36th Broadcast Trailers, Info and Thoughts


The monstrous 36th broadcast has just drawn to a close. This won’t be a complete run-down of things (you can find a summary on Bumped here), it will instead be a collection of trailers and things I thought were worth commenting on.

Update Trailers

First, the return of Arks Ship Fire Swirl! Put out the people on fire by shooting them, awh yeah! No lies I actually quite liked this quest so I’m glad to see it making a return. It’s good to have more quests which have goals other than “kill things” or “kill things quickly”.

Also featured is a 4-man Challenge Mode Quest which features pre-set class builds for you to pick from. Unlike other Challenge Mode Quests, it won’t feature multiple stages or shops and unfortunately is only a temporarily available quest as part of the Arks GP contest. Pity.

MORE school girl outfits. Does the player-base not have enough? Will they ever be satiated!?

On a more positive note, seems Zieg will offer weapon camos of the genesis weapons and various legendary weapons wielded by the council and other NPCs. Some pretty cool weapons among them. You will apparently need an item to exchange for them that you can only get from clearing all of an episode’s Matterboards to 100%.

Harukotan is also getting a time attack quest. Seems I might finally need to work out how to kill Anjhadu-lili quickly. It also features Gal Gryphon, making it the first permanently available quest that will feature the boss. Lv70 should be below the drop tier that includes its 13*s though, so no need to get excited. Of course it comes with its own Time Attack Client Order, rewarding 160,000 Meseta.

I WANT TO COMMIT GENOCIDE AGAINST THAT SMALL BOY AND HIS PEOPLE. HOLY BALLS. I have seen a few seconds of him and I already hate him more than I hate Matoi.

New Story and Christmas quest

Meet Aurora, because none of the lolis in PSO2 were loli enough! As it seems, she is the previous host of Apprentice before it tried to take over the young Eucrita. Might explain her obsession with youth I guess. It seems this episode may act as a story explanation for either Ultimate Lilipa or some extra exposition for Mining Base Defense. Could just be Lilipa in general I guess.

Interested enough to see what’s going on, anyway. This chapter will be an extra chapter for Episode 3, possibly acting as a prologue to Episode 4. Plus there might be the chance of obtaining Eucrita’s partner card which should get certain people excited (if only she was wearing her Falz dress…).

Speaking of which, seeing as the Dark Falz story is done where are the Falz avatar outfits? I want to wear Persona’s coat, damnit! Gimme gimme gimme!

Also some collaboration stuff but who cares.

The Christmas quest seems to be the same fair as last year, only this time it has gained Gal Gryphon because it needs to be in EVERY EQ for some reason. It will also be the first quest to feature the humanoid form of the Profound Darkness outside of the story; Dio Hunar. Actually every single Falz humanoid can spawn in this quest, making it potentially a good place to obtain Nero stones from for Austere weapons.

Ares Weapon Exchange

The interesting thing here is that they will be adding a new exchange shop for Ares weapons. With 60 Ares stones you can obtain a 20% Ares weapon, meaning you’ll need 180 for a complete weapon. Of course, Dio Hunar can drop them, but you can also get them by exchanging unwanted Ares Weapons for 20 stones per weapon. Not the greatest exchange rate but it’s nice that you can do something with the unwanted weapons. I bet the people who threw away Ares weapons for inventory space are feeling a bit sour, though…

Theory Time

This is just a thought I had, but given that Apprentice was seemingly adept at summoning things to an ability that far out–classes the other Dark Falzes and seeing as both of the Apptentice hosts have decided to show up, I can’t help but speculate that this is how the Summoner class may be introduced into the story.

It’s possible that they were already summoners and that Apprentice simply used their powers for its own gain, or that the pair may have gained some abilities from Apprentice allowing them to create a new class. Suppose we may see in a couple of months… It’s just a thought, it could be complete bullshit.

Mining Base Defense 4: Demise

This is the final Mining Base Defence quest and it promises to be the hardest yet. The very first wave had a Dark Vibrace spawn! Additionally, all three Dark Falz humanoids will be joining the fight, making for an incredibly intense quest.

By wave 3, corrupted AIS will start attacking the towers. These corrupted AIS seem to be resistant to Weak Bullet, not sure if this weakness applies to other enemies. The corrupted AIS can seemingly deal massive amounts of damage to towers if they’re allowed to, but they don’t seem to be particularly durable. They also give a fairly long time before they fire their photon cannons, though they do seem to fire them upon spawning.

The quest also features a new enemy, “Damoth” (internally referred to as buglegion”). As their internal name might suggest, they’re small but swift swarming enemies. The demonstration seemed to imply they have a very low amount of HP each, making me wonder if they’re actually a mob that players should prioritise instead of AIS going after them.

Of course, this is also going to be Apprentice’s full form’s debut. During the final wave, Apprentice will smash its way onto the arena and give you all an earful.
Remember, you’re still in a Mining Base Defense quest, and Dark Falz is as eager to destroy them as it was to prey upon small girls. It can seemingly summon
corrupted AISes, small bombs and possibly other things not shown as well as throw a considerable number of its own attacks at players. It also features a giant
laser beam, because everything is better with giant lasers. The actual mechanics of this beam aren’t that well understood as far as I know, though the trailer
does show what amounts to a Dragon Ball Z-like energy beam battle between Apprentice and a giant laser cannon.

Notably it’s called “DF Apprentice Gia”. Not sure what the significance of this is, but it might have to do with the seeming reality that Apprentice currently lacks a host and by this point also lacks a creator as the Profound Darkness has been repelled. It could be that the body is acting on it’s own accord, but this is just speculation.

The quest looks like it’ll be a hectic experience at least, which is fine. My worry is just that the inherent lack of teamwork present in random groups is going to create considerable annoyance in trying to get any good items from the quest. Remember, Mining Base Defense scales its drop rolls depending on how well you do. Though anything better than a C-rank was fine in previous quests.

Also oh dear at that lobby action… oh dear indeed. I assume they’re syncing up character actions there because if you can just perform romantic domination on anyone you feel like it could get a might uncomfortable in the lobbies!

Episode 4 Tidbits

The first bit of news is the next episode will be arriving on the 27th of January. For something releasing in a mere three months I feel we have shockingly little information about it but hey, they have time to say things. They did at least unveil a couple of new things; additional character customization options and a new class.

Before that, a short tidbit about characters and storage. Character warehouse storage can be taken up from 300 to 1000 slots through Arks Cash. The character’s inventory (item pack) can be expanded to 150 slots through Arks Cash.

The first revealed feature is that a number of new customization options will be added to the game, including accessory rotation and scaling. Additionally, you will be able to finally adjust your character’s waist, butt size, neck size and head size. These are nice to see as it’s currently nearly impossible to adjust these parts of your character without altering too much of the rest of their build. There’s also a modifier added for the head and neck, allowing you to scale both. The absolute monstrosities this will allow players to create should be impressive, but I am pleased they added these.

A second body paint has been added, allowing you to combine body paints.

You can also preview your character in different locations in the game and adjust
the lighting conditions. The latter I’m particularly impressed by as its something so few character creators do, which can create some annoying discrepancies between
what you see in the character editor and what you end up seeing wandering around in the world. The perfectionist is due to get some powerful tools to help them out soon!

Finally, you can adjust the position of your weapon on your back. No longer will you have to put up with your weapons mysteriously floating 3 feet behind you! Potentially, anyway.

Overall gotta say I’m impressed, although those bothered by silly-looking characters might not like the monstrosities these new features are sure to spawn. I’m sure
there are going to be a good number actually nice-looking combinations.

I also have no real clue what the trailer music may be. It could be a theme of the boss of whatever area the phantom-type enemies belong to, but that’s kind of a shot in the dark.

New Class: Summoner

Seems the data-mining was on the money with this one, as the Summoner class was confirmed. As the name suggests, it’s a pet-based class with a number of Pokemon-like critters at its disposal. The summoner directs their minion around using a weapon akin to an orchestra conductor’s baton.

Beyond that, there isn’t a terribly large amount known about how the class will work. Presumably we’ll be getting details at a later date. At the very least,
like other classes it will come with its own outfit. I suspect it may be an AC item like Bouncer’s class outfit turned out to be…

The summons themselves are kind of sickeningly cutesy, which is fine. There’s nothing wrong with that, but given the diversity our characters can show
it might be nice to have some more bad-ass or outright monstrous summons as well. I’m sure they haven’t shown every single kind of summon the class has
at its disposal.

Besides the aesthetics of the class summons, I’m a bit concerned with how this class is going to fit into a game such as PSO2. PSO2 is a fairly intense action game, so having a class where your character is essentially just standing around may feel jarring. That said, it does seem to behave as a weapon rather than an independently functioning entity, so the class’s performance won’t necessarily be dependent on random number making the AI do the right things at the right time. I’m also curious to know if the summons are tied to the weapons or if a Summoner can freely use other weapons alongside their summons. If they can’t, this could seriously impact the class’s viability as a sub-class, as it may not offer any useful skills to them while also potentially denying them the ability to summon. If they can, it wasn’t demonstrated. Their un-named weapon seems to allow them to use something like Mirage Escape (the sound, speed and visual effects seem different to it). They were not demonstrated as being able to cast Techs.

I’m also disappointed that the summoner is more Pokemon and less Jojo’s Bizarre Adventure.I guess I’m not going to go dropping a steamroller on a Rockbear anytime soon…

They also don’t really seem like the R-atk T-atk hybrid that people were assuming was going to happen. The assumption was that they might end up with a magic pistol or something which isn’t something without precedent. Persona 3 let you summon things with pistols! Having your character shooting themselves in the head might not be terribly appealing I guess.

I’m willing to give the class a chance, so I guess in the meantime we’re just going to have to wait until they reveal more information about it.

Things not said

Still no Ultimate Amduscia! For that matter, nothing on Extreme Quests either, however it was noted by a user of PSO-World that the titles shown during one of the trailers suggested that we would be getting a new Extreme Quest as well as new floors. This is because each quest has 5 different tiers of Stage Order titles. While cool, guess you can say goodbye to 4 more inventory slots, potentially!

Other than that I believe we’re pretty much set for the road towards Episode 4. We don’t know terribly much about it yet, but I imagine we’ll be due another broadcast soon tat will reveal more. Hopefully not another 15 hour one, though. Those poor people by the end looked like they wanted to just keel over and die…

Let me know if I got any information wrong or if any looser parts were in fact clarified during the stream and I just missed it.

The Profound Update


Episode 3’s finale finally arrives with the showdown against Dark Falz: Double and the Profound Darkness.

Progeny of the Apocalypse

Let’s go over the quest briefly. This will not be a breakdown of tactics and mechanics, as its too early to make an exhaustive list of what the boss does to you and you can do to it. So instead it’s going to be more of an overview.

As was stated in promotional material, the quest works just like the “Utterly Profound” quest where players face off against Dark Falz Elder and Dark Falz Loser in succession. It’s slightly more complicated in its cutscenes and one quest directly leads into the other with Double’s arena shattering upon defeating it.


Double’s attacks are fairly nippy for such a large boss, it’s also invulnerable everywhere apart from its weakspot attached to one of its “legs”. Melee classes might have issues keeping up with the weakspot due to how quickly it can move, where forces should have the easiest time with their tracking attacks. Beyond this, most of its attacks are well telegraphed enough that they shouldn’t really cause a problem for most players. Its wall and sweeping attacks can hit pretty hard, but it lacks a raid-wipe move like Falz Loser.


Profound Darkness itself has at least 4 phases. Mechanically, there isn’t really a lot to the fight, as it throws attacks at you and you can throw attacks at it as long as it’s next to the arena. There’s no complicated order to things like there is with Dark Falz Loser or arguably even Magatsu. During phase 3 your raid will need to defeat some floating balls it sends into the arena however, as much like Anga’s bits destroying them all will stun the Profound Darkness, allowing you to freely DPS it.

The part of the fight that I thought was the coolest was the part where players are separated into their own spaces and they have to challenge themselves. It’s much more than clone fight however, as your alternative self behaves much more like an enemy with its own unique movesets and abilities. This is seemingly Profound Darkness’s raid-wipe mechanic, as failure to deal enough damage to your alternative self will result in the Profound Darkness dealing massive damage to the entire raid. Once you pass this DPS check the boss is seemingly motionless until you defeat it.

For both parts, Weak Bullet is significantly weaker than it is in the rest of the game. Instead of a 250% damage mod it’s around 120%, which is nice to have but it won’t make or break a multiparty (hooray!), . It really doesn’t matter much, as both bosses have much less HP than the other raid bosses meaning you won’t need to worry about your multiparty failing, especially as they give you an hour to complete it. You’re also given a stacking bonus to your stats (PP regeneration and HP at least) which all but trivialize an already easy but definitely cool fight.

So what does Episode 3’s final boss give you?

Nero/Caligula Rate

For the gear hunter in all of us, this is probably the most interesting part. That is to say it isn’t terribly interesting but whatever.

Judging from posts by players and my own experience with the quest it seems to give roughly 6 Caligula stones on average, with a varying amount of Nero stones (I’ve seen reports of 0-2).

At this rate, it would take at worst around 67 runs worth of Caligula stones in order to obtain a 60% Austere weapon. Given they probably aren’t going to typically do more than 2 rounds per day (more at the moment because they tend to do additional rounds of freshly released emergency quests), but of course this is just taking Caligula into account. Why not count the significantly more scarce Nero? Well let’s talk about that…

Nero stones can drop from any Dark Falz and Dark Falz humanoid. This means Angel, Dourumble,Hunar and Apprentce Doppleganger can all drop them. While this is great, what isn’t known is what the drop rates on them will be. The jury’s out on this one, as people haven’t done enough runs to really establish how good or bad the rate is. It’s assumed however that it only drops in the lv76-80 tier, which does severely limit your options for hunting them. This essentially restricts it to any Extra-Hard Emergency Quest featuring any of the Falzes and Super Hard Advance Quests at +12 risk or more, with Ruins being the one most likely to give you a Falz to fight. Data collected so far suggests the rate isn’t particularly good, which isn’t surprising.

Austere weapons will take a long time to obtain as a result; at least a month assuming you manage to catch every instance of the quest. Those with multiple characters parked on multiple servers with enough friends to assist may get the weapon more quickly if they’re willing to transfer characters to pool their resources. The quest is limited to once per ship, not once per account. That isn’t an approach I recommend, but doubtlessly some of the richer players in more organised teams will be doing this. This isn’t the most unreasonable of grinds they’ve presented to us even if we assume that currently observed rates are the standard.

When you clear the quest you may be given a number telling you which position you came in on your ship. It has absolutely no effect on your drops or your mission rewards, it’s purely for ego stroking and nothing else. It’s OK, we all like a good stroking now and then.


So what about general drops? An average if running the quest with +250% and +100% boosters seems to be around 30 10*+ items. Pretty decent. It’s a pale shadow of the Excube pinata that is Magatsu but Double and the Profound Darkness can drop a much wider selection of weapons and has the largest pool of 13* weapons to pull from than any enemy in the game.

It seems to be able to drop any Dark Falz 13* weapon as well as significant 11*s from other bosses (including Gran Fol). It can also drop the Invade series weapons, which will significantly reduce the Caligula stone requirement should you get the type you want, it’s just an inventory space waster otherwise. What’s more, the boss can drop Austere weapons, allowing players to potentially skip this item grind entirely.

Invader and Austere Weapons

So you go through the trouble of getting all those materials together, or maybe you’ve got some gear gaps to fill in and Invade weapons look promising, how good are they really?


Invade weapons will only be +10, 60% with no potential if you purchase them from Zieg for 100 Caligula and 100 Excubes. Apparently they have a potential which boosts critical hit rate by 40% at level 3, which isn’t a terribly useful latent for most builds but it could be worse. Essentially if you’re hurting for gear, Invade weapons even with no latent could be an excellent stopgap, as they still provide a ton of attack power. At the rate discussed earlier, you should be guaranteed an Invade weapon after about 17 runs.

Austere weapons however are the strongest weapons in the game right now. Their potential is 12% bonus damage with a 10% bonus to passive PP regeneration, which combined with their superior attack and the fact that their damage bonus is unconditional makes them stronger than Ares weapons. That said, they’re not a massive improvement over them, so those with finished Ares weapons might not really miss them.

New Affixes

Surprisingly, this update added three new affixes, two of which we had no idea about.

Darkness Soul: +15 all attack, HP+15 and PP + 2

Soul Catalyst: HP+10, PP + 1

Astral Soul: +35 all attack, HP + 35, PP + 5

Creating these affixes requires some significant investment on the part of the player. Darkness Soul can simply be obtained from anything that drops from the Profound Darkness. Soul Catalyst and Astral Soul both need to be synthesized from other affixes however.

To make a Soul Catalyst, you will need to combine any four of Elder Soul, Loser Soul, Double Soul, Apprentice Soul and Persona Soul. This will grant a 10% success rate for creating a Soul Catalyst. Yes you read that right, 10%. Once you manage to succeed with this, your job isn’t over yet, as if you want Astral Soul you’re going to need to use four Soul Catalysts together with a Darkness Soul in order to create Astral Soul. The transfer rate on Astral Soul currently isn’t known.

That sure is a lot of gambling steps on top of a system that is already absolutely riddled with gambling steps! It’s a lot of work for +5 PP per item, but it is 20PP if you manage to get it on all of your units and your weapon. That’s a pretty significant amount, so min-maxers are likely going to want to go for it. For the rest of us, frankly it might be too much effort and you’ll be better off sticking to certain Ultimate souls instead.

40% Affix Success Rate Booster


Hey! Related to the previous section, don’t fret about those abysmal transfer rates because if you’re willing to put up 100 Excubes for a 40% booster you can bring Soul Catalyst creation to a nifty 50%! More likely this is an item intended for regular affix synthesis to cover things that may cap out to less than 100% with the 30% booster. Given it’s 5 times as expensive as the 30% booster, it really isn’t worth using unless failing a 90% would incur a significant Meseta loss. There are certainly affixes out there that this is a genuine concern for (hello, Modulator).


This was already a fair amount to go over so I’ll try to keep my thoughts brief.

The Austere/Invade weapon grind on the surface doesn’t seem that bad a grind, though you need to consider that Caligula stones are entirely restricted to the quest. This is not a quest that is available at all times, or one that can even happen randomly. This means that the rate at which you could obtain the weapons from it is almost entirely dependent on whenever Sega fancies allowing you to do the quest. If it’s twice per day, you might obtain an Invade weapon in a week or an Austere weapon in a month and a half. There could be weeks however where the quest only occurs once or not at all, in which case who the fuck knows when you’ll ever have enough materials for a weapon! Essentially my issue with it isn’t that it’s a grind, as a grind suggests its something you can work towards when you want to. This is something you can only work towards when yours and Sega’s schedules happen to be convenient for each other…

My other problem with this quest is that it’s the conclusion to the story. As such, to me it just feels kind of strange to have it confined to a quest that happens occasionally. If it was something that happened on a rotation both my main issues with the quest would be largely gone.

That said, I do overall really enjoy the quest. It’s not particularly challenging, however it is fun in a lot of ways which for me makes up for the lack of difficulty. It’s visually very appealing and technically quite impressive for them, both of which make me eager to see what content they have in store for us down the line. It also feels like a satisfying way to end Episode 3, particularly with the story events that lead up to it which I also enjoyed even if I couldn’t understand them. Ignorance might well be bliss in this case, who knows… Roll on Episode 4, I say!

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.

Towards the Future: 36th Broadcast and Episode 4


The 36th Broadcast has been announced and it’s a whopping 15 hours long. Yeah that\s right, 15 freaking hours. What the shit!?

It starts at 2:00PM and ends at 5:00AM in Japan time. which is ridiculous. Do they really expect their fans to stay awake that long? More to the point the hosts are gonna be shattered themselves, surely? This does however mean that for once I won’t have to lose a night’s sleep just to catch the broadcast live this time! Manta’s created a timezone table here.

Anyway bemusement at the length of the broadcast aside, this post is mostly going to be looking at things they’re announcing and what may or may not turn up at the show. So mostly speculation and pondering over announced and data-mined content.

The broadcast is planned to include the following:

  • Information on November and December content
  • New information about Episode 4
  • Live-playthrough of the Arks GP preliminaries and Mining Base: Demise.
  • Setlist for the Sympathy 2015 concert
  • Phantasy Star Festa 2016 details
  • Developer Q and A
  • Chats with PSO series staff
  • PSO2 Anime news

There’s also a sub-channel but that’s just going to be celebrities streaming.

Main Channel

Sub Channel

It’s Nico, so you’re likely going to want to find some fan re-stream if you want to catch it live. Unless you’re a subscriber in which case you probably have more money than sense anyway. If you can’t catch it live, don’t worry because people will almost certainly upload the more important parts to Youtube and I’ll endeavor to collect information into a post as I normally do.

Stuff No One Cares About

Among the updates are anime and video game collabs. There’s also going to be some new information about the PSO2 anime including characters and zzzzz…

Moving on.

Information on November and December Updates

Notably there doesn’t seem to be much room for actual updates in November. October will be ending with the Dark Falz Double and Profound Darkness Emergency Quest, making it a major month for story content but November just seems to be getting an anime collaboration and perhaps a Limited Quest.

December on the other hand could be more interesting. Among the things we know are arriving are Mining Base Defense 4: Demise, in which we face off against Dark Falz: Apprentice and corrupted AIS in what looks to be the most hectic Mining Base Defense yet. If the Profound Darkness has been defeated before this quest is set in the storyline, the Darkers aren’t going quietly into the night it seems!

Other possible things for December include a new Time Attack Quest and the Extreme Quest expansion. Presumably the Time Attack Quest is set on Harukotan, seeing as it’s the only planet without one at this point. As discussed in a previous post, the Extreme Quest expansion could either be new floors with Extra-Hard level enemies or it could be a Harukotan themed Extreme Quest. It could be both! This carries with it the possibility of a new weapon series, which has a decent chance at being 13* rarity. I’ll be hedging my bets for this in the meanwhile by doing full runs of the quests to save up on stones, but there’s obviously no guarantee that if they do add new weapons that they’ll be worth shooting for, especially as the stones will also used for Austere weapons by then.

Episode 4: Reborn

This is likely on the forefront of the minds of the playerbase right now. With Episode 3 coming to a rather definitive end and the very existence of the Darkers now under question the Arks seem to be going foward without a nemesis. This leaves room for a brand new threat to arise, which leaves me eagerly wondering where they might be taking the game next.

The data we have so far isn’t definitive enough to make any solid predictions either. Right now the only major tidbits we have are the possibility of a new class and the “phantom” enemies.

The phantoms seem to be military themed, with tanks, helicopters and various classes of soldiers among them. This suggests the possibility of a new planet or at least a foe with technology far beyond any enemy encountered so far. Well, any aside Lilipa that is. This leads me to ponder the possibility that the phantoms could be native Lilipans, either returning to the planet or some wibbly-wobbly timey-space stuff happens and in the newly altered timeline they never left. Yeah there’s not really enough information to go on, not even any new planets or areas that the phantoms could belong to. Sadly, planet and area data doesn’t seem to arrive ahead of time anymore. Assuming the phantoms are the new big bad could be like datamining Naberius enemies and determining that the grand threat in Episode 1 was a bunch of monkeys and a giant cat. That said, if it was a separate threat you’d think we’d be seeing the Episode 4 equivalent of “antsoldier” (El Dagan) or something.

As for the new class, it was found a while ago that Episode 4 files contain references to “Summoner” PAs as well as at least one summon-able pet. There isn’t enough data to definitively say that it’s a new class and not a mechanic that’s just available to all players. That said, a Summoner class could conceivably fill in the R-Atk T-Atk hybrid they have yet to add to the game.

As for what they will actually say and show is anyone’s guess. I’m more hopeful for some tidbits that might help with speculation over the details we know, though anything beyond a release date would be nice!

Surprise Trailer

As often is the case with these broadcasts, they drop an unannounced trailer at the end. They don’t always do it, they didn’t last time, but if they do I feel it will almost certainly be a teaser for Ultimate Amduscia. I mean come on, it’s been in the data for a year now. If it’s going to be a thing that happens this side of Episode 4 they’re going to have to announce it soon! Though it could well be post Episode 4 content or not happen at all.

I’m curious to see what ultimate Dragon Ex, Quartz Dragon and Tranmizer-dragon will look like!

Potentials Time!


Today’s the day! We finally get to stab er… I guess that’d be spoilers so I won’t say that yet. Play the story, you’ll see what I mean. Enjoy it.

This is also the day we get a few new weapons and potentials. So how were the guesses in the previous post?

  • [心気一意の閃光] – Deal 14/16/18% additional damage while HP is above 70% and PP is above 40% went to… Nox Liffel (12☆ Rod) and Nox Prasis (12☆ Jet Boots)
  • [勇勢疾走] – Deal additional damage while HP is above 30% went to… Daggers of Serafi. Which additionally is a 13☆ weapon.
  • [絶対破砕圏] – Deal 25/27/30% additional damage to enemies at close range went to… Adys Bunker!
  • [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 went to… God Hand! Shame I haven’t got one to sell.
  • [幻精共鳴] – Increase the power of photon blasts and [滅壊の光刃] – Deal 21/23/25% additional damage to Darker Aberrations both went to… Coat Dublis, a 12☆ Double Saber similar to Persona’s.
  • [天輪滅砲] – Boosts the power of Sphere Eraser went to.. Sparkling Shower. A new 12☆ Launcher
  • [廻転翔踏] – Reduces the PP costs of Grim Barrage and [????] reduces recast time on Chain after a successful Chain Finish depending on the chain count went to… Jack Wisp, a new 12☆ seasonal Twin Machinegun from Latan Rappy.
  • [龍の威光] increased damage dealt to non-dragonkin went to… Kanarop! A new 12☆ Rod. It also has  [雷鳴結晶] which boosts Lightning Technic Damage by 12% and a latent that boosts damage dealt to airborne enemies,

“A bit off” barely covers it, they didn’t get a single one right! More importantly, Coat Doublis got both of the latents I guessed might go to the Austere series, so it’s OK I got egg on my face too. In this case I’m fairly happy to be wrong, but this new data does mean that the actual potential the Austere series will end up getting is a complete mystery.

Additionally, we seem to have gained the following:

  • Nox Kuvel (12☆ Sword) –  堅甲錬陣 – A new Guard Stance latent. Don’t yet know the details.
  • Nox Shooter (12☆ Rifle) – 暗心舞踏 – Increases attack power when PP is <50%
  • Lilipiece (12☆ Double Saber) – 追の衝撃 – Boosts damage dealt to enemies suffering a status effect by 17%/?%/?%
  • Nox Destim (12☆ Knuckle) – 心血万全の剛力 – When HP is over 60%, deal 10%/12%/15% additional damage to enemies
  • Nox Shudix (12☆ Gunslash) – 星点弾 – 0.3% of damage dealt returned as HP (Max of 50 per attack)
  • Sax Piece (12☆ Katana)- 弧月蝕 – Fixed rate of damage is absorbed as HP
  • Nox Lexio (12☆ Bullet Bow) – 業風跳法 – Boosts the power of Snatch Step damage by 100%/?%/?%, boosts the power of Snatch JA Combo by 5%/?%/?%
  • Nox Jiraak (12☆ Wired Lance) – 暗心舞踏 – Increases attack power when PP is <50%
  • Celestial Laser (12☆ DF Gunslash) – 閃く瞬刃 – Power of Just-Attacked PAs and Techs increased by 28%/30%/32% if the current Tech/PA being used is different to the last one used. (A stronger Tech-Arts JA Combo)
  • Grigoros – (12☆ DF Wired Lance) – 連刃蛇咬 – Power of Just-Attacks increased by ?%/?%/?% for successful consecutive Just-Attacks
  • Ignis – (12☆ Matterboard Dual Blade) – 零の襲 – Close range striking damage increased by 9%/11%/13%

Thanks to EspioKaos and Mewn for help with translating things, this post would have basically not existed without them. Let me know if I got anything wrong.


PSO2News – (Banner potentially NSFW) and @kawakamiwanko

Class Rebalance coming 14th October


As the title says, a class re-balance is on its way and it will be arriving on the 14th. We’ve known for a while that Gunner and Braver were getting tweaked but the finer details weren’t revealed until today. It seems that they’re not the only classes to be getting some adjustments, as others will be too. Let’s go over them, shall we?


Normally I’d do Hunter first but I feel Gunner’s been in the most need of attention since the start of Episode 3. So cutting to the chase:

  • High Time will gain its attack boost more quickly than it does now.
  • Normal attacks will make you start to fall later than it does now.
  • Stylish roll will have the first two parts sped up, there will be no loss in invincibility frames
  • You will be able to change your facing during Sattelite Aim.
  • Shift Period will be sped up and deal more damage. The time when you start to fall will be pushed back.
  • Aerial Shooting, Dead Approach, Messiah Time, Elder Rebellion, Reverse Tap and Heel Stab will be adjusted at a later date.

Being able to change direction during Satellite Aim is more a convenience change than a buff, but a pretty welcome one. It’s also nice to know that invincibility frames won’t be lost in light of the sped up Stylish Roll, making this change an overall buff in my opinion.

Shift Period could arguably have crafted Bullet Squall as its main competition, currently. The area of effect of Shift Period is much higher though, so with its increased speed and damage it may have a use if it doesn’t currently. If it isn’t the case already, I feel like the wider reach of Shift Period would help a lot with Gunner’s mobbing capabilities.

I am surprised to see that Infinite Fire won’t be seeing any adjustment, given how under-used a Photon Art it seems to be currently. It’s a fair shot more obscure than it was back in Stylish Roll Just-Attack Up’s meta days at least!


  • Sonic Arrow will have faster Just-Attack timing and grant more points towards the Gear Gauge. The time when you start to fall from mid-air will be adjusted too.
  • Sacrifice Bite: Parts of the attack will be faster and it will also contribute more points towards the Gear-Gauge.

Something to help sword-users stay mid-air I guess. The boosts to Gear-Gauge acquisition rate are always welcome for Sword seeing as its arguably the most dependent weapon in the game on it. This is likely to be more helpful to Fi/Hu or other x/Hu combinations using swords, as they don’t have access to Fury Gear boost.


  • Weak Bullet something about making it easier to land it?
  • One Point: Damage will be increased and PP consumption reduced.
  • Sneak Shooter: Just-Attack timing will be adjusted and the bullet sped up.
  • Diffuse Shell and Parallel Slider will be adjusted at a later date.

Sneak Shooter was always kind of rough to hit anything with it due to the slow bullet, so that;s a welcome change at least. The weak bullet changes are harder to pin down, it may be a faster bullet or there may be other changes that make it easier to land it, not sure.


  • Double Saber shift action will have its Just-Attack timing adjusted and its cancel timing sped up.
  • Quick March will have its damage increased and its cancel timing sped up. It will also stun enemies instead of launching them.
  • Surprise Dunk will have its damage increased and its hit-stop reduced. The enemy will also be launched slightly by the hit instead of stunned.
  • Deadly Archer will have the timing between each hit adjusted?
  • Orchestra, Illusion Rave and Acro Effect will be adjusted at a later date.


  • Katana damage will be higher based on current gear-gauge level
  • Reducing SP required to max out Katana Combat, Rapid Shoot and Rapid Shoot Mastery
  • Rapid Shoot will no longer have a “wind-up” time.
  • Rapid Shoot Advance requires less points to unlock
  • Bullet Bow Step-Attack will be sped up and have its Just-Attack timing adjusted
  • Stance Critical and Stance Charge have had their places on the skill tree adjusted. You no longer need to put points in Critical to take on Charge.
  • Tsukimi Sazanka will have its PP cost reduced and its ground animation sped up
  • Gekka Zakuro will have its PP cost reduced
  • Sakura Endo will be faster, have its JA timing reduced and have its non-charged damage boosted.
  • Torrential Arrow will have a larger area of effect
  • Million Storm will have its damage increased and its PP cost reduced.

The changes to the skill tree are mostly good, freeing up SP to support more hybridized builds than is currently possible, I’m not sure you’ll be able to max out both Katana and Bulletbow trees while also having a stance still, but having access to more than half the class at a given time will be nice.

The buffs to Torrential Arrow and Million Storm could be an attempt to improve the mobbing capabilities of Bullet Bows, which is something they do need assistance with definitely. They’re already great bossing weapons.


  • Jet Boots Escape will now apply to the shift-action of regular attacks. providing invulnerability during it.
  • Justice Crow will deal more damage and cost less PP
  • Kestrel Rampage will deal more damage
  • Strike Gust will deal more damage
  • Gran Wave will have its hit-stop reduced


  • Weapon shift action will be sped up and the time when you will start falling will be pushed back
  • Regular attacks will have quicker Just-Attack and cancel timing
  • Step attacks will have reduced hit-stop
  • Serpent Air will be sped up, have its Just-Attack timing adjusted and be cancel-able
  • Regenschlag will be sped up and have its Just-Attack timing adjusted

Another attempt to make Gunslashes viable weapons. Good luck, developers and bless you for trying I guess.

Of course, this change will come with free Skill-Tree Reset Passes for all.

Please let me know if there are any inaccuracies in this post.



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.