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You do not need to master her ability or crown her the same generation you get her, she will never be unavailable for the retinue unless you make her Empress (in which case she's unavailable until NG+).
Ninja formation increases the damage of your Unity Attack, very useful when you want to burst down certain bosses. It absolutely stomped the Seven and their memory fights (except Dantarg's and Wagnas' due to headbutt and Light Wall II respectively).
On the new emperor after the Automaton, you can find and interact with the Automaton in the storeroom of the castle to get the mastered form of the ability for anyone to equip.
For folks who still want to pick up and crown Coppelia anyway, I'd suggest that being one of the first things you do after a time-skip, since (at least from what I can tell) she is only available in any capacity during the generation you first recruit her. Once the next time skip occurs, she's gone for good.
I'm also curious if there's any rhyme or reason behind the choices available during a succession. Been trying to get a specific inheritor and it's a little tedious reload-cycling just to see which six random yahoos the game decides to throw at me.
The guides for the old game kind of works.
For most part, they use the same names for the different versions of the classes, and those names have the same attributes. The glimmer types have been changed though, which is what complicates things. The glimmer types themselves have been changed, therefore the old listing of what glimmer types each specific character has isn't correct.
Also, the old guides didn't have abilities to consider when describing what units are good for what. :)
It increases Umbrology and Cosmology damage of the three front units (while making them easier to target), and makes the two backline units harder to target. Considering that by the time you get it, you can probably only ever use fused spells of the relevant type - it's a decent glass canon caster-heavy formation.
@Oemoemoepoep Also, as for mace users and strength. It might look like a stat mismatch to have a mace spark type and a low strength score. But that's not neccessarily a problem. The most useful mace techniques doesn't care about strength. I mean, if you want a mace user who will deal weapon and tech damage, you obviously want a high strength score. Such as nutcracker or blessing.
found a good example.
2 of the Nereid (Pherusa and Sao) spark Mace, the rest sparks nothing of value. But with a below meager STR of 10 (and 21 DEX) that's a massive stats mismatch...and the game doesn't even hint at anything....
I got imperial smith with the 2nd emperor (not counting Gerard) and a mere 5 areas under control. At that time only martial artist, vagabond, freelance mage, corsair and amazon had been unlocked.
Another thing about vagabonds and spark types. The female vagabond Badger is a bow user/sparker. Considering bow is your only aoe for quite a while and you can get vagabonds with Gerard, this is worth considering.
For a long time sparking decides the use of a char, a guy with 25 STR only sparking bow is useless. Once you have all techs the sparking becomes irrelevant and the unit stats decide the worth. So once again please consider adding the stats for the 8 variants (can have up to ~5points different for a stat) and their spark types (like female vagabond spark short sword, except Badger who sparks Bow and Cat who sparks Martial Arts ?!?) along the line. That is so incredible important and even in the remaster the dev didn't bother even hinting at it....