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1
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2
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3
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4
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5
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6
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1
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Life +2000/3000/4000
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Attack +100/200/300
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2
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Defence +200/250/400
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Recovery item's potency +5/10/15%
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3
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BASARA Art attack power +200/300/400
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Attack +300/400/500 during Drive/Boost
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4
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Camp Commanders take more damage S/M/L
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Elemental attack activation chance +5/7/9%
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5
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Enemy guard break and dizzy chance up S/M/L
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Stun, guard break & dizzy player less often S/M/L
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6
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Attack +70/80/90 for every base captured
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Attack & Defense +50/60/70 during BASARA Assist
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7
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Attack & Defense +200/300/400 when near death
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Aerial attack power +400/500/600
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8
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Attack +700/800/900 when all 3 gauges are full
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Attack +500/600/700 for the first hit of the S-string
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9
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Parry damage +2000/2500/3000
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First 10/20/30 seconds of stage grant +4000 attack
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10
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Heal while guarding S/M/L
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Decreases attack power by 5/10/15%
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11
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1-hit kills grant 3/4/5 zenny(coins)
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Luck Up S/M/L
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12
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Allies become Fire/Shock/Ice/Wind/Dark/Light proof
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13
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3x damage to long-range soldiers
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3x damage to shielded soldiers, 1 hit to break shields
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3x damage to large/heavy soldiers
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3x damage to ninjas
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3x damage to machines, 1 hit to break traps
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3x damage to animals
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14
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Higher Critical Hit chance
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The final hit of a Normal Arts combo is a critical hit
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You deal 50% more damage but take 300% more in return
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Weapon power is the same as your strongest weapon. Does not include bonus effects
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Hero Time is extended by 1 second for every 5 KOs
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Occupying camp fills Hero Gauge twice faster. Boost gauge fills after 80 kills
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15
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Hit count up +2 when all 3 gauges are full
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Battle Frenzy is extended by 5 seconds
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Time allowed between combo hits is extended
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One hit counts as 2 during BASARA Art
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Hero Gauge is full at the start of battle
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Can activate Drive once when gauge isn't full. Leaves you in red health
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16
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Movement speed is greatly increased
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Rice balls temporaly increase speed
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Damage taken from enemies is reduced by 1/4
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Taunting fills the BASARA Gauge faster
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BASARA Gauge is full at the start of battle
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BASARA gauge fills faster
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17
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Cannot be stunned by soldier's arrows and bullets
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Automatically deflects arrows and bullets while blocking
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Makes it easier to parry attacks
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Recover a large amount of health when you win a duel
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Shortens dizzy recovery time
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Increases invincibilty frames while dodging
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18
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1 hit counts as 2 while riding a horse
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Combo stays active while riding a horse
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Attack up while riding a horse
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Health is always low but exp multiplier +1
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Health continuously decreases but money rate x3
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Attack increases for Every kill
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19
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You get 50% more exp but the Health Gauge is hidden
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Doubles exp gained from special stage awards
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Exp multiplier +0.2. +2 if equipped by both players
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You will always get the same weapon but with higher LV (Does not work in Challenge mode)
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Summons the money mallet every 100 kills
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Double the HP of all enemies
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20
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You get 4x more money, but your money will be cut by half when you get hit
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Sword, Shield and Money Mallet temporary boosts last 10 seconds more
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Increases blow back distance of blow back attacks
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Bodyguard will not assist you in battle
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Nullifies weapon power-ups (Attack+, Defense+, BASARA+ and Boost+)
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Fugitives are marked on map. Being equipped by both players increases spawn chance
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21
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Allied soldiers flatter you with kind words
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Allied soldiers talk crap to you
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During battle you hear an old japanese radio show
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You hear: "the girl and the monkey" in battle
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You hear hard but fair talk of the strange daughter
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Chance to revive after death
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22
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The opening song "UTAGE" plays during battle
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The ending song "Twilight" plays during battle
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Your character's theme song plays during battle
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Your ally's theme song plays during battle
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Plays the last song you've listened to in the gallery
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Gray and Gold items effects swapped
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23
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Grants up to 4 more Hatena Boxes (lucky item boxes) after battle
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24
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Full set grants extra 5K exp after battle
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25
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Full set grants extra 5K zenny(coins) after battle
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26
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Grants up to 4 golden armors after battle. Disable blocking & dodging
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27
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Full set grants incredible luck, but disables healing
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28
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Hisahide PI. Permanent Blaze Border mode
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Kojūrō PI. Permanent Moonless Slaughter mode
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Sasuke PI. Every dashing, jumping, and evading move sends out shadow clone
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Hideaki PI. When health is full, Triangle will always be a lobster. Regain health when eating a carrot/lobster
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Tenkai PI. Permanent Ecstasy mode
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Yoshiaki PI. Taunt move becomes Play Dead. During this state, health and BASARA fill up (Health MUST not be full)
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29
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Muneshige PI. Permanent Thunder King mode. +2 hits on all prolonged chainsaw attacks
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Sōrin PI. Converted absorbs 5 times more damage. Removes time limit of his 3rd Super
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Ieyasu PI. Permanent Hood mode
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Mitsunari PI. Max movement speed for Reverence. Dark element chance up 15% to any weapon. Instant start up for all skills
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Yoshitsugu PI. Adds +3 hit and dark element when locked on to a target
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Magoichi PI. Pistol shots are rockets
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30
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Kanbei PI. Set a bomb when dodging. Increases the duration of certain skills
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Tsuruhime PI. Trap enemies in a bubble when dashing into them
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Masamune PI. Permanent Six Claws mode
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Yukimura PI. Permanent Fired Up mode
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Keiji PI. Taunt makes surrounding enemies dance and then fill your BASARA gauge
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Motochika PI. Net damages enemies inside and around it. Can also trap Tadakatsu, Yoshitsugu, and Sōrin
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31
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Motonari PI. Super armor when setting traps
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Yoshihiro PI. All enemies and allies die in one hit
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Tadakatsu PI. All Super Skills have no time limit. Electromagnet no longer drains health
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Kotarō PI. All aerial attacks are critical and +3 hits per attack
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Oichi PI. Can revive once during battle
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Nobunaga PI. Greatly increase duration time for both Battle Boost & Battle Drive
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32
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Kenshin PI. Lengthen God Region activation time. Increase speed and all attack have Ice element during God Region
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Kasuga PI. Releases binding wires/strings when using moves/skills
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Toshiie PI. Permanent Rice Ball mode
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Matsu PI. Attacks that use animals have twice more power
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Ujimasa PI. Activation time for both Moxibustion and Past Glory is 3 times longer
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Shingen PI. Permanent Fu-Rin-Ka-Zan mode
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