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(c)アリスソフト |
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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.
- The Chapter number, if you're doing a Quest.
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)
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 |
Elena Flower | 100 | 320 | 450 | 1500 | 300 | 90 | 850 | 350 |
Amitos Armitage | 120 | 380 | 450 | 1500 | 200 | 120 | 1600 | 460 |
Thanks to the Japanese wiki for all of these information.