SUPER ROBOT WARS ALPHA 2 (SRWALPHA 2)
for the PlayStation2
Seishin/Psycho Spell Listing
by Daba Mylord ([email protected])
Version 0.2 (April 17, 2003)

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IMPORTANT STUFF (READ THESE FIRST):

- The author assumes you can read the Japanese alphabet Katakana and Hiragana.
- The author won't reply e-mails asking for translations and "point-me-outs".
- This guide shall appear only on GameFAQs.com. Nowhere else.
- Translations are imperfect and rough.
- Plagiarism is a crime. Don't copy or steal this guide!
- E-mail the author for corrections/contributions. You will be credited.

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SEISHIN/PSYCHO SPELL CASTING FAQs:

1) What are Seishin/Psycho Spells?
- These are the spiritual reflections of each pilot. Using Seishins or
 Psyho Spells grants each pilot a special ability to perform their
 combat actions better.

2) Who can use Seishin/Psycho Spells?
- Basically, any pilot, including enemies. What really matters if a
 pilot has learned any.

3) Where can we find Seishin/Psycho Spells?
- When you highlight a pilot in the map and press "circle", you open a
 pop up menu. If you know Chinese, look for the word "Jing Shen".
 Otherwise, choose an option that opens another pop up menu with 6
 more options, and has a fraction that says "SP X/Y", where X is the
 number of SPs that pilot has, and Y as the maximum SP that pilot has.

4) What are SPs?
- These are "spirit points". They establish a limit. Through them, you
 are able to determine how many SPs you can spend, and therefore you
 are able to calculate how many times you could cast a certain Seishin
 or Psycho Spell.

5) So what are these numbers behind each Seishin/Psycho Spell?
- These are Seishin/Psycho Spell costs. In the past, these costs are general,
 but in this game, costs vary from person to person. Some may share the same
 costs for a certain Seishin while others don't. If you cast a Seishin, the
 cost for that particular Seishin deducts your total available SP (as
 represented by "X" in question #3 above).

6) Is there any way to increase the max SPs?
- Yes, by levling up, and/or by learning the Pilot Skill/Ability "SP Up".

7) Can we recover spent SPs?
- Yes, through items, and/or by learning the Pilot Skill/Ability "SP Recover".
 Some other Seishins recover others' SP too (Anticipate).

8) Is there a master list of all the Seishins that my pilots have learned?
- Yes. There are 2 methods: 1) During the intermission, pick the 3rd to the
 last option, or 2) During a scenario, point the cursor anywhere where
 there is no pilot and press "circle". A pop-up menu opens. Pick the 2nd
 option. Doing any of these 2 methods will display all the Seishin that
 all your pilots have learned. Any option indicated with a "????" indicates
 that that certain Seishin/Psycho Spell hasn't been learned yet.

9) How do I learn Seishin/Psycho Spells?
- Simple, by leveling up. Remember that Seishins are available to certain
 pilots, while some are pilot-exclusive.

10) What are the Seishin/Psycho Spells in this game?
- They are about to be mentioned now...

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SEISHIN/PSYCHO SPELL ROUGH TRANSLATIONS AND FUNCTIONS

Remember to access the Seishin master list (see the FAQ above as referrence).
Notice that the master list is seperated by rows and columns. This guide will
describe the Seishin BY COLUMN. In Alpha 2, Seishin/Psycho Spell costs vary
from pilot to pilot, so it's useless to talk about costs now.



COLUMN 1 SPELLS (from top to bottom)

1) HOT BLOOD
  Target: caster
  Duration: single usage
  Effect: damage dealt by caster's attack is doubled.

2) SPIRIT/SOUL
  Target: caster
  Duration: single usage
  Effect: damage dealt by caster's attack is multiplied by 2.5.

3) FLASH/AUTODODGE
  Target: caster
  Duration: single usage
  Effect: caster automatically dodges one attack dealt to him (enemy or ally).

4) RESIST/ENDURE
  Target: caster
  Duration: single usage
  Effect: if hit, caster receives 0 damage.

5) IRON WALL
  Target: caster
  Duration: one whole turn (will fizzle on your next turn)
  Effect: any damage dealt to caster is reduced to 1/4 the original amount.

6) CONCENTRATE
  Target: caster
  Duration: one whole turn (will fizzle on your next turn)
  Effect: caster's dodge and hit rate +30%.



COLUMN 2 SPELLS (from top to bottom)

1) LOCK ON/AUTOHIT
  Target: caster
  Duration: one whole turn (will fizzle on your next turn)
  Effect: caster's hit rate is 100%.

2) INSPIRE
  Target: any ally (including caster)
  Duration: one whole turn (will fizzle on your next turn)
  Effect: targeted ally's hit rate is 100%.

3) ACCELERATE
  Target: caster's squad
  Duration: single usage
  Effect: caster's entire squad's movement range +3.

4) AWAKEN
  Target: caster's squad
  Duration: single usage
  Effect: caster's entire squad gains an additional turn after moving.

5) HEAL
  Target: caster
  Duration: single usage
  Effect: caster recovers 30% of max HP.

6) FULL HEAL
  Target: caster
  Duration: single usage
  Effect: caster recovers HP completely.



COLUMN 3 SPELLS (from top to bottom)

1) TRUST
  Target: any ally (including caster)
  Duration: single usage
  Effect: targetted ally recovers 2000 HP.

2) FRIENDSHIP
  Target: any ally's squad (including caster's squad)
  Duration: single usage
  Effect: targetted squads recover their HPs completely.

3) RESUPPLY/REFUEL
  Target: any ally (including caster)
  Duration: single usage
  Effect: targetted ally recovers EN and ammo completely.

4) CHARGE
  Target: caster
  Duration: single usage
  Effect: caster's morale +10.

5) FORCE
  Target: caster
  Duration: single usage
  Effect: caster's moral +30.

6) ENCOURAGE
  Target: caster's squad
  Duration: single usage
  Effect: caster's entire squad's morale +5.



COLUMN 4 SPELLS (from top to bottom)

1) MERCY
  Target: any enemy
  Duration: single usage
  Effect: if enemy's "Zhi Liang" or "skill power" is lower than caster's, and
          if caster's attack is fatal, it will leave the enemy 10 HP instead
          of killing/defeating him. "Zhi Liang" is a pilot stat located above
          the pilot's dodging power in the pilot status screen. It's the one
          in the middle left of the pilot's summarized stat numbers.

2) SNIPE
  Target: caster
  Duration: one whole turn (will fizzle in your next turn)
  Effect: caster's weapons' (except MAP weapons) targetting range +2.

3) DIRECT HIT/DIRECT ATTACK
  Target: caster
  Duration: single usage
  Effect: if caster's squad attacks, targetted enemy can't be support defended
          by any supporting unit in his squad and his special defenses like
          barriers and bunshin are disabled so caster's attacks will surely
          directly go to the targeted enemy (but it doesn't guarantee it will
          hit the enemy due to many factors like enemy dodge rate, etc.)

4) ANTICIPATE
  Target: any ally (except caster)
  Duration: single usage
  Effect: targetted ally recovers 50 SP.

5) SPY
  Target: any enemy's squad
  Duration: single usage
  Effect: targetted enemy's stats will be readable. No need to attack it.

6) EXHAUST
  Target: any enemy's squad
  Duration: single usage
  Effect: targetted enemy's squad's morale -10.



COLUMN 5 SPELLS (from top to bottom)

1) CONFUSE
  Target: all enemies
  Duration: one whole turn (will fizzle in your next turn)
  Effect: all enemies' hit rates are halved, making it easier to dodge.

2) LOVE
  Target: caster
  Duration: single usage
  Effect: caster gains the effects of the following: Seishin/Psycho Spells:
          ACCELERATE, LOCK ON/AUTOHIT, FLASH/AUTODODGE, HOT BLOOD, CHARGE,
          GREAT EFFORT, LUCK. It's the ultimate 6-in-1 Seishin/Psycho Spell.

3) LUCK
  Target: caster's squad
  Duration: single usage
  Effect: if caster successfully destroys an enemy, money gained is doubled.

4) BLESS
  Target: any ally's squad (including caster's squad)
  Duration: single usage
  Effect: if targetted ally successfully destroys an enemy, money gained is
          doubled.

5) GREAT EFFORT
  Target: caster's squad
  Duration: single usage
  Effect: caster's experience gained is doubled, whether enemy is defeated
          or not.

6) AID/FACILITATE
  Target: any ally's squad (including caster's squad)
  Duration: single usage
  Effect: targetted ally's experience gained is doubled, whether enemy is
          defeated or not.

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CREDITS:

- Kaiser99: For confirming/assisting on the spell's names (happy now? XD).
- Xu Jing Yi: My Taiwaneese chick classmate in CEU for translating the names
             of "FORCE" and "INSPIRE". Xie Xie ni!
- mafty: Alam mo na kung bakit, sira~! XD XD XD XD XD XD XD
- Jeren: THANX FOR CORRECTING THE FATAL ERRORS IN THE FAQ~! O__O
- Banpresto: finally, a game 100 times better than Impact!
- Everyone in my message board in SRWG (http://srw.proboards.com). Thanx!
- Anyone else whom I have forgotten, sorry but thanx still!
- To all Pinoys who requested na maki-EB for the past 8 years: MANIGAS KAYO.

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FAQ Copyright by Daba Mylord, 2003
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