Part 7: Chapter 2 [Hroethe Walk] (1)
Well, the people have spoken.









anon (əˈnɒn)
adv
1. in a short time; soon
It doesn't mean anonymous! Which was my initial impression.



Hey, it's a younger Gandar from VP1! I think this is the only place he ever appears.
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Let's give a hand to Nameless Serf 2008 and his balls of steel, gents and ladies.















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Battle time! First things first. Darius and Gwendal have been added as Guests, so let's see the characters everyone's been raving about.


Darius is a Swordsman. That means that if he were to join the party, he'd be getting mostly hand-me-downs from Wylfred. That's not too big a concern though, since Darius isn't really built for damage - indeed, his multipliers are the lowest among the Swordsmen.

Instead, Darius is the combo set up guy. This is the second way to Faze enemies - attacks which cast airborne enemies down will Faze them. And Darius has both. Ascender knocks enemies up, and Descender casts them back down, meaning he can effortlessly and easily set things up for the rest of the party to get gems upon gems. Darius only has two attacks and no Soul Crush, but that's more than just fine.

Darius also has a Technique unique to him in the storyline. Siege tactics are activated whenever the character in question (in this case Darius) initiates a Siege, and usually have one benefit to all those in the Siege and a penalty to members of that class. In this case, Razor's Edge increases the ATK of all those participating in the Siege, while lowering the RDM of all Swordsmen (including Darius himself and Wylfred). The advantages to this are obvious - bolster everybody's attack, kill them faster, and if Darius leaves the opponent fazed at the end the reduced RDM doesn't even matter. Just keep in mind Sorcerors like Lockswell get no benefit from it.


We had a brief chance to play with Gwendal in the tutorial battle, and he's mostly the same here - he's a Warrior, with all three attacks and his Soul Crush available. Gwendal is all pure damage - his natural ATK growth means he's already hitting hard enough, but overall he has the third best multipliers in the game. His unfortunate drawback is that Rising Rage is a launcher and he does few hits, so he really works best with weapons that only give him two attacks. Not much strategy to him - hit things hard, hit them harder.

We're doing some slight reshuffling of skills. Darius means Wylfred no longer needs a launcher, so he goes back to Guilt Rack > Double Cross. We also teach him First Aid.

Cheripha switches to Fusillade > Sharpshot, to help nullify the slight startup from Fusillade and allow her attacks to chain more easily.

Lockswell is going to sit this battle out - having only Fire Storm is not going to help matters and he can't get gems anyway, so we'll wait till we can pick up something better for him.


A pretty easy battle. 200 Sin quota, 400 Sin to get the best stuff, but with eight enemies to deal with and an easy time getting 100 Sin. This is more of a warmup to how good Darius/Gwendal are than anything, and letting you try out Cheripha and Lockswell. As always, enemies tend to stay put til we move closer.


Fishes are fliers - this means they can traverse over terrain walkers can't, like water and gaps in the battlefield like skies. Fish act pretty much like lancers - they have a movement of three and an attack range of two, and usually have a resistance of Ice.


It's usually a good idea to always start with characters that can attack without retaliation, to chip away at the enemy's health.

Darius and Gwendal don't have the range to do anything, so they just move forward.

Skullfishes hit pretty hard.

Enemies will generally either go for squishy characters like Archers or Sorcerors, or those that have already been injured.


Bats are also fliers. They have a movement of 4 and an attack range of 2, basically being Swordsmen with better range. They usually aren't that interesting and give low exp - they have a soundwave attack that seems to trigger Faze uncommonly.

Alright, here we go.

If Cheripha didn't drill it into you, Darius is one character where you really want to know how to time - spamming attacks with him is a great way to get Descender to miss. Instead, pausing just a second after he knocks the enemy into the air allows him to land Descender easily. In sieges, you have to adjust because Descender starts up faster.

Wylfred Soul Crush
Provisional testing of linking to YT videos for Soul Crushes. Let me know if it's working out or if you guys prefer back to screenshots/gifs with audio linked separately.
Wylfred has one of the best Soul Crushes in the game. Top of the line damage and high hit count - there's almost nothing wrong with it really, and helps to make up for his mediocre ATK.

Skullfishes give great experience.

Oh, you're dead alright.


Now that we have more than two characters, we can set up the Trinity Fork and Grand Cross sieges. Aside from the standard effects (increased attack speed, gauge increases, item drop rate), these sieges also cause attacks done on a Fazed enemy to produce Golden gems instead of Red ones. Golden gems replenish two attacks instead of one, meaning twice the damage returned. As you can imagine, the results are very painful for the enemy.

Gold gems. Pretty beautiful sight.

Gwendal Soul Crush
Yes, I'm aware of the slight audio distortion at the start and the mouse pointer. That'll teach me to be more careful in these recordings in the future.
Gwendal's Soul Crush is right on the cusp of average - average number of hits and multipliers - but his great ATK does help his case.



Even without Darius, two Soul Crushes are more than enough for this battle. If Wylfred had his third attack he and Gwendal could fill the Battle Gauge all on their own.

Seriously, we've only cleared out half the map and we're almost done with the Sin quota. And it's only been three Ally Phases so far.

On his next turn, Wylfred wails on the Giant Bat a little...

And during his counterattack during the Enemy Phase he crits and kills it. Oh well, it's not like we're hurting for Sin anyway.

A couple of turns moving forward, the last Skullfish of the map moves to attack Wylfred.

While long-ranged characters like Cheripha are best for chipping, Darius can do a little of that himself with his combo leaving the enemy unable to counterattack.

I was a little worried I wouldn't get that 100 Sin with only Darius and Wylfred, but then Wylfred scored about 3-4 red games off the fazed Skullfish, raised the Gauge to 100, then carved the fish up.

When fliers are on the map like this, the only way to hit them is usually with a Sorceror or Archer.


The enemy leader comes down to play. Aelios are Harpies, one of the more annoying enemies of the game. Aside from obviously being able to fly, they have the mobility of a Swordsman, the attack range of a Sorceror, and the unable-to-hit enemies at close range properties of an Archer. They are all resistant to Lightning, and usually vulnerable to Earth. Higher level Harpies also have a whirlwind attack that can induce paralysis at a fairly high rate.

Also, they tend to hit pretty hard.

The upside is that it's usually quite easy to chip at them. Archers can outrange them, and every other class can get right in their faces, where they can't counterattack.





Hey, a new Tactic. Rejuvenation costs a minor 20 AP, and increases maximum health by 20%. Problem is there aren't really that many reasons to use it over other skills or closing in on the enemy.


You know, I almost feel bad for it.

I think this is just a formality at this point.


Our basic rewards are another Elixir, and Guard Potions, which are like Might Potions but for RDM and RST. Mid-tier rewards are the Dwarf Tinctures and Apothecary Arcanums, nothing too special. Top tier rewards are the Fire Talismans, which give an ally a Fire resistance, and the Rune Helm, a nice helmet with decent RDM and RST and resistance to Silence (and with a boost to MAG that's useless). I don't think I've ever used the Talismans.





Sound of footsteps in the distance.















Sound of howling.















Age: 34
Gender: Male
Homeland: Gerebellum
Height: 179cm
Weight: 75kg
The soulless sellsword Gwendal scours the lands of Midgard, hoarding plunder at will and sparing nary a thought to those he wrongs. Thievery, extortion, murder - no deed is beneath this unsavory villian.


Gwendal offical render.