Minggu, 06 Maret 2011

Item Basara 2 Heroes Translation

1-1
Increase Health.
Rarity: -

1-2
Increase Attack.
Rarity: -

1-3
Increase Defense.
Rarity: -

1-4
Increase the amount of Health that Rice Balls replenish.
Rarity: -

1-5
Increase the amount of BASARA that Holy Water replenish.
Rarity: -



2-1
Negate Fire elemental effect.
Rarity: 2*

2-2
Negate Lightning elemental effect.
Rarity: 2*

2-3
Negate Ice elemental effect.
Rarity: 2*

2-4
Negate Wind elemental effect.
Rarity: 2*

2-5
Negate Dark elemental effect.
Rarity: 2*



3-1
Negate Light elemental effect.
Rarity: 2*

3-2
Negate ALL elemental effects. < Increase damage received from non-elemental
attacks >
Rarity: 4*

3-3
No flinch from normal attacks.
Rarity: 5*

3-4
No flinch from range attacks.
Rarity: 4*

3-5
Decrease damage received to 3/4.
Rarity: 5*



4-1
Reflect range attacks when blocking.
Rarity: 5*

4-2
Increase the chances of critical hits
Rarity: 1*

4-3
Extend the time frame for connecting combos.
Rarity: 2*

4-4
Extend BASARA FEVER (activated automatically after every 500 hits) by 3
seconds, 1.5 seconds in co-op.
Rarity: 2*

4-5
Extend Battle Drive (activated by pressing L2) by 3 seconds.
Rarity: 3*



5-1
Increase moving speed.
Rarity: 2*

5-2
Increase horse's speed.
Rarity: 1*

5-3
Extend time frame for Parry. (Block just before the attacks hit)
Rarity: 1*

5-4
BASARA attacks damage x 1.5
Rarity: 6*

5-5
100% critical on the 8th hit of S-string. (square attack string)
Rarity: 2*



6-1
Able to execute BASARA attack, with cost of Health, even if BASARA gauge is
not fully filled. < Once per stage only >
Rarity: 3*

6-2
Able to use Battle Drive (L2), with cost of Health, even if Battle Drive
stock is empty. < Once per stage only >
Rarity: 3*

6-3
Damage dealth x 1.5 < Damage received x 3 >
Rarity: 3*

6-4
Weaken enemy officers, strengthen regular enemy soldiers.
Rarity: 4*

6-5
Increase attack power when Health is in red.
Rarity: 1*



7-1
Increase damage dealt to enemies with shields. (( Effect up when equipping all
5 items from 7-1 to 7-5 ))
Rarity: 1*

7-2
Increase damage dealt to ninja. (( Effect up when equipping all 5 items from
7-1 to 7-5 ))
Rarity: 2*

7-3
Increase damage dealt to enemy soldiers with oversized weapons. (( Effect up
when equipping all 5 items from 7-1 to 7-5 ))
Rarity: 3*

7-4
Increase damage dealt to heavy machinery weapon fortress. (( Effect up when
equipping all 5 items from 7-1 to 7-5 ))
Rarity: 5*

7-5
Increase damage dealt to samurais and regular foot soldiers. (( Effect up when
equipping all 5 items from 7-1 to 7-5 ))
Rarity: 6*



8-1
Increase moving speed for a short while after getting a Rice Ball.
Rarity: 3*

8-2
Increase BASARA gauge filling rate during Battle Drive (L2).
Rarity: 4*

8-3
Inrease the amount of BASARA gauge filled from Taunt (Select).
Rarity: 1*

8-4
BASARA gauge continues filling even during BASARA attacks.
Rarity: 6*

8-5
Increase the self-replenshing rate of BASARA gauge when Health is in red.
Rarity: 5*



9-1
Increase the amount of Health and BASARA that Rice Balls, Holy Water, and
Ebisu taru (keg) replenish.
Rarity: 2*

9-2
If Health is full when getting a Rice Ball, replenish BASARA gauge instead.
Rarity: 2*

9-3
If BASARA gauge is full when getting Holy Water, replenish Health instead.
Rarity: 2*

9-4
Keep enemies (grunts only) away from you. < Does NOT work in Grand Tournament
or Ultimate Grand Tournament >
Rarity: 5*

9-5
Make enemies (grunts only) sleepy and immobilized. < Does NOT work in Grand
Tournament or Ultimate Grand Tournament >
Rarity: 5*



10-1
Amplify the knock-back effects.
Rarity: 1*

10-2
Send enemies flying like a home run with knock-back attacks.
Rarity: 3*

10-3
Raise the currently equipped weapon and armor's levels to MAX in battle.
Rarity: 6*

10-4
Combo count will NOT be interrupted when mounted. < Single player only >
Rarity: 4*

10-5
Change the Rice Balls (Health) rewarded for every 50 KOs into Cat Figures.
(temporary EXP. x 2)
Rarity: 4*



11-1
Increase Exp. by 1 for every KO.
Rarity: 1*

11-2
Increase Exp. by 5 for every KO.
Rarity: 4*

11-3
Change all chests in stage into golds', including the ones from chest-carrying
soldiers.
Rarity: 4*

11-4
Health gauge becomes invisible. + 0.5 to Difficulty Bonus at the end of stage.
Rarity: 5*

11-5
Greatly increase the golds received in stage. < Total amount halved upon being
flinched by any attacks; does NOT work in Grand Tournament or Ultimate Grand
Tournament >
Rarity: 4*



12-1
Shuffle the items and weapons / armors at the end of stage. < Once per stage >
Rarity: 3*

12-2
Shuffle the QUANTITY and LEVEL of the items and weapons / armors at the end
of stage. < Once per stage >
Rarity: 5*

12-3
+ 1 luxurious item chest at the end of stage if successfully done a 1000+ hit
combo. < does NOT work in Grand Tournament or Ultimate Grand Tournament >
Rarity: 2*

12-4
+ 1 luxurious weapon at the end of stage if successfully gotten 500+ KO.
< does NOT work in Grand Tournament of Ultimate Grand Tournament >
Rarity: 2*

12-5
Double the EXP. Bonus for completing the special task in the particular stage.
Rarity: 1*



13-1
Play the theme song 'BLADE CHORD', by Nishikawa Takanori, as BGM.
Rarity: 2*

13-2
Play Ichi's ending theme song 'Nemure Hi no Hana', by Ichi's VA Noto Mamiko,
as BGM.
Rarity: 2*

13-3
Play whichever song last selected in Gallery as BGM.
Rarity: 7*

13-4
Ally will keep praising you for morale.
Rarity: 2*

13-5
A girl will keep replenshing your BASARA gauge with Holy Water during battle
every once in a while. < Cost a certain amount of gold at the end of stage >
Rarity: 4*



14-1
Start the stage with a full BASARA gauge.
Rarity: 1*

14-2
Start the stage with Battle Drive level 1 in stock.
Rarity: 1*

14-3
Slowly recover Health. Effect increases when close to allies. < does NOT work
in Grand Tournament or Ultimate Grand Tournament >
Rarity: 6*

14-4
Slowly recover BASARA. Effect increases when close to allies. < does NOT work
in Grand Tournament or Ultimate Grand Tournament >
Rarity: 6*

14-5
Extra 10 seconds added to clock after clearing each round. < Ultimate Grand
Tournament ONLY >
Rarity: 7*



15-1
Revive once when Health gauge is empty. < Health will be in the red zone >
Rarity: 4*

15-2
Double enemies' Health.
Rarity: 4*

15-3
Allies won't follow player around.
Rarity: 1*

15-4
Get extra EXP. of 300 x '#s of survived allies' at the end of stage.
Rarity: 3*

15-5
Difficulty Bonus EXP. x 2.5, $ x 2 at the end of stage. < Stage becomes MUCH
more difficult, even harder than Extreme. Does NOT work in Grand Tournament or
Ultimate Grand Tournament >
Rarity: 7*



16-1
Lucky charm. (( ALL item chests and weapon / armor sets become luxurious ones
when equipping all 5 items from 16-1 to 16-5 ))
Rarity: 1*

16-2
Lucky charm. (( ALL item chests and weapon / armor sets become luxurious ones
when equipping all 5 items from 16-1 to 16-5 ))
Rarity: 1*

16-3
Lucky charm. (( ALL item chests and weapon / armor sets become luxurious ones
when equipping all 5 items from 16-1 to 16-5 ))
Rarity: 1*

16-4
Lucky charm. (( ALL item chests and weapon / armor sets become luxurious ones
when equipping all 5 items from 16-1 to 16-5 ))
Rarity: 3*

16-5
Lucky charm. (( ALL item chests and weapon / armor sets become luxurious ones
when equipping all 5 items from 16-1 to 16-5 ))
Rarity: 3*



17-1
Item or weapon / armor + 1 (( All the bonus items or weapons / armors sets
become luxurious ones when euqipping all 5 items from 17-1 to 17-5 ))
< Does NOT work in Grand Tournament or Ultimate Grand Tournament >
Rarity: 1*

17-2
Item or weapon / armor + 1 (( All the bonus items or weapons / armors sets
become luxurious ones when euqipping all 5 items from 17-1 to 17-5 ))
< Does NOT work in Grand Tournament or Ultimate Grand Tournament >
Rarity: 1*

17-3
Item or weapon / armor + 1 (( All the bonus items or weapons / armors sets
become luxurious ones when euqipping all 5 items from 17-1 to 17-5 ))
< Does NOT work in Grand Tournament or Ultimate Grand Tournament >
Rarity: 1*

17-4
Item or weapon / armor + 1 (( All the bonus items or weapons / armors sets
become luxurious ones when euqipping all 5 items from 17-1 to 17-5 ))
< Does NOT work in Grand Tournament or Ultimate Grand Tournament >
Rarity: 3*

17-5
Item or weapon / armor + 1 (( All the bonus items or weapons / armors sets
become luxurious ones when euqipping all 5 items from 17-1 to 17-5 ))
< Does NOT work in Grand Tournament or Ultimate Grand Tournament >
Rarity: 3*



18-1
Gold + 500 (( Gold + 5000 when equipping all 5 items from 18-1 to 18-5 ))
Rarity: 1*

18-2
Gold + 500 (( Gold + 5000 when equipping all 5 items from 18-1 to 18-5 ))
Rarity: 1*

18-3
Gold + 500 (( Gold + 5000 when equipping all 5 items from 18-1 to 18-5 ))
Rarity: 1*

18-4
Gold + 500 (( Gold + 5000 when equipping all 5 items from 18-1 to 18-5 ))
Rarity: 3*

18-5
Gold + 500 (( Gold + 5000 when equipping all 5 items from 18-1 to 18-5 ))
Rarity: 3*



19-1
EXP. + 1000 (( EXP. + 10000 when equipping all 5 items from 19-1 to 19-5 ))
Rarity: 1*

19-2
EXP. + 1000 (( EXP. + 10000 when equipping all 5 items from 19-1 to 19-5 ))
Rarity: 1*

19-3
EXP. + 1000 (( EXP. + 10000 when equipping all 5 items from 19-1 to 19-5 ))
Rarity: 1*

19-4
EXP. + 1000 (( EXP. + 10000 when equipping all 5 items from 19-1 to 19-5 ))
Rarity: 3*

19-5
EXP. + 1000 (( EXP. + 10000 when equipping all 5 items from 19-1 to 19-5 ))
Rarity: 3*



20-1
Specials (triangle) with levels all become LV 1. (( Specials with leves all
become LV 2 when equipping 2 items from 20-1 to 20-3. Specials with levels all
become LV MAX when equipping all 3 items from 20-1 to 20-3 ))
Rarity: 1*

20-2
Specials (triangle) with levels all become LV 1. (( Specials with leves all
become LV 2 when equipping 2 items from 20-1 to 20-3. Specials with levels all
become LV MAX when equipping all 3 items from 20-1 to 20-3 ))
Rarity: 2*

20-3
Specials (triangle) with levels all become LV 1. (( Specials with leves all
become LV 2 when equipping 2 items from 20-1 to 20-3. Specials with levels all
become LV MAX when equipping all 3 items from 20-1 to 20-3 ))
Rarity: 4*

20-4
Halve the damage received from bomb soldiers.
Rarity: 2*

20-5
Revive once after dying. Random chance of revivals after the 1st death.
< Can revive up to a maximum of 8 times per stage >
Rarity: 6*



21-1
Increase the amount of golds acquired by killing enemies with combos when
Health is in red.
Rarity: 4*

21-2
Gold + 1 for every KO.
Rarity: 1*

21-3
Extend the time period for effect of the cat figures. (EXP. x 2)
Rarity: 3*

21-4
Greatly increases the critical hit rate when BOTH Health and BASARA are full.
Rarity: 4*

21-5
Increase the speed of S-string (square attack string) when BOTH Health and
BASARA are full.
Rarity: 6*



22-1
The more KO, the more powerful the player gets.
Rarity: 5*

22-2
Greatly increase the attack power after a successful Parry, until getting
flinched by attacks. < Damage received is doubled >
Rarity: 3*

22-3
Enhance elemental damage according to character's attribute.
Rarity: 5*

22-4
Increase damage dealt by critical hits.
Rarity: 4*

22-5
The equipping weapon / armor stats synchronize with the respectively highest
ones in the weapon / armor stock.
Rarity: 3*



23-1
Gold acquired becomes 4 times OR 1/4 at the end of stage.
Rarity: 5*

23-2
Get extra gold equal to 1/4 of the special bonus of the particular stage.
< Does NOT work in Grand Tournament or Ultimate Grand Tournament >
Rarity: 6*

23-3
100% of getting a level upgrade on the currectly equipped weapon or armor.
Rarity: 4*

23-4
Increase the chance of getting BASARA Kuji (press triangle in store) at the
end of stage.
Rarity: 1*

23-5
EXP. acquired from KO at the end of stage x 1.5 < Health gauge shortens >
Rarity: 6*



24-1
20% extra EXP. bonus from KO for single player, 100% bonus for co-op.
Rarity: 1*

24-2
Enemies go into Kokuin / Prime state after being Parried.
Rarity: 2*

24-3
Slightly lengthen Kokuin / Prime state.
Rarity: 4*

24-4
All the enemies go into Kokuin / Prime state during BASARA attacks.
Rarity: 7*

24-5
BASARA attacks when Health is in red become Ultimate BASARA attacks. (same
kind as the one during Battle Drive)
Rarity: 7*



------------------------------------------------------------------------------
2b. Character Personal Item Translation
------------------------------------------------------------------------------


25-1 Katakura Kojuurou ONLY
Revive once after dying (red Health), and then enter Kojuurou's special mode
and stay that way until the end of stage. < Defense down, cannot block or
evade while in special mode >
Rarity: 7*


25-2 Oichi ONLY
Power up all of her Specials with the dark hands + her BASARA attack.
Rarity: 7*


25-3 Azai Nagamasa ONLY
Beam saber!! < Back to normal after 3 minutes into stage >
Rarity: 7*


25-4 Date Masamune ONLY
Always stay in 'six-claw' mode. (holding 6 katana in hands) < Defense down,
cannot block or evade >
Rarity: 7*


25-5 Sanada Yukimura ONLY
Automatically activate and stay in Battle Drive mode until Health is red.
< Damage received is greatly increased >
Rarity: 7*


26-1 Maeda Keiji ONLY
Everybody starts dancing after Taunt.
Rarity: 7*


26-2 Toyotomi Hideyoshi ONLY
Can grab anybody (on both sides) with grabbing Specials.
Rarity: 7*


26-3 Oda Nobunaga ONLY
Defense points add to Attack points. < Defense stat becomes 0 >
Rarity: 7*


26-4 Chousokabe Motochika ONLY
Every S-string (square attack string) attack becomes critical hits when Health
is in red.
Rarity: 7*


26-5 Kasuga ONLY
Create a bunshin / shadow illusion. Stay next to Kasuga until Health is red.
Rarity: 7*


27-1 Mori Ranmaru ONLY
Start off with Battle Drive on. < Back to normal after 1 minute, and Health
decreases by 75% >
Rarity: 7*


27-2 Sarutobi Sasuke ONLY
Activate ninjutsu Special 3 times when Health is in red + replenish Health.
Rarity: 7*


27-3 Matsu ONLY
Power up every Special involved animals, mounted attack, and BASARA attack.
Rarity: 7*


27-4 Takenaka Hanbei ONLY
Greatly increased the gold acquired. < Gradually decrease Health >
Rarity: 7*


27-5 Akechi Mitsuhide ONLY
Automatically revive + use BASARA attack ONCE upon Health reaching zero.
Rarity: 7*


28-1 Mouri Motonari ONLY
Can safely place traps without getting interrupted.
Rarity: 7*


28-2 Uesugi Kenshin ONLY
Add Ice element to the flower thrown by Taunt.
Rarity: 7*


28-3 Shimazu Yoshihiro ONLY
After getting Holy Water or keg, hit count goes up when attacking enemies in
Kokuin / Prime state. Effect stops after getting attacked and flinched.
Rarity: 7*


28-4 Takeda Shingen ONLY
All enemies go into Kokuin / Prime state upon activation of BASARA attacks.
Rarity: 7*


28-5 Maeda Toshiie ONLY
Keep receiving Rice Balls (recover Health + raise attack power) from Matsu for
the 1st minute.
Rarity: 7*


29-1 Honda Tadakatsu ONLY
Projectile attacks from his 4th Special 'Attack Form' become plasma attacks.
Rarity: 7*


29-2 Nouhime ONLY
S-string (square attack string) becomes continuous melee attacks.
Rarity: 7*


29-3 Zabii ONLY
Turn defeated enemies into practitioners. KO count turns into golds at the end
of stage.
Rarity: 7*


29-4 Itsuki ONLY
Play without the hammar. < cannot use some of the attacks, including BASARA,
cannot block or evade either >
Rarity: 7*


29-5 Miyamoto Musashi ONLY
Taunt power up.
Rarity: 7*


30-1 Fuuma Kotarou ONLY
+ 1 hit to enemies in the air, + 5 gold for every KO in the air.
Rarity: 7*


30-2 Houjou Ujimasa ONLY
Extend the time frame for his moxibustion Sepcial (2nd one); cautery won't
fall off even when being attacked, and + 1 hit.
Rarity: 7*


30-3 Tokugawa Ieyasu ONLY
Can safely 'summon' Tadakatsu without getting interrupted + the cannon attacks
become plasma.
Rarity: 7*


30-4 Imagawa Yoshimoto ONLY
Surrounding people start dancing to 'Rainbow Stage', his 2nd Special.
Rarity: 7*


30-5 Honganji Kennyo ONLY
Can safely activate his 2nd Special without getting interrupted + damage
received decreases.
Rarity: 7*

1 komentar:

aniie juztise mengatakan...

cara melengkapi itemnya gemana gan???
item" kusus untuk masamune yang gambar pedang 3 tu ga ke buka di shop gmn caranya buka ea??

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