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Escape is as pointless and unnecessary as Flash Chip, because you should never |
be doing so badly that you actually need to use it, and it's much better to |
just fight battles and get experience points than to run away. |
Recover genuinely can be useful, however, as it will cure any and all abnormal |
status conditions without you having to rely on items. |
PHANTOM SLASHERS 30<25<20 BP |
================ |
This makes five blades of wind that will each deal 58<72<86 damage to a |
separate enemy, if possible. If there are less than five enemies, the five |
blades will divide themselves between them as best they can, so overall |
290<360<430 damage will always be dealt. If there are more than five enemies, |
some will not get hit. |
For example, if there were four enemies, three would get hit by one blade each, |
each receiving 58<72<86 damage, and one would get hit by two blades, receiving |
116<144<172 damage. However, a single enemy would get hit by all five blades, |
receiving the full 290<360<430 damage. |
ESCAPE 6<5<4 BP |
====== |
{SPR PWR irrelevant} |
This takes you out of the current battle instantly. As you do not actually |
defeat the enemies you were fighting, you gain no experience points. It cannot |
be used when in important battles, such as fighting boss enemies. (Same effect |
as the Flash Chip item) |
WRAITH SLASHERS 67<56<45 BP |
=============== |
This makes ten blades of wind that will each deal 65<81<97 damage to a separate |
enemy, if possible. If there are less than ten enemies, the ten blades will |
divide themselves between them as best they can, so overall 650<810<970 damage |
will always be dealt. If there are more than ten enemies, some will not get |
hit. |
For example, if there were four enemies, two would get hit by two blades each, |
each receiving 130<162<194 damage, and two would get hit by three blades each, |
each receiving 195<243<291 damage. However, a single enemy would get hit by all |
ten blades, receiving the full 650<810<970 damage. |
RECOVER 60<50<40 BP |
======= |
{1G} {SPR PWR irrelevant} |
If you have any abnormal status conditions, this will cure them all. (Same |
effect as the Recover item) |
ONSLAUGHT 152<127<102 BP |
========= |
This makes fifteen blades of wind that will each deal 98<122<146 damage to a |
separate enemy, if possible. If there are less than fifteen enemies, the |
fifteen blades will divide themselves between them as best they can, so overall |
1470<1830<2190 damage will always be dealt. If there are more than fifteen |
enemies, some will not get hit. |
For example, if there were four enemies, one would get hit by three blades, |
receiving 294<366<438 damage, and three would get hit by four blades each, each |
receiving 392<488<584 damage. However, a single enemy would get hit by all |
fifteen blades, receiving the full 1470<1830<2190 damage. |
+-----------------------------------------------------------------------------+ |
FULL-GAUGE CLASS |
+-----------------------------------------------------------------------------+ |
You learn all the Full-Gauge Class berserk techniques when your dragon evolves |
into a Valiant Wing (and gains the ability to change its Class) at the end of |
the Garil Desert. |
They differ from all the other berserk techniques in a few ways. Most |
importantly, each one can only be used when you are a specific class of dragon. |
They also require a full three gauges to use as well, but none of them consume |
BP. |
For the purpose of getting Excellent grades, these techniques are really quite |
bad. Their effects are simply not powerful enough to justify the gauges (and |
time) you need to spend on them. |
HEALING WING 0 BP |
============ |
{Normal Class} {3G} {SPR PWR irrelevant} |
This replenishes 67% of your maximum HP. |
ASSAULT WING 0 BP |
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