Soul Nomad & the World Eaters

Soul Nomad & the World Eaters

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BlackDragon Mar 19, 2022 @ 4:19am
Any good resources on Edicts available?
This is a pretty niche game, unfortunately, so finding a lot of useful information about it is hard - and its systems are characteristically complex. That's part of NIS' charm, of course!

Now, there's a Guide here on Steam with a good overview of all the interactions you can have with city NPC, and GameFAQ's have some vintage 'in-depth' guides for both the Room Inspection system and the available classes... though that one is somewhat flawed in that it doesn't really cover the Named Characters or their specific combo-attacks, but I can work around that with some experimentation.

No, what I'm really missing is some solid info about the Gig Edicts. Except for the really simple ones - Healing, Stamina Restore and 'kick' types - I really can't wrap my head around how they're supposed to work outside of the context of NPC's in cities. Like, how the various Combine, Split, Merge commands work, what the 'fight' type Edicts are good for, how Steal- and Kidnap-Edicts work and how their odds are calculated... stuff like that.

Does anyone know where I can find some useful information about that subject? I've looked around for a fan-wiki, but I suspect it's too old and obscure to have anything of the sort...
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Showing 1-9 of 9 comments
nobalkain Mar 20, 2022 @ 2:14am 
The only real source of info we have is what is in the old Double Jump Stat Guide and it doesnt give much. When making these Guides they only had an early version of the Game itself to go on. The Devs dont give them the Code to look at so they just do what we do, play the game and base it off what happens. Basically what I am trying to say is that as far as info on exactly how some thing works by the numbers, we dont know as the Devs never released that info.

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.
Last edited by nobalkain; Mar 20, 2022 @ 2:15am
BlackDragon Mar 20, 2022 @ 4:26am 
Originally posted by nobalkain:
The only real source of info we have is what is in the old Double Jump Stat Guide and it doesnt give much. When making these Guides they only had an early version of the Game itself to go on. The Devs dont give them the Code to look at so they just do what we do, play the game and base it off what happens. Basically what I am trying to say is that as far as info on exactly how some thing works by the numbers, we dont know as the Devs never released that info.

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...
nobalkain Mar 20, 2022 @ 11:35am 
FIGHT for Combat is: Inflict +20 Dmg on a Squad for one attack.

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.
BlackDragon Mar 20, 2022 @ 11:52am 
Ah, so the Fight-edicts - and its derivatives - work like a regular 'basic attack' command, only with a damage-bonus? That could be useful. Presumably, the higher-end attack-edicts, like 'Bully' or 'Assault', do the same, just with a higher bonus...

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.
Last edited by BlackDragon; Mar 20, 2022 @ 11:54am
nobalkain Mar 20, 2022 @ 12:42pm 
Ah, yeah it the Start Guide they dont show the Symbol, they are just broken down into groups. I could not find one called Merge but here are the other two.

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).
BlackDragon Mar 20, 2022 @ 4:24pm 
Huh... okay, that was NOT what I'd expected. Still not sure how a merger would work, EXACTLY, but at least it's something to start with in terms of experimenting with them. Thanks for the info!
nobalkain Mar 21, 2022 @ 1:08am 
Yeah even back when I played it on the PS2 a lot of these I never used in Combat cause I never saw a good use for them. Glad some of the info helped. If you have any other questions let me know and I will see what I can find.
CRCGamer Apr 20, 2022 @ 2:22am 
The merge and split commands are more useful when you are fiddling with inspections.

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.
BlackDragon Apr 20, 2022 @ 8:56am 
Originally posted by CRCGamer:
The merge and split commands are more useful when you are fiddling with inspections.

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.
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