MY INVENTORY!! Part 2: Storage Expansion


It’s finally time for a follow-up post to my original inventory woes. Seems we will indeed be getting a storage expansion and what’s more it’s for free! However, there are some conditions that do apply to this which I’m going to go over in this post.

These changes are set to arrive some time in January.

Character Storage

This is the major new addition and is completely free. Each character you have will have its own personal inventory storage. This will contain items only for that character and items in it cannot be transferred to other characters. Each character will be able to hold 300 items each, which can be expanded permanently with Arks Cash. The time of the mule is coming, given you could now roll an alt for an additional 350 storage slots.

If your character transfers ship, their personal storage will be transferred with them. Given how seemingly unstable transferring is at the moment (causing such severe issues that they had to change how the EQ system worked to a degree just to prevent them) I can’t help but worry that the addition of this character-bound storage may introduce even more hilarious serious issues whenever people decide to jump ships.

Storage Changes

On a more minor note, Premium storage space will be expanded by 100 slots, bringing it up to 400. Basic and OTP storages are not being expanded.


Extra rental storage will also not be being expanded, but it will have additional restrictions place upon it. You will no longer be able to send items to or sell items from any of your Extra Storage boxes. You will have to go to a storage terminal in order to interact with it. The “display all storages” tab also won’t show any items in the Extra Storage boxes. These changes will not apply to your other storages.

Sega admits that this is a downgrade but has deemed it necessary to do in order to implement the other changes for whatever reason. Given how flimsily put together their database seems to be, I wouldn’t be surprised that their hands really are tied on this issue. Sega being Sega.

So ultimately this is what your new warehouse is going to look like:

  • Basic Storage 200 slots
  • Character Storage 300 slots (permanently expandable via AC)
  • Premium Storage 400 slots
  • Extra Storage 1 500 slots
  • Extra Storage 2 500 slots
  • Extra Storage 3 500 slots
  • Extra Storage 4 500 slots
  • Extra Storage 5 500 slots
  • OTP Storage 200 slots

Hey it’s additional storage space, I’ll take it! While the changes to Extra Storage seem bizarre and un-necessary, it honestly won’t affect the vast majority of the player-base anyway as most people never rent the additional storage. This is more of an issue for Sega themselves, as it makes the extra storages seem less worthwhile.

While this does go some way to alleviate storage issues caused by all the currencies that they keep insisting on adding, I still feel an actual currency storage would have been a preferred change. As it is, this doesn’t prevent them from adding ever more currencies to eventually screw us down the line again anyway.

Also my storage issues are partly caused by how annoying it can be to sort through which items are worth selling on the player shops and which can just be NPC’d. Some UI improvements could go a long way to helping deal with inventory management, as to an extent additional storage space just adds additional work on the player’s part.

These details may be subject to change. Please let me know if anything in this post is inaccurate.

Datamining: New Potentials

Just a short post having a ponder about the new latents discovered in the latest pre-patch data.

Here’s the list:

  1. [幻精共鳴] – Increase the power of photon blasts
  2. [天輪滅砲] – Boost the power of Sphere Eraser
  3. [廻天輪滅砲] – Reduce the PP cost of Sphere Eraser
  4. [廻転翔踏] – Reduce the PP cost of Grim Barrage
  5. [絶対破砕圏] – Deal 25/27/30% additional damage to enemies at close range
  6. [滅壊の光刃] – Deal 21/23/25% additional damage to Darker Aberrations
  7. [龍の威光] – Deal bonus damage to enemies that are not Dragonkin
  8. [心気一意の閃光] – Deal 14/16/18% additional damage while HP is above 70% and PP is above 40%
  9. [清明なる加護 ] – Recover 30/35/40% additional PP on attack, regenerate PP 15/17/20% faster and deal 10/12/15% additional damage
  10. [勇勢疾走] – Deal additional damage while HP is above 30%

First impression is that a number of them certainly appear to be similar to the Photon-Booster potentials that are already out, suggesting that some of these will be going to Dark Falz weapons. If I were to guess, I’d say 5, 8, 9 and 10 are the Photon Booster latents.

This leaves us to speculated about the rest, which is especially relevant given a certain weapon series is coming up; the Austere series. There is a worry that they could end up with latent 1 or 6, making their hefty material cost a lot more off-putting. If it got 6, it’d be strange given the materials require playing multiple areas of the game, making such a restricted potential feel kind of inappropriate. Right now, it’s too early to say for sure as not only is data-mined content not really confirmation of anything we also can’t rule a fair number of the other latents out yet.

For now, it’s better to wait until the next update before speculating. It’ll let us rule out any latents that went to other weapons, giving us a smaller pool of things that may end up going to the Austere series. I still feel that the first person who gets an Austere weapon and discovers its potential is a brave soul indeed and potentially taking a big hit for the rest of the playerbase…

Also what the heck is up with number 7 there? An inverse racial potential? Notably its labelled as “DamageBonusRaceUlt4_1” which may suggest it has something to do with the as-yet unannounced Ultimate Amduscia. If it is a latent associated with the inevitable 13* weapon series to be released with that quest, then they could potentially be the strongest series yet as long as your target isn’t a dragon!

A post on 2chan, screencapped at pso2uploader here, lists 3 additional latents:

  • Deal 20% additional damage to airborne enemies
  • Increases the power of Ignite Parrying
  • Reduces recast time on Chain after a successful Chain Finish depending on the chain count.

I don’t see these in the data I have seen myself, so not sure where these have come from. This same post also speculates that these and the earlier latents will go to the following weapons (forgive me, I can’t transcribe Kanji from imagery):

  • Bardiche -> Unknown. It’s one of the latents that doesn’t appear to be listed.
  • Grigoros -> Unknown. Again, one of the latents that doesn’t appear to be listed.
  • Saika Hyouri -> Deal 20% additional damage to airborne enemies
  • God Hand -> [勇勢疾走] – Deal additional damage while HP is above 30%
  • Celestial Laser -> Reduces recast time on Chain after a successful Chain Finish depending on the chain count. (Hahaha)
  • Shooting Drive -> Sphere Eraser latents
  • Divine Raikou -> [清明なる加護 ] – Recover 30/35/40% additional PP on attack, regenerate PP 15/17/20% faster and deal 10/12/15% additional damage
  • Edel Arrow -> [心気一意の閃光] – Deal 14/16/18% additional damage while HP is above 70% and PP is above 40%
  • Lind Wurm -> [龍の威光] – Deal bonus damage to enemies that are not Dragonkin

I think I’ve gotten that correct. I only list these for curiousity’s sake. I’m not really sold on any of their guesses. They seem to include some Magatsu weapons in this list, which is fine however it doesn’t take into account that we’re going to be getting a new selection of the Nox-series weapons. We’ll know for sure in a few days, so let’s see how right this random post on the internet turns out to be because I have nothing better to do I guess.

Let me know if I’ve gotten anything wrong in this post, thanks.



Heh heh heh.

So yeah, Sega revealed a few trailers and talked about the end of Episode 3. I’ll do what I can in this post to summarise and discuss this stuff. As is usually the case with these posts, some details may be hazy. I do my best to make sure information here is accurate, but if you spot anything factually wrong please let me know.


Just a trailer about the Halloween stuff, including your usual affair of Bingo and a seasonal Emergency Quest.

Trick or Treat 4 is the same old map, but with a selection of new enemies. This includes the Toy Darkers from Kuron (which really are probably the most appropriate Darker type for the season), Falz Dourumble and Zeta Guranz. It also seems to include an emergency trial involving pumpkins, nice.

Of course, Gal Gryphon will also be attending this quest. Seems it’s gonna just be thrust into any Emergency quest from now on. Well, for as long as its weapons are relevant I suppose. Not really an issue.

Some new 12* and 13* weapons will be obtainable during the quest, including Daggers of Serafi that are actually daggers instead of boots this time.

Halloween festivities are set to arrive in PSO2 mid-October.

Additional Power – Main Class Weapon Boost

Similar to the class-boost titles, there will be titles added for finding a certain number of rare weapons of a given selection of categories. As it’s a title, it’s expected to be account-wide just like the class-cap titles.


They only show the requirement and numbers for Hunters during the trailer. While it’s likely safe to assume the power boost will remain the same for all classes, apparently the number of weapons required will vary per class. I assume this is to offset that some classes have fewer main-class weapon types than others. Here is a rundown of the values shown for Hunter:

  • 20 7-9* Hunter weapons: 2.5% boost in power when using Hunter weapons as a Hunter.
  • 25 10-12* Hunter weapons: 2.5% boost in power when using Hunter weapons as a Hunter.
  • 40 10-12* Hunter weapons: 2.5% boost in power when using Hunter weapons as a Hunter.
  • 70 10-12* Hunter weapons: 2.5% boost in power when using Hunter weapons as a Hunter.
  • Total: 20 7-9* weapons, 135 10-12* weapons, 10% boost in power when using Hunter weapons as a Hunter.

Will this help classes stand out I wonder? In particular I’m thinking about Bouncer as a main class for either of its weapons, as it’s currently inferior to sub-class combos such as Fighter/Bouncer. Or perhaps Hunter main using Partizans or Wired Lance, where again Fighter/Hunter out-paces it in terms of raw damage. Or Braver main Katana instead of… Fighter/Brave- basically Limit Break kind of trumps a lot of main-class weapon load-outs. Note that I’m not having a go at Limit Break, I actually don’t have a problem with it, just pointing out that it does seem to have this effect.

10% certainly will go some way to help close the gap, but the attack bonus from Limit Break as well as other modifiers available to Fighter main helps it edge out still. That said, this may well change as additional weapons arrive in the game, with a particular weapon series announced that I’ll go over later in this post.

Braver and Gunner Balance Changes

This has been something a lot of players seem to have been anticipating, probably Gunners more than anything given how they were treated in Episode 3.



  • Katanas will be stronger as the Gear Gauge increases.
  • Rapid Fire will no longer have that “wind up” time. This is a really good change in my opinion, that wind-up made no fucking sense.
  • Skill point requirements relaxes for Katana Combat and Rapid Shoot. This should make builds that take both weapons more viable at least.
  • Some Katana and Bullet Bow PAs will be buffed.


  • Increase the rate at which High Time accumulates power. Yay?
  • S-roll speed increased for the first and second parts. I’m not sure this is an improvement, it entirely depends on how the i-frames are affected I guess.
  • Buffs to nearly all of the Twin Machinegun PAs. Probably what Gunner needed most out of these to be honest.

Braver’s changes are more interesting overall than Gunner’s, which I have to say sound a little weak. It adds little incentive to play as a Gunner main and does almost nothing to encourage using it as a subclass. Though I guess to be fair, potentially nether does Braver’s changes in that respect.

This re-balance is set to arrive mid-October.

Dress Up!

Fairy Tail Collaboration

I like Fairy Tail and even I don’t care about this. Moving on.

New Costumes and Nostalgia

Well most are new, we’ve got the Halloween costumes and some ninja costumes coming up.


Halloween costumes are set to arrive mid-October.


Ninja and oriental themed costumes are set to arrive late October.

I actually quite like the ninja outfits, it’s somewhat unusual for their style. Notably, we also seem to be set to get two uniforms that were previously regional exclusives.

Those regional exclusives do make me wonder what the NA/EU ones might have turned out to be if they had followed through with that localisation…

They’re also continuing their PSO nostalgia series of costumes, this time finishing off the selection of Casts.


Perhaps a little more surprisingly, there will be item codes for Rico and Flowen stuff. This includes costumes, accessories and hairstyles. Attendees of the Sympathy 2015 concert in Japan will receive item codes for all of these.

More Anime Collabs

Other collabs coming up include another with 7th Dragon III, Aria the Scarlet Ammo Double AA (what?), The Legend of Heroes: Sen no Kiseki II,  and even Disgaea 5. This game is anime collaborations featuring PSO2 at this point…

Double and Profound Darkness

Much like the previous Dark Falz raid Emergency Quests, this will be a two parter. Unlike previous ones however, Dark Falz is the first part and the Profound Darkness is the second. Makes sense in terms of hierarchy I guess.


Double and the Profound Darkness’s quest is apparently a “once per account” affair, where the fight will get easier as time progresses. Once Double has been defeated, you move straight on to the Profound Darkness.

It seems that both Dark Falz Double and the Profound Darkness both may have countermeasures against Weakbullet. Double’s comes in the form of a “jammer”, no real details on how that works and the Profound Darkness apparently will punish players who use it. Again, no real details. This could use some clarity.

The theme for the Profound Darkness appears to be a straight up remix of its theme “Ooze” from Phantasy Star 4.

Get ready to wrestle this dynamic duo late October. This will seemingly arrive close to if not at the same time as the release of the final chaper of Episode 3’s story.

Dark Falz Apprentice – Mining Base Defense 4

It took what felt like an age but she’s finally gotten her full body back. Bad news for you is you’re her first target (you ought to be used to this from the Falzes by now though).

As predicted, she is a part of the fourth Mining Base Defense quest, though whether she’s part of the one quest or if she’s a separate part in a quest series I don’t know.


Unlike the previous Mining Base quests, this one is set underground. The Darkers are bringing their entire arsenal that they deployed in other quests up til now, with the addition of Dark Falz Dourumble and Angel. In fact, aside Persona the entire Dark Falz family has come out for this one. Additionally, as seen above, the Darkers have learned to imitate even the AIS. These corrupted AIS have all the same abilities as the player ones do, including the photon cannon.

Apprentice’s trailer theme is a remix of IDOLA The Strange Fruits from PSO Episode 3. 

It looks like it’ll be fun, I just worry about the players going into it. If it’s too difficult for people, it’s just going to lead to chain-abandoning and people getting left out. At the very least, I can’t wait to be frustrated by people who are either inadequately geared for Extra Hard or simply don’t know how to play leading to catastrophic failures. Hey, at least those failures are set to look amazing if the trailer is anything to go by!

The queen of the bugs is set to grace our servers some time in December.

Weapon Exchanges

12* Exchanges


Zieg has had additional 12*s added to his Client Orders, to cover a few Falz weapons not previously covered for whatever reason.

The weapons include:

  • Serpent Grigoros (Live Radle, Live Spat, Live Rias)
  • God Hand (Live Dogaut, Live Fanger, Live Pyrus),
  • Celestial Laser (Live Zect, Live Slidawn, Live Trina)

Invader and Austere

A new selection of 13* weaponry is to arrive in a new exchange shop also hosted by Zieg. This will require a large selection of items, possibly meant as a way to encourage people to play a wider variety of the game’s content as the wait for Episode 4 to begin has started.

These new weapons will arrive late October.

This exchange comes in two parts; the Invader series and the Austere series. Austere is an upgrade to the Invader series.


The Invader weapons require 100 Caligula stones and 100 Excubes. As we don’t know how many Caligula stones are rewarded for clearing the Profound Darkness Emergency Quest it’s impossible to say how long it will take to get these weapons.


Austere weapons on the other hand require a huge selection of materials.Only the sword is shown so only its materials will be listed.

  • 1 Invader Caliber
  • 100 Caligula Stones
  • 100 Nero Stones
  • 50 Yurlunger Godstones
  • 50 Garel Godstones
  • 5 Heart Key Stones
  • 5 Blood Moon Stones
  • 5 Phantom Night Stones
  • 10 Photon Boosters
  • 300 Excubes

That’s some list. You’ll note that the weapon comes with 30% element as well and you know that what means. You’re going to need two to finish the weapon! So if we include the materials to buy the Invade Calibers necessary, the total comes to:

  • 400 Caligula Stones
  • 200 Nero Stones
  • 100 Yurlunger Godstones
  • 100 Garel Godstones
  • 10 Heart Key Stones
  • 10 Blood Moon Stones
  • 10 Phantom Night Stones
  • 20 Photon Boosters
  • 800 Excubes

Some of these numbers may seem intimidatingly high, but remember we know the approximate acquisition time of most of these materials. This is naturally going to vary based on the parties you find (the Excubes may be 4 Magatsu sessions or 12 depending on your luck with randoms) as well as availability of Extreme Quest passes. Yurlungur and Garel stones both have daily Client Orders to help you obtain those more quickly, so those shouldn’t take terribly long to get.

Arguably the Extreme Quest stones may be the most irritating to get, as a full clear nets you 25 of the 2nd tier stones and you require 30 for a single tier 3 one. This means you’ll need to do 36 full clears (or 12 of each quest) in order to get the stones you need. Of course, this is a worst case scenario as it doesn’t include any of the stones acquired during the quest itself.

If you were starting from scratch and depended on only the daily passes, let’s assume the absolute worst case scenario for these calculations:

  • 1 full clear of a single XQ requires 14 passes.
  • To get 10 of its respective stone, you need to clear it 12 times, totalling 168 passes
  • To get all three required for the weapon, you will need 504 passes total.

That’s only around 1.4 years! Of course Extreme Passes can be obtained in other ways now, plus you get additional passes for clearing the weekly Client Orders associated with them.

So how strong are they? This is also difficult to pin down exactly, but they do appear to be stronger than Ares weapons. Austere Caliber starts at 1244 S-atk. Now, we can take away Power III (30), Vinculum (20) and Mutation I (10) to bring it down to 1184 S-atk (a fair sight stronger than Ares at 1083), but it isn’t known what Darkness Soul contributes to this total. In any case, this means at +10 it can be roughly projected to be around 1657 S-atk, though this total is being calculated off the lowest value we have right now. There is also no information with regard to its potential. This notably puts it on roughly equal footing with the Invader weapon, which is displayed as being 1666 S-atk wth all its affixes. However it may be that Invader weapons don’t have a potential.

Essentially, the Austere weapon series appears to be aimed at people who have been playing most of the game’s content for some time now. Those who are starting fresh may have some difficulty obtaining some of the materials required for these weapons I feel.

That’s all for this broadcast. Seems like Episode 3 will have some sprinklings of interesting content to end on. I’m a bit disappointed that the main focus seems to be on 12-man Emergency Quests but oh well. This hasn’t covered everything there was on the recent long-term schedule, leaving the exact nature of the Extreme Quest update and the new Time Attack Quest a bit of a mystery. We’re also due a new Limited Quest at some point and of course Ultimate Amduscia still hasn’t been mentioned. We’re not done with news about Episode 3 just yet, it seems.

Maximum Nostalgia: PSO’s 15 Anniversary


In July, PSO2 will be celebrating PSO’s 15th anniversary in a variety of ways. Just going to go over what’s known in this post.

First off, the event page for the anniversary can be found here.

Here is a trailer which includes video footage of the update. Skip one minute in to see the PSO stuff.

Gal Griffon


When this thing was found in the game’s data there was quite a reaction from the fanbase. I don’t think anyone saw this enemy coming, not even in the wildest of speculations. What’s more, it seems to be an original mesh with its own skeleton, which is to say it isn’t a re-skin! Aside the colour scheme in this picture, the model seems pretty faithful to the original. I mean the colours we’re seeing makes it look kind of like an Oceanid enemy from one of the Vopar maps but who knows, maybe that’s down to the lighting. The old Griffon was just brown rather than pink is all.

As far as I know, this is all it has so I don’t think we’ll be running through any of the Central Control maps. A shame really, as I’d have really liked to see a rendition of the Jungle area at least. Well, I think I would anyway, afterall PSU’s renditions of some of PSO’s areas left a lot to be desired (FOREST). In fact really, something’s looking a little off about the arena itself if you ask me, which… again maybe it’s just the lighting? Like the arena’s ground just seems to be way too brightly lit for what’s going on around it. Both incarnations of the boss seem to be set during dark storms, but the arena in PSO just seems better lit for it. As a result, it seems to lack that same intimidating atmosphere that the old one had. This video here I think helps illustrate what I mean. Still I’m working with still images and teasers, maybe it works better in action so to speak.

At this point we don’t really know the exact nature of the quest it’ll be involved in. There’s an unlabeled one in the translation files with operator chatter about “defeat the one who caused the accident” but that may not be related to this at all.

Team Room: Administrative District


Pump that nostalgia up to the next level by turning your team’s room into Pioneer 2. Very nice addition, the area looks pretty good so far. I don’t actually know if the area offers any unique functionality at this point and the trailer seems to show a bunch of empty shops. Essentially, it’s something that will be cool for a couple of days before everyone gets bored of it.

PSO Outfits

So far only Humar and Hunewearl have been revealed. While I am quite OK with this myself, this does leave Cast players a little out in the dust. I’d at least expect a Hucast and Racaseal given how iconic they appear to be to the fanbase, but I wouldn’t expect them to make a rendition of every single PSO outfit. Not unless this is a part of some larger content plan, anyway.

Images captured from this video. 

Credits to Manta for uploading the video and Agrajag for sinning

Advance Quest Update


With today’s maintenance, the Advance Quest update has arrived. Gonna just start the post with a summary of the changes:


  • You can now raise advance risk by paying additional caps (from +0 to +50 costs 50 caps)
    • Risk bought this way persists for a week, the same as risk gained the old fashioned way.
    • You can also apply this to Very Hard Advance Quests, which I’ll discuss below
  • Enemies can now be leveled up to 80 (this occurs at +30 risk)
  • Drop rates for Large Pyroxenes is boosted at maximum risk
    • This is what they say, anyway. So far I’m finding it hard to believe.
  • Additional E-trials and bosses can occur, such as Nyau, Apprentice, Persona and Dark Falz Angel.
    • There may be others, at this point it’s too early to say

I’ll edit additional details in as they come to light.


Well not really, she’s a clone of the previous Apprentice made by Dark Falz: Double. She made her first appearance in story mode, much like Persona did, however unlike Persona she didn’t wait something like a year to appear outside of it.


I’ve only fought her once so far, all I can say about her is she seems to hit like a wet noodle most of the time however she seems to be considerably more violent than her story mode self. Small hits they may be, but they come often. She also has a hell of a lot more HP, but I was not playing the most DPS-oriented build. Additionally, she can also summon Predicahdas to assist her.

Like most other boss characters and unlike all gingers, Apprentice has a soul (ORIGINAL JOKE ALERT). Her soul gives +40 s-atk,r-atk and t-atk and also boosts the transfer rate of Modulator by a measly 10%. While small on its own, it will help with up-slotting modulator onto something. If I’m correct in how the formula works, instead of being 86% when pushing from 3 to 4 slots, it would be 93%. This is assuming you’re using a 30% booster, which I feel you should if dealing with Modulator because I’m poor. For 4-5 it’d be 84% instead of 78%.

Very Hard Advance Quests

As said in the summary, you can also raise the risk of Very Hard Advance Quests. This is particularly relevant to those wishing to level alts, as the exp gained from boosted rare enemies is formidable. That said, it does require that you can reliably kill max-boosted enemies at that level, which is why this is only really suitable for alt characters as they’re likely going to be the only ones that can be twinked to cope with it. As such, this method isn’t really suitable for new players.

The small pyroxenes you generate here can also be used on the new Live-series weapons at that!

Live-Series Weapons

This update added a new series of exchange weapons, the “Live” series. They’re straight-up recolours of  the “Bio” series weapons from Extreme Quests. Each one requires a selection of 15 large pyroxenes of 3 different kinds (for a total of 45 large pyroxenes).

They require a rather daunting 450 dexterity in order to equip them, which may demand points in Mags or Skill trees for some race/class combos at 75/75. This makes them pretty strictly end-game weapons.


The exchanges for each weapon class are as follows:

  • Sword: Vayu, Agni, Prithvi
  • Wired Lance: Indra, Himalaya, Brahma
  • Partisan: Ishana, Nirrti, Yama
  • Twin Daggers: Yaruna, Sarasvati, Apsaras
  • Double Saber: Vayu, Agni, Prithvi
  • Knuckles: Indra, Himalaya, Brahma
  • Gunslash: Vayu, Agni, Prithvi
  • Katana: Ishana, Nirrti, Yama
  • Bullet Bow: Yaruna, Sarasvati, Apsaras
  • Dual Blades: Yaruna, Sarasvati, Apsaras
  • Jet Boots: Yaruna, Sarasvati, Apsaras
  • Assault Rifle: Vayu, Agni, Prithvi
  • Launcher: Indra, Himalaya, Brahma
  • Twin Machineguns: Ishana, Nirrti, Yama
  • Rod: Vayu, Agni, Prithvi
  • Talis: Indra, Himalaya, Brahma
  • Wand: Ishana, Nirrti, Yama

As can be seen, there are some which require the same stones. The weapons come with 20% element and 4 affixes (Stat IV, Arm IV, Ability III, Status Effect IV).

Their potential at level 3 appears to boost damage for each consecutive Just-Attack by 5% to a maximum of 10%. To take a single weapon as an example of attack power, the Live Katana has 499 S-atk at +0 which puts it on the same level as Orochi Agito and Evil Rakuka but inferior to Yamigarasu in terms of stats. However, the Live-series are all-class weapons, so it’s something to consider before writing them off entirely.

Zieg’s Order


You can also obtain a Dark Falz 12* weapon by showing Zieg 3 Live-series weapons. Which ones he wants to see depends on the weapon you want to get!

Here’s the list of weapons and their required Live weapons:

  • Ely Sion  – Sword, Wired Lance, Partisan
  • Lavis Blade – Twin Daggers, Double Saber, Knuckle
  • Yasminkov 7000V – Assault Rifle, Launcher, Bullet Bow
  • Blitz Fender – Twin Machinegun, Assault Rifle, Gunslash
  • Psycho Wand – Rod, Talis, Gunslash
  • Magical Piece – Wand, Talis, Jet Boots
  • Edel Arrow – Katana, Bulletbow, Sword
  • Niren Orochi – Dual Blades, Jet Boots, Twin Daggers

This leaves out a good number of Falz 12*s however, which is kind of a weird decision I feel. I get that they might not have wanted to give classes more weapons than others but this would be the case regardless anyway by virtue of classes having differing amounts of weapons they can use in the first place. In any case, if the Falzes have been stingey to you for the past two and half years then you can work towards getting one now. It will not be a quick trip, necessarily, but this is probably for the best.

At this time it isn’t know what affixes or elements the weapons have when you receive them.

Rumourmill – Hatou Rindou Nerf


Going by forum posts and twitter, it seems Hatou Rindou has been nerfed somewhat. The exact how has yet to be established, but it appears that it doesn’t land as many hits as it used to. As far as I know there’s no official word from Sega at this point, so it isn’t known if this is a bug or a stealth-nerf.


I’m pleasantly surprised. As I tweeted, I would not have been surprised at all if Sega had just updated 3 of the Advance Quests and then rolled out the rest whenever they felt like. The company is reputable for drip-feeding content like this, I mean it’s precisely what they did when they released SHAQs in the first place. So I’m glad I was wrong, it was good of them to upgrade the entire mode like this.

The downside is they’re still not worth running solo, even if you’re capable of handling them at maximum risk. The capsule reward rate simply varies far too highly, making profitability dubious and risking making a loss in caps overall.

Also solo PSE bursts are still the saddest things in the game.

The Grind

Live-series weapons have 20% element, which means you’ll need 3 of them to max them. As each requires 15 of 3 different types of pyroxene and each large pyroxene is about 100 regular pyroxenes this means you’ll need roughly 4500 of each stone or 13500 total. That number seems familiar somehow…

So far, running the missions solo I’ve managed to make something like 70 regular pyroxenes throughout 4 quests. I have yet to earn a single large-pyroxene, which feels roughly a similar drop-rate to how they were before. I’m feeling mildly cynical that maximum-risk actually boosts the drop rate at all, if it does then it’s such a small boost that it might as well not even be there. Regardless, this appears to demonstrate that Super Hard Advance Quests are still not worth running overall which is a pity. Once again the effort-reward ratio feels off judging by experience so far, especially given that you can still obtain Apprentice Soul on Very Hard as well as the materials you can use to buy the Live-series weapons without the risk of making a loss in caps. My opinion on this may change over time, especially if I can get some decent group runs going.

The worst part arguably is that as the weapons need specific combinations of stones, you’d better hope your entire group want weapons which happen to use the same or else people will be wasting their time. The issue is due to the fact that you can’t exchange Advanced Quest pyroxenes into any other kind.

All in all, not the most enjoyable of updates. It is nice that we have a higher tier of all-class weapons at least.

As always, please let me know if there are any inaccuracies in the facts stated within this post.

PSO2 Live Broadcast 16 Gallery

GOOD_EVENINGI can’t understand a word of Japanese! As such, all I can really do for a live broadcast post for now is post a gallery of images. I hope they’ll be useful for those who can read japanese and just something pretty to look at for everyone else. Well as pretty as screen-shots from a livestream can be, anyway.

Question and Answers
Campaigns, Contests and Collaboration
Attack on Titan Teaser Image



All of the following videos were uploaded by Manta Oyamada of PSO2UP.

Episode 2: Official Update Page and Broadcast Information


The official update page for the start of Episode 2 has been posted up. It of course comes with a trailer, which I’ll embed as par for the course, however this one is unusually lengthy. You can find a rundown of the update page here on Bumped.

This post will pretty much be going over some information about particular aspects of Episode 2 that I’ve come across, as well as sharing my thoughts on them. If I find more information I’ll probably go and put it into a new post because I think this one is quite long enough now..

The background music at the start is the theme of the new Coast field’s boss, Bal Rodos. From around 2:49 on-wards I believe it’s the Coast field’s theme.

It seems Bal Rodos is Lv55 in the trailer, which puts it on the same level as Sanctum. So I guess that’s how they’re going to be keeping Advanced Quests relevant for longer, which makes me wonder if Lilipa3 will share the same fate. Seabed shouldn’t, as it’ll be released after Super Hard is out.

You can watch the live broadcast in its entirety through the following links:


The class is defined by the two new weapon types, both of which seem to at least look decent. The Katana has good mobility and area-of-effect capability, which will be good for all of melee’s demands. Katanas are at least more mobile than Swords for example, but the damage numbers that they put out seem.. small. In fact their stats and even Photon Art modifiers seem relatively low, however they could well make up for this in damage per second given how rapidly they can attack. Bows on the other hand seem to lay somewhere between Launchers and Rifles with a bit of Twin-Daggers thrown in for good measure. Certainly versatile but I have yet to be convinced of their overall effectiveness.



Tsukimi-sazanka, Gekka-zakuro, Kanran-kikyo, Sakura-endo, Hien-tsubaki, Asagiri-rendan, Master Shot, Penetrating Arrow. Thanks to Qwerty for these names.

Braver seems to be a class oriented around the Ability (or Dexterity) stat primarily. It has an Ability Up skill, which is notable for being at lv3 in the livestream as that indicates it’s a pre-requisite for something. Both Katanas and Bullet Bows also require dexterity to equip, or at least all of the weapons shown so far do. However there may be no need to go raising a pure Dexterity Mag just for this class, as the requirements are quite low anyway. One revealed Braver skill, namely “Braver Mag”, converts up to 50% of the S-atk and R-atk into Dexterity. Whether or not this will add to your base and count for equipping things I don’t know (data suggests it’s a passive skill).


Ability Up 1, Braver Mag, Step, Step Advance, Snatch Step, Step Attack, Just Reversal, Average Stance, Katana Combat, Katana Gear, Rapid Shoot, Reversal Cover, Rapid Shoot Up


The Braver Skill Tree. Skills are: Ability Up, Sriking Up, Shooting Up, Average Stance, Average Stance Up, Average Stance Critical, Average Stance Charge
Katana Combat, Combat Just Attack Bonus, Combat Finish, Katana Gear, Rapid Shoot, Rapid Shoot Up, Rapid Shoot Mastery
Weak Stance, Weak Stance Up, Ability Up 2, Weak Stance Critical, Weak Stance Charge
Step, Step Advance, Snatch Step, Step Attack, Just Reversal, Reversal Cover, Rare Mastery Braver, Braver Mag. Source: Dengeki Play.

Of interest to me are the utility skills surrounding step, as for melee it’s absolutely crucial to mobility. Snatch Step is a skill that will deal damage during a Step. It is seperate from Step Attack as that skill allows you do perform an attack at the end of a Step. You can perform step with both Katanas and Bullet Bows at that, so you’re not losing out if you choose to go ranged.

While you can guard with Katanas, Braver doesn’t have any guard skills at all. The broadcast demonstrates that Just Guarding is possible with Katanas, but possibly only through their gear. If this is the case, I wonder if there’s any point investing in Just Guard should someone decide to have Hunter as their subclass? Or if the regular Just Guard would apply to the Katana without gear applies or even if it would affect the weapon at all.

Coast Enemies

The trailer revealed a number of enemy names, as did the coast field playthrough that was done during the live broadcast. I’ll list them here with names and pictures where I can.



A small shelled enemy, weak to both fire and ice element interestingly. Better picture of them from the official site below. At a distance they appear to be similar to Micdas, possibly sharing the same bone structure. The one on the right below makes be doubt that a little..




Seems to share its skeleton with Naberius’ Galphs. Of course, their attack behaviors don’t resemble them much, with them swimming through the sand with their fins poking out. Land sharks. They also appear to do a somersault attack.



It’s a flower! It pretends to be a regular giant spikey flower and then jumps out at the player after spraying something about. It also fires laserbeams because why not. Smaller versions of this enemy exist as well, namely Blumetta. They appear to share the same bone structure as Sanctum’s Pendira’n.


A picture of both of these enemies is up on the official page, re-hosting below.




One of the new bird-type Darkers. The second one named I believe, after Luda Sorcerer. A higher quality picture of Blundarl is posted below.



StrahdaForgive me for the quality of these pictures, but it’s from a compressed video and there don’t seem to be any clear shots of these enemies sadly. Anyway, this is the somewhat legendary BIRDBIRDCROW in the flesh as it were. Their weak point looks like an exposed brain… It’s the standard orange colored weakpoint that most Darkers have it’s just how it looks given its position.

Another variant of this small bird is Tyraluda


Unfortunately there are no official pictures that I’m aware of for either of these.

So it seems that the Coast field’s elements are Fire and Ice for the natives and Wind and Light for the Darkers.

Now that we have a planet full of fish, after having been fighting fish-based Darkers for a while now, I wonder if a planet populated by insects is on its way in 2014? After all, PSO2 still doesn’t have a Grass Assassin!

Subclass EXP

Old news now, but confirmed at least once and well, it being on the official update page means Sega aren’t going to be changing their minds about it. It’s sad, but subclass EXP will be capped to level 40. Before that, your subclass will gain 10% of the EXP that your main does. Yeah it’s not particularly popular this decision, but it’s still decent at least initially for a subclass. However I imagine like others, I was hoping this would mean the end of having to switch to a class you don’t like playing in order to support a class you do, but alas.

Class Appropriate Rare Drops.. From Bosses

Nothing like hearing the rare drop jingle only to get an item you can’t even use, eh? Well from Episode 2 this problem will be slightly alleviated! By how much of course isn’t really all that specific and I have a feeling that, as a player, you honestly won’t be able to tell that the drop rates had been increased at all. 1/1000 is barely better than 1/2000 for example and I highly doubt they’d give that generous a boost anyway. The idea is at least good, I just have no faith that the difference will be at all noticeable.

Also, despite the update page itself not mentioning bosses according to an article on Shougai which contains a transcript from Sakai and someone else, it only applies to boss enemies. This is kind of a shame as a number of decent items do still drop from regular enemies, but it’s a least a step in the right direction.

EXP Penalty Readjustment

The EXP penalty, which I’m still not a fan of even now, is being relaxed somewhat. Instead of altering the rates however instead they’ll be increasing the number of levels before it applies from 5 to 11. They’re um, turning up to 11 as it were…

This means that you’ll be able to run Advanced Quests a little earlier, however you’ll still have your EXP reduced to 75% at least initially (unlocks at 45, enemies start at 56). However, being able to start running Advanced Quests at lv46 is a significant improvement over having to wait until Lv52. It also means you can skip ahead areas more quickly at the lower levels, which doesn’t really affect Normal mode at all for new players in any case.

On arrival to Hard mode, you’ll be only 1 level out of reach for Forest Exploration.

On arrival to Very Hard mode, you’ll be able to run all the Free Field quests except for Sanctum Exploration and presumably Coast.

Client Order Adjustments

Reducing the cool-down time for daily repeatable Client Orders (not to be confused with Daily Orders… I know) from 24 to 22 is a big deal. Why, you might ponder, it’s not much of a change. It means they truly become daily orders. The current cool-down of 24 hours is problematic because it introduces what I call “crawl”, whereby the time you can re-do the Client Order crawls around the clock and becomes later with each day.

Say you start the Order at 12:00pm, it takes you half an hour to complete and you turn it in at 12:30pm. The next day you can’t start it any earlier than 12:30pm, so the next day you won’t be able to start it until 1:00pm. Then 1:30pm, etc. A 22 hour cool-down gives you a much better chance of being able to take on these Client Orders at a time you’d prefer to take them. It’s good to see the change, but annoying that it took them a year to do something about it.