Dragon Quest IX guide

It's Dragon Quest IX. There's questing and you can fight dragons. This shouldn't be too unfamiliar. For quite a few people, this is actually their first Dragon Quest. For the OGs, we've been around the block a few times, and this is a neat trip through nostalgialand while adding enough fresh content. Then you have people inbetween, who have some DQ experience under their belt, but not alot. I hope this guide can help everybody. There are a few off-site pages I will link to just because somebody already did a certain job better than me (such as the Alchemy recipe/ingredient search engine, truly a helpful tool at any point in the game), but for the most part, most tips and advice in this is going to come from personal experience, advice and experiences from others, and of course, the DQ9 manual and Guidebook. Trust me, even with online FAQs, specialty pages such as this one, and whatnot, it's always handy to have the guide (plus it has lotsa purty pictures, just like the good old days). This is a real oddball for both /v/'s wikia "protip" pages and Dragon Quest. Mostly because of how social the game technically is, both online and in real life. As such, this may feel like an FAQ more than our typical tip pages. Please leave this page be for the sake of players looking for tips and use the discussion page for game relevant notes such as news of sponsored events, map downloads, and possible real life "hot-spots" that have good tagging potential such as game conventions.. That said, it's time to get down to business!

Stat Info and How to Take Advantage of Each
 -Strength- 
 * This is mainly to clear up what does what, especially since a few new stats were altered from old ones or added.

Boosts the physical damage you dish out. Pretty much your base offensive capabilities, which can make even weaker weapons hit harder(in addition to the weapon skill tree bonuses). Definitely pump this up for multiple-hit skills you may use (even if a weak ally hits multiple items, it won't mean much if they don't have the muscle to deal significant damage).

 -Resilience- 

Pretty much a fancy word for physical defense. Keeping it high is good if you change vocations to a less armor-inclined one. Example: Going from warrior to mage. Even if your armor sucks, you can make up for it some with this stat.

-Agility-

Raises the odds of a character taking action first. Due to the way turns work, the order of actions is not definite as there is a slight range of probability depending on agility, what your character will be doing (attacking, healing, etc.). Boosting your agility DOES help put the range in your favor that you will likely go first though. A great stat for healers who need to heal the party early, and nice for speedy attackers to consider.

-Deftness-

Alot of people aren't sure about this, but you can rest easy, because here it is, straight from the fucking instruction manual itself: "Governs a character's ability to make preemptive strikes, perform critical attacks, and flee from battle." Now here's what they don't tell you: It also helps boost your steal rate, but only so much and so slightly (something's better than nothing...) and "spells going haywire"/"spells getting a significant boost" or "Critical Magic Hits". Yes, in DQ9, even magic can do critical hits! This works for damaging, healing (as in healing extra than usual), status ailments, stat debuffs, and anything else applicable. For ailments and debuffs, it's a far better chance of inflicting them and sometimes they may work better than normal. Example: "Sap", a spell which may lower one enemy's defense one level may end up lowering that enemy's defense TWO levels when critical-spelling.

-Charm-

How "attractive" your character is. Similar to Jessica's "Sex Appeal" in DQ8, this helps stun monsters into wasting their turns, regardless of the character or enemy's genders. This is a VERY helpful stat, as it even works on bosses, so definitely try to raise it up when you get Vocational skill trees that give you the opportunity to. There is an item known as a "Pretty Betsy" that raises a character's natural charm a slight bit; but, outside of the one you get in a quest, they can be variably hard to find. You might just want to use them on your hero/main character, just in case, especially since you can't take your self-made allies with you in multiplayer.

-Magical Might and Magical Mending-

Boost the capacity for your spells' damage (might) and healing (mending) respectively. Even weaker spells can be quite handy if you raise these high enough. Which is great since some of the strongest spells are quite expensive.

- MP Absorb  -

Only seems to come about with wands. Smack an enemy with a normal attack and you can drain some MP from it. How much you steal depends on this rating, which takes an amount from how much damage you do. Skills DO NOT count. However, you can still boost your damage by using spells or skills that raise your strength and attack, thus boosting the amount of MP you also drain. Do note that if an enemy has no MP, you won't drain anything.

-Block Chance and Evasion Chance-

Block chance affects how often you will nullify all assaults with your shield. Don't get too excited, as the rates are pretty low, even with great shields and Block chance boosting skills. Never hurts to have it though, and shields do still give extra Defense (and elemental resistances for a few). Evasion chance is just that. Your (also low) rate of potentially dodging all assaults. This is boosted by gear, clothing, a few skill trees, and so forth. Depending on the types of skills and characters you may be using, you may choose to equip a shield or raise evasion or NOT to, as some skills require you to get hit and take damage to be effective, which is you may avoid with other skills.

-Attack and Defense-

Strength + Weapon, accessories, etc. = Attack; Resilience + gear, clothes, etc.= Defense; as noted before, the base stats of Strength and Resilience are most important as Attack and Defense WILL fluctuate depending on your weapon equipped, skill tree bonuses, current vocation, and so forth. Don't think you can use your weakest gear non-stop though! The better your equipment, the better your chance of survival.

-Style-

Charm + Fly Threads (gear, clothes, etc.) = Style. Style can also help force enemies and bosses skip turns by "stunning" them with your fashion sense. Generally, the cooler and/or sexier your outfit is, the better. Some of the clothes you can get from Special Guests (Alena, Angelo, etc. from older DQ games) tend to have naturally good style bonuses, so be sure to pick those up when you can.

-"Where's the "spell resistance" stat?"-

There isn't one. Though, Spell damage IS reduced by wearing certain clothes and gear, along with using certain spells and skills during battle. Enemies and Bosses may have resistances to a few elements, but typically tend to be weak against some as well. Some are easy to figure out, such as Fire and Ice working well against each other, but others aren't immediately obvious, such as Slimes being resistance to light/"holy" damage.

Vocation (and General Vocation Skills) Breakdown

 * Note 1: First things first, Talk to Patty after helping Erinn get her new inn in Stornway, the Quester's Rest, to gain the Egg On skill for your Hero/MC, which raises the tension of an ALLY (as in, NOT YOU) by one level each time used. This also unlocks the ability to use some premade characters, or to make allies of your own in any of the six basic vocations (Warrior, Martial Artist, Priest, Mage, Thief, and Minstrel) of your choosing.


 * Note 2: When changing vocations, spells do not transfer (some mumbo-jumbo about being attached to the vocation itself). However, ALL of your skills and natural stat bonuses do. In addition, Omnivocational [weapon]-master allows you to use a type of weapon mastered with any vocation. Example: Rangers can't normally equip swords or shields, but if you had Omnivocational Shieldmaster and Omnivocational Swordmaster, the ranger could equip both and use their skills with no problem. Of course, this requires you to have 100 points in both shields and swords, but hard work doesn't go unrewarded in this game (typically).


 * Note 3: Vocations get additional quests to unlock vocation-specific garments and special items that hold skills which can be used by any vocation, so long as you have the special item in an ally's inventory. These quests are available as a vocation reaches Level 15 and Level 40 respectively, though you may not be able to complete some of them as soon as you get them. You must have an ally currently using the vocation required to get approved for the quest though. After that, you can change back to a different vocation, if unrestricted, to complete the quest. This makes many quests much easier, believe you me.

+Basic Vocations (each are available from the start)+

-Minstrel -

Well, it's the default vocation for your Hero/MC. Despite being an "entertainer" of sorts, it's well-rounded, using healing and offense spells, and fighting rather well, but never reaches the capability of other respective "specialty" roles other vocations do. You'll probably want to vocation-change from it, no doubt. However, be sure to make an effort to level it to Level 40 whenever you can, prefereably before the end of the game, as the item you get from its third quest lets the holder use the skill "Gritty Ditty", which boosts the attack of all allies one level when used. Very handy for random battles and makes boss battles less troublesome as well. Good to master before becoming a sage.


 * Special Note: As the Hero/MC is stuck as this until Alltrades is completed, consider what role you want to end up as before you vocation-change. Remember, you don't HAVE to spend skill points (they'll still be there next level up, anyways), so if you don't want to put points in any skill tree of the Minstrel vocation, save them for the vocation you want to. The max skill points you can save is 999, so don't worry about losing points until you level up past that.

=Vocation Progression=

Skills: @4 Hot Lick (weak fire hit), @16 Pratfall (may distract 1 enemy group), @32 Sobering Slap (cures 1 ally of sleep + confusion), @55 Tap Dance (raises evasion chance), @82 Have a Ball (many weak hits to random foes)

Bonuses: @10 Spry in a Crisis (natural bonus: raises evasion chance when at low HP), @22 Charm + 30, @ 42 Magical Might + 30, @68 Magical Mending + 30, @100 Deftness + 50

-Warrior -

The classic hero model. Above average offense, defense, HP make for a formidable and durable physical fighter. However, their MP is really low, which means they won't be able to use their skills often, and their agility is quite lacking, which means they'll likely end up going last (which does have advantages sometimes). Its roles are split between striking single enemies (unless you have some MP bonuses and like to use spears) and helping to take damage for another ally. Master their shields to help them be even better at the latter role, and master Courage to become even stronger to do both better. Their level 40 quest item lets the holder occasionally counterattack! =Vocation Progression=

Skills: @8 Whipping Boy (take hits for 1 ally), @28 Whistle (provoke foes to target user), @48 Body Slam (hurt a foe + self), @70 Morale Masher (hit 1 foe + lower its tension), @100 Attack Attacker (hit 1 foe + lower its attack)

Bonuses: @16 Strength + 10, @40 Resilience + 20, @56 Strength + 30, @80 Resilience + 40, @90 Maximum HP + 60

-Martial Artist -

Typically known as the "glass cannon" type, Martial Artists have changed slightly. They've gotten a bit better at taking hits, and are still super fast, but do not quite have the boost of critical hits they typically had. Their emphasis is now on tension, while also slightly self-supporting themselves with their learned skills. Don't underestimate them though, tension is VERY effective and powerful, boosting the capabilities of physical offense and spells, healing and offensive alike, and especially good when you Egg On a tension user to get them tensed up faster. Their level 40 quest item lets them carry over tension they don't use from one battle to the next. An easy way to decimate bosses! =Vocation Progression=

Skills: @4 War Cry (try to stun 1 enemy group), @16 Psyche Up (raise tension each time used), @32 Mens Sana (purge self of ailments), @55 Mind Over Matter (reduce breath damage taken), @88 Meditation (self-heal ~80 HP)

Bonuses: @10 Agility + 10, @22 Strength + 10, @42 Maximum HP + 30, @68 Agility + 30, @100 Agility + 60

-Mage -

Ye olde wizard. Probably one of the best allies you can have early on, and even later. The Mage's spells include various buffs and debuffs, along with fire, ice, and explosion magic families. Not only are random battles a breeze with them, but boss battles can be made easier as well. As expected, this power comes at a price, the mage sucks physically. Just sucks. Even with a shield. If you have a mage and warrior, you can use the mage to power up the warrior, and use the warrior to protect the mage when needed. A great combo for beginners. The mage's level 40 quest item lets the holder use Weakening Wave, which weakens all enemies slightly. Not bad if the odds look grim. =Vocation Progression=

Skills: @8 Wizard Ward (lowers magic damage user takes), @26 Spooky Aura (weakens 1 foe's resistance to magic), @46 Focus Pocus (user heals MP each turn), @68 Channel Anger (boosts user's Magical Might alot)

Bonuses: @16 Magical Might + 20, @ 38 Maximum MP + 10, @54 Critical Spell Rate Up (raises chances for spells to crit/go haywire), @78 Magical Might + 60, @88 Maximum MP + 20, @100 Magical Might + 100

-Priest -

Unlike ye olde wizard, priests of Dragon Quest are like Combat Medics, but heal better than they fight. Unlike previously, the priest is a bit better physically than it used to be. Not too surprising given its use of staves and spears, which are quite versatile weapons. However, it lost its wind spells to the Minstrel & Luminary, and some of its stat boosting spells. The priest still does damn good healing though, and its Level 40 quest item lets the holder use Wave of Relief, which cures nearly all ailments (except death and inactivity). The buffs it still has are also handy. You should definitely consider a priest eventually, if only to boost an ally's Magical Mending for other vocations. =Vocation Progression=
 * Special Note: Benediction for the priests in your party and in churches only remove cursed gear from the wearer, not the curse on the gear itself. To do that, you need to use alchemy recipes, which changes it to a new gear piece.

Skills: @8 Divination and @28 Benediction (same as a church), @40 Rotstopper (lowers undead foes' damage to party). @70 Alma Mater (saves party from instant death), @ 90 Care Prayer (boosts user's Magical Mending alot)

Bonuses: @16 Magical Mending + 20, @40 Maximum MP + 10, @56 Magical Mending + 60, @80 Maximum MP + 20, @100 Magical Mending + 100

-Thief -

It's a thief. It steals things. Practical things (and not so practical things). The thief's best aspects are: its decent MP for a physical vocation, letting it use skills rather often, its skill tree (which provides boosts to deftness and agility, along with some treasure acquiring skills), and seemingly inherent extra boost to successfully steal as a thief (it's what it does best, after all). Sure, a thief gets a few support spells, is a decent fighter, and gets a quest item at Level 40 that gives the holder a probability to find a "secretly stolen" item after each battle. BUT... after you get the Honour Among Thieves medal after getting one to Level 99 and revocating it, you will likely NEVER use one again.


 * Special Note: No, I mean it. Damn near nobody uses a thief after that. Get all 4 allies to master Half-Inch and that should be more than enough to support the ally with the best stealing rate amongst you, regardless of vocation.

=Vocation Progression=

Skills: @10 Half-Inch (may loot from a foe), @22 Pitfall (dig to trap pals & monsters), @42 Nose for Treasure (counts loot left in the area), @68 Eye for Trouble (lets you know a foe's info), @100 Treasure Eye Land (locates loot)

Bonuses: @4 Deftness + 20, @16 Agility + 20, @32 Maximum HP + 20, @55 Deftness + 40, @82 Agility + 40

+Unlocked Vocations (each are available from the start)+

(will add later)


 * Note 4: To unlock the remaining six vocations, you must talk with certain NPCs with blue bubbles at Alltrades and certain other places nearby (Gleeba's Mirage Mahal palace and the entrance to Zere Rocks respectively, you won't get Sage until near the end of the game and Luminary until post-game). They ask you to do certain tasks in quests they give you. Just complete them, give them notice of your successful completion, and the vocation will be unlocked for any and all allies to change to and from.

Weapon (and General Weapon Skills) Breakdown
There's not technically a "best weapon" type to choose from in this game. However, that is not to say that some weapons aren't better than others at doing certain things, and better for certain vocations. Some are even more beneficial for a vocation that may not even use them without an ally first mastering the weapon in question, For example: You may not think to give a Paladin a fan, but the fan's Reverse Cycle ability, combined with a Paladin's Forbearance is an extremely good combination versus breath attacks, and you can even stack a shield's Magic Mirror onto this, meaning the only thing that may harm the Paladin are strong or critical hits (if the paladin does not have the shield mastery scroll) and status effects (if the Paladin is not immune to them thanks to certain equipment). This is a somewhat risky 2 turn set up at times, but assuming your party can last those two turns, they might spend the next 4 or 5 damage free, all while deflecting damage back to the enemy or boss spewing breath or casting spells. Combos like this can be found and utilized quite easy with a bit of formulaic reasoning. This is just an overview of general stuff about each weapon type, and how they may be used well. That isn't to say you should just use one thing. Experiment and see what works best for you, and enjoy blasting foes with your favorite skills.


 * Note 1: Like Vocations, weapons also have their own extra quests. Most of these can be started after defeating the boss at Swinedimples. You may not be able to finish some of them until later on though. The quest you get at having 30 skill points in a weapon nets you a fairly good weapon of that type. Having a weapon mastered (100 skill points) unlocks the second quest, which gives you a secret scroll, which lets the holder use an special skill when equipped with that weapon type. Some of these may not quite act like you might expect (The boomerang's special skill, Gigathrow only hits one foe instead of all of them), but you should find all of them are quite helpful.


 * Note 2: "[Stat]+ # with [weapon]" skills transfer between vocations, but of course, only apply when that weapon type is equipped.

-Sword- 

Swords are the go-to weapon for many; but, at least in DQ9, it's easy to see why. Swords can deal extra damage to 2 of the tougher enemy types: Dragons (i.e. Lizard-ish enemies) and Metal Slime types. GigaSlash is good to decimate enemy groups. Their secret scroll skill, GigaGash, is a DOUBLE GigaSlash. Their ultimate skill is Falcon Slash, which hits a foe twice. Use this with a Falcon Blade and you get 4 hits! Add the Level 40 Gladiator quest item, and you may score 6! Top off with tension and attack boosting and you can cause some colossal single-enemy damage. Don't count other swords out though, because this combo requires beaucoups of natural Strength.

+Weapon Progression+

Skills: @3 Dragon Slash (~150% damage to dragons), @13 Metal Slash (~2 damage to metal slime types & often hits), @35 Miracle Slash (slashes once to drain HP from damage dealt), @58 Falcon Slash (double slash attack), @88 Gigaslash (strong group slasher)

Bonuses: @7 Attack+10 with Swords, @22 Critical Hit Rate Up with Swords, @42 Attack+20 with Swords, @76 Attack+30 with Swords, @100 Omnivocational Swordmaster

-Axe- 

Yeah, they're motherfucking axes, and they're probably one of the best SUPPORT weapons. Yeah, I know that sounds lame, but hear me out. Axes have uses other than just hitting a single enemy. See that group of foes? Chop 'em down with Axes of Evil. Boss has a defense buff? Helm Splitter that sucker back to normal. Annoying ass enemy who won't die easily? Try to paralyze it with Parallax. Metal King Slime? Hatchet Man it and you may rake in major EXP. The only mediocre skill axes have is Poplar Toppler, which does extra damage... to plants, all of which are pretty damn weak to begin with. Otherwise, a good choice for a support character and a versatile one to boot.
 * Note: Outside of quest completionism, don't waster your time with their secret scroll skill, Whopper Chop. It does good damage, but costs 16 MP, and Parallax, which does almost the same amount of damage, costs ONLY 3. Supposedly it's a "critical hit", but it doesn't work metal slimes, so why bother? Everything else about Axes is good, but they really got the shaft when it came to their secret scroll skill, much to the rage of many like myself.

+Weapon Progression+

Skills: @3 Poplar Toppler (~150% damage to plants), @13 Parallax (~125% damage + chance of paralyzing foe), @35 Helm Splitter (strikes and may lower defense), @58 Hatchet Man (50% hit chance, but criticals when it hits), @88 Axes of Evil (strike an enemy group)

Bonuses: @7 Attack+10 with Axes, @22 Critical Hit Rate up with axes, @42 Attack+20 with Axes, @76 Attack+30 with Axes, @100 Omnivocational Axemaster

-Spear-  Spears are an offense-oriented versatile weapon, good for a variety of situations. Against Metal Slime foes, you have Pressure Pointer and Thunder Thrust, each having a chance to insta-kill/crit respectively. Mercurial Thrust is good to finish off weakened foes before they heal up or use a trump card spell on your party. Multithrust hits random foes 3-4 times at half power each time, but goes great with tension and attack boosts. Cattle Prod is pretty handy early on because alot of enemies are "beast" type. Their secret scroll skill, Lightning Storm, is BADASS, dealing great damage against ALL enemies. Let someone with high MP spam it, and those random encounters will drop like flies!

+Weapon Progression+

Skills: @3 Mercurial Thrust (50% damage, but hits 1st), @13 Cattle Prod (~150% damage to beasts), @22 Pressure Pointer (chance to insta-kill), @58 Thunder Thrust (50% hit chance, but criticals when it hits), @88 Multithrust (50% damage, but 3-4 hits)

Bonuses: @7 Attack+10 with Spears, @35 Critical Hit Rate Up with Spears, @42 Attack+20 with Spears, @76 Attack+30 with Spears, @100 Omnivocational Spearmaster

-Fan-

They sound weak, but fans are damn helpful. As a support-defensive weapon, its strength lies in evading foes. Flower Power confuses a group to fight amongst themselves or be too dazed to duel. Reverse Cycle lets the user reflect back breath attacks used on them to the breather*. Schizofanic lets the user evade the next assault of any type on them. Fans can be offensive with Water Slaughter and Fan Dango, but you may use their secret scroll skill, Hustle Dance, more often. It heals the party by ~70 HP for free! As noted, fans go great for allies who protect others. Also, if you're lucky, you may find the ultimate fans, which boost your chance to get a coup-de-grace!


 * Note: Reverse Cycle only protects the user against breaths. The rest of the party is still targeted. When reflected, only the breather takes damage. (When used with Forbearance, this reflects each breath target individually, making it quite good against bosses and enemies who like to spam breath damage to both protect your allies and also deal a decent chunk of damage.)

+Weapon Progression+

Skills: @3 Flower Power (May confuse a group), @13 Reverse Cycle (user reflects "breath"s), @35 Water Slaughter (~150% damage to "waters" (fishes and shit)), @58 Schizofanic (evade the next assault), @88 Fan Dango (50% damage, but 3-4 hits)

Bonuses: @7 Attack+10 with Fans, @22 Critical Hit Rate Up with Fans, @42 Attack+20 with Fans, @76 Attack+30 with Fans, @100 Omnivocational Fanmaster

(Will add more later)

Alchemy and Ingredient Breakdown
-When is it first available?-

Krak Pot, your sentient little alchemy pot buddy, becomes available after fully completing the Wight Knight ordeal (beating the Morag, talking with the king and princess of Stornway after doing so, etc. You'll know when you're done.). Go back to the Stornway Inn/Quester's Rest and talk with Erinn. She should bring it out after doing so (If not, then you probably need to wrap up something you missed with the king and princess.). Sadly, you cannot take it with you, but the good news is that it does INSTANT alchemy for a combo up to nine times at once. To clarify: If you have 18 Medicinal Herbs and you wanted 9 Strong Medicines, all you have to do is "Use a Recipe" and tell Krak Pot that you want 9 of it. Alternatively, you CAN use "Try Your Luck" to set the values yourself, but you must have the proper numeral pairs for the product, and can only add 9 of them that way, as opposed to recipes where you can make them regardless of the total number of ingredients, just no more than 9 of the final product.

-Where to find what ingredient on the overworld -



I'm not sure who all made this, but it's one of a handful of variations made. Very handy.

Chronocrystals are bought in a store for 50000 gold EACH (Yes, seriously.)

That mini medal location solely applies for one in a red chest.

-"Why is this ingredient respawn taking so long?"/"Why am I getting so little of this ingredient?"

There's a reason for that. Respawn times and ingredient quantities vary per a number of various factors, each of which seem diiferent per each save (or cart). You may find much more of a certain ingredient much more often than somebody else might. In addition, from one day to the next (likely REAL day, but not necessarily to count out the in-game days), you may find an abundance of an ingredient that you found so little of before. There's no real rhyme or reason to these rates, the ingredients just pop up or they don't. However, they are all consistent in each and every game as to where they spawn and are located.

'''-Why can't I find [ingredient] on the Overworld? -'''

Some ingredients: must be bought, can only be found in blue chests, are monster drops/steals, and lastly, some ingredients must be alchemized already before they can be used. Here is an example of the last one: In order to make the Apollo's crown, you must first have the Sun Crown ingredient, which comes from alchemizing a "Skull Helm" and 3 "Saint's Ashes". I'm not sure about each item myself, but someone named "thwgatrostys" has compiled the data for damn near all, if not all, in this FAQ.

Metal Slime Hunting

 * Special thanks to PKFire for getting this sucker started.

 -"What are metal slimes"?- 

If you have ever played a Dragon Quest game before, you'll already know why everyone goes crazy over these little buggers. They are a special breed of slimes that give gigantic amounts of experience! The trade-off? They are really hard to kill without proper preparations.

Metal slimes only have a handful of HP, but an extremely high defense score, making them nearly impenetrable to attacks. A normal attack will not do more than 1 point of damage no matter how powerful you are, and frequently you won't do any damage at all. Apart from that, they are also immune to all kinds of magic. To top it off, they are very rare, very fast and like to run away a lot, often even before you get a chance to strike. Still, if you know what you are doing, there is no better way to gather big amounts of EXP in no time. Keep in mind that they'll try to run away even before the fight starts, so don't dawdle if you see one.
 * Note: If you're quick about it, you can sneak up behind them. Using Holy Water or the Vanish skill defintiely helps here. It won't always assure a surprise attack for you, but it's better than charging them head-on.

-Let's get into the details-

There are five kinds of metal slimes, each having more HP and giving more EXP than the last one. If you haven't gotten to them yet, please not that these EXP amounts are BEFORE they split amongst your allies.

Metal Slime: 3-4 HP, 4096 EXP, encountered in the Quaratomb

Metal Medley: 6-7 HP, 12288 EXP, encountered in the Bad Cave

Liquid Metal Slime: 7-8 HP, 40200 EXP, encountered in the Bowhole

Metal King Slime: ~16 HP, 120040 EXP, encountered post-game in the Tower of Nod (however, so rare that they aren't worth hunting)

Platinum King Jewel: ~20 HP, 240000 EXP, only encountered in very high-leveled grottos

-"Are there any other places where you can find them?"-

Yes, however you won't see those places until post-game. Once you have the ability to fly, you can visit the hill to the east of Angel Falls, which has slimes of all kinds and metals up to the liquid variety. More importantly, they are very common in this place, you might even be able to kill three liquids in a single encounter if fortune smiles upon thee.

The other places are grottos, the randomly generated post-game dungeons. Liquids start popping up in grottos of around high level 40s, kings at high level 50s, and jewels way later. Fortunately, "slime hill" at Angel Falls is more than enough to get to the point where you're strong enough to conquer these grottos.


 * Note: For Metal Kings, a number of people have noticed that they like to pop up more often in grottos with water themes (not snow, WATER). If you have a high level grotto and notice it's flooded, you may just get lucky!

 -General Levels to Move onto the Next Rank of Metal Slime- 

Still utilizing the most basic Metal Slime at Level 18? Sheesh, it's time to move on. Using THIS page as a guide, here's the general levels you should probably move on at.


 * Note: To clarify, Solo means going at these suckers alone. Duo means just bringing along one party member. Considering how experience splits up in this game, this may work better for you if your party has huge level gaps in it.

Pre-Post-game Quarantomb - Level 13 Bad Cave - Level 22 Bowhole - Level 31 Solo or duo Bowhole - 40

Post-game Angel Falls plateau - Level 46. Best done solo or duo after 40 or so Grottos with Metal King Slimes - Level 46 to 49, depending on how common they are in your respective favorite grotto, how long your party may survive fights with other enemies, and how patient you are.

-"So how do you kill them?"-

You can get a bunch of very useful skills to make your hunts easier. Generally you'll want to use skills that attack multiple times to maximize your damage output.

Normal Attacks - Enough to kill the basic metal slimes if you're lucky. There's always the chance to get a critical hit, which will pierce their defence and kill them instantly.

Metal Slash (Sword) - Exactly what it says on the tin. This attack will always do 1 or 2 points of damage (unless the little shit dodges, which still occasionally happens). Very useful in combination with the falcon blade, which attacks twice, for a potential 4 points of damage!

Metalicker (Boomerang) - Same as the metal slash, except it hits all enemies on the screen. However, since you will likely never see multiple metals in one encounter until post-game, this is less useful than it sounds.

Multithrust / Fan Dango / Multifist (Spear/Fan/Fisticuffs) - This skill strikes random enemies four times in a row. Quite useful if you are only facing one metal. Gets less godly when there are several monsters. The spear variant may sometimes only hit 3 times, but when used with the Demon Spear noted below, and you may just see more than one metal slime insta-killed in one go!

Have a Ball (Litheness) - Hits random foes 7-8 times. Not too shabby for slimes, medleys or even liquids, though it does need a lot of skill points in litheness, which isn't really the best skill tree otherwise.

Flailing Nails (Claws) - Attacks the same enemy four times in a row. Seems to be somewhat less reliable than multifist, though.

Mercurial Thrust  (Spear) - Always gets the first strike of the round. Quite useful when you're sure that the slime only has 1 HP left.

Thunder Thrust / Hatchet Man (Spear/Axe) - Now we're talking. These two skills may only have a 50% chance of hitting at all, but when they do, you get a critical hit and one dead metal slime. These are THE BEST skills to kill liquids, kings and platinum jewels with, nothing else comes close. The only downside is a relatively high MP usage.

Pressure Pointer / Needle Shot (Spear/Bow) - Both of these early skills may instant-kill even the strongest metal slimes. The chance is a bit low though. You do need the first to finish a side-quest.

Acceleratle - Got a mage with you who doesn't have any of the above skills? Give this spell a chance. If the slimes haven't all escaped by the next round already, your chances to strike before they do will be increased.

Weapons with an Instant-Kill Chance - There are a few weapons with a chance to instantly kill a foe when you strike. The earliest you may find is the Poison Needle, which always does 1 damage and has a low chance to kill instantly. The Assassin's Dagger also has this chance, but not the assured 1 damage. The Demon Spear is a surprisingly NOT-cursed weapon that has this chance, but also not the 1 damage assurance. It's also good otherwise.


 * Note: As noted in other sections above, equipping the Gladiator's Level 40 quest item can give you a chance at an extra hit for an attack or physical skill. Every little bit helps, right?

-"What can I do to stop them from running away?"-

Normally, nothing except killing them before they do. However, if your charm and style are high, you may be able to distract them for a turn. This is a rather chancy IF though.

 -Tips to avoid metal boredom- 

Let's be honest. Trying to fight the same damn enemy several times can be frustrating, even boring. The official guide even admits it. Here's some suggestions to keep the experience from growing stale:

1. Try getting some alchemy ingredients. If there's some enemies nearby that drop something handy, you can try stealing from or defeating them for a while. Especially if you can recall a recipe you can almost finish.

2. Fight other enemies in general. If a metal slime doesn't want to spawn, and it's been 10 minutes or so, blow off some steam on other foes. Since this clears out the build up of other foes, you may get lucky and see one pop up post-battle. Either way, it'll net you more gold than fighting Metals ever will.

3. Take a break and leave the area. Blue chests and (usually) overworld ingredients respawn everyday. If you've been so preoccupied grinding, you may have forgotten to check for new loot! Not bad if you can net mini-medals either.

Treasure Maps and Grottos
 -"What are treasure maps?"- 

Ever beat an RPG and thought "Man, it's over already? But I'm only level 30 and there's no reason to get all the best weapons because there's nothing else to fight"? Well then, you're in luck, because that's exactly what treasure maps are for. Each of them leads to a randomized dungeon hidden somewhere on the world map, full of monsters, treasure and bosses so powerful, you practically need all those overpowered techniques you hear about (that's not a joke, the game was designed with online guides and exploits in mind).

Every time you beat a grotto, you will receive another random map for a new one. The adventure never ends!

 -Getting started- 

You will get your first map of many from a simple sidequest that's hard to miss. On the broken bridge before Zere Rocks, you'll see a person with the fitting name Christopher Collapsus. Simply give him a special medicine to receive his map. This will open up a new menu point under "items". Simply open the map by selecting it and it will show a small part of the world map. The first one you get will always show the area west of Stornwell, so go there and try to find the spot market with X with the map opened. A ! will appear above your head when you are near the spot, now just press A to find the entrance.

You will end up in a cave or ruin and immediately notice that the map on the top screen is incomplete until you map it out yourself by running around. This is because the layout of every grotto is randomized. The monsters you meet in this particular grotto aren't too difficult, though the toads may annoyingly block narrow hallways. If you think that the loot you find in the blue chests here is disappointing, you're right. You won't find anything decent until you find grottos of higher levels, but more about that later. Enter the staircase to get to the next floor until you reach the boss.

Your first foe is Equinox, the night-mare. I won't go into detail how to beat him, but be prepared for a very hard fight if you just started your treasure map hunting at the first possible opportunity. Once you win, you might get a piece of rare treasure and you will receive another map. Unlike the first one, this will be completely random. If you can't reach the spot marked with X, you can repeat the map you already beat (it will have the same layout as before) or wait until you can go there.

To be honest, there is no point in using treasure maps before beating the main story, since the bosses will simply be too hard and you won't get any worthwhile loot before beating a good number of them.

 -Grotto grinding with maximum efficiency- 

-to be edited-

 -Legacy bosses- 

-to be edited-

General Advice
 -Tips from Others- 

Here's some advice from one of /v/'s resident Dragon Warriors, Dogi, with the occaisonal supplemental note from yours truly:

1. SP don't have to be spent when gained. Or even on the class that gains them.

2. Pick one weapon per character and master it asap. Make that their primary for other classes. Even the pitifully weak mage can make a decent hack at an enemy when they have spears mastered.

3. Swap jobs often early leveling several jobs to 20 is a hell of a lot faster than leveling one to 30. And that way you get over 250 SP to spend, instead of just roughly 65-75.

4. Go for the early stat bonuses in class specific trees, and their useful skills. 22 SP as a Martial Artist's class tree gets you 10 agility, 10 strength, psyche up and War Cry. 16 SP into a thief's gets you 20 agility, 20 deftness and Half-Inch (aka Steal)

5. There is no fucking up. There are 12 classes. You get 200SP once a class is level 99. There are 26 skill trees. 2600 SP to learn everything, 2400SP from maxing everything. You can rebirth a class to level 1 and gain all the SP again without losing the previously spent SP.

6. Don't bother grinding on anything but the newest Metals you can kill, unless it's a level 1 character. Even then a single fight can get them to level 5 and have enough HP for metal hunting.


 * Note: Strictly speaking about quick EXP, as for gold, there's other enemies and manners to obtain that.

these last 6 are more for post game than main game, but keep them in mind while going through the story. Especially if you grind several classes

7. Pick a main class for each person in your party, master skill trees that benefit them. Giving your melee the priest skill tree, Benevolence, is useless, but giving a Healer or Sage Benevolence is very helpful (paladin's good for every class really though, same for sage)

8. Teach everyone either axes or spears. This way you can metal grind as any class using the crit skills.


 * Note: As noted above, it's not the only way to do it, but its easily the best for Metal Kings and Platinums Jewels.

9. If a grotto chest gives you 3000 gold or Orihalcum, it is an A rank chest. This means it can carry Metal slime equipment, remember that chest and farm it.

10. If a grotto chest gives you Sage's elixir it's likely a C or B ranked chest. It can have three star weapons inside and usually mini medals.

11. If a grotto chest gives you Gold Bars, Reset Stones or Soma Drinks then it is very likely an S ranked chest. You can get the four star strongest weapons in the game from those. Definitely remember where those chests were and farm the shit out of them.


 * Note: For the above 3, the easiest way to farm is raid each chest, exit before or after beating the boss (your call), and closing and re-opening the map. This refreshes EVERYTHING and INSTANTLY (including the boss).

12. Grottos with all MKS floors are most likely going to be a water type with Emerald, Platinum, Diamond, Ruby or Sapphire prefixes.

Links of Interest
-Websites and stuff-