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Frequently Asked Questions

This page aims to provide quick answers to common questions about how to play and progress in the game. Answers here may link to guide/walkthrough sections of the site, so be careful following links for more specific information if you're looking to find instructional materials only. Links to sections of the spoiler-free/walkthrough-free Primer sections will be noted as links to sections of the Primer.

Question List


Story & Game Progression

Characters, Stats, & Arts

Adventure and Map

Battle System

Items and Equipment

Answer Bank


Which character should I play first?

There's no perfect character for a first playthrough. Ask different players, and you will get different suggestions. The general trend in answers tends to be to stay away from Mythe and Armic due to their difficulty and Kurt due to his Gauntlet and ambiguous story progression goals. But even these three characters can work for a first playthrough depending on the player. A brief description of each character's story's difficulty and qualities for a first playthrough can be found in the Seven Heroes section of the Primer.

How do I visit other towns/areas?

Before you can visit a town, you must visit it as part of a Main Adventure or a Carrier Mission in your current playthrough. From one town, you can travel instantly to any other town you've been to by use of the World Map. Note that you have to zoom the world map out to be able to select other towns. Most non-town areas in the game are only visited as part of Adventures, which you can embark on from any Inn that is currently hosting Adventures.

I can't figure out what to do next!

The game does not always use a linear method of progressing the story. Sometimes you will have to stumble onto the method to progress. Try talking to people by using the Information option in Inns, going to unique locations (like Escata Palace or Fugar's Mansion) from a town's map if you think they might be story-relevant. Talk to story-relevant characters like Basil, Yun, and the Chapa Chief for hints when you are lost. Sometimes the solution is just to play some more Subadventures or Carrier Missions. You can also try progressing in other goals given by the plot, such as fighting Kurt's Gauntlet Battles or shopping for items with Armic. If you're frustrated, try using the respective character scenario walkthrough from the navigation menu on the left of this page.

How do I get into the Carriers' Guild?

As you've probably learned, the Carriers' Guild is a network for Carriers only. The Carriers' Guild is only available when playing Ventus's Scenario, as it is relevant to his story, and is his main method of exploring the world. Even if you recruit Nuage to your party in Armic's Scenario, you cannot enter the Carriers' Guild.

What do all the stats do?

A description of all the stats a character has can be found in the Character Growth section of the Primer.

How do I level up my characters?

Characters do not gain experience points nor do they have experience levels in UNLIMITED:Saga. Characters do, however, have ten primary Levels: Strength, Skill, Magic, Endurance, Spirit, Fire, Earth, Metal, Water, and Wood. These are raised through the Growth Panel system. Skill Panels are awarded to the party after clearing an adventure. A Skill Panel gives a unique Skill to the character, but where it is placed on the Growth Panel also will change the character's Levels. Different Skill Panels affect Levels in different ways, so balancing which Skill Panels to place and where is key to building strong characters. Characters also grow by gaining new equipment and learning new Arts. The Character Growth section of the Primer covers all the ways characters can grow stronger over the course of the game.

How do I recruit more characters to my party?

Unlike most games in the series, character recruitment in UNLIMITED:Saga is mostly story-based. Characters will join at certain parts of the story, except in a few rare instances. To recruit more party members sooner, focus on advancing in the story.

How does the Growth Panel work?

Skill Panels are awarded at the end of adventures based on the actions of characters leading up to receiving the Panels. Skill Panels are placed on the Growth Panel and give the character the respective Skill; however, Skill Panels also will influence the character's Levels (stats) when placed. Having Skill Panels in certain formations can also give additional boosts to Levels. For more details, see the Growth Panel & Skill Panel section of the Primer.

How do I recover LP?

LP is recovered in full automatically at the end of every adventure or upon using a Tetra Force. Otherwise, the only way to restore LP is to use Herbs during an adventure. Herbs are a rare and limited item. If you have some, use the Skills Menu and target a party member after Switching the target list. Scroll to the Herb items in the inventory and select them to gain access to their Life Restorer ability. For more information on how to use the Skills Menu, see the Using Skills & Interacting section of the Primer.

Why is my character alive with 0 HP?

Unlike most other games, the "HP" stat is not the character's primary vitality stat. Rather, LP is the character's vitality. Characters will become knocked out when their LP reaches 0. HP, on the other hand, affects the chance of losing LP and is spent to use actions in battle. For more information, see the HP & LP section of the Primer.

How do I learn new Weapon Arts?

Weapon Arts are learned by Glimmering, which can occur while using Weapon Arts in battle. Each Weapon Ability has a limited number of Weapon Arts that it gives access to, so if you have already Glimmered all of the Arts in a particular Ability Line, try using a different one. For more information, see the Glimmering Physical Arts section of the Primer.

How do I learn new Magic Arts?

Magic Arts are learned by studying Magic Tablets. To obtain Magic Tablets, find them as treasures or find them as item drops after defeating Leader Monsters. Once you find one, you can place it as a Skill Panel at the next Growth Panel development screen. Once a character has a Magic Tablet on their Growth Panel, they can begin studying it by selecting it from the Status Menu while on adventure. Once a Magic Tablet has been selected for study, any time the character uses Magic Arts during battle, they will earn Study Points that can be applied to deciphering new Magic Arts from the tablet. Characters who don't already know any Magic Arts can still use Magic Arts from Magic Items or Familiars in order to earn Study Points. For more detailed information, see the Studying Magic Arts section of the Primer.

Can I make studying Magic Arts go faster?

Studying Magic Tablets can seem terribly slow at times. Each Art has a certain number of Study Points that must be used to decipher it. The number of Study Points is based on the Elemental Field, which is largely influenced by the area where you are battling. For more detailed information, see the Magic Tablets guide, which covers in detail the requirements for studying each Tablet and more information on the Elemental Field.

How do I use Magic Blender?

To use Magic Blender to customize Magic Arts after placing a Magic Blender Skill Panel on a character's Growth Panel, use Magic Blender from the Skills menu while on an adventure. A list of the character's known Magic Arts will appear. Select an Art to use as the base and then two Arts to modify the base art. As long as you don't try to use Magic Blender again, the base art will stay modified until you do.

How do I restore HP on the map?

Press the L3 or R3 buttons (pushing in the analog sticks themselves) and you will be prompted to spend a turn resting. When resting, characters recover HP based on their HP Recovery Rate compared to their Max HP. To restore HP to a single character more quickly, Magic Arts can be used. Target the character by Switching the targets in the Skills Menu, and have a character equipped with a relevant Magic Art such as Purify and an item to channel it perform the Magic Art as a Skill on the character you wish to recover. Herbs, albeit rare, can be used in the same way. For more details on how to use the Skills menu, see the Using Skills & Interacting section of the Primer.

What constitutes a turn?

Any action using the Skill Menu on the Adventure Map (except for Magic Blender), moving, resting, or beginning a new round in combat after the first uses one turn. You do not spend turns by managing items, equipment, Magic Blender, or anything on the Status Menu. For more information on turns, see the Turns section of the Primer.

I saw an item appear when I moved to a space, but it's not in my inventory.
How do I pick up keys/tablets/items?

When moving to a space, characters in the party will take notice of things around them. Things that are immediately obvious such as monsters standing nearby or items lying in plain sight will be shown on the screen to the player to indicate that a character noticed it. This doesn't indicate that you've obtained the item. To pick up items that are on the same space as you, use the Action command from the Skills Menu with the item as a target. For more information on using the Skills menu, see the Using Skills & Interacting section of the Primer.

How do I use a key to unlock a door?

Keys have an Ability called Locksmith that can be used as a Skill to unlock doors. Not all keys can unlock all doors; each key only works on certain doors. To use the key, use the Skills Menu. Select the door as the Target, then select the Key in the Skills menu to bring up its list of Abilities. Choose the Locksmith Ability to attempt to unlock the door with the key. For more information on using the Skills menu, see the Using Skills & Interacting section of the Primer.

How do I use the herbs from Healer's Hills?

Herbs must be used from the Skills Menu while on the Adventure Map. Open the Skills Menu and press the Switch Target/Help button to switch the list of targets to the current party members. Highlight the character you wish to heal as the Target. With any character highlighted as the actor, choose the herb from the Skills menu to open its list of Abilities, and choose the Life Restorer Ability to administer it to the character selected as a target. For more information on using the Skills menu, see the Using Skills & Interacting section of the Primer.

How do I open locked treasure chests?

Locks on treasure chests must be removed with the Locksmith Skill, which requires a character in the party to have the Locksmith Skill Panel, unless the treasure chest has a magic lock, in which it needs to be unlocked with Magic Arts. It is possible for a treasure chest to have both types of locks at once, in which case, both types will need to be unlocked separately. With the treasure chest as the Target, use the Locksmith Skill with a character who has the appropriate Skill Panel in the Skills Menu. If you don't have the Locksmith Skill Panel, you can attempt to break a chest open using Martial Arts or most Weapon Abilities from the Skills Menu instead. When breaking a chest open, you will bypass all locks and traps on the chest, but you have a chance of destroying the contents of the chest in the process.

What does it mean when a treasure chest is "locked with magic"?

Treasure chests can have magic locks attached that must be removed using Magic Arts. Most Magic Arts that damage a single enemy target during combat can also be used to defuse a magic lock on a treasure chest. Select the chest as the target in the Skills Menu, then choose an item equipped to a character that can channel an appropriate Magic Art to use. The Magic Arts that the character knows of the channeled element will appear in the list of Abilities from the equipped item when selected in the Skills Menu. For more information about using the Skills Menu, see the Using Skills & Interacting section of the Primer.

How do I remove traps from treasure chests?

Treasure chests may be rigged with traps that can hurt characters trying to open them, or even destroy the chest and the item inside. To remove the traps before attempting to open the chest, you must use the Defuse Skill which requires a character with the Defuse Skill Panel. With the treasure chest as the Target, use the Defuse Skill with a character who has the appropriate Skill Panel in the Skills Menu. If you don't have the Defuse Skill Panel, you can attempt to break a chest open using Martial Arts or most Weapon Abilities from the Skills Menu instead. When breaking a chest open, you will bypass all locks and traps on the chest, but you have a chance of destroying the contents of the chest in the process.

Is there a trick to the Reel Check?

Reel Checks are not left entirely to luck. The biggest factors in determining the success of the reel are the characters' Skill Panels and Levels and the player's skill at timing the reel appropriately. If you understand the Reel, you always have at least a 50% chance of success, and in some cases can even guarantee 100% success. Reels will always repeat set patterns depending on a comparison between the target difficulty and the character's Skill Panel, Ability, or Elemental Levels. The Reel also has a chance to "slip" into one of the five nodes after the one on which you stop the reel. For more detailed information and strategy, see the Reel Checks guide.

Can I save the game during an Adventure?

Typically, the game is saved at the end of a Growth Panel development session or at an Inn while in town. It's not possible to create a normal save on the Adventure Map, but you can use a Quick Save by using the Quit option in the Adventure Map Menu. When choosing the Quit option, the game will temporarily be saved in the Quick Save data slot. You may only have one Quick Save data at a time. From the Title Screen, use the Continue option to load the Quick Save data and pick up where you left off, but note that this also deletes the Quick Save data in the process.

What is the "Sort Combos" option in the Status Menu for?

The Sort Combos List stores the seven most recently used Combos in battle. If a Combo is used while it's already on the list, it moves back to the top and the number of "Times" is increased. If the Combo drops off the list, it is forgotten from the list completely. The higher the number of "Times" a Combo has, the greater chance it has to get a higher Combo Rate in battle, making it stronger. You can adjust the position of the Combo Save Line and the current Combos in the list in order to keep ones you like on the list permanently, so they never drop off the list and lose their Times count. For more information on using the Sort Combos List, see the Status Menu section of the Primer.

How do I defeat monsters?

Enemies, like player characters, have both HP and LP. To defeat an enemy, you must lower its LP to 0 or incapacitate it with a Status Ailment. It is easier to deal LP damage when an enemy's HP is low, and different arts are better at dealing HP or LP damage. Monsters also recover some HP between every round of combat, so take that into consideration when deciding which monsters to target when fighting in groups.

How do I deal LP damage?

LP damage is more easily dealt with certain Arts and when an enemy's HP is low. Different enemies have different resistances to LP damage as well as different Skill Levels, which affect LP damage. Try lowering an enemy's HP a lot before using Arts that focus on LP damage. Lowering the enemy's Skill Level can also help.

How do I flee from battles?

Once a battle is initiated, there is no way to end the battle other than defeating all of the enemies or getting a Game Over. Instead of fleeing, battle can be avoided by avoiding hostility with monsters. The Aura Skill decreases the hostility of monsters, and the Diplomacy Skill convinces monsters to leave the Map without fighting.

What does "EN" stand for?

"EN" refers to an item's Durability. The abbreviation was probably used as a mistranslation of the Japanese term used for Durability (θ€δΉ…εŠ›) which can also be translated as "Energy."

What do these spinning reels mean?

In battle, a Battle Reel is given to each action chosen during the round of combat. For Martial Arts and Weapon Arts, the reel allows you to choose which Art you use for that action. With low Skill Panel levels, the stronger Arts will be more difficult to hit on the reel, but as you get higher Skill Panels, it will be easy to time the reels to choose the Art you want accurately. For Magic Arts, a reel of Elements based on the current Elemental Fields will be given, and the node stopped can lower the HP Cost or increase the power of the Art.

What does "holding" a reel mean?

Holding reels allows you to attempt a Combo by putting off the current action so that it will string together with the next action. This can be used to Combo together multiple actions by holding many actions in a row. When together in a Combo, actions will become more effective based on the Combo Rate, which will increase with the number of actions in the Combo and with how many Times the Combo appears on the Sort Combos List. For more information on holding reels and creating Combos, see the Reel & Combo section of the Primer.

Why am I not allowed to use five commands in my turn?

Normally, you can choose five commands per round of combat, but sometimes, the number of the current action will start at something higher than 1/5 as if you had already assigned actions that round, even if you hadn't. This happens when there are incapacitated characters on the battlefield at the beginning of a round of combat. Characters can become incapacitated by losing all of their LP or by being inflicted with incapacitating Status Ailments. For each incapacitated character on the field at the beginning of a round of combat, one action will be lost. If a character is incapacitated, they may be removed from the battlefield from another character by using the Rescue command from the Martial Arts page of actions.

How do I use the new Weapon Art I Glimmered?

After Glimmering a new Weapon Art or Martial Art in battle, it can be accessed by using the same Ability that was used to Glimmer it in the first place. The new Art will appear on the Battle Reel as a new color of panel. Hitting the corresponding panel on the reel will use the Art. For more information on Glimmering and using new Weapon Arts, see the Glimmering Physical Arts section of the Primer.

What's the difference between all these weapon arts?

Since the game does not reveal the statistics each Art has, it can be hard to understand how they differ from one another. Some Arts can be better at dealing HP damage, while others can be better at dealing LP damage. Importantly, various Arts are able to inflict Status Ailments, lower the enemy's stats, or Stun the enemy. For status, stun, and stat reduction infliction, you can see the added effects in the Status Menu's Skills and Arts submenu. The other differences are not explained in the game, but if you would like to see more intricate details, you can use the Weapon Arts guide.

How do I use new Magic Arts that I have learned?

After learning a new Magic Art from a Magic Tablet, a character will always have access to the Magic Art; however, in order to use the Art in battle or on the Adventure Map, the Art must be channeled through an item. The item must be equipped in the proper equipment slot and have an Elemental Arts Ability. These Abilities can be found on items from Magic Shops or can be released by chance when using bestial materials with strong Elemental power as the Additional Item at the blacksmith.

How do I change the order the characters stand?

Changing the character order in the Status Menu will only change the order that characters appear in the character list and how they stand at the beginning of combat, but you will quickly realize they jump around to different positions at the beginning of a round of combat. The formation used in combat depends on the order the actions are selected at the beginning of the round of combat. The earlier a character's action is selected in the sequence, the closer to the front they will stand. Since the order of actions is based on actions' speed and the order you select the reels during the combat round, you should select the order of actions at the beginning of a combat round based on where you want the characters to stand in the formation. For more information, see the Formation section of the Primer.

How do I get more money?

Money is made primarily from treasure chests, whether it is by finding money directly in a chest, or finding items in a chest and then selling them in town. Items that have released more of their Ability Slots will be worth more money, so equipping items while adventuring that you intend to sell may increase their value by the time you sell them if they happen to release Abilities. If you discover any recipes to make different types of materials at the blacksmith, you may be able to combine materials you already have to create an item worth more money than selling the ingredients separately.

How do I barter for items when I can't use money?

To barter for items, select and deselect items you want to add or remove from your offer using the Help button. Items in your offer will have a checkmark icon next to them and will contribute to the value of your offer. Once you have an Exchange Rate of 100 or more (this threshold can be modified with the Monger or Maharaja Skills), you can exchange your offer for the item you're trying to purchase. For more information, see the Shopping section of the Primer.

What does the Market Rank do?

Sometimes at the end of adventure you may notice the Market Rank increases. After every adventure, the inventory of all shops is randomized and restocked. As the Market Rank increases, rare items will appear more often in the shops' inventories. Many items will have a 0% appearance rate before reaching certain Market Rank levels. The Market Rank rises as you buy items from shops, so if you're looking to increase it quickly, consider using the Maharaja Skill, which increases the cost of items in shops.

How do I restore Durability on items?

There are three ways to restore Durability on an item: using Quick-Fix if you have the Quick-Fix Skill Panel, using Recycle if you have the Recycle Magic Art, and through the blacksmith. Quick-Fix is used from the Item inventory on the Adventure Map by selecting the item and then selecting to repair it. Quick-Fix can only be used to repair items with Durability more than 0 and less than 20 Durability remaining. Recycle is a Magic Art that can only be used in battle. It repairs one of the user's equipped Weapons, Shields, or Accessories as long as they are equipped in the proper slot and have less than 30 Durability remaining. The blacksmith can repair items of any Durability up to a maximum of 99. To repair at the blacksmith, choose the item type you want to work with and then choose the item you want to repair as the Base Item.

How do I change what Abilities my equipment has?

In general, the Ability Set of an item cannot be changed. You can mutate an ability to be replaced by an Elemental Arts ability at the blacksmith by using a bestial material with strong Elemental energy as the Additional Item while crafting or repairing. Weapons' Ability Sets will be the same for Weapons of the same Material and Type when bought at the store or found as treasure, but when you craft new Weapons at the blacksmith, the Ability Set is determined at the time of crafting based on the combination of the Base Item and Additional Item's Materials, so you can craft a new weapon using the same Material as one you like to get one of the same Attack rating but possibly an different Ability Set.

How do I craft Armor items with the blacksmith?

Only Daggers, Swords, Axes, Staves, Spears, Bows, Accessories, and Shields may be crafted and repaired at the blacksmith. Guns may be repaired, but not crafted. Head, Body, and Leg Armor cannot be crafted nor repaired at the blacksmith.