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Spirits mechanics

Attributes

Every spirit has one main attribute: power. This attribute counts as health points, magic points, and also stamina. In other words, a spirit's power decreases every time it attacks (20 points), every time it gets damaged (depending on enemy), every time it casts a spell (depending on the spell), and also every time it was supposed to defend Maria but failed to do so.

In the "Valor" menu, you can see the current attack attribute of attacker spirits, the current defense rate of defender spirits, and also the spell list of magic spirits.

Upgrading

Whenever Maria collects a fragment of hope, all her spirits level-up, too.

The hope-level of a spirit is different from Maria's. You can see that summoning Moja or Twana always requires an amount of dreams equal to half of Maria's hope. Instead, a spirit that was just recruited requires just one dream to be called.

Every spirit starts at hope-level 1 when recruited, and gains 1 hope-level every time Maria collects 1 fragment of hope. This walue is shown only in an indirect way: a spirit's summoning cost is equal to half its hope-level (rounded up). A spirit's power, too, depends on the spirit's hope-level.

In order to make your spirits as powerful as possible, you should try and collect any spirit in a dungeon (or whole chapter, for added challenge) before any fragment of hope in the same area.

Classification

  • Legend:
    • Top: spirits who can attack only;
    • Middle: spirits who can also protect Maria (defenders);
    • Bottom: spirits with several different skills (mages).
Triangle diagram summarizing the characteristics of the spirits

List of spirits

Attack spirits

There are six different attack spirits:

  1. Twana of the Spear
  2. Hugeslug of the Slug
  3. Wingrock Wingman
  4. Crystal Cyclops
  5. Magic axe Dwarf
  6. Hugefrog of the Frog

At any point in the game, you will be interested in two only of them:

  • The spirit with top attack: this is Moja, except during chapter 3, where the Hugeslug gets temporarily stronger; the strongest attacker can defeat any single enemy in one or two turns, but Maria will be attacked in the meanwhile.
  • The spirit with lowest summoning cost: this is always the last spirit collected; it allows to save Maria's dreams for a longer exploration; it is good to summon after Twana or the Elf (plus the mystical rope) blocked all enemies, to end the battle faster.

Defense spirits

They are two only:

  1. Red ring Halfing (because "hobbit" was already protected by copyright)
  2. Silver cup Centaur

They absorb damage directed to Maria. Their defense rate is lower than 100% (i.e. they may fail to defend Maria), and their power allows them to resist just a couple of turns.

Magic spirits

Twana of the lamp can learn all 24 spells in the game.

The Rapier Elf is so important that he (or she?) was drawn on the original game cover next to Twana and Moja. He learns five spells; in particular, her "dark" and "hold" spells have a far better success rate than the same spells cast by Twana. In other words, the Elf can effectively cast "hold" on all enemies, so that Maria will receive no damage and enemies will be unable to dodge Maria's attacks.

The Goldrock Gnome can learn five attack spells. He is a good replacement for Twana.