|Rate of Fire|
Attaching one of these will increase the ammo consumption of weapons and provide a small damage % increase across all shots fired. Given the boost is not considerable (20-30%), and given that other factors could lower the effectiveness, such as rounding fractions down, it is suggested that a player replace the higher RoFs with a lower one using a Tool when possible.
Most enemies add a small bonus to the Rate of Fire (per shot) damage to help offset the overall lower numbers. This number varies between enemies. This can give the impression of the guns using an RoF ability may do a lot more damage than listed.
Only one Rate of Fire ability can be attached to a weapon. If the player attempts to attach another one, it will overwrite the existing one (which can be useful in making a machine gun less of an ammo consumer).
|Rate of Fire: 2||Attacks twice in a turn for 60% of max. damage.|
Total Dmg.: %120
|Rate of Fire: 3||Attacks three times in a turn for 41.67% (5/12) of max. damage.|
Total Dmg.: %125
|Rate of Fire: 5||Attacks five times in a turn for 25% of max. damage|
Total Dmg.: %125
|Rate of Fire: 7||Attacks seven times in a turn for 18.18% (2/11) of max. damage.|
Total Dmg.: %127.27
|Rate of Fire: 10||Attacks ten times in a turn for 13% of max. damage.|
Total Dmg.: %130
|Only one of: Random Rate of Fate, Burst and Attack All can be equipped at any one time. Attaching one of these will overwrite the currently equipped ability.|
|Random Rate of Fire: 1.5||Rate of fire increases by 150% without further penalties, but player loses ability to control which targets are attacked|
|Burst: Spray Multiple Targets||Shots spread out, hitting all targets for equal damage.|
|Attack All Enemies w/Rate of Fire||Attacks all enemies on the screen. based on the Rate of Fire.
Example: If Rate of Fire: 2 is attached, every target on the screen is attacked twice.
Elements are not 100% effective across the board. Enemies can be weak to Frost and Heat (Take more damage) or resistant to it (Take less damage). More often than not, enemies in area will have both weaknesses and resistances, requiring the player to either expend more ammo or constantly change weapons to deal with them. With Acid, Tranqulizier and Cyanide, the damage is still optimal even if the element is ineffective, so they are much safer to attach to any weapon.
|Add Heat Effect to Bullets|
|Add Frost Effect to Bullets|
|Add Cyanide to Bullets||If this ability misses a target, normal damage is done in it's place, so there is no harm in including this ability.|
|Add Acid Effect to Bullets|
|Add Tranquilizer to Bullets||The normal damage still happens even if sleep does not work.|
|Counterattack Enemy||Player has a chance to counterattack for free damage should they take a hit.|
|Quickdraw: First Attack||Greatly increases the chance of Aya Active Meter starting at maximum.|
Steal is an ability associated with clubs, only.
|Steal Items, but Halves Attack Power|
|Steal During Attack|
|Critical Percentage Increases|
Multiple commands allows to the player to execute any available action during a turn more than once.
|Enter 2 Commands|
|Enter 3 Commands|
|Decreases Items Stolen||While it exists within the game, none of armors makes use of this.|
|Uses Medicine When HP is Low||The one drawback with this ability is it can unintentionally deplete a player's medicine supplies.|
|Use Cures to Remove Status||While automatically using cures to spare Aya of status effects is rarely a bad thing, this ability becomes redundant if the player attaches all status resistances to the same armor.|
|Increase Item Capacity by 1|
|Increase Item Capacity by 2|
|Increase Item Capacity by 4||Ups the max. possible inventory carrying ability to 50.|
|Increases Max HP||Increases max HP by 15%. Does not increase current HP with it.
At level 99, this can increase the player's max HP to 999.
|Increases Attack Power||Raises attack power by 2 points.
Becomes redundant to waste a slot once the player reaches EX-Game.
|Active Time Recharges Slower||Reduces the active time rate by 2 points.
Unless the player is trying to use a rocket launcher at level 1, this is not a serious issue.
|PE Light: PE Burden Decreases||Decreases consumption of PE by 1/3.
Exceptions: Barrier, Energy Shot, Liberation An excellent armor ability, severly hampered by how late it appears in the game, making it useful
|Decreases Attack Power||Lowers attack power by 2 points.
Once EX-game is played, it makes little difference if this is attached to an armor or not.
Active Time Rate
During battle, Aya requires a blue gauge to fill up before she can execute a command. This is referred to as the Active Time Rate. There are many factors that can affect how quickly this gauge fills, but as the player progresses through the game, it will tend to progressively get faster, mostly as Aya levels up.
The basic rate is: (50 + Active Time - (AT Down Penalty x 2)) x Gun multiplier
- Active Time: Associated with Aya as she levels up. It is one of her stats. While her base stats. start at 1 point, in-game memory says it starts at 0, making the 'actual' range 0-98. Level is not consistent with rate, since it follows an unusual set of points required to obtain this stat (Normally, all stats. are giving 10 points to raise by 1 level, but Active Time requirements are a bit different up until level 15, where it normalizes).
|The Active Time for 97 and 98 are 5 points each.|
- AT Down Penalty: If Active Time Recharges Slower is attached to her, her rate will be reduced slightly. This is far less noticeable if the Active Time is quite high.
- Gun Multiplier
- Clubs: x2.0
- Pistols and Machine Guns: x1.0
- Rifles, Shotguns and Grenade Launchers: x0.8
- Rocket Launchers x0.4
Since it is possible to apply bonus points to the Active Rate in EX Game mode, the basic range is: 50-148.
- At the start of the game with Aya's first pistol, the default is 50.
- With a club equipped, the highest possible number is 296.
- With a Rocket Launcher equipped and Active Time Recharges Slower attached to the equipped armor, the lowest possible value is 19.
Haste temporarily doubles this rate, making it an important spell to keep active during a boss battle.
Engraving a gun and armor with a custom name will allow the player to start with that immediately upon starting a round of EX Game. There are two ways to obtain this:
- Prior to the Ultimate Being boss battle, Wayne will give an opportunity to engrave one gun and armor.
- During a non-EX Game play-through if you speak to Wayne at the NYPD while carrying a piece of equipment that has all three stats sitting at 100 or more. However, this method is extremely unlikely during a first-time play-through at it requires considerable grinding and stealing to obtain the boosts needed to enhance a single gun/armor.
Essentially for handling equipment, holding onto items and even collecting, the player's item capacity dictates how much can be carried around at any time.
Item Slots can be increased in 2 ways:
- Leveling up.
- In EX Game, bonus points can be added to Item Capacity.
|# of Slots||Item Capacity|
|# of Slots|
|28-31||27||96 & 99||46|
Aya must collect experience points to level up. Once she has reached the experience threshold, her HP, PE and basic stats. will all increase, improving her overall survival capability. At some levels, she will obtain a new spell.
The Experience chart reaches it's peak at level 37, which requires more EXP than any other to reach the next level. On a typical play-through, most players will not even reach level 37, let alone cross it, but should a player build up their character beyond that, their stats. will increases considerably, making the endgame a fair bit easier to win. This 'could' be useful during a first-time play-through IF the player finds they are having trouble defeating Eve and/or the Ultimate Being as the difference in Active Time, basic stats. and Parasite Energy is substantial.
- Offensive: Increases basic damage by 1 point per level.
- Defensive: Increases basic defense by 1 point per level.
- PEnergy: Parasite Energy. Uncertain 'what' it does, but is likely related to how much PE energy Aya has available to spend on spells.
- SRecover: Status Recovery. Likely affects how quickly Aya can recover from being inflicted by a status ailment.
- Active Time: Bonus points used for determining the rate of turns in battle. See Active Time Rate for more details.
- Item Capacity: Helps determine the slot count. See Item Slots for more details.
|Aya Brea - Daniel Dollis - Kunihiko Maeda - Melissa Pearce - Mitochondria Eve|
Maya Brea - Ben Dollis - Lorraine Dollis - Hans Klamp - Douglas Baker - Torres Owens - Wayne Garcia
|Armadillo - Bacterium - Bat - Bear - Cat - Centipede - Chameleon - Crow - Dogman - Flyman - Frog - Mixedman - Mole - Monkey - Parrot - Plant - Pterodactyl - Rat - Ratman - Spider - Scorpion - Squirrel - Snake - Treasurebox - Troodon|
|Alligator - Bee - Cockroach - Crab - Eve - Giantworm - Kerberos - Spiderwoman - Triceratops - Truebred Eve - T-Rex - Ultimate Being|
|American Museum of Natural History - Carnegie Hall - Central Park - Chinatown - Chrysler Building - N.Y.P.D. - Sewers - Soho - St. Francis Hospital - Subway - Warehouse|
|Weapons - Armor - Items - Gameplay - Soundtrack - Remixes Soundtrack|