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BACK TO DARK CLOUD 2

Weapons & Abilities


The weapons, without them, you are nothing - with them you still can be nothing; if you don't "treat" them well. So why would you upgrade your weapons or even try to get an ultimate weapon? Unless you like to see "No Effect" whenever you try to strike your opponent, I suggest that you get the upgrading. It is one of the more complicated systems of the game, but once you learn it, you will be happy with the results. So lets give an example to give you an idea. Lower down, Weapon Abilities are explained.

Battle Wrench
Attack 8 Durablity 10
Flame 2 Chill 0
Lightning 0 Cyclone 0
Smash 5 Exorcism 0
Beast 0 Scale 0
Synthesis Points 2
After Leveling Up Once
(Changes are in red)
Battle Wrench +1
Attack 10 Durablity 11
Flame 2 Chill 0
Lightning 0 Cyclone 0
Smash 5 Exorcism 0
Beast 0 Scale 0
Synthesis Points 3


Section: Weapon Name
Well this isn't to hard to explain, and is the most obvious. It is the
weapon you currently have equipped and its level. If you noticed in
the above example; once the weapon levels up (after beating up the
bad guys and collecting enough little blue orbs), only two stats will
increase... Attack & Durablilty usually go up by 2 for every level,
while the others remain at their normal stats. The neutral stats can
be increased by spectrumizing items, and synthesizing them into the
weapon. So let me continue the example to show how synthing works.

Battle Wrench +1
Attack 10 Durablity 11
Flame 2 Chill 0
Lightning 0 Cyclone 0
Smash 5 Exorcism 0
Beast 0 Scale 0
Synthesis Points 3
After spectrumizing 1 Flame Crystal
And Synthesizing it into the Wrench
(Changes are in red)
Battle Wrench +1
Attack 10 Durablity 11
Flame 5 Chill 0
Lightning 0 Cyclone 0
Smash 5 Exorcism 0
Beast 0 Scale 0
Synthesis Points 2


Section: Spectrumizing & Synthesizing [Part I]
Spectrumizing is a major factor of the "Weapon Building Process." It
allows you to break down practically every item, and put it into a
weapon, if you have enough Synthesis Points. For every 1
Spectrumized item, you will need at least 1 Synthesis Point on your
weapon - to attach that item. (You can see this change in the above
example). Now think about this, did you ever try to spectrumize a
weapon, and get the message "Synthesizing this may lead to an
unstable something something." Well you can spectrumize your
weapons, but after they have reached level +5. It sort of makes
sense, because when you 'spec' a weapon, it only takes a percentage
of its stats - so at level +1, your stats wont be good enough to take
a percentage. So at level +5 you should have increased a specific
stat,
or all stats at least more than 3. And when you spec
that "+5" weapon it will take approx. 60% of its stats, and it will
cost 5 synthesis points to put it into a weapon. So there is no
better way than showing it with another example.

Battle Wrench +1
Attack 10 Durablity 11
Flame 5 Chill 0
Lightning 0 Cyclone 0
Smash 5 Exorcism 0
Beast 0 Scale 0
Synthesis Points 2
STEP I
Level Up
(Changes are in red)
Battle Wrench +5
Attack 20 Durablity 14
Flame 5 Chill 0
Lightning 0 Cyclone 0
Smash 5 Exorcism 0
Beast 0 Scale 0
Synthesis Points 20
STEP II
"Spectrumize
&
Synthesize"
(Changes are in red)
Battle Wrench +5
Attack 20 Durablity 14
Flame 65 Chill 0
Lightning 0 Cyclone 0
Smash 5 Exorcism 0
Beast 0 Scale 0
Synthesis Points 0


Section: Spectrumizing & Synthesizing [Part II]
In the above example, I spectrumized 20 Flame Crystals, and each
flame crystal is worth 3 Flame, totaling a 60 Flame stat
increase - costing...20 synthesis points. Are you starting to
understand now? So now we have a +5 weapon with 65 Flame, so now we
will Spectrumize the Weapon, but we will not synthesis it
into another weapon (that will be later). So I guess, another
example will set things all straight, and remember when you
spectrumize a weapon, it only takes a percentage of its stats AND its
abilities will carry into the next weapon.

Battle Wrench +5
Attack 20 Durablity 14
Flame 65 Chill 0
Lightning 0 Cyclone 0
Smash 5 Exorcism 0
Beast 0 Scale 0
Synthesis Points 0
Spectrumizing
the Weapon
(Changes are in silver)
Battle Wrench +5
Attack 10 Durablity 7
Flame 42 Chill 0
Lightning 0 Cyclone 0
Smash 2 Exorcism 0
Beast 0 Scale 0
Synthesis Points 0


Section: Weapon Abilites
There are 9 Positive Weapon Abilities that you can chose from, but at
any time, you can only have 7 abilities on one weapon. This is
because there are 2 sets of opposing positive abilities. If your
weapon has Critical, it cannot have Berserk, and your weapon will
either have Cure or Absorb. Below all of the weapon abilities will
be explained, and hopefully you will understand why you cannot have
two opposing abilities.

  • Cure: Cure will heal you very slowly while you have that weapon equipped. Usually about 1 Hp every 6-8 seconds. You have to either chose between Cure or Absorb, both are valuable, but I prefer Absorb, you most likely will agree with me. Sorry but there isn't much to talk about Cure, it is good on either weapon, but I think if you have, say your Wrench and Gun with Cure, the healing process will be doubled (2 Hp every 6-8 seconds).
  • Wealth: When your weapon has Wealth, you are given more money after each kill. Pretty easy to understand, instead of getting 100 gilda, you get about 140 Gilda...It will add up eventually.
  • Durable: Durable is a good ability for guns. Durable slows the speed of WHP decrease. You will find yourself doing more attacks with out having to repair them so quickly - when 99 Durability isn't enough.
  • Poison: If you have Poison Coins, I suggest you spectrumize them, and put them in your weapons. Poison is a good ability which will continue to damage the enemy over time, simple enough. Poison is good on both Guns/Magic and Wrench/Swords, once they are poisoned, it is up to you if you want to stay Close Range.
  • Steal: Steal is also good to have. Every once in a while, when you attack you will steal an item from the enemy. You will most likely be selling these excess items. Money is Money. Steal is good on Long Range and Close range weapons, there is a good chance that you will always steal an item if the enemy lives that long.
  • Stop: A good ability, but sometimes confusing. If you forget that your weapon has Stop, during your attacks your enemy will freeze, and you might wonder what has happened. But if you look closely, you will see that the enemy has a faintly grey glow in them - this is your chance to get those extra attacks in. This ability is better on Long Range weapons, so when you freeze them, you run up on them and abuse them.
  • Critical: One of the best abilities for Machine Guns, and really all weapons. In my opinion it is much better than its opposite; Berserk. Critical raises the chance of getting those really strong hits, like when I normally do 500 damamge, and then the next hit does 800, that is a big difference, bad guys go down very fast.
  • Berserk: One of my least favorite abilities is Berserk. You can seriously put a hurt on the enemy and your Health Bar at the same time. Yes your damage is increased, and I believe it might be even more damaging than Critical, but you don't have that much Health to be losing like that - not a good idea to put on your Machine Guns. Try it you'll see...
  • Absorb: Absorb is another of my favorite abilities. "It steals a percentage of Health from the amount of damage given," this is not all true. But for like every two shots I get about 4 Hp, so by the time I am done killing a strong enemy, I get about 12-16 HP. You Hp will remain at high levels like this, and if you are going for "Beat without Healing" goals - this doesn't count as healing, so find an Absorb coin, or spectrumize a 'Dark Viper' grenade launcher for its Absorb ability.