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Terra Branford: The Power Of Love

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Terra Branford
The Power of Love


Vigor: 30 / Magic: 42 Speed: 30 / Stamina: 30

HP: 60 / MP: 45   BatPwr: 36 / Def: 30 / M.Def: 36 / Blk%: 6 / M.Blk%: 12


Weapons: Swords, Maces, Thrown Weapons
Heavy Shields, Light Shields, Elemental Guards
Head: Helmets, Veils, Crowns, Hats
Body: Heavy Armor, Medium Armor, Dresses, Robes, Vests



Morph - 50% bonus to all damage/healing output, double damage taken (Stamina reduces incoming damage penalty to a minimum of 25%)


Maduin - Magic+1/Stamina+1  -----  24 MP: defense-ignoring wind damage (Magic) on all foes
Unicorn - HP+30/Stamina+1  ------  36 MP: restores HP to party (Stamina) and lifts most bad statuses
Carbunkl - MP+25/Stamina+1  ---  12 MP: sets Rflect on party
Bismark - Vigor+2  -------------------  36 MP: water damage (Magic) on all foes
Tritoch - Stamina+2  ---------------  64 MP: fire/ice/bolt damage (Magic) on all foes
Phoenix - HP+30/MP+15  -------  80 MP: revives all dead allies to max HP
Ragnarok - MP+40  ---------------  99 MP: 9,999 damage to one foe


Fire (lv. 4)
Fire 2 (lv. 10)
Fire 3 (lv. 25)
Ice 3 
Bolt 3

(All of Terra's black spells scale with Magic)
Muddle (lv. 8)
Imp (lv. 6)
Bserk (lv. 15)

(lv. 1) Magic
Cure 2 Magic
Cure 3 Magic
Life 2 
(lv. 20)
Remedy Stamina
Regen Stamina
RegenX (lv. 30) Stamina

Edited by BTB

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Terra is an exceptionally balanced character and can fill many roles at the same time, regardless of her build type.  She will always carry a respectable Magic and Stamina by virtue of her equipment, insuring that her healing and (to an extent) offensive Magic capabilities are always at least reasonably useful.  The trade off for good Magic and Stamina means she'll never be able to hit extreme levels of Vigor without total dedication to it - specifically, she lacks Vigor on her end game weapon options.  

Character Analysis:
Offense: Terra boasts the strongest form of offensive elemental magic in Tier 3 Fire, Ice and Bolt.  She also has Tier 1 and 2 Fire spells, but since Fire is the weakest of the elemental magics, she'll often get better mileage out of Break due to its defense ignoring properties in the earlier part of the WoB.  Storm allows her to hit a Water/Wind weakness and can be useful in the right situation.  Terra also gets two sets of undead slaying spells in Rasp and Cure/2/3 since the latter are Holy-elemental.

Defense: Terra has an unrivaled selection of curative options of both the Magic-based and the Stamina-based line of spells.  In addition to this, being one of only two Life 2 casters, Terra is cemented as one of the top healer/support characters in the game. Terra is lacking the more useful party buff options, only having access to Shell, Rflect and Regen.  She can't have everything. 

Status: Her options are among some of the best in Sleep, Slow, Muddle and Imp.  Slow is nearly universally useful on bosses, while Sleep, Muddle and Imp are very potent at shutting down random encounters.

Morph is a 50% increase in all damage dealt, both magical and physical. It is also a 100% increase in all damage received.  This penalty can be reduced to 25%, scaling with her Stamina.  It is a toggle ability that does not persist through death or encounters.  One interesting side effect is this also boosts how much HP Regen ticks heal and how much HP Cure spells restore when cast on her.  Of course this increase can be stacked with a Power Glove (25% Phys) or Crystal Orb (25% Magic) and Bserk (50% Phys), so her damage can hit absurd levels.  The trade off is that she becomes dramatically more fragile, so supporting and protecting her accordingly is critical when wanting to use this ability.


Primary: Tritoch or Unicorn
Secondary: Carbunkl or Unicorn

There are two big variations to Terra's Stamina build.  One of them pushes Stamina as high as it will go by focusing on Tritoch levels and only supplementing her HP with a few Unicorn levels.  The other pays no heed to Tritoch and simply takes as many Unicorn levels as possible while similarly supplementing HP with Unicorn.  Both are viable.  Both builds also want some Carbunkl levels for MP, as this build is primarily a healer and support class.

There is a special component to this build called Omega Weapon (or Atma Weapon).  This weapon ignores defense and uses Stamina instead of Vigor in its damage formula.  It also does more damage when Terra is at full health.  When combined with Morph, this allows Terra to hit very hard physically in a build that at a glance, wouldn't appear to have such an option.  Something else special about her Stamina build is that her equipment still allows her to get a very respectable 60-70 Magic, so she can still function very well as an offensive caster in conjunction with Morph. As such, this build is by far the most effective user of Morph.  Finally, with all the additional status mitigation and magic damage reduction from Stamina, this build is arguably her most survivable one.

Primary: Maduin
Secondary: Phoenix
Tiertiary: Carbunkl + Unicorn instead of Phoenix

Terra's Magic build is by far one of her more straightforward builds.  She has powerful elemental magic, including an early defense ignoring spell in Break.  She gets access to the earliest Tier 3 spell (Fire 3) of anyone in the game.  Building her for Magic will simultaneously give her some extra Stamina, which is never wasted.  Supplement Terra's hp/MP with Phoenix levels or with Carbunkl and Unicorn.  This basically trades a small bit of Magic for more Stamina and MP, and lets Terra gain some HP/MP sooner than she'll have access to Phoenix.  This build can also double as a healer, and while not as durable as her Stamina build, still utilizes Morph rather well.

Primary: Bismark
Secondary: Phoenix or Unicorn

One of the most damaging builds in the game, especially when dual wielding Wing Edges, Terra's Vigor build is the epitome of 'glass cannon'.  Whether to go with Phoenix or Unicorn largely depends on the choice of weapons.  If Apocalypse is available, she probably wants that all the time, so Phoenix levels become more important for MP-fueled crits.  Zantetsuken is an equally viable choice, especially when drawing counterattacks.  The biggest question that Vigor Terra faces is whether or not to Morph her.  Without it, she can still do plenty of damage with 90-100 Vigor and still be as survivable as anyone on the front row.  However, if she is properly supported, her damage becomes rather insane with Morph.  It is tedious to set up all of the damage buffs (Bserk + Morph + Image + Haste) because when she dies, she has to be buffed all over again, so use with discretion.

Edited by BTB

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The Main Character, the Esper-Human Hybrid, the Magitek Knight, the Caretaker of Orphans. (Oh, you thought "love" meant teenage romance? Haha, you're silly).


  • WoR Elemental Control
  • Primary Healer, has Life 2
  • High Base Magic with Magic+ Equipment
  • Tanky; HP Espers with Incredible Armor Selection
  • Good Weapon Selection; Weapons Complementary to Magic (providing weakness sniping vs. neutral damage, or vice versa)
  • Can Stance Shift to a Glass Cannon for Boss Fights (Morph)
  • Solid Status Control
  • Decent Party Buffs (esp. Regen & Shell)


  • Low Speed
  • Party Buffs are either single-target, niche, or very latecoming
  • Status control is limited
  • For almost whole game, AoE damage is niche, mediocre, or average
  • For most of WoR, no great neutral magic damage options (Fire 3 is average)
  • Offense uses Lots of MP
  • Morph may be Tricky to Use

Terra's role on the team is as a bulky attacker & cleric, who can optionally stance shift during boss fights into a glass cannon (& healer, still). Surprisingly, her job is not about being an all-around mage - that is more of a job for the Thamasa Duo.


Magic Knight / Battlemage

Vigor Terra, building vigor & HP to strengthen Terra's role as a tank & dps fighter. Grab one or two of many of her good weapons, Morph (for boss fights), kill things. Dual-wielding works especially well with self-Berserk (and Morph). Terra can also build a little bit of MP through Phoenix (HP +30, MP +15) to strengthen her healing (Life 2 & Cure 3 are expensive), and perhaps even her lategame elemental control.

Going without HP ELs is not advised. Even her Morph stance wants HP, so that she can at least survive one, maybe two, attacks. Also, if you're doing Apocalypse + shield for the endgame, Morph & Berserk are only half as valuable.


Jedi Esper Terra, built with HP & stamina (Unicorn & Tritoch), maybe some MP (Carbunkl). Grab the Omega Weapon, Genji gear, and hack things up with a lightsaber. Less potential damage than vig Terra, but much tankier. Your high stamina also gives you a very high counterattack rate, so don't forget to wear a Black Belt. You also still have Terra's solid magic selection at your disposal, as well as a stronger RegenX come endgame.

Thanks to all the stamina, Morph is a safe move with this build. You can ignore normal precautions & just rely on Morph Terra's absurd regen ticks for survivability. Berserk strats are also still a very real thing.

Unfortunately, Covering allies probably won't work as well, as it's anti-synergistic with Omega, Morph, & Berserk.

Cleric / Sage

Healer/magic Terra, built with some mix of HP, MP, & magic. The HP & stamina make her an excellent tank and potential bodyguard (Cover), and the MP & magic insures she's an excellent healer with her magics. Also still has her usual Wind magic & elemental sniping options, with more MP than any other build to actually utilize them. Best Ultima user for the endgame as well, if that's your thing.

While it might be flavorful & thematic to think of her as the "frail wizard with powerful magics," she's, again, more of a bulky healer & party tank. Her powerful magics are limited to either modestly powerful Wind magic or elemental sniping for most of the game. Also, Maduin isn't a good esper for building a "pure" mage. Still, if you just want to nuke stuff (and I don't blame you), an endgame respec into raw Maduin & Ragnarok for Ultima spam isn't bad.


  • Protect Morph stance with Image, Golem, elemental resistances, and HP ELs.
Edited by thzfunnymzn

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