Before anything else:
Go to the Akurasu wiki, they got translation-related things you could be looking for in this thread compiled in a neat-looking format where you can actually search for things. Aside from that, there's also actual translation patches now. Feel free to stick around for talking about the games though.
http://akurasu.net/wiki/Gensou_Shoujo_WarsSoo, if you clicked on this and thought that I needed one, then you are a nice person.
But this is not my intention.
As you know, if you are interested in this series, bar the first game (Kou/E) everything else is left completely untranslated.
This is due to difficulties on the technical side, that were present in Kou as well which discouraged possible translators (afaik there was someone here that wanted to get this done, but sadly nothing really came of it.)
So, while I may not be able to piece together and implement a full translation with story and all I am currently playing this game and doing a "translation" of nearly all necessary gameplay elements on the go for you to use if you want to play this game as well and since it is vastly improved on its predecessor in terms of visuals and music it is really enjoyable even without knowing about the exact plot and conversations.
So, to cut to the chase: Here's what I have even with pretty pictures. Beware of spoilers though, since I have a list of characters and their abilities (but not, when they join. The order I've listed them in is rather random)
MenusList of SkillsCherryTipsy: Starting Power +5
Rising Force: Increases Power by 3 each round
Shotgunning: Dmg of attacks with more than 1 range increased by 20% if standing adjacent to target
Support Atk.: Enables to assist an adjacent ally in attacking 1*Skilllvl per round. (Maximum level is 2)
Support Def.: Enables to take a hit for an adjacent Ally 1*Skilllvl per round. (Maximum level is 2)
(characters can break this limit if they have the ability innately and gain levels in it via leveling up (Daiyousei gets lvl3 at lvl32 what a joke. Like I'll ever have her take a hit :V (I'll revise this statement as her support defense has helped me out quite a few times as a last resort)))
Support Proficiency: Support Attacks will always strike critically
Instinct Dodge: Evasion & Accuracy go up as HP goes down
Berserk: Skill & Defense go up as HP goes down - Threshold at which they first activate decreases (requires you to be at a less low amount of HP) and effect increases as Level of respective skill increases. Strength of effect rises as HP goes down further. (Maximum level is
probably 10 ⑨ and activation % is skilllvl*10, meaning that with Berserk lvl6 it would first activate at 60% remaining HP)
Random Dodge: Grants seperately calculated chance of evading any incoming attack, even when in focus mode.
Chance is increased if your skill is lower than the attacker's. (Maximum level is 2)
Streaming: Reduces DMG taken from grazing. Lvl1 reduces by 33%, lvl2 by 50% (Maximum level is 2)
Pattern Type: Grants a (Skilllvl/16)*100 % chance of activating counter when attacked. Counter: attacks first when attacked (Maximum level is most likely 16 or 10)
Unfocused/Focused Movement: +1 to the respective Movement range
P-Abilities: Grant an additional +1 to Power for Hitting/Evading/an Ally defeating an enemy, +2 for P-Damaged
Predict: Evasion & Accuracy +20 when at or above 130 Power
Belief: Skill & Defense +20 when at or above 130 Power
Farsight: Nulls Accuracy & Dmg penalty for attacking over long distances. (Imagine Komachi with that & her infinite Range ability :V)
Economy: Reduces MP costs by 20%, rounded down
Capacity: Increases Ammo-maximum on all attacks by 50%, rounded down
Stat boosts: increase the respective stat by 5xlvl
EternalTipsy: Starting Power +5 per level
Rising Force: Increases Power by 3 each round
Shotgunning: Damage of attacks with more than 1 range increased by 10% per Skilllvl if standing adjacent to target
Support Atk.: Enables to assist an adjacent ally in attacking 1*Skilllvl per round. (Maximum level is 2)
Support Def.: Enables to take a hit for an adjacent Ally 1*Skilllvl per round. (Maximum level is 2) Characters that possess one of these skills innately can break the limit.
Support Proficiency: Support Attacks will always strike critically
Instinct Dodge: Evasion & Accuracy go up as HP goes down
Berserk: Skill & Defense go up as HP goes down - Threshold at which they first activate decreases (requires you to be at a less low amount of HP) and effect increases as Level of respective skill increases. Strength of effect rises as HP goes down further. (Maximum level is
probably 10 ⑨ and activation % is skilllvl*10, meaning that with Berserk lvl6 it would first activate at 60% remaining HP)
Random Dodge: Grants separately calculated chance of evading any incoming attack, even when in focus mode.
Chance is increased if your skill is lower than the attacker's. (Maximum level is 2)
Streaming: Reduces damage taken from grazing. Lvl1 reduces by 50%, lvl2 by 75% (Maximum level is 2)
Pattern Type: Grants a chance of activating counter when attacked. Counter: attacks first when attacked, maximum level is 3
Blocking: Can only be learned by characters that wield a weapon/shield. Grants them either Parry and/or Block depending on the character. (No Sanae, your Miko-stick doesn't count. "But Reimu-" She's been hitting people in the face with that thing for much longer than you, so she gets to parry with it.)
Unfocused/Focused Movement: +1 to the respective Movement range
P-Abilities: Grant an additional +1 to Power for Hitting/Evading/an Ally defeating an enemy, +2 for P-Damaged
Guard: Reduces damage taken by 10% per Skilllvl when at or above 130 Power
Predict: Evasion & Accuracy +20 when at or above 130 Power, +30 for lvl2
Morale: Melee & Range stats +10 when at or above 130 Power, +15 for lvl2
Luck: Increases the chance of Parry, Counter, Blocking, Bunshin-effects and critical strikes to occur by 10% upon reaching 130 Power, 15% for lvl2
Extend Upon reaching 150 Power the character recovers 20% SP, additional effects ?
Farsight: Nulls Accuracy & Damage penalty for attacking from more than 6 spaces distance
Equalizer: Ignores Damage-penalty when attacking larger targets
Economy: Reduces MP costs by 20%, rounded down
Capacity: Increases Ammo-maximum on all attacks by 50%, rounded down
SP +: Increases SP by 5 per level
The other Stat Boost skills have been moved to just boosting the respective stat through the use of PP. To do so select the other option at the top of the skill-menu.
DreamActually, just refer to
http://akurasu.net/wiki/Gensou_Shoujo_WarsIt's from what I can see complete and more accurate than what I'm putting out.
EquipmentCherryEternalDreamSoon(tm)
Seishin/Spirit list & position in grid:CherryScan - Unveils detailed information of target enemy as if it already has been engaged with in battle, infinite range
Alert - 100% Dodge against 1 incoming attack
Valor - The users next attack deals 50% additional Dmg but cannot be a critical hit.
Vigor - Heals user for 30% maximum HP
Luck - Doubles Points obtained from the next battle
Drive - Increases user's Power by 10
Accelerate - +3 Move for the next movement
Sense - Grants effects of both "Strike" & "Alert"
Mercy - Attacked target will definitely survive with at least 10 HP
Guts - Fully restores users HP
Infuse - Grants target Ally the effect of "Luck", infinite Range
Guard - Reduces DMG taken by 50% for one round, void if attacker has "Fury" active
Assail - Enables all attacks (except Map-attacks) for use after movement for one turn
Trust - Replenishes 2000HP of target Ally, infinite Range
Gain - Doubles EXP gained for the next battle
Rouse - Increases target Ally's Power by 10, infinite Range
Grit - Reduces DMG taken to 10 for 1 attack. (can still be critically hit)
Fury - The user's next attack ignores all damage reductions, shields and Support Defense
Faith - Fully replenishes target ally's HP, infinite range
Cheer - Grants target Ally the effect of "Gain", infinite Range
Focus - Increases Hit and Evasion rates by 30% each for one round
Attune - Grants target ally the effect of "Strike", infinite range
Snipe - Increases Range of all attacks with more than 1 Range by 2 for 1 turn, MAP-attacks not included
Hope - Replenishes 50MP of target Ally, infinite Range
Strike - Grants 100% Accuracy for 1 turn, void if target has "Alert" active
Daunt - Decrease target Enemies Power by 10, infinite Range
Magical Maiden's Miracle - Sanae only, Fully replenishes her Health, increases her Power by 10 and her Faith-meter by 20%, grants her the effects of Accelerate, Strike, Alert, Valor, Guard, Gain and Luck
EternalScan - Unveils detailed information of target enemy as if it already has been engaged with in battle, infinite range
Cheer - Grants target Ally the effect of "Gain", infinite Range (affects both members of a team)
Trust - Replenishes 2000HP of target Ally, infinite Range
Guard - Reduces DMG taken by 50% for one round, void if attacker has "Fury" active
Daunt - Decrease target Enemies Power by 10, infinite Range
Zeal - The user may take another turn.
Attune - Grants target Ally the effect of "Strike", infinite range
Infuse - Grants target Ally the effect of "Luck", infinite Range
Faith - Fully replenishes target ally's HP, infinite range
Grit - Reduces DMG taken to 10 for 1 attack. (can still be critically hit)
Rouse - Increases target Ally's Power by 10, infinite Range (affects both members of a team)
Focus - Increases Hit and Evasion rates by 30% each for one round
Gain - Doubles EXP gained for the next battle (affects both members of a team)
Hope - Replenishes 50MP of target Ally, infinite Range
Inspiration - Increases the entire team's Power by 5, also affects characters in the back of a team
Strike - Grants 100% Accuracy for 1 turn, void if target has "Alert" active
Luck - Doubles Points obtained from the next battle
Restoration - Fully replenishes target ally's MP, infinite range
Battle Cry - The next attack will be a guaranteed Critical Hit (affects both members of a team)
Spirit - Increases user's Power by 10
Alert - 100% chance to dodge against 1 incoming attack
Fury - The user's next attack ignores all damage reductions and Support Defense (No longer Barriers)
Vigor - Heals user for 30% maximum HP
Valor - The users next attack deals 50% additional Damage but cannot be a critical hit
Drive - Increases user's Power by 30
Sense - Grants effects of both "Strike" & "Alert"
Snipe - Increases Range of all attacks with more than 1 Range by 2 for 1 turn, MAP-attacks not included
Guts - Fully restores users HP
Invisible - Makes the user untargetable by enemies for one turn
Magical Maiden's Miracle - Sanae only, Fully replenishes her Health, increases her Power by 10 and her Faith-meter by 20%, grants her the effects of Accelerate, Strike, Alert, Valor, Guard, Gain and Luck
Accelerate - +3 Move for the next movement (affects both members of a team)
Assail - Enables all attacks (except Map-attacks) for use after movement for one turn
Dream - Enables user to use any Seishin of any team-member at double cost, costs nothing itself
Mercy - Attacked target will definitely survive with at least 10 HP
Assault - Grants the user the effects of Accelerate, Strike & Valor
Coercion - Prevents one enemy from using the Support Attack or Support Defense abilities and also makes them unable to spread Danmaku for one turn. Blocked by 特殊耐性 (The ability every boss has).
Not in this chart:
(Column 4, Row 3) Intense Fight: Final damage dealt ?1.2 for whole turn, no critical hits. Obtained by Flandre, Sakuya, Kaguya, Suika.
(Column 4, Row 7) Sacrifice: Final damage dealt ?1.8 for the next attack, no critical hit; ignores movement range reduction due to danmaku, but must get hit by enemy for the next attack. Obtained by Hina.
(Column 5, Row 7) Confusion: Halves final accuracy of all enemies for one turn. Overwritten by Strike.
Soul: Final damage dealt ?1.8 for the next attack, no critical hit. Used by Yorihime only during the map event in stage 49; the command's description is invalid.
DreamDream just adds
Hit & Away - Allows moving after attacking if the character hasn't moved yet that turn.
Character specific skills:CherryEternalAnything not mentioned has not changed.
Minoriko lost "Golden Taste"
Holy Crap, Yuyu. Spam those Seishin. :V
Dai, will you ever stop getting ranks in Purity? You're already healing for I-don't-even-know more than 3.5k for practically free.
"Law of Mortality - Soul Absorption"
is non-functional as of 1.05 Only restores SP upon ally death.
"Dance of ghostly Butteflies" No longer spins as of 1.20
Missing Skills/Enemy
MokouR-Volcano: Resurrects once; uses Valor, Grit, Strike, Drive upon resurrection.
MeilingArt of Qi Concentration: Gain HP Regen (S).
Swift Legs: Land affinity becomes S.
Dragon of the Scarlet Devil: Perform Support Defense in the player phase for 3 times. Obtained at Level 38.
DreamSkill-changesMajor changes are not here, if a skill has been reworked entirely it'll be in the image.
Suika - "Close & Personal" 1 range penalty removed
Wriggle - "Wriggle Kick" has been buffed, associated skill removed
Suwako - "Goddess of Earth" now also doubles benefits gained from having an S rank for a terrain, in addition to doubling terrain effects.
PersonalitiesCherryDo note that several characters have a different personality from the first game. I've derived most of the characters from others personality (I was pretty sure that Alice is still calm, as is Patchouli and the entire bunch of strong-willed people won't suddenly be sadists or something
(I miss Yuuka...))
Calm: Alice, Hina, Letty, Patchouli, Shizuha
Resolute: Aya, Cirno, Reimu
Cautious: Daiyousei
Strong-willed: Elly, Keine, Koakuma, Marisa, Meiling, Minoriko, Mokou, Momiji,
Nitori, Sakuya, Sanae, Shou, Sunny
Easy-Going: Komachi, Kurumi, Rumia
Cunning: Star Sapphire
Something I have yet to identify: Lily White, Luna Child (not cautious,
even though she was in the first game), Nazrin,
Effects: +1 when an enemy is defeated, +3 for personally defeating an enemy, +3 for dodging, 0 for getting hit, hitting and missing, ? when an ally is defeated
EternalCalm: Alice, Hina, Letty, Patchouli, Shizuha, Eirin, Lunasa, Mima, Parsee, Ran
Resolute: Cirno, Reimu, Flandre, Kanako, Keine (Hakutaku), Murasa, Mystia, Nue, Remilia, Suika, Suwako, Yuugi, Yuuka
Cautious: Akyu, Kisume, Lily White, Luna, Nazrin, Reisen
Strong-willed: Elly, Keine, Koakuma, Marisa, Meiling, Minoriko, Mokou, Momiji,
Nitori, Sakuya, Sanae, Shou, Sunny, Aya, Chen, Hatate, Ichirin, Orin, Wriggle, Yamame, Youmu, Yukari
Easy-Going: Komachi, Kurumi, Rumia, Merlin
Cunning: Star Sapphire, Lyrica, Tewi
Superior: Kaguya, Yuyuko
Weak: Daiyousei
DreamSoon(tm)
Conditions for Bonus WP I've tested the conditions for Marisa's route myself but not the ones from Reimu's for Eternal. I've added them regardless since I trust you. Will check them once I do a Reimu route run.
Stage16:
Stage17:
Stage18(M):
Stage18(R):
Stage19:
Stage20(M):
Stage20(R):
Stage21:
Stage22:
Stage23:
Stage24:
Stage25(M):
Stage25(R):
Stage26:
Stage27:
Stage28(M):
Stage28(R):
Stage29(M):
Stage29(R):
Stage30:
Stage31:
Stage32:
Stage33:
Stage34:
Stage35:
Stage36:
Stage37(M):
Stage37(R):
Stage38(M):
Stage38(R):
Stage39(M):
Stage39(R):
Stage40(M):
Stage40(R):
Stage41:
Stage42:
Stage43:
Stage44:
Stage45:
Stage46:
Stage47:
Stage48:
Stage49:
Stage50:
Stage51:
Stage52:
Stage53:
Stage54:
Stage55:
Stage56:
Stage57:
Stage58:
Stage59:
Stage60:
Stage61:
Stage62:
Stage63:
Stage64:
Stage65:
Stage66:
Stage67:
Stage68:
Stage69:
Stage70:
Stage71:
Stage72:
Stage73:
Stage74:
Stage75:
Stage76:
Important Gameplay stuff-Waifu Points no longer unlock skills, these are now gained via level up. Instead they increase the limit for maximum Power by 5 each level, up to 175.
Additionally each Waifu Level also grants +1 level to every category of stats you can level up via points. So the maximum achievable level there is actually 10 in this installment.
-You can cycle through several displays on the top left via "Select" while in the field.
-Skills that only activate under certain conditions will light up blue if active and in the first screen of the Character Status Screen a blue, glowing message will appear.
-Patchouli's "Magic Barrier" blocks
all types of attacks at a 100% success rate. However it breaks upon exceeding the threshold, thus absorbing either all dmg or none.
-that "? ? ?" Menu-point in the Intermission Menu:
-Sanae:
-Utsuho:
Spoiler:
Utsuho has the ability "Limiter Release": It becomes usable once she reaches 130 Power and switches her into a different form. Once activates it's not reversible until the stage ends! She gains 10 extra Mobility, her 10%MP regen turns into 20%, she gains 10%HP regen (only with the associated personal skill equipped, which also gives her an additional +50 maximum Power (total of 220)), a 750 damage barrier (10MP to activate), +100 attack power on all attacks, access to Giga Flare (1-7 range Map attack, P, 110MP), Yatagarasu Piledriver (1-3 ranged attack, P, 70MP) and Abyss Nova (1-4 ranged attack, P, 100MP). However she also gains a Heat gauge. It maxes out at 200, rises by 5 each turn, 160 when using Giga Flare, 40 for Yatagarasu Piledriver, 80 for Abyss Nova. Once Utsuho reaches 200 Heat she overheats and reverts back to her pre-Yatagarasu form (the one she was in in stage 45) and loses access to pretty much everything remotely powerful for the rest of the stage. You do get SUPER OKUU PUNCH though so it's okay.
-Nue:
Spoiler:
Nue can change between 3 different forms with a command in her menu during a chapter. She can change freely between colours (forms) as many times as necessary.
Form changes affect her HP, Mobility, Armor, Movement range, Terrain ranks and attacks.
Assuming Red (regular) as a base: Green: -1/1 Movement range, +2550 HP, -50 Mobility, +500 Armor, Water rank C -> A (long range, sturdy type)
Danmaku Chimera: +150 Damage, Range from 1-4 to 1-5, Accuracy mod from +5 to +10, Crit mod from +50 to +15, loses P
UFO attack: +250 Damage, Range from 1-5 to 3-8, Accuracy mod from +20 to +10, Crit mod from +15 to +20, P to L
Nightmare of Heinkyou: +1 maximum range
last attack: -100 Damage, Range from 1-3 to 4-6, Accuracy mod from +15 to +20, loses P
Blue: +2/1 Movement range, -1800 HP, +20 Mobility, -200 Armor, Water rank C -> A (mobile close-range type)
Danmaku Chimera: -350 Damage, Range from 1-4 to 1-3, Accuracy mod from +5 to +10, Crit mod from +50 to +10
Undefined Darkness: -400 Damage, Range from 1-6 to 1-4, gains P
UFO attack: -250 Damage, Range from 1-5 to 1-4, Accuracy mod from +20 to +10, Crit mod from +15 to +10
Nightmare of Heinkyou: -400 Damage, Range from 3-6 to 1-3, Accuracy mod from +30 to +10, Crit mod from +10 to +15, gains P
last attack: -600 Damage, Range from 1-3 to 1-2, Accuracy mod from +15 to +20
Changing colours also refills the ammo of Nue's UFO attacks, though that's probably a bug.
-Mokou gains +5 to all stats and some extra Power (does not increase her limit) whenever she resurrects.
-Renew also happens to reduce the recipients power by 10 each time. This is nothing new but something people like to forget, so use renew with care.
-Stage65:
-Friendship Boni: Each friendship level grants +5% Hit- and Dodgechance (and even damage modifiers if they go really high) as long as the charcaters in question are right next to each other, basically holding hands.
Example: Shizuha has "Sister's Combination lvl1" active and stands next to Minoriko. Minoriko doesn't have it active -> Shizuha gets +5% hit and dodge, Minoriko as well
All characters that have a friendship skill with someone also have a passive bonus and some more people as well.
-Marisa & Alice (5%)
-Marisa & Reimu (5%)
-Cirno & Daiyousei (15%)
-Elly & Kurumi (5%)
-Aki Sisters (10%)
-Sunny, Star & Luna (10% when next to one, 18% when next to two)
-Shou & Nazrin (10%)
-Mokou -> Keine (5%, meaning that Keine gets the 5%)
-Patchouli & Koakuma (10%)
-Nitori & Hina (10%)
-Aya & Momiji (5% for Ayaya, 10% for Momimo)
-Reimu & Sanae (10%)
-and probably some others. But no ideas right now and I don't really want to go through every possible combination there is.
-Characters that have a Star-symbol at their kills gain +5 starting Power. This happens at 50 kills. At 150 kills they have +10 starting Power.
-something about version differences and carryover: Patch 1.00 carries your data over in a way that your characters keep their exact amount of Graze/PP and the skills they have learned. The thing with this is that stuff like "Random Dodge" is much more expensive, (un)focused movement is changed and more expensive as well and such. So if you really are a perfectionist and want to plan way ahead you can use the version 1.00 to carry over your data to keep your skills and save some Graze/PP that way. Patch 1.08 carries your data over a little bit different in that your characters lose the skills they've acquired in Kou but get some Graze/PP refunded. I've calculated a bit and came to the conclusion that you get to keep more Graze/PP with 1.00 if you "abuse" the cheaper skills (about 150, likely more).
You can put your saved data from 1.00 to 1.08 once you've actually saved in You and the Skills & Graze/PP will stay the way they were on 1.00.
Items and WP will be kept either way (Waifu Points get reset between Scarlet and Cherry)
Upgrades that have been made via Points get stored as "levels" so if you i.e. upgraded Rumia's attacks to the max for +500 basedamage they will be adjusted to +650. So feel free to already upgrade in Kou
-The way Grazing interacts with damage reductions has been changed drastically compared to Kou: In Kou it would ignore any reduction when Grazing and calculate the damage off of the theoretical unreduced value. In You and onward it takes the reduced value and then calculates the final damage after Grazing. Guard and defending halve the damage, Grit makes it being calculated off of the 10 damage but now gets consumed in the process. (So no, you cannot put Cirno into Focusmode, activate Grit, toss her somewhere and have her unkillable.) (Well, actually you can if you give her a high enough rank of Instinct Dodge, Streaming and improve her mobility.)
-Having a cleared file of Sakuya's side-story grants all SDM member a free upgrade in HP, MP, Armor, Mobility and Attack Power. (thanks Ryza for that one)
EternalThe partner systemYou can team up two characters to get some benefits:
The character in the back will always attack together with the one in front, should an attack be performed.
Range limitations do not apply to such a support attack, costs of any sort do.
If the two are capable of performing a combination attack, they can do so if all other conditions are met (Power, Range).
The partner can still perform her separate support attack when performing a combination attack.
Friendship Boni will activate.
You can freely switch between the two as often as you wish as long as they did not yet perform their action. Aura type abilities will activate for as long as the respective partner is in the front.
If one partner has an aura type skill it will
not be active as long as she is in the back.
If the partner in the back is able to perform Support Defense she may do so for her partner.
Seishin that one team-member activates do
not count for the other one as well. Exceptions exist.
There are situations where the partner won't be able to attack, I do not know when that happens.
If a partner is capable of performing a normal support-attack she may do so as long as she is in the front. When performing such a support-attack the attacking order is as follows:
Attacker's partner -> Attacker -> Enemy -> Support Attacker. The support attackers partner will not take action.
Changes from the previous installment(s):Spent Waifu points will
not be reset
Waifu Level no longer increase the maximum Power limit
Daiyousei exchanged Cheer for Infuse
Parry has been removed as a static skill of certain characters and has been replaced with "Blocking". Need to look into that further.
Having Rumia in the back of a team with her "Nightstalker" skill active will not give you the Night-field but will make it Night for the character Rumia is paired with.
Having Wriggle inthe back of a team with her "Fixed Star on Earth" skill active will not give you the Night-blocking field but will block night for the character Wriggle is paired with.
Stuff:Later Bosses have an Ability that prevents them from dropping below 100 Power and cancels out Yamame's "Miasma Field", Hatate's "Psychographic Assault" and Letty's "Crystallize" called "Special Resistance".
Once a character has all of her categories upgraded to level 10 you may choose between one of the following:
Spoiler:
As of Yume we can get exactly one character to Waifu Level 10. It costs 1000 WP and the earliest point this is achievable is after stage 67. This also confers additional bonuses, similarly to fully upgrading a character. These are as follows, you may pick any two of them:
One extra item slot, can't have more than four
10% extra damage dealt
Weapon range +2, Movement range +2(1)
50% MP and Ammo regeneration per turn
20% SP regeneration per turn
Additionally the following is granted:
One additional move per turn (Yes, that is one extra move per turn like a lot of bosses have. One extra move per turn)
Max SP +100
50% extra Exp, PP and Points gained (stacks with Gain, Fortune and Bless, does not stack with the point-boosting item, does stack with the PP boosting item (multiplicatively for a total of x4.5), does stack with the exp-boosting item (additively for a total of x3).
Max Power +30 (stacks with Power Limit Break)
There is no penalty for your party-members getting shot down except for not having them for the remainder of the stage.
Sanae's faith gauge in Eternal:
- Hitting an enemy, avoiding an enemy's attack, moving: +1
- Grazing, performing a critical hit, performing Support Attack or Support Defend: +2
- Getting hit by an enemy, missing an enemy: -1
- Ending a turn without doing anything: -10
- Enemy defeated: +4
- Ally defeated: -4
- Cured by an ally: +4
- Seishin used on Sanae by an ally: +4
Users of Parry & Block
Sword CutPlayer: Aya, Elly, Flandre, Hatate, Keine, Komachi, Lunasa, Momiji, Nazrin, Nue, Reimu, Sakuya, Youmu, Yuuka
Enemy: Bakebake, Moon Rabbit (all forms), Wolf Tengu, Crow Tengu, Yorihime
Shield DefensePlayer: Kisume, Momiji, Yuuka, Yuyuko
Enemy: Wolf Tengu
For in depth information about how the increasing upgrade costs work, some data-mining and other things please refer to HertzDevil's posts on
Page 4 of the thread.
Afterword:As you can see there is still some stuff untranslated or unclear. Till now I've been unable to figure out what some skills do, even after testing and other stuff is also eluding me. Feel free to post your ideas or an actual translation if you have something.
Names for skills (stuff like Shade, Black Sabbath, Magic Barrier, Economy) have either been just pieced together from the Katakana, reused from Kou if fitting or I've come up with them myself (like Economy and Gatekeeper).
I'll expand this as I get further in the game, adding characters and their respective skills, Seishin, Bonus-WP conditions and hopefully the missing stuff. once I play it again, with some different characters.
But using this, the game already becomes quite playable. Especially if you played Kou or actual SRW games.
In the case that you are a capable programmer and willing to implement this rough translation into the game, then go ahead. Just message me beforehand so that I can cheer you on. (Or leave a post here.)
Also I'm doing an LP-series about this and its predecessor (Kou/Scarlet). It's in German but it can't hurt to mention it here.
link to the playlist. It's done for now. Waiting for Ei.