Scarlet Graces Guide
🔹 Gameplay Mechanics 🔹
One of the main reasons this game is my number 1 pick when recommending a SaGa game for newcomers to the series, is because it masterfully embodies Bushnell's Law for what makes the best games, and that is they are "Easy to Learn, Difficult to Master". It takes no time to learn the mechanics, in fact, in battle you only get to choose what Tech (skill) you want each character to use and that is it. There is no menus within menus, where you choose between "Attack, Magic, Skill, Item, Summon, Limit Break" and so on. But don't be fooled like I was the first time I played the game and had to drop it. Underneath this simple and almost mobile game like structure lies one of the best turn-based battle systems I have yet to experience.
~ Mechanical Terms ~
Here I will breakdown terms I will be using throughout the guide, this way you won't be confused when they come up:
- Glimmer (Spark): This refers to the event when a character learns a new Tech during battle. This happens when using an already learned Tech, which then will Glimmer (called Sparked in other SaGa games) a new Tech.
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Techs: These are the attacks a character can learn depending on what type of weapon they have equipped.:
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White color techs: Already learned (Sparked).
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Red color techs: Not yet learned, but the weapon they have equipped can spark it. Another character in your party already learned this tech.
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Red "???": Not yet learned, but the weapon they have equipped can spark it. No one in your party learned this tech yet..
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Role: These are basically passive effect that each character can gain if they learn the appropriate techs.
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Battle Points (BP): It's the only resource you have in battle, and you use it to cast spells or use techs. The entire party shares the same BP pool (represented by stars), and each tech will consume a certain amount.
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Nodes: These are dungeons or points of interest on the overworld map. I will explain it in-depth below.
~ Overworld Map ~
The overworld map is made up of Nodes, they are usually divided into:
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Towns and Cities Nodes: Where you buy, sell, trade, craft, and perform other helpful functions.
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Battle Nodes: These can range from Mines, Towers, Dungeons, and so on.
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PoI (Points of Interest) Nodes : These are places filled with puzzles, quests objectives, or rare items.
You see, unlike other games in the series, or most JRPG in general. The entire game of SaGa Scarlet Grace, takes place on the Overworld Map. Meaning that while there are cities and dungeons in the game. Your character doesn't physically enter them like most other JRPGs. Instead you interact with them through menus.
~ Weapon Ranks & Tech Ranks ~
Like most SaGa games, characters only learn new attacks (techs), by using weapons. The process goes something like this:
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Weapons in this game decide what type of attacks (techs) a character can learn.
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Use Spear >> Learn Spear Techs. Use Bow >> Learn Bow techs.
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Higher Ranks =
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Higher damage with that weapon.
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Higher chance to inflict status effects.
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Higher chance to Rank up Techs.
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Can equip more Roles.
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Using a weapon levels up it's rank.
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Each character has weapons they are good at more than others.
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Using Weapon they are good at >> Learn new Techs faster and Level up weapon ranks faster.
So far so good right ? Here are where things get interesting. In this game, techs are not only tied to the type of weapon you are using (spear/axe/bow/staff/etc...), but also to which exact weapon are you using:
For example, let's say you are trying to upgrade your Axe, and you get 3 choices, like how it shows in this image: https://imgur.com/QOP0HYe
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Now if you check the Techs that each Axe has, you'll see that a Tabar axe has 4 new Techs: https://imgur.com/4R43mAc
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On the other hand, while a Francisca axe can teach only 3 new techs. BUT! They totally different new techs that the other axe can't teach you: https://imgur.com/tzx0xBD
Of course once a Tech has been learned, you can use them at anytime regardless of which axe you are using.
Now Techs themselves also have Ranks. And when a Tech has been used enough times, it will rank up from 0 to 1, then 2 , then finally 3. Every time a Tech ranks up, it will:
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Need 1 less BP to use.
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Deal higher damage.
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Higher chance to inflict status effects.
~ Magic Spells ~
Now in this game, magic spells work a bit differently than usual. For one, you don't Glimmer them in battle, but instead, after each battle, if you have a mage using a staff, and they'll be able to choose one of the spells they know, and absorb Elemental Flux (Elemental power) into it. The more you gather the higher chance you have of learning a new spell in the element you have gathered, and also once you fill the bar of a spell then that spell will rank up just like a Tech would. However, in order to learn new spells in an element, you need to make sure you learned the first spell in that element school of magic. So in order to learn tier 2 Nature magic spell, you need to first have learned the tier 1 Nature magic spell.
That would be the natural order of things. But as always, SaGa is a bit more interesting. Because the type of staff you have will heavily effect how you learn spells. For example, you'll notice that even your mage characters start with only 1 or maybe 2 different elements learned, does that mean they can't learn spells from other element schools ? No, they can. It all comes down to what staff they are using:
1- Basic Staff:
Your starting staff, this staff will help you learn the tier 1 spell from any school. However there is a catch. In order to do this, you have to learn the order (pun not intended):
Natura > Ignis > Terra > Aes > Unda > Natura
This order shows that if you absorb flux into a first tier Ignis spell that you learned, then you'll have a chance to learn the first tier spell of the Terra school. Just know that you can't skip a school. So if you already absorb flux into a first tier Ignis spell, but you already know the first tier Terra spell, then there won't be any chance to Glimmer a spell from the Terra or the next element in the order (Aes).
Also know that while learning tier 1 spells for each elemental school is always available, to learn other higher tier spells, you need to first have reached high ranks in the element you want to learn from.
2- Standard Staff:
This type of staff will always help you to learn the next Tier of spells in the elemental school you absorb flux into. So if you absorb flux into a tier 3 Aes spell, then this staff will help you to make it possible to Glimmer the tier 4 spell of the same Aes element school. Granted that your Aes Rank is high enough.
3- Reverse Staff:
As the name implies, this staff works like the Standard Staff but in reverse, helping you learn the spells in the tier that is one level lower than the spell that absorbed the flux. So if you absorbed flux into a tier 4 Nature spell, then there is a chance to Glimmer the tier 3 Nature spell.
4- Elemental Staff
If you're wondering why would you ever need a Reverse Staff, when I already told you that you need spells from lower tiers to learn ones in higher tiers, it's this staff. This staff will give you a chance to Glimmer spells of it's Element if have it when you absorb Flux into a spell from a different Element. So if you have a Ignis Elemental staff, and you absorb Flux into a tier 3 Unda spell, you'll have a chance to Glimmer a tier 3 spell from the Ignis school (same as the staff's element). On the other hand, if the staff's element, and the spell you absorb Flux into are the same, then it will give you a chance to Glimmer the next tier of spells from that element (just like a normal Standard staff).
~ Character Selection ~
For first timers, I would always say go with Urpina, and stay away from Leonard.
Even without knowing this tip, that is something the game will recommend for you heavily through the intro quiz you answer after choosing new game. A fan tested all the answers combinations, and found that like out of the 4 main characters available for you to choose from at the start, 60% to 70% of the answers will give you Urpina (the girl with a flower on hear head) and the rest will be divided on the other 3.
In every SaGa game, there is always the story heavy character that is recommended for a newcomer, because they have a slow and more linear start where they don't get access to the open world right away, but instead it opens up bit by bit. Also most of their early fights are just a way to help the player learn the ropes. Urpina is that character in this game.
On the other hand, in almost every SaGa game, there is also a character that is meant for veterans of the series or hardcore players of that game. Where they have little to almost no story, and they get access to the open world in like the first 5 minutes, and get total freedom. They can usually get to the final boss in less than 5 hours if they want. Which in this game is Leonard. In fact with Leonard you can start the final battle in 1 hour of playtime if you want, that's how free he is, and that's why he is a bad choice for a newcomer.
~ Battle Rank ~
In every SaGa game, there something called Battle Rank (BR for short). It has many uses depending on which game you're playing in the series, but let's only focus on this one for now.
Because the game has no leveling system, and it's main purpose is to have a good balance to your battles. The game instead tracks how many battles you have fought, and through a certain equation, will increase you battle rank depending on that value. Just think of it as the more you win battles, the more exp the BR gets. BR levels up through that exp, and the higher it goes, newer and harder monsters will get introduced to the pool of monsters you can fight. While old monsters become stronger, and learn new and more deadlier moves. So fighting every encounter you meet will increase the speed of which your Battle Rank levels up, which in turn means you will get to fight the next tier of new and more powerful monsters.
Does that mean that fighting everyone encounter will turn the game impossible ? No, not at all. I am not the best tactical player out there, not even close. But still, in my first playthrough I fought every fight I found and even grinded a lot for crafting materials. So by hour 70, I was still in chapter 2, and already had about 4 or 5 of my characters HP at 999, so you can imagine how much fighting I have been doing. Yet still winning wasn't a problem as long as I played tactically and made smart choices.
Important Tip: While you get BR exp for the first time you finish a fight, any time you do that same fight again, you will only increase the BR exp by 1/3 of the original value. So if you got 15 exp added to your BR the first time you do a certain battle, every battle after that (on the same node) will only increase your BR by 5 or less.
Also remember that you can decrease the difficulty at any time if you find a fight that is too hard. Reducing the difficulty won't magically make it easy though. It reduces the stats and AI of the enemies, but they will still kick your ass if you don't know what you're doing.
🔹 Winning Battles 🔹
Winning battles is never about how weak or strong the enemy is stats wise. It simply comes down to mainly 3 things:
[A] Well thought out Party build:
Everything you choose in your party build should be there for a reason:
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Choosing the right formation to either take advantage of acting faster than the enemy, or having more BP to spend, or directing aggro against the tanks to cover your glass canons, and so on. Also pay attention to how each formation builds up BP, because some might give you an extra BP ever turn, while you'll find another that doesn't do that, but instead will give 2 BP if a continuous attack is triggered that round. Just choosing the right formation alone is a very important choice that heavily affects your party building. Your formation choice depends on:
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The number of slots for boons to be memorized.
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Passives defensive and offensive buffs depending on a character's position.
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Bonuses to certain Techs and spells, from adding extra power to even reducing the amount of BP (battle points) you need to spend to use certain weapon techs.
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Who gets the most aggro and least aggro within the formation based on their position.
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How many starting Stars (BP aka Battle points) you get from the start of battle, their maximum number, and even how you accumulate more of them, from killing monsters, to passively getting 1 extra each round. to even just every time you do a united attack.
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Choosing a suitable Roles for to compliment each character build, like making sure Axe characters get a role with increased hit-rate, or tanks get roles with increased block and aggro rate, and so on.
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Choosing the right weapon for each character. Because every character comes fixed stats (as stats don't change or increase from once they join til the end of the game). So giving a character with low INT a staff for magic is bad, or giving characters with low STR a physical melee weapon is also a waste of their potential. Having the right weapon not only takes advantage of their strong points, but can also lead to roles they actually need.
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[B] Gear that compliments each character's build:
This doesn't mean just equipping the newest gear, but giving each character the equipment that best compliments their stats and role in the party. It also means Going through the upgrade/crafting tree that gives you the stats and techs you need; You can't just go and blindly upgrading and buying whatever gear you find just because it had better stats. Each piece of gear could mean the difference between a shitty or an amazing character. Because gear is the only way to increase a character's fixed stats, and not only that, but depending on the gear they will also increase their level with different weapons, which means more damage/hit rate/rank ups and so on with that weapon. Higher weapon level also gives you access to better techs and that's a huge bonus.
[C] Knowing your enemy, their weak points, attacks, what are they immune to or strong against:
This one is arguably the most important point for winning battles. Even against the really end game enemies that can wipe your party in one turn, if you know that they can be stunned/put to sleep/paralyzed/poisoned/etc..., then a fight will go from impossible to a cake walk. Learning about your enemies is as important (or even more) as learning about your characters. Fighting someone who has a move that counters Slash techs, and then doing a slash tech which triggers their counter, is just a bad idea. There is a reason that you can only use 5 characters in battle, even though you can easily recruit more than 20 characters even just by mid game, if not more. That's because the game wants you to make teams or at least characters that can tackle the different dangerous enemies in the game. Going against a Flying monsters with no archers or at least pierce weapons is just not a good idea.
The game expects you to get your ass kicked and your party wiped, that's why it let's you save anytime and anywhere, even between each battle in a dungeon. Even if you get wiped, you can retry the same fight right away without losing anything, and the game will even heal everyone too. You can even restart the battle at anytime during the battle and get access to the tips/help menu. Because the game knows winning is about learning from your mistakes, and from understanding how your enemies work, and has less to do with how high your HP or stats are (though they do help of course).
~ Gear & Gear Upgrades ~
- Make sure to check what each upgrade will give you in terms of new techs, because not every weapon can learn every tech as explained before. So if you are upgrading a sword, and you get 3 choices for example, if you check the Tech info on each sword, you'll see that some swords can learn 5 techs, while others can learn 6 or 7.
Meaning that while a weapon having more techs gives you a better chance to Glimmer them, weapons with fewer techs will give you the chance to learn special techs that other weapons don't have.
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Upgrades for gear (weapons/armor/accessories) aren't a linear thing, they are trees. Meaning that if a sword gets 3 choices of upgrades (A,B, and C):
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A might be a good choice to upgrade to, since it has the better stats and more techs to learn. After that, A can be upgraded again to D or C which are average.
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On the other hand, if you chose upgrade B, then after that, you'll be able to upgrade to X or Y which are more powerful and have different techs.
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While most blacksmithing places in cities will give you the same choices for a weapon/armor upgrades, some cities will give you special upgrade trees that can't be found in other cities. So it's always a good idea to check different cities before choosing which upgrade to get.
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To tell the difference between blacksmiths in each city, make sure to check the element of the blacksmith. This way you can know which upgrades each blacksmith offers. Wind proficient Blacksmiths will offer special wind elemental weapon upgrades, while Fire proficient Blacksmiths will offer special fire elemental weapon upgrades, and so on.
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Upgrading a magic Staff is very important, as getting new Magic spells depends on which element the Staff is, so if you want to learn a good amount of different spells, then your mage should be swapping between different elemental staff whenever they learn the basic spells of a certain element. So while the stats of the upgrade you get from upgrading a staff is important, it's not as important as what Element that staff will be. Having your mage start upgrading a green (forgot what it's called) element staff spells, will get you the healing spell, which will help a lot if you get it as soon as possible.
🔹 Quick & Important Tips 🔹
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One thing you can note, is when an enemy is about to unleash an AoE attack/magic. If you have characters use a defend/block tech on other characters, the characters that the defend/block is being used on, won't get hit by that AoE or spell. So if for example a Flame spell is about to hit your entire party this turn, if you get to 2 characters to use any type of defend/block move on two other characters, then instead of that Flame spell hitting all 5 party members, it will actually only hit 3 of them, and the 2 being defended/blocked can actually act on that turn without fear of being hit by that attack/spell.
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Speaking of which, make sure that your Tanks learn defend/block techs, not only are the usually cheap to use as they cost 1-2 BP. But they are vital in helping to protect your weak damage dealers.
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Make sure to always have some techs that ranged which will have the word Ranged on them, to Quell (Interrupt) enemy counters/interruptions/guards. Basically when an enemy's action says "???", a ranged hit can stop them from performing that action, saving you from damage, and cancelling the enemy's action for that turn. Bows are great for this since all their techs are Ranged, but almost all weapons have 1 or 2 ranged techs in their tech tree.
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If you want to inflict a status effect, then know that each time a status effect fails to be inflicted on an enemy, the higher chances get for the next time you uses the same effect on the same enemy. Meaning for example if you use sleep on a goblin and it has a 40% chance of putting them to sleep, but it fails. If you use it again against the same goblin, it will have a 50% or higher of landing, and so on until it lands.
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If an enemy is already afflicted with a status effect, it will be easier for them to be hit with other status effects. So for example, if an enemy already has poison, then if you use sleep on them, then instead of a 40%, it will be a 50% or higher of getting hit with it. So it's always a good idea to use a high chance status effect first on an enemy (like poison) and then hitting them with a status effect that is usually hard to hit with (like sleep, paralysis, others).
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Unlike other SaGa games, if a characters LP reaches 0, they don't die or leave the party, instead you can't use them in battle again until you leave them out of the party for a couple of battles. It's better to not let a character lose all their LP, instead whenever a character is running out of LP, just replace them with another character. Because for each battle you fight, everyone not in the battle party will regain 1 LP.
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For the reasons mentioned above, it's better to not focus all your efforts on the same 5 party members. So even though only 5 characters can be in the battle party, learn to manage a group of 10 or so characters, that you can swap between at any time depending on the need and the enemy you are facing.