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WT is a number that's calculated by the character's base WT, class WT, and all the equipment that they have equipped. On the status sheet (outside of battle), this number is shown in the top-right corner. If your character passes their turn without moving or performing any actions, this is the amount of time that character needs to wait before getting their next turn.
RT is then added on top of that. RT varies wildly depending on what you do. Each class pays a different RT for each panel moved that turn. A vartan moves 5 panels and that's 35 RT added. Attacking with a high RT 2-handed weapon will add a decent amount more.
This is why clerics seem to go so fast while your terror knights go so slow. Clerics have a lower base WT, have lighter equipment, and heals are only like 20RT even at higher ranks, and so only end up spending about 130RT on a turn (if they drop a heal and don't move). Meanwhile, a TK can drop 200RT moving up to an enemy, using Frightening Strike and then attacking with their high RT weapon.
This also explains why Vyse kept doing 3 turns while I did two. What class is Vyse, is he a lord or something?
In this screenshot[i.imgur.com], you can see that my angel knight has 100 base RT before equipping it, and the sword she's about to equip has a weight of 10 and RT of +35. Equipping that sword brings her base RT up to 110. If the character were to swing the sword (and not move), she would need to wait 145 ticks of the timer until her next turn. If she doesn't move or act, she'll only need to wait 110 ticks.
If instead, she decided to use Judgement III[i.imgur.com] with its RT of +20, she would need to wait 130 ticks.
In this picture[i.imgur.com], you can see that Mending Essence has an RT of +40. If she were to use a Mending Essence and not move, she would have a 150RT countdown until her next turn.
And finally, in comparison, you can see one of my clerics.[i.imgur.com] As you can see, his base RT is 100, and casting Heal I only adds +13 to that for a 113 tick wait time.
So the totals are (before movement) in order of speed:
Cleric does nothing = 100RT
Cleric casts Heal I = 113RT
Angel does nothing = 110RT
Angel casts Judgement III = 130RT
Angel attacks = 145RT
Angel uses item = 150RT
If the cleric just sits there and casts Heal I over and over, and the angel sits there and uses regular attack over and over, cleric will get their turn 2 32RT faster, turn 3 64RT faster, turn 4 96RT faster, and finally will have "lapped" the angel.
Oh and Vyce in Chaos route is a unique class called "Assassin" that you never get access to. Hard to explain it other than "it's a 2-h dagger class".
I changed my Dennam terror knight into a ninja. The ninja always sees action and I felt like dennam was not using his good stats (and protagonist status) very well always beeing on cool down. (I changed my knight folcurt into a terror knight. I use dragons for rampart aura as they are a good deal faster to move!)
I have some follow up questions:
- How does the dual wielding weapon calculate speed? Both weapons together, fastest weapon or slowest weapon?
- There is a steel fan with charm that can only be used by girls. But dennam can use it allright. It casta charm. Where can I get more of them?
- Is there a limit to how many attack triggers I can get? Dennam now has poison, stun, charm and silence.
It only uses the RT of whichever weapon you use. I believe if you double-attack, that's a fair chunk of RT. I honestly never used anyone with dual-wield, though, since the only generic class that gets it (ninjas) I've found are much better off with an off-hand bow to apply status effects from a distance. The buccaneer class can dual-wield pretty effectively, but you can't get that until mid Ch4.
The Caldia fan can be used by almost everyone. Even casters can equip it. In the PSP version, it was female-only, but in Reborn it's universal. You can farm materials to make more from the first few fights of phorampa.
With ninja skills, whichever spell procs last is the one it uses. Having Benumb, Bridle and Envenom all proc in that order means that you only have the guaranteed poison on-hit. However, if the ninja has a weapon that has an on-hit effect, that can also apply. In the mid-game all the way up into the post-game, it's a viable strategy to have a ninja with Shortbow+1 in one hand, a Baldur Bow+1 in the other, and parking them next to an archer. If the archer procs Eagle Eye, the ninja's on-hit on their bow AND whatever spell they have going will proc, meaning you can hit both stun and poison, or silence and stun, or whatever in 1 hit.
I am running through the forest farming for materials to get another fan so I can prock more charms.
I like the runefencer. Spear, water walk and the speed magic (witch I cast on my terror knights). But I already have Christina (named fencer) and a hawkman fencer. I do not need a 3rd, there are enough fun classes in the game.
I have a hawkman beasttamer to get some recruits and he has a poison blowgun. Are there more ways to make him prock poison? I am considering giving him items to proc it more often.
It's pretty good on clerics because cleric gear is more MIND-oriented, which improves accuracy.
Is mind also use to prock the poison blowguns?
Weapon on-hit effects have a fixed percentage chance to inflict their debuff/status effect. However, they can be guaranteed with the Archer's Eagle Eye buff (for ranged weapons).