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It's probably enough just to let folks know not to worry too terribly about 'wasting' skill points, since there's a respec option you can take later on for cheap. And even that is still a partially spoilery.
Folks reading it, thinking it was a "hints for first time players" sort of advice might find themselves getting less out of the game, especially if this guide is expanded upon too early.
Not a huge deal, I agree - but it IS a lot like saying "Go get the magic flute 4 steps below the fountain" - you're saving folks from difficulty, but also the fun of overcoming that difficulty, behind the guise of a 'hey, it's just tips!" topic heading.
To explain further would be committing the same error.
Because I usually play sword&board and I would like to know if this is viable in the endgame.
Shields in this game have a chance to block the damage outright with the endgame ones' having higher than earlier. Also, shields have other defensive properties such as decreasing damage from breaths and magic. Sword & board is totally viable in the endgame. You won't have to worry about crowd-control skills at least for the MC starting mid-game.
Your character has a chance to go into zone at the beginning of his/her turn. It's random but they are more likely to go into zone if they are damaged. Your character's portrait in battle will glow with blue light when this happens. Being in the zone gives increase to certain stats (the MC gets increase to attack and crit-rate but it can differ for others). There are skills in the skill tree that you can unlock that increases the rate at which characters go into zone or increase the stat bonus you get for being in the zone. The MC is the only one who can get the skill that lets him go into zone at will. Otherwise, you have to use very rare item(s) to do so.
When multiple characters in the active party are in zone at the same time, you can use a combination skill called pep power. Their effects vary greatly so experiment! Some of them require certain characters to have learned specific skills while others you can use by having a right combination of characters.
Zone status is removed if the character in question dies, uses a pep power, or spends few turns not using any pep power (the blue glow will start flickering to let you know that zone will wear off soon). As usual, the enemy skill Disruptive Wave will remove the zone status, along with other buffs. You can "keep" the characters in zone mode by substituting them out of the active party.
The best way to get multiple characters into zone is to go find an enemy that uses weak partywide attacks and do nothing but defend. After few turns, your characters will have received some damage and will likely go into zone. Sub them out for ones who haven't gone into zone yet and make sure none of them dies.
Hmm... I wonder if running/failing to run count as a turn for the sake of losing zone status.
Like, if you're in flashing zone status, and you run, will you still be in flashing zone status at the start of the next fight?
Running is a rare tactic in 'normal' playthroughs - but for setting up low-level boss fights, speedruns and the like, it would be a crucial setup step.
In segmented runs, teleporting to low-level areas, getting hit by a slime, zone and running might be an entire segment as setup for a boss.
Does zone reset on resting at an inn?
Thank you very much for replying.
I only hope this game will sell well on Steam because from what I am seeing it seems like it's a great classic JRPG which we don't have much of these days,FFXV fiasco aside.