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If you want I can give you what info the Guide does have, I still have mine. Just ask me what ones you would like to know about and I can tell you what the Guide says. I dont want to type up every Edict so please try it in battle first and if you are still unable to understand what it does feel free to ask and I will respond.
Hmm. Well, more generally, I'd just kind of like to know what the Fight-type and... 'crossed-sword-type' Edicts are supposed to DO. Like, what are you supposed to use them on, for what purpose, to what gain? Sure, I'd like to have some solid numbers about how Stealing and Kidnapping works in battle, too - particularly what factors play into success - but I at least have no trouble figuring out what they're supposed to be FOR. Those others, though, I feel like the game just doesn't give you anything to work with in the first place...
As for one called Crossed-Sword-Type I could not find on the list. Either its the wrong name or they missed it in the Guide.
Hope the Fight one at lest help some, let me know if you have any others you want me to check on.
Just so you know I checked and it does not give any numbers for Kidnap. All it says is take an Enemy unit for its Squad and add it to your own, with a Range of one.
As for Crossed Swords, that's not the name - I was referring to the category that includes stuff like Merge, Combine, Split, etc. Signified by a crossed-swords icon. Those are the ones I really can't wrap my head around.
Combine: Merge two ally rooms together for the stage. Decors become Furnished. (Range 2, New Squad Stats -40%)
Split: Create an exact copy of the Squad. Both Squads stats are halved. (Range 3).
Especially when everything starts nominally being level 9999 because to successfully capture it has to be lower level than you. So you split it and rake in the stupidly high bonus HP units as capture fodder.
Merging is even more situational and requires the empty slots to line up correctly. But can be used to pull units that were used in a gimmick room with limited effective rounds back into a more reliable squad. Some examples of this are a stealth drop of a couple mages to attack via abilities while a stealth decor prevents detection and they act as the "lead" unit of the squad. After which they get yanked into another freshly summoned squad to serve in a more regular role with another unit as lead with its own abilities. As for the furnishing part that basically slams the two room's bonuses together if applicable. And potentially also resetting the timer on round limited stuff for use by the newer squad as well.
Okay, that is DEEP. I feel better about not being able to just figure them out from context now. :P Really complex stuff - and the game just dumps 'em on you with a vague shrug.