(Fun fact: the background changes between day and night based on what your 3DS's clock is currently set to. For example, because I recorded this footage when my 3DS's clock was around 8 PM, it's night time.)
Contrary to EOU and EO2U, EO5 goes back to only having two difficulties, ala EO4. Whereas the easier difficulty in EO4 was more akin to giving the player a bunch of conveniences as well as adjusting damage by 50% in the player's favor both ways, EO5's Basic is the baseline difficulty, with Advanced adjusting a whole bunch of values out of your favor.
I'll be going with Advanced, incidentally.
I'll be going with Advanced, incidentally.
(Music stops here.)
(Any time Japanese text shows up, the dialogue transcriptions below will include translations of that text.)
(No GIFs this time around, sorry.)
From the Earthrun race, who live all over Arcadia, came fencers, dragoons, cesti, and those known as reapers...
From the magic tower to the north, where the Lunarians carry out magical research, came warlocks and necromancers...
From the mountain-dwelling Therians came those who carry the blood of mighty warriors...
From the plains-dwelling Brownies came those called herbalists and shamans...
Seeking adventure, they all gathered in this town, their chests swelled with pride. You, too, are an explorer who set out for Aeolis, your heart gripped by the exciting proclamation. You have but one goal: to challenge the labyrinth of Yggdrasil, and explore its unknown forests. If you've made up your mind, then let the adventure begin!
Not much we can do besides go to the Explorers Guild. Can't even access the Options menu right now.
(The telop says "Armor-wearing man.")
Hard to demo stuff without saying yes here.
For the sake of this demo update, I'll just be using the guild I usually use for my personal playthroughs. Excuse the name, it was created when my friends and I were all idiot preteens.
30 is more than plenty, we'll need maybe 15 or so at most.
Character creation should be familiar if you've played any other Etrian Odyssey game before, but EO5 introduces a couple of twists into the mix. Firstly, this isn't a class selection screen--no, this is where you pick a race for a character. In a series first, EO5 divides up the class roster amongst four different races, all mentioned in the Yggdrasil pan.
In addition to this, a character's base stats are no longer solely reliant on their class--their race determines the bulk of their stats, with some additional modifiers coming from class specializations, which we won't see for a while.
Speaking of stats, anyone familiar with past EO games might notice that the TEC stat is missing. In EO5, it's been split up into two discrete stats: INT, which determines magical damage, and WIS, which determines healing amounts and magical defense. I assume this was done not only to make what stats control what more intuitive to people coming from other RPGs, but also because TEC was probably a nightmare of a stat to balance due to how much it controlled in previous EO games (magic damage, magic defense, healing amounts, disable infliction/resistance in EO3-EOU).
Speaking of stats, here's a short summary of them:
With all of that in mind, let's go over each of the races:
In addition to this, a character's base stats are no longer solely reliant on their class--their race determines the bulk of their stats, with some additional modifiers coming from class specializations, which we won't see for a while.
Speaking of stats, anyone familiar with past EO games might notice that the TEC stat is missing. In EO5, it's been split up into two discrete stats: INT, which determines magical damage, and WIS, which determines healing amounts and magical defense. I assume this was done not only to make what stats control what more intuitive to people coming from other RPGs, but also because TEC was probably a nightmare of a stat to balance due to how much it controlled in previous EO games (magic damage, magic defense, healing amounts, disable infliction/resistance in EO3-EOU).
Speaking of stats, here's a short summary of them:
- HP: Health Points. If a character's HP reaches 0, they die. Certain skills on some classes consume HP in addition to TP.
- TP: Technique Points. Analogous to mana or MP in other RPGs. Needed to use every skill in the game.
- STR: Strength. Determines damage for STR-based skills, which nearly every physical damage skill falls under.
- INT: Intelligence. Determines damage for INT-based skills, which basically every magical damage skill falls under.
- VIT: Vitality. Determines how much damage a character takes from enemies--higher VIT equals less damage.
- WIS: Wisdom. Plays a role in determining how much damage a character takes from INT-based attacks, and is used for calculating non-fixed healing.
- AGI: Agility. Determines when a character acts in a turn, their accuracy, and their evasion.
- LUC: Luck. Determines a whole bunch of things, including accuracy and evasion, but is primarily used for disable infliction rates and resistances.
With all of that in mind, let's go over each of the races:
Earthrun:
"The most populous race of Arcadia. Residing all over the continent, they have the most classes to choose from. Though generally average in most ways, they boast high Vitality."
"The most populous race of Arcadia. Residing all over the continent, they have the most classes to choose from. Though generally average in most ways, they boast high Vitality."
Earthrun possess physical stats ranging from decent to great--their HP and VIT are the highest of any of the races, and their STR's pretty good too. They also have the best LUC of any of the races, making them better at inflicting and resisting disables, among other things. Unfortunately, their TP, INT, and WIS are all pretty bad (they actually have the lowest TP of any race), meaning that they need to watch their TP pretty closely, they make for really terrible spellcasters and healers, and they take more damage from magical attacks than other races on average.
Lunarian:
"Tall and thin magic studying race. A race that's long studied magic in the frozen land of Sidonia. Perhaps because of that, these thin people have exceptional Intelligence."
"Tall and thin magic studying race. A race that's long studied magic in the frozen land of Sidonia. Perhaps because of that, these thin people have exceptional Intelligence."
Lunarians are the offensive spellcasting race. Their STR and AGI are sub-par, and they have the worst HP and VIT of any race, but their INT is through the roof, and their WIS and LUC are nothing to scoff at. This, pretty obviously, makes them really good at dishing out burst damage with magical skills from one of their classes, and through...some other means for the other class. Just don't expect them to be very quick, or be able to take hits.
Therian:
"Warrior race with the blood of beasts. A people that hail from the deep forests of the mountainous land of Yamato. Said to be descended from beasts, their incredible Strength and Agility make them peerless warriors."
"Warrior race with the blood of beasts. A people that hail from the deep forests of the mountainous land of Yamato. Said to be descended from beasts, their incredible Strength and Agility make them peerless warriors."
Therians are the agile physical damage dealer race, similar to Ronin from EO1 and 2. I'd say their job is entirely, y'know, dealing damage, but one of their two classes is more akin to a support that can occasionally contribute some damage. They do offer the best damage-dealing class in the game, though, which is augmented by their incredibly high STR and AGI. They have okay HP, TP, VIT, and LUC, but nothing spectacular. They suffer from even worse INT and WIS problems than Earthrun, though, so they make for even worse spellcasters and take even more damage from magical attacks.
Brownie:
"Small, friendly race close to nature. A small-statured people who make their homes in the Great Plains. They worship Mother Nature, and can make medicines from plants or call upon divine power."
"Small, friendly race close to nature. A small-statured people who make their homes in the Great Plains. They worship Mother Nature, and can make medicines from plants or call upon divine power."
Brownies are a somewhat odd race dedicated entirely to supporting. They have the absolute worst STR and LUC of any race (the LUC part is more relevant than you might think), and pretty bad HP (just a little more than Lunarians), but actually decent everything else--they have the highest WIS of any race, and their VIT's not too far off from Earthrun. Their INT's pretty good, too.
Front Row Evasive Attacker
Swordsmen who dodge attacks with nimble movements while attacking with chained strikes.
Swordsmen who dodge attacks with nimble movements while attacking with chained strikes.
Fencers are a combination of dodge-tanks and supporting attackers. Dodge-tanking should be fairly simple to understand just from the name, but supportive attacking might need further explanation: about half of their basic skillset and one of their specializations are dedicated to Chain skills, which are slight retoolings of the elemental Chaser skills that Landsknechts had in EO1/2/U/2U. And yes, I said Chasers, not Links from EO4--Chains are sadly not as easy to use as Links.
I personally prefer using Fencers as dodge-tanks, but Chains aren't bad--they're easier to set up than Chasers ever were, and can deal really good damage even with only 3 Chains per turn. Hell, you could have two Fencers in a party, one for dodge-tanking and one for Chains, and it'd actually work out pretty well.
Y'know, before we go any further, how about we actually try making a character? That sounds fun.
I personally prefer using Fencers as dodge-tanks, but Chains aren't bad--they're easier to set up than Chasers ever were, and can deal really good damage even with only 3 Chains per turn. Hell, you could have two Fencers in a party, one for dodge-tanking and one for Chains, and it'd actually work out pretty well.
Y'know, before we go any further, how about we actually try making a character? That sounds fun.
Oh lord that's a big change from previous EOs.
One of the major selling points of EO5 during its pre-release phase was the expanded character customization. In EO1/2 and U/2U, you had a choice of a select amount of portraits, and that was it (2U DLC excluded). EO3 introduced palette swaps for each portrait, and EO5 carries on that feature. However, now, you can also adjust a bunch of other things about characters--specifically, their hair, eye, and skin color, as well as giving them a voice (we'll get back to that).
Customizing hair and eye color is actually pretty in-depth. There's a couple of presets for each, but you can also manually set RGB values for both the primary and in-shadow colors.
One of the major selling points of EO5 during its pre-release phase was the expanded character customization. In EO1/2 and U/2U, you had a choice of a select amount of portraits, and that was it (2U DLC excluded). EO3 introduced palette swaps for each portrait, and EO5 carries on that feature. However, now, you can also adjust a bunch of other things about characters--specifically, their hair, eye, and skin color, as well as giving them a voice (we'll get back to that).
Customizing hair and eye color is actually pretty in-depth. There's a couple of presets for each, but you can also manually set RGB values for both the primary and in-shadow colors.
Meaning you can do dumb stuff like this.
Eye customization works much like hair customization does, with one exception. See that "LR LINK" checkbox?
Turning it off enables heterochromia!
Skin customization's more limited compared to hair and eyes, but you still have a decent amount of options here.
Worth noting that Lunarians have a ton of weird, alien-looking skins, unlike the other races.
Worth noting that Lunarians have a ton of weird, alien-looking skins, unlike the other races.
And lastly, voices. You have a selection of 20 voices per gender, each labeled with an archetype. Note that voice selection isn't restricted based on portrait or race--you're free to, say, put one of the annoyingly high-pitched female voices on the large angry Cestus.
Here's samples of each of the voices. (Any audio oddities are Premiere's fault. They don't get in the way of anything, anyway.)
As for what each archetype translates to, along with what their sample translates to:
Here's samples of each of the voices. (Any audio oddities are Premiere's fault. They don't get in the way of anything, anyway.)
As for what each archetype translates to, along with what their sample translates to:
1: Hot Blooded; "Let's do this!"
2: Youth; "I'm going!"
3: Confident; "Let me show you how it's done."
4: Somber; "Time to go?"
5: Rascal; "Here I go!"
6: Military; "Go!"
7: Intellectual; "I'll be going."
8: Cowardly; "Why me?!"
9: Calm; "I'm going."
10: Gentleman; "Let us proceed."
11: Gentle; "Let's go."
12: Nihilistic; "Let's start this."
13: Samurai; "Advance!"
14: Invigorating; "Let's give it a shot!"
15: Polite; "I'm going."
16: Cocky; "Here I go!"
17: Cold; "I'll go."
18: Excitable; "It's party time!"
19: Apathetic; "Guess I've got no choice..."
20: Rough; "Let's do this, you bastards!"
21: Tomboy; "Let's go, everyone!"
22: Domineering; "I'm going!"
23: Soldier; "Let's show them how it's done."
24: Princess; "Let's get going, everyone!"
25: Lively; "I'm psyched for this!"
26: Feral; "Roar!"
27: Meek; "I'm going!"
28: Airhead; "I'm goooing."
29: Composed; "I'm starting."
30: Cheerful; "All right!"
31: Boyish; "Just leave it to me!"
32: Hag; "Well aren't you eager?"
33: Serious; "Winners make the first move!"
34: Cool; "I am going."
35: Old Fashioned; "Might as well give it a shot."
36: Timid; "I-I'm going!"
37: Stubborn; "Leave it to me!"
38: Cruel; "Do I really have to?"
39: Taciturn; "...I'll help."
40: Sexy; "Let's get this started!"
2: Youth; "I'm going!"
3: Confident; "Let me show you how it's done."
4: Somber; "Time to go?"
5: Rascal; "Here I go!"
6: Military; "Go!"
7: Intellectual; "I'll be going."
8: Cowardly; "Why me?!"
9: Calm; "I'm going."
10: Gentleman; "Let us proceed."
11: Gentle; "Let's go."
12: Nihilistic; "Let's start this."
13: Samurai; "Advance!"
14: Invigorating; "Let's give it a shot!"
15: Polite; "I'm going."
16: Cocky; "Here I go!"
17: Cold; "I'll go."
18: Excitable; "It's party time!"
19: Apathetic; "Guess I've got no choice..."
20: Rough; "Let's do this, you bastards!"
21: Tomboy; "Let's go, everyone!"
22: Domineering; "I'm going!"
23: Soldier; "Let's show them how it's done."
24: Princess; "Let's get going, everyone!"
25: Lively; "I'm psyched for this!"
26: Feral; "Roar!"
27: Meek; "I'm going!"
28: Airhead; "I'm goooing."
29: Composed; "I'm starting."
30: Cheerful; "All right!"
31: Boyish; "Just leave it to me!"
32: Hag; "Well aren't you eager?"
33: Serious; "Winners make the first move!"
34: Cool; "I am going."
35: Old Fashioned; "Might as well give it a shot."
36: Timid; "I-I'm going!"
37: Stubborn; "Leave it to me!"
38: Cruel; "Do I really have to?"
39: Taciturn; "...I'll help."
40: Sexy; "Let's get this started!"
If you're boring, you can also choose to give no voice to a character, but why would you do that? Having some noise in battle is always fun, as long as it's not some of the more irritatingly high-pitched ones.
Well, that was a fun detour. How about we get back to classes?
Front Row Defense Specialist
Dragon knights who boast of wearing heavy armor as tough as dragon scales. Can also bombard with their cannons when not defending.
Dragon knights who boast of wearing heavy armor as tough as dragon scales. Can also bombard with their cannons when not defending.
Dragoons are basically Protectors from EO1/2 and/or Hoplites from EO3 after being given a bunch of spit and polish, and some okay offensive capabilities. Their primary job is keeping the party alive via damage mitigation (and some semi-unreliable tanking if you feel like it), but as their description mentions, they also have a couple of offensive skills to use on turns where you don't feel a shield skill is necessary.
It's really hard to go wrong with a Dragoon, honestly, assuming you have a party that isn't overly defensive.
It's really hard to go wrong with a Dragoon, honestly, assuming you have a party that isn't overly defensive.
Front Row Technical Attacker
Warriors who fight with their tempered fists. Can disable their enemies with precise strikes to their weak points.
Warriors who fight with their tempered fists. Can disable their enemies with precise strikes to their weak points.
Front Row Debuffing Attacker
Users of a mysterious force known as miasma, with which they spread disease and frailty to their enemies. Their peculiar style reaps their foes with large scythes.
Users of a mysterious force known as miasma, with which they spread disease and frailty to their enemies. Their peculiar style reaps their foes with large scythes.
Moving onto Lunarian classes:
Back Row Elemental Attacker
Users of an ancient school of magic. They freely command the elements to attack.
Users of an ancient school of magic. They freely command the elements to attack.
Alchemists, Zodiacs, Runemasters--whatever you want to call elemental magic attackers, Warlocks follow in their footsteps. They are all about inflicting magical damage, usually of the fire, ice, and volt variety. EO2, EO3, and EOU experimented with giving them access to physical damage, but none of those worked out. In EO5, however, Warlocks do actually have a specialization that gives them magical cut, stab, and bash damage, and they're not actually garbage this go-around! How about that?
Pet-based Jack of All Trades
Summoners who command the spirits of the dead. A jack of all trades who can attack, defend, or support.
Summoners who command the spirits of the dead. A jack of all trades who can attack, defend, or support.
The title and description really do sum Necromancers up quite neatly. Their skill trees are kind of all over the place with all types of skills, with one consistent theme: summoning, using, and expending summons. Necromancers are one of two summon-focused classes in EO5, and one of three that can summon overall (Dragoons have two summon skills that aren't crucial to their function). They can be a little finicky to use due to that fact, but they do make up for it by being able to fill quite a few roles at once.
Pet-Based Ranged Attacker
Veteran hunters skilled with a bow. Good at making combined attacks with a falcon or wolfhound to bind their foes.
Veteran hunters skilled with a bow. Good at making combined attacks with a falcon or wolfhound to bind their foes.
Hounds are the other summon-focused class. They operate a little differently from Necromancers--instead of working with multiple disposable summons, Hounds summon either dogs or hawks, both of which almost function a little like autonomous party members. Dogs focus on healing while hawks focus on damage. This isn't to say that the Hound themself is just a vehicle for the summon, though--they can contribute a little extra damage with their bows, and Therians' high STR means it's not totally insignificant.
Front Row Offense Specialist
Experts who cleave their foes in two with the razor sharp blades known as katanas. Masters are able to wield multiple katanas at once.
Experts who cleave their foes in two with the razor sharp blades known as katanas. Masters are able to wield multiple katanas at once.
And lastly, Brownie classes:
Back Row Support Specialist
Mediums who communicate with the invisible spirits, and can call on their blessings to heal or buff.
Mediums who communicate with the invisible spirits, and can call on their blessings to heal or buff.
Shamans are really kind of strange and unwieldy. They have the standard buffs you'd expect from a buffing support class, of course, but the rest of their skills all operate on manipulating buffs they themselves or the entire party have to put down various effects, such as dispelling specific elemental resistance buffs to reduce all enemies' resistance to that given element for one turn.
Back Row Healer
Doctors who make medicines from herbs. Can also use those herbs to poison their foes.
Doctors who make medicines from herbs. Can also use those herbs to poison their foes.
It wouldn't be an EO game without a Medic class, would it? Herbalists can function exclusively as old-style Medics if you want, and they're really good at that job. However, they also have access to Smoke skills, which attempt to inflict an ailment (with lower-than-average base inflict rates), and apply a debuff to enemies that reduce their resistance to that ailment. As I mentioned earlier, Brownies have really terrible LUC, so inflicting ailments with a Brownie Herbalist is an exercise in frustration. However, there's a way to create a character that can make good use of Smoke skills, which we'll see in a few updates.
And there we have it, a guild of ten misfits ready to demonstrate the combat system, because I'm saving all the other tutorial stuff for when we actually have a real guild.
I'm gonna roll with Dragoon/Cestus/Reaper, Necromancer/Hound for now. I wouldn't necessarily use this party in an actual run because of the Necromancer and Hound kind of stepping on each other's toes, but eh.
I'll save full enemy writeups for the actual first update.
Note the blue thing with Japanese characters above the front row--that is a dog that I had the Hound (Jib) summon in the field. It's also why Jib is missing TP.
Note the blue thing with Japanese characters above the front row--that is a dog that I had the Hound (Jib) summon in the field. It's also why Jib is missing TP.
The battle UI's undergone a massive overhaul compared to previous EO games, but all the basic functions are still here. In order, you have the following commands:
- Attack: Attacks with your equipped weapon.
- Skills: Lets you use skills.
- Defend: The character will not act on this turn, in exchange for taking 50% less damage from all sources and reducing their chances of being disabled.
- Items: Lets you use consumable items.
- Switch: Lets you swap party members' positions. Summons cannot have their positions swapped.
- Union: Lets you use Union skills. We'll see those very shortly.
- Escape: Attempts to end the battle immediately. Disabled if the character's legs are bound.
Ned's only skill is Line Guard, which reduces all physical damage taken by a row for one turn. Line Guard functions almost exactly like its counterpart in EO3, with the exception that the damage reduction is the same for both rows.
Glock, meanwhile, initiates the Union skill Double Attack, with Ned cooperating, on the left Roper.
Union skills can be initiated by anyone with a completely full Union gauge, and require a certain number of party members to cooperate. When a Union skill is used, all participants have their gauge drained to 0, and the Union skill is used at the start of the turn. In Double Attack's case, it requires two participants, who both will basically do normal attacks on the targeted enemy.
Union skills can be initiated by anyone with a completely full Union gauge, and require a certain number of party members to cooperate. When a Union skill is used, all participants have their gauge drained to 0, and the Union skill is used at the start of the turn. In Double Attack's case, it requires two participants, who both will basically do normal attacks on the targeted enemy.
Yorsh sets up a Double Attack on the right Roper, with Jib cooperating...
And will use Scythe of Numb Stasis for her normal action, which'll deal cut damage to one row. If she had the Miasma Weapon state, it'd also attempt to inflict paralysis.
Heavy will use Ghost Summoning, which consumes a bit of his HP to create a ghost with some slight bonus HP.
Jib's only skill is Dog Whistle, which is useless right now, so he'll just attack.
Spending two characters' Union to get two extra normal attacks on one enemy is pretty decent for the earlygame.
These two did it, too.
Like Clarste mentioned earlier, pets have their own special row, if the dog didn't give it away already.
This battle shouldn't take too long.
Line Guard looks like that when it activates. Enemies hit really damn hard early on, and Line Guard can often be the difference between life and death for a character.
Easy enough.
Anyone still alive at the end of a battle gets EXP, enemies drop items, I'm sure you could assume this information.
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