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| - Taken from 仕様書(elonaplus).txt. May contain spoilers. [Behaviour of unconscious NPCs]
* They won't catch pickpocket attempts. (They won't hear a loud noise and wake up like when they're sleeping.)
* They will wake up Muddled when bashed. (Like when sleep was interrupted.)
* You won't be able to talk to them.
* If it's a pet, they will recover to a Muddled state and eat when a picnic basket is used.
* Cannot be handed items.
* Will not respond to performances, preaching.
* Will not take part in Shadow rush, Fire a volley, and Over-Ray. [Behaviour when gauge is 101 - 200%]
* When gauge is below 100%, received damage will not bring it above 96%. When gauge is above 101%, received damage will not bring it above 196%.
* Unique NPCs who are not pets will not
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| abstract
| - Taken from 仕様書(elonaplus).txt. May contain spoilers. [Behaviour of unconscious NPCs]
* They won't catch pickpocket attempts. (They won't hear a loud noise and wake up like when they're sleeping.)
* They will wake up Muddled when bashed. (Like when sleep was interrupted.)
* You won't be able to talk to them.
* If it's a pet, they will recover to a Muddled state and eat when a picnic basket is used.
* Cannot be handed items.
* Will not respond to performances, preaching.
* Will not take part in Shadow rush, Fire a volley, and Over-Ray. [Behaviour when gauge is 101 - 200%]
* When gauge is below 100%, received damage will not bring it above 96%. When gauge is above 101%, received damage will not bring it above 196%.
* Unique NPCs who are not pets will not use their gauge when they have more than half of their health. When their health is less than 50%, they will use gauge attacks even if their gauge is below 200%. Allies will not conserve their gauge if they are set to Onslaught mode.
* The eight gods and that snail NPC will not conserve their gauge and will use the special action unique to them.
* Gauge will not decrease when it is 200% or 100%. When it is 101 - 199%, it will decrease by 1% every turn.
* When a gauge attack is activated at 200% gauge, an extra melee attack or an attack from the second weapon will activate another gauge attack in the same turn.
* Failing that, any attack done during time stop will activate that second gauge attack. This makes it easier to defeat enemies that heal. (Enemies can also use this against you.) [New NPCs]
* fallen angel
* Level 139 angel. Eye of brainwashing. Insult on low health.
* cupid inspector
* Level 122 angel. God. Rubbing. Healing Rain on low health.
* apprentice angel
* Level 28 angel. Neutral. Eye of Mana. [New evolutions]
* cupid of love evolves with king heart to lord cupid, learns Fire a volley.
* apprentice angel evolves with magic heart to angel astray, learns Over-Ray. [New items]
* deed of palace
* Generated where you can find deed of homes. An upgrade from a small castle. Like the small castle, comes with shopkeepers.
* first aid kit
* Heals user or an adjacent target. You can heal any NPC, even those who are not allies. Heal amount depends on player's Dexterity and Gene engineer.
* More important than its ability to heal is its ability to shorten negative status effects. If and when applicable, it reduces negative status effects to 1/8 + 1 turns (rounded down).
* It's a healing method for people who don't even want to depend on magic devices.
* Somewhat troublesome to craft in early game, but still possible.
* special ammos box
* Replenishes special ammo of user or an adjacent target. For people who find it too troublesome to carry multiple ammos and always end up using normal ammunition.
* Craftable. [New special actions]
* Over Long Throw
* Change range multiplier for Throwing to 02-02-08-08-09-09-10-10 for range 1-8 respectively during that turn, and execute a Throwing attack.
* This can be the trigger for a gauge attack, and the triggered gauge attack will also use the aforementioned range multipliers.
* This may not be used with Struck Out (another Throwing special action) at the same time.
* Learned during level up when Throwing skill is 50 or above. [Modification of coffin of necromancy with monster parts]
* Recipe name: necro remodel
* Summoned undead will have +5 levels, and have additional skills and stuff depending on the monster part added.
* card: becomes coffin of necromancy-Shion. Undead takes on the appearance of that NPC but with a light purple tinge.
* figure: becomes coffin of necromancy-Deceive. Undead takes on the appearance of that NPC with a white tinge. (i.e. will not be coloured any hue.)
* bone: becomes coffin of necromancy-Aggressive. Bonus to Tactics skill.
* heart: becomes coffin of necromancy-Tough. Bonus to Constitution.
* eye: becomes coffin of necromancy-Control. Bonus to Control Magic skill.
* blood: becomes coffin of necromancy-Drench. Bonus to Swimming skill.
* skin: becomes coffin of necromancy-Refractory. Bonus to fire resistance.
* There can be only one additional effect. If a coffin has already been remodeled, the new effect will overwrite the older one. The effect remains even if the undead dies or is returned to its coffin.
* You can make the undead specialize as meat shields or as attackers.
* Or you can be a psycho and enjoy letting them wear the skin of that girl you like.
* Or you could also make an undead wear someone's skin and make them attack a particular person...
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