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============ |
{Attack Class} {3G} {SPR PWR irrelevant} |
This makes your dragon's lasers deal (roughly) 133% damage. It lasts until the |
end of the current battle. Only one Power Chip or Assault Wing can be used at a |
time. (Same effect as the Power Chip item.) |
BERSERKER WING 0 BP |
============== |
{Spiritual Class} {3G} {SPR PWR irrelevant} |
This replenishes 20% of your maximum BP. |
SWIFT WING 0 BP |
========== |
{Agility Class} {3G} {SPR PWR irrelevant} |
This makes your gauges charge at (roughly) 133% of their normal rate. It lasts |
until the end of the current battle. Only one Speed Chip or Swift Wing can be |
used at a time. (Same effect as the Speed Chip item.) |
PROTECTION WING 0 BP |
=============== |
{Defense Class} {3G} {SPR PWR irrelevant} |
This makes you take only (roughly) 67% of the damage from any attack. It lasts |
until the end of the current battle. Only one Armor Chip or Protection Wing can |
be used at a time. (Same effect as the Armor Chip item.) |
+-----------------------------------------------------------------------------+ |
EXTRA CLASS |
+-----------------------------------------------------------------------------+ |
These are the secret berserk techniques, hidden in various places throughout |
the game. See the list in Section 6.03 for details. Their functions have no |
unifying theme, though many of them are similar to the techniques of other |
berserk classes. |
ENERGY PRISM 32<27<22 BP |
============ |
This does a random amount of damage to a target that you do not get to choose. |
Though amusing amounts of damage can occasionally be done, the sheer |
unreliability of this technique means that it is no more than a novelty. |
PLASMA VORTEX 72<60<48 BP |
============= |
This deals 720<900<1080 damage to the nearest enemy. It is just a simple, |
powerful offensive berserk technique. Against a single enemy, the Plasma Vortex |
is more efficient than almost any other technique, at least in the ratio of |
damage dealt per BP consumed. |
HUNTING SCYTHE 77<64<51 BP |
============== |
This homing wave deals 245<306<367 damage to each enemy it hits before it |
stops. Strangely, it appears to stop faster when damaging weak enemies than |
strong ones. For example, the Hunting Scythe can destroy a whole pack of strong |
Sand Mites in one go, but it will only take out three weak Lumids before |
dispersing. |
PLASMA SWARM 96<80<64 BP |
============ |
Plasma Swarm is very similar to the Agility Class' "Slasher" techniques, and it |
is useful in the same contexts that they are. |
This makes eight beams of plasma that will each deal 120<150<180 damage to a |
separate enemy, if possible. If there are less than eight enemies, the eight |
beams will divide themselves between them as best they can, so overall |
960<1200<1440 damage will always be dealt. If there are more than eight |
enemies, some will not get hit. |
For example, if there were six enemies, four would get hit by one beam each, |
each receiving 120<150<180 damage, and two would get hit by two beams each, |
each receiving 240<300<360 damage. However, a single enemy would get hit by all |
eight beams, receiving the full 960<1200<1440 damage. |
ASTRAL PHANTOMS 65<54<43 BP |
=============== |
This interesting berserk technique is a variation on "Vengeance Orbs" from the |
Defense Class. Like that technique, it puts up a shield that prevents all |
damage from the next attack to hit you. It then disperses, dealing damage back |
to the enemies that attacked you. The amount of damage dealt this way depends |
on both the power of the original attack and the SPR PWR of your dragon. |
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