Books & Skills
Books
Characters can only learn skills through reading... reading skill books. Grandia II is such an intellectual game! Like magic, skills are not innate to characters. They must be upgraded AND equipped to be used.
Title | Lets You Learn... | Location |
Adventure Book | Combat skills | Boss of Durham Cave - Durham Minotaur |
Book of Gales | Wind-control skills | Boss of Underground Plant - The Claw of Valmar |
Book of Priests | Priestly skills | Zera gives it to you |
Book of Sages | Magical skills | Birthplace of the Gods - In a large chest on an altar on the first floor: you must turn all orbs on except the blue one |
Book of Swords | Swordsmanship skills | From Melfice |
Book of War | Martial Art skills | Hut of Trials |
Book of Warriors | Warrior skills | Boss of Mysterious Fissure Underground - Eyeball Bats |
Book of Wizards | Wizardry skills | Boss of Liligue Cave -The Tongue of Valmar |
The Book of Learning, an extra useless book, can be obtained exclusively with codes, such as the ones from Gameshark.com or CMGSCCC.com.
Skills
The skills are ordered alphabetically and for each of them, the corresponding book(s) is/are specified. The book level increases as its skills levels grow from 1 to 5. Some skills have magical properties (Magic Coins are needed to level up) while others don't (Special Coins are needed). The right column shows it all. Each book contains 6 slots for, obviously, 6 skills. The last one can be learned as soon as the book reaches level 15.
A few notes to read:
- MC = Magic Coins and bright green is also used in the game to identify them.
- SC = Special Coins and they are light blue in the table... as if you were blind. :P Note that they are of a darker shade of blue in the game, but it is "easier" to change the color of the letters than the background of the table. :P
- The numbers in the second column of "Skill Books" represent the position of the slot occupied by the skill. For example, "1" means that the skill occupies the first slot of the corresponding book.
- The MC or SC needed to level up are displayed as: Level 1 / Level 2 / Level 3 / Level 4 / Level 5.
- Those MC or SC needed follow a mathematical relation (the same as magic) that I do not plan to write here. If you can not figure it out, ask me, but I doubt somebody will be interested. :P
Skill Name | Description | Skill Books | MC or SC To Level Up | |
Abandonment | Ups chances of evading enemy attack | Swords Warriors |
3 4 |
80 / 40 / 60 / 100 / 160 |
Absorb Magic | Makes magic damage restore MP | Priests | 6 | 1000 / 500 / 750 / 1250 / 2000 |
Aim for Counter | Lets you sometimes counter after evasion | Gales War |
4 | 120 / 60 / 90 / 150 / 240 |
Boomflame Chant | Ups fire explosion spell power by 10-50% | Wizards | 4 | 400 / 200 / 300 / 500 / 800 |
Dash | +10 to +50 SPD | Adventure Gales |
4 1 |
80 / 40 / 60 / 100 / 160 |
Decoy | Ups chances to be target of enemy attack | Gales | 6 | 320 / 160 / 240 / 400 / 640 |
Defensive | Slows reduction in IP | Swords Warriors |
4 5 |
120 / 60 / 90 / 150 / 240 |
Fighting Spirit | Increases SP recovery from damage | Swords War |
5 | 120 / 60 / 90 / 150 / 240 |
Full Body Blow | Ups IP damage from critical attack | War | 6 | 600 / 300 / 450 / 750 / 1200 |
Glacier Chant | Ups water/blizzard spell power by 10-50% | Priests | 4 | 400 / 200 / 300 / 500 / 800 |
Intelligence | +10 to +50 MAG | Sages Wizards |
2 | 160 / 80 / 120 / 200 / 320 |
Item Recover | Cuts IP recovery time after using items | Warriors | 6 | 600 / 300 / 450 / 750 / 1200 |
Leafwater Chant | Ups water/forest spell power by 10-50% | Priests | 3 | 400 / 200 / 300 / 500 / 800 |
Life Up | +50 to +800 Maximum HP | Adventure Priests War Warriors |
1 | 240 / 120 / 180 / 300 / 480 |
Magic Power | +10 to +50 maximum MP | Sages Wizards |
1 | 240 / 120 / 180 / 300 / 480 |
Magic Recover | Cuts IP recovery time after using magic | Wizards | 6 | 600 / 300 / 450 / 750 / 1200 |
Magica Esoterica | Adds cancel effect to some attack spell | Sages | 6 | 1000 / 500 / 750 / 1250 / 2000 |
Mentality | +10 to +50 MEN | Priests Sages |
2 3 |
160 / 80 / 120 / 200 / 320 |
Move Recover | Cuts IP recovery time after using moves | Swords | 6 | 600 / 300 / 450 / 750 / 1200 |
Mystic Chant | Ups water/earth/forest/blizzard spell power | Sages | 5 | 800 / 400 / 600 / 1000 / 1600 |
Northwind Chant | Ups wind/blizzard spell power by 10-50% | Gales | 3 | 400 / 200 / 300 / 500 / 800 |
Pirate's Ring | Ups chances to get items after combat | Adventure | 6 | 320 / 160 / 240 / 400 / 640 |
Quakeblast Chant | Ups earth explosion spell power by 10-50% | Wizards | 5 | 400 / 200 / 300 / 500 / 800 |
Skilled Item Use | Cuts execution times for item commands | Adventure Gales |
5 | 80 / 40 / 60 / 100 / 160 |
Special Power | +10 to +50 Maximum SP | Swords War |
1 2 |
240 / 120 / 180 / 300 / 480 |
Speed | +10 to +50 AGI | War Warriors |
3 | 320 / 160 / 240 / 400 / 640 |
Stormcloud Chant | Ups wind/lightning spell power by 10-50% | Gales | 2 | 400 / 200 / 300 / 500 / 800 |
Strength | +10 to +50 STR | Adventure Swords |
2 | 160 / 80 / 120 / 200 / 320 |
Toughness | +10 to +50 VIT | Adventure Warriors |
3 2 |
160 / 80 / 120 / 200 / 320 |
Wizardry Chant | Ups fire/wind/lightning/explosion spell power | Sages | 4 | 800 / 400 / 600 / 1000 / 1600 |
Woodland Chant | Ups earth/forest spell power by 10-50% | Priests | 5 | 400 / 200 / 300 / 500 / 800 |
Zapfire Chant | Ups fire lightning spell power by 10-50% | Wizards | 3 | 400 / 200 / 300 / 500 / 800 |