Lagrange point various data

Oct 25 2024

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Weapons (for humans and cyborgs) sorted by ID. R=rank, times=number of attacks, BP=consumed BP, versus=attack target, genus=weapon attribute, Pw=power required for equipment, BR=brain required for equipment [damage dealt = attack x number of attacks - enemy guard Value] There is a hit judgment for each attack, and it varies slightly depending on a random number. Attack value calculation differs between hand-to-hand combat weapons (weapons in red in the table below) and firearms. [Melee weapon attack value = Equipped person power/2 + weapon attack power] [Firearm attack value =

Weapons (for humans/cyborgs)

Sort by ID. R=rank, times=number of attacks, BP=consumed BP, vs.=attack target, genus=weapon attribute, Pw=power required for equipment, Br=brain required for equipment
[Damage dealt = Attack x Number of attacks - Enemy guard value] There is a hit judgment for each number of attacks, and it will vary slightly depending on a random number.
Attack value calculation differs between hand-to-hand combat weapons (weapons in red in the table below) and firearms.
[Melee weapon attack value = Equipped user power/2 + weapon attack power]
[Firearm attack value = Equipped person's brain/4 + weapon attack power]
1 Battle knife 10 2 20 Single Electronic 4 4
Cerami knife 15 2 20 Single Heat 4 4
Sonic Knife 22 2 40 Single Wave 10 10
Ice gun 37 2 40 Single cold 10 10
Oxide gun 45 2 40 Single ro 20 10
Ceramic saucer 45 2 50 Single Special 20 10
Denji gun 5 2 40 All Electronic 4 4
Coronaju 10 2 40 All Heat 4 4
Needle gun 15 2 40 All Wave 10 10
Freeze Gun 20 2 60 All cold 10 10
Yoekijyu 25 2 60 All ro 20 10
Saikinju 30 2 60 All Special 20 10
2 Electric stick 55 3 70 Single Electronic 40 27
Honetsu knife 60 3 70 Single Heat 43 34
Beam saber 65 3 70 Single Wave 51 34
Sekikaju 92 3 70 Single cold 61 40
Dokubariju 92 3 70 Single ro 42 56
Metal saucer 80 3 70 Single Special 47 45
Plasma gun 40 2 100 All Electronic 40 27
Fire gun 45 2 100 All Heat 43 34
Onpaju 50 2 100 All Wave 51 34
Solid gun 55 2 100 All cold 61 40
Acid gun 60 2 100 All ro 42 56
Solar gun 65 3 100 All Special 47 45
3 Spark saber 95 5 110 Single Electronic 60 53
Heat saber 100 5 110 Single Heat 70 49
Beam sword 105 5 110 Single Wave 72 60
Freeze Rifle 119 5 110 Single cold 85 61
Fushoku Rifle 119 5 110 Single ro 62 73
Cutter ring 120 5 110 Single Special 68 67
Alpha Rifle 75 3 130 All Electronic 60 53
Heat Rifle 80 3 130 All Heat 70 49
Bunshi Rifle 85 3 130 All Wave 72 60
Toketsu Rifle 90 3 130 All cold 85 61
Oxide rifle 95 3 130 All ro 62 73
Ion rifle 100 3 130 All Special 68 67
4 Plasma sword 135 3 110 Single Electronic 88 85
Nichrome Sword 1408 110 Single Heat 88 78
Kousokuken 145 8 120 Single Wave 96 84
Solid bazooka 178 8 120 Single cold 108 78
Lufto Bazooka 178 8 130 Single ro 80 104
Cerami boomerang 160 8 130 Single Special 104 90
Beta Bazooka 115 4 170 All Electronic 88 85
Zorbazooka 120 4 170 All Heat 88 78
Sonic Bazooka 125 4 170 All Wave 96 84
Sekika Bazooka 130 4 170 All cold 108 78
Virus Bazooka 135 4 170 All ro 80 104
Ion Bazooka 140 4 170 All Special 104 90
5 Chodenken 170 10 120 Single Electronic 100 94
Hakunetsuke 175 10 120 Single Heat 100 100
Bakuretsuken 180 10 140 Single Wave 100 116
Freeze direction 212 10 140 Single cold 130 105
Virus way 217 10 160 Single ro 103 127
Metal boomerang 195 10 160 Single Special 120 120
Gamma direction 170 5 200 All Electronic 100 94
Colloid Ho 175 5 200 All Heat 100 100
Ryuushiho 180 5 200 All Wave 100 116
Blizzard way 185 5 200 All cold 130 105
Luft Cannon 190 5 200 All ro 103 127
Crystal Ho 195 5 200 All Special 120 120
6 Kaden Shihou 210 14 180 All ? 103 143
Corona Ho 220 15 180 All ? 140 135
Juryokuhou 235 16 180 All ? 142 146
How about zero 255 17 180 All ? 143 157
Only the plasma sword has a weak attack count of 3. It is probably a setting error where the data for rank 3 firearms is being sent as is.

Weapons (for robots)

Can only be equipped on robots. It can be strengthened in stages using "Robo Parts" in the order shown in the table below. Since it does not require power or intelligence, it is possible to use the final weapon from the beginning.
Robo Spark 50 2 50 Single
Mecha Spark 65 2 70 All
Robofire 110 5 75 Single
Mechafire 80 3 95 All
Robosonic 140 8 100 Single
Mecha Sonic 100 4 120 All
Robo Freeze 200 10 150 Single
Mecha freeze 210 6 200 All

Armor (for humans/cyborgs)

Unlike weapons, it can be equipped regardless of power and intelligence. If the special armor is equipped by another character, its defense power will be zero. Full body armor cannot be equipped unless all armor is removed.
Rubber met Defense 7
Silicon Met Defense 12
Aluminamet Defense 21
Titanium Met Defense 28
Ceramimet Defense 34, sleep resistance
Gaiamet DEF 40, confusion resistance
Isismet Defense 56, exclusive to Dennis
Navahomet Defense 60, exclusive to Chiesa
Rubber arm Defense 5
Silicon arm Defense 10
Alumina arm Defense 14
Titanium arm Defense 18
Cerami arm Defense 23
Barrier gloves Defense 25, consumes 500 BP at the start of battle to drastically reduce damage taken by all allies
Gaia Arm Defense 28, bone removal resistance
Iron arm Defense 45, Astro exclusive
Lambada arm Defense 49, exclusive to Chris
Rubber bodyDefense 12
Silicone body Defense 22
Alumina body Defense 31
Titanium body Defense 41
Cerami body Defense 51, anemia resistance
Gaia body Defense 61
Solborg body Defense 79, exclusive to Ryu
Rubber legs Defense 3
Silicone leg Defense 7
Alumina leg Defense 10
Titanium leg Defense 14
Cerami leg Defense 17
Gaia Leg DEF 20, paralysis resistance
Easy leg Defense 38, exclusive to Pamir
Muleg Defense 40, exclusive to Rita
Shuttle body Defense 166, Jin only, sleep/paralysis/confusion/bone removal/anemia resistance
Reflex suit Defense 180

Armor (for robots)

All full body armor. Available for purchase at Armor Shop. (Unlike weapons, it is not enhanced with robot parts etc.)
Robotech 1 Defense 42, robot type only
Robotech 2 Defense 60, robot type only
Robotech 3 Defense 75, robot type only
Robotech 4 Defense 87, robot type only
Robotech 5 Defense 102, robot type only
Robotech 6 Defense 120, robot type only
Robotech 7 Defense 135, robot type only
Robotech 8 Defense 150, robot-only, rust resistance

Ability (kit)

A magical presence in traditional RPGs. You can use it by obtaining the kit from containers along the way.
HP recovery 1 100 [Jin, Dennis, Pamil, Rita] 500 HP recovery for a single ally (excluding robots)
HP recovery 2 300 [Jin, Pamil, Rita] 1000 HP recovery for a single ally (excluding robots)
HP recovery 3 600 [Pamil, Rita] 2000 HP recovery for a single ally (excluding robots)
HP recovery 4 900 [Rita] 3000 HP recovery for a single ally (excluding robots)
HP recovery 5 [Tic, Tac] Restores 5000 HP to a single ally (excluding robots). (*Consume 1/16 of maximum BP)
Robo recovery 1 250 [Chiesa] 1000 HP recovery for a single ally robot
Robo Recovery 2 500 [Chiesa] 2000 HP recovery for a single ally robot
Robo Recovery 3 1250 [Chiesa] 5000 HP recovery for a single ally robot
BP transfer 1 50 [Tick] 500 BP recovery for a single ally (cannot be used on yourself)
BP transfer 2 100 [Tick] 1000 BP recovery for a single ally (cannot be used on yourself)
BP transfer 3 300 [Tick] BP2000 recovery for a single ally (cannot be used on yourself)
Firmly 1 150 [Chris, Astro, Rita] Cures paralysis and anemia of a single ally
Solid 2 200 [Astro, Rita] Cures paralysis, anemia, and confusion for a single ally
Solid 3 300 [Rita] Cures paralysis, anemia, confusion, and boneless conditions on a single ally
Robo Shuuri 100 [Pamil] Remove rust from a single ally robot
Kasoku 300 [Chris] Speed ​​increase for a single ally
Kimemasa 300 [Astro] Increase attack power of a single ally
Don't do it 300 [Chiesa] Guard increase for a single ally
Hugemashi 250 [Jin, Chiesa] Single ally (Lo...(excluding ��)'s emotions become intense
Genwaku 100※ [Jin, Pamil] Make all enemies confused (*BP is consumed for the number of enemies)
Kanashibari 100※ [Jin, Chiesa] Immobilize all enemies (*BP is consumed for the number of enemies)
Naerun 0 [Pamil] BP consumption/no effect (bug?)
Marena 100※ [Tack] Decrease the guard of all enemies (*BP is consumed for the number of enemies)
Sluggishness 100※ [Dennis] Speed ​​reduction of all enemies (*BP is consumed for the number of enemies)

Tools

All consumables. Most of the tools, including the BP pack, are highly important.
Calories 500 Recovers 500 HP for a single ally (excluding robots)
Calories 1000 Recovers 1000 HP for a single ally (excluding robots)
Calories 2000 Recovers 2000 HP for a single ally (excluding robots)
Calories 5000 Recovers 5000 HP for a single ally (excluding robots)
Super calories Completely recovers the HP of a single ally (excluding robots)
Calorie pack 1 Recovers 3000 HP of all allies (excluding robots)
Calorie pack 2 Recovers 5000 HP of all allies (excluding robots)
Robo HP500 Recovers 500 HP for a single ally (for robots only)
Robo HP1000 Recovers 1000 HP for a single ally (for robots only)
Robo HP2000 Recovers 2000 HP for a single ally (for robots only)
Robo HP5000 Recovers 5000 HP for a single ally (for robots only)
Super Robo HP Completely recovers the HP of a single ally (for robots only)
B pack 500 Recovers 500 BP for a single ally
B pack 1000 Recovers 1000 BP for a single ally
B pack 3000 Recovers 2000 BP for a single ally
B pack 6000 Recovers 6000 BP for a single ally
Super B pack Completely recovers BP of a single ally
Energy pack Completely recovers HP and BP of all allies (including robots)
Hand bomb 100 damage to a single enemy
Shrabomb Inflicts confusion on a single enemy
Dive bomb Paralyzes a single enemy (for use against mutants)
Sibyl Bomb Paralyzes a single enemy (for anti-creatures)
ChuChu Bomb Does damage to a single enemy every turn
Hand missile 500 damage to all enemies
Launcher missile 1000 damage to all enemies
Multi missile 2000 damage to all enemies
Mahi Nine Cure paralysis for a single ally
Tetsu nochi Cure anemia in a single ally
Clearly Sea Cure confusion for a single ally
Repair Rust Cure rust on a single ally
Steroids Set the emotions of a single ally into a "flaming" state.
Hon Raise the brain of a single ally by 1 (permanent)
Robo parts Enhance the selected robot character's weapon by 1 rank

All character abilities

Introducing the final ability value at Lv99 and the usability based on the administrator's discretion.

Abilities: HP recovery 2, baldness, strength, Kanashibari
Zapper: Consumes half of the maximum HP and deals 3000 damage to all enemies
As the main character, he is strong. You cannot remove this character from your party, and if this character is defeated, it will be treated as wiped out, so be careful.

Ability: HP recovery 1, sluggish
Crusher: Consumes 1/8 of maximum HP and deals damage to all enemies (specially effective against creatures, 5/6 damage of maximum HP)
Convenient decisive move that deals huge damage to all creatures. On the other hand, it is a little strange for other races.

Ability:Tight and firm
Flash: Consumes half of maximum HP and incapacitates all enemies for 2 turns
Power is hopeless. Furthermore, if you receive too many attacks, you will go into a "panic" state. The decisive move is convenient.

Ability: Kimemasa, Solid 2
Bomber: Consumes 1/4 of the maximum HP and doubles the attack power of all allies
His ability values ​​are high, and above all, his decisive moves are the most user-friendly in this game.

Ability: HP recovery 4, solid 3
Cool Beat: Consumes 1/4 of maximum HP and deals damage to all enemies (2/3 damage, especially effective against mutants)
A character with the strongest HP growth (can be used around Lv70). A super excellent character with two more useful recovery abilities.

Abilities: HP recovery 3, daze, naerun, robot repair, no tricks
Precocious type. Final HP is low. There are 4 abilities, but their usability is a little strange.

Abilities: Robo recovery 3, baldness, stiffness, no damage, no skill
Subtle in everything. Since he is the only character with a robot recovery ability, it may be good for people who have a robot in their party.

Ability: None, no skill
His initial ability values ​​are high, making him an immediate force, but since he has no abilities or decisive moves, he ends up being unsatisfactory.

Abilities: HP recovery 5, BP transfer 3, no skill
His abilities are good, but since his equipment is unique, his attack power becomes unsatisfactory towards the end.

Ability: HP recovery 5, invisible, no special moves
It has the same drawbacks as a tic.


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