Ring System Release Info


This is just gonna act as an information gathering spot for ring abilities and what their numbers and requirements are. As information is still being found out, expect the contents of the post to change dramatically throughout the coming days.

Feel free to share any information and to let me know if there’s anything wrong in this post.

Let’s just hope that this system doesn’t get abandoned like Photon Art customization I suppose!



  • Gathering is the only way to get materials for both cooking and ring crafting/upgrading. You’ll typically need planet rocks and a specific gem to craft a ring.
  • You get 100 stamina for Fishing and 100 stamina for Mining per character.
  • Each action consumes 10 stamina from their respective bars.
  • The stamina is only consumed once you actually get the item. If you’re interrupted for whatever reason, you won’t lose any.
  • There’s a small chance for a “One More” to occur. This is RNG giving you a free gathering attempt.
  • The bars take roughly 5 hours to fully recharge, meaning you can get 3 free gathering attempts per character in a given 10 hour window of time.
  • This amounts to around 30 Mining and 30 Fishing attempts per day for free. 10 more if you’re willing to push to 15 hours.
  • You can restore Stamina through the use of “Stamina Drinks”, which can be obtained in-game and bought for Arks Cash
  • Levelling up either gathering skill restores 100 stamina for them. This can overfill, so no excess stamina is lost this way.
  • The cost of a Stamina Drink via Arks Cash increases wich each purchase. The first two cost 50AC. The ninth costs 350AC and the tenth onwards costs 750AC each. The price resets at midnight JST.



Each gathering attempt has a chance to trigger a Fever. Each time you gather increases your “combo” meter, which increases the chance of triggering a Fever. If you hit 25, a Fever is guaranteed.

During a fever, a gathering node will not expire. You’ll also get more materials per attempt and have a greater chance at rare materials. Attempts still cost Stamina, however.

Fever combos can be built via either fishing or mining.

Given it costs 10 stamina per attempt you have a total of 20 attempts in which to trigger a fever per session. As it requires 20-25 to stand a good chance of getting a fever, you’ll often either be out of Stamina or very low on it by the time you actually trigger a fever. It’s arguably the most irritating part of the system’s design.

Due to the above, t’s recommended that you drain your fishing bar before you start mining. This will give you the best chance to trigger a fever while mining, which is preferable as you’ll need rare mining materials for rings.

Naturally as those spending Arks Cash can get higher combos, they’ll have a significant advantage with regard to getting rare materials quicker. As such, they’ll also be able to max out their rings faster than non-paying players. While annoying, it has yet to be seen how significant a time advantage this is. Let’s just hope the whales share data on the skill rings they rushed to max out so the rest of us can learn which rings are terrible and which aren’t.

Ring Material Costs

  • L / JG Sonic Arrow
    • Naberu Rock x 3, Ruins Amethyst x 1, 30000 Meseta
  • L / JG Heavenly Fall
    • Vopal Rock x 3, Coast Sapphire x 1, 30000 Meseta
  • L / JG Rising Flag
    •  Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • L / DS Whirlwind
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • L / TD Air Chase
    • Naberu Rock x 3, Forest Emerald x 6, Lambda Grinder x 15, 30000 Meseta
  • L / Knuckle Chase
    • Naberu Rock x 3, Ruins Amethyst x 6, Lambda Grinder x 15, 30000 Meseta
  • L / Front Stylish Roll
    • Earth Rock x 3, Forest Emerald x 1, 30000 Meseta
  • L / Katana Gear Guard Release
    • Vopar Rock x 3, Coast Sapphire x 1, 30000 Meseta
  • L / Tech Charge Parrying
    • Earth Rock x 3, Forest Emerald x 1, 30000 Meseta
  • L / Recast Reverser field
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • L / Hunter Gear Save
    • Naberu Rock x 3, Forest Emerald x 1, 30000 Meseta
  • L / High Time Keep
    • Naberu Rock x 3, Ruins Amethyst x 1, 30000 Meseta
  • L / Short Combat
    • Naberu Rock x 3, Ruins Amethyst x 6, Lamda Grinder x15, 30000 Meseta

Right Rings

  • R / Massive Hunter
    • Vopar Roxk x 3, Coast Sapphire x 1, 30000 Meseta
  • R / Crit Strike Striking
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • R / Crit Strike Ranged
    • Vopar Rock x 3, Coast Sapphire x 1, 30000 Meseta
  • R / Crit Strike Tech
    • Naberu Rock x 3, Ruins Amethyst x 1, 30000 Meseta
  • R / Killing Bonus
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • R / Perfect Keeper Striking
    • Naberu Rock x 3, Ruins Amethyst x 1, 30000 Meseta
  • R / Perfect Keeper Ranged
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • R / Perfect Keeper Tech
    • Earth Rock x 3, Forest Emerald x 1, 30000 Meseta
  • R / Photon Flare
    • Vopar Rock x 3, Coast Sapphire x 1, 30000 Meseta
  • R / Attack Advance
    • Earth Roxk x 3, Forest Emerald x 1, 30000 Meseta
  • R / Ele PP Restore Field
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • R / Boost Slayer
    • Earth Rock x 3, 3000 Meseta
Ring Ability Information

Information on this section is still coming out.

For Right-rings, be aware that if your main or sub-class has the ring-skill, the ring’s effect will not apply.

Some of this data was obtained through data-mining and may not match the numbers shown in-game. The numbers themselves should however be accurate. This is particularly relevant to the Crit rings as there seem to be rounding issues with the displayed numbers.

L / Twin Dagger Air Chase

  • Twin-Dagger normal attacks and some PAs will chase the currently targeted enemy as long as you’re mid-air

L / Knuckle Chase

  • Knuckle normal attacks and some PAs will chase the currently targeted enemy as long as you’re on the ground

L / Front S-Roll

  • Allows you to perform a front Stylish Roll with Twin Machineguns
Power 101% 102% 103% 104% 105% 106% 107% 108% 109% 110%
111% 112% 113% 114% 115% 116% 117% 118% 119% 120%

L / JG Rising Flag, Sonic Arrow and Heavenly Fall

  • Activates a PA on a successful Just-Guard
  • Swords get Sonic Arrow
  • Partizans get Rising Flag
  • Wired Lances get Heavenly Fall
PP Consumed on use 20 19 18 17 16 15 14 13 12 11
10 9 8 7 6 5 4 3 2 0
Power 175% 176% 177% 178% 180% 182% 184% 186% 188% 190%
192% 194% 196% 198% 200% 204% 208% 212% 216% 220%

L / Hunter Gear Save

  • Reduces the gear loss rate of all Hunter weapons
  • Fury Gear’s conditions must be satisfied for this to work
  • Sword Gear takes longer to decrease. Wired Lance and Partizan consume less gear.
Gear Loss rate 75% 74% 73% 72% 71% 70% 69% 68% 67% 66%
65% 64% 63% 62% 61% 60% 59% 58% 55% 50%

L / Double Saber Whirlwind

  • Certain Double-Saber PAs will have a chance to activate a whirlwind
  • Bound by the whirlwind limit.
Probability 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
55% 60% 65% 70% 75% 80% 85% 90% 95% 100%

L / High Time Keep

  • Has a chance to prevent a single hit from deactivating High-Time’s bonus.
  • It won’t protect from additional hits.
  • If you get hit at all, it won’t preserve your eligibility for One More Time
Activation Chance 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
55% 60% 65% 70% 75% 80% 85% 90% 95% 100%

L / Tech Charge Parrying

  • Nullifies incoming damage for a period of time while charging a tech with a Rod, Talis, Wand, Jet Boots or Tacts.
Duration(s) 0.03 0.06 0.09 0.12 0.15 0.18 0.21 0.24 0.27 0.3
0.33 0.36 0.39 0.42 0.45 0.48 0.51 0.54 0.57 0.6

L / Katana Gear Guard R

  • Allows you to activate Katana Gear by holding Guard for 3 seconds
  • Gear loss rate is increased if activated this way
  • Gear gain rate is massively reduced if activated this way
Gear loss rate 300% 290% 280% 260% 240% 220% 200% 180% 160% 150%
150% 150% 150% 150% 150% 150% 150% 150% 150% 150%
Gear gain rate 0% 0% 0% 0% 0% 0% 0% 0% 0% 0%
1% 2% 3% 4% 5% 6% 7% 8% 9% 10%

L / DB Snatch 

  • Adds damage to DB’s movement shift actions
Power (Unsure of notation) 4 5 6 7 8 9 10 11 12 13
13.5 14 14.5 15 15.5 16 16.5 17 17.5 18

L / Recast Reverser Field

  • Reduces the re-cast time for Reverser Field
Recast time reduced to 70% 69% 68% 67% 66% 65% 64% 63% 62% 61%
60% 59% 58% 57% 56% 55% 54% 53% 52% 50%


R / Massive Hunter

  • Makes you immune to flinch, knock-back, knockdown and launch while active
  • Also reduces incoming damage
  • Cannot be used if Hunter is your main or sub-class.
Active Time (s) 15 15 15 15 15 16 17 18 19 20
20 20 20 20 20 21 22 23 24 25
Recast (s) 120 118 116 114 112 100 100 100 100 100
100 100 100 100 100 95 94 93 92 90
Incoming Damage Reduced to 99% 99% 99% 99% 99% 99% 99% 99% 99% 99%
95% 94% 93% 92% 91% 90% 90% 90% 90% 90%

R / Perfect Keeper Strike, Range and Tech

  • Boosts damage as long as your HP percentage is above the border
  • Skills that reduce your Max HP such as Limit Break and PP Convert will not break this skill as long as your HP percentage is above the border of your new Max HP.
  • Cannot be used if Gunner is your main or sub-class
Damage Boosted to 101% 101% 101% 101% 101% 102% 102% 102% 102% 102%
103% 103% 103% 103% 103% 103% 103% 103% 103% 103%
HP Border 100% 99% 98% 97% 96% 96% 95% 94% 93% 92%
92% 90% 88% 86% 84% 82% 80% 78% 76% 75%

R / Killing Bonus

  • Restores PP for each enemy that dies within range
  • The data lists this as 5 units. I don’t know how big a unit is in-game.
  • Cannot be used if Ranger is your main or sub-class.
PP Gained 1 1.2 1.4 1.6 1.8 2 2.2 2.4 2.6 2.8
3 3.2 3.4 3.6 3.8 4 4.2 4.4 4.6 5


R/ Critical Strike Strike, Ranged and Tech

  • Increases critical hit damage and critical hit rate
  • Cannot be used if Fighter if your main or sub-class
Critical Damage boost % 0 0 0 0 0 1 1 1 1 1
2 2 2 2 2 2 2 2 2 3
Critical rate increase % 1 1.5 3 3.8 4.8 5.8 7.8 8.8 9.8 10.8
11.8 12.8 13.8 16.8 17.8 18.8 19.8 19.8 19.8 19.8

R / Boost Slayer

  • Increases damage dealt to and reduces damage received from boosted enemies.
Damage boosted by 1% 1% 1% 1% 1% 2% 2% 2% 2% 2%
3% 3% 3% 3% 3% 3% 3% 3% 3% 3%
Damage reduced by 1% 2% 3% 4% 5% 6% 7% 8% 9% 10%
11% 12% 13% 14% 15% 16% 17% 18% 19% 20%

R / Photon Flare

  • Increases T-ATK for a limited time
  • Cannot be used if Force is your main or sub-class
T-ATK boosted by 150 150 150 150 150 150 150 150 150 150
155 160 165 170 175 180 185 190 195 200
Recast (s) 100 95 90 85 80 80 80 80 80 80
80 80 80 80 80 74 73 72 71 70
Active Time (s) 20 20 20 20 20 21 22 23 24 25
25 25 25 25 25 26 27 28 29 30

R/ Attack Advance

  • Increases damage of normal attacks
  • Cannot be used if Braver is your main or sub-class
Normal Attack Damage boosted by 1% 2% 3% 4% 5% 6% 7% 8% 9% 10%
11% 12% 13% 14% 15% 16% 17% 18% 19% 20%

R / Element PP Restorate Field

  • Activates a field that increases PP recovery for hitting an enemy with their elemental weakness
  • Cannot be used if Bouncer is your main or sub-class
PP Gain 1 1 1 1 1 1 1 1 1 1
1.2 1.4 1.6 1.8 2 2.2 2.4 2.6 2.8 3
Active Time (s) 20 20 20 20 20 25 26 27 28 29
30 30 30 30 30 35 36 37 38 40
Recast (s) 120 118 116 114 112 100 100 100 100 100
100 100 100 100 100 90 88 86 84 80


R/ PP Convert

  • Decreases Max HP and increases passive PP recovery rate while active
  • Cannot be used if Techer is your main or sub-class
PP recovery rate 1 1 1 1 1 1 1 1 1 1
1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2
Max HP set to 75% 75% 75% 75% 75% 75% 75% 75% 75% 75%
74% 73% 72% 71% 70% 70% 70% 70% 70% 70%
Recast (s) 130 128 126 124 122 120 120 120 120 120
120 120 120 120 120 118 116 114 112 110
Time (s) 10 10 10 10 10 11 12 13 14 15
15 15 15 15 15 16 17 18 19 20
Upgrading your Rings


To upgrade your rings you’ll need to do two things:

  • Get EXP to raise the soft level-cap on your rings (to the hard cap of lv20)
  • Take your ring to Dudu with materials, grinders and of course your meseta.

Rings gain 5% of any EXP you get. You’ll need around 31M EXP to max out a single ring (which translates to about 1.6M Ring EXP). Note that the Ring EXP display doesn’t update live. You will need to change area in order for it to update.

Upgrade materials match whichever materials the ring required you to gather to create it in the first place. If it needed Earth Rocks and an Opal to make, it’ll need those materials again to grind it.

  • Lv1 – Lv5 require 3 x Rocks and 5 x Grinders
  • Lv5 – Lv10 require 3 x Rocks, 1 x Gem and 5 x Grinders
  • Lv11 – Lv20 require 3 x Rocks, 1 x Gem, 5 x Grinders and 3 x Lambda Grinders
  • All levels also cost 30,000 Meseta per attempt (except R / Boost Slayer)
  • Materials are lost on failure.




Where possible I’ll link sources. Some information is skimmed from forums and chatrooms and some is from in-game observations. Other information still is from data-mining.

Bumped.org Gathering Mini-Guide

Fulldive.nu – Skill Ring Info

Swiki page on Skill Rings

Upcoming Content: Festa Part 2 and Gathering


Some new details about upcoming content are out, in part from events and part from the update site itself. Check out Bumped’s summary of the Sapporo event here and the official update site here.

Embedding the trailer below:

Additional Story

What’s that? You wanted more slice of life high school anime in your PSO2? Well you’re in luck, my friend, as we’ll be hitting a number of anime tropes late February including a bath scene! I can feel myself dying inside already.


No, don’t get excited. This isn’t Xie, it’s just someone who looks a whole lot like her!

Between this and the actual anime, I will be honest I’m kind of holding out that some actual plot will happen at some point. Will it be this update? Probably not.

There is the persistent mystery of who ESC-A are (the company behind the magical wireless internet they have over there and the owner of the giant blue tower) and why their technology is having the effect that it is. I mean it’s managing to create life out of fantasy and projecting people’s PSO2 characters into the actual Arks fleet. They’re completely faceless at the moment and it’s kinda wierd… Earth also feels incredibly empty as well for a planet full of people, but then so did Harukotan and Amduscia; Both planets with some form of society and intelligent life.

There’s also the fact that all these wierd Arks are meant to be a recent phenomenon and even our boss, Ulc, doesn’t know where they’re coming from. After the events of Chapter 1, we know that they’re projections of characters played by Earthlings, sure. But the Anime is set 1 year prior to the events of Chapter 1 and there is an Arks operative freely travelling between Earth and the Arks Fleet. What’s up with that? By the way I have a horrible habit of getting invested into stupid plots for stupid things…

Part 2 of the Festa

Part 2 will arrive with a new bingo card as well as a new Limited Quest. The new one will function pretty much exactly the same as the current one with a few minor differences:

  • It will have some different enemies; essentially the ones that didn’t appear in the previous quest
  • Nemesis weapons will drop instead of Slave weapons
  • Caligulas seem to drop!


The new bingo is only marginally better than what we have now if only because it gives 20 gold medals instead of 10. It’s still a fairly weak offering compared to cards of the past. I can’t tell if this replaces the current Bingo card or not given the video doesn’t show the menu navigation to it.

Gathering Info

Gonna just cut to the chase: this system will only be put in place in Forest, Ruins, Coast and Tokyo. That’s it. Why so few areas? Are they going to expand into others later? If so, why so few at first? I don’t get it.


When I first heard about the gathering system I was immediately cynical about it. We’ve had systems introduced to PSO2 in a half-assed state before and then subsequently completely forgotten about. Photon Art crafting is the major one. As I said at the time, “Prove this cynical shithead wrong, Phantasy Star Crew, see your system through!”. They might still! For all I know the Skill Ring and Cuisine systems might turn out to be excellent. They might expand on the system in a timely manner, eventually opening the system across the entire selection of fields. It’s just that starting off with a measly four is for me, kind of worrying. I’d understand if it was a feature that requires a party, as it’s not a good idea to split up the player-base too much for these things. But this is a solo activity…

I don’t really dislike the idea of gathering as if nothing else it does add some purpose in running around on the planets. The Skill Ring system does have some serious potential to be interesting, as it can augment our character skills in various ways if the listed abilities are anything to go by. For reference:

  • Double Saber Whirlwind Lv. 1
  • JG Heavenly Fall Lv. 1
  • JG Sonic Arrow Lv. 1
  • DB Snatch Lv. 1
  • KA Gear G Release Lv. 1
  • Killing Bonus Lv. 1

No, this is not the entire list (could you imagine?). There were some other skills mentioned as I recall, but I don’t know what they were. Who knows with Cuisines, frankly.

Also come on, we have a volcanic cavern peppered with ore veins and a mining facility filled with abandoned materials. We can’t go mining in the actual mine?

At least Henri will be back.


Enter The Love Cave


Valentines is here again and once more we’re saving the women of the ARKS (of which there’s a fuckin lot of them) in the volcanic caverns of Amduscia. We’ve also gained a Limited Quest, “Chaotic Darkness”, as part of the PS Festa 2016 Web Event set in the often forgotten Facility field of Vopal, set to the Temple VR Field music of PSO (A Longing to Ancient Times). As it is a web event, I’m expecting the usual selection of prizes, so it may well be time to get your Dudu on soon…

Just gonna go over some details of the update quick. I know I’m behind on Episode 4 stuff. A Summoner guide is in the works, just been needing to get some particular bits of data for it… Kinda dropped the ball there but oh well.

As new information is coming out for this quest, the contents of this post may change. Let me know if there’s anything I got wrong.

Bingo details can be found at Bumped here. Frankly the prizes aren’t that good this time around, or else I’d put together a quick clear guide.

Limited Quest

As is the trend with these quests lately, it starts on a group teleporter before you’re allowed to begin the run. While I’m sure there are some advantages conferred by this, I’m not a huge fan of standing around waiting for the counter to hit 12/12.

The quest stars every kind of enemy that isn’t a Phantom or regular Aberrations. The bigger thing about the quest is it has multi-boss spawning E-Trials that can include multiple Dark Falz humanoids (as well as Dio Hunar). This quest also sees the introduction of 2016 Weapons Badges, which can be obtained much the same way as the 2015 badges could in their debut Limited Quest, however Bronze Badges don’t seem to exist.

The Exchange


You can use these badges to purchase a selection of nostalgic weapon camos (at 350 gold badges a pop) as well as exchanging them for stones. You can exchange 20 gold for 1 Caligula, Torana or Pleiades stones or 5 gold for a Yurlungur or Gale stone.

This means that you can effectively obtain an Orbit weapon using nothing but badges. You will need to obtain the Neros from elsewhere in order to get an Austere however. That’s not such a bad thing as Neros themselves aren’t too horrendous to obtain. They’re not exactly easy to get either but they’re a fair sight easier than Caligula.


Somewhat interestingly, they added an exchange to the Shiny Stone shop that lets you swap 100 of any spellstone for 1 gold badge. This includes small AQ stones, Elder’s Iritista and Loser’s Syncesta. This means you can effectively obtain an Orbit weapon by running VHAQs at the minute, which is a bit surprising though that’s quite a nasty exchange rate.

Just for fun, lets see the numbers required:

  • 400 Caligula for 1 60% Austere weapon (requires 200 Nero from elsewhere.)
  • At 20:1, this requires 8000 Gold Badges
  • Requires 800,000 Spellstones of any variety

Yikes, that is a LOT of VHAQing! That said, clearly the intention isn’t to let you run AQs for Orbits but rather it’s to let you actually do something useful with all those stones laying around doing nothing. Let’s do the same for Orbit:

  • 90 Torana and 180 Pleiades for a 60% Orbit weapon. As each individual stone is the same price, lets call it 270 stones.
  • At 20:1, this requires 5,400 Gold Badges
  • Requires 540,000 Spellstones of any variety

Given you can obtain the whole weapon this way, Caligulas only really seem worth it if you absolutely require an Austere weapon for whatever reason (maybe you’re close to the 400 Caligula you need already and so on..).

As for wether or not it’s feasible to obtain the number of badges required in the time the Limited Quest is available it’s hard to say. It’s only available for two weeks and the event itself only for a month, so I’m going to go with “no” unless your tolerance for grind is legendary.

Ultimately this exchange seems to be a means for topping off, not for starting from scratch. It lets you clear out your inventory of stones you don’t need to help you get closer to that Austere or Orbit weapon of your dreams. It’s a terribly impractical way of starting from scratch, particularly if you also want to get some Weapon Camos.

While you can exchange 2015 badges for 2016 ones, it’s at a rate of 10:1. The Yozakura series weapons still require 2015 badges though. While Yozakura are a terrible investment for 13*s anyway, they do have marginal use as fodder for element swapping and synthing, so bare this in mind before you throw all your 2015s away. The old ways of obtaining 2015s now only give 2016 badges at that, so unless they update the exchange the series has become completely unobtainable now (as opposed to almost unobtainable before).

Other Quest Info


Falz Angel can drop 13* weapons appropriate for your class, which seems to be limited to the slave-series weapons. He can also reportedly drop 13* eggs. This change applies to any Falz Angel in the lv71+ level range as far as I know, however it’ll only be in effect during the lifespan of the limited quest. It seems Slave-series weapons are also an area drop of the entire quest, but may not be subject to the class-based bonus to rates that Angel reportedly has.

Diabo Igrithys turns up, but is the regular slowed-down kind you encounter in Ultimate Naberius. It, Gal Gryphon and Falz Angel seem to be more likely to appear towards the end of the quest (around the 1800 point mark). I don’t think Gryphon can actually spawn any earlier than this, but the roughly 1800 point mark seems to spawn a guaranteed selection of rare-dropping bosses.

Unfortunately, Dio Hunar doesn’t seem to be able to drop Caligula or Ares stones (or at least if it can the rates are abysmally low) like it used to in the Christmas Emergency Quest. This is because the EQ version was Lv80 and this one only Lv75.

Valentines Emergency Quest

Another run around in circles affair with a gate that likely won’t get fired until your MPA is 12/12. Standard stuff, really. Has every flavor of Darker along with the Amduscia natives. The main attraction to this quest is the mutated Diabo Igrythis. This variant of the fire-y bird is the same as the pre-nerf Ultimate Naberius, so it will seem much faster and more aggressive than its Limited Quest cousin. As with other seasonals, this Emergency Quest can happen whenever there’s a general emergency on its planet, as well as at the scheduled times.


This Diabo interestingly drops a large number of badges and Gale stones. It also drops items with Mutation II affixed onto it, which boosts the chance of fusing Stat III affixes into Stat IV affixes. Diabo seems to be a guaranteed spawn once you hit the 210 point mark.


38th Broadcast Writeup


The 38th broadcast went out last night. Being the final broadcast before the actual expansion, its time to iron out any remaining questions surely? Well of course not, while some details are fresh we mostly got stuff we already knew about.

As usual, this post will be a gathering of the various trailers shown throughout as well as sharing my thoughts. Bumped has done their summary of the broadcast as usual, and will cover some details that I won’t. If you’re interested in taking part in the PS4 beta in particular, check it out. Naturally I’ll be talking about some things Bumped didn’t as well as sharing my own dumb thoughts cause that’s what I do here.

First off; Henri is BACK, motherfuckers!


Was worried he’d drowned in pussy or something, welcome back you… guy who walked back and forth in the lobby! You’ll notice the area he’s wandering around in is new: more on that in a moment.

Gathering – Phantasy Runescape Online 2

I guess this explains the inventory expansion. I think I’d be livid if they introduced an entire new way to fill your bag up with no expansion to help you out.

Much like with other games, you essentially seem to walk up to a node and press buttons to make a thing happen and you get an item. Fishing requires at least some timing it appears, for which I assume you’re just pressing a button when a fish bites I guess.

This potentially re-defines “Phishing” I suppose.

Gathering is limited via a stamina bar. It isn’t certain exactly how this works, but i feel confident in saying that Arks Cash will probably be the miracle cure for fatigue.

So what do you do with these newly acquired materials taking up all that additional inventory space you just got? Why, you take them to Franca’s Cafe turn them into cuisine and rings of course! You know, your regular jeweler in the Cafe. That’s where Henri is wandering about earlier in the post, by the way. That handsome devil.

We’ll be gaining 2 equipment slots in which we can equip said rings. Presumably Rings will be made from metals and such, but some will also need Lambda Grinders. They’ll be in the armor and costume menu. Rings seem to mostly augment class skills, but they can also raise stats. Some mentioned include:

  • Double Saber Whirlwind Lv. 1
  • JG Heavenly Fall Lv. 1
  • JG Sonic Arrow Lv. 1
  • DB Snatch Lv. 1
  • KA Gear G Release Lv. 1
  • Killing Bonus Lv. 1

The skill augments are potentially interesting I suppose, but I can’t help feeling that at some point there’s gonna be some straight up damage boosting rings and those are going to be the only ones worth going for. Unless they keep them strictly utility of course, in which case it mostly won’t be worth bothering with unless the augments really are interesting. I’m being cynical here I know, but I’m so used to them half-assing systems they’ve introduced before. Yes, the skill augments could be interesting but remember when Photon Art customization came out? Remember how that “could” have been interesting? What about Timed Abilities?

Rings seem to have something like a grind value (they’re pictured at +1) but they also have an EXP bar. How this EXP is acquired, who knows. It’d be easy to assume its just via killing enemies and such, but it could also be feeding it materials for all we know right now. They also seem to be restricted to the right or left ring slots, though I don’t know the significance of this yet. As in, what trends might right-slot rings have that left doesn’t and vice versa.

Cuisines are gonna work like the food items we can get now I would assume, so essentially stat boosters. The food shown lasts 1 minute and 5 minutes though, which is kind of a tiny period of time. I assume higher ranked food lasts longer, but who knows.

This system is set to arrive in March. Why so long after the expansion starts? Cause I have no idea, gotta spread it out or something. While on this cynical bent I guess I would say that they’ll probably only release 10 rings and 10 foods initially or something too, then six months later remember they started this project and bother to add some more things. Prove this cynical shithead wrong, Phantasy Star Crew, see your system through!

Other Trailers

We got a good selection of videos this broadcast, but unfortunately the vast majority of the time they don’t really show anything we didn’t already know. As such, I feel the best I can really do here is comment on various tidbits after the trailers.

First is a trailer showing us essentially everything we know about so far. This is a long one and it does show quite a lot of things, worth watching for a refresher and for the adorable emperor Rappy rolling around.

Next is a shorter trailer showing off the Valentines update.

We’re getting a new character creation demo, complete with new bench-marking test video. As always with these, I’m kinda saddened we don’t get cutscene’s this dramatic in-game. That said, maybe I just like over the top cheesy things I don’t know. The demo is slated for release in late February.

Gameplay Demo

Just a couple of videos demonstrating Summoner game-play as well as showing off the Tokyo field. Skip about 5 minutes in to get to actual game-play.

I don’t know, the class looks kind of awkward to me still. Maybe it’ll feel OK to actually play it, but it just seems like you don’t really have as much control over your pacing as this class as you would for all the others. It seems like the game-play would just be too passive for my liking, though this style may well appeal to some. It’s only a little over a week before we get to try the class for ourselves, so we’ll see soon I guess. More importantly we can finally start to answer some questions the developers never seem to, such as how certain class skills interact with pets and how summoner skills may interact with other weapon types (if at all).

Notably, Train Ghidoran doesn’t seem to be the boss of the Free Field on Tokyo. Instead, it;s the boss of what seems to be the 2nd Arks Quest. I doubt the Free Field has a new boss, so instead I have to ponder if the quest itself essentially just functions like an Ultimate Quest; where it ends once you’ve reached the quest point quota. As they didn’t demonstrate it, I can only guess for now.


As we know, the character storage box starts at 300 items but can be expanded to 1000. It seems that you can increase it in 50 item increments for 800 AC each. This brings the total cost of expansion per character to 11,200 AC. That’s kind of expensive, but then +50 personal storage costs 1600AC right now.

Mutation II is coming out. It’s been in the client data for as long as I can remember. You can obtain it from a special titled Diabo Igrythis that only appears in a seasonal Emergency Quest. You can also create it yourself from 5 Mutation I at a 50% success rate. Mutation I boosts the fusion success rate of stat II into stat III. Its more advanced form will do the same for III to IV.


2016 Weapons Badges are coming out. You can get camos of various PSO weapons with them, that’s about it. You can exchange 2015 for 2016 badges at a 10:1 rate. Given you need 350 just for one camo, that exchange might be a little harsh but then if you got your entire badge supply from the get-go it might impact the upcoming event. The badges will primarily be available during a Limited Quest set on Vopar’s Facility field for the PS Festa event. This will be a full on web-event, so there’s a chance of event bonuses that can be earned as well. Rico and Flowen seem set to turn up, but who cares about them.

There will be a bingo card for this event, but so far the rewards on it look pretty unremarkable compared to previous offerings.

There’s a rumour that soul fusion was mentioned during the show, involving things like Vol Soul and Vardha Soul. Essentially it’s a new Astral Soul type of soul fusion, only with different results. One of the alleged results is an R-atk +35 PP + 3 soul. I have no solid source for this however, so treat it as a rumour.

Tokyo Weapons

Seems Tokyo weapon potentials are out. Seiga series weapons regenerate HP over time and boost outgoing damage by 11%. Earth series weapons grant a 6% damage boost and a 10% damage boost for critical hits. There’s also the Quartz series weapons, which apparently have increased PP regen on attack and a damage bonus when above 30% PP. Unsure on source, so treat this information tentatively.

These are some strong potential abilities if they turn out to be true, possibly even trumping Austere weapons depending on how exactly they work and how strong the weapons themselves end up being.

Seiga Sword is listed as having 1152 attack. As the weapons appear to come with Ability III, Mutation I and Stat III, you can take away 55 attack from them.  This brings Seiga Sword’s base attack down to 1097. This puts it at slightly better than Orbit but inferior to Invade and Austere in terms of raw attack.

The 13* exchange weapons seem to cost 200 Kagaseo stones, so I expect that the overall acquisition rate is going to match Kuron exchange weapons just-about.



Still no Ultimate Amduscia! I’m starting to wonder if the area got scrapped. It’s likely more a case of bad timing, as you probably don’t want Ultimate Amduscia coinciding with the release of a new area and a web event. It’s that ever persistent fear of splitting up the player-base that modern MMOs seem to have, but they may have this “fear” for a very good reason. As a reminder, Ultimate Amduscia isn’t on the schedule between now and late Spring.

Overall, between the pets, rings and the associated gathering systems it seems we’re gaining a number of new grinding treadmills. It’s difficult to pass judgement on them completely until the systems have arrived, and much of it won’t be until Spring starts. For all I know, these systems might well boost the experience but maybe it’s my overly cynical mood today but I’m just not convinced.

There’s really not a lot else to say I don’t think, so I’ll end the post there for now. I know this has come across as cynical and I’m sorry for that. Just consider that I’m a bit burned by the developers introducing new systems before, full of promises that then kind of fell flat. For all I know, these systems really could be good, Summoners could be fun to play and pets won’t be irritating to raise. PSO2 may be a better game with all this stuff, or it could be really about the same as it is now. We’ll see.

Road to Episode 4


With the very last update of the expansion now out, Episode 3 is finally coming to an end. Since we learned more about the expansion after the 37th broadcast the reaction from the fan-base has been generally positive. Well, it’s more either one of excitement, one of bewilderment or one of utter hatred that I’ve seen, though I’ve not seen many people react as negatively at that. It did lead to some forum-based comedy but this blog isn’t the place for that so, ahem. In around 10 days, we’ll be… doing largely what we do now only in a new place I guess.

Just gonna verbally vomit about some of the things that have recently been shaping the PSO2 experience and having thoughts on where the game may be going next, based on what we know so far.


Phantasy Stones Online 2


I’d relate this to my inventory woes if they weren’t giving us a significant expansion soon. PSO2 has had stone exchanges for some time, dating all the way back to Dark Falz Elder when it was initially released. Then of course Advance Quests added stones for each of its fields which would be doubled later down the line and Extreme Quests added its three sets of three tiers of stones. Dark Falz Loser, Ultimate Quests, Profound Darkness, eventually the Mining Base Defense quests and even  a Free Field all added their own stones.


It’s not a wonder people’s inventories are struggling so much currently with the sheer volume of stone currencies available and the new stones we have yet to get. Nagoya’s event revealed that there are at least two more currency items; Tokyo’s area weapons and a new currency attached to the featured quest system.

I don’t actually mind currency grinds necessarily, they do offer a sense of progression after all and aren’t usually as subject to the whims of poor luck. It’s a system of “get lucky or get the gear eventually anyway”, which is generally something I approve of as it mixes progression with the thrill of chance. I also think it’s a good thing that, overall, it’s a lot easier for people to get themselves some decent gear for the sake of making MPA raid quests more… consistent. The issues with the grinds we have come down to the already mentioned inventory woes and the fact that most progression systems in PSO2 are time gated. There’s also the uncomfortable fact that a few progression chains are absurdly grindy, particularly the Ultimate Quest weapon grinds. I’m not gonna say what an “acceptable” grind is however, as it hugely varies from person to person.

But yeah, Advance Quests are gated behind caps, Extreme Quests behind a daily pass (although there are a number of ways you can get additional passes now at least) and of course the likes of Austere and Orbit are both hidden behind Emergency Quests, which is the style I detest the most. While many stone drops are RNG themselves, I can’t help but feel that gating stones behind an RNG schedule somewhat defeats the purpose of them; especially the sheer number of runs they seem to expect players to put in.

I still believe that these currencies really should have their own dedicated storage; entirely separate from our regular inventories. Anyway, whether you like them or not stone grinds seem to be something that is only going to be expanded upon rather than go away anytime soon.


Content Expansion


One new field. Singular. So far, this means that Episode 1 is the only time the game has arrived with multiple fields, although even it started off with just 2 fields back in the Alpha days. Overall the number of fields added over a given time period seems to have gone down; Despite it lasting longer than Episode 2, both it and Episode 3 added a total of four fields to the game, three of which are accessible all the time in each. Not a bad thing if those few areas are more compelling, after-all Desert was kind of incredibly dull.

Turns out the mysterious blue tower seen in promo material is just an over-sized Wi-Fi router. Hope future wireless is a lot better than what we have currently…

If Episode 4 lasts one year, its plausible that it too will end up adding 3 fields, with a 4th one walled behind an Emergency Quest or something. We know we’re at least getting 1 other field on Earth, but it doesn’t seem to be on the current long-term schedule at least. As the anime and in-game stories move on, it may be easier to speculate where we’re headed next, although the giant blue tower (that may belong to the ESC-A OS company) seems a tad suspect.

Related to fields, we still have the fact that no areas before Kuron have Extra Hard difficulty yet either, though in part that may be due to the developers wanting some incentive to run Emergency Quests and the fact they’ve sort of designed themselves into a corner. If they want to release an Extra Hard difficulty for any field, they’d have to add a new currency and some exchange weapons for them to keep them relevant, which is not only awful for our inventories but a pretty taxing task on their end too.

There will be new story quests, fairly expected. Who knows if they’ll be any good, its hard for me to judge not understanding the language. In fact, between now and Summer we seem to be set to get three story chapters. We’ll still only have the one field for all of these, although presumably one of those chapters will have to do with the raid boss (assumed to be the data-mined “Phantom Goddess”). Interestingly the schedule lists “Story Board events” separately. The Story Board is the spiritual successor to the Matter Board, but it otherwise hasn’t been explained how the new system may be different to the old one if at all.

Incidentally. selecting Episode 4 when you log in will only prevent you from playing the story quests for Episode 1 to 3.




There’s still some missing information regarding Summoners, but we do know a fair sight more than we did. Bumped did a large write-up here, which explains the upgrade and customization process for your pets. I’ll summarize a bit below.


So you customize your pets through use of Candies. These candies are placed on a grid, which contain caramel cubes, jelly cubes and paper cubes that occupy space on the grid and prevent you from placing candies there. You can use caramel crushers to get rid of the caramel cubes, but to get rid of the jelly cubes you’ll need to level up. You can’t get rid of paper cubes. To level up, you need to perform Egg Synthesis, which is time-gated much like feeding a Mag is. Candies themselves can be upgraded through grinding, with higher rank candies requiring lambda grinders. This is sounding rather time consuming, which isn’t a bad thing in and of itself. My bigger concern is the candies and eggs are going to take up even more inventory space!

Thankfully, you shouldn’t notice unless this system adds an absurdly high number of items. With the arrival of Summoner we’ll be getting a free character slot and each character has a personal expandable storage of 300 slots. So you can easily roll a mule if you need to.

I talked about the skill tree before., but some information has since come out for a couple of skills. For one, it’s “Dear Master” not “Tear”, but I couldn’t make out the “de” from the low res pic I was working with.

Dear Master is effectively Summoner’s Iron Will as I understand. There’s a chance you won’t die if you take lethal damage (your pet takes it instead). Handy for the more fragile classes I guess, depends on if there are points left over to spend on insurance skills like this. Trouble is, Summoner seems to have a fairly high HP pool by default..

Alter Ego boosts the power of your pet, but damage your pet recieves will be shared with you. Could be useful for more durable classes to take.

Point Assist is a personal Weak Bullet that only works for your pet and your pet only.

Pet Sympathy increases the effectiveness of Shifta or Resta depending on your pet’s demands. Sounds kinda too unpredictable to be useful…

Hp Restorate gradually recovers HP if it falls below a certain amount. The amount isn’t specified but it sounds like this skill could clash with Automate Halfline and the likes.

Subclass Grow Up is possibly the dumbest skill I’ve ever heard of, as all it does is boost the EXP given to your subclass. That’s it. So what use is it once your subclass has hit its cap? Oh and it’s a main-class only skill, so you won’t be able to use it to level up Summoner!

As far as I know there’s still been no mention how pets behave without a baton or if they can even be used without them. The majority of Summoner’s class skills are still not terribly well understood either, which limits speculation on subclass viability.

Update: Just found out there’s a note at the bottom of one of Shougai PSO’s posts noting that pets are main-class only. Shougai is a very trustworthy site, so I have little reason to doubt them. If they’re right, then this really impact’s Summoner’s viability as a subclass, especially due to how many skills are dependent on a pet and the arrangement of its skill tree.


The End Of This Post


All in all, I’m interested enough to see where the game goes. Yes the story has some cheesy roots in a very average Anime but that we’re leaving Dark Falz and friends behind (even if temporarily) does make me ponder about what kind of direction the game’s story will take. This is both for now and after the adventures of some high school kids no one cares about. They gotta do something with it, after-all we’re still a fair sight away from the 10 year projection Sakai wanted for the game some time back!

The decisions about the game itself have been equally strange, with half implemented systems from way back getting little attention and the new summoner skill tree baring an unsettling resemblance to Episode 2’s design philosophy…

This post was originally considerably longer would you believe, but seeing as the 38th broadcast is tonight, I figure I might as well wait to discuss certain things. I speculated on a lot more things in the draft, essentially. Hopefully more information about Summoners comes out seeing as they’re getting shown off and maybe, just maybe we’ll get some hint about Ultimate Amduscia?

Some images in this post were taken from Dengeki scans uploaded by Manta here. Click the link to check the rest out!

Extreme Quest Expansion


It’s something we’ve known was coming for some time, but the exact nature of the update was left purely to speculation. A certain shot from a teaser trailer for unrelated content showed us a later version of the title counter, which seemed to suggest that we would be getting one new XQ and possibly new floors for the existing ones.

Dengeki recently posted an article talking about the January update, including information on scratches and other uninteresting stuff. This is concerning early January, so presumably these are the final Episode 3 updates.

Extreme Solo

On January 13th, a new Extreme Quest will be added, with a few restrictions.


It consists of a mere 10 floors and can only be cleared once per week. It also costs 5 Extreme Passes to run at all and as the subtitle suggests it can only be run solo. Clearing the quest will give you a chance at earning a class sticker. That’s it.

No information on new stones or new weapons, so it seems it isn’t quite the Extreme Quest update I was expecting at least. The quest itself does appear to be tough at a glance, with Ultimate bosses being hurled at you along with the above pictured brawl with both Angel and Hunar.

Not sure what’s going to be more annoying here, the Nyaus or Karin…

While it’s nice to see a new quest aimed at solo players, it’s a little irritating that such a strict limit  and steep cost seems to be placed on it. There’s a chance that once the reward is better understood that this limit may prove necessary. The rewards hinted at so far also don’t seem to justify the apparent difficulty and cost of the quest. Maybe they haven’t revealed all the details yet, but at this point I’m cynical enough to believe that they think a random chance at a bit of aesthetics you can barely see is reward enough.

If this is all there is to the XQ update then I would say I’m extremely disappointed… heh heh… heh.

Thanks to EspioKaos for some clarification.

Profound Update: Addendum


Just a short post to clarify some information from the previous post about this update, either to clarify some uncertainties or to share some other useful related information which has been discovered since the update’s release.

Progeny of the Apocalypse

Double Tidbits

Double’s wall attack can be evaded through i-frames but it cannot be blocked. Not sure why this is. If you see it coming, switch to a mirage escape weapon if you don’t think step will cover it. Double’s rush attack can be blocked, but if you’re not confident enough you can just run to any corner of the map and it can’t hit you anyway.

Ultimate Buster and Profound Darkness’s Type


The Profound Darkness is classed as a Darker Aberration. This means that Nemesis Weapons and Coat Doublis can do additional damage to it but regular anti-darker weapons won’t. As an aberration, it’s also susceptible to Ultimate Buster. While this doesn’t matter terribly as the fight is a pretty much guaranteed win anyway, this may be useful to know if you’re aiming to maximize your DPS against it. Remember, Ultimate Buster cannot be put onto 13* weapons.

Self-DPS Check


When persona attacks you during the penultimate phase of the fight, it seems to be a DPS check. Persona’s HP and status is shared across the entire multi-party, so it’s a raid-wide DPS check not a personal one. This means that, occasionally, you could be doing as much DPS as you could possibly pump out and still fail because the rest of your multi-party wasn’t pulling their weight. The attack Persona uses cannot be evaded (at least not easily), just-guarded (the guard will land but you’ll take damage anyway) or mitigated by any skill in the game except for Iron Will and possibly Katana Combat (need confirmation). It can be avoided by using a Photon Blast however, so if Persona is about to use the attack (you’ll know because you’ll no longer be able to target them but they won’t be incapacitated).

That said, recently I was in a group filled with Techers who were constantly using Shifta/Deband and Megiverse yet somehow we still managed to pass this check. This makes me wonder about the party I was in which managed to fail it…

According to a note on Swiki, it’s possible the damage that Persona deals is relative to the amount of damage you inflict upon it during this phase. This video certainly seems to support this notion. While cool to know, it seems if you’ve been attacking it much at all that the power scales so sharply that you’re almost certainly going to get one-shot by the attack.

Astral Soul

As mentioned before, Astral Soul requires you to combine four Soul Catalysts and a Darkness Soul. Soul Catalysts require you to combine Elder, Loser, Apprentice, Double and Persona souls (combines at a 10% success rate so good luck..).

The fusion rate of Astral Soul has been found to be 60% which means yes you can raise it to 100% by spending 100 Excubes for a 40% booster.

Astral Soul can be transferred using a Soul Receptor, but only at a 10% success rate.

It still isn’t worth all this effort in my opinion.

Darkness Soul and Returner

Through experimentation, the player-base has noticed that Darkness Soul boosts the fusion success rate and transfer rate of Returner. It seems to boost it by around 10%, but could use confirmation that this is the same across all levels and case scenarios.

Invade/Austere Exchange Stone Rate

So now it’s been a week’s worth of defeated Doubles and Profound Darkness as well as random encounters with Elder and Loser. We now have a much better idea of how many stones we seem to be able to get from each boss.

Rates are dependent on the good old random number generator and are affected by rare drop-rate boosters. For Nero, it seems the enemy needs to be lv76 or higher. Rates are based on things I’ve observed myself and rates I’ve seen reported on forums/twitter etc, so they may not be 100% accurate. Treat it as more a guide.

Boss/Raid Emergency Quests

  • Double and Profound Darkness:
    • 0-6 Caligula (dependent on luck and boosters. Lowest I’ve ever seen is 3, but it may be possible for them to be lower if your luck is bad)
    • 0-3 Nero
  • Dark Falz Elder
    • 0-2 Nero
  • Dark Falz Loser
    • 0-5 Nero
      • I’ve seen a maximum of 5 reported but I’ve only ever gotten 3 at most myself.
    • Note: Experience suggests you only need to run Apos Dorios once in order to obtain all the Nero stones you can get from Loser. Please let me know if your experience has differed with this.
  • Profound Invasion
    • 0-2 Nero

Dark Falz humanoids

  • Dourumble
    • 0-3 Nero
  • Hunar
    • 0-2 Nero
  • Angel
    • 0-1 Nero

Double and the Profound Darkness seem to have the worst Nero drop rate of any of the emergency quest bosses, with myself having gone multiple runs with 350% rare drop rate boosters active without seeing a single Nero. They are however the only source of Caligula stones, so you’ll need to run it if you want the weapons.

While you can get Neros from the Falz humanoids, the only place to reliably encounter them is in high-risk Super Hard Advance Quests. As running these by yourself is still a relatively expensive endeavor and you still might not see Dark Falz Angel that much it already isn’t the most enticing option. Doesn’t help that their drop rate is reportedly abysmal, with reports of only getting a single stone per four encounters with boosters running. According to Swiki, they can drop from lv71+.

Elder and Loser’s own individual Emergency Quests seem to be by far the best way to obtain Nero stones, boasting a better drop rate and with the additional advantage of being able to run the quest multiple times (if you have lv70+ alts anyway).

So how long will it take to get that Austere weapon of your dreams? Well I cant necessarily say for all cases, but I can comment on my own personal progress. Currently I have 91 Caligula and 56 Nero. Assuming the Emergency Quest schedule remains somewhat similar to this, as a player bound to one Ship I’m looking at a little over a month to get one. Though take into account that I also have all the other materials required already, but those can be obtained at your leisure for the most part anyway. This rate also requires you to be able to attend every instance of Progeny of the Apocalypse and any Nero-dropping EQs (the random Falzes at least), of which I think I’ve only missed one this week. That’s a fairly tall order for anyone with a life, work, school, etc…

As Nero can be obtained in decent quantities from two other Emergency Quests, it’s possible that Caligula may be the tougher material for more hardcore single-ship players to obtain seeing as it only comes from a scheduled one. This won’t be an issue for those running characters on other ships for the sole purpose of getting additional Progeny of the Apocalypse runs. Of course, given that both Elder and Loser’s individual EQs can happen randomly on different ships, multi-shippers will also have more chances at the Neros from those quests too. Indeed, multi-shippers have gotten 60% Austere weapons already, although this was through trading for one then using Ideal/Gold Badge weapons to max out their element. A bit annoying for those of us who don’t feel like spending money on top of the money we’ve already been spending on the game for essentially a shortcut to the best gear.

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.

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

Challenge Quest 2 and Other Update Stuff


This update saw the arrival of a new Challenge Quest, new Levelup Quest and a few other new things that I’ll be going over in this post. I won’t cover the scratch, that’s Bumped’s deal and they always do a great job for that.

Mission: Decision

The first thing to note is that you can’t access the 2nd Challenge Shop at all until you’ve cleared Mission 3 of Decision. Don’t worry, this isn’t a particularly difficult task so you should be able to access the shop fairly quickly.

Unlike Start, Decision is only 5 missions long. It also gives out a mere 2500 miles for completing it, assuming your party opts for VR capsules instead of Mile crystals. Decision’s main gimmick is like the name suggests, a decision as to which resource to take. Seemingly, the true challenge of the quest will be clearing without taking any of the optional VR capsules at all, with the possible exception of the one at the end of mission 4.

So how is the quest? In some ways easier in other ways kind of more frustrating if you ask me. It’s easier in the sense that it requires less coordination than Mission: Start, but it’s more difficult in that not being able to communicate with other players may deny you some builds entirely. Drop rates for consumables seems to be worse than in Start, and weapon drops are nonexistent outside of boxes which seem to love giving me Assault Rifles and Gunslashes. The first two boxes are at least guaranteed to give you a weapon and two random PAs, but you might not get a PA you can use which may lock you into using normal attacks for the first two missions unless you can ask for a disc. In terms of overall difficulty, the community reaction is that it’s too easy which they might be correct about. That said, I feel the fact that we’re used to what challenge mode requires of us may have contributed to how easily people are handling this one.

I have a horrible feeling that this quest is going to end up more irritating to do pick-up group runs of than Start is, because players may have severe differences down the line as to when to pick up miles or when to go for VR capsules. That said, I feel like Mission: Start was a clusterfuck of different strategies until the community seemed to nail down a particular strategy so maybe I’ll turn out to be wrong. The same will probably happen for this one.

As more information is discovered about this quest, I may make a separate post detailing some potential tactics but for now it’d be irresponsible to do so.

Level Up Quest

It’s the Darkernest mission from Maximum Attack! Just in case you missed having Nyau screaming in your ears every 5 minutes.

Again, not really sure of the point of this quest when we have Advance Quests in the state they are, but this could be a way to complete some Client Orders or upcoming Bingo Orders. It will be a decent way to farm for Nyau’s fever affixes at least, but those are relatively valueless anyway nowadays.

Badge Exchange Shop


Xie’s weapon shop is still here, sortof. It’s moved to the badge counter, so you can still spend badges on weapon camos and the Yozakura series weapons. The consumables are all gone, however.

Ideal Units

So now we can get them, are they any good? The answer is, “ish”. They’re inferior to Saiki, but Saiki units are currently considered the best units in the game. The main reason for this is unit crafting makes nearly all units equivalent in terms of stats and hidden bonus stats. It effectively gives every unit in the game 100 HP or 10 PP along with various resistances, which leaves set bonuses as the only differentiating factor. Therefore, unless the unit’s passive bonuses can best crafting their set bonus really is all that matters and right now Saiki provides the best one.

Native Stats:

  • 206 S-def, 202 R-def, 202 T-def at +0
  • 288 S-def, 282 R-def and 282 T-def at +10
  • Rear Unit: +100 HP
  • Arm Unit: +10 PP
  • Leg Unit: +100 HP

So essentially equivalent to crafted units in terms of bonus stats, but a little weaker than crafted in terms of base stats even at the typical Ex8 that people tend to go for. It is stronger than Ex3 but not by much. Ultimately its going to be a preference thing, but a lot of players tend to craft for extra PP instead of HP, rendering 2 of the units needing to be crafted for those players if they were to use these units at all.

Set Bonus:

We knew about this already but for the sake of information:

  • Leg and Rear: +50 HP, +5 PP, +75 all attack, +40 Dex, +80 Rdef and Tdef, +2 Ice, Wind and Dark resist.
  • Weapon and Arm: +8 PP, +75 all attack, +40 Dex, +80 Sdef, +4 Fire, Lightning and Light resist
  • Total (excluding elements): 50HP, 13PP, 150 all attack, 80 Dex, 80 all defense.

Compared to Saiki, which gives:

  • 25PP, 60 all attack, 80 Dex

At first glance this may appear less impressive, but it’s that 12 additional PP plus the fact you can use any weapon with this set which is what makes it so desirable. That said, for bossing the complete Ideal set would likely edge out in terms of power, but only if an Ideal weapon is the best choice for your class combination.

The sketchy side of this is you will need to re-affix your Ideal units to get the most out of them. This presents a major barrier for a lot of people, given that it’s expensive to affix units so it may be hard to justify the cost for such a niche set.

For example, let’s compare my using an Ideal sword with my current Saiki set with the same and an Ideal set. Overall, I would gain 90 S-atk for using the Ideal set while losing 12PP. Given matching the affixes I have would cost me something near 10 million meseta per unit, I’m not really sure that 90 extra attack against bosses is worth it.


With the release of Photon Boosters, a bunch of weapons gained new potentials. Some of these potentials are absurdly powerful while others leave something to be desired. This section will list all of the known ones with their weapons. It’ll be updated as new information is gathered.

Notes: Photon boosters are required in varying amounts depending on the level of the Potential you’re about to unlock (3 for Lv1, 4 for Lv2 and 5 for Lv3). They cost 3500 miles each and you’ll need 12 to max your weapon. Seeking confirmation for this.

  • Psycho Wand: Boost tech damage by 10%/12%/15% and reduce PP consumption for techs by 10%/12%/15%
  • Blitz Fender: Boost critical rate and critical hit damage.
  • Lavis Blades: Boost frontal damage during Brave Stance by 12%/20%/23%
  • Sange and Yasha: Recover 0.4%/0.6%/1% of damage dealt as HP to a maximum of 30 HP per attack.
  • Ely Sion (Sword): Boost HP Recovery by 20%/25%/30%, boost attack PP recovery by 30%/45%/60% and boost damage by 10%/12%/15%
  • Magical Piece: Boost Compound Technique gauge fill rate by 50%/ 60%/70%.
  • Yasminkov7000V: Boost shooting damage while moving by 25%/ 27%/30%.
  • Red Weapons: Boosted damage if this weapon is crafted by 14%/15%/16%

Still seeking confirmation for a few things in this post. Let me know if there’s anything wrong.