Friends, Fashion and Fyggs - Let's Play Dragon Quest IX!

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Part 24: Trading Spaces

Music: Assemble, People

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Image Well that was quite the waste of time. Now, can someone please teach Solitaire what the cardinal directions are?

Image It's not my fault we didn't use them on the Observatory, you know. When you've got a bird's eye view of everything, it's easy to see where to go!

Image Even so, it's a goo idea to learn! I'd be happy to give you some pointers.

Image I suppose I'll have to, won't I? Let's get it over with quickly...

Image Well, the sun rises in the east and sets in the west. It's slimeple!

Image It's really as easy as that? I bet I could have worked it out myself, then!

Before anything else, I would like to remind you that these stairs are still here. They are always here. They always take, at a minimum, around 9 seconds to climb up. These stairs are bad.

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Anyway, we're healing up in preparation for the Tower of Trades. There's also some new dialogue from the people down here now that we've set progressed the plot enough.


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Image Apparently the vocation-changing ceremonies used to be held at the top of it, but now it's overrun by monsters.

Image Of course it is. Is there anywhere that doesn't have monsters crawling all over it?

Image Yeah, of course! There was Stornway, and Coffinwell, and...er...

Image Those are populated. They don't count.

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Image I've never seen anything like it before. Do you think... Do you think it has something to do with the Abbot going missing?

Image Yes. Yes, I do. How much more obvious can you get?

Image Hey, be fair! It's not my fault if the thing was so sour the poor man had to run outside and throw up!

Image What? That's not... Ugh.

Image Anyway, it can't be that, or he'd have come back by now, wouldn't he? It must be something else.

Image Sometimes, I don't know why I bother.

Image You know, Solitaire, you really need to work on your tolerance towards these things.

Image Speak for yourself! Or have you forgotten about how you react to slimes?

Image That is completely different, I'll have you know!

Image Are you ever gooing to tell us why you're so angoory about slimes? I'm sure we can help you move past it if you'll let us!

Image That is a secret for me and me alone. Now, we have a job to do, do we not?

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Anyway, the actual preparation part. With the money we got from beating up Newid Isle's monsters, we buy iron armour for Reona, and also I finally remember to equip that agility ring that we got. It goes on Solitaire, just in case she needs to be a backup healer, and her gold bracer goes to Freddy.

Music: Alchemy Pot (VIII)

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Image Haaaaaahahahahaha! Yes, more heat! More fire!

And now, alchemy. We found the recipe for steel claws last time, and they're the best claws available right now, so why not get them for Reona? She's our primary physical damage dealer, after all. Sadly there aren't any other steel weapons this party can use yet.

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Also, steel shields for everyone else! The fire and ice resistances on them get better as well as their Defence and block chance, so they're a solid choice for something to alchemise if you've got limited ingredients.

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Full plate armour's also a good choice, with the highest Defence out of all the steel armour pieces. To compensate, it's not exactly widely equippable, but Reona can and that's what matters right now.

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Oh, and I never checked the Battle Records since meeting the special inn guests, so we have this accolade now. Hooray! Stella also has these words of wisdom for us:


Image Are you nuts? Why aren't you eating the seeds you've got saved up? You're the pits! We should call you Colonel Kernel-Keeper!

Despite what it sounds like, no, this isn't an accolade. That'd be silly! No, I'm just really, really bad at using my stat-increasing seeds. Who should they go to? I don't know! Whatever the case, I'm kind of amazed by just what the game keeps track of to harangue me about. Although it does tend to get a bit single-minded if you do a lot of one thing...

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Image Do you see, Solitaire? The tower's right here. It's not difficult at all to find it.

Image You don't need to rub it in that much!

Anyway, now we're done with preparations, it's time to actually go to the Tower of Trades. As we've already been told, simply heading east from Alltrades Abbey will get us there in short order.

Music: Omen of Towering Death

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Image The sunset over the tower is really goorgeous! It's just a shame that nobody else is around to see it.

Okay, first off, that music is pretty ominous for something so underused. Can't say it's bad, though. Second off, that's a surprisingly nice view. I'm glad we got here at this time to see it, even if it was by accident.

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Image What was it I had to do again...? Oh, right, bowing. This feels so wrong.

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Image Wow, the door opened by itself! D'you think the abbot knows how it works?

Image I don't know, and I don't care. That abbot can take this door, and shove it.

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Welcome to the interior of the Tower of Trades. Small, numerous floors are the name of the game here. More specifically, there are seven of them.

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Image These barrels are in very goo condition! The monsters must be maintaining them.

Treasure already! Barrels in dungeons, as before, are very lucrative. We get a wing of bat and a snakeskin from these, which is a little boring but still appreciated.

Music: Are You A Loser

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Image What!? I thought those were just mould!

Image Solitaire, we've fought mushrooms before. You should really be more wary.
#053 Mushroom mage wrote: Image

Code: Select all

Plant Family
HP: 67         MP: 18
Attack: 50     Defence: 56   Agility: 56
Exp: 144       Gold: 70
Elemental resistances
Image: 125 Image: 100 Image: 100 Image: 100
Image: 100 Image: 100 Image: 125

Status resistances
Image: 075 Image: 100 Image: 050 Image: 100
Image: 075 Image: 075 Image: 075 Image: 100
Image: 075 Image: 100
Image: 100 Image: 100 Image: 100 Image: 100

Common Drop: Belle cap (1/8)
Rare Drop: Fisticup (1/8)

Mean mushrooms who go round in groups endeavouring to make ice cubes out of adventurers with constant cold spells.

Cooled the once-warm area south of Alltrades Abbey with a century of Crack-casting 'til it became outright autumnal.
Of course, a dungeon wouldn't be a dungeon without monsters to populate it. The final mushroom monster is here, and it likes to cast magic. Specifically, Crack.

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Image Aah, c-c-cold! Colder than normal!

Of course, they can get a critial Crack too. Thank goodness for those steel shields reducing the damage.

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Image Why me? What did I goo?

And then there's Zam. It's a Dark-elemental spell. It does about the same damage as a non-haywire Crack. Mushroom mages can cast Heal, too, but what if we did something about that?

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Image I've had it! No more spells!

Shutting these monsters down is simple: just use Antimagic! Fizzle's a great ailment for fighting magically-inclined monsters. Mushroom mages have a 75% chance of getting tagged by it via Antimagic, and unlike slime knights, they'll try to use spells while under its effects, thus wasting their turns. And we want them to waste turns instead of just killing them, because...

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They're the best source of belle caps and fisticups in the game! Yes, already. They can flee, but that's not a concern yet.


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Image Dear Almighty, it smells like something died in here. I feel as if my skin is peeling off.
#055 Walking corpse wrote: Image

Code: Select all

Zombie Family
HP: 105        MP: 9
Attack: 70     Defence: 35   Agility: 35
Exp: 155       Gold: 66
Elemental resistances
Image: 125 Image: 075 Image: 100 Image: 100
Image: 100 Image: 075 Image: 200

Status resistances
Image: 075 Image: 075 Image: 075 Image: 100
Image: 050 Image: 000 Image: 075 Image: 050
Image: 025 Image: 050
Image: 100 Image: 075 Image: 075 Image: 100

Common Drop: Manky mud (1/8)
Rare Drop: Strength ring (1/128)

These dogged dead bodies fixate on a foe and won't leave them alone. They may be brittle, but they're tough too.

They live by the saying "tHe ROttEnEr tHE BeTtERer", and ensure that any midway manky remains are made fully foul.
I do not like fighting walking corpses. At all. They're another big HP sack, like the Quarantomb's mummy boys. First off, being mindless undead, they won't run away.

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Image Aaaah! G-g-get away from me, o-or I'll b-b-burn this place down!

Image Do you think they can hear you? The organs in their ears have likely rotted away.

Image Y-you're not helping, R-Reona!

This attack is new and reduces the tension of whoever it hits to 0. Fun. They've also got a poison attack that we've seen before. All in all, not too interesting, but they hit decently hard and take a while to take down.

Oh, also, they show up with mudrakers on occasion out on the overworld. Yet another reason to avoid fights with those. Unless you want manky mud, of course, because they're the best source of it.


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Image Drackies, too!?

Image Are you scared of those? But some of my best bloodies are drackies!

Image Now it's dracky puns? Better than slimes, I suppose...
#054 Drackyma wrote: Image

Code: Select all

Bird Family
HP: 52         MP: 10
Attack: 58     Defence: 58   Agility: 70
Exp: 145       Gold: 74
Elemental resistances
Image: 100 Image: 100 Image: 100 Image: 125
Image: 125 Image: 100 Image: 125

Status resistances
Image: 075 Image: 100 Image: 100 Image: 100
Image: 100 Image: 075 Image: 075 Image: 075
Image: 075 Image: 100
Image: 100 Image: 075 Image: 100 Image: 100

Common Drop: Wing of bat (1/8)
Rare Drop: Gold ring (1/64)

Be grateful that these dukes among drackies can't cast Kasnooze too - Snooze is more than enough of a nuisance.

Don't make drackies really mad - they might morph into the mighty yellow force for justice that is...DRACKYMA(N)!
The last member of the dracky family is, frankly, quite boring. Not that I'm not glad to run into them! As a counterpoint to walking corpses, they're frail, relatively weak, and fast, although they too like to disrupt the party.

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Image I'm feeling so...tired... Wish we...could...talk more...

Image Oh, good, he's asleep. I was getting tired of him trying to make friends with the monsters.

Snooze is, as their description says, a nuisance. Nothing more. It's also the only thing they can do beyond the standard attacking and fleeing. We could cure it with Healie's Cock-a-Doodle-Doo spell...but he's asleep. How ironic.

Oh, and stealing from them is a good idea, because they're the best source of wings of bat. They're not used to make much, but what they are used in is good.


Music: Omen of Towering Death

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Next floor! I said they were small. The stairs up are in the northeast and northwest corners.

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Image There's a door there. But this can't be the top yet, can it?

Image Your powers of observation never cease to amaze. This quite obviously leads out onto a balcony.

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Image And look, there are even chests here!

Image You don't have to keep rubbing it in.

These chests are boring and got us nothing we haven't seen before. If only they felt like giving up iron nails at some point. Those things are weirdly hard to come by!

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Image Why couldn't I have gone up those stairs instead and saved myself the embarrassment...?

We could've skipped the balcony area entirely by just going up the northwestern stairs instead of the northeastern ones, but we found those chests there. Either way up is entirely valid!

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Also, pots and the way up. These pots gave up a new item: a resurrock! It's for alchemy. We'll find a better source later.


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Image Frankly, I'm not buying this. I've known plenty of people who have been forced into the thieving life. I'm just glad I happened to enjoy it!

Image Hey, um, Reona? Are you okay? You're snapping a lot today...

Image I am a little annoyed, yes. Have you seen the condition of the flooring in here? I'm having to make a conscious effort to make sure I don't sprain my ankle in these heels, not to mention how unwieldy they are in battle!

Image Why don't you just take them off, then?

Image Because, for some reason, they keep making me stumble out of the way of danger. I think they might be magical.

3F's got a couple of points of interest, but it's primarily a linear path to the next stairs up. Of course, we can't move on without mentioning the new monster that shows up from here on up. You can even see it in that screenshot!

Music: Are You A Loser

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#056 Jinkster wrote: Image

Code: Select all

Demon Family
HP: 60         MP: 11
Attack: 50     Defence: 60   Agility: 78
Exp: 127       Gold: 80
Elemental resistances
Image: 100 Image: 100 Image: 100 Image: 100
Image: 100 Image: 100 Image: 125

Status resistances
Image: 100 Image: 100 Image: 100 Image: 100
Image: 100 Image: 075 Image: 075 Image: 100
Image: 075 Image: 100
Image: 100 Image: 100 Image: 100 Image: 100

Common Drop: Magic water (1/32)
Rare Drop: Pointy hat (1/64)

Smash these supportive spellcasters before they can bolster their buddies' tension and tend to their wounds.

Court jesters of the monster realm, they make their way in the world by brown-nosing, but are laughed at behind their backs.
Just like drackymas were the last of the dracky-like monsters, jinksters are the last of the winkster-like monsters. They're a little bit different to the other two in that they've put a bit of focus on support rather than just casting offensive spells all day.

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Image Hey, that's my spell! I never knew how much it hurt...

Image Don't worry, I'll heal us up. Just form an orderly gooueue and you'll be feeling gooreat in no slime!

Image If I have to listen to one more slime pun, I swear to the Almighty...

This is your occasional reminder that we can't heal multiple targets at once for ages! When they're on their own, and sometimes when they're not, jinksters love casting Bang, and their attack drains MP. They won't flee, either, so the drain will remain an annoyance even if we come back later. The same goes for their 2% dodge rate.

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Their support capabilities are Psyche Up, which we know all about already, and Caduceus, which we don't. It's a staff skill we don't have yet which provides a pretty good heal! In fact, it's so good that it's an almost-full heal for even the most bloated monsters in this dungeon. Also, because it's an ability and not a spell, it can't be disabled with Fizzle. So, jinksters should be taken out first, right?


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Image Ah, these should be very useful. It almost takes my mind off all this.

Well, yes, they should be, unless you want to steal their amazing treasure. Both of these are items that we will find very useful in the near future; pointy hats are from a couple of towns ahead of us and are required for an upcoming quest, while magic waters restore MP and are buyable right now but cost 1000G a pop. That's way too much to just casually spend on a consumable. We also need four for an unrelated upcoming quest, so we're spending some time getting those.

Music: Omen of Towering Death

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While we're doing that, Freddy hit level 15 and learned how to make do spells betterer by putting points into Spellcraft. Also, Solitaire got to level 16 and learned the second-tier ice spell, Crackle! It hits a group and does really good damage right now. Healie got a level too, but it didn't get him anything except more stats.

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4F time! This floor's a bit of a maze, albeit a small one, but we have a map so it barely registers. There's treasure, though!


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Image Rubbish.

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Image Not rubbish.

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Image Also rubbish.

Image B-but coins like that might have huge archaeological value!

Image I don't care, I'm selling it.

For whatever reason, there isn't anything up in the northeast corner of this floor, despite that being an obvious place to put something. It's probably just there for symmetry.

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Image There's still more of this tower!? Give me strength...

Welcome to 5F. We're almost done! Our goal is right in the middle of the floor, but there's some other stuff to take a look at first. The final new monster of the Tower of Trades starts turning up here, for example.

Music: Are You A Loser

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Image Look at his posture! He'll hurt his back gooing on like that.

Image That'll be the least of its problems when I'm done with it.
#057 Restless armour wrote: Image

Code: Select all

Material Family
HP: 100        MP: 12
Attack: 95     Defence: 97   Agility: 63
Exp: 324       Gold: 120
Elemental resistances
Image: 100 Image: 100 Image: 125 Image: 100
Image: 100 Image: 100 Image: 100

Status resistances
Image: 075 Image: 050 Image: 000 Image: 100
Image: 050 Image: 000 Image: 075 Image: 050
Image: 025 Image: 050
Image: 075 Image: 075 Image: 075 Image: 100

Common Drop: Iron broadsword (1/64)
Rare Drop: Iron armour (1/128)

Chivalrous champions who like to fight fair and square. Beware the tension-draining Morale Masher.

Suits of armour that have soaked up sorrowful swordsmen's souls. Healslime helpers make them hard to hurt.
I don't get why restless armours are here. They'll show up a couple of towns ahead on the overworld, and they seem to be tuned for that area instead of this one. I think they only show up one at a time here, at least.

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Image Aaaaaaaaaaaargh!

Image Oh, a new friend!

Not that they'll stay alone for long! Restless armours love to summon healslimes to help them out. They're exactly the same as the ones we saw in Brigadoom, so they won't put up much of a fight. They will cast Heal, though.

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Morale Masher's just an attack that lowers tension by one stage. We'll get it eventually from Warrior's skill, Courage. This version looks a lot better, though, because of the purple slash effect.

Anyway, that's really all restless armours do aside from blocking attacks (8% of the time, for reference), making them tankier than they already are. They can't even run away. Not that they would at these levels anyway.


Music: Omen of Towering Death

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Image What are these rooms that only have two pots in? What's their purpose? Do the monsters use them for storing things!?

Image Don't think about it too much, or you'll go potty! Hee hee!

Image I hate this. I hate all of this.

I wish I could say something about this floor other than everything about the restless armours, but the stairs are right there and the treasures aren't interesting. Next.

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It's 6F next! Obviously, for anyone who can count to six. The structure's much the same as 5F, and even has the same monsters. Also, there's nothing here except stairs and battles. Let's just skip this one.


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Image Oh my goodness, we're finally out of that awful place. I'll be glad to never see another set of stairs again.

Image And just look at the view! I'd say it was worth it to slime all the way up.

Welcome to the roof! We're all but done with the Tower of Trades now; it's just a few treasures and the boss fight left. Monsters even stop spawning up here.

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Image Um...is it just me or is this saying the opposite of the one downstairs? You choose your vocation...and then you're stuck there?

Image In my experience, that's just how things are. Do you know how many people get out of the thieving business? Not many, I can tell you, and those who do often don't last long.

Image But that's awful!

Image I'm well aware of that, Freddy.

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Last two chests of the tower. I've already extolled the virtues of free magic water, and of course, mini medals are Important.

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Image What are we gooing to do now? The Abbot's not here, and it's the top of the tower.

Image Please don't tell me this whole thing was pointless.

Image ...Can you not see the glowing door? It's right there!

Image There's a door, you say? Well, you're the expert on seeing things that nobody else does. How ironic that you miss so much else.

Image ...Fair. I guess.

Image Isn't everyone tired, though? We should goo back and prepare for whatever's in there!

Image Hey, I was about to say that! There's definitely something dangerous in there.

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Image Now hold on just a moment! If you do that, then-

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Image ...We'll have to climb all the way back up. Bugger.


Extra: The Collection

More special guest items! There are way too many of these.

Cannock cloak
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Style: 43 Nonchalant, 67 Vain, 53 Alluring, 60 Aloof, 45 Naive, 51 Chic

Moonbrooke dress
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Style: 42 Nonchalant, 61 Vain, 82 Alluring, 55 Aloof, 48 Naive, 52 Chic
Can only be worn by female characters.

Ragnar's armour
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Style: 39 Nonchalant, 58 Vain, 40 Alluring, 57 Aloof, 53 Naive, 48 Chic

Alena's dress
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Style: 48 Nonchalant, 73 Vain, 74 Alluring, 67 Aloof, 45 Naive, 50 Chic

Kiryl's clothes
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Style: 38 Nonchalant, 69 Vain, 45 Alluring, 53 Aloof, 43 Naive, 49 Chic

Borya's robe
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Style: 40 Nonchalant, 55 Vain, 38 Alluring, 50 Aloof, 51 Naive, 45 Chic

Torneko's clothes
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Style: 37 Nonchalant, 30 Vain, 42 Alluring, 35 Aloof, 48 Naive, 32 Chic

Maya's outfit
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Style: 42 Nonchalant, 59 Vain, 85 Alluring, 52 Aloof, 22 Naive, 8 Chic
Can only be worn by female characters.

Meena's robe
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Style: 38 Nonchalant, 59 Vain, 76 Alluring, 48 Aloof, 56 Naive, 38 Chic
Can only be worn by female characters.

Bianca's clothes
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Style: 45 Nonchalant, 56 Vain, 82 Alluring, 48 Aloof, 51 Naive, 48 Chic
Can only be worn by female characters.

Nera's dress
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Style: 41 Nonchalant, 50 Vain, 85 Alluring, 49 Aloof, 45 Naive, 72 Chic
Can only be worn by female characters.

Debora's dress
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Style: 45 Nonchalant, 67 Vain, 87 Alluring, 60 Aloof, 35 Naive, 22 Chic
Can only be worn by female characters.

Carver's vest
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Style: 39 Nonchalant, 42 Vain, 18 Alluring, 53 Aloof, 62 Naive, 12 Chic
Can only be worn by male characters.

Milly's clothes
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Style: 48 Nonchalant, 77 Vain, 58 Alluring, 66 Aloof, 43 Naive, 50 Chic

Ashlynn's clothes
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Style: 68 Nonchalant, 51 Vain, 79 Alluring, 55 Aloof, 48 Naive, 42 Chic

Kiefer's clothes
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Style: 51 Nonchalant, 68 Vain, 42 Alluring, 62 Aloof, 45 Naive, 51 Chic

Maribel's clothes
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Style: 52 Nonchalant, 21 Vain, 65 Alluring, 48 Aloof, 68 Naive, 40 Chic

Trode's robes
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Style: 33 Nonchalant, 22 Vain, 43 Alluring, 18 Aloof, 66 Naive, 38 Chic

Yangus's billy
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Style: 48 Nonchalant, 38 Vain, 40 Alluring, 35 Aloof, 65 Naive, 8 Chic

Jessica's frock
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Style: 42 Nonchalant, 65 Vain, 80 Alluring, 58 Aloof, 55 Naive, 38 Chic
Can only be worn by female characters.

Templar's togs
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Style: 32 Nonchalant, 72 Vain, 48 Alluring, 75 Aloof, 50 Naive, 62 Chic

GUSTO garb
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Style: 80 Nonchalant, 80 Vain, 35 Alluring, 70 Aloof, 38 Naive, 41 Chic

Fleurette's frock
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Style: 55 Nonchalant, 71 Vain, 93 Alluring, 73 Aloof, 41 Naive, 12 Chic
Can only be worn by female characters.

User avatar
Part 25: The Trade-Off

Music: Cross the Fields, Cross the Mountains

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Image So, tell me, Freddy, why did you suggest that we come to Stornway?

Image Oh! Right! You know that hat you stole in the tower? I know something we can make with it!

Image I should have guessed. You know, you and I would make a good team. I steal, you alchemise, and then we sell on what you make for a sizeable profit.

Image Sell it...? B-but what if we need that stuff later!?

We're starting, today, with a little bit more alchemy before we head off to fight the boss at the Tower of Trades. Remember the pointy hat we got from a jinkster last update? It's going to come in handy right now!

Music: Alchemy Pot (VIII)

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Image Oh no. Please tell me that's not what I think it is.

Image It's a slime hat! I thought Healie'd like it.

Image It's gootiful! I love it.

Image Please, just end me.

We're making a slood, which we saw the recipe for back in Coffinwell. Sloods are very good, with the same Magical Mending as a bunny hood and more Defence and Magical Might. It's going to Healie, and his hand-me-down bunny ears are going to Reona.

Image I know you're all having fun over there, but I really need to get that fygg sometime soon. Could we maybe get back to the tower quickly?

Image Please, let's. The less I have to listen to those two talking about that ridiculous hat, the better.

Music: Omen of Towering Death

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Image Hah... Hah... It's quite the exercise running past all those monsters, isn't it?

As it turns out, it's actually pretty easy to ignore all the monsters in the Tower of Trades and get straight to the top. So here's the state of everyone!

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Who needs fashion sense? Not this lot, apparently, although Freddy has a disproportionate amount of Style for whatever reason. Unfortunately everyone's a lower level than I'd envisioned going into the boss, but that's fine. Don't worry about it. I don't know what the ideal level for it is, actually, because its internal level is 4 instead of something sensible. For comparison, Ragin' Contagion was level 18 and the next boss will be level 23. Not that enemy levels mean anything!


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Image Um, Solitaire? How are you standing on air?

Image What? This isn't air. ...Oh, right, you can't see it.

Image It certainly feels solid.

Image I still don't trust it...

Image Well, I'm going in with or without you. The Abbot won't know what hit him.

Image Hold on, I never said I wasn't gooing to come!

Image Nor me. It's a straight path, correct? No twists or turns?

Image Of course it is. It's not even long.

Image Let's goo, then!

Image Hey, w-wait for me! Don't leave me alone here!

Video: Boss #5 - Master of Nu'un

Music: Painful Feelings

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Image What...what is this place? We were walking through the air - which feels very strange, I can tell you - and suddenly we're here.

Image Why are you asking me? I don't know how these things work.

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Image Come! Come to me n- Image Hm!?

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Image None shall interfere wih the will of the heavens!

Image I dare, actually. Give me back my fruit!

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Image And now I, Abbot Jack of Alltrades Abbey, implore you to grant me yet more power, that I may guide yet more lost souls!

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Image Yes... YES! The power comes... Let it consume me!

Image I don't think this is supposed to happen...

Image What gave you that idea, Solitaire? Could it be, oh, I don't know, the purple lightning? The obsession with power?

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Image This...darkness... This...black power... It is not what I wished for...

Music: None

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Image But perhaps... Yes...hm hm hm...I see now. It is through tyranny and fear that I shall ensure my charges follow the righteous path!

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Image You're really going with that name?

Image It's distinctly non-threatening, isn't it? It almost sounds like he's admitting that he isn't any good at anything.

Image Hm hm hm. Well, well. What perfect timing. I was just looking for a subject on whom to test the true extent of my new-found power.

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Image ...Have you not been listening? I'm not bowing to you, or anyone else, for that matter!

Music: Swirling Desire

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Image I've had a gooreat idea! You can support me while I try it, right?

Image I'll help! ...You don't mind if I set him on fire a bit too, right?

Image Why not? He deserves it.
#261 Master of Nu'un wrote: Image

Code: Select all

??? Family
HP: 796        MP: 255
Attack: 80     Defence: 78   Agility: 56
Exp: 2904      Gold: 780
Elemental resistances
Image: 100 Image: 100 Image: 050 Image: 100
Image: 125 Image: 050 Image: 125

Status resistances
Image: 025 Image: 000 Image: 000 Image: 200
Image: 000 Image: 025 Image: 000 Image: 025
Image: 005 Image: 000
Image: 025 Image: 100 Image: 050 Image: 050

Guaranteed Drop: Lava lump

Jack of Alltrades ate a fygg that had fallen from above in a bid to become god-like, but turned into this hideous beast instead.

Jack spent some time thinking up his god name, toying with "High Jack" and "Jackrilege" before settling on "Master of Nu'un".
Quick heads-up: I did this boss very badly. Like, entirely based on false assumptions badly. You'll see why in a bit. Suffice to say, I made some very poor decisions and paid for them.

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Image I guess I can try this. It can't hurt...me. It'll hurt him plenty.

Solitaire's starting out with Crack. It does Crack damage. This was bad decision number one, because now she has less MP to heal with if things get ugly! ...And also I forgot she had Crackle.

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Image I believe in you, Healie, so get to doing your thing faster!

Okay, they can't all be bad. Acceleratle is as sound a choice as ever.

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Bad decision number two: bad decision harder! Or less hard. Reona also needs the MP to heal, so Propeller Blade isn't great either, especially since Jack resists wind.

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Now it's his turn. Master of Nu'un's got a similar AI to the Wight Knight, so he's got a semi-set pattern over three turns. The first turn in the pattern is his support turn, on which he'll cast Buff or Drain Magic, a spell which drains around 6 MP from whomever he targets. Both are very bad to see, for obvious reasons. It'd be nice if we could avoid this with, say, an ailment of some kind.

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Now it's his turn again! He randomly gets 1 or 2 actions per turn. It's kind of annoying. In any case, turn 2 of his pattern has him attacking or calling lightning down on the party. We'll see that second one later, and it's by far the worse of the two.


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Image Time for my plan to come to gooition!

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Image ...Oh. Oh well, I can just try again. I've got all the slime in the world!

Aaaaaand here's my biggest mistake. Fizzle works against the Master of Nu'un! Just, you know, not for me on this attempt. Not that it stopped me from trying. And, if it did land, he'd just ignore all his spells and never attempt to cast them, giving him the opportunity to use his lightning twice per turn on occasion! On the other hand, he can't use Drain Magic or Buff, so it's really a matter of which you want to see less of.

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Next turn, we're doing...the same thing, except Freddy's using Sap. It hits and brings the boss's Defence back to normal. In my defence for everyone else's actions, the Master of Nu'un's Drain Magic makes a drawn-out fight a bad idea, so using strong attacks is for the best. Except for Antimagic. I just wanted to show that off.


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Image Careful! He's holding back!

Image Wait, how do you know that?

Image Huh? Well, I've used a lot of magic, so...

The third turn of the pattern is either Woosh or...er...Woosh. Specifically, haywire Woosh. We don't want to see that one. Obviously it's blocked by Fizzle, but...well...you know.

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Oh, by the way, we're doing the same thing on the third turn, too. How interesting. Drain Magic came out, though, and around here's when I realise that maybe I should be conserving MP!


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Image Healie, do your job! Why do I have to do this?

Image I'm concentrating on something slimetly more important right now. Goo you mind waiting?

Speaking of conserving MP, now that everyone's hurt, Solitaire (and occasionally Reona) is going to be on healing duty.

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Just in time to have a haywire Woosh wreck everyone. On average, it's his most damaging attack, although it can underperform because of the big damage variance. Of course, it can also overperform and wipe out a chunk of HP on everyone.

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It's enough to activate some Coup de Grâces. It's a shame that Reona's is completely useless in boss fights and Freddy isn't in any danger of running out of MP. Maybe they'll help Healie or Solitaire get an actually good one! ...Nah.


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Image ...Oh! You're all hurt, aren't you? Don't worry, I'll heal you up.

Image Why couldn't you have done this earlier!?

Look at me, getting Healie to do his job. What a novel concept. Truth be told, the middle part of this fight isn't actually that interesting. It's just trading blows, keeping buffs and debuffs up, keeping people healed, all that jazz. Let's just skip liberally.

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Image Aaaaaah! Very, very frightening!

And then there's this attack. Slightly weaker than haywire Woosh, but still some nasty all-target damage at a time when, once again, we have no all-target healing. It's consistent, too.

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Image Well that's me out of magic. Anyone else?

Image Me? Oh, I've still got a decent amount.

Image Sorry, I can't think about that right now! I've got to seal his magic.

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Image I'm okay, too!

Image Now you're just rubbing it in.

Unnecessary 0 Zone! It was about to disappear from lack of use, anyway. Also, Solitaire's out of MP. Those initial Crack casts were a mistake, compounded by getting unlucky with Drain Magic targeting. Things are going to get a little rough.

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Image A chill wind blows...

Image See what you got us into with your stupid plan, Healie?

Image I'm sorry! It just seemed like a goo idea at the time!

Aaaaand a few turns later, Reona goes down. This fight can be kind of tricky even with a strategy that doesn't suck. I just got really unlucky at multiple turns, combined with trying to show off Antimagic working. Reona, unfortunately, paid the price.

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Image I can't believe I have to resort to this. Who even uses these things?

Yeah, I'm using items. I'm bad at using items! What if I need those 30 HP heals later?

...On second thoughts, I should use medicinal herbs more often. It'll be important to do that for later anyway.


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Image Is it over? Did we win?

Image I think so.

Image Wait, did your idea even work?

Image Er... Well...

Image Then that was completely pointless.

Image How could you, Healie? I trusted you to pull it off...

And, on the very next turn, we're done! Didn't even need that herb. Master of Nu'un's kind of a step up in difficulty from anything before him, and while he's still not hard by any reasonable definition, he's still a bit of a wake-up call.

Music: None

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And while no levels result from this, it's still nice to get an item. Especially when it's one we want a lot of for steel items and such.


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Image Urgh...

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Image What!? You don't even remember? We beat you up! Now give me that fygg!

Image It's a glowy fruit! Or that's what Solitaire says, anyway.

Image You're looking for a shining fruit, you say? Yes, of course. I ate a shining fruit and...I remember very little after that... I only remember a terrifying feeling that I was...losing myself...

Image Aha! I knew he'd eaten it.

Image I think turning into a monster and gooing on about his reign of terror is more important...

Image Hm? You say that I took on a monstrous form, and was hell-bent on guiding my flock through fear and tyrrany...? And it was you who saved me from this warped version of myself? I see...

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Image Wait, you're just leaving? But what about the fygg?

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Image By the looks of it, it's right there.

Image But...what?

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Image Well, I'm not complaining. It's all mine now!

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Image I can't help worrying after seeing what eating one can do to even a mild-mannered old mortal like the Abbot... Ah well. Not much we can do about it, eh? Let's get back to the Abbey and see what this vocation-changing stuff's all about.

Video ends

Music: Painful Feelings

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Image Hooray, we did it! Now what?

Image Now we find the others. There should be six more.

Image Shouldn't we goo and bring Reona back to life first? I goodn't forgive myself if we let her stay dead.

Image Oh, right! And we could check out what Jack can do, too!

Image What? No! You know how much trouble he gave us.

Image Isn't it better to forgive and forget? Besides, most of this probably wasn't of his own goolition.

Image Okay, fine. But I'm still not happy with him!

Now that we've beaten the Master of Nu'un, we can technically just move on and get the other fyggs and the plot will move on regardless. On the other hand, there's some really great side content to pick up and we haven't passed up any of that yet. Why stop now?

Okay, fine, we've passed up some of it because of an inability to do it, but that doesn't count.


Music: Assemble, People

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Image Hey, Healie! Remember when we had to drag you up these stairs when you were dead?

Image Er...no. I was dead.

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Image Ugh... I'll never get used to that. What did I miss?

Image We beat him, no thanks to Healie.

Image I was sure it would work...

Image You got the fygg, I take it?

Image Of course! Was there ever any doubt?

Image ...Yes. You very specifically did not think you would get this fygg back.

Image Whatever. That's not important.

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Image I wonder what in the name of the Almighty was in that strange fruit! I was merely seeking a way to better guide my flock. Though the fruit clearly had extraordinary properties, sadly I could not control its power. It consumed me. Such a fruit should never have passed mortal lips.

Image So that means I won't get a taste? Aww...

Image You really think I'd let you, even without knowing what it does? Don't be stupid.

Image If you hadn't managed to stop me, I fear I may have destroyed the mortal world altogether. I am in your debt. At the very least, I hope my powers can be of assistance to you on your travels. As the Abbot of Alltrades Abbey, it is my duty to help people change their vocations and broaden their horizons.

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Image I do not yet know what events are brewing in the world...but as long as there are devotees wishing to change their vocations here at Alltrades Abbey, my duty is clear. So, decide what your calling is to be, my child, and I shall lead you on your chosen path.

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Image Huh? Um, no thanks. If I did that, I couldn't set things on fire with magic!

Image And I couldn't heal! At least, not as well.

Image I'm perfectly happy where I am as well.

Image If you're all not going to take him up on this, I suppose I'll have to. Not now, though.

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Saving Jack unlocks his vocation-switching service! It's useful and good and hampered by the fact that to use it we have to go up those stairs at the entrance again. So how does it work? Well, it's fairly simple. You choose a character, and then you choose a vocation, and that character becomes that vocation. It's as easy as that. Of course, there are a few caveats. The main one is that level is tracked seperately for every vocation, so if you want to switch to a new one, you're starting over. Also, spells are locked to their vocations, so you can't have, say, Frizz on a Warrior.

On the flipside, abilities and banked skill points stick around, so by getting a few levels in everything it's possible to cheese things and get more skill points that you really should. We're not going to be doing this! In fact, we won't be switching vocations for anyone but Solitaire because otherwise everyone becomes homogenised and it's kind of boring. This is also where we'd switch to unlockable vocations...if we had any. Quests will start showing up from here on that will unlock those if we complete them.


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Image So what are we gooing to do now?

Image Oh! Oh! I know! There are a bunch of people here now, right? We should see if anyone needs help!

Image That's a very good point. What say you, Solitaire?

Image Hey, I need to get those fyggs! I don't have time to mess around like this. ...Not that any of you will listen to me. Morons.


Extra: The Collection

Let's finish off the special inn guest outfits we've seen, shall we? It only took a whole town to do...

McRyan's mittens
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Style: 18 Nonchalant, 24 Vain, 32 Alluring, 26 Aloof, 28 Naive, 23 Chic

Alena's gloves
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Style: 21 Nonchalant, 26 Vain, 28 Alluring, 27 Aloof, 22 Naive, 24 Chic

Maya's bracelets
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Style: 25 Nonchalant, 24 Vain, 33 Alluring, 25 Aloof, 17 Naive, 21 Chic

Meena's bracelets
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Style: 25 Nonchalant, 24 Vain, 31 Alluring, 25 Aloof, 16 Naive, 22 Chic

Bianca's bracelets
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Style: 30 Nonchalant, 25 Vain, 28 Alluring, 26 Aloof, 19 Naive, 20 Chic

Nera's bracelets
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Style: 21 Nonchalant, 19 Vain, 28 Alluring, 20 Aloof, 18 Naive, 32 Chic

Milly's bracers
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Style: 21 Nonchalant, 24 Vain, 30 Alluring, 22 Aloof, 16 Naive, 26 Chic

Ashlynn's gloves
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Style: 26 Nonchalant, 25 Vain, 22 Alluring, 21 Aloof, 15 Naive, 22 Chic

Kiefer's gloves
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Style: 22 Nonchalant, 26 Vain, 23 Alluring, 25 Aloof, 21 Naive, 23 Chic

Angelo's gloves
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Style: 17 Nonchalant, 29 Vain, 21 Alluring, 32 Aloof, 19 Naive, 21 Chic

Cannock trousers
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Style: 19 Nonchalant, 30 Vain, 16 Alluring, 25 Aloof, 22 Naive, 28 Chic

Kiryl's trousers
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Style: 16 Nonchalant, 29 Vain, 15 Alluring, 18 Aloof, 20 Naive, 25 Chic

Maya's bottoms
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Style: 23 Nonchalant, 17 Vain, 25 Alluring, 15 Aloof, 14 Naive, 0 Chic
Can only be worn by female characters.

Carver's shorts
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Style: 18 Nonchalant, 26 Vain, 11 Alluring, 12 Aloof, 28 Naive, -5 Chic
Can only be worn by male characters.

Cor blimey trousers
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Style: 20 Nonchalant, 13 Vain, 20 Alluring, 11 Aloof, 35 Naive, 14 Chic

PASSION tights
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Style: 22 Nonchalant, 8 Vain, 14 Alluring, 16 Aloof, 15 Naive, 17 Chic

Fleurette's chausettes
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Style: 32 Nonchalant, 30 Vain, 35 Alluring, 25 Aloof, 12 Naive, 22 Chic
Can only be worn by female characters.

Moonbrooke shoes
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Style: 20 Nonchalant, 17 Vain, 31 Alluring, 18 Aloof, 20 Naive, 22 Chic

Borya's boots
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Style: 16 Nonchalant, 16 Vain, 20 Alluring, 19 Aloof, 21 Naive, 15 Chic

Torneko's sandals
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Style: 18 Nonchalant, 15 Vain, 26 Alluring, 17 Aloof, 22 Naive, 14 Chic

Sattriya sandals
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Style: 21 Nonchalant, 21 Vain, 33 Alluring, 22 Aloof, 17 Naive, 13 Chic

Maribel's shoes
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Style: 21 Nonchalant, 19 Vain, 32 Alluring, 22 Aloof, 19 Naive, 17 Chic

Trode's treads
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Style: 16 Nonchalant, 15 Vain, 20 Alluring, 19 Aloof, 22 Naive, 19 Chic

Posh pumps
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Style: 19 Nonchalant, 20 Vain, 28 Alluring, 22 Aloof, 18 Naive, 16 Chic

User avatar
Vocation Overview: Gladiator

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Gladiators are the best physical attackers in the game, plain and simple. Their Strength is hands down the best out of all the vocations, with a lead of just under 100 points over the second-best. Their Resilience, at the third best, isn't too shabby either! Unfortunately they suffer from being average to bad in all their other stats, especially their MP which is the second worst in the game, but do they really need those when they've got so much raw power at their disposal? Gladiators are a strong contender for the best vocation in the game for sheer damage, simply because Strength is so important.


Stats

Code: Select all

          Strength  Agility  Resilience  Deftness  Charm  M. Mending  M. Might  Max. HP  Max. MP
Level 1   30        7        19          15        5      0           0         32       2
Level 20  121       30       78          62        22     0           0         131      10
Level 40  217       54       140         111       39     0           0         234      18
Level 60  313       78       202         160       56     0           0         338      26
Level 80  409       101      263         209       74     0           0         442      34
Level 99  500       124      322         256       90     0           0         540      41

Spells

Gladiators do not learn any spells.


Coup de Grâce

Gladiators get the Coup de Grâce Tension Boost, which raises the tension of the user to either 50 or 100. The chance of each is not fully known.


Skills

ImageAxes

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Axes always do 1.1x damage to Plant family monsters. All multipliers are compared to a regular attack.

Poplar Toppler - Non-elemental damage targeting one enemy, costs 0 MP. Does 1.5x damage to Plant family monsters, and 1x damage to anything else. This stacks with the 1.1x boost, so it's actually a 1.65x multiplier.

Parallax - Non-elemental damage targeting one enemy, costs 2 MP. Does 1.3x damage and inflicts Paralysis with a 12.5% base chance and a duration of 4-7 turns.

Critical Hit Rate Up With Image - Passive. Increases the critical hit rate of axes by an additive 3%.

Helm Splitter - Non-elemental damage to one enemy, costs 0 MP. Does 1x damage and lowers the target's Defence by one stage with a 100% base chance and a duration of 7-10 turns.

Hatchet Man - Non-elemental damage targeting one enemy, costs 8 MP. Has a 50% chance to hit, but will always be a critical hit if it does. This does not count for quests that require critical hits.

Attack +x With Image - Passive. Increases the Attack of all equipped axes by the listed amount. All three stack, so the total is +60 Attack.

Axes of Evil - Non-elemental damage targeting a group of enemies, costs 0 MP. The 1st target takes 1x damage, 2nd takes 0.8x, 3rd takes 0.7x, 4th takes 0.5x, 5th takes 0.3x and 6th and on take 0.2x.

Omnivocational Axemaster - Passive. Allows the user to equip axes regardless of vocation.

??? - ???

Axes are one of my personal favourite weapons. They're very strong on their own, and they've got a couple of excellent abilities going for them. Let's start from the beginning. Poplar Toppler is very, very boring because nearly every weapon has something almost the same. Parallax is a nice damage boost even if the ailment chance is low. Helm Splitter is stupidly useful because it's free, has a high infliction rate and anything that lowers Defence is great. Then there's Hatchet Man, and that one's amazing for grinding because it kills metal slimes very quickly. And finally there's Axes of Evil which is really underwhelming for how late it comes. I hope you like weapons acting like whips! Overall axes are pretty great, and Helm Splitter alone is worth the price of admission.


ImageHammers

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Hammers always do 1.1x damage to Material family monsters. All multipliers are compared to a regular attack.

Heart Breaker - Non-elemental damage targeting one enemy, costs 2 MP. Does 1x damage and inflicts Inaction with a ~30% rate (exact numbers are not known).

Penny Pincher - Non-elemental damage targeting one enemy, costs 2 MP. Does 1x damage and gains money equal to 10% of the amount the enemy would normally drop after battle. This amount caps at 100G per use of Penny Pincher.

Critical Hit Rate Up With Image - Passive. Increases the critical hit rate of hammers by an additive 3%.

Bagsy Last - Non-elemental damage targeting one enemy, costs 3 MP. Causes the user to always move last on the turn it is used.

Monster Masher - Non-elemental damage targeting one enemy, costs 0 MP. Does 1.5x damage to Material family monsters, and 1x damage to anything else. This stacks with the 1.1x boost, so it's actually a 1.65x multiplier.

Attack +x With Image - Passive. Increases the Attack of all equipped hammers by the listed amount. All three stack, so the total is +60 Attack.

Crackerwhack - Earth elemental damage targeting all enemies, costs 12 MP. Does 175 +/- 15 damage to all targets and does not scale.

Omnivocational Hammermaster - Passive. Allows the user to equip hammers regardless of vocation.

??? - ???

Hammers are a bit of a weird weapon type. For something usually associated with destructive power, there's a severe lack of damage here! Heart Breaker is decent enough, with a more reasonable infliction rate than what you normally get for this sort of ability, but it's still not particularly great. Penny Pincher might be a way to scrounge a bit of extra money from those high-yield monsters, but the MP cost on it is weird and kind of a waste most of the time when you could be using it on stronger attacks. Bagsy Last is surprisingly useful when you've got multiple characters with it, because then you can exploit the combo system to rack up massive damage. Monster Masher is exactly what you'd expect, being the same ability as usual with a different monster family attached. And then, finally, there's Crackerwhack. It's okay, maybe? There are certainly better choices for Earth attacks, although not many because Earth is a ridiculously rare element for some reason. In summary, hammers are merely okay. But hey, maybe you want something okay! Oh, and this weapon type includes clubs as well. Don't ask me why you need to be in an unlockable vocation to swing a big stick around.


ImageSwords

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Swords always do 1.1x damage to Dragon family monsters. All multipliers are compared to a regular attack.

Dragon Slash - Non-elemental damage targeting one enemy, costs 0 MP. Does 1.5x damage to Dragon family monsters, and 1x damage to anything else. This stacks with the 1.1x boost, so it's actually a 1.65x multiplier.

Metal Slash - Non-elemental damage targeting one enemy, costs 0 MP. Does an extra point of damage to metal monsters, and 1x damage to everything else.

Critical Hit Rate Up With Image - Passive. Increases the critical hit rate of swords by an additive 3%.

Miracle Slash - Non-elemental damage targeting one enemy, costs 4 MP. Does 1.25x damage and heals the user for 1/4 of the damage dealt.

Falcon Slash - Non-elemental damage targeting one enemy, costs 2 MP. Does 0.75x damage, but hits twice.

Gigaslash - Light elemental damage targeting a group of enemies, costs 15 MP. Scales using the sum of Strength and Magical Might, starting at 500. Damage starts out at 160 +/- 20 and scales linearly up to 360 +/- 20 when both stats are capped.

Attack +x With Image - Passive. Increases the Attack of all equipped swords by the listed amount. All three stack, so the total is +60 Attack.

Omnivocational Swordmaster - Passive. Allows the user to equip swords regardless of vocation.

??? - ???

Swords are a great single-target offensive option, although they're lacking in utility. Gigaslash is actually pretty bad considering how low the MP of most sword-wielding vocations is, so that leaves Falcon Slash as the big offensive option. The main problem here is the lack of decent multi-target damage. Also, the best weapon in the game is a sword, so that's something.


ImageFisticuffs

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Fighting without a weapon does not provide bonus damage to any monster families. All multipliers are compared to a regular attack.

Stone's Throw - Earth elemental damage to a group of enemies, costs 0 MP. Does 17 +/- 7 damage to the targets and does not scale.

Wind Sickles - Non-elemental damage to a group of enemies, costs 0 MP. Does 1.5x damage to Elemental family monsters, and 1x damage to everything else.

Critical Hit Rate Up With Image - Passive. Increases the critical hit rate when unarmed by an additive 3%.

Knuckle Sandwich - Non-elemental damage to one enemy, costs 2 MP. Does 1.5x damage to the target.

Evasion Chance +4% With Image - Passive. Increases the evasion chance of the user by an additive 4% when unarmed.

Multifists - Non-elemental damage to all enemies, costs 0 MP. Hits random targets four times for 0.5x damage each. If used against a single target this ability does 2x damage.

Boulder Toss - Earth elemental damage targeting all enemies, costs 8 MP. Scales using the sum of Strength and Deftness, starting at 500. Damage starts out at 110 +/- 10 and scales linearly up to 300 +/- 10 when both stats are capped.

Attack +x With Image - Passive. Increases Attack when unarmed by the listed amount. All three stack, so the total is +100 Attack.

??? - ???

Fisticuffs is the skill you want to take when you can't be bothered to buy any weapons. If you pick this you'll probably be lacking for Attack for a while, although there are some powerful abilities here. Not Stone's Throw, though, because it's terrible except for chip damage. At least it hits a group. Wind Sickles is notable because it's another attack that hits a group, and it's the only monster family-hitting abilities which does so on a normally single-target weapon. Also, it's non-elemental despite the name making it look like it's Wind. Anyway, Knuckle Sandwich is just a straight damage upgrade for minimal MP cost, Multifists is the same for free but doesn't let you focus on single targets, and Boulder Toss is one of the very few ways of doing Earth elemental damage and is pretty decent to boot. So, yeah, going weaponless is surprisingly effective.


ImageGuts

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Clap Trap - Non-elemental damage targeting one enemy, costs 1 MP. Does 1.2x damage.

Double Up - Targets the user, costs 0 MP. Raises the target's Attack by two stages and lowers the user's Defence by one stage. The raised Attack has a duration of 6-9 turns, and the lowered Defence has a duration of 7-10 turns.

Double-Edged Slash - Non-elemental damage targeting one enemy, costs 0 MP. Does 1.5x damage, but does 1/4 of the damage dealt to the user.

Natural Strength +x - Passive. Permanently increases Strength by the listed amount regardless of vocation. The two stack, so the total is +40 Strength.

Blind Man's Biff - Non-elemental damage targeting all enemies, costs 4 MP. Does 1.5x damage to one of the targets chosen at random.

Natural Max. HP +x - Passive. Permanently increases Maximum HP by the listed amount regardless of vocation. The three stack, so the total is +60 Maximum HP.

Feel the Burn - Targets the user, costs 6 MP. Any time the target is hit while under Feel the Burn's effects they have an unknown chance of increasing tension by one stage. This has a duration of 5-8 turns.

??? - ???

Guts is a damn good skill. Clap Trap is just a cheap damage upgrade in a vocation all about increasing damage, so it's very welcome early on. Double Up is also great in a party where Oomph isn't available, and it's possible to get much earlier than that particular spell. Double-Edged Slash is less useful when you're spamming high-damage attacks, because the discrepancy between the damage you're doing and your HP could well kill you outright. Blind Man's Biff, meanwhile, is amazing against bosses since there's only one target and the single downside to the ability is completely nullified. Feel the Burn is fun to use too, and even though it doesn't always raise tension the chance is high enough to be worth using even if nobody seems to know what it is. In summary, feel free to go berserk with skill points on Guts. It's great.

User avatar
Vocation Overview: Paladin

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What's a Paladin, you may ask? Well, they're an excellent defensive and support vocation, for one. With the highest HP of all vocations and the second-highest Resilience, they're incredibly good at taking hits and not half bad at dishing it out either. Plus they learn some great defensive support spells, and a smattering of healing spells too. Of course, no vocation would be complete without some weaknesses, and Paladins have a couple of absolutely abysmal stats. More specifically, their Deftness and Agility are the worst in the game, with Deftness having the dubious honour of being the only non-zero stat to end up in single digits at level 99. Don't count on these guys for escaping or getting critical hits.


Stats

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          Strength  Agility  Resilience  Deftness  Charm  M. Mending  M. Might  Max. HP  Max. MP
Level 1   21        4        22          1         7      10          0         36       11
Level 20  86        18       87          2         28     40          0         145      42
Level 40  154       32       156         4         50     71          0         260      76
Level 60  222       46       225         6         73     103         0         376      110
Level 80  289       60       294         7         95     134         0         491      143
Level 99  354       73       360         9         116    164         0         600      175

Spells

Buff (level 2) - Targets one ally, costs 3 MP. Raises the Defence of the target by one stage with a duration of 7-10 turns.

Heal (level 7) - Healing targeting one ally, costs 2 MP. Scales using Magical Mending, starting at 51. Healing starts out at 35 +/- 5 and scales linearly up to 160 +/- 5 when the stat is capped.

Spell Checker (level 10) - Targets one ally, costs 3 MP. Raises the magic resistance of the target by one stage with a duration of 6-9 turns.

Midheal (level 20) - Healing targeting one ally, costs 4 MP. Scales using Magical Mending, starting at 101. Healing starts out at 85 +/- 10 and scales linearly up to 300 +/- 10 when the stat is capped.

Kabuff (level 26) - Targets all allies, costs 6 MP. Raises the Defence of the targets by one stage with a duration of 7-10 turns.

Magic Barrier (level 28) - Targets all allies, costs 6 MP. Raises the magic resistance of the targets by one stage with a duration of 6-9 turns.

Kamikazee (level 33) - Targets all enemies, costs 1 MP. Kills the user and attempts to inflict instant death on targets with a high chance (the exact formula is not known). Any targets that are killed by this spell do not drop any experience points or gold. This spell is not reflected by Bounce or Magic Mirror, and its use is not prevented by Fizzle.

Kerplunk (level 46) - Healing targeting all allies, costs all the user's MP (minimum 20). Kills the user and revives and fully heals all targets.


Coup de Grâce

Paladins get the Coup de Grâce Knight Watch, which causes all enemies to become enraged by the user and makes the user invincible to all attacks, ailments and debuffs for 4 turns.


Skills

ImageHammers

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Hammers always do 1.1x damage to Material family monsters. All multipliers are compared to a regular attack.

Heart Breaker - Non-elemental damage targeting one enemy, costs 2 MP. Does 1x damage and inflicts Inaction with a ~30% rate (exact numbers are not known).

Penny Pincher - Non-elemental damage targeting one enemy, costs 2 MP. Does 1x damage and gains money equal to 10% of the amount the enemy would normally drop after battle. This amount caps at 100G per use of Penny Pincher.

Critical Hit Rate Up With Image - Passive. Increases the critical hit rate of hammers by an additive 3%.

Bagsy Last - Non-elemental damage targeting one enemy, costs 3 MP. Causes the user to always move last on the turn it is used.

Monster Masher - Non-elemental damage targeting one enemy, costs 0 MP. Does 1.5x damage to Material family monsters, and 1x damage to anything else. This stacks with the 1.1x boost, so it's actually a 1.65x multiplier.

Attack +x With Image - Passive. Increases the Attack of all equipped hammers by the listed amount. All three stack, so the total is +60 Attack.

Crackerwhack - Earth elemental damage targeting all enemies, costs 12 MP. Does 175 +/- 15 damage to all targets and does not scale.

Omnivocational Hammermaster - Passive. Allows the user to equip hammers regardless of vocation.

??? - ???

Hammers are a bit of a weird weapon type. For something usually associated with destructive power, there's a severe lack of damage here! Heart Breaker is decent enough, with a more reasonable infliction rate than what you normally get for this sort of ability, but it's still not particularly great. Penny Pincher might be a way to scrounge a bit of extra money from those high-yield monsters, but the MP cost on it is weird and kind of a waste most of the time when you could be using it on stronger attacks. Bagsy Last is surprisingly useful when you've got multiple characters with it, because then you can exploit the combo system to rack up massive damage. Monster Masher is exactly what you'd expect, being the same ability as usual with a different monster family attached. And then, finally, there's Crackerwhack. It's okay, maybe? There are certainly better choices for Earth attacks, although not many because Earth is a ridiculously rare element for some reason. In summary, hammers are merely okay. But hey, maybe you want something okay! Oh, and this weapon type includes clubs as well. Don't ask me why you need to be in an unlockable vocation to swing a big stick around.


ImageSpears

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Spears always do 1.1x damage to Beast family monsters. All multipliers are compared to a regular attack.

Mercurial Thrust - Non-elemental damage targeting one enemy, costs 0 MP. Always goes first in a turn, but does 0.75x damage.

Cattle Prod - Non-elemental damage targeting one enemy, costs 0 MP. Does 1.5x damage to Beast family monsters, and 1x damage to anything else. This stacks with the 1.1x boost, so it's actually a 1.65x multiplier.

Pressure Pointer - Non-elemental damage targeting one enemy, costs 3 MP. Does 0.5x damage and inflicts Death with a 12.5% base chance.

Critical Hit Rate Up With Image - Passive. Increases the critical hit rate of spears by an additive 3%.

Thunder Thrust - Non-elemental damage targeting one enemy, costs 8 MP. Has a 50% chance to hit, but will always be a critical hit if it does. This does not count for quests that require critical hits.

Attack +x With Image - Passive. Increases the Attack of all equipped spears by the listed amount. All three stack, so the total is +60 Attack.

Multithrust - Non-elemental damage targeting all enemies, costs 4 MP. Does 0.5x damage and hits either 3 or 4 times on random targets. It will still hit the same number of times if used against a single enemy.

Omnivocational Spearmaster - Passive. Allows the user to equip spears regardless of vocation.

??? - ???

Spears are another good single-target weapon. The standout abilities here are Mercurial Thrust, for getting rid of fast, frail monsters before they can move, Thunder Thrust, for killing Metal Slimes, and Multithrust, for just doing a lot of damage. Unlike swords, however, the abilities that spears teach cost more MP than would be reasonable for the non-magical vocations. This makes them better suited to vocations that get more MP, like Priest. Regardless, the usefulness of Thunder Thrust cannot be underestimated.


ImageWands

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Wands always do 1.1x damage to Demon family monsters. All multipliers are compared to a regular attack.

Antimagic - Targets one enemy, costs 3 MP. Attempts to inflict Fizzle on the target with a 100% chance.

Beelzefreeze - Non-elemental damage targeting one enemy, costs 0 MP. Does 1x damage and inflicts Paralysis with a 25% base chance and a duration of 4-7 turns, but only to Demon family monsters. If the target is part of any other monster family, this does not inflict Paralysis.

Caduceus - Healing targeting one ally, costs 2 MP. Restores 85 +/- 10 HP and does not scale.

MP Absorption +x% With Image - Passive. Increases the amount of MP restored when hitting an enemy with a physical attack of a wand by the listed amount, proportional to the damage dealt. The two stack, so the total is 6% extra MP absorption.

Max. MP +x With Image - Passive. Increases Maximum MP by the listed amount, but only when equipped with a wand. All three stack, so the total is +100 Maximum MP.

Auto MP Recovery With Image - Passive. Causes the bearer to regenerate 1-5 MP at the end of every turn when using a wand. Be aware that this may not be accurate, since I can't find exact numbers.

Omnivocational Wandmaster - Passive. Allows the user to equip wands regardless of vocation.

??? - ???

Wands are your standard weapon for magic-users, with most of the benefits increasing Maximum MP or MP regeneration. And now onto the non-passive abilities! Antimagic is the most accurate way to inflict Fizzle for a very long time, although it only affects one enemy. Beelzefreeze is not very good, since it only affects one monster family and is otherwise just a physical attack with a weapon not suited to such things. Finally, Caduceus is cheap, decent healing for a while but not scaling really hurts it in the long term. A few things to note about the passive abilities: you're almost never going to be doing significant damage with wands' physical attacks, so the MP absorption isn't very good, and the MP regeneration is not very much either considering later spells' MP costs. They're still a solid pick, though.


ImageShields

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Blockenspiel - Non-elemental damage targeting one enemy, costs 4 MP. Does 0.5x damage at the same time as halving all damage taken for the turn.

Defending Champion - Targets the user, costs 3 MP. All damage done to the user is reduced to 1/10 of its normal value.

Immense Defence - Targets the user, costs 4 MP. Doubles the user's block rate with a duration of 6-9 turns.

Magic Mirror - Targets the user, costs 4 MP. Reflects all spells targeted at the user back at the caster, including beneficial magic, and has a duration of 6-9 turns.

Block Chance +2% - Passive. Increases the block rate of equipped shields by an additive 2%. Stacks three times for a total block rate bonus of 6%.

Holy Impregnable - Targets the user, costs 4 MP. Increases the user's ailment and debuff resistance by 25% with a duration of 6-9 turns.

Back Atcha - Targets the user, costs 12 MP. The user will nullify all single-target blockable attacks directed at them for the rest of the turn and counter with a non-elemental attack that does 1x damage.

Omnivocational Shieldmaster - Passive. Allows the user to equip shields regardless of vocation.

??? - ???

Shields take up their own equipment slot and are obviously not meant for attacking, so the only offensive option they have, Blockenspiel, is designed to do small amounts of damage while defending. Other than that, they're pretty good at mitigating or preventing damage. All these abilities can be very powerful with a bit of knowledge about your opponent.


ImageVirtue

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Pincushion - Targets the user, costs 0 MP. Halves all damage taken for the turn, and makes any enemy that hits the target directly take 1/4 of the damage they did.

H-Pathy - Healing targeting one ally, costs 3 MP. Scales using Magical Mending, starting at 81. Healing starts out at 30 +/- 5 and scales linearly up to 200 +/- 5 when the stat is at 500. An amount of HP equal to the amount healed is deducted from the user's current HP.

Natural Magical Mending +30 - Passive. Permanently increases Magical Mending by 30 points regardless of vocation.

M-Pathy - Targets one ally, costs 0 MP. Recovers the target's MP. MP recovery scales using Magical Mending, starting at 81. Healing starts out at 15 +/- 5 and scales linearly up to 55 +/- 5 when the stat is at 500. An amount of MP equal to the amount recovered is deducted from the user's current MP.

Selflessness - Targets all allies, costs 0 MP. Redirects attacks targeted at any allies that are at 8% of their HP or below, indicated by their HP number turning red, to the user on the turn this is used.

Natural Resilience +x - Passive. Permanently increases Resilience by the listed amount regardless of vocation. All three stack, so the total is +100 Resilience.

Forbearance - Targets all allies, costs 0 MP. Redirects all attacks from all allies to the user on the turn this is used.

Natural Max. HP +80 - Passive. Permanently increases Maximum HP by 80 points regardless of vocation.

Virtue's a bit of a strange one. Pincushion is basically just defending, but better because it hurts whatever attacks you a bit. And it's free! Remember, though, that stuff like spells won't be partially reflected. H-Pathy is kind of bad because you're all but guaranteed to have Midheal when you get it, which heals more, doesn't hurt you and only costs 1 more MP. Maybe pull out H-Pathy when you're Fizzled or something. M-Pathy, on the other hand, is actually decent and a good way of supplying MP to characters who might need it. Then there are Selflessness and Forbearance, which are just different flavours of the same thing and can be great against monsters with all-targeting physical attacks. Selflessness is unfortunately the less useful of the two by a wide margin, since characters won't be at such low HP most of the time. In summary, Virtue has some great stuff in it and some not-so-great stuff in it. Give it a try if you like playing defensively, or even if you just want the amazing stat boosts it's got to offer.

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Vocation Overview: Armamentalist

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Armamentalists are basically advertised as a cross between Mages and Warriors, and that's half right. They're what if you get if you take a Mage, tank their Agility, give them decent physical stats, and then take away all their damaging spells for some reason. Basically, if you like ailments, buffs and debuffs, go with Armamentalist! The biggest problem they have is that they're so slow that they tend to land their ailments after enemies move. Also they're very focused on offensive support, so they lack really useful stuff like Blunt and Kabuff. Whatever the case, they've got an excellent unique skill in Fource that enhances an ally's physical attacks with an element and boosts defence against that element. It's really good.


Stats

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          Strength  Agility  Resilience  Deftness  Charm  M. Mending  M. Might  Max. HP  Max. MP
Level 1   21        10       15          7         11     0           17        32       14
Level 20  85        42       59          27        45     0           68        131      55
Level 40  152       75       105         48        80     0           122       234      98
Level 60  220       108      152         69        116    0           177       338      141
Level 80  287       141      199         90        151    0           231       442      185
Level 99  351       173      243         110       185    0           282       540      226

Spells

Dazzle (level 2) - Targets a group of enemies, costs 5 MP. Has a chance to inflict Dazzle on the targets for 5-8 turns, with the chance scaling using Magical Might starting at 51. Base hit chance starts at 75% and scales linearly up to 100% when the stat is 499.

Sap (level 5) - Targets one enemy, costs 4 MP. Has a chance to lower the Defence of the target by one stage for 7-10 turns, with the chance scaling using Magical Might starting at 51. Base hit chance starts at 75% and scales linearly up to 100% when the stat is 499.

Snooze (level 8) - Targets a group of enemies, costs 3 MP. Has a chance to inflict Sleep on the targets for 2-5 turns, with the chance scaling using Magical Might starting at 51. Base hit chance starts at 50% and scales linearly up to 100% when the stat is capped.

Decelerate (level 10) - Targets one enemy, costs 3 MP. Has a chance to lower the Agility of the target by one stage for 7-10 turns, with the chance scaling using Magical Might starting at 51. Base hit chance starts at 75% and scales linearly up to 100% when the stat is 499.

Acceleratle (level 12) - Targets all allies, costs 4 MP. Raises the Agility of the targets by one stage with a duration of 7-10 turns.

Fizzle (level 14) - Targets a group of enemies, costs 3 MP. Has a chance to inflict Fizzle on the targets for 7-10 turns, with the chance scaling using Magical Might starting at 51. Base hit chance starts at 75% and scales linearly up to 100% when the stat is 499.

Kasap (level 16) - Targets a group of enemies, costs 8 MP. Has a chance to lower the Defence of the targets by one stage for 7-10 turns, with the chance scaling using Magical Might starting at 51. Base hit chance starts at 75% and scales linearly up to 100% when the stat is 499.

Fuddle (level 20) - Targets a group of enemies, costs 5 MP. Has a chance to inflict Confused on the targets for 4-7 turns, with the chance scaling using Magical Might starting at 51. Base hit chance starts at 50% and scales linearly up to 100% when the stat is capped.

Deceleratle (level 24) - Targets a group of enemies, costs 5 MP. Has a chance to lower the Agility of the targets by one stage for 7-10 turns, with the chance scaling using Magical Might starting at 51. Base hit chance starts at 75% and scales linearly up to 100% when the stat is 499.

Kasnooze (level 28) - Targets all enemies, costs 8 MP. Has a chance to inflict Sleep on the targets for 2-5 turns, with the chance scaling using Magical Might starting at 51. Base hit chance starts at 75% and scales linearly up to 100% when the stat is 799.

Kafuddle (level 31) - Targets all enemies, costs 10 MP. Has a chance to inflict Confused on the targets for 4-7 turns, with the chance scaling using Magical Might starting at 51. Base hit chance starts at 75% and scales linearly up to 100% when the stat is 799.

Oomph (level 39) - Targets one ally, costs 8 MP. Raises the Attack of the target by two stages with a duration of 6-9 turns.


Coup de Grâce

Armamentalists get the Coup de Grâce Voice of Experience, which multiplies experience earned after the battle it's used in by a random number between 1.1 and 2. This effect does not stack with itself, and in fact any reuse will overwrite the previously-obtained multiplier. The multiplier's cap increases depending on the user's level.


Skills

ImageBows

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Bows always do 1.1x damage to Bird family monsters. All multipliers are compared to a regular attack.

Conjury Conductor - Non-elemental damage targeting one enemy, costs 3 MP. Does 1x damage and lowers the target's magic resistance by one stage with a 100% base chance and a duration of 6-9 turns.

Flutter Disaster - Non-elemental damage targeting one enemy, costs 0 MP. Does 1.5x damage to Bird family monsters, and 1x damage to anything else. This stacks with the 1.1x boost, so it's actually a 1.65x multiplier.

Critical Hit Rate Up With Image - Passive. Increases the critical hit rate of bows by an additive 3%.

Needle Shot - Non-elemental damage targeting one enemy, costs 1 MP. Does 1 damage to the target and inflicts Death with a 12.5% base chance. There is no way to increase the damage of this attack.

Rain of Pain - Non-elemental damage targeting all enemies, costs 4 MP. Does 0.5x damage and hits 4 times on random targets. It will still hit the same number of times if used against a single enemy.

Attack +x With Image - Passive. Increases the Attack of all equipped bows by the listed amount. All three stack, so the total is +60 Attack.

Hallowed Arrow - Non-elemental damage targeting one enemy, costs 0 MP. Does 1x damage and recovers the user's MP by an amount equal to 1/8 of the damage dealt.

Omnivocational Bowmaster - Passive. Allows the user to equip bows regardless of vocation.

??? - ???

Bows are actually pretty good weapons, with Rain of Pain being the standout skill for pure damage - double damage isn't anything to sneeze at! Conjury Conductor is a way to make magic damage more effective if you're bringing an offensive caster along, but useless without one, Flutter Disaster is yet another instance of the monster family-targeting ability, Needle Shot is really not very good (just use a poison needle instead) and Hallowed Arrow is nice if niche. It's best for vocations with decent Strength and high-ish MP costs.


ImageSwords

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Swords always do 1.1x damage to Dragon family monsters. All multipliers are compared to a regular attack.

Dragon Slash - Non-elemental damage targeting one enemy, costs 0 MP. Does 1.5x damage to Dragon family monsters, and 1x damage to anything else. This stacks with the 1.1x boost, so it's actually a 1.65x multiplier.

Metal Slash - Non-elemental damage targeting one enemy, costs 0 MP. Does an extra point of damage to metal monsters, and 1x damage to everything else.

Critical Hit Rate Up With Image - Passive. Increases the critical hit rate of swords by an additive 3%.

Miracle Slash - Non-elemental damage targeting one enemy, costs 4 MP. Does 1.25x damage and heals the user for 1/4 of the damage dealt.

Falcon Slash - Non-elemental damage targeting one enemy, costs 2 MP. Does 0.75x damage, but hits twice.

Gigaslash - Light elemental damage targeting a group of enemies, costs 15 MP. Scales using the sum of Strength and Magical Might, starting at 500. Damage starts out at 160 +/- 20 and scales linearly up to 360 +/- 20 when both stats are capped.

Attack +x With Image - Passive. Increases the Attack of all equipped swords by the listed amount. All three stack, so the total is +60 Attack.

Omnivocational Swordmaster - Passive. Allows the user to equip swords regardless of vocation.

??? - ???

Swords are a great single-target offensive option, although they're lacking in utility. Gigaslash is actually pretty bad considering how low the MP of most sword-wielding vocations is, so that leaves Falcon Slash as the big offensive option. The main problem here is the lack of decent multi-target damage. Also, the best weapon in the game is a sword, so that's something.


ImageWands

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Wands always do 1.1x damage to Demon family monsters. All multipliers are compared to a regular attack.

Antimagic - Targets one enemy, costs 3 MP. Attempts to inflict Fizzle on the target with a 100% chance.

Beelzefreeze - Non-elemental damage targeting one enemy, costs 0 MP. Does 1x damage and inflicts Paralysis with a 25% base chance and a duration of 4-7 turns, but only to Demon family monsters. If the target is part of any other monster family, this does not inflict Paralysis.

Caduceus - Healing targeting one ally, costs 2 MP. Restores 85 +/- 10 HP and does not scale.

MP Absorption +x% With Image - Passive. Increases the amount of MP restored when hitting an enemy with a physical attack of a wand by the listed amount, proportional to the damage dealt. The two stack, so the total is 6% extra MP absorption.

Max. MP +x With Image - Passive. Increases Maximum MP by the listed amount, but only when equipped with a wand. All three stack, so the total is +100 Maximum MP.

Auto MP Recovery With Image - Passive. Causes the bearer to regenerate 1-5 MP at the end of every turn when using a wand. Be aware that this may not be accurate, since I can't find exact numbers.

Omnivocational Wandmaster - Passive. Allows the user to equip wands regardless of vocation.

??? - ???

Wands are your standard weapon for magic-users, with most of the benefits increasing Maximum MP or MP regeneration. And now onto the non-passive abilities! Antimagic is the most accurate way to inflict Fizzle for a very long time, although it only affects one enemy. Beelzefreeze is not very good, since it only affects one monster family and is otherwise just a physical attack with a weapon not suited to such things. Finally, Caduceus is cheap, decent healing for a while but not scaling really hurts it in the long term. A few things to note about the passive abilities: you're almost never going to be doing significant damage with wands' physical attacks, so the MP absorption isn't very good, and the MP regeneration is not very much either considering later spells' MP costs. They're still a solid pick, though.


ImageShields

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Blockenspiel - Non-elemental damage targeting one enemy, costs 4 MP. Does 0.5x damage at the same time as halving all damage taken for the turn.

Defending Champion - Targets the user, costs 3 MP. All damage done to the user is reduced to 1/10 of its normal value.

Immense Defence - Targets the user, costs 4 MP. Doubles the user's block rate with a duration of 6-9 turns.

Magic Mirror - Targets the user, costs 4 MP. Reflects all spells targeted at the user back at the caster, including beneficial magic, and has a duration of 6-9 turns.

Block Chance +2% - Passive. Increases the block rate of equipped shields by an additive 2%. Stacks three times for a total block rate bonus of 6%.

Holy Impregnable - Targets the user, costs 4 MP. Increases the user's ailment and debuff resistance by 25% with a duration of 6-9 turns.

Back Atcha - Targets the user, costs 12 MP. The user will nullify all single-target blockable attacks directed at them for the rest of the turn and counter with a non-elemental attack that does 1x damage.

Omnivocational Shieldmaster - Passive. Allows the user to equip shields regardless of vocation.

??? - ???

Shields take up their own equipment slot and are obviously not meant for attacking, so the only offensive option they have, Blockenspiel, is designed to do small amounts of damage while defending. Other than that, they're pretty good at mitigating or preventing damage. All these abilities can be very powerful with a bit of knowledge about your opponent.


ImageFource

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Fire Fource - Targets one ally, costs 4 MP. The target takes 50% less damage from Fire attacks and deals Fire damage with their weapon attacks with a duration of 6-9 turns. Attacks enhanced by this ability that do not hit a weakness will instead do 1.1x the damage they would normally do.

Natural Strength +10 - Passive. Permanently increases Strength by 10 regardless of vocation.

Frost Fource - Targets one ally, costs 4 MP. The target takes 50% less damage from Ice attacks and deals Ice damage with their weapon attacks with a duration of 6-9 turns. Attacks enhanced by this ability that do not hit a weakness will instead do 1.1x the damage they would normally do.

Natural Resilience +20 - Passive. Permanently increases Resilience by 20 regardless of vocation.

Gale Fource - Targets one ally, costs 4 MP. The target takes 50% less damage from Wind and Lightning attacks and deals Wind and Lightning damage with their weapon attacks with a duration of 6-9 turns. Only the element that does more damage will count, and attacks enhanced by this ability that do not hit a weakness will instead do 1.1x the damage they would normally do.

Natural Charm +10 - Passive. Permanently increases Charm by 10 regardless of vocation.

Funereal Fource - Targets one ally, costs 4 MP. The target takes 50% less damage from Darkness and Earth attacks and deals Darkness and Earth damage with their weapon attacks with a duration of 6-9 turns. Only the element that does more damage will count, and attacks enhanced by this ability that do not hit a weakness will instead do 1.1x the damage they would normally do.

Natural Magical Might +30 - Passive. Permanently increases Magical Might by 30 regardless of vocation.

Life Fource - Targets one ally, costs 4 MP. The target takes 50% less damage from Light attacks and deals Light damage with their weapon attacks with a duration of 6-9 turns. Attacks enhanced by this ability that do not hit a weakness will instead do 1.1x the damage they would normally do.

Natural Max. MP +30 - Passive. Permanently increases Maximum MP by 30 regardless of vocation.

??? - ???

Oh boy, Fource. No, not Force, that's a typo, because it's called Fource everywhere else. Fource is really stupid, because it's both an offensive and defensive buff, and if you know what an enemy's weak to or what it uses it's even better! Gale Fource and Funereal Fource are obviously the best ones, because they have more elemental coverage, but the others aren't too shabby either. Unfortunately these only target one character, but that's not much of a problem in the face of just how good these buffs are. Oh, and the stat boosts are here too, I guess. They fit Armamentalist's trend of having incredibly average stats by being really unfocused.

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Vocation Overview: Ranger

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Rangers are, essentially, Thieves but with higher stats, with the exception of Agility (which is much lower) and Resilience and Maximum HP (which are equal). Their Deftness, especially, is the best in the game, making them crit machines with the right equipment and abilities. They've also got an expanded spell list; Rangers have much better healing and some slightly different utility. Really, if you've got a Thief and they've learned Half-Inch, there's very little reason not to make them a Ranger outside of weapon preference, since all of Ranger's are different (aside from Fisticuffs, anyway).


Stats

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          Strength  Agility  Resilience  Deftness  Charm  M. Mending  M. Might  Max. HP  Max. MP
Level 1   18        16       14          30        4      12          0         31       14
Level 20  74        64       58          121       15     48          0         124      55
Level 40  132       115      105         217       26     87          0         221      99
Level 60  191       165      151         313       38     125         0         319      143
Level 80  249       216      197         409       50     164         0         417      187
Level 99  305       264      241         500       61     200         0         510      229

Spells

Safe Passage (level 3) - Only useable outside battle, costs 2 MP. Nullifies damage taken from environmental effects for a short time.

Squelch (level 4) - Targets one ally, costs 2 MP. Removes the Poisoned or Envenomated ailments from the target.

Evac (level 7) - Only useable outside battle, costs 3 MP. Teleports the party out of a dungeon.

Heal (level 10) - Healing targeting one ally, costs 2 MP. Scales using Magical Mending, starting at 51. Healing starts out at 35 +/- 5 and scales linearly up to 160 +/- 5 when the stat is capped.

Insulate (level 12) - Targets one ally, costs 4 MP. Raises the breath resistance of the target by one stage with a duration of 6-9 turns.

Tingle (level 16) - Targets all allies, costs 2 MP. Removes the Paralysis ailment from the targets.

Cock-a-doodle-doo (level 18) - Targets all allies, costs 2 MP. Removes the Sleep ailment from the targets.

Midheal (level 22) - Healing targeting one ally, costs 4 MP. Scales using Magical Mending, starting at 101. Healing starts out at 85 +/- 10 and scales linearly up to 300 +/- 10 when the stat is capped.

Zing (level 24) - Targets one ally, costs 8 MP. Has a chance to revive the target, with the chance scaling with Magical Mending starting at 181. Revival chance starts out at 50% and scales linearly up to 75%, and healing starts out at 25% of maximum HP and scales linearly up to 50% of maximum HP. Both cap at 849 Magical Mending. If the target is not dead, this spell has no effect.

Insulatle (level 26) - Targets all allies, costs 8 MP. Raises the breath resistance of the targets by one stage with a duration of 6-9 turns.

Moreheal (level 34) - Healing targeting one ally, costs 8 MP. Scales using Magical Mending, starting at 201. Healing starts out at 185 +/- 20 and scales linearly up to 600 +/- 20 when the stat is capped.


Coup de Grâce

Rangers get the Coup de Grâce Brownie Boost, which raises the user's Attack by one stage for 6-9 turns, Defence by one stage for 7-10 turns, and breath resistance by one stage for 6-9 turns.


Skills

ImageBoomerangs

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Boomerangs damage all monsters with their regular attack and most of their abilities, but damage is reduced past the first - 2nd is 0.8x, 3rd is 0.7x, 4th is 0.5x, 5th is 0.3x and 6th and on is 0.2x. All multipliers are compared to the first enemy hit.

Crosscutter Throw - Non-elemental damage targeting all enemies. Hits all enemies from left to right for 0.8x damage with damage reduction, then hits the leftmost living enemy. This last hit is also affected by damage reduction from multiple targets, and is also affected by a damage multiplier equal to the number of enemies hit divided by 8.

Power Throw- Non-elemental damage targeting all enemies, costs 4 MP. Does 0.8x damage and is not affected by damage reduction from multiple targets.

Ooze Bruiser - Non-elemental damage targeting all enemies, costs 0 MP. Does 1.5x damage to Slime family monsters and 1x damage to everything else, both affected by damage reduction from multiple targets.

Starburst Throw - Light elemental damage targeting all enemies, costs 6 MP. Does 105 +/- 10 damage and does not scale.

Firebird Throw - Fire elemental damage targeting all enemies, costs 4 MP. Hits random targets seven times for 0.3x damage each. If used against a single target this ability does 2.1x damage.

Attack +x With Image - Passive. Increases the Attack of all equipped boomerangs by the listed amount. All three stack, so the total is +60 Attack.

Metalicker - Non-elemental damage targeting all enemies, costs 3 MP. Does an extra point of damage to metal monsters, and 1x damage to everything else, affected by damage reduction from multiple targets.

Omnivocational Rangmaster - Passive. Allows the user to equip boomerangs regardless of vocation.

??? - ???

I like boomerangs, although they're definitely not for everyone. They're the weakest weapon type in terms of pure stats, but make up for it with the whole all-targeting thing. Their abilities are okay, too, although they don't start out that way. Crosscutter Throw is really, really terrible and will more often that not do less damage than a normal attack. Avoid it. Power Throw is good for hitting large groups, since at four or more enemies it will do more damage than a normal attack overall, or just for spreading damage around evenly. Still not too great, given how much this game likes to throw small enemy groups around, but not useless. Ooze Bruiser's exactly as useful as you'd expect, and maybe more than the others like it, since Slimes are a common enemy type. Starburst Throw is probably the earliest ability that's Light element, and it's okay for when it's first available, maybe, but it won't carry you through the entire game because of the lack of scaling. Firebird Throw is by far the best ability here for single enemies; 2.1x damage is really good and it can hit weaknesses on occasion. Finally, Metalicker comes too late to be really effective, unlike Metal Slash, but it might still get some use in one area in particular.


ImageAxes

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Axes always do 1.1x damage to Plant family monsters. All multipliers are compared to a regular attack.

Poplar Toppler - Non-elemental damage targeting one enemy, costs 0 MP. Does 1.5x damage to Plant family monsters, and 1x damage to anything else. This stacks with the 1.1x boost, so it's actually a 1.65x multiplier.

Parallax - Non-elemental damage targeting one enemy, costs 2 MP. Does 1.3x damage and inflicts Paralysis with a 12.5% base chance and a duration of 4-7 turns.

Critical Hit Rate Up With Image - Passive. Increases the critical hit rate of axes by an additive 3%.

Helm Splitter - Non-elemental damage to one enemy, costs 0 MP. Does 1x damage and lowers the target's Defence by one stage with a 100% base chance and a duration of 7-10 turns.

Hatchet Man - Non-elemental damage targeting one enemy, costs 8 MP. Has a 50% chance to hit, but will always be a critical hit if it does. This does not count for quests that require critical hits.

Attack +x With Image - Passive. Increases the Attack of all equipped axes by the listed amount. All three stack, so the total is +60 Attack.

Axes of Evil - Non-elemental damage targeting a group of enemies, costs 0 MP. The 1st target takes 1x damage, 2nd takes 0.8x, 3rd takes 0.7x, 4th takes 0.5x, 5th takes 0.3x and 6th and on take 0.2x.

Omnivocational Axemaster - Passive. Allows the user to equip axes regardless of vocation.

??? - ???

Axes are one of my personal favourite weapons. They're very strong on their own, and they've got a couple of excellent abilities going for them. Let's start from the beginning. Poplar Toppler is very, very boring because nearly every weapon has something almost the same. Parallax is a nice damage boost even if the ailment chance is low. Helm Splitter is stupidly useful because it's free, has a high infliction rate and anything that lowers Defence is great. Then there's Hatchet Man, and that one's amazing for grinding because it kills metal slimes very quickly. And finally there's Axes of Evil which is really underwhelming for how late it comes. I hope you like weapons acting like whips! Overall axes are pretty great, and Helm Splitter alone is worth the price of admission.


ImageBows

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Bows always do 1.1x damage to Bird family monsters. All multipliers are compared to a regular attack.

Conjury Conductor - Non-elemental damage targeting one enemy, costs 3 MP. Does 1x damage and lowers the target's magic resistance by one stage with a 100% base chance and a duration of 6-9 turns.

Flutter Disaster - Non-elemental damage targeting one enemy, costs 0 MP. Does 1.5x damage to Bird family monsters, and 1x damage to anything else. This stacks with the 1.1x boost, so it's actually a 1.65x multiplier.

Critical Hit Rate Up With Image - Passive. Increases the critical hit rate of bows by an additive 3%.

Needle Shot - Non-elemental damage targeting one enemy, costs 1 MP. Does 1 damage to the target and inflicts Death with a 12.5% base chance. There is no way to increase the damage of this attack.

Rain of Pain - Non-elemental damage targeting all enemies, costs 4 MP. Does 0.5x damage and hits 4 times on random targets. It will still hit the same number of times if used against a single enemy.

Attack +x With Image - Passive. Increases the Attack of all equipped bows by the listed amount. All three stack, so the total is +60 Attack.

Hallowed Arrow - Non-elemental damage targeting one enemy, costs 0 MP. Does 1x damage and recovers the user's MP by an amount equal to 1/8 of the damage dealt.

Omnivocational Bowmaster - Passive. Allows the user to equip bows regardless of vocation.

??? - ???

Bows are actually pretty good weapons, with Rain of Pain being the standout skill for pure damage - double damage isn't anything to sneeze at! Conjury Conductor is a way to make magic damage more effective if you're bringing an offensive caster along, but useless without one, Flutter Disaster is yet another instance of the monster family-targeting ability, Needle Shot is really not very good (just use a poison needle instead) and Hallowed Arrow is nice if niche. It's best for vocations with decent Strength and high-ish MP costs.


ImageFisticuffs

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Fighting without a weapon does not provide bonus damage to any monster families. All multipliers are compared to a regular attack.

Stone's Throw - Earth elemental damage to a group of enemies, costs 0 MP. Does 17 +/- 7 damage to the targets and does not scale.

Wind Sickles - Non-elemental damage to a group of enemies, costs 0 MP. Does 1.5x damage to Elemental family monsters, and 1x damage to everything else.

Critical Hit Rate Up With Image - Passive. Increases the critical hit rate when unarmed by an additive 3%.

Knuckle Sandwich - Non-elemental damage to one enemy, costs 2 MP. Does 1.5x damage to the target.

Evasion Chance +4% With Image - Passive. Increases the evasion chance of the user by an additive 4% when unarmed.

Multifists - Non-elemental damage to all enemies, costs 0 MP. Hits random targets four times for 0.5x damage each. If used against a single target this ability does 2x damage.

Boulder Toss - Earth elemental damage targeting all enemies, costs 8 MP. Scales using the sum of Strength and Deftness, starting at 500. Damage starts out at 110 +/- 10 and scales linearly up to 300 +/- 10 when both stats are capped.

Attack +x With Image - Passive. Increases Attack when unarmed by the listed amount. All three stack, so the total is +100 Attack.

??? - ???

Fisticuffs is the skill you want to take when you can't be bothered to buy any weapons. If you pick this you'll probably be lacking for Attack for a while, although there are some powerful abilities here. Not Stone's Throw, though, because it's terrible except for chip damage. At least it hits a group. Wind Sickles is notable because it's another attack that hits a group, and it's the only monster family-hitting abilities which does so on a normally single-target weapon. Also, it's non-elemental despite the name making it look like it's Wind. Anyway, Knuckle Sandwich is just a straight damage upgrade for minimal MP cost, Multifists is the same for free but doesn't let you focus on single targets, and Boulder Toss is one of the very few ways of doing Earth elemental damage and is pretty decent to boot. So, yeah, going weaponless is surprisingly effective.


ImageRuggedness

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Soothe Sayer - Targets one enemy, costs 2 MP. Lowers the target's tension by 1 level. If the target is enraged, this will remove the effect.

Mercy - Targets all enemies, costs 0 MP. Has a chance to make the targets flee the battle, with the chance increasing based on the relative strength of the user and the targets. The exact chances are not known. Even monsters that cannot normally flee can be affected by this ability, not including bosses.

Natural Agility +20 - Passive. Permanently increases Agility by 20 regardless of vocation.

Vanish - Useable both in and out of battle, costs 3 MP. Outside of battle, this makes the party invisible to enemies on the field for a short time or until they enter a battle. In battle, this lowers the user's chance of being targeted by enemies for 6-9 turns.

Natural Resilience +20 - Passive. Permanently increases Resilience by 20 regardless of vocation.

Mist Me - Targets the user, costs 5 MP. Ignores the next attack directed at the user as long as it can be blocked by a shield and lasts indefinitely.

Wolf Whistle - Non-elemental damage targeting all enemies, costs 16 MP. Hits random targets two times. Each hit does 0.5x normal attack damage plus 0.25x the user's Deftness.

Natural Deftness +x - Passive. Permanently increases Deftness by the listed amount regardless of vocation. The three stack, so the total is +100 Deftness.

??? - ???

Ruggedness is a mixed bag, but its abilities are mostly decent. Soothe Sayer will help a lot if a strong enemy gets enraged by a squishy Mage or similar, and also for getting rid of tension. Mercy is really not worth using since by the time it works reliably you could probably one-shot anything it would work on. Vanish is great if you can't be bothered to stock up on holy water but a bit crap inside battle, especially since nobody seems to know what the aggro formula is and how Vanish affects it. Mist Me is great for the one hit it lasts for, and very few attacks aren't blockable with it. Then there's Wolf Whistle. It's good, but not great; 1x total damage plus 0.5x Deftness could end up being a decently big number, but it needs good Deftness to work well. Good thing Ranger's got the highest in the game, then, especially when it's supplemented by the big stat boost from this skill!

User avatar
Vocation Overview: Sage

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Sages are a cross between Priests and Mages - they get both healing and damaging spells, as well as a bit of utility, and even get some fun tools of their own. They'll never be quite as good at the same things as the vocations they inherit from, though; they'll never get access to Fullheal or Omniheal, for example, but get Kazing, Kabuff and Magic Barrier to make up for it. Or, in a Mage-centric example, they'll never get any offensive support or ailments but will instead get Kaboomle and Magic Burst. Speaking of Magic Burst, it's a trap! Don't use it! The damage is decent, but not good enough to offset the insane MP cost. At least they have a lot of MP to fuel its damage - the highest in the game, in fact, by quite a wide margin. They've got merely average Magical Might and Mending, unfortunately, and abysmal Resilience and Deftness. They don't really need the latter, but the former might be a problem on occasion.


Stats

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          Strength  Agility  Resilience  Deftness  Charm  M. Mending  M. Might  Max. HP  Max. MP
Level 1   12        13       12          3         14     12          14        29       30
Level 20  49        53       49          14        57     50          57        116      121
Level 40  88        95       88          25        102    90          103       208      217
Level 60  126       136      126         36        147    130         148       300      313
Level 80  165       178      165         47        192    170         194       393      409
Level 99  202       218      202         57        235    208         237       480      500

Spells

Heal (level 2) - Healing targeting one ally, costs 2 MP. Scales using Magical Mending, starting at 51. Healing starts out at 35 +/- 5 and scales linearly up to 160 +/- 5 when the stat is capped.

Zam (level 2) - Dark elemental damage targeting one enemy, costs 4 MP. Scales using Magical Might, starting at 63. Damage starts out at 24 +/- 8 and scales linearly up to 139 +/- 8 when the stat is capped.

Squelch (level 5) - Targets one ally, costs 2 MP. Removes the Poisoned or Envenomated ailments from the target.

Evac (level 5) - Only useable outside battle, costs 3 MP. Teleports the party out of a dungeon.

Bang (level 8) - Lightning elemental damage targeting all enemies, costs 5 MP. Scales using Magical Might, starting at 66. Damage starts out at 25 +/- 5 and scales linearly up to 75 +/- 5 when the stat is capped.

Zammle (level 8) - Dark elemental damage targeting one enemy, costs 7 MP. Scales using Magical Might, starting at 126. Damage starts out at 65 +/- 15 and scales linearly up to 228 +/- 15 when the stat is capped.

Divine Intervention (level 13) - Targets a group of enemies, costs 4 MP. Has a chance to lower the magic resistance of the targets by one stage for 6-9 turns, with the chance scaling using Magical Might starting at 51. Base hit chance starts at 50% and scales linearly up to 75% when the stat is 499.

Midheal (level 16) - Healing targeting one ally, costs 4 MP. Scales using Magical Mending, starting at 101. Healing starts out at 85 +/- 10 and scales linearly up to 300 +/- 10 when the stat is capped.

Zing (level 20) - Targets one ally, costs 8 MP. Has a chance to revive the target, with the chance scaling with Magical Mending starting at 181. Revival chance starts out at 50% and scales linearly up to 75%, and healing starts out at 25% of maximum HP and scales linearly up to 50% of maximum HP. Both cap at 849 Magical Mending. If the target is not dead, this spell has no effect.

Multiheal (level 24) - Healing targeting all allies, costs 16 MP. Scales using Magical Mending, starting at 201. Healing starts out at 110 +/- 10 and scales linearly up to 320 +/- 10 when the stat is capped.

Boom (level 27) - Lightning elemental damage targeting all enemies, costs 10 MP. Scales using Magical Might, starting at 151. Damage starts out at 60 +/- 8 and scales linearly up to 159 +/- 8 when the stat is capped.

Kabuff (level 30) - Targets all allies, costs 6 MP. Raises the Defence of the targets by one stage with a duration of 7-10 turns.

Moreheal (level 33) - Healing targeting one ally, costs 8 MP. Scales using Magical Mending, starting at 201. Healing starts out at 185 +/- 20 and scales linearly up to 600 +/- 20 when the stat is capped.

Magic Barrier (level 38) - Targets all allies, costs 6 MP. Raises the magic resistance of the targets by one stage with a duration of 6-9 turns.

Kazam (level 43) - Dark elemental damage targeting one enemy, costs 20 MP. Scales using Magical Might, starting at 226. Damage starts out at 150 +/- 30 and scales linearly up to 345 +/- 30 when the stat is capped.

Kazing (level 45) - Targets one ally, costs 15 MP. Revives the target and recovers 50% of their maximum HP. If the target is not dead, this spell has no effect.

Kaboom (level 48) - Lightning elemental damage targeting all enemies, costs 28 MP. Scales using Magical Might, starting at 251. Damage starts out at 140 +/- 10 and scales linearly up to 228 +/- 10 when the stat is capped.

Kazammle (level 61) - Dark elemental damage targeting one enemy, costs 45 MP. Scales using Magical Might, starting at 481. Damage starts out at 285 +/- 30 and scales linearly up to 615 +/- 30 when the stat is capped.

Kaboomle (level 66) - Lightning elemental damage targeting all enemies, costs 56 MP. Scales using Magical Might, starting at 551. Damage starts out at 210 +/- 10 and scales linearly up to 480 +/- 10 when the stat is capped.

Magic Burst (level 78) - Non-elemental damage targeting all enemies, costs all the user's MP. Does damage equal to the MP used multiplied by 1.5.


Coup de Grâce

Sages get the Coup de Grâce Spelly Breath, which recovers a random amount of the user's MP between 20% and 50% of their maximum MP.


Skills

ImageWands

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Wands always do 1.1x damage to Demon family monsters. All multipliers are compared to a regular attack.

Antimagic - Targets one enemy, costs 3 MP. Attempts to inflict Fizzle on the target with a 100% chance.

Beelzefreeze - Non-elemental damage targeting one enemy, costs 0 MP. Does 1x damage and inflicts Paralysis with a 25% base chance and a duration of 4-7 turns, but only to Demon family monsters. If the target is part of any other monster family, this does not inflict Paralysis.

Caduceus - Healing targeting one ally, costs 2 MP. Restores 85 +/- 10 HP and does not scale.

MP Absorption +x% With Image - Passive. Increases the amount of MP restored when hitting an enemy with a physical attack of a wand by the listed amount, proportional to the damage dealt. The two stack, so the total is 6% extra MP absorption.

Max. MP +x With Image - Passive. Increases Maximum MP by the listed amount, but only when equipped with a wand. All three stack, so the total is +100 Maximum MP.

Auto MP Recovery With Image - Passive. Causes the bearer to regenerate 1-5 MP at the end of every turn when using a wand. Be aware that this may not be accurate, since I can't find exact numbers.

Omnivocational Wandmaster - Passive. Allows the user to equip wands regardless of vocation.

??? - ???

Wands are your standard weapon for magic-users, with most of the benefits increasing Maximum MP or MP regeneration. And now onto the non-passive abilities! Antimagic is the most accurate way to inflict Fizzle for a very long time, although it only affects one enemy. Beelzefreeze is not very good, since it only affects one monster family and is otherwise just a physical attack with a weapon not suited to such things. Finally, Caduceus is cheap, decent healing for a while but not scaling really hurts it in the long term. A few things to note about the passive abilities: you're almost never going to be doing significant damage with wands' physical attacks, so the MP absorption isn't very good, and the MP regeneration is not very much either considering later spells' MP costs. They're still a solid pick, though.


ImageBows

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Bows always do 1.1x damage to Bird family monsters. All multipliers are compared to a regular attack.

Conjury Conductor - Non-elemental damage targeting one enemy, costs 3 MP. Does 1x damage and lowers the target's magic resistance by one stage with a 100% base chance and a duration of 6-9 turns.

Flutter Disaster - Non-elemental damage targeting one enemy, costs 0 MP. Does 1.5x damage to Bird family monsters, and 1x damage to anything else. This stacks with the 1.1x boost, so it's actually a 1.65x multiplier.

Critical Hit Rate Up With Image - Passive. Increases the critical hit rate of bows by an additive 3%.

Needle Shot - Non-elemental damage targeting one enemy, costs 1 MP. Does 1 damage to the target and inflicts Death with a 12.5% base chance. There is no way to increase the damage of this attack.

Rain of Pain - Non-elemental damage targeting all enemies, costs 4 MP. Does 0.5x damage and hits 4 times on random targets. It will still hit the same number of times if used against a single enemy.

Attack +x With Image - Passive. Increases the Attack of all equipped bows by the listed amount. All three stack, so the total is +60 Attack.

Hallowed Arrow - Non-elemental damage targeting one enemy, costs 0 MP. Does 1x damage and recovers the user's MP by an amount equal to 1/8 of the damage dealt.

Omnivocational Bowmaster - Passive. Allows the user to equip bows regardless of vocation.

??? - ???

Bows are actually pretty good weapons, with Rain of Pain being the standout skill for pure damage - double damage isn't anything to sneeze at! Conjury Conductor is a way to make magic damage more effective if you're bringing an offensive caster along, but useless without one, Flutter Disaster is yet another instance of the monster family-targeting ability, Needle Shot is really not very good (just use a poison needle instead) and Hallowed Arrow is nice if niche. It's best for vocations with decent Strength and high-ish MP costs.


ImageBoomerangs

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Boomerangs damage all monsters with their regular attack and most of their abilities, but damage is reduced past the first - 2nd is 0.8x, 3rd is 0.7x, 4th is 0.5x, 5th is 0.3x and 6th and on is 0.2x. All multipliers are compared to the first enemy hit.

Crosscutter Throw - Non-elemental damage targeting all enemies. Hits all enemies from left to right for 0.8x damage with damage reduction, then hits the leftmost living enemy. This last hit is also affected by damage reduction from multiple targets, and is also affected by a damage multiplier equal to the number of enemies hit divided by 8.

Power Throw- Non-elemental damage targeting all enemies, costs 4 MP. Does 0.8x damage and is not affected by damage reduction from multiple targets.

Ooze Bruiser - Non-elemental damage targeting all enemies, costs 0 MP. Does 1.5x damage to Slime family monsters and 1x damage to everything else, both affected by damage reduction from multiple targets.

Starburst Throw - Light elemental damage targeting all enemies, costs 6 MP. Does 105 +/- 10 damage and does not scale.

Firebird Throw - Fire elemental damage targeting all enemies, costs 4 MP. Hits random targets seven times for 0.3x damage each. If used against a single target this ability does 2.1x damage.

Attack +x With Image - Passive. Increases the Attack of all equipped boomerangs by the listed amount. All three stack, so the total is +60 Attack.

Metalicker - Non-elemental damage targeting all enemies, costs 3 MP. Does an extra point of damage to metal monsters, and 1x damage to everything else, affected by damage reduction from multiple targets.

Omnivocational Rangmaster - Passive. Allows the user to equip boomerangs regardless of vocation.

??? - ???

I like boomerangs, although they're definitely not for everyone. They're the weakest weapon type in terms of pure stats, but make up for it with the whole all-targeting thing. Their abilities are okay, too, although they don't start out that way. Crosscutter Throw is really, really terrible and will more often that not do less damage than a normal attack. Avoid it. Power Throw is good for hitting large groups, since at four or more enemies it will do more damage than a normal attack overall, or just for spreading damage around evenly. Still not too great, given how much this game likes to throw small enemy groups around, but not useless. Ooze Bruiser's exactly as useful as you'd expect, and maybe more than the others like it, since Slimes are a common enemy type. Starburst Throw is probably the earliest ability that's Light element, and it's okay for when it's first available, maybe, but it won't carry you through the entire game because of the lack of scaling. Firebird Throw is by far the best ability here for single enemies; 2.1x damage is really good and it can hit weaknesses on occasion. Finally, Metalicker comes too late to be really effective, unlike Metal Slash, but it might still get some use in one area in particular.


ImageShields

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Blockenspiel - Non-elemental damage targeting one enemy, costs 4 MP. Does 0.5x damage at the same time as halving all damage taken for the turn.

Defending Champion - Targets the user, costs 3 MP. All damage done to the user is reduced to 1/10 of its normal value.

Immense Defence - Targets the user, costs 4 MP. Doubles the user's block rate with a duration of 6-9 turns.

Magic Mirror - Targets the user, costs 4 MP. Reflects all spells targeted at the user back at the caster, including beneficial magic, and has a duration of 6-9 turns.

Block Chance +2% - Passive. Increases the block rate of equipped shields by an additive 2%. Stacks three times for a total block rate bonus of 6%.

Holy Impregnable - Targets the user, costs 4 MP. Increases the user's ailment and debuff resistance by 25% with a duration of 6-9 turns.

Back Atcha - Targets the user, costs 12 MP. The user will nullify all single-target blockable attacks directed at them for the rest of the turn and counter with a non-elemental attack that does 1x damage.

Omnivocational Shieldmaster - Passive. Allows the user to equip shields regardless of vocation.

??? - ???

Shields take up their own equipment slot and are obviously not meant for attacking, so the only offensive option they have, Blockenspiel, is designed to do small amounts of damage while defending. Other than that, they're pretty good at mitigating or preventing damage. All these abilities can be very powerful with a bit of knowledge about your opponent.


ImageEnlightenment

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Jack's Knack - Only useable outside battle, costs 3 MP. Allows a single party member to change vocation.

Right as Rain - Targets all allies, costs 6 MP. The targets regenerate HP at the end of the turn for 7-10 turns. The amount of HP restored per turn is either 10 or the user's level divided by 2, whichever is higher.

Natural Magical Mending +x - Passive. Permanently increases Magical Mending by the listed amount regardless of vocation. The two stack, so the total is +60 Magical Mending.

Disruptive Wave - Targets all enemies, costs 10 MP. Removes all buffs and debuffs from the targets.

Natural Magical Might +x - Passive. Permanently increases Magical Might by the listed amount regardless of vocation. The two stack, so the total is +60 Magical Might.

Caster Sugar - Targets the user, costs 8 MP. Increases Magical Might and Magical Mending by one stage with a duration of 6-9 turns.

Natural Max. MP +60 - Passive. Permanently increases Maximum MP by 60 points regardless of vocation.

MP Consumption -25% - Passive. Permanently lowers all MP costs of the user by 25%.

??? - ???

Enlightenment is...good. It's really good. Jack's Knack is useful because it doesn't mean that you have to come back to Alltrades to change vocation. I've used it a lot. Right as Rain is the only way to apply HP regen, and it's about 10% every turn for your average vocation, so it's decent enough. Disruptive Wave is something that the game will never let you forget about in the end-to-postgame, but enemies don't use buffs much so it's not as useful on our side. Plus it gets rid of useful stuff like Sap, which is a problem. Caster Sugar is good-ish, but I'd argue that the more specialised Mage and Priest abilities that increase the magic stats by two stages are better. And then there's that last ability. You just use less MP. For everything. It's useful for absolutely every vocation and I can't stress enough how good it is.

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Vocation Overview: Luminary

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Luminaries are bad. Like, really bad. Their physical stats are bad. Their spells are bad and contradict their stats. Seriously, great Magical Mending but no Moreheal? Kaswooshle but awful Magical Might? It's like completely different people designed those two parts of the vocation. One of their few saving graces is their massive Charm (the highest in the game, in fact), but Charm kind of isn't very good and is completely reliant on luck, so that's not something to be particularly proud of. Their other stats aren't very noteable. And their unique skill? It's okay. Nothing to write home about, but it's not terrible either. And do you know what the best part is? Luminaries aren't available until the postgame. This is the last vocation it's possible to get.


Stats

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          Strength  Agility  Resilience  Deftness  Charm  M. Mending  M. Might  Max. HP  Max. MP
Level 1   9         22       12          16        18     19          5         31       13
Level 20  36        87       50          63        73     77          19        124      53
Level 40  64        157      89          112       130    138         33        221      95
Level 60  93        226      128         162       188    199         48        319      138
Level 80  121       295      168         212       245    260         63        417      180
Level 99  148       361      205         259       300    318         77        510      220

Spells

Heal (level 4) - Healing targeting one ally, costs 2 MP. Scales using Magical Mending, starting at 51. Healing starts out at 35 +/- 5 and scales linearly up to 160 +/- 5 when the stat is capped.

Woosh (level 11) - Wind elemental damage targeting an enemy group, costs 3 MP. Scales using Magical Might, starting at 51. Damage starts at 16 +/- 8 and scales linearly up to 69 +/- 8 when the stat is capped.

Bounce (level 18) - Targets the user, costs 4 MP. Reflects all spells targeted at the user back at the caster, including beneficial magic, and has a duration of 6-9 turns.

Midheal (level 23) - Healing targeting one ally, costs 4 MP. Scales using Magical Mending, starting at 101. Healing starts out at 85 +/- 10 and scales linearly up to 300 +/- 10 when the stat is capped.

Swoosh (level 36) - Wind elemental damage targeting a group of enemies, costs 8 MP. Scales using Magical Might, starting at 101. Damage starts at 40 +/- 15 and scales linearly up to 138 +/- 15 when the stat is capped.

Kaswoosh (level 45) - Wind elemental damage targeting a group of enemies, costs 26 MP. Scales using Magical Might, starting at 201. Damage starts at 130 +/- 50 and scales linearly up to 205 +/- 50 when the stat is capped.

Kaswooshle (level 58) - Wind elemental damage targeting a group of enemies, costs 50 MP. Scales using Magical Might, starting at 551. Damage starts at 200 +/- 50 and scales linearly up to 500 +/- 50 when the stat is capped.


Coup de Grâce

Luminaries get the Coup de Grâce Disco Tech which increases the user's tension by 1 stage and inflicts all enemies with Inaction regardless of immunity or resistance to the ailment. Yes, this is a copy/paste of the Martial Artist Coup de Grâce effect.


Skills

ImageFans

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Fans always do 1.1x damage to Aquatic family monsters. All multipliers are compared to a regular attack.

Flower Power - Targets a group of enemies, costs 2 MP. Inflicts Dazzle on all targets with a 100% base chance and a duration of 5-8 turns.

Reverse Cycle - Targets the user, costs 4 MP. Reflects breath targeted towards the user with a duration of 6-9 turns.

Critical Hit Rate Up With Image - Passive. Increases the critical hit rate of fans by an additive 3%.

Water Slaughterer - Non-elemental damage targeting one enemy, costs 0 MP. Does 1.5x damage to Aquatic family monsters, and 1x damage to anything else. This stacks with the 1.1x boost, so it's actually a 1.65x multiplier.

Schizofanic - Targets the user, costs 3 MP. Ignores the next attack directed at the user as long as it can be blocked by a shield and lasts indefinitely.

Attack +x With Image - Passive. Increases the Attack of all equipped fans by the listed amount. All three stack, so the total is +60 Attack.

Fan Dango - Non-elemental damage targeting all enemies, costs 8 MP. Does 0.5x damage and hits either 3 or 4 times on random targets. It will still hit the same number of times if used against a single enemy.

Omnivocational Fanmaster - Passive. Allows the user to equip fans regardless of vocation.

??? - ???

Fans are a good weapon type for defence and aren't too bad for attacking either, although they're obviously not as good as the more focused weapon types at it. If you are focusing on damage, you'll obviously want to use Fan Dango, though. Flower Power is deceptively good for how early it comes, even though Dazzle isn't the best ailment by any means. Reverse Cycle and Schizofanic are extremely useful, because they just nullify damage entirely. Handy! Fans' attack power is generally a bit lower than average since, well, they're fans. What did you expect?


ImageWhips

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Whips always do 1.1x damage to Humanoid family monsters. They also damage a group of monsters with their regular attack and any group-targeting abilities, but damage is reduced past the first - 2nd is 0.8x, 3rd is 0.7x, 4th is 0.5x, 5th is 0.3x and 6th and on is 0.2x. All multipliers are compared to a regular attack.

Hypnowhip - Non-elemental damage targeting one enemy, costs 3 MP. Does 1x damage and inflicts Confuse with a 12.5% base chance and a duration of 4-7 turns.

Lashings of Love - Non-elemental damage targeting a group of enemies, costs 0 MP. Does 1.25x damage to Humanoid family monsters, and 1x damage to everything else. This stacks with the 1.1x boost, so it's actually a 1.375x multiplier.

Trammel Lash - Non-elemental damage targeting one enemy, costs 3 MP. Does 1x damage and inflicts Paralysis with a 12.5% base chance and a duration of 4-7 turns.

Hit the Hay - Non-elemental damage targeting a group of enemies, costs 3 MP. Does 1x damage and inflicts Sleep with a 12.5% base chance and a duration of 2-5 turns.

Schadenfreude - Non-elemental damage targeting a group of enemies, costs 5 MP. Does 1x damage and heals the user for 1/4 of the damage dealt to the last enemy hit. Damage is not reduced past the first opponent, so it will do full damage to every target.

Twin Dragon Lash - Non-elemental damage targeting a group of enemies, costs 10 MP. Does 1.25x damage and hits twice, but will damage random targets within the group. It will still hit twice if used against a single enemy.

Attack +x With Image - Passive. Increases the Attack of all equipped whips by the listed amount. All three stack, so the total is +60 Attack.

Omnivocational Whipmaster - Passive. Allows the user to equip whips regardless of vocation.

??? - ???

Whips are a decent weapon type both for group damage and single-target damage. The ailment attacks might seem good, but you're so unlikely to run into a large enemy group that the infliction rates are too low to matter in most encounters. Both Schadenfreude and Twin Dragon Lash are really good attacks, although they obviously come very late. Whips are unfortunately let down by their low attack power, which is designed to offset the fact that they attack groups by default.


ImageBoomerangs

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Boomerangs damage all monsters with their regular attack and most of their abilities, but damage is reduced past the first - 2nd is 0.8x, 3rd is 0.7x, 4th is 0.5x, 5th is 0.3x and 6th and on is 0.2x. All multipliers are compared to the first enemy hit.

Crosscutter Throw - Non-elemental damage targeting all enemies. Hits all enemies from left to right for 0.8x damage with damage reduction, then hits the leftmost living enemy. This last hit is also affected by damage reduction from multiple targets, and is also affected by a damage multiplier equal to the number of enemies hit divided by 8.

Power Throw- Non-elemental damage targeting all enemies, costs 4 MP. Does 0.8x damage and is not affected by damage reduction from multiple targets.

Ooze Bruiser - Non-elemental damage targeting all enemies, costs 0 MP. Does 1.5x damage to Slime family monsters and 1x damage to everything else, both affected by damage reduction from multiple targets.

Starburst Throw - Light elemental damage targeting all enemies, costs 6 MP. Does 105 +/- 10 damage and does not scale.

Firebird Throw - Fire elemental damage targeting all enemies, costs 4 MP. Hits random targets seven times for 0.3x damage each. If used against a single target this ability does 2.1x damage.

Attack +x With Image - Passive. Increases the Attack of all equipped boomerangs by the listed amount. All three stack, so the total is +60 Attack.

Metalicker - Non-elemental damage targeting all enemies, costs 3 MP. Does an extra point of damage to metal monsters, and 1x damage to everything else, affected by damage reduction from multiple targets.

Omnivocational Rangmaster - Passive. Allows the user to equip boomerangs regardless of vocation.

??? - ???

I like boomerangs, although they're definitely not for everyone. They're the weakest weapon type in terms of pure stats, but make up for it with the whole all-targeting thing. Their abilities are okay, too, although they don't start out that way. Crosscutter Throw is really, really terrible and will more often that not do less damage than a normal attack. Avoid it. Power Throw is good for hitting large groups, since at four or more enemies it will do more damage than a normal attack overall, or just for spreading damage around evenly. Still not too great, given how much this game likes to throw small enemy groups around, but not useless. Ooze Bruiser's exactly as useful as you'd expect, and maybe more than the others like it, since Slimes are a common enemy type. Starburst Throw is probably the earliest ability that's Light element, and it's okay for when it's first available, maybe, but it won't carry you through the entire game because of the lack of scaling. Firebird Throw is by far the best ability here for single enemies; 2.1x damage is really good and it can hit weaknesses on occasion. Finally, Metalicker comes too late to be really effective, unlike Metal Slash, but it might still get some use in one area in particular.


ImageShields

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Blockenspiel - Non-elemental damage targeting one enemy, costs 4 MP. Does 0.5x damage at the same time as halving all damage taken for the turn.

Defending Champion - Targets the user, costs 3 MP. All damage done to the user is reduced to 1/10 of its normal value.

Immense Defence - Targets the user, costs 4 MP. Doubles the user's block rate with a duration of 6-9 turns.

Magic Mirror - Targets the user, costs 4 MP. Reflects all spells targeted at the user back at the caster, including beneficial magic, and has a duration of 6-9 turns.

Block Chance +2% - Passive. Increases the block rate of equipped shields by an additive 2%. Stacks three times for a total block rate bonus of 6%.

Holy Impregnable - Targets the user, costs 4 MP. Increases the user's ailment and debuff resistance by 25% with a duration of 6-9 turns.

Back Atcha - Targets the user, costs 12 MP. The user will nullify all single-target blockable attacks directed at them for the rest of the turn and counter with a non-elemental attack that does 1x damage.

Omnivocational Shieldmaster - Passive. Allows the user to equip shields regardless of vocation.

??? - ???

Shields take up their own equipment slot and are obviously not meant for attacking, so the only offensive option they have, Blockenspiel, is designed to do small amounts of damage while defending. Other than that, they're pretty good at mitigating or preventing damage. All these abilities can be very powerful with a bit of knowledge about your opponent.


ImageJe Ne Sais Quoi

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Autograph - Non-elemental damage targeting one enemy, costs 0 MP. Scales using level. Damage starts at 32 +/- 3 and scales linearly up to 150 +/- 15 at level 60. Costs 50G per use.

Natural Agility +20 - Passive. Permanently increases Agility by 20 regardless of vocation.

Scandal Eyes - Targets a group of enemies, costs 3 MP. Inflicts Dazzle on all targets with a 100% base chance and a duration of 5-8 turns.

Natural Max. HP +20 - Passive. Permanently increases Maximum HP by 20 regardless of vocation.

Extreme Makeover - Targets the user, costs 2 MP. Raises the target's Charm by two stages with a duration of 7-10 turns.

Eyes on Me - Targets all enemies, costs 6 MP. Has a chance to enrage the targets. Chance varies between enemies, but is always one of 100%, 75% or 0%.

Natural Charm +x - Passive. Permanently increases Charm by the listed amount regardless of vocation. The three stack, so the total is +60 Charm.

Disco Stew - Non-elemental damage targeting all enemies, costs 15 MP. Does 210 +/- 25 damage and does not scale.

??? - ???

Je Ne Sais Quoi's okay, as I said earlier. Autograph is really weird because it costs money instead of MP, and it's, again, okay. Nothing special other than its weird requirements. Scandal Eyes is good! It's Petal Blizzard but without the fan requirement and with a slightly higher MP cost. Extreme Makeover is good if you like charming enemies, but that's unreliable and this only makes it slightly less so. Eyes On Me is great for enraging enemies...on a vocation with bad defences. It might be good if it's transferred to a Warrior or Gladiator, though. And then there's Disco Stew. It's an okay all-targeting attack, and the lack of scaling isn't too bad with how much damage it does, but the best part about it is how it looks. It's amazingly stupid.

User avatar
Part 26: New Faces, Old Places

Music: Assemble, People

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Image So you all wanted to ask around, did you? Stupid idea if you ask me.

Image Come now, Solitaire. It won't be nearly as bad as you think it will be.

Image Yeah, it'll be fun! Why're you always a spoilsport?

Image Because it's pointless. Nobody's going to have information on the other fyggs.

Image Ah, but what if they do? Or what if, by doing nothing, you condemn them to a terrible fate? Do you really want that on your conscience?

Image I'm coming, okay? I didn't say I wouldn't.

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Image I suppose I should've seen it coming. I can't be a maid until I've found someone who'll employ me as one.

Image Okay, you're still a weirdo. Moving swiftly on.

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Image But there was this massive earthquake, an' now there ain't no fish to be 'ad. That's 'ow come I ended up 'ere lookin' to change me line o' work, see.

Image Reona, do you have any glue where he's talking about?

Image Of course I do. Porth Llaffan's a fishing village on this very island.

Image So it'll have boats to get us out of here? I know where I'm going next.

Image But what about all the water? I can't do anything like that! Who ever heard of fighting water with fire?

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Image I'm actually considering packing in this job and becoming a warrior myself.

Note that the female warrior clothes, at least as worn by NPCs, are probably best described as a battle bikini. It really isn't a cool look.

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Image But I just get the feeling there's a battle brewing, you know? A big one. Guess that's my warrior's instinct at work, eh? Hah hah.

Image These two seem nice. Why don't they try a job swap? What's yours is slime and all that.

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Image Hey, you're a mage. And you've reached level fifteen. Won't you stay the night? I won't charge you. I want to see if it's true.

Image But what is level, really?

Image Um, what?

Image Level. It's a strange measurement, isn't it? I've been thinking about it for a while now.

Image Er...

Image Oh! I forgot to tell you my name. I'm Hannah.

Image Hannah...? I seem to recall someone by that name snooping around some of my old haunts, asking inconvenient questions.

Image I don't see what's so inconvenient about wanting to know why people are going around stealing things. It's a fascinating moral grey area. Anyway! I thought it'd be a great idea to find an adventuring party. See the world, commune with nature, ponder some of life's questions, you know. Would you have a spot open?

Image At least let us rest first. I'll take that offer of a free stay!

Image Oh good. I do hope you have a pleasant stay. Sleep well!

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Music: None

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Image .........Huh? Where am I? This isn't Alltrades Abbey.

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Image This is a dream, right? This has to be a dream. There's no way something this ridiculous is real.

Image We've got something really nice for you.

Image But you can't have it for free.

Image Let us out of this wand and you can have it.

Image We want to be free.

Image But we need magic power to do it.

Image We need lots of magic power.

Image It's easy to get. Just equip yourself with our wand, and kill ten monsters with Frizz.

Image Not ten in one battle, silly. Ten altogether.

Image Just bring us...

Image ...lots of magic power.

Image Image Say you'll do it, please!

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You might notice that this quest number is considerably higher than anything we've seen before. That's because this is a vocation quest! There are two of these per vocation - three for unlockables if you include the unlock quest - that you can accept at level 15 and 40, and they're tucked away at the end of the quest log for Reasons. This is obviously the Mage one, and it's pretty easy. Some of the others are decidedly not so.

Image Sure, sure, I'll do it. It's not like anything I say matters in a dream, right?

Image You're nice.

Image Very nice.

Image We live in a different dimension.

Image So you can't meet us in real life.

Image Uh-huh. Sure you do.

Image If you want to meet us, you'll have to come here again and stay.

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Image Oh, they're gone. What a weird dream.

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Music: Assemble, People

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Image Yaaaaaaaawn... Ugh, I feel so tired.

Image Solitaire, you're finally awake! You've been out for a goo amount of time. We already told Hannah everything.

Image What!? How could you? I thought all that was supposed to be a secret!

Image She refoozed to leave unless we told her what was gooing on. I think she's gone to the Quester's Rest to meet the others now.

Image Great. I guess I'll deal with her later.

Image Oh, by the way, what's that wand you're hanging on to? I don't remember purchoozeing it.

Image ...Crap. That dream was real, wasn't it? And now I have to help those stupid faeries.

Image You agreed to help someone all on your own? That's gooreat! Now let's meet up with the others outside.

So, the faerie staff. It's nice to get a free wand, but unfortunately, it's a bit crap, being only slightly ahead of the default oak staff in terms of stats. Plus we're going to have to give it back after we're done with the quest.

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Image And they can handle the sorts of weapons that mere warriors only dream of. Axes and hammers and the like. You seem to have great physical skill, but do you have the composure? Untamed ferocity is the mark of a monster. A gladiator must be able to control his fury.

Image Oh, how fascinating! Do continue, please.

Image But Reona, I thought you said you weren't intere-

Image Shush! I said not to talk about that, didn't I? Earning trust and all that? Now, tell me how one might become a gladiator.

Image Let's see... Yes, how about this. Try to defeat three slimes using Dragon Slash while in a state of super-high tension. That will be a suitable test. Your vocation is unimportant, but you'll obviously need to be able to handle a sword. What do you say?

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Image Okay, let's do that. That's what you want, right?

Image Solitaire!? What are you doing?

Image I'm doing what you said and helping people!

Image You have to listen first, and clearly this man does not need any help. This is just some pointless task.

Image Ugh, fine.

Image Monsters tend to flee when they sense their adversary is much stronger than they are, but patience is a virtue, my child. Have faith in your purpose, and in time, the way of the gladiator will unfold before you.

Unlocking gladiator is kind of an exercise in frustration if you don't know the trick to it, which we'll get into later. For now, keep in mind that the "intended" method is probably to take a martial artist, teach them Psyche Up, then change to a vocation that can use swords. That's because traditionally gladiators are a mix between martial artists and warriors. We, however, have Egg On, so we can just use Slasha. Onto the next sidequest!

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Image I'm Tom. Tom Foolery. So what d'ye say, then? Fancy followin' an old pro like me to the dizzy heights of superstardom, eh?

Image What? No, I-

Image Is that...? It is! The legendary minstrel! I've been searching for so long!

Image ...Huh?

Image Come on, Ron, you can't keep doing this. Not everyone's going to be this legendary minstrel or whatever.

Image But Lumin! She looks just like her!

Image Look. Whoever told you about this legendary minstrel stuff was probably full of hot air. You can't believe everything you hear!

Image Hey, what're you mumbling about? I don't know about any legendary minstrels, but I, for one, am extremely important. And don't you forget it!

Image I bet you're on a journey to save the world, aren't you? I can help...er...inspire morale! Please let me come with you!

Image I guess if we're recruiting one person we might as well go all in...

Image In that case, I'd like to tag along, too. You'll be travelling all over, right? I can get my music to every corner of the world that way!

Image I'm not so sure this is a good idea, Solitaire. I know all about that woman, and her singing is famous. Or, rather, infamous. I wouldn't inflict it on anyone.

Image Doesn't matter to me. You're on.

Image You won't regret this, I promise!

Image I hope I don't. Anyway, where were we? Oh, right, the ghost. I'm not interested, but one of them probably is.

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Image Ah, how's about this... Why don't ye Egg On yer fellow party members into a state o' super-high tension five times? After all, 'tis high spirits and laughter that make the world go round, so it is! So, will ye do it so?

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Image Is that all? Yeah, I can do that. Or they can.

Image Aye! Fair play to ye! Smile like a fool an' say yes to the world! That's my motto an' all, so it is! So get out there an' get your Egg On, so!

Another easy one. We already need to do this three times to unlock gladiators, so two more is trivial. The question is, why does this quest require Egg On to be used when it's not a minstrel ability? At a guess, based on internal ability ordering, I'd say that it was probably supposed to be before getting replaced by Have A Ball at some point in development. Perhaps it was thought to be too useful.

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Image Hey, what's going on over there?

Image Oh dear! It looks like those three people are fighting. Should we try to put a splot to it?

Image No. I want to see where this is going.

Image I keep telling you, gladiators are the best! The end!

Image Non, non! It is armamentalists zat are ze best! Ze style, ze grace, ze poise! 'Ave you not 'eard the stories of 'ow my predecessors saved ze world many times? Much better zan some arena fighters.

Image We've got plenty of style too, y'know! Nothing beats the beauty of desperate fighters in the heat of battle, their weapons gleaming...

Image You, Axander, are a lost cause. I wash my 'ands of zis.

Image And you, D'Art, are a loony. Those stories you keep bringing up probably aren't even true!

Image Zat is a deeply 'urtful thing to say!

Image Can both of you calm down? Both your vocations are perfectly good. If they weren't, we couldn't have gotten this far.

Image Stay out of this, Valeria. It's none of your business.

Image Oui, what 'e said.

Image Ugh, you're such children! How come this is the first thing you agree on?

Image Hey, you! Yeah, you with the feather and the blue hair! Which do you think is better?

Image ...Huh? Me?

Image Of course 'e means you! 'Oo else fits zat description? Anyway, I doubt she will be able to tell wizout a full understanding of ze 'istory of armamentalism. 'Ow about asking my comrade over zere?

Image I haven't got a choice, have I?

Image None whatsoever, I'm afraid.

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Image The inestimable allure of the Fource... The graceful and skilful dispatch of one's foes. Truly, it is the vocation of the blessed! You have the eye of one who knows true beauty. Do you wish to join the hallowed fraternity of the armamentalists?

Image Not really, but let's say I do for now.

Image You are wise as the trees of the wood, friend! I am Windy. But before you join the order, you must undergo some training. To become an armamentalist, you must learn to wield the power of Mother Nature. You must become one with...the Fource!

Image That's funny. I'd heard that the ability to use the Fource was determined by tiny creatures in people's blood.

Image What? No, that's just stupid.

Image Erect a Wizard Ward before defeating two metal slimes, and you will see that such a feat is simplicity itself. But beware: the one who erects the Wizard Ward must be the one who delivers the final blow for the kill to count. The Wizard Ward will channel the mighty power of nature from your surroundings. Well? Do you accept the challenge?

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Image Yes, she will! I would wager zat you are trembling wiz excitement to join ze ranks of ze armamentalists, non?

Image No, not really.

Image First the priest downstairs, and now this... This is wanton slime cruelty! How could you?

Image I'm all for it, actually.

Image Good. Very good. Complete this quest, and you shall join the mystical fellowship of the armamentalists. Already I conjure in my mind images of your fiery determination driving you to the completion of this task. Good luck.

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This quest is, quite frankly, awful. I hate it. Metal slimes are already annoying enough to take down, and this extra requirement makes things even worse. We can't easily knock one down to 1 HP and hope it decides not to flee before being set about with sticks, either, because variable maximum HP values make any one have 3 or 4 HP at random and you can't tell which in advance. Just like the gladiator quest, there's an intended solution, but it's also pretty random and annoying! Get someone with Metal Slash and Wizard Ward and go in that way. It'll be easier, but still bad.

Image And now, I will go wiz you, to show you ze ropes, as zey say.

Image Hey, you're not having them all to yourself! Who knows what ideas you'll give them? I'm coming too.

Image I suppose I'll come along too. These two need looking after, after all. Oh, I never introduced myself, did I? I'm Valeria. Unfortunately I'm blind, but these two are so loud that it's never been a problem in combat. Nice to meet you.

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Image I saw somethin' fall into the ocean, see. Shinin', it was, bright as a star. Well, it was a sign for me to change vocation, like.

Image That's a fygg. It's got to be.

Image Another reason to go there, hmm? This must be our lucky day.

Image Don't forget all our other obligations! It'd be irresponsible to crooze on down there before taking care of our other jobs.

Image Why do I always get roped into this kind of thing? Let's just get back to Stornway...

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Music: Cross the Fields, Cross the Mountains

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Image I thought the slimes we had to fight were around Angel Falls.

Image ...Yes. They are. I blame Healie.

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We actually want to go to the transition area between Stornway and Angel Falls, because there's another quest there. How convenient! It's a shame there's no real reason to come here after riding the Starflight Express, because that's exactly when it becomes available to take, if not complete.

Image That woman seems to be looking for something. Perhaps you should ask what's troubling her, Solitaire? You're so good at it.

Image Hmph.

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Image I'm in rather a pickle because I lost my children's pet Precious the other day. They're besotted with the blessed thing. I've been looking all over the place. That's how I ended up here. There's still no sign of him, though. Ever since Precious went missing, the children have been fighting like cats and dogs. They're ever so on edge, poor things. I don't suppose I could ask for your help? If you could help me find the little poppet, I'd be ever so grateful.

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Image Really? A missing pet?

Image Aww. We've got to help!

Image I know, I know.

Image Thank you, thank you! The only problem with going to look for him is, Precious is a bit on the nervous side. You'd probably be better off asking the children if they have any ideas on how to get him back. They'll know better than me.

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Image Precious is really shy, so he won't have gone far. He's probably just hanging round nearby with some of his friends. He might show his face if you disguised yourself as one of them with some special clothes. Then you could try to fight him and calm him down a bit. He should come along with you then.

Image Clothes...like a pet? Oh! Maybe those bunny ears I made!

Image Why am I suddenly getting a feeling of dread?

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Image He's got a pointy head and he's a bit...wobbly. Oh, and he's blue. Please find him for us!

Image Of course it's a slime. Why would it be anything else? Frankly I'm disgusted that anyone would consider keeping one of those little horrors as a pet.

Image Oh! We can use the gooey gear!

Image If you do, I refuse to come with you. I've had quite enough of that particular piece of armour.

To do this one, we'll need a set of gooey gear and a slood. How convenient that we have them already! I kind of didn't expect to get any pointy hats until they become available in shops, but we did, so we're moving this one up in the schedule a bit.

Image Hey, um, we need Dragon Slash, right? Isn't that Slasha's thing?

Image ...

Image It'd be silly to come here without her! But I bet you know what you're doing.

Image Right. We're going back.

Music: Pub Polka

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Image Hey, anyone seen Slasha?

Image Hey, you're all back! How did Alltrades go?

Image We climbed a tower and beat up the Abbot! Reona died.

Image There's no need to bring that last part up.

Image Sounds fun! Kind of wish I was there but, y'know, hangover. Anyway, Slasha said she was going up to the castle library. Probably trying to work out new fighting techniques or something.

Image Ha! I bet she'll get kicked out quickly with how much she likes shouting.

Image I dunno. She's been gone a while.

Image Hey, is that Solitaire? I have so many questions!

Image ...Okay, we're leaving now.

Music: The Palace Oboe

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Image Hey, Slasha! Are you there?

Image Who is this buffon who seeks to disturb our work?

Image Ah! Boss! Slasha is pleased to see you. But boss should keep her voice down vhile in zhe library.

Image These are your colleagues, then, Slasha? Please excuse my impoliteness. My name is Theo Tsigol, and Slasha here is helping me to research my family history.

Image Yes! Ve have discovered zhat his ancestors may have been royal advisors in Brigadoom!

Image That's interesting and all - okay, I tell a lie, it's not - but I kind of need your help. So come on and let's beat some slimes together, okay?

Image Slasha vould love to! But first, Slasha must help viz zhis.

Image I believe we are close to a major breakthrough. Would you mind helping Earnan over there with his problem? It would be a great help.

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Image The problem is, a crucial part of it is blacked out. I don't suppose you have any magic water, do you? Don't tell anyone, but I can make a special concoction out of magic water that erases black ink. Ha ha!

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Image Hey, we have...er...four? Four of those! This'll be easy!

Image Och, I can't thank you enough. The name's Earnan, by the way. I'll be waiting! Magic water doesn't exactly grow on trees, but I'm sure you'll come across some somewhere on your travels. Oh yes, and you mustn't mention anything about this book to the King. It's a secret, okay?

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Image Here, take it!

Image Thanks ever so much, youngster. Now, if we just mix the magic water with a little of my secret formula... ...There we go. And now, if we just sprinkle a little of it over the page... Och, yes, that's the ticket! The ink's all gone, and now we can see what it says underneath. Wonderful! Now, let's see what this ancient tome has to tell us about the history of Stornway, shall we?

Image Ah, you've found something? I would be most interested to hear about this.

Image Hmm... Look at this. It's an illustration of an old coin. There's the coat of arms of Stornway, and this here is... Well I never! Fascinating! Yes, this is very interesting indeed... Oh, here you go, by the way. This is for your trouble.

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Image Hmm... This design is from a coin a good three centuries old... And it's decorated with the crest of Stornway and that of another kingdom that I don't recognise... So Stornway must have once had an ally somewhere... I don't understand. If such an ally existed, why are there no records of them? Hm.

Image How disappointing. I suppose we shall have to wait for Earnan to work out that coin's origin. In the meantime, I should like to come with you to repay you all for your assistance.

Image Slasha vould be very happy viz zis plan.

An MP restore for an MP increase isn't a bad deal. This particular quest could be taken back when we first got to Stornway, but getting magic water was kind of difficult before this point since we'd have to rely on blue chests.

Anyway, that's not the end of this quest line - if we leave and come back, Earnan will have another quest. Let's leave that for later; next update, in fact, along with the rest of the quests.



Extra: The Collection

Steel broadsword
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Style: 24 Nonchalant, 24 Vain, 11 Alluring, 20 Aloof, 14 Naive, 21 Chic

Steel lance
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Style: 7 Nonchalant, 16 Vain, 7 Alluring, 12 Aloof, 9 Naive, 12 Chic

Steel claws
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Style: 9 Nonchalant, 17 Vain, 6 Alluring, 11 Aloof, 8 Naive, 10 Chic

Steel fan
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Style: 10 Nonchalant, 17 Vain, 12 Alluring, 17 Aloof, 7 Naive, 15 Chic

Iron shield
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Style: 7 Nonchalant, 5 Vain, 3 Alluring, 8 Aloof, 6 Naive, 9 Chic
Gives 5% fire and ice resistance.

Steel shield
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Style: 8 Nonchalant, 8 Vain, 4 Alluring, 10 Aloof, 8 Naive, 11 Chic
Gives 7% fire and ice resistance.

Iron helmet
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Style: 4 Nonchalant, 8 Vain, 2 Alluring, 6 Aloof, 3 Naive, 7 Chic

Steel helmet
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Style: 6 Nonchalant, 10 Vain, 4 Alluring, 8 Aloof, 5 Naive, 10 Chic

Pointy hat
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Style: 10 Nonchalant, 6 Vain, 10 Alluring, 4 Aloof, 12 Naive, 4 Chic

Slood
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Style: 14 Nonchalant, 0 Vain, 16 Alluring, 0 Aloof, 10 Naive, 0 Chic

Iron armour
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Style: 12 Nonchalant, 24 Vain, 19 Alluring, 23 Aloof, 17 Naive, 22 Chic

Full plate armour
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Style: 15 Nonchalant, 27 Vain, 21 Alluring, 27 Aloof, 19 Naive, 26 Chic

Fur poncho
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Style: 7 Nonchalant, 6 Vain, 10 Alluring, 4 Aloof, 20 Naive, 9 Chic
Gives 12% fire and ice resistance.

Tussler's top
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Style: 21 Nonchalant, 22 Vain, 17 Alluring, 19 Aloof, 32 Naive, 17 Chic
Can only be worn by male characters.

Fur vest
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Style: 34 Nonchalant, 20 Vain, 24 Alluring, 17 Aloof, 46 Naive, 24 Chic
Gives 15% fire and ice resistance.
Can only be worn by male characters.

Robe of serenity
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Style: 9 Nonchalant, 4 Vain, 13 Alluring, 5 Aloof, 12 Naive, 10 Chic
Gives 25% Snooze resistance.

Robe of sweet dreams
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Style: 13 Nonchalant, 6 Vain, 17 Alluring, 7 Aloof, 16 Naive, 14 Chic
Gives 40% Snooze resistance.

Steel gauntlets
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Style: 2 Nonchalant, 9 Vain, 4 Alluring, 6 Aloof, 4 Naive, 6 Chic

Springtime skirt
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Style: 21 Nonchalant, 10 Vain, 30 Alluring, 15 Aloof, 11 Naive, 12 Chic
Can only be worn by female characters.

Steel kneecaps
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Style: 10 Nonchalant, 15 Vain, 8 Alluring, 16 Aloof, 13 Naive, 12 Chic

Tussler's trousers
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Style: 19 Nonchalant, 21 Vain, 15 Alluring, 18 Aloof, 22 Naive, 14 Chic

Steel sabatons
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Style: 5 Nonchalant, 15 Vain, 8 Alluring, 8 Aloof, 6 Naive, 7 Chic

Highness heels
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Style: 8 Nonchalant, 10 Vain, 26 Alluring, 9 Aloof, 5 Naive, 19 Chic

Agility ring
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Style: 6 Nonchalant, 7 Vain, 3 Alluring, 4 Aloof, 5 Naive, 4 Chic

Magic water
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Resurrock
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Fygg
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User avatar
Part 27: Seeking Employment

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So what do we do now? Well, I forgot to show off some of the spells and abilities we got. So let's do that, and see what we get from equalising everyone's experience points while we're at it.

Music: Are You A Loser

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The current party reaches level 16 across the board, which means a spell for everyone! Except Solitaire because she was already at that level. Accelerate is not great, and also happens to be Reona's last spell ever! Freddy's had Acceleratle for a while, which is just that but multi-target and therefore better. Midheal, however, is a stronger but more expensive Heal. It'll heal more than double what we could before and will probably top anyone off at this point. Nice! Finally, Freddy gets Crackle, which we've seen Solitaire get but which I never actually showed off. Let's change that.

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Image Hey, you! Freeze!

Image I didn't think you were the type to go in for wordplay.

Image Sh-shut up!

As you can see, that's some pretty big damage. It's high enough right now that it'd probably be good for single target anyway, but it actually hits a group! Great for encounter clearing, great for bosses, just great in general. I love Crackle. It'll get obsoleted eventually, but such is the fate of most damaging spells.

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Image Okay, then. Everyone ready to kill some slimes?

Image Yeah, let's do it! I haven't had practise in a while.

Image Slasha AGREES! Boss vill not be disappointed!

Image K-killing? I've never done that before...but I'm sure it's fine if you say so.

Image Great. Let's go.

We'll be switching out characters as we do the quests we've accrued, starting with these three. Having seen all three of their vocations, there isn't much to explain, but Ron will be wielding fans, so that's a new set of abilities. We'll see them when he levels up.

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Image Vhat is our strategy, boss?

Image Tense up and don't attack it.

Image ...What.

Image Look, I don't make the rules. Blame that priest guy at Alltrades.

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Image What do you mean, I can't attack? Gaaaaaah!

Image Hmm... Aha! Yes, keep doing that!

Image Well, it does look kinda scared...

Here is my secret strategy for this quest: stunlocking. Slimes have no resistance to Inaction, so War Cry will always work. Suddenly keeping them from fleeing becomes much easier!

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Image Slasha feels...POWERFUL! Stronker zhan ever before!

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Image Consider zhis a display of POWER!

Image Hey, Slasha? You're scaring me.

Image ALL vill be scared by Slasha in time!

Image She'll probably calm down when she realises that she can't do that all the time.

Hitting maximum tension comes with a nice little animation, plus the character in question glows purple until it wears off. It's a shame that there's no Super Saiyan hair like in DQ8, though.

Anyway, with that battle done, everyone levelled up. Ron's first, getting all the same spells as Solitaire, plus Hot Lick and Spry in a Crisis, as well as...


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Image I'm a big fan of yours, Solitaire.

Image I don't know if I'm flattered or annoyed at the pun...

Flower Power's a group-wide Dazzle, while Reverse Cycle is a self-buff that reflects breath attacks back to their user. Obviously they can only be used by someone equipped with a fan.

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Slasha gets Metal Slash, which is a sword ability that does an extra point of damage to metal slimes. It's very helpful for the first couple of types, but not so much as they get more HP.

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And Steph gets Trip of a Deathtime, which is War Cry but worse. It's the same effect, but with more restrictions - it requires a staff, for one, and for another it doesn't work on flying foes. Most of those are obvious, but there are a couple of bosses that count as flying despite not actually being off the ground. It's weird.


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Image Hey, you. Ron, right? You haven't really been fighting these things, have you? Throwing petals at them isn't going to help.

Image I'm sorry! I'm just not really used to this yet.

Image Do not vorry! Not everyvon can be as stronk as Slasha!

Image It's not really anything like that...

Image It is MENTAL fortitude you are missing, yes? You are NEW! It is UNDERSTANDABLE! Do not vorry about zis.

Animations! Metal Slash isn't here because it's boring; it's just Dragon Slash but without the pillar of fire that comes off it.

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Anyway, we're done with this quest. And while we're at it...

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This one's done too using the exact same strategy. Just need to turn them in. But there's one more quest we can do with this party! Precious the slime will randomly show up after defeating any slime in this area while wearing the slood and gooey gear. It can take a while, unfortunately, so let's just skip ahead to when they show up.


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Image With sad eyes, it follows Solitaire from the battlefield.

Image Why'd I have to wear this again? Why'd Freddy make it, in fact? It just looks stupid.

Image Yeah, it's a bit silly, but it works! Anyway, you never asked anyone else.

Image Of course not. Nobody would say yes!

Image I would if it'd have helped!

Image I should've just asked, shouldn't I?

Image Probably!

Music: Cross the Fields, Cross the Mountains

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Image Look, look! It's Precious, it's Precious!

Image No way! Hello Precious! Who's a good boy? Come here, boy! Yaaaay!

Image You brought Precious back! Thank you, thank you, thank you!

Image Wow, this is great! I'm feeling like a hero already!

Image What, from just this? This is barely anything. Probably not even worth the time. Speaking of which, the reward for this rubbish. Let's get it.

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Image I know it's not much, but perhaps you'll accept this by way of thanks.

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This is our reward. It's okay, though by far the worst kind of seed in the long run. I'll probably never use it because I hoard these things too much. Now, what's next?

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Image Right, next team. Are you ready?

Image Huh? But me and Valeria don't have weapons. How're we meant to show our stuff like this?

Image And why do I have a wand now? That's Healie's thing!

Image Look. I didn't have any axes or hammers, alright? And as for the wand, the faeries told me to do it.

Image Um...what?

Image I swear it happened! I got that wand from them, okay? Just set some things on fire and we can be done.

Image Why didn't you say so? Let's go!

We're doing the mage quest now. It's very simple, since everything around here dies in one hit to Frizz! Let's get it over with and see what Axander and Valeria can do (excepting weapon abilities, of course, since we can't use them yet).

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Image Hopefully this is enough to keep everyone safe.

Valeria, unlike everyone else so far, only achieves level 15. That's because the unlockable vocations level at a slower rate than any of the basic ones. As for what this smorgasbord of new stuff does, here's a quick summary: Spell Checker is a magic resistance buff, Heart Breaker is damage and Inaction, Penny Pincher is damage and a small money drop, and Pincusion is the Defend command but anything that hits the relevant character takes recoil damage. She also learns Heal and Buff, but we've seen those before.

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Image These are great moves, but...they're missing something. They need to be flashier!

Axander, being a gladiator, is also level 15 now. This stuff's okay; Poplar Toppler's effective against plant monsters, Parallax does damage with a chance to paralyse, and Clap Trap is slightly more damage than a normal attack for minimal MP.

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By the way, animations. I think Clap Trap is one of my new favourites because of how ridiculous it looks.


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Image There is no escape! No hope! None!!!

Image Is he always like this?

Image Soon you will see the depths of your folly!

Image Just when he's setting things on fire. Don't worry about it.

Image I'm just a bit worried he'll be a danger to everyone else, that's all. He seems a bit...unhinged.

Image He's fine! Probably.

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Image Okay, you can stop now.

Image Aww, but I was having fun!

Now that we're done with this quest, we can move on to the only one we have left. And it's the worst one. Let's change to a new party to deal with this awful, awful quest.

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Image Okay, let's get this over with...

Image Ah, you are attempting ze qualifications to become an armamentalist, oui? I 'ope you 'ave ze potential, ozzerwise zis will 'ave been for nothing.

Image Solitaire! Please, tell me everything about Guardians and Celestrians and...and...everything! There are so many questions only you can answer!

Image ...No.

Before we head out to the Quarantomb, let's once again check out our new party members' spells and abilities.

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D'Art is first. At level 15, as well as this host of abilities, he got some spells: Dazzle, Sap, Snooze, Decelerate, Acceleratle and Fizzle. Either we've seen them before or we've seen the ailment they inflict. You can probably tell at this point that armamentalists aren't exactly offensive spellcasters. They're more about support.

Speaking of support, the abilities. Conjury Conductor requires a bow and lowers the magic defence of whatever it hits, while the Fource abilities imbue someone with an element. Fire is fire, obviously, and Frost is ice. Later ones will double up on elements! It increases the attack of whoever it's affecting, even more so if there's an elemental weakness involved, plus it can be used defensively since it increases resistance to the element too.

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And now, Hannah. She's also going to go into bowcraft, but she went a bit further into the skill and got Flutter Disaster, which will do more damage to bird monsters. And Soothe Sayer is...eh. It lowers tension and calms monsters down from being enraged, which can be okay but is pretty situational. I don't see it getting much use. ...Oh, right, and spells. Safe Passage, Squelch, Evac and Heal. With no bows yet and not very impressive animations, I don't think we'll be seeing any of this party's stuff any time soon.


Music: Dark Den of Thieves

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Image Right. We're hunting metal slimes. Everyone weaken them while Freddy sets things up, okay? Okay.

Image Hey, Solitaire, you're really bossy, right? Are the other Celestrians like that too?

Image I'm not bossy! What are you talking about?

Image Um...you kind of are.

Image Hmph. Well, I certainly don't trust any of you to get the job done.

Image I'm going to take that as a yes.

Music: Are You A Loser

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Image There! Metal slime!

Image Ah, you 'ave found one. If only ze armamentalists of old were 'ere, zey would 'ave completed zis exam tenfold!

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Image Okay, first half's done...

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Image Ugh! Of course it ran away! All that work, wasted.

If you're playing along, expect to see this a lot. I've already complained about why this is terrible, so let's just...skip seeing all the attempts. It's so random and tedious and frankly I'm glad I have save states becuase otherwise this rubbish could take hours.

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Image Yes!

Image Ah, you 'ave done it! Congratulations.

Image You could have helped a bit more, you know.

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Of course, because we're hunting metal slimes, getting levels is inevitable. Everyone but Freddy gets one, in fact.

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None of these are particularly interesting. We've seen Tingle, and Kasap is just group-targeted Sap.


Image Okay, what's next...?

Image I know, I know! Theo wanted to go back to Earnan, right?

Image Oh yeah, I remember now. I'll go pick him up, and you lot can go have a rest or something. I don't know.

Music: Cross the Fields, Cross the Mountains

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Image Say, Solitaire, I was wondering: why are we out here? I was under the impression that we were to see what progress was being made up at the castle.

Image I'm seeing what you can do in combat, obviously. This team's got no room for slackers.

Image A fair assessment. I assure you that I have plenty of power to spare. I also assure you that I will not betray anyone, despite any rumours to the contrary.

Image Hmm, how suspicious...

Music: Are You A Loser

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Lumin put a good chunk of her skill points into her Je Ne Sais Quoi skill and ended up with Autograph, an attack that costs money instead of MP (50G per hit, in fact) and does decidedly okay damage. Otherwise she got Heal, Woosh, and Hypnowhip and Lashings of Love from whips.

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Theo got...a lot of things. The spells not included here are Heal, Squelch, Evac and Bang, but as for the ones that are new, Zam and Zammle are both Dark-element attacks that hit one enemy. We saw Zam used by mushroom mages in the Tower of Trades, in fact. Meanwhile, Divine Intervention is a magic resistance debuff to a group.

As for skills, the two throws are boomerang abilities, so we can't use them yet, and Jack's Knack is an incredibly useful ability that lets us switch anyone's vocation anywhere we want. Except in battle, of course.


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Image Oh, you want a song, too? Alright then! La la laaaaaa...

Image Please, desist! I think the sound hurt it more than the papercut...

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Image Ah, the power of darkness prevails once more.

Image Are you suuuuuure you're not going to backstab us?

And here's what the new stuff looks like. Divine Intervention going haywire didn't change its effect, it just makes it always hit. Assuming the target isn't immune, of course.

Music: The Palace Oboe

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Image Ah, Earnan. Do you have any news for us?

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Image The crest next to Stornway's is from a kingdom called Brigadoom. This proves that Stornway and Brigadoom used to be close allies. The funny thing is, there's nothing about Brigadoom in any of the history books. It's as if all trace of it had been erased. I don't suppose you could have a look around the castle and see if you can find any books that do mention it, could you?

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Image A simple task! Consider it done.

Image What a relief! The thought of trawling through the castle on my own had worn me out before I even started! There are some rooms in the castle that have been locked up and forgotten about. Why don't you search those first? And search super hard. Even if you've looked somewhere before, have another look just to be sure. Don't let me down!

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Image Now, which rooms in the castle have been sealed off? I can think of three: down the well, the prisons and the treasure room. We cannot enter the first, and the second is very unlikely. As for the third, I doubt we will be allowed in.

Image Shows what you know! Luckily for you, I've got permission.

Image Ah! Then let us check posthaste.

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Image ...But close inspection reveals that the bottom has come loose. Solitaire carefully lifts the false bottom out of the treasure chest. Stuck to the bottom of it is a crumpled scrap of paper.

Image Well, it's something, but it's no book. What a waste of time.

Image No, I think this will be enough. Let us return.

If you'll remember, this particular chest opened in a cutscene instead of like any other. Presumably it couldn't act like any other chest as well as being interactable here.

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Image We have indeed! I hope it will prove useful.

Image Wh-What's this supposed to be? It's just a memo, scrawled out in terrible handwriting. And it's so crumpled you can hardly read a word! What are you thinking? I asked you to look for a history book!

Image I told you this wouldn't work. And did you listen? No. Idiot.

Image Hmm, I was sure this would be enough...

Image And while we're at it, could you bring me three more lots of magic water? I need to make my special secret potion. You probably want to know what this says too, right?

Image You have some of that, right? Hand it over, and that smudging will be gone just like...magic! I'll be here all week.

Image Please don't be.

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Image Now, if we just mix the magic water with a little of my secret formula once again... That's the ticket! And now if we sprinkle a little of the resulting mixture on this scrap of paper you've found... Now we can read it and see what it says. Let's see...

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Image "In a single night, our sister country of Brigadoom was reduced to nothing but uninhabitable ruins. The full horror of what occurred that night will never be known. All were slain. And then...they turned their sights on us. But a great storm blew up, and the enemy were unable to reach us. Stornway was safe. We were protected, protected by a powerful force. But...but... Only I...know the truth..."

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Image My scholarly senses tell me you've made a very important discovery here. It's not much, but I hope this will be enough to compensate you for your time. I can't thank you enough.

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Image So Brigadoom was destroyed by an invading army? But who...?

Image Does it really matter that much? It was probably that witch or something.

Image The one involved in the Wight Knight incident? Perhaps, although I don't see someone like that as the type to raise a huge army. We shall just have to wait and see.

Wow, three seeds of sorcery is pretty good! I don't believe we've seen them before; they boost Magical Might. Let's turn in the other quests now too, since they're all done.

Music: Assemble, People

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Image Yes... I feel the power of the Fource beginning to stir within you... Ah, to have devised such a perfect training task... Only an elite armamentalist such as I could have performed such a feat!

Image Are all armamentalists as full of themselves as this guy and D'Art, or is it just those two? I bet it's all of them.

Image So! Now you have seen it! Now you have felt it! Now you have opened the door in your mind to the fellowship!

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This is our only reward for this awfulness. We'll come back to Windy once we can actually complete his next quest, which is...a long way away. In one of the highest-level areas in the game. Despite being able to pick it up at level 15. Yep.

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Image Well, that deserves a little prize, so. Here, ye can wear these while ye're minstrellin' up a storm!

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Image There's still loads o' stuff I'd like to be teachin' ye, but ye need more experience as a minstrel under yer belt first. Aye, I'd say about level forty should do it. Come back when ye've made the mark.

Speaking of level 15 quests, this one gives a good indication of what they award: body armour exclusive to the relevant vocation. These two are pretty nice right now and are locked to male and female characters respectively. That means one each for Solitaire and Ron, just in case!

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Image Then you have shown you have the necessary composure to become a gladiator! Let me show you the light, child...

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Image Now you may change your vocation and become a gladiator. Other future quests may allow you to enter other vocations also.

Image It's a bit late for that, isn't it?

Image But never forget this, the most important lesson I have to teach you: the power of the gladiator is bestowed upon you that you may use it to help others. Use it well.

Only one more to go. To check in with the faeries again, we have to stay at the Alltrades inn. It's even free, just like last time!

Music: None

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Image Thank you so much.

Image Here, these are for you.

Image We don't need them any more.

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Mage-specific armour. They resist Fizzle and give a nice chunk of Magical Might, too!

Image You brought us lots of magic power.

Image But we still need more.

Image Without it, we can't get out.

Image But you can't do any more at the moment. Give us our wand back.

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Image Hey, you can't take that! I was hoard- I mean, using that!

Image Come back when you reach level forty.

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Image Great. That wand really is gone.

Image If it helps, I didn't really like it anyway...

Image It's the principle of the thing, okay?

Image Soooooooo...I have an idea. Let's go get some clothes! I hear that Stornway inn that opened a bit ago has guests who are just giving them away. I can put on a performance to persuade them. It'll be great!

Image Hmm...that does sound tempting...as long as they don't try to give me wigs again. That was just weird.

Image A performance, you say? Intriguing. However, I believe that this will not be necessary. Why not give them what they actually want? I'd wager that they would be pleased to see someone of their own vocation, and my ample abilities will make that simple. And we won't have to listen to that infernal singing...

Now that we're done with all these sidequests, we'll finish off by seeing the new inn guest gear we can get with our new vocational options.

Music: Pub Polka

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Jack's Knack does exactly the same thing Abbot Jack does - for now, at least. The only difference is the flavour text from the Voice of Vocation, but it's basically the same thing that Jack says. We're changing Solitaire to be an armamentalist to begin with to satisfy Prince Princeton, and going in the same order as last time from there.

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Image Nothing special, of course. Just the same old boots that I wear myself. But I hope they'll serve you well.

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Image In future time it would perhaps be interesting for us to fight, no? So we must to become more stronger before this day!

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Image I pray that the Almighty is continuing to shine a light on the paths we are all destined with following.

Image It appears you have already a full ensemble of clothes from me, Solitaire. Perhaps you consider becoming the priest?

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Image I got these from the King o' Burland no less. I'm sure a fellow warrior such as yerself will find 'em useful on yer travels.

Image I've already given ye ma most precious equipment, Solitaire. Here's hopin' it serves ye well in battle, ma friend.

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Image I dabble a bit with magic meself, y'know. It's nice to find a fellow magic lover!

Image I en't got no more presents for you, I'm afraid. You just make good use of the ones I already gave you, eh?

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Image That's the kind of clobber I used when I was trainin' up. You should be able to get a bit of use out of 'em.

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Image Those shoes once belonged to a great sorceress. Maybe I'll see you wearing them when you visit my homeland one day!

Image Well, I've given you all the things I came with. Think of me when you use them. I know I'll think of you!

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Image I'm sure we'll find we have a lot in common, being of the same vocation. I see use becoming great friends.

Just a quick note here: in his own game, Kiefer is the only playable character who can't have a vocation, because Alltrades Abbey opens up just after he leaves the party for good. Calling him an armamentalist is a bit of a stretch.

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Image Seeing a priest like you takes me straight back to Maella Abbey. Sorry, but I'm going to have to ask you leave me alone. (sic)

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Image Yeah, I was a bit of a tea leaf in days gone by, if truth be told. But it ain't right, right? And two rights make a wrong...don't they?

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Image You take these shoeses with you to the top, ay? You become the numero uno gladiatore in the world!

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Image Zey are ze same as my favourite pair, so do not worry, you will look stunning in zem!

Image Oh là là! I 'ave given to you all of ze clothes I 'ave. I 'ope you enjoy zem, ma chérie.


Image Enough! That's enough. No more vocation-switching. It's making my head spin.

Image I suppose I may have overdone things a bit. Not intentionally, of course!

Image Hey, that quick-change stuff would be a great backup act! What do you say?

Image No.

Image You're no fun!

Image I never claimed to be fun.

Image Pack it in, you two. I need some sleep...


Extra: The Collection

Flamenco shirt
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Style: 51 Nonchalant, 31 Vain, 35 Alluring, 36 Aloof, 25 Naive, 22 Chic
Can only be worn by male characters.

Dancer's dress
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Style: 49 Nonchalant, 33 Vain, 55 Alluring, 31 Aloof, 27 Naive, 34 Chic
Can only be worn by female characters.

Fizzle-retardant suit
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Style: 24 Nonchalant, 13 Vain, 28 Alluring, 18 Aloof, 12 Naive, 20 Chic
Gives 30% Fizzle resistance.
Can only be worn by male characters.

Fizzle-retardant blouse
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Style: 25 Nonchalant, 12 Vain, 38 Alluring, 20 Aloof, 15 Naive, 12 Chic
Gives 30% Fizzle resistance.
Can only be worn by female characters.

Blindin' bracers
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Style: 23 Nonchalant, 22 Vain, 22 Alluring, 26 Aloof, 32 Naive, 15 Chic

Alena's tights
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Style: 20 Nonchalant, 28 Vain, 29 Alluring, 23 Aloof, 18 Naive, 22 Chic

Templar's trousers
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Style: 19 Nonchalant, 28 Vain, 23 Alluring, 32 Aloof, 15 Naive, 23 Chic

Cannock boots
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Style: 19 Nonchalant, 25 Vain, 22 Alluring, 20 Aloof, 22 Naive, 21 Chic

Highland boots
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Style: 18 Nonchalant, 22 Vain, 21 Alluring, 19 Aloof, 17 Naive, 20 Chic

Kiryl's boots
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Style: 17 Nonchalant, 18 Vain, 23 Alluring, 22 Aloof, 19 Naive, 19 Chic

Bianca's boots
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Style: 22 Nonchalant, 18 Vain, 31 Alluring, 20 Aloof, 19 Naive, 15 Chic

Carver's shoes
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Style: 18 Nonchalant, 21 Vain, 19 Alluring, 17 Aloof, 24 Naive, 12 Chic

Ashlynn's shoes
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Style: 25 Nonchalant, 20 Vain, 28 Alluring, 20 Aloof, 18 Naive, 15 Chic

Kiefer's shoes
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Style: 18 Nonchalant, 22 Vain, 24 Alluring, 21 Aloof, 20 Naive, 21 Chic

Casanova clogs
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Style: 22 Nonchalant, 33 Vain, 27 Alluring, 20 Aloof, 24 Naive, 18 Chic

Chic chaussures
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Style: 30 Nonchalant, 27 Vain, 38 Alluring, 24 Aloof, 18 Naive, 20 Chic

Seed of sorcery
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Crumpled note
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User avatar
Part 28: Naff All in Llaffan

Music: Pub Polka

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Image Right, let's go. We're looking for more fyggs.

Image Yeah, let's go! I don't really understand, but we'll get to fight monsters, yeah? I need to perfect my skills.

Image Oh, Axander... You need to listen more. All this got explained yesterday. Although, to be honest, it's a little hard to believe.

Image Well, whatever you think, it's true.

Image Yeah, it is! I've seen her talk to ghoosts and everything.

Image Impressed? You should be.

Image I think I'll reserve judgement on that.

Image C'mon, I'm tired of waiting!

Today, we're heading to Porth Llaffan with Healie, Axander and Valeria. Solitaire will be a warrior for this outing, because that's what was voted for, but she's level 1. Let's fix that, shall we?

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Image Ha! I knew I'd be a natural at this.

We're putting all the skill points from this - all 26 of them - into shields, partly because nobody else is doing that and partly because it's the skill shared by the most vocations. I thought it might help in future!

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And with these, we get the accolades Shield Wielder, Beater Blocker, Body Guard and Public Defender. Nice! That qualifies us for another accolade from Stella, but I kind of forgot to open the Battle Records menu for a while so it'll be some time before we see it.

Oh, right, the effects of these new abilities. They're both variations on the Defend command; Blockenspiel is an attack while defending, and Defending Champion is a much more effective version of said command. They're okay but I don't see myself using them much.


Music: Cross the Fields, Cross the Mountains

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Image We're going south to that fishing town or whatever it was. Let's get going.

Image You remembered where we're gooing this time, Solitaire! I'm proud of you.

Image This time...? I feel like I should be worried.

Image Forget you heard that! I know exactly what I'm doing.

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Anyway, here's Porth Llaffan. No point in beating about the bush any more; let's just go in.

Music: Evening in the Village

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Image Oh, this place is lovely. The sound of the waves on the beach is so relaxing...

Image It almost makes me want to fall aslurp right here.

Image Hey! No sleeping on the job!

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Image If you head down to the beach after sunrise, you'll be in for a treat. Do make shooer you take a look, won't you?

Image In the morning, eh? But I can't waste any time! I'm not going to sleep until I find information on that fygg!

Image Can't any of us-

Image No! you're going to help.

Turns out that we probably shouldn't have come in at night, since we can't progress the plot like this. Oops. Oh well, this provides a perfect opportunity to talk to some people around town and learn the lay of the land.

Also, if you hadn't already guessed from doubling up the letter l and the phonetic spelling, this is the town where everyone is Welsh. Brace for silly accents.


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Image The village is sick. Oh, woe...

Image Huh? Sick?

Image Hey, snap out of it! You're staring at nothing.

Image That was a ghost, actually. Not that you can see her.

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Image And then after that huge earthquake, even the fishin' went west. We all thought we'd pretty much had it by here. One poor young girl called Jona even lost her father in the storm when the earthquake hit, pooer dab. But just as she stood weepin' for her loss on the seashore, Lleviathan showed up and has given the village fish every day since!

Image Hmph! Yeah, I'm sure this place is sick...of eating fish every day. That ghost was full of it.

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Image Well, youer out of luck, I'm afraid. No one's sailin' any boats just now. No point riskin' our lives to fetch in the fish now Lleviathan does it for us, like.

Image I don't really get it, but that means we can't leave, right? And that's bad.

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Inside the item shop are some sailor who reiterates what the thug on the boat was saying and...er...a person who sells items. Let's see what we can get.

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Nothing new, but we can buy magic water now! It's pretty expensive for a consumable, but if you don't feel like stealing or savescumming blue chests this is your best bet. This also seems to be the first place we can buy angel bells, but they're not really used to alchemise anything and not much will be confusing us in the foreseeable future.


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Image Oh, I have great ideas all the time. Let me tell you about some of them...

Image Um. I don't think we should goo over those right now. Last time it took all night, and none of them were even that slimepressive...

Image So that's a no, then? Gotcha.

Image Hey!

Image You haven't? Youer jokin' aren't you? Youer missin' out. Here, let me teach you how to channel the powers of inspiration. right, just be quiet and think as hard as you can, and eventually, the light of inspiration will switch on like a...er, light. You saw it, didn't you? The light, I mean. Tidy.

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Image What? How? Why?

Image Oh, I get it! A light went on above her head.

Image If I had to guess, it's some sort of magical glow caused by inspiration particles, or something.

Image This is ridiculous.

Image There's lovely. that light above youer head means youer having a cracking new idea of some sort. Here's hopin' you have many mooer such inspirations to come!

I won't say no to another party trick! It's one more to add to our collection, and I do love collecting these things even if they're useless. In a break from tradition, you actually have to say no to this guy to get it, because he won't teach you how to get inspiration if you already have it. Makes sense. It's also the same between male and female characters, unlike the last couple we got.

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Image I fancy you'll be my last customer ever! Right, well... Let's get down to business...

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Image Yes! An axe! How I've missed you...

Image Why didn't you have one of those already? Seems a bit stupid to me.

Image Someone spent all night carousing and used up all our money. We had to sell our weapons to keep afloat.

Image Look, I already said I was sorry!

Speaking of the equipment shop, they've got some great new stuff here. First off, all the new weapon types from the unlockable vocations are here, in case you wanted to use one of those. The iron axe is especially nice because it can be upgraded to steel immediately. Speaking of upgrading to steel, the iron shield and helmet are at this shop as well and the shield especially is still very much worth getting.

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The feathered cap and silver tiara are our designated magic headgear for the time being, with the tiara having higher Magical Might and no Magical Mending. It's female-only, though, for some reason. Iron armour isn't new, tortoise shell is new and is a decent defensive upgrade for anyone who can't use full plate armour, cloak of evasion isn't great defensively but has a 3% evasion bonus, and dancer's costume has the same Defence as the cloak of evasion, is female-only, and has no extra stats, making it pretty rubbish. At least it has decent Style stats.

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And, finally, rubber gloves are the next step up in Deftness handwear that boost lightning resistance as a bonus (which won't be very useful in the near future), boomer briefs and pop socks are questionable-looking legwear that are male- and female-only respectively (boomer briefs put the "t" in testosterone, apparently, and give magic stats too!) and wellington boots are footwear that also boosts lightning resistance. A decent haul, all told.

We get an iron axe and sledgehammer for Axander and Valeria, plus two suits of iron armour. The axe and armours are immediately upgraded into their steel equivalents and equipped on everyone who needs them. Healie doesn't get access to the armour so he's staying in his gooey gear, as nature intended.


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Image What would a warden do here, anyway?

Image Ward. Obviously.

Image Oh, I see.

The chest over there is locked, but there's some good news! We're almost at the item that unlocks them. As for the bookcase...

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Image "Many items can be alchemised from hairbands and bandanas, so stock up on some in Stornway if you can."

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Sweet, sweet recipes! Trailblazing bandanas are what Solitaire's got on right now, and they need a regular old bandana and a bow tie, which themselves can be made from a grubby bandage and butterfly wings. They're probably not worth the effort until we can easily combine them with agility rings to get Mercury's bandanas, which grant a hefty Agility boost if you're into that sort of thing. Bunny ears we've already made and have equipped on Valeria.

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Golden tiaras are actually really good Magical Might headgear at this point, and can be made by combining a silver tiara with a gold ring and a gold bracer. A shame we don't have anyone who can get any value out of them in this party. Feather headbands are cool and good and minstrel-only and we already have one from Coffinwell so why bother? Also they need two flurry feathers (and a headband, but that's easy) which we don't have a source of right now. And finally gold circlets require a circlet and the same gold items that the tiara needed, but we can't get circlets right now so whatever. They're pretty good general magic headgear when we can buy those, though.


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Image "Every tortoise-based recipe begins and ends with a tortoiseshell. For some reason, crabids seem to drop them." For some reason? Hmph. Obviously they couldn't be bothered to do their research properly.

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Yes, there are even more new recipes. Tortoiseshell fans have good Attack, deal Earth damage (which is rare) when using regular attacks and certain abilities and can be made with a war fan, two tortoiseshells and a bolt of evencloth, all of which are easily obtained. They can even be upgraded into Black Tortoise fans, which we've already seen the recipe for, and which are even stronger! In contrast, aces of clubs are merely slightly better than the sledgehammer we just bought while being quite a bit harder to make. We'd need three belle caps and an oaken club, which right now is only obtained as a 1/64 rare drop from hammerhoods. No thanks. And as for shell shields, we already made one. They're not cutting edge any more.

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We just saw tortiose shells (the body armour) in the shop, but we can make them, too! They take an iron cuirass, a tortoiseshell (the alchemy item) and a mass of emerald moss. That extra space in the name makes all the difference. Tortoiseshell armour is a direct upgrade to tortoise shells, and takes two tortoiseshells and two masses of emerald moss on top of its predecessor. Unfortunately right now we have no way to get emerald moss, but the upcoming dungeon has something that drops it at a 1/16 rate, so...maybe consider these as an option?


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Image If you want to talk with him, you'll have to come back in the mornin'.

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Image I suppose that's another reason to come back tomorrow. I'm getting really tired, anyway, so shall we get to that inn? I'm pretty sure I saw it back there.

Image Ugh, fine. Looks like nobody's around at this hour anyway.

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Image Four beds, please!

The inn here's 5G per person, if you were curious. You probably weren't.

Music: The Sun Gathering Village

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Image Yaaaaaaaawn... Oh, that was a lovely sleep. And what a lovely day too! The sun is so warm here.

Image No time for that! Less taking in the scenery, more looking at that crowd over there.

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Image Hey, you! What's going on here?

Image ...What's goin' on, you say? Well, Jona Jones over by there is about to start prayin' so that... Well, you just watch, bach.

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Image And Jona, the pooer dab... Well, she just lost her father, didn't she? She's doin' a smashin' job consid'rin'.

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Image But it's come good now. Happy as Larry, we are.

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Image No! We're here on very important business.

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Image What are you playin' at? Stay outta Jona's way. Youell be in trouble beyond if you aggravate the Great One.

Image Maybe we should goo away for now and just watch. You can ask about the fyggs later!

Image It's always leaving it for later, isn't it? I guess I have no choice...

Unfortunately nobody seems to have much to say around here, so our only real choice is to leave. But upon trying to do so...

Music: None

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Image O mighty Lleviathan! Rise up from the depths and bless us all with Youer presence! Lend us Youer power, and shower the gifts of the oceans upon we, the humble folk of Porth Llaffan.

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Image Earthquaaaake!

Image Thank you, Axander, I never would have noticed!

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Image Stella! Now is not the time!

Image Look! Over by there! It's Lleviathan!

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Image Aaaaaagh!

Image I'm meeeeeeelting! ...Wait, no, that doesn't happen any more...

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Image So what was that gimongous great big thing anyway? And what's it doing being bossed about by a little girl?

Music: The Sun Gathering Village

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Image Whoa... That was some entrance... And some exit... Maybe I can use this.

Image Unless you want your audience to feel cold and wet afterwards I don't think that's a good idea.

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Image He comes by here whenever Jona Jones prays to Him. And we all get buckets of fish, just like that! So the days when we risked our lives out there on the ocean for the catch are behind us now...for good!

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Image But I can't for the life of me figure out why Lleviathan pays any attention to Jona. Only a little dwt she is, after all.

No, that's not a typo, dwt is a Welsh dialect word. Apparently it means a small person and is a term of endearment. The more you know!

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Image It's the tiny little place to the east of the dock. I'm shooer youell find it. There's somethin' I'd like to ask you...

Image Solitaire! We have to help!

Image We don't even know what she wants. It probably isn't worth the trouble!

Image We don't have any leads on those fygg things you're looking for, they cause trouble everywhere they go from what you've said, and this girl's the only one who seems to want our help here. What do you think we should do instead?

Image Oh, those are some goo points, actually! I just like helping people.

Image Alright, fine, I'll help. Why do this kind of thing keep happening to me...?

Yes, we have an event that will only happen during the day followed by an event that will only happen at night. Spoilers: this will be followed later by an event that will only happen in the day again. Porth Llaffan really wants you to go to sleep.

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Image Jona's father Dylan was out fishin' when it hit, you know. Got swallowed up by the sea just like that, boat and all! Well, there was only her and her dad in the house wasn't there? So the pooer dab's livin' all on her own now. Lleviathan must be feelin' sorry for her, I s'pose. That's why He's turned up all of a sudden, like.

Image That earthgooake again...

Image I'm starting to get the feeling that it hit the whole world. Is that even possible...?

Image Yeah! It just needs to be big enough.

Image Axander, that's... You know what, there's no point in explaining.

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Image It was after that that Lleviathan started turnin' up at the beach.

Image FYGG.

Image Great! We know where it is now! I'm pretty great at holding my breath, so I bet I can dive down to fetch it.

Image Knowing my luck that oversized fish probably ate it already...

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Now that we're done talking to people, we should probably get around to advancing the story. We could go outside and fight stuff to pass the time until night, but...nah. We don't need the experience and inn costs are trivial.

Music: Evening in the Village

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Image ...Yes. I talked to you yesterday. Can ghosts go senile?

Image You've noticed it, haven't you? How the whole village is sick. That thing they're summoning isn't Lleviathan at all. That pooer Jona is bein' used by somethin'. Bein' controlled, she is. Look out for her, won't you? Youer the only person I can ask. And somethin' bad's brewin', I'm shooer...

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Image This is the right way to Jona's house, yes? I trust Solitaire's sense of direction about as far as I could throw her.

Image And I bet you could throw her pretty far! Easily from the inn to here.

Image You're not helping this metaphor.

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Image Oh, hello, traveller. I'm ever so glad to see you. I've been waitin' for someone who's not from by here to happen along, see. It's just that...

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Image We also talked yesterday. What is it with people here and forgetting I'm here? I'm very memorable!

Image For all the wrong reasons...

Image Anyhow... Mayor Bryce wants a word with you, Jona. You'd best come along now.

Image Oh! Yes, of course...

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Image We're following her, aren't we?

Image Yes.

Image Yep!

Image Oh, is that what we're doing? You're the boss.

Image Why do I even bother...?

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Thankfully we already know where the Mayor's house is since we've already been there. How convenient!

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Image And that's why...I've decided I'll afto adopt you.

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Image There's... There's fantastic, Dad! You don't want to be all alone, after all, do you, Jona?

Image You and young Bryson here get on alright, like. And I've always thought of you as one of my own, anyway. You've put on a brave face for long enough, bach. It's time you let go now.

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Image Thank you... Thank you, Mayor. I'll... I'll be shooer to give it some thought. But, erm...bein' as I'm by here, there's somethin' I was hopin' to talk to you about too.

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Image But-! Jona...

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Image Don't be spoutin' nonsense like that all bald-headed, Jona! No one in the village wants to hear it. Brazen, it is! And anyway, what else have you got to offer Porth Llaffan, eh? Is there some other way you can help out by here?

Image Well, er...

Image Never mind. I think that's enough said for one day. You must be tired. Take youerself home and have a rest, alright?

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Image Yes. Yes, it is. I've been here for your whole conversation, and you didn't notice?

Image I suppose you overheard all that, did you? Well, never mind. Youell come back to my place so we can have a little chat, will you?

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Image But no one wants to hear it. And Mayor Bryce...well, you heard what he thinks about it all. That's why I was hopin' to ask an outsider like you for youer opinion. You know, someone impartial, like.

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Image I dunno, it seems like a good deal. Free food every day without having to do anything for it? I'm in!

Image Lleviathan seems fine with getting all those fish to the village, but...I wonder...

Image Hey, you said it probably ate that fruit, yeah? So we just need to fight it!

Image ...You have a point. And if we beat it up, it can't get fish for the village any more. That's Jona's problem solved! Everyone wins, especially me.

Image That is...certainly a line of logic. I don't have the energy to argue with it right now...

Image Well it's a relief to hear someone else say it at last, I can tell you. I knew it couldn't be just me who thought so. Right, I've got my gummel up now. I'm goin' to give it to Mayor Bryce straight this time. I'm not callin' Lleviathan any more.

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Image And I don't suppose you've got a place to stay, have you? Right, well, youell afto spend the night by here, then.

Image But we can goo to the inn! It's no trouble.

Image Just...accept it. Let's not make a fuss.

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Image Finally. Everyone else is asleep. I can get some rest...

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Image Oh, for the Almighty's sake. I'm just going to ignore you, you know.

Image Why did you have to go shouting your mouth off, hm? What if they kick the poor girl out of the village? I'll admit that Llevia-whatsit seems like trouble. He certainly needs to learn a thing or two about not splashing people... But what can we do about it? Are you going to poke your sticky nose in village affairs? Well careful, because it might get burnt!

Image It'll be fine! They'll just go back to how things were before Lleviathan showed up. Anyway, I don't care! ...Even if I know I probably should. This morality stuff is too hard...

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Music: The Sun Gathering Village

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Image Yaaaaaaaawn...

Image Oh, you're up. Bad news: Jona's disappeared.

Image When I got up for my early morning exercises, she was gone!

Image That's just great. I guess we're going to have to find her.

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Image Well, actually...

Image ...Eh? She's not in her house, you say? Then where the deuce is she?

Image Do you think she's goone to the mayor's house?

Image That makes sense. She did want to tell him her decision.

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Image You get to it from round the back of his house, they say. Mingy, he is, not sharin' it with the rest of us.

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Image You should have seen Dad's face! Fierce beyond, it was! Then he took her off to Cuddiedig Cliff.

Image At least we know for sure where she went now.

Image I've got a terrible feelin' about all this. I think you should go after Dad and Jona.

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Image Alright. Let's get this over with.


Extra: The Collection

Tortoiseshell fan
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Style: 25 Nonchalant, 25 Vain, 25 Alluring, 30 Aloof, 45 Naive, 25 Chic
Deals Earth damage.

Black Tortoise fan
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Style: 30 Nonchalant, 30 Vain, 30 Alluring, 40 Aloof, 53 Naive, 30 Chic
Deals Earth damage.

Iron axe
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Style: 4 Nonchalant, 6 Vain, 0 Alluring, 2 Aloof, 5 Naive, 1 Chic

Steel axe
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Style: 8 Nonchalant, 10 Vain, 3 Alluring, 5 Aloof, 10 Naive, 5 Chic

Sledgehammer
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Style: 13 Nonchalant, 2 Vain, 0 Alluring, 4 Aloof, 20 Naive, 3 Chic

Boomerang
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Style: 4 Nonchalant, 0 Vain, 4 Alluring, 0 Aloof, 2 Naive, -5 Chic

Short bow
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Style: 4 Nonchalant, 12 Vain, 3 Alluring, 14 Aloof, 12 Naive, 5 Chic
Last edited by EMN on Tue Aug 11, 2020 12:34 am, edited 1 time in total.

User avatar
Part 29: The Whorlleater (Hard)

Music: Cross the Fields, Cross the Mountains

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Image Hey, guys, the map says there's just beach ahead.

Image Hold on a minute. You have a map?

Image ...You don't have a map? I thought it was an essential for a journey like this. I can't read it, obviously, but Axander and D'Art can, and it's come in handy.

Image Hmph. Imagine needing a map to find your way around.

Image But you're not gooreat at that anyway...

It's a pretty short walk to our destination, but since we picked up Axander and Valeria's weapons, we might as well see what the abilities tied to them look like.

Music: Are You A Loser

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Image I thought I could make that one look like a skull! What d'you say?

Image Are we the baddies...?

Image Good point. I'll scrap it.

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Image Axander and D'Art thought spinning in the middle of an attack might improve it, but I don't think the impact is that much bigger.

Image The power's not the point! You've got to show off sometimes too.

Image Of course that's the reason. Oh well, I'm used to it now.

We've already gone over just what these abilities do, but it's probably worth saying that Penny Pincher really doesn't give enough money to make it worth it most of the time. It's only 10% of what would normally drop, rounded down, and it even caps at 100G! Not that we'll be encountering anything that would drop enough to make it cap outside of bosses until postgame.

Also, from the battles used to show these off, both Axander and Valeria hit level 16. No skill points this level, though.

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The only other notable thing on the way to our destination is this little side path containing a gathering point for crimson coral (and occasionally mudrakers, since they can spawn here). There's not much we can make with this yet but there are some pretty great items coming up that use it. Unfortunately you tend to need a lot - four for the only item we can currently make (red tights, they're very good and last a long time) and two or three for everything else - and we only got one from this spawn point. Bah. What's worse is the highest drop rate for them, ever, is 1/32.


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Music: Dark Den of Thieves

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Image This has got to be the Mayor's beach! Why are monsters gooing around like they own the place?

Image Obviously nobody's been here in a while.

Image Probably. There hasn't been much fishing in town since the earthquake, so why would this fishing spot be any different?

Welcome to the Porth Llaffan dungeon, Tywll Cave! Though it's not really much of a cave yet. And, of course, since this is a new dungeon, there are going to be new monsters around.

Music: Are You A Loser

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Image ...An octopus with spikes?

Image It's an original defence mechanism, I'll give it that.
#058 Knocktopus wrote: Image

Code: Select all

Aquatic Family
HP: 75         MP: 8
Attack: 68     Defence: 60   Agility: 51
Exp: 162       Gold: 64
Elemental resistances
Image: 125 Image: 075 Image: 100 Image: 100
Image: 100 Image: 125 Image: 125

Status resistances
Image: 050 Image: 075 Image: 075 Image: 100
Image: 075 Image: 000 Image: 075 Image: 075
Image: 060 Image: 100
Image: 075 Image: 075 Image: 075 Image: 075

Common Drop: Magic beast horn (1/16)
Rare Drop: Crimson coral (1/32)

Death spells work well on these awkward octopuses, which shower their enemies with skyborne spikes.

They're very humane at heart, and have made it their mission to tear up any trawler nets they find and free the fish within.
Knocktopuses (knocktopi?) are the first of our new foes, and they're mildly concerning. Mudrakers are also here, but we know what they do already: Kabuff.

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Image Excuse me? The spikes explode?

Image As I said, it's an original defence mechanism. I'm not sure I like being on the receiving end.

These guys have in-built heat-seeking missile spikes. For some reason. It can't be mitigated by Defence, so that's fun. At least it's uncommon for it to happen.

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Meanwhile they can also inflict Dazzle with a seemingly high chance, and they do it fairly often. I hope you enjoy missing. Oh, and they can flee if they're hopelessly outmatched, which actually has something interesting attached to it which I didn't know until recently! If someone in the party is strong enough to scare off a monster, your flee rate gets set to 100%. How convenient.

To round things out, knocktopuses drop some nice stuff. Magic beast horns are new, and good, and it might be a good idea to pick up one or two if you have Half-Inch. They're used to make pointy hats, which Axander is wearing, which as you may remember are needed to make sloods, which are needed for a quest. Alternatively just buy them in the next town. Horns are also used at the moment to upgrade snakeskin whips, which will put them a bit above the current power curve. And of course there's crimson coral. Yes, this is the highest drop rate. It's stupid.


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Image Is it a bird?

Image Is it a snake?

Image No, it's a chimaera.
#059 Chimaera wrote: Image

Code: Select all

Bird Family
HP: 75         MP: 9
Attack: 70     Defence: 72   Agility: 86
Exp: 180       Gold: 89
Elemental resistances
Image: 075 Image: 125 Image: 100 Image: 100
Image: 100 Image: 100 Image: 125

Status resistances
Image: 100 Image: 050 Image: 100 Image: 100
Image: 050 Image: 000 Image: 075 Image: 075
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Image: 075 Image: 075 Image: 075 Image: 075

Common Drop: Chimaera wing (1/8)
Rare Drop: Flurry feather (1/32)

Beastly, burning-breathed birds who are almost impervious to fire, but are taken aback by ice attacks.

Their wings are a valued commodity, and shopkeepers are regularly singed to a cinder in search of fresh stock.
I had no idea taking 25% less damage from something meant you were almost impervious to it. Chimaeras are one of the more iconic monsters from the series, and in this game they're very simple. They either attack...

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...or use Fire Breath. And that's it. They can't even run away. They've got a roughly equal chance of attacking and using Fire Breath, too, so if you get a lot in an encounter they can do a lot of group damage quickly. It can be a bit of a pain. Oh, and they drop flurry feathers, wihc are pretty good, but with that drop rate they're hard to recommend right now.


Music: Dark Den of Thieves

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There isn't much of note in terms of treasure out here, but hey, another seed is nice. Hopefully we'll get around to using them now that the whole team is here.

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Anyway, on to the cave's interior. Encounters change in here compared to outside because of course they do. Gone are chimaeras, and in their place is a single new monster species. Those weird bird-snake hybrids didn't last very long, did they?


Music: Are You A Loser

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Image That looks like a slime...but is it...? I feel so conflicted...
#061 Man o' war wrote: Image

Code: Select all

Aquatic Family
HP: 70         MP: 10
Attack: 72     Defence: 68   Agility: 80
Exp: 200       Gold: 72
Elemental resistances
Image: 125 Image: 100 Image: 100 Image: 075
Image: 100 Image: 125 Image: 100

Status resistances
Image: 100 Image: 100 Image: 075 Image: 100
Image: 100 Image: 000 Image: 000 Image: 100
Image: 060 Image: 100
Image: 100 Image: 100 Image: 100 Image: 100

Common Drop: Moonwort bulb (1/16)
Rare Drop: Softwort (1/32)

Slippery squid with tentacles that leave foes transfixed, they travel together to try and send seafarers to Davy Jones' locker.

They get annoyed if anyone interferes when they're staring serenely out to sea with their tentacles trailing in the breeze.
Men o' war are odd in that they're healslime palette swaps but aren't actually slimes. Nor are they healers. Or squid, no matter what that description might say. They're easy to lock down with ailments due to their terrible resistances, but if ignored they've got an ailment of their own: paralysis, that they inflict with their attacks on occasion.

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They'll also call for help rarely, or scarper if things look like they'll get hairy.

Oh, and crabids came back too after a stint away. Their stats, which used to be high for us, are comparable to everything else here so they come in groups rather than the solo affairs back near Coffinwell. They do the exact same things they used to do.


Music: Dark Den of Thieves

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Image I'm surprised these haven't rusted with all this moisture.

Back to the adventure, there are some free iron kneecaps in this second room. They're going on Healie because he's lagging behind the others a bit defensively.

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There's a room up north that's a dead end, but it does have a couple of freebies that are well worth our time.

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The gloves especially are Deftness-granting gear that are actually two tiers above what we could buy back in town. They're really good, and go on Axander in hopes of more crits. This room also has encounters that are a bit more dangerous than what were in the last room, but we'll save those for when they show up on the critical path.


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Image We're outside again? This isn't much of a cave.

Image I suppooze we're going up the cliff. Do you think Jona's at the top?

Image Almost certainly.

Hey, it's the first room again! There are two entrances back into the cave proper, so let's start with the closer one.

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Image Worthless.

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Image Oh, Almighty, what is that thing!?

Music: Are You A Loser

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Image It's a...frog? Toad? Doesn't matter, I'll beat it, and look good doing it!
#062 Mortoad wrote: Image

Code: Select all

Aquatic Family
HP: 140        MP: 10
Attack: 80     Defence: 70   Agility: 48
Exp: 290       Gold: 90
Elemental resistances
Image: 075 Image: 125 Image: 100 Image: 100
Image: 100 Image: 125 Image: 125

Status resistances
Image: 075 Image: 075 Image: 050 Image: 100
Image: 100 Image: 000 Image: 050 Image: 075
Image: 060 Image: 100
Image: 075 Image: 075 Image: 100 Image: 100

Common Drop: Toad oil (1/8)
Rare Drop: Manky mud (1/32)

Hopping powder kegs with a whole heap of heavy artillery. Keep a particular eye out for the sickening Snot Shot.

Their mountain-shaped mouths are meant to be marvellous omens, and are treasured by travellers as goodwill gifts.
Ah yes, mortoads. They and salamaruaders replace mudrakers and knocktopuses (as far as I can tell) for the second half of Tywll Cave. I think they're fitting replacements.

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Image Agh, I'm all sticky now! I can't show off like this.

Like knoctopuses, they're strangely weapon-like, firing this Agility-lowering stuff from shoulder-mounted cannons. It hits the whole party. They're big and bulky, too (just look at that HP, it's around double what everything else here has) so they get to use it a lot.

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Image This has to be a bad dream. It has to be. That's the only explanation.

And this...is presented without comment. On top of this they can assess the situation to waste a turn, and are enraged 3/4 of the time if they're critically hit. They're also noteable because they drop toad oil at a very good rate, which is used in a few very important alchemy recipes. If Reona was around to Half-Inch the stuff I'd be having a field day.
#060 Salamarauder wrote: Image

Code: Select all

Aquatic Family
HP: 80         MP: 8
Attack: 75     Defence: 67   Agility: 70
Exp: 171       Gold: 74
Elemental resistances
Image: 125 Image: 100 Image: 100 Image: 100
Image: 100 Image: 125 Image: 125

Status resistances
Image: 050 Image: 050 Image: 075 Image: 100
Image: 075 Image: 000 Image: 050 Image: 075
Image: 060 Image: 075
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Common Drop: Emerald moss (1/16)
Rare Drop: Iron shield (1/64)

These piratical pests freeze foes with their breath, and evade attacks while summoning support.

They're wooper troopers who set sail on a new career after a medalsome king told them that now is the new dawn of piracy.
Salamarauders are really just improved wooper troopers. As well as the dodge-and-counter stance they'll sometimes go into, they can call for more of themselves (yes, that makes three monsters in this dungeon that can do that) and do something that only they can do. For some reason.

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Cool Breath is something that's unique to them and it's kind of baffling because it's usually a pretty common ability. It's basically just Fire Breath but with ice damage. They may well stick around long enough to abuse the party-wide damage from it if you get unlucky, too, because of their defensive ability, their summons, and the fact that they have a 4% passive block rate.

Salamarauders are also a nice source of emerald moss. A couple of neat things can be made with this, but we've already seen all the recipes that use all the relevant ones.


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Image If this is a dream, I hope I can keep feeling this strong afterwards. It'd be a waste of my talents otherwise.

Solitaire got a level from fighting this lot, too. She didn't get anything meaningful from it besides working on her shield skill a bit.

Music: Dark Den of Thieves

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Anyway, back to the cave. From here on things can get a little bit confusing, even with the always-present map on the top screen. There are a lot of small platforms you have to go across which are kind of all over the place, and plenty of dead ends. It's a bit of a pain to navigate. First off, we leave this bit of the cave...

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Image More of these medal things. Is there no end to them?

Image Oh! Did I ever tell you about the mini medal king back where I come from? He took them in exchange for all kinds of goods. Maybe we should goo visit him!

Image Where you're from sounds weird.

...Then we go back in via the other entrance and go up the stairs and around the back of the room for some treasure. We'll be coming up on a use for these things very soon.

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There are a few treasures in the more maze-like section of the room, but they're mostly unremarkable. One of these pots has a chance to drop a mini medal, which is nice, and which it did.

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This last room takes us back outside, and it's a straight shot to the end of the dungeon (with a couple of detours for treasure, naturally). The encounters here have changed once again, this time including chimaeras, knocktopuses and salamarauders.


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Image Jeans? No thanks. I'm not really a fan of grunge.

Image What about gunge?

Image Not that either.

Image I'm still getting flashbacks to those toads...

Blue jeans are a pretty nice find that have the same Defence value as steel kneecaps, somehow. They're going on Axander because he's still in cotton trousers.

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Music: Painful Feelings

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Image This place looks important.

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Image The mayor obviously seems to think so too.

Image Hey, I think I see him up ahead! Let's give him a piece of our minds.

Before we go any further, I think it's pretty obvious that we've got a boss fight coming up, so let's take a look at our party's status.

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Not really much to remark on, here, other than that I should really invest in shoes at some point, but hey, it's nice to see how everyone's coming along.


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Video: Boss #6 - Lleviathan

Music: None

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Image ............

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Image Well, I wanted you to know that if you give youer Uncle Bryce the word, I'll see that the summonin' stops tomorrow. I'll just tell everyone in the village that you've lost the power to call Lleviathan. Simple, see?

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Image And then you can pop down by here with me once in a while, and we can have a little summon in secret. There's all kinds of coral and pearls and such at the bottom of the ocean, see. And all that treasure in them sunken ships too. You could be askin' Lleviathan to bring the likes of that up for you now, couldn't you? Instead of borin' old fish, eh?

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Image Just think how much happier we'd all be. All rich and contented, like.

Image Rich...? Contented...?

Image That's right, bach. And all you have to do is accept that youer father isn't comin' home and let me adopt you, see. Simple. I'll be youer new father, love. There's tidy, eh?

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Image Earthquaaaaaake! Again!

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Image Come on, Jona, start prayin'. Ask Lleviathan to go and bring us some treasure by here!

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Image Did...did that whale just eat Jona?

Image Wait, it did what? That's horrible! We've got to get her out of there.

Image You think I don't know that?

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Music: Painful Feelings

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Image Does it really matter? We need to get Jona out of Lleviathan's stomach right now.

Image The fygg too. That's very important.

Image Ahem! Anyway, seein' as youer by here now, girl, you'd better start helpin'!

As usual, talking to the boss is what starts the fight, so let's get right to it!

Music: Swirling Desire

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Image Okay, guys, I've got a plan. I'll grab this oversized fish by the tail and chuck it into the water! You can distract it.

Image Axander, whales are mammals. Also, they can swim.

Image Your plan is stupid.

Image But it is flashy!
#262 Lleviathan wrote: Image

Code: Select all

Aquatic Family
HP: 1256       MP: 32
Attack: 110    Defence: 90   Agility: 36
Exp: 4134      Gold: 960
Elemental resistances
Image: 100 Image: 100 Image: 100 Image: 125
Image: 100 Image: 100 Image: 100

Status resistances
Image: 000 Image: 000 Image: 000 Image: 100
Image: 000 Image: 000 Image: 000 Image: 000
Image: 100 Image: 000
Image: 000 Image: 050 Image: 050 Image: 075

Guaranteed Drop: Emerald moss

There's spoilers in them thar descriptions.
Lleviathan is an incredibly simple fight, with only three attacks to his name, and he only attacks once per turn to boot. He is, to put it simply, kind of a pushover after Master of Nu'un's barrage of all-hitting attacks.

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Image New plan, then. Hit it really, really hard!

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Image And I can make sure you're not gooing to get hurt while you do that!

Image Your plan is still stupid.

Image At least this one will probably work.

This team's strategy is short and to the point: Healie supports with Buff and heals if necessary while everyone else attacks or uses their strongest abilities. It's not very interesting but to be fair we haven't got many options for physical attackers at this point.

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Image Gah! I'm so glad I hardened up my slime with that spell.

Lleviathan's regular attack is its main means of doing damage, using it about 70% of the time. It's not very good, even accounting for Healie being buffed up. I mean, it's got better Attack than anything we've seen before, but for a boss who can only attack once per turn...yeah.

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There's also this. It didn't come up in my first recording of this fight, and I had to fish for it in a second attempt, if you'll pardon the pun. This is Party Pooper, which we can get as a staff ability, and it hits the whole party but does less damage the further along the character is in the party. It's one of the only times party order matters!


Image Haha, this is easy! Not that there was ever any doubt with my superior fighting skills.

Image Hold on, let's still be careful here. I'll just grab its attention.

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Image There, much better.

Lleviathan's got an enrage condition, too! It'll always focus on whoever brought it below 50% HP.

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Image I'm sopping wet! Again! Ugh, this is just like a couple of days ago. So much for your attention-grabber.

Now, this? This is the only really dangerous thing in the fight. Can't be resisted by Defence, targets everyone, hits harder than anything else in the fight...yep. This tidal wave is the attack to watch out for, and while it doesn't happen much, possibly even at all, if it does it can be devastating.

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Image And that's how it's done! A round of applause for Axander!

Image If anyone's applauded for this, it should be me.

Music: None

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And that's a win. Lleviathan has the potential to be nasty but on the whole but that doesn't happen often. It tends to just get flattened.

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Since Lleviathan drops more experience than a metal slime, it's almost guaranteed that somebody will get a level. Both Axander and Healie invested skill points into their vocation skills and got some stat boosts.

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And, of course, there's the drop. I've been over these before, but hey, this one's guaranteed.


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Image Jona! You're okay!

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Image Hurt? Like that thing could hurt us. That's ridiculous.

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Image What? I thought we took it out!

Image I guess we didn't take it out enough.

Image No! P-Please! Don't hurt her!

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Image It talks, too? Great.

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Music: Verse of Prayer

Image Da... Dad? Dad!

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Image It's just a ghost. Keep up.

Image You say that so casually...

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Image And Jona, bach... I can't tell you 'ow sorry I am for all the pain I've caused you. That night of the storm, I was thrown tidy from the boat, like. Then all of a sudden, this golden fruit drops down next to me.

Image Hey, that sounds like-

Image Yes, a fygg, thank you, very perceptive.

Image Fadin', I was, good an' fast, so I just grabbed hold of it, see. All I could think of was you, Jona, back there on the shore. I was thinkin' 'ow you'd get on without me, you bein' still such a young dab an' all... And out there that day, right in the middle of the ocean, I died. Only, next thing I know...

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Image I... I don't...

Image I was bringin' all those fish by the village there so's you wouldn't afto go without, love. I never thought it would bring all the rest of those gannets runnin' like it did...

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Image You won't afto worry about nothin' once we're away from by here. I'll take care of you from now on.

Image Oh, Dad... I can't. I, I just can't do that.

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Image I afto learn to stand on my own two feet. I've watched you workin' away all these years, and now it's my turn. I'll be the tidiest fisherman Porth Llaffan's ever known, just you wait and see. I'll make you proud, Dad. I can't go on relyin' on you forever. It's time I started makin' my own way in the world. You understand, don't you...?

Image J-Jona... Jooonaaaaaa!

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Image Are you alright? I-I'm sorry about my dad... I was sick beyond worryin' about you, I was. I had to come after you. That's... That's youer dad, isn't it? You can rely on me, sir. I'm no flag. I'll look after youer daughter when I grow up.

Image Bryson...

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Image Jona...

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Image If I'd only stopped to notice, I'd never afto 'ave caused you all so much trouble...

Image Is he...fading?

Image Yeah, that's what ghosts tend to do. I guess he found inner peace, or however this works.

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Image I'll be watchin' over you every step of the way, mind. Good luck makin' youer own way in the world, bach. And goodbye...

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Image I'll always be by youer side, love... Always...

Music: None

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Image And about time, too. All that sappy stuff was getting on my nerves.

Image That... That was gootiful...

Image He cared so much for his daughter that he conquered death itself to provide for her. If only there were more people like that.

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Image Jona. D'you want to head back now?

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Video ends


Extra: The Collection

Silver tiara
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Style: 8 Nonchalant, 6 Vain, 12 Alluring, 7 Aloof, 6 Naive, 8 Chic

Tortoise shell
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Style: 5 Nonchalant, -12 Vain, 27 Alluring, -5 Aloof, 32 Naive, -5 Chic

Dancer's costume
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Style: 15 Nonchalant, 13 Vain, 16 Alluring, 14 Aloof, 8 Naive, 10 Chic

Cloak of evasion
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Style: 15 Nonchalant, 15 Vain, 13 Alluring, 12 Aloof, 14 Naive, 13 Chic

Rubber gloves
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Style: -2 Nonchalant, -5 Vain, -2 Alluring, -2 Aloof, 3 Naive, -2 Chic
Gives 10% lightning resistance.

Pop socks
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Style: 24 Nonchalant, 4 Vain, 26 Alluring, 10 Aloof, 8 Naive, 3 Chic

Boomer briefs
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Style: 11 Nonchalant, 8 Vain, 1 Alluring, 13 Aloof, 10 Naive, 5 Chic

Wellington boots
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Style: -5 Nonchalant, -5 Vain, -5 Alluring, -5 Aloof, 6 Naive, -5 Chic
Gives 10% lightning resistance.
Last edited by EMN on Tue Aug 11, 2020 12:42 am, edited 1 time in total.

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And with that we're all caught up! Hooray!

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Great, can't wait for this to continue! I had this game too, a few years ago, but lost interest after about 45-50 hours of playing. Really looking forward about seeing the rest.

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Love the characters, looking forward to the next update!

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Part 30: Side Stuff at the Seaside

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Music: The Sun Gathering Village

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Image Yaaaaaaawn... Wait... Why am I at the mayor's house?

Image You passed out from celebrating last night, and the inn was full. Bryson said he'd let us sleep here instead. With the mayor out of action, he's in charge now.

Image That's...nice of him, I guess.

Image Hey, here he comes! We're all so very goorateful for this, you know.

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Image Youer made of tough stuff, that's for shooer. When I grow up, I want to be just like you.

Image Like me? Well, of course!

Image Or me! You were impressed by my mastery of the gladiatorial arts, weren't you?

Image What am I going to do with both of you?

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Image I mean, everyone says how tough she is, but, well... She's still a girl, like.

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And we regain control again. At this point, we can leave town and go to another continent entirely, but where would we be without sidequests? Admittedly there's only one new one, and none of the older ones have suddenly become doable, but we can look at the updated dialogue around Porth Llaffan too.

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Image I'm no medical expert, but I think this might be a guilt-induced coma. Healie, any thoughts?

Image Who, me? I'm not so gooreat at that stuff.

Image But...you're a healer.

Image I heal people's wounds, but I'm no slimechiatrist.

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Image It'll take a tidy while for things to get back to how they were before, I wouldn't mind bettin'. But Porth Llaffan's got fish in its bones as much as it's got bones in its fish! Things'll get back to normal eventually.

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Image Yep! Completely goone. Vanished. Disappeared. Definitely.

Image You're not very good at lying, are you?

Image Usually I don't need to. I'm not a bad slime!

Image No! I can't believe it! I'm shooer that's not it. I bet it's Mayor Bryce. I fancy he's got a stash of fish all to himself!

Image He's not entirely wrong about what the mayor wanted, at any rate.

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Image But I s'pose runnin' this place is my destiny. I'll be servin' behind the counter here till the day I die.

Image Now that's just depressing. Come on, old guy! Go out! See the world! Join in on some gladiatorial combat!

Image Is it just me or did that get more concerning the longer it went on?

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Image I was worried beyond about how everyone'd take to me sayin' I wasn't goin' to call Lleviathan any more. But it's fine. I still can hardly believe it, even though I saw it with my own eyes, like. To think that my dad was Lleviathan all along...

Image I've seen some weird things. This barely even registers.

Image When I saw him by there, I didn't care that he'd changed into some sea monster, I just wanted to stay with him. To be together. But it's hopeless feelin' like that, isn't it? I mean, he's gone now. I do miss him somethin' chronic, though. I'm gonna be strong, youell see! I've got my Mam and Dad watchin' over me, and Bryson's a tidy lad too.

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Image Well! I haven't had to do this for so long, I've half forgotten how it goes!

Image All's well that ends...well...?

Image I hope they're all gooing to be okay...

That's really about it for new dialogue. As for that new questgiver I mentioned, they're hiding out in the inn. This is a bit of an odd one.

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Image Are you a traveller?

Image I guess you could put it that way.

Image Me too. My name's Glitzy. I'm a travelling fashion designer, going round researching world trends. Why don't you put on a little fashion show for me? You know, show me your fiercest, most to-die-for outfit.

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Image I get to show off? And you'll give me something for it? It's like a dream come true.

Image Yippee! This'll be great fun! Okay, get yourself ready and then give me a shout, okay?

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Okay, so, this quest. This quest is the bane of first-time players. The aim is to put on an outfit fashionable enough that Glitzy will be satisfied. But what does that actually mean? Let's try it out with what we have right now first.

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Image Hmph. My outfit's more than good enough already.

Image Hey, I know all about standing out and putting on a show, and-

Image No, shut up, this is fine.

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Image Just get on with it.

Image That's your outfit, is it? Hm. Okay... Let's have a good look at it. Give us a twirl... Urgh! ...It's not exactly chic, is it? No, it's no good. Sorry. Why don't you try something else on instead?

Image You just don't understand my natural charms.

Image I warned you! Now let me take over!

Image Ugh, fine, I'll take your advice.

Yep. That's all the hints we'll get. The solution is to rack up as many Chic Style points as possible; to be exact, we need at least 121 of them. Exclusively via equipment, mind you, since Charm doesn't factor into this quest's requirement. Chic also has to be the dominant Style for this to work.

And, yes, the game never tells you how any of this works. You just have to blunder around and try everything until something sticks. Thankfully there are a few equipment setups right now that can push us over the required amount.


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Image First, you need a change of vocation! How about...a minstrel? Yeah, one of those! You're good at that, right?

Image The best, obviously.

Image Then you take this, and this, and...

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Image Hmm.

Image Wow, that looks gooreat!

Image Axander, you surprise me.

Image Well, y'know, when you're gladiatoring, nobody'll cheer for you if you're wearing a load of rubbish. So I picked up some tips on this stuff!

This is far from the best it's possible to have, clocking in at 129 Chic Style, but it beats out the requirement and that makes it good enough. Ideally we'd replace the feather headband with a steel helmet (yes, really) and alchemise some white tights and a bow tie for some absolutely massive boosts in the leg and accessory slots, with the tights especially being the best Chic leggings in the game. Seriously. Equipment from the special inn guests also helps a huge amount, since they're a lot better than basically everything else we have right now. Nera's gear is especially good for this.

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Image Okay, this time, you'll really be impressed.

Image Wow! That's stunning! Exactly the kind of thing I was hoping for! Oooh, that's got me thinking... It's like there are fireworks going off in my head! Yes... Snip, snip, snip! A seam there... A tuck, another seam and... There! All done! I used my sepecial designer's talent to whip up something that'll look absolutely stunning on you!

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There we go. The majestic mantle we got is a really nice bit of body armour that's equippable by the more magic-oriented vocations, plus Thief for some reason, gives a good chunk of Defence (two points below full plate!) and has some hefty Style boosts too. It's going on Healie for now, but we won't be fighting anything before a party shakeup comes along so it's a bit pointless.

By the way, the reason for switching to Minstrel was so that Solitaire could equip the dancer's dress. Obviously, male characters can't equip that, or high heels for that matter, so they've got a bit of a problem with this quest and have to optimise their equipment loadout a little more. In their case, steel armour and sabatons are the best options, leaving them 13 points behind. Of course, upgrading steel gear will help there, but we don't have the recipe yet and it means farming enemy drops.

In summary: I enjoy Style theorycrafting.

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I also went into the Battle Records menu to check for accolades, and lo and behold, we got a new one! Not a very impressive one, it's true, but they can't all be winners. Might as well check out some more stuff Stella has to say while we're at it, too.


Image I love a twisty tale, but even I never would have guessed Lleviathan was Jona's dad! Well, I'm glad it's all sorted out, anyway.

Image Well, you've found a fygg or two, but I'm not sure how many more you'll manage if you don't toughen up a bit first.

Image Did you know that if you stop playing for a bit and come back, all the goodies you find in barrels and pots reappear? Stellar, eh?

...Then she just repeated the second one a lot. Oh well. Since we're here, let's take a look in the defeated monster list and see Lleviathan's description that we skipped last time.
#262 Lleviathan wrote: The people of Porth Llaffan worshipped this watery deity, which was really Dylan Jones in fygg-changed form.

He once swam with countless companions in the seas around Newid Isle, but Lleviathan is now sadly the last of his kind.
And now to progress the plot.

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Image You look after youerself now. And come back and see us once in a while. Youer always welcome here in Porth Llaffan. Oh, and youell say goodbye to Jona too, won't you? She's down by the beach there fixin' nets.

Image But we already did!

Image You can't expect Bryson to know everything we've done.

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Image We'll be headin' a tidy way off shore. Just because there's no fish round by here doesn't mean there's no fish anywhere! If youer hopin' to get across to the mainland off east, you'd best have a word with my butty over there.

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Image Well, anyway, we've said our goodbyes. Time to get out of here.

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Music: Sea Breeze (IV)

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Image So it's off to new shores, eh? Keep up the good work rate, and you'll have those fyggs gathered in no time, Solitaire. And with a bit of luck, I'll find out where old fatguts has got to soon as well...

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Music: The Sun Gathering Village

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Image If youer lookin' to go sailin' all over, like, youell have to get a boat of youer own. Word in the taverns is there's a beauty of a vessel down in Bloomingdale just sitting there with no one using her.

Image Who cares about getting another boat... I just want to get off this thing...

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Image Why is the pier swaying...?

Image Is this your first time on a boat, Solitaire? I'll admit, it takes some getting used to.

Image If you must know, yes. Usually I'd go by air. I hope I never have to do this again...

Welcome to Slurry Quay. This place is just a small stop-over before the next town, but it's still got its own shops and a little treasure.

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Image New to these parts, eh? If you leave here and follow the road, you'll eventually come to Dourbridge.

Image Dourbridge! Oh no! I heard it's a hive of slime and villany.

Image It's quite the infamous city. Full of cutthroats and robbers, if the stories are true.

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Image Sounds like something that must have fallen straight off a Guardian's dinner plater! I wonder what it tastes like...

Image That's got to be another one of those fyggs, yeah?

Image Yeah, definitely.

Image I get the feeling that we could all do with a bit of a break before going after it, though. Shake off the seasickness, that sort of thing.

Image Hey, I'm - urp - perfectly fine!

Image You still look a bit gooreen...

The nun in here's got the same capabilities as any other church, and the inn costs 6 gold coins per person. It's a very compact instance of the usual town services! As for back outside...

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Image But now I run the village shop here. Just goes to show, you never know where life will take you, eh?

Image He's a long way from home, isn't he? Swinedimples is all the way in the frozen north...

This guy's not relevant now, but he's worth keeping in mind for a sidequest waaaaay down the line. Swinedimples is also a stealth Hogwarts joke, because I guess Harry Potter was popular at the time.

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And here's the shop he was referring to. Page 1 doesn't have anything we haven't seen before, but that's to be expected from consumables.

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Silver bracelets are the next step up in buyable defensive armwear, but they're not quite as good as steel gauntlets. I prefer Deftness gloves anyway.

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Fishnet stockings are stylish female-only legwear with decent Defence equippable by all vocations...although they're still fishnet stockings, so make of that what you will. Galvanised geta, on the other hand, are Style-tanking shoes for male non-Mages that boost both dodge rate and Defence. They're actually pretty great and well worth the price. This is also a place to buy bow ties, which have previously been alchemy-only. Useful for that quest from earlier!

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And finally here are the chests in the area. We'll be back for that locked one very soon...


Image Oh, Almighty, I'm going to be sick again...

Image Let's get back to the Quester's Rest and take a break. Solitaire clearly needs it.

Image No, I'm...urgh, maybe you're right. I'll get us back there.

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Extra: The Collection

Magic beast horn
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Crimson coral
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Emerald moss
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Hephaestus' flame
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Poison needle
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Style: 36 Nonchalant, 7 Vain, 25 Alluring, 16 Aloof, 30 Naive, 12 Chic
Always deals an unblockable 1 damage.
Sometimes inflicts instant death on its target.

Serpentine whip
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Style: 18 Nonchalant, 17 Vain, 11 Alluring, 15 Aloof, 13 Naive, 16 Chic

Golden tiara
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Style: 10 Nonchalant, 8 Vain, 14 Alluring, 10 Aloof, 9 Naive, 11 Chic

Feathered cap
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Style: 8 Nonchalant, 5 Vain, 10 Alluring, 4 Aloof, 6 Naive, 6 Chic

Tortoiseshell armour
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Style: 8 Nonchalant, -12 Vain, 30 Alluring, -5 Aloof, 35 Naive, -5 Chic

Majestic mantle
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Style: 33 Nonchalant, 30 Vain, 25 Alluring, 32 Aloof, 22 Naive, 38 Chic

Silver bracelets
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Style: 5 Nonchalant, 8 Vain, 6 Alluring, 8 Aloof, 10 Naive, 3 Chic

Ultramarine mittens
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Style: 8 Nonchalant, 12 Vain, 9 Alluring, 14 Aloof, 10 Naive, 10 Chic

Fishnet stockings
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Style: 12 Nonchalant, 6 Vain, 22 Alluring, 11 Aloof, 9 Naive, 4 Chic

Blue jeans
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Style: 40 Nonchalant, 26 Vain, 23 Alluring, 30 Aloof, 31 Naive, 0 Chic

Red tights
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Style: 29 Nonchalant, 25 Vain, 31 Alluring, 24 Aloof, 17 Naive, 27 Chic
Gives 7% fire and lightning resistance (yes, that's a typo in-game).

Green tights
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Style: 29 Nonchalant, 25 Vain, 31 Alluring, 25 Aloof, 19 Naive, 27 Chic
Gives 25% instant death, poison and paralysis resistance.

White tights
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Style: 23 Nonchalant, 25 Vain, 31 Alluring, 26 Aloof, 16 Naive, 50 Chic
Gives 7% ice and wind resistance.

Transparent tights
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Style: 18 Nonchalant, 18 Vain, 18 Alluring, 18 Aloof, 18 Naive, 18 Chic
Gives 25% dazzle and confusion resistance.

Galvanised geta
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Style: 3 Nonchalant, 5 Vain, 1 Alluring, 2 Aloof, 12 Naive, -5 Chic
Last edited by EMN on Tue Aug 11, 2020 12:43 am, edited 1 time in total.

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We're done with Porth Llaffan, and that means a new party has to be chosen! Let's see how everyone will fare.

Image Slasha will remain a pretty good physical attacker, though she lacks diversity in her moveset, with nothing being weak to her attacks in the upcoming area. Still, can't complain about her raw damage, and her defensive abilities could see some use.

Image Healie heals. It's what he does. He'll probably be picking Zing up soon, and it's a good safety net in case something goes horribly wrong. Otherwise he's just more of the same thing he's always been, especially with Buff being very useful against the upcoming boss fight.

Image Freddy's offensive spells are great in the coming areas, with a fair few things weak to one or more of them. Plus Sap is very useful against the next boss, since it likes buffing itself up a lot and it'd be nice to remove that.

Image Steph's got a bit more flexibility than Slasha, while being about the same in terms of damage. War Cry probably won't be seeing all that much use, with generally middling-to-high resistances all around for the coming areas, but Psyche Up is very much a valid tactic against the next boss since it can't do anything about it.

Image There are a few really good steals around this part of the game, which can help supplement Reona's admittedly lacking stats. Plus her Propeller Blade works really well against a few upcoming monsters, hitting 200% wind weaknesses. The boss is weak to it too!

Image Ron's got wind spells to hit the same weaknesses as Reona, but they aren't quite as effective due to Woosh's somewhat lacking power. Crackle helps too, of course, and a few things are weak to ice He's also a second healer if necessary, though without Midheal yet he's not great at it, and his fan skills can see some use even if they're highly situational.

Image Axander is and will always be a superlative physical damage dealer, although he hasn't got much in terms of varied attacks yet. He won't be getting a weapon upgrade, sadly, since the next town doesn't sell axes, but the steel one he has is still very much serviceable.

Image Valeria's going to be a physical attacker for the foreseeable future, with her Buff spell helping out for the boss just like Healie's. Like Axander she won't be getting a weapon upgrade but her current hammer isn't quite as good as his axe due to not being alchemised. She's very tanky, at least.

Image D'Art's ailments will be serviceable coming up, but his Fource is as usual the real treasure. The boss isn't weak to any of his current elements, sadly, but the damage boost he gives is still nice to have. His current bow skillset will help out any offensive casters, too.

Image Hannah's Soothe Sayer is very useful on the next boss, with her attacks and support spells also being good to have. Sadly like Ron she doesn't have Midheal yet so she won't be as good as a dedicated healer. On the other hand, like D'Art, her bow attacks will help out anyone using offensive magic!

Image Theo has Midheal, making him a very viable dedicated healer, although he doesn't get Buff like Healie does. His offence is pretty great too, with nothing resisting Zammle and a couple of monsters even being weak to it. Divine Intervention will be pretty good for the boss fight, too.

Image Lumin's pretty bad once again, sorry to say. No Midheal, only Woosh and fairly weak attacks for offence, and no buffs to help out the rest of the party. Autograph is at least consistent damage, even if the money cost can rack up, and if nothing else it's pretty nice to have against a boss who likes to buff its defences.

Vote for two characters to come along on the journey to Dourbridge and beyond. Solitaire will be poaching the vocation of whoever comes fourth again, or beyond that if it's not one we have access to right now.

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D'Art and Hannah

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Slasha and Theo. I like their hair!

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Freddy and Reona

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Slasha and Freddy

I might just like simple classes.

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Okay, let's see what we've got so far...

Theo: 8
Freddy: 7
Reona: 5
D'Art: 3
Hannah: 3
Slasha: 2
Healie: 0
Steph: 0
Ron: 0
Valeria: 0
Lumin: 0

That's...more of a lead for the top choices than I was expecting. Huh. Still, can't complain with what we've got so far. I'll give it another day or so and call it there.

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Well, there's been no change in the standings since yesterday, so I guess we're going with Theo, Freddy and Reona with Solitaire as an Armamentalist.

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Dangit, found out about the Beach and got here just in time to find out I was too late to give an obligatory vote to the character I created! (I was Sordas Volantyr back on SA)

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Part 31: Thieves' Town

Music: Pub Polka

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Image Right, everyone ready to go to Dourbridge?

Image I'm ready! I'm ready!

Image What do you take us for? Of course we are, Solitaire.

Image Hmm... Perhaps not. Should we not be as prepared as we can possibly be?

Image Oh yeah, Theo's right! He's been telling me all about some great alchemy stuff we could use. There's this thing called gigasteel, and-

Image Yeah, yeah, okay, let's do that. It's not like I can stop you.

Image I'd really rather go right away, but at this point I suppose I'm used to delays like this.

Today we'll be starting a new area, and as usual we've got some prep work to do beforehand. Might as well show off what gear everyone's got on first, though.

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I went ahead and bought Theo a boomerang from Porth Llaffan so that he could have an actual weapon, but everything else here is stuff we had lying around in the equipment bag. I also bought a pair of galvanised geta for Theo from Slurry Quay...but then forgot to equip them for a while.


Music: Are You A Loser

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Image Ha! I knew I'd be a natural at this too.

Might as well get everyone up to standard, which means level 17 for everyone! Except Theo, who gains levels at a slower rate than everyone else, so he's stuck at 16 for the time being. Solitaire's an armamentalist for this stretch, by the way.

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For spells, she learned Kasap on top of everything D'Art learned when he first joined up. It's just like the Sap we know and love but it hits an enemy group instead of just one thing. It can be pretty useful!

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And for skills, she got Immense Defence from shields, which is a block rate self-buff. It's okay. Putting points into Fource got her Fire Fource, Frost Fource, and a couple of passive stat boosts. We've seen all of those already, and they gave some accolades to boot: Hardy Guardian for shields' rank 5, and Pyro Private, Corporeal Corporal, Snow Sergeant and Lofty Lieutenant for Fource's rank 1-4.

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...Immense Defence doesn't look very interesting.


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Image Healing, is it? I suppose it is a necessary step on the path to ultimate power.

Level 16 for Theo means Midheal, which makes him the designated healer for now. Sadly, Reona and Freddy got nothing from their levels aside from more stats.

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It occured to me to show off Theo's boomerang abilities, too. Crosscutter Throw hits every target, left to right, then hits the leftmost enemy again...but the damage is so reduced from a normal attack that it's rarely worth using. Power Throw suffers from a similar problem in that its damage is reduced, but it doesn't lose power from hitting more opponents so it's great for hitting lots of targets.


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Image I do hope such a large detour is worth taking. This is all you needed, yes?

Image Yeah, this is it! I think.

Image Indeed. Toad oil is the key to our endeavour.

I mentioned it when these first showed up, but this is a really useful alchemy material! We only need a couple for what we're going for, thankfully.

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Image Hey, I can contribute too, you know.

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Image You see? No need to downplay how much I'm helping.

Armamentalists' Coup de Grâce is...okay. The experience multiplier it gives varies at random based on the user's level, and at this point of the game the chances of getting a good result are pretty bad. In fact, this was the worst possible outcome, and it can potentially go up to a 2x multiplier. That means it can be pretty good later, just...not now.

Music: Alchemy Pot (VIII)

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Image Here we go! Just add a lava lump and royal soil...

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Image And some more iron...

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Image And it's done!

Image Behold: gigasteel! Your weapons are now enhanced.

Image Impressive. But can we get on with this quest we were supposed to be on now? I'm sure Solitaire agrees.

Image Yeah, that's enough delaying. We're still missing most of the fyggs.

Gigasteel is a step up from steel, and for both weapons and armour we'd need two chunks of iron ore and one Hephaestus' flame to upgrade a piece of steel gear. We've already seen the recipe for the flames themselves via bookshelves, but I only had so much iron so we're just getting some gigasteel claws for Reona and a gigasteel broadsword for Solitaire (with the base iron broadsword purchased in Coffinwell). The sword especially is a big boost over anything else we can get on the Dourbridge continent, so it's very welcome.

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Music: Cross the Fields, Cross the Mountains

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Image Come on, then. Dourbridge is to the east.

Image You're being really insistent today, Reona! Is something wrong?

Image Yeah, that's usually what I do.

Image ...I'll tell you when we get there. Although...perhaps I should give you a tour of the area first.

Welcome to the Slurry Coast! If we were heading straight to Dourbridge it'd be a very short trip down the path, but we've got some exploring to do as well as covering the complement of monsters that show up here. First off, the items here.

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At the northernmost point of the region we have our first instance of fresh water. It certainly took long enough, and this stuff's pretty useful, too.

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Down on the southern beach we have a softwort spot. Free healing items! It's functionally the same as superior medicine unless we're facing something that can paralyse.

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And, finally, we can go down to the very bottom of the map and into the next one for some nectar. The encounters here are different and a bit harder than what we're supposed to be dealing with, so let's just leave those until we're meant to be in the relevant area.

As for the nectar, it's an important item for alchemising some high-end healing items, mostly MP-restoring ones. And some of those are used in some really good equipment, too! It's definitely worth picking some up despite the relative danger of the area. Unfortunately it's another of those items with no good potential stealing locations, so this is our only real source of any for a good long while.


Music: Are You A Loser

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Image More leaf monsters, huh? I'll burn these too!

Image Actually, I think you'll find that freezing these would be far more effective. Strange, I know.

Image Spoilsport...
#065 Bud brother wrote: Image

Code: Select all

Plant Family
HP: 65         MP: 6
Attack: 68     Defence: 55   Agility: 90
Exp: 100       Gold: 62
Elemental resistances
Image: 125 Image: 125 Image: 100 Image: 100
Image: 100 Image: 100 Image: 125

Status resistances
Image: 050 Image: 075 Image: 075 Image: 100
Image: 050 Image: 000 Image: 075 Image: 075
Image: 050 Image: 075
Image: 100 Image: 100 Image: 075 Image: 100

Common Drop: Superior medicine (1/32)
Rare Drop: Softwort (1/64)

They like to bring buddies into battle to beef up the bloodshed, or, if they're feeling inferior, they'll beckon forth a badja.

They rustle round the forest, kicking up clumps of fallen foliage and attacking adventurers who interrupt them.
Ugggggggh, bud brothers are the worst. They don't have much in terms of variety, but they can and will call for more of themselves. This encounter has too many of them for that to succeed, though, so let's cull the ranks.

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Image Wait, what? I should've been fast enough to hit that.

By the way, they have a 25% dodge chance. Twenty. Five. That's the highest in the game. It makes it really annoying to take them out with physical attacks, and of course if they dodge enough they'll survive and end up calling more of themselves, dragging the fight out even longer. Of course, that's not the only thing they can do...

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Image Oh dear, not these things. I recall them being a lot of trouble.
#108 Badja wrote: Image

Code: Select all

Beast Family
HP: 105        MP: 20
Attack: 98     Defence: 101  Agility: 104
Exp: 570       Gold: 144
Elemental resistances
Image: 100 Image: 100 Image: 100 Image: 100
Image: 150 Image: 100 Image: 150

Status resistances
Image: 050 Image: 050 Image: 075 Image: 100
Image: 050 Image: 075 Image: 050 Image: 075
Image: 035 Image: 100
Image: 050 Image: 050 Image: 050 Image: 100

Common Drop: Magic beast hide (1/8)
Rare Drop: Special medicine (1/64)

Pure-hearted masters of the mighty Way of the Badja, they evade blows with a mysterious mist, and foil magic with Fizzle.

Badjas are entrusted with the scroll detailing the art of evasion when they grow old enough to leave the ninja village.
Like a lot of summoned monsters, badjas are really not meant to be fought at this point of the game. They've got an internal level of 23 compared to the 15-16 of everything else around here; in fact, we can't find them normally until we get a ship and start sailing around the world.

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Image Aaah, that hurts!

Image I did warn you. I think I got off quite lightly, come to think of it.

Swoosh is the worst thing they can do. You know the deal with wind spells, high damage variance, blah blah blah. Swoosh is the second tier, and it hurts. A lot.

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They can also stop your spells if they feel like it, which is very rude in conjunction with bud brothers. After all, Crackle is by far the best way to deal with those. Thankfully they only have 20 MP so they run out of juice for these two spells very quickly.


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Image I swear, if I miss this too because of that mist...

Image How unfortunate for you. My magic, however, will have no problems dealing with this monster.

Image Well excuse me for not being able to do that. Not everyone has an illustrious magical education.

Their final trick is that they can make themselves a lot more evasive with this ability. It's unique to them, and boosts their 2% block rate to...actually, I don't know, but probably something decently high. They can also block attacks with their leaves at a 4% chance.

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Image What sharp teeth you have, monsters!

Image All the better to eat you with.
#067 Bewarewolf wrote: Image

Code: Select all

Beast Family
HP: 87         MP: 255
Attack: 83     Defence: 89   Agility: 77
Exp: 225       Gold: 98
Elemental resistances
Image: 100 Image: 100 Image: 100 Image: 125
Image: 100 Image: 100 Image: 100

Status resistances
Image: 100 Image: 050 Image: 100 Image: 100
Image: 050 Image: 000 Image: 075 Image: 075
Image: 050 Image: 075
Image: 075 Image: 075 Image: 075 Image: 100

Common Drop: Magic beast hide (1/16)
Rare Drop: Iron claws (1/64)

It's best to bash these baddies quickly, as their tension is turned up a notch every time they take damage.

They've come out of retirement to show the poser pups of today that the coolest course is to shut up and get the job done.
Bewarewolves are next, and they can be pretty dangerous. Mostly because of...

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Feel the Burn! This is a gladiator ability that gives the user a chance to increase their tension every time they're hit for a few turns. You can probably imagine how bad that could get if these guys get targeted for a lot of attacks. They've got a semi-fixed pattern where they've got a good chance of using it on turn 1; if they don't they'll just attack.


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Image Ouch! And I thought I was fast.

Bewarewolves then have a similar chance of using Mercurial Thrust on the next turn, an attack that always goes first. It's really more of a nuisance than anything else, but it can be a problem if one has high tension from, say, being hit a lot in the previous turn. On the third turn they'll attack or flee then loop their pattern, and they're enraged by healing 25% of the time, so try to avoid doing that in battles with them.

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Image So are these butterflies better than the better butterflies?

Image Of course not. These ones are just dreadful.
#063 Dread admiral wrote: Image

Code: Select all

Bug Family
HP: 76         MP: 9
Attack: 75     Defence: 76   Agility: 80
Exp: 192       Gold: 80
Elemental resistances
Image: 100 Image: 100 Image: 075 Image: 100
Image: 100 Image: 200 Image: 100

Status resistances
Image: 050 Image: 050 Image: 050 Image: 100
Image: 075 Image: 000 Image: 000 Image: 025
Image: 050 Image: 100
Image: 050 Image: 050 Image: 050 Image: 100

Common Drop: Butterfly wing (1/8)
Rare Drop: Coagulant (1/64)

Swat these big, brutish butterflies before they swarm all over the battlefield and paralyse everyone with Burning Breath.

Seen from behind, they're beautiful butterflies, but flip them around and you'll find they're far from fair of face.
Dread admirals have a niche, and that niche is paralysis.

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Image Was that supposed to be effective? How soon your demise shall be.

They've got Burning Breath to do it en masse, or a paralysis-inducing attack for a bit of damage while they're at it. Neither lands often.

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Image Fool. Darkness within darkness awaits you.

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Image He's on our side, right...?

Image Everyone always questions that. It's getting rather tiresome.

They're also extra weak to Dark-elemental damage, so I thought it might be nice to see a big number coming from Theo. Also, regarding their defeat, they're the best source of butterfly wings in the game if you still need any of those.

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Image Hey, I remember these from Angel Falls! They're a bit more orange than I remember, though.
#064 Zumeanie wrote: Image

Code: Select all

Plant Family
HP: 85         MP: 9
Attack: 82     Defence: 80   Agility: 62
Exp: 212      Gold: 104
Elemental resistances
Image: 100 Image: 150 Image: 100 Image: 100
Image: 100 Image: 100 Image: 100

Status resistances
Image: 075 Image: 050 Image: 075 Image: 100
Image: 075 Image: 000 Image: 050 Image: 075
Image: 050 Image: 100
Image: 075 Image: 075 Image: 075 Image: 075

Common Drop: Strong medicine (1/16)
Rare Drop: Long spear (1/128)

Trop-pickle vegetables, ripened in the sun, and unable to cope with icy conditions. Can confuse with their spinning spears.

Went away to warmer climes and couldn't bring themselves to leave. They settled there, and the sun stained them scarlet.
Our final foe is a relative to the humble cruelcumber, the zumeanie. They're unimpressive.

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They Psyche Up and have an attack with a chance of inflicting confusion. Kind of boring, to be honest. They can flee, of course, but have no other properties of note.


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Image If I throw it like this, then perhaps... Yes, I think this will suffice for now.

During all this fighting Theo levelled up and got his next boomerang skill. Him being a magically-inclined vocation hurts its usefulness, but it's a necessary step on the way to eventual boomerang mastery.

Music: Cross the Fields, Cross the Mountains

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Image Well, that's it. That's everything around here. Shall we go in, then?

Image Of course we should. Those fyggs aren't going to collect themselves.

Music: The Sun Gathering Village

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Image Welcome to Dourbridge. 'Ome sweet 'ome.

Image Wait, you're from here, Reona?

Image Yeah, 'course I am. Where else's a thief gonna come from?

Image Your accent appears to have changed.

Image I can't exac'ly talk all posh like 'ere, can I? I'd get mobbed. Besides, puttin' on airs all the time gets really tirin'.

Dourbridge has a few things for us to see, but only one of them is actually required to progress. Let's get that out of the way first.

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Image If you stray down off the bridge into the town itself, you'll end up stripped of all your belongings just like I was.

Image Hey, I need my belongings. They're mine.

Image Don't worry about it! Wiv me there nobody'll dare take anyfin' from you.

Image That's...not reassuring.

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Image ...Wait. Haven't I seen that ghost before?

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Image Huh? S-Surely...

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Image Hey, why are you looking at me like that? Personal space!

Image No... No, it can't be...

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Image Yeah, but that's not important. She knows about Celestrians! How many mortals know that?

Image Hi!

Image As far as I am aware, everyone in our little group does.

Image That's not important right now.

Image Oh well. Never mind. You've got fyggs to be finding, right? Well, let's hope your search is fruitful! Ha!

Image Ugh, that was terrible...

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Image Seriously, though, what's that ghost's deal? That's twice she's shown up and been all cryptic.

Image Whoever they are, if they continue to search for Celestrians we will undoubtedly find them again. Next time, be sure to interrogate them properly.

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If we'd gone to the bottom of that ladder before seeing that cutscene, this guy would be moving boxes and the way up would be blocked off, forcing us to cross the bridge. If we head east from here we'll leave town, but first it'd be a good idea to check around and see where we should be going next.

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Image O, Almighty One! Forgive me, for I have sinned! Hic!

Image Wait, if he's up here, who's running the church...?

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Image What's a big tent doing here?

Image Oh, right! You know about them mini medals, yeah? Well, there's a bloke in 'ere collectin' 'em. Might be worth pawnin' 'em off to 'im.

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Image Wow... That's a lot of medals...

Image That pile's going to be even bigger in a minute. It's not like I've got a use for these stupid things.

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Image Fascinating. A talking slime.

Image That's a jellyfish. I won't tolerate any slimes in this 'ere town.

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Image He might not seem it, but he's from an ancient family of mini-medal-collecting kings, so mind your p's and q's, alright?

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Seeds for the seed pile! These chests are distinctly underwhelming, sadly. There's even one that's locked! If only there was a way to unlock them. On an unrelated note, let's talk to the captain.

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Image I sailed the seven seas all me years, plund'rin' the most maximal amount o' treasures me hold could carry. Until one day, the patch fell from me eye, an' I saw that the maximum joy I ever had meself was from these miniature medals! What say ye, traveller? If ye happen across any mini medals on yer travels, will ye sail my way with 'em? I'll make it more than worth yer while. I've a boatload o' booty to give ye in return.

Image Here, have them all. Fat lot of good they're doing me.

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Image Arr, just look at that gleam! Like miniature suns, they are! That's 16 mini medals ye've given me. Thank 'ee kindly! I'm a man of me word, so here's some o' the booty I promised ye. For 4 medals, ye get the thief's key! Aharrr!

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Did I say it was on an unrelated note? That wasn't strictly true. The thief's key is a very useful item that will let us open any locked chests we come across! Unfortunately it doesn't work on locked doors or cell doors, and we'll be wanting different keys for those.

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These are the rewards for 8 and 13 medals respectively. We've covered the Mercury's bandana already because it showed up in a recipe book, but just to go over it again it's pretty great headgear that's slightly better than shop-bought stuff right now while granting a modest magic stat boost and a very good 20 Agility. It's going on Solitaire. The bunny suit is less good; it's female-only body gear that just isn't as powerful as the full plate armour Solitaire and Reona have on and has no additional stat boosts. Someone who can't equip full plate would probably find it useful, though.


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Image And when it reaches 18, ye'll have me maximal respect, an' a jolly roger jumper to boot! Good luck, me hearty!

Image ...Huh. I feel oddly satisfied.

Image I suspect that would be the weight of all those medals lifting. They are rather heavy.

We'll be coming back to see Max periodically once we have enough mini medals. We've barely even scratched the surface; he has generally excellent fixed rewards stretching up to 80 mini medals and, since they're farmable, will have even more items to spend them on once we pass that mark. It's well worth our time to keep checking in.

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Image This, though? I'm not satisfied about this. Let's just get back to the fygg hunt.

Since we can now open locked chests, we might as well go for this one first. What an appropriate reward. We'll get the rest later after finishing exploring the town. Let's start from this tent and go clockwise.

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Image Hey, you. Have you seen a gold fruit anywhere? It'd be glowing, too.

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Image That bloke who lives in the little hut right in the middle o' town had some kind o' shinin' fruit. Until the other day, that is.

Image Oh, that bloke, is it? 'E'd be out and about around this time.

Image Wonderful. I guess we'll just have to check the entire town.

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Image 'Old on, are you 'avin' a giraffe? I wouldn't pay that much for any o' those.

The item shop's at the southeasternmost corner of town...but there's a problem. All of the goods are being sold for five times their usual price. The only thing we haven't otherwise seen is the pink pearl, an accessory that has no special effects whatsoever. Not worth it! By the time we have a use for it (in alchemy, of course) we'll have another, cheaper source for it.

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Image "He who masters the recipes herein can call himself a competent alchemist. Seek out the ingredients and get to work!"

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This book's inside the house behind the item shop, and it's got new healing items for us! Perfect panaceas enhance regular panaceas by combining them with an angel bell and a wakerobin, allowing them to cure all ailments instead of just poison and paralysis. Sadly the 90 HP heal isn't upgraded. Yggdrasil dew is vastly out of our league, requiring an elfin elixir and an Yggdrasil leaf, and will heal all of the entire party's HP. All of it. And then sage's elixir is a 90 MP heal that requires a phial of magic water, a clump of royal soil and three jars of nectar. We could make some right now if we had enough nectar, which we don't, and I'm not grinding that much out.

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All of these, however, are alchemy items. Astral plumes need three flurry feathers, three jars of fresh water and an angel bell each, and are very important for high-end recipes. Celestial skeins require three jars of fresh water and five tanglewebs, and are less so but still useful. Lucida shards need three brighten rocks and three evencloths, and are just as useful as astral plumes. None are particularly relevant right now, though, and the only one it's even possible to make with our current resources is a celestial skein anyway. Just keep all these in mind for much, much later.


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Image Hey, everyone! There's a door on the back of this house! ...No? Anyone?

Image That? I've never been in there. Probably nuffin' important.

Also there's a way to get into the back of this house. Eventually. What could be inside...?

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Image But the demands of the petulant queen were more than I could bear, so I came here.

Image That's quite the downgrade in accommodation, no?

Image That queen must've been really bad!

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Image This is a disgrace! An outrage! The fyggs are priceless, and he traded one for a pair of shoes!?

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Image See? This guy gets it.

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Image 'Ey, this is that bloke's 'ouse. Maybe there'll be a clue 'ere.

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Image I'll pinch every penny the Almighty sends until we have enough to move somewhere far away from here and start all over again.

Image If this is indeed the house of that man at the bar, I have little hope for this family's financial future. A pity.

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The equipment shop's at the opposite corner of town to the item shop. First off, some weapons. Snakeskin whips and iron bars are simple damage upgrades, and both can be alchemised for even more numbers. Stolos' staves and cautery swords are spell-casting weapons, specifically for Tingle and Fire Breath (yes, really, it does single-digit damage to all targets) respectively. The sword's pretty bad compared to our current model and we'll get one for free soon anyway. Holy lances are good against zombies, and of course we know how poison needles work from alchemy books.

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As for the rest of the weapons here, sacred claws are more effective against elemental monsters, and foehn fans cast Woosh when used. They're okay. Light shields have slightly better stats than iron ones, no elemental resistances, and are outclassed entirely by steel. Don't bother. Speaking of iron, iron helmets aren't new. Thief's turbans are, though! They're Thief-exclusive, obviously, and just give Defence. It's a pretty good amount, though. Finally for this page, heavy armour is actually really good! It's better than full plate and has fire and ice resistance, but as a trade-off only warriors, gladiators and paladins can equip it.

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Last page of gear! Lockpicker's mitts and bandit boots are more Thief-only equipment. The gloves are incredibly good Deftness items, the best so far by a huge amount, while the shoes have both Defence and Agility. They're kind of neat. All the other stuff is vocation-agnostic, although plain dresses and denim skirts are female-only, as one might expect. Wayfarer's gloves are Deftness-based, by the way. Also, the blue jeans are still pretty good! I ended up buying two pairs of wayfarer's gloves for Freddy and Solitaire, lockpicker's mitts for Reona and some blue jeans for Freddy.


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Image Oi, mate, what're you doin'? You can't just be a priest wivout proper trainin'...although sometimes I wonder about 'Ealie...

It wouldn't be a visit to Dourbridge without a visit to the best priest! Most of the game's priests use canned lines shared between them all, but there are a couple who have all unique dialogue. This is the first, and he is wonderful. Some highlights include:

(After saving) Image (scribble) ..."E"..."N"..."D", a full stop, and...we're done. Lovely jubbly!

(Failing Purification) Image Don't talk daft! If Solitaire's poisoned, then I'm a monkey's bleedin' uncle!

(Failing Benediction) Image Are you takin' the mick? Solitaire's about as cursed as I am rich and bleedin' famous!

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Image Um...Reona? I know you're having fun catching up, but, er...

Image Stop wasting time and get back to investigating.

Image I wouldn't have said it like that...

Now we've reached one end of town, it's time to check out the other.

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The inn costs 6G, which is a surprisingly reasonable amount. I'd have thought it'd be a rip-off like the item shop.


Image

Image

Image So it's you who have it! Hand it over!

Image Eh? You're after one an' all, are ya? 'Fraid I sold it to that weird old bloke 'oo lives at the bottom o' that mountain, Zere Rocks. If you wanna go after it, just cross the bridge an' follow the road east. 'Ave a gander at the signs an' you should be fine. I wonder what made the old feller pay so much for it, though, eh?

Image I don't know, maybe because it's incredibly powerful? Oh, but you don't know that, do you!? You just keep messing things up, and I've had enough!

Image 'Ere, you need to calm down! Throwin' insults won't 'elp anyone. Besides, all that shoutin's doin' my 'ead in.

Image It's just that every time we try to do anything there's always something going wrong that needs to be fixed. I just...I just want to get the fyggs and go home.

Image Things going wrong are what makes it fun, though! It'd be boring if everything went okay every time.

Image I have heard many a time that the journey is more important than the destination. And while I have never fully committed to the philosophy, I will admit it has merit.

Image I guess you have a point, but...ugh, I still hate it.

Image Look, my mate at the inn owes me a favour. Let's sleep this off an' go to the mountain tomorrow, yeah?

Image ...Yeah. Maybe I'm more tired than I thought...

Image

Image Tomorrow...I'm getting that fygg.


Extra: The Collection

Perfect panacea
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Sage's elixir
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Lava lump
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Fresh water
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Nectar
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Celestial skein
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Thief's key
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Gigasteel broadsword
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Style: 26 Nonchalant, 30 Vain, 13 Alluring, 25 Aloof, 15 Naive, 25 Chic

Cautery sword
Image
Style: 17 Nonchalant, 27 Vain, 19 Alluring, 26 Aloof, 22 Naive, 28 Chic
Casts Fire Breath when used as an item in battle.

Holy lance
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Style: 18 Nonchalant, 38 Vain, 27 Alluring, 35 Aloof, 24 Naive, 40 Chic
Does 1.2x damage to monsters in the Zombie family.

Stolos' staff
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Style: 12 Nonchalant, 15 Vain, 13 Alluring, 14 Aloof, 15 Naive, 18 Chic
Casts Tingle when used as an item in battle.

Iron bar
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Style: 14 Nonchalant, 8 Vain, 5 Alluring, 8 Aloof, 24 Naive, 16 Chic

Steel bar
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Style: 20 Nonchalant, 11 Vain, 8 Alluring, 10 Aloof, 29 Naive, 22 Chic

Gigasteel claws
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Style: 12 Nonchalant, 23 Vain, 12 Alluring, 17 Aloof, 11 Naive, 15 Chic

Sacred claws
Image
Style: 22 Nonchalant, 22 Vain, 10 Alluring, 15 Aloof, 14 Naive, 23 Chic
Does 1.2x damage to monsters in the Elemental family.

Foehn fan
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Style: 27 Nonchalant, 30 Vain, 26 Alluring, 35 Aloof, 20 Naive, 29 Chic
Casts Woosh when used as an item in battle.
Last edited by EMN on Thu Mar 11, 2021 4:21 pm, edited 1 time in total.

User avatar
Part 32: Oh, Lonesome Me

Music: The Sun Gathering Village

Image

Image Yaaaaaaaawn...

Image Come on, Solitaire, get up!

Image ...Right! Yes! The fygg! Wait...did I oversleep?

Image Indeed you did. And while you were...busy, our mutual thief friend went exploring, and I indulged in some light reading. This town has some truly fascinating literature.

Remember that house we ended in last time? Well, there are a couple of books of note in there, and it'd probably be a good idea to cover them before leaving town.

Image

Image "Most male accessories are based on the warlike essence of aggressence. Get hold of some, and away you go!"

Image

Finally, we know how to make raging rubies after that one quest wanted us to get one. We'd need to add a corundum to our strength ring, but of course we don't have one of those. Soon, though! Tough guy tattoos are made by mixing an aggressence and a terrible tattoo...which again, we haven't seen. Again, soon. Finally, mighty armlets take a gold ring, a strength ring and a tough guy tattoo. All three are accessories that purely grant Strength, with +6/+9/+12 respectively. They're alright for when they're craftable.

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Meanwhile, these three have basically nothing to do with each other. Rubies of protection take a dragon scale and a corundum, and boost Defence. They're not great, but are used in some other recipes that are much better. Utility belts are made from a leather kilt, a pair of ultramarine mittens and a grubby bandage, and while they're a great Deftness accessory they have the issue of needing the only ultramarine mittens we can get right now...and they have less Deftness than those anyway. Rosaries need a pink pearl, three jars of fresh water and three sprigs of thinkincense. They provide a small chunk of MP and Magical Mending, can't be made for a while, and haven't got any really special effects beyond the stats, so that's a pass from me.


Image

Image "Even if you can buy some of these in the shops, surely nothing surpasses the satisfaction of sculpting one yourself."

Image

This book isn't too interesting, sadly. We've used pointy hats, and they take a leather hat and a magic beast horn. Cheap and decent, plus they're used in a couple of other items. Speaking of which, hunter's hats are made from a pointy hat, a clump of lambswool and a magic beast hide. They're defensively sound but can only be equipped by Rangers, plus they have another issue which we'll get to for a moment. Ear cosies are another Ranger-only recipe, and take a fur hood, a bunny tail and a clump of lambswool to make. They're slightly better than hunters' hats and need almost the same items to make, so they almost completely outclass them.

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More vocation-exclusive hats! These are for Mages, Thieves and Armamentalists respectively. Of course, we've already made a tricky turban (one each of a turban, snakeskin and toad oil as a reminder), while thief's turbans take a turban and two evencloths (and can be bought right here in Dourbridge) and musketeer's hats take a feathered cap, a feather headband and three magic beast hides. We can make all of them! The musketeer's hat even has a really good amount of Magical Might on it, even if it's only an tiny increase in ailment infliction rates. We still can't get flurry feathers for the two component hats, though...


Image

Image Yes. Fascinating. Now let's go.

Image Philistines.

Image Hey, I think it's interesting!

Image Oi. We goin' now or what? I'm gettin' tired o' this town.

Image Hi, Reona! How did rediscovering the town go?

Image Let's just say I remembered why I got out of 'ere in the first place. Anyway, what's goin' on now?

Image I decided that we're going to that mountain to find the next fygg.

Image What about that key we got, Solitaire?

Image Hmm... Fyggs, or revenge on those chests... Revenge on those chests, or fyggs... Right! I've decided that we're using that key! Vengeance will be mine.

Image How quickly your decisions change.

The first thing we're going to do now we're out of Dourbridge is to go back and use the thief's key on all those locked chests that have been taunting us since Stornway. All...er...three of them? I could've sworn there were more.

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Image

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Image See? Vengeance! Take that, chests!

Image Yelling at inanimate objects will get us nowhere.

Image Look, it makes me feel better.

It's kind of a mixed haul. It's nice to have an extra agility ring, and the cautery sword is valuable, at least...but it's kind of useless because of our gigasteel sword. Maybe we can upgrade it later and save some cash.

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Image Right, 'ere we go. Zere Rocks is to the southeast. The southeast!

Image Yeah, I get it, you don't trust me to get there. But I have a map now, so it's fine.

This is the Dourbridge overworld area. It's...forgettable. There's only one gathering point and there's just nothing else here. Aside from the monsters, that is!

Music: Are You A Loser

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First off, I'd be remiss if I didn't point out that restless armours come back with a vengeance. Now there can be more than one in a battle! Ooooooh, scary! Next.

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Image These cat monsters can use magic, yes? Perhaps I can learn their secrets and harness their power.
#068 Clawcerer wrote: Image

Code: Select all

Beast Family
HP: 75         MP: 17
Attack: 75     Defence: 75   Agility: 81
Exp: 212       Gold: 104
Elemental resistances
Image: 100 Image: 125 Image: 100 Image: 100
Image: 125 Image: 100 Image: 125

Status resistances
Image: 050 Image: 050 Image: 075 Image: 100
Image: 050 Image: 050 Image: 050 Image: 075
Image: 050 Image: 050
Image: 100 Image: 075 Image: 075 Image: 050

Common Drop: Kitty litter (1/32)
Rare Drop: Staff of sentencing (1/128)

First-rate feline mages who can addle with Dazzle, and whose long tails aren't just for show.

When meowgicians eat up all their fish like good kitties, Omeowga 3 oils make them brainier, and they become clawcerers.
Like their yellow-robed bretheren before them, clawcerers are primarily casters, though they can still attack if push comes to shove, and doing so can drain our MP. Anyway, as for their spells, they have...

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Dazzle...

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Bang...

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And Kaboom, the third tier of Bang!

...But their maximum MP is too low to ever cast it. It exists only to give the player a heart attack upon seeing it. Really, Bang is their most dangerous option, with Dazzle also being a problem for physical-focused parties. They can at least be Fizzled to completely shut them down. Oh, and they're the first monster to drop kitty litter for alchemy, although it's not at a great rate so I'm ignoring it.


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Image These rams, on the other hand, are awfully boorish. Get them out of my sight!

Image An' 'ere I thought Solitaire was fussy.
#069 Rampage wrote: Image

Code: Select all

Beast Family
HP: 100        MP: 12
Attack: 80     Defence: 80   Agility: 60
Exp: 224       Gold: 114
Elemental resistances
Image: 125 Image: 075 Image: 100 Image: 100
Image: 125 Image: 100 Image: 100

Status resistances
Image: 050 Image: 100 Image: 100 Image: 100
Image: 050 Image: 075 Image: 050 Image: 075
Image: 050 Image: 075
Image: 075 Image: 075 Image: 050 Image: 075

Common Drop: Lambswool (1/8)
Rare Drop: Magic beast horn (1/64)

Barbaric blue sheep that sap foes' speed with Deceleratle, then smash into them as soon as they see them sagging.

Chimaeras and clockwork cuckoos congregate in their cosy coats to weather out wintry nights.
Our other new opponent in this area is a physical attacker, of course, just like their cousins back in Doomingale Forest.

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They do pretty standard physical attacker stuff, but also have Deceleratle for whatever reason.


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Image You don't need this, right? I'll just take it off your 'ooves.

Rampages are also the best source of lambswool for a good length of time if any's needed. Just be careful of their enrage, which is triggered 25% of the time from healing. Not a huge problem, but it still pays to be wary.

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Image Levitation would be quite useful too, I must admit. These monsters lift themselves upwards with air pressure, I take it?

Image Just be quiet and get to taking these out. We're in a hurry.
#066 Spinchilla wrote: Image

Code: Select all

Aquatic Family
HP: 126        MP: 30
Attack: 88     Defence: 78   Agility: 96
Exp: 300       Gold: 112
Elemental resistances
Image: 125 Image: 075 Image: 100 Image: 100
Image: 100 Image: 125 Image: 125

Status resistances
Image: 050 Image: 050 Image: 000 Image: 100
Image: 050 Image: 075 Image: 025 Image: 050
Image: 025 Image: 050
Image: 075 Image: 075 Image: 100 Image: 075

Common Drop: Seashell (1/16)
Rare Drop: Crimson coral (1/32)

They ride atop a raging torrent, spinning their bodies to cast Crackle, and swirling like a stormy sea to evade attack.

They're sea spirits who sit inside their twisting aquatic tornadoes trying to turn travellers into so many tons of tundra.
As the description might suggest, spinchillas are more magic monsters, this time specialising in ice. Technically we could have encountered these in the area between Slurry Quay and Dourbridge, but they're one of those monsters that don't show up on the overworld and only join in on other monsters' fights.

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Image

Image Oi, why's that fing eyein' me up?

Image I do believe it has singled you out for its next assault. I shall be over here, making observations.

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They can use Psyche Up and Crack, which can critically hit, as well as a very occasional Crackle (that I didn't get a screenshot of because these things are kind of rare). A Psyched Up Crackle is especially deadly, so they're definitely priority targets. They'll also dodge 8% of the time to make them extra annoying.

Music: Cross the Fields, Cross the Mountains

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The last thing in this locale is on the upper area, and it's quite important! We have to go up these stairs, then head north all the way - it's at the east bit of the waterfall where we found fresh water.

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Image Ooh, ooh, I know what this is! Remember that man who gave us a strength ring?

Image Er...not really. Why would I?

Image Even I remember that bloke. Really ripped 'im off, didn't we?

Image We can use this to make that item he wanted from it! Isn't that great?

Image Is it? I'd prefer to keep it.

Corundum! I said we'd be getting this soon. Pretty useful stuff, too. The items made directly from it are decent right now, and we saw both earlier this update, but more importantly we can finally complete Moving House!

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Image

Image Okay, so the map says it's to the...east, was it? But we have to circle around the river first.

Image 'Ey, you're learnin'! It's a miracle.

Image Hmph. I bet I know a lot more than you do anyway.

Moving on to the Lonely Plains, this is another short, unremarkable location. It does contain our next dungeon, at least! But no gathering spots, unfortunately. Let's get the new monsters covered.

Music: Are You A Loser

Image

Image Is that...a bird? It doesn't have wings. Or a body.

Image It seems that all its development went into its legs and head. What an absurd creature.
#070 Beakon wrote: Image
...Wait, that can't be right. Let's try this again.
#070 Beakon wrote: Image

Code: Select all

Bird Family
HP: 65         MP: 9
Attack: 68     Defence: 65   Agility: 68
Exp: 153       Gold: 78
Elemental resistances
Image: 125 Image: 100 Image: 100 Image: 100
Image: 100 Image: 100 Image: 100

Status resistances
Image: 100 Image: 100 Image: 100 Image: 100
Image: 050 Image: 000 Image: 100 Image: 075
Image: 050 Image: 100
Image: 075 Image: 075 Image: 075 Image: 100

Common Drop: Chimaera wing (1/16)
Rare Drop: Clogs (1/32)

Barbaric birds that attack twice with deadly drumsticks and cry cacophonously to creep out foes and call forth friends.

They evolved from big birds who swooped down from the skies to settle on the land, and had no further need of their wings.
Yes, those stats are pathetic. Unfortunately, they make up for it, because they get two attacks per turn.

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Thankfully their attacks aren't particularly effective due to said low stats, but them getting two can be irritating regardless.

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Like a few things we've seen before, they're an enemy that exists to overwhelm with large numbers, but they can also prevent actions with War Cry to buy them more turns. Still, not a particularly dangerous threat unless they get out of hand.


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Image

Image Yes, freeze! Ahahahahaha!

Image Wait, I thought you liked fire. This is the exact opposite.

Image I worked it out. If I freeze things first, that just means I can add more heat later! And that means more fire! It's the perfect plan.

Thankfully Crackle utterly rips through them, leaving them on critical health for anyone else to mop up easily. Instant death is also incredibly good against them.

Image

Image This is just a giant head. Made of rock. And it's glaring at me.

Image Better you than me, that's what I say!
#071 Mad moai wrote: Image

Code: Select all

Material Family
HP: 125        MP: 0
Attack: 100    Defence: 125  Agility: 9
Exp: 350       Gold: 120
Elemental resistances
Image: 100 Image: 100 Image: 200 Image: 100
Image: 075 Image: 100 Image: 100

Status resistances
Image: 050 Image: 075 Image: 000 Image: 000
Image: 050 Image: 000 Image: 000 Image: 050
Image: 025 Image: 000
Image: 075 Image: 075 Image: 075 Image: 100

Common Drop: Royal soil (1/16)
Rare Drop: Flintstone (1/128)

Stern statues that flatten foes with their breathtaking bulk and blind them with blasts of light.

The first mega moai was made when a mad old mystic sculpted a statue of himself that soaked up some sorcery and sprang to life.
Mad moais are another very bulky monster. That Defence will seriously blunt a lot of attacks directed at them, and their HP is no joke either.

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Image

Image But it was all focused on Solitaire!

Image I think it just hates everyone equally.

They can crush everyone for some okay damage. To be fair, everyone is defending here.

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They'll also Dazzleflash in an attempt to blind everyone. The obvious solution here, given that physical attacks are fairly ineffective, is magic! Especially Woosh, since they're horribly weak to wind. Propeller Claw works wonders too. Other than that, mad moais are enraged 75% of the time from critical hits and drop some pretty good stuff...although flintstones are at a prohibitively low rate so I don't care about them and royal soil is already gatherable in the overworld. At least this is a way to get more if that spot runs dry.


Music: Cross the Fields, Cross the Mountains

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Image Zere Rocks...? Where have I heard that before?

Image Oh, I know! That village near Stornway was called Zere.

Image This is a different continent, though, innit? Probably a coincidence. Now, Bloomin'dale, that's a fancy place. Might want to 'ead over when we're done 'ere.

Image Fine, I guess. Not like there's anywhere else.

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Music: The Sun Gathering Village

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Image Is that a cottage over there? How quaint!

Image This is obviously the house of that man who has the fygg.

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Image Wow, this statue looks really great! Maybe he made it himself?

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Image What a waste of time! If only there was something here that would give me some kind of clue about where he's gone.

Image Nobody's 'ome? Perfect. Let's raid the place.

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Image It really is empty...

Image His name was Mason, right? What if his diary's in that bookshelf? Maybe it'll say where he went!

Image What, reading somebody's diary without their permission? Works for me.

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Image "Get down to Bloomingdale, because you're going to need a fair few flurry feathers to make these."

Image

There's a recipe book in the bookshelf here! Staves of sentencing are something we've been able to buy for a while, and require a wizard's staff, a flurry feather and a vial of magic water, while staves of divine wrath are an upgrade to those, requiring three flurry feathers and vial of sage's elixir added to the aforementioned wand. Both cast Woosh when used, and both are pretty bad for when they can be alchemised. Pillars of strength, meanwhile, are staves that need three oaken poles and a utility belt, so they're pretty expensive, we'd have to give up our ultramarine mittens, and aren't as good as gigasteel rods either.

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Sacred claws were buyable in Dourbridge, and I can't say it's worth alchemising them. We'd need iron claws and a holy talisman, but the latter is kind of tricky to get (admittedly, we can because of good pot luck) and we haven't even seen the recipe yet. Weaker than gigasteel claws, too. Foehn fans are also bought in Dourbridge; they need a feather fan, a flurry feather and an agility ring. Also not worth it with how rare agility rings are right now. And gale force fans are an upgrade to foehn fans which need an enchanted stone and another agility ring added to their inferior version. Even with the extra Attack they have, they're still not a worthwhile investment because of better options being alchemisable earlier. Even the extra effect attached is just casting Woosh. So yeah, everything in this book is just underwhelming.


Image Are you missin' the obvious or somethin'? It's right there on the table!

Image That would've been my next guess.

Image I'm sorry...

Image

Image "It was an eternity ago. I told my poor sweetheart I'd be back in five years, and then set off on my travels. All I cared about was learning to work stone. Five years passed in the blink of an eye, but I barely noticed. When I finally made it back home, it was only to find out that she'd gone and married another man. Och, that was an eternity ago, though. I'm an old man now. That was back in my younger days."

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Image North? So that's...give me a minute...

Image North is up the mountain, I believe.

Image Any chance of it being on the other side of the mountain? No? Of course not.

Image

Image I guess we're going to have to climb. Come on, then.


Extra: The Collection

Corundum
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Glass frit
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Pillar of strength
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Style: 8 Nonchalant, -5 Vain, -10 Alluring, -5 Aloof, 40 Naive, -10 Chic

Light shield
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Style: 6 Nonchalant, 7 Vain, 10 Alluring, 7 Aloof, 17 Naive, 12 Chic

Mercury's bandana
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Style: 28 Nonchalant, 19 Vain, 15 Alluring, 18 Aloof, 13 Naive, 9 Chic

Hunter's hat
Image
Style: 12 Nonchalant, 9 Vain, 15 Alluring, 8 Aloof, 25 Naive, 10 Chic

Ear cosy
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Style: 17 Nonchalant, 10 Vain, 23 Alluring, 9 Aloof, 27 Naive, 9 Chic
Gives 10% ice resistance.

Thief's turban
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Style: 15 Nonchalant, 14 Vain, 11 Alluring, 15 Aloof, 11 Naive, 9 Chic
Gives 25% poison resistance.

Musketeer hat
Image
Style: 31 Nonchalant, 30 Vain, 31 Alluring, 38 Aloof, 15 Naive, 41 Chic

Heavy armour
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Style: -5 Nonchalant, -10 Vain, -4 Alluring, -8 Aloof, -4 Naive, -5 Chic
Gives 18% fire and ice resistance.

Plain dress
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Style: 16 Nonchalant, 9 Vain, 25 Alluring, 8 Aloof, 22 Naive, 12 Chic

Bunny suit
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Style: 15 Nonchalant, 19 Vain, 36 Alluring, 18 Aloof, 14 Naive, 11 Chic

Wayfarer's gloves
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Style: 4 Nonchalant, 10 Vain, 10 Alluring, 8 Aloof, 7 Naive, 5 Chic

Lockpicker's mitts
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Style: 13 Nonchalant, 16 Vain, 14 Alluring, 15 Aloof, 9 Naive, 15 Chic

Denim skirt
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Style: 38 Nonchalant, 24 Vain, 22 Alluring, 28 Aloof, 21 Naive, 0 Chic

Bandit boots
Image
Style: 15 Nonchalant, 21 Vain, 19 Alluring, 16 Aloof, 13 Naive, 7 Chic

Raging ruby
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Style: 7 Nonchalant, 6 Vain, 5 Alluring, 4 Aloof, 3 Naive, 3 Chic

Utility belt
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Style: 7 Nonchalant, 8 Vain, 2 Alluring, 4 Aloof, 11 Naive, 3 Chic

Pink pearl
Image
Style: 12 Nonchalant, 5 Vain, 20 Alluring, 3 Aloof, 3 Naive, 8 Chic

User avatar
Part 33: Climb Every Mountain

Music: Dark Den of Thieves

Image

Image Hey Reona, you lived around here, right? What's this mountain like?

Image The 'Eights of Loneliness, they call it. It's an 'orrible place, monsters everywhere. That Mason's got to be daft, wantin' to live up 'ere.

Image Of course there are monsters. It's always monsters.

Image An' worst of all, I 'ear some slimes 'ave made their 'omes 'ere. Nasty things, they are.

Image Is there some sort of sordid history I am unaware of here? Slimes always struck me as rather unassuming opponents.

Image Um...I don't think that's something you want to ask about...

Our dungeon today is the Heights of Loneliness, at the top of which lies Mason and the next fygg. We're going to take on the entirety of it!

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We'll be leaving these two by the entrance for now, though, and coming back to them for sidequest cleanup. Their questline is...something. Yes.


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Image That stone tablet appears to have writing on it. Shall we peruse it?

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Image Interesting. Did he hollow out this entire cave system, I wonder? If so, that would be an amazing feat.

Image 'Ardly. 'E probably just added ladders an' all that. Like that one over there.

Image Let's check it out!

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Image No, don't rush ahead! You'll run right into that-

Music: Are You A Loser

Image

Image Ugh, you just had to run right into this rock, didn't you?

Image I'm sorry! It looked like one of those sculptures. It's just smiling away so happily...
#073 Grinade wrote: Image

Code: Select all

Material Family
HP: 75         MP: 0
Attack: 77     Defence: 103  Agility: 67
Exp: 288       Gold: 86
Elemental resistances
Image: 100 Image: 100 Image: 125 Image: 100
Image: 100 Image: 100 Image: 100

Status resistances
Image: 050 Image: 050 Image: 000 Image: 000
Image: 050 Image: 000 Image: 050 Image: 025
Image: 025 Image: 050
Image: 075 Image: 075 Image: 100 Image: 100

Common Drop: Rockbomb shard (1/16)
Rare Drop: Flintstone (1/64)

These suspiciously sprightly stones merrily maul opponents, beaming all the while, and bring their boulder buddies into battle.

Although rough and ready in their younger years, the hard edges wear off with time, and most make well-rounded adults.
Grinades have something of a misnomer. Unlike the grenades they're named after, and unlike the rest of the rockbomb family of monsters, they do not explode.

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They do grin, though. Quite a lot. And it does nothing.


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Image ...Was that supposed to hurt? You're as dumb as a sack of rocks.

They've got an ability that's slightly stronger than their normal attack but it's still not very strong due to their low Attack stat. Their Psyche Up can make them pack slightly more of a punch but they're still quite easy. But that's not all there is about them! They drop a new item, the rockbomb shard.

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These are items that can be used in battle to do around 30 damage to everything, so they're actually vaguely useful right now. It can also be used in alchemy to make some fire-related weapons, but sadly we don't have the components we need to craft them. Maybe another time.


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Image I'm not sure I like that smile so much any more...

The other notable thing about them is that their deaths are...kind of horrific. They split apart across their faces, revealing a gooey molten centre. Lovely.

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Image Wonderful. All that noise you made ended up attracting the undead. Thanks a lot.
#074 Toxic zombie wrote: Image

Code: Select all

Zombie Family
HP: 150        MP: 10
Attack: 82     Defence: 35   Agility: 32
Exp: 270       Gold: 100
Elemental resistances
Image: 150 Image: 050 Image: 100 Image: 100
Image: 100 Image: 100 Image: 200

Status resistances
Image: 050 Image: 050 Image: 000 Image: 100
Image: 050 Image: 000 Image: 075 Image: 050
Image: 025 Image: 050
Image: 075 Image: 075 Image: 075 Image: 075

Common Drop: Manky mud (1/16)
Rare Drop: Boomer briefs (1/64)

Flatten these foetid foes with fire and light spells before they blight body and mind with their filthy fingernails and foul breath.

They slither up slowly from beneath poisonous ponds to take hold of travellers and drag them down into the dank depths.
Sometimes it feels like some of these monsters were left from an earlier point in development when light spells actually existed and you could exploit that weakness. Oh well. Anyway, toxic zombies are your quintessential undead; high HP, low defences, but with a poisonous twist!

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Image And they're going after me, too! This is perfect.

Image Those 'ands o' theirs look right filthy. You make sure you're not gettin' poisoned.

Being, well, toxic, they have a poisoning attack.

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Or two. We've seen both of these before, but this dungeon is somewhat long so it can be a bit of a resource drain to have to Squelch this off every time it gets applied.


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Image Why is it always me!? This is ridiculous!

Image Perhaps their primitive intellects sense in you a kindred spirit.

Image ...I'm not sure what you're trying to say there, but whatever it is, I don't like it.

They'll enrage onto whoever drops them below half HP a quarter of the time, but really, it's not much of an issue. After all, at that point, they're halfway to being dead! ...Again! And if any more help is needed to tear through their HP, Fire Fource is insanely powerful against them, adding a 50% boost to already-damaging physical attacks.

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Image Fighting those zombies helped me think of a way to be all scary and stuff!

From beating up some poor defenceless monsters Freddy hit level 17 and learned Spooky Aura from his Spellcraft skill. It's a magic defence-lowering effect, which isn't too common, and it can definitely help buff his damage against single targets.

Music: Dark Den of Thieves

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Image Another one of these.

Image Yeah, but now you know what to do with 'em! Just give 'em to the cap'n.

Back to exploring, up the ladder is a mini medal. Not quite enough for the next reward yet, though.

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Image Wow, look at the view! It looks like there's a bunch of ruins here!

Image Destroyed by the monsters here, most likely. They can't be more than fifty years old - not enough to be ravaged by the elements to this degree.

The second room is completely different to the first, and with different encounters to fit the drastic change.

Music: Are You A Loser

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Image Ahh! Snake-bird! Kill it! It's evil!

Image I will admit, it swooping down from the sky startled even me.
#076 Hocus chimaera wrote: Image

Code: Select all

Bird Family
HP: 80         MP: 12
Attack: 80     Defence: 80   Agility: 86
Exp: 288       Gold: 126
Elemental resistances
Image: 075 Image: 125 Image: 100 Image: 100
Image: 100 Image: 100 Image: 100

Status resistances
Image: 050 Image: 050 Image: 075 Image: 100
Image: 050 Image: 075 Image: 050 Image: 050
Image: 050 Image: 075
Image:075 Image: 050 Image: 075 Image: 050

Common Drop: Chimaera wing (1/16)
Rare Drop: Prayer ring (1/128)

Blazing-breathed mountain birds of the chimaera family who are tough against fire, and may lay some good eggstras when licked.

Their sepia tone puts people in misty-eyed mind of yesteryear, but they themselves are young, dumb and full of fun.
Ugh, hocus chimaeras. I hate these things. Keep an eye on that poison resistance; it will be on the test. But right now that's not important, because they're quite strong without having to worry about that, and have an innate 2% evade rate just to be annoying.

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Image That's weird, it doesn't look any weaker...

Image I'm making a note here: huge success.

Might as well show off Spooky Aura while we're here.

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Image If anything, I would say it looks stronger than ever.

Unfortunately this gave it an opening to use Midheal, restoring most of its health. In my experience they seem to prioritise this when they're at low health, for obvious reasons.

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Hocus chimaeras will also rarely use Flame Breath, which is one step up from Fire Breath and does pretty nasty damage! Definitely the most dangerous monster in this dungeon.


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Image How many of the trees we see every day are actually monsters? It really makes you think!
#077 Treeface wrote: Image

Code: Select all

Plant Family
HP: 95         MP: 12
Attack: 83     Defence: 78   Agility: 63
Exp: 315       Gold: 102
Elemental resistances
Image: 125 Image: 100 Image: 100 Image: 100
Image: 100 Image: 100 Image: 100

Status resistances
Image: 075 Image: 050 Image: 075 Image: 200
Image: 050 Image: 000 Image: 075 Image: 050
Image: 050 Image: 100
Image: 100 Image: 075 Image: 100 Image: 100

Common Drop: Strong medicine (1/32)
Rare Drop: Strong antidote (1/64)

These troublesome trees lower MP with Weird Dance and can cure with the medicinal herbs that blossom in their branches.

They often hide in the forest so they can pounce on and punish people who think it's clever to carve their initials into trees.
Treefaces, by contrast, are a lot easier, though they can and will be a resource drain.

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Their Weird Dance is stronger than the last time we saw it, draining double the amount of MP it did when it was on bags o' laughs.

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They'll also pluck leaves from their branches and use them as medicinal herbs, healing themselves or other monsters who are low on HP. They have a 2% evade rate, like hocus chimaeras, further improving their survivability...but it's not that much. Priests can make even shorter work of them by using their crippling instant death vulnerability.


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Image 'Ere they are! I knew it!

Image Calm yourself, please. An angry perspective solves nothing.

Image I'll kill every last one of 'em!
#075 Metal slime knight wrote: Image

Code: Select all

Slime Family
HP: 46         MP: 8
Attack: 82     Defence: 140  Agility: 80
Exp: 305       Gold: 82
Elemental resistances
Image: 050 Image: 050 Image: 050 Image: 050
Image: 100 Image: 200 Image: 100

Status resistances
Image: 100 Image: 050 Image: 000 Image: 100
Image: 050 Image: 075 Image: 050 Image: 050
Image: 025 Image: 050
Image: 075 Image: 075 Image: 075 Image: 075

Common Drop: Light shield (1/64)
Rare Drop: Iron helmet (1/128)

Well-rounded warriors who are battle naturals, and can attack twice in one turn with their falcon-like fleetness.

Although captive metal slimes might seem like easy experience, they get caught because they're the least experienced ones.
Hey, it's another metal slime! That means lots of experience...or not, apparently. These monsters have some very high defences, with big resistances to the elements one would usually have at this point and a ludicrous Defence stat that won't be beaten on normal enemies until we're almost done with our fygg hunt. They'll also block 4% of attacks that get thrown at them.

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Image Oi, stop movin' so fast!

Image As I said, remain calm. An opening should present itself.

While they don't actually move twice per turn, they do get Falcon Slash, a somewhat infamous sword ability when it comes to this game; the user hits twice, but each hit does a bit less damage than a normal attack.

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Image An opening like this one! Ha! No more slime.

Image An impressive strike indeed. Of course, my magic could also have made short work of it.

Image Hey, stop trying to steal my glory!

Thankfully we have two easy ways to deal with these; Solitaire's sword is ridiculously powerful and destroys most of their HP with ease, and Theo's Zam and Zammle tear them several new ones, even if we're technically not supposed to have access to them at this point.

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During all this fighting, Solitaire levelled up again! More skill points go into shields.


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Image Wow, Solitaire, you're taking really good care of that shield! It's so shiny and reflective!

Image Hmm...reflective...maybe I could bounce spells off it?

Magic Mirror is a very, very nice ability to have. It's essentially just the spell Bounce (learned by mages and luminaries) in that it targets the user and erects a barrier that reflects all spells hitting it back onto the user. This doesn't include friends' spells, so cast away!

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And Theo picked up a level, too, but got nothing but stats from it.


Music: Dark Den of Thieves

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Image I'm glad that's over. All these monsters are really getting to me.

Image Hey, there's a chest on top of that cliff! I wonder how we get to it?

Image There's a vine right there, and I bet I can climb it.

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Image See? I'm the best at climbing.

A tortoiseshell isn't much good, but a mini medal dropped from one of the pots! Very nice, and I think that brings us to the next reward. Let's finish the dungeon first, though.

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Image 'Ey, you lot, look over there. Those stairs'd be great for climbin' up this place.

Image Hmm. While I applaud your enthusiasm...

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Image ...I do believe that this is not the way to the top. Let us seek out another route.

The obvious route onwards is not exactly going to work out, since the stairs are ruined.

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Instead we're going to have to climb up some vines to get further up the mountain.

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The right one has a seed at the top! Even more for the pile.


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Image I-is this truly wise...? That vine looks so thin, a-and it's so high up. I'm sure there's another way.

Image Suck it up! Us three are fine on it, so what's your excuse?

Image Wait...are you scared of 'eights? Ha!

Image I'll have you know that I'm scared of falling, not heights, thank you very much. There is a difference.

The left one has the way forwards, on a fairly simple but very dangerous-looking path above the treetops.

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Image My word, this is...quite the drop. Let us proceed as carefully as possible.

We've got an even more precarious path to deal with now. Thankfully it's impossible to fall off!

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Image This has to be the right way, right? Look, Mason's statues are here! He probably made this path.

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There's a little side path here, too. Since it goes back into the caves, we've got the first screen's encounters back, but that's not important.

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What is important is that there's a chest through that cave! Kitty litter's kind of new; I held off on talking about it earlier because of low drop rates, so let's talk about it now. It's an alchemy material uses in a few things that are relevant right now. We've seen books telling us how to make a couple of these, and of particular note is the kitty shield; it only needs one kitty litter, is easy to make, and is competitive with steel shields. It can be upgraded using two more, too! Other than that we have some okay headgear, a pretty good ice-elemental fan, and a decent spear. Okay, but we need multiple clumps of kitty litter to make anything really good.


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Image And this bridge looks so...rickety. These are clearly unsafe adventuring conditions.

Image Can't be worse than the vines, eh?

Image Ah, but it's so much higher up. I'm getting a little queasy...

While we could go across the bridge, there's more side paths to go down by heading further up the cliff. So let's do that.

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The reward's just a mini medal, but hey, more of those are always good.


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Image That was a harrowing experience indeed. I hope nothing else comes along to...

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Image ...Ah. This presents a problem.

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Image Hey, I think this is the last vine! I don't see anything above us.

Image After all this, I think I shall require a rest.

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Okay, we're on the last stretch. To accompany the second change of scenery, we have our final new encounter.

Music: Are You A Loser

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Image That one's a sculpture...right?

Image Looks like it's movin' a bit. Might want to rethink that.
#078 Stone golem wrote: Image

Code: Select all

Material Family
HP: 156        MP: 0
Attack: 104    Defence: 130  Agility: 55
Exp: 400       Gold: 126
Elemental resistances
Image: 100 Image: 100 Image: 200 Image: 100
Image: 075 Image: 100 Image: 100

Status resistances
Image: 050 Image: 050 Image: 000 Image: 000
Image: 050 Image: 000 Image: 000 Image: 050
Image: 025 Image: 050
Image: 075 Image: 075 Image: 075 Image: 100

Common Drop: Flintstone (1/16)
Rare Drop: Resurrock (1/128)

They protect their pals with their bulky bodies, and brush off bog-standard blows with ease. Hit them hard or not at all.

The rock blocks of a ruined temple absorbed an evil aura and assembled to form the first stone golem.
Oh dear, stone golems. They're a big, big pain. Another monster with high Defence...only unlike metal slime knights they have the HP to back it up. A lot of HP. They're basically minibosses, but as regular encounters.

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Image Ow, it punched me! All this armour barely even did anything.

They've also got quite high Attack for the area; certainly enough to take a chunk off anyone's HP if they're hit.

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And they're able to Psyche Up to make it an even bigger chunk. With their stats they'll probably survive long enough for it to matter, too. They've got another ability - Forbearance - but they'll only use it when they're paired up with other monsters, and it redirects all damage back to the stone golem. How dangerous it is depends on what they're paired with, of course.

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As for how to actually deal with them, wind damage is very effective (though Woosh hasn't scaled well, so Propeller Blade is really the only option there), and simply overwhelming their Defence with sheer numbers works wonders. You can see how powerful Solitaire is with that alchemised sword. Magic works too, of course, since they're not resistant, and instant death does work too, to get around...well, everything. Even if they are resistant to it.

Aside from that, we may have seen flintstones before, but they're at a reasonable drop rate now! So let's go over them. There...isn't much we can do with them. They can be used to make densinium, which is used in a grand total of zero things we have the other materials for right now. Hooray. And you need a lot of them anyway, so it's kind of pointless for us to go for them. Still...no monsters drop them at a better rate.

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Oh, and Reona is now our highest-level character at level 19. Excellent!


Music: Dark Den of Thieves

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Image "I am Mason. Champion of the chisel. Sculptor of a thousand statues. But I grow old, and fear I have little time left before I shuffle off this mortal coil. The sculptures I leave behind on this mountaintop will be my final works."

Image This stone appears to be somewhat worn. It's very likely that this monument was erected some time ago.

Image So then he might be...

Image Yes, he may well be dead.

Image You didn't have to say it!

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Image Say, you're good at murder. Could you murder this snake-bird for me?

Image The only person I'm going to be murdering this thing for is myself.

Despite being inside a cave, this last stretch also has a few of the outside monsters - I saw both these and metal slime knights. It seems like the chance they'll get paired up with a stone golem is actually pretty low or possibly even non-existent, thank goodness.

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Image 'Ey, I think that's the top out there.

Image Finally. All this climbing is making my feet hurt. And all these monsters are making my everything else hurt.

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And that's basically it for the Heights of Loneliness. No enemies at all on this room, so we can relax and move on to whatever's next.

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Image I wonder if these stairs were meant to connect to those broken ones we saw earlier!

Image If that is the case, then I will find the monster responsible for breaking them and make their short life very, very painful indeed. They will rue the day they made me their enemy.

We'll be getting back to that guy on top of the stairs. And getting to the reward for his sidequest much, much later (unless I decide to be incredibly stupid, which may well happen). Just know that it is...extensive. Very, very extensive.

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Image "This is my grave. My final place of rest. Here I shall share eternity with my long-lost and dearly missed past."

Image I guess that settles it, then...

Image And if he died without eating the fygg, it'll be easy to grab it and get out! This'll be perfect.

Image ...

Image Oh, I mean, it's terrible what happened.

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Before going up the final staircase, there's one more chest to get. But it's blue, and we keep getting some of the least interesting items from blue chests. A pittance of gold is okay, I guess. One day iron nails or a sage's elixir will show up!

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Image Ooh, I wonder what's up here!

Image Hmm... Zere Rocks, was it? You mentioned that you had encountered a village called Zere in your travels.

Image Yeah, full of easy marks.

Image It was really peaceful! Maybe Mason came from there.

Image Ah, then you may have met his...sweetheart, I believe he wrote? Of course, they may also be dead by now too.

Image Yeah, yeah, it's probably tragic or something. Come on, let's just see it instead of talking about it.

Music: Painful Feelings

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Image Um.

Image 'Old on a sec. This is Zere.

Image But it's all just a sculpture.

Image To think there was an entire village on this mountaintop, hewn from stone. It beggars belief.

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Image The detail on these statues is frankly staggering. I could study these all day.

Image Aren't they a bit too lifelike? It's kind of creepy...

Image A bit, yeah. Worse, I'm gettin' the feelin' we're not alone up 'ere. Maybe we should get out of 'ere and take a rest before goin' further in?

Image You have a point. Right, then! Let's get back to Stornway.

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Extra: The Collection

Rockbomb shard
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Flintstone
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Kitty litter
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Last edited by EMN on Tue May 11, 2021 3:16 am, edited 1 time in total.

User avatar
Interesting location for a statue garden/village.

I kind of always assumed the kitty litter was just junk, I don't think I ever actually used it for anything.

User avatar
Part 34: Stone Free

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Image Right, break's over, back to Zere Rocks. Luckily for you, I can fly here now!

Image I am grateful that we are able to avoid crossing those vines this time. That particular aspect of this place is something I would like never to experience again.

Now that we've been to Zere Rocks at least once, it's possible to Zoom there. Very useful because the Heights of Loneliness was one of the longer dungeons up to this point, but don't get used to it. This is the only time we can teleport straight to the inevitable boss fight.

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Here's the usual stat-checking before we get into the story up here. It's a bit difficult to tell what the intended level for this is, but I'm sure 18-19 is fine, especially with some of the excellent gear we have.


Music: Painful Feelings

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Image It's so quiet here...

Image I don't even 'ear any birds. Somethin's been scarin' them off, I think.

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Image Wait, this statue's in way better condition than the one in the real Zere. And I bet this place doesn't even have a Guardian!

Image It stands to reason. This statue is based off the one that was in that village decades ago, so of course it is in better condition. What is concerning, however, is that it is in pristine condition.

Image And that's a problem because...?

Image You are dense, Solitaire. It's a problem 'cause somethin's been repairin' them.

Image I bet that's what's scaring the birds away, too!

Something interesting here is that you can correlate some of the statues with NPCs in Zere itself. For example, that statue of a woman here at the entrance? That's an old lady in the real thing. It's possible that it's the same person, but that might be a stretch.

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Of course, we can't go into the inn, or most of the houses for that matter. They're purely decorative, which makes sense. Sadly this means we can't heal or save here. That's why we Zoomed out to do it beforehand!

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Can't go in the well, either, which is a shame, because pot-breaking is very cathartic and there were a lot down there. The locked door behind the inn is there, too! Except, again, it's impossible to go in.


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Image Wow, this tree's just like I remember it! Mason was a really good...er...mason.

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Image This is different, though. There weren't any statues 'ere before.

Image And that house doesn't have a door! Doesn't that look weird?

Image It is certainly incongruous with the rest of this model village. Perhaps we should enter it.

Image 'Old on...I think I smell somethin' comin' from there. Somethin' 'orrible.

Image It's probably nothing. Come on, follow me.

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Image What's the deal with this place? Someone's left no stone unturned in turning everything to stone...

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Image We went somewhere like this a while back. Somewhere with a gimongous tree bang-slap in the middle of town...

Image Are you serious? Of course we've seen this before! This is Zere! Ugh, why do I even bother with you?

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Image I knew it! SLIME.

Image Quickly, Freddy! If I hold onto one arm, and you hold onto the other, we can prevent a murder most foul.

Image Er, okay, sure! Like this?

Image 'Ey, let go of me!

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Image Both of them have somewhat sad expressions on their faces.

Image Hmm. This is where Mason lived, presumably. And so it follows that this is him and his sweetheart in their younger years.

Image But wait, wasn't there someone living here when we were in Zere? Er...

Image Yeah, it was Petra's house! I remember when we saw the Wight Knight after visiting her.

Image Oh? You met the Wight Knight?

Image And beat him! Of course, that part should be no surprise to anyone.

Image When our business here is concluded, you will have to tell me about it. If I am correct, it may help my research into Brigadoom progress splendidly!

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Image "Many silver items start out as silver platters. Sorry, but you'll have to figure out where to find them for yourself!"

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It kills the mood a bit, but hey, I can't resist a good recipe book. Silver platters are a big old pain to get, since they're only really found in blue chests, but they aren't actually used in anything outside of this book. Golden axes take an iron axe and a gold bar to make, and are not worth alchemising! Gold bars are exceptionally rare items and it's an absolute waste to spend them on the weakest axe in the game. These upgrade into much stronger versions...that are buyable later, so just don't bother. Gold platters are also pretty bad, needing a silver platter and a gold bracer, but they're worse than kitty shields and much worse than gigasteel. And silver cuirasses take an iron cuirass and a silver platter, and are okay armour right now if you can't use the iron derivatives, since they're equippable by most vocations. It's just a shame about the material requirements.

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Meanwhile, the filigree mask is the last silver platter recipe, requiring an iron mask (which will soon be buyable) and a silver tiara on top of that. Filigree masks are actually good, too! They've got the best Defence we can get right now, but on the other hand, only Warriors, Paladins and Gladiators can equip them. And again, they need a silver platter. Finally, gold mail is the absolute standout here, requiring silver mail (buyable in the next town), a gold ring and a gold bracer. Gold mail is incredibly good; it's relatively cheap to make, better than gigasteel, and is part of a money exploit where it's possible to buy the materials, alchemise some, and sell it back at a 330G profit. Plus it lowers elemental damage by a chunk. Very nice all around.


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Video: Boss #7 - Garth Goyle

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Image It took him years and years to make this village, and then just when he'd finished it, he dropped down dead. What a way to goo! He was a very frugal man. But in the end he indulged in a gootiful fruit that he'd slurpchased in Dourbridge.

Image Oh, I knew it! This always happens.

Image Oh no, don't do anything bad! I don't think we can restrain two people...

Image I'll kill you! I'll kill every last one of you, for fraternising with the enemy!

Image She is rather a handful.

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Image I'm sure you'll tell me anyway, whether I care or not.

Image He said this place was all he had. So it was his wish that it would always remain and never goo squishy. But ever since he gave up the goost, there's-

Music: None

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Image I-I've been hearing that p-petrifying noise ever since!

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Image Great, he went away! Should I let Reona go now?

Image You'd better, or I'll...I'll...

Image She does not appear to have calmed down yet. Perhaps we should leave. Now.

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Image Gooness me! You shouldn't have come here!

Image Even this poor slime agrees.

Image Yeah, yeah, I get it. The fygg's obviously not in this house anyway.

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Image I'm going to try down those stairs next. It's the only-

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Image Another giant statue monster? Oh no!

Image This must be what was maintaining the town.

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Music: Swirling Desire

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Image Garth Goyle, hmm? A distinctly unthreatening name. I will enjoy crushing this oversized pebble.
#263 Garth Goyle wrote: Image

Code: Select all

Material Family
HP: 1054       MP: 255
Attack: 120    Defence: 125  Agility: 66
Exp: 4134      Gold: 1250
Elemental resistances
Image: 050 Image: 100 Image: 125 Image: 100
Image: 050 Image: 100 Image: 100

Status resistances
Image: 000 Image: 000 Image: 000 Image: 100
Image: 000 Image: 000 Image: 000 Image: 000
Image: 000 Image: 000
Image: 000 Image: 100 Image: 050 Image: 075

Guaranteed Drop: Terrible tattoo

This stone sentry was created to stand guard over Zere Rocks. It seemed to be looking for someone called Mason...
Garth Goyle is our seventh boss fight, and he's a bit of a step up from Lleviathan.

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Image This should make flattening him much easier. Our magics should affect him to a greater degree now.

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Image And I'm helping too! Go, Solitaire and Reona!

Image Wait, you're letting her go? Isn't she still trying to kill us?

Image Say, Reona, I heard that this statue is in league with a lot of slimes. Perhaps you could...take care of it for us.

Image It is? Consider it dead!

Image I guess she's blind to a lot like this.

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Reona's great for this fight, because of Propeller Blade hitting Garth's weakness. Not pictured: the second hit doing 24 damage. And this is before Sap hit, so this can do even more. And that's not even considering...

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Image I'll just use this on myself first. No need to let Reona hog the spotlight the whole time.

I wish Solitaire had Gale Fource right now for more weakness exploitation, but oh well, this is fine too. Remember, Fources give a slight damage buff even if they don't hit a weakness, so it's still worth using them.

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Image Gah! I may have underestimated the power of this monster.

Garth Goyle himself gets two attacks per turn, chosen at random from his list. Sometimes, like what happened here, he'll raise his tension and immediately attack. The stamp here is a more powerful attack than his normal one, for reference.

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Image My everything hurts...

Image Oh dear, this is even worse than I thought. I shall have to adjust my strategy.

...And then the next turn he proceeds to do the same to Freddy while everyone continues to set up, and he loses 80% of his HP in one blow. Don't underestimate this combo.

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Thankfully Theo is around with Midheal to save him.


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Image Yes, I see now. My strategy was flawed from the start.

Despite the big hulking brute thing he's got going on, Garth Goyle is also an adept spellcaster. He'll buff his own magic defence if he feels like it. If you don't care about magic damage, great! Free turn! Otherwise it can be a real pain, especially since the only thing that could normally lower it again at this point in the game is Spooky Aura. He can also cast Kabuff, doing the same with his Defence, but that's a lot easier to deal with since we have Sap and he has no resistance to it.

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Image Die, slime collaborator!

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Image Hmph. I can do just as well as she's doing, and not sound like a lunatic.

Image Actually, I think she's doing a bit better! Score one for blind rage...?

Image How come she's doing better than I am? I won't stand for this!

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Image Aaaaaaargh! I hate all of this!

Image I think this is score two for blind rage now.

We're absolutely tearing through Garth's HP like this. Even without the crit, he's going to drop very quickly.

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Image Unfortunately, he seems to be building up to a big counterattack. Be wary, everyone!

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Image Brace for impact!

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Image Phew, I'm okay...

That could have gone very badly if I hadn't noticed the high tension there. 50 is no joke, and it would have one-shot Freddy if he wasn't defending.

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Oh, and here's something fun. As something of a counter to debuffs, enemies that have multiple attacks per turn consider each to be a tick for the debuff duration. Sap will last half as long as usual on Garth, which means it'll need to be reapplied.


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Image I guess I'll help with this. If I have to.

Solitaire has Sap, thankfully, so it's all reapplied in a single turn. Very nice.

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He also has this all-hitting attack, but he didn't use it this run, so I had to fish for it on a second one. It can be buffed by tension to be absolutely devastating, but like with the 50 tension hit from earlier, if it's going to be really dangerous it'll be pretty obvious and can be defended against. Still...be careful.


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Music: None

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Image Victory is mine!

Image I think Reona still did more...

Image Yeah, but I got the last hit, and that's what counts.

He falls pretty quickly, though. We win! And for winning he drops more experience than a metal slime.

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Freddy's the only one who gets a level, though. I guess we're out of the level range where those are useful. Fuddle's a decent spell; it confuses a group of enemies. It's a devastating ailment becuase it neuters whatever it hits a lot of the time and can lead into more debilitations, but resistance is generally quite high. Maybe it'll see some use, I dunno.

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And then there's the loot. Terrible tattoos are very special accessories that we'll be sure to cover once we can equip this one.


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Image What're you looking at so suddenly?

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Image Hey, Solitaire! D'you think that old man was...?

Image That's got to be Mason's ghost. After him, down those steps!

Music: Painful Feelings

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Image I...I think I've calmed down now. What do we 'ave 'ere?

Image It looks to be some kind of tomb.

Image This must be where Mason was buried, then! That's why his ghost went down here.

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Image Looks like that guardian fellow appeard when I ate that funny fruit and made a wish for my work to be kept safe. But that wasn't what I meant by keeping it safe at all... Anyway, thank you. Now my little friend can relax again at last.

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Image This place is just a replica, you see. The dream of an old fool who hoped he could bring back his lost love. Now, Petra, lass... Now I can come home to you at last... To my hometown of Zere.

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Image Hey, Solitaire, look! There's the fygg!

Image Yeah, I can see that.

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That's three out of the seven now! Which puts us at...still less than half. Crap.

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Image Right, what's the next lead on a fygg?

Image Um...I don't think we have one.

Image What about Bloomin'dale? I 'eard there's plenty of rich folks there. Lots of exotic goods!

Image Yeah, that sounds promising. Let's go there next, then.

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Image Stella, I swear to the Almighty, we've been over this.

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Image I really don't get mortals. Out of their trolleys, the lot of them, if you ask me.

Image Yeah, it's weird, but...mortals do weird things sometimes, and that's okay. ...Don't tell anyone I said that.

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Video ends

And with that, we're done here. Forever. I don't think any sidequests even bring us back into the faux village. Let's end this update with Garth Goyle's second description line.
#263 Garth Goyle wrote: Having lost its granite guardian, the statuesque town of Zere Rocks will surely now crumble into dust and blow away...

Extra: The Collection

Sidewinder
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Style: 22 Nonchalant, 22 Vain, 14 Alluring, 19 Aloof, 16 Naive, 20 Chic

Feline fan
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Style: 25 Nonchalant, 25 Vain, 45 Alluring, 30 Aloof, 25 Naive, 25 Chic
Deals Ice damage.

Kitty shield
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Style: 13 Nonchalant, 2 Vain, 20 Alluring, 3 Aloof, 11 Naive, 3 Chic

Catty shield
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Style: 16 Nonchalant, 3 Vain, 22 Alluring, 4 Aloof, 13 Naive, 8 Chic

Cat ears
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Style: 20 Nonchalant, 5 Vain, 28 Alluring, 14 Aloof, 6 Naive, 8 Chic

Cloak of concealment
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Style: 18 Nonchalant, 17 Vain, 15 Alluring, 15 Aloof, 16 Naive, 16 Chic

Tough guy tattoo
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Style: 6 Nonchalant, 8 Vain, 2 Alluring, 5 Aloof, 4 Naive, 2 Chic

Mighty armlet
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Style: 6 Nonchalant, 12 Vain, 3 Alluring, 6 Aloof, 5 Naive, 4 Chic

Terrible tattoo
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Style: 4 Nonchalant, 4 Vain, 4 Alluring, 4 Aloof, 4 Naive, 4 Chic
Has a very special unlisted effect. It's a secret!

User avatar
I kind of expected a more magical explanation for the creation of all those statues, instead he just magicked up a demon to keep everyone away.

User avatar
Part 35: A Range(r) of Activities

Music: Painful Feelings

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Image You said Bloomingdale's a good spot to go next, right? Where is it, anyway?

Image Oh, it's just west of 'ere. It's not too 'ard to get to.

Image But shouldn't we find out more about Mason's sweetheart first? I bet she'd love to hear about what happened to him!

Image I guess it'd be the right thing to do...but on the other hand, I need those fyggs...but on the other other hand Bloomingdale might not even have one.

Image He has a point. It would be better to exhaust our shorter avenues of enquiry before moving on to a whole new town's worth. And I believe you have more than just Mason's sweetheart.

Image Wow, you agree with me, then? Let's go, let's go!

Image Wait, I never said...ugh. Fine. His ghost said her name was Petra.

Image Ah, then Freddy may have been correct earlier! Let us make haste to this spot in the real Zere.

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Image That's why I'll never slurp away from this place. I'm looking after it for him so no slimeballs can come and do any damage.

Before we head off to Zere, we can find out that Mason's slime friend will be continuing where Garth Goyle left off. Hopefully with less indiscriminate violence. That's something of a happy-ish ending for Zere Rocks, I guess.

Music: The Sun Gathering Village

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Image Hey, Petra! We've got something to tell you! The thing is...

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Image Well, it's a very exciting story, dear. Who on earth told you about Mason, anyway? Mason... Och, that takes me back. There was a young man by the name of Mason who used to live here in Zere. He was my first love, in fact. It all ended in tears, though. He went off to perfect his stonecraft and never came back.

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Image And yet... You say he's gone to the effort of making a stone replica of Zere? I find that very hard to believe. I mean, it doesn't make sense. He threw away Zere just like he threw away me. He didn't care a jot about us. Besides, even if it is true, it's too late now. You can't turn back time.

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Image She had another sweetheart, but he went off travelling and never came back. Took her ten years to accept he was gone for good. She was worth the wait, though. I'm the happiest man in the world, that much is certain.

Image Aww, I hoped she'd be happy...

Image Not everyone wants to 'ear about what could've been. Sometimes it's better to leave well enough alone.

Petra does, in fact, have new dialogue after finishing Zere Rocks. She's happy with how things turned out in the end, at least, and it's probably better that she doesn't know about exactly what happened with Mason.

Incidentally, Zere is one of very few locations without its own dedicated pun name. Instead, that's relegated to its counterpart, Zere Rocks...or should I say Xerox? It is a copy, after all.

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Anyway, this is the perfect time to check in with Stella. She's got an accolade for us - we're actually at 27% monster list completion, so we probably qualified for this a while back - plus a bit more dialogue.


Image So, it's the slowly-slowly-catchy-Fyggy approach, is it? You clever monkey, you!

Image Those twinkly spots on the ground are items. Go ahead and grab them. They'll grow back soon enough, you earmark my words.

Given that the playtime listed in the battle records is over 20 hours so far...yeah, slowly is probably right. As for the other one, come on, we've known about this since Angel Falls.

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Image ...'Old on, didn't that big monster drop somethin'?

Image I'm surprised you were lucid enough to notice. But yes, it did.

Image Oh yeah, I've got it right here.

Image Careful! It looks scary...

Image Come on, what's the worst that could happen? I just need to slap this on my skin, and...

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Image Wait, why do I feel so much weaker suddenly?

Image I warned you!

Image Hmm... This may be a cursed item.

Image Ngh! It won't come off. What am I going to do now?

Image Ooh, I know! Priests are great at getting rid of curses, right? And we know a priest!

Image Oh right, Healie. Maybe he'll know what to do.

So, the terrible tattoo. This is our first cursed item. Cursed equipment looks innocuous enough at first glance, although there tends to be something in the item description that implies there's something out of place. They can't be removed once equipped without going to a church or using Priests' Benediction ability, and always have unlisted, incredibly nasty side-effects. The terrible tattoo's drawback is that it gives a 20% weakness to all elemental attacks, and a 50% weakness to Dazzle, Snooze, Fuddle, Poison/Envenomate and Paralysis. That's a bad tradeoff for 8 Agility.

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And the game helpfully puts the curse on characters as a status effect, both here and in battle, so we won't forget. For those curious, the icon is a blue skull, but we'll probably never see it again. I'm not planning on equipping any more cursed items, after all.

On an unrelated note, fair warning: we'll be flitting around a bit, since we're doing a bunch of sidequesting this update. First off, we're visiting Stornway!


Music: Pub Polka

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Image Hey, everyone! We're back!

Image Welgoome back! Did you find another fygg?

Image Yeah, we did.

Image You'll never believe what we found with it! There's this stone copy of-

Image Never mind that. Healie, can you cure curses?

Image Hmm... I don't think my healing's goo enough yet to do anything about that. Sorry! Maybe you can try the church?

Image 'Ey, not to butt in or anythin', but I'll be 'eadin' off now. Got an' 'eadache for some reason, an' 'earin' 'Ealie's puns made it worse.

Image I think I shall be joining you. I need time to recover from that climb, and besides, I need to hear about that Wight Knight business. Reona, will you humour me?

Image Great, we're down two people.

Image I'd be happy to join you for a while. And I know one other person who'd be goorateful if she could come along.

Image Oh? Who's that?

Image Hi, guys! What're you talking about? Ooh, do you need someone to help you out?

Image Hannah's been wanting to join in for a while. I thought it'd be a goo idea to invite her!

Image I guess it can't hurt.

Image Great! Oh yeah, would you mind telling me all about the Guardians? I'm something of an amateur philosopher, and I've been thinking about them a lot...

Image And now I remember why I've been ignoring her.

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Before heading to the church to get uncursed, I thought it might be a good idea to make a raging ruby for that one sidequest, since the Krak Pot is right here. We'll be giving up our strength ring but oh well.

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Some special medicine too, for Reasons. We used up the first one on a panacea, so we need to make another.

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Might as well make a weapon for Hannah, too. This is a longbow, made from a short bow bought from Porth Llaffan and a laundry pole bought from here in Stornway.


Music: Healed by a Hymn (VIII)

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Anyway, Benediction is finally useful! Healie hasn't invested enough skill points to have it yet, unfortunately, so it'll cost us.

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Image You're asking for how much?

Image I always did think the clergy were price-gougers...

Image Hey, uncursing is an exslurptionally hard process!

Just like everything else to do with churches, the cost scales with level. From a quick look, I think the curve is much flatter compared to resurrection, but it starts out more expensive. Also, for whatever reason, removing multiple cursed items at once doesn't increase the price. Weird.

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Image The tattoo just peeled right off. That was less painful that I thought it'd be...

Removing curses doesn't uncurse the item, it just forcefully unequips it. It's right back in our equipment bag, so we can just re-equip it...not that we ever will, because it'll just inflict the curse again.

Music: Come to our Town

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Image Um...I don't think that'll help you push your house...

Image He seems very insistent, though. Maybe he's got a plan?

Image I guess I should hand this over, then. Ugh.

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Image Aye, this is it! Nice one, kiddo! Right, all I've tae do is wear it about ma person, and I'll be as strong as an ox. Here ye go. As promised, one life ring.

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Our reward is actually a pretty good accessory! We've seen a recipe for it before, so I've probably been over it, but in case that slipped anyone's mind it grants passive HP regen out of battle. It's going on Freddy for now.

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Image ...He's not going to manage it, is he?

Image I think I was wrong...

Image Oh well! He tried.

Music: The Palace Oboe

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Image Actually, I've another favour to ask you while you're here. There's this remedy over in Angel Falls that's supposed to be good for headaches. I don't suppose I could ask you to get hold of some for me, could I?

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Image It might be nice to visit Angel Falls again. Sure, why not?

Image Brilliant! Sorry to put you out. I tried asking a peddler, but he said the only way to get the stuff is to go to Angel Falls itself. I've been in a right pickle, I can tell you. You're really helping me out here.

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This is one of those quests that's been around for absolutely ages but that we couldn't do until now. It seems easy enough for the moment, but we're going to need a certain item soon that wasn't obtainable until now.

Music: The Sun Gathering Village

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Image I tried bottling the water from the falls here and selling it undiluted as a cure-all, but it didn't go down all that well. It seemed to work perfectly, but there was an unfortunate side-effect of...um...tummy troubles for a lot of people who drank it. That's why I need to ask you a favour. I don't suppose you could get hold of some fresh water for me, could you?

Image That seems really simple. You can find that stuff everywhere, right?

Image What do you need it for, anyway?

Image If I can dilute the falls water down with some fresh water, it should put an end to any gurgles people are having. Fresh water's hard to find around these parts, and I don't ever travel far enough to get any. Bring me some fresh water, and I'll give you some Angel's Tears for free if you'd like.

Image I guess you'd need some of the freshest water around for that...hmm...

Image Didn't we find some of that over near Dourbridge, Solitaire?

Image Oh yeah, we did. I've still got some of it on me.

Image Wait, won't it have been spoiled by now?

Image It's probably fine.

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Image Here. I expect that free cure in return, though.

Image Yep, this is fresh water! Thanks a lot. Now all I have to do is mix this with some water from the falls and... Tadaa! The famous Angel's Tears, a water that can cure all ills! It's yours.

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Image I don't know who you're planning on giving it to, but maybe you could tell me how it goes afterwards, eh?

Music: The Palace Oboe

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Image Let's have it, then. I'll give you something in return, don't you worry!

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Image Here, take it! It's the least we can goo.

Image You're a life-saver! Now I won't be in trouble with the King.

Image Hold on, this was for the King? Now I don't feel so good about helping...

Image Er... Forget you heard that, would you? Why don't you have this? For all the trouble I've put you to...

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Image I'm sure this goes without saying, but I'd like it if we could keep this little episode to ourselves.

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Image He doesn't want anyone to know about it, but he's suffering from some terrible headaches just lately. I think he's been troubled by recurrent bad dreams. Here's hoping this water helps him out a wee bit.

Image You don't like King Schott, Hannah? But he's so nice!

Image Nobility rubs me the wrong way. Always has.

This is another one of those quests that leads into a postgame questline. It's DLC-only, though, so without an internet connection and/or access to DS homebrew there won't be any follow-up. We could actually have done this earlier with fresh water from the inn fountain, but I wanted to leave it until most players would be able to complete it. On to the next quest!

Music: The Sun Gathering Village

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Image I'm a man of me word, so here's some o' the booty I promised ye. For 18 medals, ye get a jolly roger jumper! Aharrr!

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Image That's 20 mini medals I've had off ye! That's no minimal amount! An' when it reaches 25, ye'll have me maximal respect, an' a pair of transparent tights to boot! Good luck, me hearty!

...Okay, maybe not actually a quest, but a jolly roger jumper is pretty neat fashion gear. Sadly it's worse than what everyone has got on right now in terms of stats, though.

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Image The name's Colden. I don't suppose you could give me somethin' to make me a bit more comfy? You know, somethin' snug an' warm, like. I'd be able to sleep like a baby then.

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Image Oh, oh, I know something warm! What if I-

Image No setting fire to his house, Freddy. That wouldn't be the goo thing to do.

Image Not even a little fire?

Image Be a bit more vague, why don't you? Hmph. But I guess we should help.

Image Crikey! You'll get me somethin'? That's well decent of ya.

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Instead of just giving the required item, like every other quest so far, this one requires us to pick something from our bag. The warm, cosy item we actually need is...

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Lambswool! Pretty simple once you know the answer. Still, there are so many items in the game that it can be a bit difficult to sort through all of them and find which work. I think this is the only item that will be accepted, though.


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Image So...warm... Zzzzz... Oh, blimey! Sorry, got a bit carried away there. 'Ere, this is to say fanks.

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Can't say no to more accessories. This one'll probably go on Reona when she gets back into the party, for stealing purposes. For now it'll go to Hannah, though.

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Image I don't s'pose you've got somethin' I could burn, have you? I can scrabble together somethin' to give you in return, don't worry.

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Image We have to help! I'd hate to see this poor man freeze to death out here. Let me handle this.

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This is another one of those quests where you have a choice on what to hand over. The thing is...the quest text is fibbing. When it says that anything goes, what it really means is that most items won't be accepted because they're too valuable to just burn. All I could get to work are medicinal and antidotal herbs, moonwort bulbs, chimaera wings, and...er...

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Image ...Are you sure about this?

Image What? Horse manure's got a lot of energy in it. It'll keep that fire roaring away for ages! Much better than some herbs. Besides, he'll get used to the smell in no time.

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Image Well, 'ere goes nothin'... Gor blimey! It stinks to 'igh 'eaven! Mind you... It is nice an' warm, I s'pose...

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Cowpats and horse manure both work for this quest, and even get special dialogue. And they don't have much other use, so why not use them for this?

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Image The real reward is knowing that we might have saved a life.

Image The real reward is that I got some of that crap out of my bag.

By the way, this quest is repeatable for even more rewards. Yes, it's 1G every time. No, it's not worth it.

Music: Dark Den of Thieves

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Image Dungeons...deserts...the deep... All..the places I have explored... Is this...to b-be the final...resting place...of Christopher............Collapsus? I-if anyone...can hear me... Some...s-special medicine...plea-

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Image Are you sure you don't want healing with magic...? No? Okay, special medicine is fine too.

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Christopher Collapsus here is at the top of the Heights of Loneliness, and yes, he really does use that many ellipses. This quest is why we made that special medicine earlier!

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Image Hm? Wha- S-Something...on my...lips... That...p-pungent...freshness... Sp-Special medicine! Oh, wonder of wonders! I, I can move my fingers again! And...my eyes! I can see! ...Huh? Oh. I twas you? Ha ha! I, I was convinced I'd been saved by some kind of miraculous being for a moment there!

Image Hey, I'm perfectly miraculous!

Image Thank you. I am forever in your debt. I, I don't know how to- Ah, yes! Please, take this map as a token of my gratitude.

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Image I know the place it leads to. It's just west of Stornway. If you're unsure how to read the map I gave you, I should be delighted to instruct you. Once I have recovered my strength a little, I intend to descend the mountain. Please, come and see me whenever you wish.

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Image Um...I have a bad feeling about that map...

Image Yeah, it practically radiates evil. I'm not going anywhere near that place.

Veterans of this game are probably experiencing a form of PTSD at this point. This is our introduction to treasure maps, and, er, we aren't going to tackle this right now. Trust me. It's a bad idea. Instead, we're going to the base of this dungeon for our last quest of the update. A quick way down is to just cast Evac from this very spot! Saves a lot of walking.

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Image Aah! You scared me!

Image It might be best to stay away from him for now.

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Image If the abilities Mercy and Soothe Sayer are mastered, he can communicate with the very hearts of monsters.

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Image Oh, I'm already following that path! It's really interesting what you can learn out in the wilderness.

Image Really? I guess I should give it a try too, then.

Image May it be so! I am Odval. I am a true ranger. It is not possible to become a ranger without knowledge of ruggedness. I will present to you a small challenge. Toxic Dagger is your friend. Use it to envenomate three hocus chimaeras. The venom alone must cause them to expire. No matter your vocation, Toxic Dagger may be used only with a short blade. You are with the courage to do this, traveller?

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Image Hey, I know how to do that! Let me try!

Image May it be so! You are with a good heart.

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As the name and everything leading up to it might suggest, this is the Ranger unlock quest. It's also the reason why I wanted Freddy to have Toxic Dagger despite not really caring about physical attacks.

Music: Are You A Loser

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Hocus chimaeras are found in the outdoor areas of the Heights of Loneliness, as well as a couple of other places we don't have access too at the moment. They have a 75% resistance to poison, so it won't always hit. Just got to keep using Toxic Dagger.

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Image Got one!

Image This'll be easy.

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Envenomation does about 4 damage every turn to hocus chimaeras, and they have around 80 HP. It's a good idea to keep track of their HP so they can be whittled down with other attacks while waiting for the poison to do its work. Of course, they can also cast Midheal when they're low on HP. The solution?

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Ailments! They stack, so the poison will keep ticking through the sleep. And as long as nobody attacks, which we don't want to do anyway, so it's fine.


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Image One down!

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Another option is Fizzle - it prevents the use of Midheal but doesn't stop their attacks. Stack both for extra insurance!

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Image That's goo out of three! This is easier than I thought.

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Image Nice job, everyone! That was a team effort.

Image I did the most, though.

Image You really didn't...

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Hannah actually got a level off the third kill too! Mercy basically forces outmatched foes to flee. It's arguably useful. Solitaire also got a level but didn't earn any skill points or spells.

Music: Dark Den of Thieves

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Image A ranger with experience can talk to the very heart of a monster, and can befriend creatures from the wild world around us. You cannot speak with Muunokhoi beside you, I see. Return to me when your skills as a ranger are great enough that you possess the power to communicate with him.

Image Who's Muunokhoi, anyway?

Image Probably that boy who was growling.

Image Wait, you guys thought he was growling? That's weird. He sounded normal to me.

Conveniently, rangers can understand Muunokhoi at level 15, just like when every other vocation's quest opens. Also conveniently, Hannah is already at that level, and the quest is doable right now!

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Image Odval has a liking for you. I also have a liking for you. You and I are friends!

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Image You are a fine ranger, but you must show you can open your heart to monsters to earn the highest acclaim. Attract the attention of a beast and cause in it a rage. Then calm it with Soothe Sayer. Do this twenty times. I have no liking for people, but you are different. You have widened my heart. I am with confidence in you. You will also open the hearts of monsters. You will accept my challenge?

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Image Who am I to say no? I'll take that test.

Image May it be so! You answer as I wish for. I am with great confidence in you.

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Image So how are you hoping to get through this one? It's not that easy to calm monsters down, you know.

Image Hmm... How about we try near Dourbridge? I've heard there are some really angry monsters over there.

Music: Are You A Loser

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Image This'll do nicely! Now, who's going to be the bait?

Image Not me.

Image Please not me!

Image I don't even taste goo...

This quest is a bit of a grind. Probably the best way to do it right now is to fight bewarewolves or restless armours, in packs as large as possible without being unmanageable. Having someone with Whistle from the Warrior skillset is perfect for this, and that lets you go after weaker monsters, but I don't want to swap out my party right now.

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Both these monsters are enraged by healing, 25% of the time. It doesn't matter if no HP is restored, they'll decide to go after whoever made the attempt. Rangers have Heal, so they can do this job themselves, but Hannah needs her MP for Soothe Sayer so it's Healie's job. The more monsters the better, since each will roll their enrage chance.


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Image There, there, I'm sure there's some special monster out there who loves you. There's no need to get jealous of us.

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Image Wait, that worked?

Image There's a knack to it! I can teach you if you'd like. But in return...

Image Fine, I'll tell you about Guardians.

Image It's a deal! Let's finish this test first, though.

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Anyway, it's totally possible to do this in one battle by repeatedly enraging the same monsters. It works surprisingly well! It's not a particularly hard quest either, just tedious - 20 is quite a lot.

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Oh, and Healie got a level from this fight and learned Zing, a spell that can revive his fellow party members! Just, er, don't expect it to show up next update. This bit had to be recorded later due to me forgetting this quest was possible right now.


Music: Dark Den of Thieves

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Image In my life on the wild plains, I have honed a secret ranger skill. I have always wished to teach it to someone. Yet I felt that all people I met were too fleeting of heart to be told, so I kept the skill within my own mind. You are different. You heart is pure and good. I will teach you of my secret skill. Return to me when your ranger level is forty or greater. Then I will share with you my knowledge.

Image Aww, I don't get to learn it now? Oh well. I'll be back, though!

Image I think there's just one thing left to do before we move on, then.

The nomadic deel is a ranger-only piece of body gear that's really good right now! It gives great Defence and a bit of Earth resistance (which is basically pointless since very little uses that). Definitely going on Hannah if she gets into the party again.

Music: Pub Polka

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Image No, no. I won't be takin' no gold. I can't remember if Tessie washed them or not. Just think of it as thanks fer lettin' me stay.

Image ...Yuck. I'm not sure I want these.

Image Well, that's the most articles I've given away fer free in me whole life, to be sure! Maybe I'll see y'in me shop one day, eh?

Our final errand for the day is to show off our new vocation to the special inn guests. Torneko is the only one who reacts to Solitaire being a ranger, but now we have all of his stuff! Hooray indeed.

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Image I think that's enough for one day. I know I'm tired...

Image Those bewarewolves really hurt. I think I need a lie down too...

Image Right, then. We're taking an inn break. I expect to see everyone up and ready in the morning.


Extra: The Collection

Angel's Tears
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Longbow
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Style: 9 Nonchalant, 19 Vain, 8 Alluring, 20 Aloof, 17 Naive, 15 Chic

Jolly roger jumper
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Style: 28 Nonchalant, 20 Vain, 12 Alluring, 25 Aloof, 16 Naive, -2 Chic

Nomadic deel
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Style: 37 Nonchalant, 35 Vain, 48 Alluring, 28 Aloof, 42 Naive, 24 Chic
Gives 25% Earth resistance.

Torneko's trousers
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Style: 20 Nonchalant, 12 Vain, 13 Alluring, 10 Aloof, 25 Naive, 17 Chic

Life ring
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Style: 6 Nonchalant, 7 Vain, 8 Alluring, 4 Aloof, 5 Naive, 4 Chic

User avatar
Part 36: A Glimpse of the Future

Music: Pub Polka

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Image Right. Everyone ready to head to Bloomingdale?

Image Yea, verily! Let us sally forth to defeat the dreaded foe.

Image Whatever. I'd rather stay indoors.

Image What's gooing on with you two? You're acting weird.

Image I know, right? But as long as it doesn't stop me from finding more fyggs, I don't really care.

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Image ...Hold on, this isn't right. How did we get here?

Image Prithee, Hannah, wouldst thou pass me our most treasured map?

Image Get it yourself.

Image Wait, didn't we decide not to use that map?

Image Then you must have a different recollection to myself!

Image Oh, I see. This is a dream, isn't it?

Image Pretty sure!

Image I guess I might as well play along, then.

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So this update is going to be non-canon. We're trying out the treasure map we got yesterday to see how poorly it'll go! If you're following along, please don't try this. While treasure maps are the absolute best way to get powerful equipment and lots of experience and money, we simply aren't strong enough to handle them right now.

Anyway, I might as well explain how these work since we're here! Maps are stored in their own item menu; we can carry up to 99 of them, and they're randomly generated, but this first one is always the same.

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In order to explore a grotto, we've got to start searching for it. Again, they have random locations, but again, this one is always the same: west of Stornway. A lot of the other map locations won't be so obvious, but that's something to worry about later.

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Once we've opened a map, it gets put on the top screen, and we can start searching. We're already in the right, place, which is why that exclamation mark is showing up. Interact with it, and...


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Image Whoa, that popped up out of nowhere!

Image Let us proceed forth! To adventure!

Image Can I go back to Stornway now?

Music: Dungeon (III)

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Image Wow! There were ruins like this under Stornway all this slime?

Image Hey Healie, why are you the only one acting normally?

Image How should I know? I'm just a figooment of your imagination.

As you can see, grottoes don't have maps...yet. They're the only part of the game where the map is filled in by making our way through. Any map progress made is erased upon changing floors, so there's little point in going over the whole thing. Still, this one is a fixed layout, so I might as well go over what you can find here.

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The first floor has us go north...

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Then west...

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And that'll lead to the stairs down to the next floor. As always, stairs are placed entirely randomly, but we can see where they are upon entering a floor by using a thief's Treasure Eye Land ability. No, the game never mentions this. It's not that important, though.

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Floor 2 is a bit different to floor 1, in that it's a big room. The stairs are directly east so we normally wouldn't have to explore the rest of the floor, so let's go over something else instead.


Music: Are You A Loser

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Image This is boring. Who cares about some stupid frogs anyway?
#097 Expload wrote: Image

Code: Select all

Beast Family
HP: 142        MP: 10
Attack: 102    Defence: 116  Agility: 64
Exp: 522       Gold: 146
Elemental resistances
Image: 075 Image: 100 Image: 100 Image: 150
Image: 100 Image: 100 Image: 100

Status resistances
Image: 050 Image: 075 Image: 050 Image: 100
Image: 100 Image: 000 Image: 050 Image: 050
Image: 035 Image: 075
Image: 075 Image: 075 Image: 050 Image: 100

Common Drop: Toad oil (1/8)
Rare Drop: Bow tie (1/64)

Slow they may be, but their heavy weapons, in particular their ribbit launchers, are the terror of travellers everywhere.

Toad tanks dressed in drab for desert warfare. They work like well-oiled machines thanks to magnificent maintenance.
Why not talk about the monsters here? Exploads are the only new monster in this grotto. We'll actually be encountering them in the overworld in a couple of towns' time, but hey, they're here too so why not go over them?

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First off, since these are from a bit ahead of us, they hurt. A lot. They're only a little weaker than stone golems, but they can come in groups. I didn't want to draw out battles with them for too long, but they can use Ribbit Launcher and Flame Breath, both all-targeting attacks. We'll see them properly when we're intended to be fighting them.

Oh, and as while these are the only new monsters here, we can also fight quite an eclectic mix of other opponents: magi, earthenwarriors, restless armours and stone golems all make an appearance. Trolls can allegedly show up in this monster set, but I've never seen one in here; they might only appear alongside other monsters, and I'm trying not to fight too much. It's a good thing they're not around on the field, too, because otherwise they'd only show up after we'd finished the fygg hunt and we're not prepared for that sort of power.


Music: Dungeon (III)

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Image This can't goo much deeper, can it?

Image You underestimate my imagination! This could go on for so much longer.

Image Even I am nearing my limit! This ruin must reach its end soon.

Image Fine, I guess I should dream up an end to this place on the next floor. Are you happy now?

The third floor is where we're starting to see treasure chests. These have completely different loot tables from the ones outside of grottes, but they're also, once again, randomly generated.

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However, because this grotto is always the same, we know that this is a rank 1 chest.

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And heading south out of that room, then east and south at the next two junctions, brings us to a rank 2 chest. It's probably worth mentioning that, despite being different from the blue chests we've seen before, the items in these ranks are much the same: junk or only vaguely useful items. There isn't even any chance of mini medals yet.

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And finally, heading east from the entrance room will take us to our final set of stairs.


Music: None

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Image At last, the deepest depths! It near brings a tear to my eye. Let us conquer the foe before us and return, victorious!

Image Why not just leave without fighting? I don't feel like doing this right now.

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Image I think Hannah's right! I'm getting a feeling about that monster, and it's not a goo one at all...

Image Fear not! Slaying this beast will be but a trifle.

Video: Grotto Boss #1 - Equinox

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Image The heavenly palace is where I make pasture! The world is mine to gallop freely across, its inhabitants merely my grooms! Hrrrm? Those abortive creations, the mortals, ride roughshod over the realm beneath!? Neeigh! They must be destroyed!

Music: Swirling Desire

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Image What does this oversized horse think it is? The Almighty? It's no match for us.
#283 Equinox wrote: Image

Code: Select all

Beast Family
HP: 1800       MP: 255
Attack: 180    Defence: 180  Agility: 117
Exp: 10000     Gold: 825
Elemental resistances
Image: 100 Image: 100 Image: 100 Image: 100
Image: 100 Image: 050 Image: 200

Status resistances
Image: 025 Image: 000 Image: 000 Image: 100
Image: 000 Image: 025 Image: 000 Image: 025
Image: 005 Image: 000
Image: 025 Image: 050 Image: 050 Image: 050

Steal: Dragon scale (1/16)
Common Drop: Dragontail whip (1/10?)
Rare Drop: Vesta gauntlets (1/50?)

Ceaseless steed of death, who tirelessly travels the skies, taking the lives of all in his path. Also known as the Black Star.

Gallops freely through the night skies, and answers only to the stars. Once had an entirely different form...
Equinox is an absolute doozy. Fair warning: it's possible to win this right now with some very good luck, but that didn't work out. Instead, this will be something of a demo of how difficult this boss is at this level. First off, Equinox is level 30. That's kind of high for what the party is equipped to deal with. He alternates between one and two actions per turn, and has a 4% evasion chance, and has several deadly attacks.

Also, see those drop rates? I have no idea if those are accurate. And there are three drops! What's up with that? Well, I'm pretty sure there's some spaghetti code to make that work, and the big thing is that 2% rare drop. Vesta gauntlets can be alchemised into the highest Defence gloves in the game. All but one of the grotto bosses have one of these ultimate equipment drops, and most of them are incredibly good. Not that they matter right now, since we're nowhere near strong enough to farm for them.


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Image Not so tough now, are you? This'll be done in no time.

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Image Go, my loyal companions! We must make haste!

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As with most boss fights, buffing up is very important.

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And that's because holy crap that's a lot of damage. It's enough to kill anyone but Solitaire in two hits. And remember, this is with the highest Defence of the party!


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Image Aah! I knew this wasn't a goo idea.

That's 3/4 of Healie's HP! Suffice to say, if someone gets hit twice in a row, they're dead, no questions asked.

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Image Although...I could ooze this.

The upside, however, is that this is incredibly good for generating Coup de Grâces.

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Anyway, more buffing and debuffing ensues. Fire Fource was a mistake here; we don't have Life Fource to hit a weakness yet, so there's very little point to using one, and it doesn't last long.

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This is about how much damage Solitaire is doing, by the way. And this is with two Saps! 180 Defence is not something that can just be punched through casually right now.

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Not pictured: a lot of healing. With how much damage Equinox is doing, we occasionally need Hannah on healing duty as well as Healie. He hurts a lot! I've barely even started doing damage yet due to needing to set up.


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Image I guess I should try a bit.

We haven't seen Hannah's Coup de Grâce yet, have we? This'll be the perfect opportunity.

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Image ...Actually, maybe I shouldn't try. There's no point anyway.

Oh yeah, you know how Solitaire's damage was kind of respectable earlier? How about no? Equinox can use Weakening Wave, a full-party Attack debuff. We have no way of dispelling it without Coup de Grâces, so we just have to deal with it being here for a while.

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That's almost 20 damage less. And remember, the damage formula is additive, so that's 20 less damage on everything, even without Sap. Once that wears off we'll barely be tickling him.

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Thankfully, spells are unaffected by Attack or Defence, so Freddy can still contribute good damage with Crackle. This is boosted by Conjury Conductor, though.


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Image Ugh, I'm fading fast... Maybe I shouldn't have taken this thing on after all.

Weakening Wave is his next trick, and it's a nasty one, lowering Defence and Agility on everyone. We simply can't keep up with buffing against this thing, and it can turn two-shots into one-shots. We do not want to see this at all.

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Ooh, another Coup de Grâce! Just one more and we'll have the full set. I'm holding off using them just in case.

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Unfortunately, Sap wears off Equinox at this point, so Solitaire and Hannah will barely be doing anything unless it can be reapplied.


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Image It barely even flinched! How horrifying...

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Image Do not fear, for I shall land a fatal blow with this power!

While Freddy did get his Coup de Grâce, completing the set, there is a slight problem. You see, Healie is losing his this turn, so I'm using it.

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Image Everyone's in bad shape, so let's have you feeling goo again!

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Image Wow, that does feel good. I'm feeling stronger now, too!

One nice side-effect of Choir of Angels is that it removes debuffs. Solitaire's back to dealing damage! Well, as soon as Sap gets back up, anyway.

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Oh, and I'm using Hannah's too. Brownie Boost raises Attack, Defence and breath resistance by one stage each. It's...not very good. But it is the only way to increase Attack at the moment.

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Her damage is pretty much the same as Solitaire's now!


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Image Oh no! I think this is the big one!

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This is Lightning Storm. It's Equinox's ultimate attack, and it's the most devastating thing he can do. If Freddy and Healie weren't at full HP, they would have died instantly.

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But hey, there's one upside! Everyone has one of these now.

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By selecting a Coup de Grâce on everyone...

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We get to use a Co-op de Grâce! We've already been over this in a mechanics update, but it can't hurt to go over this for the people who don't read those. We have options for this: we can use one of up to four big, powerful abilities determined by the vocations in the party, or we can forgo this entirely and just use all of the Coup de Grâces individually. This is only the second time I've gotten one of these, by the way; it's quite difficult to get them if you're not horribly outmatched and taking huge chunks of your party's HP in damage at a time.

First off, we have Soul Asylum. This is complete invulnerability for four turns, no questions asked. This includes nulling debuffs and ailments; everything sent at the party during those turns will just plink off. It's absolutely incredible.

Cast Away reduces everyone's MP costs to zero for five turns. 0 Zone is questionably useful, so this is also somewhat questionable. I guess it could be good given the right circumstances, but these are very much not the right circumstances.

Haulellujah is basically a supercharged combination of the thief and armamentalist Coup de Grâces. It guarantees an item from every enemy in the fight, with a pretty good chance of a rare drop, and boosts experience point and money earned by a random amount (1.5x-3x). Again, kind of questionable in a situation where you'd get a Co-op de Grâce.

And finally there's Quadraslash. It's a physical attack with a decent - if very variable - multiplier, but here's the kicker: the damage it does is based on the total Attack of the entire party, so it can get crazy given a physical-heavy party composition. That is not something we have, though.

Might as well talk about the two we don't have, too. Omnipotense is the other big one, and it instantly raises everyone's tension to either 50 or 100 at random. The only downside is that it can be dispelled. And Electro Light turns all monsters in the current battle into metal slime family monsters, which would be great but it doesn't affect bosses so it's useless in situations where a Co-op de Grâce is likely.


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Image Behind me, friends! I shall shield us!

If my praise for Soul Asylum didn't make it obvious, that's what we're going with. I do not want to deal with Equinox's damage if I don't have to.

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Image Wow, that actually worked?

Image Phew, I thought we were gooners. Thanks, dream Freddy!

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Image We're not invincible any more? Ugh, I guess I have to do something now. I wish I could just go home.

Image You can go home after we have slain the dread beast! I can see it wavering now!

Image It doesn't look wavering to me.

And this is where Soul Asylum wears off. Everyone's topped off and buffed, so this should be easier now, right?

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Well, no, it's really not.

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Nice!


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Image At least this was...just a dream...

...Not so nice. With my main damage dealer dead and Freddy out of MP it's a downward spiral from here.

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Image My reserves are empty, and my comrade is defeated, but I must still persevere!

Despite being at 0 MP, Freddy can still 0 Zone to get some more spellcasting done.

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Image Should've...stayed in bed...

And Hannah gets hit with the double attack combo, just like Solitaire did. It's all up to the casters.

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Image The foe...was more dangerous than I ever imagined...

Image I'm the only one left, aren't I? Oh no.

This is a lost cause at this point. Healie can barely do damage, and while he has Zing I completely forgot about it. It probably wouldn't have saved the party anyway.

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Image I told them...this wasn't a goo idea...

Healie's maximum HP is 84. He was never going to survive this.

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Video ends

And, unfortunately, that's a wrap. We lose. I'm surprised the team managed to hold on as long as they did. In total, we did 1259 damage by my count; that's over 2/3 of Equinox's HP. It's not an insignificant amount by any means.

Anyway, this is part of the reason why we won't be tackling grottoes until the postgame, and why this update is non-canon. Grottoes, despite being unlocked right now, are just too damn hard. Equinox is around the power level of the final fygg boss, and he's the weakest of the twelve we can fight. It's just not worth bashing against the wall that is this fight only to find an even sturdier wall on the other side. Instead, next time we'll be heading off to the next fygg!

User avatar
April Fool's! Although I suppose I'm the fool for attempting this fight. Regardless, we have a new section of game coming up, so let's have another party vote.

Image Slasha's still a physical powerhouse with defending options! She can use the sword that Solitaire has at the moment, which is still quite a bit ahead of the curve, and there's some good Warrior-only gear available in Bloomingdale for her to use, though some is male-locked. Oh, and her Metal Slash will see use too.

Image With Healie now having Zing, he's absolutely invaluable if someone dies. He'll also get a hold of Whack for some instant death shenanigans on random encounters. Gear-wise, though, he won't have much going for him in the coming area, but a healer is always good to have regardless.

Image No interesting new spells for Freddy, sadly. He'll probably pick up Bounce, which reflects magic, but the next boss won't have any magic to reflect. No interesting gear picks here either, sadly. Still, Crackle is going to be useful in random encounters, and the boss is a Bug so Fly Swat may get use...but he'll probably stick with Crackle.

Image Similar to Slasha, she's got high Attack and she'll use it well. She can use a gigasteel weapon too, and has Martial Artist-exclusive equipment coming up (again, some male-locked). Plus we'd get to play with tension again!

Image Stealing stealing stealing. We have a couple of really good steals coming up that are used in a lot of equipment, although admittedly most of that is a while away. She can also get a really nice claw upgrade through more alchemy.

Image Ron's pretty much the same as always, with some support and some attack. He'll probably learn Midheal around now! Alas, absolutely nothing coming up is weak to Woosh spells, but most normal monsters are neutral to them, if not the boss. Like most of the others thus far he has a pretty nice weapon upgrade in the Black Tortoise fan, although it's been possible for a while and he just hasn't gotten into the party.

Image Axander's still great; no new axes to play with, sadly, but gigasteel is still really good. He's basically in the same boat as Slasha right now, but with no defensive equipment that only he can use and no Metal Slash, but higher Strength.

Image Valeria's got no new hammers and no unique armour (after all, we're not supposed to have a paladin yet), but she will get Midheal soon! And that's about all she's got going for her right now. The upcoming boss doesn't use magic, so Spell Checker probably won't see use, but she can still Buff for defensive support.

Image D'Art's Fources are always nice, but not very useful against the coming boss because he doesn't have the weakness-hitting one for it yet. There's a pretty good bow upgrade for him coming up, though, and his ailments will always be useful on random encounters. Especially Fuddle, which he's close to learning.

Image Hannah also uses bows, so he can use the same upgrade that D'Art could get. As for spells and abilities, the next boss has a guaranteed enrage condition, so Soothe Sayer might see use, and depending on how many levels she gets she might learn Midheal in the next stretch.

Image The next boss is weak to Theo's Zam spells, so he's a great pick on that front. He's also a great dedicated healer if nobody else who can do that gets picked, and will probably pick up Zing too for revival shenanigans if things go horribly wrong. As for his gear, he could get a better boomerang if it wasn't for my eternal enemy, iron nails. Not that he'd have much use for physical attacks.

Image Guess what? Lumin's not amazing. Still, she'll have a gigasteel whip available (or, rather, gigaspike, which is far more metal) which is very powerful at the moment and might offset her bad Strength a bit. She'll have Bounce, too, which...isn't useful right now. Maybe she can do ailment things with whip abilities.

As usual, vote for two characters and whoever's fourth informs Solitaire's vocation. We haven't had a few characters get voted in yet so it might be nice to give them some love too!

User avatar
Valeria and Slasha

User avatar
Since it doesn't look like any more votes are coming in, I might as well call this now.

Theo: 5
Steph: 3
Lumin: 2
Ron: 1
Valeria: 1
Slasha: 1
Everyone else: 0

Theo, Steph and Lumin will be tagging along, and Solitaire will be a Warrior so as not to use the same weapon as Lumin.

User avatar
Part 37: Dark Days in Flower Fields

Music: Pub Polka

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Image Ooh, my head... That nightmare was horrible.

Image Steph! Such force was unneccessary. You should be ashamed.

Image D'you think I hit her too hard?

Image It was not necessary to hit her in the first place! We do not want to outright kill her. A simple shake would likely suffice.

Image Funny, I thought you'd be the first to-

Image Oh for the Almighty's sake, I am not about to betray you all! I thought I got away from this nonsense.

Image Heya, guys! How're we all doing?

Image Oh, we're fine! Dunno about Solitaire, though. I'm really sorry about that.

Image As long as no singing takes place, I think we will all be fine.

Image That's no fun, though! Besides, I bet it'll really cheer you up.

We'll be heading off to Bloomingdale with a party of Solitaire (as a Warrior), Steph, Theo and Lumin. It's Lumin's first successful party vote, too! She may be the worst vocation in the game, but I'm sure it'll be fine.

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Might as well get the levelling up out of the way, as usual. Solitaire doesn't have spells as a Warrior and doesn't get enough skill points to learn anything from these levels.

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Lumin goes from level 15 to 18, learning Bounce! I don't think we've seen this one before, but it's pretty interesting.

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Scandal Eyes, too. We'll take a look at both in a sec.

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And Steph reaches level 19 and picks up a passive boost to her attacks. Theo...doesn't get anything because he was in the party for the last bit of the adventure and is all caught up.


Music: Are You A Loser

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Image Hee hee! I have to stop my adoring fans from getting at me somehow.

Bounce is a spell that targets the user and grants the exact same buff as Solitaire's Magic Mirror - it reflects all enemy magic. Just like with Magic Mirror friendly spells will go right through, though.

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Image Oh no! The paparazzi!

Image Lumin, you have neither fans nor paparazzi. Cease this charade.

Image That is not true! I have fans. Not many, but...but I'll get more, you'll see!

Scandal Eyes is a group-effect Dazzle. That's about it! It's more accurate than the spell and only costs 3 MP so it seems pretty good if you like Dazzle.

Music: Alchemy Pot (VIII)

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Image My alchemical prowess is unparallelled! Muahahahahaha! ...Please excuse me; that laugh runs in the family.

Image Still not convinced on the betrayal thing.

We're also picking up a new weapon for Steph via, of course, alchemy: a gigasteel bar! This thing's made from the iron bar back in the Dourbridge shop as well as the standard gigasteel materials, and it's very powerful for this point in the game at 62 Attack. Highly recommended for staff users as soon as it's available.

Music: Cross the Fields, Cross the Mountains

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Image This is the way to Bloomingdale, right?

Image Yay, Bloomingdale! It's a really influential place. If I get some fans there, word'll spread like crazy!

Image Good luck with that.

Image Don't be such a killjoy, Theo! Lumin's trying her best.

Now that the preparation is out of the way, the path to Bloomingdale is over to the south of the Heights of Loneliness. It's totally possible to go there first and ignore Garth Goyle until we have every other fygg (similar to the Alltrades Abbey plot!) but this is the way the level curve goes and I am ever a slave to it.

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And of course there's a new map here. With new monsters, too! Let's check them out.


Music: Are You A Loser

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Image Did that shield just...wink at me?

Image The shield is also a monster, or so I am led to believe. Be sure to keep your guard up.

Image Like the shield?

Image ...Indeed.
#079 Gum shield wrote: Image

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Humanoid Family
HP: 80         MP: 255
Attack: 80     Defence: 101  Agility: 81
Exp: 226       Gold: 108
Elemental resistances
Image: 100 Image: 100 Image: 100 Image: 100
Image: 100 Image: 100 Image: 125

Status resistances
Image: 075 Image: 075 Image: 100 Image: 100
Image: 075 Image: 000 Image: 050 Image: 075
Image: 050 Image: 075
Image: 100 Image: 075 Image: 100 Image: 100

Common Drop: Light shield (1/64)
Rare Drop: Iron broadsword (1/128)

Be extra careful what you send this monster's way - you might find it coming right Back Atcha.

Luckily for them, the sheer scale of their faces forces the eyes to focus on size rather than sex appeal.
These guys are back again, and this time they're yellow! They're just as defensive as before.

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They have Back Atcha, a shield skill which lets them clobbah that there Kirby nullify single-target attacks that come their way and strike back with a normal-strength attack. They can also defend and have a 4% block rate...so they're best saved for last since they're not very threatening.


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Image Ha! I know what you're up to. That combining trick won't work twice.
#001 Slime wrote: Image

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Slime Family
HP: 76         MP: 4
Attack: 52     Defence: 65   Agility: 128
Exp: 72        Gold: 24
Elemental resistances
Image: 125 Image: 125 Image: 125 Image: 125
Image: 125 Image: 125 Image: 125

Status resistances
Image: 100 Image: 075 Image: 100 Image: 100
Image: 100 Image: 000 Image: 100 Image: 100
Image: 000 Image: 100
Image: 100 Image: 100 Image: 100 Image: 100

Common Drop: Medicinal herb (1/8)
Rare Drop: Slimedrop (1/16)

Common monsters that are found all over the world. Their simple yet lovable form attracts many admirers.

They're unimpressive alone, but if a few of them focus the force of friendship, they can make a miraculous metamorphosis.
Remember the slimes from Newid Isle that turn into slime stacks? Well, these are more of the same. Higher stats than regular slimes, slightly different resistances, you know the drill.

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They'll summon more than three this time, though.

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Up to eight, in fact.


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Image You sure you expected this?

Image O-of course I did! Hmph.
#090 King slime wrote: Image

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Slime Family
HP: 245        MP: 32
Attack: 136    Defence: 95   Agility: 75
Exp: 600       Gold: 164
Elemental resistances
Image: 100 Image: 100 Image: 100 Image: 100
Image: 100 Image: 200 Image: 050

Status resistances
Image: 050 Image: 050 Image: 100 Image: 100
Image: 050 Image: 075 Image: 025 Image: 025
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Image: 075 Image: 075 Image: 075 Image: 075

Common Drop: Slimedrop (1/8)
Rare Drop: Slime crown (1/256)

These superior slimes ooze authority, bringing their bulk to bear on opponents and mending mates with Multiheal.

They're built when bands of blobby buddies stick together to find strength in numbers.
King slimes are one of the more iconic monsters in the Dragon Quest series! They're exactly what you'd expect from their appearance: big and bulky. 245 HP is a lot!

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Image Aha! Always be prepared for a big glob of goo to launch itself at you.

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Image Aieeee! That's very specific, but it does help!

They have two abilities that are essentially just stronger normal attacks. They're mostly there for flavour.

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Also, if an enemy combatant gets low on health, they'll proceed to cast Multiheal. We don't have this spell yet, but it does exactly what it sounds like it does: it heals the entire party. King slimes don't come with any friends right now due to how they're formed but later they might decide to group up and it can be a pain. As if to counteract this, they sometimes just do nothing and waste a turn.

Oh, and they drop slime crowns, a piece of headgear that's kind of rare and is used in a few really good alchemy recipes much later. The downside is...that's the lowest drop rate in the game. Don't go for them now.


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Image What are these creatures? They seem to be some sort of spliced-together abominations. Let us put them out of their misery!
#072 Trigertaur wrote: Image

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Beast Family
HP: 100        MP: 12
Attack: 98     Defence: 100  Agility: 85
Exp: 350       Gold: 136
Elemental resistances
Image: 100 Image: 125 Image: 100 Image: 100
Image: 100 Image: 100 Image: 100

Status resistances
Image: 075 Image: 075 Image: 100 Image: 100
Image: 050 Image: 075 Image: 050 Image: 075
Image: 050 Image: 050
Image: 075 Image: 075 Image: 075 Image: 075

Common Drop: Magic beast hide (1/8)
Rare Drop: Holy lance (1/128)

Intimidating enemies who damage defence with Sap, then take foes to task with their tridents. Whistle to really rile them.

Created when top-flight tiger knights merged with their mounts to make themselves faster on the field of battle.
Trigertaurs are weird tiger-centaur things that we could technically have encountered earlier but didn't because they only start appearing out on the map near Bloomingdale. They're also vaguely bulky and annoying to fight, but unlike gum shields they have an actual offensive presence.

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...Unless they decide to do nothing, as this one kindly demonstrates.

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As their blurb states, they like to use Sap so they or other monsters can do more damage. Given that they do 20-ish already with my current gear setup, that can be a bit dangerous.


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Image Haaaaaaaaaaaaa!

Image An impressive war cry! All the better to take attention off myself.

During all this Steph's building up tension because I need something to do while waiting for these things to use their moves.

No real reason this is getting mentioned now.


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Image Hey, this being prepared thing really helps, Steph! Thanks a bunch. ...Er...Steph?

Trigertaurs also have Party Pooper, the same party attack Lleviathan used. Eh.

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Image Hiiiiiiyah!

Image Such devastation...

I lied! There was a reason to show off Steph gaining tension! As it turns out, critical hits at 100 tension hurt. A lot.

look i just wanted to show off big damage number, okay


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Image Aww, that thing is adorable! Can we keep it? I can make it my mascot!

Image No. Absolutely not. I still remember the teeth...
#080 Pink sanguini wrote: Image

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Demon Family
HP: 85         MP: 9
Attack: 85     Defence: 92   Agility: 104
Exp: 236       Gold: 112
Elemental resistances
Image: 125 Image: 100 Image: 100 Image: 100
Image: 100 Image: 125 Image: 125

Status resistances
Image: 100 Image: 075 Image: 100 Image: 100
Image: 100 Image: 000 Image: 100 Image: 075
Image: 050 Image: 100
Image: 075 Image: 075 Image: 100 Image: 100

Common Drop: Moonwort bulb (1/16)
Rare Drop: Nectar (1/32)

Sanguinis who have cast off their cowskin kiddie coats for pink adolescent pelts. They love to have travellers for tea!

Although adolescents, they're far from fully fledged. Ah, if only they could stay like this forever...
They may be the last new monster on the way to Bloomingdale, but pink sanguinis aren't too different to teeny sanguinis from the start of the game. They're easily shut down by status effects (not that they're really needed since they're fairly frail) and don't really have much they can do.

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Image Okay, yeah, definitely not adorable. This thing just tried to rip my throat out!

They'll go for the jugular, doing damage and healing them for a portion of what they dealt out. It's very unimpressive. They'll also dodge 4% of the time...and that's all.

Music: Cross the Fields, Cross the Mountains

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Anyway, while Bloomingdale is over to the west, there are still a couple of gathering spots on the way. First off is this one, which houses wakerobins. I legitimately don't remember if we had a good source of these before, but we're about to get an even better one than this and they're not useful for much regardless. Meh.

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And sleeping hibiscuses are over to the south on a small peninsula. Again, we have a source for these already, but this is better, and we're about to get an even better option for them. There's more stuff in the north Bloomingdale area, but...there's really no reason to go there yet.


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Image We're finally here, yay! Let's go in right now.

Image Hey, stop dragging me!

Music: Come to our Town

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Welcome to the city of Bloomingdale! We've been hearing about this place for quite a while, and we're finally here.

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Image The Pride of Bloomingdale, our very own magnificent vessel, once sailed the high seas from Slurry Quay to Stornway. Pretty good, eh? Interested? I know you are! How jolly! You'd better start buttering up Ms Marion Bloome, then!

Image No, I'm really not interested. I still feel seasick just thinking about it...

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Image Just think how much easier your fygg hunt would be if you had your own boat. Come on! You've got to find this girl who owns it and charm her into letting you have it! Should be a slice of cake!

Image Do I have to? Ugh. This ship thing is going to kill me, I swear.

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The town's item shop is right here at the entrance, and hey, those gathering spots right outside are already all but obsolete. We can also buy superior medicines now but they're really not worth it because of alchemy.

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Nothing new on the second page either, but again, softworts are newly buyable even if we can easily alchemise them.

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But since this is a shop, we have a bunch of Gleeban groats from various sources and haven't sold them for a good while. 700G's not amazing any more but it's still nice to have a little extra.


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Image Ha! Erinn's inn is so much better than this place, it's not even funny.

The inn here costs 8G per person and has a little flavour attached! It'll come up much later in a sidequest but other than that it isn't really relevant.

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Image Perhaps this fellow is looking to obtain that boat as well. We may have competition!

Image Really? He's looking kinda suspicious to me.

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Image That's why everyone in the town takes advantage of the poor mite.

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Image It was only after eating that particular fruit that she finally developed a bit of strength at last.

Image That's got to be a fygg!

Image Why does this guy know about it, anyway? I get that she's famous, but not that much.

Image ...Hm? How do I know? Oh, all of us staff here and the inn were employed at the Bloome residence once upon a time.

Image I wonder why they're not there any more...? Oh well, probaly not important.

Image You're right, it's not important. But you know what is important?

Image Let me guess. Getting the fygg from her? You're so single-minded.

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Image Bloomingdale's wealthiest citizen, Ms Marion Bloome, ate such a fruit and completely recovered from a grave sickness.

Image Wow, she's the richest person here? Hmm, maybe I can get her to sponsor me...

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Image But if I make friends with her, I shall probably get oodles of lovely presents...

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Image 'Scuse me, what're you doing?

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Image This young girl appears to be attracting several greedy ne'er-do-wells. Perhaps we should stage an intervention?

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While we're in the east part of town, it turns out that there's a well tucked away in the very corner of town behind the inn.

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...There's nothing here we can do right now. That's another cell door to add to the list, though, for when we can!


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Image But she suddenly got better just recently. I bet old Mr and Mrs Bloome are looking down with a smile to see her well at last.

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The west of town is where most of the shops are. First up, the weapon shop.

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Platinum swords, battle forks and deadly nightblades are new. the sword's not as good as our current gigasteel model, but the knife is slightly stronger than the batterfly knife Freddy's been using! No special effects on either, though. The battle fork is a spear that we will be picking up because I feel like using spears on Solitaire for a little bit. I might take a little bit to remember to do that, though. Oh, and it does extra damage to Aquatic family monsters!

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Unusually, this shop has three knives! The falcon knife earring is very special because, while it has a measly 1 Attack, any attacks made with it hit twice. It's one of the most powerful knives in the game because if you get enough innate Strength it becomes ridiculous, but...look at that cost. Yikes. Watermaul wands have the same effect as battle forks, doing more damage to Aquatics (but it's a wand so it doesn't matter). It has an unusually high MP absorption rate, too, but that stat feels pretty much meaningless. And the chain whip is kinda bad; we could outperform it by upgrading a snakeskin whip. Which I forgot to do; Lumin has a chain whip now. I do not always make the best decisions.

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The pillar of strength is worse than Steph's gigasteel bar, so we're ignoring it. It's also been alchemisable for a while now! Crow's claws are...stronger than gigasteel? And they have an Agility boost attached too? We could upgrade them if we were willing to give up an agility ring, too! They're really good, in other words. Next up, tortoiseshell fans. I've been recommending making these and their upgrade with alchemy for ages. Do it for fan users. It's good. And then the edged boomerang is a straight Attack upgrade over what we have on Theo currently, but...he's really not using normal attacks so I'm ignoring it. Technically we could alchemise something better, but...we'd need my archnemesis, iron nails. Screw iron nails.


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Image "Bird-related recipes are all about flurry feathers and crow's claws. Find some, and you'll be the envy of your friends!"

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Hey, speaking of the crow claws, this is where we can learn to upgrade them! Kestrel claws, as mentioned earlier, take crow's claws and slap an agility ring onto them. Job done! We got a free one a while back so if you're not using it go ahead and upgrade. Kite claws are these plus two enchanted stones, which we can't get for ages so don't worry about them. Fowl fans need a war fan, two flurry feathers and two crimson corals. Flurry feathers are annoying to get but we will have a couple of sources available soon! They do fire damage and are slightly stronger than tortoiseshell fans, but...just use a black tortoise fan.

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Both of these are bad for different reasons. Eaglewings are boomerangs that need a swallowtail, kestrel claws and three flurry feathers...but kestrel claws are really valuable and swallowtails aren't obtainable until the tail end of the game, after we've finished looking for the fyggs. Eaglewings will be decent then but this is way too early to see how to make them. And feathered caps are here way too late; they require a leather hat and a flurry feather but we can't find any feathers until around now and they got outclassed as soon as the Krak Pot showed up. Yuck.


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Image "Why does he wear fur and stick his tongue out all the time?" she asked me. Well! "Because he's a dog!" That's what I told her, of course. And you know what she said? "Oh, nice to meet you, Adog."

Image Okay, that's just weird, even for a kid. Taking advantage of someone like that is just cruel...

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The armour shop's right next door here. Platinum shields are slight upgrades from our iron ones, but are worse than gigasteel and only have fire resistance instead of fire and ice. Iron masks are very heavy and can only be worn by warriors, gladiators and paladins, and are worse than steel helmets. They're not great. Warrior's helms are only for, er, warriors, and they're quite a bit stronger but not as good as gigasteel. And circlets are actually pretty good! They're headgear for the magically-inclined vocations, leaning more towards Might than Mending, and can be upgraded immediately with a gold ring and bracer to make them even better.

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I'm pretty sure we haven't seen cat ears outside of alchemy books, but they're basically equivalent to the bunny ears we've had since Stornway but with the Magical Might and Mending stats swapped. Make a gold circlet instead...although we will need a pair later regardless. Silver mail is another good one; using the same metrics that I've been using, it's better than steel but worse than gigasteel...but it's also in the same boat as the circlet in that it's got a considerably better gold version. It's almost the same recipe, too! And it even resists magic. Very useful armour. There's also a bit of an exploit involved: silver mail costs 4000G, gold rings cost 220G, and gold bracers cost 350G. Gold mail sells for 4900G. If you can't be bothered to do the maths, that's a profit of 330G. Not too much at the moment, but if you buy and alchemise in bulk, it adds up.

Anyway, next are tussler's tops. They're male-only martial artist gear and are therefore useless to us. They're pretty good! They've been alchemisable for a while, though. Smart suits are also exclusive to male characters but they're not very good; stylish, yes, but not good. Spangled dresses are basically the same thing for female characters: they look nice, but they have low Defence and no other effects.

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Best vests have very low Defence but they do have decent magical stats, so they might be worthwhile. They're also very snazzy. Warrior's gloves and trousers are more parts of the warrior set that we saw earlier, and they're decent. The gloves are great and have both Defence and a good amount of Deftness (but are male-only), while the trousers are betweeen steel and gigasteel kneecaps (we're buying a set because I thought it was a good idea at the time). Snazzy skirts are leggings for female characters who like Magical Mending; they're not very useful to me. Loud trousers are leggings for minstrels that only have Defence and are thus...okay? I guess? They're steel-equivalent. Tussler's trousers are very similar but for martial artists, and like the top we could have alchemised them earlier. Lots of single-vocation equipment here, apparently.


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Image Do you think I know anything about boats? Really? It looks okay, I guess. Very boaty.

Image This ship used to rule the high seas from the Lonely Coast to the shores of Coffinwell. The Pride of Bloomingdale, she's called! But ever since her owner passed away, she's been left to rot. He was a merchant, you know. A bit of a tycoon, truth be told.

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Image So it's not being used right now, huh? I don't really want to, but I guess we have to ask if we can take it.

Image What's that, my girl? You've been looking for a boat? So someone still has need of the old girl... You'd better speak to Ms Bloome up at the mansion, then. I'm sure she'll oblige. She's an outrageously generous young woman. Tell the doorman you ran into me at the ship and I'm sure he'll let you in to see her. Marion's her name.

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Image Fine! Fine. I'll get this stupid boat, and then I'll avoid using it as much as I can. Okay? Good.

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This door's locked and apparently it opens in the postgame, not based on any keys! Yeah, I dunno either. It's not like there's a sprawling dungeon down there or anything, it's just...another building. With pots in it. And barrels.

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So anyway, there's a second armour shop marked on the map, and it's in this building. What's up with that?

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Remember how the other armour shop didn't have any shoes? This is why. For whatever reason there's a dedicated shoe shop here in Bloomingdale. Every single set of shoes here is locked to a specific vocation, too. This first page is all Defence-based boots; warrior's boots and Femiscryan footwear are for warriors (the latter being female-locked), frugal footwear is for priests and has some Magical Mending, wizard wellies are for mages and have some Magical Might, acroboots are for minstrels and have some Agility, and cowboy boots are for armamentalists and have nothing special. We're buying the Femiscryan footwear for Solitaire.

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Only two pages on this one. Hip boots are almost identical to cowboy boots but have one more point of Defence and look different. Wow! Saintly sollerets are for paladins and have the highest Defence of any boots so far. Even higher than gigasteel! But in a normal playthrough paladins aren't available until the next town. All the other shoes have a 3% Evasion chance; sheepskin shoes are for priests and have Magical Mending, siren sandals are for mages and have Magical Might, and all the others don't have any secondary stats. Female minstrels get starlet sandals and martial artists get kung fu shoes. Which Steph's getting! And they can be upgraded with two finessence. That's about it for shopping in Bloomingdale!


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Image "It goes without saying that platinum kit requires platinum ore. Scan the Bloomingdale area, and you'll find some soon enough."

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We still have a couple more bookshelves to go through before moving on with the plot, though. There's a lot of new stuff to cover in Bloomingdale! The platinum sword needs an iron broadsword, a piece of platinum ore and a Hephaestus' flame. These were also in the local shop. Not worth going for either way. The platter needs a gold platter and a piece of platinum ore. Problem is, gold platters are really annoying to get! Not much point if you don't somehow have a silver platter since it's not a very good shield - slightly higher block rate than our current shields, but no resistances and only average Defence. And we've seen platinum shields in the shop, just like the sword; one takes a light shield, a piece of platinum ore and a Hephaestus' flame.

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Platinum headgear is the same Defence as a gigasteel helm! And it costs an iron mask, a piece of platinum ore and a Hephaestus' flame, as usual. Could be pretty good. Platinum mail is, for the last time, platinum ore and a Hephaestus' flame, along with some gold mail. It's kind of crazy good, and we can make it...right now! Well, after getting some platinum ore from the north Bloomingdale area.


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Image "Shop-bought shoes aren't to be sniffed at, but who can argue with the class and quality of home-cobbled clogs?"

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One more set of recipes! Hobnail boots are early-game Defence-oriented boots that need leather shoes and a magic beast hide, both of which are fairly easy to get. They're outclassed now but they had their time (during which we could make one from the hexagoon's drop). Classy clogs take a pair of clogs and two belle cap mushrooms. Pretty simple, and they've got a decent evasion chance for when they can be made. And stiletto heels (female-only) take a pair of high heels and some fishnet stockings, and also have a decent evasion chance. We can make all of these right now!

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Highness heels are an upgrade to stilettos, remain gender-locked, and take a monarchic mark. That's an endgame accessory. And we already have some thanks to the DLC inn guests. Ehhhhh. And sorceress sandals are shoes for mages that use three sleeping hibiscuses, two belle caps, and the siren sandals from the shop in this very building! And despite the name any mage can use them, not just female ones. They're really good!


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Image Hiya! We got to talking with that guy by the ship, and, well...

Image ...Hm? You're a friend of the ship's warden, you say? Then you're very welcome here! Do go in.

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Image Yay! Let's go.

...Next time.


Extra: The Collection

Platinum sword
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Style: 20 Nonchalant, 36 Vain, 37 Alluring, 32 Aloof, 23 Naive, 40 Chic

Battle fork
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Style: 25 Nonchalant, 28 Vain, 16 Alluring, 26 Aloof, 22 Naive, 21 Chic
Deals 20% extra damage to Aquatic family monsters.

Deadly nightblade
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Style: 38 Nonchalant, 17 Vain, 38 Alluring, 35 Aloof, 31 Naive, 30 Chic

Falcon knife earring
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Style: 41 Nonchalant, 44 Vain, 76 Alluring, 49 Aloof, 40 Naive, 59 Chic
Attacks twice.

Watermaul wand
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Style: 21 Nonchalant, 23 Vain, 25 Alluring, 22 Aloof, 19 Naive, 32 Chic
Deals 20% extra damage to Aquatic family monsters.

Chain whip
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Style: 24 Nonchalant, 25 Vain, 17 Alluring, 22 Aloof, 19 Naive, 26 Chic

Crow's claws
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Style: 28 Nonchalant, 34 Vain, 13 Alluring, 19 Aloof, 22 Naive, 18 Chic

Kestrel claws
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Style: 32 Nonchalant, 40 Vain, 17 Alluring, 23 Aloof, 27 Naive, 21 Chic

Edged boomerang
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Style: 21 Nonchalant, 5 Vain, 13 Alluring, 15 Aloof, 10 Naive, 7 Chic

Platinum shield
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Style: 7 Nonchalant, 17 Vain, 10 Alluring, 21 Aloof, 7 Naive, 24 Chic
Reduces damage taken from fire by 5%.

User avatar
Part 38: Valley of the Dolls

Music: Come to our Town

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Image So this is a mansion? It's not as nice as the Observatory.

Image ...

Image Are you okay, Steph? You're being all quiet.

Image Huh? Oh, yeah, I'm fine. This place just reminds me of home, that's all.

Image Oh? Do tell.

Image I don't like to talk about it much, but...my parents are really rich. Wanted me to become a "proper lady" or something.

Image So you left?

Image Yeah. Went out, learned martial arts, eventually came to Stornway. And now I'm here with you guys!

Image Don't you miss your parents? I know I miss mine...

Image Nah, not really. They send me letters sometimes asking me to come back but I always ignore them. But that's enough about me. How about your families? I wanna hear the juicy details.

Image Oh, mine's wonderful! They're the ones who encouranged me to become a superstar luminary. Nobody else at home believed in me, though...

Image Hmph. Are all your relations tone-deaf too? Regardless, I come from a noble lineage, although my immediate family is...troubled. Did I ever tell you about my uncle, the vizier? A sordid affair, all told.

Image That's enough about you all. I'll have you know my mother's a real big shot up on the Observatory!

Image Oh, so you got your Guardian job through nepotism.

Image Hey! I worked hard for that!

Today we'll be checking out the Bloome mansion and hopefully advancing the plot. Let's get to it!

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Image I guess? Not really. I do need that boat, but...

Image Really? I'd reconsider if I were you. It's well worth it, I assure you. I wouldn't lead you astray. I mean, if you manage to make friends with her, she'll give you anything. Absolutely anything you want!

Our immediate goal, in case it wasn't immediately obvious, is to go and talk to Ms Bloome. She's almost immediately to the east, so let's loop around there from the west instead of going there directly.

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Nothing much on this floor other than a couple of barrels. An NPC moves here eventually, I think, but they're not around right now. Alas. Time to check upstairs.


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Image Soon, purple door. Soon.

Image But you may not find a key for these for a very long time.

Image I've got a good feeling, okay?

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Image I mean, such a huge mansion needs lots of people to keep it running, but she gave all her staff the sack!

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Image Aha! Treasure. I'm sure she won't miss these.

Image I wonder why this room is so dusty.

Image Maybe...maybe it's her parents' bedroom. Nobody would've cleaned it out after they died if all the cleaning staff got let go...

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Inside this somewhat morbid room we get some things we already know all about so there's not much point in talking about them again. The strength ring chest was locked but locked chests aren't a problem any more.

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And that's basically everything we can do in Bloomingdale before progressing the plot. If we enter the room...


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Image Well, Marion- Ahem! I mean, Ms Bloome... I thought something sweet might be nice.

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Image On dis...? Erm, Ms Bloome, it's a cake, not a... I mean...Ahem! Yes, yes! Of course. As you wish.

Image Marion, Marion! Don't you want to know what I've got for you?

Image What is it?

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Image I don't want it.

Image What? B-But... What? Why!? It's really prett-

Image If I say I don't want something, I don't want it! My ribbon is the same as my one true friend's. It's perfect in every way. I shan't just replace it with something else. No! No, no, no! Get out of my sight! I want nothing more to do with you!

Image B-But I... I...

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Image ...Is she talking to us?

Image I think so...

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Image I was a bit taken aback at first, but I've sort of got used to her extrovert ways now. I wonder what she'll come out with next.

Image That's not extroverted, that's just weird.

Image Shhhh! Steph, she'll hear you! We want to get in her good books, remember?

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Image No, I believe not. Pleased to make your acquaintance. But enough formalities - we need use of that ship in the harbour.

Image Hm? My ship? You'd like my shop? Certainly. You can have it. Take it away with you. Go wherever you please.

Image Huh. That was easy.

Image All I ask is that you let me be your frien...

Music: None

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Image You're... You're not the same as the others...

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Image Huh? But you're-

Image Liar! I know you have. You've come here for Marion. Well I won't let you! No, no, no! I hate you! You're not my friend. I take it back. You can't have my ship. Get out!

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Image Yes, let's all kiss and make up! We can make up, can't we, Marion?

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Image Bye-bye!

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Image ...What.

Image Phew! What a handful, eh? Any idea why she boiled over like that? She bolted totally out of the blue. I'd tell you not to touch her with a large pole, but if you can't patch things up, we won't get that ship. I wonder if there's anyone around here who knows how to get inside her good books...

Music: Come to our Town

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Image Ugh, we're back to square one. Why'd she just run away like that!? And there's the fygg thing I wanted to ask about too.

Image Hmm... What if the two are connected? These fyggs have certainly caused strange things to happen before. If we solve whatever ails Ms Bloome, perhaps we shall kill two birds with one stone.

Image It's worth a try, right?

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Image Oh well.

Image What did Stella say, again? "Someone who knows how to get inside her good books"?

Image Maybe someone on the mansion staff?

Image Good idea. Let's go.

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Image Maybe she heard me calling her weird. Probably shouldn't've done that.

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Image I heard she was a quiet, sickly, gentle girl, but she seems full of beans and, well...not that gentle at all!

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Image You're going to get you and the rest of us back in her good books, do you hear? Start by asking her old nanny for advice.

Image Yeah, I'm going to. But not because you asked me to.

Image Solitaire, do you even know where Marion's nanny lives?

Image Er...

Image Hm? Where can you find her nanny? She lives in the house just across from the mansion.

Image Hey, I knew that! We went there earlier. At least give me time to remember.

Our next destination is Marion's nanny's house, which we visited last update! But now she has plot progression for us.

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In case anyone's forgotten where it is, it's here, directly southwest of the mansion.


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Image Heya! Can you help us out with getting Ms Bloome out of her room? Pretty please?

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Image ...Goodness me! Are you sure? She's locked herself in her room? Oh dearie me. That's an awful worry, but I don't know if I can help. I don't know if she'll want to see me... Ever since she got well, it's like she's a different person. She's very hard to handle now. She won't talk to us staff at all. I don't know what... Oh, wait. There is someone she might listen to, I suppose.

Image Ooh, who is it?

Image The toymaker. He made her a doll, you see, and she absolutely doted on it, bless her. He lives just next to the church. Yes, if Marion's having one of her temper tantrums, I should think the toymaker's our only chance.

Image Thanks so much! Here, have this. It's a free pass to any of my concerts! ...Whenever I get to organise one, anyway.

Image Believe me, you won't be needing that.

You might be wondering where we'd find a toymaker. Well...he's in the same building as the shoe shop. No, I don't really get it either.

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Image But I'm getting on a bit now, you know. I retired a while back.

Image You made something for Marion, right? A doll, wasn't it?

Image What's that? Did I ever make a doll for Marion Bloome? Goodness! How on earth would you know...? Ah... You were talking to her nanny, I suppose. Oh, yes. That takes me back! But how in the name of the Almighty did you get on to that subject?

Image She's being a spoiled brat and locked herself in her room. We kinda need something from her, so...can you help?

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Image What!? Marion's being difficult? And she's shut herself in her room? Oh dear, oh dear. That is a worry. Thank you for letting me know.

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Image Even when she'd banished the rest of her servants from the house, she would always agree to see me. Why don't we go over and see if I can't coax her out of her room again this time.

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We're conveniently transported straight to the mansion in a cutscene. No need to walk over there, Randolph in tow!

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Image Well, the door appears to be unlocked. Perhaps she's gone out somewhere... I-I'm coming in now, Ms Bloome!

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Image ............Hm?

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Music: None

Image "We got the girl. If ya wanna see 'er again, you better bring all yer dough to the cave up norf." My goodness! Th-This is outrageous! I mean, the spelling is just... Ahem! I mean, we must raise the alarm at once!

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Image That ghost looks just like...wait, no, that can't be right.

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Back in control! We can loot the chest of drawers in Marion's bedroom, because of course.

It has no chance of containing anything of value, because of course. Let's just talk to the ghost.


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Image Follow that ghost!

Image You know none of us can see it, right?

Image She went through the door. Literally.

Image Sounds like a ghost to me.

Music: Painful Feelings

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Image Is this...a graveyard?

Image Looks like it. I guess this is where the Bloomes get buried.

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Image These would be Marion's parents, I presume. Truly tragic.

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Image "In memory of my one true friend. May you rest in peace."

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Image You don't think something's happened to Little Miss Moneybags, do you...?

Image But she's fine! We spoke to her! But then who's that ghost...?

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Image Aah! It's her!

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Image The girl... The poor girl who has been kidnapped is my doll, Marionette. My precious Marionette, who was given life by that mysterious fruit...

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Image What? I know fyggs are powerful, but can they really do that?

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Image And then, one day...

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Image I was sure that my life was already over. That nothing could save me, not even that fruit...

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Image Why don't you eat it with me? I'd like to share it with you.

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Image Imagine if you could walk and talk just like I can. I would be so happy. If only you could come to life so I could have just one true friend before I...

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Image Th-The Celestrians are c-coming...for me... (gasp)

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Image M-Marionette! You're... You're really...! ............! But why now...? J-Just when...I am... It's not...fair...

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Image I... I am...

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Image If people realise that you're a doll, they, they won't let you stay here. You must pretend to be me.

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Image Kind Celestrian... Please, help Marionette. Help my one true friend...

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Image Yeah, it's kind of hard to believe...

Image Still, you can't really turn a blind ear to a cry for help like that can you, "noble Celestrian"?

Image No...I can't. Besides, it's our only lead on that fygg.

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Extra: The Collection

Iron mask
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Style: 8 Nonchalant, 14 Vain, 8 Alluring, 13 Aloof, 6 Naive, 15 Chic

Warrior's helm
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Style: 12 Nonchalant, 18 Vain, 13 Alluring, 15 Aloof, 14 Naive, 18 Chic

Circlet
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Style: 11 Nonchalant, 13 Vain, 15 Alluring, 14 Aloof, 11 Naive, 13 Chic

Gold circlet
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Style: 13 Nonchalant, 15 Vain, 18 Alluring, 17 Aloof, 14 Naive, 15 Chic

Silver mail
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Style: 22 Nonchalant, 35 Vain, 32 Alluring, 30 Aloof, 20 Naive, 31 Chic
Gives 8% fire, ice, wind and lightning resistance. Gives 5% darkness resistance.

Gold mail
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Style: 25 Nonchalant, 39 Vain, 34 Alluring, 34 Aloof, 23 Naive, 34 Chic
Gives 10% fire, ice, wind and lightning resistance. Gives 8% darkness resistance.

Smart suit
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Style: 17 Nonchalant, 26 Vain, 21 Alluring, 28 Aloof, 19 Naive, 36 Chic
Can only be worn by male characters.

Spangled dress
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Style: 19 Nonchalant, 23 Vain, 30 Alluring, 22 Aloof, 13 Naive, 35 Chic
Can only be worn by female characters.

Best vest
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Style: 15 Nonchalant, 16 Vain, 12 Alluring, 17 Aloof, 10 Naive, 32 Chic

Warrior's gloves
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Style: 10 Nonchalant, 17 Vain, 13 Alluring, 9 Aloof, 16 Naive, 11 Chic
Can only be worn by male characters.

Snazzy skirt
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Style: 20 Nonchalant, 12 Vain, 22 Alluring, 19 Aloof, 12 Naive, 30 Chic
Can only be worn by female characters.

Warrior's trousers
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Style: 25 Nonchalant, 26 Vain, 21 Alluring, 17 Aloof, 20 Naive, 16 Chic

Loud trousers
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Style: 35 Nonchalant, 30 Vain, 27 Alluring, 26 Aloof, 17 Naive, 15 Chic
Gives 25% sleep resistance.

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