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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