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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.