Treasure Magnet: Difference between revisions
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In ''Kingdom Hearts'', Treasure Magnet is a {{c|support ability|KH}} that costs 2 {{AP}} to equip. | In ''Kingdom Hearts'', Treasure Magnet is a {{c|support ability|KH}} that costs 2 {{AP}} to equip. | ||
In ''Kingdom Hearts Chain of Memories'', Draw is an [[enemy card]] effect that costs 10 CP to add to the deck and lasts for five reloads. | In ''Kingdom Hearts Chain of Memories'', Draw is an [[enemy card]] effect that costs 10 CP to add to the deck and lasts for five reloads. It allows the user to collect all items present on the field,{{?}}<!--This is in the original game, requires checking for the remake--> and does not carry on to the end of the fight. | ||
In ''[[Kingdom Hearts II]]'', Draw is a {{c|support ability|KH2}} that costs 3 AP to equip. It is also a [[Gummi Ability]] that costs 4 AP to equip and can be equipped up to two times. | In ''[[Kingdom Hearts II]]'', Draw is a {{c|support ability|KH2}} that costs 3 AP to equip. It is also a [[Gummi Ability]] that costs 4 AP to equip and can be equipped up to two times. |
Revision as of 04:02, 18 August 2024
Treasure Magnet (ドロー Dorō , lit. "Draw"), dubbed as Draw in Kingdom Hearts Chain of Memories and Kingdom Hearts II, is an ability introduced in Kingdom Hearts. It allows the user to attract dropped prizes and items from a greater distance away. Powering up the ability increases the range of the effect.
Mechanics
In Kingdom Hearts, Treasure Magnet is a support ability that costs 2 AP to equip.
In Kingdom Hearts Chain of Memories, Draw is an enemy card effect that costs 10 CP to add to the deck and lasts for five reloads. It allows the user to collect all items present on the field, and does not carry on to the end of the fight.
In Kingdom Hearts II, Draw is a support ability that costs 3 AP to equip. It is also a Gummi Ability that costs 4 AP to equip and can be equipped up to two times.
In Kingdom Hearts 358/2 Days, Treasure Magnet is an ability panel that can be leveled up from Treasure Magnet LV1 to Treasure Magnet LV2 and Treasure Magnet LV3 by linking T. Magnet LV+ Ⓛ (ドローアップⓁ Dorō Appu Ⓛ , lit. "Draw Up Ⓛ") panels to it.
In Kingdom Hearts Birth by Sleep, Treasure Magnet is a prize ability that can be installed up to five times.
In Kingdom Hearts 3D: Dream Drop Distance, Treasure Magnet is a support ability that can be equipped up to five times.
In Kingdom Hearts III, Treasure Magnet is a support ability that costs 1 AP to equip. It extends the distance that prizes can be drawn in from, adding 3 meters with one ability equipped and 6 meters with two or more abilities equipped.
Learning Treasure Magnet
Kingdom Hearts
- Sora learns Treasure Magnet at levels 33 and 60 with the Dream Sword, levels 12 and 30 with the Dream Rod, and levels 27 and 39 with the Dream Shield.
- Donald learns Treasure Magnet at levels 30 and 45.
- Goofy learns Treasure Magnet at levels 18 and 42.
- Aladdin has Treasure Magnet as a default ability.
- Jack Skellington has Treasure Magnet as a default ability.
- Peter Pan has Treasure Magnet as a default ability.
Kingdom Hearts Final Mix
- Sora learns Treasure Magnet at levels 36 and 75 with the Dream Sword, levels 9 and 72 with the Dream Rod, and levels 30 and 57 with the Dream Shield.
- Donald learns Treasure Magnet at levels 24 and 39.
- Goofy learns Treasure Magnet at levels 18 and 51.
- Aladdin has Treasure Magnet as a default ability.
- Jack Skellington has Treasure Magnet as a default ability.
- Peter Pan has Treasure Magnet as a default ability.
Kingdom Hearts Chain of Memories
- The Bouncywild card has Draw as its effect.
- The Black Fungus enemy card can randomly activate Draw.
- The Darkside enemy card can mimic an enemy's Draw.
Kingdom Hearts II
- Sora learns Draw at level 28 with the Dream Sword, level 25 with the Dream Rod, and level 47 with the Dream Shield.
- Donald learns Draw after saving the Medallion.
- Goofy learns Draw after defeating the Grim Reaper at the Black Pearl.
- Master Form has Draw as a default ability.
- Mulan has Draw as a default ability.
- Jack Sparrow has three copies of Draw as default abilities.
- The Follow the Wind has Draw as its Equipment Ability.
- The Draw Ring has Draw as its Equipment Ability.
- Roxas learns Draw at the beginning of the Third Day in Critical Mode.[KH II FM]
- Sora learns Draw once Limit Form reaches level 4.[KH II FM]
- Limit Form has Draw as a default ability.[KH II FM]
- Master Form has an additional copy of Draw as a default ability.[KH II FM]
Gummi Ability
- Draw is available as a Gummi Ability after destroying the red Knight Head in Ancient Highway LV3.
- Draw is available as a Gummi Ability after completing Sunlight Storm LV1 with a rank of E or above.
Kingdom Hearts 358/2 Days
- Treasure Magnet is a clear bonus for Mission 29.
- Treasure Magnet ③ can be purchased for 1500 Heart Points once Roxas is promoted to Expert rank.
- T. Magnet LV+ Ⓛ can be purchased for 800 Heart Points and once again for 1600 Heart Points once Roxas is promoted to Master rank.
Kingdom Hearts Birth by Sleep
- Treasure Magnet can be attached to a type C, type D, type G, type H, type K, type L, type O, or type P Command recipe through Command Melding, either randomly or by applying a Hungry Crystal.
Kingdom Hearts 3D Dream Drop Distance
- Sora and Riku can purchase Treasure Magnet from the Cyber Yog Ability Link for 50 Link Points.
- Sora and Riku can purchase Treasure Magnet from the Drak Quack Ability Link for 25 Link Points.
- Sora and Riku can purchase Treasure Magnet from the Ducky Goose Ability Link for 25 Link Points.
- Sora and Riku can purchase Treasure Magnet from the Ghostabocky Ability Link for 50 Link Points.
- Sora and Riku can purchase Treasure Magnet from the Jestabocky Ability Link for 50 Link Points.
- Sora and Riku can purchase Treasure Magnet from the Toximander Ability Link for 50 Link Points.
- Sora and Riku can purchase Treasure Magnet from the Woeflower Ability Link for 50 Link Points.
- Sora and Riku can purchase Treasure Magnet from the Yoggy Ram Ability Link for 50 Link Points.
Kingdom Hearts III
- Sora learns Treasure Magnet at level 3.
- Sora learns Treasure Magnet after scoring 23,000 or more points on the Orange Flan mini-game.
- Donald has Treasure Magnet as a default ability.
- Goofy has Treasure Magnet as a default ability.
- Hercules has Treasure Magnet as a default ability.
- Rapunzel has Treasure Magnet as a default ability.
- Flynn has Treasure Magnet as a default ability.
- Mike has Treasure Magnet as a default ability.
- Jack has Treasure Magnet as a default ability.
- Riku has two copies of Treasure Magnet as default abilities.
- Aqua has two copies of Treasure Magnet as default abilities.
- The Kingdom Key has Treasure Magnet as its equipment ability.
- The Junior Medal has Treasure Magnet as its equipment ability.
Other appearances
Kingdom Hearts Trading Card Game
In the Kingdom Hearts Trading Card Game, Draw is the technique of Bouncywild and Angel Star Cards. When a Card with Draw is played, that player may draw one card.