=============================================================================== Xenogears Battle Mechanics FAQ v0.8 =============================================================================== by ForteGSOmega (ph0rt3[at]yahoo[dot]de) This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. =============================================================================== Introduction =============================================================================== This FAQ is an attempt to explain most if not all aspects to the Xenogears battle system. All of the data and formulas were discovered using a debugger and my own tests, but due to the complexity of the battle system's elements, there may be some mistakes or cases where I simply misinterpreted the game's code. However, I tried to double check any findings and everything should be mostly correct. =============================================================================== Table of Contents =============================================================================== 1. Definitions, Terms 2. Random Number Generator 3. Status Parameters and Battle Commands 3.1 Status Parameters 3.1.1 Character Parameters 3.1.2 Gear Parameters 3.2 Battle Commands 3.2.1 Character Commands 3.2.2 Gear Commands 4. Damage Types 4.1 Physical Damage 4.2 Ether Damage 4.3 Healing 5. Status Effects 5.1 Positive Status Effects 5.2 Negative Status Effects 6. Element System 6.1 Weakness 6.2 Temporary/permanent elemental properties 6.3 Elemental Physical Attack 6.4 Elemental Ether Attack 6.5 Characters and their elemental properties 7. Characters 7.1 Fei 7.2 Elly 7.3 Citan 7.4 Bart 7.5 Billy 7.6 Rico 7.7 Emeralda 7.8 Chu-Chu 7.9 Maria 8. Hyper Mode Mechanics 9. Items 9.1 Battle items 9.2 Character Equipment 9.2.1 Manly Mantle, Kingly Armor 9.2.2 Hero Costume 9.2.3 WizardryRing 9.2.4 Trader Card 9.2.5 Holy Pendant 9.2.6 Power Crisis 9.2.7 GuardianRing, Evasion Ring 9.2.8 Speed Shoes 9.2.9 EtherDoubler 9.2.10 Wind/Earth/Fire/Water Ring 9.2.11 Ether Veiler 9.2.12 Muscle Belt 9.2.13 BillyJr.Doll 9.2.14 Emer Jr.Doll 9.2.15 Chu-Chu Idol 9.2.16 Elly Jr.Doll 9.2.17 Fei Jr.Doll 9.2.18 Bart Jr.Doll 9.3 Gear Accessory Weight Values 10. Character Stat Gain Mechanics 11. Revision History 12. Credits =============================================================================== 1. Definitions, Terms =============================================================================== Rounding: Generally, you absolutely have to round down after every division, and in some cases multiplication. Tick: Used in anything related to battle timing. A tick is a 1/60th second. [x..y]: Means "a random value from x to y". E.g. [0..4] would mean that the values 0, 1, 2, 3 or 4 could be used. x MOD y: Divide x by y but instead of using the division result, you use the remainder. E.g. "2 MOD 5" would result in 2 and "7 MOD 3" would result in 1. Base stat: Whenever I mention that, it means that you have to look at the "raw" stat, not factoring in any changes by equipment. =============================================================================== 2. Random Number Generator =============================================================================== This game uses a standard ANSI-C pseudo random number generator(RNG) which is fairly fast and reliable for the most part. Each time the RNG is called, the seed, which is used for the random value, is calculated by Next Seed = (1103515245 * Seed + 12345) MOD 4294967296 And the resulting random integer is Random Value = Seed / 65536 MOD 32768 which means that the random value is between 0 and 32767, both inclusive. Random Value = [0..32767] =============================================================================== 3. Status Parameters and Battle Commands =============================================================================== ---------------------- 3.1 Status Parameters ---------------------- --------------------------- 3.1.1 Character Parameters --------------------------- Attack: Higher Attack means that you will deal more physical damage. Some characters carry weapons which further increase Attack. (see section 4.1 for more info) Hit%: Increasing Hit% will allow you to hit enemies more often and reduces the probability of guarding against your attacks. (This stat also carries over into Gears) Defense: This parameter lessens the damage you take from physical attacks. Evade%: Evade% affects your chance to completely avoid a physical attack. (This stat also carries over into Gears) Ether: Affects anything Ether related that either deals damage or heals. (This stat also carries over into Gears) EthDef.: Reduces the damage you take from offensive Ethers but does not lessen the amount of healing. (This stat also carries over into Gears) Agility: Increasing this stat will decrease the time between the character's turns. The exact formula being: Ticks = 165 - 9 * Agility + [-4..4] Ticks refers to the number of ticks it takes before the character's bar fills. As an example, Rico(7 Agility) needs about 1.7 seconds between turns while Citan(13 Agility) only needs ~0.8 seconds. Agility is also the only parameter that doesn't increase by leveling up. Weight: Has no impact on battles at all. ---------------------- 3.1.2 Gear Parameters ---------------------- Attack: Analogous to characters, this increases the physical damage your Gear does. The stat itself is calculated by multiplying the Gear's Attack Multiplier by the Engine's Output. E.g. Xenogears is equipped with X70-8000, which has 70 Output. XG itself has an Attack Multiplier of 12, so the Attack is 12 * 70 = 840 If a character uses a weapon, simply add the weapon's Attack value. Defense: Lessens physical damage and solely depends on what Armor your Gear is carrying and what Accessories are equipped. EthDef.: Lessens Ether damage and is calculated by Armor's EthDef + Character's EthDef Response: Affects both Hit% and Evade% of the Gear. Gear's Hit% = Character's Hit% + Response Gear's Evade% = Character's Evade% + Response / 2 That means that with three MagneticCoats and at least 13 in the character's Evade%, the Gear will have an Evade% of 50% Agility: Same as the chracters': Ticks = 165 - 9 * Agility + [-4..4] Ticks refers to the number of ticks it takes before the character's bar fills. EthAmp: Basically multiplies the character's Ether by EtherAmp / 4 when casting offensive Ethers or using Special Options. Weight: Weight has no direct impact on anything and is not changeable, but a higher weight usually means that you can equip heavier accessories without losing too much Agility. -------------------- 3.3 Battle Commands -------------------- ------------------------- 3.3.1 Character Commands ------------------------- Attack: Attack allows you to input Triangle(T), Square(S) and X to deal physical damage and using a specific combination allows you to use a DeathBlow (provided you've learned it) Not so obvious is the fact that there are four animations for T(T1-T4), two animations for S(S1-S2) and one for X attacks, and each of those is considered a different attack. Which of these attacks is used depends on what preceds it: Previous | T | S ---------|----|---- - | T1 | S1 T1 | T2 | S2 T2 | T3 | S1 T3 | T4 | S2 T4 | T1 | S1 S1 | T2 | S2 S2 | T3 | S1 X | T1 | S1 Say you wanted to execute Kakei (TSTX), what Fei would actually use is: T1, S2, T3, X(Kakei) This is also where DeathBlow learning ties in. Each DB requires a specific amount of Experience points for T1-T4, S1-S2 and X to learn. I won't cover this here as there's already a good guide on this by fidormula (Deathblow Learning Guide) Item: Allows you to use consumable items, like HP restoring items or items which provide positive effects. Ethers/Chi/Arcana/Spirit/Spells/Controls: Allows you to use the characters' Ethers. Combo: By cancelling attacks without using up all AP, you can save them up and then use the Combo command to execute several DeathBlows in sequence. This is generally helpful when you want to damage an enemy which counters DBs, as you'll only recieve one counter for the whole Combo. Keep in mind that only the first 7 character DBs can be used in a combo and that you can only save up 28 AP. Call Gear: Character enters her/his Gear. Not always available. Guard: The character can't evade attacks anymore and any physical damage will be halved with a probability of 95% Escape: Available only in random encounters and allows you to escape the battle with a fixed probability of 50% -------------------- 3.3.1 Gear Commands -------------------- Attack: Just like with chracters, it allows you to input T, S and X to perform physical attacks and DeathBlows. Additionally, Gears can build up Attack Level (AL) to perform stronger DeathBlows and under certain conditions, enter Hyper Mode (see section 8. for more details). Item: Same as characters', although restorative items don't heal Gears. Ether Machine: Allows you to use the character's Ethers. As mentioned earlier, the character's Ether status parameter is multiplied by the Gear's EtherAmp / 4 for this command. Booster: Induces the SpeedUp status effect for the Gear, but decreases the Gear's Fuel as long as it's activated by 2% of Max. Fuel each round. (including the one Booster was activated) Charge: This command has two effects, first it restores Fuel based on Attack Level and second, it puts the Gear into Guard mode, allowing them to halve physical damage with a probability of 95% The amount of Fuel restored can also be altered by the A/S/X/Z Charger accessories: AL | w/o Charger | A Charger | S Charger | X Charger | Z Charger -----|-------------|-----------|-----------|-----------|----------- 0 | 30 | 50 | 100 | 200 | 500 1 | 50 | 70 | 120 | 220 | 520 2 | 70 | 90 | 140 | 240 | 540 3 | 90 | 110 | 160 | 260 | 560 -----|-------------|-----------|-----------|-----------|----------- Inf | 300 | 500 | 1000 | 2000 | 5000 Escape: Same as the character command. allows you to escape battles with a 50% probability. =============================================================================== 4. Damage Types =============================================================================== -------------------- 4.1 Physical Damage -------------------- Step 1: Hit Determination HitChance = AttackerHit - TargetEva + BaseHitChance If the attacker is character-sized: Hit% = 100 + HitChance If the attacker is Gear-sized: Hit% = 95 + HitChance BaseHitChance is a value different for each normal attack and DeathBlow: Character Attacks | Gear Attacks | BaseHitChance -------------------|--------------------|--------------- T1-T4 | T | 70 S1-S2 | S | 10 X | X | 0 4-6 AP DeathBlows | all DeathBlows | 70 7 AP DeathBlows | Hyper Mode attacks | 90 Note: If the target used the Defend or Charge command, the attack will always hit. Step 2: Damage Reduction Check There is a probability that the damage inflicted will be reduced by 50%. If this happens, the target usually does some defending animation and the damage is displayed in red. The actual reduction takes place in step 5. Reduction% = 5 - HitChance Obviously, if Reduction% is negative, the damage will never be halved. Note: If the target used the Defend or Charge command, Reduction% will be set to 95 Step 3a: Damage Calculation (Normal) Damage = ( 4 * AttackerAttack - 3 * TargetDefense ) * Power Character Attack | Gear Attack | Power ------------------|------------------|------- T1-T2 | T | 0.25 T3 | - | 0.3 T4 | - | 0.35 S1 | S | 0.5 S2 | - | 0.6 X | X | 1.0 Note: The Gear column is assuming you attack another Gear. If the Gear is attacking a character-sized enemy, you can't perform any DeathBlows (even in Hyper Mode) and the Power value is modified as follows: Gear Attack | Power -------------|------- T | 1.0 S | 2.0 X | 3.0 Step 3b: Damage Calculation (DeathBlow) Damage = 4 * (AttackerAttack * Power) - 3 * TargetDefense Character Attack | Gear Attack | Power ------------------|------------------|------- TX | TT | 1.3 TTX | TS | 1.5 SX | TX | 1.7 -- | ST | 1.7 TTTX | SS | 1.9 TSX | SX | 2.1 -- | XT | 2.1 STX | XS | 2.3 XX | XX | 2.5 -- | InfT | 2.5 -- | InfS | 2.75 -- | InfX | 3.0 TTTTX | -- | 3.8 TTSX | -- | 3.9 TSTX | -- | 4.0 STTX | -- | 4.1 SSX | -- | 6.0 XTX | -- | 12.5 Note: Only Fei has access to SSX and XTX and Fei's Gears have their Inf Attacks' Power increased: Fei's Gear Attack | Power -------------------|------- InfT | 2.75 InfS | 3.0 InfX | 3.25 Note: If the resulting damage is less or equal than 0, it is set to 1 Step 4a: Random Damage Modifier (Characters) For characters, damage will be randomly increased by 0% to ~10% DamageMod = Damage / 10 + 2 Damage = Damage + ([0..32767] MOD DamageMod) Step 4b: Random Damage Modifier (Gears) For gears, damage will be randomly increased by 0% to ~6.6% DamageMod = Damage / 15 + 2 Damage = Damage + ([0..32767] MOD DamageMod) Step 5: Damage Reduction If the Damage Reduction Check returned true: Damage = Damage / 2 ----------------- 4.2 Ether Damage ----------------- For each Power value, refer to section 7. Step 1a: Damage Calculation (Character) Damage = (5 * AttackerEther - 4 * TargetEthDef ) * Power Note: If the target is a Gear, the "pilot's" EDef is used instead, which is zero most of the time. Also, Maria uses a different formula (section 7.9) Stel 1b: Damage Calculation (Gear) Damage = (5 * AttackerEther * (EtherAmp / 4) - 4 * TargetEthDef ) * Power Step 2a: Random Damage Modifier (Characters) For characters, damage will be randomly increased by 0% to ~10% DamageMod = Damage / 10 + 2 Damage = Damage + ([0..32767] MOD DamageMod) Step 2b: Random Damage Modifier (Gears) For gears, damage will be randomly increased by 0% to ~6.6% DamageMod = Damage / 15 + 2 Damage = Damage + ([0..32767] MOD DamageMod) ------------ 4.3 Healing ------------ HealingAmount = Character's Ether * Power =============================================================================== 5. Status Effects =============================================================================== This section covers most status effects. But since the game doesn't even make clear what the status effects are and the way they're handled is not as straightforward as in other games, I've only included effects that I think are worth mentioning. ---------------------- 5.1 Positive Statuses ---------------------- --------------------------------------- StatUp (Attack, Defense, Ether, EthDef) --------------------------------------- Duration: Until end of battle This status is an umbrella term for Ethers that increases Attack, Defense, Ether and EthDef by a set percentage. Each skill dealing with these stats(Iron Valor, Yamiga, etc) is actually considered a status effect of its own and therefore stack. Excluded from this is Chu-Chu's innate Att+100%, Eth+100%. Every Ether overwrites that. (accessories do not, however) --------------------- StatUp (Hit%, Evade%) --------------------- Duration: Until end of battle There are two reasons why these two are not included in the upper definition: - The way they work is fundamentally different. - Although there are accessories to increase Hit%/Evade% by a set percentage, all Ethers dealing with these two decrease/increase them by a set value. and effects from accessories can't be cancelled. Attack, Ether etc effects are immediately calculated into the respective parameters but Hit% and Evade% augmentations have their own variables which are used in the hit/evade formula although everything still works out if you just assume that Wild Smile, for example, reduces the enemy's Hit% by 50. ------- SpeedUp ------- Duration: 5 Turns (Speed Star), 10 Turns (Ethers) SpeedUp basically reduces the wait time between turns by half. This can also be induced by Booster in Gears (lasts until you deactivate it or run out of Fuel) or the Speed Shoes accessory (permanent effect). The way this is done, it stacks with both Slow and Stop: SpeedUp + Slow = Normal speed until either Slow or Speed Up wears off SpeedUp + Stop = You're Stopped until Stop wears off Note: Neither Slow nor Stop affect how long SpeedUp will last and vice versa. --------- Play Dead --------- Duration: Until end of battle or until the two other characters die. This status effect can only be induced by Chu-Chu's Play Dead spell as well as the Tragedienne battle item and it can only be cast/used when at least one other character is alive. Enemies can't target the character with this status, but he/she is limited to the Defense, Item and Ether commands. You can only cast spells if you don't press left or down when the character's turn comes up. (doing so will select Defense/Item and prevent you from reselecting the Ether command) Note: Using an item/Ether that restores PHY effects will make the character targetable again, but you still can't use the other commands. Similarly, using an item/Ether that restores MNT effects (and both PHY and MNT effects at once) will the inflicted character to select Spells normally. ---------- Hyper Mode ---------- Duration: 3 Turns Gears only. Allows the use of stronger DeathBlows and improved Charge command. See section 8. for more details. ---------------------- 5.2 Negative Statuses ---------------------- Negative status effects have two categories, PHY (physical) and MNT (mental), and depending on what category they're in, you have to use different restorative Ethers/items. ------------------------------ Blind (C) / Camera Damaged (G) ------------------------------ Duration: Until end of battle Type: PHY Reduces the target's Hit% by 50. -------------- Armor Loss (G) -------------- Duration: Until end of battle. Type: PHY Defense is decreased by the percentage shown, can also stack. -------------------------- Poison (C) / Fuel Leak (G) -------------------------- Duration: Until end of battle Type: PHY Poison (C): Target takes 5% Max HP damage after each turn. Fuel Leak (G): Fuel is reduced by 5% Max Fuel after each turn. ---------------- Confusion (C, G) ---------------- Duration: Until end of battle. Type: MNT Confusion (C): Executes randomly one of the following actions: 10% Call Gear 22.5% Cast random Ether 21.6% Attack(T1) 32.4% Attack(S1) 13.5% Attack(X) Confusion (G): Executes randomly one of the following actions: 32% Attack(T) 48% Attack(S) 20% Attack(X) Note: Apart from Call Gear, the target for these actions is selected randomly and the confused character can't used it on him-/herself. If the confused character/enemy is attacked physically, Confuse will end. (the attack can't miss and mustn't be reduced for this to work) ----------------------------------- Forget (C) / E Machine Shutdown (G) ----------------------------------- Duration: Until end of battle. Type: MNT Can't use Ethers/Ether Machine. ----------- Slow (C, G) ----------- Duration: 5 Turns Type: MNT Doubles the time between each turn. Note: If the chracter has already SpeedUp, both effects will be negated until either Slow or SpeedUp expires. ----------- Stop (C, G) ----------- Duration: 120 ticks (2 seconds) Type: MNT Until Stop expires, the character's/Gear's turn bar stops filling. ------------- Dispel (C, G) ------------- Duration: - Type: - Negates all positive status effects. Note: Not really a status effect, but it doesn't fit anywhere else. As far as I'm aware, only Fei's Big Bang has this side-effect. =============================================================================== 6. Element System =============================================================================== This part of the game is probably the most complex (starting with the fact that Ether attacks and physical attacks are treated differently) and as such, I won't explain everything that the system supports and only limit myself to what the game actually uses. First, what are the elements? Dark, Light, Wind, Earth, Fire, Water Wind and Earth oppose each other (I'll come back to that in a bit) Fire and Water also oppose each other. However, Dark and Light do not. There are 5 bytes dealing with elements: One for weaknesses, two for temporary elemental properties (induced by items and ethers) and two for permanent elemental properties (induced by accessories or weapons). Each byte holds 8 bits, and each of those bits has a specific meaning. As you may know, one bit can either have the state "true" or "false". ------------- 6.1 Weakness ------------- Six bits of this hold the elements the target is weak to and one bit a modifier which makes the weakness even greater. The last bit is unused. Bit | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 --------|-------|-------|-------|-------|-------|-------|----------|-------- meaning | Water | Fire | Earth | Wind | Light | Dark | VeryWeak | unused E.g. If bit 0 and bit 3 are set (to "true"), the enemy/ally takes additional damage from the Water and Wind element. If bit 1, bit 4 and bit 6 are set, then the enemy/ally is very weak to both Fire and Light. --------------------------------------------- 6.2 Temporary/permanent elemental properties --------------------------------------------- Those two sets are identical in that each bit has the same meaning, and there are really only differences when you change elemental properties in battle with items/ethers and already have equipment on you to alter those (Water Ring, EtherVeiler and so on) The first set is changed by using items in battle, such as Red Star, or Ethers, such as Wind Mode or Water Shield. First Byte: Resisted element, physical attack element --------|-----------Resistance----------|------------Attack-------------| Bit | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | --------|-------|-------|-------|-------|-------|-------|-------|-------| meaning | Water | Fire | Earth | Wind | Water | Fire | Earth | Wind | And here is where the fact that Water-Fire and Earth-Wind oppose each other comes into play. If neither bit is set, it means that the enemy resists no element. However, if, for example, the Water bit (Resistance) is set, the enemy not only becomes a bit stronger against Water attacks, but also a bit weaker against Fire attacks. (same goes for Earth and Wind) That's also the reason why Light and Dark don't oppose each other; it's impossible to resist either of them. Also, no enemy has anything in the Attack bits(4-7) set, so you could say they're exclusive to chracters. With that alone, it's impossible to have an enemy absorb certain elements, so there's another byte dealing with how much the elements are resisted. Second Byte: Resistance Modifier Bit | 0 | 1 | 2 | 3 | 4-7 --------|---------|---------|---------|---------|--------- meaning | unused | Resist2 | Resist3 | Absorb | unused There's also a default behaviour, activated when neither of these bits are set which is "Resist1" In theory, there are several rules when combining bits with one another, but there are only five configurations the game uses for enemies: - No bit in Resistance set (nothing changes, unless the enemy has an entry in the Weakness byte) - Absorb is activated and the enemy has one element set in Resistance - Absorb is activated and the enemy has every element set in Resistance - Absorb and Resist2 are activated, the enemy as all but one element set in Resistance - Absorb and Resist2 are activated, the enemy has every element set in Resistance Characters can have other configurations which will be covered in a bit. These configurations have different meanings for physical/Ether attacks. Note: Attack/Ether bonuses are stacked additively as you'll see in the following sections. E.g. Attack+30% and Attack+100% would become Attack+130% ------------------------------ 6.3 Elemental Physical Attack ------------------------------ For DeathBlows, "Attack" refers to "Attack * Power", so the elemental bonus is multiplied after Power. That's only semi-important because the result is rounded down after every division. "Absorb" Absorb, one element: Attack+30% if attacked by opposite element. No change otherwise. Absorb, all elements: Attack+30% if attacked by any element. Note: That actually means that the enemy doesn't absorb anything if he has one of these configurations. "Absorb-Resist" Absorb, all elements, Resist2 activated: Attack unchanged, damage is absorbed. Absorb, all but one element, Resist2 activated: E.g. Tolone Fire or Water attack: Attack unchanged, damage is absorbed. Wind attack: Attack-30%, damage is absorbed Earth attack: Attack+30% Tolone is also weak against Earth, so it'll become Attack+100% Note: Only Dominia, Seraphita, Tolone and Kelvina use this configuration, so just replace the respective elements. (E.g. Dominia is weak against Wind, so if attacked by Earth she decreases your Attack by 30% and absorbs your attack/DB) Attacking with an element the enemy is weak against (Weakness byte): Attack+70% Attacking with an element the enemy is very weak against (Weakness byte): Atttack+100% If the Attack/DeathBlow has an element, the one the character has set is ignored. --------------------------- 6.4 Elemental Ether Attack --------------------------- "Absorb" Absorb, one element: Ether-30%, enemy absorbs damage if attacked by that alement. Ether+30% if attacked by opposite. Absorb, all elements: Ether unchanged, damage is absorbed. "Absorb-Resist" Absorb, all elements, Resist2 activated: Ether-30%, damage is absorbed. Absorb, all but one element, Resist2 activated: E.g. Seraphita Wind or Earth attack: Ether-30%, damage is absorbed. Fire attack: Ether-60%, damage is absorbed. Water attack: Ether+30% Attacking with an element the enemy is weak against (Weakness byte): Ether+50% Attacking with an element the enemy is very weak against (Weakness byte): Ether+80% E.g. Redrum (weak to Fire, absorbs Fire) Attacking Redrum with Fire (see "Absorb, one element"): Ether-30%, absorb effect Since he's also weak to it: Ether-30% and Ether+50% result in Ether+20% That means that attacking him with Fire (or when he does it himself) increases Ether by 20%, but the damage is absorbed. However, physically attacking him with Fire has no changes. ---------------------------------------------- 6.5 Characters and their elemental properties ---------------------------------------------- By default, no character is weak to anything or resists anything, but you can change that through equipment (permanent effect) and items as well as Ethers (temporary effect). Bart's Ethers and the items ElementAero/Terra/Pyro/Hydro allow you to change the physical attack's element, which makes all non-elemental physical attacks use that element. White/Brown/Red/Blue star and Citan's/Billy's Ethers can set respective elemental bits in Resistance, but they don't change the Resistance Modifier, so you get the default Resist1 (which reduces Ether by 30% if attacked by that element, but increases Ether by 30% if attacked by the opposite) Same goes for the Wind/Earth/Fire/Water Ring accessories, which permanently (or until you take them off) set the respective bits and allow protection. You could also equip both Water Ring and Fire Ring, but they'll only negate each other as this little table demonstrates: Ring | When attacked by Water | When attacked by Fire -----------|------------------------|---------------------- Water Ring | Ether-30% | Ether+30% Fire Ring | Ether+30% | Ether-30% -----------|------------------------|---------------------- Sum | Ether+0% | Ether+0% But equipping a Water and Wind Ring for example, would work fine. The Ether Veiler accessory activates the Resist3 bit; if attacked by the resisted element, Ether would be decreased by 60% instead of 30% (being attacked by the opposite still increases Ether by 30%). Ether Veiler works with both temporary and permanent effects. Using the same example of Water/Fire Ring, assuming Ether Veiler is equipped: Ring | When attacked by Water | When attacked by Fire -----------|------------------------|---------------------- Water Ring | Ether-60% | Ether+30% Fire Ring | Ether+30% | Ether-60% -----------|------------------------|---------------------- Sum | Ether-30% | Ether-30% The only real difference between permanent and temporary effects is that when you already have a temporary effect and cast another, the new one will always overwrite the old one. Everything else is basically the same (Water Shield and Fire Ring would negate each other without an Ether Veiler etc) Casting something like Water Shield when you've already a Water Ring equipped wouldn't change anything. =============================================================================== 7. Characters =============================================================================== This section covers all characters and their abilities. Although almost everything is self-explainary, there are some special terms used throughout the section: Learning Refers to the amount of move experience gained through an attack. For more details, refer to fidomura's Deathblow Learning Guide. Attack Multiplier Each Gear has its own Attack Multiplier which is multiplied by the equipped Engine's Output to get the base Attack value. Capacity Each Gear accessory has its own weight value and each Gear can carry a certain amount of additional weight without losing Agility. If the additional weight reaches the listed number, Agility is decreased by 1, so staying below that number will ensure that the Gear gets no Agility penalty. For more info, refer to section 9.3. Du Duration of an Ether effect, in turns. If the duration is listed as *, it means that it'll last until the end of battle. -------- 7.1 Fei -------- Base Parameters Attribute | | Attribute | -----------|-------|-----------|--- Level | 1 | Attack | 15 Learning | 1 | Defense | 10 HP | 50 | Ether | 7 EP | 10 | EthDef. | 8 Agility | 11 | Hit% | 10 Weight | 167.2 | Evade% | 12 Gears Name | Attack Multiplier | Notes -----------|-------------------|----------------------- Weltall | 10 | - Weltall-2 | 10 | has Special Options Xenogears | 12 | Hyper Mode% always 99% Agility | Weight | Capacity --------|--------|--------- 10 | 3500 | 840 DeathBlows ---------------Character---------------||----------------Gear---------------- Name | Lv | AP | Combo | Elem || Name | FL | CB | Element -------------|----|----|-------|-------||--------------|-----|----|---------- Raijin | 5 | 4 | TX | - || Raigeki | 50 | TT | - Senretsu | 10 | 5 | TTX | - || Reppu | 60 | TS | - Hagan | 16 | 5 | SX | - || Raigo | 20 | TX | - Hoten | 22 | 6 | TTTX | - || Hazen | 90 | ST | - Tenbu | 30 | 6 | TSX | - || Ryuten | 100 | SS | - Ryujin | 38 | 6 | STX | - || Juji | 40 | SX | - Koho | 46 | 6 | XX | - || Raibu | 130 | XT | - -------------|----|----|-------|-------|| Ryubu | 140 | XS | - Fukei | 50 | 7 | TTTTX | Wind || Shinrai | 60 | XX | - Chikei | 50 | 7 | TTSX | Earth || Kosho X | 10 | T | - Kakei | 50 | 7 | TSTX | Fire || Goten X | 20 | S | Light Suikei | 50 | 7 | STTX | Water || Kishin | 30 | X | Dark Kokei | 70 | 7 | SSX | Light || Yamikei | 80 | 7 | XTX | Dark || Chi Name | Lv | EP | Target | Power | Du | Element | Effect ----Char-----|----|----|---------|-------|----|---------|-------------------- Guided Shot | -- | 2 | Enm Sgl | 1.0 | - | - | - InnerHealing | 10 | 2 | Aly Sgl | 0.25 | - | - | Heals Iron Valor | 20 | 4 | Slf Sgl | - | * | - | Att+25% CounterForce | 35 | 4 | Slf Sgl | - | 10 | - | Counters Yang Power | 46 | 5 | Slf Sgl | - | * | - | Def+20%, Att-20% Yin Power | 46 | 5 | Slf Sgl | - | * | - | Att+20%, Def-20% Radiance | 55 | 10 | Enm Sgl | 3.0 | - | - | - Big Bang | 72 | 20 | Enm All | 4.0 | - | - | Dispel ----Gear-----|----|----|---------|-------|----|---------|-------------------- Guided Shot | -- | 2 | Enm Sgl | 1.0 | - | - | - InnerHealing | 10 | 2 | Aly Sgl | - | - | - | Restores Gear Def Yang Power | 46 | 5 | Slf Sgl | - | * | - | Att-20% Yin Power | 35 | 5 | Slf Sgl | - | * | - | Att+20% Radiance | 55 | 10 | Enm Sgl | 2.5 | - | - | - Big Bang | 72 | 20 | Enm All | 3.5 | - | - | - Note: As long as CounterForce is active, Fei will evade all physical attacks and counter with a Power of 1.0 Yang/Yin Power is supposed to increase/decrease Defense when used in Gear, but it doesn't. Big Bang loses the Dispel effect when used in Gear and both it and Radiance are weakened. Special Options Note: All of the following options are only available to Weltall-2. Weltall-1 and Xenogears don't have any innate options. Option | Fuel | Target | Power | Element | Effect -------------|------|---------|-------|---------|----------------- System Id | 1000 | Slf Sgl | - | - | Enter Hyper Mode Thor Wave | 600 | Enm Sgl | 2.5 | - | - Flaming Hell | 1000 | Enm All | 7.5 | - | - Note: Flaming Hell is listed as Fire elemental, but it's non-elemental like every other Special Option. --------- 7.2 Elly --------- Elly's Ethers can sometimes fail and do less damage, with the Success% being determined by (see below for each BaseSuccess value): Success% = BaseSuccess + Ether If the spell fails, calculate damage as normal and after the Random Damage Modification, the damage is altered: Damage = Damage / 3 Base Parameters Attribute | | Attribute | -----------|-------|-----------|--- Level | 1 | Attack | 8 Learning | 3 | Defense | 8 HP | 30 | Ether | 15 EP | 15 | EthDef. | 10 Agility | 8 | Hit% | 7 Weight | 92.4 | Evade% | 8 Gears Elly's Vierge uses GRods as weapons. Name | Attack Multiplier | Notes -----------|-------------------|----------- Vierge | 7 | - Regurus | 9 | not usable Agility | Weight | Capacity --------|--------|--------- 12 | 2400 | 600 DeathBlows ---------------Character---------------||----------------Gear---------------- Name | Lv | AP | Combo | Elem || Name | FL | CB | Element -------------|----|----|-------|-------||--------------|-----|----|---------- Screamer | 5 | 4 | TX | - || DoubleImpact | 50 | TT | - Cyclone Kick | 10 | 5 | TTX | - || Hard Smash | 60 | TS | - Breakthrough | 16 | 5 | SX | - || Beat Storm | 20 | TX | - Double Shock | 22 | 6 | TTTX | - || Sonic Drive | 90 | ST | - Sky Attack | 30 | 6 | TSX | - || Heart Strike | 100 | SS | - Bright Spark | 38 | 6 | STX | - || Mega Impact | 40 | SX | - Sting Kick | 46 | 6 | XX | - || Flash Drive | 130 | XT | - -------------|----|----|-------|-------|| High Diva | 140 | XS | - Anemo Zap | 50 | 7 | TTTTX | Wind || Blaze Dance | 60 | XX | - Terra Charge | 50 | 7 | TTSX | Earth || Flash Flail | 10 | T | Wind Thermo Thump | 50 | 7 | TSTX | Fire || Blue Beast | 20 | S | Water Aqua Frost | 50 | 7 | STTX | Water || Dark Diva | 30 | X | - Ethers Name | Lv | EP | Target | Power | Element | BaseSuccess --Char/Gear--|----|----|---------|-------|---------|------------ Anemo Bolt | -- | 2 | Enm Sgl | 1.0 | Wind | 100% Terra Lance | -- | 2 | Enm Sgl | 1.0 | Earth | 100% Thermo Cube | -- | 2 | Enm Sgl | 1.0 | Fire | 100% Aqua Ice | -- | 2 | Enm Sgl | 1.0 | Water | 100% Anemo Burn | 20 | 6 | Enm Ara | 1.1 | Wind | 30% Terra Storm | 20 | 6 | Enm Ara | 1.1 | Earth | 30% ThermoDragon | 20 | 6 | Enm Ara | 1.1 | Fire | 30% Aqua Mist | 20 | 6 | Enm Ara | 1.1 | Water | 30% Anemo Wave | 55 | 10 | Enm All | 1.0 | Wind | 20% Terra Ghost | 55 | 10 | Enm All | 1.0 | Earth | 20% Thermo Largo | 55 | 10 | Enm All | 1.0 | Fire | 20% Aqua Lord | 55 | 10 | Enm All | 1.0 | Water | 20% Special Options Name | Fuel | Target | Power | Element | Effect -------------|------|---------|-------|---------|-------- Aerods | 400 | Enm All | 2.5 | - | - ---------- 7.3 Citan ---------- Base Parameters Attribute | | Attribute | -----------|-------|-----------|--- Level | 3 | Attack | 18 Learning | 2 | Defense | 14 HP | 200 | Ether | 10 EP | 40 | EthDef. | 10 Agility | 13 | Hit% | 12 Weight | 158.4 | Evade% | 16 Gears Citan's Gears use GSwords as weapons. Name | Attack Multiplier | Notes -----------|-------------------|---------------------------------------- Heimdal | 10 | Hyper Mode% always 0% Heimdal | 9 | only usable in one battle during disc 2 Fenrir | 9 | - Agility | Weight | Capacity --------|--------|--------- 11 | 3300 | 840 DeathBlows Citan uses different names for DeathBlows after he gets his sword. The new names are below the old ones, everything else stays the same. ---------------Character--------------- ||---------------Gear---------------- Name | Lv | AP | Combo | Elem || Name | FL | CB | Element ------------- |----|----|-------|-------||--------------|-----|----|--------- Ukigumo | 5 | 4 | TX | - || Kentsui | 50 | TT | - Amaoto |-------------------------|| Reppu | 60 | TS | - Mufu | 10 | 5 | TTX | - || Ryuei | 20 | TX | - Engetsu |-------------------------|| Shinrai | 90 | ST | - Jinrai | 16 | 5 | SX | - || Fujin | 100 | SS | - Amagumo |-------------------------|| Ryuga | 40 | SX | - Shinrai | 22 | 6 | TTTX | - || Hakai | 130 | XT | - Himatsu |-------------------------|| Kenjin | 140 | XS | - Renken | 30 | 6 | TSX | - || Tensho | 60 | XX | - Yako |-------------------------|| Ochiba | 10 | T | - Hakai | 38 | 6 | STX | - || Zanretsu | 20 | S | - Zanretsu |-------------------------|| Enken | 30 | X | - Ougi | 46 | 6 | XX | - | Myogetsu |-------------------------| --------------|----|----|-------|-------| Willow Wind | 50 | 7 | TTTTX | Wind | Festive Wind |-------------------------| Rare Earth | 50 | 7 | TTSX | Earth | Rumble Earth |-------------------------| Hell Fire | 50 | 7 | TSTX | Fire | Haze of Fire |-------------------------| Tsunami Ice | 50 | 7 | STTX | Water | CrystalWater |-------------------------| Arcana Name | Lv | EP | Target | Power | Du | Effect ----Char-----|----|----|---------|-------|----|-------------------------- Sazanami | -- | 2 | Aly Sgl | 0.3 | - | Heals Renki | 10 | 2 | Slf Sgl | - | * | Next Arcana hits all Fuuseii | 25 | 4 | Aly Sgl | - | 10 | Sets Wind Resistance bit Chiseii | 25 | 4 | Aly Sgl | - | 10 | Sets Earth Resistance bit Kaseii | 25 | 4 | Aly Sgl | - | 10 | Sets Fire Resistance bit Suiseii | 25 | 4 | Aly Sgl | - | 10 | Sets Water Resistance bit Ryokusho | 40 | 3 | Aly Sgl | - | - | Cures PHY effects Reisho | 42 | 3 | Aly Sgl | - | - | Cures MNT effects Koga | 52 | 2 | Aly Sgl | - | * | Def+10%, Att-10% Yamiga | 54 | 2 | Aly Sgl | - | * | Att+10%, Def-10% Senkei | 60 | 6 | Aly Sgl | - | 10 | SpeedUp ----Gear-----|----|----|---------|-------|----|-------------------------- Sazanami | -- | 2 | Aly Sgl | - | - | Restores Gear Def Renki | 10 | 2 | Slf Sgl | - | * | Next Arcana hits all Fuuseii | 25 | 4 | Aly Sgl | - | 10 | Sets Wind Resistance bit Chiseii | 25 | 4 | Aly Sgl | - | 10 | Sets Earth Resistance bit Kaseii | 25 | 4 | Aly Sgl | - | 10 | Sets Fire Resistance bit Suiseii | 25 | 4 | Aly Sgl | - | 10 | Sets Water Resistance bit Koga | 52 | 2 | Aly Sgl | - | * | Att-10% Yamiga | 54 | 2 | Aly Sgl | - | * | Att+10% Note: Renki lasts until the end of battle but disappears if you cast an Arcana. For more info on the effects of Fuuseii etc check section 6. Also, note that Koga/Yamiga do not increase/decrease Defense in Gear. --------- 7.4 Bart --------- Base Parameters Attribute | | Attribute | -----------|-------|-----------|--- Level | 1 | Attack | 15 Learning | 3 | Defense | 10 HP | 40 | Ether | 7 EP | 8 | EthDef. | 8 Agility | 10 | Hit% | 10 Weight | 162.8 | Evade% | 14 Gears Bart's Gears, except Yggdrasil, use GWhips as weapons. Name | Attack Multiplier | Notes -----------|-------------------|-------------------------------------------- Brigandier | 8 | - Brigandier | 9 | only usable in one battle during disc 2 Andvari | 9 | - Yggdrasil | 10 | only usable in one battle during disc 2 Agility | Weight | Capacity --------|--------|--------- 9 | 4200 | 960 DeathBlows ---------------Character---------------||----------------Gear---------------- Name | Lv | AP | Combo | Elem || Name | FL | CB | Element -------------|----|----|-------|-------||--------------|-----|----|---------- Head Hunter | 5 | 4 | TX | - || Chain Whip | 50 | TT | - Twin Sonic | 10 | 5 | TTX | - || Beat Serpent | 60 | TS | - Rhythm Shock | 16 | 5 | SX | - || Spark Wave | 20 | TX | - Dynamic | 22 | 6 | TTTX | - || Blood Snake | 90 | ST | - Astral | 30 | 6 | TSX | - || Hit Storm | 100 | SS | - Bracer | 38 | 6 | STX | - || Dead Cannon | 40 | SX | - Justice | 46 | 6 | XX | - || Dance Wave | 130 | XT | - -------------|----|----|-------|-------|| Twin Snake | 140 | XS | - Angel | 50 | 7 | TTTTX | Wind || Sky Drive | 60 | XX | - Land Break | 50 | 7 | TTSX | Earth || Meteor Fall | 10 | T | Fire Prominence | 50 | 7 | TSTX | Fire || Dead Dance | 20 | S | - Tornado | 50 | 7 | STTX | Water || Soul End | 30 | X | - Ether Name | Lv | EP | Target | Power | Du | Effect ----Char-----|----|----|---------|-------|----|------------------------------ Wild Smile | -- | 2 | Enm Sgl | - | * | Hit-50 Heaven Cent | 18 | 2 | Enm Sgl | 1.0 | - | - White Lure | 28 | 3 | Slf Sgl | - | 10 | Enemies attack Bart Red Cologne | 38 | 4 | Slf Sgl | - | * | Att+20% Blue Cologne | 42 | 6 | Slf Sgl | - | * | Hit+30, Hit-50 for Enemy WhiteCologne | 50 | 6 | Slf Sgl | - | 10 | Counters Wind Mode | 56 | 4 | Slf Sgl | - | 10 | Attacks become Wind elemental Earth Mode | 56 | 4 | Slf Sgl | - | 10 | Attacks become Earth elementl Fire Mode | 56 | 4 | Slf Sgl | - | 10 | Attacks become Fire elemental Water Mode | 56 | 4 | Slf Sgl | - | 10 | Attacks become Water elementl ----Gear-----|----|----|---------|-------|----|------------------------------ Wild Smile | -- | 2 | Enm Sgl | - | * | Hit-50 Heaven Cent | 18 | 2 | Enm Sgl | 1.0 | - | - Wind Mode | 56 | 4 | Slf Sgl | - | 10 | Attacks become Wind elemental Earth Mode | 56 | 4 | Slf Sgl | - | 10 | Attacks become Earth elementl Fire Mode | 56 | 4 | Slf Sgl | - | 10 | Attacks become Fire elemental Water Mode | 56 | 4 | Slf Sgl | - | 10 | Attacks become Water elementl Note: Blue Cologne increases Bart's Hit by 30 and any enemy that attacks Bart suffers a Hit-50 penalty for that attack. Stacks with Wild Smile. As long as WhiteClogne is active, Bart will evade all physical attacks and counter with a Power of 1.0 Special Options Name | Fuel | Target | Power | Element | Effect -------------|------|---------|-------|---------|-------- Ygg D.Charge | 600 | Enm All | 3.0 | - | - ---------- 7.5 Billy ---------- Billy somewhat differs from other characters. First, the damage formula he uses is a bit different and second, all his non-elemental attacks have an innate Light element. When you equip a weapon for Billy, you can select the Handgun(HG) ammo, the Ethergun(EG) ammo and his Shotgun(SG) ammo, with HG and SG having variable attack power. If you use Triangle attacks in battle: Attack = HG's Attack * 5/3 Note: Use the Physical Damage Formula in section 4.1 with that Attack value. If you use X Attacks in battle: Attack = SG's Attack * 5/3 Note: Use the Physical Damage Formula in section 4.1 with that Attack value. When you use Deathblows, the Attack stat you see in his menu will be used. As for his Square attacks, they're treated as normal Ether attacks which use Billy's Ether stat and are even affected by EtherDoubler. However, the elements they use are fixed at Wind for S1 and Fire for S2. You can't change that by equipping different ammo kinds. The attacks from Billy's Gears are also treated similarly to Billy's. After calculating his base Attack (Engine's Output * Gear Attack Multiplier), add the Attack of the Gear HG's ammo(T attacks) or SG's ammo(X attacks) multiplied by 5 / 3 for the real Attack. DeathBlows use the Attack stat you see in the menu. The Gear's Square attack is also treated as an Ether attack (with a Power value of 1.0) and use the Ether Damage formula for Gears but unlike Billy's S1 and S2 attacks, they're non elemental. By the way, the Power Output value you see in battle is calculated via base Attack + T's ammo Attack * 5/3 + X's ammo Attack * 5/3 but since that value is not used anywhere, it's useless. As I mentioned, Billy's attacks have an innate Light element which increases Attack/Ether by 25% if the enemy is weak against Light and by 56.25% if it's
very weak against Light. However, only non-elemental attacks are affected by
it.
In other words, all of the following have the innate Light element:
- T1-T4, X, all Character DeathBlows
- T, S, X, all Gear DeathBlows except Holy Climb and Holy Soul
- all Special Options
Holy Climb/Holy Soul are Light elemental themselves, but use the normal
Element System (Attack+70% if enemy is weak against Light, Attack+100% if very
weak)
Base Parameters
Attribute | | Attribute |
-----------|-------|-----------|---
Level | 1 | Attack | 10
Learning | 4 | Defense | 8
HP | 35 | Ether | 10
EP | 12 | EthDef. | 12
Agility | 9 | Hit% | 15
Weight | 118.8 | Evade% | 13
Gears
Billy's Gears use GGuns as weapons.
Name | Attack Multiplier | Notes
------------|-------------------|---------------------
Renmazuo | 8 | -
El Renmazuo | 8 | -
Agility | Weight | Capacity
--------|--------|---------
10 | 3100 | 720
DeathBlows
---------------Character---------------||----------------Gear----------------
Name | Lv | AP | Combo | Elem || Name | FL | CB | Element
-------------|----|----|-------|-------||--------------|-----|----|----------
Adams Apple | 5 | 4 | TX | * || Double Snap | 50 | TT | *
Gunholic | 10 | 5 | TTX | * || Hard Snap | 60 | TS | *
Hell Blast | 16 | 5 | SX | * || Hard Gun | 20 | TX | *
Nut Crack | 22 | 6 | TTTX | * || Gun Blaze | 90 | ST | *
Sky Walker | 30 | 6 | TSX | * || Impact Gun | 100 | SS | *
Devil Blast | 38 | 6 | STX | * || Holy Fist | 40 | SX | *
Banfrau | 46 | 6 | XX | * || Blaze Shot | 130 | XT | *
-------------|----|----|-------|-------|| Hard Gatling | 140 | XS | *
True Dream | 50 | 7 | TTTTX | * || Sky Gatling | 60 | XX | *
Holy Gate | 50 | 7 | TTSX | * || Thousand | 10 | T | *
Dear Friend | 50 | 7 | TSTX | * || Holy Climb | 20 | S | Light
| Holy Soul | 30 | X | Light
*see above
Ether
Name | Lv | EP | Target | Power | Du | Effect
----Char-----|----|----|---------|-------|----|------------------------
Purity Light | 43 | 2 | Aly Sgl | - | - | Cure PHY/MNT effects
HealingLight | 43 | 2 | Aly Sgl | 0.5 | - | Heals
Holy Light | 43 | 4 | Aly All | 0.5 | - | Heals
Goddess Call | 43 | 4 | Aly Sgl | - | 10 | SpeedUp
Goddess Eyes | 43 | 4 | Aly Sgl | - | - | -
Wind Shield | 55 | 4 | Aly Sgl | - | 10 | Sets Wind Resistance bit
Earth Shield | 55 | 4 | Aly Sgl | - | 10 | Sets Earth Resistance bit
Fire Shield | 55 | 4 | Aly Sgl | - | 10 | Sets Fire Resistance bit
Water Shield | 55 | 4 | Aly Sgl | - | 10 | Sets Water Resistance bit
Goddess Wake | 60 | 8 | Aly Sgl | - | - | Revives with 50% Max HP
----Gear-----|----|----|---------|-------|----|------------------------
HealingLight | 43 | 2 | Aly Sgl | - | - | Restores Gear Def
Holy Light | 43 | 4 | Aly All | - | - | Restores Gear Def
Wind Shield | 55 | 4 | Aly Sgl | - | 10 | Sets Wind Resistance bit
Earth Shield | 55 | 4 | Aly Sgl | - | 10 | Sets Earth Resistance bit
Fire Shield | 55 | 4 | Aly Sgl | - | 10 | Sets Fire Resistance bit
Water Shield | 55 | 4 | Aly Sgl | - | 10 | Sets Water Resistance bit
Note: For more info on the effects of Wind Shield etc check section 6.
Goddess Eyes does not increase Defense like it's supposed to.
Special Options
Name | Fuel | Target | Power | Element | Effect
-------------|------|---------|-------|---------|--------
JessieCannon | 500 | Enm Ara | 3.0 | * | -
JessieBlasta | 1000 | Enm Ara | 5.0 | * | -
*see above
---------
7.6 Rico
---------
Base Parameters
Attribute | | Attribute |
-----------|-------|-----------|---
Level | 10 | Attack | 28
Learning | 3 | Defense | 23
HP | 110 | Ether | 6
EP | 14 | EthDef. | 7
Agility | 7 | Hit% | 10
Weight | 270.6 | Evade% | 9
Gears
Name | Attack Multiplier | Notes
-----------|-------------------|---------------------
Stier | 12 | -
El Stier | 12 | -
Agility | Weight | Capacity
--------|--------|---------
7 | 5500 | 1200
DeathBlows
---------------Character---------------||----------------Gear----------------
Name | Lv | AP | Combo | Elem || Name | FL | CB | Element
-------------|----|----|-------|-------||--------------|-----|----|----------
Rico Rocket | 5 | 4 | TX | - || Drill War | 50 | TT | -
Death Drive | 10 | 5 | TTX | - || Bomber Head | 60 | TS | -
Banderas | 16 | 5 | SX | - || Drill Driver | 20 | TX | -
Dragon Fist | 22 | 6 | TTTX | - || Grand Slam | 90 | ST | -
Fire Bomb | 30 | 6 | TSX | - || Twister D | 100 | SS | -
Pile Crasher | 38 | 6 | STX | - || Hammer G | 40 | SX | -
Spin Strike | 46 | 6 | XX | - || Mega Body | 130 | XT | -
-------------|----|----|-------|-------|| Sky Driver | 140 | XS | -
Death Roll | 50 | 7 | TTTTX | - || Scrap | 60 | XX | -
Flame Lariat | 50 | 7 | TTSX | Fire || Drill Kaiser | 10 | T | Wind
Hell Splash | 50 | 7 | TSTX | Earth || Drive Kaiser | 20 | S | -
| Iron Kaiser | 30 | X | -
Spirit
Name | Lv | EP | Target | Power | Du | Element | Effect
----Char-----|----|----|---------|-------|----| --------|--------------------
Steel Fist | -- | 2 | Slf Sgl | - | * | - | Att+20%
Steel Body | -- | 2 | Slf Sgl | - | - | - | -
Steel Spirit | 50 | 2 | Slf Sgl | - | * | - | EDef+50%
Steel Mettle | 60 | 4 | Enm Sgl | 1.25 | - | - | -
----Gear-----|----|----|---------|-------|----|---------|--------------------
Steel Mettle | 60 | 4 | Enm Sgl | 1.25 | - | - | -
Note: Steel Body does not increase Defense like it's supposed to.
-------------
7.7 Emeralda
-------------
Once Emeralda grows up through an optional event at the Lighthouse, she will
gain a hidden permanent 20% increase to Attack and Ether (both as character and
in Gear). That increase stacks with any other Attack/Ether increasing effect.
E.g. If (adult) Emeralda has an Attack stat of 100 in menu and Yamiga is cast
on her in battle, the real Attack stat will be
(100+20%)+10% = 120+10% = 132
Base Parameters
Attribute | | Attribute |
-----------|-------|-----------|---
Level | 1 | Attack | 40
Learning | 1 | Defense | 10
HP | 108 | Ether | 7
EP | 30 | EthDef. | 8
Agility | 12 | Hit% | 20
Weight | 211.2 | Evade% | 18
Gears
Name | Attack Multiplier | Notes
-----------|-------------------|---------------------
Crescens | 10 | -
Agility | Weight | Capacity
--------|--------|---------
13 | 1800 | 600
DeathBlows
---------------Character---------------||----------------Gear----------------
Name | Lv | AP | Combo | Elem || Name | FL | CB | Element
-------------|----|----|-------|-------||--------------|-----|----|----------
Leg Cutter | 5 | 4 | TX | - || Arm Bash | 50 | TT | -
Wave Cutter | 10 | 5 | TTX | - || Air Bash | 60 | TS | -
Leg Spin | 16 | 5 | SX | - || Dance Bash | 20 | TX | -
Hammerhead | 22 | 6 | TTTX | - || Devil Hand | 90 | ST | -
Grand Arm | 30 | 6 | TSX | - || Devil Hold | 100 | SS | -
Divider | 38 | 6 | STX | - || Devil Bird | 40 | SX | -
Flying Arm | 46 | 6 | XX | - || Dead Spin | 130 | XT | -
-------------|----|----|-------|-------|| Dead Drive | 140 | XS | -
Tornado Hand | 50 | 7 | TTTTX | Wind || Dead Melody | 60 | XX | -
Reycount | 50 | 7 | TTSX | - || Dark Wave | 10 | T | Dark
Dark Beast | 50 | 7 | TSTX | Dark || Dark Force | 20 | S | Dark
| Dark World | 30 | X | Dark
Ethers
Name | Lv | EP | Target | Power | Element
--Char/Gear--|----|----|---------|-------|---------
Anemo Dharm | -- | 3 | Enm Sgl | 1.2 | Wind
Terra Feist | -- | 3 | Enm Sgl | 1.2 | Earth
Thermo Gord | -- | 3 | Enm Sgl | 1.2 | Fire
Aqua Aroum | -- | 3 | Enm Sgl | 1.2 | Water
Anemo Omega | -- | 6 | Enm All | 1.2 | Wind
Terra Holz | -- | 6 | Enm All | 1.2 | Earth
Thermo Geist | -- | 6 | Enm All | 1.2 | Fire
Aqua Dhaum | -- | 6 | Enm All | 1.2 | Water
------------
7.8 Chu-Chu
------------
Chu-Chu is one of the two characters that have no DeathBlows and some unique
mechanics. She also has no Gear and instead increases in size.
First, her Attack and Ether base stats are increased by 100% while in battle,
although the spell Forest Dance still uses the normal value.
Additionally, Chu-Chu is the only character who has the ability of critical
hits. When attacking with the Attack command or any Ether, there is a 10%
probability that the damage will be increased by 50% (calculated before
Random Damage Modification).
There is an accessory that increases critical rate (Fei Jr.Doll) and one that
increases critical damage (Bart Jr.Doll). See section 9.2 for more.
details.
She also has no Gear and instead grows, although she doesn't have the options
Booster and Special Options and uses no Fuel, not to mention that she also
can't equip an Engine, a Frame or any Gear accessories.
The stats in her grown up form are calculated as follows:
Gear HP = HP * 50
Gear Attack = Attack * 8
Gear Defense = Defense * 12
Gear EthDef. = EthDef * 7
Gear Response = 0
Gear Agility = Agility * 1
Gear EthAmp = 10
However, when Chu-Chu grows up, she loses her Attack+100%, Ether+100% effect.
Base Parameters
Attribute | | Attribute |
-----------|-------|-----------|---
Level | 1 | Attack | 10
Learning | - | Defense | 10
HP | 35 | Ether | 12
EP | 12 | EthDef. | 8
Agility | 7 | Hit% | 5
Weight | 48.4 | Evade% | 8
Gears
Name | Attack Multiplier | Weight
-----------|-------------------|--------
Chu-Chu | - | 1800
Spells
Name | Lv | EP | Target | Power | Du | Element | Effect
----Char-----|----|----|---------|-------|----|---------|--------------------
Forest Dance | -- | 2 | Aly Sgl | 0.4 | - | - | Heals
Culen Prayer | -- | 2 | Aly Sgl | - | - | - | Cures PHY effects
Myrm Prayer | -- | 2 | Aly Sgl | - | - | - | Cures MNT effects
Play Dead | -- | 2 | Slf Sgl | - | * | - | Play Dead status
Maiden Kiss | -- | 8 | Aly Sgl | - | - | - | Revives with 30% HP
Forest Wind | 58 | 4 | Enm Sgl | 2.0 | - | Wind | -
Earth Gnome | 58 | 6 | Enm Ara | 2.25 | - | Earth | -
Ancient Myth | 62 | 10 | Enm All | 2.5 | - | - | -
----Grown----|----|----|---------|-------|----|---------|--------------------
Forest Dance | -- | 2 | Aly Sgl | 0.4 | - | - | Heals
Note: Forest Dance is the only ether in the game that can restore Gears' HP.
----------
7.9 Maria
----------
Maria is the second character with no (character) DeathBlows but her Controls
more than make up for it.
Her Controls are divided into two sections: Physical and Ether and both make
some use of Seibzehn's(SZ) stats, along with a different Damage Formula:
Physical Controls:
Output = SZ's base Attack / 12
Damage = Output * SZ_EtherAmp * Maria_Ether / 160
Damage = ( 5 * Damage - 4 * TargetDefense ) * Power
Note: This replaces step 4a in the Physical Damage Calculation
Ether Controls:
Damage = SZ_EtherAmp * Maria_Ether / 4
Damage = (5 * Damage - 4 * TargetEthDef ) * Power
Note: This replaces step 1a in the Ether Damage Calculation
Base Parameters
Attribute | | Attribute |
-----------|-------|-----------|---
Level | 1 | Attack | 3
Learning | - | Defense | 4
HP | 25 | Ether | 4
EP | 4 | EthDef. | 5
Agility | 7 | Hit% | 3
Weight | 61.6 | Evade% | 5
Gears
Name | Attack Multiplier | Notes
-----------|-------------------|---------------------
Seibzehn | 12 | -
Agility | Weight | Capacity
--------|--------|---------
8 | 7200 | 1440
DeathBlows (Gear)
Name | FL | CB | Element
--------------|-----|----|---------
Mega Fight | 50 | TT | -
Dyna Fight | 60 | TS | -
Gravity Fist | 20 | TX | -
Dyna Rush | 90 | ST | -
Head Dive | 100 | SS | -
GravityPress | 40 | SX | -
Meteor Press | 130 | XT | -
Iron Break | 140 | XS | -
Iron Storm | 60 | XX | -
Fire Drive | 10 | T | Fire
Magneto | 20 | S | Earth
Maria Beat | 30 | X | -
Controls
Name | Lv | EP | Target | Power | Type | Element
-----Char----|----|----|---------|-------|----------|---------
Robo Beam | -- | 2 | Enm Sgl | 0.4 | Ether | -
Robo Missile | -- | 4 | Enm Sgl | 0.5 | Ether | -
Robo Punch | 48 | 5 | Enm Ara | 1.25 | Physical | -
Robo Kick | 48 | 8 | Enm Ara | 1.75 | Physical | -
Graviton Gun | Ev | 30 | Enm All | 2.0 | Ether | -
Note: Graviton Gun is learned through an event in Shevat Disc 1
Special Options
Name | Fuel | Target | Power | Element | Effect
-------------|------|---------|-------|---------|--------
Missle Pod | 400 | Enm All | 1.5 | - | -
Grav. Cannon | 1000 | Enm All | 2.0 | - | -
===============================================================================
8. Hyper Mode Mechanics
===============================================================================
Hyper Mode allows you to perform even stronger attacks than Attack Level three
ones which are also cheaper Fuel-wise. Another benefit is that the Charge
command restores more fuel, 1000% of the amount normally restored, that is.
First, the game calculates the probability of the character entering Hyper
Mode. First, each Gear has a "Base Hyper Mode Modifier" and the value depends
on what position they're in the battle. The first position (which is usually
Fei) has a value of 0, the second 1 and the third 2. That value is only used
when the Gear's HP are full.
Now to determine what your Hyper Mode Modifier (HMM) and HyperMode% are:
Step 1:
If CurrentHP equal MaxHP:
HMM = BHMM + 1
skip to Step 3
If CurrentHP does not equal MaxHP: go to step 2
Step 2:
HMM = (MaxHP - CurrentHP) * 10 / MaxHP
If HMM is zero: HMM = 1
Step 3:
HyperMode% = (HyperModePoints + 5) * HMM
Note: Swordless Heimdal's HyperMode% will always equal 0 (0%)
Likewise, Xenogears' HyperMode% will always equal 99 (99%)
Hyper Mode Points (HMP):
You can accumulate HMP by attacking. Each DeathBlow and no other attack
increases the HMP by a certain amount:
DeathBlow | TT | TS | TX | ST | SS | SX | XT | XS | XX |
-------------|----|----|----|----|----|----|----|----|----|
HMP increase | 1 | 1 | 2 | 2 | 2 | 4 | 3 | 3 | 6 |
HMP are reset to 0 when you enter Hyper Mode or end the battle.
To enter Hyper Mode, you must be at Attack Level three and then perform an
action that does not decrease the Attack Level such as Attack without using
a DeathBlow, Item, Ether Machine, Booster, Special Options, Charge or even
Escape (assuming it'll fail).
Right before that character gets his turn again, the game performs a check
to see if that Gear can get into Hyper Mode:
If ([0..99] < HyperMode%) raise Attack Level to 4 (Infinity)
===============================================================================
9. Items
===============================================================================
=================
9.1 Battle items
=================
Note: White/Brown/Red/Blue Star overwrite any other (temporary) elemental
resistances.
Hard Star does not increase Defense like it's supposed to.
Samson'sHair lasts until the end of battle.
For more info on the Play Dead status effect, see section 5.1 for more
info.
Name | Duration | Effect
-------------|----------|------------------------------------
White Star | 5 Turns | sets Earth's Resistance bit
Brown Star | 5 Turns | sets Wind's Resistance bit
Red Star | 5 Turns | sets Water's Resistance bit
Blue Star | 5 Turns | sets Fire's Resistance bit
ElementAero | 5 Turns | sets Wind's Physical attack bit
ElementTerra | 5 Turns | sets Earth's Physical attack bit
ElementPyro | 5 Turns | sets Fire's Physical attack bit
ElementHydro | 5 Turns | sets Water's Physical attack bit
Speed Star | 5 Turns | inflicts SpeedUp on a character
Hard Star | -------- | -
Tragedienne | * | inflicts Play Dead on a character
Comedienne | * | cures Play Dead
Samson'sHair | * | Weapon's Attack is increased by 50%
========================
9.2 Character Equipment
========================
---------------------------------
9.2.1 Manly Mantle, Kingly Armor
---------------------------------
Works in Gear: no
Increases Defense based on how many allies have been KO'd.
One ally KO'd: Defense+50%
Two allies KO'd: Defense+100%
-------------------
9.2.2 Hero Costume
-------------------
Works in Gear: no
Decreases Defense based on how many allies have been KO'd.
One ally KO'd: Defense-25%
Two allies KO'd: Defense-50%
-------------------
9.2.3 WizardryRing
-------------------
Works in Gear: no
Increases DeathBlow learning rate by 2 (or 4 if you have two equipped).
------------------
9.2.4 Trader Card
------------------
Works in Gear: yes
Sets the probability to get the first of the two items an enemy has to 100%
Note: Even if the enemy has nothing in his first slot and something in his
second, you will get that nothing with Trader Card equipped.
-------------------
9.2.5 Holy Pendant
-------------------
Works in Gear: yes
Doubles the duration of positive status effects.
This also doubles the duration of Hyper Mode, unless it was induced by
Weltall-2's Special Option System Id.
-------------------
9.2.6 Power Crisis
-------------------
Works in Gear: no
Increases Attack based on how much HP you've lost.
AttackMod = 14 - CurrentHP / (MaxHP / 10)
Attack = Attack * AttackMod / 4
Max. increase: Attack * 3.5 at less than 10% health.
---------------------------------
9.2.7 GuardianRing, Evasion Ring
---------------------------------
Works in Gear: yes
Evade% is increased by 40, can no longer randomly reduce damage unless the
Guard command is used.
Note: Having this equipped will make the enemy ignore the effects of Wild Smile
and Blue Cologne. Two rings won't stack.
------------------
9.2.8 Speed Shoes
------------------
Works in Gear: yes
Permanent SpeedUp effect, in Gear, it doesn't use up Fuel.
-------------------
9.2.9 EtherDoubler
-------------------
Works in Gear: yes
Ether+100%
EP cost+100%
----------------------------------
9.2.10 Wind/Earth/Fire/Water Ring
----------------------------------
Works in Gear: yes
Sets the element's Resistance bit. See section 6. for more info.
--------------------
9.2.11 Ether Veiler
--------------------
Works in Gear: yes
Activates the Resist3 bit. See section 6. for more info.
-------------------
9.2.12 Muscle Belt
-------------------
Works in Gear: ?
Unknown (possibly nothing)
Does not increase Defense and has no impact on hit determination or damage
reduction.
-------------------
9.2.13 BillyJr.Doll
-------------------
Works in Gear: yes
Hit%+25%
Evade%+25%
Note: Can stack with other skills or EvasionRing.
--------------------
9.2.14 Emer Jr.Doll
-------------------
Works in Gear: yes
Inflicts the same amount of damage the wearer has been dealt.
--------------------
9.2.15 Chu-Chu Idol
--------------------
Works in Gear: yes
Attack+20%
Defense+20%
Ether+20%
EthDef+20%
Note: Can stack with other skills.
-------------------
9.2.16 Elly Jr.Doll
-------------------
Works in Gear: ?
Unknown. Does not seem to randomly increase/decrease Ether damage.
-------------------
9.2.17 Fei Jr.Doll
-------------------
(Chu-Chu only)
Works in Gear: yes
Critical bonus becomes +100% instead of +50%.
--------------------
9.2.18 Bart Jr.Doll
--------------------
(Chu-Chu only)
Works in Gear: yes
Critical hit chance is increased by 50%, for a total of 60%.
=================================
9.3 Gear Accessory Weight Values
=================================
All Gear accessories have a hidden weight value and if the total weight of
all equipped accessories exceeds the Gear's capacity, it will lose Agility.
First, a list of all Gears and their capacity:
Gear | Capacity
------------|----------
Weltall | 840
Weltall-2 | 840
Xenogears | 840
Vierge | 600
Regurus | 600
Heimdal | 840
Fenrir | 840
Brigandier | 960
Andvari | 960
Renmazuo | 720
El Renmazuo | 720
Stier | 1200
El Stier | 1200
Chu-Chu | ----
Seibzehn | 1440
Crescens | 600
------------|----------
BARTHOS | 240 (Bart Soldier)
Yggdra | 240
If the total weight of all Gear accessories reaches the capacity in that list,
Agility is already decreased by 1. After that, Agility is decreased for every
additional 240 weight.
Gear Accessories and their Weight values:
Gear Acc | Weight
--------------|-------
Extra Ar | 240
Extra Ar+1 | 240
Extra Ar+2 | 240
Extra Ar+3 | 240
Extra Ar+4 | 240
Extra Ar+5 | 240
Extra Ar+6 | 240
Extra Ar+7 | 240
Extra Ar DX | 240
Lite Ar+1 | 120
Lite Ar+2 | 120
Lite Ar+3 | 120
Silver Ar | 240
Silver Ar+1 | 240
Lite Alloy | 120
Heavy Alloy | 480
Beam Coat | 10
Mirror Ar | 240
Mirror Ar+1 | 240
Mica | 240
Insulated Ar | 240
InsulateAr+1 | 240
Molecular Ar | 240
Stress Ar | 240
Stress Ar+1 | 240
ShockproofAr | 240
Seal Ar | 240
Seal Ar+1 | 240
Angel Ar | 240
Angel Ar+1 | 240
Angel Ar S | 240
Ether Ar | 240
Ether Ar+1 | 240
Ether Ar+2 | 240
Ether Ar+3 | 240
Wind VeilAr | 360
EarthVeilAr | 360
Fire VeilAr | 360
WaterVeilAr | 360
Cast Ar | 240
Old Circuit | 120
Simp Circuit | 120
Resp Circuit | 120
Def Circuit | 120
A Circuit | 120
B Circuit | 120
C Circuit | 120
D Circuit | 120
E Circuit | 120
C Circuit+1 | 120
A/C | 120
Beam Jammer | 240
Ground | 240
Stress Mat | 240
AirtightHull | 240
Noise Filter | 240
AntiAngelSys | 240
O2 Cylinder | 360
MagneticCoat | 240
Ballast | 480
Gold Plate | 260
Seal Barrier | 240
Energy Saver | 240
Power Magic | 360
Lens Cover | 240
Veil Doubler | 360
Sword Veil | 360
Magic Guard | 240
Engine Guard | 240
Pilot Shield | 120
Tank Guard | 240
Ar Repairer | 360
Motion Guard | 240
Frame HP10 | 240
Frame HP30 | 240
Frame HP50 | 240
Frame HP70 | 240
Frame HP90 | 240
FX Cleaner | 360
DeathBlower1 | 240
DeathBlower2 | 240
DeathBlower3 | 240
GNRS20 | 240
GNRS50 | 240
A Charger | 360
S Charger | 480
X Charger | 480
Z Charger | 600
E.g. Crescens (600 capacity) loses 1 Agility if she equips a Z Charger.
If she equips three Z Chargers, her Agility is decreased by a total of 6
and she's left with only 7 of her initial 13.
===============================================================================
10. Character Stat Gain Mechanics
===============================================================================
This section covers the stat points you get at level up.
Each character has a "growth value" for each stat and higher value means a
higher chance for that stat to increase.
Here's a list of all characters' growth values:
Character | HP | Att | Def | Hit | Eva | Eth | Edf | EP
----------|-----|-----|-----|-----|-----|-----|-----|----
Fei | 950 | 90 | 80 | 42 | 40 | 52 | 55 | 100
Elly | 750 | 70 | 55 | 32 | 34 | 80 | 70 | 120
Citan | 880 | 100 | 75 | 45 | 50 | 65 | 60 | 105
Bart | 820 | 80 | 72 | 36 | 45 | 45 | 48 | 90
Billy | 720 | 65 | 58 | 50 | 60 | 75 | 65 | 102
Rico | 999 | 100 | 100 | 30 | 28 | 30 | 38 | 70
Emeralda | 666 | 85 | 70 | 48 | 52 | 70 | 62 | 115
Chu-Chu | 650 | 65 | 65 | 35 | 45 | 42 | 50 | 88
Maria | 600 | 55 | 50 | 25 | 35 | 75 | 55 | 78
Citan2 | 880 | 100 | 75 | 45 | 50 | 65 | 60 | 105
Emeralda2 | 999 | 135 | 120 | 88 | 92 | 120 | 112 | 115
Note: Citan2 refers to Citan with a sword and Emeralda2 refers to grown up
Emeralda.
Now for the formulas for each stat. All status parameters use the same formula
except for HP and EP. By the way, "nextLv" refers tothe level you're leveling
up to.
E.g. if Fei levels from 45 to 46, NextLv = 46.
HP gain formula:
GrowthMod = HP_Growth + (99 - NextLv)
GrowthMod = (GrowthMod - MaxHP) * [0..99]
LevelMod = (100 - NextLv) * 100
HP Gain = GrowthMod / LevelMod + 2
EP gain formula:
GrowthMod = (EP_Growth - MaxEP) * 100
LevelMod = 99 - NextLv
GainCheck = GrowthMod / LevelMod - 50 + [0..99]
If (GainCheck >= 50): Stat increases by one.
Other stats gain formula:
GrowthMod = (Stat_Growth - Stat) * 100
LevelMod = 100 - NextLv
GainCheck = GrowthMod / LevelMod - 50 + [0..99]
If (GainCheck >= 50): Stat increases by one.
In a nutshell:
Higher growth > higher chance of increase
Higher level > higher chance of increase
Lower stat > higher chance of increase
There is also a second table with growth values(at least I assume that,
because each of these values is right next to the first table's ones), but I
don't know what it's used for.
Character | HP | Att | Def | Hit | Eva | Eth | Edf | EP
----------|-----|-----|-----|-----|-----|-----|-----|----
Fei | 999 | 200 | 175 | 80 | 75 | 75 | 100 | 130
Elly | 999 | 120 | 110 | 68 | 65 | 200 | 120 | 150
Citan | 999 | 175 | 150 | 92 | 90 | 90 | 110 | 150
Bart | 999 | 160 | 175 | 70 | 70 | 90 | 125 | 120
Billy | 999 | 150 | 120 | 99 | 99 | 180 | 100 | 160
Rico | 999 | 200 | 190 | 55 | 53 | 70 | 90 | 99
Emeralda | 999 | 150 | 140 | 99 | 99 | 160 | 100 | 160
Chu-Chu | 999 | 160 | 175 | 60 | 80 | 115 | 100 | 120
Maria | 999 | 100 | 160 | 50 | 60 | 190 | 100 | 100
Citan2 | 999 | 175 | 150 | 92 | 90 | 90 | 110 | 150
Emeralda2 | 999 | 150 | 140 | 99 | 99 | 160 | 100 | 160
Every value in this table is greater or equal than in the first (except
Emeralda2's Edf value), but I don't know when and why (or even if) the game
uses this one.
If you have any theories about that, e-mail me and I'll look into it.
===============================================================================
11. Revision History
===============================================================================
03/14/11 - Corrected Ether Damage formula for Gears (Thanks to phiefer3)
09/12/10 - Corrected Chu-Chu's stat growth. (Thanks to Emperor Magus)
Corrected StatUp status info. (Thanks to Esco_Esco)
===============================================================================
12. Credits
===============================================================================
I would like to thank the following people:
- Everyone at the Xenogears Message Boards, especially phiefer3 for pointing
out mistakes I've done.