____________________
''. _..--''
'. .-. '. _
: | : : _ ___ _____ _| |__
| |_.' : _| |_ .'.'.'._| _ | |_ __| _____ .:
| __..' |_ _'. Ż : _ | | | | | | _ |_| |______.:
| | | | | | .--' | | | | | | | | | | _ _ _ |
: : | | | | : :Ż| | |_| | | | |_ | '.: | | | | | | |
___: :___ |_| |_| '. Ż | |_| '.__| '.___| |_| |_| |_|
...''' '''... ŻŻŻŻ
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
________
'. _ '. _
: | '. : _ _ .---. _| |__
| | | | | | | | : .-. : |_ __|
| | | |_| | | | :_'-.Ż | |
| | : _ | | | '-.Ż: | |
| | '. | : |_| | .-._: : | |_
: |__.' : '.____| '.___.' '.__|
.' .'
ŻŻŻŻŻŻŻŻ
O========================================O
| GUIDE STATISTICS |
| Last Updated: May 25, 2005 |
| File Size: 199KB |
| Platforms: X-Box |
O========================================O
This FAQ is copyrighted (c) by Jarrod Garripoli. You can e-mail me at
MasterVG71782 (at) hotmail (dot) com
This guide is for private and personal use only. No part or whole of this
document shall be reproduced in any form whatsoever. This document is free and
may not be used for any commercial uses. This document may not be altered
without permission from the author.
When you e-mail me, please use as good grammar as possible and do not use any
colored backgrounds or fonts. If I have trouble reading it, I will discard it
very quickly. I don't have much time in trying to decipher what you're trying to
say. Also, please see if your question is answered in the guide before e-mailing
me about it. That's all I ask of you when you e-mail me. Thank you.
GameFAQs (www.gamefaqs.com) and Xbox Phreaker (www.xboxphreaker.com) are the
only sites allowed to use this document, meaning no other websites are allowed
to use this:
THIS MEANS WWW.CHEATCC.COM is NOT ALLOWED to USE or POST this document on their
website.
**********************************
* *
* THIS GUIDE CONTAINS SPOILERS *
* *
**********************************
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| TABLE OF CONTENTS |===========
ŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
I. Introduction
II. Controls
III. Game Basics
IV. Walkthrough............................A100
V. Skills
A. Psycho School.......................B100
B. Optical School......................B101
C. Nature School.......................B102
D. Ki School...........................B103
E. Faith School........................B104
VI. Arsenals...............................C100
VII. Characters.............................D100
VIII. Memory Box.............................E100
IX. Glossary...............................F100
X. Updates................................G100
XI. Frequently Asked Questions
XII. Acknowledgements
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| I. INTRODUCTION |===========
ŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
A mysterious dust enshrouded the world, and humankind lost its memories. Not a
soul knows when, why, or how it all happened. After humans abandoned the barren
surface world, they retreated underground and rebuilt society anew. But soon
they realized that their common memory of the Ruins might unlock their past and
solve the mystery of the desolated earth.
And so it was that the Visions, the lords of the land, ordered a search for the
Ruins. The individuals charged with this task were the Espers. They were humans
who in place of their lost memories had gained special powers. In addition to
searching for the Ruins, they were also responsible for fending off enemy
attacks and rescuing humans still wandering on the surface. For these reasons,
they were also known as adventurers. One day, the adventurers brought back two
men with them from the surface world.
Phantom Dust is a game that's hard to classify into one genre. It has action
elements and strategy ones as well. Phantom Dust is a game that was developed by
Microsoft of Japan and it turned out to be a popular game there, so Majesco
wanted to release it over here. Due to a fear of it not selling well enough,
Majesco decided to release it as a budget title for $20. After a few delays, it
has finally been released in the States.
-----NOTE
I DO NOT HAVE XBOX LIVE, SO I AM UNABLE TO PLAY ONLINE. YES, I DO KNOW THAT
MEANS I WILL NOT HAVE ACCESS TO THE SKILLS THAT ARE ONLY AVAILABLE ONLINE.
PLEASE DO NOT E-MAIL ME ASKING WHAT MY GAMETAG IS OR WHEN YOU CAN PLAY ME
ONLINE, SINCE I AM UNABLE TO DO SUCH A THING.
-----NOTE
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| II. CONTROLS |===========
ŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
.===============.
( MENU CONTROLS )
'==============='
Left Thumbstick.......Select/Move cursor
A Button..............Confirm
B Button..............Cancel/Back
.=============.
( UNDERGROUND )
'============='
Left Thumbstick.......Move player
Right Thumbstick......Move camera (click thumbstick to reset)
A Button..............Confirm/Talk/Enter area
B Button..............Cancel/Back
Start Button..........Open pause menu
.===============.
( SURFACE WORLD )
'==============='
Left Thumbstick.......Move player (click to jump)
Right Thumbstick......Move camera (click to reset)
A/B/X/Y Buttons.......Capture skill/Press again to use that skill
Right Trigger.........Lock on/Lock off
Left Trigger..........Change lock-on target
Start Button..........Open pause menu
Directional Pad.......Show explanation of equipped skill (up, down, left and
right for Y, A, X, B respectively)
Back Button...........Change equipped skill at start of battle (only once,
before battle begins)
White Button..........Switch name display on/off for your partner and enemies
that you are not locked onto
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| III. GAME BASICS |===========
ŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
This game utilizes a mission-based premise with a central hub, sort of like
Phantasy Star Online. The central hub is the underground, the place where humans
fled from the surface world. Everything besides battling is done here. A
majority of the missions can be obtained from the Battle Terminal room, but some
can be gotten from other people in the base, so make sure to talk to everyone
whenever you get the chance to do such a thing.
All of the battles revolve around using skills that you have to pick up during
the battle. For the first two chapters of the game though, you won't know what
skills you'll get until you go into battle. From Chapter 3 and onward, you still
don't know which skills you'll get, but they are chosen from a set of 30 that
you yourself pick out.
When you being any battle, you'll be placed at a starting, which is where all
of your skills will respawn. You capture, or pick up, the skills by walking over
them and assigning them to one of the buttons on the right side of the
controller. You'll notice that a box pops up when you walk over a skill capsule
that shows the stats for that particular skill. Since battles are conducted in
real-time, you won't have much time to gawk at the stats. You'll also notice
that there are different colors to the capsules. All information on skills will
be listed in (V. Skills).
If a skill is captured to an assigned button already, choosing another one for
that button will override it, so be careful. Only three skills can spawn at any
given time at your starting position during a stage and you can tell when a new
one spawns by looking in the upper right corner of the screen (also know what
type of skill shows up). When you have a skill assigned to a button, press that
button again to use it. Some skills can be used more than once and some can only
be used once, so pay attention to the stat directly left of the range on the
skill stat screen.
Of course, you can't use skills one right after another without stopping, since
you'll eventually run out of Aura. Think of Aura as Magic Points in a RPG (Role
Playing Game, like Final Fantasy) and each skill uses a certain number of Aura.
You needn't worry though, as Aura regenerates after you use it. Of course, there
are skills that can quicken and lessen the rate at which Aura regenerates.
The battles usually only have 1-2 enemies that you have to destroy. All of the
data you need on the enemies will be displayed in the upper left corner of the
screen, including their health, how much Aura they have and what kind of skills
they have captured. You can lock onto enemies with the right trigger, but you
cannot move the camera around when locked on. You are able to switch between
targets with the left trigger and you can undo the lock by pressing the right
trigger again when you are already locked on, thus enabling you to move the
camera around again. Pay close attention to the color of the circle when you
lock on. Green indicates a distant target, yellow means a medium-ranged target
and red/orange indicates a close target, so pay attention when you're using
skills.
One last thing needs to be addressed before moving onto the main game
walkthrough. You will only have 5 Aura per each battle during the first two
chapters. All of the skills you'll use in the battles are chosen for you and
you have no say in what ones you will get. Starting with Chapter 3, you will
have to begin to construct an Arsenal, which is pretty much a deck of skills.
Please refer to the Arsenals section for a more detailed explanation of them.
Note that you do not have any control over what skills you will start with and
which ones will appear at the start of the battle.
-----NOTE
All of the battles take place in real-time and the only way to stop the action
is to pause the game. That means it's hard at the beginning of the game to check
out a skill's information in battle, since the enemies can, and will, pummel you
to your death.
-----NOTE
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| IV. WALKTHROUGH (A100) |===========
ŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
/==============================\
------------------------( CHAPTER 1 - MAN WITH AMNESIA )----------------------
\==============================/
After the initial cutscenes, you'll be in what appears to be an infirmary, with
another person who was found in one of the pods just like you. When you get
control of your character, go over and talk to the man twice. You'll then see
another cutscene and you'll be in a room with what appears to be the leaders of
the people here. After it's over, you'll get a chance to pick a name for
yourself. They are in order:
Alpha, Ice, Age, Key, Gin, Glen, Cruz, Io, Air, Duke, Beard, Silver, and Green.
If you like one of these names, then simply choose "Yes" when prompted. If you
deny all of the names, then you'll be given the name of Nanashi. Once you've
chosen a name, you'll need to go and meet Meister at the Battle Terminal. Leave
the HQ by means of the door and you'll be in the main area of the Underground.
It may take a bit of time to get used to the area, so walk around and do such a
thing. Whenever you're done, go to the Battle Terminal by finding Tsubutaki and
going directly across from her. Follow the path and go up some steps to find
Meister in a hallway of sorts. He'll tell you to go to Tetsuya for your first
mission, so do so.
O==================O
| TO THE SURFACE |-----------------------------
O==================O
CREDITS: 500
LOCATION: Palace
PARTNER CHOICE: Meister
This first mission involves some basics on movement and skills, so make sure to
pay close attention to what is told to you. When told so, move your way to the
red capsule and assign it to one of the face buttons. Once you have it assigned,
attack the Ommato with it until it is dead.
-------------------------------------------------
After you finish the mission, talk to Meister again and then Tetsuya to receive
another mission.
O================O
| WATCHFUL EYE |-------------------------------
O================O
CREDITS: 500
PLACE: Highway
PARTNER CHOICE: Meister
SKILLS: Laser, Flash Barrier, Vacuum Slash, Bullet of Fire
This is your first battle with multiple skills. Listen to the tutorial as you
pass over the skills. Pick up the first three skills and move toward the Ommato.
Get to the point where you see the targeting reticule turn orange (close-range)
and unleash with the Vacuum Slash, which can cause 7 points of damage if it
connects. Of course, if the enemy unleashes an attack, simply use the defensive
skill to block it. If you need to get more skills, simply go back to your start
point and more will spawn. They will go in a loop of 4, so after Bullet of Fire
spawns, it will start again at Laser.
-------------------------------------------------
/==========================\
-------------------------( CHAPTER 6 - PHANTOM DUST )-------------------------
\==========================/
/===================================\
----------------------( CHAPTER 7 - AND NOW TO THE FUTURE )-------------------
\===================================/
.-----------------------.
( AND NOW TO THE FUTURE )
'-----------------------'
Welcome to the last and toughest battle of the game, if you're unprepared that
is. It's two series of battles, comprising of 4 total battles. there is a
checkpoint after the second battle, but if you die on the second or fourth
battles, you'll restart at the first or third battle, respectively. You'll need
some ranged attacks during the second set of battles, so bring in something like
Psycho Sniper (Psycho School) or Vibration Blaster (Ki School) to get a quicker
battle. You'll have the same Arsenal throughout all 4 fights, so make it a good
one.
The first battle is against yourself, although it isn't an exact copy. He does
have a few skills that you need to worry about.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| V. SKILLS |===========
ŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
There are a total of 300 skills that you can use in the offline game alone.
There are also additional skills that are available only online, which you
randomly get one after 30 or so wins. Each skill is classified into one of 5
different schools. All of the skills will be listed by their schools as is
listed in the Stock List at the Arsenal panel in the lab. Also, there are 6
different types of skills, each differing a lot in how they are used. They are
Attack, Defense, Environmental, Erase, Status and Special. They will be listed
in the order of their ID numbers, all clumped together into their respective
schools. Here is a sample entry, so remember that this is all fake and isn't
real:
.-------------------------------------NOTE-------------------------------------.
| |
| This guide will only list the pre-updated skills, since I do not have access |
| to the online skills. This guide will not list the online skills at all and |
| will only contain the skills you can get if you have NEVER gone online. |
| |
'------------------------------------------------------------------------------'
.-------------------------------.
( ID 000 -- WOLVERINE'S REVENGE ) (THIS IS FAKE)
'-------------------------------'
COST -- How much Aura it uses
STR/DEF -- How much damage it does/defense it has (if applicable)
USE -- How many times you can use it before it disappears
RANGE -- Close-proximity, medium range or long range
TYPE -- Attack, Defense, Erase, Status, Environmental or Special skill
RARITY -- How rare it is (* being common and ***** being very rare)
NOTES -- Any special things the skill might have (its movement type will be
listed here, like Arc, Parabola, etc)
/===============\ (B100)
================================( PSYCHO SCHOOL )=============================
\===============/
.-----------------------. .------------------------.
( ID 001 -- PSYCHO WAVE ) ( ID 002 -- PSYCHO BURST )
'-----------------------' '------------------------'
COST -- 4 COST -- 7
STR -- Target's Level STR -- Target's Level
USE -- Once USE -- Infinite
RANGE -- Short RANGE -- Short
TYPE -- Attack TYPE -- Attack
RARITY -- **** RARITY -- *****
.------------------------. .-------------------------.
( ID 003 -- PSYCHO KNIFE ) ( ID #004 -- PSYCHO BLADE )
'------------------------' '-------------------------'
COST -- 2 COST -- 5
STR -- 2 STR -- 5
USE -- Infinite USE -- Infinite
RANGE -- Short RANGE -- Short
TYPE -- Attack TYPE -- Attack
RARITY -- * RARITY -- ***
.----------------------. .-------------------------.
( ID #005 -- EXCALIBUR ) ( ID 006 -- DEBRIS BULLET )
'----------------------' '-------------------------'
COST -- 5 COST -- 2
STR -- 7 STR -- Randomly 0, 2 or 4
USE -- Infinite USE -- Infinite
RANGE -- Short RANGE -- Medium
TYPE -- Attack TYPE -- Attack
RARITY -- ***** RARITY -- *****
NOTES -- Requires 7 or fewer NOTES -- Parabola
skills left in arsenal
.----------------------. .---------------------.
( ID 007 -- STONE SHOT ) ( ID 008 -- ROCK SHOT )
'----------------------' '---------------------'
COST -- 2 COST -- 3
STR -- 2 STR -- 4
USE -- Infinite USE -- Infinite
RANGE -- Medium RANGE -- Medium
TYPE -- Attack TYPE -- Attack
RARITY -- ** RARITY -- *
NOTES -- Parabola NOTES -- Parabola
.------------------------. .----------------.
( ID 009 -- PSYCHO SPEAR ) ( ID 010 -- BOMB )
'------------------------' '----------------'
COST -- 3 COST -- 3
STR -- 8 STR -- 3
USE -- Once USE -- Infinite
RANGE -- Medium RANGE -- Medium
TYPE -- Attack TYPE -- Attack
RARITY -- *** RARITY -- ***
NOTES -- Parabola, Add: Pierce effect NOTES -- Parabola, Explodes on impact
.------------------------. .--------------------.
( ID 011 -- CLUSTER BOMB ) ( ID 012 -- BIG BOMB )
'------------------------' '--------------------'
COST -- 4 COST -- 5
STR -- 6 STR -- 5
USE -- Infinite USE -- Infinite
RANGE -- Medium RANGE -- Medium
TYPE -- Attack TYPE -- Attack
RARITY -- ** RARITY -- *****
NOTES -- Parabola, Explodes on NOTES -- Parabola, Explodes on impact
impact, Requires: 7 or fewer
skills left in arsenal
.--------------------------. .--------------------.
( ID 013 -- THROWING STONE ) ( ID 014 -- RAIL GUN )
'--------------------------' '--------------------'
COST -- 0 COST -- 3
STR -- 0 STR -- 6
USE -- Infinite USE -- Infinite
RANGE -- Long RANGE -- Medium
TYPE -- Attack TYPE -- Attack
RARITY -- * RARITY -- *
NOTES -- Parabola NOTES -- Requires: 7 or fewer skills
left in arsenal
.-------------------------. .---------------------.
( ID 015 -- PSYCHO SNIPER ) ( ID 016 -- BOMB SHOT )
'-------------------------' '---------------------'
COST -- 4 COST -- 6
STR -- 5 STR -- 4
USE -- Infinite USE -- Infinite
RANGE -- Long RANGE -- Long
TYPE -- Attack TYPE -- Attack
RARITY -- *** RARITY -- *****
NOTES -- Explodes on impact
.-----------------. .--------------------------.
( ID 017 -- POWER ) ( ID 018 -- PSYCHO KINESIS )
'-----------------' '--------------------------'
COST -- 0 COST -- 2
STR -- Depends on object thrown STR -- Depends on object thrown
USE -- Once USE -- Infinite
RANGE -- Medium RANGE -- Medium
TYPE -- Attack TYPE -- Attack
RARITY -- * RARITY -- **
NOTES -- Throws nearby object; NOTES -- Throws nearby object; Requires
Requires object to throw object to throw
.------------------. .--------------------------.
( ID 019 -- METEOR ) ( ID 020 -- RAIN OF STONES )
'------------------' '--------------------------'
COST -- 3 COST -- 3
STR -- 6 STR -- 3
USE -- Once USE -- Infinite
RANGE -- Medium RANGE -- Medium
TYPE -- Attack TYPE -- Attack
RARITY -- **** RARITY -- *****
NOTES -- Fall, Add: Pierce effect NOTES -- Rain
.-------------------------. .-------------------------.
( ID 021 -- RAIN OF ROCKS ) ( ID 022 -- GRAVITY PRESS )
'-------------------------' '-------------------------'
COST -- 5 COST -- 4
STR -- 5 STR -- 8
USE -- Infinite USE -- Once
RANGE -- Medium RANGE -- Medium
TYPE -- Attack TYPE -- Attack
RARITY -- * RARITY -- ****
NOTES -- Rain NOTES -- Hole, Effective against downed
opponents
.----------------------. .-----------------------.
( ID 023 -- TIMER MINE ) ( ID 024 -- SENSOR MINE )
'----------------------' '-----------------------'
COST -- 1 COST -- 2
STR -- 3 STR -- 3
USE -- Infinite USE -- Infinite
RANGE -- Mine RANGE -- Mine
TYPE -- Attack TYPE -- Attack
RARITY -- * RARITY -- *
NOTES -- Press once to set; Explodes NOTES -- Detonates when anyone enters
automatically 5 sec later blast area
.-----------------------. .------------------------.
( ID 025 -- REMOTE MINE ) ( ID 026 -- CRYSTAL WALL )
'-----------------------' '------------------------'
COST -- 2 COST -- 1
STR -- 3 DEF -- 3
USE -- Infinite USE -- Infinite
RANGE -- Mine RANGE -- Self
TYPE -- Attack TYPE -- Defensive
RARITY -- ** RARITY -- *
NOTES -- Press once to set and NOTES -- Barrier, Add: Anti-Pierce;
again to detonate Protects from damage regardless
of STR
.----------------. .------------------------.
( ID 027 -- WALL ) ( ID 028 -- PSYCHIC WALL )
'----------------' '------------------------'
COST -- 2 COST -- 3
DEF -- 5 DEF -- 8
USE -- Infinite USE -- Infinite
RANGE -- Self RANGE -- Self
TYPE -- Defense TYPE -- Defense
RARITY -- ** RARITY -- *
NOTES -- Barrier, Add: Anti-Pierce; NOTES -- Barrier, Add: Anti-Pierce;
Protects from damage Protects from damage regardless
regardless of STR of STR
.-----------------------. .------------------------.
( ID 029 -- POWER SHELL ) ( ID 030 -- PSYCHO SHELL )
'-----------------------' '------------------------'
COST -- 2 COST -- 3
DEF -- 4 DEF -- 6
USE -- Infinite USE -- Infinite
RANGE -- Self RANGE -- Self
TYPE -- Defense TYPE -- Defense
RARITY -- * RARITY -- **
NOTES -- Shelter, Add: Anti-Pierce; NOTES -- Shelter, Add: Anti-Pierce;
Protects from damage Protects from damage regardless
regardless of STR of STR
.----------------. .-------------------------.
( ID 031 -- BEND ) ( ID 032 -- CHANGE COURSE )
'----------------' '-------------------------'
COST -- 0 COST -- 3
DEF -- N/A DEF -- N/A
USE -- Once USE -- Infinite
RANGE -- Self RANGE -- Self
TYPE -- Defense TYPE -- Defense
RARITY -- * RARITY -- **
NOTES -- Course NOTES -- Course
.----------------------. .-------------------.
( ID 033 -- ABOUT FACE ) ( ID 034 -- REVERSE )
'----------------------' '-------------------'
COST -- 2 COST -- 5
DEF -- N/A DEF -- N/A
USE -- Once USE -- Infinite
RANGE -- Self RANGE -- Self
TYPE -- Defense TYPE -- Defense
RARITY -- **** RARITY -- *****
NOTES -- Course NOTES -- Course
.-------------------------. .-------------------.
( ID 035 -- CONFUSION GAS ) ( ID 036 -- SHATTER )
'-------------------------' '-------------------'
COST -- 2 COST -- 2
USE -- Once USE -- Infinite
RANGE -- Mine RANGE -- Capsule
TYPE -- Erase TYPE -- Erase
RARITY -- *** RARITY -- *
NOTES -- Detonates when target enters NOTES -- Erases capsule you are touching
blast area; erases 1 (not Aura)
equipped skill
.-----------------. .--------------------------.
( ID 037 -- CRUSH ) ( ID 038 -- REDUCE GRAVITY )
'-----------------' '--------------------------'
COST -- 3 COST -- 3
USE -- Infinite USE -- Once
RANGE -- All RANGE -- Environment
TYPE -- Erase TYPE -- Environment
RARITY -- **** RARITY -- *
NOTES -- Erases Environmental NOTES -- Increases everyone's movement
crystals from battlefield speed by 20%
.----------------------------. .----------------------------.
( ID 039 -- ABNORMAL GRAVITY ) ( ID 040 -- CONFUSED GRAVITY )
'----------------------------' '----------------------------'
COST -- 3 COST -- 4
USE -- Once USE -- Once
RANGE -- Environment RANGE -- Environment
TYPE -- Environment TYPE -- Environment
RARITY -- ** RARITY -- *****
NOTES -- Reduces everyone's movement NOTES -- Inverts everyone's directional
speed by 20% controls
.---------------------------. .--------------------.
( ID 041 -- VANISHING LIGHT ) ( ID 042 -- PRESSURE )
'---------------------------' '--------------------'
COST -- 5 COST -- 1
USE -- Once USE -- Once
RANGE -- Environment RANGE -- Medium
TYPE -- Environment TYPE -- Status
RARITY -- **** RARITY -- ***
NOTES -- Prevents everyone from using NOTES -- Prevents target from moving or
Optical skills for 1 min using skills for 3 sec
.-------------------. .---------------------.
( ID 043 -- LIFT UP ) ( ID 044 -- ALLEVIATE )
'-------------------' '---------------------'
COST -- 2 COST -- 2
USE -- Once USE -- Once
RANGE -- Medium RANGE -- Medium
TYPE -- Status TYPE -- Status
RARITY -- **** RARITY -- **
NOTES -- Levitates target 10 ft in NOTES -- Increases target's movement
air for 3 sec; Prevents speed by 30%
target from moving or using
skills
.----------------------------. .--------------------------.
( ID 045 -- BRAIN CONCUSSION ) ( ID 046 -- MAGNETIC FIELD )
'----------------------------' '--------------------------'
COST -- 3 COST -- 3
USE -- Once USE -- Once
RANGE -- Medium RANGE -- Medium
TYPE -- Status TYPE -- Status
RARITY -- *** RARITY -- *
NOTES -- Inverts target's directional NOTES -- Reduces target's homing
controls for 15 sec accuracy by 30%
.------------------. .----------------------.
( ID 047 -- BURDEN ) ( ID 048 -- FREEZE GAS )
'------------------' '----------------------'
COST -- 4 COST -- 4
USE -- Once USE -- Infinite
RANGE -- Medium RANGE -- Mine
TYPE -- Status TYPE -- Status
RARITY -- **** RARITY -- **
NOTES -- Reduces target's movement NOTES -- Detonates when target enters
speed by 20% blast area; Freezes target's
skill buttons for 10 sec
.--------------------. .-----------------------.
( ID 049 -- SPEED UP ) ( ID 050 -- ACQUISITION )
'--------------------' '-----------------------'
COST -- 2 COST -- 3
USE -- Once USE -- Once
RANGE -- Self RANGE -- Self
TYPE -- Status TYPE -- Status
RARITY -- **** RARITY -- *
NOTES -- Increases your movement NOTES -- Increases your homing accuracy
speed by 20% by 20%
.------------------. .--------------------.
( ID 51 -- SKYWALK ) ( ID 052 -- FRIGHTEN )
'------------------' '--------------------'
COST -- 2 COST -- 4
USE -- Infinite USE -- Infinite
RANGE -- Self RANGE -- Anywhere
TYPE -- Status TYPE -- Special
RARITY -- **** RARITY -- *
NOTES -- Levitate 15 ft in air for NOTES -- Briefly stops target's movement
15 sec
.-------------------------. .------------------.
( ID 053 -- TELEPORTATION ) ( ID 054 -- DAZZLE )
'-------------------------' '------------------'
COST -- 3 COST -- 4
USE -- Once USE -- Infinite
RANGE -- Medium RANGE -- Medium
TYPE -- Special TYPE -- Special
RARITY -- * RARITY -- ****
NOTES -- Teleports target to your NOTES -- Scrambles target's skill
start point buttons for 10 sec
.----------------------------. .--------------------.
( ID 055 -- BRAVERY DECISION ) ( ID 056 -- LEVITATE )
'----------------------------' '--------------------'
COST -- 0 COST -- 2
USE -- Once USE -- Infinite
RANGE -- Self RANGE -- Self
TYPE -- Special TYPE -- Special
RARITY -- **** RARITY -- **
NOTES -- Erases all Aura Particles NOTES -- Levitate 30 ft in air for 15
from your arsenal sec
.------------------. .---------------------------.
( ID 057 -- RETURN ) ( ID 058 -- SURPRISE ATTACK )
'------------------' '---------------------------'
COST -- 2 COST -- 3
USE -- Once USE -- Once
RANGE -- Self RANGE -- Self
TYPE -- Special TYPE -- Special
RARITY -- **** RARITY -- ***
NOTES -- Teleports you to your start NOTES -- Teleports you to target's start
point point
.----------------. .-------------------.
( ID 059 -- CALL ) ( ID 060 -- RETREAT )
'----------------' '-------------------'
COST -- 3 COST -- 5
USE -- Infinite USE -- Infinite
RANGE -- Self RANGE -- Self
TYPE -- Special TYPE -- Special
RARITY -- ** RARITY -- *****
NOTES -- Sets capsule spawn point to NOTES -- Teleports you to one of your
current location for capsule spawn points
duration of battle
/================\ (B101)
===============================( OPTICAL SCHOOL )=============================
\================/
.----------------------. .-----------------------.
( ID 061 -- MIST BLADE ) ( ID 062 -- LASER BLADE )
'----------------------' '-----------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-----------------------. .------------------------.
( ID 063 -- PHOTON WAVE ) ( ID 064 -- PHOTON BURST )
'-----------------------' '------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-----------------. .-----------------------.
( ID 065 -- LASER ) ( ID 066 -- SLIDE LASER )
'-----------------' '-----------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.---------------------------. .----------------------.
( ID 067 -- VIBRATION LASER ) ( ID 068 -- MIST LASER )
'---------------------------' '----------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-------------------------. .-------------------------.
( ID 069 -- DOUBLE LASERS ) ( ID 070 -- TRIPLE LASERS )
'-------------------------' '-------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.---------------------. .-------------------------.
( ID 071 -- OCTOLASER ) ( ID 072 -- TRENCH MORTAR )
'---------------------' '-------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-------------------. .--------------------.
( ID 073 -- GUNGNIR ) ( ID 074 -- FINISHER )
'-------------------' '--------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.------------------------. .----------------------------.
( ID 075 -- RAPID CANNON ) ( ID 076 -- CHARGED PARTICLE )
'------------------------' '----------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.--------------------------. .-------------------------.
( ID 077 -- RICOCHET LASER ) ( ID 078 -- BUNDLED LASER )
'--------------------------' '-------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.------------------------. .-------------------.
( ID 079 -- MIST BLASTER ) ( ID 080 -- BLASTER )
'------------------------' '-------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-----------------------------. .---------------------------.
( ID 081 -- VIBRATION BLASTER ) ( ID 082 -- BUNDLED BLASTER )
'-----------------------------' '---------------------------'
COST -- 4 COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.----------------------. .-------------------------.
( ID 083 -- COMPRESSOR ) ( ID 084 -- PHOTON SHOWER )
'----------------------' '-------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.----------------------------. .--------------------.
( ID 085 -- KILLER SATELLITE ) ( ID 086 -- OVERHEAT )
'----------------------------' '--------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-------------------------. .-------------------------.
( ID 087 -- FLASH BARRIER ) ( ID 088 -- LASER BARRIER )
'-------------------------' '-------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.------------------. .--------------------------.
( ID 089 -- ERASER ) ( ID 090 -- PHOTON BARRIER )
'------------------' '--------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.----------------------------. .---------------------------.
( ID 091 -- PARALYZE BARRIER ) ( ID 092 -- REFLECT BARRIER )
'----------------------------' '---------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.--------------------------. .-----------------------.
( ID 093 -- REFLECT MIRROR ) ( ID 094 -- LASER SHELL )
'--------------------------' '-----------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.----------------------. .------------------------.
( ID 095 -- AUTO SHELL ) ( ID 096 -- INTERFERENCE )
'----------------------' '------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Erase
RARITY -- RARITY --
.--------------------. .---------------------.
( ID 097 -- RESTRAIN ) ( ID 098 -- PANIC GAS )
'--------------------' '---------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.---------------------. .---------------------.
( ID 099 -- ELIMINATE ) ( ID 100 -- EVAPORATE )
'---------------------' '---------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.----------------------------. .--------------------.
( ID 101 -- PARTICLE CONVERT ) ( ID 102 -- MELTDOWN )
'----------------------------' '--------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.-------------------------. .------------------------.
( ID 103 -- QUANTUM DECAY ) ( ID 104 -- DISINTEGRATE )
'-------------------------' '------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.--------------------. .--------------------------.
( ID 105 -- HOLY RAY ) ( ID 106 -- REDUCE ENTROPY )
'--------------------' '--------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Environment TYPE -- Environment
RARITY -- RARITY --
.----------------------. .---------------------.
( ID 107 -- ACCELERATE ) ( ID 108 -- BACKDRAFT )
'----------------------' '---------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Environment TYPE -- Environment
RARITY -- RARITY --
.------------------------. .---------------------.
( ID 109 -- OPTIMIZATION ) ( ID 110 -- SCIENTISM )
'------------------------' '---------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Environment TYPE -- Environment
RARITY -- RARITY --
.----------------------. .--------------------.
( ID 111 -- QUIET DAYS ) ( ID 112 -- PARALYZE )
'----------------------' '--------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Environment TYPE -- Status
RARITY -- RARITY --
.----------------. .------------------------.
( ID 113 -- DOZE ) ( ID 114 -- GRAVITY MINE )
'----------------' '------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Status TYPE -- Status
RARITY -- RARITY --
.------------------------. .-------------------------.
( ID 115 -- OPTICAL CAMO ) ( ID 116 -- LEVEL BERSERK )
'------------------------' '-------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Status TYPE -- Special
RARITY -- RARITY --
.---------------------. .-------------------.
( ID 117 -- LEVEL AMP ) ( ID 118 -- RELEARN )
'---------------------' '-------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Special TYPE -- Special
RARITY -- RARITY --
.------------------. .-----------------------.
( ID 119 -- RECALL ) ( ID 120 -- LEVEL BOOST )
'------------------' '-----------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Special TYPE -- Special
RARITY -- RARITY --
/===============\ (B102)
================================( NATURE SCHOOL )=============================
\===============/
.---------------------. .---------------------------.
( ID 121 -- ICE SWORD ) ( ID 122 -- LIGHTNING SWORD )
'---------------------' '---------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-----------------------. .-------------------------.
( ID 123 -- FLAME SWORD ) ( ID 124 -- BLAZING SWORD )
'-----------------------' '-------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.------------------------. .----------------------.
( ID 125 -- VACUUM SLASH ) ( ID 126 -- SONIC BOOM )
'------------------------' '----------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.------------------------. .----------------------------.
( ID 127 -- PIECE OF ICE ) ( ID 128 -- PIECE OF THUNDER )
'------------------------' '----------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-------------------------. .--------------------------.
( ID 129 -- PIECE OF FIRE ) ( ID 130 -- BULLET OF FIRE )
'-------------------------' '--------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.--------------------------. .---------------------------.
( ID 131 -- BLAZING BULLET ) ( ID 132 -- SCAR OF BATTLES )
'--------------------------' '---------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.---------------------. .-----------------------.
( ID 133 -- ICE LANCE ) ( ID 134 -- STORM BLADE )
'---------------------' '-----------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.---------------------------. .----------------------------.
( ID 135 -- LIGHTNING BLADE ) ( ID 136 -- MEMORY OF BATTLE )
'---------------------------' '----------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.---------------------------. .------------------------.
( ID 137 -- CRYSTALLIZATION ) ( ID 138 -- ROOT OF TREE )
'---------------------------' '------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.------------------------. .-------------------.
( ID 139 -- FANG OF TREE ) ( ID 140 -- TWISTER )
'------------------------' '-------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.---------------------. .--------------------------.
( ID 141 -- WHIRLWIND ) ( ID 142 -- LIGHTNING BOLT )
'---------------------' '--------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.---------------------. .----------------------.
( ID 143 -- ICE STORM ) ( ID 144 -- FIRE STORM )
'---------------------' '----------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-------------------------. .-------------------------.
( ID 145 -- THUNDER STORM ) ( ID 146 -- BLAZING STORM )
'-------------------------' '-------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.------------------. .-------------------------.
( ID 147 -- TREMOR ) ( ID 148 -- MASSIVE QUAKE )
'------------------' '-------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.------------------------. .---------------------------.
( ID 149 -- GLACIAL WALL ) ( ID 150 -- WALL OF CURRENT )
'------------------------' '---------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.------------------------. .-------------------.
( ID 151 -- WALL OF FIRE ) ( ID 152 -- CYCLONE )
'------------------------' '-------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.-----------------------. .--------------------------.
( ID 153 -- VACUUM WALL ) ( ID 154 -- GUARD OF WATER )
'-----------------------' '--------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.----------------------------. .----------------.
( ID 155 -- FORTRESS OF IRON ) ( ID 156 -- GUST )
'----------------------------' '----------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.-------------------------. .-----------------.
( ID 157 -- WIND PRESSURE ) ( ID 158 -- ABYSS )
'-------------------------' '-----------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.--------------------------. .----------------------------.
( ID 159 -- STARTING POINT ) ( ID 160 -- RETURN TO NATURE )
'--------------------------' '----------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.----------------------. .------------------.
( ID 161 -- TURBULENCE ) ( ID 162 -- PURIFY )
'----------------------' '------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.--------------------------. .---------------------------.
( ID 163 -- DESRTIFICATION ) ( ID 164 -- NATURE BLESSING )
'--------------------------' '---------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Environment TYPE -- Environment
RARITY -- RARITY --
.----------------------------. .---------------------.
( ID 165 -- FOREST SANCTUARY ) ( ID 166 -- DENSE FOG )
'----------------------------' '---------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Environment TYPE -- Environment
RARITY -- RARITY --
.-------------------. .------------------------.
( ID 167 -- BERSERK ) ( ID 168 -- COMMANDMENTS )
'-------------------' '------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Environment TYPE -- Environment
RARITY -- RARITY --
.----------------------. .---------------------.
( ID 169 -- PROVIDENCE ) ( ID 170 -- FROSTBITE )
'----------------------' '---------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Environment TYPE -- Status
RARITY -- RARITY --
.----------------------. .-----------------.
( ID 171 -- FRIENDSHIP ) ( ID 172 -- DECOY )
'----------------------' '-----------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Status TYPE -- Status
RARITY -- RARITY --
.--------------------. .--------------------------.
( ID 173 -- ENTANGLE ) ( ID 174 -- CURSE OF EARTH )
'--------------------' '--------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Status TYPE -- Status
RARITY -- RARITY --
.----------------. .---------------------.
( ID 175 -- HEAT ) ( ID 176 -- STIMULATE )
'----------------' '---------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Status TYPE -- Status
RARITY -- RARITY --
.-------------------------. .--------------------------.
( ID 177 -- BLESSED WATER ) ( ID 178 -- GRACEFUL WOODS )
'-------------------------' '--------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Special TYPE -- Special
RARITY -- RARITY --
.-------------------------. .---------------.
( ID 179 -- HEALING WATER ) ( ID 180 -- ORB )
'-------------------------' '---------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Special TYPE -- Special
RARITY -- RARITY --
/===========\ (B103)
================================( KI SCHOOL )=================================
\===========/
.----------------------. .----------------------.
( ID 181 -- EMPTY HAND ) ( ID 182 -- SWIFT KICK )
'----------------------' '----------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.---------------------. .----------------------.
( ID 183 -- LEG THROW ) ( ID 184 -- TIGER KICK )
'---------------------' '----------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.----------------------------. .---------------------.
( ID 185 -- HIGH-SPEED PUNCH ) ( ID 186 -- HYPERKICK )
'----------------------------' '---------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.------------------------. .----------------------.
( ID 187 -- DRAGON PUNCH ) ( ID 188 -- HYPERPUNCH )
'------------------------' '----------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-----------------------. .----------------------.
( ID 189 -- SWIFT PUNCH ) ( ID 190 -- SPLASHDOWN )
'-----------------------' '----------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.----------------------. .--------------------------.
( ID 191 -- SWIFT BLOW ) ( ID 192 -- DANCE OF DEATH )
'----------------------' '--------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.---------------------. .-------------------------.
( ID 193 -- AURA LEAK ) ( ID 194 -- AURA BACKFLOW )
'---------------------' '-------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-------------------. .-----------------------.
( ID 195 -- KI PALM ) ( ID 196 -- SKY PURSUIT )
'-------------------' '-----------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-------------------. .----------------.
( ID 197 -- PURSUIT ) ( ID 198 -- SNAP )
'-------------------' '----------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.--------------------. .---------------------.
( ID 199 -- KI LANCE ) ( ID 200 -- KI BULLET )
'--------------------' '---------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.--------------------------. .--------------------------.
( ID 201 -- HEAT FROM VOID ) ( ID 202 -- HYPER KI LANCE )
'--------------------------' '--------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.---------------------------. .---------------------.
( ID 203 -- HYPER KI BULLET ) ( ID 204 -- KI CANNON )
'---------------------------' '---------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.----------------. .------------------------.
( ID 205 -- COPY ) ( ID 206 -- RECOLLECTION )
'----------------' '------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.---------------------. .----------------------.
( ID 207 -- IRON SKIN ) ( ID 208 -- MIND'S EYE )
'---------------------' '----------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.-----------------. .-------------------.
( ID 209 -- BLOCK ) ( ID 210 -- PROTECT )
'-----------------' '-------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.-----------------. .-------------------------.
( ID 211 -- GUARD ) ( ID 212 -- ABSORB ENERGY )
'-----------------' '-------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.--------------------. .---------------------.
( ID 213 -- LEARNING ) ( ID 214 -- DIGESTION )
'--------------------' '---------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.-------------------. .------------------------.
( ID 215 -- DISRUPT ) ( ID 216 -- TIGER SLAYER )
'-------------------' '------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.-------------------------. .------------------------.
( ID 217 -- DRAGON SLAYER ) ( ID 218 -- GIANT SLAYER )
'-------------------------' '------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.--------------------------. .-----------------------.
( ID 219 -- NEUTRALIZATION ) ( ID 220 -- STEAL POWER )
'--------------------------' '-----------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.----------------. .-------------------.
( ID 221 -- LACK ) ( ID 222 -- EXHAUST )
'----------------' '-------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.-------------------. .-------------------.
( ID 223 -- REFRESH ) ( ID 224 -- FATIGUE )
'-------------------' '-------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Environment
RARITY -- RARITY --
.----------------------------. .------------------------.
( ID 225 -- IRREGULAR RHYTHM ) ( ID 226 -- MEMORY LAPSE )
'----------------------------' '------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Environment TYPE -- Environment
RARITY -- RARITY --
.---------------------. .-----------------.
( ID 227 -- SOUL CAGE ) ( ID 228 -- CHAOS )
'---------------------' '-----------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Environment TYPE -- Environment
RARITY -- RARITY --
.------------------------. .--------------------.
( ID 229 -- STAGNANT AIR ) ( ID 230 -- PIN DOWN )
'------------------------' '--------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Environment TYPE -- Status
RARITY -- RARITY --
.------------------------. .----------------------------.
( ID 231 -- MIND READING ) ( ID 232 -- TIGER'S STRENGTH )
'------------------------' '----------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Status TYPE -- Status
RARITY -- RARITY --
.---------------------------. .----------------------.
( ID 233 -- LIGHTNING SPEED ) ( ID 234 -- MEDITATION )
'---------------------------' '----------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Status TYPE -- Status
RARITY -- RARITY --
.----------------. .-------------------.
( ID 235 -- VOID ) ( ID 236 -- TRIGGER )
'----------------' '-------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Status TYPE -- Special
RARITY -- RARITY --
.----------------------------. .----------------------.
( ID 237 -- CHANGE THE WORLD ) ( ID 238 -- REGENERATE )
'----------------------------' '----------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Special TYPE -- Special
RARITY -- RARITY --
.----------------. .----------------.
( ID 239 -- JUMP ) ( ID 240 -- DASH )
'----------------' '----------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Special TYPE -- Special
RARITY -- RARITY --
/==============\ (B104)
================================( FAITH SCHOOL )==============================
\==============/
.------------------------. .------------------------.
( ID 241 -- DHAMPIR CLAW ) ( ID 242 -- DHAMPIR FANG )
'------------------------' '------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.----------------------------. .--------------------------.
( ID 243 -- SONG OF SUCCUBUS ) ( ID 244 -- SUCCUBUS TEMPT )
'----------------------------' '--------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.--------------------------. .---------------------------.
( ID 245 -- MURAMASA BLADE ) ( ID 246 -- LINGERING FLAME )
'--------------------------' '---------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.--------------------------. .-------------------------.
( ID 247 -- SCREAM OF EVIL ) ( ID 248 -- GREEDY SPIRIT )
'--------------------------' '-------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.----------------------------. .-------------------------.
( ID 249 -- AGONIES OF DEATH ) ( ID 250 -- SEAL OF DEATH )
'----------------------------' '-------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.------------------------. .-------------------------.
( ID 251 -- DEMON'S FIRE ) ( ID 252 -- REINCARNATION )
'------------------------' '-------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-----------------------. .-----------------------.
( ID 253 -- HELL'S FIRE ) ( ID 254 -- VAMPIRE BAT )
'-----------------------' '-----------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.--------------------------. .---------------------------.
( ID 255 -- SWARM OF MOTHS ) ( ID 256 -- FIRE OF GEHENNA )
'--------------------------' '---------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.---------------------------. .----------------------.
( ID 257 -- JUDGE OF ANUBIS ) ( ID 258 -- VENOM FANG )
'---------------------------' '----------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.--------------------. .------------------------.
( ID 259 -- CRAWLERS ) ( ID 260 -- SPORE SCHISM )
'--------------------' '------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-------------------------. .----------------------------.
( ID 261 -- THOR'S HAMMER ) ( ID 262 -- ARROW OF ARTEMIS )
'-------------------------' '----------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.-------------------------. .--------------------------.
( ID 263 -- DEMON'S VENOM ) ( ID 264 -- SIGN OF SAINTS )
'-------------------------' '--------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.---------------------------. .--------------------------.
( ID 265 -- LUCIFER'S ARROW ) ( ID 266 -- BINDING NEEDLE )
'---------------------------' '--------------------------'
COST -- COST --
STR -- STR --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Attack
RARITY -- RARITY --
.--------------------------. .--------------------------.
( ID 267 -- CELESTIAL SHIP ) ( ID 268 -- SHIELD OF RUIN )
'--------------------------' '--------------------------'
COST -- COST --
STR -- DEF --
USE -- USE --
RANGE -- RANGE --
TYPE -- Attack TYPE -- Defense
RARITY -- RARITY --
.---------------------------. .--------------------------.
( ID 269 -- SHIELD OF AEGIS ) ( ID 270 -- GUARDIAN ANGEL )
'---------------------------' '--------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.--------------------------. .-----------------------.
( ID 271 -- PROTECT CIRCLE ) ( ID 272 -- DEVIL'S ARM )
'--------------------------' '-----------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.------------------------. .----------------------.
( ID 273 -- ANGEL'S WING ) ( ID 274 -- FLASH HOLE )
'------------------------' '----------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Defense
RARITY -- RARITY --
.---------------------. .-------------------------.
( ID 275 -- DARK HOLE ) ( ID 276 -- BLOODY RITUAL )
'---------------------' '-------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Defense TYPE -- Erase
RARITY -- RARITY --
.------------------------. .------------------------.
( ID 277 -- HUNGRY DEMON ) ( ID 278 -- THIEVING IMP )
'------------------------' '------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.----------------------------. .---------------------------.
( ID 279 -- DIABOLICAL TRICK ) ( ID 280 -- VICIOUS BALANCE )
'----------------------------' '---------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.----------------------. .--------------------.
( ID 281 -- FAIRY RING ) ( ID 282 -- JUDGMENT )
'----------------------' '--------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.--------------------. .--------------------------.
( ID 283 -- CALAMITY ) ( ID 284 -- VIOLENT CHARGE )
'--------------------' '--------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Erase
RARITY -- RARITY --
.-----------------------. .-----------------------.
( ID 285 -- ANGEL TEARS ) ( ID 286 -- LUNAR FORCE )
'-----------------------' '-----------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Erase TYPE -- Environment
RARITY -- RARITY --
.------------------------. .----------------------------.
( ID 287 -- NECRONOMICON ) ( ID 288 -- ATHENA'S COMMAND )
'------------------------' '----------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Environment TYPE -- Environment
RARITY -- RARITY --
.---------------------------. .-----------------.
( ID 289 -- SPIRITUAL WORLD ) ( ID 290 -- TRACE )
'---------------------------' '-----------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Environment TYPE -- Status
RARITY -- RARITY --
.------------------------. .------------------------.
( ID 291 -- DOPPELGANGER ) ( ID 292 -- DEMON'S WING )
'------------------------' '------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Status TYPE -- Status
RARITY -- RARITY --
.--------------------------. .------------------.
( ID 293 -- ANGEL'S BREATH ) ( ID 294 -- FUSION )
'--------------------------' '------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Special TYPE -- Special
RARITY -- RARITY --
.-------------------------. .-------------------.
( ID 295 -- ANNOYING GIFT ) ( ID 296 -- ARMAROS )
'-------------------------' '-------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Special TYPE -- Special
RARITY -- RARITY --
.-------------------. .---------------------------.
( ID 297 -- REBIRTH ) ( ID 298 -- INVULNERABILITY )
'-------------------' '---------------------------'
COST -- COST --
USE -- USE --
RANGE -- RANGE --
TYPE -- Special TYPE -- Special
RARITY -- RARITY --
NOTES -- Restores 10 Health; NOTES -- Immune to damage while immobile
Penalty: Reduces level to 0
.------------------. .---------------------------.
( ID 299 -- AMULET ) ( ID 300 -- MEPHISTO'S PACT )
'------------------' '---------------------------'
COST -- 1 COST --
USE -- Once USE --
RANGE -- Self RANGE --
TYPE -- Special TYPE -- Special
RARITY -- ** RARITY --
NOTES -- Automatically reverses NOTES -- Immediately captures unconsumed
effects of last Erase skill skill from arsenal; Penalty: 3
that hit you Health
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| VI. ARSENALS (C100) |===========
ŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Starting with Chapter 3, you'll no longer have to rely on prechosen skills and
you will get the opportunity to build an Arsenal of skills, which is pretty much
a deck of skills. An Arsenal can only hold up to a total of 30 skills, but there
is something that you must keep in mind when building them. Whenever you begin
a battle from Chapter 3 and onward, you'll always start with 0 Aura meaning the
only skills you can use are those that don't cost any Aura. That's where Aura
Particles come into play in an Arsenal. These particles act like any other
skill, but their sole purpose is to raise your level in a battle. They do not
belong to any school, so you have no worries about any restrictions when putting
these into your Arsenal (more on restrictions in a bit). Very few skills require
no Aura, so you should always keep about 10-12 (more or less depending on how
proficient you become in the game) in your Arsenal at all times to avoid being
stuck in a battle without being able to use skills.
Of course, you can't go all out when placing skills into your Arsenals, as they
have restrictions. The first Arsenal you'll get has a 2-School restriction to
it, meaning you can only put skills from two schools into it. This is the normal
type of Arsenal, as there are those later in the game that allow 3 Schools and
those that can only hold 1 School. 3-School Arsenals regenerate Aura slower than
usual, while 1-School Arsenals quicken your Aura recovery. Note that only
putting 1 School into a 2 or 3-School Arsenal does not change the properties of
it; the Aura recovery rate stays the same no matter how many Schools you put
into them.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| VII. CHARACTERS (D100) |===========
ŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
This section will give detailed descriptions on the characters in the game,
including the NPCs that would seem a bit unimportant. I will update this section
with more than just the descriptions given to some of the characters in the
manual.
.------------------------------------WARNING-----------------------------------.
| |
| THIS SECTION WILL GIVE AWAY VERY MAJOR SPOILERS FROM THE GAME, SO READ AHEAD |
| AT YOUR OWN RISK. IT'S NOT MY FAULT IF YOU DON'T HEED THIS WARNING. DO NOT |
| E-MAIL ME WITH RANTS AND ANGER IF YOU SPOIL THE STORY FOR YOURSELF. NOTE |
| THAT MOST OF WHAT I TYPE HERE IS SPECULATION, SO YOU'RE FREE TO E-MAIL ME |
| THEORIES AND THE LIKE ON SOME OF THE THINGS. |
| |
'------------------------------------WARNING-----------------------------------'
.-----------------.
( THE PROTAGONIST )
'-----------------'
The protagonist was found sleeping in one of two escape pods discovered in a
crater. Recognizing his potential as an Esper, the Visions made him one of
their adventurers. He has no memory and, thus, little is known about his true
nature.
The Protagonist is one of the first two successful creations made by Edgar, as
he was Edgar's best friend and one of the few people that Edgar could really
trust. He was a suspect in the disappearance of Leader, Spokesman, [] and [name]
when they learned of the truth and simply dissolved.
.-------.
( EDGAR )
'-------'
Edgar, like the protagonist, was found in one of the escape pods. His name was
etched into the locket that was found with him. Edgar is searching for the
woman whose picture is inside the locket. He is somewhat of a pessimist and
rather sarcastic. He is kind to those close to him but cold-blooded toward those
who get on his bad side.
The Edgar we see throughout the game is not the real one. Right before the real
Edgar died, he created a copy of himself so that the copy could oversee
everything that was created. This Edgar wasn't all too happy to find out that he
wasn't real, so he sought out to destroy the whole thing, but it seems he was
stopped by the Protagonist.
We see in one of the cutscenes that Edgar wanted to erase it all because every
single person had a part of his memory; it was a part that was special to him
and he didn't want anyone else to have it. This is when we see the Protagonist
and Edgar go after each other, which results in them both being knocked out.
One theory is that Freia took the bodies and put them in the pods that you see
them come out of at the beginning of the game.
.-------.
( FREIA )
'-------'
Freia is the woman whose picture was inside the locket found with Edgar.
Speculation is that she had a close relationship with Edgar, but the actual
facts are shrouded in mystery.
Freia, indeed, was Edgar's love before he went to space and was Edgar's first
successful creation when he returned. She doesn't seem to want you to know the
whole truth behind everything and puts her life on the line to protect that
secret.
.---------.
( MEISTER )
'---------'
A lead officer and instructor of the Visions, Meister is well respected by
subordinates due to his extensive battle experience and empathy for others.
.-----------.
( SPOKESMAN )
'-----------'
An officer of the Visions, Spokesman is always at Leader's side, as he is the
sole human who can communicate with Leader and verbalize Leader's thoughts to
others. It is not known, however, if he's actually relaying the truth.
Once the major plot twist of Chapter 4/5 is revealed, Leader, Spokesman, [] and
[name] learn that their whole existence was a fabrication made by Edgar by using
the Phantom Dust and simply dissolved into thin air.
.--------.
( LEADER )
'--------'
Leader is in charge of the Visions who control the area. He barely moves on the
podium. No one can hear his actual voice, but his statements are verbalized by
Spokesman, who always stands by his side.
Once the major plot twist of Chapter 4/5 is revealed, Leader, Spokesman, [] and
[name] learn that their whole existence was a fabrication made by Edgar by using
the Phantom Dust and simply dissolved into thin air.
.------------.
( UBIQUITOUS )
'------------'
An officer of the Visions and in charge of the Lab, Ubiquitous is a very adept
researcher who is constantly studying skills. Ubiquitous is a very unique person
whose sentences are usually broken up and he always believes in you, no matter
what.
.-----------.
( TSUBUTAKI )
'-----------'
Tsubutaki is one of the adventurers. Not much is known about her since she lost
her memory. Yet she is completely overcome with guilt about some crime she
committed in the past, even though she can't remember what it is.
It seems Tsubutaki is related to the Gyne Sisters that you fight a few times
throughout the game. It is still unclear how they are related to each other, but
it seems that Tsubutaki is definitely the most unique out of all four. It is
clear that all four are torturing themselves over something that did happen in
the past, but that's also unclear.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| VIII. MEMORY BOX (E100) |===========
ŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
This section will list all of the Memory Boxes' contents from the game. A
majority of the memory boxes contain tips and information on the gameplay of
Phantom Dust. That's not all that is listed though, as enemy information can be
found, as well as stuff on the history of the world you're in.
.------------------------.
( 1 AXIOM: COMBAT BASICS )
'------------------------'
The most critical aspect of battle is understanding the situation at hand. Those
who can decisively evaluate both their immediate situation and that of the enemy
have the best chance at winning. When skills are involved in battle, it's
important to know how to land attacks on one's enemy. On the other hand, knowing
how to avoid attacks is also crucial. Many factors require consideration, such
as skill properties, the timing of using the skill, and the location of where
the skill is used.
.---------------.
( 2 AXIOM: LOCK )
'---------------'
The most important aspect of attack is hitting the target. Most skills require
you to lock onto a target to land the attack successfully. Choosing not to lock
onto an enemy is the same as choosing death. It is difficult to smoothly switch
to lock-on when there are multiple enemies. Mastering this is the first hurdle
an Esper must clear.
.----------------------------.
( 3 AXIOM: SKILL INFORMATION )
'----------------------------'
The contents of the capsules that spawn in battle can be viewed by touching
them. Also, if you want to display information about the capsules you already
have, press the D-pad in the direction of the button where the skill has been
captured. On the upper-right of the screen, the capsules that have spawned are
displayed. Each skill type will be displayed in its own color. Initially, it'll
seem like a lot of information. Eventually, however, the skill properties will
become second nature to you.
.-----------------------------.
( 4 AXIOM: PLAYER INFORMATION )
'-----------------------------'
On the upper-left of the screen, you can see your Health. Also displayed is the
information on others in battle with you. The target onto which you are locked
appears brighter. This will also allow you to determine who is the enemy and who
is your partner. On the lower-left of the screen, you can see how much and what
kind of damage you've received, which is useful as a reference for future
attacks.
.---------------------.
( 5 AXIOM: TIME LIMIT )
'---------------------'
The standard allotted time for a battle is 15 minutes. As the time counts down,
it will be displayed on the lower-right of the screen. When it reaches 0:00,
the maximum time allowed on the surface has been reached and the battle must
end. In the case if an actual mission, not completing it before time expires
results in a failed mission. During a deadlocked battle, in some cases the
amount of time remaining will accelerate.
.------------------.
( 6 AXIOM: OPTIONS )
'------------------'
There are many different ways to change you settings in the Options menu. You
can set how enemy information is displayed. The best setting is FULL, which is
the default. You can set how to lock onto targets or the order to switch
targets. Find what works best for you in battle, and get accustomed to it. Once
you get used to locking on and switching lock-on, try setting Lock On to Partner
to ON. You can also set your camera and its magnification.
.------------------.
( 7 COMBAT: SKILLS )
'------------------'
Skills are the physical culmination of the thoughts of the Espers. There's
confirmation of many different varieties of skills, grouped into types and
schools. Skills require Cost (a specific amount of Aura) to use and have
restrictions on the number of times they can be used. Some skills can be used
multiple times, as long as the Esper has enough Aura. Other skills can only be
used once, regardless of the amount of Aura the Esper has, and will vanish after
use. The specifics of these parameters can be learned by viewing each skill's
information.
.-----------------------.
( 8 COMBAT: SKILL COLOR )
'-----------------------'
During battle, the capsules that spawn can be divided into two large groups:
those that contain memories of skills (Skill Capsules) and those that raise your
Level so you can use your skills (Aura Capsules). Capsules belonging to others
are covered with black particles and basically cannot be captured. The skills
that can be captured and their capsule colors are as follows: Aura (White),
Attack (Red), Defense (Blue), Erase (Purple), Status (Green), Environmental
(Aqua), and Special (Yellow).
.------------------------------.
( 9 COMBAT: ATTACK AND DEFENSE )
'------------------------------'
In battle, the relationship between Attack and Defense skills is as follows:
STR > DEF: Attack has no effect. Defense skill is destroyed.
STR = DEF: Attack has no effect.
STR < DEF: Attack has no effect.
When STR > DEF, regardless of the difference, the effects are the same--that is,
in most cases.
.------------------------.
( 10 SKILL: SKILL TARGET )
'------------------------'
The effective ranges for each skill can be categorized into short, medium, and
long. Skills where the target is yourself are noted Self. Those where the target
is the capsule are noted Capsule. The unusual skills that detonate or explode
around you are noted Mine. Those that target everyone are noted All. For these
latter skills, "all" includes the Esper who launches the skill. For skills that
don't contain any of the preceding descriptions, their attacks are not
defendable and cannot be dodged.
.------------------------.
( 11 COMBAT: SKILL TYPES )
'------------------------'
Skills are divided by effect into skill types. Currently confirmed, there are
only five different types: Attack, Defense, Erase, Status, and Special. Aura
Particles do not fit within any of these types and are considered to be a unique
and separate skill type.
.------------------------.
( 12 SKILL TYPES: ATTACK )
'------------------------'
Attack skills cause damage to the target. The basic goal of battle is to use
Attack skills and reduce your opponent's Health to 0. Note, however, that all
Attack skills have counter Defense skills. Attack skills can be identified by
their red-colored capsules.
.------------------------.
( 13 SKILL TYPE: DEFENSE )
'------------------------'
To minimize damage, one must use Defense skills to repel enemy attacks. All
Attack skills have a Defense skill that counters them. Based on its core effect,
Defense skills can be grouped into types and are effective against an
Attack-type skill. Defense skills can be identified by their blue-colored
capsules.
.----------------------.
( 14 SKILL TYPE: ERASE )
'----------------------'
Erase skills, as implied by the name, take away one or more of an opponent's
skills, making them helpless. Skills are not the only things that can be erased.
The opponent's Level or Status can also be erased. In a battle when an opponent
is at an advantage, it is difficult to change the situation, but using Erase
skills can drastically alter the situation. Erase skills can be identified by
their purple-colored capsules.
.-----------------------.
( 15 SKILL TYPE: STATUS )
'-----------------------'
Status skills are used to increase, decrease, or change the standard status of
Espers. The four basic qualities that can be changed are strength of attack,
speed of movement, homing, and aura recovery speed. When these change, an icon
will be displayed next to your Health bar. Some skills will prevent the opponent
from restricting or locking onto you. Status skills can be identified by their
green-colored capsules.
.------------------------.
( 16 SKILL TYPE: SPECIAL )
'------------------------'
Special skills are grouped together as skills that have unique effects that do
not fit into the other skillt ypes. Special skills can affect movement, restore
status, affect button presses, or capture. Your battle strategies will greatly
expand once Special skills are mastered. Special skills are identified as
yellow-colored capsules.
.------------------------------.
( 17 SKILL TYPE: ENVIRONMENTAL )
'------------------------------'
Environmental skills appear in aqua-colored capsules. Their effects are very
different from those of the standard Attack and Defense skills. After using an
Environmental skill, an environmental crystal appears at one's feet; it looks
similar to a capsule. Only one crystal at a time is effective on the
battlefield; therefore, when an environmental crystal is on the ground, if you
try to use another Environmental skill its effects will not take place.
.--------------------------.
( 18 COMBAT: SKILL SCHOOLS )
'--------------------------'
We've confirmed a massive number of different skills, each with different
varieties of effects. These skills have been divided into schools, based on the
core base power components of the skill. There are a total of five schools:
Psycho, Optical, Nature, Ki, and Faith. Aura Particles are a unique skill that
do not belong to a specific school.
.---------------------------------.
( 19 COMBAT: SKILL SCHOOL-OPTICAL )
'---------------------------------'
Optical uses light as its base power. It has many mid- to long-range Attack
skills with fast shells. Optical Defense skills have low levels of protection,
but they are easy to use and inexpensive. A unique characteristic of this school
is its ability to control Level. It is geared toward Espers who appreciate well
thought out battles. The Optical school has no effective close-range attacks;
therefore, locations that are cluttered and not well suited for mid- to
long-range attacks will most likely place Optical skills at a disadvantage.
Those who possess a majority of Optical skills have a yellow aura around them.
.--------------------------------.
( 20 COMBAT: SKILL SCHOOL-PSYCHO )
'--------------------------------'
Psycho uses the force to move objects as its base power. The majority of Psycho
skills have effective close- to mid-range attacks. Their power of attack is high
and is optimal for aggressive battles. Another characteristic of this school is
the bountiful number of movement control skills. There are a few technical
skills in this school, such as Erase or Status skills; therefore, one would be
at a disadvantage if engaged in battle against an opponent who has there types
of skills. Those who possess a majority of Psycho skills have a red aura around
them.
.----------------------------.
( 21 COMBAT: SKILL SCHOOL-KI )
'----------------------------'
Kiu uses your psychological stamina as its base power. It's filled with skills
best suited for close-range battle and skills that knock down opponents. In
most cases, powerful Attack skills can't be used repeatedly. It will be a long
battle when facing an opponent prepared with Defense skills. Also with this
school you can use your will against others; You can erase their skills and
interfere with strategies. Those who possess a majority of Ki skills have a blue
aura around them.
.--------------------------------.
( 22 COMBAT: SKILL SCHOOL-NATURE )
'--------------------------------'
Nature uses the natural surrounding environment as its base power. With close-
to long-range attacks and abundant Defense skills, there is no downside to this
school. And with the many variations of Attack skills, there's an infinite
selection to choose from. If a weakness must be noted in this school, it would
be the high cost associated with using Nature skills compared to those of other
schools. Few skills interfere with others, but some skills change the status of
everyone, including the Esper who uses it. In addition, few skills of the Nature
school would take another by surprise.
.-------------------------------.
( 23 COMBAT: SKILL SCHOOL-FAITH )
'-------------------------------'
Faith uses your will as its base power. The many powerful skills in this school
have a high Cost or take away Health when used. Shell speed is slow, but homing
on these is quite accurate. Many Faith skills can reverse a battle situation,
but they are typically difficult to use. Those who possess a majority of Faith
skills have a purple aura around them.
.--------------------.
( 24 COMBAT: CAPSULE )
'--------------------'
A capsule contains a skill that must be captured to a button of your choice in
order to use it. The skill type can be identified by looking at the color of the
capsule. Each skill type has a distinctive capsule color. Skills can only be
captured and identified by the person who owns them. Others, however, can
visually see whether the capsule does or does not contain Aura.
.--------------------------.
( 25 COMBAT: CAPSULE SPAWN )
'--------------------------'
Once a capsule is captured, it takes some time for the next one to spawn.
Understanding this timing will allow you to determine the best timing for your
next defensive or offensive move. Some say the core of battle lies on how you
capture. Mastering the timing of the capture will greatly benefit you in battle.
.--------------------.
( 26 COMBAT: CAPTURE )
'--------------------'
For an Esper to use a skill, he or she needs to touch a dust medium called a
capsule. This will recall the skill and allow you to use it. This is called
capture. The basic way to capture a skill is to touch a capsule and press to
which you want it assigned, but special circumstances may allow for other
methods.
.-----------------.
( 27 COMBAT: AURA )
'-----------------'
To use skills, you need to have a certain amount of Aura. When preparing to
attack an enemy, keep in mind the Cost associated with the skill to be used and
allocate accordingly. For example, when using a Defense skill to block an Attack
skill, you still need enough Aura to counterattack afterwards to win. Although
your Aura recovers over time, it is, of course, never a reasonable tactic to be
without any Aura during battle.
.--------------------------.
( 28 COMBAT: AURA RECOVERY )
'--------------------------'
When a skill is used, it consumes Aura, which then gradually regenerates to its
maximum Level. While it's regenerating, if another skill is used, or a special
movement such as Dash is used, then the regeneration stops. Also, some skills
cause Aura to regenerate more quickly or immediately, whereas others stop Aura
regeneration entirely. Successful use of these skills will be achieved as you
become accustomed to using them.
.------------------.
( 29 COMBAT: LEVEL )
'------------------'
The Aura that exists on the surface naturally surrounds the Esper, but the only
way to store Aura is if the Esper increases Level, which allows the Aura to
collect. To increase Level, the Esper must use a special skill called Aura
Particles. However, Level will drop back to the initial setting upon returning
to the underground.
.--------------------.
( 30 COMBAT: ARSENAL )
'--------------------'
Skills taken into battle can be chosen by altering the arsenal prior to battle.
The order in which skills spawn are random; therefore, it is difficult to judge
which skills come when, but depending on how your arsenal is altered it can be
skewed for the best performance. If a battle does not proceed as planned, in
most cases there is something wrong with the arsenal. Incremental changes to the
arsenal are necessary to maximize the performance from the arsenal.
.--------------------------.
( 31 COMBAT: ARSENAL RATIO )
'--------------------------'
A maximum of 30 skills can be incorporated into your arsenal, but to raise your
Level you need to include Aura Particles to use the skills. To consistently
raise your Level, you need to have a lot of Aura Particles in your arsenal, but
placing too many of them will take away the ability to place skills into your
arsenal. Balancing Aura Particles and skills is a strategic and delicate
act--the most difficult task in ensuring success.
.-------------------------------.
( 32 COMBAT: SCHOOL RESTRICTION )
'-------------------------------'
The majority of arsenals can hold a maximum of two different schools. Although
rare, there has been some success with arsenals that can hold three different
schools, but a side effect is that Aura recovers more slowly than with a
two-school arsenal. Unconfirmed information has referred to the existence of
arsenals restricted to a single school with even faster Aura recovery speed.
.-----------------------------.
( 33 COMBAT: ACQUIRING SKILLS )
'-----------------------------'
A skill can be obtained after clearing a mission. To increase your number of
skills, it is best to purchase them at the shop. Buying Junk is recommended to
maximize the number of skills in your possession. The content of Junk is unknown
until after purchase when it is opened. In some cases, this is a cheap way to
obtain rare skills. Skills that are no longer needed can be sold at the shop,
but not for a lot of credits. This is why most Espers trade them among each
other.
.-------------------------------.
( 34 COMBAT: CLOSE-RANGE BATTLE )
'-------------------------------'
Using Defensive skills is effective to avoid or take on close-range attacks.
Simply dodging close-range attacks is also effective, but this takes some
practice. From the time the attack is launched, the target can move to avoid the
attack, but the attacker can also move to ensure that he or she can continue to
trail the target. For close-range battles, you can fight the enemy head-on, but
if this proves fruitless there is no need to stay positioned in the comfort
range of your opponent. If you don't have a skill with which to counter a
close-range attack, run. Running away is a legitimate battle tactic and often
essential.
.-----------------------------.
( 35 COMBAT: MID-RANGE BATTLE )
'-----------------------------'
Mid-range battles provide the best scenarios for accurately targeting the enemy,
effectively using defenses, and successfully dodging attacks. Although it
depends on the strength of the attack, most can be avoided if you have a
sufficient Defense skill. By mastering how to use the different mid-range attack
skills, you can greatly expand your battle strategies. On the other hand, the
enemy will also use many different attacks, and one must be prepared for them.
.------------------------------.
( 36 COMBAT: LONG-RANGE BATTLE )
'------------------------------'
Long-range skills obviously take longer to reach their target; therefore, they
are easier for the enemy to avoid. Also, the trajectory of these skills becomes
more difficult to control when the target is at a mid-range or less distance.
For there reasons, it is difficult to successfully use long-range skills in an
area where it is difficult to put distance between you and your opponent or in a
location with a lot of debris. Long-range skills, however, usually have great
homing abilities. If the opponent doesn't have any countermeasures for
long-range skills, the enemy can be continually damaged.
.-----------------------.
( 37 COMBAT: AIR BATTLE )
'-----------------------'
Some skills can be launched in mid-air. By using other special movement skills
you can attack them from overhead. We have no information, however, about
Defense skills that can be used in the air. In other words, you are defenseless
while in the air. In addition, not only will you incur the damage from the
attack, the drop from the air will add additional damage and might knock you
down. When engaging in air battle, remember that you become a prime target for
those on the surface.
.-----------------------------.
( 38 COMBAT: COOPERATIVE PLAY )
'-----------------------------'
In cooperative play, it is imperative that partners are aware of the condition
of one another. The simplest way to do this is to lock onto your partner. But
during battle make sure you don't target your partner, to decrease the
likelihood of accidentally hitting your partner as you attack the enemy. In
addition, remember that while the enemy is down it is an optimum time to create
strategies with your partner to continue with an effective attack.
.-----------------.
( 39 COMBAT: DOWN )
'-----------------'
An Esper can be knocked down after receiving damage from a powerful attack or
when attacked in mid-air. After being knocked down, in most cases for the few
seconds it takes to get up the Esper cannot be the target of Attack skills.
During these seconds, the Esper must decide whether you counterattack or to flee
the area. Similarly, when an Esper leaves a designated area, he or she may fall
"out" of the area and respawn at the starting point. In such a case, a damage of
3 is incurred, but the Esper will not be the target of attacks while respawning.
.-------------------.
( 40 COMBAT: RESCUE )
'-------------------'
When you run out of Health, you lose all power and fall; however, there are
times when it's possible for your partner to revive you. To resuscitate a fallen
comrade, approach and capture him or her just as you would a capsule. The
partner now has qualities similar to an Aura Capsule; press the button and this
will resuscitate your partner.
.--------------------------.
( 41 COMBAT: RESUSCITATION )
'--------------------------'
Resuscitation is not limitless. Once resuscitated, Health is only recovered up
to half of what you originally had; for example, the second time an Esper is
resuscitated, his or her Health is half of half of what they started with--the
Esper will only have one-quarter of the Health he or she originally had. If this
process is repeated over and over, a time will arise when they can no longer be
resuscitated. Also, it a partner is not careful, he or she might miss an
opportunity to resuscitate the other. In battle, partners need to be aware of
each other's Health.
.--------------------------.
( 42 COMBAT: USING TERRAIN )
'--------------------------'
When on the surface, it is imperative that an Esper become familiar with the
terrain and use it strategically in battle. The terrain can protect you from
enemy attacks and provide an opportunity for sneak attacks. You can use the
terrain to your complete advantage by dodging among structures and maneuvering
around obstacles, all while locked onto your enemy.
.-----------------------.
( 43 COMBAT: STRUCTURES )
'-----------------------'
It is possible to incur damage if you are unfortunately hit by a piece of rubble
from a crumbling building. Such accidents cannot be avoided with Defense skills.
Other types of skills, however, can be used to destroy terrain to inflict damage
onto your enemy.
.----------------------------------.
( 44 COMBAT: RUNNING OUT OF SKILLS )
'----------------------------------'
In battle, when you have run out of skills and no more capsules are spawning,
you are unable to recall more skills and your life is affected, decreasing your
Health. It is only a matter of time before your Health reaches 0. Even if you
don't lose any Health, when you are left with no skills there is nothing you can
do. It's as if you have already lost. On the other hand, you can turn this dire
situation into an effective strategy to overthrow your opponent. Once you get
used to it, create an arsenal geared toward this strategy.
.----------------------.
( 45 COMBAT: POWERLESS )
'----------------------'
There are many ways to make your opponent powerless. One way is to erase
opportunities for your opponent to use Attack skills. To do this, erase all of
the opponent's capsules and make him or her run out of skills. Alternatively,
lower the opponent's Level to 0 to prevent further participation in battle. You
can also reduce their attacks so you do not incur significant damage. Another
option is to freeze the opponent's button presses.
.--------------------------------.
( 46 COMBAT: SPECIAL ENVIRONMENT )
'--------------------------------'
Environmental effects will affect players regardless of their location. During a
special Environmental effect, an Esper cannot change the effect with use of a
skill. When going into a situation, one should bring an arsenal suited for such
a condition. Prior to battle, one can try to create an arsenal to counter the
Environmental effect, but this is not recommended.
.----------------------------------.
( 47 COMBAT: ENVIRONMENTAL EFFECTS )
'----------------------------------'
Environmental crystals have various effects on the battlefield for a certain
duration of time. Its characteristics are to change the core concepts of battle,
such as changing the rate of recovery or preventing the use of some skill types.
Although the effects of Environmental skills are amazing, by using an Erase
skill to eliminate environmental crystals or by capturing environmental crystals
the effects can be stopped.
.---------------------------------.
( 48 COMBAT: ENVIRONMENTAL SKILLS )
'---------------------------------'
For those Espers who have been placed at a disadvantage after an Environmental
skill takes effect, they will most likely become focuses on getting rid of the
environmental crystal. By setting a distorted movement environmental crystal in
an inconspicuous location, your opponents will try desperately to find it.
Another strategy is to deal a double Penalty on the opponent by placing the
environmental crystal in a very visible location, but then also setting a trap
around it.
.--------------------------.
( 49 SKILL: AURA PARTICLES )
'--------------------------'
The most important skill--Aura Particle--is captured from the Aura Particle
capsule, which raises your Level. An Aura Particle is a very special skill;
therefore, one needs to use caution because at times it is not included in the
skills. For example, in most cases only three of the same skills can be included
in an arsenal, but Aura Particles are different because they can fill up the
arsenal if necessary. Also, unlike other skills, Aura Particles do not fit into
any of the schools, and no other skills are similar to them.
.-------------------------------.
( 50 SKILL: CLOSE-RANGE ATTACKS )
'-------------------------------'
Skills with short as their range are close-proximity skills. Psycho Knife (of
the Psycho school) is such an example. When using these types of skills, your
attack will home in on your opponent. Regardless of the target, these skills are
effective against anything that is within range. That is why it is essential to
make sure your partner is not within range when using these skills.
.--------------------------.
( 51 SKILL: EXPLOSION TYPE )
'--------------------------'
Explosion-type skills, such as Photon Wave and Photon Burst (both of the Optical
school), explode in a sphere centered around the attacker, causing any enemies
within this sphere (aside from the attacker) to incur damage. This type of skill
is most effective when you are surrounded by many enemies in close proximity,
but it cannot be used defensively during close-proximity attacks.
.---------------------------.
( 52 SKILL: DETONATION TYPE )
'---------------------------'
A Detonation-type skill of attack is different from the other Attack skills.
Sensor Bomb (of the Psycho school) is an example of a Detonation type. Because
these skills require being "set." they aren't immediately launched. The affected
area, although very difficult to see, is indeed visible. One good strategy is to
set these Detonation types near a target's spawn location. Erasing these skills
before they are set off will erase the skill that was set. Also, attacking the
area where the skill was set will also destroy the effects of that set skill.
.----------------------.
( 53 SKILL: SHELL TYPE )
'----------------------'
Shell-type skills are the most basic of Attack skills. They are medium- or
long-range attacks and do not have a special icon notation that identifies them.
Bullet of Fire (of the Nature school) represents a basic Shell-type skill that
has a straight trajectory and is easy to follow. Although it is easy to hit a
target with a Shell-type skill due to its straight trajectory, it is also easy
to avoid because opponents can usually determine where it will land and either
dodge it or use a Defense skill against it.
.--------------------.
( 54 SKILL: ARC TYPE )
'--------------------'
An example of an Arc-type skill is the Laser (of the Optical school), which has
an arclike trajectory. Because the attack doesn't have a straight trajectory and
bends, it can be used in place of Shell attacks in situations where the target
is not in a straight line with you. Because the trajectory is arclike, it allows
you to hide while still inflicting damage on the target. Due to its odd
trajectory, however, it's difficult to master and, if you don't know the
trajectory to your opponent, it is most difficult to hit your opponent if there
are obstacles between you and your target.
.-------------------------.
( 55 SKILL: PARABOLA TYPE )
'-------------------------'
Within the Ki school, there are many skills of the Parabola type. The trajectory
of these skills follows a parabola, and their attacks are especially effective
when a wall or height differential exists between the attacker and the target.
They may appear to lack in homing capability, but most are quite effective.
Also, considering this quality, it can become a powerful skill.
.---------------------.
( 56 SKILL: FALL TYPE )
'---------------------'
Fall-type skills, such as Meteor (of the Nature school), drop from overhead onto
the target. During battle, these skills are most effective when the target is at
a higher elevation and is not within sight.
.----------------------.
( 57 SKILL: CRAWL TYPE )
'----------------------'
When launched, Crawl-type skills, such as Root of Tree (of the Nature school),
cause the shell to crawl on the ground to its target. If an object is in its
path or if no ground is beneath it, this skill type becomes ineffective--for
example, if the case of the target being in the air. One benefit of this skill
is that it is difficult to see the shell crawl along the ground, making it
difficult for the target to detect its presence.
.----------------------------.
( 58 SKILL: ATTACKS--OBJECTS )
'----------------------------'
Skills that have the notation Object, such as Power or Psycho Kinesis (of the
Psycho school) have the same trajectory as Shell types, but they use surrounding
objects as shells. This makes it difficult for an opponent to predict from which
direction objects will be flying. The amount of damage inflicted depends on the
object, but the amount of damage outweighs the Cost to use the skill. Evaluating
the battle situation prior to using these skills is critical, because not having
objects around will make this skill useless.
.---------------------.
( 59 SKILL: MOVE TYPE )
'---------------------'
Tornado-type skills of attack (found only in the Nature school) have a very
powerful knock-down effect. They have the same effect as the Crawl types; moving
along the ground to the target unless there are objects in their way or there is
no ground on their path to the target. Tornado types are not severe attacks, but
when they reach the target, it is blown off the ground and then slammed back
down, resulting in significant damage. To protect against Tornado types, dodge
them, or use a Shelter-type skill.
.---------------------.
( 60 SKILL: HOLE TYPE )
'---------------------'
When launched, Hole-type skills, such as Tremor (of the Nature school), show the
area they will affect and then appear suddenly at the target's feet, either
causing damage or affecting the target in the described way. The effects of Hole
types are strong but easy to avoid. Once their timing is mastered, one should
use these types in combination with other skills, or use them consecutively, to
make a significant impact on the opponent.
.---------------------.
( 61 SKILL: RAIN TYPE )
'---------------------'
Rain-type skills of attack assault the enemy over a duration of time instead of
as a single assault. The area that will be affected by this attack is shown for
an instant, and then the attack commences. If objects are above the target,
these skills typically won't affect the target. Also, these attacks can be
avoided by moving and counterattacking, but the only Defense skill that is
successful against Rain types are Shelter types. Rain types are especially
effective against opponents in a confined space or those ill prepared for such
an attack.
.--------------------------.
( 62 SKILL: ATTACK--COST X )
'--------------------------'
A skill with Cost X means the amount of damage changes depending on how long its
assigned button is pressed. An example of such a skill is Ki Cannon (of the Ki
school). Although these skills can be used for the duration of the battle, it
can take a long time to charge up these attacks. If this drawback can be
compensated in some way by finding other means during this time, such a skill
can be made very effective.
.-------------------------.
( 63 SKILL: ATTACK--STR X )
'-------------------------'
There are many skills with an attack of STR = X. To use these skills
effectively, one must have a deep understanding and plenty of practice in
battle. Some of these skills will change their STR depending on the status of
the opponent. These skills can be used to reverse an advantage created by the
opponent.
.------------------------.
( 64 SKILL: BARRIER TYPE )
'------------------------'
The most basic Defense skills are the Barrier types. The effects of these skills
can be seen in front of the Esper as they intercept attacks. Because they don't
provide full body coverage, however, they are not the most secure of defenses,
leaving the back unprotected if attacked from multiple angles at once. In such
cases, it is essential to determine the directions from which attacks are coming
to use Barrier types most effectively.
.---------------------------.
( 65 SKILL: REFLECTION TYPE )
'---------------------------'
Reflection-type skills of defense (found only in the Optical school) are similar
to the Barrier types. This Defense type has a special quality. Attacks that are
successfully defended will be reflected back to the attacker as long as the
Attack strength is not more powerful than the Defense. These are only
successful, however, against some attacks.
.------------------------.
( 66 SKILL: SHELTER TYPE )
'------------------------'
Shelter-type skills of defense provide 360 degrees of protection against most
attacks. Shelter types are by far the most effective of the Defense skills, but
because their Cost is high these skill types should be used conservatively.
.-----------------------.
( 67 SKILL: ABSORB TYPE )
'-----------------------'
Absorb-type skills of defense are similar to Barrier types, in that protection
lies in front of the Esper; however, they are ineffective against
close-proximity attacks. An additional benefit of Absorb-type skills is that the
amount of damage inflicted on the target is converted to the defending Esper's
Health or Aura or it sometimes destroys the skill used against it.
.----------------------.
( 68 SKILL: BRUSH TYPE )
'----------------------'
Brush-type skills are similar to Barrier types in that they protect against
attacks in front of the Esper. When Brush types are effectively used as defense
against close-proximity attacks, they will for an instant paralyze the opponent.
Another difference is that when they successfully "brush" a Shell-type attack,
anything in the way of the brushed skill will be destroyed.
.-------------------------------.
( 69 SKILL: ORBIT-CHANGING TYPE )
'-------------------------------'
Orbit Changing-type skills of defense protect an Esper by changing the
trajectory of a blocked attack. Orbit-Changing types are most effective against
Shell types and are ineffective against close-proximity attacks and Rain-type
skills. Unlike Barrier types, Orbit-Changing types do not have a DEF rating, but
they are strong and effective against any attack, with the exception of those
noted above.
.--------------------------------.
( 70 SKILL: ORBIT-REVERSING TYPE )
'--------------------------------'
Orbit Reversing-type skills of defense (found only in the Psycho school) are
similar to Orbit-Changing types, with the additional effect of reversing the
attack back to the original attacker.
.------------------------------.
( 71 SKILL: TACTICS FOR PIERCE )
'------------------------------'
Defense skills that prevent the additional damage from Pierce effects have the
notation Anti-Pierce. In most cases an Attack skill with Pierce of STR 8 against
a DEF of 2 will break the Defense skill and add damage of 6, but when a Defense
skill has Anti-Pierce it has effects similar to other Defense skills, where the
Defense skill will be taken but the additional damage will not occur.
.-----------------------------.
( 72 SKILL: SKILL TYPE--ERASE )
'-----------------------------'
The most common effect of Erase-type skills is to erase the skills of the
opponent. Because most Erase types are single-use skills, try to use them when
they cannot be defended against. Note that erasing the opponent's skill does not
lead to victory.
.--------------------------.
( 73 SKILL: ERASE--CAPSULE )
'--------------------------'
Among the Erase skills, those that erase capsules may appear to be useless.
Although erasing the capsule might not affect your opponent, repeating this
process will take away your opponent's skills, making them powerless.
.-----------------------.
( 74 SKILL: ERASE LEVEL )
'-----------------------'
Erasing the opponent's skills is not the only way to siphon your opponent's
power. An effective way other than erasing your opponent's skill is to erase
their Level. By taking away their Level, even if they have attack or defensive
skills, they will not be able to use them. Even after some time they are able to
recover their Level, but until then they have been at a great disadvantage.
.-------------------------.
( 75 SKILL: ERASE--STATUS )
'-------------------------'
There are times when an opponent uses a Status skill that decreases your attack
ability, making it difficult to continue battle. When this occurs, one way to
deal with the situation is to reset the status using an Erase skill. In most
cases, this skill is often forgotten, but it is essential to have to close at
hand.
.--------------------------------.
( 76 SKILL: ERASE--ENVIRONMENTAL )
'--------------------------------'
Environmental crystals can be captured in the same way regular capsules are
captured, but they cannot be captured until 15 seconds have passed since the
Environmental skill was set. During this time, or if the crystal is hidden in an
undisclosed location, the only way to counter this is to use a skill that erases
Environmental skills.
.------------------------------.
( 77 SKILL: STATUS--STRENGTHEN )
'------------------------------'
The most basic of the Status skills are those that raise your basic attributes.
For example, Heat (of the Nature school) increases the damage of your attacks by
1. With multiple uses it can be easily raised to +3. It's possible to raise the
base attack strength for weaker attack skills by using Status skills.
.--------------------------.
( 78 SKILL: STATUS--WEAKEN )
'--------------------------'
Some Status skills reduce basic attributes. It's best to evaluate the
effectiveness of incorporating such skills into battle because the results of
lower basic attributes can have more significant effects than raising them. Such
skills are usually used on opponents, but one strategy is to use them on your
partner, lowering their attributes and then using a Status reverser.
.------------------------------.
( 79 SKILL: STATUS--IMMOBILIZE )
'------------------------------'
Within Status skills, there are unique skills that prevent the target's movement
or sets the lock-on of the target to yourself. These skills are not exciting,
but by combining them with other skills, and depending on how they are used in
battle, the effect can be astounding. Not fully appreciating these skills can
cost you.
.-----------------------------.
( 80 SKILL: SPECIAL--MOVEMENT )
'-----------------------------'
Some Special skills can change your location in an instant. This opportunity
allows you to launch a surprise attack against your opponent. Such special
movement skills not only change your position but can also be used to dodge
attacks.
.----------------------------.
( 81 SKILL: SPECIAL--RESTORE )
'----------------------------'
Within the Special skills, some skills will restore Health or raise Level. This
doesn't directly damage the opponent, but it inflicts psychological damage
because the opponent can't battle as previously planned.
.-----------------------------.
( 82 SKILL: SPECIAL--CONTROLS )
'-----------------------------'
Some Special skills change the opponent's button presses, making it impossible
for your enemy to use his or her controller. Although only effective for a short
period of time, the results are tremendous, because your opponent can't make
split-second decisions or move as desired.
.---------------------------.
( 83 SKILL: SPECIAL CAPTURE )
'---------------------------'
Within the Special skills, there are skills that alter how to capture, such as
changing the ability to capture or changing the location of the spawn location.
At first glance, these skills appear to be of minor importance, but learning to
use them strategically can make a huge difference in a battle's outcome.
Relearn (of the Optical school), for example, is a skill that revives a skill
that has been consumed and returns it to your arsenal. By using this skill in an
arsenal, other skills that can be used a maximum of 3 times can be reused
multiple times due to this effect.
.--------------------------.
( 84 SKILL: SPECIAL--RESET )
'--------------------------'
When preparing for a close-proximity attack, one needs to figure out how to get
close to the opponent. Optical Camo (of the Optical school) makes it impossible
for an opponent to lock onto you, making it difficult to identify your location.
This hesitation provides an excellent opportunity to engage in a surprise
attack.
.-------------------.
( 85 SKILL: PENALTY )
'-------------------'
Self-sacrificing skills with Penalty will diminish your Health or Level
regardless of whether or not the attack hits the target. This is typical of
low-Cost skills. These skills are difficult to use effectively.
.--------------------.
( 86 SKILL: REQUIRES )
'--------------------'
Skills with Requires means that the skill needs to fulfill requirements other
than having enough Aura to use them. These requirements may be amount of Health
or Level or number of capsules. These Requires, combined with understanding when
to use these skills, make them challenging to use.
.-----------------------------.
( 87 SKILL: INERASABLE SKILLS )
'-----------------------------'
Skills that can't be consumed are skills that can't be erased or overwritten.
They are very effective because they eliminate the possibility of having that
skill erased, but sacrificing the ability to capture other skills to that
button can cause a huge disadvantage.
.-------------------------------.
( 88 SKILL: AUTO-CAPTURE SKILLS )
'-------------------------------'
Skills with automatic features are limited to Defense skills, where they
automatically react and take effect based on the opponent's attacks. If there
isn't enough Aura, however, to cover their Cost, such skills will not take
effect. These skills are considered beginner skills because they protect against
unexpected attacks; on the downside, however, if their unintentional use. If
there isn't enough Aura, however, to cover their Cost, such skills will not take
effect and you may become powerless.
.--------------------------.
( 89 SKILL: COST INCREASES )
'--------------------------'
Cost-increasing skills are those skills whose Cost increases by +1 before every
use. It is probably impossible to use such skills for an infinite amount of time
but, rather, more feasible to use them several times and then dispose of them.
Although such skills are listed as infinite-use skills, in real battle they are
actually limited to several uses.
.-----------------------------.
( 90 SKILL: SKILL EFFECT--ADD )
'-----------------------------'
Not all skills are limited to inflicting damage. Skills with Add will also
provide other benefits for the attacker. For instance, the Dhampir Claw skill
recovers some Health for the attacker.
.-------------------------------.
( 91 SKILL: SKILL EFFECT--ERASE )
'-------------------------------'
The most common and useful additional effect of a skill is to erase the
opponent's skills, Level, or Aura. Defense skills that erase any Attack skill
they block are effective against attack because they are unavoidable.
.--------------------------.
( 92 SKILL: EFFECT--FREEZE )
'--------------------------'
An additional effect for some skills is Freeze. It invalidates the button
presses on the controller of your opponent. For example, the opponent will be
able to move but as long as the effects of the skill are active, the opponent
will not be able to use any of his or her skills or capture any new skills.
.-----------------------------------.
( 93 SKILL: SKILL EFFECT--RESTRAINT )
'-----------------------------------'
Immobilizing movement is an additional effect that some skills possess. Paralyze
Barrier (of the Optical school) is an example of such a skill. If the target
doesn't have enough Aura to use a Defense skill, he or she will not be able to
dodge a Restraint effect.
.--------------------------------.
( 94 SKILL: SKILL EFFECT--ABSORB )
'--------------------------------'
Successfully using an Absorb attack will increase either your Health, Aura, or
Level at the expense of that of your opponent. For example, Dhampir Claw (of the
Faith school) will take the amount of damage inflicted on the target and will
increase your health by that same amount. Another example is before using this
skill, if you increase your base attack powers, in one attack you can reverse
the Health gap between you and your target. Also, if your target is defeated
you will only recover the amount of damage incurred by your opponent.
.--------------------------------.
( 95 SKILL: SKILL EFFECT--POISON )
'--------------------------------'
Poison is an additional effect that can damage your opponents when they try to
use any of their skills. When Poison is in effect, each time the opponent tries
to use a skill or capture a new skill they will incur damage of 1. During this
time they can't effectively proceed with their plan of attack.
.------------------.
( 96 SKILL: RETAIN )
'------------------'
Even within the set of skills that have additional effects, those with Retain
are unique. Regardless of whether the skill is successful or not the effect will
occur. Within the Faith school, the skill Reincarnation is a single-use skill,
but if you have enough Aura in your Level you can use it over and over again.
Also, the regeneration of this skill is effective against an opponent's Erase
skill.
.--------------------------------.
( 97 SKILL: SKILL EFFECT--PIERCE )
'--------------------------------'
In a normal attack and defense situation, when STR > DEF no damage will be
incurred, but when a skill has additional effects the difference between the two
numbers becomes the damage incurred. For example, when an attack without Pierce
is used, if the attack is STR 8 and the Defense skill has a DEF of 2, then the
Defense skill will be destroyed but no damage is incurred; however, when an
attack has Pierce, the difference between the attack and defense of 6, this
amount of damage is incurred by the target.
.---------------------------.
( 98 SKILL: EFFECT--CAPTURE )
'---------------------------'
There are skills with Auto-Capture effects. This is a unique effect among the
additional effects; regardless of the success or failure of the skill hitting
the target, when the skill is used the effect takes hold. It appears these
skills have a different system than the other capture characteristics dominant
in other skills.
.------------------.
( 99 ENEMY: OMMATO )
'------------------'
In this memory box, our troops have saved all data regarding all enemies we have
encountered during battle. It is not intended to be a report for the
higher-ups--it's simply a record for my own reference. An Ommato is a creature
that uses mostly mid-range Attack skills. It does not have a lot of Health, and
it rarely uses Defense skills or close-range attacks. It can be easily
identified by its eyeball shape, but I don't know if it has the same motor
skills as a human.
.------------------.
( 100 ENEMY: SCOTO )
'------------------'
Scoto is the official Visions terminology for what we call a Blanky. Its
shooting skills are more powerful than those of the Ommato, and it prefers mid-
to long-range battles. It habitually maintains a safe distance while chasing its
target around--a universal quality of all Eyeball types. It typically uses
small attacks, but these attacks are difficult to defend in regard to timing due
to their unpredictable movement.
.---------------------.
( 101 ENEMY: CLAUSTRO )
'---------------------'
The Claustro is rumored to be the most powerful of the Eyeball types; however,
its powers are still limited, as is typical of all Eyeball types. Due to its
features, we like to call it the Brace. It has a lot of Health and is well
rounded, allowing it to use Defense and short-range skills effectively. It also
uses skills to control Status, which increases its strength in battle. Some
Claustros are effective at using Erase skills, whereas others have skills to
counter Erase skills.
.-------------------.
( 102 ENEMY: ANTHRO )
'-------------------'
Our troop groups types such as the Anthro as Humanoid types. Being called
Humanoids, they possess many different Attack as well as Defense skills. In
addition, they are effective in close-proximity battles and use many different
battle styles. That's why you need to use extreme caution when they approach you
during battle. The Anthro does not have a distinctive or strong battle style,
but it does have the quality of using high-risk, high-reward, and
self-sacrificing attacks. This is not to say it is weak; rather, it lacks
intelligence and concentrates only what is happening directly in front of it.
.------------------.
( 103 ENEMY: ANDRO )
'------------------'
The Andro, a Humanoid type, has more powerful Attack and reversal defensive
skills than the Anthro. That's not to say, however, it's more powerful than the
Anthro--only that it appears to be more intelligent. It constantly maintains a
mid-range distance with opponents and uses this basic stance when moving. There
are some Andros who don't care about their Health or Level when attacking, and
it appears that they cannot counter Erase skills. The Andro also has an "even
if it means death, kill them" warrior mentality--a strategy not quite possible
for us true humans.
.-------------------.
( 104 ENEMY: VESTIO )
'-------------------'
A Vestio, of the Humanoid type, falls into one of two groups. The first group is
good at mid- to long-range launch attacks, using Psycho Kinesis to launch
objects. They are adept at all Psycho school skills. In addition, they like
ground combat by using Parabolic skills such as Bomb and launching an attack.
The other Vestio group is good at using strong close-range attacks. When
combating a Vestio, be sure to know which type they belong to.
.---------------------.
( 105 ENEMY: PARTHENO )
'---------------------'
No other enemy has disillusioned us as much as the Partheno, a Feminine type.
From its scrap metal-composed body, it shoots out powerful short-range attacks.
There's nothing feminine about it. It appears that these types are best suited
for mid- long-range battles, but that doesn't mean they're shabby at short-range
battles. Anything in its way will be mercilessly showered by short-range
attacks.
.-------------------.
( 106 ENEMY: EUROTO )
'-------------------'
Our troops have nicknamed the Euroto Waffle, but I'm not sure why? The Euroto
prefers to launch mid- to long-range skills in a safe area. With low mobility,
it prefers to attack with a special orbit skill from mid-range. Also, we've
found that there are some Eurotos that change Status, but most don't like to
have aggressive, confrontational battles.
.-------------------.
( 107 ENEMY: HEDONO )
'-------------------'
The Hedono we refer to as a Skeletal Waffle. It's basically like the Euroto, but
it has a high shooting accuracy and is able to use the Tornado skill. It avoids
close-proximity battles and likes to provoke attacks from far distances. Its
role in battle is similar to ambushing opponents.
.---------------------.
( 108 ENEMY: CATOPTRO )
'---------------------'
The Catoptro, appearing similar to a solid block of stone, is one we refer to as
the Monolith. It likes to erase skills that we have painstakingly attained. It
likes to use the Erase or Seal skills regardless of range, but it is less
capable in close-proximity fights. That's not to say you should entice it to
close range. There's always the danger of getting it in a position where it will
erase all your Attack skills, placing you at a severe disadvantage. On the other
hand, the Catoptro won't be as intimidating if you prepare yourself with counter
Erase measures.
.--------------------.
( 109 ENEMY: MECHANO )
'--------------------'
The electrical boards that surround the body of the Mechano, usually gathered
from trash, are either making it stronger or protecting a weakness. Its gender
is unknown, but its qualities are masculine. It excels at long-range attacks
and uses Environmental skills. It doesn't use the standard Defense skills but
rather those with special effects such as Erase and Absorb. The Mechano doesn't
attack aggressively. Instead, it likes to weaken its opponent.
.-----------------.
( 110 ENEMY: CENO )
'-----------------'
Also called the Clam, the Ceno has the most awesome moves. It uses tricky
maneuvers to dodge in and out, dazzling enemies with playful and disorderly
moves. It has no distinctive powerful battle style, but it prefers to move with
other enemy types. It likes to use Environmental skills and is able to go the
distance in battle; however, when it sees the battle turning to its
disadvantage, it will turn on itself and use self-inflicting attacks.
.-------------------.
( 111 ENEMY: BELONO )
'-------------------'
This shish kebab-looking enemy is hard to figure out. The Belono will change the
environment, regardless of whether this benefits its peers or opponents. It also
likes to change its Status; therefore, it's easy to get wrapped into a long
battle. To counter this, take it out instantly in a close-proximity battle
before it has the opportunity to put distance between you and it. Failing that,
don't get into a normal type of battle with the Belono. Instead, indirectly
attack it so it can't move as it wants.
.--------------------.
( 112 ENEMY: PECCATO )
'--------------------'
Peccato
Sighted Location: Highway
Height: 10 m
Length: 18 m
The Peccato protects its body with a barrier, with rod-like tentacles that shoot
particles from a long distance. Attacking it randomly is useless; it will
counter with Paralyze each time it is attacked. Defeating it requires using a
combination of effective skills and correct timing. At the right moment, use
your Defense then Attack skills. Attack it after the barrier has been destroyed,
and then focus on the two core targets.
.--------------------.
( 113 ENEMY: CARCINO )
'--------------------'
Carcino
Sighted Location: Panorama
Height: 15 m
Length: 60 m
Bugs that fly out of its stomach will self-destruct upon impact; therefore, stay
out of their way. One should avoid getting mangled in its intermittent reflex
attack, but if impossible try to repel this with your Defense skills. Your
attacks are not effective when its eyes are shut, so calculate the timing and
attack when its eyes are open.
.---------------------.
( 114 ENEMY: THALASSO )
'---------------------'
Thalasso
Sighted Location: Refinery
Length: 20 m
The Thalasso tends to circle around launching long-range attacks, but take a
closer look and you'll see that it consistently takes the same path. Once you
identify its path, you'll be able to land your attacks accurately. An eyeball
will spring out of it when an attack is landed. Aim and target this. Until an
effective skill is found, take a chance and significantly but carefully change
your arsenal.
.---------------------.
( 115 ENEMY: RED HEAD )
'---------------------'
Because a bundle of red hair hangs from what we assume to be the head, we call
this one Red Head. It has peculiar moves and was previously mistaken as a
red-headed scout. Because our troops lack females, it was probably wishful
thinking. It likes close-proximity battles, and its combative skills show a
preference for hand-to-hand battles. Instead of trying to overpower it, avoid a
Red Head's close-proximity attacks. It's best to avoid short-range battles
because it uses skills with additional Erase effects. Don't go near it--its
power will amaze you.
.-------------------------------.
( 116 ENEMY: THREE GYNE SISTERS )
'-------------------------------'
The official name is Gyne, but because they are always spotted in threes they're
called the Three Sisters. All scouts have an unsettling feeling about them when
they are encountered. A Gyne uses self-inflicting attacks, but with three of
them doing so together, their strategy is tough to counter. The sure thing is to
destroy each one at a time. Using self-inflicting attacks in long battles is a
high risk, but it can have great benefits. It also makes it more likely for the
enemy to self-destruct. It appears as if they are torturing themselves, which is
rumored to be similar to our former troop leader Tsubutaki.
.------------------.
( 117 ENEMY: GUARD )
'------------------'
We believe the Guard is related in some way with Edgar and the other Esper
because it was found in the same vicinity. Scouts have been experimenting with
it and have taught it many different skills. With its ability to learn, it has
gradually improved its fighting style. Having an inquisitive nature, it has also
taught itself how to confuse the skills of its opponents. If the Guard
malfunctions and becomes an enemy, the probability is high that it will use this
method to confuse your skills and then attack.
.--------------------.
( 118 ENEMY: GERMANO )
'--------------------'
Germano
Height: 2 m
Length: 4 m
The Germano was finally destroyed by the legendary tag team in Visions history.
The Germano displays an excellent balance between Attack and Defense skills,
keeping a mid-range distance. It does not conduct aggressive, close-range
battles, but they appear to have close-range attack skills. It's best to use
caution at this distance. The current thought is to attack them from mid- to
long-range and use Status skills.
.----------------------------------.
( 119 ENEMY: DIFFERENT BODY COLORS )
'----------------------------------'
The external colors on an enemy are an indication of what fighting style it
uses. We group them by color and refer to them accordingly, but this is
something that was thought up by some washed-out scout who lacked real battle
experience. For example, the Ommatos have four color variations, but we're able
to further subcategorize them based on where they are located and their
characteristics. Going in based solely on visual expectations is a sure way to
endanger your life. You will be setting yourself up for a severe retaliatory
smack-down.
.-------------------------------.
( 120 SURFACE LOG: WORLD BEYOND )
'-------------------------------'
Although it allows natural phenomenon, such as wind and the effects of skills to
pass through, it rejects with great force anything that has a will--that is,
humans. What powers are at work behind this? This is a question that has yet to
be answered. If it's a display of the thought to reject a Defense skill, it must
be that thought--it might be that it's the display of someone's will. There must
be someone other than us who has the aptitude to manipulate the dust and
manifest it into a dynamic, unrelenting power. If that's the case, who would
this be?
.-------------------------.
( 121 SURFACE LOG: PALACE )
'-------------------------'
In the middle of the building lies an enormous tree that appears to be eating
away at the structure as it grows, with tables and chairs scattered around the
floor. On the outer periphery of the rectangle, there are two levels with
walkways that connect them. The oversized tree obstructs the view and is
well-suited for close- to long-range attacks. The obstructed view, the tree, and
the upper floor, in combination with an understanding of the orbit of shooting
skills, can all be used to your advantage here.
.--------------------------.
( 122 SURFACE LOG: HIGHWAY )
'--------------------------'
This road in shambles appears to spiral into the sky. Bridges lay on the ground
and on the water like a surface of what appears to be remnants of a path. The
highway is lined with structures, creating straight lines with a clear sight. It
is well-suited for long-range skill battles. Great differences in heights can
cause damage, depending on how far one may drop down. Another caution is the
structures themselves--beware of when they may crumble.
.---------------------------.
( 123 SURFACE LOG: PANORAMA )
'---------------------------'
The panorama has open areas and rooms with office desks cluttered around. This
allows strategic use of the varying heights in the open areas for shooting and
close-proximity battles when you bump into the enemy in the rooms. The desks
and other objects in conjunction with soem skills can be used creatively in
battle. The different levels within the panorama can be damaged or destroyed,
changing the layout of the structure. Use the confined spaces to hide, and then
sneak up on your enemy.
.---------------------------.
( 124 SURFACE LOG: REFINERY )
'---------------------------'
This circular environment has a facility within its center with narrow catwalks
surrounding it. Exploration here will lead you to an irregular gravity area,
called the Jump Zone, which will take you high into the sky. Use this to get up
to the crane in this area. This area is very narrow, and it's easy to lose your
footing; therefore, there's a high probability of falling. Be careful not to
incur more damage than what is targeted at you.
.-------------------------------.
( 125 SURFACE LOG: STRANGE CITY )
'-------------------------------'
This area has an unusual gravitational effect. One careless move, and you'll
lose your balance. As if that isn't challenging enough, the light dust swirls
to the sky, taking you with it. Although this can be used effectively in battle
to rise above an enemy in an instant, the power cannot be controlled,
potentially making you a helpless target for the enemy.
.--------------------------------.
( 126 SURFACE LOG: TWILIGHT LANE )
'--------------------------------'
This area is filled with distorted and dead-end roads. By trapping enemies into
narrow, confined spaces, close-range Attack skills are best suited for this
location. Such skills can down the opponent easily, so make sure you possess
attacks that can be used consecutively. It is assumed that this area will be a
common location for close-range battles. To avoid such attacks, evaluate the
terrain, and always keep the distance between you and your opponent in mind.
.-----------------------.
( 127 SURFACE LOG: SEIN )
'-----------------------'
Just as time is always moving, so is the ground at this location, crumbling
underneath unexpectedly. If you aren't aware of where you stand, you can become
mangled by a natural disaster. Visibility is disrupted by the tower and
undulated ground. With the availability of higher positioning, the one who can
conduct air combat will be the last one standing. But this view that everyone
has been holding on to, knowing that this vision is the Ruins is quite a shock
to us all.
.--------------------------------.
( 128 SURFACE LOG: TOWER OF SEIN )
'--------------------------------'
No one has actually sen it, but it's ingrained deeply into people's hearts that
there is a "spie towerlike object." The Ruins is a memory that brings pain to
everyone--an intoxicating memory with the faint feeling that, if you grab it,
it will crumble. There are those who believe the Ruins is a memory that is
shared by all; others feel that it is something that is their very own. But one
thing is certain: The location is special.
.--------------------.
( 129 A FINAL NOTE 1 )
'--------------------'
My comrade in battle has died. During training for the Ruins search team exam,
Meister told us we had received information that the entire group was
annihilated. When I was selected, he congratulated me, as if I had passed the
exam, and then he went off to the surface. That was just this morning. The ones
that killed him are what we scouts call the Three Sisters--our ultimate enemy.
Most likely my group was gradually taken out. I speculate that while fighting
other enemies they were assaulted, one by one.
.-------------------------------.
( 130 BATTLE RECORDS: OFFICER C )
'-------------------------------'
Recently I've realized there has been a drastic decline in my ability to
remember. Sometimes, I'm not able to remember anything at all. The request this
time was dreadful. Although I brought an arsenal, I didn't place any skills in
it. Just raising my Level was not very useful, but the guard I brought along
was fantastic. I'm embarrassed to talk to Cuff or pH about it, though. All
righty, so to make sure I don't forget I'm going to place the arsenal into
Guard! So...I...don't...for...get...
.--------------------.
( 131 A FINAL NOTE 2 )
'--------------------'
Tsubutaki, we know that you won't forget us so we're leaving this record to
ensure you are not overcome with guilt. When we arrived in the City of Memory,
our troops were ambushed by a hoard of enemies. Although you were our troop
leader, you were our junior, and we couldn't let you die. We wanted to shield
you--our only hope was for you to be safe. Tsubutaki, don't you see you are not
alone? We don't blame you for anything. We will always support you, follow your
heart, and move forward to the future.
.-----------------------------.
( 132 WISH FROM THREE SISTERS )
'-----------------------------'
Who am I? Who are we? 1, 2, 3, 4. There are 4? One is different. It still looks
the same. A disturbance in the particles. Where is it going by itself? Take us
with you? Why? Because we were there? There? Underground? No. Dark. Cold. The
destination? No, Ruins. Why? But why? Be...out, who? Us? Now? Before. Now.
Enemy. Enemyenemyenemy. No, no, no. To be. Not to be? Vi...sion? Vision. To be.
Go. Fight.
.-------------------------------.
( 133 MEMORY NOT FULL DEVELOPED )
'-------------------------------'
redheaddkanaaredheadmikanmiremimikanmiremiredredmikan
kanheadmirekahearemikanredhaeadheaadmrekannredhanmi
headkamiredhemiredkanheadmikanheeedreaddddmikanminak
miheadkanmikanheadredmiheadkanredmkanmikanredaheam
kanmikanredheadmikanheadredmikanheadkanmikanheadred
mikanreeedheeeaadmmmikaaadredmihekandmikaneredhead
daehdernakimredmiheadkanmiredkanheadmikanreadheadmi
mikanhairredmiredhairheadredmikanredheadheadmikanredm
.-----------------------------------.
( 134 MEMORY NOT FULLY DEVELOPED II )
'-----------------------------------'
'm not Mikan. You're not Red Head. I'm not Mikan. I am Red Head. Why are we
different? Why can form words? Why can't you understand? Why do thoughts take
shape, but shape doesn't become thoughts. Myself searching. Searching you. You
searching. Me searching. I search. I'm searching. You search. You're searching.
.-------------------------------.
( 135 EDGAR'S JOURNAL: RED HEAD )
'-------------------------------'
That was a complete disaster. Is such a repulsive image inside my heart? I can't
recall anything other than the red hair. Is there no other being except her who
can make me feel that wat? As my feelings for her grow stronger, my memories of
other things become obscure. I am no longer able to fill the avoid with someone
else's kindness or fabricated memories. This is why I generate such creations.
I can't decide--it must be that I need to stifle my emotions for everything.
That is, until I get that feeling back.
.----------------------------.
( 136 EDGAR'S JOURNAL: FREIA )
'----------------------------'
Freia...she's the one woman I loved. She's the one who loved me completely
before the world became what it is now. The first person I cratte using the
powers of this dust must be her. Why, that's because she's the memory I have on
this star. She dominates most of my thoughts. When was the last time I dreamed
of something or someone other than her? When was it? I don't know anymore. I
have only one dream. Ah...that was the place we went together. The last place,
together. We both liked that spot.
.--------------------------------.
( 137 MEDICAL TRAINING MANUAL: 1 )
'--------------------------------'
Rinozorudo
Directions: Adults take 600 mg twice daily every 12 hours orally.
Effect: Infectious diseases. Used against infections resistant to Vakmy.
Caution: Those with myelosuppression or those who have been taking antibiotics
for more than 14 days should refrain from use.
Drug Interactions: Foods or drinks high in tyramine, such as cheese, beer, or
red wine, should be avoided.
.--------------------------------.
( 138 MEDICAL TRAINING MANUAL: 2 )
'--------------------------------'
Phobia
Broken down into specific phobias, this general medical condition occurs when a
certain object or situation triggers a fear reaction and a desperate need to
avoid a situation. For example, if the fear is of humans, it's called
anthrophobia. If the fear is of machinery, it's known as mechanophobia. Typical
phobias include anthropophobia, mysophobia, elithrophobia, and belonephobia.
.----------------------------.
( 139 SIMPLE RECIPE: LASAGNA )
'----------------------------'
** Ingredients: Butter, flour, milk, salt, pepper, heavy cream, lasagna noodles,
vegetable oil, mozzarella cheese
** Steps
1. In pot, melt butter on low heat. Remove from heat, and blend in flour.
2. Once fluffy, pour in milk, and place back on heat. While stirring, mix in
salt and pepper to taste. Pour in heavy cream, and remove from heat.
3. Boil pasta with some salt and vegetable oil, stirring occasionally for 12
minutes. When done, drain.
4. In baking pan, layer the sauce, cheese, and pasta.
5. Repeat. Pour melted button on top, and bake in oven.
.----------------------------------.
( 140 SIMPLE RECIPE: BOUILLABAISSE )
'----------------------------------'
** Ingredients: Shellfish, shrimp, squid, whitefish, white wine, canned tomato,
garlic, salt, pepper, herbs, parsley, celery, bones from whitefish, bread,
garlic
** Steps
1. In pot, heat olive oil, then add minced garlic, fish bones, and shellfish.
Add wine, water, celery, and canned tomatoes.
2. Once there's liquid, discard solids, and add squid, shrimp, whitefish, salt
and pepper to taste, and herbs.
3. Pour into soup dish, and garnish with chopped parsley.
4. Toast some bread, and rub with garlic. Set on side of dish.
.-----------------------------.
( 141 SIMPLE RECIPE: TONPOURO )
'-----------------------------'
** Ingredients: Pork, ginger, green onions
** Steps
1. Chop pork into 5-cm cubes, and place in pot with plenty of water. Once
boiled, take out solids and fry until sides are crispy.
2. Add minced ginger and chopped green onions into broth with meat, and simmer
on low heat for 3 hours.
3. Stop heat. While cooling down, remove fat solids from surface of broth.
* This will take some time to prepare. Don't leave the house while the heat is
on. Also, using an erthware pot will make things nice and soft.
.-------------------------------.
( 142 LADY I: FORM ORGANIZATION )
'-------------------------------'
Humans were on the brink of complete devastation by the odd-shaped enemies. We
managed to defeat them, and the Visions were established to unlock why the dust
is scraping away our memories. Espers are grouped into scouts, and most are
psychologically unstable. But in order to maintain the principle "Protect and
maintain the safety of the people underground," there is no other alternative.
.--------------------.
( 143 LADY I: SCOUTS )
'--------------------'
The most important task for a scout is to investigate and find out why the dust
on the surface is taking away our memories, although in actuality they have many
duties on the surface, such as the extermination of enemies and recovering
regular citizens who wander out to the surface. In reality, however, any Esper
whose duty is to go out to the surface is called a scout. Originally, no Esper
was allowed on the surface except for Visions-related operations. Unfortunately,
we have to acknowledge that there are some Espers who don't work for the
Visions.
.---------------------------.
( 144 LADY I: OFFICER EXAMS )
'---------------------------'
Espers who pass the exam conducted by the Visions to go onto the surface are
called scouts, but if they are Visions members they are called officers and
provided special duties. The main duty of the Visions is to maintain peace
among the people who live in the underground, to research how to get back to the
surface, and to unlock the mystery surrounding the Ruins. Those responsible for
these tasks are either officers or civil servants. Officer exams are held often.
.------------------------------.
( 145 LADY I: EMERGENCY SIGNAL )
'------------------------------'
By limiting those who can go onto the surface to scouts, we're able to prevent
unnecessary accidents and regulate who can go to the surface. By collecting
information about the surface and the underground, information about enemy
locations can be determined and unnecessary battles avoided. Even during battle,
if the scout sends out an emergency signal, those in the underground can analyze
and locate them. This practice is best used to determine who is where on the
surface and to evaluate the conditions and the danger area.
.----------------------.
( 146 LADY I: OUTBREAK )
'----------------------'
Where do the enemies come from, and where are they going, and why do they try to
cause harm to humans? The mystery surrounding this has been debated repeatedly
and has divided not only scouts like myself, but even the Visions, yet there is
no answer. There are some who say the enemies appear at the same moment the
capsules appear. It is said that capsules are one way that will is physically
manifested. If enemies are also being formed in the same way, then the enemies
must be the manifestation of the will of someone or something.
.------------------------------.
( 147 LADY I: MR. E AND LADY F )
'------------------------------'
I don't know if I can go back, so I want to leave my last memory here. At times
I feel as if I'm unsure whether or not I really exist, even though I know that
I do. I'm not sure why a man and woman with great presence would be drawn to
each other and make their way to this location. First of all, does a place like
the Ruins exist? Did I also...I think that I existed here. And here I
dis...appear? What...what is my...name?
.---------------------------.
( 148 LOG OF ASTRONAUT E: 1 )
'---------------------------'
Emergency situation. No, there is no mistake. Impossible to recover manually.
Due to this, there's a possibility that you, Master, will be in danger.
Currently, we are moving away from our intended orbit at 98.9 percent the speed
of light. No response. Should we try to recover our orbit? To recover our orbit,
select a category under Recover Orbit. If there are no categories available,
click Recover Orbit, and then click Add next to the orbit to recover. Completed.
Orbit recovery comp...! ???X?V?l`d???b
.---------------------------.
( 149 LOG OF ASTRONAUT E: 2 )
'---------------------------'
??? Restart"?'l'/]
N??b?N??KmBNpBATB?b"ml;]"??:0O?), ?C?
+PlB+K[...completed automatic recovery. Break me? I won't cause any harm to
humans. I understand. There's no support. Calculating back 10,000 years. Yes,
this atmosphere has been in existence for more than 10,000 years. Could not
verify any life forms. Probability of existence is 0. There is an unidentified
particle on the surface. Applicable category...0. On automatic pilor. Roger.
Preparing to descend.
.---------------------------.
( 150 LOG OF ASTRONAUT E: 3 )
'---------------------------'
Records show 3 days. Correcting the time gap, it's more than 10,000 years. There
are no problems. There are no issues. Regulations state that life-preserving
functions will sustain being for over 100 years. Completed search of life forms,
covering 4,000 km3. None detected. Roger. There's no evidence or traces. That's
possible. Understood. Starting landing sequence.
.---------------------------.
( 151 LOG OF ASTRONAUT E: 4 )
'---------------------------'
Grand total of 3,472 tries, of which you've lost 2,815 times. No health
abnormalities. Can't use that. Only 45 percent complete on the particle
analysis. Can't open the hatch. Impossible. The passenger's safety is the first
priority. Use EVA. Can't open the hatch. Can't open the hatch. Can't open the
hatch. Can't open the hatch. Hatch can't...command override begun.
.---------------------------.
( 152 LOG OF ASTRONAUT E: 5 )
'---------------------------'
Hello. I'm DOYO908. Please input your name. Initializing. Completed
initialization. A new external device has been connected. Start pilot's log?
Log completed. So there are many other people. If it's not the person to send
you off, then who is it? Will you not be taking off anymore? No. I am delighted
to make your acquaintance.
.----------------------------------.
( 153 K'S NOVEL: NEW NOVEL PREVIEW )
'----------------------------------'
Blazing Revenger: Preview
We live in this grimy underground world, repeating the same wretched tasks of
life over and over. The time has come to prove that scouts are the best:
defeating enemies on the treacherous surface and bringing back important
information to us! the thing that is most impressive is the deadly skills they
use! Whoa! These guys...they have beams coming out of their hands! I'm trying to
create the ultimate fighting scenario based on scouts. This is going to be
extraordinary--so all you bellyachers, hold on to your shorts!
.-------------------------------.
( 154 K'S NOVEL: HERO'S ARRIVAL )
'-------------------------------'
Blazing Revenger: Episode 1
I stand there biting my lips, blood dripping, and my muscles are weak! "Will I
get the chance to use that skill?" With the last ounce of my life, I use the
finishing skill--the more damage to myself, the greater the reward! The enemy
is approaching! How amazing, in synch with the enemy's movement, I see my
magnificent silhouette on the earth against the beautiful sunset!
"Juuuuuuuuuuuuudggggeee ooooooooof Aaaaaaaanuuuuuuniiiiiis!!" My whole body
glows as the earth shakes! The battle ends.
.--------------------------------.
( 155 K'S NOVEL: FORSAKEN BY ALL )
'--------------------------------'
Blazing Revenger: Episode 2
By the time you realize what is happening, the attack is on! I'm all wounds now,
but my Aura Level is tanked. My only choice is to use that one that inflicts
twice as much damage as my Level. That's my only choice--inflicting damage onto
myself. In my current condition, I can't miss, and I have no resource. As if
I'm squeezing myself to shout:
"Fiiiiiiiiiiiinnnniiiiiiishhhhhheeeeeeeeeerrrrrr!" My body is already ragged!
Although near dead, there's no way I can lose.
.-------------------------.
( 156 K'S NOVEL: MAJESTIC )
'-------------------------'
Blazing Revenger: Episode 3
Although it is important to recover those from the underground who wander onto
the surface without possessing Esper abilities, what I encountered this time was
an intense scenario. As usual, I took the secret passage to the surface, but I
encountered an enemy who used the Environmental skill Athena's Command, which
prevents all skill that inflict less than 3 damage from being used. Can that
girl run away to safety? I know what I have to do. Go after them with a strong
skill, of course!
.-------------------------------.
( 157 K'S NOVEL: FINAL VOLUME I )
'-------------------------------'
Blazing Revenger: Volume 1 of Final Episode
At the Refinery, there's an approaching enemy who uses the Environmental skill
Soul Cage. Each time I capture a skill, I receive damage, and now I have only a
limited amount of Health and number of skills. I must capture skills only as a
last resort. using the power of the Aura rising from the surface, mazing up my
Level, the Aura is bleeding and ready to explode! I'll give you credit for
getting me into this grave situation, but you've underestimated me. I'll show
you what people do when you obstruct their way back to the underground and their
way out!
.--------------------------------.
( 158 K'S NOVEL: FINAL VOLUME II )
'--------------------------------'
Blazing Revenger: Volume 2 of Final Episode
A single blow! Them multiple blows! Pursuit! Pure exhilaration. What!? You took
the attack yet you're able to stand? But you can't escape this pursuit! There
shouldn't be any problems because this is only effective against opponents who
are down. I just wanted to thank you--it was great meeting you. With all my
remaining strength and Aura, to the future of all my burning rage. The image of
this fist is my life! May this dream be a rainbowed bridge to your heart!
.-----------------.
( 159 ESPER CB: 1 )
'-----------------'
With this I am finally invited as an officer of the Visions. It was lucky that I
encountered Germano at that time. What great timing--with that I got some extra
points on the Officer Exam for scouts. The greatest tag team in history was able
to survive that ordeal. And I was able to eliminate my greatest rival. At the
same time, it meant losing my greatest and dearest friend. But, Jay, I have no
regrets.
.-----------------.
( 160 ESPER CB: 2 )
'-----------------'
If I become a Visions officer, my main job will be to go out on patrol or
rescue. It'll be different from what I do now, and I won't need to place my life
in danger by being a hired hand in battle. Because the officers manage the
scouts, I won't be in a miserable position. Unfortunately, JD, only one of us
could become an officer. But your death wasn't a waste--now you're a legendary
hero.
.-----------------.
( 161 ESPER CB: 3 )
'-----------------'
After becoming an officer, to tell you the truth, my days have been very boring.
As an officer I go to the surface to rescue scouts or get supplies, but my
subordinates don't get into trouble and things are going well with Meister. In
the mirror, I can see my image as a Visions officer. It's as if it's hiding my
past with a peculiar mask hiding the eyes. That's the image of me now.
.-----------.
( 162 JD: 1 )
'-----------'
Since losing my memory, I've been unable to recall my name. Following the
fragments of my memory, I've decided to call myself JD. I can sense that I was
involved in some kind of accident, but I'm unable to determine the length of
time that has passed since then. I awoke in this underground world, but this is
a place I know from my past. The only thing I can recall is the hidden passage
between the underground and the surface. Fortunately, I've retained enough
memory to live here...but I think I've forgotten something very crucial.
.-----------.
( 163 JD: 2 )
'-----------'
That time...did I fall from there? My body still aches. Although my injuries
aren't life-threatening, surely they couldn't have been caused just from that
fall. Well, I can't keep wandering around here. I must go back to the surface
to retrieve memories from the past. Even if I can't retrieve the memories, I
might be able to recall something. The memory box that was with me...its
contents were erased, this another reason why I must leave something behind that
proves my existence here.
.-----------.
( 164 JD: 3 )
'-----------'
In the past I battle against enemies, much like I do now. Only in battle is my
memory vividly revived. I'm called the Legendary Esper by those I encounter
while battling on the surface--Visions, I believe they call themselves. I've met
them several times--I've even rescued some of them--but I have no intention of
becoming fast friends and following them to the underground. I know that they
aren't my enemies--it's not as if I have no memories. I know that they aren't
what I'm looking for.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| IX. GLOSSARY (F100) |===========
ŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
This section will give a detailed explanation on the terms used in this game.
Not only will generic terms be placed here, as there are also attributes to
skills that can be somewhat confusing. All terms will be alphabetical order, so
keep that in mind when searching for a specific one.
.-------------.
( ABSORB TYPE )
'-------------'
The Absorb Type skill erects a barrier in front of you but instead of simply
blocking the aggressor's skill, the Absorb Type skill will convert the damage
you take into healing you or adding to your Aura. Sometimes, the Absorb Type
skill will destroy the absorbed skill on the aggressor. They are not effective
against close proximity attacks.
.------------------.
( ANTI-PIERCE TYPE )
'------------------'
These Defensive skills protect against the health loss that can be suffered
from a Pierce Type attack. Thus, they are extremely useful when you do know that
the enemy uses a Pierce Type attack.
.----------.
( ARC TYPE )
'----------'
These attacks travel in an arc and are useful when an object stands between you
and your enemy. The Arc Type skills take a lot of practice to master as you must
know the skill's trajectory before using it so that its arc won't be impeded by
an object overhead.
.---------------.
( ATTACK SKILLS )
'---------------'
Attack skills inflict damage on opponents. The effective range for each Attack
skill varies, so it is important to select skills that match your fighting
technique. They are orange/red in color. Attack skills are your main means of
causing damage to the enemy, so they are an integral part of any Arsenal.
.--------------.
( BARRIER TYPE )
'--------------'
The most basic type of Defensive skill. Barrier Type skills appear as a shield
in front of you absorbing the attack but will leave all other areas of your body
undefended.
.------------.
( BRUSH TYPE )
'------------'
These defensive skills excel against close proximity attacks. They act like the
Barrier Type in their coverage area and will paralyze the enemy if used
effectively.
.-------------.
( COURSE TYPE )
'-------------'
This type of Defensive skill will make the attack bounce off of it. One skill
that uses this type is Bend (of the Psycho School), which will make a mid to
long range attack skill simply bounce off of its shield. Some of the skills of
this type bounce it off in random directions, while some will bounce them back
at its originator.
.------------.
( CRAWL TYPE )
'------------'
This type of skill will 'crawl' on the ground towards the target and is almost
invisible to the naked eye. This skill will not work if the target is airborne
or if something is in its crawl path. These types of skills can be quite
difficult to avoid due to the fact that they can be rather hard to see, but
that's also an advantage in your favor.
.----------------.
( DEFENSE SKILLS )
'----------------'
Defense skills defend from enemy attacks. The types of Defense skills available
vary in nature. Whereas some merely defend from attacks, others reflect attacks
back at the enemy. They are light blue in color. Sometimes, going all out on
attack skills will be suicide, so make sure to toss in some defense ones in as
well.
.----------------------.
( ENVIRONMENTAL SKILLS )
'----------------------'
Environmental skills affect the conditions on the battlefield. They are dark
blue in color.
.--------------.
( ERASE SKILLS )
'--------------'
Erase skills erase or lower the Level or the skill parameters of their target.
They are purple in color. These skills can turn the tide of a battle in your
favor. For example, the enemy can't hurt you if they don't have any attack
skills left to use.
.--------------.
( FAITH SCHOOL )
'--------------'
Uses your will as its base power. The many powerful skills in this school have a
high Cost or take away Health when used. Shells speed is slow, but homing on
these is quite accurate.
.-----------.
( FALL TYPE )
'-----------'
Fall Type skills, as the name suggests, fall from overhead to pummel your enemy.
These skills are most useful when the target is at a higher elevation and is
not within sight.
.-----------.
( HOLE TYPE )
'-----------'
Hole-type skills, such as Tremor, show the area they will affect and then appear
suddenly at the target's feet, either causing damage or affecting the target in
the described way.
.-----------.
( KI SCHOOL )
'-----------'
Uses your psychological stamina as its base power. It's filled with skills best
suited for close-range battle and skills that knock down opponents.
.-----------.
( MOVE TYPE )
'-----------'
The Move Type skills act the same way as Crawl Type skills in that they are
ineffective if the target is airborne or an object is in their path. They are
not the most powerful of skills but will result in the tactically useful effect
of blowing your target into the air and slamming them down to the ground.
.---------------.
( NATURE SCHOOL )
'---------------'
Uses the natural surrounding environment as its base power. With close to long
range attacks and abundant Defensive skills, there is no downside to this
school. Also, be wary of the Cost of using Nature School skills as they are
usually expensive. This school is the most defensive one, but the Aura Costs can
be quite high when compared to the other schools.
.----------------.
( OPTICAL SCHOOL )
'----------------'
Uses light as its base power. It has many mid to long range Attack skills with
fast shells. Optical Defense skills have low levels of protection, but are very
easy to use and inexpensive.
.---------------.
( PARABOLA TYPE )
'---------------'
The trajectory of these skills follows a parabola, and their attacks are
especially effective when a wall or height differential exists between the
attacker and the target.
.-------------.
( PIERCE TYPE )
'-------------'
Pierce Type skills have a special function to add onto an Attack Skill. If the
Attack skill is greater than the Defensive skill, then the Defensive skill will
break. If the Attack skill is of the Pierce type, then the difference between
the Attack and Defensive skills is taken away from the target's health. For
example, you have an Attack skill with a strength of 6 and a Defensive skill
with a defense of 4. If it's of the Pierce type, then the target will lose 2
health along with the lost Defensive skill.
.---------------.
( PYSCHO SCHOOL )
'---------------'
Uses force to move objects as its base power. The majority of Psycho skills have
effective close to mid range attacks. Their power of attack is high and is
optimal for aggressive battles. Combine this school with the Ki School to have
an offensive arsenal where the opponent will feel pain, and a lot of it.
.-----------.
( RAIN TYPE )
'-----------'
These skills affect that target over a period of time in a fixed area, which
will be shown for an instant. If there is an object above the target, this type
of skill won't affect the target. One popular tactic when using this type of
skills if to first use a skill that would hold the target for a few seconds,
then you can unleash the Rain-type one. Otherwise, it can be quite difficult to
hit the enemy with it.
.-----------------.
( REFLECTION TYPE )
'-----------------'
These skills operate in the same way as a Barrier defensive skill except that
they will reflect the attack back at your aggressor.
.------------.
( SHELL TYPE )
'------------'
The most basic type of attack travelling in a straight line from point A to
point B. Although it is easy to hit a target with a Shell-type skill due to its
straight trajectory, it is also easy to avoid for the same reason.
.--------------.
( SHELTER TYPE )
'--------------'
This defensive skill protects a full 360 degree and is by far the most effective
defensive skill. The Shelter Type skills have a high Cost so they must be used
sparingly.
.----------------.
( SPECIAL SKILLS )
'----------------'
Special skills have effects that do not fit within the definitions of the other
five skill types. Strategic use of Special skills can dramatically turn the tide
of battle. They are yellow in color. Some Special skills include movement types,
such as Dash and Levitate, and can become a crucial part of a battle.
.---------------.
( STATUS SKILLS )
'---------------'
Status skills change various parameters of the target, including their speed and
attack and defense abilities. They are green in color. As an example, the first
Status skill you'll get to use in the game is Heat, which increases your
attacks' damage by 1, but reduces your Aura recovery rate will decrease a bit.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| X. UPDATES (G100) |===========
ŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
5/25/05.....This is the first published version of the guide. As you can see,
there's not much of the walkthrough finished and not all of the
skills are filled in.
3/23/05.....I finished listing all of the names of the skills, finishing
up to 030 with all of the information, although I'm missing a
few entries here and there in that range.
3/18/05.....I started the FAQ and made the basic layout for the guide.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| XI. FREQUENTLY ASKED QUESTIONS |===========
ŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Q) When was Phantom Dust released?
A) It came out on March 15, 2005 in the States. Previous to that, it was
released in Japan on September 23, 2004.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| XII. ACKNOWLEDGEMENTS |===========
ŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
- CJayC and Sailor Bacon for making GameFAQs a wonderful place
- Microsoft of Japan for making Phantom Dust
- XboxPhreaker.com for being a wonderful fansite