Silva Saga II 

Mercenary, Idol, and Spell Guide 

lesterklarth@yahoo.com 

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* Version History * 

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Feb. 2, 2012: First release. 

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* Table of Contents * 

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1. Introduction 

2. Mercenaries 

3. Mercenary Battle Strategy 

4. Idols 

5. Idol Battle Strategy 

6. Idol Spells 

7. Idol Combinations 

8. Idol Combination Strategy 

9. Spell Effects 

10. Weapon Spells 

11. Acknowledgements 

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* 1. Introduction * 

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Silva Saga II features an intuitive three-party system. Battles begin with 

your hero's main party at the helm, but you may elect to swap them out for a 

team of physically-oriented mercenaries or spell-based idols. 

Both mercenaries and idols fight automatically but fully restore their HP, MP, 

and status after every encounter, making them ideal for clearing out random 

battles with little danger to your party. Understanding the strengths and 

weaknesses of your ancillary parties will help you decide the best course of 

action in developing and deploying them. 

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* 2. Mercenaries * 

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The physical powerhouses of Silva Saga II, mercenaries are available from the 

start of the game. Several towns include a Mercenary Guild from which you 

are able to hire and organize up to twelve mercenaries (but only four can be 

in your party at any given time). 

Mercenaries come with a variety of names and battle portraits, and each 

Mercenary Guild you encounter features progressively higher-level hirelings. 

The location and starting level will have no bearing on their stat growths; 

the only stat-based difference between mercenaries comes from their gender. 

Male mercenaries will have slightly higher HP and STR, whereas female 

mercenaries will have slightly higher DEF, AGL, and LCK. 

Regardless of this minor difference, all mercenaries will prove strong and 

hardy, surpassing your main party members in physical offense and defense for 

most of the game. You are able to equip them with most heavy weapons and 

armor. 

Mercenaries that die in battle vanish from your party. Their equipment and 

earned experience will be lost. The mercenaries themselves are not gone 

forever--you may rehire them from their original Mercenary Guild at their 

initial level. 

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* 3. Mercenary Battle Strategy * 

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Capable of physical attacks only, your mercenaries will select enemy targets 

at random and deliver solid, single-target hits. Because you have no means by 

which you can assist, cure, or heal them within battle, be mindful of their 

HP. Once a mercenary drops low, switch to a different party. 

Mercenaries turned to stone at the end of a battle will have their status 

restored to normal, but they will miss out on that fight's experience. 

You may be tempted to give all the experience to your mercenaries and allow 

them to steamroll encounters, but you will be leaving your main party 

vulnerable to surprise attacks. When surprised, you won't be able to swap 

parties until the end of the enemy's first turn. The lower your level in 

comparison to the enemy, the greater the chance of being surprised. Even 

bosses have a chance to open with a surprise attack! The danger lies in the 

fact that your game will end as soon as your hero reaches zero HP. 

Balance the distribution of experience between your parties. As your 

mercenaries are approaching the end of a fight, swap to another team and allow 

them to administer the final blow to give them the experience instead. 

Do not be afraid to use mercenaries against bosses. Even if your mercenaries 

won't be able to take the fight all the way, deploy them at the start to 

soften up the enemy. 

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* 4. Idols * 

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Idols are the magical to the mercenaries' physical. As you adventure through 

Silva Saga II, you will discover idols (most often in treasure chests). Just 

as how mercenaries are managed through the Mercenary Guilds, idols are managed 

through the Magic Guilds found in each town. In addition to saving your game, 

the guild mage lets you revive, combine, and organize idols. 

All idols in the game have the same stat growths; at equal level, you will 

notice only minor differences in each stat. With somewhat low HP and DEF, 

they will be more fragile than your mercenaries. The HP and DEF gap between 

mercenaries and idols becomes smaller as they reach high levels, but they will 

always remain a step behind defensively. 

Instead of gearing up with weapons and armor, idols can be combined to yield a 

new idol with new spells. The two idols used in the combination are forever 

lost, and there are no duplicate idols, so choose carefully. The resulting 

idol's level is roughly equal to (FirstIdolLevel + SecondIdolLevel) / 8. 

Consult the combination list and spell list to get the most out of your idols. 

Idols that lose all of their HP will become "damaged," unable to fight until 

they are restored at a Magic Guild for a fee. 

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* 5. Idol Battle Strategy * 

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Similar to mercenaries, idols will select enemy targets at random and unleash 

a spell. You cannot heal idols in mid-battle, so switch to another party when 

an idol gets low on HP to avoid a trip to the Magic Guild. 

There is no stat that reduces damage taken from spells; the damage inflicted 

by a Basir spell on one enemy will be the same on the next. This allows idols 

to perform well offensively even against enemies with high DEF. Overall 

spell damage (for both idols and your hero's party members) is very slightly 

increased with each level gained, and is not tied to any particular stat. 

Some enemies have a resistance or immunity to one or more elements. Elemental 

resistance grants a chance to nullify spells of that element (in addition to 

the standard chance to outright dodge attacks). Elemental immunity will 

always nullify the spell. Idols can detect immunities; left with no other 

options, an idol will rely on its weak physical attack. 

Idols seem to have a slight resistance to spells in general, granting them an 

additional chance to nullify elemental attacks. They are immune to 

stun/petrification. 

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* 6. Idol Spells * 

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Soil: Basil 

Star: Whirlwind 

Lake: Calm 

Lore: Meta Pozo 

Fire: Fabol 

Skye: Basir 

Wind: Meta Basil 

Dark: Fabor 

Soul: Tornado 

Feat: Tornado 

Love: Fabor 

Fall: Basir, Calm 

Vann: Basil, Pozo 

Guye: Fabol, Pozo 

Roda: Basil, Calm 

Wolf: Fabol, Basil 

Doll: Whirlwind, Tornado 

Deli: Basir, Tornado 

Rage: Whirlwind, Meta Pozo 

Void: Pozo 

Kali: Whirlwind, Fabor, Tornado, Meta Calm 

Siva: Basil, Fabor, Tornado, Meta Fabor 

Toto: Fabol, Basil, Fabor, Meta Stun 

Harn: Basil, Fabol, Basir, Fabor, Typhoon, Calm, Stun, Meta Stun 

Janu: Basil, Fabor, Meta Basil, Pozo 

Yarn: Basir, Fabor, Calm, Stun 

Gale: Meta Basil, Meta Fabor, Meta Pozo, Tornado, Calm 

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* 7. Idol Combinations * 

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- Basic Combinations - 

Fall = Soil + (Fire, Skye, or Star) 

Vann = Soil + (Wind, Lake, or Lore) 

Guye = Star + (Soul, Wind, or Lore) 

Roda = Lake + (Fire, Skye, or Star) 

Wolf = Lake + (Soul, Wind, or Lore) 

Doll = Lore + (Soul, Dark, or Skye) 

Deli = Fire + (Soul, Skye, or Lore) 

Rage = Wind + (Dark, Fire, or Skye) 

Void = any two incompatible idols 

- Advanced Combinations* - 

Kali = Guye + Deli 

Siva = Soil + Dark or Doll + Rage 

Toto = Doll + Fall 

Harn = Fall + Wolf 

Janu = Rage + Roda or Vann + Dark 

Yarn = Love + Feat or Deli + Fall 

*The idols yielded from an advanced combination cannot be combined any 

further. 

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* 8. Idol Combination Strategy * 

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In order to understand the best way to combine idols, it is important to 

understand how the idol AI works. 

Idols will select a spell at random from their list of known spells. If an 

enemy is completely immune to a particular spell effect, associated spells 

will not cast any Fabol-based spells. Likewise, against an enemy immune to 

(or already inflicted by) poison, an idol will not cast any Pozo spells. 

This spell exclusion works with immunities only. If an enemy is merely 

resistant, your idols will still try the spell. 

With this in mind, consider idols that have a high chance of casting desired 

spells. The two basic idols, Soul and Feat, know only one spell: Tornado. 

This spell is the strongest single-target spell you can access, and these 

idols will cast it 100% of the time. Now consider the final form idols like 

Harn, Kali, Siva, and Yarn. These idols learn a variety of spells, but they 

will most often select a spell that is not as worthwhile as Tornado. 

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* 9. Spell Effects * 

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- Restorative and Defensive Spells - 

Stat-boosting spells stack with stat-boosting items (Power Dust, Prayer Dust, 

etc.). 

Mez: Heals one ally for 25% of maximum HP. 

Meta Mez: Heals everyone for 25% of maximum HP. 

Mezl: Heals one ally for 50% of maximum HP. 

Meta Mezl: Heals everyone for 50% of maximum HP. 

Meza: Heals one ally for 100% of maximum HP. 

Meta Meza: Heals everyone for 100% of maximum HP. 

Rip: Cures one ally of poison. 

Meta Rip: Cures everyone of poison. 

Remed: Cures one ally of sleep. 

Meta Remed: Cures everyone of sleep. 

Harn: Revives one ally, bringing them back to life with full HP. 

Litam: Temporarily boosts one ally's physical damage. 

Poan: Temporarily increases one ally's chance to dodge physical attacks. 

Meta Poan: Temporarily increases everyone's chance to dodge physical attacks. 

Mahal: Temporarily increases one ally's chance to dodge spells. 

Meta Mahal: Temporarily increases everyone's chance to dodge spells. 

- Offensive Spells - 

Relative spell strength (single-target): Tornado > Typhoon > Fabor > Basir 

Basil: Deals weak lightning damage to one enemy. 

Meta Basil: Deals medium lightning damage to all enemies. 

Basir: Deals strong lightning damage to one enemy. 

Fabol: Deals weak fire damage to one enemy. 

Meta Fabor: Deals medium fire damage to all enemies. 

Fabor: Deals strong fire damage to one enemy. 

Whirlwind: Deals weak wind damage to one enemy. 

Tornado: Deals strong wind damage to one enemy. 

Typhoon: Deals strong non-elemental damage to all enemies. 

Pozo: Poisons one enemy (works on bosses). 

Meta Pozo: Poisons all enemies (works on bosses). 

Calm: Puts one enemy to sleep. 

Meta Calm: Puts all enemies to sleep. 

Stun: Petrifies one enemy. 

Meta Stun: Petrifies all enemies. 

- Miscellaneous Spells - 

Popoi: Escapes combat. 

Stator: Temporarily increases running speed and disables random encounters. 

Tusk: Exits the current dungeon. 

Lamun: Teleports the party to a previously-visited town or dungeon. 

Call: Allows you to save your game out in the field. 

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* 10. Weapon Spells * 

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Some special weapons can be used as items during combat to evoke a particular 

effect. The weapon is not consumed in the process. It does not need to be 

equipped; if equipped, only the party member wearing it may use it. 

Sun Axe*: A non-elemental, single target attack for roughly 70-80 damage 

Mirror Sword*: A non-elemental, single-target attack for roughly 30-55 damage 

Harn Sword: Meta Mezl 

Manus Staff: Meta Rip 

Delito Sword: Meta Poan 

Gura Sword: Meta Mahal 

*Despite the spell graphics used, these weapons are not casting the elemental 

spells Fabor and Basir. 

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* 11. Acknowledgements * 

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Many thanks to the Dynamic Designs team for their excellent work in releasing 

the English patch to Silva Saga II. Due to their efforts, many more people 

are now able to enjoy this fantastic game! 