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.

The Last Remnant JP Guide Summaries Chapter 1

The Mechanisms of The Last Remnant

Movement
World Map <-> Field
World Map <-> City Map
World Map <-> Dungeon
City Map <-> Inner Map
Dungeon -> Field

Unit & Unions
Units have 3 parameters to take note of: Status, Equipment, Arts.
There are also 4 races: Mitra (human), Yama (fish), Qsiti (frog), Sovani (cat). This can affect the size of weapons they can equip.
Qsiti: S (One-Handed, Power Grip, Two-Handed) and M (Power Grip, Two-Handed)
Mitra: M (One-Handed, Power Grip, Two-Handed) and L (Power Grip, Two-Handed)
Yama: L (One-Handed, Power Grip, Two-Handed) and LL (Power Grip, Two-Handed)
Sovani: M (Quad Wield, Dual Power Grip) and L (Dual Power Grip, Dual Two-handed)
* Mitra can use Small Shields, Yama can use Midsize Shields. All One-Handed equipment can be Dual-Wielded. No, you can't DW Shields like in Demon's Souls. Don't. Even. Try.

Classes
They bestow bonuses based on the level of the class. Class change is dependent on various factors such as stats, skill levels, class type eligibility, etc.

Unit Parameters
Strength: Increases damage given and decreases damage taken from Physical attacks (normal and Combat Arts).
Intellect: Increases damage given and decreases damage taken from Mystic Arts. Also increases amount healed.
Speed: Affects union movement, unit speed and evasion.
Unique: Various things, such as union chemistry, reassessment, reactions, actions during Fumbles/Botches, etc. For a technical explanation, read this. It's not the whole story though. Quite the mystery.
!Emblem: Each unit has an emblem which they are associated with. While the info is hidden, the emblem actually links to the unit's formation attribute data. Thus, units with identical emblems have identical formation attributes, save for their Race and Gender.


Equipment
There are 3 categories of equipment: Weapons, Shields and Accessories. Weapons can go in the Main and Sub slots, depending on the race and size of the weapon. Using Power Grip means that whatever was in the Sub slot would be put away. Shields can only go into the Sub slot. There are 4 categories of Weapons and Shield; Common, Enhance, Epic and Unique. Most, if not all, Epic weapons can grant a Weapon Art upon satisfying the WAs requirements. A unit can equip up to 2 accessories. The 5th slot is reserved for unique accessories, which are obtained as part of the story or through a quest. They are usually Remnants.

Weapons
Weapons have 4 parameters that should be noted: ATK, MYS, DEF and M.DEF. ATK affects how much physical damage is dealt, DEF affects how much physical damage is received, MYS affects how much mystic damage is dealt and M.DEF affects how much mystic damage is received. There are two hidden parameters, which are the EVA stat and weight for each weapon. For the most part, these can be ignored. It should be noted that Dual wielding seems to impart an EVA penalty.
There are 3 types, 6 sub-categories: Blades (Sword/Katana), Breakers (Mace/Axe), Polearm (Staff/Spear). All 6 weapon types can have one of the following modifiers: Slash, Maul, Bludgeon and Pierce. There is an Omni modifier, but that is reserved for Mystic Arts and Extra Arts. The modifiers from the weapon and combat art are taken into account during fights as different monsters/bosses have specific weaknesses and resists to modifiers and effects. The extra damage is only added if the enemy is weak against that modifier. The modifiers also have levels: no prefix, Mighty and Godly. Each level grants extra damage dealt by that modifier: 20%, 50% and 100% respectively.

Shields
Shields can only go in the sub slot, and their primary use is to block attacks. The EVA and M.EVA numbers show the likelihood of the unit to block physical and mystic attacks. Using a shield is the only way to block mystic attacks. Note that it should be possible to style change even with a shield equipped in the X360 version. Shields block style changes for the PC.
*** None of the Athlum soldiers come with shields.

Accessories
There are 7 types of accessories, sorted into their focus types. HP, AP, STR, INT, Speed, Physical, Mystic. The first 5 are primarily used to boost parameters, although the better accessories have desirable Effects to impart. The Physical and Mystic accessories are primarily used to reduce damage taken.
*** Due to either a programming error or deliberate coding, units on the Mystic focus path will not request INT and Mystic accessories ever. There is a way to fix it on the PC version, but X360 users have to live with them using Balance focus accessories. For PC users, do this: find the address at 010B3030 on the .exe, then change the 02 to 03, or find the link to the modified .exe on the wiki. They will begin to ask for Mystic focus accessories.

How to improve equipment
Within towns there are weapon shops and accessory shops to look out for. However, the best equipment would come from making use of the customize shops. From there, you can either upgrade weapons and/or shields, or create them along with accessories. You can also find them in treasure Remnants or as rare drops from certain monsters, mostly the Jhana.

Weapon Weight
While this stat is hidden, it can be inferred that the larger the item, the heavier it is. This, however, cannot be said for the accessories as we can't see what size they are. Remnants tend to be quite heavy. Power gripping a weapon can help alleviate the weight burden somewhat.

Equipment Effects
This can be seen when checking on a piece of equipment, under the "Effect" box. There are many different effects to look out for, as they can improve parameters, reduce damage, improve damage ratings, impart status effects, provide growth boosts, or even unlock a skill (PC only).

Equipment Growth
There are 3 growth rates, which is hidden from the player: Fast, Normal, Slow. The upper tier weapons tend to have slower growth rates in exchange for better bonuses. All weapons with the "Military Issue" effect (does nothing) have the Fast growth rate. These levels also carry over when upgrading equipment. Do note that an "illegal" upgrade that many leaders (and soldiers on the X360) have will replace the weapon, meaning that the upgrades will be lost. The highest level is +9, while the lowest is -3 (from drops).


Knowing the Arts
In battle, Arts consume AP whereas Item Arts only use Components. There are 4 categories: Fighting, Mystic, Item, Extra. Continuous use of the arts would eventually level it up, reducing AP cost while increasing power, or in the case of Item Arts, reduces the number of materials needed. It also provides an opportunity to spark new arts.

Arts Description
Under each unit's status, you can check on the art's Type, Modifier, AP cost/Component Cost and Effect.

Fighting Arts - Physical arts
The FAs consume AP and deal Physical damage. On the Arts screen, they are separated based on the wield style used. Depending on their weapon, they would also learn Weapon specific arts according to their wield style, and would be grouped under wield style.

There are 7 main wield styles, of which 3 are exclusive to Sovani, what with their 4 arms. Mitra, Qsiti and Yama can go: One-handed, Power Grip, Dual Wield and Two-handed. Sovani have: Quad Wield, Dual Power Grip and Dual Two-handed. As for style changes, it go like this: One-handed <-> Power Grip <-> Dual Wield <-> One-handed and Quad Wield <-> Dual Power Grip.

While FAs are primarily used to attack a single unit, there are arts that can hit an area or a union. Union attacks learned from PG+Mace (憤龍玉砕/Dragon's Roar), DW+Mace (羅渾灼滅撃/Final Toll), and TH+Staff (砕打/Crush). Area attacks are learned using OH+Katana (夢幻雪月/Snowfall), DW+Axe (デッドスパイラル/Topspin), TH+Staff (地壊衝/Temblor), and DPG (サンクション/Retribution).


Mystic Arts - Offense, Recovery, etc.
Mystic Arts, much like FAs, are categorized by type and consume AP. There are 6 main categories of MAs, with one unlockable when triggered. Invocations, Evocations and Hexes are considered "Low Mystic," while Remedies, Psionics and Wards are "High Mystic." It's just a categorization for their Skill Tree level up type; it takes less EXP to level up the "High Mystic" group because it's more situational for their use, while the "Low Mystic" group can generally be used every turn. The Arcana/Taboo MAs are not levelled up, but are unlocked through specific combinations of MAs used in synergy. There are 5 in the X360 version and 6 on the PC, with Crimson Flare being the new Arcana.

Invocations - Close range with a few long range options. Crimson Flare is triggered through Grenade Impact, and thus not used for Blackout on the PC.
Evocations - Centred around long range attacks, with the Rank S art being the only close range option.
Hexes - Union-based status effects, along with some Morale lowering attacks.
Remedies - Recovery and Status clearing, with minor buffing.
Psionics - Mostly about keeping Morale in your favour. Most of the arts are long range. While some of them don't deal damage, the modifier is present to help determine how much or little Morale is affected (treated like an attack even if it doesn't do damage). Also has access to one of the most powerful Arcana, Fatal Eclipse.
Wards - Purely support, like Remedies. Used to protect other unions and raising their morale and stats. There is no Arcana associated with this Skill.

Several of the Mystic Arts, in addition to doing damage, have Effects attached to them. While most of these aren't major status effects, they can help swing the battle toward your favour by increasing damage dealt or simply landing an effect that would cripple the enemy.


Item Arts - Using "Components" to use Arts.
Unlike the other two Arts types, Item Arts don't consume AP when used. Instead, "components" are used. The main benefit from IAs is that they're much faster than Mystic Arts, there's lower risk when using them for recovery purposes and the AP can be saved for other uses. However, since they use components, there's always the risk of actually running out of components for particular arts. Also to note is that MAs can take precedence over IAs if MA>IA in the amount healed.

There are 6 types of IAs: Herbs, Lotions, Potions, Explosives, Shards and Battle Traps. Herbs, Lotions and Potions are considered Recovery/Buff types, while the latter 3 are Attack types. All of the IAs, with the exception of Shards, deal physical damage and can be blocked as such. For the most part, IA damage is fixed.

Herbs - HP recovery and reviving. 拡散氷結薬/Frost Tincture is the attack art. Components found in Athlum.
Lotions - Main focus is status recovery, with a union heal and revive art. トルネードローション/Cyclone Cream is the attack art. Components found in Elysion - Tula Street.
Potions - Mostly buffing. Each one imparts an additional effect once it reaches Lv. 4~5. フレイムボトル/Flame Bottle is the attack art. Components found in Celapaleis
Explosives - All damage with status effects attached to them. Components found in Balterossa.
Shards - Mystic damage based on a modifier (Slash, Maul, Bludgeon, Pierce, Omni). Also has a union healing art. Components found in Nagapur. Very expensive to train.
Battle Traps - Mostly used to shift Morale, although there is an attack art and can inflict a few statuses. Components found in Melphina.

The components needed for each art can be seen when purchasing them. The "Arcanum," as the book puts it. As the skills level up, it can be activated faster and the number of components needed will also be reduced.


Extra Arts - Arts that can "Turn the Tide."
Most Extra Arts have a special indicator, in the form of an orange haze. These arts tend to be very slow and consume large amounts of AP, but are capable of dealing extreme amounts of damage.

Unique Arts - These are exclusive to Unique Leaders, and can only be used as the Union Leader (can be used in any position on the X360). These usually have fairly strict conditions before they can be used, such has low union HP (30% or less) and/or high/low union morale (110/1000 or 700+/1000). When the orange haze is active (ie. the unit using the UA hasn't acted yet), everyone in the union receives an evasion boost to ~95%. Activation of these arts raises Morale slightly, but drains the union's morale.

Special Arts - Conjurations. There are only 2 of these: Rush's Talisman Guard and David's Gae Bolg. The thing to note about these 2 are that they use the Remnants they have, and operate under the same conditions as UAs. The Gae Bolg increases Army Morale slightly, but drains union morale. Talisman Guard does not affect morale when activated.

Summon Remnants - There are 3 summons that can be obtained, 1 from the story and 2 from quests. Although there are 3, only 1 can be summoned at any time during a fight. The lower the union number, the higher the summoner's priority. These summons can't be controlled, and act like Guest unions. They usually have 9999HP, are resistant to most status effects and have their own move sets. Summoning can also leave that union open to a Raidlock.

Weapon Arts - These are special arts that are unlocked after meeting certain weapon and wield style requirements. Remnant Weapon Arts require the user to be the union leader, and causes the union to act as if there's a UA/SA user there. Normal WAs, however, act like if there were just FAs that deal extreme amounts of damage. Weapon Arts can increase Morale slightly on the PC, but drain the union's morale.

Arcana commands also have the orange haze, but the union must be out of the deadlock and have at least 3 mystic units in order to use them. Force triggering or using the command will also completely drain the union's morale. It should be noted that none of the Extra Arts and Arcana drain the union's morale after usage on the X360 version.

An important note. Any WA or EA that doesn't do damage will not drain the union's morale. So Wall/Imperial Aegis, Soulshield, Nethershield and Talisman Guard don't drain union morale.


Union Organization and Formation
Under the menu, there's the "Union Board" option. From there, you can organize your unions in different patterns to achieve different effects.

How to use the Union Board
The Party Menu's Union Board is where you organize your party members into smaller groups to be deployed in battle. The number of unions and units that can be deployed increases as the story progresses.
Step 1: Choose the Formation you want.
Step 2: Choose the Union Leader.
Step 3: Fill in positions with whoever you want in the union. You can only have a max of 5 units per union.
!!! It should be noted that there is no leader restriction on for the PC version. On the X360 version, you are limited to (Battle Union/Battle Leader/Battle Unit) 2/3/3, 3/4/9, 4/5/12, 5/6/15 and 5/6/18 configurations. In reality, it would be 2/2/3, 3/3/9, 4/4/12, 5/5/15, and 5/5/18 as Rush must always be deployed.

The union's HP and AP values is the sum of all the units in it, while the ATK/DEF/MYS/M.DEF values are the averages of the units' equipment with the formation bonus/penalties factored in. This doesn't reflect the union's true strength, but rather the average of their abilities.

Throughout the story, the number of units and unions you can deploy increases until you have 5 unions and 18 units max. How they are organized is up to the player. More unions means fewer units in each one, making them weaker but gives rise to increased chances for Side Attacks/Rear Assaults/Massive Strikes. Fewer unions means that they can be stronger, but are more prone to being flanked.

When constructing a union, it should be noted that they can be arranged in a 5x5 square pattern. The front 2 rows are generally the front lines that give rise to ATK and DEF boosts, whereas the back 3 are the rear and give MYS and M.DEF boosts. The rear line is highlighted with a green glow. Formations may also impart a special effect such as boosting the power of Remedies arts (Queen's Warder). This is a generalization, and should be ignored as difference formations may deviate from what you may expect. All the formations are grouped together in the inventory according to their focus; General, Physical Attack, Mystic Attack, Speed, Physical Defense, Mystic Defense, Recovery and for the PC, The Seven.

Formation Upgrades
Depending on the units within the union, upgrades to the base formation may be achieved, resulting in larger positive boosts and smaller penalties. This is done through combining units with the right formation attributes, which are hidden. They are "Special", "Generic", "Physical", "Mystic", "Speed", "Recovery", and introduced on the PC, "The Seven". Also to note are "Male" and "Female" (only applicable to Mitra) and the races. There are further upgrades that can be achieved, but it also depends on whether or not Rush has found the formation upgrade as a treasure or from completing guild tasks.

How to Use Item
The 4 Types of Items
Throughout the game, you will encounter various types or items, all of which will fall under one of 4 categories: Components, Materials, Captured Monsters and Key Items. Some of these may be obtained from treasures, guild tasks, battle, harvest points or quests. The inventory can be viewed under the Party Items sub-menu. As you progress through the story, more items will become available for purchase. At any given point, the most you can hold of any item is 100. If the amount received from somewhere will exceed 100, then the excess will be discarded. If you have too many of something, then you can sell the excess items.

Components - For Item Arts
The 6 IA Skills have a specific combination of items that can be used to deal damage or use their effects. The full line can only be purchased in specific cities, and the selection will open up through story progression.

Herbs - Athlum. Uses Leaves and Herbs.
Potions - Celapaleis. Uses Oils and Ales.
Lotions - Elysion. Uses Tonics and Plants.
Explosives - Balterossa. Uses Explosive Agents.
Shards - Nagapur. Uses Shards and Sands.
Traps - Melphina. Uses various tools.

The components used in each IA are specific to that IA, so there is a risk of running out of components if the player relies on them too heavily. So be sure to keep well stocked in the components that you know you'll be using!

Materials - For Customization
There are about 800 different materials to collect to help customize what Rush and his party can use. The only use for them is to be taken to the Customization Shop to either upgrade or create new pieces of equipment (weapons/shields/accessories). As with the Components, the number of materials you can access will increase, and shops will start stocking some of the more expensive materials. However, the best way to obtain them is to use the Drill and from fighting monsters. Some materials are given out as rewards from quests or guild tasks. This is also a good way to get party members, if they need the material, to clone them, thus cutting down some time from finding it. This method does require the player to know what and where they can find it.

Captured Monsters
During battle, if a monster can be captured and is captured, it will remain on the field. From there, you have 2 options; leave it alone or split the monster. Once it's split, you can't undo the action. Each monster has 4 possible items it can split into, especially for the Rare Monsters as some of their splits are for guild tasks. The ones that aren't split can be sold for money and Trade Points (unlocking Trade Goods).

Key Items
There are 5 types of Key Items that can be obtained throughout the game: Quest/Story Items, Formations and Upgrades, Weekly and Daily Magazines, Orbs and Formulae, Remnants.

Quest/Story Items: Exactly what it says. They're obtained through quests or story events.
Formations and Upgrades: These are either found in treasures, or obtained from quests and guild tasks. Having the scroll in the inventory means that it's possible to use the formation, and if the upgrade is present, then also also upgrade the formation.
Weekly/Daily magazines: Obtained from completing specific guild tasks, these items help improve the monster drops, and are required for upgrading high end weapons. The drop rates for the specific drops are 30% and 15% respectively.
Orbs/Formulae: Obtained from guild tasks (Lotions/Potions/Explosives or quests (MAs, Shards, Traps). These enable Rush to use the Skills.
Remnants: Obtained through the story and quests. Story characters have their Remnants in their Unique Slot, while others will have them in their accessory slot (doesn't show up in the Key Items menu). The Remnants will also appear in the Key Items section.

Shops and Trade Goods
Find What You're Looking For
The various shops can be identified by the icons, and will sell you specific types of items. There are Components, Materials, Equipment and Customize shops in almost every town. You can buy Components and Materials in bulk, but Equipment can only be bought one by one. Selling can be done in bulk as well, by highlighting the ones you want to sell.

Trade Goods
By selling captured monsters, you will earn Trade Points to certain categories in all shops. Trade goods will be noted with a balance scale icon, and will be available in limited quantities. If you don't have a high enough Trade Rank for a specific category, then the item(s) will be blanked out with a "???" designation. There are 7 categories that can be affected through selling captured monsters: Gem, Material, Leather, Antique, Recipe, Equipment and Imperator. All Rares give a small boost to Imperator, while specific monster races will boost certain categories.

How to use the Customize Shop
Customization - Improving Weapons and Shields
After a while, the units' equipment will start to fall behind, so an upgrade will be needed. At the Customize shop, you can check what can be upgraded at the moment based on what materials are currently in the inventory. If an item can't be upgraded, then the shop owner will say so. On the PC, you can check what materials your party members need, though you wouldn't know how much they need of what.

There are 4 ranks for equipment: Common, Enhance, Epic, Unique. Most Unique equipment can't be further customized, so be sure to weigh the pros and cons of going that route. Enhance customizations tend to show up earlier in the upgrade lines, while Epic equips can be customized from both Common and Enhance pieces. This can vary based on the starting points, so looking up the upgrade path will help cut down on the frustration. Of course, there's still the issue of gathering said materials.

When upgrading, there may be a drop in stats when going from one rank to another (Common -> Enhance, Enhance -> Epic, Common -> Epic). The drop is minor when compared to the final upgrade to their lines. One thing of note is that Epic equipment have a Weapon Art (WA) associated with it once WS and WT requirements are met. Remnants are considered Epic weapons.

The other upgrade is known as a "strengthening." On occasion on the results screen, you will see that a piece of equipment may have been strengthened. This will add a +1 (or higher) to the equip, and increases its stats by a percentage (truncated). However, the upgrades will be lost if the unit goes through an illegal upgrade (doesn't follow the upgrade path of that equip) as the unit is creating a new piece and tossing away the old.

Creation
The other way to craft equipment is through creation. Most of the equipment created can't be upgraded any further, so it's only a short-term solution for better equipment. The main purpose of this option is the creation of accessories, as they will have effects that won't be found in a regular shop. Some of the costs for creation can be lowered slightly if there is a Recipe present.

Disassemble
Sometimes, you're the one that needs the materials. Some pieces of equipment disassemble into materials that you or other party members need/want. This is especially true for Imperium (can't be harvested) and Jewel Steel (3% drop). The reason why you would want to disassemble equipment is because party members will also receive the amount from the disassembly. It's a more efficient way of gathering some of the materials they need for upgrading.

Pubs and Quests
Quest Progression
Client -> Target Area to complete task -> Reward.
Most of the time, the client will be hiding in a pub with a red bubble above their head. The reason you would want to do their quests is for their rewards. They range from opening new areas, money, materials, etc. For some, finishing their quest unlocks them for recruitment, or opens up a new guild.

There are 68 quests to complete, and they open up based on question completion and story progression. It should be noted that some quests will be cut off if certain conditions are met. Taking key Remnants is one of them (Lia Fort for Violet [The Dreaming Rose], Flachonelle for Nora [Kate and Rhagoh] and the Dead Heart for Haruko [Hearts]), as is forgetting to talk to certain people (Ghor during the Six Bases). One way to check up on quest availability, other than looking at a guide, is to talk to the pub helpers. There are usually rumours floating about for all the quests, and from there it's a matter of figuring out where the client might be. Each town has something different to say about each quest.

Once the quest starts, it's possible to abort/suspend it by leaving for the world map. This is sometimes advisable for the much more difficult quests as their boss fights can be hard to deal with depending on how far into the story you begin it.

How to use the Guild
Leaders
One of the main purposes of a guild is the recruitment of leaders (unique and generic). The other is to complete various guild tasks for their rewards. It's a good source of income and can net you various items as a result as well (Formations, 3 new IA Skills, materials, equipment).

There are unique and generic leaders found at the guilds. Each have their merits, so it's best not to dismiss generics because they're, well, generic.
Unique: Can engage in Party Talks for requesting equipment, equipment focuses, new MA and IA and may have a quest associated with them. They will all become available for rehiring after a threshold has been reached (number of battles or time).
Generic: More become available based on story progression and which guild task has been completed. Once dismissed, most of them can't be rehired.

Guild Tasks
Each of the guilds has a few types of tasks to complete. They range from killing a certain number of monsters (The Bloodythirsty Warrior), specific Rares (The Monsterslayer), having enough of a certain material (The Collector), equipment (The Weaponmaster), classes and stats (Leader Extraordinaire), Chain (Battle Chains of Steel and number of treasures opened (Treasure Hunt). There are also the Bonus Tasks which require the various Eyes to appear.

Guilds
There are 3 main Guilds that you can go to. The Sword of Three Realms and Ring of the Labyrinth/Ring of the Ancient Castle guilds must be unlocked through quests and are only available in certain cities. The Union of the Golden Chalice is found in almost every city.

The Drill
Harvest Points
After completing the quest involving the mysterious... thing (its trademark is the 3 horns...?), it will follow you around, allowing Rush to obtain various materials from harvest points. There are 2 types: Harvest and Excavation. Harvest points show up as white swirls while the Excavation points show up as orange swirls. Harvesting each time will decrease the Drill's D-Acts by 1. Each point has a set of materials that can be obtained, along with its chance (also a default 10% chance of nothing, though some points will be higher). There's also a separate 10% rate of obtaining a rare item. You will always get something from an Excavation point, there are usually Recipes or antiques in them. The Dig points also differ; Felling, Digging, Sifting (water/land) and Jump. Depending on which one is used, the Drill's stats will increase at different rates. Sometimes, it will manage to harvest more than usual, resulting in an Item Bonus. If it finds a Rare Item, it will be displayed on the screen.

D-Acts and D-Bullets
The Drill starts with only 5 D-Acts, but can be increased to 21 through finding the 16 morsels for the little guy to nibble on. They are found in...
Ruins of Robelia Castle
Dillmoor
Blackdale
The Great Sand Sea
The Great Subterrane
Lavafender
Siebenbur - Fifth Path and Second Path
The Catacombs
The Heroic Ramparts
Darken Forest
Crookfen
Aveclyff
Fornstrand
Mt. Vackel

Overdrive
On occasion while gathering materials, the Drill will try for a Loop Chance, resulting in it going into Overdrive. There's no demerit for this happening, and it will try to harvest even more items. There is a chance for the Overdrive to fail...

The Drill's stats
Power, Technique and Drill. Those are the 3 stats that will increase based on how much it harvests. Each parameter has 16 levels to it, and increasing them will eventually unlock new skills to improve harvest rates. The different points will increase each of the parameters a different amount. Each level it goes up will change its prefix, eventually going to "Grand ____ Master."

Accidents
On occasion, the Drill will accidentally do something wrong. This usually results in monsters chasing Rush. Not all points have an accident associated with them, so it's quite safe to drill around. Most of the accidents tend to be loud noises that anger monsters, some strange liquid that angers/charms/terrifies monsters, reduces D-Acts or even restores D-Acts.

26 Feb 2011

More LasRem notes.

EXP gains are limited by turn count. Turn 30 is the last turn the unit can gain any sort of EXP. Any more after that is a waste of time. However, turning back the turn count with a trainer can allow for EXP gain to be unlimited.

Ragna-rock doesn't affect the EXP gained for levelling weapons. It was probably not implemented properly or was a mistranslation. Equipping 2 Ragna-rocks imparts +400% EXP (x5). This is multiplied with the Chain Count multiplier (+50% from 220-369 and +100% from 370 onward). The BR difference has a much stronger influence on the EXP gained, much like it does on influencing stat gains. Chain does affect equipment growth. The EXP required for strengthening weapons is absurdly high. The bonuses have also been lowered for the PC version, probably to compensate for the balancing act they pulled. Not that big of a deal.

Shields gain 60% of the EXP for the Turn. More if the unit blocks with the Shield (+40% for first block, then unknown after...).

EXP gained for stats is based on what goes on in battle. EXP split is uneven; is tilted towards the selection phase. Logged here. Still nothing based on Chain, but assuming that it has the same gradual effect as with equipment. There are 3 types of growths: Balance, Combat, Mystic. Those are set on the unit and cannot be changed. However, since stat gains can be skewed, this can be ignored on the PC.

During battle...
Once a MA is ready to be selected for levelling up, the MA stops gaining EXP. The Skill, however, continues to gain EXP and can be easily seen when continually using any of the arts in the Skill group. Reaching a new level in the Skill will show with the Mystic Chance splash. It also seems like the game will always choose the highest Rank MA to learn, even if another art is ready to level up.

CAs and IAs may act in a similar manner. Sparking the new level will temporarily stop any EXP gain at the total for that level (Lv.2 = 32EXP, Lv.3 = 106EXP, etc.), then will start gaining EXP again as selection and execution beings again.

Selection = 2EXP. Execution (doesn't matter if it's a miss) = 2EXP. Sparking = 2EXP to WS, 0EXP to WT. If using "Play it by ear!" or reassessing to an art, EXP goes only to execution. More here.

Union Morale
Lockup = 0 (engage directly) or 40 (engage after target has acted)
Side Attack = 80
Rear Assault = 120
Massive Strike = 150
Intercept = 80
Raidlock = 130
Use EA = -1000
Attacking = amount varies, but usually hovers around 50?

Army Morale
Lockup = 0
Side Attack = 100
Rear Assault = 140
Massive Strike = 180
Intercept = 100
Raidlock = 240
Use EA = +100
Terminate union = 160
Reinforce = 120
Critical = 5~30? (varies based on current army morale, it seems)

Track Change
0~300 - play low morale track
301~700 - play normal encounter track
701~1000 - play high morale track
*** approximate

Starting Morale
Army
Disadvantage - -300 from start
Low Morale (greater than 10BR in enemy's favour) - 100
Neutral (+/- 9 BR of encounter) - 500
High Morale (greater than 10BR in player's favour) - 900

Union
Add up the individual unit morale. Max starting is 255


Bonus Stats
Already added to the wiki, but the highest you can get for a stat bonus is based on either the unit's current or BR99 stats, whichever is lower. There is no point in waiting for the PC version as stat gains are purely percentage based. After getting the bonuses, the unit's stats will always be that percentage higher than if they didn't get the bonus.

Weapon/Shield descriptions
Sword: Higher in ATK, making it better for units that focus on CAs. Higher EVA rates
Katana: Higher MYS, but suffers from lower EVA. Good for balanced units.

Sword: Balanced stats, making it good for all purpose units. Decent EVA and CO/CD rates.
Katana: High ATK and MYS, but suffers from low DEF/M.DEF and EVA rates. Generally have high CO/CD rates, are light, making them good for units focused on offense.
Axe: High in both ATK and DEF, but suffers from lower CO/CD chances.
Mace: High overall stats, but low EVA and CO/CD chances.
Spear: High stats all around, but are heavy. Suffers from low M.DEF on the X360.
Staff: High MYS for heavy MA users. Also has decent ATK values for staff-specific arts.
Shield: Helps block MAs. Varying weights depending on the size of the shield.

Evasion ratings from JP guide
D - 0-5
C - 6-11
B - 12-17
A - 18-23
S - 24-29
SS - 30+

Enemy Arts
Deathtouch - is a CA, deals mystic damage (Block is in blue)
Bone - is a MA, deals physical damage (Block is in white, Rockgraters would not cast it when silenced)

Emmy's alt dialogue
(Balterossa)
Warrior Woman: "Old lady"!? Excuse you! Who the hell do you think you are?
Rush: Huh? ...I guess I mistook you for someone else. Totally look the same, though...
Warrior Woman: You're awfully rude to people you've just met.
Rush: S-sorry!
Warrior Woman: Hmph... I'll let it slide this time. Of course, that's on the condition that there's never a second.

Warrior Woman: Calling someone "old lady" is quite inconsiderate... especially when they aren't old!

If in Elysion...
Warrior Woman: Calling someone "old lady" is rude and inconsiderate. Besides, I am far from old!

9 Feb 2011

So much for priorities.

So while I was kinda bored and not doing any sort of critical thinking or coding, I decided to pop over to NicoDou for a little while. And because it had been a while since I browsed around the site. Wanted to see if there were any new vids showcasing the animation quality from Sengoku BASARA 3 since such things amuse me. There were quite a few new vids, but I only looked at the stage opening animations. Only Ieyasu and Mitsunari had 2 animations, in a normal stage and the specific Sekigahara stages. Then I got seriously sidetracked and started looking at LasRem vids. I found some pretty interesting vids, including one that showcased everyone's lines if they used an offensive Arcana. Even units like Darien, Baulson and Milton (they can't cast Blackout and the like). Then followed with 2 omake; one of their status screen quotes and the other when they're chosen as the union leader. I quite liked it, even if it was hacked. I was thinking of compiling a version myself before, but I guess I can do it for the EN voices. The other vids were against some of the bosses... at really low BR and IA only. The Fallen, The Lost and the White Conqueror with only IAs. I've already tried with only those soldiers, but that didn't quite work out the way I wanted it to. Mostly because I couldn't get a decent number of them firing off in time and no Shards. The low BR vids were against the E7 (BR25) and The Lost (BR39). I knew that it would be possible at around that point, but it was a matter of who to use and what to use. I'll probably try something like that again soon. After all, I found a new trainer to play with! This time, it's a JP trainer that took a little while to find, but should be interesting to use.

Anyways, not much to say at the moment. Still gathering those HP values, albeit very slowly. Been watching a JP playthrough on NicoDou, and it's much more entertaining than watching an EN one. Mostly because on NicoDou, there's the running commentary from the user and the viewers' comments. The user does happen to have a good enough computer to play the PC version, but the playthrough's for the X360 version! It's also more entertaining to watch someone play through a not-quite-optimized version.

26 Jan 2011

Herbs...!

Well, managed to get past Bravery and Loyalty on Ransatsu... Wanted to re-do the fight once to make sure that everyone survived the fight, which they did. First attempt ended with my mystic union (Perneth leading) dead... Good thing they can deal almost 7K between the 2 unions, though dealing that much for only 10 units is a little low. Doesn't help that they haven't exactly upgraded their equips, though that's mostly my fault for not keeping up. Still, not exactly sure what level I sure aim for since if their damage output is too high, then they won't get the necessary arts EXP. If the weapon stats are too low, they won't survive anything. Also doesn't help knowing that they haven't exactly improved for the past 4 BRs. Will likely have to use the Wisdom's Echo quest to get them up to speed with Liza. She starts at BR31 and comes with a pretty nice weapon. But first, I should probably get Oakes to learn Vivification Herb then beat the Dominator for recruiting Ripley for a second Bard. Will definitely aim to turn Jodo into a Bard. Maybe I'll also run into a few new rares along the way? It's definitely going to take a while before I can get everything to spawn.

Up to BR5 now, mostly due to getting a Chain50 for hiring Hematea. He's worth hiring due to having Invo/Hex (more flexible to work with), but he's not exactly spectacular for the amount of effort you need to spend just to get him. He practically needs an Enchanted Glaive, but I don't know if I can get him Mystic focused enough for it. So far, the mystic union is still asking for Balance accessories, so that's a little worrying. Maybe... Haven't exactly fought 10 battles before entering a town to change their focuses. I'll see soon enough with Marty though. There's a pretty good chance that I can get the Combat union completely focused. But first, Vivification Herb then Dominator. All while Emma's still in the party.

Got a pretty good idea of what endgame will look like, especially in terms of union numbers. Most likely end with 4 unions instead of the usual 5 because of the lack of status control. I'll probably stick Jodo in the mystic union since Ripley with the Might Javelin would be much better off in a combat union. The problem now is what kind of mystic union I should have. There's no way to use Animalcule (only 2 Hex units), Whiteout is pushing it (only 4 Invo/Evo units) and Blackout is a generally safe option. Fatal Eclipse is a possibility, but that unit comes so late in the game that I'm not entirely sure if it would be worth the trouble to use her as a Psi leader. I'll probably just spark it for the sake of completeness. Oh, noticed that I can get Crimson Flare too! Maybe I'll try for this type of run as well. Only managed to do it a few times with the uniques and it's impossible with the soldiers because there aren't any with Psi.


Normal mode is on hold for the time being. Trying to kill that Steamroller in the Mines with everyone alive before moving on to the other things I should be doing, like recruiting more people. Funny thing about all the attempts? The Steamroller kept picking on David. Probably because the game recognizes that he has the lowest defense out of everyone...? Thought that Emma would be targeted, but I guess not.


More later. Once I get some time to play. Should be able to get some in on Friday and Saturday.

22 Jan 2011

Well then.

I might end up with an X360 at some point, if only to play around with programming. Might as well pick Last Remnant on that system since I'm still poking at various things and would like to compile an accurate max stats chart. Along the way, noticed that the weapon strengthening is different between the versions, with the X360 getting better boosts. Well, depends since some of the weapons have much higher stats on the X360 but are more balanced on the PC. Then there's also the units themselves since stats are also part of the damage output equation. There are a few things I want to test such as the style change thing. The PC version does have class restrictions when it comes to style change within battle, so I want to see if it's not present in the X360 version. Just to satisfy my curiosity.

Since I restarted the game on both modes, looks like I'll be rare hunting like crazy again. Need to compile a rather large list of HP values for graphs, and to maybe fix the layout over at the wiki... I want help damn it! There's about 260 rares, and I'll be going at both modes. That's a lot of rares to poke at! Still, there's info to gather.

In terms of progress, not much has been made. Both modes are past Namul Niram, but the Ransatsu run is around the Nest of Eagles part and is thus further along. Need to go to Athlum Castle for the scene, but I still haven't done Emma's quest. The recruits I have are doing OK, but it could be a lot better. Oakes still hasn't learned Vivification Herb and that's worrying me. What's even more worrying is the lack of units on hand... Haven't gone back to the Numor Mines to kill the necessary Quien for Vega, don't have Union of the Golden Chalice Rank 1 for someone else, etc. I should probably get moving on that since I'll need the team completely outfitted and ready for that fight. Will keep Emma around for a little while longer as a crutch, just in case. For the Normal run, it's not as bad. Everything is proceeding smoothly, but I do need to upgrade the mystic units' equips soon since they need to be able to defend themselves with CAs. Perneth is fine since most of the enemies will be in unions and Hexes hit unions pretty hard. Think that's about it for now.

14 Jan 2011

Nom nom nom

I've been devouring souls lately... Restarted my game (again) and actually finished it! Admittedly, I had help through the PWWT event, but at least it's done! And now I'm suffering through NG+, which isn't as bad as I thought. I initially complained because I lost a large number of souls early on and the fact that my Crescent Falchion +5 wasn't quite cutting it anymore. Until I started abusing the Clever Rat's Ring to boost my attack, then switched over to the Crescent Uchigatana +5. It was unusually easy to upgrade that weapon, and I'm not sure what else I should make. There are still a bunch of upgrade paths that I need to complete for trophies.

Phalanx went down really quickly, though I did play around with it while blasting it with Soul Ray. Tower Knight gave me a little trouble because I couldn't lock-on to its head about half the time. Ended up rescuing Biorr for the Penetrator. Couldn't take it down fast enough alone... Can get him to about the halfway point before getting overwhelmed because I generally hate going around in circles just to kill something. Haven't gone against Allant because doing so would place my status as endgame. Not something that I want to do just yet since it would block off talking to the Maiden in Black for gaining Soul Levels. Stonefang went down really quickly. Didn't take too many arrows against the Armor Spider, though I did end up getting hit a few times. Took off about half my HP while in Soul Form. The Flamelurker was a funny little fight. I actually managed to get it stuck in a loop for a bit, then got a little too trigger happy and got it unstuck. Died in a swipe. Since I didn't exactly want to melee against it, I decided to poison it from behind. Sure it took forever, but it was the safest way to do things. My build probably sucks for PvE. Dragon God died in one go. For once. Tower of Latria wasn't too bad either. Didn't have the Anti-Magic Field when I went through the first 2 areas, but didn't need them for the most part since Poison Cloud worked just fine against everything there. Decided to spam it for the third section to go "Happy Squid Head Stabby Time!" against the BPs there. Played against the Old Monk offline since I don't like dealing with PvP. Shrine of Storms went by OK... Had some difficulty against the Adjudicator since I couldn't quite remember how I dealt with it the first time around. Ended up jumping down to melee the damn thing since I couldn't shoot it from above or below. The Old Hero was easy while sniping, but getting there was the hard part. What was it again...? It was the opposite of the Kirby Type boss run. The Storm King was pretty fun. A little aggravating because I couldn't find the little nook for hiding against its assaults. Ended up using my Sticky Composite Bow +5 to kill off those Storm Beasts. The sword was too weak(?!) and took too long to swing. Also, I suck at using large swords. Only thing left? Valley of Defilement. Keep dying at certain parts, so it'll take a little while before I'll get through it. Will probably need to tag along a weapon that could be enchanted with fire damage... or using that Lava Bow or tagging along an obscene number of Fire Arrows. Good thing my DEX is 40... But the biggest problem is that I'm going to need a weapon that scales with my DEX and can also be enchanted for higher rank runs.

While online, ended up meeting a few players. Many were quite nice, while one was rather... annoying. He kept summoning me in 4-2, to the point that I was quite happy to see someone else summon me. I don't like summoning others, mostly because I don't want to be invaded and that I'm not exactly the most careful player around. At least my ranking's been improving quite a bit. Got a bunch of S ranks through helping others get through the final parts of World 1 (Penetrator and Allant). While helping out, managed to kill at least 1 BP, which helps in shifting my CT back towards white. Had it Pure Black to deal with a sidequest to get the Talisman of Beasts. It's pretty amusing to kill Ariona/Ostrava in a second with Poison Cloud, stopping him from suicide. Or was it assisted suicide? I'll never know... but at least he's alive this cycle so that I can listen to his little bit before he kills himself.


Anyways, also got in some SenBASA while I was at it. Finished Mitsunari's Grey route (100%!) while having only the most basic weapon equipped. It was pretty interesting testing out some of his properties. Turns out that he can do quite a bit of damage while using his delay. Found that it was easier taking out bases using the delay property than using a bunch of his skills. Seems like he requires a little zoning as well, though not as much as Oichi. In the meantime, also started up Motochika's, and hopefully I'll get through it soon. All of the allies he can recruit are very straightforward to get; just playing the route is enough.

And for a little added fun, restarted Last Remnant. Well, more like restarted the Athlum-only runs because I don't quite remember what I was doing. Added a little extra to the Normal mode run; fresh Athlum-only. Ransatsu gets the bonus of NG+ goodies, though it won't do any good anyways. Along the way, I'm going to have to gather rare monster HP values since quite a few of them are still missing.

25 Dec 2010

Bleh.

So I screwed up trying to recruit Ravness. Again. For about the 3rd time. I didn't realize that the flags were HP percentages at certain battles, so I have to deal with that all over again. Good thing there's that W.O.R.L.D. system to exploit. Currently training up the team (Hobyrim included since I want a Swordmaster deployed) to about Lv. 20 to start the events for recruiting Deigo, then Xapan. Maybe I should have just recruited that mercenary back in Chapter 2, but eh. I was wondering if there was a fight with him later on, so I wanted to fight him then. Too bad the first time I attempted the fight, the army got overwhelmed pretty quickly. Everything was at Lv. 20~21, along with a lot of monster units closer to the front lines. The only unit that can deal with them is my Dragoon... and Witch. They can deal consistent and considerable amounts of damage to them when compared to, quite frankly, everyone else. Don't know what level I should aim for, but it's going to be a pain getting everyone at a decent level... Even with buffing, it's not going to make much of a difference if the enemy has much better equipment than my own team. I think I'll stop with the grinding once Hobyrim reaches about Lv. 15. Should be good enough since he can do preemptive attacks once he's got enough TP. The generic units are really dragging everyone else down (except for the Witch) because their base stats are about 10 points lower. What the hell... Canopus can easily deal more damage than the other Vultan on the team, and I even loaded him with Phys ATK up skills! Unfortunately, because of his much higher WT, didn't bother outfitting him with a bow because of the added WT. A hammer and shield should do, so he's kinda tanky. Still not as much as Jeunan as he can take absurd amounts of damage.

I really should have class changed Denim ASAP. The Warrior class has a pretty crappy WT rating when compared to the other classes. I think I should have changed him into a Ninja, but that would mean starting training at Lv. 1, and my patience is wearing a little thin from training Hobyrim. I really don't want to go to Brigantes just yet since that would set off a flag and consequently screw up trying to recruit Deigo. I could attempt right now since I'm within 3 levels. Just need to upgrade everyone's equips since they should be able to use the +1 variants. They have to deal damage faster than they can receive it... and the Clerics need to get moving to heal Diego once he ends up in a little too much trouble.

19 Dec 2010

Sanhora still creeps me out.

Can I just say that I'm thoroughly traumatized by Sound Horizon's newest album now?


OK?





Right. Done.
Seriously, that album is really creepy when you consider all the fairy tales used as a theme for the story. And it's a really ugly cycle of revenge. Holy crap it's weird. It's a good thing my parents don't understand a single word.


... Still, love the music and some of the tracks are really good. I especially love tracks 8 and 9.

17 Dec 2010

Still tired.

I think I'll continue poking at the X360 chart for a few more days before turning my attention to tweaking the PC one. There's still the guide summaries that I've been meaning to finish... which are going to take forever since I'm still in the formations section! I'm not going to do the walkthrough since there are other sites for that. Just the system data should be enough...

Still going through Tactics Ogre. I restarted my game because I wanted to play with 2 very specific restrictions to mimic the old version: no KOs (there was permadeath a la Fire Emblem), no C.H.A.R.I.O.T. (save and reload, only without the saving and reloading). It's been going pretty well. Just got to Chapter 2 and now I'm doing some grinding because I want to try keeping Arycelle alive to have her join later. Then, I can have 2 unique archers to rain death upon my enemies! Unique characters tend to have better WT values and you want low WT values. I've also recently taken a liking to making my Clerics a bit more battle ready with that Item Sling. Been throwing a lot of bombs lately to help out the front lines, along with buffing and healing. The healing items are a lot cheaper than casting the spell, though spells can reach targets further away. Mostly use my Valkyrie for that, though I think I might have another Valkyrie join her soon enough. The Knight is just too slow for my liking, even though he's very good at taking damage. Might just class change him into a Rune Fencer instead of hiring someone else.

Not much to say since it's been exams and archery lately. Will probably start up Last Remnant again at some point to continue with the Athlum-only run. Been meaning to get on that.

12 Dec 2010

X360 Unique Leader Classes

This list is mostly obsolete. Any further updates will be made in my guide on the wiki here.

Still WIP...
This is all theoretical. This is just a chart of possible classes, not which ones are the best for each unit. It's up to the player to figure that out.

Classes and Skills
UnitArtsStarting ClassPotential Final Class
RushHerbs
All arts
FighterScholar/Fencer/Warrior
Guardian/Thief
Gladiator/Alchemist
Ordainer/Warlock
AllanDual Power Grip
Invocations/Explosives/Traps
Hexes 50/Shards 66
DeathknightStay
BaulsonTwo-handed
Herbs
Remedies 18/Potions 30
FreelancerWarrior/Scholar
Guardian
Gladiator
BlocterOne-handed/#Power Grip
Herbs
Hexes 33/Traps 44
AxemanFencer/Warrior
Guardian
Gladiator
CaedmonDual Two-handed
Herbs/Potions/Evocations
Remedies 27/Traps 36
FreelancerFencer/Warrior/Scholar
Guardian
Gladiator
DarienTwo-handed
Herbs/Lotions
Remedies 45/Potions 53
LancerGuardian
Gladiator
DavidOne-handed(/Power Grip)
Invocations/Herbs
Remedies 34/Shards 50
MysticknightGuardian
Gladiator/Alchemist
EmmaOne-handed/#Dual Wield
Remedies
Invocations 19/Potions 32
Swashbuckler... Gladiator
EmmyOne-handed/Power Grip/#Dual Wield
Remedies
Hexes 45/Traps 57
Swashbuckler
Gladiator
Gabriel#One-handed/Power Grip
Herbs/Potions
Invocations 25/Lotions 36
FreelancerScholar
Guardian
Gladiator
GaouTwo-handed(/Power Grip)
Potions
Hexes 48/Traps 58
WarriorGuardian
Gladiator
GhorPower Grip
Psionics 73/Potions 85
AxemanWarrior
Guardian
Gladiator
GlenysOne-handed/#Power Grip
Remedies
Evocations 47/Herbs 55
SamuraiGuardian
Gladiator
Haruko(Two-handed)
Remedies
Invocations 76/Lotions 83
HealerScholar/Bishop
IrinaTwo-handed
Remedies/Lotions/Traps
Psionics 76/Shards 85
ScholarScholar
Alchemist
Kate(One-handed)
Hexes
Evocations 52/Explosives 64
SpecialistScholar
Thief/Guardian?
Gladiator
KhryniaPower Grip
Invocations/Evocations/Explosives
Hexes 75/Shards 85
MysticknightThaumaturge/Thief/Guardian?Gladiator/Alchemist
Leshau(Power Grip)
Evocations/Hexes
Psionics 33/Potions 44
MarksmanScholar
Thaumaturge/Sage/Guardian
Gladiator
LeucetiusDual Power Grip
Invocations/Evocations/Hexes/Remedies
Psionics 82/Explosives 91
SageGladiator
Warlock
LokiPower Grip
Invocations
Hexes 24/Herbs 33
MysticknightGuardian
Gladiator
Maddox(One-handed/Two-handed with Ama-Gi)
Invocations/Hexes
Remedies 36/Herbs 44
MarauderScholar/Bishop
Sage/Thaumaturge
NoraPower Grip
Invocations
Hexes 34/Lotions 47
RangerScholar
Guardian
Gladiator
PagusTwo-handed
Invocations/Remedies
Wards 50/Herbs 26
ShamanScholar/Bishop
Guardian/Thaumaturge
Commander/Gladiator
Paris(Two-handed)
Remedies
Invocations 50/Traps 65
HealerScholar
Guardian
Gladiator
Rhagoh(Power Grip)
Remedies
Hexes 37/Lotions 44
HealerHealer
Bishop/Scholar
Guardian
RobertoPower Grip
Potions
Invocations 46/Explosives 57
SwashbucklerThief/Guardian?
Gladiator
Sheryl(Two-handed)
Evocations
Hexes 51/Lotions 63
MarksmanScholar
Guardian
Gladiator
SibalTwo-handed(/Power Grip with Daedalus)
Herbs/Lotions
Invocations 35/Explosives 45
WarriorGuardian
Gladiator
TorgalQuad Wield/Dual Power Grip
Evocations
Psionics 45/Potions 24
FencerFencer
Guardian
Gladiator
VioletTwo-handed
Remedies
Hexes 26/Explosives 42
RunemaidenScholar
Thief/Guardian?
Gladiator
WyngaleQuad Wield/Dual Power Grip
Invocations/Evocations/Hexes/Remedies/Psionics/Traps
Wards 77/Shards 84
WizardGladiator/Alchemist/Commander
Warlock
Yuniver(Two-handed)
Invocations/Hexes
Evocations 74/Potions 84
SpecialistSpecialist
Scholar
Thaumaturge/Sage
Gladiator
Zolean(Power Grip)
Invocations/Hexes
Evocations 59/Traps 71
SpecialistSpecialist
Scholar
Thaumaturge/Sage
Gladiator
*Rush has several stopping points based on what Skill he's trained, and whether or not he has Item/Mys balance. It's not recommended to try for Ordainer unless you happen to have a lot of time on your hands.
*I'm not sure about Ghor at the moment. He technically should stay as an Axeman, but Warrior requirements may be lax enough for him to go there if Gaou is any indication.
*I haven't found any concrete evidence that Paris asks about Invocations at BR50, but I put that down because he asks about Wards at BR50 in the PC version and all other BR-related points were the same.
*Torgal should really be stuck in the Fencer class, but it seems that the requirements for it may be lax enough to allow for QW to progress. Requires Item/Mys balance be kept to progress.
*Some have "Guardian?" alongside their expected Item class. This is because I'm not entirely sure if Guardian will take priority for Item>Mys over the other classes. The checks would argue that Item classes should take priority since Item classes don't need the other groups to be insignificant. The question is what would happen to units that have Item>Mys but Items isn't a significant group.
*It seems that in order to change into a hybrid class, the unit already needs to be in the same type of hybrid class. This leaves all unique leaders ineligible for Assassin, Terror Knight, etc., even if they have the right equipment and Skills.



JorgenAvailabilityArtsFocus
*AdventurerAfter Numor MineRemedies/Herbs
Invocations 24/Lotions 36
C
AristocratAfter entering UndelwaltHerbs
Wards 79/Lotions 89
B/M
DjinAfter entering UndelwaltInvocations
Hexes 82/Shards 92
B/M
GeneralAfter entering UndelwaltHexes
Evocations 80/Potions 90
B/C/M
*RaiderAfter entering UndelwaltPotions
Remedies 81/Explosives 91
C
SageAfter Numor MineInvocations
Psionics 37/Explosives 46
B/M
*WarriorAfter entering the Aqueducts
Can recruit before fighting the Gates of Hell
-
Invocations 49/Herbs 62
C
***Copied from the PC version. Will double check with X360 guides. Only the earliest variations will be of any use since all of them start at unit BR14 instead of being scaled to the "appropriate" unit BRs. Like Aristocrat/Djin/General/Raider being at unit BR69 since they can be hired after entering Undelwalt (Shield of Remembrance is found in Undelwalt). It is possible to max them out even if you get them at endgame.


===NOTES===
Classes were determined through possible Skills that the unit would end with and their ending stats. I don't know how accurate the GFAQs compiled chart is, so I cross-referenced with 2 JP charts found here and here (translated on my page since it's also relevant on the wiki). I have also calculated most of the units' BR98 stats as it appears that the X360 units stop at BR98. Seen here.

A few key notes here and there as well...
Warrior - Either PG or TH is needed for this class. Requires Item/Mys balance to achieve and progress.

Fencer - Either OH or DW is needed for this class. Requires Item/Mys balance to achieve and progress. QW is essentially the Sovani equivalent to DW, and can be used to progress.

Gladiator Trap - Mys>Item, STR53. This is very bad for very Mystic oriented units. This class forces them to use CAs instead of their MAs when the option to go all-out appears. The only way to escape this is to proceed to a Rank 7 class, which is only possible if you're Rush, Leucetius or Wyngale. Or reach a different Rank 6 class (Alchemist or Commander) before hitting STR53.

Guardian Trap - Item>Mys, STR47, doesn't meet requirements for another Rank 5 class that requires Item+Com. Bards and Scouts are very likely to fall into this. Hunters, Wanderers and Thieves should be exempt from this. Can be escaped if the unit can progress to a Rank 6 or 7 class. It's actually not that bad of a trap to fall into simply because of the effects the class gives (unit becomes more of a tank).


Look here for the PC version.

11 Dec 2010

Hm. Another book.

I should probably pick up the Tactics Ogre guide at some point since I want to check out the in-game achievements. Someone already posted them on the boards, but I also like collecting books. It should also help with doing a perfect run, and I don't always like using the net for looking things up.

So that's what I've been playing lately. Haven't really touched SenBASA in a while, but that'll change once exams are done (and maybe after I stop hurting my elbow from archery...). Still have to co-op with a friend after all! And maybe with a certain group of friends, since that's really the only multiplayer game I have. I just hope it doesn't involve keeping me awake until 4am just to see the consequences again.

Anyways. Tactics Ogre. I'm actually getting close to finishing it for both versions. Went Law with the PSP version because of the new W.O.R.L.D. system (trying to recruit Deigo at the moment), and went Chaos all the way for the PS1 version. I do have saves at critical decision points for the PS1 version since everything has to be done in that playthrough. Pretty sure that I messed up when it comes to recruiting new story units, but eh. Just playing through it for the sake of playing through it. The only thing that I bothered checking up on was the levelling system and the classes. Plus, I cheated a little with the levelling by letting them get a level up every time they hit another unit. It's the same as letting them throw rocks at each other for hours on end, only a lot faster. I also don't think I can rotate the map since it's not in full 3D. Makes seeing where they should go a little harder than necessary, but at least the cursor changes colour if the unit can move to that space. The story's kinda not clicking at the moment, probably because of the translation being not so great. There were a few grammatical mistakes, but no spelling mistakes as far as I can tell. The text also bothers me because it looks like it's the JP wide-width lettering.


Since the winter break is coming up, I guess I should finish up with summarizing the Last Remnant guide, however incomplete it may be. And maybe get a playthrough or two in. I have about a month. Maybe. Gotta keep up with the archery! I want to shoot against the coaches!

SB3 script should be coming in soon... Just got the SB2H one, along with the SBX guide. Love the anime style used in X. Too bad X came out after 2H. Also, ordered another copy of Grimoire NieR for scanning purposes. Seems the webmaster at Dokuganryu.com moved on, so finding high res scans just got a bit harder.

EDIT: Well, what do you know. The script came in today. On a Saturday. They make deliveries on Saturdays? And a nice copy of the SB3OCW to replace the one I murdered for scanning.