DRAGON VOICE
..The dragon's roar will fly a thousand leagues and disintegrate everything...
Thus is the legend that has been passed down for generations since ancient
times. People fear the existence of the dragon and therefore they worship it.
One young woman, Gina of the Imperial Knights, cuts through the front lines in
order to accomplish her mission. However, the enemy standing in her way is
Varizoa, who was once her colleage and lover. Varizoa left the Empire and
joined the Liberation Army. Gina wavers between her duty as a knight and her
feelings for Varizoa. The invading Dravania Empire, the resisting Liberation
Army. The true fate of these two will be...
@@@ CONTENTS @@@
P04 Controls
P05 Game Start
New Game
Mode Selection
Continue
Options
P06 Game Flow
Movement and Battle
Level Up
Force Selection
P07 Command Explanation
Main Commands
Moving Commander Commands
Base Commands
Enemy Base Commands
Moving Enemy Commander Commands
Completion Times and Costs
Building Maintenance Costs
P10 Screen Views
Main Screen
Base Status Screen
Movement Screen
P12 Battle
Battle Flow
Select Formation
Select Tactics
Battle Commands
P15 Attributes/Types/Banes/Resistances/Terrain/Weather
Time/Super Skills/Skills (Ordinary Skills)/Items/Various
Characteristics
Battlefield
Battle Screen
Status Screen (Unit)
Status Screen (Soldiers or Partner)
Equipment Screen
Curse Screen
Clear Data
Gallery
Edit Commanders
P22 Important Points of the Game
Defense Commanders
Action Restrictions
City/Castle Commerce and Wall Values
Game Over
Captive Treatment
Hired Commanders
Tacticians and Lords
Status Changes
Treasure Chests
Partners and Summoned Monsters
Search
Terrain Effects
P25 The Basic Way the Game Advances
Pay Attention
P26 List of Main Icons
P27 Skill and Item Effects
Product Information
*This only corresponds to the first port controller. This game only uses the
analog controller (DualShock 2).
-------------------------------------------------------------------------------
Operation Field Battle
-------------------------------------------------------------------------------
1. Directional Key Choose Selection/Move Cursor Choose Selection
2. O Button Decide on Selection Decide on Selection
3. X Button Cancel Selection Cancel Selection
4. S Button Display Details Set Camera on Commander
5. T Button Display Details Change Status Display
6. R1 Button Change Selection Change Camera Position
/Add, Subtract, Etc.
7. L1 Button Change Selection Change Which Commander
the Camera Targets
8. R2Button Change Selection Change Camera Position
/Add, Subtract, Etc.
9. L2 Button Change Selection Not Used
10. Start Button Skip Movies, Etc. Skip Movies, Etc.
11. Select Button Not Used Not Used
12. Right Stick Not Used Not Used
13. Left Stick Choose Selection/Move Cursor Move Cursor
14. LED Display The LED display is always fixed red.
15. Analog Mode Switch Not used. (You cannot switch analog mode on or off.)
*You can set the vibration function on or off in the options (P05).
When you turn on the PlayStation 2 and set the "Generation of Chaos IV" disc,
after the opeing movie plays, the title screen will be displayed. If it is
your first time playing, select "New Game" or if you want to continue a saved
game, select "Continue".
If you are playing a new game, after you select "New Game", you select the
mode. Select the mode you want to play and decide with the O button. When
you start a new game, you create edit characters.
## Mode Selection ##
- Story You can choose to play as your favorite country.
- KOC Mode You can select your favorite commander as leader.
*KOC Mode becomes playable if you use cleared Story Mode Data.
If you select "Continue", previously saved data will display. When you select
the data you want to play and press the O button, you can continue to play that
data.
(You load data from the "PlayStation 2" Memory Card (8MB) in Memory Card Slot
1, so check that a "PlayStation 2" Memory Card (8MB) is inserted when loading.)
---> Increase your country's
| strength through internal
| affairs or diplomacy
| |
| |
Game Start -->->| |------------> End --> Enemy's Action -
| | | |
| | | |
| ---> Increase your territory |
| through battles or movement |
| |
--------------------------------------------------------------
o- Movement and Combat --oo
Normally, when a unit (commander) occupies an enemy territory, the game just
continues. A battle will start if a unit moves to a space with an enemy base
or enemy commander. An encounter battle where an enemy suddenly appears can
also occur on roads without enemies.
In an encounter battle, once in a while a defeated soldier will request to
partner with you. Once you get a partner, you cannot release him. If you
don't want a partner, select "No".
(It is only possible to earn a partner in an encounter battle.)
Level up is when a commander increases his level in battle. When he
accumulates enough experience in battle, he level ups, and as long as his
potential limit hasn't been reached you can increase his abilities.
- Instructions Give instructions to your bases and commanders.
- Buy/Sell Buy items from the store, etc.
- Map Check the map.
- Battle Record Save or load game data. Check that the "PlayStation 2"
Memory Card (8MB) is correctly set in Memory Card Slot 1.
It is possible to save up to 10 files. While saving or
loading, absolutely don't insert or remove the "PlayStation
2" Memory Card (8MB).
- List You can check your commanders and bases.
- Personal Affairs You can change the salary payment order or appoint a
tactician.
- Change...Decide the preference of commanders to pay
salary to.
- Tactician...Appoint a tactician.
*The tactician influences the draw out command, etc.
- Dismiss...Dismiss a commander.
*Depending on the scenario, there are commanders that you
cannot dismiss.
- Function The same as options.
- End End the turn.
(Over 233KB of free space is required in order to save!)
o- Moving Commander Commands --oo
- Move Move.
- Skill Use a skill.
*You can only use one skill.
- Captive Treat a captive.
*You cannot persuade while moving.
- Loyalty Increase a commander's loyalty.
- Bonus...Give money
*With each increase in payment to a commander, the
probability that his loyalty will rise increases by 5%.
- Item...Give an item
*This is decided by the success rate of every item. An item
equipable by the target commander will increase the success
rate by 10%. Even if many items are given, the probability
will not change.
- Move Move a commander.
*Movement values vary for each class. A city with a commerce
value of 5 builds an airport and movement between ports
becomes possible.
- Develop Change the terrain or make a special building in a vacant lot.
- Change terrain...Change to a different terrain.
- Build...Make a special building in a vacant lot.
- Level Ground Return the ground to a vacant lot.
- Fort Build a fort and defend against
enemy invasions.
- Drafting Station If you stay here, your soldiers
will increase.
- Factory Acquire items.
- Clinic If you stay here, your HP will
recover.
- Graveyard When you pass through here, there
is a chance that an encounter
battle will occur.
- Politics Fortify the walls or increase the commerce value.
- Fortification Increase walls.
- Investment Increase commerce.
- Alliance Ally with an enemy country.
*It is possible to pass through an allied force's base. But,
if you attack an allied country's commander or base, the
alliance becomes annulled.
- Captive Decide on a captive's treatment.
- Ability...Check a captive's status
- Persuade...Persuade a captive to join you.
*If the captive is assigned to an existing force, it is
difficult to persuade him.
- Release...Release a captive.
- Execute...Execute a captive.
- Lord Appoint a lord.
*Lords influence development, etc.
- Recruit Replace or dispose of a commander's soldiers.
- Loyalty Increase a commander's loyalty value.
*This is similar to the moving commander commands.
- Bonus...Give money
*With each increase in payment to a commander, the
probability that his loyalty will rise increases by 5%.
- Item..Give an item.
*This is decided by the success rate of every item. An item
equipable by the target commander will increase the success
rate by 10%. Even if many items are given, the probability
will not change.
- Search By searching a base, you can acquire items or new commanders.
- Ability Check a commander's status.
*Equip equipment or skills here.
- Organize Register a base's defense commander. A base without a defense
commander can be unconditionally captured and any commanders
staying there will become prisoners. Also, if there is no
defense commander in the base, a character that moves there is
automatically registered as defense commander. You cannot
register a commander that is performing internal affairs.
- Draw Out Draw out an enemy commander.
*You can not draw out the force's main commander or story
related commanders, etc. Also if you fail, you may be
captured or killed by the enemy. The lower the enemy's
loyalty value and the enemy leader's charisma, the higher your
success rate will increase.
- Destroy Decrease the wall value or commerce value.
*Similar to drawing out, if you fail, there is a chance that
you will be captured or killed by the enemy.
- Ability Check an enemy commander's status.
- Bribe Opposite to the loyalty command, lower the enemy's loyalty
value.
- Curse Use a curse. Generally, after you use this, there is a
restriction period on skill-like actions.
*The restriction period is a period that a commander's actions
become impossible. You cannot instruct him to move or perform
internal affairs, etc.
- Captive Check captives.
o- Moving Enemy Commander Commands --oo
- Ability Check the enemy commander's status.
- Curse Use a curse.
o- Completion Times and Costs --oo
Each commander has a completion time for the development, construction,
fortification, and investment commands that changes depending on the
commander's abilities. Depending on the command, the corresponding ability
varies.
For example, if you select "Development", the "Cost" is decided by the
commander's or lord's "Intelligence". The higher the commander's
intelligence, the cheaper he can develop. Also, the "Completion Time" to
change terrain is decided by the commander's or lord's "Intelligence" and
the "Completion Time" for "Construction" is decided by the commander's or
lord's "Strength". In this way, there is a best person for the fortification
or investment command, so you should instruct the commander that will finish
the fastest and cheapest. When selecting the best person, you should decide
based on his completion time and cost. Commanders vary from those whose
completion time is short but have a high cost to those that have both a long
completion time and high cost. Your ability as leader will be determined by
what you make your commanders do.
o- Building Maintenance Costs --oo
When you build a structure, a maintenance cost becomes necessary. If you build
too many structures, there is a possibility that you will fall into debt so be
careful.
Fort 5000
Drafting Station 1000
Factory 10000
Clinic 2000
Graveyard 0
Simple Overhead Base Map Force's Action Ranking
| |
v V
---------------------------------------------
| | | | |<-- Time
| | --------- Day/Night
| | |
| | |
------- |
Year -->| | |
--------------- |
Month and | | | |
Weather ---->| | |<-- Commands |
Sunny | | | |
Cloudy | | | |
Snow ---------------------------------------------
Rain | | |
Fog | | |
| | |
| | |
---------------------------------------------
^ ^
| |
Information Display Force's Main Commander
- Main Commander This is your force's main commander. If he dies, it
will be game over.
- Weather This affects soldiers' offensive strength. Check in
the soldier status screen.
- Force's Action Ranking [P] is the player's force. [ ] is the acting force.
- Time This affects soldiers' abilities. At the start of
the turn, it changes from day to night.
- Action This is the number of actions you can do in 1 turn.
There are some commands that consume action points and
if you have insufficient points, you cannot execute
that action.
*Move/Skill/Item/Curse commands consume action points.
o- Base Status Screen --oo
--------------------------------------------------------------------
|Base Name |
|Name of Force it Belongs to |
|Lord's Name Number of Commanders Staying Here|
| |
| |
| Status |
| - Terrain |
|Lord Commander - Castle Walls (1-5) |
| - Commerce (1-5) |
| - Revenue (Base Earning Value x Commerce Value)|
--------------------------------------------------------------------
| |
|Defense Commander List |
| |
--------------------------------------------------------------------
- Road Up to 4 commanders can stand by on one space. If there are more
than 2 commanders standing by on one space, the units change into
a tent.
- Unit This is a moving commander. The commanders on the enemy side are
the mantle-wearing units.
- Base This is a place where a commander can stay. If a commander
stands by, each turn, his HP, etc. recover. Also, each month's
revenue is collected from the base.
- Structure You can gain various effects from construction.
- Base Types
Headquarters / Castle / City / Tower / Cave / Relay Point
- Structure Types
Open Area / Fort / Drafting Station / Factory / Clinic / Grave
- Unit Types
Enemy Commander / Allied Country Commander / Ally Commander
Enter into Battle
|
v
Event -> Yes -> Event Occurs (Events occur with the combination
| / of specific commanders.)
v --
No /
| --
| /
v v
Select Command -> Instructions ---------------> Select Battle Formation
| When you select /
| "Instructions", you go to --
| Select Battle Formation /
v --
Start Battle /
Start the battle --
with "Basic Formation"/ /
"Annihilate Enemy" --
| /
v v
Start Battle <------- Select Tactics
|
v
End Battle
(Battles are when one of the enemy units and one of your units fight. It also
depends on the battlefield, but generally if you defeat the enemy commander,
you will be victorious.)
Formations are related to changing your unit's arrangement pattern and
abilities. Status changes occur depending on your formation, so select your
formation based on your opponent, terrain and weather conditions. Also, there
are some commanders with special formations. Red number values show an
increase and blue number values show a decrease.
- Basic The formation that your status is unchanged.
- Gather The formation that each soldier gathers together.
- Surround The formation to surround a few soldiers.
- Center The formation that the commander is in the center and the
soldiers cover the circumference.
- Just Attack Offensive formation.
- Just Defend Defensive formation.
- Last Stand Offensive formation abandoning defense.
- Registration You can register the "Basic Formation". Registration is
possible for each unit and you can arrange an optional
formation. However, this is the basic formation, so there is
no status change. Also, after registering, when you select the
basic formation, the formation prepared here appears as the
basic formation.
- Annihilate Enemy Exert your strength to annihilate the enemy.
- Stand by Stand by.
- Aim for Enemy Commander Head towards the enemy commander.
- Protect the Commander Soldiers move infront of your commander.
- Retreat Retreat.
*When your commander reaches the retreat area,
you can execute the "Retreat" command. Soldiers
that reach the retreat area before the commander
will retreat at that time and even if you cancel
the retreat with another instruction, they will
not return.
*- Break Through You can select this in battles before a wall
battle. You try to break through the enemy lines.
You can also directly instruct the commander with
the movement command. This is difficult if there
are many enemy soldiers.
*Soldiers that reach the break through area before
the commander will break through at that time, and
even if cancel the break through with another
instruction, they will not return.
*- Destroy the Wall You can select this in wall battles. You try to
destroy the wall.
*- Special Attack You can select this in wall battles. You can set
up this attack regardless of the wall or soldiers.
*- Attack Snipers This becomes selectable in wall battles and you
will head towards the snipers on top of the wall.
This is difficult if there are many enemy soldiers.
* "*" items are only selectable by the attacking side.
After selecting tactics, each side's selection is displayed and you enter into
battle. If a commander dies, the wall is destroyed in a wall battle, or a
commander succeeds at the "Break Through" or "Retreat" command without dying,
the battle ends.
---------------------------------------------
| |
| ------|
|------- | |
Wall Value --->| | | |<-- Command Window
(Only in wall |------- | | Where you
battles) | | | give
| ------| instructions
| | to the
| Tactic during battle | commander.
| | | *Refer below
| | |
| v |
Commander's | --------------------------|
Ability |-----------------| | |<-- HP Display
Display ------>| | |-------------------------| If HP becomes
(Switch | | | | 0, the
ability change --------------------------------------------- commander
rates with the ^ ^ dies
T button) | | SP Display
| | When you use
Remaining Number of Soldiers Attribute, Etc. Display a skill, SP
(The commander is also included) *Refer below is consumed.
Command Window
- Move Move your units. If the commander or units lose track of their
destination, give them this instruction.
- Tactics Change the tactics.
- Item Use an item. When you use an item, it disappears.
- Skill You can use skills corresponding to your equipable weapons. If
you lack SP, your usage level is insufficient, or if it is an
unusable skill, you cannot use it.
- Super You can use a super skill. However, if the super gauge is not
full, you cannot use it.
Attribute, Etc. Display
- Super Skill Gauge When it is full, you can use a super skill.
- Weapon Attribute The offensive attribute.
- Armor Attribute The defensive attribute.
- Bane The unit that you have strengthened effectiveness
against.
- Morale Gauge The soldiers' morale value. The higher the value, the
more favorable the battle becomes.
*If there are attributes or banes, the
advantage against that opponent is shown.
There are attributes associated with weapons, armors, skills and super skills,
and if there is an attribute, the advantage or disadvantage changes with the
equilibrium with the opponent's attribute. "Strong" means the attack
and defense are strong against the target's attribute and "Weak" means the
attack and defense are weak against the target's attribute.
+>+>Strong ->->Weak
Fire +>+> Wind Holy
^ | <-<- ^ + ^ +
+ v | v + v
^ | ^ + ^ +
+@ v ->-> | v + v
Attacks are divided into "Physical Type" and "Magical Type". You can check
which type on the status screen. Strength and stamina skill values affect the
attack and defense strength for "Physical Types", and intelligence and mind
skill values affect the attack and defense strength for "Magical Types". If
the enemy's attack is the same type, damage is lessened and if it is different,
damage is increased.
Weapon or skill attacks with the same type as the soldier types on the right
will be effective. You can check skill or weapon types on the status screen.
There are resistances associated with accessories. The four types of
resistances are on the right, and they can nullify the related resistance's
status changes, but if you have a resistance, favorable status change effects
to yourself are also nullified.
Instant Death / Speed Change / Sleep / Accuracy Change
There are "Plains", "Forest", "Stone", "Shore", "Desert", and "Undeveloped
Land" terrains, and the terrain where you enter into battle becomes the
terrain within the battle. There are various terrains that soldiers and
commanders are strong or weak on, and it affects the soldiers' and commanders'
speed. If they are on favorable terrain, they become faster and if they on
unfavorable terrain, they become slower.
Plains / Forest / Stone / Shore / Desert / Undeveloped Land
*If you develop undeveloped land, it becomes possible to move there.
There are "Sunny", "Rain", "Fog", "Snow", and "Cloudy" weathers, and they
affect the soldiers' and commanders' attack strength in battle. If it is
favorable weather, they become stronger, and if it is unfavorable weather, they
become weaker.
There are "Day" and "Night" times, and they affect the soldiers' abilities.
During their favorable time, they become stronger and during their unfavorable
time, they become weaker. Depending on the soldier, there are some whose
appearance also is different during the day and night.
Commanders have various "Super Skills". There are various types of super
skills such as attack, restore allies' HP, etc., and when the super skill gauge
is full, they become usable. In battle, the super skill gauge accumulates when
your soldiers die or you defeat enemy soldiers, and you can use a sure kill
skill the number of times that the gauge is filled. These affect all enemies or
allies from any distance.
If you equip a "Skill", it becomes usable. You can purchase skills at the
store and equip up to 3 at a time, but even if you equip a skill, if the
commander's usage level has not reached the skill's level, you cannot use it.
However, there are occasions where equipment will have "Equipment Skills", and
you can use "Equipment Skills" regardless of your usage level. "Skills"
consume SP. The required SP for a skill varies. Depending on the equipped
equipment, the skills you can use also vary. Also, there is an effect radius
for skills, and the effect is only within that radius.
There are various characteristics to "Super Skills", "Skills", and "Items". If
you use them together with the battle's circumstances and the commander's
abilities, the battle can progress even more advantageously.
- Super Skills When the super skill gauge fills, they becomes usable.
As long as the gauge is full, you can use super skills
any amount of times during the battle. Also, they can
affect all enemies or allies from any distance.
- Skills Skills consume SP, and as long as you have SP remaining,
it is possible to use a skill any amount of times. If you
have multiple skills, it is possible to substitute in your
favorite skills. Unlike super skills, there is an effect
radius for skills. If there are no enemy soldiers within
the effect radius, even if you use a skill it won't have an
effect. Also, even if they are equipped, if the
commander's skill usage level is insufficient or if there
are no skills associated with equipped equipment, skills
are unusable.
- Items Items are usable by anyone one time, but after you use it,
the item disappears.
There are the following battle results.
- Victory If you defeat the enemy.
- Defeat If you are defeated by the enemy.
- Break Through If you break through the enemy.
- Retreat If you retreat.
- Defend to the Death If your base's wall is safe and both sides
commanders die at the same time. Also, if the
enemy commander is defeated but your base's
wall is destroyed at the same time.
*Defend to the death shows any survivors that
were sacrificed. They will not be captured
by the enemy.
- Annihilation If both sides' commanders and your base's
wall are destroyed at the same time.
- General Area Battles
These are battles on ordinary roads (including all open areas except forts)
and relay points (including caves and towers). You win by defeating the enemy
commander. If it is a road, depending on the number of commanders staying
there, the number of defenders will also vary. If it is a relay point, it is
only possible for two units to defend.
- Tactics
Annihilate Enemy Usable
Stand By Usable
Aim for Enemy Commander Usable
Protect the Commander Usable
Retreat Only Attacker Can Use
Break Through Unusable
Destroy the Wall Unusable
Special Attack Unusable
Attack Snipers Unusable
-Results
Victory Yes
Defeat Yes
Break Through No
Retreat Only for Attacker
Defend to the Death No
Annihilation No
- Before Wall Battles
These are battles that occur at a castle or city during the beginning, middle
or end of an attack. Depending on the number of commanders staying there and
the wall value, the number of defenders will also vary. Victory is gained by
defeating the enemy commander.
- Tactics
Annihilate Enemy Usable
Stand By Usable
Aim for Enemy Commander Usable
Protect the Commander Usable
Retreat Usable
Break Through Only Attacker Can Use
Destroy the Wall Unusable
Special Attack Unusable
Attack Snipers Unusable
- Results
Victory Yes
Defeat Yes
Break Through Only for Attacker
Retreat Yes
Defend to Death No
Annihilation No
These are the final battles that occur at a castle or city. Victory is gained
by defeating the enemy commander or the destroying the wall.
- Tactics
Annihilate Enemy Usable
Stand By Usable
Aim for Enemy Commander Usable
Protect the Commander Usable
Retreat Only Attacker Can Use
Break Through Unusable
Destroy the Wall Only Attacker Can Use
Special Attack Only Attacker Can Use
Attack Snipers Only Attacker Can Use
- Results
Victory Yes
Defeat Yes
Break Through No
Retreat Only for Attacker
Defend to Death Only for Defender
Annihilation Yes
- Fort Battles
These are battles that occur at forts. These are battles with a fixed wall
value and a fixed unit. Victory is gained by defeating the enemy commander
or destroying the wall.
- Tactics
Annihilate Enemy Usable
Stand By Usable
Aim for Enemy Commander Usable
Protect the Commander Usable
Retreat Only Attacker Can Use
Break Through Unusable
Destroy the Wall Only Attacker Can Use
Special Attack Only Attacker Can Use
Attack Snipers Unusable
- Results
Victory Yes
Defeat Yes
Break Through No
Retreat Only for Attacker
Defend to Death Only for Defender
Annihilation Yes
- Offensive Power Assist
During a battle at a base that is under siege, an offensive power assist will
increase the strength against the attacking commander and soldiers. In other
words, it is slightly more advantageous to defend at a base than on a road,
etc.
The assist points that increase strength change depending on the base. The
details are as follows.
Headquarters 5
Castle 4
City 3
Cave 2
Tower 2
Relay Point 2
For the status change amount indicated by the triangle symbol, red indicates
an increase and blue indicates a decrease.
*Chain Display
If the battle location and adjacent squares are the same terrain, the terrain
chains. It is possible to have up to 5 chains and depending on the soldiers'
terrain resistances, compensation is added to their defense strength. For
example, if the battle location is [Plains], if the adjacent square on the
field is [Plains], it will become a 2 chain.
Regular Symbol Commanders with this symbol are regular commanders. If it is
Enemy / Ally an ally and he dies or becomes captive, it is game over.
Enemy commanders with this symbol cannot be selected or
captured after a battle.
| Ex
Resistances | This displays
Refer to P15 | experience
| | points. When
| | an enemy is
v | defeated, it
----------------------------+---------------- increases and
Equipment ---->| | | | | when it reaches
Weapon/Armor/ | | | | | 100, the
Accessory/Item |-------------------------- | | character
*You can change| | | ------------+--- levels up.
equipment. | | | | |
| | | | |
|-------------------------- v v | Potential
Gauge | |-----------------| Ability
Levels ------->| | | | |<--- This displays
Refer to P14 |-------------------------------------------| the
| | commander's
| | level up
| | limit. If it
--->| | becomes 0,
| | | he cannot
| | | level up
| --------------------------------------------- anymore
|
Ability Display
Name: Character's name
Race: Race
Occupation: Occupation (The equipable equipment varies per occupation)
Soldier Type: Soldier's type
HP: Hit Points (If it becomes 0, the commander dies)
SP: Skill Points
Soldier Number: Remaining number of soldiers
Loyalty: Loyalty Value
Movement: Basic movement ability on the field
Cost: Commander's salary
Strength: Affects physical offensive power
Stamina: Affects physical defensive power
Intelligence: Affects magical offensive power
Mind: Affects magical defensive power
Speed: Affects movement speed and attack speed in battles
Charisma: Affects drawing out, etc.
Luck: Affects rate of finding treasure chests, etc.
Terrain Resistances: This affects movement speed.
(o- Normal: x Weak)
*If the terrain is normal, 1 point is used per 1
square of movement, but if the terrain is weak,
2 points are required for 1 square of movement.
Equip: |
Skill 1 ~ Skill 3 Curse | This is the
| | | usable skill
| -----------------------+--------------+------ level. There
| | | | | is a weapon
| | v v | attribute in
| |---------------------------------- --------| addition to
----------->| | | | | | the basic
| |------------- | | |<-- attributes
Weapon Skill |--------------------- | | | | (P15).
(A skill ------>| | | | | |
associated with |--------------------- | | | |
a weapon) | | | |---| |
---->| | | | |<--+--- Attack Type
| |---------------------------------- -------|
| | | ^ |
Super Skill 1 ~ | | | ----------|
Super Skill 3 | | | | |
| | | | |<-- Usable
| | | | | Weapon Types
-------------------------------+-------------
^ |
| Captives (Up to 3)
|
Skill and Super Skill Status
Classification: Physical or magical classification
Target: The effect's target
SP: SP consumed
The required attribute and level to use
Radius: The effect's radius (1 is about 1 character's area)
Distance: The usable distance (Only on the field)
Usage Location: Use in battle
Use on the field
Effect 1 ~ 5: The effect when used
Effectiveness: The effectiveness when used
Percentage: The hit percentage
Restriction
The time that you are restricted when used (# of months)
*Under the effect of a curse, you become unable
to take actions for a fixed period of time.
|
| Status
| The user's status
| |
----------------+-----+----------------------
| | | |
| | | |
| v v |
| --------- --------- |
| --------- | | | | | |
Name ----------+->| | | | | | |<---------+--- Commander
The curse's | --------- --------- --------- | The one who is
name | | able to use it
| |
| |
| |
| |
| |
| |
| |
| |
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Clear data can be created if you clear the game once. There is nothing
especially important about the data except the next time you start from that
data, it becomes possible to select [KOC Mode] from NEW GAME. Other than that,
nothing else new will occur.
The gallery is where you can watch movies that you saw during the game. But,
if super skill movies, etc. seen within the game are not saved on a memory
card, you cannot watch them. Generally, if you use [Clear Data], you can check
movies you've seen so far in Gallery Mode. But if you don't have clear data,
when you load data, if it becomes game over and you are returned to the title
screen, you can view the selected gallery.
Edit commanders is where you distribute a commander's abilities beforehand.
When you select NEW GAME, this can be done. Created commanders appear as
non-aligned commanders but it is not necessary to always do this. You can make
up to 3 commanders. If you don't create commanders, they will appear with
basic abilities.
A commander who does politics is an internal affairs commander, and a commander
who defends the base when an enemy attacks is a defense commander. Even though
there is a commander within the base, if there is not a defense commander, the
enemy will occupy the base. Also, when the defense commander does internal
affairs, moves, etc. he becomes an internal affairs commander so be careful.
- If there is no defense commander at the base, the enemy will unconditionally
occupy it.
- If there is a defense commander, when the enemy comes to attack, they will
enter into battle.
- A defense commander can be set with the base command "Organize" and you can
register up to 4 commanders.
- If the defense commander does internal affairs, moves, etc., the registration
is cancelled.
- If the enemy occupies a base when your main commander (leader) or regular
commander is an internal affairs commander, it will be game over. Be sure to
register a defense commander.
There are restrictions on the actions you can perform in 1 turn. The number of
actions you can perform in 1 turn is fixed and if the action points become 0,
you become unable to take important actions.
*Action points are not required for politics instructions.
- Action points are fixed.
- The things that require action points are "Movement", "Item", "Skill", and
"Curse".
o- City/Castle Commerce Values and Wall Values --oo
You can increase the wall value with the "fortify" command and the commerce
value with the "invest" command under the "Politics Command". When you
increase the wall value, the wall points increase during battle and you can
advantageously fight a siege. Also, the snipers on the wall depend on the wall
value. When the commerce value is increased, it is connected to "Increases
in the Base's Income" and "Store Development". Furthermore, if the city's
commerce value becomes 5, an airport is established and "Airship Movement"
from one city to another city under your influence becomes possible. When
traveling, if you move well between commerce value 5 cities, invasions will
become more advantageous.
If the scenario's "Main Commander (Leader)" dies or your force's headquarters
is captured by the enemy, it is game over. Also, in scenarios where there are
also regular commanders, if a regular commander dies, it is game over.
You can acquire captives if you are victorious in battle. Up to 3 captives per
commander can be taken and when the commander arrives at a base, they are
admitted into the base's prison. The prison can accommodate up to 10 captives.
You cannot admit any more captives into the base than that. Also, if a
commander is at a base where there are captives, you can select their
treatment.
- A moving commander can secure up to 3 captives.
- Up to 10 captives can be secured within a base.
- Captives are secured in battle.
- Captives without an associated force are easy to persuade.
*Depending on the scenario, there may also be uncapturable commanders.
You can employ up to 50 commanders and once per month, you pay a salary to your
hired commanders. If you don't pay the salary, the commander's loyalty value
will decrease and when his loyalty value is gone, he will leave. If you don't
have enough funds, salaries are paid in order of highest precedence.
*You can set the precedence with the "Personal Affairs Command".
Tacticians and lords assist with various commands. The tactician helps with
alliances and drawing out and the lord helps with development and politics.
Basically, it is not necessary to appoint one, but if you do, you can advance
internal affairs better.
Treasure chests that appear during battle are destroyed when they receive a
fixed amount of damage from skills or super skills. If you are victorious, you
can claim the contents without destroying the chests.
- Wood Chest: Very easily destroyed.
- Iron Chest: Indestructible.
- Gold Chest: It can be destroyed but the contents are easily obtained.
*There are also cases where nothing will be in the treasure chest.
A partner is companion that fights alongside with a commander. Basically, it
fights together with a commander and soldiers in battle but only specific
commanders have a partner. A partner fights the same as a soldier and even if
it dies during battle, it will revive and fight with the commander again in the
next fight. There are times where a partner other than the one originally
paired with a commander will become a companion. Once it becomes a companion,
it with fight with you forever.
Summoned monsters are temporary companions that are summoned by an item. Once
you summon it, it will fight for you until it dies in battle. But, once you
use it, the item disappears.
You can search any base that you subdue. When you execute this command to make
a commander investigate the base, the commander goes off to search. The
commander that searched will return after a number of turns. At that time,
depending on the search location, you will discover items, encounter new
commanders, or various events will occur.
Terrain effects mainly affect "increases or decreases in speed during battles"
and "a commander's movement amount on the field". You can change terrain with
the base command "Develop". Within the area of influence (the places where you
can do politics) at a base, if there is the same terrain attribute, development
costs increase. If you change to terrain that are favorable for your force's
commanders, battles and movement will become advantageous. Each base has its
own development radius, so it is important to capture bases.
If there are a lot of the same attribute terrain, development costs increase.
In the case below, "Development Costs" for increasing "Shores" to 4 increases.
The goal is to move each commander (unit) and overthrow the enemy's bases.
Select "Instructions" within the main commands and then give directions to
each commander and base. Finally, if you overthrow the enemy's headquarters
or defeat the enemy country's main commander (leader), you will be victorious.
Timing for invading enemy lands is important so develop strategies for
building up your army's bases, attacking, etc.
Select Instructions -------> Select Base -----> Develop and Politics
| |
| |
v v
Move into Enemy Lands <--- Select Movement Fortify Base
|
|
v
Battle ---> Victory ---> Overthrow
o- Pay Attention --oo
Check you main (leader) commander and regular commanders!
When your main (leader) commander or regular commander is defeated in battle,
or when one becomes an internal affairs commander and the base where he is
staying is captured, it will be game over, so please check careful.
Register defense commanders!
If there is no defense commander, your base will be unconditionally captured.
If a base where your main (lead) commander or regular commander is gets
captured, it will be game over, so please check carefully.
Don't waste money!
If you waste money, you won't have funds to pay your commanders and their
loyalty value will decrease, so please check carefully.
Don't let your headquarters be taken!
If your headquarters is taken, it will be game over. Always place a
defense commander at your headquarters.
Action restrictions and the movement command.
When a commander does "Movement", "Item", "Skill", or "Curse", your action
points decrease. When the action points reach 0, you cannot use the
aforementioned commands. Also, you can use the "Item" or "Skill" commands
before movement but after movement, the commander's actions end, so you
cannot use them.
Pay attention to loyalty values!
Commanders have loyalty values. If you don't pay their salary, their loyalty
value decreases. The loyalty value can go up to 30. Even if you use the
loyalty command on your main (leader) commander or regular commanders,
nothing will happen.
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