Part 44: Mini Update: TP Sustain
Mini Update: TP SustainIn this update, I'm going to show you another little trick that Hexers can do to make your dungeon crawling trips easier. Oh right, we need to get out of the Labyrinth. Hang on.
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The assistant nods to you as she teleports back to Lagaard. You can remain in the Labyrinth to explore, or follow her back.
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Yeah, you can cheese this quest by using a Warp Stone instead of the Wire. But you have to come from a Geomagnetic Field for that to work. It won't work if we came from a Geomagnetic Pole. I don't think this was an intended solution for that quest considering the devs went out of their way to make sure you fail instantly when you use a Warp Wire. Knowing how shoddily put together this game can be at times, I'm thinking this was a major oversight. Oh well, it cuts out a lot of annoyance with that quest, so be sure to bring one.
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The assistant gives you a wry smile and talks with you before returning to the hospital. The quest is complete! Report your success to the bar whenever you wish.
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Our second Stratum boss.
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Not really sure what the whole immortality and healing bit is about. Those actually don't come into play at all on the 10th floor, or in the boss fight. I think it's more of an in-game hint that bosses respawn in case you didn't know. Anyways let's see what he has to say.
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Let's turn in these quests.
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Item version of a Troubadour's Nihilo. Could be useful is some situations. Let's see what's available quest wise.
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TP has been an important resource to manage in the Etrian Odyssey series, and the DS games had methods that players took advantage of to restore or conserve TP so that they could explore the Labyrinth for a lot longer. In EO1, Troubadour's had the Relaxing song, which restored 5% of the party's TP per turn at max level. It was a great skill and it was relevant all game. It was one of the most important buffs to have on your party, and pretty much ensured that the only thing limiting your explorations was your inventory space. Casting it in a FOE or Boss fight pretty much ensured you would never run out of TP during it. Of course Atlus thought it was too good and Troubadours no longer have that skill in this game.
In EO3, the popular method to conserve TP was making use of the Zodiac's Dark Ether skill. What it did was make it so that a row didn't use up any TP for that turn. Which was okay by itself, but there was a way to have a party member be able to cast it on both rows at once and have that skill cost 1 TP to cast instead spending the normal cost of 10 TP. And that skill could be spammed every turn, ensuring that your party couldn't run out of TP in dungeon crawls or boss fights. Unfortunately that tactic falls off in the postgame because actually having one party member dedicated to Dark Ether spam meant that you were only fighting with a 4 man party. Which is fine for the main game but completely relying on that tactic in the postgame was suicide.
There wasn't really a way to pull something like that off in EO4, except conserving TP was much less of a concern there since the mazes were much smaller in that game. EOU did have a few methods, such as Rosa's Elderevenge Cordial. It healed HP and TP proportional to the amount of damage you dealt, making it very good for sustain in explorations. Relaxing got a huge nerf, only restoring 8 TP per turn for 5 turns at max level. And it costs 40 TP to cast in the first place. Yeah. Another way to do it would be putting Frederica's Recharge passive on a Grimoire Stone and giving one to everybody, except that's something you can only do in the lategame and heavily RNG dependent. (You do not want me to get into a detailed explanation for this. Trust me.) But for the most part it wasn't necessary. Mainly because you could jump between floors in that game and go to the floors that had healing springs if you needed to heal up.
As for this game, the method to pull that off is a bit more crude. You need both a War Magus and a Hexer to do this.
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This skill lets the War Magus transfer their own TP to another party member. 10 TP at level 1, and 40 TP at level 5. It's situational by itself, but it's really good when used with this next skill.
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The War Magus has a bunch of sword skills at their disposal that have additional effects depending on what status effect the enemy has. When this skill is used on a cursed enemy, the War Magus recovers some TP. For the record, these skills can still be used even if the enemy doesn't have the required status effect. Bizarrely these skills aren't considered to be physical attacks. For some reason they're considered to be untyped damage, so for conditional drops where you can't use physical attacks to finish off an enemy, these skills will work for that.
Something else I want to bring up. Take a look at the skill point requirements for these skills. This isn't something you can do early since you need to invest 17 skill points just to get one point in Cursecut. It also falls off postgame since your party's TP pools will be a lot bigger by then, but in the mid and lategame, it can be a good way to keep your party topped off during dungeon crawls.
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And that's where the Hexer comes in. The Hexer is the only class that can curse enemies, and the chance for it is an 87% base chance at max level. Oh, and don't worry about Aliara's level. I had her take a rest and reskilled her for this demonstration.
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Keep an eye on those TP bars.
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Rinse and repeat for all the enemies left standing. This isn't the later EO games where enemies build up a resistance to status effects after they get hit by them. You can cast curse however many times you want until you're done. Unfortunately you can't really do this much in boss fights since they're resistant to status effects. Still, for dungeon treks this can be enough to keep your party's TP pools full.
There's also some things that I've missed while playing through this game that I want to show off now.
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You informed the guard of the quest you undertook on behalf of Sitoth Trading.
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You shake the guard's hand in gratitude for his help, and go to finish your task.
This event triggers while you're on the first Sitoth Trading quest. It's a hint in case you don't know where to get the Bug Wings.
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I said at daytime this event with the guard's money is a bit different and here it is.
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The guard seems to be filled with ennui, lacking anyting resembling motivation.
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He yawns brazenly, rubbing his eyes as he does. If he's this sleepy in the daytime, you doubt his ability to stay awake once night falls. You leave the sluggish guard slumped over the rock and depart from the area.
It's just a hint to come back here at night. Now, what would happen if we actually stole the money?
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You tell yourself it's what the guard deserves for falling asleep in the deadly forest... Carefully, steadily, your fingertips brush his pouch... Suddenly, the string holding the pouch comes loose and it falls neatly into your hand! Inside, you find a considerable sum of coins. It's too late to return it now. You add the coins to your own and hastily leave the area.
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Truly hard earned money. We can actually check the area again for another scene.
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The guard seems to be muttering something repeatedly to himself.
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Until I figure out how to format text like this properly in the LP, you're just gonna get screenshots of text like this.
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You're at a loss for words... Especially since you alone know the truth of the matter.
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You feel as though you should leave before your conscience gets the better of you. After a short farewell to the guard, you walk briskly from the area.
I think EO1 was the only game where the guards were something close to competent.
Next time, the 10th floor.