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(as "Grandia 2")

Grandia II

แกรนด์เดีย 2

Platform:  

ตำรา และ ทักษะ | 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






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