Red Iron Crayfish
HP: 2153
STR: 44
INT: 44
VIT: 30
WIS: 27
AGI: 27
LUC: 25
Skills:
- Ice Slicer: Uses the legs. Deals 150% ranged INT-based ice damage to one row of party members. Has an 80% speed modifier and 99 base accuracy.
Drops:
- Normal:
Crimson Carapace. 100% chance. Sells for 111 en.
- 1 needed to make
Red Boots (+7 DEF, +7 MDEF).
- 1 needed to make
Ice Charm (+30% ice resistance).
- 1 Crimson Carapace and 1 Bent Claw (Forest Monkey) needed to make
Red Shell Coffin (+35 ATK, +38 MATK, Freeze Break, Silver x3).
- Conditional:
Chopped-off Pincer (Kill with cut damage). 100% chance. Sells for 164 en.
- 1 needed to make
Scissor Cannon (+30 ATK, +32 MATK, Ice Slicer, Silver x3).
Damage Resistances:
Disable Resistances:
(Predict.)
Might as well have Alexis dodge Ice Slicer.
(Liver Blow.)
Ice Slicer uses the legs, so I want Cecil to bind those.
(Miasma Weapon.)
Gonna try to go for a paralysis on the crayfish.
(Magic Shield.)
I'd rather have Kaelin just get Amplifier out of the way, but I also kind of want my front line to, y'know, live.
(Prayer: Cold Rain.)
Same reasoning as Magic Shield. I'd rather have Mio use Prayer: Eradication, but that's secondary to making sure I still have a front line.
(Ice Slicer.)
Stacking both Magic Shield and Prayer: Cold Rain was the right call.
(Amplifier and Prayer: Eradication.)
NOW I get to use the fun buffs.
(Scythe of Numb Stasis.)
Ooh, first try.
(Normal attack.)
At least Ice Slicer is really the only dangerous thing that the crayfish can do.
(One-Two.)
Now that I actually have the bind I really want, I might as well show One-Two. (It's level 1 right now, incidentally.)
(Lightning.)
The crayfish is weak to volt, so it only stands to reason that I'd use Lightning. You could use Ice Lance if you feel like losing, I guess.
And now Mio's run out of things to do.
One-Two's initial hit sucks, but..
.
What you saw there was Arm Break. One-Two has a chance (34% at level 1) to use a basic bind punch (Flicker, Arm Break, Liver Blow) that corresponds to any binds the target doesn't have--for example, if the enemy has their head bound, One-Two could trigger either Arm Break or Liver Blow, but not Flicker.
It can ramp up pretty quickly.
6 turns in, and we're doing pretty well, given that we only have Kaelin for elemental damage.
(Red Iron Crayfish is observing the situation.)
Oh, yeah, the crayfish'll sometimes just skip turns. Fine by me!
(Defeated Red Iron Crayfish!)
(Received 1 Crimson Carapace.)
Eh, whatever, I'll get the conditional later.
We got a Crimson Carapace, which we need for New menu development.
(Obtained 3
Boiled Crayfishes.)
Sylphid counterattacks now deal 71% damage, and Sylphid now has a 115% base chance to counter.
Feeble Miasma now increases infliction chances by 1.31x.
So close to Oracle: Dance.
Let's get back to it, then.
I'll need someone with Acrobatics if I want to actually make use of this event.
Numbing Cicada
HP: 259
STR: 39
INT: 28
VIT: 26
WIS: 25
AGI: 33
LUC: 38
Skills:
- Dying Curse: Used upon death. Uses the head. Attempts to inflict paralysis on all party members, with a 60% base chance. Has an 80% speed modifier.
Drops:
- Normal:
Brown Feather. 55% chance. Sells for 25 en.
- 1 needed to make
Paralysis Gas (60% base chance to inflict paralysis on all enemies).
- 2 Brown Feathers and 1 Triangular Kitten Ear (Pouncing Caracal) needed to make
Sikhara Boots (+6 DEF, +16 MDEF).
Damage Resistances:
Disable Resistances:
Remember Yellow Gels from EO2U? They're back, and they're showing up much earlier in the game! I'd say kill these things last if at all possible, but as this formation shows, that's basically not an option a lot of the time.
Plump Turkey
HP: 370
STR: 38
INT: 33
VIT: 29
WIS: 26
AGI: 34
LUC: 26
Skills:
- Guard Wing: Uses the arms. Increases one row of enemies' physical defense by 50% for 4 turns. Has an 80% speed modifier.
Drops:
- Normal:
Guardbird's Tailfeather. 55% chance. Sells for 28 en.
- 1 needed to make
Heper Ai (+34 ATK, +30 MATK, LUC Up 1, Bronze x3).
- 2 needed to make
Turkey Barrette (+13 DEF, +10 MDEF).
Damage Resistances:
Disable Resistances:
(Guard Wing.)
Ah, fuck. That's Predict's "each dodged attack lowers evasion" and damage amplification biting me in the ass.
(Received 1 Brown Feather and 1 Guardbird's Tailfeather.)
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Pouncing Caracal
HP: 284
STR: 40
INT: 27
VIT: 30
WIS: 29
AGI: 38
LUC: 24
Skills:
- Dropkick: Uses the legs. Deals 150% melee STR-based bash damage to one party member. Has an 80% speed modifier and 99 base accuracy.
Drops:
- Normal:
Triangular Kitten Ear. Sells for 26 en.
- 1 needed to make
Kitten Coffin (+32 ATK, +42 MATK, LUC Up 2, Bronze x3).
- 3 needed to make
Health Belt (+40 HP).
- 4 needed to make
Chemise (+16 DEF, +24 MDEF).
- 2 Brown Feathers (Numbing Cicada) and 1 Triangular Kitten Ear needed to make
Sikhara Boots (+6 DEF, +16 MDEF).
Damage Resistances:
Disable Resistances:
Pouncing Caracals continue an EO tradition: early enemies whose only skill is a physical attack that hits harder.
(Dying Curse.)
(Received 1 Triangular Kitten Ear and 1 Brown Feather.)
(Received 1 Cecidium naturally, 1 Cecidium from Alexis, 1 Cecidium and 1 Aromatic Moss from Cecil, and 2 Cecidiums from Raven.)
6F, D2 Take Point
Cecidium: 53% chance. Sells for 60 en.
- 1 needed to make
Hamao (Restores 100 HP and 25 TP to one party member).
Aromatic Moss: 22% chance. Sells for 70 en.
- 1 needed to make
Bravant (Increases one party member's attack by 40% for 6 turns).
Rainbow Fruit: 25% chance. Sells for 175 en.
- 1 needed to make
Fire/Ice/Volt Jar (Deals 110% ranged INT-based fire/ice/volt damage to one enemy; 90% speed modifier, 99 base accuracy).
- Ambush Chance: 3%
Having decent TP restoration this early in an EO game is refreshing after both of the Untolds.
This event happens automatically.
No-one in this party is capable of learning Feats of Strength, nor does Kaelin know Night Vision, so we'll have to come back later.
Ignoring it leads to bad things--specifically, a character accidentally triggering a rockslide. Acrobatics lets them dodge it. Let's observe, shall we?
The threat of falling rocks
Prudence pays off as you successfully avoid the falling rocks.
Prudence pays off as you successfully avoid the falling rocks.
One random battle later:
I decide to start having Kaelin level up Incantation: Compression Form. At level 1, it costs 5 TP, and multiplies the damage of Kaelin's next skill, in exchange for making it only hit one target. Yes, Compression got seriously nerfed from EO2U--it's a charge skill instead of a buff.
It's convinced me that I more than ever need to corner the market. If any of you guys submit Alchemists in any future LPs of EO games that have them, I'll cut you, don't disturb my monopoly.
What was I talking about? Oh yeah, I guess Kaelin is fine too.
(Obtained
Miracle Ring.)
The Miracle Ring contains the skill Resuscitation, which revives a dead party member at 1 HP for 6 TP. Pretty useful, honestly, but I don't equip it.
A boring encounter gives Cecil a level.
We also finished Loves monsters more than regular meals.
One-Two's initial hit now deals 103% damage, and has a 36% chance to trigger a basic bind punch.
Fish point here.
Eh, whatever.
A dangerous break
You took a brief break in the Labyrinth before being attacked by dangerous monsters!
You took a brief break in the Labyrinth before being attacked by dangerous monsters!
Feeble Miasma now multiplies infliction chances by 1.34x.
And I finally have access to Oracle: Dance.
Stopping to rest heals 25 HP and 15 TP. We don't need that right now, though.
(Obtained 2
Medica IIIs.)
Medica IIIs restore 200 HP to one party member. That is overkill for everyone right now.
Sylphid counterattacks now deal 75% damage, and Sylphid has a 120% base chance to activate.
At this point, I also arbitrarily decide to take care of Hunter's pride.
This quest is basically Minesweeper: EO Event Edition. Every tile in this room is now considered an event tile. When we press A on one of them...
We're given this menu, where our options are:
- Use a Mana Detection Device
- Rely on someone with Sense Mana
- Disarm a trap
- Do nothing
For the sake of brevity, here's where the mine locations are:
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Note that stepping on a mine damages your entire party for 100 HP, in addition to lowering the reward.
Note that stepping on a mine damages your entire party for 100 HP, in addition to lowering the reward.
(Obtained 3
Panic Gasses.)
Bleh.
One-Two now deals 106% on the initial hit, and has a 38% chance to activate the basic bind punches.
Incantation: Compression Form now multiplies damage by 1.68x.
Finally put a point into Oracle: Dance. I should probably explain what it actually does. Firstly, it requires that the user have one of the elemental resistance buffs on them--Prayer: Blaze, Prayer: Cold Rain, or Prayer: Purple Lightning. When Oracle: Dance is casted, it purges the oldest elemental resistance buff from the user (in case they have multiple), and deals ranged INT-based damage of whatever element whose resistance was cancelled. What's more, though, is that it reduces all enemies' resistance to that element for one turn.
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