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Etrian Odyssey / Sekaiju no Meikyuu (Impressions Post #106)

Error said:
I find the random encounter rate to be pretty good, not low and not every high at least so far.

Yeah, it's perfectly balanced.

I think I'll avoid the skills that reduce the encounter rate, though, because I can definitely see my party becoming incredibly underpowered after not too long under their influence.
 
Blackace said:
shipped!!! :D God how will I balance the play times,,,

Easy!
100% EO
0% Everything else.

And there you have balance.

I like that you get a little indicator on how likely it is you'll get a random encounter. Makes the prep for fighting a FOE less worrysome.
 
also if you hold A battles kinda go in Fast Foward mode. dunno if anyone knows that. it's noticeable when you use a spell that affects the whole party for example.
 
GreenGlowingGoo said:
Easy!
100% EO
0% Everything else.

And there you have balance.

I like that you get a little indicator on how likely it is you'll get a random encounter. Makes the prep for fighting a FOE less worrysome.

still got my pokemons..
 
Reilly said:
What's a FOE? :)
Visible enemies on the map that can 1) follow a fixed path 2) chase you around if it sees you 3) block a path that you need to go through.

they are TOUGH and full firepower is required when fighting them, also they respawn after awhile.
 
Error said:
Visible enemies on the map that can 1) follow a fixed path 2) chase you around if it sees you 3) block a path that you need to go through.

they are TOUGH and full firepower is required when fighting them, also they respawn after awhile.


That's what I thought. Does FOE stand for anything? :)

I died by these venomous butterflies while trying to take a nap under some trees on the first level :(
 
Reilly said:
That's what I thought. Does FOE stand for anything? :)

I died by these venomous butterflies while trying to take a nap under some trees on the first level :(

That happened to me, too. You'll want to be at or around level 5 if you choose to fight them, and have a balanced party. Your alchemist should know at least one elemental spell, and you might want to carry a couple healing potions on you in case your medic can't get to everyone with Cure.
 
Reilly said:
That's what I thought. Does FOE stand for anything? :)

I died by these venomous butterflies while trying to take a nap under some trees on the first level :(

Yup.

http://www.1up.com/do/reviewPage?cId=3159541&sec=REVIEWS
Etrian Odyssey further immerses the player by taking many cues from Dungeons & Dragons, from its adventurers' guild and monstrous compendium to its verbose, florid Dungeon Master-esque narrator and obscure terminology like "apothecary" and "publican" (that'd be "pharmacy" and "barkeep" respectively). The game also features perhaps the nerdiest acronym in RPG history: Its minibosses are dubbed "FOE," short for Foedus Obrepit Errabundus, Latin for "the vile, wandering one sneaks up." Yes, it's totally dorky, but it's one of the little things that add up to create a wonderfully classic atmosphere.
 
Mejilan said:
The Troubadour seems fairly useless in combat. I would imagine that he specializes in buffs, boosts, and harvesting, but I haven't even felt compelled to examine his skill tree. Yawn.

Actually the Troubadour looks pretty useful, although i haven't leveled one up yet...

Skills such as
Divinity: increases party experience, sounds great for grinding
Blaze, Frost, Shock: think Mystic Knights of Final Fantasy
Stalker: reduce chance of enemy encounters
Return: return to previous floor
 
this game owns me, it single handlely took pokemon out of my DS! that's a big accomplishment.
 
F.O.E. stands for Formido Oppugnatura Exsequens.

That, or 'Ferocious Orange Enemy'.

Anyway, went hunting for the game today and apparently they haven't received the shipment yet.

And DSPhat rocks
 
Well I caved and have temporarily added Pokemon Diamond to my pile o' shame and have spent the last three hours playing Etrian Odyssey. I don't know if I'm gonna restart or not yet, I kind of screwed up in the beginning when I assigned the first three skill points you're given for each character. I didn't actually give them any abilities, just stat boosts, so I had to grind for a level (which wasn't hard) in order to teach my Medic to heal, etc.

I've explored the entire first floor and am slowly working my way through the second floor but not having the ability to cure status ailments (poison currently) is making that progress a little painful. Although it seems to only seems to affect my party during the battle poison drains nearlyhalf my characters HP. It's brutal.

I had to use a warp wire to escape the very first FOE I encountered. Some poison butterflies attacked me in its path and nearly wiped my party out, then the FOE burst into the battle and I didn't wait to see what it would do to my party which was already on the ropes. I fled and warped out.

Currently I've got a Landsnkecht, Protector, Dark Hunter, Medic and an Alchemist, all at level 6 I believe.

Lovin' it so far.

Edit: by the way Nich--dunno if you're still reading through this thread or not but...--I love the overall package of the game, of every game Atlus puts out for that matter. It may seem kind of silly given that it's so superfluous but it's nice to see a full coloured manual just filled with information and lots of art.

I'm always mildly disgusted when I crack open a game and find some ten page manual that's done in black and white (EA's one of the worst offenders here), so keep up the good work. It's appreciated.
 
The manual is definitely great. I *love* the Songs of Rodsay Ormund in the back, which are all rather painful to the ears, and how at the end of the songs they say, "Though possessed of mediocre talent, Mr. Ormund was a popular figure in Etria...."

At least they recognize his mediocre talent! :lol

That's it for the tour
Now how 'bout a pure
Glass of delicious mead!
 
i was able to kill the first boss but the FOE around him joined the fight before i could deliver the final blow and killed me after >_>
anyway i'm strong enough to kill every FOE (including the giant mantis on the 3rd floor) i think i'm going to get some extra level by killing them and try it again with at an higher level or maybe i should just try to bait the FOE around the boss and kill them before fighting against the boss
anyway alchemists kick totaly ass,while my landknescht and survivalist struggle to do more than 40/60 damage, my alchemist can cast flame for around 100... in fact i'm even thinking of making another alchemist
EDIT: killed him with a lv 16 party,parry is a really strong ability though i don't get what's the point of creating a skill that increase your phsyical defense (fortify) when you have a skill that make you immune to phsyical attack,got a nice axe from the fang of fenrir for the joy of my landknescht ^_^
 
tetrisgrammaton said:
Actually the Troubadour looks pretty useful, although i haven't leveled one up yet...

Skills such as
Divinity: increases party experience, sounds great for grinding
Blaze, Frost, Shock: think Mystic Knights of Final Fantasy
Stalker: reduce chance of enemy encounters
Return: return to previous floor

Speed Boost is great for taking out FOE's too. It's so nice to be able to setup my tactics before the monster gets it's attack. Troubadour is an awesome... in the right situation. :)
 
Mejilan said:
Well. The most important question, then:

"How's your pie, mister?"
"Soooooo good."
*self-satisfied smirk*

Intro
Etrian Odyssey is a delicious, delicious pie; literally everything I wanted it to be, but dared not hope it'd be. It MORE than fulfills the gap that the cancelled GBA Wizardry game caused, as far as handheld dungeon crawlers are concerned. I put about 3-4 hours into the game last night, and another half an hour this morning. I made enough mistakes last night that I inevitably decided to restart (from scratch) this morning, and within that half-hour session, managed to acquire roughly 50% of my lost progress. So I definitely made mistakes last night. Alas. Learning curve.

It plays like a combination of Dragon Quest (battle system, physical/elemental system, some skills), Wizardry (perspective, narrative style, game structure, some skills, character development), and Digital Devil Saga/Shin Megami Tensei (perspective, some skills, character development, on-screen indicator for incoming random battles). It's a perfect melding of some of my favorite RPG styles, all polished off with a classic Wizardry/AD&D flair. I won't go into too many details regarding the actual combat, exploration, or leveling/statistics mechanics, since those are fairly typical if you're familiar with a solid number of the RPG franchises I've listed in this paragraph. All you really need to know is that both exploration and combat are in the first person perspective, the touchscreen is used exclusively to draw and customize maps; jot down notes; occasionally doubles as a virtual keyboard when necessary; and that leveling up nets you increases in HPs, TPs, your stats, and 1 skill point.

The following are a combination of my early impressions, musings, tips, pointers, and potential strategies. Very preliminary stuff. Not much in the way of spoilers (nothing you won't learn from the manual or the first few minutes of playing...)

Characters
I independently came up with what I felt was the most 'traditional' initial party for this type of game:

Guild name: Hylia

Front row:
1 Protector (paladin type). A female I named Theusse.
1 Landsknecht (warrior type). A male I named Rath-En.
1 Survivalist (ranger type). A male I named Al-Abran.

Back row:
1 Alchemist (elemental mage type). A male I named Diamede.
1 Medic (healer type). A female I named Firinel.

As it turns out, this is the very same party that the director of the game (also the director of Atlus' SMT series) prefers and recommends, according to interviews with him (or so I've heard.)

The Protector is strong in offense, and the strongest class in defense. Uses swords and shields to great effect. Can learn minor healing spells to back up a Medic. Probably not good enough to REPLACE a Medic, particularly in the late game. Can develop all kinds of defensive buffs (focus enemy attacks on herself while boosting her own defense, eventually providing both defensive AND elemental defenses to the whole party, etc.)

The Landsknecht is a fairly typical fighter type. One of the strongest in offensive abilities, and fairly worthy in the defensive. Can specialize in swords or axes skills (or both), with a broad range of attack skills to suit. As you'd imagine, many of his skills require that he have a matching weapon type equipped. So it might be a better idea to have two of these guys, one that specializes in axes, 1 in swords, if it comes to that. Features a decided lack of elemental abilities. Can learn to multi-hit for massive damage (heh) eventually.

The Survivalist is weaker than other fighter types, and actually works fairly well in both rows. He uses bows as his weapon of choice, and has quite a few abilities that require that he have one equipped. Can eventually develop abilities that allow him to hit multiple enemies. Also seems to be the only class (so far) that features multiple harvesting skills (more on this later).

The Alchemist is your typical 'black mage'. Awful offensive and defensive abilities, but very strong in elemental magic, he belongs in the back row exclusively. Seems to have 4 main ability trees: Fire, Ice, Lightning, Poison. Much like in Dragon Quest, you'll encounter enemies that are very strong against physical attacks, and particularly weak against elemental attacks. This is where the Alchemist becomes absolutely vital. Some enemies, on top of being weak to any elemental attack, are additionally weak against specific elemental attacks. In such cases, any elemental spell will do increased damage, but the specific elemental spell they're weak against will do even more! Do not disregard the Poison branch. It is a brutal magic type in this game, particularly in the early game.

The Medic is your typical 'white mage'. Another back row creature, she has better offensive and defensive capabilities than the Alchemist, but far less offensive skills. Her domain is that of healing damage and curing status afflictions. She also has very handy passive skills (more on that later) that allow her to perform very minor (but TP-free) healing on all after every battle, boost chances that enemies will drop loot, auto-regenerate her own TP, etc.

The two other initially open character classes are specialists. I don't know much about them, since I haven't really created these characters yet.

The Dark Hunter is weak fighter type (does better in the front than in the back) that also can inflict nasty status effects. Not so strong in either offensive or defense, but status effects can be very debilitating. Poison does vicious damage, even early on in the game, and the Dark Hunter also learns binding abilities. (Head, arms, legs, etc., can be bound, limiting skills that relate to those body parts. Elemental and healing abilities from the head, weapon abilities from the arms and legs, as appropriate).

The Troubadour seems fairly useless in combat. I would imagine that he specializes in buffs, boosts, and harvesting, but I haven't even felt compelled to examine his skill tree. Yawn.

Additionally, there are two unlockable character classes. Again, details are sketchy since I've yet to unlock them.

The Ronin is, I believe, is the most powerful (offensively-speaking) fighter type. He seems to have the ability to flow from stance to stance, which presumably affects combat options and/or effectiveness against certain types of enemies. I think he also lacks elemental skills, and I do know that changing stances takes up combat turns. Seems like a more strategic fighter class to use.

The Hexer seems to be like a back-row mage-type version of the Dark Hunter. Much weaker in in offense and defense, clearly, but also with the ability to inflict all kinds of nasty status ailments. Additionally, I believe he has the ability to dominate, and eventually control monsters. Seems like more of a strategic mage class to use.

Skills
Skills are generally broken up into two categories: Active and passive. Active skills have to be selected (in or out of combat) and cost TPs. They are further broken up into categories such as offensive combat abilities, defensive combat abilities, and curative abilities (in and out of combat). Passive skills are buffs and miscellaneous abilities that are 'always on' and do not cost TPs. These can boost core abilities as well as your character's statistics, such as Strength, Vitality, HPs, TPs, etc. Upon leveling up, you gain 1 skill point, which can be applied to learning an available (unlocked) skill, or used to boost your mastery of an already-learned skill. I believe that skills are mastered once you reach level 10 (put 10 points into it), though there seem to be significant bonuses at the skill level 5 and skill level 10 marks.

You can unlock new skills by meeting skill pre-requisites, which can be checked by going into your skill (Custom) menu and selecting (with the A button) any locked (greyed out) skill. A resulting window will tell you what the requirements are for unlocking that skill. Typically, unlocking a skill requires that you raise an earlier skill within that same "branch" of the skill "tree". For example, a Medic with a level 1 Healer skill can learn Cure (first healing magic), with a level 2 Healer skill can learn Patch Us (very minor but TP-free auto-heal for all party members after every battle). Etc. Note: Unlocking a skill only makes it AVAILABLE for learning. You still have to put at least 1 point into it to be able to start using it! Characters max their levels at 70, so assuming that there is NO other way of accruing skill points save for leveling your character, it seems that we'll be limited to 72-80 skills points per character (more on this later). This will force you to consider well which skills you merely learn, and which you fully master. With a couple dozen different skills per character, there is absolutely no way to fully master a broad range of class abilities with only 1 character of that class.

There is a miscellaneous category of skills that can only be utilized in very special circumstances, and generally do not cost TPs either. Primary amongst these are the harvesting skills, of which I've encountered three different ones: Chop, Mine, and Take. Most character classes can only ever learn one of these, though the Survivalist has all three! Basically, scattered throughout the Labyrinth are "item points" that can be accessed from the main exploration view. Approach an interactive mine or swath of flowers and start harvesting. You can only harvest so many times per game-day. The higher your relevent harvesting skill (and the more characters that have these skills), the more you can harvest each day. You can check how many remaining harvests you have for that day (and for which item point types) in your main party menu (hit Y).

Missions, Quests, Cash, Equipment
Most dungeon crawlers provide little incentive for playing them save for the fun of dungeon crawling and powering up your characters. Etrian Odyssey has all this, and more. The game constantly provides you with excuses to explore and battle, in the form of missions and quests. Missions are jobs made available by Etria's ruling body, whereas quests are jobs taken from patrons of the local pub. Both involve lots of exploring and battling, usually in order to map parts of the labyrinth, slay a certain number of specific baddies, or accrue a certain number of materials. Rewards include cash and/or items. The game logs quests and missions separately, and you can always pull up a menu that lists which quests and missions are active, and which have already been completed.

Etria's ruling body also invites you to log all encountered monsters and materials in one of two compendiums. Once logged, the appropriate entries are kept updated. You can always return to the town hall in order to check up on the stats and drops of monsters, or the selling price of materials.

You receive no cash (en) for slaying monsters. You need to sell materials to Etria's shopkeeper for money, and complete quests and missions. Monsters drop judicious amounts of materials, each monster in the game carries anywhere from 0-3 different types of materials, and once you get them to drop them, your monster compendium is updated with this info. You can even tell how many items new enemies are capable of holding (just not which ones until they actually drop them), since the monster compendium will show 0-3 '???'s initially.

Selling materials to Etria's local shopkeeper is also crucial for another reason. Since the shopkeeper died and the store was inherited by his youthful granddaughter, she is unable to keep her store stocked with materials, thus, she's largely sold out of her best weaponry. By constantly providing her with materials, you're allowing her to create and stock better and better equipment. Sell her a few beast bones, and she'll make Bone Axes available. Provide her with 5 Hard Shells and 5 Hardwoods, and she'll make Hand Axes available, etc. There's a steady and natural progression to how new equipment is unlocked, and it makes for a very satisfying mechanic, much less contrived than most RPGs of this type.

Equipment takes the form of weapons, armors, shields, helmets, gauntlets, and accessories, though apparently you can only equip 1 of any 4 categories at once. Typically, this'll be 1 weapon, 1 armor, leaving 2 open slots for either shields, helmets, gauntlets, or accessories. Some of these miscellaneous armor types protect against certain kinds of damages or boost some statistics, as well as providing defense. Accessories can provide defense, boost HPs or TPs, or provide other atypical bonuses.

FOEs and Other Complications
Etrian Odyssey's version of bosses; they start showing up on the second floor. They stand for 'Field On Enemies' in the Japanese version, and something esoteric and Latin (edit: Formido Oppugnatura Exsequens) in our version. In either case, they're essentially Wandering Calamities. Unlike regular monster encounters, FOEs show up on the map, and for every space you move, they move one as well. Some seem to travel along set paths, others randomly, and yet others 'aggro' and chase you around, should you be silly enough to attract their attention unwittingly. They are incredibly powerful, and many FOEs should not be tackled until you delve deeper into the Labyrinth and power up your levels, equipment, and skills, returning to the earlier levels only when you feel ready to take on those FOEs.

Here's the rub, you'll be spending a good portion of your exploration dodging these beasties. Inevitably, during said dodges, you will fall prey to regular (random) encounters. You may have noticed, during your earlier explorations, that the combat screen keeps a count of the number of turns that have passed for that engagement. The reason? For every full combat turn, FOEs will move one square on the map. If you're being chased by a FOE, and you get slowed down by regular battles, it will catch up to you, resulting in sequential battles (without an opportunity to recover in between.) It's even possible to queue up multiple FOE encounters, if you're particularly slow, clumsy, or unlucky. A sequence of difficult boss battles... yikes.

As with some other Atlus RPGs, there is an on-screen indicator (in the exploration view) of the likelihood of engaging in a random battle. A little pulsing orb can be found on the lower right hand corner of the top (main) screen. It'll pulse from blue to green, to yellow, to orange, and finally to red. The closer the color is to red, the greater the chance of engaging a random battle with the next step taken. Keep this in mind when hunting (or avoiding) FOEs.

Pointers
-You create (and name) a guild of novice adventurers, and can recruit (create) up to 16 characters spanning up to 9 (7 initially) classes. You can name them, select their classes, and then choose from 4 unique portraits (2 of each gender per class).

-I do not recommend creating "jack of all trade, master of none" classes. Starting characters begin with 3 skill points, and only gain 1 point per level. With a couple dozen skills (each which can be powered up to 10 times) per class, and a theoretical max of 72 skill points, there is absolutely no way to fully master a broad range of skills. Specializing may be key.

-Characters can have respecced at a 10 character level cost. You can elect to sacrifice 10 character levels (and presumably the 10 skill points that go with them) to unlearn all of your skills and re-apply those skill points however you wish. Beats creating a brand new character and raising him/her from scratch.

-Additionally, upon achieving level 30, you may 'retire' that character and replace him with a special enhanced version, which begins at level 1, but starts off with 10 skill points. (I'm unsure if this is 10 more than the usual 3, making 13 starting skill points, or just 10). This retiring mechanic cannot be 'stacked'. Meaning, you can't then retire that enhanced character when he/she attains level 30 and replace him with a newly enhanced character that has 20 bonus skill points.

-Dungeon floor 1 has two Chop item points. Make sure that every character that can learn chop, has at least one skill point applied to it. Make sure to harvest as much as you can each game-day. It's a great way to get cash and early equipment upgrades unlocked at the shop.

-Alternately, do not teach ANY harvesting skills to your core adventuring party. Instead, create a team of 5 Survivalists who specialize exclusively in harvesting, and use them for your daily item grind!

-Don't spend TOO much money on weapon upgrades before completing dungeon floor 1. If you fully explore floor 1, you'll find a decent sword that'll save you quite a bit of cash. Your initial weapons are good enough, particularly if you have your Healer master Patch Up before she reaches level 5. Also, with the materials you'll accrue exploring level 1, you'll unlock quite a few weapon upgrades. Focus on buying those, not the early ones. That's just wasted cash. Good initial investments include a Wood Bow for a Survivalist, and Staffs for the Medic and Alchemist (they have the same strength as their starting Wands, but boost their Tec stat by a level!)

-I DO recommend that you buy the HP boosting accessories for your front row fighters (available upon start) and TP boosting accessories for your back row mages (available by harvesting (and selling) 1 Red Fruit using the Chop command, found at either of the two Item Points on level 1). The cheap miscellaneous armors (particularly Agility boosting Leaf Boots) are good early investments too.

-Do NOT start selling Soft Skins and Hard Shells (enemy drops), and Hardwoods (Chop harvest items) until you have 7, 5, and 5 of them to spare. You'll need those for 2 very early (dungeon floor 1) quests.

-Materials. Does your Monstrous Compendium suggest that a particular baddy is supposed to drop an additional material that simply refuses to pop up? Try finishing the creature off with an elemental attack. For example, B3F's Mandrake will drop a Vine or a Hardwood with great frequency, but unless you kill it with a Fire spell or attack, it'll never drop you the Charcoal...

-Pro-tip: You can continue mapping during combat! (Or hanging around a shop, resting at the inn, wandering around town, investigating a point of interest in the dungeon, speaking to an NPC... You get the point!)

-Speaking of combat, if you feel the urge to use your Boost power, do it! Initiating the Boost does NOT take up your turn, and if you leave and rest, you'll lose it anyway. It pretty significantly powers up both your physical and magical offenses so far, that I can tell. Probably defense as well.

-Hold A button to speed-select your combat commands (defaults to Attack if first round, otherwise whatever command you used in the last round). Holding A while the combat turn plays out also runs it in fast-forward.

-Pro-tip: Noticed that your inventory gets conveniently sorted when selling? You can sell whole groups of one material at a time by pressing Y at the sell menu, instead of A (which just sells them one by one.)

-Getting poisoned can viciously decimate your forces. However, if you get afflicted by that status condition, yet manage to end the battle within that same round, you will NOT sustain the usual end-of-turn poison damage... and poison is cured after combat!

-On the topic of healing, don't waste too many points on Cure. Learn Salve as early as possible. It essentially heals as much as Cure, but the entire party at once, and only costs 1 additional TP to cast! It's MUCH more efficient than Cure, and consequently will end up saving you quite a bit more TP per dungeon run!

-Spent time analyzing a FOE's movement? Ready to take advantage of a distraction? Engage a FOE from behind (when it's arrow on the map is pointing directly away from you) and pre-empt the bastard! Free combat round ftw!

Whew... As I said, I'm primarily trying to start a focused discussion. Material for a new thread? Or is this appropriate? (I wouldn't want to interrupt people's discussions on possible interpretations of the word 'guild'...)

Just bumping this informative little post.
 
Mejilan just sold me... ordered with overnight shipping (I'm a lazy ass that can't be bothered to go to the store).

I'm conflicted between creating a party I know will work vs one I might find more interesting. I always hate bards, so thats out, but I am quite curious about the dark hunter. I think I'm gonna try

Front: Protector Dark Hunter
Back: Survivalist Medic Alchemist

Question, I see people putting survivalist in the front row. Why? I could have sworn I saw something that said their bow damage is not lessened by being in the back row. It reminds me of the old FF games where some weapons were just as effective from the back and you were a moron if you put them in the front...
 
Third floor is really challenging.

YES. Some Hexer girl is curing me now.

EDIT: Wish there was some way to store items. I don't like taking my powerful healing items into light exploration sessions.
 
slayn said:
Question, I see people putting survivalist in the front row. Why? I could have sworn I saw something that said their bow damage is not lessened by being in the back row. It reminds me of the old FF games where some weapons were just as effective from the back and you were a moron if you put them in the front...

In my case I've found it better to use three in the front row to help spread out the damage. The Survivalist isn't quite as weak as I first had thought. Someone posted about F.O.E.s respawing... Is this true? What triggers the respawn? The first one I took out (ragedeer?) still has ??? for dropped items.
 
This is driving me nuts-

Second Shopkeeper's Quest spoiler:
I gathered all the materials for the second shop keeper's quest for the bow. It came up with a prompt saying I completed it when I was in the dungeon. But, when I go to the tavern, it shows it as not complete. And now when I talk to the shopkeeper, she doesn't even mention the quest. Not I'm stuck with these 2 horns and 5 gum hides... and I don't know what to do. I really want that bow! Am I supposed to just sell them to her now, or something? If I abort the quest, will it reset and I can then pick it up again? Anyone complete this one?

Also, holding down "a" during combat is a godsend. It makes things go by at twice the speed. You can also hold down "a" to speed through commands. It will automatically select the last commands you did.
 
FlyinJ said:
This is driving me nuts-

Second Shopkeeper's Quest spoiler:
I gathered all the materials for the second shop keeper's quest for the bow. It came up with a prompt saying I completed it when I was in the dungeon. But, when I go to the tavern, it shows it as not complete. And now when I talk to the shopkeeper, she doesn't even mention the quest. Not I'm stuck with these 2 horns and 5 gum hides... and I don't know what to do. I really want that bow! Am I supposed to just sell them to her now, or something? If I abort the quest, will it reset and I can then pick it up again? Anyone complete this one?

Also, holding down "a" during combat is a godsend. It makes things go by at twice the speed. You can also hold down "a" to speed through commands. It will automatically select the last commands you did.
You have to sell the items to the shopkeeper to complete the quest.
 
Awesome. I was in the fence about getting this game. I guess I will have to pick it up on my way home :)

Thanks a ton for the opinions
 
Zierath said:
You have to sell the items to the shopkeeper to complete the quest.

Ahh! Great, thanks. I didn' realize there was a 60 item limit for you inventory until just this morning. It will be nice to offload those things.
 
Avalon said:
I think they respawn after a couple days.
If that song is anything to go by, 3 days. :D
Also, since I'm here, is this showing up correctly? 日本語
 
Respawn rates vary, but even bosses respawn in this game. The bosses can take up to like 15 days to respawn though. It's great because especially later in the game you'll want to fight bosses again if you didn't get certain items from them the first time (they usually have 2 different drops) and you'll need certain items to make the uberweapons and uberequipment for each class. :D
 
has anyone seen any info on a strategy guide for this or Odin Sphere I can't find anything and I'd love to get both if they exist. Oh and I am totally hooked on this game i can't get over how awesome it is
 
um, holy crap

I ordered the game last night and it got here today? O_o

Brick Smash Healy Nuke and Sing created

onwards, to the dungeon, to glory

edit: this font sucks
 
I'm totally addicted to this game. :lol Having trouble keeping my Dark Hunter alive, though. Monsters always seem to target him even after I provoke with my Protector. Provoke's level 4 now and I'm only barely seeing a difference. Should I keep casting it every round or what?
 
Do spell effects stack? Such as casting protect on the party twice? Also, is there a way to see how much an effect has stacked when looking at your characters using the Y button during combat?
 
ok couple of things I found out:

- buff spells dont stack up, they are one use only in battles.

- binding works like this:
Head - spells
Arms - special attacks
Legs - Im not sure about this one, but it seems skills like flee and such are cancelled

- binding stuff works on FOEs abeilt not as much as normal enemies but it works on them, I sealed the bull's arms and he couldnt use the special attack anymore.
 
I don't get the Front Guard and Back Guard skills for the Protector. Are they similar to provoke because the description makes it sound as if the shield is taking damage. I'd like to put some points into it, but I have no idea what it does =( I think I wasted a point into Provoke because it really doesn't seem all that useful now.
 
Mirimar said:
I don't get the Front Guard and Back Guard skills for the Protector. Are they similar to provoke because the description makes it sound as if the shield is taking damage. I'd like to put some points into it, but I have no idea what it does =( I think I wasted a point into Provoke because it really doesn't seem all that useful now.
without further research, i'd say the protector takes damage for the front and back rows depending on the skill used.
 
duckroll said:
I didn't find any of the FOE detection skills useful at all. Points are better off being spent on skills that actually help you BEAT them instead of hiding from them. :lol

With the right bow, a maxed out Double Shot and Sagittarius Arrow, the Ranger is the best class in the entire game.

Are you talking about the Multi-shot and the Apollon skill? 3 turns seems overly long for it to take effect.
 
Mirimar said:
I don't get the Front Guard and Back Guard skills for the Protector. Are they similar to provoke because the description makes it sound as if the shield is taking damage. I'd like to put some points into it, but I have no idea what it does =( I think I wasted a point into Provoke because it really doesn't seem all that useful now.

I have two points in the front guard skill. It basically makes a powerful, one use shield in front of the entire front line and reduces damage greatly. I actually just noticed that last time I used it, it absorbed 100% of damage.
 
Mirimar said:
Are you talking about the Multi-shot and the Apollon skill? 3 turns seems overly long for it to take effect.

Yeah, I use the Japanese names since that's what I play. 3 turns is not overly long especially if you have double shot to make up for it. Here's how much damage my Ranger alone is dealing at lvl60+:

Turn 1: 0 (Apollon lvl10 cast)
Turn 2: 350 x3 (Multi-shot lvl10)
Turn 3: 1690 (Apollon lvl10 strike) + 350 x3 (Multi-shot lvl10)
Turn 4: Repeat

:D
 
What is the "TEC" stat? Some items give you a +x TEC.

Also, is the doublejump guide out for this game? I want it damnit.
 
FlyinJ said:
I have two points in the front guard skill. It basically makes a powerful, one use shield in front of the entire front line and reduces damage greatly. I actually just noticed that last time I used it, it absorbed 100% of damage.

Oh shit. I'm going to have to rest my Protector as soon as I can to reallocate some of his skill points; I think I put two or three into provoke, and it's pretty much useless. I didn't know the shield skills actually created a barrier, I thought they just made the Protector take the damage.

Also, how do you get by the first FOE on B3F? I keep trying to run by and he keeps catching me and wiping out my party. I decided that I would try and level up a Dark Hunter and maybe seal his arms, because he does a metric ****ton of damage.
 
So when you retire a character and gain an enhanced version of them, it's essentially a mulligan?

I still haven't played the game enough yet to the point where I know if I'm leveling up my party members correctly. I'm trying to dance between teaching them new skills, raising their stats and enhancing existing skills.

I've defeated two FOE's now on the 2nd floor, both of them Ragelopes. The first one nearly wiped out my entire party, all I had left was my Landsnkecht and one more hit would've easily taken him out. The second one went a bit better, I only lost two of my party members.

Is anyone else kind of peeved at how much the locals start to gouge you as your levels advance?
 
FlyinJ said:
What is the "TEC" stat? Some items give you a +x TEC.

Also, is the doublejump guide out for this game? I want it damnit.
TEC affects TP and skill strength
 
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