~Hakurei Shrine~ > Help Me, Eirin!
Gensou Shoujo Taisen You, Ei, Yume - Gameplay Translation into deep Dreams
Yookie:
Before anything else:
Go to the Akurasu wiki, they got translation-related things you could be looking for in this thread compiled in a neat-looking format where you can actually search for things. Aside from that, there's also actual translation patches now. Feel free to stick around for talking about the games though.
http://akurasu.net/wiki/Gensou_Shoujo_Wars
Soo, if you clicked on this and thought that I needed one, then you are a nice person.
But this is not my intention.
As you know, if you are interested in this series, bar the first game (Kou/E) everything else is left completely untranslated.
This is due to difficulties on the technical side, that were present in Kou as well which discouraged possible translators (afaik there was someone here that wanted to get this done, but sadly nothing really came of it.)
So, while I may not be able to piece together and implement a full translation with story and all I am currently playing this game and doing a "translation" of nearly all necessary gameplay elements on the go for you to use if you want to play this game as well and since it is vastly improved on its predecessor in terms of visuals and music it is really enjoyable even without knowing about the exact plot and conversations.
So, to cut to the chase: Here's what I have even with pretty pictures. Beware of spoilers though, since I have a list of characters and their abilities (but not, when they join. The order I've listed them in is rather random)
Menus
List of Skills
Cherry
Tipsy: Starting Power +5
Rising Force: Increases Power by 3 each round
Shotgunning: Dmg of attacks with more than 1 range increased by 20% if standing adjacent to target
Support Atk.: Enables to assist an adjacent ally in attacking 1*Skilllvl per round. (Maximum level is 2)
Support Def.: Enables to take a hit for an adjacent Ally 1*Skilllvl per round. (Maximum level is 2)
(characters can break this limit if they have the ability innately and gain levels in it via leveling up (Daiyousei gets lvl3 at lvl32 what a joke. Like I'll ever have her take a hit :V (I'll revise this statement as her support defense has helped me out quite a few times as a last resort)))
Support Proficiency: Support Attacks will always strike critically
Instinct Dodge: Evasion & Accuracy go up as HP goes down Berserk: Skill & Defense go up as HP goes down - Threshold at which they first activate decreases (requires you to be at a less low amount of HP) and effect increases as Level of respective skill increases. Strength of effect rises as HP goes down further. (Maximum level is probably 10 ⑨ and activation % is skilllvl*10, meaning that with Berserk lvl6 it would first activate at 60% remaining HP)
Random Dodge: Grants seperately calculated chance of evading any incoming attack, even when in focus mode.
Chance is increased if your skill is lower than the attacker's. (Maximum level is 2)
Streaming: Reduces DMG taken from grazing. Lvl1 reduces by 33%, lvl2 by 50% (Maximum level is 2)
Pattern Type: Grants a (Skilllvl/16)*100 % chance of activating counter when attacked. Counter: attacks first when attacked (Maximum level is most likely 16 or 10)
Unfocused/Focused Movement: +1 to the respective Movement range
P-Abilities: Grant an additional +1 to Power for Hitting/Evading/an Ally defeating an enemy, +2 for P-Damaged
Predict: Evasion & Accuracy +20 when at or above 130 Power Belief: Skill & Defense +20 when at or above 130 Power
Farsight: Nulls Accuracy & Dmg penalty for attacking over long distances. (Imagine Komachi with that & her infinite Range ability :V)
Economy: Reduces MP costs by 20%, rounded down
Capacity: Increases Ammo-maximum on all attacks by 50%, rounded down
Stat boosts: increase the respective stat by 5xlvl
Eternal
Tipsy: Starting Power +5 per level
Rising Force: Increases Power by 3 each round
Shotgunning: Damage of attacks with more than 1 range increased by 10% per Skilllvl if standing adjacent to target
Support Atk.: Enables to assist an adjacent ally in attacking 1*Skilllvl per round. (Maximum level is 2)
Support Def.: Enables to take a hit for an adjacent Ally 1*Skilllvl per round. (Maximum level is 2) Characters that possess one of these skills innately can break the limit.
Support Proficiency: Support Attacks will always strike critically
Instinct Dodge: Evasion & Accuracy go up as HP goes down Berserk: Skill & Defense go up as HP goes down - Threshold at which they first activate decreases (requires you to be at a less low amount of HP) and effect increases as Level of respective skill increases. Strength of effect rises as HP goes down further. (Maximum level is probably 10 ⑨ and activation % is skilllvl*10, meaning that with Berserk lvl6 it would first activate at 60% remaining HP)
Random Dodge: Grants separately calculated chance of evading any incoming attack, even when in focus mode.
Chance is increased if your skill is lower than the attacker's. (Maximum level is 2)
Streaming: Reduces damage taken from grazing. Lvl1 reduces by 50%, lvl2 by 75% (Maximum level is 2)
Pattern Type: Grants a chance of activating counter when attacked. Counter: attacks first when attacked, maximum level is 3
Blocking: Can only be learned by characters that wield a weapon/shield. Grants them either Parry and/or Block depending on the character. (No Sanae, your Miko-stick doesn't count. "But Reimu-" She's been hitting people in the face with that thing for much longer than you, so she gets to parry with it.)
Unfocused/Focused Movement: +1 to the respective Movement range
P-Abilities: Grant an additional +1 to Power for Hitting/Evading/an Ally defeating an enemy, +2 for P-Damaged
Guard: Reduces damage taken by 10% per Skilllvl when at or above 130 Power
Predict: Evasion & Accuracy +20 when at or above 130 Power, +30 for lvl2
Morale: Melee & Range stats +10 when at or above 130 Power, +15 for lvl2
Luck: Increases the chance of Parry, Counter, Blocking, Bunshin-effects and critical strikes to occur by 10% upon reaching 130 Power, 15% for lvl2
Extend Upon reaching 150 Power the character recovers 20% SP, additional effects ?
Farsight: Nulls Accuracy & Damage penalty for attacking from more than 6 spaces distance
Equalizer: Ignores Damage-penalty when attacking larger targets
Economy: Reduces MP costs by 20%, rounded down
Capacity: Increases Ammo-maximum on all attacks by 50%, rounded down
SP +: Increases SP by 5 per level
The other Stat Boost skills have been moved to just boosting the respective stat through the use of PP. To do so select the other option at the top of the skill-menu.
Dream
Actually, just refer to http://akurasu.net/wiki/Gensou_Shoujo_Wars
It's from what I can see complete and more accurate than what I'm putting out.
Equipment
Cherry
Eternal
Dream
Soon(tm)
Seishin/Spirit list & position in grid:
Cherry
Scan - Unveils detailed information of target enemy as if it already has been engaged with in battle, infinite range
Alert - 100% Dodge against 1 incoming attack
Valor - The users next attack deals 50% additional Dmg but cannot be a critical hit.
Vigor - Heals user for 30% maximum HP
Luck - Doubles Points obtained from the next battle
Drive - Increases user's Power by 10
Accelerate - +3 Move for the next movement
Sense - Grants effects of both "Strike" & "Alert"
Mercy - Attacked target will definitely survive with at least 10 HP
Guts - Fully restores users HP
Infuse - Grants target Ally the effect of "Luck", infinite Range
Guard - Reduces DMG taken by 50% for one round, void if attacker has "Fury" active
Assail - Enables all attacks (except Map-attacks) for use after movement for one turn
Trust - Replenishes 2000HP of target Ally, infinite Range
Gain - Doubles EXP gained for the next battle
Rouse - Increases target Ally's Power by 10, infinite Range
Grit - Reduces DMG taken to 10 for 1 attack. (can still be critically hit)
Fury - The user's next attack ignores all damage reductions, shields and Support Defense
Faith - Fully replenishes target ally's HP, infinite range
Cheer - Grants target Ally the effect of "Gain", infinite Range
Focus - Increases Hit and Evasion rates by 30% each for one round
Attune - Grants target ally the effect of "Strike", infinite range
Snipe - Increases Range of all attacks with more than 1 Range by 2 for 1 turn, MAP-attacks not included
Hope - Replenishes 50MP of target Ally, infinite Range
Strike - Grants 100% Accuracy for 1 turn, void if target has "Alert" active
Daunt - Decrease target Enemies Power by 10, infinite Range
Magical Maiden's Miracle - Sanae only, Fully replenishes her Health, increases her Power by 10 and her Faith-meter by 20%, grants her the effects of Accelerate, Strike, Alert, Valor, Guard, Gain and Luck
Eternal
Scan - Unveils detailed information of target enemy as if it already has been engaged with in battle, infinite range
Cheer - Grants target Ally the effect of "Gain", infinite Range (affects both members of a team)
Trust - Replenishes 2000HP of target Ally, infinite Range
Guard - Reduces DMG taken by 50% for one round, void if attacker has "Fury" active
Daunt - Decrease target Enemies Power by 10, infinite Range
Zeal - The user may take another turn.
Attune - Grants target Ally the effect of "Strike", infinite range
Infuse - Grants target Ally the effect of "Luck", infinite Range
Faith - Fully replenishes target ally's HP, infinite range
Grit - Reduces DMG taken to 10 for 1 attack. (can still be critically hit)
Rouse - Increases target Ally's Power by 10, infinite Range (affects both members of a team)
Focus - Increases Hit and Evasion rates by 30% each for one round
Gain - Doubles EXP gained for the next battle (affects both members of a team)
Hope - Replenishes 50MP of target Ally, infinite Range
Inspiration - Increases the entire team's Power by 5, also affects characters in the back of a team
Strike - Grants 100% Accuracy for 1 turn, void if target has "Alert" active
Luck - Doubles Points obtained from the next battle
Restoration - Fully replenishes target ally's MP, infinite range
Battle Cry - The next attack will be a guaranteed Critical Hit (affects both members of a team)
Spirit - Increases user's Power by 10
Alert - 100% chance to dodge against 1 incoming attack
Fury - The user's next attack ignores all damage reductions and Support Defense (No longer Barriers)
Vigor - Heals user for 30% maximum HP
Valor - The users next attack deals 50% additional Damage but cannot be a critical hit
Drive - Increases user's Power by 30
Sense - Grants effects of both "Strike" & "Alert"
Snipe - Increases Range of all attacks with more than 1 Range by 2 for 1 turn, MAP-attacks not included
Guts - Fully restores users HP
Invisible - Makes the user untargetable by enemies for one turn
Magical Maiden's Miracle - Sanae only, Fully replenishes her Health, increases her Power by 10 and her Faith-meter by 20%, grants her the effects of Accelerate, Strike, Alert, Valor, Guard, Gain and Luck
Accelerate - +3 Move for the next movement (affects both members of a team)
Assail - Enables all attacks (except Map-attacks) for use after movement for one turn
Dream - Enables user to use any Seishin of any team-member at double cost, costs nothing itself
Mercy - Attacked target will definitely survive with at least 10 HP
Assault - Grants the user the effects of Accelerate, Strike & Valor
Coercion - Prevents one enemy from using the Support Attack or Support Defense abilities and also makes them unable to spread Danmaku for one turn. Blocked by 特殊耐性 (The ability every boss has).
Not in this chart:
(Column 4, Row 3) Intense Fight: Final damage dealt ?1.2 for whole turn, no critical hits. Obtained by Flandre, Sakuya, Kaguya, Suika.
(Column 4, Row 7) Sacrifice: Final damage dealt ?1.8 for the next attack, no critical hit; ignores movement range reduction due to danmaku, but must get hit by enemy for the next attack. Obtained by Hina.
(Column 5, Row 7) Confusion: Halves final accuracy of all enemies for one turn. Overwritten by Strike.
Soul: Final damage dealt ?1.8 for the next attack, no critical hit. Used by Yorihime only during the map event in stage 49; the command's description is invalid.
Dream
Dream just adds
Hit & Away - Allows moving after attacking if the character hasn't moved yet that turn.
Character specific skills:
Cherry
Eternal
Anything not mentioned has not changed.
Minoriko lost "Golden Taste"
Holy Crap, Yuyu. Spam those Seishin. :V
Dai, will you ever stop getting ranks in Purity? You're already healing for I-don't-even-know more than 3.5k for practically free.
"Law of Mortality - Soul Absorption" is non-functional as of 1.05 Only restores SP upon ally death.
"Dance of ghostly Butteflies" No longer spins as of 1.20
Missing Skills/Enemy
Mokou
R-Volcano: Resurrects once; uses Valor, Grit, Strike, Drive upon resurrection.
Meiling
Art of Qi Concentration: Gain HP Regen (S).
Swift Legs: Land affinity becomes S.
Dragon of the Scarlet Devil: Perform Support Defense in the player phase for 3 times. Obtained at Level 38.
Spoiler: Orin
(1st): Increases the SP cost for Restoration by 5 (to 35) such that Restoration affects both units in a team.
Nue
Arch Youkai of Heian: Reduces the SP cost for Confusion (from 70) to 50.
Utsuho
Yatagarasu's Guidance: +60% final accuracy when Power is 130 or above.
Corruption: Gains 1/1/1/2 extra moves and increases final accuracy by 25/40/55/70% on Easy/Normal/Hard/Lunatic difficulty.
Reactor of Life: Final damage dealt +50/100/150/200% proportional to lost HP on Easy/Normal/Hard/Lunatic difficulty; loses HP Regen (M).
Dream
Skill-changes
Major changes are not here, if a skill has been reworked entirely it'll be in the image.
Suika - "Close & Personal" 1 range penalty removed
Wriggle - "Wriggle Kick" has been buffed, associated skill removed
Suwako - "Goddess of Earth" now also doubles benefits gained from having an S rank for a terrain, in addition to doubling terrain effects.
Personalities
Cherry
Do note that several characters have a different personality from the first game. I've derived most of the characters from others personality (I was pretty sure that Alice is still calm, as is Patchouli and the entire bunch of strong-willed people won't suddenly be sadists or something
(I miss Yuuka...))
Calm: Alice, Hina, Letty, Patchouli, Shizuha
Resolute: Aya, Cirno, Reimu
Cautious: Daiyousei
Strong-willed: Elly, Keine, Koakuma, Marisa, Meiling, Minoriko, Mokou, Momiji,
Nitori, Sakuya, Sanae, Shou, Sunny
Easy-Going: Komachi, Kurumi, Rumia
Cunning: Star Sapphire
Something I have yet to identify: Lily White, Luna Child (not cautious,
even though she was in the first game), Nazrin,
Effects: +1 when an enemy is defeated, +3 for personally defeating an enemy, +3 for dodging, 0 for getting hit, hitting and missing, ? when an ally is defeated
Eternal
Calm: Alice, Hina, Letty, Patchouli, Shizuha, Eirin, Lunasa, Mima, Parsee, Ran
Resolute: Cirno, Reimu, Flandre, Kanako, Keine (Hakutaku), Murasa, Mystia, Nue, Remilia, Suika, Suwako, Yuugi, Yuuka
Cautious: Akyu, Kisume, Lily White, Luna, Nazrin, Reisen
Strong-willed: Elly, Keine, Koakuma, Marisa, Meiling, Minoriko, Mokou, Momiji,
Nitori, Sakuya, Sanae, Shou, Sunny, Aya, Chen, Hatate, Ichirin, Orin, Wriggle, Yamame, Youmu, Yukari
Easy-Going: Komachi, Kurumi, Rumia, Merlin
Cunning: Star Sapphire, Lyrica, Tewi
Superior: Kaguya, Yuyuko
Weak: Daiyousei
Dream
Soon(tm)
Conditions for Bonus WP I've tested the conditions for Marisa's route myself but not the ones from Reimu's for Eternal. I've added them regardless since I trust you. Will check them once I do a Reimu route run.
Stage16: Spoiler: Shoot Cirno down last
Stage17: Spoiler: Trigger Minoriko's Spellcard, then shoot down Shizuha while it is active.
Stage18(M): Spoiler: Kill all the crows, then the Tengu (you can defeat one of the 3, I guess
only the "boss" of them has to survive until the end.)Stage18(R): Spoiler: Shoot down Tengu A last.
Stage19: Spoiler: Dodge the Aki Sisters' combination attack (1-3 range) Graze does NOT count.
Stage20(M): Spoiler: Defeat KappaC (the red one) before Nitori. (There might be more to it, I had 2 blue
ones still alive, everything else shot down and got it.)Stage20(R): Spoiler: Shoot Hina down last.
Stage21: Spoiler: Defeat Momimo before Ayaya.
Stage22: Spoiler: Shoot Sanae down last.
Stage23: Spoiler: Capture 3 Spellcards (Number in brackets is the amount of captured cards)
Stage24: Spoiler: Deal 16000 DMG in 1 turn to Suika during her spellcard (Number in brackets is amount of DMG dealt)
Stage25(M): Spoiler: Fend off the enemies in 5 turns.Stage25(R): Spoiler: One-shot an enemy (no support attack).
Stage26: Spoiler: Clear Stage within 6 turns. (Done by shooting down Letty)
Stage27: Spoiler: Shoot down at least 18 of the enemy fairies
Stage28(M): Spoiler: Clear Stage within 5 turns. (Done by shooting down Yamame)Stage28(R): Spoiler: Clear the Stage within 4 turns.(Done by beating up Lunasa until she runs away crying making Lunasa retreat (~40% HP))
Stage29(M): Spoiler: Have everyone else leave before Marisa, then get her out.Stage29(R): Spoiler: Clear the Stage within 4 turns after Reimu's party shows up. (Done by beating up Chen)
Stage30: Spoiler: Reduce the Health of all three Prismriversisters below 50%. (Number in brackets is how many of them are below 50%, so 0, 1 or 2)
Stage31: Spoiler: Trigger Ran's first Spellcard within 3 turns.
Stage32: Spoiler: Get at least the amount of characters mentioned in the conditions screen onto or beyond the white border within 4 turns. Number in brackets is the amount of units left to get over. The border doesn't do anything and is already passable even before you shoot down the fairies sitting on it.
Stage33: Spoiler: Capture all Spellcards.
Stage34: Spoiler: Capture all Spellcards.
Stage35: Spoiler: Have Cirno, Reimu and Sakuya attack something.
Stage36: Spoiler: Shoot down Sunny, Star & Luna in 1 turn. Can be done separately.
Stage37(M): Spoiler: Defeat 10 Enemies while underwater.Stage37(R): Spoiler: Complete the mission without bombing
Stage38(M): Spoiler: Capture Tewi's Spellcard on its last turn.Stage38(R): Spoiler: Defeat each color of UFO in one turn
Stage39(M): Spoiler: Have Marisa use 3 of her new attacks and let her finish the stage.Stage39(R): Spoiler: Shoot Reisen down last
Stage40(M): Spoiler: Defeat 4 named enemies.Stage40(R): Spoiler: Defeat 4 named enemies.
Stage41: Spoiler: Clear Mokou's damaged healthbar withing 2 turns of her appearing.
Stage42: Spoiler: Clear Stage within 12 turns.
Stage43: Spoiler: Capture all Spellcards
Stage44: Spoiler: Talk to Flandre with 5 characters other than her sister before having Remilia talk to her.
Stage45: Spoiler: Shoot Utsuho down before Kaenbyou.
Stage46: Spoiler: Take out every UFO and then Nue before the timer runs out.
Stage47: Spoiler: Clear Stage within 5 turns
Stage48: Spoiler: Capture at least 2 Spellcards.
Stage49: Spoiler: Get everybody over the white border before turn 8. Message only pops up upon winning the stage. (confirmation please)
Stage50: Spoiler: Clear Stage within 5 turns
Stage51: Spoiler: Trigger the Spellcards of both Kisume and Yamame on the same turn.
Stage52: Spoiler: Shoot down Parsee & Yuugi on the same turn. No Bombing.
Stage53: Spoiler: Trigger Satori's first Spellcard within 5 turns. (Meaning you still get it on turn 5.)
Stage54: Spoiler: Capture all Spellcards
Stage55: Spoiler: Capture all Spellcards
Stage56: Spoiler: Shoot down 2 named units within the same turn.
Stage57: Spoiler: Trigger Tenshi's first spellcard within 4 turns. (Meaning you still get it on turn 4.)
Stage58: Spoiler: Defeat Meeko without having her retreat. (Retreats at 30%)
Stage59: Spoiler: Shoot down 9 UFOs on the same turn. Note: This is for Reimu's stage, they can be done in any order but I list them like this to avoid spoilers.
Stage60: Spoiler: Fight Yuuka and Medicine with Alice both at least once, Alice must not take a direct, damaging hit. Note: This is for Alice's stage, they can be done in any order but I list them like this to avoid spoilers.
Stage61: Spoiler: Don't take flight, check all three white squares with one of your units. Note: This is for Marisa's stage, they can be done in any order but I list them like this to avoid spoilers.
Stage62: Spoiler: Engage in combat with Eiki before defeating Komachi. (Doing so while Komachi's spellcard is not active will trigger her spellcard, doing so while it's active will have Komachi cast Strike and Guard.)
Stage63: Spoiler: Get 2 bombs within the first 4 turns.
Stage64: Spoiler: Capture all Spellcards. For Youkai Polygraph pick 2nd then 1st, after that you're good. You're doing it right if Koishi's staying next to Satori.
Stage65: Spoiler: Clear Stage within 7 turns.
Stage66: Spoiler: Reach the Northwest white tile with Reimu/Sanae and the Northeast white tile with Marisa/Patchouli within 4 turns and the Southwest with Iku/Tenshi and Southeast with Nue/Ichirin within 5 turns.
Stage67:Spoiler: Shoot down all enemies.
Stage68: Spoiler: Capture all Spellcards.
Stage69: Spoiler: Clear Stage within 5 turns.
Stage70: Spoiler: Defeat Meeko within 3 turns of reinforcements showing up.
Stage71: Spoiler: Clear Stage within 6 turns.
Stage72: Spoiler: Lower the Hisoutensoku's HP below 100. (Shooting it down results in failing the mission)
Stage73: Spoiler: Shoot down 35 Nightmares within 10 turns.
Stage74: Spoiler: Shoot down 12 enemies within the first 4 turns.
Stage75: Spoiler: Trigger Yuuka's first Spellcard within the first 4 turns.
Stage76: Spoiler: Shoot down 20 Sheep during Meeko's third spellcard. (It'll tell you)
Important Gameplay stuff
-Waifu Points no longer unlock skills, these are now gained via level up. Instead they increase the limit for maximum Power by 5 each level, up to 175.
Additionally each Waifu Level also grants +1 level to every category of stats you can level up via points. So the maximum achievable level there is actually 10 in this installment.
-You can cycle through several displays on the top left via "Select" while in the field.
-Skills that only activate under certain conditions will light up blue if active and in the first screen of the Character Status Screen a blue, glowing message will appear.
-Patchouli's "Magic Barrier" blocks all types of attacks at a 100% success rate. However it breaks upon exceeding the threshold, thus absorbing either all dmg or none.
-that "? ? ?" Menu-point in the Intermission Menu: Spoiler: It becomes available once Nitori joins your team and lets you switch her between normal form, which is exactly like she was in Kou and Full-Armor. While in FullArmor form she gains 600HP, 100 Armor and 20MP, loses 1 Move, 1 item slot and 15 mobility. FA-Nitori also gains access to two additional attacks, that cover her deficits in range. FA-Nitori also has 0,5 more cost. (2.5 in total). standard Nitori can be tankier than FA if you have the proper items but lacks the offensive capabilities and both have a different theme. Other units become available under this menu point as the stroy progresses
-Sanae: Spoiler: When she joins you you'll notice that she has a special gauge on the bottom right, her faith meter. It rises by 0,5% for each time she moves (distance irrelevant), by some percent when she takes part in battle and by 7% when she defeats an enemy.
As it rises some things unlock: -at 20% her barrier becomes active. It has a 100% activation rate and reduces damage taken from all attack-types by 750 at a 10MP cost.
-her Mobility is affected as well >10% - 120 >50% - 125 100% - 130 (assuming unmodified)
- "Sea Opening "Moses's Miracle" uses up 10% Faith
- "Summon: Takeminakata" uses up 30% Faith
Also her attacks get stronger and more accurate and gain +1 Range with her faith rising, but (!) her Mana costs increase by up to 15 on every attack at 100% Faith. The meter decreases again if Sanae idles for too long. You can prevent its decrease by simply moving at least one tile each turn, as that gives you the increase.
- at Maximum Faith she gets +15% accuracy, +1 range, +15MP costs and +300 damage (making Summon: Takeminakata stronger than a standard Master Spark in theory but actually not since her offensive stats are not as good Marisa's)
-Utsuho: Spoiler: Utsuho has the ability "Limiter Release": It becomes usable once she reaches 130 Power and switches her into a different form. Once activates it's not reversible until the stage ends! She gains 10 extra Mobility, her 10%MP regen turns into 20%, she gains 10%HP regen (only with the associated personal skill equipped, which also gives her an additional +50 maximum Power (total of 220)), a 750 damage barrier (10MP to activate), +100 attack power on all attacks, access to Giga Flare (1-7 range Map attack, P, 110MP), Yatagarasu Piledriver (1-3 ranged attack, P, 70MP) and Abyss Nova (1-4 ranged attack, P, 100MP). However she also gains a Heat gauge. It maxes out at 200, rises by 5 each turn, 160 when using Giga Flare, 40 for Yatagarasu Piledriver, 80 for Abyss Nova. Once Utsuho reaches 200 Heat she overheats and reverts back to her pre-Yatagarasu form (the one she was in in stage 45) and loses access to pretty much everything remotely powerful for the rest of the stage. You do get SUPER OKUU PUNCH though so it's okay.
-Nue: Spoiler: Nue can change between 3 different forms with a command in her menu during a chapter. She can change freely between colours (forms) as many times as necessary.
Form changes affect her HP, Mobility, Armor, Movement range, Terrain ranks and attacks.
Assuming Red (regular) as a base: Green: -1/1 Movement range, +2550 HP, -50 Mobility, +500 Armor, Water rank C -> A (long range, sturdy type)
Danmaku Chimera: +150 Damage, Range from 1-4 to 1-5, Accuracy mod from +5 to +10, Crit mod from +50 to +15, loses P
UFO attack: +250 Damage, Range from 1-5 to 3-8, Accuracy mod from +20 to +10, Crit mod from +15 to +20, P to L
Nightmare of Heinkyou: +1 maximum range
last attack: -100 Damage, Range from 1-3 to 4-6, Accuracy mod from +15 to +20, loses P
Blue: +2/1 Movement range, -1800 HP, +20 Mobility, -200 Armor, Water rank C -> A (mobile close-range type)
Danmaku Chimera: -350 Damage, Range from 1-4 to 1-3, Accuracy mod from +5 to +10, Crit mod from +50 to +10
Undefined Darkness: -400 Damage, Range from 1-6 to 1-4, gains P
UFO attack: -250 Damage, Range from 1-5 to 1-4, Accuracy mod from +20 to +10, Crit mod from +15 to +10
Nightmare of Heinkyou: -400 Damage, Range from 3-6 to 1-3, Accuracy mod from +30 to +10, Crit mod from +10 to +15, gains P
last attack: -600 Damage, Range from 1-3 to 1-2, Accuracy mod from +15 to +20
Changing colours also refills the ammo of Nue's UFO attacks, though that's probably a bug.
-Mokou gains +5 to all stats and some extra Power (does not increase her limit) whenever she resurrects.
-Renew also happens to reduce the recipients power by 10 each time. This is nothing new but something people like to forget, so use renew with care.
-Stage65: Spoiler: A whole bunch of people learn new attacks. Youmu regains the map attack she had way back in You, the Aki sisters gain 2 new combination attacks, the Palanquin Ship gets a new attack, the Three Fairies of Light gain a new attack (with a new theme as well!) and Meiling also gets a new attack.
-Friendship Boni: Each friendship level grants +5% Hit- and Dodgechance (and even damage modifiers if they go really high) as long as the charcaters in question are right next to each other, basically holding hands.
Example: Shizuha has "Sister's Combination lvl1" active and stands next to Minoriko. Minoriko doesn't have it active -> Shizuha gets +5% hit and dodge, Minoriko as well
All characters that have a friendship skill with someone also have a passive bonus and some more people as well.
-Marisa & Alice (5%)
-Marisa & Reimu (5%)
-Cirno & Daiyousei (15%)
-Elly & Kurumi (5%)
-Aki Sisters (10%)
-Sunny, Star & Luna (10% when next to one, 18% when next to two)
-Shou & Nazrin (10%)
-Mokou -> Keine (5%, meaning that Keine gets the 5%)
-Patchouli & Koakuma (10%)
-Nitori & Hina (10%)
-Aya & Momiji (5% for Ayaya, 10% for Momimo)
-Reimu & Sanae (10%)
-and probably some others. But no ideas right now and I don't really want to go through every possible combination there is.
-Characters that have a Star-symbol at their kills gain +5 starting Power. This happens at 50 kills. At 150 kills they have +10 starting Power.
-something about version differences and carryover: Patch 1.00 carries your data over in a way that your characters keep their exact amount of Graze/PP and the skills they have learned. The thing with this is that stuff like "Random Dodge" is much more expensive, (un)focused movement is changed and more expensive as well and such. So if you really are a perfectionist and want to plan way ahead you can use the version 1.00 to carry over your data to keep your skills and save some Graze/PP that way. Patch 1.08 carries your data over a little bit different in that your characters lose the skills they've acquired in Kou but get some Graze/PP refunded. I've calculated a bit and came to the conclusion that you get to keep more Graze/PP with 1.00 if you "abuse" the cheaper skills (about 150, likely more).
You can put your saved data from 1.00 to 1.08 once you've actually saved in You and the Skills & Graze/PP will stay the way they were on 1.00.
Items and WP will be kept either way (Waifu Points get reset between Scarlet and Cherry)
Upgrades that have been made via Points get stored as "levels" so if you i.e. upgraded Rumia's attacks to the max for +500 basedamage they will be adjusted to +650. So feel free to already upgrade in Kou
-The way Grazing interacts with damage reductions has been changed drastically compared to Kou: In Kou it would ignore any reduction when Grazing and calculate the damage off of the theoretical unreduced value. In You and onward it takes the reduced value and then calculates the final damage after Grazing. Guard and defending halve the damage, Grit makes it being calculated off of the 10 damage but now gets consumed in the process. (So no, you cannot put Cirno into Focusmode, activate Grit, toss her somewhere and have her unkillable.) (Well, actually you can if you give her a high enough rank of Instinct Dodge, Streaming and improve her mobility.)
-Having a cleared file of Sakuya's side-story grants all SDM member a free upgrade in HP, MP, Armor, Mobility and Attack Power. (thanks Ryza for that one)
Eternal
The partner system
You can team up two characters to get some benefits:
The character in the back will always attack together with the one in front, should an attack be performed.
Range limitations do not apply to such a support attack, costs of any sort do.
If the two are capable of performing a combination attack, they can do so if all other conditions are met (Power, Range).
The partner can still perform her separate support attack when performing a combination attack.
Friendship Boni will activate.
You can freely switch between the two as often as you wish as long as they did not yet perform their action. Aura type abilities will activate for as long as the respective partner is in the front.
If one partner has an aura type skill it will not be active as long as she is in the back.
If the partner in the back is able to perform Support Defense she may do so for her partner.
Seishin that one team-member activates do not count for the other one as well. Exceptions exist.
There are situations where the partner won't be able to attack, I do not know when that happens.
If a partner is capable of performing a normal support-attack she may do so as long as she is in the front. When performing such a support-attack the attacking order is as follows:
Attacker's partner -> Attacker -> Enemy -> Support Attacker. The support attackers partner will not take action.
Changes from the previous installment(s):
Spent Waifu points will not be reset
Waifu Level no longer increase the maximum Power limit
Daiyousei exchanged Cheer for Infuse
Parry has been removed as a static skill of certain characters and has been replaced with "Blocking". Need to look into that further.
Having Rumia in the back of a team with her "Nightstalker" skill active will not give you the Night-field but will make it Night for the character Rumia is paired with.
Having Wriggle inthe back of a team with her "Fixed Star on Earth" skill active will not give you the Night-blocking field but will block night for the character Wriggle is paired with.
Stuff:
Later Bosses have an Ability that prevents them from dropping below 100 Power and cancels out Yamame's "Miasma Field", Hatate's "Psychographic Assault" and Letty's "Crystallize" called "Special Resistance".
Once a character has all of her categories upgraded to level 10 you may choose between one of the following:
Spoiler: HP +2000
MP +100
Mobility +20
Armor +300
(un)focused Movement range +1
Activation cost for barriers -50%
Weapon-accuracy +20%
Critical Hit chance +20%
Weapon-range +1
Weapon-damage +200
Character's Sky affinity becomes S
Character's Ground & Water affinities become S
Spoiler: As of Yume we can get exactly one character to Waifu Level 10. It costs 1000 WP and the earliest point this is achievable is after stage 67. This also confers additional bonuses, similarly to fully upgrading a character. These are as follows, you may pick any two of them:
One extra item slot, can't have more than four
10% extra damage dealt
Weapon range +2, Movement range +2(1)
50% MP and Ammo regeneration per turn
20% SP regeneration per turn
Additionally the following is granted:
One additional move per turn (Yes, that is one extra move per turn like a lot of bosses have. One extra move per turn)
Max SP +100
50% extra Exp, PP and Points gained (stacks with Gain, Fortune and Bless, does not stack with the point-boosting item, does stack with the PP boosting item (multiplicatively for a total of x4.5), does stack with the exp-boosting item (additively for a total of x3).
Max Power +30 (stacks with Power Limit Break)
There is no penalty for your party-members getting shot down except for not having them for the remainder of the stage.
Sanae's faith gauge in Eternal:
- Hitting an enemy, avoiding an enemy's attack, moving: +1
- Grazing, performing a critical hit, performing Support Attack or Support Defend: +2
- Getting hit by an enemy, missing an enemy: -1
- Ending a turn without doing anything: -10
- Enemy defeated: +4
- Ally defeated: -4
- Cured by an ally: +4
- Seishin used on Sanae by an ally: +4
Users of Parry & Block
Sword Cut
Player: Aya, Elly, Flandre, Hatate, Keine, Komachi, Lunasa, Momiji, Nazrin, Nue, Reimu, Sakuya, Youmu, Yuuka
Enemy: Bakebake, Moon Rabbit (all forms), Wolf Tengu, Crow Tengu, Yorihime
Shield Defense
Player: Kisume, Momiji, Yuuka, Yuyuko
Enemy: Wolf Tengu
For in depth information about how the increasing upgrade costs work, some data-mining and other things please refer to HertzDevil's posts on Page 4 of the thread.
Afterword:
As you can see there is still some stuff untranslated or unclear. Till now I've been unable to figure out what some skills do, even after testing and other stuff is also eluding me. Feel free to post your ideas or an actual translation if you have something.
Names for skills (stuff like Shade, Black Sabbath, Magic Barrier, Economy) have either been just pieced together from the Katakana, reused from Kou if fitting or I've come up with them myself (like Economy and Gatekeeper).
I'll expand this as I get further in the game, adding characters and their respective skills, Seishin, Bonus-WP conditions and hopefully the missing stuff. once I play it again, with some different characters.
But using this, the game already becomes quite playable. Especially if you played Kou or actual SRW games.
In the case that you are a capable programmer and willing to implement this rough translation into the game, then go ahead. Just message me beforehand so that I can cheer you on. (Or leave a post here.)
Also I'm doing an LP-series about this and its predecessor (Kou/Scarlet). It's in German but it can't hurt to mention it here. link to the playlist. It's done for now. Waiting for Ei.
Yookie:
So, I'm playing on the 1.00 version, which so far has not troubled me much (there are some weird particles on Reimu's Evil Sealing Circle, some other attacks seem to lack some sounds) since it all isn't gamebreaking.
But when I got to stage 30 I found myself with 4 Lily Whites when there was supposed to be the 3 Light Fairies and 1 Lily White. (Also Marisa was missing)
So I downloaded the 1.00 -> 1.08 patch from the Sanbondo website but it doesn't work. It seems to go through all the files that are in the folder and then gives me an error message and stops.
The same thing happens when I try to patch it step by step, starting with 1.00 -> 1.01
I've already looked through the old thread where some tried to put together a translation project but couldn't find anything there either.
Edit: Okay, apparently the patcher has a grudge against the Readme file and refuses to work with it around. So I had to expell it from the folder to appease the patcher. Then it finally patched and all my problems got solved. And all the time I thought the three light fairies were just bystanders only talking in cutscenes. :V
Cjd2524:
This seems to be really useful, I can't comment further since I didn't play the first game, did any of these games ever got a wiki ? (i mean a JP wiki)
In case you have curiosity the patcher error happens because the original readme was overwritten in Unicode, it's fixable by opening the readme and saving it in ANSI with Notepad under JP locale regional settings (CRC should be A20E1B22), then it will patch without needing to delete the file.
Also I remember being mentioned that starting from v1.07 the game files are encrypted.
Yookie:
Thanks about the info with the patcher. I'm really not good with this technical stuff (aside from simple matters). I guess I can live without the readme. :V
That thing with the encrypted files is something I read about as well. Which is a sad thing since making an English patch is really difficult this way.
About the wiki: On the English one there is an entry about the series that contains the info about Kou but from You onwards there is really nothing there. I wouldn't mind having someone post it there once this is finished and has been proofread/checked.
I did look for other wiki entries but everything I do leads me to the English ones, so I don't really know. But I guess there's none.
Ozzy:
Do you think it would be possible to get the story translations posted somewhere too? Even if the game can't be patched, the translated dialogue can still be read separately after all. I really loved the first game and I want to enjoy all aspects of the rest of the series.
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