6 Mar 2011

The Last Remnant JP Guide Summaries Chapter 2 Part 1

Battle

Knowing the Battle!
The 3 Steps to Battle
Step 1
Find the Monster Symbol and engage it with the Encounter Trigger! This will put you into the battle screen. Although... you might want to make sure that the monster is actually in range of the Encounter Ring.

Step 2
Win the battle! The battle commands vary from turn to turn based on what's the battle conditions are like. There's also the element of movement, so that may also influence what types of commands can show up. Once union HP has been reduced to 0, the union is terminated. The battle ends when all of one side falls.

Step 3
Check the Battle Result! Based on actions in battle, a unit's stats may increase, learn new arts and/or strengthen their equipment. Then the battle spoils are displayed, and which party member needs a certain drop will say something. After the battle, all unions' HP is restored to full and AP reset.

Other Parts to Battle
You will find various encounters in Dungeons and Fields, but there are various "Missions" to complete too. They are found in the form of Quests and Story battles. Rare monsters also fall into this category as they can be targets for Guild Tasks.

When all ally unions are wiped out, it will result in the Game Over screen. Saving often can help reduce the amount of frustration. When to save? When you enter a new Dungeon or Field area, going through the different maps in the area, when you see a Transporter and if you see a Monster Symbol that you're not familiar with.

After a battle is won, any unit that has acted and survived will gain EXP towards their stats and arts. Being active also means that they may speak up when exiting to a city/world map, asking about Skills, equipment, focuses, finding items or even just letting you know that they've finished upgrading something.

System of Encount
Monster Symbols and Encountering Them
In dungeons and fields, the enemy can be seen wandering around. There are 3 parts to engaging the enemy; Seeing the symbol, Approaching the symbol, and Using the Encounter Trigger. As you progress through the story, the enemies will scale along with you. You can check if you're in range of the encounter by looking at the bubble above their head. If it's white, you're out of range. Once it changes to red, you can drag that symbol into battle. Using the Encounter Trigger will send out a white ring, and any symbol caught in it will be fought.
*** The aggro range on the PC is slightly larger, meaning that they can, and likely will, detect you from further away than the X360 version.

The Encounter Ring is sent out from Rush's current position, but it does have a set range. Anything that's higher than 1.5x times his height or more than 1.5x times his height below him, even if they're in the circle's range and present on the radar, won't be fought. The symbol will probably react to the Trigger, so do be careful with it.

The Monster's Mood
Each monster type has a default mood that they're usually in, and can be examined by looking at the bubble. They can be "Aggressive", "Normal" ("...") or "Cowering." This affects how they'll react to Rush once he approaches their detecting range. Aggressive monsters tend to notice Rush much more easily and give chase for a longer period of time, while the Cowering monsters will turn and move away from him.

Then there are the moods they'll take on when something happens. They can be Charmed, Vehement, Asleep, Paralyzed or letting you know that they've detected him. Approach sleeping monsters with caution, since if they're rudely awakened, they will become vehement.

With the angered monsters, they will not stop chasing Rush until he has either used Timeshift, go into a different area, exit the location or engage another monster in battle. Because the Encounter Ring animation is somewhat long, use it with caution. If Rush uses it at an inappropriate time, it's possible for the enemy symbol to touch Rush before he can start running. This results in an "Enemy Advantage", meaning that the enemy force gets a free turn and you start with lowered morale.

Enemy Symbols and Linking
When sending out the Encounter Ring, there's a possibility of engaging more than 1 monster symbol. If Rush manages to Link something, the bottom right of the screen will alert the player of how many symbols were pulled into battle. It's possible to get over 10 symbols linked with strategic use of the Encounter Ring and Timeshift. The reason why someone would link is to increase drop rates, and more importantly, allow the game to go through an alternate drop table for some of the monsters. Another note about Linking is that the symbols themselves can pull in other symbols in range. This range differs between the different monster families. (note: I've actually experienced this a while back. I was running around and going to link a few symbols without tagging them, then realized that there were more links than symbols that I could see while there was nothing behind Rush. Turns out that there was something within range of another.)

Blank Triggers and Angry Monsters
If you send out an Encounter Ring while out of range of the symbol, but close enough for them notice, you'll anger them. Then they'll chase Rush until he moves maps, exits the location, uses Timeshift or engages in a battle. This is also known as an "Aggro Pull."

The Navi Map and Monster Symbols
Monster symbols will appear on the Navi Map as orange dots once they're within Rush's detectable range (usually if the player can see it as well). They will also appear on the map if the symbol has detected Rush, usually if they've been angered and are giving chase. The blue ring that emanates from the dot also shows the range of the monster's Link Ring. The bottom left of the screen will also let the player know if the symbol has started to target him.

Linking and Timeshift
After entering Dillmoor (or at the start of NG+ on the PC), Rush shows off his time manipulating abilities, known as Timeshift (Aim Time in JP). The effect lasts for 5 seconds and slows down time to allow Rush to either tag symbols, or run past them. While Timeshift is active, tagging anything and then sending out the Encounter Ring will drag everything tagged and in range into battle. Tagging a symbol will result in a red glow surrounding it. It should be noted that if a symbol is tagged but not engaged, it will result in an aggro'ed symbol until it is dealt with using various methods. It takes 10 seconds to recharge the meter.


Action of Symbol Monster
Monster Symbols - Movement Type and Detectable Range
Each monster symbol has their own movement pattern, on land or in the air. It may also change depending on how close you are to their detectable range. Walking produces less sound, so it's possible to walk right past some monsters by being stealthy. Running is much more noisy, so the detectable range expands to reflect that. So monsters use both sight and hearing to figure out Rush's position.

Flying monsters (Wyverns, Vultures, Spiritlords) can see Rush from slightly further away and will try to dive at him. Other monster types will try to rush him from the ground, moving up to twice their usual speed. They will try to travel in a straight line.

On occasion, you will encounter groups of monsters. They will attempt to work as a team to get an Enemy Advantage against the player. If the leader notices Rush, then it will notify the other team members, and will start their chase.

Symbol Monster Actions
Some monster families, like the Phantoms, can use various actions to make life a little more difficult. These include: Slowdown/Can't move, Can't act and Paralyzed (no movement, no acting). These effects last for 10 seconds. It's possible to wait out the first 3, but engaging in a battle can eliminate them after the fight. The last one is quite deadly as it practically grants the monster an Enemy Advantage.

It should be noted that each symbol has their movement patterns on the field, and usually a strong monster type is parked in front of something quite valuable. These ones, even if they detect you, may not move.

Their movement types also differ while on the field. Some will teleport between areas while others will hover around. It's best to observe how each monster family behaves before blindly charging through a dungeon or field.


Basic Knowledge of Battle
Unions in Battle
During battle, a union may have 1~5 units in it. The bottom of the screen will display the possible targets to scroll through. Each targeted union may have a different set of commands. Victory comes when all enemy unions have been terminated.

Turn Flow
At the beginning of battle, all the unions must choose their commands for their intended target. After the commands are chosen, the player is asked if they're "READY?" to begin the turn. Confirming the order begins the battle flow and all the unions will begin to move and act. The turn finishes when all unions that can act have acted.

Union HP and AP
A union is made up of the sum of its parts. So the union's total HP, AP and AP charge is determined from adding up all those values. When a unit sustains damage, the entire union loses that much HP. When the union's HP reaches 0, the union is terminated. For AP, the amount charged is shared between all the units. It charges at the beginning of each turn.

While the union's HP is shared, the unit's HP is still accounted for. The amount the unit sustains however, is equal to 30% of the damage dealt to the union. Once the unit's HP reaches 0, that unit is KO'ed until revived. If the unit receives damage equal to ;lt&70% (unit HPx2.3 to the union) their max HP, then it's considered Over Kill. Once the unit is KO'ed, they don't contribute to the total AP charge until revived. Keeping the unit's HP up with various healing arts will reduce the chance of that unit from being KO'ed. The healer will always automatically target the unit with the lowest HP.

Union Movement
When selecting the battle commands, the units within the union will perform the selected actions. However, there's also the union's movement to consider. Targeting an enemy will normally result in a Deadlock, and will remain in Deadlock if the unions are still alive after the engagement.

Lockup/Deadlock - When 2 unions engage head-to-head, it's a Deadlock. It's also possible to deadlock an enemy without them retaliating. This is a technique known as Lockup Rotation, as it requires the player to sacrifice unions to get a free Deadlock. The enemy can also do this as well, as rare as it is. Larger enemies and bosses are able to Multi Deadlock, so it will be slightly more difficult to achieve Flanks/etc.

Side Attack/Flank - A Flank occurs when the target union has already entered Deadlock with another union. The flanking union gains a damage bonus, and this also boosts morale. All enemies can sustain a maximum of 2 flank attacks. Since the flanking unions are not in direct combat with the target, they are free to move around to target other unions. It should also be noted that since they're not in direct combat, they can be targeted for a Deadlock. There are a few classes that allow the union to skip right to Flanking the enemy if intended target is already Deadlocked.

Rear Assault - A Rear Assault happens when the target is already deadlocked and flanked twice. Also grants damage and morale bonuses, much like Flanking. It's possible to skip to Rear Assaulting the enemy if the target suddenly breaks deadlock to target another union without terminating it. The Assassin (and Ninja on PC) class can skip to Rear Assaulting the enemy.

Massive Strike - Don't count on seeing this. The Massive Strike occurs when the target has already sustained a Rear Assault. The minimum number of unions needed for this is 5, but the max is 6 if a Remnant was summoned. After the Massive Strike is achieved, the command to continue the Massive Strike will be included for all the unions except for the one in deadlock.

Raidlock - This happens under certain conditions. You know you have a chance of getting Raidlocked if the command's symbol has a red glow around it. This is includes going on Standby, breaking deadlock to heal, using long-range arts, etc. The target being Raidlocked will suffer more damage and a morale drop. The Raidlocked union may or may not retaliate, depending if they've already acted that turn. Another way to Raidlock is for the target to break deadlock, but not deadlock its target. Since that union isn't in deadlock, it leaves itself open for the Raidlock (and possibly Rear Assault, depending on the conditions).

Intercept - This happens when the target union is cut off from deadlocking another union. It's much easier to intercept unions by exploiting the AI a little bit and using Speed-focused formations so that they can catch the target. When the enemy manages to intercept your unions, "Intercepted" appears on the screen in red.

Lockup and Raidlock Risks
While in deadlock, it becomes much more difficult to target other unions unless they happen to be close enough. If deadlock is broken, that union opens itself up to a Raidlock from its original target. The game's default settings will warn you if you want to break Deadlock.

Just in case it wasn't clear:
Breaking deadlock to target something else and you deadlock it -> Rear Assaulted if the target isn't terminated.
Breaking deadlock to target something else and you don't deadlock it -> Raidlock if the target isn't terminated.

Targeting
Depending on the distance between the opposing forces, targeting and types of commands may be limited. There are 3 distances to be aware of: one where you can deadlock, the one that can only be targeted with long-range arts, and the one where the target is too far away. Upon entering deadlock, the targeting becomes much more limited. The target that could be hit with long-range arts is no longer in range.

Reinforcemets
During battle, there are a few enemies that are prone to using "Calvary Call" for reinforcements. Each call for reinforcements counts as if you've Linked another monster symbol. While this doesn't really have much of an effect on the PC, this can become a disaster on the X360. The enemies will keep reinforcing until there are 6~7 enemy unions on the field. If there are more than 8 enemy unions on the field, then only the first 7 will be in battle while the rest will enter as reinforcements as enemy unions fall.

Information on the Battle Screen
This is a battle screen. While it may be overwhelming at first, there's a lot of information that can be used and analyzed to make a decision. The screen doesn't have labels, but it goes in order clockwise from the top.
A. The top of the screen has the Army Morale bar, which shifts depending on arts used and other happenings.
B. The Battle Map is right under it, detailing where the Ally and Enemy unions are located.
C. The Chain Count is beside the Battle Map, indicating how many enemy units have been slain consecutively.
D. The Battle Commands are under the Battle Map, and are different depending on the targeting and current battle situation.
E. The Switch Target section right under the commands shows the number of enemy unions, and can scroll through them to see different commands.
F. Right under that is the selected enemy union's status.
G. To the left, the current status. Deadlock/Flank/etc.
H. Active union's current status.
I. Ally unions' status.

Within D, E, H and I, there's more information to be gleaned.
D - The Battle Icons give a general idea of what type of command it is. If there's a red glow, it's a warning that it can open up the union to a Raidlock. The Battle Commands change depending on various factors. Targeting also affects what types are commands are available. Be sure to read the command carefully! Sometimes, it's misinterpretation of the command's meaning that may get the union killed. The AP costs are listed on the right.

E - Enemy union statuses can show whether they're deadlocking/flanking/etc., about how much HP they have left and their units. It will also give the union's name, target designation (letters for enemies), number of units, and the union leader's portrait. The number at the top right of the union's window indicated which union they've deadlocked. If there's no number but a symbol, then that union is engaged in combat but not in deadlock. The colour of the union's name also indicates what type of enemy it is. White for normal, green for rares and pinkish-red for bosses. It should be noted that rares and bosses will hide their remaining HP.

H - The Active Union window shows the union's number, union leader's face, union name, number of units and their status, union's morale, HP and AP. Depending on the union's current status (Poison, Animate, Paralyze, Silence, Curse, Parameter Up/Down, Pinch [HP<30%]), the window will reflect it. The units within the union are also noted by the different colour dots. Blue means that they're healthy, dulled purple if they're Groggy (HP<30%) and red for KO'ed.

I - Shows all the ally unions, including Guest unions. This section displays the union numbering, the union leader's portrait, number of units within the union via dots and their status (as explained in H), union morale, current HP, whether or not they're in deadlock, which union they're currently in deadlock with, and if they're attacking while not in direct combat.

While in battle, the battle map will indicate with radiating circles which union is active/highlighted. The ring the ally union highlighted sends out also indicates its targeting range.


Battle Command & Action
The Various Battle Commands and How They Change
For each target, there's a possibility of seeing up to 5 commands the game compiles. They can change depending on the union's HP/AP, status, types of arts available, targeting, and possibly other factors.
Note 1: I think Morale also plays a fairly large role since getting Morale up (army and union) seems to get the union more excited to compile high AP commands.
Note 2: I'm including the JP commands for my own reference.

○ - Engages the enemy union.
★ - May change actions depending on on the status of the target union.
ー - Breaks or stays out of deadlock. Can leave the union open to Rear Assaults or Raidlocks, depending on the situation.

Close-range Attack
Will start off with only normal attacks, and will eventually shift to also including arts if the battles goes on long enough.
Battle CommandTypeDescription
攻撃しろ
Attack!
装備している武器で攻撃します。
Attacks with the equipped weapon.
加勢しろ
Back them up!
味方がロックアップしている相手に対して攻撃します。
Engages enemies Deadlocked with friendly unions.
リスクを負ってでも突撃しろ
Get 'em, no matter what!
ロックアップブレイクのリスクを負いながら攻撃します。
Attacks the union, even if it requires breaking free from Deadlock.
* Target must be near, already deadlocked.
ラッシュをかけろ!/Follow Rush!
Strike 'em where it hurts!
マッシブストライクを狙って攻撃します
Engages enemy in a Massive Strike.
* Don't count on seeing this. Regular attack command will change to this. Unions not in Deadlock (Flank/Rear Assault/Massive Strike) will engage in the Massive Strike.
突撃ッ!
Charge!
ボスモンスターに対して攻撃します。
Attacks a boss.
見慣れない奴だが臆せず攻めろ!
Be strong!
レアモンスターに対して攻撃します。
Attacks a rare monster.
玉砕覚悟で攻撃だ!
Don't be afraid to die!
強大な相手に対して攻撃します。
Attacks a strong enemy unit.
慎重にいけ
Act wisely!
少し強めな相手に対して攻撃します。
Attacks a slightly stronger enemy unit.
蹴散らせ!
Drive 'em out!
少し弱めな相手に対して攻撃します。
Attacks a slightly weaker enemy unit.
サクっとかたづけろ!
Clean 'em up quick!
貧弱な相手に対して攻撃します。
Attacks a weaker enemy unit.

All-out
The arts used with any of these commands is dependent on the unit's class, and on the PC, what arts are open. Hybrid classes seem to choose the highest rank art they have regardless of type. If there is something of equal rank, then they will likely choose the Mystic/Item art. Hybrid unions may have a slightly difficult time getting these commands if the units don't like playing along. Requires large AP pool and possibly high morale.
Battle CommandTypeDescription
全力で攻撃しろ!
Give it all you've got!
すべてのアーツを駆使し、全力で攻撃します。
Attacks all-out, freely using arts.
状況を覆せ!
Turn it around!
すべてのアーツを駆使し、全力で攻撃します。
Attacks all-out, freely using arts.
* uses this string when morale is low.
トドメを刺せ!
Finish 'em off!
ピンチの相手に全力で攻撃します。
Strikes at a target that is near-death with full power.
* Enemy union is in a Pinch.

Attack Type
Highly dependent on who's in the union. Can be manipulated somewhat by changing around the union leader.
Battle CommandTypeDescription
攻撃補助をしつつ攻撃だ!
Give offensive support!
攻撃補助系のアーツを織り交ぜて攻撃します。
Attacks, while using arts to enhance attacking.
* Uses arts like Support and Potions. May reassess to healing if necessary.
防御補助を使って堅実に攻めろ!
Give defensive support!
防御補助系のアーツを織り交ぜて攻撃します。
Attacks, while using arts to enhance defense.
*Uses Wards and Potions for support. May reassess to healing if necessary
ファイティングアーツで攻めろ!
Attack with combat arts!
ファイティングアーツを織り交ぜて攻撃します。
Attacks, using combat arts.
* [Hot-Blooded]/物理攻撃重視 (脳筋) increases the frequency of this command.
ミスティックアーツで攻めろ!
Attack with mystic arts!
ミスティックアーツを織り交ぜて攻撃します。
Attacks, using mystic arts.
* [Esoteric]/術法攻撃重視 (術士) increases the frequency of this command.
アイテムアーツで攻撃だ!
Attack with item arts!
アイテムアーツを織り交ぜて攻撃します。
Attacks, using item arts.
* [Survivalist]/アイテム重視 (マニピュレーター) increases the frequency of this command.
* Morale down IAs also count as attacks
状態異常を狙え!
Slam 'em with status ailments!
状態異常の発生するアーツを織り交ぜて攻撃します。
Attacks, while using arts inflicting status ailments.
* More likely with Hex and Traps units.
まとめてかたづけろ!
Take 'em all out at once!
広範囲にダメージを与えるアーツを織り交ぜて攻撃します。
Attacks, while using arts dealing damage to a wide area.
ウェポンアーツでキメろ!
Finish 'em with weapon arts!
ウェポンアーツを織り交ぜて攻撃します。
Attacks, while using weapon arts.

Morale Shift
Battle CommandTypeDescription
盛り上げていけ!
Psyche them out!
モラルに影響するアーツを織り交ぜて攻撃します。
Attacks, while using arts affecting morale.
* Uses Rousing Flare and Cheer. More frequent if union morale is <80% (<800).
士気を低下させろ
Lower their morale!
相手のモラルを下げるアーツを織り交ぜて攻撃します。
Attacks, while using arts lowering enemy morale.
* More frequent when Morale is <75%.

Long-range
Battle CommandTypeDescription
遠距離から攻撃しろ
Attack from afar!
遠距離攻撃が可能なアーツのみで攻撃します。
Attacks only with long-range arts.
遠距離から広範囲攻撃だ
Do area attacks from afar!
遠距離攻撃が可能なアーツのみで攻撃します。
Attacks only with long-range arts.
* Uses long-range area arts.

Target Union Units
I really don't know what triggers these commands at all.
Battle CommandTypeDescription
前衛に攻撃を集中!
Attack the lead ranks!
前衛を集中して攻撃します。
Attacks, concentrating on the lead ranks.
後衛を狙え!
Aim for the back ranks!
後衛を集中して攻撃します。
Attacks, concentrating on the back ranks.
リーダーを潰せ!
Cut off their leader!
リーダーを集中して攻撃します。
Attacks, concentrating on the leader.
* May appear if the leader can be KO'ed.
KOを狙え!
Knock 'em out!
HPの低い敵を集中して攻撃し、KOを狙います。
Focuses attacks on enemies with low HP.
* is not exclusive to Alchemist.

Move Attack
Battle CommandTypeDescription
側面から攻めろ
Strike from the sides!
サイドアタックを狙って移動し、攻撃します。
Engages enemy in a Side Attack.
* [Side On]/側面確保 allows for this (Ranger). Also appears if already Flanking.
* Units not assigned an art may reassess to healing/support.
背面を突け
Hit 'em from behind!
リアアサルトを狙って移動し、攻撃します。
Engages enemy in a Rear Assault.
* [Ambush]/背面確保 allows for this (Assassin/Ninja). Also appears if already Rear Assaulting.
* Units not assigned an art may reassess to healing/support.

Set Up
Battle CommandTypeDescription
カバーに入れ
Lay down cover!
ロックアップしている味方を補助系のアーツでサポートしつつ、その相手に攻撃します。
Uses support arts to assist a currently Deadlocked ally, while attacking the Deadlocked enemy.
* May reassess to healing if necessary.
サポートに徹しろ
Help 'em out!
ロックアップしている味方を補助系のアーツでサポートします。
Use arts to assist currently Deadlocked allies.
* May reassess to healing if necessary.
応援にまわれ
Support your friends!
ロックアップしている味方のモラルを高めるアーツでサポートします。
Use morale-boosting arts to assist currently Deadlocked allies.
* May reassess to healing if necessary.

Random
Battle CommandTypeDescription
臨機応変に対応しろ
Play it by ear!
各ユニットに行動を任せます。
Leaves actions up to each unit to decide.
* is completely randomized.

Recovery
All of these commands have a higher frequency if the union leader has the [Medic]/癒し系 class skill.
Battle CommandTypeDescription
HPに余裕を持っていけ
Keep your HP up!
HPを回復するミスティックアーツを織り交ぜて攻撃します。
Attacks, while using recovery mystic arts.
* Union has HP<80%.
生き延びろ
Hang in there!
HPを回復するアーツを織り交ぜて攻撃します。
Attacks, while using recovery arts.
* Union has HP<30%.
状態回復を怠るな
Clear those ailments!
状態回復をするアーツを織り交ぜて攻撃します。
Attacks, while using arts to clear status ailments.
* Will clear ailments, and may reassess to healing if necessary.
HP回復にまわれ!
Heal the others!
味方ユニオンのHPをミスティックアーツによりHPを回復します。回復系のアーツが使えないユニットは待機します。
Union restores friendly union's HP with mystic arts. Units without HP recovery mystic arts do not act.
* Target union has HP<80%. Priority on healing the target union, but can reassess to attacking the enemy union if no one needs healing.
* If target union is terminated, union will likely reassess to reviving it.
* May reassess to heal self.
* Other units may reassess to buffing/raising morale.
急いでHP回復だ!
Hurry and heal them!
味方ユニオンのHPを、アイテムアーツによりHPを回復します。回復系のアーツが使えないユニットは待機します。
Union restores friendly union's HP with item arts. Units without HP recovery item arts do not act.
* Target union has HP<60%. Priority on healing the target union, but can reassess to attacking the enemy union if no one needs healing.
* If target union is terminated, union will likely reassess to reviving it.
* May reassess to heal self.
* Other units may reassess to buffing/raising morale.
なんとしてでも救い出せ!
Save them, no matter what!
味方ユニオンのHPを、すべてのアーツを駆使してHPを回復します。回復系のアーツが使えないユニットは待機します。
Union restores friendly union's HP with arts. Units without HP recovery arts do not act.
* Target union has HP<30%. Priority on healing the target union, but can reassess to attacking the enemy union if no one needs healing.
* If target union is terminated, union will likely reassess to reviving it.
* May reassess to heal self.
* Other units may reassess to buffing/raising morale.
ミスティックアーツでHP回復だ!
Recover with mystic arts!
自ユニオンのHPを、ミスティックアーツによりHPを回復します。回復系のアーツが使えないユニットは待機します。
Union restores HP with mystic arts. Units without HP recovery mystic arts do not act.
* Other units may reassess to buffing/raising morale.
アイテムアーツでHP緊急回復!
Heal yourself with item arts!
自ユニオンのHPを、アイテムアーツによりHPを回復します。回復系のアーツが使えないユニットは待機します。
Union restores HP with item arts. Units without HP recovery item arts do not act.
* Other units may reassess to buffing/raising morale.
とにかくHP回復しろ
Get your HP up!
自ユニオンのHPを、すべてのアーツを駆使してHPを回復します。回復系のアーツが使えないユニットは待機します。
Union restores HP with arts. Units without HP recovery arts do not act.
* Other units may reassess to buffing/raising morale.
救助しろ
Bring them back!
壊滅してしまった味方ユニオンを救助し、戦線に復帰させます。
Restores a friendly union that has been destroyed, restoring the battle lines.
* Other units may reassess to buffing/raising morale.
状態回復にまわれ
Clear their status ailments!
味方ユニオンの状態異常を回復します。回復系のアーツが使えないユニットは待機します。
Dispels the status ailments of a friendly union. Units that cannot use arts do nothing.
* Other units may reassess to healing/buffing/raising morale.
状態回復しておけ
Clear your status ailments!
自ユニオンの状態異常を回復します。回復系のアーツが使えないユニットは待機します。
Dispels status ailments currently afflicted with. Units that cannot use arts do nothing.
* Other units may reassess to healing/buffing/raising morale.
魅了から無理やり解放!
Cure them even if it kills them!
アニメートされているユニオンを戦闘不能にすることで、魅了から解放します。
KO's a union to free its members from being enthralled.
* Other units may reassess to buffing/raising morale.
呪殺から無理やり解放!
Cure them even if it kills them!
カーズ状態のユニオンを戦闘不能にすることで、カーズから解放します。
KO's a union to free its members from being cursed.
* PC only.
* Other units may reassess to buffing/raising morale.
* Very rare, but the revive unit may reassess to Stand By.

Movement and Stand By
Battle CommandTypeDescription
距離をつめろ
Close in!
攻撃ができる範囲に近づきます
Approaches close enough to attack the enemy.
待機して戦力温存だ
Stay on your toes.
待機して戦力を温存します。
Stands by, but preserves battle readiness.
* Can be Raidlocked.
* Charges AP.
待機してカウンターを狙え
Stand your ground!
待機して敵を待ち構えます。
Stands by, but fights back when attacked.
* [Duelist]/熱血 (カウンター狙い) allows for this. The union will stand by and may intercept an enemy union.
* Grants a STR bonus.
リカバーに控えていろ
Recover your health!
待機して、状況に応じ味方ユニオンをリカバーします。
Stands by, but heals unions that need it.
* [Medic]/癒し系 gives a higher frequency.
* Units may reassess to buffing/raising morale.
* At least 2 unions deployed.
チャンスをうかがえ
Wait for a chance!
待機して、状況に応じ攻撃に転じます。
Waits for a perfect opportunity to attack.
* [Commander]/コンマンダー allows for this. Stands by until target is engaged, then Flanks. May not flank the selected target.
* There may be other triggers for this command.
セットアップ!
Set up the field!
補助系のアーツで戦闘準備をします。
Readies the battlefield with support arts.
* Can end up engaging the enemy, but will not attack if not targeted.
* Targeted union can only Deadlock. Other unions will Intercept.
* May reassess to healing if necessary.
* Can use support WAs (Imperial Aegis, etc.)

Defense
Defending reduces all damage taken for that turn. Monk, Guardian, Cavalier, Paladin and Saint have the [Defender]/ディフェンダー class skill. A union with the Decoy status on it will also have the chance to Defend. Any unit not defending may either attack or reassess to healing, usually unit 4/5. On occasion, the union leader will note Defend.
Battle CommandTypeDescription
盾になれ
Be our shield!
ターゲットとロックアップして攻撃を引き受けます。
Deadlocks target, then takes its attacks.
* Increases Shield block chance.
防御を固めろ
Strengthen your defenses!
防御に専念します。
Concentrates on defending.
* Increases Shield block chance.

Union Target Shift
Battle CommandTypeDescription
囮になれ
Lure them off!
「デコイ」を使用して囮になります。
Lures enemies by using Decoy.
* At least 2 unions deployed.
* Other units Defend.
リブート
Use Second Chance!
「リブート」を使用して自ユニオンのHPを回復します。
Uses the art Second Chance to restore own union's HP.
* More likely when union is in a Pinch.
リブートで救助しろ
Save 'em with Second Chance!
「リブート」を使用して味方ユニオンを壊滅から救助し、戦線に復帰させます。
Uses the art Second Chance to save a friendly union from destruction, restoring the battle lines.
* More likely when target is KO'ed and/or in a Pinch.
囮を用意
Set up a decoy!
「デコイ」を他のユニオンに使用して囮にします。
Lures enemies by using Decoy on another union.
* Tends to target union with highest HP.
* Will remove Deadlock if already Deadlocked.
ステルスで隠密行動
Act secretly with Stealth!
「ステルス」を自ユニオンに使用して敵に狙われないようにします。
Uses Stealth on own union. Enemies cannot target it.
* Does not prevent enemy unions from engaging the union on current turn.
* At least 2 unions deployed.
ステルスでサポート
Stealth those guys!
「ステルス」を他のユニオンに使用して敵に狙われないようにします。
Uses Stealth on another union. Enemies cannot target it.
* Does not prevent enemy unions from engaging the union on current turn.
* Tends to target union with lowest HP.

Arcana
All Arcana commands require the union leader to know the Arcana, enough AP, 3+ mystic units, enemies > allies, and out of Deadlock.
If the command is intercepted, a Raidlock will occur and the command will be aborted.
Battle CommandTypeDescription
ブラックアウトを発動!
Use Blackout!
禁忌術法「ブラックアウト」を遠距離から放ちます。使用者以外は行動しません。
Orders a long-range attack with the Arcana Blackout. Other units in the union do not act.
ホワイトアウトを発動!
Use Whiteout!
禁忌術法「ホワイトアウト」を遠距離から放ちます。使用者以外は行動しません。
Orders a long-range attack with the Arcana Whiteout. Other units in the union do not act.
シポウルスポールを発動!
Use Animalcule!
禁忌術法「シポウルスポール」を遠距離から放ちます。使用者以外は行動しません。
Orders a long-range attack with the Arcana Animalcule. Other units in the union do not act.
癒しの水を発動!
Use Rejuvenating Water!
禁忌術法「癒しの水」で味方全体を回復します。使用者以外は行動しません。
Calls the Arcana Rejuvenating Water to restore the health of all allied forces. Other units in the union do not act.
* Doesn't need enemies > allies, but requires HP<40%.
フェイタルエクリプスを発動!
Use Fatal Eclipse!
禁忌術法「フェイタルエクリプス」を遠距離から放ちます。使用者以外は行動しません。
Orders a long-range attack with the Arcana Fatal Eclipse. Other units in the union do not act.
クリムゾンフレアを発動!
Use Crimson Flare!
禁忌術法「クリムゾンフレア」を遠距離から放ちます。使用者以外は行動しません。
Orders a long-range attack with the Arcana Crimson Flare. Other units in the union do not act.

Extra Arts
!!!All Extra Arts listed here require the unit to be in the union leader position on the PC. Most also require high union morale before they are considered.
Battle CommandTypeDescription
吹雪で敵を蹴散らせ!
Destroy them with Snowblind!
ウェポンアーツ「吹雪」で攻撃します。使用者以外は行動しません。
Orders an attack with the weapon art Snowblind. Other units in the union do not act.
* Out of deadlock, enemies > allies, 110+ morale.
熱情の律動で敵を蹴散らせ!
Crush them with Zeal's Virtue!
ウェポンアーツ「熱情の律動」で攻撃します。使用者以外は行動しません。
Orders an attack with the weapon art Zeal's Virtue. Other units in the union do not act.
* Out of deadlock, enemies > allies, 110+ morale.
大乱れ雪月花で敵を蹴散らせ!
Smash 'em with Snowpetal!
ウェポンアーツ「大乱れ雪月花」を中心に、全力で攻撃します。
Orders a full-out attack centered around the weapon art Snowpetal.
* 700+ morale.
ベルクウィニスで敵を蹴散らせ!
Hit them with Bel'kwinith's Fury!
ウェポンアーツ「ベルクウィニス」を中心に、全力で攻撃します。
Orders a full-out attack centered around the weapon art Bel'kwinith's Fury.
* 700+ morale.
スキアヴォーナで敵を蹴散らせ!
Crush them with the Schiavona!
ウェポンアーツ「スキアヴォーナ」を中心に、全力で攻撃します。
Orders a full-out attack centered around the weapon art Schiavona.
* 700+ morale.
ヴェファーレで敵を蹴散らせ!
Crush 'em with Lugh's Revenge!
ウェポンアーツ「ヴェファーレ」を中心に、全力で攻撃します。
Orders a full-out attack centered around the weapon art Lugh's Revenge.
* 700+ morale.
メガロアで敵を蹴散らせ!
Finish this with Megalore!
ウェポンアーツ「メガロア」で攻撃します。使用者以外は行動しません。
Orders an attack with the weapon art Megalore. Other units in the union do not act.
* Out of deadlock, enemies > allies, 110+ morale.
マルチキャストで決める!/Finish this with Omnistrike!
解き、放て……/Release...
力を、求めるのだろう?/Will you give me the power...?
契約してやる……解放しろ!/I'll bind you...so, be released!
聞こえているのだろう!/I know you can hear me!
いつまで……こうして……/How long...can this last?
マルチキャスト!/Omnistrike!
ラッシュの「マルチキャスト」を中心に、全力で攻撃します。
タリスマンに秘めた力を解放します。
Orders a full-out attack centered around Rush's Omnistrike.
Releases the power within the talisman.
* High or low morale (700+/<110).
* Cyclops not summoned?
タリスマンガード!
Talisman's Gift!
ラッシュが「タリスマンガード」で防御します。
Rush uses Talisman's Gift to defend.
* Pinch, high or low union morale (700+/<110).
* Cyclops not summoned?
イリーナ、マルチキャストだ!
Irina! Use Omnistrike!
イリーナの「マルチキャスト」を中心に、全力で攻撃します。
Orders a full-out attack centered around Irina's Omnistrike.
* Pinch, high or low morale (700+/<110).
ダヴィッド、エクス・マキナだ!
Dave! Crush 'em with Ex Machina!
ダヴィッドの「エクス・マキナ」を中心に、遠距離から全力で攻撃します。
Orders a full-out long-range attack centered around David's Ex Machina.
* Out of deadlock, 700+ morale, other units can use long-range arts.
* PC only: does not abort if Raidlocked, or if original target is terminated.
ダヴィッド、ゲイ・ボルグだ!
Dave! End it with the Gae Bolg!
ダヴィッドが「ゲイ・ボルグ」で攻撃します。使用者以外は行動しません。
Orders David to attack with the Gae Bolg. Other units do not act.
* Out of deadlock, 3+ enemy unions, 110+ morale, no Remnants summoned.
* PC only: does not abort if Raidlocked, or if original target is terminated.
イェーガー、ベオウルフだ!
Jager! Finish this with Beowulf!
イェーガーの「ベオウルフ」を中心に、遠距離から攻撃します。
Orders a full-out long-range attack centered around Jager's Beowulf.
* Out of deadlock, 700+ morale, other units can use long-range arts.
* Lob Omen not summoned?
* PC only: does not abort if Raidlocked, or if original target is terminated.
エミー、百花繚乱だ!
Emmy! Use Hundred Flowers!
エミーの「百花繚乱」を中心に、全力で攻撃します。
Orders a full-out attack centered around Emmy's Hundred Flowers.
* Pinch, high or low union morale (700+/<110).
* Namul Niram not summoned?
キルネア、大乱れ雪月花だ!
Khrynia, unleash Dual Snowpetal!
キルネア、イリーナの「大乱れ雪月花【咲乱】」を中心に、全力で攻撃します。
Orders a full-out attack centering around Khrynia and Irina's Dual Snowpetal.
* Khrynia or Irina as union leader.
* 700+ morale.
* Pinch may also increase likelihood of seeing command.
* Nightbloom not required!
スニーヴァン、ファントムエイク!
Snievan, unleash Phantom Pain!
スニーヴァンの「ファントムエイク」を中心に、全力で攻撃します。
Orders a full-out attack centering around Snievan's Phantom Pain.
* Pinch.
ズイドウ、ジャイアントプレスだ!
Zuido, unleash Giant Press!
ズイドウの「ジャイアントプレス」を中心に、全力で攻撃します。
Orders a full-out attack centering around Zuido's Giant Press.
* 700+ morale.
ルドープ、ギャラクシィだ!
Ludope, unleash Galaxy!
ルドープの「ギャラクシィ」を中心に、全力で攻撃します。
Orders a full-out attack centering around Ludope's Galaxy.
* 700+ morale.
はな、ひな、大乱れ雪月花だ!
Sisters, unleash Twin Snowpetal!
はな、ひなの「大乱れ雪月花【合咲】」を中心に、全力で攻撃します。
Orders a full-out attack centering around Hannah and Hinnah's Twin Snowpetal.
* Always available on the first turn.
* Hinnah or Hannah as union leader.
* 700+ morale.
ミルトン、気合だ!
Milton, unleash Iron Will!
ミルトンの「気合」を中心に、全力で攻撃します。
Orders a full-out attack centering around Milton's Iron Will.
* Pinch.
ひな、悩殺だ!
Hinnah, unleash Seduction!
ひなの「悩殺」を中心に、全力で攻撃します。
Orders a full-out attack centering around Hinnah's Seduction.
* Hannah KO'ed or in reserve/not hired.
* 700+ morale.
ヤング、大喧嘩だ!
Young, unleash Brawl!
ヤングの「大喧嘩」を中心に、全力で攻撃します。
Orders a full-out attack centering around Young's Brawl.
* 700+ morale.
サイクロップスを召喚!/Cyclops!
契約すればいいんだろ、来いよ!/It's best to bind it. Now, come!
ラッシュが「サイクロップス」を召喚します。使用者以外は行動しません。
Rush summons the Cyclops. Other units do not act.
* Out of deadlock, can't be intercepted.
* No guest unions/other summon.
* Can be Raidlocked after summoning.
ナムル・ニラムを召喚!
Namul, Niram!
エミーが「ナムル・ニラム」を召喚します。使用者以外は行動しません。
Emmy summons Namul Sin and Niram Sin. Other units do not act.
* Out of deadlock, can't be intercepted.
* No guest unions/other summon.
* Can be Raidlocked after summoning.
ロブオーメンを召喚!
Lob Omen!
イェーガーが「ロブオーメン」を召喚します。使用者以外は行動しません。
Jager summons the Lob Omen. Other units do not act.
* Out of deadlock, can't be intercepted.
* No guest unions/other summon.
* Can be Raidlocked after summoning.

Other
Battle CommandTypeDescription
遠すぎてターゲットできない!
Can't target too far away!
距離が遠すぎるため、ターゲットに選ぶことができません。(ロックアップ中はターゲットできる範囲が限定されます。)
That union is too far away to target. (Targeting is severely limited while in Deadlock.)
ファンブルで制御できない!
Can't act Botched!
ステータス異常「ファンブル」によってユニオンの制御ができません。
Botched! Union cannot act.
アニメートで制御できない!
Can't act Enthralled!
ステータス異常「アニメート」によってユニオンの制御ができません。
Enthralled! Union cannot act.

Extra Arts Commands
Extra Arts frequency is also affected by the type of enemy the party faces. Bosses give a decent boost, while rare monsters give a slight boost. Morale also plays a role in this, with higher union morale giving decent boosts. A union in a Pinch may also become desperate enough to try using EAs for the extra damage (may only be for the X360 as PC conditions were tweaked to be more conditional).

Summoning Remnants also falls under the same rules, with additional details; David can't use the Gae Bolg the same turn as the summoning, he can't use it after the summoning, and no guest unions.

Unit Action Speed
Each battle command gives a list of actions that will be performed once the turn starts, but it doesn't show what order the units will go in. That's because each action has their own speed rating that can be further influenced by the unit's SPD stat. In general, from fastest to slowest:
Summon Remnant > Item Arts > Normal attack > Combat Arts > Mystic Arts > Summoned Remnant Extra Arts
* Other Extra Arts have varying activation rates.

During battle, it's possible to Delay a unit's action by hitting them hard enough, or have the [Slowdown] effect from a class or accessory. Another way to shift a unit's actions is to combo them through the Critical Trigger system (Critical Offense).

The Union Leader's Influence
While the arts pool and AP pool have an influence on frequency of certain commands, it's the union leader that's the most important part of the equation. The union leader will pull up certain types of commands more easily, then the members within the union will also influence commands of that type. So if the leader is a mystic unit and the other members are also mystic units, then mystic commands are more likely to be considered, along with the specific types of mystic commands (inflicting statuses, morale control, long-range, etc.). It's possible that while matching the various units will bring up better commands, there are times that only 1 or 2 units will use arts. This is likely due to not forming a synergy between the units' Skill trees, or because the unit using an art is the only one of that type.

Change of Actions
Units may reassess their actions depending on what happens during the turn, and will earn EXP towards execution. Selecting the "Play it by ear!" command may increase the likelihood of a unit to reassess. If the union takes damage, then someone may reassess to healing the union, or use a stronger heal. If a healed union doesn't have any buffs on them, then a unit may reassess to buff the target or self. They will also reassess from Stand By to an attack if there was no need to heal/buff. The Critical Trigger will also have units reassess to an art if they're the last unit to act in the Critical Offense and if at least 2 consecutive COs were executed successfully.

It's also possible to interrupt actions by inflicting Black Out, Paralysis (CAs) or Silence (MAs). When Blacked Out, the unit will not act and will not charge AP. Units that have been Paralyzed/Silenced may be interrupted and charge AP instead. Rarely though, the unit may simply reassess to using a normal attack.


How to Use the Critical Trigger
Timing is Key!
The Critical Trigger system helps the battles be more dynamic, and there's no demerit for missing any of them. When the buttons appear on the screen, it's a Trigger Chance. When the Trigger Chance happens while the union is attacking, it's a Critical Offense. When the Trigger happens while the union is being attacked, it's a Critical Defense. The base CO/CD rates are built into the weapons (only CO for Shields), and can be influence by overall morale and accessories that boost Trigger Rate/CO Success/CD Success. Every weapon/shield has a base 80% CT success rate when CO or CD is set on Auto.

Critical Offense
When attacking the enemy, a Trigger Chance may occur. By successfully landing the CO, units will be moved up from the action queue in efforts to combo the entire union. The button must be pushed right when the ring finishes closing in it. The sequence is:
Trigger Chance -> Combo -> Final Unit reassessment.
A few things to take note of:
* If 3+ units have successfully complete the CO, the last unit will land a Critical Hit.
* If the CO is successfully completed for all units in the union (3+ units), then the final unit will reassess to an offensive art.
* Critical Hits are not limited to and not only linked to the CT system.

Critical Defense
When the union is being attacked and the Trigger Chance appears, it's a CD. The interesting thing about the CD is that it has 2 triggers and 3 outcomes:
[Block, Dodge], [Parry, Shield Bash, Counter].
Blocking with an equipped weapon or shield will result in a Block (ガード). Mystic arts can only be blocked by Shields. It should be noted that units in the Dual Wield stance can't block as they need to temporarily use both hands to handle the weapon, and they wouldn't be able to put away the offhand weapon quickly enough for it.
A Dodge is just that, a unit dodging the attack. Most attacks can be dodged. The only one so seems to have a 100% hit rate is Masterblow.
From the Block, a Parry or Shield Bash can be executed, depending on what was used to block the attack. If the attack was blocked with a weapon, Parry. With a shield, Shield Bash. The Shield Bash deals a decent amount of damage, but not as much as a Counter.
From the Dodge, it's either missing or success with the CT for the Counter. The Counter deals massive damage, proportional to the unit's STR. DWers can only Dodge or stop the enemy attack to avoid damage.

General flow:
AttackBlock with ShieldCD SuccessShield
CD FailureBlock
No Shield/Choose WeaponWeapon BlockCD SuccessParry
CD FailureBlock
No Weapon BlockDodgeCD SuccessCounter
CD FailureDodge
Dodge FailStops attackNo Damage
Total FailureDamage


During the Trigger Chance, each WT has their assigned button on the X360 for the CO. For the PC version, it's somewhat randomized, so those doing CTs manually have to pay attention. There may be a few pieces of equipment that don't follow the chart exactly. Higher morale means higher Trigger Rate as well.

EquipX360PC
SwordAA/X
KatanaaA/B
AxeRTRT/Y
HammerXRT/B
SpearYA/X
StaffBX/Y
Shieldrandomrandom
CDrandomrandom
MAsmain slotmain slot



Influence by Morale
Union and Army Morale
Morale. It can affect various things during the battle. In general, it goes up when dealing damage, goes down when taking damage. The Army Morale is the large Blue-Red bar at the top of the screen. The more blue, the better, and it'll show on the ally units with a blue aura. When morale is strongly in the enemy's favour, the aura is black instead. The Union Morale is by the "M", represented by a vertical orange bar. The shade of orange also changes from a bright orange to a dull orange depending on the Army Morale. How quickly it flickers is dependent on how extreme the Army Morale is.

One of the most important influences the Army Morale has however, is on parameters and Trigger Chances. The higher the Morale, the higher the in-battle parameters, Trigger Chances and damage multipliers in the Allies' favour it is. The lower the Morale, the lower their parameters and Trigger Chances are, along with taking increased amount of damage.

Morale Shift
So, what exactly shifts morale? Well, quite a few things. Union Morale is affected by damage dealt/taken, EA usage, and their movement (Flank/Rear Assault/etc.). Likewise, Army Morale is affected by morale shift arts, Critical Hits (more prominent on the X360), the relative strength of the enemy, EA usage, movement, union termination and whether or not there's an Enemy Advantage.

Influence on Battle Commands
As the union's morale rises, their commands may become more aggressive, opting for all-out commands instead of their more specific commands. Extra Arts trigger rate also increases, and is the best way for getting them into the command queue on the PC. Also, when morale is high, Flanks and Rear Assault commands will more likely include arts.


Knowing the Condition
The Changing Status of the Union
During battle, the unit and union can go through various conditions such as increased parameters or being paralyzed. If a single unit is affected by certain statuses, then the entire union is affected. Other statuses only affect a single unit, so hitting one unit with Frozen doesn't freeze everyone else.

The duration of the various statuses can be shortened (debuffs) or lengthened (buffs) through accessories and/or class effects. This will detailed in the tables below.

Unit
StatusDescriptionDuration
プロテクション
Protection
術法による物理防壁の加護を受けている状態。 物理攻撃を1回だけ無効化する。受けるまで継続。
Covered by a mystic wall that fully blocks a single physical attack.
物理攻撃を受ける/リブート
Receive physical attack/Second Chance
物理吸収
Phys Eater
物理攻撃を吸収する力を身につけている状態。 物理ダメージを回復値に反転する。
Able to absorb physical damage for a set number of turns.
1ターン経過/リブート
1 Turn/Second Chance
マジックシールド
Orphic Ward
術法により術法防壁の加護を受けている状態。 術法攻撃を1回だけ無効化する。受けるまで継続。
Covered by an enchanted wall that fully blocks a single mystic attack.
術法攻撃を受ける/リブート
Receive mystic attack/Second Chance
術法吸収
Mystic Eater
術法攻撃を吸収する力を身につけている状態。 術法ダメージを回復値に反転する。
Able to absorb mystic damage for a set number of turns.
1ターン経過/リブート
1 Turn/Second Chance
ユニット防御中
Defending
防御に専念している状態。 被ダメージを50カットする。
Concentrating on defending. Damage received this turn is halved.
1ターン経過
1 Turn
グロッキー
Groggy
ユニットHPが30以下の状態。
Unit HP has fallen to 30% or lower.
HP回復アーツ
Healing arts
KO
KO'd
ユニットHPが0の状態。 行動不可能。
Unit HP is 0. Cannot take any actions.
KO状態及びHP0ユニオンの回復
Revive arts
ダウン
Incapcitated
ユニットHPが1以上の場合に、ユニオンHPが0で 壊滅して戦闘不能となった状態。行動不可能。
Union's HP is 0. Unit essentially KO'd and cannot act.
KO状態及びHP0ユニオンの回復
Revive art
ピヨリ
Black Out
気を失っている状態。 ターン終了まで行動リアクション不可能。
Unconscious, no physical resistance. Cannot act or react until turn ends.
1ターン経過/リブート
1 Turn/Second Chance
帯石化
Petrification
体が石のようになっている状態。 ダメージを受けた場合に一定確率でKO。
Body turning to stone. Any damage taken causes instant KO.
7ターン経過/リブート/キュア
7 Turns/Refresh/Second Chance
帯炎
Burned
体が炎をまとっている状態。 炎の防御0。行動順が強制最後尾。
Engulfed in flames. Flame defense = 0. Always act last.
9ターン経過/リブート/キュア
9 Turns/Refresh/Second Chance
帯雷
Shocked
体が雷をまとっている状態。 雷の防御0。トリガー発生率0
Struck by lightning. Thunder defense = 0. No Trigger Chances.
9ターン経過/リブート/キュア
9 Turns/Refresh/Second Chance
帯氷
Frozen
体が氷をまとっている状態。 氷の防御0。追撃回数が1固定。
Covered in ice. Frost defense = 0. Extra Hit limited to 1.
9ターン経過/リブート/キュア
9 Turns/Refresh/Second Chance
帯酸
Acid Burn
体が酸をまとっている状態。 酸の防御0。特殊防御=0。
Burnt by acid. Lytic defense = 0. Special Defense = 0.
9ターン経過/リブート/キュア
9 Turns/Refresh/Second Chance

Union
StatusDescriptionDuration
デコイ
Decoy
自ユニオンに敵の注意をひきつけている状態。 すべての敵のターゲットの対象になる。
Attracting attention. All enemies will target this union.
3ターン経過/リブート
3 Turns/Second Chance
ステルス
Stealth
戦いに対して集中している状態。 移動中のロックアップの割り込みを無効化。
In deep concentration. Cannot be caught in Deadlock.
3ターン経過/リブート
3 Turns/Second Chance
APチャージアップ
AP Charge Up
ユニオンのAPチャージに加護を得ている状態。 APチャージが上昇。
Union members are blessed with energy. AP charges more quickly.
3ターン経過/リブート
3 Turns/Second Chance
STRアップ
STR Up
ユニットの腕力に加護を得ている状態。 ユニットの腕力が上昇。
Unit is blessed with vitality. Strength stat rises.
3ターン経過/リブート
3 Turns/Second Chance
INTアップ
INT Up
ユニットの知力に加護を得ている状態。 ユニットの知力が上昇。
Unit is blessed with knowledge. Intellect stat rises.
3ターン経過/リブート
3 Turns/Second Chance
SPDアップ
SPD Up
ユニットの敏捷に加護を得ている状態。 ユニットの敏捷が上昇。
Unit feels light on his feet. Speed stat rises.
3ターン経過/リブート
3 Turns/Second Chance
ATアップ
ATK Up
装備の攻撃力に加護を得ている状態。 ユニット装備の物理術法攻撃力が上昇。
Weapons imbued with power. Unit's physical/mystic attack power up.
3ターン経過/リブート
3 Turns/Second Chance
DFアップ
DEF Up
装備の防御力に加護を得ている状態。 ユニット装備の物理術法防御力が上昇。
Weapons fortified with strength. Unit's physical/mystic defense up.
3ターン経過/リブート
3 Turns/Second Chance
GUARDアップ
Evasion Up
装備のガード力に加護を得ている状態。 ユニット装備の物理術法ガード率が上昇。
Weapons blessed with lightness. Unit's physical/mystic evasion up.
3ターン経過/リブート
3 Turns/Second Chance
ピンチ
Near Death
ユニオンHPが30以下の状態。
Union HP has fallen to 30% or lower.
HP回復アーツ
Heal arts
ユニオン壊滅
Terminated
ユニオンHPが0の状態。 行動不可能。
Union HP is 0. Cannot take any actions.
KO状態及びHP0ユニオンの回復
Revive arts
ファンブル
Botched
ユニオンが機能を満たしていない状態。 陣の補正を失う。一定確率で行動不可能。
Critical failure! Formations bonuses negated. Temporarily unable to act.
KO状態及びHP0ユニオンの回復
Revive arts
パライズ
Paralyzed
体が痺れて思うように動かない状態。 ファイティングアーツが使用不可。
Body's gone pins and needles and won't move or use combat arts.
5ターン経過/リブート/キュア/解痺の塗薬
5 Turns/Refresh/Second Chance/Invigoration Cream
サイレス
Silenced
喉が痺れて声が出ない状態。 ミスティックアーツが使用不可。
Throat is stopped can't make a sound! Can't cast mystic arts.
5ターン経過/リブート/キュア/のどローション
5 Turns/Refresh/Second Chance/Throat Salve
ポイズン
Poisoned

毒を受けている状態。 ユニットの行動終了毎にHPAPに中ダメージ。
Weakened by a fast-acting poison. HP and AP take damage each turn.
* Seems to 16% MaxHP. Not sure on AP.
3ターン経過/リブート/キュア/解毒ローション
3 Turns/Refresh/Second Chance/Antivenin
* Curse will override the effects of Poison
カーズ
Cursed
重い呪いを受けている状態。ユニットの 行動終了毎に一定確率でユニオン壊滅
Hit by bad juju. Every action has the chance of instant death!
5ターン経過 (X360)/3ターン経過/(PC)リブート/コマンド「呪殺から無理やり解放!」
5 Turns (X360)/3 Turns (PC)/Second Chance/Command "Cure them even if it kills them!" (PC only)
* Curse will override the effects of Poison
アニメート
Enthralled
魅了されている状態。バトルが終了するまで、 ターゲットの敵⇔味方が逆転。
Bewitched until the end of battle to see the enemy as friend and you as foe.
コマンド「魅了から無理やり解放!」
Command "Cure them even if it kills them!"
APチャージダウン
AP Charge Down
ユニオンのAPチャージに呪いを受けている状態。 APチャージが減少。
Union members are hit by a curse. AP charges more slowly.
3ターン経過/リブート/リフレッシュ
3 Turns/Rejuvenate/Second Chance
STRダウン
STR Down
ユニットの腕力に呪いを受けている状態。 ユニットの腕力が減少。
Unit's vitality is sapped. Strength stat falls.
3ターン経過/リブート/リフレッシュ
3 Turns/Rejuvenate/Second Chance
INTダウン
INT Down
ユニットの知力に呪いを受けている状態。 ユニットの知力が減少。
Unit is cursed with ignorance. Intellect stat falls.
3ターン経過/リブート/リフレッシュ
3 Turns/Rejuvenate/Second Chance
SPDダウン
SPD Down
ユニットの敏捷に呪いを受けている状態。 ユニットの敏捷が減少。
Unit feels heavy as lead. Speed stat falls.
3ターン経過/リブート/リフレッシュ
3 Turns/Rejuvenate/Second Chance
ATダウン
ATK Down
装備の攻撃力に呪いを受けている状態。 ユニット装備の物理術法攻撃力が減少。
Weapons weakened by a curse. Unit's physical/mystic attack power down.
3ターン経過/リブート/リフレッシュ
3 Turns/Rejuvenate/Second Chance
DFダウン
DEF Down
装備の防御力に呪いを受けている状態。 ユニット装備の物理術法防御力が減少。
Weapons weakened by a curse. Unit's physical/mystic defense down.
3ターン経過/リブート/リフレッシュ
3 Turns/Rejuvenate/Second Chance
GUARDダウン
Evasion Down
装備のガード力に呪いを受けている状態。 ユニット装備の物理術法ガード率が減少。
Weapons weighed down with evil. Unit's physical/mystic evasion down.
3ターン経過/リブート/リフレッシュ
3 Turns/Rejuvenate/Second Chance

Visuals of the Status
While you can see the union's status on the battle screen on the union window, it's possible to see them on the units themselves. A buff that can block attacks gives a green aura. Parameter buffs have a yellow aura. Parameter debuffs have a red aura. All the other status effects have other representations.
Blacked Out - Stars above head
Petrification - White body
Burned - Flames
Shocked - Electricity surrounding body
Frozen - White body with sublimation happening
Acid Burn - A sickly green-ish yellow cloud
Paralyzed - Purple electric arcs
Silence - Same as Paralyzed?
Poison - Purple bubbles above head
Curse - Unit acting Groggy, has skull above head
Enthralled - Puppet strings.


Part 2.

Note: Chapter 3 will not be summarized. That's the main Walkthrough for the story, and I can't figure out the reasoning behind the order they went through. It assumes that you've gone through the game once already. Also contains the 68 quests and the Guild Adventures. That can be easily found on the Wiki so I won't cover it here.

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