Welcome

Hi, welcome to Agarest Wiki! Thanks for your edit to the Faina page.

Please leave a message on my talk page if I can help with anything! -- Bal-Sagoth (Talk) 03:55, May 4, 2010

Stat Growth Patterns and Letter Ranks

So all of the completed character pages that were here when I first found the wiki didn't have starting stat numbers, but they did have letter ranks (F through S) for their stat growth characteristics. I've been adding new character pages as I get new party members, but I don't know exactly how to determine the letter ranks for any characters aside from the Hero of each generation. So! I've decided to compile some data on how often the cost to raise a stat for a character increases, then use that information to figure out which pattern corresponds to which letter ranking so that we can add that information to the character pages.

If you want to help, please leave some information like this:

Plum: stat point cost 5->6 at VIT 31

Basically, I want to know which character you're talking about, which stat we're looking at, and which break points cause the cost to go up by 1. In this example, Plum's VIT cost goes up by 1 once her base VIT is 31 (it cost 5 for 30->31, but will cost 6 for 31->32).

Providing this information for characters we already have letter rankings for is useful, too, because it will let me back-correlate patterns with letter grades that are already established.

Thanks in advance! Conjoiner Felka 18:18, May 4, 2010 (UTC)

Preliminary Work (Add info here!)

Please note when adding to the tables: Make sure you're looking at the BASE value for the stat (without any green bars for equipment or active skill bonuses), as the base value is what determines when the cost per point goes up. So far it looks like increments only happen at x1 (11, 21, 31, etc.) values for the base stat, until you hit 100. Some characters have the cost increment at 100, but I'm not sure when break points are reached after that--I haven't had enough PP to boost anyone's base stats up past 100 by much (Borgnine and Yayoi didn't show any cost increments from 100 to 130 for Vitality and Intelligence, respectively). Conjoiner Felka 06:13, May 28, 2010 (UTC)

Strength:

Character Letter Grade Starting Cost Cost increments at
Elaine C 41, 51, 61, 71, (not 81)
Fyuria D 31, 41,
Sherufanir C 4 41, 51, 61,
Plum 7 (not 31), 41,
Noah 5 41, 51, 61, 71,
Lavinia B 51, 61, 71,
Faina 5 21, 31,
Ellis E 4 11, 21, 31,
Borgnine S 71, 91,
Ganz 5

61, (not 71),

Arbol B 4 41, 51,
Yayoi F 6 21, 41,51,61
Vashtor 61
Winfield 51
Sharona 5 31, 41, 51,61
Valeria C 5 41,51,61,71, (not 81),
Qua 6 51, 61, 71, (not 81)
Silvi 6 51, 61, 71, (not 81)
Hilda 6 61, 71, 91
Fer E? 7 41, 61, 71,
Reverie D (JP Wiki) 7 51, 61, 81

Vitality:

Character Letter Grade Starting Cost Cost increments at
Elaine C 71, (not 81), 91, (not 100),
Fyuria D 61, (not 71),
Sherufanir A 5 51, 61,
Plum 6 31, 41, (not 51)
Noah 5 41, 51, 61, 71, (not 81)
Lavinia C 61, 71,
Faina 7 (not 31), 41,
Ellis E 41, (not 51),
Borgnine S (not 81), 91, 100,
Ganz 5 61, (not 71),
Arbol B 4 41, 51,
Yayoi E 5 21, 31, 41, 61, 71, 81,
Sharona 5 31, 41, 51, 61, (not 71),
Valeria D 5 31,41,51,61, (not 71), 81, 91, (not 100)
Qua 6 51, 61, 71, (not 81)
Silvi 6 41, 51, 61, (not 71)
Hilda 6 61, 71, 91
Fer E? 7 41, 61, 71
Reverie C (JP Wiki) 6 51, 61, 71, 91

Agility:

Character Letter Grade Starting Cost Cost increments at
Elaine D 31, 41, 51, 61, (not 71)
Fyuria B 41, 51,
Sherufanir A 5 41, 51,
Plum 5 41, 51,
Noah 6 51, 61, 71,
Lavinia C 5 41, 51,
Faina 6 41,
Ellis C 41,
Borgnine F 21, (not 31)
Ganz 7 (not 31),
Arbol C 6 21, (not 31)
Yayoi E 5 21,31,41,61,71
Vashtor 21
Sharona 5 31,41,51,61, (not 71)
Valeria B 4 41,51,61,71,92
Qua 6 61, 71, 91
Silvi 6 51, 61, 71, (not 81)
Hilda 5 31, 41, 51, 61
Fer A? 6 81, 91
Reverie E (JP Wiki) 7 41, 61, 71,

Intelligence:

Character Letter Grade Starting Cost Cost increments at
Elaine C 31, 41, 51, 61, 71
Fyuria B 41, 51,
Sherufanir B 5 41, 51,
Plum 5 61, (not 71),
Noah 6 31, 41, (not 51),
Lavinia C 5 41,
Faina 5 61, (not 71),
Ellis S 71, (not 81),
Borgnine E 4 11, 21,
Ganz 7 (not 31),
Arbol B 4 31, 41,
Yayoi S 3 61,81,100, (not 110, 120, or 130)
Sharona 5 51,61,71,91
Valeria D 5 31,41,51,61, (not 71)
Qua 7 41, 51, 61
Silvi 6 51, 61, 71, (not 81)
Hilda 6 31, 41, 61,
Fer E? 6 31, 41, 61, 71
Reverie B (JP Wiki) 5 51, 61, 71, 91

Luck:

Character Letter Grade Starting Cost Cost increments at
Elaine D 21, 31, 41, 51, 61,
Fyuria D 21, 31
Sherufanir C 5 31, 41,
Plum 5 61, 71,
Noah 6 51, 61, 71,
Lavinia F 7 (not 31),
Faina 4 51, 61,
Ellis B 31, 41,
Borgnine E 21, 31,
Ganz 5 31, 41,
Arbol C 5 31, 41
Yayoi A 3 41, 51, 61,81,91,111,121
Sharona 5 31,41,51,61
Valeria D 5 31,41,51,61
Qua 5 31, 41, 51, 61,
Silvi 6 41, 51, 61, (not 71)
Hilda 6 41, 51, 61, (not 71)
Fer B? 7 71, 91
Reverie D (JP Wiki) 7 51, 61, 81

You don't have him listed but Arbol's starting stats are:

Str 32

Vit 32

Int 29

Agi 18

Luk 25

Shmookle 02:51, May 6, 2010 (UTC)

I'll put that info in on his character page, but feel free to edit the tables themselves and add new info--if you need to add a new row for a character, if you're in one of the cells of the table with the text cursor, right-clicking should give you a menu where you can choose to insert a new row.


Also, if you notice any stat values where a character's point cost to raise it increments, and it's not already listed here, feel free to add it (I didn't start this until I was partway into Generation 3, so I don't have early info for characters like Borgnine, Elaine, or Fyuria, since I've been using them since the beginning and I've boosted their stats a lot). Conjoiner Felka 18:07, May 6, 2010 (UTC)

Huh, that's interesting...I haven't leveled my Arbol at all, and his starting stats are slightly different than yours...wonder is some of this is scaled to the level of your protagonist when you reach them, or if it's just a minor randomization (mine has 31 Str and Vit, but is otherwise identical). Conjoiner Felka 18:14, May 6, 2010 (UTC)

I'll double check the numbers for him later today. I was half asleep when I posted so I might have missed something. I'll try to add the info into the table next time, I just wasn't sure if those were the only characters you needed or if you wanted all of them. Shmookle 20:14, May 6, 2010 (UTC)

Hey, no worries. I just put characters in the table that I was currently using or had just acquired, so there's certainly room for info with any characters you want to add to it. I'd probably leave out the 2nd-5th gen heroes, though, since their stat growths vary so wildly depending on their ancestry. I've also started adding starting stats/starting cost to character pages (only for a couple gen 3 chars so far), so if the spirit moves you, feel free to add any info you have to the relevant pages. Once we have some stat/cost data extending over ~50-100 points, I ought to be able to start assigning letter ranks to the patterns. I'm going to be away from the game for a good 20 days starting tomorrow, but I'll have internet access, so if you and other people keep adding info to the table, I'll be able to keep working on it. Thanks again! Conjoiner Felka 20:30, May 6, 2010 (UTC)

Your right that Arbol only has 31 str/vit. I must have forgotten to dequip something when I looked at his stats the first time. Shmookle 23:24, May 6, 2010 (UTC)

i been thinking, wouldn't ti jsut be easier to find out the increment at stat 100 and make letter grades off them using the gen 2/3/4/5 hero letter grading at the same point? Byuusan 18:30 May 7, 2010 (UTC)

Maybe, maybe not. Some of the different grades exhibit identical increment points over 20 or more stat points. Maybe by 100, we'd be able to tell them apart based off of what the point cost is then, or maybe there'll be several letter grades that have the same cost by then but diverge in their incrementation pattern after 100. Or maybe the grading scale differs for different stats. Or maybe different characters with the same letter grade for a stat will have different starting costs even if the stats start in the same 10's range--I don't know what exactly goes into these grades, whether their based solely on cost, or on increment patterns, or what, so I'm just collecting as much information as I can to work from. I don't know which pieces of info will be the useful ones in the end, so I'm covering all the bases. That being said, if you were to do that experiment with the heroes, I'd love to see what you came up with--I personally don't have enough PP hoarded to raise all of the heroes' stats to 100 to do that check, so it'd be interesting to see the results. Conjoiner Felka 23:20, May 7, 2010 (UTC)

i don't have the PP either, i'll come back to you with that way later :)


I can't fully confirm this, but I believe levels have some effect on when stats move to the next cost. I think this might be responsible for the 'spread' you seen for the same letter grades. I've seen two different phenonmena that make me believe this, but it's just a hunch right now, and perhaps someone can either conform or disprove it. When gaining a level, I sometimes sit on the edge of the next stat (putting one more point would make the stat go from cost 7 to cost 8, so I leave it at cost 7. If I level up a few more times, I find I can put one into the stat without the cost rising. It's possibly my memory's just faulty or I'm mixing up characters, but I think it warrents investigation. The other thing that makes me believe this is some characters gain 'free' stats upon level up. This typically occurs if I bump the stat up to the next cost level, and then don't put in any more points for a few levels (so I add points till I see cost go from 8->9, then I stop as soon as it hits 9). I'm assuming the game is giving these 'free' stats in order ot prevent the cost from slipping down to the previous level. If it gives me fewer points for stat distro during the level or not becuase of it, I'm not certain. If this is true, then each letter stat growth is consistant, but scale with level. Delwack 18:34, May 31, 2010 (UTC)


Additional notes for my previous comment:

I find it easier to observe this behavior in weaker stats, since they seem to move more frequently, since they are more likely to hit those boundary conditions.

'Free' stats at level up are stats that, when the level up screen appears, are already highlighted in red, and cannot be removed. If you have stat+ things equipped in your armor/acessories, these free stats also appear to the RIGHT of the green bar, as if you had added them during the level-up. Delwack 18:43, May 31, 2010 (UTC)


I am aware of the occasional 'Free' stat gain, but I hadn't noticed it impacting the cost per point any differently than stat gains I allocated from bonus points or PP. That doesn't mean it doesn't happen, though. I haven't really paid much attention to the Free stat gains, since it seemed like they happened so seldom for my characters (although I have had some levels where a character will gain free points in more than one stat). Please do keep an eye out for this--if you wind up seeing a different cost per point, or a different break-point for cost increment than what I have recorded in my tables, make a note of it! Conjoiner Felka 18:55, May 31, 2010 (UTC)


After further investigation it appears I was definitely mistaken; character confusion and equipment distortions accounting for whta I thought were 'shifting' numbers. Level appears to not affect stat increases. I'm interested in figuring out how the 'free stat' mechanic works though. Also, 100 is almost definitely the last increase point; I got tried pumping Ryuryu's fairly poor strength stat (cost 12), it got all the way up to 278, and no increases beyond 100. Delwack 01:21, June 2, 2010 (UTC)

Modify template

It's possible and "easy" to modify a template. For example, you can modify Template:Statistics to add new fields. However, in that case, it can be harder because the code to create a table can be hard to modify. You must keep in mind that if you modify the template, you modify all the pages, so you must test and check it carefully.

You should also note that the templates can only be modified in source mode.

It's possible to get the letters for all characters stat spread right here (it's in japanese and you need to be able to reed katakana to figure out the names, I can help for that if needed). On top of the page you have the number of point needed to go to 101 point for each letter. I guess that it's possible to create a page with a table to explain the letters and it's possible to auto add links to that page in the template. So if you create a page, I can link it in the template.

If we want to add the starting data, I guess we could split the "Average Stats Spread" in two, with basic stats and spread in two different row.

My proposition for now is this

Actual template

Average stats spread
STR A
AP 10

Modified template

Starting stats Average stats spread
STR 10 A
AP 10


If you think it's good, I can work on it. You can tell me if anything else should be added.

Alice in game 20:16, May 28, 2010 (UTC)

Ah, hadn't thought about simply mining the JP wiki for the information. I can read hiragana/katakana and a reasonable number of kanji, so maybe I'll give that a try (the tables are starting to get a little bit unwieldy). I like the modified table format you proposed, so if it's easy for you to make that change, that'd be great--I'm sort of predisposed to putting as much info as possible about the characters onto their pages. I also think that it's a good idea to have a separate page explaining what the letter ranks MEAN--if the JP wiki has an explanation of that, I may swipe it, otherwise I can just use the info I've already collected to fill that in. Since we don't have the ability to edit the main page, where do you think the link to the "Stat rank explanation" page should be put? Party member main page? As a link attached to the "Stat rank" column header within the template?

Conjoiner Felka 22:06, May 28, 2010 (UTC)

In fact, you should create a new page. In the template, I will auto link the letter to the good section of the new page. The access to this new page will be from the characters pages and not from the main page. Right now I am working on Item/Ennemies/Location template but I will try to modify the characters templates as soon as possible. If you edit some of the data in the template, it's important to put a space in every empty field (and you need to add the space every time you edit), otherwise you might have some unvanted code (stuff aroud { } brackets)Alice in game 22:17, May 28, 2010 (UTC)

DONE Alice in game 22:43, May 28, 2010 (UTC)

Looks great! I think the only things I'd change would be to rename the heading for the first column to "Statistic Rank", "Growth Rank", or just "Rank", and shift the AP and MOV values over into the "Base Statistic" column, since they don't have letter ranks. I'll go through and fill in the blanks wherever I can once I get back home and have access to the game and my notes. Conjoiner Felka 23:13, May 28, 2010 (UTC)


Done, I just join the cells like for the HP bonus. ... but I kind of... lost the base AP and MOV. I'll try to find them back.Alice in game 23:38, May 28, 2010 (UTC)


That looks good! Just a minor quibble, but "Average Stat Spread" seems a bit unwieldy as the first column heading--would it work to have that changed to "Rank" or "Growth Rank" instead?
Also, I've been thinking about adding Extended Area information to the character pages, but I'm not sure what the best format would be for it...maybe use a table with small cells, put an O or X in the center for the character, and then mark the spots for their Extended Area with * or something? You have any thoughts on this? Conjoiner Felka 16:23, May 29, 2010 (UTC)


Okay, so I just went and edited the template to change the heading of that column, checked that it showed up correctly on a couple of the character pages. Looked like it worked okay. If you'd rather keep the old column heading, feel free to undo the change. Conjoiner Felka 16:30, May 29, 2010 (UTC)

No problem with the heading name. About the extended area, I know how to do it (I can also add the info to all the characters when it will be added) be where should I add it? If you find a place where it could fit, let me know. I know that the extended area is differend for the 3 possible hero, so the extended area graph could be added in the statistic section?Alice in game 22:20, May 30, 2010 (UTC)


Oh, you already have all the extended areas for characters recorded somewhere? Guess I've been duplicating your effort by writing them all down in my notebook... As far as where to put it, I think the Statistics block is probably as good a place as any--put it in below the Stat Block table, maybe? For the heroes, do you know if the differences in their extended areas are JUST due to their mothers, and don't have anything to do with their geneology further back? Because if there're only 3 versions per hero, that'll make things a little more difficult--if we attach the Extended Area info to the stat block, we'd be committed to putting in 3 stat sections for Ladius, 9 for Thoma, 27 for Duran, and 81 for Rex, even though the Extended Area wouldn't change for most of them (if Fyuria->Sherufanir, Elaine->Sherufanir, and Luana->Sherufanir resulted in the same Extended Area for Thoma, there'd be 3 stat blocks with the same EA information in them). It might be better to clone the Stat Block Template and make a modified version for the heroes that DOESN'T have the Extended Area added to it (have the Stat Block + EA version of the template be for normal party members), and then just add an extra section on Extended Area to each hero's page. Conjoiner Felka 18:05, May 31, 2010 (UTC)


Will try to add it soon. And don't know it the field is influences by the grandmother. I got the field from this page [1] and I am only at turn 50 in 1st gen, so I can't check (I'm not used to that type of game and I am playing at hard, spend all my resurect items and ca't buy any right now, so I am reloading everytime someone dies.. so it's kind of long).Alice in game 23:43, May 31, 2010 (UTC)


Well, from what I'm reading on the page that you linked to, it looks like the EA for each hero depends only on who their mother was, and not anyone further back in their geneology. From what I can see, the info on that page looks pretty solid, but I don't much care for their way of displaying it...the spacing is somewhat irregular, so stuff gets misaligned. I'll try to cobble up something using tables later on...although standardizing it may be difficult, since different characters can have radically differently-sized Extended Areas. Conjoiner Felka 04:00, June 1, 2010 (UTC)


For me, what they create is well align. It's sure that a table would be good to avoid any reading problem. It coulb de pretty easy to do, we just need to be sure that it will fit in the template. I was thinking about a table with background color for each cell and a light border to divide the cells. It's not hard to do, but not fun to edit. We also need to be sure that it's possible to include it via the template. I'll check it. And the size of the area is not a big issue, don't worry.

Of cource, we could create a specific template for the areas, but it would be over 60 values to enter for every field, byt it could be easyer to edit....Alice in game 05:37, June 1, 2010 (UTC)


Admin

Hi, I want to adopt Agarest wikia (to ask wikia to give me an admin access) so please, reand and comment this page.


Alice in game 18:12, June 4, 2010 (UTC)


Hi,

There is no problem if you are not really active, I don't have a job right now so I have lot of "free time". For the monster template... well I did create one. The information that are in this page now are to link the items to the monsters and to locations (dungeons aloso have a new template). I did create the page of some monsters, so you can let me know what information should be added to this template.

And thanks for the support.Alice in game 19:45, June 4, 2010 (UTC)

Weapon Pages

The weapons / items pages that I'm putting up are a joint effort between Alice and I. As to your thoughts about the Enemy kill lists, ultimately we're going to create a link page for each monster. The Category "see list" will list all the possible monsters that can drop an item. This is kind of useful for some items that are more commonly dropped like Ores, Grass, Elements, since they can come from many types of monsters. The more rare stuff perhaps we can make it link to the monster page directly since it will be the only way to get it. For the most part, what I'm using those Category pages for kills is just a place holder for the monster name. Right now I'm putting all my effort towards completing the weapon pages with upgrade data.


Improving the main page and adding game mechanics is something we'd love to do, though if you haven't read Alice's message, we're stuck without an admin who knows what they are doing. There were 3 admins for this wiki though 2 are no longer active, and unreachable. the 3rd doesn't know much about wiki administration and can't grant admin status to Alice... so if you haven't done so already, Leave a comment on Alice's petition to get Admin status from the wikia site. Wathman 20:22, June 4, 2010 (UTC)


Already commented on the whole admin situation...been following all the goings-on when I've had the time. You can read the comment I left on Alice's talk page to get an idea of what's going on with me. The whole category thing as a placeholder for singular drops makes sense to me--covers the bases for things that are dropped by multiple enemies, and all we have to do is change the link to be to the one specific monster if only one enemy drops it. Although I think it might still be alright, even if there were like 3-5 monsters that dropped a particular item, if you just listed them in the field on the template, without linking to the category page first...meh, it's a very minor quibble with some very excellent work, I'm just thinking of what information I personally would want at my fingertips without having to click extra links. Like I said on Alice's page, once my schedule frees up I intend to help out with the monster database, and I've had my whole project regarding the stat letter ranks going on for a while. Mining the JP wiki has produced an explanation for how they assign letter ranks, but I still want to put a complete description of each pattern (cost increment break-points, points to reach 100) on the final page when I create it. Let me know if there's anything in particular you could use some help with, and I'll assist as much as my schedule allows. Conjoiner Felka 21:11, June 4, 2010 (UTC)


A quick comment on all the category thing. In a practical point of view, it's more complicated to make a difference between "it's a drop for 1 monster" or "it's a drop for 10 monsters". I first wanted to display the content of the category in the page, but it did not work the way I wanted, so I finally put links to the category pages. The advantage of the category is that we only have one page to edit. For example, if we edit the monster page and add one item drop, then we don't have to edit the item page to say "this monster drop the item". The "problem" is that it would be hard to write and hard to maintain a system where you can have an automatic list in the category or a manual list.

Right now I know how to display the content of one specific category in page, but not able to include it in a template so the category can change according to some value (ex the pagename). I will try to find an other solution to do it, cause it would be easyer to access the data.Alice in game 21:57, June 4, 2010 (UTC)


IT'S WORKING! I will modify the template for items and monsters so it will work soon on the templates. Alice in game 22:05, June 4, 2010 (UTC)

It's "working" (see Iron Sword) but it require to create every category, so I will have some work to do!--Alice in game 22:29, June 4, 2010 (UTC)

Vol Tuanor (Gen 5)

So I got to this fortress battle last night, and from some posts/comments on the boards over at GameFAQs and the comment block in the Perfect Path guide, I was expecting to have to attempt the second round of this fight multiple times...


...and then I executed Fairy Dive (Silvi EX2 + Reverie EX2 + Ryuryu EX2 + Ellis EX1) on the fourth or fifth turn and it one-shot both the Gurg and the remaining Lindworm with what I believe was a Radius: 4 attack centered on Silvi @_@ (this was on Normal difficulty). Still took a couple recovery items getting to that point, but nowhere near as bad as I had been expecting. My complete party was Silvi, Murmina, Qua, Reverie, Ryuryu, and Ellis (specially chosen for this fight, as there were two different EX Combos they could pull off), and their levels were 72-76, with ATK/MAG stats (whichever was their prime offensive statistic) in the 2300-2500 range. I feel like this worked out a lot better than the "get 250 SP and just unload everyone's EX3 on the bosses" strategy that people seemed to be defaulting to...this only required 100 SP on 3 characters, and 50 SP on a 4th, so fewer turns spent building SP where things can go wrong. Just thought I'd share something that worked well for me...this was the closest thing to being an "I Win" button that I've come across since I started playing. I imagine any other EX combo employing similar levels of EX skills and number of characters would produce the same results, so take that into consideration when building your team.

Conjoiner Felka 16:40, June 5, 2010 (UTC)

Field

The field sections are copy/paste from [2] but we neet to change the star to a "x". You also need to copy/past inside of <pre></pre> otherwise the characters might not have the same width. I will check all the characters pages to be sure tha the field and grow rates are there if it's the only missing thing to the new template.

Check the main page I will soon post a blog msg to comment updates to the main page.

Alice in game 17:47, June 6, 2010 (UTC)

Weapon Break damage data

Sounds like you have the break data figured out, if you want to add it to the pages, we could probably add another row for break. I won't have time to work on break data myself until I finish the entries for the data I have, and craft the remaining weapons I'm missing from the list. Your findings that the elemental weapons seem to follow their own patterns is consistent with what I found, EP cost, price, and a few other parameters don't follow the same pattern as they do for non-elemental weapons. I finished the game last night, but now I'm going back to complete everything I can. Some of the weapons in the final 2 tiers of crafting take so many ingredients to make. Wathman 13:03, June 7, 2010 (UTC)

Adding categories

There's plenty of stuff that still needs work, and there will be even more later on. Categories are a bit tricky, took me a while to figure it out with Alice's help. I would recommend doing a small number of them unless you have absolutely nothing else to contribute at the moment, it's rather tedious work. Alice created a bot that can macro and create the categories automatically, however she's in the process of moving right now and can't have the bot up and running. I created the Accessories pages not too long ago, but haven't gone back and created the categories since I wanted to verify some item names. They should be mostly good now though, so that would be a good place for you to start with Categories. I don't know how to explain the Categories really well, but you should be able to get them to work. The categories are basically index tags that group data together... Alice created 6 types that are referenced in the item pages. The way I understand it, each item page needs a reference to each of the 6 categories to work, otherwise you get the ugly ID-code showing up. If you see that, the page is missing one or more categories. The categories are named after the item page you are currently working on. So if I was working on an item "Awesome Sword" I would need these categories:




|Category:Alchemy Awesome Sword |Category:Conversion Awesome Sword |Category:Overkill Awesome Sword |Category:Steal Awesome Sword |Category:Exchange Awesome Sword |Category:Ex steal Awesome Sword


You create these by "creating a new article" with those names exactly.

After you create each page, you have to link it to the parent category. You can do this by using the "Add category" functionality at the bottom of each page, but a faster and easier way to do it that Alice showed me is to put the category you want in double square brackets in the body of the empty page you just created. So for the first example, it would be "double square brackets"Category:Alchemy"double square brackets." (I can't use the actual square brackets here otherwise it would create actual links, and I haven't figured out what escape characters to use to prevent it for example purposes.)


once all the links are made, go back to the item page you were working on, and edit it and save. This will make the page recognize the new links, and should display properly if all categories are created. In general, most items will have the "Alchemy" category already created. Alice's bot also created a number of other categories too, so if you try to create a category and it already exists, just confirm it's linked correctly and make the next category for that item.


You'll probably find it pretty easy once you get it right a few times, but it's difficult to explain, hopefully you can figure it out from this post. Something else that needs a lot of work but is simpler is happening on the Enemies page. We're restructuring the categories and pages, so we're combining the info from the main table and all the individual enemy pages, and reclassifying them. Basically, the "kill" categories are disappearing since they are redundant. "Common" drop items are going to fields "normal" and "normal2", "Rare" are going to "rare1" and "rare2." We're about halfway through the monster list, and Alice has been working on that mostly when she can. Wathman 01:53, June 16, 2010 (UTC)


I'll see what I can do about the Enemy pages--people on the GameFAQs board have been complaining about the drops table on the enemy main page being half-gone, and I'll admit that I'm getting a little annoyed with them (I mean, if they have some problems with the info, they should come discuss it or help out, right?). So helping to finish that off so we can re-populate the table through the magic of Categories seems like a worthwhile task. Only question I have is, for the monster pages do I need to create any new Categories? Or should I just put the "double left bracket" ItemNameHere "double right bracket" bit in the template fields before deleting the info under Kill/Steal/EX Steal? I only ask because I'm still a little confused about what information is contained in which categories...like, "Category: Ex Steal Salamander" would...be assigned to the enemy page for Chariot, since that's one of their rare drops? I'll try making a few sample edits and see if I can figure it out myself, but any input is appreciated. Once I figure these things out, I may try my hand at writing a couple "How to contribute to this project" blurbs that are as clear and step-by-step as I can make them, then posting them (or having Alice link them) on the front page, to make it easier for new visitors to contribute. Thanks in advance. Conjoiner Felka 15:11, June 16, 2010 (UTC)

When you edit a page (like monster template) you don't have to create a category. The categories are automaticaly added to the pages and used in other templates. I will do all the required caterogies creation for monsters. When you add something in the template, you don't have to add any link bracket, all the fields are auto linked with in the template. There is also a "guide" on how to edit templates here. But once all the needed pages are created, we can mass create categories and nobody will ever need to create categories, they will be auto-addedt witht the template.Alice in game 19:26, June 16, 2010 (UTC)


You might have figured this out already, but the category names we are using for the monster pages are actually "Steal" and"Ex steal." it was easier to reuse those categories since they were already active, and it saved the trouble of renaming everything "Normal" and "Rare." The template fields that hold the data are named "normal" and "rare," but they link to categories steal and ex steal.


As for your idea on posting monster stats and data, it sounds good in general. I think I read somewhere that monster stats/skills/etc. may be slightly different when you fight them vs. having a tame one, but if you can get tamed monster data in the tables it's better than nothing. You might want to include the "monster class" in the info, later on we can probably create a category for each, and perhaps figure out some generalizations about monsters. I've been taking some notes on this but they are really spotty. Things like "Undead absorb dark dmg," or "Slimes are resistant to physical dmg, but weak to magic." I'm sure you'll get all this data from the stats, and more. As for the templates, you can go ahead and start experimenting by copying and pasting from existing ones. (If you haven't figured it out already, you create a new template by creating a new article and then name it "Template:<my new template>") . I would also suggest looking at Alice's Dungeon template, she designed that one to be more modular, built out of several pieces. Also, ask Alice what she thinks is best for template ideas, she knows much more about it than I do. Wathman 15:46, June 16, 2010 (UTC)

Another smallish project

Something else I've been wanting to do but haven't had the time or patience for is starting a brand new game and actually keeping close track of what items and equipment formulas come from which crafting books. I tried to start doing that halfway through my first playthrough and found that I kept forgetting to check all the smithing lists as soon as I got a book, and then ended up getting 2 or 3 books and then had no way of knowing what came from where. In my New Game+ Hard Mode, all my crafting formulas carried over so all my formulas are unlocked, and I can't pick up new books. I even tried selling my books to see if the formulas disappear, figuring I could identify them that way, but the formulas stay regardless of selling the book or not.


It seems that the late game formulas per crafting book are fairly accurate, but I wouldn't be surprised if a few are missing. It's just the early generation stuff is poorly documented. If you can think of a better way to figure out what items came from each crafting book, even better. Wathman 02:15, June 16, 2010 (UTC)

My answer to your posts hereAlice in game 15:43, June 16, 2010 (UTC)

New wiki questions

Hi,

From you message I think that you probably stated to understand how the category tree works. If you have any questions, let me know, I will try to help you. I am not playing a lot lately (I'm almost always outside, doing stuff I was not able to do before I moved, like woodworking, I am far from being good but it's a way to spend time).

Alice in game 02:45, July 14, 2010 (UTC)


That's cool. I'm glad you're enjoying yourself at your new place =3

Actually, at this point my only real question is what that bot you got was and how to use it--you had some sort of script that automatically created Category pages, right? Currently I'm having to go through and manually create Category:Drop Itemname, Category:Location Itemname, and Category:Synthesis Itemname every time I add a new item to the wiki. The automatically-populated lists are cool and all, but it's killing my shoulder doing it all by hand.

Conjoiner Felka 15:03, July 14, 2010 (UTC)


It's really simple but needs many steps and you should have no problem


  1. Create a list of all the items (Itemname in you example)
  1. Turn the item list in a category links list. The easyest way to do it is to use excell and something like notepad.
    1. In the first row in excell you put " *[[Category:Drop " (the star will put in in a list and the brackets open the link, then Category and the beginning of the category). In the second row, you add the item names and in the third row you add " ]] " to close the links.
    2. Now copy paste everything in notepad.
    3. Tou have to remove all the tabs using the "replace" option of the software, so copy/paste on tab and replace it by nothing. Be sure that you have a space between the category and the itemname (you can replace this too if needed).
    4. Copy/paste everything in the wiki (like in you personal page), check if the list is ok and save.
  2. Install iMacros for firefox (hope you use firefox or look for the explorer version) [3]
  3. Create a new macro and "record" it. Save it then edit. Copy paste this code
VERSION BUILD=6650406 RECORDER=FX
TAB T=1
TAG POS=1 TYPE=TEXTAREA FORM=NAME:editform ATTR=ID:wpTextbox1 CONTENT=[[Category:Alchemy]]
TAG POS=1 TYPE=INPUT:SUBMIT FORM=ID:editform ATTR=ID:wpSave
TAB T=1
TAB CLOSE
TAB T=2
  1. This code will create the page with the conent that is after "CONTENT=" (you can't add spaces, so you shoud put _ instead). The goal is to categorize all the categories. You can change the category name in the code or add anything you want, it can be "Category:Caregory" if you don't want to spend time working on categories.
  2. Change the visualisation mode of the wikia to "monobook" . in the top right corner, click "more" "preferences" and in skin, check "monobook". Save
  3. Now the wiki will look like wikipedia. (CHANGE IT BEFORE YOU OPEN THE LINKS. If you want to reate your own macro, record them from this skin or it will not work).
  4. open all the pages from you list in new tabs (you can do it by holding ctrl and clicking on the links, or "weel clicking" on the links, tou click on the weel instead of rolling it).
  5. Change your skin back. You can create a "bot" account and let you bot accound with the monobook skin (so you don't have to change every time you use the macro).

Feel free to ask questions. --Alice in game 23:30, July 14, 2010 (UTC)

Hmm...I don't have Excel on either of my machines (my laptop has OpenOffice). I like the idea of using a spreadsheet to get the link text all set up then copy/pasting it. I tried it with OpenOffice and TextEdit, but it decided that I must want each individual cell on a separate line, so I had to go back through and delete the carriage returns, but it was still a lot better than having to write them all out myself. My only problem was, when I copy/pasted the list into the Wikia editor window, what it wound up doing was creating a page that belonged to all of those categories, instead of creating a page of links to (made or unmade) category pages. Now, I could see the blue and red links in the category box at the bottom, so I think I could just open the new tabs from those. It just was weird to put all that in and then have the page be blank except for the bullet points heading the empty lines =p. As far as iMacro goes, I suppose I'll have to download and install FireFox...the IE version doesn't seem to want to install for some reason. At what point do you actually RUN the macro? Or does writing it make it always active, or what? What exactly is the macro doing? Is it just making it so that every time I open a link in a new tab, it tries to put the CONTENT line into a text box and execute the "Submit this form" action? (Sorry, I've never used macros like this before).

Conjoiner Felka 00:36, July 15, 2010 (UTC)

My misake for the caregoriy links, you have to add : before "category, like this Category:QLocation Ancient, you can make a caregory links with bullet point.

You have to play te macro betwenn point 4 and point 5. When you play/run the macro (in loop if you want) it will write the "content" in the page, submit, and close the tab, when it come to play the second time, it will already be in a new page, so it will be able to add the content and submit, close, and do it again and again.Alice in game 01:33, July 15, 2010 (UTC)

PerryCommo

It's a bot. It will just keep going over everything till it can get ip banned. i sent a message to the admins hopefully they can deal with it when they sign on. I have literally been undoing all his edits for a hour and he just keeps going over my edits

````AstralBlade

Yeah, I sorta got that vibe--I have a "wiki-related" folder/filter in my e-mail, and I only found out about this because the number of messages in it jumped hugely--all of them being the "a page has been changed" type. Came to check it out and found a full-on edit war going on. I've left messages for Byuusan or whoever else on the Talk page and elsewhere about where to find the IP Block tool. Hopefully they'll be able to take care of it shortly.

Conjoiner Felka 16:15, July 7, 2011 (UTC)

Admin

You now have Admin and rollback power. You're one of the few i can trust with this so i decided to give the power to you in case of things liek this happens if im not around to deal with it (May it be work or otherwise)

Thanks for the vote of confidence, Byuusan. I'll keep an eye on my "wiki-related" folder in my email inbox and do what I can to stop any further vandalism that may crop up. Haven't really used this wiki since I lost my saves last summer when my Xbox got stolen, but now that I'm working on Zero I ought to be frequenting the site a bit more. Looks like you've been doing a great job keeping the place up, so keep up the good work! Conjoiner Felka 18:57, July 10, 2011 (UTC)

Hey Felka,

Thanks for the response. I've been out of my home state and away from my computer for the past few weeks, so, I didn't have the opportunity to respond back with any sort of timely manner.

Anyhow, I'd basically given up on getting a response and had all but moved on from the game. After revisiting my post and my thoughts on the matter of security, I believe what I was getting at was: rather than lowering the level of security, I think the opposite should happen. My post on Komic's page appears to have been a desire to make it so random messages such as the "A mysterios message coming out of nowhere..." wouldn't go untracked - since they were anonymous edits (minus the IP, of course).

However, as I've said, I've stepped away from the game for a while now, so take my statement with a grain of salt. Either way, I'm sure I'll pick it back up at a later time.

Helemar (talk) 03:27, January 16, 2014 (UTC)

Searching for signs of life...

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