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	<title>Ephinea PSO Wiki - User contributions [en]</title>
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	<updated>2026-05-06T16:22:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Deldepth&amp;diff=41103</id>
		<title>Deldepth</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Deldepth&amp;diff=41103"/>
		<updated>2026-05-04T18:12:19Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Deldepth}}&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
A Deldepth spawns in disc form and will target the nearest player to its spawn position. After finishing the spawn animation, a Deldepth can be hit and damaged. This is true only for the initial movement from its spawn position and does not apply to following disc forms. If a Deldepth finishes a segment of its movement near its currently selected target and no players are occupying the same space, it will transition to a standing form.&lt;br /&gt;
&lt;br /&gt;
Another method to cause a Deldepth to immediately stand is to cause a Miss. The transition from disc to standing form is immediate and often synchronized better between clients than damage. &lt;br /&gt;
&lt;br /&gt;
While standing, a Deldepth will wait before turning towards its target and randomly selecting an attack. In Normal to Very Hard, the possible attacks are {{Barta}} and throwing a projectile that casts {{Rabarta}} when it collides with the ground. In Ultimate, Barta is replaced by {{Megid}} as a possible attack.&lt;br /&gt;
&lt;br /&gt;
A Deldepth in disk form checks every 5th frame (0.167 seconds) for if its hitbox is overlapping the players to deal damage. To successfully deal damage the difference between the Deldepths facing direction and attacking direction must also be less than its disk mode attack angle otherwise the attack will result in a DFP block. A Deldepths initial facing direction is based on its developer placement. While in disk mode their facing direction only changes when they hit a wall. A Deldepths attacking direction is the direction from them to the player.&lt;br /&gt;
&lt;br /&gt;
In One Person Mode this attack angle is 0 so every disk mode attack is always DFP blocked. In Multi Mode this attack angle is 45 degrees so a Deldepth can only hit the player from the side where the Deldepth would both be facing towards and attacking towards the player. In practice this means that based on a Deldepths facing direction there is a unique 90 degree cone around the player where a Deldepths attack will succeed and the other 270 degrees will always be DFP blocked.&lt;br /&gt;
&lt;br /&gt;
===Special activation===&lt;br /&gt;
{{EnemySpecial|Deldepth}}&lt;br /&gt;
&lt;br /&gt;
===Disk Mode Attack===&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Normal=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; &lt;br /&gt;
! ATP&lt;br /&gt;
! ATA&lt;br /&gt;
! Angle&lt;br /&gt;
|-&lt;br /&gt;
| 181-330 || 330 || 45&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! ATP&lt;br /&gt;
! ATA&lt;br /&gt;
! Angle&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 80 || 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Hard=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! ATP&lt;br /&gt;
! ATA&lt;br /&gt;
! Angle&lt;br /&gt;
|-&lt;br /&gt;
| 594-893 || 504 || 45&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! ATP&lt;br /&gt;
! ATA&lt;br /&gt;
! Angle&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 158 || 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Very Hard=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! ATP&lt;br /&gt;
! ATA&lt;br /&gt;
! Angle&lt;br /&gt;
|-&lt;br /&gt;
| 1014-1613 || 653 || 45&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! ATP&lt;br /&gt;
! ATA&lt;br /&gt;
! Angle&lt;br /&gt;
|-&lt;br /&gt;
| 838 || 217 || 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Ultimate=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! ATP&lt;br /&gt;
! ATA&lt;br /&gt;
! Angle&lt;br /&gt;
|-&lt;br /&gt;
| 1791-2990 || 880 || 45&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! ATP&lt;br /&gt;
! ATA&lt;br /&gt;
! Angle&lt;br /&gt;
|-&lt;br /&gt;
| 1450 || 260 || 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fixed Damage===&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Normal=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; &lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Rabarta}} Bomb || 106&lt;br /&gt;
|-&lt;br /&gt;
| {{Barta}} || 80&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Rabarta}} Bomb || 91&lt;br /&gt;
|-&lt;br /&gt;
| {{Barta}} || 40&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Hard=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Rabarta}} Bomb || 121&lt;br /&gt;
|-&lt;br /&gt;
| {{Barta}} || 120&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Rabarta}} Bomb || 102&lt;br /&gt;
|-&lt;br /&gt;
| {{Barta}} || 70&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Very Hard=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Rabarta}} Bomb || 139&lt;br /&gt;
|-&lt;br /&gt;
| {{Barta}} || 164&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Rabarta}} Bomb || 114&lt;br /&gt;
|-&lt;br /&gt;
| {{Barta}} || 100&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Ultimate=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Rabarta}} Bomb || 157&lt;br /&gt;
|-&lt;br /&gt;
| {{Megid}} || Level 22&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Rabarta}} Bomb || 125&lt;br /&gt;
|-&lt;br /&gt;
| {{Megid}} || Level 13&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Megid levels===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Megid}}&amp;lt;br&amp;gt;level &lt;br /&gt;
! EDK for&amp;lt;br&amp;gt;immunity&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 84&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Megid}}&amp;lt;br&amp;gt;level &lt;br /&gt;
! EDK for&amp;lt;br&amp;gt;immunity&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 63&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
A common strategy for handling Deldepths is for an [[android]] character to use a {{Trap|Damage trap}} when the Deldepth is spawning, before it has started moving. If timed correctly and no players are occupying the same space as the Deldepth, the Deldepth will flinch and move to its standing state. In challenge mode, {{Gifoie}} is often used with a timed {{Trap|Freeze trap}}. Note that these methods are susceptible to desync and latency.&lt;br /&gt;
&lt;br /&gt;
Standing Deldepths can have their attack timers reset. One simple method is to fail the accuracy check against them, often by using special, special, special combo with {{Gun|rare|Frozen Shooter}} or with a [[Hell]] {{Gun|es|ES Needle}}.&lt;br /&gt;
&lt;br /&gt;
Deldepths in the disc form can also be immediately raised by a player failing the accuracy check. This is often used in challenge mode, sometimes with no weapon equipped to ensure accuracy is at its lowest.&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
The following quests are recommended for hunting this enemy:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=3|quest=Sweep-up Operation 8{{!}}Sweep-up Operation #8|questspan=2|details=Clear first room|count=2}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=15}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=Phantasmal World 3{{!}}Phantasmal World #3|questspan=|details=Clear quest|count=31}}&lt;br /&gt;
{{HuntingTableRow2|category=Maximum Attack|catspan=|quest=Maximum Attack 4th Stage -2B-|questspan=|details=Clear Seabed|count=25}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
{{EnemyDropTable|Deldepth}}&lt;br /&gt;
&lt;br /&gt;
{{Episode2Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Seabed Enemies]]&lt;br /&gt;
[[Category:Casts Barta]]&lt;br /&gt;
[[Category:Casts Megid]]&lt;br /&gt;
[[Category:Inflicts Freeze]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=ES_Psychogun&amp;diff=40980</id>
		<title>ES Psychogun</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=ES_Psychogun&amp;diff=40980"/>
		<updated>2026-03-31T00:04:20Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|title = ES Psychogun&lt;br /&gt;
|icon = Gun&lt;br /&gt;
|color = es&lt;br /&gt;
|image = Twin Psychogun.png&lt;br /&gt;
|imagealt = ES Psychogun&lt;br /&gt;
|stars = 12&lt;br /&gt;
|type = Mechgun&lt;br /&gt;
|requirement = 180 ATA&lt;br /&gt;
|grind = 50&lt;br /&gt;
|special = See Page&lt;br /&gt;
|targets = 1&lt;br /&gt;
|ATP = 10&lt;br /&gt;
|ATA = 20&lt;br /&gt;
|class = 110011000000&lt;br /&gt;
|hdist = 85&lt;br /&gt;
|hangle = 10&lt;br /&gt;
|vdist = 30&lt;br /&gt;
|vangle = 36&lt;br /&gt;
|hex = 008300&lt;br /&gt;
|desc = A mysterious weapon.&amp;lt;br&amp;gt;Its abilities are unknown.&lt;br /&gt;
}}&lt;br /&gt;
{{Gun|es|ES Psychogun}} (informally known as &amp;quot;S-Rank Psychogun&amp;quot;) is a rare [[Mechguns|mechgun]]. It is the &amp;quot;Psychogun&amp;quot;-type weapon from the [[ES weapons]] series. It is based off {{Gun|rare|Twin Psychogun}}.&lt;br /&gt;
&lt;br /&gt;
{{AddSpecial}} Unlike most ES weapons, only the D-Rank specials (HP Regeneration and TP Regeneration) can be added to this weapon.&lt;br /&gt;
==Availability==&lt;br /&gt;
===Challenge Mode===&lt;br /&gt;
ES Psychogun can be obtained from Episode 2 [[Challenge Mode]] after earning an S-Rank rating. This can be done if the Episode is cleared under 5 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechguns}}&lt;br /&gt;
{{ES Weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechguns]]&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Ill_Gill&amp;diff=40490</id>
		<title>Ill Gill</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Ill_Gill&amp;diff=40490"/>
		<updated>2026-02-11T07:42:37Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Behavior/Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
An Ill Gill always has a target player or enemy in memory. At each state change, the position of the target and the angle from the Ill Gill to the target are inspected to determine the next state.&lt;br /&gt;
&lt;br /&gt;
If the target is not a player, the Ill Gill will continue walking towards its target and change to the Scythe attack state if the target is within 35 units and within 25 degrees of the Ill GIll&#039;s heading. Ill Gills do not charge or attempt to root enemy targets.&lt;br /&gt;
&lt;br /&gt;
For player targets, the conditions are more complex and the Ill Gill chooses the first one that qualifies.&lt;br /&gt;
&lt;br /&gt;
* If the player is frozen or movement is disabled, which includes being disabled by an Ill Gill&#039;s root attack, the Ill Gill will always walk towards the player target. &lt;br /&gt;
* If the player target is within 35 units and within 25 degrees of the Ill Gill&#039;s heading, the Ill Gill will attempt to attack with its scythe. &lt;br /&gt;
* If the player target is within 50 units and within 19 degrees of the Ill Gill&#039;s heading, the Ill Gill will attempt to root the player.&lt;br /&gt;
* If the player target is within 50 units and within 40 degrees of the Ill Gill&#039;s heading, the Ill Gill will charge at the player regardless of its current HP.&lt;br /&gt;
&lt;br /&gt;
Because of the wider angle for the final check, standing close and not directly in front of an Ill Gill means it will usually end up charging at its target.&lt;br /&gt;
&lt;br /&gt;
When an Ill Gill&#039;s HP is less than 25% of its max HP, it will always enter a charging state. In this state, the Ill Gill will always dash towards a position behind the player if the position is valid ground. A common tactic to cheese this enemy is to stand with your back against a wall such that the line from the Ill Gill to its dash target is out of bounds. The enemy will enter the dash animation, but will be unable to charge towards the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, an Ill Gill can be designated to always be in the charging state based on an initialization parameter in the quest. [[Phantasmal World 4|Phantasmal World #4]] is an example of a quest where many Ill Gills are set to always charge, regardless of current HP.&lt;br /&gt;
&lt;br /&gt;
The Ill Gill scythe is similar to a player&#039;s weapon that performs special attacks. The particle on the scythe matches the type of special attack, and the type is chosen randomly. The Ice and Shock special attacks share the same value in the battle parameters, and this designates the tier of the special as if the Ill Gill was a level 1 player (see [[Weapons#Special_attacks]]). The freeze and shock status effects follow the same formula for player targets. &lt;br /&gt;
&lt;br /&gt;
If the attack successfully applied freeze, there is also physical damage applied with a 0.6x ATP multiplier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap&amp;quot;|Ice and Shock special tier&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Normal&lt;br /&gt;
!One Person&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Very Hard&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the scythe has a small, purple megid particle, the attack will be an instakill special. The special powers are provided below. The distinction between player and enemy is provided because the special attack function subtracts 0.5 from the calculated rate at the final step if the defender is a player (equivalent to removing 50 from the special power in this case). Note that the power against enemies is is higher than the EDK of all enemies in the Control Tower in Ultimate, meaning a confused Ill Gill can instakill enemies that are normally immune to instakill specials and Megid.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap&amp;quot;|Scythe instakill special power&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Normal&lt;br /&gt;
!One Person&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|50 (100 vs enemies)&lt;br /&gt;
|50 (100 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|70 (120 vs enemies)&lt;br /&gt;
|70 (120 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Very Hard&lt;br /&gt;
|90 (140 vs enemies)&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special activation===&lt;br /&gt;
{{EnemySpecial|Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
The following quests are recommended for hunting this enemy:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Sweep-up Operation 9{{!}}Sweep-up Operation #9|questspan=|details=Clear quest|count=27}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=2|quest=Phantasmal World 4{{!}}Phantasmal World #4|questspan=2|details=Clear first spawn|count=1}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=72}}&lt;br /&gt;
{{HuntingTableRow2|category=Retrieval|catspan=|quest=Lost CHARGE VULCAN|questspan=|details=Clear quest|count=54}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Penumbral Surge 6{{!}}Penumbral Surge #6|questspan=|details=Clear quest|count=57}}&lt;br /&gt;
{{HuntingTableRow2|category=Tower|catspan=|quest=Twilight Sanctuary|questspan=|details=Clear quest|count=90}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
{{EnemyDropTable|Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
{{Episode2Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Control Tower Enemies]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Ill_Gill&amp;diff=40489</id>
		<title>Ill Gill</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Ill_Gill&amp;diff=40489"/>
		<updated>2026-02-11T07:40:49Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Behavior/Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
An Ill Gill always has a target player or enemy in memory. At each state change, the position of the target and the angle from the Ill Gill to the target are inspected to determine the next state.&lt;br /&gt;
&lt;br /&gt;
If the target is not a player, the Ill Gill will continue walking towards its target and change to the Scythe attack state if the target is within 35 units and within 25 degrees of the Ill GIll&#039;s heading. Ill Gills do not charge or attempt to root enemy targets.&lt;br /&gt;
&lt;br /&gt;
For player targets, the conditions are more complex and the Ill Gill chooses the first one that qualifies.&lt;br /&gt;
&lt;br /&gt;
* If the player is frozen or movement is disabled, which includes being disabled by an Ill Gill&#039;s root attack, the Ill Gill will always walk towards the player target. &lt;br /&gt;
* If the player target is within 35 units and within 25 degrees of the Ill Gill&#039;s heading, the Ill Gill will attempt to attack with its scythe. &lt;br /&gt;
* If the player target is within 50 units and within 19 degrees of the Ill Gill&#039;s heading, the Ill Gill will attempt to root the player.&lt;br /&gt;
* If the player target is within 50 units and within 40 degrees of the Ill Gill&#039;s heading, the Ill Gill will charge at the player regardless of its current HP.&lt;br /&gt;
&lt;br /&gt;
Because of the wider angle for the final check, standing close and not directly in front of an Ill Gill means it will usually end up charging at its target.&lt;br /&gt;
&lt;br /&gt;
When an Ill Gill&#039;s HP is less than 25% of its max HP, it will always enter a charging state. In this state, the Ill Gill will always dash towards a position behind the player if the position is valid ground. A common tactic to cheese this enemy is to stand with your back against a wall such that the line from the Ill Gill to its dash target is out of bounds. The enemy will enter the dash animation, but will be unable to charge towards the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, an Ill Gill can be designated to always be in the charging state based on an initialization parameter in the quest. [[Phantasmal World 4|Phantasmal World #4]] is an example of a quest where many Ill Gills are set to always charge, regardless of current HP.&lt;br /&gt;
&lt;br /&gt;
The Ill Gill scythe is similar to a player&#039;s weapon that performs special attacks. The particle on the scythe matches the type of special attack, and the type is chosen randomly. The Ice and Shock special attacks share the same value in the battle parameters, and this designates the tier of the special as if the Ill Gill was a level 1 player (see [[Weapons#Special_attacks]]). The freeze and shock status effects follow the same formula for player targets. &lt;br /&gt;
&lt;br /&gt;
If the attack successfully applied freeze, there is also physical damage applied with a 0.6x ATP multiplier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap&amp;quot;|Ice and Shock special tier&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Normal&lt;br /&gt;
!One Person&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Very Hard&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the scythe has a small, purple megid particle, the attack will be an instakill special. The special powers are provided below. The distinction between player and enemy is provided because the special attack function subtracts 0.5 from the calculated rate at the final step if the defender is a player. Note that the power against enemies is is higher than the EDK of all enemies in the Control Tower in Ultimate, meaning a confused Ill Gill can instakill enemies that are normally immune to instakill specials and Megid.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap&amp;quot;|Scythe instakill special power&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Normal&lt;br /&gt;
!One Person&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|50 (100 vs enemies)&lt;br /&gt;
|50 (100 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|70 (120 vs enemies)&lt;br /&gt;
|70 (120 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Very Hard&lt;br /&gt;
|90 (140 vs enemies)&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special activation===&lt;br /&gt;
{{EnemySpecial|Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
The following quests are recommended for hunting this enemy:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Sweep-up Operation 9{{!}}Sweep-up Operation #9|questspan=|details=Clear quest|count=27}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=2|quest=Phantasmal World 4{{!}}Phantasmal World #4|questspan=2|details=Clear first spawn|count=1}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=72}}&lt;br /&gt;
{{HuntingTableRow2|category=Retrieval|catspan=|quest=Lost CHARGE VULCAN|questspan=|details=Clear quest|count=54}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Penumbral Surge 6{{!}}Penumbral Surge #6|questspan=|details=Clear quest|count=57}}&lt;br /&gt;
{{HuntingTableRow2|category=Tower|catspan=|quest=Twilight Sanctuary|questspan=|details=Clear quest|count=90}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
{{EnemyDropTable|Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
{{Episode2Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Control Tower Enemies]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Ill_Gill&amp;diff=40488</id>
		<title>Ill Gill</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Ill_Gill&amp;diff=40488"/>
		<updated>2026-02-11T07:39:44Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Behavior/Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
An Ill Gill always has a target player or enemy in memory. At each state change, the position of the target and the angle from the Ill Gill to the target are inspected to determine the next state.&lt;br /&gt;
&lt;br /&gt;
If the target is not a player, the Ill Gill will continue walking towards its target and change to the Scythe attack state if the target is within 35 units and within 25 degrees of the Ill GIll&#039;s heading. Ill Gills do not charge or attempt to root enemy targets.&lt;br /&gt;
&lt;br /&gt;
For player targets, the conditions are more complex and the Ill Gill chooses the first one that qualifies.&lt;br /&gt;
&lt;br /&gt;
* If the player is frozen or movement is disabled, which includes being disabled by an Ill Gill&#039;s root attack, the Ill Gill will always walk towards the player target. &lt;br /&gt;
* If the player target is within 35 units and within 25 degrees of the Ill Gill&#039;s heading, the Ill Gill will attempt to attack with its scythe. &lt;br /&gt;
* If the player target is within 50 units and within 19 degrees of the Ill Gill&#039;s heading, the Ill Gill will attempt to root the player.&lt;br /&gt;
* If the player target is within 50 units and within 40 degrees of the Ill Gill&#039;s heading, the Ill Gill will charge at the player regardless of its current HP.&lt;br /&gt;
&lt;br /&gt;
Because of the wider angle for the final check, standing close and not directly in front of an Ill Gill means it will usually end up charging at its target.&lt;br /&gt;
&lt;br /&gt;
When an Ill Gill&#039;s HP is less than 25% of its max HP, it will always enter a charging state. In this state, the Ill Gill will always dash towards a position behind the player if the position is valid ground. A common tactic to cheese this enemy is to stand with your back against a wall such that the line from the Ill Gill to its dash target is out of bounds. The enemy will enter the dash animation, but will be unable to charge towards the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, an Ill Gill can be designated to always be in the charging state based on an initialization parameter in the quest. [[Phantasmal World #4]] is an example of a quest where many Ill Gills are set to always charge, regardless of current HP.&lt;br /&gt;
&lt;br /&gt;
The Ill Gill scythe is similar to a player&#039;s weapon that performs special attacks. The particle on the scythe matches the type of special attack, and the type is chosen randomly. The Ice and Shock special attacks share the same value in the battle parameters, and this designates the tier of the special as if the Ill Gill was a level 1 player (see [[Weapons#Special_attacks]]). The freeze and shock status effects follow the same formula for player targets. &lt;br /&gt;
&lt;br /&gt;
If the attack successfully applied freeze, there is also physical damage applied with a 0.6x ATP multiplier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap&amp;quot;|Ice and Shock special tier&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Normal&lt;br /&gt;
!One Person&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Very Hard&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the scythe has a small, purple megid particle, the attack will be an instakill special. The special powers are provided below. The distinction between player and enemy is provided because the special attack function subtracts 0.5 from the calculated rate at the final step if the defender is a player. Note that the power against enemies is is higher than the EDK of all enemies in the Control Tower in Ultimate, meaning a confused Ill Gill can instakill enemies that are normally immune to instakill specials and Megid.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap&amp;quot;|Scythe instakill special power&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Normal&lt;br /&gt;
!One Person&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|50 (100 vs enemies)&lt;br /&gt;
|50 (100 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|70 (120 vs enemies)&lt;br /&gt;
|70 (120 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Very Hard&lt;br /&gt;
|90 (140 vs enemies)&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special activation===&lt;br /&gt;
{{EnemySpecial|Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
The following quests are recommended for hunting this enemy:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Sweep-up Operation 9{{!}}Sweep-up Operation #9|questspan=|details=Clear quest|count=27}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=2|quest=Phantasmal World 4{{!}}Phantasmal World #4|questspan=2|details=Clear first spawn|count=1}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=72}}&lt;br /&gt;
{{HuntingTableRow2|category=Retrieval|catspan=|quest=Lost CHARGE VULCAN|questspan=|details=Clear quest|count=54}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Penumbral Surge 6{{!}}Penumbral Surge #6|questspan=|details=Clear quest|count=57}}&lt;br /&gt;
{{HuntingTableRow2|category=Tower|catspan=|quest=Twilight Sanctuary|questspan=|details=Clear quest|count=90}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
{{EnemyDropTable|Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
{{Episode2Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Control Tower Enemies]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Weapons&amp;diff=40487</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Weapons&amp;diff=40487"/>
		<updated>2026-02-11T07:31:43Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Instant kill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Saber.png|thumb|{{Sword|Saber}}, one of &#039;&#039;PSO&#039;&#039;&#039;s many weapons]]&lt;br /&gt;
[[File:Weapons.png|33px|baseline|link=]][[Weapons]] are basic equipment that are used to inflict damage or [[Status effects|status effects]] on the various [[Enemies|enemies]] of Ragol.&lt;br /&gt;
&lt;br /&gt;
All weapon damage is determined by the wielder&#039;s [[ATP]] [[Stats|stat]], regardless of the weapon&#039;s [[Weapons#Weapon types|type]]. In lieu of [[Techniques|technique]] damage being affected by ATP, many technique-type weapons also provide a boost to [[MST]] to improve the power of techniques that way (e.g. [[wands]]), a direct increase to the power of specific techniques (e.g. {{Cane|rare|Club of Laconium}}), or both. &lt;br /&gt;
&lt;br /&gt;
In order to equip a weapon, a character must meet its stat requirement, needing a certain amount of either ATP, [[ATA]] or MST. &lt;br /&gt;
: &#039;&#039;Note: For weapons that have an MST requirement, a character cannot equip a weapon if their MST is being increased to the requirement by another weapon that is currently equipped.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapon types==&lt;br /&gt;
There are 19 types of weapons in &#039;&#039;Phantasy Star Online Blue Burst&#039;&#039;, split into 3 categories of weapons: melee, ranged, and technique. In general, [[Classes#Hunters|Hunters]] can equip all the melee weapons, [[Classes#Rangers|Rangers]] can equip all the ranged weapons, and [[Classes#Forces|Forces]] can equip all the technique weapons; many weapon types can be equipped by other classes, while certain weapons can &#039;&#039;only&#039;&#039; be equipped by &#039;&#039;specific&#039;&#039; classes (such as [[HUcast]] or [[RAmarl]]).&lt;br /&gt;
&lt;br /&gt;
For weapon types that can be equipped by multiple classes, &amp;quot;off-classes&amp;quot; (e.g. Hunters and Handguns) can generally equip lower tier weaponry, while higher rare-tier weaponry is more often restricted to the class for which the weapon type is designed. For example, despite basic handguns being equippable by all classes, {{Gun|rare|Heaven Striker}}, a powerful rare handgun, can only be equipped by Rangers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+|List of weapon types&lt;br /&gt;
!Category&lt;br /&gt;
!Type&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Classes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Melee&lt;br /&gt;
|-&lt;br /&gt;
|[[Sabers]]&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Swords]]&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Daggers]]&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Partisans]]&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
| [[Slicers]]&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; | RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;[[Double Sabers]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Claws]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Katanas]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twin Swords]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; | RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fists]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Ranged &lt;br /&gt;
|[[Handguns]]&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; | FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Rifles]]&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechguns]]&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Shots]] &lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Launchers]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Technique&lt;br /&gt;
|[[Canes]]&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Rods]]&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Wands]]&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Cards]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; | FO&lt;br /&gt;
|}&lt;br /&gt;
: &#039;&#039;Note: Weapon types in italics indicate a weapon type that cannot be purchased on Pioneer 2, and may only be found on rare weapons.&#039;&#039;&lt;br /&gt;
: &#039;&#039;Note: Slicers and Cards are considered to be Melee and Technique weapons (respectively) due to both their icons ({{PSO icon|sword}} and {{PSO icon|cane}}, respectively) and their ATP and MST requirements (respectively), despite both weapon types behaving akin to Ranged weapons (including being affected by {{Unit|rare|Smartlink}}).&lt;br /&gt;
:&#039;&#039;Note: All weapon types, with the exception of [[Sabers]], [[Handguns]], and [[Canes]], only start appearing in later areas on Normal difficulty. Detailed availability can be found on the individual weapon type pages.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Common weapons===&lt;br /&gt;
Common weapons may be found as drops from monsters with weapons as their [[set drop]], from [[item boxes]] (except those that are set to drop specific items), and even from [[List of quest rewards|quest rewards]]. Common weapons can drop as any weapon type, except those types that exist only as rare weapons (see [[Weapons#Weapon_types|weapon types]] above). Every common weapon type can drop on every [[Section ID]], though certain IDs have higher probabilities for specific types (e.g. &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;{{Skyly}}&amp;lt;/span&amp;gt; for {{Sword|attributes|Swords}}). {{Sword|attributes|Sabers}}, {{Gun|attributes|Handguns}}, and {{Cane|attributes|Canes}} have the highest drop rate at &amp;lt;code&amp;gt;13%&amp;lt;/code&amp;gt; across all IDs (see [[Weapon_drop_tables#Weapon_type_drop_rates|weapon type drop rates]] for more detail).&lt;br /&gt;
&lt;br /&gt;
When a common weapon is dropped, the game performs a series of checks against [[Weapon drop tables|various tables]] to determine all of its characteristics--including weapon type, special tier, attributes, and attribute values. If a monster&#039;s [[set drop]] is a weapon, [[Item_drops#Drop_rate_boosts|drop boosts]] that increase a monster’s [[Drop anything rate|drop anything rate]] will improve the chances of it dropping one. [[Item boxes]] are unaffected by any drop boosts. &lt;br /&gt;
&lt;br /&gt;
Each common weapon type has four to five tiers, distinguished by unique photon colors. Each subsequent tier possesses higher [[ATP]], [[ATA]], and/or [[MST]] stats than those below it. Lower-tier weapons drop in earlier areas and lower difficulties, while higher-tier weapons appear in later areas and higher difficulties. The photon colors, from lowest to highest tier, are as follows: &amp;lt;span style=&amp;quot;color:#4dbf59&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt;; &amp;lt;span style=&amp;quot;color:#2059d9&amp;quot;&amp;gt;blue&amp;lt;/span&amp;gt;; &amp;lt;span style=&amp;quot;color:#b359b3&amp;quot;&amp;gt;purple&amp;lt;/span&amp;gt;; &amp;lt;span style=&amp;quot;color:#d92d2d&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;; &amp;lt;span style=&amp;quot;color:#ffd700&amp;quot;&amp;gt;gold&amp;lt;/span&amp;gt;.&lt;br /&gt;
: &#039;&#039;Note: {{PSO icon|sword}}Melee and {{PSO icon|gun}}Ranged weapons include all five tiers, while {{PSO icon|cane}}Technique weapons only range from &amp;lt;span style=&amp;quot;color:#4dbf59&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:#d92d2d&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Common weapons that drop without a [[special]] do not require [[Tekking|tekking]]. Because of this, [[Weapon attributes|attributes]] on these weapons are fixed and cannot be increased (or decreased) by the process. If a common weapon drops with a special, the special is randomly assigned based on the area and difficulty (see [[Weapons#Types_of_specials|types of specials]] for more detail). By default, untekked common weapons will have question marks preceding the type of weapon it is (e.g. {{Gun|untekked|???? Handgun|nolink=1}}). The &amp;lt;code&amp;gt;/showwep&amp;lt;/code&amp;gt; [[Chat commands|chat command]], once used, will enable the player to view the full name and special of common weapons (still in cyan text).&lt;br /&gt;
&lt;br /&gt;
In the menu, common weapon names will be displayed in white text. If they have a special or any attributes, they are displayed in &amp;lt;span class=&amp;quot;attributes&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt;. If the combined star rarity of the weapon and its special reaches 9★, the name will appear in &amp;lt;span style=&amp;quot;color:#ffd700&amp;quot;&amp;gt;gold&amp;lt;/span&amp;gt;, similar to rare weapons. This only occurs with the highest photon tier weapons that have a [[Weapon_drop_tables#Area_untekked_rates_and_special_tiers|4★ special]].&lt;br /&gt;
&lt;br /&gt;
It is worth noting that certain common weapons with [[sacrificial]] specials are among the strongest weapons in the game. Common weapons with 50% [[Hit]] and the [[Charge]] special, in particular, can be acquired relatively easily from the [[Shopping_District#Arms_shop|Arms Shop]], as Charge is only a 2★ special--the maximum tier the Arms Shop can sell. {{Link|icon=gun|color=attributes|Charge}} {{Link|color=attributes|Vulcan}} and {{Link|icon=gun|color=attributes|Charge}} {{Link|color=attributes|Arms}} are the best examples of weapons that can be obtained this way. Otherwise, [[Hunting common weapons|hunting for common weapons]] with a specific special and higher Hit is extremely difficult due to their rarity. On the other hand, common weapons that can be combined with [[Tools#Combination_items|combination items]] do not require a special, making them easier to acquire. The [[EN4 Claw reset]] guide outlines the most effective strategy for hunting common weapons.&lt;br /&gt;
&lt;br /&gt;
===Rare weapons===&lt;br /&gt;
Rare weapons primarily drop from [[monsters]] and [[item boxes]], though some can be obtained as [[List of quest rewards|quest rewards]]. Each rare weapon is assigned to specific monsters or item boxes, with drops determined by the player&#039;s [[Section ID]]. By default, rare weapons will drop as a {{SpecialWeapon}}. The &amp;lt;code&amp;gt;/showwep&amp;lt;/code&amp;gt; [[Chat commands|chat command]], once used, will enable the player to view the full name of rare weapons (still in cyan text). After [[tekking]], the weapon&#039;s name will be displayed in the game&#039;s signature &amp;quot;rare-item &amp;lt;span style=&amp;quot;color:#ffd700&amp;quot;&amp;gt;gold&amp;lt;/span&amp;gt;&amp;quot; color.&lt;br /&gt;
&lt;br /&gt;
Rare weapons follow their own drop system rule. [[Item_drops#Drop_rate_boosts|Drop boosts]] that increase a monster’s [[Rare drop rate|rare drop rate]] also increase the chance of it dropping its assigned rare weapon. All rare weapons come with predetermined [[specials]]. Additionally, rare weapons have their own [[Weapon_drop_tables#Pattern_attribute_values|pattern table]], which determines the &#039;&#039;value&#039;&#039; of [[attribute]] percentage they drop with--if they drop with any at all. Rare weapons obtained from [[List of quest rewards|quest rewards]] either have predetermined attributes, or follow a separate system entirely.&lt;br /&gt;
&lt;br /&gt;
===ES weapons===&lt;br /&gt;
:&#039;&#039;Main article: [[ES weapons]]&#039;&#039;&lt;br /&gt;
ES weapons (often referred to as &amp;quot;S-Rank weapons&amp;quot; or simply &amp;quot;S-Ranks&amp;quot;) are a special category of weapon which encompasses all weapon types in addition to a few extras (such as {{Gun|es|ES Needle}}, based on {{Gun|rare|Spread Needle}}). For ES weapons of basic weapon types, they have the visual of a basic weapon with a brown photon. &lt;br /&gt;
&lt;br /&gt;
Unlike regular weapons, they have the following unique properties:&lt;br /&gt;
* Cannot have any [[attributes]]&lt;br /&gt;
* May be given a custom 8-character name (A-Z only, entered at the time the weapon is received)&lt;br /&gt;
* Can have a custom [[Weapons#Special attacks|special]] applied, which &#039;&#039;&#039;will not be reduced&#039;&#039;&#039; regardless of weapon type&lt;br /&gt;
&lt;br /&gt;
ES weapons are obtained upon a character&#039;s completion of [[Challenge Mode]] with an S-Rank rating, with the choice of ES weapon types offered depending on the episode cleared.&lt;br /&gt;
&lt;br /&gt;
===TypeM weapons=== &lt;br /&gt;
:&#039;&#039;Main article: [[TypeM weapons]]&#039;&#039;&lt;br /&gt;
TypeM weapons are another special category of weapon introduced in &#039;&#039;Phantasy Star Online Blue Burst&#039;&#039;. They have the visual of a basic weapon with a white photon, but many TypeM weapons have animations that differ from what is expected of them. &lt;br /&gt;
&lt;br /&gt;
Their animation set and visual model can be inferred from their naming convention of  &amp;quot;Type&#039;&#039;&#039;XX&#039;&#039;&#039;/&#039;&#039;&#039;Yyyyy&#039;&#039;&#039;,&amp;quot; where &amp;quot;&#039;&#039;&#039;XX&#039;&#039;&#039;&amp;quot; is the first two letters of the weapon type for the &#039;&#039;animations&#039;&#039; used, and &amp;quot;&#039;&#039;&#039;Yyyyy&#039;&#039;&#039;&amp;quot; is the full name of the weapon type for the &#039;&#039;model&#039;&#039; used. For example, the weapon {{Sword|rare|TypeDS/Rod}} uses a double saber (Type&#039;&#039;&#039;DS&#039;&#039;&#039;/Rod) animation with a rod (TypeDS/&#039;&#039;&#039;Rod&#039;&#039;&#039;) model.&lt;br /&gt;
&lt;br /&gt;
Eleven special TypeM weapons have been made available on &#039;&#039;Ephinea&#039;&#039; through events, all of which come with a predetermined amount of Hit % and special attack:&lt;br /&gt;
&lt;br /&gt;
{{EventTypeMWeapons}}&lt;br /&gt;
&lt;br /&gt;
In addition, a {{Sword|rare|TypeDS/D.Saber}} with an [[Weapons#Paralysis|Arrest]] special and 30 Hit % was released in a previous event, but was quickly removed from distribution, making it the rarest of the TypeM weapons.&lt;br /&gt;
&lt;br /&gt;
==Grind==&lt;br /&gt;
Each weapon has its own &amp;quot;grind&amp;quot; value, named for the usage of the common tool items {{Tool|Monogrinder}}, {{Tool|Digrinder}}, and {{Tool|Trigrinder}}. Each point of grind on a weapon adds an additional two points to its ATP. All weapons have a maximum amount they can be ground, while some weapons cannot be ground at all. A weapon&#039;s current grind is shown next to its name with a plus sign in front of it (e.g. {{Sword|Saber &#039;&#039;&#039;+3&#039;&#039;&#039;|nolink=1}}).&lt;br /&gt;
&lt;br /&gt;
Grinding a weapon requires equipping the weapon, then selecting the desired grinder from the inventory and selecting the &amp;quot;Use&amp;quot; command. Monogrinders, Digrinders, and Trigrinders will add +1, +2, and +3 grind, respectively.&lt;br /&gt;
&lt;br /&gt;
==Attributes==  &lt;br /&gt;
:&#039;&#039;Main article: [[Weapon attributes]]&#039;&#039;&lt;br /&gt;
Every weapon in &#039;&#039;Phantasy Star Online Blue Burst&#039;&#039; can come with up to three of five different [[Weapon attributes|attributes]] assigned to them: {{Native}}, {{A.Beast}}, {{Machine}}, {{Dark}}, or &#039;&#039;&#039;Hit&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The first four attributes increase your [[Game_mechanics#Physical_damage|minimum weapon ATP]] when attacking enemies of that attribute, while Hit % increases the character&#039;s [[ATA]] by an amount equal to the &amp;quot;percentage&amp;quot; listed (i.e. rather than being a 20 &#039;&#039;percent&#039;&#039; ATA increase, 20 Hit &amp;quot;percent&amp;quot; is actually a &#039;&#039;flat bonus&#039;&#039; of 20 ATA). Hit % is not shown on the weapon&#039;s attribute page by default, and is only visible if it is present on the weapon currently equipped or being equipped.&lt;br /&gt;
&lt;br /&gt;
==Special attacks==&lt;br /&gt;
Weapons in &#039;&#039;Phantasy Star Online Blue Burst&#039;&#039; can have &amp;quot;special attacks,&amp;quot; which allow them to make an attack that will apply different effects depending on the special. These effects can include elemental damage, [[Status effects|status effects]], and more. Special attacks must hit a target before having a chance to apply its effect, and the {{Attack|s}} action has the lowest [[Game_mechanics#Accuracy|accuracy modifier]] of the three attack types, so high ATA is typically required to use them effectively.&lt;br /&gt;
&lt;br /&gt;
Specials are randomly assigned to common weapons when they drop (see [[Weapon_attribute_drop_tables#Untekked_and_special_rate_table|this page]] for more details), but are predetermined on all rare weapons; in both cases, this can include a weapon not having a special at all, which will result in the {{Attack|s}} icon on the action palette being greyed out and unusable. Certain rare weapons have specials that cannot be found on any other weapon. Non-rare weapons with specials must be [[Tekking|tekked]] before their special attacks will have an effect on enemies.&lt;br /&gt;
&lt;br /&gt;
[[Anguish]] mode reduces the potency of special attack effects in the following ways: &lt;br /&gt;
* Enemies have higher [[EDK]] and [[ESP]]&lt;br /&gt;
* Enemies will be {{Frozen}}, {{Paralyzed}}, and {{Confused}} for shorter periods of time&lt;br /&gt;
* Enemies are less susceptible to [[Weapons#HP cut|HP cutting]] special attacks&lt;br /&gt;
&lt;br /&gt;
=== Special reduction===&lt;br /&gt;
Special reduction is a mechanic whereby certain weapons will have the &#039;&#039;percent chance&#039;&#039; of their special attack &#039;&#039;activating&#039;&#039;, or the &#039;&#039;effectiveness&#039;&#039; of the special attack reduced, in order to compensate for their ability to target multiple enemies or to strike an enemy more than one time per attack. Which kind of reduction is applied depends on the special attack being used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin-right:5px;&amp;quot;&lt;br /&gt;
!Weapon Type&lt;br /&gt;
!Reduced to&lt;br /&gt;
|-&lt;br /&gt;
|[[Swords]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |50%&lt;br /&gt;
|-&lt;br /&gt;
|[[Daggers]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Partisans]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Slicers]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |33%&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechguns]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Shots]]&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;See also: [[List of weapons with reduced specials]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapons which are listed on the above page suffer reduction when using any type of special attack, with the exception of elemental damage (e.g. Burning) and sacrificial damage increases (e.g. Berserk). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:550px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Special reduction examples&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
As an example of special &#039;&#039;activation chance&#039;&#039; reduction, consider using a weapon with the [[Weapons#Instant kill|Hell]] special against a hypothetical 40 EDK enemy. If this weapon&#039;s special was not reduced, such as a {{PSO icon|Gun}}Raygun, then the chance for the special to activate is 53%. If the weapon was instead a reduced {{PSO icon|Sword}}Sword-type weapon, then the chance for the special to activate is 26.5%.&lt;br /&gt;
&lt;br /&gt;
As an example of special &#039;&#039;effectiveness&#039;&#039; reduction, consider using a weapon with the [[Weapons#HP cut|Demon&#039;s]] special against a hypothetical 1,000 HP enemy. If this weapon&#039;s special was not reduced, such as a {{PSO icon|Sword}}Gladius, then the target&#039;s HP after an activation will be 250. If the weapon was instead a reduced {{PSO icon|Gun}}Mechgun-type weapon, then the target&#039;s HP after &#039;&#039;&#039;three&#039;&#039;&#039; successful activations will be 422.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Note: Specials on [[ES weapons]] &#039;&#039;&#039;do not suffer from any kind of special reduction&#039;&#039;&#039;, regardless of weapon type and special added to the weapon. Any special on a weapon that does not suffer from reduction is commonly labeled as &#039;&#039;&#039;unreduced&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Types of specials===&lt;br /&gt;
====Fire damage====&lt;br /&gt;
&#039;&#039;&#039;[[Heat]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Fire]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Flame]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Burning]]&#039;&#039;&#039; weapons will all deal fire damage to their targets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Rarity ||Special Name || Power&lt;br /&gt;
|-&lt;br /&gt;
|1★||[[Heat]]||(Lv. - 1)/4 +40&lt;br /&gt;
|-&lt;br /&gt;
|2★ ||[[Fire]]||(Lv. - 1)/3 +60&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Flame]]||(Lv. - 1)/2 +80&lt;br /&gt;
|-&lt;br /&gt;
| 4★||[[Burning]]||(Lv. - 1) +100 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;code&amp;gt;Damage = (Power) * (100 - (Enemy EFR)) * 0.01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Freezing====&lt;br /&gt;
&#039;&#039;&#039;[[Ice]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Frost]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Freeze (special)|Freeze]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Blizzard]]&#039;&#039;&#039; weapons all have a chance to {{Freeze}} their targets. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Rarity||Special Name ||Power&lt;br /&gt;
|-&lt;br /&gt;
|1★ ||[[Ice]]||32%&lt;br /&gt;
|-&lt;br /&gt;
|2★||[[Frost]]||48%&lt;br /&gt;
|-&lt;br /&gt;
| 3★||[[Freeze (special)|Freeze]]||64%&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Blizzard]]||80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Base Freeze Chance = ((Power) - (ESP)) * (Special Effectiveness)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Freeze Chance = min((Base Freeze Chance), (Difficulty Cap)) * (Unit Boost)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* This freeze chance is used when the attacker is a player or an object (such as a technique trap casting Gibarta), or the defending entity is an enemy.&lt;br /&gt;
* Androids receive a 30% boost to the activation rate of all freezing specials on Ultimate difficulty. This value can be added directly to the values in the Power column (e.g. [[Frost]] would have a power of 78%). &lt;br /&gt;
* &amp;lt;code&amp;gt;Unit Boost&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 1.5 if either {{Unit|rare|V501}} or {{Unit|rare|V502}} are equipped&lt;br /&gt;
*** These stack with the android boost, but not with each other. &lt;br /&gt;
** 1 if neither are equipped&lt;br /&gt;
* &amp;lt;code&amp;gt;Difficulty Cap&amp;lt;/code&amp;gt; is 40%. Note: The vanilla cap is 20% in Ultimate.&lt;br /&gt;
* &amp;lt;code&amp;gt;Special Effectiveness&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 100% if the weapon is not eligible for reduction. &lt;br /&gt;
** 50% or 33% if the weapon is eligible for reduction.&lt;br /&gt;
&lt;br /&gt;
[[Epsilon]], [[Zu]], [[Pazuzu]], [[Dorphon]], [[Dorphon Eclair]], [[Girtablulu]], and all bosses cannot be {{frozen|n}}. &lt;br /&gt;
&lt;br /&gt;
Enemy freeze attacks on players use a different formula to calculate the {{Freeze|n}} chance:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;code&amp;gt;Enemy Freeze Chance on Player = (75 - (Player EIC))%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Characters equipped with a {{Unit|rare|Cure/Freeze}} are also immune to being frozen.&lt;br /&gt;
&lt;br /&gt;
====Lightning damage====&lt;br /&gt;
&#039;&#039;&#039;[[Shock (special)|Shock]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Thunder]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Storm]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Tempest]]&#039;&#039;&#039; weapons will all deal lightning damage to their targets. {{Machine}}-type monsters have an additional chance to be {{Shocked}} (with the exception of [[Vol Opt]], [[Vol Opt ver. 2]], and [[Epsilon]]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity||Special Name||Power&lt;br /&gt;
|-&lt;br /&gt;
|1★||[[Shock (special)|Shock]]||(Lv. - 1)/4 +40&lt;br /&gt;
|-&lt;br /&gt;
| 2★||[[Thunder]]||(Lv. - 1)/3 +60&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Storm]]||(Lv. - 1)/2 +80&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Tempest]]||(Lv. - 1) +100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Damage = (Power) * (100 - (Enemy ETH)) * 0.01&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Shock Chance = (Difficulty Modifier) * (Unit Boost)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Unit Boost&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 1.5 if either {{Unit|rare|V501}} or {{Unit|rare|V502}} are equipped&lt;br /&gt;
*** These do not stack with each other&lt;br /&gt;
** 1 if neither are equipped&lt;br /&gt;
* &amp;lt;code&amp;gt;Difficulty Modifier&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 6.67% for Normal, Hard, and Very Hard&lt;br /&gt;
** 2.5% for Ultimate&lt;br /&gt;
&lt;br /&gt;
Enemy lightning attacks on players use a different formula to calculate the {{Shock|n}} chance:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;code&amp;gt;Enemy Shock Chance on Player = (75 - (Player ETH))%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Characters equipped with a {{Unit|rare|Cure/Shock}} are immune to being shocked.&lt;br /&gt;
&lt;br /&gt;
====Paralysis====&lt;br /&gt;
&#039;&#039;&#039;[[Bind]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Hold]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Seize]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Arrest]]&#039;&#039;&#039; weapons all have a chance to {{paralyze}} their targets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity|| Special Name||Power &lt;br /&gt;
|-&lt;br /&gt;
|1★||[[Bind]]||32%&lt;br /&gt;
|-&lt;br /&gt;
|2★||[[Hold]]||48% &lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Seize]]||64%&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Arrest]]||80% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;code&amp;gt;Base Paralysis Chance = ((Power) - (Enemy ESP)) * (Special Effectiveness) * (Unit Boost)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Androids receive a 30% boost to the activation rate of all paralysis specials on Ultimate difficulty. This value can be added directly to the values in the Power column above (e.g. [[Bind]] would have a power of 62%).&lt;br /&gt;
* &amp;lt;code&amp;gt;Unit Boost&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 1.5 if either {{Unit|rare|V501}} or {{Unit|rare|V502}} are equipped&lt;br /&gt;
*** These stack with the android boost, but not with each other. &lt;br /&gt;
** 1 if neither are equipped&lt;br /&gt;
* &amp;lt;code&amp;gt;Special Effectiveness&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 100% if the weapon is not eligible for reduction. &lt;br /&gt;
** 50% or 33% if the weapon is eligible for reduction.&lt;br /&gt;
&lt;br /&gt;
Bosses, {{Machine}}-type enemies, [[Zu]] and [[Pazuzu]] cannot be {{paralyzed|n}}. Androids, as well as non-androids equipped with a {{Frame|rare|Sacred Cloth}} or {{Unit|rare|Cure/Paralysis}}, are also immune to being paralyzed.&lt;br /&gt;
&lt;br /&gt;
====Confusion====&lt;br /&gt;
&#039;&#039;&#039;[[Panic]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Riot]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Havoc]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Chaos]]&#039;&#039;&#039; weapons all have a chance to {{confuse}} their targets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity||Special Name||Power&lt;br /&gt;
|-&lt;br /&gt;
|1★||[[Panic]]||28%&lt;br /&gt;
|-&lt;br /&gt;
|2★ ||[[Riot]]||44%&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Havoc]]||60%&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Chaos]]||76%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;code&amp;gt;Confuse Chance = ((Power) - (Enemy ESP)) * (Special Effectiveness) * (Unit Boost)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Androids receive a 30% boost to the activation rate of all confusion specials on Ultimate difficulty. This value can be added directly to values in the Power column above (e.g. [[Panic]] would have a power of 58%). &lt;br /&gt;
* &amp;lt;code&amp;gt;Unit Boost&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 1.5 if either {{Unit|rare|V501}} or {{Unit|rare|V502}} are equipped&lt;br /&gt;
*** These stack with the android boost, but not with each other&lt;br /&gt;
** 1 if neither are equipped&lt;br /&gt;
* &amp;lt;code&amp;gt;Special Effectiveness&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 100% if the weapon is not eligible for reduction. &lt;br /&gt;
** 50% or 33% if the weapon is eligible for reduction.&lt;br /&gt;
&lt;br /&gt;
Bosses, Mericarol, Merikle, Mericus, Gi Gue, Gibbles, Epsilon, and Girtablulu cannot be {{confused|n}}. Players equipped with a {{Unit|rare|Cure/Confuse}} are also immune to being confused.&lt;br /&gt;
&lt;br /&gt;
====Instant kill====&lt;br /&gt;
&#039;&#039;&#039;[[Dim]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Shadow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Dark]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Hell]]&#039;&#039;&#039; weapons all have a chance to instantly kill their targets. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity||Special Name|| Power &lt;br /&gt;
|-&lt;br /&gt;
|1★||[[Dim]]||48%&lt;br /&gt;
|-&lt;br /&gt;
|2★||[[Shadow]]||66% &lt;br /&gt;
|-&lt;br /&gt;
| 3★||[[Dark (special)|Dark]]||78%&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Hell]]||93%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;code&amp;gt;Activation Chance = ((Power) - (Enemy EDK)) * (Special Effectiveness) * (Unit Boost)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Unit Boost&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 2 if {{Unit|rare|V502}} is equipped&lt;br /&gt;
** 1.5 if {{Unit|rare|V501}} is equipped&lt;br /&gt;
*** These do not stack with each other&lt;br /&gt;
** 1 if neither are equipped&lt;br /&gt;
* &amp;lt;code&amp;gt;Special Effectiveness&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 100% if the weapon is not eligible for reduction. &lt;br /&gt;
** 50% or 33% if the weapon is eligible for reduction.&lt;br /&gt;
&lt;br /&gt;
Bosses are immune to being instantly killed, and any enemies with an [[EDK]] of 93 or {{Note|but still less than 100|higher}} are immune to the instant kill series of specials (but may still be affected by high-level {{Megid}}).&lt;br /&gt;
&lt;br /&gt;
If the defender is a player, the game subtracts 50% from the Activation Chance. Note that this applies only to the special attack code in the client and is not true for the Megid checks. This case is limited to Battle Mode, PK mode enabled, and Ill Gill instakill scythe attack.&lt;br /&gt;
&lt;br /&gt;
====HP drain====&lt;br /&gt;
&#039;&#039;&#039;[[Draw]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Drain]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Fill]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Gush]]&#039;&#039;&#039; weapons all siphon [[Stats#HP|HP]] from their targets. In addition to the siphoned HP, they deal {{Note|2/3|0.67x}} the damage of a normal [[Attack#Special_attack|attack]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity||Special Name||Power&lt;br /&gt;
|-&lt;br /&gt;
|1★||[[Draw]]||5%&lt;br /&gt;
|-&lt;br /&gt;
|2★||[[Drain]]||9%&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Fill]]||13%&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Gush]]||17%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These specials cannot drain more than a certain amount of HP from their targets, depending on the difficulty level (denoted by &amp;lt;code&amp;gt;Difficulty Cap&amp;lt;/code&amp;gt; in the formula below). The formula &amp;lt;code&amp;gt;min&amp;lt;/code&amp;gt; means that the lesser of two values (separated by &amp;quot;,&amp;quot;) will be chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Base HP Drain = min((Power) * (Enemy HP), (Difficulty Cap))&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;HP Drained = (Base HP Drain) * (Special Effectiveness)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Androids receive a 30% boost to the amount of HP stolen with any of these specials on Ultimate difficulty. This value can be added directly to the values in the Power column.&lt;br /&gt;
* &amp;lt;code&amp;gt;Difficulty Cap&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 30 for Normal&lt;br /&gt;
** 60 for Hard&lt;br /&gt;
** 90 for Very Hard&lt;br /&gt;
** 120 for Ultimate&lt;br /&gt;
* &amp;lt;code&amp;gt;Special Effectiveness&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 100% if the weapon is not eligible for reduction. &lt;br /&gt;
** 50% or 33% if the weapon is eligible for reduction.&lt;br /&gt;
&lt;br /&gt;
====TP drain====&lt;br /&gt;
&#039;&#039;&#039;[[Heart]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mind]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Soul]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Geist]]&#039;&#039;&#039; weapons all siphon [[Stats#TP|TP]] from their targets. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity||Special Name||Power&lt;br /&gt;
|-&lt;br /&gt;
|1★||[[Heart]]||3%&lt;br /&gt;
|-&lt;br /&gt;
|2★||[[Mind]]||4%&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Soul]]||5%&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Geist]]||6% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These specials cannot drain more than a certain amount of TP from their targets, depending on the difficulty level (denoted by &amp;lt;code&amp;gt;Difficulty Cap&amp;lt;/code&amp;gt; in the formula below). The formula &amp;lt;code&amp;gt;min&amp;lt;/code&amp;gt; means that the lesser of two values (separated by &amp;quot;,&amp;quot;) will be chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Base TP Drain = min((Power) * (Player Max TP), (Difficulty Cap))&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;TP Drained = (Base TP Drain) * (Special Effectiveness)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Difficulty Cap&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 25 for Normal&lt;br /&gt;
** 50 for Hard&lt;br /&gt;
** 75 for Very Hard&lt;br /&gt;
** 100 for Ultimate&lt;br /&gt;
* &amp;lt;code&amp;gt;Special Effectiveness&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 100% if the weapon is not eligible for reduction. &lt;br /&gt;
** 50% or 33% if the weapon is eligible for reduction.&lt;br /&gt;
&lt;br /&gt;
====EXP steal====&lt;br /&gt;
&#039;&#039;&#039;[[Master&#039;s]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Lord&#039;s]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[King&#039;s]]&#039;&#039;&#039; weapons all siphon EXP from their targets. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity||Special Name||Power&lt;br /&gt;
|-&lt;br /&gt;
|2★||[[Master&#039;s]]||8%&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Lord&#039;s]]||10%&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[King&#039;s]]||12%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These specials cannot drain more than a certain amount of EXP from their targets, depending on the difficulty level (denoted by &amp;lt;code&amp;gt;Difficulty Cap&amp;lt;/code&amp;gt; in the formula below). The formula &amp;lt;code&amp;gt;min&amp;lt;/code&amp;gt; means that the lesser of two values (separated by &amp;quot;,&amp;quot;) will be chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Base EXP Steal = min((Power) * (Enemy EXP), (Difficulty Cap))&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;EXP Stolen = (Base EXP Steal) * (Special Effectiveness)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Androids receive a 30% boost to the amount of EXP stolen with any of these specials on Ultimate difficulty. This value can be added directly to the values in the Power column above. &lt;br /&gt;
* &amp;lt;code&amp;gt;Enemy EXP&amp;lt;/code&amp;gt; is the amount of EXP granted for killing the enemy. You cannot siphon more than 100% of this amount from an enemy.&lt;br /&gt;
* &amp;lt;code&amp;gt;Difficulty Cap&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 20 for Normal&lt;br /&gt;
** 40 for Hard&lt;br /&gt;
** 60 for Very Hard&lt;br /&gt;
** 80 for Ultimate&lt;br /&gt;
* &amp;lt;code&amp;gt;Special Effectiveness&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 100% if the weapon is not eligible for reduction. &lt;br /&gt;
** 50% or 33% if the weapon is eligible for reduction.&lt;br /&gt;
&lt;br /&gt;
====HP cut====&lt;br /&gt;
&#039;&#039;&#039;[[Devil&#039;s]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Demon&#039;s]]&#039;&#039;&#039; weapons have a chance to cut the [[Stats#HP|HP]] of their targets. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Rarity||Special Name ||HP cut from Enemy||HP cut (Androids Ultimate)&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Devil&#039;s]]||50% HP||20% HP&lt;br /&gt;
|-&lt;br /&gt;
| 4★ ||[[Demon&#039;s]]||75% HP||45% HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The amount of HP cut is based on the target&#039;s &#039;&#039;current&#039;&#039; HP (not its maximum). &lt;br /&gt;
** If the target only has 1 HP, an HP cut special will kill it. &lt;br /&gt;
* These specials have a &#039;&#039;&#039;50% chance&#039;&#039;&#039; to activate &#039;&#039;&#039;after&#039;&#039;&#039; passing the [[Game_mechanics#Accuracy|accuracy check]] against the target.&lt;br /&gt;
&lt;br /&gt;
* Androids receive a &#039;&#039;penalty&#039;&#039; to the amount of HP cut on &#039;&#039;&#039;Ultimate&#039;&#039;&#039; difficulty:&lt;br /&gt;
** The technical reason for this is that the Power values of these specials are 50% and 25% in the ItemPMT, but the client (as with the other specials androids receive a boost to) &#039;&#039;adds&#039;&#039; the 30% boost to these values. &lt;br /&gt;
*** Therefore, the enemy&#039;s HP after a Devil&#039;s attack from an android in Ultimate is (50+30)% of the enemy&#039;s current HP.&lt;br /&gt;
* In case of [[Weapons#Special_reduction|special reduction]], HP cut is as follows (&#039;&#039;See also: [[List of weapons with reduced specials]]&#039;&#039;):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Special Name||Weapons||HP cut||HP cut (Androids Ultimate)&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Devil&#039;s]]||[[Swords]], [[Daggers]], [[Partisans]]||25% HP||10% HP&lt;br /&gt;
|-&lt;br /&gt;
|[[Slicers]], [[Mechguns]], [[Shots]]||16.67% HP||6.67% HP&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Demon&#039;s]]||[[Swords]], [[Daggers]], [[Partisans]]||37.5% HP||22.5% HP&lt;br /&gt;
|-&lt;br /&gt;
|[[Slicers]], [[Mechguns]], [[Shots]]||25% HP||15% HP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Integer truncation occurs &#039;&#039;after&#039;&#039; calculating the amount of HP to remove from the enemy.&lt;br /&gt;
&lt;br /&gt;
====Sacrificial damage increase====&lt;br /&gt;
&#039;&#039;&#039;[[Charge]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Spirit]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Berserk]]&#039;&#039;&#039; weapons have massively strengthened attacks at the cost of {{Meseta}}, [[Stats#Technique_Points_(TP)|TP]], and [[Stats#Hit_Points_(HP)|HP]], respectively. While a Heavy attack has a damage multiplier of {{Note|17/9|1.89x}} in the damage formula, sacrificial attacks have a multiplier of {{Note|10/3|3.33x}}. &lt;br /&gt;
: &#039;&#039;Note: The charge special of the rare partisan {{Sword|rare|Vjaya}} is a unique attack with a damage multiplier of {{Note|17/3|5.67x}}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity||Special Name ||Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
|2★ ||[[Charge]]||{{Meseta|200}}&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Spirit]]||1/5 [[Stats#Technique_Points_(TP)|TP]]&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Berserk]]||1/4 [[Stats#Hit_Points_(HP)|HP]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Spirit will not function if the user has less than 10 TP&lt;br /&gt;
* Berserk will not function if the user has 1 HP&lt;br /&gt;
** This is only a major restriction for the Spirit special–-Berserk will never drain a player&#039;s HP below 3, while Spirit will freely drain a player&#039;s TP below 10.&lt;br /&gt;
* There is no special activation calculation for these specials--the special will activate if the player passes the [[Game_mechanics#Accuracy|accuracy check]].&lt;br /&gt;
* Unlike the other special types, sacrificial specials cannot tek up or down in rarity.&lt;br /&gt;
&lt;br /&gt;
====Divine Punishment====&lt;br /&gt;
:&#039;&#039;Main article: [[Divine Punishment]]&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Divine Punishment&#039;&#039;&#039; is a unique special attack that is granted to the rare weapons {{Gun|rare|Heaven Punisher}}, {{Gun|rare|Mille Marteaux}}, as well as {{Gun|rare|Heaven Striker}} while a {{Mag|rare|Striker Unit}} is equipped when the hundreds digit of the [[beat time]] is even. It summons beams of light from the sky to attack enemies.&lt;br /&gt;
&lt;br /&gt;
==Distances and angles==&lt;br /&gt;
[[File:visual weapon ranges.png|thumb|baseline|Visualization of weapon types&#039; ranges]]&lt;br /&gt;
All weapons possess two statistics: distances and angles. Simply put, they are the ranges of each weapon and determine the area that a weapon can strike in. They are split into two types, horizontal and vertical.&lt;br /&gt;
&lt;br /&gt;
===Horizontal===&lt;br /&gt;
The horizontal distances and angles are the two variables which determine a weapon&#039;s forward reach and sideways reach. A weapon with a larger horizontal distance can reach further (e.g. {{Gun|attributes|Mechgun}}&#039;s 85 vs. {{Gun|attributes|Handgun}}&#039;s 170), while a weapon with a wider horizontal angle is able to reach enemies further to the side (e.g. {{Sword|attributes|Partisan}}&#039;s 40° vs {{Sword|attributes|Sword}}&#039;s 45°). A wide horizontal angle also gives many weapons &amp;quot;auto-aim&amp;quot;, as the weapon&#039;s radius of attack will be very wide, similar to a shot-type weapon.&lt;br /&gt;
[[File:Horizontal.png|thumb|left|150px|An example diagram of {{Sword|attributes|Sword}}&#039;s and {{Gun|attributes|Mechgun}}&#039;s horizontal reach]]&lt;br /&gt;
&lt;br /&gt;
The diagram to the left showcases an example of two weapons with their horizontal distances and angles. The black line is the weapon&#039;s horizontal distance, while the red lines are the constraints set by the horizontal angles. As can be seen, {{Sword|attributes|Sword}} has a rather wide area of attack, but does not reach very far. On the contrary, {{Gun|attributes|Mechgun}} reaches much further but can only aim at enemies almost directly in the line of sight.&lt;br /&gt;
&lt;br /&gt;
===Vertical===&lt;br /&gt;
[[File:Vertical angle diagram.png|thumb|right|200px|An example diagram showing how the vertical distances and angles interact (not to scale)]]&lt;br /&gt;
The vertical distance refers to the vertical boundary at which a weapon can strike, while a vertical angle dictates the slope a projectile may take. An example of a large vertical angle is {{Gun|rare|Heaven Striker}}&#039;s special attack, which can attack enemies directly above it. Note that [[launchers|launcher]] and [[cards|card]] shots do not have large vertical angles, their shots simply have infinite vertical range.&lt;br /&gt;
&lt;br /&gt;
The diagram on the right shows an example of the vertical distances and angles. The black lines show the vertical boundary, but the vertical angle determines (as indicated by the red line) the maximum slope of the projectile.&lt;br /&gt;
&lt;br /&gt;
{{Items}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Weapons&amp;diff=40486</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Weapons&amp;diff=40486"/>
		<updated>2026-02-11T07:30:00Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Instant kill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Saber.png|thumb|{{Sword|Saber}}, one of &#039;&#039;PSO&#039;&#039;&#039;s many weapons]]&lt;br /&gt;
[[File:Weapons.png|33px|baseline|link=]][[Weapons]] are basic equipment that are used to inflict damage or [[Status effects|status effects]] on the various [[Enemies|enemies]] of Ragol.&lt;br /&gt;
&lt;br /&gt;
All weapon damage is determined by the wielder&#039;s [[ATP]] [[Stats|stat]], regardless of the weapon&#039;s [[Weapons#Weapon types|type]]. In lieu of [[Techniques|technique]] damage being affected by ATP, many technique-type weapons also provide a boost to [[MST]] to improve the power of techniques that way (e.g. [[wands]]), a direct increase to the power of specific techniques (e.g. {{Cane|rare|Club of Laconium}}), or both. &lt;br /&gt;
&lt;br /&gt;
In order to equip a weapon, a character must meet its stat requirement, needing a certain amount of either ATP, [[ATA]] or MST. &lt;br /&gt;
: &#039;&#039;Note: For weapons that have an MST requirement, a character cannot equip a weapon if their MST is being increased to the requirement by another weapon that is currently equipped.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapon types==&lt;br /&gt;
There are 19 types of weapons in &#039;&#039;Phantasy Star Online Blue Burst&#039;&#039;, split into 3 categories of weapons: melee, ranged, and technique. In general, [[Classes#Hunters|Hunters]] can equip all the melee weapons, [[Classes#Rangers|Rangers]] can equip all the ranged weapons, and [[Classes#Forces|Forces]] can equip all the technique weapons; many weapon types can be equipped by other classes, while certain weapons can &#039;&#039;only&#039;&#039; be equipped by &#039;&#039;specific&#039;&#039; classes (such as [[HUcast]] or [[RAmarl]]).&lt;br /&gt;
&lt;br /&gt;
For weapon types that can be equipped by multiple classes, &amp;quot;off-classes&amp;quot; (e.g. Hunters and Handguns) can generally equip lower tier weaponry, while higher rare-tier weaponry is more often restricted to the class for which the weapon type is designed. For example, despite basic handguns being equippable by all classes, {{Gun|rare|Heaven Striker}}, a powerful rare handgun, can only be equipped by Rangers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+|List of weapon types&lt;br /&gt;
!Category&lt;br /&gt;
!Type&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Classes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Melee&lt;br /&gt;
|-&lt;br /&gt;
|[[Sabers]]&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Swords]]&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Daggers]]&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Partisans]]&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
| [[Slicers]]&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; | RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;[[Double Sabers]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Claws]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Katanas]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twin Swords]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; | RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fists]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Ranged &lt;br /&gt;
|[[Handguns]]&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; | FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Rifles]]&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechguns]]&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Shots]] &lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Launchers]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Technique&lt;br /&gt;
|[[Canes]]&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Rods]]&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|[[Wands]]&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; |FO&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Cards]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |HU&lt;br /&gt;
| class=&amp;quot;notEquippable&amp;quot; style=&amp;quot;background-color: #F4C7C3; color:black;&amp;quot; |RA&lt;br /&gt;
| class=&amp;quot;equippable&amp;quot; style=&amp;quot;background-color: #98FB98; color:black;&amp;quot; | FO&lt;br /&gt;
|}&lt;br /&gt;
: &#039;&#039;Note: Weapon types in italics indicate a weapon type that cannot be purchased on Pioneer 2, and may only be found on rare weapons.&#039;&#039;&lt;br /&gt;
: &#039;&#039;Note: Slicers and Cards are considered to be Melee and Technique weapons (respectively) due to both their icons ({{PSO icon|sword}} and {{PSO icon|cane}}, respectively) and their ATP and MST requirements (respectively), despite both weapon types behaving akin to Ranged weapons (including being affected by {{Unit|rare|Smartlink}}).&lt;br /&gt;
:&#039;&#039;Note: All weapon types, with the exception of [[Sabers]], [[Handguns]], and [[Canes]], only start appearing in later areas on Normal difficulty. Detailed availability can be found on the individual weapon type pages.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Common weapons===&lt;br /&gt;
Common weapons may be found as drops from monsters with weapons as their [[set drop]], from [[item boxes]] (except those that are set to drop specific items), and even from [[List of quest rewards|quest rewards]]. Common weapons can drop as any weapon type, except those types that exist only as rare weapons (see [[Weapons#Weapon_types|weapon types]] above). Every common weapon type can drop on every [[Section ID]], though certain IDs have higher probabilities for specific types (e.g. &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;{{Skyly}}&amp;lt;/span&amp;gt; for {{Sword|attributes|Swords}}). {{Sword|attributes|Sabers}}, {{Gun|attributes|Handguns}}, and {{Cane|attributes|Canes}} have the highest drop rate at &amp;lt;code&amp;gt;13%&amp;lt;/code&amp;gt; across all IDs (see [[Weapon_drop_tables#Weapon_type_drop_rates|weapon type drop rates]] for more detail).&lt;br /&gt;
&lt;br /&gt;
When a common weapon is dropped, the game performs a series of checks against [[Weapon drop tables|various tables]] to determine all of its characteristics--including weapon type, special tier, attributes, and attribute values. If a monster&#039;s [[set drop]] is a weapon, [[Item_drops#Drop_rate_boosts|drop boosts]] that increase a monster’s [[Drop anything rate|drop anything rate]] will improve the chances of it dropping one. [[Item boxes]] are unaffected by any drop boosts. &lt;br /&gt;
&lt;br /&gt;
Each common weapon type has four to five tiers, distinguished by unique photon colors. Each subsequent tier possesses higher [[ATP]], [[ATA]], and/or [[MST]] stats than those below it. Lower-tier weapons drop in earlier areas and lower difficulties, while higher-tier weapons appear in later areas and higher difficulties. The photon colors, from lowest to highest tier, are as follows: &amp;lt;span style=&amp;quot;color:#4dbf59&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt;; &amp;lt;span style=&amp;quot;color:#2059d9&amp;quot;&amp;gt;blue&amp;lt;/span&amp;gt;; &amp;lt;span style=&amp;quot;color:#b359b3&amp;quot;&amp;gt;purple&amp;lt;/span&amp;gt;; &amp;lt;span style=&amp;quot;color:#d92d2d&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;; &amp;lt;span style=&amp;quot;color:#ffd700&amp;quot;&amp;gt;gold&amp;lt;/span&amp;gt;.&lt;br /&gt;
: &#039;&#039;Note: {{PSO icon|sword}}Melee and {{PSO icon|gun}}Ranged weapons include all five tiers, while {{PSO icon|cane}}Technique weapons only range from &amp;lt;span style=&amp;quot;color:#4dbf59&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:#d92d2d&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Common weapons that drop without a [[special]] do not require [[Tekking|tekking]]. Because of this, [[Weapon attributes|attributes]] on these weapons are fixed and cannot be increased (or decreased) by the process. If a common weapon drops with a special, the special is randomly assigned based on the area and difficulty (see [[Weapons#Types_of_specials|types of specials]] for more detail). By default, untekked common weapons will have question marks preceding the type of weapon it is (e.g. {{Gun|untekked|???? Handgun|nolink=1}}). The &amp;lt;code&amp;gt;/showwep&amp;lt;/code&amp;gt; [[Chat commands|chat command]], once used, will enable the player to view the full name and special of common weapons (still in cyan text).&lt;br /&gt;
&lt;br /&gt;
In the menu, common weapon names will be displayed in white text. If they have a special or any attributes, they are displayed in &amp;lt;span class=&amp;quot;attributes&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt;. If the combined star rarity of the weapon and its special reaches 9★, the name will appear in &amp;lt;span style=&amp;quot;color:#ffd700&amp;quot;&amp;gt;gold&amp;lt;/span&amp;gt;, similar to rare weapons. This only occurs with the highest photon tier weapons that have a [[Weapon_drop_tables#Area_untekked_rates_and_special_tiers|4★ special]].&lt;br /&gt;
&lt;br /&gt;
It is worth noting that certain common weapons with [[sacrificial]] specials are among the strongest weapons in the game. Common weapons with 50% [[Hit]] and the [[Charge]] special, in particular, can be acquired relatively easily from the [[Shopping_District#Arms_shop|Arms Shop]], as Charge is only a 2★ special--the maximum tier the Arms Shop can sell. {{Link|icon=gun|color=attributes|Charge}} {{Link|color=attributes|Vulcan}} and {{Link|icon=gun|color=attributes|Charge}} {{Link|color=attributes|Arms}} are the best examples of weapons that can be obtained this way. Otherwise, [[Hunting common weapons|hunting for common weapons]] with a specific special and higher Hit is extremely difficult due to their rarity. On the other hand, common weapons that can be combined with [[Tools#Combination_items|combination items]] do not require a special, making them easier to acquire. The [[EN4 Claw reset]] guide outlines the most effective strategy for hunting common weapons.&lt;br /&gt;
&lt;br /&gt;
===Rare weapons===&lt;br /&gt;
Rare weapons primarily drop from [[monsters]] and [[item boxes]], though some can be obtained as [[List of quest rewards|quest rewards]]. Each rare weapon is assigned to specific monsters or item boxes, with drops determined by the player&#039;s [[Section ID]]. By default, rare weapons will drop as a {{SpecialWeapon}}. The &amp;lt;code&amp;gt;/showwep&amp;lt;/code&amp;gt; [[Chat commands|chat command]], once used, will enable the player to view the full name of rare weapons (still in cyan text). After [[tekking]], the weapon&#039;s name will be displayed in the game&#039;s signature &amp;quot;rare-item &amp;lt;span style=&amp;quot;color:#ffd700&amp;quot;&amp;gt;gold&amp;lt;/span&amp;gt;&amp;quot; color.&lt;br /&gt;
&lt;br /&gt;
Rare weapons follow their own drop system rule. [[Item_drops#Drop_rate_boosts|Drop boosts]] that increase a monster’s [[Rare drop rate|rare drop rate]] also increase the chance of it dropping its assigned rare weapon. All rare weapons come with predetermined [[specials]]. Additionally, rare weapons have their own [[Weapon_drop_tables#Pattern_attribute_values|pattern table]], which determines the &#039;&#039;value&#039;&#039; of [[attribute]] percentage they drop with--if they drop with any at all. Rare weapons obtained from [[List of quest rewards|quest rewards]] either have predetermined attributes, or follow a separate system entirely.&lt;br /&gt;
&lt;br /&gt;
===ES weapons===&lt;br /&gt;
:&#039;&#039;Main article: [[ES weapons]]&#039;&#039;&lt;br /&gt;
ES weapons (often referred to as &amp;quot;S-Rank weapons&amp;quot; or simply &amp;quot;S-Ranks&amp;quot;) are a special category of weapon which encompasses all weapon types in addition to a few extras (such as {{Gun|es|ES Needle}}, based on {{Gun|rare|Spread Needle}}). For ES weapons of basic weapon types, they have the visual of a basic weapon with a brown photon. &lt;br /&gt;
&lt;br /&gt;
Unlike regular weapons, they have the following unique properties:&lt;br /&gt;
* Cannot have any [[attributes]]&lt;br /&gt;
* May be given a custom 8-character name (A-Z only, entered at the time the weapon is received)&lt;br /&gt;
* Can have a custom [[Weapons#Special attacks|special]] applied, which &#039;&#039;&#039;will not be reduced&#039;&#039;&#039; regardless of weapon type&lt;br /&gt;
&lt;br /&gt;
ES weapons are obtained upon a character&#039;s completion of [[Challenge Mode]] with an S-Rank rating, with the choice of ES weapon types offered depending on the episode cleared.&lt;br /&gt;
&lt;br /&gt;
===TypeM weapons=== &lt;br /&gt;
:&#039;&#039;Main article: [[TypeM weapons]]&#039;&#039;&lt;br /&gt;
TypeM weapons are another special category of weapon introduced in &#039;&#039;Phantasy Star Online Blue Burst&#039;&#039;. They have the visual of a basic weapon with a white photon, but many TypeM weapons have animations that differ from what is expected of them. &lt;br /&gt;
&lt;br /&gt;
Their animation set and visual model can be inferred from their naming convention of  &amp;quot;Type&#039;&#039;&#039;XX&#039;&#039;&#039;/&#039;&#039;&#039;Yyyyy&#039;&#039;&#039;,&amp;quot; where &amp;quot;&#039;&#039;&#039;XX&#039;&#039;&#039;&amp;quot; is the first two letters of the weapon type for the &#039;&#039;animations&#039;&#039; used, and &amp;quot;&#039;&#039;&#039;Yyyyy&#039;&#039;&#039;&amp;quot; is the full name of the weapon type for the &#039;&#039;model&#039;&#039; used. For example, the weapon {{Sword|rare|TypeDS/Rod}} uses a double saber (Type&#039;&#039;&#039;DS&#039;&#039;&#039;/Rod) animation with a rod (TypeDS/&#039;&#039;&#039;Rod&#039;&#039;&#039;) model.&lt;br /&gt;
&lt;br /&gt;
Eleven special TypeM weapons have been made available on &#039;&#039;Ephinea&#039;&#039; through events, all of which come with a predetermined amount of Hit % and special attack:&lt;br /&gt;
&lt;br /&gt;
{{EventTypeMWeapons}}&lt;br /&gt;
&lt;br /&gt;
In addition, a {{Sword|rare|TypeDS/D.Saber}} with an [[Weapons#Paralysis|Arrest]] special and 30 Hit % was released in a previous event, but was quickly removed from distribution, making it the rarest of the TypeM weapons.&lt;br /&gt;
&lt;br /&gt;
==Grind==&lt;br /&gt;
Each weapon has its own &amp;quot;grind&amp;quot; value, named for the usage of the common tool items {{Tool|Monogrinder}}, {{Tool|Digrinder}}, and {{Tool|Trigrinder}}. Each point of grind on a weapon adds an additional two points to its ATP. All weapons have a maximum amount they can be ground, while some weapons cannot be ground at all. A weapon&#039;s current grind is shown next to its name with a plus sign in front of it (e.g. {{Sword|Saber &#039;&#039;&#039;+3&#039;&#039;&#039;|nolink=1}}).&lt;br /&gt;
&lt;br /&gt;
Grinding a weapon requires equipping the weapon, then selecting the desired grinder from the inventory and selecting the &amp;quot;Use&amp;quot; command. Monogrinders, Digrinders, and Trigrinders will add +1, +2, and +3 grind, respectively.&lt;br /&gt;
&lt;br /&gt;
==Attributes==  &lt;br /&gt;
:&#039;&#039;Main article: [[Weapon attributes]]&#039;&#039;&lt;br /&gt;
Every weapon in &#039;&#039;Phantasy Star Online Blue Burst&#039;&#039; can come with up to three of five different [[Weapon attributes|attributes]] assigned to them: {{Native}}, {{A.Beast}}, {{Machine}}, {{Dark}}, or &#039;&#039;&#039;Hit&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The first four attributes increase your [[Game_mechanics#Physical_damage|minimum weapon ATP]] when attacking enemies of that attribute, while Hit % increases the character&#039;s [[ATA]] by an amount equal to the &amp;quot;percentage&amp;quot; listed (i.e. rather than being a 20 &#039;&#039;percent&#039;&#039; ATA increase, 20 Hit &amp;quot;percent&amp;quot; is actually a &#039;&#039;flat bonus&#039;&#039; of 20 ATA). Hit % is not shown on the weapon&#039;s attribute page by default, and is only visible if it is present on the weapon currently equipped or being equipped.&lt;br /&gt;
&lt;br /&gt;
==Special attacks==&lt;br /&gt;
Weapons in &#039;&#039;Phantasy Star Online Blue Burst&#039;&#039; can have &amp;quot;special attacks,&amp;quot; which allow them to make an attack that will apply different effects depending on the special. These effects can include elemental damage, [[Status effects|status effects]], and more. Special attacks must hit a target before having a chance to apply its effect, and the {{Attack|s}} action has the lowest [[Game_mechanics#Accuracy|accuracy modifier]] of the three attack types, so high ATA is typically required to use them effectively.&lt;br /&gt;
&lt;br /&gt;
Specials are randomly assigned to common weapons when they drop (see [[Weapon_attribute_drop_tables#Untekked_and_special_rate_table|this page]] for more details), but are predetermined on all rare weapons; in both cases, this can include a weapon not having a special at all, which will result in the {{Attack|s}} icon on the action palette being greyed out and unusable. Certain rare weapons have specials that cannot be found on any other weapon. Non-rare weapons with specials must be [[Tekking|tekked]] before their special attacks will have an effect on enemies.&lt;br /&gt;
&lt;br /&gt;
[[Anguish]] mode reduces the potency of special attack effects in the following ways: &lt;br /&gt;
* Enemies have higher [[EDK]] and [[ESP]]&lt;br /&gt;
* Enemies will be {{Frozen}}, {{Paralyzed}}, and {{Confused}} for shorter periods of time&lt;br /&gt;
* Enemies are less susceptible to [[Weapons#HP cut|HP cutting]] special attacks&lt;br /&gt;
&lt;br /&gt;
=== Special reduction===&lt;br /&gt;
Special reduction is a mechanic whereby certain weapons will have the &#039;&#039;percent chance&#039;&#039; of their special attack &#039;&#039;activating&#039;&#039;, or the &#039;&#039;effectiveness&#039;&#039; of the special attack reduced, in order to compensate for their ability to target multiple enemies or to strike an enemy more than one time per attack. Which kind of reduction is applied depends on the special attack being used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin-right:5px;&amp;quot;&lt;br /&gt;
!Weapon Type&lt;br /&gt;
!Reduced to&lt;br /&gt;
|-&lt;br /&gt;
|[[Swords]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |50%&lt;br /&gt;
|-&lt;br /&gt;
|[[Daggers]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Partisans]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Slicers]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |33%&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechguns]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Shots]]&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;See also: [[List of weapons with reduced specials]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapons which are listed on the above page suffer reduction when using any type of special attack, with the exception of elemental damage (e.g. Burning) and sacrificial damage increases (e.g. Berserk). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:550px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Special reduction examples&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
As an example of special &#039;&#039;activation chance&#039;&#039; reduction, consider using a weapon with the [[Weapons#Instant kill|Hell]] special against a hypothetical 40 EDK enemy. If this weapon&#039;s special was not reduced, such as a {{PSO icon|Gun}}Raygun, then the chance for the special to activate is 53%. If the weapon was instead a reduced {{PSO icon|Sword}}Sword-type weapon, then the chance for the special to activate is 26.5%.&lt;br /&gt;
&lt;br /&gt;
As an example of special &#039;&#039;effectiveness&#039;&#039; reduction, consider using a weapon with the [[Weapons#HP cut|Demon&#039;s]] special against a hypothetical 1,000 HP enemy. If this weapon&#039;s special was not reduced, such as a {{PSO icon|Sword}}Gladius, then the target&#039;s HP after an activation will be 250. If the weapon was instead a reduced {{PSO icon|Gun}}Mechgun-type weapon, then the target&#039;s HP after &#039;&#039;&#039;three&#039;&#039;&#039; successful activations will be 422.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Note: Specials on [[ES weapons]] &#039;&#039;&#039;do not suffer from any kind of special reduction&#039;&#039;&#039;, regardless of weapon type and special added to the weapon. Any special on a weapon that does not suffer from reduction is commonly labeled as &#039;&#039;&#039;unreduced&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Types of specials===&lt;br /&gt;
====Fire damage====&lt;br /&gt;
&#039;&#039;&#039;[[Heat]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Fire]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Flame]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Burning]]&#039;&#039;&#039; weapons will all deal fire damage to their targets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Rarity ||Special Name || Power&lt;br /&gt;
|-&lt;br /&gt;
|1★||[[Heat]]||(Lv. - 1)/4 +40&lt;br /&gt;
|-&lt;br /&gt;
|2★ ||[[Fire]]||(Lv. - 1)/3 +60&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Flame]]||(Lv. - 1)/2 +80&lt;br /&gt;
|-&lt;br /&gt;
| 4★||[[Burning]]||(Lv. - 1) +100 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;code&amp;gt;Damage = (Power) * (100 - (Enemy EFR)) * 0.01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Freezing====&lt;br /&gt;
&#039;&#039;&#039;[[Ice]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Frost]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Freeze (special)|Freeze]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Blizzard]]&#039;&#039;&#039; weapons all have a chance to {{Freeze}} their targets. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Rarity||Special Name ||Power&lt;br /&gt;
|-&lt;br /&gt;
|1★ ||[[Ice]]||32%&lt;br /&gt;
|-&lt;br /&gt;
|2★||[[Frost]]||48%&lt;br /&gt;
|-&lt;br /&gt;
| 3★||[[Freeze (special)|Freeze]]||64%&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Blizzard]]||80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Base Freeze Chance = ((Power) - (ESP)) * (Special Effectiveness)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Freeze Chance = min((Base Freeze Chance), (Difficulty Cap)) * (Unit Boost)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* This freeze chance is used when the attacker is a player or an object (such as a technique trap casting Gibarta), or the defending entity is an enemy.&lt;br /&gt;
* Androids receive a 30% boost to the activation rate of all freezing specials on Ultimate difficulty. This value can be added directly to the values in the Power column (e.g. [[Frost]] would have a power of 78%). &lt;br /&gt;
* &amp;lt;code&amp;gt;Unit Boost&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 1.5 if either {{Unit|rare|V501}} or {{Unit|rare|V502}} are equipped&lt;br /&gt;
*** These stack with the android boost, but not with each other. &lt;br /&gt;
** 1 if neither are equipped&lt;br /&gt;
* &amp;lt;code&amp;gt;Difficulty Cap&amp;lt;/code&amp;gt; is 40%. Note: The vanilla cap is 20% in Ultimate.&lt;br /&gt;
* &amp;lt;code&amp;gt;Special Effectiveness&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 100% if the weapon is not eligible for reduction. &lt;br /&gt;
** 50% or 33% if the weapon is eligible for reduction.&lt;br /&gt;
&lt;br /&gt;
[[Epsilon]], [[Zu]], [[Pazuzu]], [[Dorphon]], [[Dorphon Eclair]], [[Girtablulu]], and all bosses cannot be {{frozen|n}}. &lt;br /&gt;
&lt;br /&gt;
Enemy freeze attacks on players use a different formula to calculate the {{Freeze|n}} chance:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;code&amp;gt;Enemy Freeze Chance on Player = (75 - (Player EIC))%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Characters equipped with a {{Unit|rare|Cure/Freeze}} are also immune to being frozen.&lt;br /&gt;
&lt;br /&gt;
====Lightning damage====&lt;br /&gt;
&#039;&#039;&#039;[[Shock (special)|Shock]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Thunder]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Storm]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Tempest]]&#039;&#039;&#039; weapons will all deal lightning damage to their targets. {{Machine}}-type monsters have an additional chance to be {{Shocked}} (with the exception of [[Vol Opt]], [[Vol Opt ver. 2]], and [[Epsilon]]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity||Special Name||Power&lt;br /&gt;
|-&lt;br /&gt;
|1★||[[Shock (special)|Shock]]||(Lv. - 1)/4 +40&lt;br /&gt;
|-&lt;br /&gt;
| 2★||[[Thunder]]||(Lv. - 1)/3 +60&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Storm]]||(Lv. - 1)/2 +80&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Tempest]]||(Lv. - 1) +100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Damage = (Power) * (100 - (Enemy ETH)) * 0.01&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Shock Chance = (Difficulty Modifier) * (Unit Boost)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Unit Boost&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 1.5 if either {{Unit|rare|V501}} or {{Unit|rare|V502}} are equipped&lt;br /&gt;
*** These do not stack with each other&lt;br /&gt;
** 1 if neither are equipped&lt;br /&gt;
* &amp;lt;code&amp;gt;Difficulty Modifier&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 6.67% for Normal, Hard, and Very Hard&lt;br /&gt;
** 2.5% for Ultimate&lt;br /&gt;
&lt;br /&gt;
Enemy lightning attacks on players use a different formula to calculate the {{Shock|n}} chance:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;code&amp;gt;Enemy Shock Chance on Player = (75 - (Player ETH))%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Characters equipped with a {{Unit|rare|Cure/Shock}} are immune to being shocked.&lt;br /&gt;
&lt;br /&gt;
====Paralysis====&lt;br /&gt;
&#039;&#039;&#039;[[Bind]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Hold]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Seize]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Arrest]]&#039;&#039;&#039; weapons all have a chance to {{paralyze}} their targets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity|| Special Name||Power &lt;br /&gt;
|-&lt;br /&gt;
|1★||[[Bind]]||32%&lt;br /&gt;
|-&lt;br /&gt;
|2★||[[Hold]]||48% &lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Seize]]||64%&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Arrest]]||80% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;code&amp;gt;Base Paralysis Chance = ((Power) - (Enemy ESP)) * (Special Effectiveness) * (Unit Boost)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Androids receive a 30% boost to the activation rate of all paralysis specials on Ultimate difficulty. This value can be added directly to the values in the Power column above (e.g. [[Bind]] would have a power of 62%).&lt;br /&gt;
* &amp;lt;code&amp;gt;Unit Boost&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 1.5 if either {{Unit|rare|V501}} or {{Unit|rare|V502}} are equipped&lt;br /&gt;
*** These stack with the android boost, but not with each other. &lt;br /&gt;
** 1 if neither are equipped&lt;br /&gt;
* &amp;lt;code&amp;gt;Special Effectiveness&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 100% if the weapon is not eligible for reduction. &lt;br /&gt;
** 50% or 33% if the weapon is eligible for reduction.&lt;br /&gt;
&lt;br /&gt;
Bosses, {{Machine}}-type enemies, [[Zu]] and [[Pazuzu]] cannot be {{paralyzed|n}}. Androids, as well as non-androids equipped with a {{Frame|rare|Sacred Cloth}} or {{Unit|rare|Cure/Paralysis}}, are also immune to being paralyzed.&lt;br /&gt;
&lt;br /&gt;
====Confusion====&lt;br /&gt;
&#039;&#039;&#039;[[Panic]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Riot]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Havoc]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Chaos]]&#039;&#039;&#039; weapons all have a chance to {{confuse}} their targets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity||Special Name||Power&lt;br /&gt;
|-&lt;br /&gt;
|1★||[[Panic]]||28%&lt;br /&gt;
|-&lt;br /&gt;
|2★ ||[[Riot]]||44%&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Havoc]]||60%&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Chaos]]||76%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;code&amp;gt;Confuse Chance = ((Power) - (Enemy ESP)) * (Special Effectiveness) * (Unit Boost)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Androids receive a 30% boost to the activation rate of all confusion specials on Ultimate difficulty. This value can be added directly to values in the Power column above (e.g. [[Panic]] would have a power of 58%). &lt;br /&gt;
* &amp;lt;code&amp;gt;Unit Boost&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 1.5 if either {{Unit|rare|V501}} or {{Unit|rare|V502}} are equipped&lt;br /&gt;
*** These stack with the android boost, but not with each other&lt;br /&gt;
** 1 if neither are equipped&lt;br /&gt;
* &amp;lt;code&amp;gt;Special Effectiveness&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 100% if the weapon is not eligible for reduction. &lt;br /&gt;
** 50% or 33% if the weapon is eligible for reduction.&lt;br /&gt;
&lt;br /&gt;
Bosses, Mericarol, Merikle, Mericus, Gi Gue, Gibbles, Epsilon, and Girtablulu cannot be {{confused|n}}. Players equipped with a {{Unit|rare|Cure/Confuse}} are also immune to being confused.&lt;br /&gt;
&lt;br /&gt;
====Instant kill====&lt;br /&gt;
&#039;&#039;&#039;[[Dim]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Shadow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Dark]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Hell]]&#039;&#039;&#039; weapons all have a chance to instantly kill their targets. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity||Special Name|| Power &lt;br /&gt;
|-&lt;br /&gt;
|1★||[[Dim]]||48%&lt;br /&gt;
|-&lt;br /&gt;
|2★||[[Shadow]]||66% &lt;br /&gt;
|-&lt;br /&gt;
| 3★||[[Dark (special)|Dark]]||78%&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Hell]]||93%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;code&amp;gt;Activation Chance = ((Power) - (Enemy EDK)) * (Special Effectiveness) * (Unit Boost)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Unit Boost&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 2 if {{Unit|rare|V502}} is equipped&lt;br /&gt;
** 1.5 if {{Unit|rare|V501}} is equipped&lt;br /&gt;
*** These do not stack with each other&lt;br /&gt;
** 1 if neither are equipped&lt;br /&gt;
* &amp;lt;code&amp;gt;Special Effectiveness&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 100% if the weapon is not eligible for reduction. &lt;br /&gt;
** 50% or 33% if the weapon is eligible for reduction.&lt;br /&gt;
&lt;br /&gt;
Bosses are immune to being instantly killed, and any enemies with an [[EDK]] of 93 or {{Note|but still less than 100|higher}} are immune to the instant kill series of specials (but may still be affected by high-level {{Megid}}).&lt;br /&gt;
&lt;br /&gt;
If the defender is a player, the game subtracts 50% from the Activation Chance.&lt;br /&gt;
&lt;br /&gt;
====HP drain====&lt;br /&gt;
&#039;&#039;&#039;[[Draw]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Drain]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Fill]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Gush]]&#039;&#039;&#039; weapons all siphon [[Stats#HP|HP]] from their targets. In addition to the siphoned HP, they deal {{Note|2/3|0.67x}} the damage of a normal [[Attack#Special_attack|attack]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity||Special Name||Power&lt;br /&gt;
|-&lt;br /&gt;
|1★||[[Draw]]||5%&lt;br /&gt;
|-&lt;br /&gt;
|2★||[[Drain]]||9%&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Fill]]||13%&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Gush]]||17%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These specials cannot drain more than a certain amount of HP from their targets, depending on the difficulty level (denoted by &amp;lt;code&amp;gt;Difficulty Cap&amp;lt;/code&amp;gt; in the formula below). The formula &amp;lt;code&amp;gt;min&amp;lt;/code&amp;gt; means that the lesser of two values (separated by &amp;quot;,&amp;quot;) will be chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Base HP Drain = min((Power) * (Enemy HP), (Difficulty Cap))&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;HP Drained = (Base HP Drain) * (Special Effectiveness)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Androids receive a 30% boost to the amount of HP stolen with any of these specials on Ultimate difficulty. This value can be added directly to the values in the Power column.&lt;br /&gt;
* &amp;lt;code&amp;gt;Difficulty Cap&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 30 for Normal&lt;br /&gt;
** 60 for Hard&lt;br /&gt;
** 90 for Very Hard&lt;br /&gt;
** 120 for Ultimate&lt;br /&gt;
* &amp;lt;code&amp;gt;Special Effectiveness&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 100% if the weapon is not eligible for reduction. &lt;br /&gt;
** 50% or 33% if the weapon is eligible for reduction.&lt;br /&gt;
&lt;br /&gt;
====TP drain====&lt;br /&gt;
&#039;&#039;&#039;[[Heart]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mind]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Soul]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Geist]]&#039;&#039;&#039; weapons all siphon [[Stats#TP|TP]] from their targets. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity||Special Name||Power&lt;br /&gt;
|-&lt;br /&gt;
|1★||[[Heart]]||3%&lt;br /&gt;
|-&lt;br /&gt;
|2★||[[Mind]]||4%&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Soul]]||5%&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Geist]]||6% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These specials cannot drain more than a certain amount of TP from their targets, depending on the difficulty level (denoted by &amp;lt;code&amp;gt;Difficulty Cap&amp;lt;/code&amp;gt; in the formula below). The formula &amp;lt;code&amp;gt;min&amp;lt;/code&amp;gt; means that the lesser of two values (separated by &amp;quot;,&amp;quot;) will be chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Base TP Drain = min((Power) * (Player Max TP), (Difficulty Cap))&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;TP Drained = (Base TP Drain) * (Special Effectiveness)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Difficulty Cap&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 25 for Normal&lt;br /&gt;
** 50 for Hard&lt;br /&gt;
** 75 for Very Hard&lt;br /&gt;
** 100 for Ultimate&lt;br /&gt;
* &amp;lt;code&amp;gt;Special Effectiveness&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 100% if the weapon is not eligible for reduction. &lt;br /&gt;
** 50% or 33% if the weapon is eligible for reduction.&lt;br /&gt;
&lt;br /&gt;
====EXP steal====&lt;br /&gt;
&#039;&#039;&#039;[[Master&#039;s]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Lord&#039;s]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[King&#039;s]]&#039;&#039;&#039; weapons all siphon EXP from their targets. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity||Special Name||Power&lt;br /&gt;
|-&lt;br /&gt;
|2★||[[Master&#039;s]]||8%&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Lord&#039;s]]||10%&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[King&#039;s]]||12%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These specials cannot drain more than a certain amount of EXP from their targets, depending on the difficulty level (denoted by &amp;lt;code&amp;gt;Difficulty Cap&amp;lt;/code&amp;gt; in the formula below). The formula &amp;lt;code&amp;gt;min&amp;lt;/code&amp;gt; means that the lesser of two values (separated by &amp;quot;,&amp;quot;) will be chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Base EXP Steal = min((Power) * (Enemy EXP), (Difficulty Cap))&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;EXP Stolen = (Base EXP Steal) * (Special Effectiveness)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Androids receive a 30% boost to the amount of EXP stolen with any of these specials on Ultimate difficulty. This value can be added directly to the values in the Power column above. &lt;br /&gt;
* &amp;lt;code&amp;gt;Enemy EXP&amp;lt;/code&amp;gt; is the amount of EXP granted for killing the enemy. You cannot siphon more than 100% of this amount from an enemy.&lt;br /&gt;
* &amp;lt;code&amp;gt;Difficulty Cap&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 20 for Normal&lt;br /&gt;
** 40 for Hard&lt;br /&gt;
** 60 for Very Hard&lt;br /&gt;
** 80 for Ultimate&lt;br /&gt;
* &amp;lt;code&amp;gt;Special Effectiveness&amp;lt;/code&amp;gt; is as follows:&lt;br /&gt;
** 100% if the weapon is not eligible for reduction. &lt;br /&gt;
** 50% or 33% if the weapon is eligible for reduction.&lt;br /&gt;
&lt;br /&gt;
====HP cut====&lt;br /&gt;
&#039;&#039;&#039;[[Devil&#039;s]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Demon&#039;s]]&#039;&#039;&#039; weapons have a chance to cut the [[Stats#HP|HP]] of their targets. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Rarity||Special Name ||HP cut from Enemy||HP cut (Androids Ultimate)&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Devil&#039;s]]||50% HP||20% HP&lt;br /&gt;
|-&lt;br /&gt;
| 4★ ||[[Demon&#039;s]]||75% HP||45% HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The amount of HP cut is based on the target&#039;s &#039;&#039;current&#039;&#039; HP (not its maximum). &lt;br /&gt;
** If the target only has 1 HP, an HP cut special will kill it. &lt;br /&gt;
* These specials have a &#039;&#039;&#039;50% chance&#039;&#039;&#039; to activate &#039;&#039;&#039;after&#039;&#039;&#039; passing the [[Game_mechanics#Accuracy|accuracy check]] against the target.&lt;br /&gt;
&lt;br /&gt;
* Androids receive a &#039;&#039;penalty&#039;&#039; to the amount of HP cut on &#039;&#039;&#039;Ultimate&#039;&#039;&#039; difficulty:&lt;br /&gt;
** The technical reason for this is that the Power values of these specials are 50% and 25% in the ItemPMT, but the client (as with the other specials androids receive a boost to) &#039;&#039;adds&#039;&#039; the 30% boost to these values. &lt;br /&gt;
*** Therefore, the enemy&#039;s HP after a Devil&#039;s attack from an android in Ultimate is (50+30)% of the enemy&#039;s current HP.&lt;br /&gt;
* In case of [[Weapons#Special_reduction|special reduction]], HP cut is as follows (&#039;&#039;See also: [[List of weapons with reduced specials]]&#039;&#039;):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Special Name||Weapons||HP cut||HP cut (Androids Ultimate)&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Devil&#039;s]]||[[Swords]], [[Daggers]], [[Partisans]]||25% HP||10% HP&lt;br /&gt;
|-&lt;br /&gt;
|[[Slicers]], [[Mechguns]], [[Shots]]||16.67% HP||6.67% HP&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Demon&#039;s]]||[[Swords]], [[Daggers]], [[Partisans]]||37.5% HP||22.5% HP&lt;br /&gt;
|-&lt;br /&gt;
|[[Slicers]], [[Mechguns]], [[Shots]]||25% HP||15% HP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Integer truncation occurs &#039;&#039;after&#039;&#039; calculating the amount of HP to remove from the enemy.&lt;br /&gt;
&lt;br /&gt;
====Sacrificial damage increase====&lt;br /&gt;
&#039;&#039;&#039;[[Charge]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Spirit]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Berserk]]&#039;&#039;&#039; weapons have massively strengthened attacks at the cost of {{Meseta}}, [[Stats#Technique_Points_(TP)|TP]], and [[Stats#Hit_Points_(HP)|HP]], respectively. While a Heavy attack has a damage multiplier of {{Note|17/9|1.89x}} in the damage formula, sacrificial attacks have a multiplier of {{Note|10/3|3.33x}}. &lt;br /&gt;
: &#039;&#039;Note: The charge special of the rare partisan {{Sword|rare|Vjaya}} is a unique attack with a damage multiplier of {{Note|17/3|5.67x}}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Rarity||Special Name ||Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
|2★ ||[[Charge]]||{{Meseta|200}}&lt;br /&gt;
|-&lt;br /&gt;
|3★||[[Spirit]]||1/5 [[Stats#Technique_Points_(TP)|TP]]&lt;br /&gt;
|-&lt;br /&gt;
|4★||[[Berserk]]||1/4 [[Stats#Hit_Points_(HP)|HP]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Spirit will not function if the user has less than 10 TP&lt;br /&gt;
* Berserk will not function if the user has 1 HP&lt;br /&gt;
** This is only a major restriction for the Spirit special–-Berserk will never drain a player&#039;s HP below 3, while Spirit will freely drain a player&#039;s TP below 10.&lt;br /&gt;
* There is no special activation calculation for these specials--the special will activate if the player passes the [[Game_mechanics#Accuracy|accuracy check]].&lt;br /&gt;
* Unlike the other special types, sacrificial specials cannot tek up or down in rarity.&lt;br /&gt;
&lt;br /&gt;
====Divine Punishment====&lt;br /&gt;
:&#039;&#039;Main article: [[Divine Punishment]]&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Divine Punishment&#039;&#039;&#039; is a unique special attack that is granted to the rare weapons {{Gun|rare|Heaven Punisher}}, {{Gun|rare|Mille Marteaux}}, as well as {{Gun|rare|Heaven Striker}} while a {{Mag|rare|Striker Unit}} is equipped when the hundreds digit of the [[beat time]] is even. It summons beams of light from the sky to attack enemies.&lt;br /&gt;
&lt;br /&gt;
==Distances and angles==&lt;br /&gt;
[[File:visual weapon ranges.png|thumb|baseline|Visualization of weapon types&#039; ranges]]&lt;br /&gt;
All weapons possess two statistics: distances and angles. Simply put, they are the ranges of each weapon and determine the area that a weapon can strike in. They are split into two types, horizontal and vertical.&lt;br /&gt;
&lt;br /&gt;
===Horizontal===&lt;br /&gt;
The horizontal distances and angles are the two variables which determine a weapon&#039;s forward reach and sideways reach. A weapon with a larger horizontal distance can reach further (e.g. {{Gun|attributes|Mechgun}}&#039;s 85 vs. {{Gun|attributes|Handgun}}&#039;s 170), while a weapon with a wider horizontal angle is able to reach enemies further to the side (e.g. {{Sword|attributes|Partisan}}&#039;s 40° vs {{Sword|attributes|Sword}}&#039;s 45°). A wide horizontal angle also gives many weapons &amp;quot;auto-aim&amp;quot;, as the weapon&#039;s radius of attack will be very wide, similar to a shot-type weapon.&lt;br /&gt;
[[File:Horizontal.png|thumb|left|150px|An example diagram of {{Sword|attributes|Sword}}&#039;s and {{Gun|attributes|Mechgun}}&#039;s horizontal reach]]&lt;br /&gt;
&lt;br /&gt;
The diagram to the left showcases an example of two weapons with their horizontal distances and angles. The black line is the weapon&#039;s horizontal distance, while the red lines are the constraints set by the horizontal angles. As can be seen, {{Sword|attributes|Sword}} has a rather wide area of attack, but does not reach very far. On the contrary, {{Gun|attributes|Mechgun}} reaches much further but can only aim at enemies almost directly in the line of sight.&lt;br /&gt;
&lt;br /&gt;
===Vertical===&lt;br /&gt;
[[File:Vertical angle diagram.png|thumb|right|200px|An example diagram showing how the vertical distances and angles interact (not to scale)]]&lt;br /&gt;
The vertical distance refers to the vertical boundary at which a weapon can strike, while a vertical angle dictates the slope a projectile may take. An example of a large vertical angle is {{Gun|rare|Heaven Striker}}&#039;s special attack, which can attack enemies directly above it. Note that [[launchers|launcher]] and [[cards|card]] shots do not have large vertical angles, their shots simply have infinite vertical range.&lt;br /&gt;
&lt;br /&gt;
The diagram on the right shows an example of the vertical distances and angles. The black lines show the vertical boundary, but the vertical angle determines (as indicated by the red line) the maximum slope of the projectile.&lt;br /&gt;
&lt;br /&gt;
{{Items}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Ill_Gill&amp;diff=40485</id>
		<title>Ill Gill</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Ill_Gill&amp;diff=40485"/>
		<updated>2026-02-11T07:28:30Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Behavior/Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
An Ill Gill always has a target player or enemy in memory. At each state change, the position of the target and the angle from the Ill Gill to the target are inspected to determine the next state.&lt;br /&gt;
&lt;br /&gt;
If the target is not a player, the Ill Gill will continue walking towards its target and change to the Scythe attack state if the target is within 35 units and within 25 degrees of the Ill GIll&#039;s heading. Ill Gills do not charge or attempt to root enemy targets.&lt;br /&gt;
&lt;br /&gt;
For player targets, the conditions are more complex and the Ill Gill chooses the first one that qualifies.&lt;br /&gt;
&lt;br /&gt;
* If the player is frozen or movement is disabled, which includes being disabled by an Ill Gill&#039;s root attack, the Ill Gill will always walk towards the player target. &lt;br /&gt;
* If the player target is within 35 units and within 25 degrees of the Ill Gill&#039;s heading, the Ill Gill will attempt to attack with its scythe. &lt;br /&gt;
* If the player target is within 50 units and within 19 degrees of the Ill Gill&#039;s heading, the Ill Gill will attempt to root the player.&lt;br /&gt;
* If the player target is within 50 units and within 40 degrees of the Ill Gill&#039;s heading, the Ill Gill will charge at the player regardless of its current HP.&lt;br /&gt;
&lt;br /&gt;
Because of the wider angle for the final check, standing close and not directly in front of an Ill Gill means it will usually end up charging at its target.&lt;br /&gt;
&lt;br /&gt;
When an Ill Gill&#039;s HP is less than 25% of its max HP, it will always enter a charging state. In this state, the Ill Gill will always dash towards a position behind the player if the position is valid ground. A common tactic to cheese this enemy is to stand with your back against a wall such that the line from the Ill Gill to its dash target is out of bounds. The enemy will enter the dash animation, but will be unable to charge towards the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, an Ill Gill can be designated to always be in the charging state based on an initialization parameter in the quest. [[Phantasmal World #4]] is an example of a quest where many Ill Gills are set to always charge, regardless of current HP.&lt;br /&gt;
&lt;br /&gt;
The Ill Gill scythe is similar to a player&#039;s weapon that performs special attacks. The particle on the scythe matches the type of special attack, and the type is chosen randomly. The Ice and Shock special attacks share the same value in the battle parameters, and this designates the tier of the special as if the Ill Gill was a level 1 player (see [[Weapons#Special_attacks]]). The freeze and shock status effects follow the same formula for player targets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap&amp;quot;|Ice and Shock special tier&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Normal&lt;br /&gt;
!One Person&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Very Hard&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the scythe has a small, purple megid particle, the attack will be an instakill special. The special powers are provided below. The distinction between player and enemy is provided because the special attack function subtracts 0.5 from the calculated rate at the final step if the defender is a player. Note that the power against enemies is is higher than the EDK of all enemies in the Control Tower in Ultimate, meaning a confused Ill Gill can instakill enemies that are normally immune to instakill specials and Megid.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap&amp;quot;|Scythe instakill special power&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Normal&lt;br /&gt;
!One Person&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|50 (100 vs enemies)&lt;br /&gt;
|50 (100 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|70 (120 vs enemies)&lt;br /&gt;
|70 (120 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Very Hard&lt;br /&gt;
|90 (140 vs enemies)&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special activation===&lt;br /&gt;
{{EnemySpecial|Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
The following quests are recommended for hunting this enemy:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Sweep-up Operation 9{{!}}Sweep-up Operation #9|questspan=|details=Clear quest|count=27}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=2|quest=Phantasmal World 4{{!}}Phantasmal World #4|questspan=2|details=Clear first spawn|count=1}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=72}}&lt;br /&gt;
{{HuntingTableRow2|category=Retrieval|catspan=|quest=Lost CHARGE VULCAN|questspan=|details=Clear quest|count=54}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Penumbral Surge 6{{!}}Penumbral Surge #6|questspan=|details=Clear quest|count=57}}&lt;br /&gt;
{{HuntingTableRow2|category=Tower|catspan=|quest=Twilight Sanctuary|questspan=|details=Clear quest|count=90}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
{{EnemyDropTable|Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
{{Episode2Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Control Tower Enemies]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Ill_Gill&amp;diff=40484</id>
		<title>Ill Gill</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Ill_Gill&amp;diff=40484"/>
		<updated>2026-02-11T07:27:49Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Notes */ It&amp;#039;s accurate but it was covered above.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
An Ill Gill always has a target player or enemy in memory. At each state change, the position of the target and the angle from the Ill Gill to the target are inspected to determine the next state.&lt;br /&gt;
&lt;br /&gt;
If the target is not a player, the Ill Gill will continue walking towards its target and change to the Scythe attack state if the target is within 35 units and within 25 degrees of the Ill GIll&#039;s heading. Ill Gills do not charge or attempt to root enemy targets.&lt;br /&gt;
&lt;br /&gt;
For player targets, the conditions are more complex and the Ill Gill chooses the first one that qualifies.&lt;br /&gt;
&lt;br /&gt;
* If the player is frozen or movement is disabled, which includes being disabled by an Ill Gill&#039;s root attack, the Ill Gill will always walk towards the player target. &lt;br /&gt;
* If the player target is within 35 units and within 25 degrees of the Ill Gill&#039;s heading, the Ill Gill will attempt to attack with its scythe. &lt;br /&gt;
* If the player target is within 50 units and within 19 degrees of the Ill Gill&#039;s heading, the Ill Gill will attempt to root the player.&lt;br /&gt;
* If the player target is within 50 units and within 40 degrees of the Ill Gill&#039;s heading, the Ill Gill will charge at the player regardless of its current HP.&lt;br /&gt;
&lt;br /&gt;
Because of the wider angle for the final check, standing close and not directly in front of an Ill Gill means it will usually end up charging at its target.&lt;br /&gt;
&lt;br /&gt;
When an Ill Gill&#039;s HP is less than 25% of its max HP, it will always enter a charging state. In this state, the Ill Gill will always dash towards a position behind the player if the position is valid ground. A common tactic to cheese this enemy is to stand with your back against a wall such that the line from the Ill Gill to its dash target is out of bounds. The enemy will enter the dash animation, but will be unable to charge towards the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, an Ill Gill can be designated to always be in the charging state based on an initialization parameter in the quest. [[Phantasmal World #4]] is an example of a quest where many Ill Gills are set to always charge, regardless of current HP.&lt;br /&gt;
&lt;br /&gt;
The Ill Gill scythe is similar to a player&#039;s weapon that performs special attacks. The particle on the scythe matches the type of special attack, and the type is chosen randomly. The Ice and Shock special attacks share the same value in the battle parameters, and this designates the tier of the special as if the Ill Gill was a level 1 player (see [[Weapons#Special_attacks]]). The freeze and shock status effects follow the same formula for player targets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap&amp;quot;|Ice and Shock special tier&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Normal&lt;br /&gt;
!One Person&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Very Hard&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the scythe has a small, purple megid particle, the attack will be an instakill special. The special powers are provided below. The distinction between player and enemy is provided because the special attack function subtracts 0.5 from the calculated rate at the final step if the defender is a player. Note that the power against enemies is is higher than the EDK of all enemies in the Control Tower in Ultimate, meaning a confused Ill Gill can instakill enemies that are normally immune to instakill specials and Megid.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Normal&lt;br /&gt;
!One Person&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|50 (100 vs enemies)&lt;br /&gt;
|50 (100 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|70 (120 vs enemies)&lt;br /&gt;
|70 (120 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Very Hard&lt;br /&gt;
|90 (140 vs enemies)&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special activation===&lt;br /&gt;
{{EnemySpecial|Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
The following quests are recommended for hunting this enemy:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Sweep-up Operation 9{{!}}Sweep-up Operation #9|questspan=|details=Clear quest|count=27}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=2|quest=Phantasmal World 4{{!}}Phantasmal World #4|questspan=2|details=Clear first spawn|count=1}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=72}}&lt;br /&gt;
{{HuntingTableRow2|category=Retrieval|catspan=|quest=Lost CHARGE VULCAN|questspan=|details=Clear quest|count=54}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Penumbral Surge 6{{!}}Penumbral Surge #6|questspan=|details=Clear quest|count=57}}&lt;br /&gt;
{{HuntingTableRow2|category=Tower|catspan=|quest=Twilight Sanctuary|questspan=|details=Clear quest|count=90}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
{{EnemyDropTable|Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
{{Episode2Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Control Tower Enemies]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Ill_Gill&amp;diff=40483</id>
		<title>Ill Gill</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Ill_Gill&amp;diff=40483"/>
		<updated>2026-02-11T07:27:28Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Behavior/Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
An Ill Gill always has a target player or enemy in memory. At each state change, the position of the target and the angle from the Ill Gill to the target are inspected to determine the next state.&lt;br /&gt;
&lt;br /&gt;
If the target is not a player, the Ill Gill will continue walking towards its target and change to the Scythe attack state if the target is within 35 units and within 25 degrees of the Ill GIll&#039;s heading. Ill Gills do not charge or attempt to root enemy targets.&lt;br /&gt;
&lt;br /&gt;
For player targets, the conditions are more complex and the Ill Gill chooses the first one that qualifies.&lt;br /&gt;
&lt;br /&gt;
* If the player is frozen or movement is disabled, which includes being disabled by an Ill Gill&#039;s root attack, the Ill Gill will always walk towards the player target. &lt;br /&gt;
* If the player target is within 35 units and within 25 degrees of the Ill Gill&#039;s heading, the Ill Gill will attempt to attack with its scythe. &lt;br /&gt;
* If the player target is within 50 units and within 19 degrees of the Ill Gill&#039;s heading, the Ill Gill will attempt to root the player.&lt;br /&gt;
* If the player target is within 50 units and within 40 degrees of the Ill Gill&#039;s heading, the Ill Gill will charge at the player regardless of its current HP.&lt;br /&gt;
&lt;br /&gt;
Because of the wider angle for the final check, standing close and not directly in front of an Ill Gill means it will usually end up charging at its target.&lt;br /&gt;
&lt;br /&gt;
When an Ill Gill&#039;s HP is less than 25% of its max HP, it will always enter a charging state. In this state, the Ill Gill will always dash towards a position behind the player if the position is valid ground. A common tactic to cheese this enemy is to stand with your back against a wall such that the line from the Ill Gill to its dash target is out of bounds. The enemy will enter the dash animation, but will be unable to charge towards the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, an Ill Gill can be designated to always be in the charging state based on an initialization parameter in the quest. [[Phantasmal World #4]] is an example of a quest where many Ill Gills are set to always charge, regardless of current HP.&lt;br /&gt;
&lt;br /&gt;
The Ill Gill scythe is similar to a player&#039;s weapon that performs special attacks. The particle on the scythe matches the type of special attack, and the type is chosen randomly. The Ice and Shock special attacks share the same value in the battle parameters, and this designates the tier of the special as if the Ill Gill was a level 1 player (see [[Weapons#Special_attacks]]). The freeze and shock status effects follow the same formula for player targets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap&amp;quot;|Ice and Shock special tier&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Normal&lt;br /&gt;
!One Person&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Very Hard&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the scythe has a small, purple megid particle, the attack will be an instakill special. The special powers are provided below. The distinction between player and enemy is provided because the special attack function subtracts 0.5 from the calculated rate at the final step if the defender is a player. Note that the power against enemies is is higher than the EDK of all enemies in the Control Tower in Ultimate, meaning a confused Ill Gill can instakill enemies that are normally immune to instakill specials and Megid.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Normal&lt;br /&gt;
!One Person&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|50 (100 vs enemies)&lt;br /&gt;
|50 (100 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|70 (120 vs enemies)&lt;br /&gt;
|70 (120 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Very Hard&lt;br /&gt;
|90 (140 vs enemies)&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|100 (150 vs enemies)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special activation===&lt;br /&gt;
{{EnemySpecial|Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
The following quests are recommended for hunting this enemy:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Sweep-up Operation 9{{!}}Sweep-up Operation #9|questspan=|details=Clear quest|count=27}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=2|quest=Phantasmal World 4{{!}}Phantasmal World #4|questspan=2|details=Clear first spawn|count=1}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=72}}&lt;br /&gt;
{{HuntingTableRow2|category=Retrieval|catspan=|quest=Lost CHARGE VULCAN|questspan=|details=Clear quest|count=54}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Penumbral Surge 6{{!}}Penumbral Surge #6|questspan=|details=Clear quest|count=57}}&lt;br /&gt;
{{HuntingTableRow2|category=Tower|catspan=|quest=Twilight Sanctuary|questspan=|details=Clear quest|count=90}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Scythe attack is dark-based. 100 EDK will give immunity to the insta-kill.&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
{{EnemyDropTable|Ill Gill}}&lt;br /&gt;
&lt;br /&gt;
{{Episode2Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Control Tower Enemies]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Gillchic&amp;diff=40326</id>
		<title>Gillchic</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Gillchic&amp;diff=40326"/>
		<updated>2026-02-01T18:42:23Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Additional info */ Don&amp;#039;t guess reasons why enemy behavior occurs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Gillchic (E1)}}&lt;br /&gt;
{{Enemy|name=Gillchic (E2)}}&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
Gillchics are slow-moving robotic sentries. When a target enters their aggro radius, they will stand up and start marching toward the enemy.&lt;br /&gt;
&lt;br /&gt;
Gillchics have two attacks: a laser bolt and a double punch. When firing the laser bolt, they will stop, bring up their arm, and a purple light will appear on their raised wrist. After a short time, they&#039;ll fire the laser from their wrist for significant damage. Later difficulties reduce the charge time for this laser and increase the likelihood that they will chain several shots together. The double punch is a two-stage melee attack with a 1/6 chance to inflict slow, but only if the attacker is a Gillchic/Gillchich. In Episode 1, many Gillchics will not use their laser attack (see [[Gillchic#Additional info|below]]).&lt;br /&gt;
&lt;br /&gt;
In Normal through Very Hard difficulties, Gillchics are always knocked down when hit. In Ultimate difficulty, a Gillchich has a 20% chance of being knocked down. This includes 0 damage attacks. If an attack will shock a Gillchic or Gillchich, the status effect has priority over knockdown.&lt;br /&gt;
&lt;br /&gt;
Attacks that do not knock down a Gillchich will only stun it for an instant, and will not interrupt any attack it is making. Gillchichs are therefore very dangerous to engage in melee distance.&lt;br /&gt;
&lt;br /&gt;
===Fixed Damage===&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Normal=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 45&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 36&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 38&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 30&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Hard=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 114&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 112&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 96&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 96&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Very Hard=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 190&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 170&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 160&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 170&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Ultimate=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 420&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 400&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 390&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 374&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional info===&lt;br /&gt;
* Dubchics and Gillchics have a 35% chance to fire their laser from range in a certain AI state.&lt;br /&gt;
* Dubchics and Gillchics have an initialization parameter that defines the maximum number of consecutive laser shots. This parameter is in the data for each Dubchich/Gillchic placed on the map in a quest or free field. When this value is 0, they default to a maximum of 2 shots. When it&#039;s negative, they will never fire.&lt;br /&gt;
* Dubchics and Gillchics will sometimes fire even when close to a player, and/or when a player gets close to any door in a room.&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
===Episode 1===&lt;br /&gt;
The following quests are recommended for hunting this enemy in Episode 1:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;| - || Free adventure: Mine || style=&amp;quot;text-align:center&amp;quot;| Clear Gillchic only || style=&amp;quot;text-align:center&amp;quot;| {{Note|11, 13, 16, 16, 18, 18|~15}}&lt;br /&gt;
{{HuntingTableRow1|category=Government|catspan=|quest=3-1:The Facility|questspan=|details=Clear quest|count=115}}&lt;br /&gt;
{{HuntingTableRow1|category=Retrieval|catspan=2|quest=Lost SOUL BLADE|questspan=2|details=Clear two waves|count=8}}&lt;br /&gt;
{{HuntingTableRow1|category=|catspan=|quest=|questspan=|details=Clear Mine 1|count=59}}&lt;br /&gt;
{{HuntingTableRow1|category=Extermination|catspan=2|quest=Endless Nightmare 3{{!}}Endless Nightmare #3|questspan=|details=Clear quest|count=104}}&lt;br /&gt;
{{HuntingTableRow1|category=|catspan=|quest=Mop-up Operation 3{{!}}Mop-up Operation #3|questspan=|details=Clear quest|count=59}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Episode 2===&lt;br /&gt;
The following quests are recommended for hunting this enemy in Episode 2:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=3|quest=Penumbral Surge 2{{!}}Penumbral Surge #2|questspan=3|details=Clear northeast route|count=56}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear VR Spaceship Alpha|count=96}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=200}}&lt;br /&gt;
{{HuntingTableRow2|category=Halloween|catspan=|quest=Hollow Reality: Spaceship|questspan=|details=Clear quest|count=51}}&lt;br /&gt;
{{HuntingTableRow2|category=Retrieval|catspan=2|quest=Lost BIND ASSAULT|questspan=2|details=Clear VR Spaceship Alpha|count=58}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=107}}&lt;br /&gt;
{{HuntingTableRow2|category=Government|catspan=3|quest=6-1:Test/Spaceship 1|questspan=|details=Clear VR Spaceship Alpha|count=54}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=6-5:Test/Spaceship 5|questspan=2|details=Clear VR Spaceship Alpha|count=51}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=92}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Gal Da Val&#039;s Darkness|questspan=|details=Clear VR Spaceship|count=41}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
===Episode 1===&lt;br /&gt;
{{EnemyDropTable|Gillchic (E1)}}&lt;br /&gt;
===Episode 2===&lt;br /&gt;
{{EnemyDropTable|Gillchic (E2)}}&lt;br /&gt;
&lt;br /&gt;
{{Episode1Enemies}}&lt;br /&gt;
{{Episode2Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Mine Enemies]]&lt;br /&gt;
[[Category:VR Spaceship Enemies]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Saraswati&amp;diff=39696</id>
		<title>Saraswati</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Saraswati&amp;diff=39696"/>
		<updated>2025-12-19T03:21:10Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Availability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|icon=Mag&lt;br /&gt;
|color=rare&lt;br /&gt;
|type=Mag&lt;br /&gt;
|evo=4&lt;br /&gt;
|cell=[[Seed Exchange Kit]]&lt;br /&gt;
|conditions=Level 100+ [[Mags#Third Evolution Mags|Mag]]&lt;br /&gt;
|triggerrate=50&lt;br /&gt;
|triggerpb=invinc&lt;br /&gt;
|triggerhp=invinc&lt;br /&gt;
|triggerboss=invinc+&lt;br /&gt;
|triggerdeath=&lt;br /&gt;
|hex=025300&lt;br /&gt;
}}&lt;br /&gt;
{{Mag|rare|Saraswati}} is a [[Mags#Cell Mags|cell Mag]]. It is not yet available on Ephinea.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
===Mag Cell===&lt;br /&gt;
{{Mag|rare|Saraswati}} may be obtained by using the rare [[Mags#List of Mag Cells|Mag cell]] {{Tool|rare|Seed Exchange Kit}} on an equipped level 100+ [[Mags#Third Evolution Mags|third evolution Mag]].&lt;br /&gt;
&lt;br /&gt;
This combination cannot be performed outside of sandbox mode because [[Seed Exchange Kit]] is not yet available.&lt;br /&gt;
&lt;br /&gt;
==Feeding Table==&lt;br /&gt;
: &#039;&#039;Main article: [[Mag feeding tables]]&#039;&#039;&lt;br /&gt;
{{MagFeedTable|7}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=&amp;quot;150&amp;quot; widths=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
Saraswati_front-0.png | Saraswati front&lt;br /&gt;
Saraswati_back-0.png | Saraswati back&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mags}}&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Saraswati*&amp;diff=39695</id>
		<title>Saraswati*</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Saraswati*&amp;diff=39695"/>
		<updated>2025-12-19T02:13:04Z</updated>

		<summary type="html">&lt;p&gt;Ender: Ender moved page Saraswati* to Saraswati: heck&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Saraswati]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Saraswati&amp;diff=39694</id>
		<title>Saraswati</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Saraswati&amp;diff=39694"/>
		<updated>2025-12-19T02:13:04Z</updated>

		<summary type="html">&lt;p&gt;Ender: Ender moved page Saraswati* to Saraswati: heck&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|icon=Mag&lt;br /&gt;
|color=rare&lt;br /&gt;
|type=Mag&lt;br /&gt;
|evo=4&lt;br /&gt;
|cell=[[Seed Exchange Kit]]&lt;br /&gt;
|conditions=Level 100+ [[Mags#Third Evolution Mags|Mag]]&lt;br /&gt;
|triggerrate=50&lt;br /&gt;
|triggerpb=invinc&lt;br /&gt;
|triggerhp=invinc&lt;br /&gt;
|triggerboss=invinc+&lt;br /&gt;
|triggerdeath=&lt;br /&gt;
|hex=025300&lt;br /&gt;
}}&lt;br /&gt;
{{Mag|rare|Saraswati}} is a [[Mags#Cell Mags|cell Mag]]. It is not yet available on Ephinea.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
===Mag Cell===&lt;br /&gt;
{{Mag|rare|Saraswati}} may be obtained by using the rare [[Mags#List of Mag Cells|Mag cell]] {{Tool|rare|Mag Gift Wrap}} on an equipped level 100+ [[Mags#Third Evolution Mags|third evolution Mag]].&lt;br /&gt;
&lt;br /&gt;
This combination cannot be performed outside of sandbox mode because [[Seed Exchange Kit]] is not yet available.&lt;br /&gt;
&lt;br /&gt;
==Feeding Table==&lt;br /&gt;
: &#039;&#039;Main article: [[Mag feeding tables]]&#039;&#039;&lt;br /&gt;
{{MagFeedTable|7}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=&amp;quot;150&amp;quot; widths=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
Saraswati_front-0.png | Saraswati front&lt;br /&gt;
Saraswati_back-0.png | Saraswati back&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mags}}&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Saraswati&amp;diff=39693</id>
		<title>Saraswati</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Saraswati&amp;diff=39693"/>
		<updated>2025-12-19T02:12:39Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|icon=Mag&lt;br /&gt;
|color=rare&lt;br /&gt;
|type=Mag&lt;br /&gt;
|evo=4&lt;br /&gt;
|cell=[[Seed Exchange Kit]]&lt;br /&gt;
|conditions=Level 100+ [[Mags#Third Evolution Mags|Mag]]&lt;br /&gt;
|triggerrate=50&lt;br /&gt;
|triggerpb=invinc&lt;br /&gt;
|triggerhp=invinc&lt;br /&gt;
|triggerboss=invinc+&lt;br /&gt;
|triggerdeath=&lt;br /&gt;
|hex=025300&lt;br /&gt;
}}&lt;br /&gt;
{{Mag|rare|Saraswati}} is a [[Mags#Cell Mags|cell Mag]]. It is not yet available on Ephinea.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
===Mag Cell===&lt;br /&gt;
{{Mag|rare|Saraswati}} may be obtained by using the rare [[Mags#List of Mag Cells|Mag cell]] {{Tool|rare|Mag Gift Wrap}} on an equipped level 100+ [[Mags#Third Evolution Mags|third evolution Mag]].&lt;br /&gt;
&lt;br /&gt;
This combination cannot be performed outside of sandbox mode because [[Seed Exchange Kit]] is not yet available.&lt;br /&gt;
&lt;br /&gt;
==Feeding Table==&lt;br /&gt;
: &#039;&#039;Main article: [[Mag feeding tables]]&#039;&#039;&lt;br /&gt;
{{MagFeedTable|7}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=&amp;quot;150&amp;quot; widths=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
Saraswati_front-0.png | Saraswati front&lt;br /&gt;
Saraswati_back-0.png | Saraswati back&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mags}}&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=File:Saraswati_back-0.png&amp;diff=39692</id>
		<title>File:Saraswati back-0.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=File:Saraswati_back-0.png&amp;diff=39692"/>
		<updated>2025-12-19T02:12:00Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=File:Saraswati_front-0.png&amp;diff=39691</id>
		<title>File:Saraswati front-0.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=File:Saraswati_front-0.png&amp;diff=39691"/>
		<updated>2025-12-19T02:11:40Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Saraswati&amp;diff=39690</id>
		<title>Saraswati</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Saraswati&amp;diff=39690"/>
		<updated>2025-12-19T01:49:45Z</updated>

		<summary type="html">&lt;p&gt;Ender: Created page with &amp;quot;{{Item |icon=Mag |color=rare |type=Mag |evo=4 |cell=Seed Exchange Kit |conditions=Level 100+ Mag |triggerrate=50 |triggerpb=invinc |triggerhp=invinc |triggerboss=invinc+ |triggerdeath= |hex=025300 }} {{Mag|rare|Saraswati}} is a cell Mag. It is not yet available on Ephinea.  ==Availability== ===Mag Cell=== {{Mag|rare|Saraswati}} may be obtained by using the rare Mag cell {{Tool|rare|Mag Gift W...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|icon=Mag&lt;br /&gt;
|color=rare&lt;br /&gt;
|type=Mag&lt;br /&gt;
|evo=4&lt;br /&gt;
|cell=[[Seed Exchange Kit]]&lt;br /&gt;
|conditions=Level 100+ [[Mags#Third Evolution Mags|Mag]]&lt;br /&gt;
|triggerrate=50&lt;br /&gt;
|triggerpb=invinc&lt;br /&gt;
|triggerhp=invinc&lt;br /&gt;
|triggerboss=invinc+&lt;br /&gt;
|triggerdeath=&lt;br /&gt;
|hex=025300&lt;br /&gt;
}}&lt;br /&gt;
{{Mag|rare|Saraswati}} is a [[Mags#Cell Mags|cell Mag]]. It is not yet available on Ephinea.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
===Mag Cell===&lt;br /&gt;
{{Mag|rare|Saraswati}} may be obtained by using the rare [[Mags#List of Mag Cells|Mag cell]] {{Tool|rare|Mag Gift Wrap}} on an equipped level 100+ [[Mags#Third Evolution Mags|third evolution Mag]].&lt;br /&gt;
&lt;br /&gt;
This combination cannot be performed outside of sandbox mode because [[Seed Exchange Kit]] is not yet available.&lt;br /&gt;
&lt;br /&gt;
==Feeding Table==&lt;br /&gt;
: &#039;&#039;Main article: [[Mag feeding tables]]&#039;&#039;&lt;br /&gt;
{{MagFeedTable|7}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- TODO&lt;br /&gt;
==Gallery==&lt;br /&gt;
=====Sonic=====&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
{{Mags}}&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Seed_Exchange_kit&amp;diff=39689</id>
		<title>Seed Exchange kit</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Seed_Exchange_kit&amp;diff=39689"/>
		<updated>2025-12-19T01:47:30Z</updated>

		<summary type="html">&lt;p&gt;Ender: Ender moved page Seed Exchange kit to Seed Exchange Kit: heck&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Seed Exchange Kit]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Seed_Exchange_Kit&amp;diff=39688</id>
		<title>Seed Exchange Kit</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Seed_Exchange_Kit&amp;diff=39688"/>
		<updated>2025-12-19T01:47:30Z</updated>

		<summary type="html">&lt;p&gt;Ender: Ender moved page Seed Exchange kit to Seed Exchange Kit: heck&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|icon=tool&lt;br /&gt;
|color=rare&lt;br /&gt;
|hex=030E65&lt;br /&gt;
|type=Mag Cell&lt;br /&gt;
|desc=A kit that helps certain Mags evolve.&lt;br /&gt;
}}&lt;br /&gt;
{{Tool|rare|Sonic Doll}} is a [[Mags#Cell Mags|Mag cell]] that can be used on a level 100+ [[Mags#Third Evolution Mags|third evolution Mag]] to evolve it into a {{Mag|rare|Saraswati}}.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
{{PAGENAME}} is not yet available on Ephinea.&lt;br /&gt;
&lt;br /&gt;
{{Tools}}&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Seed_Exchange_Kit&amp;diff=39687</id>
		<title>Seed Exchange Kit</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Seed_Exchange_Kit&amp;diff=39687"/>
		<updated>2025-12-19T01:47:16Z</updated>

		<summary type="html">&lt;p&gt;Ender: Created page with &amp;quot;{{Item |icon=tool |color=rare |hex=030E65 |type=Mag Cell |desc=A kit that helps certain Mags evolve. }} {{Tool|rare|Sonic Doll}} is a Mag cell that can be used on a level 100+ third evolution Mag to evolve it into a {{Mag|rare|Saraswati}}.  ==Availability== {{PAGENAME}} is not yet available on Ephinea.  {{Tools}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|icon=tool&lt;br /&gt;
|color=rare&lt;br /&gt;
|hex=030E65&lt;br /&gt;
|type=Mag Cell&lt;br /&gt;
|desc=A kit that helps certain Mags evolve.&lt;br /&gt;
}}&lt;br /&gt;
{{Tool|rare|Sonic Doll}} is a [[Mags#Cell Mags|Mag cell]] that can be used on a level 100+ [[Mags#Third Evolution Mags|third evolution Mag]] to evolve it into a {{Mag|rare|Saraswati}}.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
{{PAGENAME}} is not yet available on Ephinea.&lt;br /&gt;
&lt;br /&gt;
{{Tools}}&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Template:Mags&amp;diff=39686</id>
		<title>Template:Mags</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Template:Mags&amp;diff=39686"/>
		<updated>2025-12-19T01:41:09Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;navbox mw-collapsible&amp;quot;&lt;br /&gt;
! colspan=2|{{PSO icon|Mag}}[[Mags]] &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 9%&amp;quot;|Basic Mag&lt;br /&gt;
|[[Mag]]&lt;br /&gt;
|-&lt;br /&gt;
!1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Evolution&lt;br /&gt;
|[[Kalki]] • [[Varuna]] • [[Vritra]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space: nowrap; min-width:85px&amp;quot;|2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Evolution&lt;br /&gt;
|[[Ashvinau]] • [[Marutah]] • [[Mitra]] • [[Namuci]] • [[Rudra]] • [[Sumba]] • [[Surya]] • [[Tapas]] • [[Vayu]]&lt;br /&gt;
|-&lt;br /&gt;
!3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Evolution&lt;br /&gt;
|[[Andhaka]] • [[Apsaras]] • [[Bana]] • [[Bhirava]] • [[Durga]] • [[Garuda]] • [[Ila]] • [[Kabanda]] • [[Kaitabha]] • [[Kama]] • [[Kumara]] • [[Madhu]] • [[Marica]] • [[Naga]] • [[Nandin]] • [[Naraka]] • [[Ravana]] • [[Ribhava]] • [[Sita]] • [[Soma]] • [[Ushasu]] • [[Varaha]] • [[Yaksa]]&lt;br /&gt;
|-&lt;br /&gt;
!4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Evolution&lt;br /&gt;
|[[Bhima]] • [[Deva]] • [[Diwari]] • [[Nidra]] • [[Pushan]] • [[Rati]] • [[Rukmin]] • [[Sato]] • [[Savitri]]&lt;br /&gt;
|-&lt;br /&gt;
!Cell Mags&lt;br /&gt;
|[[Agastya]] • [[Angel&#039;s Wing]] • [[Chao]] • [[Chu Chu]] • [[Churel]] • [[Devil&#039;s Tail]] • [[Devil&#039;s Wing]] • [[Dreamcast]] • [[Elenor]] • [[Gael Giel]] • [[Genesis]] • [[Geung-si]] • [[Hamburger]] • [[Kalki*]] • [[Kapu Kapu]] • [[Mag*]] • [[Mark III]] • [[Master System]] • [[Moro]] • [[Opa-Opa]] • [[Panzer&#039;s Tail]] • [[Pian]] • [[Pioneer]] • [[Pitri]] • [[Present*]] • [[Preta]] • [[Puyo]] • [[Robochao]] • [[Rappy (Mag)|Rappy]] • [[Saraswati]] • [[Sega Saturn]] • [[Sonic]] • [[Soniti]] • [[Stealth]] • [[Striker Unit]] &amp;lt;sup&amp;gt;([[Divine Punishment/Guide|Guide]])&amp;lt;/sup&amp;gt; • [[Tellusis]] • [[Varuna*]] • [[Vritra*]] • [[Yahoo!]]&lt;br /&gt;
|-&lt;br /&gt;
!Information&lt;br /&gt;
|[[Mag feeding tables|Feeding tables]] • [[Mags]] ([[Mags/Guide|Basic Mag feeding guide]]) • [[Photon Blasts]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation]]&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Template:Mags&amp;diff=39685</id>
		<title>Template:Mags</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Template:Mags&amp;diff=39685"/>
		<updated>2025-12-19T01:41:01Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;navbox mw-collapsible&amp;quot;&lt;br /&gt;
! colspan=2|{{PSO icon|Mag}}[[Mags]] &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 9%&amp;quot;|Basic Mag&lt;br /&gt;
|[[Mag]]&lt;br /&gt;
|-&lt;br /&gt;
!1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Evolution&lt;br /&gt;
|[[Kalki]] • [[Varuna]] • [[Vritra]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space: nowrap; min-width:85px&amp;quot;|2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Evolution&lt;br /&gt;
|[[Ashvinau]] • [[Marutah]] • [[Mitra]] • [[Namuci]] • [[Rudra]] • [[Sumba]] • [[Surya]] • [[Tapas]] • [[Vayu]]&lt;br /&gt;
|-&lt;br /&gt;
!3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Evolution&lt;br /&gt;
|[[Andhaka]] • [[Apsaras]] • [[Bana]] • [[Bhirava]] • [[Durga]] • [[Garuda]] • [[Ila]] • [[Kabanda]] • [[Kaitabha]] • [[Kama]] • [[Kumara]] • [[Madhu]] • [[Marica]] • [[Naga]] • [[Nandin]] • [[Naraka]] • [[Ravana]] • [[Ribhava]] • [[Sita]] • [[Soma]] • [[Ushasu]] • [[Varaha]] • [[Yaksa]]&lt;br /&gt;
|-&lt;br /&gt;
!4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Evolution&lt;br /&gt;
|[[Bhima]] • [[Deva]] • [[Diwari]] • [[Nidra]] • [[Pushan]] • [[Rati]] • [[Rukmin]] • [[Sato]] • [[Savitri]]&lt;br /&gt;
|-&lt;br /&gt;
!Cell Mags&lt;br /&gt;
|[[Agastya]] • [[Angel&#039;s Wing]] • [[Chao]] • [[Chu Chu]] • [[Churel]] • [[Devil&#039;s Tail]] • [[Devil&#039;s Wing]] • [[Dreamcast]] • [[Elenor]] • [[Gael Giel]] • [[Genesis]] • [[Geung-si]] • [[Hamburger]] • [[Kalki*]] • [[Kapu Kapu]] • [[Mag*]] • [[Mark III]] • [[Master System]] • [[Moro]] • [[Opa-Opa]] • [[Panzer&#039;s Tail]] • [[Pian]] • [[Pioneer]] • [[Pitri]] • [[Present*]] • [[Preta]] • [[Puyo]] • [[Robochao]] • [[Rappy (Mag)|Rappy]] • [[Saraswait]] • [[Sega Saturn]] • [[Sonic]] • [[Soniti]] • [[Stealth]] • [[Striker Unit]] &amp;lt;sup&amp;gt;([[Divine Punishment/Guide|Guide]])&amp;lt;/sup&amp;gt; • [[Tellusis]] • [[Varuna*]] • [[Vritra*]] • [[Yahoo!]]&lt;br /&gt;
|-&lt;br /&gt;
!Information&lt;br /&gt;
|[[Mag feeding tables|Feeding tables]] • [[Mags]] ([[Mags/Guide|Basic Mag feeding guide]]) • [[Photon Blasts]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation]]&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Present*&amp;diff=39684</id>
		<title>Present*</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Present*&amp;diff=39684"/>
		<updated>2025-12-19T01:39:08Z</updated>

		<summary type="html">&lt;p&gt;Ender: Created page with &amp;quot;{{Item |icon=Mag |color=rare |type=Mag |evo=4 |cell=Mag Gift Wrap |conditions=Level 100+ Mag |triggerrate=50 |triggerpb=invinc |triggerhp=invinc |triggerboss=invinc+ |triggerdeath= |hex=025200 }} {{Mag|rare|Present*}} is a cell Mag. It is currently event-exclusive.  ==Availability== ===Mag Cell=== {{Mag|rare|Present*}} may be obtained by using the rare Mag cell {{Tool|rare|Mag Gift Wrap}}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|icon=Mag&lt;br /&gt;
|color=rare&lt;br /&gt;
|type=Mag&lt;br /&gt;
|evo=4&lt;br /&gt;
|cell=[[Mag Gift Wrap]]&lt;br /&gt;
|conditions=Level 100+ [[Mags#Third Evolution Mags|Mag]]&lt;br /&gt;
|triggerrate=50&lt;br /&gt;
|triggerpb=invinc&lt;br /&gt;
|triggerhp=invinc&lt;br /&gt;
|triggerboss=invinc+&lt;br /&gt;
|triggerdeath=&lt;br /&gt;
|hex=025200&lt;br /&gt;
}}&lt;br /&gt;
{{Mag|rare|Present*}} is a [[Mags#Cell Mags|cell Mag]]. It is currently [[event]]-exclusive.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
===Mag Cell===&lt;br /&gt;
{{Mag|rare|Present*}} may be obtained by using the rare [[Mags#List of Mag Cells|Mag cell]] {{Tool|rare|Mag Gift Wrap}} on an equipped level 100+ [[Mags#Third Evolution Mags|third evolution Mag]].&lt;br /&gt;
&lt;br /&gt;
==Feeding Table==&lt;br /&gt;
: &#039;&#039;Main article: [[Mag feeding tables]]&#039;&#039;&lt;br /&gt;
{{MagFeedTable|7}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- TODO&lt;br /&gt;
==Gallery==&lt;br /&gt;
=====Sonic=====&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
{{Mags}}&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Mag_Gift_Wrap&amp;diff=39683</id>
		<title>Mag Gift Wrap</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Mag_Gift_Wrap&amp;diff=39683"/>
		<updated>2025-12-19T01:37:07Z</updated>

		<summary type="html">&lt;p&gt;Ender: Created page with &amp;quot;{{Item |icon=tool |color=rare |hex=030E64 |type=Mag Cell |desc=Wrapping paper that helps certain Mags evolve. }} {{Tool|rare|Mag Gift Wrap}} is a Mag cell that can be used on a level 100+ third evolution Mag to evolve it into a {{Mag|rare|Present*}}.  ==Availability== {{PAGENAME}} is available as a random item from an Ultimate Present in the Christmas 2025 event.  {{Tools}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|icon=tool&lt;br /&gt;
|color=rare&lt;br /&gt;
|hex=030E64&lt;br /&gt;
|type=Mag Cell&lt;br /&gt;
|desc=Wrapping paper that helps certain Mags evolve.&lt;br /&gt;
}}&lt;br /&gt;
{{Tool|rare|Mag Gift Wrap}} is a [[Mags#Cell Mags|Mag cell]] that can be used on a level 100+ [[Mags#Third Evolution Mags|third evolution Mag]] to evolve it into a {{Mag|rare|Present*}}.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
{{PAGENAME}} is available as a random item from an Ultimate Present in the Christmas 2025 event.&lt;br /&gt;
&lt;br /&gt;
{{Tools}}&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Sonic_Doll&amp;diff=39682</id>
		<title>Sonic Doll</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Sonic_Doll&amp;diff=39682"/>
		<updated>2025-12-19T01:35:45Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|icon=tool&lt;br /&gt;
|color=rare&lt;br /&gt;
|hex=030E63&lt;br /&gt;
|type=Mag Cell&lt;br /&gt;
|desc=This device evolves the form of a mag that has reached Level 100. Evolves into Sonic Doll.&lt;br /&gt;
}}&lt;br /&gt;
{{Tool|rare|Sonic Doll}} is a [[Mags#Cell Mags|Mag cell]] that can be used on a level 100+ [[Mags#Third Evolution Mags|third evolution Mag]] to evolve it into a {{Mag|rare|Sonic}}.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
{{PAGENAME}} may be obtained from the {{Quest link|Anniversary Badge Shop}} by trading an {{Unit|rare|Anniv. Platinum Badge}} with [[Anniversary Badge Shop#The Guide|The Guide]].&lt;br /&gt;
&lt;br /&gt;
{{Tools}}&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Game_mechanics&amp;diff=39613</id>
		<title>Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Game_mechanics&amp;diff=39613"/>
		<updated>2025-12-11T19:42:42Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Breaking out of freeze status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compilation of formulas and other mechanics.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Attacks are the most basic ways to damage a monster in &#039;&#039;PSO&#039;&#039;, and there are three distinct types: Normal, Heavy, and Special. With proper timing, characters wielding the majority of weapons in the game are able to perform three attacks in a row, known as a &amp;quot;combo,&amp;quot; and a combo may be comprised of any combination of these attack types (e.g. Normal, Normal, Normal; Normal, Normal, Heavy; Heavy, Special, Normal; etc.)&lt;br /&gt;
&lt;br /&gt;
Almost any weapon can attack in a three-hit timed combo; for weapons that cannot, see the [[list of weapons which cannot combo]]. The first attack of a combo has no accuracy modifier, the second has a 1.3x accuracy modifier, and the third has a 1.69x accuracy modifier, see [[Game_mechanics#Accuracy|Accuracy]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Killing a target in a single combo is described as a [[Combo Kill]].&lt;br /&gt;
&lt;br /&gt;
===Normal attacks===&lt;br /&gt;
&#039;&#039;&#039;Normal attacks&#039;&#039;&#039; are the most basic of three attacks. They deal the least amount of damage, but have the highest accuracy. Monsters struck by normal attacks will receive damage, as well as flinch (with some exceptions). &lt;br /&gt;
&lt;br /&gt;
===Heavy attacks===&lt;br /&gt;
&#039;&#039;&#039;Heavy attacks&#039;&#039;&#039; are a basic attack with increased damage in exchange for decreased accuracy. Monsters struck by heavy attacks will receive damage, as well as be pushed back slightly (with some exceptions, e.g. [[Poison Lily|Poison Lilies]], which are rooted to the ground). &lt;br /&gt;
&lt;br /&gt;
===Special attacks===&lt;br /&gt;
&amp;lt;!--&#039;&#039;See also: [[Weapons#Special attacks|Special attacks]]&#039;&#039;--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special attacks&#039;&#039;&#039; utilize the equipped weapon&#039;s [[Weapons#Special attacks|special attack]] (if it has one), which have varying effects, but have lower accuracy than heavy attacks. Monsters struck by special attacks will be subject to the weapon&#039;s special attack properties, but will not be pushed back. Special attacks also do not contribute to the [[Photon Blasts|Photon Blast]] gauge.&lt;br /&gt;
&lt;br /&gt;
====Notable exceptions====&lt;br /&gt;
The following weapons ignore the above properties, and have special attacks that retain certain properties of heavy attacks (but still have additional properties):&lt;br /&gt;
* {{Sword|rare|Dark Flow}} (at under 12.5% maximum [[HP]], launches five projectiles at differing angles, each of which have heavy attack power and accuracy)&lt;br /&gt;
* {{Sword|rare|Vjaya}} (costs {{Meseta|10,000}} per use, deals greater damage than other [[Weapons#Sacrificial damage increase|sacrificial]] special attacks, but retains heavy attack accuracy)&lt;br /&gt;
* {{Gun|rare|Dark Meteor}} (fires a piercing green wave projectile that lingers, passes through walls, and retains heavy attack accuracy)&lt;br /&gt;
* {{Gun|rare|Frozen Shooter}} (fires a projectile that is guaranteed to inflict the {{Freeze}} status if it lands, but retains heavy attack power and accuracy)&lt;br /&gt;
* {{Gun|rare|Snow Queen}} (exactly like Frozen Shooter above, but with the added capacity to &amp;quot;pierce&amp;quot; enemies, meaning the projectile continues traveling to hit other targets beyond the first one struck)&lt;br /&gt;
&lt;br /&gt;
A [[Weapons#Sacrificial_damage_increase|sacrificial special]] attack – [[Charge]], [[Spirit]], or [[Berserk]] – deals {{Note|10/3|3.33x}} more damage. {{Sword|rare|Vjaya}}&#039;s special attack deals {{Note|17/3|5.67x}} more damage.&lt;br /&gt;
&lt;br /&gt;
[[Weapons#HP_drain|HP drain]], [[Weapons#TP_drain|TP drain]], [[Weapons#EXP_steal|EXP steal]], [[Weapons#Freezing|Freezing]], [[Weapons#Paralysis|Paralysis]] and [[Weapons#Confusion|Confusion]] weapon special attacks deal {{Note|2/3|0.67x}} damage. Additionally, HP drain attacks deal damage equal to the HP drained from the enemy.&lt;br /&gt;
&lt;br /&gt;
{{Sword|rare|Orotiagito}}&#039;s piercing wave special attack deals {{Note|35/18|1.94x}} more damage, and {{Sword|rare|Raikiri}}&#039;s similar special attack deals {{Note|35/36|0.97x}} damage.&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Attack&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Damage&lt;br /&gt;
!Accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|x1&lt;br /&gt;
|x1&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|x1.89&lt;br /&gt;
|x0.7&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|x0.56&lt;br /&gt;
|x0.5&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical damage==&lt;br /&gt;
To calculate physical damage (i.e. any damage not resulting from a fire/electric [[Weapons#Special attacks|special attack]] or a [[Techniques|Technique]]):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Begin by calculating the equipment [[ATP]], EQ&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt;&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;EQ&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; = [W&amp;lt;sub&amp;gt;ATP,min&amp;lt;/sub&amp;gt; + (Grind * 2) + F&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; + Ba&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt;] x [W&amp;lt;sub&amp;gt;atr&amp;lt;/sub&amp;gt; + 1]&amp;lt;/code&amp;gt;&lt;br /&gt;
* W&amp;lt;sub&amp;gt;ATP,min&amp;lt;/sub&amp;gt; = Minimum possible [[weapon]] ATP&lt;br /&gt;
* F&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; = [[Frames|Frame]] ATP&lt;br /&gt;
* Ba&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; = [[Barriers|Barrier]] ATP&lt;br /&gt;
* W&amp;lt;sub&amp;gt;atr&amp;lt;/sub&amp;gt; = Weapon [[Weapon attributes|attribute %]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Next, calculate the Base&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt;&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Base&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; = Base&amp;lt;sub&amp;gt;ATP,max&amp;lt;/sub&amp;gt; - P&amp;lt;sub&amp;gt;var,max&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Base&amp;lt;sub&amp;gt;ATP,max&amp;lt;/sub&amp;gt; = ATP value displayed ingame in the Menu in brackets ([[Class_comparison#Stat comparison tables|see here for stat tables]])&lt;br /&gt;
* P&amp;lt;sub&amp;gt;var,max&amp;lt;/sub&amp;gt; = Maximum [[Classes#Professions|profession]] variance, which is&lt;br /&gt;
**6 for [[Hunters]]&lt;br /&gt;
**4 for [[Rangers]]&lt;br /&gt;
**3 for [[Forces]]&lt;br /&gt;
: &#039;&#039;Note: &#039;&#039;PSO&#039;&#039; always displays the maximum ATP values in the menu. In reality, each class has a hidden &amp;quot;base ATP value,&amp;quot; to which a random, [[Classes#Professions|profession]]-specific ATP value is added. This base ATP value is of importance for ATP increases through {{Shifta}}, as seen in step 3 ([[Class_comparison#Base_ATP|more detail on Base ATP here]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Next, determine your effective ATP by applying the {{Shifta}} bonus SA to Base&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; and adding EQ&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; and P&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt;&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;ATP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; = [Base&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; + (W&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt; * W&amp;lt;sub&amp;gt;Spread&amp;lt;/sub&amp;gt;)] * (1 + SA) + EQ&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; + P&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* SA = {{Shifta|n}} [[Shifta#Level_progression|base power in %]]&lt;br /&gt;
* W&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt; = A random decimal between 0 and 1 for the weapon ATP variance per attack.&lt;br /&gt;
* W&amp;lt;sub&amp;gt;spread&amp;lt;/sub&amp;gt; = [[Weapon]] spread (&#039;&#039;e.g. a weapon with 300-400 ATP has a spread of 100 ATP&#039;&#039;)&lt;br /&gt;
* P&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt; = [[Classes#Professions|Profession]] variance, a random value between:&lt;br /&gt;
**1 to 6 for [[Hunters]]&lt;br /&gt;
**1 to 4 for [[Rangers]]&lt;br /&gt;
**1 to 3 for [[Forces]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Next, determine the effective target DFP&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;DFP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; = DFP&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; * (1 - ZL)&amp;lt;/code&amp;gt;&lt;br /&gt;
* DFP&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; = [[Monsters/Full Monster Table|Target base DFP]]&lt;br /&gt;
* ZL = {{Zalure|n}} [[Zalure#Level_progression|base power in %]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Finally, to calculate your damage on an [[Monsters|enemy]]&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Damage = [(ATP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; - DFP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt;) / 5] x 0.9 x Attack modifier&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack modifier&#039;&#039;&#039; is:&lt;br /&gt;
** Normal: 1&lt;br /&gt;
** Heavy: {{Note|17/9|1.89}}&lt;br /&gt;
** {{Note|Excluding Fire damage, Lightning damage, HP cut, and Sacrificial specials|Special|}}: {{Note|5/9|0.56}}&lt;br /&gt;
** [[Weapons#Sacrificial damage increase|Sacrificial]]: {{Note|10/3|3.33}}&lt;br /&gt;
** {{Sword|rare|Vjaya}}: {{Note|17/3|5.67}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5a. If the attack is a critical hit, calculate critical damage&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Critical damage = Damage x 1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance for an attack to be a critical hit is calculated differently for players and monsters, and use the following formulas:&lt;br /&gt;
* For players: &amp;lt;code&amp;gt;Critical hit rate = [min(LCK, 100) / 5]%&amp;lt;/code&amp;gt;&lt;br /&gt;
* For monsters: &amp;lt;code&amp;gt;Critical hit rate = [min(LCK, 100) / 2]%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other notes===&lt;br /&gt;
The game doesn&#039;t round up damage values and instead truncates them. E.g. if the final calculated damage is &amp;lt;code&amp;gt;100.92&amp;lt;/code&amp;gt;, the real damage output is &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The formulas above show that a weapon&#039;s attribute percentages are only applied to its minimum possible weapon ATP. E.g. if a weapon has 300-400 ATP and 100% in an attribute, the ATP is increased to 600-700 (not 600-800). The variable spread remains a fixed value.&lt;br /&gt;
&lt;br /&gt;
==Knockdown==&lt;br /&gt;
Characters will be knocked down if a single attack does 25% or more of their max HP.&lt;br /&gt;
&lt;br /&gt;
==Accuracy==&lt;br /&gt;
&#039;&#039;&#039;To calculate accuracy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
1. Begin by calculating total [[ATA]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ATA&amp;lt;sub&amp;gt;total&amp;lt;/sub&amp;gt; = ATA&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; + W&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; + F&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; + Ba&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* ATA&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; = ATA value displayed ingame in the Menu in brackets ([[Class_comparison#Stat comparison tables|see here for stat tables]])&lt;br /&gt;
* W&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; = [[Weapon]] ATA including [[Hit]]&lt;br /&gt;
* F&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; = [[Frames|Frame]] ATA&lt;br /&gt;
* Ba&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; = [[Barriers|Barrier]] ATA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: ATA&amp;lt;sub&amp;gt;total&amp;lt;/sub&amp;gt; is the ATA value shown ingame (&#039;&#039;&#039;not in brackets&#039;&#039;&#039;) in the menu and thus can be directly determined without the formula above.&lt;br /&gt;
&lt;br /&gt;
2. Next, calculate effective [[ATA]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ATA&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; = ATA&amp;lt;sub&amp;gt;total&amp;lt;/sub&amp;gt; * (Attack Type modifier) * (Combo Step modifier)&amp;lt;/code&amp;gt;&lt;br /&gt;
* ATA&amp;lt;sub&amp;gt;total&amp;lt;/sub&amp;gt; = Total ATA value shown ingame in the Menu (not in brackets)&lt;br /&gt;
* &#039;&#039;&#039;Attack Type modifier&#039;&#039;&#039; is:&lt;br /&gt;
** Normal: 1.0&lt;br /&gt;
** Heavy: 0.7 &lt;br /&gt;
** Special: 0.5&lt;br /&gt;
* &#039;&#039;&#039;Combo Step modifier&#039;&#039;&#039; is:&lt;br /&gt;
** First attack: 1.0&lt;br /&gt;
** Second attack: 1.3&lt;br /&gt;
** Third attack: 1.69&lt;br /&gt;
&lt;br /&gt;
3. Next, calculate the [[Monsters|enemy&#039;s]] effective [[EVP]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;EVP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; = EVP&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; * (Status Effect modifier)&amp;lt;/code&amp;gt;&lt;br /&gt;
* EVP&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; = [[Monsters/Full Monster Table|Target base EVP]]&lt;br /&gt;
* [[Status effects|Status effect]] modifier is:&lt;br /&gt;
** {{Paralyzed}} or {{Shocked}}: 0.85&lt;br /&gt;
** {{Frozen}}: 0.7&lt;br /&gt;
** Both: 0.55&lt;br /&gt;
** No status: 1&lt;br /&gt;
&lt;br /&gt;
4. Finally, calculate accuracy using the appropriate melee or ranged accuracy formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Accuracy&amp;lt;sub&amp;gt;melee&amp;lt;/sub&amp;gt; = ATA&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; - (EVP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; * 0.2)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Accuracy&amp;lt;sub&amp;gt;ranged&amp;lt;/sub&amp;gt; = ATA&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; - (EVP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; * 0.2) - (Distance Penalty)&amp;lt;/code&amp;gt;&lt;br /&gt;
* The calculated numbers are percentages. For accuracy values above &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt;, the given attack hits 100%. For negative values, the attack always misses (0%). &lt;br /&gt;
* &#039;&#039;&#039;Distance Penalty&#039;&#039;&#039; is &amp;lt;code&amp;gt;Distance * 0.33&amp;lt;/code&amp;gt; if the character is a [[Hunter]] or [[Force]] without {{Unit|rare|Smartlink}} (see Smartlink page for more detail), and 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
The accuracy check does not occur for certain projectiles if the target has moved too far when the projectile reaches the target&#039;s hitbox. This distance is 8 units for bullets. If the target has moved towards the player when manual evasion occurs, the &amp;quot;MISS&amp;quot; text is displayed. Certain weapons create attacks with launcher projectiles that do not have a manual evasion check. &lt;br /&gt;
&lt;br /&gt;
Slicer projectiles follow different rules for collision. The projectile must come within 10 units of its intended target&#039;s original position for any collision check to occur. When this condition is met, the projectile connects with the target if the distance between the target&#039;s hitbox and the slicer&#039;s original position is less than the weapon&#039;s max distance. Due to consideration of the target&#039;s hitbox, slicers rarely experience manual evasion on most enemies.&lt;br /&gt;
&lt;br /&gt;
Projectiles that are both subject to manual evasion and specifically fired at a target will have a lifetime calculated by &amp;lt;code&amp;gt;(Distance to Target) / Speed&amp;lt;/code&amp;gt;. It is possible for the game to destroy the projectile before it physically collides with the target&#039;s hitbox if the target was pushed back. There will be no &amp;quot;MISS&amp;quot; text in this case. This is commonly seen when using Heavy Attacks with weapons such as {{Gun|rare|L&amp;amp;K38 Combat}} and {{Gun|rare|Yasminkov 9000M}} at a distance.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
===Attack [[Techniques|Technique]] damage formula===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[(MST + TBP)/5] x (1.0 + CB + WB + FB + MB) x (1 - RES)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* TBP: [[Game mechanics#Technique Base Power|Technique Base Power]]&lt;br /&gt;
* CB: [[Techniques#Class-based boosts|Class Boost]]&lt;br /&gt;
* WB: [[Techniques#Weapons|Weapon Boost]]&lt;br /&gt;
* FB: [[Techniques#Frames|Frame Boost]]&lt;br /&gt;
* MB: [[Techniques#Barriers|Merge Boost]]&lt;br /&gt;
* RES: [[Stats#Resistance stats|Enemy Resistance]]&lt;br /&gt;
&lt;br /&gt;
===Technique Base Power===&lt;br /&gt;
* TLv = Technique level&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; |Technique&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; |Base Power Formula&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; |TP Cost Formula&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Foie}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[50 * (TLv - 1)] + 110&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[65 * (TLv - 1)] - 85&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Gifoie}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[26 * (TLv - 1)] + 260&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[42 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.37 x (TLv - 1)] + 20&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Rafoie}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[22 * (TLv - 1)] + 350&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[21 * (TLv - 1)] + 370&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.25 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Barta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[50 * (TLv - 1)] + 50&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[63 * (TLv - 1)] - 125&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.2 * (TLv - 1)] + 4&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Gibarta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[24 * (TLv - 1)] + 230&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[40 * (TLv - 1)]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.5 * (TLv - 1)] + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Rabarta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[19 * (TLv - 1)] + 400&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[15 * (TLv - 1)] + 470&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.2 * (TLv - 1)] + 35&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Zonde}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[50 * (TLv - 1)] + 80&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[55 * (TLv - 1)] + 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.1 * (TLv - 1)] + 6&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Gizonde}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[22 * (TLv - 1)] + 200&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[38 * (TLv - 1)] - 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.6 * (TLv - 1)] + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Razonde}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[16 * (TLv - 1)] + 450&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[8 * (TLv - 1)] + 565&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.3 * (TLv - 1)] + 35&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Grants}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[75 * (TLv - 1)] + 1180&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[60 * (TLv - 1)] + 1400&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.1 * (TLv - 1)] + 45&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Megid}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[3 * (TLv - 1)] + 27&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[2 * (TLv - 1)] + 42&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.05 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Resta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[5 * (TLv - 1)] + 50&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.2 * (TLv - 1)] + 15&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Anti}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;| - &lt;br /&gt;
|&amp;lt;code&amp;gt;[0.5 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Reverser}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;| - &lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|20&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Shifta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: &amp;lt;code&amp;gt;[10 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.2 * (TLv - 1)] + 15&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Deband}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: &amp;lt;code&amp;gt;[10 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[(TLv - 1)] + 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Jellen}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: &amp;lt;code&amp;gt;[10 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[(TLv - 1)] + 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Zalure}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: &amp;lt;code&amp;gt;[10 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.5 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Ryuker}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;| - &lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Resta===&lt;br /&gt;
====Power====&lt;br /&gt;
Amount healed by {{Resta}} (including {{PSO icon|Leilla|link=}}[[Photon Blasts#Leilla|Leilla]] [[Photon Blasts|Photon Blast]]):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MST * 0.5 + TBP&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Self-Resta====&lt;br /&gt;
[[File:Self Resta example.gif|thumb|Self-Resta example using an attack animation. Note Player 2&#039;s HP.]]&lt;br /&gt;
Certain techniques, notably {{Resta}} but also applicable to other [[Techniques#Recovery techniques|recovery]], [[Techniques#Support techniques|support]], and some [[Techniques#Attack techniques|attack]] [[Techniques]], can be forced to cast prior to acquiring external targets. As a result, the heal from {{Resta}} only affects the player who casts it. This occurs when an applicable technique is cast on the first actionable frame after performing an attack, recovering from knockdown, recovering from hit stun, interacting with a switch, or performing a Lobby Action emote.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Note: Self-Resta does not work after certain other actions, such as casting techniques.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By utilizing the Techniques quick menu, self-Resta can be performed reliably. Techniques in the quick menu can be rearranged, allowing Resta to be placed at or near the top of the list. During the action, the quick menu can be opened and Resta can be selected and queued, buffering the cast for the first available frame (see graphic).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Note: To access the Techniques quick menu, use &amp;quot;Action Palette Change&amp;quot; + &amp;quot;Symbol Chat Open&amp;quot; control bindings, followed by Right Bumper or Right Arrow Key to cycle from the Weapons (or Tools) quick menu to the Techniques quick menu. This menu can be rearranged using the &amp;quot;Details&amp;quot; control binding, typically the left face button on controller or Tab on keyboard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Lobby Action can be performed &#039;&#039;&#039;while the Techniques menu or Techniques quick menu are opened&#039;&#039;&#039;, with &amp;lt;code&amp;gt;Alt+F1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Alt+F2&amp;lt;/code&amp;gt; being common quick options for performing self-Resta. With this, the player only needs to press &amp;quot;Confirm&amp;quot; while the emote is playing to successfully execute this mechanic.&lt;br /&gt;
&lt;br /&gt;
Self-Resta is primarily useful in parties with {{Sword|rare|Dark Flow}} users, as Dark Flow&#039;s powerful special attack requires the user&#039;s HP to be below a certain threshold. Another use for self-Resta is to allow other players in the party to exploit [[List of fixed-damage attacks|set damage attacks]] for invulnerability {{PSO icon|mag}}[[Mags#Mag_triggers|Mag triggers]] by manipulating their own health precisely via {{Tool|Monomate|Monomates}}, {{Tool|Dimate|Dimates}}, {{Tool|Trimate|Trimates}}, and [[#HP drain|HP draining special attacks]]. Self-Resta allows players wishing to recover their health to do so without interfering with allies&#039; strategies (or expending recovery items).&lt;br /&gt;
&lt;br /&gt;
This mechanic can also be used with some [[Techniques#Attack techniques|Attack techniques]] but with minimal usefulness:&lt;br /&gt;
* {{Foie}}, {{Barta}}, {{Gibarta}}, and {{Megid}} will fire in a straight line from the player&#039;s facing direction and hit the first enemy in its path (Foie and non-piercing Megid) or many enemies in its path (Barta, Gibarta, and piercing Megid). Piercing Megid may see slightly improved effectiveness compared to if a standard targeted cast would instead collide with the floor and dissipate earlier than desired. Barta will &#039;&#039;&#039;not&#039;&#039;&#039; have the usual reduced speed and range when standing very near, inside, or directly below its target. The Technique will &#039;&#039;&#039;not&#039;&#039;&#039; be automatically aimed towards the closest target in the Technique&#039;s targeting cone.&lt;br /&gt;
* {{Zonde}}, {{Gizonde}}, {{Rafoie}}, and {{Grants}} will fail to produce any offensive effect, as they require a target to do so.&lt;br /&gt;
* {{Gifoie}}, {{Rabarta}}, and {{Razonde}} will perform normally, as they do &#039;&#039;&#039;not&#039;&#039;&#039; require a target for standard usage.&lt;br /&gt;
&lt;br /&gt;
==HP drain==&lt;br /&gt;
: &#039;&#039;Note: Not to be confused with the [[Weapons#HP drain|HP drain]] special tier [[Drain]].&#039;&#039;&lt;br /&gt;
Some rare weapons have special attacks that drain a set percentage of the character&#039;s max HP. These attacks can be used to manipulate a character&#039;s HP to precise values in order to activate [[Mags#Mag_triggers|Mag triggers]] (e.g. for invincibility) from [[List of fixed-damage attacks|set damage attacks]], especially when paired with strategic usage of {{Tool|Monomate|Monomates}} and {{Tool|Dimate|Dimates}} for immediate 200 and 500 HP recovery (respectively) in Ultimate difficulty. These attacks are also useful on android characters to intentionally consume a {{Tool|Scape Doll}} by dying, which will refill the character&#039;s {{Trap|traps}}.&lt;br /&gt;
&lt;br /&gt;
Notably, {{Cane|rare|Gal Wind}}&#039;s special attack, when used as the third attack in a combo, has the unique potential to activate a Mag&#039;s invulnerability trigger without requiring a target, as it drains 7% max HP per projectile, for a total of 21% of max HP drained at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; rowspan=&amp;quot;2&amp;quot;|Weapon&lt;br /&gt;
!HP drained&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-position: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Double Cannon}}&lt;br /&gt;
|style=&amp;quot;text-align:center|5%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Girasole}}&lt;br /&gt;
|style=&amp;quot;text-align:center|10%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Lavis Blade}} (first drain of attack)&lt;br /&gt;
|style=&amp;quot;text-align:center|5%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Lavis Blade}} (second drain of attack)&lt;br /&gt;
|style=&amp;quot;text-align:center|5%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Lavis Cannon}}&lt;br /&gt;
|style=&amp;quot;text-align:center|5%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Orotiagito}}&lt;br /&gt;
|style=&amp;quot;text-align:center|7%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Raikiri}}&lt;br /&gt;
|style=&amp;quot;text-align:center|7%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Soul Banish}}&lt;br /&gt;
|style=&amp;quot;text-align:center|7%&lt;br /&gt;
|-&lt;br /&gt;
|{{Cane|rare|Gal Wind}} (first or second attack)&lt;br /&gt;
|style=&amp;quot;text-align:center|7%&lt;br /&gt;
|-&lt;br /&gt;
|{{Cane|rare|Gal Wind}} (third attack)&lt;br /&gt;
|style=&amp;quot;text-align:center|21%&lt;br /&gt;
|-&lt;br /&gt;
|{{Cane|rare|Psycho Wand}} (any Technique)&lt;br /&gt;
|style=&amp;quot;text-align:center|TP cost of&amp;lt;br&amp;gt;Technique&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trap shooting==&lt;br /&gt;
[[File:Trapshoot.gif|thumb|left|200x200px|Trap shooting with a Handgun]] &lt;br /&gt;
[[File:Trapshoot combo + south.gif|thumb|right|200x200px|Trapshooting+combo. Note the player facing south on minimap]] &lt;br /&gt;
[[File:Trapshoot twinblaze.gif|thumb|right|200x200px|Twin Blaze trap detonation]]&lt;br /&gt;
{{Trap|Trap}} shooting is a technique that allows a set trap to be detonated almost instantly, making immediate use of its area-of-effect. This powerful tool is exclusive to [[Androids]], making them the best [[classes]] for crowd control. Trap shooting is typically performed by setting a trap and immediately using a {{Attack|Normal|1}} with a [[Handguns|Handgun]] to trigger it. &lt;br /&gt;
&lt;br /&gt;
It can also be executed with other projectile-based [[weapons]] like [[Rifles]], [[Mechguns]], or [[Shots]], provided the projectile velocity is high enough to reach and target the trap. Equipment that increases [[Units#Attack_speed_units|attack speed]] makes trap shooting slightly easier.&lt;br /&gt;
&lt;br /&gt;
A player’s height also affects the timing window for shooting the trap. Taller characters have a more forgiving timeframe to execute the trap shot, giving male Android classes an advantage over their shorter female counterparts. During character creation, setting height to the maximum can make trap shooting easier.&lt;br /&gt;
&lt;br /&gt;
A unique characteristic of trap shooting is that the player always faces south on the minimap when performing it. This can be strategically exploited by continuing the [[Attack#Attack_combos|attack combo]] into combo step 2 and 3 after triggering the trap, attacking enemies south from the player.&lt;br /&gt;
&lt;br /&gt;
Traps can also be instantly detonated by other party members using {{Frame|rare|Lieutenant Mantle|Lieutenant Mantle&#039;s}} {{Tool|Trap Vision}} effect, which allows them to see and target traps set by Android allies. This method is often used by [[Forces]] who continuously cast {{Gifoie}}. The wide area-of-effect of Gifoie ensures any trap within its range detonates immediately, enabling instant crowd control.&lt;br /&gt;
&lt;br /&gt;
A more precise method, offering greater control for Androids, is utilizing {{Sword|rare|Twin Blaze|Twin Blaze&#039;s}} {{Gifoie}} [[special]]. The low-level Gifoie cast by Twin Blaze lingers near the user, allowing for immediate trap detonation. With an understanding of [[Monster|enemy]] [[HUcast/Guide#Spawn_knowledge|spawn patterns]], Gifoie can be prepared in advance. When enemies appear, a trap can be set and detonated instantly, providing immediate crowd control and creating an attack window.&lt;br /&gt;
&lt;br /&gt;
==Breaking out of freeze status==&lt;br /&gt;
When a player is frozen, the duration of the status is initially set to 150 frames (5 seconds). There is a hidden mechanic in the game that allows players to break out of the freeze status earlier by reducing 10% of the total status duration when either of two checks is true.&lt;br /&gt;
&lt;br /&gt;
Every frame, the game checks if a certain condition has been met with the player&#039;s controls. For keyboard controls, any movement key that registered as a pressed key in this frame (a key that was pressed this frame, but was not pressed in the previous frame) will subtract 15 frames from the freeze status duration. This means it is very easy for keyboard controls to significantly shorten the duration by spamming the keyboard movement keys.&lt;br /&gt;
&lt;br /&gt;
For gamepad players, it&#039;s a bit more complicated and multiple conditions must be met. The game tracks the angle of the left analog stick each frame. Details for the conditions are listed below.&lt;br /&gt;
* The angle of the analog stick must have changed by more than 31.25% of a full rotation in either direction since the previous frame.&lt;br /&gt;
* The analog stick must be more than 50% pressed away from the neutral position.&lt;br /&gt;
* It must be less than 8 frames since the last time the previous two conditions were met.&lt;br /&gt;
&lt;br /&gt;
When all three conditions are met for gamepad controls, the freeze status duration is reduced by 15 frames.&lt;br /&gt;
&lt;br /&gt;
==Frame data==&lt;br /&gt;
* &#039;&#039;Phantasy Star Online Blue Burst&#039;&#039; runs at 30 frames per second (&amp;quot;FPS&amp;quot;)&lt;br /&gt;
* See [[Game mechanics/Frame data]] for individual weapon/technique frame data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Game_mechanics&amp;diff=39608</id>
		<title>Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Game_mechanics&amp;diff=39608"/>
		<updated>2025-12-11T03:49:35Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Breaking out of freeze status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compilation of formulas and other mechanics.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Attacks are the most basic ways to damage a monster in &#039;&#039;PSO&#039;&#039;, and there are three distinct types: Normal, Heavy, and Special. With proper timing, characters wielding the majority of weapons in the game are able to perform three attacks in a row, known as a &amp;quot;combo,&amp;quot; and a combo may be comprised of any combination of these attack types (e.g. Normal, Normal, Normal; Normal, Normal, Heavy; Heavy, Special, Normal; etc.)&lt;br /&gt;
&lt;br /&gt;
Almost any weapon can attack in a three-hit timed combo; for weapons that cannot, see the [[list of weapons which cannot combo]]. The first attack of a combo has no accuracy modifier, the second has a 1.3x accuracy modifier, and the third has a 1.69x accuracy modifier, see [[Game_mechanics#Accuracy|Accuracy]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Killing a target in a single combo is described as a [[Combo Kill]].&lt;br /&gt;
&lt;br /&gt;
===Normal attacks===&lt;br /&gt;
&#039;&#039;&#039;Normal attacks&#039;&#039;&#039; are the most basic of three attacks. They deal the least amount of damage, but have the highest accuracy. Monsters struck by normal attacks will receive damage, as well as flinch (with some exceptions). &lt;br /&gt;
&lt;br /&gt;
===Heavy attacks===&lt;br /&gt;
&#039;&#039;&#039;Heavy attacks&#039;&#039;&#039; are a basic attack with increased damage in exchange for decreased accuracy. Monsters struck by heavy attacks will receive damage, as well as be pushed back slightly (with some exceptions, e.g. [[Poison Lily|Poison Lilies]], which are rooted to the ground). &lt;br /&gt;
&lt;br /&gt;
===Special attacks===&lt;br /&gt;
&amp;lt;!--&#039;&#039;See also: [[Weapons#Special attacks|Special attacks]]&#039;&#039;--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special attacks&#039;&#039;&#039; utilize the equipped weapon&#039;s [[Weapons#Special attacks|special attack]] (if it has one), which have varying effects, but have lower accuracy than heavy attacks. Monsters struck by special attacks will be subject to the weapon&#039;s special attack properties, but will not be pushed back. Special attacks also do not contribute to the [[Photon Blasts|Photon Blast]] gauge.&lt;br /&gt;
&lt;br /&gt;
====Notable exceptions====&lt;br /&gt;
The following weapons ignore the above properties, and have special attacks that retain certain properties of heavy attacks (but still have additional properties):&lt;br /&gt;
* {{Sword|rare|Dark Flow}} (at under 12.5% maximum [[HP]], launches five projectiles at differing angles, each of which have heavy attack power and accuracy)&lt;br /&gt;
* {{Sword|rare|Vjaya}} (costs {{Meseta|10,000}} per use, deals greater damage than other [[Weapons#Sacrificial damage increase|sacrificial]] special attacks, but retains heavy attack accuracy)&lt;br /&gt;
* {{Gun|rare|Dark Meteor}} (fires a piercing green wave projectile that lingers, passes through walls, and retains heavy attack accuracy)&lt;br /&gt;
* {{Gun|rare|Frozen Shooter}} (fires a projectile that is guaranteed to inflict the {{Freeze}} status if it lands, but retains heavy attack power and accuracy)&lt;br /&gt;
* {{Gun|rare|Snow Queen}} (exactly like Frozen Shooter above, but with the added capacity to &amp;quot;pierce&amp;quot; enemies, meaning the projectile continues traveling to hit other targets beyond the first one struck)&lt;br /&gt;
&lt;br /&gt;
A [[Weapons#Sacrificial_damage_increase|sacrificial special]] attack – [[Charge]], [[Spirit]], or [[Berserk]] – deals {{Note|10/3|3.33x}} more damage. {{Sword|rare|Vjaya}}&#039;s special attack deals {{Note|17/3|5.67x}} more damage.&lt;br /&gt;
&lt;br /&gt;
[[Weapons#HP_drain|HP drain]], [[Weapons#TP_drain|TP drain]], [[Weapons#EXP_steal|EXP steal]], [[Weapons#Freezing|Freezing]], [[Weapons#Paralysis|Paralysis]] and [[Weapons#Confusion|Confusion]] weapon special attacks deal {{Note|2/3|0.67x}} damage. Additionally, HP drain attacks deal damage equal to the HP drained from the enemy.&lt;br /&gt;
&lt;br /&gt;
{{Sword|rare|Orotiagito}}&#039;s piercing wave special attack deals {{Note|35/18|1.94x}} more damage, and {{Sword|rare|Raikiri}}&#039;s similar special attack deals {{Note|35/36|0.97x}} damage.&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Attack&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Damage&lt;br /&gt;
!Accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|x1&lt;br /&gt;
|x1&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|x1.89&lt;br /&gt;
|x0.7&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|x0.56&lt;br /&gt;
|x0.5&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical damage==&lt;br /&gt;
To calculate physical damage (i.e. any damage not resulting from a fire/electric [[Weapons#Special attacks|special attack]] or a [[Techniques|Technique]]):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Begin by calculating the equipment [[ATP]], EQ&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt;&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;EQ&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; = [W&amp;lt;sub&amp;gt;ATP,min&amp;lt;/sub&amp;gt; + (Grind * 2) + F&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; + Ba&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt;] x [W&amp;lt;sub&amp;gt;atr&amp;lt;/sub&amp;gt; + 1]&amp;lt;/code&amp;gt;&lt;br /&gt;
* W&amp;lt;sub&amp;gt;ATP,min&amp;lt;/sub&amp;gt; = Minimum possible [[weapon]] ATP&lt;br /&gt;
* F&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; = [[Frames|Frame]] ATP&lt;br /&gt;
* Ba&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; = [[Barriers|Barrier]] ATP&lt;br /&gt;
* W&amp;lt;sub&amp;gt;atr&amp;lt;/sub&amp;gt; = Weapon [[Weapon attributes|attribute %]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Next, calculate the Base&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt;&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Base&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; = Base&amp;lt;sub&amp;gt;ATP,max&amp;lt;/sub&amp;gt; - P&amp;lt;sub&amp;gt;var,max&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Base&amp;lt;sub&amp;gt;ATP,max&amp;lt;/sub&amp;gt; = ATP value displayed ingame in the Menu in brackets ([[Class_comparison#Stat comparison tables|see here for stat tables]])&lt;br /&gt;
* P&amp;lt;sub&amp;gt;var,max&amp;lt;/sub&amp;gt; = Maximum [[Classes#Professions|profession]] variance, which is&lt;br /&gt;
**6 for [[Hunters]]&lt;br /&gt;
**4 for [[Rangers]]&lt;br /&gt;
**3 for [[Forces]]&lt;br /&gt;
: &#039;&#039;Note: &#039;&#039;PSO&#039;&#039; always displays the maximum ATP values in the menu. In reality, each class has a hidden &amp;quot;base ATP value,&amp;quot; to which a random, [[Classes#Professions|profession]]-specific ATP value is added. This base ATP value is of importance for ATP increases through {{Shifta}}, as seen in step 3 ([[Class_comparison#Base_ATP|more detail on Base ATP here]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Next, determine your effective ATP by applying the {{Shifta}} bonus SA to Base&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; and adding EQ&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; and P&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt;&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;ATP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; = [Base&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; + (W&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt; * W&amp;lt;sub&amp;gt;Spread&amp;lt;/sub&amp;gt;)] * (1 + SA) + EQ&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; + P&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* SA = {{Shifta|n}} [[Shifta#Level_progression|base power in %]]&lt;br /&gt;
* W&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt; = A random decimal between 0 and 1 for the weapon ATP variance per attack.&lt;br /&gt;
* W&amp;lt;sub&amp;gt;spread&amp;lt;/sub&amp;gt; = [[Weapon]] spread (&#039;&#039;e.g. a weapon with 300-400 ATP has a spread of 100 ATP&#039;&#039;)&lt;br /&gt;
* P&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt; = [[Classes#Professions|Profession]] variance, a random value between:&lt;br /&gt;
**1 to 6 for [[Hunters]]&lt;br /&gt;
**1 to 4 for [[Rangers]]&lt;br /&gt;
**1 to 3 for [[Forces]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Next, determine the effective target DFP&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;DFP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; = DFP&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; * (1 - ZL)&amp;lt;/code&amp;gt;&lt;br /&gt;
* DFP&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; = [[Monsters/Full Monster Table|Target base DFP]]&lt;br /&gt;
* ZL = {{Zalure|n}} [[Zalure#Level_progression|base power in %]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Finally, to calculate your damage on an [[Monsters|enemy]]&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Damage = [(ATP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; - DFP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt;) / 5] x 0.9 x Attack modifier&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack modifier&#039;&#039;&#039; is:&lt;br /&gt;
** Normal: 1&lt;br /&gt;
** Heavy: {{Note|17/9|1.89}}&lt;br /&gt;
** {{Note|Excluding Fire damage, Lightning damage, HP cut, and Sacrificial specials|Special|}}: {{Note|5/9|0.56}}&lt;br /&gt;
** [[Weapons#Sacrificial damage increase|Sacrificial]]: {{Note|10/3|3.33}}&lt;br /&gt;
** {{Sword|rare|Vjaya}}: {{Note|17/3|5.67}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5a. If the attack is a critical hit, calculate critical damage&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Critical damage = Damage x 1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance for an attack to be a critical hit is calculated differently for players and monsters, and use the following formulas:&lt;br /&gt;
* For players: &amp;lt;code&amp;gt;Critical hit rate = [min(LCK, 100) / 5]%&amp;lt;/code&amp;gt;&lt;br /&gt;
* For monsters: &amp;lt;code&amp;gt;Critical hit rate = [min(LCK, 100) / 2]%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other notes===&lt;br /&gt;
The game doesn&#039;t round up damage values and instead truncates them. E.g. if the final calculated damage is &amp;lt;code&amp;gt;100.92&amp;lt;/code&amp;gt;, the real damage output is &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The formulas above show that a weapon&#039;s attribute percentages are only applied to its minimum possible weapon ATP. E.g. if a weapon has 300-400 ATP and 100% in an attribute, the ATP is increased to 600-700 (not 600-800). The variable spread remains a fixed value.&lt;br /&gt;
&lt;br /&gt;
==Knockdown==&lt;br /&gt;
Characters will be knocked down if a single attack does 25% or more of their max HP.&lt;br /&gt;
&lt;br /&gt;
==Accuracy==&lt;br /&gt;
&#039;&#039;&#039;To calculate accuracy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
1. Begin by calculating total [[ATA]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ATA&amp;lt;sub&amp;gt;total&amp;lt;/sub&amp;gt; = ATA&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; + W&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; + F&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; + Ba&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* ATA&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; = ATA value displayed ingame in the Menu in brackets ([[Class_comparison#Stat comparison tables|see here for stat tables]])&lt;br /&gt;
* W&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; = [[Weapon]] ATA including [[Hit]]&lt;br /&gt;
* F&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; = [[Frames|Frame]] ATA&lt;br /&gt;
* Ba&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; = [[Barriers|Barrier]] ATA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: ATA&amp;lt;sub&amp;gt;total&amp;lt;/sub&amp;gt; is the ATA value shown ingame (&#039;&#039;&#039;not in brackets&#039;&#039;&#039;) in the menu and thus can be directly determined without the formula above.&lt;br /&gt;
&lt;br /&gt;
2. Next, calculate effective [[ATA]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ATA&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; = ATA&amp;lt;sub&amp;gt;total&amp;lt;/sub&amp;gt; * (Attack Type modifier) * (Combo Step modifier)&amp;lt;/code&amp;gt;&lt;br /&gt;
* ATA&amp;lt;sub&amp;gt;total&amp;lt;/sub&amp;gt; = Total ATA value shown ingame in the Menu (not in brackets)&lt;br /&gt;
* &#039;&#039;&#039;Attack Type modifier&#039;&#039;&#039; is:&lt;br /&gt;
** Normal: 1.0&lt;br /&gt;
** Heavy: 0.7 &lt;br /&gt;
** Special: 0.5&lt;br /&gt;
* &#039;&#039;&#039;Combo Step modifier&#039;&#039;&#039; is:&lt;br /&gt;
** First attack: 1.0&lt;br /&gt;
** Second attack: 1.3&lt;br /&gt;
** Third attack: 1.69&lt;br /&gt;
&lt;br /&gt;
3. Next, calculate the [[Monsters|enemy&#039;s]] effective [[EVP]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;EVP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; = EVP&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; * (Status Effect modifier)&amp;lt;/code&amp;gt;&lt;br /&gt;
* EVP&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; = [[Monsters/Full Monster Table|Target base EVP]]&lt;br /&gt;
* [[Status effects|Status effect]] modifier is:&lt;br /&gt;
** {{Paralyzed}} or {{Shocked}}: 0.85&lt;br /&gt;
** {{Frozen}}: 0.7&lt;br /&gt;
** Both: 0.55&lt;br /&gt;
** No status: 1&lt;br /&gt;
&lt;br /&gt;
4. Finally, calculate accuracy using the appropriate melee or ranged accuracy formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Accuracy&amp;lt;sub&amp;gt;melee&amp;lt;/sub&amp;gt; = ATA&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; - (EVP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; * 0.2)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Accuracy&amp;lt;sub&amp;gt;ranged&amp;lt;/sub&amp;gt; = ATA&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; - (EVP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; * 0.2) - (Distance Penalty)&amp;lt;/code&amp;gt;&lt;br /&gt;
* The calculated numbers are percentages. For accuracy values above &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt;, the given attack hits 100%. For negative values, the attack always misses (0%). &lt;br /&gt;
* &#039;&#039;&#039;Distance Penalty&#039;&#039;&#039; is &amp;lt;code&amp;gt;Distance * 0.33&amp;lt;/code&amp;gt; if the character is a [[Hunter]] or [[Force]] without {{Unit|rare|Smartlink}} (see Smartlink page for more detail), and 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
The accuracy check does not occur for certain projectiles if the target has moved too far when the projectile reaches the target&#039;s hitbox. This distance is 8 units for bullets. If the target has moved towards the player when manual evasion occurs, the &amp;quot;MISS&amp;quot; text is displayed. Certain weapons create attacks with launcher projectiles that do not have a manual evasion check. &lt;br /&gt;
&lt;br /&gt;
Slicer projectiles follow different rules for collision. The projectile must come within 10 units of its intended target&#039;s original position for any collision check to occur. When this condition is met, the projectile connects with the target if the distance between the target&#039;s hitbox and the slicer&#039;s original position is less than the weapon&#039;s max distance. Due to consideration of the target&#039;s hitbox, slicers rarely experience manual evasion on most enemies.&lt;br /&gt;
&lt;br /&gt;
Projectiles that are both subject to manual evasion and specifically fired at a target will have a lifetime calculated by &amp;lt;code&amp;gt;(Distance to Target) / Speed&amp;lt;/code&amp;gt;. It is possible for the game to destroy the projectile before it physically collides with the target&#039;s hitbox if the target was pushed back. There will be no &amp;quot;MISS&amp;quot; text in this case. This is commonly seen when using Heavy Attacks with weapons such as {{Gun|rare|L&amp;amp;K38 Combat}} and {{Gun|rare|Yasminkov 9000M}} at a distance.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
===Attack [[Techniques|Technique]] damage formula===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[(MST + TBP)/5] x (1.0 + CB + WB + FB + MB) x (1 - RES)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* TBP: [[Game mechanics#Technique Base Power|Technique Base Power]]&lt;br /&gt;
* CB: [[Techniques#Class-based boosts|Class Boost]]&lt;br /&gt;
* WB: [[Techniques#Weapons|Weapon Boost]]&lt;br /&gt;
* FB: [[Techniques#Frames|Frame Boost]]&lt;br /&gt;
* MB: [[Techniques#Barriers|Merge Boost]]&lt;br /&gt;
* RES: [[Stats#Resistance stats|Enemy Resistance]]&lt;br /&gt;
&lt;br /&gt;
===Technique Base Power===&lt;br /&gt;
* TLv = Technique level&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; |Technique&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; |Base Power Formula&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; |TP Cost Formula&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Foie}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[50 * (TLv - 1)] + 110&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[65 * (TLv - 1)] - 85&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Gifoie}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[26 * (TLv - 1)] + 260&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[42 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.37 x (TLv - 1)] + 20&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Rafoie}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[22 * (TLv - 1)] + 350&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[21 * (TLv - 1)] + 370&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.25 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Barta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[50 * (TLv - 1)] + 50&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[63 * (TLv - 1)] - 125&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.2 * (TLv - 1)] + 4&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Gibarta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[24 * (TLv - 1)] + 230&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[40 * (TLv - 1)]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.5 * (TLv - 1)] + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Rabarta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[19 * (TLv - 1)] + 400&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[15 * (TLv - 1)] + 470&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.2 * (TLv - 1)] + 35&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Zonde}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[50 * (TLv - 1)] + 80&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[55 * (TLv - 1)] + 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.1 * (TLv - 1)] + 6&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Gizonde}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[22 * (TLv - 1)] + 200&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[38 * (TLv - 1)] - 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.6 * (TLv - 1)] + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Razonde}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[16 * (TLv - 1)] + 450&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[8 * (TLv - 1)] + 565&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.3 * (TLv - 1)] + 35&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Grants}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[75 * (TLv - 1)] + 1180&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[60 * (TLv - 1)] + 1400&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.1 * (TLv - 1)] + 45&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Megid}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[3 * (TLv - 1)] + 27&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[2 * (TLv - 1)] + 42&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.05 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Resta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[5 * (TLv - 1)] + 50&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.2 * (TLv - 1)] + 15&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Anti}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;| - &lt;br /&gt;
|&amp;lt;code&amp;gt;[0.5 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Reverser}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;| - &lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|20&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Shifta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: &amp;lt;code&amp;gt;[10 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.2 * (TLv - 1)] + 15&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Deband}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: &amp;lt;code&amp;gt;[10 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[(TLv - 1)] + 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Jellen}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: &amp;lt;code&amp;gt;[10 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[(TLv - 1)] + 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Zalure}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: &amp;lt;code&amp;gt;[10 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.5 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Ryuker}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;| - &lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Resta===&lt;br /&gt;
====Power====&lt;br /&gt;
Amount healed by {{Resta}} (including {{PSO icon|Leilla|link=}}[[Photon Blasts#Leilla|Leilla]] [[Photon Blasts|Photon Blast]]):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MST * 0.5 + TBP&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Self-Resta====&lt;br /&gt;
[[File:Self Resta example.gif|thumb|Self-Resta example using an attack animation. Note Player 2&#039;s HP.]]&lt;br /&gt;
Certain techniques, notably {{Resta}} but also applicable to other [[Techniques#Recovery techniques|recovery]], [[Techniques#Support techniques|support]], and some [[Techniques#Attack techniques|attack]] [[Techniques]], can be forced to cast prior to acquiring external targets. As a result, the heal from {{Resta}} only affects the player who casts it. This occurs when an applicable technique is cast on the first actionable frame after performing an attack, recovering from knockdown, recovering from hit stun, interacting with a switch, or performing a Lobby Action emote.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Note: Self-Resta does not work after certain other actions, such as casting techniques.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By utilizing the Techniques quick menu, self-Resta can be performed reliably. Techniques in the quick menu can be rearranged, allowing Resta to be placed at or near the top of the list. During the action, the quick menu can be opened and Resta can be selected and queued, buffering the cast for the first available frame (see graphic).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Note: To access the Techniques quick menu, use &amp;quot;Action Palette Change&amp;quot; + &amp;quot;Symbol Chat Open&amp;quot; control bindings, followed by Right Bumper or Right Arrow Key to cycle from the Weapons (or Tools) quick menu to the Techniques quick menu. This menu can be rearranged using the &amp;quot;Details&amp;quot; control binding, typically the left face button on controller or Tab on keyboard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Lobby Action can be performed &#039;&#039;&#039;while the Techniques menu or Techniques quick menu are opened&#039;&#039;&#039;, with &amp;lt;code&amp;gt;Alt+F1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Alt+F2&amp;lt;/code&amp;gt; being common quick options for performing self-Resta. With this, the player only needs to press &amp;quot;Confirm&amp;quot; while the emote is playing to successfully execute this mechanic.&lt;br /&gt;
&lt;br /&gt;
Self-Resta is primarily useful in parties with {{Sword|rare|Dark Flow}} users, as Dark Flow&#039;s powerful special attack requires the user&#039;s HP to be below a certain threshold. Another use for self-Resta is to allow other players in the party to exploit [[List of fixed-damage attacks|set damage attacks]] for invulnerability {{PSO icon|mag}}[[Mags#Mag_triggers|Mag triggers]] by manipulating their own health precisely via {{Tool|Monomate|Monomates}}, {{Tool|Dimate|Dimates}}, {{Tool|Trimate|Trimates}}, and [[#HP drain|HP draining special attacks]]. Self-Resta allows players wishing to recover their health to do so without interfering with allies&#039; strategies (or expending recovery items).&lt;br /&gt;
&lt;br /&gt;
This mechanic can also be used with some [[Techniques#Attack techniques|Attack techniques]] but with minimal usefulness:&lt;br /&gt;
* {{Foie}}, {{Barta}}, {{Gibarta}}, and {{Megid}} will fire in a straight line from the player&#039;s facing direction and hit the first enemy in its path (Foie and non-piercing Megid) or many enemies in its path (Barta, Gibarta, and piercing Megid). Piercing Megid may see slightly improved effectiveness compared to if a standard targeted cast would instead collide with the floor and dissipate earlier than desired. Barta will &#039;&#039;&#039;not&#039;&#039;&#039; have the usual reduced speed and range when standing very near, inside, or directly below its target. The Technique will &#039;&#039;&#039;not&#039;&#039;&#039; be automatically aimed towards the closest target in the Technique&#039;s targeting cone.&lt;br /&gt;
* {{Zonde}}, {{Gizonde}}, {{Rafoie}}, and {{Grants}} will fail to produce any offensive effect, as they require a target to do so.&lt;br /&gt;
* {{Gifoie}}, {{Rabarta}}, and {{Razonde}} will perform normally, as they do &#039;&#039;&#039;not&#039;&#039;&#039; require a target for standard usage.&lt;br /&gt;
&lt;br /&gt;
==HP drain==&lt;br /&gt;
: &#039;&#039;Note: Not to be confused with the [[Weapons#HP drain|HP drain]] special tier [[Drain]].&#039;&#039;&lt;br /&gt;
Some rare weapons have special attacks that drain a set percentage of the character&#039;s max HP. These attacks can be used to manipulate a character&#039;s HP to precise values in order to activate [[Mags#Mag_triggers|Mag triggers]] (e.g. for invincibility) from [[List of fixed-damage attacks|set damage attacks]], especially when paired with strategic usage of {{Tool|Monomate|Monomates}} and {{Tool|Dimate|Dimates}} for immediate 200 and 500 HP recovery (respectively) in Ultimate difficulty. These attacks are also useful on android characters to intentionally consume a {{Tool|Scape Doll}} by dying, which will refill the character&#039;s {{Trap|traps}}.&lt;br /&gt;
&lt;br /&gt;
Notably, {{Cane|rare|Gal Wind}}&#039;s special attack, when used as the third attack in a combo, has the unique potential to activate a Mag&#039;s invulnerability trigger without requiring a target, as it drains 7% max HP per projectile, for a total of 21% of max HP drained at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; rowspan=&amp;quot;2&amp;quot;|Weapon&lt;br /&gt;
!HP drained&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-position: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Double Cannon}}&lt;br /&gt;
|style=&amp;quot;text-align:center|5%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Girasole}}&lt;br /&gt;
|style=&amp;quot;text-align:center|10%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Lavis Blade}} (first drain of attack)&lt;br /&gt;
|style=&amp;quot;text-align:center|5%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Lavis Blade}} (second drain of attack)&lt;br /&gt;
|style=&amp;quot;text-align:center|5%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Lavis Cannon}}&lt;br /&gt;
|style=&amp;quot;text-align:center|5%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Orotiagito}}&lt;br /&gt;
|style=&amp;quot;text-align:center|7%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Raikiri}}&lt;br /&gt;
|style=&amp;quot;text-align:center|7%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Soul Banish}}&lt;br /&gt;
|style=&amp;quot;text-align:center|7%&lt;br /&gt;
|-&lt;br /&gt;
|{{Cane|rare|Gal Wind}} (first or second attack)&lt;br /&gt;
|style=&amp;quot;text-align:center|7%&lt;br /&gt;
|-&lt;br /&gt;
|{{Cane|rare|Gal Wind}} (third attack)&lt;br /&gt;
|style=&amp;quot;text-align:center|21%&lt;br /&gt;
|-&lt;br /&gt;
|{{Cane|rare|Psycho Wand}} (any Technique)&lt;br /&gt;
|style=&amp;quot;text-align:center|TP cost of&amp;lt;br&amp;gt;Technique&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trap shooting==&lt;br /&gt;
[[File:Trapshoot.gif|thumb|left|200x200px|Trap shooting with a Handgun]] &lt;br /&gt;
[[File:Trapshoot combo + south.gif|thumb|right|200x200px|Trapshooting+combo. Note the player facing south on minimap]] &lt;br /&gt;
[[File:Trapshoot twinblaze.gif|thumb|right|200x200px|Twin Blaze trap detonation]]&lt;br /&gt;
{{Trap|Trap}} shooting is a technique that allows a set trap to be detonated almost instantly, making immediate use of its area-of-effect. This powerful tool is exclusive to [[Androids]], making them the best [[classes]] for crowd control. Trap shooting is typically performed by setting a trap and immediately using a {{Attack|Normal|1}} with a [[Handguns|Handgun]] to trigger it. &lt;br /&gt;
&lt;br /&gt;
It can also be executed with other projectile-based [[weapons]] like [[Rifles]], [[Mechguns]], or [[Shots]], provided the projectile velocity is high enough to reach and target the trap. Equipment that increases [[Units#Attack_speed_units|attack speed]] makes trap shooting slightly easier.&lt;br /&gt;
&lt;br /&gt;
A player’s height also affects the timing window for shooting the trap. Taller characters have a more forgiving timeframe to execute the trap shot, giving male Android classes an advantage over their shorter female counterparts. During character creation, setting height to the maximum can make trap shooting easier.&lt;br /&gt;
&lt;br /&gt;
A unique characteristic of trap shooting is that the player always faces south on the minimap when performing it. This can be strategically exploited by continuing the [[Attack#Attack_combos|attack combo]] into combo step 2 and 3 after triggering the trap, attacking enemies south from the player.&lt;br /&gt;
&lt;br /&gt;
Traps can also be instantly detonated by other party members using {{Frame|rare|Lieutenant Mantle|Lieutenant Mantle&#039;s}} {{Tool|Trap Vision}} effect, which allows them to see and target traps set by Android allies. This method is often used by [[Forces]] who continuously cast {{Gifoie}}. The wide area-of-effect of Gifoie ensures any trap within its range detonates immediately, enabling instant crowd control.&lt;br /&gt;
&lt;br /&gt;
A more precise method, offering greater control for Androids, is utilizing {{Sword|rare|Twin Blaze|Twin Blaze&#039;s}} {{Gifoie}} [[special]]. The low-level Gifoie cast by Twin Blaze lingers near the user, allowing for immediate trap detonation. With an understanding of [[Monster|enemy]] [[HUcast/Guide#Spawn_knowledge|spawn patterns]], Gifoie can be prepared in advance. When enemies appear, a trap can be set and detonated instantly, providing immediate crowd control and creating an attack window.&lt;br /&gt;
&lt;br /&gt;
==Breaking out of freeze status==&lt;br /&gt;
When a player is frozen, the duration of the status is initially set to 150 frames (5 seconds). There is a hidden mechanic in the game that allows players to break out of the freeze status earlier by reducing 10% of the total status duration when either of two checks is true.&lt;br /&gt;
&lt;br /&gt;
Every frame, the game checks if a certain condition has been met with the player&#039;s controls. For keyboard controls, any movement key being pressed in a frame will subtract 15 frames from the freeze status. This means it is very easy for keyboard controls to significantly shorten the duration of the freeze status.&lt;br /&gt;
&lt;br /&gt;
For gamepad players, it&#039;s a bit more complicated and multiple conditions must be met. The game tracks the angle of the left analog stick each frame. Details for the conditions are listed below.&lt;br /&gt;
* The angle of the analog stick must have changed by more than 31.25% of a full rotation in either direction since the previous frame.&lt;br /&gt;
* The analog stick must be more than 50% pressed away from the neutral position.&lt;br /&gt;
* It must be less than 8 frames since the last time the previous two conditions were met.&lt;br /&gt;
&lt;br /&gt;
When all three conditions are met for gamepad controls, the freeze status duration is reduced by 15 frames.&lt;br /&gt;
&lt;br /&gt;
==Frame data==&lt;br /&gt;
* &#039;&#039;Phantasy Star Online Blue Burst&#039;&#039; runs at 30 frames per second (&amp;quot;FPS&amp;quot;)&lt;br /&gt;
* See [[Game mechanics/Frame data]] for individual weapon/technique frame data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Game_mechanics&amp;diff=39607</id>
		<title>Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Game_mechanics&amp;diff=39607"/>
		<updated>2025-12-11T03:42:26Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compilation of formulas and other mechanics.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Attacks are the most basic ways to damage a monster in &#039;&#039;PSO&#039;&#039;, and there are three distinct types: Normal, Heavy, and Special. With proper timing, characters wielding the majority of weapons in the game are able to perform three attacks in a row, known as a &amp;quot;combo,&amp;quot; and a combo may be comprised of any combination of these attack types (e.g. Normal, Normal, Normal; Normal, Normal, Heavy; Heavy, Special, Normal; etc.)&lt;br /&gt;
&lt;br /&gt;
Almost any weapon can attack in a three-hit timed combo; for weapons that cannot, see the [[list of weapons which cannot combo]]. The first attack of a combo has no accuracy modifier, the second has a 1.3x accuracy modifier, and the third has a 1.69x accuracy modifier, see [[Game_mechanics#Accuracy|Accuracy]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Killing a target in a single combo is described as a [[Combo Kill]].&lt;br /&gt;
&lt;br /&gt;
===Normal attacks===&lt;br /&gt;
&#039;&#039;&#039;Normal attacks&#039;&#039;&#039; are the most basic of three attacks. They deal the least amount of damage, but have the highest accuracy. Monsters struck by normal attacks will receive damage, as well as flinch (with some exceptions). &lt;br /&gt;
&lt;br /&gt;
===Heavy attacks===&lt;br /&gt;
&#039;&#039;&#039;Heavy attacks&#039;&#039;&#039; are a basic attack with increased damage in exchange for decreased accuracy. Monsters struck by heavy attacks will receive damage, as well as be pushed back slightly (with some exceptions, e.g. [[Poison Lily|Poison Lilies]], which are rooted to the ground). &lt;br /&gt;
&lt;br /&gt;
===Special attacks===&lt;br /&gt;
&amp;lt;!--&#039;&#039;See also: [[Weapons#Special attacks|Special attacks]]&#039;&#039;--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special attacks&#039;&#039;&#039; utilize the equipped weapon&#039;s [[Weapons#Special attacks|special attack]] (if it has one), which have varying effects, but have lower accuracy than heavy attacks. Monsters struck by special attacks will be subject to the weapon&#039;s special attack properties, but will not be pushed back. Special attacks also do not contribute to the [[Photon Blasts|Photon Blast]] gauge.&lt;br /&gt;
&lt;br /&gt;
====Notable exceptions====&lt;br /&gt;
The following weapons ignore the above properties, and have special attacks that retain certain properties of heavy attacks (but still have additional properties):&lt;br /&gt;
* {{Sword|rare|Dark Flow}} (at under 12.5% maximum [[HP]], launches five projectiles at differing angles, each of which have heavy attack power and accuracy)&lt;br /&gt;
* {{Sword|rare|Vjaya}} (costs {{Meseta|10,000}} per use, deals greater damage than other [[Weapons#Sacrificial damage increase|sacrificial]] special attacks, but retains heavy attack accuracy)&lt;br /&gt;
* {{Gun|rare|Dark Meteor}} (fires a piercing green wave projectile that lingers, passes through walls, and retains heavy attack accuracy)&lt;br /&gt;
* {{Gun|rare|Frozen Shooter}} (fires a projectile that is guaranteed to inflict the {{Freeze}} status if it lands, but retains heavy attack power and accuracy)&lt;br /&gt;
* {{Gun|rare|Snow Queen}} (exactly like Frozen Shooter above, but with the added capacity to &amp;quot;pierce&amp;quot; enemies, meaning the projectile continues traveling to hit other targets beyond the first one struck)&lt;br /&gt;
&lt;br /&gt;
A [[Weapons#Sacrificial_damage_increase|sacrificial special]] attack – [[Charge]], [[Spirit]], or [[Berserk]] – deals {{Note|10/3|3.33x}} more damage. {{Sword|rare|Vjaya}}&#039;s special attack deals {{Note|17/3|5.67x}} more damage.&lt;br /&gt;
&lt;br /&gt;
[[Weapons#HP_drain|HP drain]], [[Weapons#TP_drain|TP drain]], [[Weapons#EXP_steal|EXP steal]], [[Weapons#Freezing|Freezing]], [[Weapons#Paralysis|Paralysis]] and [[Weapons#Confusion|Confusion]] weapon special attacks deal {{Note|2/3|0.67x}} damage. Additionally, HP drain attacks deal damage equal to the HP drained from the enemy.&lt;br /&gt;
&lt;br /&gt;
{{Sword|rare|Orotiagito}}&#039;s piercing wave special attack deals {{Note|35/18|1.94x}} more damage, and {{Sword|rare|Raikiri}}&#039;s similar special attack deals {{Note|35/36|0.97x}} damage.&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Attack&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Damage&lt;br /&gt;
!Accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|x1&lt;br /&gt;
|x1&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|x1.89&lt;br /&gt;
|x0.7&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|x0.56&lt;br /&gt;
|x0.5&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical damage==&lt;br /&gt;
To calculate physical damage (i.e. any damage not resulting from a fire/electric [[Weapons#Special attacks|special attack]] or a [[Techniques|Technique]]):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Begin by calculating the equipment [[ATP]], EQ&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt;&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;EQ&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; = [W&amp;lt;sub&amp;gt;ATP,min&amp;lt;/sub&amp;gt; + (Grind * 2) + F&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; + Ba&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt;] x [W&amp;lt;sub&amp;gt;atr&amp;lt;/sub&amp;gt; + 1]&amp;lt;/code&amp;gt;&lt;br /&gt;
* W&amp;lt;sub&amp;gt;ATP,min&amp;lt;/sub&amp;gt; = Minimum possible [[weapon]] ATP&lt;br /&gt;
* F&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; = [[Frames|Frame]] ATP&lt;br /&gt;
* Ba&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; = [[Barriers|Barrier]] ATP&lt;br /&gt;
* W&amp;lt;sub&amp;gt;atr&amp;lt;/sub&amp;gt; = Weapon [[Weapon attributes|attribute %]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Next, calculate the Base&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt;&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Base&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; = Base&amp;lt;sub&amp;gt;ATP,max&amp;lt;/sub&amp;gt; - P&amp;lt;sub&amp;gt;var,max&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Base&amp;lt;sub&amp;gt;ATP,max&amp;lt;/sub&amp;gt; = ATP value displayed ingame in the Menu in brackets ([[Class_comparison#Stat comparison tables|see here for stat tables]])&lt;br /&gt;
* P&amp;lt;sub&amp;gt;var,max&amp;lt;/sub&amp;gt; = Maximum [[Classes#Professions|profession]] variance, which is&lt;br /&gt;
**6 for [[Hunters]]&lt;br /&gt;
**4 for [[Rangers]]&lt;br /&gt;
**3 for [[Forces]]&lt;br /&gt;
: &#039;&#039;Note: &#039;&#039;PSO&#039;&#039; always displays the maximum ATP values in the menu. In reality, each class has a hidden &amp;quot;base ATP value,&amp;quot; to which a random, [[Classes#Professions|profession]]-specific ATP value is added. This base ATP value is of importance for ATP increases through {{Shifta}}, as seen in step 3 ([[Class_comparison#Base_ATP|more detail on Base ATP here]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Next, determine your effective ATP by applying the {{Shifta}} bonus SA to Base&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; and adding EQ&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; and P&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt;&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;ATP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; = [Base&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; + (W&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt; * W&amp;lt;sub&amp;gt;Spread&amp;lt;/sub&amp;gt;)] * (1 + SA) + EQ&amp;lt;sub&amp;gt;ATP&amp;lt;/sub&amp;gt; + P&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* SA = {{Shifta|n}} [[Shifta#Level_progression|base power in %]]&lt;br /&gt;
* W&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt; = A random decimal between 0 and 1 for the weapon ATP variance per attack.&lt;br /&gt;
* W&amp;lt;sub&amp;gt;spread&amp;lt;/sub&amp;gt; = [[Weapon]] spread (&#039;&#039;e.g. a weapon with 300-400 ATP has a spread of 100 ATP&#039;&#039;)&lt;br /&gt;
* P&amp;lt;sub&amp;gt;var&amp;lt;/sub&amp;gt; = [[Classes#Professions|Profession]] variance, a random value between:&lt;br /&gt;
**1 to 6 for [[Hunters]]&lt;br /&gt;
**1 to 4 for [[Rangers]]&lt;br /&gt;
**1 to 3 for [[Forces]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Next, determine the effective target DFP&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;DFP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; = DFP&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; * (1 - ZL)&amp;lt;/code&amp;gt;&lt;br /&gt;
* DFP&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; = [[Monsters/Full Monster Table|Target base DFP]]&lt;br /&gt;
* ZL = {{Zalure|n}} [[Zalure#Level_progression|base power in %]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Finally, to calculate your damage on an [[Monsters|enemy]]&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Damage = [(ATP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; - DFP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt;) / 5] x 0.9 x Attack modifier&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack modifier&#039;&#039;&#039; is:&lt;br /&gt;
** Normal: 1&lt;br /&gt;
** Heavy: {{Note|17/9|1.89}}&lt;br /&gt;
** {{Note|Excluding Fire damage, Lightning damage, HP cut, and Sacrificial specials|Special|}}: {{Note|5/9|0.56}}&lt;br /&gt;
** [[Weapons#Sacrificial damage increase|Sacrificial]]: {{Note|10/3|3.33}}&lt;br /&gt;
** {{Sword|rare|Vjaya}}: {{Note|17/3|5.67}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5a. If the attack is a critical hit, calculate critical damage&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Critical damage = Damage x 1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance for an attack to be a critical hit is calculated differently for players and monsters, and use the following formulas:&lt;br /&gt;
* For players: &amp;lt;code&amp;gt;Critical hit rate = [min(LCK, 100) / 5]%&amp;lt;/code&amp;gt;&lt;br /&gt;
* For monsters: &amp;lt;code&amp;gt;Critical hit rate = [min(LCK, 100) / 2]%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other notes===&lt;br /&gt;
The game doesn&#039;t round up damage values and instead truncates them. E.g. if the final calculated damage is &amp;lt;code&amp;gt;100.92&amp;lt;/code&amp;gt;, the real damage output is &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The formulas above show that a weapon&#039;s attribute percentages are only applied to its minimum possible weapon ATP. E.g. if a weapon has 300-400 ATP and 100% in an attribute, the ATP is increased to 600-700 (not 600-800). The variable spread remains a fixed value.&lt;br /&gt;
&lt;br /&gt;
==Knockdown==&lt;br /&gt;
Characters will be knocked down if a single attack does 25% or more of their max HP.&lt;br /&gt;
&lt;br /&gt;
==Accuracy==&lt;br /&gt;
&#039;&#039;&#039;To calculate accuracy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
1. Begin by calculating total [[ATA]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ATA&amp;lt;sub&amp;gt;total&amp;lt;/sub&amp;gt; = ATA&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; + W&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; + F&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; + Ba&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* ATA&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; = ATA value displayed ingame in the Menu in brackets ([[Class_comparison#Stat comparison tables|see here for stat tables]])&lt;br /&gt;
* W&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; = [[Weapon]] ATA including [[Hit]]&lt;br /&gt;
* F&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; = [[Frames|Frame]] ATA&lt;br /&gt;
* Ba&amp;lt;sub&amp;gt;ATA&amp;lt;/sub&amp;gt; = [[Barriers|Barrier]] ATA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: ATA&amp;lt;sub&amp;gt;total&amp;lt;/sub&amp;gt; is the ATA value shown ingame (&#039;&#039;&#039;not in brackets&#039;&#039;&#039;) in the menu and thus can be directly determined without the formula above.&lt;br /&gt;
&lt;br /&gt;
2. Next, calculate effective [[ATA]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ATA&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; = ATA&amp;lt;sub&amp;gt;total&amp;lt;/sub&amp;gt; * (Attack Type modifier) * (Combo Step modifier)&amp;lt;/code&amp;gt;&lt;br /&gt;
* ATA&amp;lt;sub&amp;gt;total&amp;lt;/sub&amp;gt; = Total ATA value shown ingame in the Menu (not in brackets)&lt;br /&gt;
* &#039;&#039;&#039;Attack Type modifier&#039;&#039;&#039; is:&lt;br /&gt;
** Normal: 1.0&lt;br /&gt;
** Heavy: 0.7 &lt;br /&gt;
** Special: 0.5&lt;br /&gt;
* &#039;&#039;&#039;Combo Step modifier&#039;&#039;&#039; is:&lt;br /&gt;
** First attack: 1.0&lt;br /&gt;
** Second attack: 1.3&lt;br /&gt;
** Third attack: 1.69&lt;br /&gt;
&lt;br /&gt;
3. Next, calculate the [[Monsters|enemy&#039;s]] effective [[EVP]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;EVP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; = EVP&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; * (Status Effect modifier)&amp;lt;/code&amp;gt;&lt;br /&gt;
* EVP&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; = [[Monsters/Full Monster Table|Target base EVP]]&lt;br /&gt;
* [[Status effects|Status effect]] modifier is:&lt;br /&gt;
** {{Paralyzed}} or {{Shocked}}: 0.85&lt;br /&gt;
** {{Frozen}}: 0.7&lt;br /&gt;
** Both: 0.55&lt;br /&gt;
** No status: 1&lt;br /&gt;
&lt;br /&gt;
4. Finally, calculate accuracy using the appropriate melee or ranged accuracy formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Accuracy&amp;lt;sub&amp;gt;melee&amp;lt;/sub&amp;gt; = ATA&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; - (EVP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; * 0.2)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Accuracy&amp;lt;sub&amp;gt;ranged&amp;lt;/sub&amp;gt; = ATA&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; - (EVP&amp;lt;sub&amp;gt;eff&amp;lt;/sub&amp;gt; * 0.2) - (Distance Penalty)&amp;lt;/code&amp;gt;&lt;br /&gt;
* The calculated numbers are percentages. For accuracy values above &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt;, the given attack hits 100%. For negative values, the attack always misses (0%). &lt;br /&gt;
* &#039;&#039;&#039;Distance Penalty&#039;&#039;&#039; is &amp;lt;code&amp;gt;Distance * 0.33&amp;lt;/code&amp;gt; if the character is a [[Hunter]] or [[Force]] without {{Unit|rare|Smartlink}} (see Smartlink page for more detail), and 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
The accuracy check does not occur for certain projectiles if the target has moved too far when the projectile reaches the target&#039;s hitbox. This distance is 8 units for bullets. If the target has moved towards the player when manual evasion occurs, the &amp;quot;MISS&amp;quot; text is displayed. Certain weapons create attacks with launcher projectiles that do not have a manual evasion check. &lt;br /&gt;
&lt;br /&gt;
Slicer projectiles follow different rules for collision. The projectile must come within 10 units of its intended target&#039;s original position for any collision check to occur. When this condition is met, the projectile connects with the target if the distance between the target&#039;s hitbox and the slicer&#039;s original position is less than the weapon&#039;s max distance. Due to consideration of the target&#039;s hitbox, slicers rarely experience manual evasion on most enemies.&lt;br /&gt;
&lt;br /&gt;
Projectiles that are both subject to manual evasion and specifically fired at a target will have a lifetime calculated by &amp;lt;code&amp;gt;(Distance to Target) / Speed&amp;lt;/code&amp;gt;. It is possible for the game to destroy the projectile before it physically collides with the target&#039;s hitbox if the target was pushed back. There will be no &amp;quot;MISS&amp;quot; text in this case. This is commonly seen when using Heavy Attacks with weapons such as {{Gun|rare|L&amp;amp;K38 Combat}} and {{Gun|rare|Yasminkov 9000M}} at a distance.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
===Attack [[Techniques|Technique]] damage formula===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[(MST + TBP)/5] x (1.0 + CB + WB + FB + MB) x (1 - RES)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* TBP: [[Game mechanics#Technique Base Power|Technique Base Power]]&lt;br /&gt;
* CB: [[Techniques#Class-based boosts|Class Boost]]&lt;br /&gt;
* WB: [[Techniques#Weapons|Weapon Boost]]&lt;br /&gt;
* FB: [[Techniques#Frames|Frame Boost]]&lt;br /&gt;
* MB: [[Techniques#Barriers|Merge Boost]]&lt;br /&gt;
* RES: [[Stats#Resistance stats|Enemy Resistance]]&lt;br /&gt;
&lt;br /&gt;
===Technique Base Power===&lt;br /&gt;
* TLv = Technique level&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; |Technique&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; |Base Power Formula&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; |TP Cost Formula&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Foie}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[50 * (TLv - 1)] + 110&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[65 * (TLv - 1)] - 85&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Gifoie}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[26 * (TLv - 1)] + 260&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[42 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.37 x (TLv - 1)] + 20&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Rafoie}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[22 * (TLv - 1)] + 350&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[21 * (TLv - 1)] + 370&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.25 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Barta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[50 * (TLv - 1)] + 50&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[63 * (TLv - 1)] - 125&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.2 * (TLv - 1)] + 4&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Gibarta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[24 * (TLv - 1)] + 230&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[40 * (TLv - 1)]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.5 * (TLv - 1)] + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Rabarta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[19 * (TLv - 1)] + 400&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[15 * (TLv - 1)] + 470&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.2 * (TLv - 1)] + 35&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Zonde}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[50 * (TLv - 1)] + 80&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[55 * (TLv - 1)] + 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.1 * (TLv - 1)] + 6&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Gizonde}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[22 * (TLv - 1)] + 200&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[38 * (TLv - 1)] - 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.6 * (TLv - 1)] + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Razonde}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[16 * (TLv - 1)] + 450&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[8 * (TLv - 1)] + 565&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.3 * (TLv - 1)] + 35&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Grants}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[75 * (TLv - 1)] + 1180&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[60 * (TLv - 1)] + 1400&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.1 * (TLv - 1)] + 45&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Megid}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-15: &amp;lt;code&amp;gt;[3 * (TLv - 1)] + 27&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lv. 16-30: &amp;lt;code&amp;gt;[2 * (TLv - 1)] + 42&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.05 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Resta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[5 * (TLv - 1)] + 50&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.2 * (TLv - 1)] + 15&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Anti}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;| - &lt;br /&gt;
|&amp;lt;code&amp;gt;[0.5 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Reverser}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;| - &lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|20&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Shifta}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: &amp;lt;code&amp;gt;[10 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[1.2 * (TLv - 1)] + 15&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Deband}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: &amp;lt;code&amp;gt;[10 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[(TLv - 1)] + 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Jellen}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: &amp;lt;code&amp;gt;[10 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[(TLv - 1)] + 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Zalure}}&lt;br /&gt;
|&lt;br /&gt;
Lv. 1-30: &amp;lt;code&amp;gt;[1.3 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: &amp;lt;code&amp;gt;[10 * (TLv - 1)] + 30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;[0.5 * (TLv - 1)] + 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;|{{Ryuker}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;| - &lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Resta===&lt;br /&gt;
====Power====&lt;br /&gt;
Amount healed by {{Resta}} (including {{PSO icon|Leilla|link=}}[[Photon Blasts#Leilla|Leilla]] [[Photon Blasts|Photon Blast]]):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MST * 0.5 + TBP&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Self-Resta====&lt;br /&gt;
[[File:Self Resta example.gif|thumb|Self-Resta example using an attack animation. Note Player 2&#039;s HP.]]&lt;br /&gt;
Certain techniques, notably {{Resta}} but also applicable to other [[Techniques#Recovery techniques|recovery]], [[Techniques#Support techniques|support]], and some [[Techniques#Attack techniques|attack]] [[Techniques]], can be forced to cast prior to acquiring external targets. As a result, the heal from {{Resta}} only affects the player who casts it. This occurs when an applicable technique is cast on the first actionable frame after performing an attack, recovering from knockdown, recovering from hit stun, interacting with a switch, or performing a Lobby Action emote.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Note: Self-Resta does not work after certain other actions, such as casting techniques.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By utilizing the Techniques quick menu, self-Resta can be performed reliably. Techniques in the quick menu can be rearranged, allowing Resta to be placed at or near the top of the list. During the action, the quick menu can be opened and Resta can be selected and queued, buffering the cast for the first available frame (see graphic).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Note: To access the Techniques quick menu, use &amp;quot;Action Palette Change&amp;quot; + &amp;quot;Symbol Chat Open&amp;quot; control bindings, followed by Right Bumper or Right Arrow Key to cycle from the Weapons (or Tools) quick menu to the Techniques quick menu. This menu can be rearranged using the &amp;quot;Details&amp;quot; control binding, typically the left face button on controller or Tab on keyboard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Lobby Action can be performed &#039;&#039;&#039;while the Techniques menu or Techniques quick menu are opened&#039;&#039;&#039;, with &amp;lt;code&amp;gt;Alt+F1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Alt+F2&amp;lt;/code&amp;gt; being common quick options for performing self-Resta. With this, the player only needs to press &amp;quot;Confirm&amp;quot; while the emote is playing to successfully execute this mechanic.&lt;br /&gt;
&lt;br /&gt;
Self-Resta is primarily useful in parties with {{Sword|rare|Dark Flow}} users, as Dark Flow&#039;s powerful special attack requires the user&#039;s HP to be below a certain threshold. Another use for self-Resta is to allow other players in the party to exploit [[List of fixed-damage attacks|set damage attacks]] for invulnerability {{PSO icon|mag}}[[Mags#Mag_triggers|Mag triggers]] by manipulating their own health precisely via {{Tool|Monomate|Monomates}}, {{Tool|Dimate|Dimates}}, {{Tool|Trimate|Trimates}}, and [[#HP drain|HP draining special attacks]]. Self-Resta allows players wishing to recover their health to do so without interfering with allies&#039; strategies (or expending recovery items).&lt;br /&gt;
&lt;br /&gt;
This mechanic can also be used with some [[Techniques#Attack techniques|Attack techniques]] but with minimal usefulness:&lt;br /&gt;
* {{Foie}}, {{Barta}}, {{Gibarta}}, and {{Megid}} will fire in a straight line from the player&#039;s facing direction and hit the first enemy in its path (Foie and non-piercing Megid) or many enemies in its path (Barta, Gibarta, and piercing Megid). Piercing Megid may see slightly improved effectiveness compared to if a standard targeted cast would instead collide with the floor and dissipate earlier than desired. Barta will &#039;&#039;&#039;not&#039;&#039;&#039; have the usual reduced speed and range when standing very near, inside, or directly below its target. The Technique will &#039;&#039;&#039;not&#039;&#039;&#039; be automatically aimed towards the closest target in the Technique&#039;s targeting cone.&lt;br /&gt;
* {{Zonde}}, {{Gizonde}}, {{Rafoie}}, and {{Grants}} will fail to produce any offensive effect, as they require a target to do so.&lt;br /&gt;
* {{Gifoie}}, {{Rabarta}}, and {{Razonde}} will perform normally, as they do &#039;&#039;&#039;not&#039;&#039;&#039; require a target for standard usage.&lt;br /&gt;
&lt;br /&gt;
==HP drain==&lt;br /&gt;
: &#039;&#039;Note: Not to be confused with the [[Weapons#HP drain|HP drain]] special tier [[Drain]].&#039;&#039;&lt;br /&gt;
Some rare weapons have special attacks that drain a set percentage of the character&#039;s max HP. These attacks can be used to manipulate a character&#039;s HP to precise values in order to activate [[Mags#Mag_triggers|Mag triggers]] (e.g. for invincibility) from [[List of fixed-damage attacks|set damage attacks]], especially when paired with strategic usage of {{Tool|Monomate|Monomates}} and {{Tool|Dimate|Dimates}} for immediate 200 and 500 HP recovery (respectively) in Ultimate difficulty. These attacks are also useful on android characters to intentionally consume a {{Tool|Scape Doll}} by dying, which will refill the character&#039;s {{Trap|traps}}.&lt;br /&gt;
&lt;br /&gt;
Notably, {{Cane|rare|Gal Wind}}&#039;s special attack, when used as the third attack in a combo, has the unique potential to activate a Mag&#039;s invulnerability trigger without requiring a target, as it drains 7% max HP per projectile, for a total of 21% of max HP drained at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; rowspan=&amp;quot;2&amp;quot;|Weapon&lt;br /&gt;
!HP drained&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-position: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Double Cannon}}&lt;br /&gt;
|style=&amp;quot;text-align:center|5%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Girasole}}&lt;br /&gt;
|style=&amp;quot;text-align:center|10%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Lavis Blade}} (first drain of attack)&lt;br /&gt;
|style=&amp;quot;text-align:center|5%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Lavis Blade}} (second drain of attack)&lt;br /&gt;
|style=&amp;quot;text-align:center|5%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Lavis Cannon}}&lt;br /&gt;
|style=&amp;quot;text-align:center|5%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Orotiagito}}&lt;br /&gt;
|style=&amp;quot;text-align:center|7%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Raikiri}}&lt;br /&gt;
|style=&amp;quot;text-align:center|7%&lt;br /&gt;
|-&lt;br /&gt;
|{{Sword|rare|Soul Banish}}&lt;br /&gt;
|style=&amp;quot;text-align:center|7%&lt;br /&gt;
|-&lt;br /&gt;
|{{Cane|rare|Gal Wind}} (first or second attack)&lt;br /&gt;
|style=&amp;quot;text-align:center|7%&lt;br /&gt;
|-&lt;br /&gt;
|{{Cane|rare|Gal Wind}} (third attack)&lt;br /&gt;
|style=&amp;quot;text-align:center|21%&lt;br /&gt;
|-&lt;br /&gt;
|{{Cane|rare|Psycho Wand}} (any Technique)&lt;br /&gt;
|style=&amp;quot;text-align:center|TP cost of&amp;lt;br&amp;gt;Technique&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trap shooting==&lt;br /&gt;
[[File:Trapshoot.gif|thumb|left|200x200px|Trap shooting with a Handgun]] &lt;br /&gt;
[[File:Trapshoot combo + south.gif|thumb|right|200x200px|Trapshooting+combo. Note the player facing south on minimap]] &lt;br /&gt;
[[File:Trapshoot twinblaze.gif|thumb|right|200x200px|Twin Blaze trap detonation]]&lt;br /&gt;
{{Trap|Trap}} shooting is a technique that allows a set trap to be detonated almost instantly, making immediate use of its area-of-effect. This powerful tool is exclusive to [[Androids]], making them the best [[classes]] for crowd control. Trap shooting is typically performed by setting a trap and immediately using a {{Attack|Normal|1}} with a [[Handguns|Handgun]] to trigger it. &lt;br /&gt;
&lt;br /&gt;
It can also be executed with other projectile-based [[weapons]] like [[Rifles]], [[Mechguns]], or [[Shots]], provided the projectile velocity is high enough to reach and target the trap. Equipment that increases [[Units#Attack_speed_units|attack speed]] makes trap shooting slightly easier.&lt;br /&gt;
&lt;br /&gt;
A player’s height also affects the timing window for shooting the trap. Taller characters have a more forgiving timeframe to execute the trap shot, giving male Android classes an advantage over their shorter female counterparts. During character creation, setting height to the maximum can make trap shooting easier.&lt;br /&gt;
&lt;br /&gt;
A unique characteristic of trap shooting is that the player always faces south on the minimap when performing it. This can be strategically exploited by continuing the [[Attack#Attack_combos|attack combo]] into combo step 2 and 3 after triggering the trap, attacking enemies south from the player.&lt;br /&gt;
&lt;br /&gt;
Traps can also be instantly detonated by other party members using {{Frame|rare|Lieutenant Mantle|Lieutenant Mantle&#039;s}} {{Tool|Trap Vision}} effect, which allows them to see and target traps set by Android allies. This method is often used by [[Forces]] who continuously cast {{Gifoie}}. The wide area-of-effect of Gifoie ensures any trap within its range detonates immediately, enabling instant crowd control.&lt;br /&gt;
&lt;br /&gt;
A more precise method, offering greater control for Androids, is utilizing {{Sword|rare|Twin Blaze|Twin Blaze&#039;s}} {{Gifoie}} [[special]]. The low-level Gifoie cast by Twin Blaze lingers near the user, allowing for immediate trap detonation. With an understanding of [[Monster|enemy]] [[HUcast/Guide#Spawn_knowledge|spawn patterns]], Gifoie can be prepared in advance. When enemies appear, a trap can be set and detonated instantly, providing immediate crowd control and creating an attack window.&lt;br /&gt;
&lt;br /&gt;
==Breaking out of freeze status==&lt;br /&gt;
When a player is frozen, the duration of the status is initially set to 150 frames (5 seconds). There is a hidden mechanic in the game that allows players to break out of the freeze status earlier by reducing 10% of the total status duration when either of two checks is true.&lt;br /&gt;
&lt;br /&gt;
Every frame, the game checks if a certain condition has been met with the player&#039;s controls. For keyboard controls, any movement key being pressed in a frame will subtract 15 frames from the freeze status. This means it is very easy for keyboard controls to significantly shorten the duration of the freeze status. Additionally, Windows sends repeat key strokes to PSOBB which can be a simpler, but less effective method of breaking out of the freeze status.&lt;br /&gt;
&lt;br /&gt;
For gamepad players, it&#039;s a bit more complicated and multiple conditions must be met. The game tracks the angle of the left analog stick each frame. Details for the conditions are listed below.&lt;br /&gt;
* The angle of the analog stick must have changed by more than 31.25% of a full rotation in either direction since the previous frame.&lt;br /&gt;
* The analog stick must be more than 50% pressed away from the neutral position.&lt;br /&gt;
* It must be less than 8 frames since the last time the previous two conditions were met.&lt;br /&gt;
&lt;br /&gt;
When all three conditions are met for gamepad controls, the freeze status duration is reduced by 15 frames. &lt;br /&gt;
&lt;br /&gt;
==Frame data==&lt;br /&gt;
* &#039;&#039;Phantasy Star Online Blue Burst&#039;&#039; runs at 30 frames per second (&amp;quot;FPS&amp;quot;)&lt;br /&gt;
* See [[Game mechanics/Frame data]] for individual weapon/technique frame data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Christmas_event&amp;diff=39551</id>
		<title>Christmas event</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Christmas_event&amp;diff=39551"/>
		<updated>2025-12-08T04:18:45Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Previous events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Visual_Lobby_Christmas.png|thumb|right|The Christmas Visual Lobby theme]]&lt;br /&gt;
The Ephinea [[Christmas event]] is a major annual [[event]] that occurs during or around the month of &#039;&#039;&#039;December&#039;&#039;&#039; and lasts &#039;&#039;&#039;four weeks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Christmas event features the Christmas Fiasco series of [[Quests|quests]], and the event-exclusive server-wide drop of [[Present (Christmas)|Presents]]. Completing Christmas event quests also award the event-exclusive currency {{Tool|rare|Coal}}, which may be exchanged for more Presents.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[St Rappy|St Rappies]] will spawn in the [[VR Temple]] instead of [[Love Rappy|Love Rappies]], and the Visual Lobby will feature the Christmas theme.&lt;br /&gt;
&lt;br /&gt;
==Boosts==&lt;br /&gt;
===Rotating weekly boosts===&lt;br /&gt;
During the Christmas event, each of the four rotating [[Weekly boosts|weekly boosts]] are &#039;&#039;&#039;doubled&#039;&#039;&#039; during their respective active week.&lt;br /&gt;
&lt;br /&gt;
===Present rate increase===&lt;br /&gt;
On &#039;&#039;&#039;{{Note|December 24th|Christmas Eve}}&#039;&#039;&#039;, &#039;&#039;&#039;{{Note|December 25th|Christmas Day}}&#039;&#039;&#039;, &#039;&#039;&#039;{{Note|December 31st|New Year&#039;s Eve}}&#039;&#039;&#039;, and &#039;&#039;&#039;{{Note|January 1st|New Year&#039;s Day}}&#039;&#039;&#039;, the drop rate for Presents is &#039;&#039;&#039;doubled&#039;&#039;&#039;, going from the base rate of &amp;lt;code&amp;gt;1/2250&amp;lt;/code&amp;gt; up to &amp;lt;code&amp;gt;1/1125&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Event items==&lt;br /&gt;
===Present===&lt;br /&gt;
{{Item&lt;br /&gt;
|title=Present&lt;br /&gt;
|color=common&lt;br /&gt;
|icon=Tool&lt;br /&gt;
|stack=1&lt;br /&gt;
|hex=031300&lt;br /&gt;
|type=Event Item&lt;br /&gt;
|desc = A present wrapped with a ribbon. Wait till you see what&#039;s inside...&lt;br /&gt;
}}&lt;br /&gt;
: &#039;&#039;Main article: {{Tool|Present (Christmas)|Present}}&#039;&#039;&lt;br /&gt;
During the Christmas event, {{Tool|Present (Christmas)|Presents}} will drop from &#039;&#039;all&#039;&#039; enemies at a rate of &amp;lt;code&amp;gt;1/2250&amp;lt;/code&amp;gt;, regardless of quest, difficulty, or episode (with the exception of scared [[Enemies#Rag Rappy|Rappies]]). &lt;br /&gt;
&lt;br /&gt;
When found, a Present can be &amp;quot;used&amp;quot; from the player&#039;s inventory to acquire a random item. The list of items available from these Presents is &#039;&#039;pre-determined&#039;&#039; and varies each year, but this list is not revealed to the community. Instead, the community must compile the list of possible items by reporting them in the annual Christmas event thread posted on the [https://www.pioneer2.net/community/ forums] at the start of the event.&lt;br /&gt;
&lt;br /&gt;
Presents are not affected by any [[Item drops#Drop rate boosts|drop rate boosts]]. Presents will not drop from [[Item box|item boxes]].&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Note: The Christmas event-exclusive &amp;quot;Present&amp;quot; item should not be confused with other kinds of [[Present (disambiguation)|Presents]].&lt;br /&gt;
&lt;br /&gt;
====Present types====&lt;br /&gt;
From the 2017 Christmas event and onward, there are &#039;&#039;&#039;two types&#039;&#039;&#039; of Presents, &amp;quot;Common&amp;quot; and &amp;quot;Ultimate&amp;quot; (though they appear identical in the player&#039;s inventory):&lt;br /&gt;
# &#039;&#039;&#039;Common&#039;&#039;&#039; presents are those dropped in Normal, Hard, and Very Hard difficulties. These contain less generally valuable items, such as {{Tool|rare|Photon Drop|Photon Drops}}, {{Tool|rare|Photon Crystal|Photon Crystals}}, {{Tool|HP Material|HP}}, {{Tool|TP Material|TP}}, or {{Tool|Luck Material|Luck}} [[Materials|materials]] (in quantities of 1-3), or &amp;quot;joke&amp;quot; weapons with varying Hit %.&lt;br /&gt;
# &#039;&#039;&#039;Ultimate&#039;&#039;&#039; presents are those dropped in Ultimate difficulty. These contain a much wider variety of items spread across different tiers of rarity. Ultimate presents can reward the aforementioned quantities of Photon Drops and Photon Crystals, but also items such as [[TypeM weapons#Event TypeM weapons|event-exclusive TypeM weapons]], the various [[Tools#Ring paints|ring paints]], high-Hit % common weapons with valuable [[Weapons#Special attacks|specials]] (e.g. [[Arrest]], [[Charge]], [[Hell]]), as well as extremely high-value items at the rarest tier, such as one  {{Tool|rare|Photon Hoard}}, three {{Tool|rare|Photon Sphere|Photon Spheres}}, a high Hit % {{Sword|rare|Lame d&#039;Argent}} or {{Sword|Calibur}}, and even {{Gun|rare|Heaven Punisher}}.&lt;br /&gt;
&lt;br /&gt;
===Coal===&lt;br /&gt;
{{Item&lt;br /&gt;
|title=Coal&lt;br /&gt;
|jp = 石炭&lt;br /&gt;
|icon=Tool&lt;br /&gt;
|color=rare&lt;br /&gt;
|stack=99&lt;br /&gt;
|hex=03100F&lt;br /&gt;
|type=Event Item&lt;br /&gt;
|desc=An ore discovered upon landing on Ragol.&amp;lt;br&amp;gt;Seemingly useless but maybe someone wants this...?&lt;br /&gt;
}}&lt;br /&gt;
: &#039;&#039;Main article: {{Tool|rare|Coal}}&#039;&#039;&lt;br /&gt;
During the Christmas event, {{Tool|rare|Coal}} is an event-exclusive currency that is primarily obtainable from clearing the Christmas-exclusive quests (see below). It can also be obtained (in varying quantities) from Presents (see above). Coal may be exchanged for two different types of Presents in the {{Quest link|Christmas Event Shop}} at the following rates:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Present&lt;br /&gt;
!Required Coal&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Associated quests==&lt;br /&gt;
The main quests featured in the Christmas event are the Christmas Fiasco series. These quests are long, high-enemy-density quests that span the majority of their respective episodes&#039; areas. Upon completion, they award players with {{Tool|rare|Coal}} in varying amounts (detailed below).&lt;br /&gt;
&lt;br /&gt;
===Event category===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+|List of Christmas quests&lt;br /&gt;
!Episode&lt;br /&gt;
!Quest Title&lt;br /&gt;
!Areas&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Episode 1&lt;br /&gt;
|{{Quest link|Christmas Fiasco (E1)}}&lt;br /&gt;
|[[Cave 2]]&amp;lt;br&amp;gt;[[Mine 2]]&amp;lt;br&amp;gt;[[Ruins 3]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;white-space: nowrap&amp;quot;|{{Quest link|December Disaster 1|December Disaster #1}}*&lt;br /&gt;
|[[Forest 2]]&amp;lt;br&amp;gt;[[Ruins 1]]&amp;lt;br&amp;gt;[[Ruins 2]]&lt;br /&gt;
|-style=&amp;quot;border-bottom: solid 2px #aaa;&amp;quot;&lt;br /&gt;
|style=&amp;quot;white-space: nowrap&amp;quot;|{{Quest link|Solstice Snafu (E1)|Solstice Snafu}}&lt;br /&gt;
|[[Ruins 1]]&amp;lt;br&amp;gt;[[Cave 3]]&amp;lt;br&amp;gt;[[Forest 2]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Episode 2&lt;br /&gt;
|{{Quest link|Christmas Fiasco (E2)}}&lt;br /&gt;
|[[VR Spaceship Beta]]&amp;lt;br&amp;gt;[[Central Control Area]]&amp;lt;br&amp;gt;[[Seabed Lower Levels]]&lt;br /&gt;
|-style=&amp;quot;border-bottom: solid 2px #aaa;&amp;quot;&lt;br /&gt;
|{{Quest link|December Disaster 2|December Disaster #2}}*&lt;br /&gt;
|[[Jungle Area (East)]]&amp;lt;br&amp;gt;[[Mountain Area]]&amp;lt;br&amp;gt;[[Control Tower]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|Episode 4&lt;br /&gt;
|{{Quest link|Christmas Fiasco (E4)}}&lt;br /&gt;
|[[Crater#Eastern Route|Crater (Eastern Route)]]&amp;lt;br&amp;gt;[[Subterranean Desert 2]]&amp;lt;br&amp;gt;[[Subterranean Desert 3]]&lt;br /&gt;
|}&lt;br /&gt;
: &#039;&#039;* These quests are &amp;quot;omnispawn&amp;quot; quests, and are able to feature enemies from &#039;&#039;&#039;any area&#039;&#039;&#039; of their respective episodes (though not all are used).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+Coal Rewards per Quest&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Episode&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Quest Title&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
! Normal !! Hard !! Very Hard !! Ultimate&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Episode 1&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | {{Quest link|Christmas Fiasco (E1)}} || 1 || 1 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; white-space: nowrap&amp;quot;|{{Quest link|December Disaster 1|December Disaster #1}} || 2 || 3 || 4 || 6&lt;br /&gt;
|-style=&amp;quot;border-bottom: solid 2px #aaa;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:left; white-space: nowrap&amp;quot;|{{Quest link|Solstice Snafu (E1)|Solstice Snafu}} || 0 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Episode 2&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | {{Quest link|Christmas Fiasco (E2)}} || 1 || 2 || 3 || 6&lt;br /&gt;
|-style=&amp;quot;border-bottom: solid 2px #aaa;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| {{Quest link|December Disaster 2|December Disaster #2}} || 2 || 3 || 5 || 8&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|Episode 4&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | {{Quest link|Christmas Fiasco (E4)}} || 1 || 1 || 2 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shop category===&lt;br /&gt;
===={{Quest link|Christmas Event Shop}}====&lt;br /&gt;
The Christmas Event Shop is one of the featured quests during the annual Christmas event. This quest features a single NPC, near the [[Check Room]], with whom players may trade {{Tool|rare|Coal}} for the two different kinds of Christmas presents.&lt;br /&gt;
&lt;br /&gt;
This quest may be selected at the [[Hunter&#039;s Guild|quest counter]] &#039;&#039;&#039;year-round&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Previous events==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+|Previous Christmas events&lt;br /&gt;
!Year || Start date || End date || Forum&lt;br /&gt;
|-&lt;br /&gt;
|2016 || December 6th || January 9th, 2017 || [https://www.pioneer2.net/community/threads/ephinea-christmas-event-2016.4487 Link]&lt;br /&gt;
|-&lt;br /&gt;
|2017 || December 8th || January 8th, 2018 || [https://www.pioneer2.net/community/threads/ephinea-christmas-2017.9136 Link]&lt;br /&gt;
|-&lt;br /&gt;
|2018 || December 15th || January 12th, 2019 || [https://www.pioneer2.net/community/threads/christmas-2018-event-thread.12809 Link]&lt;br /&gt;
|-&lt;br /&gt;
|2019 || December 17th || January 13th, 2020 || [https://www.pioneer2.net/community/threads/ephinea-christmas-2019.16501 Link]&lt;br /&gt;
|-&lt;br /&gt;
|2020 || December 12th || January 9th, 2021 || [https://www.pioneer2.net/community/threads/ephinea-christmas-2020-event-thread.19752 Link]&lt;br /&gt;
|-&lt;br /&gt;
|2021 || December 11th || January 8th, 2022 || [https://www.pioneer2.net/community/threads/ephinea-christmas-2021-event-thread.22085/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|2022 || December 10th || January 7th, 2023 || [https://www.pioneer2.net/community/threads/ephinea-christmas-2022-event-thread.24852/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|2023 || December 12th || January 9th, 2024 || [https://www.pioneer2.net/community/threads/ephinea-christmas-2023-event-thread.27468/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|2024 || December 14th || January 11th, 2025 || [https://www.pioneer2.net/community/threads/ephinea-christmas-2024-event-thread.30010/ Link]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
Pioneer_2_Christmas.png|Pioneer 2 Christmas theme&lt;br /&gt;
Principal_Christmas.png|Principal Christmas theme&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Events}}&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Mine&amp;diff=39078</id>
		<title>Mine</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Mine&amp;diff=39078"/>
		<updated>2025-11-14T23:03:42Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot; class=&amp;quot;psoBackground psoStyle&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; class=&amp;quot;psoHeader psoStyle&amp;quot;|{{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; |&amp;lt;tabber&amp;gt;&lt;br /&gt;
Mine 1=[[File:{{#replace:{{{1|{{PAGENAME}} 1}}}||}}.png|230px]]&lt;br /&gt;
|-|&lt;br /&gt;
Mine 2=[[File:{{#replace:{{{1|{{PAGENAME}} 2}}}||}}.png|230px]]&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|&amp;lt;div style=&amp;quot;display: inline;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;Attributes&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;:&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: right;&amp;quot;|{{attributes|Mine}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Mine is the third area accessible in Episode 1.  It is a bright, industrial area filled with hostile machines and trapped hallways.  Players who have only explored the Forest and Cave areas should be prepared for the wider variance in enemy movement speed, aggression, and ability to attack players from range.&lt;br /&gt;
&lt;br /&gt;
==Map and layouts==&lt;br /&gt;
===Mine 1===&lt;br /&gt;
{{AreaLayouts|layouts=3|AreaSubName=1}}&lt;br /&gt;
&lt;br /&gt;
===Mine 2===&lt;br /&gt;
{{AreaLayouts|layouts=3|AreaSubName=2}}&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
===Overview===&lt;br /&gt;
Enemies in Mine are of the Machine attribute. Enemy behaviors still include head-on approaches to attack the players, but also all include more nuanced behavior in combination.&lt;br /&gt;
* [[Gillchic|Gillchics]] and [[Dubchic|Dubchics]] will slowly approach the player head-on, but will also stop in place to initiate a laser projectile attack. Their melee attacks can inflict {{Slow}}.&lt;br /&gt;
** Dubchics require the destruction of a [[Dubwitch]] to destroy permanently, or they will revive up to four times. Dubwitches initially spawn higher in the air, and can be easy to miss before the first Dubchic is destroyed, at which point it will extend yellow prongs and descend, becoming more easily targetable.&lt;br /&gt;
*** Elevated Dubwitches cannot take damage from techniques while raised. In many quests, Dubwitches are often placed inside a wall overhang and become targetable after a Dubchic has reached 0 HP. Weapons that can hit the Dubwitch inside the wall include [[Launchers]], [[Cards]], [[Rambling May]], and a number of melee weapon projectile attacks, such as those from {{Sword|rare|Lavis Cannon}} or {{Sword|rare|Orotiagito}}.&lt;br /&gt;
* [[Canadine|Canadines]] have two modes of behavior. On spawn, they will slowly rise up into the air before proceeding with their designated behavior. &lt;br /&gt;
** One behavior is to immediately begin targeting a player by quickly &amp;quot;dashing&amp;quot; down to ground level, and approaching the player in a zig-zag pattern. Once close enough, they will approach a player and initiate an electric attack at melee range that can result in {{Shock}}.&lt;br /&gt;
** The other behavior is to remain in the air and begin targeting a player with a thin red tracking laser. Once the laser finishes tracking after a second or so, it will disappear briefly, and the Canadine will then fire a {{Gizonde}} attack at its last-tracked position, which can also result in {{Shock|n}}.&lt;br /&gt;
** Canadines can switch behavior after a number of attacks in either mode.&lt;br /&gt;
** In Challenge mode, it&#039;s common for a party to lack ranged attacks for hitting Canadines in the second behavior. A common tactic is to go to the boundary of the room which causes the Canadines to return to spawn. Repeating this a few times will change their attack mode to the first behavior.&lt;br /&gt;
&amp;lt;!--* [[Canane|Cananes]] ...also exist. i don&#039;t wanna get into them rn lol--&amp;gt;&lt;br /&gt;
* [[Sinow Beat|Sinow Beats]] and [[Sinow Gold|Sinow Golds]] behave similarly up to a certain point. Normally, they will spawn upside-down, typically hanging from the ceiling of the room, flipping upright and dropping to the floor. Once active, they will quickly pursue the nearest target, and launch two separate two-punch combos, attempting to re-establish melee range in between the combos if the player moves out of the way. The second of these punches has a chance to inflict {{Confuse}}. After these attacks, they will jump backwards from the player before crossing their arms and initiating their next action. Sinow Beats will turn invisible (in Ultimate difficulty, they&#039;ll create duplicates) and repeat the melee attack process. Sinow Golds will restore their own HP, as well as that of any other enemies nearby, by casting {{Resta}} (as well as applying {{Shifta}} and {{Deband}} on Ultimate difficulty), then repeat the melee attack process.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
{{MineEnemyTable}}&lt;br /&gt;
&lt;br /&gt;
==Rare drops==&lt;br /&gt;
{{MineDropTable}}&lt;br /&gt;
&lt;br /&gt;
==Box drops==&lt;br /&gt;
{{MineBoxesDropTable}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Areas}}&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Force_Field&amp;diff=39066</id>
		<title>Force Field</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Force_Field&amp;diff=39066"/>
		<updated>2025-11-14T18:53:11Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|title = Force Field&lt;br /&gt;
|jp = フォースフィールド&lt;br /&gt;
|romaji = Force Field&lt;br /&gt;
|icon = Frame&lt;br /&gt;
|stars = 9&lt;br /&gt;
|type = Frame&lt;br /&gt;
|requirement = Level 28&lt;br /&gt;
|DFP = 40-48&lt;br /&gt;
|EVP = 80-88&lt;br /&gt;
|EFR = &lt;br /&gt;
|EIC = &lt;br /&gt;
|ETH = &lt;br /&gt;
|EDK = 18&lt;br /&gt;
|ELT = 25&lt;br /&gt;
|class = 000000001111&lt;br /&gt;
|hex = 01011A&lt;br /&gt;
|desc = Protective gear for Forces.&amp;lt;br&amp;gt;A thin defensive field.&amp;lt;br&amp;gt;If someone else has a different one...&lt;br /&gt;
}}&lt;br /&gt;
{{Frame|rare|Force Field}} is a rare [[Frames|frame]] only equippable by [[Forces]].&lt;br /&gt;
&lt;br /&gt;
If another player is wearing a {{Frame|rare|Hunter Field}} or a {{Frame|rare|Ranger Field}}, this armor&#039;s DFP is increased by 13. &lt;br /&gt;
&lt;br /&gt;
Note that despite the max DFP/EVP of this frame being 48/88, this frame is available with only minimum stats.&lt;br /&gt;
==Availability==&lt;br /&gt;
===Challenge Mode===&lt;br /&gt;
Force Field can be obtained from Episode 2 [[Challenge Mode]] after earning a B-Rank rating. This can be done if the Episode is cleared over 9 hours.&lt;br /&gt;
&lt;br /&gt;
If the player has already earned an S-Rank or A-Rank rating, clearing any stage in Episode 2 Challenge Mode will grant them the A-Rank and B-Rank prizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Frames}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frames]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Ranger_Field&amp;diff=39065</id>
		<title>Ranger Field</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Ranger_Field&amp;diff=39065"/>
		<updated>2025-11-14T18:52:59Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|title = Ranger Field&lt;br /&gt;
|jp = レンジャーフィールド&lt;br /&gt;
|romaji = Ranger Field&lt;br /&gt;
|icon = Frame&lt;br /&gt;
|stars = 9&lt;br /&gt;
|type = Frame&lt;br /&gt;
|requirement = Level 28&lt;br /&gt;
|DFP = 50-58&lt;br /&gt;
|EVP = 80-88&lt;br /&gt;
|EFR = &lt;br /&gt;
|EIC = &lt;br /&gt;
|ETH = &lt;br /&gt;
|EDK = 18&lt;br /&gt;
|ELT = 20&lt;br /&gt;
|class = 000011110000&lt;br /&gt;
|hex = 010119&lt;br /&gt;
|desc = Protective gear for Rangers.&amp;lt;br&amp;gt;A thin defensive field.&amp;lt;br&amp;gt;If someone else has a different one...&lt;br /&gt;
}}&lt;br /&gt;
{{Frame|rare|Ranger Field}} is a rare [[Frames|frame]] only equippable by [[Rangers]].&lt;br /&gt;
&lt;br /&gt;
If another player is wearing a {{Frame|rare|Hunter Field}} or a {{Frame|rare|Force Field}}, this armor&#039;s DFP is increased by 13. &lt;br /&gt;
&lt;br /&gt;
Note that despite the max DFP/EVP of this frame being 58/88, this frame is available with only minimum stats.&lt;br /&gt;
==Availability==&lt;br /&gt;
===Challenge Mode===&lt;br /&gt;
Ranger Field can be obtained from Episode 2 [[Challenge Mode]] after earning a B-Rank rating. This can be done if the Episode is cleared over 9 hours.&lt;br /&gt;
&lt;br /&gt;
If the player has already earned an S-Rank or A-Rank rating, clearing any stage in Episode 2 Challenge Mode will grant them the A-Rank and B-Rank prizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Frames}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frames]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Zol_Gibbon&amp;diff=39018</id>
		<title>Zol Gibbon</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Zol_Gibbon&amp;diff=39018"/>
		<updated>2025-11-11T18:52:35Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Behavior/Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Zol Gibbon}}&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
In Ultimate difficulty, Zol Gibbon melee attacks have a 10% to inflict {{paralysis}} if the attack will damage or push back the player.&lt;br /&gt;
&lt;br /&gt;
In all difficulties, a Zol Gibbon will grant itself level 2.5 Shifta and Deband after a Zol Gibbon in its group has died. Deband is granted first at 28 frames into the animation, and then Shifta follows 12 frames later.&lt;br /&gt;
&lt;br /&gt;
===Fixed Damage===&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Normal=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Barta}} || 54&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Barta}} || 53&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Hard=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Barta}} || 63&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Barta}} || 68&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Very Hard=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Barta}} || 81&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Barta}} || 68&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Ultimate=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Megid}} || Level 1&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Megid}} || Level 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special activation===&lt;br /&gt;
{{EnemySpecial|Zol Gibbon}}&lt;br /&gt;
&lt;br /&gt;
===Megid levels===&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Enemy&lt;br /&gt;
! {{Megid}}&amp;lt;br&amp;gt;level &lt;br /&gt;
! EDK for&amp;lt;br&amp;gt;immunity&lt;br /&gt;
|-&lt;br /&gt;
| Zol Gibbon || 1 || 27&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy&lt;br /&gt;
! {{Megid}}&amp;lt;br&amp;gt;level &lt;br /&gt;
! EDK for&amp;lt;br&amp;gt;immunity&lt;br /&gt;
|-&lt;br /&gt;
| Zol Gibbon || 1 || 27&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
The following quests are recommended for hunting this enemy:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow2|category=Maximum Attack|catspan=|quest=Maximum Attack 4th Stage -2A-|questspan=|details=Clear first room&amp;lt;br&amp;gt;([[Maximum Attack 4th Stage -2B-|2B]], [[Maximum Attack 4th Stage -2C-|2C]] also work)|count=16}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Sweep-up Operation 7{{!}}Sweep-up Operation #7|questspan=|details=Clear quest|count=26}}&lt;br /&gt;
{{HuntingTableRow2|category=Halloween|catspan=|quest=Hollow Phantasm: Jungle|questspan=|details=Clear quest|count=21}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
{{EnemyDropTable|Zol Gibbon}}&lt;br /&gt;
&lt;br /&gt;
{{Episode2Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Casts Gibarta]]&lt;br /&gt;
[[Category:Casts Megid]]&lt;br /&gt;
[[Category:Inflicts Freeze]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Ul_Gibbon&amp;diff=39017</id>
		<title>Ul Gibbon</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Ul_Gibbon&amp;diff=39017"/>
		<updated>2025-11-11T18:52:14Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Behavior/Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Ul Gibbon}}&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
In Ultimate difficulty, Ul Gibbon melee attacks have a 10% to inflict {{slow}} if the attack will damage or push back the player.&lt;br /&gt;
&lt;br /&gt;
In all difficulties, an Ul Gibbon will grant itself level 2.5 Shifta and Deband after a Zol Gibbon in its group has died. Deband is granted first at 28 frames into the animation, and then Shifta follows 12 frames later.&lt;br /&gt;
&lt;br /&gt;
===Fixed Damage===&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Normal=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Foie}} || 27&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Foie}} || 27&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Hard=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Foie}} || 33&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Foie}} || 33&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Very Hard=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Foie}} || 44&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Foie}} || 38&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Ultimate=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Gizonde}} || 180&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| {{Gizonde}} || 96&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special activation===&lt;br /&gt;
{{EnemySpecial|Ul Gibbon}}&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
The following quests are recommended for hunting this enemy:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=2|quest=Phantasmal World 2{{!}}Phantasmal World #2|questspan=2|details=Clear Mountain Area|count=53}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=114}}&lt;br /&gt;
{{HuntingTableRow2|category=Halloween|catspan=|quest=Hollow Phantasm: Jungle|questspan=|details=Clear quest|count=30}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=2|quest=Penumbral Surge 4{{!}}Penumbral Surge #4|questspan=|details=Clear quest|count=83}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=Penumbral Surge 3{{!}}Penumbral Surge #3|questspan=|details=Clear quest|count=76}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
{{EnemyDropTable|Ul Gibbon}}&lt;br /&gt;
&lt;br /&gt;
{{Episode2Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Central Control Area Enemies]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Gillchic&amp;diff=39016</id>
		<title>Gillchic</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Gillchic&amp;diff=39016"/>
		<updated>2025-11-11T18:28:41Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Additional info */ I don&amp;#039;t think that was right to say because they are different. Like yeah, they are the same class inside the client, but they behave very differently.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Gillchic (E1)}}&lt;br /&gt;
{{Enemy|name=Gillchic (E2)}}&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
Gillchics are slow-moving robotic sentries. When a target enters their aggro radius, they will stand up and start marching toward the enemy.&lt;br /&gt;
&lt;br /&gt;
Gillchics have two attacks: a laser bolt and a double punch. When firing the laser bolt, they will stop, bring up their arm, and a purple light will appear on their raised wrist. After a short time, they&#039;ll fire the laser from their wrist for significant damage. Later difficulties reduce the charge time for this laser and increase the likelihood that they will chain several shots together. The double punch is a two-stage melee attack with a 1/6 chance to inflict slow, but only if the attacker is a Gillchic/Gillchich. In Episode 1, many Gillchics will not use their laser attack (see [[Gillchic#Additional info|below]]).&lt;br /&gt;
&lt;br /&gt;
In Normal through Very Hard difficulties, Gillchics are always knocked down when hit. In Ultimate difficulty, a Gillchich has a 20% chance of being knocked down. This includes 0 damage attacks. If an attack will shock a Gillchic or Gillchich, the status effect has priority over knockdown.&lt;br /&gt;
&lt;br /&gt;
Attacks that do not knock down a Gillchich will only stun it for an instant, and will not interrupt any attack it is making. Gillchichs are therefore very dangerous to engage in melee distance.&lt;br /&gt;
&lt;br /&gt;
===Fixed Damage===&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Normal=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 45&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 36&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 38&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 30&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Hard=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 114&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 112&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 96&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 96&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Very Hard=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 190&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 170&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 160&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 170&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Ultimate=&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Normal=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 420&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 400&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
One Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
|-&lt;br /&gt;
| Mine || rowspan=&amp;quot;2&amp;quot;|Laser || 390&lt;br /&gt;
|-&lt;br /&gt;
| VR Spaceship || 374&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional info===&lt;br /&gt;
* Dubchics and Gillchics have a 35% chance to fire their laser from range in a certain AI state.&lt;br /&gt;
* Dubchics and Gillchics have an initialization parameter that defines the maximum number of consecutive laser shots. This parameter is in the data for each Dubchich/Gillchic placed on the map in a quest or free field. When this value is 0, they default to a maximum of 2 shots. When it&#039;s negative, they will never fire.&lt;br /&gt;
* Dubchics and Gillchics will sometimes fire even when close to a player, and/or when a player gets close to any door in a room. This might be related to room IDs and/or flawed proximity detection.&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
===Episode 1===&lt;br /&gt;
The following quests are recommended for hunting this enemy in Episode 1:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;| - || Free adventure: Mine || style=&amp;quot;text-align:center&amp;quot;| Clear Gillchic only || style=&amp;quot;text-align:center&amp;quot;| {{Note|11, 13, 16, 16, 18, 18|~15}}&lt;br /&gt;
{{HuntingTableRow1|category=Government|catspan=|quest=3-1:The Facility|questspan=|details=Clear quest|count=115}}&lt;br /&gt;
{{HuntingTableRow1|category=Retrieval|catspan=2|quest=Lost SOUL BLADE|questspan=2|details=Clear two waves|count=8}}&lt;br /&gt;
{{HuntingTableRow1|category=|catspan=|quest=|questspan=|details=Clear Mine 1|count=59}}&lt;br /&gt;
{{HuntingTableRow1|category=Extermination|catspan=2|quest=Endless Nightmare 3{{!}}Endless Nightmare #3|questspan=|details=Clear quest|count=104}}&lt;br /&gt;
{{HuntingTableRow1|category=|catspan=|quest=Mop-up Operation 3{{!}}Mop-up Operation #3|questspan=|details=Clear quest|count=59}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Episode 2===&lt;br /&gt;
The following quests are recommended for hunting this enemy in Episode 2:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=3|quest=Penumbral Surge 2{{!}}Penumbral Surge #2|questspan=3|details=Clear northeast route|count=56}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear VR Spaceship Alpha|count=96}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=200}}&lt;br /&gt;
{{HuntingTableRow2|category=Halloween|catspan=|quest=Hollow Reality: Spaceship|questspan=|details=Clear quest|count=51}}&lt;br /&gt;
{{HuntingTableRow2|category=Retrieval|catspan=2|quest=Lost BIND ASSAULT|questspan=2|details=Clear VR Spaceship Alpha|count=58}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=107}}&lt;br /&gt;
{{HuntingTableRow2|category=Government|catspan=3|quest=6-1:Test/Spaceship 1|questspan=|details=Clear VR Spaceship Alpha|count=54}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=6-5:Test/Spaceship 5|questspan=2|details=Clear VR Spaceship Alpha|count=51}}&lt;br /&gt;
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=92}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=|quest=Gal Da Val&#039;s Darkness|questspan=|details=Clear VR Spaceship|count=41}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
===Episode 1===&lt;br /&gt;
{{EnemyDropTable|Gillchic (E1)}}&lt;br /&gt;
===Episode 2===&lt;br /&gt;
{{EnemyDropTable|Gillchic (E2)}}&lt;br /&gt;
&lt;br /&gt;
{{Episode1Enemies}}&lt;br /&gt;
{{Episode2Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Mine Enemies]]&lt;br /&gt;
[[Category:VR Spaceship Enemies]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Sinow_Gold&amp;diff=39015</id>
		<title>Sinow Gold</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Sinow_Gold&amp;diff=39015"/>
		<updated>2025-11-11T18:19:09Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Behavior/Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Sinow Gold}}&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
Sinow Golds are very dangerous enemies and should be approached with caution. Spawning on the ceiling of a room, they drop down when a player character gets near. At long distance, they will leap to their target with a strong right cross attack. &lt;br /&gt;
&lt;br /&gt;
Once in melee range, they will launch two double-punch attacks and leap back. The second hit of each attack has a 1/6 chance to inflict confusion if the hit will damage the player or cause knockback due to a defense block. This is considerably more rare than 1/6 because players in this range are often hit by the first attack which pushes the player out of range or grants invulnerability frames, causing the second attack to not connect.&lt;br /&gt;
&lt;br /&gt;
After leaping back, they will cross their arms and cast Resta, healing the enemies in a small area, then re-engage. In ultimate, Sinow Reds cast Shifta and Deband after casting Resta.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap&amp;quot;|Resta, Shifta, and Deband level&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Normal&lt;br /&gt;
!One Person&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|Very Hard&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|8&lt;br /&gt;
|11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
The following quests are recommended for hunting this enemy:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow1|category=Extermination|catspan=2|quest=Scarlet Realm 3{{!}}Scarlet Realm #3|questspan=2|details=Clear quest|count=62}}&lt;br /&gt;
{{HuntingTableRow1|category=|catspan=|quest=|questspan=|details=Bonus spawns|count=+10}}&lt;br /&gt;
{{HuntingTableRow1|category=Extermination|catspan=|quest=Sweep-up Operation 3{{!}}Sweep-up Operation #3|questspan=|details=Clear quest|count=18}}&lt;br /&gt;
{{HuntingTableRow1|category=Retrieval|catspan=2|quest=Lost SOUL BLADE|questspan=2|details=Clear Mine 1|count=16}}&lt;br /&gt;
{{HuntingTableRow1|category=|catspan=|quest=|questspan=|details=Clear quest|count=37}}&lt;br /&gt;
{{HuntingTableRow1|category=Extermination|catspan=2|quest=Endless Nightmare 3{{!}}Endless Nightmare #3|questspan=2|details=Clear two rooms|count=3}}&lt;br /&gt;
{{HuntingTableRow1|category=|catspan=|quest=|questspan=|details=Clear quest|count=14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
{{EnemyDropTable|Sinow Gold}}&lt;br /&gt;
&lt;br /&gt;
{{Episode1Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Mine Enemies]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Sinow_Gold&amp;diff=39014</id>
		<title>Sinow Gold</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Sinow_Gold&amp;diff=39014"/>
		<updated>2025-11-11T18:18:15Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Behavior/Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Sinow Gold}}&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
Sinow Golds are very dangerous enemies and should be approached with caution. Spawning on the ceiling of a room, they drop down when a player character gets near. At long distance, they will leap to their target with a strong right cross attack. &lt;br /&gt;
&lt;br /&gt;
Once in melee range, they will launch two double-punch attacks and leap back. The second hit of each attack has a 1/6 chance to inflict confusion if the hit will damage the player or cause knockback due to a defense block. This is considerably more rare than 1/6 because players in this range are often hit by the first attack which pushes the player out of range or grants invulnerability frames, causing the second attack to not connect.&lt;br /&gt;
&lt;br /&gt;
After leaping back, they will cross their arms and cast Resta, healing the enemies in a small area, then re-engage. In ultimate, Sinow Reds cast Shifta and Deband after casting resta.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap&amp;quot;|Resta, Shifta, and Deband level&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Normal&lt;br /&gt;
!One Person&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|Very Hard&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate&lt;br /&gt;
|8&lt;br /&gt;
|11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
The following quests are recommended for hunting this enemy:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow1|category=Extermination|catspan=2|quest=Scarlet Realm 3{{!}}Scarlet Realm #3|questspan=2|details=Clear quest|count=62}}&lt;br /&gt;
{{HuntingTableRow1|category=|catspan=|quest=|questspan=|details=Bonus spawns|count=+10}}&lt;br /&gt;
{{HuntingTableRow1|category=Extermination|catspan=|quest=Sweep-up Operation 3{{!}}Sweep-up Operation #3|questspan=|details=Clear quest|count=18}}&lt;br /&gt;
{{HuntingTableRow1|category=Retrieval|catspan=2|quest=Lost SOUL BLADE|questspan=2|details=Clear Mine 1|count=16}}&lt;br /&gt;
{{HuntingTableRow1|category=|catspan=|quest=|questspan=|details=Clear quest|count=37}}&lt;br /&gt;
{{HuntingTableRow1|category=Extermination|catspan=2|quest=Endless Nightmare 3{{!}}Endless Nightmare #3|questspan=2|details=Clear two rooms|count=3}}&lt;br /&gt;
{{HuntingTableRow1|category=|catspan=|quest=|questspan=|details=Clear quest|count=14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
{{EnemyDropTable|Sinow Gold}}&lt;br /&gt;
&lt;br /&gt;
{{Episode1Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Mine Enemies]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Savage_Wolf&amp;diff=39013</id>
		<title>Savage Wolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Savage_Wolf&amp;diff=39013"/>
		<updated>2025-11-11T18:02:55Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Behavior/Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Savage Wolf (E1)}}&lt;br /&gt;
{{Enemy|name=Savage Wolf (E2)}}&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
In Ultimate difficulty, Gulgus have a 10% chance to inflict {{slow}} if the attack will damage or push back the player.&lt;br /&gt;
&lt;br /&gt;
In all difficulties, a Savage Wolf or Gulgus assigned to the same group as a Barbarous Wolf or Gulgus-gue that just died will inflict level 2 Jellen and level 2 Zalure on itself during the howl animation. Zalure is inflicted first at 28 frames into the animation, and then Jellen follows 12 frames later.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===Hunters===&lt;br /&gt;
Wolves of all types will try to circle around behind their target and pounce; they can be very annoying to fight. However, it&#039;s not difficult to get a full 3-hit combo on them as long as they cooperate.&lt;br /&gt;
===Rangers===&lt;br /&gt;
Wolves will bound up to distant targets, but can be freely shot while doing so. Disengaging from them is fairly simple, since they bound away after attacking, even if they miss.&lt;br /&gt;
===Forces===&lt;br /&gt;
Wolves are semi-weak to either [[Zonde]] or [[Grants]], which is great, since those spells auto-target them. Those spells can also be used to square up for a [[Foie]] shot; their other weakness.&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
===Episode 1===&lt;br /&gt;
The following quests are recommended for hunting this enemy in Episode 1:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow|category=Government|quest=1-1:Planet Ragol|details=Clear quest|count=36}}&lt;br /&gt;
{{HuntingTableRow|category=Maximum Attack|catspan=2|quest=MAXIMUM ATTACK 1 Ver2|questspan=2|details=First spawn|count=5}}&lt;br /&gt;
{{HuntingTableRow|details=Above, plus southeast room|count=21}}&lt;br /&gt;
{{HuntingTableRow|category=Maximum Attack|catspan=2|quest=Maximum Attack E: Episode 1|questspan=2|details=Clear first room|count=5}}&lt;br /&gt;
{{HuntingTableRow|details=Clear Forest|count=21}}&lt;br /&gt;
{{HuntingTableRow|category=Side Story|quest=Soul of a Blacksmith|details=Clear Forest|count=28}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Episode 2===&lt;br /&gt;
The following quests are recommended for hunting this enemy in Episode 2:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=3|quest=Penumbral Surge 2{{!}}Penumbral Surge #2|questspan=3|details=Clear northwest route|count=37}}&lt;br /&gt;
{{HuntingTableRow2|category=|quest=|details=Clear VR Spaceship Alpha|count=62}}&lt;br /&gt;
{{HuntingTableRow2|category=|quest=|details=Clear quest|count=100}}&lt;br /&gt;
{{HuntingTableRow2|category=Halloween|quest=Hollow Reality: Spaceship|details=Clear quest|count=34}}&lt;br /&gt;
{{HuntingTableRow2|category=Government|catspan=3|quest=6-5:Test/Spaceship 5|details=Clear VR Spaceship Alpha|count=34}}&lt;br /&gt;
{{HuntingTableRow2|category=|quest=6-1:Test/Spaceship 1|details=Clear quest|count=32}}&lt;br /&gt;
{{HuntingTableRow2|category=|quest=6-4:Test/Spaceship 4|details=Clear VR Spaceship Alpha|count=32}}&lt;br /&gt;
{{HuntingTableRow2|category=Retrieval|catspan=2|quest=Lost BIND ASSAULT|questspan=2|details=Clear VR Spaceship Alpha|count=27}}&lt;br /&gt;
{{HuntingTableRow2|category=|quest=|details=Clear quest|count=61}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
===Episode 1===&lt;br /&gt;
{{EnemyDropTable|Savage Wolf (E1)}}&lt;br /&gt;
===Episode 2===&lt;br /&gt;
{{EnemyDropTable|Savage Wolf (E2)}}&lt;br /&gt;
&lt;br /&gt;
{{Episode1Enemies}}&lt;br /&gt;
{{Episode2Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Forest Enemies]]&lt;br /&gt;
[[Category:VR Spaceship Enemies]]&lt;br /&gt;
[[Category:Inflicts Slow]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Savage_Wolf&amp;diff=39012</id>
		<title>Savage Wolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Savage_Wolf&amp;diff=39012"/>
		<updated>2025-11-11T18:00:03Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Behavior/Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy|name=Savage Wolf (E1)}}&lt;br /&gt;
{{Enemy|name=Savage Wolf (E2)}}&lt;br /&gt;
==Behavior/Mechanics==&lt;br /&gt;
In Ultimate difficulty, Gulgus have a 10% chance to inflict {{slow}} if the attack will damage or push back the player.&lt;br /&gt;
&lt;br /&gt;
In all difficulties, a Savage Wolf or Gulgus assigned to the same group as a Barbarous Wolf or Gulgus-gue that just died will inflict level 2 Jellen and level 2 Zalure on itself.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===Hunters===&lt;br /&gt;
Wolves of all types will try to circle around behind their target and pounce; they can be very annoying to fight. However, it&#039;s not difficult to get a full 3-hit combo on them as long as they cooperate.&lt;br /&gt;
===Rangers===&lt;br /&gt;
Wolves will bound up to distant targets, but can be freely shot while doing so. Disengaging from them is fairly simple, since they bound away after attacking, even if they miss.&lt;br /&gt;
===Forces===&lt;br /&gt;
Wolves are semi-weak to either [[Zonde]] or [[Grants]], which is great, since those spells auto-target them. Those spells can also be used to square up for a [[Foie]] shot; their other weakness.&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
===Episode 1===&lt;br /&gt;
The following quests are recommended for hunting this enemy in Episode 1:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow|category=Government|quest=1-1:Planet Ragol|details=Clear quest|count=36}}&lt;br /&gt;
{{HuntingTableRow|category=Maximum Attack|catspan=2|quest=MAXIMUM ATTACK 1 Ver2|questspan=2|details=First spawn|count=5}}&lt;br /&gt;
{{HuntingTableRow|details=Above, plus southeast room|count=21}}&lt;br /&gt;
{{HuntingTableRow|category=Maximum Attack|catspan=2|quest=Maximum Attack E: Episode 1|questspan=2|details=Clear first room|count=5}}&lt;br /&gt;
{{HuntingTableRow|details=Clear Forest|count=21}}&lt;br /&gt;
{{HuntingTableRow|category=Side Story|quest=Soul of a Blacksmith|details=Clear Forest|count=28}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Episode 2===&lt;br /&gt;
The following quests are recommended for hunting this enemy in Episode 2:&lt;br /&gt;
{{HuntingTableHead}}&lt;br /&gt;
{{HuntingTableRow2|category=Extermination|catspan=3|quest=Penumbral Surge 2{{!}}Penumbral Surge #2|questspan=3|details=Clear northwest route|count=37}}&lt;br /&gt;
{{HuntingTableRow2|category=|quest=|details=Clear VR Spaceship Alpha|count=62}}&lt;br /&gt;
{{HuntingTableRow2|category=|quest=|details=Clear quest|count=100}}&lt;br /&gt;
{{HuntingTableRow2|category=Halloween|quest=Hollow Reality: Spaceship|details=Clear quest|count=34}}&lt;br /&gt;
{{HuntingTableRow2|category=Government|catspan=3|quest=6-5:Test/Spaceship 5|details=Clear VR Spaceship Alpha|count=34}}&lt;br /&gt;
{{HuntingTableRow2|category=|quest=6-1:Test/Spaceship 1|details=Clear quest|count=32}}&lt;br /&gt;
{{HuntingTableRow2|category=|quest=6-4:Test/Spaceship 4|details=Clear VR Spaceship Alpha|count=32}}&lt;br /&gt;
{{HuntingTableRow2|category=Retrieval|catspan=2|quest=Lost BIND ASSAULT|questspan=2|details=Clear VR Spaceship Alpha|count=27}}&lt;br /&gt;
{{HuntingTableRow2|category=|quest=|details=Clear quest|count=61}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Drops==&lt;br /&gt;
===Episode 1===&lt;br /&gt;
{{EnemyDropTable|Savage Wolf (E1)}}&lt;br /&gt;
===Episode 2===&lt;br /&gt;
{{EnemyDropTable|Savage Wolf (E2)}}&lt;br /&gt;
&lt;br /&gt;
{{Episode1Enemies}}&lt;br /&gt;
{{Episode2Enemies}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Forest Enemies]]&lt;br /&gt;
[[Category:VR Spaceship Enemies]]&lt;br /&gt;
[[Category:Inflicts Slow]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Snow_Queen/Guide&amp;diff=38990</id>
		<title>Snow Queen/Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Snow_Queen/Guide&amp;diff=38990"/>
		<updated>2025-11-07T19:53:45Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;&amp;lt;div class=&amp;quot;noexcerpt&amp;quot;&amp;gt;&amp;lt; Return to [[Snow Queen]]&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;div class=&amp;quot;noexcerpt&amp;quot;&amp;gt;&amp;lt; Return to [[Frozen Shooter]]&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
This page shows a reference chart for Hit % values required to guarantee {{Note|Special attack as the first attack of the combo|S1}} hits on various monsters with {{Gun|rare|Snow Queen}}. Because {{Gun|rare|Frozen Shooter}}, the base weapon for Snow Queen, has the same ATA, it may also be applied to S1 with Frozen Shooter as well.&lt;br /&gt;
&lt;br /&gt;
This chart assumes the following:&lt;br /&gt;
* The difficulty is set to Ultimate;&lt;br /&gt;
* The character&#039;s [[ATA]] is at the class&#039;s maximum value;&lt;br /&gt;
* The character has the +20 ATA bonus from either {{Shield|rare|Ranger Wall}} or {{Shield|rare|Red Ring}}&lt;br /&gt;
&lt;br /&gt;
The value presented in each cell is the &#039;&#039;&#039;accuracy percentage&#039;&#039;&#039;. A checkmark (✔) represents 100% chance to land S1 on that monster at the given Hit % values.&lt;br /&gt;
&lt;br /&gt;
Default sorting is by &amp;quot;EVP&amp;quot; (descending), but clicking &amp;quot;Monster,&amp;quot; &amp;quot;Episode,&amp;quot; &amp;quot;Mode,&amp;quot; or &amp;quot;Area&amp;quot; will sort by that instead. Use &amp;lt;code&amp;gt;Shift + Click&amp;lt;/code&amp;gt; to sort by a second header (e.g. click &amp;quot;Episode,&amp;quot; then &amp;lt;code&amp;gt;Shift + Click&amp;lt;/code&amp;gt; &amp;quot;Monster&amp;quot; to sort enemies by Episode first, then Name).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Note: In multiplayer, there are usually multiple chances for any Frozen Shooter or Snow Queen projectile to freeze a monster. The projectile handles the collision and accuracy checks locally in each client. If the accuracy check passes on any client, the enemy will be frozen for all players. Because the projectile is handled entirely in the client, it&#039;s also possible for these attacks to freeze more enemies or enemies that are out of range depending on where other players see the enemies. As a result, the likelihood of freezing enemies increases significantly in a full party of four.&lt;br /&gt;
&lt;br /&gt;
==Chart==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
RAmar=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable sticky-header&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Monster !! rowspan=&amp;quot;2&amp;quot; |Episode !! rowspan=&amp;quot;2&amp;quot; |Mode !! rowspan=&amp;quot;2&amp;quot; |Area !! rowspan=&amp;quot;2&amp;quot; | EVP !! colspan=&amp;quot;21&amp;quot; class=&amp;quot;unsortable&amp;quot; | Snow Queen (Frozen Shooter) Hit %&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| 0 !! class=&amp;quot;unsortable&amp;quot;| 5 !! class=&amp;quot;unsortable&amp;quot;| 10 !! class=&amp;quot;unsortable&amp;quot;| 15 !! class=&amp;quot;unsortable&amp;quot;| 20 !! class=&amp;quot;unsortable&amp;quot;| 25 !! class=&amp;quot;unsortable&amp;quot;| 30 !! class=&amp;quot;unsortable&amp;quot;| 35 !! class=&amp;quot;unsortable&amp;quot;| 40 !! class=&amp;quot;unsortable&amp;quot;| 45 !! class=&amp;quot;unsortable&amp;quot;| 50 !! class=&amp;quot;unsortable&amp;quot;| 55 !! class=&amp;quot;unsortable&amp;quot;| 60 !! class=&amp;quot;unsortable&amp;quot;| 65 !! class=&amp;quot;unsortable&amp;quot;| 70 !! class=&amp;quot;unsortable&amp;quot;| 75 !! class=&amp;quot;unsortable&amp;quot;| 80 !! class=&amp;quot;unsortable&amp;quot;| 85 !! class=&amp;quot;unsortable&amp;quot;| 90 !! class=&amp;quot;unsortable&amp;quot;| 95 !! class=&amp;quot;unsortable&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Deldepth]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]]|| 1200 || 0 || 0 || 0 || 1 || 4 || 8 || 11 || 15 || 18 || 22 || 25 || 29 || 32 || 36 || 39 || 43 || 46 || 50 || 53 || 57 || 60&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ill Gill]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Control Tower|Tower]]|| 1000 || 30 || 34 || 37 || 41 || 44 || 48 || 51 || 55 || 58 || 62 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 || ✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zoa]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]]|| 978 || 35 || 38 || 42 || 45 || 49 || 52 || 56 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 || 98 || colspan=&amp;quot;2&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]&lt;br /&gt;
|978&lt;br /&gt;
|35&lt;br /&gt;
|38&lt;br /&gt;
|42&lt;br /&gt;
|45&lt;br /&gt;
|49&lt;br /&gt;
|52&lt;br /&gt;
|56&lt;br /&gt;
|59&lt;br /&gt;
|63&lt;br /&gt;
|66&lt;br /&gt;
|70&lt;br /&gt;
|73&lt;br /&gt;
|77&lt;br /&gt;
|80&lt;br /&gt;
|84&lt;br /&gt;
|87&lt;br /&gt;
|91&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delsaber]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 970 || 36 || 40 || 43 || 47 || 50 || 54 || 57 || 61 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92 || 96 || 99 || colspan=&amp;quot;2&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Merikle]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]&lt;br /&gt;
| 958 || 39 || 42 || 46 || 49 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 || colspan=&amp;quot;3&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Zol Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]|| 950 || 40 || 44 || 47 || 51 || 54 || 58 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 || 99 || colspan=&amp;quot;3&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ul Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]|| 913 || 48 || 51 || 55 || 58 || 62 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 || colspan=&amp;quot;6&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 909 || 48 || 52 || 55 || 59 || 62 || 66 || 69 || 73 || 77 || 80 || 84 || 87 || 90 || 94 || 97 || colspan=&amp;quot;6&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zele]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]]|| 904 || 49 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 78 || 81 || 85 || 88 || 91 || 95 || 98 || colspan=&amp;quot;6&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Lily]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Control Tower|Tower]]|| 890 || 52 || 56 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 || 98 || colspan=&amp;quot;7&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ill Gill]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Control Tower|Tower]]&lt;br /&gt;
|890&lt;br /&gt;
|52&lt;br /&gt;
|56&lt;br /&gt;
|59&lt;br /&gt;
|63&lt;br /&gt;
|66&lt;br /&gt;
|70&lt;br /&gt;
|73&lt;br /&gt;
|77&lt;br /&gt;
|80&lt;br /&gt;
|84&lt;br /&gt;
|87&lt;br /&gt;
|91&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delsaber]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 888 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 || colspan=&amp;quot;7&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Berill]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]&lt;br /&gt;
|888&lt;br /&gt;
|53&lt;br /&gt;
|56&lt;br /&gt;
|60&lt;br /&gt;
|63&lt;br /&gt;
|67&lt;br /&gt;
|70&lt;br /&gt;
|74&lt;br /&gt;
|77&lt;br /&gt;
|81&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 878 || 55 || 58 || 62 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 || colspan=&amp;quot;8&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 869 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 85 || 88 || 92 || 95 || 98 || colspan=&amp;quot;8&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delbiter]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]&lt;br /&gt;
| 860 || 58 || 62 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 || colspan=&amp;quot;9&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Barbarous Wolf]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 854 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 88 || 91 || 95 || 98 || colspan=&amp;quot;9&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Spigell]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 828 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 || 99 || colspan=&amp;quot;10&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Goran Detonator]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 825 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 || colspan=&amp;quot;11&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Merikle]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]&lt;br /&gt;
| 804 || 69 || 73 || 76 || 80 || 83 || 87 || 90 || 94 || 98 || colspan=&amp;quot;12&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Chaos Sorcerer]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 790 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 || colspan=&amp;quot;13&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Gee]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]&lt;br /&gt;
|790&lt;br /&gt;
|72&lt;br /&gt;
|76&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|86&lt;br /&gt;
|90&lt;br /&gt;
|93&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Gold]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]|| 784 || 73 || 77 || 80 || 84 || 87 || 91 || 94 || 98 || colspan=&amp;quot;13&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Lily]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Control Tower|Tower]]|| 782 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 || colspan=&amp;quot;13&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Subterranean Desert|Desert]]&lt;br /&gt;
|782&lt;br /&gt;
|74&lt;br /&gt;
|77&lt;br /&gt;
|81&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Zol Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 772 || 76 || 79 || 83 || 86 || 90 || 93 || 97 || colspan=&amp;quot;14&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Berill]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]&lt;br /&gt;
|772&lt;br /&gt;
|76&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|86&lt;br /&gt;
|90&lt;br /&gt;
|93&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zoa]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 769 || 76 || 80 || 83 || 87 || 90 || 94 || 97 || colspan=&amp;quot;14&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Satellite Lizard]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 768 || 77 || 80 || 84 || 87 || 91 || 94 || 98 || colspan=&amp;quot;14&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Chaos Bringer]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
| [[Ruins]]|| 767 || 77 || 80 || 84 || 87 || 91 || 94 || 98 || colspan=&amp;quot;14&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Satellite Lizard]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 762 || 78 || 81 || 85 || 88 || 92 || 95 || 99 || colspan=&amp;quot;14&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Beat]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]|| 758 || 79 || 82 || 86 || 89 || 93 || 96 || 99 || colspan=&amp;quot;14&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[So Dimenian]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]&lt;br /&gt;
|758&lt;br /&gt;
|79&lt;br /&gt;
|82&lt;br /&gt;
|86&lt;br /&gt;
|89&lt;br /&gt;
|93&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Savage Wolf]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 756 || 79 || 83 || 86 || 90 || 93 || 97 || colspan=&amp;quot;15&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Bulclaw]]&amp;lt;br&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 753 || 80 || 83 || 87 || 90 || 94 || 97 || colspan=&amp;quot;15&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dark Gunner]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]&lt;br /&gt;
|753&lt;br /&gt;
|80&lt;br /&gt;
|83&lt;br /&gt;
|87&lt;br /&gt;
|90&lt;br /&gt;
|94&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ul Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 740 || 82 || 86 || 89 || 93 || 96 || 99 || colspan=&amp;quot;15&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Hildeblue]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Forest]]|| 738 || 83 || 86 || 90 || 93 || 97 || colspan=&amp;quot;16&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[La Dimenian]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 735 || 83 || 87 || 90 || 94 || 97 || colspan=&amp;quot;16&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zele]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
| [[Seabed]]|| 734 || 83 || 87 || 90 || 94 || 97 || colspan=&amp;quot;16&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delsaber]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[VR Spaceship]]|| 730 || 84 || 88 || 91 || 95 || 98 || colspan=&amp;quot;16&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Pyro Goran]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
| [[Subterranean Desert|Desert]]|| 728 || 85 || 88 || 92 || 95 || 99 || colspan=&amp;quot;16&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Crater]]|| 727 || 85 || 88 || 92 || 95 || 99 || colspan=&amp;quot;16&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ba Boota]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
| [[Crater]]|| 721 || 86 || 90 || 93 || 97 || colspan=&amp;quot;17&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Love Rappy]]&amp;lt;br&amp;gt;[[St Rappy]]&amp;lt;br&amp;gt;[[Hallo Rappy]]&amp;lt;br&amp;gt;[[Egg Rappy]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
| [[VR Temple]]|| 720 || 86 || 90 || 93 || 97 || colspan=&amp;quot;17&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; | [[Nar Lily]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Temple]]&lt;br /&gt;
|720&lt;br /&gt;
|86&lt;br /&gt;
|90&lt;br /&gt;
|93&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; | [[Hildeblue]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Temple]]&lt;br /&gt;
|720&lt;br /&gt;
|86&lt;br /&gt;
|90&lt;br /&gt;
|93&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; | [[Pan Arms]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]&lt;br /&gt;
|720&lt;br /&gt;
|86&lt;br /&gt;
|90&lt;br /&gt;
|93&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; | [[Hidoom]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]&lt;br /&gt;
|720&lt;br /&gt;
|86&lt;br /&gt;
|90&lt;br /&gt;
|93&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Goran]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
| [[Subterranean Desert|Desert]]|| 716 || 87 || 91 || 94 || 98 || colspan=&amp;quot;17&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Barbarous Wolf]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[VR Spaceship]]|| 713 || 88 || 91 || 95 || 98 || colspan=&amp;quot;17&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dimenian]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
| [[Ruins]]|| 712 || 88 || 91 || 95 || 98 || colspan=&amp;quot;17&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Canadine|Canadine (Ring)]] &lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]|| 706 || 89 || 93 || 96 || 99 || colspan=&amp;quot;17&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Canane]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]&lt;br /&gt;
|706&lt;br /&gt;
|89&lt;br /&gt;
|93&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]] &lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 702 || 90 || 93 || 97 || colspan=&amp;quot;18&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Morfos]] &lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
| [[Seabed]]|| 701 || 90 || 94 || 97 || colspan=&amp;quot;18&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delbiter]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]&lt;br /&gt;
|701&lt;br /&gt;
|90&lt;br /&gt;
|94&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;18&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]] &lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Crater]]|| 695 || 91 || 95 || 98 || colspan=&amp;quot;18&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ze Boota]] &lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
| [[Crater]]|| 693 || 92 || 95 || 99 || colspan=&amp;quot;18&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dolmdarl]] &lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]]|| 681 || 94 || 98 || colspan=&amp;quot;19&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sand Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]&lt;br /&gt;
|681&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;19&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Gee]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]&lt;br /&gt;
|681&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;19&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Guil Shark]] &lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
| [[Cave]]|| 680 || 94 || 98 || colspan=&amp;quot;19&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Poison Lily]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;19&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Nar Lily]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;19&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Hidoom]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;19&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Grass Assassin]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;19&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Pouilly Slime]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;19&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Claw]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]&lt;br /&gt;
|680&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;19&amp;quot; |✔&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
RAmarl=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable sticky-header&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Monster !! rowspan=&amp;quot;2&amp;quot; |Episode !! rowspan=&amp;quot;2&amp;quot; |Mode !! rowspan=&amp;quot;2&amp;quot; |Area !! rowspan=&amp;quot;2&amp;quot; | EVP !! colspan=&amp;quot;21&amp;quot; class=&amp;quot;unsortable&amp;quot; | Snow Queen (Frozen Shooter) Hit %&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| 0 !! class=&amp;quot;unsortable&amp;quot;| 5 !! class=&amp;quot;unsortable&amp;quot;| 10 !! class=&amp;quot;unsortable&amp;quot;| 15 !! class=&amp;quot;unsortable&amp;quot;| 20 !! class=&amp;quot;unsortable&amp;quot;| 25 !! class=&amp;quot;unsortable&amp;quot;| 30 !! class=&amp;quot;unsortable&amp;quot;| 35 !! class=&amp;quot;unsortable&amp;quot;| 40 !! class=&amp;quot;unsortable&amp;quot;| 45 !! class=&amp;quot;unsortable&amp;quot;| 50 !! class=&amp;quot;unsortable&amp;quot;| 55 !! class=&amp;quot;unsortable&amp;quot;| 60 !! class=&amp;quot;unsortable&amp;quot;| 65 !! class=&amp;quot;unsortable&amp;quot;| 70 !! class=&amp;quot;unsortable&amp;quot;| 75 !! class=&amp;quot;unsortable&amp;quot;| 80 !! class=&amp;quot;unsortable&amp;quot;| 85 !! class=&amp;quot;unsortable&amp;quot;| 90 !! class=&amp;quot;unsortable&amp;quot;| 95 !! class=&amp;quot;unsortable&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Deldepth]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]]|| 1200 || 0 || 0 || 0 || 0 || 0 || 2 || 6 || 9 || 13 || 16 || 20 || 23 || 27 || 30 || 34 || 37 || 41 || 44 || 48 || 51 || 55&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ill Gill]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Control Tower|Tower]]|| 1000 || 25 || 28 || 32 || 35 || 39 || 42 || 46 || 49 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zoa]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]]|| 978 || 29 || 33 || 36 || 40 || 43 || 47 || 50 || 54 || 57 || 61 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92 || 96 || 99&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 978 || 29 || 33 || 36 || 40 || 43 || 47 || 50 || 54 || 57 || 61 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92 || 96 || 99&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delsaber]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 970 || 31 || 34 || 38 || 41 || 45 || 48 || 52 || 55 || 59 || 62 || 66 || 69 || 73 || 76 || 80 || 83 || 87 || 90 || 94 || 97 || ✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Merikle]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]|| 958 || 33 || 37 || 40 || 44 || 47 || 51 || 54 || 58 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 || 99 &lt;br /&gt;
|✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Zol Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]|| 950 || 35 || 38 || 42 || 45 || 49 || 52 || 56 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ul Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]|| 913 || 42 || 46 || 49 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 || colspan=&amp;quot;4&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 909 || 43 || 46 || 50 || 53 || 57 || 60 || 64 || 67 || 71 || 74 || 78 || 81 || 85 || 88 || 92 || 95 || 99 || colspan=&amp;quot;4&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zele]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]]|| 904 || 44 || 47 || 51 || 54 || 58 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 || 99 &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Lily]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Control Tower|Tower]]|| 890 || 47 || 50 || 54 || 57 || 61 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92 || 96 || 99 || colspan=&amp;quot;5&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ill Gill]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Control Tower|Tower]]|| 890 || 47 || 50 || 54 || 57 || 61 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92 || 96 || 99 &lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delsaber]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 888 || 47 || 51 || 54 || 58 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 || 99 &lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Berill]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]|| 888 || 47 || 51 || 54 || 58 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 878 || 49 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 869 || 51 || 54 || 58 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 &lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delbiter]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]|| 860 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Barbarous Wolf]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 854 || 54 || 57 || 61 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92 &lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Spigell]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 828 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Goran Detonator]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 825 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Merikle]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]|| 804 || 64 || 67 || 71 || 74 || 78 || 81 || 85 || 88 || 92 || 95 || 99 &lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Chaos Sorcerer]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 790 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Gee]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]|| 790 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Gold]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]|| 784 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92 || 96 || 99 &lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Lily]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Control Tower|Tower]]|| 782 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 || 99 &lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]] &lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 782 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Zol Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 772 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Berill]] &lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 772 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zoa]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 769 || 71 || 74 || 78 || 81 || 85 || 88 || 92 || 95 || 99 &lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Satellite Lizard]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 768 || 71 || 75 || 78 || 82 || 85 || 89 || 92 || 96 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Chaos Bringer]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 767 || 71 || 75 || 78 || 82 || 85 || 89 || 92 || 96 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Satellite Lizard]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 762 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 &lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Beat]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]|| 758 || 73 || 77 || 80 || 84 || 87 || 91 || 94 || 98 &lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[So Dimenian]] &lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 758 || 73 || 77 || 80 || 84 || 87 || 91 || 94 || 98 &lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Savage Wolf]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 756 || 73 || 77 || 80 || 84 || 87 || 91 || 94 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Bulclaw]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 753 || 74 || 78 || 81 || 85 || 88 || 92 || 95 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dark Gunner]] &lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 753 || 74 || 78 || 81 || 85 || 88 || 92 || 95 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ul Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 740 || 77 || 80 || 84 || 87 || 91 || 94 || 98 &lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Hildeblue]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Forest]]|| 738 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[La Dimenian]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 735 || 78 || 81 || 85 || 88 || 92 || 95 || 99 &lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zele]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]]|| 734 || 78 || 81 || 85 || 88 || 92 || 95 || 99 &lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delsaber]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[VR Spaceship]]|| 730 || 79 || 82 || 86 || 89 || 93 || 96 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Pyro Goran]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 728 || 79 || 83 || 86 || 90 || 93 || 97 &lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Crater]]|| 727 || 79 || 83 || 86 || 90 || 93 || 97 &lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ba Boota]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 721 || 80 || 84 || 87 || 91 || 94 || 98 &lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Love Rappy]]&amp;lt;br&amp;gt;[[St Rappy]]&amp;lt;br&amp;gt;[[Hallo Rappy]]&amp;lt;br&amp;gt;[[Egg Rappy]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Temple]]|| 720 || 81 || 84 || 88 || 91 || 95 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Nar Lily]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Temple]]|| 720 || 81 || 84 || 88 || 91 || 95 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Hildeblue]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Temple]]|| 720 || 81 || 84 || 88 || 91 || 95 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Pan Arms]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]&lt;br /&gt;
|720&lt;br /&gt;
|81&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Hidoom]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]&lt;br /&gt;
|720&lt;br /&gt;
|81&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Goran]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]&lt;br /&gt;
|716&lt;br /&gt;
|81&lt;br /&gt;
|85&lt;br /&gt;
|88&lt;br /&gt;
|92&lt;br /&gt;
|95&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Barbarous Wolf]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[VR Spaceship]]&lt;br /&gt;
|713&lt;br /&gt;
|82&lt;br /&gt;
|86&lt;br /&gt;
|89&lt;br /&gt;
|93&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dimenian]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]&lt;br /&gt;
|712&lt;br /&gt;
|82&lt;br /&gt;
|86&lt;br /&gt;
|89&lt;br /&gt;
|93&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Canadine|Canadine (Ring)]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]&lt;br /&gt;
|706&lt;br /&gt;
|83&lt;br /&gt;
|87&lt;br /&gt;
|90&lt;br /&gt;
|94&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Canane]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]&lt;br /&gt;
|706&lt;br /&gt;
|83&lt;br /&gt;
|87&lt;br /&gt;
|90&lt;br /&gt;
|94&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]]&lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Subterranean Desert|Desert]]&lt;br /&gt;
|702&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Morfos]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]]&lt;br /&gt;
|701&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delbiter]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]&lt;br /&gt;
|701&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]]&lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Crater]]&lt;br /&gt;
|695&lt;br /&gt;
|86&lt;br /&gt;
|89&lt;br /&gt;
|93&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ze Boota]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]&lt;br /&gt;
|693&lt;br /&gt;
|86&lt;br /&gt;
|90&lt;br /&gt;
|93&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dolmdarl]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]]&lt;br /&gt;
|681&lt;br /&gt;
|88&lt;br /&gt;
|92&lt;br /&gt;
|95&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sand Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]&lt;br /&gt;
|681&lt;br /&gt;
|88&lt;br /&gt;
|92&lt;br /&gt;
|95&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Gee]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]&lt;br /&gt;
|681&lt;br /&gt;
|88&lt;br /&gt;
|92&lt;br /&gt;
|95&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Guil Shark]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|89&lt;br /&gt;
|92&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Poison Lily]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|89&lt;br /&gt;
|92&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Nar Lily]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|89&lt;br /&gt;
|92&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Hidoom]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|89&lt;br /&gt;
|92&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Grass Assassin]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|89&lt;br /&gt;
|92&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Pouilly Slime]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|89&lt;br /&gt;
|92&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Claw]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]&lt;br /&gt;
|680&lt;br /&gt;
|89&lt;br /&gt;
|92&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; |✔&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
RAcast=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable sticky-header&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Monster !! rowspan=&amp;quot;2&amp;quot; |Episode !! rowspan=&amp;quot;2&amp;quot; |Mode !! rowspan=&amp;quot;2&amp;quot; |Area !! rowspan=&amp;quot;2&amp;quot; | EVP !! colspan=&amp;quot;21&amp;quot; class=&amp;quot;unsortable&amp;quot; | Snow Queen (Frozen Shooter) Hit %&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| 0 !! class=&amp;quot;unsortable&amp;quot;| 5 !! class=&amp;quot;unsortable&amp;quot;| 10 !! class=&amp;quot;unsortable&amp;quot;| 15 !! class=&amp;quot;unsortable&amp;quot;| 20 !! class=&amp;quot;unsortable&amp;quot;| 25 !! class=&amp;quot;unsortable&amp;quot;| 30 !! class=&amp;quot;unsortable&amp;quot;| 35 !! class=&amp;quot;unsortable&amp;quot;| 40 !! class=&amp;quot;unsortable&amp;quot;| 45 !! class=&amp;quot;unsortable&amp;quot;| 50 !! class=&amp;quot;unsortable&amp;quot;| 55 !! class=&amp;quot;unsortable&amp;quot;| 60 !! class=&amp;quot;unsortable&amp;quot;| 65 !! class=&amp;quot;unsortable&amp;quot;| 70 !! class=&amp;quot;unsortable&amp;quot;| 75 !! class=&amp;quot;unsortable&amp;quot;| 80 !! class=&amp;quot;unsortable&amp;quot;| 85 !! class=&amp;quot;unsortable&amp;quot;| 90 !! class=&amp;quot;unsortable&amp;quot;| 95 !! class=&amp;quot;unsortable&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Deldepth]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]]|| 1200 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 4 || 8 || 11 || 15 || 18 || 22 || 25 || 29 || 32 || 36 || 39 || 43&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ill Gill]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Control Tower|Tower]]|| 1000 || 13 || 16 || 20 || 23 || 27 || 30 || 34 || 37 || 41 || 44 || 48 || 51 || 55 || 58 || 62 || 65 || 69 || 72 || 76 || 79 || 83&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zoa]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]]|| 978 || 17 || 21 || 24 || 28 || 31 || 35 || 38 || 42 || 45 || 49 || 52 || 56 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 87&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 978 || 17 || 21 || 24 || 28 || 31 || 35 || 38 || 42 || 45 || 49 || 52 || 56 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 87&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delsaber]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 970 || 19 || 22 || 26 || 29 || 33 || 36 || 40 || 43 || 47 || 50 || 54 || 57 || 61 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Merikle]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]|| 958 || 21 || 25 || 28 || 32 || 35 || 39 || 42 || 46 || 49 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Zol Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]|| 950 || 23 || 26 || 30 || 33 || 37 || 40 || 44 || 47 || 51 || 54 || 58 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ul Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]|| 913 || 30 || 34 || 37 || 41 || 44 || 48 || 51 || 55 || 58 || 62 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 || ✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 909 || 31 || 34 || 38 || 41 || 45 || 48 || 52 || 55 || 59 || 62 || 66 || 69 || 73 || 77 || 80 || 84 || 87 || 90 || 94 || 97 || ✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zele]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]]|| 904 || 32 || 35 || 39 || 42 || 46 || 49 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 78 || 81 || 85 || 88 || 91 || 95 || 98 &lt;br /&gt;
|✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Lily]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Control Tower|Tower]]|| 890 || 35 || 38 || 42 || 45 || 49 || 52 || 56 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 || 98 || colspan=&amp;quot;2&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ill Gill]] &lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Control Tower|Tower]]|| 890 || 35 || 38 || 42 || 45 || 49 || 52 || 56 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 || 98 &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delsaber]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 888 || 35 || 39 || 42 || 46 || 49 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Berill]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]|| 888 || 35 || 39 || 42 || 46 || 49 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 878 || 37 || 41 || 44 || 48 || 51 || 55 || 58 || 62 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 869 || 39 || 42 || 46 || 49 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 85 || 88 || 92 || 95 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delbiter]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]|| 860 || 41 || 44 || 48 || 51 || 55 || 58 || 62 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 &lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Barbarous Wolf]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 854 || 42 || 45 || 49 || 52 || 56 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 88 || 91 &lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Spigell]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 828 || 47 || 51 || 54 || 58 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 &lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Goran Detonator]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 825 || 48 || 51 || 55 || 58 || 62 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 &lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Merikle]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]|| 804 || 52 || 55 || 59 || 62 || 66 || 69 || 73 || 76 || 80 || 83 || 87 || 90 || 94 || 98 &lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Chaos Sorcerer]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 790 || 55 || 58 || 62 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 &lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Gee]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]|| 790 || 55 || 58 || 62 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 &lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Gold]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]|| 784 || 56 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 || 98 &lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Lily]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Control Tower|Tower]]|| 782 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]] &lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 782 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Zol Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 772 || 58 || 62 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 || colspan=&amp;quot;9&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Berill]] &lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 772 || 58 || 62 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 &lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zoa]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 769 || 59 || 62 || 66 || 69 || 73 || 76 || 80 || 83 || 87 || 90 || 94 || 97 &lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Satellite Lizard]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 768 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 || 98 &lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Chaos Bringer]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 767 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Satellite Lizard]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 762 || 60 || 64 || 67 || 71 || 74 || 78 || 81 || 85 || 88 || 92 || 95 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Beat]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]|| 758 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[So Dimenian]] &lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 758 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Savage Wolf]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 756 || 62 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 &lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Bulclaw]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 753 || 62 || 66 || 69 || 73 || 76 || 80 || 83 || 87 || 90 || 94 || 97 &lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dark Gunner]] &lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 753 || 62 || 66 || 69 || 73 || 76 || 80 || 83 || 87 || 90 || 94 &lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ul Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 740 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Hildeblue]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Forest]]|| 738 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 &lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[La Dimenian]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 735 || 66 || 69 || 73 || 76 || 80 || 83 || 87 || 90 || 94 || 97 &lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zele]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]]|| 734 || 66 || 69 || 73 || 76 || 80 || 83 || 87 || 90 || 94 || 97 &lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delsaber]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[VR Spaceship]]|| 730 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Pyro Goran]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 728 || 67 || 71 || 74 || 78 || 81 || 85 || 88 || 92 || 95 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Crater]]|| 727 || 67 || 71 || 74 || 78 || 81 || 85 || 88 || 92 || 95 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ba Boota]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 721 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 &lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Love Rappy]]&amp;lt;br&amp;gt;[[St Rappy]]&amp;lt;br&amp;gt;[[Hallo Rappy]]&amp;lt;br&amp;gt;[[Egg Rappy]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Temple]]|| 720 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 &lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Nar Lily]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Temple]]|| 720 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 &lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Hildeblue]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Temple]]|| 720 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 &lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Pan Arms]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]&lt;br /&gt;
|720&lt;br /&gt;
|69&lt;br /&gt;
|72&lt;br /&gt;
|76&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|86&lt;br /&gt;
|90&lt;br /&gt;
|93&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Hidoom]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]&lt;br /&gt;
|720&lt;br /&gt;
|69&lt;br /&gt;
|72&lt;br /&gt;
|76&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|86&lt;br /&gt;
|90&lt;br /&gt;
|93&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Goran]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]&lt;br /&gt;
|716&lt;br /&gt;
|70&lt;br /&gt;
|73&lt;br /&gt;
|77&lt;br /&gt;
|80&lt;br /&gt;
|84&lt;br /&gt;
|87&lt;br /&gt;
|91&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Barbarous Wolf]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[VR Spaceship]]&lt;br /&gt;
|713&lt;br /&gt;
|70&lt;br /&gt;
|74&lt;br /&gt;
|77&lt;br /&gt;
|81&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dimenian]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]&lt;br /&gt;
|712&lt;br /&gt;
|70&lt;br /&gt;
|74&lt;br /&gt;
|77&lt;br /&gt;
|81&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Canadine|Canadine (Ring)]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]&lt;br /&gt;
|706&lt;br /&gt;
|72&lt;br /&gt;
|75&lt;br /&gt;
|79&lt;br /&gt;
|82&lt;br /&gt;
|86&lt;br /&gt;
|89&lt;br /&gt;
|93&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Canane]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]&lt;br /&gt;
|706&lt;br /&gt;
|72&lt;br /&gt;
|75&lt;br /&gt;
|79&lt;br /&gt;
|82&lt;br /&gt;
|86&lt;br /&gt;
|89&lt;br /&gt;
|93&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]]&lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Subterranean Desert|Desert]]&lt;br /&gt;
|702&lt;br /&gt;
|72&lt;br /&gt;
|76&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|86&lt;br /&gt;
|90&lt;br /&gt;
|93&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Morfos]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]]&lt;br /&gt;
|701&lt;br /&gt;
|73&lt;br /&gt;
|76&lt;br /&gt;
|80&lt;br /&gt;
|83&lt;br /&gt;
|87&lt;br /&gt;
|90&lt;br /&gt;
|94&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delbiter]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]&lt;br /&gt;
|701&lt;br /&gt;
|73&lt;br /&gt;
|76&lt;br /&gt;
|80&lt;br /&gt;
|83&lt;br /&gt;
|87&lt;br /&gt;
|90&lt;br /&gt;
|94&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]]&lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Crater]]&lt;br /&gt;
|695&lt;br /&gt;
|74&lt;br /&gt;
|77&lt;br /&gt;
|81&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ze Boota]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]&lt;br /&gt;
|693&lt;br /&gt;
|74&lt;br /&gt;
|78&lt;br /&gt;
|81&lt;br /&gt;
|85&lt;br /&gt;
|88&lt;br /&gt;
|92&lt;br /&gt;
|95&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dolmdarl]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]]&lt;br /&gt;
|681&lt;br /&gt;
|77&lt;br /&gt;
|80&lt;br /&gt;
|84&lt;br /&gt;
|87&lt;br /&gt;
|91&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sand Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]&lt;br /&gt;
|681&lt;br /&gt;
|77&lt;br /&gt;
|80&lt;br /&gt;
|84&lt;br /&gt;
|87&lt;br /&gt;
|91&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Gee]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]&lt;br /&gt;
|681&lt;br /&gt;
|77&lt;br /&gt;
|80&lt;br /&gt;
|84&lt;br /&gt;
|87&lt;br /&gt;
|91&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Guil Shark]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|77&lt;br /&gt;
|80&lt;br /&gt;
|84&lt;br /&gt;
|87&lt;br /&gt;
|91&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Poison Lily]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|77&lt;br /&gt;
|80&lt;br /&gt;
|84&lt;br /&gt;
|87&lt;br /&gt;
|91&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Nar Lily]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|77&lt;br /&gt;
|80&lt;br /&gt;
|84&lt;br /&gt;
|87&lt;br /&gt;
|91&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Hidoom]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|77&lt;br /&gt;
|80&lt;br /&gt;
|84&lt;br /&gt;
|87&lt;br /&gt;
|91&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Grass Assassin]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|77&lt;br /&gt;
|80&lt;br /&gt;
|84&lt;br /&gt;
|87&lt;br /&gt;
|91&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Pouilly Slime]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|77&lt;br /&gt;
|80&lt;br /&gt;
|84&lt;br /&gt;
|87&lt;br /&gt;
|91&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Claw]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]&lt;br /&gt;
|680&lt;br /&gt;
|77&lt;br /&gt;
|80&lt;br /&gt;
|84&lt;br /&gt;
|87&lt;br /&gt;
|91&lt;br /&gt;
|94&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
RAcaseal=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable sticky-header&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Monster !! rowspan=&amp;quot;2&amp;quot; |Episode !! rowspan=&amp;quot;2&amp;quot; |Mode !! rowspan=&amp;quot;2&amp;quot; |Area !! rowspan=&amp;quot;2&amp;quot; | EVP !! colspan=&amp;quot;21&amp;quot; class=&amp;quot;unsortable&amp;quot; | Snow Queen (Frozen Shooter) Hit %&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| 0 !! class=&amp;quot;unsortable&amp;quot;| 5 !! class=&amp;quot;unsortable&amp;quot;| 10 !! class=&amp;quot;unsortable&amp;quot;| 15 !! class=&amp;quot;unsortable&amp;quot;| 20 !! class=&amp;quot;unsortable&amp;quot;| 25 !! class=&amp;quot;unsortable&amp;quot;| 30 !! class=&amp;quot;unsortable&amp;quot;| 35 !! class=&amp;quot;unsortable&amp;quot;| 40 !! class=&amp;quot;unsortable&amp;quot;| 45 !! class=&amp;quot;unsortable&amp;quot;| 50 !! class=&amp;quot;unsortable&amp;quot;| 55 !! class=&amp;quot;unsortable&amp;quot;| 60 !! class=&amp;quot;unsortable&amp;quot;| 65 !! class=&amp;quot;unsortable&amp;quot;| 70 !! class=&amp;quot;unsortable&amp;quot;| 75 !! class=&amp;quot;unsortable&amp;quot;| 80 !! class=&amp;quot;unsortable&amp;quot;| 85 !! class=&amp;quot;unsortable&amp;quot;| 90 !! class=&amp;quot;unsortable&amp;quot;| 95 !! class=&amp;quot;unsortable&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Deldepth]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]]|| 1200 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 2 || 6 || 9 || 13 || 16 || 20 || 23 || 27 || 30 || 34 || 37 || 41 || 44 || 48&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ill Gill]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Control Tower|Tower]]|| 1000 || 18 || 21 || 25 || 28 || 32 || 35 || 39 || 42 || 46 || 49 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zoa]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]]|| 978 || 22 || 26 || 29 || 33 || 36 || 40 || 43 || 47 || 50 || 54 || 57 || 61 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 978 || 22 || 26 || 29 || 33 || 36 || 40 || 43 || 47 || 50 || 54 || 57 || 61 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delsaber]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 970 || 24 || 27 || 31 || 34 || 38 || 41 || 45 || 48 || 52 || 55 || 59 || 62 || 66 || 69 || 73 || 76 || 80 || 83 || 87 || 90 || 94&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Merikle]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]|| 958 || 26 || 30 || 33 || 37 || 40 || 44 || 47 || 51 || 54 || 58 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Zol Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]|| 950 || 28 || 31 || 35 || 38 || 42 || 45 || 49 || 52 || 56 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 &lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ul Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]|| 913 || 35 || 39 || 42 || 46 || 49 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 || colspan=&amp;quot;2&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 909 || 36 || 39 || 43 || 46 || 50 || 53 || 57 || 60 || 64 || 67 || 71 || 74 || 78 || 81 || 85 || 88 || 92 || 95 || 99 || colspan=&amp;quot;2&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zele]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]]|| 904 || 37 || 40 || 44 || 47 || 51 || 54 || 58 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 || 99 &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Lily]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Control Tower|Tower]]|| 890 || 40 || 43 || 47 || 50 || 54 || 57 || 61 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92 || 96 || 99 || colspan=&amp;quot;3&amp;quot; | ✔ &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ill Gill]] &lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Control Tower|Tower]]|| 890 || 40 || 43 || 47 || 50 || 54 || 57 || 61 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92 || 96 || 99 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delsaber]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 888 || 40 || 44 || 47 || 51 || 54 || 58 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 || 99 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Berill]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]|| 888 || 40 || 44 || 47 || 51 || 54 || 58 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 878 || 42 || 46 || 49 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 869 || 44 || 47 || 51 || 54 || 58 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 &lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delbiter]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]|| 860 || 46 || 49 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Barbarous Wolf]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 854 || 47 || 50 || 54 || 57 || 61 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92 &lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Spigell]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 828 || 52 || 56 || 59 || 63 || 66 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Goran Detonator]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 825 || 53 || 56 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Merikle]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]|| 804 || 57 || 60 || 64 || 67 || 71 || 74 || 78 || 81 || 85 || 88 || 92 || 95 || 99 &lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Chaos Sorcerer]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 790 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Gee]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Central Control Area|CCA]]|| 790 || 60 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Gold]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]|| 784 || 61 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92 || 96 || 99 &lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Lily]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Control Tower|Tower]]|| 782 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 || 99 &lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]] &lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 782 || 61 || 65 || 68 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Zol Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 772 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Berill]] &lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 772 || 63 || 67 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zoa]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 769 || 64 || 67 || 71 || 74 || 78 || 81 || 85 || 88 || 92 || 95 || 99 &lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Satellite Lizard]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 768 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92 || 96 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Chaos Bringer]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 767 || 64 || 68 || 71 || 75 || 78 || 82 || 85 || 89 || 92 || 96 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Satellite Lizard]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 762 || 65 || 69 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 &lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Beat]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]|| 758 || 66 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 || 98 &lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[So Dimenian]] &lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 758 || 66 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 || 98 &lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Savage Wolf]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]|| 756 || 66 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Bulclaw]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 753 || 67 || 71 || 74 || 78 || 81 || 85 || 88 || 92 || 95 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dark Gunner]] &lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 753 || 67 || 71 || 74 || 78 || 81 || 85 || 88 || 92 || 95 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ul Gibbon]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]|| 740 || 70 || 73 || 77 || 80 || 84 || 87 || 91 || 94 || 98 &lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Hildeblue]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Forest]]|| 738 || 70 || 74 || 77 || 81 || 84 || 88 || 91 || 95 || 98 &lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[La Dimenian]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]|| 735 || 71 || 74 || 78 || 81 || 85 || 88 || 92 || 95 || 99 &lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sinow Zele]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Seabed]]|| 734 || 71 || 74 || 78 || 81 || 85 || 88 || 92 || 95 || 99 &lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delsaber]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[VR Spaceship]]|| 730 || 72 || 75 || 79 || 82 || 86 || 89 || 93 || 96 &lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Pyro Goran]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]|| 728 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 &lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Del Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Crater]]|| 727 || 72 || 76 || 79 || 83 || 86 || 90 || 93 || 97 &lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ba Boota]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]|| 721 || 73 || 77 || 80 || 84 || 87 || 91 || 94 || 98 &lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Love Rappy]]&amp;lt;br&amp;gt;[[St Rappy]]&amp;lt;br&amp;gt;[[Hallo Rappy]]&amp;lt;br&amp;gt;[[Egg Rappy]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Temple]]|| 720 || 74 || 77 || 81 || 84 || 88 || 91 || 95 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Nar Lily]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Temple]]|| 720 || 74 || 77 || 81 || 84 || 88 || 91 || 95 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Hildeblue]] &lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Temple]]|| 720 || 74 || 77 || 81 || 84 || 88 || 91 || 95 &lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Pan Arms]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]&lt;br /&gt;
|720&lt;br /&gt;
|74&lt;br /&gt;
|77&lt;br /&gt;
|81&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Hidoom]]&lt;br /&gt;
|2&lt;br /&gt;
|Multi&lt;br /&gt;
|[[VR Spaceship]]&lt;br /&gt;
|720&lt;br /&gt;
|74&lt;br /&gt;
|77&lt;br /&gt;
|81&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Goran]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]&lt;br /&gt;
|716&lt;br /&gt;
|74&lt;br /&gt;
|78&lt;br /&gt;
|81&lt;br /&gt;
|85&lt;br /&gt;
|88&lt;br /&gt;
|92&lt;br /&gt;
|95&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Barbarous Wolf]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[VR Spaceship]]&lt;br /&gt;
|713&lt;br /&gt;
|75&lt;br /&gt;
|79&lt;br /&gt;
|82&lt;br /&gt;
|86&lt;br /&gt;
|89&lt;br /&gt;
|93&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dimenian]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]&lt;br /&gt;
|712&lt;br /&gt;
|75&lt;br /&gt;
|79&lt;br /&gt;
|82&lt;br /&gt;
|86&lt;br /&gt;
|89&lt;br /&gt;
|93&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Canadine|Canadine (Ring)]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]&lt;br /&gt;
|706&lt;br /&gt;
|76&lt;br /&gt;
|80&lt;br /&gt;
|83&lt;br /&gt;
|87&lt;br /&gt;
|90&lt;br /&gt;
|94&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Canane]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Mine]]&lt;br /&gt;
|706&lt;br /&gt;
|76&lt;br /&gt;
|80&lt;br /&gt;
|83&lt;br /&gt;
|87&lt;br /&gt;
|90&lt;br /&gt;
|94&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]]&lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Subterranean Desert|Desert]]&lt;br /&gt;
|702&lt;br /&gt;
|77&lt;br /&gt;
|81&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Morfos]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]]&lt;br /&gt;
|701&lt;br /&gt;
|77&lt;br /&gt;
|81&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Delbiter]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]];&amp;lt;br&amp;gt;[[Control Tower|Tower]]&lt;br /&gt;
|701&lt;br /&gt;
|77&lt;br /&gt;
|81&lt;br /&gt;
|84&lt;br /&gt;
|88&lt;br /&gt;
|91&lt;br /&gt;
|95&lt;br /&gt;
|98&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Yowie]]&lt;br /&gt;
|4&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Crater]]&lt;br /&gt;
|695&lt;br /&gt;
|79&lt;br /&gt;
|82&lt;br /&gt;
|86&lt;br /&gt;
|89&lt;br /&gt;
|93&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;14&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ze Boota]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Crater]]&lt;br /&gt;
|693&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|86&lt;br /&gt;
|90&lt;br /&gt;
|93&lt;br /&gt;
|97&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dolmdarl]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Seabed]]&lt;br /&gt;
|681&lt;br /&gt;
|81&lt;br /&gt;
|85&lt;br /&gt;
|88&lt;br /&gt;
|92&lt;br /&gt;
|95&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sand Rappy]]&lt;br /&gt;
|4&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Subterranean Desert|Desert]]&lt;br /&gt;
|681&lt;br /&gt;
|81&lt;br /&gt;
|85&lt;br /&gt;
|88&lt;br /&gt;
|92&lt;br /&gt;
|95&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Gee]]&lt;br /&gt;
|2&lt;br /&gt;
|OPM&lt;br /&gt;
|[[Central Control Area|CCA]]&lt;br /&gt;
|681&lt;br /&gt;
|81&lt;br /&gt;
|85&lt;br /&gt;
|88&lt;br /&gt;
|92&lt;br /&gt;
|95&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Guil Shark]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|82&lt;br /&gt;
|85&lt;br /&gt;
|89&lt;br /&gt;
|92&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Poison Lily]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|82&lt;br /&gt;
|85&lt;br /&gt;
|89&lt;br /&gt;
|92&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Nar Lily]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|82&lt;br /&gt;
|85&lt;br /&gt;
|89&lt;br /&gt;
|92&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Hidoom]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|82&lt;br /&gt;
|85&lt;br /&gt;
|89&lt;br /&gt;
|92&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Grass Assassin]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|82&lt;br /&gt;
|85&lt;br /&gt;
|89&lt;br /&gt;
|92&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Pouilly Slime]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Cave]]&lt;br /&gt;
|680&lt;br /&gt;
|82&lt;br /&gt;
|85&lt;br /&gt;
|89&lt;br /&gt;
|92&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Claw]]&lt;br /&gt;
|1&lt;br /&gt;
|Multi&lt;br /&gt;
|[[Ruins]]&lt;br /&gt;
|680&lt;br /&gt;
|82&lt;br /&gt;
|85&lt;br /&gt;
|89&lt;br /&gt;
|92&lt;br /&gt;
|96&lt;br /&gt;
|99&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; |✔&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Rifles}}&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Dress_Plate&amp;diff=38947</id>
		<title>Dress Plate</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Dress_Plate&amp;diff=38947"/>
		<updated>2025-11-04T03:42:04Z</updated>

		<summary type="html">&lt;p&gt;Ender: Oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|title = Dress Plate&lt;br /&gt;
|jp = トランスヴェスタイトプレート&lt;br /&gt;
|romaji = Transvestite Plate&lt;br /&gt;
|icon = Frame&lt;br /&gt;
|stars = 9&lt;br /&gt;
|type = Frame&lt;br /&gt;
|requirement = None&lt;br /&gt;
|DFP = 30&lt;br /&gt;
|EVP = 30&lt;br /&gt;
|EFR = &lt;br /&gt;
|EIC = &lt;br /&gt;
|ETH = &lt;br /&gt;
|EDK = 70&lt;br /&gt;
|ELT = &lt;br /&gt;
|class = 101010101010&lt;br /&gt;
|hex = 010144&lt;br /&gt;
|desc = Low on defense, high on fashion!&lt;br /&gt;
}}&lt;br /&gt;
[[File:Dress plate.gif|thumb|Dress Plate&#039;s aesthetic effect|329x329px]]&lt;br /&gt;
{{Frame|rare|Dress Plate}} is a rare [[Frames|frame]] only equippable by males. Despite its low [[DFP]] and [[EVP]], it is popular for its very high [[EDK]] stat, which, in conjunction with other EDK-boosting items (especially {{Shield|rare|Anti-Dark Ring}}), can make the user immune to most sources of [[Megid]]. &lt;br /&gt;
&lt;br /&gt;
When at least one female character is within 20 units of the player, Dress Plate shows an aesthetic effect similar to {{Frame|rare|Love Heart}} and {{Frame|rare|Sweetheart}}.&lt;br /&gt;
==The Forge==&lt;br /&gt;
One Dress Plate is one of seven trade components for the {{Shield|rare|Red Ring}} [[Tools#Ring_platings|plating]] {{Tool|rare|Deep Plating}} in the quest {{Quest link|The Forge}}.&lt;br /&gt;
==Availability==&lt;br /&gt;
===Enemy Drops===&lt;br /&gt;
{{DropTableHead}}&lt;br /&gt;
{{DropRow|id=Greenill|diff=Ultimate|Sinow Berill|1/2048}}&lt;br /&gt;
{{DropRow|id=Purplenum|diff=Ultimate|Sinow Berill|1/2048}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Frames}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frames]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Force_Field&amp;diff=38946</id>
		<title>Force Field</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Force_Field&amp;diff=38946"/>
		<updated>2025-11-04T03:21:03Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|title = Force Field&lt;br /&gt;
|jp = フォースフィールド&lt;br /&gt;
|romaji = Force Field&lt;br /&gt;
|icon = Frame&lt;br /&gt;
|stars = 9&lt;br /&gt;
|type = Frame&lt;br /&gt;
|requirement = Level 28&lt;br /&gt;
|DFP = 40-48&lt;br /&gt;
|EVP = 80-88&lt;br /&gt;
|EFR = &lt;br /&gt;
|EIC = &lt;br /&gt;
|ETH = &lt;br /&gt;
|EDK = 18&lt;br /&gt;
|ELT = 25&lt;br /&gt;
|class = 000000001111&lt;br /&gt;
|hex = 01011A&lt;br /&gt;
|desc = Protective gear for Forces.&amp;lt;br&amp;gt;A thin defensive field.&amp;lt;br&amp;gt;If someone else has a different one...&lt;br /&gt;
}}&lt;br /&gt;
{{Frame|rare|Force Field}} is a rare [[Frames|frame]] only equippable by [[Forces]].&lt;br /&gt;
&lt;br /&gt;
If another player is wearing a {{Frame|rare|Hunter Field}} or a {{Frame|rare|Ranger Field}}, this armor&#039;s DFP is increased by 13. &lt;br /&gt;
&lt;br /&gt;
Note that despite the max DFP/EVP of this frame being 68/88, this frame is available with only minimum stats.&lt;br /&gt;
==Availability==&lt;br /&gt;
===Challenge Mode===&lt;br /&gt;
Force Field can be obtained from Episode 2 [[Challenge Mode]] after earning a B-Rank rating. This can be done if the Episode is cleared over 9 hours.&lt;br /&gt;
&lt;br /&gt;
If the player has already earned an S-Rank or A-Rank rating, clearing any stage in Episode 2 Challenge Mode will grant them the A-Rank and B-Rank prizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Frames}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frames]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Ranger_Field&amp;diff=38945</id>
		<title>Ranger Field</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Ranger_Field&amp;diff=38945"/>
		<updated>2025-11-04T03:20:40Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|title = Ranger Field&lt;br /&gt;
|jp = レンジャーフィールド&lt;br /&gt;
|romaji = Ranger Field&lt;br /&gt;
|icon = Frame&lt;br /&gt;
|stars = 9&lt;br /&gt;
|type = Frame&lt;br /&gt;
|requirement = Level 28&lt;br /&gt;
|DFP = 50-58&lt;br /&gt;
|EVP = 80-88&lt;br /&gt;
|EFR = &lt;br /&gt;
|EIC = &lt;br /&gt;
|ETH = &lt;br /&gt;
|EDK = 18&lt;br /&gt;
|ELT = 20&lt;br /&gt;
|class = 000011110000&lt;br /&gt;
|hex = 010119&lt;br /&gt;
|desc = Protective gear for Rangers.&amp;lt;br&amp;gt;A thin defensive field.&amp;lt;br&amp;gt;If someone else has a different one...&lt;br /&gt;
}}&lt;br /&gt;
{{Frame|rare|Ranger Field}} is a rare [[Frames|frame]] only equippable by [[Rangers]].&lt;br /&gt;
&lt;br /&gt;
If another player is wearing a {{Frame|rare|Hunter Field}} or a {{Frame|rare|Force Field}}, this armor&#039;s DFP is increased by 13. &lt;br /&gt;
&lt;br /&gt;
Note that despite the max DFP/EVP of this frame being 68/88, this frame is available with only minimum stats.&lt;br /&gt;
==Availability==&lt;br /&gt;
===Challenge Mode===&lt;br /&gt;
Ranger Field can be obtained from Episode 2 [[Challenge Mode]] after earning a B-Rank rating. This can be done if the Episode is cleared over 9 hours.&lt;br /&gt;
&lt;br /&gt;
If the player has already earned an S-Rank or A-Rank rating, clearing any stage in Episode 2 Challenge Mode will grant them the A-Rank and B-Rank prizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Frames}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frames]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Hunter_Field&amp;diff=38944</id>
		<title>Hunter Field</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Hunter_Field&amp;diff=38944"/>
		<updated>2025-11-04T03:20:21Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|title = Hunter Field&lt;br /&gt;
|jp = ハンターフィールド&lt;br /&gt;
|romaji = Hunter Field&lt;br /&gt;
|icon = Frame&lt;br /&gt;
|stars = 9&lt;br /&gt;
|type = Frame&lt;br /&gt;
|requirement = Level 28&lt;br /&gt;
|DFP = 60-68&lt;br /&gt;
|EVP = 80-88&lt;br /&gt;
|EFR = &lt;br /&gt;
|EIC = &lt;br /&gt;
|ETH = &lt;br /&gt;
|EDK = 20&lt;br /&gt;
|ELT = 15&lt;br /&gt;
|class = 111100000000&lt;br /&gt;
|hex = 010118&lt;br /&gt;
|desc = Protective gear for Hunters.&amp;lt;br&amp;gt;A thin defensive field.&amp;lt;br&amp;gt;If someone else has a different one...&lt;br /&gt;
}}&lt;br /&gt;
{{Frame|rare|Hunter Field}} is a rare [[Frames|frame]] only equippable by [[Hunters]].&lt;br /&gt;
&lt;br /&gt;
If another player is wearing a {{Frame|rare|Ranger Field}} or a {{Frame|rare|Force Field}}, this armor&#039;s DFP is increased by 13. &lt;br /&gt;
&lt;br /&gt;
Note that despite the max DFP/EVP of this frame being 68/88, this frame is available with only minimum stats.&lt;br /&gt;
==Availability==&lt;br /&gt;
===Challenge Mode===&lt;br /&gt;
Hunter Field can be obtained from Episode 2 [[Challenge Mode]] after earning a B-Rank rating. This can be done if the Episode is cleared over 9 hours.&lt;br /&gt;
&lt;br /&gt;
If the player has already earned an S-Rank or A-Rank rating, clearing any stage in Episode 2 Challenge Mode will grant them the A-Rank and B-Rank prizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Frames}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frames]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Hunter_Field&amp;diff=38943</id>
		<title>Hunter Field</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Hunter_Field&amp;diff=38943"/>
		<updated>2025-11-04T03:20:02Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|title = Hunter Field&lt;br /&gt;
|jp = ハンターフィールド&lt;br /&gt;
|romaji = Hunter Field&lt;br /&gt;
|icon = Frame&lt;br /&gt;
|stars = 9&lt;br /&gt;
|type = Frame&lt;br /&gt;
|requirement = Level 28&lt;br /&gt;
|DFP = 60-68&lt;br /&gt;
|EVP = 80-88&lt;br /&gt;
|EFR = &lt;br /&gt;
|EIC = &lt;br /&gt;
|ETH = &lt;br /&gt;
|EDK = 20&lt;br /&gt;
|ELT = 15&lt;br /&gt;
|class = 111100000000&lt;br /&gt;
|hex = 010118&lt;br /&gt;
|desc = Protective gear for Hunters.&amp;lt;br&amp;gt;A thin defensive field.&amp;lt;br&amp;gt;If someone else has a different one...&lt;br /&gt;
}}&lt;br /&gt;
{{Frame|rare|Hunter Field}} is a rare [[Frames|frame]] only equippable by [[Hunters]].&lt;br /&gt;
&lt;br /&gt;
If another player is wearing a {{Frame|rare|Ranger Field}} or a {{Frame|rare|Force Field}, this armor&#039;s DFP is increased by 13. &lt;br /&gt;
&lt;br /&gt;
Note that despite the max DFP/EVP of this frame being 68/88, this frame is available with only minimum stats.&lt;br /&gt;
==Availability==&lt;br /&gt;
===Challenge Mode===&lt;br /&gt;
Hunter Field can be obtained from Episode 2 [[Challenge Mode]] after earning a B-Rank rating. This can be done if the Episode is cleared over 9 hours.&lt;br /&gt;
&lt;br /&gt;
If the player has already earned an S-Rank or A-Rank rating, clearing any stage in Episode 2 Challenge Mode will grant them the A-Rank and B-Rank prizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Frames}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frames]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Love_Heart&amp;diff=38942</id>
		<title>Love Heart</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Love_Heart&amp;diff=38942"/>
		<updated>2025-11-04T03:14:59Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|title = Love Heart&lt;br /&gt;
|jp = ラブハート&lt;br /&gt;
|romaji = Love Heart&lt;br /&gt;
|icon = Frame&lt;br /&gt;
|stars = 11&lt;br /&gt;
|type = Frame&lt;br /&gt;
|requirement = Level 131&lt;br /&gt;
|DFP = 196-246&lt;br /&gt;
|EVP = 140-160&lt;br /&gt;
|EFR = &lt;br /&gt;
|EIC = &lt;br /&gt;
|ETH = &lt;br /&gt;
|EDK = 17&lt;br /&gt;
|ELT = 20&lt;br /&gt;
|class = 010101010101&lt;br /&gt;
|hex = 01012D&lt;br /&gt;
|desc = Legendary &amp;quot;love&amp;quot; armor.&amp;lt;br&amp;gt;Its defensive power increases when you approach the opposite sex.&lt;br /&gt;
}}&lt;br /&gt;
[[File:Love Heart.gif|thumb|Love Heart&#039;s aesthetic effect|319x319px]]&lt;br /&gt;
{{Frame|rare|Love Heart}} is a rare [[Frames|frame]] that is only equippable by females. It is a result of combining the rare [[Tools#Combination items|combination item]] {{Tool|rare|Magic Rock &amp;quot;Heart Key&amp;quot;}} with the rare frame {{Frame|rare|Spirit Garment}}.&lt;br /&gt;
&lt;br /&gt;
When a male character is within 20 units of the player, it increases DFP by 98 and shows an aesthetic effect similar to {{Frame|rare|Dress Plate}}.&lt;br /&gt;
&lt;br /&gt;
Unlike {{Frame|rare|Sweetheart}}, the DFP bonus does not increase when more than one male character is nearby.&lt;br /&gt;
&lt;br /&gt;
Note that while the max DFP and EVP of this frame are 246 and 160, the effective maxes are actually 203 and 145, due to the base item, Spirit Garment, only having a maximum bonus to its DFP and EVP of 7 and 5 respectively. However, it has been available with higher stats from events. &lt;br /&gt;
&lt;br /&gt;
==Combinations==&lt;br /&gt;
Equipping Love Heart and using Magic Rock &amp;quot;Heart Key&amp;quot; will consume the Magic Rock &amp;quot;Heart Key&amp;quot; and turn this frame into {{Frame|rare|Sweetheart}}. The Love Heart equipped at the time of use will have its bonus DFP and EVP transferred to the resulting Sweetheart.&lt;br /&gt;
==The Forge==&lt;br /&gt;
One Love Heart is one of six trade components for the {{Shield|rare|Red Ring}} [[Tools#Ring_platings|plating]] {{Tool|rare|Heart Plating}} in the quest {{Quest link|The Forge}}.&lt;br /&gt;
==Availability==&lt;br /&gt;
===Combination===&lt;br /&gt;
Love Heart can be created from using a {{Tool|rare|Magic Rock &amp;quot;Heart Key&amp;quot;}} with a {{Frame|rare|Spirit Garment}} equipped. The Spirit Garment equipped at the time of use will have its bonus DFP and EVP transferred to the resulting Love Heart.&lt;br /&gt;
&lt;br /&gt;
This combination must be done by a female character of at least level 131.&lt;br /&gt;
===Event===&lt;br /&gt;
Love Heart may be obtained in {{Quest link|The Egg Shop}} as a reward from the 10 {{Tool|rare|Event Egg}} [[The Egg Shop#Gambles|gamble]] with random stats.&lt;br /&gt;
&lt;br /&gt;
{{Frames}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frames]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Dress_Plate&amp;diff=38941</id>
		<title>Dress Plate</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Dress_Plate&amp;diff=38941"/>
		<updated>2025-11-04T03:12:47Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|title = Dress Plate&lt;br /&gt;
|jp = トランスヴェスタイトプレート&lt;br /&gt;
|romaji = Transvestite Plate&lt;br /&gt;
|icon = Frame&lt;br /&gt;
|stars = 9&lt;br /&gt;
|type = Frame&lt;br /&gt;
|requirement = None&lt;br /&gt;
|DFP = 30&lt;br /&gt;
|EVP = 30&lt;br /&gt;
|EFR = &lt;br /&gt;
|EIC = &lt;br /&gt;
|ETH = &lt;br /&gt;
|EDK = 70&lt;br /&gt;
|ELT = &lt;br /&gt;
|class = 101010101010&lt;br /&gt;
|hex = 010144&lt;br /&gt;
|desc = Low on defense, high on fashion!&lt;br /&gt;
}}&lt;br /&gt;
[[File:Dress plate.gif|thumb|Dress Plate&#039;s aesthetic effect|329x329px]]&lt;br /&gt;
{{Frame|rare|Dress Plate}} is a rare [[Frames|frame]] only equippable by males. Despite its low [[DFP]] and [[EVP]], it is popular for its very high [[EDK]] stat, which, in conjunction with other EDK-boosting items (especially {{Shield|rare|Anti-Dark Ring}}), can make the user immune to most sources of [[Megid]]. &lt;br /&gt;
&lt;br /&gt;
When at least one male character is within 20 units of the player, Dress Plate shows an aesthetic effect similar to {{Frame|rare|Love Heart}} and {{Frame|rare|Sweetheart}}.&lt;br /&gt;
==The Forge==&lt;br /&gt;
One Dress Plate is one of seven trade components for the {{Shield|rare|Red Ring}} [[Tools#Ring_platings|plating]] {{Tool|rare|Deep Plating}} in the quest {{Quest link|The Forge}}.&lt;br /&gt;
==Availability==&lt;br /&gt;
===Enemy Drops===&lt;br /&gt;
{{DropTableHead}}&lt;br /&gt;
{{DropRow|id=Greenill|diff=Ultimate|Sinow Berill|1/2048}}&lt;br /&gt;
{{DropRow|id=Purplenum|diff=Ultimate|Sinow Berill|1/2048}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Frames}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frames]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Sweetheart&amp;diff=38940</id>
		<title>Sweetheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Sweetheart&amp;diff=38940"/>
		<updated>2025-11-04T03:11:54Z</updated>

		<summary type="html">&lt;p&gt;Ender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|title = Sweetheart&lt;br /&gt;
|jp = スウィートハート&lt;br /&gt;
|romaji = Sweetheart&lt;br /&gt;
|icon = Frame&lt;br /&gt;
|stars = 11&lt;br /&gt;
|type = Frame&lt;br /&gt;
|requirement = Level 131&lt;br /&gt;
|DFP = 176-226&lt;br /&gt;
|EVP = 164-184&lt;br /&gt;
|EFR = 2&lt;br /&gt;
|EIC = 2&lt;br /&gt;
|ETH = 2&lt;br /&gt;
|EDK = 10&lt;br /&gt;
|ELT = 10&lt;br /&gt;
|class = 010101010101&lt;br /&gt;
|hex = 010145&lt;br /&gt;
|desc = Strange armor that grants love as well as power.&lt;br /&gt;
}}&lt;br /&gt;
{{Frame|rare|Sweetheart}} is a rare [[Frames|frame]] that is only equippable by females. It is a result of combining the rare [[Tools#Combination items|combination item]] {{Tool|rare|Magic Rock &amp;quot;Heart Key&amp;quot;}} with the rare frame {{Frame|rare|Love Heart}}. &lt;br /&gt;
&lt;br /&gt;
Sweetheart offers bonuses when certain items are equipped, and both shows an aesthetic effect and increases weapon [[ATP]] (but &#039;&#039;decreases&#039;&#039; [[DFP]]) when male characters are within 20 units of the player. The change to ATP and DFP is determined by the number of male characters within 20 units of the player.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Nearby Males&lt;br /&gt;
!ATP&lt;br /&gt;
!DFP&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
| +15%&lt;br /&gt;
| -15%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -20%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| +25%&lt;br /&gt;
| -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that while the max DFP and EVP of this frame are 226 and 184, the effective maxes are actually 183 and 169, due to the base item, {{Frame|rare|Spirit Garment}}, only having a maximum bonus to its DFP and EVP of 7 and 5 respectively.&lt;br /&gt;
[[File:Sweetheart.gif|thumb|Sweetheart&#039;s aesthetic effect|319x319px]]&lt;br /&gt;
==Set Effect==&lt;br /&gt;
{{SetEffectHead}}&lt;br /&gt;
{{SetEffectRow|Sword|Vivienne|effectspan=1|effect=+20% attack speed}}&lt;br /&gt;
{{SetEffectRow|Gun|Angel Harp|effectspan=1|effect=+30% weapon ATP and +12 ATA}}&lt;br /&gt;
{{SetEffectRow|Shield|Safety Heart|effectspan=1|effect=+10% barrier DFP,&amp;lt;br&amp;gt;+2 EFR, EIC, ETH and +5 EDK, ELT}}&lt;br /&gt;
|}&lt;br /&gt;
: &#039;&#039;Note: Multiple sources of attack speed increase will not stack; only the highest source will apply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
===Combination===&lt;br /&gt;
Sweetheart can be created from using a {{Tool|rare|Magic Rock &amp;quot;Heart Key&amp;quot;}} with a Love Heart equipped. The Love Heart equipped at the time of use will have its bonus DFP and EVP transferred to the resulting Sweetheart.&lt;br /&gt;
&lt;br /&gt;
This combination has no prerequisites other than being able to equip Love Heart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Frames}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frames]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
	<entry>
		<id>https://wiki.pioneer2.net/index.php?title=Anomalous_Ordeal_2&amp;diff=38778</id>
		<title>Anomalous Ordeal 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneer2.net/index.php?title=Anomalous_Ordeal_2&amp;diff=38778"/>
		<updated>2025-10-26T17:46:06Z</updated>

		<summary type="html">&lt;p&gt;Ender: /* Random Enemy Spawn Chances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest&lt;br /&gt;
|title=Anomalous Ordeal #2&lt;br /&gt;
|episode=1&lt;br /&gt;
|category=Extermination&lt;br /&gt;
|desc=The monsters are relentless and appearing without formation.&lt;br /&gt;
|info=Clear the Cave and Mine of all monsters! Be careful! The monsters change every run!&lt;br /&gt;
|client=Scientist&lt;br /&gt;
|reward=Normal: 2000&amp;lt;br/&amp;gt;Hard: 4000&amp;lt;br/&amp;gt;Very Hard: 6000&amp;lt;br/&amp;gt;Ultimate: 8000&lt;br /&gt;
|author=Ender&lt;br /&gt;
|langs=English, Japanese&lt;br /&gt;
|nxpon=???&lt;br /&gt;
|hxpon=???&lt;br /&gt;
|vhxpon=???&lt;br /&gt;
|uxpon=???&lt;br /&gt;
|nxpoff=???&lt;br /&gt;
|hxpoff=???&lt;br /&gt;
|vhxpoff=???&lt;br /&gt;
|uxpoff=???&lt;br /&gt;
}}&lt;br /&gt;
==Information==&lt;br /&gt;
This quest uses the random spawns mechanism used in Episode 1 [[Challenge]]. There are some fixed enemies in each area with designated waves. These enemies will always spawn if the client generates a spawn for their wave number.&lt;br /&gt;
&lt;br /&gt;
==Fixed Enemy Counts==&lt;br /&gt;
{|class=&amp;quot;wikitable questTable&amp;quot; style=&amp;quot;display:inline-table;vertical-align:top;&amp;quot;&lt;br /&gt;
!colspan=2|[[Cave|Cave 2]]&lt;br /&gt;
|-&lt;br /&gt;
!Enemy&lt;br /&gt;
!Count&lt;br /&gt;
|-&lt;br /&gt;
|[[Poison Lily]]&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Pofuilly Slime]]&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Grass Assassin]]&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Nano Dragon]]&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable questTable&amp;quot; style=&amp;quot;display:inline-table;vertical-align:top;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |[[Mine|Mine 2]]&lt;br /&gt;
|-&lt;br /&gt;
!Enemy&lt;br /&gt;
!Count&lt;br /&gt;
|-&lt;br /&gt;
|[[Gillchich]]&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Dubchic]]&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|[[Dubwitch]]&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Canane]]&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Sinow Gold]]&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Garanz]]&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;display:inline-table;vertical-align:top;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Boxes&lt;br /&gt;
|-&lt;br /&gt;
!Box Type&lt;br /&gt;
!Count&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |[[Cave|Cave 2]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Box]]&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Mine|Mine 2]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Box]]&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|[[Box|Box (Weapon)]]&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Random Enemy Spawn Chances==&lt;br /&gt;
The average number of enemies in Cave 2 and Mine 2 are 171 and 155, respectively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable questTable&amp;quot; style=&amp;quot;display:inline-table;vertical-align:top;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |[[Cave|Cave 2]]&lt;br /&gt;
|-&lt;br /&gt;
!Enemy&lt;br /&gt;
!Chance&lt;br /&gt;
|-&lt;br /&gt;
|[[Evil Shark]]&lt;br /&gt;
|21/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Pal Shark]]&lt;br /&gt;
|18/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Guil Shark]]&lt;br /&gt;
|16/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Poison Lily]]&lt;br /&gt;
|11/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Pofuilly Slime]]&lt;br /&gt;
|7/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Grass Assassin]]&lt;br /&gt;
|13/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Nano Dragon]]&lt;br /&gt;
|14/100&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;display:inline-table;vertical-align:top;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |[[Mine|Mine 2]]&lt;br /&gt;
|-&lt;br /&gt;
!Enemy&lt;br /&gt;
!Chance&lt;br /&gt;
|-&lt;br /&gt;
|[[Gillchich]]&lt;br /&gt;
|29/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Canadine]]&lt;br /&gt;
|20/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Sinow Blue]]&lt;br /&gt;
|25/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Sinow Gold]]&lt;br /&gt;
|18/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Garanz]]&lt;br /&gt;
|8/100&lt;br /&gt;
|}&lt;br /&gt;
{{Episode1Quests}}&lt;br /&gt;
[[Category:Quests]]&lt;br /&gt;
[[Category:Episode 1 Quests]]&lt;br /&gt;
[[Category:Extermination Quests]]&lt;/div&gt;</summary>
		<author><name>Ender</name></author>
	</entry>
</feed>