Asdivine― a world protected by two divine beings.
Yet unbeknownst to its inhabitants,
these very deities had been in a grave conflict two years prior.
Nor those who risked it all to prevent their dischord from destorying the world...
But as is typical of time, its tide moves unabatedly,
and with it brings new adversity with each ebb and flow.
"The Light Deity says it's urgent?
Why do I get the feeling there's trouble a brewing...?"
In a letter from Zack's former companion, the high priestess,
it would seem the doors of destiny have once again been flung wide open.
Picking up two years after the events of their first adventure, Zack and friends find themselves off on another quest, but this time to save the parallel world of Archelio, which is on the verge of being frozen in ice.
However, after a small mishap prior to arriving at their intended destination, the party finds themselves out of weapons and out of luck. Nevertheless, with the help of their new companion Nadia and a fairy named Rapscal, their investigation into the cause of this abnormal phenomenon gets back on track. That is, until a mysterious creature and suspicious fellow with divine powers show up and attempt to stop them from finding out the truth.
As conflicting evidence begins to mount, will the party be able to reverse this crisis as they had hoped for or will their actions turn out to be the catalyst for something much, much worse...?!
Having been two years since their last adventure, the heroines' feelings for Zack have only grown! So how is a man supposed to deal with so many potential lovers?! As Zack navigates these somewhat murky waters, he will be able to respond to their requests for advice and encouragement in various ways. There may still even be a chance to win over Celine's heart by sending her stuffed animals as consolation for having to stay behind. In addition, as the trust level for each heroine grows, so will their ability to deal with certain obstacles that beset them in their journey. These include breaking boulders, crossing gaps, deciphering stone monuments, and even squeezing through tight spaces. In short, the higher the trust level, the more there is to discover, and the greater chance Zack will end up with who he is meant to be!
Releasing these buddies from jewels will allow them to fight alongside the party through Stella's ability as a monster trainer. There are 38 buddies in all, so how they benefit the party, whether being put to work for the guild or in battle, is entirely up to the player!
★Lead up to six characters into battle and level onslaughts of powerful foes with a brand new team system!
★Expanding the usability of the trust gauge, skills called microbursts can now be unleashed for a fraction of the cost!
What is more, microbursts change based on team combination, and thereby greatly expand the tactical playing field!
★Combine team magic into powerful unisons!
★The popular rubix and jewel system is back, allowing for better character customization than ever before!
★Inserting buddy jewels into a rubix will also give characters the use of their abilities!
Not skimping on content, Asdivine Hearts II comes with a host of new features! Below are some of the things players can expect:
★Introducing the Garden, a series of magical plots that can be used for the following:
Planters - Seeds are sown in these, which mature into harvestable fruit.
Portals - Available buddies can be dispatched on jobs through these to earn extra Guild
Sheds - These create extra space for weapons to be stored in the inventory.
★A new trophy system where rewards are paid out in the form of items, equipment, and jewels!
★Customizable rare weapons that cast aside limitations on tools that slay evil!
★A battle arena specifically for monster trainers and buddies to test their mettle!