Wild Arms: 2nd Ignition

Personal Skills Information version 1.0

by Alessar

A unique aspect of Wild Arms 2 is that all characters, despite their various powers, share access to a pool of common abilities called Personal Skills. In fact, wise selection of Personal Skills can have a major impact on the game. The problem is, not all of the skill names are vary descriptive, likewise the 1-sentence explanations are mostly useless. This writeup simply explains the effect of some of the more puzzling abilities, and gives some general advice on how to select abilities for your game.

One note, it is based almost exclusively on my own experience with comments from just a few friends (including Hydrus, who has a translation/walkthrough of the game on Gamefaqs). If you have an insight into the Personal Skills not recorded here, feel free to drop me an email at nightman@provide.net with it.

Additionally, a few of the more puzzling Force Abilities are briefly explained at the end.

Personal Skills

The skills are listed below in the following format:

Name of skill (cost in PS points) x (number of levels you can gain in it) --
tagline the game gives you by selecting help
Comments: My explanation & comments
Conclusion: my recommendation regarding the power

It should be noted that equippable items which render characters immune to statuses DO exist in the game. There are however only 1 of each. The manual does recommend getting these skills first but I can't agree. Status items are cheap; Lilka can learn a spell to cure conditions early on. It does make it a little easier in the short term to be resistant to some of these conditions but even at three levels the status attacks still work on characters a lot of the time.

The basic attacks of the fighters are effective by themselves, but not so for the mages. I would recommend that you have the mages learn resistance to Blocking, and everyone learn resistance to confusion and paralysis. I would tough out all the other statuses unless you find you are really having a problem with something. Admittedly, near the end game Brad, who had all resistances maxxed, was shrugging off most status affects in random encounters and that was handy, but even he was getting affected by boss attacks.

Recommended Skill Purchases

Fighters: Mages:
Max these as soon as possible, the first 25-30 levels, this will roughly take you to the end of disk one:
Up HP [if you wish to beat Sealed Monsters] Up HP
Critical Blocking, (some) Restore HP
Paralysis, Confusion Paralysis, Confusion
Advanced Guard Advanced Guard
Work on these as you can, the next 25-30 levels, this will take you to the end of disk two, not allowing for going on optional side-quests and fighting the sealed monsters; you may or may not max these as your play style dictates:
Up P Attack/Up M Defend Up M Attack/Up P Defend
Restore HP Restore HP (finish)
Down Guard Down Guard
Counter Up M Defend

If your characters are going down a lot, increase the priority of Restore HP and the Defend abilities. If you are getting overwhelmed by status attacks, buy those. If you want to play with Parameter Up, try buying it as early as you can - right after Up HP.

Force Abilities

The following force abilities are somewhat puzzling. Here's what they do:

Lilka

1) Mystic - this ability lets Lilka use an item on the whole party at once. This includes force carrots and healing berries. Additionally, Lilka can use elemental rings to cast basic elemental attack spells (this does not consume the ring).

3) Extend - this increases the damage of Lilka's spells and ups the area of effect 1 category: single -> group, group -> all.

4) DualCast - the point of this ability is that if Lilka uses the first and second level versions of one of her elemental spells (or healing or 2 sabres) it casts a 3rd level spell instead. These third level spells are area-effect and do 125%+ of the damage of a second spell. Note that if you are fighting a single foe it is much better to simply cast two second level spells (you'll get 200% of the damage!) instead.

Tim

3) Divide - this should have been called "Devolve." It doesn't cut a monster's hp in half. It mutates the monster into a different, lower level monster. Some monsters can only be encountered this way, and a few of the lower level monsters are actually tough as bosses!

Kannon

Gatling - in order to use a Gatling attack of a certain level, you must have Bionic Arm moves of that level. And the level 3 and 4 Bionic Arm moves are VERY hard to get unlocked. Use of each of her first two level 1 Bionic Arm moves unlocks 1 level 2 move, her third level 1 move unlocks two level 3 moves; her level 4 move is unlocked by the level 3 move 'Phalanx.'

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