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Aniodia
Feb 23, 2016

Literally who?

If you really think about it, though, it makes sense to see these kinds of enemies in the Porcelain Forest. Remember, the Forest isn't in the labyrinth itself, it's near enough to Armoroad that the princess can pop over there when she wants. The players (and the Deep King) just get there via teleportation. In other words, if the princess didn't need to be there because plot reasons and she probably scares off the other monsters there by being part Deep One, I could totally see the Porcelain Woods as the start of another labyrinth.

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Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Okay, I've got something to ask you all (Yes this is still alive. I've been busy, and Bravely Second has been eating up my free time.)



Is the image size okay? And are the numbers on the tile readable, at least? If you're wondering what this is about, I'm compiling EO3's encounter data for a potential future update, like so.

Group 1:
  • Normal Encounters:
    • 20%:
      • Fanged Fish
      • Fanged Fish
    • 12%:
      • Fanged Fish
      • Forest Frog
    • 30%:
      • Fanged Fish
      • Fanged Fish
    • 20%:
      • Deadly Durian
      • Deadly Durian
    • 18%:
      • Forest Frog
      • Forest Frog

Group 2:
  • Normal Encounters:
    • 30%:
      • Fanged Fish
      • Deadly Durian
    • 26%:
      • Forest Frog
      • Deadly Durian
    • 10%:
      • Forest Frog
      • Forest Frog
    • 22%:
      • Fanged Fish
      • Forest Frog
    • 12%:
      • Great Lynx

Group 3:
  • Normal Encounters:
    • 15%:
      • Fanged Fish
      • Fanged Fish
      • Fanged Fish
    • 20%:
      • Deadly Durian
      • Forest Frog
    • 15%:
      • Deadly Durian
      • Deadly Durian
      • Deadly Durian
    • 40%:
      • Great Lynx
    • 10%:
      • Forest Frog
      • Forest Frog

Group 4:
  • Normal Encounters:
    • 25%:
      • Deadly Durian
      • Fanged Fish
      • Deadly Durian
    • 25%:
      • Fanged Fish
      • Deadly Durian
      • Fanged Fish
    • 20%:
      • Great Lynx
    • 15%:
      • Forest Frog
      • Forest Frog
      • Deadly Durian
    • 15%:
      • Fanged Fish
      • Forest Frog
      • Forest Frog

Group 5:
  • Normal Encounters:
    • 25%:
      • Forest Shrimp
      • Starry Slug
    • 25%:
      • Forest Shrimp
      • Great Anaconda
    • 20%:
      • Demon Octopus
      • Ringed Lemur
    • 15%:
      • Ringed Lemur
      • Ringed Lemur
    • 15%:
      • Demon Octopus
      • Demon Octopus

Group 6:
  • Normal Encounters:
    • 20%:
      • Forest Shrimp
      • Forest Shrimp
    • 20%:
      • Forest Shrimp
      • Ringed Lemur
      • Demon Octopus
    • 20%:
      • Demon Octopus
      • Forest Shrimp
      • Demon Octopus
    • 20%:
      • Ringed Lemur
      • Forest Shrimp
      • Ringed Lemur
    • 20%:
      • Forest Shrimp
      • Venoshroom
      • Venoshroom
      • Venoshroom
      • Venoshroom

Gilgamesh255
Aug 15, 2015
Looks good to me.

Crosspeice
Aug 9, 2013

Ooh, interesting, I've been curious about how this all worked. I imagine it's similar for the other floors?

dont be mean to me
May 2, 2007

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


The text is legible - at that scale, in a vacuum - but I'm not sure any color scheme will do it favors, and even outlining would probably make it too busy. I would lean toward color-shading, but if it's going to have terrain features too we might be stuck.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Dr. Fetus posted:

It combines the worst aspects of Shiren the Wanderer and Etrian Odyssey to create an unenjoyable slog. The party AI is awful, and unlike in Pokemon Mystery Dungeon, you can't do much about it other than going solo, which utterly breaks the game's exp curve. The FOE equivalent in this game, known as DOEs, cannot take more than one point of damage unless they have 2 ailments or debuffs on them. Oh, and debuffs have accuracy checks in this game, instead of being automatically applied, so they're annoying to take down.
See, I had the opposite problem with EMD: the DOEs were a goddamn joke. The only thing you need to fight them is enough Blast (EMD's version of Limit) to activate the skill that lets you control your entire party for the duration. Once that's up it's almost trivial to prevent the DOE from doing basically anything, especially if you manage to trap one in a hallway.

EMD's real problem was that there was basically no variety. Aside from the backgrounds and music, all of the dungeons are exactly the same, and the Mystery Dungeon template is too limiting to give enemies any interesting strategies or gimmicks. So you end up going through hundreds of floors that all look the same, facing enemies that aren't really any different from the ones you've already seen. It'd take a miracle to not be bored by the end of it, and I never even touched any of the postgame stuff.

The music was at least pretty great, but they managed to misstep there too, by making the EO1 and EO2 FOE tracks the themes for two of the main dungeons. I don't care how good the remixes are, I don't want to listen to those tracks on repeat for a couple hours.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Okay, I decided to go for a different approach.



I color coded the tiles. Much less visual clutter and much easier to make. Oh and the legend is as follows:

1
2
3
4
5
6

How's this?

Crosspeice posted:

Ooh, interesting, I've been curious about how this all worked. I imagine it's similar for the other floors?

The encounter system hasn't changed much throughout the entire series. Tiles have both a danger value (If you have no idea what this is, don't worry, I'll cover that in an upcoming write-up.) and a set of encounters assigned to them. Though EO3 added in context sensitive encounters, such as day and night encounters. If you're wondering why Gigapedes are so hard to find on floor 2, that's because they only have a 5% chance of showing up on most of the tiles on that floor. Though there is a set of tiles where they have a 20% chance of showing up. This system stayed the same thoughout the series until EO2U, which kind of threw a wrench into a bunch of things.

Oh and if you're curious to know about the danger value of tiles, here's the map for floor 1. (Color code follows the same legend as the other map.)



You're more likely to get encounters when you're in front of doors and chests. FOE infested areas tend to have tiles filled with low danger values so you're not as likely to get into a battle there.

Araxxor fucked around with this message at 08:16 on May 4, 2016

cdyoung
Mar 2, 2012
pretty. I like the color coded version.

Crosspeice
Aug 9, 2013

Agreed, I've heard about the danger value before, but it's like with every game, there's a lot of different mechanics that are all interesting in their own way but you don't know about the nitty gritty of them unless you really dive into how it all ticks.

dont be mean to me
May 2, 2007

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


Dr. Fetus posted:

Okay, I decided to go for a different approach.



I color coded the tiles. Much less visual clutter and much easier to make. Oh and the legend is as follows:

1
2
3
4
5
6

How's this?


The encounter system hasn't changed much throughout the entire series. Tiles have both a danger value (If you have no idea what this is, don't worry, I'll cover that in an upcoming write-up.) and a set of encounters assigned to them. Though EO3 added in context sensitive encounters, such as day and night encounters. If you're wondering why Gigapedes are so hard to find on floor 2, that's because they only have a 5% chance of showing up on most of the tiles on that floor. Though there is a set of tiles where they have a 20% chance of showing up. This system stayed the same thoughout the series until EO2U, which kind of threw a wrench into a bunch of things.

Oh and if you're curious to know about the danger value of tiles, here's the map for floor 1. (Color code follows the same legend as the other map.)



You're more likely to get encounters when you're in front of doors and chests. FOE infested areas tend to have tiles filled with low danger values so you're not as likely to get into a battle there.

Pretty good choices for the encounter map. For the record, choosing six colors with three background colors (floor/non-floor/border here) is almost impossible if you want to be, say, color-blind or first-glance friendly. It helps that encounter groups keep more or less to themselves. All I might suggest is making no-encounter tiles (that aren't stairs or passages or something) white, as they'd still be recognizable as part of the floor and lack of color would have a clear meaning in contrast to the color groups. Or, if you simply can't go there, whatever the normal event/object tile (treasure etc.) keeping you from going there is.

The danger map would probably be better served with a gradient from lowest to highest danger. ColorBrewer 2 was designed by actual cartographers and geographic information specialists (maps are hard) to aid in communicating spatial information and seems like a good jumping-off point. Same advice with the white for no-danger tiles.

dont be mean to me fucked around with this message at 09:01 on May 4, 2016

Theantero
Nov 6, 2011

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

Deceitful Penguin
Feb 16, 2011
Why though?

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Sir Unimaginative posted:

Pretty good choices for the encounter map. For the record, choosing six colors with three background colors (floor/non-floor/border here) is almost impossible if you want to be, say, color-blind or first-glance friendly. It helps that encounter groups keep more or less to themselves. All I might suggest is making no-encounter tiles (that aren't stairs or passages or something) white, as they'd still be recognizable as part of the floor and lack of color would have a clear meaning in contrast to the color groups. Or, if you simply can't go there, whatever the normal event/object tile (treasure etc.) keeping you from going there is.

The danger map would probably be better served with a gradient from lowest to highest danger. ColorBrewer 2 was designed by actual cartographers and geographic information specialists (maps are hard) to aid in communicating spatial information and seems like a good jumping-off point. Same advice with the white for no-danger tiles.

Ah. thanks. Eventually ended up coming up with this.





I get that it's probably not info that most people would be interested in, but this stuff doesn't take that long to organize and make, and I figure I might as well for those who do.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Yeah, those are some nice graphs.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Game Mechanics: Random Encounters, Battles, and Items

The Labyrinths in the Etrian Odyssey games are pretty carefully designed in order to give a player a tough but satisfying experience while exploring them. One way the game goes about doing this is with the random encounter and FOE system, which combines both the concepts of random and preexisting encounters, with the preexisting encounters being far more deadly.

The Random Encounter System

The way the random encounter system works is that each tile you can step on in the Labyrinth has a value of 0 to 5 assigned to them. This is known as their Danger Value. This value is then added onto a hidden counter, which is indicated by the random encounter radar turning from blue to red as it increases. When you get out of a battle or enter a new floor, the game sets a limit on the counter, ranging from 16 to 64 inclusive. When the counter surpasses that limit, you get into a battle. Skills can increase or decrease the danger values of the tiles. Troublemaker will increase the danger values Vigilance will decrease them, and Safe Stroll will force all tiles in the Labyrinth to have a danger value of 0, making it impossible to get into battles in that case.

This ties into FOEs in that a significant portion of getting through the Labyrinth involves navigating around FOEs and avoiding them. FOEs help provide tension when you're exploring the Labyrinths since they outclass your party (Or are supposed to, but let's ignore how weak they are in this game for now). What doesn't help matters is that they can join in on random battles, so traversing their territory can be dangerous. But you shouldn't worry too much. Typically the tiles in the territories that FOEs live in have low danger values, so it's possible, but hard to get into an encounter in there most of the time. But you should make sure to reset the counter by getting into a random battle outside their territory before attempting to traverse through it.

The encounters you get into also depend on the tile you're on. This is accomplished by assigning each tile a list of possible groups of encounter formations. So a monster that's a rare encounter on one part of the floor might be a common encounter on a different part. If you're trying to hunt down a certain enemy and aren't having much luck finding them, try looking on a different part of the floor.

Starting a Battle

Once you get into a battle, the game runs a few calculations. These calculations will determine how much of an advantage your party will have when starting a battle, such as getting a preemptive attack, being blindsided by the enemies, or starting off on equal footing. The first check the game runs is seeing your party will get a preemptive attack.

Preemptive Attack Rate posted:

Initial Checks:

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

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

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

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

Otherwise, this check is performed instead:

C = B

Final result:

Preemptive Rate = C + a random number from 0 to 10
So in normal circumstances, you'll have a 0 to 40% of getting a preemptive strike, or a maximum of an 80 to 90% chance if you used the Arbalist's level 5 Ambush skill. If you do get a preemptive strike, the game doesn't initiate any more checks. If you don't, then the game checks to see if your party gets blindsided. And a word of warning. Unlike in EO2, you are not guaranteed to escape from a battle even if you do get a preemptive attack. Granted with the escape rate skewed heavily in the player's favor (more on that later) that doesn't matter too much.

Blindside Rate posted:

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

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

Blindside Rate = B + a random number from 0 to 10
The blindside formula is basically an inverted version of the preemptive attack formula. The blindside rate can range from 0 to 10% or from 30% to 40% depending on your party's stats. If you're constantly getting blindsided, that's a sign that your party is too weak for the area, and you should probably spend some time grinding them up. If the blindside check fails, then the battle just starts as normal. And for those of you that have played EO2, guaranteed blindsides are thankfully gone. No encounter is flagged to always blindside you.

Now there are exceptions to these formulas. Mainly, FOEs, as they operate a bit differently. If you run into an FOE while you're face to face with them, or run into their side, or an FOE runs into your side, the game runs these formulas as normal. However, if you run into their back while facing forward, you're guaranteed to get a preemptive attack. If you run into their back while sidestepping, or walking backwards, the game just runs those formulas as normal. However, if an FOE walks into your back, you're guaranteed to be blindsided.

Another exception is boss fights. The game flat out disables these formulas when you get into one, so it is impossible to get a preemptive strike or get blindsided when starting a boss fight. The sole exception to this case is Narmer, due to the gimmick of his boss fight.

Options in Battles



When a battle starts, you'll have some options to choose from. I'll go over each one in detail.

Attack

This action causes your character to use a regular attack that only attacks one enemy and deals 100% damage. This damage can be directly boosted through weapon masteries. There is no action speed modifier when using a regular attack. The base accuracy of a regular is determined by what weapon they have equipped, which will be 98 in most cases. However, some weapons come with a base hit rate of 50. Those weapons are the Panic Fleuret (Rapier), Dagger of Mercy (Knife), Stunning Knife (Knife), and the Stone Songs (Book.) All of those are weapons with an attack power of 1 and are filled with forges, so for the most part you don't have to worry about that. Regular attacks can also deal critical hits, which will deal 150% damage instead of 100%. Data Mining can increase the critical damage to 190%, but for the first 3 levels of the skills, it will actually decrease critical hit damage to 130% to 140%, so beware of that. Skills cannot deal critical hits under any condition.

Defend

This action has priority, so it will almost always go first. Any character that chooses this action will do nothing for the current turn, but have any incoming physical damage reduced by 50%. This does not work with elemental or Almighty damage. This stacks multiplicatively with other defensive boosts, such as being in the back row, or the Hoplite's Line Guard. So defending in the back row will reduce physical damage by 25%. Defending has no effect on ailments or binds.

Skills

Well this lets your character use a skill. For more information on a class' skills, read their Class Showcase.

Items

Next I'll be covering items that can be used in battle. Items are essentially coded in the game as skills that don't require a body part to use, nor cost TP. This means that the only a party member is unable to make use of them is if they're incapacitated through the use of Death, Petrification, Sleep, Confusion, Paralysis, or Stun. Some items used in battle do take the user's stats and passives into account because of that, so that's something to keep in mind. All healing items count as fixed healing and cannot be boosted by Form Qi. The offensive items are affected by Etheric Charge, but not Charge since none of them deal physical damage. Items can help fill any holes in your party compositions, but are not intended to be complete replacements for classes so they're weaker than skills in some cases. Still, smart usage of them will be vital in order to get through these games.

Medica
Cost: 20 en
Stats Used: N/A
Target Type: Single
Action Speed: +0
Materials Needed: Available at the beginning of the game
Need to Restock: No

Restores 80 HP to one party member.

A very basic healing item, but you'll want to stock up on these at the beginning of the game. Especially if you're not using a healer like the Prince/ss or the Monk. Though after you unlock Medica IIs, there's no reason to ever buy any more of these.

Medica II
Cost: 60 en
Stats Used: N/A
Target Type: Single
Action Speed: +0
Materials Needed: 5x Sea Beast Fur, Acquired from High Oneps in the 2nd Stratum
Need to Restock: No

Restores 160 HP to one party member.

This is a very nice upgrade to Medicas, and you can unlock these at a point where your party's HP pools gets large enough for Medicas to not do much. There is pretty much no reason to ever buy Medicas again after you unlock this, so this should be your go to single target healing item until you unlock Madoras, which are far more useful in terms of utility.

Medica III
Cost: 400 en
Stats Used: N/A
Target Type: Single
Action Speed: +0
Materials Needed: 7x Writhing Wood, Acquired from Sickwoods in the 5th Stratum
Need to Restock: No

Restores 300 HP to one party member.

At the point where you can unlock these, I don't find them as useful as Madoras. Sure those heal less, but they have far more utility in that they can heal a row. Also by this point, any healing classes in your party should be able to restore a significant amount with their skills. Although these can be useful as emergency heals. Though they'll get outclassed by Medica IVs very quickly.

Medica IV
Cost: 1000 en
Stats Used: N/A
Target Type: Single
Action Speed: +0
Materials Needed: 10x Fairy's Core, Acquired from Clioneans in the 6th Stratum
Need to Restock: No

Fully restores a party member's HP.

These are a bit situational, but function as very good emergency heals, especially if your healer happens to be busy with something else or gets incapacitated in some way. Enemies in the post-game can be very vicious if you're not careful, so these are very handy as a backup plan of sorts.

Amrita
Cost: 150 en
Stats Used: N/A
Target Type: Single
Action Speed: +0
Materials Needed: 1x Green Algae, Acquired from Take Points in the 2nd Stratum
Need to Restock: Yes

Restores 50 TP to one party member.

TP is a very vital resource to manage, so Amritas are vital to pack on every dungeon trip. Unfortunately, unlike in the first two games, you'll have to actively farm for them and keep a steady supply of them in stock if you're making heavy usage of them. And you won't unlock Amrita IIs for a long time.

Amrita II
Cost: 500 en
Stats Used: N/A
Target Type: Single
Action Speed: +0
Materials Needed: 1x Life Honey, Acquired from Take Points in the 5th Stratum
Need to Restock: Yes

Restores 100 TP to one party member.

A nice upgrade over Amritas, but you won't get these for a long time. Once you get access to these, there is pretty much no reason to use Amritas unless you're too lazy to farm for them. These should keep your party going for a good while until you unlock Amrita IIIs.

Amrita III
Cost: 2000 en
Stats Used: N/A
Target Type: Single
Action Speed: +0
Materials Needed: 1x Maiden's Wheat, Acquired from Take Points in the 6th Stratum
Need to Restock: Yes

Fully restores a party member's TP.

It'll be a long time before you can buy these in bulk, but they're absolutely worth it. Being able to just get a party member from an empty TP pool back to full is a massive boon in the postgame, since that lets you be efficient in terms of action economy, Unfortunately, they got nerfed in the following game. This was the last game where you could fully restore your TP like that.

Hamao
Cost: 300 en
Stats Used: N/A
Target Type: Single
Action Speed: +0
Materials Needed: 1x Moss Strawberry, Acquired from Take Points in the 3rd Stratum
Need to Restock: Yes

Restores 50 HP and 25 TP to one party member.

Hamaos have been repeatedly getting nerfed ever since the first game (Kind of understandable, since they were far more powerful in the first game), and now they're practically undesirable. Those restoration values wouldn't be too bad for the earlygame, even though it would be situational. The problem is that you can only buy these in bulk when you get to the 3rd Stratum, long after they stop being useful. The few you find in the earlygame could be slightly handy though.

Hamao II
Cost: 300 en
Stats Used: N/A
Target Type: Single
Action Speed: +0
Materials Needed: 1x Hogweed Oil, Acquired from Take Points in the 6th Stratum
Need to Restock: Yes

Restores 100 HP and 50 TP to one party member.

Once again, an item that is horribly outclassed by the time you can actually buy them. Medica IVs and Amrita IIIs do so much more. And there is no Hamao III. This is as good as this series of items gets.

Nectar
Cost: 50 en
Stats Used: N/A
Target Type: Single
Action Speed: +0
Materials Needed: 1x Small, Acquired from Take Points in the 1st Stratum
Need to Restock: Yes

Revives one party member and restores 20 HP.

It's absolutely vital to pack a few of these on every Labyrinth trip. However these items got a massive indirect nerf and are far more risky to use in this game. Unlike the first two games, enemies got an upgrade to their AI and no longer play by your rules. Unlike your party, the enemy decides which target to attack the moment it's their turn to attack, meaning that they can attack party members that were recently revived (This was only possible in the first two games if a party member got killed and revived in the same turn before it was the enemy's turn to attack.) And you can't use Bodyguard on dead party members, so you really have to assess when it's the best possible time to use Nectars.

Nectar II
Cost: 300 en
Stats Used: N/A
Target Type: Single
Action Speed: +0
Materials Needed: 1x Crabapple, Acquired from Take Points in the 4th Stratum
Need to Restock: Yes

Revives one party member and restores 100 HP.

A much stronger upgrade over Nectars since these don't them quite on the brink of death. Once you can buy these, there aren't any reasons to use Nectars. This is as strong as Nectars get. For any of you that have played EO2, there aren't any AOE versions of these items. Those were proven to be too strong since they could single-handedly save your party from a game over, which is why they have never reappeared in the series.

Madora
Cost: 400 en
Stats Used: N/A
Target Type: Row
Action Speed: +0
Materials Needed: 1x Flame Fruit, Acquired from Take Points in the 3rd Stratum
Need to Restock: Yes

Restores 150 HP to a row.

Somas got kicked out and reworked into Madoras. For one thing, they now provide fixed healing, so passives that boost healing no longer affect them. And they only affect a row instead of being AOEs. However in exchange for that, Madoras heal more than Somas did in the first two games. Those changes didn't do much to nerf Madoras into the ground, so they're fantastic healing items during the midgame and postgame. Sure, row healing isn't as good as AOE healing in terms of utility, but it's still better than single target healing. I would recommend skipping out on Medicas for these. You really should make sure to have a good stock of these in the store. They'll last you for a long time.

Madora II
Cost: 5000 en
Stats Used: N/A
Target Type: Row
Action Speed: +0
Materials Needed: 1x Ambrosia, Acquired from Take Points in the 6th Stratum
Need to Restock: Yes

Restores 300 HP to a row.

A very nice upgrade to Madoras, and the strongest version of them. They don't heal as much as Medica IVs, but they're a nice little emergency item to have in case you need to get your party back up and running quickly.

Theriaca A
Cost: 100 en
Stats Used: N/A
Target Type: Single
Action Speed: +0
Materials Needed: 1x King Core, Acquired from King Starfish in the 2nd Stratum
Need to Restock: No

Dispels all binds from one party member.

Binds can hinder your party, so you're going to want to pack a few of these on explorations just in case. But for a few specific boss fights, you'll want to pack a lot of these, especially if your party doesn't have anyone who knows Refresh. Oh and for those of you that have played EO2, the AOE versions of these items aren't in this game. Or any future EO game for that matter.

Theriaca B
Cost: 30 en
Stats Used: N/A
Target Type: Single
Action Speed: +0
Materials Needed: 1x Anra Fruit, Acquired from Take Points in the 1st Stratum
Need to Restock: Yes

Dispels an ailment on one party member.

I would say that these are more vital than Theriaca As, as while binds can merely inconvenience your party, ailments can flat out cause a party wipe and are far more dangerous. These are the only way to cure Petrification out in the Labyinth, aside from using Refresh. Beware, unlike Theriaca As, these items must be restocked. And again, for those of you that have played EO2, the AOE version only existed in that game.

Metapon
Cost: 1000 en
Stats Used: N/A
Target Type: Single
Action Speed: -3
Materials Needed: 1x Mint, Acquired from Take Points in the 5th Stratum
Need to Restock: No

Dispels all buffs on an enemy.

The only reason to use these is if you don't have anyone who knows Ad Nihilo. They're extremely situational and not worth carrying around most of the time since most enemies can't buff themselves, or apply buffs that are worth using up a turn to get rid of. However, in the situations it's useful for, Metapons are very useful when the enemy in question has very strong buffs you want to dispel ASAP.

Unihorn
Cost: 500 en
Stats Used: N/A
Target Type: AOE
Action Speed: -3
Materials Needed: 1x Hyacinth Petal, Acquired from Take Points in the 4th Stratum
Need to Restock: No

Dispels all debuffs on the party.

Even more situational than Metapons. Enemies rarely debuff you, and most of the time the debuff isn't worth using up a turn to get rid of. Especially when it can be applied again so easily.

Bravant
Cost: 300 en
Stats Used: N/A
Target Type: Single
Action Speed: -6
Materials Needed: 5x Monster Bone, Acquired from Sauroposeidons in the 4th Stratum
Need to Restock: No

Increases one person's physical damage output by 45% for 4 turns.

Bravants are very handy consumables to have, especially since it's unlikely for most parties to have access to 3 different skills that provide damage buffs. It's just as strong as most physical damage buffs at max level (Berserker Vow is the only damage buff that gives a damage boost beyond 45%.)

Stonard
Cost: 150 en
Stats Used: N/A
Target Type: Single
Action Speed: -6
Materials Needed: 3x Predatory Fang, Acquired from Stegosauruses in the 3rd Stratum
Need to Restock: No

Increases one person's physical defense by 45% for 4 turns.

A situational defensive item. Ideally you would want defensive buffs to affect more than one person if you're using them. They're not a terrible item to make use of, but you would probably be better off using something else.

Fire Mist/Ice Mist/Volt Mist
Cost: 150 en
Stats Used: N/A
Target Type: Everyone
Action Speed: +0
Materials Needed: 1x Scarlet Sage, Acquired from Take Points in the 3rd Stratum
Need to Restock: Yes

Decreases the amount of Fire/Ice/Volt damage everyone on the battlefield, ally and enemy, takes by 50% for 4 turns. This amount is subtracted from a target's damage multipliers. If an enemy takes 200% damage from Fire attacks, they will take 150% damage from Fire attacks after the Fire Mist is put into effect.

After everyone overused Mists in EO2 to mitigate damage from bosses and the like, Atlus saw fit to nerf them by making it so that they affect everyone, enemies included. This means that you'll have to be more careful with how you use them. Though they can make a nice substitute for a Hoplite's Antielemental skills if you don't have them. Though mind you, there are situations where these will not be enough to protect your party.

Cut Mist/Bash Mist/Stab Mist
Cost: 300 en
Stats Used: N/A
Target Type: Everyone
Action Speed: +0
Materials Needed: 1x Aloe, Acquired from Take Points in the 5th Stratum
Need to Restock: Yes

Decreases the amount of Slash/Strike/Pierce damage everyone on the battlefield, ally and enemy, takes by 50% for 4 turns. This amount is subtracted from a target's damage multipliers. If an enemy takes 200% damage from Slash attacks, they will take 150% damage from Slash attacks after the Cut Mist is put into effect.

These are even more situational considering how physical damage is preferred for a party to make use of over elemental damage. Not to mention that physical damage isn't as deadly as elemental damage since all enemy physical attacks use the STR stat, and their elemental attacks all use the TEC stat. And typically enemies have access to more than one physical damage type.

Blaze Oil/Freeze Oil/Shock Oil
Cost: 75 en
Stats Used: N/A
Target Type: Single
Action Speed: -6
Materials Needed: 1x Hibiscus, Acquired from Take Points in the 1st Stratum
Need to Restock: Yes

Imbues an ally's weapon with Fire/Ice/Volt, adding that element onto their normal attacks. Does not affect their skills.

The only reason to make use of these is if you're using a Chaser party, or are trying to get an enemy's conditional drop which involves killing them with an element they're weak to. These items are terrible, don't use them otherwise.

Fire Jar/Ice Jar/Volt Jar
Cost: 100 en
Stats Used: TEC
Target Type: Single
Action Speed: -9
Materials Needed: 1x Narcissus, Acquired from Take Points in the 2nd Stratum
Need to Restock: Yes

Deals 60% Fire/Ice/Volt damage to a single target. Has a hit rate of 98.

These are strong as a level 6 Elemental Star. Oh and since items are essentially coded as skills, that means that these work with both Singularity and Etheric Charge, which is something to keep in mind. Of course that begs the question if you have enough room in your inventory to keep a constant supply of these, and if you're willing to constantly farm for damage items.

Flame Jar/Frost Jar/Storm Jar
Cost: 500 en
Stats Used: TEC
Target Type: AOE
Action Speed: -9
Materials Needed: 1x Waterlily Leaf, Acquired from Take Points in the 4th Stratum
Need to Restock: Yes

Deals 70% Fire/Ice/Volt damage to all enemies. Has a hit rate of 95.

For the record, these are stronger than a level 10 Binary Elemental, which only deals 55% damage at max level, and it's slightly faster than using one, though it's slightly less accurate. Like with the single target jars, these also work with Singularity and Etheric Charge. However, they deals less damage than a level 9 Elemental star, so don't bother with these if you have one of those maxed out and are only planning on using these for bosses. Otherwise, they can be a nice source of elemental damage but again, that begs the question if you have enough room in your inventory to keep a constant supply of these.

Poison Gas
Cost: 100 en
Stats Used: TEC, LUC
Target Type: AOE
Action Speed: -6
Materials Needed: 15x Narcissus, Acquired from Great Platypuses in the 1st Stratum
Need to Restock: No

Attempts to inflict Poison on all enemies. Has a 40% chance of succeeding. Due to an oversight in the code, there is no data for how much Poison damage it should deal (the code was copy and pasted throughout all the Gas items), and ends up dealing 0 Poison damage.

If you're attempting to go for a Poison conditional drop, don't bother with using these things. There's only one enemy that has that conditional, and you acquire the drop by killing them with Poison damage, not while they're Poisoned. Unless you really think you can cause them to die from 1 to 10 points of Poison damage, use an actual Poison skill instead. That oversight did at least get corrected in the next game, though they're still not worth using.

Stun Gas
Cost: 200 en
Stats Used: TEC, LUC
Target Type: AOE
Action Speed: -6
Materials Needed: 1x Red Fragment, Acquired from Guardian Ants in the 3rd Stratum
Need to Restock: No

Attempts to inflict Paralysis on all enemies. Has a 40% chance of succeeding.

Paralysis isn't really a great ailment to make use of, and ailments are at their weakest in this game. No enemy in this game has a kill while Paralyzed conditional drop, so you don't even need them for that. It can be nice in random battles I suppose, but most random encounters aren't really a threat to warrant such a measure.

Blind Gas
Cost: 150 en
Stats Used: TEC, LUC
Target Type: Single
Action Speed: -6
Materials Needed: 1x Ebony Liver, Acquired from Whorled Puffers in the 2nd Stratum
Need to Restock: No

Attempts to inflict Blind on all enemies. Has a 40% chance of succeeding.

Blind is one of the easier ailments to land, and a boss' conditional drop does require them to be Blind when killed. Unfortunately, Blind isn't that great of an ailment to make use of either, so it's hard to recommend keeping a few of these around in your inventory.

Sleep Gas
Cost: 300 en
Stats Used: TEC, LUC
Target Type: AOE
Action Speed: -6
Materials Needed: 1x Dryad Liquid, Acquired from Otherspawns in the 4th Stratum
Need to Restock: No

Attempts to inflict Sleep on all enemies. Has a 40% chance of succeeding.

A nice crowd control item, since Sleep will disable all enemies until it wears off or you attack the enemy. Don't bother with this in FOE and boss fights since it won't do much in most cases.

Curse Gas
Cost: 800 en
Stats Used: TEC, LUC
Target Type: AOE
Action Speed: -6
Materials Needed: 1x White Fox Fur, Acquired from White Foxes in the 5th Stratum
Need to Restock: No

Attempts to inflict Curse on all enemies. Has a 40% chance of succeeding.

Curse is one of the worst ailments for the player to make use of. Unfortunately, the only skill that can inflict Curse is the Monk's Darkness Fist, so if you're trying to go for conditional drops that require you to kill the target with Curse damage this is your only other option for inflicting it. Outside of those situations, this item is practically worthless.

Addle Gas
Cost: 800 en
Stats Used: TEC, LUC
Target Type: AOE
Action Speed: -6
Materials Needed: 5x Dawn Thorn, Acquired from Rotten Fruits in the 5th Stratum
Need to Restock: No

Attempts to inflict Confusion on all enemies. Has a 40% chance of succeeding.

Confusion is one of the most powerful ailments in the game, so this can be a great form of crowd control in random encounters if you need to do that.

Formaldehyde
Cost: 500 en
Stats Used: N/A
Target Type: AOE
Action Speed: +0
Materials Needed: 1x Atrocity Sigh, Acquired from Dreamsmashers in the 6th Stratum
Need to Restock: Yes

When used, any enemy killed afterward on the current turn will be forced to drop all their items. This includes conditional drops, even if the player did not qualify for them. The effect is not retroactive.

A new item introduced in this game, and it's a very handy one. You won't be able to buy these until the 6th Stratum, so use them wisely until then. This will let you bypass the more annoying conditions for conditional drops, but you have to time it right so that you kill the enemy on the same turn as you use this, so have your fastest character use this to ensure that this will take effect.

Switch

This option didn't exist in the first game, but it was introduced in the second game. However, all it did there was switch the rows. Here, your character can switch positions with another one, but it will use up their turn. This action has no action speed modifier. The only time this will really see use is if your front row dies and your back row is sent to the front as a result. There's not really a need to reposition your characters outside of that scenario.

Escape

And finally there's escaping. If a battle is too tough for you, or if you don't want to fight, you can escape from it to end it prematurely. However, you won't get any exp or item drops if you do this. Escaping does not have an action speed modifier. When a character attempts to escape, the game uses this formula to see if they're successful.

Escape Rate posted:

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

If A is less than or equal to -32, then B = 0
If A is is greater than -32, but less than 10, then B = 40 + 40 * sin (A * 0.03 - 0.57)
If A is greater than or equal to 10, then B = 80

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

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

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

Otherwise this check is performed instead:

If C > 90, then C = 90

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

So if you want to escape from a battle, you'll have a bigger chance of doing so if you have fast and lucky characters in the party.

ChaseSP
Mar 25, 2013



Anyone remember which update was the one Dr Fetus went over melee monks? I was interested in having one in my future eo3 party.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

ChaseSP posted:

Anyone remember which update was the one Dr Fetus went over melee monks? I was interested in having one in my future eo3 party.

This would be it.

If you want to use a Punch Monk, there are a few key things to keep in mind.
  • They won't have enough SP to invest in any healing skills, so don't bother with those at all.
  • Due to how fist power scales, Punch Monks will be fairly powerful in the first Stratum, but will fall off after that. You can use the unarmed glitch to get around that, at the cost of a equipment slot. Granted armor in EO3 is practically worthless, so that's not really a huge downside for now. However, increasing their Strength is really important if you opt not to use the glitch.
  • Their best damage skill is Breakfire Fist.
  • The best subclasses for them are either Zodiac or Gladiator. A Zodiac sub does more for them if they can exploit a weakness, but if they can't a Gladiator sub will have them deal more damage.

Crystalgate
Dec 26, 2012
The escape formula does indeed look very weird. Ether your escape rate is very good with 85% or more chance to escape or you have a rather lovely chance of escaping unless you really rack up the number of turns. With a formula of 40 + 40 * sin (A * 0.075 + 0.82), you hit the 80 mark at close to A = 70. So, it looks like a formula that's supposed to go from -31 to 69, only they cut it off at A = 10, at which point you gain the benefit of having 60 more AGI and LUC than you actually do. If they want to cut of the formula at -32 and 10, then 40 + 40 * sin (A * 0.075 + 0.82) would have made more sense.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Update 64: Blinding Light

I can tell that getting through this Stratum is just gonna be so much fun.

Look on the bright side, at least it looks very pretty!

When we can actually see it.





“Competiton?”

Now, put the knowledge and skill you have gained through your explorations to use!

Okay, here we go!

You can do it, Alice! We'll help out if you need it!

We're gonna start off the update by doing that gathering contest quest.



Now in order to win, you need to gather 45 items and must keep them in your bag when you leave, as they serve as proof of how many items you've gathered. This means that you need 45 empty spaces in your bag. Not only that, but you'll need to be able to gather 45 times, which isn't possible without very specific skill builds. The contest doesn't have a time limit, so if you run out of gathering attempts, you could wait for midnight to come in order to replenish your gathering attempts. But the easiest way to get this done, is to have a team of 5 Farmers and have access to the Double Crop skill, which replenishes your gathering attempts on the spot. I make use of that last strategy, and just stick to one gathering point. The rarity of the items you gather doesn't matter, just how many you bring. Oh and just a warning, tossing out any items you've gathered will instantly cause you to fail the quest!



This will complete the request, but you will need more if you want to earn a higher rank.

After getting 5 items, you'll get this message.

A good start! Now we just have to um... Hm, how many you think we'll need?

Much more than this. There are still other guilds participating, and they don't look ready to surrender anytime soon.

That's true, but I think I can handle it.



This might help you make it into the top of the lists! You can head back to the city to report in, or continue working for a better score.

This one pops up after getting 15 items, which will net you 3rd place.

How goes the gathering, Alice?

Phew! I don't know how much longer I can keep this up.

Ah, Miss Alice, would you like me to help out?

Oh, um, yes. That would be nice. Um, here. You can use those to help me cut these stalks off.

Very well. ...Um, how do you use these things?

Oh here, let me show you! You just hold them like this...



You have collected a good amount of material. You should achieve quite a high ranking! You can head back to the city to report in, or continue working for a better score.

You get this message once you get 30 items, which will get you into 2nd place.

And... snip snip! Just like that!

Ah, thank you very much for the help, Miss Alice.

Oh, you're welcome! I appreciate you helping me too!

Hmm... Yes, I think this will work out nicely...

Don't get any funny ideas about them. I see you reaching for that journal!

Erk!



Huff... Hoo... Is... Is this enough?

Yes, I believe so. Look! There aren't any guilds left! We should easily triumph over everyone else with these spoils!

Surely collecting any more than this will be pointless; you must be the winner now! Find a good point to stop working, and head back to the city to find out the results!

Once you gather 45 items, you'll get this message, which signifies that you got 1st place.





Fade to black.

Wait, how do you die in a contest like this?

I saw some guilds moving around the floor, looking for good places to gather materials. We were fortunate enough to find a spot that had plenty to collect. Others may not have been as lucky.

And in order to gather a significant amount, you would have to pack a very small amount of supplies. I wager that cost some guilds their lives.

Wow, farming's more hardcore than I thought. Oh hey, it looks like he's ready to tell us who won.





















The maximum possible score. But you don't get anything extra for accomplishing that. Like with the last contest, tying with a guild has you take their place since you're a newer guild.

Ha ha! Nice job, Alice!

Oh don't forget Akatsuki, he helped out too!

Eh heh, um, it was nothing. Really.

That concludes the announcement. Mr. Elval’s rewards have been delivered to the bar.



Like with the last contest, Missy has different things to say depending on how we placed. If you gathered 5 to 14 items:

Oh, it is you! Welcome back! I am feeling sorry for you that you did not make the top three... Well, you are all strong. You are better at beating up monsters than digging anyway. Well, here is your reward for participating, anyway. Good try, okay?

A Cut Mist is your only reward, and each party member only gets 3000 exp. If you gathered 15 to 29 items:

Well, hello there! The guard came and told me the scores. How wonderful for you to be getting 3rd place! Congratulations! It looks like we know where your strengths are lying now, yes? Well, here is your reward for your efforts. Thanks again, everyone.

You get a Cut Mist and a Bash Mist, and each party member gets 4500 exp. If you gathered 30 to 44 items:

Well, hello there! The guard came and told me the scores. I was so surprised to hear that you guys got 2nd place! Congratulations! Even better, if you take those materials to the Firm, you can sell them! You could probably be getting a lot of money for them... Hmm... If you keep doing this, you could earn piles and piles of precious precious money... ...Huh? N-Nothing! I was not saying anything! IGNORE ME! Here! Here is your reward and your prize for getting 2nd! Now get out of here!

You then get a Cut Mist, a Bash Mist, and a Stab Mist as your reward. Each party member gets 6000 exp. If you gathered 45 or more items:

Well, hello there! The guard came and told me the scores. He told me that you guys won the competition! Congrats! I was so surprised, I thought I’d die of the shocking! You are so strong and skilled, and you can collect things, too! You’re totally on the roll! Perhaps my endless streams of fetch quests and monster hunts have paid off, yes?

:geno:

...That was a joke, okay? Don’t be looking at me like that. In any case, here is your reward for a job well done! Take it and be proud!







We get 2 of each type of physical mist.



And each party member gets 7000 exp. Oh and that's the party that will be exploring the first half of the 5th Stratum.







It's not the gun you gotta worry about. It fires blanks!

So I realized that there's a special skill Scott could go for now, and I threw up a vote to ask people if I should go for it, since I didn't really advertise that in the last vote. The results were unanimous, and I'm restructuring his skillset to be more fitting for the late game. As for what that entails, I got rid of Hanging, and put all the points I could into Gun Mastery, which increases the damage output of his regular attacks when using a Gun by 11%. And maxing out both Rapier Mastery and Gun Mastery unlocked this skill.



Pincushion! This is going to be absurd.

Oh boy. Pincushion is by far Scott's best damage skill. It's a random target skill that hits all enemies 1 to 3 times, dealing 145% damage per hit. That may not sound impressive, but this skill also adds in the user's AGI onto their damage multiplier. Each point of AGI adds 3% onto the damage multiplier, meaning that Scott deals 292% damage per hit. Which is more than what Hanging can deal. And if Scott happens to roll 3 hits, he'll deal a total of 876% damage! So yeah, you can see why this is so good for him. Oh, and increasing his AGI will give us more damage than increasing his STR in most cases, since increasing STR gives diminishing returns. Anyways, with all that out of the way, it's time to explore the 5th Stratum.

DS Version



Here's the nighttime splash screen for the 5th Stratum.



Looks like the seal works. We can pass through the barrier now.

Okay, then let's get going!

DS Version






Rotten Fruit
Level: 45
HP: 545
STR: 41
VIT: 38
AGI: 33
LUC: 44
TEC: 40
Attack Type: Pierce
Exp: 2371
Item Drops:
-Drop 1: Dawn Thorn - 50% Drop Rate. 1 needed for Spirit Cape (Clothes.) 2 needed for Omniscience Book (Book.) 5 needed for Addle Gas (Item.)
--Thorny head permanently stained the color of dawn.
-Drop 2: Crabapple - 20% Drop Rate. See 4th Stratum Take Point info for more details.
-Gold: N/A
Description: A menacing fruit with an even more pungent smell than its brethren. Known as a delicacy in places.
Damage Resistances: Slash: 75% Strike: 75% Pierce: 75% Fire: 125% Ice: 125% Volt: 125%
Ailment Resistances: Sleep: 100% Confusion: 100% Plague: 100% Poison: 100% Blind: 100% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 100% Arm: 100% Leg: 50%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Gel Electrolyte: Uses the Head. Places a debuff on the party that increases the amount of Volt damage they take by 20% for 3 turns. Also attempts to inflict Leg binds, which has a 40% chance of succeeding. Has an action speed of -5.
Stinky Mist: ???

Rotten Fruit are pretty much nothing but support enemies. They're not really that deadly on their own, but there are certain enemies it can be paired up with that can cause these things to become far more deadly. Right now, you can't encounter Rotten Fruit with those enemies yet, so you're essentially being warned about them now and given some time to come up with a plan for those situations. Gel Electrolyte shouldn't be an issue if you have someone who knows a max level Antivolt.



Let's try out Scott's new skill.





Faster than the speed of sound!

It may not seem like much damage, but that's without any attack buffs or damage amplifiers in effect.



Hey! Wait for me before you start attacking!

Oh uh, oops. Yeah, it would've been nice to get your help.

Of course I did try to cast Attack Order on Scott, but his AGI is much higher than Megaqueen's.





Blazing inferno!





“Bolt” resistance?



Oh this is just gross. I should have expected as much from something as dishonorable as fruit!

Aw, great. My feet are glued to the ground!

I'm afraid I have more bad news. It seems this gel is highly conductive.

Uh, what?

Zap zap is bad bad.

You didn't have to say it like that, you know.

It shouldn't matter as long as we don't go anywhere near electricity, right? Hmm, I'll have to be on alert for any sources of those.

Gel Electrolyte lowers your Volt resistance by 20% while it's in effect. This is an additive value, as in it adds 0.2 to your damage multiplier. Meaning that even if you're immune to Volt through accessories, this can cause Volt attacks to pierce that immunity. Of course, a max level Antivolt will block the effects of Volt attacks entirely, making the effects of Gel Electrolyte a non-issue.



That was for soiling the good clothes of your future ruler!



Rotten Fruit aren't dangerous by themselves, but they should serve as a warning of what to expect in this Stratum. You should bring a few ways to deal with Volt attacks, because a lot of enemies in this Stratum make use of those.

DS Version





GAH!

Holy cow, that's bright!

I CAN'T SEE A THING!

Hang on. I think I can see in front of me now. Just barely, though.

Uh, just where are we?



Over here! I think this is a way out!



What amazing navigation skills.

Quiet Susan.

Oh geez, my eyes. I certainly wasn't expecting that.

At least we can rest our eyes a bit in this room. Say, where exactly are we again?

Um, we're... Oh no.

Cassie?

Ahem. Well I, um, wasn't... Exactly focused on drawing the map while we were in there.

So we're pretty much lost now!?

Calm down, we didn't stumble around for that long. We can't be too far from where we first entered that room.

Say hello to one of the most evil gimmicks Atlus has introduced in the EO series. Mapless rooms. Yes, you read that right. It's the main gimmick of the 5th Stratum, so you'll be dealing with them a lot. A couple of features on your map are disabled while you're in one:
  • The icon indicating your position and all FOE icons on the map are invisible.
  • Any tiles you walk on are not painted in.
  • The map will not follow your position while zoomed in.
  • Auto-walk is completely disabled.
Basically, here's your final test for EO3. How good are your navigation and mapping skills? If you can't handle navigating without the map, you'll get lost in these rooms. And yes, it is actually possible to get lost in this Stratum if you're not careful. What makes this worse is that there is absolutely nothing you can do about them. There's no way to “turn the map back on.”

DS Version







I knew rats were such underhanded and dishonorable creatures! They didn't even bother to greet us!

...No comment.





GAAHH! That really Hertz!


Treerat
Level: 45
HP: 478
STR: 45
VIT: 39
AGI: 46
LUC: 34
TEC: 33
Attack Type: Slash
Exp: 2246
Item Drops:
-Drop 1: Rat's Fang - 25% Drop Rate. 1 needed for Moon Spear (Spear) and Baselard (Knife). 2 needed for Kuretataki (Club) and Pepperbox (Gun.) 5 needed for Jintachi (Katana.) 15 needed for Velocity Choker (Accessory.)
--Small, sharp fang of a Treerat.
-Drop 2: N/A
-Gold: N/A
Description: A rat native to the Porcelain Forest. It is not strong, but can be fearsome when cornered.
Damage Resistances: Slash: 100% Strike: 125% Pierce: 100% Fire: 50% Ice: 150% Volt: 100%
Ailment Resistances: Sleep: 150% Confusion: 100% Plague: 100% Poison: 100% Blind: 50% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 100% Arm: 100% Leg: 100%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Deadly Incisor: Uses the Head. Deals 170% Slash damage to a single target. Has an accuracy of 99. Has an action speed of +10.

Treerats were early game enemies in EO1 and were completely absent in EO2. They make their return in this game as late-game enemies. They're not too tough by themselves, but you should still be careful around them. Sometimes their AI will have them target the person with the lowest amount of HP with Deadly Incisor to pick them off. And they're pretty fast too, so it's especially important to keep your HP topped off when engaging them.


White Fox
Level: 47
HP: 635
STR: 42
VIT: 41
AGI: 38
LUC: 33
TEC: 53
Attack Type: Pierce
Exp: 2923
Item Drops:
-Drop 1: White Fox Fur - 35% Drop Rate. 1 needed for Curse Gas (Item.) 3 needed for Silver Shield (Shield.)
--Pure, beautiful fur that has accumulated magic power.
-Drop 2: Sanguine Tail - 10% Drop Rate. 1 needed for Moon Spear (Spear) and Drakeback Spear (Spear.) 3 needed for Tonbokiri (Spear.) 5 needed for Flamberge (Rapier.)
--Ominous tail that reeks of blood.
-Gold: N/A
Description: This white-furred beast’s age can be deduced from the number of its tails. Some live for centuries.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 100% Ice: 100% Volt: 75%
Ailment Resistances: Sleep: 75% Confusion: 100% Plague: 100% Poison: 100% Blind: 100% Curse: 100% Paralysis: 150%
Bind Resistances: Head: Arm: Leg: 100%
Other Resistances: Death: 75% Petrification: 100% Stun: 75%

Skills:

Lightning Call: Uses the Head. Deals 90% Volt damage to a single target. Has an accuracy of 99. Has an action speed of +0.
Heavenly Bolt: ???

White Foxes are one of the main reasons you want someone in the party to know Antivolt. Their high TEC stat and damage modifier on Lightning Call means that they really hard and can outright one shot some classes. These things only appear at night, so if you want to avoid them, explore the Stratum at day. I personally find these enemies much more dangerous than the daytime encounters.





Zoom zoom!





All together now! Stab stab... stab? I think I'll stick with my own stuff.

This attack seems to be much less effective than when we first got it.

By late game, there isn't much reason to use the early game offensive Limits.



Off with your tail!



The White Fox is probably the most dangerous enemy we've seen so far. Be careful when you see one with a Rotten Fruit since Gel Electrolyte will boost Lightning Call's damage.

DS Version



Well I suppose that's a nice item to have by this point.

Okay, so what exactly are we going to do about those bright rooms?

Mmm. Well first of all, everyone should stick close to me. We don't want to get separated. As for the map, I'll try to fill it in as we go along, but it'll be more important to keep track of our position.



When dealing with mapless rooms, you should just draw as you move along to prevent yourself from getting lost. I'll fill in the mapless areas with orange. And to indicate our position and the direction we're facing in, I'll put in a colored arrow on the map whenever we're in one of these rooms.



Those doors with the flowers indicate the entrance and exit to a mapless room.





E4 Take Point:
Life Honey: 70% Gather Rate. 1 needed for Amrita II (Item. Must be restocked.)
-Honey that heals all sorts of infirmities.
Mint: 30% Gather Rate. 1 needed for Metapon (Item.)
-Grass that gives the chewer a cooling sensation.
Aloe: Rare. 1 needed for Cut Mist (Item. Must be restocked), Bash Mist (Item. Must be restocked), and Stab Mist (Item. Must be restocked.)
-Succulent plant that secretes a powerful, nourishing gel.
Common Gather Periods: 2 to 15.
Rare Gather Periods: 1 to 4.

Now here's an important Take Point. You can farm for Amrita IIs here. These are more helpful than Amritas for keeping your party members' TP pools topped off. If you don't have anyone in your party who knows Ad Nihilo, you'll also want to make sure to grab a Mint to unlock Metapons for purchase in the store.

DS Version




Raging Boar
Level: 49
HP: 970
STR: 50
VIT: 45
AGI: 39
LUC: 37
TEC: 38
Attack Type: Pierce
Exp: 2576
Item Drops:
-Drop 1: Beast Skin - 10% Drop Rate. 1 needed for Padded Armor (Light Armor.) 3 needed for Brigandine (Heavy Armor.)
--Hard fur and thick beast skin, perfect for protective gear.
-Drop 2: Iron Tusk - 10% Drop Rate. 1 needed for Bastard Sword (Sword) and Keris (Knife.) 3 needed for Crush Amulet (Accessory.) 5 needed for Hundred Eye Gun (Gun.)
--Large boar tusk containing high-quality iron.
-Gold: N/A
Description: A gigantic boar which, once agitated, charges heedlessly until its enemy or itself is dead.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 100% Ice: 100% Volt: 100%
Ailment Resistances: Sleep: 100% Confusion: 100% Plague: 100% Poison: 100% Blind: 150% Curse: 150% Paralysis: 50%
Bind Resistances: Head: 100% Arm: 100% Leg: 100%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Bullrush: Uses the Legs. A single target Pierce attack that deals splash damage. Deals 170% damage to the initial target. Splash damage deals 80% of the damage dealt to the initial target. Sacrifices 15% of the Raging Boar's current HP when used. (Raging Boars cannot kill themselves with this skill.) Has an accuracy of 90. Has an action speed of +5.

Raging Boars are enemies that have been in every EO game released so far. They are the real physical powerhouses on this floor. They don't really have an elemental weakness to exploit, and they have a lot of HP to chew through. Fortunately, as powerful as Bullrush is, it does cause the Raging Boar to take some recoil damage, but that's a small comfort. Also you're going to want to farm up a few Iron Tusks, as that unlocks Crush Amulets for purchase in the store. If you intend on doing the post-game, I highly recommend going for those, as they will make some boss fights much more tolerable.





I've brought shame to Ninjas everywhere.

Thought I could just delete it from the fight instantly. That's how I prefer to deal with them, since they can be paired up with some very nasty enemies later on.







GAHH! That's certainly a vicious creature!

With such a reckless fighting style as well.

Does that thing even have a survival instinct?





Stoned to death.



Try not to let battles with them last too long. And learn how to take them out quickly. Once they start showing up in tougher formations, they'll be more than just a nuisance.

DS Version





Brace yourselves, everyone.



Or not.

Only doors with the flowers on them serve as a warning for mapless areas.

Hmm? Is that...?

Deep within that vast space, you spot a figure watching you.





Of course she had to get in our way.

The choice is yours whether to subdue it by force or attempt to maneuver around it.

If you want to avoid the FOE and not take it on, there's something you need to know about this room. For some reason, the scene you get here on the Armoroad and Deep City paths cause a little quirk in the FOE's AI. Normally the FOE's behavior is to go after you, but after 2 turns it has to take 1 turn to rest, and then repeats that pattern. For some reason this scene causes it to be mobile for 1 turn, and then takes a turn to rest after that, before going back to it's normal behavior. As such, there are 2 ways to get through this room.

The first way is if you saw a scene upon entering the room on the Armoroad or Deep City paths, which is shown below:



Pretty simple. However, in other circumstances, this is the path you must take to avoid the FOE:





If you're taking the first path, you'll get an opportunity to go through this secret passage.





Which contains an Intelligence Book for us. A nice find.



I'm curious to know just how books increase a person's capabilities that fast.

...I guess I'll say it if no one else will. It's probably because of ma-

No.



Of course why would I avoid an FOE when I can just kill them for more experience?

DS Version




Mortal Hunter
Behavior: Chases after the party. Can move for 2 turns before being forced to rest for 1 turn. Gives up chasing the party once they leave the room it's in.
Aggressive: Yes.
Level: 56
HP: 3553
STR: 70
VIT: 55
AGI: 42
LUC: 42
TEC: 49
Attack Type: Slash
Exp: 14380
Item Drops:
-Drop 1: Soft Scythe - 75% Drop Rate. 1 needed for Zanmatou (Katana. Must be restocked.)
--This mantis’ blade is thin enough to rend anything.
-Drop 2: N/A
-Gold: Flower Scythe - Kill on the first turn. 95% Drop Rate. 1 needed for Hachiyou (Katana. Must be restocked.)
--Scythe blade that reaps all of creation, including itself.
Description: The king of insects in the thick forest. Its sharp scythe-arms end explorers’ lives.
Damage Resistances: Slash: 50% Strike: 100% Pierce: 100% Fire: 100% Ice: 100% Volt: 100%
Ailment Resistances: Sleep: 10% Confusion: 10% Plague: 10% Poison: 10% Blind: 10% Curse: 50% Paralysis: 50%
Bind Resistances: Head: 25% Arm: 25% Leg: 25%
Other Resistances: Death: 10% Petrification: 10% Stun: 50%

Skills:

Amputate: Uses the Arms. A single target Slash attack that deals 170% damage and has a 40% chance of instantly killing them. Has an accuracy of 99. Has an action speed of -5.
Scythe Dance: Uses the Arms. A random target Slash attack that hits the party 4 to 6 times, dealing 120% Slash damage per hit. Has an accuracy of 80. Has an action speed of -5.

Here's a returning FOE from the past EO games, and one that's been in every game in the series so far. Anyways, remember how I said at the beginning of the LP on how most FOEs in this game aren't really a threat? Mortal Hunters are an exception to that. For one thing, look at its massive STR stat. It's higher than any of the final bosses' STR stats! Yes, all of them. Mortal Hunters will punish you heavily if you get even a bit careless. Amputate will likely take whoever it targets out of the fight. Either through the sheer amount of damage it deals, or through its Instant Death component. Scythe Dance is very likely to kill most or all of your party members depending on how unlucky you are. A damage modifier of 120% isn't normally much to speak about, but considering it has 70 STR backing that up, it's a very dangerous skill. It's so dangerous that it can take out most parties in a single turn. And considering that Warrior Might parties need one turn to set up to be effective, even they can fall to this thing. This is one of the few FOEs in the game I would say you should outright avoid until your party is stronger.



I made a huge mistake here. I found out later that the best way of dealing with these things is to send out a decoy, not a clone. That way Amputate will likely go after them instead of your party members, and they might lessen the sting of Scythe Dance a bit.





Prepping Scott for Pincushion.



I'm not even gonna try for a Petrification kill. So I might as well try to have Akatsuki contribute to our party's damage output.



I really wish Asteria had an elemental Limit equipped right now, but it's too late for regrets.



My blade flies!



:flaccid:

...Lousy stupid Ninja arts!

On second thought, I'll stick to fishing for Petrification procs.



Fight, and fight on!



Some assistance please?



Help has arrived!







:gibs:

...Someone want to plug up the blood gushing out of her neck?

Keep in mind that Susan is one of the most durable party members in the entire guild, only losing out to Cassandra on that front. When I said you should probably avoid Mortal Hunters, I meant it.



You're gonna pay for making me see something that gross!

No concern for the decapitated queen, I see.



Ha ha ha. Oh this is gonna hurt. You, I mean.



Preparing for launch in-oh, that shouldn't be there.



I really hope I can take off a huge chunk of its HP with this assault.



This should hopefully lessen the blow on Amputate, unless the Instant Death component decides to proc. And it won't help much against Scythe Dance. But I may as well try to soften those blows.



Hopefully this will put a huge dent in the mantis.



Even though Susan's main role is done, having an extra meat shield to take the hit from Amputate or make Scythe Dance less effective is always welcome.



This is definitely gonna pale in comparison to Pincushion, but unfortunately the Mortal Hunter doesn't have a weakness to exploit.



Even though Scott is faster than the Mortal Hunter, I want to make sure that he lives through the next turn.



On my mark!



I hope my shield can hold up against that thing.



You're safe!



That will be the last time you'll decapitate me!





Here's a hole in your eye! And another, and another!

Look at that damage output. Scott is hitting around what Sidney normally dishes out.







I don't think so!

Looks like my prediction was right.





Once again, I feel so inadequate.



One more hit from Pincushion will finish it off, but I may as well use up this Limit. It's not like it's gonna eat up Scott's Charge.



Gonna make things easier on Scott.





Ehhh.







I'm out of here. Good luck dealing with that giant insect!



Your punishment for your attempted assassination of the queen!







Pinned ya!



Mortal Hunters really aren't to be taken lightly. If you get into a fight with one, it's really important to finish it quickly, as so many things can go wrong during the fight.

DS Version







A shortcut that lets us skip the Mortal Hunter room.



Mm, that's a nice smell.

The air you inhale has a refreshing scent of pine, and you can tell that it is exceptionally clear. You may rest here and enjoy the fresh air or head back the way you came to make up for lost time.



Some clear fresh air may do wonders for us. Why don't we take a break here?

When you sit and breathe deeply, you sense the pure, untainted energy of the forest.



It is so calming that you wonder if it wouldn’t be so bad to rest here a little longer.



Ahh. Would it do us any harm to rest any longer?

Mmm, what if monsters decide to ambush us while we're here?

I don't see any around, so I think we're safe.

Are you sure about that? I don't exactly feel comfortable staying still for too long.

Heh heh, lady, I used to be on lookout duty for my pirate crew before I joined in on this whole exploration thing. Trust me, there's nothing coming after us now.

If you say so...

Sensing no monsters nearby, you enjoyed the tranquility of the forest for a brief while.



Though you have stayed here for some time already, you think it might do you good to remain.

Ahh... Cassandra, can't we rest just a bit more?



Are you serious!? I think we've overstayed our welcome already!

Mmm, maybe not. I still don't see any monsters around.

Loosen up, Cassie. If our sharp-eyed lookout says there aren't any monsters around, I'm sure he means it.

Grngh. Fine. But we're leaving after a few minutes, got it?

Cassie, that's not loosening up. Come on, like Faye would say, relax and take a load off!

As a result of your long rest, the stress you’ve accumulated has been fully relieved!



Okay, enough slacking off. We're leaving! Now!

If you stay here longer, though, it could adversely affect your explorations. You resolve to go.

That event is actually kind of a coin flip. I happened to get lucky and get the good outcome. You can choose no if you don't feel like pressing your luck, which will end the event immediately. Sometimes when you say yes, this happens instead:

After deciding to linger, you take a deep breath when you suddenly feel your lungs burning!

ACK! Too hard... to breathe...!

What... what is happening!?

Ack! Pfft! That flower-ECK! It's... it's poisonous!

As you hack and cough, bringing tears to your eyes, you see a red flower known to be poisonous! The pollen you’ve been inhaling causes your coughing fit to last for a painfully long time!

Everyone loses 120 TP and 80 TP!

What did I tell you all? That's what you get for wanting to slack off.

Yeah it says 120 TP when it meant HP.



Akatsuki gets a level up as we travel further through the Stratum.



Knife Mastery now provides an 8% damage boost when Akatsuki uses a regular attack.



I get the feeling that we should brace ourselves for real this time.



YEP, I KNEW IT!

Remember everyone, stay close to me!



Asteria got a level up after a battle. Yes, they can occur in mapless rooms. On that note, you may want to place an arrow icon on the map when you get into a battle so you can remember where you were and what direction you were facing.

If you do get lost, there's a little exploit you can pull off to get an idea of where you are. Zoom out the map, and then zoom it back in. The map will zoom in on your position, even though it won't tell you exactly where you are. From there you can probably figure out where you're standing. I say exploit because Atlus took out that trick the next time they used this gimmick in the series.




Anyways, Meteor now hits all enemies 3 to 5 times, but it still deals 38% damage per hit.







These are always nice to find.





Taken by the plague...

I'm fairly certain rats don't carry that disease anymore.





This floor is pretty big, so I'll end things off here. Next time, we'll finish this floor.

Araxxor fucked around with this message at 06:20 on Aug 20, 2016

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!

Dr. Fetus posted:

Perhaps my endless streams of fetch quests and monster hunts have paid off, yes?

This may be the most self-aware line I've ever seen in a(n Etrian Odyssey) video game.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Update 65: Preparing for Tower of Victory's Sea Quests

DS Version



Let's start off this update with a battle with a new enemy.


Petaloid
Level: 47
HP: 596
STR: 39
VIT: 36
AGI: 37
LUC: 39
TEC: 42
Attack Type: Slash
Exp: 2522
Item Drops:
-Drop 1: Hazard Bulb - 40% Drop Rate. 1 needed for Exorcism Gloves (Gloves.) 2 needed for Estoc (Rapier.) 3 needed for Jadagna (Club.) 10 needed for Sleep Seal (Accessory.)
--It extends its ivy, then lies in wait to snare its prey.
-Drop 2: N/A
-Gold: Dangerous Bud - Kill with Instant Death. 80% Drop Rate. 1 needed for Jintachi (Katana.)
--Bud of a flower that was mowed before it blossomed.
Description: It is a dangerous plant monster, but harmless monsters are scarce within the Labyrinth.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 100% Ice: 100% Volt: 100%
Ailment Resistances: Sleep: 50% Confusion: 100% Plague: 100% Poison: 100% Blind: 100% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 150% Arm: 150% Leg: 150%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Sleeper: Uses the Head. Attempts to put the entire party to Sleep, with a 40% chance of succeeding. Has an action speed of -8.
Petals: Uses the Arms. A random target Slash attack that hits the party 2 to 4 times and deals 90% damage per hit. Has an accuracy of 80. Has an action speed of -8.

Petaloids are an enemy that has been in every EO game so far. They're one of the most hated enemies in the entire series due to how much of a pain in the butt they are to deal with. They put your party to sleep, and then proceed to slaughter them with a hard hitting multi-target physical attack.

Well that's how they are in the other games. In this game? Petaloids are pathetic. First of all, they come way too late in the game to really be a threat. By this point, you should have plenty of ways to deal with them. Secondly, they don't really hit that hard compared to the other games. Petals is a really weak attack, which isn't helped by their low STR stat. Heck, Treerats are stronger than them! Treerats! Not to mention that they're so slow, that you can easily stop them from acting. Oh, and binds utterly shut them down. They only show up at day, so if you want to avoid them, travel through the Stratum at night. But the White Foxes are easily more dangerous than these things.






Mm. Faye... don't leave us...

Go down you blood red roses, go down...~

Bow before your queen...





Ngh. Well, that was certainly a wake up call.

Keep in mind that this is with the damage bonus from Sleep. Petaloids are really weak in EO3.



How the mighty have fallen. Though they do go back to being dangerous in the next game.

DS Version



What looks like a broom waving softly in the wind is a plant known as pampas grass. After gazing at the pliant pampas grass for a while, you decide to return to your explorations.

Whoops! There was supposed to be a quest that involves this, but I didn't get far enough in exploring the ocean to unlock it. I'll have to fix that soon.



Here we go again.



Oh great, it's worse in the daytime!

TURN OFF THE LIGHTS!

Ugh. I don't think I'll ever get used to this.









Ooh. This increases the minimum and maximum Limit a character can gain by 6. Unfortunately, it can only be equipped by Gladiators, Monks, and people with a Gladiator subclass, so this really limits its usefulness.



This mapless room is more twisty than the previous ones, so keeping track of your direction is important.





And now we have a quick shortcut back to the 2nd half of this floor.







There's a campsite in this area, which I decide to make use of.





So Scott, what exactly did you do before you joined our guild?

Mm, I had a brief stint as a pirate. I was even in a crew and everything! Sailing around, singing sea shanties. But that didn't last for long.

Oh, and what exactly made you decide to turn away from such a life?

First off, I'm not really too good with stuff that needs a lot of teamwork. And the pirate life just wasn't for me. Pillaging and plundering wasn't really something I wanted to get into.

...So, you just decided to just hang around at the port until someone else needed a person who could steer a ship?

Actually, I was told that some guild just got their hands on a ship, and figured they could use my help. So that's how I ended up here.





Megaqueen gets a level up.



Now they'll respect my authority!

Nobility Proof is similar to Susan's Class Skill. Every time a buff wears off on Susan, she recovers some TP. At level 1, Susan recovers 3 TP for every buff that wears off. Combined with her Class Skill, she can effectively have infinite TP if you play your cards right. But TP really isn't an issue in this game. I'm only getting this to unlock a better skill.



Oh and in this Stratum, Pasarans like to show up in mapless areas. I'll tell you right now, that it's not worth going after them, at all. There's a much easier way to hunt them down later.



C5 Take Point:
Mint 60% Gather Rate.
Life Honey: 40% Gather Rate.
Aloe: Rare.
Common Gather Periods: 1 to 11.
Rare Gather Periods: 1 to 5.



Scott gets a level up after a while.



I'm gonna max out Berserker Vow again.



Here's the last mapless room on the floor.



Oh and there's a Mortal Hunter in this one. You'll have to be even more aware of your surroundings. Thankfully the FOE radar still functions in these rooms.



You can avoid this Mortal Hunter by taking this route.



But I'll be exploring this room a bit.



...What the hell, there's nothing in here!

You can use this empty room to reset the Mortal Hunter's position. Oh and for the record, the game still keeps track of the tiles you've stepped on in mapless rooms for the purposes of keeping track of FOEs.



Anyways, let's go take this one out.

DS Version





I'm gonna put up an Indomitable in case Cassandra can't handle its attacks.



And I'm gonna use Bodyguard to protect Asteria.





So my charged elemental Limit can go off.



I won't fall so easily.





My defenses failed!? But how!?

Oh by the way, Instant Death completely ignores any Endure effects on your party members. Yeah, not even Indomitable will help all that much against these things.



You really shouldn't have done that.







Because I'm gonna charge you for assault and battery!







And I'm gonna... uhh... You know, I really can't think of a stabbing pun right now.



Fortunately, I was able to kill it quickly, but not fast enough for the conditional drop. Oh, and Cassandra got a level up. :toot:







Leveling up Provoke to 5 unlocked these skills, which will add even more to Cassandra's survivability.



Provoke now places up to a aggro value of 9 on Cassandra when used. I won't be leveling this up anymore. Honestly, the skill is kind of overkill at this point.







Meh.





And that was the last of the mapless rooms. They'll get more tricky to navigate later on.





More shortcuts to earlier points in the Stratum.



And we're completely done with this floor. From now on, floors won't hide any more secrets that we can't access until later.



But before we explore the new floor, let's see what the townspeople have to say.

DS Version



Oh, thank you. What's the occasion?

There were tons of them growing in our backyard, so I went around the city giving them to people. It’s kind of like my job. Every year, there are so many flowers, it’s turned into a tradition. They get put up all over the city! You can see our flowers everywhere in Armoroad!

DS Version



Umm...

Don’t look so expectant. It’s only this flower... The boy at the inn left it here a moment ago. Pretty, isn’t it? But it wouldn’t be half so lovely if not for this vase I acquired the other day. It came in a set of two, I’ll have you know. I can give you a good deal on the other if you buy now.

...Never change, Edie. Wait, that might not have been the best thing to say.







The Zanmatou was unlocked from the Mortal Hunter's normal drop. It's a nice weapon to give to your Shogun, if you have one.







Provides a 10% resistance to Strike attacks. Not that useful for Cassandra, since her current armor provides resistance to all physical damage types, but could be handy on other people.







Provides a 20% resistance to Curse. It does provide a nice amount of defense on top of the Curse resistance. Shame that armor really isn't that effective in this game.



Attempts to Curse all enemies with a 40% success rate. Well at least now I won't have to respec Faye for Curse conditionals again.



Attempts to Confuse all enemies with a 40% success rate. Handy if you don't have access to Confusion, but I prefer dropping an elephant on my enemies.



Now what are you going on about?

Oh, hey! I did not even notice you! Sit down here! See this flower? The boy from the inn brought it here a while ago. I can’t stop looking at it! Go ahead and gaze at it all you want. I won’t even charge you for the privilege.



Looks like you’ve been to the royal forest. There’s a lot of tricky monsters in there. Take the Forest Hare. They’re fine on their own, but watch out if they’re with a Stun Eryngii. They’ll use the power of the moon to double the effects of the Stun Eryngii’s volt attacks. If you had your head bound by a Claw Monkey to boot, it’d be an utter disaster... Hahahaha!

Not if I have anything to say about that.



Huh? Aura hasn’t been by? That’s weird... I thought she’d be back by now... When we passed through this red gate in Porcelain Forest, I was warped somewhere away from her. Hmm... Okay, once I catch my breath, I’m gonna go look for her!



Let's check out the quests.

Out of salt, huh?

You are taking that request? That one comes from one of the members of Pale Horse. They have run out of salt, and they are wanting someone to find a salt source in the Labyrinth. They say that Pale Horse members can live for a month on a handful of salt! ...Idiots!

Hm?

Oh...! You were not listening to me just now, okay? You heard nothing! Promise me! Go on, explorers! Shake it and find that salt!



What could this be about?

This client was saucy enough to specifically request Tidehunt! Here’s the message. “Enter the white forest and descend one floor. I will explain the details there.” ...What is a white forest? You are not having a secret date behind my back, are you?

...What.

...Oh, wait. A secret date would be done in secret! What was I thinking!? I am sure you will be fine, then! Have fun on your little “secret date!”

Y'know, you all may want to get out of here before Charlotte hears about this “secret date”- ohhhhh, too late.

WHAT'S THIS ABOUT A SECRET-MMPH MMPH MMMMPH!

RUN!

DS Version



What have you got over there?

Oh, the flowers? The kid at the inn gave them to me just now. They’re not so bad to have ar--

Snrk.

Heyyy... Now what is it? You think it’s funny that a man like me can appreciate some flowers? Is that it?

O-Oh, no! Carry on! Pfft.

DS Version



The boy at the inn shared some of his flowers with me, so I went to give them to her. Thinking back on it, flowers never brought me much peace when I was a boy. ...Haha, my wife must be laughing herself silly to see how maudlin I’ve become.

DS Version



Ah, me... I keep getting lost in reminiscences lately. Perhaps I’m growing old after all.

DS Version





We just came from there.

Oh, really? So... how is she? Is my sister doing well for herself?

Worried about how she's doing?

N-No, that’s not what I meant! I was just worried about that skinflint having money problems! I mean, as stingy as she is, she’s still my only sister. You know how she can be, right? Money does strange things to her. I worry sometimes.

So do we.

Oh, and don’t tell her, alright? That girl’s got a sharp tongue and I don’t need it pointed at me.



Not really.

Oh, so you haven’t been back... I see... Well, doesn’t matter in that case.

Is something wrong?

...It’s nothing in particular. Didn’t mean to alarm you.

DS Version



...I suppose there’s no harm in telling you now that they’ve gone to the Porcelain Forest. They march to save our homeland of Armoroad from the evil of the Deep Ones!

Now with all that out of the way, let's start the next set of Sea Quests. The boss is... unusual, to say the least.

DS Version



I showed off this boss briefly when pulling off the King Penguin exploit. This time, we'll be fighting him for real.



We only got the Aegis Shield Limit here. We still haven't gotten the equipment reward from this Sea Quest.





Kirikaze
Class: Ninja
Stats:
  • HP: 287
  • TP: 152
  • STR: 41
  • VIT: 24
  • AGI: 60
  • LUC: 43
  • TEC: 48
Equipment:
  • Keris - Knife, 110 Attack.
  • Great Coat - Clothes, 71 Defense.
  • Armet - Helm, 48 Defense, +20% Paralyze RES.
  • Sabaton - Boots, 16 Defense, +10% HP.
Skillset:
  • HP Up: Level 2 - Increases max HP by 13%.
  • Keburi no Sue: Level 8 - Eliminates the back row damage penalty and reduces the TP cost of all skills by 7.
  • Knife Mastery: Level 5 - Increases normal attack damage by 6% when using a Knife.
  • Senpuku: Level 7 - Increases evasion by 26.
  • Karuwaza: Level 5 - Restores 10 TP every time the user avoids an attack.
  • Kubikiri: Level 2 - Grants the user's normal attacks an 8% chance of instantly killing their target.
  • Nikudan: Level 10 - Unleashes a Fire attack that deals 500% damage to the enemy that killed the user.
  • Kagenui: Level 10 - 12 TP. Deals 190% Slash damage to one enemy, and has a 60% chance of inflicting Leg Bind.
  • Tagen Battou: Level 6 - 26 TP. Attacks all enemies 3 to 4 times, dealing 265% Slash damage per hit. Damage increases with more clones.
  • Bunshin: Level 7 - 10 TP. Sacrifices half of the user's current HP and TP to create a clone.
Supplies:
  • 1 Medica II. Restores 160 HP to a single target.
  • 1 Amrita II. Restores 100 TP to a single target.

Kirikaze is back again, and she's a decent party member. Her main strategy is to set up a clone and then use Tagen Battou on King Penguin. Though sometimes she'll settle for Kagenui instead to deal damage. Don't expect it to inflict Leg Bind, because King Penguin is immune to all ailments and binds.

Anyways, as for the difficulty of this Sea Quest. Well... Remember back in the 2nd Stratum when I told you about the concept of HP sponge enemies? Enemies that have huge weaknesses to all damage types but have a massive HP pool so they can pull off stuff like Curse shenanigans? King Penguin is essentially a boss fight designed around that concept. At times he'll start enduring hits, and then unleashes a powerful attack depending upon how much damage he took. Oh, and he does try to inflict Curse on your party on top of that. Fortunately, all of the AI NPCs cheat and avoid attacking King Penguin during that time. You could just let Kirikaze (and all the Sea Quest NPCs) do all the work, but where's the fun in that? As such, the difficulty of all the Sea Quests here are pretty low if you're careful enough.







Aura
Class: Zodiac
Stats:
  • HP: 288
  • TP: 358
  • STR: 29
  • VIT: 33
  • AGI: 43
  • LUC: 40
  • TEC: 60
Equipment:
  • Genesis Book - Book, 102 Attack, +10% TP.
  • Great Coat - Clothes, 71 Defense.
  • Armet - Helm, 48 Defense, +20% Paralyze RES.
  • Sabaton - Boots, 16 Defense, +10% HP.
Skillset:
  • HP Up: Level 1 - Increases max HP by 10%.
  • TP Up: Level 2 - Increases max TP by 13%.
  • Ether Mastery: Level 5 - Increases elemental damage by 10%.
  • Volt Mastery: Level 7 - Increases Volt damage by 8%.
  • Singularity: Level 5 - Upon striking a weakness, the attack deals 50% more damage.
  • Etheric Return: Level 5 - Restores 5 TP upon killing an enemy.
  • Volt Star: Level 7 - 16 TP. Deals 64% Volt damage to one enemy.
  • Binary Thunder: Level 5 - 24 TP. Deals 38% Volt damage to all enemies.
  • Volt Prophecy: Level 1 - 15 TP. Nullifies one enemy's Volt attacks and deals 50% Volt damage upon nullification.
  • Etheric Charge: Level 5 - 12 TP. Increases the power of the next elemental attack by 300%.
Supplies:
  • 3 Amrita IIs. Restores 100 TP to a single target.
Oh hey, Nerona found Aura after all. (These Sea Quests are meant to be done near the end of the 5th Stratum.) Anyway, Aura's main strategy is to use Etheric Charge and to zap King Penguin with Volt Star. She's also really good at clearing out the Penguins King Penguin summons with Binary Thunder. I have no idea why she has Volt Prophecy, when it's completely useless in this fight, but she doesn't use it, so whatever. And since King Penguin takes 200% damage from all damage types (except Almighty), she can easily deal tons of damage to him.



Nerona
Class: Gladiator
Stats:
  • HP: 439
  • TP: 124
  • STR: 53
  • VIT: 49
  • AGI: 33
  • LUC: 32
  • TEC: 26
Equipment:
  • Kanasaibou - Club, 152 Attack.
  • Nothing.
  • Bracers - Bracers, 33 Defense.
  • Sabaton - Boots, 16 Defense, +10% HP.
Skillset:
  • TP Up: Level 3 - Increases max TP by 16%.
  • Endless Battle: Level 6 - Increases physical damage by 13%.
  • Club Mastery: Level 10 - Increases normal attack damage by 11% when using a Club.
  • Stun Attack: Level 6 - Grants the user's normal attacks a 39% chance to stun their target.
  • Avenger: Level 7 - Restores 120 HP to the user when an ally dies.
  • Crushing Blow: Level 8 - 7 TP. Deals 149% Strike damage to one enemy, and has a 43% chance of inflicting Confusion.
  • Nine Smashes: Level 8 - 20 TP. Attacks one enemy 2 to 8 times, dealing 88% Strike damage per hit. Has an accuracy of -55.
  • Charge: Level 5 - 6 TP. Increases the power of the next physical attack by 260%.
Supplies:
  • 1 Amrita II. Restores 100 TP to a single target.
Nerona on the other hand, is a much less useful ally. Her main tactic for this fight is to use Charge then Nine Smashes. Which is a high damage skill with terrible accuracy. How terrible? Well in this case, Nerona only has a 26% chance of landing each hit. And in case you thought you could disable King Penguin's accuracy with an ailment, he's immune to all of that. Yeah, don't expect her to do much. The only way to increase her accuracy is through the use of the Pop Flares skill, which increases the accuracy to 76%. She does have Crushing Blow, but she only uses that on the Penguins King Penguin summons.







Zaby
Class: Buccaneer
Stats:
  • HP: 338
  • TP: 185
  • STR: 41
  • VIT: 37
  • AGI: 50
  • LUC: 33
  • TEC: 40
Equipment:
  • Musketeer - Rapier, 133 Attack.
  • Nothing.
  • Bracers - Bracers, 33 Defense.
  • Sabaton - Boots, 16 Defense, +10% HP.
Skillset:
  • TP Up: Level 3 - Increases max TP by 16%.
  • Trickster: Level 8 - User recovers 8 TP for every offensive skill they cast.
  • Rapier Mastery: Level 10 - Increases normal attack damage by 11% when using a Rapier.
  • Gun Mastery: Level 5 - Increases normal attack damage by 6% when using a Gun.
  • Swashbuckling: Level 4 - The user has a 19% chance to attack twice when using normal attacks.
  • Lady Luck: Level 5 - Increases the user's critical hit rate by 10%.
  • Lights Out: Level 5 - 8 TP. Deals 126% Pierce damage to one enemy, and has a 50% chance of inflicting Blind.
  • Chase Saber: Level 10 - 13 TP. Follows up Slash attacks with attacks that deal 170% Pierce damage. Can chase up to 7 times.
  • Chase Blow: Level 10 - 13 TP. Follows up Strike attacks with attacks that deal 170% Pierce damage. Can chase up to 7 times.
  • Chase Thrust: Level 10 - 13 TP. Follows up Pierce attacks with attacks that deal 170% Pierce damage. Can chase up to 7 times.
  • Hanging: Level 5 - 12 TP. Deals 184% Pierce damage to one enemy, and has a 50% chance of inflicting Head Bind.
  • Pincushion: Level 2 - 20 TP. Randomly hits enemies 1 to 2 times, dealing Pierce damage equal to 113% + 3 * User's AGI per hit.
  • Eagle Eye: Level 5 - 9 TP. Lowers one enemy's physical defense by 35% for 4 turns.[/s]
Supplies:
  • 3 Amrita IIs. Restores 100 TP to a single target.
Zaby will mainly make use of her Chasers and her regular attacks in this fight. Ideally you want to make use of Pierce attacks since her allies mainly use Pierce attacks.



Ivil
Class: Arbalist
Stats:
  • HP: 293
  • TP: 111
  • STR: 55
  • VIT: 29
  • AGI: 27
  • LUC: 41
  • TEC: 27
Equipment:
  • Serpentine - Crossbow, 147 Attack.
  • Nothing.
  • Bracers - Bracers, 33 Defense.
  • Sabaton - Boots, 16 Defense, +10% HP.
Skillset:
  • HP Up: Level 1 - Increases max HP by 10%.
  • TP Up: Level 2 - Increases max TP by 13%.
  • Giant Kill: Level 5 - Increases the user's damage output by 35% as long as their targets have more than twice as much HP as them.
  • Bolt Mastery: Level 8 - Increases normal attack damage by 9% when using a Crossbow.
  • Proper Form: Level 4 - Increases the user's hit rate by 20.
  • Night Vision: Level 3 - Increases the user's critical hit rate by 19% during the night.
  • Extend: Level 7 - The user recovers 70 HP after killing an enemy.
  • Double Action: Level 5 - Single target offensive skills have an 18% chance of activating again.
  • Heavy Shot: Level 6 - 7 TP. Deals 156% Pierce damage to one enemy.
  • Front Mortar: Level 6 - 24 TP. Deals 80% Pierce damage to one enemy if the user is in the back row. If the user is in the front row, the damage increases to 296%.
  • Armor Piercer: Level 6 - 13 TP. A single target Pierce attack that deals 195% damage and ignores any defensive buffs on the target.
Supplies:
  • 3 Amrita IIs. Restores 100 TP to a single target.



Gavler
Class: Arbalist
Stats:
  • HP: 287
  • TP: 110
  • STR: 54
  • VIT: 28
  • AGI: 26
  • LUC: 41
  • TEC: 27
Equipment:
  • Serpentine - Crossbow, 147 Attack.
  • Nothing.
  • Bracers - Bracers, 33 Defense.
  • Sabaton - Boots, 16 Defense, +10% HP.
Skillset:
  • HP Up: Level 1 - Increases max HP by 10%.
  • TP Up: Level 2 - Increases max TP by 13%.
  • Giant Kill: Level 5 - Increases the user's damage output by 35% as long as their targets have more than twice as much HP as them.
  • Bolt Mastery: Level 8 - Increases normal attack damage by 9% when using a Crossbow.
  • Proper Form: Level 4 - Increases the user's hit rate by 20.
  • Night Vision: Level 3 - Increases the user's critical hit rate by 19% during the night.
  • Extend: Level 7 - The user recovers 70 HP after killing an enemy.
  • Double Action: Level 5 - Single target offensive skills have an 18% chance of activating again.
  • Heavy Shot: Level 6 - 7 TP. Deals 156% Pierce damage to one enemy.
  • Front Mortar: Level 6 - 24 TP. Deals 80% Pierce damage to one enemy if the user is in the back row. If the user is in the front row, the damage increases to 296%.
  • Armor Piercer: Level 6 - 13 TP. A single target Pierce attack that deals 195% damage and ignores any defensive buffs on the target.
Supplies:
  • 3 Amrita IIs. Restores 100 TP to a single target.
Ivil and Gavler have the exact same skillsets. The only difference between them are their stats. Anyway, they're mainly there to provide fuel for Zaby's Chasers. While they do know Front Mortar, they start off in the back row, swapping them to the front row may be something you want to do. They deal a decent amount of damage on their own.

You may notice that all of these Sea Quests have no support NPCs. That's because the nature of this boss fight favors offensive party members much more than support and defensive oriented party members. Most of them won't have much to do in these fights. Now let's see how our guild is doing. Though most of them haven't changed all that much.



Cassandra is probably completely useless for these fights, aside from maybe tossing out items. She's a defensive party member in a fight where attacks aren't thrown around a lot. The Penguins King Penguin summons do attack the party, but they'll rarely do that, instead opting to heal King Penguin instead. And King Penguin's main attack deals Almighty damage, which she can do nothing about. The best she can really do is Bodyguard party members in case they screw up and cause King Penguin to explode. As such, she's definitely the worst party member to bring along. Even worse than Alice, as she can contribute somewhat.



Scott can dish out a huge amount of damage with Pincushion, and Eagle Eye can be used to amplify the team's physical damage output even more. While Pincushion is a bit unreliable in the damage department, even rolling only one hit will have Scott deal a lot of damage. Though if he rolls 3 hits, that will probably take off a massive chunk of King Penguin's HP.



Akatsuki really can't do much in these fights. He's not really a damage dealer, and King Penguin is immune to all ailments. So his role is limited to spamming Dark Ether and throwing out items if necessary. Not that Dark Ether spam is a bad thing, as that can help if the fight lasts a long time.



Asteria is a really strong offensive party member to bring along. Since King Penguin takes 200% damage from everything, Singularity will help her attacks dish out even more damage. This includes Meteor, which is stronger than her elemental stars.



Faye is an okay support to bring along. She can heal up any party members that take damage from the fight, and dispel any Curses on them. Or just prevent them entirely with Prevent Order. She can also revive people that dies to King Penguin's explosive attacks. Assuming she even lives through them.



On the other hand, MEGAQUEEN is probably the best support to bring along to these fights. With Attack Order and Eagle Eye, she can boost the party's physical damage output to ludicrous levels. She can also stop King Penguin from inflicting Curse on the party with Prevent Order.



Sidney is the best character to bring along to these fights. He deals the most damage out all the party members with Front Mortar. And he has an AOE to clear out the Penguins that get summoned to the fight. The fact that he's a glass cannon barely matters in these fights at all, due to how it works.



Rose is also a nice damage dealer to bring along. She's one of the weaker damage dealers, but Blade Rave still packs a punch. Unfortunately, her durable nature doesn't really matter in these fights.



Fang is not a good party member to bring along. King Penguin is completely immune to all ailments and binds, and his animals don't deal that much damage. On the other hand, he can lock down the Penguins and use Primal Drums to amplify the party's physical damage output, but that's about all he can really contribute.



Well, Alice can pick off the Penguins with her Kubikiri passive. That's about it. Hey, I said Cassandra was worse than her. I didn't say that she was a good choice in general.



Charlotte is another damage dealer, but a very unreliable one. 5-Ring Sword could deal a lot of damage, or it could just not do much. Though I suppose dice rolls can be thrilling in a sense.

Vote for up to 3 party members that you want to see participate in these fights. Votes must be in bold.

Araxxor fucked around with this message at 08:23 on Dec 13, 2016

Rawkking
Sep 4, 2011
MEGAQUEEN, Alice, and... Charlotte

is that good
Apr 14, 2012
Sidney, Susan, Asteria

Reco
Feb 26, 2011

enemy one body to the proximity Zan attack discard the power slap hit.
Charlotte, Rose, Scott.

I got the mantis conditional by reloading and attempting instakills/petrification attacks for hours because I am scum

Theantero
Nov 6, 2011

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

Arcade Rabbit
Nov 11, 2013

Scott, Sydney, Susan

Let's see just how big we can get those numbers.

Argent Cinereus
Feb 25, 2013
Charlotte, Sydney, MEGAQUEEN

Wargly
Aug 16, 2013
Scott, Sydney, charlotte

Rea
Apr 5, 2011

Komi-san won.
Asteria, Charlotte, MEGAQUEEN

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Susan, Asteria and Charlotte

Thanks Internet
May 27, 2012

This poster just flew all the way from Caketown just to make this post!

Now THAT'S desperate!
Susan, Asteria, and Sidney

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
Sidney, MEGAQUEEN, and Rose

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Votes so far:

Susan MEGAQUEEN: 9
Sidney: 7
Charlotte: 6
Asteria: 4
Scott: 3

Alice: 2
Rose: 2
Akatsuki: 0
Cassandra: 0
Faye: 0
Fang: 0

If the votes keep going the way they are now, things are gonna get bloody in the upcoming fights.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Oh uh, I was wrong about one thing.

Dr. Fetus posted:

Oh and with Limit Boost, she can build up her Limit gauge really fast to make use of Aegis Shield. Which is the only thing that can stop King Penguin's main attack.

Yeah this doesn't actually work against King Penguin. Ignore that part. (She's still a good support without that aspect.)

GeneralYeti
Jul 22, 2012

Look at this smug broken asshole.
Alice, 2x Fetus's choice (because while I'm a jerk, I'm not that much of a jerk)

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Wait, if he takes 200% damage from everything, isn't that just the same as taking normal damage but having half hit points?

Rea
Apr 5, 2011

Komi-san won.

Glazius posted:

Wait, if he takes 200% damage from everything, isn't that just the same as taking normal damage but having half hit points?

Enemies that take increased damage from everything (usually) either have access to Curse, where your increased damage works against you, or in King Penguin's case, a retaliation based on the damage he takes.

They also usually have higher HP totals relative to things with normal resistances from that same point in the game.

Miacis
Oct 9, 2012

Get off my lawn!!
Plus, there are skills like Singularity which would not trigger unless the target was vulnerable to elements.

Wasn't there also a set of skills/items that increase/decrease resistances by a set amount? Those wouldn't be as effective against a foe with double vulnerabilities, but double the HP for example.

Edit: And the vote: Alice, Scott, Charlotte

Miacis fucked around with this message at 23:19 on May 22, 2016

Rea
Apr 5, 2011

Komi-san won.

Miacis posted:

Plus, there are skills like Singularity which would not trigger unless the target was vulnerable to elements.

Wasn't there also a set of skills/items that increase/decrease resistances by a set amount? Those wouldn't be as effective against a foe with double vulnerabilities, but double the HP for example.

There aren't any in EO3, but EO1/EO2's Ifrit/Ymir/Taranis, EO4's Fire/Ice/Volt Runes, EOU/EO2U's Flame/Frost/Shock Fantasias, and EO2U's Flame/Freeze/Shock Circles both increase your party's resistance and decrease all enemies' resistance to a given element. The Circles only do it for one turn, in exchange for not counting as a buff/debuff, while the rest of them are buffs/debuffs.

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FriskyBoat
Apr 23, 2011
Sidney, Rose, MEGAQUEEN. Have fun.

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