DLC grinding quests to the rescue.
The text for the quest is pretty inconsequential--it basically can be summed up as "a wizard gave you a magic ring."
Yep.
The text for the quest is pretty inconsequential--it basically can be summed up as "a wizard gave you a magic ring."
Yep.
(Obtained
Gross Badge!)
Wait a minute HOW MUCH EXP IS THAT
So you not only get the Gross Badge for this quest, but turning it in also gives a giant lump of EXP that scales up based on what stratum you're in. It's an LP author's dream come true!
You also get a Holy Gift consumable for it, which multiplies all EXP gain for one battle by 1.5x. Yawn.
You also get a Holy Gift consumable for it, which multiplies all EXP gain for one battle by 1.5x. Yawn.
There's also a money equivalent, Explorer fortune program, which is fantastic, because I need to get new equipment for the new party.
(Obtained
Drop Cameo!)
Same deal as the EXP one--just fight a battle with this thing on. The Drop Cameo, though, is something I actually will keep on someone for normal exploration. Firstly, it gives 20 LUC--a great boost for disabler characters. Secondly, it forces all drop rates to be 100%. It's not a permanent Formaldehyde, mind you--it doesn't auto-fulfill conditional drop flags, although it does force a 100% drop rate for any conditional drops that are less than 100%. Basically it takes a lot of the frustration out of grinding for certain drops, and I'm leaving this thing on Magda for now.
Anyway, initial skill builds for our new party. I'll preface this by saying that...uh, okay, this is embarrassing, but I forgot to put any points into race/Union skills. Across the entire update. WHOOPS!
Alexis puts four points into Predict. Predict is basically a one-turn Provoke/Taunt/Dragon's Roar (whatever you want to call it). On top of drawing enemy aggro, it also gives a massive evasion bonus. There's downsides, though! Each time the user dodges an attack, their evasion and chance to be targeted go down. On top of this, it also makes the user take an extra 250% damage on top of any damage they receive if they fail to dodge an attack. For all intents and purposes, Predict is the bread-and-butter skill for dodge-tank Fencers, which is what I'm building Alexis to be.
He also puts one point in Vision Thrust, which deals melee stab damage to one enemy, and attempts to inflict blind. At level 1, it costs 5 TP, deals 150% damage, and has a 50% base blind chance. It's something for Alexis to do if he doesn't need to use Predict, and it can combo decently well with Dark Smoke.
Lastly, he tosses 3 points into Sylphid. Sylphid is a passive, and gives Alexis a chance to counter-attack enemies whenever he dodges attacks. At level 3, Sylphid deals 56% damage, has a 70% base chance to activate, and can activate a maximum of two times per turn.
Alexis puts four points into Predict. Predict is basically a one-turn Provoke/Taunt/Dragon's Roar (whatever you want to call it). On top of drawing enemy aggro, it also gives a massive evasion bonus. There's downsides, though! Each time the user dodges an attack, their evasion and chance to be targeted go down. On top of this, it also makes the user take an extra 250% damage on top of any damage they receive if they fail to dodge an attack. For all intents and purposes, Predict is the bread-and-butter skill for dodge-tank Fencers, which is what I'm building Alexis to be.
He also puts one point in Vision Thrust, which deals melee stab damage to one enemy, and attempts to inflict blind. At level 1, it costs 5 TP, deals 150% damage, and has a 50% base blind chance. It's something for Alexis to do if he doesn't need to use Predict, and it can combo decently well with Dark Smoke.
Lastly, he tosses 3 points into Sylphid. Sylphid is a passive, and gives Alexis a chance to counter-attack enemies whenever he dodges attacks. At level 3, Sylphid deals 56% damage, has a 70% base chance to activate, and can activate a maximum of two times per turn.
Jana's build is quite a bit simpler.
She puts 5 points into Armor Penetrate, which deals melee stab damage to one enemy, and reduces their physical defense for a set amount of turns. At level 5, it deals 152% damage, reduces defense by 25%, and lasts for 4 turns.
She also puts 3 points into Mist Slice, which deals melee cut damage to one enemy, and attempts to inflict sleep on them. At level 3, it deals 180% damage, has a 40% base sleep chance, and has a 120% speed modifier. The speed modifier goes down at levels 5 and 10, which is actually beneficial when dealing with sleep.
She puts 5 points into Armor Penetrate, which deals melee stab damage to one enemy, and reduces their physical defense for a set amount of turns. At level 5, it deals 152% damage, reduces defense by 25%, and lasts for 4 turns.
She also puts 3 points into Mist Slice, which deals melee cut damage to one enemy, and attempts to inflict sleep on them. At level 3, it deals 180% damage, has a 40% base sleep chance, and has a 120% speed modifier. The speed modifier goes down at levels 5 and 10, which is actually beneficial when dealing with sleep.
Lanzon puts 2 points into Ghost Summoning, which eats 15% of his current HP to summon a ghost, with an HP bonus. At level 2, it costs 5 TP, and gives ghosts an extra 8% max HP.
He also tosses one point into The Price of Life, which destroys one ghost, and restores all party members' HP. At level 1, it costs 12 TP, and has 130% healing power. You'll notice that high TP costs are a pretty big thing with Necromancers!
He also puts three points into Gravekeeping Knowledge, which, at level 3, gives him a 12% chance to summon a ghost if he doesn't take damage for one turn.
1 point also goes into Ghost Reincarnation, which gives a 15% chance to summon a ghost when one is destroyed (maybe killed, too?) in battle.
Lastly, to give him something to do besides summoning ghosts and healing, he puts one point into Fire Bomb, which destroys one ghost, and deals 120% ranged INT-based fire damage to all enemies. How much does this skill cost, you might ask? Oh, not much, only 15 TP. Upon reflection, I should've gone for Poison Bomb (above Fire Bomb), which could've comboed decently with Poison Smoke.
He also tosses one point into The Price of Life, which destroys one ghost, and restores all party members' HP. At level 1, it costs 12 TP, and has 130% healing power. You'll notice that high TP costs are a pretty big thing with Necromancers!
He also puts three points into Gravekeeping Knowledge, which, at level 3, gives him a 12% chance to summon a ghost if he doesn't take damage for one turn.
1 point also goes into Ghost Reincarnation, which gives a 15% chance to summon a ghost when one is destroyed (maybe killed, too?) in battle.
Lastly, to give him something to do besides summoning ghosts and healing, he puts one point into Fire Bomb, which destroys one ghost, and deals 120% ranged INT-based fire damage to all enemies. How much does this skill cost, you might ask? Oh, not much, only 15 TP. Upon reflection, I should've gone for Poison Bomb (above Fire Bomb), which could've comboed decently with Poison Smoke.
Mio puts a whopping 5 points into Prayer Mastery. Those of you who were here for EO2U, remember Song Mastery on Troubadours? Same thing here. Prayer Mastery increases the speed modifiers for and reduces the TP cost of Prayer skills. At level 5, it multiplies speed by 1.15x, has a base subtraction of 2 TP, and a TP cost multiplier of 0.9x.
She also puts 1 point into Prayer: Eradication, which buffs all party members' attack. At level 1, it costs 10 TP (7 with her current Prayer Mastery level), and buffs attack by 21%. I'm comfortable leaving it at level 1 for a while, honestly, since it only goes up by 6% to 27% at levels 4/5, and a further 8% to 35% at levels 9/10.
Lastly, she puts two points into Prayer: Blaze, which increases all party members' resistance to fire, as well as adding a fire element to their normal attacks, for a few turns. At level 2, it increases resistance by 28%, lasts 4 turns, and costs 15 TP (11 with her current Prayer Mastery level). I don't think much of the elemental Prayers on their own, but I'm putting points into them to get Oracle: Dance.
She also puts 1 point into Prayer: Eradication, which buffs all party members' attack. At level 1, it costs 10 TP (7 with her current Prayer Mastery level), and buffs attack by 21%. I'm comfortable leaving it at level 1 for a while, honestly, since it only goes up by 6% to 27% at levels 4/5, and a further 8% to 35% at levels 9/10.
Lastly, she puts two points into Prayer: Blaze, which increases all party members' resistance to fire, as well as adding a fire element to their normal attacks, for a few turns. At level 2, it increases resistance by 28%, lasts 4 turns, and costs 15 TP (11 with her current Prayer Mastery level). I don't think much of the elemental Prayers on their own, but I'm putting points into them to get Oracle: Dance.
Lastly, Magda. She tosses one point into Cure Herb and Refresh Herb, for emergencies. Similarly, she'll eventually learn Resurrection Herb for emergencies.
Besides that, she also puts two points into Poison Smoke. At level 2, Poison Smoke costs 6 TP, and has a 40% base chance to inflict poison on one row of enemies, with 60 base poison damage. It multiplies the chance of further poison inflictions by 1.22x.
Dark Smoke does the same thing, but with blind. At level 4, it costs 6 TP, has a 35% base chance to inflict blind, and multiplies the chance of further blind inflictions by 1.28x.
Besides that, she also puts two points into Poison Smoke. At level 2, Poison Smoke costs 6 TP, and has a 40% base chance to inflict poison on one row of enemies, with 60 base poison damage. It multiplies the chance of further poison inflictions by 1.22x.
Dark Smoke does the same thing, but with blind. At level 4, it costs 6 TP, has a 35% base chance to inflict blind, and multiplies the chance of further blind inflictions by 1.28x.
Everyone's initial equipment isn't too interesting, aside from me forging an Ice Bat Sword on Mio--yes, Mio, not Alexis (Shamans can equip swords)--which gives her access to level 1 Cold Wave, which deals 70% INT-based ice damage to one enemy. It also costs a measly 1 TP, so, hey, it gives her something to do after she casts Prayer: Eradication.
(Floor subtitle: "Beasts prowl in the depths of the woods")
If we come back here at night, we'll get the Moonstone.
We were introduced to the illusionary walls on the last floor, and they're the primary gimmick of this floor.
Red Forest Turtle
HP: 142
STR: 27
INT: 21
VIT: 28
WIS: 19
AGI: 13
LUC: 15
Skills:
- Shell Guard: Uses the legs. Increases the Red Forest Turtle's physical defense by 50% for 4 turns. Has an 80% speed modifier.
Drops:
- Normal:
Chipped Tortoise Shell. 55% chance. Sells for 13 en.
- 1 needed to make
Tortoise Shell Gauntlet (+7 DEF, +8 MDEF).
- 4 needed to make
Tortoise Armor (+22 DEF, +15 MDEF).
- 5 needed to make
Bash Charm (+30% bash resistance).
- 1 Chipped Tortoise Shell and 2 Branched Fangs (Charging Boar) needed to make
Hakenbuchse (+25 ATK, +23 MATK, VIT Up 1, Bronze x3).
- Conditional:
Baked Shell (Kill with fire damage). 100% chance. Sells for 19 en.
- 1 needed to make
Shell Tanto (+34 ATK, +23 MATK, Vital Blow, Bronze x4).
Damage Resistances:
Disable Resistances:
Red Forest Turtles serve only to be an annoyance. Just kill whatever enemies are also in the battle first, since you'll kill them way before you kill the turtle.
(Prayer: Eradication.)
(Ghost Summoning.)
(Dark Smoke.)
Note that even if a Smoke skill inflicts its ailment, it still applies the debuff portion as well.
(Gravekeeping Knowledge.)
(Cold Wave.)
I mentioned this earlier, but Cold Wave is the equipment skill attached to Mio's Ice Bat Fang. At level 1, it deals 70% INT-based ice damage for 1 TP. 70% INT-based damage at her current INT means that, when not hitting a turtle, Mio deals about the same damage that Alexis does with a normal attack.
Oh, right, almost forgot to mention: much like panic, petrification completely disables evasion.
(Lanzon used Fire Bomb with Ghost B.)
Ghosts will either do nothing or attack at the end of each turn. Their attacks deal absolutely pitiful bash damage (100% ranged STR-based bash damage; the pitiful part comes from their STR), and attempt to inflict paralysis, with a whopping fucking 1% base chance. A maxed out Ghost Mastery boosts that up to an amazing 6%.
You might have noticed that battle took 6 turns. Yeah, uh, it kinda turns out that this party takes forever to kill things.
The event changes based on if the target of the event or someone else in the party knows Acrobatics, a race skill that both Therians and Brownies can learn. If the target knows Acrobatics, they dodge the dart. If someone else knows Acrobatics, they'll pull the target out of the way.
What the forest hides
Despite being warned ahead of time, you were unable to deal with the trap.
Despite being warned ahead of time, you were unable to deal with the trap.
(Obtained: 1 Coiled Vine naturally.)
3F, C2 Chop Point
Coiled Vine: 65% chance. Sells for 16 en.
- 2 needed to make
Rib Coffin (+24 ATK, +31 MATK, WIS Up 1, Bronze x3).
- 1 Coiled Vine and 1 Thick Vine (Giganto Roper normal) needed to make
Vine Armor (+15 DEF, +15 MDEF).
Ivy Covered Bark: 27% chance. Sells for 20 en.
- 3 needed to make
Wooden Shoes (+4 DEF, +10 MDEF).
- 1 Ivy Covered Bark and 1 Sponge Skin (Poison Leech) needed to make
Rubber Shield (+14 DEF, +6 MDEF).
Bent Wood: 8% chance. Sells for 100 en.
- 1 needed to make
Old Wood Bow (+30 ATK, +35 MATK, Prayer: Guardian, Bronze x4).
- 1 needed to make
Old Wood Handguard (+8 DEF, +12 MDEF, +3 WIS).
- Ambush Chance: 5%
Chop items usually make equipment. Nothing too spectacular here.
(Obtained
Sunstone!)
We'll need to come back during the night to get the Moonstone.
Rampaging Owlbeasts (henceforth Owlbears) are our first aggressive FOEs. Their pattern is incredibly simple: they just chase you down, and take the shortest path to you from where they are.
Circling around areas like this one is the easiest way to get around simple-aggressive FOEs.
We can't do this event yet--we need someone that knows Woodland Searching Skills.
(Obtained 1 Ivy Covered Bark naturally.)
3F, F5 Chop Point
Coiled Vine: 26% chance. Sells for 16 en.
- 2 needed to make
Rib Coffin (+24 ATK, +31 MATK, WIS Up 1, Bronze x3).
- 1 Coiled Vine and 1 Thick Vine (Giganto Roper normal) needed to make
Vine Armor (+15 DEF, +15 MDEF).
Ivy Covered Bark: 59% chance. Sells for 20 en.
- 3 needed to make
Wooden Shoes (+4 DEF, +10 MDEF).
- 1 Ivy Covered Bark and 1 Sponge Skin (Poison Leech) needed to make
Rubber Shield (+14 DEF, +6 MDEF).
Bent Wood: 15% chance. Sells for 100 en.
- 1 needed to make
Old Wood Bow (+30 ATK, +35 MATK, Prayer: Guardian, Bronze x4).
- 1 needed to make
Old Wood Handguard (+8 DEF, +12 MDEF, +3 WIS).
- Ambush Chance: 3%
This is a...pretty roundabout way of making a shortcut.
Dispel the Lunarians' glamour!
A group of golems is blocking the way past the 1st Stratum. This must have something to do with the Lunarian glamour. In order to open the way forward, we'd like you to dispel this magic.
A group of golems is blocking the way past the 1st Stratum. This must have something to do with the Lunarian glamour. In order to open the way forward, we'd like you to dispel this magic.
Pretty standard "beat the first boss" mission.
We also have now reported 10 different types of monsters, and got 3 Nectars for our trouble.
Not much from this trip to the shop.
I upgraded Jana's starting heavy armor to Tortoise Armor. I want her and Alexis as durable as possible, since we don't have Sasha with us and Alexis can only use Predict so many times.
I also forge the hell out of Magda's Lactarius Staff. Can't forge Mio's sword, unfortunately, because I don't want to use Bronze Ingots on it and I don't have any more Pierced Fangs.
Uh-oh.
Giganto Roper
HP: 432
STR: 37
INT: 23
VIT: 28
WIS: 26
AGI: 24
LUC: 28
Skills:
- Great Tangle: Uses the arms. Attempts to bind the legs of all party members, with a 70% base chance. Has an 80% speed modifier.
- Cut Away: Uses the arms. Deals 2-4 instances of 140% melee STR-based cut damage to random party members. Can hit the same target multiple times. Has an 80% speed modifier and 20 base accuracy.
- Toss: Requires a Ghost Acorn to use. Uses the arms. Deals 120% melee STR-based cut damage to the Ghost Acorn. Deals 130% ranged STR-based stab damage to all party members. Has a 70% speed modifier and 99 base accuracy.
Drops:
- Normal:
Thick Vine. 100% chance. Sells for 35 en.
- 1 needed to make
Creeper Fist (+33 ATK, +24 MATK, HP Up 1, Bronze x3).
- 1 needed to make
Woven Vine Cap (+11 DEF, +9 MDEF).
- 1 Thick Vine and 1 Coiled Vine (1st Stratum Chop 1) needed to make
Vine Armor (+15 DEF, +15 MDEF).
- Conditional:
Bound Vine (Kill while any body parts are bound). 100% chance. Sells for 95 en.
- 1 needed to make
Leg Guard (Immunity to leg binds).
Damage Resistances:
Disable Resistances:
This is where the 1st Stratum starts throwing really damn mean encounters at you. Giganto Ropers can take a hell of a beating, with 432 HP, and they're very much capable of screwing up over half of your party with Great Tangle and Cut Away. If there's a Ghost Acorn in the battle, too, your best bet is honestly to just run away, since Toss will wipe out your front line and potentially most of your back line.
Having two turtles in the encounter makes things really annoying, since they take forever to kill.
Having two turtles in the encounter makes things really annoying, since they take forever to kill.
(Vision Thrust.)
(Cut Away.)
(Sylphid activated two times.)
(Poison Smoke on the back row.)
There's that paralysis I mentioned earlier.
(Mist Slice.)
Having your Smoke Herbalist know the basic healing skills is useful for bad situations.
(Gravekeeping Knowledge.)
I really hope this thing doesn't bind too many legs.
(Great Tangle.)
Insert the inverse of "byeah" here.
(Cut Away.)
Shit.
Well, fuck, we're in pretty bad shape now.
And this thing's just barely below 50% HP.
Oh, sweet merciful gods, it just tried to use Great Tangle again.
(The Price of Life with Ghost A.)
Okay, we're in fighting condition again. The Price of Life is really useful for emergencies like that, especially early on, where Herbalists are limited to Line Herb at most, and Somas are in short supply.
Goddammit, leave it to me to have someone get hit by Cut Away while not bound.
(Received 2 Chipped Tortoise Shells, 1 Thick Vine, and 1 Bound Vine.)
My beautiful sycned EXP bars, ruined by annoying random encounters...
Our choices are "So what happened to the inn?" and "Are you starting a bakery now?" Exactly one line of dialogue changes from this.
Talking to Genetta again lets us actually have her bake something.
We can either give her Labyrinth Wheat, or Labyrinth Wheat plus Labyrinth Berries. Let's opt for the latter.
Just toss in as many as I can.
(Obtained 5
Berry Crepes!)
From there, we can give her either Animal Meats or Labyricanths.
She gives us a Whitebread (what we'd get if we only gave her Wheats) for every Animal Meat, and a Berry Crepe for every Labyricanth.
Inside this room is an Owlbear we can't get around yet.
Oh fuck off. This encounter's goddamn mean and this party doesn't make it any better.
(Jana attempts to escape!)
Escaping got massively buffed in EO5 after taking huge nerfs in EO4 and the Untolds. You can fairly reliably escape--having the entire party fail to run is a really big anomaly in EO5.
I upgrade Jana's starting katana to a Shell Tanto.
I also toss a Vine Armor on Alexis.
Anyway, let's go grab the Moonstone.
The text is basically the same as the Sunstone.
(Obtained
Moonstone!)
It was at this point that I remembered to take care of Rare breed hunter!, too.
The next fight we start is forced to this encounter group:
Rare breeds make a return from EO4 and the Untolds. Rare breeds gain a massive speed bonus compared to normal monsters (although not priority--you can outspeed them with sufficiently fast characters), and a...I want to say around 1.5x damage bonus. They're significantly more dangerous than normal random encounters, and some normally-slow monsters can seriously ruin your day if rare breeds of them spawn, but...
They also quintuple the EXP that the enemy does normally. Balloon Flying Squirrels normally give out 50 EXP each, so the rare breed one gave us 150 EXP.
And, yes, before you ask, FOEs can be rare breeds, too. Fighting them is almost always a bad idea unless you're way above where you should be to take them on normally.
And, yes, before you ask, FOEs can be rare breeds, too. Fighting them is almost always a bad idea unless you're way above where you should be to take them on normally.
Sylphid counterattacks now deal 59% damage, and Sylphid itself has a 75% base chance to activate.
I opt for more Fire Bomb levels because combining Poison Bomb with Poison Smoke hadn't occurred to me. Fire Bomb gains 7% extra damage at level 2.
Prayer: Blaze gives 3% extra resistance at level 3, 31% from 28%. Woooooo.
Let's turn in those two quests. To finish Sunstone, Moonstone, we need to talk to Thaddeus.
Thaddeus: Welcome back. I'm very glad to see you unharmed. Any luck finding the Sunstone and Moonstone?
(Handed over Sunstone and Moonstone.)
Thaddeus: So, these are them... Truly beautiful. I can almost feel this "eternal happiness" they're reported to grant.Thaddeus: Oh, excuse me. The truth is, they say there's something special about these stones. "A pair of wedding rings made from a Sunstone and a Moonstone will ensure your eternal happiness." ...My apologies for being personal, but, my wedding is coming up soon, so I put up that request thinking I'd put some stock in that old legend.
Thaddeus: Thank you so much. Now I just need to find an engraver to make the rings themselves. I am in your collective debt. If you'd like, you may consider this an open invitation to the wedding. I'll be off now.
(Obtained 3
Medica IIs.)
Hey, I'll take it.
(Obtained 600 en.)
Decent amount of money for early on, even with the DLC money quest at my disposal.
Sylphid now has a 100% base chance to activate, and can counter a maximum of 3 times per turn.
Fire Bomb now deals 134% damage, an extra 7% from level 2.
Mio starts tossing points into Prayer: Cold Rain, which is identical to Prayer: Blaze, except for being ice instead of fire.
Magda puts two points into Smoke Rot. Smoke Rot reduces one row of enemies' elemental defense--it only reduces it by a pitiful amount if they don't have a Smoke debuff, though. At level 2, it reduces defense by a measly 5% if the target has no Smoke debuff, and 22% if they do.
Anyway, back to it. We can't get past this Owlbear when we enter this room from this direction.
Incidentally, I forgot to show off a fairly big feature of both Ghost Summoning and Dog/Hawk Whistle: you can use them out of battle.
Our only way forward is through here.
Hey, look, another one of these things. This one'll de-wall the other door into that room we were just in.
(Obtained
Lunarian Silver Coin.)
Nonchalant danger
You ran into trouble with moth larvae when investigating an abandoned bag. You are once again reminded of the danger of the Labyrinth.
You ran into trouble with moth larvae when investigating an abandoned bag. You are once again reminded of the danger of the Labyrinth.
Quick stop in town after a bad encounter.
Also did one level of forging on Jana's Shell Tanto because why not.
Anyway, yeah, we can get in this room without the Owlbear blocking our way now.
(Obtained
Soma.)
That door is our ticket for going forward.
This golem statue'll unblock the wall directly below us.
Which means we can use this area to juke the Owlbear and get to the next statue.
This isn't the "next" statue, but it does unlock the treasure room all the way back at the start.
THIS is the "next" statue.
Which leads us to this statue, which'll unlock the door to the small unmapped area on the left.
These two got level ups from a boring encounter.
Fire Bomb now deals 141% damage. I'm gonna leave it there for a while, since 15 TP is bad enough as is. 22 would drain Lanzon dry in just a few casts.
Slowly chipping towards Oracle: Dance.
(Obtained
Volt Jar.)
Deals ranged INT-based volt damage to one enemy. Not interested...for now.
(Obtained
Memory Soundshell!)
Okay, now this is interesting. Remember Combat Study from EO3, that generic passive that gave a percentage of any EXP gained to anyone that knew it, even if they weren't in the party? This is an item version of that, except massively buffed--while any character in the party is wearing this, all inactive guild members gain 10% of whatever EXP any active party member gains. 10% might not sound like much, but remember that party members already only get 20% of any battle EXP.
Not that useful for me, since I have super easy grinding methods, but c'est la vie.
Not that useful for me, since I have super easy grinding methods, but c'est la vie.
And here's the last golem we need to move forward.
No, Woodland Searching Skills won't help here. We'll come back here for a quest later.
Boom, we're done with 3F.
Back to town we go.
Forge up!
Now that we have a fully forged weapon, I can also show the Recycle function. Basically, you can take any +5 forged weapon and have Ceric break it down, which'll delete the weapon and give you Ingot Scraps for a certain type. 10 Ingot Scraps of one type create one Ingot. What type of Ingot Scraps you get is hardcoded per-weapon, but they generally follow a pattern:
- Bronze x3: 1st and 2nd Stratum one-basic-material weapons
- Bronze x4: 1st and 2nd Stratum multi-basic-material weapons, 3rd and 4th Stratum one-basic-material weapons
- Silver x3: 1st and 2nd Stratum FOE weapons, 3rd and 4th Stratum multi-basic-material weapons
- Silver x4: 3rd and 4th Stratum FOE weapons, 5th and 6th Stratum one-basic-material weapons, 1st and 2nd Stratum boss basic weapons
- Gold x3: 5th and 6th Stratum multi-basic-material weapons, 3rd and 4th Stratum boss basic weapons
- Gold x4: 5th and 6th Stratum FOE weapons
- Gold x6: All boss conditional weapons, superboss weapon
Quest time.
#1: Proof of your growth:
#1: Proof of your growth:
It's as simple as it sounds, really. Slightly less annoying than the EO2U equivalent, where you had to get the first FOE's conditional drop. This party could actually probably take a Crawler on, once they get a few more levels.
#2: The elusive Giganto Roper:
#2: The elusive Giganto Roper:
Patrons. Note that when I use numbers, they correspond to new patrons.
#1: Dark-skinned male Dragoon:
*scoff* So you're the ones saying they got to the 4th floor so easily...? What's with those damn monkeys?! No one told me that they'd be pulling their little monkey-see monkey-do routine on the Roper too! Little sons of- Next time, I'm killing the Roper first, let's see them deal with that! Can't copy the dead!#1: Dark-skinned male Dragoon:
#2: Purple-haired lady Fencer:
Fencer: Oh, if it isn't Nameless! I caught sight of a gigantic snake-like lobster on the 4th floor! I wonder if it was protecting its territory? It was able to freely enter the water, but only ever spun in circles in the same area. It didn't seem to pay us any mind at all, but we certainly needed to keep track of its movements to advance. But such a large lobster... Doesn't it just make you want to see how it tastes?
#3: Frowning Brownie:
Brownie: Those damn Earthrun are terrible, always making a fool outta me. There I was, hoppin' like a bunny to pick some berries, and you know what happened? Some Earthrun comes up and snatches 'em, just like that. And hands them to me! With a frickin' smile! And the worst part is, I reflexively thanked them for it! Bastards! Always lookin' down on me... If you sympathize at all, then lend me some of your height!
And, before we go, Melina's dialogue.
Remus starts talking as soon as we enter.
(Obtained
Toast Recipe!)
Oh, there's more.
(Obtained
Preservation Bottle!)
At this point, I swapped out the party so I could get Skunk Cabbage to complete an earlier quest.
(Obtained 3
Nectars.)
Sylphid counterattacks now deal 63% damage, and it has a 105% base chance to activate.
Armor Penetrate now hits for 176% damage.
Lastly, Smoke Rot now reduces magic defense by 6% if the enemy has no Smoke debuff, and 31% if they do.
That'll do for now. Next time: 4F.
Next UpdateThat'll do for now. Next time: 4F.
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