Ice axe x 1, Ice crystal x 6, Agate of Evolution x 1īad axe x 1, Agate of Evolution x 1, Purple Orb x 1 Kaiser axe x 1, Ice crystal x 3, Icicle dirk x 3 Headsman's axe x 1, Ethereal stone x 2, Raging ruby x 1 [[King axe x 1, Slime crown x 1, Monarchic mark x 1 Moon axe x 1, Full moon ring x 1, Mystifying mixture x 1 Steel axe x 1, Iron ore x 2, Hephaestus' flame x 1īattle axe x 1, Lunaria x 1, Mystifying mixture x 1 Iron axe x 1, Iron ore x 1, Lava lump x 1 Vocation legend - AR: Armamentalist, GL: Gladiator, LU: Luminary, MA: Martial Artist, MG: Mage, MI: Minstrel, PR: Priest, RA: Ranger, SA: Sage, TH: Thief, WA: Warrior Category Auto Move - Introduced in ver8.The following is a list of weapons in Dragon Quest IX: Sentinels of the Starry Skies.This option shares the same position with "Return to Village" in other locations. Return to Title -This option is only available in the Village.The costs are different for each area and are listed at the individual pages for the areas. Return to Village - By spending gold, players can immediately move back into the Village.The options tab was available since ver3.8. In ver13.1, a reward system is also introduced, rewarding players with unique items when they complete all medals within an area. A checkmark is also added next to the Medal in the Medal interface, and a notification will be given to players when they obtain a Medal (as shown). Before the objectives are completed the Medals are shown in dark grey, which turns into its intended colours when the objectives are complete. The objectives are categorized by Areas and can only be completed while stickmen are inside that Area. Since ver12.9, players can collect Medals if they complete certain objectives while inside the area. The multiplier also resets if players return to the title screen, either by using the "Return to title" option in the Village, or have their characters defeated causing a game over. In addition, the player loses gold by an amount of:į l o o r ( C u r r e n t G o l d ÷ 10 ÷ C h a r a c t e r C o u n t ) × C h a r a c t e r C o u n t After a Game Over, all characters will respawn in the Village with 1 LP. When all characters' LP reaches 0, they will all die together resulting in a Game Over. However, any damage taken by characters with 0 LP and any excess damage from a "lethal" hit will be dealt to all other characters with LP. In Stick Ranger 2, characters do not die at 0 LP as long as an ally has more than 0 LP all of them can still move and attack as usual. The only difference is that characters cannot gain EXP in an area when they are 10 levels higher than all of the monsters in that area, instead of the "10 levels above the accessible monsters with the highest LV" cap in the original game. Each character starts with 50 LP and gains EXP and LV in a similar way as the original version, with 2 SP per LV up. All characters can equip and use any weapons as desired, with the only exception being that the same weapon cannot be used simultaneously by multiple characters. Unlike the original version, there are no classes in Stick Ranger 2. In some cases, the player can travel to a different area by touching open borders at the top or bottom sides of the area as well. This allows areas to be further divided into various sub-areas, each containing different groups of monsters and gimmicks.Ĭharacters can travel to different areas by touching the open borders at the left/right, but unlike in the original, there are no signs to indicate the open borders. A new system was also implemented such that terrain and certain passable objects including bridges and half-walls can block range detection, preventing characters and monsters to detect and fire at opposing entities even if they are within range. Like in the original Stick Ranger, characters can be dragged and attacking is fully automatic as long as enemies are within the character's range.
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