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Rance Quest - banner
(c)アリスソフト
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Guard (ガード) Rance8Guard[]

Just like Foot Soldiers in Sengoku Rance, Guards specialize in guarding other allies by taking damage in their place using the Ally Guard skill (and improvisations of it). They can use weapons to attack the enemy too but for the most part their specialty is tanking.

Guards are significantly improved over their Sengoku counterparts. They do not lose protection rate when attacking or doing nothing, and they only lose percent when their guard triggers, meaning that if an enemy attacks your Guard directly, it will not cause them to lose percentage (unless it's a particularly crippling blow taking away about 50% of the Guard's Max HP). They also automatically gain a defense buff upon using Ally Guard which persists throughout the battle.

As for offense, they can wield most weapons fighters can, but can only achieve mastery in swords and spears. And since usually they're not the powerhouse type, swords, which both reduce accuracy and are melee range only, are less preferable than spears which eventually grant them ranged attacks, allowing them to both defend and attack (often with high accuracy) from the back row, freeing up a forward slot in the process which you can use to field that harder hitting fighter or spartan.

As crucial as their role is for defense, you only get a maximum of 5 Guard characters by default, so each of them, whether good or lame, is invaluable to you - you'd do well to keep them alive at all costs. And if you feel the shortage is too much, you can always make custom Guard characters to bolster your defenses.

Caloria Cricket (カロリア・クリケット)[]

カロリア・クリケット

How to get: Clear Quest #20: Rance Castle, Complete and then repeat it. She pops up at the very end of the event the second time.

Caloria's notable skills are Needle Shower and Harden. The former, a utility skill, deals light damage to all enemies with a +50 chance to stun, so giving her accuracy/stun-rate boosting items is helpful; daggers might be a good choice. And the latter, Harden, makes it so she only takes one-fifth the damage. However, she won't be able to move for the remainder of the battle. It's a great skill, but Caloria won't be able to raise her protection rate any more; so use it wisely. Otherwise, she's like other guards. You may want to forgo the standard guard skills such as Initial Guard and Shield Deflection for increasing the count of Needle Shower though. (Harden is already maxed.)

Caloria also has a long-range, physical, fire attack. But then you may want to drop Needle Shower in this case, and switch to a high-damage weapon. Needle Shower seems more handy, but pick whichever you prefer. If you do decide to raise her offense, then focus only on Flamethrower (火炎放射); don't bother to learn any weapon knowledge or weapon attacks.

So basically upgrade her unique skills, and/or the standard Guard skills. Try to find the right balance for yourself.

Starting with more attacks than other guards, Caloria does well when added to your exploration team. Her Flamethrower (火炎放射) can be used on physically resistant enemies. Giving her some Spear Knowledge will allow her to damage back row enemies with normal attacks. Harden, meanwhile, can be of use in boss battles where there is a chance that your front line can be wiped out faster than your Healers can manage (such as Quest #198). Sticking her in the front with Harden will keep the enemy from reaching your back row, giving your Healers the chance to revive your front line.

Placing points in the white skill Boobs (おっぱい), will cause a different dialogue in her H quest (Quest #185) as well as her H event at Rance castle. Otherwise, it has no combat use.

Caloria has a variety of unique skills at her disposal. She has a Flamethrower attack that deals physical fire damage, Needle Shower that can stun the entire enemy party, and a Harden skill that makes her extremely resistant for the rest of the battle, but she becomes unusable for the battle as well. It's up to you whether you'll build her to be offense oriented, stun oriented or just a solid tank who can deal a bit of damage. That she can use all 6 slots from the beginning also helps reduce skill points expenditure and give her lots of skills.

Level, Stats growth/boost:

LV HP ATK MAG DEF RSN ACC EVA STN RSL CRT SPD
10/42 100% 100% 100% 100% 100% -

(100*)

- - - - -(18*)

*Initial stats

Initial non-unique skills:

Skill Name Uses (Initial) Unlearnable? Remarks
Weapon Attack 1
(武器攻撃1)
6 Yes Default weapon attack.
Shield Punch
(盾パンチ)
2 Yes 0.5x damage, +20% protection rate added to self.
Standby
(待機)
20 Yes
Ally Guard
(味方ガード)
3 Yes If you make her guard rather than attack, upgrade this a bit. Otherwise spend your points on initial guard skills.
Defensive Stance
(防御体勢)
3 Yes Grants a Defense and Resistance buff to self.
Skill Slots ★★★
(実装スキル数
★★★)
- No 6 slots

Unique Skills:

Skill Name Initial Lvl/Max Lvl (uses) Points to Learn Unlearnable? Remarks
Flamethrower
(火炎放射)
4/99 2;2;2;3;3;

4;4;(5)

Yes Caloria unique skill. A physical fire elemental attack that hits a bit harder than the default Weapon Attack 1. That +200 Attack power is pretty strong early game until you get to Weapon Attack 3.
Needle Shower
(ニードルシャワー)
1/99 4;4;4;5;5;

6;6;(7)

Yes Caloria unique skill that deals little damage but has high chances of stunning the entire enemy party. Might become invaluable at higher difficulties.
Harden
(硬質化)
5/5 - Yes If this reminds you of the pokemon Metapod, you're not the only one. This unique skill of Caloria is way more effective though, as all damage inflicted on Caloria is reduced to 20% for the rest of the battle. The catch is that she can't act for the rest of the battle, either.
Initial Guard - Earth
(初期ガード地)
0/4 (8) Yes An alternate version of the initial guard skill that's always active without needing to be equipped but costs double SP. That's a total of extra 16 SP spent if you upgrade this all the way, at the same time it gives you more room for equipping the more offensive skills if you spent on them as well. Only Caloria and Teru can learn this version.
Boobs
(おっぱい)
0/1 6 Yes Costly for a joke skill, but this gives you an alternate CG and dialogue in her H quest #185. Do the quest once with this skill and once without to get both versions.

Kouhime / Kou Oda (香姫/織田 香)[]

香姫

How to get: Complete Quest #41: Kouhime Joins.

Kou may be built in two ways, and the most common solution is to make her a defender. In this case, it's heavily advised to maintain her Oda Armor during the early levels, since Kou needs extra protection to make up for her low stats. You can replace the Oda Armor once you find something better. However, her speed will greatly suffer until then. So what's necessary is Initial Guard, and Head Start. Afterward, it's good to upgrade her Tactician Knowledge. If there are leftover points, Weapon Breaker (武器壊し) is decent too. Don't bother with Shield Deflection (盾反らし) since it costs 6 points on Kou. Also, do not teach her any manual buffs in this build; she's too slow for the task. And don't bother trying to poison bosses with this build's poor speed. (Bosses now since when? have a 50% chance to automatically cure abnormal statuses on their turn. Leave the poisoning task to Rangers, or Kou's next build.)

Another method is to remove the Oda Armor, and have Kou forgo any defending duties. Instead, use her regained speed to take advantage of her unique weapon, and her manual buff skills. With the combination of Spear Knowledge, Kou can now dedicate herself to poisoning bosses with her unique weapon, which has a 100% poisoning rate. Simultaneously, she can now freely cast Offense Buff All (攻撃付与全体(+ATK), and Defense Buff All (防御付与全体(+DEF). (Encourage is useful too when battling bosses who debuff your party.) This build essentially turns Kou into a tactician with the ability to poison enemies.

The Oda Armor is only great during the lower levels. Later in the game you can easily find better armor to maintain her DEF to an acceptable trade off for other bonuses and retain her movement speed.

Have her learn Head Start [抜け駆け] once to offset the speed penalty of Spear weapons. If you want more speed, rank it up accordingly to your preference.

Weapon Breaker (武器壊し) is a yellow skill that, at max rank give you 40% chance in debuffing the opponent's offense.

Shield Deflection (盾反らし) is a yellow skill that, at max rank give you 40% chance to negate physical damage. However, it cost 6 skill points to learn it, where as Sachiko only need 2. (Recent patch has increased Sachiko's requirement to 4)

Due to her Immature status, she receives a -20% penalty to her HP, Attack and Magic and thus is weaker than other guards. However, she also doubles as a tactician with buffing capability, and can use a unique Poison Dango weapon that inflicts guaranteed poisoning on targets, which is of paramount importance in many difficult boss battles.

Level, Stats growth/boost:

LV HP ATK MAG DEF RSN ACC EVA STN RSL CRT SPD
1/40 80%1 80%1 80%1 100% 100% -

(100*)

- - - - -(18*)

*Initial stats

1 Stats reduced by Immature

Initial non-unique skills:

Skill Name Uses (Initial) Unlearnable? Remarks
Weapon Attack 1
(武器攻撃1)
6 Yes Default weapon attack.
Shield Punch
(盾パンチ)
2 Yes 0.5x damage, +20% protection rate added to self.
Standby
(待機)
20 Yes
Ally Guard
(味方ガード)
3 Yes Increase this once or twice along with initial guard... She comes with an Oda Armor equipped which grants superb defence early game, so might as well make use of it.
Defensive Stance
(防御体勢)
3 Yes Grants a Defense and Resistance buff to self.
Skill Slots
(実装スキル数
)
- No 4 slots

Unique Skills:

Skill Name Initial Lvl/Max Lvl (uses) Points to Learn Unlearnable? Remarks
Tactician Knowledge
(軍師の知識)
1/4 5;6;7 Yes Only tactician characters in the game have this skill. It lets her randomly buff your allies in the beginning of battle (up to 2, increased if upgraded) as well as learn various buff-related skills.
Immature
(未熟)
1/1 - No Underaged characters will have this HANDICAP skill - HP and all attack & defence stats get reduced by 20%. Thanks to this, she doesn't last as long as other guards if not paired with a healer.
Offense Buff All
(攻撃付与全体)
0/99 2;2;2;3;3;

4;4;(5)

Yes Buffs ATK/MAG of all allies for the battle. Useful for bossfights.
Defense Buff All
(防御付与全体)
0/99 2;2;2;3;3;

4;4;(5)

Yes Buffs DEF/RSN of all allies for the battle. Useful for bossfights or when you're in a pinch.
Offense/Defense Buff
(攻防付与)
0/99 2;2;2;3;3;

4;4;(5)

Yes Buffs ATK/DEF/MAG/RSN of a single ally.
Encourage
(叱咤激励)
0/99 3;3;3;4;4;

5;5;(6)

Yes Removes all debuffs, poisoning and stun state from entire party. Useful against bosses who like to AoE stun/poison/debuff.
Battle Forecast
(戦闘予測)
0/1 2 Yes Allows the active party to see accuracy, stun rate and approximate damage (denoted as slight, medium, great before attacking.

Teru Mouri (毛利 てる)[]

毛利 てる

How to get: Once you've reached the leftmost square in Quest #71: Kaito, check the second to last green star, the one next to the rock, to meet with Teru. Then complete the Quest for her to join.

Teru is essentially a Guard, but due to her weak RSN growth it's really not advised to use as her one unless you can compensate with items or are up against enemies that only use physical attacks.

Or, to take advantage of her Counter, use her as if she's a Fighter who can guard allies from time to time. Sort of like Leila in Sengoku Rance who doubled as a Warrior and a Footsoldier. Take note that her Counter will not activate when guarding allies and her attack growth is low compared to Fighter class. Stick to characters like Sachiko if you desire a pure defender.

If you find a Crystal Armor with a Talent attribute, stick it on Teru. At 1000%, her RSN should be on par or even the highest among your guards, though her DEF will take a little hit. A good trade off that makes her a respectable guard.

Unfortunately, the fact that Counter will not trigger unless directly targeted (i.e. hits taken due to Ally Guard don't trigger Counter) makes her much less useful than she could have been.

Again, she's one of only 5 guards (excluding customs) that you'll ever get, so try to make the best of her. Giving her a ring or a Crystal Armor, preferably with Talent/Talent R, this will help negate her magic vulnerability.

Level, Stats growth/boost:

LV HP ATK MAG DEF RSN ACC EVA STN RSL CRT SPD
25/47 100% 100% 100% 100% 10% -

(100*)

- - - - -(18*)

*Initial stats

Initial non-unique skills:

Skill Name Uses (Initial) Unlearnable? Remarks
Weapon Attack 1
(武器攻撃1)
6 Yes Default weapon attack.
Shield Punch
(盾パンチ)
2 Yes 0.5x damage, +20% protection rate added to self.
Standby
(待機)
20 Yes
Ally Guard
(味方ガード)
3 Yes If you make her guard rather than attack, upgrade this a bit. Otherwise spend on initial guard skills.
Defensive Stance
(防御体勢)
3 Yes Grants a Defense and Resistance buff to self.
Skill Slots
(実装スキル数)
- No 3 slots

Unique Skills:

Skill Name Initial Lvl/Max Lvl (uses) Points to Learn Unlearnable? Remarks
Counter
(カウンター)
1/4 6;6;6 Yes Teru is the only guard to have this otherwise Brawlers-only skill. Alas, it only ever triggers if Teru is directly targeted and will never trigger if Teru takes a hit due to Ally Guard.

This can be upgraded to ★★★ just like Brawlers, but costs 6 SP per upgrade whereas Brawlers only need 4.

Initial Guard - Earth
(初期ガード地)
0/4 (8) Yes An alternate version of the initial guard skill that's always active without needing to be equipped but costs double SP. That's a total of extra 16 SP spent if you upgrade this all the way, at the same time it gives you more room for equipping the more offensive skills if you spent on them as well. Only Caloria and Teru can learn this version.

Rocky Bank (ロッキー・パンク)[]

ロッキー・パンク

How to get: After beating Quest #17: Pollution Solution once, try it a second time. There will be a new green '!' event to the left of the map. Trigger it, then complete the quest. Rocky will join you.

Rocky is a Guard without any quirks. He doesn't have Sachiko's ATK penalty, Kou's SPD issue, or Teru's paper-thin RSN. However, he doesn't have Caloria's unique skills either. He may be boring, but it's his good point.

For skills, give him the standard Guard skills such as Initial Guard, Shield Deflection, and Stamina Boost.

His level cap can be raised by +5 several times by triggering a green event near the southeast corner of the second area (rest area with no random encounters) on Rising Dragon Mountain. This area can be visited quickly in Quest #48. WARNING: This will cause the quest to fail immediately so when you want to raise Rocky's level cap, deliberately head towards this point only.

Still probably the most generic of Guards, but given how few of them you get (excluding custom characters), you'll want to make use of him.

Level, Stats growth/boost:

LV HP ATK MAG DEF RSN ACC EVA STN RSL CRT SPD
8/19 100% 100% 100% 100% 100% -

(100*)

- - - - -(18*)

*Initial stats

Initial non-unique skills:

Skill Name Uses (Initial) Unlearnable? Remarks
Weapon Attack 1
(武器攻撃1)
6 Yes Default weapon attack.
Shield Punch
(盾パンチ)
2 Yes 0.5x damage, +20% protection rate added to self.
Standby
(待機)
20 Yes
Ally Guard
(味方ガード)
3 Yes Upgrade this a bit once you've maxed Initial Guard.
Defensive Stance
(防御体勢)
3 Yes Grants a Defense and Resistance buff to self.
Skill Slots
(実装スキル数)
- No 3 slots

Unique Skills: None

Sachiko Senters (サチコ・センターズ)[]

サチコ・センターズ

How to get: Initial character.

Build memo : She's the only character with Holy Healing Marks, giving her a 5% hp recovery every turn initially. However, the skill can be upgraded twice. First, during Quest #29: Parental Love Invasion, raising it to 10% HP recovery. Then again after clearing Quest #156: The Father's Present, raising it to 20% HP recovery.

As Sachiko's speed is a little lacking, she should learn and max out Initial Guard - Heaven as soon as possible, since her speed is not quite fast enough to gain a turn to Ally Guard before some monsters. Her ATK growth is only 50%, meaning Sachiko will always have half the attack strength compared to other Guards, so it's not recommended to give her any offensive skills. Upgrading her HP with Stamina Boost is wise too, and especially so because of her regeneration ability.

Optional skills (if you have leftover points) are Magical Resistance and Physical Resistance and possibly further resistances to (in order of priority) lightning, fire, and darkness. Weapon Breaker may be handy too, but doesn't activate if Shield Deflection does first. Her weak point is the fact Mr. Hiroshi cannot be removed.

It is worth considering raising her resilience (as with all guards) via Special items, as being stunned allows enemy attacks to get past your guard's protection. More so with Sachiko, as she cannot buff the stat with an accessory due to Mr. Hiroshi.

Recommend blue and yellow skills to equip:

  • Ally Guard - Raises protection rate. the default amount of uses is fine for most situations.
  • Defensive Stance - Grants a DEF/RES buff to self. The default amount of uses is fine.
  • Initial Guard - Heaven ★★★ - Starts the battle with 120% protection rate.
  • Shield Deflection ★★★ - Negates a physical attack 40% of the time.
  • Stamina Boost ★★★ - Raises max HP.
  • Resilience Boost ★★★ - Raises RSL by up to 50 points.
  • Alice's Potection - ATK/MAG/DRF/RSN +10%. Skill becomes available by equipping an Alice Coin in the Special Item slot, you can get these from Quest #166.
  • Persevere - 50% chance to survive a fatal attack at 1 HP. Buy and equip this skill if Sachiko is getting KO'd a lot.

Recommended white skills to learn:

  • Magical Tolerance - Decreases damage from magical attacks. It's recommended to buy this skill once you finished buying and upgrading the blue and yellow recommended skills.
  • Physical Tolerance - Decreases damage from physical attacks. It's recommended to buy this skill once you finished buying and upgrading the blue and yellow recommended skills.
  • Lightning Tolerance - Decreases damage from electric attacks by up to 95% (depending on upgrade level). Upgrade these if you have any further point left.
  • Fire Tolerance - Decreases damage from fire attacks by up to 95% (depending on upgrade level). Upgrade these if you have any further point left.
  • Darkness Tolerance - Decreases damage from dark attacks by up to 95% (depending on upgrade level). Upgrade these if you have any further point left.

You must also have Compulsory Education leveled to at least ★★ for Quest #29: Parental Love Invasion to boost her Holy Healing Marks skill to next rank. After clearing that quest the skill can be forgotten and the quest does not need to be cleared again.

Fixed Equipment:

  • Mr. Hiroshi (+20 resilience, -30 evasion, +5 defense), can be upgraded to Hiroshi-kun Kai that gives +100 defense instead of 5 by completing Quest #156.

Notes:

  • H'ing her in Rance's Castle will give you a variation of CG #2.

Level, Stats growth/boost:

LV HP ATK MAG DEF RSN ACC EVA STN RSL CRT SPD
1/49 100% 50% 100% 100% 100% -

(100*)

-(-301) - -(+201) - -(18*)

*Initial stats

1 Actual stats due to having Mr. Hiroshi equipped

Initial non-unique skills:

Skill Name Uses (Initial) Unlearnable? Remarks
Weapon Attack 1
(武器攻撃1)
6 Yes Default weapon attack.
Shield Punch
(盾パンチ)
2 Yes 0.5x damage, +20% protection rate added to self.
Standby
(待機)
20 Yes
Ally Guard
(味方ガード)
6 Yes If you make her guard rather than attack, upgrade this a bit. Otherwise spend on initial guard skills.
Defensive Stance
(防御体勢)
3 Yes Grants a Defense and Resistance buff to self.
Skill Slots
(実装スキル数
)
- No 4 slots

Unique Skills:

Skill Name Initial Lvl/Max Lvl (uses) Points to Learn Unlearnable? Remarks
Holy Healing Marks
(回復の聖刻)
1/3 - No Sachiko's unique skill. +5% HP regenerated per turn. This can be upgraded twice through storyline events to make her eventually regen up to +20%* of her max HP per turn, making her arguably the best Guard in the game.

*Only 1 upgrade possible if RQ Magnum is not installed, limiting it to +10% only.

Compulsory Education
(義務教育)
0/4 (1) Yes Required to be upgraded to ★★ for clearing Quest #29 only. That quest upgrades her Holy Healing Marks to ★. Otherwise useless. After clearing that quest you never need to learn Compulsory Education anymore.
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