

Her primary stats areįinal party member, Lippi, is something of a Red Mage. Necessary in this encounter, and you won't be doing it in every fight Recommends that you cast Protect on Frea, but that isn't really (1d8, 2d10, 1d12, 1d20.) In general you're looking at 40-50 MP at least,Įnough to supply two or more rounds of continuous casting. You want to use the Meditate skill to accrue MP. It's usually a waste of her turn to be attacking physically, so instead While Frea can acquire MP in the traditional ways,

Unlike with that Mage though, none of her buffs are bugged, so goĪhead and rely on spells like Arms Lore and Enhance Attack to power up That does make her a Black Mage-a Final Fantasy I Black Mage, Improving the offense, defense, accuracy and evasion of your damageĭealers, making her a very central character to the party. The Goblin Hunter, so attacking the Goblin takes priority.īuffs are the key to combat. Your accuracy is higher versus the Goblin rather than The start of a fight, then improve accuracy with skills or magic and goįor example, in the first fight you can open byĪttacking with Lippi to fill his MP, then casting Focus to give himĮnhanced Accuracy. With an attack raises MP that can then be used on skills to improveĪccuracy, it's important to attack targets that you can hit reliably at Your projected damage, and your chance to hit. When you attack or use an offensive magic or skill, there are two factors Ending after taking just one action will not have this effect, but you may want to do so in some fights to conserve MP. At any time you can End Turn if you end without taking action, the character's ATB bar will stay filled and their next turn will come more quickly. Then there's Skills, which are an entirely separate action in their own right. Attack, Magic and Items are one group of action, and once one of those is chosen, they cannot be chosen again until the next turn arrives. Each time you complete your character's turn, their bar drops to 0 and begins to fill up again.Įach character can take between 0 and 2 actions in a turn, but they cannot use an action twice in the same turn. Characters gain MP when their attacks hit, when they take damage and through the use of certain skills.
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Each character also has their own pool of Hit Points and Magic Points HP is always restored to full after each battle, while MP stays at what it was at the end. Each character has their own time bar in battle, colored in green, which steadily fills up relative to their Weight stat. To cover the system in detail, Crimson Shroud relies on a combination of the Active Time Battle system now familiar to RPG enthusiasts, and on less standardized fare.
