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Crosspeice
Aug 9, 2013

Yeah, uh, what kinda crazy person would think about lping EO4? Pfft, sounds like a dumb idea...

EDIT: While I'm here on the top of the page, I'm loving the LP, keep it up!

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Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Game Mechanics: Stats, Formulas, and Common Skills

I'll be going a bit in depth on the inner workings of Etrian Odyssey III in this update. I'll be covering what the stats do, what the Common skills are, and the formulas that are used in this game. First off, let's cover the stats.

Level: Levels are very important in the EO games since they give you so much. Each level increases how powerful your character gets stat-wise, and gives them another skill point to work with, which can give your characters a huge power spike. The actual number itself is used in some formulas, which will be covered in this update.
HP: Determines if your character is alive or not. If they run out of this, they die and can't participate in fights.
TP: This determines how much someone can use their skills. If they run out, their skills are unusable and can't be selected at all.
STR: A very simple stat. All this determines is how much damage STR based attacks will do, which is usually most physical attacks in the game, but it can include elemental and Almighty skills.
VIT: Another simple stat. For the player, this reduces how much damage STR based attacks will deal to their party members. For enemies, this also reduces how much damage they take from TEC based attacks.
AGI: This is where things get a bit complicated. AGI determines how fast someone will act in a turn. It determines how often you'll get preemptive attacks, how often you'll get blindsided, and your chances of escaping a fight. It has a major effect on accuracy, and a minor effect on evasion. AGI also determines how much damage the Pincushion skill can dish out.
LUC: LUC influences a lot of things. It influences your escape rate, and how often you can get crits. It has a minor effect on your accuracy, but a major effect on your evasion. It also has a major effect on how often you can inflict an ailment, or avoid being hit by them.
TEC: TEC is the main factor in determining how much damage TEC attacks will dish out, which includes most elemental and Almighty attacks. It also reduces the amount of damage taken from said attacks, like how VIT reduces the damage taken from STR based attacks. (For those of you that have played Pokemon RBY, yes, this operates like the Special stat.) TEC also influences your preemptive attack rate, and how often enemies will blindside you. It also has a minor effect on your accuracy and has a minor effect on how often you'll inflict and get hit by ailments. The TEC stat is also a very important factor in determining how powerful certain healing skills are.

Stat growths are static in the Etrian Odyssey series. There are some stuff you can equip to give them a little boost, but the only way you can affect them permanently is to either have the character read a stat book, or have them go through Retirement. (More on that in a later update.) All stats cap at 99, aside from HP and TP which cap at 999.

Now that you know about the stats, let's look at the formulas they're used in. Or for these first few, the ones that don't do anything important.



See those numbers right next to ATK and DEF? They are pure and utter nonsense. In every game except for EO1, the status screen flat out lies to you about how strong your character is. (The ATK and DEF values given in the status screen in EO1 are actually used in the formulas, and can be trusted.) These are basically estimates on how strong your characters are, which kind of worked in EO2, because the way that game determined the ATK and DEF numbers was simple. In EO3 and onwards, it barely makes a lick of sense. Especially since they don't take Attack forges into account in this game. Just see for yourself.

ATK Formula posted:

With weapon:

ATK = {(√STR) / 5 + 1.3} * Weapon ATK

Unarmed without Fist Mastery:

ATK = {(√STR) / 5 + 1.3} * (STR + LVL) / 2

Unarmed with Fist Mastery:

ATK = {(√STR) / 5 + 1.3} * (STR + LVL) * Fist Mastery Power

Now the game rounds down the numbers after its done calculating everything, no matter which formula it goes through. Oh, and here's the formula for the number next to DEF.

DEF Formula posted:

DEF = {(√VIT) / 8 + 0.8} * Total Armor Defense + VIT

It's not much better. No part of these formulas are used in the actual damage formulas. Even if these numbers weren't accurate, I'm not sure why they couldn't have kept it simple so you could have some idea of how much stronger you got instead of being just told that your character is stronger.

Now all these formulas only apply to EO3. The formulas change from game to game, which also means that how important certain stats are different depending on the game. So don't think that the same things that apply to one game, apply to another. (For example, the AGI stat in EO2 was completely worthless due to how that game handled speed. It's much better handled in the other EO games.)

Let's check out the preemptive and blindside rates. The game calculates these the moment you get into a battle.

Preemptive Attack Rate posted:

Initial Checks:

A = (Party's average TEC + Party's average AGI) - (Enemy's average TEC + Enemy's average AGI)

If A is less than or equal to -12, B = 0
If A is between -12 and 42, B = 15 + 15 * sin(A / 20 – 0.75)
If A is greater than or equal to 42, B = 30

If the Arbalist's Ambush skill is in effect, the game performs this check:

C = B + Ambush Skill Power (Ranges from 25 to 50 depending on the skill level.)

Otherwise, this check is performed instead:

C = B

Final result:

Preemptive Rate = C + a random number from 0 to 10

So in normal circumstances, you'll have a 0 to 40% of getting a preemptive strike, or a maximum of an 80 to 90% chance if you used the Arbalist's Ambush skill. If you do get a preemptive strike, the game doesn't initiate any more checks. If you don't, then the game checks to see if your party gets blindsided.

Blindside Rate posted:

A = (Party's average TEC + Party's average AGI) - (Enemy's average TEC + Enemy's average AGI)

If A is less than or equal to -42, B = 30
If A is between -42 and 12, B = 15 - 15 * sin(A / 20 + 0.75)
If A is greater than or equal to 12, B = 0

Blindside Rate = B + a random number from 0 to 10

The blindside rate can range from 0 to 40% depending on your party's stats. If you're constantly getting blindsided, that's a sign that your party is too weak for the area, and you should probably spend some time grinding them up. Which shouldn't happen as long as you don't make it a habit to avoid every single enemy. If the blindside check fails, then the battle just starts as normal.

Speaking of battles, here's the formula that determines how often you can escape from them.

Escape Rate posted:

Initial Check:
A = (User's AGI + LUC) - (Enemy's average AGI + LUC)

If A is less than or equal to -32, then B = 0
If A is is greater than -32, but less than 10, then B = 40 + 40 * sin (A * 0.03 - 0.53)
If A is greater than or equal to 10, then B = 80

C = B + Turn Number * a random number from 5 to 10

If the Ninja's Tonsou Jutsu or the Shogun's Retreat skills get used, the game performs these checks:

B = Tonsou Jutsu or Retreat Skill Power (Ranges from 40 to 80, depending on skill level)
If C > 99, then C = 99

Otherwise this check is performed instead:

If C > 90, then C = 90

The escape rate is capped at 90% in most cases unless you use the escape skills, in which case the escape rate is capped at 99%. The formula basically says, as the battle goes on, it gets easier to escape. If you plug in the numbers, you may notice a bit of an oddity there. If A = 9, that would make B equal to 28. I have no idea if this was intended or just a mistake on the devs part, but at any rate, having high AGI and LUC stats is very important if you wish to run from battles. Now this formula only applies to your party. If an enemy tries to escape, they will always succeed unless they are prevented from doing so by the use of leg binds or other status effects. Now if you're in a boss fight or you happen to get cornered by an FOE, your escape attempts will always fail.

Here's the ones for accuracy. There's a lot for this one.

Accuracy Formula Breakdown posted:

Accuracy formula:
Accuracy = Base Accuracy + Ally buffs and passives + Enemy buffs and passives + HIT Forge Power

The game then performs a series of checks as it calculates accuracy. Mostly to make that the values don't get crazy high.

Initial Check:
ACC1 = Base Accuracy
If an enemy's ACC1 is greater than 200, ACC1 = 200
If an ally's ACC1 is greater than 100, ACC1 = 100

Then the game initiates this check.

2nd Check:
ACC2 = ACC1 + Ally buffs and passives + Enemy buffs and passives
If ACC2 is greater than 150, ACC2 = 150
If the attacker is Blind, then ACC2 is multiplied by 33%

Then the game moves onto the final check.

Final Check:
Accuracy = ACC2 + HIT Forge Power
If Accuracy is greater than 100, then Accuracy = 100

What this says is that enemies have an advantage when it comes to accuracy. Now blind will typically lower your allies' accuracy to 33%, unless they have enough passives or buffs to increase it to 49%. However, HIT forges are taken into account after the Blind check, so they can be very helpful in that regard. Now as for the seperate components, let's look at those.

Accuracy Formula Components posted:

Base Accuracy:
If a skill is used, then A = Skill Accuracy
If a skill is not used, then A = Weapon Accuracy

Now, lower level skills tend to have a slight accuracy penalty, but most mastered skills have an accuracy of 98. This applies to all weapons, fists, and basic enemy attacks too. Now this is where the stats of the attacker and the target come into play.

Stat Calculations:
B = {(Attacker's TEC + Attacker's LUC) / 2 + Attacker's AGI * 2} - (Target's LUC * 2 + Target's AGI)

B is then run through these checks.

Base Accuracy's Calculations:
If B is less than or equal to -139, then Base Accuracy = A - 30
If B is greater than -139, but less than 140, then Base Accuracy = A + 30 * sin(B / 100)
If B is greater than or equal to 140, then Base Accuracy = A + 30

To make sure that the final result isn't too high, the game initiates this check:

Upper Limit Check:
If an enemy's Base Accuracy is greater than 200, than Base Accuracy = 200
If an ally's Base Accuracy is greater than 100, than Base Accuracy = 100

Basically, AGI is more important for accuracy, while LUC is more important for evasion. So your stats can either give you a 30 point boost to your base accuracy, or a 30 point penalty to it. Now let's look at the rest of the components in the accuracy formula.

Accuracy Formula Components posted:

Ally buffs and passives: Self explanatory. The game checks for any accuracy buffs, debuffs, and passives that influence it, and inserts that into the accuracy formula. Enemy evasion buffs and passives will subtract from this value.
Enemy buffs and passives: Same thing, only it applies to the enemy instead.
HIT Forge Power: Each HIT Forge adds 3 points of accuracy.

That's all for accuracy. Now let's look at critical hits. In most cases, crits will provide a 50% damage boost when they proc. Although there is a passive skill that increases the damage of critical hits, but I don't find it worth it. Mainly because crits will never proc when using a skill, they only proc on regular attacks.

Critical Hit Rate posted:

Critical hit Formula:
Critical Chance = Base Crit + CRI Forge Power + a random number from 0 to 5

Base Crit is determined through these checks.

Critical Checks:
A = Attacker's LUC - Target's LUC
If A is less than or equal to -11, then Base Crit = 0
If A is greater than -11, but less than 42, then Base Crit = 15 + 15 * sin(A / 20 - 0.75)
If A is greater than or equal to 42, then Base Crit = 30

Each CRI Forge adds 3 points to the crit rate formula.

So in normal conditions, you'll have a 35% chance at most to get a critical hit, though certain skills can add more to the crit rate. Now let's actually look at the damage formulas. Damage is calculated differently if it's the player attacking or if an enemy is the one attacking. There's also different formulas for STR and TEC based attacks. Let's look at player STR damage first.

Player STR Damage Formula posted:

Damage = A * Ability Multiplier * Skill Power * ATK Forge Power * User's buffs and passives * Target's buffs and passives * Attribute Multiplier + a random number from 0 to 10

A = Weapon ATK - Target's VIT
If A is less than 1, then A = 1

Decimals are truncated once the game factors in the ATK Forge Power

Boy, that's a doozy. So let's break it down and look at Weapon ATK first.

Weapon ATK posted:

If a weapon is equipped, than the attack power of that weapon is used.
If the character is unarmed and does not have any levels in Fist Mastery, then this formula is used to determine the value: (Level + STR) / 2
If the character is unarmed and does know Fist Mastery, then this formula is used to determine the value: (Level + STR) * Fist Mastery Skill Power

So unless your character is a Monk, they're essentially punished for using fists. Now I should note that if a Monk is at level 99 and has 99 points of STR, and has maxed out Fist Mastery (which provides an 11% damage boost to all Fist attacks) they're considered to have a Weapon ATK of 219. For reference, the strongest weapon in the game has a Weapon ATK of 225. Unfortunately, Monks have a STR of 66 at level 99, and I really don't recommend using Fist Monks. But if you're using weapons, STR isn't factored in at this point. At any rate, let's look at the other components of the formula.

STR Damage Formula Components posted:

Ability Multiplier: This is the biggest influence on your damage output. The formula for determining it is √(User's STR / Target's VIT)
Skill Power: If a skill is used, then the game uses its skill power in the formula. But if the Pincushion skill is used, the formula AGI * 3 + Skill Power is used in place of that. If a regular attack is used, then the skill power of any weapon mastery skills are used instead.
ATK Forge Power: Each ATK Forge gives a 3% boost to the final damage value.
User's buffs and passives: The values of the user's buffs, debuffs, and any passive abilities that increases STR damage are factored in.
Target's buffs and passives: If the target has any defense buffs or debuffs, those values are factored in.
Attribute Multiplier: Simply put, this is the target's resistance to the attack being used. If a dual typed attack such as Freezing Blow (Which is Ice/Strike) is used, and the target has say, a 150% resistance to Ice, but a 75% resistance to Strike, than the game uses the higher multiplier, so the 150% resistance is taken into account.

The Ability Score is the biggest influnece in determining how much damage you'll do. So it's important for characters to have high STR if they want to do a lot of damage for most physical attacks. Now the enemy's damage formula for most physical attacks is mostly the same, with a few key differences.

Enemy STR Damage Formula posted:

Initial Check:
A = (STR * 3) - (Target's total armor defense / 3)

If A is less than 1, than A = 1

The Damage Formula:
Damage = A * Ability Multiplier * Skill Power * User's buffs and passives * Target's buffs and passives * Attribute Multiplier + a random number from 0 to 10

It's mostly the same, but the key thing to note is that armor isn't really that effective in reducing damage. It helps yes, but VIT has a much bigger effect. What I'm saying is that while armor is important to upgrade, it's not a huge priority. Upgrade your armor every once in a while instead of at every opportunity. Since we've seen how STR damage works, how about TEC damage?

Player TEC Damage Formula posted:

Damage = A * Ability Multiplier * Skill Power * User's buffs and passives * Target's buffs and passives * Attribute Multiplier + a random number from 0 to 10

A = TEC * 4 - Target's VIT

If A is less than 1, then A = 1

TEC * 4 is essentially the character's Weapon ATK, which can lead to some really high numbers in the early game. This is why the Zodiac's elemental attacks have really low skill powers compared to most other damage skills. If they were any higher, a lot of enemies wouldn't be able to stand up to them. Now in this case, the Ability Multiplier is √(User's TEC / Target's TEC), so TEC is even more important. All other components are the same. The enemy's TEC damage formula is also mostly the same.

Enemy TEC Damage Formula posted:

Damage = A * Ability Multiplier * Skill Power * User's buffs and passives * Target's buffs and passives * Attribute Multiplier + a random number from 0 to 10

A = TEC * 5 - Target's total armor defense

If A is less than 1, then A = 1

All the components in this formula are the same as the player TEC damage formula. Armor is actually more important for reducing TEC damage, though high TEC still has a much bigger effect in reducing damage.

If you're curious, there is a damage cap in this game. If anything exceeds 59630 points of damage, it'll cap out at that point. No overflow will occur, it is a hard damage cap. It's possible for the player to pull this off, but that's not something that will be seen in normal gameplay. Enemies can also reach the damage cap, but there's only two instances where that's possible, and not something that will be seen when playing normally.

Since we've seen everything related to damage, here's how the game checks for things. When attacking, the game first checks for the accuracy. If the attack will land, then it checks to see how much damage the attack will do. If a regular attack is used, then it checks to see if it will crit. If so, the damage is multiplied by 1.5. Otherwise, nothing changes. But enough about attacking and killing things. Let's look at healing and how that works. There's two different kinds of healing skills, fixed and non-fixed. Fixed healing is simple, a skill will always heal for that specific number. Nothing can change that. Most forms of non-fixed healing uses this formula instead.

Healing Formula posted:

A = TEC - (Level * 0.63 + 5.28)

If A is less than or equal to -15, then B = 1
If A is greater than -15, but less than 15, than B = sin(A / 10) + 2
If A is greater than or equal to 15, than B = 3

B is then used in the 2nd part of the healing formula.

Healing Power = TEC * B * Skill Power * Form Qi Skill Power + a random number from 0 to 5

Princes do have access to a few healing skills, so the part that factors in the boost from Form Qi is ignored in their case. But what this basically says is that if a class has a low TEC growth, their healing power actually gets weaker as they level up. Fortunately that doesn't apply to the actual healing classes. Now healing wouldn't be too great if your healers were too slow to heal up your party members, so let's look at how speed works.

Action Speed Formula posted:

Speed = AGI + Total equipment speed + Skill action speed + SPD Forge Power + a random number from 0 to 5

Each piece of equipment has a speed modifier attached to it, which I'll talk more about in a separate update. Skills all have speed modifiers as well. A lot of the Hoplite's support skills tend to have high action speeds to ensure that they go before the enemy acts in most cases, while healing skills have low action speeds to give a risk to using them. Regular attacks don't have any action speed applied to them. Each SPD Forge on a piece of equipment gives an action speed of +2. Limits do not have any action speed other than, go first or last. Here's how Limit works.

Limit Mechanics posted:

Limit is gained through:
Taking an action such as attacking, defending, switching places with someone else, or using an item. If the action is stopped through the use of an ailment or bind, Limit does not increase.
An ally dying. Summoned units dying (sending them away through the use of a skill does not count) counts for this.
Winning a battle.

Limit is lost through:
Resting at the inn will halve the Limit gauges of everyone who slept there. Going back to town has no effect on the party's Limit gauges.
The character that dies will have their Limit gauge halved.
Escaping from a battle halves every living party member’s Limit gauges.

The amount of Limit gained is then determined through this formula.

Limit Gain Formula:

A = 5 + a random number from 0 to 10 + Skill Level + Number of Limit Forges + (Limit Boost Level * 2)

Then these checks are performed.

Limit Cap:
If A is greater than 15, then A = 15
Limit Gain = A + Number of Limit Forges

So without any LIM Forges, it can take from 7 to 20 turns to fully charge up a character's Limit if no one dies during a battle. But having 2 Limit Forges can lower the amount of turns to fully charge the Limit Guard to 6 turns, and 5 Limit Forges lowers that to 5 turns. Taking multiple actions within a turn, like the Buccaneer's Swashbuckling passive which allows them to use regular attacks up to 4 times in one turn can raise the Limit Gauge multiple times. But multihit skills do not count as taking multiple actions. However, when a Limit is used, the Limit Gauge will not fill up for that turn, so Limits cannot be used for 2 turns in a row. At best, they can only be used every other turn. Now here's the last formula for this update, the ailment infliction formula.

Ailment Infliction Rate posted:

Ailment Score = (2 * Attacker's LUC + Attacker's TEC) - (2 * Target's LUC + Target's TEC)

If Ailment Score is less than or equal to -18, then X = Skill Accuracy
If Ailment Score is greater than -18, but less than 22, then X = [{1.17 + 0.83 * sin(0.07 * A - 0.20)} * Skill Accuracy]
If Ailment Score is greater than or equal to 22, then X = 2 * Skill Accuracy

Infliction Rate = X + a random number from 0 to 9

LUC and TEC actually have a very big influence on how often ailments can land. The Buccaneer's Hanging skill has a base chance of 60% chance to inflict head bind at level 10. But with enough LUC and TEC, that can cap out to a 129% chance. If you plug in some numbers, you may notice something weird with this formula. Namely that an Ailment Score of -17 would result in a multiplier of 0.3535! Which would give a level 10 Hanging a 21 to 30% chance to land. But having an Ailment Score of -18 would make Hanging's chances of landing head bind 60 to 69%. Yeah, this is a bug. Someone on the dev team made quite the mistake. This means that having much lower LUC and TEC stats than the enemy is beneficial and gives you a bigger chance of inflicting an ailment than having similar Ailment Scores. Though the formula goes back to normal if the Ailment Score is 0. Then this result is run through the target's resistances, depending on the ailment that's inflicted. I'll talk more about ailments in a later update.

Though I should cover how recovering from ailments works.

Ailment Recovery Formula posted:

First, check how many turns it has been since the ailment has been applied. If the ailment was applied this turn, skip recovery. All stats refer to the recovering character. The stats of the ailment applier are not used at all when determining recovery.

A = LUC - (Level * 0.58 + 5.7)
B = A random number between 0 and 10
C = Turns since ailment was applied

If A is less than or equal to -10, then D = B * C
If A is greater than -10 but less than 10, then D = B * C + (sin (A * 0.14) * 20 + 20)
If A is greater than or equal to 10, then D = B * C + 40

Add the values for Waking Chakra to D. If D is greater than 80, then D = 80.

Roll a number between 0 and 99. If this number is less than D, recover from the ailment.

This formula means that no one is guaranteed to recover from a given disable on any turn. If you're particularly unlucky, it's possible for the disable to last for the whole battle. And Waking Chakra can help stack the odds in your favor, but it's not guaranteed to cause it to wear off.

With all that covered, let's talk about Common Skills. These are skills that all classes have access to, but they generally don't affect a lot. Now there are some rules of thumb to keep in mind when leveling up skills in the EO series. 1. You max them out, because the skill is at its best when mastered. 2. Put only one point into them because the skill offers so much at level 1, but their scaling is so terrible that there's no reason to level it up past that point. 3. You level it up partway because the skill stops being worth it after a certain point, or it's a prerequisite for a skill you actually want. At any rate, do not generalize and spread your skill points all over the place. Pick a role you want the character to accomplish, and stick with it. Generalizing will create a character that's terrible at everything and gets nothing done. Now most of these values aren't actually listed in the game, but thanks to people data mining the games, the scaling for the skills in the game is now known if you go and look for it.

HP Up/TP Up
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

These passives increases a character's max HP/TP by a certain amount.

1: 10% Increase
2: 13% Increase
3: 16% Increase
4: 19% Increase
5: 22% Increase
6: 25% Increase
7: 30% Increase
8: 35% Increase
9: 40% Increase
10: 48% Increase

These are probably the only Common skills that I would advocate investing in. But even then, I would only invest in these if you have nothing else that you really want once you're in the post-game. The increases are miniscule in the early and mid game.

Bandage
Skill Type: Active, Field Skill
Maximum Level: 10
Equipment Needed: N/A
Body Part: N/A
Stats Used: N/A
Target Type: Single
Action Speed: N/A
Prerequisites: N/A

Bandage heals an ally for a fixed amount, but it can only be used while walking around in the Labyrinth. It can't be used in battle.

1: Restores 10 HP, costs 2 TP
2: Restores 15 HP, costs 2 TP
3: Restores 20 HP, costs 2 TP
4: Restores 45 HP, costs 4 TP
5: Restores 50 HP, costs 4 TP
6: Restores 55 HP, costs 4 TP
7: Restores 120 HP, costs 8 TP
8: Restores 130 HP, costs 8 TP
9: Restores 140 HP, costs 8 TP
10: Restores 150 HP, costs 8 TP

Really terrible. Use actual healing skills or items instead. The heal falls off pretty quickly. The only use this skill has is in the early game, if you happen to lack any form of healing whatsoever.

Combat Study
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

This skill only affects anyone that's left behind at the Guild. It does not work at all for anyone who is exploring the Labyrinth. This is essentially leaked exp.

1: Gains 1% of the total exp earned in battle
2: Gains 2% of the total exp earned in battle
3: Gains 3% of the total exp earned in battle
4: Gains 4% of the total exp earned in battle
5: Gains 5% of the total exp earned in battle
6: Gains 6% of the total exp earned in battle
7: Gains 7% of the total exp earned in battle
8: Gains 8% of the total exp earned in battle
9: Gains 9% of the total exp earned in battle
10: Gains 10% of the total exp earned in battle

Now this is actually a much better deal than it seems. When you win a battle, the exp is split amongst your surviving party members, so each person in a 5 man party would get a 20% share of the exp if they're all alive. So back at the Explorer's Guild, everyone who has level 10 in Combat Study would get half of that amount, which is a good deal. I highly suggest investing in this in all the party members you aren't using, since this can be a good way to save some time on grinding if you need to make any changes to your party.

Take/Chop/Mine
Skill Type: Passive, Field Skill
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

These skills lets you gather from Take/Chop/Mine points. Unlike the first two games, all the classes have access to all three types of gathering skills. The total amount of gathering attempts allowed do stack if different characters have them.

1: Allows 1 Take/Chop/Mine attempt for the day
2: Allows 2 Take/Chop/Mine attempts for the day
3: Allows 3 Take/Chop/Mine attempts for the day
4: Allows 4 Take/Chop/Mine attempts for the day
5: Allows 5 Take/Chop/Mine attempts for the day
6: Allows 6 Take/Chop/Mine attempts for the day
7: Allows 7 Take/Chop/Mine attempts for the day
8: Allows 8 Take/Chop/Mine attempts for the day
9: Allows 9 Take/Chop/Mine attempts for the day
10: Allows 10 Take/Chop/Mine attempts for the day

There is absolutely no reason to have any of your active party members invest in these when the Farmer class exists. Not to mention that they have a much more economical version of these skills since Harvest allows you to gather from all Item Points without having to invest in 3 different skills. Ignore these, they're completely worthless.

Araxxor fucked around with this message at 04:42 on Oct 23, 2017

cdyoung
Mar 2, 2012
AHHHHHHHHHHH!

*flees from the massive post of game mechanics and formulas.*

Bar Crow
Oct 10, 2012
It's nice to see this information consolidated and not in machine translated English.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
I hate to say this, but I'm not gonna be in the mood to update for a while. The place I was working at got hit by an armed robbery. And if that wasn't enough, I got assaulted by the same guys when I was leaving to go home for the day. loving hell.

Crosspeice
Aug 9, 2013

:stare:

Yeah, uh, playing video games for internet strangers should not be on your priorities. Hope you're doing okay and no one was hurt.

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!
I hope you recover peacefully. Take as much time as you need.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Aside from a knife cut on my arm, I'm fine. No one else was seriously injured. Shaken up, but not hurt.

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
drat it. :(

Seriously, no one will hold a delay against you here. Be okay man :(

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Dr. Fetus posted:

Aside from a knife cut on my arm, I'm fine. No one else was seriously injured. Shaken up, but not hurt.

Jesus, man. I hope you feel better soon. No-one would hold being shaken up by that against you.

GeneralYeti
Jul 22, 2012

Look at this smug broken asshole.
...Man, the universe hates you.

Old Greg
Jun 16, 2008

Dr. Fetus posted:

Aside from a knife cut on my arm, I'm fine. No one else was seriously injured. Shaken up, but not hurt.

Christ. So, so sorry to hear that happened to you and your co-workers. gently caress those rear end-hole thieves bigtime.

RareAcumen
Dec 28, 2012




Dr. Fetus posted:

I hate to say this, but I'm not gonna be in the mood to update for a while. The place I was working at got hit by an armed robbery. And if that wasn't enough, I got assaulted by the same guys when I was leaving to go home for the day. loving hell.

Gas Station?

Kemix
Dec 1, 2013

Because change

Dr. Fetus posted:

I hate to say this, but I'm not gonna be in the mood to update for a while. The place I was working at got hit by an armed robbery. And if that wasn't enough, I got assaulted by the same guys when I was leaving to go home for the day. loving hell.

Well. gently caress. Hope things go better for you.

Captain Bravo
Feb 16, 2011

An Emergency Shitpost
has been deployed...

...but experts warn it is
just a drop in the ocean.
Footage from the security camera at Dr. Fetus' job.

cdyoung
Mar 2, 2012

Dr. Fetus posted:

I hate to say this, but I'm not gonna be in the mood to update for a while. The place I was working at got hit by an armed robbery. And if that wasn't enough, I got assaulted by the same guys when I was leaving to go home for the day. loving hell.

Jesus dude, take however long you need. It's just a game.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Update 23: Manhunt

Faye, why don't you ever think things through?











I heavily farmed the Take points in the 2nd Stratum so I could stock up on Amritas. Lots of Amritas. Why?



Because this is the party that was voted in. :suicide: This is the kind of party that you don't want to be using in EO3. Let me highlight the problems with it. There is a Farmer in the party. Asteria is my only damage dealer. Akatsuki can instantly kill enemies, but it's not guaranteed and there's a really limited number of times he can do that. Zodiacs can hit hard if you build them right, but they can only do that for so long, unlike physical attackers such as Arbalists and Gladiators. I also lack AOEs, which will make things even more painful.

Faye. We are hunting down someone who has managed to kill hundreds, if not thousands of explorers.

Uh huh?

So please tell me why you thought that we should bring along someone who has little to no combat experience, and only knows how to harvest materials in the Labyrinth!

W-Well, I thought she could help us navigate the place. I mean, Farmers are good at stuff like that. Right?

But if we bring along a Farmer, it's going to be be tougher to fight off monsters. And uh, I'm not sure if we can pick up the slack on that front.

I-I'm sorry. I'll do everything I can to help.

Whatever. Let's just go.

DS Version



I'm so mad about this party that I feel like beating up a crocodile.

DS Version





I still have Hellfire which can function as a pseudo AOE.









AHAHAHA! This is for all the pain and suffering you've inflicted in EO2! Wait crap, I didn't mean to kill it!

See? We can handle the monsters in here. That croc was nothing! Alice didn't have to help!

Yes, but remember that we can't use the Inferno Script as much as we want. It needs time to recharge.



Ugh, I wanted the gold drop. And I didn't even get its normal drop.



There's another thing I want to use Hellfire on, so I'm going to deliberately drag out this fight so I can.



Darkness has enveloped the world!

No, that would be the acid eating away at our eyes.



It can take from 7 to 20 turns to fully charge up a character's Limit Gauge. Fortunately, it only took 8 turns for Hellfire to charge up. Oh and Asteria got a level up.



Ice Mastery now provides a 4% damage boost for Ice attacks.



Soon, Tidehunt will be feasting on roasted fish.





As I found out later, Provoke is worthless against Sea Wanderers. So don't bother with it.



Faye's gonna try to wake up anyone who falls asleep on the front row.







These two have nothing to contribute, aside from boosting Hellfire's damage even more.





And it's go time! :getin:



How did this go? Right, ATTAAAAACCCK! :black101:





Hmm, I'm not sure if I got its attention.





Taste my fist of justice...

Watch out, cause today's... fry-day...

Where did we put the Therica Bs!?

...Crap.



I'll distract it! HA! Uh, did that hurt?





Not the time to be taking a nap!





Really!? I was having an awesome dre-oh right, beating the crap out of a fish.

So here's the thing about Sea Wanderers. The way their AI works is that they'll use Lullaby one one turn. When they attack, they'll only attack sleeping party members. Some enemies have a special targeting method for some of their moves. Enemies who try to go after party members that fall under a specific condition can't have their attacks provoked.





Let's try that again.





You aren't touching them on my watch...

Seriously? I am also out of Therica Bs.



It took until the 6th turn for everyone to get a rude awakening.



Hopefully this one will stick.





:cawg: YEEEEESSS! Oh this is gonna be great!







HELL... fire?

Uh, that was not a lot of damage.



Crud. And the other Sea Wanderers are about to join in. When that happens, one of them will start beating the crap out of your team while the others spam Lullaby or Ancient Curse. And the sleep stuff wasted a lot of my time, so Charge Tactic wore off, which didn't help. Only one thing left to do.



The plan has failed! The plan has failed! Abort! Abort!

Thank goodness Sidney isn't here. Faye, how about we retreat before we become fish food?

Yeah uh, that sounds like a good idea.

Quickly! Before the fish consume us!



I probably could have killed it if I had a much better team. Oh well, we can kill them later.

DS Version



Now, though, the girl is nowhere to be found. It seems your search for her must go on...

Huh, she's not here.

Considering that we survived her trap, it would have been foolish for her to stick around.

The report said she opened up a path around here, correct?

Yes, right where the trees have fallen over.

She really did this?

Yes. We must be cautious if we catch up to her. Who knows what else she's capable of.





Olympia was blocking the path that actually went further into the Stratum all this time, so we're in unexplored territory now.



You’re explorers, aren’t ya? I do a little item trading down here on the side.

The guard frantically rummages through his pack and hands you the bottle he produces.

Here, have a Medica on me. So, ya interested in buyin’ anything?





The Medica and Ariadne Thread could be nice if you really needed them, but the Rapier is not worth it at all. The Rapier only costs 1920 en to buy from Edie, and it can be made with materials from the next floor. It is not worth the 4000 en.

Thanks, but no thanks. We don't need any of that.

I see... If you do happen to need something down the line, I’ll still be here.

The guard then hurries to pack up his wares to get out of your way.



Here's a one way passage.





Now it's a party!

Party Heal is even weaker than Line Heal, having a healing power of 50%. But it affects the entire party, so that's very helpful. At this point, it heals for around 51 points of HP, so it's pretty handy to have. With that said, I don't recommend maxing this out as soon as possible. Depending on what you want your Monk to do, there's much better skills for them to invest in, and Party Heal is more like something that should be used in emergencies than anything really vital.





What the heck is that?

I honestly have no clue what that is.

A swirling tide is flowing out into the air, stretching upwards. You gaze at it for a while in puzzlement. When nothing happens, you return to your journey.



Well that was pointless.



But here's a shortcut to the stairs.



We're mostly done with the 6th floor, aside from the chests and the Moon door.





When the young man notices you, he walks over unhurriedly, his countenance serene.



Yep. We're hunting her down.

How are you faring in the search for her?

Kujura’s icy gaze is fixed upon you as he slowly raises a finger to point deep into the Labyrinth.

The sentries are mobilized to search for her as well. We have made little progress yet. A number of them, however, have reported that fish creatures prevented pursuit of the woman. My men are no match for the foul fish of the Grotto. I leave this to you, Tidehunt.

The young man finishes his short speech, points to the southern door, and moves to leave.

I’ll be posted at the sentries’ base camp in the hall ahead. Alert me if anything comes up.



It seems an ideal roost from which to devise a plan and issue orders from.



Find the sentry patrolling this area; he may have information for you. ’Ware the Labyrinth.

The young man diverts his icy gaze from you and begins his trek to the southern campground.

You must continue forth, as outlined in the mission, and find Olympia.





...Ah, it’s you. Yes? Has something happened?

The young man directs his typical calm stare at you, awaiting a response.



What do you know of this Olympia?

I’ve heard rumors of a girl who helps explorers in the Labyrinth, supposedly called Olympia...

The young man gazes down at his hand and furrows his brow, as if trying to remember.

...It’s a story I first heard over ten years ago. I know not how much truth there is to it. We’ll learn much once we capture the girl and interrogate her. Best of luck.



Did you really send that many sentries after her? I know she's dangerous, but I highly doubt that bringing an army is necessary.

You ask about the sentries here hunting for Olympia, at which the young man smiles wryly.

Flowdia exaggerates, showing the extent of her anger. An entire company for this is excessive. I exercised my own judgement and brought only a squadron.

The young man mutters darkly about the administrative difficulties of a large force...

Most went into the grove past this ridge. They may catch her trail, if not the woman herself.

Kujura looks you in the eye before continuing...

To be frank, I don’t think much of their chances. Should you come across them, give them your aid.

Once the young man asks his favor, he averts his gaze, indicating that the conversation is over. Leaving this place seems equally tempting as an attempt to resume speaking with the young man...



Thank you for helping us. We'll try to be careful.

I see. Then continue your search for the woman.

Once the young man asks his favor, he averts his gaze, indicating that the conversation is over.

You consider following Kujura’s advice and probing into Olympia’s whereabouts.





Huh? There's nothing here. That can't be it.

There's a sentry over there. Maybe he can tell us something.





But you won’t find the woman you’re looking for this way. It’s a dead end ahead. Though if there’s no road ahead, now I’m wondering where everyone who headed that way went...

There is definitely something we have overlooked.

Everyone, over here! I found a shortcut!



Nice job, Alice. See? Told ya she'd be handy!

Ha ha. Thank you.

Faye, anyone could have-oh forget it.



That's a big, um, dragon. Should we fight it?

Even with the Inferno Script, I don't think we're a match for it. It's probably best if we-oh dear, it noticed us.



MOVE!



Phew! I think it stopped chasing us.

Ah. It seems that dragon is just territorial. It gave up the moment we got too far away.

There's sure to be more of those creatures around.

But as long as we don't provoke them, we should be fine.


Scaled Dragon
Behavior: Stays in one spot. Chases the party if they get too close, but goes back to its initial spot once they get out of range.
Aggressive: Yes.
HP: 1552
TP: 621
STR: 28
VIT: 28
AGI: 28
LUC: 24
TEC: 30
Attack Type: Slash
Exp: 6809
Item Drops:
-Drop 1: Water Spine - 75% Drop Rate. 1 needed for Book of Enoch (Book. Must be restocked.)
--Dragon bone sturdy enough to be used for construction.
-Drop 2: N/A
-Book: Speed Book - 1% Drop Rate.
Description: Its powerful jaws can easily crush human bones. It is also more agile than it may seem.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 100% Ice: 100% Volt: 150%
Ailment Resistances: Sleep: 10% Confusion: 10% Plague: 10% Poison: 122% Blind: 10% Curse: 10% Paralysis: 10%
Bind Resistances: Head: IMMUNE Arm: IMMUNE Leg: IMMUNE
Other Resistances: Death: 10% Petrification: 10% Stun: 50%

Skills:

Charge: Uses the Head. Doubles the power of the next attack.
Charge In: Uses the Legs. Deals 110% Strike damage to the entire party.

Scaled Dragons can't be killed too easily because Atlus was smart enough not to give them a Fire weakness. And it has a high TEC stat to reduce the damage even further. Charge plus Charge In pretty much equals a game over. A Hoplite with Line Guard is necessary to lessen the damage from its attacks, along with a lot of healing since Charge In is an AOE. Fortunately, it doesn't always use Charge In after using Charge. Charge In by itself isn't too threatening as long as you have a way to reduce Strike damage and have a lot of heals ready.



Hey, careful there! A terrible monster’s roaming around the crossroads up ahead!

The sentry gravely informs you that an armored dragon slew five of his comrades at a stroke... You thank the sentry for warning you before continuing on ahead.

Looks like we did the right thing by running away. Thank you for the warning.



When you get into Scaled Dragon territory, just run. Also try to make sure that you aren't close to getting an encounter, so that they'll join in on a fight.

DS Version




Coral Octopus
HP: 268
TP: 71
STR: 22
VIT: 19
AGI: 19
LUC: 23
TEC: 18
Attack Type: Strike
Exp: 666
Item Drops:
-Drop 1: Tough Tentacle - 30% Drop Rate. 1 needed for Ivy Anklet (Boots.) 2 needed for Three Quarters (Light Armor.) 8 needed for Head Guard (Accessory.)
--Octopus leg that secretes pinkish fluid when boiled.
-Drop 2: Sharp Knob - 10% Drop Rate. 1 needed for Ballista (Crossbow.) 3 needed for Sword Shield (Shield.) 5 needed for Heavy Mace (Mace.)
--Protrusion used to pierce enemies when charging.
-Gold: N/A
Description: An octopus that spews an addling ink. It is cautious and constricts its prey before the kill.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 150% Fire: 50% Ice: 100% Volt: 100%
Ailment Resistances: Sleep: 100% Confusion: Plague: Poison: Blind: Curse: Paralysis: 100%
Bind Resistances: Head: 50% Arm: 50% Leg: 50%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Mud Ink: Uses the Head. Attempts to Head Bind a single target, and has a 50% chance of succeeding.

If you're using a Zodiac, you may have noticed that they're quite the wrecking ball, and are making a lot of the battles in the 2nd Stratum tolerable because of how easily they destroy everything in their path. Or maybe your healer is the main reason you're surviving these fights. Coral Octopi will make fights a lot more complicated by taking them out of the equation. They hit a bit hard, but their main role is to shut down any support classes in your party by binding their heads. Their regular attacks follow the normal targeting system, but when they use Mud Ink, their AI specifically has them target the back row most of the time. You know, the place where people usually put their squishy classes like mages and healers. You can counter this by putting them into the front row, but that leaves them open for the other enemies.





The team isn't doing well, HP wise.



Let's fix that.



Gather round!

Many thanks.

How soothing.

Your talents surpass your loveliness.







TEC based attacks sadly don't get a damage boost from hitting sleeping enemies. But considering how strong they are, that's understandable. Besides, would you want to be on the receiving end of that?



DS Version



Antifire decreases Fire damage by 25%.



B4 Chop Point:
Sturdy Timber: 60% Gather Rate. 1 needed for Rapier (Rapier.) 5 needed for Lance (Spear.)
-Timber so resistant to heat that it will not burn.
Indigo Pith: 40% Gather Rate. 1 needed for Brilliance Belt (Accessory.) 5 needed for Sarissa (Spear.) 1 needed for the quest Deep Blue.
-Perennial plant harvested for the blue dye it yields.
Abyssal Twig: Rare. 1 needed for Serpentinelock (Gun.) 5 needed for Beidana (Sword.)
-Feels like coral and is very light, but unfit for crafting.
Common Gather Periods: 1 to 10.
Rare Gather Periods: 1 to 5.

Try to make sure that you get an Indigo Pith for a quest later. Now there's a few ways you can go from here. I'm gonna head left first.









There's nothing much aside from this handy consumable.



Amrita IIs restore 100 TP, but you can't buy any more of these until the 4th Stratum.



I'm doing my best!

Hmm, I suppose you are.



Keen Eye makes all FOEs show up on the map for 15 steps at level 3.



Getting it to level 3 unlocks this handy skill.



Rain or Shine nullifies the effects of damage and mud tiles. It's a very handy field skill in certain Strata. I'm gonna level this up, since I might as well have Alice use for something. And because damage tiles start showing up in the 3rd Stratum. I should note that Farmers are the only class who can nullify damage tiles. Monks do have a skill that can lessen the damage, but they can't outright nullify it. A level 10 Monarch March also works, but you won't get the heal from it.





Izuna now deals 221% damage, and has a 42% chance to petrify enemies.





That's us! Find anything yet?

One of the sentries gazes sharply around while talking to you.

So about that woman we’re all searching for... Our team hasn’t found a single thing. Which means you might turn up something at the southern area the other team headed towards.

The sentry then excuses himself, citing exhaustion from a long shift patrolling.

DS Version




King Starfish
HP: 308
TP: 72
STR: 25
VIT: 19
AGI: 20
LUC: 19
TEC: 26
Attack Type: Pierce
Exp: 575
Item Drops:
-Drop 1: King Core - 40% Drop Rate. 1 needed for Therica A (Item) and Perception Book (Book.) 3 needed for Rapier (Rapier) and Viking Helm (Helmet.)
--King's core that glows green due to its magic powers.
-Drop 2: N/A
-Gold: Cilial Sucker - 80% Drop Rate. Kill with Pierce. 1 needed for Slip-ons (Boots.) 3 needed for Advance Choker (Accessory.)
--Sharp, pointed sucker that siphons off nutrients.
Description: The king of the starfish found in the abyss. It absorbs its prey to replenish its stamina.
Damage Resistances: Slash: 100% Strike: 150% Pierce: 100% Fire: 100% Ice: 50% Volt: 100%
Ailment Resistances: Sleep: 100% Confusion: Plague: Poison: 100% Blind: 122% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 122% Arm: 100% Leg: 100%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Life Absorb: Uses the Head. A single target Almighty attack that deals 115% damage. Heals the user for 70% of the damage dealt.
Bloody Supper: Limit Skill. Requires a King Starfish, Red Starfish, and a Blue Starfish. Does not use a body part. An AOE Almighty attack that deals 130% damage. The King Starfish is healed for 50% of the damage dealt.

King Starfishes can be tricky enemies to deal with since their attacks are unresistable. If you see them paired up with any allies, kill the King Starfish first! If you kill off the adds, he'll start summoning starfish so he can initiate Bloody Supper. And then your party will be on the receiving end of a very painful attack.



So you are the leader of these accursed starfish! Hello there Mr. King. You will die painfully! Or peacefully. I'm not sure how painful being turned into a statue is.









Almighty attacks just have a red overlay. Nothing too special. Almighty is the 7th damage type in this game. It's basically a neutral damage type, nothing in the game is weak or resistant to it (aside from the Pasarans.) It can be handy for dealing with enemies that have a lot of resistances, but against enemies with weaknesses, you're better off trying to exploit those.









If you're strong enough, you can take out the adds easily, and I do suggest doing that if you can, since that'll stop Bloody Supper.





Overall, if you know how to handle them, they're not too tough. But stay on your toes.

DS Version



How many of these dragons reside in this Stratum!?

Remember, just keep moving and they'll stop chasing us!







...Listen, though, if you have the time, can you do me a favor?



Sure, what do you need?

Thanks, it’ll be a big help. One of the guys took a different road, and he’s still not back. I’m kind of worried. If you find him, could you tell him to check in back at base camp? I’d look for him myself, but I’ve got another man down just past here. I’m counting on you.

We'll make sure to look for him. Wait, how do we know if we found him or not? All these sentries look the same.

I guess we'll know when we find him.

You can talk to him again for more dialogue.







And a shortcut back to this point. Which is good because I'm about the leave the Labyrinth in a bit.





Uhhh, I think that's enough for today. How we go back? Before we join those guys.

We could use a break.

DS Version



Her name’s Olympia. I hear a lot about her, but she’s never come to this inn. Does she just always camp out in the Labyrinth...?

Come to think of it, no one has ever reported her coming to Armoroad at any point.

That's really weird. Like, not even once?

No. Hmm.

DS Version



I’ve heard that guards have been dispatched to the Undersea Grotto. You members of Tidehunt will be accompanying the guards on this investigation, correct?

Yes. We're taking a bit of a break right now before going back.

That watery forest is hazardous. You’ll need top-of-the-line equipment in order to survive.

I... can't tell if that was genuine concern, or another sales pitch.











Thankfully, unlike Therica Bs, Therica As don't need to be actively restocked.



...What?



Um, okay then.



U-U-Um, yes! It's very good!

Yeah, I knew it was! That kid will grow up to be a master among fishers, for surely!



Hey there! Want any dinner? Though you’re paying, mind ya...



...Ahhhh. I’m the kinda guy who can get drunk off water!

That's... nice. Yes.



I hope you're not too drunk to eat this.

This stuff is so delicious... It just doesn’t get better than a good meal. Heheheh. Thanks for buying me stuff all the time! Heheh... This time, I’m going to let ya in on the secret of the Icicle Fang. Brrr, they’re cold! Isn’t it nice how clear and shiny they are? I’m cradling this thing in my arms every night. The tusk comes from a High Walrus. Ya can’t wrench it off unless its head is fixed in place! That’s the secret in a nutshell. You’ll keep that secret, right!?

Finally, something I'm not needed for.



Ooh, how about this one?

*munch munch* Hrmm... I love the way this crunches! Here’s my problem, though! I try and I try, but I can’t sweep the Missy here off her feet!

:geno:

Your point being?

Not the advice I was expecting.

I can tell ya don’t care at all... Fine, alright! I probably wouldn’t care either if I was ya! Anyways, get a load of this. It’s a Cilial Sucker. Came from the center of a starfish. If ya stab a starfish boss with a spear or something, you win the prize. Give it a try, you’ll see. Just make sure not to tell anyone...

That's better. And way ahead of you.



Heard about the type of starfish that’s larger than normal? It has this certain je ne sais quoi... They’re called King Starfish. They exhibit some interesting behavior you don’t see much in the wild. When a King Starfish is present with two other types of starfish, they begin to cooperate. They perform a complex, intricate set of actions allowing them to attack and heal simultaneously. I’d say they have a much better understanding of each other than humans do. Hahahah!

Does he have a grudge against the human race or something?



Oh, this sounds interesting!

You are accepting this request? This was made by that famous old lady Horas. Are you knowing who she is? She is the last great master of ”Armoroad Dyeing” style.

What is that?

”Armoroad Dyeing” is an art form known for its deep blue color, like the ocean waters. This special blue shade is only coming from the Indigo Pith in the Labyrinth. So, I am needing you for to be bringing 1 Indigo Pith. You can chop it in B7F. I am finding myself counting on you again, yes? Away you go, explorers!



We already have one right here!

Ah, I am welcoming you back! You have been working hard, I see. Huh... So that beautiful blue color comes from this ugly stick? Oddness... I will be making sure to give this to Horas! She will be much happy! You will be much happy too, now that I am giving you this reward!





That's a lot of exp for a simple fetch quest.



Ice Mastery provides a 5% damage boost to Ice attacks.





I suppose studying the habits of the creatures down there would be a good use of our time.

Ugh, really?

You are accepting this request? It is from that researcher, Scott. You know, the weakling? Apparently, something is the strange about a swarm of starfish on B7F. Have you been hearing the rumor that the starfish are gathering every night? Very mysterious! Scott is wanting you to be looking and seeing just what the starfish are up to! You will be needing to go where the starfish are at night and watch them like hawkings!

DS Version



Now that I’m Guildmaster, I can’t just swing my sword around... ...Hey! Your armor clasps are loose and your ankle bracers are making a funny clink... Oil them already.

Oh dear. Thank you for the reminder.

DS Version





Yes. There's a dilemma we have to deal with.

Ah, being troubled is the privilege of the young. Old people don’t have the life left to find solutions. There is a saying, “Wait, and the waves will calm.” Not that charging in is necessarily wrong, either. Think it over, maybe. Watch the sun set over the ocean with your friends, and then come back to it.



Nah, we're fine.

Ah... Perhaps you just need sleep. Forgive me for being presumptuous. But remember, proper rest is essential to both the sailor and the explorer.

DS Version



If you want to set things right, find her again and get the truth out of her. It’s the only way to avenge those who died in vain! We in the Senatus are counting on you. So why are you still standing around here?

Uhhhhhhh. Good point. M-Move out!

Back on the 6th floor:

DS Version



The girl hurries over to your guild as soon as she sees you.

Greetings! Eh, what's wrong?



I heard you were the ones to find the ancient fish’s nest the other day. This has to do with that. Please don’t tell Agata where the nest is! I have an awful feeling about it... Promise me you won’t!

The girl pleads desperately, then darts off without a response from you.

You aren’t quite convinced... You resolve to return to what needs to be done for now.

...What was that about?

We should speak with her again to get more details.



Also there's one of the Pasaran spawn points.

The diminuitive ninja notices you and comes toward you, waving excitedly.



You guys found out where on the 6th floor that ancient fish lives, right? You gotta let me know! I’m begging you!

Says the boy, but the astrologer behind him is giving a haunted, pleading look. You recall her previous worry that you will tell Agata the location of the ancient fish’s nest... You hesitate to lie to the boy, but is the truth really what’s best for him...?



Uhhhh...

Well? What do we say to him?

Araxxor fucked around with this message at 17:49 on Jul 11, 2015

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!
Tell him.

And welcome back. :)

Blueberry Pancakes fucked around with this message at 08:23 on Jul 11, 2015

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Lie your rear end off.

dscruffy1
Nov 22, 2007

Look out!
Nap Ghost
Well poo poo make like we're up for election. Lie! Lie like our pension depends on it!

MightyPretenders
Feb 21, 2014

Tell him.

RedRupee
Feb 25, 2012

Tell him.

(Welcome back)

8_Escape
Dec 26, 2013
I say we lie. There's only two of them and our best option when presented with it was to run away and there was five of us.

RareAcumen
Dec 28, 2012




Dr. Fetus posted:

I probably could have killed it if I had a much better team. Oh well, we can kill them later.

Dr. Fetus posted:

VOTING IS CLOSED! The final results:

Asteria: 12
Akatsuki: 11
Alice: 8
Cassandra: 7
Faye: 7

Fang: 5
Scott: 5
Susan: 4
Rose: 3
Sidney: 0

My choice: 10

Don't think I'll be making any changes this time either. The party will be Cassandra, Faye, Alice, Akatsuki, Asteria. So we're hunting down a serial killer, and you decided to send a farmer, a helpless little girl, to get the job done. Don't blame me when if she dies horribly.

:colbert: You have only yourself to blame.

Dr. Fetus posted:

Well? What do we say to him?

:catstare: There is no nest. There is no Labyrinth. You're just having a dream right now.

You lie so hard you accidently tell him the truth.

RareAcumen fucked around with this message at 13:16 on Jul 11, 2015

Junpei Hyde
Mar 15, 2013




Lie. You promised.

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....

Junpei Hyde posted:

Lie. You promised.

We didn't actually have time to promise anything :colbert:

Truth. If these inexplicably tweenish explorers want to go in over their heads then let them.

dont be mean to me
May 2, 2007

I'm interplanetary, bitch
Let's go to Mars


We're gonna be assholes no matter what we do. But they wouldn't have lasted as long as they did if they didn't recognize :atlus: when they see it, and better she hate us (or anyone outside their own group really) for telling him than they end up dead because they stumbled into a thing unprepared.

Tell him. In exhaustive, gruesome detail.

Old Greg
Jun 16, 2008

Junpei Hyde posted:

Lie. You promised.

Welcome back! Celebrate your return by lying to a child.

Crosspeice
Aug 9, 2013

I... I don't wanna choose. Don't make me. :ohdear:

GeneralYeti
Jul 22, 2012

Look at this smug broken asshole.
Lie like a dog. He doesn't really need to know, and besides, we already said we wouldn't tell him. And Tidehunt isn't the type of guild to go back on their word, right?

Edit: Oh yeah, welcome back.

Blaze Dragon
Aug 28, 2013
LOWTAX'S SPINE FUND

Those King Starfish are stylish as hell.

Also say the truth. because I can imagine lying will get this kid into an even worse situation.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

GeneralYeti posted:

Lie like a dog. He doesn't really need to know, and besides, we already said we wouldn't tell him. And Tidehunt isn't the type of guild to go back on their word, right?

Edit: Oh yeah, welcome back.

Dr. Fetus posted:

I heard you were the ones to find the ancient fish’s nest the other day. This has to do with that. Please don’t tell Agata where the nest is! I have an awful feeling about it... Promise me you won’t!

The girl pleads desperately, then darts off without a response from you.

You aren’t quite convinced... You resolve to return to what needs to be done for now.

They never agreed to it.

Votes so far:

Tell the truth: 7

Lie to the boy: 6

Reco
Feb 26, 2011

enemy one body to the proximity Zan attack discard the power slap hit.
Lie.

BlazeEmblem
Jun 8, 2013

Uh oh. Do I use Ariadne thread or Goho-M?

Lie

Glad to see you back.

Seraphic Neoman
Jul 19, 2011


Lie

No lovely rescue quests please and thank you.

Pureauthor
Jul 8, 2010

ASK ME ABOUT KISSING A GHOST
Should I still be voting if I'm aware of what happens after you pick a choice?

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Go right ahead.

Pureauthor
Jul 8, 2010

ASK ME ABOUT KISSING A GHOST
Okay then. In that case, be truthful.

BlackPersona
Oct 21, 2012


If they could survive in this stratum, then they should be fine! Tell the truth.

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pnumoman
Sep 26, 2008

I never get the last word, and it makes me very sad.
We're not babysitters, and who are we to say who is and isn't strong enough for the Labyrinth's challenges? Tell him the truth.

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