapons will have 250 ATK and either STR +15% (Richard's Hero Sword, Finn's Blessed Knight Lance) or INT +15% (Alice's Valkyrie Bayonet, Vivian's Great Spirit Scythe), while the armor is 235 DEF, VIT +20%, MP +5% (Richard's Fate Armor, Alice's Sky Robe, Vivian's Ruler's Robe, Finn's Frontier Armor).

As for that superboss, you don't actually get anything from winning and can't rematch them.
So if you wanted the storehouse bonuses before the final boss, the weapons are actually good once you've stat capped for +15% magic power. The armor piece for doubled EG gain can work on Richard/Finn who have attacks that debuffs all of the enemy's elemental resistance in an AoE compared to Lumiere's single-target.

Dickens City (Surface, NW) = Ardovar (Finn, ATK 120, Power when using Spirit Magic up by 15%.), Miracle Blessed Water, Elixir Powder, Ability Chunk (Random 2 from 1 ally's STR, VIT, INT, SPD & LUK up by 50 each.)
Carrel Village (Surface, NE) = Clau Solas (Alice, ATK 120, Power when using Spirit Magic up by 15%.), Life Magic Chunk (1 ally's Max. HP up by 360, Max. MP up by 60.), Drop of Sunlight, Elixir Powder
Chaverick Town (Spirit, NW) = Ability Chunk, Astra Scythe (Vivian, 120 ATK, Power when using Spirit Magic up by 15%.) Miracle Blessed Water, Get Bell
Hugo Village (Spirit, N) = Laevatein (Richard, ATK 120, Power when magic used up by 15%.), Drop of Sunlight, Life Magic Chunk, Elixir Powder
Morroa Hidden Village (Spirit, NW) = Omnipotent Ring (Accessory, Nullifies all Abnormal States. Spirit Magic MP consumption down by 25%. Multiple equip NG.), Moonlight Crystal, Life Magic Chunk, Elixir Powder
Hoffman Town (Surface, NW) = Get Bell, Glorified Medicine, Ability Chunk, Wonderful Scarf (Armor, DEF 110, VIT up by 7%. When worn, easier to gain EG. [10 EG per turn. When granted an additional turn by Air Burst, you also gain EG, so 5x2 becomes 10x2.])
Bonzerous Town (Surface, NW) = Get Bell, Glorified Medicine, Ability Chunk, Treatment Circlet (Accessory, When defending during battle, user's HP restored by 5%. Up more when multiple equipped.)
Kiblin Village (Spirit, NW) = Moonlight Crystal, Elixir Powder, Mana Recovery Circlet (Accessory, When defending during battle, user's MP restored by 5% up,. Up more when multipled equipped.), Life Magic Chunk

Richard's spell list at Lv. 366 or Lv. 999 didn't change from Lv. 213,

Fire: Burn, Flame, Flare Sonic, Meteor, Vivace, Flare Arrow
Water: Bubble, Mirror Coat, Poisson, Watersphere, Icicle, Blue Wave
Earth: Sand Shot, Fall Stone, Stone Shower, Lithosphere, Storm Rider, Meteorite
Wind: Wind Cutter, Aero Pistol, Tifone, Vent, Cyclosphere, Catastrophe
Light: Care, Purge, Fairy Cure, Cure, Glorified Cross, Invocation, Amaterasu

but his saving grace is being able to learn basically every composite spell, for greater buff utility and Darkness coverage. His arena weapon is +20% critical rate and he can equip accessories for +30% critical rate and +15% critical damage (effectively +70% critical rate if he exploits weakness for +40% damage), but he still lacks Air Burst + Phantom.

There's actually 12 composite spirits, and you can only find them and their 8 evolutions from specific enemy spellstones (so they're not exclusive to the gacha).

Seaton Forest, Stone Golem = Spirit Irrupt (Richard's Flare Rock)
Around Hugo Village, Fire Skink = Spirit Boiler (Richard's Hot Sand Beat)
Around Hugo Village, Black Skeleton = Spirit Evil (Richard's Blue Rose)
Around Morroa Village, Steel Golem = Spirit Marshy (Richard's Low Flow)
Mystery Cave, Dark Spirit = Spirit Void (Richard's Goetia)
Mystery Cave, Whirlgale = Spirit Glitter (Richard's Luminous)
Around Mystery Cave, Fisheye = Spirit Blizzard (Richard's Snow White)
Bonzerous Town, Shell Gorger = Anger Spirit Irrupt (Richard's Flare Sole)
Around Marlow Desert Shrine, Torrent = Spirit Heart (Richard's Sanatio)
Marlow Desert Shrine, Ziz = Warm Spirit Boiler (Richard's Glory Blaze)
Around Faber Tower, Larimar Carbuncle = Frozen Spirit Blizzard (Richard's Crystal Rain)
Faber Tower, Clay Spirit = Mud Spirit Marshy (Richard's Avalanche)
Faber Tower, Cerberus = Spirit Lava (Richard's Berserker)
Faber Tower, Chimera = Bright Spirit Glitter (Richard's Shiny Ray)
Around Speeley Cave, Burning Spirit = Spirit Sun (Richard's War Anthem)
Around Speeley Cave, Iron Golem = Empty Spirit Void (Richard's Vanitas)
Speeley Cave, Madness Grave = Inferno Evil Spirit (Richard's Sacrifice)
Speeley Cave, Medusa = Moral Spirit Heart (Richard's Auguri)
[Post-Game] Mount Mettering (Entrance), Yeti Emperor = Spirit Adamas (Richard's Tree of Life)
[Post-Game] Mount Mettering (Middle Part), Shell Breaker = Spirit Cold (Richard's Spirit Guardian)

Before post-game though, you can't find 2 composite spirits and learn their associated spells (Spirit Adamas, Spirit Cold). Even in post-game, Richard can't learn the 2nd spell from the 4 composite spirits that lack an evolution (Prometheus, Explosion, Mega Quake unfortunately, and Tempest).

[Fire/Earth] Lv.70/105 Spirit Irrupt > Lv. 105/200 Anger Spirit Irrupt = Lv. 70 Flare Rock, Lv. 100 Vivace, Lv. 105 Flare Sole, Lv. 125 Berserker
[Fire/Earth] Lv. 125/200 Spirit Lava - Lv. 125 Berserker, Lv. 170 Prometheus
[Fire/Wind] Lv. 70/105 Spirit Boiler > Lv. 105/200 Warm Spirit Boiler = Lv. 70 Hot Sand Beat, Lv. 95 Typhoeus, Lv. 105 Glory Blaze, Lv. 125 War Anthem
[Fire/Wind] Lv. 125/200 Spirit Sun = Lv. 125 War Anthem, Lv. 170 Explosion
[Fire/Darkness] Lv. 70/125 Spirit Evil > Lv. 125/200 Inferno Spirit Evil = Lv. 70 Blue Rose, Lv. 100 Phantom, Lv. 125 Sacrifice, Lv. 170 Big Bang
[Water/Earth] Lv. 70/105 Spirit Marshy > Lv. 105/200 Mud Spirit Marshy = Lv. 70 Low Flow, Lv. 100 Water Wall, Lv. 105 Avalanche, Lv. 125 Tree of Life
[Water/Earth] Lv. 125/200 Spirit Adamas = Lv. 125 Tree of Life, Lv. 170 Mega Quake
[Water/Wind] Lv. 70/105 Spirit Blizzard > Lv. 105/200 Frozen Spirit Blizzard = Lv. 70 Snow White, Lv. 100 Water Wall, Lv. 105 Crystal Rain, Lv. 125 Spirit Guardian
[Water/Wind] Lv. 125/200 Spirit Cold = Lv. 125 Spirit Guardian, Lv. 170 Tempest
[Water/Light] Lv. 70/125 Spirit Heart > Lv. 125/200 Moral Spirit Heart = Lv. 70 Sanatio, Lv. 115 Lumiere, Lv. 125 Auguri, Lv. 170 Nerf
[Earth/Darkness] Lv. 70/125 Spirit Void > Lv. 125/200 Empty Spirit Void = Lv. 70 Goetia, Lv. 100 Phantom, Lv. 125 Vanitas, Lv. 170 Rock Spike
[Wind/Light] Lv. 70/125 Spirit Glitter > Lv. 125/200 Bright Spirit Glitter = Lv. 70 Luminous, Lv. 95 Cure, Lv. 125 Shiny Ray, Lv. 165 Catastrophe

<colgroup><col width="150" /><col width="100" /><col width="25" /><col width="50" /><col width="25" /><col width="600" /></colgroup>



Richard Contract
Spirit Magic
MP
Power
Rebound
Explanation


Seaton Forest, Stone Golem = Spirit Irrupt
Flare Rock
83
585
25
[Fire/Earth] Fire/Earth damage on a single enemy. User's ATK & DEF 1 level up.


Bonzerous Town, Shell Gorger = Anger Spirit Irrupt
Flare Sole
129
780
25
[Fire/Earth] Fire/Earth damage on a single enemy. User's ATK & DEF 2 levels up.


Faber Tower, Cerberus = Spirit Lava
Berserker
295
730
40
[Fire/Earth] Fire/Earth damage on 2x3 squares. User's ATK 2 levels up. For 3 turns, grants Counter effect.


N/A
Prometheus
482
865
45
[Fire/Earth] Fire/Earth damage on all enemies. Grants all allies 50% Damage Cut (1 time).


Around Hugo Village, Fire Skink = Spirit Boiler
Hot Sand Beat
161
495
40
[Fire/Wind] Fire/Wind damage on 2x3 squares. User's ATK & SPD 1 level up.


Marlow Desert Shrine, Ziz = Warm Spirit Boiler
Glory Blaze
252
645
40
[Fire/Wind] Fire/Wind damage on 2x3 squares. User's ATK & SPD 2 levels up.


Around Speeley Cave, Burning Spirit = Spirit Sun
War Anthem
329
---
0
[Fire/Wind] All allies can act again. Can only be used once per battle, and after use, acting again cannot be activated consecutively. [Doesn't immediately accelerate everyone's turn to the left. It's probably best used by Richard so the other 3 characters can double cast Phantom/Goetia.]


N/A
Explosion
200
1085
25
[Fire/Wind] Fire/Wind damage on a single enemy. Inflicts Laceration. User's ATK 2 levels up.


Around Hugo Village, Black Skeleton = Spirit Evil
Blue Rose
83
585
25
[Fire/Darkness] Fire/Darkness damage on a single enemy. Enemy DEF & SPD 1 level down.


Speeley Cave, Madness Grave = Inferno Evil Spirit
Sacrifice
151
880
25
[Fire/Darkness] Fire/Darkness damage on a single enemy. Randomly inflicts Abnormal Status and extends the effect by 2 turns.


Around Morroa Village, Steel Golem = Spirit Marshy
Low Flow
161
495
40
[Water/Earth] Inflicts Water/Earth damage on 3x2 squares. User's INT 1 level up. Enemy ATK 1 level down.


Faber Tower, Clay Spirit = Mud Spirit Marshy
Avalanche
252
645
40


[Water/Earth] Inflicts Earth/Wind damage on 3x2 squares. User's INT 2 levels up. Enemy ATK 2 levels down.



[Post-Game] Mount Mettering (Entrance), Yeti Emperor
Tree of Life
329
---
45
[Water/Earth] Grants all allies 50% Damage Cut (1 time). Clears 1 Abnormal State for all allies.


N/A
Mega Quake
170
135x8
25
[Water/Earth] Random 8-time Water/Earth damage on all enemies. All allies' All Stats 1 level up.


Around Mystery Cave, Fisheye = Spirit Blizzard
Snow White
83
120x5
25
[Water/Wind] Random 5-time Water/Wind damage on all allies. User's INT & SPD 1 level up.


Around Faber Tower, Larimar Carbuncle = Frozen Spirit Blizzard
Crystal Rain
129
133x6
25
[Water/Wind] Random 6-time Water/Wind damage on all allies. User's INT & SPD 2 levels up.


[Post-Game] Mount Mettering (Middle Part), Shell Breaker
Spirit Guardian
151
---
25
[Water/Wind] Transfers all of the user's Status Downs to the enemy. User's SPD 2 levels up.


N/A
Tempest
482
860
45
[Water/Wind] Water/Wind damage on all enemies. 30% chance of removing 1 enemy Abnormal State resistance.


Around Marlow Desert Shrine, Torrent = Spirit Heart
Sanatio
99
200
40
[Water/Light] Heals all allies and cures one Abnormal State. Also grants to all allies the effect of slowly restoring HP.


Speeley Cave, Medusa = Moral Spirit Heart
Auguri
363
---
45
[Water/Light] Revives all allies in Fainting state with 100% HP. Grants 50% Damage Cut (1 time).


Mystery Cave, Dark Spirit = Spirit Void
Goetia
83
480+Nx11
25
[Earth/Darkness] Earth/Darkness damage on a single enemy. Power up according to the number of spirits registered in the Guide. [Seems like 480 power + (# spirits x 11). 82/84 spirits is 1387 power, 84/84 is 1410.]


Around Speeley Cave, Iron Golem = Empty Spirit Void
Vanitas
151
880
25
[Earth/Darkness] Earth/Darkness damage on a single enemy using 50% HP of the user's HP. User's All Stats 2 levels up.


Mystery Cave, Whirlgale = Spirit Glitter
Luminous
199
465
45
[Wind/Light] Wind/Light damage on all allies. All allies' DEF & SPD 1 level up.


Faber Tower, Chimera = Bright Spirit Glitter
Shiny Ray
363
685
45
[Wind/Light] Wind/Light damage on all allies. Grants all allies 50% Damage Cut (1 time).



Before I started recruiting the composite spirits, I thought my best team would be:

Alice + Green Spirit Leaves (Air Burst), Disaster Spirit Chaos (Phantom), Solid Spirit White, Tree Spirit Yggdrasil. Since she's faster than Vivian and Finn, she can cast White's Lumiere twice before Vivian nukes. Yggdrasil's Protect Care was healing & Damage Cut insurance I ultimately never needed.
Vivian + Green Spirit Leaves, Disaster Spirit Chaos, Heavy Spirit Snow (Spirit Wisdom), Frost Spirit Ice. Ice's Nerf is nice for an attack that buffs ally INT & DEF for damage mitigation.
Finn + Green Spirit Leaves, Disaster Spirit Chaos, Heavy Spirit Snow, Speed Spirit Fast. Fast's Tailwind was SPD insurance I ultimately never needed either. Both Vivian and Finn have Snow's Spirit Wisdom to apply INT up before Alice's 2nd Lumiere.

Inferno Spirit Evil and Empty Spirit Void also have Phantom (Void's Goetia is another strong attack), Moral Spirit Heart also has Lumiere, and Bright Spirit Glitter's Luminous is a Tailwind that does damage. Getting merges on them will probably be more difficult though, as they're exclusive to enemy spellstones and never show up randomly via summoning, but you do have more options.

With post-game's inclusion of Spirit Adamas for an ally omnibuff, it replaces the need for Vivian's Frost Spirit Ice & Finn's Speed Spirit Fast/Bright Spirit Glitter. I still need to grind Ability Chunks to beat Mount Mettering's superboss (acts twice, no flinch items), but they are Darkness element, so giving Vivian/Finn a 5th Solid Spirit White for Etoile's strongest Light damage can be an option.

For Billionaire Ambitions, Alice's Solid Spirit White's Lumiere (-25% elemental resistance, INT down) > Vivian's Heavy Snow Spirit's Spirit Wisdom (INT up) > Finn's Heavy Snow Spirit's Spirit Wisdom (INT up) > Alice's Lumiere > Vivian's Phantom is probably how you want to tackle it. Those de/buffs don't deal damage, and the most you can do is stat cap and merge to +99 the Phantom spirit for damage.

If you wanted to farm merges on the non-composite spirits, some final evolutions are accessed in post-game and accessories to expedite & guarantee the spellstone breaking process are huge QoL.

Green Spirit Leaves = Overlord Castle, Whirlster / Berne Sea Cave, Garuda
Disaster Spirit Chaos = Speeley Cave, Spinel Carbuncle & Violet Darkness Spirit
Solid Spirit White = Strong Demon Zone Lv. 550, Master Armordillo
Heavy Spirit Snow = Mount Mettering (Middle Part), Pentakill
Tree Spirit Yggdrasil = Wavestar Tower, Kidlin Goblin
Frost Spirit Ice = Berne Sea Cave, Giant Jellyfish / Around Wavestar Tower, Ent & Yeti King / Mount Mettering (Deepest Part), Anon / Strong Demon Zone Lv. 550, Yeti Lord & Eboshi Jellyfish
Speed Spirit Fast = Around Overlord Castle, Jade Carbuncle / Overlord Castle, Bat King / Mount Mettering, Cypress

Finally, here's some miscellaneous info I didn't include the first time around.

Spirit Valor is directed by Aki Yasumura (the same director and Characters design behind Knights of Grayfang), but Characters here are done by Serina Nakamoto.
When you spellstone a Metal/Gold enemy, Lucky Magic applies for the entire 3-part attraction battle.
Spirits still gain EXP in the Arena fights.
This game has a "missions" system, sharing the UI like Astarune Academy/Alter Age's, but is restricted to 9 challenges x 4 difficulties; it's functionally the same as panel challenges. You get 25 Spirit Orbs for Beginner, 50 for Intermediate, +1 Premium Ticket for Advanced, and +2 for Expert, then +1 Premium Ticket for clearing each of the 4 difficulties of the Arena. Use the 7 tickets before beating the game, all you can really roll for is accessories.
One of the Expert challenges is to "Evolve spirits 5 times to third stage." Initially I thought they were insane and it required you to level grind a 1st stage all the way to 3rd, but nah, you can evolve from a 2nd stage just fine for it to count.
In the Arena, you can exchange for an armor piece that gives you +20% spirit EXP, but it still takes too long to level grind stage 1 to stage 3 for +15 Upgrade Value and +1 fusion. Spending 150 Mana Fragments for an equivalent bonus is much easier to grind and if you wanted merges, just find the highest evolution.
You can reload the result of spellstones breaking at 1/3 uses to guarantee summoning a spirit/learning a Richard composite spell from the rarer giant monsters, but you may lose out on the stat boosters every 10/20 battles won if you reload. In post-game, there's accessories to make breaking spellstones faster and guaranteed if trying to learn spells or merge.
johanes
Newcomer
Newcomer
Posts: 0
Joined: Tue Aug 14, 2018 10:18 am
7

Post by johanes »


Max stats. Kill the boss or secret boss with one hit.
Post Reply

Return to “Spirit Valor”