Part 71: Craggy Exterior
Update 57: Craggy Exterior
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Golem is going to have a bad time against this party.
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I bought Tyler and Rheine their ultimate weapons. For Tyler's skill build, I'm still just getting basically-random passives on him.
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I also have the Attack Item Up food on, for maximum Stardust damage.
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Incidentally, I love how the Forbidden Wood looks at night.
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In the original EO2, due to limitations of the DS and the engine, the Forbidden Wood at night just looked like it had a slight black filter tossed on it.
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In EO2U, the skybox changes to a sky full of stars, and the fog changes to this really pleasant dark blue.
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SYSTEM: You feel as though you are being watched by someone... A sword is on the far side of the room. Its blade pierces the ground, and a strange magical circle has been formed around it... As you gaze upon the sword, the chief of the winged ones appears with the Foul Grail.
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SYSTEM: With these words, Canaan looks around and lifts the Foul Grail.
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SYSTEM: Canaan trails off and stares at you intently. After a long silence, he speaks curtly:
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SYSTEM: Canaan lifts the Foul Grail and chants in an avian language you are unable to comprehend. His voice gradually increases in volume until the ground and the air seem to tremble...
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SYSTEM: His expression grows pained, and he continues in a hushed tone.
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SYSTEM: The chief blesses your journey before leaving the area. You may examine the sword in front of you, or return to it once you are better prepared.
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SYSTEM: It is driven deep into the ground, piercing the magical circle.
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SYSTEM: You take hold of the sword's hilt, and the blade pulls freely from the earth. Immediately afterward, the magic circle lets out a shockwave, causing you to drop the sword!
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SYSTEM: Your explorer's sense tells you that a dangerous fiend is headed in your direction... The sense of malice is so strong that you are frozen in place, and can barely duck in time!
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SYSTEM: There's no time now to chase after the lost sword--you must fight for your lives!
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Watch this video if you want to see a dunk of massive proportions--I'd even go so far as to call it a Chaos Dunk.
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A quick refresher on Golem's stats:
quote:
Golem
HP: 18000, STR: 60, TEC: 54, VIT: 57, AGI: 33, LUC: 47
Skills:
Drops:
Rock Hammer: Uses the arms. Deals 120% melee STR-based Bash damage to one party member, with splash damage. Has a 70% speed modifier and 99 base accuracy.
Triple Hammer: Uses the arms. Deals 3 instances of 90% melee STR-based Bash damage to random targets. Can hit the same target multiple times. Has a 70% speed modifier and 99 base accuracy.
- Power of Stone: Only used if Golem has no buffs. Uses the arms. Deals melee STR-based Bash damage to the party. Damage depends on how many times Golem has casted it: 80%, 120%, 180%, 270%, 405%, 620%, 930%. Increases Golem's physical damage for 4 turns. The damage buff depends on how many times Golem has casted Power of Stone: 30%, 40%, 50%, 60%, 70%, 80%, 90%. Has a 50% speed modifier and 120 base accuracy.
- Power Wall: Uses the arms. Increases Golem's physical defense by 70% for 6 turns. Has a 120% speed modifier.
- Force Wall: Uses the arms. Increases Golem's elemental defense by 70% for 6 turns. Has a 120% speed modifier.
- Flash: Uses the head. Attempts to inflict blind on the party, with a 70% base chance. Has no speed modifier.
- Endure: Used when Golem first hits 0 HP. Prevents Golem from dying, and restores 9000 HP.
Damage resistances:
- Normal:
Statue Shard. 100% chance. Sells for 16800 en. 1 needed to make
Breaker (+169 ATK, +30 HP).
"Golem piece that is harder than a boulder. One can sense the Golem's power from just holding this shard."
- Conditional:
Statue Arm (Kill while arms are bound). 100% chance. Sells for 35000 en. 1 needed to make
Meteor Axe (+238 ATK, +50 HP, +5 VIT).
"Statue arm fixed in place by its joint. Made from a boulder, it's lethal already."
75%
75%
75%
125%
125%
125%
Disable resistances:
50%
75%
25%
25%
50%
75%
50%
0%
0%
10%
75%
25%
75%
An ancient construct, whose purpose was long forgotten. Disturb it at your own risk...
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This is the only thing Phoebe will do for the entire fight.
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Tyler's starting action in any fight will always be Delayed Charge.
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Yep.
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Sophie's going to open most fights from here on out with Creeping Curse and Madness Curse.
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This is the only thing Rheine is going to do with Victory Vow.
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Pff.
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I'm not enabling Hero Battle yet--I want Tyler to have it when Delayed Charge goes off.
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This is gonna be explosive.
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I want Sophie to bind Golem's arms, so she can use Black Mist next turn.
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And now Rheine's just going to use Link Order.
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Yeah, Golem's not long for this world.
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Tyler's spiffy new Wyvern Spear helps with his usual damage problem.
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Delayed Charge is now at 2 turns until it's ready, so I enable Hero Battle on Tyler.
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My plan went perfectly.
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Binding Golem's head will reduce his TEC, making Stardust and Rheine deal even more damage.
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There's a reason I used Black Mist instead of Cranial Curse for the last Creeping Curse action, and that's because Golem only has 75% resistance to head binds.
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Golem restores half its HP upon its first death.
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Too bad basically 1/3 of that heal is gone already.
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Nuh-uh.
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Even against a 75% Stab resistance, this is gonna hurt.
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Compression ran out, but honestly, even a standard Thor Formula will be enough to kill Golem here. Plus, it'll trigger Link Order.
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And I thought Wyvern was ludicrously easy. Jesus.
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SYSTEM: You have mastered your fear and defeated the guardian of the forest of the gods! Still reveling in your victory, you approach the sword you dropped earlier and pick it up. The sword is rusted brown and hardly looks suitable to be wielded...
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SYSTEM: Nevertheless, you brush off the dust and put it with your belongings before taking your leave of the area.
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Another point in Curb ATK Up for Sophie.
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Gasser Tree
HP: 817, STR: 52, TEC: 39, VIT: 42, AGI: 26, LUC: 47
Skills:
Toxic Breath: Uses the head. Attempts to inflict poison on the party, with a 70% base chance and 100 base poison damage (around 170 adjusted for level). Has an 80% speed modifier.
- Poison Sap: Used upon death. Uses the head. Inflicts poison on all enemies, with 200 base poison damage (around 500 adjusted for level). Only checks for immunity; if an enemy is not immune to poison, it will be poisoned.
- Normal:
Squirming Vine. 50% chance. Sells for 1100 en. 5 needed to make
Gaia Axe (+165 ATK). 2 Squirming Vines and 10 Mossy Shells needed to make
Partizan (+160 ATK). 3 Squirming Vines and 3 Blue Skulls needed to make
Field Armor (+80 DEF).
"Tendril-like vine that moves after being cut. It writhes around when you aren't watching."
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Disable resistances:
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A tree that grows deep in the forest and emits toxins all around to mark its territory.
Gasser Trees can be a terrifying sight if your party is low on HP, and are nuisances at worst otherwise. Poison Sap might be confusing, but it's intentionally designed to screw you over--there's several enemies with at-low-HP or on-death effects in the 6th Stratum, which Poison Sap is designed to trigger.
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Ancient Hermit
HP: 12, STR: 40, TEC: 39, VIT: 37, AGI: 30, LUC: 38
Skills:
Ancient Guard: Uses the head. Increases all enemies' physical/elemental defense by 50% for 4 turns. Has a 60% speed modifier.
- Normal:
Mossy Shell. 60% chance. Sells for 2180 en. 1 needed to make
Sage Wand (+119 ATK, +40 TP, +5 TEC). 3 needed to make
Ancient Shield (+54 DEF). 2 Squirming Vines and 10 Mossy Shells needed to make
Partizan (+160 ATK).
"Time has made it extremely resilient. Its assorted trees are popular as decoration."
- Conditional:
Polished Shell (Kill with Cut/Stab/Bash damage). 60% chance. Sells for 2430 en. 1 needed to make
Four-Leaf Clover (25% chance for new Grimoires to be level 10).
"Shell made tougher through physical shocks. It's said a lucky leaf grows on this shell."
- Ingredient:
Shut Shell. 1 given. 1 needed to make Hermit Sugata-zukuri (Japanese Food 6; Fire, Ice, and Volt Jars become infinite use).
"Shut in even after death."
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Disable resistances:
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A crab that has lived for ages in its highly durable shell.
Ancient Hermits are an annoyance solely because they can buff other enemies' defense. The only other notable thing about them is that they have 0% resistance to all damage types--even Almighty--meaning that every attack (except for Gae Bolg) will deal 1-3 damage to them.
Also, for them, Poison Sap is designed specifically to deny you their conditional.
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Yep. The recurring theme of the 6th Stratum is teleporters. Get used to them, and get used to my ugly-ass way of mapping them later on.
Also, shortcuts in the 6th Stratum look like that.
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Here's some things.
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Next time: The Great Gonzales vs. Rawk Hawk!
...Okay, fine, Guild Lumen vs. Master Bird.