=============================================================================== Phantasy Star Online Episode 3 C.A.R.D. Revolution Story Character FAQ -by Hawk Eye- =============================================================================== ----------------- Table of Contents ----------------- (00A) I. Introduction (00B) II. Hunters/Arkz (00C) III. Character Bios (10C) III.a) Hunters (20C) III.b) Arkz (00D) IV. Closing Off (For easy access to sections, simply push Ctrl + F, then type in the section code of that section, as shown above. For example, to go directly to the Arkz, push Ctrl + F, and enter "(20C)".) --------------------------- (00A) I. Introduction --------------------------- Hello and welcome to Hawk Eye's (ie Me) Story Character FAQ for Phantasy Star Online Episode 3: C.A.R.D. Revolution. This FAQ was written with the intention to give indepth help towards the Character Cards, providing not only a variety of information on the character's stats, but also on the story surrounding them. Also, this guide requires some degree of knowledge over the basics, such as the game's terms, like Field Characters, Action Points and so forth. This FAQ will contain spoilers, so please be careful when searching for info. And on a final note, this FAQ may only appear on GameFAQs. --------------------------- (00B) II. Hunters/Arkz --------------------------- "This specialized invesstigation team follows the direct orders of the Pioneer 2 Principal Government. Using the new "C.A.R.D. Technology", this team solves various types of dangerous cases." - Hunters description from PSO Ep III The Hunters are the supporting group of fighters behind the Principal Government on Pioneer 2. They reside within the Morgue, which is where most of their C.A.R.D. technology is developed, along with technology surrounding cloning. They seem to constantly be one step behind the Arkz, but are determined to put a stop to them. They mainly play in the way of the Hunters seen in PSO Ep I&II, focussing mainly upon the utilisation of weapons in battle. A good portion of the items from PSO Ep I&II have returned, rendering a good deal more variety when it comes to battles. Hunters are the easy choice for new players, as they can be quite easy to play as. "This armed group challenges the Pioneer 2 Principal Government system. Believing there are hidden motives behind the government's actions, they secretly follow the special investigation team. They believe they are the only ones who can bring truth and freedom to the people of Pioneer 2." - Arkz description from PSO Ep III A big deviation from the Heroside characters who choose to use weaponry to fight, the Arkz instead utilise Creatures as their main source of attacking their opposition. As many will recognise, these Creatures are none other than the natural inhabitants of Ragol as seen in Phantasy Star Online: Episode I & II (as well as a few cameo appearances from other Sonic Team characters.) These Creatures serve the essential same purpose as the Items; to beat your opponent, but because a good number of the Creatures don't directly protect your Story Character in battle, the Arkz can be exceptionally difficult at times to use and thus master. --------------------------- (00C) III. Character Bios --------------------------- Whilst the Hunters and Arkz main goals differ greatly between the sides, it can also be noted that the individual characters each have their own seperate agenda. Or at least, most of them do. As you use certain characters, the plot will gradually open itself up to you, revealing the shadowed history of not only their lives, but also the Germ. Here is an example of a Story Character Card to help you understand the info: Name: The name of the Character. The Section ID appears afterwards, but has no effect over what Cards you pick up. It's purely cosmetic. Class: The Class and sex of the respective Character Attack Range: Will be in a format of this: .X. The Character is the "O", the "X" is where the attack will land, and the .O. "." are the immediate spaces around the character that will not be affected ... by the attack. HP: The HP of the Card AP: The Attack Power of the Card (for physical attacks) TP: The Technique Power of the Card (for Tech power) MV: The Move range of the Card Abilities: This will list further abilities of the Card, as the name suggests. Background: This will list material on the prospects of the Story Character. Notes: This will list comments by myself on the Card. Now, onto the characters!: --------------------------- (10C) III.a) Hunters --------------------------- Name: Sil'fer (Skyly) Class: HUnewearl Attack Range: .X. .O. ... HP: 0 AP: 3 TP: 1 MV: 2 Abilities: None Background: Sil'fer's intentions are quite clear in that she hopes only to find out what happened to her sister Sophia. She appears to be linked to Break of the Arkz, although she is unable to remember much about her own past. Her memories flitter back to her on occasion, gradually revealing the entire picture of her character. Notes: Nice-ish stats for beginners, but you can't really look past the poor Move. If you are versing an opponent with 4 Move, you are going to need to add the appropriate long range Item and Action Cards to stand a greater chance of success. Good to start with, but you should be able to remove the need to use Sil'fer by the end of your first run through Story Mode. Name: Kranz (Yellowboze) Class: RAmar Attack Range: .X. .O. ... HP: -1 AP: 2 TP: 1 MV: 2 Abilities: - Fixed Range: The attack range will reflect the attacking SC/FC's range, regardless of the Action Cards used. - EXP Bonus: Receives one additional EXP for a destroyed Character. Can only receive one EXP per turn, regardless of enemies destroyed. Background: Kranz mainly hopes to solve the mystery of his missing father, Blitz. Despite not ever really connecting with him, Kranz feels it necessary to continue on in his hunt for the truth. He is good friends with both Sil'fer and Ino'lis, but we see that Ino'lis has considerably deeper feelings as to Kranz then he is aware of. Later, he finds out that Kylria, a fellow Ranger, is also hunting for Blitz, and in joining up with her, a love triangle is formed between Kranz, Ino'lis and Kylria, although Ino'lis is the only one actually aware of it. He is killed by the explosion at the Morgue in an attempt to save the people on Pioneer 2, but is cloned later by the Principal Government, unbeknownst to the Hunters. There are ulterior motives at work behind Kranz, and it all seems to lead back to Blitz... Notes: Okay. His Fixed Range can be used to great advantage, especially when using Action Cards like Heavy Attack that would normally only attack a single square in front of them. This also allows Kranz to do massive damage to lined up enemies when using multi-hitting items. The EXP bonus certainly doesn't hurt either. His stats are odd though, when considering RAmarls supposedly being more well-rounded when it comes to stats, yet Kranz has 1 TP and Kylria has 0. The 1 TP is a relative waste when it comes right down to it, and can make all the difference when you need to be dealing just that one more damage. The Move is regrettably 2, but as Kranz is a Ranger and adversed with the Gun types, he will still be able to cope with fleeing opponents. Name: Ino'lis (Greenil) Class: FOmarl Attack Range: .X. .O. ... HP: -1 AP: 1 TP: 1 MV: 3 Abilities: - Tech: All Techs cost 1 less Action Point to use. Background: Ino'lis was born on Pioneer 2, like Kranz. She and Kranz seem to initially be developing a romantic relationship, yet once Kylria enters the picture, Ino'lis is quickly swept aside and forced to watch from afar. Ino'lis is lured over to the Arkz, giving them crucial details about the Morgue and its facilities. Whilst she isn't the only Heroside character to turn treacherous, she certainly is hit the hardest as a result of her actions, ultimately leaving Kranz dead. Ridden with guilt, she takes to wandering the shadows, protecting Kranz from a distance. Notes: One of my favourite Heroside characters, to be honest. Good Move to avoid onslaughts from opponents, and whilst her TP may be slightly lack-lustre, the Tech Ability is a nice compensation. Being able to cast Techs at a considerably cheaper rate means you will be able to deal more Tech-based damage in single turns than another character who may not be able to afford the required Action Points. I must admit I am quite partial to Tech-based characters, given the rather minimal range of Defense Action Cards that adequately protect against them. Name: Kylria (Viridia) Class: RAmarl Attack Range: .X. .O. ... HP: 0 AP: 3 TP: 0 MV: 2 Abilities: None Background: Kylria spent much of her life under the wing of Blitz, her master. With him, she learnt how to do battle and so forth, yet when he mysteriously disappeared, she went off to find him. Many years later, she has been posted at the Morgue where she meets Kranz, who is also searching for Blitz. Coincidental, no? Notes: Another good character here. Doesn't lose HP, and doesn't waste precious AP on areas that would best be left, such as TP. Has no abilities, so Kylria is a basic, bare-bones character when it comes right down to it, but really, that's all you'll need when blasting apart your opponents with such force. Name: Viviana (Yellowboze) Class: FOnewearl Attack Range: .X. .O. ... HP: -1 AP: 1 TP: 1 MV: 2 Abilities: - Bonus TP Rise: On the Act Phase, Viviana gains TP x1.5 the Dice Boost Background: Went to the Hunters Academy with the Darkside character Memoru. They used to be good friends, but when a necklace one of them had owned was broken into two, their friendship disintergrated. They were supposedly the best students at the Academy, being the only people capable of beating the other in battle. They were both taught by Saligun, the HUcaseal who guides you through the game tutorial. She is friends with Teifu, who served her household from when before she had even been born. Viviana does tend to beat the stuffing out of Teifu when she feels particularly enraged, especially after her encounters with Memoru. Notes: The Inferior Ino'lis. In my opinion, Viviana is garbage. Fewer Move points than Ino'lis, and has a very slow-to-work Ability that is unlikely to even kick in by the time most battles finish. Good for the exceptionally long battles where you can build up a decent Dice Boost, but as the game rounds down decimals, you'll find that it is a long and arduous process to so much as obtain a single increment. Best stick to the more adept Forces, in my opinion, who can deal more damage quicker. Name: Teifu (Whitill) Class: HUcast Attack Range: .X. .O. ... HP: -3 AP: 1 TP: 0 MV: 2 Abilities: - Cannot use Techs - Enemy Bonus: Gains AP equal to half the total of the opponent's Field Characters (items/creatures) - Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis Background: Teifu acts as a servant towards Viviana's household. He wasn't directly involved with the OPSS incident that occured, although he establishes that he was alive at the time, hiding in his master's house. He was originally the servant of Viviana's mother when she was a Hunter back in the days of Ep I&II, but now he makes it his duty to take care of Viviana, as well as letting her beat him up when she feels like it. For a HUcast, he's pretty gentle. Notes: Eep. Lousy Move, HP and initial AP. Enemy bonus only becomes really effective in battles where you are up against two opponents and/or when a lot of low-cost Field Characters are in your opponent's deck(s). I tend to steer clear of Teifu, opting for characters who start strong and finish strong, as opposed to operating under the premise of needing to improve. A High Cost Deck could easily deal with Teifu, particularly one with 5-7 cost Field Characters. Name: Relmitos (Oran) Class: FOmar Attack Range: .X. .O. ... HP: 0 AP: 3 (every even numbered turn; otherwise 0) TP: 3 (every odd numbered turn; otherwise 0) MV: 3 Abilities: - A/T Swap Perm: Each time Relmitos attacks, his TP and AP are swapped. Background: Relmitos is actually the famed swordsman Nef Miyama who trained Orland of the Hunters and Break of the Arkz. Despite his youthful appearance, Relmitos is actually a very old man who has even outlived many of his family. To appear so young, Relmitos regularly takes special Newman drugs to ensure he doesn't age. He feels guilty for having been responsible for sending both Break and Orland into the war between Humans and the Androids at the time of the OPSS incident. Nef also knew Heathcliff Flowen in his past. He and Orland still work closely together. Notes: Relmitos is a difficult character to use, although he is good. Summit Moons are perfect for any deck, as they add 1 TP to Relmitos, which raises his base TP to 4, rendering his AP also being 4 on every alternate turn. Decks can be quite difficult to make when trying to mix both Techs and attack Action Cards, so you may want to be as power driven as possible and only include the more serious Cards, or alternatively, just use the bare essentials. Either way, use the A/T Swap to your advantage, as it is a focus point for using Relmitos. Name: Orland (Yellowboze) Class: HUmar Attack Range: .X. .O. ... HP: -3 AP: 1 TP: 0 MV: 2 Abilities: - Sword Bonus: Attacks increase in damage by half the number of Sword items on field. Background: Orland and Break both served under Nef Miyama as children, yet Orland is the only one who remained faithful to his master's wishes. Orland serves as a body guard to Relmitos, even though he really doesn't need any protection. He is a strong warrior and often looking for a challenge against the Arkz. Notes: Like Teifu, Orland is a situation battler. Best case scenario, both you and your opponent(s) are using Sword decks, and low cost ones to boot. Your AP will go through the roof, providing it falls into those circumstances. In general story mode battle, you may want to restrict yourself to equipping two or more swords at all times, as opposed to one high cost sword. Name: Guykild (Whitill) Class: RAcast Attack Range: .X. .O. ... HP: -5 AP: 2 TP: 0 MV: 3 Abilities: - Cannot use Techs - Big Swing: All ATK action point costs increase by 1 - Elude: Guykild doesn't lose HP when equipped items are destroyed - Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis Background: BZZZZZZZZZZZZZZZZZZZZZZZT. BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBZZHRT! BBBBBBBBBBBBBBBBBZZZZZZZZZZZZZZZHHHHHHHHHHHHXXXXXXXXXXXXXT! That's Guykild in a nut shell; incoherent and annoying. All we really learn about Guykild is that despite his tough exterior, he is actually a friendly humanoid, as the little droid states. Notes: I *hate* Guykild. -5 HP? Horrible. The 2 AP and 3 Move may appear good, along with Elude and Anti-Abnormality, but look a LOT closer. Big Swing is atrocious. It's like every basic attack suddenly becomes a Tech. Combos become near impossible to pull off, so you end up doing LESS damage then you would have done had you used someone like Teifu or Orland. If you insist of using Guykild, then low cost items are the key to victory. Elude will ensure that you will be sustained for as long as possible. Make sure you play with the Deck loop set to "on" though, as once Guykild runs dry, he's quite screwed. Name: Saligun (Bluefull) Class: HUcaseal Attack Range: .X. .O. ... HP: -1 AP: 2 TP: 0 MV: 3 Abilities: - Cannot use Techs - Low Cost Halfguard: Halves direct damage received from characters costing 3 or less Action Points. - Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis Background: Saligun is a teacher at the Hunters Academy, and taught such pupils as Viviana and Memoru. She is responsible for their friendship breaking apart, as unbeknownst to the girls, Saligun split the necklace into two so that both of the girls could take a part of it with them wherever they went and remember the other. Saligun is apparently the only Humanoid who can use Techs, although she can't actually do so in battle. Notes: Pretty standard character here. Low Cost Halfguard won't prove to be excessively helpful, given that a majority of low cost Creatures can barely deal any damage. Her Move compensates for her slightly lower HP to some extent, but her AP is only average. Saligun is probably someone you'd focus on when trying to break into a higher tier of Story Character selection, as she isn't quite as specific as some characters, nor as well fitted with decent stats like the easier to use characters. Name: Stella (Bluefull) Class: RAcaseal Attack Range: .X. .O. ... HP: -1 AP: 1 TP: 0 MV: 4 Abilities: - Cannot use Techs - Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis - Fixed Range: The Attack Range of this Card remains fixed, despite the use of any Action Cards Background: Stella is a good friend of Glustar's, and they work as a team together. Often one needs rescuing by the other, but all in all, they are a good pair. Stella is slightly suspicious at times as to why Glustar is so dependant upon his collection of Meseta, but trusts his judgement. Notes: Great Move, which needs to be used to your advantage. Most Arkz will have trouble shaking Stella off when she starts to close in, what with the combination of having 4 Move and access to a good majority of the Ranger weaponry. Poor AP, but you'll have to live with it when using Stella. Not to be taken lightly, even if she does say "Nyah nyah! Name: Glustar (Yellowboze) Class: FOnewm Attack Range: .X. .O. ... HP: 0 AP: 1 TP: 3 MV: 3 Abilities: None Background: Glustar acts extremely suspicious a great deal of the time, requesting to go on specific missions and constantly expressing the need for Meseta. Glustar reveals later on that he revealed a good amount of information to the Arkz which lead to the attack on the Morgue, although he regrets doing so. When he finally collects the necessary Meseta, we find out that he is building a special school. Glustar works closely with the Ranger Stella in battle. Notes: Another of my favourite characters, Glustar is a power house. Pack Techs into all of your Decks, and good combinations of items; I myself am quite partial to Sorcerer's Cane and Wand/Club of Zumiran set ups to make the most of his power. He really doesn't have any faults in particular, barring that Techs will cost more than they would had you chosen Ino'lis. Take Glustar for battles where you think you will be gaining at least 1 Dice Bonus, and go all out. --------------------------- (20C) III.b) Arkz --------------------------- Name: Break (Pinkal) Class: FOmar Attack Range: .X. .O. ... HP: +4 AP: 3 TP: 4 MV: 3 Abilities: None Background: Break is a pretty mysterious guy, and it is pretty obvious from the early battles that he shares connections to Sil'fer of the Hunters, and her missing sister Sophia. In battle, Break utilises a sword technique similar to that of Nef Miyama. Break harbors a deep resentment for the Principal Government on Pioneer 2 and wishes to stop them from locating the Great Shadow, which would allow them to have seemingly limitless power. Break uses the Agito in battle. Notes: Great stats for any beginner players and relatively easy to master. He can be useful for casting Techs behind a line of protective Creatures with his high TP stat at any nearby opposing Story Characters. Name: Lura (Purplenum) Class: RAcaseal Attack Range: XXX .X. .O. ... HP: +2 AP: 2 TP: 0 MV: 4 Abilities: - Cannot use Techs - Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis - Fixed Range: The Attack Range of this Card remains fixed, despite the use of any Action Cards - Aerial Assassin: Inflicts 1.5x damage when attacking Aerial Creatures. Background: Lura is closely involved with Break, and at times makes comments that make her out to be seemingly human. She can be quite protective of Break and cares deeply for him. Eventually, we find out that Sophia's memory appears to have been inserted into Lura, which explains why a Humanoid could possibly have feelings for a Human in that particular way. Lura uses the Meteor Smash in battle. Notes: Good Move for getting away from opponents and a pretty good attack range if you can't get far enough way from the opposing characters. The Aerial Assassin boost is nearly entirely useless for the Story Mode, wherein the only Aerial Enemy you will be fighting is the Leukon Knight. Alternatively, you can always pack a few FL Attacks and the Assist Card Fly, as well as focussing on a range of aerial creatures in your deck, like Nano Dragon. Name: Endu (Redria) Class: HUmar Attack Range: XXX .O. ... HP: 0 AP: 2 TP: 0 MV: 3 Abilities: - Rampage: Physical attacks inflict an equal amount of damage to all items equipped on opponent. Background: Endu is a mysterious character, with little memory of his past and with the only intention to destroy the Germ. He is initially looking for Nef Miyama, who whilst can vaguely recognise Endu's sword technique, has not actually ever met Endu personally, which only brings forward more confusion. Quite an interesting conclusion is reached, when we discover that Endu is the "child" of Rico and Flowen, and it is his role to neutralise the Germ. Endu uses the Flowen's Sword im battle. Notes: Okay-ish. Use against Decks that don't use Swords or Sword-style animation attacks (eg Slash, Heavy Slash etc). A good plan would be to use Endu to draw out any Defense Cards on the first attack, to allow an easy assault with a more powerful creature following up. Ensure you attack in a position where the slash of Endu's sword will hit the opponent, but ensure the opponent cannot touch you in his or her turn. Name: K.C. (Purplenum) Class: RAmar Attack Range: .X. .X. .X. .O. ... HP: +3 AP: 2 TP: 1 MV: 4 Abilities: - Fixed Range: The attack range will reflect the attacking SC/FC's range, regardless of the Action Cards used. - EXP Bonus: Receives one additional EXP for a destroyed Character. Can only receive one EXP per turn, regardless of enemies destroyed. Background: K.C., for one reason or another, speaks in an Elizabethan manner. In his past, he was involved in the OPSS incident as a soldier, like Break. He is often in search of a stronger opponent who can beat him, but despite his acknowledgement on the site Net 5, he is yet to find anyone close to his skill. He appears to have some connections to Net 5 as well, although his true motives for joining the Arkz are clouded in mystery. K.C. uses the Frozen Shooter in battle. Notes: Good Arkz character. Keep him behind a wall of enemies and snipe from a distance with combos of Action Cards. Cards like Heavy Attack will be useful, as will nearly everything else, given the Fixed Range ability. The single TP isn't much help, but still, a very nice range of stats. Useful for beginners and experts alike. Name: Memoru (Whitill) Class: FOnewearl Attack Range: .X. .O. ... HP: +4 AP: 1 TP: 4 MV: 4 Abilities: - Snatch: Absorbs EXP equal to half the damage dealt from the opponent. Background: Memoru was in the Hunters Academy with her best friend Viviana. Her teacher, Saligun, had taken a necklace of theirs and broken it into two parts, but in order for them to stop blaming each other for the destruction of the necklace, Saligun had to pretend she was dieing. Whilst Memoru and Viviana are now again friends, they still remain alligned with their respective group, be it the Hunters or the Arkz. Memoru appears to also be involved in the rather comical, yet close, group within the Arkz that operates more directly with Black Paper. This includes Creinu and Peko. Notes: Good for a Tech Deck. Like most Arkz, has a decent range of stats to work with. Ensure you never physically attack, as the AP and range is atrocious and should never be used. Ever. Stick to her specialty, and build the deck accordingly to suit her style. Name: Rufina (Bluefull) Class: HUnewearl Attack Range: .X. X.X .O. ... HP: +5 AP: 3 TP: 1 MV: 4 Abilities: - Action Up: Action Card AP is doubled when used as a physical attack. Background: Rufina was created as a clone of a range of HUnewearls that were used in a range of harmful experiments. Rufina appears to be the only survivor of the experiment line. Her eye patch is the result of an injury sustained in battle, although she assures you that it will not hinder her battle skills. Rufina uses the Red Slicer in battle. Notes: Greatest Arkz fighter, in my opinion. Action Up makes Rufina one of the best fighters in the game, and with the initial 3 AP, Rufina truly is a force to be reckoned with. Rufina is particularly deadly against bosses, and in situations where you can attack with some range to ensure safety. Her 5 HP allows for some insurance, so to speak, but be careful. Her power comes at the expense of being an Arkz character, so be sure to play carefully. Cards in a combo that end with Snipe and so forth will allow the greatest possible damage. Name: Rio (Yellowboze) Class: RAmarl Attack Range: .X. .X. .O. ... HP: +3 AP: 2 TP: 1 MV: 3 Abilities: - Fixed Range: The attack range will reflect the attacking SC/FC's range, regardless of the Action Cards used. - Revenge: AP increase equal to half the amount of Field Characters on your side that have been destroyed. Background: Was involved with the military before she joined the Arkz. She never quite makes it clear her true intentions, although she does briefly seperate from the team at the Morgue Attack to attend to some of her own "business." Whilst she may be quiet about herself, she does tend to be a harsh character, giving you tips but threatening you with death if you don't achieve perfection. Eep. Rio uses the Yasminkov 9000M in battle. Notes: Rather average-ish. I don't like Revenge, given that it requires your team to actually get beaten around first in order to do more damage. Stick to the more viable Arkz, like K.C. and Rufina, if you plan on using your Story Character to do damage. Name: Peko (Whitill) Class: FOnewm Attack Range: .X. .O. ... HP: +3 AP: 2 TP: 2 MV: 3 Abilities: - Tech: All Techs cost 1 less Action Point to use. Background: A rather fat FOnewm who is obsessed with eating. His plans from the outset appear to be just to create a line of Cards that produce Cakes, but a closer look shows Peko's ties to Black Paper. He operates closely with Memoru and Creinu, and is responsible for accumulating a good amount of information off of the Hunters, especially from Ino'lis. Is rather funny at times, but it's best to stay out of his way when food is involved. Peko uses the Hildebear's Cane in battle. Notes: Good for Tech Decks, particularly those which will end prior to a second Dice Boost, given the useful Tech ability. Ensure a decent wall of creatures is covering the path of any other Story Characters, because Peko has lower Move and HP than other Arkz characters. I wouldn't bother using Peko for Physical Attacks; best to focus on his strengths. Name: Hyze (Redria) Class: HUcast Attack Range: .X. XO. ... HP: +4 AP: 4 TP: 0 MV: 3 Abilities: - Cannot use Techs - Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis - AP Assist: Increases all ally character's AP by 1 when within 1 block of respective ally characters. Does not work on self. Background: Hyze is a popular singer amongst Hunters and Arkz alike. He is really a singer droid when it comes right down to it, preferring the stage to the battle field any day. His love derives from his belief that music can reach people's true emotions. Of course, the eventual realisation is that his excellent voice is merely programmed, and his "real" voice is horrible. This doesn't put him off though, as he realises he can make people laugh with his new type of singing. Hyze uses the Asuka in battle. Notes: Good in Decks with Clippen. Using both, you can give a handy 2 AP to any other creatures on the field, as well as gaining a 1 AP boost between themselves if set up properly. I don't recommend taking Hyze into battle as a direct assault, but rather keep him adjacent to the action so he can keep his allies strong, and give the occasional Slash when the opportunity arises. Has poor range for dealing with Hunters, so keep that in mind. Name: Reiz (Viridia) Class: HUcaseal Attack Range: .X. .O. ... HP: 0 AP: 1 TP: 0 MV: 3 Abilities: - Cannot use Techs - Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis - Pierce: Physical attacks will pierce through equipped items/guard creatures, directly inflicting damage onto the opponent. Background: When we first meet Reiz, she is under the impression that she used to be a nurse of sorts during the OPSS incident, as her fragmented memory brings back a picture of her carrying Humanoid parts. Later, we learn that Reiz was actually an assassin built to destroy other Humanoids. During the OPSS incident, she met Ohgun, where she became friends with him and "broke her programming." She intially distances herself from Ohgun when she learns of her past, but then decides that she can only make others happy by being happy herself, and returns to Ohgun. Reiz uses the Partisan of Lightning in battle. Notes: Use Reiz carefully. She has terrible initial range, so Action Cards are needed if you plan on making use of the Pierce ability. She has poor HP and AP, so tread lightly when moving Reiz into battle. Guard creatures have a potential to help here, but strong Action Cards are a necessity. Have creatures attack the opponent first to draw out the Defense Cards in that turn, followed up by a full length attack from Reiz herself. Name: Creinu (Purplenum) Class: FOmarl Attack Range: .X. .O. ... HP: -1 AP: 1 TP: 0 MV: 4 Abilities: - HP Assist: Before each turn, all creatures regain 1 HP, not exceeding max. NOTE: The Card translation is wrong; you do NOT have to be within one square to make use of the HP Assist. Background: Creinu is part of Black Paper, and is also responsible for the funding of the Arkz. She works closely with Sue, the head of Black Paper, as well as her own team consisting of herself, Memoru and Peko. She knows a lot of history, including the origins of Pollux and Castor, the two experiments gone wrong. She is stated to have been seen transporting large human-sized capsules to R-Base. Creinu also has a deep affinity for jewels, and will put them over the lives of her fellow Arkz; or maybe it's just Peko. Creinu uses the Evil Curst in battle. Notes: HP Assist is great. Shove some Immortalities in your Deck, and keep Creinu distanced from your opponent. Creinu is under no circumstances to do any combat whatsoever. She does more damage with her HP Assist then she could with her attacks. As I said, Immortality will render you near indestructable, as your creatures will not be able to die if you play it carefully. Also good for creatures who have the unfortunate Exhaust ability which damages them each turn. A very decent Arkz character, despite her rather poor stats. Name: Ohgun (Bluefull) Class: RAcast Attack Range: XXX XXX ... .O. ... HP: +1 AP: 2 TP: 0 MV: 2 Abilities: - Cannot use Techs - Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis - Impact Halfguard: Damage taken that is 5 or higher is halved. Background: Ohgun worked during the OPSS incident, collecting fragments of Humanoids and attempted to fix them. It was there that he met Reiz and fell as much in love with her as two Humanoids can possibly do. Ohgun is frequently gazing out of R-Base across Ragol, wishing that he could live out there. This may just be because of his solar power cells though... Ohgun uses the NUG 2000 Bazooka in battle. Notes: Fantastic. Some HP increase, moderate AP, poor Move, but fantastic attack range. Ohgun works wonders at drawing away Defense Cards to soften up the opponent. Impact Halfguard serves as the last wall of defense should your line of creatures be destroyed. Extremely difficult to beat effectively, given the hindrance of being unable to deal excessive amounts of damage directly to Ohgun. Do not use Ohgun as a serious fighter, but more of a character that will ruin the opponent's chances of defense where it should be needed, such as against a stronger creature. --------------------------- (00D) IV. Closing Off --------------------------- If you have any problems or questions, please e-mail me at: holbodav@hotmail.com You can also contact me via MSN should you want to go more direct. Useless thanks go out to: The PSO Ep III Board. Hopefully you'll never learn any better, so I can go on being helpful, whether you wish to disagree on what is a more effective means of Card collecting, or how good an Indi Belra actually is despite what common sense tells otherwise. Sonic Team again for making the game. Nintendo, the obvious choice. And GameFAQs/CJayC, for accepting and posting my FAQ. FAQ is copyright Hawk Eye, 2004.