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A look at one of the latest additions to the Suikoden runes system.

Introduction

Suikoden III brought a new addition to the support rune class to challenge the Earth Magic class in its sole position as support rune king. It is somewhat of an exclusive rune, as only sixteen characters are able to equip it. The only three characters who can learn chanting skills along with equipping the rune are Nei (S in Chant Purity, A in Chanting Volume), Shabon (A in Chant Purity, A in Chanting Volume), and Toppo (B+ in Chant Purity, S in Chanting Volume). The thirteen remaining characters can equip the rune but cannot learn either skills. They are Ace, Aila, Alanis, Connie, Emily, Mel, Percival, Queen, Reed, Rhett, Wilder, Yuiri, and Yumi.

Chant Purity is the main skill associated with the Jongleur Rune. It increases the effect of the Jongleur Rune spells (songs).

Skill LevelEDCBB+AA+S
Effect Increase (%)+3+7+12+19+26+35+50+70

The other, less important skill for the Jongleur Rune is Chanting Volume. It decreases the cancellation rate of the spell when the character is attacked.

Skill LevelEDCBB+AA+S
Cancellation Rate (%)-10-25-45-50-60-70-80-90

Other assorted information

The Jongleur Rune's effects are not stackable. If one person is casting a Jongleur spell and continues casting it into a turn, and another person chooses to cast any Jongleur spell, a two-step process will happen. First, the second person will cast their spell, cancelling out the first Jongleur spell. However, since the first person's move was to continue casting the spell, they will simply cast it again, cancelling out the second person's Jongleur spell. Thus, if a character has cast a Jongleur spell on the previous turn and continues casting it, the only way they will stop casting it that turn is if they are disrupted by an enemy attack.

The Jongleur Rune does not take up any magic points. You can use any Jongleur Rune song and cast it as much as you want, with no ill effects.

Jongleur Rune spells

Level 1: Song of Skylark
This first spell speeds up the chanting of everybody in the party. The base value by which it decreases (at Chant Purity level F), is 20%. Then this might not seem important, but it is: The modifier for learning Chant Purity is multiplied onto this base, not added. So at rank S, the 20% is increased by 70%, to get 34%, which is how much casting time is decreased for the whole party if Nei at Chant Purity rank S is casting the Song of Skylark. This effect does compound with the casting time reduction from having a support character with 'Rune Sage' (like Jeane or Mike). The usefulness of this spell is largely dependant on your situation. The ideal situation for this spell is a boss who casts magic quickly, and is best combatted with magic. If most of your damage is going to come from a couple spellcasters, but they aren't quite as fast at casting magic as your enemy, then this spell will come in handy. In a larger sense, this spell is worth trying for any boss whom your main problem is that your spells don't have a chance to be cast as the enemy moves before them.

Level 2: Song of Serenity
The second spell is the only one which applies to the enemy, not the ally party. Every enemy affected by this song has their skill and speed reduced. The percentage by which this is applied I do not know, as it is almost impossible to test. My one big observation from trying to test it, though, is that it doesn't make much of a tangible difference. It is unlikely to slow down any enemies enough to change the order of attacks, and it will just lower their skill enough to maybe miss one more physical attack every several physical attacks they attempt. This song is definately not worth your time.

Level 3: Song of Madness
This one is the reason anybody used the Jongleur rune. All allies are made into berserkers (except for archers and magicians) for the duration of the song (they cannot defend: if you choose to defend, they will attack), and their physical damage is raised by a large amount. The physical damage boost DOES apply to archers and magicians, simply the berserk status doesn't. The base amount by which damage is raised is roughly 45%. To make the numbers given above for the effect increase make sense, you have to convert this number to 145%, as in 145% of the normal damage will be inflicted. When the Chanting Purity skill reaches rank S, the 145% is increased by 70%, to become roughly 250%, or 2.5 times the normal damage. This is an enormous help to any attacker in the party. The overall usefulness of this spell is delved into in the last section of this guide.

Level 4: Song of a Hero
The final spell works much like the Drain Rune, without the prerequisite of a critical hit. Each ally will regain hitpoints when they successfully direct attack an enemy. The base value is 20% of the physical attack damage, increaseable to 34% at rank S, much like the Song of Skylark. This is especially useful for high-attack power characters. Some mega-damage dealers will be able to regain all of their hitpoints every time they attack under the effect of this spell! If most or all of your party does their damage by direct attacks, then this is a spell worth at least trying out in lieu of a Water magician. However, if most of your damage comes from magic spells or command runes, the Song of a Hero is an inefficient way to heal your party.

How useful is Song of Madness?

Ways to utilize Song of Madness

If you want to make sure your Song of Madness doesn't get disrupted before you get a chance to benefit from it, you can use command runes and unites that execute right after the song does, so you can benefit right on the first turn. Some runes that will execute almost right after the Song of Madness are Lion and Double Tusk. If you put Jeane in your party to increase the speed of the song chanting, Ripple, Comet, Isshin, and Red Rose will also execute right after the song to benefit from the damage increase. The only command attack runes that will always go BEFORE Jongleur are Boronda Hawk, Full Moon, Great Hawk, Shrike, and Viper. The rest of the ones not mentioned will just go long after the song has begun chanting, leaving a sieable space within that turn for it to possibly be disrupted.

As for unites, Mercenary A (Ace and Joker), Fighter(Juan and Emily), and Pretty Girl (Viki, Mel, and Belle) will go almost right after the Song of Madness. With Jeane, that list is expanded to include Mounted (Sgt. Joe and Shabon), Best Effort (Cecile and Thomas), Child (Melville and Alanis), Adonis (Bazba, Sgt. Joe, Ruby), and Twister (Kenji, Joker, Juan). The only unites that will always go BEFORE Jongleur are Alma Kinan (Yuiri, Yumi), Condemnation (Landis, Ayame), and Ninja (Watari, Ayame). The rest of the ones not mentioned will just go long after the song has begun chanting, leaving a sizeable space within that turn for it to possibly be disrupted.

Efficiency of Song of Madness
So, you know it can increase damage a lot, but is it worth wasting a character slot on somebody whose only purpose is to boost physical damage of the other characters? Let's look at many different scenarios, starting with the best case scenario for the Jongleur Rune.

Rank S Jongleur, 300 ATK/each party member, 25 DEF/enemy
CharacterABCDEFTotal
dmg w/out Jongleur2752752752752752751650
dmg w/ Jongleur68568568568568503425

Give the enemy some more defense

Rank S Jongleur, 300 ATK/each party member, 50 DEF/enemy
CharacterABCDEFTotal
dmg w/out Jongleur2502502502502502501500
dmg w/ Jongleur62562562562562503125

This is like those Stone Golems with mega defense

Rank S Jongleur, 300 ATK/each party member, 100 DEF/enemy
CharacterABCDEFTotal
dmg w/out Jongleur2002002002002002001200
dmg w/ Jongleur50050050050050002500

Now, how about using one party member for healing?

Rank S Jongleur, 300 ATK/each party member, 50 DEF/enemy
CharacterABCDEFTotal
dmg w/out Jongleur25025025025002501250
dmg w/ Jongleur625625625625002500

Now lets exchange Nei for Toppo

Rank B+ Jongleur, 300 ATK/each party member, 50 DEF/enemy
CharacterABCDEFTotal
dmg w/out Jongleur25025025025002501250
dmg w/ Jongleur460460460460001840

Now exchange Toppo for an untrained character

Rank F Jongleur, 300 ATK/each party member, 50 DEF/enemy
CharacterABCDEFTotal
dmg w/out Jongleur25025025025002501250
dmg w/ Jongleur363363363363001452

This is getting frustrating. How about an attack mage too?

Rank F Jongleur, 300 ATK/each party member, 50 DEF/enemy
CharacterABCDEFTotal
dmg w/out Jongleur250250100025002502000
dmg w/ Jongleur3633631000363002089

How about an uber-strong mage, but give Nei back?

Rank S Jongleur, 300 ATK/each party member, 50 DEF/enemy
CharacterABCDEFTotal
dmg w/out Jongleur250250200025002503000
dmg w/ Jongleur6256252000625003875

Now to illustrate the effect of one x2 critical hit

Rank S Jongleur, 300 ATK/each party member, 50 DEF/enemy
CharacterABCDEFTotal
dmg w/out Jongleur600250200025002503350
dmg w/ Jongleur15002502000625004375

Conclusion

Under many situations, even a less-than-fully trained Song of Madness caster will boost the damage of the party as a whole if they are not disrupted. And with Nei's fully trained S in Chant Purity will even boost damage if there is simply one attacker who will benefit from it. There could be arguments that you could put a better attacker in slot F, but the only way that scenario would cause the Song of Madness-ed party to inflict less damage, is if the character in slot F was stronger than the character in slot A. But why would you do that? Just put the strongest attacker in slot A. And then the Song of Madness-ed party is still the strongest. Unlike the Sword of Magic rune experiment, the Jongleur Rune in Suikoden III proved to be a rune that easily benefits most parties.