Enemy Library
(Vagrant Story)

e-mail: xo_pitseleh@hotmail.com

Other Pages:
Index
Finding Weapons and Armor
Enemy Library
Weapon and Armor Combinations
Damascus Weapons and Armor
Japan » U.S. Name Changes
Treasure Chest Locations and Contents
Workshop
Weapon Combination Chart


Enemy Strategies


Notes Before Starting:
-The info on enemies in Iron Maiden B22-B3 is a bit sketchy since Vagrant Story Ultimania doesn't provide information on those areas. Which is kinda stupid for a guide book that claims to be for the "ultimate maniac" of Vagrant Story. Thanks to Jay Tilton's Vagrant Story guide for the info on enemies from the second playthrough.
-If you don't want the identity of thee final boss spoiled, don't look at the stuff in yellow.
-The best place to Chain Attack on an enemy may or may not be the best place to use a Normal Attack attack, Break Art, or Magic. I try to take that into consideration when choosing stuff for the Ideas column and which limb to choose when two or more are tied for the Best Chain Hit %.
-Consider the Affinities of your weapoon before using the Ideas column. If I suggest attacking an enemy with Earth and the Earth affinity on your weapon is like -30 then you may want to attack the enemy using a different weapon. I'm just going to assume that you're using a weapon with fairly equal Affinities.

Enemy

Class

HP

Weakest vs.

Strongest vs.

Best Chain
Hit %

Ideas

Air Elemental A Phantom

380

Blunt, Earth Pierce, Air, Fire Head Earth » Head
Air Elemental B Phantom

230

Blunt, Earth Pierce, Air, Fire Head Earth » Head
Arch Dragon Dragon

790

Edge, Dark Blunt, Light Head Dark » Head
Basilisk Beast

120

Pierce, Air Blunt, Earth Body Parylize, Air » Body
Bat Beast

40

The Toughest Enemy in the Game?
Bejart Human

190

Pierce Blunt, Edge, Light Body Parylize, Poison, Physic » Arm
Blood Lizard Dragon

250

Pierce, Air Blunt, Water Body Air » Arm
Crimson Blade A
(Spatha)
Human

152

Blunt, Magic Pierce Any Parylize, Anything » R. Arm
Crimson Blade B
(Gastraph Bow)
Human

148

Blunt, Magic Pierce Any Parylize, Anything » R. Arm
Crimson Blade C
(Rapier, Gradius, Norse Sword)
Human

185

Edge, Blunt Pierce Legs Parylize, Edge » R. Arm
Crimson Blade D
(Battle Axe)
Human

192

Edge, Pierce Blunt Legs Parylize, Pierce » R. Arm
Crimson Blade E
(Langdebeve, Glaive)
Human

187

Blunt, Pierce Edge Legs Parylize, Blunt » R. Arm
Crimson Blade F
(Guisarme, Short Sword,
Firangi, Katana)
Human

190

Pierce, Blunt Edge Legs Parylize, Pierce » R. Arm
Crimson Blade G
(Footmann's Mace, Large Crescent, Tabarzin)
Human

194

Edge, Pierce Blunt Legs Parylize, Edge » R. Arm
Crimson Blade H
(Footman's Mace 2h,
Target Bow, Scorpian)
Human

193

Blunt, Edge Pierce Legs Parylize, Blunt » R. Arm
Crimson Blade I
(Falchion, Schianova,
Shotel)
Human

205

Edge Blunt, Pierce Legs Parylize, Edge » Legs
Crimson Blade J
(Sabre Halberd, Tabar, War Hammer)
Human

208

Pierce Edge, Blunt Legs Parylize, Edge » Legs
Crimson Blade K
(Cranequin, Gloomwing, Trident)
Human

210

Blunt Pierce, Edge Legs Parylize, Edge » Legs

Enemy

Class

HP

Weakest vs.

Strongest vs.

Best Chain
Hit %

Ideas

Dao Phantom

500

Blunt, Air Edge, Earth Head Air » Body
Dark Crusader A Evil

380

Pierce, Air Blunt, Fire, Dark Legs Silent, Air » Legs
Dark Crusader B Evil

540

Pierce, Air Blunt, Fire, Dark Legs Silent, Air » Legs
Dark Elemental A Phantom

380

Blunt, Light Pierce, Dark Head Light » Head
Dark Elemental B Phantom

230

Blunt, Light Pierce, Dark Head Light » Head
Dark Eye Phantom

95

Blunt, Pirece, Light Edge Body Light » Body
Dark Skeleton Undead

150

Blunt, Earth, Light Pierce, Dark Head Parylize, Light » Head
Death Evil

350

Any Weapon, Dark Light, Magic Body Physic, Dark » Arms
Djinn Phantom

500

Blunt, Earth Edge, Air Head Earth » Body
Dragon Dragon

480

Pierce, Edge Blunt Head Physic » Head
Duane Human

265

Edge Blunt, Pierce, Light Legs Physic » Head
Dullahan A Evil

190

Pierce, Light Blunt, Dark, Fire, Water Arms Silence, Light » Arms
Dullahan B Evil

150

Pierce, Light Blunt, Dark, Fire, Water Arms Silence, Physic » Arms
Earth Dragon Dragon

510

Air, Edge Blunt, Earth Tail Air » Head
Earth Elemental A Phantom

380

Blunt, Air Pierce, Earth Head Air » Head
Earth Elemental B Phantom

230

Blunt, Air Pierce, Earth Head Air » Head
Fire Elemental A Phantom

320

Blunt, Edge, Water Pierce, Fire Body Water » Head
Fire Elemental B Phantom

230

Blunt, Edge, Water Pierce, Fire Body Water » Head
Flame Dragon Dragon

750

Pierce, Water Blunt, Fire Head Water » Head
Gargoyle Evil

120

Pierce, Earth Blunt, Dark Head Earth » Head
Ghast Undead

125

Pierce, Fire, Light Blunt, Water, Dark Head Parylize, Light » Arm
Ghost A Phantom

66

Edge, Dark, Magic Blunt, Light Arm Silence, Dark » Arm
Ghost B Phantom

46

Edge, Dark, Magic Blunt, Light Arm Silence, Dark » Arm
Ghoul A Undead

115

Pierce, Light, Fire Blunt, Dark, Water Body Parylize, Light » Body
Ghoul B (1 arm) Undead

78

Pierce, Light, Fire Blunt, Dark, Water Body Parylize, Light » Body
Giant Crab Beast

420

Blunt, Air Edge, Pierce, Water Arm Poison, Air » Arm
Goblin Human

220

Edge, Air Blunt, Earth Arm Parylize, Poison, Air » Arm
Goblin Leader Human

260

Blunt, Air Edge, Earth Body Silent, Parylize, Air » Arm
Golem Evil

240

Blunt, Wind Pierce, Earth Body Air » Arm
Gremlin Evil

190

Blunt, Water Edge, Fire Legs Silent, Water » Arms
Grissom Human

280

Edge, Earth Pierce, Air, Light Legs Air » Legs
Harpy A Beast

205

Pierce, Light Edge, Dark Legs Light » Legs
Harpy B Beast

210

Pierce, Light Edge, Dark Legs Light » Legs
Hellhound Beast

110

Pierce, Water Edge, Fire Body Water » Body
Ifrit Phantom

500

Blunt, Water Edge, Fire Head Water » Body
Imp Evil

150

Edge, Light Pierce, Dark Arm Light » Arm
Iron Crab Beast

375

Blunt, Fire Edge, Water Body Fire » Body
Iron Golem Evil

420

Air, Blunt Pierce, Earth Chest Air » Chest
Kali Human

500

Edge, Air Pierce, Earth Mace Arm Air » Mace arm
Killer Fish Beast

95

Edge, Earth Pierce, Air Body Parylize, Earth » Body

Enemy

Class

HP

Weakest vs.

Strongest vs.

Best Chain
Hit %

Ideas

Last Crusader A Evil

480

Edge Pierce, Magic Arm Silent, Physic » Abdomen
Last Crusader B Evil

400

Edge Pierce, Magic Arm Silent, Physic » Abdomen
Lich Evil

120

Weapons, Light Dark Body Light » Arms
Lich Lord Evil

285

Any Weapon Magic Arm Any Weapon » Arm
Lizard Man A Dragon

240

Pierce, Air Blunt, Water Body Parylize, Poison, Air » Arm
Lizard Man B Dragon

195

Pierce, Air Blunt, Water Body Parylize, Poison, Air » Arm
Marid Phantom

500

Blunt, Fire Edge, Water Head Fire » Body
Mimic Beast

120

Pierce, Fire, Air Blunt, Water, Light Tail Poison, Flame Sphere
Minotaur Beast

278

Edge, Fire Blunt, Earth, Water L. Leg Fire » Head
Minotaur Lord Beast

540

Edge, Light, Earth Blunt, Dark, Fire Chest Light » Chest
Minotaur Zombie Undead

680

Edge, Fire Blunt, Water Body Fire » Body
Mummy Undead

95

Edge, Wind, Light Blunt, Dark, Water Body Parylize, Air » Body
Neesa Human

450

Edge, Pierce, Physic Blunt, Magic Body Silent, Physic » Arms
Nightmare Phantom

500

Blunt, Light Edge, Dark Head Light » Body
Nightstalker A Evil

260

Pierce Dark, Water, Light Abdomen Silent, Physic » Abdomen
Nightstalker B Evil

180

Pierce Dark, Water, Light Abdomen Silent, Physic » Abdomen
Ogre A Beast

540

Pierce, Edge, Fire Blunt, Earth Body Silent, Fire » Body
Ogre B Beast

370

Pierce, Edge, Fire Blunt, Earth Body Silent, Fire » Body
Ogre Lord A Beast

565

Pierce, Edge, Fire Blunt, Light, Earth Body Silent, Fire » Body
Ogre Lord B Beast

380

Pierce, Edge, Fire Blunt, Light, Earth Body Silent, Fire » Body
Orc Human

240

Blunt, Water Pierce Arm Parylize, Poison, Water » Arm
Orc Leader Human

280

Edge, Water Blunt Body Silent, Parylize,Water » Arm
Poisonous Slime A Beast

75

Pierce, Fire Blunt, Earth Body Fire » Body
Poisonous Slime B Beast

112

Pierce, Fire Blunt, Earth Body Fire » Body
Quicksilver Evil

120

Edge, Light Pierce, Water Arm Silence, Parylize, Air » Arm
Rosencrantz Human

480

Any weapon, Air Dark, Magic Right Arm Air » Right Arm
Sarjik Human

180

Edge, Earth Blunt, Pierce, Light Body Parylize, Poison, Earth » Body
Shadow Evil

165

Blunt, Fusions Pierce, Light, Dark, Physic Body Magic » Body
Shrieker Evil

160

Pierce, Air, Dark Blunt, Light, Water Left Arm Air » Right Arm
Silverwolf Beast

75

Pierce, Water, Light Dark, Fire Body Hit it with something.
Skeleton Knight Undead

160

Blunt, Light Pierce, Dark, Wind Head Parylize, Air » Head
Skeleton A Undead

125

Blunt, Light Pierce, Dark Head Parylize, Light » Body
Skeleton B (1 arm) Undead

116

Blunt, Light Pierce, Dark Body Parylize, Light » Body
Sky Dragon Dragon

670

Pierce, Earth Blunt, Air Head Earth » Head
Slime A Beast

40

Pierce, Fire Blunt, Earth Body Fire » Body
Slime B Beast

60

Pierce, Fire Blunt, Earth Body Fire » Body
Snow Dragon Dragon

720

Edge, Pierce, Fire Blunt Tail Fire » Head
Stirge Beast

90

Pierce, Earth, Light Blunt Body Numb, Earth » Body
Tieger Human

540

Blunt, Pierce, Physic Edge, Magic Body Silent, Physic » Arms

Enemy

Class

HP

Weakest vs.

Strongest vs.

Best Chain
Hit %

Ideas

Water Elemental A Phantom

400

Blunt, Edge, Fire Pierce, Water Head Fire » Head
Water Elemental B Phantom

230

Blunt, Edge, Fire Pierce, Water Head Fire » Head
Wraith Phantom

120

Edge, Light Blunt, Dark Arm Physic » Arm
Wyvern Dragon

340

Edge, Blunt Pierce Tail Physic » Tail
Wyvern Knight Dragon

525

Blunt Pierce, Magic Tail Pierce » Tail
Zombie A Undead

145

Pierce, Fire Blunt, Dark Body Parylize, Light » Body
Zombie B (1 arm) Undead

120

Pierce, Fire Blunt, Dark Body Parylize, Light » Body
Zombie Fighter Undead

135

Pierce, Light, Fire Blunt, Dark, Water Head Parylize, Light » Body
Zombie Knight A Undead

152

Pierce, Light, Fire Blunt, Dark, Water Head Parylize, Light » Body
Zombie Knight B (1 arm) Undead

141

Pierce, Light, Fire Blunt, Dark, Water Body Parylize, Light » Body
Zombie Mage Undead

135

Edge, Fire, Light Blunt, Dark, Earth Head Silence, Fire » Arm
Asura Human

999

Edge, Blunt, Air? Pierce, Earth? Arms? Edge, Blunt, Air » Mace Arm
Damascus Crab Beast

500

Blunt, Fire? Water, Pierce, Edge? Body? Fire » Body?
Damascus Golem Evil

560

Blunt, Air? Pierce, Earth? Arms? Air » Arms?
Dark Dragon Dragon

850

Pierce, Light? Edge, Dark? Head, Tail? Light » Head?
Dragon Zombie Undead

500

Pierce, Light? Blunt, Dark? Head, Tail? Light » Head?
Guildenstern 1 Evil

540

Blunt, Pierce Light, Dark Body? Blunt, Edge » Legs, Body
Guildenstern 2 Evil

666

Any Weapon Light, Dark Body, Chest? Edge » Body, Chest
Ogre Zombie Undead

620

Pierce, Fire, Light Blunt, Dark, Earth? Body? Light » Body, Arms?
Ravana Human

750

Edge, Air? Pierce, Earth? Arms? Air » Top L. Arm?
Wyvern Queen Dragon

700

Blunt, Fire? Pierce, Light, Dark? Head, Tail? Fire » Head?
Sources:
¹ Vagrant Story Ultimania by Studio BentStuff & DigiCube, 2000
² Vagrant Story Enemy Equipment and Combination Guide v2.1 by Jay Tilton from: www.gamefaqs.com


Enemy Immunities


Notes Before Starting:

-Break Arts listed here will still do damage to an enemy even if it is immune to the status effects of the Break Art.

Various Immunities

Poisn

=

Poison Mist, Snake Venom, Vile Scar
Parlyz

=

Paralysis Pulse, Shadowweave, Thunderwave, Stun Cloud
Silnt

=

Dulling Impact, Silence
Stun

=

Numbing Claw, Glacial Gale, Quickshock, Vertigo
Curse

=

Curse, Accursed Umbra
Str -

=

Degenerate
Int -

=

Psychodrain
Agl -

=

Leadbones
Equip -

=

Tarnish, Scythe Wind
HP -

=

Drain Heart
MP -

=

Drain Mind
Fusion

=

Spark Fusion, Frost Fusion, Luft Fusion, Soil Fusion
Guard

=

Pyro Guard, Aqua Guard, Aero Guard, Terra Guard
Death

=

Death caused by "Exorcism" or "Banish"
Atk Magic

=

All attack magic


Notes Before Starting:
-An "X" marks an immunity. -If you don't want the identity of thee final boss spoiled, don't look at the stuff in yellow.
-Exorcism works only on Undead enemiess. Banish works on all other classes of enemies.
-Minotaur Lord is immune to Drain Mindd and Death on the first encounter only.
-Even though an enemy may be susceptabble to say, MP - (the spell "Drain Mind"), it may or may not be very effective. For example, Drain Mind is a Dark affinity spell and so is very effective on enemies with low Light affinity such as a Quicksilver. However, there are other enemies which, although susceptable to MP -, are able to resist spells like Drain Mind because of their high Light affinity such as a Shrieker. So you should also consider the Affinity of the spell you're using.

Enemy

Immunities

Poisn

Parlyz

Silnt

Stun

Curse

Str -

Int -

Agl -

Equip -

HP -

MP -

Fusion

Guard

Death

Atk Magic

Air Elemental A

X

 

X

 

X

     

X

 

X

X

X

X

 
Air Elemental B

X

 

X

 

X

     

X

   

X

X

   
Arch Dragon

X

X

 

X

 

X

   

X

 

X

X

X

X

 
Basilisk                

X

   

X

X

   
Bat                

X

   

X

X

   
Bejart                              
Blood Lizard  

X

                         
Crimson Blade A
(Spatha)
                             
Crimson Blade B
(Gastraph Bow)
                             
Crimson Blade C
(Rapier, Gradius, Norse Sword)
                             
Crimson Blade D
(Battle Axe)
                             
Crimson Blade E
(Langdebeve, Glaive)
                             
Crimson Blade F
(Guisarme, Short Sword,
Firangi, Katana)
                             
Crimson Blade G
(Footmann's Mace, Large Crescent, Tabarzin)
                             
Crimson Blade H
(Footman's Mace 2h,
Target Bow, Scorpian)
                             
Crimson Blade I
(Falchion, Schianova,
Shotel)
                             
Crimson Blade J
(Sabre Halberd, Tabar, War Hammer)
                             
Crimson Blade K
(Cranequin, Gloomwing, Trident)
                             
Enemy

Immunities

Poisn

Parlyz

Silnt

Stun

Curse

Str -

Int -

Agl -

Equip -

HP -

MP -

Fusion

Guard

Death

Atk Magic

Dao

X

 

X

 

X

 

X

 

X

 

X

X

X

X

 
Dark Crusader A

X

X

               

X

 

X

X

 
Dark Crusader B

X

X

                   

X

   
Dark Elemental A

X

 

X

 

X

     

X

 

X

X

X

X

 
Dark Elemental B

X

 

X

 

X

     

X

   

X

X

   
Dark Eye    

X

 

X

 

X

 

X

   

X

X

   
Dark Skeleton

X

               

X

X

       
Death

X

 

X

 

X

X

X

X

     

X

X

X

X

Djinn

X

 

X

 

X

 

X

 

X

 

X

X

X

X

 
Dragon

X

X

 

X

 

X

   

X

 

X

X

X

X

 
Duane

X

X

X

 

X

X

X

X

   

X

   

X

 
Dullahan A

X

X

               

X

 

X

X

 
Dullahan B

X

X

                   

X

   
Earth Dragon

X

X

 

X

 

X

   

X

 

X

X

X

X

 
Earth Elemental A

X

 

X

 

X

     

X

 

X

X

X

X

 
Earth Elemental B

X

 

X

 

X

     

X

   

X

X

   
Fire Elemental A

X

 

X

 

X

     

X

 

X

X

X

X

 
Fire Elemental B

X

 

X

         

X

   

X

X

   
Flame Dragon

X

X

 

X

 

X

   

X

 

X

X

X

X

 
Enemy

Immunities

Poisn

Parlyz

Silnt

Stun

Curse

Str -

Int -

Agl -

Equip -

HP -

MP -

Fusion

Guard

Death

Atk Magic

Gargoyle      

X

       

X

   

X

X

   
Ghast

X

               

X

X

       
Ghost A

X

             

X

   

X

X

   
Ghost B

X

             

X

   

X

X

   
Ghoul A

X

               

X

X

       
Ghoul B (1 arm)

X

               

X

X

X

     
Giant Crab  

X

           

X

   

X

X

X

 
Goblin                              
Goblin Leader                              
Golem

X

X

 

X

       

X

 

X

X

X

X

 
Gremlin

X

     

X

                   
Grissom

X

X

X

 

X

X

X

X

   

X

   

X

 
Harpy A

X

X

X

 

X

     

X

   

X

X

   
Harpy B

X

X

X

 

X

     

X

   

X

X

   
Hellhound                

X

   

X

X

   
Ifrit

X

 

X

 

X

 

X

 

X

 

X

X

X

X

 
Imp  

X

           

X

   

X

X

   
Iron Crab  

X

 

X

           

X

X

X

X

 
Iron Golem

X

X

 

X

       

X

 

X

X

X

X

 
Kali

X

X

X

X

X

X

X

 

X

 

X

X

X

X

 
Killer Fish                

X

   

X

X

   
Last Crusader A

X

X

   

X

         

X

 

X

X

 
Last Crusader B

X

X

   

X

             

X

   
Lich    

X

 

X

X

       

X

 

X

X

 
Lich Lord    

X

 

X

X

       

X

 

X?

X

 
Lizard Man A                    

X

   

X

 
Lizard Man B                              
Marid

X

 

X

 

X

 

X

 

X

 

X

X

X

X

 
Mimic  

X

 

X

             

X

X

   
Minotaur  

X

     

X

       

X

 

X

X

 
Minotaur Lord  

X

     

X

       

X

 

X

X

 
Minotaur Zombie

X

X

   

X

X

     

X

X

 

X

X

 
Mummy

X

             

X?

X

X

X

     

Enemy

Immunities

Poisn

Parlyz

Silent

Stun

Curse

Str -

Int -

Agl -

Equip -

HP Drain

MP Drain

Fusion

Guard

Death

Atk Magic

Neesa

X

X

   

X

X

X

X

   

X

   

X

 
Nightmare

X

 

X

 

X

 

X

 

X

 

X

X

X

X

 
Nightstalker A

X

X

   

X

         

X

 

X

X

 
Nightstalker B

X

X

   

X

             

X

   
Ogre A

X

X

 

X

           

X

 

X

X

 
Ogre B

X

X

 

X

               

X

   
Ogre Lord A

X

X

 

X

           

X

 

X

X

 
Ogre Lord B

X

X

 

X

               

X

   
Orc                              
Orc Leader                              
Poisonous Slime A

X

             

X

   

X

X

   
Poisonous Slime B

X

             

X

   

X

X

   
Quicksilver                        

X

   
Rosencrantz

X

X

 

X

X

X

X

X

     

X

X

X

X

Sarjik                              
Shadow

X

 

X

 

X

 

X

 

X

   

X

X

   
Shrieker                        

X

   
Silverwolf                

X

   

X

X

   
Skeleton Knight

X

               

X

X

       
Skeleton A

X

               

X

X

       
Skeleton B (1 arm)

X

               

X

X

X

     
Sky Dragon

X

X

 

X

 

X

   

X

 

X

X

X

X

 
Slime A                      

X

X

   
Slime B                      

X

X

   
Snow Dragon

X

X

 

X

 

X

   

X

 

X

X

X

X

 
Stirge                

X

   

X

X

   
Tieger

X

X

   

X

X

X

X

   

X

   

X

 
Water Elemental A

X

 

X

 

X

     

X

 

X

X

X

X

 
Water Elemental B

X

 

X

 

X

     

X

   

X

X

   
Wraith

X

     

X

     

X

   

X

X

   
Wyvern

X

X

 

X

           

X

X

X

   
Wyvern Knight

X

X

 

X

       

X

 

X

X

X

X

 
Zombie A

X

               

X

X

       
Zombie B (1 arm)

X

               

X

X

X

     
Zombie Fighter

X

               

X

X

       
Zombie Knight A

X

               

X

X

       
Zombie Knight B (1 arm)

X

               

X

X

       
Zombie Mage

X

               

X

X

       
Enemies

Immunities

Poisn

Parlyz

Silent

Stun

Curse

Str -

Int -

Agl -

Equip -

HP Drain

MP Drain

Fusion

Guard

Death

Atk Magic

Asura

X

X

X

X

X

X

X

 

X

X

X

X

X

X

X

Damascus Crab  

X

 

X

       

X

 

X

X

X

X

 
Damascus Golem

X

X

 

X

       

X

 

X

X

X

X

 
Dark Dragon

X

X

 

X

 

X

   

X

 

X

X

X

X

 
Dragon Zombie

X

X

 

X

 

X

   

X

X

X

X

X

X

 
Guildenstern 1

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

Guildenstern 2

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

Ogre Zombie

X

X

 

X

 

 

 

 

 

X

X

 

X

X

 
Ravana

X

X

X

X

X

X

X

 

X

 

X

X

X

X

 
Wyvern Queen

X

X

 

X

       

X

 

X

 

X

X

 


Boss Notes

Notes Before Starting:
-This is meant to give you a little biit more information about the bosses and strategies listed in the Enemy Strategies chart at the top of the page.
-The list is mostly alphabetical but II put the notes on the Game Clear bosses and the final boss last just in case you don't want the identity of the final boss spoiled.

Boss Enemy

Notes

Air Elemental A 25% Chain hit rate on arms, 50% Chain hit rate on the rest. Go for the head or Break Art the arms. Also try using Gaea Strike on it.
Arch Dragon Avoid trying to Chain on the body. The tail is very weak to Blunt (-25) and has a 62% Chain hit rate. But the tail is also very hard to hit with Normal Attacks so your Chains will probably be weak ones. I say, go for the head with an Edge weapon. You also might consider not starting your Chain until your first attack is successful. Also try using Curse on it. Too bad there's not a dark fusion spell...
Dao Go for the head with a Blunt weapon. It has a 50% Chain hit rate and it's kind of hard to hit with Normal Attackbut once you've done 167 damage to it, Dao won't be able to cast Gaea Strike. After that, attack the body. Use Leadbones too.
Dark Crusader A Silence it. The abdomen is the weakest body part to Physic, Air, and Pierce but it's very difficult to hit with Chains. You might try Normal Attacks and Break Arts instead. Otherwise, go for the legs with Pierce. Also try using Curse and Tarnish on it.
Dark Elemental A Arms and Legs have low Chain hit rates. Like most magic using enemies, you might as well go for the head...or you could use Break Arts on the arms. Also try using Radial Surge on it.
Death Make sure Light Affinity is not highlighted on your weapon. I prefer to use Fire and Demonia gems augmented with Spark Fusion. The head has 50% Chain Hit % but if you can do 222 damage to it, Death won't be able to cast it's most powerful spells. Death is weakest against Dark and Physic. You'll get the best damage out of attacking the arms. I recommend casting Magic Ward on Ashley when dealing with this enemy--just to be on the safe side.
Djinn Go for the head with a Blunt weapon. It has a 50% Chain hit rate and it's kind of hard to hit with Normal Attack but once you've done 167 damage to it, Djinn won't be able to cast Thunderburst. After that, attack the body. Use Leadbones too.
Dragon It's head has an 87% Chain Hit % and O.K. success rate for Normal Attacks so go to town on it with a Pierce weapon. The tail is very weak to Edge (-25) and easy to hit with Chains (87%) but hard to hit with Normal Attacks. Also try using Curse on it.
Duane All limbs have a 25% Chain hit rate. His head only has 88 HP so if you beat on it a bit you can silence him. If you can do that then go after the arms and legs. Consider using Break Arts. Also try using Tarnish, Aqua Guard, and Flame Sphere on him.
Dullahan A Silence it. It's easy to Chain on its arms but the abdomen is less resistent to Physical and Pierce attacks. The abdomen is also harder to Chain on. Arms or abdomen--you make the call. Also try using Curse and Radial Surge on it.
Earth Dragon The tail has the best Chain Hit % and lowest resistence to weapon types but its hard to get to and is resistent to Normal Attacks and Break Arts. Go with Pierce and Air on the head instead since it has only a slightly lower Chain hit rate. Also try using Curse on it.
Earth Elemental A 25% Chain Hit % on arms, 50% Chain Hit % on the rest. Go for the head or Break Art the arms. Also try using Thunderburst on it.
Fire Elemental A You'll have a slightly easier time landing Normal Attacks on the body but I say go for the head since it only needs 117 damage to go to Dying condition. Also try using Avalanche on it.
Flame Dragon Avoid trying to Chain on the body. The tail is very weak to Edge (-25) and has a 75% Chain hit rate. However, the tail is also very hard to hit with Normal Attack so your Chains will probably be weak ones. If you want an easier workout, the head is weak to Blunt (0), has an 87% Chain hit rate, and is easier to hit with Normal Attacks (though still not great). It's up to you. Also try using Curse.
Giant Crab Poison it. It's mouth is weak against Pierce just as much as the arms are weak against Blunt but you have 3x the chance of Chaining on the arms. Plus, the mouth has so much HP that you can't get it to Dying condition without killing the Giant Crab. Also try using Curse and Thunderburst on it.
Golem The body is 2x as weak to Blunt as the arms and the easiest to Chain on. The arms are still easy to Chain on and easier to hit with Normal Attacks and Break Arts. Whichever works for you. Also try using Curse, Lightning Bolt, Glacial Gale, and Quickshock on it.
Grissom Use Aero Guard on Grissom to make him weaker to Earth Attacks. If you do 93 damage to his head you can silence him. The legs are the most resistent to weapon types but have 3x the Chain hit rate of any other body part. Try Break Arts on the body or legs too. Also try using Tarnish and Gaea Strike on him.
Ifrit Go for the head with a Blunt weapon. It has a 50% Chain hit rate and it's kind of hard to hit with Normal Attacks but once you've done 167 damage to it, Ifrit won't be able to cast Flame Sphere. After that, attack the body. Use Leadbones too.
Iron Crab Use a fire-enhanced Blunt weapon on the body. I can't think of a simpler way to do it. Should be able to kill it in under 8 Chains.
Iron Golem Chest is really weak against Blunt and it has the best chance of being hit with a Chain. However, it's not as easily hit by Normal Attacks as the arms. So, since the damage from Chains in most cases builds upon the damage delt with the Normal Attack attack, you might consider going after the arms instead. Also try using Curse, Glacial Gale, and Quickshock on it.
Kali I say go for the arms so use Blunt/Pierce/Water on the sword arm OR Blunt/Edge/Air on the mace arm OR Edge/Pierce/Soil on the axe arm OR Edge/Pierce/Fire arm holding the deadly tuning fork. Might as well use Leadbones on her too.
Last Crusader Very resistent to Affinities but Physical works best. The abdomen is the weakest body part but Chains won't work on it. You can either use Edge-type Break Arts against the abdomen or go for the arms and legs which have an 87% Chain hit rate but less chance of successful Normal Attacks. Also try using Tarnish or Leadbones on it.
Lich Do 42 damage to the head to silence it. Attack it anywhere else but the legs. I wouldn't even consider this a real boss.
Marid Go for the head with a Blunt weapon. It has a 50% Chain hit rate and it's kind of hard to hit with Normal Attacks but once you've done 167 damage to it, Marid won't be able to cast Avalanche. After that, attack the body. Use Leadbones too.
Minotaur If it's your first time fighting it then just use Edge-type Normal Attacks to the head or the arms. If you're playing Clear Game then cast a fire spell on it, hit its head with fire-enhanced Edge, or hit the arms with dark-enhanced Edge. Also try using Curse and Flame Sphere on it.
Neesa Silence her. Don't try to Chain on her head. Go for the arms with Edge or Pierce. Physical Affinity works best so consider using Explosion or you might also try using Aqua Guard on her followed by Spark Fusion on yourself. Tarnish works too.
Nightmare Go for the head with a Blunt weapon. It has a 50% Chain hit rate and it's kind of hard to hit with Normal Attacks but once you've done 167 damage to it, Nightmare won't be able to cast Meteor. After that, attack the body. Use Leadbones too. If you've been practising with a crossbow or sword you might try out some of those Break Arts.
Nightstalker Silence it. The only place you can Chain is on its abdomen but that's also the place where resistence to Affinities is strongest. If you don't want to go after the abdomen, try using Air-enhanced Pierce-type Break Arts on the right arm or Earth-enhanced Pierce-type Break Arts on the chest. Also try using Tarnish on it.
Ogre A Silence it. Don't use Blunt-type attacks. Head is really hard to hit with Chains. Arms and Legs have only 25% Chain hit rate. The body has an 87% Chain hit rate but is noticeably more resistent to Blunt, Edge, and Pierce than the other body parts. Pierce attacks work best. Consider Break Arts such as Brimstone Hail on the head. Also try to Curse it.
Ogre Lord A Silence it. Blunt-type weapons are a no-no. The body has more than 3x the Chain hit rate of any other body part and it is completely susceptable to Normal Attacks and Break Arts. Avoid trying to Chain on the head. Also, try to Curse it. Use Psychodrain or Leadbones followed by Flame Sphere if you can spare the MP. Break Arts works nicely as well.
Rosencrantz Each limb is weak to a different Affinity and has a 50% Chain hit rate. Use Luft Fusion and do 240 damage to his right arm to disable his Break Arts. Ashley's own Break Arts also work well for this battle since Rosencrantz likes to keep his distance.
Sky Dragon The head is easily the best target. All other limbs have atrocious Hit % and Chain Hit %. Also try to Curse it.
Snow Dragon The tail is pretty weak to Pierce (-16) and easy to Chain on (94%) but it's very difficult to hit with Normal Attacks. You'll probably have better luck attacking the head with Edge or Pierce. Of course, use Spark Fusion and whatever else you prefer--Herakles, Leadbones etc. Curse is good too.
Tieger  Silence him. Don't try to Chain on his head. Go for the arms with Blunt or Pierce. Physical Affinity works best so consider using Explosion or you might also try using Aqua Guard on him followed by Spark Fusion on yourself. Tarnish works too.
Water Elemental A 25% Chain hit rate on arms, 50% Chain hit rate on the rest. Go for the head or Break Art the arms. Also try using Flame Sphere on it.
Wyvern The tail is very weak against Edge (-25) and very susceptable to Chains. But I know that getting in range of the tail can be difficult so your next best bet would be to attack the head with a Blunt weapon, but the Chain hit rate is only 50% there. Avoid attempting to Chain on the body. Also try using Curse on it.
Wyvern Knight Very resistent to Normal Attacks and Chains. The tail is very weak to Pierce and easily hit by Chains. A bow might be a good idea here. If you don't want to go after the tail, then use a Blunt weapon on the head or legs--but the Chain hit rate there is only half that of the tail. Avoid trying to Chain on the body. As bosses go, this thing is a tank. Also try using Curse on it.
Asura Asura will notice if you haven't cast Magic Ward on yourself and she'll try to cast "Judgement" on you. Otherwise, she'll usually cast Surging Balm on herself before attacking. Cast Leadbones to remove her Surging Balm. If you cripple her head she'll come after you with nasty special attacks so avoid her head. Use Earth/Edge/Pierce on the C-clamp arm, Air/Blunt/Edge on the Mace Arm, Fire/Edge/Pierce on the Fork arm, or Water/Blunt/Pierce on the Sword arm. The C-Clamp arm and Mace arm are easiest to reach. Don't be surprised if you still do 0 damage after all that. Her defense is so high that you practically have to use Raging Ache and Phantom Pain to damage her. If you want to know how much damage you've dealt, point a Cure Potion at her. Asura has 999 HP.
Damascus Crab Poison it and Curse it. Attack the body with a Fire-enhanced blunt weapon. Pretty simple.
Damascus Golem Not much different than the other Golem bosses. Air-enhanced Blunt weapons work best. Also try using Curse, Glacial Gale, and Quickshock on it.
Dark Dragon Curse it. Use a weapon with Light Affinity highlighted. Angel Pearl gems will work better than Dragonite gems. If you can't get your weapon's Light Affinity highlighted then stick in gems to highlight your best element Affinity and use the appropriate Fusion. For variety you might use Heaven's Scorn with Luft Fusion or Sanctus Flare with Frost Fusion.
Dragon Zombie Curse it. Although it's weakest to Pierce, an Edge weapon will probably work better just because you can usually socket more gems into grips for Edge weapons. Whatever gems you decide to use, just make sure your weapon's Light Affinity or Fire Affinity is highlighted. Also, the Dragon Zombie's Class is considered Undead instead of Dragon so Dragonite/Sigguld gems won't help. With only 500 HP this boss is kinda wimpy.
Ogre Zombie Use an Edge or Pierce weapon. Chest is easiest to Chain on but the arms will give you the best damage. Spark Fusion helps. It's a pretty easy boss but also use Curse if you need it. Ogre Zombie's Class is considered Undead instead of Beast so Orion/Ogmius gems won't help. Oh and, because this enemy is Undead and since this is a Squaresoft game you can also use Heal to damage it.
Ravana Use Leadbones. Go for the arms so use Blunt/Pierce/Water on the spiked stick arm OR Blunt/Edge/Air on the spiraled mace arm OR Edge/Pierce/Soil on the jagged blade arm OR Edge/Pierce/Fire arm holding the deadly tweasers.
Wyvern Queen Use Invigorate and Leadbones to help Curse it with Accursed Umbra. Use Spark Fusion and then go after the head or, even better, the tail.
Guildenstern 1 Use any element fusion spell on an Edge weapon with a 3 socket grip. I like Elephant grip but Power Palm grip works too. The classic choice for gems in this battle is a Braveheart and two Demonia gems and then cast whichever fusion spell works best for you. If your weapon already has good Air affinity then try attaching the gems Polaris, Djinn Amber, and Sylphid Topaz and cast Luft Fusion. If you want to know how much damage you've dealt, point a Cure Potion at him. Guildenstern 1 has 540 HP.
Guildenstern 2 For a weapon, use whatever gives you the highest combination of strength and an Affinity which can be enhanced with a Fusion spell. You'll have the best luck chaining on the Head and Chest(? I think). When he does "Bloody Sin" there is a point where he will fly overhead very quickly. If you can hit him with something while he passes overhead, you'll prevent "Bloody Sin." You'll need to stand close to the middle of the battlefield and use an attack with a wide range so try a magic like Drain Heart or a Break Art like Lotus Palm--which has enormous range. If you need to rest, stand in the center of the battlefield. There, Guildenstern won't be able to attack you with anything but "Bloody Sin"-- which you already know how to prevent.


Break Arts


Notes Before Starting:

-I figured that after reading the Bosss Notes you'd want a list of Break Arts so...here.
-Learn Accursed Umbra. There are so maany enemies in the game that are susceptable to Curse. Plus, the Curse Grimoire isn't available until you get the Gold Key on the 2nd playthrough. For those who don't know, Curse decreases Strength, Intelligence, and Agility by 10%. It may not seem like a lot but it helps more than you'd think.
-Ignis Wheel is kind of a weird one. IIt has an Affinity that is determined by Fire + your weapon's best Affinity. If Fire is already your weapon's best Affinity then it will just do damage for double your Fire Affinity. It works best with Spark Fusion.*

Break Arts

DAGGER

Affinity

Type

Effect

SWORD

Affinity

Type

Effect

Whistle Sting Best Blunt   Rending Gale Best Pierce  
Shadoweave Dark Blunt Parylize Vile Scar Best Edge Poison
Double Fang Best + Best Pierce   Cherry Ronde Water Edge  
Wyrm Scorn Best Pierce   Papillon Reel Light Edge  

GREAT SWORD

Affinity

Type

Effect

AXE/MACE

Affinity

Type

Effect

Sunder Best Pierce   Mistral Edge Best Blunt  
Thunderwave Air Edge Parylize Glacial Gale Air Blunt Stun
Swallow Slash Best + Best Edge   Killer Mantis Best Edge Damage MP
Advent Sign Light Edge   Black Nebula Dark Blunt  

GREAT AXE

Affinity

Type

Effect

HEAVY MACE

Affinity

Type

Effect

Bear Claw Best Blunt   Bonecrusher Best Blunt  
Accursed Umbra Best Blunt Curse Quickshock Air Blunt Stun
Iron Ripper Best Blunt   Ignis Wheel Best + Fire Blunt  
Emetic Bomb Best Edge   Hex Flux Light + Dark Blunt  

STAFF

Affinity

Type

Effect

SPEAR

Affinity

Type

Effect

Sirocco Fire Blunt   Ruination Best Pierce  
Riskbreak Best Pierce Risk - Scythe Wind Air Pierce Tarnish
Gravis Aether Earth Blunt   Giga Tempest Best Pierce  
Trinity Pulse Best Blunt   Spiral Scourge Water Pierce  

BOW

Affinity

Type

Effect

FIST

Affinity

Type

Effect

Brimstone Hail Fire + Dark Pierce   Lotus Palm Physical Blunt  
Heaven's Scorn Air + Light Pierce   Vertigo Physical Blunt Stun
Death Wail Earth + Dark Pierce   Vermillion Aura Light Blunt  
Sanctus Flare Water + Light Pierce   Retribution Dark Blunt  
*In fact, any Break Art that uses two Affinities can technically be considered a "double damage" attack just like Swallow Slash and Double Fang. The reason why Break Arts like Hex Flux and Death Wail don't do damage comparable to Swallow Slash, Double Fang, and Ignis Wheel is because at least half their damage is determined by Light or Dark Affinity -- two Affinities which can't be enhanced with a Fusion. The problem with a double-Affinity Break Art like Death Wail (aside from the fact that Crossbow grips can hold only one gem) is that you can't change one of the Affinities to match the other and then use a Fusion.


Maximum Damage



If there's one thing that people find most frustrating about Vagrant Story it's the seemingly arbitrary nature of damage. One minute you're smacking enemies around with +50 damage hits and the next minute you're constantly missing or doing about 5 damage per hit. The game tutorial and the instruction manual don't do a very good job of explaining all the factors that affect damage. So I'm going to use this section to explain how damage is determined so that, at the very least, you'll understand why you're doing the damage you are doing. Even if you've finished the game, you might still read some of this stuff since it might contain a few details about damage you didn't realize.

When you move to attack an enemy you will see something similar to this at the bottom of the screen:

HEAD HP 603/89%
TARGET: Single EGD/FIR/Beast


HEAD = this is the part of the enemy's body you are about to attack. In this case, the head is targeted for attack.
HP 603 = this is how much Damage you can expect to do to the chosen body part. In this case, you can expect to do 603 damage to the enemy's head.
89% = this is the Hit %, your chance of successfully hitting the chosen body part with a non-Chain attack. A non-Chain attack includes Normal Attacks, Break Arts, and Magic. In this case, you have an 89% chance of hitting the enemy's head. The Hit % is entirely separate from the Chain Hit % which is a hidden stat on every enemy body part.
TARGET: Single = this tells you if your attack will hit more than one enemy at once. In this case, the attack being targeted will effect a single enemy only.
EGD = this tells you the Type of the attack you have chosen. Types of attack include Edge, Blunt, and Pierce. In this case, the attack is Edge.
FIR
= this tells you the Affinity of the damage you are about to do. Types of Affinity include Physical, Air, Fire, Earth, Water, Light, and Dark. In this case, the chosen attack will be doing Fire Affinity damage.
Beast = this tells you the Class of the enemy you have targeted. In this case, the Class of the targeted enemy is Beast.


All that was pretty basic stuff so now I'll explain what factors can increase and decrease the two most important stats from above, Damage and Hit %.

Increasing Damage


Normal Attacks: a Normal Attack is just a single, non-Chain swipe with your weapon. (Although, technically, Magic Attacks should also be considered Normal Attacks) It is the only kind of attack Ashley can do at the beginning of the game. The first attack of a Chain is always considered a Normal Attack. A successful Normal Attack is vital because it determines the damage of most Chain Attacks that follow.

Chain Attacks: the damage of Chain Attacks is determined by the damage of the Normal Attack used to start the Chain. (However, there are a few exceptions to this rule.) If your Normal Attack missed, then the following Chain will do 0 damage and anymore Chains after that will gain 1 or 2 points of damage. Since Chain Attacks build off the damage of Normal Attacks it is very important that you successfully land a Normal Attack before starting a Chain.

Phantom Points (PP): each weapon has a certain amount of Phantom Points it can hold. PP increase as you attack depending on how much damage you do. PP slowly decrease when your weapon is drawn and when you repair a weapon in a Work Shop. Max PP is very good, 0 PP is very bad.

Defense Points (DP): each weapon also has a certain amount of Defense Points is can hold. DP increase when you repair a weapon in a Work Shop and decrease when you attack, especially with Break Arts. As your DP decrease, so does your attack. At 0 DP, damage is significantly reduced. If it's your first playthrough, don't be running around using a weapon with 0 DP, get to a Work Shop and repair it or use a different weapon.

Weapon Type: there are three types of weapons in Vagrant Story: Edge, Blunt, and Piercing. Also, each enemy body part has a certain amount of resistence to each of these three types. Use the "Analyze" spell to find out which Weapon Type will work best on an enemy body part.

Grip: When fitted with a grip, each weapon will do damage based on the Strength of the weapon, the Strength of the grip, and the amount of Edge, Blunt, or Pierce in the grip. For example, if the weapon is an Edge Type then it will use the Edge amount shown on its grip when attacking. Weapon Type is fixed for each grip and cannot be increased. Always look for grips with more gem sockets. If you have the right gems, there is no situation where a 2 socket grip beats a 3 socket grip even if the former has better Strength and Weapon Type than the latter.

Affinity: each weapon has certain Affinity depending on the Affinities of enemies you've been using it on and the Affinities of any weapons you've combined it with in a Work Shop. Whichever Affinity is highlighted on a weapon in your inventory is the one that your weapon will use. The other Affinities don't matter unless you are using certain Break Arts. Enemy body parts that are weak against your weapon's best Affinity will take more damage, while enemies that are strong against your weapon's best Affinity will take less damage. Use the "Analyze" spell to find out which Affinity an enemy has the least resistence to.

Class: each weapon has certain Class amounts based on the Class of enemies you've been using it on and the Class amounts of any weapons you've combined it with in a Work Shop. Higher Class amounts will help you do more damage to enemies of that Class.

Gems: you can socket gems into grips to increase your damage in four ways: (1) they increase the Strength amount of your weapon, (2) they increase the Intelligence amount of your weapon, causing Magic Attacks to do more damage (3) they can be used to increase or change your weapon's highest Affinity, causing both your Normal Attacks and Magic Attacks to do more damage to enemies weak to your highest Affinity, (4) they can be used to increase the Class amounts of your weapon, causing your weapon attacks to do more damage against enemies in certain classes. However, it is generally more important that you attack an enemy using an Affinity it is weak against rather than a attack an enemy using weapon that is strong against the enemy's Class. Simply put: Affinity gems beat Class gems nine times out of ten.

Accessories: these give bonuses to the Class and Affinity amount of your armor but they also give Strength and Intelligence bonuses which increase the damage of your Normal Attacks and Magic Attacks.

Curse/Herakles/Degenerate/Enlighten/Psychodrain/Tarnish: any of these spells can be used to decrease your enemy's defense and/or increase your offense, causing your enemies to take more damage. Some of these effects can also be found in certain Break Arts. Curse is the most effective as it is the equivalent to casting Degenerate, Psychodrain, and Leadbones all at once and cannot be removed. Tarnish will work on most any enemy that wears an accessory.

Break Arts: certain Break Arts can be used to execute attacks which use specific Affinities regardless of whether or not those Affinities are currently the highest on your weapon. You can also adjust your Affinities to match those of a Break Art to give your Break Art significantly more kick.

Roulette/Elixers/Wine: any bonuses to Strength and Intelligence will increase the damage you are able to inflict with Normal Attacks and Magic Attacks. Getting a +1 - 4 bonus to Strength or Intelligence may not seem like a lot but it actually is. If you really want to throw off the game balance in your favor you can save your game before using any Elixer of Kings or Valens to make sure that you get a +4 to Strength. Doing this will probably gain you an extra 50% more Strength bonus per game than you would have gained by just using these items normally. However, I don't reccommend doing this unless you like your video games to be seriously easy in which case you should just go play Final Fantasy VIII or Chrono Cross.

Body Dying: reducing some enemy's Body to dying status will increase the enemy's Risk by 200%. This will greatly increase your chance of getting a Critical hit.

Guard Spells: there are some enemies in the game that wear armor and, as a result, can be affected by the Guard Spells (Pyro Guard, Aqua Guard, Aero Guard, Terra Guard). This has the effect of making an enemy even weaker to certain Affinities and, thus, increasing the damage you can do.

Raging Ache/Phantom Pain: these are Chain Attacks whose damage is not determined by the damage of the Normal Attack. These Chain Attacks are not effected by Strength, Hit %, Risk, Phantom Points, Defense Points, enemy Affinities, or even Dying status on Ashley's arms. They are a very reliable way to damage enemies that, no matter what you do, you can't seem to damage effectively. Raging Ache, I feel, is the best since it does more damage as Ashley's HP gets closer to 0 and gets stronger with more HP bonuses. Phantom Pain does damage based on the current amout of Phantom Points on your weapon but is difficult to recharge with Instill on high-defense enemies and is weaker with weapons that aren't able to hold very much PP.

Increasing Hit %

Invigorate/Leadbones/Curse: any of these spells can be used to decrease your enemy's Agility and/or increase your own Agility, causing your Normal Attacks and Magic Attacks to have a higher Hit %. Curse can also be caused by the Break Art "Accursed Umbra" for the Heavy Axe.

Braveheart/Hellraiser: the gem "Braveheart" will raise the Hit % of your Normal Attacks by 20%. The gem "Hellraiser" will raise the Hit % of your Magic Attacks by 20%. Both gems also give a small +5 bonus to Agility which further increases your Hit %.

Chain Hit %: in addition to Hit %, every enemy body part has a Chain Hit % which determines how often Chain Attacks will miss. (However, there are some Chain Attacks such as "Gain Magic" which will never miss) In order to consistently cause damage to your enemies it is crucial that you avoid attempting to Chain Attack on body parts with a low Chain Hit %. Unfortunately, the game doesn't indicate the Chain Hit % anywhere so you're kind of left to using trial and error. Check the Enemy Strategies Chart at the top of this page to find out the best place to Chain on each enemy.

Left Arm Dying: damaging the left arm of some enemies so badly that it goes to Dying status will decrease that enemy's ability to block, thus, increasing your Hit %.

Roulette/Elixers/Wine: any bonuses to Agility will increase the Hit % of your Normal Attacks and Magic Attacks. Although the effects of an Agility bonus is more slight than those for Strength, they are still something that shouldn't be ignored--every little bit helps.

Risk: as your Risk increases, your Hit % decreases. As a general rule of thumb, for every point of Risk you accumulate, you lose one percentage point of Hit %. Each weapon in the game will add 0 - 3 points of Risk for every Normal Attack you do and any Chain Attacks that follow will increase your Risk by 1 each. However, after Chain #8, your Risk will increase by about 11 points per Chain. It is sometimes a good idea to stop at 8 Chains.

Exorcism/Banish: there are some spells that partially ignore the rules of Hit %. Most notable are Exorcism and Banish whose Hit % increases as the target becomes more damaged.



Sources:
¹ Vagrant Story Ultimania by Studio BentStuff & DigiCube, 2000
² Vagrant Story Enemy Equipment and Combination Guide v2.1 by Jay Tilton from: http://www.oocities.org/garrisonkw/index

E-mail: xo_pitseleh@hotmail.com