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Let's Play Crystal Project: Obviously Crystals are more important than Adventure.

Torzelbaum

????? LV 13 HP 292/ 292
(he, him, his)
Heavy shield complete with a small Vitality boost. This'll go to Frieren since GUTS is busy two-handing right now, but if you're devoted to using a shield Warrior it's good for them too.
Yeah, swording and boarding isn't really GUTS' style.

For reasons known only to me, I decide that GUTS will be our Scholar. He's got Equip Sword now it's fine.
And this seems even less so.
 

Kalir

Do you require aid.
(whatevs)
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Today we tackle the Seaside Cliffs. It's a pretty large area for this early on.

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OH YEAH CHECK OUT THIS VERY HELPFUL MAP OF YAMAGAWA.

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As far as progression goes for everyone, the only real oddball here is Werdna. As useful as Rogue is, for him the utility effects like Sleep Bomb and Run Away are going to be more useful to the Wizard set I'll move him back to eventually. And by that, I mean the moves are useful to any team.

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Okay, back to it. We only briefly dipped into this area the first go around, but this time we'll clean it out to the best of our ability.

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The flames here are very mobile and water-capable in most instances, so don't expect to lose them easily if they do notice you.

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Turns out Cliffwolves have a Monster Magic spell, so we'll get that real quicklike.

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Four actions in and the Cliffwolf refuses to do anything but basic attacks and its high Accuracy, 50% Variance attack Fury Swipes.

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You are not the only seller on the market.

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This jump is too far for us and it's very sad.

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The Seaside Cliffs are kind of a middle ground between Delende's rolling hills and Yamagawa M.A.'s sheer verticality. You'll have to get creative with your climbing to explore all of it.

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Another one for the pile, not bad.

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Also like Delende, Seaside Cliffs offers you lots of possible routes to explore.

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I head into the cave and get in a fight with this thing!

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On top of having a pretty solid physical area attack, the Venus Mantrap is the first foe that can use a counterattack, with its Thorns skill dealing a small bit of damage to anyone using a physical attack. Counters are always listed on the enemy's bio and always say exactly what procs them, so you'll never be facechecked by some effect like, oh say, "counter any ability with instant death".

No, if they have that, you're warned right out.

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Werdna is completely unthreatened by this. Even if he didn't deign to use magic, Shadow Cut ignores counters, remember!

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Oooh, let's see how high we can jack up a basic Fire hit.

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It's overkill, yes, but it's MY overkill.

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That's pretty dang nice, yeah. Imagine that but with a Flare on it. Oooh, that's a tantalizing thought.

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Oh hey we've relinked with the Soiled Den, that's cool.

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There's no actual way to get back to the area where Bone Thief was. They just use the Soiled Den as a generic "under Delende" cavern.

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But hey, it's a path, and we're gonna take it.

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Unsurprisingly, it takes us to a slightly higher elevation of Seaside Cliffs.

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Is that a greenery I see?

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Yup, Seaside Cliffs has its own tiny little encampment as well.

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I believe that!

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hehe sheps.

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theyre just fluffy little guys

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very fluffy, very normal

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Oh hey Reid. No progress on finding the Crystal yet?

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Well, don't give up!

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Anyway, let's see what all this place has to offer.

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I did! But I don't know if you all did, or if I told you. So here, have a primer.

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Purple chests hold key items, with the most common ones being a regional collectible that someone will ask for a large number of.

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Yellow ones are money, consumables or their pouches, and probably the lowest priority as far as chests go. If you see one and don't know how to reach it, don't hurt yourself getting there.

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Finally, red ones have equipment! These can be very rewarding boxes indeed, and are always worth going for, ESPECIALLY if you're playing in an area that's got flames that could kill you.

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The Scope Bit is a handy Accuracy booster, which isn't especially useful for this particular team but does have its uses for some.

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Tent, as usual for the region.

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Manana Man said:
My current obsession is these clamshell things which are scattered around these cliffs. I am looking for exactly 13 of them. Bring me 13 Clamshells, and I'll trade you something for them.

Yep. Like that weird skeptic that wanted Black Squirrels, our collectible for this region is Clamshells. Any region that does ask for collectibles like this almost always has more sources of the collectible than demand for them, so you can basically take it any which way you like for getting more. We will, naturally, be doing this, Manana Man is as good as his word and has a very nice reward.

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Gokue said:
If you feel like you're low on healing, just use the Home Point to give everyone White Magic as a Sub-Command.

This is indeed a tactic you can pursue early on if you want. Remember, you always have access to at least one move from any moveset you have a class for, excluding Scholar, and if that one move is all you need for a fight, just make it your Sub-Command and no grinding required! (Well, there might be if that move has a scalar it needs to work.)

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Anyway, let's not go down the clearly telegraphed route yet.

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Yeeeeaaaah that's more like it. So glad this game doesn't have fall damage.

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I will eventually get this spell, and every time I do, remember that I'll be posting an update to the Scholar writeup on the first page of the LP!

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Oh by the way I can do Earth Split now.

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BOOSH

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Hm. Would be better if Meena hadn't started her career as a Cleric, but it's still good.

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FINALLY

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We already know what this move does, it's an AP generatio option.

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And it's ours now.

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okay thanks bye

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Soon we'll get to see the sea!

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Oooh, this looks nice.

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A little extra Defense and Resistance, yeah, that's good.

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Saaaaand!

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That fight down there was enough for Frieren to get Doublecast (and Werdna to get Eye Gouge, and Meena to get Chakra). Now she can really start flexing! With this in play, she's more than ready to switch to another class for a bit. She won't be Doublecasting in that other class, but basically now Warlock is a really strong class for her. As far as what she does with Warlock now, the plan is to go for Remedy first, then Regen. And then... I dunno, whatever really, she'll probably be trying another class by then.

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And that's the sea! Remember, you can walk around in water that's exactly one cube deep, so we could even try exploring to the right a bit if I was so inclined.

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I got distracted by the prospect of more Monster Magic, though.

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And I got excited for NOTHING. These Snails are extremely uninteresting enemies in any regard you care to name.

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How do I keep getting levels from extremely anticlimactic fights.

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Oh well, moving on.

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Just checking out the coast.

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I think this is the enemy with the spell.

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Yes it is!

Jellyfish, in addition to their basic attack and a Poison Sting, have one Monster Magic spell. But we're gonna need to rough 'em up a bit before they use it.

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Perfect, let's see it.

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Infusion is a healing spell with a pretty significant bonus to it...

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It also heals the caster for just as much! That's really cool thanks for teaching it to me.

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Can't go further west along the coast from here, not yet.

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Maybe if we found another way there from Delende it'd be a different story, though.

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This makes seven Clamshells, that's some progress.

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And eight on this route into...

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Delende again. Sadly, I think our jump height means we can't quite use this route to get to that treasure, but I'm sure there's gotta be something useful here for approaching from this angle. Then again, I'm pretty sure we're just south of the dog trainer, so maybe not.

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Yep, okay. Just another entrance to Seaside Cliffs, then.

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YOU FOOLS, I HAVE A MAP THIS TIME.

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Okay, back to the camp.

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And back to the route Reid went. The Crystal is almost certainly this way.

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Pretty offroad around here.

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Gotta be pretty quick on your feet and sure of your footing to get past this flame!

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In fact, this river path has a few Flames around the borders to look out for.

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We get attacked by this one, showing another new enemy of the Seaside Cliffs. The Mountainess is a hardy physical fighter with an imposing physique. If that physique is too imposing for you, you can turn on family friendly mode, but that also filters the profanity the game (rarely) uses, and I find that profanity to be an excellent spice judiciously used. For now, I'll leave the mode as is unless that isn't kosher with some of you.

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Oh sick guaranteed steal yes please.

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Well... okay then, I guess.

Milk is a pretty decent MP restorative.

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Anyway I remembered that I got this spell and kind of bluescreened for a bit as I realized the implications of the power. Let's do a field test.

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First, the setup.

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Then, a Frost spell. Again, in isolation, the damage isn't great, but we're not here just for Frost, now are we?

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Okay cool! That ran Frieren 20 MP, which is about in keeping costwise with spells like Bolten, and it tagged in a damage over time effect and a resist debuff if we time it right. That's solid!

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what do you mean by this

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Oh hey there's a bit of a structure under the waterfall here!

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Let's, like, check it out, Scoob!

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Entirely new dungeon? Entirely new dungeon!

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Draft Shaft Conduit is extremely short, we're gonna knock it out this update lightning quick.

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That treasure up there is an extremely nice earlygame wand. Burn never goes out of style, after all.

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The platforming and exploration of Draft Shaft Conduit are incredibly minor, making the real threat of the area...

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The Canal Rats! This is the first time we really have a big crowd of enemies to deal with at once, and as things stand even Werdna's going to have issues wiping them all with Firen. If you have two area attackers (which we do now with Meena, and could get if someone else was a Fencer with Swallowtail), they're not too scary, but you'll have to weather a lot of bitey angry rats first.

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Since they lived a Meena attack and Werdna's damage on Firen isn't much better, I'm going to give him a bit of extra help.

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AND CAN YOU BLAME ME?!

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After all six rats attack, Werdna is barely alive thanks to GUTS' intervention. Don't neglect your defenses, those buffs can save lives!

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Meena handily cleans house, especially since these Canal Rats are a rare earth-weak enemy.

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This is a really short area. Like, as in we're halfway done with it by now.

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Literally just circle that Crystal until you find the route in, sometimes fight rat hordes. That's it.

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Oh yeah do you remember how starting your turn below half health generates Threat? Heal up between fights! It's good for you!!!

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Werdna didn't survive that time, but the combined healing of Meena and buffing of Frieren meant he was the only one who got attacked, which is still good for us overall.

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And there's our route in. That was easy.

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Just gotta fight this thing.


The Canal Beast, much like Sepulchra, is equally capable of using magic and physical attacks to mess with the team. It's actually roughly equal in stats, albeit preferring Water as its element rather than Thunder. Which means you might want to do Seaside Cliffs first if you have the gear needed to resist that Water damage, and the Seaside Cliffs has a few particular pieces of such gear available to choose from. Hardly a requirement, of course, and in a vacuum I consider Canal Beast slightly easier than Sepulchra anyway since Canal Beast can't inflict Fatigue. Yeah, Ink Blast is an area Blind effect and that's annoying, but it's a single turn debuff you can trivially play around with every single physically-inclined character that's not a Fencer at this stage: Warriors can Taunt, Monks can clear the effect or self-buff with Chakra or Focus Energy, and Rogues can go for the Steal I completely forgot about, do a Sleep Bomb, or, as I elected to do, just eye gouge the Canal Beast first. If you're worried about the steal I missed, I'll point it out later, but simply put, it's a very nice wand. You want a very nice wand? Get the steal from Canal Beast.

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I know what I'm about. Frieren gets Scan and Meena gets Focus Energy as well.

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HIT ME

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Hell the damn yes. As ever, this update will have the writeup after, but Shaman is basically one of the best debuff magicalists in the game. You love to see it.

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We'll close out the update with the Proving Grounds, but first, I want to check out the rest of the Soiled Den.

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Let's drop down this here hole.

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Huntie said:
It drops an item which I require. That is, an Earth Bangle. If you find one, bring it back to me and I'll make a trade.

Ooooh, handy. Huntie's trade is very much worth doing if you happen to find that particular monster. Earth Bangles aren't exactly something you want to hoard for yourself in the first place anyway.

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Oh I can so make that jump, hang on.

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YEEEUH. Dodge Charms boost Evasion and that's nice we like that.

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Aaaaaagh we're close but not quite there yet.

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The south tunnel just pops out here, which isn't useful but is cool.

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Maybe the eastern side of the Seaside Cliffs will have those last few Clamshells.

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Well, there's another Wizard, that's worth something.

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The Rocker just straight up hands us three Clamshells, more than enough to get Manana Man's reward!

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You have been tremendously helpful and I wish you a prosperous journey.

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Not much else we can actually do around here right now.

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That's okay, I got my win condition.

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Let's be absolutely sure, though.

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!!!

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HELL YEAH DOGG!!!!

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Bit of treasure once we climb over this wall.

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Great, I think that about wraps it up!

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Yeah Gokue here is just saying "DONT FORGET 2 EQUIPPED PASSIVE". Yeah, I know, buddy.

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And that's a bit of light armor!

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It's nice if Canal Beast is the first boss in the region you're challenging but hardly required.

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I APPROVE THE TRANSACTION.

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I mean I'll take it?

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NO YEAH WE TAKE IT NO BACKSIES

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From a birds-eye view, it's pretty clear we're not done exploring the Seaside Cliffs for now, just like we're not done exploring Delende. But that's something we'll do later. Right now, the Proving Grounds call to us!

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You know it!

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Knight said:
...

Ah, I see that you have already found at least three crystals. Now... you must prove that you are worthy!

You could theoretically find three other crystals aside from the Slate, Aquamarine, and Violet crystals to gain entry here, but I don't want to embarrass this guy TOO hard.


At the most generous, one could call the Knight a statcheck. After all, you need to be able to withstand six attacks in a row without anyone dying! That would be formidable... if the Knight in question didn't have stats roughly on par with the enemies from Spawning Meadows. It's a scary opener, I guess, if you completely ignore the damage numbers.

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Knight said:
My back...

The Knight staggers out of the way and we're free to enter.

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One more thing before we do, if you don't mind.

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No sooner do we enter the Trial Caves than do I get distracted by the possibility of climbing on lamps.

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We'll leave that for a little bit though.

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Wait what?

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Wow, this is a very welcome and distracting reward! I sure hope there aren't at least three points of interest in my current field of view worth investigating!

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Yo hold up we haven't seen ANYONE with this class yet. As the name suggests, this is an extremely raw tanking class, built to last.

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That's cool and all but first things first.

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Fittingly, both pieces of kit up here are very much suited to the new Aegis class.

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The Stalwart Shield sacrifices all evasive capability in exchange for both Defense and Resistance, a pretty welcome combo for a shield.

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The jump beyond that to the other chest is incredibly hard and I don't want to go into how many attempts it took to do right.

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The prize there is a fancy sword, built for piling on the Defense even beyond that which your shield would afford.

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To finally address the mushroom in the room, yeah, there's a not-so-hidden path behind the Yellow Crystal.

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The mushrooms don't hurt, but they do obstruct, so you'll have to weave between them to progress.

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The path eventually leads out into...

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...Skumparadise, huh?

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This must be where the trial really begins.

TO DO:
  • Build the perfect starting team.
  • Explore Spawning Meadows.
    • Prove the existence of black squirrels.
    • Try to find another route out of Spawning Meadows.
  • Explore Delende.
    • Cross the bridge to the Proving Meadows.
    • Explore the Fish Hatchery.
    • Explore the Pale Grotto.
      • Defeat Guardian.
      • Find the Slate Crystal.
      • Find the Fencer class.
    • Explore the Soiled Den.
      • Defeat Bone Thief.
      • Trade an Earth Bangle to Huntie.
    • Explore the Basement of the Cabin on the Cliff.
      • Defeat Gran.
    • Find the dogs' bones.
  • Explore Seaside Cliffs.
    • Trade 13 Clamshells to Manana Man.
    • Find a rare monster that drops an Earth Bangle.
    • Explore Draft Shaft Conduit.
      • Defeat Canal Beast.
      • Find the Violet Crystal.
      • Find the Shaman class.
  • Explore Proving Meadows.
    • Find three crystals.
    • Defeat Knight.
    • Explore the Trial Caves.
      • Find the Yellow Crystal.
      • Find the Aegis class.
      • Explore Skumparadise.
  • Explore Yamagawa M.A.
    • Defeat Sepulchra.
    • Find the Aquamarine Crystal.
    • Find the Scholar class.
      • Find every Monster Magic spell.
      • Prove our skill to the Master Scholar.
  • Explore the Underpass.
    • Find enough Underpass Scraps for a map.
  • Find the Summoner class.
    • Challenge the Deity of Fire.
  • Find the Mimic class.
  • Find the Hunter class.
  • Find the Dervish class.
 
Last edited:

Kalir

Do you require aid.
(whatevs)
SHAMAN
Sanguine Transmuter


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STATS
  • HP: 4
  • MP: 7
  • Strength: 3
  • Vitality: 3
  • Dexterity: 1
  • Agility: 5
  • Mind: 10
  • Spirit: 4
  • Speed: 3
  • Luck: 8

PROFICIENCIES
  • Weapons: Axes, Wands
  • Armor: Light Hat, Light Armor

INNATE PASSIVES
  • Spell Steal: +25% Spell Lifesteal.

Our next big offense caster class. In contrast to the Wizard's direct firepower, the Shaman's wheelhouse trends more towards inflicting debuffs, which as we've established are very strong in Crystal Project. Shamans are the fastest access you get to both Power Down and Magic Down on the same moveset, and they're also capable of wielding damage over time and disrupting the enemy's momentum with disabling abilities. They also have much more focused stats than Wizards do, with the highest Mind stat in the game, and a fair bit more survivability with HP and Vitality fueled by their innate Spell Steal passive and the twin Core buffs. Finally, their attack spells are non-elemental to a one, preventing them from getting walled out of their preferred attack spell the same way a Wizard might be (even if Wizard has Element Master for the edge on offense).

Shaman's biggest drawback for their role is that their Hex Magic really relies on the debuffs to do the heavy lifting for them. They're very lacking in raw punch, with the later high-damage spells being overpriced and underpowered on the damage side of things. They really depend on stacking damage over time for the best mileage, and yet the high costs of the spells they use to do that, both in MP and CT, mean they tend to lose out compared to more flexible characters that can apply damage over time quickly and easily, like Fencer or Warlock. And unlike Wizard, which at least has Dexterity as an option for a second moveset if pure magic death isn't working, Shaman's stuck with Agility as their only backup stat, which isn't terrible but does strongly force the Shaman to stick to magic, and leaves them pretty high and dry once their slightly-lower-than-Wizard MP is gone.

That said, Hex Magic is such a universally strong skillset that any class capable of relying on Mind for a while has no trouble whatsoever with flexing over to Shaman. Of our current options, that includes Wizard, Warlock, Rogue, and Scholar. In particular, Wizards that complement their existing spells with Hex Magic (or a Shaman that decides to brush up on Black Magic) will find their offensive and control toolkit to be incomparable, all fueled by the same peerless Mind stat and their vast pool of MP. The rare class that enjoys playing a tank and having a Mind score will also find the parcel of Drain and the two Core spells very appetizing, as well.

Acid
Costs: 12 MP, 22 CT
Single Target Magic
Damage Formula: 60 + 1.5 Mnd
Inflicts Power Down (-35% physical damage dealt) debuff on the target for 2 turns.
Prereqs: 1 LP


Higher MP and CT cost than a basic attack spell for Wizard or Warlock, but it comes with Power Down on it. Shaman having easy access to both Power Down and Magic Down here makes for strong control against any boss, but the CT combined with the low duration means that keeping this effect applied will almost certainly be a fulltime job for the Shaman without someone else pitching in. Still, it's an offense debuff that's available even to a newbie Shaman, and that's awesome.

Bio
Costs: 12 MP, 22 CT
Single Target Magic
Damage Formula: 60 + 1.5 Mnd
Inflicts Magic Down (-35% magical damage dealt) debuff on the target for 2 turns.
Prereqs: None


Technically different in that you start with Bio outright, but have to do at least one fight as Shaman to get Acid. Juggling both debuffs at once is very hard on your own, so always pay attention to your enemies' movesets and telegraphs, and use the debuff for the job rather than just doing a funny MMO rotation. This isn't really that sort of game.

Drain
Costs: 16 MP, 20 CT
Single Target Magic
Damage Formula: 20 + 2.5 Mnd
100% Lifesteal
Prereqs: 3 LP


Weird as it sounds, Drain is actually one of Shaman's most efficient raw damage options! Like, yeah, lifesteal is awesome, and this stacks with the existing lifesteal of Spell Steal if you're in Shaman, or lets a person with a Hex Magic subcommand enjoy the effect. That's fine, that's expected from a spell named Drain. But no, straight up, if you want efficient single-target damage (and have someone else handling damage over time) Drain is the best bang for your buck. Like, the formula here is almost as good as on Wizard's Bolten. You'll deal big damage with this and probably fullheal off of it. Drain's good.

Instability
Costs: 10 MP, 4 CT
Single Target Magic
Inflicts Instability (+50% debuff duration) debuff on the target for 2 turns.
Prereqs: 2 LP


Instability is an extremely strong setup debuff that makes every other effect you throw on your enemy have a "buy two, get one free" deal for duration. For Acid and Bio, that means 3 turns, assuming you're fast enough to cast one or both before the enemy acts and clears this status (not likely). If you're willing to play it VERY slow with your Shaman, I think casting a second Instability while the first is active will refresh the duration to 3 turns, but absolutely do not quote me on that, I like to play a little more directly than that. But that's just me; Instability is a great option for a Shaman in it for the long haul.

Acid II
Costs: 20 MP, 26 CT
Single Target Magic
Damage Formula: 80 + 2.5 Mnd
Inflicts Burn (15% damage per turn) debuff and Fatigue (-50% AP gain) debuff on the target for 3 turns.
Prereqs: Acid, Bio, 2 LP


The beefier version of Acid (curiously not called Aciden) gives up the Power Down debuff in exchange for two new toys: damage over time from Burn, and the Fatigue debuff, which has the same issue MP Sickle does in that it only actually helps if the enemy needs their AP to use their moves, which a fair few enemies don't. Acid II bears extremely special mention for the fact that we have now, before the demo of the game has run its course, seen all possible on-demand sources of Burn that come from player abilities. Poison and Bleed are much more readily available on other classes, but if you want Burn, you're basically stuck with Blaze and Acid II, or using equipment like the Torch.

Bio II
Costs: 20 MP, 26 CT
Single Target Magic
Damage Formula: 80 + 2.5 Mnd
Inflicts Poison (15% damage per turn) debuff and Daze (+100% CT) debuff on the target for 3 turns.
Prereqs: Acid, Bio, 2 LP


Likewise, Bio II (definitely not called Bioren) goes for a more indirect way of countering magic with Daze, a really rude status effect on anyone that depends on CT in the slightest. The Hex Magic spells actually make for a pretty comprehensive array of debuffs that's sure to make any two of them great for most situations. For casters, you use Bio and Bio II to make them take longer than ever to cast and to dull the impact of it when they do. For physical enemies, you use Acid and whichever of Acid II or Drain is more effective. And so on, and so forth. It's like a more committal magical version of Swordplay, actually.

Sleep Echo
Costs: 16 MP, 10 CT
Single Target Magic
Inflicts Sleep (skips turn, removed on taking damage, only works once per battle/death) debuff on the target for 2 turns.
Prereqs: Drain, Instability, 2 LP


Same effect as Rogue's Sleep Bomb, now tied to a spell. This makes it a fair bit harder to use than Sleep Bomb in isolation, but remember: Sleep Bomb is like the only move you can actually use from Trickery when you're at high Threat. Sleep Echo has no such restrictions, and Hex Magic also comes with Instability as a great way to bump that duration up to 3 turns. Plus, it's Sleep. It's a strong and rare debuff, why turn your nose up at another source of it even if it's not strictly numerically "optimal"?

Epidemic
Costs: 28 MP, 42 CT
Multi Target Magic
Damage Formula: 150 + 3 Mnd
Inflicts Poison (15% damage per turn) debuff on the target for 3 turns.
Prereqs: Acid II, Bio II, 4 LP


Shaman's "capstone" spell is their only area spell, and it's actually pretty solid damage for the MP cost! Somewhere roughly between Firen and Firena, plus some Poison for the hell of it. Of course, 42 CT isn't anything to sneeze at, and Shaman kinda depends on being able to deal regular hits for Spell Steal lifedrain to handle the Threat they build up. For clearing encounters, Epidemic is awesome, and it's pretty good against bosses that summon smaller fish to fry. Just, again, mind the CT and remember that you're not applying any debuffs except Poison here.

Stone Core
Costs: 20 MP
Self Only Magic
Self-applies Stone Core (-25% physical damage taken) buff for 4 physical hits taken.
Removes Mist Core buff.
Prereqs: Bio II, Safeguard, Sleep Echo, 3 LP


Shaman has two pretty unique self-buffs for defense that stack with the usual Armor Up and Resist Up, which allows for even more options to outlast targets. Sure, with their base HP and Vitality they're not gonna usually survive focused pain anyway, and your job is usually inflicting debuffs rather than saucing up with buffs. What sets the Core spells apart is the fact that they don't run out over time, but rather on a per-hit basis. This makes them a little bit better on faster builds, which might run through the duration of a similar defensive ability faster than it would the four hits you'd get off of a Core spell.

Mist Core
Costs: 20 MP
Self Only Magic
Self-applies Mist Core (-25% magical damage taken) buff for 4 magical hits taken.
Removes Stone Core buff.
Prereqs: Sleep Echo, 3 LP


The catch is that you can only have one, not both, of the Core abilities up at once. So, as usual, figure out what ability the enemy can do that you're most afraid of, and kit up for that first. Additionally, the two Core spells have no CT whatsoever, making them uniquely beneficial off of their raw speed.

Safeguard
Costs: 2 PP
Self Only Magic
Self-applies Armor Up (-35% physical damage taken) buff and Resist Up (-35% magical damage taken) buff when critically injured for 4 turn.
Prereqs: Drain, Instability, 3 LP


This passive is in contention for best possible "critical health" passive available. With Shaman in particular, once you do get dropped to critical health, one Drain later and you're back up to full and still enjoying plenty of defense boost for later attacks, but really anyone who wants some extra insurance from stray hits and won't get instantly pasted by it will find Safeguard an attractive option, if perhaps a little expensive for anyone not already invested in Shaman.
 

Kalir

Do you require aid.
(whatevs)
AEGIS
Bulwark of the Weak


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STATS
  • HP: 7
  • MP: 3
  • Strength: 4
  • Vitality: 10
  • Dexterity: 4
  • Agility: 4
  • Mind: 2
  • Spirit: 8
  • Speed: 1
  • Luck: 4

PROFICIENCIES
  • Weapons: Swords
  • Armor: Shields, Heavy Helmet, Heavy Armor

INNATE PASSIVES
  • White Knight: Automatically Cover allies that are at critical HP.

Aegis is pretty much exactly what you'd expect from the second you grab the Crystal. By far the most defensive tank-focused class in the game, with the best Vitality stat on the market and excellent HP and Spirit to go with it, the Aegis' job on your team is to take hits for your weaker allies, a job they excel at. Instead of Threat manipulation, though, the Aegis uses the ol' standard of Cover mechanics, relying on buffing their own defensive stats and then leaping in front of their allies to take hits. In the likely event the Aegis isn't able to cover everyone at once, they even have some excellent stopgap measures that can bolster their allies in a pinch. Really is one of the most straightforward character archetypes in the game: put an Aegis on your team if you want defense and survivability above all else. Oh, and White Knight allows you to do some REALLY cheesy stuff if you, for example, drop everyone down to critical health just before fighting a tough boss that only has single-target attacks.

Of course, the extreme focus on defense comes with some significant tradeoffs, and as with a lot of classes, there are some you'd expect and accept, and some you don't. In the first category is the stat spread for Aegis, which sacrifices a lot to make those defensive stats shine. Your damage potential basically any way you slice it is gonna suffer, but again, you're here to tank so everyone ELSE can do more damage without danger, right? Unfortunately, there's two stats that are sacrificed and you REALLY don't want to be sacrificed: MP (because the Aegis uses MP for their skills) and Speed (while the lower Speed does let them stretch defensive buffs longer, Aegis is the first class you'll find that uses cooldowns, and slower turns means slower cooldowns). This makes Chivalry a really rough commitment as a moveset. Oh, and the lower offensive stats also means that trying to control enemy hits with Threat, i.e. the usual way you do damage mitigation, is much harder for Aegis than it would be for most other tanks.

The nice thing is that the laser focus on defensive stats, plus the healthy array of useful passives, make Aegis a great pick for literally anyone hoping to stretch their survivability. The two most likely archetypes to flex to Aegis are tanks (Warrior and Monk both love having extra survival and don't need the MP for anything else) and healers (Clerics and Warlocks provide extra MP to work with and are perfectly happy with the Spirit stat Aegis has). But like... anyone can use Aegis levels. It's one of those classes where you probably won't want someone to make it their main job, but which the toolkit is extremely useful for literally anyone to sample.

Cover
Costs: 4 CD
Single Target Ability, No Self-Target
Applies Cover (direct single-target attacks are redirected to the target that applied Cover) buff to the target for 3 turns.
Prereqs: None


It's a Cover move, oh boy! You all very well know the drill with this piece of work: stick it on someone that really, REALLY needs to stay alive to do their job, and rest confident that your own high defensive stats will keep them safe until that job is done. This is our first cooldown (henceforth: CD) ability, and a 4 turn CD is a HARSH one for this ability. You can't even realistically say that your target will only have a single turn of vulnerability where they're not covered, because they're almost certainly faster than your Aegis, so those three turns of buff time will wear off before the Aegis works through the four turns of not being able to reapply Cover. Time your usage of this ability well and make it count, and don't forget that a mainclass Aegis can also use White Knight to apply this particular ability even more judiciously.

Entrench
Costs: 10 MP, 4 CD
Self Only Ability
Adds 2 ticks to all active effects.
Prereqs: 1 LP


Entrench is arguably one of the most broken abilities in the game. Like yeah, on the surface, you can use it to stretch defensive buffs even longer, whether self-applied or given by a buddy, and the Aegis is likely to be a popular candidate for both. And yeah, it has an obvious drawback in that it also applies extra ticks of any debuffs they have too, not to mention the CD. Here's the thing, though: those extra ticks are applied regardless of what makes them tick. Sure, most status effects tick by turn. Some tick by hits taken, or dealt. Some tick as a reaction to a specific occurrence. Entrench gives you two extra ticks of any of those effects no matter what they are. So, for example, say you're a Monk using Focus Energy for the crit buff on your next attack, or a Fencer using Eagle Eye for a guaranteed hit on your next attack. Entrench says it's actually your next 3 attacks. You can see how this quickly becomes ridiculous, yes? Hell, even Aegis can abuse that a bit with the Stalwart passive.

Armor Boost
Costs: 6 MP
Self Only Magic
Applies Armor Boost (+100% Defense) buff for 2 turns.
Prereqs: Cover, 1 LP


As you should know by now, Armor Boost does indeed stack with Armor Up. However, the stacking is a little weird here, because Armor Up flat reduces physical damage taken, while Armor Boost doubles your Defense, which is part of the calculation before Armor Up in determining how much damage you take in the first place, and which can be ignored if the enemy is using a sufficiently evil skill. Actually getting into the formula weeds here isn't something I care to do, and from a practical standpoint Armor Boost is still a thing your Aegis will happily apply to more efficiently facetank any blows headed their way. Just watch for the gotchas of Defense-piercing attacks and Silence since this is technically a spell.

Resist Boost
Costs: 6 MP
Self Only Magic
Applies Resist Boost (+100% Resistance) buff for 2 turns.
Prereqs: Entrench, 1 LP


There's only so many times I can point to a similar-but-distinct ability that serves a similar-but-distinct niche to its sibling and say something interesting about it. But in this case, here goes: this is the stronger of the two abilities for a mainclassed Aegis. Remember, heavy armor favors Defense over Resistance, so you may need to lean on Resist Boost a little more than Armor Boost to weather scary magic attacks. For a caster in light armor having Chivalry on deck for pure survivability, Armor Boost is probably the bigger priority, absent considerations of prereqs.

Magic Break
Costs: 12 MP
Single Target Weapon Skill
Damage Formula: Atk + Atk * 0.5 Str + 0.5 Str
Never misses.
Inflicts Magic Down (-35% magical damage dealt) debuff on the target for 2 turns.
Prereqs: Armor Boost, 2 LP


Yeah for some reason Aegis has the magic counterparts to Warrior's debuffs? They use MP and that sucks out loud because you don't have much to begin with, so Aegis isn't gonna be a reliable debuffer for your team, but the inability to miss is a tiny bit of insurance that's welcome. As mentioned, a mainclass Aegis will struggle more against magical attacks than physical ones with their heavy armor, so at least this isn't without its niche, but the high MP cost for this move really kills it in my book.

Resist Break
Costs: 12 MP
Single Target Weapon Skill
Damage Formula: Atk + Atk * 0.5 Str + 0.5 Str
Never misses.
Inflicts Resist Down (+35% magical damage taken) debuff on the target for 2 turns.
Prereqs: Resist Boost, 2 LP


You've gotta be REALLY desperate for sources of Resist Down to have an Aegis be your primary applier of the status effect. It's the only all-offense move in Chivalry's set, and not only does it, again, cost lots of your limited and valuable MP, Aegis doesn't even have magic attacks to capitalize on this after the attack is made. Still, at the time you get it, your only other source is... what, Frost? I guess it's an option if you're running a team of all mages with an Aegis to cover for them.

Power Wall
Costs: 8 MP
Single Target Magic, No Self-Target
Applies Power Wall (-50% physical damage taken) buff to the target for 1 turn.
Prereqs: Magic Break, 3 LP


The two Wall spells are very much emergency stopgap options for if there's an attack coming through and the Aegis isn't able to cover their target in time for whatever reason. While they're extremely dependent on timing, such that the enemy must be acting before whoever they're targeting, the sharp damage reduction makes for an excellent way to throw them a bone if they're in a questionable middle ground. Hell, sometimes it might be worth throwing this even if they're not in peril just to make sure they start their turn above half health and don't accrue Threat.

Magic Wall
Costs: 8 MP
Single Target Magic, No Self-Target
Applies Magic Wall (-50% magical damage taken) buff to the target for 1 turn.
Prereqs: Resist Break, 3 LP


Again, a mainclassed Aegis might not be willing or able to weather an especially spicy magic attack, so Magic Wall is slightly stronger for a mainclassed Aegis. Again, I'm only gonna have so many things to say about these Luigimode moves, useful though they are.

Crystal Form
Costs: 10 MP, 6 CD
Self Only Ability
Removes all debuffs.
+100% current generated Threat.
Applies Crystal Form (Sets Defense and Resistance to 9999, skips turn) buff for 2 turns.
Prereqs: Power Wall, 3 LP


Remember how I said Aegis has some trouble with pulling Threat owing to their weaker offense? Crystal Form doesn't solve that problem permanently, but it is a last-ditch option to force the enemy to target the user specifically, and to make sure absolutely nothing happens to you for the time it's active. It's also obviously got some usage as a self-wipe of debuffs, especially if you're doing the Chivalry RIGHT and using Entrench to bank points of status effects you really shouldn't be. The heavy CD on this move means that as careful as you were being with Cover? Twice as careful with Crystal Form, and make sure you have enough Threat that you'll at least get SOMETHING done by using this.

Reprisal Aura
Costs: 16 MP
Multi Target Magic
Applies Reprisal (+3 AP when damaged) buff to the target for 2 turns.
Prereqs: Magic Wall, 3 LP


Huh? What? Why is one of Chivalry's two capstone abilities an AP generation option that expects their entire team to get hit? Like, I'm not gonna complain, it's okay AP generation even if it were to just affect the Aegis and it's a good move, but the existence of this move flies completely counter to everything else Chivalry as a moveset and Aegis as a class is about. With everything else, you're expecting the Chivalry user to be the bedrock of the team that sits there and takes hits, and Reprisal Aura instead expects your entire team to have survivability to work with. I guess it's especially strong against area attacks, a notable weakpoint for basically any tank character, but still. Why are you like this.

Natural Tank
Costs: 3 PP
Starts battle with a small amount of Threat for each enemy.
Prereqs: Cover, 2 LP


This is a very comfy passive, y'know? Like, obviously a tank wants to start each fight with enemies looking directly at them, and Aegis in particular has some issues actually earning that threat to begin with so it's great for a mainclassed Aegis. But like... if you're doing your job right, this is kind of spitting into the ocean, y'know? If your build has the PP for it, great, throw this on and keep the other guy looking at you, but for 3 PP this is a bit of a tall ask.

Equip Shield
Costs: 3 PP
Allows you to equip Shields regardless of class proficiencies.
Prereqs: Entrench, 3 LP


Probably the highest-demand proficiency passive in the game. Lots of weapons are exclusively one-handed (off the top of my head, Daggers, Rapiers, Katanas, and Wands) and plenty of characters who use those weapons would love having a big slab of metal in their hand to keep them safe. Shields aren't a complete no-brainer to equip, however: in exchange for the significant Defense boost they tend to offer, they also come with an Evasion penalty, making them less attractive to characters depending on a high Agility score to simply avoid physical attacks outright. Still, rare shields tend to have really nice statboosts that more than outweigh the indicated Evasion penalty, so any character that has room for this in their build and uses a one-handed weapon will usually happily equip it.

Stalwart
Costs: 1 PP
Self-applies Stalwart (Survive a killing blow with 1 HP if hit at full health) buff for 1 lethal attack.
Prereqs: Armor Boost, Equip Shield, 2 LP


Not at all useful for a mainclassed Aegis; if they're trying to take hits that can oneshot them from full, you're trying to fight stuff too high over your head in level. No, the real benefactors of Stalwart are characters who have no real threshold between alive and dead. This becomes a bit more significant later on, as enemies start to get really spicy with their attacks and damage-focused characters start running the risk of death if not covered by tanks properly. Like, let's be real: Mind Stance isn't gonna save your Wizard from a boss hammerblow, but Stalwart might.

Stance Tank
Costs: 3 PP
Regain 20% HP on stance change.
Prereqs: Natural Tank, Resist Boost, 2 LP


Aegis doesn't use stances, but lots of classes do, and lots of classes would REALLY like that kind of free survivability. Warrior is the standout favorite for wanting Stance Tank as a passive given their sorely lacking self-sustain for their role, but Fencer can also make some use of it, and you better believe we've more classes to see that toggle stances every so often and have much to gain from a free 20% heal each time they do. This is one I feel very happy spending the 3 PP on in pretty much any build that works with stances.
 
Last edited:

Mogri

Round and round I go
(he)
Staff member
Moderator
My first reaction was oh yeah, I like Aegis, but then I read the write-up and realized I was thinking Valkyrie. Valkyrie dares to ask, what if a defensive class was good?
 

Kalir

Do you require aid.
(whatevs)
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One change-up to the roster to start: it's time for Frieren to get her first class change, this one to Shaman.

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Here's her new equipment set. The Torch is an especially nice pick because it means she doesn't have to use Blaze to stick Burn on the enemy, but other than that this is extremely business as usual.

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Anyway, on to Skumparadise as a region. If you're curious, falling off the sides to learn what the glowing stuff down there is will tell you that it's magma. Magma works exactly like water does, but without allowing for the single block depth.

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The gimmick for this area is that you can use the mushrooms here as NPC platforms to get to specific areas, and are encouraged to do so to avoid the fights here. The flames here have no jump height, so just standing on a mushroom will keep you safe.

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Needless to say, the mushrooms also move around, so they can frequently ferry you past danger if used well.

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Do you believe in telegraphs?

This goes to Frieren, replacing the Bracer that is no longer of any real use to her build at the moment.

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For the sake of being thorough, I drop down to fight some of the equally-fungal enemies here.

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The trick to the enemies here is that they all have the ability Shroomy Gaze. With the defiant glare of that which cannot be killed in a way that matters, Shroomy Gaze deals a fixed 150 damage and is a free action, so these guys can then chain it into another attack. It's a far more effective statcheck than the Knight at the entrance, but remember, Skumparadise is designed such that you can try to avoid the encounters as a whole rather than fighting them.

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The combo of Shroomy Gaze with a regular attack can easily deal around 250 damage to an unprepared character, so exercise caution.

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I'd call that level well-earned.

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You can and should use the lampposts both on the course and on the wall to find cheeky ways to progress. Frequently, they'll lead to treasure!

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Yeah no this is a warning, and a dire one at that. This goes to Meena, since she and Frieren are the ones who could clear the status effect on the other two.

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This particular segment is a minipuzzle where you have to get the leftmost mushroom to progress all the way. Mushrooms don't move unless stepped on, so you have to basically tap each one to get out of the way as you do.

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Careful with the last one, it's very unrestrained.

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Next up is this area, where the mushrooms will basically try to navigate a groundbound maze. If you don't mind fighting, you can completely ignore them.

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They follow a simple movement pattern each time you step on them: one of east or west, then south, then whichever of east or west they didn't go previously, then south again, rinse and repeat.

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The second one has a slight issue that makes following it by just hopping on it to reset movement each time tricky. I'm sure you can see what it is, right?

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Perhaps, if you time your jump right, you can avoid it. I did not.

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I also didn't heal up between fights. Ha ha!!! Darn.

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Oh that's very expensive for Monk Meena. This is the price I pay for my sloppiness!

Oh, and check out that Meena got a bit of healing, too! Inner Warmth is great.

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Anyway, same deal here. If you follow the mushroom to the end of its route, you'll get trapped in a fight. You have to find a way to navigate to the left exit safely.

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What you're supposed to do is use the blocks on the ground to fence off the flame there and completely ignore the mushroom, since it won't be smart enough to path around them. I did not do this. I am doomed.

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Didn't heal up again, but I DID get an encounter with a new source of Monster Magic! C'mere, you!

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Aw.

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And there's our new spell!

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Atmoshear applies Confusion to everyone on the enemy team, and as usual, you can check the blurb on Scholar on the first page for the deets. We're... probably not gonna use it, but it's also the only Monster Magic to be found in Skumparadise.

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Anyway, if you're using area moves, Confusion doesn't actually impede you in the slightest.

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Single target moves, like, say, the bulk of your healing or tanking measures this early in the game, are considerably more likely to fail with Confusion up.

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Sun Bath is so slow! Aaaaagh!

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I could Run Away here, and it wouldn't be a terrible idea. Just hop back to the Home Point we planted at the entrance to Skumparadise, run outside to the tent, and come back later. But I want to test something.

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Got close though!

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Meh. I'll live.

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More importantly, we kept Atmoshear and there's no other Monster Magic to find in Skumparadise!

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Which means back to the REAL class for GUTS. I briefly considered going Aegis or Fencer, but honestly... nah. Warrior is where it's at. Not that Aegis or Fencer would be bad ideas, but they'd commit in directions I don't exactly want to build GUTS for right now.

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That's the stuff. Monster Magic isn't a terrible kit option for Warrior early on, especially since moves like Barrier and Regenerate are pretty stat-independent, and Infusion in particular is excellent for a tank. The Plate of Wolf will come in very handy down here with all the fixed damage, thanks to its heavy max HP bonus.

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The monsters did respawn, but again, Skumparadise is about avoiding encounters, so that's hardly an issue.

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But yeah. Do this for this particular area, and you won't get into any trouble.

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The platforming starts getting a little trickier from here on out, but nothing a seasoned adventurer like myself can't handle (and nothing you can't disregard if you'd prefer to just dunk on some Shroomers).

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Start the mushroom off near the ledge here, then run over to meet it.

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Your time window is very generous.

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This baby can handle temperatures of up to 9000 degrees!

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Avoiding fights here is simple enough, just hop to the mushrooms along the south.

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Oh, and since I know you were going to ask about it: there's nothing in this empty nook. Sorry.

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Climb time.

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From here, the platforming shifts to the style we sampled on Yamagawa, almost entirely 2D.

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Still gotta use mushrooms to get around, but only a little.

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The exit to Skumparadise is by that chest.

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Wait I know the trick here. Jump back out to the wall and they can't reach you.

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There's a few goodies we can access over yonder.

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First, let's grab that chest we saw.

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Hmmm, tight caverns just like at the start.

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And as soon as we reach this we can see more paths.

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Coming to the start of the second tunnel rewards us with this nice piece of kit.

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More offense-oriented than Help the Prince. We equip it to GUTS like good people.

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For this box, we gotta worm on up through here. There's hidden points behind the pillars where you can climb up.

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You can either use the bumpers to rotate the camera angle to see, or just mash your head into every ceiling until you find one that isn't there, old school style.

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It's the Gem Ring but better! Werdna takes it.

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Back to the progress tunnels. You'll have a camera shift every time you reach a tunnel with an opening above you, so don't fret too much about where to jump.

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That's our goal right up there. If we were to veer west, we could find a one-way shortcut that drops us at the start of the Trial Caves, which can be convenient if you set your Home Point here first and annoying as hell if you haven't.

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We're done with Skumparadise in practice, though.

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All that remains is the boss of the Trial Caves.


Parasite's got more than a few tricks above the previous bosses we've fought. It's capable of summoning Funks as backup, it has Atmoshear to screw with our support options, and it can even inflict Sleep, albeit not guaranteed, with Spore. This is the first, but not the only, boss fight where area attacks are especially valuable, and fortunately we have Werdna with Firen and Meena with Earth Split to handle that pretty efficiently. Area attacks are also a great way to get around the whole Confusion thing: don't need to worry about aiming at the wrong target if you hit all of 'em! Confusion becomes much harder to handle if you're dealing with it defensively though, since it makes your healing options much harder to land where they need to. Multitarget healing still works, but this current party (and most parties) only has Sun Bath for that which is strangled by the CT. The next best thing is Remedy, since that both heals and cures the status effect the target has, be it Sleep or Confusion. Speaking of Sleep, it's actually not a huge deal for this fight! It's only a 65% infliction chance, and you can enter the fight with as many as two Awake Rings. Since both Frieren and Meena can clear the status on anyone, they got them. Not an especially fancy fight on the whole, but it's where Crystal Project really starts showing its teeth with boss fights, and they're only gonna get spicier from here.

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No Crystals this time, we got that at the start of the Trial Caves. But hey, free cash.

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GUTS gets Armor Break, Werdna gets Sleep Bomb, Frieren gets Acid, and APPARENTLY I completely forgot this whole time that I had Focus Energy on Meena? Why would I do that to myself?

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Dang, they beat us to it. Oh well, not like it's an actual race, I did my time in Crosscode, thanks.

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<Astley> Maybe you'll be able to find what you're looking for in the Land of Sequoia after all!
<Reid> Yeah, not bad. Keep it up.
<Chloe> Good work, friend. Let's catch birds together, soon.
<Reid> I'd say it's about time you really start thinking hard about what that thing is. That thing you're here to find. The start of a new beginning? The making of new friends? ...The passage of time?
<Astley> Pfft, that stoic talk doesn't suit you. Besides, can't you see they're here for the same thing we are? Adventure!
<Reid> Hey! You told me you were here because you wanted to make a real difference!
<Astley> Haha whatever, same thing. Well, we're past the trial and into the real world now so I guess it's time to get serious. Do you know where you'll go from here?

Dogg I'll be real I played the demo and just thought this was fun and now here I am LPing it after at least three playthroughs.

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Anyway, the other party heads off, but Talon lags behind a bit.

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What, clearing the Trial Caves? Of course not. No, if I wanted to let things go to my head, I would've sequence broken out of the Spawning Meadows and scrapped my way to a far off town.

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Okay later.

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Yeah, just to really drive it home, everything we've done so far? Consisting of like... at least five updates? This is the very start of the game. We are still setting out proper. The demo isn't even over yet if you're playing that.

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Up the stairs out we go. The lamps don't lead to secret treasures this time.

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I even checked, all I got was a low ceiling to the face.

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The Capital Courtyard, huh? Well, I can see a clear route for climbing to the left, so let's do that.

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I can hear birdsong.

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That explains it.

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Not a lot in the Capital Courtyard.

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And these doors are locked. So that's something we need to look for at some point.

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Oh well. Clearly we need to go up the stairs to the real area.

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Chloe is already enjoying her new fishing spot.

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And here we are, the hub of civilization at the heart of Sequoia! There's a lot to do here, so let's take it a bit at a time.

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City Guard said:
Oh, and don't cause any trouble!

The small camps and Nan's lodge we've seen prior to this point are all baby stuff compared to this metropolis. Loads of vendors, some unique services, and more than a couple friendly faces to chat with all reside here.

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City Guard said:
Don't cause any double trouble.

And a fair few dumb jokes, of course.

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If you got your shots you shouldn't have any trouble. Now outta my way, shorty!

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Cool, we can go fishing now! That'd require backtracking to the Fish Hatchery though, and that's so far away...

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This establishment right here is where the mechanics of the game will be explained in pretty thorough depth. Outside of staring directly at the code, every question you'd have about what this or that bonus does is answered in here.

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Most of this is stuff I've already covered in length, but I'll still use this post for some grouping up of mechanical details.

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Threat is already pretty well-established by now: it's aggro. When you damage an enemy, you gain Threat for that enemy equal to damage dealt. Healing earns Threat if you heal the top Threat of an enemy, and being below half health builds some Threat roughly equivalent to missing HP. You also shed some of your Threat at the start of each turn, and since this decay is percentile, tanks have to work extra hard to maintain high Threat levels.

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Everyone starts a fight at 0 AP (Adrenaline Points) and has a cap of 30, whether monster or player character. You get 6 AP at the start of your turn, when PHYSICALLY damaged, and when you make a basic attack. Some abilities, like Focus Energy and Adrenaline, can get AP as well.

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There are eleven types of weapons in the game, roughly grouped into three subsets. Swords, axes, daggers and rapiers are martial/common weapons. Katanas, spears, scythes and bows are "exotic" weapons that are rarer, more expensive, and less common to find compatibility for. Staffs, wands and books are caster-oriented weapons with generally lower Attack. Daggers, rapiers, katanas, and wands are always one-handed, spears, scythes, bows, staffs and books are always two-handed, and everything else can be either one or two-handed. Each one has their own little quirks, save for the gold standard of swords: axes have Variance, daggers have crit damage, rapiers have crit chance, katanas have AP gain/elemental typing/counter ignore, spears have Defense, scythes have Defense/Resist Piercing, bows have higher power but an Accuracy penalty, staffs have Spirit, wands have Mind, and books have Max MP. While individual weapons may have unique properties or even diverge from the expected statline of their family, every weapon type has a playstyle it supports.

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Turn Time is what determines how fast characters act, and is reduced by the character's Speed stat. Every aut, TT for all participants ticks down by 1, and when it hits 0, that participant gets to act. Some status effects, like Slow or Haste, can modify how much TT any given turn gains. On the first turn of most fights, monsters have more TT and players have fewer, to prevent blindsides. CT, or Charge Time, adds the listed number to your TT between selecting a move and that move's activation.

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All eight of the non HP/MP stats give bonuses outside of influencing ability scalars. Strength and Mind increase Defense and Resist Pierce respectively. Vitality and Spirit increase Defense and Resistance respectively, with Vitality also reducing damage over time effects and Spirit improving regen effects. Dexterity improves crit chance and damage. Agility improves both Accuracy and Evasion. Speed is covered above. Luck is complex, but generally actualizes the Gambler's Fallacy in your favor, improving the odds of any random chance element (Variance, dodging, crits, status applications) with a greater effect if you've had bad rolls before.

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Poison, Burn, Bleed and all other forms of damage over time are percentile, but the higher an enemy's level, the more resistance they have to the effect. In short, expect the tick from damage over time to be roughly equivalent to a basic attack from a competent damage dealer. Vitality, as ever, plays a role in the damage taken, reducing it further.

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Percentage bonuses from gear/passives are additive, but any effect that says in text "more" or "less" is multiplicative. So, for example, something that said "Deal 20% more crit damage" would multiply your base crit damage, while a +50% crit damage bonus would just staple on to it, with the two stacking to make a +60% damage increase. Bonuses are applied in the order of flat bonuses first, then additive, then multiplicative.

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Most of this I've already covered and it's not worth repeating, but there are a few new bits here.

The Favorites menu is a shortcut to accessing certain consumables and/or tools without needing to futz with menus forever. You start out with Tonics as your only favorited item, and you can pull up the menu with Y on whatever controller I'm using. Having some items be a single button press away gets very convenient, with the Home Point Stone being a popular choice, but I have other plans for this.

Flames require you to not only leave the area (or die) to respawn, but also to get physically far away enough from their spawning range. The broad result here is that as long as you stick to one region, you shouldn't expect flames to come back. Boss flames never respawn.

The first few LP you get for each class comes significantly faster than others. This is "accelerated" LP. It's meant to get you a fundamental toolkit for the class without leaving you at reduced functionality for an extended period of time every time you get a new toy.

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Fun fact: one of the mods for Crystal Project "modernizes" the vocab of the Capital Sequoia kids. I'm sure you can see why, and I should hope the mod is regularly updated.

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Yeet is eternal though.

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Candy's actually pretty excellent for a consumable since it's percentile, but that usefulness is held back by the low carry amount.

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No.

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The different gear shops are divided by the groupings listed above. So in this store, we'd get...

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Light armor of all flavors, plus staffs, wands, and books at the other vendor.

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There's also some treasure in the back alleys, but I don't see a good route there yet. It's still very early in our exploration here, give it time.

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You don't say. She only sells stew, not the cocoa.

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Capital Sequoia actually has two inns, relatively evenly spaced across the capital and both with a charming red door to indicate that it's an inn. That's nice!

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But seriously, don't just assume this place is a shop hive. There is offroading and exploring to do even in the capital, and I'll make the most of it.

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Rogue Hideout? I have a Rogue! Lemme in!

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Hey, remember the Master Scholar back on Yamagawa? Capital Sequoia has masters for the six starting classes here, although all pretty out-of-the-way and requiring some clever platforming to reach. The Rogue Hideout is, ironically, one of the easier ones to find.

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Also found in Capital Sequoia are the Craftwork bits of gear. There's one for every kind of weapon and armor, and it is strongly recommended to collect all of them for reasons that will rapidly become apparent. Statwise, the Craftwork Dagger isn't much stronger than Werdna's current Poisonkiss, but Poisonkiss also has, y'know, Poison on it, so we just have it for now and aren't using it.

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Hard agree.

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Let's see what else we can find!

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Yo penguins?

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Oh no they're lost!

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We'll have to find their owner. Should also be in the capital.

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Wheeeeeeee

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Oh, just a concussed child. But yeah, chimneys are a fun way to find other secrets.

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Another penguin atop this completely ignorable market stall.

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From there, we can climb up and get another penguin. We could drop down to the back alley, but I'm gonna save the alleys for a later update, there's still a lot to see and this update's getting chunky.

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There's Astley. We'll talk to her later.

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Falling down this chimney leads to another floor of the Know-It-All Ducks school.

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These concepts aren't super advanced, and honestly most of them cover stuff I've already covered. About the only thing worth highlighting is that physical stats like Accuracy, Evasion, crit chance and damage all apply only to physical attacks, not spells. If a spell has any of those properties, it will A: list them on the spell description, and 2: not use the according physical properties in the slightest. So no matter how high your Dexterity is or how sharp your dagger is, they don't affect a spell's crit chance or damage.

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Across from them is a... withered looking place.

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Sam the Sadist said:
Do you need my help? Do you NEED ME TO... hurt you a little?

Sam the Sadist here offers a very... specialized service. For the low price of free, he can drop your entire team to critical HP. If you're relying on the White Knight innate of the Aegis, this can be a great way to set up for certain boss fights.

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Like so!

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Sam the Sadist said:
Digested Heads... If you find three of them, bring me them.

I would, but we only got the two now. And as easy as they were to find, the third one is gonna be a WAYS off.

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Anyway we all saw that Wizard up there let's go visit.

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Two of six found here.

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All the Master locations except Scholar for some reason have a special title. It's kinda cute.

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My book now.

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Again, avoiding the alleys for the moment. They're not super dangerous or anything, I'm just keeping myself from doing all of the Capital in one update.

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Boy do they. Common weapons and rare weapons alike are sold here, not that we have much need for either. Our current equipment selection is great.

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One curious omission, though: the Exotic Weapons Shop doesn't sell katanas. Not that we have any way of wielding them this early, so it's not a huge deal, but a randomizer run that started with an early katana user might find that class a bit of a problem early on.

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I'm skipping over most of the inventory not because it's stuff we've already seen (it isn't) but because most of it is too expensive and not interesting enough to dive into.

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The two most interesting pieces of kit here are the Samurai's Glove and the Prayer Beads. Samurai's Glove imparts Katana proficiency on the wearer, which isn't useful to us right now for the above reason, and the Prayer Beads amplify healing by 15%. That's one of the few +healing bonuses we've seen, so that's neat enough to bookmark, if perhaps not buy since we're doing fine on healing right now.

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Before I forget, I really do need to heal, so.

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Another Craftwork for the pile. Could technically compete with the Bone Smasher if I wanted Spirit over Attack right now, which I don't.

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Tourist said:
I'm gonna go check out the Rolling Quintar Fields to the east. I've never seen a real, live Quintar before!

A sound idea for a first time visitor. The Rolling Quintar Fields are the next expected area in the progression (although by no means required) and where I'll likely go for the next update absent any other suggestions.

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REFUEL MY BLOOD

This price is a bit much, and if I really wanted to I could leap from the Capital Courtyard down to the Proving Meadows and sleep at the tent there for the same effects, then Home Point Stone myself back up here. This is the price I pay for expediency.

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What are ya doin back there ya little scamp?

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Consumables vendor, yay!

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In addition to the fundamentals, he also sells Scrolls, which telegraphs another new class in the future, namely Ninjas. While we could stock up now, 2 silver a pop is a pretty expensive asking price for an unusable consumable.

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Heavy and medium armors sold here, as well as shields.

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City Guard said:
It's dangerous outside this gate. You have to have collected at least 5 crystals before I'll let you exit the city from here.

We could sequence break past this guy pretty easily were we so inclined. I'm not gonna right now, but we COULD. Almost all "you must have this many crystals to ride" checkpoints can be bypassed if you're cool enough.

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I'm sure you might be able to at least partially guess at how for now.

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So that side of things was the Market District. Now we're going to the Bulletin District.

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Matilda said:
I wonder how long it'll be before enough people get pissed off and try to take him out.

Don't ask me, I literally just got here. Too noob for politics.

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The Training Grounds here are basically a way to measure how well your burst damage builds are doing.

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Marsel said:
That's why I only ever level up as fast Classes!

True enough. Any bit of kit that reduces TT or CT, or improves Speed, is rare and valuable, with one particularly notable piece of kit being extremely valuable long after where you acquire it for just that reason. Anyway spoilers Ninjas are fast. Wow.

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Before I fight the dummy, I'm gonna do some parkour.

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There's our first katana. Again, incredibly strong on a randomizer run that really needs one of them to function. Pretty useless to the team now; at most, GUTS could equip it with the Samurai's Glove for...

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A pretty minor offense boost and some better AP generation. Plus hardcoding his physical attacks to Fire, which can... kinda be useful sometimes.

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Anyway, the dummies can't attack, full heal every turn, and telegraph their expected level when you fight them.

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Now that we're out of the Delende baby demo zone, expect new tunes for all fights.

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Well that was easy.

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The first time you beat a dummy, the next one in the sequence spawns in, ten levels higher. The level cap is 60, so that's how many we can expect to have here. Maybe we get a secret prize if we beat them all.

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More rooftop clambering leads us to another master!

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Cool cool awesome awesome cool thanks.

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(monk chamber monk chamber monk chamber)

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There is so much I could explore I'm kinda at a loss. Why is the hub city so explorable? Why is this game so awesome?

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CHIMNY.

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HELLO HI HOW ARE YOU

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<Receptionist> Everything okay in there?
<Gender Changer> No worries, dear friend! False alarm! Please resume work!
<Receptionist> Right-o!

Guess they gotta be sure J. K. Rowling doesn't try to climb in and ramble at them. Fair enough.

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Anyway, this couple here can change your gender for a frankly terrifying cost of 50 silver. As you can see, it DOES have some slight bearing on your stats, albeit hardly enough of one to matter, and not nearly enough of one to pigeonhole any given gender of character to a specific role. If you're THAT concerned about minute stat efficiency, the option is there, but if you ask me 50 silver is way too much for that. Five silver would be plenty. At least once you've paid for a specific character to trans their gender, repeat changes for that character are free.

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This building also handles growth changes!

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Remember how I said stats for each character determine both growths and modifiers? This is what I mean by the growths. Every level you get can be reduced here and then freely reallocated to any other class you have unlocked, at a pretty reasonable price. As with the gender change up above, going back to any level configs you've had on that character before are free, and none of this tampers with your learned abilities or LP in any way. This makes for an excellent way to finetune stat growth for your characters to fit the role they're here for. Here, for example, you can see a hypothetical GUTS that began the game with his three Scholar levels, then immediately changed over to Fencer and spent the rest of the game there, modified by his current, "newly chosen" Warrior class. Not too different from before, just a little faster and frailer, and slightly better at casting. I'm probably not gonna screw with this too much, but this is one of the best respec systems I've seen in many a title.

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If you're short on cash and long on patience, you can even level down here for free, and then go out and earn levels the old fashioned way. Could be fun if you're up against a boss you're clearly overleveled for and want to experience on par.

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Little buddy.

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The level of quality and price between this and the other inn is equal. Use whichever is closer to your entry point.

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Instead of a Craftwork item, this inn has a penguin.

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Astley said:
How can they expect people to have proper adventures without being able to afford a Quintar Pass? I'm outta here.

What's a Quintar Pass? I'm pretty sure I can just go into the Rolling Quintar Fields, don't need a pass for that.

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Whatever they are, Astley doesn't tell us, just storms off.

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Let's read the notices for ourselves.

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Dang it's like whoever wrote this custom tailored it to hating the writer. That's commendable.

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Okay, so with the old rule, we could get a Quintar Pass immediately after entering the Trial Caves. But now we have to go find three other crystals somewhere around here, huh? I will admit I can think of at least three directions we can go from here, but that's still a tall ask.

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Speaking of steep crystal requirements...

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Bouncer said:
Do not return until you have discovered at least six Crystals.

This is one of the few crystal requirement checkpoints you can't sequence break somehow. The Quintar Pass, though, that's a different story.

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Next up is this place!

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The Blacksmith is extremely important for any explorers for two reasons. The first, obviously, is that it's where you can upgrade some of your weapons and armor.

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The second is that they only upgrade the Craftwork items. Each weapon or armor requires three bits of Silver, whether Ore, Ingots, or Dust. The Craftwork gear and their upgraded variants are one of the cheapest ways to get your gear to a "standard" level for the point where they can be accessed. This strongly incentivizes climbing all over Capital Sequoia, as well as grabbing as much silver as you can find afield. Later on, we'll unlock other upgrade levels, of course.

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This is the most important store of all.

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Damn, was hoping they had Draft Shaft Conduit. Maybe I missed that one somewhere in Seaside Cliffs. Whatever, that area's done and we can find it later. For now, I grab the maps for Skumparadise, Capital Courtyard, and Capital Sequoia. The other areas will be added to our list of spots to explore. Note the price differences: some of them are much more intended as your next destinations than others.

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The Archivist can, for a price, fill out the bestiary entry for any enemy you've discovered (including steals and drops if you missed them) or highlight where you can find a specific entry you haven't seen yet. Are you a completionist? Great, he's helpful! I'm not a completionist.

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That's nice.

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Morii said:
Also, sometimes you might wish you could be learning Monster Magic even while you're not a Scholar. Perhaps this could come in handy?

Is it an accessory that grants the Learning passive?

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Sure is! GUTS will be wearing this until and if he gets Learning from Scholar the usual way.

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Yes I have.

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This guy can trade up any map scraps we find, given enough of them, to make maps for areas like the Underpass.

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We won't be doing this for a while.

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The Rolling Quintar Fields are right this way. Could buy the map for 'em, but I'll wait until next update to see if that's where we're going.

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Yeah yeah penguin pen whatever THERE'S AN ITEMANCER CLASS HOOOOOAGH. Slamming this right onto the to do list.

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Oh there's also Beastmaster that's cool I guess.

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It's not a penguin so I consider this justified.

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Penguin Keeper said:
...Oh wow! Look! Those are some of my penguins! You've found them for me!

Thanks for finding some of my penguins! Please accept this token of my appreciation.

You're so nice! I have a handful of my penguins back! Please accept this reward.

Because we'd found as many as seven penguins, we get two rewards. The first is a Decent Cod, which as established is a pretty good healing consumable.

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The second is this vicious piece of work. Prodder is an extremely strong spear this early on for anyone that can use it, and GUTS happily accepts it. Usually, spears don't pack the defense of using a shield with another weapon, but this one's stronk enough to make up for the shield loss here. Plus, Speed on gear and some MP drain! This is a good damn weapon!

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So we did! There are still a fair few more around the Capital to find, of course, but this is a good start.

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This Hunter is running around the edge of the hedge maze up here.

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Leave it to me I got this.

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This looks like the site of a mechanic for growing things that I lack the resources and patience to engage with right now.

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Well would you look at that.

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Anyway, the hedge maze isn't actually solvable, and that's by design: at the "end" of it is Castle Sequoia, which we will not be dealing with for a long time. But we can still fight the enemies inside and loot the treasures.

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I'm so glad I have the Learner's Pin now.

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Like the Indecent Dweller before it, the Improper Imp is a dick joke that's also an avenue for getting one of the more niche Monster Magic spells.

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In its case, it's the spell Insult, aka Magic Taunt. Absolutely no reason for GUTS to use it, but some builds might like it. For the record, Threat doesn't do anything for enemies: we retain our ability to freely target.

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More Craftwork stuff! Nowhere near useful compared to Prodder, but hey, more spears good.

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Yeah that's fair.

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Got ourselves another immunity bit here, this one for Poison. It also grants some Agility, which is nice.

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The Improper Imps notably have very high Evasion, so guaranteed accuracy moves like Feathercut, Thunder Chop or spells are the way to go here.

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This ought to be the last of these things.

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Filling out the collection real nice.

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Frieren works on her Shaman moveset some more, grabbing Instability. I also got Pocket Sand as a new passive for Werdna, not that he's going to need it for some time.

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Girl said:
You're pretty chill. You wanna join the secret boomer society? I'll give you the password. It's overalls.

Thanks? I have no idea what this "secret boomer society" is and frankly I think I want to dismantle it just by hearing it but thanks.

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I swear we're nearly done.

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This is arguably the most important place to visit in all of Capital Sequoia. (Very arguably, this place has a lot of value.)

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See, this is Gaea Shrine, and Shrines in Crystal Project serve one extremely important service in this game...

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FAST TRAVEL!!!

Almost every Shrine in the game has an attendant who will sell you either Shards or Stones depending on your budget. Both warp you back to the Shrine in question, although Stones are the higher priority as they're reusable. They're another popular option for the favorites menu, and any serious explorer will make a point of getting these stones as soon as possible. This frees up our Home Point to go to all sorts of places now, with the Gaea Stone on deck letting us bounce back to civilization at will.

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Gaea Shrine also offers four free samples if you're unwilling or unable to shell out for a Gaea Stone.

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One last place to explore, but here's the map of Capital Sequoia for now. Two of the three stamps I've placed indicate where the class masters we've found are, I just got the Wizard completely wrong.

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Finally, the Deity of Wind makes their home behind Gaea Shrine. Another point for our future Summoner to check out, once we find that class. The level is no less intimidating.

But wow that's a lot of stuff to check out! From here, as mentioned, I'll probably go explore Rolling Quintar Fields next, but one could also try to sneak past the west guard, or explore the back alleys for even more treasure. If I put all the stuff you could do in Capital Sequoia in one post we'd be here all day.

TO DO:
  • Build the perfect starting team.
  • Explore Spawning Meadows.
    • Prove the existence of black squirrels.
    • Try to find another route out of Spawning Meadows.
  • Explore Delende.
    • Cross the bridge to the Proving Meadows.
    • Explore the Fish Hatchery.
    • Explore the Pale Grotto.
      • Defeat Guardian.
      • Find the Slate Crystal.
      • Find the Fencer class.
    • Explore the Soiled Den.
      • Defeat Bone Thief.
      • Trade an Earth Bangle to Huntie.
    • Explore the Basement of the Cabin on the Cliff.
      • Defeat Gran.
    • Find the dogs' bones.
  • Explore Seaside Cliffs.
    • Trade 13 Clamshells to Manana Man.
    • Find a rare monster that drops an Earth Bangle.
    • Explore Draft Shaft Conduit.
      • Defeat Canal Beast.
      • Find the Violet Crystal.
      • Find the Shaman class.
  • Explore Proving Meadows.
    • Find three crystals.
    • Defeat Knight.
    • Explore the Trial Caves.
      • Find the Yellow Crystal.
      • Find the Aegis class.
      • Explore Skumparadise.
        • Defeat Parasite.
  • Explore Yamagawa M.A.
    • Defeat Sepulchra.
    • Find the Aquamarine Crystal.
    • Find the Scholar class.
      • Find every Monster Magic spell.
      • Prove our skill to the Master Scholar.
  • Explore the Capital Courtyard.
    • Find the Courtyard Key.
  • Explore Capital Sequoia.
    • Find all the penguins.
    • Find all the Craftwork gear.
    • Obtain the Gaea Stone.
    • Clear the hedge maze of Improper Imps.
    • Find a way past the hedge maze.
    • Enter the Luxury shop.
    • Get past the guard on the west gate.
    • Defeat all the training dummies.
    • Find three Digested Heads for Sam the Sadist.
    • Prove our skill to the Master Monk.
    • Prove our skill to the Master Rogue.
    • Prove our skill to the Master Wizard.
  • Explore the Rolling Quintar Fields.
  • Explore the Underpass.
    • Find enough Underpass Scraps for a map.
  • Find the Summoner class.
    • Challenge the Deity of Fire.
    • Challenge the Deity of Wind.
  • Find the Mimic class.
  • Find the Hunter class.
  • Find the Dervish class.
  • Find the Ninja class.
  • Find the Chemist class.
  • Find the Beastmaster class.
 

Kalir

Do you require aid.
(whatevs)
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Okay, now that I've let some time pass, my plan here is to check out the back alleys a bit, then go to the Rolling Quintar Fields for this update.

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Unsurprisingly, there's even more Craftwork items to be found back here.

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You can also find people here or there, and there's some tunnels that take you further below Capital Sequoia, so that's another avenue of exploration.

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This otherwise unremarkable dude is actually extremely important for his selection of goods.

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Because this guy runs the Lost & Found!

The Lost & Found is this game's answer to any source of "missable" items, with a particular focus on steals you didn't get from one-time enemies and items you've sold back to vendors. That Ink Stick there was the steal we missed from Canal Beast, for example.

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I pick up the Ink Stick and the two pouches, but I do want to highlight this curious thing. Get seeds, take them to the Capital Gardener, stuff happens! What stuff? You'll just have to wait and see (or play the game for yourself play this game do it do it do it).

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That was the easy alleyway to access. The one on the lower level of Capital Sequoia takes a bit more doing.

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As you can see, all the entrances are fenced off from this side, although built such that you can climb over them as one-way roads.

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Oh, right, forgot this was hiding out in the rafters of the magic shop. Not that we're using any major Scythe classes right now, but hey, I like having it.

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For that alley, we're gonna need to do a bit of the ol' Parkour.

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Unfortunately, the town entrance here makes crossing over to the other rampart impossible, but this wasn't a waste of a detour. We can actually see some land below us in the moat! Maybe we can explore there later.

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There we go, what all is down here...

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Yo if you two don't want a craftwork rapier I'll have it.

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Brhuntilda said:
...Hey! We'd appreciate a little privacy!!!

Ah, they have other priorities right now. Fair enough.

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Well, if that makes you happy. Now scooch, I want to explore the creepy alley dungeon.

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Oh would you look at that, we've found Jojo Sewers. This area stretches under Capital Sequoia in multiple directions, and while it's worth exploring, I'm not gonna stick around for long, don't want to get sidetracked from Rolling Quintar Fields. I will say that on my first playthrough, I DID explore this area first, and I found it extremely satisfying, so we will be back here later, just not right now.

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But hey, cool loot literally right here, I'm taking it.

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No Resistance on headgear hurts, but we'll live. GUTS, wear this.

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One last thing before Rolling Quintar Fields. Let's try this out.

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Oh it takes us to the UPPER FLOOR. That's very good and strong knowledge to have.

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This gives us an excellent route for even more exploring of Capital Sequoia from high up!

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From here, we can trivially explore the western area blocked off by the guard, and then some. Again, not doing that now, Rolling Quintar Fields comes first... second... next.

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Just to really drive it home. Guard can't stop you if you believe in yourself.

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Oh, and while we're here...

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Another class master location!

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Let's extricate this penguin from your plants before any more damage is done.

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Oh hey, our first bow! Bows, as I'm sure I've mentioned before, are very strong two-handed weapons, but they come with an Accuracy penalty. This, naturally, makes them very powerful in the hands of characters with high Agility, like Fencers... oh wait, yeah, Fencers are incompatible with Bows. But like... from a statline perspective, y'know?

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And this.

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Taking a second to grab new maps and we're good to go!

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Big open greenery, here we come!

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Harper said:
Some hardcore guy named Talon told me that. It might not come in handy in an area like this one, but he said there's a cliff around here where you really need to keep it in mind.

Hm... going off of the other maps we could buy, I'm willing to bet that area is Cobblestone Crag. We'll have to tread lightly if we end up there, then.

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That's a later problem. Right now, we gotta find out what the hell a Quintar is!

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Oh! Birdosaurs!

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Now everything makes sense.

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This NPC is so tremendously gatekeepy that he has no actual advice for you, so it falls to me to actually answer the posed questions. Quintars are the birdosaurs in the pen, and just like a similar birdosaur with a similar call you might be thinking of, they are renowned for their overland speed. A Quintar's leap, while lower than that of us trusty bipeds, can even clear a four-tile-wide gap at max speed! Of course, without a Quintar Pass, we can't ride any, so this remains a curiosity for us now, and we will simply have to traverse the Rolling Quintar Fields on foot.

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Astley said the prereq for a Quintar Pass has gone up from 4 to 7 crystals, and presumably the dude at the counter there would check our crystal count, but as we're not anywhere near the needed threshold I'm gonna ignore that for now.

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Much like Delende, the Rolling Quintar Fields are a big open area with a few changes in elevation to punctuate the landscape, and finding the Cool Stuff is a matter of surmounting the elevation.

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It's also where the encounters start actually being a little spicy, such that I can't just have GUTS do Berserker stance 24/7 and expect to be okay.

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I'm still gonna do it, but observe that even this small fry enemy didn't flinch at all from a crit Berserker attack with his shiny new Prodder.

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Hey look I remembered this move exists!

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5 AP isn't very much from it early on, but it's a free 5 AP that also provides a crit buff, making using this to charge up for Beat Down or Earth Split very useful right now.

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This enemy only has basic attacks with different names, so we're not in any danger here, but we will be later!

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Since Meena is still my primary healer despite her foray into beatsticking, I may as well grab HP Boost as a passive for her. Survivability good, even if it's not flashy.

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We're now far enough in that Shaman's debuff spells can even see practical use outside of boss battles. Since Scavengers only do physical basic attacks, Acid shuts down a lot of their power right out.

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Does decent damage too.

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Lots of treasures here, albeit mostly stuff like consumables.

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What.

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Reginald here has an attack that can inflict Bleed, which adds up quickly if you aren't prepared for it.

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Well, let's see how long we're in for it here.

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Lower individual HP than the Scavenger, but there's two of them and they can inflict Bleed. Gotta be careful, as you can tell I am not doing by my choice of actions.

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Just because an off-class command has good stats backing it, that doesn't mean it's perfect. Remember, Werdna isn't using his usual Element Master passive that Wizard gets, and while Rogue has pretty good Mind, it also restricts him to daggers, where Black Magic would instead prefer a scythe or wand.

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Compare to GUTS doing his usual full-throated Warrior thing and the difference is plain to see.

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Oh yeah, if you get into a Flame encounter with another Flame close by and hot on your tail, it'll disable for a few seconds to allow you breathing room... sometimes.

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Anyway, Werdna's done with Rogue for now.

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Back to REAL magic damage. And Rogue's class passives aren't as essential as Wizard's to their role; the crit chance is nice, but with Rogue stats on deck you don't NEED it.

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Werdna's gear is looking a little outdated right now, but hopefully we'll get the dosh to change that with a bit more exploring.

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Let's top off that big impressive MP score!

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Back at it. This gentle hill seems like a promising place to start doing the parkour.

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We can climb on some trees here or there without issue.

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But me and my trained eye can already tell you that this is too far. If only we had a reliable Quintar friend to help us out.

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Charmions are pretty rude. Not only can they inflict Poison without a duration using their Poison Kiss, they have a counterattack!

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They're also the first enemy we've met that has the ability to evade any Earth moves, which is an extremely common feature for any airborne enemy. Due to this, any Earth attacks we rely on (like Meena's Earth Split) have a very common weakness that means she can't just Focus Energy into Earth Split to do big damage to the entire formation. And that Counter Mewl isn't doing us any favors either. You're gonna need some magic, particularly fiery, to take down Charmions.

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Fortunately, they don't seem to have much HP relative to the monsters of the area.

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So yeah Werdna is very dead here, but at least he Pocket Sands Reginald with his last action, buying everyone else some time.

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CT is expensive!!!

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GUTS I would really have liked you to land that 91% hit chance!

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At least he can live a full barrage from this enemy formation but also ow, ow, please help me.

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Werdna I really hope your spell kills at least one Charmion.

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Damn it. Ready the desynced XP then.

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Not going down without a fight, though! Time to put that high Shaman MP to good use!

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BRING IT ON

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HOOOOOGH

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Now THAT was a well-earned level!

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GUTS picks up Blitz Crush, but Werdna's now in the doldrums of Wizard progression. He's gonna need to save up a whopping 10 LP now: 5 for whichever of Boltena or Firena he picks up first (probably Boltena), and 5 for the other one, before that opens up the other spells he actually wants to work with. And, of course, those spells are way too expensive to pull out at this stage of the game. Still, I'd rather handle it now than later.

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I do not need to explain myself.

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A big part of the danger in Rolling Quintar Fields is that enemies don't just leisurely park themselves in their little Scuttlebug radius. Lots of them go running down the main roads, which means you'll be attacked by them, not responded to for entering their radius.

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So while you might be tempted to follow the roads, it's a much better idea to stay adjacent to them, so you can avoid getting rushed down without warning.

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You see that, right? That's a silver vein! If we can reach it, we'll find some Silver Ore, Dust, or Ingot to add to our supply, which we can then use to upgrade our Craftwork gear! Always keep an eye out for the stuff.

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Hello, very intentional bridge to cross later.

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Rolling Quintar Fields isn't all plains, trees, and hills. There's also a few grassy divots leading into mini-caverns that are worth exploring, and hey we're gonna go do that right now.

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EGG

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Since we want that Monster Magic, I'm gonna Scan to ensure I don't prematurely kill it.

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Perfect.

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Roost is, as the name suggests, a very strong self-heal effect. As the usual, if you go back to the Scholar post it'll be added there.

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Very welcome for GUTS to have in particular.

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OK cool bye.

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Into the cave we go, to find a shiny treasure of some kind!

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Perfect. This axe is one-handed while still packing more power than our old Cleaver. I'll throw it on Frieren for now since GUTS already has Prodder.

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Oh yeah you can fight Quintars in the wild too.

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They tend to be pretty excellent sources of Monster Magic, and also formidable opponents in their own right with the ability to ignore CT costs on their spells.

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UGH. I guess I'll take this fight kind of seriously.

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OKAY YEAH IM TAKING IT SERIOUSLY NOW

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Didn't get Aero from this fight, but there will be more Quintars later.

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Oooh, free eyeball. Dunno what it does but it looks cool.

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I'm not underleveled, I'm just not very smart sometimes.

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Here, let's see if you don't instantly die to Burn so I can revive a buddy for more XP.

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Okay NOW we desync.

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If you're dead at the end of a boss fight I'm preeeeetty sure there's no desync, but dead elsewhere and you do have a slight penalty to XP. Not that it makes a huge difference really.

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Here, it does mean GUTS and Frieren fall a bit behind their partners in crime temporarily, not that that's a huge problem for now.

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Just past this, Talon is running back and forth in front of Chloe.

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<Chloe> I just want to get to places without having to fight all these damn Flames.
<Talon> Simple. The technique you require is to Serpentine. If you Serpentine properly, the Flames will never catch you. This technique is simple for a pro such as myself.

I've actually been using this technique a lot in my gameplay already to avoid fights on backtracking.

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Talon walks forward in an S pattern. You might recall how I said that pursuing Flames don't "lead their shots", right? Well, the idea is that they move towards your current position at all times, but there's some momentum to account for as they pick up speed. Constantly readjusting where they need to go cuts their speed without impacting yours, allowing you to evade enemies even if their land speed is faster than yours.

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Talon talks a big game, but he's right. Serpentining is an extremely useful skill to master for avoiding Flames in the wild. Obviously, more specialized Flames with higher speeds or trickier terrain mean the technique isn't one-size-fits-all, but for going back through areas like Delende or Rolling Quintar Fields, the Serpentine maneuver is perfect.

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HELL YEAH

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Chloe does more of a zigzag than Talon's precise S shape, but either way the technique is valid.

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Now, if you'll excuse me, I require medical attention. This is more expensive than going back to Capital Sequoia to restore fully, but do recall that if I do that, all the Flames will respawn as well, and I can't really afford that kind of hassle.

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Oh hey, another Hunter up there. Wonder how we can get that high up.

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That's a later problem. Let's check out this little cove.

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I would like it on record that screw this treasure chest don't hide things like this.

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It's just a Tonic Pouch but STILL.

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Oh right forgot I can get Drain now. Looking to get Safeguard next.

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A Wizard up there, too!

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And a Warrior and a Cleric... all grouped up and looking right at this valley we're in...

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Oh, is this a shakedown?

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Not even, just your usual bullying for the hell of it.

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After you.


Yeah, PVP fights are a thing in this game! Not very common, mind you: Dr. Cool Aids and his party are the main foes you'll encounter. Unlike monster fights, PVP fights don't give you any advantage on TT at the start, so you'll have to be ready to handle the enemy faster than usual, and you can't predict their actions even if you can see what they have available. Dr. Cool Aids' team centers almost entirely around Kuroi Darkness casting Firen. If she charges up enough to get the cast off, not only will she deal big damage to your entire team, she'll also give a terrible speech about darkness just before it. Dr. Cool Aids and Quinsey are on support duty, with the former using Armor Break and a Chivalry sub-command to Cover Kuroi, and the latter using White Magic and subclassed Mixed Magic for pure support and healing. Doist, the team's Hunter, is the odd one out, in that he just shoots you with arrows.

Getting through this fight in a timely fashion means shutting down Kuroi Darkness before she does her thing. You have a few ways to do this. For my part, I had Werdna chuck a Sleep Bomb her way, but Rogues can also use Trick Slash to similar and repeatable effect. A Shaman with Sleep Echo can also do the same thing, and Bio takes most of the edge off of Firen. All of these methods are contingent on acting before Dr. Cool Aids puts up Cover, though. One method that ISN'T is Blackout, since that makes everyone immune to fire damage and thus completely no-sells Kuroi Darkness as long as the buff holds. Once you get past that obstacle, Dr. Cool Aids' team will fold to any properly crafted offensive you can muster by this point, as any individual member of his team isn't very sturdy and Quinsey is the only healer of the group.

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Well that was a fun diversion. Moving on!

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Please leave me alone I'm low on consumables.

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HAHA IM SICK WITH THE SCHMOVEMENT

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Another secret cave down here.

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Fancy bow! Really telegraphing getting a bow-specialized class soon, huh.

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Again, Sun Bath is really good healing even with GUTS' average-at-best Spirit stat... provided you can cast it in time.

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Watch out, it's the Aero spell!

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Oh okay.

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Time for Meena to start working towards Chi Burst. And if the enemies around here are any indication, having Thunder damage on multiple sources will be good for business.

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Lots of Quintars up on this hill here.

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I believe in you.

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Okay so that's a little creepy but who cares about that, this Home Point is HUGE.

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See, we can first set our new Home Point to here, which is obviously going to be a very important spot for us to be for the future.

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Warp back to Capital Sequoia with the Gaea Stone/Shards...

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Restock, check the bulletin board as relevant...

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Oh that actually is relevant. See we got jumped by a guy with the best possible name one could give a griefer and

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That answer is... terrible! Even for your own stated goal!

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Anyway, the important thing is that with our Home Point set to the far end of the Rolling Quintar Fields, and the Gaea Shrine as a convenient fast travel point, we can now take care of stuff on that side of the world without any problems whatsoever!

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Oh yeah Dr. Cool Aids and his gang makes their home in the back alleys of Capital Sequoia in between noob ambushing sessions.

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Dr. Cool Aids said:
Watch your back or you'll be sorry!

Well if you're gonna be like that you're not getting your lunch money back.

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Damn, true.

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Doist's character gimmick is that he's just a boring asshole.

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Whatever you say.

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While we're in town, I'm gonna check out the other known entrance to Jojo Sewers. I'm sure there's more though.

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The Hoarder here is the managerial side of the Lost & Found, who explains the stuff about how dealing with the hobo upstairs works.

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It's inaccurate, too. He's not really moving from place to place as a penniless drifter, he's conducting business in a single spot. Sorta shady business, but I'm not about to tell the city guard.

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Anyway, back to the Quintar Enthusiast's House.

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The critters inside and out seem pretty happy for living with a person who's advertising an interest in their eyeballs.

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Huh, another Mimic. And a green Quintar?

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Must be the favorite.

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Quintar Enthusiast said:
You are permitted to be here so long as you are a fan of Quintar. Are you a fan of Quintar?

I mean I guess?

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I feel like we should start off on the strong foot here.

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Whoops, my Quintar is rusty. Let's try that again!

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Quintar Enthusiast said:
I, myself, am a connoisseur of Quintar Eyeballs. I particularly fancy the Brutish Quintar Eye variety. If you find a Brutish Quintar Eye, please bring it to me right away. You will surely be rewarded for your efforts.

Gotta say, I find it at odds that you would love these creatures so thoroughly and yet make a habit of collecting their eyeballs. Eyeballs, I might add, we've only been able to extract by killing them.

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Anyway we got a Fiendish, what's that get us in today's market?

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Quintar Enthusiast said:
I specifically asked for a BRUTISH Quintar Eyeball! Not a FIENDISH Quintar Eyeball! GET OUT OF MY HOUSE

What is it with Quintar fans?! Fine, be that way!

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Well, whatever. We can at least use his elevated position on the foothills to get to more routes.

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And more routes means more enemies! Green Legs here is another fire-weak plant enemy with a Bleed immunity and a paralytic Vice Grip attack.

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I tell you this now because it doesn't live long enough to do anything scary.

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How quickly time flies that this is no longer considered a massive amount of money. It's still GOOD, but cash will be in pretty short supply the whole game. This is intentional, to make any purchases you do make that much more committal and valuable.

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Well, here's the bridge crossed! Let's go see what's over there!

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Hole.

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Okay yeah we're finishing the update with this area that's perfectly reasonable.

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The terrain in the Quintar Nest is, ironically, very poorly suited to such creatures, full of narrow spires that contain lots of treasure, including Silver veins. Obviously, our ultimate goal is the crystal, but there's lots to find here.

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I intend to clean out what I can reach, but if memory serves this area is a little non-linear and some of it must be approached from Jojo Sewers, right nearby.

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The crystal is easy to reach, just circle around this way to the north side of the Quintar Nest and then move inward.

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The fights here are a little stronger than on the Rolling Quintar Fields, but not by much. Also Leviathan is a bop, one of my favorite fight music in this game.

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Still, I was already struggling with Rolling Quintar Fields a bit, so I'm having significant trouble here.

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That evened out the XP a bit, at least.

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Getting to the point where Tonics are no longer an acceptable post-battle healing option. I should really go to the items shop and restock before next update.

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Bearing in mind that I can stock more and more with each expedition I do!

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Just go south here for the crystal. I'm gonna look for more treasure first.

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There's a treasure gimme that thing.

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I BEEFED IT

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And now I have to fight this thing!

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The Cave Hunter has Pincer Pinch to inflict Armor Down and Vice Grip to paralyze. It's excellent at taking down tanks, but it is fortunately weak to fire.

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BUT WHAT IF I KILL YOU FIRST!?

This was an incredibly risky play they also have good evasion GUTS only had 65% accuracy DON'T BE LIKE ME

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Nice, another of these! That'll go really well with the Bow class we're expected to have any second now.

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Gonna go grab that Silver Dust down there first.

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Yeah no boss or anything for this one, you can just go for it.

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SAUCE TIME

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THERE'S our Bow user.

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This is a mistake though. At present, most of our team is unsuited to drop their current role in favor of Hunter, since it's poor at casting and GUTS kind of needs to be able to generate Threat.

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But I like Hunter, so we'll try it for a bit.

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Did you notice I didn't equip the Scope Bit instead of the Jewel of Defense? Do you think this will be a problem? I do.

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Anyway, more yet to explore in the Quintar Nest south of our entry point.

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Three Den Bugs guard the path, and I wanted to A: fight them, and B: test out Hunter.

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But then I saw this skill, and my hubris and need to show off the game got the better of me. Can you guess the result?

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At least Quickshot is a nice trick for GUTS to have right out of the gate.

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Not much health to them if you try killing them immediately, but Den Bugs do have a Sturdy style passive that prevents them from being oneshot.

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Plus, they Harden before transforming, which works just like it did for the Indecent Dweller. Better use magic!

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BECAUSE NOW I HAVE THIS THING TO DEAL WITH

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AND IT GETS TO ACT IMMEDIATELY

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Thank you Doublecast you saved me.

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And we're good and desynced again. WHY DID I DO THAT

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Anyway, just south of the Den Bugs is a little lake area that holds many important goodies.

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The lake is also circled by two high speed enemies you will want to fight exactly one of.

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Looks like we can get that weirdo's eyeball now.

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Let's do this at least a little smart though.

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After using Sleep Bomb to buy myself another turn, I finally take the area version of Aero face-on.

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Nice nice.

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Well, one of those wasn't too bad all told, and we have the eyeball we need.

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GUESS WHO WASN'T CLOSE ENOUGH TO GIVE US A SECOND OF MERCY THOUGH

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SURPRISE MARATHON BATTLE

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I still lived it, somehow.

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EARNED.

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Congrats on finally having a passive, Frieren!

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It was only here I started to reconsider Hunter for GUTS. If I'm gonna have him stay in this class, I'll have him aim for Perfect Vision as an insurance piece, then take the self-sustain buttons.

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The treasures here are all yellow, so potions, cash, that sort of thing.

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Quintar Nest still has more to explore, but I'd like to wrap this up for now.

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Head further south from here to find...

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Oh hey, Cobblestone Crag.

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Really not gonna stay here long but I do want that treasure.

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GOT IT LETS LEAVE

If we fight that thing it will instantly kill us and I don't want to show that off right now.

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Here's your eyeball.

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Quintar Enthusiast said:
I can see that you have what it takes to be a true enthusiast. You must experience what it is like to ride one of these majestic beasts. Please, accept this Quintar Pass.

Show that to any Quintar Stable Owner and you'll be permitted to rent a Quintar. Thank you again, friend. And before you go, don't forget: The moment you find any more interesting types of Quintar Eyeballs, come show me immediately.

Yeah I'll get right on that gimme that stupid pass.

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Now we can rent and ride birdosaurs! The possibilities this opens up are... not endless but still very real! I'll leave you to consider what that means for NEXT TIME.

TO DO:
  • Build the perfect starting team.
  • Explore Spawning Meadows.
    • Prove the existence of black squirrels.
    • Try to find another route out of Spawning Meadows.
  • Explore Delende.
    • Cross the bridge to the Proving Meadows.
    • Explore the Fish Hatchery.
    • Explore the Pale Grotto.
      • Defeat Guardian.
      • Find the Slate Crystal.
      • Find the Fencer class.
    • Explore the Soiled Den.
      • Defeat Bone Thief.
      • Trade an Earth Bangle to Huntie.
    • Explore the Basement of the Cabin on the Cliff.
      • Defeat Gran.
    • Find the dogs' bones.
  • Explore Seaside Cliffs.
    • Trade 13 Clamshells to Manana Man.
    • Find a rare monster that drops an Earth Bangle.
    • Explore Draft Shaft Conduit.
      • Defeat Canal Beast.
      • Find the Violet Crystal.
      • Find the Shaman class.
  • Explore Proving Meadows.
    • Find three crystals.
    • Defeat Knight.
    • Explore the Trial Caves.
      • Find the Yellow Crystal.
      • Find the Aegis class.
      • Explore Skumparadise.
        • Defeat Parasite.
  • Explore Yamagawa M.A.
    • Defeat Sepulchra.
    • Find the Aquamarine Crystal.
    • Find the Scholar class.
      • Find every Monster Magic spell.
      • Prove our skill to the Master Scholar.
  • Explore the Capital Courtyard.
    • Find the Courtyard Key.
  • Explore Capital Sequoia.
    • Find all the penguins.
    • Find all the Craftwork gear.
    • Obtain the Gaea Stone.
    • Clear the hedge maze of Improper Imps.
    • Find a way past the hedge maze.
    • Enter the Luxury shop.
    • Get past the guard on the west gate.
    • Defeat all the training dummies.
    • Find three Digested Heads for Sam the Sadist.
    • Prove our skill to the Master Monk.
    • Prove our skill to the Master Rogue.
    • Prove our skill to the Master Wizard.
    • Prove our skill to the Master Cleric.
    • Explore Jojo Sewers.
  • Explore the Rolling Quintar Fields.
    • Meet the Quintar Enthusiast.
      • Show the Quintar Enthusiast a Fiendish Quintar Eye.
      • Show the Quintar Enthusiast a Brutish Quintar Eye.
      • Obtain a Quintar Pass.
    • Explore Quintar Nest.
      • Find the Olive Crystal.
      • Find the Hunter class.
  • Explore Cobblestone Crag.
  • Explore the Underpass.
    • Find enough Underpass Scraps for a map.
  • Find the Summoner class.
    • Challenge the Deity of Fire.
    • Challenge the Deity of Wind.
  • Find the Mimic class.
  • Find the Dervish class.
  • Find the Ninja class.
  • Find the Chemist class.
  • Find the Beastmaster class.
 

Kalir

Do you require aid.
(whatevs)
HUNTER
Sharp-Eyed Survivalist


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STATS
  • HP: 3
  • MP: 2
  • Strength: 4
  • Vitality: 4
  • Dexterity: 5
  • Agility: 10
  • Mind: 4
  • Spirit: 4
  • Speed: 6
  • Luck: 5

PROFICIENCIES
  • Weapons: Daggers, Bows
  • Armor: Medium Headgear, Medium Armor

INNATE PASSIVES
  • Camouflage: -35% Threat generated.

Here's our first class that really expects the player to specialize in a single weapon. Hunters have the best Agility in the game and wield the best weapon for capitalizing on this stat, bows. Bows have lots of power for a two-handed weapon, but pay for that power with a scaling penalty to Accuracy, making them only useful in the hands of someone who's already been speccing in Agility... like a Hunter! Plus, the whole two-handed thing means no shields, but the high Agility again means that Hunters enjoy excellent Evasion that a shield would get in the way of. Oh, and Hunters have some excellent damage options with no costs for AP, MP, or anything of the sort, just a cooldown for each move. That, plus their utility moves for keeping themselves alive and out of harm's way, makes them potent damage dealers that can stay in the game for a long time if played well.

There's a lot of drawbacks to Hunter, of course. Their Agility doing double duty as an offensive and defensive stat belies their considerably weaker stats in all other areas, with the only other stats being even close to good being Speed and Dexterity. And while not needing to worry about AP or MP is definitely nice... it really hurts that you have to cycle your various damage options on a cooldown. Finally, depending on bows (assuming you don't use daggers like the mod lets you do) means that Agility is going to HAVE to be a huge priority, because you're fighting the uphill penalty of scaling Accuracy as you go through the game, so Hunter is a very committal class in a way lots of other classes aren't.

Hunter is the first class that demands that you build around it, rather than using it as a piece for your own build. Fencers and Rogues have a nearly overlapping stat array that would work excellently... but due to weapon incompatibilities, neither one can use the full Hunt moveset. (This has changed with the mod, where Hunt is now compatible with daggers and thus an extremely strong choice for Rogues, albeit one that doubles up on the big spike damage niche.) Plenty of caster classes, particularly Scholar and Warlock, have excellent Agility scores and don't mind physical moves on a cooldown... but Hunter's low magic stats, especially for MP, make it a risky choice to invest in. Even Warrior, the perennial one-site-fits-all physical class with a fully compatible moveset, is at odds with their own willingness to tank and the Hunter's need to avoid drawing Threat at all. Hunter's a good class, but you have to be there for it completely, not just because you want some splash levels.

Quickshot
Costs: 2 CD
Single Target Bow(/Dagger) Skill
Damage Formula: Atk + Atk * 0.5 Agi + 0.5 Agi
Free Action (does not use the turn)
Prereqs: None


Haha we've invalidated Fencer from the first move. Quickshot is effectively a basic attack that you can, once every three turns, just staple on to your existing turn for the hell of it. This sounds kind of mid in a vacuum, but Warriors thinking about living the Hunter lifestyle should consider: you can use another action that doesn't end the turn between Quickshot and your actual action. Which means you can, say, start a fight with Quickshot, then Defender Stance, and enjoy the first hit not having a damage penalty. There's options here, y'know?

Take Aim
Costs: 2 CD
Single Target Bow(/Dagger) Skill
Damage Formula: Atk + Atk * 0.5 Agi + 0.5 Agi
+100% Crit Chance
Prereqs: Quickshot, 1 LP


Hell yeah, guaranteed crit. But that's only on a basic attack formula, so while this is a perfectly acceptable damage option with a short cooldown, and something your Hunter will frequently use if they have nothing better to do... they probably DO have something better to do, especially as they get LP and open up later Hunt options. Obviously, much stronger with Daggers if you're using the mod, owing to that tasty tasty crit damage bonus.

Track
Costs: 1 CD
Single Target Ability
Reveals the target's HP.
Prereqs: Quickshot, 1 LP


The other main way you'll have, early on, of revealing boss HP. Again, the main idea here is convenience: if using this is worth a turn for the Hunter, go for it. Hell, with other stuff on cooldown, you probably will have at least one off-turn if you're not feeling like using your other moveset. Compared to Scan, it's honestly just straight up better: Scan costs MP and is competing with a bunch of other Warlock moves, and even Doublecasting for Scan is wasteful in the extreme.

Barrage
Costs: 2 CD
Multi Target Bow(/Dagger) Skill
Damage Formula: Atk + Atk * 0.5 Agi + 0.5 Agi
Prereqs: Take Aim, 2 LP


Swallowtail... but for Hunter! Everything I said about Swallowtail applies, but now filtered through the Hunter's weapon choice of the bow (unless using a dagger in which case it really is extremely like Swallowtail). Barrage, you will find, trends higher on average than Swallowtail but has higher variance, as more attacks can miss and there's a lower chance to land crits for superheavy damage. This is extremely into-the-weeds talk here, it's still a physical AOE and you're gonna use it if your Hunter can handle the heat.

Unguent
Costs: 3 CD
Self Only Ability
Recovery Formula: 1.5 Agi
Applies Unguent (25% healing per turn) buff for 3 turns.
Prereqs: Track, 2 LP


Hunt does at least have some nice self-sufficiency options if you're not in it for the big damage shots. Unguent is a really strong self-heal that's built to keep the user out of serious danger for an extended period of time without wasting your healer's time on mending a fragile damage class. Course, the problem is you need to take a heavy hit, live to your next turn, and not get enough Threat for the entire table to look at you to death. If that condition is fulfilled, though, Unguent is amazing. I believe we've already covered how regen effects both stack with differently-named effects and scale with Spirit, yes?

Thorned Shot
Costs: 3 CD
Single Target Bow(/Dagger) Skill
Damage Formula: Atk + Atk * 1.5 Agi + 0.5 Agi
80% Accuracy
Weak against high Defense.
Prereqs: Barrage, 2 LP


A straightforward damage button that's not exactly straightforward. First off, the Accuracy penalty of the skill really needs a lot of innate Accuracy to offset, so you'd better have equipment/passives to shore up that difference. Second, while the damage formula is pretty good, the "Weak against high Defense" rider, which I don't completely understand, means more often than not, Thorned Shot isn't going to be much more damaging than usual. Like, it still hits harder than usual, but save it for enemies that favor Resistance over Defense, generally. But hey, enemy stats scale up with level, right? What exactly determines "high Defense" under those conditions?

Hide
Costs: 3 CD
Self Only Ability
Reduces accumulated Threat by 75%.
Prereqs: Unguent, 2 LP


Rogues would really, REALLY love to have Hide as a button they can push, and even before the mod came into play it was something worth considering dipping into Hunter for alone. Of course, any fragile damage dealer appreciates Hide, Hunters included, but the class with by far the best synergy with this move is Rogue. And now that Rogue can also use their daggers with Hunt's attack moves thanks to the mod, the Rogue/Hunter class combo is looking stronger than ever.

Hunter's Mark
Costs: 3 CD
Single Target Ability
Inflicts Hunter's Mark (cannot dodge physical attacks) debuff on the target for 3 physical attacks.
Prereqs: Hide, 3 LP


Hunter's best support option, and also a setup option of their own for some of their less accurate shots. It's a kind of situational ability, especially since magic, again, doesn't ever miss unless it says it does, but again, physical damage dealers CAN miss, and that doesn't just apply to Hunters. It's also a great way to shut down specific foes that use Evasion as their main mode of defense. Hardly an essential tool for everyone, but nine out of ten mainclass Hunters recommend it! (The tenth one is muttering something about skill issues.)

Pickoff
Costs: 4 CD
Single Target Bow(/Dagger) Skill
Damage Formula: 2 Atk + Atk * Agi + 0.5 Agi
50% Accuracy
Prereqs: Thorned Shot, 3 LP


Speaking of abilities that work well with Hunter's Mark! The Accuracy penalty on Pickoff basically requires some manner of guaranteeing your hit to pull it off, even with the statline of a Hunter behind it. The damage is very much worth setting up for, and with the big cooldown on it, it's entirely reasonable for a party without many physical attackers to have the Hunter cycle Hunter's Mark into Pickoff off cooldown for the latter. The slight stratiation makes this a little difficult, mind you, so if you have some other way of guaranteeing hits (like, say, the Eagle Eye passive from Fencer) consider using those first.

Snipe
Costs: 8 CD
Single Target Bow(/Dagger) Skill
Damage Formula: 50 + 2 Atk + Atk * Agi + Agi
85% Accuracy
Prereqs: Hunter's Mark, 4 LP


Best damage formula available to Hunter, and a competitor with a lot of other big chungus physical attacks. The extremely unwieldy cooldown should be planned around, with other teammates that ordinarily wouldn't bother trying setup options for damage lending a hand once Snipe becomes available. As with Thorned Shot, the Accuracy penalty is non-ignorable, albeit to a lesser degree, and by the time you have access to Snipe, you SHOULD have the tools needed to make Snipe as reliable as possible on your turn. There are few things more depressing in this game than a Snipe missing.

Equip Bow
Costs: 3 PP
Allows you to equip Bows regardless of class proficiencies.
Prereqs: Take Aim, 2 LP


As mentioned, bows are two-handed weapons with above-average attack but an Accuracy penalty. Also as mentioned, Hunter is the main class that really wants to use bows. Consider this a tax passive for if you want to import the Hunt moveset onto someone without the proficiency for it, realistically. Which, to me, makes the 3 PP more than a little overexpensive.

Perfect Vision
Costs: 2 PP
Attacks with 80% or higher accuracy are improved to 100%.
Prereqs: Barrage, 1 LP


For your average character, Perfect Vision is a completely fine passive they'd probably equip if they got it and then eventually ditch for something that better fits with their engine. Hunters LOVE Perfect Vision. Remember, the class lives and dies by its ability to consistently land shots, and Perfect Vision can turn attacks that would be too shaky to trust into surefire options. Hell, if you're running a non-Hunter Bow user for some reason, or even a character that doesn't use Bows but is a physical damage dealer with accuracy issues, Perfect Vision is great.

Covert
Costs: 3 PP
-25% Threat generated.
Prereqs: Perfect Vision, 5 LP


Why is this passive a 5 LP cost?! Like, yeah, it's really good for any damage dealer that sacrifices durability and especially for Rogue, but that's SO MUCH! And its got a lot of prereqs, capping off with a situational passive! Are we just trying to minimize LP costs elsewhere to avoid Hunt being a dead command slot while you're on cooldown for all your shots? Why this? It's not even that expensive to actually equip once learned, 3 PP for a damage dealer's a pretty reasonable price.
 
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Kalir

Do you require aid.
(whatevs)
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Well that was a fun diversion but I think GUTS needs a class better suited for Strength first.

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Gonna stay with this party for now. Meena needs to pick up Chi Burst before any class changes, Werdna's staying as a Wizard until a better idea comes along, and I don't actually know what I'm doing with Frieren.

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Anyway, you're probably all wondering why I've gathered you here.

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We can now rent a Quintar from this stable, for free, any time we want! This is really handy for traversing a few areas in particular.

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I'll demonstrate with the guard here, who now lets us freely pass into...

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Greenshire Reprise! This area is kind of transitory early on: at the level we're at, any encounters we'd get into here would absolutely kill us.

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But for when you can enter it, you aren't actually expected to get into encounters!

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This area is very vertical, and falling below at any time means fighting those Flames down there, which as you can see are as red as the defeat we'll suffer against them.

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This is where the Quintar comes in. The broken bridges mean you can't easily cross through here without one, since they've got higher land speed than we do and can jump over as many as four spaces.

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Catch is, Quintars have tiny little stubby legs that prevent any jumps higher than a single block, and if we dismount here...

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The Quintar just vanishes. And to remount, we gotta trek all the way back to the stable.

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Still, that Quintar did at least get us to a new Home Point!

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So, we could obviously set our Home Point here, but even warping will dismount you as a matter of course, so we can't procure the Quintar from beyond here with the stable again.

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And there's another broken bridge that can't be crossed without a Quintar, so clearly we're missing something here.

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We can still explore a little bit here, just not much.

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And it's very worth it for this thing right here.

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Paypirback is an exceptionally strong earlygame Book for one major reason: the CT discount. Remember, CT is a huge penalty to a lot of very strong skills. Anything that can help to mitigate this is already a strong choice, and Paypirback is no exception. I wouldn't be surprised to see a Scholar rocking this particular weapon well through midgame.

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I bounce back to Capital Sequoia to check out a few other things.

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Get a few more penguins too.

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Oh I could totally cross that wooden banner there.

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Damn you depth perception. You win this time.

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Okay, there we go. And heeeey I see a box!

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Nice! One more class master...

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And another craftwork item!

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I TRIPPED

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Grumble grumble hate that this is the most reliable route up...

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We're covering a lot of Capital Sequoia today!

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Haven't done this chimney yet, so.

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Oooh, lots of treasure over there. But that's in the luxury equipment shop, which we're still a little shy of being able to enter.

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Another Craftwork item. Let's see... that's the last of the craftwork weapons, and we're only missing the heavy armor and light hat now. That's some progress!

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We have enough penguins to get the next reward...

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Ooooooh! Gold Dust is like Silver Dust but better! We don't currently have anything we can use it on since that requires smithing techniques unknown to the capital blacksmiths, but still! Good to know the possibility is here!

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Back to Quintar riding. This sucker is so fast that we don't even need to use the Serpentine maneuver to juke the Flames. We can just outrun them!

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Unfortunately, as I demonstrate here, trying to use a Home Point or Gaea Stone with a Quintar causes it to poof away into nothingness. Just to have it on record that no, we can't rent a Quintar and then immediately yeet over to Salmon Pass to cross the bridge.

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And the map prices here are kind of telling me that I shouldn't attempt exploring there right now anyway. Could do Jojo Sewers, but that I'll probably save for the next update.

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There is, fortunately, a very gentle slope behind the stable, which you can use to get to higher elevations with your trusty Quintar.

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And that means you can leap from treetop to treetop with ease!

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Very worth the trouble to do that here, I'd say.

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There are several treasures one can find exploring the upper part of Rolling Quintar Fields, and that's best done atop the back of a Quintar.

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Oh yeah there's a chest hidden behind this tree. I only saw it from a higher elevation.

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Nice. Now that we've got a big collection of Craftwork weapons, upgrading them to Silver is like as not to be our next priority with them, so as to have a reliable stable of baseline gear to work with.

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If you're curious, having a rental Quintar of our own doesn't allow us to understand what other Quintar say.

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My next step is to go through Quintar Nest to explore a bit of Cobblestone Crag with our new steed.

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The terrain down here can be rough in a vacuum, so if you're doing what I'm doing, head for the pool with the Brutish Quintars first.

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As mentioned, the boss flame here requires line of sight to hunt you down. You are expected to use the spires as cover, and to move quickly while visible to it. It's not especially fast, but the precarious terrain and need for precision platforming means that if it catches you out, it will usually reach you, and at our current level it will kill us.

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Doing this area atop a Quintar is tricky business because of how fast it moves, but falling isn't the end of the world, since the water below will just pop us up to the last point we were standing on, and the boss here isn't the spawn-camping sort.

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There's treasure worth finding over here too, of course.

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The Skewer is nice, but given GUTS' secondary skillset of Monster Magic, Prodder is still better for him. A more orthodox Warrior will happily prefer Skewer.

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Anyway, this jump right here is one you need a Quintar for. Without one, Cobblestone Crag only holds a little treasure and a lot of lethality.

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And as you can see, we're forced to dismount pretty much immediately after.

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Don't need to be on a Quintar to fail the jumps here thank you VERY much.

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If we go back up we can get a bit of treasure here.

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And if we go even farther up we can get even more treasure!

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Lookit that, Meena gets a weapon upgrade finally!

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No way back up without a Quintar though, so IF YOU WILL PLEASE EXCUSE ME.

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Here's the map we've got of Quintar Nest for now! The area to the west of it is Jojo Sewers; the two are actually joined up a bit and it's worth your time to investigate that connection.

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If we go right after the Quintar jump, we reach a very unique segment of the Underpass that's not technically underground at all.

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This part is a lot like Cobblestone Crag or Yamagawa M.A. with the focus on side-scrolling platforming.

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As with Salmon River, this part here requires a Quintar to pass, and we can't get one down here since we need to dismount to reach here. Up is a viable direction to go, though!

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Doing that takes us back over the earlier part of the Underpass here.

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And then back again... they're certainly not making this ascent straightforward, huh.

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Another scrap, although we still don't have anywhere near the raw capital to afford piecing them together even if we had enough scraps.

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Oh hey! This is actually the midpoint of the ascent from the Underpass, as the second half is taken up by this new area we've discovered, Okimoto N.S.!

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Let's see what all we can discover here, and in the meantime, we'll set our Home Point for now.

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Okimoto N.S. has two parts to it, the first of which is very much like Yamagawa M.A. in its verticality. I don't know what the N.S. stands for to be sure, though.

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The treasure gives us a very nice dagger for anyone more concerned with survivability over crit damage. Werdna's gonna use this as it's still very compatible with his Trickery attacks, and evading physical attacks is a more reliable defense for him than Mind Stance.

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Oh, looks like we're a tad underleveled for this area.

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At least I can bait the Flames way the hell out of the way. That one's never coming back.

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I BEEFED IT

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Don't be fooled by the recolor styles of enemies here, they're pretty scary. Both Yamma and the Nut Prophets are capable of using potent offense magic.

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And the Yamma has Sun Bath too, gross. Oh well, let's do this.

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I might be out of my element here.

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Yeah just a little huh.

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This is your reminder that you can only flee battles with a command that allows you to do so! The only one we currently have is Trickery on Werdna, and his success rate here is... uninspiring.

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Cool we're doomed.

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FROM HELL'S HEART I STEAL THY LUNCH MONEY

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The Tanto actually let Werdna dodge the Nut Prophets' attacks in sequence! He does not get the same benefit against Yamma's Landslide.

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Okay, 20 copper isn't a huge penalty. Still though, if we can't even last a single fight on Okimoto, we'd best go find somewhere else to play and come back later.

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Well, there's still the northmost part of Rolling Quintar Fields, maybe something's there!

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<Reid> Oh, no idea. Actually, probably not long at all. I think I can see them. Yeah if you look way over there, REALLY focus super, super far on the horizon, I think you'll see them coming!
<Astley> Hmmm... I can't see them. I'm not sure I can see that far.

Overworld vision is both a blessing and a curse, isn't it Astley?

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Oh I see, it was all a setup for a

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EPIC PRANK HAHAHA U GOT PRANKED DOGG

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<Astley> I'm gonna waste like 5 minutes getting back up there!
<Reid> Haha! Better hurry up then!
<Astley> Mark my words, this won't be the last you'll hear of me!

Heehee that was a little silly. Astley almost certainly has a Quintar pass as well, so getting back up there shouldn't be a HUGE hassle for her.

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The art of the prankster is a difficult one. One must both ensure perfect comedic timing and caution to not inflict lasting harm on your target, and I think you've nailed it.

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I could probably make that jump, but I don't want to right now.

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We're where we need to be right now anyway, no Quintar necessary.

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I love the Spore Blocker. As a medium headgear it's already solid even without the Poison immunity. Meena's eatin' good this update!

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This, right down here, is the heart of where the rest of the update will take place.

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Quintar Nest... 2!!!

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I drop down to clear the map around the area a bit and get another level for everyone after running over a pair of Reginalds.

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Gonna take this upgrade right here hell yeah.

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Anyway, to Quintar Sanctum! It's extremely similar to Quintar Nest at first, in that it holds a Crystal unguarded by a boss fight, and a new type of Quintar we can fight. Gonna do both of those, of course.

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One major difference is that it holds giant mushrooms!

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And they're super super bouncy!!!

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Quintar Sanctum is extremely vertical, but unlike most other areas, here it's very wide open, where the big bounces of the mushrooms helps you to reach wherever you're going.

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The enemies are also pretty similar for the most part.

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So we'll just kinda do our own thing for a while, explore, fight, you know how it is.

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The Cave Onion can inflict Daze with Headbutt, and Paralyze with Wrap. That's, uh... pretty much it.

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This is about where I start noticing that Frieren's role as backup healer really isn't cutting it in Shaman. It's a good class, but it forces her to commit to offense and buffs only, in a way I'm not super comfy with. Odds are I'll switch her either to a new class or back to Warlock before long.

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At least Shaman's high Luck makes her axe attacks pretty good options if she needs to save MP, which she usually does.

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Now we can see Meena contribute big chunk damage alongside Werdna and GUTS. Today is a good day! Yeah, I'm mostly taking this as a prereq for Chi Burst, but with Monk's Strength score, even her initial start as a Cleric isn't holding her back on that too much.

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Anyway, due to the big bouncy, you can avoid a bunch of the fights in here if you want to. There's some Monster Magic worth grabbing, and I don't get it all this update, so anyone doing the Scholar thing will want to check that out, but it's not a requirement if you're not doing it.

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Also a fair amount of Silver to work with, and we are reaching that point where that's a good idea.

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I know there's at least one good Monster Magic spell worth fishing for in here, so c'mere you.

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Yep, Build Life is a new one.

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Mosses work a lot like the usual fights back in Skumparadise, armed as they are with a Shroomy Gaze, so I'm not too worried about GUTS maintaining defenses as usual.

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I decided to focus down one Moss owing to the magic they have. Sun Bath makes AOE an unattractive ask, and Build Life... well, you'll see.

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Oh yeah just to show this off...

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If you aren't respecting Wind Punch you're doing it wrong. Even if it takes two Monk turns to set up, that's some NICE damage.

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So yeah, Build Life?

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It's a revive spell! Hell the damn yes we want that in our moveset.

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Fun fact: revived monsters have their Threat reset!

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A quick stop back at the inn at Capital Sequoia, and we're back in business for another excursion.

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More levels means more options for exploring later!

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As usual, if I get into a fight worth showcasing, you can just trust I will do exactly that.

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Another source of Sleep never hurts, especially in the likely event that Werdna decides to drop the Trickery moveset later on.

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In my experience, the best spot to ascend through Quintar Sanctum is on the sides, with the right side being especially simple to navigate.

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Honestly at this pace we might be actually able to upgrade some stuff back in town!

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Hm... wonder what that sign says.

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The Flames can bounce too, that's fun.

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Oh, I see.

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Home Point?

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Dunno what a Nameko is, but this is way better for exploring Quintar Sanctum than the outdoor save point.

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Does it?

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I mean, maps are cool, but not exactly what I'd call shiny, y'know?

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Must not be the map, what's up that hill?

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OH YEAH THAT'S SHINY AS HELL

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SO DAMN SHINY

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I could change someone to Chemist here, and it's pretty tempting, but I'll wait until after the update is done so I have time to mull it over. Because there's still more to explore down here!

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For example, we can keep going up!

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There's a boss up here we can fight, and we absolutely should, but first I have yet more exploring to do here.

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Also looks to be a path off to the right, above where the sign was, but that can wait. Still more to loot here.

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There's two fungi on either side of the main outcropping, not hard to reach if you either fall from above or approach from the sides.

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The one on the right gives a Dress. It's good for anyone who needs an extra bump in MP, which could be either Werdna or Frieren right now. I give it to Werdna since his MP trends towards more punch per use right now.

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On the other side is a Circlet, which is almost exactly the same but as a hat. I give it to Frieren, so now both of them can enjoy better MP!

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Oh, I can point this out: stat variance between body and head armors can be pretty wild. In my experience, headpieces usually have less variance between defense and resistance compared to body pieces, but I don't have the evidence to definitively state as much.

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Anyway, more silver stuff on the right, as you'd guess.

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WE'RE RICH

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I don't know if I got everything here, but I got a lot!

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If I feel like I missed something somewhere, I am reviewing my play sessions so I can eventually go back to specific areas for treasures. I know I left a treasure behind at Seaside Cliffs I should go back for. Backtracking just gets easier after specific points in the game, ya dig?

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Anyway LEMME THE HELL IN

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We can now enter the Luxury Shop at will!

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That's so many crystals! That's gonna be a WHILE.

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The gear sold here is very nice! It's also very expensive. I doubt most players would bother with the luxury shop unless they've been somehow amassing ridiculous piles of cash for wherever they are in the game. We COULD buy this (and basically only this), but... nah. 18 silver can do so much more for us.

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Darn, can't get back there yet.

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Smithing though, that's very much on the table. If you're curious, we need Ore to upgrade martial weapons or medium armor, Ingots to upgrade exotic weapons or heavy armor, and Dust to upgrade magic weapons, shields, and light armor. That's as evenly spaced as you can get, so rest assured that no matter what you find, your team will have a use case for it.

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I decide to start with some much-needed armor upgrades, getting a Silver Cape for Frieren and a Silver Vest for Meena. The Silver Cape in particular was a flat upgrade for Frieren from her old Mage's Robe.

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I warp back and immediately find Gokue.

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Gokue said:
The Fancy Quintar's Whirlwind spell is pretty tough to deal with. Try equipping someone with the Shaman's Sub-Command. Their Bio spell should really help you out here.

Well, uh... yeah, that's the boss up top, a Fancy Quintar. Gokue's advice is sound: at this stage of the game, Bio is the most reliable antimagic option you have, so any boss that relies heavily on magical offense (like, say, a Quintar with Whirlwind access) is best handled with a Shaman on deck. You don't NEED one of course, but hey, if they're giving you trouble, why not?

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Let's go field test that bit of info right now.


The Fancy Quintar is effectively the boss of the Rolling Quintar Plains in total, and has a moveset befitting of one of the rarest and strongest of Quintars. Unlike others, it doesn't have Sun Bath or Aero as spells, but it DOES have some dangerous self-buffs for action economy in the form of Haste and Quick. The former, at least, a Warlock like Frieren can cancel out, but Frieren is also our only source of Bio, which makes that a hard choice for us to make. Additionally, Dispel will usually annul the Magic Down effect of Bio if used incautiously. Those aside, the Fancy Quintar has no attack moves aside from Whirlwind and its basic attack, and it uses Whirlwind relatively infrequently, so you should prioritize keeping its action economy down over blunting Whirlwind with Bio. Additionally, the random nature of Whirlwind means that it's rarely going to wipe your whole team, so if you get caught without Magic Down on the Fancy Quintar, it's usually not the end of the world. Just play it smart and cautious, because it IS faster than you, and it WILL go for cheap kills even with basic attacks if it gets the chance.

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Marcy said:
Is that a Fancy Quintar Eye? What a rare eyeball! You should go take it to the Quintar Enthusiast in the Rolling Quintar Fields right now!

Why are Quintar fans like this?! Yes, that is very much the plan, and should you head back to Capital Sequoia first through any method, instead of meeting the Quintar Enthusiast, Marcy will not-so-subtly point you back in their direction.

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Quintar Enthusiast said:
Where did you find such a spectacular specimen?? Never have I laid eyes on such an eyeball! ... It is decided. You are a true Quintar Enthusiast. It is time you received the true Quintar Enthusiast's metaphorical badge of honor.

Use this Quintar Flute at any time to summon a Quintar to your side. And here's a tip from one Enthusiast to another: Equip the Quintar Flute to your favorites menu and you'll be an expert rider in no time!

Yes, that's right! Our next form of progression is...

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On demand Quintar!

The Quintar Flute not only opens up a vast amount of the game from here on out... it's also the point at which the game's demo rolls credits, if you've played this far without yet buying the full version. Yeah, that's right. Everything you've seen so far? That's all in the DEMO. This game is big large huge. The only things we've done that would pass by the extent of the demo is getting the Paypirback in Salmon Pass and reaching Okimoto N.S. through Cobblestone Crag. Well, technically, there's other ways, but my point is this: this is where the real Crystal Project begins.

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Also the Quintar Enthusiast is absolutely right in equipping the flute to your favorites. This lets you hotswap on and off the Quintar extremely quickly during exploration, letting you get the best of both worlds: the high speed of your trusty new mount, plus the jump strength of your regular old legs!

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Also: the Flute-summoned Quintar is red. Stable-rented Quintars are blue. There is no appreciable difference beyond that.

TO DO:
  • Build the perfect starting team.
  • Explore Spawning Meadows.
    • Prove the existence of black squirrels.
    • Try to find another route out of Spawning Meadows.
  • Explore Delende.
    • Cross the bridge to the Proving Meadows.
    • Explore the Fish Hatchery.
    • Explore the Pale Grotto.
      • Defeat Guardian.
      • Find the Slate Crystal.
      • Find the Fencer class.
    • Explore the Soiled Den.
      • Defeat Bone Thief.
      • Trade an Earth Bangle to Huntie.
    • Explore the Basement of the Cabin on the Cliff.
      • Defeat Gran.
    • Find the dogs' bones.
  • Explore Seaside Cliffs.
    • Trade 13 Clamshells to Manana Man.
    • Find a rare monster that drops an Earth Bangle.
    • Explore Draft Shaft Conduit.
      • Defeat Canal Beast.
      • Find the Violet Crystal.
      • Find the Shaman class.
  • Explore Proving Meadows.
    • Find three crystals.
    • Defeat Knight.
    • Explore the Trial Caves.
      • Find the Yellow Crystal.
      • Find the Aegis class.
      • Explore Skumparadise.
        • Defeat Parasite.
  • Explore Yamagawa M.A.
    • Defeat Sepulchra.
    • Find the Aquamarine Crystal.
    • Find the Scholar class.
      • Find every Monster Magic spell.
      • Prove our skill to the Master Scholar.
  • Explore the Capital Courtyard.
    • Find the Courtyard Key.
  • Explore Capital Sequoia.
    • Find all the penguins.
    • Find all the Craftwork gear.
      • Upgrade all the Craftwork gear to Silver gear.
    • Obtain the Gaea Stone.
    • Clear the hedge maze of Improper Imps.
    • Find a way past the hedge maze.
    • Enter the Luxury shop.
      • Find sixteen crystals to expand the Luxury shop stock.
    • Get past the guard on the west gate.
    • Defeat all the training dummies.
    • Find three Digested Heads for Sam the Sadist.
    • Prove our skill to the Master Warrior.
    • Prove our skill to the Master Monk.
    • Prove our skill to the Master Rogue.
    • Prove our skill to the Master Wizard.
    • Prove our skill to the Master Cleric.
    • Explore Jojo Sewers.
  • Explore the Rolling Quintar Fields.
    • Meet the Quintar Enthusiast.
      • Show the Quintar Enthusiast a Fiendish Quintar Eye.
      • Show the Quintar Enthusiast a Brutish Quintar Eye.
      • Show the Quintar Enthusiast a Fancy Quintar Eye.
      • Obtain a Quintar Pass.
      • Obtain the Quintar Flute.
    • Explore Quintar Nest.
      • Find the Olive Crystal.
      • Find the Hunter class.
    • Explore Quintar Sanctum.
      • Find the Violet Red Crystal.
      • Find the Chemist class.
      • Defeat the Fancy Quintar.
  • Explore Cobblestone Crag.
  • Explore Okimoto N.S.
  • Explore Greenshire Reprise.
  • Explore Salmon Pass.
  • Explore the Underpass.
    • Find enough Underpass Scraps for a map.
  • Find the Summoner class.
    • Challenge the Deity of Fire.
    • Challenge the Deity of Wind.
  • Find the Mimic class.
  • Find the Dervish class.
  • Find the Ninja class.
  • Find the Beastmaster class.
 
Last edited:

Kalir

Do you require aid.
(whatevs)
CHEMIST
Resourceful Provisioner


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STATS
  • HP: 2
  • MP: 8
  • Strength: 3
  • Vitality: 4
  • Dexterity: 2
  • Agility: 1
  • Mind: 5
  • Spirit: 8
  • Speed: 8
  • Luck: 7

PROFICIENCIES
  • Weapons: Daggers, Rapiers, Wands, Books
  • Armor: Light Hat, Light Armor

INNATE PASSIVES
  • Efficience: Abilities capped at 1 CD.

I love itemancers. Item-based classes in any game are always something I'm going to heavily consider for my roster, not least because there's a certain kind of charm in a character's strength coming from their preparedness rather than any particular physical or magical skill or power. Chemists are probably one of the more balanced examples of the archetype, due in large part to being one of the ONLY ways to actually use items midfight. For most teams, Potions and Ethers are exclusively for out-of-combat use to freshen up after a roving Flame, but Chemists can pull the Item command midfight to access them whenever they want, and frequently with a lot less commitment than other healers! They also have some more unorthodox methods of using items to their benefit, using things that would otherwise go straight to healing for more technical uses. Finally, Chemists' healing abilities aren't scalars at all: every single one of their moves uses fixed values... unless you equip them with stuff that amplifies healing in any way, which makes those values significantly less fixed in your favor!

Those healing values being fixed, though, means that Chemists can't actually leverage their strong Spirit stat for more effective healing the way a Cleric could. And while the abilities can usually be fairly competitive at all stages of the game, you run into different issues depending on where they are. Early on, the cash supply needed to keep a Chemist running cuts into your ability to get equipment upgrades, maps, and more. Later, the fixed healing values means that some of your commands simply aren't worth using at all compared to the vastly larger HP pools you have to deal with. And, of course, Chemist's stat array makes any kind of physical role, be it offensive or defensive, completely off the table. The potion chucker class is completely unable to punch someone in the face, nor take a hit in turn.

Chemist is a decent option for a lot of possible classes to branch into. In particular, the stat spread leaning hard towards magic combined with the heavy support moveset makes them an ideal pick for offense-focused casters hoping to branch into support, or for generalist casters like Warlock or Scholar hoping for some extra magic kick at the expense of physical power. Physical classes shouldn't write them off entirely, mind you: the fixed value of Item moves means that even someone who hasn't invested one whit into Spirit can still staple the moveset on and be as good a healer as any other. Efficience is also worth factoring in for many classes: single turn cooldowns can be very useful to a lot of characters. Unfortunately, the class is custom built to deny Hunters the ability to cheese an every-other-turn Snipe, with the lowest Agility in the game, and even an Aegis would struggle to justify using Chemist's stat array for long.

Tonic
Costs: 4x Tonic
Single Target Ability
Recovery Formula: 200
Next turn charges 50% faster.
Prereqs: None


The main thing that keeps Chemist competitive at all stages of the game without breaking things wide open is that they don't just raw use exactly one item per Item command. Tonic here is actually the same as stapling four Tonic items together, which means that even though a heal for 50 is worthless by the time you get the class, a heal for 200 that also makes your healer act faster for their next turn is pretty good for a patch job! As usual, though, Tonic shouldn't be used for anything but patch jobs. You should be well aware by now that 200 HP is already starting to be small fries.

Tincture
Costs: Tincture
Single Target Ability
MP Recovery Formula: 15
Next turn charges 50% faster.
Prereqs: None


Now, you MP hogs might be thinking that being able to restore MP midfight is absolutely broken, and to be perfectly fair, that is very much one of Chemist's specialties. However, it's not so simple. A standard Tincture actually restores 20 MP if used outside of combat! This means that while a Chemist can restore MP midfight, they do so with less efficiency than one would get by just waiting until after the fight is over. Granted, in longer fights you're not going to miss that lack of efficiency too much, and Tinctures in particular are cheap enough to spend this way if you want to just bump your caster over a key threshold while low on MP. I just want to establish that Chemists do not completely remove the dependence on MP management.

Fenix Juice
Costs: Fenix Juice, 2 CD
Single Target Ability
Revive Dead Formula: 10
Next turn charges 25% faster.
Prereqs: 1 LP


Easiest access to a revive ability we've seen yet, true. However... reviving someone for only 10 HP is not an attractive prospect. Literally any other revive ability will do better, and those can at least hope for an area attack to not immediately paste the target. The advantage to Fenix Juice is that it's fairly noncommittal for the user, allowing them to follow up with a more thorough healing ability of their choice after the fact. So it's kinda like a Warlock doing a Doublecast Life, except you get to use whatever move you like instead of Heal in exchange for not being literally instant. And with Chemist's high Speed, that's pretty reliable. So it does have its uses! Just mind the CD, because you can't chain this three times in a row to revive the entire team even if you have the Juice for it.

Potion
Costs: 2x Potion, 1 CD
Single Target Ability
Recovery Formula: 500
Next turn charges 25% faster.
Prereqs: Tonic, 1 LP


Yep, it's the next step up from Tonic as a heal button. Tape two Potions together and chuck em down the target's throat. This level of healing is enough that it should at least be useful even lategame as a relatively fast heal button. It does have a CD, so you can't use it all the time even if you have the Potion supply to do so, and Efficience doesn't help a mainclassed Chemist spam this every turn no matter how much they wish they could.

Ether
Costs: Ether, 2 CD
Single Target Ability
MP Recovery Formula: 30
Next turn charges 25% faster.
Prereqs: Tincture, 2 LP


This one loses out even more on MP efficiency for the item spent compared to Tincture... but that said, restoring 30 MP at the snap of your fingers midfight is no joke. That's usually going to be enough for a dedicated caster to wring out one more big punchy spell without complaint. As ever, I would like to remind you that using this ability with any kind of boosts to your healing, like Cleric's Pinch Healer or Inner Warmth passives, will completely work! They care not for whether you restore HP, MP, or AP. Used smartly, you can actually IMPROVE efficiency of certain MP restoration items with the right equipment and passives.

Fenix Syrup
Costs: 2x Fenix Syrup, 4 CD
Single Target Ability
Revive Dead Formula: 100% Max HP
Prereqs: Fenix Juice, 4 LP


The most direct full revive ability in the game, and no CT makes it virtually lightspeed compared to other revive options. However, you will not be able to do this more than like... three times, at best, in any given fight, because Fenix Syrups are rare and expensive, and I don't even know if I have SEEN a pouch for expanding how many of them you can hold. You need to measure how much you really need this move on a scale beyond just the fight itself, because while it WILL get your target back up and running instantly... if you lose the fight, that's two Fenix Syrups burnt with nothing to show for it.

Z-Potion
Costs: Z-Potion, 2 CD
Single Target Ability
Recovery Formula: 1000
Prereqs: Potion, 3 LP


This move is exactly as straightforward as the Item command would be expected to be at first glance. You just dump a Z-Potion on someone and they're healed with it! Even lategame characters won't see their HP go much further than 1000 in my experience, so it's a heal that scales decently well even into lategame. Shame about the CD though: if you really need to maintain someone's HP, you'll need a little more than just this and Potion to get the job done.

Zether
Costs: Zether, 4 CD
Single Target Ability
MP Recovery Formula: 60
Prereqs: Ether, 4 LP


If you're using Zether in a fight, you're either desperate or at the point where money doesn't bother you anymore. This one is down to a THIRD of the usual efficiency of the item, and while 60 MP will basically ensure most casters have at least another turn in them to do what they have to do... you really can't afford to use this outside of boss fights. During those, absolutely, use Zether as much as needed, but if your MP needs are so dire that Zether is a staple move in any encounter... seriously, just equip your casters with Books already, it's embarassing at this point.

Levigel
Costs: Fenix Juice, 2 CD
Single Target Ability
Applies Float (Evade all Earth Element abilities) buff to the target for 2 turns.
Prereqs: 2 LP


If you want to spend your Chemist's turn on not-healing, there are a variety of creative uses for your items outside of the intended usage. Unfortunately, Levigel both being single target and spending your Fenix Juice, plus its situational effect, makes it a rather awkward choice to use at the best of times. I'm sure there are some foes you could put this to use on, but it's just... I don't want to, y'know?

Smoke Bomb
Costs: 3x Tonic, 2 CD
Attempts to escape from battle.
Prereqs: 1 LP


Probably the best fleeing ability in the game. You should be swimming in Tonics at all times, and spending them to get out of a fight the second it turns sour is an easy choice to make. Compare to Trickery's Run Away, which needs to spend 12 AP to do so and very likely won't have that available if things really get scary. Really nice for exploration.

MP Juice
Costs: 2x Tincture, 2 CD
Single Target Ability
Converts the target's AP to MP until either MP is full or AP is empty.
Prereqs: 2 LP


Extremely technically slightly better than Tincture for simply restoring MP, and that is the extent of the praise I can give this ability. Abilities that improve AP cap are rarer than your favorite gacha character, so at most you're getting 30 MP out of this for your target, and that's assuming they don't need their AP for some other reason and have a full stock to let you deplete with this move. The possible synergies with this move are so rare and niche that I would frankly just recommend using literally any other MP restoration method unless you're hoarding your Ethers and/or Zethers for later. And if you're hoarding them, why are you even playing Chemist?!

Fig Mixture
Costs: Potion, 2 CD
Single Target Ability
Applies a random buff to the target with a duration dependent on the value of the buff.
Prereqs: 2 LP


This move is... kind of nice, I guess? You can get some wacky stuff out of this, and sometimes you won't have much else to do if your more usual Item options are on cooldown. Unfortunately, it doesn't check for what other buffs the target has, so worst case scenario, you refresh the duration on a buff they already have and weren't especially attached to. Still, there's worse things you could do with your turn.

Invisigel
Costs: Fenix Syrup, 4 CD
Single Target Ability
Applies Invisigel (Becomes lowest Threat for all enemies) buff to the target for 2 turns.
Prereqs: Levigel, 3 LP


"Whaaaaaah my Rogue gained Threat and their turns are becoming suboptimal so I need to burn one of the rarest resources in the game, on a class that lives and dies by the resources you have, just to do something about it!" That is the one instance where I can justify using Invisigel. The effect can be really good, but in no way is it worth burning an entire Fenix Syrup on it. To make matters worse, I'm pretty sure it doesn't actually change their existing Threat values or accumulation in the slightest, it just ignores them for as long as the buff is up, and oh yeah, that's a two turn duration, huh? Two whole turns of ignoring Threat. And remember, your target can still be bonked by area moves.

Heal Oil
Costs: 3x Tonic, 2 CD
Single Target Ability
Applies Recovery Up (+35% healing received) buff to the target for 3 turns.
Prereqs: Smoke Bomb, 2 LP


Want to make your Chemist really good at focusing their healing on the tank? Yes, of course you do! Heal Oil not only makes all your fixed value heal effects that much better, it ALSO improves whatever other sources of healing they get from whoever, including self-healing. If you're depending on your tank to weather the storm for your entire team from the word go, Heal Oil is a great opener. In particular, Aegis makes for a great target for Heal Oil with their Entrench ability letting them keep the effect in play even longer.

AP Juice
Costs: Ether, 4 CD
Single Target Ability
Converts the target's MP to AP until either AP is full or MP is empty.
Prereqs: MP Juice, 2 LP


Unlike MP Juice, this one is really, REALLY good. Even with just the classes we have now, this lets you juice up a Monk on empty for a free Chi Burst, or a Rogue that's taken Threat to just throw a Rupture (haha get invalidated Invisigel). And there's more classes yet that have very strong options that demand a lot of AP, and depending on how they're built their MP may as well be irrelevant to them, save as a cap for how many times they can drink the AP Juice. Extremely worth burning points on MP Juice just to unlock this, if your team has cause to go for it.

Sap Mixture
Costs: Potion, 2 CD
Single Target Ability
Applies a random debuff to the target with a duration dependent on the value of the debuff.
Prereqs: Fig Mixture, 2 LP


Sleep on this move at your peril. There are MULTIPLE status effects this can apply that just straight up shut down even the meanest of enemies for multiple turns, and unlike the more readily accessible Sleep, those status effects can be applied as many times as you can access them. One of the best options a Chemist has for a "throwaway" turn, hands down. Hell, even otherwise mild status effects like damage over time or a common debuff can be useful when they come from a healer's off-turn, y'know?

Selfless Cure
Costs: 1 PP
Give 100% more healing if you have lower HP% than the target.
Prereqs: 2 LP


The freest real estate for a healer build you can possibly get, especially with Item. Granted, it means the healer has to be A: damaged, and B: lower health than their healing target, which usually isn't a thing a healer wants to ever do. But remember: this passive works with ANY kind of healing, not just HP! This can jack up the value of Tonic and Tincture to be as good as, if not better, than their out of combat usage! Get this it's good.

Item Finder
Costs: 3 PP
+25% drop chance for any Consumables.
Prereqs: Selfless Cure, 2 LP


A nice utility option whether you're using a Chemist or not. Ideally, you aren't overextending on your excursions anyway, but this will ensure a steady income of supplies that lets you stay further afield. A rare non-combat passive, and that alone makes it worth considering if you have a character whose build doesn't have much need for PP. Of course, you can swap it out for boss fights and the like that have no consumables to drop.
 
Last edited:

Mogri

Round and round I go
(he)
Staff member
Moderator
Heal Oil
Costs: 3x, 2 CD
FYI: you omitted the item cost here.

I never did get much use out of Chemist; I like my resources renewable. (Read: I finished the game with an overflowing backpack.)
 

Kalir

Do you require aid.
(whatevs)
Fixed. And hey, Crystal Project in no way makes any given class mandatory, even for postgame stuff (although some stuff definitely gets EASIER by using specific classes).
 

Kalir

Do you require aid.
(whatevs)
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Before I forget, there are a few loose ends to deal with in Quintar Sanctum.

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First is this enemy, armed with another source of Monster Magic.

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I tend to do this a lot when fighting enemies with Monster Magic, just so I know exactly how much room I have to whup em.

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Multitarget Sleep! That's... really really good!

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Unfortunately for the Wispette, Frieren and Meena still have their Awake Rings on, so all it can do is die.

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Fun fact: once a non-PVP enemy queues up a move like so, they cannot change it or who it's targeting unless Threat, or your own actions, forces them to. Which means that while I woke everyone up in time, as long as GUTS remained top Threat, I could leave Werdna sleeping and not be at any risk of Dream Eater. Which, incidentally, is exactly as potent as it sounds on sleeping targets, and completely useless otherwise.

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Anyway here is your reminder that buffs and debuffs are really good, use them.

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Not bad, not bad at all.

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Frieren's new Shaman LP goes right to Bio II, primarily because I want her to get access to the two Core spells from that moveset. Shaman is a strong job, but it's not usually one I like to keep around for ages despite its usefulness, but the Core buffs are great for support characters, and I'm feeling a flex back to Warlock or over to Chemist, y'know?

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Anyway, today we're gonna see what all we can do with our new Quintar buddy! Starting, I think, with Salmon Pass.

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Oh yeah let's see if we can burst down the next dummy.

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Yep. Berserker Blitz Crush, Doublecast Frost/Blaze, Bolt/Bolten, and Spark Shine. Honestly Bolten alone probably would've done it but I decided to go for Bolt for some reason.

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Level 30 Dummy unlocked and naught else. This'll go until the level cap of 60.

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Clearly the next intended area of exploration is Jojo Sewers, but who said I have to follow the directions ahead of me exactly? It's not like there's a level curve forcing me to stick to... wait, hold on. Damn it.

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Anyway, with the Quintar Flute on the favorites menu, getting over that ledge and back on the Quintar takes all of one second.

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Which is also exactly how long it takes me to remember I forgot SOMETHING ELSE here. Last time, I swear.

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See the path behind the Fancy Quintar's mushroom? That's a legal path to take and we're doing it.

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Secret tunnel!

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This tunnel goes all the way around the heart of Quintar Sanctum and back outside to...

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The Overpass! This is the aboveground version of the Underpass, obviously, and serves as the filler space between different regions that's not intended to be explored super thoroughly (but still can be for mapping or curiosity reasons). Should you go here before defeating the Fancy Quintar, (like, for example, just after getting Chemist), Gokue will be parked nearby to suggest going back in.

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It's usually worth briefly exploring the Overpass whenever you can access it to get the Overpass Scraps needed for the map, but again, that's considerably more expensive than we can handle right now even if we had all the scraps.

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Plus it might help you map some hard-to-reach spots in the areas it encircles, like Rolling Quintar Fields below.

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See, look at that map! Gotta climb a few trees and cliffs to get the full picture, but that's a healthy map all the same.

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Okay, NOW we do Salmon Pass.

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As ever, the Quintar makes the bridge jump trivial.

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Let's see what was on the opposite riverbank from the Paypirbak!

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Not a lot, but hey, it's the exploration that counts.

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The riverbank over yonder is blocked off by a bit too high of a wall to clear, so instead we go this way.

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Doesn't take us long to get out into the open and meet Talon and Chloe again.

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<Chloe> You could say I am somewhat of a fan...
<Talon> Well, lucky for you, a pro such as myself knows MANY excellent fishing spots.

Sorry, not listening to your conversation, just how good this specific song is. Go look it up, or hell, have a link.

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Anyway, that's something we can do if we go up here, I suppose!

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Hey, he was right about Serpentine. Bragging is probably the only way he knows how to communicate.

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Anyway, Salmon River is a pretty cool area. Your goal is the expected one of following the river up to its source, which requires jumping across the logs in the river and from bank to bank.

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Avoiding enemies can be pretty easy since they usually just rove to and fro on any given log, but combine that with necessary non-trivial platforming and you're gonna mess up here or there.

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Oh that's a bit of a problem huh. Maybe we're not quite at a safe level for this one.

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Tell ya what, let's test against the one we are rated for.

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Salmon Cooks are pretty solid all-rounder enemies with some rude techniques. Mermaid Song does a fixed 50% of max HP, speeds up the user's next action, and inflicts unlimited Confusion on the target, which is a really strong move even before you factor in Harvester as an area attack.

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GUTS only has 61% hit odds, that's not great.

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Okay so that was a Mermaid Song followed by a Harvester that nearly killed Frieren, and at that low of health she's not surviving another hit no matter how much she Safeguards.

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Agh I taunted the wrong one. This is going terribly.

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Thank you Drain! Never lets me down.

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GUTS, this is unacceptable. Do we need you to reclass over to Fencer to get your jankety ass in order?

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Meena missed on a 70%! This is the worst!

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Finally took one down and it only cost me this much. Yeah Salmon River's gonna have to wait, if this is the easiest formation here I simply don't have the numbers to survive an inevitable platforming misstep.

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At least we got to the end with everyone alive.

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I briefly check out the Lost & Found while I'm on my way to Jojo Sewers for proper exploration. Nothing especially stands out though, except for the Iron Guard.

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So, the thing that really makes Jojo Sewers hard to figure out is that it's actually three levels, mapped using a single layer. So you kinda have to work your way around different levels to really figure out where you're going. By all accounts there is a path from here to Quintar Nest ahead of us, but we're still too high up.

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There's a few enemies down here but nothing that ought to give you much trouble. Sewer Rats can inflict Poison with their bite, and the first action they take is Reckless Assault, which inflicts Confusion on their whole team, so tanking is out the window unless you're playing an Aegis.

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By that same token, there's no need for non-Rogues to hold back on generating Threat. What are they gonna do about it, focus you down? Haha, sure.

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And now GUTS never has to worry about AP for the rest of the game if he so chooses! Warrior is great.

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Hey, a townside entrance we haven't found yet! That's cool.

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Oh, no, just a musty old room. Still, looting.

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The Narco Beast is a big chunker of a foe with plenty of health and power, but it always starts the fight with four turns of Sleep. And, as you might guess, it can turn that status effect your way with its area Yawn move.

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You know the deal with these kinds of enemies: stack your setup for four turns, then UNLEASH.

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There's not that much setup we can really do yet though, and I have Initial Focus.

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Oh yeah Chomp also inflicts Power Down, so your physical offense will dwindle the longer you let it stay awake. Burst damage!

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They're pretty common on this level of Jojo Sewers and I find fighting them tedious, so if you want you can always Run Away or Smoke Bomb basically risk free.

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Boy said:
I don't know you! If you wanna come inside, you gotta say the password!

Secret boomer society? I don't wanna, but hell, let's see if we can bruteforce it for the fun of it.

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The answers to all of the questions posed are easily learnable by talking to the kids of Capital Sequoia.

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When was the last time you heard "on fleek" anyway?

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I do remember all of the correct answers, but if you don't you can usually go find the person in question pretty easily.

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This is the only tricky one, but it's also the one the girl by the hedge maze specifically cites as the password, so you'll probably remember it.

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Boy said:
Welcome back, official member of the boomer society.

Don't call me that.

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Anyway he moves out of the way and we can go this way now! To the boomer society, whatever the hell that is.

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This tunnel's a little annoying because of how far the jumps are and how often you have to contend with shallow water messing with you. Quintar makes it a little easier.

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Hey, remember what I said about setup stacked to the heavens against these guys? That means Instability!

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You love to see it.

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And that's Meena done with Monk for now! Back to Cleric with her for a bit.

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Werdna also picks up Firena, finally opening the door to the holy grail of Black Magic.

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Weird little terrain glitch: because I last landed on the ledge next to the chest without touching water, any time I fall in the water, I temporarily spawn inside the chest. This doesn't seem to do anything aside from make my next moves a little more awkward until I jump out.

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Next up is this kinda warehouse lookin' area we gotta climb up.

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Don't forget the pouch lower left!

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This area has a lot of paths that LOOK like they should lead to treasure but don't. It's kind of weird.

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This one is REALLY hard for me to make the jump to because I always overcorrect on account of the iffy perspective of jumping to the lantern.

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It's pretty good for medium armor though! The self-inflicted Poison is extremely ignorable, either by running one of the items that nullifies Poison (Meena is using two of them right now for some reason) or someone that can clear the debuff on themselves trivially (like Meena as Monk).

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Okay, that's about it for the Jojo Sewers side of the boomer society.

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Oh, is it a proper noun? Sure, whatever.

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There's a few minor things of note here in the Boomer Society. Captain Boomer here, for example, lets you change your name!

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Just like changing gender, changing your name has a pretty high one-time fee per character. But if people want to change the names of our party as we keep playing, it's an option. Won't throw me none.

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For my money, this is the coolest thing here. Yeah, Crystal Project actually has lore! It's not even slightly relevant to your gameplay experience except in the broadest of strokes, but if you want to figure out what is the deal with the land of Sequoia, look no further, I have you covered.

The Land's Workings Vol. 1 said:
The land of Sequoia is to be governed by a sole Grand Master. The Grand Master decides everything: the law, the projects, and more. Most importantly, the Grand Master decides what constitutes a Banish.

The Land's Workings Vol. 2 said:
To be killed in Sequoia is not such a terrible punishment. However, to be Banished is a fate far worse. None can confirm what awaits in the afterlife of a Banishing, and it is in each citizen's own best interest to never find out. To not be Banished is of the utmost importance in the land of Sequoia.

The Grand Master's History Vol. 2 said:
The first Grand Master was elected many generations ago, at the time that the land of Sequoia was conceived. Subsequent Grand Masters are not elected, but rather they are created when an incumbent Grand Master retires. The role is bestowed upon the citizen responsible for retiring the previous Grand Master. When an incumbent Grand Master is retired, they are Banished instantly regardless of law or rule.

Cool lore! Also: messed up. If we take the game's pseudo-MMO framing as the baseline, then it's not hard to figure out what they really mean by Banishing. Even so: maybe don't hand over the full reins of moderation and development to anyone who can 1v1 the current Grand Master? Meritocracy is fallacious as hell!

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If you don't care about lore, here's the book in the chest. It's... not terrible for boss fights, on a Cleric. I'd use it for Meena if her staff wasn't so important to her attack moves... then again, since she's changing back to Cleric, it kind of isn't, huh. Something to think about.

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Mrs. Boomer gives us 10 copper coins. Woooooo.

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It's so secret, keep it a secret.

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Right next to Gaea Shrine, just considerably higher up.

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more sheps!

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jus hangin out

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Oh hey what's good.

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Free inn stays here. Not exactly required, but it is right next to a home point... then again, just below here is Gaea Shrine, right next to two relatively cheap inns and every shop you could ask for. Time is money, and Home Point efficiency is time efficiency is savings.

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Yeah the Boomer Society isn't really a huge thing.

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Only other noteworthy thing here is the Boomer Treasury, from which you may take either the Boomer Shield or Boomer Sword, but not both.

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I hotswap the two for a bit to register them in our archive. The Boomer Sword is a punchy two-hander that excels at taking on enemies with higher Defense.

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The Boomer Shield, on the other hand, is a sturdy choice for a shield that comes with some Wind resistance, making it a good pick if you're struggling against the Fancy Quintar. Of course, both pieces of kit are subject to equipment restrictions. I go with the shield for now, but either way it's gonna eventually be outpaced, so choose whichever you like.

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Anyway, moving on. I still don't want to mess with Greenshire Reprise with those scary encounters below no matter how tempting it is.

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It does, however, provide a really nice route to this part of Jojo Sewers!

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Can't help you there chief, sorry.

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Having a Quintar to explore the sewers helps to make those long jumps, but if you can get to the sewer entrance from Gaea Shrine you don't NEED one to explore everything, I'm pretty sure.

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Crag Demon, huh? Gonna say that's the boss of Cobblestone Crag that'll kill our ass instantly if we fight it. We can confirm next time, but for now I'll just assume it to be so and put this on the list.

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On this level of the sewers we can encounter a Hobo with a bad attitude and a knife.

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The Hobo also has a sweet tooth complete with stealable candy, and the Lucky Dice skill as a Monster Magic ability.

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Lucky Dice can either be useless or scary and you never know which until you cast it. Again, more on that in the Scholar post.

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That's about all to the fight though.

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Been a while, but Meena's back to the Cleric role! And the Monk moves she's picked up will make her much more survivable and give her some occasional kick!

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Here's the stat differences between the Gospel and her current Walking Stick. Personally, I'm gonna stay with the Walking Stick for now, but there is something to be said for using the Gospel to primarily cast spells and occasionally spend 30 AP to obliterate something with the Satsui no Hado.

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With all our mages using light armor, though, her gear is looking a little unpolished right now, so I go grab a Priest's Garb and a Holy Hat.

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Back to the sewers. There's elevation changes you can reach between areas, you just gotta know where they are.

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There's the Quintar Nest entrance.

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Still some silver to get here, although we'll have to figure out a way over there.

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I don't know that I saw it while playing, though. I am the fool.

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Still got this neat find out of it though!

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A few items can turn your basic attack into a different one using a different stat scalar, making them very handy for characters that don't favor Strength like Frieren (who immediately equips this). Some of those moves even have extra effects, like daggers that can Mug to deal Dexterity-scalar damage and attempt steals, or weapons that Aid to heal an ally with a Spirit scalar!

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Oh right, I always forget this bonus boss is here. Welp, let's wrestle it.


Remember how Bone Thief was built to teach you "hey tanks are important"? Blood Slop is now here to teach you "hey making sure your tank has support is important". The raw damage of its abilities is very livable since it still checks Defense (except for Blood Extract), but it inflicts two really mean status effects with its usual moves: Bleed we've already seen before, but Weep is new. Weep disables all forms of regen and lifesteal, bread and butter of most tank roles. GUTS, for example, commonly makes use of Roost to sustain heavy damage, but it only cures the Bleed (still important since neither debuff has a duration, they stay there until cured). As long as Weep is up, it can't provide regen, and Prodder can't give him relatively infinite MP. Oh, and Blood Extract also hurts tanks proportionately more since tanks are more likely to dip below that magical 50% max HP number it needs for a kill.

The good news is, we have Meena in Cleric with a Monk subclass, which is probably the best possible answer to Blood Slop's playstyle. Meena can cast Mend on whoever is drawing aggro (or Meditate if she's doing so) and both Bleed and Weep go away instantly. And while she's still using basic Cure for now, her Spirit stat hasn't suffered virtually at all this entire time, so the healing she does provide (and the damage of Chi Burst) is as good as you could possibly ask. That said... I kinda fumbled this fight a lot. I'm forgetting important parts of everyone's playstyle, and to be honest I don't think Defender does anything against Blood Slop's abilities since it only checks Defense, despite being an ability and not a physical attack. I think once Frieren gets the Core spells from Shaman I'm gonna have to change her class again, because Meena and GUTS can't be the only healers on the team since they're also the ones taking hits.

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I lived it, barely. Anyway here's the Hemoring, which GUTS immediately equips because he does indeed love that self-sustain and Monster Magic won't be a perfect choice forever (at least not until he switches class again to something with a solid Spirit stat).

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So, from the second level of Jojo Sewers we entered the Quintar Nest from, you can find pipes leading out to the Capital Courtyard. We could explore down there, but time is short for me today so I'm gonna save that for another day.

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As you can see from the map, there's actually two paths between Jojo Sewers and the Quintar Nest. We entered from the second level of the former and came back through the third, which can be distinguished by its creepy red lighting.

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Oooh, that looks cool. Lemme finish the last bit of the Sewers though.

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For this treasure, you gotta facecheck walls until you find the hidden passage.

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It's around here. Jumping isn't required, thankfully.

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Could be useful if your tank isn't expecting any magic from a boss. That's still very much an option around here, just look at Blood Slop.

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Anyway, down we go!

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After a LONG fall, we end up... in the Capital Jail?

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On all sides, we have locked doors, and only the one key to work with.

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I remember when I first found this before even setting foot in Rolling Quintar Fields, found the enforcer at the entrance saying the demo didn't go any further, and not even slightly hesitating to buy the full game from there. Capital Jail is a full dungeon and it's one of my favorite spots because this, more than anything, really helped sell the feeling of "you will find adventure no matter where you go" that this game has to offer.

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We're doing this next time. Other regions like Salmon River or Okimoto N.S. could be in level range, but I like Capital Jail and want to do it next update.

TO DO:
  • Build the perfect starting team.
  • Explore Spawning Meadows.
    • Prove the existence of black squirrels.
    • Try to find another route out of Spawning Meadows.
  • Explore Delende.
    • Cross the bridge to the Proving Meadows.
    • Explore the Fish Hatchery.
    • Explore the Pale Grotto.
      • Defeat Guardian.
      • Find the Slate Crystal.
      • Find the Fencer class.
    • Explore the Soiled Den.
      • Defeat Bone Thief.
      • Trade an Earth Bangle to Huntie.
    • Explore the Basement of the Cabin on the Cliff.
      • Defeat Gran.
    • Find the dogs' bones.
  • Explore Seaside Cliffs.
    • Trade 13 Clamshells to Manana Man.
    • Find a rare monster that drops an Earth Bangle.
    • Explore Draft Shaft Conduit.
      • Defeat Canal Beast.
      • Find the Violet Crystal.
      • Find the Shaman class.
  • Explore Proving Meadows.
    • Find three crystals.
    • Defeat Knight.
    • Explore the Trial Caves.
      • Find the Yellow Crystal.
      • Find the Aegis class.
      • Explore Skumparadise.
        • Defeat Parasite.
  • Explore Yamagawa M.A.
    • Defeat Sepulchra.
    • Find the Aquamarine Crystal.
    • Find the Scholar class.
      • Find every Monster Magic spell.
      • Prove our skill to the Master Scholar.
  • Explore the Capital Courtyard.
    • Find the Courtyard Key.
  • Explore Capital Sequoia.
    • Find all the penguins.
    • Find all the Craftwork gear.
      • Upgrade all the Craftwork gear to Silver gear.
    • Obtain the Gaea Stone.
    • Clear the hedge maze of Improper Imps.
    • Find a way past the hedge maze.
    • Enter the Luxury shop.
      • Find sixteen crystals to expand the Luxury shop stock.
    • Get past the guard on the west gate.
    • Defeat all the training dummies.
    • Find three Digested Heads for Sam the Sadist.
    • Prove our skill to the Master Warrior.
    • Prove our skill to the Master Monk.
    • Prove our skill to the Master Rogue.
    • Prove our skill to the Master Wizard.
    • Prove our skill to the Master Cleric.
    • Explore Jojo Sewers.
      • Explore the Boomer Society.
      • Trade a Crag Demon Horn to Marlin.
      • Explore Capital Jail.
  • Explore the Rolling Quintar Fields.
    • Meet the Quintar Enthusiast.
      • Show the Quintar Enthusiast a Fiendish Quintar Eye.
      • Show the Quintar Enthusiast a Brutish Quintar Eye.
      • Show the Quintar Enthusiast a Fancy Quintar Eye.
      • Obtain a Quintar Pass.
      • Obtain the Quintar Flute.
    • Explore Quintar Nest.
      • Find the Olive Crystal.
      • Find the Hunter class.
    • Explore Quintar Sanctum.
      • Find the Violet Red Crystal.
      • Find the Chemist class.
      • Defeat the Fancy Quintar.
  • Explore Cobblestone Crag.
  • Explore Okimoto N.S.
  • Explore Greenshire Reprise.
  • Explore Salmon Pass.
    • Explore Salmon River.
  • Explore the Overpass.
    • Find enough Overpass Scraps for a map.
  • Explore the Underpass.
    • Find enough Underpass Scraps for a map.
  • Find the Summoner class.
    • Challenge the Deity of Fire.
    • Challenge the Deity of Wind.
  • Find the Mimic class.
  • Find the Dervish class.
  • Find the Ninja class.
  • Find the Beastmaster class.
 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
I remember when I first found this before even setting foot in Rolling Quintar Fields, found the enforcer at the entrance saying the demo didn't go any further, and not even slightly hesitating to buy the full game from there.
lol, I had the exact same experience.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
Somewhere out there, I'm pretty sure there's a killer Lucky Dice build.
 

Torzelbaum

????? LV 13 HP 292/ 292
(he, him, his)
Oh right, I always forget this bonus boss is here. Welp, let's wrestle it.

[video embed]

Blood Slop
Hey @Kalir, I'm seeing "Video unavailable Playback on other websites has been disabled by the video owner" for that embed. I can see and watch the video on YouTube.
 

Kalir

Do you require aid.
(whatevs)
Weird. I didn't even know there was a way to do that and I sure as hell don't want it deactivated for playback on other sites (and it works for me). I'll see if I can find what might be doing that to fix it.

Edit: found it. Might've been an option I decided to disable without thinking through the ramifications of it. Fixed, enjoy.
 

Kalir

Do you require aid.
(whatevs)
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Right, Capital Jail. The end goal here is hidden in the Dark Wing to the north, but we only start with a key for the South Wing.

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No matter which wing you're in, expect to see rooms along the side, possibly with hostile occupants still within.

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It's not until like the fourth set of doors in that anything really shows up, though.

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Floating souls aren't healers like the Wisps before them, they're all offense. Their favored trick is using Sear to hit someone with Burn, then following up with Spit Fire for double damage on burning enemies.

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They can also hit with regular attacks to inflict Weakness, doubling the potency of the aforementioned Burn.

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A single Floating Soul isn't much to worry about, but later formations will have more than one, or slot them in alongside other monsters.

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If you're building GUTS like I am and using Roost to self-heal for tanking, do bear in mind that you'll clear self-inflicted penalties from Paragon Crush or Battle Crush that would wear off that turn anyway if they happened before, y'know, four ticks of Burn.

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Level and XP desync is a way of life and fleeing from it is cowardice.

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The direct route further ahead collapses pretty quickly in, but we can see that one of the more industrious inmates and/or geological processes saw fit to make a shortcut.

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Oh hey a zombie. Been a while since I've seen one of those. Zombies are pretty cool off their passives at least: they start with a permanent Poison effect, can inflict the same on enemies with all physical attacks, and take all healing as damage. It's a neat trick for representing them, even if they have no actual techniques to them beyond basic attacking.

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Remember, Frieren has a Static Rod now. She can just do basic attacks with her solid Mind score as long as the enemy doesn't entirely no-sell Thunder element.

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Loads of Silver to be had down here. Plenty to work with for upgrading weapons and armor.

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The cell with the treasure trove we saw earlier is locked, requiring a Cell Key to access. We won't find one of those in the South Wing, but we ought to have more than enough to get this.

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The chests down here hold the West Wing and East Wing keys. The Capital Jail is actually pretty generous with route options for a place defined by slate grey hallways and locked cells.

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Even without Burn, Spit Fire does a pretty big chunk of damage. If it hits a Burning target, even a durable one like GUTS, it will probably kill them! You have two recourses, the first obviously being to clear the burn, and the second being to divert the Floating Soul to a new target. After all, they can't change the move they have telegraphed unless you make them!

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Prodder is really, really nice for this build. Who needs Refresh when I get more MP just by doing the Warrior's actual job of hitting mans?

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I WAS NOT JOKING ABOUT SPIT FIRE.

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Unfortunately for Frieren, Zap doesn't trigger spell lifesteal effects. It is, after all, not a spell.

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Again, I want to grab the two Core spells off of Hex Magic before I mess with Frieren's build further. They're just nice to have.

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This cell has collapsed really badly, and I can even see a path further down ahead. We need to get in from the locked cell first.

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At complete random, I go with the East Wing, but either one is valid for now. I thiiiink East is technically more optimal if you want to avoid backtracking but eh this area isn't very large.

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Another locked door. Don't worry, there's enough keys either way to prevent softlocks.

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The left chest was actually empty because it's more ominous that way.

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Looks like some moat water has leaked in here.

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Like the South Wing, we can't get in here.

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The flooded section has a lot of enemies, but they move slowly and don't pursue you, so it's all about navigating around them if you aren't up for a fight.

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It can be difficult when entering this area or navigating under the middle part, but it's not like these fights kill you.

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They're just beefier versions of the Jellyfish we saw at Seaside Cliffs, easily manageable.

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We get two Cell Keys at the end of the tunnel. Let's use em!

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Yeah they REALLY don't want you getting softlocked.

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The other locked cell in the East Wing has a three-Zombie Flame inside it, so I may as well put some defenses up on characters that need it.

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The nice thing about Zombies is that you don't have to devote turns to finishing them off at low health. The blinded one is already eliminated from play, they just don't know it yet.

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And that's East Wing done!

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Since our Home Point in Capital Jail is right at the heart of it, there's no problems whatsoever with popping back up to the Capital to refresh between fights.

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Back to the hedge maze for a bit. I believe I was actually mistaken and there is a way to navigate to the end!

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Oh, that's new! Jumping north here was the trick.

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Nice, I think that just leaves one last craftwork bit of kit to find, and I think I remember where it is. Can't get there right now though.

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Do you see the way further in here? I do.

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Yup, that little hole can be accessed from the space we were in before!

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The box this leads to gives us a more lightweight version of Selfless Cure, which is... an option, I guess. Not one I'd usually take, but it sure is there. I do give it to Meena since she doesn't need Poison immunity off of the Fang Pendant.

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If there's a way to reach this side and thus the exit, I don't remember it for now. Oh well, another time.

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I do see that little path though, so there's probably a way.

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Oh well, back to business!

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GUTS has almost mastered Warrior, so soon I can have him do more goofy things!

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Oh, this side is rather nicely decorated for a horrible prison.

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Looks like more than a few plants got out of control though.

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Cool helmet though. This one boosts Attack as well as the usual Defense/Resistance set!

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The locked door is pretty early on here, but with the key surplus from the East Wing, that's no trouble.

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Like we still have three keys. They REALLY want you to be able to access everything down here.

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Helpfully, they tell you how many keys you have before using one on a door. Nice!

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This is the point where you are expected to have another key from the East Wing before proceeding.

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These encounters get a lot more scary if they're what you're facing before even setting foot in Rolling Quintar Fields lemme tell you right out.

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I am occasionally not the smartest.

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I DONT NEED TO BE THE SMARTEST WHEN I HAVE CHI BURST

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IM GOING TO SINGLEHANDEDLY BRING BACK THE TREND OF THE 90'S HOOT

HOO HOO HOO HOO HOO HOO HOO HOO HOO

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I earned that.

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Final stretch of the Capital Jail ahead!

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Before we start that, let's finally start working towards Curena. It's near the tail end of earlygame, Meena needs a better heal button than plain ol' Cure.

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Aaaaand let's loot that other jail cell!

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South first, to that answer to the Battle Helm for body armor.

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Behind it, the passage continues further down into an isolated segment of the Underpass.

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Unlike most of the Underpass, this isn't blocked off by water, we can keep going.

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That's right! Secrets within secrets! Welcome to the Capital Pipeline!

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Fortunately for my update length, we can't explore all of this right now, but I do intend to at least show it off at a basic level.

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The north passage is blocked, so south it is. It goes on for some time, so mount up.

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The pipeline extends out past the coastline and into the ocean, that's cool!

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Before long, though, it starts to run into... issues.

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The smooth stone of the pipeline is being slowly consumed by a blood-red something, and whatever that enemy is lurking in it, it's miles above our paygrade, I can tell you that right off.

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The way further is blocked, but a bit of stealth still gives us some more Silver and a nice shield!

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Maybe once GUTS finishes mastering Warrior he can use this. It's a great fit for an axe/shield fighting combo, that's for sure.

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Back in the South Wing, I don't want to deal with this configuration blowing people up with Spit Fire, so go to sleep, sleep time.

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I love Chi Burst so much it's so goofy

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Anyway, last reward for here.

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It sure is a Monk option! I won't be using it, because it provides no Spirit bonuses and I actually use Chi Burst now.

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Right, let's see what's so dark about the Dark Wing. It probably doesn't even have any ducks, how bad could it be.

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Rougher stone, huh? Anything else?

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Not yet, but we're still early on, and the other wings looked fine at first too.

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Oh, that's nice. Not that we really need it for this place now, but it's nice.

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Naturally, this is all just underneath the Trial Caves and a bit to the northwest of Skumparadise.

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Hm, another cave-in. Let's detour through this cell.

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The Jail Breaker is the only non-boss enemy to be found in the Dark Wing and she does not mess around. She has passive lifesteal and starts with a Crazed buff that gives her double speed, making her a terrifyingly aggressive foe that's very hard to put down. For extra fun, she can cast Barrier!

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Unlike with the other encounters, if you aren't confident against a Jail Breaker you NEED to focus on defense over offense. Don't forget that a Warlock with Mixed Magic can nix her Crazed buff using Dispel!

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Oh yeah, she can also spend all her AP to do Sever, which is basically Rupture. The only reason GUTS isn't at half health or lower is my stacking of all the defenses I can muster.

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She can drop the same kind of sword we saw in Skumparadise, and I will not acknowledge or discuss the steal any more than this screenshot.

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Oh, perfect timing. We can't let Meena be our only real nuker, can we?

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The Dark Wing has two very important bits of light armor to loot.

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Unlike your average piece of light armor, they actually favor Defense over Resistance, same as their heavy counterparts do! THIS IS A WARNING AND YOU SHOULD HEED IT.

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Speaking of warnings.

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What's not apparent here is that the ceiling is extremely low, enough so that even the Quintar's jump height is checked by the ceiling. This actually makes it a great fit for these jumps that would be rather tight on foot.

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Again, the Woven Shirt favors Defense over Resistance. Again, take from this the correct meaning.

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I REALLY WISH I COULD MAKE THIS JUMP BUT I CAN'T.

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For real though if you enter from the southeast side the magma tunnel is fine.

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End of the line, I see.

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Yeah that makes sense. Do note that it is very possible to juke out some bosses, including this one, if you want to skip the fight and just get the Crystal, but what kind of LPer would I be if I skipped BIG COOL BAWS FITE


The Warden is a pretty difficult boss, considering how straightforward their gameplan is. Every one of their attacks is a physical AOE, which is why the Woven kit is so important for your lightly-armored characters. At first, they alternate between Harvester and MP Arrest, dealing damage to HP and MP in roughly equal measure, which means you're going to either need a lot of MP or a backup plan if playing a caster. Once you get them down to low health, they instead switch to a trio of Harvester reskins that each apply one of the damage over time sources, which significantly ramps up their output in a way that no healer at level par can compete with. Once that happens, you need to get your burst options in play as soon as possible. Again, not a very complex fight, but when you have that much raw outgoing damage, who needs complexity?

Probably the best individual classes for this fight we could have at this stage are Warrior, Shaman, and Rogue. The first two can inflict the virtually-required Power Down status effect and have ways to stay in the fight despite taking heavy physical damage throughout. Rogue has a rather unique usage that can trivialize the fight if properly managed: Reflex Stance means they basically can't die until everyone else does, and Eye Gouge buys you a free turn from the Warden's attacks as long as you have the AP and low Threat to fuel it! Counterattacks are also considerable if you have access to them, which Wizard and Monk can access (although I didn't get them for Werdna or Meena). All told, I did okay on this fight, although it took a few tries to reach a winning run. Big stupid spike damage off of Flare and Chi Burst really helped cut through the boss' health total faster than the usual gameplan would. Flare and Chi Burst are so good.

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Let's celebrate our win with a mastering of the Warrior class for GUTS!

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Oh, and of course, a cool new Crystal.

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Hold up, Reaper? That wasn't even on our list at all? It's like Aegis, an entirely untelegraphed new class! Badass!

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Now, I know a lot of you might be expecting me to put GUTS into Reaper, and for a lot of players it's very expected. But no, he's going back to Scholar fulltime for now.

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I do have a slight idea of what I'm doing with him, of course. Like I said, the Lucky Platter rewards the axe/shield fighting style, and if I use Squirrel Dung on top of it I could actually get some shenanigans going with Lucky Dice. Didn't think of it at the time, mind you, had other priorities.

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Like making Werdna our Reaper instead!

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This does mean he gives up the Trickery moveset that afforded us stealing and fleeing, but to be honest, that was a purely utility option, and one he doesn't really need. Plus, we have GUTS and Frieren that can inflict Sleep if we need it.

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Although in Frieren's case, we're also gonna mix it up and change her over to Chemist for a while!

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Nothing fancy here, Chemist just goes really well with the Warlock moveset and it has the best fleeing ability in the game (which I do want unlocked at some point), so I'm putting her on Chemist.

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The new class changes deserve a new set of gear upgrades, so I splurge at the Blacksmith to kick everyone but Frieren (whose Static Rod is great for her right now) up to Silver weapons for their role.

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So, you might be wondering, what does mastering a class get you?

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It gets you a Seal for that class! Seals are accessories that boost all LP gained by the holder for the indicated class by 50%. Certainly a convenient prize for grinding people up if you really like that class' abilities and want your entire team to have them, but I wouldn't say it's mandatory, per se. And for those of you that DON'T like doubling up on classes, the seals may seem like a rather underwhelming prize. Fret not, there's a super secret second use for the seals later.

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Anyway, if we're running a Chemist, we need to be well-stocked, so I'm gonna go do that first. The rest of this update will be given over to a few loose ends I have to handle.

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First, let's go see Chloe in the Capital Courtyard.

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Chloe said:
I'm fishing for birds. You can have this.

She literally just gives us a thing and leaves.

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It's an upgrade? Probably? We haven't used the fishing stuff we have yet but it's there for if we want to do that!

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Okay I'll allow myself a tiny bit of sequence breaking.

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Nothing we can find inside this part of the Courtyard, but there IS a path to explore in the moat that's tempting.

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Doesn't seem to be much down here though.

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I STAND CORRECTED

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I'll spare you the fine details of this encounter to simply say that Enami here is way too strong for us to fight right now, but with their name onscreen they can be properly added to the list.

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Our last stuff for today is on the far western side of Seaside Cliffs. You may recall some unfinished business with Huntie we had to handle.

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We'll take care of that in a bit. First, something you can, I think, do before even the Proving Grounds.

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Another shrine, just like Gaea Shrine!

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If I wanted to, I could take a shard for now and come back later when I have enough cash to buy the Stone... or I could sell stuff. I'm selling stuff.

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Oooh, free sword!

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It sure is an option if you would rather have free lifesteal forever rather than health. Or if stacked with the Plate of Wolf. Not doing that right now, Werdna's the only one who wears heavy armor and he's sticking with a Scythe as long as he's in the new Reaper class.

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Mercury Shrine is a convenient spot to warp to for a few reasons, most importantly that it's right where the Spawning Meadows, Delende, and Seaside Cliffs meet. We won't have LOADS of reasons to return here, but it's a damn sight easier than leaping out of the Capital Courtyard and climbing out of the Proving Meadows to get anywhere. Of note on our list are the Master Scholar and the Deity of Fire, both easily reachable from here (less so for Master Scholar, but still).

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This medium headgear is pretty outdated, but the enemy here is exactly what we're looking for.

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Earth Spirit, woooo! This thing definitely probably drops an Earth Bangle.

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It's also immune to Thunder, making my drastically overleveled gameplay more than a little suboptimal.

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Encountered at level par, it can be a bit scary though. Earth Shock is pretty chunky and inflicts Fatigue.

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The Earth Bangle is... pretty underwhelming. Remember, we have an ability that can just disable Earth damage outright, and there's more ways to do that. Still, I know of at least one Earth-dependent enemy that can just disable Float as a status effect, so it's not terrible.

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I continue to map out a bit more of the Seaside Cliffs before doing the trade and discover this weird thing. It's weird, what is it? Surely we won't be finding out for at least one more update.

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By the way this is the jackanape that sells the map for Soiled Den and Draft Shaft Conduit. Finally.

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Huntie said:
I am wicked jealous. Please trade it to me. I'll give you a Water Bangle in return.

Huntie's offering an amazing bargain here.

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And we're taking it. Not only is Water a much more notable elemental resistance for more than a few scary boss fights, the Water Bangle's resistance is up to 25%! And there's no rule saying you can't stack two of em.

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I probably won't, but it is an option!

TO DO:
  • Build the perfect starting team.
  • Explore Spawning Meadows.
    • Prove the existence of black squirrels.
    • Try to find another route out of Spawning Meadows.
  • Explore Delende.
    • Cross the bridge to the Proving Meadows.
    • Explore the Fish Hatchery.
    • Explore the Pale Grotto.
      • Defeat Guardian.
      • Find the Slate Crystal.
      • Find the Fencer class.
    • Explore the Soiled Den.
      • Defeat Bone Thief.
      • Trade an Earth Bangle to Huntie.
    • Explore the Basement of the Cabin on the Cliff.
      • Defeat Gran.
    • Find the dogs' bones.
  • Explore Seaside Cliffs.
    • Trade 13 Clamshells to Manana Man.
    • Find a rare monster that drops an Earth Bangle.
    • Explore Draft Shaft Conduit.
      • Defeat Canal Beast.
      • Find the Violet Crystal.
      • Find the Shaman class.
  • Explore Proving Meadows.
    • Find three crystals.
    • Defeat Knight.
    • Explore the Trial Caves.
      • Find the Yellow Crystal.
      • Find the Aegis class.
      • Explore Skumparadise.
        • Defeat Parasite.
  • Explore Yamagawa M.A.
    • Defeat Sepulchra.
    • Find the Aquamarine Crystal.
    • Find the Scholar class.
      • Find every Monster Magic spell.
      • Prove our skill to the Master Scholar.
  • Explore the Capital Courtyard.
    • Find the Courtyard Key.
    • Defeat Enami.
  • Explore Capital Sequoia.
    • Find all the penguins.
    • Find all the Craftwork gear.
      • Upgrade all the Craftwork gear to Silver gear.
    • Obtain the Gaea Stone.
    • Clear the hedge maze of Improper Imps.
    • Find a way past the hedge maze.
    • Enter the Luxury shop.
      • Find sixteen crystals to expand the Luxury shop stock.
    • Get past the guard on the west gate.
    • Defeat all the training dummies.
    • Find three Digested Heads for Sam the Sadist.
    • Prove our skill to the Master Warrior.
    • Prove our skill to the Master Monk.
    • Prove our skill to the Master Rogue.
    • Prove our skill to the Master Wizard.
    • Prove our skill to the Master Cleric.
    • Explore Jojo Sewers.
      • Explore the Boomer Society.
      • Trade a Crag Demon Horn to Marlin.
      • Explore Capital Jail.
        • Defeat Warden.
        • Find the Crimson Crystal.
        • Find the Reaper class.
  • Explore the Rolling Quintar Fields.
    • Meet the Quintar Enthusiast.
      • Show the Quintar Enthusiast a Fiendish Quintar Eye.
      • Show the Quintar Enthusiast a Brutish Quintar Eye.
      • Show the Quintar Enthusiast a Fancy Quintar Eye.
      • Obtain a Quintar Pass.
      • Obtain the Quintar Flute.
    • Explore Quintar Nest.
      • Find the Olive Crystal.
      • Find the Hunter class.
    • Explore Quintar Sanctum.
      • Find the Violet Red Crystal.
      • Find the Chemist class.
      • Defeat the Fancy Quintar.
  • Explore Cobblestone Crag.
  • Explore Okimoto N.S.
  • Explore Greenshire Reprise.
  • Explore Salmon Pass.
    • Explore Salmon River.
  • Explore Mercury Shrine.
    • Obtain the Mercury Stone.
  • Explore the Overpass.
    • Find enough Overpass Scraps for a map.
  • Explore the Underpass.
    • Find enough Underpass Scraps for a map.
    • Explore Capital Pipeline.
  • Find the Summoner class.
    • Challenge the Deity of Fire.
    • Challenge the Deity of Wind.
  • Find the Mimic class.
  • Find the Dervish class.
  • Find the Ninja class.
  • Find the Beastmaster class.
 

Kalir

Do you require aid.
(whatevs)
REAPER
Lord of the Bleeding Edge


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STATS
  • HP: 2
  • MP: 7
  • Strength: 10
  • Vitality: 1
  • Dexterity: 6
  • Agility: 4
  • Mind: 8
  • Spirit: 2
  • Speed: 5
  • Luck: 3

PROFICIENCIES
  • Weapons: Swords, Axes, Scythes
  • Armor: Heavy Helmet, Heavy Armor

INNATE PASSIVES
  • Reaping: Gain 40% of physical damage dealt as temporary max HP. Decays at a rate of 50% per turn.

Players who want to dive into unexplored spooky regions deserve good rewards, and Reaper, a completely untelegraphed all-out offense class, is an excellent reward. Like how Hunters favor the Bow, Reapers favor the Scythe, but not nearly as heavily as Hunters do. Reapers have two major types of moves: Scythe-exclusive moves (now with axe compatibility from the mod) that drain health from their targets, and weapon agnostic moves that spend a percentage of their own HP to hit even harder than usual! They also pack the best Strength in the game and pretty solid Dexterity, so you know those moves are gonna make a mark. And to play into the hybrid flavor of Scythes even further, Reapers have excellent MP and Mind, making them a dream class for anyone hoping to run a hybrid attacker with an answer to any defensive measure! And the only costs their moves use are HP and CD, so flexing to use another resource is easy for them.

Reapers suffer a lot of stats to make their gameplan work, even outside of literally bleeding their way to hits. With absolutely terrible HP, Spirit, and Vitality, Reapers basically depend on their lifesteal to withstand any kind of assault, which is a problem since all your lifesteal moves have CDs to watch. But that's fine and expected from a class like this, if perhaps slightly galling to someone who wants to put lifedrain on their tank. The real danger of their stats is the mediocre Agility and Luck. Reapers have pretty significant accuracy issues, which is a huge problem for a class that literally lives and dies by landing hits on their enemies. Consider speccing into classes like Hunter and Fencer for stats, if perhaps not moveset, or use equipment like the Scope Bit to keep your Reaper happy and healthy.

Given their existing angle as a hybrid offense class, Reapers see common pivots for lots of classes, whether physical brawlers like Warrior and Monk, or magical bursters like Wizard or Shaman. And while their defensive stats are pretty ugly, Reaping still does offer lifedrain, and it's hard for even the most defensively-minded Aegis to turn their nose up at that. Damage dealers who prefer Agility, or healers, are the least likely to pivot to Reaper, the former due to heavy weapon incompatibilities outside of the HP-cost skills, and the latter due to Reaper really not offering healers anything they'd really want.

Reaping Cut
Costs: 20% Max HP
Single Target Weapon Skill
Damage Formula Formula: 100 + Atk + Atk * Str + 0.5 Str
Prereqs: None


Basic "hit really hard" button that any Reaper will use often. It also has the lowest cost for HP of the Reaping attacks that need that, making it a relatively safe option for a Reaper that doesn't want to commit too hard but feels like a basic attack is just too weak to consider. And remember, the HP costing skills don't need a specific weapon, so this is an option for a lot of classes that just want their own version of the Warrior's Blitz Crush with zero investment.

Lifedrink
Costs: 3 CD
Single Target Scythe(/Axe) Skill
Damage Formula: 0.5 Atk + Atk * 0.2 Str + 0.8 Str
300% Lifesteal
Prereqs: 1 LP


A full self-heal that merely asks that you hit your opponent with a weaker-than-basic attack. The damage here isn't what you're using this for, although it's still a hit and still procs on-hit passives. No, you use this to immediately top off your Reaper's HP pool, ideally after doing damage with another move to really get it fleshed out. If you miss this, your Reaper is either dead or a coward, and cowardice is worse than death for a Reaper.

Rending Cut
Costs: 30% Max HP
Single Target Weapon Skill
Damage Formula: Atk + Atk * 0.5 Str + 0.5 Str
Ignores 50% Defense.
Inflicts Armor Down (+35% physical damage taken) debuff on the target for 3 turns.
Prereqs: Reaping Cut, 1 LP


Armor Break Plus. Great way for a Reaper to set up their own damage later (and remember, lifesteal is based on damage dealt!) while being a slightly-punchier attack that also has pretty good defense piercing. You won't be using this all the time, of course, because the Armor Down debuff is more generally useful than the Defense-piercing, but against some foes it may be more beneficial than any other move you've got.

Bloodwell
Costs: 4 CD
Multi Target Scythe(/Axe) Skill
Damage Formula: 0.8 Atk + Atk * 0.5 Str + 0.5 Str
50% Lifesteal
Prereqs: Lifedrink, 3 LP


Slightly lower damage than Swallowtail or Barrage, but it's an area attack that also heals you for all that damage you're doing, which is good because you just drew all that Threat right to your Reaper. Best used to finish off enemies after another, bigger, meaner area attack, rather than as a move to be used because it's off cooldown. Like... you CAN use it for the single-target lifesteal, but it won't be very effective, so only Bloodwell for such a purpose if all your other lifesteals are on cooldown.

Frenzy
Costs: 15% Max HP
Single Target Magic
Applies Frenzy (+1 AP per turn, on basic attack, and when physically damaged) buff on the target for 3 turns.
Prereqs: Rending Cut, 1 LP


Reaper does have two situationally-useful buffs they can use to accelerate themselves or teammates. Frenzy is a nice way to bump up AP gain for anyone relying on it, but in a small way, the same as might be expected out of Refresh. Course, AP doesn't scale as you play the game and there are few ways to instantly gain lots of AP, and your average Reaper isn't very likely to use their turns applying a buff to an ally, so Frenzy isn't generally seen as very popular, not least because Reaping as a moveset doesn't need it. But it's there!

Expertise
Costs: 15% Max HP
Single Target Magic
Applies Expertise (-1 CD on all abilities) buff on the target for 3 turns.
Prereqs: Bloodwell, 1 LP


Expertise is one that can and likely will see application to a Reaper, since all their self-heals are cooldowns. It's also obviously useful for anyone else using cooldown moves. Do note that Expertise does not deduct from abilities that have already been used, only those used while the buff is in effect, so apply it early for best results. Does you no good if you're sitting around for 3 turns to get one of your moves back only to need to re-apply Expertise because you misunderstood it, right?

Satanic
Costs: 4 CD
Single Target Scythe(/Axe) Skill
Damage Formula: 50 + Atk + Atk * 0.5 Str + 0.5 Str
100% Lifesteal
Prereqs: Expertise, 4 LP


Want to deal good single target damage but don't have the HP needed to use one of your other Reaping moves? Satanic is a nice middle-ground option that does reasonable damage and packs enough lifesteal to make it safe to use. It's also nice for a mainclassed Reaper to open up with if they want to immediately set their HP higher with the Reaping passive, since you do use the lifesteal from the attack to fill up however much damage you deal. I'd still personally wait until after at least spending a little HP one way or another, mind you, but it's a good option.

Nightfall
Costs: 40% Max HP
Multi Target Weapon Skill
Damage Formula: 100 + Atk + Atk * 0.5 Str + 0.5 Str
Prereqs: Blood Spiller, 2 LP


Incredibly strong physical area move, but the huge costs to HP means that unless that move wipes the encounter (and in a lot of fights, it might) you will absolutely need to either cover or healer the Reaper that did it immediately after. For best results, just like a Wizard uses Initial Focus to kill the hell out of encounters turn 1, you should definitely back this up with Initial Oomph to really clean house.

Guillotine
Costs: 50% Max HP
Single Target Weapon Skill
Damage Formula: 200 + Atk + Atk * Str + Str
200% Lifesteal on kill
Prereqs: Nightfall, 5 LP


One of Reaper's two capstone attacks, Guillotine allows them to effectively full heal off of precision kills without risking a cooldown, and that's cool as hell... for non-boss encounters. It's not hard at all to leave this or that target alive for a Reaper to finish off, and the heavy damage and lifesteal of Guillotine means the Reaper in question will basically be set for the remainder of the fight. Against bosses, unless they make a habit of summoning foes you can realistically kill, it's just a spike damage option that costs half your health. And while those fights do exist, they're not common.

Moon Slash
Costs: 3 CD
Multi Target Scythe(/Axe) Skill
Damage Formula: 10 + 0.1 Atk + Atk * 0.1 Str + 0.15 Str
35% MP Absorb
Prereqs: Equip Scythe, 4 LP


I mean... it's a way to restore MP midfight, and that's great for anyone using Reaping as a backup for their primary magical toolkit. It's also a way to add a little Threat from everything on the field, which does virtually no damage, and requires at least two targets on the field to really get any kind of returns outside single digits. It definitely is an option you could pursue, and that's more than a lot of caster builds can say. I personally wouldn't, but it's there.

Blood Spiller
Costs: 2 PP
On hit, inflict Bleed (15% damage per turn) debuff on the target for 1 turn.
Prereqs: Frenzy, 4 LP


One could make a case for this being one of the best passives a physical attacker could use. 2 PP for the extra damage of a basic attack at virtually no cost every time you land a hit is amazingly economical and goes a long way towards making anyone hit harder. Blood Spiller does lose out on its shine if you already have Bleed infliction as a regular part of your gameplan, however; any applications of existing effects merely set it to the tick count of the new application if it's higher. So Blood Spiller does absolutely nothing to an enemy that's been hit with, say, Rupture.

Equip Scythe
Costs: 3 PP
Allows you to equip Scythes regardless of class proficiencies.
Prereqs: Satanic, 2 LP


We've covered weapon families very thoroughly by now. Scythes are very much intended as hybrid offense weapons, which grant the wielder a degree of piercing for both Defense and Resistance. Like Equip Bow, it could be considered a passive tax for using the Reaping moveset, but not even by that much even without the mod to give the moves axe compatibility. Remember, all the HP-costing moves are weapon agnostic!

Initial Oomph
Costs: 4 PP
Self-applies Power Up (+35% physical damage dealt) buff at the start of combat for 1 turn.
Prereqs: Blood Spiller, Satanic, 3 LP


Hello yes it is the Encounter Obliterator Passive... 2! Physical attacks are a little harder to spec for wiping encounters in a single turn owing to AP costs and lower ceilings compared to, say, Firena or Whirlwind, but it's not out of the question, especially not for a Reaper. And if you're far enough in the Reaping skill progression to get Initial Oomph, you definitely have a moveset for abusing this. It's nice to go for, but for boss fights, 4 PP is a pretty tall order.
 
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