Part 45: Moths: Worse Than Spiders
Update 36: Moths: Worse Than Spiders
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SYSTEM: It looks almost like an empty pond. The basin is filled not with water, but sand, and dead plants are scattered on top. Do you remember the quest you accepted at the bar for bringing the crystalline Wood Rose back? Perchance the dunes before your eyes make up the sandland that is said to give birth to the famed Wood Rose. You can choose to dig your hands into the sandland to search and see if anything lies within.
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SYSTEM: You split up to sift through the sand. To your chagrin, however, the sand is fairly deep... It won't be easy to find anything here.
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SYSTEM: As the search progresses, you at last feel a hardened object under your spade. Taking care not to lose it, you pry around the area to dig it up.
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SYSTEM: It's a beautiful, peach-toned crystal in the shape of rose petals curled into a ball. Its resemblance to an organic, blooming rose is uncanny...
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Back we go, then.
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A very nice infusion of money and some really good EXP. I'd say the reward is disproportionate to the effort we put in, in our favor, but oh well.
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I opt to have Freyja max out the basic whip skills just to get some extra damage and bind chance out of them.
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I don't spend Asriel's skill point because he's going to be taking a rest very, very soon.
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I want to increase the range of Unbind and Refresh on Realga, due to certain enemies we'll be running into soon.
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Torpor Curse gets an extra 1% to its base chance.
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Well, I had to explain the Explorers Guild options at some point.
Retire unlocks once a character reaches level 30. Using it basically deletes that character, but then lets you make a new character at either half of the retired character's level, or level 30, whatever's lowest. The character created from retiring will, in exchange for all of this, extra skill points and extra base stats.
quote:
Retired at:
30 to 39: +4 skill points, +1 all stats
40 to 49: +5 skill points, +2 all stats
50 to 59: +6 skill points, +3 all stats
60 to 69: +7 skill points, +4 all stats
70 to 98: +8 skill points, +5 all stats
99: +10 skill points, +10 all stats
As you can see, retiring at 99 gives a huge boost to the resulting character, but it is really not worth it beforehand.
Alter Class (I just call it reclassing) is available at any time. Reclassing a character will reduce their level by 5, but also let you pick new class (excluding Beast and Fafnir; neither of those classes can be reclassed into or reclassed out of). Unlike retiring, the character will keep their name and portrait, as well as their base stats and stat growths. What you essentially get out of reclassing is access to a class's level 11-20 skills and their Force skills, with the old class's stats.
Rest reduces a character's level by 2, unequips all of their equipment and Grimoires, and resets their skill point allocations. This is what I'm about to do to Asriel, since Horse Slash is starting to fall off at this point.
Dismiss permanently deletes a character from the guild roster. It really is as simple as that.
Rename lets you change someone's name, pretty obviously. In EO2 and EO3, renaming, unbelievably, cost 1000 en to do, but EO4 changed it so that renaming is free. A good change, because there's no gameplay reason for renaming to cost money.
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Notice how Ranger's options are different. Story mode characters (which Ranger technically is since I used NG+ on a Story save to get him) can't be renamed or dismissed, and retiring is referred to as "training." Also, as mentioned above, Ranger can't reclass out of Fafnir.
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So now Asriel's two levels lower and had all his stuff unequipped (it just gets put back in our inventory, thankfully), but more importantly...
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All his skill points are now reset.
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The major changes are:
- No points in Phys ATK Up or Pre-Initiative
- Horse Slash is down to 3 from 10
- Upward Slash is maxed out, up from 1
- Swallow Strike is now maxed out instead of not learned at all
I opted to invest more in Upward Slash so I lose out on as little damage as necessary when setting up Upper Stance (a level 10 Upward Slash deals 210% damage, compared to a level 1 which only deals 100%). Flame Grater's also still maxed out.
Swallow Strike is Asriel's new main skill. Those of you familiar with EO2 will remember it as Midareba, and it's been nerfed quite a bit from that game. Firstly, the damage hasn't scaled up that much compared to EO2, meaning it kind of loses out given that most enemies have massively higher HP totals now. Secondly, and most importantly, Swallow Strike has a base accuracy penalty now, meaning that each hit has a higher-than-average chance to miss. It's not THAT bad a penalty (-4 at 1-4, -3 at 5-9, -1 at 10-20), but it'll still miss more than most other skills.
At level 10, Swallow Strike costs 22 TP, and deals 3 hits of 125% damage--375% damage total. With a level 10 Upper Stance, that's boosted to 431% damage.
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At this point, I did a LOT of offscreen grinding to get some better Grimoires for everyone else, and dumped like 200+ level 1-5 Grimoires into Grimoire Recycle, and got this piece of junk.
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I also traded this duplicate Overheal Grimoire for a lv8 Phys DEF Up for Ursa.
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And here's everyone's latest Grimoire loadouts. This update is going to be a pretty good lesson in why taking high-level Grimoire-boosted skills into normal exploration isn't that great an idea.
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Incidentally, here's Abigail's quest dialogue.
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5 Century Shells, and 2 Plum Quills! It does sound a bit challenging...but would you still be willing to do it? I'll be watching the shop, so just sell them to me like usual when you collect them! I'll be waiting here. Thank you so much!
We already know that Century Shells come from Metal Tortoises, but Plum Quills come from an enemy we'll see soon.
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No time like the present. Let's get going.
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Venomous Spider
HP: 398, STR: 33, TEC: 26, VIT: 24, AGI: 25, LUC: 28
Skills:
Binding String: Uses the head. Attempts to bind each party member's head, arms, and legs, with a 20% base chance. Has a 70% speed modifier.
- Normal:
Sticky Web. 50% chance. Sells for 287 en. 1 needed to make
Spider Web (+105 ATK).
"Sticky web spun by a Venomous Spider. Drying it makes it workable into weapons."
- Conditional:
Bound Mandible (Kill while head is bound). 80% chance. Sells for 404 en. 1 needed to make
Head Guard (Immunity to head binds).
"A mandible now bound an unable to spit web. Its razor sharpness remains threatening."
- Ingredient:
Spider Carcass. 1 given. 1 needed to make Fried Whole Spider (Chinese Food 4; protects party from one instance of mortal damage for 3 turns).
"A lifeless spider."
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Disable resistances:
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A spider that hunts in the woods. Stop it from spinning its web...
Venomous Spiders are capable of making quite a lot of encounters considerably more annoying, either by binding your front liners' arms, or your casters' heads. Not much else to them.
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Demonstrating how much Asriel's new Upper Slash levels hurt. It's still minor damage, but I'm still losing less damage when Asriel doesn't have a stance compared to before.
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This is also the point in the game where I start advocating for Torpor Curse over Venom Curse, since canceling out one or more enemy turns and getting extra damage on them from a physical damage dealer is worth a lot more now than poison damage.
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SYSTEM: If you wish to see if they are edible, you may nominate someone to try it...
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SYSTEM: The rest of you discuss who will be the next to have a bite, when suddenly, Realga bursts out laughing. As you watch this outburst, perplexed, Realga grabs the other mushroom and stumbles toward you.
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SYSTEM: With a huge grin, Realga shoves the other mushroom into Freyja's mouth! Freyja has no choice but to swallow the mushroom, upon which they begin laughing out loud as well.
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SYSTEM: This appears to be a poisonous mushroom that induces euphoria in those who eat it! You ponder what to do, but the two seem to have collapsed without you noticing. You edge toward them to observe...
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SYSTEM: After some time passes, the pair woozily sits back up, holding their heads. They appear to have come to their senses.
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SYSTEM: When you ask about the incident, they recall falling unconscious after eating the mushroom... But they seem to remember nothing else, and both of them have migraines now that they've come to.
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Both participants in the event lose 150 HP and 80 TP.
SYSTEM: You feel foolish to have eaten something that grows in the Labyrinth... The pair cradles their heads as you move on.
If you have a Beast try to eat the initial mushroom, you'll instead get dialogue about your Beast recognizing that the mushroom is poisonous.
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Oh god no.
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Great Moth
HP: 1571, STR: 38, TEC: 26, VIT: 32, AGI: 27, LUC: 32
Skills:
Confusing Dust: Uses the arms. Attempts to inflict panic on the party, with a 40% base chance. Has no speed modifier.
Slice and Dice: Uses the arms. Deals 3-5 instances of 130% melee STR-based Cut damage to random targets. Can hit the same target multiple times. Has an 80% speed modifier and 20 base accuracy.
- Normal:
Plum Quill. 80% chance. Sells for 555 en. 1 needed to make
Purpure Mail (+45 DEF). 1 Scent Wood and 4 Plum Quills needed to make
Pelta (+37 DEF). 5 Century Shells and 2 Plum Quills needed to make
Pattisa.
"Surprisingly light Great Moth wings. Poison still remains, so handle with care."
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Disable resistances:
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This moth is known to emit a disorienting powder before striking at its target.
Fuck Great Moths. Fuck them fuck them fuck them. They've got a lot of HP, they have access to party-wide panic, and Slice and Dice goes from "what the hell was the point of that" to "instant death," because panic disables evasion. These things are partially why I bought Realga a Luck Staff--not being able to heal panic easily makes Great Moths really annoying, and I suffered more than one game over to a fight with a Great Moth in it on my first playthrough.
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How the fuck did Sophie get tagged with the panic there?! She has a 30+ LUC advantage on the thing, for christ's sake.
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At least Sophie's high LUC means her recovery time is very low.
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This event is automatic--it starts as soon as we step on this tile.
SYSTEM: It looks very much like the monster known as Etria's nightmare, which caused untold suffering in the far-off land of Etria. But this is no dream! You must rouse yourself from your stupor and choose what action to take! You may avert your eyes from the nightmare you behold and walk away, or stand and face it.
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SYSTEM: You each take your weapons in hand and charge at the nightmare before you with intent to slay it!
Trying to silently back away results in "Etria's nightmare" blindsiding you.
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Hurt Babirusa
HP: 4158, STR: 45, TEC: 27, VIT: 33, AGI: 28, LUC: 24
Skills:
- Fang Flurry: Uses the legs. Deals 120% melee STR-based Stab damage to the party. Has no speed modifier and 99 base accuracy.
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Disable resistances:
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Long have these boars plagued the residents of Etria... Do not stand in their path!
The Hurt Babirusa is no joke. That 4158 HP is quite a lot, especially given that it also has 75% resistance to all elemental damage (although that's irrelevant with our current party), and 120% STR damage with 45 STR equals pain.
If you're wondering what the "Etria's nightmare" stuff is about, Babirusas are an annoying enemy from deep in EOU's 5th Stratum, where they were pretty much the same as this thing, right down to having Fang Flurry.
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In a really stupid move, I forgot that Fang Flurry uses the legs, not the head.
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Just showing Freyja and Asriel's basic damage output.
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Well, it's something.
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Ooh, that's kind of lucky.
https://zippy.gfycat.com/TameJealousDiplodocus.webm (GIF version)
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Demoing Swallow Strike. If you're wondering why its damage might seem low, that's because it's only level 15--135% damage per hit for 3 hits, 405% damage total.
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...And then Freyja just shows it up with a two-bind Ecstasy.
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Having your Beast use Hit-Taker when they're not at full HP against all-party attacks isn't very smart.
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This is a lazy way to get Ursa back on her feet in fighting conditions.
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We don't get anything for this event fight, aside from the Hurt Babirusa's entry in the Monstrous Codex, which does count for 100% completion.
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A convenient shortcut back to near the start of the floor.
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There's a Chop point here, too, with Sakura Petals for ingredients.
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Oh boy.
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Good, good.
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Let's use that money to develop the town, first.
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The new ad campaigns. The highlighted groups are who I'm trying to appeal to.
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New items. I'm just going to stop commenting on items that aren't interesting from this point on, since I've exhausted my repertoire of things to say about boring items.
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SYSTEM: You may try picking the fruits and eating them, or avoid recklessly eating the forest's bounty and continue onward.
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SYSTEM: As you reach towards the fruits, shining like gems in the light, an ominous presence suddenly fills the area! You draw your weapons in the confusion just before monsters burst from their hiding places to attack you!
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Raven
HP: 454, STR: 34, TEC: 25, VIT: 25, AGI: 29, LUC: 26
Skills:
Black Wings: Uses the arms. Reduces the party's elemental attack by 50% for 4 turns. Has no speed modifier.
- Normal:
Azure Beak. 55% chance. Sells for 271 en. 1 needed to make
Wyrmhunter (+101 ATK). 5 Malachites and 2 Azure Beaks needed to make
Juzumaru (+123 ATK). 3 Prehnites and 5 Azure Beaks needed to make
Fluted Armor (+53 DEF, +8 TP).
"Strong, sharp beak from a pale bird. Its sharpness is used in some weapons."
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Disable resistances:
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Its dark feathers are considered an ill omen to adventurers.
Ravens are a really big nuisance if you have an Alchemist and non-notable otherwise. They can make enemies that resist physical damage, like the Metal Tortoises, more annoying, I suppose.
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They don't even hit that hard.
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SYSTEM: You lower your weapons and pick some of the red, gemlike fruits. When you bite into one, its sweet juice fills your mouth...
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SYSTEM: Unable to get enough of that taste, you eat one after another of the red fruits. The fruits are greatly effective at soothing your exhaustion!
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A party-wide 70 TP heal, not bad.
SYSTEM: After you have had your fill, you look around and see that there are several more unripe fruits on the vine. These fruits should ripen by the next day for you to enjoy once more. You all agree that it is worth remembering this place as you go on your way deeper into the maze of cherry blossoms.
I don't really have a lot of reason to come back here again, but whatever.
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SYSTEM: It shows no sign of moving yet, but there's no knowing what actions it might take once it spots you. You should watch its movements cautiously as you proceed.
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The Charging Rhino's name tells all, basically. If we enter its line of sight, it will charge that direction until it hits a wall on the next step.
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SYSTEM: It seems its inability to stop once it starts charging works against it if the ground in its path is unstable... You can already see how this knowledge will work to your advantage. You decide to keep careful track of the topography and the monster's positions as you go.
It's exactly as it looks: if we're near a hole in the ground, and a Charged Rhino charges us, it will fall in, and be erased from the map until we leave the floor and come back.
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Now there's two rhinos. How will we ever get past this impenetrable wall?
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Sidestep them on the lower part of the floor, for one.
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Then we make this one charge over here.
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Then we make it charge that way again, making it plummet to its death.
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And now they're both dead from the multi-kilometer drop from the 4th Stratum down to the ground.
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Oh hey, this encounter fucking sucks.
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Because both of these assholes are capable of killing Ursa if she tanks one of the all-party attacks.
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Well, that's one of them down. Note how low Asriel's getting on TP here, though. I've been cutting out a lot of encounters, but I've been deliberately trying to save TP on him. This is why loading up on Grimoire-boosted skills for normal exploration early on and/or on low TP classes like Ronin is a bad idea.
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Fucking ow.
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Three rhinos. Yep.
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Don't you just "love" getting into random encounters when an FOE is one turn away from you?
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In any other EO game, I would've been staring a game over right in the face, since I would not have been able to kill that encounter in one turn.
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The middle rhino will charge to its death from this pit.
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The lower rhino, that pit.
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And the upper rhino, that pit on the left.
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The other chop point. Pea Pods, yep.
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And that's the floor. Notice how every floor in Petal Bridge is circular, a really neat touch, and I imagine a really big pain in the ass during design.
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Abigail's still stuck in her quest dialogue, but I'll cheat and just pull from the game script here.
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Items, yep yep.
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Before we take on the quests, here's the only new patrons for this floor.
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And now, the quests.
The wise duke:
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Dinner for one:
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And lastly, let's talk to the guy who showed up for The wise duke.
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I'll go fill that guy in once we know where a take point on 18F is.
Next time: more of the 4th Stratum.