Let's begin, then!
Ha. Hahaha. "Varied and exciting characters." Well, that's for the Story bits, I suppose.
The exciting part of Story is when you get to start Classic.
There's the good shit.
Lemme take a sec to explain what each difficulty does:
- Picnic: Your party deals 2x damage, your party takes 0.2x damage, and any healing from your party is multiplied by 1.5x. When you get a Game Over, you can retry the battle as many times as you like.
- Standard: Your party deals 1.5x damage, and your party takes 0.6x damage. Healing is normal. When you get a Game Over, you can retry the battle once.
- Expert: No numbers are adjusted at all. When you get a Game Over, you cannot retry the battle.
The title music stops here.
The Radha, governors of Etria, issued a proclamation throughout the continent... Any able-bodied adventurer was invited
to investigate the forest and explore its depths. But no matter how many came to investigate the dungeon, none gained the renown they sought. As more adventurers tried and failed to conquer it, it came to be known by a new name... The Yggdrasil Labyrinth. You are the latest adventurer to journey to Etria in response to the Radha's proclamation. You have but one goal: explore the forest to win fame and fortune. Etria is at hand...
I'unno about you, but I'm all riled up to start exploring solely for the fun of it.
Kinda impossible to do anything without a guild. Let's fix that.
Meet the Guildmaster. He has no name, and is generally kinda boring.
Since you're new here, I'd like to set you up with a veteran group...but not many guilds are recruiting. *sigh* Shortsighted treasure hunters care too much about petty trifles to do any real investigation. In any case, if you've got the guts, you could make a guild entirely made up of newcomers. There are loads of people just sitting around twiddling their thumbs, eager to join any guild that would take 'em.No need, I've already got eight idiots with me.
Incidentally, if you refuse this offer, the Guildmaster says the following:
Hah! Your mouth says no, but your eyes... They say "Yes!"
Bit creepy if you ask me, but whatever.
This name may someday be known throughout the world, so think carefully before committing to it.
You'll... You'll see.
It's just temporary.
Now that you've got a guild, try getting some adventurers to fill your ranks. If you're bold enough to explore the Labyrinth yourself, you can register your own name as a member. Having more adventurers gives you more options, and less of a chance of dying down there. Give it some thought, and make sure you recruit a variety of classes into your guild. Let's see... I guess five members is a good number. That's not too many, and not too few.Welcome to the character creation menu. Those of you familiar with EO1 but not with EOU might be a bit surprised to see Ronin and Hexer unlocked from the start. This is one of the first major changes from EO1 to EOU Classic.
Eh, I don't feel like expanding on the gameplay implications of that, myself.
Let's get to creating a character, shall we?
Eh, I don't feel like expanding on the gameplay implications of that, myself.
Let's get to creating a character, shall we?
The class access change was a good move, I think. Ronin and Hexer weren't really broken unlocks in EO1 (Especially Hexer, my god), so having them from the start is really just more options to take to build your party with.
...Hang on, what's with that portrait on the top? That doesn't look like the one on the bottom at all.
Okay, no, I'm not gonna play dumb like that. Welcome to Etrian Odyssey Untold: Ragnar H. Homsar Edition, where, among other things, I've replaced the menu and battle portraits for characters with their EO2U versions, because the EO1 portraits are frankly kind of ass at the resolution they use in EOU. The fact that I can replace portraits will have extra implications that I'll discuss further, come character submission time.
Anyway, classes. I'm doing things differently from past LPs of mine: I already have all of the class writeups fully done! In light of that, I'm going to paste their intro paragraphs in these bits, and make those paragraphs link to the full class writeup. I highly recommend you give each writeup at least a look-over!
Okay, no, I'm not gonna play dumb like that. Welcome to Etrian Odyssey Untold: Ragnar H. Homsar Edition, where, among other things, I've replaced the menu and battle portraits for characters with their EO2U versions, because the EO1 portraits are frankly kind of ass at the resolution they use in EOU. The fact that I can replace portraits will have extra implications that I'll discuss further, come character submission time.
Anyway, classes. I'm doing things differently from past LPs of mine: I already have all of the class writeups fully done! In light of that, I'm going to paste their intro paragraphs in these bits, and make those paragraphs link to the full class writeup. I highly recommend you give each writeup at least a look-over!
Much like I have a placeholder guild name, I need some placeholder characters. The seven PCs plus two NPCs from a tabletop thing I participate in will do.
But wait! That's not all! In addition to these basic nine classes, EOU has two other classes: Highlander and Gunner. Now, normally, these classes are exclusive to Story, unless you start a New Game+ from a completed Story save and then it lets you reclass other characters into Highlander and Gunner without actually making Highlanders or Gunners from scratch. This shit is very dumb and I'm not going to abide by it.
The Classic portion of the LP will feature a Highlander and a Gunner, both "created" in their innate classes. By this I mean I'm going to edit the byte that controls what class a character is in the save data for those two and set it to 0x9 for Highlander, and 0xA for Gunner. They will not be in this update, but they will be in the LP proper. With that in mind, go peruse their writeups. Both classes are a bit odd, so it's in your best interest to understand them.
The Classic portion of the LP will feature a Highlander and a Gunner, both "created" in their innate classes. By this I mean I'm going to edit the byte that controls what class a character is in the save data for those two and set it to 0x9 for Highlander, and 0xA for Gunner. They will not be in this update, but they will be in the LP proper. With that in mind, go peruse their writeups. Both classes are a bit odd, so it's in your best interest to understand them.
Yes, this will work. Landsknecht/Protector/Ronin, Medic/Alchemist. A fairly standard party, I think.
Before we leave, though, allow me a moment to talk about stats and the formulas that use them!
So here's all the stats that exist in EOU:
Player characters also have weapon ATK and armor DEF, provided by their equipment. Their functions should be fairly self-evident, but it should be noted that weapon ATK only applies to the base damage of an attack, and is not used when determining an enemy's defense against an attack, and armor DEF barely affects damage at all. Four points of DEF is roughly equivalent to one point of VIT, and it's worth even less when defending against TEC-based attacks.
Before we leave, though, allow me a moment to talk about stats and the formulas that use them!
So here's all the stats that exist in EOU:
- HP: Health. I really don't need to say this, honestly, but if a character/enemy's HP reaches 0, they die. A fair chunk of Highlander skills drain HP upon use.
- TP: Analogous to mana or magic points or what have you. Enemies don't have TP at all, but characters consume it upon casting skills.
- STR: Strength. Determines how hard physical attacks hit. Specifically, an attacker's STR value is compared to the target's VIT when attacking. The result of what is basically (STR / VIT) is responsible for a multiplier that is applied to damage. Basically, past a certain point, increases in attacker STR over the target's VIT suffer from diminishing returns.
- TEC: Technique. Determines how hard TEC-based attacks hit, and is also the primary stat used in determining defense against TEC-based attacks, and is also the primary stat in determining disable infliction, and is also the secondary stat in determining disable resistance, and is also the primary factor by which poison damage is scaled, and is also a fairly small part in the healing formula, and fucking CHRIST TEC controls way too much crap. It's a goddamned mess of a stat that has way too much loaded on it, making it arguably the most important stat in the game. It's no surprise that its role in shit got reduced a fair amount in EO2U, and by EO5 it'd been split into INT and WIS.
- VIT: Vitality. Determines defense. VIT's primary function is in the STR damage formula, but it plays an ever-so-small part in the TEC damage formula, too.
- AGI: Agility. Used in determining the turn order, accuracy, evasion, escaping, and determining preemptives/blindsides/normal battles.
- LUC: Luck. Used as the secondary stat in disable infliction, used as the prmiary stat in disable resistance, used in accuracy, evasion, escaping, determining preemptives/blindsides/normal battles, and used in gradual disable recovery. An important thing I should note about LUC is that recovering from disables compares that character/enemy's LUC to the average LUC of the enemy team. Yes, this means having a party with several low LUC characters is actively detrimental to disable durations. It's a bit dumb.
Player characters also have weapon ATK and armor DEF, provided by their equipment. Their functions should be fairly self-evident, but it should be noted that weapon ATK only applies to the base damage of an attack, and is not used when determining an enemy's defense against an attack, and armor DEF barely affects damage at all. Four points of DEF is roughly equivalent to one point of VIT, and it's worth even less when defending against TEC-based attacks.
With all the mechanics stuff out of the way, let's go visit Radha Hall, since we need bureaucratic authorization to actually go into that Labyrinth thing.
I'm sure you're a new adventurer here to explore the Yggdrasil Labyrinth, like all the others. Unfortunately, we do not permit people who have only recently created their guilds to enter the Yggdrasil Labyrinth. If you wish to officially become adventurers, you'll have to complete the mission we will give you.
Radha Hall is where we go to take on missions. These are basically story quests, and we have no option but to do these to move forward in the story.
Those who cannot accomplish this elementary task are better off staying out of the forest. Explore the 1st floor and map everything you see there. This method will be useful later. Here is a small map to start you off; fill in the rest of the details as best you can.
Bing. There's our map. A bit of B1F is even filled in for us, how convenient.
And thus far too many strange arguments regarding minutiae are born.
Going into the Labyrinth with just our bare equipment is suicidal, so let's go get this placeholder party outfitted.
Shilleka's outfit and the annoying way her way of talking is written out both annoy me. A lot.
Well, if y'need items, weapons, equipment, I'm y'girl! You can sell all t'items you find in t'forest to me, and I'll make 'em into new equipment for you. My store can't go on wit'out all y'explorers, so I'm countin' on you.Shilleka's is where we go to both sell off crap we find in the Labyrinth, and to buy stuff made from said crap.
I should note, for anyone coming from EO4 or EO5, that EOU uses the same shop style as EO2U--ie. only "gold" items, ones made from conditional drops/rare gather materials, require restocking. To compensate for that, however, the unlock requirements for normal items are often ludicrously high. Combined with EOU's atrocious drop rates, unlocking equipment is often a bit of a pain.
I should note, for anyone coming from EO4 or EO5, that EOU uses the same shop style as EO2U--ie. only "gold" items, ones made from conditional drops/rare gather materials, require restocking. To compensate for that, however, the unlock requirements for normal items are often ludicrously high. Combined with EOU's atrocious drop rates, unlocking equipment is often a bit of a pain.
Unlike EO2U and EO5, characters in EOU only start with a Dagger (a really shitty "sword") and a Tweed, instead of equipment that fits their class. It's kind of important for characters that need specific equipment to use their skills that you get them at least the most basic version of whatever they need as soon as possible.
I'm not gonna bore you with the particulars of my purchasing decisions here. The gist of what I did was outfit our front row with some defensive equipment, grab our casters Staves, and grab our Ronin a katana.
I'm not gonna bore you with the particulars of my purchasing decisions here. The gist of what I did was outfit our front row with some defensive equipment, grab our casters Staves, and grab our Ronin a katana.
Please, make yourself at home.
And here's the last facility we'll be visiting for now: the inn.
The inn is where we go to recover from Labyrinth trips, revive dead/petrified party members (this isn't done automatically upon resting, unlike EO5), and save our game.
The cost of staying at the inn is always the highest level of any character in your party, multiplied by 5.
This is why I always have a handy innbot sitting around in my roster for respawning things.
A new quality-of-life feature added in EOU is auto-saving upon staying at the inn. Because EOU only has one save slot, though, we're not prompted to do this, unlike EO2U and EO5.
No music.
Well, here goes nothing.
So begins a peaceful walk through the forest.
Welcome to the Labyrinth, which we'll be spending about 98% of the game in.
As you have some skill at adventuring, some 3 Skill Points should be available to you. To spend them on skills useful in the Labyrinth, open the Main Menu with the Y Button. Select Custom to allocate skill points, but think carefully before doing so. You may already be aware of this, in which case this advice is happily unnecessary. If so, then hesitate no longer to begin your adventure in this lush, green forest!
Going back to this old vertical menu is a bit disorienting, coming from EO5.
I honestly prefer it. EO5's threw me off after six games of this type of menu and I tend to lean towards left column lists.
EOU uses the old system of requiring that you learn Masteries to learn skills, but it also introduces a feature that was also in EO2U: when you unlock a skill through leveling up a Mastery, the skill that's unlocked automatically has one point put into it. This does not apply to skills learned from non-Mastery skills.
This is probably the best change to skill trees in the series. Lv.1 skills are quite valuable early on in the game, and the mastery system can save you a handful of SP for allocation elsewhere.
Anyway here's my starting build. It doesn't matter much.
Let's skip to a battle.
Clawed Mole
HP: 93
STR: 8
TEC: 7
VIT: 7
AGI: 6
LUC: 7
EXP Given: 50
Drops:
- Normal: Soft Hide. 45% chance.
- 1 needed to make Hide Boot (+3 DEF, +10 HP). Costs 50 en.
- 1 Twining Ivy (1st Stratum Chop 2) and 3 Soft Hides (Clawed Mole normal/Tree Rat rare) are needed to make Hide Glove (+5 DEF, +1 STR). Costs 60 en.
- 1 Beetle Whisker (Claw Beetle normal) and 5 Soft Hides (Clawed Mole normal/Tree Rat rare) are needed to make Jerkin (+11 DEF). Costs 130 en.
- 1 Rabbit Tooth (Forest Hare normal) and 8 Soft Hides (Clawed Mole normal/Tree Rat rare) are needed to make Hide Apsis (+8 DEF). Costs 110 en.
- Rare: Beast Bone. 25% chance.
- 3 Beast Bones (Clawed Mole rare) and 2 Beetle Whiskers (Claw Beetle normal) are needed to make Bone Axe (+33 ATK). Costs 200 en.
- 5 Beast Bones (Clawed Mole rare) and 1 Monkey Bone (Zebratherium normal) are needed to make Bone Staff (+21 ATK, +10 TP, +1 TEC). Costs 90 en.
- 6 Beast Bones (Clawed Mole rare) and 1 Monkey Bone (Zebratherium normal) are needed to make Bone Armor (+13 DEF). Costs 90 en.
100% 100% 100%
100% 150% 100%
Disable Vulnerabilities:
50% 100% 150% 100% 100% 100% 100%
100% 100% 100%
100% 100% 100%
Clawed Moles don't know any skills, but that 8 STR means they can still screw up most characters plenty fine, especially at level 1.
Also, evaluate the drops section for a bit. It's only gonna get worse from here, folks.
Also, evaluate the drops section for a bit. It's only gonna get worse from here, folks.
The most dangerous nonscripted enemy on the first floor. On Expert you're looking at critical HP after a single hit or just outright death depending on the target and mitigation.
Here's what each command in the menu does:
- Attack: Perform a normal attack.
- Skills: Use a skill.
- Defend: Do nothing for this turn, in exchange for halving all damage taken (and halving disable infliction chances, I believe).
- Items: Use an item.
- Switch: Swap party member positions around. This does not use up a turn.
- Boost: Requires a full Boost gauge to use. Boost lasts one turn. Boosted characters deal 150% damage when using normal attacks, and any skills they use have their level increased by 5. A level 1 skill will act like a level 6 skill, sans TP cost, a level 5 skill will act like a level 10 skill, and a level 10 skill will act like a level 15 skill. Levels 11 to 15 of skills are used only for Boosted skills.
- Escape: Attempt to escape. Escape rates are the pits in EOU, so good luck doing that. Disabled in boss fights, or if the character's legs are bound.
To save a bit of time, just assume every character, except for the Medic, are using the skills they just learned.
Auspicious start.
The "Damage has been reduced!" message pops up when a shield skill reduces damage to a character.
That Shield Mastery rank is already showing some value on top of Front Guard reduction and Protector's VIT. They're really durable when getting hit.
I told you these moles are dangerous.
And Ronin is not so durable.
I wonder if the tomatoes can eat mole meat.
...It makes sense in context, I swear.
...It makes sense in context, I swear.
Yeeeeeeep. That's liable to happen at level 1.
Gambling with low HP is a pretty dangerous prospect at any point in this game, honestly. It's just more apparent here.
Blurgh.
Well, hey, I still got a chance.
There we go.
That... could have gone better. Fights don't typically get that nasty this early on.
The EXP total at the top of the Result screen is split between any alive party members.
Also, looks like I still need to replace the Result images, haha.
Anyway, that's it for now. Next time in Classic: presumably, we actually begin.
Also, looks like I still need to replace the Result images, haha.
Anyway, that's it for now. Next time in Classic: presumably, we actually begin.
And hopefully less death. Or more! Who knows.