| shows the talisman (defensive equipment) selected in the DIPSW. | ||
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| Shows the total spirits collected from unchaining grouped targets. | ||
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| Shows the SPIRITs (energy catalysts) absorbed from nearby targets. The SPIRITs--sprites, essence, purity--act as the hemolymph of the targets, providing motive force. The number collected serves as a measure of the spoils gained throughout the mission. Gained for the most part from contacting (destroying/approaching/touching) SPIRIT sources. | ||
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The SPIRIT gauge shows the following, in order from the above: 0-9999 (shows no number) 0-99999 (shows as 1~9 on the lower gauge) 0-999999 (shows as 1~99 on the lower gauge) Even gradual changes with no sudden large increases can be seen, so it should serve well in estimating the turnaround. | |||
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| Shows the number of targets destroyed by the EXECUTOR. The number destroyed serves as a measure of success in the mission. Rises when the EXECUTOR destroys targets (including multiple parts of a single PRAYER). | ||
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(14)LUNAR GEM: | Shows the maturity of the growing LUNA crystal relic, and roughly the number of fragments required for the next growth level. The counter falls, approaching the next level, upon picking up LUNA crystals and LUNA droplets. It will increase by 1 if a LUNA crystal falls off the screen. Once it has reached maximum (16 crystals), maturity will no longer fall upon missing a crystal. The numbers in this state glow blue, unlike the countdown to the next maturity level. | ||
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| Shows the monetary value of the tokens (LUNA relics) acquired from targets. Has been used as a measure of skill among EXECUTORs since ages past. | ||
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The value will be poisoned by the miasma from bosses and the like, and slowly falls while they are near. These three components are shown in two gauges. The upper shows the tokens collected up to the start of the current segment, while the lower shows the tokens collected in the current segment. (The lower is finalized and added to the upper after the boss.) | |||
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| Shows the time passed since the start of the segment. | ||
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| The top value shows the available VRAM (in kilobytes). The second shows the number of screen refreshes per second. It is multiplied by 100, and so 6000 means 60fps (the recommended frequency). If it is not running near 6000, you may want to check your computer's display and hardware settings. If it is much lower than 6000, the game's processing will be affected. Changing graphics or video card settings may help. Monitor Vblank is best at 60.0Hz. # Setting the resolution to 640*480 (the resolution used for fullscreen) # and checking the monitor settings should let you know. 59.9Hz is fine, but at 59.8Hz or 60.2Hz the game may be severely affected. In these cases it may help to run the game in windowed mode, at the resolution that provides 60.0Hz. # If it still isn't synced at the opening menu in windowed mode, it will try Vsync (The timer is usually correct, but it may have issues) Though sounds may in places be replayed, it shouldn't break outright. The third number shows the maximum number of objects on the screen. |