General Card Information
[ decswxaqz - November 18 2004 - 10:24 AM ] - 1587 hits
General

General Card Information
Everything you need to know about cards



As much as I would love to give you a definative FAQ/guide, there is just too much complexity in a game like this. You have to learn the advanced things as you go, and have a good mind to work out different combinations of moves and tactics. I can only help you learn the basics quickly, the other stuff is up to you =). Not that's the excuse for a poor guide out of the way, let's begin =P.


1 - This is the cards strike/resistance colour. If you attack someone's card and it has the same colour as the one on the top of the attacking card, then they can defend themselves. If it is different, they can not.

2 - Simply the cards name.

3 - This is the cards strike range. Some weapons have very different attack patterns than the basic attack the enemy next to you. It is best to have a few different combinations of attack patterns so you can attack more than one foe at once and in different patterns.

4 - The number of points taken from your dice. You can only have a total of 8 points active at once on the field. ie, You can have 3 sabers and one other 2 point item on the field at once. You have to be careful of this when you first play. If you equip all of your most powerful cards, you can only usually have 2 items equipped at once. It's a delicate balance between powerful weapons and adequate defences.

5 - If there is a bar here, this card can be used as the start or middle of a combo. Every action card has a coloured bar here.

6 - A coloured bar here indicates that this card be be used in the middle or end of a combination.

7 - The number of hit points the card has. Once these go to 0, the card is broke/destroyed. If it is a character card, when the number of HP goes to 0, the battle (usually) ends.

8 - The damage the card can do. If there is a here, it means it adds to the base value of your characters card. So in the saber example, if you character has an AP of 3, you will normally do 5 damage with this weapon. Weapon cards usually have a number. Monster cards usually have a number without a . This means the damage a monster does can not change, unless you place an action card on it.

To make a combination, you need an equipped item/monster. Or you can use your story character if you haven't got any items equipped. You also need an action card and enough dice points to use it. You have to make sure that the card and action card can be combined. This is where the coloured side bars come into effect.
The item card will usually have coloured bars on the right. This means that any action card with one of those colours on the left hand side, can be comboed with the item card.

To combo more than one action card, you need an action card that has bars on both sides, and colours that match. In the example below, I've selected the Gun Attack card first, and then Mighty Knuckle and then the item I want to use it on. The cards are shown as they are selected in the ACT phase.



» »

Cards are displayed in order of using in the ACT phase. Left most card is already set. Middle and right cards are set in the order of left to right.


Below are some combinations of cards.
Only one is correct. See if you can see which one it is =).

1   »
2   »
3   »
4   »

Options 1 and 2 are useless. The dagger does not have a bar on the right hand side, so it can not be used in any combinations. Option 2 is a bit more feasible because the first two cards are in the right order. Because the Assualt card does not have a bar on the right hand side, it must be used first in a combo. Option 3 is the one that will work. Assualt, then Attack, then saber will reult in a little combo for a few points =).


 
Now I've got a little teaser for you. Here, there is no right or wrong, just stratergy.
See if you can see why =).

 Attacking CardsDefending Cards
1 »
2 »

Now it's just a choice of preference. If you go the tech option (1), then there is a good chance that the other person won't be able to defend. Most people do not have a lot of tech resistance cards, or do not know that they can't use them. Remeber the coloured bars at the top of the cards? Because the tech card makes the attack yellow, and the defending card is red, it means the defending player needs to have an action card with a yellow resistance bar. If you go for the physical attack (2), then it will do more damage, but most people will have a defending action card with a red bar at the top.

Guide by: decswxaqz
Images by: decswxaqz
©Ragol.co.uk


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