Part 24: Chapter 5C (1)






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New chapter, new shops. Chapter V is different in that there are no optional battles in the tavern - instead the game put in a bunch of filler battles instead without that much plot. But first, let's see what there is to buy.

There's nothing that interesting in the first three sections, as we have better weapons for almost everybody - there's a new wand but it only has 10 more MAG than the Holy Rod so we'll save our money. Same goes for the new set of claws for Auguste, which only have 15 more ATK. Armour-wise, we just get an Anointed Crown for Auguste and two Supreme Garbs for Rosea and Reinhilde - Auguste gets the Elfin Talfetta from the last map. Paralysis Checks are finally available to purchase, for what little good they are.
As always, new tactics and spells. Survival is a last-ditch save - when a character would die from attacks, if they had at least 10% health before that round then they have a chance of surviving with 1 HP. Not really worth it and you might as well rely on Union Plumes. Fists of Iron is the counterpart to Enlightenment - random chance of raising ATK in battle. I pick up copies for Wylfred, Reinhilde and Auguste.

New spells. Reflect Sorcery costs a hefty 60 AP, and it's basically the magical version of Baldr's Pact - reflect all magical damage to the attacker, but it only lasts for one round of damage. Has some potential uses, but it's not going to be that useful on this route. Prevent Sorcery Silences the target for 30 AP. Basically acts as a cheaper version of Suspend Motion on Sorcerers, so we'll pick it up.

Dark Savior is the last spell. It's Darkness elemental, and is the most powerful attack spell and has the most powerful Soul Crush of the magics, too. It also has a 10% chance of inflicting Silence and knockbacks. We'll still be relying on Sacred Javelin or Frigid Damsel though, since Duwain and Darius didn't make the cut.
Now we're ready to get on with the plot.
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Well you guys voted in Reinhilde, Rosea and Auguste. So we'll just do the usual admin (new weapons, teaching Dash/new spells). I also impart Fists of Iron to our melees and also give Auguste Crystal Call.


A very easy Sin quota especially with our new Shackle of Sin. Six enemies and we start in the center, but they're quite well spaced apart.


Rosea starts off by softening up the Lancer near our starting position.

Auguste and Wylfred then join in. Also, now that we finally have a complete set of spells I can show off this:

Rosea Soul Crush (Complete)

Well that was thorough. Moving on!


Meanwhile, this lucky Swordsman in the first recipient of the Othinus' Bow.

It doesn't look that impressive but consider that each of Reinhilde's attacks are doing near 700 damage - once she gets gems she's going to clear house.

Enemy phase and nothing much happens except an Archeress hits Rosea a little and the Swordsman beats up Reinhilde.. While enemies are hitting harder, our new armour is helping and attacking are killing characters in three or four hits now instead of just one or two.

That said, enemies are adding new spells to their mix.

And that is not a pleasant sight.

Reinhilde then goes after this Swordsman.

And this is what happens when Fists of Iron activates. Her other attack, Vicious Volley is doing over a thousand damage.

Wylfred then moves up and helps Rosea and Reinhilde in finishing off the first Swordsman.

I assume you know what happens next.

Meanwhile, Auguste moves down and grabs a hidden item. At least it isn't another Talisman.
Auguste now moves eight spaces with Dash. It's beautiful.

On the next turn, Wylfred then helps in dispatching the Archer who has been softened up quite well from Rosea's counterattacks.

That Shackle of Sin is really a big help. We're already done with Sin, so we can go willy-nilly on enemies now.

The Swordsman is becoming a pain, so Rosea stops him in his tracks.

Then we murder him.

That Sorcerer finally starts moving though, and I'm not liking where this is going.

Spell Reinforced spells hurt. At least he didn't get a Soul Crush off (yes, generic Sorcerers have Soul Crushes corresponding to their magic spell).

We'll happily neuter him though.

Not so tough now, are you?

Auguste, get back here so we can start reaping crystals again!

The last enemy, a Queenpin moves forward, and Rosea Saps her Guard.

Queenpins are upgraded Rogues, by the way. They are otherwise unremarkable aside from the usual high AVD.





We have finally achieved maximum crystals.


There aren't any super amazing stuff like the last battle, but the rewards aren't too bad. Aside from Guard Potions, Nectar Potions are the base reward - they prevent status conditions for party members in the target area. Actually really handy if you remember they're there. The middle of the line gives us another copy of Encirclement and two Dark Savior crystals. The best stuff has a pair of Magic Boots (the Elfin Boots are still better), another copy of Crystal Call, and two copies of Mana Surge, which allow a Sorcerer to extend the reach of menu spells by two squares - this means you can do things like cast Reinforces on multiple targets, which can be absurd at times. Unfortunately it has a 60 AP cost and only lasts for one round after the Sorcerer uses it, so you pretty much have to be at full AP to get the most benefit out of it, and you can't do things like a multiple-target Suspend Motion.
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Next time: filler battles! The Soul Crush of a fist wizard!