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Etrian Odyssey: The Advice Thread

Sometimes they're hard to see since some of the maps can look kind of washed out depending upon the angle you hold your DS. Especially brigher stuff like the 1st stratum. So the other way is just paying attention to the top right when you move over squares to see if anything pops up for you to use the A button on (gathering points or spots for quests sometimes).
 
B.K. said:
Another question. What do Item Points look like and how do I get items from them? I've learned a couple skills to get items from the points, but I don't know what they look like or how to use the skill.
Just look for 3x3 sized rooms. More often than not an item point is in the center tile. They're hidden everywhere else, too, but a 3x3 room is very likely to have one, at least on the upper floors.

To harvest the items, just step into the sparkling light (i.e. on the center tile in 3x3 rooms) and press A.

Did you rest with the pretty flowers on B1F? You know, the event where you get horribly mauled the first time around? That one's an item room too. If all else fails go there and look at it.
 
This game sure does punish you in the beginning if you're not used to tough games like this, certainly makes it stand out from the fairly easy RPGs coming out today.

I've heard that you shouldn't try and become a "jack of all trades" with some classes, is this true?
 
mjc said:
I've heard that you shouldn't try and become a "jack of all trades" with some classes, is this true?

Depends. In some cases trying to "do everything" is pretty inefficient; trying to be good in every element as an Alchemist isn't super-efficient, for example. In other cases, you can spread yourself around a lot; the Survivalist, for example, has a lot of abilities that can be very useful even at just 1 point.

In general, though, it's not a bad idea to narrow down which abilities you want/need the most, and you will pretty much always benefit (by getting boosted damage) from putting extra points into any of the pure offense abilities.*



*Except Smite, which for some reason doesn't really seem to be any better at more points than it does at 1.
 
This is my party as of the second floor:

First Row - Protector, Landsknect

Back Row - Medic, Alchemist, Troubador

Would it be more worthwhile to have Troubador or a Survivalist in the part for most of the time?
 
mjc said:
Would it be more worthwhile to have Troubador or a Survivalist in the part for most of the time?

Depends on what you're doing. Survivalists excel in bossfights -- the 1st Turn ability drastically increases your ability to stay alive using healing, Trickery helps you avoid getting hit, and Apollon deals totally ludicrous damage. Troubadors are great for grinding/exploring; Divinity boosts your XP intake (amazing) and Relaxing can refill your entire party's MP supply, staving off visits to the inn. (Each can be good in the opposite situation too -- the Survivalist is your best free back-row damage dealer for exploring, while the Troubador singing Bravery is great against FOEs -- but that's what I find them most useful for.)

Honestly, all the classes in EO are incredibly well balanced; I just raise up one of every class and tailor my party towards the weakness of whatever was kicking my ass most recently. :lol
 
How do I fight the Cernunos? I'm on the 10th floor and at the door leading to the room with it, but every time I try to go in, I get a message that says the characters are thinking about going back to town and preparing. Do I really have to go back to the town and go all the way back through to the 10th floor again?
 
Have you actually accepted the quest to kill Cernunos yet? Check your 'Quests' in the menu.

(I had the opposite problem. I was like 'Hm, well, let's open the door to his lair and take a look-see around - see if I'm likely to be ambushed when I go to fight him'.

The game goes 'You see Cernunos and charge him, LOL'

"...")
 
B.K. said:
No. I didn't know there was a Quest. I thought I could just go there and kill it.

Well, bust out your Warp Wire. You could always use the experience from the trek back down, and Ren and Tlagchtahacggagagagta heal you anyway.
 
charlequin said:
Depends on what you're doing. Survivalists excel in bossfights -- the 1st Turn ability drastically increases your ability to stay alive using healing, Trickery helps you avoid getting hit, and Apollon deals totally ludicrous damage. Troubadors are great for grinding/exploring; Divinity boosts your XP intake (amazing) and Relaxing can refill your entire party's MP supply, staving off visits to the inn. (Each can be good in the opposite situation too -- the Survivalist is your best free back-row damage dealer for exploring, while the Troubador singing Bravery is great against FOEs -- but that's what I find them most useful for.)

Honestly, all the classes in EO are incredibly well balanced; I just raise up one of every class and tailor my party towards the weakness of whatever was kicking my ass most recently. :lol

Some classes are a lot better than others, and they all synergize differently. Troubadors are good in any party (except one trying to kill the final optional boss) but the others work better in different situations. Hexers work well with Dark Hunters, Alchemists work well with Sword Landsharks, Protectors and Medics can make you virtually unhittable.

Know this though; this game punishes you for being a generalist. Don't try to be an axe sword Landshark, don't try to make a tri element Alchemist (skip poison alltogether) and make sure to max out the important Troubador skills.
 
Man God said:
Some classes are a lot better than others, and they all synergize differently. Troubadors are good in any party (except one trying to kill the final optional boss) but the others work better in different situations. Hexers work well with Dark Hunters, Alchemists work well with Sword Landsharks, Protectors and Medics can make you virtually unhittable.

Know this though; this game punishes you for being a generalist. Don't try to be an axe sword Landshark, don't try to make a tri element Alchemist (skip poison alltogether) and make sure to max out the important Troubador skills.

Given the few worthwhile skills on a Landsknecht, it is entirely possible to function as a axe/sword dual fighter. I don't recommend it, though, because I'm an ass about inventory space and I don't want a spare weapon taking up room.
 
Death_Born said:
Darkhunters are pretty useless. Alchemists are better than Hexers, I think...just get a Ronin to replace your survivalist.

Alchemists have a completely different role in battle from Hexers. And a Ronin cannot, in any shape or form, replace a Survivalist. The thing a Ronin replaces is an Axe Landsknecht.
 
Pureauthor said:
Alchemists have a completely different role in battle from Hexers. And a Ronin cannot, in any shape or form, replace a Survivalist. The thing a Ronin replaces is an Axe Landsknecht.

Ronins are a real mixed bag. Sure, properly equipped they can outdamage just about anyone, but they waste important buff slots and have shitty defense. They are pretty much my least favorite and least used front line attacker. I vastly prefer Landsharks, Dark Hunters, Combat Medics, and heck, even Protectors.
 
Alright guys, maybe one of you know how to solve this. For some reason my L cant use any skills during fights. His MP is full, he doesnt have any bindings, Ive rested and taken off all equipment but no matter what I do he cant use skills. Any ideas?
 
GreenNight said:
Alright guys, maybe one of you know how to solve this. For some reason my L cant use any skills during fights. His MP is full, he doesnt have any bindings, Ive rested and taken off all equipment but no matter what I do he cant use skills. Any ideas?

Have you equipped the right equipment in the first place? You can't use Sword skills with an axe.
 
Is there a better way to level up newly created characters besides tossing them in the back row and let them leech while you play normally?
I just entered the 4th stratum and I had to park my fire Alchemist because it seems there's lots of fire based enemies on this floor, so I'm leveling up a ice Alch., but it's being a pain in the ass to get him up to date. My party is level 45 btw.
 
DKnight said:
Is there a better way to level up newly created characters besides tossing them in the back row and let them leech while you play normally?
I just entered the 4th stratum and I had to park my fire Alchemist because it seems there's lots of fire based enemies on this floor, so I'm leveling up a ice Alch., but it's being a pain in the ass to get him up to date. My party is level 45 btw.

Well, there's always Treefrogging. Go to third stratum, top floor, find a Tree Frog. Let it spawn more Treefrogs and continue to beat up on them. Works up to 30 Treefrogs per battle, after that the game stop counting more experience.

(Works best with by having a party consist of the one you want to train, and a Troubadour who can OHKO Treefrogs.)
 
Pureauthor said:
Well, there's always Treefrogging. Go to third stratum, top floor, find a Tree Frog. Let it spawn more Treefrogs and continue to beat up on them. Works up to 30 Treefrogs per battle, after that the game stop counting more experience.

(Works best with by having a party consist of the one you want to train, and a Troubadour who can OHKO Treefrogs.)
WOW 10k exp in one battle! great trick, thank you!
 
DKnight said:
Is there a better way to level up newly created characters besides tossing them in the back row and let them leech while you play normally?
I just entered the 4th stratum and I had to park my fire Alchemist because it seems there's lots of fire based enemies on this floor, so I'm leveling up a ice Alch., but it's being a pain in the ass to get him up to date. My party is level 45 btw.
Fewer characters in party = more experience per character. Just put them in a party with 1 high level character and head down to the second or third stratum.
I tried treefrogging once and it didn't seem very convenient, you have to keep waiting for them to summon more treefrogs anyway so you don't really save that much time compared to just grinding normally.
 
How can you "OHKO" treefrogs with a trobadour? does Shock(imbues weapon with volt) stay active during the whole battle or just during the turn you cast it?
 
nincompoop said:
Fewer characters in party = more experience per character. Just put them in a party with 1 high level character and head down to the second or third stratum.
I tried treefrogging once and it didn't seem very convenient, you have to keep waiting for them to summon more treefrogs anyway so you don't really save that much time compared to just grinding normally.

yourdoingitwrong.gif

seriously. Two characters, one of which is a troubador with high levels, a good weapon, and maxed out exp bonus. The other? the character you want to level.

Troubador in front, other guy in back. Use buffs until another frog spawns, kill the newly spawned frogs. Five minutes and you should have killed thirty frogs. Assuming your little buddy is still alive (bring items to rez them!) you will gain twenty something levels.

Ten or so of these fights and you'll have a character in the forties or higher.
 
Man God said:
yourdoingitwrong.gif

seriously. Two characters, one of which is a troubador with high levels, a good weapon, and maxed out exp bonus. The other? the character you want to level.

Troubador in front, other guy in back. Use buffs until another frog spawns, kill the newly spawned frogs. Five minutes and you should have killed thirty frogs. Assuming your little buddy is still alive (bring items to rez them!) you will gain twenty something levels.

Ten or so of these fights and you'll have a character in the forties or higher.
You mean gain 20 levels from level 1? It shouldn't take more than 10 minutes (or less, if you're lucky) to do that in the third stratum by grinding normally in a two person party. High level survivalist + level 10 multihit = first turn victory and 1000 experience per battle.
 
nincompoop said:
You mean gain 20 levels from level 1? It shouldn't take more than 10 minutes (or less, if you're lucky) to do that in the third stratum by grinding normally in a two person party. High level survivalist + level 10 multihit = first turn victory and 1000 experience per battle.

And how many times can you pull off a multihit? Survivalists aren't the most TP-heavy class around, you know.

The absolute fastest way to level is to be at B20F for the first time and to constantly kill Iwaropenelep over and over again with a maxed Divinity Troubadour.

Anyway, DKnight, a Troubadour with Bravery and an Elemental Boost should easily kill Treefrogs. Just make sure you have Divinity.
 
Actually, Landsneckt + Allslash or Tornado would be better since Multihit picks three targets when casted, so if it picks the same guy twice or three times you lose the extra attacks when the first attack kills him. Anyway, I used my strategy on B13, around the corner from the heal point, and my Alchemist went from level 27 (I think?) to level 35 in under half an hour. The battles were split roughly evenly between 2 bugs + 1 bat (1325 exp), 2 bats + 1 hexfrog (1310 exp) and 2 eels (792 exp), so thats about 1140 exp per battle, and theres a lot less unpredictability compared to trying to fight treefrogs.
Pureauthor said:
And how many times can you pull off a multihit? Survivalists aren't the most TP-heavy class around, you know.

The absolute fastest way to level is to be at B20F for the first time and to constantly kill Iwaropenelep over and over again with a maxed Divinity Troubadour.

Anyway, DKnight, a Troubadour with Bravery and an Elemental Boost should easily kill Treefrogs. Just make sure you have Divinity.
Thats why you grind near heal points.
 
nincompoop said:
and theres a lot less unpredictability compared to trying to fight treefrogs.

Absolutely false. Treefrogging works is because the AI is set that it will continuously spawn more frogs every few turns

Thats why you grind near heal points.

Heal points are in the middle floor of the dungeon. Unless my characters are at a ridiculously high level relative to the floor, bringing along two characters (and where one isn't pulling his/her weight at all) through two floors is not in the least advised. (You'll note DKnight is at level 45, not a good level for soloing the 3rd stratum.)
 
Pureauthor said:
Absolutely false. Treefrogging works is because the AI is set that it will continuously spawn more frogs every few turns



Heal points are in the middle floor of the dungeon. Unless my characters are at a ridiculously high level relative to the floor, bringing along two characters (and where one isn't pulling his/her weight at all) through two floors is not in the least advised. (You'll note DKnight is at level 45, not a good level for soloing the 3rd stratum.)
Level 45 is more than enough for a survivalist or a landsneckt to reach floor 13 from floor 11, he can just keep casting multihit or tornado/allslash every battle until he reaches the heal point and he can take out the royalant with his main party if its in the way. Wouldn't you have to go to floor 13 with just a Troubadour (+ the character you're trying to level) to do your treefrog run anyway? I don't recall seeing them on any other floor.
 
nincompoop said:
Level 45 is more than enough for a survivalist or a landsneckt to reach floor 13 from floor 11, he can just keep casting multihit or tornado/allslash every battle until he reaches the heal point and he can take out the royalant with his main party if its in the way. Wouldn't you have to go to floor 13 with just a Troubadour (+ the character you're trying to level) to do your treefrog run anyway? I don't recall seeing them on any other floor.

Treefrogs appear only on B11F of the third stratum. B13F's only unique enemies are the Killclaws.
 
No, they also appear in the three squares outside the heal point on B13 along with one moriyama (I think thats what its called, its the giant bug thing).
 
B.K. said:
Is there any way to make bosses and optional bosses respawn?

For Bosses:

1) Must have defeated the next stratum's boss
2) A fortnight must pass before they'll respawn


For regular ol' FOEs:

1) Sleep for five days
 
What about the optional bosses? I've killed the Golem. Is there a way to make it respawn?

I can I make the ant boss from the 12th floor respawn? I need its item again.
 
Landsnknecht
Dark Hunter
Proctector
Medic
Alchemist

So what you guys are telling me, going by the general tone of many of the posts in this thread, is that I should have a Survivalist instead of a Dark Hunter? I like the sound of the DH's ability to seal attacks, well once I level it up enough, but the damage dealing capacity of the Survivalist sounds appealing.

I was eventually going to create a second party with the other jobs classes to try them out as well as a team of five survivalists for resource harvesting.
 
The only two enemies in the game to not Respawn are spoilertastic storyline fights. You'll know them when you see them.

Everything else, Golem, Alarune, whatever. 14 Days.
 
jaundicejuice said:
Landsnknecht
Dark Hunter
Proctector
Medic
Alchemist

So what you guys are telling me, going by the general tone of many of the posts in this thread, is that I should have a Survivalist instead of a Dark Hunter?

So, this is an important, basic lesson of Etrian Odyssey:

There are no bad classes.

Every class is good, depending on your strategy. (Personally, I level one of everything and mix and match my party for the situation or on a whim.)

The Dark Hunter is really best if you can build your party around their Ecstacy ability. Each of the three binding zones can be bound by another class, so ideally for this purpose you'd have a party of Medic, Dark Hunter, Landsnecht (binds heads), Survivalist (binds legs), and Ronin (binds arms). (You can sub a hexer in for one of those, if you want.) With your party setup, you could ditch the Protector for a Survivalist and have a strong offensive group with a solid amount of support for Ecstacy (although sadly the L can't use the elemental swords and Silence at the same time...) You could go further and swap out the Alchemist for a Ronin down the line, which would strengthen the pure damage output as well as give you another binder.

Alternately, you can focus your L on swords (for synergy with your A) and, as you suggest, ditch the D. Your P can focus on Defense and use B. Guard to keep your fragile back row alive.
 
So, I'm borrowing this game from a friend who is spending the next few nights in the hospital while his wife has a kid. As such, I am unable to get the manual from him and I would feel like a dick bending his ear about a game while he has important shit to deal with. I'm hoping I love it but I wanted to iron out a few things before I dig too deeply and get frustrated/confused.

1. What is the little radar in the lower right corner
2. How/when do I use the gather/mine/chop skills?
3. And important as to how I use the map icons, or is it just for my own benefit (I marked the holy water spring as "event" for example)?

I'm at work and every relevant site is blocked, hence my questions here.
 
eznark said:
1. What is the little radar in the lower right corner

The circular portion denotes the chances that you'll get a random encounter. Blue = all-clear, Geen = caution, Red = Prepare yourself. Note it's not a sure thing, you can get encounters even with Blue radar.

The second aspect (which doesn't come into play just yet, since you're just starting) is there'll be a bar that pops up to tell you when you're within three paces of an FOE.

2. How/when do I use the gather/mine/chop skills?

You'll first need the skill, of course, then you'll need to be standing at the requisite gathering spot, which is shown ingame by sparkles above the ground. You'll find these spots all over the Labyrinth, Most people create a Survivalist team (can learn all three gathering skills) just to grab stuff to sell off.

3. And important as to how I use the map icons, or is it just for my own benefit (I marked the holy water spring as "event" for example)?

Well, you'll want to leave notes and everything for yourself so you can find stuff easier again - like the aforementioned gathering points.
 
Pureauthor said:
The circular portion denotes the chances that you'll get a random encounter. Blue = all-clear, Geen = caution, Red = Prepare yourself. Note it's not a sure thing, you can get encounters even with Blue radar.

The second aspect (which doesn't come into play just yet, since you're just starting) is there'll be a bar that pops up to tell you when you're within three paces of an FOE.



You'll first need the skill, of course, then you'll need to be standing at the requisite gathering spot, which is shown ingame by sparkles above the ground. You'll find these spots all over the Labyrinth, Most people create a Survivalist team (can learn all three gathering skills) just to grab stuff to sell off.



Well, you'll want to leave notes and everything for yourself so you can find stuff easier again - like the aforementioned gathering points.

awesome, thanks a lot. Is selling pretty imperative in this game? Seems like gold is pretty hard to come by. I'll go back and read this whole thread, so if it's answered I'll find it.
 
eznark said:
awesome, thanks a lot. Is selling pretty imperative in this game?

Absolutely. There are only 3 ways to get cash in this game:

1) Selling loot.
2) Doing sidequests
3) Treasure chests in the dungeon

Options (2) and (3) are finite. Guess what that means. :P
 
I'm restarting my party from scratch. What do you guys think of this setup?
FR:
Axe Landscherkt
Ronin with focus on damage(Gatotsu, passives)
Caduceus medic
BR:
Trobadour with divinity, shelter, bravery, relaxation and enchant weapon skills.
Support medic

I'm not too sure about the Caduceus medic... maybe I should put a Smite paladin there?
 
You don't need 2 medics. Cut one out.

You don't need a Axe Landsknecht and a Ronin. That's just pure redundancy, since both focus on single-target physical damage. Also Overhead - Midareba is the best skill build for Ronins.

You're going to need a Protector, so stick one in.
 
Pureauthor said:
Absolutely. There are only 3 ways to get cash in this game:

1) Selling loot.
2) Doing sidequests
3) Treasure chests in the dungeon

Options (2) and (3) are finite. Guess what that means. :P
Luckily you have little choice but to sell boat loads of loot as you progress, unless you choose to drop everything you pick up instead.
 
Pureauthor said:
You don't need a Axe Landsknecht and a Ronin. That's just pure redundancy, since both focus on single-target physical damage. Also Overhead - Midareba is the best skill build for Ronins.
And with this in mind, I suggest you either have a L with swords and Tornado, HP up, Att up,, Def up, and other stats up. However, sword L's are best with an Alchemist with the hit all enemies spells learned.

Either that or you can replace the Ronin for a Survivalist with lvl10 Multihit (which does the same thing as Midareba but without the charge turn), Amush and Apollon. And the best part, the best bow can be gotten from the Strat3 boss (Ice Spine).

DKnight said:
maybe I should put a Smite paladin there?
I have a P for one of my parties but I never felt the need to have Smite on him. He's far too busy setting up protection for the rest of the party and cannot really spend the point for Smite when there are other skills that need them more.

Pureauthor said:
Options (2) and (3) are finite. Guess what that means. :P
Though by B21F, money will become irrelevent. :p
 
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