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Rea
Apr 5, 2011

Komi-san won.
Final voting results are:

quote:

Jana: 12
Magda: 12
Alexis: 11
Mio: 11
Lanzon: 10

Kaelin: 6
Cecil: 2
Gram: 2

I guess smugboy will have to wait until the boss to make his debut.

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Rea
Apr 5, 2011

Komi-san won.
Of course. There's no reason not to.

Rea
Apr 5, 2011

Komi-san won.


If you're wondering why there haven't been any class overview posts yet, we've been working on a thing for them.

Rea
Apr 5, 2011

Komi-san won.

Rangpur posted:

Are those photoshops, or is one of you making pixel art from scratch?

Friend's drawing them from scratch. Same friend that drew our co-op commentary portraits, actually.

(This went beyond the level of asking for a favor so I "commissioned" him for this--his asking price was a copy of Dangan Ronpa 2. :v:)

quote:

I never knew that about the FOE naming scheme in Japanese, and I thought I knew everything about these games. Suppose this also explains why the three dragon superbosses have names consisting of like 8 different kanji.

Oh man you're gonna love some of the Cestus Spec 2 skill names and the final boss's name. I'm gonna borrow something Hivac said and describe them all as "extreme kanji soup."

Rea fucked around with this message at 03:40 on Oct 28, 2016

Rea
Apr 5, 2011

Komi-san won.
Update 3: Eventualities



Ah, finally, a chance to exit town, and bask in the glory of the-- Yeek!
Whoops! Sorry!
Ahem, Jana... Could you please avoid scarring me? A few large scars can be beautiful. Many small ones? Not so much.
I can see that, yeah. Those're the risks of performing as a team, though!
I don't think I could live with myself if I hit one of you, even accidentally.
Ah... They're both so wonderful. How could I ever choose?
By not choosing. If you swoon over those two in the middle of a fight, you're just gonna get the rest of us killed.
H-hey! ...A-at least I don't carry around deadly poisons in my bag!
...Firstly, they're compounds. Secondly, if the scent of the compounds ever wafts towards us, it's not my fault.

Well, we're not quite ready to go yet. Everyone here is level 1, which is...less than ideal for 3F. How can we remedy this?




DLC grinding quests to the rescue.

The text for the quest is pretty inconsequential--it basically can be summed up as "a wizard gave you a magic ring."

Yep.

Fuckin wizards, how do they work?




("Obtained Growth Badge!")

To finish the quest, we have to finish a battle with this thing equipped. What does it do, you might ask? Oh, not much, it gives the wearer +20 WIS, that's pretty nice, oh it also just TRIPLES ALL EXP GAIN FOR YOUR ENTIRE PARTY WHILE SOMEONE'S WEARING IT. That's a pretty neat effect.

what the gently caress

In all seriousness, the Growth Badge is an absolute godsend for me, and a really easy way to completely break the game if you just leave it equipped normally. Notice how I specifically said "all EXP gain" there, because this thing applies to Adventure Episode, quest, and mission EXP too.

why is this real

That's not all, though. Skipping over fighting three acorns with it equipped...





Wait a minute HOW MUCH EXP IS THAT



So you not only get the Gross Badge for this quest, but turning it in also gives a giant lump of EXP that scales up based on what stratum you're in. It's an LP author's dream come true!

You also get a Holy Gift consumable for it, which multiplies all EXP gain for one battle by 1.5x. Yawn.





There's also a money equivalent, Explorer fortune program, which is fantastic, because I need to get new equipment for the new party.



("Obtained Drop Cameo!")

Same deal as the EXP one--just fight a battle with this thing on. The Drop Cameo, though, is something I actually will keep on someone for normal exploration. Firstly, it gives 20 LUC--a great boost for disabler characters. Secondly, it forces all drop rates to be 100%. It's not a permanent Formaldehyde, mind you--it doesn't auto-fulfill conditional drop flags, although it does force a 100% drop rate for any conditional drops that are less than 100%. Basically it takes a lot of the frustration out of grinding for certain drops, and I'm leaving this thing on Magda for now.

?!?!??!?!?! !?!?!?!?!??!?!?!!!!?!?!?




Turning in Explorer fortune program also gives you a big lump of money.




Anyway, initial skill builds for our new party. I'll preface this by saying that...uh, okay, this is embarrassing, but I forgot to put any points into race/Union skills. Across the entire update. WHOOPS!

Alexis puts four points into Predict. Predict is basically a one-turn Provoke/Taunt/Dragon's Roar (whatever you want to call it). On top of drawing enemy aggro, it also gives a massive evasion bonus. There's downsides, though! Each time the user dodges an attack, their evasion and chance to be targeted go down. On top of this, it also makes the user take an extra 250% damage on top of any damage they receive if they fail to dodge an attack. For all intents and purposes, Predict is the bread-and-butter skill for dodge-tank Fencers, which is what I'm building Alexis to be.

He also puts one point in Vision Thrust, which deals melee stab damage to one enemy, and attempts to inflict blind. At level 1, it costs 5 TP, deals 150% damage, and has a 50% base blind chance. It's something for Alexis to do if he doesn't need to use Predict, and it can combo decently well with Dark Smoke.

Lastly, he tosses 3 points into Sylphid. Sylphid is a passive, and gives Alexis a chance to counter-attack enemies whenever he dodges attacks. At level 3, Sylphid deals 56% damage, has a 70% base chance to activate, and can activate a maximum of two times per turn.




Jana's build is quite a bit simpler.

She puts 5 points into Armor Penetrate, which deals melee stab damage to one enemy, and reduces their physical defense for a set amount of turns. At level 5, it deals 152% damage, reduces defense by 25%, and lasts for 4 turns.

She also puts 3 points into Mist Slice, which deals melee cut damage to one enemy, and attempts to inflict sleep on them. At level 3, it deals 180% damage, has a 40% base sleep chance, and has a 120% speed modifier. The speed modifier goes down at levels 5 and 10, which is actually beneficial when dealing with sleep.




Lanzon puts 2 points into Ghost Summoning, which eats 15% of his current HP to summon a ghost, with an HP bonus. At level 2, it costs 5 TP, and gives ghosts an extra 8% max HP.

He also tosses one point into The Price of Life, which destroys one ghost, and restores all party members' HP. At level 1, it costs 12 TP, and has 130% healing power. You'll notice that high TP costs are a pretty big thing with Necromancers!

He also puts three points into Gravekeeping Knowledge, which, at level 3, gives him a 12% chance to summon a ghost if he doesn't take damage for one turn.

1 point also goes into Ghost Reincarnation, which gives a 15% chance to summon a ghost when one is destroyed (maybe killed, too?) in battle.

Lastly, to give him something to do besides summoning ghosts and healing, he puts one point into Fire Bomb, which destroys one ghost, and deals 120% ranged INT-based fire damage to all enemies. How much does this skill cost, you might ask? Oh, not much, only 15 TP. Upon reflection, I should've gone for Poison Bomb (above Fire Bomb), which could've comboed decently with Poison Smoke.




Mio puts a whopping 5 points into Prayer Mastery. Those of you who were here for EO2U, remember Song Mastery on Troubadours? Same thing here. Prayer Mastery increases the speed modifiers for and reduces the TP cost of Prayer skills. At level 5, it multiplies speed by 1.15x, has a base subtraction of 2 TP, and a TP cost multiplier of 0.9x.

She also puts 1 point into Prayer: Eradication, which buffs all party members' attack. At level 1, it costs 10 TP (7 with her current Prayer Mastery level), and buffs attack by 21%. I'm comfortable leaving it at level 1 for a while, honestly, since it only goes up by 6% to 27% at levels 4/5, and a further 8% to 35% at levels 9/10.

Lastly, she puts two points into Prayer: Blaze, which increases all party members' resistance to fire, as well as adding a fire element to their normal attacks, for a few turns. At level 2, it increases resistance by 28%, lasts 4 turns, and costs 15 TP (11 with her current Prayer Mastery level). I don't think much of the elemental Prayers on their own, but I'm putting points into them to get Oracle: Dance.




Lastly, Magda. She tosses one point into Cure Herb and Refresh Herb, for emergencies. Similarly, she'll eventually learn Resurrection Herb for emergencies.

Besides that, she also puts two points into Poison Smoke. At level 2, Poison Smoke costs 6 TP, and has a 40% base chance to inflict poison on one row of enemies, with 60 base poison damage. It multiplies the chance of further poison inflictions by 1.22x.

Dark Smoke does the same thing, but with blind. At level 4, it costs 6 TP, has a 35% base chance to inflict blind, and multiplies the chance of further blind inflictions by 1.28x.





Everyone's initial equipment isn't too interesting, aside from me forging an Ice Bat Sword on Mio--yes, Mio, not Alexis (Shamans can equip swords)--which gives her access to level 1 Cold Wave, which deals 70% INT-based ice damage to one enemy. It also costs a measly 1 TP, so, hey, it gives her something to do after she casts Prayer: Eradication.




(Floor subtitle: "Beasts prowl in the depths of the woods")

Ah, so this is the foul Labyrinth that took my loved one's life. My revenge for her death begins now!
Oooooohh! You're here to avenge someone you loved?! What was her name?! What was she like?!
...Truthfully, I do not know! We were merely betrothed, without any say in the matter. But! Even still, that will not dissuade me from avenging her!
...A-ah. I...see...
I don't think I've ever seen a young woman's dreams dashed that quickly before. Bravo, Alexis.
I see someone's fancy language tutors never taught them the first principle of both telling stories and being a performer--don't reveal your act's secrets!
...Mio, your eyes are watering...
I-is it that obvious?
...That wouldn't happen to be my compounds causing that, would it?



If we come back here at night, we'll get the Moonstone.



We were introduced to the illusionary walls on the last floor, and they're the primary gimmick of this floor.



Well, uh, good thing Cecil's not here...
Dare I ask why?
You didn't hear him pounding on his wooden block in the dead of night, while screaming about "that damned turtle?"
...I've signed up with quite the cast of characters, huh?
Um... Maybe reflect on the power contained within your bag before calling us characters...


Red Forest Turtle
HP: 142
STR: 27
INT: 21
VIT: 28
WIS: 19
AGI: 13
LUC: 15
Skills:
  • Shell Guard: Uses the legs. Increases the Red Forest Turtle's physical defense by 50% for 4 turns. Has an 80% speed modifier.
Drops:
  • Normal: Chipped Tortoise Shell. 55% chance. Sells for 13 en.
    • 1 needed to make Tortoise Shell Gauntlet (+7 DEF, +8 MDEF).
    • 4 needed to make Tortoise Armor (+22 DEF, +15 MDEF).
    • 5 needed to make Bash Charm (+30% bash resistance).
    • 1 Chipped Tortoise Shell and 2 Branched Fangs (Charging Boar) needed to make Hakenbuchse (+25 ATK, +23 MATK, VIT Up 1, Bronze x3).
  • Conditional: Baked Shell (Kill with fire damage). 100% chance. Sells for 19 en.
    • 1 needed to make Shell Tanto (+34 ATK, +23 MATK, Vital Blow, Bronze x4).
Damage Resistances:
50% 50% 100%
150% 150% 150%
Disable Resistances:
100% 150% 100% 100% 100% 150% 100%
100% 100%
100% 100% 100%

Red Forest Turtles serve only to be an annoyance. Just kill whatever enemies are also in the battle first, since you'll kill them way before you kill the turtle.



(Mio used Prayer: Eradication.)

Give me strength, Mikazuki!
...Who?
A very...um...beautiful? God. You can kinda think of him as a katana spirit?
Sounds like my kinda spirit!
I could show you some art when we get back!



(Lanzon used Ghost Summoning.)

Hmhmhm. Come forth, my gorgeous ghostly servants.
Waaah! I-is that a real ghost?!
Huh. I thought those coffins were just for show.
Have none of you ever seen a Necromancer before?
If you're going to toy with me after death, at least bring those two, too. And what's with these three girls?!
All in due time, love.
You say "time" as if it matters.



(Magda used Dark Smoke.)

Did, uh... Did you just melt that turtle's eyeballs?
Yes? Do you have any better ideas for blinding it?
I suppose that explains why Raven nearly fainted after getting a whiff of your bag.
I can see parts of the mushroom's eyeholes, I suppose, sloughing off, too.

Note that even if a Smoke skill inflicts its ailment, it still applies the debuff portion as well.


Oh, you scared the poor thing...



(Lanzon activated Gravekeeping Knowledge.)

Hm? What? ...Oh, gods, why did you bring me back?
I need all the support I can get, love.
Bet you really regret crossing me in life, huh?!
That was over a millennium ago, A!



(Mio used Cold Wave.)

Okay, I think I just swing it like this... Wah!

I mentioned this earlier, but Cold Wave is the equipment skill attached to Mio's Ice Bat Fang. At level 1, it deals 70% INT-based ice damage for 1 TP. 70% INT-based damage at her current INT means that, when not hitting a turtle, Mio deals about the same damage that Alexis does with a normal attack.



Oh, right, almost forgot to mention: much like panic, petrification completely disables evasion.



(Lanzon used Fire Bomb with Ghost B.)

Make yourself useful, B!
OOOOOOAAAAAAAAGH!
I didn't know incorporeal spirits could just inflate like balloons.
...Was that fire, or ghost blood?


Die, uncouth vermin!

Ghosts will either do nothing or attack at the end of each turn. Their attacks deal absolutely pitiful bash damage, and attempt to inflict paralysis, with some unknown-yet-ludicrously-low base chance.


Whump.


Siyut!




You might have noticed that battle took 6 turns. Yeah, uh, it kinda turns out that this party takes forever to kill things.



Aww, it's kinda cute.
It kinda looks like it's just glaring at us.
That mouth unnerves me. It resembles the Night Stalker from those stories my parents told me...


And "whump" it goes.
Please don't steal my onomatopoeia.


Hey, look, that wall's gone.


You come across a filthy sign with a warning written on it. You can't read all of it because of dirt, but apparently there's a hunter's trap nearby!
Stay alert, everyone.
How wonderful it is to be free of the dangers of walking.


You stop at a wide stream. It seems this is the end of the path. Sensing danger, you begin to head back when you hear a whistling noise followed by Mio screaming!
OW!


Turning around in suprise, you see that Mio has a dart stuck in their arm. It seems there really were animal traps here, as the sign said. Unpleasantly reminded of the perils of the Labyrinth, you return to exploring.
Ow ow ow...
Hrm... Hang on, I know I took a handkerchief with me... Ah, here we are. Let me just remove that dart...
Owwwww, it hurts even more than when it hit...
Give me a second to wrap this... And there, that should staunch the bleeding for now. It's a small wound, it should heal quickly.
Th-thank you.

The event changes based on if the target of the event or someone else in the party knows Acrobatics, a race skill that both Therians and Brownies can learn. If the target knows Acrobatics, they dodge the dart. If someone else knows Acrobatics, they'll pull the target out of the way.



"What the forest hides

Despite being warned ahead of time, you were unable to deal with the trap."







Well, you can't say the Puppeteers weren't thorough...



(Obtained: 1 Coiled Vine.)

3F, C2 Chop Point
  • Coiled Vine: 65% chance. Sells for 16 en.
    • 2 needed to make Rib Coffin (+24 ATK, +31 MATK, WIS Up 1, Bronze x3).
    • 1 Coiled Vine and 1 Thick Vine (Giganto Roper normal) needed to make Vine Armor (+15 DEF, +15 MDEF).
  • Ivy Covered Bark: 27% chance. Sells for 20 en.
    • 3 needed to make Wooden Shoes (+4 DEF, +10 MDEF).
    • 1 Ivy Covered Bark and 1 Sponge Skin (Poison Leech) needed to make Rubber Shield (+14 DEF, +6 MDEF).
  • Bent Wood: 8% chance. Sells for 100 en.
    • 1 needed to make Old Wood Bow (+30 ATK, +35 MATK, Prayer: Guardian, Bronze x4).
    • 1 needed to make Old Wood Handguard (+8 DEF, +12 MDEF, +3 WIS).
  • Ambush Chance: 5%

Chop items usually make equipment. Nothing too spectacular here.


Pretty sure this is the door Cecil said he couldn't punch in.
A, be a dear and--
Nope, sorry, can't do. That doesn't look like any ghost's mark I've seen before.


As you explore the Labyrinth, you feel a strange sensation that's unlike the magic you're used to. It feels warm yet strong, like the sun. You remember the request from the Thaddeus in the bar, who wanted a Sunstone. There doesn't seem to be anything nearby, but you have no doubt that whatever is emitting that mysterious power must be the Sunstone!
Hmm... Ah, it's over here. Alexis, Jana, if you please?
Not to whine, but why us?
For me, I may be fit, but I'm in no condition to dig.
L-lemme help...
You diligently search the area, and uncover an orange gem hidden among the pebbles. When you pick it up, it gives you that familiar warm sensation. This must be the Sunstone!



("Obtained Sunstone!")

Thaddeus requested two different stones. All that's left is the Moonstone, which is supposed to give off a mysterious power when the moon is out. You return to exploring, in hopes of finding the Moonstone.

We'll need to come back during the night to get the Moonstone.


...What's that noise?
It sounds a little like... A dignified owl's "hoot," mixed with the terrible roar of a bear.



As you open the door, you see a monster more bloodthirsty than any you've seen before! With the head of an owl and the body of a bear, you can only call it "grotesque", but it makes no effort to hide its desire to kill you. Based on the feeling it gives off, it must be even more powerful than the caterpillars on the previous floor, something you find difficult to imagine. You have to deal with this monster one way or another--you can either find a way around it or take it on despite knowing full well how dangerous it is.
As fun as it would be to see how my compounds work against something that large, how about we avoid an untimely death?
No, please, we could always use more company.

Rampaging Owlbeasts (hereafter "Owlbears") are our first aggressive FOEs. Their pattern is incredibly simple: they just chase you down, and take the shortest path to you from where they are.




Circling around areas like this one is the easiest way to get around simple-aggressive FOEs.


You stop as you hear a loud noise, like something crashing into something else. You don't know where it came from, but it can tell it was large by the sound. If you want to know for sure what it was, you can investigate the area.

We can't do this event yet--we need someone that knows Woodland Searching Skills.



(Obtained: 1 Ivy Covered Bark.)

3F, F5 Chop Point
  • Coiled Vine: 26% chance. Sells for 16 en.
    • 2 needed to make Rib Coffin (+24 ATK, +31 MATK, WIS Up 1, Bronze x3).
    • 1 Coiled Vine and 1 Thick Vine (Giganto Roper normal) needed to make Vine Armor (+15 DEF, +15 MDEF).
  • Ivy Covered Bark: 59% chance. Sells for 20 en.
    • 3 needed to make Wooden Shoes (+4 DEF, +10 MDEF).
    • 1 Ivy Covered Bark and 1 Sponge Skin (Poison Leech) needed to make Rubber Shield (+14 DEF, +6 MDEF).
  • Bent Wood: 15% chance. Sells for 100 en.
    • 1 needed to make Old Wood Bow (+30 ATK, +35 MATK, Prayer: Guardian, Bronze x4).
    • 1 needed to make Old Wood Handguard (+8 DEF, +12 MDEF, +3 WIS).
  • Ambush Chance: 3%



This is a...pretty roundabout way of making a shortcut.



There is a new announcement from the Council to all explorers! Today, the Arcadian Council is assigning a new mission! The goal is to explore the 1st Stratum! All guilds confident in their skills should report to the Council.
Can't get much more direct than that.



Oh, it's the members of Nameless. I had a feeling you'd come. The Council, this time, would like you to clear through the 1st Stratum and secure a path to the 2nd Stratum. If you're ready, you can accept the mission and begin exploring.
We were doing that already, so why not?



"Dispel the Lunarians' glamour!

A group of golems is blocking the way past the 1st Stratum. This must have something to do with the Lunarian glamour. In order to open the way forward, we'd like you to dispel this magic."


Thank you, Nameless. We'd like you to clear a path past the 1st Stratum and into the second. You've explored for some time now, so you're probably already aware, but the Guardian Forest is protected by a sort of barrier. This "barrier" is fueled by the golems; statues created by the ancient Lunarians.
The cute things scattered everywhere in the forest?
I guess that explains why toppling the bigger ones over makes the walls vanish.
In truth, it is a sort of glamour, which causes those with insufficient strength or skill to be led astray into the depths of the Labyrinth, to often...disastrous results. However, we periodically give out missions to more experienced adventurers as a chance to challenge themselves to new heights. Therefore, we now give you this mission. I believe you can pierce the golems' glamour. Just stay cautious, and take the Labyrinth on.

Pretty standard "beat the first boss" mission.



We also have now reported 10 different types monsters, and got 3 Nectars for our trouble.




Not much from this trip to the shop.

Tortoise Armor (+22 DEF, +15 MDEF) is made from 4 Chipped Tortoise Shells.

Tortoise Shell Gauntlet (+7 DEF, +8 MDEF) is made from 1 Chipped Tortoise Shell.




I upgraded Jana's starting heavy armor to Tortoise Armor. I want her and Alexis as durable as possible, since we don't have Sasha with us and Alexis can only use Predict so many times.



I also forge the hell out of Magda's Lactarius Staff. Can't forge Mio's sword, unfortunately, because I don't want to use Bronze Ingots on it and I don't have any more Pierced Fangs.




Uh-oh.

Am I imagining things, or do those Ropers seem to be oddly coordinated?
Oh, come now, what makes you say th--


Ngggghhoooohhhh!
What a ghastly shade of purple.


Giganto Roper
HP: 432
STR: 37
INT: 23
VIT: 28
WIS: 26
AGI: 24
LUC: 28
Skills:
  • Great Tangle: Uses the arms. Attempts to bind the legs of all party members, with a 70% base chance. Has an 80% speed modifier.
  • Cut Away: Uses the arms. Deals 2-4 instances of 140% melee STR-based cut damage to random party members. Can hit the same target multiple times. Has an 80% speed modifier and 20 base accuracy.
  • Toss: Requires a Ghost Acorn to use. Uses the arms. Deals 120% melee STR-based cut damage to the Ghost Acorn. Deals 130% ranged STR-based stab damage to all party members. Has a 70% speed modifier and 99 base accuracy.
Drops:
  • Normal: Thick Vine. 100% chance. Sells for 35 en.
    • 1 needed to make Creeper Fist (+33 ATK, +24 MATK, HP Up 1, Bronze x3).
    • 1 needed to make Woven Vine Cap (+11 DEF, +9 MDEF).
    • 1 Thick Vine and 1 Coiled Vine (1st Stratum Chop 1) needed to make Vine Armor (+15 DEF, +15 MDEF).
  • Conditional: Bound Vine (Kill while any body parts are bound). 100% chance. Sells for 95 en.
    • 1 needed to make Leg Guard (Immunity to leg binds).
Damage Resistances:
150% 50% 100%
150% 100% 100%
Disable Resistances:
100% 100% 150% 100% 100% 100% 100%
100% 100%
100% 100% 100%

This is where the 1st Stratum starts throwing really drat mean encounters at you. Giganto Ropers can take a hell of a beating, with 432 HP, and they're very much capable of screwing up over half of your party with Great Tangle and Cut Away. If there's a Ghost Acorn in the battle, too, your best bet is honestly to just run away, since Toss will wipe out your front line and potentially most of your back line.

Having two turtles in the encounter makes things really annoying, since they take forever to kill.




(Alexis used Vision Thrust.)

...
I-I blame this rusty decorative sword.
Oh, oh, y-you can take mine!
No need, I shan't take someone else's only method of self-defense.
Aaaaaahh...
An impressive display of chivalry. Couldn't it have waited until a large, sentient purple tree isn't trying to murder you all, though?
Why are you worried about them?
We could have far crueler masters than Lanzon.



(Giganto Roper used Cut Away.)

Ha! Are you even trying?



(Sylphid activated two times.)

Allow me to show you how to cut!
Trying to slash something with a rapier seems like a bad idea, but what do I know?



(Magda used Poison Smoke on the back row.)

Curses. You'd think a tree, of all things, would be most susceptible to toxic corrosion...


Oh, great, you two. And four other annoyances, too.
If you hadn't wanted to end up in this situation, perhaps you should have reconsidered teaching A the necromantic arts.
Great victim blaming. How was I supposed to know she'd lose it and bind all of us together in death?
Lanzon, please tell me you don't have any more bickering ghosts to call upon.


Oho, finally, something that's scared of me!

There's that paralysis I mentioned earlier.



(Jana used Mist Slice.)

Rock-a-bye tree, in the...tree...tops...



Having your Smoke Herbalist know the basic healing skills is useful for bad situations.


WHY ME AGAIIIIIIIN?!



(Gravekeeping Knowledge.)

Don't worry, you'll be right back.
Does this torment never end...?
Perhaps you shouldn't toy with womens' hearts in your next life!
Will we ever get a shot at a "next life," though?



I really hope this thing doesn't bind too many legs.



(Giganto Roper used Great Tangle.)

Insert the inverse of "byeah" here.

"hyeab"




Incidentally, here's how hard Mio hits when not hitting a monster that's weak to ice.



(Giganto Roper used Cut Away.)

poo poo.



My...beloved...



Well, gently caress, we're in pretty bad shape now.



And this thing's just barely below 50% HP.



Oh, sweet merciful gods, it just tried to use Great Tangle again.


Get up, we're not done yet.



(Lanzon used The Price of Life with Ghost A.)

The dead give the gift of life.



Okay, we're in fighting condition again. The Price of Life is really useful for emergencies like that, especially early on, where Herbalists are limited to Line Herb at most, and Somas are in short supply.


But I wasn't even...restrained...

Goddammit, leave it to me to have someone get hit by Cut Away while not bound.


Just gonna clean-cut those arms real quick.




(Received: 2 Chipped Tortoise Shells, 1 Thick Vine, 1 Bound Vine.)

My beautiful sycned EXP bars, ruined by annoying random encounters...

If playing an EO game ever has taught me anything, synced EXP bars are a myth, which will only hurt you to believe in. I'm gonna raise my kids to believe in EXP Claus instead of Santa, and they'll have to be good lest their progress to more Skill Points get out of whack.

In any case, yeah, if you needed proof that this party kinda sucks at actually killing things, there you go.

Rea fucked around with this message at 07:02 on Nov 4, 2016

Rea
Apr 5, 2011

Komi-san won.
Update 3 Part 2



You arrive at a nice open space surrounded by streams. At the center sits a familiar girl, holding a simple iron plate over a campfire.


Mwuh?! Who's there? ...Oh, well if it isn't my favorite customers! Now what in the world are you doing here of all places?
Doing our job.
A better question would be "what's my favorite innkeeper doing on the 3rd floor?"
...Your "favorite" innkeeper?
What? Whaddayamean "what in the world are you doing here of all places?" I'm baking bread!
As she says this, she puffs out her chest with pride. Instinctively, you blurt out the obvious question.



Our choices are "So what happened to the inn?" and "Are you starting a bakery now?" Exactly one line of dialogue changes from this.

Uh, what happened to the inn?
It's open to rave reviews!
...Yeah, but-- Oh, never mind.
So around this time of day, I leave running the inn to my sisters, and I come here so I can bake! The water's real great around here, so I reckon if I can make bread with the great water, the great bread will become the inn's selling point! It was mindblowing when I came up with this, sometimes I even surprise myself with these great ideas!
Ahh, I've always wanted to try that toast-in-mouth thing... Who to bump into, though...
Beg your pardon?
U-um, nothing.
So yeah I come to the Labyrinth to do my research. I'm so in tune with nature I can hear the voices of the yeast! ...Actually making bread is still pretty far off, though. But hey, that's where you come in! Wouldn't you just love to help me out here? Bring me some ingredients and I pinky swear I'll bake you something!

Talking to Genetta again lets us actually have her bake something.



We can either give her Labyrinth Wheat, or Labyrinth Wheat plus Labyrinth Berries. Let's opt for the latter.



Just toss in as many as I can.

Wheat AND berries?! This must be the meaning behind "the nail that sticks up gets hammered down!"
...Absolutely no clue what you just said.
So, I'd better get started on making something with those ingredients you gave me!
The girl immediately gets to work grinding the wheat with a mortar and pestle... When she's done, she starts kneading the fresh flour into batter...
There we go! All that's left is to bake it!
She gently pours the batter onto an iron plate suspended over a fire like a lid. After a short while, the batter is fully cooked by the hot plate!
Slather on some sliced fruit and fresh cream and... Voila! Berry Crepes! The ultimate sweet! Bread and fruit have collided in a long-awaited typhoon!



("Obtained 5 Berry Crepes!")

Doesn't look like any bread I've ever heard of, but drat I just want to eat all of these things!
They smell...ludicrously good...
Ladies, please, let's provision these. They'll taste better if we wait~

This whole sequence is a pun that I didn't bother to translate well. Basically, she spends all this time talking about bread ("pan" in Japanese, by way of Portuguese) and yeast and all that, so you assume she's talking about actual bread, and then when you actually give her the ingredients she makes PANcakes. Or crepes, but basically she thought that since pancakes have PAN in their name, they must be bread. Apparently this misconception isn't unheard of in Japan, since the Japanese wikipedia page on pancakes spends some time discussing it.

I didn't do it here, but you can ask Genetta if she needs anything.

quote:

What? Do I need anything? Hmm, that's a tough one...
The girl rests her chin on her hand as she thinks.
The thing I want most right now is Labyrinth Honey, but it'd be pretty hard to get your hands on that. Other than that...uh... Oh, so when I'm baking bread here, I always wind up just eating a bunch of bread. Gets boring! I wanna try something else! So you should bring me something and then we can trade!

From there, we can give her either Animal Meats or Labyricanths.

quote:

Meat! Dig that meat! Gonna eat that meat. Love meat!

Fish! Big fan, you know. Of fish. Ms. Genetta Loves Fish, it's my autobiography!

Wow! I can't believe you gave me something so fantastic! You guys are the best customers a girl could hope for! I'd better give you something nice in return then!

She gives us a Whitebread (what we'd get if we only gave her Wheats) for every Animal Meat, and a Berry Crepe for every Labyricanth.



Inside this room is an Owlbear we can't get around yet.



Oh gently caress off. This encounter's goddamn mean and this party doesn't make it any better.



("Jana attempts to escape!")

Not really feeling it today, g'bye!

Escaping got massively buffed in EO5 after taking huge nerfs in EO4 and the Untolds. You can fairly reliably escape--having the entire party fail to run is a really big anomaly in EO5.

Call me when you've escaped 10 times without taking at least two deaths in the process and I may believe you.





A situation like that necessitates a trip back to town.

Creeper Fist (+33 ATK, +24 MATK, HP Up 1, Bronze x3) is made from 1 Thick Vine.

Shell Tanto (+34 ATK, +23 MATK, Vital Blow, Bronze x4) is made from 1 Baked Shell.

Vine Armor[/list] (+15 DEF, +15 MDEF) is made from 1 Coiled Vine and 1 Thick Vine.

Woven Vine Cap (+11 DEF, +9 MDEF) is made from 1 Thick Vine.




I upgrade Jana's starting katana to a Shell Tanto.



I also toss a Vine Armor on Alexis.




Anyway, let's go grab the Moonstone.



The text is basically the same as the Sunstone.



("Obtained Moonstone!")

With this, you've gathered both stones. All that's left is to return to the requester in the bar and complete it.



It was at this point that I remembered to take care of Rare breed hunter!, too.


You've arrived at the point where you're supposed to find the target of the request you've taken. But you can't see or feel anything unusual about the area. Just when you're wondering if the intel was mistaken, Jana lets out a shout like they've found something. When you check out what they found, you all see the remains of various half-eaten things. In other words, this must be the spot. You may be able to find the rare breed by walking around in the area. You should probably look for it on this floor.

The next fight we start is forced to this encounter group:



Rare breeds make a return from EO4 and the Untolds. Rare breeds gain a massive speed bonus compared to normal monsters (although not priority--you can outspeed them with sufficiently fast characters), and a...I want to say around 1.5x damage bonus. They're significantly more dangerous than normal random encounters, and some normally-slow monsters can seriously ruin your day if rare breeds of them spawn, but...




They also quintuple the EXP that the enemy does normally. Balloon Flying Squirrels normally give out 50 EXP each, so the rare breed one gave us 150 EXP.

And, yes, before you ask, FOEs can be rare breeds, too. Fighting them is almost always a bad idea unless you're way above where you should be to take them on normally.

That sounds like an extremely excellent idea that cool people should do, actually? Aren't you cool, Ragnar?





Sylphid counterattacks now deal 59% damage, and Sylphid itself has a 75% base chance to activate.



I opt for more Fire Bomb levels because combining Poison Bomb with Poison Smoke hadn't occurred to me. Fire Bomb gains 7% extra damage at level 2.



Prayer: Blaze gives 3% extra resistance at level 3, 31% from 28%. Woooooo.




Let's turn in those two quests. To finish Sunstone, Moonstone, we need to talk to Thaddeus.

Thaddeus: Welcome back. I'm very glad to see you unharmed. Any luck finding the Sunstone and Moonstone?
If you'll give me a second... Here they are.



("Handed over Sunstone and Moonstone.")

Thaddeus: So, these are them... Truly beautiful. I can almost feel this "eternal happiness" they're reported to grant.
Eternal happiness?!
Thaddeus: Oh, excuse me. The truth is, they say there's something special about these stones. "A pair of wedding rings made from a Sunstone and a Moonstone will ensure your eternal happiness." ...My apologies for being personal, but, my wedding is coming up soon, so I put up that request thinking I'd put some stock in that old legend.
...Can we go back and look for another set after we're done here?
No.
Thaddeus: Thank you so much. Now I just need to find an engraver to make the rings themselves. I am in your collective debt. If you'd like, you may consider this an open invitation to the wedding. I'll be off now.








So it was a homemade wedding ring? How romantic.
I knooooooow!
I wonder if I should give making my own accessories a try too.
You look like you already have plenty, though.
...That doesn't mean I don't want more. Moving on, I'd better give you your reward. You did good work this time. Keep it up, but don't push yourselves too hard.



("Obtained 3 Medica IIs.")

Hey, I'll take it.













Welcome back. So you killed the rare breed then? I'll let the Council know. I'm sure they'll rate you more highly after this. And me too; I think they'll be more willing to dispatch requests through me now. I sure hope none of them are too crazy. Well, here's your reward. Good work, and thank you, as always.



("Obtained 600 en.")

Decent amount of money for early on, even with the DLC money quest at my disposal.








Sylphid now has a 100% base chance to activate, and can counter a maximum of 3 times per turn.

For the record, counterattacks count as normal attacks, so they'll receive the benefits of the shaman elemental buffs. So at least that does something.






Armor Penetrate now deals 164% damage and reduces physical defense by 25%, in exchange for costing 8 TP.



Fire Bomb now deals 134% damage, an extra 7% from level 2.



Mio starts tossing points into Prayer: Cold Rain, which is identical to Prayer: Blaze, except for being ice instead of fire.



Magda puts two points into Smoke Rot. Smoke Rot reduces one row of enemies' elemental defense--it only reduces it by a pitiful amount if they don't have a Smoke debuff, though. At level 2, it reduces defense by a measly 5% if the target has no Smoke debuff, and 22% if they do.




Anyway, back to it. We can't get past this Owlbear when we enter this room from this direction.



Incidentally, I forgot to show off a fairly big feature of both Ghost Summoning and Dog/Hawk Whistle: you can use them out of battle.



Our only way forward is through here.



Hey, look, another one of these things. This one'll de-wall the other door into that room we were just in.


As you proceed through the now-familiar greenery, you see an old explorer's bag caught on a branch. Someone tall might barely be able to reach it, but place where the cord is stuck is hidden behind branches and leaves. You can try reaching into the unknown to shake it loose, or simply give up on it.
Lemme handle thi-- EEK!
You decide to get the bag. Jana, who happened to be nearby, nods and approaches the tree. When they push past the leaves and branch and reach out, they almost immediately let out a scream and pull their hand back!




What in the... Oh, come on. How did no-one see this coming?
Magda takes a look at the branch now that the leaves have been moved aside and sees it covered in green larvae. It seems to be the larvae of a species of labyrinth moth, known to be extremely venomous. It seems this is the reason no one's tried to recover the bag. You comfort Jana as they blow on their swollen hand, and then push past the larvae to get the bag. You find an old silver coin inside!



("Obtained Lunarian Silver Coin.")

You gloomily put your spoils in your bag and continue exploring.



"Nonchalant danger

You ran into trouble with moth larvae when investigating an abandoned bag. You are once again reminded of the danger of the Labyrinth."






This one's going in the folder.
The...folder?




Quick stop in town after a bad encounter.

Hakenbuchse (+25 ATK, +23 MATK, VIT Up 1, Bronze x3) is made from 1 Chipped Tortoise Shell and 2 Branched Fangs (Charging Boar).

Wooden Shoes (+4 DEF, +10 MDEF) is made from Ivy Covered Barks.




Also did one level of forging on Jana's Shell Tanto because why not.




Anyway, yeah, we can get in this room without the Owlbear blocking our way now.



("Obtained Soma.")



That door is our ticket for going forward.



This golem statue'll unblock the wall directly below us.



Which means we can use this area to juke the Owlbear and get to the next statue.



This isn't the "next" statue, but it does unlock the treasure room all the way back at the start.



THIS is the "next" statue.



Which leads us to this statue, which'll unlock the door to the small unmapped area on the left.



These two got level ups from a boring encounter.



Fire Bomb now deals 141% damage. I'm gonna leave it there for a while, since 15 TP is bad enough as is. 22 would drain Lanzon dry in just a few casts.



Slowly chipping towards Oracle: Dance.



("Obtained Volt Jar.")

Deals ranged INT-based volt damage to one enemy. Not interested.




("Obtained Memory Soundshell!")

Okay, now this is slightly interesting. Remember Combat Study from EO3, that generic passive that gave a percentage of any EXP gained to anyone that knew it, even if they weren't in the party? This is an item version of that--it gives 10% of any EXP gained to whoever wears it. 10% might not sound like much, but remember that party members already only get 20% of any battle EXP.

Not that useful for me, since I have super easy grinding methods, but c'est la vie.




And here's the last golem we need to move forward.


You notice that there are more bugs flying around than there were elsewhere in the forest. Curious, you look around and discover a large beehive at the top of a tree. Such a large beehive would surely have a lot of Labyrinth Honey. However, the bees would probably be displeased by any attempts to approach it. You won't be able to get any honey here as long as it's covered in bees. You have no choice but to give up on the Labyrinth Honey and return to exploring.

No, Woodland Searching Skills won't help here. We'll come back here for a quest later.



Boom, we're done with 3F.



Back to town we go.



I hear there's a monster on the 4th floor called a Forest Monkey that imitates other monsters. They can even imitate Ropers and combine into a Giganto Roper! How crazy is that?
Crazy enough that I'm, frankly, already dreading it...
They can do anything! I wonder if I could pull it off too, if I tried hard enough. I mean, become an acorn. C'mon, aren't they cute!? Yummy too!
...Um, sure, yeah. Become an acorn. That sounds...plausible.



Geez, never been so insulted in my life... Huh? Oh, you wanna hear about what happened? Now look, take a look at this, some explorers were trying to pass this weed off as a valuable medicinal herb!
...They look the same to me.
Why, I never! Can you believe the nerve, trying to cheat a Brownie about herbs, how stupid can you possibly get?!
I take it you baby-looking people know a lot about herbs.
You kidding me? Of course I do! Brownies travel through plains, mostly, so having knowhow on herbs is essential. We're taught about medicinal and poisonous plants from childhood. By our parents. You'll always need an herbalist in the family when you're traveling the plains. It used to be that when you grow up men would leave the plains to become merchants, while women stay and become herbalists, but nowadays it seems like more and more people just do what they want, regardless of gender. Personally, I'm fine with that.

For whatever reason, Ceric pretty much only talks about Brownies in these floor conversations. I guess he's proud of his culture?



We also got this thing.

Bash Charm (+30% bash resistance) is made from 5 Chipped Tortoise Shells.




Forge up!



Now that we have a fully forged weapon, I can also show the Recycle function. Basically, you can take any +5 forged weapon and have Ceric break it down, which'll delete the weapon and give you Ingot Scraps for a certain type. 10 Ingot Scraps of one type create one Ingot. What type of Ingot Scraps you get is hardcoded per-weapon, but they generally follow a pattern:

  • Bronze x3: 1st and 2nd Stratum one-basic-material weapons
  • Bronze x4: 1st and 2nd Stratum multi-basic-material weapons, 3rd and 4th Stratum one-basic-material weapons
  • Silver x3: 1st and 2nd Stratum FOE weapons, 3rd and 4th Stratum multi-basic-material weapons
  • Silver x4: 3rd and 4th Stratum FOE weapons, 5th and 6th Stratum one-basic-material weapons, 1st and 2nd Stratum boss basic weapons
  • Gold x3: 5th and 6th Stratum multi-basic-material weapons, 3rd and 4th Stratum boss basic weapons
  • Gold x4: 5th and 6th Stratum FOE weapons
  • Gold x6: All boss conditional weapons, superboss weapon




Quest time.

#1: Proof of your growth:


This request comes straight from the Council, so it might be a bit dangerous... You know that monsters called Crawling Venomous Bugs? They're vicious bug monsters that prowl the first stratum like they own the place. They're pretty much the first patch of trouble you run into after you're given a map and sent off to explore Yggdrasil. So the request is meant to weed out the explorers who can't even defeat one of those. Just make sure you're prepared before you fight it.

It's as simple as it sounds, really. Slightly less annoying than the EO2U equivalent, where you had to get the first FOE's conditional drop. This party could actually probably take a Crawler on, once they get a few more levels.

#2: The elusive Giganto Roper:


Are you familiar with the monsters in the first stratum called Ropers? This request concerns them. You see, every so often people claim to have seen Ropers of unusual size. We call them Giganto Ropers. So the request this time is from someone who's spotted one, and he wants you to bring back a Thick Vine, as proof that they exist. One should be more than sufficient. Good luck.



Patrons. Note that when I use numbers, they correspond to new patrons.

#1: Dark-skinned male Dragoon:


*scoff* So you're the ones saying they got to the 4th floor so easily...? What's with those drat monkeys?! No one told me that they'd be pulling their little monkey-see monkey-do routine on the Roper too! Little sons of- Next time, I'm killing the Roper first, let's see them deal with that! Can't copy the dead!

#2: Purple-haired lady Fencer:

Fencer: Oh, if it isn't Nameless! I caught sight of a gigantic snake-like lobster on the 4th floor! I wonder if it was protecting its territory? It was able to freely enter the water, but only ever spun in circles in the same area. It didn't seem to pay us any mind at all, but we certainly needed to keep track of its movements to advance. But such a large lobster... Doesn't it just make you want to see how it tastes?

#3: Frowning Brownie:

Brownie: Those drat Earthrun are terrible, always making a fool outta me. There I was, hoppin' like a bunny to pick some berries, and you know what happened? Some Earthrun comes up and snatches 'em, just like that. And hands them to me! With a frickin' smile! And the worst part is, I reflexively thanked them for it! Bastards! Always lookin' down on me... If you sympathize at all, then lend me some of your height!

And, before we go, Melina's dialogue.

I wonder, have you met the Raging Owlbeast already?
That depends on your definition of "met." Have we faced it in combat? No. Have we evaded and duped them? Very yes!
That's what I was talking about when I was discussing monsters you can't possibly defeat yet. If you ever see one, just run away. That's the secret to surviving in the Labyrinth.



So I blink, and now you're at the 4th floor? Most explorers crack under the pressure, so only the strong remain.
Well, thank--
That's not a compliment, that's just the way of things...so here's some advice. You know monsters have attributes, yeah? Well, they've got weaknesses too. Hit a weakness, and your attack will really sting. Memorize your enemy's attributes, and memorize your own, while you're at it. As you get deeper into the Labyrinth, just smacking 'em's not gonna work so well for you. So remember this; it takes more than strength to really grasp victory.




Remus starts talking as soon as we enter.

...! Oh, whew, it's just you.
D-did we catch you at a bad time?
What's all the kitchenware for? What are you doing?
What am I doing? To tell the truth, the sisters at the inn taught me how to make toast. I thought I'd use these ingredients to attempt making some myself. There were many failures along the way, but I finally managed to make this Eggs on Toast. The egg is cooked sunny-side up and placed on top of the toast, so you should be able eat it with your hands without getting them dirty. I tasted it and it wasn't awful, so...would you care to try it?
Hey, I'm always down for something good. Bottoms up!
Isn't that something one says when toasting a drink...?
*chuckle* You make it look so delicious! Seeing you enjoy it so much makes it all worth it. It was made with wheat from the Labyrinth and a fresh egg. The recipe is simple enough, so why don't I teach you? That way, you can have some whenever you want, even in the Labyrinth.



("Obtained Toast Recipe!")



Oh, there's more.

Oh; by any chance, you wouldn't happen to have found a Moon Apple or a Labyrinth Berry in your travels?
We've gotten quite a few berries, yes.
In truth, the guards have made a habit out of giving me fruits that they discover. I've made a number of experiments as a result, and am in the middle of one now, which promises to be quite delicious...are you interested?
After the toast stuff? Yeah, gimme!
Oh, that's good to hear. A moment of your time, then, please, while I make it. ...So if I chop up the Moon Apple, garnish it with a Labyrinth Berry, and then put Labyrinth Honey on top... Et voila! The use of preserved foods in the Labyrinth is obvious, but its real appeal is how sweet it is. The guard I tested it on exclaimed, "by the gods, this concoction you've created is so unbelievably saccharine it could raise the dead!" Would you care to have a taste?
Like I said before, gimme!
Oh right, even if you know the recipe, that won't do you any good without one of these. Think of it as a gift.



("Obtained Preservation Bottle!")

He's not lying, by the way, this really does revive the dead. The preserved berries are an out-of-battle revival item, which is the main reason I like to stock up on berries when I can.

Lastly, Remus's normal 4F dialogue.

Oh, hello, everyone. Would you like to hear about that old legend we discussed earlier?
Nah, everyone else already filled us in.
Well, then how about a tip for exploring the Labyrinth? While you're exploring, chances are good you'll run into other explorers. You should be sure to listen to their advice. You're all in the same boat, so I'm sure they'll have something useful to tell you.



At this point, I swapped out the party so I could get Skunk Cabbage to complete an earlier quest.






So have you gotten the Skunk Cabbage? Let me confirm it. Yup, this is it. I'll be delivering it to the pharmacist myself. This request may not have been a dangerous one, but it's still the Labyrinth. You can't ever let your guard down. That's just how dangerous the place is. I know that all too well. Anyway, why don't I give you your reward? Here you go. Good work. Thanks for always working so diligently. I look forward to working with you in the future.



("Obtained 3 Nectars.")







Sylphid counterattacks now deal 63% damage, and it has a 105% base chance to activate.



Armor Penetrate now hits for 176% damage.



Lastly, Smoke Rot now reduces magic defense by 6% if the enemy has no Smoke debuff, and 31% if they do.

That'll do for now. Next time: 4F.

Rea fucked around with this message at 07:47 on Nov 4, 2016

Rea
Apr 5, 2011

Komi-san won.
I'm bad at math okay

(fixed)

Rea
Apr 5, 2011

Komi-san won.

Item Getter posted:

You guys I'm pretty sure it's "Growth Badge" not "Gross Badge"....

That does sound more reasonable, yeah. I figured Gross Badge was a really weird name but I blanked on alternatives.

Rea fucked around with this message at 07:04 on Nov 4, 2016

Rea
Apr 5, 2011

Komi-san won.

Item Getter posted:

Love what you are doing with the ghosts by the way.

Poltergrift deserves credit for coming up with the amazing ghost backstories. Gonna go ahead and actually toss that in the second post.

Rea
Apr 5, 2011

Komi-san won.
If I wasn't stuck on my phone until I have to catch a train, I'd toss those in the 2nd post right this instant. They look fantastic!

Rea
Apr 5, 2011

Komi-san won.
I rely super heavily on TEC/INT-based and elemental damage in EO games, probably a lot moreso than most people, so something like Smoke Rot is extremely for me.

Rea
Apr 5, 2011

Komi-san won.
Part of the difficulty in this update was just everyone having kind of bad equipment. Jana still had her starting katana up until the Shell Tanto purchase and Alexis and Lanzon still had their starting weapons at the end. I actually upgrade stuff in update 4 and immediately the difference is noticeable.

I wouldn't say ignorance is an excuse, but applying my own personal playstyle is.

Rea
Apr 5, 2011

Komi-san won.
Update 4: Useless Crayfish



...So, what's in it for me if I "charge" your... What were those bizarre devices, again?
My laptop and 3DS!
Yes, what do I get for exerting the effort to cast a held-back Lightning on them?
I'll, uh... Let you play hard games?
Hm... An opportunity to prove myself better than other challengers? Very well, I accept.
Eeeeeee, yes! Thank you thank you thank you!
Remind me, what were you playing when you got warped here?
Oh, I was playing Labyrinth of--
MIO. We're going.




(Floor subtitle: "Trapped by statues blocking the path")


As you walk through the Labyrinth, you find your eyes drawn by a hole in a large tree. Thinking that there might be something inside, you get closer to take a peek, but it's too dark to see anything. You can investigate the hole further, or return to exploring.
Well, what's the harm-- Ack!
You stick your hands into the hole and grope around. Monsters pop out and attack!

If we had a Lunarian that knows Night Vision, we'd avoid the battle.





Poison Leech
HP: 296
STR: 27
INT: 22
VIT: 24
WIS: 21
AGI: 25
LUC: 26
Skills:
  • Leech Poison: Uses the head. Attempts to inflict poison on one party member, with a 70% base chance and 30 base poison damage. Has a 60% speed modifier.
Drops:
  • Normal: Spongy Skin. 70% chance. Sells for 15 en.
    • 1 needed to make Leech Shortbow (+25 ATK, +24 MATK, TP Up 1, Bronze x3).
    • 2 needed to make Rubber Dress (+13 DEF, +21 MDEF).
    • 1 Spongy Skin and 1 Ivy Covered Bark (1st Stratum Chop 2) needed to make Rubber Shield (+14 DEF, +6 MDEF).
Damage Resistances:
100% 100% 100%
150% 100% 100%
Disable Resistances:
100% 50% 100% 100% 100% 100% 150%
100% 100%
150% 100% 100%

Poison Leeches can be pretty dangerous in large groups, since Leech Poison hurts quite a lot, and at our current max HP levels, even chip damage plus the poison can kill someone.



Their normal attacks hurt a little, too. Remember that Lanzon is in the back row and gets a 50% damage reduction.



(Poison Leech used Leech Poison.)

Oogh... So this is what they mean by "a taste of your own medicine..."


But I don't even concoct medication...



Ouch.



(Mio used Therica B.)

Uh, um... I think this is the right potion?
Ah, much better... Ahem. Thank you.



(Magda used Refresh Herb.)

Now then, hopefully this doesn't cause you to vomit your innards...
It smells...foul... But 'tis better than being poisoned.


Oh dear, there's squishy leech bits left over on my coffins.




(Received 3 Spongy Skins.)



You've successfully dealt with the monsters lurking in the hole. Its residents now gone, you double check the hole and find moss-covered ore in the darkness.



("Obtained Mossy Ore.")

You place the Mossy Ore into your bag and move on.



"What lurks in the darkness

You fumbled around in darkness, and received a rude welcome from its residents."







Ahh, these confections are delicious.
Weren't you the one telling us to provision them?

Berry Crepes restore a fairly decent chunk of HP and TP.


Oh, I've seen these things before.
Y-you've been up this high before?
Nope. We used to have giant crayfish like that thing as part of acts at the circus. Lunarian performers used to put their heads right between their claws, and then teleport out just before they got decapitated!
Wowwww... Did it always work?
Yep! ...Except for one time. We, um, don't talk about that.


As you open the 4th floor's first door, you confirm the presence of a large monster. Its deep red carapace appears quite hard, and it would surely be difficult to fight. Luckily though, it seems to have no interest in you, even once you've entered the room. It should be possible to observe its movements and figure out a way to avoid it. You keep this in mind as you return to exploring.

Red Iron Crayfishes (yes, crayfishes, EO4 veterans) just patrol a rectangular area back and forth. Their extra gimmick, however, is that they can enter water tiles at will!

gently caress you




Gods.


Walking through the sun-dappled forest, your steps carry you to a dead end. The path is blocked by a giant tree, atop which you see a single monkey. When you raise your heads to look at it, it puts on a bold expression and screeches loudly, as if to intidimidate you. Next to the monkey are countless ripe-looking apples. You wouldn't be able to reach them from the ground, but perhaps you could get them by manipulating the monkey somehow.

We can choose between walking away, or having someone mimic throwing an apple.


Magda makes a gesture showing the monkey how to pick an apple and toss it.
Okay, monkey, here's what you should do...
The monkey tilts its head, then nods and makes a noise.
Yes, good--
Then, it picks an underripe apple, and throws it at Magda with tremendous force!
...Neeeeuuuugh...
...Whether out of malice or mischief, the underripe apple thrown by the monkey hits Magda square on the head with a dry thud. You can either try again with another party member, or give up.
If you'll let me take a shot...
Lanzon mimes tossing something underhanded. Seeing this, the monkey picks one of the abundant apples. It lowers its body and stretches out its arm for an incredibly flexible underarm pitch!
Ohoho, a tiny bit of pain befalls our ~perfect~ master.
I'm perfectly willing to use you for the next Fire Bomb, A, dear.
Go ahead. I'll be back anyway.
Callous, even 1000 years after death. I ended up with just the perfect partner for the eternal afterlife.
Look, lemme handle this. HEY, MONKEY! PICK AN APPLE!
Jana has had enough of this, and mimes throwing while telling the monkey to pick an apple. The monkey, also seeming to be tired of this, begins to grab an apple to throw it. But after being hit by countless apples, you were expecting this! This time the plan is to catch it! The only question is whether it's going to be thrown overhand or underhand!

I predicted overhand.

The monkey throws the fruit overhand with incredible speed! Jana was predicting this, however, and manages to safely catch the apple aimed for their face with both hands!



("Obtained Moon Apple!")

Having safely obtained an edible apple, you wave goodbye to the astonished monkey and return to exploring.
Nyehhhhh!
Isn't thumbing your nose and sticking your tongue perhaps a bit childish?
You'll forgive me for taking out my anger and annoyance in my own ways.

No, that wasn't an Adventure Episode.

Huh?



As you walk alongside the water, you step over countless flat pebbles. This reminds you of skipping stones. It's a game that been popular among the Earthrun recently. People compete to throw the stone that skips the most times. The current record for all of Arcadia is said to be 50 skips. This spot, with its wide open waterfront and abundance of stones, seems like it would be perfect for skipping stones. If you like, you can challenge yourselves here!

This is a pretty special event. The result changes based on the race of the character you picked to participate.

Earthruns result in this:


Alexis picks up a flat stone, narrows their eyes, and after taking a number of practice swings takes a deep breath and tightens their grip.
This seems like a relaxing way to pass the time. Hyah!
Making sure to keep their eyes wide open and their feet far apart, they make a graceful movement that sends the stone flying with impressive force! The stone flies over the water as if crawling, at first easily making giant leaps, which gradually become smaller until it sinks beneath the water. There's no doubt among you that this sets a new record within the party. Alexis themself has a refreshed look on their face.
Hm! That was quite the distance.



Yes, the target does restore 1 TP from this.

Lunarians and Brownies result in this:


Well now, this seems like fun.
Lanzon picks up a flat stone, and after a couple of practice swings, takes a deep breath, closes their eyes, and throws it! ...The stone bounces lightly off the water's surface several times before sinking.
...I-I've said before, my body's built for modeling, not for fighting...or feats of strength...
You realize that blushes stick out considerably more when you have blue skin, right?
Ngh...!
Eeeeee...

Therians that don't know Feats of Strength result in this:

Jana grabs a flat stone, holds it up above themselves, and tosses it into the pond. It immediately sinks with a loud PLOP. Wondering if there's some sort of trick to it, they keep trying again and again with more stones, but each time it simply disappears into the water.
Am I not getting something here?
A...a lot, yes.
...What part of this do Earthruns find so fun, anyway? Left with this unanswerable question, Jana decides continuing would be a waste of time. After a short break, you renew your focus and return to exploring.

We'll be coming back here shortly, after Jana learns Feats of Strength.



EO5 does not wait very long before it starts tossing incredibly goddamn rude encounter formations at you. Remember Genetta talking about how Forest Monkeys can participate in Giganto Roper formations? That can happen. It doesn't here, because I immediately murder that goddamn monkey before it can do anything, but it can.

I wonder if I could do that. Become an acorn, I mean.

Do you want to grow up to be a tree, too? Acorn BECOMES A TREE, you know.

...Anyway, I'd argue that the monkey imitating Giganto Roper actions instead of being fused into it is worse, though. Two Cut Aways when your party's legs are bound is TPK territory.




We got a Thick Vine from that fight, so we can turn in The elusive Giganto Roper.









Good work. Looks like you safely brought back proof of a giant Roper. So how is it? Are you getting used to the Yggdrasil Labyrinth yet?
Despite the constant threat of an untimely end, I'm feeling quite used to it now.
*chuckle* How nice. I'm sure that must be pleasant for you. But isn't when you're getting confident the most important time to step back and exercise prudence? Plenty of my customers here start to feel good about their drinks and order something stronger, only to ruin themselves.
We're explorers, not drunkards who claim to be explorers, like those...idiots over there. We can exercise self-control.
...Oh, excuse me, you didn't need to hear that, did you? My apologies. Now then, here's your reward. Good luck, and stay safe.



("Obtained 3 Volt Jars.")







Lanzon puts a point in Grace of the Moon, since he has pretty bad TP issues.



Mio, meanwhile, puts a point into Defense Order, the first Union skill I've leveled up. Defense Order requires two people to use, and reduces all damage to the party by 50% for one turn. In the earlygame, where 50% is the difference between a light scratch and death, Defense Order is powerful, and it still has some uses late in the game.

Brownies get a lot of the defensive Unions. At level 15, they gain access to Hygieia's Cup, almost unchanged from EO4--fully heals the party, purges ailments and binds, revives dead party members. At level 20, they get Aegis Shield, which completely nullifies all attacks on the party for one turn.





Amud Staff (+23 ATK, +34 MATK, WIS Up 1, Bronze x3) is made from 1 Bent Claw (Forest Monkey).

Leech Shortbow (+25 ATK, +24 MATK, TP Up 1, Bronze x3) is made from 1 Spongy Skin.

Rib Coffin (+24 ATK, +31 MATK, WIS Up 1, Bronze x3) is made from 2 Coiled Vines (1st Stratum Chop 1).

Rubber Dress (+13 DEF, +21 MDEF) is made from 2 Spongy Skins.

Rubber Shield (+14 DEF, +6 MDEF) is made from 1 Spongy Skin and 1 Ivy Covered Bark (1st Stratum Chop 2).




I bought a Rib Coffin for Lanzon, and forged it once.



Well now. This statue's different.


You come across a new kind of statue, unlike the ones you've seen before, facing south.


Following its gaze, you see a large stone wall with some kind of gem embedded in it blocking the path. Is this another of the magical glamours blocking your way?


Looking back at the statue, you realize that it looks like it turns left or right! Something might happen if you push it. You can either try to touch it, or do nothing and leave.
Lemme try!
...Sometime today, please?
It's...barely...budging... Wait, what the--


...I, uh, kinda missed the button at first glance.
As the statue turns, the wall to the south with a mysterious gem sinks into the ground right before your eyes, while a new wall appears to the west! It seems you can change the position of the walls by touching it. You keep this gimmick in mind as you continue exploring.

The rotating golem statues are our gimmick for 4F and 5F, although they're not really too complex or even that involved on 4F.



What the gently caress







Jana learns Feats of Strength. Let's go back to the skipping stones event, shall we?


HYYYYAAARGH!
Jana picks up a flat stone, pulls back, and with a WHOOSH as air is pushed aside, lets loose! The atmosphere seems to tremble with the force of the throw, and when it hits the water it dives straight in, sending up an explosive column of water that rivals the surrounding trees in height.
Th... That's certainly impressive, but that's not quite how the game works...
...Anyone else hear a really angry fish?
Huh?
While the rest of you wonder if this was how the game was supposed to go, Jana tilts their head and informs you that right before the throw, they felt the presence of a powerful opponent under the water. And indeed, turning back to the water you can see some kind of crayfish monster staggering towards you with unconcealed rage! If you had to guess, Jana must have hit it with the stone. Regretting your rash actions, you draw your weapons to deal with the approaching threat!



You and your carelessness...!
Maybe that thing just really liked the stone throw and wants my autograph?
You, um, just described it as "very angry."

This thing's not actually a real FOE, but whatever.


Injured Crayfish
HP: 984
STR: 33
INT: 33
VIT: 26
WIS: 24
AGI: 23
LUC: 22
Skills:
  • Ice Slicer: Uses the legs. Deals 120% ranged INT-based ice damage to one row of party members. Has an 80% speed modifier and 99 base accuracy.
Damage Resistances:
75% 75% 100%
100% 50% 150%
Disable Resistances:
50% 100% 50% 50% 50% 50% 50%
10% 50%
50% 50% 50%

Basically a really toned down version of Red Iron Crayfishes. Nothing too bad here, although that doesn't mean you should get careless.


'Tis no smarter than a normal monster. It feels harder to actually damage, though.


...What did you ignorami do now?
Rabbit Ears threw a stone really hard, for whatever reason.


I think I just annoyed it...



(Magda used Smoke Rot. Not pictured: casting Dark Smoke on the previous turn.)


Sleep'll heal the shattered parts of your shell...carapace...yeah, carapace!



(Mio used Prayer: Cold Rain.)

I lay down Cold Rain to lessen Ice Slicer once it comes out.




That's how much actually decent equipment plus Smoke Rot helps, by the way. Remember that Fire Bomb dealt maybe 50 damage or so per cast before.


Perhaps you should've...evolved...a carapace for your...eyes...
I believe the term for that is "stretching it."



(Injured Crayfish used Ice Slicer.)

That would've probably killed Jana if I hadn't put Prayer: Cold Rain down.



Behold: I somehow didn't cut into the carapace, yet the crayfish still died!







"Skipping stones!

While skipping stones, you accidentally hit a monster, enraging it. Regardless, you defeat it."








Alexis learns Woodland Gathering Skills, while Magda learns Grace of the Wind.




The pillar is blocking our path, so we have to rotate the statue. Not really rocket science.


As you navigate the ancient contraptions, you feel a refreshing breeze and come to a halt. There seems to be a path for a gentle wind to blow through. The area is also open enough that it would be easy to keep watch, so it seems like a good place to rest.
Hey, I don't see why not.
You put down your heavy equipment and stop to stretch your wings. The cool breeze feels great on your sweaty bodies, so you spend some time relaxing.


Once you feel that the break has been long enough, you return to exploring with a revitalized expression.



"Tranquility

You decided to take a break in a breezy location, and momentarily rested your weary bodies."








To finish the floor, we have to rotate this statue.



Then this one.



Then rotate this one back so we can get through.



And we're done.



Back to town.

Rea fucked around with this message at 09:09 on Nov 8, 2016

Rea
Apr 5, 2011

Komi-san won.
Update 4 Part 2



I just realized you guys are already on the 5th floor... The end of the 1st Stratum is in sight!
Unfortunately.
Unfortunately?
I've got a dread sensation that breaking the glamour won't be easy.
I was thinking it's about time for me to finish up my baking training. Back in the Therian old country we had a saying: "Kohn lahk an ahroh."
Is that just a heavy accent, or are those bunny ears just for show?
Er... "Coin Like an Arrow". It means that masters can throw coins so fast that they're like arrows! If you guys're gonna be taking on the 2nd Stratum, then I need to have this mastered! Okay, first I need to find a thief...
...WHAT? Why? What does that have to do with...anything?
Huh?! What do you mean why? Who else am I gonna practice throwing coins at?!
Why are you practicing throwing coins?!



Golly, so you've made it to the 5th floor, huh guys? That's the last floor of the 1st Stratum, so I betcha the monsters are a bit tougher than the ones you've seen so far. You should make sure you're, ahem, properly prepared! Wink wink. Nudge nudge.
Yes, we understand your hint.



Scramasax (+32 ATK, +28 MATK, HP Up 1, Bronze x3) is made from 2 Bent Claws (Forest Monkey).

Leather Shield (+10 DEF, +4 MDEF) is made from 3 Cold Wing Membranes (Ice Bat normal).




Alexis upgrades to a Scramasax.



Forging, too. Cold Wave now deals 6% more damage, putting it at 76% INT-based damage.




New quests.

#1: The house of Griffon:


...This request deals with a bit of a heavy topic. Is that still okay with you?
We dance with death on a daily basis. We're fine.
Okay then. This one is... Well, let's just call it a missing person request. If you want the details, you'll have to ask the gentleman with the monocle.

The monocle man is a bar patron. We'll get to him in a bit.

#2: Vermin extermination:


So you're taking that request? Great. I was just thinking that we should resolve that one as soon as possible. This one's from a craftsman's union. For whatever reason, furniture made with wood from the Labyrinth is apparently getting really popular. But lately, a group of monsters has appeared near where they gathers their lumber. Not only that, the monsters took the wood they chopped and made a nest out of it. They can't get any work done like this, so they came to me, begging to have their monster problem dealt with. So I came up with a way to get rid of a monster nest, but it's dangerous, so I convinced them to put it up as a request. The monster nest is in the southeast area of the 5th floor. Specifically, here.


I think you'll need these to destroy the monster nest.



("Obtained Explosive Gem!")

But you won't be able to just throw them in there and easily destroy the nest. You have to follow a very specific procedure. If you don't remember the instructions, this will go very badly, so listen really carefully. Now, before I begin the explanation, I'll give you the stuff.



("Obtained Monster Bait!")

The meat is meant to distract the monsters while you work, so place it on the ground a little ways away from the nest. The monsters should leave the nest for it. Once you've confirmed that, proceed to a pillar near the entrance of the nest. Once you're there, I want you to start a fire right in the middle of the pillar. Apparently it's made of a special kind of wood with an incredibly strong surface, so if you don't heat it up first, the bomb won't have much effect. Once it's been heated up for a while, the pillar's surface will start to fall off in chunks, so that's when you want to set up the bomb. And once that goes off, the pillar supporting the nest will be gone, and the whole thing should collapse in on itself. ...So that's your job. Did you get all that?
That's...a lot to remember. I think we've got it, though.
Good. I'll be looking forward to the good news.

#3: New menu development journal:

I know this is out of the blue, but do you cook very often?
It can be a relaxing way to pass time.
Starting a fire is easy when I have these three lovelies right here.
Tortured and exploded just to make a cooking fire...
Oh my. I know I asked, but I have to say I'm a bit surprised. But if you cook, then maybe this one will interest you. This one's from a chef in town. They want you to gather ingredients for their new menu. That itself wouldn't be a big deal, but they want to use ingredients from some of the larger monsters in the Labyrinth. Not only that, but a Crimson Carapace from a Red Iron Crayfish, one of the most powerful monsters in the 1st Stratum.
I mean, we fought an injured one already, but a healthy one?
I know, I was shocked at how lightly they were taking this too. This is an opponent that can seriously hurt you, so don't neglect your preparations, okay?

#4: Genetta's big adventure:

Oh my, this one's from an unusual client. It's from Genetta's older sister. Seems she wants you to help gather ingredients for a new bread they're going to be selling. Apparently, when left to her own devices, Genetta ended up going off into the Labyrinth by herself, so the request is for explorers to accompany her.
I'm a little surprised she got up to the 3rd floor on her own...
Incidentally, Genetta can't read maps at all, so it took her seven days to get back from the Labyrinth.
...Now I'm even more surprised...
Being her sister must come with all sorts of hardships... Anyway, first you'll need to confirm the details at the inn. Good luck.



Onto the bar patrons.

#1: Silver-haired, monocled gentleman:


Gentleman: So, are you here about my request?
Indeed.
Gentleman: I see. Thank you. Getting right to the point, I have a daughter. I tried to raise her as a noble, but...for whatever reason, she rebelled, and ran away from home.
...
Gentleman: I later heard she became an explorer. The news came from a guild who happened to catch sight of an explorer who resembled my daughter, and was wearing one of our family treasures. A helmet with the symbol of a griffon. ...With that in mind, I'd like you to find my daughter. She was spotted on the 5th floor, so begin your search there.
...You okay, Alexis? You look really serious.
Weren't you listening when we started the 3rd floor?

#2: Dark-skinned male Dragoon:

Dragoon: *scoff* So you think you're gonna just waltz through the 5th floor and clear the stratum, easy as pie?
No.
Dragoon: Ha! Ever seen one of those Giganto Ropers throw acorns at you? It freaking hurts! There's not much you can do about it but guard the attack, or try to kill the nut first...
Thank you for that unprovoked advice, you miserable drunkard.
You don't seem to really think too highly of bar patrons.

#3 is just Hansuke. I don't need his info.

Before we go, Melina's dialogue.


Looks like the end of the first stratum is finally in sight. But...be careful. This is when the real danger begins. On the final floor of each stratum, there's a fearsome opponent standing guard. You...probably won't be able to avoid it this time. If you wish to go further, you'll be forced to fight it. That's why you should double-check all your skills, equip all the latest gear, and generally just be prepared for anything. You won't have a chance to regret it if you're dead.



Well hell, you're on floor 5 already. Frankly, I thought you'd have cracked a while ago. But this is just the beginning. I'm not exaggerating when I tell you: the real Labyrinth starts here. The Labyrinth will pull you to your limits before you can even put your little toe in the next Stratum. ...So don't let yourselves die in vain out there.




Remus starts talking as soon as we enter.

Ahh, this one's come out looking lovely. What a nice coloration! I'm sure the nice lady at the inn will be surprised when she sees this. ...Oh, perfect timing, Nameless. The guards had brought me yet more berries today, so I tried baking them into a Pancake. I learned this recipe back in the Imperial Capital; a wandering Lunarian chef of some renown said that he "sensed the spirit of a true gourmet in me," and that he would "bequeath me the recipe of his ancestors." I've been taking cooking lessons from the sisters, but this is the first time I've managed to get it right. It's been a long time since I saw a proper one, but I think it turned out well!
Gimme!
Certainly! Here, have the one I just made. I'd love to hear your thoughts. Oh right, the recipe is surprisingly simple too. You should challenge yourselves to try making it on your own. I'll give you this as a gift, so please feel free to give it a shot.



("Obtained Custom Frying Pan!")



Remus asks us the same question as last time. We say no again.

Oh, I see. Then in that case, I'll give you a tip for the Labyrinth. On this floor, there's a golem left behind by a Lunarian Puppeteer. Chances are good you'll have to overcome it to progress further. But, I think you can handle it. Don't let fear overcome you. Just keep on trying.




Genetta starts talking as soon as we enter the inn.

Oh!! My favorite customers! Welcome home, all! Staying the night, or are you just breaking it off a bit?
We're, um, here for a quest?
Whaaaat, a request from the bar? Ah-hah, yes, there's a decent probability Sis might've said something about that!
...Do you need something?
Huh, oh, what do I need from the Labyrinth? Well you see, I'm developing this new bread for the store, and I seriously super ultra gotta have...Labyrinth Honey...for it...! And you can only get that from a certain spot on the 3rd floor, but the monsters around there are really beefy nowadays, so when I tried to go alone, my sister stopped me. Drrrffff!!
If I may speak my mind, perhaps that's for the best...
I keep telling her that I'll be fine on my own, but she just won't let me go... BUT! She told me that it'd be fine if you guys came with! So, are?! You!? With me?!
Y-yes ma'am!
For real?! Yaaaaay!! Just let me know when we're going! Miss Genetta is ready at all times!

Eh, let's go take care of it. When we leave the inn, Genetta says this:

Oh, are we going?! Roger that! I left some stuff in the workshop I need to go pick up first, so let's meet up on the 3rd floor!

Due to Clarste's absence today, I would like to crib from a note he left in the text archive and mention that Genetta literally says "roger" in English.



Heyyyyyy youuuuu guyyyyyys!" *pant* *pant* "Sorry for the wait! Let's go! The Labyrinth Honey awaits us somewhere on this floor! Miss Genetta's conscientiousness dictates that I'll be staying back here with my yap shut so as not to intrude on your way- as they say in the old country, "Out of all the flock / it is only the silent / who avoid the arrow."
A-a haiku?
Hm? What's a haiku?
Oh, it's, um, a form of poetry. You have three lines, and the first has to have 5 syllables, the second 7 syllables, and the last one 5 syllables again!
5 and 7 syllables? That sounds...restricting.
It makes more sense in Japanese! I can give you lessons, if you'd like to! Please say you'd like to.
Hmm... That sounds quite nice, actually.
I'm interesting in this "Japanese," as well. We all speak a common language here, so learning something else would be an interesting change of pace.
Yyyyyessss! H-how about the next time we're all not on active party duty?
If you three are done talking about poetry, we have some honey to retrieve.



("Genetta has joined your party as a guest.")

Genetta's basically just an extra target for Union skills. She has no weapon equipped, and her skillset makes no sense. She's a Hound, and knows Animal Therapy...but doesn't actually know Dog or Hawk Whistle.

Genetta is very strong.



Hey, you lot. It's dangerous in there.
A lone guard calls out to you. According to him, a brutal monster called a Rampaging Owlbeast is in the area.
Your average explorer ain't crossing swords with that thing and living to tell the tale, so I'd turn back if I were you.
We're on a request for honey, though.
You inform the guard that you're looking for Labyrinth Honey.
...What? Labyrinth Honey? All the more reason to stay away. I mean, the owlbeast is in the room with the honey. It's probably pregnant. They need all the energy they can get for childhood, so odds are it's hanging by the honey for that.
The guard kindly suggest that you give up on the honey and leave.
We'd be betraying our client if we didn't press onward!
Regardless, it seems the honey you seek is just ahead. You prepare to steel yourself and enter.


You ignore the guard's warning and enter the room. Before you stands one of the first formidable foes, the Rampaging Owlbeast. You need to do everything possible to gather what you need without provoking it. Or...so you think when the girl behind you, who had been trying her best to stay silent, suddenly runs straight up to it.
W... Wha...
Sh-she did mention feeling comfortable around animals...
That extends to just running right up to an FOE, I guess...
Taken aback by her unorthodox approach, you fail to stop her before she's right next to it.


Hello Mrs. Bear! Do you mind if we borrow some of this deeply excellent honey?! It's critical hit important that I get it to make some honey toast for the inn! If you have justice in your heart, please, let me reap of your bountiful honey!
Not only was her plea in vain, the owlbeast seems to consider her shouting at it to be a threat and bares its fangs to attack you!
I'm beginning to see why her sis didn't want her coming in here alone...






No... Mrs. Bear?! Is mortal combat the only way we warriors of Purgatory may walk...? If we must... Miss Genetta had dreams of being an explorer too, y'know! Only my sister's insistence that I not be allowed to hold sharp objects snuffed my candle... but I can do it if I really try! Oo-wah, come and get some, Mrs. Bear! ...Actually, I should probably speak Bear-ese. Gar! Rrrrar! Rar rar rar!


Monsters these days make no sense.
Oh? What makes you say that?
It's an owl with the body of a bear. Who came up with that?


Rampaging Owlbeast
HP: 2356
STR: 43
INT: 35
VIT: 32
WIS: 29
AGI: 24
LUC: 28
Skills:
  • Owl's Eye: Uses the head. Reduces all party members' physical defense by 20% for 4 turns. Has no speed modifier.
  • Bear Hug: Uses the arms. Deals 140% melee STR-based bash damage to one party member, with splash damage. Has an 80% speed modifier and 99 base accuracy.
Drops:
  • Normal: Owlbear Feather. 100% chance. Sells for 158 en.
    • 1 needed to make Feather Staff (+25 ATK, +44 MATK, Heat Wave, Silver x3).
    • 1 needed to make Feather Armor (+17 DEF, +19 MDEF).
Damage Resistances:
100% 100% 100%
100% 150% 100%
Disable Resistances:
100% 50% 50% 50% 50% 50% 50%
10% 50%
50% 100% 100%

Owlbears are fairly manageable with a dodgetank Fencer and honestly fairly easy with a Dragoon. Just don't let Bear Hug stack up and you're fine. The fact that it's weak to Blind helps quite a lot.



Alexis's job is to use Predict until I blind the Owlbear.



Jana'll use Armor Penetrate to start, and then reapply it every 4 turns.



Lanzon'll spam Fire Bomb once I apply Smoke Rot.



Mio casts Prayer: Eradication. That's basically how she opens every fight.



And Dark Smoke for Magda.


Ahem... Yoo-hoo! Over here! Cough cough!
...I've never seen someone fail so badly at being an obvious distraction.
You actually said "cough cough" out loud.
I am a prince, not a thief!


Hah!



...What is that...thing? Why did you just throw it out?
IT'S A TOKEN OF ONE OF MY GODS I KEEP IT WITH ME FOR LUCK.
Okay, okay! Good gods, that's passion that could kill...
My my, but is he handsome.
Eh. A bit young-looking for my tastes.
Relative to before or after our untimely demises?


Admirable effort, pitiable result!


And for my next trick, I'll poke a hole in this thing's chest!



Perfect.



Might as well have him chip in some damage now.



Don't really want to override the blind with sleep, so I'm holding off on Mist Slice.



And now Mio spams Cold Wave.



(Rampaging Owlbeast used Bear Hug.)

And that is just one of my many agility tricks: dodging a monster that can't see!



And now it's Fire Bomb spam time.



Here's our average damage output per turn. Chewing through 2300 HP will take a bit.



Case in point.



Now that the blind ran out, I replaced it with poison.



Alexis switches over to Predict.



Slowly inching towards this thing's death.


Are you even trying?



Couple more turns of the same later, and the thing's near death. The blind accumulative resistance should be running out by this point.



Before that, though, Mist Slice.


...Am I boring you?

Huh. First try.



And now we're good.


Tough...crowd...

Until that happens. That's one of the really serious weaknesses of dodgetank Fencer--they only help so much with splash damage, and do basically nothing against row or party target skills.


Oh, hey, thanks, Genetta!
Hold on, was that OUR Nectar?


Overgrown vermin!
Is "vermin" the right term? I think more...rats and mice when I think vermin.
That guild we've met previous spoke of a world where owls have supplanted mice and rats as common vermin!
I don't think they're talking about Japan, or 2016...
That same guild also loves getting plastered at the tavern. Please don't put much stock in what they say.




(Received: 1 Brown Feather.)



You may be covered in wounds, but the owlbeast is dead.


Sorry, Mrs. Bear, but I really, really need this honey.
The girl gives the owlbeast a backwards glance, and behind it you can see a beehive hanging from a large tree. The original owners have vacated, so you're able to get it down without any trouble.
Wow, look at all this deeply excellent and yummy-looking honey inside! How's a girl gonna get this back waaait a minute! All the bees are gone! I can just take the whole hive!
That's certainly one way to do it. Or, perhaps, you could ask the slobs over here to do it, too!
A, dear.
Welp, your job here is finished, brave souls! Our time together was brief, but I had a ton of fun! And we got all the honey! I'm gonna be making SO MUCH TOAST. It's like I doubly benefit from doing one thing! There's a proverb for that, right? "Curses, like chickens, come home to roost?"
Pretty sure you just made that up.
Anyhoodle, I'll report this to the bar, so you crazy kids can go do whatever else it is you do up here!
But you're barely older than us. Actually, I'm pretty sure Lanzon and I are older.









Sounds like you've finished the request from Genetta's sister. Genetta herself came and told me about it. When I first gave you the request, I hadn't heard anything about fighting a Rampaging Owlbeast. It was supposed to be a simple job, just go gather some honey... But you opened it up and, suddenly, a Rampaging Owlbeast, right? They aren't paying you enough for that kind of work, so I tried to convince the girl to up the reward. And do you know what she said? "No good deed goes unpunished."
Rrgh.
I had not pegged Genetta for the stingy type...
Well, she's right, but I don't want to hear that from her of all people. But I can't force her, so just think of it as charity work. Personally, I like the kind of kids who will risk their lives for someone else. I suppose I'd better give you your meager reward. Good work and keep it up, as always.



("Obtained Paralyze Mortar!")

Hey, look, garbage in artillery form. The Paralyze Mortar has a measly +10 ATK/MATK, and gives a 20% base chance for normal attacks to inflict paralysis. Into the dumpster it goes.

The reward was hanging out with Genetta.








Grace of the Earth and Grace of the Battlefield.



I decided to start leveling up Poison Bomb now. At level 1, it has a 60% base inflict chance, and 60 base poison damage.



Still working on Dance.



Smoke Rot now reduces magic defense by 7% without a Smoke debuff, and 34% with one.

That's all for now. Next time: 5F.

Rea fucked around with this message at 09:15 on Nov 8, 2016

Rea
Apr 5, 2011

Komi-san won.

Glazius posted:

Does Animal Therapy work if you have another Hound's animal out?

Yes. If two party members know Animal Therapy, the effect stacks additively.

Rea
Apr 5, 2011

Komi-san won.

kvx687 posted:

I've never played 4, what's the deal with the crayfish?

There's an event in a minor labyrinth in 4 where you can have a bunch of party members be damaged so you can catch a crayfish... Only for the game to basically end the scene with "...You realize you have no use for a crayfish." After which nothing else happens.

Rea
Apr 5, 2011

Komi-san won.


If you want a better idea of what's been holding up the class updates.

Sorry for the delay with update 5, but I...was not doing so hot last week, mentally (I actually seriously pissed off someone I know with my irrational panic about the US election and I really regret it now), and I've been distracted by other things this week. My plan is to finish at least 6F before the end of Thanksgiving week, but like all plans, that's subject to change.

Rea fucked around with this message at 05:14 on Nov 18, 2016

Rea
Apr 5, 2011

Komi-san won.
Update 5: Stoneborn




Something I skipped over last update: Genetta's post-Big Adventure dialogue. It's about honey.

Welcome back, all! Thanks you so much for helping me out back there! Because of your efforts, Miss Genetta can make all the honey toast she desires! ...I may have already ate it all, though. Oh, but that reminds me! If I hang up this beehive we brought back in our front yard, maybe--whoa, dang sweet idea here--maybe new bees will appear and become settlers of this colony! So it's like a long-term investment...of honey! As investors in my capital ventures, I'll give you a share of any honey I get, even! Please to look forward to it!

Now, whenever Genetta gives us eggs from Labyrinth Chickens, she'll give us Labyrinth Honey, too.


Sigh...
Saying "sigh" out loud while staring wistfully out the window. I had no clue you were such a fan of theatrics.
No, really, who says "cough, cough" out loud? I cannot get over that.
Oh, be quiet and leave me be.
That's quite difficult, considering we're sharing a room. Are you really going to spend all of your spare time moping about the death of someone you've never even met, much less loved?
Lanzon, please, can you and your ghosts just...go get breakfast?
Alright then. Before I depart, however, I have one thing to say: Marina.
What does that have to do with anything?
If you want to find out, maybe you should come have breakfast with Gram and I~
...Very well.




We begin today by taking care of that quest that wants us to kill a Crawling Venomous Bug.







Crawling Venomous Bug
HP: 2027
STR: 42
INT: 34
VIT: 29
WIS: 28
AGI: 23
LUC: 32
Skills:
  • Poison Fang: Uses the head. Deals 80% melee STR-based cut damage to one party member. Attempts to inflict poison on the target, with an 80% chance. The poison has 40 base damage. Has an 80% speed modifier and 130 base accuracy.
Drops:
  • Normal: Iron Caterpillar Horn. 100% chance. Sells for 102 en.
    • 1 needed to make Caterpillar Scythe (+36 ATK, +25 MATK, Rare Breed Up, Silver x3).
    • 1 Iron Caterpillar Horn and 1 Massive Mushroom Cap needed to make !GAUNTLET Crawler Knuckle (+39 ATK, +27 MATK, Poison Fang, Silver x3).
Damage Resistances:
100% 100% 100%
150% 100% 100%
Disable Resistances:
50% 10% 50% 100% 50% 50% 100%
10% 50%
100% 50% 50%

Crawlers are somewhat better dealt with using a dodgetank Fencer rather than a Dragoon, since the thing can only ever hit one party member at a time. The increased base accuracy on Poison Fang makes just blindly using Predict silghtly dodgy, but a good blind should take care of that.



Standard initial actions: Predict, Armor Penetrate, Prayer: Eradication, Dark Smoke. (Lanzon's not doing anything until Smoke Rot's applied.)


Ick, now my sword's got giant bug bits all over it.


These larger monsters being resistant to my compounds is...intensely annoying.
Your words betray your "intensely" red face~


Was that a light breeze?



(Mist Slice.)

Okay, killing the Crawler shouldn't take too long.




(Smoke Rot.)

And now it's time for Lanzon to spam Fire Bomb.




Now that's the kind of damage I wanna see.



And now it's effectively impossible for the Crawler to hit anyone.



A couple turns of more of the same later, and I'm concerned about the blind running out soon, so I do the obvious thing: try to inflict poison! Which the Crawler has 25% resistance to!


...Sometimes the wild swings of effectiveness work out in my favor.

excuse me what

It's like, 1/4 odds, Ragnar. It's not that bad. It's first grade!




Well, that's a decent amount of extra damage per turn.



We're not doing too badly, honestly. Just have to make sure Alexis doesn't run out of TP too early.


Maybe I should reconsider my style...when fighting poisonous bugs...

(Lanzon has been poisoned.)

Uh-oh.



Hm...hm... A comforting sensation...



And I am out of Nectars. Fantastic planning, Ragnar H. Homsar.






(Received 1 Iron Caterpillar Horn.)

Add "bug exterminators" to our Guild Card, I suppose.

Nothing bad happened after that, thankfully.









Welcome back. I'm just glad you're back in one piece. It's no exaggeration to say that being able to handle jobs like this is what separates you from the rookies. In other words, you're fully fledged explorers now. Congratulations, everyone. But don't let this get to your head. I may not look like it, but I was really worried about you guys. I'm glad it went well this time, but you never know what's going to happen in the Labyrinth. ...Well, that's enough nagging for now. Here's your reward.



("Obtained Amrita.")

Ohoho, Ragnar like. Amritas restore 50 TP to one party member. This early on, that's almost all of most characters' TP pools, and at least half of everyone else's.








Mio puts a point into Organizational Skills because lord knows we can use a bigger backpack with the Drop Cameo on. Organizational Skills gives a small passive VIT bonus and, more importantly, increases your inventory's max capacity by 5 for every party member that knows it. If you have a party that all knows Organizational Skills, your inventory would have a capacity of 85 items, compared to the normal 60.

It took them five games to do this?





(Floor subtitle: "The embryo of truth, that is the barrier")

...Yeah, uh, neither Clarste, alcharagia or I know what the gently caress that's supposed to mean.

I had ideas at some point but I forgot them all before this update happened. :v:

Obviously it means the embryo of truth is the barrier.




There's a campfire spot here.



And the rotating golem statues make a return for this floor. They're quite a bit more involved this time around, but, again, 1st Stratum puzzles. Not too hard overall.



That rabbit's...not very cute.


Man-Eating Rabbit
HP: 250
STR: 36
INT: 25
VIT: 30
WIS: 24
AGI: 29
LUC: 22
Skills:
  • Devouring Vow: Uses the head. Deals 180% melee STR-based bash damage to one party member. Has an 80% speed modifier and 99 base accuracy.
Drops:
  • Normal: Steel Rabbit Tooth. 70% chance. Sells for 16 en.
    • 1 needed to make Kodachi (+40 ATK, +25 MATK, VIT Up 1, Bronze x3).
    • 3 needed to make Strength Ring (+10 HP, +8 STR).
    • 3 needed to make Intelligence Ring (+15 TP, +8 INT).
    • 3 needed to make Vitality Jewel (+10 HP, +12 WIS).
    • 1 Steel Rabbit Tooth and 1 Bent Claw needed to make Bunny Sickle (+30 ATK, +30 MATK, TP Up 1, Bronze x3).
Damage Resistances:
100% 150% 100%
100% 100% 100%
Disable Resistances:
100% 100% 150% 100% 150% 100% 100%
100% 100%
100% 100% 100%

Man-Eating Rabbits don't have much to them. They can hit one party member really hard. That's it.


Does it look cuter when it's sleeping?
...A little.


I, personally, think it looks cuter while it's dead.




(Received 1 Steel Rabbit Tooth and 1 Branched Tusk.)




Jana learns Attack Heal, a Union skill that requires 3 people. When used, all party members recover 30% of their max HP when the initiator deals damage.



(Received 1 Coiled Vine naturally, 1 Coiled Vine from Alexis.)

5F, D3 Chop Point
  • Coiled Vine: 43% chance. Sells for 16 en.
    • 2 needed to make Rib Coffin (+24 ATK, +31 MATK, WIS Up 1, Bronze x3).
    • 1 Coiled Vine and 1 Thick Vine (Giganto Roper normal) needed to make Vine Armor (+15 DEF, +15 MDEF).
  • Ivy Covered Bark: 42% chance. Sells for 20 en.
    • 3 needed to make Wooden Shoes (+4 DEF, +10 MDEF).
    • 1 Ivy Covered Bark and 1 Sponge Skin (Poison Leech) needed to make Rubber Shield (+14 DEF, +6 MDEF).
  • Bent Wood: 15% chance. Sells for 100 en.
    • 1 needed to make Old Wood Bow (+30 ATK, +35 MATK, Prayer: Guardian, Bronze x4).
    • 1 needed to make Old Wood Handguard (+8 DEF, +12 MDEF, +3 WIS).
  • Ambush Chance: 12%



An encounter with a solo Giganto Roper gives Magda enough EXP to level up.



She puts a point into Bestow Mana, which increases the damage of Jar items by 30%. I don't care about that, what I care about is the passive LUC bonus.


If only we had that brutish-looking Cestus.
What makes you say that?
He's..."ripped," I guess is the term. Couldn't he just shove these annoyances out of the way?

Here, we've got two Crayfish alternatively patrolling an area that overlaps with how we need to progress. How do we get past this?



Getting into a random battle and getting two level ups is not the answer, but do you see the golem statue just to the right of us? We have to rotate that so we can walk past the crayfishes.



Alexis's skill point goes into Tri-Shield. Tri-Shield requires 3 people to use, and nullifies the first 3 instances of damage on any party member for one turn. This is ludicrously powerful early on, but starts falling off later in the game. By that point, its only advantage is that it only costs 3 peoples' Union gauges to use.



Poison Bomb now has 75 base poison damage.



Note that I mapped the statue incorrectly earlier--there's no wall separating it from us.



And now we're free to proceed.



Next obstacle: this Crawler is patrolling the one-tile-wide walkway we need to progress, and that pillar is making it so that the Crawler turns around too early for us to safely get in front of it. Obvious solution here: move the pillar.



There's also another Other Guild event I forgot about a bit ago.

As you continue through the rays of sunlight, you come across a single smiling explorer. When they notice you, they cheerfully ask if you're explorers too.
Uh, y-yes. I believe our guilds have met before? We're Guild Nameless.
When you introduce yourselves as Nameless, they nod and smile before identifying themselves as a member of TFKrew.


Furthermore, they're known as Sapph the Genji.
...Interesting occupation. You wear the garb of Masuraos, though.

uh, I can explain

just give me a stratum or so, it'll all make sense then


In response, you give your own introductions. With introductions down on both side, Sapph proposes an exchange. Apparently they've collected a lot of ingredients, but there's not enough variety for their tastes. If you like, you could trade your ingredients for theirs.



There's a lot of really good ingredient trades here. In order, we can trade:

  • 1 Egg for 5 Olives
  • 1 Moon Apple for 5 Animal Meats
  • 1 Labyrinth Honey for 5 Labyrinth Berries

Olives and Animal Meats are good, so I toss 2 Eggs and 2 Moon Apples towards Guild TFKrew's way, and get 10 Olives and 10 Animal Meats in return.

Note that you can only do this once, though! After you end the conversation here, the other guild leaves.


As they leave with a wave, you say your thanks to Sapph and return to exploring.



Anyway, yes, move this statue. We'll be back here in a bit, though, because I forgot something about this puzzle.


You reach the end of the path. Ahead of you is a thicket too dense to pass through. You shrug in resignation and begin to turn around when you notice a large tree that you could rest under. You can either rest here for a while or return to exploring.
It looks safe...enough. I'm kinda tired, too.
You should try being a ghost. Never becoming tired is a nice perk.
Comments from the peanut gallery aside, I'm feeling beat, too.
A rest it is, then.
You feel you've looked around enough and lean back against the tree to rest your weary bodies for a bit.


You end your break and return to exploring.



"Underneath the tree

Pushed to your limits by the Labyrinth, a break underneath a large tree offers a brief respite."








Going back to this thing, there's a treasure chest we can only reach by rotating the statue so that it blocks the Crawler's upward patrol.



("Obtained Kotegiri!")

That was not worth it. Another disabling weapon: +10 ATK/MATK, 20% base chance to bind arms with normal attacks.

Why do these exist? I've never used one in any EO game I've played and they're still not useful here.




Moving on, we have a big empty room, and the only way further is by rotating this golem.



oh gently caress



Good thing that simple-aggressive FOEs can be easily kited around a 3x3 area with an impassable tile in the middle.



(Received 1 Ripe Lotus Fruit naturally, 1 Ripe Lotus Fruit from Alexis.)

5F, B2 Take Point
  • Brown Tuber: 38% base chance. Sells for 16 en.
    • 1 needed to make Therica A (Cures all binds on one party member).
    • 1 needed to make Therica B (Cures status ailments on one party member).
  • Ripe Lotus Fruit: 37% base chance. Sells for 20 en.
    • 1 needed to make Medica II (Restores 100 HP to one party member).
  • Skunk Cabbage: 25% base chance. Sells for 50 en.
    • 1 needed to make Nectar (Revives one dead party member at 20 HP).
  • Ambush Chance: 5%


You come to a stop when you hear the breathing of several beasts on the path ahead. Taking care to hide your presence, you creep forward and spy a group of ferocious animals. You have two options now: you could quietly sneak away before they notice you, or get the drop on them yourselves. You'll need to carefully determine which is the best way for your party.

No-one in our party knows Acrobatics, and doing the "sneak by" option without knowing that results in bad things. We have to just attack the monsters here.

Thinking that it would be too dangerous to try to sneak away only to get caught, you decide to take the initiative yourselves! However, the monsters hear you as you approach and begin coming for you with murder in their eyes! While you've lost the advantage, it's not like you're at a disadvantage either. Now, don't falter and prepare for battle!



Nothing we can't handle by this point.


After the battle, you return to exploring.



"Watch your step

You took on the beasts head on and gained some valuable experience from the battle."








Back to town to heal up and sell off stuff.

Crawler Knuckle (+39 ATK, +27 MATK, Poison Fang, Silver x3) is made from 1 Iron Caterpillar Horn and 1 Massive Mushroom Cap (Myconid).

Kodachi (+40 ATK, +25 MATK, VIT Up 1, Bronze x3) is made from 1 Steel Rabbit Tooth.

Bunny Sickle (+30 ATK, +30 MATK, TP Up 1, Bronze x3) is made from 1 Steel Rabbit Tooth and 1 Bent Claw (Forest Monkey).

Caterpillar Scythe (+36 ATK, +25 MATK, Rare Breed Up, Silver x3) is made from 1 Iron Caterpillar Horn.

Strength Ring (+10 HP, +8 STR) is made from 3 Steel Rabbit Teeth.

Intelligence Ring (+15 TP, +8 INT) is made from 3 Steel Rabbit Teeth.

Vitality Jewel (+10 HP, +12 WIS) is made from 3 Steel Rabbit Teeth.




I buy a Strength Ring for Jana, since having a few less points of DEF/MDEF don't mean a lot when we're using a dodgetank.



I also upgrade her to a Kodachi.



And some forging. The important part is that Mio's Ice Bat Fang is now +5, which means Cold Wave now deals 110% INT-based damage, at the cost of now costing 4 TP per cast.




We're a little over the halfway point for 5F. This time, we have a more involved pillar puzzle.


You stop at a large boulder covered with moss on one side. Cautious, you decide to get away from it as quickly as possible.

If someone in our party knew Sense Magic, we'd see ancient text, and unlock an event earlier in the floor. For now, though, we have to ignore it.



Firstly, we rotate this statue this way.



Then rotate the upper statue so the other pillar is out of our way, rotate the other one back...



And boom, door.



Here's the last major puzzle of the floor.



Don't rotate this statue downwards yet, it's just gonna block your way later.



What you actually need to do is rotate this golem to face east.



Then we need to rotate this golem to face north. We'll be rotating it back later.



Rotating the previous golem opened up the path for us to rotate this one. We can just leave it like this.



Rotate this one back so we don't block the way forward...



Grab this chest, which has 800 en...



And rotate this golem this way, which lets us go to the door.



Maybe I overstated how involved these puzzles are...



An otherwise-unremarkable random encounter gave Jana and Mio level ups.



I decided to bump Mist Slice up to level 5 in preparation for the boss. Its damage is still 190%, but it now costs 11 TP, and has a 60% base chance to inflict sleep (up from 40%), and a 70% speed modifier (down from 120%).



Still getting the elemental Prayers up to 3 for Oracle: Dance.



I still have one bit of the floor to explore and one quest to do, but I wanted to get to the boss room and open the shortcut before going back to town.

As you pass through the trees, you come across a door that that gives off a powerful presence. Surely there's an enemy on the other side of it that is far more terrible than anything you've met before! If you're prepared for anything, then open it without hesitation!
Well, might as well see what this big bad boss looks like.
...Boss?
Kaelin's been talking about those "games" you've let him play. Might as well use some of the terminology~


...What? There's nothing here.
As you enter, the room opens up into a vast hall. However, you don't detect anything to which that intimidating presence could have belonged to. Only a gentle breeze.
Well then. Shall we be go--
You slowly take a breath, and right as you let it out, a swarm of tiny statues appears!


https://my.mixtape.moe/hlxybr.webm


W-well then.
Awwwww, that's adorable!
...I'm not going to argue that, but please focus on the large, aggravated monster that's now blocking our path.
The swarm gathers into one and become a giant golem. This giant golem is surely the keystone to the Lunarian barrier. If you are still prepared to face this mighty opponent, then grab your weapons and advance.

I think it goes without saying, but we are wholly unprepared to fight this thing.

im prepared to hug it though





Nothing new at the shop, but I forged the hell out of Jana's Kodachi.




Well, while we're here, might as well take care of Vermin extermination.

You arrive at the indicated location of the monster nest. Peering into the brush, you indeed see a rough framework of lumber, covered in leaves to block the wind and rain.
Impressive effort for a bunch of monsters without brains.
This must be the nest you've been contracted to destroy. If you're ready, you might as well begin immediately.
...What was the first thing that Melina wanted us to do again?
We...need to take out the meat, I think. Yeah.
You take out the meat you got earlier, to be used as bait. If you place this as instructed, you should be able to sneak into the nest while the monsters are engrossed.
...Now what?
Allow me. "Place it slightly away from the nest," I think is what the instructions were...
Remembering what you were told, you place it a little ways away from the nest, and hide yourselves... Almost immediately after you hide yourselves, the monsters notice the meat and come out of the nest in droves. They cheerfully fling themselves at it and lose sight of their surroundings. Not wanting to miss the opportunity, you sneak into the nest. Success! Just in case, you glance around the interior, but there are no monsters to be found. Now, the problem is what comes next. As you recall, it was something about setting fire to a pillar supporting the nest. But you need to remember exactly where to set fire to it.
Oh, yeah, the middle one, I remember that!
You're pretty sure you needed to light it from right in the middle, so you bring a flame up to it... When you do so, the surface of the wood begins to split with an audible crack. As you recall, you were supposed to do something with a bomb next.
PUT THE BOMB DOWN! We're not setting it yet.
...Oh, right. My mistake.
You're pretty sure it's too early to set up the bomb, and continue heating the wood. The cracks widen, and before long pieces begin to fall off in chunks! Maybe this is the time to set up the bomb.
Okay, now set the bomb.
You determine that this is the correct time to set up the bomb, so you stick it into the pillar and light the fuse. Not wanting to get caught in the explosion, you get away from it as fast as you can. As soon as you exit the nest, you hear a loud explosion from behind you. When the dust settles, the monster nest is no more! You've completed the request! Perhaps out of fear of the explosion, the monsters who had been eating the bait scatter before you. Problem solved. All that's left is to report your success at the bar.

I would like to take a moment to thank Clarste, who idiot-proofed this quest by marking which choices are correct in the text archive.

You're welcome.

It goes without saying, but pretty much all of the wrong options result in a fight and lower reward.




Let's take care of The house of Griffon, too.

As you walk through the Labyrinth, you notice a helmet sitting by the waterside. It has a symbol of a griffon engraved on it, and is coated in blood and dirt, as if from the result of a fierce battle. It hangs off of a sword, like a grave marker.
O-oh...
...
You remember the request from the monocled gentleman. He wanted you to find his missing daughter. ...It seems whoever this helmet belonged to lost their life here.
As much as I'd hoped otherwise, death is ever-present in this tree of life.
I'm loathe to disturb a marker of remembrance, but...
You offer them a silent prayer, and begin to reach for the helmet to take back as proof...when suddenly, you're attacked from behind!



Whatever. Blindside doesn't matter too much.



Magda got a level up from it.


With the monsters dispatched, you once again grab for the helmet. With this, you can complete the request.



("Obtained Engraven Helmet!")









Good work. Sounds like everything went perfectly. Having a job go smoothly is really a big help. It's so relaxing not to have to watch over you and worry all the time. So can I count on you to handle things like this in the future? I have high expectations, you know. Oh, and here's your reward.



("Obtained 2 Bronze Ingots!")

Not too shabby for just selecting some dialogue options.








Let's speak to the monocle man again.

Gentleman: Oh, you're back. Wait...that helmet...could it be? Can I take a look at it?
Of course.
Gentleman: ...So it's really true. If you're coming back with just her helmet, then she must be... I... My daughter is dead...
It's okay, you can cry. We understand...
I think Alexis isn't far off from crying himself.
Gentleman: ...But still, the 5th floor is quite high up, isn't it?
For most people, yeah. I think Edgar said over half of the guilds he's seen quit by this point.
Gentleman: She was amazing, wasn't she? Maybe if I'd supported her in becoming an explorer, she'd still be... No, it's too late for this. Much too late... Thank you for finding a momento of my daughter.
You're very welcome...








...So you've finished his request. I'm sure this wasn't a pleasant job for you. Not everyone who becomes an explorer is going to reach the top. I've said this over and over again, so I'm sure you already know, but that's just the sort of place this is. Let your guard down for a moment, and it's over. That's how cruel and unforgiving it is. Coming home alive day after day is truly the greatest miracle you could ask for. I should know, since I used to be an explorer too... I'm sure you don't need to hear the details of that sob story. I'd expect you want the payment for your labor. Here you go. Good work. Sorry for making you go through all that. Why not take a little break?
That'd be nice...



("Obtained Soma.")







Sylphid counterattacks now deal 67% damage, and Sylphid has a 115% base chance to activate.



Lanzon learns Sense Magic.



Poison Smoke now has 80 base poison damage and increases poison infliction chances by 25%.




Now that we've learned Sense Magic, the text for the rock changes.

Apparently, this is no ordinary boulder. Lanzon can sense magic coming from it.
Allow me to read this.
As you brush away the moss with your hands, you find ancient writing carved into the stone. This seems to be some kind of monument.
The stone monument is inscribed with ancient writing. Lanzon, who has the deepest knowledge of matters of magic, thinks they can read it. They stand before the stone and run their finger over its rough letters while reading aloud.
"Take heed, o explorers of the future. Facing the downward stairs, sunken in the deep blue, thou might find that which would aid you."
This seems to have been left behind by your forebears, who went out of their way to help out new explorers. If you have an idea of where it's talking about, it might be a good idea to go check it out. Or you could just give priority to exploring.
Mmmmmmaybe it's talking about the water near the stairs?
It's as good a guess as any, I suppose.



"A message from your forebears

You use the power to perceive magic to find a hidden message from your forebears."







You stop before a small pond filled with springwater. This must be where the monument pointed you to. According to the message, you should be able to find something to aid you in the water here. Careful not to loose your footing, you peer into the water and strain your eyes to find something. You notice what appears to be a glimmering golden box beneath the water.
Ooh. Looks like a prop we've used in shows...
You drag it up and try opening it.



("Obtained 5 Lunarian Silver Coins.")



("Obtained Scramasax.")



("Obtained Volt Jar.")

Well now. How generous of those before us.
I have to wonder how long that box was sitting there...
An interesting question that I doubt we'll ever know the answer to.



"A gift from your forebears

You use the power to perceive magic to find a hidden gift from your forebears."








I almost forgot about this chest on 4F.

("Obtained Seal Break!")

+20 ATK, +35 MATK, and a skill that cures one bind on one target, with a 50% speed modifier. Thanks, I guess?



You reach a spot where a gentle breeze blows through, which there aren't many of in the Labyrinth. A you stop and enjoy it, you hear a the sound of metal crunching over grass behind you.



Telop says "Lazy-sounding man."

Isn't it just great here? Man, I love this place.
Um, sorry, but...
Oh my bad, did I interrupt something? Don't you worry about me, I'm nobody special. I'm just the #1 Aeolis Breaktime Enthusiast, 4 years running.



And now the telop says "Breaktime Enthusiast."

Oh, lemme tell you something great. So not only is this a fine, fine place for a nap, it's also a great place to air-dry some fish. Now, fish here taste great raw or roasted, but they're definitely best when they're dried. Really...concentrates the flavor, if you get my meaning. Wanna take a break and see how an enthusiast does it? ...Wait, but you don't have any fish. Need fish to make fish, y'know.
...Crap, he's right.

We'll have to come back later.

And by later I mean in another update, because we're done for now. Next time: Golem.


Golem!

Truly, Alola is a wide and varied place if it can make a Golem look like this.

Rea fucked around with this message at 09:27 on Jan 10, 2017

Rea
Apr 5, 2011

Komi-san won.
Golem Overview


Golem
HP: 2660
STR: 42
INT: 40
VIT: 35
WIS: 34
AGI: 24
LUC: 35
Skills:
  • Explosion: Used when Golem is fully formed. Does not use a body part. Deals 130% ranged INT-based fire damage to every party member. Splits Golem into Golem Body, White Mini-Golem, Red Mini-Golem, and Black Mini-Golem after use. The Mini-Golems' HP is set to whatever percent HP their body parts had before dying--which Mini-Golem gets what percent HP is decided randomly. Has a 10% speed modifier and 150 base accuracy.
Damage Resistances:
100% 100% 125%
100% 125% 100%
Disable Resistances:
0% 0% 0% 0% 0% 0% 0%
0% 0%
0% 0% 0%



Golem Body
HP: 2660
STR: 42
INT: 40
VIT: 35
WIS: 34
AGI: 24
LUC: 35
Skills:
  • Call Allies: Summons Mini-Golems at the designated spawn points in the boss room. If used when a Mini-Golem is on the field but not in battle, the spawn point of that Mini-Golem will not create a new one.
  • Collapse: Used when the Golem Body reaches 0 HP. The Golem Body and any body parts are taken out of battle. In their place, a Mini-Golem for each body part is summoned (at whatever percent HP the bdoy part had before Collapse). In addition, the Golem Body is replaced with a Yellow Mini-Golem.
Drops:
  • Note that while the Golem/Golem Body doesn't necessarily "die" when its HP reaches 0 (it just splits into Mini-Golems), drops are still checked for when its HP reaches 0.
  • Normal: Piece of the Eternal Barrier. 100% chance. Sells for 350 en.
    • 1 needed to make Megalith 5006 (+20 ATK, +55 MATK, Barrier Wall, Silver x4).
  • Conditional: Paralysis-Marked Barrier (Kill while paralyzed). 100% chance. Sells for 1000 en.
    • 1 needed to make Cradle (+187 ATK, +195 MATK, Explosion, Gold x6).
Damage Resistances:
100% 100% 125%
100% 125% 100%
Disable Resistances:
0% 0% 0% 0% 0% 0% 0%
0% 0%
0% 0% 0%



Golem Head
HP: 1331
STR: 42
INT: 40
VIT: 35
WIS: 34
AGI: 24
LUC: 35
Skills:
  • Brittle Breath: Uses the head. Reduces every party member's defense to all attacks by 30% for 4 turns. Has a 70% speed modifier.
  • Petrify Breath: Uses the head. Attempts to inflict petrification on every party member, with a 40% base chance. Has a 60% speed modifier.
Damage Resistances:
100% 100% 125%
100% 125% 100%
Disable Resistances:
0% 0% 0% 0% 0% 0% 0%
0% 0%
0% 0% 0%



Golem Arms
HP: 1331
STR: 42
INT: 40
VIT: 35
WIS: 34
AGI: 24
LUC: 35
Skills:
  • Fire Palm: Uses the arms. Deals 160% ranged INT-based fire damage to one party member. Has a 90% speed modifier and 99 base accuracy.
  • Ice Palm: Uses the arms. Deals 140% ranged INT-based ice damage to one party member, with line-piercing effect. Has a 90% speed modifier and 99 base accuracy.
Damage Resistances:
100% 100% 125%
100% 125% 100%
Disable Resistances:
0% 0% 0% 0% 0% 0% 0%
0% 0%
0% 0% 0%



Golem Legs
HP: 1331
STR: 42
INT: 40
VIT: 35
WIS: 34
AGI: 24
LUC: 35
Skills:
  • Stomp: Uses the legs. Deals 180% melee STR-based bash damage to one party member. Has a 70% speed modifier and 99 base accuracy.
  • Sumo Stomp: Uses the legs. Deals 160% melee STR-based bash damage to one party member, with splash damage. Has a 70% speed modifier and 99 base accuracy.
Damage Resistances:
100% 100% 125%
100% 125% 100%
Disable Resistances:
0% 0% 0% 0% 0% 0% 0%
0% 0%
0% 0% 0%





White/Red/Black Mini-Golem
HP: 1331
STR: 32
INT: 28
VIT: 28
WIS: 25
AGI: 22
LUC: 24
Skills:
  • Combine: Does not use a body part. Transforms the Mini-Golem into a Golem body part. The body part it transforms is based on this order: Legs, Arms, Head. If a body part is killed on the turn Combine is used, the Mini-Golem will not change what part it turns into. However, the next use of Combine will go to the earliest part missing in the order. Whatever percent HP the Mini-Golem had before using Combine is transferred to the body part. In addition, if the Mini-Golem had any disables before using Combine, they are transferred to the Golem Body.
Damage Resistances:
300% 300% 300%
300% 300% 300%
Disable Resistances:
50% 50% 50% 50% 50% 50% 25%
0% 50%
50% 50% 50%



Yellow Mini-Golem
HP: 1331
STR: 32
INT: 28
VIT: 28
WIS: 25
AGI: 22
LUC: 24
Damage Resistances:
300% 300% 300%
300% 300% 300%
Disable Resistances:
50% 50% 50% 50% 50% 50% 25%
0% 50%
50% 50% 50%


Welcome to the first boss of EO5, and boy is it a doozy. Golem is, in my opinion, by far the hardest 1st Stratum boss in the entire series, and definitely the one that takes longest to kill. 2660 HP might not sound like a lot, coming off of Chimaera's effective total of 5500 in EO2U, but trust me, that 2660 goes a lot farther due to how little damage your party deals in EO5 compared to EO2U.

The overall gimmick of the fight is basically controlling the Mini-Golems, or at least damaging them as much as possible before they can form a body part. Before I go any further, I should explain how Mini-Golems spawn. They don't spawn like summons do in EO2U, where the boss can just call them at will. Instead, the Golem Body will use Call Allies, which'll spawn new Mini-Golems at the corners of the boss arena. You can block the two upper spawn points by rotating pillars earlier in the floor--in fact, this is drat near a necessity, since you can get very quickly overwhelmed otherwise. It's in your best interest to bring along as many classes with row-target spells as you can (which, at this point, includes Reaper, Warlock, Necromancer, and Hound), since you ideally want to lop off Mini-Golems' HP while also damaging the Golem body parts. Also, disables. Disables really aren't worth it in the Golem fight unless they're attached to a multi-target spell (so pretty much just Scythe of Numb Stasis at this point), since the Mini-Golems still have FOE/boss resistances to disables. Poison's also less worth it than you'd think, since it doesn't benefit from the Mini-Golems' 300% resistances to everything, and only damages the Golem Body once an afflicted Mini-Golem uses Combine.

Also, note that ignoring the Mini-Golems and just going for the Golem Body is very much not an option, since it's incredibly hard to just eat an Explosion every 4 turns.

As for the Golem itself, it can only one one action from a body part at a time--it'll just pick a random body part to act for the turn, and then pick a skill from that part. The arms are by far the most dangerous part. The legs are entirely physical, and Sumo Stomp is just splash damage--Line Guard can really easily help take care of those. The head just does defense reduction and petrification--don't get me wrong, that's dangerous, but less dangerous than actually trying to kill your party. The arms, on the other hand, have elemental damage, and both Fire and Ice Palm can and will one-shot party members at this point in the game. Ice Palm's by far the more dangerous of the two, since it almost certainly will just take two party members out of the fight, which is incredibly hard to recover from.

One final miscellaneous note before I go to party member descriptions: note that note that if a Mini-Golem is incapacitated in some way (panic, sleep, petrification), even if it is currently in the battle, Call Allies will not summon new Mini-Golems at the spot the incapacitated Golem originated from.


Alexis: Alexis is okay-ish for Golem. Dodge-tanking only really helps for Stomp and Fire Palm--Sumo Stomp will still get its splash damage off, and Ice Palm will still probably one-shot someone in the back row. Still, taking Stomp and Fire Palm out of the equation doesn't hurt. I wouldn't recommend stacking him with Sasha, though, since that'll leave our party a bit damage-starved.

Sasha: Sasha's only real disadvantage is that it's hard for me to predict if Golem's going to use the Legs or the Arms once both of them are in play. Aside from that, she's a fairly decent choice. She can help contribute some damage to a random Mini-Golem or the Golem Body by using Gun Mount every other turn.

Cecil: Golem is the one time in the game where I feel that a Cestus is really not the best option. The infliction rates on the binding skills at low levels are low as-is, and going up against 50% resistances does not help either. On the other hand, both arm and leg binds give me some pretty nice peace-of-mind for a few turns, and due to how the Mini-Golem disable transfer works, accumulative resistance isn't something to worry about.

Raven: Raven's a pretty good choice. Scythe of Numb Stasis costs quite a bit of TP early on, but it's row-target damage and can inflict paralysis if I feel like keeping Miasma Weapon up.

Kaelin: Lightning is about as good for just chipping at everything in the front row as Scythe of Numb Stasis is, and Kaelin has the benefit of having a larger TP pool than Raven. He doesn't do much aside from that, though.

Lanzon: Lanzon's big problem with Golem is that his skills cost way too much TP and drain him dry really quickly, which is a pretty serious issue when you're dealing with a long fight like Golem. Amritas can help, but we only have one or two of them at the moment.

Gram: Gram's passive healing from Animal Therapy is nice, and Flash of Both Wings is pretty good row-target damage. She suffers from the same potential TP problems as Raven, though.

Jana: Note how I made specific mention of what happens with incapacitated Mini-Golems up there. That's because I won my first attempt at Golem solely on the back of stopping Mini-Golem spawns for a solid few turns thanks to Mist Slice. Jana doesn't contribute much (or anything, really) in the way of multi-target damage, but she hits hard enough that she's still worth considering.

Mio: I don't really think much of the elemental Prayers, but Prayer: Cold Rain is nice for reducing the damage of potential Ice Palms. On top of that, Prayer: Eradication means that the party gets more damage relative to how much TP they spend for something, which is pretty important for a long fight like Golem. Mio's also not useless once she's thrown down her buffs--she can help chip off Mini-Golem HP with Cold Wave.

Dosen: Dosen is best combined with Sasha, since he can just patch up the worst damage from Leg skills that were reduced by Line Guard. His high WIS also means he has a chance at not getting one-shot by Ice Palm.

Magda: Poison is "eh" for Golem, and while inflicting blind is useful, Magda's big problem is that she doesn't have much to do after that and Smoke Rot. On the other hand, if Kaelin, Lanzon, or Mio are in the party, Smoke Rot seriously makes their TP go a lot farther.


Vote for a maximum of three party members, a maximum of one vote per character.

Rea fucked around with this message at 09:06 on Nov 22, 2016

Rea
Apr 5, 2011

Komi-san won.
In light of a successful test run, I am going to close Golem voting.

quote:

Kaelin: 6
Sasha: 5
Gram: 5
Raven: 5
Dosen: 4

Jana: 3
Cecil: 1
Alexis: 1

This party was actually significantly better at killing Golem than any of the parties I've personally used. Maybe my different skill builds this time around had something to do with it, I dunno.

Rea
Apr 5, 2011

Komi-san won.
Update 6: Grow! (Nameless vs. Golem)



For all your deer-repelling needs, Lope-Away! Works on Furyhorns AND Furyfawns! Guaranteed to extend your lifespan by a few floors! Note: depending your locale, may also be known as Ragelopes. Does not work on Furylords or Golden Deer. Lifespan extension not guaranteed.
Mmm... Not catchy enough. That name's clumsy, too.
Kinda hard for me to change what's already on the label.
Where did you find this stuff, again?
That weird guild we keep meeting in the Labyrinth. Their tall, orange-haired Herbalist gave me boxes of this stuff. ...I think he said something about "finally being free of those stupid deer," though.
Maybe see if it kinda works on any quadruped? Those boars, perhaps?
Ooh, good idea.





First order of business: block off the upper four Mini-Golem spawn points with these two rotating statues.



Second order of business: go over the party's skill builds.

Sasha has level 5 Line Guard now (8 TP, 41% phys damage reduction), level 4 Material Guard (6 TP, 39% elem damage reduction), and level 1 Gun Mount. Gun Mount is a pretty unique skill: it can only be used the turn after using a shield skill. When used, it replicates the effect of the shield skill used last, and also attacks one enemy. At level 1, it costs a measly 2 TP, meaning you can, say, effectively use Line Guard two turns in a row, but for only 10 TP instead of 16, and deals 110% damage.




Raven has Miasma Weapon maxed out--it now costs 3 TP instead of 2, and only costs 5% of his current HP instead of 25%.

He also has 3 points in Frail Miasma (6 TP, 14% attack reduction), and 1 point in Feeble Miasma (6 TP, 25% ail/bind resist decrease). I don't use either of these in the upcoming fight.

I left Scythe of Numb Stasis at level 4, where it costs 7 TP, deals 168% damage, and has a 40% base paralysis chance with Miasma Weapon--level 5 would've bumped the TP cost up to 11.




Kaelin has 4 points in Lightning (7 TP, 110% INT-based volt damage), 6 points in Amplifier (9 TP, 33% INT damage buff for one row), and 1 point in Magic Shield (8 TP, reduces INT-based damage by 34% for 1 turn). The solitary point in Magic Shield is to help ensure that everyone can survive the initial Explosion from Golem.



Gram has the same 3 points in Hawk Whistle, 4 points in Flash of Both Wings (8 TP, 86% user damage, 221% hawk damage to one row), and 6 points in Target Arrow (7 TP, 157% damage, reduces defense by 20% for 5 turns).



Dosen has 5 points in Cure Herb (5 TP, 210% healing power), 4 points in Line Herb (7 TP, 117% healing power), 3 points in Refresh Herb (6 TP, removes ailments from one person), and 1 point in Resurrection Herb (8 TP, revives dead character at 10 HP).


...Aww, do we have to beat it up?
That cool and edgy act didn't last long.
Snide remarks aside, I wonder if you could market a plush doll of that thing...
I'd put my money on plushes of the small ones selling like hotcakes.
Hmph. If you all will cease acting like imbeciles, perhaps we could attend to the task at hand?



:siren: VIDEO: Boss: Golem :siren:






Sasha uses Material Guard to reduce Explosion's damage.



Raven preps Miasma Weapon for the next turn.



Kaelin uses Magic Shield to further reduce Explosion.



Gram uses Target Arrow on Golem Body, mostly to debuff it.



Dosen does nothing.

"Local Brownie Does Nothing."


Ta-da! One Material Guard, ready to go.
Why is it called Material Guard, again?
Stands out against the other types!


Amateurish. Allow my mastery of the elements to truly protect us.


Hah. Good to see the softening arrows still work on rock.


Okay, uh, I think I put the vial on like...this?



(Golem used Explosion.)

Get behind me!
Hmph. Why should I? My Magic Shield is more than enough for--
MOVE.


It's...just a scratch, I will be...quite fine.



Sasha switches to Line Guard, since all we'll be eating is Mini-Golem normal attacks on this turn.



This is basically all Raven will do until the end of the fight now.



Kaelin casts Amplifier on the back row.



Gram targets the leftmost Mini-Golem with Flash of Both Wings, which means the front row will be hit by the hawk follow-up.



Lastly, Dosen uses a Soma to bring everyone back up to full after Explosion.


Falz!


Perfect, just like we practiced. Good bird.

Don't be fooled by the fact that the hawk doesn't have an ATK stat beyond its STR, the thing hurts. You'll understand more once we see Raven and Kaelin's damage outputs.


Hyyyagh!
Surely there's a better way to use that thing than spinning around.
It's a bit too heavy to just swing...



(Red Mini-Golem attacks.)

You can't just ignore Mini-Golem attacks, by the way. They aren't insignificant and can build up quickly if there's too many of them in play.




(Kaelin used Amplifier.)

Awaken your meager latent magical powers.
...Thanks?



(Golem Body used Call Allies.)

What's that stomping sound behind us?
...Ugh, more Mini-Golems.
Let them march to their deaths. All shall fall before me.



(White Mini-Golem used Combine.)
(Golem Legs have appeared!)




Rule of thumb with Dragoons is to just use Gun Mount after using a shield skill, unless you need to swap which one you're using. Saves a boatload of TP in the long run.



Kaelin gets to actually use Lightning now.




My general strategy with Magic Heal is to just use it as soon as at least four party members are missing a small amount of TP, so you'll have it sooner in the fight.

No-one needs healing right now, so I just have Dosen toss a Volt Jar onto the Red Mini-Golem.




Especially in a potentially long fight like Golem, you need to give your party as much TP as possible.



(Dosen used Volt Jar.)

It's kind of paltry, but any damage on the Mini-Golems before they use Combine helps.




(Kaelin used Lightning.)

Wex magnelectros.
...Maybe your braggart nature isn't entirely without merit.



(Sasha used Gun Mount.)

Dragoons kind of suffer from artillery having overall bad ATK, but whatever, it's some damage plus a shield effect for 1/4 the cost of Line Guard.




(Golem Legs used Stomp.)

I've lived through worse...after all these years.



(Black Mini-Golem used Combine.)
(Golem Arms have appeared!)

And here's where things could start to get really nasty.




The Golem Legs have a long way to go until death. These next few turns are going to be difficult.


Just gimme a little help, and this shield'll make us mostly-invulnerable!
If it means my apparel will suffer less wear, then very well, I will lend your metal lump some of my power.

Might as well save Sasha a little TP by making my party effectively invincible for a turn.



(Sasha used Tri-Shield.)

We are invincible! Mostly.



(Defeated Red Mini-Golem!)

At least I don't have to worry about a potential Explosion for a few turns.




(Golem Arms used Fire Palm.)
(Sasha negated the attack with Tri-Shield.)




I'm generally more scared of Fire Palm and Ice Palm than I am Stomp or Sumo Stomp, so I have Sasha switch over to Material Guard.



I told you this fight can take a while.



(Golem used Call Allies.)

Ooooooookay, what? All of the Mini-Golem spawn points have a Mini-Golem out on the field, this does literally nothing but waste Golem's turn.




(Yellow Mini-Golem has joined the battle.)

Well, that's concerning.



Here. Don't tire yourself out yet.
Oh, th-thanks.

Raven's getting slightly low on TP, so I had Dosen toss him a Hamao. Hamaos in EO5 restore 100 HP and 25 TP. They're actually not too bad to have around, and you can make them quite a bit earlier than you can Amritas.



It helps that Kaelin can just knock off almost 1/3 of a Mini-Golem's HP in one hit.



(Golem Legs used Stomp.)

Agh... Oh, my aching...everything...



(Yellow Mini-Golem has joined the battle.)

This is less than ideal...




Oh sweet merciful gods, the Legs are close to dying.



(Defeated Golem Legs!)

loving p h e w.




(Defeated Yellow Mini-Golem!)



(Golem used Call Allies.)

All this did was summon one Mini-Golem at the bottom left. The bottom right didn't spawn a new one, because the right Yellow Mini-Golem is still in the battle.




(Golem used Call Allies.)

Okay this one did literally nothing.




I don't know how that Yellow Mini-Golem went three turns without becoming a body part, but hell if I'm gonna complain.



(Gram used Flash of Both Wings.)
(Defeated Yellow Mini-Golem!)




Dosen tosses Gram an Amrita, since she was getting fairly low and we're not quite done yet.



(Golem used Call Allies.)

You could, I dunno, loving hit us with those giant magic arms of yours.

Golem is a nice boy.




Turn 10, and the Golem Body's at a little less than half HP. Golem Arms are getting close to death.



WHAT

EVERY MINI-GOLEM SPAWN POINT ALREADY HAS A MINI-GOLEM IN PLAY

THIS IS LITERALLY JUST WASTING A TURN

WHY IS THIS ANNOYING ME


If it comforts you at all, this annoys me too. I hate it when bosses don't get a chance to show off during an LP.




(Yellow Mini-Golem has entered the battle.)



Golem Arms gonna die on this turn.



(Kaelin used Lightning.)
(Defeated Golem Arms!)


Mere hardened clay can do nothing against my magics.



And Golem ends up doing nothing because it wanted to cast an Arms skill.



(Yellow Mini-Golem used Combine.)
(Golem Head has appeared!)

The Golem Head is, like, the least dangerous body part.




It spawned at less than half HP too.



I don't think this battle's gonna take much longer.



HOW MANY loving TURNS HAS THIS THING WASTED ON JUST USING CALL ALLIES

https://www.youtube.com/watch?v=W-uTocAlIyw




(Kaelin used Lightning.)
(Defeated Golem Head!)

It literally didn't get to use a single Head skill before dying.




Okay, it tried to on this turn. Going by speed modifiers relative to Lightning, I'd say it was probably Brittle Breath.



(Yellow Mini-Golem used Combine.)
(Golem Legs have appeared!)

Too little, too late.




This was way easier than I thought it'd be.



(Raven attacks.)
(Golem collapsed!)


I... I actually did it! ...I-I mean, of course I did it.
I did most of the work.
It was a team effort, dear.



(Defeated Black Mini-Golem!)
(Defeated Golem!)




We...actually managed to break the glamour. I...didn't think that was possible, actually.
You're starting to see the value in my shield now, right?!
Hoho, yes, yes. That thing helped quite a bit, Sasha, dear.

(Received 1 Piece of the Eternal Barrier.)

I don't know what the gently caress happened there, honestly. Why did Golem waste so many drat turns on just using Call Allies instead of actually killing us? Were we really that effective at controlling the Mini-Golems and body parts?




The ancient, magically animated statue crumbled before you with a loud noise... You've safely dispelled the Lunarian magic that had been acting as a wall! With this, your mission is complete. You should report back to the council in town.

Not quite yet. We should go see the 2nd Stratum before we go back to town, I feel.


Raven, dear, are you alright? You seem nervous.
...Kinda, I guess. It's just... We've done what no-one managed to do for a century! We're the first people to set foot in the 2nd Stratum in...forever!
And it was all--
Mostly.
ALL thanks to my brilliance.



VIDEO: 2nd Stratum Intro




(Floor subtitle: The journey continues, with your gaze aimed high)


Your arrival in the new stratum is greeted by dreary scenery completely unlike anything from the first stratum. The arrangement strangely shaped boulders gives you an uneasy feeling in this new Labyrinth. You'll have to be more careful than ever as you advance.
Wait, this was just above the forest? This is an entirely different...everything!


Look at all of that, too! I knew that Yggdrasil is big, but this doesn't make sense.
After beatin' several animate lumps of clay that formed an even bigger lump of clay, I'm gettin' ready to toss sense aside.


You cautiously advance along the dreary path surrounded by large boulders. Suddenly, an eerie looking girl carrying a large scythe appear in front of you without a sound.


Explorers?
Her tone seems strangely hostile.
Ah, uh, urm, y-y-y...
If you'll let someone far more composed do the talking... Perhaps you should introduce yourself first, in light of my wondrous countenance.
Stunned by force of her question, you manage to return her sharp glare and ask that she introduce herself first. She seems momentarily surprised before twisting her mouth into a wry smile.
What, you haven't heard of me? Here I thought every man, woman, child, and household pet in the whole town knew me better than I know myself. Soleil. Reaper.

If anyone cares, Soleil uses the Japanese pronoun 'ore', which is a hyper-masculine way of speaking and is very unusual coming from a woman. She talks like a manly-man, probably closest to Edgar out of anyone else in the cast.

After she introduces herself, you introduce yourselves in turn. When she hears your guild name, she gives a nod of recognition and continues.
Ah, I see. So you're on your post-stratum high. What's coming is head and shoulders more dangerous than anything you've ever experienced. Start patting yourselves on the back and you'll be in an unmarked grave before long. I won't tell you you can't. Just that your chances are horrid. In any case, that should be your first priority.
With a rude tone, she points north with her scythe.


There, you see a mysterious pillar of light the likes of which you've never seen. Once she confirms that you've seen what she was pointing at, she leaves, as if her role here is finished. You can either do as she suggests and investigate the pillar of light, or ignore her and keep exploring.



Geomagnetic Poles make a return. For those of you unfamiliar with the series, or for those of you who just forgot, Geomagnetic Poles function as in-Labyrinth checkpoints. We can either return to town or save from these things. They also used to be points you could directly warp to in previous games, but in EO5 they don't actually do that due to how the "start from a floor after you cleared the last one" system works.




Back to town we go, then.

Hey, I hear you guys got to the 2nd Stratum! That's so cool... Oh hey, do you mind if I use that to advertise the inn?!


People staying at this inn got to the 2nd Stratum!



I heard all about it! Guess you guys've cleared the 1st Stratum! Congrats! Now, after the 1st obviously comes the 2nd. But man, you know, the deeper you go, probably means the rarer the materials you'll bring back to the shop, huh?
It only stands to reason.
You guys're really helping me out here! Keep up our mutual business relationship and the whole place'll be conquered before you know it!



Megalith 5006 (+20 ATK, +55 MATK, Barrier Wall, Silver x4) is made from 1 Piece of the Eternal Barrier. Barrier Wall isn't half-bad, honestly--it's an all-party target cut/stab/bash reduction that reduces by 34% at max rank, and costs 15 TP at max rank. Its downside is that, well, it's a coffin, so only Necromancers can use it.


So, were you shocked by the sudden change of scenery in the 2nd Stratum?
A little. Okay, a lot.
That's Yggdrasil for you. It's a place that doesn't follow common sense, a world without reason. That's precisely why everyone's so eager to conquer it and uncover its mysteries. You're the same, aren't you?
If by "uncover its mysteries" you mean "find its treasure," then yes.



#1 is Hansuke again.

#2: Short-haired young scythe user:


Young'un: Oh, are you all rookies? Hahaha, then keep it up and just try to stay out of the way of the veterans!
...We just beat Golem though.
Young'un: By the way, you know how some monsters in the Labyrinth are clearly just stronger? Like those giant caterpillars? Well, even if you kill them, there'll be back in the same spots after a few days. I'm guessing that it's actually just different ones claiming the same territory, but either way they're just as strong. Welp, try not to die!

This is a semi-tutorial on the fact that FOEs respawn about a week after you kill them.

#3: Slender-eyed doctor:


Doctor: That's it, I'm done. Who'd have thought that moles, even giant ones, would put up such a fight? They just suddenly dived underground so our attacks couldn't hit them, and when they popped back up they did this powerful attack! Hmm, maybe sleep or panic would have worked... Or binding their legs? Well, either way, I'm just glad to be alive!

We will see moles on 6F.

#4: Grass-stained explorer:


Explorer: Hey, you guys heard of Nameless? They're supposed to be some dauntless and invincible new guild.
Why, you're--
Nope. Never heard of 'em.
Explorer: But us, we ain't got talent like that, so we're stuck taking crappy jobs gathering herbs just to get by. Geez, it just makes me so jealous. Why can't I ever get a break like that?! Just once!

#5: Full-bodied woman:

Woman: My, you wouldn't be explorers, would you? Then do you know Lily? She's always helping find things in Labyrinth, whether as favors for the townsfolk or requests from the Council. She's such a good girl. Why can't my daughters be more like her? They never want to help out at the store, and are always off playing around somewhere...



Two quests for 6F.

#1: Hunter's pride:


This request is from a monster hunter who specializes in hunting with magic. He uses a very unusual technique: invisible magic sigils that serve as traps. The monsters step on them and BAM! No more monster. Unfortunately, the client got injured the other day, just after setting up some traps. He's in no condition to move. And that's where you come in. He wants you to head to the 5th floor and disarm the traps set up there. He says they should be in this area.
Um...


I have my reservations--
Next, you'll need this to find the traps.



("Obtained Mana Detection Device!")

That's a device that detects magic. It should react when near a trap, which should let you narrow down their locations. Unfortunately, it's a bit lacking in precision. The best it can do is tell you how many tiles immediately next to you have traps on them. It'll show that many lights. So, for example, even if you see two lights, you won't know which two directions the traps are in. So, did you get all that?
No!
What the simpleton over here means is "of course."
Good. I'd hate to have to explain it all over again. Next, you'll need this too, to actually disarm the traps.



("Obtained Mana-Absorbing Talisman!")

Stick one of those talismans on the ground, and it'll absorb all the mana out of the sigil, effectively destroying it. For the record, there are 3 traps. And there are 5 talismans. If you use them thoughtlessly, you'll run out, so try to pay attention to where you're putting them, please. Oh, I know, if you're really having trouble you could always just put someone who can perceive mana into your party. Well, good luck with all that.

On my first few playthroughs, I had no clue what the gently caress this quest wanted until I gave in and just pinged Clarste and asked him what was going on. When he told me that this involved basically playing Minesweeper and reading text, I gave up and just deliberately stepped on all of the mines. This results in Melina all but asking if you're mentally well enough to keep doing quests.

Why aren't you learning the language of this game you're playing, geez Ragnar.

#2: Loves monsters more than regular meals:


This request is from the director of the Monster Research Society. As you can probably tell from the name, it's an organization that researches monsters. They're also the ones who created the Monstrous Codex. They want you to deliver 3 Triangular Kitten Ears, from Pouncing Caracals. That's it. Good luck with that.

Pretty simple "get enemy drops" quest.



...You actually got rid of the Lunarians' ball of clay. Hmph, well, congratulations are in order, I guess. You cleared the 1st Stratum. But remember; you're still barely hanging by a thread off of the pinky toes of that massive tree. Who knows how many floors you have ahead of you? Don't let your guard down--ever--and keep going at your own pace.









I hear you've cut through the Lunarians' barrier and eliminated the Golem. Thank you very much. It still feels like we first met just yesterday, but before I knew it, you've already become seasoned explorers. Members of Nameless, please keep it up.
Thank you very much, Your Grace.
...Oh, I almost forgot. The council will reward you for finding your way through to the 2nd Stratum.



("Obtained 1500 en.")







For reporting in all of the 1st Stratum floors, we get a Luck Necklace (+15 TP, +12 LUC).


So you've reached the second stratum? Then, does that mean you've seen that mysterious pillar of light that binds the Labyrinth and the city together? We call that the Geomagnetic Pole. With that, you can return to town in an instant. Be sure to keep it in mind if you ever find yourself stranded in the Labyrinth without an Ariadne Thread.

And with that, we're done with the 1st Stratum.

Next time: we begin the 2nd Stratum.

Rea
Apr 5, 2011

Komi-san won.
Small note: expecting party voting here? Well, unfortunately, no.

From here on out, I will be deciding exploring parties on a floor-by-floor basis. Boss parties will still be voted on. I feel that floor party votes always kind of attracted the least attention, and having the ability to choose my own parties means I can tell certain narrative things better, or have more control over how events go on the floors, what with certain racial passives affecting stuff.

...Of course, given that I have my own biases towards certain classes, I also might just write a party randomizer that takes certain criteria into account. In fact, that's actually what I'm already doing. I've codenamed it MERASMUS! because of the 2012 TF2 Halloween event.

Rea fucked around with this message at 10:24 on Nov 27, 2016

Rea
Apr 5, 2011

Komi-san won.
Whatever the gently caress happened to Golem here is very much a fluke. I refought him after the recording to make sure it wasn't some stupid thing like "Golem needs the Golem Legs to actually do anything," and ended up having a much harder time because he actually kept doing real things with his turns.

Rea
Apr 5, 2011

Komi-san won.


Fencers are the mascot class of EO5, and can fulfill two very disparate roles: either dodge-tanking (massively increasing personal aggro chance and evasion in order to make attacks completely whiff on them), or supportive attacking with Chain skills (attacks that rely on specific attacks from other party members). I wasn't that enthralled with them when I first looked at their skillset, but after playing the game a few times, they're considerably more effective than I'd thought at first glance. They're just not drag-and-drop, so to say--you can't just toss a Fencer into a party with an empty slot and really expect them to work. Dodgetanks aren't for every possible enemy situation (enemies with row-target or party-target spells do not give a poo poo about dodge-tanking and splash damage is still something to consider), and Chains really do require at least two or more party members that can cooperate with them.


Stats

Before we go into stats, lemme explain one thing. While the majority of a character's stats come from their race, each specialization provides its own of small bonuses on top of the race's base stats. In light of that, I'll be posting three tables for each class's stats: their bases up until 19 (you can't assign specializations until a character is level 20), and then two tables that add each specialization's bonuses on top of the race's base stats. The specialization names will also include a short description of each spec's gimmick.

These stat tables assume base races, mind you!

Earthrun Base


Illusionary Fencer: Dodge-tanking


Thunderclap Fencer: Chain skills



Basic gist of the stats: Illusionary Fencers get more HP, AGI, and LUC, while Thunderclap Fencers get more TP, STR, VIT, and WIS.

Fencers can equip swords, and can wear light armor, cloth, and shields.

In terms of potential reclass options, I really can't see why you'd want anything but an Earthrun for Illusionary Fencers--Therians do have more AGI, but they also have significantly lower LUC, which does play a role in the evasion formula. For Thunderclap Fencers, you could conceivably use a Therian for them, since they really just want more STR than anything.


Basic Skills

Rapier Mastery
Requirements: None



Increases damage dealt using swords. Normal attacks become stab instead of cut.

Masteries in EO5 are considerably different from EO1-3 and the Untolds. Exactly two skills in the entire game require that you level up a Mastery to learn them, and exactly one of them is worth it. There's still a few masteries that just give tiny bonuses, but there's also skills like Rapier Mastery. Changing basic attacks to stab might not seem like much, but it means that normal attacks and any skills that apply normal attack modifiers (such as Sylphid) can turn into procs for Chain skills.


Chain Freeze/Fire/Shock
Requirements: None
Body parts used: Legs



Targets one enemy. When that enemy takes either stab or fire/ice/volt damage, the caster will follow up with a stab+fire/ice/volt attack (element depends on skill used). Each time Chain Fire/Freeze/Shock activates, the chance of it activating again on that turn is decreased. The base activation chance is 100%. Has standard priority. Has no accuracy modifier at all levels.

The focus of the Chain tree. Chains are more akin to EO1-3/Untold-style Chasers than EO4 Links, but they're slightly more lenient in that you can activate them with stab damage as well. This isn't quite as good as it sounds, though, since only bows deal stab damage naturally (Fencers need at least one point in Rapier Mastery to deal stab damage naturally). As far as skills go, basically every Fencer attack skill and most Hound attack skills deal stab damage, while Armor Penetrate (Masurao Basic) and Earth Spike (Warlock Spec 1) deal stab damge as well. It's not terribly hard to make decent use of Chain skills, but to make good use of them, you do need to plan your party around them.


Chain Boost
Requirements: Chain Fire level 2, Chain Freeze level 2, Chain Shock level 2



When using a Chain skill, each time the Chain skill activates, its damage is increased for the rest of the turn. The maximum bonus Chain Boost can give is +99% damage.

Chain Boost...exists. It's not a bad passive, mind, but it's not something you should really invest in early on.


Chain Burst
Requirements: Chain Fire level 2, Chain Freeze level 2, Chain Shock level 2



When an enemy is killed by a Chain skill, the caster will attack another enemy with an attack of the same element as the Chain skill.

A kind of pointless passive. It can theoretically help with random encounters, but it does nothing in FOE and boss fights.


Predict
Requirements: None
Body parts used: Legs



For one turn, increases the amount of damage the caster takes, their evasion, and their chance to be targeted by enemies. When the user dodges an attack, their evasion and chance to be targeted are decrased. The damage bonus could be either a 2.5x multiplier, or a +250% damage bonus for the enemy--it's unclear, but is more likely to be a multiplier. Has standard priority.

The bread-and-butter skill for a dodgetank Fencer, and what they'll be using almost all of the time. At levels 1-4, Predict is basically good for one attack, and after that you start running an extreme risk of gibbing your Fencer. I'd say to not leave it at those levels for long, but the TP cost increase to 11 at level 5 is pretty hefty. 7 TP early on isn't something to scoff at, and 11 can drain early Fencers dry incredibly quickly, and even in the midgame, you still need to watch how often you use it.


Wind Curtain
Requirements: Predict level 3
Body parts used: Head



Places a buff on one row that enables party members to dodge one STR-based attack. When an attack is dodged, the buff is dispelled.

A kind of neat skill whose theoretical uses are offset by the extreme TP cost.


Vision Thrust
Requirements: None
Body parts used: Arms



Deals melee STR-based stab damage to one enemy. Attempts to inflict blind on the target. Has a 120% speed modifier and +25 base accuracy at all levels.

A pretty basic attack skill. You're not gonna have much time to use it if you're dodgetanking, but it does have a pretty high base blind chance going for it, combined with Earthruns' naturally high LUC.


Sylphid
Requirements: None
Body parts used: Arms



When the user dodges an attack, they will counterattack the attack source with their equipped weapon. Each time the user counterattacks, the chance of Sylphid activating again on that turn is decreased by 40%. Any modifiers to the user's normal attacks are applied for Sylphid. For example, if the user has at least one level in Rapier Mastery, and has a Fire Oil effect, Sylphid counterattacks will be stab+fire.

Sylphid is how dodgetank Fencers actually get to contribute damage. It's never going to be massive damage, but it's something. It also means you get slightly more value out of whatever TP you spend on dodgetanking.


Illusionary Fencer Skills

Unburdened
Requirements: None



Increases the user's evasion based on how many of their equipment slots are empty. For example, if the user has a weapon but no armor, they are given the 3 slot bonus.

A potentially risky gamble, but then again, that kinda describes dodgetanking in general. I wouldn't advise going fully unequipped, though, since that means you just completely lose out on any potential Sylphid damage.


Bewitching Sword Dance
Requirements: None
Body parts used: Legs



Reduces the accuracy of one row of enemies for a set amount of turns. Has a 90% speed modifier at all levels.

Bleh. That accuracy decrease isn't worth the turn needed to set this up.


Pile On
Requirements: Bewitching Sword Dance level 3
Body parts used: Legs



For one turn, when the user dodges an attack, all other party members in their row will counterattack the attack source with their equipped weapons. Any modifiers to an attacker's normal attacks are applied for Pile On. For example, if the attacker has at least one level in Rapier Mastery, and has a Fire Oil effect, Pile On counterattacks will be stab+fire. Has a 300% speed modifier at all levels. Counterattacks have +5 base accuracy at all levels.

Interesting in theory, but mediocre in practice, since it doesn't give any target chance increases. You could combo it with an Unburdened passive bonus and a Dragoon using Dragon's Roar on the Pile On user, I suppose.


Avoid Accel
Requirements: Bewitching Sword Dance level 3



When the user dodges an attack, their Union gauge is restored.

A really nice passive that doesn't take a lot to max out. Union skills aren't quite as powerful as other similar mechanics in past EO games, but being able to use rapid-fire Tri-Shield or Black Mist is a pretty huge advantage.


Preemptive Curtain
Requirements: Wind Curtain level 3



Gives the user a chance to use Wind Curtain automatically at the start of a battle.

Pass.


Divine Gust
Requirements: Preemptive Curtain level 3
Body parts used: Head



For one turn, increases all party members' evasion. Each time a party member dodges an attack, the bonus provided by Divine Gust is decreased. Has a 150% speed modifier at all levels.

Neat in theory, underwhelming in practice. At level 10, that bonus will only be good for 3 party members--any attacks after that won't get anything. Even then, the second dodge only gets a +700 bonus, and the third only gets +350. That TP cost also is not kind at all. On the other hand, this is basically an Illusionary Fencer's only means of helping the party when going up against row-target or party-target skills, so it's still worth investing in fairly early.


Sharp Thrust
Requirements: Vision Thrust level 2
Body parts used: Arms



Deals melee STR-based stab damage to one enemy. For the rest of the turn, the user's evasion and chance to be targeted are increased. Has a 500% speed modifier and +20 base accuracy at all levels.

A weaker version of Predict that doesn't amplify incoming damage, but which provides a far smaller evade bonus, and deals a small amount of damage. I'm not too hot on it, but I can see its uses.


Revenge Thrust
Requirements: Sharp Thrust level 5
Body parts used: Arms



Deals melee STR-based stab+volt damage to one enemy. The damage starts at a base value, and is then multiplied by the amount of times the user has dodged an attack since the last use of Revenge Thrust. There is a maximum amount of times Revenge Thrust can have its damage multiplied. Has a 75% speed modifier and +10 base accuracy at all levels.

A mixed bag of a skill. On the one hand, if certain situations, the amount of stacks you get wtih Revenge Thrust can stack up real quick. On the other hand, a lot of the time, you'll probably just get one or two stacks per turn. Combine that with the fact that you have to have your Fencer not draw aggro for a turn, and bad things can happen if you just carelessly use Revenge Thrust.


Counter Boost
Requirements: Sylphid level 5



Adds a chance to add extra hits when Sylphid activates. Each extra hit is rolled for individually.

Amplifies the damage of Sylphid fairly noticeably and, I am reasonably certain, each hit counts for one activation of a Chain skill. Overall, it's pretty good.


Thunderclap Fencer Skills
Common Passives: Phys ATK Up, Speed Up

Speed of Sound Blade
Requirements: Rapier Mastery level 3



When performing normal attacks, there is a chance to attack twice. The second attack is cut damage, and deals the same amount of damage as the first hit (not accounting for standard variance).

lol


Chain Killer
Requirements: Chain Boost level 3, Chain Burst level 3
Body parts used: Legs



Targets one enemy. For one turn, when that enemy becomes afflicted with a status ailment, bind, or stun, the user will attack them. Has standard priority at all levels. Follow-up attacks have no accuracy modifier at all levels.

Has its uses if you have a party that's heavily focused on disables (I'd say two or more of a Cestus, Reaper, Necromancer, dog-focused Hound, and Smoke-focused Herbalist count). 800% damage hurts like hell to begin with, and if you inflict multiple disables on one turn, it gets even better.


Chain All
Requirements: Chain Killer level 5
Body parts used: Legs



On the next turn, Chain skills will target all enemies. Also increases the maximum hits of the Chain skill used on the next turn. Has no speed modifier at all levels.

Kind of useful if you're dealing with an FOE or boss fight with multiple targets, which are few and far between. Otherwise, getting extra hits is less desirable than it sounds, due to the fact that Chains are more akin to Chasers than Links when it comes to what activates them.


Chain Plus
Requirements: Chain Killer level 5
Body parts used: Head



For a set amount of turns, increases the base chance of Chain skills activating, as well as their damage. Has no speed modifier at all levels.

The Improved Link of EO5, in that it's arguably a necessity if you're taking a Chain uesr into the late/postgame. Thankfully, it lasts longer than Improved Link did, and is basically the only self-buff a Thunderclap Fencer will really need--having to constantly reapply both Vanguard and Improved Link turned me off Links really badly in the EO4 lategame.


Chain Double
Requirements: Chain Killer level 5



Gives a chance for Chain attacks to activate twice.

Free extra damage that makes each activation of a Chain potentially go farther? Hell yeah, invest in this thing as soon as you've got your actives at comfortable levels.


Sylph Screen
Requirements: None



The user's defense and evasion increase, for one turn, each time they attack an enemy.

Eh, I'll pass. Proper defensive support means that you should be able to ignore having to put points in this, and instead focus on putting points in attack skills, the skills that actually matter.


Random Stab
Requirements: Vision Thrust level 3
Body parts used: Arms



Deals a random amount of instances of melee STR-based stab damage to one row of enemies. Can hit the same enemy multiple times. Has no speed modifier and -5 base accuracy at all levels.

To quote one of my top-tier video game characters (female Morgan from FE13), "BOOOORING."


Resonance
Requirements: Random Stab level 5
Body parts used: Arms



Deals melee STR-based stab damage to one enemy. The damage starts at a base value, and is then multiplied by the amount of times the user hit enemies last turn. Resonance can have its damage multiplied a maximum of 9 times. Has a 75% speed modifier and +10 base accuracy at all levels.

Considerably more useful for a Thunderclap Fencer than Revenge Thrust is for an Illusionary Fencer. Using this thing doesn't interrupt your Fencer's normal duties, and you'll generally be able to get a decent amount of stacks if you have a party that's well-built for Chain skills.

Rea
Apr 5, 2011

Komi-san won.

Mr. Vile posted:

Since there's two distinct paths for each class to go down, are you planning on adding more characters to the roster once you unlock specialisations?

That was my plan at the start, but Clarste never really liked that idea to begin with and alcharagia had her reservations too. We discussed it more last week and I came to agree that 20 characters, almost half of which came in right at the start of the 3rd Stratum, would be unmanageable. We'll be introducing one more character soon, as an exception, but otherwise I'm just gonna rotate specializations on a schedule.

Rea
Apr 5, 2011

Komi-san won.


Dragoons are the primary defensive support class of EO5. Those of you coming from EO4, no, they're not really like Fortresses. Fortresses were am interesting but ultimately failed experiment in making a defensive support class focused entirely on tanking, whose only damage mitigation, if you could even call it that, was just some defensive buffs. Dragoons are more akin to Protectors (EO1/2) and Hoplites (EO3)--they specialize in direct damage mitigation. What makes them different from those two, you might ask? Guns! ...Well, heavy artillery, but you get the point. Unlike Protectors (but not unlike Hoplites), Dragoons can equip ranged weapons, and putting one in the back can actually work quite well (I still put them in the front both of habit and for the innate enemy aggro increase). They also have access to quite a few attack skills, which are somewhat hampered by guns having overall bad ATK, but not unusably so.


Stats

Earthrun Base


Adamantine Dragoon: Doubling down on defenses
(Full stat table)

Gunpowder Dragoon: Opening up offenses
(Full stat table)


Basic gist of the stats: Adamantine Dragoons get more HP and VIT, Gunpowder Dragoons get more TP, WIS, AGI, and LUC. There's an argument to be made for just defaulting to Gunpowder Dragoon if none of the Adamantine Dragoon skills really strike you as something you need.

Dragoons can equip artillery, and can wear heavy armor, light armor, and shields.

In terms of potential reclass options... Uh... A Brownie could do okay as an Adamantine Dragoon, I guess? Somewhat? Their HP is pretty abysmal compared to Earthruns, but their TP and WIS are better, and their VIT's comparable. Much like other damage classes, you could do worse than using a Therian for a Gunpowder Dragoon, but given that two of their four big direct attack skills inflict ailments, the LUC loss could be bad. You'd also end up with someone that's much more fragile when actually using shield skills.


Basic Skills

Shield Mastery
Requirements: None



Decreases STR-based damage taken when equipped with a shield.

Unfortunately, EO5 goes back to just making Shield Mastery a passive defense boost, rather than EO2U's chance to fully negate phys attacks. Shame, I actually really liked that.


Artillery Mastery
Requirements: None



Increases damage dealt with artillery.


Line Guard
Requirements: None
Required equipment: Shield
Body parts used: Arms



Reduces STR-based damage taken by one row for one turn. Has standard priority.

The most basic of the shield skills, and also the most important. Chances are good that if your Dragoon has nothing else to do, they'll be using this. It's good for random encounters and bosses that rely heavily on physical attacks!


Material Guard
Requirements: None
Required equipment: Shield
Body parts used: Arms



Reduces fire/ice/volt damage taken by all party members for one turn. Has standard priority.

The replacement for the elemental Walls (or Anti skills, as they're known in the DS games). It covers each of the elements, but doesn't fully cancel out attacks at rank 10--a very, very good trade, in my opinion. The problem with the Walls was that they'd only ever be really useful if you already knew a boss's pattern in advance, and even more than that, their usefulness was directly proportional to how unpredictable they are, and how much their other potential actions could hurt.


Healing Guard
Requirements: None
Required equipment: Shield
Body parts used: Arms



Reduces STR-based damage taken by the caster for one turn. When the user takes damage while Healing Guard is active, their HP is restored. The restoration is a static amount plus a percentage of the caster's maximum HP. Has standard priority.

Ehhhhhhhhhh. Pretty obviously intended for use with's Dragon's Roar. You have to ask yourself if using this thing is worth leaving other party members without protection, though.


Gun Mount
Requirements: Line Guard level 2, Material Guard level 2, Healing Guard level 2
Required equipment: Shield
Body parts used: Arms



Can only be used on the turn after a shield skill was used. Deals ranged STR-based bash damage to one enemy. Replicates the effect of the shield skill used on the last turn--this takes effect immediately, and does not depend on when the user attacks. Has +5 base accuracy at all levels.

Gun Mount was one of the first Dragoon skills revealed to the public during EO5's prerelease press period, if I remember correctly, and it was what convinced me that I'd actually want to use them. Gun Mount not only gives Dragoons a chance to chip in damage without neglecting their normal duties, it also saves them an absolute ton of TP in the long run, especially when it comes to some of the Adamantine Dragoon skills.


Barrage Wall
Requirements: None
Body parts used: Arms



Deals ranged STR-based bash damage to all enemies. Reduces hit targets' STR-based attack for a set amount of turns. Has an 80% speed modifier and no base accuracy modifier at all levels.

Pass. Costs way too much TP for what it does.


Dragon's Roar
Requirements: None
Body parts used: Head



Increases one ally's defense against STR-based attacks and chance of being targeted for a set amount of turns.

Oh hey, it's Provoke/Taunt again, except it has the "can be used on any ally" thing from Decoy Sign. I tend not to use Provoke-like skills too much, but Dragon's Roar has its uses in EO5. You can target it with a Fencer that's trying to dodgetank, for example, and basically guarantee that all single/random-target attacks will go to them.


Bunker
Requirements: None
Body parts used: Arms



Creates a Bunker in the summon row. The Bunker has 10 HP. In addition to having a DEF value, the Bunker also has a set resistance to all damage. The Bunker has an increased base chance of drawing enemy attacks. Has a 125% speed modifier at all levels.

A somewhat strange alternative to Dragon's Roar, kinda. The Bunker is actually pretty drat tanky, given that even at levels 1-4, it only takes 6% damage from everything. For reference, 6% of 150 damage (which is a ton of HP up until maybe the end of the 3rd Stratum) would deal 9 damage to the Bunker, before factoring in DEF. In addition to this, the Bunker drawing aggro onto the summon row can be really nice...if you don't have a Necromancer or a Hound. If you don't, great, the Bunker can just keep drawing single-target and, importantly, row-target attacks away from your party. If you do, though, ghosts, hawks, and dogs are gonna be eating a lot more damage than normal.


Defensive Position
Requirements: Bunker level 2
Body parts used: Head



Increases all party members' defense against STR-based attacks for a set amount of turns. Has an 80% speed modifier at all levels.

Nah.


Adamantine Dragoon Skills
Common Passives: HP Up

Recovery Guard
Requirements: Gun Mount level 3
Required equipment: Shield
Body parts used: Arms



Reduces STR-based damage taken by one row for one turn. Allies under the effect of Recovery Guard also have a chance to have a set amount of binds removed when Recovery Guard takes effect. If a character has more binds than Recovery Guard removes, which binds are removed is random. Has standard priority.

I could see Recovery Guard's use as a panic option, like if your front row has binds but also needs healing, of which the latter would probably be an Herbalist's priority. On the other hand, the damage reduction's quite a bit less than Line Guard, so it's not a full-on replacement for it.


Counter Guard
Requirements: Gun Mount level 3
Required equipment: Shield
Body parts used: Arms



Reduces STR-based damage taken by one row for one turn. When Counter Guard activates, the caster will counter with their equipped weapon, with a damage bonus. Each time Counter Guard counterattacks at levels 1-9, the chance of it attacking again on that same turn is decreased. At level 10, Counter Guard will always counterattack. The base chance of counterattacks is 100%. Any modifiers to the user's normal attacks are applied for Counter Guard. For example, if the user has a Fire Oil effect, Counter Guard counterattacks will be bash+fire. Has standard priority. Counterattacks have +10 base accuracy at all levels.

Now here's an upper-tier Guard skill I actually really like. Again, less reduction than standard Line Guard, but that damage can actually stack up pretty quickly, especially at rank 10. Rank 10 Counter Guard activating on a random hit skill that, say, hit the front row six times? Hello 1800% damage.


Divide Guard
Requirements: Gun Mount level 3
Required equipment: Shield
Body parts used: Arms



Targets one ally. The caster will take all damage for that ally for one turn. From levels 2-10, the caster takes reduced damage from attacks redirected by Divide Guard. Has standard priority.

Eh. There's not a lot of instances in EO5 where I'd say you really want to protect one party member instead of a row or the entire party.


Full Guard
Requirements: Recovery Guard level 3, Counter Guard level 3, Divide Guard level 3
Required equipment: Shield
Body parts used: Arms



Reduces all cut, stab, bash, fire, ice, and volt damage to the party for one turn. After use, Full Guard goes on cooldown for a set amount of turns. Has standard priority.

Costs a boatload of TP at all levels, has a giant cooldown, and is still useful for a lot of situations. It's not quite as good as Material Guard if you're blocking fire/ice/volt damage (it'd be dumb if it was), but eh. You have to be really sure about when to use it, like I said, because that TP cost is loving massive. At level 60 (a decent level for fighting the final boss), without a TP Up weapon, an Earthrun Adamantine Dragoon will have 165 max TP. The one saving grace of all of this is that, despite the cooldown, you can replicate the effect of Full Guard with Gun Mount--for far less TP, too!


Soul Guard
Requirements: Recovery Guard level 3, Counter Guard level 3, Divide Guard level 3
Required equipment: Shield
Body parts used: Arms



Reduces STR-based damage taken by one row for one turn. Allies under the effect of Soul Guard have a chance to survive mortal damage at 1 HP. Has standard priority.

Kind of like a one-turn CPR (or Dauntless Order, to a lesser extent) that also reduces physical damage. You could conceivably make use out of it when dealing with bosses that have single or row-target overkill skills, although whether you want to bet on a 66% chance at rank 10 is your own decision.


Shield Throw
Requirements: None
Required equipment: Shield
Body parts used: Arms



Deals ranged STR-based cut damage to one row of enemies. Shield Throw uses some function of the user's equipped shield's DEF as a substitute for weapon ATK. Has a 60% speed modifier and 75 base accuracy at all levels. For comparison, swords have 97 base accuracy.

...Okay? Why would I want to use an attack skill that effectively has -20 base accuracy?


Preemptive Roar
Requirements: Dragon's Roar level 3



Gives the user a chance to use Dragon's Roar on themselves at the start of battle.

Eh. 5 skill points for a 67% chance to use Dragon's Roar? I'll pass.


Dragon Force
Requirements: Preepmtive Roar level 3



Gives a chance for the user and any party members in their row to nullify STR-based damage.

Not too hot on Dragon Force. Dragoons do end up needing quite a lot of skill points, and investing 10 of them for what works out to a 15% defense buff isn't my idea of good.


Preemptive Bunker
Requirements: Defensive Position level 3



Gives the user a chance to use Bunker at the start of battle.

Nah.


Gunpowder Dragoon Skills
Common Passives: Phys ATK Up, TP Up

Gun Revenge
Requirements: None



Increases the damage of artillery skills when either a shield skill activates, or when a Bunker or Pillbox is attacked.

A really good passive, probably one of the best ones in the game. Getting nine stacks of this is less hard than other stack-based skills, since activating Line Guard or Material Guard really does not take much, and the nature of Bunkers and Pillboxes mean they'll draw attacks pretty frequently too. Once you get nine stacks at rank 10, your Dragoon deals over 2.5x damage for the rest of the battle.


Bombardment Prep
Requirements: TP Up level 3
Body parts used: Head



Increases the damage, non-base accuracy, and speed of the artillery skill used on the next turn. Has no speed modifier at all levels.

One of two unconditional charge skills in the entirety of EO5, and this one's pretty decent, aside from its somewhat steep TP cost. Worth investing in once you've got all of the Cannon skills that you want.


Rapid Cannon
Requirements: Barrage Wall level 3
Body parts used: Arms



Deals ranged STR-based bash damage to one enemy. Has absolute priority and +20 base accuracy at all levels.

Deals the most damage of the three basic Cannon skills, although that's not saying a lot, given that Gun Mount deals more at rank 10, and replicates shield skills too.


Curse Cannon
Requirements: Barrage Wall level 3
Body parts used: Arms



Deals ranged STR-based bash damage to one enemy. Attempts to inflict curse on the target. Has a 60% speed modifier and no base accuracy modifier at all levels.

Curse is an absurdly trash ailment, that's all I really need to say.


Hypno Cannon
Requirements: Barrage Wall level 3
Body parts used: Arms



Deals ranged STR-based bash damage to one enemy. Attempts to inflict sleep on the target. Has a 60% speed modifier and no base accuracy modifier at all levels.

This, on the other hand, is better. Sleep has its uses, and Dragoons already being weighed down by their equipment plus that 60% speed modifier means you can usually inflict sleep once your damage dealers have all taken their turns. On the other hand, that also means it'll probably go off after the target's taken their turn, too.


Buster Cannon
Requirements: Rapid Cannon level 3, Curse Cannon level 3, Sleep Cannon level 3
Body parts used: Arms



On the next turn, deals ranged bash+fire damage to one enemy. Damage is doubled when attacking a front row enemy while the caster is in the front row, multiplied by 1.5x when attacking a front row enemy while the caster is in the back row or vice versa, and is not increased when attacking a back row enemy while the user is in the back. The user cannot select another action on the turn where Buster Cannon activates. If the user is incapacitated or their arms become bound, Buster Cannon will not activate. The initial cast has a 90% speed modifier at all levels. The actual hit has inverse priority and a 1000% speed modifier, and no base accuracy modifier at all levels.

I'm gonna be blunt: Buster Cannon is far less good than it may seem. My first thoughts when I looked at its data were "holy poo poo this is Front Mortar all over again," but the fact that it effectively eats two turns means that your Dragoon's effective damage per turn is half of whatever Buster Cannon advertises on the tin. You can't even use Bombardment Prep with it, since that doesn't last long enough to apply to Buster Cannon's actual hit.


Pillbox
Requirements: Defensive Position level 3
Body parts used: Arms



Creates a Pillbox in the summon row. The Pillbox has 10 HP. In addition to having a DEF value, the Pillbox also has a set resistance to all damage. The Pillbox has an increased base chance of drawing enemy attacks. When the Pillbox is attacked, it will counterattack the source of damage. The counterattack is bash damage, and is based solely on the Pillbox's ATK value. Has no speed modifier at all levels.

Bunkers, but with less enemy aggro, and with the ability to counterattack. 500 ATK is a lot, incidentally--it's equivalent to a character with 250 STR, equipped with a 250 ATK weapon, performing a normal attack. I really like Pillbox, honestly, but that rank 10 TP cost is a little steep.


Gun Support
Requirements: Pillbox level 3



When the user reduces damage they themselves take, or negates an attack entirely (ie. another Dragoon activating Dragon Force), they have a chance to create a Pillbox.

34% (at most) chance to create a Pillbox for free when the user reduces damage to themselves (that second condition is almost guaranteed to never activate)? Sure, why not.

Rea
Apr 5, 2011

Komi-san won.
Mechanics: Races

In sharp contrast to previous EO games, where each class had their own unique stat growths, EO5 now has four different races that have their own base stats, which are then slightly modified by specializations. In addition, each race has their own selection of small-but-useful racial passives and Union skills.

I'm not really smart enough to discuss the deeper implications of the race system on a game design and balance level, so let's just talk about them.


Earthrun
Earthrun Classes: Fencer, Dragoon, Cestus, Reaper



(Full stat table)

Earthruns, like humans in a lot of other games with race systems, are a middle-of-the-road, phys-oriented race. Highest HP, decent STR, highest VIT, and, strangely enough, highest LUC. Their TP, INT, and WIS are all pretty bad--and by bad, I mean they have the lowest TP of any race. While Cesti can usually deal with this since their skills generally don't cost too much relative to their max TP, the other three classes tend to have pretty serious TP issues throughout most of the game.

Earthrun Race Skills:
  • Level 1: Grace of the Earth, Fishing, Woodland Search Skills
  • Level 5: Organizational Skills, Woodland Gathering Skills, Animal Husbandry
  • Level 10: Martial Arts, Serving Power, Armor Mastery
  • Level 15: Body Improvement, Athletic Training, Self Study
  • Level 20: The Earth's Favor, Anatomy, Gourmet

Earthrun Union Skills:
  • Level 1: Blessed Light. Requires 1 person. Restores 15% to 30% of all party members' max HP. Heal depends on user level.
  • Level 5: Basic Resuscitation. Requires 2 people. Revives one dead party member. Healing power depends on user levels--scales from 1 to 270.
  • Level 10: Tri-Shield. Requires 3 people. Nullifies the first three enemy attacks for one turn.
  • Level 15: Black Mist. Requires 4 people. Doubles the chance of inflicting ailments (excluding stun and instant death) and binds for one turn.
  • Level 20: Indomitable Spirit. Requires 5 people. Nullifies all ailments and binds for one turn. In addition, all party members have a 50% chance to survive fatal damage at 10% HP.


Lunarian
Lunarian Classes: Warlock, Necromancer



(Full stat table)

Lunarians are the spellcasting race. That is basically all they're good for. They have the best TP and INT of any race, decent WIS and AGI, and bad HP, STR, VIT, and AGI. They cannot survive hits on the frontline, not helped by the fact that neither of their innate races can wear armor heavier than clothes. They can take magic hits a bit better than Earthrun and Therians, at least. Their LUC also means that they can make for decent disable inflictors--which is pretty important, since that's a large part of Warlock Spec 1, and Necromancers overall.

Lunarian Race Skills:
  • Level 1: Grace of the Moon, Chop, Sense Mana
  • Level 5: Anatomy, Night Vision, Gourmet
  • Level 10: Bestow Mana, Serving Power, Barrier of Selflessness
  • Level 15: Body Improvement, Athletic Training, Self Study
  • Level 20: The Moon's Favor, Animal Husbandry, Concentration

Lunarian Union Skills:
  • Level 1: Enchant. Requires 1 person. Gives all party members' normal attacks fire+ice+volt element for one turn.
  • Level 5: Paradigm Shift. Requires 2 people. Attempts to transfer one party member's ailments/binds to one enemy, with a 50% base chance.
  • Level 10: Curse Magic. Requires 3 people. For one turn, when any party members deal fire/ice/volt damage, they have a chance of inflicting a random ailment on their target. Base chance is unknown.
  • Level 15: Triple Magic. Requires 4 people. Deals ranged INT-based fire damage, ice damage, and volt damage (each element is a separate instance of damage) to all enemies. Damage scales from 100% to 200% per hit, based on user level.
  • Level 20: Chain Blast. Requires 5 people. Deals ranged INT-based almighty damage to all enemies. Attempts to bind hit targets' head, arms, and legs, with a 150% base chance. Damage scales from 100% to 300%, based on user level. All secondary Union targets (everyone but the initiator) are left with 40% Union after use.


Therian
Therian Classes: Hound, Masurao



(Full stat table)

Therians are the physical damage race--they have the highest STR and AGI of the races. Their TP's also quite a bit better than Earthruns, but it still doesn't really stack up to Lunarians or Brownies. Their LUC isn't garbage, but it's also not terribly optimal for inflicting stuff. Unfortunately, their defenses can be pretty lacking. While they do have the second highest HP of the races, they also have mediocre VIT, and the worst WIS of the races, meaning they really do not take magic hits well. Their defense problems are at least somewhat mitigated by Masuraos being able to wear heavy armor (although that doesn't help a lot with magic), and Hounds being best put in back row anyway.

Therian Race Skills:
  • Level 1: Grace of the Battlefield, Hunting Skills, Mine
  • Level 5: Acrobatics, Vigilance, Feats of Strength
  • Level 10: Woodland Search Skills, Fishing, Mind's Eye
  • Level 15: Body Improvement, Athletic Training, Self Study
  • Level 20: The Battlefield's Favor, Armor Mastery, Organizational Skills

Therian Union Skills:
  • Level 1: Giant Swing. Requires 1 person. Deals melee STR-based damage to all enemies. Damage scales from 100% to 250% based on user level.
  • Level 5: Spirit Bond. Requires 3 people. For one turn, when any party members deal cut/stab/bash damage, they have a chance of inflicting a random bind on their target. Base chance is unknown.
  • Level 10: Attack Heal. Requires 3 people. For one turn, when the initiator deals damage, all party members recover 30% of whatever damage they deal.
  • Level 15: Triple Attack. Requires 4 people. Deals ranged STR-based cut+stab+bash damage to one enemy. Damage scales from 200% to 450% based on user level. All secondary Union targets (everyone but the initiator) are left with 40% Union after use.
  • Level 20: Simultaneous Attack. Requires 5 people. Each party member attacks every enemy with their equipped weapon. Each attack attempts to inflict stun, with a 200% base chance. Damage scales from 100% to 190% per hit, based on user level.


Brownie
Brownie Classes: Shaman, Herbalist



(Full stat table)

Brownies are... Um... The support race. Kind of. I guess. Their stats are all over the place--their HP's just a little better than Lunarians, their TP is just a little worse than Lunarians, they have the absolute worst STR of any race, their INT's just a little shy of Lunarians, their VIT's actually pretty good (better than Therians, anyway), they have the absolute best WIS of the races (matters a lot more for Herbalists since healing uses WIS), AGI that's actually not too far from Earthrun, and absolute loving garbage LUC.

Brownie Race Skills:
  • Level 1: Grace of the Wind, Take, Animal Husbandry
  • Level 5: Serving Power, Fishing, Knowledge of Medicinal Plants
  • Level 10: Organizational Skills, Barrier of Selflessness, Acrobatics
  • Level 15: Body Improvement, Athletic Training, Self Study
  • Level 20: The Wind's Favor, Haggling, Gourmet

Brownie Union Skills:
  • Level 1: Defense Order. Requires 2 people. Reduces all damage taken by all party members by 50% for one turn.
  • Level 5: Fast as Lightning. Requires 3 people. All party members will act before all enemies for one turn.
  • Level 10: Taboo Method. Requires 3 people. All buffs and debuffs on all party members and enemies are forced to last for one more turn.
  • Level 15: Hygieia's Cup. Requires 4 people. Fully restores all party members' HP, purges all ailments and binds, and revives all dead party members at full HP.
  • Level 20: Aegis Shield. Requires 5 people. Nullifies all attacks against party members for one turn.


Race Skills

Grace of the Earth/Moon/Battlefield/Wind
Can be learned by: All races (Level 1)

When a character uses a Basic skill, they have a chance (feels like it's anywhere from 10% to 25%) to restore ((TPCost / 5) + 1) of whatever TP they used on the skill.


Fishing
Can be learned by: Earthrun (Level 1), Therian (Level 10), Brownie (Level 5)

Enables the use of fishing points in Labyrinths.


Woodland Search Skills
Can be learned by: Earthrun (Level 1), Therian (Level 10)

Required for certain Adventure Episodes. Increases the user's AGI.


Organizational Skills
Can be learned by: Earthrun (Level 5), Therian (Level 20), Brownie (Level 10)

Increases the party's max inventory space by 5 for every party member that knows Organizational Skills. Increases the user's VIT.


Woodland Gathering Skills
Can be learned by: Earthrun (Level 5)

Lets the user find extra materials (and gold items) from Take, Chop, and Mine points.


Animal Husbandry
Can be learned by: Earthrun (Level 5), Lunarian (Level 20), Brownie (Level 1)

Required for certain Adventure Episodes, and for the chicken pseudo-quest on 1F.


Martial Arts
Can be learned by: Earthrun (Level 10)

Increases the user's resistance to all bind types by 10%.


Serving Power
Can be learned by: Earthrun (Level 10), Lunarian (Level 10), Brownie (Level 5)

Increases the user's resistance to ailments (excluding instant death and stun) by 10%.


Armor Mastery
Can be learned by: Earthrun (Level 10), Therian (Level 20)

Increases the user's resistance to cut/stab/bash damage by 5%.


Body Improvement
Can be learned by: All races (Level 15)

Increases the user's STR and VIT.


Athletic Training
Can be learned by: All races (Level 15)

Increases the user's AGI and LUC.


Self Study
Can be learned by: All races (Level 15)

Increases the user's INT and WIS.


The Earth's/Moon's/Battlefield's/Wind's Favor
Can be learned by: All races (Level 20)

When a character uses a Master skill, they have a chance (feels like it's anywhere from 10% to 25%) to restore ((TPCost / 5) + 1) of whatever TP they used on the skill.


Anatomy
Can be learned by: Earthrun (Level 20), Lunarian (Level 5)

Increases enemy drop rates by 10% for each party member that knows Anatomy. Increases the user's INT.


Gourmet
Can be learned by: Earthrun (Level 20), Lunarian (Level 5), Brownie (Level 20)

Doubles the amount of HP and TP restored by food items.


Chop
Can be learned by: Lunarian (Level 1)

Lets the user find extra materials (and gold items) from Chop points.


Sense Mana
Can be learned by: Lunarian (Level 1)

Required for certain Adventure Episodes. Increases the user's INT.


Night Vision
Can be learned by: Lunarian (Level 5)

Required for certain Adventure Episodes. Increases the user's non-base accuracy by 30.


Bestow Mana
Can be learned by: Lunarian (Level 10)

Increases the damage of Jar items by 30%. Increases the user's INT.


Barrier of Selflessness
Can be learned by: Lunarian (Level 10), Brownie (Level 10)

Increases the user's resistance to fire/ice/volt by 5%.


Concentration
Can be learned by: Lunarian (Level 20)

Gives the user a chance to nullify sleep. The chance scales from 15% to 40%, based on the user's level.


Hunting Skills
Can be learned by: Therian (Level 1)

Required for certain events and Adventure Episodes. Increases the user's STR.


Mine
Can be learned by: Therian (Level 1)

Lets the user find extra materials (and gold items) from Mine points.


Acrobatics
Can be learned by: Therian (Level 5), Brownie (Level 10)

Affects certain Adventure Episodes. Increases the user's non-base evasion by 30.


Vigilance
Can be learned by: Therian (Level 5)

Increases the preemptive attack rate by 30% for each character that knows Vigilance. Increases the user's WIS.


Feats of Strength
Can be learned by: Therian (Level 5)

Required for and affects certain Adventure Episodes. Increases the user's STR.


Mind's Eye
Can be learned by: Therian (Level 10)

Gives the user a chance to nullify blind. The chance scales from 15% to 40%, based on the user's level.


Take
Can be learned by: Brownie (Level 1)

Lets the user find extra materials (and gold items) from Take points.


Knowledge of Medicinal Plants
Can be learned by: Brownie (Level 5)

Increases the restoration power of healing items by 50%.


Haggling
Can be learned by: Brownie (Level 20)

Reduces the price of items in Ceric's shop by 5%. Does not stack with other instances of Haggling in the party! Increases the user's WIS.


Innate Union Skills

Analyze
Requires: 1 person

Adds one enemy's information to the Monstrous Codex.


Double Attack
Requires: 2 people

Both participants attack one enemy twice with their equipped weapons. Double Attack is melee range, regardless of the user's equipped weapon. Damage scales from 150% to 400% per hit, based on the user's level. The secondary participant is left with 40% Union after use.


Flee
Requires: 3 people

If the battle is not unescapable (ie. boss fights), immediately ends the battle and returns the party to the last used stairs or Geomagnetic Pole.


Magic Heal
Requires: 4 people

Restores all party members' TP. The restoration amount is ((MaxTP * 0.03) + 6).

Rea fucked around with this message at 10:23 on Dec 5, 2016

Rea
Apr 5, 2011

Komi-san won.


Cesti are a combination damage-dealing and disabling class--think whip Dark Hunters from EO1/2/U/2U. They punch things! Sometimes the punching results in binds and can result in combos based on the binds, sometimes the punching plays with the user's HP and is amplified by the user losing HP. My point is that Cesti are about punching in various fun ways, and they're one of my favorite classes in EO5. I tend to err more on the disabling side of things, since I have a very disable-heavy playstyle, but that's just me. The only real disadvantage to Cesti is that their multi-target options are severely lacking, almost non-existent if you're going the disable-heavy path.


Stats

Earthrun Base


Combo Boxer: Disable-focused
(Full stats table)

Devastating Fistfighter: HP manipulation-focused
(Full stats table)

Basic gist of the stats: Combo Boxers have slightly more TP and AGI, and significantly more LUC, while Devastating Fistfighters have more HP, STR, VIT, and WIS.

Cesti can equip gauntlets, and can wear light armor and clothes.

For reclasses, there's no question for Combo Boxers: Earthrun is the only option for them, since that specialization isn't entirely focused on damage and relies more on disables--Therians, with their lower LUC, wouldn't do so hot. For Devastating Fistfighters, you could use a Therian for them for the extra STR, but their lower HP and VIT, and significantly lower WIS, make it a lot harder to keep them alive to actually use the skills that benefit from lower HP.


Basic Skills
Common Passives: Phys ATK Up

Gauntlet Mastery
Requirements: None



Increases damage dealt with gauntlets.


Flicker / Arm Break / Liver Blow
Requirements: None
Body parts used: Arms



Deals melee STR-based bash damage to one enemy. Attempts to bind the target's head (Flicker), arms (Arm Break), or legs (Liver Blow). Has a 90% speed modifier and +5 base accuracy at all levels.

The most basic, and also the most important, skills for the Combo Boxer line (even though they're Basic skills). If you've played any EO game with Dark Hunters, these should look very familiar--they're Gag, Cuffs, and Shackles all over again. They're not quite as powerful as they were in EO2U, but they also cost FAR less TP, and are designed to work perfectly with...


One-Two
Requirements: Flicker level 3, Arm Break level 3, Liver Blow level 3
Body parts used: Arms



Deals melee STR-based bash damage to one enemy. The user has a chance to follow up the initial One-Two hit with Flicker, Arm Break, and Liver Blow, if the target does not have the body part for that respective skill bound. If the target's arms are bound, for example, Flicker and Liver Blow can activate, but Arm Break cannot. The skills are rolled for in this order: Flicker, Arm Break, Liver Blow. Each skill is rolled for individually--failing to roll for Flicker, for example, means that Arm Break and Liver Blow can still activate. Despite the name, One-Two does not stop after one follow-up. Has a 90% speed modifier and +5 base accuracy at all levels.

This is where the "Combo" part of Combo Boxer starts to come into play. One-Two is both very fun to use (it's very satisfying to watch four punches in one action, plus the potential build-up of binds) and very effective, both in terms of TP cost and action economy (assuming you want one bind in particular, in which case you should probably just use the singular bind punch instead of One-Two).


Bloodlust
Requirements: None



When the user loses HP, they have a chance to attack an enemy with their equipped weapon. Bloodlust can activate on self-inflicted HP loss, such as Giving it Everything. Any modifiers to the user's normal attacks are applied for Bloodlust. For example, if the user has a Fire Oil effect, Bloodlust counterattacks will be bash+fire. Bloodlust attacks have +5 base accuracy.

Ew, no thanks. 10 skill points for a 50% chance to use a normal attack when losing HP?


Giving it Everything
Requirements: Bloodlust level 1
Body parts used: Head



Places a buff on one party member that increases their STR-based attack, at the cost of losing a percentage of their current HP whenever they act, for 4 turns. Because the HP loss from Giving it Everything is a percentage of current HP, not max HP, the HP loss from it cannot kill the buff owner. Has a 40% speed modifier at all levels.

On the other hand, yes PLEASE. Giving it Everything is the strongest attack buff in the game, and while the HP loss might seem pretty significant (because it is), it loving doubles a party member's physical damage at level 10. As long as you have either a dodgetank Fencer (to just fully take attacks off the buff target) or a Dragoon with probably Soul Guard (to potentially soften the blow if the buff target takes mortal damage), physical damage dealers can seriously wreck face with this--especially Masurao Spec 2, where crits (Sword God makes it so that crits apply to skills too) will deal quadruple the Masurao's normal damage.


Raijinken
Requirements: None
Body parts used: Arms



Deals melee STR-based bash+volt damage to one enemy. If the target is not killed by Raijinken, the user suffers backlash damage--a percentage of the damage they just dealt. Has a 130% speed modifier and +10 base accuracy at all levels.

The most basic of the Devastating Fistfighter skills. It actually deals quite a lot of damage early on, I will admit, but it does start to fall off as the game goes on.


Kijinken
Requirements: None
Body parts used: Arms



Consumes a percentage of the user's current HP to deal melee STR-based bash damage to one enemy, with splash damage. Has an 80% speed modifier and no base accuracy modifier at all levels.

One of two innate multi-target damage option for Devastating Fistfighters, and the absolute only innate option for Combo Boxers. Damage is kind of pitiful, but that's to be expected from a multi-target Basic skill, honestly. If you really want to go full bore on the HP loss-based gimmicks for Devastating Fistfighter, you might want to leave Kijinken at low levels to keep the current HP loss higher.


Combo Boxer Skills
Common Passives: Curb ATK Up, Speed Up

Double Punch
Requirements: None



When using Flicker, Arm Break, Liver Blow, or Corkscrew on their own (not as follow-ups from One-Two or Lead Blow), if the skill fails to inflict its ailment/bind, the user has a chance to use the skill again.

Double Punch is really drat good if you want your Cestus to prioritize disabling over just comboing with One-Two or Lead Blow.


Corkscrew
Requirements: None
Body parts used: Arms



Deals melee STR-based bash damage to one enemy. Attempts to inflict paralysis on the target. Has a 90% speed modifier and -5 base accuracy at all levels.

Corkscrew is pretty mediocre on its own (paralysis's usefulness pales in comparison to that of binds), but where its real use lies is both providing setup for, and giving an extra hit to...


Lead Blow
Requirements: One-Two level 5, Corkscrew level 2
Body parts used: Arms



Deals melee STR-based bash damage to one enemy. If the target has an ailment and/or binds, follows up with the following skills: Flicker for head bind, Arm Break for arm bind, Liver Blow for leg bind, and Corkscrew for any ailment. The follow-up skills have a multiplier applied to their damage. While the description for the skill says "follow up with the skill that causes the same ailment," Lead Blow will activate Corkscrew if the target has any ailment at all, not just paralysis. Has a 90% speed modifier and no base accuracy modifier at all levels.

Here it is: the Combo Boxer's ultimate damage skill. Assuming level 10 for all skills involved, even if you only proc one of the bind punches and Corkscrew, you still deal (150% + 337% + 360%) = 847% damage, which can go up to 1881% damage if the target is fully bound and has an ailment (which isn't impossible).

Oh, and don't forget Giving it Everything, too, which can propel the damage to absurd levels (for anyone who doesn't feel like doing mental math: level 10 GiE means that the bind + ailment hit would deal 1694% damage, while the fully bound + ailment hit would deal 3762% damage).


Rush Out
Requirements: Speed Up level 5
Body parts used: Arms



Deals multiple instances of melee STR-based bash damage to random enemies. Can hit the same target multiple times. The amount of attacks Rush Out deals is equal to the number of times the user hit an enemy on the last turn. As an example, if the user used One-Two and activated all three follow-ups, Rush Out would hit four times. Using Rush Out on the last turn does not count for hits given on the next turn. Has an 80% speed modifier and -10 base accuracy at all levels.

Uhhhhhhhhhhhhhhhhh. No clue what the use case for this thing is, to be very frank with you.


Cross Counter
Requirements: Giving it Everything level 5
Body parts used: Arms



For one turn, when an ally in the same row as the user takes STR-based damage, the user will attack the source of damage with their equipped weapon. Attempts to bind whichever body part was used to attack the damage receiver. If the source was a normal STR-based attack, Cross Counter (most likely) will attempt to bind the source's arms. Any modifiers to the user's normal attacks are applied for Cross Counter. For example, if the user has a Fire Oil effect, Cross Counter counterattacks will be bash+fire. Cross Counter only works once per turn. Initial prep has standard priority and a 1500% speed modifier at all levels. Counterattacks have +50 base accuracy at all levels.

An otherwise great skill kind of hamstrung by the one activation per turn limit. I guess multiple activations would make it ludicrously overpowered, but I still have the right to be disappointed.


Interval
Requirements: None
Body parts used: None



Can only be used if the user has a bind or ailment. Removes all binds and ailments from the user. If a bind or ailment is removed, increases the user's damage on the next turn. Has a 200% speed modifier at all levels.

Theoretically has its uses when going up against a disable-heavy boss, but is mostly designed to work with Clinch--although, for the latter, if you rotate Clinch -> Interval -> Attack, you're losing damage in the long run, since you spend three turns for 2.5x damage.


Arm Block
Requirements: None
Body parts used: Arms



Reduces the chance of being afflicted with ailments and binds for party members in the user's row for a set amount of turns. Has standard priority and a 70% speed modifier at all levels. The speed modifier is only taken into account when dealing with other standard priority skills.

Nah.


Clinch
Requirements: Interval level 3, Arm Block level 3
Body parts used: None



Attempts to bind the head, arms, and legs of both one enemy and the user. Each bind is rolled for individually. Has an 80% speed modifier at all levels.

Stigmata from EOU/2U, but less effective, less cumbersome to use, and with more consistent internal logic. If you really want to go all-in on Lead Blow, this is a more efficient way of trying to bind an enemy than just spamming One-Two or individually waiting for the bind punches to land binds.


Devastating Fistfighter Skills
Common Passives: HP Up, Curb DEF Up

Grit
Requirements: None



Increases the user's damage when their HP is below a certain percentage of their maximum.

Grit's kind of dicey to really use if you're not using Giving it Everything on your Cestus--but, honestly, if you're going down the Devastating Fistfighter path, you really, REALLY should be using Giving it Everything.


Vajra Stance
Requirements: None
Body parts used: Arms



Increases defense against STR-based attacks for the user and any party members in their row for a set amount of turns. Has a 70% speed modifier at all levels.

Excuse me for one moment while I laugh at a defense buff that caps out at 25% at levels 9/10.


Soul Smash
Requirements: None
Body parts used: Arms



Deals melee STR-based bash damage to all enemies. Heals the user for a percentage of the damage dealt. Has an 80% speed modifier and -5 base accuracy at all levels.

Gives Devastating Fistfighters a way to contribute meaningfully to random encounters, and a little bit of sustain. I wouldn't necessarily max it out, but it's still useful.


Ougi Rengokusatsu
Requirements: Vajra Stance level 5, Soul Smash level 5
Body parts used: Head



For one turn, the user will endure mortal damage once. The user's damage on the next turn is increased by some unknown function of the base increase and how much HP they have remaining. If I had to guess, the base damage increase and the percentage of HP the user is missing are added together to create the final multiplier. Essentially, surviving a fatal hit would leave the user at 1% HP (assuming the game rounds the % value), meaning that the damage increase would be 150% + 99% = 249%. It's roughly in line with what Interval gives, anyway. Has a 200% speed modifier at all levels.

A really goddamn strange charge skill that's also really goddamn dangerous to try and make use of. It can work if you're not dealing with enemies that don't have random-target skills, I guess, but... Ehhh. At least the endure effect also means that, assuming your Cestus doesn't get healed before they act next turn, they'll also get a guaranteed Grit bonus.


Giant Killer
Requirements: None
Body parts used: Arms



Deals melee STR-based bash damage to one enemy. Damage is increased if the target has a higher percentage of their max HP than the user does--ie. if the user has 50% of their max HP and the target has 80%, the damage is amplified. While I'm not entirely certain if the damage bonus is additive or multiplicative, I see no reason to not assume it's additive--the scaling makes much more sense this way, as the increases per level are consistent. Has a 150% speed modifier and no base accuracy modifier at all levels.

Best used in the opening of FOE/boss fights, obviously. The damage from it can actually stack up really drat quickly between Giving it Everything and Grit bonuses--a level 10 amplified Giant Killer with level 10 GiE and Grit will deal 1800% damage. The issue is that you're investing skill points in a skill that's useful as an opener, but which becomes harder to use as the fight goes on. That doesn't make it useless, mind you, just that you might want to consider how much you value big opening damage. Combos pretty well with Ougi Rengokusatsu, if that's your thing, since the endure effect will leave your Cestus at 1 HP.


Back from the Dead
Requirements: Giving it Everything level 3
Body parts used: Arms



Deals melee STR-based bash damage to one enemy. Damage is affected in some way by how low the party's HP is. I cannot make any reasonable guesses on my own for how the damage is affected by the party's HP. However, the SQ5 @wiki has a few guesses based on hand-testing:

  • The base damage is dealt when the party has completely full HP
  • A party average of 50% HP gives roughly a 66% damage bonus
  • A party average of 1% HP gives roughly a 500% damage bonus
  • The bonus is affected in some way by how much raw HP each party member is missing, not just the percentage

Has a 20% speed modifier and +50 base accuracy at all levels.

...Um. Okay. I called Ougi Rengokusatsu weird, but this one takes the drat cake.


Ougi Tenchihaten
Requirements: Giant Killer level 3, Back from the Dead level 3
Body parts used: Head



Increases the user's damage on the next turn based on how much HP they recover on the turn that Ougi Tenchihaten is casted. How the damage increase value is modified is a mystery. The @wiki says that going from 1 HP to full HP in one turn made the test subject deal almost 4x damage on the next turn. Has a 200% speed modifier at all levels.

I have my reservations about giving opinions on a skill that, truthfully, I have no idea how it works, but:
  • The HP recovery gimmick is really hard to actually take advantage of, unless you combo it with Ougi Rengokusatsu I guess??
  • Holy poo poo if that @wiki testing is true


Kishinken
Requirements: Kijinken level 3
Body parts used: Arms



Consumes a percentage of the user's current HP to deal melee STR-based bash damage to one enemy. Has an 80% speed modifier and no base accuracy modifier at all levels.

Low damage. Boring.

Rea
Apr 5, 2011

Komi-san won.
Update 7: Rockface Rumble



Um, Kaelin. I'm really, really, really appreciative that you charge my things... But, um, do you think it'd be possible to be...nicer to everyone else?
Hm? Why should I? Everyone is so very below me. I only rank you slightly higher because your "games" provide interesting ways to pass the time and ever-so-slightly challenge my wits.
If you look up "lost cause" in the dictionary, Mio, you'll see a picture of Kaelin.
Hm? Did I hear something? Perhaps a 15 year old farm boy expressing his invalid opinions about other people?
...
Uh... Okay, maybe "everyone else" is a bit much to start... How about Magda?
Her? That Herbalist wannabe who can only succeed by failing in rapid succession? Ha.




We begin today not with the 2nd Stratum, but with killing a crayfish.

i am vengeance



Those claws will make for an excellent trumpet!





Red Iron Crayfish
HP: 2153
STR: 44
INT: 44
VIT: 30
WIS: 27
AGI: 27
LUC: 25
Skills:
  • Ice Slicer: Uses the legs. Deals 150% ranged INT-based ice damage to one row of party members. Has an 80% speed modifier and 99 base accuracy.
Drops:
  • Normal: Crimson Carapace. 100% chance. Sells for 111 en.
    • 1 needed to make Red Boots (+7 DEF, +7 MDEF).
    • 1 needed to make Ice Charm (+30% ice resistance).
    • 1 Crimson Carapace and 1 Bent Claw (Forest Monkey) needed to make Red Shell Coffin (+35 ATK, +38 MATK, Freeze Break, Silver x3).
  • Conditional: Chopped-off Pincer (Kill with cut damage). 100% chance. Sells for 164 en.
    • 1 needed to make Scissor Cannon (+30 ATK, +32 MATK, Ice Slicer, Silver x3).
Damage Resistances:
75% 75% 100%
100% 50% 150%
Disable Resistances:
50% 100% 50% 50% 50% 100% 50%
10% 50%
50% 50% 50%

Do you have some way to survive Ice Slicer? Good job, you can probably win against the Crayfish, as long as you have at least some non-physical damage.



(Predict.)

Might as well have Alexis dodge Ice Slicer.




(Liver Blow.)

Ice Slicer uses the legs, so I want Cecil to bind those.




(Miasma Weapon.)

Gonna try to go for a paralysis on the crayfish.




(Magic Shield.)

I'd rather have Kaelin just get Amplifier out of the way, but I also kind of want my front line to, y'know, live.




(Prayer: Cold Rain.)

Same reasoning as Magic Shield. I'd rather have Mio use Prayer: Eradication, but that's secondary to making sure I still have a front line.



IF THAT WAS JUST A COUPLE OF OCTAVES LOWER, THAT'D BE THE SOUND OF A TIMPANI!


Protect us, Hitsugaya!
...Who?
Uh... An...icy death god! Yeah.
"Japan" has quite the odd deities.



(Ice Slicer.)

Hah!
COLD COLD COLD AAAAAAAGH!

Stacking both Magic Shield and Prayer: Cold Rain was the right call.



(Amplifier and Prayer: Eradication.)

NOW I get to use the fun buffs.




(Scythe of Numb Stasis.)

Ooh, first try.




(Normal attack.)

At least Ice Slicer is really the only dangerous thing that the crayfish can do.



I'LL PUT THAT FIN TO USE AS A WIND INSTRUMENT!
If I may interrupt your blind, irrational rage for one second: How, exactly, do you plan to do that?
I'LL FIND A WAY.



(One-Two.)

Now that I actually have the bind I really want, I might as well show One-Two. (It's level 1 right now, incidentally.)




(Lightning.)

The crayfish is weak to volt, so it only stands to reason that I'd use Lightning. You could use Ice Lance if you feel like losing, I guess.




And now Mio's run out of things to do.


This is below even child's play.



One-Two's initial hit sucks, but...



What you saw there was Arm Break. One-Two has a chance (34% at level 1) to use a basic bind punch (Flicker, Arm Break, Liver Blow) that corresponds to any binds the target doesn't have--for example, if the enemy has their head bound, One-Two could trigger either Arm Break or Liver Blow, but not Flicker.



It can ramp up pretty quickly.



6 turns in, and we're doing pretty well, given that we only have Kaelin for elemental damage.



(Red Iron Crayfish is observing the situation.)

Oh, yeah, the crayfish'll sometimes just skip turns. Fine by me!




(Defeated Red Iron Crayfish!)



Could you have perhaps cooked the crayfish, instead?
If you would consider extraneous food a priority over victory.

(Received 1 Crimson Carapace.)

Eh, whatever, I'll get the conditional later.





We got a Crimson Carapace, which we need for New menu development.









Looks like you got what the chef was asking for. Good work. Oh, is this it? It's huge... Just from the size alone, I can't really picture how it would be used in a meal, but maybe a pro chef knows what they're doing. Maybe I should pay their restaurant a visit to check it out? As always, I'll handle the delivery, so don't worry, it's getting to the client. I suppose I'd better also deliver your reward. Again, good work. Just keep it up and you'll do fine.



(Obtained 3 Boiled Crayfishes.)







Sylphid counterattacks now deal 71% damage, and Sylphid now has a 115% base chance to counter.



Feeble Miasma now increases infliction chances by 1.31x.



So close to Oracle: Dance.




Let's get back to it, then.



I'll need someone with Acrobatics if I want to actually make use of this event.



Hmm... You know, I've never actually tasted turkey before.
Ooh, I can cook something when we get back! Raven, you're gonna eat with us too, right?!
Um, s-sure.


Numbing Zemmy
HP: 259
STR: 39
INT: 28
VIT: 26
WIS: 25
AGI: 33
LUC: 38
Skills:
  • Dying Curse: Used upon death. Uses the head. Attempts to inflict paralysis on all party members, with a 60% base chance. Has an 80% speed modifier.
Drops:
  • Normal: Brown Feather. 55% chance. Sells for 25 en.
    • 1 needed to make Paralysis Gas (60% base chance to inflict paralysis on all enemies).
    • 2 Brown Feathers and 1 Triangular Kitten Ear (Pouncing Caracal) needed to make Sikhara Boots (+6 DEF, +16 MDEF).
Damage Resistances:
100% 150% 100%
150% 150% 150%
Disable Resistances:
100% 100% 50% 100% 150% 100% 100%
50% 100%
100% 100% 100%

Remember Yellow Gels from EO2U? They're back, and they're showing up much earlier in the game! I'd say kill these things last if at all possible, but as this formation shows, that's basically not an option a lot of the time.

ugggg death effects


You can also bind their heads.


Plump Turkey
HP: 370
STR: 38
INT: 33
VIT: 29
WIS: 26
AGI: 34
LUC: 26
Skills:
  • Guard Wing: Uses the arms. Increases one row of enemies' physical defense by 50% for 4 turns. Has an 80% speed modifier.
Drops:
  • Normal: Guardbird's Tailfeather. 55% chance. Sells for 28 en.
    • 1 needed to make Heper Ai (+34 ATK, +30 MATK, LUC Up 1, Bronze x3).
    • 2 needed to make Turkey Barrette (+13 DEF, +10 MDEF).
Damage Resistances:
100% 150% 100%
150% 100% 100%

Plump Turkeys are a nuisance and can drag fights out annoyingly long. They're not too bad on their own, but there's a few enemies later on where having their DEF buffed is a bad thing.



(Guard Wing.)

Does a feathered wing really guard that much?


Hmhm, try me.


A touch too slow.


Ho, that was a close--


But...I hadn't...exacted my revenge...

Ah, gently caress. That's Predict's "each dodged attack lowers evasion" and damage amplification biting me in the rear end.


Quoth the Reaper, "nevermore!"
...Um, is that one of those Japan things?
No what no shut up no what. No.


I'LL SMASH YOUR WINGBONES AND PUT YOUR FEATHERS IN A CAP!


Murder is the wrong bird!
EXCUSE ME?
Um, never mind! Dumb joke! You probably don't get it!


Um... Flying's weak to electricity, right?
Ooh, you're learning fast!
I wonder if an animal that plump could actually fly...




(Received 1 Brown Feather and 1 Guardbird's Tailfeather.)





Pouncing Caracal
HP: 284
STR: 40
INT: 27
VIT: 30
WIS: 29
AGI: 38
LUC: 24
Skills:
  • Dropkick: Uses the legs. Deals 150% melee STR-based bash damage to one party member. Has an 80% speed modifier and 99 base accuracy.
Drops:
  • Normal: Triangular Kitten Ear. Sells for 26 en.
    • 1 needed to make Kitten Coffin (+32 ATK, +42 MATK, LUC Up 2, Bronze x3).
    • 3 needed to make Health Belt (+40 HP).
    • 4 needed to make Chemise (+16 DEF, +24 MDEF).
    • 2 Brown Feathers (Numbing Zemmy) and 1 Triangular Kitten Ear needed to make Sikhara Boots (+6 DEF, +16 MDEF).
Damage Resistances:
100% 100% 100%
50% 100% 150%
Disable Resistances:
100% 100% 150% 100% 100% 100! 100%
100% 100%
100% 100% 150%

Pouncing Caracals continue an EO tradition: early enemies whose only skill is a physical attack that hits harder.


...I kinda feel bad for--



(Dying Curse.)

H-h-ha. A-a-amateurs. A-a-a sk-sk--
Stop.




(Received 1 Triangular Kitten Ear and 1 Brown Feather.)




(Received 1 Cecidium naturally, 1 Cecidium from Alexis, 1 Cecidium and 1 Aromatic Moss from Cecil, and 2 Cecidiums from Raven.)

6F, D2 Take Point
  • Cecidium: 53% chance. Sells for 60 en.
    • 1 needed to make Hamao (Restores 100 HP and 25 TP to one party member).
  • Aromatic Moss: 22% chance. Sells for 70 en.
    • 1 needed to make Bravant (Increases one party member's attack by 40% for 6 turns).
  • Rainbow Fruit: 25% chance. Sells for 175 en.
    • 1 needed to make Fire/Ice/Volt Jar (Deals 110% ranged INT-based fire/ice/volt damage to one enemy; 90% speed modifier, 99 base accuracy).
  • Ambush Chance: 3%

Having decent TP restoration this early in an EO game is refreshing after both of the Untolds.



This event happens automatically.

You stop as you come across a huge boulder stuck in a smashed wall.


It must have fallen down from the cliff top. On closer inspection, you can see that there's a small gap between the boulder and the ground. Is there something trapped in there? If you squint, you can almost make out some kind of animal, but it's too dark to tell for sure. You'd probably be able to see it if you had Night Vision. Alternatively, if someone was strong enough they'd be able to simply move the boulder. Either method would reveal the true identity of whatever's down there.
Anyone here capable of shoving that rock or seeing in the dark?
I would need quite some time to move that boulder.
If I had remembered to bring my wondrous self-invented night vision apparatus, I would be. But, alas, I did not think this party would be incapable of simply moving a boul--
Be quiet before I shove your cape in your nostrils. Whole.

No-one in this party is capable of learning Feats of Strength, nor does Kaelin know Night Vision, so we'll have to come back later.

Why does it take a skill point to use a racial advantage like night vision? It's really quite odd.



Another automatic event.

As you continue along the trail of bare rock, you notice that the ground seems strangely soft and stop. While there's been nothing but rock so far, there must be some sort of water source nearby, because the ground seems muddy. You can either stop to investigate, or ignore it and continue on.

Ignoring it leads to bad things--specifically, a character accidentally triggering a rockslide. Acrobatics lets them dodge it. Let's observe, shall we?

As you cautiously examine the area, you notice a number of rocks perched precariously at the top of a cliff. In the next moment, you feel a small tremor which knocks them down! You watch in astonishment as they rain down upon the path before you like meteorites! If you hadn't stopped when you did, you might have ended up in the middle of that. Once again reminded of the dangers that lurk in the Labyrinth, you resolve to keep an eye on the clifftops as you continue to explore.



"The threat of falling rocks

Prudence pays off as you successfully avoid the falling rocks."





One random battle later:


The profundities are mine to ransack!




I decide to start having Kaelin level up Incantation: Compression Form. At level 1, it costs 5 TP, and multiplies the damage of Kaelin's next skill by 1.65x, in exchange for making it only hit one target. Yes, Compression got seriously nerfed from EO2U--it's a charge skill instead of a buff.

Longterm viewers may be surprised to learn I've never used an Alchemist in EO2U. As such, I'd only heard about the brokenness of Compression second-hand before Ragnar's LP of the game in question.

It's convinced me that I more than ever need to corner the market. If any of you guys submit Alchemists in any future LPs of EO games that have them, I'll cut you, don't disturb my monopoly.

What was I talking about? Oh yeah, I guess Kaelin is fine too.




There's a secret passage here.



(Obtained Flash Pendant.)

...Huh. The Flash Pendant gives the wearer the ability to use Flasher, which costs 10 TP, and stuns all FOEs in the current room, preventing them from moving for one turn--basically the Flash Grenades from the Untolds.

Neat, but useless.

I've never used a single one of this item or the... other... one.





Back to town to revive Alexis due to another ill-fated Predict.

Heper Ai (+34 ATK, +30 MATK, LUC Up 1, Bronze x3) is made from 1 Guardbird's Tailfeather.

Turkey Barrette (+13 DEF, +10 MDEF) is made from 2 Guardbird's Tailfeathers.

Hamao (Restores 100 HP and 25 TP to one party member) is made from 1 Cecidium.

Bravant (Increases one party member's attack by 40% for 6 turns) is made from 1 Aromatic Moss.

Paralysis Gas (60% base chance to inflict paralysis on all enemies) is made from 1 Brown Feather.





A boring encounter gives Cecil a level.




We also finished Loves monsters more than regular meals.



One-Two's initial hit now deals 103% damage, and has a 36% chance to trigger a basic bind punch.



Fish point here.


As you exit the narrow corridor through the door, you find yourself in a small room enclosed by wall and cliff. Having a good view of the surroundings, you feel this would be an excellent place to rest yourselves after the long trek. You can stop to have a meal and a break, or hurry on instead.
I could do with a bit of a rest.
Hmph. True pinnacles of fitness require no rest.
Good for you. I'd rather relax a bit, though.
Considering your fatigue, you decide to take a break. Leaning against the walls, you take off your heavy armor and enjoy the high altitude breeze.


How soothing.


...Please tell me that buzzing isn't--
However, while you're resting, you suddenly hear a loud noise coming from the cliff! Apparently it was naive to think you were safe here, as you seem to have been spotted by flying monsters who swoop down to attack!



Eh, whatever.


...You manage to repel the unexpected attack. Reminded to never let your guard down, you return to exploring.



"A dangerous break

You took a brief break in the Labyrinth before being attacked by dangerous monsters!"








Feeble Miasma now multiplies infliction chances by 1.34x.



And I finally have access to Oracle: Dance.


As you wind your way though the windy canyon, you come across a guard standing beside a fire, as if taking cover behind a rock.


When he see you, he raises a hand in greeting. He informs you that they take shifts patrolling the area, and take their breaks by this fire. He lets you know that you're welcome to rest here too, and begins roasting a lump of bacon over the fire. You're free to either rest like he suggested, or follow his lead and cook something.

Stopping to rest heals 25 HP and 15 TP. We don't need that right now, though.









Have you gathered what you needed for the Monster Research Society? Good work. Okay, I'll hold onto them for you, as always. They'll be expecting a delivery from me anyway. I suppose you'll be wanting your reward then. Keep it up, if you can.



(Obtained 2 Medica IIIs.)

Medica IIIs restore 200 HP to one party member. That is overkill for everyone right now.








Sylphid counterattacks now deal 75% damage, and Sylphid has a 120% base chance to activate.



Kitten Coffin (+32 ATK, +42 MATK, LUC Up 2, Bronze x3) is made from 1 Triangular Kitten Ear.

Sikhara Boots (+6 DEF, +16 MDEF) are made from 2 Brown Feathers and 1 Triangular Kitten Ear.





At this point, I also arbitrarily decide to take care of Hunter's pride.

You've arrived at the room with the traps, from the request. If the client can be believed, the traps will explode when stepped on. To avoid that, you've been entrusted with a Mana Detection Device to help you determine their locations. You could probably also make use of anyone who can detect mana naturally.
Kukuku, it would appear that you have need of my abilities.

This quest is basically Minesweeper: EO Event Edition. Every tile in this room is now considered an event tile. When we press A on one of them...



We're given this menu, where our options are:
  • Use a Mana Detection Device
  • Rely on someone with Sense Mana
  • Disarm a trap
  • Do nothing

Mana Detection Devices suck. They only tell you how many traps are directly near you--not what direction they're in. When we use Sense Mana, we'll be told if there are any traps directly near us within one of the four cardinal directions (cardinal directions mean relative to the map, instead of where your camera is). Once we know where a trap is (they're always in the same three spots)--in this case, to the east of us...



Confident in your choice, you place the talisman in that direction... When you do so, a pale blue sigil appears and begins to fade, as if it's being absorbed by the talisman. Before long, the process is finished and the ground returns to normal. You've safely disarmed one of the hidden traps!
Whosoever stands against me, stands briefly.
They're inanimate, non-thinking mines. Get over yourself.
...Probably time to strike that one off the list...

For the sake of brevity, here's where the mine locations are:



Note that stepping on a mine damages your entire party for 100 HP, in addition to lowering the reward.


With that, all the traps are gone, so you've safely completed the request! All that's left is to report back to the bar.









So you're done with the hunter's request? Good work. From the lack of burnt hair, I assume you completed it without a hitch.
Yes, well, Mr. Ignorant Prince over there nearly stepped on--
Kaelin. It's not very nice to lie about others.
Put the rapier away, Alexis.
I knew you could do it if you put your mind to it. But you're not here for my praise, are you? I suppose you'll want the reward too. Well, here you go. I hope to see you again soon.



(Obtained 3 Panic Gasses.)

50% base chance to inflict panic on all enemies. That's honestly pretty good as far as panic chances though--they're generally lower than other ailments because of how powerful panic is as an ailment.








One-Two now deals 106% on the initial hit, and has a 38% chance to activate the basic bind punches.



Incantation: Compression Form now multiplies damage by 1.68x.



Finally put a point into Oracle: Dance. I should probably explain what it actually does. Firstly, it requires that the user have one of the elemental resistance buffs on them--Prayer: Blaze, Prayer: Cold Rain, or Prayer: Purple Lightning. When Oracle: Dance is casted, it purges the oldest elemental resistance buff from the user (in case they have multiple), and deals ranged INT-based damage of whatever element whose resistance was cancelled. What's more, though, is that it reduces all enemies' resistance to that element for one turn.

...huh?

Yep, it's an offensive, heavily nerfed version of the Fantasias from EOU/2U. It has more generic utility than those skills ever did, since it deals damage, and it's actually a pretty meaningful way for a Shaman to contribute to a battle once they've thrown out all of their buffs (a longstanding problem with EO buff-based classes like Troubadour is that they'll eventually run out of things to do), but making use of the elemental resistance reduction takes a bit of forward planning on the player's part.

Okay, sure, I guess, if you say so?

In the interest of not releasing giant updates all at once, that's all for today. Next time: we finish up 6F.

Rea fucked around with this message at 11:10 on Dec 7, 2016

Rea
Apr 5, 2011

Komi-san won.


Reapers are a weird front line support class that have options for dealing multi-target physical damage. Their primary role is weakening enemies through a few ailments and debuffs--beyond that, they can either expand their damage options as Death-Bringing Reapers, or double up on debuffs and support skills as Death-Warding Reapers. Both options kind of occupy weird niches, though, and to be honest, it's kind of hard to say what kinds of parties would really need a Reaper. Still, they're useful enough, and multi-target damage is actually relevant for more bosses than you'd think. The primary issue with Reapers, though, is TP. Their skills almost universally start out costing a boatload, and only get worse as you level up--and remember that Earthruns, their base race, have the worst TP in the game.


Stats

Earthrun Base


Death-Bringing Reaper: Damage and ailments
(Full stat table)

Death-Warding Reaper: Supporting
(Full stat table)

Basic gist of the stats: Death-Bringing Reapers get more HP, STR, and LUC, while Death-Warding Reapers get more TP, VIT, WIS, and AGI.

Reapers can equip swords (useless, since all of their attack skills require scythes) and scythes, and can wear light armor and clothes.

For reclassing: again, when it comes to damage specs, Therians could be used for more STR, although that's not as great an option for Death-Bringing Reapers, since they also rely somewhat on LUC. If you don't care about Scythe of Transcience for Death-Warding Reapers, you could reclass a Brownie into one for more TP and WIS.


Basic Skills

Scythe Mastery
Requirements: None



Increases damage dealt with scythes.


Gather Souls
Requirements: None



Increases the encounter rate for a certain number of steps. Increases EXP earned from battles.

Um. Useful for grinding up new party members maybe? Completely redundant for me, since I have the DLC.


Miasma Weapon
Requirements: None
Body parts used: Arms



Consumes a percentage of the user's current HP to place the Miasma Weapon state on them.

A central skill for a good chunk of Reaper skills. The Miasma Weapon state doesn't do anything on its own, but it enables secondary effects, such as ailments on Scythe skills, and is required to use skills like Shroud of Reality.


Preemptive Weapon
Requirements: Miasma Weapon level 2



Gives the user a chance to be placed in the Miasma Weapon state at the start of battle.

Kinda useful if you rely on Scythe of Cruel Poison for clearing out random encounters, or Scythe of Death for deleting troublesome enemies. Not too great for FOE or boss fights, though. I'd say it couldn't hurt to put one, or even five, points in it--I wouldn't max it out, though.


Endless Shroud
Requirements: Miasma Weapon level 2



Gives the user a chance to be placed in the Miasma Weapon state when using a debuff skill.

More useful for Death-Warding Reapers than Death-Bringing Reapers, although ironically, Death-Bringing Reapers want the Miasma Weapon state more than Death-Warding Reapers do.


Death's Judgement
Requirements: Miasma Weapon level 2



As long as the user is in the Miasma Weapon state, whenever they lose HP (either through damage or self-inflicted HP loss), they have a chance to attempt to inflict sleep on one enemy. The base chance of the sleep infliction is 100%.

Something to put skill points into once you've run out of other skills, I guess. 100% base chance is decent, but the actual activation chance sucks even at level 10.


Frail Miasma
Requirements: None
Body parts used: Head



Reduces all enemies' attack for a set amount of turns. Has an 85% speed modifier at all levels.

Attack debuffs have never been my thing in EO games, and it certainly isn't here. 9 or 10 skill points for a 20% reduction?!


Feeble Miasma
Requirements: Frail Miasma level 3
Body parts used: Head



Reduces all enemies' resistance to ailments and binds for a set amount of turns. Has an 85% speed modifier at all levels.

Now that's more like it. Not just useful for the Reaper themself, it's even better if you have other disablers like Cesti or Smoke-focused Herbalists on your team. Doesn't seem to be bugged like disable resistances modifiers were in EO2U, either!


Scythe of Numb Stasis/Exorcism
Requirements: None for Numb Stasis, Scythe of Numb Stasis level 3 for Exorcism
Body parts used: Arms



Deals melee STR-based cut damage to one row of enemies. If the user is in the Miasma Weapon state, attempts to inflict paralysis/curse on hit targets. Has a 60% speed modifier and no base accuracy modifier at all levels.

Numb Stasis has its uses early on, when your overall access to useful ailments is limited, and your only available debilitating ailments are paralysis and sleep--it starts to become far less useful once you get specializations and more skill points, though. Exorcism is useless all game, though, so don't worry about that.


Death-Bringing Reaper Skills
Common Passives: TP Up, Curb ATK Up

Black Blade
Requirements: None



When the user is in the Miasma Weapon state, increases their damage when they inflict an ailment.

Three ailment inflictions equals almost double damage? Even just two of them equals 66%? Gimme gimme gimme. My only caveat is consider how likely it is for other party members to inflict ailments before your Reaper does, and how likely you are to inflict three ailments from just your Reaper alone, before investing in that last level--that mostly comes down to how quickly your party can finish FOE/boss fights.


Black Shroud
Requirements: None



When the user is in the Miasma Weapon state, increases their defense when they inflict an ailment.

This, on the other hand, can go straight in the garbage.


Fresh Blood Slash
Requirements: Death's Judgement level 3
Body parts used: Arms



Consumes a percentage of the user's current HP to deal 2-4 instances of melee STR-based cut damage to random enemies. Can hit the same target multiple times. Has a 50% speed modifier and -10 base accuracy at all levels.

Fresh Blood Slash can actually deal pretty good damage if it hits three or four times, especially given its TP cost. The only problem is the level 10 HP cost is actually pretty steep, although the speed modifier plus scythes having speed penalties also means that you can usually use this after the enemy's taken their turn. Like its prerequisite implies, it can also activate Death's Judgement, if you care about that passive.


Great Scythe of Cold Ash
Requirements: Death's Judgement level 3
Body parts used: Arms



Deals melee STR-based cut+ice damage to one row of enemies. If a target has an ailment, they are also hit with an extra melee STR-based cut+ice damage attack that deals double the damage of the first hit. Has a 75% speed modifier and no base accuracy modifier at all levels.

Probably the most reliable of the Death-Bringing Reaper skills--I say most reliable because Fresh Blood Slash is a random number of hits, and Shroud of Reality requires ending the Miasma Weapon state. You really need to be careful with how many points you put into Great Scythe of Cold Ash--Reaper skills are expensive as is, and levels 5 to 9 (let alone 10) will drain their TP dry in less than double digit casts for almost all of the game.


Shroud of Reality
Requirements: Fresh Blood Slash level 3, Great Scythe of Cold Ash level 3
Body parts used: Arms



Requires the Miasma Weapon state to use. Ends the Miasma Weapon state immediately, and takes the user out of battle. At the end of the turn, deals melee STR-based cut damage to one enemy, and returns the user to battle. Has +50 base accuracy at all levels.

Shroud of Reality is best used not as a consistent damage skill, but as something you use on the last turn of Miasma Weapon if you don't need to inflict any ailments. Trying to use it as a normal damage skill is not only inefficient in terms of damage, it's also an even bigger drain on a Reaper's TP than Great Scythe of Cold Ash.


Scythe of Cruel Poison
Requirements: Scythe of Exorcism level 3
Body parts used: Arms



Deals melee STR-based cut damage to one row of enemies. If the user is in the Miasma Weapon state, attempts to inflict poison on hit targets. Has a 60% speed modifier and no base accuracy modifier at all levels.

The best poison skill in the game--if you want a frame of reference for how the base damage actually scales, I relied pretty heavily on Scythe of Cruel Poison in my most recent non-LP run of EO5, and when fighting the 3rd Stratum boss (meaning a Reaper around level 40), Scythe of Cruel Poison's poison ticked for a little over 600 damage.


Scythe of Wicked Chaos
Requirements: Scythe of Exorcism level 3
Body parts used: Arms



Deals melee STR-based cut damage to one row of enemies. If the user is in the Miasma Weapon state, attempts to inflict panic on hit targets. Has a 60% speed modifier and no base accuracy modifier at all levels.

Scythe of Wicked Chaos is unfortunately kind of hamstrung by panic chances just innately being lower than most other ailments, due to how powerful panic is and how it can easily cheese most boss fights.


Scythe of Death
Requirements: Scythe of Cruel Poison level 3, Scythe of Wicked Chaos level 3
Body parts used: Arms



Deals melee STR-based cut damage to one enemy. Attempts to instantly kill the target. The damage and instant kill chance are increased if the target is asleep. The damage in the table image accounts for the 1.5x sleep damage bonus. Has a 20% speed modifier and -10 base accuracy at all levels.

A skill that just screams "PLEASE USE ME FOR SLEEP BOMBING, PLEASE." Good luck ever really making use of the instant death component, but holy moly that damage.


Death-Warding Reaper Skills
Common Passives: HP Up, Mag DEF Up

Absorb Vitality
Requirements: None



When the user inflicts a debuff, their HP is restored. The restoration from Absorb Vitality can increase the user's maximum HP for one turn.

Free sustain and a bit of extra durability for a turn! Absorb Vitality's worth dropping leftover points into, but I wouldn't prioritize it.


Death Resistance
Requirements: Endless Shroud level 5



Gives the user a chance to nullify ailments and debuffs inflicted on them. Does not apply to binds, instant death, or stun.

I guess one point for a 10% chance to stop an ailment isn't bad, but I wouldn't invest nine more just to bring the chance up to 25%.


Blood of Atonement
Requirements: Death Resistance level 5
Body parts used: Head



Requires the Miasma Weapon state to use. Ends the Miasma Weapon state immediately, and restores all party members' HP. Also has a chance to cure ailments. Has an 85% speed modifier at all levels.

Earthrun have pretty bad WIS, the speed modifier plus the speed penalties scythes impose can mean that Blood of Atonement can go late in the turn, and the ailment cure chance isn't even guaranteed at level 10. Can you tell I'm a little shaky on Blood of Atonement? Its only real use is if you know ahead of time that some big attack that inflicts ailments is coming.


Wall of Miasma
Requirements: Death Resistance level 5
Body parts used: Head



Requires the Miasma Weapon state to use. Ends the Miasma Weapon state immediately, and gives all party members a chance to nullify any ailments or binds for one turn. Wall of Miasma has a limit to how many inflictions it can block. Has standard priority.

Barrier from EO2U, but innately stronger (doesn't require a certain level or above of a passive to be guaranteed) and less spammable. I actually do really like Wall of Miasma, both from a design perspective (it fixes a lot of the things that were dumb about Barrier), and from a practicality perspective.


Brittle Miasma
Requirements: Feeble Miasma level 3
Body parts used: Head



Reduces all enemies' defense for a set amount of turns. Has an 85% speed modifier at all levels.

Defense debuffs! Kind of weird that this is a specialization skill, but hey, defense debuff! You can't go wrong with them, unless you're already stacking tons of attack buffs on your party.


Dim Miasma
Requirements: Feeble Miasma level 3
Body parts used: Head



Reduces all enemies' non-base accuracy for a set amount of turns. Has an 85% speed modifier at all levels.

Accuracy debuffs? Blech.


Scythe of Transcience
Requirements: Brittle Miasma level 5, Dim Miasma level 5
Body parts used: Arms



Targets one enemy. Removes all debuffs from the target, and deals multiple instances of melee STR-based cut damage to the target. The number of hits is equal to the number of debuffs removed from the target. Debuffs are removed before dealing damage. Has a 75% speed modifier at all levels. Does not check for accuracy.

Here it is: ironically, the best damage skill for a Reaper. If you purge off three debuffs from an enemy, Scythe of Transcience will deal 2100% damage. That's not terribly good damage per turn, mind you (three turns to debuff plus one turn to actually use Scythe of Transcience means you're effectively dealing 525% per turn, assuming you spam that rotation), but that's not really what Scythe of Transcience is for. It's for just getting a bit of damage when any debuffs you've used are already about to run out.

And hey, if you're using a Cestus, be sure to have them use a level 10 Giving it Everything on a Death-Warding Reaper that's about to perform a three-debuff Scythe of Transcience! They'll hit for 4200% damage, which is always fun.


Soul Transfer
Requirements: Brittle Miasma level 5, Dim Miasma level 5
Body parts used: Head



Targets one enemy. Removes all debuffs from the target, and gives all party members a chance to revive after being killed for one turn. The revive can activate once per party member. Has standard priority.

The defensive counterpart to Scythe of Transcience. I dunno about you, but leaving a party member's fate up to a 75% chance that only lasts for one turn makes me kind of antsy. There's a few fights in the very lategame and postgame where you could make some use of Soul Transfer, I suppose, if you don't have any other reliable methods of dealing with potential party wipes.

Rea
Apr 5, 2011

Komi-san won.
In my ill-thought out opinion, disable resistance buffs aren't worth it unless they're ludicrously high (Health in EO2) or are just Barrier/Wall of Miasma.

Also yeah Death-Warding Reapers have a pretty janky skillset but the values attached to them mean that they work out better in practice.

Rea
Apr 5, 2011

Komi-san won.


Warlocks are the elemental damage-focused spellcaster class of EO5, in the vein of Alchemists, Zodiacs, and Runemasters from previous EOs. To be honest, I could just end the intro block right there, but Warlocks do have some unique things going for them: namely, Incantations and their first specialization. Incantations are essentially charge skills with unique effects. A basic example is Incantation: Compression Form, which changes multi-target skills to single-target in exchange for more damage--basically letting you spend more TP to remove an unneeded multi-target benefit during, say, boss fights. In addition to that, there's also High-Speed Incantation, a Basic passive that makes it so that a Warlock can cast both an Incantation and an attack skill on the same turn. Their first specialization also gives them the ability to inflict INT-based physical damage, something the series hasn't really tried since the Phys Up tree in EO2 and Meteor in EO3.


Stats

Lunarian Base


Master of the Six Ways: Physical damage, disables, and multi-hit
(Full stat table)

Ruler of Fire, Ice, and Lightning: Laser-focus on elemental damage
(Full stat table)

Basic gist of the stats: Masters of the Six Ways get more HP, VIT, WIS, and LUC, while Rulers of Fire, Ice, and Lightning get more TP and INT.

Warlocks can equip staves and artillery, and can wear clothes.

There's legitimately no good reclass options for Warlocks that I can think of. Unlike the Earthrun classes, who largely deal physical damage, Lunarian classes can't really be effectively used by anyone other than Lunarians, due to their damage entirely being based on INT.


Basic Skills

Magi Mastery
Requirements: None



Increases damage dealt with Warlock skills.


High-Speed Incantation
Requirements: Magi Mastery level 5



Removes the need to use a turn to use Incantation skills, but increases the TP cost of Incantation skills as well. High-Speed Incantation is a permanent passive--it cannot be turned off once learned!

High-Speed Incantation fundamentally changes how a Warlock is used, and that change isn't necessarily good. To use Compression as an example, if you use a level 10 Fireball and a level 10 Compression, with level 5 High-Speed Incantation, your Warlock essentially now deals 2.25x of their normal damage on every turn. However, you're now also spending an extra 20 TP per turn on applying Compression--over a two turn period, Fireball would deal 472% damage for 33 TP without a High-Speed-influenced Compression, while High-Speed would mean your Warlock would deal 944% damage for 76 TP.

In the late and postgame, where you start getting better TP restorations (Amrita IIs, mostly), and Rulers of Fire, Ice, and Lightning get Cost Cut access, this TP cost spike can become manageable, but before then, you really need to have a good grasp on how quickly your party can end FOE/boss fights, because High-Speed Incantation could easily mean your Warlock will run out of TP far before anyone else in your party.


Fireball / Icicle Lance / Lightning
Requirements: None
Body parts used: head

(Fireball)
(Icicle Lance)
(Lightning)

Deals ranged INT-based fire/ice/volt damage. Fireball targets one enemy and deals splash damage, Icicle Lance targets one enemy and has a line-piercing effect, Lightning targets one row of enemies. Fireball has a 70% speed modifier at all levels, Icicle Lance has no speed modifier at all levels, Lightning has a 130% speed modifier at all levels. All have 130 base accuracy at all levels.

The basic Warlock attack skills. I don't have much to say about the skills themselves, but I should note something about the elements: if you're trying to min-max how effective a Warlock is in early boss fights, note that no boss before the postgame is exclusively weak to fire--Golem and the final boss are exclusively weak to ice, the 2nd Stratum boss is exclusively weak to volt, and the 3rd and 4th Strata bosses are weak to everything.


Amplifier
Requirements: None
Body parts used: Head



Increases all party members' INT-based attack for a set number of turns. Has an 80% speed modifier at all levels.

If you don't have a Shaman on your team, there's worse things you could do than having your Warlock focus on Amplifier early on, mostly because leveling up the attack skills too much early on will give your Warlock really bad TP issues, meaning that any buffs you can give them to increase their damage are pretty valuable


Magic Shield
Requirements: Amplifier level 2
Body parts used: Head



Reduces INT-based damage to all party members for one turn. Has a 500% speed modifier at all levels.

I made use of this during Golem to ensure my party could live through Explosion, but beyond that, I don't think much of Magic Shield, mostly because I'm not that big a fan of having a damage dealer class perform support duties.


Incantation: Compression Form
Requirements: None
Body parts used: Head



On the next turn, multi-target skills (does not apply to Alter or Magic Weapon, basically) will only hit one target, but gain increased damage as well. Has a 60% speed modifier at all levels.

Oh man, Compression, look what they did to you... Remember how Compression cost 5 TP at level 20 in EO2U, and buffed all-target attacks for double damage at the same level? Remember how that lasted for effectively three turns, too? Yeah, uh, now it costs 15 TP for 2.25x damage for one attack. That doesn't mean it's bad, mind you--far from it, since it means your Warlock isn't wasting potential damage on keeping multi-target targeting in FOE/boss fights. It's just... Jesus, I knew Compression was powerful, but that's one of the most severe nerfs to a single skill I've seen in the entire EO series.


Levitation
Requirements: None



For a set number of steps, damage tiles are negated, and the chance of getting a preemptive attack is increased.

Labyrinth skills, blehhhhhhh. I don't mind one point in Levitation since the 3rd Stratum and 6th Stratum's primary gimmicks are damage tiles, but any more than that is a ludicrous waste.


Invisible
Requirements: None



For a set number of steps, reduces the encounter rate.

Reduce the amount of EXP your party gets overall. What a fantastic idea.


Master of the Six Ways Skills
Common Passives: TP Up, Mag DEF Up

Reserve Magic
Requirements: None



If the user attacked using a different element than the one they're using this turn (say, they casted Fireball on the last turn and Icicle Lance on this turn), the previous turn's element is added to this one, and damage is increased--the Fireball/Icicle Lance example would result in Icicle Lance being fire+ice. Only the base element of the skill used on the last turn counts for Reserve Magic--you can't daisy-chain various Reserve Magic elements together. Reserve Magic resets every other turn, including the damage bonus.

A pretty neat passive that encourages varying up the skills you use and lets the physical skills still hit elemental weaknesses. What's not to love? Even if you don't want to drop 10 skill points on a 25% damage bonus, at least put one in for the element copy effect.


Windstorm
Requirements: Fireball level 3, Icicle Lance level 3, Lightning level 3
Body parts used: Head



Deals ranged INT-based cut damage to all enemies. Attempts to bind hit targets' arms. Has no speed modifier and 130 base accuracy at all levels.

The physical skills! Windstorm's probably the most "generically useful," I guess, of the three, mostly because arm binds are pretty useful, and a Multistrike Windstorm has a pretty decent chance of inflicting them.


Earth Spike
Requirements: Fireball level 3, Icicle Lance level 3, Lightning level 3
Body parts used: Head



Deals ranged INT-based stab damage to all enemies. Reduces hit targets' INT-based attack for one turn. Has no speed modifier and 130 base accuracy at all levels.

...Well, uh, that's a... Okay, I won't mince words, that's a pretty garbage secondary effect.


Rockfall
Requirements: Fireball level 3, Icicle Lance level 3, Lightning level 3
Body parts used: Head



Deals ranged INT-based bash damage to all enemies. Attempts to stun hit targets. Has a 150% speed modifier and 130 base accuracy at all levels.

Rockfall isn't that fantastic on its own, but when used with Multistrike, it actually has a pretty decent shot at stunning something that doesn't have 10% resistance to stun! Unfortunately, most bosses do have 10% resistance to stun, but hey.


Alter
Requirements: Windstorm level 5, Earth Spike level 5, Rockfall level 5
Body parts used: Head



Three turns after casting, deals ranged INT-based bash damage to one enemy at the start of the turn. Attempts to inflict petrification on the target. Initial prep has a 90% speed modifier at all levels. Actual hit has 200 base accuracy at all levels.

Alter is pretty drat strange. It costs a boatload of TP, doesn't deal that much damage, has a three-turn delay, and can't be affected by either Compression or Multistrike due to the delay. On the other hand, that petrification chance is pretty decent, and a decent chunk of late and postgame bosses have 50% (or more) resistance to petrification.


Anti-Magic
Requirements: Magic Shield level 5



Gives a chance to negate INT-based attacks on the user's row.

...Neato. Something for leftover skill points.


Life Drain
Requirements: Anti-Magic level 3



When the user hits an enemy's weakness (101% resistance or higher), their Union gauge is restored.

Union restoration's always good (especially since Lunarians actually have pretty decent Union skills), and Reserve Magic means you can proc Life Drain even when using physical skills.


Incantation: Multistrike Form
Requirements: Incantation: Compression Form level 5
Body parts used: Head



On the next turn, skills will become multi-hit. Multistrike Form versions of skills deal 2-6 instances of damage. Each hit deals a percentage of the skill's normal damage. Has a 60% speed modifier at all levels.

Multistrike does more than just overall increasing damage. Remember how the physical skills all had extra effects attached? For Windstorm and Rockfall, each hit of a Multistrike version will attempt to inflict their disable. That alone makes it worth investing in, in my eyes, although I'd probably stop at either level 4 or level 9 for a while.


Ruler of Fire, Ice, and Lightning Skills
Common Passives: Mag ATK Up, Curb DEF Up

Common Magic
Requirements: None



If a party member used an INT-based attack before the user, the user's damage is increased.

A strong argument for having another spellcaster in your party (say, a Shaman with Oracle: Dance), or at least stocking up on tons of Jars. Warlocks are just generally slow due to staff/artillery speed penalties and Lunarians having low AGI, so you can pretty much almost always get a Common Magic bonus if you actively try to.


Explode / Ice Stream / Thunder Break
Requirements:
  • Fireball level 5 for Explode
  • Icicle Lance level 5 for Ice Stream
  • Lightning level 5 for Thunder Break
Body parts used: Head



Deals ranged INT-based fire/ice/volt damage to all enemies. Has an 80% speed modifier and 150 base accuracy at all levels.

I don't have a lot to say about these beyond "you'll need points in them" and "for the love of god think about how much you need levels in them early on," because seriously, I talked about potential TP issues before, but good lord.


Magic Leak
Requirements: Explode level 3, Ice Stream level 3, Thunder Break level 3
Body parts used: Head



Places a buff on the user that restores a percentage of any TP they use to a random party member for a set amount of turns. Has no speed modifier at all levels.

Nnnnnnnnnot something I'm terribly interested in. The fact that it randomly targets one party member kind of kills it for me.


Cost Cut
Requirements: Explode level 3, Ice Stream level 3, Thunder Break level 3



Gives a chance for the user to not expend TP when using a skill.

Free Energy, but it requires 10 levels now. Worth putting points into if you don't want to level up attack skills because of TP costs!


Magic Weapon
Requirements: Magic Shield level 3
Body parts used: Arms



Deals INT-based damage to one enemy. The range and element are determined by the user's equipped weapon and any extra effects on it (since Warlocks can only equip staves or artillery, if one had a Prayer: Purple Lightning effect, for example, Magic Weapon would deal bash+volt damage and be ranged). Has no speed modifier at all levels.

Magic Weapon is kind of bizarre, and it unfortunately isn't affected by Compression, but it can actually hurt quite a lot, and the damage to TP ratio is super efficient. The only downside to it is that you need your Warlock in the front row to make it actually hurt a lot, which...is actually a pretty big downside.


Incantation: Reduction Form
Requirements: Incantation: Compression Form level 5
Body parts used: Head



On the next turn, reduces the damage of the user's next skill, but also reduces its TP cost. Has a 60% speed modifier at all levels.

...Eh. My big problem with Reduction is that you can't stack multiple Incantations on one turn, meaning that you not only lose out on damage from it, you also lose out on Compression damage. All to effectively save 20 (15 with level 5 High-Speed Incantation) TP per skill.

Rea fucked around with this message at 08:35 on Dec 9, 2016

Rea
Apr 5, 2011

Komi-san won.


Necromancers are a pseudo-damage dealer pseudo-support summon-focused class--probably the oddest class in EO5 by a large margin. Their skillset is all over the place and comprises several different possible roles, with one central theme tying it all together: ghosts. Necromancers, like Hounds, are focused entirely on their summons--in fact, Necromancers basically can't do poo poo without ghosts, because most of their skills require killing at least one ghost to do something. Depending on the specialization you pick, Necromancers might not work so well with a Dragoon that uses Bunker/Pillbox or a Hound, since summon slots are limited and you ideally want as many ghosts out at one time as possible.


Stats

Lunarian Base


Spirit-Summoning Necromancer: Support-ish
(Full stat table)

Spirit-Destroying Necromancer: Damage dealer-ish
(Full stat table)

Basic gist of the stats: Spirit-Summoning Necromancers get more TP, VIT, AGI, and LUC while Spirit-Destroying Necromancers get more HP, INT, and WIS.

Necromancers can equip coffins, and can wear clothes.

Ghost Stats
(Full stat table)

Ghosts have a lot of HP and a decent amount of STR (actually more than Therians have at level 99, without specializations) and LUC, and bad INT and AGI, which really don't matter. What does matter, though, is that their high HP is offset by their terrible VIT and WIS--they can eat a lot of damage, but their problem is that they take a lot more damage than a player would.

Much like Warlocks, there's really not any good reclass options for Necromancers.


Basic Skills

Ghost Mastery
Requirements: None



Increases ghost normal attack damage, and the chance of them inflicting paralysis with their normal attacks.

Uh... Ghost normal attacks never really amount to much, and doubling them really won't help. The paralysis base chance is also (in my experience) low enough that multiplying it by six doesn't really help much.


Ghost Summoning
Requirements: None
Body parts used: Head



Consumes 15% of the user's current HP to create a ghost with a max HP bonus. Has no speed modifier at all levels.

One of two active ways to create a ghost--the other active one is part of a specialization, while the rest of them are all passives. Ghosts already have enough HP that I don't think leveling it up beyond what you need for other skills is necessary.


The Price of Life
Requirements: Ghost Summoning level 2
Body parts used: Head



Destroys one ghost. Restores all party members' HP. Has an 80% speed modifier at all levels.

Useful as an emergency party heal--it's also one of the few methods you get early on for healing your entire party at once--and by "few methods" I mean "it's the only Basic skill that heals the entire party," meaning your other option early on is Somas. Unfortunately, all-target attacks mean your ghosts will probably die along with your party being hurt, but them's the breaks.


Moaning Spirits
Requirements: None
Body parts used: Head



Destroys one ghost. Reduces one enemy's defense for a set amount of turns. Has no speed modifier at all levels.

Defense debuff! If you want your Necromancer to play more of a supporting role, this is a pretty decent skill to pick up.


Soul Food
Requirements: None
Body parts used: Head



Destroys one ghost. Increases all party members' INT-based defense for a set amount of turns. Has no speed modifier at all levels.

Nah. Raising defense exclusively against magic attacks isn't worth putting points in.


Merciless Wall
Requirements: Moaning Spirits level 2, Soul Food level 2
Body parts used: Head



Targets one ghost. The selected ghost will tank all damage to the party until the end of the turn. The ghost under the effect of Merciless Wall has a modifier applied to all damage it takes. Has standard priority.

Merciless Wall is actually fairly useful for just taking some heat off your party for a bit, but, uh, don't expect ghosts to really be able to live long when using this. Even at level 10, ghosts will still take boatloads of damage because of their low VIT and WIS--plan your usage of Merciless Wall around this!


Gravekeeping Knowledge
Requirements: None



If the user goes a turn without taking any damage, they have a chance to summon a ghost.

A few points in Gravekeeping Knowledge can be useful, especially if you're using a dodgetank Fencer to just keep attacks off the rest of your party, but I wouldn't invest fully in it.


Ghost Reincarnation
Requirements: Gravekeeping Knowledge level 3



When a ghost is destroyed in battle, the user has a chance to summon another one.

Ghost Reincarnation is more useful for Ghost-Destroying Necromancers, since they have more skills that just destroy multiple ghosts at once.


Poison Bomb
Requirements: None
Body parts used: Head



Destroys one ghost. Attempts to inflict poison on all enemies. Has no speed modifier at all levels.

Definitely one of the better skills to rush for at early levels--although note that "rush for" does not necessarily mean "get to 10 as soon as possible." It costs way less than Fire Bomb does, and'll deal far more damage once it actually lands. Combine with Poison Smoke (assuming that doesn't inflict its own poison) for easy inflictions!


Fire Bomb
Requirements: None
Body parts used: Head



Destroys one ghost. Deals ranged INT-based fire damage to all enemies. Has no speed modifier and 150 base accuracy at all levels.

Less than useful early on, despite me tossing points into it early on. It does deal an okay amount of damage, but holy cripes that TP cost. Double digits for levels 1-4 on a Basic skill is incredibly unreasonable.


Spirit-Summoning Necromancer Skills
Common Passives: HP Up, Curb ATK Up

Ghost Secret Arts
Requirements: None



Whenever any party member or enemy dies, the user has a chance to summon a ghost.

Ludicrously useless in boss fights, unless you come up with a strategy that involves constnatly intentionally letting party members die to create ghosts, in which case, uh... Well, props to you for that unique and inventive strategy!


Curse Transfer
Requirements: The Price of Life level 5



When the user takes fatal damage, if a ghost is currently summoned, they have a chance to destroy the ghost and restore a static amount of HP instead of dying.

I'm not convinced that 10 skill points are worth a 50% chance to endure mortal damage, mostly since Necromancers are extremely skill point-hungry.


Soul Trade
Requirements: Curse Transfer level 5
Body parts used: Head



Destroys one ghost. Attempts to revive all dead party members. Has no speed modifier at all levels.

If you're in a situation where you'd need Soul Trade, you have bigger problems than relying on a 75% chance to bring someone back to life.


Open Grave
Requirements: Merciless Wall level 3
Body parts used: Head



Targets one ally. For one turn, when that ally is attacked, all ghosts will counterattack. The counterattack overrides normal ghost attacks. Counterattacks attempt to inflict paralysis on hit targets. Each time a ghost counterattacks, the chance of Open Grave activating decreases by 9%. The base chance starts at 100%. Has a 300% speed modifier at all levels. Counterattacks has 120 base accuracy at all levels.

Useful if you have a Dragon's Roar tank or if you have Bunkers/Pillboxes out, I suppose. Remember that the damage will be less impressive than the number seems, since ghosts only have STR, with no weapon ATK.


Ghost Dance
Requirements: Open Grave level 5
Body parts used: Head



For one turn, all ghosts will attack 3 times. Each attack's damage is multiplied at each level by a certain value. Has a 200% speed modifier at all levels. Benefits from Ghost Mastery.

Eh... The Ghost Mastery bonus makes Ghost Dance okay. Without it, though, it's really drat mediocre.


Curse Bomb
Requirements: Poison Bomb level 3
Body parts used: Head



Destroys one ghost. Attempts to inflict curse on all enemies. Has no speed modifier at all levels.

l o l


Ice Bomb
Requirements: Fire Bomb level 3
Body parts used: Head



Destroys one ghost. Deals ranged INT-based ice damage to all enemies. Has no speed modifier and 150 base accuracy at all levels.

Literally just Fire Bomb but with a different element.


Gravestone Binding
Requirements: Curse Bomb level 3, Ice Bomb level 3
Body parts used: Head



Destroys all ghosts. Attempts to inflict petrification on one enemy. The base infliction chance depends on the number of ghosts destroyed. Has no speed modifier at all levels.

Now here's something I can get behind! Petrification's a drat good ailment, and even just two ghosts gives a pretty good chance of inflicting it.


Spirit-Destroying Necromancer Skills
Common Passives: TP Up, Mag ATK Up

The Beckoning of Hades
Requirements: None



When the user is below a certain HP threshold, they have a chance to summon a ghost at the end of a turn.

Those HP thresholds are too low for me to really recommend investing in The Beckoning of Hades, honestly.


Preemptive Ghost Summoning
Requirements: The Price of Life level 3



The user has a chance to use Ghost Summoning at the start of a battle.

A nice convenience for dungeon exploration, pretty useless in FOE/boss fights.


Equivalent Exchange
Requirements: Merciless Wall level 3
Body parts used: Head



Destroys one ghost. Deals ranged untyped damage to one enemy. The damage is exactly equal to a percentage of how much HP the ghost had when it was destroyed. Has an 80% speed modifier and 150 base accuracy at all levels.

I don't think much of Equivalent Exchange on its own, but it's part of this standard rotation for Spirit-Destroying Necromancers:
  • Sacrifice
  • The Gates of Hell
  • Equivalent Exchange

You basically get 4.5x the damage of whatever The Gates of Hell would've dealt normally. Only downside to this rotation is that you need at least one ghost at all times to use Sacrifice, which means either having to take a turn to use Ghost Summoning, or hoping one of the passive summons activates.


Ghost Explosion
Requirements: Equivalent Exchange level 5
Body parts used: Head



Destroys all ghosts. Deals ranged INT-based bash+fire damage to all enemies. The damage is based on how many ghosts were destroyed. Has no speed modifier and 150 base accuracy at all levels.

Three ghosts for 600% (INT) damage, at the cost of 45 TP, is...questionable.


Sacrifice
Requirements: None
Body parts used: Head



Destroys one ghost. Increases the user's damage until the end of the next turn. Has no speed modifier at all levels.

Given how much Necromancer skills cost innately, 25 TP for 2.25x damage could be worse. It's kind of hard to combo it with Ghost Explosion, though, since this requires, y'know, blowing up a ghost.


Negative Energy
Requirements: Sacrifice level 3
Body parts used: Head



Deals ranged INT-based almighty damage to one enemy. For each party member and enemy that died on that turn, as well as for each ghost destroyed on that turn, the damage is increased by 150% (additive, not multiplicative). The damage has no cap. Has a -100% speed modifier at all levels. Does not check for accuracy.

What the gently caress is this worthless skill? I mean, maybe you can get use out of it in normal encounters, but still, what the gently caress?


The Gates of Hell
Requirements: Poison Bomb level 5, Fire Bomb level 5
Body parts used: Head



Deals ranged INT-based bash damage to one enemy. Summons a ghost with HP equal to how much damage was dealt. Has an 80% speed modifier and 150 base accuracy at all levels.

Summon a ghost while dealing damage. I can think of worse ways to invest skill points. It's also part of the standard rotation for Spirit-Destroying Necromancers, so...


Zombie Powder
Requirements: The Gates of Hell level 5
Body parts used: Head



Attempts to instantly kill one enemy. If the instant death succeeds, summons a ghost with HP equal to how much HP the enemy had left. Has a 50% speed modifier at all levels.

Ahaha, this loving skill. Okay, obviously this thing doesn't do much in boss fights, but it's useful for random encounters at level 10, and there's a fun exploit with it. See, there's a 4th Stratum FOE that has over 10,000 HP...but it's also weak to instant death ("weak" in the context of an FOE meaning 75%). Guess what happens when you kill it with Zombie Powder?

If you guessed "a ghost with 9999 HP spawns," congratulations! (Ghost HP totals, and player HP totals in general, have been capped at 9999 since EO2U.) Now, you could waste this amazing ghost on Merciless Wall... Or, you could go the fun route, and use it with Equivalent Exchange for 9999 guaranteed damage! If you want an idea of how useful that is, the final boss has 35347 HP. Want to just chop off 28% of its HP? Use the exploit! Want to deal 85% of the final boss's total HP in three turns? Bring along three of the 9999 HP ghosts! I mean, you'll have to walk the entire way to wherever you want to go, because Floor Jump doesn't exist anymore, but eh.

Rea fucked around with this message at 04:51 on Dec 10, 2016

Rea
Apr 5, 2011

Komi-san won.


Hounds are a speed-heavy summon-focused class that can function either as damage dealers (by focusing on their hawk summons) or as supports and disablers (by focusing on their dog summons). As I'm sure you can infer, they're pretty versatile in what roles they can fill, and I'd be hard-pressed to find a party where they didn't work.

Okay, that's a lie, since Necromancers might not necessarily play nicely with them (especially Spirit-Summoning Necromancers), but other than that, what party that needs a slot filled wouldn't do well with a fast class that's capable of inflicting damage from range and can perform healer duties?


Stats

Therian Base


Falcon-Accompanied Hound: Hawk-focused damage dealer
(Full stat table)

Dog-Leading Hound: Dog-focused supporter and disabler
(Full stat table)

Basic gist of the stats: Falcon-Accompanied Hounds get more HP, STR, and AGI, while Dog-Leading Hounds get more TP, VIT, WIS, and LUC.

Hounds can equip bows, and can wear light armor and clothes.

There's just straight-up no reclass options for either Hound specialization.

Hawk Stats
(Full stat table)

Hawks aren't particularly durable, but holy gently caress are they strong and fast. Their LUC's pretty good, too.

Dog Stats
(Full stat table)

Dogs are a little tankier than hawks are, but considerably slower, quite a bit less strong, and have a bit less LUC.

Worth noting: if specific commands are not given to a hawk or dog, they have their own passive AI. The hawk will attack a random enemy (and attempt to bind its head), while the dog will heal whatever party member has the lowest absolute HP. Dog normal attacks only show up for target arrow, but they attempt to bind the legs of hit targets.


Basic Skills

Bow Mastery
Requirements: None



Increases damage dealt with bows.


Animal Therapy
Requirements: None



When a hawk or dog is summoned, restores all party members and summons' HP at the end of the turn. Does not activate if the user is panicked, petrified, or dead.

Free passive healing. It's never gonna really amount to much (35% healing power is already super low and Therians have the worst WIS of any of the races), but still, free passive healing.


Hawk/Dog Whistle
Requirements: None
Body parts used: Head



Summons a hawk/dog. The hawk/dog's stats (HP, STR, INT, VIT, WIS, AGI, LUC) are multiplied by a bonus provided by Hawk/Dog Whistle. Has standard priority when used in battle. Can also be used in the Labyrinth.

The whistles are basically the starting point for every important Hound skill. Firstly, pick one summon to use, and stick with it. Secondly, how much you level up the Whistles depends a lot on what summon you're focusing on. Dogs can, generally, get away with bumping up the TP cost once it's less than half of the Hound's total TP pool, due to the fact that they can rely at least a little on passive healing. Hawks, however, rely on actively using skills, which means consuming TP.


Hawk Arrow
Requirements: Hawk Whistle level 3
Body parts used: Arms



Requires a hawk to use. Deals ranged STR-based stab damage to one enemy, with splash damage. After the attack, the summoned hawk will attack the enemies hit with splash damage with a ranged STR-based cut attack. Has a 75% speed modifier and no base accuracy modifier at all levels. The hawk follow-up attack has 99 base accuracy.

Fairly cheap, as far as hawk skills go, and the total splash damage hurts like hell. Not gonna do a lot in fights where there's only one target, obviously, but still.


Flash of Both Wings
Requirements: Hawk Whistle level 3
Body parts used: Arms



Requires a hawk to use. Deals ranged STR-based stab damage to one enemy. After the attack, the summoned hawk will attack the target's row with ranged STR-based cut damage. Has a 200% speed modifier and no base accuracy modifier at all levels.

The more generically-useful of the early hawk skills--you've already seen me put it to heavy use for the Golem fight.


Aid Command
Requirements: Dog Whistle level 3
Body parts used: Head



Requires a dog to use. Commands the summoned dog to heal one ally. Also cures the targeted ally's ailments. Has an 85% speed modifier at all levels.

A fairly basic healing skill, aside from the fact that it also cures ailments. Worth tossing points into, obviously.


Hunter Shot
Requirements: Dog Whistle level 3
Body parts used: Arms



Requires a dog to use. Deals ranged STR-based stab damage to one enemy. After the attack, the summoned dog will attempt to bind the target's arms and legs. Has a 75% speed modifier and no base accuracy modifier at all levels.

Hunter Shot's more useful early on, where most of the dangerous enemy skills use either the arms or the legs. It starts to fall off once you reach the later parts of the game, but not too hard.


Brushing
Requirements: None



Restores the summoned dog and/or hawk's HP at the end of the turn.

The summon row seems to have lower attack priority than the player character rows, so your hawk and dog won't be getting hit too often early on. Once all-party attacks start showing up, though, it can't hurt to toss a few points into Brushing.


Target Arrow
Requirements: None
Body parts used: Arms



Deals ranged STR-based stab damage to one enemy. Reduces the target's physical defense for a set amount of turns. The defense debuff also forces the summoned dog and/or hawk to attack the debuffed enemy. Has no speed modifier and +20 base accuracy at all levels.

I've made my views on defense debuffs pretty clear by this point. One semi-notable thing about Target Arrow is that it does actually force the dog to do passive attacks--remember that the dog just passively heals the party member with the lowest HP if it doesn't have any other commands on that turn.


Both Specializations Skill

Sky/Ground Patrol
Requirements: None

When a hawk/dog is summoned, there is a chance they'll find food while walking around in the Labyrinth. What this entails specifically is unknown, as the skills themselves do not provide info.

...No thanks.


Falcon-Accompanied Hound Skills
Common Passives: Phys ATK Up, Speed Up

Finishing Arrow
Requirements: None



When an enemy is below a certain HP threshold after the user damages them, the user will perform a normal attack on them.

Eh. Basically adds 100% damage to all of your Hawk's attacks once a boss is below the threshold. You decide if that's worth it or not--I'm ambivalent on it, personally.


Flying Talon Strike
Requirements: Hawk Arrow level 3
Body parts used: Head



Requires a hawk to use. Commands the summoned hawk to attack one enemy. The hawk will then attack the target with a ranged STR-based cut attack. Attempts to bind the target's head. Has no speed modifier at all levels. The hawk's attack has 120 base accuracy at all levels.

Basically the hawk skill to spam. The TP cost is relatively low for how much damage it deals.


Ice Peck
Requirements: Flash of Both Wings level 3
Body parts used: Arms



Requires a hawk to use. Deals ranged STR-based stab damage to all enemies. After the attack, the summoned hawk will follow up with ranged STR-based ice damage to all enemies. Initial hit has a 70% speed modifier and -10 base accuracy at all levels. Hawk's hit has 95 base accuracy at all levels.

Too much TP for too little damage. There's better ways to deal with random encounters.


Sky Dive
Requirements: Flying Talon Strike level 5, Ice Peck level 5
Body parts used: Arms



Requires a hawk to use. Commands the hawk to attack one enemy three turns later with ranged STR-based cut damage at the start of the turn. Attempts to bind the target's head. The hawk cannot perform other actions for the three turns\\. The initial command has no speed modifier at all levels. The final hit has 130 base accuracy at all levels.

Sky Dive's not really something to just spam on its own, since it means your Hawk can't perform other actions for three turns. What it's good for, though, is if you have a party setup that can facilitate your Hound using Million Shot--we'll see that in a bit.


Power Shot
Requirements: Target Arrow level 5
Body parts used: Arms



Deals ranged STR-based stab damage to one enemy, with line-piercing effect. Has a 90% speed modifier and no base accuracy modifier at all levels.

Yawn.


Million Shot
Requirements: Power Shot level 5
Body parts used: Arms



At the start of the next turn, deals multiple instances of ranged STR-based stab damage to random enemies. Can hit the same target 4 times at most. The maximum number of hits is 16 at all levels. The user cannot select another action on the turn where Million Shot activates. If the user is incapacitated or their arms become bound, Million Shot will not activate. Has -50 base accuracy at all levels.

Well, if you want the Hound themself to contribute some damage, this is your best option. It's a weird mixture of Squall Volley from EO4 and Summer Rain from EO2U--it has the accuracy penalty and number of shots of Squall Volley, but the max hits per target limit of Summer Rain. So, yeah, you need leg binds to use it, and it's not "wow" levels of damage, but if you're using Sky Dive, you do need something for your Hound to do.


Scatter Feathers
Requirements: None
Body parts used: Head



Commands the summoned hawk to attempt to inflict blind on one row of enemies. Has a 120% speed modifier at all levels.

Okay, sure, why not. Blind's not as good as other ailments, but the base inflict chance on Scatter Featuers isn't too bad.


Dog-Leading Hound Skills
Common Passives: TP Up, Curb ATK Up

Healing Boost
Requirements: None



Increases both the static amount of HP restored and the percentage of maximum HP restored by the dog's healing skills.

Not something to rush for, but definitely something to grab once you've got your actives at comfortable spots.


Menacing Howl
Requirements: None
Body parts used: Head



Requires a dog to use. Commands the summoned dog to attempt to inflict panic on all enemies. Has a 70% speed modifier at all levels.

Ehhhhh. Panic's useful, but that base chance is really low. I know it's standard for panic skills, but still. Maybe it'd work okay with the Bungling Smoke resistance debuff.


Defense Command
Requirements: Aid Command level 3
Body parts used: Head



Requires a dog to use. Commands the summoned dog to take all damage for one party member for one turn. For levels 1-9, the dog takes extra damage from any attacks received. At the end of the turn, the dog will heal the party member it was tanking for.

A pretty decent alternative method of healing. It's obviously not something to spam, but it'll keep a party member from dying, and it's really unlikely that the dog will die from using Defense Command.


Foot Pierce
Requirements: Hunter Shot level 3
Body parts used: Arms



Requires a dog to use. Deals ranged STR-based stab damage to one row of enemies. Attempts to inflict leg bind on hit targets. If any enemy hit by Foot Pierce has their legs bound (this can include if their legs were already bound before being hit), the summoned dog will follow up with a melee STR-based bash attack. Has no speed modifier and no base accuracy modifier at all levels.

The best option for outputting damage with a dog-focused Hound. Leg binds are kinda useful, but it's very rare that they completely swing a fight like head and arm binds can.


Medical Lick
Requirements: Defense Command level 5, Foot Pierce level 5
Body parts used: Head



Requires a dog to use. Commands the summoned dog to heal random allies a set number of times. Can only heal a party member twice at most. Has a 50% sped modifier at all levels.

The only method of party healing for a dog-focused Hound, and it's...not very good. Even at level 10, at least one party member will miss out on one of the heal instances, and since you're probably using a party-target healing skill to recover from a bad all-party attack... Yeah.


Drop Shot
Requirements: Target Arrow level 5
Body parts used: Arms



Deals ranged STR-based stab damage to one enemy. Damage is multiplied by 2.5x if hitting an enemy in the back row. Has no speed modifier and no base accuracy modifier at all levels.

Um... Yeah, I got nothing. I didn't think much of Drop Shot in EO2U and I don't think much of it here. It's okay for random battles, I guess, and it's the only Dog-Leading Hound skill that doesn't interrupt the dog's normal healing AI.


Stun Shot
Requirements: Drop Shot level 5
Body parts used: Arms



Requires a dog to use. Deals ranged STR-based stab damage to one enemy. After use, the summoned dog will attempt to stun the target. Has a 200% speed modifier and no base accuracy modifier at all levels.

Stun isn't that useful and is hard to land, as a rule, but it deals okay semi-reliable damage, I guess?

Rea
Apr 5, 2011

Komi-san won.
Update 8: Swammerdami on the Rocks



Okay, everyone, thank you for coming to this quick meeting. On today's itinerary: "what is a chopstick," and "how can I market it?"
A chopstick sounds like a stick with a sword taped to it.
...You're Therian, right?
Were the ears not obvious enough?
I'm just checking, since I thought naginata were common weapons for your kind, and that sounds very much like a naginata.
Nagi...nata? Is that even a word?
Oh, yeah, those long spear things. Never used one of them!
You think your average Earthrun or Brownie could easily learn self-defense with one of those?
Firstly, I'm slightly offended you left us out. Secondly, no.




(Received 1 Aromatic Moss naturally, and 2 Aromatic Mosses from Alexis.)

6F, E4 Take Point
  • Cecidium: 26% chance. Sells for 60 en.
    • 1 needed to make Hamao (Restores 100 HP and 25 TP to one party member).
  • Aromatic Moss: 59% chance. Sells for 70 en.
    • 1 needed to make Bravant (Increases one party member's attack by 40% for 6 turns).
  • Rainbow Fruit: 15% chance. Sells for 175 en.
    • 1 needed to make Fire/Ice/Volt Jar (Deals 110% ranged INT-based fire/ice/volt damage to one enemy; 90% speed modifier, 99 base accuracy).
  • Ambush Chance: 10%



Raven got a level up just two steps from the Take point.



I don't want to level up any of Raven's actual skills right now, so I have him learn Organizational Skills. I can always use more inventory space!


Well then, hello there, big-and-purple-with-a-giant-stinger.
Stand aside, allow me to vaporize--
If that scorpion doesn't kill you for trying that, I will. Stand back.

Tunnel-Visioned Predators ("scorpions" from here on out) will stand in one spot, and rotate the direction they're facing every three turns. They can only see in a straight line directly in front of them, but once they spot you they will pursue your party until you leave the room.



(Obtained Holy Gift.)

Straight into the vendor trash pile.

I used these once or twice. I have no idea how much they actually do. That's my story.



Are... Are scorpions supposed to roar like that?
Perhaps I could get a wondrous accompaniment if I could only get my hands on its voice box.
Let's, uh, let's do that later, how about we RUN REALLY FAST RIGHT NOW.



This floor really loves its auto events, huh.

As you proceed through the narrow passage, you stop as you encounter a fierce headwind. You look ahead and see that the path becomes even narrower. This must be focusing the wind. It may be dangerous to try to push forward through the wind while exhausted from exploring. You can take cover behind a boulder to rest, or keep moving.
Weaklings. Watch, as this wondrous example of strength and endurance pushes for--
Watch, as this wondrous example of patience and goodwill grabs you by your cape instead of choking you by your neck.
Grk! You...cretin! Unhand me!
I've never seen someone so adverse to taking a short break...
I, uh... I guess we'll take a break while Cecil and Kaelin...do that.
Bracing your body against the wind, you reach a boulder to take cover behind, where you stop to take a well deserved rest.


Your stamina recovered, you unflinchingly fight past the fierce headwind and escape the passage.

For the record, that's the 3rd rest point on this floor.



"A breather

After taking shelter behind a rock, you took on the wind in perfect condition."








Here, the room is basically divided in two, with a one tile-wide passage separating our area from the scorpion's.



It's easy enough to infer that we should start moving once the scorpion's looking this way.



Wait, I thought moles didn't have eyes?
ACTUALLY, YOUR COMMON MOLE HAS EYES, THEY'RE JUST QUITE SMALL.
Did that really need to be shouted...?


Shredding Mole
HP: 418
STR: 45
INT: 32
VIT: 36
WIS: 28
AGI: 35
LUC: 28
Skills:
  • Furious Mole Claw: Uses the legs. Burrows under the ground for one turn. While the Shredding Mole is burrowed, it cannot be damaged. Next step uses the arms. Deals 80% melee STR-based cut damage to one row of party members. Has a 110% speed modifier and 99 base accuracy.
Drops:
  • Normal: Broken Bladeclaw. 100% chance. Sells for 78 en.
    • 1 needed to make One-Inch Blade (+47 ATK, +34 MATK, AGI Up 1, Bronze x3).
    • 2 needed to make Pallasch (+40 ATK, +36 MATK, VIT Up 1, Bronze x3).
    • 2 needed to make Mole Armor (+27 DEF, +18 MDEF).
Damage Resistances:
100% 100% 150%
100% 150% 100%
Disable Resistances:
150% 50% 100% 100% 150% 0% 100%
100% 50%
100% 50% 150%

Shredding Moles are annoying because they can effectively spend half of their turns invulnerable. At least they're weak to leg binds.


That's some very quick burrowing...


I NEED YOUR MOLARS FOR A MOLOSSAPHONE!


Savage brute. Allow me to show you how a perfect offense really works.



These things can get really annoying if you keep failing to bind their legs.




I promptly forgot that Alexis gained a level and forgot to spend the skill point. Oh well.



While walking through the precipitous rocks, you stop as you notice a golden light shining from atop the cliffs. You could try climbing the cliff to investigate the light, but naturally you'd risk falling down. It's up to you whether to climb or move on.

This event changes based on a bunch of potential racial skills. I sent up Alexis who...knows none of the skills that affect the event.

Alexis begins the laborious process of checking each handhold one by one, before carefully searching for a foothold that can support them.
Not so nimble after all, hmm?
Oh, be...quiet... Hah, hah...
While they succeed in climbing the cliff, they found it both physically and mentally exhausting.


When they get to the top, what appeared golden from below turns out to be wheat. As Alexis gathers the wheat to carry back down, they suddenly hear the cry of an animal. They look towards its source and see a small squirrel-like creature staring eagerly at the wheat. As they look into its large round eyes, Alexis must decide what to do.
Ignore the insignificant creature and bring down that wheat.
How about I spite you, perhaps?
Alexis strains to pull out the wheat before offering it to the small animal. While it hesitates at first, it eventually timidly accepts the offer. It then licks Alexis's hand as if to thank them, and returns to the brush carrying the wheat. Alexis descends the cliff to some small praise, and you return to exploring.
Aww...
...Ignorami, all of you.
You'd do well to quell your condescension before I dangle you from a cliff face using only wheat.



"Wheat and beast

You felt all warm and fuzzy inside after giving wheat to a small animal."


For the record, if you try to threaten the squirrel another one comes up from behind you and steals it.







Here are some things, because I went back to town to revive Cecil.

Pallasch (+40 ATK, +36 MATK, VIT Up 1, Bronze x3) is made from 2 Broken Bladeclaws.

One-Inch Blade (+47 ATK, +34 MATK, AGI Up 1, Bronze x3) is made from 1 Broken Bladeclaw.

Mole Armor (+27 DEF, +18 MDEF) is made from 2 Broken Bladeclaws.

Fire / Ice / Volt Jar (Deals 110% ranged INT-based fire/ice/volt damage to one enemy; 90% speed modifier, 99 base accuracy) is made from 1 Rainbow Fruit.




I bought Cecil a One-Inch Blade. Since his previous weapon was fully forged...



How about we recycle it for 3 Bronze Ingot Scraps?



I also forged his new One-Inch Blade once.




A random encounter made me remember that Alexis had a skill point to spend. Sylphid counterattacks still deal 75% damage, but now have a 150% base chance to activate, and Alexis can now counterattack a maximum of 4 times per turn.



Incantation: Compression Form now increases damage by 1.71x.



This room's a bit of a pain in the rear end. It's really tall, and what you can't see is that there's another scorpion waaaaay down there, on the other side of that big rock.



Right there.



And then I got myself effectively boxed in trying to run from it.



loving oops.


L-looks like Team Rocket's blasting off again!

This was extremely terrifying and I was 100% certain I was going to get a game over.

Escaping in Etrian Odyssey!

I'm pretty sure they buffed the escape rate for this game, actually.




Eventually, I managed to stumble myself into having both of the FOEs looking in opposite directions. (Look at the map.)



Meaning I could avoid the top one without alerting the bottom one.



That's the last major puzzle of the floor done.



This event requires Sense Mana.

As you proceed along the bare, rocky path, you come across a dead end. As you turn to leave though, Kaelin suddenly stops.
Now what?
Silence. My superior senses detect something.
They tell you that they can feel some kind of mana in the area. However, when you search the area you can't find anything out of the ordinary. While you trust Kaelin, there doesn't seem to be anything you can do about this at the moment, so you return to exploring.

This event requires an event from a later floor before you can proceed.



One last random encounter gives Cecil a level up.



One-Two's initial hit now deals 109% damage, and its follow-up chance is now 40%.


With the stairs to the next floor in sight, you come across a lone explorer on the narrow canyon trail.


Oh, you guys again.
When they notice you, they wave their hand in greeting.



god I really should've rested sapph before generating that guild card, that class name is real stupid

They then introduce themselves as Sapph the Genji, from the guild TFKrew. Apparently, they're waiting for their companions.
I'm...pretty sure your friends are mostly getting very, very drunk at the bar.
As they say all this, they seem to carefully inspect your equipment. They let you know that the only thing standing between you and death are your weapons.
Well, sometimes Alexis or a shield stands between us and death.
Sapph then pulls out a Bronze Ingot, informs you that it can be used to forge your weapons, and offers it to you as a gift.



(Obtained Bronze Ingot!)

Hm. Thank you.
Their sudden generosity catches you off guard, but they tell you that it's just natural for explorers to help each other out. With that in mind, you gracefully accept the gift. They also tell you that they'll be praying for your success. You wish them the same and bid them farewell.
...Those guys weird me out.
What makes you say that?
That weird, giant machine they keep tinkering with. I'm pretty sure one of them also has... You said it was called a 3DS, right?
WHO? WHO HAS IT?!

Nope, not an Adventure Episode.



And that's the floor.



Let's go back to town.



I hear that somewhere in the 2nd Stratum there are these monsters called Haughty Hermits. They're supposed to hide behind other monsters when they're in trouble. Y'know, that sounds just like my older sister! Any time she gets caught pulling pranks, she says, "It was that wily rascal Genetta again! I didn't do nuttin'!" and beats feet!
...Your older sister?
SIGH. ...Waaaaaait a second. Could it be that my sister...is one of those very monsters?!
Uh, I-I kind of doubt it...
...Nah. There's no way, that's downright dumb! Her nose isn't nearly long enough.




I bought Alexis a Pallasch.



I also fully forged Cecil's One-Inch Blade.


So, you guys remember, right, Brownies are real good at identifying medicinal herbs? I made a bet with this guy the other day that Guild Nameless not only knew that our "Knowledge of Medicinal Plants" lets you draw out some heavy-duty medicinal knowledge in the heat of battle, but were in fact already practicing it like real pros! And from the look on Mio's face, my "Knowledge of Interpersonal Relations" tells me I'm completely right! You guys are the best.
Um... I just kind of toss everyone medicine when they need it...

The dialogue here changes very slightly based on whether or not you have a Brownie in your party (Mio, despite her portrait, is technically a Brownie). It doesn't actually check for if the person knows Knowledge of Medicinal Plants, though.


Have you seen the long-necked animals on the 7th Floor?
No.
Ah, yeah, those are called giraffes.
I just said-- Oh, what's the harm in obtaining prior knowledge? Go on.
They eat plants in high places, so they evolved longer necks. However, the ones in the Labyrinth are, naturally, a bit special. The ones here love to eat meat too, so we call them Greater Giraffes. In order to catch their prey, they're said to use their long legs to charge at unbelievable speeds. Be careful you don't get caught.



Bar patrons.

#1 is Hansuke again.

#2: Purple-haired lady Fencer:


Fencer: How do you do, Nameless? Are you familiar with those vicious giant giraffe monsters? I've only heard this secondhand, but apparently they can dash from one end of their territory to the other in a single breath, and will attack any explorer in their path. On the other hand, they've never been seen to attack anything not in their path. I'm sure with such long necks they can scarcely even see us below them. It's difficult to describe such a beast as anything but "overly large", but I do wonder what the view is like from up there.

#3: Frowning Brownie:

Brownie: Those drat Therians are terrible, always making a fool outta me. So I was running away from some fallin' rocks, right? And this Therian shows up and just picks me up in one arm and carries me to safety! And he has to nerve to tell me that it's lucky I'm so light! As he's carrying me under his arm like a frickin' teddy bear!
...Aww.
Please do not provoke the drunkard, you two.
Brownie: Bastards! Always lookin' down on me... If you sympathize at all, then lend me some of your height!



We've got quite a few new quests.

#1: Even more adventure preparations:


This request is from the shopkeeper Ceric. You've actually taken a request from him before, remember?
Mm-hm.
Well, good for you. The request is basically the same as last time: gather materials from the Labyrinth. You'll have to ask him in person for the particulars.

#2: Dialog with a monster:

Oh, so you took that one? What a relief, seriously. The client was being a real nuisance, always asking me to hurry it up. It's essentially an extermination request, but why don't ask the nuisance himself for the details?

Let's interrupt the quests just to talk to him now. The patron's name is "Loud drunk."

Drunkard: Dammit! That bastard! I was so close!
Ahem.
Drunkard: And who are you supposed to be?! I don't have time for this!
We've accepted your insignificant request.
Drunkard: What? You took the request? Oh, ooh! Great! Sorry about that. I need you to get rid this awful, awful wolf who's getting in the way of my-- I mean, who injured my manservant-- Or rather, my valuable subordinate. We let our guard down right after we captured it--
You what?
Drunkard: I mean, it came out of nowhere and attacked us! We were even trying to make sure it wasn't injured... drat beast'll never be tamed I guess. Grah, just thinking about it is getting my blood boiling! Whoops, I'm getting off-topic. Anyway, the loathsome beast should be on the 7th floor.

#3: Genetta's feelings:

So you're taking that one too? It makes me happy to see you so hardworking. That request comes from Genetta, the innkeeper. She's asking you to... Um, well... You see, the girl's gotten, uh, interested in one of her guests at the inn. Yes, that sort of interested.
What.
Well! Good for--
What?!
I didn't--
WHAT?!
Oh my. My oh my oh my. Do I detect a hint of...jealousy?
NO! This makes absolutely no sense! Her?!
Ah, finally, cracks in the facade.
...All joking aside, ask her yourself for the details.

This quest has my favorite ending of any quest in any EO game and I'm looking forward to sharing it.

#4: Operation Mole:


Oh, you took that one for me? Thanks. Apparently, there's a problem with moles going on a rampage on the 7th Floor. The Council couldn't just stand by, so they issued this request. Both humans and other animals have been harmed by them, and they're also filling the place with holes, so there's really no merit to leaving them alone. That said, your job is to go to the 7th Floor and pacify the moles. Frankly, it's swarming with moles up there right now, so it shouldn't be any trouble to find them. Good luck.

Note that this quest forces all 7F encounters to be various formations of Shredding Moles before you finish it.




Well, let's go see what the hell's up with Genetta.

It's my favorite customers! Welcome home! ...Oh, wait, did you come about the request?
What is this nonsense?!
What Mr. Crumbling Facade really means is, we're here for that quest, yep.
Al-RIGHT! Woo! Happy! Lucky! SUCH a relief to have people I know on the job.
NONE OF THIS MAKES SENSE!
Oh, right, you need to know what to do. So uhmmmm actually I've been finding myself, you know, pondering on the subject of one of our guests. Like, I get to thinking, "Wowie, I sure wish he'd stay here forever," and stuff like that.
...!
Why are YOU actually interested in a guest?!
If I had to vocalize my feelings more it'd be like... "If I deign to speak / the emotion that I feel / shall be forever lost." ...Or something like that, you know. ANYWAY. I was thinking that if I gave him a gift, maybe, he'd like the inn so much that he'd never leave! And thaaaat's where you come in! Miss Genetta's Shining Request is gathering the ingredients for this gift!
Ingredients?
Animal Meat and Labyrinth Wheat will make him a gift that's really neat, so beat feet and help me make a sweet treat before his feet get fleet!

I'll need to bring along a Therian to a certain spot on 6F to get some Animal Meat, we're fresh out right now.



You see those giraffe-looking monsters on the 7th Floor? They eat plants, but if you don't stay on point they'll hit you with a charge. Those things could smash boulders, they're so tough. That said, once they're in their stance, you know where they're going. Would defeat the purpose of a "charge" if they changed direction. That said, avoiding them shouldn't be tough.



How is the exploration of the second stratum going? I hear Yggdrasil gets more dangerous the higher up you go, so don't push yourselves. If you're in danger, be sure to retreat. The council has high expectations for a guild rising as quickly as yours, so take care.



AAAAAAAAAAGH!
...What happened to Smugboy over there? He's oddly...not smug.
I honestly wish I could tell you.
He just kinda started freaking out when we took that quest about Genetta and a guest...
...Pfft... No, wait, don't tell me... Smugboy doesn't--pff--actually have a crush on Genetta, right?
I doubt it.
If all the anime I've watched is good for anything, that...doesn't seem like love. If he had a crush on Genetta, he'd just sit and mope quietly for a few hours.
I suppose you're right, but... Ahaha, I can't help it. Excuse me while I go tease him about it!

Next time: 7F.

Rea fucked around with this message at 20:29 on Dec 11, 2016

Rea
Apr 5, 2011

Komi-san won.
I'm a few days late to the squirrel topic, but if you think Atlus gave the squirrels a downgrade in EO5, just wait until the 8F secret area, which'll open up mid-4th Stratum.

Hint: it involves in-battle fuckery.

Rea
Apr 5, 2011

Komi-san won.
Update 9: The Labyrinth Before Time 7: The Great Neckbeast Migration


It doesn't make sense... She might as well be a single-celled organism, for how much interest she displays in other humanoids...
...
It's like... It's like oil and water... How can such an impossible situation be occurring...
...
This... I can't get past this... It's impossible...
Kaelin, dear.
This is a conundrum...the likes of which the finest minds in all the world couldn't solve...
Kaelin, dear.
What... What is this... WHAT IS THIS?!
KAELIN. DEAR. I can appreciate you're confused, but please, if you're this restless, just go gather everyone else up and go exploring. An old woman needs her rest.



Hwwaaaauuhm... Why are we out exploring at this hour? I'm slightly annoyed at this disruption of my sleep schedule...
Indeed. I treasure the luxury of being able to choose when and where I sleep.
C'moooon, I try to keep a pretty consistent schedule.
I'd be less annoyed with being dragged into the Labyrinth if it wasn't because of Smugboy having a fit about his crush.
I told you previously, I posess no such thing. If you inferior beings will stop--
You lose all right to call us inferior beings when you get kicked out of your inn room because you made it impossible for your old lady roommate to sleep.
...Hmph.

(Floor subtitle: A gathering of rushing beasts.)



This event pops up as soon as we enter the floor. It's part of Operation Mole.

Do you remember the mole extermination request you took at the bar? The 7th Floor is currently a shadow of its former self, filled with holes and possessing none of its former desolate beauty. The moles behind this must be nearby. In order to pacify them, you'll need to wander the floor and defeat them. If you're prepared, then take that first step!

For us, this effectively means I won't have any battles to show for a while.


So that's a giraffe, huh? Looks like something I'd jump off of so I could land on a sword hilt!
That neck would make a great drumstick, for the LARGEST DRUMS IN THE WORLD.
Ha! Haha! Now who's the one that needs restraining?!
I'd still say it's the guy who's losing it over his crush being interested in someone else~
You...!

Dashing Neckbeasts (hereafter giraffes) function much like Edgar said they do. They take a turn to wind up the charge, and then instantly dash in that direction until they hit a wall. After that, they change direction, and charge again.


At least the sky is beautiful at this time of night.



This first one's easy. Just wait until the giraffe has charged away from the top right corner.



This next one is a little harder, but not by much.



Starting to go for the way forward when the giraffe is in the bottom right corner works.


As you approach the rocky cliff-face, you sense the presence of beasts and stop. There are countless footprints scattered randomly throughout the area, as if a child was left alone with a stamp. If you have a hunter in your party, they'd probably be able to track the footprints and find a large nest of animals.


You happen to have Jana in the party, who knows how to hunt. They should be able to make sense of these innumerable footprints and track down the small animals who made them.
Heh, leave it to me.
Pardon me if I sound rude, but why would a circus performer have knowledge of hunting?
You'd be surprised how effective being a good hunter is for corralling some of our less cooperative performing animals!
The rest of your party hangs back, so as not to make an more unnecessary footprints, and watches Jana work.
So. I heard you've been cracking down on Smugboy's prattling.
Yes.
How come you're not doing it tonight?
He's clearly disturbed by Genetta's request. I can tolerate senseless babbling, but not explicit condescension.
Despite the apparent attempts to hide the trail via leaves or crossing a small stream, Jana tracks the animals as if they can read their minds. Finally, they reach a group of small rabbits.
Gotcha!



(Obtained 3 Animal Meats!)

Perfect, exactly what we needed for Genetta's feelings.


Having secured some precious food, you return to exploring the Labyrinth.



"Rabbit hunting

You discovered a herd of rabbits in the Labyrinth and successfully hunted them."







As you walk the rough, high-altitude trail, you come across a pile of a familiar fruit. They're Moon Apples, which you've seen countless times before in the Labyrinth. While it's definitely odd for apples to be piled up in a place like this, there doesn't appear to be any people in the immediate area. You can either take some apples now, or wait around a bit to see if their owner shows up.
They're lying out in the open. I don't see anything wrong with taking one.
But that pile's clearly unnatural. You do realize that this is stealing, correct?
Number one rule of the Labyrinth: finders-keepers!
You casually grab an apple from the pile. Based on its sheen, it must be freshly harvested.



(Obtained Moon Apple!)

...As soon as you grab the apple, you suddenly hear a voice from behind, asking who you are!
I knew it.


How are you constantly within proximity of us?
Surprised, you turn around, the apple still in hand. Before you stands a lone explorer. They inform you that they're the one who gathered that pile, and points a stern gaze at the apple in your hand. You can either apologize for trying to take them, or play dumb and try to talk your way out of it.
I'd rather not make an enemy of a group of armed explorers when we're right near a pit. Fine, we took an apple. We're sorry.
After introducing yourselves, you sincerely apologize and begin to return the apple when he stops you. They say they've heard of Nameless, and as fellow explorers they doesn't mind letting you have an apple or two.
Oh. Well, thank you very much.
You thank them and accept the apple as a gift.



(Obtained Moon Apple!)

Identifying themselves as Sapph from Guild TFKrew, they approach you and...stuff even more apples into your hands, with a smile.



(Obtained 5 Moon Apples!)

I call bullshit on this one.


quote:

[11:23:15 PM] Ragnar Homsar: question
[11:23:20 PM] Ragnar Homsar: if you were a character in an EO game
[11:23:24 PM] Ragnar Homsar: like, you yourself
[11:23:41 PM] Ragnar Homsar: how likely would you be to give seven apples that you've gathered to a party that tried to steal an apple from a pile when you weren't around
[11:24:25 PM] Gatoraiden Kotomeme: i would give it to them but the apples would either be rotted inside or i'd fully convince them one was poisoned, but not tell them which, letting them have to play russian roulette with the apples

...Remind me to check these apples once we're done here.
Why?
Call it irrational, but I just got the most ominous of chills.
You thank them again for all the apples. With a nod and a wave, they tell you to think nothing of it as you leave to return to exploring.

Yet again, not an Adventure Episode.



This looks more intimidating than it is. Remember that you've got two turns to move after a giraffe charges, since it has a one turn cooldown, and then has to take another turn to change direction.



(Obtained Beast Bell.)

Another thing for the vendor trash pile. Beast Bells increase the encounter rate for a short bit.



Ha, we're ready for--


I die...with the mystery of Genetta left unsolved...
You die...an obsessive weirdo...




Jana got a level from that annoyance.




Alexis had a skill point from somewhere. He puts a point into Labyrinth Searching Skills.



Mist Slice now deals 235% damage.




(Obtained 2 Labyrinth Wheats!)

I got some Labyrinth Wheats for Genetta's feelings. It is time to show the ending.




Wowie zowie! That's just what I wanted! You got everything already?!
Of course we did, you affront to all logic everywhere! What is your bizarre plan?!
We aim to please.
Truly, you are my greatest customers!
What bizarre concoction are you making with both wheat and meat?
What, you want to know what I'm making? Fufufu...kekekekeke... Wahahahahahahahaha!
I...don't like the sound of that.
Please hold on just a moment!


It's done! This is my special gift to pierce his heart! I'd better give it to him right away! Heck, I should call him right now!!
Ah, shall we give you some privacy? I understand how delicate these things can be.
The big slab of beef understands romance-related tact?
You would be surprised at what I read in my spare time. Come now, everyone.
...Friedrich! Ah, here he comes! O, Friedrich... This is a representation of my feelings. Please, accept it! And if you do...um, maybe you would...spend the rest of your life at the inn with me...?
...
KYAAAAAAA I CAN'T BELIEVE I JUST SAID THAT!!
Ow, my ears...
Try having hyper-sensitive hearing...
...So, Friedrich, what's your answer?



(Telop: Friedrich.)

...


Come on, Friedrich, make her happy...


Friedrich: ...Meow.
...Meow?
Huh?
Oh, gods, don't tell me this is as stupid as I think it is...


He said yes! Oh, praise the gods, he said yes! WAHOOOOO! We're family now, Friedrich! Awwww I love you I love you I lo-
Pardon me, but... Where is Friedrich?
Call the bastard already, I couldn't care less about this drat cat.
...What? What do you mean, "Call Friedrich already?" I just did?? He's right here.
...
He's...
A cat?!
...What do you mean, "He's a cat?!" Um, a-duhhhh? Of course he's a cat, you got eyes, don'tcha?! What, you think this inn is speciesist and only lets people in? Miss Genetta boards cats all the time! ...Though I guess none of them ever pay for the lodging...but, ah, I do feed them!
...
...Have you maybe considered that you're just feeding stray cats?
...What do you mean, "You're just feeding stray cats, Genetta." ...I don't like that stinkeye you're giving me!
So, that present was for...?
...What do you mean, "So who was the present for?" Friedrich's eating it right now!


Friedrich: Meow.
Right, yes, it's my crunchy cat food. I grind the wheat to a paste, mix in the meat, and bake it. Every cat who's eaten it has opted to stay! At least 20 cats have had their hearts stolen by my shining, special, fantabulous crunchy concoction!
...
...Awww, hey there grumpy-gills, what's with the long faces? You feel like you just wasted your time, huh?
To put it politely... Yes.
I can't say I understand why, but here's a little something I always tell my customers when they're feeling down: "Rice duality / blessed, bountiful harvest / back-breaking package."
I have no idea what that means, and I doubt it'd really make things any better.
...Ahhhh. That makes so much more sense. All is right with the world.
I bet someone's relieved to see his crush is available again~
Even your japery cannot ruin my zen understanding. My epiphany is grand on a scale even beyond my own comprehension.
Well, at least he's back to normal.

The ending to Genetta's feelings is both simultaneously really stupid and perfectly in-character for Genetta. I love it.









So you completed Genetta's request. Good work. But still, I never thought the person she was interested in would be a cat.
No reasonable person would.
I very nearly fell over when I heard that. Maybe something really is wrong with her...?
I don't think it's fair to say something's wrong with her. She's...her own person.
A reasonable and nuanced view.
I wouldn't say "nuanced."
Either way though, at least no one got hurt this time. I'd better hand over your reward. Again, good work.



(Obtained 4 Nectars.)

That's a pretty good reward for how much work we had to do.








I don't want to bump One-Two up to level 5 yet, so I instead level up the basic bind punches. Arm Break deals 177% damage now.



Incantation: Compression Form now increases damage by 1.74x.



Smoke Rot now costs 8 TP and lasts for 5 turns.




A scrap with some moles gives Alexis a level up.




He invests the point in Organizational Skills. More backpack space for us.



Fighting enough mole battles results in this.

You've defeated a huge number of moles, and the atmosphere of the 7th floor has returned to normal. But just as you begin to relax, you detect a powerful bloodthirst directed at you! Unsure of where it's coming from, you put up your guard when suddenly the ground collapses beneath your feet and a huge mole jumps out! It must be their leader! It seems to be angry that you got in their way. It's too late to avoid a fight, so you grit your teeth and prepare to fight the raging mole!



This thing is just a Shredding Mole with higher stats and HP.




Yawn.



Having defeated the frenzied mole, you lower your weapons. This time, the request is complete. All that's left is to report it to the bar.


You stop as you come across someone. It's Lily, the Necromancer you've met several times in the first stratum.


Oh, hello!
Hi.
When she notices you, the Necromancer greets you with the same cheerful voice as always.
I just realized I never asked what your guild is called. Doy, right? My mistake! So what is it?

We can either just tell her our guild name, or tell her that we won't reveal it for free. I opt for the former.

Guild Nameless, at your service.
...That's just his standard introduction.
Nameless? I like it! Very...avant-garde!
She responds to your introduction excitedly before looking you over carefully.
Hmmmm. Yup, I think you guys are a lot tougher than you were last time we met. How about I give you a gift, to commemorate your progress?
Fine by me.
Is it truly okay for us to accept this gift, though?
Presents make you happy. You happy makes me happy. Everyone's happy; every bird dead with just one stone!



(Obtained Syrupy Resin.)
(Obtained Animal Meat.)

Syrupy Resin is a 2nd Stratum Chop material.


With a smile that reaches her eyes, she throws her pack over her shoulder.
I guess I should get going, or I'll get unpleasant looks from interested parties. It might be hard sometimes, but good luck with your exploration. I'll see you guys later!
Bye-bye.


The Necromancer waves her hand as she leaves. You return to your own exploring with renewed resolve.
...This has been bothering me for quite some time, but why do Necromancers have an aversion to clothing, or at the very least a common interest in exposing their chests?
You're Lunarian, right? Why would we know any more than you?
I actively try to avoid interacting with Necromancers if at all possible.



Euch. The way that thing in the back moves is...unnatural.


Pop Pudding
HP: 314
STR: 38
INT: 34
VIT: 44
WIS: 27
AGI: 20
LUC: 27
Skills:
  • Body Attack: Uses the legs. Deals 150% melee STR-based bash damage to one party member. Has an 80% speed modifier and 99 base accuracy.
Drops:
  • Normal: Pudding Core. 70% chance. Sells for 33 en.
    • 1 needed to make Beast Bell.
    • 2 Razorstones (2nd Stratum Mine 2) and 2 Pudding Cores needed to make Slice Armor (+30 DEF, +20 MDEF).
    • 2 Pudding Cores and 2 Strong and Thin Branches (2nd Stratum Chop 1) needed to make Pudding Glove (+10 DEF, +13 MDEF).
  • Conditional: Poisonous Pudding (Kill with poison damage). 100% chance. Sells for 98 en.
    • 1 Poisonous Pudding and 1 Dolomite (2nd Stratum Mine 2) needed to make Damper Shield (+19 DEF, +9 MDEF, +15% bash resistance).
Damage Resistances:
50% 50% 50%
150% 150% 150%
Disable Resistances:
100% 100% 100% 100% 100% 50% 150%
100% 100%
150% 150% 150%

Pop Puddings are basically Pouncing Caracals but, uh, they resist physical damage I guess.

I always just kill them with poison: super convenient and free money from the conditional drop.


Ho-hum. You actually succeeded on the first try, for once. Bra-vo.
I didn't know you were interested in taste-testing the poison compound.



Here's roughly how much Poison Smoke ticks for right now.


Blech, there's monster pudding...pudding monster...some kind of pudding all over my sword now...




(Received 2 Triangular Kitten Ears and 1 Pudding Core.)




(Received 1 Syrupy Resin naturally, and 1 Syrupy Resin plus 1 Twisting Root from Cecil.)

7F, C5 Chop Point
  • Strong and Thin Branch. 66% chance. Sells for 60 en.
    • 1 needed to make Pilgrim's Staff (+32 ATK, +50 MATK, VIT Up 1, Bronze x3).
    • 1 Neckbeast Fur (Dashing Neckbeast) and 1 Strong and Thin Branch needed to make Killing Shot (+45 ATK, +44 MATK, Risk Perception, Silver x3).
    • 2 Pudding Cores and 2 Strong and Thin Branches needed to make Pudding Glove (+10 DEF, +13 MDEF).
  • Syrupy Resin. 27% chance. Sells for 70 en.
    • 1 needed to make War Scythe (+41 ATK, +41 MATK, AGI Up 1, Bronze x3).
    • 3 needed to make Resin Targe (+16 DEF, +7 MDEF).
  • Twisting Root. 7% chance. Sells for 350 en.
    • 1 needed to make Springy Sandal (+8 DEF, +18 MDEF, +5 AGI).
  • Ambush Chance: 3%









Welcome back, everyone. You must be tired after fighting all those moles. You okay?
We're tired, mostly for reasons unrelated to the moles...
Oh my, you could really use a nap at the inn then. I'd better get this over with quickly. Here's your reward, and thank you.



We get a Luck Necklace for our trouble, which increases one person's TP by 15 and their LUC by 12.







I put the Luck Necklace on Alexis.



See my previous note about leveling up Arm Break, but with Liver Blow this time.



Mist Slice now deals 250% damage.



Incantation: Compression Form now increases damage by 1.98x, but also costs 10 TP.



Smoke Rot reduces magic defense by 9% without a Smoke debuff, and 38% with.



Equipment!

War Scythe (+41 ATK, +41 MATK, AGI Up 1, Bronze x3) is made from 1 Syrupy Resin (2nd Stratum Chop 2).

Springy Sandal (+8 DEF, +18 MDEF, +5 AGI) is made from 1 Twisting Root (2nd Stratum Chop 3).

Resin Targe (+16 DEF, +7 MDEF) is made from 3 Syrupy Resins (2nd Stratum Chop 2).

Health Belt (+40 HP) is made from 3 Triangular Kitten Ears (Pouncing Caracal normal).

Beast Bell is made from 1 Pudding Core.




I fully forged Alexis' Pallasch.



Alexis also had a skill point. I put it into Athletic Training, to boost his AGI and LUC--the two stats used for dodging in previous EO games and probably EO5.



Gah! It's a squirrel!
And why is that a concern?
Those Guild TFKrew guys said they steal Ariadne Threads!
Hmph. Merely a myth.


Lightning Squirrel
HP: 302
STR: 28
INT: 41
VIT: 31
WIS: 32
AGI: 37
LUC: 31
Skills:
  • Lightning Strike: Uses the legs. Deals 120% ranged INT-based volt damage to one party member. Has an 80% speed modifier and 99 base accuracy.
Drops:
  • Normal: Rat's Tailspine. 65% chance. Sells for 31 en.
    • 1 needed to make Leather Vest (+22 DEF, +22 MDEF).
    • 2 needed to make Zhen Tian Fei Pao (+39 ATK, +40 MATK, INT Up 1, Bronze x3).
    • 3 needed to make Volt Charm (+39% volt resistance).
    • 1 Sharp Pincers (Tunnel-Visioned Predator) and 1 Rat's Tailspine needed to make Scorpio Rod (+41 ATK, +62 MATK, Volt Smash, Silver x3).
  • Conditional: Bent Volt-Horn (Kill with bash damage). 100% chance. Sells for 49 en.
    • 1 needed to make Plasma Fist (+54 ATK, +49 MATK, Lightning-Drawing Finger, Bronze x4).
Damage Resistances:
100% 100% 100%
150% 50% 50%
Disable Resistances:
100% 100% 100% 150% 50% 100% 100%
100% 100%
50% 100% 100%

Lightning Squirrels do pretty much the same thing Ice Bats did in the 1st Stratum: kill someone very quickly with INT-based damage.

They are, in technical terms, right bastards.






(Lightning Strike.)

I'd...almost prefer having a Thread stolen...


YOUR FUR WILL MAKE FOR EXCELLENT UNIFORMS!
Marching uniforms, not guild uniforms, right?
EITHER WORKS.




(Received 1 Triangular Kitten Ear, 1 Rat's Tailspine, and 1 Bent Volt-Horn.)




The giraffe puzzle gets a bit more intricate here: we have a 3x3 area that opens into a 5x3 area.



Although honestly this just makes it really easy to dodge the giraffes. I literally just walked in a straight line from the door to here.

Same. It's designed in such a way that they just miss you if you totally ignore them, as I noticed in future playthroughs.




This is the spot for Dialog with a monster.

You arrive at the location of the request to find a single large wolf motionlessly staring at you.
Oh, dear gods...
...No, that's not quite right. It can no longer move. It's covered in dirt and filth, and while it doesn't seem to be bleeding too much, it is covered in injuries from head to toe. You can tell at a glance that it's on death's door. You were sent to kill it, but you're certain that it will breathe its last with or without your intervention. As you stare at the dying wolf, something catches your attention. Its injuries appear to come from being fiercely whipped over and over again, enough to draw blood.
What kind of no-good, heartless bastard...
Its hind legs have also been bound together with rope. The whip was probably meant to weaken it without leaving a fatal wound, and its bound legs are also clearly unnatural. In other words, some human had tried to capture it and take it back to town. It must have hurt someone in its struggle to escape, and so you were sent. That's the only way you can make sense of this.
Charlatans. How could one be this bad at capturing a monster?
Now you just need to decide what to do about it.

We have two choices here: we can either heal the wolf, or leave it to die.

Choosing to heal it based on if you have either a Hound or an Herbalist in your party. We happen to have the latter right now.


...Leave it to die.
C-Cecil!
It's a monster. Those long years in the forest taught me you can't trust any monster, no matter how much you help it.
And I rebut with the fact that it's done no wrong to us. Stand aside.
The Herbalist in your party can't sit still with an injured being in front of them.
Perhaps healing a monster will work better than healing a person...
And how, exactly, did you come to that conclusion?
Dinogator works in mysterious ways. Now, hush.
The rest of the party swallows nervously as Magda timidly approaches the wolf. Whether it understands your intentions or has simply given up, the wolf makes no motion in response. Seeing no change even as Magda is sitting right in front of it, they begin their treatment.
If I was treating the wolf, it would already be back in fighting--
I SAID HUSH.


No intense vomiting, the wolf's blood hasn't turned purple yet... I believe this was a success!
...After a little while, Magda waves their hand at you, as if to indicate the treatment is done. Based on their cheerful expression, it seems to have gone well.



However, just as you start to relax, you sense a unrestrained bloodlust from behind you! Turning around, you see another giant wolf. Based on its smaller size, it might be the child of the injured wolf. And it just stumbled across a group of humans surrounding its injured parent. It's hardly a surprise that it's angry.
No, please, little wolf, we mean no harm...
I really don't wanna kill this thing after saving its parent...



Just when you're starting to think this is about to get bad, the injured wolf gets up and stands between you and its child.
...?
It gestures with its neck as if telling the child to come, and slowly walks away. The child looks confused for a moment, but when it sees the other wolf stagger, rushes to its parent's side to support it with its body. And just like that, the parent and child disappear into the red canyons. And with that your request is complete. All that's left is to report this to your client.
...A fluke. Nothing more.


Sometimes, an obstacle's so blunt, you can't help but admire it.
It is fairly refreshing to just be blocked by a giant rock, instead of a bloodthirsty FOE.



Now then, shall we continue?

Giant rocks are exactly what they look like. Shove them down, and they make two tiles in front of it, from where you pushed it, impassable.

Fun fact: that icon on the map is a recolored ice block icon from EO2U.

The stone pillars reset when you leave the Labyrinth, which is kinda weird but probably necessary for the puzzles.




(Obtained Soma.)

Always useful.





Shoving this rock that way unfortunately blocked off the chest there. I'll have to come back another time.


You pass through the door and find yourselves in a small room. Unlike the desolate Labyrinth you'd been in, the area is filled with large, beautiful flowers. Among the white flowers, some as tall as a person, you happen to notice a collapsed human figure. While they've been reduced to a skeleton over the years, you can tell that the flowers around them have been hacked away at. You may either approach the corpse, or stay back and investigate the flowers further.
Perhaps that corpse has something of interest. It's not like they need it anym--
Determining that there's no danger in this flower-filled room, Magda begins to casually approach the corpse when their hand touches a leaf. The next moment, they feel an intense pain that hand, as if their arm is on fire!


CURSE ME AND MY CARELESSNESS! OW OW OW!
What's wro--
Startled at Magda's sudden reaction to the pain, Cecil brushes their shoulder against another flower and lets out their own shriek of pain!


THE FOREST WAS NOTHING COMPARED TO THIS!
Apparently the flowers here produce a powerful poison that has an intense effect on the human body! However, you noticed this far too late. Your entire party has already aproached the corpse and been exposed to the plants. Places with exposed skin--head, face, shoulders, arms, legs, etc.--are starting to turn purple and are causing intense pain!


You've now no doubt that the corpse before you also succumbed to these plants... You've now got to come up with a way to escape death while enduring this pain.
I refuse to leave...with just this pain...
...Bearing the pain, you make your way to the corpse.


When you get closer, you notice that it's clutching a parchment. You grab the parchment and begin to make your way to the exit.


You've made it to the exit, but the pain still lingers.


Now that the pain has died down a bit, you take a look at the parchment. It appears to be a map, almost identical to your own. However, on the 6th floor there is a location marked with the words "I hope this will be useful on your journey." While you don't know who this person was, or what could be at that location, you dutifully make a note on your own map.

Incidentally, this event does massive damage to your party. The first time I did it, I happened to not have any healing items or anything, and was praying not to fight a battle before I opened up the nearby shortcut.



This is the event we needed to trigger to do that one.



"Flowers and corpse

You encountered a terrifying plant in the Labyrinth, but overcame the danger and obtained a treasure map from a corpse."





In the interest of not having massive updates that require splitting into multiple parts at once, I'm gonna call it an update here. Next time: the end of 7F, and the start of 8F.

Rea fucked around with this message at 09:29 on Dec 16, 2016

Rea
Apr 5, 2011

Komi-san won.
Update 10: Something Important Happens



My my, but that is a beautiful cello. How in the world did you make it?
Monster parts.
Dare I ask what monster parts?
The structure is made out of various Golem chips, while the strings are from Ropers.
I-I can make instruments too! ...Kinda.
That is quite possibly the saddest-looking horn I've ever seen. What does it sound like?
This!
...Dosen, dear, perhaps you should stick to making medicine...




We begin with junk.

Plasma Fist (+54 ATK, +49 MATK, Lightning-Drawing Finger, Bronze x4) is made from 1 Bent Volt-Horn (Lightning Squirrel conditional).

Zhen Tian Fei Pao (+39 ATK, +40 MATK, INT Up 1, Bronze x3) is made from 2 Rat's Tailspines (Lightning Squirrel normal).

Leather Vest (+22 DEF, +22 MDEF) is made from 1 Rat's Tailspine (Lightning Squirrel normal).

Chemise (+16 DEF, +24 MDEF) is made from 4 Triangular Kitten Ears (Caracal normal).

Volt Charm (+30% volt resistance) is made from 3 Rat's Tailspines (Lightning Squirrel normal).





There's an event I needed Animal Husbandry for here, so I brought Dosen along.

As you navigate the treacherous rocky path, you come across a lone bird, covered in black feathers, by a small pond. Perhaps it's been separated from its flock, but it moves up to you with no sign of fear.
Hm? You're quite friendly, aren't you? ...Or, well, at least not hostile.
What sort of monster is this that doesn't attack us on sight?
Pretty sure a book I read said this is a cormorant.
An expert in animals, Dosen informs you that this is probably a Labyrinth Cormorant, a kind of bird native to the Labyrinth. Apparently they hunt fish in the Labyrinth. It squawks hungrily at you. If you have any fish, it wouldn't hurt to offer one to the cormorant.
Please get rid of some of these fish. We've had them for ages and they're just wasting space.
As you offer the fish, the bird shows a look of great surprise before joyfully swallowing it whole! It then flaps its wings and flies out of sight. You feel warm and fuzzy inside, and return to exploring.

This is the first in a sequence of events, and we'll see the next part on 7F.



So, who wants to go inform the drunk that we did the opposite of what he asked?
Ooh, ooh, let me, I've got a lotta words for him.


Insert Insulting Name: Bwuh! You guys?! So how'd it go? Did you get that mangy cur?!
We healed it. To spite you!
Insert Insulting Name: What?! D-D-Did I hear that right? Y-You ignored the request and helped it?!
Your hearing's apparently the only good thing you have!
Insert Insulting Name: That thing ruined my plans! If it'd just stayed in that cage, I could've sold it off for who knows how much!
You WHAT?!
Insert Insulting Name: That's...that's... Unforgivable! I'll make you bastards regret getting in my way! I'll remember this!
Yeah, try it! I've got years of acrobatics training and a bunch of swords with your name on them!
Jana, please. Let's just report to Melina.








Good work. The client was shouting so loudly I could hear your whole conversation from over here. I'm going to mark you as having completed the request. Maybe you didn't, technically, but you were satisfied with the result, right?
Not entirely.
Majority rules.
As far as I'm concerned, that's what counts. If you start compromising on your values like that, you'll ruin yourself sooner or later. Best to just keep a clear conscience. Oh, and you can forget what the client said about making you regret it. Handling that sort of trouble is just another part of my job.
...Oh.
What, you thought I was just a pretty face? Anyway, here's your reward. Normally I'd be collecting it from the client, but this one's from me. It's not a big deal, don't worry about it. Once again, good work.









Alexis learns Glutton because why not.



Flicker's now level 4.



Kaelin learns Self Study.



And Magda learns Glutton too.



As you walk through the rocky Labyrinth, you discover a blue flower blooming on the cliff face to the north. As you stop to admire the flower growing in the dry soil, you consider stopping to rest here.
I don't see why not.
I can see why not: we just got back to the floor no less than three minutes ago.
Eh, what's the harm?
You decide to take a rest near the flower. Your party spread out to sit where they please: some gazing at the flower, and some closing their eyes as they rest.


Suddenly though, Jana lets out a small yelp! Looking closely, they seem to have a small bug crawling on the back of their hand.
That's the harm.


Alexis, who knows Labyrinth Search Skills, recognizes it as a pygmy scorpion possessing a powerful venom! It's known for reacting to sudden movements by stinging.
Do not move. Just stay calm, and sit still...
Alexis calmly explains that it's unlikely to pose a threat as long as you stay perfectly still until it leaves.
Euuuugh...
As soon as they're told that, Jana desperately tries to keep still while staring at the scorpion. The scorpion, seemingly satisfied with simply crossing their hand, eventually steps back onto the dirt. As you watch it disappear among the rocks, you all breathe out a sigh of relief. Once again reminded of the dangers of the Labyrinth, you return to exploring.

This event can change based on whether the scorpion's target knows Labyrinth Search Skills--they automatically sit still. Otherwise, if no-one knows the skill, you can still have the character sit still, but the game doesn't tell you that it's the right option beforehand.



"Venomous scorpion

You were surprised by a venomous scorpion, but managed to stay calm and let it pass by."


Good, don't hurt the baby.



(Obtained Amrita.)

Glorious.




Another Yggdrasil Key door.



(Received 1 Syrupy Resin naturally, 1 Strong and Thin Branch from Alexis, and 2 Strong and Thin Branches from Cecil.)

7F, F3 Chop Point
  • Strong and Thin Branch. 26% chance. Sells for 60 en.
    • 1 needed to make Pilgrim's Staff (+32 ATK, +50 MATK, VIT Up 1, Bronze x3).
    • 1 Neckbeast Fur (Dashing Neckbeast) and 1 Strong and Thin Branch needed to make Killing Shot (+45 ATK, +44 MATK, Risk Perception, Silver x3).
    • 2 Pudding Cores and 2 Strong and Thin Branches needed to make Pudding Glove (+10 DEF, +13 MDEF).
  • Syrupy Resin. 60% chance. Sells for 70 en.
    • 1 needed to make War Scythe (+41 ATK, +41 MATK, AGI Up 1, Bronze x3).
    • 3 needed to make Resin Targe (+16 DEF, +7 MDEF).
  • Twisting Root. 14% chance. Sells for 350 en.
    • 1 needed to make Springy Sandal (+8 DEF, +18 MDEF, +5 AGI).
  • Ambush Chance: 3%



And that's the floor.



We're not going back to town. There's something important we need to see first.

What.



Just as you're getting used to seeing nothing but towers of rock, you enter a vast room. Apparently something dreadfully large lives here, based on the footprints and collapsed pillars deeper in the room.
My self-preservation instinct is screaming that we should use an Ariadne Thread RIGHT NOW.
No. Let's see what's making this ruckus...
As you explore further into the room, you soon hear the thundering footsteps of whatever that something is!





...Ah.


Emerging from behind the the rocky cliff is a terrible demon beast far larger than any you've seen before! The earth itself trembles beneath its very footsteps, and its fearsome aura sends shivers down your spine. ...You should probably report this to the Council before you go any further.

Meet the Oliphant, whose name, I am told, is a Lord of the Rings reference. Remember Wyvern in EO1/U and Salamox/Salamander in EO2/U? Same thing with Oliphant--8F "midboss" who will absolutely slaughter us if we even think about taking him on before finishing the game.




NOW we go back to town.

I've been meaning to ask--exactly who cleans our rooms while we're out exploring?
Whaddawhat, you wanna know who does the cleaning? That'd be my little sister.
Hmph. More of you?
Yes folks, you heard correctly; Miss Genetta is not in the possession of just an older sister, but she also has a younger one! We are an indomitable trio; my sunny personality greets the guests and does the cooking, our littlest cleans, and our eldest handles the business end of things. It is a wonderful partnership!
That does sound like an efficient process, yes.
Well, my older sister does kinda take all our money and go out drinking...every night...and only comes home about a third of the time...
...Oh.



Have you heard the rumors?
There's tons of 'em, which one are you talking about?
Apparently there's this huge elephant on the 8th Floor, I mean like HUGE, the earth shakes just from it taking a step!
Yes, yes, we've met it already. What is your point?
Crazy. Just crazy, just think of all that leather and ivory you could get if you managed to kill it. I could arm one hundred men with that. I could arm one thousand men with that. Ten thousand might be a bit much, but man what a boon that'd be, over a thousand people armed and armored--
You seem to be forgetting that this is still a giant monster.
Oh, but wait, it's supposed to be incredibly dangerous. *sigh* The ivory eludes me...



Some final bits of junk for this update.

Pilgrim's Staff (+32 ATK, +50 MATK, VIT Up 1, Bronze x3) is made from 1 Strong and Thin Branch (2nd Stratum Chop 1).

Pudding Glove (+10 DEF, +13 MDEF) is made from 2 Pudding Cores (Pop Pudding normal) and 2 Strong and Thin Branches (2nd Stratum Chop 1).




I bought a Pilgrim's Staff for Kaelin and forged it a bit.


So you've finally made it to the 8th Floor too. Even in Aeolis, you don't see all that many truly capable explorers. But be careful. That moment when you recognize how much you've grown is also when the Labyrinth is at its most dangerous. The line between confidence and overconfidence is a thin one.



Patrons.

#1 is Hansuke again.

#2: Purple-haired lady Fencer:


Fencer: Oh, Nameless! I've heard tales of long-nosed monkeys! I hear they're liable to push over pillars in order to keep people out of their territory, and will otherwise chase you. And if you're really careless, you might even have a pillar land directly on top of you. Oh dear, that sounds rather painful.

#3: Frowning Brownie:

Brownie: Those drat Lunarians are terrible, always making a fool outta me. So there I was, tryin' to take a nap, when this Lunarian shows up and just hugs me outta nowhere! And then she tells me I'm just the right size, and honest to gods goes to freakin' sleep right then and there!
...Pfft... Ahaha...
And I thought being carried like a teddy bear was humiliating, ha!
Brownie: Always lookin' down on me... If you sympathize at all, then lend me some of your height!



Quests, yep.

#1: Fight poison with poison:


The request this time is a bit different. You'll need to go up against a monster, as always, but it's not enough to just defeat it. Here's the gist of it: an explorer came back from the second stratum, but the next morning they were feeling terrible. Apparently she had been poisoned by a giant scorpion monster. But the antidotes they sell in the market had no effect, and she's been bedridden and wracked with pain ever since.
Perhaps they should've tried one of my compounds first.
Knowing your experiments, the girl would've had all the blood in her body replaced by toxic waste.
Enough, you two.
So her guildmates came here asking for anyone who was familiar with the second stratum. Which is where you come in. I'd like you to obtain some Giant Scorpion Toxin from one of those monsters. To do that, you'll need to get close to one and stab it with this Painless Syringe.



(Obtained Painless Syringe!)

But be careful. You can't let it notice you. It'll be pretty much impossible to extract from a monster that's on guard from attacks. And one more thing. Unfortunately, you can't just kill the monster and extract the venom afterward. Apparently the venom starts to lose its toxicity the moment the scorpion dies. Got it? I'll say it again, just in case: your request this time is to extract the venom without being noticed. It may sound a bit fussy, but good luck.

This quest is fairly easy--I've already shown that I'm very capable of getting behind scorpions, when I'm not bumbling around and accidentally making a good path.

#2: Making the ultimate dress:


This request comes from a Lunarian named Thaddeus? Do you remember him? You took a request from him earlier.
Yes, we remember him.
Great. That'll make this quick. So you've heard that he's getting married, right?
His first request was because of the legend about the Sunstone and Moonstone, if I'm remembering right.
A Lunarian should know better than to put stock in old legends.
A Lunarian should also know better than to denigrate others for no reason.
YOU TWO.
Apparently he needs even more materials to make something for his wedding. Ask him yourself for the details; he should be around here somewhere.

Let's go talk to Thaddeus right now, shall we?

Thaddeus: Oh, hello, everyone. My apologies for not keeping you posted beforehand. I really do appreciate what you did for me earlier, but... well, I don't know what you've heard from the proprietor, but I find myself needing even more for the wedding, and the materials in question this time are even more difficult to obtain. As a result, I find myself in a bit of a bind, but if you've taken the request, then I feel I can rest easy. You're lifesavers. Oh, I should tell you; this time, it's some Silk Thread. It's for a wedding dress, you see. Apparently it can be obtained from the nests of the giant caterpillar monsters on the 2nd Floor.
Oh, right, the FOEs. ...Did we ever decide on a name for those?
I believe my initial description of "Crawling Venomous Bug" is sufficient.
Thaddeus: A local monster hunter informed me that they could be found...


Thaddeus: Somewhere in the region I just marked on your map. I'm sorry to bother you, but I'd really be in your debt.

Lastly, #3: The battle that surpasses twilight:

That request comes from one of the palace guards. To put it bluntly, he's challenging you to a match. I'm guessing he wants to see if the famous guild Nameless is really as tough as the rumors say, or something like that. I suppose this is the fruit of all your hard work? In a sense? Anyway, he said he'd be waiting for you near the stairs down on the 8th Floor. You can accept his challenge whenever you're ready.





There are these monkey monsters called Haughty Hermits on the 2nd Stratum. They're pretty crafty, for monsters. For one thing they never fight alone. When they're cornered, they'll even hide behind the other monsters they're working with, and use 'em as shields. Geez, I just can't see them as mere monsters.




Remus starts talking as soon as we walk in.

...I demand that you let me have an audience with Lord Remus! I am quite capable of handling the mammoth!
It's not every day that you see an explorer besides us in the Council...
You gotta admire someone that feels like they can take on something like that elephant on their own.
Oh, hello, Nameless. Has the Labyrinth treated you well?
If by "well," you mean "it just threw a giant mammoth in our path," then yes.
...What? A terrible monster in the 2nd Stratum? ...You've seen it too, then.
I haven't just seen it, I can fight it! Allow me an audience!
...I see she also possesses exceptional hearing and shouting.
There are a large number of explorers on the 2nd Stratum as of late, so we've received similar reports before. The impression I'd gotten was an enormous elephant, that makes the earth quake as it approaches. I had thought it was exaggeration by more cowardly explorers, but if people of your caliber can verify it, it must be true. ...With that in mind, the Council cannot stand idle. I'm going to put up a mission. I'd like you to take it.



"Rumbling earth

A large mammoth has been seen in the 2nd Stratum, the Oliphant. We want you to find a route through the Labyrinth that avoids having to fight it. For that purpose, you'll need to investigate its territory."


...Hah! I knew I could persuade the guards...eventually.
Uh... 'Scuse us, but who are you?
Oh, pardon my lack of manners. I am the third of seven scions of the royal family of Queensland--Princess Iseria!
That's all well and good, but you are being a nuisance. Leave us to our explorer duties.
Hmph. Well, aren't you very self-assured and rude? I have as much a right to be here as any explorer.
L-look, could we perhaps step outside for a second? I'm sure you're very capable, but the 2nd Stratum isn't a place for novice explorers...
A novice? Oh, of course, we can step outside--if only so I may lecture you on the breadth of my achievements!
...Okay, yes, that'll work.


Gods, but she's annoying.
For once, I agree.
As is becoming a trend, thank you, Nameless. Concerning the mammoth... No, well, first I should say I may have an idea of what it is. I've heard that, far to the west, in a land called Kinmeria, there were once massive, four-tusked beasts called "Oliphants." Their massive size was seen as a possible boon, and they were captured and forced into service as beasts of war. It sends chills down my spine to imagine what it must've been like to face a herd of those charging at you, the earth shaking beneath their feat... With that in mind, I'd say it's likely that the one in the Labyrinth could be aggressive, and poses an extreme threat to explorers like yourselves. As a result, we'd like you to investigate its territory, to see if we can scout out a route that avoids it.
Simple enough.

Lastly, Remus's normal dialogue.

Hmm... Oh, it's you all. I'm sorry, I was lost in thought. I've been stricken by quite a conundrum... Should I try making new cheese now, or exercise delayed gratification and start researching ways to make improvements to frying pans? Hmmmm...
A performer's only as good as the set around them, and a chef's only as good as their tools.



...What is she doing here?
Ahem, well...
After a polite discussion with Prince Alexis, I have decided to lend your guild my aid!
...In other words, you have decided to join us without discussing it with any of us.
Listen, I had my doubts when we first saw her as well, but she's actually a very capable fighter. I had her demonstrate what she knew of fencing--and she actually taught me some finer points that I had no knowledge of before.
To be fair, that is to be expected when you only have one week to learn fencing-- Actually, pardon me, but did you say earlier that you left your home kingdom to avenge a betrothed you have never met?
That's correct.
...Oh, so you're Prince Nope-Can't-Remember.
P-Prince Nope-Can't-Remember?!
Quite the fitting name.
Yes, ah... I believe we have some prior occupations to discuss.
Discuss them in your own rooms. I'm not gonna object to you joining, but just let the rest of us sleep...
Actually, Alexis informed me that the only open bed in the guild's room arrangements is yours, Magda.
...Ugh, I guess it is. Discuss it in Alexis's room, then, I'm extremely tired.



Meet our newest and last guild member, Iseria (created by alcharagia). Despite what the screenshot says (I initially created her as a Hound to make her Therian), she will be acting as our Chain Fencer, since the Chain and dodgetank Fencer skillsets are pretty mutually exclusive as far as building one character goes, but can actually combo together very well in battle.

And to close out the update, here's Iseria's full bio:


quote:

The third of seven noble sisters, Iseria is royalty of a small, matriarchal island nation whose primary export is politically arranged marriages to princesses.

Okay, actually, it's its lucrative spice trade, but the joke is there among many traders who note the frequency with which the nation's princesses are mailed out to become brides to other nations' dashing royalty. They have a lot of them, relatively speaking, and you'd be surprised how many arranged marriages suddenly fall through.

Such was the story of Iseria's marriage to a Prince Something-Or-Another, after his other betrothed died shortly before the marriage was made; King Something-Or-Another, father to the prior, had "a Dad moment, ahahaha!" and immediately went and got his son another lovely bride.

Struck hard by middle-child syndrome and hardly first in line for the throne, Iseria's patriotism yet burns hot within her soul; she dons the ancient ritualistic garb of her peoples' ancestors dating back hundreds of years at all times, and drat your sacrilege! A self-fashioned environmentalist, she has a history of disappearing for weeks at a time because she needed to take a swim off to another nearby island to "catalogue" its flora, fauna, and exactly how worth it it would be to declare it a part of their territory. She claims her all-green eye is proof positive that this is part of her lot in life.

Displeased by the marriage at first, Iseria was given the greatest of outs when Prince What's-His-Name dashed gallantly off to the Labyrinth, of all places, to avenge his prior betrothed. Iseria, ever impulsive, was shortly behind; her goal in the Labyrinth, twofold.

First! Catalogue the greatest untouched biome in the entire world, and do it in a way that nobody can deny your keen natural eye!

Second! Do not lie meekly down and become a sacrifice for another nation! Prince I-Can't-Remember would not take Iseria as his wife- she would take him as her husband, and drag him back to Queensland to take the less-vaunted-but-still-important role of Vice-Queen!* She would become Queen and guide her great nation to even greater heights, or die trying in an environmentalist's paradise!




*Vice-Queen is a gender-neutral title. "Kings" are as foreign an idea as a memorable Brownie character.

Rea fucked around with this message at 21:58 on Dec 19, 2016

Rea
Apr 5, 2011

Komi-san won.


Here's a full-res render of Oliphant, for fun.

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Rea
Apr 5, 2011

Komi-san won.
Update 11: Trumpeting Intensifies



So... Lanzon, correct?
Mhm.
What are those...bubbles floating around you? Are they a magic of some sort?
I suppose you could describe them as the result of magic.
Necromantic magic, to be exact.
And who are you, Ms. Bizarre Two-Toned Hair?
I'm glad you asked! My name is Princess Iseria, third of seven--
Princess?
Hohohoho! A princess, don't make me laugh. You hardly look the part! You look more like that wannabe-Herbalist!
...This garb is storied and sacred. Perhaps you'd like to retract that comment?
We're ghosts. What could you possibly do to us?



Are we not going to observe the mammoth and find a way around it?
Doing some requests'll be a better way to ease you in.
We need to take care of them anyway.


As you enter the designated area, you sense the presence of something nearby and look around.


Nnnnnnnope, nothing to our left.


Caterpillar to our right, though.
As you do so, you find your attention caught by a lone caterpillar monster, sitting silently as if staring at you.
Very well, then. The requester wants silk thread, correct?
That's what he said, yeah.
Very well then. All we have to do is--


Hey! Do not move before we're done planning!
But before you can come up with a plan of action, the caterpillar begins to leave. You recall Thaddeus's request: there should be some silk threads back at the monster's nest. In which case, following this caterpillar may lead you to the silk. You should probably chase after it.



This special Crawler actively avoids us, and is running to a position up and to the left.


Hah! Cornered.
So, uh, I gather that our plan is to just beat up the caterpillar?
It's just a caterpillar. We were able to kill one before we toppled Golem.


Having followed it for quite a ways, you finally catch up to stopped caterpillar. Is this its nest? As you're wondering this, you suddenly become aware of an intense bloodlust coming from behind you, and turn around.



Whoops.
I haven't seen this much lack of self-preservation instinct since B decided to cross me.
At least I'll finally have other poor souls to suffer the eternal torment of being joined to A in death...


There are even more caterpillars like the one you followed!


Even the original caterpillar seems to be glaring at you with malice in its eyes. This was all a trap meant to lure humans like you into their nest! But still, this is their nest. Once you've dealt with them, you can obtain the silk and complete your request. In which case, there's no reason to retreat! You draw your weapons and prepare for battle!


En guarde, caterpillars!




We're initially thrown into a fight with just one Crawler. However, within four turns...



We're fighting four of the things at once.

There's actually not that much to say about the fight itself, but I feel like comparing different damage outputs:




Gram with level 9 Target Arrow (175% damage).



Iseria with level 9 Chain Shock (200% damage per hit).



And Lanzon with level 4 Fire Bomb (141% INT damage).

Basically, Iseria's individual Chain hits hit for about the same as everyone else (slightly above, really), but she also had the advantage of being able to hit multiple times per turn if she has other setup. Her only setup for Chain Shock right now is Gram (since everything Gram herself can do is stab damage), but loading up on some Shock Jars or other party members capable of dealing volt damage helps.

Boy! I sure do love CHAIN!!

A couple of turns later...



What an exhausting annoyance.




Even at level 20, four Crawlers could be a little bit of a threat, especially if you're relying on a dodgetank.



All the caterpillars slain, you let out your breaths and sheathe your weapons. After making sure there won't be even more reinforcements, you think back to your original objective. According to the client, the silk should be somewhere in the nest. You should investigate the area.

Incidentally, if you finish the battle before all four Crawlers join in, the rest will flee.


You begin your investigation of the caterpillar's nest.
...Okay, I know the ghosts made fun of it, but serious question: how does your hair do that two-tone thing?
I'm not sure. Why doesn't yours?


Having split up to search different areas, Lanzon suddenly lets out a voice.
Over here, loves.
They found a giant hole hidden by the brush. No doubt this is the caterpillars' burrow. With its owners gone, there no reason not to enter, and you quickly find the silk you're looking for.



(Obtained Silk Thread!)

Let's take this back to Thaddeus, shall we?




Thaddeus: Ah... Could it be you've gotten the Silk Thread already?!
Yep. Here y' go, dear.
Thaddeus: Oh, thank you so much, now I can finally make the dress, Mia will absolutely love it--
Wait, Mia? That's your...fiance, right?
Thaddeus: ...E-excuse me, I got a bit carried away. Aha, erm, Mia is my fiance's name. I've always been considered "scrawny," even for a Lunarian, but she's not bothered by it at all. Oh, she is such a kind woman...
As interesting as that is, shouldn't you, I don't know, be off to get the dress made?
Thaddeus: ...E-excuse me again, I'm sure you're not interested in your clients' private lives. This should be a time of celebration! Aha, ahaha, ha. Aha. In any case, now that I have the materials, I think I'll be heading for the craftsmans district to find a tailor to draw up a design for the dress. My thanks again. I left your reward with the proprietor, so you'll need to talk to her for it. If you'll please excuse me...
Ah, to be young once again. He reminds me of Adrian all those years ago, when she was courting me.
Pardon, but who is Adrian?
My wife. Any time I wasn't looking after my brothers and sisters or doing farm work, she was at our doorstep, eager to go do something.
Did she travel here with you?
...Ha, I wish she could've.








It seems you've completed Thaddeus's request. Good work. I'm glad to see you can now handle these tough monster-hunting requests without even batting an eye. But if you want to go even further, maybe you should be taking more of my requests? *chuckle* Well, take your reward, and know that you've earned it. Thanks.



(Obtained 3 Therica As.)
(Obtained 3 Therica Bs.)








I had Sasha learn Labyrinth Search Skills just for some extra coverage for that skill.



Poison Bomb now has 285 base poison damage.



I had Gram learn Hawk Arrow since she'll need it for the hawk specialization in the future.



Poison Smoke now has 145 base poison damage, and multiplies poison infliction chances by 1.31x.



Can we observe the mammoth now?
Looks like we've got another request we should take care of. Something about sneaking up on...a scorpion...FOE...
At least the threat of a violent death by a stinger bigger than your heads should keep you on your toes, hohoho.



Easy enough.


You've successfully approached the scorpion without being noticed! Taking care not to startle it, you hold your breaths and carefully take out the Painless Syringe and stab it into the scorpion's tail. It begins to fill up with some bodily fluid from inside the scorpion, and as the name implies, it seems to cause no pain as the monster doesn't notice you. Once you've obtained enough fluid, you withdraw the full syringe.



While we're here, might as well look at this event too.

You arrive at the spot that the explorer marked on the map. However, you can't see anything that looks like treasure.
This is the vaguest possible treasure map. Ugh...


At that moment, Lanzon starts to point at the ground.
Right there.
They tell you that they can feel a faint trace of mana from that direction. Reaching the obvious conclusion, you all take out whatever weapons and tools you're holding and attempt to dig through the hard rock...



This is a Feats of Strength check--the event stops if you don't have it.

The ground may be strong, but Iseria is stronger.
REVEAL TO ME THE SECRETS OF THE PAST!
After a little while of digging, a box peeks out from under the soil. Careful not to damage it, you remove the soil around it and bring it up. Based on its elaborate ornamentation there's no doubt in your mind that this is a box of treaure. As you reach out to open it...



If you had to resume the event from the previous Feats of Strength check without someone that knows Detect Magic, you'd get into a fight with some Alarm Cicadas after the last bit.

However, Lanzon stops you. As an expert in magic, they can tell that this box has been set with a magical trap. Probably to deter thieves. If it had been opened carelessly, it seems it would have sounded a monster-attracting alarm. After closely examining the box and muttering to themselves a bit, Lanzon pushes in one of the decorations like a switch, and the box smoothly opens itself.



(Obtained 2 Lunarian Silver Coins.)
(Obtained Zepharia Silver Coin.)


It's full of rare silver coins! You have a quick celebration before putting them into your pack and returning to exploring.



"Digging up treasure

You found a treasure box and, after dealing with the trap, successfully obtained the treasure."













Welcome back. Looks like you completed the request safe and sound. I'll deliver that toxin to the Royal Library's medical laboratories right away. And with the client guild's member saved, those explorers will be able to finally get back to adventuring too. Ah... Thank goodness...
Did you perhaps think we might fall prey to the scorpion?
Oh, no, I had full confidence in your success. It's just, you know, I've known the kids from that guild since they were first starting out. It's just such a relief to see them all safe and sound again. Oh, don't take that the wrong way: I do worry about you kids too. You may be skilled, but you'll always be rookies to me. I suppose I'm just the worrying sort. ...Anyway, I hope you don't mind me adding my own contribution to your reward. Really, thank you from the bottom of my heart.



(Obtained Corsica.)

Corsicas (+9 DEF, +21 MDEF) are made from 1 Blackened Claw (Giant Spotted Dog rare) normally.








I have Iseria level up Chain Fire to 3, since that can get another activation off Fire Bomb.



Lanzon learns Gourmet because he chews through TP real quickly, and doubling the amount restored by food'll help with that.



Now are we going to observe the mammoth?
YES. And please, for the love of the gods, at least call it Oliphant. It's less confusing.


As you continue through the rocky mountain, you come across a familiar figure surrounded by unpacked bags. Wihout thinking, you call out to him.


Huh? Oh, heya Nameless. What brings you around these parts? ...Oh wait, you're explorers. Duh.
I'm more curious what you're doing here. It's not every day you find your average shopkeeper just up in the Labyrinth.
Now me, I'm just your average businessman doing business with people exploring the Labyrinth. Trying to hook a few more potential regulars, if you catch my drift? Of course, you can buy something too if you'd like. Maybe it's fate! And let me tell you, I'm practically giving you this stuff for absolutely free*!
Absolutely free, eh? Couldn't hurt to look.


...Ceric. I dunno if you're naive or just very, very shrewd, but we'll take AS MANY AMRITAS AS WE CAN.

Holy poo poo Ceric why are you so loving generous.

*only metaphorically free.

We're given a choice between three purchases:
  • 3 Nectars for 300 en
  • 3 Amritas for 1000 en
  • 3 Analysis Scopes for 120 en

I buy 36 Amritas, which fills up our pack to capacity. After this, Ceric notes that our bag is full, and leaves.

THIS IS A ONE-TIME EVENT! If you want to stock the gently caress up on Nectars and Amritas at a ludicrously cheap discount, this is your only chance to do it!




I actually have to drop off half of the Amritas at the inn, since our pack literally has no space otherwise.


Hm, didn't we have a challenge from the guard to take care of?
...Crap, yeah.
As you arrive at the designated location, you see a few dozen soldiers gathered. One man, most likely the commanding officer, approaches you and begins to speak.
So you're Nameless, huh? First, I should thank you for accepting this sudden request. ...There's been talk lately about all the up-and-coming explorers in Aeolis. Some are even saying there's no need for soldiers anymore, what with the explorers protecting the country. I'm well aware that none of this is your fault, but us soldiers have our pride too, you know. Which is why we put out that crazy request for a contest.
Ooooookay.
Having said all this in one breath, the soldier stops to clear his throat before continuing.
The rules of the match are simple. We'll see who can defeat the most monsters on this floor without leaving. We can start whenever you're ready, but be careful, defeat so much as a single monster after we start and we'll consider the match official, so if you leave the floor after that we won't let you redo it. We're already ready, so just give us the word. You can even go back to town first, if you like.
Let the challenge commence!

All we have to do is fight enough battles to have killed 15 monsters and we'll get the maximum reward. I set an autowalk path in that small area to our right and let it run until I get into a battle.





Cliff Goat
HP: 278
STR: 43
INT: 37
VIT: 29
WIS: 32
AGI: 39
LUC: 39
Skills:
  • Panic Assault: Uses the head. Deals 100% melee STR-based bash damage to one party member. Attempts to inflict panic on the target, with a 50% base chance. Has an 80% speed modifier and 99 base accuracy.
Drops:
  • Normal: Chipped Goat Horn. 60% chance. Sells for 35 en.
    • 1 needed to make Panic Gas (50% base chance to inflict panic on all enemies).
    • 2 needed to make Goat Earring (Immunity to panic).
    • 1 Crested Bird Wing (Bounce Parrot normal) and 1 Chipped Goat Horn needed to make Magii Irana (+45 ATK, +45 MATK, STR Up 1, Bronze x3).
  • Conditional: Bound Hoof (Kill while legs are bound). 100% chance. Sells for 78 en.
    • 1 needed to make Jono (+45 ATK, +35 MATK, Panic Assault, Bronze x4).
Damage Resistances:
100% 100% 100%
100% 150% 100%
Disable Resistances:
50% 100% 100% 50% 100% 150% 150%
100% 100%
100% 100% 100%

Cliff Goats are our first exposure to panic, the second most dangerous ailment in the game (formerly the first until petrification got reworked). One Cliff Goat isn't a big deal, but multiple can be dangerous, since one panicked party member in a random encounter is workable, while two or more is dangerous.




(Received 2 Triangular Kitten Ears, 1 Chipped Goat Horn.)

Unfortunately, nothing of interest happened in that one particular fight.




A flying manta ray that can survive out of the water?!
Yes? Is that abnormal?
YES. Allow me to study it for a while...
She's got sparkles in her eyes...


Rockfish
HP: 525
STR: 52
INT: 41
VIT: 41
WIS: 33
AGI: 25
LUC: 45
Skills:
  • Bind Arm: Uses the legs. Attempts to bind all party members' arms, with a 40% base chance. Has no speed modifier.
Drops:
  • Normal: Skyfish Tailfin. 80% chance. Sells for 51 en.
    • 1 needed to make Hairband (+14 DEF, +13 MDEF).
    • 1 needed to make Arm Guard (Immunity to arm binds).
    • 1 needed to make Tanglethread: Head / Arms / Legs (60% base chance to bind all enemies' heads/arms/legs).
    • 2 needed to make Crossbow (+40 ATK, +36 MATK).
Damage Resistances:
100% 150% 50%
100% 150% 50%
Disable Resistances:
100% 150% 100% 100% 150% 100% 50%
100% 100%
100% 100% 100%

Rockfishes serve only to annoy you with arm binds and then hit decently hard with normal attacks. Remember that arm binds are more dangerous for your party than in last games, since a decent chunk of support skills (namely Herbalist healing skills) use the arms now.


Uncoil your tail at once!


How I wish I could've studied it further...




(Received 1 Brown Feather and 1 Skyfish Tailfin.)

And then the turkey died from Poison Smoke.





At 10 enemies defeated, we get this message.

With that latest battle, you've defeated more than 10 monsters. At that moment, you see a smoke signal shoot up from another area of the floor.
Um, should we go help with th--
As you wonder if it's a distress signal or something, the guard behind you angrily interrupts your thoughts.


That's just a message from the squad. We don't need you worryin' about us, so just fight your own fights.
...Okay!
Seeing that the guard refuses to give any further explanation, you resume your hunt for monsters.



At 15, we get one final event.

With that latest battle, you've defeated more than 15 monsters. Once again, you see a smoke signal in the sky, probably some sort of message for the guard accompanying you. His face looks almost sorrowful as he silently gazes at it. A little while later, he turns to speak to you.


That's it. It's over. That just now meant they can't keep this up any longer. The long and short of it is that you guys won. Who knows what the townsfolk will say about us after this...
Continuing to mutter to himself, the guard slowly walks away. If you like, you could say something to him.
So what if they say the guards're pathetic? Prove them wrong. Get stronger. That'll show 'em that they can rely on you guys, eh?
You explain that all they need to do is get stronger and people will forget all about those doubts. The guard turns to face you with a look of surprise before immediately breaking into a laugh.
Ha ha ha! Yeah, it sure would be great if we could be as strong as you explorers. Yeah... You guys may have stolen a win this time, but we're still in the fight! How could we have let ourselves get so shaken by just some idle gossip...?
That's the spirit.
The lone guard nods with a satisfied look on his face before apologizing.
Sorry about this whole thing. And thanks for going along with it. I knew when I started this job that I'd have to be prepared for whatever people might say... Plus, I'm only doing this in the first place because I love my country... Or at least I thought I was. If it took all this to remind me of something so obvious, then I guess I'm just another greenhorn.
Despite his self-deprecation, his face is much brighter than it was a little while earlier.
Nameless, allow me to thank you once again. I'll be praying for your safety in the Labyrinth. I'll leave the reward at the bar, so go pick it up when you can. Now, if you'll excuse me.
Thanking you once again, the guard leaves. With this, the request is complete! All that's left is to report it at the bar.









Welcome back, everyone. Good work on that competition with the guards. You won, right?
But of course.
*chuckle* Not bad. But even the losers were looking pretty satisfied when they gave me the reward. I guess it's kind of like you lost the battle and won the war... Except you also won the battle? Anyway, thanks. Here's your reward. You've earned it.



(Obtained 2 Bronze Ingots!)

We get a larger EXP reward and an extra Bronze Ingot for getting to 15 monsters killed. Forfeiting or killing less than 10 monsters lowers the EXP reward.








I have Sasha learn Self Study to boost her WIS, since low magic defense is a pretty big flaw with Earthrun characters.



Hawk Arrow now deals 103% damage on the primary hit, and 369% on the hawk splash hits.



Poison Smoke now has 190 base poison damage, and increases poison infliction chances by 1.34x.



New floor means new junk.

Crossbow (+40 ATK, +36 MATK, WIS Up 1, Bronze x3) is made from 2 Skyfish Tailfins (Rockfish normal).

Hairband (+14 DEF, +13 MDEF) is made from 1 Skyfish Tailfin (Rockfish normal).

Goat Earring (Immunity to panic) is made from 2 Chipped Goat Horns (Cliff Goat normal).

Arm Guard (Immunity to arm binds) is made from 1 Skyfish Tailfin (Rockfish Normal).

Panic Gas (50% base chance to inflict panic on all enemies) is made from 1 Chipped Goat Horn (Cliff Goat normal).

Tanglethread: Head / Arms / Legs (60% base chance to bind all enemies' heads/arms/legs) is made from 1 Skyfish Tailfin (Rockfish normal).




And some forging. I had to use Bronze Ingots for Lanzon's Megalith 5006, since we, obviously, don't have more of Golem's normal drop in stock.



You have once again set foot in the territory of the enormous monster. Looking around, it appears that the Oliphant has hidden itself somewhere deeper in the room. Your mission from the Council is to find a way around it and continue further into the Labyrinth. You proceed with caution as you step further into the room.

The Oliphant room is loving gigantic, so I map it out first. Note that random encounters are disabled in it.



There's also extra corner rooms.

As you approach a grassy area, you notice several large shapes gathered there. While you instinctively place your hands on your weapons, upon closer inspection they appear to be a species of gentle zebu cattle. Apparently they live in rocky areas by moving from place to place to graze on what little grass grows here. There appear to be both nursing calves and mother cows in the herd, so, if you're careful not to provoke them, you may be able to get some milk.
Stand aside, kids, let an old farmhand take care of this.
...Uh, how many years has it been since you last did farm work?
Hoping to obtain some supplies for the trip, you begin to approach the cattle. However, upon hearing your footsteps, the herd is spooked and begins to panic! Gram desperately tries to keep them in check while the rest of you milk the cows.


Gram now has a black eye for their troubles, but at least you got the Milk, somehow.
Oof. I've gotten rusty.



(Obtained 4 Milks!)

You can bypass the damage if someone in the party knows Animal Husbandry.




"Wild cattle

You found a herd of wild cattle and, despite some injuries, successfully got milk from them."








Another point into Chain Fire.


As you climb the steep trail, you hear the cry of a bird. Instinctively, you stop and look around for monsters when you notice a gathering of wildfowl with large wattles. If you sneak up on them, you may be able to get some meat. But wild birds like these are sure to be cautious, so you'll need a skilled hunter.


Luckily, you have Iseria with you. They step forward with a confident look on their face.
Allow me.
Moving silently and hiding their presence, Iseria approaches one of the birds and takes it down in a single blow with a large knife. It's quite a large animal, but they proceed to dress it with impressive speed. In a blink of an eye, what was once a bird is nothing but a pile of meat, which you place in your bag to cook later.



(Obtained 5 Animal Meats!)



"Wildfowl hunting

You discovered some wildfowl and made use of your hunting skills to obtain some meat."








Lanzon learns Self Study to boost his INT.



Anyway, yes, Oliphant.

The previously hidden Oliphant has shown itself once again, perhaps detecting your presence. The sheer might of it seems incomparable to any monster you've faced before, and you highly doubt you could take it. Find some way to take advantage of the terrain to get past it!
Are you quite certain we shouldn't fight it? Not even for a minute or so?
If you want to get gored by those tusks, be my guest.


Oh jeez, that thing's quick.
Thanks to its enormous size, the Oliphant crosses a huge distance for each step you take! Overall, it seems to move twice as fast as you. In other words, if you move in a straight line it will definitely catch up to you. So what can be done to prevent this? You'll need to consider this as you make your next move.
Uh... Let's just...try to get to that rock, I guess...


EXCELLENT IDEA.




Anyone that's played EO3 or EO4 might recognize that music--yep, it's The End of the Raging Waves again. It's used for every single postgame boss; contrast with previous games, which either entirely used Scatter About (EO2, EO3 excluding SQ bosses, EOU) or a mixture that involved Scatter About (EO1, EO4, EO2U). Basically my point is that Scatter About is gone, and thank gently caress for that.

Oh, right, Oliphant. I'm sure this thing could be taken down with some smart planning, right?



Oliphant
HP: 35753
STR: 130
INT: 103
VIT: 121
WIS: 112
AGI: 99
LUC: 112
Skills:
  • King Press: Uses the legs. Deals 300% melee STR-based bash damage to all party members. Has a 110% speed modifier and (literally) 0 base accuracy. 0 base accuracy means that King Press cannot hit unless targets have their evasion reduced or disabled.
  • Tusk Stab: Uses the head. Deals 200% melee STR-based stab damage to one party member, with line-piercing effect. Has an 80% speed modifier and 99 base accuracy.
  • Leg Binder: Uses the arms. Deals 150% melee STR-based cut damage to one row of party members. Attempts to bind hit targets' legs, with a 50% base chance. Has a 110% speed modifier and 99 base accuracy.
  • Emperor's Might: Uses the head. Increases Oliphant's non-base accuracy by 500. Decreases all party members' non-base evasion by 500. Both the buff and debuff last for 4 turns. Has a 110% speed modifier.
  • Trunk Whip: Uses the arms. Deals 3-5 instances of 100% melee STR-based cut damage to random party members. Can hit the same target multiple times. Attempts to inflict paralysis on hit targets, with a 50% base chance. Has a 110% speed modifier and 99 base accuracy.

NOPE. TIME TO RUN THE gently caress AWAY.

(Drops excluded because they're irrelevant.)

Honestly with its low hit-rate gimmick it's one of the easier postgame bosses.

That's a nice team...




(King Press.)

OUT OF THE WAY OUT OF THE WAY OUT OF THE WAY!


Phew...
Perhaps that was less an attack, and more a show of strength...


Let's just get out of here before that thing warms up.




At this point I've just accepted that I've messed up, so I topple the rock that way for later.


As you sidestep the Oliphant, it slows itself down to face you. Apparently, its size makes it difficult for it to change direction. You'll need to remember this rule as you plan your moves.



Some fancy footwork later, and the rock has forced Oliphant to turn a bunch.



Far less time-consuming than Salamander or Wyvern.

Uh... Normally you would knock down the rocks before you trigger the chase. The room is basically designed as a big circle with some rocks to knock down in its way, so honestly it's not much of a puzzle.


You've safely managed to slip past the Oliphant, and can probably proceed further into the Labyrinth from here. You should report this method to the Council next time you return to town.



I open this shortcut and go back to town.




...I guess Remus wants to talk about cooking first.

What an intriguing phenomenon... Just place it in this sack and...wait? Such unconventional wisdom is truly what I'd expect from nomadic traditions...
Are we...interrupting something, Lord Remus?
Oh, Nameless. What brings you here today?
What were you talking to yourself about just now?
Perhaps you're already aware of this, but it was news to me. It's a technique passed down among certain Brownie circles. As it was told to me, a traveling Brownie was storing his milk in a hide sack while crossing the desert. Several hours later, his thirst had grown, so he reached for the sack, but the liquid had coagulated into something new.
That...does not sound good. "Coagulation" is generally not a term I want to hear with regards to nutrition.
He was surprised, but his thirst commanded he taste it, and he found it was delicious! Through trial and error, the Brownies he told of this experience managed to recreate the concoction, which they've called Honey Yogurt. Just place some Milk in this Custom Leather Bag, wait for several hours, then mix in olive oil and honey before heating. I hear it's very delicious- I feel certain you'd love to have some on your travels.
As skeptical as I am, we might as well give it a try.



(Obtained Honey Yogurt!)
(Obtained Custom Leather Bag!)









From what this sounds like, you've managed to agilely skip past the Oliphant, and find a route to the next floor...meaning we'll be able to further our exploration of the Labyrinth.
Yep, that's the gist of it.
Thank you, Nameless. I knew you'd be able to accomplish this. The Council has nothing but praise for your efforts, and I have a reward to present you.



(Obtained 3500 en.)






...That said, the more research I did, the clearer it became precisely how monstrously threatening this Oliphant is. Your route is good enough for now, but in the future we may need explorers who can remove it entirely. I'm hoping you'll grow into explorers of that caliber.



Bunker doesn't really work all that well when I have both Gram and Lanzon in the party, but I might as well level it up in the absence of anything else to do. Level 4 makes the Bunker have 95 DEF.



Hawk Arrow's first hit now deals 106% damage, while the hawk splash does 357% damage.



Poison Smoke now has 235 base poison damage, and multiplies poison infliction chances by 1.37x.

That'll do for now. Next time: 8F proper.

Rea fucked around with this message at 09:54 on Dec 23, 2016

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