The Dark Falz Family


Guess that could be the Profound Family too? This post is dedicated to everything Dark Falz so far!

As this post is going to contain story details this is likely to contain big spoilers. If you haven’t done the story and care about spoilers, don’t read this post! This also contains a good deal of my interpretation as well as observed interpretations of the story, so let me know if I’m way off base with anything! Details are fairly sketchy on some Dark Falzes…

Not helped that there isn’t a story wiki of any kind and as far as I’m aware the efforts to translate the story ended some time ago (Update: They are still going apparently, though at a very slow rate compared to the older days). That said, there is a Japanese site that has story dialogue here, though naturally it’s all in Japanese.

Dark Falz: Elder


Also known as “Collosus”, Elder was the first full Dark Falz introduced into Phantasy Star Online 2. Elder was sealed in the Naberius Ruins area 40 years before the player character became an ARKS operative. During the events of Episode 1, a man named Gettemhart unsealed it and became its new host (seemingly unwillingly, at that). It is the head of all fish-type Darkers.

This is by far the largest of the Dark Falz introduced yet, being the size of a small planet at full power. The only way the ARKS can successfully fight him is to wear him down slowly by defeating many thousands of its fragments, known as “Dark Falz Arms”.  Despite its sheer size, when it erupts from Naberius the planet doesn’t seem to suffer any major effects.

Dark Falz Elder in its current form is rash, reveling in the thrill of battle and as such is eager to duel with any ARKS operative he deems worthy of his attention. He just really fucking loves fighting, it doesn’t matter whether he wins or loses. In fact, losing seems almost preferable to Elder as it meant he found a worthy adversary. Despite his status as a force of evil, Elder does seem somewhat honor-bound as he refuses to fight the ARKS while they’re tending to the wounded Shina and waits patiently for Zeno and the player to be ready to fight him.

Dark Falz: Apprentice


Apprentice is technically the second Falz introduced in the story via the “End Cluster” cutscene. Apprentice was severely wounded in a battle with the second Claris around 10 years ago. In her dire state, she opportunistically made Yucretia, Affine’s sister, into her new host. While she was transferring into her new host however, she was devoured by Dark Falz: Double, rendering the process somewhat incomplete and arguably not a true Dark Falz as a result. She is the leader of all insect-type Darkers.

Notably, her hair has retained some of its original colour. This is unlike any character that has transformed into a Dark Falz shown so far. This presumably is due to her incomplete status.


Nothing is known about Apprentice’s additional forms, though I believe it is implied that she does have a full body buried somewhere on planet Lilipa. It’s possible that it may be underneath the mining bases, but I don’t know where in the story this is confirmed. It would explain why she’s so focused on attacking the bases, however. Data recently discovered in the game client confirms she has a full form, at least. 

The current Apprentice is more cautious and strategic than Elder, preferring to plan an attack method rather than jumping into fights with the ARKS fists flying. In fact so far she has never directly challenged any ARKS to a fight in her current incarnation, where her past incarnation seemed more aggressive. Her summoning abilities seem to out-do any of the other Dark Falzes revealed so far, seeing as she is capable of summoning an entire army to do her bidding. This is all the more impressive when you consider that she’s been partially devoured by Dark Falz Double.

Dark Falz: Loser


Otherwise known as “the vanquished” (and “dentist”). Dark Falz Loser is the end result of the ultimate ambition of a Photoner scientist by the name of Luther. Luther was combining Darkers with all sorts of things, including Dragonkin and even citizens on the ARKS ships. He was hoping to combine it with Xion, a world computer, in order to fuse it with himself and obtain omniscience. He essentially wanted to become a god as far as I could tell, but anything and everything that could go wrong for Luther did go wrong, except for his fusion with the Dark Falz he created. He was the leader of all bird Darkers.

Loser is extremely convinced of his own power. He considers himself god-like and has tremendous technique power as well as a degree of control over time itself to back up his claim. He seems to bear no camaraderie with any other Dark Falz. In fact, the other Falzes don’t consider Loser a true Falz at all. Also unlike the other Falzes, as the host Luther seems to be in total control.

After the ARKS find and defeat Loser in the center of the corrupted Mothership, Loser is executed by Regius with his unsealed Yonohate. His corpse is devoured by Dark Falz: Double, who thereafter gained the ability to create clones of Loser at will. Despite being killed, Luther somehow got better and is currently alive within Double’s inner universe. However, he is not eager to escape into the outside world, as Xion is now dead and he has lost his chance of gaining omniscience forever.

Dark Falz: Double


The third Falz introduced during the “End Cluster” cutscene, this Falz is unique in that as the name suggests it is a pair of hosts instead of a singular one. Little is known about Double’s origins, although it is shown destroying a planet in an early cut-scene in Episode 3. It is the leader of all toy Darkers..

Double isn’t mentioned in the PSO2 timeline as far as I know, so there’s not much of a history to speak of. It behaves in a distinctly childlike manner however, doing a lot of what it does seemingly for fun and turning the things it encounters into toys until it gets bored of them. Currently, it considers the Kuronites of Harukotan its playthings and is the main antagonistic focus of Episode 3. Alarmingly for the other Falzes it won’t hesitate to turn other Dark Falzes into its toys if it gets the opportunity. It devoured Dark Falz: Loser after Reguis killed him and it also partially devoured Apprentice. It may or may not have also consumed Dark Falz Elder, we’ll see when the next story chapters are out.

While its actions may seem selfish and immature, it’s possible that Double may be the only Dark Falz that remembers its true purpose; the revival of the Profound Darkness. Elder exists only to fight, Apprentice being a shell of her former self isn’t really sure what her purpose is and Loser was solely in it for himself. In this sense, absorbing the other Dark Falzes is an essential part of reviving the Profound Darkness, as the other Falzes have forgotten their true purpose anyway. As such, defeating Double may be the only way to prevent the Profound Darkness from being reborn.

While this may be true, the other Dark Falzes aren’t willing meals for Double. On Lilipa, Dark Falz Elder challenged Double directly. Elder considers Double’s actions a betrayal, regardless of whether or not they may have been correct. During their fight, they teleport away. It isn’t known yet what the outcome of the fight was, however as Double seems to have gained some of Elder’s abilities it doesn’t bode well for Elder.

Dark Falz: Persona?


A recurrent character in the storyline, Persona hounds the player initially with murderous intent. However, despite wearing the clothes of the other Falzes and having a lot of the same abilities as them, Persona is never directly referred to as a Dark Falz and is merely presumed to be one. Unlike the other Dark Falzes so far, Persona does not appear to be in charge nor is he ever shown to be able to summon Darkers. Though it is implied that he can influence Darkers when he was hunting for a fragment of the Clarissa in Episode 1.

Despite challenging the player on a frequent basis, Persona is arguably the weakest Dark Falz yet. Until recently Persona didn’t have any additional forms in the data nor was it implied to have any addiional forms. This may have changed with the last patch, adding in a reference to “DpAbyssChar ProtagonistEnemy enemy/”. More on that in another section.


At the battle between Claris and Apprentice 10 years ago, Persona is revealed to have the player character’s appearance. While it is strongly implied that Persona is actually the player character (possibly from a different timeline) it has yet to be fully confirmed this is the case as far as I know. Originally, Persona was out for the player’s life but lately they seem more interested in warning them about the Profound Darkness for whatever reason. Indeed, during the cutscene they attempt to kill Matoi even after they’ve begun turning into whatever it is Matoi is turning into. If she is turning into the Profound Darkness and the resurrection of it is their true goal, why did they try to kill her? Similarly, why did Persona protect her from Apprentice if the goal was to kill Matoi anyway?

Aside the player and possibly Xiao, Persona seems to be the only other character doing any time travelling. Apparently the player requires Xion or Xiao’s Matterboard technology in order to travel through time. If Persona is the player then they may still be in possession of their own Matterboard, presumably allowing them to travel through time as well. This is just speculation, of course.

Dark Falz: Abyss?

This is an as-yet unreleased and technically unrevealed Dark Falz. Although the player character was deemed “Code: Abyss” when they were marked an enemy of the ARKS by a mind-controlled Regius this is could be nothing but a coincidence. In that case, the “Abyss” was instead an “Avis” (絶対令), or an absolute order. At the time, the absolute order was to take down public enemy number 1, which was you!

What’s known about Abyss is entirely data-mined stuff for now. It has a human and full form in the data, making it a likely candidate for the next Dark Falz encounter beyond Double. That’s actually all that’s known for now, so the rest of this section is pure speculation.

Is Abyss the Profound Darkness?

I argue this as somewhat unlikely, as the enemy file’s internal name includes “dp”, which is used on all other Dark Falz. For those unaware, another translation of Dark Falz is “Dark Phallus”. Yes, get your giggles out of the way. Point is, the Profound Darkness is the source of Dark Falz but isn’t a Dark Falz itself.

Who is the host?

Judging by recently data-mined information, the indicatoin is that it is you. Or rather, Persona. This would mean that “Dark Falz: Abyss” and “Dark Falz: Persona” are in fact one and the same, but as this isn’t confirmed yet I felt it better to split them into their own sections. Before this latest data however it was presumed that the host would be Matoi under the assumption that Abyss is the Profound Darkness.

The Profound Darkness

The ultimate goal of the Falz family is to resurrect their creator, even if some of the Dark Falzes appear to have forgotten this goal. This entity is mentioned numerous times throughout the plot, finally being revealed to have apparently been an attempt by the Photoners to create an artificial world computer, an Akashic Record like Xion. Unfortunately, it absorbed negative emotions (as photons are fueled by emotions, I don’t know either) and it became the destructive force it’s now known as.


It’s implied that Matoi, or the second Claris, is the current host of the Profound Darkness. During her transformation, Xiao remarks that the energy emanating from her is much worse than that of a Dark Falz. Beyond this, I believe there’s very little to speculate on about the Profound Darkness.

The Profound Darkness has been the main antagonising force behind almost the entire classic Phantasy Star series, with leaking fragments of it manifesting as Dark Falz in all of the games and finally showing itself during the events of Phantasy Star 4. PSO2 is the first online game in which the Profound Darkness may make a direct appearance (even if it was argued to be Amplam Umbra in PSO:Episode 3). Defeating the Profound Darkness in PS4 ended the 1000 year cycle, preventing any future Dark Falz from being generated. However, there is no known link between the classic series or the online series (though there has been plenty of speculation) so it’s likely that it’s a separate universe.

As we have another story chapter coming out soon it’s likely some of the information in this post will need to be updated. As said before, much of this is interpretation and speculation, as some of the facts haven’t even been acknowledged canonically. That said, if I’m wrong about anything let me know, preferably with reasons why. It’d be nice to nail down some of the looser information here.

PSO2: The South-East Asian Hype Train


Recently it seems the region lock preventing people outside of the South-East Asia territories from connecting without a VPN has been lifted. This means at least for now, anyone can play a fully English version of the game.

This should be good, right? I should be happy about this and hyping it up to people who were holding back from starting the game due to the fact parts of the Japanese version will always be in Japanese despite the awesome efforts of the patch team. Well I’m not, and I’m even somewhat concerned about the hype train going on about it. Don’t get me wrong, as a fan I’m happy to see that people are still excited about this game but I worry people are getting ahead of themselves and don’t know what they’re in for. Particularly as the news seems to be spreading fast.

Now I’ve read plenty of rumours about the SEA version of the game and to look into them I’ve made an account over there to see if there’s any truth to them. I’ve only reached about lv14, mind, so there’s some things I have yet to confirm. I may detail more stuff in a future post, we’ll see. At most I just want to make sure that people know what they’re getting into and to confirm/dispel any of the rumours about the game. Overall I want people to be making more informed decisions and to not be swept up by the hype train and shocked by what they find.

Update: As of the 22nd of July it seems the IP block has been re-instated. This means you’ll need a VPN if you want to keep playing on the SEA servers.

The IP Block (or lack thereof) 

The first thing is the lock itself. There hasn’t been any official acknowledgement of it yet by Playpark, meaning there’s a fair chance that it was removed by accident. This means that at any time the lock could be re-established, barring you from playing without a VPN. Now, it’s true that to an extent, the non-native Japanese playerbase faces a similar issue however the reason players were blocked from the Japanese servers were not as deliberate as with the SEA servers.

This naturally should be a significant concern for anyone thinking of investing real money into this game, but shouldn’t bar anyone from just checking the game out if they want to.

Content Lag

Currently the final area of PSO2 SEA is Lilipa’s Quarry area, which was added to the Japanese servers on September 4th 2013. This roughly puts the servers around 2 years behind the Japanese version. You’re getting considerably less content, however frankly this is likely to be a danger with the official western servers as well should they ever come to be. The SEA version also has yet to have its first Tower Defense quest, which is something we got on the Japanese servers back in 2013. This should not be taken as a direct indicator as to when to expect content however, as updates aren’t arriving entirely in order on SEA.

For players who never encountered any of the content this really doesn’t make much of a difference anyway, however it’s something to be aware of.

Photon Art Balance

The only word that need be said in this section is “Nazonde”. For some reason, this tech has been absurdly overpowered for a while. This speaks somewhat negatively about how much the company cares about player feedback on the issue. How strong is it you might ask? Well.. video speaks more than words here.

Incidentally, that’s a Force/Hunter. Yes, a Force/Hunter. Using a junk rod and no affixes. That should say it all, really. To compare, as a lv75/75 FoTe (non-lightning specced) with +70 T-atk on all gear I do a whopping 2000 damage a pulse with Nazonde on the Japanese version. That’s how broken this Technique is right now!

I can’t really form an opinion on how quick Playpark are to address balance issues as I haven’t interacted with them long enough. The Japanese servers have had their fair share of balancing issues as well (and arguably still do) however I’m not sure they’ve had anything as severe as Nazonde on SEA.


The localisation on SEA is extremely spotty in places. I made a post comparing names across the patch team’s efforts and SEA in the past. Essentially series specific names were dropped in favor of things that people could more easily relate to, such as renaming “Force” to “Wizard” and “Braver” to “Samurai” and “Monomate” to “Health Drink” among a long list of other changes.

Does this matter much? I can’t argue for you. This bothers some people hugely and others frankly couldn’t give a shit. You can call whatever as dumb a name as you like as far as I’m concerned, but when you’re naming it different things in different places such as Oceanids in e-trial names and quest objectives, Neptunians in some quest text, Sea Kings in other random places, all referring to the same enemy type. There’s also Vaadersoma (tips call it Vardha Soma), rare counterpart Embryo Vardha and Big Varder, soul is “Vardha Soul”… You can find some more examples here. Note that some of it has actually changed, so work is being done by them to make things more consistent, but still something to be aware of.

It’s a mess, basically. If this kind of thing will bother you, beware.

Pay To Win

Now I know what some of you are thinking, “PSO2JP is P2W as well!”, but hear me out because it’s more exaggerated on PSO2SEA.

According to some posts I’ve seen, it largely revolves around outfits. Outfits are exclusively cash content, much like with the Japanese version, but unlike there they can come with affixes.


These affixes are absurdly strong compared to anything you could create on regular gear and what’s more the game’s content appears to be balanced around them. The gear can confer some serious defensive stats, so in an attempt to likely make the gear seem more attractive all monsters in the game apparently deal significantly more damage than in the Japanese version. Unless you go Guard-stance or are able to never ever get hit you’re going to find life much harder unless you pony up. What’s worse is apparently these abilities are time-limited and they expire just about when it’s time for the next round of cash-shop items to turn up.

Sadly I’m too low level to confirm the enemy damage rumour, so if I get the chance I’ll do a comparison in another post.

While on the subject of cash…


Players familiar with the Japanese version are going to likely say that the economy is an issue on PSO2JP as well, seeing as dance lobby actions and some hairstyles usually go for 20M+ on JP. However, searching a few items on the SEA server does seem to suggest that things are at least a little more expensive over there. Whether this is due more to inflation or it’s simply down to content differences is a little more tricky to say.

Here are a few item price comparisons (noting that I’m comparing SEA Ship 1 to JP Ship 2):

  • Item – SEA price(JP price)
  • Photon Sphere – 156,000 – (20,000)
  • Grinder – 6,000 – (1050)
  • Grind Risk +1 – 156,000 – (6,300)
  • Affix Success +10% – 250,000 – (7,000)
  • Grind Success +10% – 1,000,000 – (105,000)
  • Mizer Soul Units (1-3slot) – 315,000 – (1050-26,000, 1-3slot)
  • Vol Soul Units (1-2slot) – 130,000 – (19,000)
  • Modulator Unit (3slot) – 315,000 – (871,000)
  • Male Cashshop Outfit – ~735,000 (starting) – (315,000)
  • Female Cashshop Outfit – ~1,500,000 (starting) – (315,000)

Now some of the price differences could be explained with content difference. Excubes are much more difficult to obtain on SEA compared to JP, which has a couple of Emergency Quests that shit them out in large quantities. I remember a time when the 6 Excube price of a 250% rare drop booster ticket was a considerable price to think about, so being able to convert cubes into Fun and subsequently into grind boosting items is rather out of the question for SEA players right now.

Grinders were also rarer once upon a time, which may explain why they’re more expensive.

Boss souls are likely skewed in price due to the fact that Japan has had better alternatives for some time now. Mizer Soul has been replaced by Siorg Soul and Vol Soul by Leopard Soul (Quartz by Bayari at that).

While it would appear that costume prices would be solid evidence of an inflation issue, it has to be pointed out that costumes on the SEA version are bind on equip. This will constantly remove items from the supply chain, as you can’t resell old unwanted clothing. As such, the price is going to naturally be higher. Edit: It’s been pointed out that this seems to only apply to scratch-complete items. So scratch that off as a potential explanation for the state of the economy.

Modulator is the clear anomaly of this data sample, being more expensive on PSO2JP by a considerable margin. I’m going to guess that this is because it’s only lately on the Japanese servers that it’s been practical to include Modulator in affixing setups. A big thing to remember is that SEA doesn’t have Soul Receptor, making some affix setups significantly more impractical than they are on the Japanese servers.

Another factor that may be pushing the economy out of balance is that SEA currently still has the daily TACO system. With enough alts, this used to be an absurdly good way (if incredibly mind-numbing) of generating Meseta. While PSO2JP does have the additional daily system and weekly Extreme Quest orders that allow you to make a similar amount of money, it’s a fair sight more spread out.

I don’t know, maybe I need to search more items or maybe I’m making some gross mis-interpretations here, but I’m not convinced that SEA’s inflation issues are significantly worse than JP’s.


Alright, I can’t tell you not join the SEA servers. I can’t make you come to a decision, that’s not what I’m here for, so I’m not going to say to join the Japanese servers if you’re considering playing like so many other people may. The purpose of this post isn’t to tell you what to do but to make sure you’re better informed before you make a decision to go join these servers.

The main concerns I argue are how bothered you are by localisation issues and pay to win issues and most importantly whether or not the IP block will return. If you just want to try PSO2 out, go right ahead.

That said if you’ve been waiting for an English version I can fully understand your excitement, as an official western version of the game seems exceedingly unlikely at this point. This is a shame as evidently there is still an eager fanbase awaiting its release. If nothing else, the reaction from the fans should encourage any efforts to localise the game for the west that may currently exist. Despite the odds and all the time that has passed, it seems they still have an audience.

Also sorry for the long post, turned out there was a lot more to cover than I anticipated! But of course, let me know if I’m particularly wrong about any aspect of this post.

Vopar Time Attack


It sure has been a while since we got a new Time Attack quest. With the changes to Time Attack Client Orders ensuring that new ones won’t go and destroy the economy, I hope that there’ll be more down the line. That said, how is it?

All these Hydras are giving me Guild Wars flashbacks...

All these Hydras are giving me Guild Wars flashbacks…

Area one is a straight-up kill-fest. There’s a slight mechanic with having to go around the outer islands to clear out smaller waves of mobs in a couple of laps, ending on 2 mini-boss encounters and then a boss. Beyond that is just a room with more buttons than I think I’ve ever seen in a Phantasy Star game, with various buttons either gating spawns or gated by spawns. It’s a relatively chunky quest in terms of mob density but geographically I think it’s by far the smallest Time Attack yet. In terms of how long it takes to complete? It’s a little early to judge, as we’ve had months and for some years to practice them. Give it some time for people to get used to the run.

It’s a quest that’s more in the vein of Naberius 2 and Sanctum, as opposed to the more puzzle-like nature of Naberius 1 and Lilipa. The quest will appeal to players who want a more traditional-style dungeon run. It’s not bad, I just kind of wish we could see a return to the more puzzle-like style of Time Attacks for at least a couple of any future ones. As far as I can tell, there are no short-cuts but it’s early days, they may just not have been found yet. There is a chain killing shortcut at the start, akin to one present in Naberius 2, however.

Enemy Counts

Time Attack Quests are good for certain Client Orders, as they offer fixed spawns of enemies that may be annoying to find in the wild. This information may be helpful if any suitable Daily Orders or Team Orders come up.

Vid Gilos 

  • Amount: 4
  • Where and when: In the very first room! Spawns after the Aculpus are defeated.

Decol Malluda

  • Amount: 1
  • Where and when: After clearing the outer islands to a certain point, one will spawn on an outer island.


  • Amount: 1
  • Where and when: After clearing the outer islands to a certain point, one will spawn on an outer island.


  • Amount: 1
  • Where and when: After defeating both Decol Malluda and Wolgahda, one of these will spawn in the first room.
The orientation you encounter the switches in, Closest summons mobs. Left and right each summon an Org Blan. Furthest summons Biol Meduna.

The orientation you encounter the switches in, Closest summons mobs. Left and right each summon an Org Blan. Furthest summons Biol Meduna.

Org Blan

  • Amount: 2
  • Where and when: They’re each tied to their own giant button at the end of the quest.

Biol Meduna

  • Amount: 1
  • Where and when: Spawns after pressing one of the giant buttons at the end of the quest.

Others, but not including all types of monsters.

  • Gul Solda: 7 total. 2 in area one, 5 in area two.
  • Deue Solda: 7 total. 2 in area one, 5 in area two.
  • Blundarl: 3 total. 1 in area one, 2 in area two.
  • Strahda: 6 total. 4 in area one, 2 in area two.
  • Tyraluda: 2 in area two.
  • Doluahda: 5 in area two.
  • Dicahda: 4 in area one.
  • Predicahda: 1 in area one.
  • Coast Oceanids: 36. All Oceanids in area one count.
  • Seabed Oceanids: 36. All Oceanids in area two count.
Applicable Client Orders

Here I’ll list which Client Orders can be completed in a single run, as well as anything else of note. I’ll only list Client Orders which are available at all times.


  • 暴威をまとう海の王 / Tyrants of the Sea: Defeat 2 Lv50+ Org Blan. Reset: 22 hours. EXP: 13,000
  • 甲殻を持つ三つ首 / Three-Headed Shells: Defeat  3 lv60+ Vid Gilos. Reset: 22 hours. EXP: 13,500
  • 強鋏の海獣 / Marine Pincers: Defeat a Lv60+ Biol Meduna. Client: Hans. Reset: 22 hours. EXP: 14,500
  • 火弾を放つ黒甲 / Black Shells and Fire: Defeat a Lv60+ Zeshrayda. Reset: 22 hours. EXP: 14,000


  • ブラッディ・スカフォード・Ⅲ / Bloody Scaffolds III. Defeat 1 lv47+ Wolgahda and 1 Zeshrayda. Reset: 22 hours. Exp: 20,000
  • イレイザー・レポート・Ⅳ/ Eraser Report IV: Defeat 1 lv50+ Luda Sorceror. Reset: 22 hours. Exp: 9,000
  • ファナティック・キリング・Ⅲ/ Fanatic Killing III: Defeat 1 Lv60+ Decol Malluda. Reset: 22 hours. Exp: 12,000


  • ヴィド・ギロスの部位破壊を! / Destroy the Vid Gilos parts!: Defeat a lv50+ Vid Gilos after breaking the middle head. Reset: 22 hours. EXP: 11,000
  • グル・ソルダの弱点は!? / Gul Solda’s Weakness!?: Defeat a lv60+ Gul Solda via its weakpoint. Reset: 22 hours. EXP: 11,000
  • デコル・マリューダの弱点は!? / Decol Malluda’s Weakness!?: Defeat a Decol Malluda via its weakpoint on its head. Reset: 22 hours. EXP: 13,000
  • ビオル・メデューナの部位破壊を!/ Destroy the Biol Meduna’s parts!: Defeat a Lv60+ Biol Meduna after breaking the tail. Reset: 22 hours. EXP: 13,000

Sadly I feel the various Darkers throughout the run aren’t numerous enough to support Ravelle’s Client Orders. All three of Hans’ area-based Oceanid Client Orders can be over half-done, so you may want to consider taking them and then finish them off elsewhere.

Of course there’s a TACO for it. Like the others, it’s on a 166 hour reset timer (so weekly). Unlike the others, there’s only one and it counts for any difficulty of the quest. It awards 160,000 Meseta and 10,000 exp, so not bad. If you play your cards right and complete all the above orders in one run you’ll net yourself 144,000 EXP before the TACO.


As her orders require items from enemies that may or may not drop, these are more suggestions. I feel like there’s not much point counting area two’s monsters given that I don’t think its especially practical to fight your way to the 2nd area if youre going to farm for things for Franka.

  • ヴィド・ギロスの肉の調達 / Supplying Vid Gilos Meat: Get 5 items from Lv60+ Vid Gilos. Reset: 166 hours, EXP: 12,500
  • セヴァニアンの肉の調達 / Supplying Sevanian Meat: Get 15 items from lv60+ Sevanians, Reset: 166 hours. EXP: 11,500
  • タグ・セヴァニアンの肉の調達 / Supplying Tag Sevanian Meat: Get 10 items from Lv60+ Tag Sevanians. Reset: 166 hours. EXP: 11,500
  • タグ・アクルプスの肉の調達 / Supplying Tag Aculpus Meat: Get 10 items from Lv60+ Tag Aculpus. Reset: 166 hours. EXP: 11,500
  • 活発なアクルプスの肉の調達 / Supplying Healthy Aculpus Meat: Get 25 items from Lv60+ Aculpus. Reset: 166 hours. EXP: 11,000
  • アクルプスの背びれの調達 / Supplying Aculpus Dorsal Fins: Get 5 items from lv50+ Aculpus. Reset: 166 hours. EXP: 8,200.
  • セグレズンのもも肉の調達 / Supplying Seglez’n Thigh Meat: Get 10 items from lv50+ Seglez’n. Reset: 166 hours., EXP: 7,000

That’s all I can pick out for now. If there are any Client Orders that I’ve forgotten about, particularly any that can be one in one run of it (preferably lv40+ enemies) let me know.

Ultimate Naberius


It was data-mined a while ago that Ultimate would be arriving in some form and last night’s reveal sure did confirm it and then some. As was guessed, the field is altered from its original incarnation and the natives are very different as well, at least visually.

You can see it in motion in the 2nd half of the teaser embedded below. The first half concerns content I’ll chat a bit about in another post.

As is usual with post-stream content, expect compression artifacts in imagery. If Sega releases an HD version of the trailer or some outright screenshots I’ll replace these as appropriate.


Ultimate Naberius Forest. Shares the sunset hue with Forest Ultimate from PSO.

The slightly worrying thing about this reveal is that it’s apparently a quest type as opposed to an additional difficulty. Both Extreme Quests and Advanced Quests have limitations on them. These limitations are not without reason, but they’re limitations all the same. Essentially the worry is they could place some annoying restriction on the quest type that may mire the experience somewhat.

Regarding the experience, what is there to expect from the quests with regard to that? Well it seems to ditch the old 3 areas per planet approach present in the rest of the game, dragging monsters from other fields into the fray. Heck, it technically drags monsters from other planets entirely. The monsters themselves, while being visually distinct as mentioned, may also have new behaviors not seen elsewhere. At least I’d hope they do, or else it would be like playing any other quest in the game.

That’s really all there is to say about this for now. The sum total of what is known about Ultimate is that it is a quest type and how some of it looks. That’s it! .The data didn’t tell us a huge amount more, other than there are rare versions of some of the monsters here. The old list is as follows:

UltNativeBeast, UltNativeBeastThrower, UltWolfA, UltWolfB, UltWolfARare, UltWolfBRare, UltYetiA, UltYetiB, UltMammothA, UltMammothB

Now, clearly there’s no where in this list a Meduna or Vol Dragon reskin can fit, so hey there were some genuine surprises! Unfortunately if there’s any more information it hasn’t arrived to us yet as the file these names are present in has so far not been included in the pre-patch. For that matter, the executable isn’t in our hands yet either!

Ultimate Quests are set to arrive some time in the winter.

Bouncer: My Fears.


Some details about Bouncer’s skills have been revealed. By some I really do mean a select few details, which you can read about on Bumped here. As we don’t know all that much this post will just be my speculative worries about what could go wrong with the class.

Craft Mastery

Description: Boosts the power of crafted weapons.

Given that all classes can use crafted weaponry this seems like an unusual skill to give to a single class. Perhaps the designers consider it a method to make crafted weapons better if you were to take Bouncer as a sub-class? While that may be true, there are some potential issues with this I feel.

First, we don’t really have any idea what they mean by “boosted power”. If it’s just attack power then it remains potentially useless as crafted weaponry has some immense damage variance. I won’t go into detail if you don’t know much about it, but suffice to say it means the damage output of crafted weapons is remarkably unreliable. This could be circumvented if you could get your critical hit rate high enough though, which may make another Bouncer skill by the name of “Critical Field” quite relevant. Critical hits in PSO2 don’t work like they do in most other RPGs/MMOs, as instead of granting a damage bonus on hit they just do the maximum damage your current attack power can do with a given attack, effectively cancelling variance.

Of course, the possibility remains that the skill may do something about this variance, which then threatens the game in an entirely different way. If it’s too good, it makes higher rank weapons pointless. If this is combined with any boost to attack this skill could do, it could make Bouncer a mandatory subclass for all classes. Not a fun outcome, but due to how 10* and 11* equipment rely on players spending money on the game (in order to buy them from other players) this kind of outcome seems vanishingly unlikely.

Break Stance

Description: Boosts damage dealt to breakable parts on enemies.

Really just two questions about this stance: How much is the damage boost? Does the boost persist after you have broken the part?

To me, it seems unlikely that the answer to the 2nd question will be “yes” due to how the game works. A breakable part on a boss is a different hit-box entirely. That is to say. Quartz Dragon’s crystal nose is not the same as its exposed squishy nose. That said, something like Vol Dragon’s face may or may not be considered “breakable” given how its hit-box will also disappear once you pass a certain damage threshold. It depends on how the game internally defines what is breakable and what isn’t, as of course the skill will use that data to determine if the damage boost applies. If it’s more flexible in this definition than I expect, then Break Stance could be extremely effective at killing bosses.

Well, it could be anyway. This rather depends on the answer to the first question, to which the answer is “we don’t know”. The damage bonus could be so much that it out-does Weak Stance as a boss killer or it could be so bad it isn’t worth bothering with. If it is bad and only applies to what we understand as breakable parts then the stance would be almost utterly worthless. The worst case scenario for me is if it were something like +50% damage and it was liberal about what it defines as breakable…

Elemental Stance

Description: Boosts the damage dealt to an enemy if you use a weapon with an element that they are weak to.

Essentially this is Element Weak Hit, the stance. If you’re using a fire weapon on enemies weak to fire, you’ll boost your damage. This stance seriously worries me, as I feel it has the potential to do the most damage to the game out of all of Bouncer’s skills.

If this boost is too weak, or around the 20% range, then it clashes with Element Weak Hit too much. Element Weak Hit is a passive skill, making it essentially a free stance. This would suck for Bouncer but it wouldn’t threaten the game.

It being too strong sounds like an obvious thing to worry about, but I’m going to tell you why I think that this could threaten the game more than even Fury Stance. See, if it greatly boosts your damage if you use the correct element, then it also boosts the effectiveness of weapons which also have a latent ability that does the same. One such latent ability is “Ancient Oath”, which boosts the damage dealt by 14% for striking an enemy’s elemental weakness. As it happens, there aren’t many weapons that have this latent but this could change going into the future. The issue this creates is the new top-end could be to take Elemental Stance and equip a rainbow selection of the highest available weapon with Ancient Oath in your given class. Essentially it tuns the game into Phantasy Star Universe. I don’t know about you, but I find the idea of having to find at least 4 copies of the same difficult to obtain weapon, +40 each of them and affix them all accordingly to be a bit of an obnoxious task to undertake. Unless of course you have bottomless pockets of Meseta which is related to my final point in this paragraph. The essential reason why I worry that this skill could make the game worse is it could make the gap between best and decently geared players even more severe than it is. For a lot of players, the top end already feels unattainable due to the layers of random numbers involved. To have that multiplied by several times just seems unreasonable to me. It’s difficult enough, I argue.

This stance may have strong synergy with Force’s skill. “Element Conversion”. If it’s too powerful, this may make Bouncer a mandatory subclass for Force, returning us to a time where Fire and Lightning techs rule the Teching side of the game. OK, ice techs may have a place too if the re-balance adjusts them accordingly.

Again though, this is speculation based on my own fears about how things could go wrong.  It may just be a minor power boost over using a non-elemental power boosting stance (with an Ancient Oath weapon), in which case people are still having to get a rainbow selection of weapons but now they’re spending hundreds of millions of Meseta on something marginally better instead of significantly. The gap between best and decent wouldn’t be changed much.

Deband PP Restorate

Description: Boosts PP regenerated per attack while Deband is active.

The damage this skill could do to the game seems limited on its own, it really depends on how much the bonus is and how strong the above skills are. This skill could make the above worse by allowing people to use Photon Arts more frequently on top of the bonuses the other skills may grant.

Closing Thoughts

While the balance changes announced during the last broadcast are for the most part interesting and do sound like they could go a fair way towards balancing things, I worry that they may not be balancing Bouncer along with them. I just hope they are carefully considering the power of the skills involved, not just so we don’t end up with new overpowered builds but also so that Bouncer actually can compete with the other classes.

Reining in Everybody’s Sugar Daddy


They said they were gonna do it for a while and now Sega has set a date for it. From the 27th of August, all Time Attack Client Orders will have a 166 hour cooldown applied to them, effectively turning them into weekly quests. But fear not, because the amount paid per quest will be increased.

To go along with this, Meseta payouts from some Daily Orders will be increased as well as the addition of some new Client Orders (unelated to Time Attacks). This is presumably to ensure that players can still earn roughly the same amount of Meseta that they were able to before.


Overall, I feel this is going to be a good change. Much of my gameplay of late had simply become “log in for TACOs, get XQ pass, log out”. If they can pull this off correctly by making more of the game more rewarding then the end result is I am encouraged to play more of the game. I feel like this will be a good thing for the most part, however there are ways this could all go wrong.

TACOs are a high payout for a small time investment, making them suitable for players with limited amounts of time to play. If the new way to earn Meseta is too time consuming then those players may be at a disadvantage. Heck, even those with all the time in the world may find the new means to earn their income too much effort depending on how it’s executed. Some of the Daily Quests take a very long time to complete, though you can at least spread those out over multiple days as keeping a Daily Order won’t cut into the number you\re allowed to take per day. Of course, the lengthier Daily Orders may not be among the ones having their Meseta payouts boosted.

Another potential downside is, while TACOs could be solo’d easily by players with mediocre gear and skill, a lot of players preferred to run them in groups to speed them up. As they are set to become weekly quests, I feel like there will be less opportunity for those who like to group up with random players. Fewer interactions between players is kind of a sad thing in a chiefly multi-player game  This doesn’t bother me personally because I can’t stand pick-up groups in this game anyway.

This may or may not make running TACOs on Hard and Normal more worthwhile, it depends on their payout and how much you can tolerate running the same quest that many times! While you could technically do that with TACOs as they are, I don’t think there are many people who could stomach running the same set of quests 3 times per day on each character. While they’re daily, I know I myself can only really stand to run a couple of the quests on a single difficulty on a single character each day at the most.

Of course, potentially moving the main source of Meseta away from daily Time Attack Quests also opens up room to add new quests. While I’m sure laziness was the main thing preventing us from getting more of these quests, the fact that the economy could have been negatively affected by adding them may not have helped.

In any case, I am happy that I will only really need to run Time Attacks once a week to keep on top of my Meseta.

State of the Servers


Figured I’d hold back on making such a post til it was perhaps a little clearer what exactly is going on. It’s still about as clear as mud and nothing is definite here, but I will share some thoughts now.

To recap, on June 19th, the game’s and PSO-World’s servers were taken down or rendered inoperable by a DDoS attack. Who did it? Who cares. The attacks ended and Sega implemented some countermeasures, bringing the servers back online. However, most foreign players were still unable to connect. As of making this post, people outside of Japan still can’t connect for the most part.

A word of warning to anyone thinking of using a VPN to connect: Rumours are flying about that this could result in an actual account ban. Bans are error messages in the 800 range, anything else is for the most part connection issues. Using a VPN is a risky endeavor and I would advise against it, myself.


It’s funny how many people lept to this conclusion. Suffice to say, this conclusion is still wrong.

  • First, an IP block is entirely ineffective against a DDoS. But Sega doesn’t do effective things I hear you cry!
  • Second, Japanese players are also suffering from connection problems.
  • Third, players have reported that persistence can work for certain errors. Some IP block if so.
  • Fourth, Sakai himself said during a talk at the Osaka event that an IP block would achieve nothing.
  • Fifth, that some ISPs were able to connect and some that weren’t before are now able to, it puts the IP ban theory quite firmly in the coffin.

Now, just because we haven’t been IP blocked doesn’t mean we’ll all be able to play this game any time soon. I’ll be talking about that later…

Our Position.

Well, aside no IP ban the most obvious fact is right now most of the foreign player-base still can’t connect.

So what does this mean for us? Well, frankly, we must come to terms with the possibility that we will never be able to play on the Japanese servers again. Whatever measures Sega has taken to protect itself has rendered most of us unable to connect, so although it isn’t an IP ban it will behave as an effective one. While Sega does acknowledge that users are suffering from connection issues and is attempting to fix them, this actually means nothing to us.

See, we as foreign users have the rights to absolutely no support whatsoever from Sega. If you get banned or if you are for whatever reason no longer able to connect, this is none of Sega’s concern and they will not help you. You violate the terms of service by connecting from outside of Japan at all, after all. As foreign players, many of us knew and accepted that risk anyway, knowing full well that Sega could pull the plug without a word. It’s a shitty position to put ourselves in but in the continuing absence of local servers it was that or don’t play at all.

The point I am getting at is, if Sega’s anti-DDoS measures have indirectly rendered it difficult or impossible for foreign users to connect, they not only have zero obligation to fix it they don’t even have to acknowledge it’s a problem. In other-words, if the measures to fix it for the Japanese players don’t work for us, this current situation may be permanent.

The Community

If it is indeed permanent,  what does it mean for other parts of the community? I imagine it’ll just quietly die as the core user-base will shrink down to those willing to risk it and use a VPN to connect, or to those who happen to be on an ISP that can connect. Those who can still connect may stop as none of their friends can play. Communities outside the game won’t be as active with fewer people able to log in, as there’s only so much you can talk about a game you can’t even play.

The english patch team will stop working on it. I speak of the core english patch team at psumods, who will likely no longer provide effort towards the patch. It’d be considered a waste of time at that point with such a diminished user base. Aida may or may not continue working on things. Update: Looks like instead the patch will fall back to a lower-effort mode, whereby newer content may not be delivered as quickly as it was. I was told otherwise

As for this blog? Well, if I can’t play it I feel the purpose of an opinions blog is somewhat diminished. If I could, the number of people it’d be relevant to would be severely diminished anyway! This never was a news blog and never will be unless I can learn how to read Japanese. Machine translation doesn’t cut it. So that may well be it for this blog unless we get our own version of the game.


Not a lot to say. Sega has handled this whole thing in a remarkably clumsy manner, but Sega of Japan owe us nothing at all anyway. It does rather rub salt deeper into the wound that we still have no sign whatsoever of a local version heading our way any time soon. If this is permanent, it may be in Sega of America’s interest to say something relatively quickly.

This seems all rather gloomy. If you want something to hope for, the possibility remains that whatever fixes Sega of Japan implements will actually fix the issues for foreigners as well. Nothing is definite. We may all be able to play again eventually, just prepare for the possibility that we won’t.