Punishing: Gray Raven

Memory Basics Guide

Punishing: Gray Raven Guide
More Punishing: Gray Raven

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Punishing Gray Raven is a visually-stunning, action-packed ARPG set in a post-apocalyptic world overrun by the Corrupted. Memories are akin to accessories; you can equip them to your constructs to give them stat bonuses and beneficial effects. In our Memory Basics Guide, we will discuss the various aspects surrounding Memories in Punishing Gray Raven.


What are Memories?

Memories are basically accessories that you can equip to your constructs to further increase their stats and combat capacity. Each construct has 6 memory slots, and a memory can only be equipped on its corresponding slot location. Memories that boost HP and CRIT can be slotted in Slots 01-03. Memories equipped that grant ATK and DEF occupy the bottom row (slots 04-06). Memories used by constructs can’t be equipped by compositers; the same goes the other way around.

Memory Basics Guide

Similar to weapons, you can enhance, overlock, and resonate Memories to further increase their stats. These processes however don't change the values of their bonus set effects. Please refer to our dedicated Memory Training Guide for further discussion of these missions for improving memories.

Memory Set Effects

Memories also have Set Effects. These are special effects that get activated once you have 2 or 4 of the same memory equipped to your construct. Their slot positions are irrelevant; as long as you have the required number of pieces of the same memory, the set effect will remain active. At any given time, you can have 3 set effects (2-2-2) or 2 set effects (4-2) active with all memory slots occupied.

Memory Basics Guide

It is recommended to at least have a good 4-pc set effect that will complement the construct’s abilities and combat style with the remaining slots occupied by memories with a 2-pc memory set. As a general rule of thumb, it’s ideal to equip memories with set effects that will complement the constructs’ abilities. For example, memories with healing bonuses are pretty much worthless when equipped on attacker-type constructs. Compositer memories have powerful 6-pc effects so activating that set effect is recommended.

How to Obtain More Memories?

Memories can be obtained from various sources. Common memories that can be used as fodder can be obtained from completing mission stages.

* Some higher-quality memories can be obtained as rewards from one-time missions or tasks.

* You can purchase 5-star and 6-star memories in the Shop > Cogs Factory but it will require a huge amount of cogs.

* Complete Memory Rescue stages.

* Buy from the War Zone > War Shop

Memory Basics Guide

The best method so far is by farming the last stage (AE-4) of the Combat Supply resource map. This will require 30 serum per run but has the chance to drop a random 6-star memory. You’re also guaranteed to get a 6-star memory after clearing the stage 8 times.

Memory Basics Guide

6-star Memory List

Here’s the list of 6-star memories and their set effects.

Memory Name 2 PC Set Effect 4 PC Set Effect
Einsteina QTE and 3-Ping skills reduce the target's corresponding Elemental Resistance by 15% for 8s. 10s cooldown. When taking damage, releases an elemental aura, gaining Elemental Resistance equal to 5% + 1% of own DEF for 5s. Elemental DMG dealt increases by 15% when the aura is present. 8s cooldown.
Hanna 3-Ping DMG increases by 25%. Enters Matrix upon a 3-Ping and gains a random Signal Orb. 30s cooldown.
Adolf Gains 20% more Energy when pinging an orb. Signature Move requires 20% less Energy. All DMG increases by 15% for 10s after performing a Signature Move and gains Super Armor that reduces DMG taken by 20% for 5s.
Cottie Gains 20% more Energy when pinging an orb. Signature Move requires 20% less Energy. All DMG increases by 15% for 10s after performing a Signature Move and gains Super Armor that reduces DMG taken by 20% for 5s.
Da Vinci When QTE is triggered, the Construct on the field gains 10% ATK and 20% DEF for 8s. When QTE is triggered, triggers another Construct's QTE. 8s cooldown. If there are 3 Constructs on the field, ATK is increased by 20%.
Catherine QTE and 3-Ping skills reduce the target's Physical DEF by 20% for 8s. 10s cooldown. When taking damage, gains a HP Shield equal to 20% of DEF and increases Physical DMG by 15% for 5 seconds. Has a cooldown of 8 seconds.
Philip II Healing effect increases by 10%. Next healing effect increases the target's Physical DMG by 10% and DEF by 10% for 5s. 8s cooldown. Recharges Drone when healing. After fully charged, next healing will use up all energy and summon an Elemental Drone. The Healing Drone will automatically follow the teammate with the lowest HP. Within a circle of 5 meters, the Drone continues to heal teammates for 2% of their maximum HP per second and increases their Physical DMG by 15% for 5 seconds. Has a cooldown of 12 seconds.
Guinevere Heals for 10% more. Increases the Elemental DMG and Resistances of the healing target by 10% for 5 seconds. Has a cooldown of 8 seconds. Recharges Drone when healing. After fully charged, next healing will use up all energy and summon an Elemental Drone. The Healing Drone will automatically follow the teammate with the lowest HP. Within a circle of 5 meters, the Drone continues to heal teammates for 2% of their maximum HP per second and increases their Elemental ATK by 15% for 5 seconds. Has a cooldown of 12 seconds.
Frederick Each dodge increases Movement Speed by 15% and all DMG dealt by 5% for 5s. Can be stacked up to 3 times. The next dodge reduces the attacker's speed by 20% and increases its damage taken by 15% for 4s. 8s cooldown.
Patton CRIT Rate and Physical DMG increase by 5%. Each time you deal Physical DMG, if it is not a CRIT Hit, the CRIT Rate of the next Physical DMG increases by 2%, stacking up to a maximum of 20%. This effect is reset when you deal a CRIT Hit. CRIT Hit increases Physical DMG by 5% for 3s. Can be stacked up to 3 times.
Bathlon 3% increase to all attacks, 7% increase to dark damage When dealing damage, there is a 20% chance to summon a phantom area for 5 seconds; afterwards, the phantom area will have a 5-second cooldown.. Enemies standing within the phantom area are inflicted with Corrosion. This reduces afflicted enemies’ Dark resistance and will take 80% dark damage every 2 seconds. Attacking enemies with corrosion gives a 20% chance to gain a random orb.
Condelina Basic Attack DMG increased by 15% Basic attacks have a 25% chance to go Berserk, increasing Basic Attack DMG by 15% and Crit Rate by 5% for 5s. 8s cooldown.
Shakespeare All ATK increased by 3% and Fire DMG increased by 7% Attacks have 50% chance to inflict Burn for 5s. When attacking a burning enemy, there’s a 20% chance to cause an explosion that deals 100% Fire DMG. 5s cooldown. Burn: Reduces the target’s Fire Resistance by 8% and deals 12% Fire DMG every second.Can be stacked 3 times.
Darwin For every orb pinged, all DMG increased by 3$% for 4s. Can be stacked 5 times. When an orb is pinged, you’ll gain a corresponding color of it. Collect 3 colors to unleash a shockwave dealing 600% physical DMG in a 12m radius.
Heisen All ATK increased by 3% and Lightning DMG increased by 7% Attacks have a 25% chance to trigger a Thunderstorm with a radius of 3.5 meters. The storm Electrocutes the target for 5s. 5s cooldown. / Attacking an electrocuted enemy has a 20% chance to deal damage with a Lightning Chain. 8s cooldown. / Lightning Chain: All electrocuted enemies take 250% Lightning DMG. / Thunderstorm: Deals 100% Lightning DMG / Electrocute: Reduces lightning resistance by 8%.

5-star Memory List

Here’s the list of 5-star memories and their set effects.

Memory Name 2 PC Set Effect 4 PC Set Effect
Erwin Basic Attack DMG increased by 10%. Basic Attack DMG increased by 15% without being attacked. 12 seconds cooldown starts when taking a hit.
Ike All DMG increased by 2% and Elemental DMG increased by 4% When dealing Elemental DMG, there’s a 15% chance to inflict Burn, Electrocute, Frost, and Corruption depending on the element. This lasts for 5 seconds and will have an 8-second cooldown on the same unit.
Aife For each orb pinged, all DMG increases by 2% for 3s. Can be stacked up to 5 times. Enters Matrix upon a 3-ping. 30s cooldown.
Samantha Healing effect increases by 5%. Next healing effect increases the target’s Elemental DMG by 8% for 4s. 5s cooldown. The next healing effect adds an elemental aura that boosts Elemental DMG by 8% and Elemental RES by 5% for all allies within the area. 10s cooldown.
Mozart While in Matrix, all DMG increases by 15% When you enter the Matrix, deals 200% damage to all enemies on screen.
Richelieu Healing effect increases by 5%. Next healing effect increases the target’s Physical DMG by 8% for 4s. 5s cooldown. Gain 1 random orb for every 8 orbs pinged. 5s cooldown.
Gloria Attacks reduce the target’s all Elemental RES by 6% for 5s. 12s cooldown. When taking damage, reduce the elemental RES of enemies within 5m by 6% for 7s. Resets every time this effect is triggered.
Voltaire Attacks reduce the target’s all DEF by 6% for 5s. 12s cooldown. When taking damage, the Physical DEF of the attacked enemy is reduced by 15% for 7s. This can be stacked up to 2 times.

That concludes our Punishing Gray Raven Memory Basics Guide. Please check out our other pages related to the game for more PGR content.


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Paul, Staff Writer

PaulVhayste started writing free guides and walkthroughs in 2006 for several online gaming sites. He has written hundreds of guides covering games from a wide variety of genres across different platforms. He's an avid JRPG and mobile gaming fan, and regularly plays games on the PC, Steam Deck, PS5, and mobile platforms. He strives to continue making comprehensive and easy-to-follow guides for his readers.

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