Dot Hack Gu Weapon Skills Disgaea
Mar 28, 2012 - 17 minWatch.hack//G.U. Vol.3 Redemption (Special 6) - 'How to Max Out the Affection Level. Aug 17, 2014. I need help with the 'Quick Exp Gain' cheat in.hack//G.U. Vol 3 - Redemption. Comment=Rogue Galaxy (PAL-M5) (SCES-54552) // // Max. Weapon's Skill patch=1,EE,203AAD48,extended,24050032 // Max. Weapon's Attributes. Anyway I played through Disgaea a bit ago, and here's my pnach.
.hack//INFECTION (Part 1) - Weapon/Item FAQ.Hack//Infection Monsters, Weapons and Armor FAQ Version 1.0 by Jack Spade *This FAQ is best viewed on a maximized window.
— In a, a character's new levels are generally considered permanent: A character only ever levels up, only ever increases in power. But in many games, some enemies have the ability to take these levels away from a character to weaken them, usually attributed to draining the character's. Due to undertones of, this ability generally only manifests in the undead, or in characters who've trained on the 'evil' or 'grey' ends of the spectrum. While a level drain has the overall effect of universally weakening the character, side effects vary; for example, a character might lose the skills or abilities they received during the initial level-up. If there is no way to easily gain these levels back (like, say, ), enemies that can do this often take on the status of, especially if they appear in groups and can drain more than one level per shot.
Characters who lose all their levels this way typically die (and may come back as the same creature that killed them, or ), particularly if the creature was undead, as undeath has a common tendency to do that. Compare, where changing classes makes your level drop, and, where this applies only to life points. Do not confuse with a, which is about the design of a level or stage. Examples: Anime and Manga • In, Seiryu, of the Imperial Palace, can do this to the players it fights, and considering that leveling up takes a lot of time and effort in Brain Burst, this is a very bad thing. When Nega Nebulus tried to take down the guardians, Aqua Current was assigned to deal with Seiryu, but ended up being reduced to a very low level. • • This is a major game mechanic.
You level up your weapons by collecting powerups that enemies drop, and getting injured by anything will lower your weapon level: this also serves as an unique weapon balance factor since different weapons have varying amounts of 'spare' experience that you can lose without weakening your weapon once you reach the max level. Also, losing levels is necessary if you get the Nemesis, since it, and levels up from a single experience pickup. • This mechanic is played with by the Spur, an upgrade to the Polar Star if you return to the Hermit Gunsmith later in the story by using the Booster v2.0, it's mechanically unusual in that it doesn't use experience, instead employing a which can deal up to 474 damage in a single beam. • On the path to, a full reset happens twice: 'You feel a black wind blow through you.
All weapons dropped to Level 1!' Though you're almost guaranteed to have at least one weapon — the Spur, the Nemesis, or the Blade — that still deals out good damage at Level 1. Arguably, the de-leveling in Sacred Grounds is an equalizer, so that your chance of success isn't affected by how well you fared in the preceding boss fight. • The original /MSX version of: The Phantasm Soldier uses the same mechanic as Cave Story, where getting injured by anything will lower your weapon level. • In, the human pilot loses his gun level when he gets damaged.
•: While not as far as stealing levels, there are enemies who can steal your XP with each hit (as well as doing traditional damage.) • has many monsters, especially quest monsters, who do the temporary sort of draining, and there's even 'disease' from special undead, which hits a random stat for 10 to 1 levels, and there are potions to restore levels and cure disease, as well as jewelery that takes the disease for you. • • This is the and thus features numerous items, equipment, player skills and familiars that can do this. On the other side, there are also items and equipment that can add levels to the enemy, in order to boost their power (and the paid out for defeating them).
A few rare items can do this to your own statistics, too. • In July 2013 the first really powerful and regularly usable way to drain a character's stats was added as a joke punishment for doing something clearly stupid. The joke was on the developers; it turned out there was great demand for deleveling as part of an experienced adventurer's toolkit. • In the early days of, you could fall into a 'death loop'—If your spawn point was near a group of monsters, they'd keep killing you repeatedly. What made it even worse was that you'd spawn without your equipment, making you even easier to kill. You could easily lose a level or more this way. • In, killing a Cragnon that's been placed under by the Floro Sapiens will deduct 100 points from the team's total EXP.
Should the EXP fall below an amount in which the team normally levels up, the team will level down. • III: The Frozen Throne has Arthas losing levels over the course of the campaign, though this isn't due to actions by enemies but rather just part of the plot. • Many, such as, have this as just one of the many dangers that your character can face. Yes, they're. Email Hacking Software Fully Working Hack Gmail Passwords. • The original had the Wraith.
It drained a level but left you at the maximum experience of the previous level, so the experience from killing the wraith would make you go up a level again (though with minimal experience for it). Too bad if you got drained twice before killing one, though. • has not only various levels of EXP drains, but also melee attacks that lower any or all of your stats. • has monsters that can drain your levels, as well as reduce other stats.
• has Doom Seeds, which lower your level by one if you're hit by one. Explorers of Sky also added a Lookalike Item called the Dough Seed, with a very good effect (it causes tons of cash to spawn on the next floor when eaten).
Apparently to try to lure players into accidentally eating one of the Doom Seeds. • 2 not only has level down seeds your big yellow bird can eat, but level down traps and a whole family of monsters (Vampire/Lich/Demi-Lich) that can drain levels as an attack. For some strange reason, this is partly balanced out by having level up seeds and traps. • In, there's a somewhat Grim Reaper-esque monster called Clown on the lower levels of the tower.
Its special ability is a spell that drains a level from your PC or one of your familiars. Killing it brings the level back. However, this is treated as a new level-up, so all the EXP you collected mid-level are gone. • features an enemy that can drain one level from you. When you defeat it, you level up, bringing you back to your original level.
• There were two kinds of Death monsters in Dark Legacy: a Red Death which drained 1000 hit points, or a Black Death that would drain one level. Thankfully, the halo accessory meant you could drain from these Deaths, and draining from the Black Death would make your character gain a level, no matter how much XP they needed. This made very quick. • • had several enemies and powers that cause level drain, though thankfully it's all temporary. You can actually do it on the enemies, too. Often you can use abilities such as Darkshock (Which halves the target's level and rounds if necessary) or Level 2 old (Which gradually delevels them). This makes abilities that attack the opponents via levels (Level 5 Death, Level 3 Flare) much more feasible.
• had this as a handicap in the arena fights in the Golden Saucer. It reduced your level by five for the remainder of the duel. This was actually one of the less nasty penalties, at least it didn't shrink you or worse, turn you into a frog. • enabled one GF to learn a LV Down ability for the player to use, which could be used repeatedly to make any non-boss enemy stupidly easy. It had a LV Up ability, too, for those who think scaled leveling of enemies just isn't hardcore enough, or if you wanted to Draw a better spells, since the list of them depended on the monster's level.
• has the 'Prophecy' spell, which resets a Persona's rank to 1. Given that a Persona's spells and stats come mostly from gaining ranks, and going from rank 1 to often takes several hours of, this can be aggravating. • In, there is the Soulsucker spell, which is used by one of the bosses in the game and can also be learned by the player. It has an incredibly slow casting time and very short range, but a hit from this will drain a player's Soul Level. • In the series, the power of Data Drain can result in an NPC character losing character levels and distorting into a very weak monster. Player characters hit with Data Drain can have their human player be digitized, imprisoning their mind in the game and placing their body into a coma. In and.hack//ROOTS, the entity Azure Kite Tri-Edge Data Drains the characters Shino and Haseo, sending the former into a coma and transforming the latter from a n artificially high level character to first level with no inventory or member address list.
• There's at least one already difficult boss in (The Grand Jewel) that can take away levels from your current attack, and they will stay that way for the rest of the fight (though the Grand Jewel can glitch and return levels it takes away in this fashion). In a part of the game with several boss fights in a short period of time, no less.
There are also several bosses (including, again, the Grand Jewel) that make your dragoon abilities useless, which can be seen as leveling them down for the battle. • While they don't affect the characters' levels, several endgame bosses in: The Lost Age and have moves that shut down a character's Djinni, and a couple of them can shut down all of the Djinni in the active party. Doing so reverts the characters into their significantly weaker base classes. Fortunately, Djinni do return in battle, but only one of each character's 9 Djinni comes back each turn - especially problematic because most Revive spells and all group healing spells require classes with four or more Djinni of a particular element. Then there's the Star Magician's Ghoul Balls, which have this annoying habit of eating a character's Djinn; while they can only 'shut down' one Djinni at a time, any Djinn disabled in this manner stay disabled until the offending Ghoul Ball is destroyed. • In, one status ailment actually deleveled your character. It was only temporary, similar to.
Then there was one late-game mission during which your level was halved and was actually tied to in-game plot. • Games in series will generally lower a random skill when you're put in prison. There are also various magical effects that temporarily drain the gains and means of increasing in level (health,, fatigue, attributes, and skills). • Every single one of the early Moraff RPGs for DOS had enemies that could drain your levels if they hit you. Thankfully, this was usually not so horrible due to the fact that your stats increase over time due to finding items, and level draining doesn't drain these.
In fact, it is actually advantageous to let yourself be drained back to a low level so that you can get much better max HP gains when leveling back up with your newly inflated stats. The worst enemies were the ones that could drain your stats. If you happen to be a fighter, you better hope you've collected at least one or more of those (which, by the way, is an thanks to how the manipulates the system of randomly dropped items when defeating an enemy in these games) when facing Level Draining Enemies or you're screwed. There is also a spell allowing you to drain enemy levels. Since the amount of levels drained is based on your stats, it tends to be a fast and relatively cheap way to kill these very Level Draining Enemies. Provided they don't have and you don't care to only get the experience for killing a level zero monster.
•: Dark Legacy has a version of that, instead of sapping health, saps a whole level instead. • The games had monsters that caused it on your party, which was part of what made the series so infamously difficult, as the player then had to get the characters out of the area they were now too low levelled to survive in, and then grind back up before they could return, and then pray that their levels weren't lost again. The series' fourth game played around with this trope, since the first game's was now the, the player could summon monsters with level drain abilities to their side, and using such monsters was usually the best way to weaken up the do-gooders who were trying to put Werdna back into his tomb. • At certain points in, the Dark Lord will invade the inn the protagonist and his or her party are staying.
He will then remove all of the protagonist's teammates and reset the protagonist back to Level 1. He will also lock the protagonist out of his or her former job class, forcing you to pick another one. It's not as dire as it sounds, as enemies immediately after these points scale down in strength and you soon pick up new teammates. • All damage is like this in the series. Then again, the game does provide an where they provide you with experience-giving should you get hit too often. • A certain monster in II did this and also brought the target down one Evolution Level.
• has a 'level down' trap that you can use to abuse the leveling system for ungodly powerful stats (though most players generally don't bother). Note How this works is that you gain stats based on what class you are when you level up, and you lose them the same way when you level down, so you take a mage into a class that has no magic growth (such as a dragoon) and level them down, losing strength and HP, and then level back up as a mage, gaining more points to Magic and MP • In, any enemy with a hammer/mallet can steal a level with every hit. Sure it's easy to get back, but it's downright frustrating in the early levels. Also, you do not have such an ability, even if you have the best mallet in the game, putting this somewhere between and.
• has an item called 'Demon Buns' that take a level when consumed. They mostly come as vending machine trash and are worthless, but have a couple of uses. Since some Evilities come into effect when fighting enemies that are higher level than you, they offer a way to reduce your characters' levels on the fly. Using one on an ally also reduces your with that character, which can be beneficial when paired with a particular Innocent. • in some games. The Juna Fruit (only available through live download events) in Sacred Stones lowers a unit's level, which seems like a bad thing at first.
But it doesn't affect the unit's actual stats, and since stat increases are randomly determined whenever you level up, the Juma Fruit's real purpose is to give a unit a few more chances to gain stats before they hit the relatively low level cap of 20. The reclassing system in Awakening also works similarly, it resets a character's level to 1 and, if 'demoting' from a high-tier class to a base one, will reduce their stats accordingly.
But all stats they've gained through leveling up are retained internally, and repeated use of this level reset enables characters to effectively level endlessly until all their stats are maxed out. Fates changed reclassing to not reset levels.
Non-video game examples: •, as you might expect, is the and. Under most circumstances, the only way to defend against level drain was by making a saving throw against it, or by using magic items or spells that protected you against the drain.
• In the older games (and the ), if you lost a level to level drain, it was gone for good, and the only way to gain it back was the hard way, since restoration magic was out of the reach of spell casters until the highest levels. The earlier games also operated by having every gp of treasure earned count towards XP, so you didn't have to slog through tons of monsters in order to get back into tip-top shape (in addition to being a better way to survive the low levels due to the low HP that first-level characters had). • In Advanced Dungeons and Dragons there was no save.
If an undead creature hit you, you got level drained and that was that. Worse, energy-draining touch attacks ignored armor, and the only real defensive spell against such attacks, Negative Plane Protection, only shielded one character against one level of drain.
In practice, the only real defense against level draining undead basically boiled down to 'don't let them get near you, ever.' • A First Edition spell called 'Energy Drain' had the same Level Drain effect as being touched by an undead.
• Third Edition introduced the concept of 'negative levels,' which was basically temporary level loss that you then had to make a Fortitude save against at the end of the fight for every level that you 'lost' this way. If you made it, you got the level back, but if you failed the save, it was gone for good and you had to gain it back the hard way. • Fourth Edition did away with level drain entirely, instead having monsters that originally level-drained you (such as wights and wraiths) instead inflicting the Weakened condition on you (which simply halves the damage that you deal in combat until you make your saving throw to end it), immobilizing you (you can't move from your space unless you teleport until you make your save), taking away healing surges, and so on. • Pathfinder finally eliminates the issue, by making almost all energy drain a temporary state.
Failing the save to remove the negative level just meant you kept it for another day. There are some ways to get levels drained permanently (most notably from being rezzed by a Raise Dead spell) but even those can be removed by a (Greater) Restoration. Even then, those aren't really lost levels but more like a stacking penalty to hit points and all d20 rolls. Spell slots and class features are never lost. • Another game by, (1st Edition), had the 'De-Evolution' mutant ability. A 'Sage Advice' article in Dragon Magazine confirmed that if a mutant with that ability showed up in a Dungeons And Dragons campaign, it would cause Level Drain like an undead monster. Sarda: The irony is that there's not much left for me to do to you that you haven't already done to yourselves.
[.] Thief: Pff,? Black Mage: Oh. Please don't say that out loud. Thief: No, think about what he said.
We're Light Warriors, dammit. I bet he can't hurt us any more than we hurt each other every day. Red Mage: Thief kinda has a point. We're our own worst enemies. What can he do?!
(The Light Warriors are reduced in levels and class) Red Mage: (turns to Sarda) What if I said it was a rhetorical question?
I've been playing a lot of RPG's lately like Tales of Xillia and also revisiting the dot hack GU games, Dragon Quest 8 and some pokemon games and I realized something, sometimes the leveling up system in an RPG can really suck, or be really good. Take for example. Dot hack GU, where it always takes the same amount of Exp to level up but you get so much for beating enemies that are higher levels than you, or by how many Rengeki's you get in battle. It can become a little repetitive but all in all, you can practically level up at your own pace based on your own skill which makes it fun. Tales of Xillia often doesn't give enough Exp when you get to the higher levels which can make leveling slow, especially as you start fighting battles that can take longer to win, but you can buy and eat foods that double your exp or even equip items that double it again at the cost of giving you status effects. Because of all this, you can again choose how you want to level up, based on skill and willingness to reflect harm upon your characters to help them get stronger quicker. Then there are games like the first few generations of pokemon and Dragon Quest 8.
In gen 1 and 2 for pokemon, more than any other gens, leveling can be slow because once you beat all the trainers, you have to train off of wild pokemon unless you can grind off the elite 4, which is extremely slow. In the case of Heartgold and Soulsilver, since the elite 4 gets stronger, the fastest way to level up is to not beat all 8 Kanto gyms and keep using them to level up until you can face them again at their higher levels, or to go and train at mount silver.
Both of these methods are slow and can take hours to get anywhere with. In retrospect, leveling up Black and White 2 is far too easy because the white forest and black tower having an infinite number of trainers. While it became a little slower to level up in gen 6, it still was a bit too easy. Dragon Quest 8 makes leveling up either really hard or really slow as you prepare for the the final boss. It comes to the point where even foes who can be hard to beat don't give up enough exp.
There are of course, slimes you can fight in a certain small area on the map, but they are hard to hit and can and will run away if you don't beat them quickly which can be really annoying. The reason I bring all this up, is because I was just thinking how hard it can be to balance out the leveling up in a game so that it's not too easy, but it isn't too much of a grind fest either. I'm curious to find out what games people have played here that have you level up and what you thought about how that system worked with the game. A good one for levels would be Kingdom Hearts 2. All the characters gain equal experience, which is useful because Donald doesn't really get good until the end game and there's a lot of points of the game where you need to use a world's party member.
Though, post game can be a bit of a grind when you're trying to buff up to fight Sephiroth. An example for bad leveling is Kingdom Hearts Dream Drop Distance. Basically, for every non-boss enemy called a 'nightmare', there is a 'spirit' (I think that's what they're called. Dreameaters is the blanket term). This game has a secret boss and bonuses for maxing out mini games and certain events.
There's basically no endgame. Yet, there are dream eaters that actually require more experience to get to level 99 than Sora and Riku, the playable characters. (, 11:12 AM)gamemaster1991 Wrote: Legacy of Goku 2 and Buu's Fury has the problem of having character gates that need a certain level and character to pass. LoG2 is not so bad (unless your trying to unlock the bonus character, which sucks) but Buu's Fury has the habit of showing you a gate and having you level up a different character than the one your playing as. Those Legacy of Goku games weren't actually all that bad. Yeah it was annoying if you had the wrong character and all, but fighting in it was actually pretty fun. However I can certainly see why people would get annoyed by it.
I never actually played Buu's fury though. Buu's Fury is pretty fun. It's like LoG2 but improved in a few ways. The part I was thinking of when I wrote that wad near the end of the game when you get control of Gohan again.
You have to give back and forth between two screen of enemiesto get him to level 140. When you get done with that, you than have to do the same thing with Goku. It takes about 15-30 minutes to do and it just brakes the flow of the two boss after the level grinding. It is a fun game none the less, and you should give it a shot. (, 07:16 PM)RepentantSky Wrote: (, 03:16 PM)Mass Distraction Wrote: Speaking of things you can do with your levels, I like how in The World Ends With You you can change the level you're at in order to get better bonuses from battles. I often turn the enemies in Hard and try to go as low in levels as possible where the enemies are still beatable. The money and pins you get, it's great.
I've never played that game but that sounds really interesting. I'm gonna have to try it. Of course you still have to earn those levels but you can still change your level whenever you like up to the level you've already gotten. It's a reeeeally good game though and you should totally give it a try. The soundtrack is fantastic.