RESONANCE OF FATE™/END OF ETERNITY™ 4K/HD EDITION

RESONANCE OF FATE™/END OF ETERNITY™ 4K/HD EDITION

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Basic Beginner guide
By Erickdesu
The goal of this guide is to explain the basics of the game and help new players get a better understanding of the core mechanics of Resonance of Faith.
[The guide is still incomplete. ]
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Intro
Hello guys,
In the next few days i will try to complete this guide with informations that can help new players understand more easily the mechanics of this awsome game.

In the meantime i will link a video of mine talking about the very basics to start playing the game.

https://youtu.be/KJUKIOvsvAs

Bezels
What are Bezels
  • Bezels are the 'crystal' things on the lower part of your screen (Hero gauge)
  • Bezels are used to perform Hero attacks and Tri-Attacks
  • Using normal attacks or even using healing/support items, does not consume Bezels
  • Destroying an enemy shield restore Bezels.
  • Killing all enemies restores ALL Bezels.

Critial Condition
  • When you use all Bezels, your team goes into Critical Condition
  • During Critical Condition, you cannot perform any Hero Attack.
  • Critical condition slows down attack speed and charge speed.
  • Everyone will become afraid and all enemies attack will deal direct damage instead of scratch damage
  • You can enter Critical condition by loosing Hp too. Your characters loose Bezel Shards every 1000 Hp they lose.
  • You can recover Bezel Shards by picking them up from the ground, but you dont recover them fast enough, enemies can pick them instead to recover their hp,
  • Stunning or sending an enemy airborn makes them drop the Shards they have picked.
  • Breaking a shield or breaking a gauge, can also restore Bezels. (you cannot restore bezels if you have lost all Shards, [aka, when the bezel slot is compleately dark. You need to have at least 1 'grey' bezel slot])
Leveling up
  • Every character can level up 3 type of weapons: Pistols, SMGs, and grenades.
  • The character's level is the sum of each weapon's level. [ex: Leanne with pistols LVL 10+ SMG LVL 10+ grenades LVL 5 = Character's LVL 25]
  • You gain experience by dealing damage with your equipped weapon. The more the damage inflicted, the more the EXP. (You cannot gain more exp with SMG if the enemy's Hp bar is already fully scratched.)
  • Upon leveling up, your character will get an increase in HP and Weight Limit.
  • Every 4 LVLs in each weapon, will grant your character a new Skill for that weapon (Ex: 5%
    Stun Chance etc)
Dual Wielding
.
  • You can dualwield only the same type of weapon
  • Only 2 pistols or 2 SMGs
  • You can start dualwielding as soon as you have enough weight capacity to equip both weapons
  • While dual wielding your stats change. It is usually the sum of both weapon's stats divided by 2. Example: SMG 1 has 60 Chargespeed, SMG 2 has 40 Chargespeed. Your dualwielding chargespeed will be 50[[[ (60+40)/2]]]
Entering/Escaping battle
Encounters
  • Fights are usually random while exploring the map
  • Certian fights are shown as Street Cones on the map. Touching them will initiate a battle.

Escaping
  • You can escape a battle by moving any character near the entrance/exit of the room (if any)
  • You can also use the item 'Escape Hex' to flee instantly into the world map. (useful to use when you want to leave a dungeon)
  • Changing room in a dungeon will simply move you to the next room, not escpe.
  • You cannot escape encounters initiated by touching a 'Street cone' in the world map.
Movement
  • When in combat you can move freely as long as you dont deplete your action bar(blue bar right where your character's name is)
  • While standing still, time is 'frozen' for everyone, but when you start moving, enemies can move as well or attack you.
  • Keep in mind that it take half a second to stop time again even if you alreadty stopped moving.
  • If you get hit while moving, your character might flinch or even get knocked down depending on the type of attack you recieve or from it's damage.
Direct and Scratch Damage
-Direct Damage:
  • Direct damage is the ONLY way to 'remove' hp from the enemy
  • Only pistols and grenades can deal Direct damage (see grenades for more info)
  • Barehanded attacks also count as Direct damage even though they deal insignificant damage(useful only for Iron Fist Achievement)
-Scratch Damage:
  • Scratch damage converts the enemy's hp into a Blue hp bar that you can then 'detonate' or 'convert' with Direct Damage
  • Only SMGs can deal Scratch Damage. Some grenades can deal some scratch damage (see grenades for more info)
  • Scratch Damage is temporary only. Meaning that the enemy might recover it back to green hp if you dont 'detonate'/'convert' it right away.
Shields/Gauges
3.Shields:
  • They are shown as extra hp bars around the enemy
  • The longer a shield, the more hp it has
  • They can 'absorb' all incoming damage from their angle, until you destroy them
  • They can be broken in more pieces to make large one easier to destroy (see gauge break)
  • They are 'physical' objects/equipment on the enemy [insert pictures]
  • You can also destroy them to make an enemy drop certian items
Attacks/Normal Attacks
4.Attacks:
-Charge meter and distance:
-When attacking in any way, you will always have a charging animation, which increases the damage of the attack based on how much you did charge it before attacking.
The longer the charge, the higher the multiplier and different the effects (skills, see skills)
-Your distance between you and your enemy matters, infact, the farther the enemy, the longer it will take you to charge attacks.
-The speed of charge, is also affected by your weapon stats.
-Upgrading a weapon Speed charge and Acceleration, can help reduce the time needed to performa a single charge. (see weapon stats)

-Normal attacks:
  • Normal attacks can be performed by standing still and pressing the attack button
    This will start draining your Action Bar and you will start the charge animation.
    You can press the attack button once again after your first charge to launch the attack with the corrisponding multiplier shown on the right side of the screen.
  • Normal attack like movement, makes time flow, so enemies can still attack you and stop your attack.
  • If you dont press the attack button a second time before your action bar depletes, you will not attack, and loose the turn
  • You can cancel the attack at any given time by pressing the cancel button, allowing you to move or attack again if you still have some Action Bar left
Hero Attack
  • Hero attacks consume 1 Bezel each time they are performed.
  • Hero attacks let you perform a 'sprint' to the selected path, and you will be able to attack as many times as you want.
  • You can perform both gound and aerial attacks
  • You can jump at any time during the running animation to perform Aerial attacks or even jump over some enemies or obsatcles/walls etc.
  • You can use Hero attacks to reposition yourself around the map more quickly or in a more safe way.
  • You can stop the Hero attack at any point by pressing the cancel button, execpt while in the air.
  • Once you performa a jump, you will not be able to stop until you:
    -reach the destination of the Hero attack
    -bump into a big enemy or into a wall
Resonance Points
  • Resonance points are displayed on the right side of the screen right above the characters list
    Resonance points are displayed on the right side of the screen right above the characters list
  • You can gain them by 'walking' between 2 allies with a Hero attack.
  • While selecting the path during a Hero attack, if the path is going to cross the line between the other 2 characters, the Hero attack path will glow blue. This means that you WILL GET a Resonance point.
  • You lose Resonance points if you don't gain another Resonance point on your next action
  • You also lose Resonance points byt performing normal attacks or by simply moving.
  • You always lose Resonance points if you don't gain any.
  • You can gain as many resonance points you want, (need to confirm this, but the max i reached was 30)
Tri-Attack
  • Probably the coolest thing in the game!
  • Tri-attacks lets you performa Hero attack with all 3 characters at the same time in a triangular formation, based on where your characters are positioned.
  • Your characters can perform Tri-Attack only if they have at least 1 resonance point.
  • The more resonance points you have stored, the more 'laps' they will make, so more actions will be avaliable.
  • Like in Hero attacks, you can swap target any time during the attack.
  • You can choose in what direction they will run, and also the order of attack.
  • Like in Hero attack, once you jump you will not be able to stop the character until it reaches the next 'angle of the triangle'
  • Charge speed during Tri-attacks is still affected by distance.
  • You can still stop the attack by canceling it.
  • If one of your characters bumps into a big enemy or wall, he will stop and the tri-attack will continue only with 2 characters.
Airborne attacks vs Ground attacks
Airborne attacks:
  • Can only be performed while in the air after a jump during Hero attacks.
  • They will deal 'spread' damage on the target, letting you hit even some shields that you cannot reach from your angle or even reach the main body even if a shield is protecting it from your angle.
  • Can be used to perform a Smackdown

Ground attacks:
  • Only ground attacks have a chance of performing a Gauge Break or lifting enemies from the ground.
  • Can activate Bonus Shot (totally random)
  • Gauge Breaks can also stun the enemy, preventing it from attacking.
  • Gauge breaks cut in half or in more pieces an enemy shield.
  • Gauge break cannot be done on the enemy's main body Hp bar.
Smackdown
  • You can execute smackdown only on airborne enemies.
  • After launching an enemy into the air, perform a jump, and shoot the enemy when you're at a higher height than him. This will slam the enemy into the ground dealing some spread damage across all shields.
  • Smackdown also forces enemies to drop extra items such as Silver and Gold Chips.
Bonus Shot / Lucky shot
  • Bonus shot is totally random.
  • By hitting the enemy multiple times from the ground during a single Hero attack, you will sometimes notice a yellow meter starting to show up on the enemy's hp bar. This means that tere is a chance to activate Bonus shot.
  • If Bonus Shot activates, a spinning animation starts, and if you manage to land the cursor in the yellow meter, you will start a superfast charging attack on the enemy,
  • Remember that you need to confirm the charge before the enemy bounces on the ground (actually i usually let the enemy bounce once then instantly attack, works almost everytime)
  • If you dont activate the bonus Shot (pressing cancel during the spinning animation) you can keep the meter and even expand it on your next attacks, giving you a larger yellow meter for a better chance to perform the Bonus shot.
  • Damage is always affected by charge rate.
  • Like smackdown, enemy will drop items during Bonus Shot. but usually there are more drops based on how many hits the enemy recieves.
12 Comments
F50 17 Nov, 2019 @ 5:28am 
Just got this game, looks like it's going to be great. Is the guide still incomplete? ;)
Erickdesu  [author] 31 Oct, 2018 @ 1:48pm 
@unclepeyj higher level means higher hp and weight. higher weight also lets you add more mods to your guns, and if you can dual wield weapons, you will get better stats overall (only if you mod your weapons correctly)
unclepeyj 31 Oct, 2018 @ 1:28pm 
@Erickdesu So, you mean leveling up other properties of the characters just to improve the overall level is a good strategy?
Erickdesu  [author] 30 Oct, 2018 @ 2:39pm 
@unclepeyj yhea, as i wrote in the guide, scratch damage is only temporary, if you're not fast enough some enemies restore their scratch damage into green hp. that's where gauge break gets useful. by breaking the gauge first, lets you split the hp bar in smaller pieces. also, if the enemy is regenerating the scratch damage really fast, it might also be that you're underleveled. remember to lvl up your characters by using other weapons on them. the character lvl is the sum of handgun, smg and grenades lvl. exampe: Leanne with LVL 10 pistol LVL 10 SMG and LVL 3 grenades = Leanne lvl 23. (10+10+3)
unclepeyj 30 Oct, 2018 @ 1:56pm 
Thanks @Erickdesu, I didn't know about the bonus shot rewards. Another thing that I see is that, some higher level enemies with full health won't get any scratch damage or get healed before I get to use the other characters. But if I take a little bit of their health the scratch damage won't heal anymore. So I end up using the handgun characters in the first round, and then use the SMG.
Erickdesu  [author] 30 Oct, 2018 @ 1:33pm 
@unclepeyj damage increases with charge. At least with SMG. when using pistols, damage does increase, but remember that you can deal more damage by using scratch damage first, then direct damage. as for special bullets... i dont really use them either, just on strong bosses or when im in a pinch. but they do work pretty well. the game is hard by itself, if you need money, you can go around the map and farm silver/gold chips by using the bonus shot on enemis with smg.
unclepeyj 30 Oct, 2018 @ 10:53am 
Also, I don't use special items/bullets on anything other than bosses, because it'll get very expensive very quickly if you use them on normal enemies considering their weaknesses. This made the game more grindy for me, but at least don't need to worry about resources like this. Is there a better strategy for this?
unclepeyj 30 Oct, 2018 @ 10:49am 
Will letting the charge meter go over 1 increase the damage too? I always do the attack as soon as it reaches 1x so that I would get the most damage output.
Erickdesu  [author] 22 Oct, 2018 @ 4:53pm 
@Abraham Lolicon those are actually in the video already. but yhea will surely put them in this guide as well once i got some more time.
Herald of Rivia 22 Oct, 2018 @ 10:08am 
Hi, I am also at chapter 5 atm. It's nice to see a guide here (and the only one atm lol) can't wait read this finshed!
Also another one, you can shoot from ground (walking/standing still) and from air (jumping). The differrence is jumping shots hit all the shield (body part) randomly, and ground shots only hit the part you're facing. So it's a good idea for smg shots to jump all the time (generally).