Part 11: Update XI - Training (Magic Circuit)
Update XI - Training (Magic Circuit)Music: School III
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These two are strangers to Fate, but have been in other entries in the Nasu-verse. First up, we have Aoko Aozaki, who had a role in Tsukihime as the one to give Shiki (Tohno) his signature glasses, and later got a starring role in the Witch on the Holy Night Visual Novel. She's an actual, capital-M Magician, holding the Fifth Magic.
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Meanwhile, her sister Touko comes from even further back, starting in the Kara no Kyoukai novel series, running the Garan-no-dou detective agency that protagonists Shiki (Ryougi) and Kokutou work at. She also made Shiki (Tohno)'s glasses (which Aoko outright stole). While she isn't a Magician like her sister, she's one of the few people in the entire series to become effectively immortal. She does this by using a succession of dolls made to look like her, act like her, and have all her memories. When her current body dies, the next just gets up and gets back to work.
The important thing here is that Aoko and Touko fucking hate each other. See, when two kids are born to the same magus family, only one can become the family head and get all the stuff their bloodline has to offer, which includes the Fifth Magic in this case. Touko, being the superior magus, expected to get the role, only for their grandfather to name the much less skilled Aoko the successor instead. This kicked off a feud that's been running for so long that they normally try to kill each other on sight.
Suffice to say, the fact that these two are in the same room and aren't killing each other (plus anything in a several mile radius as collateral damage) requires nothing short of a miracle.
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In addition, once a certain cumber of Skill Points (SP) is used, your Servant will acquire powerful special skills. Be sure to strengthen your Servant before each Elimination Battle!
On the plus side, we can finally use all those Skill Points we've been getting!
Interestingly enough, the tutorial image has an impossible SP count. It has no points invested, yet it has 8 SP. Levels will never give less than 3 points.
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Another mention of this Moon Cell. The hell kind of pull does it have to make these two settle for just sniping at each other? Kotomine's comment on this place being outside the system's jurisdiction means that they're almost certainly the real deal, so it isn't an act some NPCs are putting on.
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Finally.
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Now that I can finally increase my stats, halfway through the week, I can finally talk about the various stats:
Strength boosts damage on your regular attacks, as well as any physical skills. Caster has no physical skills, so she only gets a boost on normal attacks.
Defense, naturally, reduces the physical damage you take, but also slightly boosts magic damage. Caster wants a bunch of it, although The List mitigates how many hits she'll be taking.
Agility tightens the damage range on your attacks. For example, a hit that might do 70-100 damage can get boosted to 80-100 with higher Agility. Or you can raise Strength instead and up your damage to 80-110 and get the same min and a higher max. It also determines priority if two Skills clash, but that's such a niche case it isn't worth it. An absolute dump stat.
Magic is like Special from Gen 1 Pokemon, it acts as both magic attack and magic defense. Caster, as you might expect, wants as much as you can give her.
Luck is the catch all. It boosts damage a bit, it boosts defense a bit, it boosts the odds of crits, and reduces the odds of a status ailment landing. Boosting Strength/Defense/Magic have a higher impact per point, and ailments can be handled with items and Code Casts. Another dump stat.
All in all, the stat system is another victim of Extra being a poor RPG. Of the five stats, two of them are useless for everyone, and a third only matters for Caster herself.
Now, in terms of my build for Caster, clearly I'm going to pump up Magic and Defense for the entire game, right?
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Wrong. Even though Caster finally gets a spell to sling, this early on she doesn't have the MP to keep it going for long. Since I'm going to be using normal physical attacks the majority of the time anyways, I might as well boost Strength to get much more out of them. For the next while I'll be sinking 2 SP into Strength and 1 into Defense with every level.
You can also see that I'm getting more than one stat point per SP. Each Servant has their own stat priorities, and investing into skills that match those will get a higher stat boost. Putting points into Caster's Magic, for example, would get me around 3 points per SP, compared to the 1.5~ points on Strength and Defense.
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For whatever reason, you always get the option to go back into the Alteration screen, even though there's no reason to leave a point unspent.
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Now, Caster currently has 144 MP. How much does her shiny new skill cost?
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30 MP. As it stands, Caster only has a measly four uses of it before she runs dry, and we currently have no way to restore Servant MP mid-battle. Even once we hit level 8 like the game suggests, we'll have five casts to spread out over a single fight.
On the plus side, Curse, Fiery Heaven is a very good skill. A 100% chance to cancel the enemies next action vs Break gives a lot more leeway in fights. If I see a Break on the preview and a mystery action right after, I can just pop Fiery Heaven and get a free hit while the enemy can't move!
Music: School IV
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A scene starts when we leave the chapel.
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We meet a new face, wearing some snazzy armor.
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Shinji, I'm going to enjoy killing you this week.
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Having delivered his
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Now I just have to finish talking to everyone before I show off Caster's shiny new stats.
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As a kick in the pants, we don't even get a reward for this.
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Yep, your choices for sidequest rewards in Extra are either a whole heap of nothing, or a cosmetic reward.
I'm doing them anyways. Not like it takes any actual effort to do.
Sound: Phone ringing
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Heading towards the arena causes a notice to pop.
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Poor bastard.
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Only once a week, mind, so we still can't get more stuff from Sakura.
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Alright, time to go book hunting.
Music: First Chimeric Lunar Sea - Second Floor
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The second floor has a more elaborate entry sequence. We start off with a cube.
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Which then bursts open, revealing a new seascape.
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We're back at the bottom of the ocean. This time, the sea is littered with broken ships instead of a field of bones and swords.
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The seabed is covered in volcanic vents, and you can see oarfish in the distance.
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A better look at the place.
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The enemies here start at Inspires, not a Klein to be seen.
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Let's test our our new stats, shall we?
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Caster has tripled her damage!
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What once took several rounds now takes less than one.
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The second floor adds some new things into the mix.
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Namely, hidden paths! Now I have to rub my face against every wall in every dungeon for the rest of the game!
Isn't Extra swell!
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We get a free Return Crystal for our troubles. We can also see a locked gate up ahead.
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We also get a better look at an oarfish.
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The switch is guarded by something new.
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The Viper hurts. That's after sinking a third of my points into Defense!
Caster being made of glass will never really go away. I'm only upgrading Defense for a single spot in the far future.
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That opens the locked gate.
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Just ahead is an obvious hidden path. I'll check it out after we find those books.
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Oh my god, a non-hallway floor!
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Also this big guy, known as a Cluster Horn.
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Might as well try out our new skill!
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Servant skills take up their action for that round. In a rare bit of mercy from the devs, you can see that the MP bar shows what's left after any skills you have queued up. If you have some way of restoring Servant MP, you can burn more than your max MP in a single round by using a Master action to top them off!
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In a game of Rock-Paper-Scissors, offensive skills are Dynamite. They automatically overpower Attack and Break, and Guard doesn't get to counter, although it halves skill damage unless the skill is explicitly anti-Guard.
The only real downside is that it makes it harder to mark things down on The List, but you'll still see a Guard, so next time you see the pattern you can just spam Attack and risk a draw.
Taking the Guard into account, Fiery Heaven only dealt around 40 damage, but being able to cancel enemy actions is a godsend.
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Killing the Horn gets us a level, which nets Caster her fifth cast of Fiery Heaven.
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I take a moment to enjoy a floor that isn't made of light.
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Dead ahead is a massive, capsized ship.
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Also some angler fish.
There's a fork in the road here. The right path is where we want to be.
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We get a small cutscene cluing us in to invisible paths.
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The Golden Hind (formerly known as the Pelican) was the ship of a famous pirate by the name of...
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...Francis Drake.
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Although Hakuno's trivia knowledge is a bit lacking, so we'll have to wait for the internal reveal.
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He isn't kidding. Shinji has spawned by the entry portal and is actively hunting us down.
On a more serious note, the ship has a button inside of it!
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And a new Mystic Code!
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It has a new Code Cast for us. I end up swapping out the Gym Uniform for it to give it a spin later.
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The button opens a locked gate on the other path.
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Interestingly, the map only has one segment of the hidden path revealed, the cutscene just teleported us to the ship after the first one.
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At the end of the passage is a healing fountain.
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Just in time for Shinji to catch up.
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Be sure to use the information you've gathered to its fullest and devise a plan of action to defeat your opponent!
Music: Duel - Unauthorized Battle
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A level 2 Info Matrix turns into two moves getting revealed! We also have our first instance of an enemy using a skill.
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If I'm lucky, I'll hit a Break and stun Drake. If I'm not, Guarding will blunt the damage.
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I don't get a stun.
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60 damage unguarded is a decent chunk, but nothing Caster can't handle.
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Next round, Shinji joins in the fun. Enemy Masters have a unique set of two Code Casts.
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Good job Shinji, you debuffed the worst stat in the game.
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Round 3 has him go for another Code Cast.
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The nice thing about skills is that you can just brute force a turn if you don't care about MP.
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shock(32); is much nastier. A free hit we can't mitigate, plus a chance of stunning Caster and giving Drake an easy hit.
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One slightly crispy pirate later, and we're done.
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Music: First Chimeric Lunar Sea - Second Floor
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Shinji flees with his tail between his legs.
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Don't quote me on this, but I think that her patterns are set to never let her use a Break before Culverin Cannons. Fiery Heaven is the only form of stun a player can have at this point, barring an obscene amount of grinding, so using Attack or Guard beforehand ensures you'll always see Culverin Cannons and let this scene make sense.
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Level 3 nets us a new key word, and a passive.
Logbook posted:
The sailing logs of a renowned explorer who successfully circumnavigated the globe.
The logs themselves are illegible, with pages cracked and flaking. However, it seems that the author of these logs was a ship's captain who made their name as both an adventurer and fleet commander.
Anti-Magic (D) posted:
Cancels single-action spells. It also bestows magical resistance equal to that normally provided by a physical talisman such as an amulet.
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We could leave now, true, but the quicker I clean out the floor, the less I have to engage with Extra's combat. You agree with me, right Mr. Oarfish?
Next time: Keys, ramps, and stalling.