STELLAVANITY - Prelude to the Destined Calamity -

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General remarks

STELLAVANITY - Prelude to the Destined Calamity -

Game title screen

Developer: TRIS-GRAM
Music: TRIS-GRAM
Program: TRIS-GRAM
Art: TRIS-GRAM
Release date: December 31, 2011 (Comiket 81) / June 7th, 2012 (DLSite)

STELLAVANITY - Prelude to the Destined Calamity -

STELLAVANITY - Prelude to the Destined Calamity - is a hybrid danmaku-RPG game released on December 31st, 2011 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its earliest demos, in addition to a number of updates. The current version, 1.23 was released in January 2022. The game features 2 characters, each with a easy to learn "C-type" and a complex "S-type". The game has six difficulty modes; unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets.

The game's development has been halted multiple times, with the most recent stoppage from March 2022 - with sales halting on April 14th that year for a week - before development resumed on December 12th, 2022.

Modes

The game has 3 distinct modes of play, which are the following:

  • Story: Leaning into the RPG aspect the heaviest, Story Mode is for a "power trip" style of gameplay; the player is free to use whatever items and custom abilities they have at their disposal. The character's level has a maximum of 50 in this mode, but can be adjusted with the Level Canceller item (see below).

Controls

Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.

Type-C Controls

  • Z: Fire
  • Space: Bomb
  • X (Tap): Discharge
  • X (Hold): Accelerated Hyper
  • F: Slowed movement button

Type-S Controls

  • Z: Fire
  • Space: Bomb
  • Space (Hold): Bomb Hyper
  • Assault: Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default
  • A(Tap): Delayed Shift
  • A(Hold): Ethereal Shift
  • C: Blade.
  • F: Slowed movement button


Unlockable Secrets

This game has a shop and multiple final bosses based on rank and difficulty; various things are locked behind countless conditions.

Type-C Explanation

Type-S Explanation

Stellavanity Type-S.png


  • 1: Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.
  • 2: Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.
  • 3: Lives
  • 4: Bombs
  • 5: Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.
  • 6 Blade Gauge.
  • 7: The character's stats
  • 8+9+10: UI addons that display additional information about the run. Not available by default, but can be bought in the shop.

Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade.

Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.

Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by "RAID OK" appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red (negative value) and slowly drain, disabling both Blade and Raid until it reaches 0.

Type-S has 2 exclusive "shifts" or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.

Delayed Shift - Virtually identical to Kakusei from Espgaluda, this shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released. Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation.

Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.


Overkilling

Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.

The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counterburst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via linearly increasing the velocity of all bullets spawned (with different rates depending on difficulty). This phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating post-final boss and rank requirements.

Routes

The game is comprised of 7 areas, of which at least 5 must be played: two out of the first 4, then 5, 6 and 7. The game's scoreboard assigns Zones to these areas: Zone A is for areas 1 & 2, B for 3 & 4, C for 5, D for 6, and finally E for 7.

Runs can be started on area 1 or 2, and after each area the player may advance to any of the following:

  • The area after the next (after areas 1–3) or immediately next (after areas 4–6).
  • Areas 3 and 4, if the previous area was the first in the run.
  • The next area, if the player qualified for a rank up in the previous (see #Rank).

List of routes

(Stages in bold change the route's rank depending on qualification)

Route Rank
Not qualified Qualified
1-3 0 0
1-4 1
2-3
2-4
1-2-4 1 2
1-3-4
1-2-3 2
2-3-4 1 2 3
1-2-3-4 4 4-EX

Rank

Orthogonal to the difficulty selection is rank, a second scale that is determined during a run. On stages, it increases bullet speed and incrementally adds revenge bullets, which spawn over time from an enemy explosion and can be sealed by being close enough when they spawn. On bosses, it increases health, either bullet speed (type C) or density (type S), and adds extra boss phases in specific cases (area 3 rank 2, area 4 rank 3). In addition, increasing rank can add more stages to the run, up to all 7 at rank 4.

Rank starts at 0 and is increased by meeting a hit (type C) or score (type S) threshold during one of the first 4 areas, which will display "QUALIFIED" before fading to the area select, then selecting the very next area. Rank up conditions changes depending if the player is currently at maximum rank (area# - 1) or not.

Type C conditions

For type C, qualifying requires not going over a certain amount of stage hits:

Difficulty Route Area 1 Area 2 Area 3 Area 4
EASY
NORMAL
1-2-3-4 0 0 0 1
Other 1 1 2
ARCADE 1-2-3-4 0 1 1 1
Other 1 2 3
HARD 1-2-3-4 0 1 1 2
Other 2 2 3
NIGHTMARE
PANDEMONIUM
1-2-3-4 1 2 2 2
Other 2 3 4

Type S conditions

For type S, qualifications are based on rank and either total score (1-2-3-4 route) or stage score (other routes):

Difficulty Route Rank 0 Rank 1 Rank 2 Rank 3
EASY 1-2-3-4 180,000,000 400,000,000 650,000,000 1,000,000,000
Other 100,000,000 120,000,000 150,000,000 N/A
NORMAL 1-2-3-4 200,000,000 500,000,000 800,000,000 1,300,000,000
Other 130,000,000 170,000,000 200,000,000 N/A
ARCADE 1-2-3-4 220,000,000 550,000,000 900,000,000 1,500,000,000
Other 160,000,000 200,000,000 250,000,000 N/A
HARD 1-2-3-4 250,000,000 600,000,000 1,000,000,000 1,500,000,000
Other 200,000,000 250,000,000 300,000,000 N/A
NIGHTMARE 1-2-3-4 200,000,000 450,000,000 700,000,000 1,000,000,000
Other 100,000,000 120,000,000 150,000,000 N/A
PANDEMONIUM 1-2-3-4 150,000,000 450,000,000 700,000,000 1,000,000,000
Other 100,000,000 120,000,000 150,000,000 N/A

Rank 4-EX

If the player takes the 1-2-3-4 route, thus playing all stages, they will be at rank 3 in stage 4, in which case qualification works differently: rank 4 is guaranteed, but meeting the threshold will raise rank to 4-EX, denoted as an orange 4 in the HUD. It has the same effect as any other rank increase, but in greater magnitude the lower the difficulty, ranging from similar to other steps on Hard and above to game changing on Easy.

By exceeding certain stage hit thresholds, this rank can exceptionally be lost, returning to rank 4 for the remainder of the game:

Difficulty Autoguard Area.5 Area.6 Area.7
EASY
ARCADE
ON 1 1 3
OFF 3 3 5
HARD
NIGHTMARE
ON 2 2 4
OFF 4 4 6
PANDEMONIUM ON 3 4
OFF 5 6

Shortly before the door opens in stage 7, rank EX is locked in place and cannot be lost from that point. In addition, on Easy to Arcade outside practice mode, once the descent starts and as long as there are at least 5 lives left, revenge bullets will include a single aimed ring from each enemy, but its seal range is larger than for regular revenge bullets.

Hidden Bosses

StellaVanity features three different hidden bosses: two False Last Bosses (FLBs) and one True Last Boss (TLB), one of which may appear after the regular stage 7 boss, Core Unit, if certain conditions are met. If such is the case, Core Unit's last phase will have a shorter timer and way less health. Since this can be seen at any point in the fight, the choice of boss is locked once the fight starts.

During hidden bosses themselves, only 1 continue may be used.

For all ranks other than 4-EX, the FLBs may be fought depending on difficulty, rank and total hits, with Elm Order (FLB A) having looser requirements than Vier Dummy (FLB B).

Type-C hit requirements

Difficulty FLB Rank.1 Rank.2 Rank.3 Rank.4
EASY FLB A – Elm Order 4 10 16
FLB B – Vier Dummy N/A 3 7 12
NORMAL FLB A – Elm Order 5 12 18
FLB B – Vier Dummy N/A 4 8 14
ARCADE FLB A – Elm Order 6 14 20
FLB B – Vier Dummy N/A 5 9 16
HARD FLB A – Elm Order 8 16 22
FLB B – Vier Dummy N/A 6 10 18
NIGHTMARE FLB A – Elm Order 10 18 26
FLB B – Vier Dummy N/A 7 12 20
PANDEMONIUM FLB A – Elm Order 12 20 30
FLB B – Vier Dummy N/A 8 16 24

Type-S hit requirements

Difficulty FLB Rank.0
(2-4 route)
Rank.1 Rank.2 Rank.3 Rank.4
EASY FLB A – Elm Order 4 6 N/A
FLB B – Vier Dummy N/A 2 8 16
NORMAL FLB A – Elm Order 5 16 N/A
FLB B – Vier Dummy N/A 3 10 18
ARCADE FLB A – Elm Order 6 16 N/A
FLB B – Vier Dummy N/A 4 12 20
HARD FLB A – Elm Order 8 18 N/A
FLB B – Vier Dummy N/A 5 14 24
NIGHTMARE FLB A – Elm Order 10 24 N/A
FLB B – Vier Dummy N/A 6 16 24
PANDEMONIUM FLB A – Elm Order 16 24 N/A
FLB B – Vier Dummy N/A 8 18 24

TLB

The TLB proper, Vier, is and can only be fought on Rank 4-EX, appearing at any hit count. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat. She has resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).

Type-S Scoring

This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below.

Stages

Overkill Chain: Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring. Each "link" in a chain has its own timer, so care must be taken to route as efficiently as possible.

General Strategy for Stages: Going from Ethereal Shift (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).

Collecting Coins: Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).

Multiplier Gains: Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.

Ethereal Shift: During Ethereal Shift your Blade use is unlimited, if possible, you can stay at the top the screen to destroy enemies as they come. Enemies (excluding bosses) defeated in this state explode removing bullets in a small radius around them.

Delayed Shift: Destroyed enemies cancel their bullets. This is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel.

Counter Shift: During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullets on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.

Raidbombing: If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.

Bosses

General Strategy for Boss fights: Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.

Raid: All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.

Delayed Shift: Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.

Counter Shift: Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.

Ethereal Shift: Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.

Overkilling: Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.

Practice Mode

StellaVanity practice mode.png


  • 1: Game mode.
  • 2: Character and type.
  • 3: Difficulty.
  • 4: Area name.
  • 5: Rank.
  • 6: Starting position. The default is stage start. You can select every mid boss or area boss.
  • 7: Power level.
  • 8: Auto guard.
  • 9: Start practice.
  • 10: Back to previous menu.


Notes:

  • Only Story & Rule Mode are usable (e.g. not Strict Rule)
  • Practice for areas 1 to 4 are unlocked from the start (areas 5 to 7 must be unlocked via the system shop).
  • Rank selection in areas is restricted to what is possible in a normal credit (e.g. Rank 3 cannot be selected for area 1).
  • FLBs and TLB practice must be unlocked.
  • Power level starts from the base stats of the selected character, and increases them in steps which are highly variable depending on difficulty & character.
  • Practice Mode, unlike regular attempts, allows for the use of Auto Guard in Nightmare/Pandemonium.
  • Certain behaviors of stages cannot be properly replicated, such as suicide bullets from enemies in stage 7.
    • Core Unit (the stage 7 boss & final boss) also cannot be fought by itself; due to an inconsistency, its starting position will always be before the stage's final wave of enemies.
  • Finer control over extraneous resources (Type-C's Advanced Drive, Type-S' Delayed/Ethereal Shift, etc) and even life & bomb counts cannot be unlocked.

Shop menu

All shop translations provided by Legless, inakilbss & SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .

System shop

ID Original Name Translated Name Price Effects/Notes
1 Extend Score Info Panel 10 Top right of ingame UI will have a “score to next extend”
2 Category Score Info Panel 25000 Right side of ingame UI will display amounts of score from each source
3 Display HIT Info Panel 40000 Displays how many times you’ve gotten hit/bombed
4 2 Continues 300
5 3 Continues 600
6 4 Continues 1200
7 5 Continues 2500
8 6 Continues 4500
9 7 Continues 8000
10 8 Continues 15000
11 9 Continues 28000
12 Free play 50000
13 Level Canceller 120000 Allows for control of character levels in Story & Rule Mode. Disabled in v1.23
14 Practice Easy Area 5 2000
15 Practice Easy Area 6 3000
16 Practice Easy Area 7 5000
17 Practice Normal Area 5 4000
18 Practice Normal Area 6 6000
19 Practice Normal Area 7 10000
20 Practice Arcade Area 5 5000
21 Practice Arcade Area 6 8000
22 Practice Arcade Area 7 15000
23 Practice ESY-ACD [??? 1] 200000 Unlocks Elm Order practice for Easy, Normal and Arcade.
24 Practice ESY-ACD [??? 2] 300000 Unlocks Vier Dummy practice for Easy, Normal and Arcade.
25 Practice ESY-ACD [??? 3] 500000 Unlocks Vier practice for Easy, Normal and Arcade.
26 Practice Hard Area 5 10000
27 Practice Hard Area 6 15000
28 Practice Hard Area 7 30000
29 Practice Nightmare Area 5 15000
30 Practice Nightmare Area 6 25000
31 Practice Nightmare Area 7 40000
32 Practice HRD-NTM [??? 1] 300000 Unlocks Elm Order practice for Hard and Nightmare.
33 Practice HRD-NTM [??? 2] 450000 Unlocks Vier Dummy practice for Hard and Nightmare.
34 Practice HRD-NTM [??? 3] 700000 Unlocks Vier practice for Hard and Nightmare.
35 Practice Pandemonium Area 5 50000
36 Practice Pandemonium Area 6 80000
37 Practice Pandemonium Area 7 150000
38 Practice PDM [??? 1] 400000 Unlocks Elm Order practice for Pandemonium.
39 Practice PDM [??? 2] 600000 Unlocks Vier Dummy practice for Pandemonium.
40 Practice PDM [??? 3] 900000 Unlocks Vier practice for Pandemonium.

Item shop
Some items have effects that are exclusive to Type-C or Type-S.

Type-S exclusive item effects:
Assault (homing missiles on Lemulene and straight beams on Azerlete)
Blade
Gauge
Delayed/Counter Shift (Espgaluda-esque Hyper)
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)

Type-C exclusive item effects:
Discharge (“shotgun” attack)
Accel Drive (“hyper”)

ID Original Name Translated Name Effect
01 Falcon’s Wings Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%
02 Angel’s Wings Mvt. Speed +5%
03 Demonic Charm As rank increases, enemy attacks are strengthened
04 Anti-Demonic Charm As rank increases, slows down enemy attack strengthening
05 Anti-Demonic Chime As rank increases, slows down enemy attack strengthening (Rule disabled )
06 High-Performance Semiconductor Circuit Gauge Drain -5%, Gauge Charge -10%
07 B-Diffuser Blade Range +10%, Blade Damage -25%
08 B-Diffuser+ Blade Range +15%, Blade Damage -20%
09 B-Concentrator Blade Damage +20%, Blade Range -20%
10 B-Concentrator+ Blade Damage +30%, Blade Range -15%
11 Tranquilizer Assault Damage +15%, Laser Damage -5%
12 Energy Concentrator Laser Damage +5%, Shot Damage -10%
13 Energy Diffuser Shot Damage +10%, Laser Damage -5%
14 Circuit Fool’s Soul Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%
15 Battle Technique Manual Exp. Points +10%
16 Gold Ring of Luck Coins +10%
17 Abrasive Powder Jewels +10%
18 Emergency AI Automatically using a bomb when Autoguard is OFF (Rule disabled)
19 Black Heart Bombs +1, Not allowed to autobomb or sacrifice lives for bombs
20 Hasty’s Shoes Focused and unfocused movement speed reversed
21 Stabilizer Focus speed set to 200
22 High Storage Capacitor Discharge Damage +10%, Accel Drive Charge -5%
23 Conductor 80 Accel Drive Charge +5%, Discharge Damage -5%
24 Expansion Slot x1 (Stat Stone) Limit +50
25 Expansion Slot x2 (Stat Stone) Limit +100
26 The First K++ (Stat Stone) cost to enhance stats -1
27 Spell Enhancer Bomb Damage +20%
28 A Neutralization Barrier Lowers enemies resistance to Assault
29 B Neutralization Barrier Lowers enemies resistance to Blade
30 Book of Secret Skills Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)
31 Assault-Hold Canceler Assault shot will not overkill (Rule disabled)
32 [Type-C] Enhancing Set Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%
33 Stella Enhancing Set Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%
34 Boundary Crossing Stone Erase Area +2%
35 Giant’s Elixir Damage +8%, Hitbox Size increased
36 DC Shift Unit LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily
37 Reflector Unit Counter Shift Power +30%
38 Separator Unit The character's orbits will be divided for a wider attack.
39 Curse of the Turtle Mvt. Speed -20%
40 Curse of the Crab Up/Down controls reversed

Custom shop
Some items have effects that are exclusive to Type-C or Type-S.

Type-S exclusive item effects:
Assault (homing missiles on Lemulene and straight beams on Azerlete)
Blade
Gauge
Delayed/Counter Shift (Espgaluda-esque Hyper)
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)

Type-C exclusive item effects:
Discharge (“shotgun” attack)
Accel Drive (“hyper”)

ID Original Name Translated Name Effect
01 Gold Ring of Luck Coins +10%
02 Abrasive Powder Jewels +10%
03 Battle Technique Manual Exp. Points +10%
04 B-Diffuser Blade Range +10%, Blade Damage -25%
05 B-Concentrator Blade Damage +20%, Blade Range -20%
06 Falcon’s Wings Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%
07 Angel’s Wings Mvt. Speed +5%
08 Demonic Charm As rank increases, enemy attacks are strengthened
09 Anti-Demonic Charm As rank increases, slows down enemy attack strengthening
10 High-Performance Semiconductor Circuit Gauge Drain -5%, Gauge Charge -10%
11 High-Precision Reticle
12 Tranquilizer Assault Damage +15%, Laser Damage -5%
13 Energy Concentrator Laser Damage +5%, Shot Damage -10%
14 Energy Diffuser Shot Damage +10%, Laser Damage -5%
15 Circuit Fool’s Soul Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%
16 Hasty’s Shoes Focused and unfocused movement speed reversed
17 Curse of the Turtle Mvt. Speed -20%
18 Stabilizer Focus speed set to 200
19 Counterfeit Medal
20 High Storage Capacitor Discharge Damage +10%, Accel Drive Charge -5%
21 Substitute Doll
22 Expansion Slot x1 (Stat Stone) Limit +50
23 First K++ (Stat Stone) cost to enhance stats -1
24 Performance Tuner
25 Spell Enhancer Bomb Damage +20%
26 A Neutralization Barrier Lowers enemies resistance to Assault
27 B Neutralization Barrier Lowers enemies resistance to Blades
28 S neutralization Barrier Lowers enemies resistance to ?
29 Book of Secret Skills Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)
30 Raid Compensator
31 Requisition Tag
32 Boundary crossing stone Erase Area +2%
33 Master's Pride
34 Giant’s Elixir Damage +8%, Hitbox Size increased
35 Reflector Unit Counter Shift Power +30%
36 Separator Unit The character's orbits will be divided for a wider attack.
37 Parasosa Unit Widens the Focus attack
38 Raging Spirit
39 Dowsing Rod
40 Prayer Bracelet

Bugs

  • Item shop listing 6 can be purchased repeatedly by reloading the shop, but it won't duplicate the item. However, unlocking High Performance AI (高性能AI) will permanently mark the item as bought, regardless of whether it was actually bought.
  • The achievement for getting 350 million points in stage 1 with type S (一面魔王S) won't unlock in Strict Rule mode, regular Rule must be played.