But if you abused bugs then you could defeat Wiegraf as a frog:
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This is a rather annoying example of devs saying "No fun allowed." You can't use knockback on the inquisitor (Zalmo) so you can't shove him off the tower for a quick and easy win.
The Dash and Throw Stone abilities from the Squire class have a 50% chance of causing knockback. (This also applies to a couple of monster abilities.) That's still not all that reliable but it's the best you can get.Heh, are there even any reliable ways of knocking people back a space? Sure would be funny to be able to do that, lol. Sadly, as far as I can tell, this game doesn't have anything like Tactics Ogre's shield bash, which did a tiny bit of damage, but had good odds of shoving its target backwards. It just happens at random on crits.





















You didn't mention it but do you know about the "trick" you can use to make Auto Potion more powerful?The chemist also unlocked Auto Potion, which effectively cancelled many weak attacks thrown his way and even dented many strong attacks, effectively cutting their damage by half most of the time!
You can softlock in this battle if you petrify one or both of the knights and don't have any way to remove the status (but that is a rather unlikely situation). I'm trying to remember if confusion, berserk or turning a knight into a chicken can get them to move off of the tile.The mission was also unique in that killing everyone did not end it - Revier had to specifically clear the levers' tiles by killing their guards, waiting for their bodies to decompose into either crystals or chests, and then stepping on them.
They don't call him Thunder God for nothing.But I must spare some words for Orlandu. So, remember when the holy knight, Agrias, kicked all kinds of ass with her swordskills? Well, he's a uber version of that. He starts with top tier equipment, including a freaking Excalibur, he has high stats, and, most important of all, he has an outrageous list of swordskills, combining BOTH the holy and dark knights' moves alongside some equipment breaking moves! Disgusting!
There are some optional challenges that still remain (but I think you just skipped one of them). You can choose to do some of them but there are some that you can't really control.I'm also worried that the game may run out of meaningful progression or challenges soon, going by my experience with the fortress.
I wonder if it was designed that way in an attempt to make knights more appealing in the end game. But if that's the case then it sounds like it backfired, especially for you.the Excalibur remained a frustratingly hard item to utilize, as it could only be equipped by Knights, and the sword equipping passive did not permit equipping it!
Yes, his "exploits". That reminds me of something from the game which I found amusing. The game has an encyclopedia which has information about all of the differenct characters. Towards the end of the game many of the encyclopedia entries for the cabal leaders (and many other characters) finish with the line "Killed byIt is revealed that the cabal have been getting desperate - their grand scheme had failed, and their numbers have been dwindling, thanks to Revier's exploits.
That cabal leader was her brother, Izlude - who was actually killed by the Lucavi Hashmal(um) when he possesed the siblings' father Vormav at Riovanes Castle.Meliadoul, the knight who had tried to avenge one of the cabal leaders' deaths earlier
Orlandu joining does a disservice to a lot of characters/units.Meliadoul joining after Orlandu does her a real disservice.
Yes. The description says it uses the weakest potion in stock to heal the character's wounds. I sold off all my Potions to make it potent (and I can even sell off my Hi Potions to make it ridiculously overkill, but I don't see the need to do that yet).You didn't mention it but do you know about the "trick" you can use to make Auto Potion more powerful?
Perhaps. The big swords do look pretty powerful, I can see why the designers assumed having access to them would be on par with the Lancer's and Samurai's powers.I wonder if it was designed that way in an attempt to make knights more appealing in the end game. But if that's the case then it sounds like it backfired, especially for you.
The money seems reasonable right now, I've had to spend a bit more than "normal" as the Samurai is a rather expensive class, but I've been able to manage the party finances just fine.Speaking of gear from shops - are you still having the 'little money' problem? If you could buy Angel Rings for your entire squad then it sounds to me like that might not be an issue anymore.
Hah! Only fitting, lol.The game has an encyclopedia which has information about all of the differenct characters. Towards the end of the game many of encyclopedia entries for the cabal leaders (and many other characters) finish with the line "Killed byRamzaRevier".
It is definitely weird that a god of war joins you before the final "paladin" of the game. I wonder if in an earlier version of the game, his recruitment came later? I have heard rumors that the church agent who follows Delita around was supposed to have a bigger role in the script, but had a bunch of her stuff cut out, so it's certainly possible that Orlandu was supposed to have a more involved recruitment process which got cut later, leaving him to join earlier than "intended" as an oversight.Orlandu joining does a disservice to a lot of characters/units.
So more than just her tongue?I have heard rumors that the church agent who follows Delita around was supposed to have a bigger role in the script, but had a bunch of her stuff cut out







Have they not been reading the encyclopedia? Did he think this was going to work any better than it did the first 3 times the cabal tried that?Of course, [Dycedarg], having obtained one of the stones, also had a demon transform.
I feel like Geomancers mostly rely on their shield for protection since they can't (naturally) wear heavy armor but that wouldn't have helped against the undodgeable attacks you faced in that battle.they did get to take out Revier on his first turn.
To be fair, he was also wearing outdated equipment for a damage and healing boost, having learnt everything he wanted from Dragoon. Switching over to Geomancer allowed him to combine its naturally high movement and some damage boosting light gear with a spear via equip spear, and infinite vertical clearance with ignore height. The extra power also made his Chakra considerably stronger, letting him theoretically fend for himself, despite his bad armor.
Real dick move there.The last map of the Murond monastery had the cabal resurrect Zalbag as a vampire to spite Revier, before fleeing.
"Surely this time it'll be different! We've got stronger spells after all!"Have they not been reading the encyclopedia? Did he think this was going to work any better than it did the first 3 times the cabal tried that?
Yeah they do get to wear shields, and have a decent base evasion of 10%. I just dislike how weak and gimmicky their spells are, relying too heavily on the statuses to be useful without even showing the odds of the status hitting. But they do seem like the strongest class capable of wearing the biggest power boosting helm and armor (unless Ramza's squire class gets even better physical attack? Not sure, heh. Well I suppose making Ramza buff himself before Jumping couldn't hurt lol).I feel like Geomancers mostly rely on their shield for protection since they can't (naturally) wear heavy armor but that wouldn't have helped against the undodgeable attacks you faced in that battle.
Which helmet and armor are you talking about?strongest class capable of wearing the biggest power boosting helm and armor
Geomancy is a product of PA and MA, with MA being weighted more heavily. (The exact formula is Floor((PA + 2) / 2) * MA.) This means you'd usually be better off wearing a Triangle Hat but for the fact that it'll weaken your regular attacks. If you're all-in on Geomancy, you can clear 200 damage with a little effort, which isn't bad at all. It's affected by Magic Attack Up (also Magic Defend Up and Shell), so if you have, say, 16 PA, 14 MA, and MAU, you'll do ((16 + 2) / 2 * 14 * 1.5) = 189 damage.Yeah they do get to wear shields, and have a decent base evasion of 10%. I just dislike how weak and gimmicky their spells are, relying too heavily on the statuses to be useful without even showing the odds of the status hitting. But they do seem like the strongest class capable of wearing the biggest power boosting helm and armor (unless Ramza's squire class gets even better physical attack? Not sure, heh. Well I suppose making Ramza buff himself before Jumping couldn't hurt lol).
And you don't have to fuss around with the math stuff to target it.You'll get more bang from your buck from practically any other source of damage, of course, but Elemental is free, instant, and AOE.
Geomancer is only slightly better than Ramza's Chapter 4 Squire class. Ninja is better than both of those classes but doesn't play well with spears.But they do seem like the strongest class capable of wearing the biggest power boosting helm and armor (unless Ramza's squire class gets even better physical attack
Well, Screaming at himself to boost his PA and Speed is a good combo with Jump.Well I suppose making Ramza buff himself before Jumping couldn't hurt lol).
What for? Triangle Hats only give a + 1 magical power bonus, and have long since been obsoleted by better light helms giving the same bonus.This means you'd usually be better off wearing a Triangle Hat but for the fact that it'll weaken your regular attacks.
How do you get to 16 physical power and 14 magical power at the same time? That seems quite unlikely to hit without a lot of optimization/grinding. Perhaps by holding two Rune Swords?so if you have, say, 16 PA, 14 MA
Only on Ramza, mostly because I got curious on how far I could push Jump. The samurai is still fully clad in heavy armor, the chemist wears the best available light armor at all times, and the wizards are optimized for speed/evasion.And I see now that you've built and equipped you team for high damage output but have sacrificed durability, defense and status protection in the process.
Rune Blade + Aegis Shield + Twist Headband + Power Sleeve + Diamond Armlet would give +5 PA and +4 MA.How do you get to 16 physical power and 14 magical power at the same time? That seems quite unlikely to hit without a lot of optimization/grinding. Perhaps by holding two Rune Swords?
Funny you should mention that...So are you going to try to get the best spear or farm for some of the ones that you can only get from enemies?











Ah, yeah, you're right about Magic Attack Up.And you don't have to fuss around with the math stuff to target it.
And doesn't it also avoid friendly fire and is undodgeable - or am I not remembering that correctly?
(Also, I thought Magic AttackUP was times 4/3 not 3/2.)
Delving into stats like that for this game can be like a bottomless pit.But then you'd have to account for which unit has the best combination of physical and magical power, which can get quite complicated quite fast.
Reis: Beowulf, would you still love me if I was a wyrm?
And if you teach her Equip Armor then she can get even more HP.Reis is a funky take on the Dragon Tamer from Tactics Ogre, having a bunch of breaths and dragon specific buffs. She can't equip much, but she gets good HP to compensate.
Skills like chakra and wish (and I think some others) also work on Worker 8.Worker 8 is just like the robot at Nelveska, dealing damage with lots of powerful moves. The catch is, they self damage the robot, and with innate magic immunity, it's impossible to heal or buff it with spells. Items work just fine
I found theThat about covers the sidequests in the PS1 version, barring the endgame side dungeon, which is unlocked by visiting Warjilis after the events of Murond's cathedral. I'm not covering it, because I tend not to enjoy endgame side dungeons in my games.









You're welcome. Thanks for doing this. Looking forward to your next LP endeavor.Thank you all for reading this to the end, and see you all next Let's Play, whenever that will be!