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Numerous new spells and abilities were added to the hero’s arsenal in Dragon Quest 1: HD-2D Remake to help better flesh out the game’s RPG mechanics - more offensive spells, buffs, debuffs, field effects… pretty much everything the modern gamer expects out of a Dragon Quest experience. To further tie this game in with its sequel, Sigils have also been added, which, when obtained, add varying passive effects and in one case allow you to soup up your spells and abilities into more potent variants. Useful indeed! This page will cover where to find the materials required to craft ever Sigil in Dragon Quest 1: HD-2D and what their effects are!
Page Breakdown¶
| Quick Search |
|---|
| Crafting Sigils |
| All Sigil Locations |
| All Sigil Effects |
You’ll find some seeds during the story that are eventually used to craft the Soul Sigil,
find more of these catalysts and bring them to Craft-Master to unlock new Sigils!
Crafting Sigils¶
You don’t have to worry about Sigils until you reach the midgame, as they won’t start appearing until you meet with the faeries in the Faerie Village in your quest for a cure for the dwarf, all of which is part of the relatively lengthy and convoluted [Magic Key questline]. The first Sigil, the Soul Sigil, can be obtained by visiting the Field of Flowers in the southwestern corner of the map (northwest of the Citadel of the Monarch of Medals). Collect the Wokerobin and
Glimmergrass you need for the main quest, then you’ll automatically pick up some “glowing fruits’ which bestows upon the hero some seeds. When you return to the Faerie Village they’ll end up crafting you the Soul Sigil, kicking off this particular gameplay element.
While the rest of the Sigils aren’t gimmies like the Soul Sigil, they function the same way: Find a catalyst as you explore and return to Craft-Master in the Faerie Village to get another Sigl. Pretty simple!
(1 of 4) Find the Wellspring Crystal in the well in the Cave of the Dwarves - B3 to unlock the Water Sigil.
All Sigil Locations¶
| Material | Sigil | Location |
|---|---|---|
| Seeds | Soul Sigil | Field of Flowers: You’ll find this automatically after picking up the Wokerobin and |
| Water Sigil | Cave of the Dwarves: Head down to the Cave of Dwarves - B3 and make your way to the well in the northwestern corner of the map. Enter the wall and head east and north to find a shimmering crystal - examine it to get the |
|
| Moon Sigil | Quagmire Cave - B2: In a dead-end chamber in the center of the level, search a shiny spot to obtain this. You need the Magic Key to reach this location. | |
| Sun Sigil | Weirdwood: In the second screen of this dungeon. After you defeat the |
|
| Star Sigil | Weeping Isle - Exterior: On the westernmost section of this level, head north to reach a cavern with two chests to the left and some pots and a barrel to the right. The |
Find these materials, take them to Craft-Master in the Faerie Village and you’ll get the corresponding Sigil. Most of these give some passive boon or another, but the first Sigil you get, the Soul Sigil, allows you to use Souped-Up Skills in certain conditions, which will be discussed more thoroughly on its own page. The effects of all the Sigils can be found below:
All Sigil Effects¶
| Sigil | Effect |
|---|---|
| Soul Sigil | Increases max HP. Allows the hero to use Souped-Up Skills. |
| Water Sigil | Amplifies the effects of some items, increasing their potency or causing them to affect more foes. |
| Moon Sigil | Some spells can critically hit, dealing more damage or healing more. |
| Sun Sigil | Standard attacks and some abilities have increased critical hit chance. |
| Star Sigil | Recover MP when defending in battle. |
All Sigils provide useful effects, but the Souped-Up effects of some skills make the Soul Sigil virtually essential, and the Star Sigil’s MP recovery grants the hero much-needed endurance for the longer late-game dungeons, full of enemies against whom expended MP is necessary - either you’re going to use MP to fuel your offense or you’re going to use MP to heal. Being able to recover 15-25 MP per turn when defending is a godsend.. And it’s worth noting that if you use Wild Side you’ll defend twice in a turn, doubling your recovery - it can come in handy when you don’t have the luxury of burning turns against regenerating bosses!



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