It is said that Symbology was discovered a long time ago by a group of acolytes covered with tattoos of various patterns during their prayers to Tria, the Gods of Creation. Because the powers they exerted differed depending on the type of symbols tattoed onto their bodies, this mystical power came to be known as Symbology.
Heraldry (紋章術, Monshō Jutsu?, lit. Crest Techniques), most often localized as Symbology, is one of two main types of battle skills in the Star Ocean series. They are magical techniques used in and outside combat, in contrast to the physical Special Arts. It has also been referred to as Magic (マジック, Majikku?) or Spells (呪紋, Jumon?).
According to the lore in each of the games, this ability is referred to as Symbology, Runology, Signeturgy, or Semiomancy—and its Iatrimancy variant—, accounting for the traditions unique to each planet.
Overview[]
Heraldry relies on a character's INT/MAG parameter and requires MP to be used in most entries in the series, or AP otherwise. Unlike Special Attacks, spells are invariably long-range techniques and need not be equipped to a character to be used in battle; rather, they are selected from the battle menu, having the entirety of a character's repertoire at the player's disposition. In some entries, dedicated spellcasters can equip spells in their attack slots.
However, spells do not directly affect a target immediately following activation, as characters usually recite a short incantation before it can manifest. If the character is attacked while casting, the incantation will be interrupted and the spell will not activate. However, thanks to passive skills, characters may have some resistance or even immunity to casting interruptions, or even hasten the process.
Spells can be classified in two major categories depending on their function: Attack Spells (攻撃系呪紋, Kōgeki-kei Jumon?), for damaging the enemy with elementally-aligned attacks, and Recovery Spells (回復系呪紋, Kaifuku-kei Jumon?), which targets party members to heal their HP (which can be done outside of battle) or provide boosts during encounters. Although it is common for symbologist party members to be able to use both healing and offensive magic, it is rare to see one who has mastered more than two or three elements.
Appearances[]
Star Ocean[]
In Star Ocean, the spells that will recur throughout the series are introduced, and used by the symbologists Millie, Ronyx, Ioshua, and in the First Departure remake, Erys. Elements were Fire, Water, Wind, Thunder, Earth, Light, Dark, and Void. In First Departure, Thunder spells were converted into Wind spells, while Void-elemental symbols were recategorized into other elements. Also, their effectiveness ranks up according to the number of Uses in battle.
The Second Story[]
In Star Ocean: The Second Story, symbology can be used by Rena, Celine, Leon, and Noel. A slew of new spells were introduced, as well as the Mastery mechanic, which allows spells to improve through continuous usage. In some case, they may be subject to a Spell Combination. The enhanced port Second Evolution removed the Combination feature and, similar to First Departure, the Thunder and Void elements, recategorizing such spells into other attributes.
In The Second Story R, the Mastery system has been reworked: players can now directly improve spells by spending BP (Battle Points) which are earned in combat and by completing Guild Quests and Challenge Missions.
Blue Sphere[]
In Star Ocean: Blue Sphere, symbology from The Second Story returns.
Till the End of Time[]
In Star Ocean: Till the End of Time, symbology remains mostly unchanged, but all party members have access to magic thanks to the Common Attack Symbols and Common Support Symbols skills. Sophia and Adray are the specialists, with Nel in third place; in the international version (the Director's Cut in Japan), Fayt and Maria innately learn some offensive and supportive spells, respectively. Mastery now has ten possible levels of improvement. Element affinities were reduced: Fire, Water, Wind, and Earth.
The Last Hope[]
In Star Ocean: The Last Hope, the Mastery mechanic requires SP and will improve a symbol's modifier or effect, but also increase its MP cost. Symbology is available to Edge, Faize, Lymle, Myuria, Sarah, and Arumat. Added once again are the Lightning, Light, and Dark elements.
Integrity and Faithlessness[]
In Star Ocean: Integrity and Faithlessness, the so-called Signeturgy is available to Miki, Fiore and the non-playable, but permanent, party member Relia. In this iteration, both Miki and Fiore need skill books to learn the various signets.
Anamnesis[]
In Star Ocean: Anamnesis, these are all battle skills that use a character's INT stat to calculate damage. Menus do not make a distinction between Special Attacks and Heraldry, but a pop-up does notify their category in battle. Spells are employed by those in the Invoker and Healer roles, and their preferred weapons are staves and orbs. Unlike previous entries, spell usage consumes the AP Gauge, and helps fill up the character's Rush Gauge (some skills are more effective than others, however). Casting time or interruption immunity depends on character talents, or factors in weapons—many of which also boost elemental damage—and accessories.
The Divine Force[]
In Star Ocean: The Divine Force, offensive spells are called Semiomancy, whereas healing magic is called Iatrimancy. Both these arts and Special Attacks are grouped into the Combat Skills classification. These—along with passive and active skills—must be learned via the Skill Tree mechanic. Yet still, spells require AP to be performed, SP to master, and the possible attributes has been reduced to Fire, Water, Earth, and Wind. Combat skills of this type are learned by Albaird, Nina, Midas and Malkya.
Gallery[]
Other appearances[]
Trivia[]
- Given the conception of the original Star Ocean series by developers who first worked on Tales of Phantasia but left to form a new company due to conflicts with Namco, some of the spells are shared with the recurring magicks seen in the Tales series.