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(c)アリスソフト
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General Information
Characters
Game Mechanics
Parameters & Formulae
Playable Characters
Skills
Fortress
Items
Enemies
Walkthrough
Popularity Poll
FAQ


Action bar[]

  • Max 20 points.
  • For each enemy hit: +1
    • If an ally kill an enemy: +3
  • For each ally hit: +1
    • If an enemy defeat an ally: +10
  • When using a Special Move, the Action bar will not increase.


Formulae[]

Common variable[]

  • Difficulty Modifier value
    • 1, if x1 difficulty.
    • 2, if x2 difficulty.
    • 4, if x4 difficulty.
    • 8, if SP difficulty.
  • Chapter Modifier value
    • The Chapter number, if you're doing a Quest.
      • Final chapter value is 16.
    • The Subquest mission number, if you're doing a Subquest.
      • The number can be seen in the Subquest Briefing.
      • Some Subquest have the same mission number.


GOLD[]

GOLD drop amount = Enemy GOLD drop amount * Difficulty Modifier
GOLD drop rate = 10% + Clown mask modifier + Added value%
  • Added value
    • Initialize at 0%
    • Increase by 1% if an enemy doesn't drop GOLD.
    • It is reset at 0% every time an enemy drop GOLD.
    • Enemy with Enemy GOLD drop amount = 0 doesn't count.
    • Bosses and Special Enemies doesn't count.
  • Note: the Clown mask modifier only apply to the unit equipped with the Clown mask.

Skill Points[]

If there is a decimal number, it is truncated.

Skill Points [Battlefield] = Enemy value * Chapter Modifier * Difficulty Modifier * Core room Modifier
Skill Points [Unit] = Skill Points [Battlefield] * Unit modifier * Crab Orb Modifier

Clear Bonus [Battlefield] = Skill Points [Battlefield] * Clear Bonus
Clear Bonus [Unit] = Clear Bonus [Battlefield] * Unit modifier * Crab Orb Modifier
  • Core room Modifier
    • 150%, if the battle is inside the core room of the Fortress.
    • 100% otherwise.
  • Unit modifier
    • Rance: 120%
    • Tilde: 110%
    • Rolex: 90%
    • Tourin: 80%
    • Hunty: 80%
    • 100% otherwise.
  • Crab Orb Modifier
    • 200%, if the unit is equipped with a Crab Orb.
    • 100% otherwise.
  • Clear Bonus
    • 20%, if the battle is inside the core room of the Fortress.
    • 10% otherwise.


HM Points[]

You get 1 HM Point for every killed enemy.

Furthermore, you get bonus HM Points once you clear a map. If there is a decimal number, it is truncated.

HM Points = Number of defeated enemies * Deployment Modifier
  • Deployment Modifier
    • It is the value below the deployment grid.


Special enemies[]

  • Golden Box
GOLD = 1000 * Difficulty Modifier
  • Lucky Can Can
Skill Points = 500 * Chapter Modifier * Difficulty Modifier
  • Crystal
    • Give 2 HM Stones and drop a Monkey Orb on the floor


Item table[]

Weapon Points growth[]

You can only increase the attack power of a weapon by spending GOLD. If an unit changes his weapon, it will inherit the previous enhancement.

  • When spending GOLD:
    • It does not always succeed
    • An enhancement is usually a +1UP but can be a +3UP
    • There is tables planning enhancement success and enhancement value, so standard "Save & Load" will not work.


Weapon enhancement tables[]

  • Common specification of tables
    • At the start of a new game, the game creates the Enhancement success table and Enhancement value table for each character.
    • The contents of tables are in a random order.
    • Tables stay the same as the previous run if you choose to do a NG+.
  • Enhancement success table
    • For 100 enhancement try, it will succeed 35 times.
    • The table is create every 100 enhancement try, corresponding when the digits of the sum of your enhancement try goes from 00 to 01.
  • Enhancement value table
    • For 100 succeeded enhancement, their will be 5 times +3UP instead of +1UP.
    • This means that every 100 succeeded enhancement, it will increase the value of your weapons by 110.


"Save & Load" technique[]

You could aim at recreating a table where the +3UP are at the start of the Enhancement value table. However, by doing this, it will reduce the number of +3UP for the rest of the table.


Armor Points growth[]

You can only increase the armor value by spending GOLD.

  • Every upgrade increases the armor value by 10.
  • Every time a unit is hit by a physical attack in a battle:
    • The attack is reduced by the percentage of the armor value (maximum of 100% damage mitigation, minimum 1 damage on a successful attack).
    • The armor value will decrease by 10.
  • After a battle, the value is set to the maximum between the current value and the percentage value.
  • The initial upgrade cost 100 GOLD, and increase by 100 GOLD every time.
  • When upgrading the armor, there is a chance of upgrading the percentage value.
    • "1UP" is displayed when it happened .
    • The percentage value will be increase by 1%.
    • It happens around 20 times every 100 upgrades.


Skill Points growth[]

Skill cost increase with each level of this skill. The amount of increase is based on the Initial skill point value.

The Skill Points necessary for a skill at level n is:

Σ[n, k = 1] Initial skill point * k = Initial skill point * n (n + 1) / 2

The increase of Skill Points between level n and (n + 1) is:

Initial skill point * (n + 1)
Initial skill point requirement Table
Name Hitpoints Evasion Parry Magic Resistance Tenacity Base Attack Critical Bonus Speed
Rance 80 350 400 1900 240 80 1000 440
Kanami Kentou 140 300 420 2200 300 100 1200 380
Shizuka Masou 270 4000 600 1400 280 110 --- 570
Maria Custard 150 400 500 1700 300 140 1800 480
Patton Misnarge 40 380 410 2500 220 90 1400 550
Hubert Lipton 50 350 390 2000 240 100 800 480
Russian Kalette 100 350 460 1700 280 150 2200 440
Maitrea Meishian 230 400 580 1500 320 120 --- 550
Rick Addison 90 320 350 2100 280 70 800 400
Tillday Shape 110 300 420 2000 280 110 1200 420
Crook Mofus 130 350 470 1800 300 130 1400 460
Alkanese Rize 70 370 450 2300 280 110 1600 500
Pitten Ciao 90 350 390 400 260 120 1400 480
Senhime 100 360 410 2200 200 100 1600 500
Milacle Tou 230 400 580 1500 320 120 --- 550
Sanada Tourin 140 400 480 1800 300 150 1600 500
Pigu Geliciam 120 300 400 2100 280 100 1200 420
Freya Idun 130 300 410 2000 300 120 1400 360
Rolex Gadras 100 400 370 2300 280 130 1200 500
Oluole the Third 110 300 390 2400 260 110 1000 400
Hanty Kalar 500 600 800 2000 500 400 --- 800
Amitos Armitage 100 320 450 1500 300 90 850 350
Elena Flower 120 380 450 1500 200 120 1600 460

Thanks to the Japanese wiki for all of these information.

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