Master the Blacksmith in Phantom Blade Zero! Learn how to unlock dormant weapon abilities using mana, fuse skills, and level up your gear for ultimate combat effectiveness.
Items in Phantom Blade Zero possess dormant abilities that can be unlocked and transferred via the Blacksmith. These abilities require mana, specifically the mana accumulated by the weapon itself, not the character. To equip a weapon with a desired skill, you must first purchase it from the Blacksmith and then use the Fusionist to fuse it with your target weapon.
For example, the 'Starfish' item has the 'starcopter' skill, which can paralyze and potentially disarm enemies. To transfer this skill to your Sword, you would first purchase it so the Starfish possesses the ability, then fuse the Starfish onto your Sword, selecting the skill in the fusion screen.
Weapons do not level up automatically like characters. They stop at the end of their EXP bar and require you to instruct the Blacksmith to increase their level. This can be done at any time, but waiting until the EXP bar is full will minimize the mana cost for the level increase, often costing only 1 Mana.
After leveling up your items and equipping them with new abilities, it is recommended to rest, equip your chosen Blacksmith character (e.g., Hobo Skunk), and proceed to the final stage of the episode. A recommended level for the final fight of an episode is generally level 2, so feel free to level up on earlier stages if needed.
Stage 1-3 Primative Altar Walkthrough:
Enemies include a BOSS LV 3 Werewolf, LV 1 Aloof Slime x9. Subsequent visits may include LV 4 Elite Slime, LV 3 Owl Knight, and LV 3 Owl Sentry (recruitable classes that stop appearing after being defeated). Items and objects include Plain Flower, Plain Weed, Plain Starfish, Plain Rock, Plain Seed, and Plain Old Tree. Item/Object levels can be increased from 1 to 2. Protection buffs include Speed +50% on subsequent visits from both Owl enemies.
Confine your bottlemail to a level 2 Plain Weed for later use. Move Marona north and end her turn without confining yet. On Marona's second turn, confine Ash and another strong fighter (like a Valkyrie) to the 2 Rocks flanking Marona. If you have a magic user, like a Witch, confine her to a Flower. It's advisable to hold off on confining your healer until necessary, then confine her to a Weed. Utilize multi-hitting attacks like Berserker or Fire Slash if enemies are weak to fire. Continue moving Marona north until she can confine a Starfish, then confine your next strongest attacker to it. On Ash's final turn, remember to attack the Werewolf.
Stage Clear Reward: 200 BORDEAUX
After the battle, a scene plays, and you receive 200 BORDEAUX. Proceed to Phantom Isle for another scene. You may now be able to create slimes, though they are not recommended. Save your game and check the mailbox for Episode 2: Walnut.
The mailbox will offer options to Read the Newspaper and Read Letters. Before starting the next episode, it is a good habit to check with the Blacksmith after every stage.
Head to the world map and select Vapor Island. You will encounter a scene with the elder of Windmill Promontory, who explains that phantoms have infested their homes. Afterward, proceed to Windmill Promontory for more scenes.
Stage 2-1 Sylph's Melody Walkthrough:
Enemies include LV 2 Quack Summon x4 and LV 2 Dark Fusionist (recruitable class). Items/Objects include Weed, Dead Tree, Driftwood, Bomb, and Mushroom. Item/Object ranks are 1, and levels are 2. Protection buffs include Money +50% and Experience +50% from the Dark Fusionist.
Confine your bottlemail to any item (e.g., the Bomb). Then, confine your fighters to nearby objects. Prioritize defeating the summons first to gain extra money and experience, then defeat the Fusionist. After this easy battle, a tutorial will explain how to create a Fusionist.
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