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  • ...conds (sometimes called a ''tick''), and online the amount of PP recovered per tick is determined by the weapon category, the manufacturer. Offline this i
    8 KB (964 words) - 00:27, 2 November 2011
  • ...n be exchanged for rare prizes! Each account is entitled to 100 free coins per day, which cannot be traded.
    12 KB (1,847 words) - 14:10, 24 June 2008
  • Around 500 exp and 800 meseta per run. Around 900 exp per run.
    6 KB (1,096 words) - 19:22, 2 May 2010
  • ...ont of you, about 30 degrees wide. Their combo hits three times, one enemy per hit. Sabers can be used by any [[types|Guardian type]], with the exception
    27 KB (3,298 words) - 23:19, 25 June 2012
  • ...one held in each hand similar to [[twin sabers]]. They have the most hits per regular attack combo of any striking weapon class, at seven (2-2-3).
    17 KB (2,053 words) - 10:25, 17 June 2012
  • ...in each hand similar to the [[Twin Saber]] weapon. They have the most hits per regular attack combo of any striking weapon class, at seven (2-2-3).
    3 KB (237 words) - 03:41, 4 July 2008
  • ...preading status effects over a wide area or possibly as a high DPS (damage per second) weapon against large targets. Another advantage of the the shotgun
    13 KB (1,649 words) - 22:20, 11 June 2012
  • * Recovers 9 PP per tick.
    1 KB (191 words) - 00:16, 3 April 2009
  • Initial Damage: 325 + 3 per Level Initial Damage: 282 + 2.7 per Level + SE Level 1
    14 KB (1,967 words) - 05:58, 8 August 2009
  • ...arts, skills increase in level based on how many successful hits are made per use.
    33 KB (4,084 words) - 05:35, 15 July 2012
  • ...lets will sometimes improve their status effect level or number of bullets per shot. The elemental strength of bullets usually increases at levels 11, 21 * NB is the number of bullets per shot.
    13 KB (1,183 words) - 08:50, 17 January 2012
  • ! Effect !! Intervals !! Interval Length !! Damage per interval ...n Virus. Virus, on the other hand, will generally deliver superior damage per meseta unless the burn effect is 3 levels higher then it. -->
    8 KB (1,033 words) - 10:03, 24 November 2011
  • ...lds require time to be synthesised, and can only be created one at a time (per board). After this time is over the weapon can be removed from the Partner
    8 KB (1,126 words) - 15:49, 15 October 2010
  • ...Its location changed each run, with a total of 10 possible locations (five per block). The map below details all 10 potential locations. If the mission
    18 KB (2,075 words) - 11:05, 3 February 2012
  • ...ts that can be increased, and can evolve like mags, but are limited to one per character, and cannot be 'equipped' as in PSO. Their statistics determine t
    20 KB (3,457 words) - 02:55, 2 April 2009
  • This is a table for Network Mode, detailing the per-level and overall experience levels for each character level. For the table
    7 KB (399 words) - 23:37, 10 May 2010
  • ...rts]], which weapons they can use, how much [[PP]] certain weapons recover per interval, and proficiency with [[Traps]]. There are fifteen Types in total.
    21 KB (2,483 words) - 20:08, 28 March 2012
  • ...cynical you are) lobbies. There are also three entirely new missions - one per planet - and a bunch of nice tweaks - some long-awaited - to the game. - [[
    19 KB (2,892 words) - 04:36, 23 September 2009
  • ...] x10<ref>[[PA Fragment]] rewards for story missions are only awarded once per character.</ref>
    3 KB (384 words) - 21:48, 14 February 2011
  • * Item drops from boss boxes.<ref>As per GM Edward at http://forums.sega.com/showpost.php?p=5334636&postcount=253</r
    3 KB (457 words) - 23:24, 20 April 2012

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