Part 16: Twilight ∞ nighT

So, last time we did a bunch of side-questy fucking-aroundy things, but this time, we're actually getting back to the story, because we're dealing with Aysha.

But before that, I collected a lot of souls while grinding, and we're going to use those to boost Valnar's Intelligence a bit more.

And between grinding to level 35 and shoving a lot of souls down Valnar's throat, we managed to get him above 160 Intelligence, which means we're going to be paying a visit to a certain temple we've been at before. But before that, we're at level 35, which means more spells!


A: "Life Drain" - "Base damage: 70; one enemy is hit; absorbs HP". Blood cost: 50
B: "Death Vortex" - "Base damage: 150; one enemy is hit; chance to Curse: 30%". Blood cost: 54
Same deal as usual with Valnar. The shadow magic looks intriguing again, but absorption is also a very nice perk. Keeping somebody alive is always a nice thing.
Valnar's eighth spell: Life Drain



A: "Ice Storm" - "Base damage: 110; all enemies are hit; chance to Paralyze: 30%". Blood cost: 60
B: "Death Vortex" - "Base damage: 150; one enemy is hit; chance to Curse: 30%". Blood cost: 54
C: "Healing Aura" - "Base healing: 100; entire group is healed". Blood cost: 55
We're going to need some all-party healing eventually, and this seems as good a time as any to get it. Probably should've checked Alaine's spells first, though, maybe there was only crap there apart from the healing spell and I could have gotten something better for Asgar. D'oh well.
Asgar's eighth spell: Healing Aura



A: "Ocean of Flames" - "Base damage: 130; all enemies are hit". Blood cost: 60
B: "Clear Thinking" - "Heals Confusion; entire group is healed". Blood cost: 40
C: "Healing Aura" - "Base healing: 100; entire group is healed". Blood cost: 55
I had to think about this one a lot. I was really considering all three options here. However, Clear Thinking went because Confusion isn't THAT much of a problem, and Ocean of Flames was just another attacking spell, and at this point I figured that I had enough for now. That, and having only one guy with healing spells might be asking for something terrible to happen. So let's cover our bases a bit more.
Alaine's eighth spell: Healing Aura

So now, we're heading back to the water temple to grab that red chest we couldn't open earlier, because what's in it is very much worth it.



"Vampire Armor" - "The true armor of vampires (+200 DEFENSE)". The "Vampire" set of equipment is the ultimate equipment, and depending on if you know where it is and if you rush to increase Valnar's Intelligence to open the red chests that hold it, these things can be a massive boost. So right now, nothing much is touching Valnar physically. He'll still get his face bashed in by magic, but hey, it's progress.

Next stop, Melsan, because we've got new equipment to buy.
Sword: "Ridak Sword" - "A new kind of sword (+142 ATTACK, can cause Bleeding)".
Claws: "Ridak Claws" - "Unique claws (+124 ATTACK)".
Sabre: "Mystic Sabre" - "An enchanted sabre (+135 ATTACK, light)".
What it doesn't say for the Mystic Sabre is that it can also inflict Blind, Mute, Berserk and Confusion. Also, that "light" means that it has the light attribute (as opposed to shadow), not that it's light (as opposed to heavy).

And of course, we also get new armor.
Armor: "Gargasch's Armor" - "Mystical armor (+128 DEFENSE, +20 AGILITY)".
Helmet: "Esper Helmet" - "Helm with magical protection (+79 DEFENSE, protection against light)".
Shield: "Wizard's Shield" - "Shield with magical properties (+98 DEFENSE)".
The magical properties in this case being 70% resistance against all status effects. That might actually be worth keeping around, because that's good.



Our party's defense is just going up, up, and up!

And with that done, and our party as stocked up as they'll ever be, it's time to return to the shadow forest.


The shadow forest is big. Big, and annoying. There's a whole bunch of ground to cover, some annoying places where you can get stuck and not know where the fuck you're going, and of course the constant high encounter rate. Let's just say it's not fun. The loot isn't worth mentioning either, nor are the enemies, who are one-or-two-shottable at this point.

Eventually, we make it to the entrance of the cave we're looking for.

Now, we've made it to the second part of the dungeon, the actual cave.


The enemies here - "earth elementals" and "large worms" - look impressive, but really aren't. Those guys in that area I said I would grind for normal souls in were more impressive than these ones. Not complaining.



So when I transform into a bat to reduce the encounter rate, turns out that I already solved the puzzle of the dungeon - there's a big chasm, and we can't normally get over it. How do you cross? Either by turning into a bat, or by turning into a wolf (which then makes a big leap over it). I think this could stick some people that miss the obvious and think they need to hit a switch or something.

After making our way through that level, we cross an invisible line and suddenly the boss indicator springs up!

I'm going to expect that these guys have something to do with that. Now, you know what? I think it's time to bust out a summoning spell. We're going to be summoning a skeleton mage.


"Summoned Skeleton Mage!"
Alright, now we're ready. Let's do this.

Knight: What are you doing here? You're interrupting a royal investigation... get lost!

Knight: I don't care about that in the slightest! Get lost, or we'll execute you in the name of the king!


Knight: That's it! In the name of King Gerald, I hereby sentence you to death!

Knight: Messing with us was a terrible mistake!

Alright, time to fight.

...why does the skeleton have 40 HP? Why?

It gets a shot in...

...and it's about as impressive as you'd think. Well, turns out that I missed something. You actually need to upgrade your summoning spells by finding ghosts. If you can't find those ghosts, those summoning spells are going to be useless rather quickly, as the skeleton proves by dropping from an all-party attacking spell from the leader of the knights.

However, it doesn't matter, as this group is hardly capable of resisting our overpowered group.



That really was just a miniboss. Even if you were around the recommended level, this shouldn't have been a problem, because the actual boss is severely worse.





So this door would have been the thing that locked us off from advancing down the plot if we had found this without having been to Tradan.




Welcome to the second level of the dungeon.

This is a whole bunch of different, small areas, stuck together on one map. I approve because it means less pictures or editing.

So we're on our way through, and I know there's a secret passage here, and I just can't get to it! Why, I just can't figure out. Then again, I'm not entirely sure how these secret passages exactly work, or to be more precise, what's different from this one compared to the other ones that work just fine. I even went through the effort of downloading RPG Maker 2000 to make damn sure that it wasn't some sort of weird thing I couldn't see with RPG Maker 2003, which I thought was compatible enough with RPGM2K games that it could read them just fine, but there's nothing there either. Oh well, there's only three ice dust in there, which are largely useless, so fuck it.


The enemies here - "dragons" and "dragon zombies" are more impressive, though not by much, and these only show up in singles, which means you can really gang up on them. The loot on this level is also rather unimpressive, so let's move on to the final level.

This smoky cavern here is basically just a boss chamber - a straight line to the boss, so no need to give a map for this one. Let's just get to it.

There she is! Also, that thing over there looks familiar...





valnar.txt












*insert another joke about Valnar being dumb here*






It's time. Time to hopefully take out Valnar's angst once and for all.







Mark it in your calendar, Valnar actually managed to rub some of his brain cells together and make a connection, even if he can't get all the dots together just yet.

Alright, so, fighting Aysha. I would say that this is the first boss fight where things get really rough. I guess, to start with, let's check out the stat block.
HP: 9999
Attack: 190
Defense: 150
Intelligence: 100
Agility: 100
Attacks: Regular attack (50%), heal herself (25%), inflict Sleep on all party members (25%).
Now, this doesn't look too impressive, but remember: We're 10 levels above the FAQ recommended level because I spent all this time fucking about, doing sidequests. Also, you'll note the 9999 HP. That's because this is a multi-phase battle, and this is how Marlex did it in this case - the next phase triggers either after 12 turns, or if Aysha lost 50% of her health (which is still above any enemy except the final boss). But that's not so important right now. What is important is something I've been neglecting for all this time (well, except if you've read the thread, in which case you've seen a post mentioning this topic already): Resistances, and attributes.
First, attributes. Every spell, every weapon, every skill and the like can have an attribute. Valnar's and Asgar's weapons all have the "sword" attribute, Alaine's has "claw", the spells have "fire", "ice", "light", "shadow" and so on. Some spells are attributeless, like healing spells and some attack spells as well. This sounds obvious, but I just want to reiterate that they exist, and also point out that weapons have generic weapon type attributes.
Now, resistances. In RPG Maker 2K, resistances work like this: All attributes have a set of resistance levels, graded from A to E, with effectiveness going down the lower the grade is. In the case of attributes, the resistance affects the rate of effect, whereas with conditions, it affects the effect chance. Lots of "effect" in there. Let's do an example instead.
OK, let's try this. Let's just say that Valnar and Asgar are fighting. Valnar has straight Cs for resistances, Asgar has straight Ds (not actually that way in game, every party member has straight Cs for resistances). Valnar attacks Asgar with his sword, and Asgar casts a spell that inflicts Sleep.
Now, we check for the chance modifications for Sleep, and that tells us that a D means that the effect chance is multiplied with 30%. So if Asgar's spell had a base chance of 100%, that means that it only has a 30% chance of affecting Valnar. Note: Most status spells have a 100% chance to affect, the actual modification is done through resistances. Meanwhile, we check the rate for the sword attribute, and a C means that the rate of effect is multiplied by 100%, so the damage Asgar takes does not get modified. I hope that makes it a bit easier to understand.
So, why do I bring this up now? Well, remember how I said that this is when boss fights start getting really tough? Let's check out Aysha's attribute resistances:
Sword: C (100%)
Claw: C (100%)
Fire: D (50%)
Ice: C (100%)
Poison: D (50%)
Light: C (100%)
Shadow: D (50%)
Death: C (100%)
Well, that's not so bad! How about the status ones?
Stasis: E (0%)
Curse: E (0%)
Blind: D (30%)
Mute: E (0%)
Berserk: E (0%)
Confusion: E (0%)
Sleep: E (0%)
Paralysis: E (0%)
Sickness: E (0%)
Bleeding: E (0%)
Poison: E (0%)
Ah. I see. Also, see that D in Blind? That's apparently a mistake, because the next two forms have an E there. So yeah. Remember how I said that this game actually allows you to do some fun stuff with status effects? Yeah, not with bosses from now on.
Oh, and just for fun, here's the resistances for the final boss.
Sword: C (100%)
Claw: C (100%)
Fire: E (0%)
Ice: E (0%)
Poison: D (50%)
Light: E (0%)
Shadow: E (0%)
Death: E (0%)
Stasis: E (0%)
Curse: E (0%)
Blind: E (0%)
Mute: E (0%)
Berserk: E (0%)
Confusion: E (0%)
Sleep: E (0%)
Paralysis: E (0%)
Sickness: E (0%)
Bleeding: E (0%)
Poison: E (0%)
Yeesh. This is why you grind, friends. Because when you get into situations like this, and your Attack isn't up to snuff, you're capital F fucked.

Anyway, back to Aysha. Thanks to our great level, we just wail on her and she doesn't do much of anything until...




No, really, you haven't done shit. All our party members have like 400 Defense. You can't touch this.




And then she transforms.
HP: 9999
Attack: 200
Defense: 160
Intelligence: 120
Agility: 110
Attacks: Same as before, but with a good shadow spell added.

Nothing all that impressive, but she can actually hurt us now because of how Defense doesn't actually help with spells. Still, we just keep beating up on her until...



And here we go, form #3.
HP: 1500
Attack: 220
Defense: 170
Intelligence: 130
Agility: 130
Attacks: Regular attack (2/6 chance), inflict Confusion on one enemy (1/6 chance), strong all-party spell that can inflict Poison (1/6 chance), strong all-party spell that can inflict Bleeding (1/6 chance), stronger heal than before (1/6 chance).
Now, shit's on. We can deal good damage to her still by just attacking, but on the third turn, she casts Blade Storm, the Bleeding spell, and it procs on all three of us, which is rough.

And it's even more rough when she casts it three times in a row.

However, the level advantage can not be denied, and eventually, she dies.





THIS CHICK IS TOAST!

And down she goes.



Suddenly, the orb thing over there starts moving!



Silence.

Silence.

And the orb turns off again.

Alright, scratch what I said about Valnar being smart for once, I guess.









And fade to black.

Hey, remember these guys? It's been a while!




You know, that's not what I'd be asking. Why Abraxas was talking with Molana is obvious - she was working for him. That much is blatantly clear from the "spare your heads" comment. The real questions are "why was Molana working for Abraxas?" (though that could easily be explained by a simple working agreement just like it exists between Abraxas and Mr. X), "why did Abraxas 'kill' Molana when she was working for him?" and "why did Molana continue to work for Abraxas after he 'killed' her?".




And fade to black.




Well, not quite. First, we have some unfinished business that I decided to deal with now. Remember that thief we've been occasionally seeing in cities and chasing off? It's time to actually finish that. First stop, Klennar.


Thief: What's your problem? Can't you just leave me alone? Maybe I'll get some peace and quiet in the forest!

And he's gone again.


In the forest. Next stop: Isthar.

Store Owner: HEY! STOP THAT THIEF!
He runs out, bumping into us on the way.


Store Owner: Damn, he got away!

Store Owner: Our only point card for Thessa!

Next stop: Thessa.

(he's hiding behind a pole)

Thief: I can't believe this! You're really stubborn... but I'll just say one thing: LEAVE ME ALONE! I DON'T WANT ANYTHING FROM YOU! GOT IT?

Thief: Can't somebody just work his trade in peace anywhere in this world? This place is getting way too hot for me, god damnit!
And he runs away again.



Too hot? So somewhere cold next. Next stop: Iranis.

(he's hiding behind a tree)

Thief: What the hell do you want from me?

Thief: I don't talk with people like you! All I care about are rich people!
And he's off again.


Rich people? Next stop: Asran.


Thief: GUYS LIKE YOU GIVE ME A MASSIVE HEADACHE!

Thief: Friendly? Don't make me laugh! Somebody without money CAN'T be friendly!
Exit, stage left!


I guess we're just supposed to infer from "somebody without money can't be friendly" that he's heading to the poor town, Herlis? Because that's where he is.

(again, hiding behind a tree)

Thief: ...I think I'm going to explode!

Thief: Talk? TALK? ALRIGHT! Then talk... AND THEN LEAVE ME ALONE!

Thief: And?

Thief: I'm supposed to steal for you? HAHAHAHAHAH! I'm leaving!
And indeed he does.




Long story short, it's Uruya.

(again, hiding behind a tree)

Thief: ...OK, I give up! Evidently, you're never going to leave me alone!

Thief: ...what's in it for me?

Thief: Hmmm... no.


Thief: Wait, what? AHHHHHH! VAMPIRES!

Thief: OH GOD! PLEASE, DON'T! HAVE MERCY! I... I'll do anything you want!

Thief: Alright, alright, I got it... well, guess it's time to check out my new jail, er, I mean home.
And once again, he leaves.


So that's the end of the thief sidequest. We'll get to what he does when we come bakc to Shannar.

Finally, to cap things off, let's finish one more side quest - the one where we're supposed to deal with a witch that cursed some guy in Uruya.

This unassuming hut hides our witch. Also, chest with a save stone.

Oh, by the way, when I say "hides", I mean it. For some reason, which I assume to be a plain mistake, the witch is invisible.

You just have to notice that you can't walk onto this square.
Witch: How dare you just come in here?

Witch: OK, that's enough! You will pay for what you've done!


This witch isn't really worth going into detail over. She gets wailed on for two rounds and dies.

Witch: UUHHHH... I cur-



And finally, back to Uruya to get our reward.

Blonde Man: Thank you! You released me from the curse!

Blonde Man: Um... well, to be honest, I got so used to being alone that I no longer feel the need to be amongst other people.

Blonde Man: But still, please take this as a reward for your efforts.
"Obtained 400 EXP and 1 Life Rune!"
Blonde Man: It's an old rune, I bought it some time ago because I thought I could reverse the curse with it, but it didn't help. You take it. Maybe it'll help you!
Well, it's +5 HP. That's always nice. Anyway, apart from the cult sidequest with the super powerful enemies, I think that's it for side quests! And that's it for this batch of footage, which means that that's it for this update! Next time, we'll decide the fate of Lombar, maybe start grabbing some more ultimate gear, and head back to the next dungeon!