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Etrian Odyssey: The Advice Thread

Pureauthor said:
Everytime someone other than the Landsknecht hits with an elemental attack (Alchemist's nukes, Ronin's slashes, Troubadour's Buffs), the L will immediately follow up with it's own elemental attack if it's the same one.

i.e.

Landsknecht activate Flame Chaser
-Others move
-Others move
-Others move
Alchemist uses Inferno
Landsknecht attacks all of the enemies that Inferno hit.
An important point: the Landsknecht will only follow up one character's attack of that element. So if you have a Ronin use an elemental slash before your Alchemist launches their hit-everyone-with-an-element spell, the Landsknecht will only follow up the Ronin's attack that turn. It's not an issue as long as you only have one guy using elemental attacks each turn; just be careful!
 
LegatoB said:
An important point: the Landsknecht will only follow up one character's attack of that element. So if you have a Ronin use an elemental slash before your Alchemist launches their hit-everyone-with-an-element spell, the Landsknecht will only follow up the Ronin's attack that turn.
You've crushed my dreams for an elemental attack based team for EO2.

;_;
 
charlequin said:
:o They didn't add one in EO2, either.

Well there's uh, EO II.5: Scythes of Sennin coming soon!! 3 new jobs, including backstab *5 Rouge! The all new DarkKnight job, and the Mathematician to amplify elemental damage!

...really where's the love for Rogues?

Mash said:
I've just started playing this again and I'm a total nooby so forgive such a stupid question but if I use something like shelter does this last the entire fight or only for the next turn?

Only pseudo Elitists, in their blatantly obvious manner of using scorn as a defense mechanism to hide their inability will resort to such bullying antics. Everyone starts out as a novice. :lol

To address your immediate concern though, Shelter is the least favorable choice among the 3 defensive buffs. Reason: it only increases DEF stat. Compare this to Immunize, which does a whopping 60% damage reduction at level 10, and even more (not sure of the exact figure, probably around 70~90%) when boosted. Immunize also provides damage reduction bonus against elemental attacks, although it is completely ineffective against status ailments like sleep, binds, poison etc.

Defender is also % based, but it is lower than Immunize. Defender and Shelter offer no protection against elemental attacks.

A Troubadour's songs will always be on the party members, until 1 of 2 things happen: i.) the battle is over or ii.) buffed member dies.
 
3) When another buff overrides a troubadour buff. Or am I mistaken?
 
First: I just beat Alraune. :) Took several tries... this boss is very bind-resistant so I was only sporadically able to bind it (her?), and never had all three binds at once so I couldn't use Ecstasy, and Alraune can do a lot of damage... the hits-all move only does a bit more than I can heal, but there's also one that almost kills one party member, and she can head bind your characters -- and given that my Medic had to be using Salve II every turn, that was a problem that killed me once or twice...

Oh, and my Alchemist was useless. Alraune is lighting resistent, and it's far too hard to hit her with poison to ever hope at succeeding. That made the battle take a lot longer, but I don't have any other characters I could swap in, and my Alchemist has no points in Fire or Ice (and I have no Troubadour to do a weapon enchantment that is high enough level to survive Alraune's attacks). :( So winning took a while, with only the Darkhunter and Landsknecht really doing damage... but eventually I won. :)

... What else can I do to put off the final boss fight... :D (Only four quests available currently, and they are all really annoying item collection ones that I don't really want to do...)

sennin said:
It is not possible to use a Hexer until B16f, hence I'm sure Black Falcon didn't rely on a Hexer during the 1st 3 strata. The other only option is that he used Dark Hunter. I've always wanted to try out a binding party... I guess now is a good time as any.

I thought I explained that, though, in one of my posts on this page.

My original party: (used until I unlocked the Hexer on floor 16)
(front)
Landsnecht 1
Darkhunter 1
(back)
Alchemist 1
Medic 1
Troubadour 1

My current party: (now in the upper 60s levelwise)
(front)
Medic 1
Darkhunter 1
Landsnecht 1
(back)
Alchemist 1
Hexer 1

My second party: (levels in the 30s, not used all that much)
Protector 1
Ronin 1
Medic 2
Alchemist 2
Troubadour 1

edit: Offense is the best defense. On the 5th Stratum, the sleep inducing plants spawn as 2* Muskoid and 1* Kingapis (hornet/wasp like mob) OR 1* Armoroll. I will use Flame during the preemptive round to get rid of 1 Muskoid, and use 1st Turn + Flame during round 2 on the 2nd Muskoid. Kingapis can use Venom to counter against turtling intents. The same principle applies to Clawlords, 1st Turn + Flame them before they have any chance of taking an action during a round if the Survivalist's Ambush did not kick in. 1st Turn is useful for both offense and defense, naturally if the party is dying your first order of business is to use Immunize/Defender/F. or B. Guard/SalveII.

Yeah, my problem is that the thing that kills them -- the Alchemist/Landknecht (Thor+Shocker) combo -- doesn't work because the enemies with sleep usually attack before my Alchemist does, and I don't have a Survivalist here for First Turn. The Landsknecht does go before them, though, so currently my best hope is using Allslash, which hits like three or four enemies, and expecting that at least one or perhaps both of them will die.

Earlier on, though, my only hope was to run and hope that I'd get away before I was wiped out. If you can't either escape or kill at least one of them before your party is put asleep, you're probably dead.

Oh, and Thunder works well on Muskoids too.

As for status ailments, there are generally 3 ways outside of Therica to deal with them. Sleep has not yet left an impression deep enough to trigger my maniac mode, I'm assuming these general tactics will work.

i.) Medic's Refresh, which is expensive skill points wise, as it requires 8 points to heal every single ailment.

ii.) Equipment with Ailment Resist Up. Amber Ring and Toxic Gage.

iii.) Troubadour's Recovery.

If I'm not mistaken, only Pixie is capable of inflicting Petrify. Curse is a bitch too, uggh, it actually neutralizes Apollon, unless you are rich and pack 5 NectarIIs/Medic with Revive whenever you go dungeon crawling.

Yeah, the fact that only one kind of enemy can petrify really does make it much less of an issue. Now if lots of enemies could do it, then I'd need to really worry about Therica or more points in Refresh... Sleep and Bindings are a bigger pain -- because you can't use the medic to remove bindings when the medic is bound... Landsknechts have arm heal of course, but that only affects arms and only works on them. So Therica A it is.

Now as for why gamefaqs users advocate strongly for combat medic, this is more apparent after one has access to unlimited cash during the 5th Stratum. $ can be a replacement for:

i.) Revive. Farm Sap Wine and Dry Peach to unlock Nectar II.
ii.) Thericas are free as long as you're willing to mine for materials to convert into cash. This negates the need for Refresh/Recovery.

Items have another distinct advantage over skills as anyone in the party can use them.

In other words, the skill points saved from Recovery (8), Unbind (5) and Revive (10, or 13 if you only put 3 points into Cure 3 without the intention of maxing it. Every Medic will benefit from a higher Healer stat.) can be redistributed into Atk UP and Caduceus 10. I have to disagree that combat medics are useless during the lower strata, as I've consistently used one from the start, and Caduceus out damage Protector's Smite, while normal hits out damage a Survivalist's bow strikes short of Multi-Hit and Apollon. This can hold true since Atk UP 10 is a 100% increase or 2.0 multiplier on the Medic's damage! Further, some enemies resist slash and pierce, but are weak to blunt weapons, hence a combat Medic is useful not just for Immunize + Salve II, but for contributing to the total damage output/round.

Despite my love for combat Medic, evidence to the contrary that "combat Medic is the ONLY way to go" is easily refuting it as an observation cemented in objectivity, since it was a sweeping statement in absolute terms to begin with.

I have Nectar II unlocked, but Nectar III more easily accessible would be so awesome... I have a couple from chests or something, they're great. :(

But still, Revive is better, though you don't need to put more than one point in it really. Consumables take up inventory space that you want to save for drops, after all... after consumables and unremovable items (taking up five spaces of inventory permanantly... :(), I usually only have like 15-20 slots left for actual items, which fill up fast... annoying.

The main reason I kind of did a partway combat medic -- 10 Atk Up, only 1 in Revive, only 6 in Refresh -- was, as I said, for damage. Without a damage-dealing character in the fifth slot (that is, with a hexer) the medic really has to be able to do damage... otherwise things take longer because you only have a few actual damage dealers. I don't quite have Caduceus, though... I just reached 10 Atk Up at level 66, which is my Medic's current level. I started boosting Attack late...

I use a separate Survivalist designed to have 10 points each in Chop, Take and Mine. I'd bring her along with 4 others from my main party as escorts to material points and farm to unlock items I need, like Nectar II. The other 5 Survivalists are all levels 4~5, with 5~6 points in Mine each, they are the B21F money pot party. All in all, my merry band is packing 7 Survivalists.

I'm sure it's an easy way to make money, but that kind of grind just isn't any fun for me...

I never bother with these after the 2nd Stratum. Avoid "Fond Memories of you", as it is a bugged quest where the quest item stays in your inventory forever, depriving you of one precious item slot. =/ The rewards are usually $, which I don't need, or items that I've already unlocked. I'd look more into these later, and unless there is some unique reward I'm likely to skip them all.

I did that quest a long time ago. It is annoying. :(

I do do the quests though, because while just pointless grind is annoying, when there is an actual goal -- like mapping something, or doing a quest -- I like it more. So I eventually do them... but my least favorite kind are definitely the ones that require you to collect certain kinds of items.

This is the reason why I rested my Landsknecht to change from 2-weapon to Chaser build. Chasers are cool skills!

Blazer/Shocker/Freezer are the Chasers, yes? As I said, yes, some of my favorite skills. The only problem is that the Alchemist is so slow and often goes after the enemies, and I don't have First Turn with this party... oh well. It's still great.

One other bitching I'd like to do is directed at the limit placed on inventory slots. There should be quest rewards to increase the baggage limit. Also, EO needs a Thief job. It SUCKS that Alchemists and Medics, 2 of the most starved for skill points jobs, are home to Scavenge, which from a roleplay perspective is totally meaningless. Where's the classic Thief, with a classic role to deal with increased drop rates? =/

Because I pretty much did a Lightning-focused alchemist, with only 11 points in Poison skills versus 31 in the Volt ones, I really haven't had a big problem with skill points for the Alchemist... but if you are trying to fully cover two categories, yeah, then it'd be tough. And the Medic... brutal. So many things that need points, but you can't put stuff in all of them!

LegatoB said:
An important point: the Landsknecht will only follow up one character's attack of that element. So if you have a Ronin use an elemental slash before your Alchemist launches their hit-everyone-with-an-element spell, the Landsknecht will only follow up the Ronin's attack that turn. It's not an issue as long as you only have one guy using elemental attacks each turn; just be careful!

Worth knowing, but not really a major restriction. Shocker/Blazer/Freezer is an incredibly, incredibly useful skill to have.
 
A Black Falcon said:
First: I just beat Alraune. :) Took several tries... this boss is very bind-resistant so I was only sporadically able to bind it (her?), and never had all three binds at once so I couldn't use Ecstasy, and Alraune can do a lot of damage... the hits-all move only does a bit more than I can heal, but there's also one that almost kills one party member, and she can head bind your characters -- and given that my Medic had to be using Salve II every turn, that was a problem that killed me once or twice...

Oh, and my Alchemist was useless. Alraune is lighting resistent, and it's far too hard to hit her with poison to ever hope at succeeding. That made the battle take a lot longer, but I don't have any other characters I could swap in, and my Alchemist has no points in Fire or Ice (and I have no Troubadour to do a weapon enchantment that is high enough level to survive Alraune's attacks). :( So winning took a while, with only the Darkhunter and Landsknecht really doing damage... but eventually I won. :)

Congrats! Actually, even if you have a tri-elementalist, you will probably be looking at killing Alraune without fire, as that's condition to trigger a chance of getting the rare drop, Velvet. It is the material to unlock Fairy Mail, the ultimate job specific armor for Troubadour, although looking at your current rooster, this might be a redundant point, since your Troubadour is in the reserve ranks.

A Black Falcon said:
I thought I explained that, though, in one of my posts on this page.

My original party: (used until I unlocked the Hexer on floor 16)
(front)
Landsnecht 1
Darkhunter 1
(back)
Alchemist 1
Medic 1
Troubadour 1

My current party: (now in the upper 60s levelwise)
(front)
Medic 1
Darkhunter 1
Landsnecht 1
(back)
Alchemist 1
Hexer 1

My second party: (levels in the 30s, not used all that much)
Protector 1
Ronin 1
Medic 2
Alchemist 2
Troubadour 1

I missed this, you can fault my lacklustre skimming and scanning skills. :p Apologies for this.

A Black Falcon said:
Yeah, my problem is that the thing that kills them -- the Alchemist/Landknecht (Thor+Shocker) combo -- doesn't work because the enemies with sleep usually attack before my Alchemist does, and I don't have a Survivalist here for First Turn. The Landsknecht does go before them, though, so currently my best hope is using Allslash, which hits like three or four enemies, and expecting that at least one or perhaps both of them will die.

Earlier on, though, my only hope was to run and hope that I'd get away before I was wiped out. If you can't either escape or kill at least one of them before your party is put asleep, you're probably dead.

Oh, and Thunder works well on Muskoids too.

Can you see if you can squeeze 1 point into 1st Turn? There is a growing number of EO players who are reaching the consensus that 1 point in 1st Turn is all you need. It has yet to fail me, and reports of a 1 point 1st Turn failing has yet to show up. It opens up a strategic advantage extremely favorable to your entire party. Try to work around this somehow...

A Black Falcon said:
But still, Revive is better, though you don't need to put more than one point in it really. Consumables take up inventory space that you want to save for drops, after all... after consumables and unremovable items (taking up five spaces of inventory permanantly... :(), I usually only have like 15-20 slots left for actual items, which fill up fast... annoying.

hmm, good point. I'm actually carrying an excessive amount of Nectars II (5/run), 3 Therica As, 5~10 Therica Bs, and 10~12 Axcela IIIs. =/

A Black Falcon said:
I'm sure it's an easy way to make money, but that kind of grind just isn't any fun for me...

The ultimate armors and weapons are exorbitant! Shinryu costs 250 000, Sage Wand is 125 000, Arc Drawers are 114 000 and the job specific armors hover in the range of 80 grand a piece. A b21f run can get you 30k/run. I'd urge a reconsideration to adapt if you are so inclined to experience post game content.

A Black Falcon said:
Because I pretty much did a Lightning-focused alchemist, with only 11 points in Poison skills versus 31 in the Volt ones, I really haven't had a big problem with skill points for the Alchemist... but if you are trying to fully cover two categories, yeah, then it'd be tough.

Hmm, ^ For my own Alchemist build, I max out Flame (18), Freeze (18) and Thor (15), which is the standard build from gamefaqs. Scavange 10 (13) was my next goal, and it is perfectly viable. The remaining 8 points (+6 if you retired @70, not worth it imho) can be put into TP UP, Warp or TP regen. With 14 points, naturally you can attempt Poison 10 as well, but given how many bosses are resistant or immune to status near the end, I'm against the idea of investing points in Poison.
 
sennin said:
Congrats! Actually, even if you have a tri-elementalist, you will probably be looking at killing Alraune without fire, as that's condition to trigger a chance of getting the rare drop, Velvet. It is the material to unlock Fairy Mail, the ultimate job specific armor for Troubadour, although looking at your current rooster, this might be a redundant point, since your Troubadour is in the reserve ranks.

Yeah, I got the Velvet. I was wondering what the condition was... No Fire attacks, then? That's easy to achieve in a party with no Fire attacks... :) So I'd have to do to get the first item? Okay... not doing that again soon. Definitely one of the more challenging bosses, even for such a high level party.

The only hard part was when my Medic got head bound, but fortunately I could survive without healing long enough for the medic to use Therica A and get unbound, and then heal the next turn... foot or arm bindings are a lot easier to deal with, but head is a real problem. Every time I'd manage to get a head or arm bind on there for a while I could relax a bit, for a few turns... but fortunately, my medic was only bound once (and that boss only seems to have head bind, not arm or foot, so it can't slow down the main attackers of my party, minus the useless-in-this-battle Alchemist).

I missed this, you can fault my lacklustre skimming and scanning skills. :p Apologies for this.

Well, I didn't list it out so completely, but I'd already said all the important parts.

Going from Bow-wielding Troubadour to virtually damageless Hexer definitely decreased how much damage the party does... as cool as the Hexer is, I'm still not sure whether it's the best path. It's just the one I want to do. :)

It sure did encourage me to try out my Medic in the front line, though. I really needed a way to increase damage, and putting the Medic in the first position, combined with starting to put more points into Atk Up, did the job. But that's why I'm at level 66 and have neither Immunize or Caduceus, I guess... though it is also true that it took me way too long to notice that more points in Refresh allowed it to remove more skills, and didn't know that Immunize was so good so I wasn't trying to get it. But even when I did learn that I could indeed cure stone with more points in it, I couldn't PUT more points there, because I barely had enough points left to reach Caduceus as it was, and there'd be no point in putting all those points into Atk Up if I wasn't going to then get the skill that requires it. But oh well, Therica A is cheap... even if it does take up inventory slots. And only that one enemy type can actually petrify, and it's not in the 5th stratum.

Plus, because I generally consider the person in the first position in teh party leader, it allowed me to make the Medic my party leader, something I'd sort of been wanting to do for a while at that point. I'd started out thinking that the Landsknecht or Darkhunter would be the party leader, but that just wasn't quite working out in my conceptions of their characters, while the Medic seemed perfect. It's stayed that way since. (All three of them use character names I've used in other games before, and when I reuse a name I usually think of it as having at least some kind of character-design tie between the two... like my Darkhunter has the name of my Guild Wars main character, a Necromancer. Seemed appropriate.)

Can you see if you can squeeze 1 point into 1st Turn? There is a growing number of EO players who are reaching the consensus that 1 point in 1st Turn is all you need. It has yet to fail me, and reports of a 1 point 1st Turn failing has yet to show up. It opens up a strategic advantage extremely favorable to your entire party. Try to work around this somehow...

If my main party included a Survivalist, of course I'd have it. It is incredibly useful in certain situations, though because it means your Survivalist loses their turn you wouldn't just want to use it all the time.

My Survivalist does have First Turn, actually, it's just only half the level of the main party...

hmm, good point. I'm actually carrying an excessive amount of Nectars II (5/run), 3 Therica As, 5~10 Therica Bs, and 10~12 Axcela IIIs. =/

And with all that stuff, how much space do you have left for drops? :)

And I should note, I do only have 1 point in Revive. TP isn't much of a problem, really, with full TP Up and TP Regen (I beat Alraune using Salve II every round, in a fairly long fight, and still had like 85 mana left at the end...). Of course more points does does also boost the amount of health it rezzes people with, but ... oh well. I really need those points for other things.

The ultimate armors and weapons are exorbitant! Shinryu costs 250 000, Sage Wand is 125 000, Arc Drawers are 114 000 and the job specific armors hover in the range of 80 grand a piece. A b21f run can get you 30k/run. I'd urge a reconsideration to adapt if you are so inclined to experience post game content.

I've noticed how insane the high-end prices are. I can see being able to afford one of the cheaper ones -- I have like 60,000 en now -- but the more expensive ones... that'd require stupid amounts of grind, presumably to that item point on floor 21 with characters I don't have (because when I create characters I want to create real characters, not just item-gatherers).

Do you really need to buy that stuff to be able to fight the floor 25-30 area or something? That would be annoying.

Hmm, ^ For my own Alchemist build, I max out Flame (18), Freeze (18) and Thor (15), which is the standard build from gamefaqs. Scavange 10 (13) was my next goal, and it is perfectly viable. The remaining 8 points (+6 if you retired @70, not worth it imho) can be put into TP UP, Warp or TP regen. With 14 points, naturally you can attempt Poison 10 as well, but given how many bosses are resistant or immune to status near the end, I'm against the idea of investing points in Poison.

I've currently got Volt Up, TP Up, and TP Regen at 10 with the Alchemist, Thor and Thunder at 8, Volt at 5; Poison Up at 6, Poison at 1, Venom at 4. 3 in Chop, 1 each in Scavenge, Warp (really useful) and Sight (which I never use). Level 66 now.

Having Fire or Ice instead of Poison might have been a good idea, though. There are just too many enemies that are too hard to hit with poison to make it worth all the lost turns that you could have been attacking with... at some point I just gave up on trying and pretty much went all Volt, while earlier I had been splitting points. Having a little bit of Fire and Ice would be good, for when I'm fighting a Volt-resistant boss like Alraune or the Wyvern... but on the other hand, this way I have 10 in Volt Up plus a lot of points in both Thunder and Thor, which is incredibly useful. The two are definitely complimentary... it's the same with Ice or Fire, one best for single targets, one best for groups, and ideally you have a lot of points in both of those skills.
 
HAH! Beat Entreant! :D

Took three more tries, one after the other, but I did it. Didn't lose any characters either. It wasn't even all that hard... the first time I got wiped out in just a couple of turns, the second I did better -- got it past half health -- but didn't really actually have a chance at winning because I kept losing characters, but the third time... it just all went right. In fact, I only used two items, a Soma and a Somaprime (leaving me now with no Somas and only one Somaprime), and while the Soma was needed, even the Somaprime was probably a waste because Entreant hit noone that turn, which would have given me a bit of time to heal anyway. Maybe it was useful for the turn after that, but... oh well. My health was low and how was I to know that he'd miss?

Now, of course, the centerpiece of my strategy is bindings. Given that he has attacks that can hit 4 party members and do 90-95% damage to several of them, and I can only heal a fraction of that damage in a turn with level 2 Salve II, without bindings there's no way I'd be able to keep up... but with two characters who can bind, some get through his defenses. Three characters were simple... the Landsknecht did Cleaver every turn, the Alchemist Thunder every turn, and the Medic Salve II every turn but one (when I used the Somaprime). They do regular damage, as does the Darkhunter, but require no management... less important, really, than the Hexer and Darkhunter in situations like this one. Against normal random enemies they're the more important ones (the Darkhunter is near-useless versus groups and the Hexer has even less to do in such fights...), but against bosses, it's the other way around. The Darkhunter tries a binding every turn, and the Hexer most turns (occasionally doing Sapping/Frailty/Leaden too, because they're really useful). The successful time, I did Legs first, then Arms, and last Head. Not easy, because I'm so used to doing Head first... but for Entreant, you really need to bind the arms and feet more, because those ones let him do hits-everyone attacks that I can barely survive. I was fortunate this time and managed to get TWO opportunities to use Ecstasy on him... and the second time, my Darkhunter had Boost, too. 1400-something damage for the first time, 1800-something for the boosted one. Awesome. :) It's so great when you hit with a foot bind, on the turn that the guy tries to use a hits-all attack that requires that part, and he can't attack... :D

Plus, this time he almost never used Bearing except when I had all three bindings on him, and both times I had all three bindings, I was able to get in an Ecstasy first. In some previous runs I'd run into cruel things like him using Bearing after I got two bindings on him, but that didn't happen this time... that definitely helped. So, victory, no lost characters, only used two healing items.

The ending is confusing... why does killing Yggdrasil help the world out, now? I don't get it...

... and then I go back to go to the 6th stratum and lose two characters to a group of two Armorolls and three Kingapises on floor 25. :lol

But anyway, I have the password and soundtest now. :) On to the 6th stratum...
 
Bindings really do make for an easy Treant, tho the bastard can still wipe you out. But if you get a preemptive strike, then the fight turns from challenging to pushover, even if you don't bind his head on that first turn.

Tip about 6th stratum; don't bother doing B27F, just use gamefaqs. B26F and B29F is one thing, but
95 percent of the floor being pitfalls does not make for fun exploring
.
 
lyre said:
Bindings really do make for an easy Treant, tho the bastard can still wipe you out. But if you get a preemptive strike, then the fight turns from challenging to pushover, even if you don't bind his head on that first turn.

Tip about 6th stratum; don't bother doing B27F, just use gamefaqs. B26F and B29F is one thing, but
95 percent of the floor being pitfalls does not make for fun exploring
.

Teralich... so hard...

I mean, it's a boss which can kill any one of my characters in one hit with its special attack, Devour, which it uses on every turn. So unless I get a head binding on him quick, I'm dead.

I just managed to beat one... pretty amazing fight, really. I start out really badly, with him killing a character every turn... I resurrect the ones I can, of course, but he's killing them faster, particularly when he kills the medic. I'd done some damage, but not that much, and the whole front line was dead, leaving me just the alchemist and hexer, now in front... so I tried to bind again with the hexer and res the medic with the alchemist. The alchemist was killed before he could do anything that turn... and then the hexer succeeded with a head bind! Amazing, just amazing... and then I learned the even better news... when a Teralich is head bound, it just keeps trying to use Devour, which it can't -- so you get five turns free of attacks! :D

By the time he could attack again, I had rezzed the whole party and mostly healed them... and from there things got a lot easier. Even managed full bind twice, though Ecstasy only does like 550 damage to the thing. But that was really, really close...

Oh yeah, and looking at the map of B27F, I think you're quite right about that not be worth the massive effort to self-map. :)

(Oh, and the game badly, BADLY needs a higher note limit per floor... how am I supposed to mark all of these warps with such a tiny number of notes? The second game improves on this, right?)
 
lyre said:
Be creative. You have access to a lot more markers than notes.

I did that before, like marking damage floors by just not painting those tiles, instead of using limited damage tiles... and here, since most of the warps warp you to one point, it makes sense to just leave those as unmarked warps, and only mark the warps which send you elsewhere, so that's what I've done.

But it would be great to be able to put notes on all of them. I'd prefer to do that, for the sake of completion if for no other purpose... :)

Separate markers for secret and normal doors would be nice too, because when I can I like to put markers on secret ones saying that they are hidden... but can't, on floors like this one. But I think the sequel changes that too... hopefully anyway. Marking a door as one way is easy without a note -- just draw a wall along the back of the door -- but marking it as secret isn't possible without one.


And I'm still amazed that I survived that Teralich... one character left, making one last attempt at binding it before it wipes me out next turn, and it actually works? If that bind had failed like my previous efforts all had I was dead, end of story. I'm also very lucky that the thing can only use that one attack and not anything else that would go around that bind... but yeah, that was awesome.

Enemies that can kill any one of my party members in one hit every time they attack aren't, though. :(

Mejilan said:
Haha, I'm stomping through Teraliches. Just finished bf26, moving on down!

Let me guess, Defender+Immunize neuters that attack too? My levels aren't the problem, I'm at 66-68.
 
A Black Falcon said:
(Oh, and the game badly, BADLY needs a higher note limit per floor... how am I supposed to mark all of these warps with such a tiny number of notes? The second game improves on this, right?)
Mark all the warps with a "warp" tile. Mark the ones you NEED to go through with a note.
 
A Black Falcon said:
I did that before, like marking damage floors by just not painting those tiles, instead of using limited damage tiles... and here, since most of the warps warp you to one point, it makes sense to just leave those as unmarked warps, and only mark the warps which send you elsewhere, so that's what I've done.
I checker any damage tiles there are, ie hidden location in second stratum and B28F.


Separate markers for secret and normal doors would be nice too, because when I can I like to put markers on secret ones saying that they are hidden... but can't, on floors like this one. But I think the sequel changes that too...
I used regular warp markers for the correct path and used other random markers, like doors, monsters, etc to mark incorrect warps in the sixth stratum.


And I'm still amazed that I survived that Teralich... one character left, making one last attempt at binding it before it wipes me out next turn, and it actually works? If that bind had failed like my previous efforts all had I was dead, end of story. I'm also very lucky that the thing can only use that one attack and not anything else that would go around that bind... but yeah, that was awesome.
Fighting 3 dinoliches in a row when you're just strong enough to beat the fourth stratum boss is a far more amazing feat, IMO. Especially if you don't have access to Immunize.
 
lyre said:
Fighting 3 dinoliches in a row when you're just strong enough to beat the fourth stratum boss is a far more amazing feat, IMO. Especially if you don't have access to Immunize.

What, you did that? That is impressive... what levels? By the end of floor 20 (end of the fourth stratum) most of my characters were in the mid 50s levelwise. Three Dinoliches would have been really tough... one Dinolich was tough enough then, though you can get them with Evil Eye sometimes, which is awesome.

... oh, and does Defender+Immunize (or Defender or Immunize, given that I don't have either with this party) make Teraliches easy, or at least not kill any party member in one hit with Devour?

I checker any damage tiles there are, ie hidden location in second stratum and B28F.

I found the contrast between colored tiles (the rest) and non-colored ones (the damage areas) in areas I had otherwise fully explored to be pretty clear, but that would work too.
 
A Black Falcon said:
What, you did that? That is impressive... what levels? By the end of floor 20 (end of the fourth stratum) most of my characters were in the mid 50s levelwise. Three Dinoliches would have been really tough... one Dinolich was tough enough then, though you can get them with Evil Eye sometimes, which is awesome.
Well, I have to admit, I didn't take out all three at once, that'll be nearly impossible for me, cause around those levels fighting 3 Dinoliches, it takes 4 turns of hits from all attackers to kill one. By the time one of them is about to die, a fresh one will join the fight, which would make the fight that much harder. Even worse, the third one enters the battle one turn faster than the second Dinolich. So to remedy this, I take out the first one and run away from the second one. Fighting two Dinoliches is far more probably than three in a row afterall. So I guess techinically I didn't beat all three at the same time since you only get exp for killing two, but all three will be dead so you can get the treasure they guard.
And no, I never used a Hexer in the game other than for those two quests.

... oh, and does Defender+Immunize (or Defender or Immunize, given that I don't have either with this party) make Teraliches easy, or at least not kill any party member in one hit with Devour?
At max level, definitely, especially with Immunize. You don't even need to bind their heads.


I found the contrast between colored tiles (the rest) and non-colored ones (the damage areas) in areas I had otherwise fully explored to be pretty clear, but that would work too.
I find it's too much a pain to constantly erase my footsteps as I cross thru damage tiles, so I just crisscross lines over them.
 
A Black Falcon said:
Let me guess, Defender+Immunize neuters that attack too? My levels aren't the problem, I'm at 66-68.

Nah, neither. Levels 70, across the board. (Thrice-retired).
 
*explores* Wow, Songbirds are easy... Teraliches are really hard, but the other FOEs on floor 26 aren't any challenge at all... well, at this level anyway.

lyre said:
Well, I have to admit, I didn't take out all three at once, that'll be nearly impossible for me, cause around those levels fighting 3 Dinoliches, it takes 4 turns of hits from all attackers to kill one. By the time one of them is about to die, a fresh one will join the fight, which would make the fight that much harder. Even worse, the third one enters the battle one turn faster than the second Dinolich. So to remedy this, I take out the first one and run away from the second one. Fighting two Dinoliches is far more probably than three in a row afterall. So I guess techinically I didn't beat all three at the same time since you only get exp for killing two, but all three will be dead so you can get the treasure they guard.
And no, I never used a Hexer in the game other than for those two quests.

Ah. Sounds fun. :)

I mentioned the Hexer because of how I've gotten Dinoliches several times with Evil Eye. Some bosses are fairly resistant to it, but not them... and Evil Eye is just such an incredible skill against FOEs when you can hit them with it. They can't attack, you can have them attack themselves or their party members, and all you need to do is not run out of TP? So awesome... it helped me against Dinoliches (among others) several times.

I didn't try those three Dinoliches on floor 16 or 17 (you mean those, right?) until I was quite a bit above 'just able to beat the fourth stratum', though. I did beat the other bosses in that area apart from them and the Golem, and some solo Dinoliches, but not the three.

At max level, definitely, especially with Immunize. You don't even need to bind their heads.

Yeah, that's what I thought.

I find it's too much a pain to constantly erase my footsteps as I cross thru damage tiles, so I just crisscross lines over them.

The first thing I did after turning the game on and before playing was to turn off the "auto-fill-in-squares" option. What's the point of having it do half of the work for you if the game is about mapping it yourself? Kind of pointless... why not just have an automap, if you're going to do that? At least they let you turn the option off, though. :)

Mejilan said:
Nah, neither. Levels 70, across the board. (Thrice-retired).

Ah. Expensive armor then, I imagine. (You get more bonus points each time you retire, right?)
 
No, neither stat bonuses nor skill point bonuses stack when you retire multiple times. It just took me 3 attempts to wind up at a perfect (for me) party with an optimal allocation of skills. It bears mentioning that when I say "thrice-retired," I mean retired 3 times after attaining level 70! :D
 
Mejilan said:
No, neither stat bonuses nor skill point bonuses stack when you retire multiple times. It just took me 3 attempts to wind up at a perfect (for me) party with an optimal allocation of skills. It bears mentioning that when I say "thrice-retired," I mean retired 3 times after attaining level 70! :D

You must love grind then...

Either that or you were subconsciously preparing yourself for EO2. :D
 
I hate to admit this, but I'm stuck on the second floor. I think I've mapped out every possible path but I don't see any staircase to the third floor.

Any tips?
 
mjc said:
I hate to admit this, but I'm stuck on the second floor. I think I've mapped out every possible path but I don't see any staircase to the third floor.

Any tips?

If we're talking EO1, then it's really, really straightforward. You probably mapped a wall where a path should be by accident.

If all else fails, the GameFAQS EO1 section has excellent maps.
 
Any good strategy against the flowers from B8F? they put my entire party to sleep and my Medic Refresh skill level seems to be not enough to cure that.

mjc said:
I hate to admit this, but I'm stuck on the second floor. I think I've mapped out every possible path but I don't see any staircase to the third floor.

Any tips?

In the rightest side of the map theres a "crossroad". The path to the right leads to a short passage to the north and voilá, stairs down.
 
Yeah I'm talking EO1, sorry. I'll boot her up and take a walk through the floor again, I must have mapped a wall in like you guys said.
 
Orodreth said:
Any good strategy against the flowers from B8F? they put my entire party to sleep and my Medic Refresh skill level seems to be not enough to cure that.
Run, use skills that hit more enemies (Lands Allslash/Tornado, Surv Multihit, etc), Alchemist skills, Run, have more HP to take a few more hits, carry healing items or more TP for you Medic, Run, hope and pray you don't run into them, or just Run.
 
lyre said:
Run, use skills that hit more enemies (Lands Allslash/Tornado, Surv Multihit, etc), Alchemist skills, Run, have more HP to take a few more hits, carry healing items or more TP for you Medic, Run, hope and pray you don't run into them, or just Run.

I guess i´ll just run then xD. I´m gonna try to beat the "spend 5 days over there" quest.

Btw, how are some of the hidden passageways triggered? by party level? deepest floor reached? I have one in the 3rd level that i cant explore yet.

Also, is the "improve drop items" skill needed at all? i´m trying to collect some butterfly eyes for a quest but the enemies never drop them.
 
lyre said:
Tip about 6th stratum; don't bother doing B27F, just use gamefaqs. B26F and B29F is one thing, but
95 percent of the floor being pitfalls does not make for fun exploring
.

Agh that's so wrong. If you stick it out a little you'll figure out the trick to exploring that floor.
Hint: Watch the FOEs
. One of the coolest floors in the game imo. Though if you were trying to make a 100% complete map of the floor, gamefaqs might be a decent idea, the strategy hinted above will get you everywhere important on that floor, even to the treasures.
 
BlackTyrano said:
Agh that's so wrong. If you stick it out a little you'll figure out the trick to exploring that floor.
Hint: Watch the FOEs
. One of the coolest floors in the game imo. Though if you were trying to make a 100% complete map of the floor, gamefaqs might be a decent idea, the strategy hinted above will get you everywhere important on that floor, even to the treasures.

Yeah, I did look at the map a couple of times before reaching the floor, but I have been trying to map it on my own, not with just looking at the map the whole time... the key definitely is that
the FOEs never chase you, so you can track them around the map and follow their paths, and also that you can see all of their locations with Sight, which is normally useless but is an incredibly awesome skill for this floor...

It is kind of cool, though quite frustrating too with the tedious trek through floor 26 every time I have to return to town because I'm out of TP. And when my characters are at or near level 70, the random battles have absolutely no purpose... is there any reason at all to not just escape from pretty much all of them?
 
While yes I know of the trick, but the floor is still a test of my patience to the point where I don't want to bother; however B29F was fun to map. Also
in order to actually ENTER some of the paths that FOEs follows, like the paths that lead to treasure, you have to test just about every step, since FOEs don't tread there; they only tread to areas that will get you to the next floor down. This is especially the case of that one tile that connects the long stretch of floor to the rest of the floor to treasure. Also, at the time, I only had one Alchemist and I ain't wasting points on a skill that I'm only gonna use for one floor. :p
 
Slightly confused about Alchemist skills: if I'm getting Fire up, should I put points into Fire Up or Fire first? I'm not exactly clear on the advantage of one over the other (aside from Fire Up being a requirement for higher levels of Fire I believe).
 
Yay Himu!

Lots of people will come into this thread and explain to you that there are is only one correct build for each class; it is important to remember that these people are WRONG. No class in EO is worthless, every class has at least two very good builds (and plenty of pretty decent other builds as well), and synergies between different party members will impact your performance more than optimization of any one character's build.
 
Himuro said:
So far I'm enjoying the game a lot. I'm a customization freak when it comes to rpgs and this probably has the best customization I've ever seen. The game can be really hard too. Fuck that deer on B2F! Dragona, Lyre, and Charlequin were nice enough to coach my stupid ass to finding the shortcut on B1F and telling me about gathering points and stuff. I chopped for the day and I'm considering resting, for now, and chopping until I get amass a ridiculous amount of cash.

lulz
 
Himuro said:
My skills are as followed:

Landsknecht - HP Up (lv 1), Atk Up (lv 1), Def Up (Lv 2) (these can be gotten later), Swords (lv 2), Mine (lv 1) (worthless skill but you know that). I was foolish to have her learn mine. I didn't know what I was doing at the time.

Protector - Def Up (lv 1), Shields (lv 2), Provoke (lv 1), F. Guard (lv 2), B. Guard (lv 1) (Get Defender when you get the chance). I've wanted to emphasize on giving her a lot of defense, provoking the enemy so they concentrate on her, and buffing up my my front line. My tank basically. I'm not sure if it's been working too well so far though because I've wanted to conserve TP.

Medic - HP up (lv 1), TP Up (lv 1), Healer (lv 2), Patch Up (lv 1), Cure (lv 2).

Survivalist - TP Up (lv 1), Agi Up (lv 1), Bows (lv 2), Trickery (lv 1), Quicken (lv 1), Trueshot (lv 1). Lyre and Dragona tell me Trueshot sucks balls so I'm not gonna level that up anymore lol

Alchemist - TP Up (lv 1), Fire Up (lv 1), Ice Up (lv 1), (Pick one and stick with it under you master it) Toxins (lv 1), Fire (lv 1), Ice (lv 1), Poison (lv 1).

So far I'm enjoying the game a lot. I'm a customization freak when it comes to rpgs and this probably has the best customization I've ever seen. The game can be really hard too. Fuck that deer on B2F! Dragona, Lyre, and Charlequin were nice enough to coach my stupid ass to finding the shortcut on B1F and telling me about gathering points and stuff. I chopped for the day and I'm considering resting, for now, and chopping until I get amass a ridiculous amount of cash.
Have phun.


charlequin said:
No class in EO is worthless, every class has at least two very good builds (
I can heavily argue that you don't need a Protector at all until the post-game and even then, only for a few specific battles. :p
 
Dragona Akehi said:
And I can heavily argue that Troubadours are utterly useless~!

My five Troubadour Party in EO2 is starting to do well! (But, then again, I had to be level 28 before I could beat the Chimera...)
 
Dragona Akehi said:
And I can heavily argue that Troubadours are utterly useless~!
If you like returning to town every few hours, sure of course (short of spamming refreshing points).
 
Bravery level10 +33% extra physical damage.

Relaxing level10 = Nigh infinite TP

Weapon buffs for each element (fire, lit and ice)

And all of their buffs have no turn limit

And an added bonus,

Free Chime items (1 point into Stalker is cheap and abusable reduced encounter replacement)

oops: forgot a few things.
 
lyre said:
If you like returning to town every few hours, sure of course (short of spamming refreshing points).

Why would you want to spend that long in the dungeon, anyways? Did Survivalists have Stalker in EO1? If they did, and you use one, you're within 10 minutes of any point in the dungeon at any given time.
 
Yaweee said:
Why would you want to spend that long in the dungeon, anyways?
To fill my sacks full of loot before returning; that's the ONLY way to play EO, imo.

Did Survivalists have Stalker in EO1? If they did, and you use one, you're within 10 minutes of any point in the dungeon at any given time.
Troubadour, Survivalist and Protector all had Stalker, however Troubadour's Stalker is cheapest to unlock, which was 3 points or something negligible in another skill and Stalker is unlocked. Surv's requirement to unlock Stalker was putting a few points into Ambush and the skill to reduce blindsides, which requires points from other skills. Same for Protector.
 
lyre said:
To fill my sacks full of loot before returning; that's the ONLY way to play EO, imo.

Was there Salvage/Scavenge or whatever it is called in EO1? Filling the bag only takes 10-20 minutes in EO2.

People seem to say EO2 is harder, but it sounds like EO1 is considerably more so. Don't think I'll ever get around to picking it up, as the interface sounds substantially worse (and it is still bad in EO2).
 
Yaweee said:
Was there Salvage/Scavenge or whatever it is called in EO1? Filling the bag only takes 10-20 minutes in EO2.
That's another skill the Hexer took from Alchemists.

People seem to say EO2 is harder, but it sounds like EO1 is considerably more so. Don't think I'll ever get around to picking it up, as the interface sounds substantially worse (and it is still bad in EO2).
The two games are considerably different imo, but they are both difficult and can be abused in their own ways.

Dragona Akehi said:
Whenever I left a dungeon I had 60 items in my bank anyway. You lose!
Yes we know you rock in rpgs; stoofoo.

edit: broken tag
 
lyre said:
I can heavily argue that you don't need a Protector at all until the post-game and even then, only for a few specific battles. :p

There is no class you need in EO1. The Protector deals good damage (unlike EO2), has one of the better single-hit TP attacks in Smite, and can help keep you alive in some tough fights with B./F. Guard.
 
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