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If you like the guide, please click the 'recommend' button at the top of this
webpage at GameFAQs :).
_______________________________________________________
Xenoblade Chronicles
Gem Guide for the Wii console
Written by and copyright (c) Zerokid 2010-Present
zero_kid(at)hotmail(dot)co(dot)uk
_______________________________________________________
Hey there. Thank you, first of all, for choosing this guide. Hopefully it will
answer any questions you have regarding Gems. If something is missing or you
feel a topic has not been explained well enough, please email me, and I'll try
to sort it out.
For the legal disclaimer, email policy and contribution instructions, please
refer to the end of this document.
___
Version 1.33
------------ Date: 11/03/2012 (UK dating system)
- Size: 78 KB
- Some excellent critical feedback from Mr. Mister has been incorporated into
this guide. The following information has been added regarding the following
subjects:
- Extra Talent Boost Gems don't further cut your auto-attack damage. Their
effect also applies to Sharla, for some strange reason.
- AP Up and EXP Up Gems only apply to battles, but not quests and location
discovery (more testing needed with regards to Riki's Yoink! Art).
- Debuff Resist doesn't protect against knockback and Blow-Down.
- Finally, he contributed an excellent section which tells you how to obtain
Mega Heat Gems if you only have one crystal or Gem of the desired quality.
Read section 05; 'Crafting Mega Heat Gems' to find the new addition.
- Finally, a typo fix stating that 'different debuffs from different sources
stack', which is trivially true, was changed to what I *meant* to say in
the first place: That the *same* debuffs from different sources stack.
- Many, many thanks indeed :).
As a disclaimer, this guide is probably contains some minor typos and mistakes.
If there's something you wish to correct, no matter how small, please email me
at the above address. Note that the address ends with '.co.uk'.
___
If this guide helped you, please consider making a small donation to me via
PayPal, which I am assured can convert currencies too--you can get to my
Slot: 'Weapon' Gems can only be equipped in weapon slots. The case is similar
for 'Armour'. 'Any' means that the Gem can be equipped on either weapon or
armour slots. Note that just because a Gem is listed as Weapon-only doesn't
mean that UNIQUE slotted armour cannot have that gem pre-equipped. For example,
the Glory Gauntlets (Arm armour) come pre-equipped with Haste VI Gems, despite
Haste Gems being Weapon-only.
Sell: The sell value of the Gem. Sell price increases with the rank of the Gem,
with the in-game data being the value I have listed in the database.
I: 120%, II: 144%, III: 180%, IV: 216%, V: 240%, VI: 300%.
So, for example, a rank III Gem with a 'Sell' value of 200 will be worth 360G
if you sell it to a shop.
Max: The limit of the effect value this Gem can provide. For example, the
Strength Up VI Gem has a 'Max' property of 150. This means that if I equip two
Strength UP VI Gems with 100 Strength each, I'll only get a 150 total Strength
bonus, since the Max is 150. When you hit the Max with any set of Gems, the
value will show up in green text on your character's stat screen.
Note that for the ranks of each Gem's effect, a percentage within brackets
indicates the CHANCE for that effect to occur. No brackets indicates the
percentage that the effect of the gem is increased by. For example, Strength
Down I is listed as 2-4% (10%). This means the enemy's strength will be lowered
by 2-4%, with a 10% chance.
_______________________________________________________________________________
[01] Gem Database
_______________________________________________________________________________
_________
Attribute
_________
Strength Up / Element: Fire, Slot: Any, Sell: 200, Max: 150
I: 5-10, II: 15-20, III: 25-30, IV: 35-40, V: 45-50, VI: 75-100
Effect: Increases Strength.
Agility Up / Element: Wind, Slot: Any, Sell: 300, Max: 50
I: 2-6, II: 8-12, III: 14-18, IV: 20-24, V: 26-30, VI: 40-50
Effect: Increases Agility.
Ether Up / Element: Electric, Slot: Any, Sell: 150, Max: 150
I: 5-10, II: 15-20, III: 25-30, IV: 35-40, V: 45-50, VI: 75-100
Effect: Increases Ether.
Muscle Up / Element: Earth, Slot: Any, Sell: 150, Max: 100
I: 5-10, II: 15-20, III: 25-30, IV: 35-40, V: 45-50, VI: 75-100
Effect: Increases Phys Def.
Ether Def Up / Element: Ice, Slot: Any, Sell: 150, Max: 100
I: 5-10, II: 15-20, III: 25-30, IV: 35-40, V: 45-50, VI: 75-100
Effect: Increases Ether Def.
HP Up / Element: Water, Slot: Any, Sell: 350, Max: 50%
I: 2-6%, II: 8-12%, III: 14-18%, IV: 20-24%, V: 26-30%, VI: 40-50%
Effect: Increases Max HP.
Critical Up / Element: Earth, Slot: Weapon, Sell: 1750, Max: 25%
I: 2-4%, II: 6-8%, III: 10-12%, IV: 14-16%, V: 18-20%, VI: 22-25%
I: 4-10%, II: 12-18%, III: 20-26%, IV: 28-34%, V: 36-50%, VI: 75-100%
Effect: Increases resistance to Topple status.
Lock-On Resist / Element: Ice, Slot: Armour, Sell: 650, Max: 100%
I: 4-10%, II: 12-18%, III: 20-26%, IV: 28-34%, V: 36-50%, VI: 75-100%
Effect: Increases resistance to Lock-On status.
Pierce Resist / Element: Electric, Slot: Armour, Sell: 850, Max: 100%
I: 4-10%, II: 12-18%, III: 20-26%, IV: 28-34%, V: 36-50%, VI: 75-100%
Effect: Increases resistance to Pierce status.
Note: Pierce is a rare status effect that sets your Phys Def and Ether Def
stats to zero for a period of time.
Divine Protect / Element: Earth, Slot: Armour, Sell: 1000, Max: 100%
I: 4-10%, II: 12-18%, III: 20-26%, IV: 28-34%, V: 36-50%, VI: 75-100%
Effect: Increases resistance to Instant Death attacks.
Debuff Resist / Element: Water, Slot: Armour, Sell: 2750, Max: 100%
I: 4-10%, II: 12-18%, III: 20-26%, IV: 28-34%, V: 36-50%, VI: 75-100%
Effect: Increases resistance to all status effects except Topple and Daze. Also
increases resistance to Instant Death attacks. Does not protect against
knockback and Blow-Down.
Note: At maximum (100%) value, this will protect against all self-inflicted
debuffs through Arts, such as the Phys Def reduction from Reyn's Berserker
Aura.
Good Footing / Element: Wind, Slot: Armour, Sell: 1250, Max: 100%
I: 4-10%, II: 12-18%, III: 20-26%, IV: 28-34%, V: 36-50%, VI: 75-100%
Effect: Increases resistance to the effects of Blow-Down.
Bleed Defence / Element: Earth, Slot: Armour, Sell: 750, Max: 100%
I: 2-4%, II: 6-8%, III: 10-12%, IV: 14-16%, V: 18-25%, VI: 50-75%
Effect: Reduces damage taken from Bleed status.
Blaze Defence / Element: Ice, Slot: Armour, Sell: 400, Max: 100%
I: 2-4%, II: 6-8%, III: 10-12%, IV: 14-16%, V: 18-25%, VI: 50-75%
Effect: Reduces damage taken from Blaze status.
Chill Defence / Element: Fire, Slot: Armour, Sell: 400, Max: 100%
I: 2-4%, II: 6-8%, III: 10-12%, IV: 14-16%, V: 18-25%, VI: 50-75%
Effect: Reduces damage taken from Chill status.
Poison Defence / Element: Water, Slot: Armour, Sell: 400, Max: 100%
I: 2-4%, II: 6-8%, III: 10-12%, IV: 14-16%, V: 18-25%, VI: 50-75%
Effect: Reduces damage taken from Poison status.
Spike Defence / Element: Water, Slot: Armour, Sell: 950, Max: 100%
I: 4-10%, II: 12-18%, III: 20-26%, IV: 28-34%, V: 36-50%, VI: 60-75%
Effect: Reduces damage taken from enemy Spike effects.
Physical Protect / Element: Earth, Slot: Armour, Sell: 400, Max: 50%
I: 4-10%, II: 12-18%, III: 20-26%, IV: 28-34%, V: 36-42%, VI: 44-50%
Effect: Reduces damage taken from physical attacks.
Note: Although the game doesn't say, this only lasts for about 30 seconds.
Ether Protect / Element: Ice, Slot: Armour, Sell: 300, Max: 50%
I: 4-10%, II: 12-18%, III: 20-26%, IV: 28-34%, V: 36-42%, VI: 44-50%
Effect: Reduces damage taken from Ether attacks.
Note: Although the game doesn't say, this only lasts for about 30 seconds.
Auto-Atk Stealth / Element: Ice, Slot: Weapon, Sell: 550, Max: 50%
I: 2-6%, II: 8-12%, III: 14-18%, IV: 20-24%, V: 26-30%, VI: 40-50%
Effect: Reduces aggro accumulated from auto-attacking.
Arts Stealth / Element: Ice, Slot: Weapon, Sell: 800, Max: 50%
I: 2-6%, II: 8-12%, III: 14-18%, IV: 20-24%, V: 26-30%, VI: 40-50%
Effect: Reduces aggro accumulated from using Arts.
_______
Support
_______
Haste / Element: Wind, Slot: Weapon, Sell: 1700, Max: 50%
I: 4-10%, II: 12-18%, III: 20-26%, IV: 28-34%, V: 36-42%, VI: 44-50%
Effect: Increases auto-attack speed.
Damage Heal / Element: Water, Slot: Armour, Sell: 900, Max: 200 (30%)
I: 10-20 (10%), II: 30-40 (12%), III: 50-60 (16%), IV: 70-80 (20%),
V: 90-100 (25%), VI: 150-200 (30%)
Effect: Gives a chance to recover some HP when attacked.
Recovery Up / Element: Water, Slot: Armour, Sell: 500, Max: 50%
I: 2-6%, II: 8-12%, III: 14-18%, IV: 20-24%, V: 26-30%, VI: 40-50%
Effect: Increases amount of HP received when being healed.
Aura Heal / Element: Water, Slot: Armour, Sell: 1000, Max: 150
I: 10-20, II: 30-40, III: 50-60, IV: 70-80, V: 90-100, VI: 120-150
Effect: Recovers HP every 2 seconds while an Aura is active.
Arts Heal / Element: Water, Slot: Weapon, Sell: 1500, Max: 150
I: 5-10, II: 15-20, III: 25-30, IV: 35-40, V: 45-50, VI: 75-100
Effect: Recovers HP every time an Art is used.
Unbeatable / Element: Water, Slot: Armour, Sell: 1600, Max: 50%
I: 4-10%, II: 12-18%, III: 20-26%, IV: 28-34%, V: 36-42%, VI: 44-50%
Effect: Gives a chance to survive a lethal attack with 1HP remaining.
Note: This Gem still works even if your character has only 1HP remaining.
Daze Plus / Element: Electric, Slot: Weapon, Sell: 2500, Max: 100%
I: 5-10%, II: 15-20%, III: 25-30%, IV: 35-40%, V: 45-50%, VI: 75-100%
Effect: Increases duration of Daze status effect.
Topple Plus / Element: Wind, Slot: Weapon, Sell: 2500, Max: 100%
I: 5-10%, II: 15-20%, III: 25-30%, IV: 35-40%, V: 45-50%, VI: 75-100%
Effect: Increases duration of Topple status effect.
Buff Time Plus / Element: Fire, Slot: Armour, Sell: 750, Max: 150%
I: 10-20%, II: 30-40%, III: 50-60%, IV: 70-80%, V: 90-100%, VI: 120-150%
Effect: Increases duration of Gem buffs.
Note: The only Gem buffs available are Physical Protect and Ether Protect.
Debuff Plus / Element: Earth, Slot: Weapon, Sell: 900, Max: 150%
I: 10-20%, II: 30-40%, III: 50-60%, IV: 70-80%, V: 90-100%, VI: 120-150%
Effect: Increases duration of Gem debuffs.
Note: That is, if you use an Art to inflict a status effect instead of an autoattack with the appropriate mounted Gem, Debuff Plus will not take effect.
Weapon Power / Element: Fire, Slot: Weapon, Sell: 750, Max: 50%
I: 2-6%, II: 8-12%, III: 14-18%, IV: 20-24%, V: 26-30%, VI: 40-50%
Effect: Increases chance to activate weapon-mounted Gems.
Note: Only affects Gems which inflict a debuff or status effect. In other
words, ONLY the following Gems are affected: Bleed Attack, Blaze Attack, Chill
Attack, Poison Attack, Strength Down, Agility Down, Ether Down, Slow, Bind, HP
Steal, Paralysis, Break, Phys Def Down, Ether Def Down. In addition, the Weapon
Power Gem stacks additively, meaning that if you have for example a Poison
Attack Gem that activates with 30% chance and a Weapon Power Gem with a value
of 50%, you'll now have a (30 + 50)% = 80% chance to Poison the enemy.
Night Vision / Element: Earth, Slot: Weapon, Sell: 650, Max: 50%
I: 4-10%, II: 12-18%, III: 20-26%, IV: 28-34%, V: 36-42%, VI: 44-50%
Effect: Increases physical attack accuracy at night.
Initial Tension / Element: Fire, Slot: Any, Sell: 350, Max: 100%
I: 5-10%, II: 15-20%, III: 25-30%, IV: 35-40%, V: 45-50%, VI: 75-100%
Effect: Increases starting battle Tension.
Aggro Up / Element: Fire, Slot: Weapon, Sell: 1500, Max: 50%
I: 2-4%, II: 6-8%, III: 10-12%, IV: 14-16%, V: 18-20%, VI: 22-25%
Effect: Increases aggro accumulation.
Aggro Down / Element: Earth, Slot: Weapon, Sell: 1050, Max: 50%
I: 2-4%, II: 6-8%, III: 10-12%, IV: 14-16%, V: 18-20%, VI: 22-25%
Effect: Reduces aggro accumulation.
Tension Swing / Element: Electric, Slot: Armour, Sell: 500, Max: 50%
I: 4-10%, II: 12-18%, III: 20-26%, IV: 28-34%, V: 36-42%, VI: 44-50%
Effect: Makes it easier to gain and lose Tension.
Note: See my Arts Database for more information on Tension. The five Tension
ranges are, from lowest to highest, -50 or less, -49 to 0, 1 to 199, 200 to 249
and 250 or greater. Tension Swing decreases these values by the appropriate
percentage, making it easier to get high or low Tension. For example, a Tension
Swing Gem value of 50% will turn those values into -25 or less, -24 to 0, 1 to
99, 100 to 124, 125 or greater.
Daze Tension / Element: Electric, Slot: Weapon, Sell: 700, Max: 25
I: 2-4, II: 6-8, III: 10-12, IV: 14-16, V: 18-20, VI: 22-25
Effect: Increases Tension upon attacking an enemy inflicted with Daze status.
Revival HP Up / Element: Fire, Slot: Any, Sell: 500, Max: 30%
I: 4-6%, II: 8-10%, III: 12-14%, IV: 16-18%, V: 20-22%, VI: 24-30%
Effect: Increases amount of HP received when revived.
Talent Boost / Element: Fire, Slot: Weapon, Sell: 2750, Max: 12
I: 1-2, II: 3-4, III: 5-6, IV: 7-8, V: 9-10, VI: 11-12
Effect: Refills a percentage of the Talent Gauge by the stated amount per autoattack, but halves auto-attack damage.
Note: Equipping more than one Talent Boost does not halve your auto-attack
damage again; one or more Talent Boost Gems simply gives you a flat 50% damage
reduction. Sharla is also affected by these Gems--her Talent Gauge being
refilled is a *bad* thing, unlike every other character, so there is absolutely
no reason to equip her with them.
Heat Sink / Element: Ice, Slot: Weapon, Sell: 2250, Max: 75%
I: 4-10%, II: 12-18%, III: 20-26%, IV: 28-34%, V: 36-42%, VI: 44-50%
Effect: Reduces the amount that the Talent Gauge fills by when using Sharla's
Arts.
_____
Field
_____
Quick Step / Element: Wind, Slot: Armour, Sell: 500, Max: 25%
I: 2-4%, II: 6-8%, III: 10-12%, IV: 14-16%, V: 18-20%, VI: 22-25%
Effect: Increases movement speed.
Earth Cloak / Element: Earth, Slot: Any, Sell: 500, Max: 60%
I: 2-10%, II: 12-20%, III: 22-30%, IV: 32-40%, V: 42-50%, VI: 52-60%
Effect: Reduces detection range of land-based enemies.
Aquatic Cloak / Element: Water, Slot: Any, Sell: 500, Max: 60%
I: 2-10%, II: 12-20%, III: 22-30%, IV: 32-40%, V: 42-50%, VI: 52-60%
Effect: Reduces detection range of aquatic enemies.
Aerial Cloak / Element: Wind, Slot: Any, Sell: 500, Max: 60%
I: 2-10%, II: 12-20%, III: 22-30%, IV: 32-40%, V: 42-50%, VI: 52-60%
Effect: Reduces detection range of airborne enemies.
Auto-Heal Up / Element: Water, Slot: Armour, Sell: 600, Max: 25%
I: 2-4%, II: 6-8%, III: 10-12%, IV: 14-16%, V: 18-20%, VI: 22-25%
Effect: Increases out-of-battle recovery rate.
Fall Defence / Element: Wind, Slot: Armour, Sell: 450, Max: 75%
I: 2-10%, II: 12-20%, III: 22-30%, IV: 32-40%, V: 42-50%, VI: 60-75%
Effect: Reduces damage taken from large falls.
Terrain Defence / Element: Water, Slot: Armour, Sell: 500, Max: 75%
I: 2-10%, II: 12-20%, III: 22-30%, IV: 32-40%, V: 42-50%, VI: 60-75%
Effect: Reduces damage taken from terrain hazards such as lava.
_______
Special
_______
EXP Up / Element: Fire, Slot: Any, Sell: 1750, Max: 200%
I: 5-10%, II: 15-20%, III: 25-30%, IV: 35-40%, V: 45-50%, VI: 75-100%
Effect: Increases EXP received from battles.
AP Up / Element: Water, Slot: Any, Sell: 1750, Max: 200%
I: 5-10%, II: 15-20%, III: 25-30%, IV: 35-40%, V: 45-50%, VI: 75-100%
Effect: Increases AP received from battles.
_______________________________________________________________________________
[02] Best Gems
_______________________________________________________________________________
So, what are the game's best Gems, you ask? Now you should note that unlike the
previous two sections, this information is very subjective, so feel free to
customise your characters' Gems in ways I don't mention here. These are meant
to be good guidelines for equipping your characters with awesome Gems, not setin-stone rules. I'll also be assuming you're in the end-game stages, since
before then, equipping whatever Gems you happen to find will more than suffice;
it will be overkill to try to Craft Gems at that point.
Agility Up VI - 50
-----------------In this game, Agility directly affects your accuracy and evasion rate. A point
of Agility equates to an extra percentage point in accuracy and evasion. So, if
a character with 100 Agility has, say, a 32% chance to dodge the enemy's
attack, then a character with 150 Agility has an 82% chance to dodge. Giving
your tank / fragile characters a hard +50% evasion rate is nothing to laugh at.
--------------------------------Annoying high level monsters will make your life hell if you don't reduce their
Spike damage somehow. Try using Spike damage reducing skills as well if you
don't fancy equipping two Gems to have total Spike damage immunity.
Situational, but often necessary.
Auto-Atk/Arts Stealth VI - 50%
-----------------------------These Gems are better than Aggro Down Gems if you can only choose one, despite
only activating for one of either Arts or auto-attacks. Why? Because it has a
higher percentage value, decreasing aggro accumulation by 50%, as opposed to
Aggro Down's 25%. In addition, your characters will either primarily be using
auto-attacks (see: Seven, Dunban etc.) or Arts (Melia, Riki), so the
'restriction' on which moves you can use for aggro reduction isn't so bad.
Haste VI - 50%
-------------You'll only get a 45% Haste boost from using the Glory Gauntlets, but they're
useful since you don't have to use up a weapon Gem slot for Haste instead
(Haste Gems are typically weapon-only equips). Logic says that if you increase
your auto-attacking speed by 45%, you increase your auto-attack damage output
over time by 45%. Nice.
Aura Heal - 150
--------------Auto-recovery every 2.0s when in an Aura state? Sounds good.
Unbeatable VI - 50%
------------------This Gem gives you a 50% chance to be immune to death. Considering the silly
damage output of higher level foes, this is an incredible Gem, especially for
frailer characters.
Night Vision VI - 50%
--------------------A 50% accuracy boost at night sounds really lame, but you're gonna need it to
fight foes who have evasion stats through the roof.
Aggro Up/Down - 25% (Max 50%)
----------------------------Keep the aggro centred on your tank, and away from your frail spellcasters.
Auto-Atk/Arts Stealth are more useful I would say, but if you need the extra
boost, try using these Gems as well.
Heat Sink VI - 50% (Max 75%)
---------------------------If you're using Sharla to heal, which you should be, then a 50% Heat Sink Gem
will make her Talent Gauge fill up half as quickly. Meaning she's twice as
efficient with her healing, since she doesn't have to mess around due to
overheating. You can slap on another one if you wish to give her a 75%
reduction, which results in the Talent Gauge filling four times more slowly.
_______________________________________________________________________________
[03] Character Gem Setups
_______________________________________________________________________________
Okay, I'm first going to start off with the standard spiel for these kinds of
things: You don't have to follow this advice adamantly. Feel free to mix it up
or suggest better setups to me.
much every
Shulk has way
a weapon slot
great Gem that
prevents an otherwise untimely death. Topple Resist and Spike Defence are
situational Gems that should be used against monsters with those respective
irritating attacks.
____
Reyn
____
LV 99 Stats - HP: 9991, Strength: 479, Ether: 269, Agility: 112
Recommended Weapon Gems:
- Attack Stability 50%
- Attack Plus 50%
- Phys Def Down 25%
- Aggro Up 25%
- Agility Down 25%
- Arts Heal 150
- Night Vision 50%
Recommended Armour Gems:
- Agility 50
- Debuff Resist 100%
- Unbeatable 50%
- Recovery Up 50%
- Aura Heal 150
- Topple Resist 100%
- Spike Defence 75%
Despite being a physical attacker, Reyn is better off using his Arts to
maintain aggro and unleash devastating attacks. Because of this, Double Attack
and Haste are significantly less useful. Instead, you could try Attack
Stability and Attack Plus. Reyn's best weapon, the Atomic Driver, has an Attack
range of 750-820, so with both those Gems that becomes 1125-1230. Of course,
the max damage glitch still applies (where the maximum Attack value is at most
the minimum Attack value + 99), so this is actually 1125-1224. A loss of 6
Attack points isn't a big deal.
Reyn's a tank, so slap Aggro Up in there since he'll probably be losing aggro
due to taking damage. If you're fine without it, Phys Def Down supports your
other team members. For a pure tanking set, go for Aggro Up, Agility Down and
Arts Heal. For a burst damage set, try Attack Stability, Attack Plus and Phys
Def Down. Night Vision will be necessary on high level foes that will otherwise
be difficult to hit.
Reyn has an easier time setting up with armour Gems, since Debuff Resist and
Unbeatable are standard options for all characters, and Agility 50 is a must on
physical attackers, especially tanking ones. Topple Resist and Spike Defence
are must-haves against enemies that have those moves, but otherwise Aura Heal
can be useful since Reyn is almost always in an Aura state and it'll relieve
some of the burden from your main healer. Recovery Up can also ease the burden
on your healer since Reyn's HP is so large.
______
Sharla
______
LV 99 Stats - HP: 4542, Strength: 359, Ether: 479, Agility: 121
Recommended Weapon Gems:
- Heat Sink 50%
- Arts Stealth 50%
need the
that could be
focus on other
Covert Stance
Ether Up directly boosts how much damage you heal; considering that Heal Blast
heals at about 10x your Ether stat and Heal Round at about 6x, that's 1000 or
600 extra HP healed. The last two Gems are situational depending on the monster
you're facing.
______
Dunban
______
LV 99 Stats - HP: 5530, Strength: 541, Ether: 350, Agility: 148
Recommended Weapon Gems:
- Double Attack 50%
- Phys Def Down 25%
- Agility Down 25%
- Strength Down 25%
- Night Vision 50%
Recommended Armour Gems:
- Agility 50
- Debuff Resist 100%
- Haste 45% (from Glory Gauntlets)
- Unbeatable 50%
- Recovery Up 50%
- Topple Resist 100%
- Spike Defence 75%
Haste, Double Attack and Phys Def Down are standard options on
attackers. Dunban's an evasive tank too, so using Agility Down
Down Gems on the foe not only benefit the whole party but also
incoming damage. Finally, Night Vision is sometimes annoyingly
those harder to hit foes.
physical
and Strength
decrease the
necessary for
His armour is standard fare--you just pick the best Gems dependant on the
situation. Haste is useful as always. Despite being a tank, Dunban doesn't need
many auto-recovery Gems because his Critical Drain skill restores HP when he
deals a critical hit. If you skill link Seven's 'all double attacks become
critical hits' skill, you'll find that Dunban is quite self-sufficient. If
you're worried though, you can put Recovery Up on him to help out.
It's worth noting that because Dunban avoids most incoming attacks, an Aggro Up
Gem isn't necessary to tank (getting damaged lowers aggro). Topple Resist and
Spike Defence are necessary against foes with those types of attacks.
_____
Melia
_____
LV 99 Stats - HP: 3752, Strength: 311, Ether: 634, Agility: 116
Recommended Weapon Gems:
- Poison Plus 100%
- Chill Plus 100%
- Blaze Plus 100%
- Arts Stealth 50%
Recommended Armour Gems:
- Debuff Resist 100%
- Aura Heal 150
- Unbeatable 50%
- Ether Up 100
- Topple Resist 100%
- Spike Defence 75%
Melia's primary method of dealing damage is with her powerful damage over time
spells, so doubling their damage output is the best way to go. These three
status effects will deal ridiculous damage. Note also that the same status
effects from different characters will stack, so the enemy can be under Poison
status from Melia and then also from say Riki at the same time. Replace one
with Arts Stealth if she's pulling too much aggro. Probably Blaze Plus.
Like Sharla, Melia doesn't need Agility since she specialises in Ether attacks.
Debuff Resist as always, since it's so damn useful, as well as Unbeatable. Aura
Heal is cool, especially if you're using Power Effect. Note that even when
you're not using Power Effect, Aura Heal will still take effect when Melia has
a full Talent Gauge, since that puts her in the Element Burst Aura.
Ether Up is kinda filler, but boosts the damage output of your damage over time
spells. Topple Resist and Spike Defence will have to replace some of your other
Gems against enemies that pack those effects though, I'm afraid.
____
Riki
____
LV 99 Stats - HP: 9674, Strength: 513, Ether: 399, Agility: 124
Recommended Weapon Gems:
- Poison Plus 100%
- Chill Plus 100%
- Blaze Plus 100%
Recommended Armour Gems:
- Agility 50
- Debuff Resist 100%
- Ether Up 100
- Recovery Up 50%
- Unbeatable 50%
- Topple Resist 100%
- Spike Defence 75%
Much like Melia, Riki's best source of damage output is by spamming Blaze,
Chill and Poison attacks. Riki can afford to go without Arts Stealth since he
has great HP and a reliable healing Art, so he can sponge attacks safely.
Armour-wise, Riki has again the standards of debuff Resist and Unbeatable, with
Topple Resist and Spike Defence as necessary. Since Riki will be sponging hits,
Agility will help him evade some attacks and Recovery Up will keep him topped
up when he uses the You Can Do It! healing Art. Ether Up increases the potency
of Riki's healing Art and also boosts the damage output of his attacks, since
Riki's Ether stat is somewhat unimpressive without it.
_____
Seven
_____
LV 99 Stats - HP: 6320, Strength: 597, Ether: 470, Agility: 138
Recommended Weapon Gems:
- Double Attack 50%
- Phys Def Down 25%
- Agility Down 25%
- Strength Down 25%
- Back Attack Plus 100%
- Night Vision 50%
Recommended Armour Gems:
- Agility 50
- Debuff Resist 100%
- Haste 45% (from Speed V Frame)
- Aggro Up 25% (from Power V Goggles)
- Unbeatable 50%
- Topple Resist 100%
- Spike Defence 75%
Haste and Double Attack are probably the best physical Gems in the game, but
Seven just makes them completely ridiculous. First, she has an Aura that, at
rank X, gives an extra 95% Haste and 25% Double Attack rate. Second, all her
Double Attacks become critical hits. Phys Def Down sweetens the deal, helping
out your otehr physical party members as well. Back Attack Plus just serves to
increase her damage output even further, especially when used in tandem with
Phys Def Down.
Still, if you want to, you can attach the Power V Frame instead of the Speed V
Frame for Aggro Up and play Seven like a tank. She's fairly powerful, has nice
Agility, and can pull aggro really well. Much like Dunban, Seven doesn't need
as many auto-recovery Gems because if you skill link Dunban's Critical Drain
skill (restores HP when he deals a critical hit) and have your own 'all double
attacks become critical hits' skill, you'll find that you rarely need manual
healing.
If you are doing this, definitely don't use Back Attack Plus, and instead opt
for either Strength Down or Agility Down to reduce incoming damage to your
party members. The situational Gems are all here too--use Night Vision, Topple
Resist and Spike Defence as and when you deem necessary.
_______________________________________________________________________________
[04] Gem Crafting
_______________________________________________________________________________
A little disclaimer: Gem crafting is a complicated process to understand at
first, and even harder to write about. Therefore, if something in this section
is not clear, let me know and I'll try to clarify it.
Basics
-----Many Gems in the game are obtained by completing quests or trading with NPCs,
but crafting your own Gems is the only way to get the game's best Gems. Once
you reach Colony 9, speak to the Gem Man. He is located at the Gem Man's Stall
landmark, north of the Ether Light Shop in the Commercial District. He'll allow
you to craft Gems if you have the required materials.
You can get the portable gem crafting machine by completing the quest 'The Gem
Man's Invention', which requires you to have rebuilt Colony 6 to Level 1 in all
areas (Nature, Commerce etc.). This allows you to craft Gems on the go. Gem
Crafting then becomes an option from the Items menu.
Items Required
-------------Gems are crafted from three different kinds of item: Ether crystals are
harvested from mining spots, and are used to create their respective element of
Gems as shown in the above table. Monster crystals are similar to Ether
crystals, but are dropped by monsters instead and can only be used to craft
certain Gems depending on the monster. Finally, you have cylinders, which are
bonus leftover items which are produced when crafting Gems.
Each of these types of item has a rank from I to V, which informs you what rank
of Gem will be crafted if you use that item. You must combine anywhere from 2-8
items, and they must all be of the same rank, to start the gem crafting
process.
Combining Items
--------------Each Gem crafting item will have a list of qualities matching some of the Gem
descriptions above. Crystals have up to four qualities, whereas cylinders only
have one. For example, a rank III Fire Crsytal might have Strength Up and
Weapon Power as two qualities. Each quality will have a percentage of up to or
including 99%, so that the Fire Crystal I just described might have say
Strength Up 46% and Weapon Power 94% as qualities.
To create a Gem, you must combine anywhere from two to eight items. The
percentages of any qualities that two items share are stacked additively. For
example, if I combine two crystals--crystal A with Strength Up 50% and Chill
Defence 75% as qualities, and crystal B with Strength Up 72% and Weapon Power
16%--the resulting combination of qualities will be Strength Up 122%, Chill
Defence 75% and Weapon Power 16%.
You can keep combining items this way, but as long as you have two different
items combined you can start the crafting process. However, if any quality
rises above 100%, you cannot add any more items and must start the crafting
process. In the example I just gave, Strength Up is at 122%, so I would be
forced to start the crafting process without adding any further items.
The aim of the game when Gem crafting is to increase the qualities as high as
possible. Any qualities over 100% will be turned into Gems. The higher the
quality percentage, the higher the value of the Gem's effect. Any qualities
under 100% have the opportunity to be turned into cylinders to be used in
future crafting sessions.
The Creation Process
-------------------Now that you have combined your items, the next step is to choose two
characters. One acts a 'shooter', the other as the 'engineer'. Shooters offer
bonuses which are unqiue to each character, whereas engineers are used to
control the flames used while crafting. The exact details for each character
can be found in the next sub-section.
There are three different flame types, each of which has different effects. You
don't get to choose which type of flame you use, as they are automatically
decided by your engineers:
Strong flame - Red - Increases one quality by 3-10%.
Medium flame - Blue - Increases all qualities by 1-5%.
Gentle flame - Green - Increases the cylinder gauge by 30-70%.
Remember when I said that one of the items you could use to craft Gems was a
cylinder? If, at the end of your gem crafting process, you have some qualities
left that are under 100%, you can choose to put the quality into a cylinder to
be used in future crafting sessions. How many cylinders you can create depends
on how many times you have filled the cylinder gauge while crafting.
The cylinder gauge is a green bar located to the right of the qualities list,
and a number is displayed at the top of it. Every time the bar is filled, the
number increases and the bar begins to refill afresh. At the end of the
crafting process, that number indicates how many leftover qualities under 100%
you can choose to turn into cylinders.
Gem crafting takes place over a number of turns. In each turn, the
crystals'/cylinders' qualities are increased and the cylinder gauge rises.
Ocassionally, your characters will enter a Fever state, in which they increase
the qualities/cylinder gauge 3-10 (!) times in one turn. There is also a
chance, based on your entire party affinity, that you will receive support from
another member of your party which improves the rate at which your qualities go
up. This party support is often the key factor is creating very high strength
Gems.
The number of turns taken depends on the affinity between the two characters.
The higher the affinity, the higher the number of turns available in one
crafting session. There are five affinity stages: Yellow hexagon, green square,
blue circle, purple cloud and pink heart. The yellow hexagon gives you 3-5
turns, which steadily increases until you get a pink heart which gives 10-15
turns.
_____________________
Shooter/Engineer Properties
--------------------------Shooters have the following properties:
Shulk - Fever Plus: Gets into a Fever easily when crafting.
Reyn - Strong Bonus: Qualities grow stronger with a strong flame.
Fiora - Cylinder Plus: Crafting begins with 3 full cylinder gauges.
Sharla - Gentle Bonus: Cylinder Gauge fills up more with gentle flame.
Dunban - Combo Master: Qualities grow stronger when flame is constant.
Melia - Medium Bonus: Qualities grow stronger with a medium flame.
Riki - Impatient Shooter: Gem crafting process happens twice in a row.
Engineers have the following properties:
____________________________________
Name
Strong
Medium
Gentle
-----------------------------------Shulk Average Average Good
Reyn
Great
Poor
Poor
Fiora Terrible Great
Terrible
Sharla Poor
Good
Average
Dunban Good
Poor
Average
Melia Poor
Great
Poor
Riki
Terrible Terrible Great
____________________________________
There are obviously some better combinations of characters depending on what
you want to do.
Heat and Mega Heat
-----------------If, during the crafting process, any quality rises to 200%, then when the
crafting process is complete you will earn a Gem of one rank higher than the
materials you used. For example, you use rank II crystals and achieve Heat
status, you'll get a Rank III Gem instead.
At this point, the word 'HEAT' will hide the actual percentage value of the
quality. However, if you can keep pushing the quality as high as 300%, it will
attain Mega Heat status. In this case, two Gems of increased rank are produced,
and both of them will have the maximum effect value for that Gem. Thus, a Rank
VI Strength Up Gem, which has an effect value of 75-100, will always give 100
extra Strength if created with the Mega Heat status.
Considering that only rank V crystals and cylinders exist in the game, the only
way to create the game's best Gems is through the Mega Heat status.
And the best way to do that would be to read the next section :).
_______________________________________________________________________________
[05] Crafting Mega Heat Gems
_______________________________________________________________________________
You should know the basics of Gem crafting before you read this section. Lucky
for you, you can learn them in the previous section.
As you know, you'll need to take Mega Heat status into account to craft the
game's best Gems, so I'll teach you how to go about it. You should be fairly
late in the game to make this happen--you will absolutely need the party
support bonus that comes from having a high affinity among all your party
members.
First, choose the type of Gem that you want to craft. Find crystals that have
that quality. It doesn't matter what the other qualities are really, although
if they're good you might want to try and create cylinders for them as well.
We're going to try to separate our chosen quality into cylinders, since
cylinders only have one quality. Then when we start crafting our Gem, we can
combine two cylinders. That way, each turn can be spent increasing that lone
quality. This will mean that instead of a spread of low value qualities, the
turns are focused on creating one high value quality.
So when we start crafting our desired Gem, we want the quality as high as
possible so that we're as close to 300% as possible, which is where Mega Heat
status is obtained. However, since you cannot add any more crystals to combine
once any quality is above 100%, the best combination you can aim for is 198%
from two 99% cylinders.
Therefore, we want as high a quality as possible from the cylinder we are
trying to create right now, without hitting 100%. The best characters to
separate qualities into cylinders are Sharla as the shooter and Riki as the
engineer. They excel at using gentle flames, which pushes the cylinder gauge
higher and doesn't provide huge bonuses to the qualities.
Depending on the characters' affinity level, you'll have to judge how many
qualities to start crafting with. For example, if you have an Ether Up quality
of 50% and Sharla and Riki get 5-8 turns from their affinity, I'd put the Ether
Up quality in with two other junk qualities. That would, on average, push the
Ether Up quality to just above 80%.
If their affinity is higher, you'll have
for the fact that more turns equals more
over 100%. Generally, the more qualities
hit 100%, but the quality will rise more
reset when you accidentally create a Gem
[07] Outro
_______________________________________________________________________________
_______________
Version History
_______________
Version 1.23
------------ Date: 05/03/2012 (UK dating system)
- Size: 75 KB
- Some fixes courtesy of reader allgdnamesrgone (who is working on a Xenoblade
Bestiary which I am very much looking forward to seeing): Officer Robusto
drops Spike Defence crystals, not Spike Crystals; and it's called Debuff
Plus, not Debuff Time Plus. Much obliged.
Version 1.22
------------ Date: 18/12/2012 (UK dating system)
- Size: 74 KB
- Some minor Gem setup adjustments.
Version 1.21
------------ Date: 14/12/2012
- Size: 74 KB
- Added Rank V Crystal Locations section! Now you can find whatever crystals
you need for your rank VI Mega Heat Gems.
- Changed description of affinity and how many turns it awards you.
- Rewrote the Mega Heat section for clarity.
- Some cleanup.
Version 1.11
------------ Date: 12/12/2012 (UK dating system)
- Size: 60 KB
- Massive overhaul to Gem Setups guide. Many thanks to reader Randomness097,
whose critiques were invaluable and will help improve your Gem setups
immensely.
Version 1.01
------------ Date: 10/12/2012 (UK dating system)
- Size: 54 KB
- Added some information regarding party support.
- Gave exact percentage values for quality growth for each type of flame.
- Gave exact details of the Fever state.
- Some minor cleanup.
Version 1.00
------------ Date: 09/12/2012
- Size: 53 KB
- Contains the sections Basics, Gem Database, Best Gems, Character Gem Setups,
Gem Crafting and Crafting Mega Heat Gems.
____
FAQs
____
Q1: Is the Lightning Attack Gem boosted by the Electric Plus Gem?
A1: Yes, but only the additional damage granted by Lightning Attack is boosted.
For example, if you deal 200 damage with a standard auto-attack and have a
Lightning Attack Gem that increases damage by 50, then an Electric Plus Gem
which boosts damage by 100% will only boost that extra 50 damage granted by
Lightning Attack. A 100% boost to 50 is 100, so you'll do 200 + 100 = 300
damage.
Q2: What is Blow-Down?
A2: Ever been up against an enemy that explodes or uses a big gust of wind to
hurl you into the air? That's Blow-Down. After your characters hit the floor
and get back up, they're likely to be in the Daze status effect. Equipping the
Good Footing Gem may prevent Blow-Down. If it does, the Daze status that is
usually applied afterwards does not take effect either.
Q3: Where's the love for the Critical Up Gem?
A3: There is none. With no skills learned, a Critical Up VI Gem will provide a
25% extra chance to critical hit, and critical hits themselves deal an extra
25% damage. Law of averages says this equates to a 6.25% damage boost over
time, which is pathetic compared to Haste 45% and Double Attack 50%. Even with
skill links included, it still pales in comparison.
*Spoilers below*
Besides, skill linking Critical Combo (all Double Attacks become critical hits)
from Seven means that you'll be getting critical hits most of the time anyway.
*End spoilers*
________________
Legal Disclaimer
________________
Official Disclaimer
------------------This guide may 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. Any characters, names, places or miscellaneous objects are
copyright of their respective companies. Breaking any of these rules is in
direct violation of copyright law.
Small Print
----------Hm. Copyright. Well, I'd appreciate it if you
work and sell it or claim it as your own. Oh,
'personal, private use', it should be obvious
wish--I wouldn't want you to waste more paper
Websites
-------I am only uploading this guide to the GameFAQs and its affiliates, simply
because I can't be bothered to send updates to loads of sites.
___________________
Contact Information
___________________
Contact me only by email at
zero_kid(at)hotmail(dot)co(dot)uk
where '(at)' is '@' and '(dot)' is '.' (all without quotation marks).
I would include email guidelines, but I don't want to risk sounding like a
condescending twat. Basically, don't make your email moronic and I'll answer it
as long as I'm working on this guide. And try to make the subject something
relevant. 'Xenoblade Gem Guide' would be nice.
_______
Credits
_______
Sites
----- GameFAQs: THE resource for all things walkthrough.
- Xenobladedata: Fantastic data source.
- http://blog.daum.net/ftosslove/84: Rank V crystal location data was found
here, but there were a few errors that needed fixing up.
- Glass Giant: The ASCII Art header came from here.
Companies
--------- Monolith Soft and Nintendo: For one of the greatest RPGs I've played in a
long time.
People
------ Randomness097: Made some incredibly useful contributions to the Gem setup
section. Much appreciated.
- Mr. Mister: Thouroughly critiqued the guide and offered a list of fixes and
improvements which I duly incorporated. Also pretty much contributed the subsection on how to get Mega Heat Gems starting with one quality. For a full
list of improvements given, see the version history for version 1.33. Many
thanks!
- My girlfriend: For buying me this game, and just being great in general :P.
__________
Conclusion
__________
Dear Reader,
Well, here it is. I hope you enjoyed the guide and found it useful. If not and
you'd like to see it improved, please drop me an email.
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That's it for now guys--thanks for reading!
Zerokid