============================== Tales of Destiny PS2 Material/Jewel Guide Version 1.00 Created By: Leroy (PixyJunket) Copyright 2006 Larry Capasso ============================== This guide covers jewel creation for the PS2 remix of Tales of Destiny. It is primarily designed as a brief explanation of the refining process along with charts of the various materials and what effects they have when refined into jewels. If Bandai-Namco surprises us with an English release, this guide will be useless as the material/jewel effects are listed in their descriptions! The original material/jewel list was taken from the Japanese site @WIKI, so I'd like to give them full credit for their work on that. http://www16.atwiki.jp/tod_remake/ Any suggestions or corrections can be sent to my gmail address: pixyjunket. ------------------------------ Version History ------------------------------ 12/19/06 - 1.00 - First Version! ============================== 00. Boring, but Necessary ============================== This guide 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. ============================== 01. Jewel Creation ============================== Jewels are created though the "Reraizu" [リライズ] menu option. That in itself is a bit of Engrish, so I'll just refer to it as Refine from here on. Refining, if you don't already know, allows you to use Lens to upgrade various items. A "Jewel" [宝石] is created by refining raw "Material" [マテリアル]. Once a jewel is created, it can be equipped. Each character can equip two jewels. Jewels can then be further refined to enhance or change a secondary attribute. The secondary attribute is simply a numeric increase to any of the base stats (attack, defense, etc.). Each base stat is represented by a color (chart below). When you first refine a material, you can choose from red, blue, yellow and green. You will be presented with different color choices on each subsequent refine based on the current color of the jewel. For example, a Red Crsytal Poison+1 [赤晶ポイズン+1] prevents poison status as well as giving a +10 bonus to that character's attack stat. Mary as a Support Character will randomly upgrade the levels of already created jewels (equipped or not). Their color will remain the same through this method. I'll also provide a step-by-step "How To" in case anyone needs it: 1. Choose Refine [リライズ] from the main menu. 2. Choose a Poison Material [ポイズンマテリアル] from your material list (they will be listed under the "gel/gummi" icon). 3. Choose Red Crystal Poison+1 [赤晶ポイズン+1] from the four options. The Lens required will be listed in the text box below along with a "party level" requirement (if not exceeded). Basically, if you see a red number in the text box, you'll need to level up that many times. 4. Voila! You can now equip it or further refine this jewel through the same process by choosing this jewel from the Refine menu instead of the material. ------------------------------ Jewel Color Chart ------------------------------ [赤晶] Red Crystal = [攻撃力] Attack [青晶] Blue Crystal = [防御力] Defense [黄晶] Yellow Crystal = [術攻撃力] Magic Attack [緑晶] Green Crystal = [術防御力] Magic Defense [白晶] White Crystal = [体力] Physical Strength [黒晶] Black Crystal = [命中率] Hit Rate [紫晶] Purple Crystal = [集中力] Concentration [橙晶] Orange Crystal = [回避率] Evade Rate ------------------------------ Jewel Level Chart ------------------------------ (Jewel Level) = (Stat Bonus) +1 = +10 +2 = +16 +3 = +23 +4 = +31 +5 = +40 +6 = +50 +7 = +61 +8 = +73 ============================== 02. Material/Jewel List ============================== ------------------------------ Abnormal Status Prevention ------------------------------ [ポイズン - Poison] Prevents Poison status. [スリープ - Sleep] Prevents Sleep status. [ストーン - Stone] Prevents Stone status. [ウエイスト - Waste] Prevents Waste status. [パラライ - Paralyze] Prevents Paralyze status. [シール - Seal] Prevents Seal status. ------------------------------ Attribute Tolerance ------------------------------ [フレア - Flare] Fire damage is reduced by half. [アクア - Aqua] Water damage is reduced by half. [ゲイル - Gale] Wind damage is reduced by half. [アース - Earth] Earth damage is reduced by half. [ライト - Light] Light damage is reduced by half. [ダーク - Dark] Dark damage is reduced by half. [スラッシュ - Slash] Slash damage is reduced by half. (damage from sharp sources) [ブロウ - Blow] Blow damage is reduced by half. (damage from blunt sources) [ショット - Shot] Shot damage is reduced by half. (damage from projectile sources) [ソニック - Sonic] Sonic damage is reduced by half. (damage from aural sources) ------------------------------ Charge Effects (down+square to activate) ------------------------------ [アタック - Attack] Charge: Attack is temporarily increased. [マインド - Mind] Charge: Magic Attack is temporarily increased. [プロテクト - Protect] Charge: Defense is temporarily increased. [レジスト - Resist] Charge: Magic Defense is temporarily increased. [リカバー - Recover] Charge: Abnormal status is removed. [チェイン - Chain] Charge: CC increases by 1. [フラッシュ - Flash] Charge: Flash Guard is performed. [ブラスト - Blast] Charge: Blast Gauge is increased. [サプライ - Supply] Charge: CC of allies is increased. [キュア - Cure] Charge: HP is restored. [フィジカル - Physical] Charge: Break through enemy defense. [ディスペル - Dispel] Charge: Temporarily prevent abnormal status effects. ------------------------------ CC Effects ------------------------------ [ライズ - Rise] Minimum CC is increased by 1. [エクシード - Exceed] Maximum CC is increased by 1. [ゼクシード - Succeed] Maximum CC is increased by 2. [バリアブル - Valuable] Minimum and maximum CC are increased by 1. [フラット - Flat] CC is locked to the average of min/max CC. (example: min=3, max=7, this will lock CC to 5) [チェイサー - Chaser] CC is increased by 1 for each critical hit. [フィックス - Fix] CC is locked to 15. ------------------------------ Enemy Defeated Effects ------------------------------ [ゲイン - Gain] HP is restored for each enemy defeated. [ラピッド - Rapid] CC is increased by 2 for each enemy defeated. [テンション - Tension] Blast Gauge is increased for each enemy defeated. ------------------------------ Automatic Effects ------------------------------ [ホーリィ - Holy] HP is gradually restored. [アドバンス - Advance] Defense is increased during an Aiming Dash. [ストリクト - Strict] CC is increased by 2 during a Flash Guard. [アブソーブ - Absorb] HP is restored during a Flash Guard. [デモンズ - Demon] Experience received is doubled. Critical hits will instantly kill equipped character. [エッジ - Edge] Damage dealt is doubled. All damage received is counted as critical hits.