Saturday, June 7, 2025

SaGa Frontier - Emelia: Chapter 5

We'll start the next chapter off with exploring the items and abilities of rank 7. Having pushed through the Sewers and Natural Cave, you are undoubtedly past 7 and on your way to 8. Thankfully, rank isn't too much of an issue anymore as 7 creatures can still be found, although a bit rarer, once you hit the maximum rank of 9. First, let's head back to the the before-mentioned areas and the shortcut I hinted at to reach them. Fly to Mosperiburg from Koorong and climb the stairs through a few doorways to meet Virgil. Tell him you came for nothing and don't know who he is and the Ring Lord will banish you back down to the Natural Cave, near where you found the AngelArmor.
 
Make your way back to the cave where you found the Hide Rune and Quakeworm. Considerably weaker Wormbroods can be fought indefinitely there and hold, arguably, the best glove in the game: the HarmoniumBangle. It grants a +7 to physical defenses, which is only a few points lower than other gloves, but a fantastic +27 to heat, cold, electric, and force defense! Plus, it renders the bearer immune to sonic-based attacks! It's the perfect compliment to other physical-based armors and you can always return here to farm them for your characters! The Bangle gives a mec a +100 to HP and +20 Strength, also.
 
Note: You're likely to get several ShellShields while farming Wormbroods which could be nice if some of your characters are still using basic Bucklers. 
 
Have your monsters pick up the semi-rare, but mediocre, ElfShot ability from the Broods, also. If you happen to get PoisonGun, which is rarer than ElfShot from this enemy, that is a nice get, too, but not necessary as there is a better enemy later to learn it from.
 
Exit the Cave and back up to the Sewers. You'll recall I mentioned that the circular, first screen upon exiting the Cave, populated by female mystics that create other monsters, always produce level 7 encounters. Most of the time these are beast-types; which are what we want! Beast rank 7's are Unicorns and hold the invaluable LifeRain ability for monsters (The same as in Mesarthim's MellowRing). Every monster, unless they are deficient in LP (Sei's DeathLord, unfortunately...) should have this ability. It recovers HP to the entire party, sans themselves, at the cost of 1 LP. A fantastic emergency provision to always have at your disposal. Unicorn's can drop a rare accessory, the UnicornTear, as well, but we will find one later as treasure and it offers little value to the party.
 
Unicorns are a tremendous bonus to Mystics, also. Absorbing them into any weapon provides a +18 to Quickness, Intelligence, Will, and Charisma. While all three weapon type absorbs give great abilities, the Sword has MagicHeal and Glove the above-average, offensive SpreadBlaster. Lots of good stuff in this little area!
 
If you want additional StardustRobes, the female mystics that are creating the monsters in the area produce Succubus encounters that can drop them. They'll also cough up the great Magihats, too, but those are best gotten in Mu's Tomb. In addition, monsters can get the FireKiss ability from them, which is a much-more effective version of HPDrain/Bloodsucker if you are using them for undead monsters.
 
Regrettably, the fairies don't create undead or male mystic encounters which we need for our next set of rare items. You can go back down into the Natural Cave and use the exit to your lower-right, down the vine, to find a room with a few undead inside for farming. The deadly Lich monster holds the DarkRobe armor. It's largely forgettable, with awful defense other than for pierce, force, and status ailments, but even those are only +26. It does have +5 to Psychic and protection against blind, however.
 
Note: If you plan to take Emelia into Omble for the Shadow gift (Which has to be decided between it or the Light gift's dungeon), you can purchase a DarkRobe at a shop there.
 
The next two items we need to seek out male mystic enemies (My go-to is still the Lord Manor basement in Owmi). Look for the FatDevil's, that aren't much threat, but hold two rare items. The first is a +52 power sword, the TwiggyRod. Like The FiendRod, it comes with the FinalStrike ability, but the weapon is destroyed upon its activation. You can equip it to a mec for a +80 HP and +16 to Strength/Quickness, as well. A solid weapon.
 
Note: Succubus also drop TwiggyRods, but you're much more likely to land several of these from the FatDevil trying for the next item...
 
The FatDevil's Obsidian sword is, however, a gem and one of the best in the game. It comes with a +64 attack, which is higher than anything we are likely to have at the moment, besides King Sei's Kusanagi. Equipped to a mec, it bolsters them with a +200 HP and +25 Strength/Quickness. Excellent piece!
 
Note: One other additional rare item you can get at rank 7, is the Twin Dragon katana, but only if you want more than one as we will procure one as treasure later. It's got a +41 attack, so decide for yourself if you want to go after one now. The SickleBugs from the bug-type drop them, as well as the excellent GaleAttack and Oscillation skills for your monsters. In addition, excellent HyperScale armor is carried by them.
 
Here are my suggestions for Mystic weapons and abilities at rank 7. Recommended weapon type absorb, for the ability, is in parenthesis:
  • Unicorn (Beast): +18 Quickness, Intelligence, Will, Charisma (Sword/Glove)
  • Lich (Undead): +42 Intelligence (Boots)  
Monster Abilities:
  • Unicorn (Beast): MagicHeal (Sword), SpreadBlaster (Glove) 
  • SickleBug (Bug): Oscillation (Sword), TitasWave (Boots)
  • Cockatrice (Bird): Crystallizer (Glove)
Let's continue with the semi-finale of Emelia's story for our next stop. It's quick, simple, and will provide us with some Credits and an awesome accessory! Talk to Roufas at the Gradius hideout and he'll inform you that Trinity Base has a new commander and wants Emelia, solo, to infiltrate and throttle him for information on Joker and Cube. Probably to avoid being drugged and shipped off there again anyway, Emelia agrees and dons a new Commando outfit for the operation. Slip down the ladder and into the base via the left-side entrance. This place is now crawling with mecs, and Emelia is all alone, so it's in your best interest to avoid all of them, which is fairly simple, thankfully. If you're like me, and just have to eliminate everything, your fellow Gradius members will join up for your escape.
 
From the entrance, carefully evade the mec in the narrow corridor, then ascend the stairs covered by the yellowish light. If you want this to be extra-quick, you can just climb the stairs to the next level and fight the extremely likely rank 9 R&R guarding the door, but you can avoid this battle by approach from the opposite end of the base. To get there, exit to the lower-right, then use the elevator. Run through the mec-filled corridor and into the actual entrance to the base; using the red-lit stairs to move inward next. After the elevator, leave to the left, then use the lift, before the stairs, that the mec is near. This will carry you to to the passage containing the commander's room (The center door in the corridor). 

The new commander inside easily spills the beans that Joker has hightailed it to an old chapel in the mountains of Yorkland where he's attempting to decipher Cube's code. Trinity WANTS Gradius to kill Joker for them. Even more confusing is the revelation that Emelia personally knows who Joker is! Before leaving, the mysterious new commander gives Emelia the AngelBroach accessory and Roufas, Annie, and Liza rejoin the party. Limited to Emelia's game, the AngelBroach is the best all-around accessory in the entire game. It prevents mess, charm and angry statuses, with an exceptional +5 physical defenses and +15 to elemental. It is the perfect upgrade to any KrisKnife you have equipped.
 
With some extra help now, you can battle around the Trinity Base, but all of the rooms are deserted and everything is exactly the same as when you were last here. To find the Base's exit, return to your left (You can battle the mec that was guarding the opposite end by leaving to the right, though, if you want) and descend the lift. Exit to your lower-right, then use the elevator again, before the stairs, that brought you to this level. The Base's entrance is at the bottom of the stairs with the metal walkway. Go back and speak to Roufas to get 2500 Credits added to your funds. From here on out, the final dungeon of Emelia's scenario is open to her by talking to Roufas, but it's a one-way trip from which you cannot return to Koorong. There's still plenty of SaGa Frontier left to explore, though!
 
Note: Emelia's new Commando outfit provides no bonuses. Bummer. Also, save your Credits! There are two shops coming up that you will only have one chance to buy from.
 
Next, we're flying out to Luminous to complete the Light and Shadow magic gifts. With the Rune mastery already, completion of these will further open up other areas and characters to us. It's important to note that while both gifts can be obtained for your party, only the dungeon chosen for your main character's gift-type can be entered. (You can't forfeit your gift after one and enter the other). Also, only characters with at least one spell from that magic set can enter the dungeon with your main character; monsters and mecs cannot travel with you there, either. You'll need to choose wisely: both dungeons have at least one rare item, but the Shadow gift dungeon has a special shop (But not anything great) and you can recruit an additional Mystic character to join you there. When ready, purchase the cheapest magic spell of the type you want that character to receive the gift for, then ask the shop keepers about the gift to enter their unique dungeon.
 
Upon entering the shadow region of Omble, Emelia's own shadow makes a break for it and you'll have to track it down in order to obtain the gift. You can talk to the shadows in the area, one of which is of a man named Silence who apparently received some faulty intel and is stuck here. Agree to help and you'll have the option to recruit him once his shadow has returned to his body. Proceed further in using the northwest door.
 
The rest of the shadows in Omble are hostile, but the stationary ones hold treasures. Up the first set of stairs, and in the corner under the terrace, is a 200 Credits shadow. Work your way around the room, using the lower-right stairs, and through the door to the north on the upper-level that overlooked the Credits. 

In the following room, exit directly to your right and speak to the merchant shadow. Of note here are the ShadowDagger and DarkRobe; neither of which can be purchased outside Omble. The Dagger was a treasure back inside Mu's Tomb, but if you want more than one, this is your best opportunity. We talked about the DarkRobe earlier in the chapter, so buy one if you didn't get it as a drop already.
 
Use the left-side exit when back out into the previous room. Follow the narrow corridor and you'll enter a split room with multiple human-like shadows mulling about; one of which is Emelia's. Get near them and they'll flee to the opposite end of the room, through the wall. You only need to find Emelia's shadow, but that is rather difficult, so just send them all.
 
Hurry back to the center room and ascend up the steps to the north. A stationary shadow here contains a Magi-Water item; grab it and use the stairs. You're now on the eastern-side of the split room with the humanoid shadows again. This time, if you touch one that isn't Emelia, you'll be thrown into battle. You can just eliminate them all until you find the right one which will flee further in. Make absolutely sure you save your game before pursuing it!
 
The boss of Omble are identical Shades of your battle party; down to every piece of equipment and abilities. Needless to say: extremely deadly! Thankfully, they have the same HP as you, too, so if you can pull off your strongest abilities first, they're toast (Unless they deploy their shields!). In perspective, if one of the Shades has a LethalGun and uses TotalShot, or an Obsidian/ZeroSword and GaleSlash, you're in a lot of trouble! It's very easy to lose this battle, but most of the time the Shades will act totally random instead of using their best abilities. Destroy all of the doppelgangers and the Shadow gift is handed over to all the characters that ventured into Omble with you.
 
Once you're out of Omble with the gift, speak to Silence who you no doubt spotted lingering behind the pillar in the upper-right corner and he'll join with no dialogue, because he's, you know, silent. A Mystic, and IRPO member like Fuse, he comes with the unique one-of-two HandBlaster weapon. As you might expect, Silence cannot obtain the gift for Shadow magic, but is prime for the Light gift. Fellow Mystic, Mesarthim, is terrified of Silence, so if you haven't recruited, or gotten the SeaStone item from her already, him being in your party usually closes that door for good. This is normally the case, but I am unsure if having Asellus, which is unique to Emelia's game, takes precedent over Silence being in your party and will still join/give you the accessory despite that.
 
With the gift for Shadow magic, your characters can now learn the following new spells:
  • DarkSphere: This is a a force-based attack spell, in the vein of Lifewave, however, the sphere size and damage increases upon the combination of the character's Intelligence, Will, and Psychic stats making it very effective to a magic-based character. Besides that, DarkSphere has a very unique side-effect of canceling any statistical buffs an enemy uses on itself.
  • ShadowServant: This incredible spell, essentially, creates a double for your character that mimics their attack! Double damage! It will protect the character from the next enemy attack also, but then dissipates and needs to be recast. It takes a hefty 9 JP to cast, however. It will not mimic the DSC, just to note.

Those destined for the Light gift have to first solve the puzzles of the Luminous Labyrinth. For whatever reason, you can't save or look at your items in the menu when inside. The general idea is you have to guide the beam of light, via stationary and rotational mirrors to the sigil on the door to open it. Later, prisms come into play.

In the first puzzle room, simply turn the center mirror, then the one to the upper-left. 
 
A prism comes into play for the second puzzle. Walk north a bit and take the prism off its pedestal and place it in the location of the screenshot above. Flip the northwestern-most mirror, closest to the double sigil doors in the far-upper corner. Next, activate the mirror directly to the left of where you set the prism. Lastly, flip the mirror to the upper-right of the prism to break open both doors and proceed further.
 
The third, and final, puzzle room now has stationary prisms and multi-colored beams, but is fairly simple to navigate with direction. Directing the various colored beams to the northern-most sigil produces either a battle, item, or the completion of the dungeon when touched. The first color, dark blue, has an encounter with an elusive artifact-type monster. All you need to do is flip the mirror seen above once without touching anything else.
 
To get the next color, light blue, leave the dark blue beam pointing towards the sigil, then activate the mirror in the screenshot above. This nets you a rare Moonlight Robe. It's not bad at all: with +27 pierce, electric, force, and ailment defenses, but only +17 for slash/blunt/heat. It shines against cold, however, with a robust +62 while also giving bonuses of +8 to Psychic/Charisma and protects against palsy and sleep. For those that went to Omble, or want more than one, this is available as a monster drop at rank 8.

For the color yellow, keep the light blue beam focused on the sigil and flip the mirror in the screenshot to turn the beam yellow where you can collect 400 Credits. 
 
Next, rotate the mirror that you used to turn the beam light blue, which was down and to the left of the sigil, to turn the beam red. The red beam throws you into a battle with an ultra-rare giant-type monster. This would be extremely useful if we could one, save, and two, bring monsters, but since neither are options, it's mostly an anomaly.
 
The light still red, collect the prism located in the lower-right of the room and place it in the location of the screenshot above. This turns the beam purple and you can snag a SanctuaryStone item. Finally, to acquire the Light magic gift and exit the Labyrinth, simply trigger the mirror, again, that is down and to the left of the sigil to turn it dazzling white.
 
Note: I've never understood the purpose of the small room on the eastern-side. No matter what color light you direct into it, nothing happens. Left on the cutting room floor?
 
Accepting the Light gift makes possible two new, incredibly powerful spells to learn:
  • LightSword: At first glance, using a spell to create a sword seems like a waste of a slot and turn, however, this spell is absolutely amazing! Not only does it have a power of 80, but it boosts all your stats by +10! You don't even need to use the sword itself; just have it available to reap the benefits. Cast LightSword, then SoulRune/Awakening for a serious statistical advantage. Furthermore, the LightSword has its own innate Deflect ability that activates based upon the user's Intelligence, Will, and Psychic unlike the typical ability. It's even able to activate for Mystics who cannot use abilities like Deflect normally. Remarkable!
  • MegaWindblast: A powerful, all-encompassing spell that is comprised of heat, cold, and electric elements, but still extremely damaging even against an enemy with one of those resistances. It's costly at 9 JP, though.
Having completed either gift's dungeon, ask about the opposite side's gift and the characters who have a spell of that magic learned will automatically acquire the gift by themselves due to your main character being barred from entering the opposing region.
 
Note: If you plan to recruit Fuse or the Mystic, TimeLord, wait for them to join before you send your other characters to obtain the gift opposite of your main character; otherwise, they will be forever left without a gift for either magic type!
 
Now that we have the Rune and Light/Shadow gifts, the areas for Time and Space magic become available. We'll start with Space magic since it is quick to complete. Fly to Devin and head for the shrine atop the huge flight of steps in the eastern-end of town. Talk to the purple-haired girl and ask about Space magic to be whisked away to Kylin's (Kyrin in the menu) Paradise. You're now in some sort of Candyland-like utopia complete with frolicking youngsters. The "tent" with the flower-like thing on top of it in the northeast of the starting screen is where Kylin dwells. This horse/unicorn thing asks if it can test you; agree and you're sent to a sugary hellscape in the form of a maze. Walk across the waffle-like platforms to the east and pass through the purple-ribbon'd passage.
 
There are two different exits on this screen; take the doorway down and directly behind the one you entered from. You're now in this bizzaro space seen above. Exit north, then west, and pick up the shamrock-shaped key (Not an inventory item) on the circular platform. Return back into the space, then south, west, and back out. Follow the straightforward paths to a locked door that opens with the key you just found. Passing through the doorway puts you underneath the walkways!
 
You only have one direction you are allowed to move when walking upside down. When you reach the above screen, passing through the underside of the center door resettles you topside. Search the vase at the bottom of the walkway to shrink your character down to enable them to pass through the smaller doors you have seen scattered around. Exit via the tiny door and wrap around the familiar area to the other small door on the opposite side. You're then in a different space-like corridor that is pinkish. Exit west, then south.
 
Activating the lever on this platform slides open the teacup in the lower area, allowing access. Heading back, leave east, then south, and squeeze through the last tiny doorway at the bottom of the screen. Climb across the teaspoon and jump in the teacup to catapult to a higher area. Follow the candy-laden path across to the upper-left and pass through the pearly gates to exit the maze and meet Kylin once again.
 
Kylin agrees to listen to your plight which prompts you to either ask it to join your party or "don't bother". The latter opens up a magic shop where the beast will sell you lesser Space-type magic. You must choose one or the other. Joining your party, Kylin is a monster-type, who comes in possession of every Space magic spell in the game, including those not available for sale, but they have to be handled as monster abilities which is a major negative. This late into the game, it's also a challenge to raise Kylin's prime HP by seeking out monster abilities that are hard to come by at higher battle ranks.
 
The KylinJr form, itself, which you can stabilize by keeping its one-of-a-kind Kylin'sSong (Boosts Quickness/Will of entire party) ability, is solid, but its statistics, and hidden equipment, change after transforming to a different monster, then back to KylinJr a second time. These statistics are noted in the screenshot above. KylinJr's special form's equipment makes it strong against heat, ailments, and completely protected against palsy, sleep, psychout, gaze, sonic, ground, instant-death, AND water-based attacks. Needless to say, you'll want to keep Kylin in its Jr form if you draft it into your party.
 
Below is an overview of Space-type magic spells:
  • Light/DarkShift: Both of these alter the battlefield affecting a multitude of factors, none of which are worth carrying it on Kylin or a spell slot. The most common use would be to add/negate the HP regeneration of monsters using Death/Photosynthesis. You can get rid of these with other abilities like DirtyFang and sometimes TrickShot. DarkShift is limited to Kylin, but I'd dump it anyway.
  • VaporBlast: Single-target, piercing-based attack spell that is very solid for 1 JP. It will heavy damage any floating monsters, also. Always keep this on Kylin!
  • Vanish: Attempts to cause faint/instant-death on one enemy. Good for high-rank enemies that are actually susceptible to it like Krakens. Worth keeping on Kylin, but it has a negative in the fact that you won't receive any Credits/items from a monster defeated by it.
  • Vortex: This spell cancels every effect, positive, negative, and any status changes on both friend and foe. It's only useful for status effects on your party, honestly, because DarkSphere already does damage and cancels positive effects when it is needed. Even though this is Kylin-only, I'd considering getting rid of it. If you want to remove status effects from the party, teach it MagicHeal instead, but it's still a useful spell you can never get back.
  • ReverseGravity: A blunt-based spell, that can stun, against all enemies. Solid spell and should be kept on Kylin always.
To get out of Kylin's Paradise, speak to the girl at the bottom of the circular platform. She graciously disposes of you at the bottom of the Koorong Sewers, however, now that the advanced magic areas are open, Virgil in Mosperiburg will no longer dump you down to the Natural Cave anymore to use as a shortcut, but you can use this option from Kylin's Paradise instead by going back through the shrine at Devin. Speaking of Virgil, to seek out Time magic now, head for Mosperiburg and his throne room.
 
Question Virgil about Time magic and he'll send you to the TimeLord's Region. Unfortunately, time itself has become frozen here and you cannot interact with anything. The Region is linear and without threat or items, so make your way through the area until you come across the culprit: a broken hourglass. Examine it, then turn back to the entrance and step on the glyph to return to Mosperiburg.
 
Virgil says you can repair the hourglass by getting a SandVessel from someone named Gozarus in Facinaturu; specifically, a village called Rootville. Before you agree to leave for the region, be aware you can only visit Facinaturu once and it is your one chance to purchase Mystic magic, so have Credits on-hand. The Mystic magic shop is the building to your upper-right, from the center of Rootville. GlassShield is, as always, amazing and PhantasmShot is solid, as well, but keep in mind that Realm and Mystic magic cannot coexist, so a character can only have one or the other.
 
Gozarus' workshop, to the left-center of the Mystic shop, presents an incredibly difficult decision. See, Gozarus trades items for your main character's LP. Yikes. One of which is the SandVessel item (Which will turn into an accessory soon) that is needed to reactivate TimeLord's Region. It costs 1 LP, and you don't have to buy it, but without it you cannot fully explore TimeLord's Region. Even if you don't want to purchase basic Time magic or to recruit TimeLord, you still want to get the SandVessel simply because TimeLord's Region becomes a haven for easily farming rare items and monster abilities that would otherwise cause you a great headache to find (Like Riki and T260's games...).
 
Compounding matters are the Asura sword and Tao-TiehPattern accessory you cannot find anywhere else in the game. You can forget about the ShadeRobe (Asellus came equipped with one, plus is available as a drop at rank 8). The Tao-TiehPattern isn't worth 1 LP, nonetheless 2. It does provide a +23 to force/ailment defense and negates psychout attacks, but that's it. I only consider this with a high LP character for completion.
 
The Asura is the best sword in the entire game for Mystics, and as potent for humans, too. Just equipping it boosts all your statistics by +7, comes with an attack of 60, and can inflict instant-death with its basic attack! With the sword drawn, if an enemy directly attacks you, the character automatically counters with the devastating AsuraRevenge that can instantly kill and cause heavy damage. The downsides, besides the LP loss to obtain it, is the Asura's unique attack requires 4 WP to use and it cannot spark any sword abilities other than Deflect (You can still use other sword abilities with it, however). If given to a mec, they receive a +150 HP and +30 to Strength/Psychic. You can see why this weapon could conceivably be worth 3 LP, but think long and hard before deciding.
 
Personally, I can't resist taking the Asura with Emelia and giving to Zozma, one of my favorite characters. The red blade of the Asura looks fantastic with him! This will leave Emelia with 5 LP, however. Emelia has the second-most maximum LP of all the main characters, tied with Red at 9 (Lute has 10), and not including T260 and Riki who cannot visit Facinaturu. It's an incredibly tough decision. Ideally, you would want take the Asura in Asellus' game, who can get it extremely early and has many Mystic allies, but this would leave her with only 4LP. Lute is the best choice, though, but I prefer to saddle him with the Tao-TiehPattern just to have the item on one of my save files.
 
The perfect scenario for all of Gozarus' items is if you are playing Blue. Near the end of his scenario, you can have him intentionally lose to Rouge in the magic duel and thus have Rouge take over as the main character. Beforehand, Blue can sacrifice all of his LP for the Asura and Tao-TiehPattern, then lose and become Rouge, and Rouge will all of his LP intact. Sneaky, but effective! Anyway, enough about this...
 
When ready to leave Facinaturu (Once you bought the SandVessel, you can never return) take the stairs next to the lower-left building into the tavern. Ask the pilot inside for help and he'll direct you to a secret, underground passage that you can enter into from the house below the tavern. The slime inside will slide the bookcase aside revealing the entrance to the Facinaturu Floor dungeon. There are no items to find here, and it is straightforward with no differentiating paths, so battle your way through southwest to find the pilot and his plane waiting. Back in Koorong, return to Virgil in Mosperiburg to be sent back to TimeLord's Region. At the base of the hourglass, collect sand into the Vessel, then jump from above onto the hourglass to bring the Region back to life. The SandVessel item then becomes an accessory that protects against stone, but only a paltry +18 to force/ailment defenses. If equipped, the QuickSand ability is able to be used, also, that can damage and potentially stun enemies, but the area-of-effect is limited to around the user.
 
With the hourglass fixed, through the door to the northeast, you can now inspect the drawbridge to lower it and enter TimeLord's chambers. As with Kylin, you have the choice for TimeLord to join your party, or to purchase basic, Time-based magic from him, but not both. TimeLord is a fantastic member of your group, generally, due to the brokenness of the OverDrive spell that only he has access to (Outside of Blue's game), however, this is tremendously stifled in Emelia's game because he cannot access the Rune gift and the StasisRune spell. Without StasisRune, TimeLord is much-less desirable of a recruit.
 
Below is an overview of Time-type magic spells. Time and Space magics are polar-opposites, so you can only have one of the either types on a single character. 
  • TimeLeap: This spell attempts to cancel the enemy's turn; like stun, but it can effect enemies that usually immune to it. However, Quickness is needed to perform it before the opponent's turn or it's useless.
  • TimeEclipse: Attempts to turn one enemy to stone, and if it fails to do so, causes force-based damage and lowers their Quickness. An excellent spell for taking out high-rank monsters lacking stone immunity, which is most!
  • TimeTwister: Casting this on an ally allows them to preform their schedule attack twice in a row (Even the DSC). It does not need to occur before the targeted character's turn, either, as they will repeat their attack at the end of the turn. This spell is limited to TimeLord.
  • DelayOrder: Lower's one enemy's Quickness. Might as well try TimeEclipse.
  • ChaosStream: A force-based spell that targets all enemies for damage and attempts status effects including stone, palsy, blind, and possibly others.
  • OverDrive: In most games, the best spell you can have coupled with StasisRune, which as stated, TimeLord lacks in Emelia's scenario. For a full explanation on how ridiculous OverDrive/StasisRune is, head back to the Prologue chapter. OverDrive gives the caster upwards of 8 turns in a row, depending on a combination of their Intelligence, Will, and Psychic stats. When OverDrive ceases, the character is stripped of all their WP, JP, and bullets, so the vanilla spell is one-and-done for the character since you cannot use Mag-Waters in battle. I recommend using it in case of emergencies without StasisRune when defeat is immanent. Consider a rank 9 Suzaku as a Mystic weapon absorb to increase the statistics effecting OverDrive. Obviously, this spell is TimeLord-only.
Arguably, for completionists, the best reward for going through all this trouble is the unsealing of the monsters sitting upon the constellation glyphs throughout the Region. All of the TimeLord Region's battles produce the same monsters each time; both weak and strong, making it ideal for targeting monsters for drops and abilities with the certainty you don't get from regular battles. I will cover these in detail in an upcoming chapter, but if you want to get to work right now, you can jump ahead to Chapter (Placeholder). You can always get back to the Region by visiting Virgil in Mosperiburg anytime.