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*
Minggu, 06 Maret 2011
Item Basara 2 Heroes Translation
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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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