Mite ticket ni no kuni
Conclusion & suggestions mite is the oliver's initial familiar and the very first familiar you'll obtain in the game.
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As would be expected, mite, being of the milites, is best paired with oliver for battles. Mites can be found on ugly duckling isle, which is north of the summerlands. Mite is overall a well rounded familiar with a focus in attack. Additionally, mite and all of its metamorphoses are quick growth types, allowing them to easily catch back up after a metamorphosis.
Ni no kuni: wrath of the white witch
An overview of the familiar mite.
Mite is the oliver's initial familiar and the very first familiar you'll obtain in the game. As would be expected, mite, being of the milites, is best paired with oliver for battles. Mites can be found on ugly duckling isle, which is north of the summerlands. Mite is overall a well rounded familiar with a focus in attack. Additionally, mite and all of its metamorphoses are quick growth types, allowing them to easily catch back up after a metamorphosis.
Being fairly well rounded, mite has no particular stat that should be prioritized over the others. As a result, the mite's strengths are yours to choose. Given its arsenal of physical skills, you cannot go wrong with raising mite's attack. However, boosting defense and magic defense is also a viable option if you would like to make mite be able to take more hits.
Metamorphosis
Once mite reaches level 12, it can change into mighty mite. Unless you're using a mite taken from the wild, you'll typically be forced to metamorphose mite before it can learn ray of light at level 20. Once a mighty mite, more physical tricks will be learned until level 33 is reached. Once level 33 is reached, mighty mite can metamorphose into either dynamite or mermite. Delaying this until level 37 will allow mighty mite to learn slice 'n' dice, a welcome addition to its already expansive list of physical oriented tricks.
The dynamite will have a higher attack stat than that of the mermite, but at the cost of a lower defense. Additionally, dynamite will have a resistance to fire, but will be weak to water. Dynamite will continue to learn physical tricks, cementing its role as an offensive familiar. At level 15, it learns slash 'n' burn, a superb fire based attack that is great for attack enemies lined up in front of dynamite. As its final trick, dynamite learns the powerful super slash at level 63. Combining these tricks with war cry, a trick learned as mighty mite, dynamite can easily tear through enemies.
Opposite of dynamite, mermite will boast a higher defense stat at the expense of a lower attack stat. Mermite's resistance will favor water attacks, but it will be weak to fire attacks. As opposed to dynamite, mermite will have a more flexible role in your party. Mermite will not learn any new physical tricks, but will instead learn support skills and water magic, making it extremely versatile. Soulshield, a trick that gives a hefty boost to magic defense, is particularly noteworthy. Additionally, mermite has access to the gem types fire, neutral, dark, and physical, the latter two of which are unavailable to dynamite.
Conclusion & suggestions
Mite is a well rounded, versatile familiar. How you feed it is entirely up to how you would like to shape its role within your party. Mite is oriented towards physical attacks and tricks through the forms mite and mighty mite. Once a level 33 mighty mite, the decision about what duties you'd like your mite to take can be chosen. By choosing dynamite, you'll keep your mite on the attack oriented path, learning more physical tricks and even a few support tricks to boot. By choosing mermite, you'll be changing your mite's course from a attack oriented familiar to one with greater role elasticity, learning no physical tricks, but rather support and magic tricks.
If dynamite is your choice, you'll be locking your mite onto the attack path. With dynamite's lower defense, feeding it treats to boost that stat is recommended to increase its survivability. However, bolstering dynamite's attack will make it a force to be reckoned with. Giving it an accessory to increase movement speed will allow dynamite to have an even stronger presence on the field.
If mermite is your choice, your mite will stray from the attack path to find a middle ground. With mermite's higher defense, it should be able to easily hold its own in battle. However, mermite will unfortunately fall behind damage output due to its lower attack rating. Consequently, it is recommended that attack boosting treats bed fed to mermite. With access to two more types of gems than dynamite, mermite's role has an incredible amount of potential to fit as many situations as you need it to.
Mite ticket ni no kuni
Ni no kuni wrath of the white witch™ remastered
I've read a number of ppl stating that all DLC were included, but no one has ever provided any source for that, so apparently that's all just their assumption that remasters usually contain all DLC.
I would like definitive confirmation however.
Once you've progressed far enough through the tutorial, you should find familiar **tickets** in your inventory if the DLC is indeed included.
If anyone of those blessed with actually useful internet connections could clear this up, that would be grand. I'm still looking at 6 more hours of DL.
I noticed they mentioned the gold familiars that came with the collector's edition guide but what about the UK exclusive familiars like griffy and flutterby? Are they also included?
There should be 13 tickets if everything is in there:
lumberwood tcket
relixx ticket
dinoceros ticket
idler ticket
tin-man ticket
mandragorer ticket
draggle ticket
mite ticket (golden)
drongo ticket (golden)
hurly ticket (golden)
sapdragon ticket
flutterby ticket
griffy ticket
If I remember correctly only the golden familiars are exclusivly available through the tickets, the rest can be catched normally while some appear only post-game.
Still, what about the familiars that were only available in the japanese version? They were removed from all international releases as far as I know since they were created following a collaboration with GREE: https://i.Imgur.Com/deg4dyt.Jpg
There should be 13 tickets if everything is in there:
lumberwood tcket
relixx ticket
dinoceros ticket
idler ticket
tin-man ticket
mandragorer ticket
draggle ticket
mite ticket (golden)
drongo ticket (golden)
hurly ticket (golden)
sapdragon ticket
flutterby ticket
griffy ticket
If I remember correctly only the golden familiars are exclusivly available through the tickets, the rest can be catched normally while some appear only post-game.
Still, what about the familiars that were only available in the japanese version? They were removed from all international releases as far as I know since they were created following a collaboration with GREE: https://i.Imgur.Com/deg4dyt.Jpg
Still, what about the familiars that were only available in the japanese version? They were removed from all international releases as far as I know since they were created following a collaboration with GREE: https://i.Imgur.Com/deg4dyt.Jpg
Not in this version of the game. As to why, possibly licensing issues. The cooperation might have just included a license for japan or might have had some exclusivity clause. At least that would be my guess, as to why they would or could not include it in the western release.
The only tickets I had (bought on german store so either german or more likely EU version) were flutterby, griffy, draggle, and the three golden versions of the individual starting familiars.
The only tickets I had (bought on german store so either german or more likely EU version) were flutterby, griffy, draggle, and the three golden versions of the individual starting familiars.
That is the tickets you should have at the start. The tickets for the other familiars are gained by doing the solosseum and casion games and following the derwin quest line to the end.
Argh, you're right. Totally forgot that, kept wondering why I was missing those tickets lol.
Thanks for reminding me -- PS3 version has been quite a long time ago.
Ni no kuni: wrath of the white witch
An overview of the familiar mite.
Mite is the oliver's initial familiar and the very first familiar you'll obtain in the game. As would be expected, mite, being of the milites, is best paired with oliver for battles. Mites can be found on ugly duckling isle, which is north of the summerlands. Mite is overall a well rounded familiar with a focus in attack. Additionally, mite and all of its metamorphoses are quick growth types, allowing them to easily catch back up after a metamorphosis.
Being fairly well rounded, mite has no particular stat that should be prioritized over the others. As a result, the mite's strengths are yours to choose. Given its arsenal of physical skills, you cannot go wrong with raising mite's attack. However, boosting defense and magic defense is also a viable option if you would like to make mite be able to take more hits.
Metamorphosis
Once mite reaches level 12, it can change into mighty mite. Unless you're using a mite taken from the wild, you'll typically be forced to metamorphose mite before it can learn ray of light at level 20. Once a mighty mite, more physical tricks will be learned until level 33 is reached. Once level 33 is reached, mighty mite can metamorphose into either dynamite or mermite. Delaying this until level 37 will allow mighty mite to learn slice 'n' dice, a welcome addition to its already expansive list of physical oriented tricks.
The dynamite will have a higher attack stat than that of the mermite, but at the cost of a lower defense. Additionally, dynamite will have a resistance to fire, but will be weak to water. Dynamite will continue to learn physical tricks, cementing its role as an offensive familiar. At level 15, it learns slash 'n' burn, a superb fire based attack that is great for attack enemies lined up in front of dynamite. As its final trick, dynamite learns the powerful super slash at level 63. Combining these tricks with war cry, a trick learned as mighty mite, dynamite can easily tear through enemies.
Opposite of dynamite, mermite will boast a higher defense stat at the expense of a lower attack stat. Mermite's resistance will favor water attacks, but it will be weak to fire attacks. As opposed to dynamite, mermite will have a more flexible role in your party. Mermite will not learn any new physical tricks, but will instead learn support skills and water magic, making it extremely versatile. Soulshield, a trick that gives a hefty boost to magic defense, is particularly noteworthy. Additionally, mermite has access to the gem types fire, neutral, dark, and physical, the latter two of which are unavailable to dynamite.
Conclusion & suggestions
Mite is a well rounded, versatile familiar. How you feed it is entirely up to how you would like to shape its role within your party. Mite is oriented towards physical attacks and tricks through the forms mite and mighty mite. Once a level 33 mighty mite, the decision about what duties you'd like your mite to take can be chosen. By choosing dynamite, you'll keep your mite on the attack oriented path, learning more physical tricks and even a few support tricks to boot. By choosing mermite, you'll be changing your mite's course from a attack oriented familiar to one with greater role elasticity, learning no physical tricks, but rather support and magic tricks.
If dynamite is your choice, you'll be locking your mite onto the attack path. With dynamite's lower defense, feeding it treats to boost that stat is recommended to increase its survivability. However, bolstering dynamite's attack will make it a force to be reckoned with. Giving it an accessory to increase movement speed will allow dynamite to have an even stronger presence on the field.
If mermite is your choice, your mite will stray from the attack path to find a middle ground. With mermite's higher defense, it should be able to easily hold its own in battle. However, mermite will unfortunately fall behind damage output due to its lower attack rating. Consequently, it is recommended that attack boosting treats bed fed to mermite. With access to two more types of gems than dynamite, mermite's role has an incredible amount of potential to fit as many situations as you need it to.
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Ni no kuni: the 10 worst familiars, ranked
Ni no kuni: wrath of the white witch is an RPG game involving familiars, but not all are as good as others.
Ni no kuni: wrath of the white witch is an RPG game that was developed by level-5 and released for playstation 3 in 2013. It was a very popular title that blended brilliant gameplay with beautifully animated sequences by studio ghibli. It was re-released last year for playstation 4, PC, and nintendo switch.
The game follows the story of a young boy called oliver who discovers that not only is he a wizard, but that he comes from an entirely different world. Together with his fairy companion drippy, oliver travels back to his homeworld to save it from the evil wizard shadar. Players are able to use familiars to help them fight and can obtain new ones from charming certain enemies during battle. However, some familiars aren't as good as others, so check out these familiars you should avoid.
10 mite
Mite is the first familiar that oliver is given and is of the milites genus, which oliver has an affinity for. It can also later be found on ugly duckling isle. It metamorphoses into mighty mite, before its branching forms of dynamite or mermite.
Mite and its metamorphosed forms are average at best, specializing in high accuracy, which isn't exactly the most coveted stat in the game. Mite takes on the role of a damage dealer and there are many much better attacker options that you can obtain early on, making mite obsolete. Swap him out as soon as you can.
9 clubber cub
Clubber cub is part of the bestiae genus, making swaine the best candidate for it, and it can be found in the golden grove area. It metamorphoses into lubber cub, before its final forms of adamantiger or elegantiger.
Despite starting off as a decent enough choice for an attacker with high attack speed, clubber cub's usefulness tapers off pretty quickly. In fact, players are better off skipping it altogether and using purrloiner instead, which is available earlier and is a better attacker option early on.
8 baatender
Baatender is of the bestiae genus, meaning that swaine has an affinity with it, and it can be found in the rolling hills area. It metamorphoses into baabarian, before its final metamorphic forms of baabie or baarndancer.
Baatender has some of the lowest stats out of all the familiars in the game. Additionally, while baarndancer could scrape through as an average familiar with its resistance to physical attacks, the other final form of baabie has a weakness to physical attacks and this makes it a poor choice.
7 green buncher
Green buncher is of the flora genus, making it best-suited to esther, but ideally, you should skip this familiar altogether. It's a very common find in the shimmering sands area and metamorphoses into yellow buncher, with its final two forms being underripe buncher or overripe buncher.
Green buncher has some of the lowest overall stats of all the familiars in the game and has a weakness to fire moves. Though it can work early on as a tank for esther, there are far more powerful options available, so don't bother with this guy for long.
6 hurly
Despite being swaine's default familiar when he joins your party, hurly is of the milites genus, meaning that only oliver has an affinity for it. It can also later be found in the no longer mine area.
Hurly metamorphoses into burly hurly, before turning into either of its final forms, hurlcules or hurlabaloo. However, hurly and its advanced forms are all a little lackluster as they are slow-moving and have poor accuracy. There are far better familiars out there so be sure to sit this one on the backbench as soon as you can.
5 inphant
Inphant is of the bestiae genus, making it most suited to swaine who has an affinity with this type. It can found very commonly throughout the rolling hills area and metamorphoses into psychophant, before its final metamorphic forms of triumphant or hierophant.
Inphant is generally considered to be an attacker, but it's a rather poor choice as although it has a high attack stat, it has really low attack speed. Additionally, while its third metamorphic forms have some decent magic spells, as a member of the bestiae genus it has low magic stats making them kind of useless.
4 idler
Idler is a unique familiar in that it can only be obtained by purchasing an idler ticket for 25,000 casino chips at the crypt casino. It metamorphoses into wild idler, before its final forms of all-seeing idler or evil idler.
It is part of the minima genus, meaning that marcassin has an affinity with it. Despite looking rather cool and appearing to be somewhat rarer, this familiar is pretty useless. Its only decent stat is accuracy, which in ni no kuni doesn't seem to count for much.
3 sunshine
Sunshine is of the arcana genus, meaning that no characters have an affinity with it. This means it loses out on the 10% stat boost that other familiars possess if they share an affinity with a party character.
Sunshine is found in the shimmering sands area and metamorphoses into grandsun, before metamorphosing into one of its final forms, wayward sun or godsun. Sunshine has one of the worst stat make-ups of all the familiars in the game, so definitely give this one a miss.
2 sleepeafowl
Sleepeafowl is part of the aves genus, meaning that esther has an affinity with it. It can be found in the rolling hills area and metamorphoses into hippeafowl, before turning into either of its final forms, grumpeafowl or wimpeafowl.
This familiar is largely considered worthless; it has no attack skills whatsoever until its second form, and even then it doesn't get an attack trick until level 16. Though they have great accuracy stats, their actual attack is rather poor and their magic attack is moderate at best.
1 ruff
Ruff is of the bestiae genus, making it best-used by swaine who has an affinity for this type, but even then, ruff is not worth your time at all. Ruff has the lowest stats out of all the familiars in ni no kuni, so be sure to steer clear of this beasty.
Ruff is a common enemy, found throughout the rolling hills area, and metamorphoses into ruffian, before its final forms of either gruffian or scruffian. None of ruff's metamorphosed forms are worthwhile either.
Ni no kuni: a tale of mite and magic
Ostensibly, PS3 RPG ni no kuni: wrath of the white witch is about the adventures of oliver (pictured, right), an ordinary boy who becomes the wizard-saviour of another world. But it’s not, not really. Meet one of ni no kuni’s real heroes (on the left): mar mite, melee fighter, bane of enemies from the winter isles in the west to teeheeti in the east, and utterly adorable. Together, mar mite and friends represent what is best about ni no kuni – and what is worst.
Mar mite is a familiar, one of over 300 in the game, and he and his friends are central to NNK’s battle system. Oliver may be a wizard, but for much of the game there are serious holes in his array of spells, and the two others who join his party are support characters, not damage-dealers. Enter the familiars, quasi-party members who collectively account for most of the game’s spells and skills. Different familiars learn different abilities and have different specialties – using some of my line-up as an example, mar mite is a physical attacker, tintin (a blue-hued robot who puffs steam from his ears) is well-armoured and has the ability to temporarily draw enemy attacks, and the pint-sized gemma (a little flying sprite with a mushroom-like cap) is a healer. Each of the three humans in the party can take three familiars into battle (with the rest residing in storage), and each human can switch between actively fighting, or sending in one of his/her three familiars instead. So for example, assuming mar mite, tintin, and gemma were all mapped to oliver, I could start the battle with a spell from oliver, switch to tintin for a defence boost, switch to gemma to heal the party, and then switch to mar mite for the coup de grace. Each character and his/her familiars share the same HP and MP pool, so blowing all of oliver’s MP would leave nothing for gemma to cast with. The familiars themselves double as the game’s bestiary – they roam dungeons and the overworld as monsters, but when defeated, there is a random chance they will be tamed and join the party. Once recruited, they gain experience and level up in standard RPG fashion, and high-level familiars can be upgraded into “evolved” versions.
The tragedy of ni no kuni is that while it may contain 300+ familiars, I will only ever use a few. The reason is simple: poorly designed game mechanics. Each familiar must be separately levelled up; familiars who are not in the active 9 gain no experience, which punishes players for doing anything other than sticking with the same handful of familiars. Why would you experiment with new familiars when this would necessitate grinding them from scratch? This undermines all the effort the developers took to create the variety of familiars, and yet it would have been so easy to avoid. Familiars could simply take on the same level as their human partner. They could share a common level. If the player absolutely had to choose between levelling familiars, then there should have been a common experience pool. And I can think of more ideas (1). Similarly, obtaining new familiars is also a matter of grinding – go where they spawn, defeat them, and if they don’t join, repeat. And repeat. And, if necessary, repeat. This is bad design, consuming the player’s time in exchange for another pull of the slot machine, with nary an element of choice or skill in sight. But what if recruiting new familiars required an “interesting decision”? What if – for example – you had to choose between spending experience points on levelling existing familiars, or on purchasing new ones? That would have made ni no kuni a very different game. It might also have made it a better one.
I like ni no kuni. And I love the familiars, in spite of the lousy way they’re handled. I like their punny names, their designs, their animations – static images don’t convey how adorable they are. Consider the green buncher, a familiar (second picture down) made out of bananas, right down to his feet – I named mine “brunchy”. Then there’s the turbandit, who upgrades to turburn, turban myth, and turban legend; he doesn’t walk into battle so much as waddle, his head wobbling from side to side. One of the suggested names for a turban myth is “myth piggy”! And don’t forget the potty, a creature that looks like a penguin wearing a jar – it upgrades to jackpotty, crackpot, and hotpot. Mar mite himself is a mite, who upgrades to mighty mite, mermite, and dynamite. His default name is “mitey”, but I found his name in the demo – “mar mite” –impossible to resist. How can you not love those names?
That makes the familiars a good metaphor for ni no kuni, a game that is flawed in so many ways, but that often delights as well. Grindy familiars are just the tip of the iceberg – I could write paragraphs more about the failings of NNK’s battle system, plot, and characterisation – but the familiars also epitomise NNK’s appeal. In my review of tearaway I wrote that a sense of joy is a “rare and precious thing, especially in this medium”, and it’s that joy that NNK produces in its best moments: naming a new familiar, watching as mar mite devours a snack or brunchy hops along on his banana-feet, or simply thumbing through the in-game wizard’s compendium, which lists familiars together with a picture and a cute little blurb. I could never call ni no kuni a great game – but I can say that it made me smile.
(1) persona 3 and 4 offer another interesting contrast; while personas level separately, just like familiars in NNK, higher-level personas are created by fusing together several lower-level personas. So you might fuse several tier 1s to create a tier 2, then several tier 2s to create a tier 3, meaning you will see – and use – many of their weird and wonderful personas. And unlike NNK, the persona games discourage grinding: as your characters gains more and more levels, enemies bring in less and less experience.
Ni no kuni guide: 20+ essential tips to get you started
A beginner guide for the first 10-20 hours
The world of ni no kuni is whimsical, beautiful, and sometimes scary. The mere fact that the game features a number of old school JRPG tropes is enough to frighten even some of the hardiest of gamers, who are used to modern conveniences like fast travel from the start.
Having acclimated myself to level-5's newest instant JRPG classic, I'm ready to provide a short starter guide for the first 10-20 hours or so, for people who may be scared off from tackling this beast.
Release this game from its shrink-wrap, read these tips, and get ready for an amazing journey.
Tame non-story spoilers incoming. I’d recommend saving this article if you get stuck, and need a quick reference:
- While you're wandering the world map, press X in peculiar spots (like patches of forest) to look for hidden items. If you need to locate the areas you've already found secret items in, go to the "regions of the world" section of your wizard's companion. Specifically in regards to forests, if you see a patch of them, always explore it to find a potential hidden hamlet.
- Speaking of items on the world map, always grab the twinkling stars whenever you can. The sparkles are items, and like pots in towns, they'll reappear every 10-60 minutes.
- Do not be afraid to grind. Grind near a town and fight enemies as much as you can. Try to pick up health and mana orbs in combat, and if you need it, head into town to use the inn to restore all of your stats, then go back to grinding. You shouldn't need to grind in the first 15 hours or so, but it's an option.
- Speaking of inns, always stay at least once to gain extra story in your wizard's companion book.
- When enemies start to run away from you on sight, you'll know you've saturated all the EXP you can from an area.
- If you die in combat, you'll lose 10% of your total cash after continuing. Although you can lower this rate to 5% later in the game, don't be afraid to spend some of your money before you go into a dungeon -- in case you die. Of course, you could just reload a recent save to avoid any loss of money.
- Like any JRPG, you should save a lot. Save before entering an area you haven't been before. Save near a town on the world map. When a story character asks you to "prepare yourself" before entering an area, save it.
- Always, always do errands and bounty hunts as soon as they become available in every town. Doing them as soon as they become available rewards tenfold with items that will be relevant as soon as they're acquired, rather than waiting to finish them and getting inadequate gear.
- The stamp rewards from finishing errands are invaluable, and hoarding stamp cards early is a great way to get amazing perks like extra experience later in the game. It's important to note that errands are often incredibly easy, and you'll almost always happen upon a bounty location while roaming to your next story location anyway.
- If you're put off by all the walking, you'll gain the ability to fast travel around 20 hours in, and flight capabilities on the world map after that. For the first 20 hours, focus on completing errands in local areas so you don't have to do much backtracking. You can always do errands at a later date if you really need to, and always view their status on the journal portion of the main menu.
- About four hours into the game, the game teaches you how to "take pieces of heart" from npcs who show up with a green dot on your map, which help you solve errands and story quests. In every town, always press R1 to open the map, and survey the area for flashing green and blue dots.
Familiars:
- Once oliver gains a familiar, he should never engage in direct combat with his wand. Ever. Always use your creatures in combat whenever possible or oliver's spells.
- You can't beat every fight with just one familiar, however, as there is a limited amount of time that it can fight at once. A common strategy is to switch back to oliver when your pet's stamina is in the red zone, and run around the outside of the map, circle strafing until they can fight again.
But this doesn't mean oliver is useless -- quite the opposite in fact. Oliver can heal your party with healing touch, and use powerful magic while circle strafing and avoiding damage. Against boss characters, try spamming his ice and fire spell when you have some free mana -- just keep some available in case you need to use healing touch.
- The first familiar you get, mitey, is not only incredibly cute, but he's also the clear-cut best familiar for quite a while. If you feed him his favorite food consistently (chocolate), he'll have enough power to take down pretty much everyone in the first 10 hours almost single-handedly. Use him to level up the first few story related familiars you get. You'll earn mitey almost immediately after you leave motorville, your next one in the first few hours in the first town, and you'll net another two (and your first human party member) in the first ten hours or so.
- Speaking of food, keep those familiars full. Every fight will drop their fullness rating by one, which is almost a grind in a grind, when you level them up and lower their fullness to boost their stats.
- Always wait to metamorph familiars if you can. If you morph them into their next form immediately, they'll lose a lot of their potential. For instance, a level 20 mitey will carry over less stats than a level 40 mitey when he morphs into his next form at level 1.
- Take a look at your familiars on the status screen, and notice their symbols -- the red and orange colored sun, the yellow and blue moon, and the white and blue star. In terms of combat, sun beats moon, moon beats star, and star beats sun. You'll do extra damage to enemies who are weak to your symbol. Use this to your advantage by surveying your enemy before you send your familiars out to battle. In most fights on the world map in the first 10 hours of the game or so, this doesn't really matter that much.
- Use L2 and R2 to switch between menus -- don't bother with the d-pad initially. It's much easier and more accurate to switch between combat abilities this way.
- Resist the urge to run around in combat, early in the game. Although it may seem cool, taking a more direct approach to combat and just mashing the X button to attack is often the best strategy before you start gaining party members. If you run around too much enemies will just beat on you.
- However, like an MMO, free-running does play a critical role in pretty much every fight in the game past a certain point. You can use it to avoid dangerous hazards (like a pit of poison), and attacks that enemies make from the front (like a flame breath). In boss fights, always remain aware of your surroundings and keep moving.
- The circle button cancels commands in combat. This is crucial when the game requires you to make a split second defensive stance to avoid a powerful boss attack. If you're in the middle of doing something, press circle, press L2 or R2 to switch to defend, and press X.
- You can cancel enemy tricks (abilities) and counter their attacks with the correct timing. When an enemy is using a trick, try pummeling them to stun and stop the trick -- just keep in mind this isn't a guaranteed stop. Alternatively, you can quickly cancel and defend to stay on the safe side. To counter, choose an enemy, target them, choose attack, and wait until a bubble appears near your character to press the X button and initiate the counter.
So, let's see, what we have: read a user guide to ni no kuni: wrath of the white witch by lightdash. At mite ticket ni no kuni
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