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Attenuation

Pe2 aya attenuation

What happened to that base power of 270?!

By definition, it means the gradual loss of flux intensity while traveling through a medium. In this case, it's gunfire traveling to the target, thus the further Aya is from the target, the less damage she does.

Parasite Eve II appears to have 5 sets of values, ranging from the furthest away (literally the 'edge' of your damage range) up to point-blank range, equivalent of how close you must get to use a melee attack. If only one attenuation is displayed, that value is consistent for the full range of the weapon. Handguns and automatic weapons are the main users of the variable range. Most shotguns benefit from a close-quarters damage bonus. Weapons with attachments or secondary attacks (Like the Gunblade's melee swing) are subject to the same attenuation as the primary attack.

A weapon marked as 0.9 or 0.8 (for example) is not a perfect % damage reduction; most values have an additional minor fraction added on to the penalty.

Penalty chart:

1.2 = 1.0 + 0.2 - 1/640
1.0 = 1.0
0.9 = 1.0 - 0.1 - 1/640
0.8 = 1.0 - 0.2 - 1/320
0.7 = 1.0 - 0.3 - 1/1280
0.6 = 1.0 - 0.4 - 3/1280
0.5 = 0.5
0.4 = 0.5 - 0.1 - 1/640
0.3 = 0.5 - 0.2 - 1/320

A few examples of minimum damage (not counting the % bonus you get per shot):

Buckshot (Power: 40) w/ attenuation of 0.8 = 31 dmg.
5.56 Rifle (Power: 22) w/ attenuation of 0.7 = 15 dmg.
Grenade (Power: 270) w/ attenuation of 0.7 = 188 dmg.

Weapons List

NameRates (Furthest to closest)
P08, P08 S.Magazine, P229, Mongoose0.80.80.91.01.0
M93R0.50.60.70.81.0
M950, MP5A5 (Normal, +1 and +2)0.40.50.60.70.7
PA3, SP12, AS120.80.80.81.21.2
Gunblade--- 0.8 ---
Grenade Pistol, MM1--- 0.7 ---
M4A1 Rifle (Normal, +1 and +2), M4A1 Bayonet, M4A1 Javelin--- 0.7 ---
M4A1 Hammer, M4A1 Grenade, M4A1 Pyke--- 0.6 ---
M2490.30.40.50.60.6
Tonfa Baton, Hypervelocity --- 1.0 ---

Basic Stats

HP: How much damage Aya can take before she 'dies', causing a Game Over. Combat and a couple unique room traps (notably in the Shelter) can reduce Aya's HP. Aya can recover HP through the use of recovery items, casting Healing or through a few unique cutscenes.

MP: Available points for casting spells. Running out is not fatal, but could leave Aya in a tight situation if PE Spells are needed to deal with an encounter. Aya can recover MP through the use of recovery items, learning new PE Spells or through a few unique cutscenes.

Aya can raise her stats. by the following means:

  • HP through two ways: Equipping armor with HP bonuses and using Protein Capsules to boost her HP cap.
  • MP through three ways: Equipping armor, using Lipstick and spending EXP to upgrade/acquire PE Spells.

Different modes can affect how much punishment Aya can take.

Mode Starting HP Starting MPDamage Bonus/Reduction
Normal Mode 10030100% damage
Replay Mode 1003050% damage, rounded down, minimum damage: 1
Bounty Mode 10030200% damage
Scavenger Mode10010300% damage
Nightmare Mode5030300% damage

When Aya has to escort an ally, they are given a bar with 100/100 HP. Fortunately, the damage they take is unrelated to the current game mode and will always take damage equivalent to Replay Mode.

Critical Rate

Pe2 aya critical hit

Aya hitting a target for critical damage.

Several weapons have a chance to inflict 4x their normal damage per shot. Barring a couple exceptions, most of these weapons are slower-firing guns that get more damage out of a bullet due to lower attenuation penalties. When a target is hit by a such an attack, a yellow flash appears around the target, signifying they took a critical hit.

Instead of a fixed percentage or exploiting a weakness, the critical rate appears to be a random value out of 15 (4-bits), so the possible critical hit range for a gun is 0-15. How this is generated is based on the game's own internal random number generator.

Critical Rate % effectiveness will vary between enemy types: Some are extra vulnerable to critical hits, like Brutes where the chance is 200% higher, some are resistant, like the 1st No.9 Encounter where it is 50% as effective and some are unaffected, like Scorpions. For instance, if the player is using a Mongoose against No.9 during the first encounter, the critical rate will be 3/15, instead of the usual 6/15.

Weapons List

Only weapons with a critical rate greater than 0 will be listed:

P08, P08 S.Magazine5
M93R3, Single
1, Burst
P2296
Mongoose *6
Tonfa Baton3 (2nd hit, only)
M4A1 Rifle ** (Normal, +1 and +2)3, Single
1, Burst
M4A1 Bayonet **1, Burst
M9 (Attachment)3
M4A1 Javelin **1, Burst
* The Mongoose appears to have in-game memory value of 3, but tests show this to be 6.
** The M4A1 series of guns appears to have 2 sets of attenuation/critical values. One batch gives the basic critical rate at 3/15 and the attenuation of 0.7. The other one has no critical rate and an attenuation rate of 0.6. Only the M4A1 variants with a critical rate are listed above.

Enemy List

The following enemies have a non-standard (as in not 100%) effectiveness with critical hits.

Bosses
No.9(1st time)50%
No.9(2nd time)0%
Proto Generator0% with life support on
Sea Diver200%
Beta Generator0% with life support on
Puppet Stinger200%
Brahman Core200%
GOLEMs
Pawn GOLEM50%
Rook GOLEM0%, 50% with damaged backpack
Fatties
Brute200%
Mossback200%
Slouch200%
Sucklers
Bone Suckler0%
Blood Suckler0%
NMCs
Bat0%
Beetle0%
Green Amoeba0%
Moth0%
Red Amoeba0%
Scorpion0%

Key Items

Main article: Key Items

While a few Key Items do not serve a gameplay purpose, many of them are used to unlock rooms, solve puzzles, help progress to the next part of the game, etc. To use them at an appropriate place, go to the Key Items menu, select the item and click on it to use.

Some Key Items are also worth Bounty Points at the end of the game which can carry over to the next replay.

Key Items are stored separately from regular inventory items.

Inventory Slots

Aya can carry a maximum of 20 items on-hand at any-time. This can be anything: Weapons, armor, items, purchasable spells and ammunition. Key Items are stored separately.

The on-hand slot count shown on the inventory page is based on what inventory has not been equipped / attached to Aya. For instance: If the player has an armor and weapon equipped, and has a Recovery1, GPS and 9mm P.B. ammo attached to the armor, the maximum number of slots shown on the right side will be 15.

Following the incident at Akropolis Tower the player will have access to various storage units throughout the game that can be used to store / drop off inventory. The player will need to travel to these locations to pick up / leave equpiment and items behind. While the locations of these boxes may change as the game progresses, they will remain available until the very end of the game.

LocationAvailable SlotsIncludes
Aya's Sedan30
Dryfield (Motel Room 6109mm P.B. x50
Stim x2
Mr. Dgoulas' Pickup Truck20
Shelter 1F (Sterilization Room)20Grenades x8
Buckshot x20
Shelter 2F (Laboratory)10

Notes:

  • * The Shooting Gallery slots are re-written when using the Shooting gallery, depending on the player's selected weapon and what level they wish to play.
  • Aya's Sedan will re-loacte from M.I.S.T. Headquarters to Dryfield upon driving.
  • Mr. Douglas' truck will re-locate from Dryfield to the Abandoned Mine at the start of Disc 2.
  • All items from Dryfield and the Abandoned Mine will become available at the Shelter towards the end of the game.
  • The player starts with the following inventory when a new / replay game is started (in slots order):
  • Upon completing Akropolis Tower, the following changes happen to the player's inventory:
  • There are 256 inventory slots built into the game memory, yet only 110 of them (+10 for the Shooting Gallery) are available, leaving the rest of them unused. Slot #s 30, 31, 40 and 41 have a Recovery1and Slot #32 has a Stim. These are unavailable during regular gameplay and are removed from inventory once the player reaches Dryfield.
      1. 0-19: Aya's personal equipment
      2. 20-29: Shooting gallery
      3. 50-79: Aya's sedan
      4. 80-89: Motel room 6
      5. 90-109: Mr. Douglas' truck
      6. 130-149: Sterilization room
      7. 160-169: Laboratory

Spell Damage

Applies to all offensive spells and combat items. Unlike weapons, spells and combat items do not suffer from an attenuation penalty:

The formula for spell damage appears to be:

FLOOR( FLOOR( FLOOR( Base Damage x Ofuda x Bonus ) x Weakness|Resistance ) x Difficulty )
  • FLOOR refers to rounding a fraction down to the nearest value, regardless if the value is .001 or .999
  • The spell value is rounded down three times to calculate the final damage.
Base DamageThe 'literal' base damage of the spell/item that is listed when inspecting its data.
OfudaWhen attached to an armor, the spell/item damage increases by 50%. The value for this will be 1 or 1.5
BonusThe bonus damage range is 0% - 9%, in increments of 1%, meaning that final damage is one of 10 possible values: 1.00, 1.01, 1.02, 1.03, ... 1.09.
Weakness/ResistanceEnemies have different levels of tolerance to certain spells. For instance, Brutes take 200% fire damage while Brain Stingers take 50%. Mechanical enemies like Watchers and Derangement Speakers take none.
DifficultyAt higher difficulties, the player does less damage.
  • 100% (1.0) for Normal/Replay
  • 75% (0.75) for Bounty/Scavenger
  • 60% (0.6) for Nightmare.

Status Effects

All status effects last for 20 seconds and turn Aya's status bar red. They may be cancelled at any time through the use of Penicillin, Stim or Metabolism (except for Berserker and Silence).

Aya Brea

Pe2_icon_status_berserker.png Berserker
Berserker status changes how Aya fights:

  • While using a weapon, each shot costs 2 HP to fire and does 50% extra damage.
  • Only offensive magic is available and costs 2x the usual cost in HP, rather than MP. All spells are temporarily upgraded by one level.

This effect may also induced by Aya, given it's bonus damage benefits though the use of Eau de Toilette

Pe2_icon_status_blindness.png Blindness
The screen is affected by a strobing darkness and the reticle is disabled, preventing Aya from targeting enemies. This does not prevent Aya from attacking, but the lack of auto-aiming can prevent her from hitting smaller targets. Spells are still aimed in the same fashion.

Pe2_icon_status_confusion.png Confusion
Changes what the directional pad does for the player frequently. Can also cause Aya to lose track of her current target.

Pe2_icon_status_paralysis.png Paralysis
Every few seconds, Aya stops whatever she is trying to do (attack, cast a spell, etc.) and hunches over, as though she is trying to catch her breath. This prevents her from performing any action (including moving). Rapidly moving around the analog stick / directional pad can help to shake off the effect more quickly.

Pe2_icon_status_poison.png Poison
Gradually lose HP. The player loses 1 HP every:

  • 120 frames (4 seconds) while standing still.
  • 60 frames (2 seconds) while walking.
  • 20 frames (0.67 seconds) while walking.

The first point is lost immediately, then a frame count is set depending on the player's current action and quickly decreases in value. When the counter reaches 0, it will deduct another point and set the frame again to the player's current actions. This can be used to time when the player runs around to avoid losing unnecessary HP should the player not wish or be unable to cure the status effect.

HP Loss Range: 5 - 30, depending on player's actions. Pe2_icon_status_silence.png Silence
Prevents Aya from casting spells.

NMCs

Confusion The target randomly moves around, instead of attacking/moving towards Aya. The only known enemy this affects are Bats.

Paralysis The target is completely disabled for a fixed number of seconds. Most targets will fall to the ground and twitch/spasm. While they are like this, they are unable to respond to any attacks thrown at them.

The most common way to paralyze a target include the use of Pepper Spray or casting Apobiosis. The duration of the paralysis does not last as long with Apobiosis (50%, 62,5% or 75% duration length, depending on level). Other less-common methods that can be used to inflict paralysis include using a Combat Light, Flare and casting Plasma.

Only enemies that are affected by Paralysis will be posted below:

NameSeconds disabled.
Bosses
Boss Stranger8
No.96
Blizzard Chaser12
Zombie Chaser6
Sea Diver6
Brahman (Core)6
Eve6 *
GOLEMs
Pawn GOLEM12
Rook GOLEM12 **
Knight GOLEM4 *
Bishop GOLEM4 *
Strangers
Grinning Stranger20
Odd Stranger20
Lesser Stranger20
Horned Stranger20
Chasers
Chaser20
Mad Chaser20
Fatties
Brute20
Mossback10
Slouch40
Flare = 20
Sucklers
Mind Suckler(Falls to the ground)***
Sucklerceph40
Light = 20
Flare = 20
Stalkers
Zebra Stalker20
Gray Stalker16
Ivory Stalker16
Skull Stalker40
Misc. ANMCs
Bog Diver20
Brain Stinger20
Scavenger40
NMCs
Black BeetleLight = 10
Caterpillar20
Maggot20
Rat40
Scorpion (Parasite Eve II)40

Notes

  • * The target is 'technically' not paralyzed, but instead performs an action that behaves in a similar manner. This lasts for a certain number of seconds regardless of how the target was affected by it.
  • ** The Rook GOLEM's backpack must be damaged before it can be paralyzed.
  • *** As it turns out with Mind Sucklers, when they are knocked to the ground, they are inflicted with a unique form of paralysis that causes them to slowly try to escape from the player. This version does not have a time limit (Instead it operates a different timer that kills the suckler after 60 seconds).
  • All Stranger types (except Creeping Stranger) have a 200% critical rate while paralyzed.
  • Both amoeba-types can be disabled if 20 regular damage (shows up as 0) can be inflicted within a short amount of time. It is not a true paralysis, given that any attack that inflicts proper damage will cause it to go on the attack again.
  • Skull Stalkers have a paralysis state, but it cannot be seen under normal circumstances since all attacks that inflict paralysis do at least 1 dmg., which is more than enough to kill it.

Poison The target develops a fuchsia hue and takes damage at regular intervals.

  • The damage it takes is based off a % of it's maximum HP value.
  • Every 96 frames (3.2 seconds) while poisoned, the target will take damage. This will either last for a fixed number of turns or until the target dies (unlimited).
  • The only way to poison a target involves the use of the Mongoose equipped with 44 Maeda SP bullets or casting Necrosis. Necrosis, being a spell, has a lower HP% rate and lasts 2/3 as long as the Maeda SP bullets (rounded down).

Only enemies that are affected by Poison will be posted below:

NameHP% DamageNo. of TurnsFlinches?
44 Maeda SPNecrosis (Lv.1-3)44 Maeda SPNecrosis
Bosses
Boss Stranger164 · 6 · 8XXYes(slight)
Burner41 · 1.5 · 264Yes (a lot)
Blizzard Chaser41 · 1.5 · 2XXYes(slight)
Zombie Chaser41 · 1.5 · 22416Yes (a lot)
Sea Diver164 · 6 · 864Yes
Puppet Stinger41 · 1.5 · 242Yes
Eve41 · 1.5 · 242No
Strangers
Grinning Stranger164 · 6 · 8XXYes(slight)
Odd Stranger164 · 6 · 8XXYes(slight)
Lesser Stranger164 · 6 · 8XXYes(slight)
Horned Stranger164 · 6 · 8128Yes(slight)
Chasers
Chaser164 · 6 · 8XXYes(attack)
Mad Chaser164 · 6 · 8XXYes
Fatties
Brute164 · 6 · 82416Yes
Mossback164 · 6 · 8128Yes
Slouch164 · 6 · 8XXNo
Sucklers
Mind Suckler164 · 6 · 8XXYes(slight)
Sucklerceph164 · 6 · 8128No
Stalkers
Zebra Stalker164 · 6 · 8128Yes
Gray Stalker164 · 6 · 8128No
Misc. ANMCs
Bog Diver164 · 6 · 8XXNo
Brain Stinger164 · 6 · 8XXYes(very)
Scavenger164 · 6 · 8XXYes
NMCs
Black Beetle164 · 6 · 8XXYes
Caterpillar164 · 6 · 864Yes
Green Amoeba*SpecialN/AN/ANo
Maggot164 · 6 · 864Yes
Rat164 · 6 · 8XXYes
Red Amoeba*SpecialN/AN/ANo

Notes:

  • Turn count marked with an 'X' means it is unlimited and will continue to damage a target until they die.
  • Special refers to a unique damaging attack that will kill an amoeba with one hit.
  • Eve's poison rate is regularly interrupted by some of the attacks she performs, dragging how how long it takes for the effect to end, though she still takes the same amount of damage in the long run.
  • Ivory Stalker was coded to take poison damage (16% w/ Maeda SP, unlimited turns), but was not implemented into the game.

Timers

Going with a rate of 30 frames per second, Parasite Eve II uses a few timers for certain in-game events. These timers are only active when Aya can be controlled on the screen. Anything else (Game paused, menu opened, spell being picked, vibration on/off, etc.) will halt any and all active timers.

  • Water Gate countdown (before it closes again): 40 seconds.
  • Ice Bag becomes Bag of Water: 2 minutes.
  • Bringing Burner's HP below 35%: 3 minutes.
  • Incinerator Countdown: 5 minutes.

Weapon Damage

Applies to all guns, attachments and melee attacks.

The formula for weapon damage is a bit complicated and appears to be:

FLOOR( FLOOR( FLOOR( Base Damage x Bonus x Attenuation x Critical x Berserker ) x Skull Crystal x Energyshot x Weakness|Resistance ) x Difficulty )
Base DamageThe 'literal' base damage of the spell/item that is listed when inspecting its data.
BonusThe bonus damage range is 0% - 19%, in increments of 1%, meaning that final damage is one of 20 possible values: 1.00, 1.01, 1.02, 1.03, ... 1.10 ... 1.19.
AttenuationSee Attenuation for more details. The value range will be from 0.3 up to 1.2.
CriticalSee Critical Hits for more details. The value for this will be 1.0 or 4.0.
BerserkerIf Aya has been inflicted with BERSERKER status, the player will do 50% more damage. The value will be 1.0 or 1.5.
Skull CrystalWhen attached to an armor, the weapon damage increases by 20%. The value for this will be 1.0 or 1.2
EnergyshotWhen cast, Aya's base damages increases. Depending on if it is active, the values can be: 1.0, 1.3, 1.4, 1.5 or 1.6
Weakness/ResistanceEnemies have different levels of tolerance to certain ammo. For instance, GOLEMs take 200% damage from R. Slugs while the 1st No.9 Encounter takes 75% from Grenades.
DifficultyAt higher difficulties, the player does less damage.
  • 100% (1.0) for Normal/Replay
  • 75% (0.75) for Bounty/Scavenger
  • 60% (0.6) for Nightmare.
v · e · d
Characters
Aya Brea - Eve Brea - Kyle Madigan
Rupert Broderick - Eric Baldwin - Gary Douglas - Flint - Pierce Carradine - No. 9 GOLEM - Jodie Bouquet
Neo-Mitochondrial Creatures
Bass - Bat - Black Beetle - Worms (Caterpillar, Maggot) - Amoeba (Green Amoeba, Red Amoeba) - Moth - Rat - Scorpion
Artificial Neo-Mitochondrial Creatures
Stranger (Grinning Stranger, Boss Stranger, Odd Stranger, Lesser Stranger, Creeping Stranger, Horned Stranger) - Stalker (Zebra Stalker, Gray Stalker, Ivory Stalker, Skull Stalker) - Suckler (Blood Suckler, Bone Suckler, Mind Suckler, Sucklerceph) - Scavenger - Chaser (Desert Chaser, Blizzard Chaser, Mad Chaser) - Fatties (Brute, Mossback, Slouch) - Diver (Bog Diver, Sea Diver) - Stinger (Brain Stinger, Puppet Stinger) - GOLEM (Pawn GOLEM, Rook GOLEM, Knight GOLEM, Bishop GOLEM)
Machines
Watcher - Derangement Speaker
Unique Neo-Mitochondrial Creatures
Boss Stranger - No. 9 GOLEM - Gray Stalker - Burner - Blizzard Chaser - Ivory Stalker - Glutton - Generator (Proto Generator, Beta Generator) - Sea Diver - Puppet Stinger - Brahman - Eve
Locations
Abandoned Mine - Akropolis Tower - Dryfield - M.I.S.T. Headquarters ( Shooting gallery ) - Neo Ark - Shelter
Archives
Ammunition - Armor - Bounty Points - Items - Gameplay - Modes - Rankings - Shops - Soundtrack - Weapons
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