" Yo, what can I do for you? " -Smithy .^ , . ^. ! , `\ / %\ !$` |`*| _ ! `|%\|`` |`*| ,*` | Y` `l%%L*` |**| .`` ,&| \` `%%W*` |*$| /`` .##y %```\%W*`|*$|.`` /##, \```\%W`|*#Y`` /##, _)*.%\%V$#y`` /##_ { _ `---^_.o_\ /J#__)%%%` `%`%`-~^-^%%%%`-~*^%%%&%%%` `%%%%&&%%%%%%&&&%%%&&%%` `%` `%%^` `` ___ ___ ______________ .` / .` / / / / ,-./ / ,-./ /.-. ,-. ,--./ ! (__ ! (__ | | | ! \__ \ \__ \ ! | | | ) ! HINING ) ! OUL | | ! | /`-^ / /`-^ / /`-^ `-^ `--^/ /____. /____. /_______________/ Shining Soul II FUSING / FORGING FAQ Copyright 2004 Jason Campbell (SilverFox79) Version 1.12 _____________________ ~====================~ >--- Table of Contents ---< ~====================~ (with Quick-Find References; use CTRL+F to search keywords and codes) [01] Fusing vs. Forging Disclaimer - FUSE01 [02] Introduction - INTRO02 [03] Materials: What & Where? - MAT03 [04] Grades & Levels - GRLV04 [05] Selling Price Ranges for Each Material - PRICE05 [06] Mixed Materials - MIX06 [07] Placement of Materials - PLACE07 [08] Results (Forged Item List) - LIST08 [09] Money Given to the Smith - GOLD09 [10] Failed Forging - FAIL10 [11] In Closing - CLOSE11 [12] Most-Sought Forged Items - TOP512 [13] Other Notable Forges - GOODS13 [14] Frequently Asked Questions - FAQ14 [15] Contact Information - CONT15 [16] Credits - CRED16 [17] Legal Stuff - LEGAL17 [18] Version History - HIST18 <.01.> __________________________________________ ~==========~ >--- Fusing vs. Forging Disclaimer [FUSE01] ---< ~==========~ Thanks to Cryptoniyte for pointing out to me that the official name for the process is "Fusing," used by the Smith's Apprentice in Klantol Castle. I will use the term "Forging" throughout the FAQ, as it is interchangeable, and it is also a term I am more comfortable with using. <.02.> __________________________ ~==================~ >--- Introduction [INTRO02] ---< ~==================~ Forging, in Shining Soul II, is the process of taking 3 pieces of the five raw materials in the game, placing them on the Smith's table, and tossing him some cash for him to pound you out a shiny new item. Most, if not all, of the most powerful pieces of equipment in the game are obtained through forging. This FAQ was inspired by the numerous posts on the GameFAQs message boards regarding forging, how to obtain items through forging, Grades and Levels of respective Items and Ores, etc. It was mentioned in several places on the boards how no one had strung this information together into a Forging FAQ. So, here's my attempt at it. =) <.03.> ____________________________________ ~=============~ >--- Materials: What & Where? [MAT03] ---< ~=============~ There are five different materials you can gather in order to forge equipment with. In order of increasing fiscal worth, these are: -Bone -Scale -Mithril -Dark Matter -Orihalcon But where does one collect these materials? All materials, with the exception of Bone and Scale, are rare drops from any slain monster or any treasure chest. Scales can be dropped by enemies in the Paste, Lizard, Dragon, and Worm families. Bones can be dropped by enemies in the Skeleton and Reaper families, and by Ice Shooters & Evil Snipers. Remember that ores can never be dropped or found in side-quests. <.04.> ______________________________ ~================~ >--- Grades and Levels [GRLV04] ---< ~================~ (I will use the term "Level" throughout this FAQ. The word "Echelon," seen throughout the boards, FAQs, & related websites, has the exact same meaning.) To determine an Ore's Level with regards to its Grade: Grade 000-099 = Level 0 Grade 100-299 = Level 1 Grade 300-499 = Level 2 Grade 500 + = Level 3 If you're wondering why these Grades are needed- they're for evaluating the worth of mixed materials. Since the materials have different value ranges, they need to be normalized to one scale. Only then can you predict what Level of item you'll get if you mix 'em in forging. (see MIX06 for more) Generally, Level 1 Ores can be found starting at Wizari's Palace on through Hottazhek Volcano (both on Normal). Level 2 ores can be found starting Chaos Castle on Normal on through Driazhek Desert on Advance. Level 3 ores can be found starting at Koldazhek Cave on Advance. <.05.> ___________________________________________ ~==========~ >--- Material Selling Price Ranges [PRICE05] ---< ~==========~ The Golden Rule of Forging: ********************************************* ***** It is the TOTAL price that matters! ***** ********************************************* On the right are the total prices of all three pieces on the Smith's table. Individual prices are given ONLY for a reference! Individual prices are the range on the left, divided by 3, and rounded accordingly. These values are also for 3 pieces of the same material. Mixed materials are covered in the section below. Bone - Total (Grade * 1) Bone - Individual Level 0 = 0-99 Level 0 = 0-33 Level 1 = 100-299 Level 1 = 34-99 Level 2 = 300-499 Level 2 = 100-166 Level 3 = 500+ Level 3 = 167+ Scale - Total (Grade * 2) Scale - Individual Level 0 = 0-199 Level 0 = 0-66 Level 1 = 200-599 Level 1 = 67-199 Level 2 = 600-999 Level 2 = 200-333 Level 3 = 1000+ Level 3 = 334+ Mithril - Total (Grade * 10) Mithril - Individual Level 0 = 0-999 Level 0 = 0-333 Level 1 = 1000-2999 Level 1 = 334-999 Level 2 = 3000-4999 Level 2 = 1000-1666 Level 3 = 5000+ Level 3 = 1667+ Dark Matter - Total (Grade * 20) Dark Matter - Individual Level 0 = 0-1999 Level 0 = 0-666 Level 1 = 2000-5999 Level 1 = 667-1999 Level 2 = 6000-9999 Level 2 = 2000-3333 Level 3 = 10000+ Level 3 = 3334+ Orihalcon - Total (Grade * 25) Orihalcon - Individual Level 0 = 0-2499 Level 0 = 0-833 Level 1 = 2500-7499 Level 1 = 834-2499 Level 2 = 7500-12499 Level 2 = 2500-4166 Level 3 = 12500+ Level 3 = 4167+ The safest way of ensuring you get the items you want, are to take 3 pieces of your material within the individual price ranges given. For example: 3 pieces of Dark Matter between 667-1999 selling price each for a Level 1 Dark Matter Item. Individual prices are only provided as a general rule of thumb. Remember that higher grade ores can be effectively "toned down" with ores that have a lower selling price. For instance: if you have two Level 3 ores and want a Level 1 Item, this is very possible; it just takes a little math and a lower grade ore to reduce the total price. <.06.> ___________________________ ~=================~ >--- Mixed Materials [MIX06] ---< ~=================~ At this point in time, I'm unsure how mixed materials fall on the Level and Price Range table. I have a theory I'm testing: Theory: Find each ore's individual grade by dividing its selling price by the number listed below: Bone = 1 Scale = 2 Mithril = 10 Dark Matter = 20 Orihalcon = 25 Then total the Grades to find the item's Level. See the chart in the Grades & Levels section. - Example: 4200 gp Ori, divide by 25 = 168 0980 gp Mit, divide by 10 = 98 4500 gp Ori, divide by 25 = 180 `-> 168 + 98 + 180 = 446 446 = Between 300 & 499, so it would be a Level 2 Item. After several tests, this theory is still holding true. I will presume it as fact until I receive proof that discredits it. - Advisory: ____________________________________________________________________________ | Before you forge, SAVE YOUR GAME! I know it's tedious and all, but there's | | a reason for this. Hard reset your game if you don't get favorable results.| |____________________________________________________________________________| <.07.> ____________________________________ ~=============~ >--- Placement of Materials [PLACE07] ---< ~=============~ *** WHERE you put your materials matters! *** Smith's Table: ___________________ | ___ ___ ___ | >Abbreviations: | | | | | | | | Mithril = Mit | | 1 | | 2 | | 3 | | Dark Matter = DM | |___| |___| |___| | Orihalcon = Ori |___________________| |_______________| / \ So, if the list says "Ori-Mit-Ori", that translates to a piece of Orihalcon in place 1, a piece of Mithril in place 2, and another piece of Orihalcon in place 3. Lastly, if the list says "DM x 3," this means that there is a piece of Dark Matter in all 3 slots. - Notes: All Level 1 Forged Weapons require Skill Level 3. All Level 2 Forged Weapons require Skill Level 5. All Level 3 Forged Weapons require Skill Level 7. Order Listed: Axe, Bow, Claw, Flail, Knife, Rod, Spear, Sword, Hood, Helm, Robe, Armor, Gloves, Shield. (Alphabetical Weapons, Light/Heavy Head, Light/Heavy Body, Light/Heavy Hand) <.08.> _______________________________________ ~===========~ >--- Results (Forged Item List) [LIST08] ---< ~============~ *** Individual Item Stats, Item Set Bonuses Coming Soon! *** Insane amounts of credit to Alex Ngo for the use of his forging & item lists! __________ - Bone x 3 - Level 0: Bone Helm Bone Armor Bone Gloves Bone Shield Level 1: Level 2: Level 3: Skeletal Helm Ivory Helm Fiend Helm Skeletal Armor Ivory Armor Fiend Armor Skeletal Gloves Ivory Gloves Fiend Gloves Skeletal Shield Ivory Shield Fiend Shield ___________ - Scale x 3 - Level 0: Scale Helm Scale Armor Scale Gloves Scale Shield Level 1: Level 2: Level 3: Lizard Helm Crocodile Helm Dragon Helm Lizard Armor Crocodile Armor Dragon Armor Lizard Gloves Crocodile Gloves Dragon Gloves Lizard Shield Crocodile Shield Dragon Shield _________ - Mit x 3 - Level 1: Level 2: Level 3: Heat Axe Giant Axe Dragon Axe Gale Bow Sonic Bow Lunar Bow Beast Claw Tiger Claw Berserk Claw Lashing Flail Holy Flail Crushing Flail Sharp Knife Butterfly Knife Assassin Knife Mace Rod Milky Rod Alchemy Rod Gale Lance Holy Lance Dragoon Lance Elemental Sword Shiva Sword Levatine Mithril Hood Zephyr Hood Adept Hood Mithril Helm Impulse Helm Helm of Bravery Mithril Robe Tribal Robe Grace Robe Mithril Armor Eternal Armor Crusade Armor Mithril Gloves Royal Gloves Illusion Gloves Mithril Shield Fortress Shield Hero's Shield ________ - DM x 3 - (Note: All equipment forged with three pieces of Dark Matter is cursed) Level 1: Level 2: Level 3: Executioner Cursed Axe Evil Axe Diabolic Bow Blood Bow Cantarela Bow Deadly Claw Demon Claw Foxglove Claw Unholy Flail Death Flail Evil Flail Will Knife Blood Knife Demon Knife Grave Digger Nether Rod Demon Rod Ruinous Lance Dark Lord Spear Devil Lance (Fork?) Murasame Muramasa Darkside Sword Unlucky Hood Eclipse Hood Demon Hood Black Helm Dread Helm Evil Helm Mortal Robe Greed Robe Demon Robe Black Armor Malice Armor Evil Armor Killer Gloves Crypt Gloves Demon Gloves Black Shield Bane Shield Banishing Shield _________ - Ori x 3 - Level 1: Level 2: Level 3: Buster Halberd Soul Axe Apollo Axe Doppler Bow Soul Bow Sagittarius Bow Justice Claw Soul Claw Gehenna Claw Alabaster Flail Soul Flail Ark Flail Fairy Knife Soul Knife Ripper Knife Eternal Wand Soul Rod Will Rod Mercurius Spear Soul Lance Hozon Lance Masamune Soul Blade Lord's Sword Lucky Hood Soul Cap Saint Hood Force Helm Holy Light Helm Glorious Helm Solar Robe Soul Robe Saint Robe Force Armor Order Armor Glorious Armor Justice Gloves Soul Gloves Saint Gloves Force Shield Reflex Shield Divine Shield ________________ - Mit - Mit - DM - Level 1: Level 2: Level 3: Flame Robe Burning Robe Phoenix Robe Flame Armor Burning Armor Phoenix Armor Flame Shield Burning Shield Phoenix Shield ________________ - Mit - DM - Mit - Level 1: Level 2: Level 3: Fire Axe 1 Fire Axe 2 Fire Axe 3 Fire Bow 1 Fire Bow 2 Fire Bow 3 Fire Claw 1 Fire Claw 2 Fire Claw 3 Fire Flail 1 Fire Flail 2 Fire Flail 3 Fire Knife 1 Fire Knife 2 Fire Knife 3 Fire Rod 1 Fire Rod 2 Fire Rod 3 Fire Spear 1 Fire Spear 2 Fire Spear 3 Fire Sword 1 Fire Sword 2 Fire Sword 3 ________________ - DM - Mit - Mit - Level 1: Level 2: Level 3: Flame Hood Burning Hood Phoenix Hood Flame Helm Burning Helm Phoenix Helm Flame Gloves Burning Gloves Phoenix Gloves _________________ - Mit - Mit - Ori - Level 1: Level 2: Level 3: Thunder Robe Plasma Robe Spark Robe Thunder Armor Plasma Armor Spark Armor Thunder Shield Plasma Shield Spark Shield _________________ - Mit - Ori - Mit - Level 1: Level 2: Level 3: Bolt Axe 1 Bolt Axe 2 Bolt Axe 3 Bolt Bow 1 Bolt Bow 2 Bolt Bow 3 Bolt Claw 1 Bolt Claw 2 Bolt Claw 3 Bolt Flail 1 Bolt Flail 2 Bolt Flail 3 Bolt Knife 1 Bolt Knife 2 Bolt Knife 3 Bolt Rod 1 Bolt Rod 2 Bolt Rod 3 Bolt Spear 1 Bolt Spear 2 Bolt Spear 3 Bolt Sword 1 Bolt Sword 2 Bolt Sword 3 _________________ - Ori - Mit - Mit - Level 1: Level 2: Level 3: Thunder Hood Plasma Hood Spark Hood Thunder Helm Plasma Helm Spark Helm Thunder Gloves Plasma Gloves Spark Gloves _______________ - DM - DM - Mit - Level 1: Level 2: Level 3: Poison Robe Nox Robe Deadly Robe Poison Armor Nox Armor Deadly Armor Poison Shield Nox Shield Deadly Shield _______________ - DM - Mit - DM - Level 1: Level 2: Level 3: Venom Axe 1 Venom Axe 2 Venom Axe 3 Venom Bow 1 Venom Bow 2 Venom Bow 3 Venom Claw 1 Venom Claw 2 Venom Claw 3 Venom Flail 1 Venom Flail 2 Venom Flail 3 Venom Knife 1 Venom Knife 2 Venom Knife 3 Venom Rod 1 Venom Rod 2 Venom Rod 3 Venom Spear 1 Venom Spear 2 Venom Spear 3 _______________ - Mit - DM - DM - Level 1: Level 2: Level 3: Poison Hood Nox Hood Deadly Hood Poison Helm Nox Helm Deadly Helm Poison Gloves Nox Gloves Deadly Gloves _______________ - DM - DM - Ori - Level 1: Level 2: Level 3: Shadow Robe WeiB Robe Hatred Robe Shadow Armor WeiB Armor Hatred Armor Shadow Shield WeiB Shield Hatred Shield _______________ - DM - Ori - DM - Level 1: Level 2: Level 3: Darkness Axe 1 Darkness Axe 2 Darkness Axe 3 Darkness Bow 1 Darkness Bow 2 Darkness Bow 3 Darkness Claw 1 Darkness Claw 2 Darkness Claw 3 Darkness Flail 1 Darkness Flail 2 Darkness Flail 3 Darkness Knife 1 Darkness Knife 2 Darkness Knife 3 Darkness Rod 1 Darkness Rod 2 Darkness Rod 3 Darkness Spear 1 Darkness Spear 2 Darkness Spear 3 Darkness Sword 1 Darkness Sword 2 Darkness Sword 3 _______________ - Ori - DM - DM - Level 1: Level 2: Level 3: Shadow Hood WeiB Hood Hatred Hood Shadow Helm WeiB Helm Hatred Helm Shadow Gloves WeiB Gloves Hatred Gloves _________________ - Ori - Ori - Mit - Level 1: Level 2: Level 3: Ice Robe Frost Robe Blizzard Robe Ice Armor Frost Armor Blizzard Armor Ice Shield Frost Shield Blizzard Shield _________________ - Ori - Mit - Ori - Level 1: Level 2: Level 3: Ice Axe 1 Ice Axe 2 Ice Axe 3 Ice Bow 1 Ice Bow 2 Ice Bow 3 Ice Claw 1 Ice Claw 2 Ice Claw 3 Ice Flail 1 Ice Flail 2 Ice Flail 3 Ice Knife 1 Ice Knife 2 Ice Knife 3 Ice Rod 1 Ice Rod 2 Ice Rod 3 Ice Spear 1 Ice Spear 2 Ice Spear 3 Ice Sword 1 Ice Sword 2 Ice Sword 3 _________________ - Mit - Ori - Ori - Level 1: Level 2: Level 3: Ice Hood Frost Hood Blizzard Hood Ice Helm Frost Helm Blizzard Helm Ice Gloves Frost Gloves Blizzard Gloves ________________ - Ori - Ori - DM - Level 1: Level 2: Level 3: Celestial Robe Lunar Robe Solar Robe Celestial Armor Lunar Armor Solar Armor Celestial Shield Lunar Shield Solar Shield ________________ - Ori - DM - Ori - Level 1: Level 2: Level 3: Shining Axe 1 Shining Axe 2 Shining Axe 3 Shining Bow 1 Shining Bow 2 Shining Bow 3 Shining Claw 1 Shining Claw 2 Shining Claw 3 Shining Flail 1 Shining Flail 2 Shining Flail 3 Shining Knife 1 Shining Knife 2 Shining Knife 3 Shining Rod 1 Shining Rod 2 Shining Rod 3 Shining Spear 1 Shining Spear 2 Shining Spear 3 Shining Sword 1 Shining Sword 2 Shining Sword 3 ________________ - DM - Ori - Ori - Level 1: Level 2: Level 3: Celestial Hood Lunar Hood Solar Hood Celestial Helm Lunar Helm Solar Helm Celestial Gloves Lunar Gloves Solar Gloves ________________ - Mit - DM - Ori - (To my knowledge, these can be in any order.) Level 1: Level 2: Level 3: Chaos Axe 1 Chaos Axe 2 Chaos Axe 3 Chaos Bow 1 Chaos Bow 2 Chaos Bow 3 Chaos Claw 1 Chaos Claw 2 Chaos Claw 3 Chaos Flail 1 Chaos Flail 2 Chaos Flail 3 Chaos Knife 1 Chaos Knife 2 Chaos Knife 3 Chaos Rod 1 Chaos Rod 2 Chaos Rod 3 Chaos Spear 1 Chaos Spear 2 Chaos Spear 3 Chaos Sword 1 Chaos Sword 2 Chaos Sword 3 Burial Hood Ritual Hood Apostate Hood Burial Helm Ritual Helm Apostate Helm Burial Robe Ritual Robe Apostate Robe Burial Armor Ritual Armor Apostate Armor Burial Gloves Ritual Gloves Apostate Gloves <.09.> _____________________________________ ~============~ >--- Money Given to the Smith [GOLD09] ---< ~=============~ This is placed last on the FAQ for two reasons: -One, it is the last thing you do, and.. -two, because it is one of the most irrelevant things with regards to forging items. You can give the Smith 1 Gold, and he'll forge you an item. Money given only affects the item's bonuses - the "plusses" after the item's name (e.g. Banishing Shield +4, Evil Helm +8, etc.). These bonuses range from +1 to +20. The more money you pony up, the better chances you have of getting a larger bonus. <.10.> ___________________________ ~=================~ >--- Failed Forging [FAIL10] ---< ~==================~ Every once in a while, the forging process will result in a failure. This is when you forge 3 pieces of ore and get a "normal" item, with a suffixed modification and usually a bonus. Also, forging anything that results in a Level 0 Item will be a guaranteed failed forging. The exceptions are Bone and Scale, which have a Level 0 Item list. <.11.> ________________________ ~==================~ >--- In Closing [CLOSE11] ---< ~===================~ Did you get the item you were aiming for? If so, great! If not, was the item you DID receive on the same list as the one you wanted? If it was, then you're on the right track, keep trying! If it was on a different list, then compare. Was your target item on a lower Level list? Lower your ore's total selling price to hit your target item. If your target was on a higher Level list, then raise your ore's total selling price to hit your target item. If you didn't get the item you desired, or your forging attempt failed, you can always perform a hard reset on your game (as stated previously). You'll have your ores and your money back to try again. Forging is a time consuming project that can take quite a bit of patience, especially if you're looking for one particular item. <.12.> ___________________________________ ~=============~ >--- Most-Sought Forged Items [TOP512] ---< ~==============~ The best of the best, basically. Various board members agree that the items listed below have the most utility of all the forged materials. 1. Unlucky Hood (Level 1, DM x 3) Why: Due to a bug in code, the hood's -1 Item Appearance on the base stat actually resets the item appearance rate to it's highest possible value, which dramatically increases the incidence of an item being dropped for each monster slain. It's cursed though.. which is why a Chaos Ring (dropped by Chaos Fairies; nulls curses) is usually recommended in combination with this hood. Available to all characters. NOTICE: Keep in mind that the hood has NOT been supported to increase the drop frequency of rare or monster-specific items. 2. Blood Weapons (Level 2, DM x 3) Why: 2% HP & SP restore based on the final damage dealt w/ each attack! In constant melee, Blood Weapons can drastically reduce the need to carry and use healing items, while allotting one to unfurl near bottomless amounts of charge attacks- so long as the blade or the arrows hit the mark. Available only to the Brawler & Ninja (Blood Knife) and the Archer (Blood Bow). *Requires un-cursing* 3. Soul Weapons (Level 2, Ori x 3) Why: 5% HP restore based on the final damage dealt w/ each attack! Although they have less utility than the Blood Weapons -for their lack of SP regain- Soul Weapons are still valued for their ability to make one almost never need healing items in good melee runs. Add to this that Soul weapons are on the higher end of the base attack spectrum for each weapon type, and it's not hard to imagine these armaments being well sought for the non-mages. Available to the Warrior (Soul Sword, Axe, or Lance), the Dragonute (Soul Axe or Flail), the Priestess (Soul Flail or Rod), the Brawler (Soul Claw or Knife), the Ninja (Soul Sword or Knife), the Archer (Soul Bow or Lance), and the Sorceress & Dark Wizard (Soul Rod). 4. Chaos Weapons (Level 1-3, Mit-DM-Ori) Why: Considering that over 37% of the monsters in this game, as well as a few bosses, are classed as Flying or Undead, dealing more damage to all these foes is quite a bonus for any armament. The fact that Chaos weapons are elementally neutral and can be forged nearly all throughout the game only adds to their versatility. Although 150% damage to Flying and Undead isn't quite as large a boost as, say, taking advantage of elemental weakness properties with elemental weapons, Chaos weapons are more universal than any single element, even Light - save in a few specific areas (Fire in Coldazek Cave, Dark in the Fairy Spring, etc..). Being special forges, Chaos Weapons also have good attack power for their levels. Cool! Available to all characters. 5. Soul Sets (Weapons + Armor) (Level 2, Ori x 3) Why: Not only does one gain the HP restore perks of a Soul Weapon (see entry above), but whole Soul set itself is one of the best in the game. The armor pieces themselves consist of a Soul Robe, a Soul Cap, and Soul Gloves (armor & shields not available). Each piece contributes moderate defense and +20 resist to Lightning, Fire, and Ice. As a set, your cumulative bonuses will include: - 5% of dmg goes to HP, w/ your Soul weapon - +10 extra attack power - +20 extra defense - +60 to Lightning, Fire, and Ice resists - faster Soul Power charge Nifty, huh? .. The only reasons this entry is below the sole Soul Weapons (harhar) are simply due to the hassle to make all pieces, and since one has more customization freedom w/ just the weapon. Set is available to all characters. <.13.> __________________________________ ~==============~ >--- Other Notable Forges [GOODS13] ---< ~==============~ A 'Top Five' list cannot tell of the vast other forged items that are some- how commendable. Although random-bonus items have more general potential than any forged item, forges can be more reliable, and there are some rather unique and powerful forged items to be had. What follows is a summary of some of the more noteworthy fuses, as well as their properties. _________ - Weapons - Buster Halberd (Level 1, Ori x 3) > +10 to Crit Hit w/ no uncursing needed!! If your character totes the axe, you'd do well to get this, pilgrim. 55 base atk. Need lvl 3 Axe skill to equip. Can be forged early. Eternal Wand (Level 1, Ori x 3) > 8% of final dmg goes to SP restore! Great for Rod-based Priestess and has potential for other rod-using classes, notably a Morph-focused Dark Wizard. 32 base atk. Need lvl 3 Rod skill to equip. Can be forged early. Death Flail (Level 2, DM x 3) > +10 to Crit Hit. *Cursed*. Once you can get a Chaos Ring or Apostate-series set, you can be treated to a 10% boost to critical hits w/ this flail. Nice base power too. 86 base atk. Need lvl 5 Flail skill to equip. Sonic Bow (Level 2, Mit x 3) > Attack Speed +2, Crit Hit +5. A tad faster than other bows, & the curse-free critical hit bonus is dandy. 43 base atk. Need lvl 5 Bow skill to equip. Butterfly Knife (Level 2, Mit x 3) > Crit Hit +5. Decent curse-free critical hit bonus. 39 base atk. Need lvl 5 Knife skill to equip. Beast Claw (Level 1, Mit x 3) > Crit Hit +4. Good curse-free critical hit boost. 33 base atk. Need lvl 3 Claw skill to equip. Can be forged early. Alabaster Flail (Level 1, Mit x 3) > HP +20 and SP +20, Fire element. The SP and HP bonuses can be handy early in the game, before items with better bonuses roll round. May cause extra burning damage as well. 62 base atk. Need lvl 3 Flail Skill to equip. Can be forged early. Masamune (Level 1, Ori x 3) > Crit Hit +3. Not much going for early swords, Chaos lvl 1 aside, but the small, early bonus to critical hit can be nice. Good base power too.. 38 base atk. Need lvl 3 Sword skill to equip. Can be forged early. Gehenna Claw (Level 3, Ori x 3) > Defense +10, Recoil +4. The combo of good base power, recoil to knock-back foes, and a bump to defense makes this claw quite distinct - and handy. 57 base atk. Need lvl 7 Claw skill to equip. Dragon Axe (Level 3, Mit x 3) > Crit Hit +8, Ice resist +20, Fire resist +20. Decent boost to critical hit, has some magic resist perks, and it's curse-free. Nice.. 85 base atk. Need lvl 7 Axe skill to equip. Gale Lance (Level 3, Mit x 3) > Dex +10. Offers a great early dexterity boost. 43 base atk. Need lvl 3 Spear skill to equip. Can be forged early. ________________ - Armors & Helms - Adept Hood (Level 3, Mit x 3) > Atk +3, Dex +3, Crit Hit +3. Of all the (late) forged headgears, this one stands out with its small, but helpful bonuses to offense. 48 base def. Need at least 45 Str to equip. Helm of Bravery (Level 3, Mit x 3) > Atk +3, Recoil +4. The boosts to recoil and attack make this a somewhat unique and desirable item for the game's two tankers. 52 base def. Need at least 115 Str to equip. Available to the Warrior and the Dragonute. Order Armor (Level 2, Ori x 3) > Str +5, Dex +5, Light resist +20. The bonuses to dexterity and strength offered by this high-end armor befit the melee classes that can equip it. 54 base def. Need 93 Str to equip. Available to the Warrior, the Dragonute, the Brawler, the Ninja, and the Archer. Evil Armor (Level 3, DM x 3) > Atk +20, Int -20. *Cursed*. The very sizable downgrade to intelligence is actually very tolerable for the game's two tanks, as you can equip +SP items like the easy-to-get Star Pendant, or use '-SP cost' items (Ancient Charm_ Ring) or 'Elders'_'Old'_'Dawn' weapons to counteract it. The meaty attack boost and best base armor defense are quite appealing.. with uncursing. 72 base def. Need 130 Str to equip. Available to the Warrior and the Dragonute. __________________ - Gloves & Shields - Justice Gloves (Level 1, Ori x 3) > Atk +4, Int +2, Light resist +20. Boosts to attack AND int make these gloves quite versatile. Great defense for its level, and nice for the Fairy Spring too. 26 base def. Need at least 22 Str to equip. Can be forged early. Bane Shield (Level 2, DM x 3) > Block Rate +20%(!), Dex -12. *Cursed*. Yeah, it requires uncursing; yeah, it maims your dexterity a bit, but you KNOW you want that +20% to shield block for your tank. Just pack a hearty +dex equip along with it. 46 base def. Need at least 103 Str to equip. Available to the Warrior and the Dragonute. Fortress Shield (Level 2, Mit x 3) > Block Rate +10%, Lightning resist +10. Want a nice shield block rate without uncursing hassle? Lookie here. 37 base def. Needs at least 88 Str to equip. Available to the Warrior and the Dragonute. Banishing Shield (Level 3, DM x 3) > Atk +12, reflects block damage. *Cursed*. The damage reflect isn't much to scream about, but +12 to attack and the best base shield defense are. 57 base def. Needs 130 Str to equip. Available to the Warrior & the Dragonute. ________________ - Equipment Sets - Burial/Ritual/Apostate Sets (Level 1/2/3, Ori-DM-Mit <-any order) > Burial- Burial Robe_Armor, Burial Hood_Helm, and Burial Gloves_Shield `-> 84-88 net base Def, Dark and Light resist +40. *Nulls curses* > Ritual- Ritual Robe_Armor, Ritual Hood_Helm, and Ritual Gloves_Shield `-> 120-136 net base Def, Dark and Light resist +60. *Nulls curses* > Apostate- Apostate Robe_Armor, Apostate Hood_Helm, & Apostate Gloves_Shield `-> 144-162 net base Def, Dark and Light resist +80. *Nulls curses* Ahh yes.. the 'Apostate' series. It's quite an awesome set. Not only is the base Defense high for each level, but the extra Dark resist can be handy in the later areas of the game, while the Light resist makes the Fairy Spring a bit easier. The greatest perk, in [TLaG's] view, is that this set can nullify curses- allowing you to equip your favorite cursed weapon or accessory! STR prereqs. depend on equipment. Robe+Hood+Glove varieties available to all characters; Armor, Helm, and/or Shield builds available to the Warrior and the Dragonute. Shadow/WeiB/Hatred Sets (Level 1/2/3, DM-DM-Ori) > Shadow- Shadow Robe_Armor, Shadow Hood_Helm, and Shadow Gloves_Shield `-> 84-88 net base Def, Int +20, Dark resist +60. *Cursed* > WeiB- WeiB Robe_Armor, WeiB Hood_Helm, and WeiB Gloves_Shield `-> 120-136 net base Def, Int +30, Dark resist +80. *Cursed* > Hatred- Hatred Robe_Armor, Hatred Hood_Helm, and Hatred Gloves_Shield `-> 144-162 net base Def, Int +40, Dark resist +100. *Cursed* As with the Apostate series, the Hatred series is formidable: offering great base defense for each level, even better Dark resistance, and a sumptuous boost to Intelligence! Yup- It's ideal for mages or charge attack-crazy melee characters. Each piece in the sets is cursed, however, so bring along a Chaos Ring (and perhaps a cursed weapon). Robe+Hood+Glove varieties available to all characters; Armor, Helm, and/or Shield builds available to the Warrior and the Dragonute. 'Critical Hit' set [self-titled]; composed of: > Mortal Robe (Level 1, DM x 3) `-> 38 base Def, Crit Hit +8. *Cursed* > Eclipse Hood (Level 2, DM x 3) `-> 44 base Def, Crit Hit +8, Light resist -20. *Cursed* > Killer Gloves (Level 1, DM x 3) `-> 31 base Def, Crit Hit +10. *Cursed* - Net effects: 113 base Def, Crit Hit +26, Light resist -20. *Cursed* Not an official 'set' in the game, but one very worthy of note for any aspiring melee'er (Brawler and Archer especially with their Critical skills). Adding over 25% to your character's innate critical hit rate (18% before the hood can be forged) is not something to scoff. The small hit to Light resist will matter in the Fairy Spring, but is relatively moot elsewhere. Since it's cursed, obtain and equip a Chaos Ring (and any other cursed stuff) when using any of the pieces in the 'set'. Only major flaw with this 'set', curse aside, is the relatively low base defense you'd have for the latest parts of the game in Advance mode- but it should still be tolerable. 'Set' can be worn by all characters. Saint Set (Level 3, Ori x 3) > Saint Robe, Saint Hood, and Saint Gloves - Net effects: 150 base Def, Int +25. Want a nice boost to Intelligence without a curse attached? How about one of the highest-Def setups for any mage class, too? Mages and other SP-burning characters, rejoice! This is another set for you. Force Set (Level 1, Ori x 3) > Force Armor, Force Helm, and Force Shield - Net effects: 94 base Def, Str +25. Analogous to the Saint Set, but with the game's two tanks in mind. Although the base defense from the set isn't sufficient for the tanks latter on, it is a set that can be forged and used quite early. No curses either. Available to the Warrior and the Dragonute. Can be forged early. -Notice that specific elementally themed items, such as Darkness weapons or Solar sets, have not been included in this list. -If you are interested in the more beneficial elemental equips, try: >Bolt weapons- lightning elemental, dex bonuses, random chance of stun on hit >Fire weapons- fire elemental, crit hit bonuses, random burning dmg on hit >Shining weapons- light elemental, defense bonuses, random shining dmg on hit >'Spark' sets- great lighting resist, dex bonus, good base defense >'Phoenix' sets - great fire resist, atk bonus, good base defense <.14.> ______________________________________ ~============~ >--- Frequently Asked Questions [FAQ14] ---< ~============~ Q: Nice item lists and all, but what does all this stuff DO? A: For now, all I can say is, please consult the other FAQs for item descriptions. I plan on adding them in a later update. <.15.> ________________________________ ~==============~ >--- Contact Information [CONT15] ---< ~================~ Please feel free to e-mail me with questions, corrections, submissions, and/or suggestions related to this FAQ. shirubakitsune@hotmail.com Please include "Fusing / Forging FAQ" in the subject line. Thanks! MSN: same as email. ICQ: 6500104 <.16.> ____________________ ~====================~ >--- Credits [CRED16] ---< ~=====================~ *Sega and Atlus, for producing this very enjoyable action-RPG. *GameFAQs, for giving me the opportunity to present this FAQ. *Alex Ngo (ango5001@email.vccs.edu), for letting me use his Item and Forged Items list. *Skyknight, for a ton of helpful information on the boards, especially related to the Grades, Levels, and Price Ranges Section. *Cryptoniyte, for correcting me on the Fusing vs. Forging issue. *mastersord, for informing me of the ore grade/price range changes, and for affirming that ores can't be obtained in side-quests. *Raijinili, for pointing out I'd forgotten the DMx3 armors. *TLaG, for typing this sentence :p <-- And for basically re-vamping the entire FAQ, adding headers, a little ASCII art, and, in a nutshell, eliminating the entire "Requests" section. Anything listed below in the version history for v. 1.12 and most the GOODS13 section content- that's all him. <.17.> ________________________ ~==================~ >--- Legal Stuff [LEGAL17] ---< ~===================~ This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. The following sites have been given my personal permission to host this FAQ: GameFAQS.com ShiningForceCentral.com NeoSeeker.com SuperCheats.com <.18.> ____________________________ ~=================~ >--- Version History [HIST18] ---< ~=================~ ~preliminary versions~ -6/28/2004- Guide Started General Layout Completed Grades, Levels, and Price Ranges Completed Inspiration, Golden Rule, Money, and Failed Sections Completed Mixed Materials Theory devised and tested -6/29/2004- Fusing vs. Forging Section Completed Item List Completed Mithril x3 Item Stats Completed Mixed Materials Theory tested some more -7/2/2004- Removed abbreviations and item stats in order to get first draft submitted sooner. Will re-add in later version. Table of Contents added, with Quick-Find references. Layout adjusted. Posted topic on boards regarding Top 10 List contributions. Project Idea: Ore Area - in what areas do certain level / grade ores drop? -7/3/2004-7/5/2004- 4th of July Weekend. =) Version 1.00: 7/6/2004 -Top 10 List updated. -Version 1.00 submitted. Version 1.01: 2/19/2005 -Ore price ranges scaled to grade. -Headers added. Version 1.02: 2/27/2005 -DM x 3 Armors added. -New host sites added. Version 1.12: 4/10/2005 -Revised headers & added ascii. -Reformatted & edited typing. -Top 10 Fuse List fleshed out a bit; now is a Top 5. -Info on where to get materials added, and at what levels. -Added note about sidequests. -Deleted 'Requests' and 'Points to Ponder' sections. -'Other Notable Forges' section added.