Part 23: Formido Oppugnatura Exsequens
Formido Oppugnatura ExsequensBefore I start this update proper, I want to make a quick comparison of EO1's map making screen, and EO2's.
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EO2 added in a lot more icons, and the ability to color the floor differently. And the map is slightly more zoomed out so you can draw on the edges without having to change which square you're looking at. Each Etrian Odyssey game really improves upon the last.
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And the final enemy you can encounter on this floor.
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Mole
HP: 51
AT: 8
DF: 8
Exp: 123
Skills: Claws
Item Drops:
-Common: Earth Nail - 1 needed for Kalinga (Axe.) 5 needed for Spike (Axe.)
--Hard, thick claws of a Labyrinth mole.
-Rare: Soft Fur - 1 needed for Hide Gage. 2 needed for Jerkin. 3 needed for Hard Vest.
--Soft fur obtained from beasts.
-Conditional: N/A
Description: A type of mole that surfaces only to use its sharp claws on unsuspecting prey.
Weakness: Fire (150%)
Resistance: N/A
Another enemy that has appeared in every Etrian Odyssey game to date. Moles are hard hitting enemies that you really want to be careful around. Claws is a slightly harder hitting attack. They're fairly easy to take down, but you may want to run if you encounter 3 at once.
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Just to give you an idea of how hard they hit. Keep in mind Ken is wearing the Town Crown right now. If it weren't for that, he would be dead.
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And this is a mole taking out half of Nick's health. If you get unlucky in battles and the monsters decided to gang up on someone, they would be dead.
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And a sweet, sweet level up. Unfortunately I forgot to level up my skills here, but I do it later. A new feature added to battles was the Auto-Battle. Just turn that on and battles go by in a flash, it even skips all the animations to save time.
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It seems that water from some natural source has found and outlet, creating a small stream.
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Before you is a small but clear spring of natural mineral water, filtered by the rocks. You take a moment to enjoy its cool, refreshing taste... It's a sensation like no other. After draining your flask, you fill it with the water flowing from the spring.
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A warning is written on it to explorers who challenge the Labyrinth.
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Do not disturb the monster in the hall! Your curiosity will be your undoing! It seems that one of your predecessors wrote this warning... You cannot grasp its meaning, but you resolve to keep it in mind as your press onward.
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You crane your neck to see a hole in the tree, just above your reach. It is difficult to tell, but it seems that a gleaming jewel is inside the hole. A jewel like that would make a worthy souvenir of this trip.
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Ken reaches into the hole and gropes around... It seems that a hard, jewel-like stone is inside the hole. Ken firmly grasps the stone and pulls it from the tree.
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Okay, this spot. At daytime, you get this item, no strings attached. At night time on the other hand, this happens.
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So the event plays out the same way up to this point. But then...
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You can now clearly see an animal glaring at you.. It seems to have nested here.
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Ken grabs the shining gem and pulls it out before jumping down from the tree. But now is not the time to gloat over your prize... The beast will attack at any moment! Take your weapon in hand and fight!
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We still get the Gel Core for the record, but now we get into a fight with three Crawlers. With a level one party. Even at level two, this party wouldn't stand a chance. This is the other place you can get into an encounter with three Crawlers. Yeah just turn off the game or accept defeat at this point. There's no way you're winning this fight unless you get incredibly lucky.
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You can't run from scripted encounters either.
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Sadly my party was not so lucky. Now I had no idea this event existed, so it caught me off guard. Normally I would have shown off the game over screen, but I turned off the game in blind rage. We'll see it later.
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That never happened. You saw nothing. In this room down here, we find a chest with a Steel Pin.
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It's a nice piece of headgear, giving a character a bigger TP pool. I put it on Fedot because he's lacking a bit in armor, and could use the TP.
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Sometimes while getting into a battle, your party will get blindsided. This leads to enemies having the first turn and getting their attacks in. Now how bad this can get depends on the kind of enemy you're facing. But as long as you're prepared for an encounter, you might be fine.
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It ends the same way as most encounters anyway.
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I finally remember to upgrade my party's skills here. Ken got another point in Dead Law, and is working his way towards Midareba.
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Nick got another point in whips, which unlocked Gag, a whip move that binds the head. I'll level that up later.
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Frederik is still working towards maxing out Regenall. That free healing starts to get really good at this point.
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Fedot learns the last of the elemental shots. He won't be putting anymore points into those skills for the rest of the game.
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Aliara begins her ascension to power here. Poison was a single target spell in the first game. It got upgraded to be AOE in this game. There was an AOE version of Poison in the first game, but it wasn't too useful and a huge waste of skill points. And the Poison skill itself was useful for cheesing certain types of monsters, but it fell off pretty quickly. That's not the case here. Poison is much better in this game. So much better.
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I had Frederik heal up Nick, but I should have made Nick use a Medica on Ken.
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First death in the LP! Well it was bound to happen eventually. Let this be a lesson to you all, be prepared for any battles you get into. You don't even have the excuse of not knowing when one was gonna happen since we have that little radar that warns us.
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Fortunately, we have a Nectar on us for these situations. Using one in the middle of battle is risky though. Thankfully monsters can't attack someone that just revived unless they used an AOE attack.
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The rest of the battle is uneventful
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Right over here is a gathering point. In every EO game you can have your team gather items from these points, depending on how many skill points are in their gathering skills. These items can be sold for money, and to unlock some items in the store. I won't have this party invest anything in the gather skills, which is why I have the farming team. There's three kinds of gathering points, taking, mining, and chopping, all of which yield different materials. You're limited in how much you can gather per day depending on how high your party's gathering skills were. In EO1, gathering was the main way to make money. A popular thing to do in the first game was to make a team of five Survivalists and have them gather at a nearby chopping point on the first floor, and sell it all to the store. Then sleep, and do it again until they had enough money. It's not that great a strategy in this game. Atlus decided to nerf farmbot teams, and gathering isn't the best way to make money in this game anyway.
Take:
Common: Tiny Bloom - 1 needed for Nectar. 2 needed for Therica A. 3 needed for Therica B.
-Small flower that restores some HP.
Uncommon: Sour Fruit - 1 needed for Ward Chime. 2 needed for Guard Sole. 3 needed for Poison Gas.
-Sour fruit that restores some TP.
Rare: Green Nut - 1 needed for Blaze Oil, Freeze Oil, and Shock Oil. Limited Stock.
-Press its seeds to make high-quality oil.
Each type of gathering point has 3 different items you can get from it. In EO1, occasionally you could find nothing from a spot, and the chances of finding something increased the higher your gathering level was. The good news is that you'll always find something instead of randomly being screwed by finding nothing. The bad news is that Atlus managed to replace finding nothing with something much worse in their campaign to nerf every successful strategy in the first game. I'll go over that later.
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Unfortunately escaping isn't that reliable this early in the game, especially since only Aliara has a point in Escape Up. Once the whole party takes that skill, escaping is a lot more reliable.
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And this is why Warp Wires are essential items. In case of an emergency like that, you're back to town in a flash.
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When a party member is revived at the hospital, they come back with half their health.
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Every time you come back to town, make sure to do that. Do whatever you need to do before going back in the Labyrinth. From selling all my stuff I unlock the Kalinga axe, Amud Staff, Steel Pin headgear, and a Hide Gage glove. I pick up another Warp Wire to make up for the one we lost, and a few Medicas. I still don't pick up a Katana for Ken. If you have a Ronin, save your money and hold off on that for now. Now I was going to heal my party up later since I just wanted to show off something in the Labyrinth. Then this happened.
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One reset later
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But after passing through an old ruin and entering a hall, you feel a strong presence... You peer into the next hall and witness a dreadful monster sitting in the room's center! You wonder, though, if it might be wounded... It doesn't seem to budge from its position. You ask yourself if you are confident enough in your skills to challenge the creature. If not, you muse, it might be best to walk away as quietly as you came...
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So the game itself doesn't tell you what these monsters are, even though it did in the first game. They were called Field-on Enemies in Japan, but the NA version decided to go with Latin for some reason. I think the EU version still goes with the Latin, but it goes with a different name. I'm not sure what it means. I think it translates to Powerful Nature Warrior? I'm not too sure on that. Anyway, these enemies are represented by an orange fuzzy ball on the top screen in the DS games, but the 3DS games actually have the enemy models on the field. The purple circle on the bottom screen shows you which way they're facing. This FOE is immobile for now and is more of an introduction to the concept.
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Now the little icon on the bottom right corner of the top screen will let us know how close we are to an FOE. This tells us we're 3 steps away from an FOE
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Two steps away.
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And if we're right next to one. This is also why the game lets us know how close we are into getting into a random encounter. If you get into a battle on an FOE's movement path, they can join in on the battle if you take too long to escape or kill all the enemies. So if the circle is red, and you're about to enter FOE territory, it's best to reset it by wandering around and getting into a random battle. Then enter the area where an FOE is patrolling. Thankfully FOE areas tend to have low encounter rates, so the chances of running into an enemy there are pretty low.
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While your party can be blindsided by monsters, you can also get a preemptive attack on them sometimes, getting your team the first strike. Running into an FOE from the back guarantees you a preemptive attack. Likewise, if you back into an FOE, or an FOE runs into your back, they're guaranteed the first strike. Backing into an FOE's back cancels both out and it's just a regular encounter. Annoyingly enough, running headfirst into an FOE can still cause them to be blindsided, though they can still get preemptives as well. Let's take a look at the FOE, maybe we can take it on.
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Gashtor
Type: Normal
Behavior: Stationary (For now)
Aggressive: No
HP: 300
AT: 17
DF: 17
Exp: 0
Or not. If you die to this thing, you have only yourself to blame. FOEs are enemies that are essentially cut from a later part of the game, and pasted into an earlier part. They are not enemies to fight, they are obstacles to avoid. If you can take an FOE out, that's great, but most of the time it's just better to avoid them. FOEs are how Atlus keeps players on their toes during dungeon crawls. Players have to be aware of their surroundings in an FOE infested area, and bad movement is punished by a quick death. Now in the first game, it was popular to cheese FOEs with a certain class skill, and grind on them for experience. And by the 4th Stratum, FOEs stopped being a major threat, even without being cheesed. They were essentially slightly tougher enemies by that point. Atlus didn't like that, so what they did in this game was heavily beef up the FOEs, and put a greater focus into avoiding them through the dungeon design. Something you might have noticed is that the Gashtor does not give out exp. This isn't unique to it, all FOEs in the game no longer give out exp. This was one last way for Atlus to emphasize that FOEs weren't supposed to be fought. Instead they are a massive waste of time and resources if you try to kill an FOE the moment you come across one. This change was thankfully reverted in 3, but they also toned down the FOEs in that game.
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Now a nice little change that was made in EO2 (that was reverted in EO3 for some reason, but reinstated in EO4 and on) is that a preemptive attack guarantees that your party can escape on that turn.
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At certain spots you can check the wall and it will unlock a shortcut to the other side. Most of these are two-way, and can be considered checkpoints of sorts while making progress in the dungeon. A few of these are one way though, so be careful about that. I have my team rest up at this point, and go to the bar to report in.
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Freeze Oil is a consumable that can add an elemental attack to a character's attack. Ken's attack is normally slashing damage, but when Freeze Oil is applied, it becomes ice and slashing damage. Can be handy I guess, never really bothered too much with these.
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The game doesn't tell you about how to get this conditional drop, but it's really easy to get.
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I don't know why this quest is available this early. It's impossible to complete at this point. Still, make sure to complete it. It's part of a pretty important quest line.
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Okay, so you can only get a Bent Twig from a chopping point. Unfortunately, you don't get access to those until the 3rd floor. Like I said, I have no idea why they gave you this quest so early. Now at this point I sent in the farming team to get stuff from that take point, which you'll see in a future update.
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This game also added in some night time splash screens for the strata.
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There's another take point to the right of the hallway. For the most part, each floor has 2 gathering points of one type.
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I don't know why, but I kept running into these bugs while I was on this portion of the floor. Odd because on my first playthrough, I barely ran into them and had to actively look for them. Still, if you're looking for Crawlers, or their drop, this part of the floor seems to be the best place to look for them.
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In EO1, poison was the main method to taking down FOEs far earlier than you were supposed to. At level 1 it had a 200% base chance to stick to an enemy (this is reduced by status effect resistances, which most FOEs had) and did a ridiculous amount of damage at level 8 (10 just boosted the chance to stick at 250%), 255 fixed damage per turn. Atlus learned from that, and made the chance of Poison sticking to an enemy far lower. It only has a 15% chance to land on anything at level 1, and even then it wouldn't have done much damage. 25 base damage with a 20% variance from the base value. This is a skill you need to max out before it becomes worthwhile, which is the Hexer's main problem with most of their skills. Of course once you get past that hurdle they just steamroll everything in the Labyrinth. Unfortunately, we don't have a method to cheese FOEs at the moment, so all we can do is avoid them.
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One last look at Ken's damage output.
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Oh yes.
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OH YES! This is the reason I told you to hold off on buying a Katana. For reference the only Katana available in the store at this point gives a 20 point boost in attack. Ken was already doing a lot of damage, so I was willing to wait on this.
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Look at that sweet sweet damage output. Ronin have very high natural strength, so they usually hit the hardest out of all the classes. Now that Ken has an actual katana, and the Town Crown, he's gonna be carrying the whole team on his back for the next few floors.
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And the party gets a level up here. I remember to level up my skills this time, and level up Dead Law for Ken, Whips for Nick, Regenall for Frederik, and Poison for Aliara. As for Fedot...
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I want this skill maxed out ASAP. Maxed out, it'll heal all the status effects in the game on the whole party. The Medic and Protector also have this skill. The Protector's and Medic's versions of this skill cost less TP to use, but the Medic's version needs more levels to max out. The problem is the War Magus does not have access to it, so Fedot has to pick up the slack on that one. This has a prerequisite of 1 TEC, which I take for Fedot.
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We're done with floor one for now,
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This is where you're supposed to encounter Venomflies. By this point the party is strong enough to take them on without too much hassle.
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Unless they get blindsided and poison manages to stick on a couple of party members.
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Oh god no, we're not taking this quest yet. This is also part of the reason I had all the classes be party members. Some quests require a certain party member to be a certain level to complete. In fact if you're playing along, or planning to
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Guess what's the first thing that happens when we go back in there?
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