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The Basics

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Here is some basic information about the game play of Lost Odyssey to get new players started.


ControlsEdit

Walking ControlsEdit

  • Left Control Stick: Move
  • Xbox a: Action/Examine/Speak
  • Xbox x: Hold to run
  • Xbox b: Hold to walk
  • Xbox y: Open the menu
  • Xbox rt: Zoom camera
  • Right Control Stick: Move camera
  • Start: Pause menu
  • Back: Changes map size.


Battle ControlsEdit

  • Left Control Stick: Move cursor
  • Xbox a: Confirm
  • Xbox b: Cancel
  • Xbox rt: Used to activate ring (see Ring System )
  • Start: Pause


Ship ControlsEdit

Lostodysseyworldmap

The World Map

  • Left Control Stick: Move
  • Click Right Stick: Head directly to the world map
  • Xbox a: Land (When at a landing site.)
  • Xbox x: Jump (With Nautilus; while moving in an open area)
  • Xbox b: Submerge/Rise (With Nautilus)
  • Start: Pause
  • Select: Full screen map
  • Xbox rt: Full screen map


Battle SystemEdit

The Turn System

For the most part, Lost Odyssey has a classic battle system that will be easily adapted to by most RPG players. There are items, spells, attacks, and skills: all that good stuff. The first big thing to know, is how turns are decided. Lost Odyssey is a turn based game, in which the player starts the each round by choosing an action for each party member. Once an action has been chosen for each member the player may confirms his selection.  With his selection confirmed all party members and enemy units will proceed to execute said actions one after another in turn order.  With those actions complete a new round begins. What's interesting here is that turn order is determined independently each round. Each unit's turn placement is based on the casting time or execution time of the action chosen and units relative stats; attack speed for basic attack and commands, casting speed for spells. The times are represented as a number followed by a letter.

. For example one of your characters might have these spells:

Flare (1-B)
Flara (1-D)
Prisma (2-A)

The number signifies the number of rounds the action will take of to queue. So if the action has an execution time of 1 it is queued in the in that round.  If the action has an execution time of more then one the first will spend the first round preparing the action reducing it's remaining time by 1. In each subsequent round the unit may either quit, continue preparing in this manner, or ( if the remain time has reached 1 ) complete.

The letter value represents the queue order or the turn order in which single round and complete actions are to executed. Using A - Z priority, with the exception of S, which is considered the best, even beating A. So if thee units where to select the example spells as follows [ Unit-A / Flare, Unit-B / Flara, Unit-C / Prisma ] the resulting turn order would be Unit-C's preparation of Prisma followed by Unit-A's Flare, followed by Unit-B's Flara. In the following round's selection Unit-C will have the option to complete Prisma which would then take place in that round between S and C actions. So it is possible to take two 1-S action for a single 2-A action.  With all that in mind spells (but not commands or attacks) are subject to casting interference. Under certain conditions taking damage will cause the posted time to be negatively adjusted, sometime preventing the spell from being executed on the turn it was intended for.

The system blurs the lines between simultaneously executed games (aka phase based) and more traditional rpg implimentions of player-alternated games, with out adding any clocked or real-time elements, and bears a likeness to that used in Grandia and Grandia II, which also feature forms of execution time and casting interference.

The Element SystemEdit

Magic spells each have different elements. Or rather, they'll either be non-elemental, or have one of four elements. Non-elemental enemies have no inherent weaknesses, but monsters that have a particular element will be weak to a certain type of spell. This is a fairly simple concept. The way the elements work is as follows:

The Ring SystemEdit

PerfectHit

A Perfect Hit

As you play through Lost Odyssey you'll obtain rings which can be equipped to your characters. They each have different abilities. Some increase your attack damage, some inflict status effects on your enemies, some cause elemental based damage... there are a lot of different types. These effects do not activate automatically though. When you attack with a ring equipped you'll see a white circle over your enemy, with another circle around it. The larger circle will then begin rapidly decreasing in size. You have to hold RT until the big circle just meets the little circle, and then release it. When you do this, you'll get one of three "rankings" depending on how close of a match you got.

  • Bad: The ring effect is not applied.
  • Good: The ring effect is applied, but it is weaker than indicated.
  • Perfect: The ring effect is applied at its full potential.


Status AilmentsEdit

In the game, there are some skills and spells that can cause a status ailment on either you or an enemy. There are accessories and skills that can grant immunity, and likewise there are rings that can cause you to inflict these status ailments on your enemies with your physical attacks. Descriptions of the possible status ailments are as follows:


Status Effect name Description
Bind The character can not use the formation command.
Blind The character's accuracy and evade rates drops harshly.
Curse The character obtains a random status ailment.
Darkness The character obtains a random status ailment each turn until it eventually wears off.
Dizzy Removes the ability to select your target.
Freeze The character can not act; It will wear off on its own.
Frostbite Delays the character's turn; If you get hit by a freezing attack in this time, it will change to Freeze.
Kelolon Reduces attack and HP healing values to 1 but increases the character's critical hit damage.
Paralyze The character will fail to act most (but not all) of the time.
Petrify The character loses the ability to act; It acts the same as KO -- if your characters are all KO'd and/or Petrified, it's a game over for you. Before you are actually petrified, you'll have 3 turns before you turn to stone. If you are hit by the Stone spell in this time you'll instantly change.
Poison At the end of every turn the character takes damage.
Seal The character can not cast spells.
Toxin At the end of every turn the character takes damage; It does more damage than poison.
Virus The character takes damage at the end of the turn; Unlike toxin and poison it wears off on its own.


Information from German Dragon's FAQ/Walkthrough

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