Yggdra Union Walkthrough :
This walkthrough for Yggdra Union [Game Boy Advance] has been posted at 23 Oct 2010 by kjgg and is called "FAQ/Tips". If walkthrough is usable don't forgot thumbs up kjgg and share this with your freinds. And most important we have 3 other walkthroughs for Yggdra Union, read them all!
|
kjgg |
Walkthrough - FAQ/Tips__ __ __ /\ \ /\ \ /\ \ \` \`\\/'/ __ __ \_\ \ _ __ __ `\ `\ /' /'_ `\ /'_ `\ /'_` \/\`'__\/'__`\ `\ \ \/\ \L\ \/\ \L\ \/\ \L\ \ \ \//\ \L\.\_ \ \_\ \____ \ \____ \ \___,_\ \_\\ \__/.\_\ \/_/\/___L\ \/___L\ \/__,_ /\/_/ \/__/\/_/ /\____/ /\____/ \_/__/ \_/__/ __ __ /\ \/\ \ __ \ \ \ \ \ ___ /\_\ ___ ___ \ \ \ \ \ /' _ `\/\ \ / __`\ /' _ `\ \ \ \_\ \/\ \/\ \ \ \/\ \L\ \/\ \/\ \ \ \_____\ \_\ \_\ \_\ \____/\ \_\ \_\ \/_____/\/_/\/_/\/_/\/___/ \/_/\/_/ =========================================================== _ \ / _ |\ | _ _ ._ |_ o _ |_ _|_ /\ | _ ._ _ \/\/ (/_ | \|(/_\/(/_| | |(_|| | |_ /--\|(_)| |(/_ _| Hints, Tips and Random Information FAQ By Theseus19 Contact : Cronofei@yahoo.co.uk Version Info 03/12/06 - v0.8 - Initial Faq 08/12/06 - v0.9 - Changes : -Added "Morale Damage" section. -Added "Beating the Final Boss" section. -Fixed some errors (ATT, doh) and ambiguities. -Made some 'cosmetic' changes. -Added stat progressions and advice. 18/12/06 - v1.0 - Changes : -Corrected a major error in Morale Damage Section. -Fixed Yggdra's Stat progressions and added Rosary's. -Added "Character and Item Effects" section. -Added "Cards" section. 19/12/06 - v1.01 - Changes: -^_^ Quick error correction and addition of missing info about cards. 22/12/06 - v1.02 - Changes: -Added some clarification and fixed some typos. **/**/** - v1.05 - Changes: -Edited Kiss of Death entry in Card section. -Added Experience Section. INTRO This is a hints/tips/Random rambling faq. So a few spoilers (such as mentioning characters that join you), and no battlefield specific help. I took some liberty in the use of game terms (I also used MVP as a verb -_-) but I'm pretty sure you'll get my meaning. Well, actually since I suck at explanations you are probably liable to come out of this more confused than you went in. Also, I usually refer to characters as male, but most of the information here applies to both genders. If something is gender specific, I'll mention it there. Note also all information in this FAQ is meant to apply to the English version. There may be differences in the Japanese version, but I wouldn't know what they are since I never played it. ------------------------------------------------------------------------------ ========== CONTENTS Find(CTRL+F) ========== 1. Unions #UNI# 2. Experience #EXP# 3. Morale Damage #MOR# 4. MVP #MVP# 5. Stats #STA# 6. Character and Item Effects #EFF# 7. Cards #CAR# 8. Beating the Final Boss (Spoilers duh) #BOS# 9. FAQ's #FAQ# ------------------------------------------------------------------------------ ========== UNIONS #UNI# ========== First, some facts about unions. - Males form unions in a x formation (if you don't know what I mean, play further into the game, and read the tutorials. Actually why did I even put this in ?). - Females form unions in a + formation (ditto). - A union for one side can only have at most 5 characters participating (the game doesn't mention this, I think). - During a union, there will usually be as many battles as there are characters in the largest side (unless the smaller side is totally obliterated before everyone gets their turn). - Every battle a character fights in during the same union (besides the first) he starts with one less member (that even Sanctuary won't replace, but Mind Change will). If its a large unit(knight, dragoon, griffon etc) then the character loses a member every two battles. Character position in a union. Imagine that the leader is surrounded by two circles, one that is 3 squares in diametre and another that's 5 squares. The order of the union is decided by first moving clockwise through the smaller circle, then through the larger circle. So, start from 12'o'clock, move clockwise one square away from the centre, and then two squares away from the centre. Ok, that sucked, lemme just give you a diagram. 5 8 5 1 4 1 8 4 F 2 6 M 3 3 2 7 7 6 F = Female M = Male Numbers = ... I'm not gonna answer that. Concerning linking (if you don't know what I mean by linking, go further into the game). Linking doesn't make the order that much more difficult. First of all, characters directly in the leaders union will always go before characters that are linked in. So, the order shown in the diagram is still valid and any characters that are linked in are appended to the end of this order. So how is the order decided between linked characters ? Lets call the character who is directly unioned to the leader the link. After the position of characters directly unioned to the leader is decided, characters connected to links are placed in the order of their link. If a character is a link to 2 or more characters, then clockwise order applies again (that is, start at 12'o'clock, and move clockwise through the circle). Also, if a character is linked by two characters he will not be included twice in the order, he's position is determined by the first person he is linked to. This sounded a lot simpler in my head. Try reading that a few times. No ? Then how about an example ? C3 M * C1 * * FL F * * C2 * FL = Female Leader. F = Female in direct union. M = Male in direct union. * = blank square (no characters) in Leader's range. C# = Character brought into union through a link. Gender is irrelevant. If you read that last paragraph 8 or 9 times you already know the order ^_^. Otherwise, its FL, F, M, C1, C2, C3. Actually you're only allowed to have 5 characters at most in a union but uh... I'm illustrating a point ok ? Fine, so you're still confused, lets try a step by step path. If not skip this bit. Move your cursor along this path, and whenever it moves over a character, he's next in order. 1) Start with your leader. 2) Move 1 square north of him/her. Move clockwise in a circle around the leader. That is, 1 east, 2 south, 2 west, 2 north, 1 east. 3) Once you arrive back at the square you started, move 1 north. 4) Move 2 east, 4 south, 4 west, 4 north, 2 east. 5) Thats the order of the directly unioned characters. Now, look at the second character in the order (the first is the leader). 6) Anyone linked to him/her is next on the union order. If multiple characters are linked to him/her, use step 2 with the link as the leader. 7) Keep looking at the next character in the order and repeat step 6 until you have looked at everyone in direct union. Of course, the whole point of learning union order is to plan how to place your characters, but this'll help you learn. Now, if you fight against a larger group than yours, the order is repeated from the top until every enemy in the group has had a chance to fight. If any of your units are killed, they are dropped from the order. So if characters A, B and C fought against a 5 man union, A would fight, then B, then C, then A again and finally B. If A died in its first battle, the order would be A B C B C. If A and B die in their first battles its A, B, C, C, C. The only time there won't be five battles is if A, B and C all bite the bullet before everyone has had a turn. Btw the computer opponent follows all of these rules. Tips on forming unions. - Females rule, union forming-wise. Since you can't move diagonally, if you can get a female leader to a square, you are guaranteed to have at least one other square to place a character in union with her (the square the leader had to move from). The male formation does have its advantages. It is 2 diagonal squares from centre to end, so it is actually longer than the female formation. Look at it this way. From the centre of the female formation to one of its ends a character travels 2 squares. From the centre of the male formation to one of its ends a character travels 4 squares. So you can save a few moves if you're trying to get a character close enough to union. Because of the longer reach, there are a few rare times when a battlefield is split and the only way to drag an unreachable character (read:Kylier) into the union is with a male leader. I recommend using more females than males though. - You might think that the best way to play is to always have as large a union as possible. However, its usually better to have only 2 or 3 units (maybe even 1) in a union(which also saves moves), and place them in such a way that they can beat(through innate abilities, cards or just plain stats) whichever enemies they are paired with. Then there's Yggdra + Crusade. The point to remember is that it isn't usually the number of characters in a union that decides who wins, it is how they are matched up against the enemy. - The times when you should use large unions: When you start or are exposed to a union where you know you will lose the majority of the battles, to spread the damage (sometimes necessary when you're under time constraints). When you actually can arrange it so that every unit will win every battle (mid-game this can happen alot). When you need the extra units to get your character order right. And when you actually do have an advantage in numbers over a lone or pair of boss character/s. - Remember that you can move units before AND after you use up your union for a turn (except for the leader). So you can use your union to maximize damage using units that counter the enemy, then afterward introduce new characters into the union in preparation for the enemy turn's union (or just hightail it). Also keep in mind they won't always attack the character you attacked with so always try and end your turn with characters in multiple union formations if you're in enemy range. ------------------------------------------------------------------------------ ========== EXPERIENCE #EXP# ========== Every character's XP to next level increases at a different rate. XP to next level is given by the formula : [Current Level + 1] * CXP Where CXP is a multiplier that differs between characters (See the table below). Note that the formula gives "current" XP required (XP that is displayed on the stats screen), not total XP required. XP GROWTH RATES: ------------------------------ Character | CXP -----------------+------------ Milanor | 7 Yggdra | 5 Durant | 6 Nietzsche | 6 Rosary | 7 -----------------+------------ Roswell | 7 Russel | 6 Cruz | 5 Elena | 5 The experience a character obtains from each battle is decided by his opponents level, the difference between his and his opponents level, and whether the character won or lost the battle. At the end of the current union, the experience for each battle is added to that characters total until he gains a level. That is, a character can only gain 1 level from 1 union, and if he does his experience is set to 0 at the end of the union. As an estimate a character will earn experience based on the following sets of formula's, where : EL is the enemy's level LD is the Level Difference (Enemy's Level - Character's Level) XP is the experience gain. ------------------------------------ For battles that a character wins : If LD >= 3 XP = Round(EL*1.5) - 1 If LD = 2 XP = Round(EL) If LD = 1 XP = Round(EL*0.75) If LD = 0 XP = Round(EL*0.5) if LD = -1 XP = Round(EL*0.25) if LD = -2 XP = Round(EL*0.125) +1 if LD <= -3 XP = 1 However, if XP < 1 then XP = 1 ------------------------------------ For battles that a character loses : If LD >= 3 XP = Floor( [EL-1]*1.5 ) If LD = 2 XP = EL - 1 ? If LD = 1 XP = Floor([ El-1]*0.5 ) If LD = 0 XP = Floor(EL*0.25) If LD = -1 XP = Floor(EL/6) If LD = -2 XP = Floor(EL*0.125) If LD <= -3 XP = 0 However, if XP < 0 then XP = 0 Floor (for positive numbers) means drop of any fractions from the answer without rounding. ------------------------------------ These formula's will usually be correct, but are sometimes off by 1 experience point. Maybe I'll try and figure out an accurate formula for a new update, but I'm lazy so... don't hold your breath. ------------------------------------------------------------------------------ ========== MORALE DAMAGE #MOR# ========== Base Morale damage is determined by the strength of the card currently being played (by the winner of a battle obviously). The loser's card has no effect. Only a percentage of the card's strength is inflicted as damage to the loser. This percentage is determined by the stats of both sides, by their performance in battle, and possibly by equipment. There are four factors : Surviving units : [(Winner's remaining units)*10]% Ability Difference: [(Winner's ATK - Loser's GEN)*10]% Geo Defense : -[Geo of Loser's square] Bonuses : Several bonuses can be added depending on the winners actions. Head-Alive 40% - The Head survived the battle. Critical-hit 10% - Inflicting a critical hit. Genocide-kill 50% - Winning using 'Genocide'. Crusade 50% - Winning using 'Crusade'. Dragon-slay 80% - Winning under Effect of Dragon killer card. Item-Steal 30% - For stealing an item. Item-Break 20% - For breaking an item. Status-Damage 10% - For inflicting an ailment. Equipment Special - Read below. These four factors are added together, and then that percentage of the Card strength is the damage done (Note, its NOT 100% + the factor percentages, its just the factor percentages). The equipment bonus is different than most. To obtain it the winner must have an item with [o]Power 25% UP or [o]Power 50% UP equipped. Then, after the total damage is calculated, a further 25% or 50% respectively of the TOTAL DAMAGE is inflicted, rather than 25% or 50% being added to the total percent. The Character also receives this bonus if he has the [o]O damage max (Morale damage max) effect, but it has no effect on the calculated total damage. ------------------------------------------------------------------------------ ========== MVP (Morale Viscerating Person) #MVP# ========== Ok, its Most Valuable Player (probably) but I like mine better. The MVP is the person that inflicts the most Morale damage to the enemy during a battlefield. At the end of the Battlefield the MVP gets a bonus to their stats based on how long in turns the battlefield took to finish (a different number of turns for each battlefield, see the list at the end of this section). Finish quick enough and you get 2 small stars added to a random stat, otherwise you get 1. However if you lose and restart the battlefield you give up MVP for that battlefield entirely. Also if no-one inflicts any Morale damage during a Battlefield, then you don't get MVP. With a little setup it can be pretty simple to control who gets the MVP bonus for most battles. For the purposes of stat maxing though this isn't as useful as you might think. The stat you get is random so you might get a stat that the character will naturally max. Also, the character can still gain the bonus in a stat that has already been maxed (it just won't have any effect). When counting turns for the +2 MVP both player turns and computer turns are counted. Each computer faction (sometimes there are 2 enemies factions, or enemy and allies factions) gets its own turn. So to minimize the number of turns in a battlefield you want to trigger whatever gets rid of the ally faction when possible (usually recruit them), concentrate on destroying one enemy faction at a time (whichever one is your objective usually), and avoid actions that trigger new factions until you absolutely have to (for example stepping on certain squares in BF 23). Note that the MVP is the person who inflicts the most actual morale damage on enemies, not the person who inflicted the most potential damage. So if your character wins a battle and the enemy only had 10 morale left, at most you will only get 10 morale added to that character's morale damage inflicted "score". Tips for choosing the MVP. Always include the MVP wannabe in every union, try not to use it to finish of enemies low on morale (remember you need to do the most morale damage out of all your characters, not kill the most enemies), and most importantly, keep rotating all your OTHER characters in and out of unions. Turn limits to get +2 MVP Bonus (Courtesy of Yggdra): ------------------------------------------------- Battlefield No. No. of turns to finish within ------------------------------------------------- 1 4 2 9 3 32 4 18 5 7 6 18 7 21 8 23 9 21 10 23 11A 17 11B 16 12 17 13 35 14 7 15 12 16 21 17 17 18 24 19 13 20 9 21 13 22 29 23 14 23.5 13 24 14 25 27 26 54 27 18 28 25 29 21 30 32 31 47 32 46 33 10 34 2 35 49 36 34 37 16 38 40 39 14 40 30 41 50 42 26 43 45 44 50 45 4 46 7 47 10 48 18 ------------------------------------------------------------------------------ ========== STATS #STA# ========== There are four stats GEN, ATK, TEC and LUK. Character level also plays a part, and there is a hidden attribute for units similar to HP. HP : There is no in-game concept known as HP (well ok, it gets a mention but eh). By HP I refer to the capacity of your character's unit to take damage (similar to the 'traditional' RPG concept). Each member represents a certain amount of HP for the unit, and the Head represents approximately twice as much HP as a single member. Level: Increases the HP of a unit. Increases the damage inflicted during battle by a unit. Is a notable determinant of Maximum Morale. And the four stats: GEN : Reduces Morale damage received when a battle is lost. Reduces damage received during a charge or counter. Defends against TEC based Card skills. Is a notable determinant of Maximum Morale. ATK : Increases HP of the unit. Increases Morale damage inflicted when a battle is won. TEC : Determines the strength of Card skills. Increases damage inflicted during a charge or counter. LUK : Affects whether an enemy's equipped item drops if it is defeated ( if the LUK of the 'killer' is equal to or greater than the LUK of the defeated, the item drops). Increases the character's chances of inflicting a critical hit. Increases how often the Head will activate his special attack. - A character will never have a stat lower than 1 Big star or higher than 6 Big stars - Only the big stars matter for any game mechanic besides stat raising and total Max Morale. - A Character starts off with 1000 Max Morale. For every small star in GEN (whether from base stats, MVP bonus, or equipment) he has beyond the first Big star he gains 100 Max Morale. For every ATK, TEC or LUK small star he has beyond the first Big star he gains 20 Max Morale. Every level he gains adds 200 Max Morale. When determining Max Morale, Big stars have no significance beyond representing a number of small stars. To summarize it in a formula : Max Morale = [Gen Total small stars] * 100 + [TEC,ATK,LUK Total small stars] * 20 + Character Level * 200 + 800 - Character level ups are fixed. For a given level, the same character will always get the same stat gains, regardless of any MVP or item bonuses the character may already have. - It takes 10 small stars to get the second Big Star. Each Big star after that takes 2 less stars than its predecessor to gain (ie, 3 Big stars need 8 small stars, 4 Big need 6 small, 5 Big needs 4 small, and 6 Big needs 2 small stars). This is pretty odd compared to most other rpg type schemes since it means it actually takes less work to raise a stat another point. In total to get from 1 Big Star to 6 requires 30 small stars. That last point also brings up the issue of efficient Stat raising item usage. This is meant to apply to permanent stat raising items (items with the EAT: effect). A Stat raising item raises a stat automatically to the next Big star, no more, no less. The sooner you use an item to raise a stat the more value you get out of it. Well, its a little more complicated than that really, but only a little. Decide who gets the item as soon as you can assign it. If the character has no small stars or one small star (try for no small stars) in the stat that's going to be raised, go ahead, feed the little sucker (Equip it, then take a step in a Battlefield). If he's got 2 small stars, you can either feed him the item now or wait until he gains the next Big Star before you feed, same value either way. So you might as well feed him now. If its 3 stars or more, let the guy gain his next Big star by levels or MVPs, and then feed him ASAP (try to avoid levelling him or MVP'ing him again before you get the chance to feed him). Btw for items that raise a random stat, you can basically choose the stat you want to raise by saving/reloading. But you knew that already, right ? This also applies to Equip items. Equip items can raise stats by a number of small stars (+X items) or automatically to the next star (UP items). However even +X items will only raise a stat as high as the next big star (extra small stars won't carry over). If an Equip item decreases a Character's stat by more small stars than he has, then it will remove 1 Big star and all small stars. Equip items with a DW in a stat also will remove 1 Big star and all small stars. Until the item wears off, the equipped stats are treated as base stats for the purposes of levelling and MVP stats. But no matter what happens while the item is equipped, as soon as it wears off you will return to your proper base stats for your level, with whatever permanent bonus stats you accumulated. For example, if you had 3 big Stars and 5 small stars in ATK, and equipped an item that raised ATK by 6, you would only end up with 4 Big stars (and no small stars). If you then gain a level and get an increase in ATK, you will have 4 Big stars and 1 small star. When the equipment wears off, you'll have 4 Big Stars. If you had waited until you gained the level, and then equipped the item, you would get 5 Big stars for as long as you wear it (gaining a level raises you to 4 Big stars, then equipping the item gets you 5). ============================ Stat gains of Characters : ============================ Use this info to decide when to feed your items to a character, or to figure out how many extra stars you've managed to add to a stat if you lose count. The numbers in the GEN,ATK,TEC and LUK columns denote when a character will achieve that big star without any bonus stars. The stats for Starting Level are a character's starting stats WITHOUT equipment. Characters can join equipped with items that raise stats temporarily. If a number has a decimal point it is seperating big stars and small stars ie. (Number of Big stars).(Number of small stars). A reminder : 1 Big star + 10 small stars = 2 Big stars (10 total) 2 Big stars + 8 small stars = 3 Big stars (18 total) 3 Big stars + 6 small stars = 4 Big stars (24 total) 4 Big stars + 4 small stars = 5 Big stars (28 total) 5 Big stars + 2 small stars = 6 Big Stars (30 total) ---------------------------------------------------- Milanor ---------------------------------------------------- GEN ATK TEC LUK Level 3 Starting Level 2.4 2.7 2.6 2.6 Level 4 Gen,Atk,Tec 3 Level 5 Gen,Luk ------------------------------GEN---ATK---TEC---LUK- Level 6 Atk,Tec,Luk 3 3 Level 7 Gen,Atk,Tec Level 8 Gen,Luk 3 Level 9 Atk,Tec,Luk Level 10 Gen,Atk,Tec ------------------------------GEN---ATK---TEC---LUK- Level 11 Gen,Atk,Luk Level 12 Atk,Tec,Luk 4 Level 13 Gen,Tec,Luk Level 14 Att,Luk 4 Level 15 Gen,Atk,Tec 4 ------------------------------GEN---ATK---TEC---LUK- Level 16 Tec,Luk Level 17 Gen,Atk,Luk Level 18 Att,Tec,Luk 5 Level 19 Gen,Atk,Tec 4 Level 20 Atk,Tec,Luk 6 5 5 ---------------------------------------------------- FINAL STATS 4 6 5 5 ---------------------------------------------------- ---------------------------------------------------- Yggdra ---------------------------------------------------- *******************MINOR SPOILERS****************************** Midway through the game, Yggdra will receives a class change. This new Yggdra is actually an entirely new character with its own stat progression and base stats. However, your level, and any and all extra small stars (from EAT items and MVPs) that you manage to add to Sword Maiden Yggdra do pass on to the new class Yggdra with absolutely no loss. All you need to know from that basically, is that the level that Yggdra class changes at will have no effect on her final stats, but items and MVPs that you give to Sword Maiden Yggdra will affect her final stats. I've listed Yggdra(SM) up to level 14 and the new class Yggdra(LP) starting from level 11. Yggdra(SM) GEN ATK TEC LUK Level 1 Starting Level 2.3 2.2 1.9 1.5 Level 2 Gen,Atk Level 3 Atk,Tec,Luk 2 Level 4 Gen,Atk Level 5 Gen,Atk,Tec ------------------------------GEN---ATK---TEC---LUK- Level 6 Atk,Luk Level 7 Gen,Atk,Tec 3 Level 8 Gen,Atk 3 Level 9 Atk,Tec,Luk Level 10 Gen,Atk ------------------------------GEN---ATK---TEC---LUK- Level 11 Gen,Atk,Tec 3.2 3.4 2.4 1.8 Level 12 Atk,Luk Level 13 Gen,Atk,Tec 4 Level 14 Gen ---------------------------------------------------- Level 14 STATS 3.4 4 2.5 1.9 ---------------------------------------------------- Yggdra(LP) GEN ATK TEC LUK Level 11 Starting Level 3.4 4 3.4 2.3 Level 12 Gen,Luk Level 13 Gen,Atk,Tec 4 Level 14 Gen,Tec,Luk 4 Level 15 Atk,Tec ------------------------------GEN---ATK---TEC---LUK- Level 16 Gen,Tec,Luk Level 17 Gen,Atk,Tec Level 18 Gen,Tec,Luk 5 5 Level 19 Gen,Atk,Tec 5 Level 20 Gen,Tec,Luk 6 6 3 ---------------------------------------------------- FINAL STATS 6 5 6 3 ---------------------------------------------------- *******************End of SPOILERS****************************** ---------------------------------------------------- Durant ---------------------------------------------------- GEN ATK TEC LUK Level 3 Starting Level 2.7 2.6 2 1.7 Level 4 Gen,Atk 3 Level 5 Gen,Tec ------------------------------GEN---ATK---TEC---LUK- Level 6 Atk,Tec 3 Level 7 Gen,Atk,Tec Level 8 Gen,Luk Level 9 Gen,Atk,Tec Level 10 Gen,Tec ------------------------------GEN---ATK---TEC---LUK- Level 11 Atk,Tec Level 12 Gen,Atk,Tec 4 Level 13 Gen,Tec,Luk 3 Level 14 Gen,Atk Level 15 Gen,Att,Tec 4 ------------------------------GEN---ATK---TEC---LUK- Level 16 Atk,Tec Level 17 Gen,Tec,Luk 5 2 Level 18 Gen,Atk,Tec Level 19 Gen,Atk,Tec 6 Level 20 Atk,Tec 5 4 ---------------------------------------------------- FINAL STATS 6 5 4 2 ---------------------------------------------------- ---------------------------------------------------- Nietzsche ---------------------------------------------------- GEN ATK TEC LUK Level 4 Starting Level 2.1 2.3 2.3 3.3 Level 5 Gen,Atk ------------------------------GEN---ATK---TEC---LUK- Level 6 Gen,Atk,Luk Level 7 Atk,Tec Level 8 Gen,Atk Level 9 Gen,Atk,Luk 3 Level 10 Gen,Atk,Tec ------------------------------GEN---ATK---TEC---LUK- Level 11 Atk,Luk 4 Level 12 Gen,Atk,Tec Level 13 Gen,Atk,Luk 3 Level 14 Gen,Atk,Tec Level 15 Gen,Luk ------------------------------GEN---ATK---TEC---LUK- Level 16 Gen,Atk 4 Level 17 Atk,Luk Level 18 Gen,Atk,Tec 3 Level 19 Gen,Atk,Luk 5 Level 20 Gen,Atk 4 5 ---------------------------------------------------- FINAL STATS 4 5 3 5 ---------------------------------------------------- ---------------------------------------------------- Rosary ---------------------------------------------------- GEN ATK TEC LUK Level 6 Starting Level 2.6 2 3.4 3.2 Level 7 Atk,Luk Level 8 Gen,Tec,Luk Level 9 Gen,ATK 3 Level 10 Atk,Luk ------------------------------GEN---ATK---TEC---LUK- Level 11 Gen,Tec,Luk 4 4 Level 12 Atk,Luk Level 13 Gen,Tec Level 14 Atk,Luk Level 15 Gen,Tec,Luk ------------------------------GEN---ATK---TEC---LUK- Level 16 Atk,Luk 5 Level 17 Gen,Atk Level 18 Gen,Tec,Luk Level 19 Gen,Atk 4 3 Level 20 Tec,Luk 5 6 ---------------------------------------------------- FINAL STATS 4 3 5 6 ---------------------------------------------------- ---------------------------------------------------- Roswell ---------------------------------------------------- GEN ATK TEC LUK Level 6 Starting Level 3 2.3 3 2.6 Level 7 Atk,Luk Level 8 Gen,Tec Level 9 Gen,Atk,Luk 3 Level 10 Gen,Atk,Tec ------------------------------GEN---ATK---TEC---LUK- Level 11 Atk,Luk Level 12 Gen,Luk Level 13 Gen,Atk,Tec 3 Level 14 Gen,Atk,Luk 4 Level 15 Atk,Tec ------------------------------GEN---ATK---TEC---LUK- Level 16 Gen,Atk,Luk Level 17 Gen,Tec,Luk Level 18 Gen,Atk Level 19 Atk,Tec,Luk 4 4 Level 20 Gen,Atk 5 4 ---------------------------------------------------- FINAL STATS 5 4 4 4 ---------------------------------------------------- ---------------------------------------------------- Russel ---------------------------------------------------- GEN ATK TEC LUK Level 10 Starting Level 2.2 3.2 4 3.2 Level 11 Atk,Tec Level 12 Gen,Atk Level 13 Gen,Atk,Luk Level 14 Atk,Tec 4 Level 15 Gen,Atk,Luk ------------------------------GEN---ATK---TEC---LUK- Level 16 Gen,Atk Level 17 Atk,Tec,Luk Level 18 Gen,Atk 5 Level 19 Atk,Tec,Luk 5 4 Level 20 Gen,Atk 3 6 ---------------------------------------------------- FINAL STATS 3 6 5 4 ---------------------------------------------------- ---------------------------------------------------- Cruz ---------------------------------------------------- GEN ATK TEC LUK Level 10 Starting Level 3.1 3 3.3 1.9 Level 11 Gen,Atk Level 12 Gen,Tec Level 13 Gen,Atk,Tec Level 14 Gen,Atk Level 15 Gen,Tec 4 4 ------------------------------GEN---ATK---TEC---LUK- Level 16 Atk,Tec,Luk 2 Level 17 Gen,Atk Level 18 Gen,Tec Level 19 Gen,Atk,Tec 4 Level 20 Gen,Tec 5 5 ---------------------------------------------------- FINAL STATS 5 4 5 2 ---------------------------------------------------- ---------------------------------------------------- Elena ---------------------------------------------------- GEN ATK TEC LUK Level 11 Starting Level 2.3 2.7 3.3 4 Level 12 Atk,Tec 3 Level 13 Gen,Atk,Tec Level 14 Gen,Tec 4 Level 15 Atk,Tec ------------------------------GEN---ATK---TEC---LUK- Level 16 Gen,Atk,Tec Level 17 Atk,Tec Level 18 Gen,Tec 5 Level 19 Atk,Tec Level 20 Gen,Atk,Tec 3 4 6 ---------------------------------------------------- FINAL STATS 3 4 6 4 ---------------------------------------------------- ---------------------------------------------------- LV20 BASE STATS FOR ALL CHARACTERS: ---------------------------------------------------- GEN ATK TEC LUK Milanor 4 6 5 5 Yggdra 6 5 6 3 Durant 6 5 4 2 Nietzsche 4 5 3 5 Rosary 4 3 5 6 Roswell 5 4 4 4 Russell 3 6 5 4 Cruz 5 4 5 2 Elena 3 4 6 4 ---------------------------------------------------- Some tips for building stats: - There are at least 2 EAT effect items for each stat that I know of (ATK has 4 or more), at least 2 that raise a random stat, and at least 1 that raises all stats. And if I can find them they MUST be easy to get 8P. - IMHO, you only need to concentrate on five or six characters. Only five characters can participate in a union, and there are only five weapon types available to the player (there is a sixth weapon type, but it is only available late game as a 3 map Equip item). - To use MVPs to max a character's stats, you either have to keep reseting a level until you get the Bonus stat you need (not fun), or you must have him as MVP for multiple Battlefields (needs luck. Thats real-life luck). However, if you're trying to max several stats on the same character then MVP'ing multiple battlefields is probably best. - Characters with no stats that max at 6 are good candidates to be frequent MVPs. Don't use EAT items on frequent MVPs unless you have a surplus. - If a character has a stat maxed at 5, then you CAN play a short battlefield (use the MVP turn list to get a rough idea of the short Battlefields, but ignore BF's 33 and 34), get the character the MVP and reload if its the wrong stat (Don't replay. Reload). I only really recommend this for perfectionists though. You'll have more fun playing a normal game, getting the character a few MVPs and if you have bad luck just use equipment. Btw you can forward through game dialogue by holding down the R button. - You can raise a stat that a character naturally maxes at 4 Big Stars to 6 Big Stars with only one stat raising item if you use it when he has 3 Big stars and no small Stars. Yes that sentence makes sense, it just sounds clumsy. Hey, I warned you in the Intro. - Stats that max at 3 are troublesome, you need to use both MVPs and EAT items to max them if you want to stay sane. Try to use MVP Bonuses and levels to get him to 3 Big stars asap, feed him an item, then MVP some more. It will take 1 item and 6 stars, which is 3 full MVPs (by full I mean an MVP within the turn limit). Remember that the MVPs you use to reach 3 Stars still count toward this. - If a stat maxes at 2 don't even bother... Fine, just follow the advice for 3 stars. Boost your character to 2 Big stars using MVPs, then use TWO items sequentially. So thats 2 items and 6 stars (3 full MVPs). Alternatively you can use 1 item when you reach 2 Big stars and get 12 stars (6 full MVPs). Since Cruz doesn't have any stats at 6 and Durant only has GEN you won't waste much this way. The only stats that max at 2 are Durant's and Cruz's LUK though. As long as you don't use them to land the killing blow on enemies that carry items, you don't have to worry about it much. - Alternatively, rather than maxing stats, you can raise them high and use equipment items to max them. However no equipment can raise a stat beyond its next big star. So you still have to get 5 stars if you want max stats with equipment. It saves you 2 small stars, which is one full MVP. Although you usually want to choose equipment based on their effects (abilities). - Yggdra has 2 Battlefields she is guaranteed to MVP (you'll know them when you see them) if you don't replay. They're short too, so you can probably reset them a few times and not get frustrated. Milanor is the only permanent character who can get the MVP (the Flunky CAN get it) in Battlefield 1. ------------------------------------------------------------------------------ ========== DAMAGE RATING (Thanks Twily) #DAM# ========== The damage ratings are the coloured square that appears near the bottom of the battle screen. There is one each for both participants in the battle, and they appear next to the portrait of their corresponding side. Damage rating is described by a combination of colour and symbols, where : Grey X < Grey A < Blue A < Blue - < Green - < Green O < Yellow O < Yellow * < Red * Where The Colour refers to the colour of the damage rating square X is Cross A is Triangle - is Hyphen O is Circle * is Star Damage rating in Neutral (or the enemy's normal) mode is determined by the checks in the following order: /----------------------------------------------------------------------------\ | | |[Green - ] for absolute neutrality (no bonuses or penalties) | | | |If you have a weapon Disadvantage versus your opponent's weapon, your damage| |rating is set to Blue A. | | | |If you have a weapon Advantage versus your opponent's weapon, your damage | |rating is set to Yellow O. | | | |If you have a Terrain penalty, your damage rating is set to Blue A. | | | |If you have a Terrain or Time bonus, your damage rating is set to Yellow O. | | | |If you have a Unit disadvantage, your damage rating is set to Grey X. | | | |If you have a Unit advantage, your damage rating is set to Red *. | | | |If the Dragon Killer skill is active, your damage rating is set to Red * | | | \----------------------------------------------------------------------------/ /----------------------------------------------------------------------------\ |Moving into Aggressive mode raises your Damage rating by 2 steps. | |Moving into Passive mode lowers your Damage rating by 2 steps. | | | |Being in RAGE raises damage rating by 1 step. | |Being in MAX raises damage rating by 2 steps (from normal mode). | | | |Damage rating can never rise higher than Red * or lower than Grey X however.| | | \----------------------------------------------------------------------------/ Note that the order of the checks is important. For example, if you have a weapon Disadvantage versus an opponent you would expect a Blue A in neutral mode. However if you also have a Noon bonus (and its noon) you would instead have a Yellow O. ------------------------------------------------------------------------------ ========== CHARACTER AND ITEM EFFECTS #EFF# ========== Almost all effects are made up of symbols AND words. Since its difficult to make a small ascii representation of some symbols, if you can't find an effect try FINDING (Ctrl+f) the words. This isn't an ideal setup but I'm not a magician so... yeah. I have provided a legend of what my Ascii representations are supposed to represent below. Legend : # = setting(hazy) sun symbol for evening (\ = crescent moon symbol for night * = large red asterisk symbol for noon :) = yellow smiley face symbol for Strong :( = purple sad face symbol for Weak O = a pie chart symbol for Morale [] = a square. A description inside the Brackets describes whats inside the box ingame. List of Effects ----------------------------------------------------- [-] NEUTRAL EFFECTS ----------------------------------------------------- [-]Cntr same damage Character counters with the same damage inflicted on him when charged, even if he might have inflicted more without the effect. [-]Geo 0% The Character's current square is always treated as having 0% GEO. They still receive any non-Geo Square terrain bonus in battle (such as [o]Road :) bonus damage) if applicable. [-]HP control system The Character cannot be damaged in battle. His morale decreases as long as he is in battle. The effect will not reduce his Morale below 1 however. [-]Infinite Aggressive Always aggressive. It consumes the gauge at the same rate as normal aggressive mode. However you'll stay in aggressive mode even when the gauge is at 0%. [-]Move->Fly The Character's Move type is changed to Fly. The Character can move over any Square with no movement penalties. The Character can also step through squares occupied by enemy units. He can pass over but cannot stop on Water squares. However the Character's current square is always treated as having 0% GEO. They still receive any other non-Geo Square terrain bonus in battle (such as [o]Road :) bonus damage) if applicable. [-]Move->Horse The Character's Move type is changed to Horse. Can step through squares occupied by enemies. [-]Move->Warp The Character's Move type is changed to Warp at night. The Character warps past every odd numbered step. This allows him to step past otherwise untraversable squares. He can also step through enemies, even on even-numbered steps. He can neither walk nor warp over Water squares. He can warp over 'non-existant squares' as long as the non-existant square is adjacent to at least 2 existing squares. [-]Recover O Recover 20% of morale when consumed (press right at character select screen). ----------------------------------------------------- [o] POSITIVE EFFECTS ----------------------------------------------------- [o]O UP gradually At the beginning of a Character's side's turn, the character regains 10% of his Max Morale. [o]O UP in water At the beginning of a Character's side's turn, if the character is on a water square, he will regain 15% of his Max Morale [o]O UP slowly At the beginning of a Character's side's turn, the character regains 5% of his Max Morale. [o]O UP when low At the beginning of a Character's side's turn, if the character's morale is below 50% of his Max morale, he will regain 15% of his Max Morale. [o]O damage max If the Character wins a battle, Morale damage is inflicted on the enemy as if all of the unit's members survived (ie, Surviving Units is set to 60%). It has no other effect, though it shows an Equipment Bonus. [o]# :) The Character deals more damage in battle during evening. [o]# mv:O UP Morale increases by 2% of Max for every step a character takes at evening. [o](\ mv:O UP Morale increases by 2% of Max for every step a character takes at night |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another Yggdra Union Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

