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Words and Locations
NieR Replicant ver.1.22474487139...

Words and Locations

Find all Words in NieR Replicant ver.1.22474487139.... Learn about front/back words, their effects, and locations, including missable ones.

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Find all Words in NieR Replicant ver.1.22474487139.... Learn about front/back words, their effects, and locations, including missable ones.

Walkthrough
  1. 1
    Words are passive buffs that can be applied to weapons, magic, and martial arts.
  2. 2
    Each word can be equipped with two slots: one front word and one back word.
  3. 3
    Words are rarely dropped by shades (enemies).
  4. 4
    There are 120 Words in total.
  5. 5
    Some Words are obtainable in Part 1 and Part 2 and cannot be missed.
  6. 6
    Certain Words can only appear during battles in side quests and are missable if not obtained then, as these quests cannot be redone in New Game Plus (NG+).
  7. 7
    Over 50% of Words are not missable, meaning the trophy associated with collecting them is not missable.
  8. 8
    Late-game variants with the strongest effects are generally not missable but can be difficult to obtain due to drop rates.
  9. 9
    Some Words only affect weapons, magic, or martial arts, while others can affect two or all three.
  10. 10
    Words with 'Level' in their name are Front Words, while Words with afflictions (like poison or paralyze) are Back Words. Increasing the level of a Word can increase its duration, success rate, or other factors.
  11. 11
    Martial arts Word effects can stack with each other. There are only two Martial Arts: Defend and Dodge. Equipping the same Words on both can cause stacking, but there is a limit. This is only in effect when both are mapped to shoulder buttons (e.g., R1, R2).
  12. 12
    Physical strength Words increase weapon speed, making heavier weapons faster, but there is a limit to this effect.
  13. 13
    Ailment effects include: Paralysis (stuns enemies, duration increases with level), Poison (decreases HP over time, success rate increases with level), Confuse (removes ability to use magic, duration increases with level), Weaken (reduces physical damage, duration increases with level), and HP/MP drain (drains target's health or MP, amount depends on level). Dark Blast is noted as a good way to guarantee ailments land.
  14. 14
    Words from Part 1 can be obtained from the Magical Stone quest's Dream battle shades if missed earlier. The quest itself is not repeatable, but the Dream battle can be repeated if all keys are acquired.
Tips
  • There is no need to collect all Words unless aiming for excessive completion. Focus on Words that enhance your build.
  • You will likely obtain the necessary 50% of Words for the trophy without actively trying.

Front Words:

  • Pah: Attack Power +2% (Small shades in the Aerie/Southern plains early Part 1).
  • Paha: Attack Power +4% (Small Shades in Southern plains early Part 1).
  • Pahi: Attack Power +6% (Small shades in Southern plains right before going to the Manor for the first time, cloudy weather).
  • Paho: Attack Power +8% (Giant Shade in Part 2 quest "A Shade Entombed" - missable).
  • Pahu: Attack Power +10% (Small Shades in Southern plains when cloudy during early Part 2 before entering the Underground Lab - missable).
  • Pahal: Attack Power +12% (Small Armored Shades on Northern plains when sunny, Part 2).
  • Pahil: Attack Power +15% (Small shades in the Underground lab).
  • Pahol: Attack Power +20% (Small Armored shades on roof of Lost shrine in early Part 2 or on Northern plains when cloudy after giving iron will to Gideon for upgrading).
  • Pahul: Attack Power +25% (Small armored shades on Northern plains during any weather after collecting all keys; change weather if it doesn't appear).
  • Pahuloth: Attack Power +30% (Small Armored shade after defeating twins boss in a hallway to the final boss in the Shadowlord's castle).
  • Var: Guard Break +2% (Big sword wielding shades in the Aerie or other locations in Part 1).
  • Vara: Guard Break +4% (Small shades on the Northern plains after the Aerie boss in Part 1).
  • Vari: Guard Break +6% (Big sword shades in Southern plains right before going to the Manor for the first time, cloudy).
  • Varo: Guard Break +8% (Big sword wielding shades during Village boss at the end of Part 1).
  • Varu: Guard Break +10% (First Giant Shade boss in Underground lab, early Part 2 - missable).
  • Varal: Guard Break +12% (Small Armored Shades which cast magic on Northern plains when sunny, Part 2).
  • Varil: Guard Break +15% (Must kill lone shade (with weapon) during "Tale of the Study" quest in Part 2 - missable).
  • Varol: Guard Break +20% (Magic casting shade which uses Buffs on others in the Northern plains (cloudy) after collecting all keys - 2 in total, one near boar and the other near Junk heap exit).
  • Varul: Guard Break +25% (Heavy armored shades in Southern plains (sunny), Part 2).
  • Varuloth: Guard Break +30% (Armored magic casting shade OUTSIDE the Lost Shrine after collecting all keys).
  • Geb: Magic Power +2% (Small Magic casting shades in the Aerie, Part 1).

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