This article is a work in progress. Please excuse any vague or incomplete information as well as the inevitable orphaned sentence or two.
Incube8 Games’s Infinity is a game I backed the Kickstarter campaign for and promptly forgot about until I got e-mails about the final version being available for the public’s pre-order. I’m actually a bit glad I did; getting to play the whole thing through in one go was a fantastic experience. At some point, however, I looked up a guide or checklist for this game, since I couldn’t figure out how to complete a sidequest, only to find nothing. Hence, here we are.
How This Guide is Structured
I prefer my guides to be more checklist-y than video essay-y. This guide is written with the hope that it will give you just enough information to make sure you don’t permanently miss anything. I found the plot genuinely exciting and tense – why would I ruin that for you?
Information on available items and puzzle solutions are listed under spoiler boxes that you need to click on to expand. This is to prevent you from accidentally seeing minor spoilers while scrolling through this guide.
For the purpose of this guide, I’m considering a “spoiler” to be information about the plot that isn’t already mentioned in the instruction manual, promotional material, or demo. I’m surprised at how much the manual and promo materials say, but without context, I suppose it doesn’t matter all that much.
I have played through the game twice, both times on normal mode, but I am currently braving a Nightmare mode run to give information specific to that difficulty.
General Tips
This is not the kind of game that has a built-in tutorial; it’s very old-school in how it asks you to read the game manual. I also encourage you to read the game manual. It has some very nice artwork in it! It’s worth your time!
With that said and done, you can now understand what’s going on in the battle screen. I was a fool and did not read the manual, so I spent the first few fights hopelessly confused and unable to figure out how to make regular attacks.
Battle
- Infinity takes place on a hexagonal grid, not a square one. If you can’t move left or right for no apparent reason, it’s because the adjacent grid spaces are diagonal from yours.
- Taking the move option (hold the D-pad in the direction of a valid tile and press A) expends your turn. You can only move one space at a time this way.
- While physical attacks can miss, magic ones generally will not.
- Skills are never acquired through character level. Don’t spend time grinding for an upgraded skill because this isn’t that kind of game. The only real “skill upgrades” are from single-target to multi-target ones anyways.
- If a skill is not a physical attack, it is ranged. It took me an embarrasingly long time to process that Soulslurp had always been ranged, even though you see it in battle before Victor can use it.
- Enemy encounters rarely drop items, and when they do, I have only ever seen them drop the same common consumables available from shops. Make sure you buy anything you may need before you leave town.
- Certain fights do not result in a Game Over if your party is defeated during them. Wait to confirm that you actually got a Game Over before resetting the game.
Items
- Oliban temporarily removes encounters only for the room you’re in. This isn’t to say it’s not useful – it’s good for when you need to backtrack through an area or quickly pass through a dungeon.
- Equipment will state what they provide when viewed in your inventory or through the shop menus. The most effective equipment won’t always be the ones with the highest numerical bonuses – sometimes, hitting an enemy’s elemental weakness will be much more effective than raw numerical advantage would be.
Main Campaign
Table of contents:
Act 1
Selera and North Pass
Your first task is to head to the castle, which is a short walk in view from Selera. Through the gate, straight through the main hall, and up the stairs in the hall corners is the king’s throne room. After King Aldric speaks with you, he sends you back home so you can return after dark. Once you walk back to the castle and continue your conversation from that afternoon, he sets you loose to travel across the land, and the game lets you run around freely from here.
The first roadblock is fundraising 200 Aurum for a contract, but you can skip grinding for cash by checking all the boxes, pots, and dressers around Selera. The money you can find around town just barely covers this fee, however, so if you spend any of your money before buying the contract, you may need to shake down the local wildlife after all. Once you’ve made and spent the 200 Aurum fee, you can head directly to North Pass, which is shortly west of the castle, or take a detour to plunder the Serpent’s Cave at the westernmost coast of the continent (see below).
North Pass is a straightforward dungeon. There’s only one forked path, and said optional path is blocked on your first time through here. There’s a chest right on the path and several pieces of equipment in the cave next to the save point. This dungeon remains accessible at any point that allows you to backtrack and persists in its current state, so don’t sweat it if you missed something after all.
The boss isn’t particularly difficult. It doesn’t have any ranged attacks, so you can force it to waste its turn by moving while you pick it off at range with Ryan. I recommend training to level six before you take him on.
Available in Selera:
- Conscript Longsword, from the guard who summons you to the castle
- 50 Aurum, from Connor’s dresser
- Vervain, from the pot in Connor’s house
- Vervain, from the pot next to the item shop
- 100 Aurum, from the pot in the leftmost house
- 50 Aurum, from the top crate next to the inn
- Unguent, from the chest in the weapons shop (walk along the bottom tile to pass the counter)
Available in Castle Tagel:
- Mycelia and Life Doll, from the chests in the king’s bedroom
- Vervain and Oliban, from the chests in the Creator’s workshop
Available in North Pass:
- Vervain, from a chest on the path
- 50 Aurum, Vervain, Sharp Arrows, Leather Armor, and Iron Longsword, from the raided campground
- On your return with the Ruby in inventory: Neptune Armor and Aquarius Longsword, from the chests in the area behind the guard
Kassim Oasis and Fire Cave
Kassim is slightly northwest from North Pass’s exit. Walking straight forward from the town entrance is a man named Hassan who gives you the Ruby after a comical exchange. The bottom right corner of town has a unique equipment item in a chest and a few consumables in the boxes and pots both outside in the general town area and inside the leftmost building specifically. The item in a chest will remain available for as long as you’re allowed to backtrack here, and it’s still a valuable equipment item even in the later parts of the game.
Now is the ideal time to walk back to North Pass and enter the restricted area, since you now have the item requested by the guard blocking that path. This will make the upcoming dungeon much easier, as there is a water-element sword and suit of armor behind that path.
The aforementioned Fire Cave is in the mountain range east of Kassim. This dungeon’s layout is much more clumped-together with many offshoots. The path directly from the entrance to the boss room and the exit is surprisingly short, but you’ll want to pick up the treasure chests before proceeding, as they contain items you’ll find useful in the next dungeon.
Take your first left to pick up some Vervain, then head right and downstairs to get some Mycelia and the Crimson Longsword.
Available in Kassim Oasis:
- Escape Rope, in the pot above the weapons merchant
- Vervain, in the bottom box right of the inn
- Mycelia, in the left center pot of the west-end storehouse
- 100 Aurum, in the bottom right pot of the west-end storehouse
- Vervain, in the top right pot of the west-end storehouse
- Sirocco Ring, in the chest in the bottom-left corner of town
- A hint about the location of the Serpent’s Cave, from an open book in the rightmost house
- A hint for a roadblock in Fire Cave, mentioned by a boy in the northwest part of town
- Shop stock: Vervain, Mycelia, Water; Traveler Boots, Scimitar, Studded Armor, Apprentice Robes
- Hassan does make good on his word; he does, in fact, offer you a 10% discount on the item shop wares.
Available in Fire Cave:
- Vervain, in the chest on your first left
- Mycelia and Crimson Longsword, in the chests on your first right
- Vervain, in the chest on the left side of the southmost upper floor
- Desert Ring, on the right side of the southmost upper floor
- Unguent, in the chest on the northern upper floor
- Flambergé Sword, in a chest on a hidden path in the last room
Turren and the Great Forest
Upon leaving Fire Cave, there’s an inn right in the hook of the mountain range you can visit if you can’t make it to Turren. There isn’t much to explore in this area other than Turren, though, as the town bottlenecks the only entrance to the next dungeon.
Upon arriving in Turren, you’ll need to search the area. After you’ve found the source of the town’s woes, head on down the well. There’s a single encounter down there, after which you can proceed to the Great Forest.
Available in Turren:
- 100 Aurum, in a barrel in the bottom-left corner of town
- Shop stock:
The Great Forest feels much larger than it actually is due to the winding paths and constant forks.
In the very bottom right corner of the forest is a treasure chest that’s seemingly impossible to get to. If you don’t grab this treasure chest before you proceed, you will permanently miss it. It will be made unavailable in between now and the next dungeon. The dungeon layout itself has given you a visual hint as to what you have to do to get to this chest.
A hint:
You’ve already walked through paths like the one you need to take.
The solution:
There’s an obscured path in the thickets to the rightmost wall. You can walk through them despite there being no detailed visual indicators of a path. Feel your way around in the dark to find the walls, and you’ll be able to get to that chest.
Act 2
Holbrooke and Tagel Castle
This leg of the game starts with a hefty story segment that I won’t talk about in detail for obvious reasons. Holbrooke is a short distance north of the Great Forest, and your next destination – a fort – is not much further north than that. This fort is a soft point of no return and visiting it will change the availability of amenities in several places. Once you finish your business at the fort, you’re sent back to the castle to deliver a message to King Aldric. Don’t worry about the journey back; you’re sent directly home in a cutscene, after which, you’re sent to the next dungeon using a one-way path.
Available in Holbrooke:
- Life Doll, in the upper-left corner of the village
- An inn you can stay at free of charge
Available in Fort:
- Nothing currently accessible
Available in Tagel Castle:
- The chests in the king’s bedroom, if you didn’t already collect them (this is your last chance to do so)
- Germander, in the pot next to the rest area
- A hint to the local monsters’ weaknesses, written on the southmost barrel in the rest area
- Connor’s Flurry skill, from a paper in the rest area
- An inn you can stay at free of charge
- Shop stock: Vervain, Germander, Mycelia, Escape Rope, Oliban
The boss arena is wide and narrow. If you don’t move away from the bridge’s edges, the boss will swim over to attack you (even from the other side of the bridge).
Minor point of no return:
Your last chance to spend your money on-hand is right now, before you head out the door. Once you step outside, you will be taken elsewhere in a cutscene. After leaving the dungeon, you will lose all your money. You can backtrack to the merchant zombie to spend what you have.
Fairport and the Pirate’s Cave
After leaving Tagel, you are unceremoniously dumped a short walk from Fairport. In order to proceed, you need assistance from a ship captain, and as a local pirate band has been terrorizing any ship that dares approach, it’s up to you to head to their hideout and stop them.
Available in Fairport:
- 200 Aurum, from a pot in the small house next to the mansion
- 100 Aurum, from the rightmost dresser on the second floor of the merchant’s mansion
- Germander, from the second box from the bottom on the pier
- Endurance Orb, from the barrel furthest out on the pier
- A book that gives a hint about the elemental affinity of a category of enemy, from the first floor of the merchant’s mansion
- A book that gives the solution to a puzzle in the next dungeon, from the town’s leftmost house
- Shop stock: Vervain, Germander, Mycelia, Life Doll, Unguent, Escape Rope, Oliban
Available in Pirate Cave:
- Cutlass (and a hint about a bonus boss), from the chest on the first right
- Pirate Ring, from the chest on the second left
- Fancy Robe, 500 Aurum, and Saproph, from the chests in the clearing decorated with pirate flags
Cave of Shadows and the Tower of Magi
Once you beat the boss of Pirate Cave, you are immediately ushered to the next mini-dungeon, the Cave of Shadows. While maze-like, the shortest path through isn’t terribly long. Now is an ideal time to catch up on experience points if you need to, since you now have access to a multi-target attack.
Available in the Cave of Shadows:
- Scale Mail, from the chest at the end of the center path of the first fork
- Fuligin Cloak, from the chest in the lower left corner of the second floor
- Endurance Orb, from the top right chest on the third floor
- Wisdom Orb, from the top left chest on the third floor
The Tower of Magi is a snug place with a spiral-staircase construction. There’s a library with many interesting books in here, from lore encyclopedias to proper gameplay hints. It wouldn’t be the end of the world if you skipped over reading them, but I recommend reading them anyway. Not every book will be available on subsequent visits.
Available in the Tower of Magi:
- A book with a hint about some monsters’ elemental weaknesses, from the library’s middle row rightmost shelf
- Shop stock: Germander, Mycelia, Saproph, Life Doll, Tincture, Scale Mail, Amulet
- After initiating the Magi Trial: Chain Mail, Gladius, and Iron Claws, from chests in the left wing of the Magi Treasury
- After completing the Magi Trial: Victor’s Rumble skill, from the archmage upon Elya’s return
After a frustrating discussion with the archmage, you are sent off to complete Elya’s Magi Trial so she can graduate from Apprentice to Mage. You will not be able to return to the trial grounds once you leave; make sure to grab the treasure chests along the path if you don’t want to miss them.
Available in the Magi Trial:
- Master Staff, from the chest on the first right
- Master Robe, from the chest on the last left
- Elya’s Wake skill, from defeating the trial’s boss
Act 3
Return to Selera
Once you have finished the Magi Trial and leave the tower, you are dropped off back on the mainland to return to Selera. Before that, though, you’re asked to take a detour to Turren, since it is already so close to where you were dropped off.
Available in Turren:
- Pathfinder Armor, from a corpse near the beds where you first met Victor
- Local services are no longer available. (Use the nearby Wayfarer’s Rest inn to save and heal instead.)
Once finished in Turren, you can finally begin the long trek home to Selera. Despite the local monsters posing little threat to you now, you’re asked to take a pit stop in Kassim on the way, and for good reason. When you arrive in town, a short story segment begins, and you will not be able to rest, save, buy items, or swap equipment for a while.
Available in Kassim:
- If not claimed before: Sirocco Ring, from a chest in the bottom-right corner of town
- Local services are no longer available. Buildings are destroyed and no longer enterable.
Now that you have critical news to deliver to Alutha, you have a reason to continue on that journey from where you gave up before. It’ll be much faster to retrace your steps this time around.
Available in the Great Forest:
- If not claimed before: Thorn Staff and Huntress Robe
- Both the chest containing the Golden Necklace and the save spot are no longer available.
Available in Fort:
- 2000 Aurum, 2×Germander, Currae, Saproph, 2×Tincture, Rising Doll, Oliban, Cudgel Wand, Plate Mail, Helm, Strength Orb, Endurance Orb, Agility Orb, and Wisdom Orb, from the chests in the armory storage
- The Emerald, from the chest right of center on the top row of the armory storage
- Roland’s Whirlwind skill, from the third-to-right chest on the bottom row of the armory storage
Available in Mountain Pass:
- Hide Armor, from a chest in the sliding ice puzzle on the path
- Rising Doll, from a chest on the inner ring of a roundabout
- Escape Rope, from a chest on the path just outside the cave
- Claymore, from the top-left chest in the cave
- Saproph, from the chest on the path opposite the Claymore
- Katana, from a chest in the sliding ice puzzle just south of the cave exit
- Yeti Claws, as a reward for defeating the boss
- Victor’s Wildcall skill, as a reward for defeating the boss
- An inn you can stay at free of charge
- Shop Stock: Germander, Mycelia, Saproph, Tincture, Life Doll, Escape Rope, Oliban
Alutha Castle and the Return to the Tower
After leaving the mountain pass, it’s a short walk to Alutha Town and Alutha Castle. The people of Alutha may be concerned, but they’re stubborn – no news will stand in their way of life.
Available in Alutha Town:
- Tincture, from the dresser on the second floor of the inn
- Saproph, from the topmost box in the upper-left corner of town
- Wisdom Orb, from the rightmost dresser on the top floor of the three-story mansion
- Germander, in the lone box at the end of a small alley in the top-left corner of town
- Life Doll, in the wheelbarrow near the general store
- There are no local services available.
Upon arriving at Alutha Castle and speaking to the king, he makes a request of you, and you will not be able to rest, save, buy items, or swap equipment for a short while.
Available in Alutha Castle:
- Roland’s Storm skill, after completing the king’s request
- An inn you can stay at free of charge
- Shop Stock: Germander, Saproph, Tincture, Rising Doll, Katana, Claymore, War Staff, Plate Mail, Maiden Robe, Helm
Once finishing the king’s request, you are sent to check in on the Tower of Magi. You must make the trip through the Cave of Shadows again, but neither the layout nor the monsters inside have changed.
Available in the Tower of Magi:
- If not claimed before: Chain Mail, Gladius, and Iron Claws, from chests in the left wing of the Magi Treasury
- 2000 Aurum, Tincture, and Falchion, from the right wing of the Magi Treasury
- Omega Claws, as a reward in the archmage’s quarters
- Connor’s Blaze skill, as a reward in the archmage’s quarters
- Elya’s Hope skill, as a reward in the archmage’s quarters
- Archmage Staff, as a reward from the archmage in his quarters (this is permanently missable if you leave without speaking to him after the cutscene)
- Local services are no longer available.
Act 4
The three major dungeons of this act may be completed in any order you wish. I have listed them here in order of least to greatest distance from the Tower of Magi, but the encounter difficulty should be roughly the same in all three areas.
Notable Revisits
Naturally, as the map is now wide open, you may wish to revisit some locations you haven’t been to in a while. Now is an ideal time to tackle the game’s side quests, which are not difficult to find if you speak to everyone in places you’re revisiting.
Available on the mainland, south of the North Pass:
- Roland and Connor’s Crossblade skill, from paying respect at Anna’s grave in Selera
- A carrot (a quest item), in the center barrel at the end of the tunnel below Castle Tagel’s lone intact statue
- Miracle Doll, Strength Orb, and Wisdom Orb, from the castle treasury
- The Serpent’s Cave sidequest (and its reward), as well as anything you didn’t grab before from inside this dungeon
- Local services are no longer available. Buildings are destroyed and no longer enterable.
Available in Fairport and the Pirate Cave:
- Anything you didn’t grab before on this island
- Strength Orb and Agility Orb, from the chests to the right of the Pirate Cave boss arena
- The Amber Necklace sidequest (and its reward)
- Shop Stock: Currae, Mycelia, Saproph, Hyphae, Tincture, Life Doll, Rising Doll, Escape Rope, Oliban, Falchion, Zweihander, Amulet, Sailor Boots
Sand Temple
The main feature of this dungeon is the collapsing floors, which you need to use to fall into sections of lower floors that you can’t access otherwise.
Available in the Sand Temple, ground floor:
- Elixir, from the lone barrel opposite the inn
- Oliban, from the chest behind the inn
- Miracle Doll, from the center crate in the top-left corner
- Agility Orb, from the lowest barrel on the right side of the top-right quadrant
- There is an inn available, but the fee per stay is 200 Aurum instead of the normal rate.
- Shop Stock: Currae, Hyphae, Tincture, Elixir, Falchion, Zweihander
Available in the Sand Temple, upper floors:
- Tincture, from the chest on the second floor
- Wisdom Orb and Ancient Sword, from the pair of chests on the left half of the third floor
- Endurance Orb and Crystal Sword, from the pair of chests on the right half of the third floor
- Elixir, from the topmost chest on the right side
- Cleopatra Robe, Isis Cape, and Anubis Armor, from the topmost floor
- The Diamond, as a reward for defeating the boss
Ice Temple
The main feature of this dungeon is the return of the sliding ice puzzles.
Available in the Ice Temple:
- Hrungnir Armor, from a chest on the far right side of the first floor
- Elixir, from the chest on the right path of the second floor
- Fur Boots, from the chest on the left path of the second floor
- Strength Orb and Endurance Orb, from the chests on the outside area on the third floor (accessed via the left path)
- Miracle Doll, in the chest hidden behind the wall in the bottom-right corner of tht third floor (accessed via the center path)
- Frozen Sword and the Moonstone, from the chests in the boss arena
Pacifica, the Wave Temple
The main features of this dungeon are the branching paths with dead ends and the many waterfalls.
Available in the Wave Temple:
- Saproph, from the chest outside the temple
- Atlantean Armor, from a chest behind the long curtain of waterfalls
- Saproph and Wisdom Orb, from the chests on the narrow side paths
- Miracle Doll and Wisdom Orb, from the chests in the room behind a small waterfall (it is directly to the right of one of the chests on the aforementioned side path)
- Siren Necklace, from the chest in the drain room
- Elya’s Tsunami skill, as a reward for defeating the boss
- Sea Staff and the Pearl, from the chests in the boss arena
Act 5
This is the final point of no return. Once you board the island, you will not be able to return to any previous locations. There will be no shops from this point forward; make sure to spend your money and prepare carefully before you shore up.
The Island of Darkness
Information about this segment will be hidden under a spoiler tag so as to avoid giving away the length of the segment before you’re ready to check it.
About the Island of Darkness:
It’s a straight shot from here to the altar – no distractions along the way. The local monsters are far more likely to drop consumable items in case you’re running low on supplies, but there’s nothing much to do beyond heading to the altar.
Available on the Island of Darkness:
- An inn you can stay at free of charge
The Great Dark
Information about this segment will be hidden under a spoiler tag so as to avoid giving away the length of the segment before you’re ready to check it.
About the Great Dark:
Welcome to the final dungeon. It sure does look like someone’s been here recently, huh?
When you land, take your first right and follow the hallway into the hidden corridor for the Sacred Armor. Otherwise, head down the center path to proceed. Your next destination is southeast, taking you down a floor to an open corridor and back up again. The rightmost path takes you to the rest stop, and above it along the main path is a viewing platform and the Nibelung Ring. From up here, you witness history as if it were an epic told in romantic tradition; then, you must put a stop to it by going down and around to confront who you just saw.
Available in the Great Dark:
- Sacred Armor, from a chest hidden behind a wall along the path right of spawn
- Nibelung Ring, from a chest next to the viewing platform
- Frey Sword, Ancestral Sword, and Gilus Staff, as a reward from the penultimate fight
- An inn you can stay at free of charge
- Elixir, from the chest in the armory in Connor’s Joyous Day
- Alutha Armor, from the grave in Roland’s Joyous Day
- Currae, Rising Doll, Tincture, Hyphae, Elixir, and Archmage Robe, from the Joy Magi’s treasury
- +20 Max SP for Elya, from the chest containing the Archmage Robe
Sidequests
Serpent’s Cave
I don’t actually know what this place is called, since there is no save spot inside. I’ve labeled it as “Serpent’s Cave” because a book in Kassim Oasis has a poem hinting at the existence of this mini-dungeon using a snake’s movement to point in the dungeon’s direction. Funnily enough, it’s available from the moment you leave Selera, and the encounters inside are balanced for that. In my first playthrough, I got my bearings here before tackling North Pass since North Pass’s enemy density per encounter was a bit much to jump into immediately following the encounters in the Seleran overworld.
The layout of this cave is simple but sprawling. There is a fork in the path at the very beginning of the cave; the left path leads to the dungeon’s boss while the right path leads to treasure chests. The rewards in here are also adjusted for the very beginning of the game, so even if you know you can’t defeat the dungeon boss, it’s still a good idea to visit as soon as possible.
There are no puzzles in this dungeon, just a slightly messy floor plan.
The Amber Necklace
On your return to Fairport, a woman at the docks mentions how she lost an amber pendant aboard a ship traveling through a storm south of Kassim Oasis. Contrary to my first instinct, it was not in the Serpent’s Cave, no matter how hard I searched. It is in that general area, though.
A hint:
This necklace is not something you will be able to just find lying around somewhere. Check the greater general area – not just the mainland coast – for any signs of recent change.
The solution:
The necklace is currently with a hungry goat in a small island forest southwest of Serpent’s Cave. Feed the goat to get the necklace.
The Hungry Goat
On a small island southwest of Serpent’s Cave is a starving nanny goat, and since you’re the one capable of crossing the ocean and not her, it’s on you if you want the goat to survive.
A hint:
Revisit places you haven’t been to in a while. Make sure to walk over to and physically inspect things before you write off a location as empty – it’s well-hidden.
The solution:
There is a carrot hidden in a barrel underneath Tagel Castle. The path down here is accessible by interacting with the lone intact statue on the castle grounds, on the top-right section of the fenced-in area.
This “quest” is listed separately from the above quest despite being a required prerequesite purely because I had no idea these two things were connected beyond happening in the same general area.
Collecting Every Gem
While there are eleven collectable gems, you may only ever have nine of them on one file.
Ruby:
From Hassan at Kassim Oasis
Sapphire:
From Turren’s mayor after convincing him to let you through the Great Forest
Emerald:
From Fort ’s armory storage, in the chest one right of center on the top row
Tourmaline:
Hidden in a side path on the ground floor of the Cave of Shadows, directly to the left of the pillars
Amethyst:
Hidden in the right wall within the seaside cave south of the Great Woods (you must choose between this or the Crystal)
Crystal:
Hidden in the right wall within the seaside cave south of the Great Woods (you must choose between this or the Amethyst)
Onyx:
From defeating the boss in the Serpent’s Cave (you must choose between this or the Carnelian)
Carnelian:
From defeating the boss in the Serpent’s Cave (you must choose between this or the Onyx)
Diamond:
Reward for defeating the boss in the Sand Temple.
Enables Connor’s Judgment skill. Past a specific story trigger, +12 Attack when equipped.
Moonstone:
Reward for defeating the boss in the Ice Temple.
Enables Roland’s Justice skill. Past a specific story trigger, +10 Attack/Defense when equipped.
Pearl:
Reward for defeating the boss in the Wave Temple.
Enables Elya’s Faith skill. Past a specific story trigger, +12 Mana when equipped.
Errata
While the game has display icons to differentiate longswords (equipment for Connor) from broadswords (equipment for Roland), it’s a little awkward to render in text only, especially when many of the available swords are named after real types of swords. Thus, I’ve prepared a table to categorize which items are in which categories:
Longsword or Broadsword?:
| Item Name | Type | Notes |
|---|---|---|
| Ancestral | Longsword | Unique. Light element. +4 Defense/Speed/Mana. |
| Ancient | Broadsword | Unique. Earth element. +2 Defense, -3 Speed. |
| Aquarius | Longsword | Unique. Water element. +2 Mana. |
| Claymore | Broadsword | |
| Conscript | Longsword | Unique. |
| Crimson | Longsword | Unique. Fire element. |
| Crystal | Longsword | Unique. +4 Speed. |
| Cutlass | Longsword | |
| Falchion | Longsword | |
| Flambergé | Broadsword | Unique. Fire element. Boosts Mana. Spelled “flamberge” in-game. |
| Frey | Broadsword | Unique. Light element. +4 Defense, +2 Mana. |
| Frozen | Longsword | Unique. Water element. |
| Gladius | Longsword | |
| Iron | Longsword | |
| Katana | Longsword | Wind element. Boosts Speed. |
| Scimitar | Longsword | +4 Speed. |
| Zweihänder | Broadsword | Spelled “zweihander” in-game. |