Sill Plain/Rance VI

About
Rance's faithful slave. Will leave you early on, but she rejoins after a while and she will stay with you throughout the game.

She's a flexible spellcaster, displaying expertise in both offensive and healing spells, though due to the low number of healers in the game, she'll probably be healing most of the time. Doesn't have much raw power, but is one of the most useful characters in the game. Because of her high level-cap, all her offensive spells will eventually exceed those of other spellcasters.

She has the 3rd highest level cap in this game after Rance and Gandhi.

Upgrade Priorities:
 * Sill is very well-rounded, so upgrading individual spells might not be the way to go here. I would go for SP to be able to use her more often.
 * Snow Laser is an exception. If you plan to use it at all, upgrade it so that it takes only 1 Turn to charge.
 * On the other hand, Recovery Rain only increases 5% per upgrade but it's such a useful spell that it may be worth spending upgrades on it.

Weapons and Items
Late in the game, Sill will have a dream about the calculator cube. You will need her A Rank weapon, and 30 FR with her to trigger it. Enter the dungeon (Rance and Sill only) and complete the puzzle to earn her S Weapon Sillpheed.

Recommended Items

 * Lightning Ball - Increases her magic, fairly obvious
 * Dark Pendant - Reduces damage from Dark attacks.
 * Ignorance Glass - Getting cancelled when you're trying to use "Recovery Rain" is painful. This helps a bit with that.