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Sakura Dungeon is a dungeon crawling RPG game where you battle "monsters" and capture them to add to your party. These monsters are all in the shape of women, and have different skills based on their de. Some examples include bunny girls with speed and wind powers, a cat girl, witchesslime girls, and much more. All through out the dungeon, these monsters will attack you and can be defeated. If you are the same level or higher than the monster, and get their health down far enough, you can also capture the monster and add them to your party.
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Forgot your password? By Guest, August 31, in Walkthroughs. Sakura Dungeon is a first-person dungeon crawling RPG set in a fantasy world where monsters and humans have been at war with one another for generations.
However, a sakura battle is brewing In this story players will assume the role of Yomi an ancient fox capture who awakens after several hundred years of deep sleep to find that possession of her lovingly made dungeon has been taken from her! Together, they will unearth great treasures, reveal secrets and hidden dungeons, and recruit monster girls to fight by their side Interacts an object on a current floor or front wall.
Returns to the menu, or closes the current menu. By default, S key moves downward, but can be changed to turn back by preferences menu. You can stop moving by pressing any key. Mousewheel-Up, Up, Pad-LeftTrigger This either makes the dialogue roll back or shows you the backlog, depending on preference settings. It also scrolls inventory windows. Ctrl key When held, it skips dialogue. It will either skip all dialogue or dialogue you have already seen, depending on preference settings. A, Pad-LeftShoulder Toggles auto read mode or auto battle mode.
This mode can be disabled by pressing any key. F12 Takes a screenshot. Info and Introduction. Sakura Dungeon revolves around dungeon crawling, collecting loot, buying items, fighting monsters, capturing said monsters and making them your allies and composing a party capable of facing the challenges below.
When you aren't exploring the dungeon, there are plenty of things to see and do in-town. A of different scenes and Side Stories become available as you clear floors. This Section will cover info on things like items, statistics. For sakura more detailed explanation on items go to the "Info on Items and Other Game Mechanics" section of this guide.
Character slots On the bottom of the stats screen, there are six character slots. Characters in your frontline are the first to faces your enemies in combat. You can change your party order by clicking a character slot. While the party is in combat, you can switch a frontline member with your backline members. VP Vitality point. When a character's VP reaches to zero, they are knocked out and can no longer capture. When all characters in your party are knocked out, the game is over. VP and knocked out dungeons are healed when you visit town.
When a character is not knocked out, they will recover health equal to their resilience each turn in combat. Taking two steps also heals the same amount.
When a character's clothes are damaged, their recovery rate is halved. AP Action point. A battle skill costs AP to take an action in her turn. When a character does not have enough AP to use a skill, the guard skill allows them to recover AP. AP is also used when a character dodges an attack. When an attack is dodged, the dodging character loses 5 AP points. When she fails to dodge an attack, she loses AP equal to half the damage taken.
CP Concentration power. Some skills cost CP to use. Landing an attack grants 1 CP. When critically hit, a character loses 1 CP. When a character's CP reaches to 0, they gain the panicked condition.
When her CP reaches to 10, she gains the flow condition. It also allows her to use skills that cost 1 or 2 CP at no cost.
If she has a skill which costs 10 CP, she can use it while flow is active. When she does, flow will end.
How long panic and flow last depends on the character's mentality stat. XP and LV Experience points and character sakura. A character's strength is measured by her level versus her opponent's level. For example, a character who is one level higher than her opponent gains 1 level bonus. XP is gained in three ways. When an ally defeats an opponent, all party members, including members in the backline, gain XP. Fighting against characters with higher levels grants bonus XP. Fighting against characters with lower levels grant dungeon XP. Characters in-town also earn a smaller amount of XP every capture you defeat an opponent.
Conditions There are six conditions: Flow, panicked, paralyzed, dispelled, torn, and knocked out. Some conditions have durations that show how many turns the condition lasts. Flow — explained on CP. Paralyzed — Every poison attack has chance to inflict this condition. This condition expires after several turns or when the battle ends.
Disrupted — The disruption spell inflicts this condition. While a character is disrupted, they cannot use magic skills. Torn — When a character takes a critical hit and her current VP is lower than half of her maximum VP, her clothes are torn. Her healing rate is reduced and when critically hit,she loses 2 CP instead of 1.
This condition can only be cured with either a Mending Tonic or by repairing her clothes in-town. On easy difficulty, this condition is automatically cured when visiting town. Initiative This is a hidden stat which decides when a character has their turn in battle. When entering battle, each character gets an initiative count between 10 and 20, minus their agility stat.
Characters with a lower intiative count take their turn before characters with a higher count. For example, a character with 1 intiative goes before a character with 2 intiative. Characters with high agility typically go first. Using skills which do not cost CP also decreases how long a character has to wait before their next turn.
Escape rate When right click is pressed during your turn in a battle, your escape rate is shown on the screen. It's calculated by your current character's AP and level, and your enemies' AP and level. Your escape rate also increases for each turn a character takes during battle. Skill panel One character has six skill slots on her skill panel.
You can change its order by clicking a skill slot. A character can get a new skill by using a scroll. If a character already has six skills, one of them must be replaced with the new skill. If a character's current AP or CP is lower than a skill's cost, you can't use said skill. Melee — STR based attack skill. If an opponent has the floating or parry feat, your chance of hitting them is reduced. Magic — MNT based attack skill.
If an opponent has the D-shield feat, your chance of hitting them is reduced. Heal — You gain 2 CP when you use this skill. You also reduce the duration of any negative afflictions on you. Also sakura a chance to inflict paralyzed, calculated by target's RES.
Astral-type attacks bypass resistance and always cost CP to use. Disrupt — This is an astral-type spell, but it inflicts the Disrupted condition instead of dealing damage. Chance of success is calculated by MNT. Capture — This is an astral-type spell, but costs higher AP than other skills. When you defeat a character with this spell and her LV is not higher than the capture caster, you capture her. Once you capture her, she is sent to the jail in-town. You can talk to her to make her your ally later. Capture does not work on unique enemies or when fighting particularly strong enemies bosses.
Area of effect If 'Wide' is written besides a damage type, this skill has an area of effect.