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Super Robot Wars/Z3.2/Info Dump
Z-Crystal
Grade 1: all enemy units have Seishin "Scan" autocast on them (meaning you don't have to battle any enemies to see their stats anymore)
Grade 2: at start of Ally Phase, Combo Gauge gets a +1
Grade 3: Sub orders effect is multiplied by 1.5. Strictly speaking, PP gain is now +30 instead of +20, kills are +3 instead of +2, Experience is now +750 instead of +500, funds is now 450 instead of 300
Grade 4:
- Number of Enemies Defeat x5 in Z-Chips upon map completion. For your information, it'll take 320 enemies killed before this option pays for itself.
-1/20th of your damage converted to money upon stage clear
-1/4th of enemy count converted to PP upon stage clear
Grade 5:
-All pilots get +5 will and +1 Tag Tension at the start of the map
-Cast Persistence on all allies at the start of the map
-All pilots gain 20 SP at the start of the map
Unit Acquisition
I don't want to make any edits on the actual page yet until we have the flowchart finished so I'll just dump the info here as I play.
Link Bonuses
Upon starting a new game, you have the option of using previous clear data from BOTH SRWZ3.1 and SRWZ3-R(engoku) to gain some free bonuses. The 2nd option must be selected during the new game menu to take advantage of your clear data. If for some reason your data is uploaded onto the JP cloud via the networking option, the game is capable of reading that data as well. Each bonus adds up although multiple clear bonuses may only stack up to 5 times.
SRWZ3.1 Bonus
- Game Clear - 500000 credits, 1000 Z Chips, 150 PP, 5 (something), (Some part), Barrier Field
- Scenario Chart Complete - 500000 credits, 1000 Z Chips, 50 PP, 5 (something), A-Adapter, Repair Kit
- Multiple Clear Bonus (up to x5 clears) - 500000 credits per clear, 1000 Z Chips per clear, 50 PP per clear, 1 (something) per clear
SRWZ3-R Bonus
To fill in later