There hasn't been a thread for this so I thought I'd make one.
This is my first OP for a single game so hope I included enough information (Hopefully not too much...)
Echoes of Time
Crystal Chronicles: Echoes of time is square-enix's latest entry into the Final Fantasy Crystal Chronicles series.
What is this game about?
In EoT, you play as a 16 year old just coming of age and living in an isolated village. You start out seeking a rare medicine to cure a young girl suffering from something known as “crystal sickness”. This quest leads you to meet an old man named Larkeicus, and discover the truth about the village in the forest.
What about the systems?
FFCC: Echoes of Time (Wii) is almost exactly the same as FFCC: Echoes of Time (DS). The Wii version even has a similar interface (two screens appearing on your TV, very similar layout to the DS version, etc). The only real differences are:
- You can not connect multiple Wii using Local Wireless
- You can get “Mii Masks” in the Wii version (which can be traded to the DS)
- The graphics, while sharing a similar style, are slightly more refined.
Otherwise, they’re the same game pretty much. They’re also cross compatible, either local wireless Wii to however many DS, or Nintendo WiFi Connection with as many Wii and DS games.
Do I need a copy of this game for every player?
Yes. Each player will need his own copy, be it DS or WiFi.
Local multiplayer is only:
1 Wii and 1-3 DSs with the Wii hosting or 1-4 DSs. 2 Wiis cannot connect together and there is no multiplayer on a single Wii system. Everyone playing needs to have their own copy of the game.
For online multiplayer you can have any combination of Wii and DS and anyone can be hosting.
How does multiplayer work?
Instead of using AI characters, you can have a multiplayer of party up to 4 people. You can play using local wireless (Only one Wii, as many DS players as you have slots). Alternatively, you can play on Nintendo Wi-Fi Connection. This allows as many Wii or DS players, up to the maximum. No AI characters are permitted.
Any game progress is ONLY saved for the host player, and you will join his position in the storyline. However, any character progress is still saved. This means that any changes in items, experience points, money, etc, that are made are kept.
Is there PvP in this game?
While playing multiplayer there are new quests available. These are PvP minigames, and PvP Gladiator.
How about Actually Playing the game?
Starting your character
You can choose one of the four races, and either male or female. This will decide what equipment you can wield and what abilities you gain when you level up. In general, weapons are NOT limited to a specific character. There are a few exceptions, but there is no problem with a Clavat using a staff, for example. However, you will only get all the abilities, combinations, charge, and charge breaks for weapons you specialize in.
Clavats – High physical stats, high magical stats, specializes in swords
Selkies – Mediocre physical stats, poor magical stats, specializes in bows and rackets, double-jump
Yukes – Poor physical stats, very high magical stats, specializes in staves
Lilties – Very high physical stats, poor magical stats, specializes in spears and hammers
After beating the game at least once, you can start a New Game+. This allows you to choose a higher difficulty mode. This also allows you to choose another character as the “main” character.
Equipment has a lot of intricacies here and there in an almost diablo-esque fashion, so here is a nice long explanation of it all. I'm going to put it into a spoiler because it is ridiculously long and slightly intimidating at first glance. -
Equipment is broken into four categories: Weapons, Helmets, Armors, and Accessories
You will find loot constantly upon defeating monsters. You will also be able to buy some low level materials, and scrolls. Rarer scrolls can be obtained from quests, chests, or certain monsters. Some bosses have a tendency to drop rare scrolls too. These will allow you to make nearly every weapon, helmet, and armor.
While you can make accessories, you can’t make many of them. Most of these will be monster drops, from chests, or purchased from the store.
There are also 3 Helmets, and 3 Armors that you can not make. They are purchased for 1,000,000 Gil each from the store, and do not become available until halfway through Very Hard mode.
Weapons usually have 1 free slot, 1 free slot and 1 innate ability, or 1 free slot and 2 innate abilities.
Armors and Helms, like weapons, usually have 1 free slot, 1 free slot and 1 innate ability, or 1 free slot and 2 innate abilities.
Accessories can have 1 free slot and 1 innate ability, 2 free slots and 1 innate ability, 1 free slot and 2 innate abilities, 2 free slots and 1 innate ability, or 3 free slots.
However, there is one weapon of every type (sword, bow, hammer, etc) that has 3 slots. The 1,000,000 Gil Helmets have either 3 free slots or 2 free slots. The 1,000,000 Gil Armors have 3 free slots.
Weapons and Armors level up when you kill monsters of a certain level or higher. Using an Ultima Weapon against a Mu (N) would not give you any weapon experience. Leveling up a piece of equipment:
- Allows it to be transformed
- Increases the transformation
- Increases the stats of the item
A weapon can normally reach a maximum level of 3. Through the use of gems, a weapon can reach a maximum level of 30.
Gems can be found from certain chests. They are usually pretty rare. You can add them into an item at a small cost, which will apply their bonus to that item. You can also remove that gem later, at a small cost. You will not lose the gem. They are also “color-coded.”
Light Blue – These gems, when added to a weapon, increases the maximum level of it. The most powerful light blue gem would increase the maximum level by twice the gem’s power. The second most powerful would increase by the gems power. They come in 1, 2, 3, 4, 5, 6, 7, 8, 9, and 20 variations.
Level 5 Gem + Level 4 Gem = 3 (Default) + 10 (Level 5 gem, doubled for being the stronger) + 4 (Level 4 gem, not doubled) for a maximum level of 17.
In other words, two level 9 gems would allow you to reach level 30 (maximum overall). A single level 20 gem in ANY item will allow you to reach level 30. The effect of a third light blue gem hasn’t been ascertained yet. <u>Removing a gem does NOT affect the weapon’s current level. If it is already level 30, feel free to move the level 20 gem elsewhere, because the weapon will stay level 30 and keep its stats!</u>
Red – These gems offer a boost to attributes or elemental abilities. They come at various levels, which measure the size of the boost. HP, SP, Attack, Defense, Magic Attack, Magic Defense, Elemental Attack, Elemental Defense, etc, can all be boosted with these gems.
Yellow – These gems give your item the “lore” abilities from the first game. These are incredibly hard to get, and the only ones I have personally found so far are Dragoon Lore (Increases power of aerial attack), Samurai Lore (Increases chance of critical hits), and Red Mage Lore (Decreases duration of status effects).
Blue – These gems offer a small variety of boosts, such as increased HP gain from vegetables, increased MP gain from fruits, increased Gil, and increased XP. Gil drops typically appear as small gold coins and have an amount assigned to them, say, 100 Gil. Every Smart Riches (Gil Boost) ability you have will raise this by 5% when you pick it up.
Purple – These gems offer miscellaneous combat related boosts, such as ring speed (move your spell rings faster), ring root (rings stay locked longer making pile spells easier), MP Absorb (Gain MP when you inflict damage via physical attacks), HP Absorb (Gain HP when you inflict damage via physical attacks), MP Defense (Gain MP when you take damage), HP Defense (Gain HP when you take damage), Quick Charge (Reduces charge up time for Charge Attacks and Charge Breaks), and a few others.
Green – Yellow is rare, yes, but not the rarest. I have only ever gotten one green gem, and I haven’t tested it yet, although it either:
A) Increases defense growth for the character, or
B) Increases defense growth on the weapon
Either one is incredibly good.
Items of at least level 3 can be broken into gems at the custom equipment store. The higher level they are, the more gems you will get, some of higher levels.
For example, Ultima Weapon, at level 30, will yield an HP Absorb (3), easily one of the best weapons in the game.
There are a few gems that can only be equipped onto weapons (both Absorb gems, notably), and some that can only be equipped onto non-weapons as well.
As you can see, the best equipment will have a LOT of slots, because these slots are very, very useful.
The best equipment overall would be one of the “ultimate” weapons (such as Ragnorak) with 3 slots, two of the 1,000,000 Gil items with 3 slots each, and a ring with 3 slots. Remember that all attributes are capped at 999 attack. In Gerald’s case, for example, putting Attack(3) + Attack(3) + Attack(3) into a Ragnorak is ridiculously wasteful, it will be no stronger than if he had an empty Ragnorak… or hell, a Bronze sword. However, he can use the slots for HP Absorb + MP Absorb + HP instead, giving him more HP + HP and MP absorb.
Echoes of time Uses mostly the same magic system as the previous games although magicite and SP have been replaced with good ol' MP. You hold down a button and move a ring to a target, when released the magic will be cast. All levels of magic are available however. This is done by "stacking" magic. Cast a fire spell, but press a button to hold that ring. Cast another fire spell on top of the previous ring and fire becomes Fira.
What are the magic combinations?
Going to plop this into a spoiler as well since it's fairly long
At level 99, Clavats and Yukes can each lock 3 rings, Selkies and Lilties can each lock 2 rings. Also, the Magic Pile will limit the strongest spells they can combine. Here are the known and tested spell combinations:
Fire + Fire = Fira
Fire + Fire + Fire = Firaga
Fire + Fire + Fire + Fire = Firaja
These spells inflict fire damage, and cause burn (continuously inflicts a small amount of damage). Firaja has greatly increased range.
Blizzard + Blizzard = Blizzara
Blizzard + Blizzard + Blizzard = Blizzaga
Blizzard + Blizzard + Blizzard + Blizzard = Blizzaja
These spells inflict ice damage, and cause freeze (stops them from taking any actions, prevents guard, is removed by some physical attacks and most magical attacks). Blizzaja has greatly increased range.
Thunder + Thunder = Thundara
Thunder + Thunder + Thunder = Thundaga
Thunder + Thunder + Thunder + Thunder = Thundaja
These spells inflict lightning damage, and cause paralysis (stops them from attacking or casting spells, lasts longer than freeze). Thundaja has greatly increased range.
Cure + Cure = Cura
Cure + Cure + Cure = Curaga
Cure + cure + Cure + Cure = Curaja
Restores HP. Cure restores 30%, Cura restores 65%, Cuaraga restores 100%, Curaja restores 100% over a large range. These spells also remove the spectral status effect from monsters.
Clear + Clear = Cleara
Clear + Clear + Clear = Clearaga
Clear + clear + Clear + Clear = Clearaja
These spells remove status effects. Clear only removes one, higher level versions remove multiple. These remove positive as well as negative effects. Clearaja has greatly increased range. These spells also remove the spectral status effect from monsters.
Raise + Raise = Arise
These spells resurrect dead characters. If a party member (yourself, AI, or friend) is slain but at least one member of the party is still alive, they will play as a ghost and only be able to move + pick up a small assortment of items, waiting to be resurrected. Raise restores a small amount of HP, Arise restores all HP and a small amount of MP. These spells also remove the spectral status effect from monsters.
Fire + Clear = Barrier
Fire + Fire + Clear + Clear = Barriaga
These spells give you the Barrier status, which reduces damage from most attacks. This is incredibly useful at higher levels, especially against certain bosses. Barriaga has greatly increased range.
Thunder + Clear = Haste
Thunder + Thunder + Clear + Clear = Hastega
These spells give you the Haste status, which drastically raises your attack and movement speed. This is not very useful alone, or with AI, because it has a short duration. However, it will make certain puzzles much easier, and is very useful with a party of 3 or 4. Hastega has a greatly increased range.
Blizzard + Clear = Slow
Blizzard + Blizzard + Clear + Clear = Slowga
These spells inflict time damage and inflict slow (reduced attack and movement speed, and greatly increases the time it takes to initiate a spell ring). Slowga deals higher damage and has a greatly increased range.
Fire + Raise = Quake
Fire + Fire + Raise + Raise = Quakega
These spells deal substantial damage and usually cause stun or sends an opponent flying. Quakega deals more damage and has greater range. Damage is likely considered physical or neutral magical.
Thunder + Raise = Bio
Thunder + Thunder + Raise + Raise = Bioga
These spells deal substantial magical damage and causes poison (continually causes damage and flinches the victim). Bioga does more damage and has greater range.
Blizzard + Raise = Gravity
Blizzard + Blizzard + Raise + Raise = Graviga
These spells function in a unique fashion. They remove a portion of a monster’s remaining hitpoints. Gravity usually removes about a third, Graviga removes about a half. They also inflict gravity (no jumping, and flying monsters are grounded). However, on some bosses, it seems to work although it inflicts a small amount of magic damage. Graviga has much greater range.
Fire + Thunder + Blizzard + Cure = Meteor
Drops a meteor, which inflicts substantial damage and causes stun. Like Quake, damage is likely considered physical, or neutral magical.
Cure + Raise = Holy
Cure + Cure + Raise + Raise = Holy
These spells deal substantial magical damage. They also remove the spectral status effect from monsters. Holyga has much higher range and damage. White Magic Switches can be triggered by holy in addition to the book spells.
In addition to setting up your own spells, you can also counter neutral monster spells. For example, a Chimera frequently casts Thunder and Fire. If they create a Fire spell ring, you can hold a fire ring on its trajectory, and release your fire spell while the Chimera’s spell is still moving, but in range of your fire spell. This will cast Fira, and send it back at the Chimera.
Note that monsters can counter your spells too. For example, if your AI partner is dead while you’re fighting the Hierophant, if you initiate a raise ring right as a crystal thunders you, you will be hit by Bio.
Positive spells go to the monster or player who countered. Negative spells go to the person or monster who was countered. If I was to clear a monster’s blizzard ring, I would slow the monster. Alternatively, if I was to clear a monster’s fire ring, I would cast barrier on myself.
Meteoraga should also be possible, but the combination has yet to be confirmed, to my knowledge. Same goes for Ultima and Ultimaga.
When Burn, Paralysis, Freeze, or Poison fade away, they will render a monster temporarily immune to ALL magic. This is marked by a small blue fire.
So how about some Friend codes eh?
If we want to get some multiplayer going, leave your friend code in the thread and I'll edit it into the OP here. If I haven't gotten it up after a day or so just shoot me a PM.
DS Friend Codes -
Zerokku - 2407-1270-6107
DeaconKnowledge - 2493-0277-5767
Rorus Raz - 2793-6754-1457
Lux782 - 2149-4302-8609
TimFiji - 1891-7310-3687
RonaldoTheGypsy - 2407-1205-0671
Chen - 4382-8186-6272
Crotchless Gorilla Suit - 1376-3453-6838
Entaru - 0345-5547-2001
Wii Friend Codes -
Glenn565 - 0603-2432-4123