Agarest Wiki

ATK/MAG with bonus


I added the formula to calculate the atk and mag with bonus in the template. It's coded with a "if" parser, so it will only display if the INT or STR bonus are not 0 (and it should not display anything if there is nothing in the bonus field.... should...).

I have the admin access now so check the link on top of the main page to discuss changes to the main page.

Alice in game 07:21, June 7, 2010 (UTC)

I will check to add color. For the Enemies fields (in fact, all the fields that are using the Tree template to display a category content) if they display weird text, it's because the category don't exist yet. I will create the categories once in a while. However, nothing will be displayed since the monsters pages are not created.

I will start working on a template for armours and accessories (with level stats). Right now, the item template should be ok for the normal items (like grass).

To find monsters in the course of the game, I would mostly rely to the walktrough (the monster encounter are listed there, so the notes in the enemies pages should be enough to locate them in the walktrough), the Dungeons location will be identified because (at leat in some versions) the dungeons don't use turn so you can do level grinding or monster hunting in the dungeons. I am not at the end yet so I can not help, but the idea of a better monster listing for the end is a good idea.

Alice in game 18:28, June 7, 2010 (UTC)

If you want the item or weapons pages to work, you need to create categories, in fact, 7 categories. The categories for Iron Sword are the following. I create the caregories with only their mother category as content.

However, the best way to do it is to copy all the item names form Category:Item and create the 7 categories links in a page. Then, you open all the red links in new tab and create the categories. To do so, I use a macro tool so it's faster to create all the pages. I can create the categories before you add the content, but we need to be sure of the item name. You would only have to add empty templates to the page with the progress star to "3" so it's easy to spot.

Hovever, if you want to use the Tree template, it's only to add in a template. The way it work is that if you use the template like this {{Tree|Alchemy}} it will display the content of the category "Alchemy PAGENAME". So it's only usefull to create templates. If you want to add a category tree somewhere, let me know what you want to do and I'll explain. For example, I plan to add the tree for "XBOXChest" and "PS3Chest" to the item pages, but it will require to create these two new categories for all the items.

Hope I am clear. I'm not English native speaker so I'm not that good in English (you might have noticed). I am way better in French, trust me.--Alice in game 21:43, June 7, 2010 (UTC)

I added the auto weapon type code to display the template. However, the link to the weapon category disappeared. To add the link, we will have to edit the weapon type template. We can put a link to the category or to the right section in the Weapon page, let me know what you think is the best.

For the new fields in the monster page, I will add them. For the issue of the multiple encounter at different level, I can see two solution, the first one would be to put everything in one page (and add more fields to the template if needed) and add information to the note. The second option would be to create one page for each level (if they are different of course) For example, you can have the first encounter as "Goblin" with a note linking to the other levels, and a "Goblin (20)" for the lvl 20 Goblin (for example), with a note linking to other levels.Alice in game 18:10, June 8, 2010 (UTC)

Item drop

That's interesting. It would meen that

  • Kill -> Common item / Rare item
  • Overkill -> Overkill item
  • Steal -> Common item
  • Exsteal -> Rare item

Lets take the example of the Imp. The overkill item is Horn of Devilkin, kill is Silver ore, steal is Horn of Devilkin. So if you are right, the Horn and silver ore should be common item, and could both be obtain by kill or steal.

My second example would be the Lesser Bat. The Overkill item is Protection of Wing and the kill item is Silver Ore. If silver ore is a common item, it should be possible to steal. I am still at the first gen (ang I was beaten big time by Kasibal and Braham, so I will try to level a bit) so I can test the drop of the Imp, Lesser Bat and Skeleton to see what they drop. (I will kill a lot of them).

Later today I might change some categories. The automatic "Item" category will be changed to "All items" inside of the "Item" category, and there will be a category "Item (Item)" for the Items that are items, not weapon or accessories.

I will also create a bunch of categories later today.Alice in game 18:34, June 8, 2010 (UTC)

Ok, I kill a bunch of Imp / Skeleton / Lesser Bat and this is my result. The 3 of them can drop 2 items, Silver Ore and one specific item (Horn of Devilkin, Bone of the Dead and Protector of Wing). The silver or is a Kill/Exsteal drop and the other item is Overkill/Steal drop.

So the result should be.

  • Common -> specific item
  • Rare -> Silver Ore
  • Overkill -> Specific item

But the problem is that the specific item is never a drop from killing the monster. The is two option, I kill more of them to see if the theory is true, or the theory is wrong.

Hovever, I will try with two other enemies, Thief and Hornet (I know, they are all low level enemies, but it's easyer to kill a lot of them.

The talbe say tha the Overkill for Hornet is Poison needle, kill is poison needle and silver ore, steal is poison needle. In that case, if silver ore is the exsteal drop, then it would mean that poison needle is normal and overkill drop, silver ore is rare.

For the thief, we have grass as overkill, and grass, cure grass, fragment of life and silver ore in kill. I think that grass is in steal, but I will confirm. There is more items for the thief so it should be interesting. (most of the easy to find monsters have only one or two item)Alice in game 19:54, June 8, 2010 (UTC)

Well, I don't know if you can call the exsteal drop as "rare" in the early monster, not because they are low level, but because it's kind of stupid to give special rare drop on these since you can fight million of times without fear of dying. Like I said, I might have to kill more Imp, Skeleton and Lesser Bat to figure out if they can kll/drop their specific item. In the case of the Hornet, The theory is confirmed. The Overkill item is Poison Needle, Normal item is Poison Needle and "rare" item is Silver Ore (that is almost the same as the previous 3 monsters). For the Thief, we have more items, so it's interesting.

The table explain everything. The kill drop rate is bad, so I did not got any cure grass (but it's in the table so it shoulb be a kill drop) I was not able to steal any fragment of life, so I guess that they are ex steal drop so it's a rare item. I only got one fragment of life, so it might be a real rare item. To ex steal a thief is a pain in the ass. the only thing you can do to get SP is to wait and get hit, and you must have wiendfield only in the party otherwise he might not get hit. I also thing that we can confirm that the overkill and steal item in not the same, because you can steal grass and cure grass from a thief and still got a grass for overkill (I think I also got 2 wings from steal/overkill a Lesser Bat).

  • Grass
  • Grass
  • Cure Grass


  • Grass
  • Cure Grass
  • Fragment of life
  • Silver ore

Ex Steal

  • Silver Ore
  • Cure Grass ???


  • Grass


  • Grass
  • Cure Grass


  • Silver Ore
  • Fragment of life

I think that the theory is not bad. However, the drop rate not the same for all the items. If a thief seems to always have his two basic items, he did not kill/drop all the time, and sometime, the "rare" drop might have a higher drop rate in kill than the noraml drop. (Not sure if I am clear...).Alice in game 21:58, June 8, 2010 (UTC)

I'm away from home (so away from my xbox and my computer) so I will not be able to play and test (next serious test will be the Jumbo Cock) and no macro categories. I should be mooving next week so after that it's sure that I will have more access.

I will make many small changes to templates and categories and I will probably update the intro page and add a 'hot topic' section, with blog post where we can discuss about a subject. I will open one on Item drop.Alice in game 13:50, June 9, 2010 (UTC)

I think that the drop system theory is really acurate. But in order to make the changes, we have one "big" problem. As you know, we have 3 categories: kill, steal and ex steal. They "should" all be deleted to be replaced by "normal" and "rare" I would suggest to keep Steal for Normal and Ex steal for Rare (in other words, we only have to delete all the kill categories). You can look at the blog post (link in the main page).

I will create a preliminary version of the new monster template in order to update it.

We should also completely delete the drop information from the enemies page to be sure that nobody add info in that table and not in the monser page (and we will not have to update the table.

If you ever tought about a monster fusion table, there is one right here in Japanese.Alice in game 20:08, June 10, 2010 (UTC)

I am updating the enemies pages right now. For the table, If we keep it, because are "used to it, then we should update a lot of things in order to make it accurate. I really think that we should put a "drop system" intro, then let people check in the pages. And if you are looking for one specific item, you should go in the item page and not in the monster page. For the gategories, it will be fine, when the enemies pages will be updated I will modify the item templates and delete the kill categories.Alice in game 21:00, June 10, 2010 (UTC)

"quick" category creation

Hi, I don't know how you create your categories, but you don't need to add any text like "1".

When you copy the page, just copy/paste " [[Category:Alchemy]] " in the main edit box. you don't have do add it in the category field. Hope it can help.

I should be back home for the week end (to put things in boxes) so I will be able to create categories (should go back tomorrow or friday).--Alice in game 18:29, June 9, 2010 (UTC)

tI seems that you noticed my mistake. I can play a macro in loop and that time I did not select the righ macro. It's not a big issue (the content of the category is more "esthetic" than parctival) but I will correct this mistake.

For the title field, well, there is no limitation, so you can add as many information as you want. there is no category or link related to this field so you can write "1, 5, 23, 51" if you want and it's ok.Alice in game 20:08, June 9, 2010 (UTC)


For the categories, yes, there will be 6 of them. I want to update the monsters pages before modifying the item templates. I got a solution for the multiple level of one monster with diff drop. one template for each level in the same page. For the monster fusion, we could make a monster fusion template and create only the categories actually used. We should talk a little bit about that later.

For the armor template, will we need something similar for accessories and armor? If we need the same data, we should use the same template and in the "type" field, we can write "armor" or "accessories". To be honest I don't know if I will be able to work a lot on a new template, I need to put tings in boxes today. However, you can quick edit the weapon template, just delete the unwanted fields and I will change it later.

And yes, Steal is becoming Normal, but we will change nothing to the categories names.

Alice in game 15:29, June 11, 2010 (UTC)

The question is, is there any fields to remove from the weapon template. If you say "no", then I will modify the code, so the caregory weapon will be added only if the type is one of the weapon type. So if you write "sword" you will have sword and weapon categories. However, if you don't need some fields like "ATK", then create a new template with copy/paste and just remove the fields, I will change the categories programmation, edit the table and other things like that. I don't have a lot of time to check the possible fields in the game.Alice in game 16:44, June 11, 2010 (UTC)

Then, let's use the weapon template. Of course we will need to add the missing fields, but the whole template will have major modifications. If there is no "MOV" for one item, then the complete line will not appear. This will require a bit of new codes and lot of little changes in the table. I will also be sure to add the bonus calculation into the template. I should a some time right now so I will try to add the needed fields and make some changes.Alice in game 17:32, June 11, 2010 (UTC)

Ok, template updated. Now you can add MOV data to the table.

If there is nothing in the BRK and MOV field 1, then the complete line will not appear.

There is no "RG" (range?) field in the table, so I did nothing about that.

I will code the DEF and RST bonus now.Alice in game 17:54, June 11, 2010 (UTC)

No probem for the RG.

Last update : DEF and RST bonus should be ok. The categories are ok (if the type is one of the weapon, the weapon category is added, if it's something else, it will go in the specified category. If you write "Armor" or "Acessory" in the type field, you will get the icon too.

Should be 100%. (exception of possible mistakes.Alice in game 18:08, June 11, 2010 (UTC)

Todo list

I updated my todo list. I want to be sure that I dont forget anything.

As you might noticed, I started to change the ennemies page, I removes all the drop info when the enemy is updated.

I also deleted all the kill categories.

Alice in game 01:56, June 13, 2010 (UTC)


I changed the Dragon Claw page weapon name to create a disambiguity page. I also changed most of the links, but I might be wrong in some of them. For Rekka and Retsurai, the alchemy ingredient might be the weapon, because they are all knuckles. It would be nice to check.Alice in game 02:14, June 13, 2010 (UTC)

Change "No" for "Combine", see King Slime.Alice in game 05:51, June 13, 2010 (UTC)


I have all date for the third dungeon. I moved today so my notes are in a box, my computer and my gare are not are not plugged, byut I will try to look at it tomorow Alice in game 03:02, June 15, 2010 (UTC)

Helping out with filling in Monster/Weapon/Armor info

So the big test I was all stressed about is over, I'm finally into Post-Game on my first run, and I'm ready to get back to actively contributing to the wiki, particularly with the monster drops/locations and helping to fill in info on equipment, but I've run into a snag...I've read both yours and Alice's Talk Pages, but I'm not real clear on how to deal with creating I have to name the new pages "Category: Alchemy: Whatever this item gets used to make" and the like in order for them to be properly attributed and picked up by the Tree commands you guys have embedded in the templates, or is there a checkbox or field where I can enter the Categories a new page belongs to when I create it, or is there some magic bit of wikicode that you use to make that assignment? I've tried looking at the source for some of the pages to try to figure out what's going on, but I haven't had much luck. Any help is appreciated---or maybe the effort in explaining is more than would be saved by having another set of contributing hands. If that's the case, don't worry about it--I'd just like to help out, if I can. Conjoiner Felka 00:54, June 16, 2010 (UTC)

Not sure if you're actually tracking my talk page, so I apologize in advance if you already saw what I posted there in response to all the useful information you gave me on Categories and whatnot (some additional questions in my comment there). I was wondering, were we thinking of adding a stat block segment to the Monster pages at some point? Was just thinking that we could have the usual 8 stats, with 3 columns of data apiece (Easy/Normal/Hard), and then their willpowers, extended area, EX skills, and equipped attack skills. I can look at cloning the templates we use for characters and modifying them for use with the monsters...what say you? (If the answer is "hold off until we finish restructuring the Enemies page", that's fine too). Conjoiner Felka 15:28, June 16, 2010 (UTC)

Hi, I am back too! I am still in boxes, but my computer work! I run the bot yesterday to create ALL the needed categories (at least those I was able to track down). For the monster template, I am really open to add more information. Right now there is a empty square in the template that is available to add new fields. It's not a big deal if we start editting the template before the monster drop are updated, but we should not add to much info to the parges that are not updated (it's my priority right now so it should not be too long).
I don't remember who (and where) one of you talked about the books. I am still in the first gen so I can check the name of the alchemy books. I already have a bunch of books, but you can start a game and when you reach the first town, buy the books and confirm the name and content. I don't think I have any other books that the one we can buy in the store.
If we plan to work together, I think that we should use a different place to talk. I think that the best place would be the talk page of the "community portal" page. There is a link to the community page in the main page, so it's easy to access. Just keep an eye on this page. Agarest_Wiki_talk:Community_Portal.
Alice in game 15:42, June 16, 2010 (UTC)

I moved "Dark Knight" to "Dark Knight (Enemy)" and deleted "Dark Knight". For Vermilion, there is a R and L version. I assume that they are 3 parts of one monster, so they should be in the same page (each of them would have their own template). There is still a dozen of red links, but its almost finish with the monster pages. Really good job.--Alice in game 03:31, June 17, 2010 (UTC)


hi i checked the wiki and there was no sign of the voice dat you know when you go to the profiles and press square how do you obtain them

btw great job on the wiki keep up then hard work very effective

hey, wathman i know you've been pretty active with weapon and various stats and item. I'm starting monsters right now going from boundary plain(hard) down to previous generations, anyway, i was wondering does purging the cache clear a whole page just recently i filled in the level for Astral(B) on the hard route only Bp and i recieved a messaging about purging the cache to make the most recent revision appear. I just wanted make sure it doesnt delete everything else, so have you even encountered that message? thanks in adavnce.

that last message was me. sorry forgot to sign in

Same Monster different levels

hey i was trying to figure out last night with no luck, unfortunately i no experience with source code. Could you possibly just write a list of steps i could follow?

AstralBlade 12:57, June 29, 2010 (UTC)

I got it now, apparently i was doing it right last night i just didnt scroll down far enough to see the second template. thanks.AstralBlade 14:23, June 29, 2010 (UTC)

Hey Wathman:

Quick question for you, possibly a glitch in my game. Title 34 - defeat 6 Giant squids wont unlock after i just killed 7(previously killed more, but went and killed 6 over again just to be sure) and yet still has not unlocked. The other creatures in #34 are deafeated, just waiting on the giant squids. Hear anything of this before, or is it just my game being special? Thanx.

Decaying dead 07:12, August 26, 2010 (UTC) Decaying Dead

DLC Trum Coast Record of Agarest War

I can't get this area to work. I'm in the third generation now with Thoma, I did the entire second generation, obviously, but when returning back to the continent, there are no event flags anywhere stating that something is going on at Trum Coast like with what happened at the DLC for first generation. Any suggestions? Please email at thanks