EON: Exploring the world's trees, 5-2
Mar. 5th, 2019 09:15 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
L1: B1 || L2: B1 / B2 / B3 || L3: B1 / B2 / B3 || L4: B1 / B2 / B3 || L5: B1 / B2 / B3 / B4 / B5

As I return to town I get accousted by Shilleka who wants me to look into a mini dungeon where some soldiers working for her haven't returned from. Why not do that right away?

Because I instead choose to spam guild cards to unlock the Vampire psuedoclass. This thing bestows 100HP and a 10% boost to all other stats, as well as replacing the class' Force Boost and Force Break and making the class take damage during the day and heal at night. Harumi and Nina can both make good use of this. Nina because then I get two units taking advantage of it, and Harumi for the stat bonuses.

Getting it requires some strange prerequisites - like recruiting a guild card member and using them in battle. Here we see a shadowy figure who is the swimsuit Hero DLC that I didn't buy. Once the requirements are done, to talk to one Young Gossip Hound in the bar. He tells a story of a father and his daughter, the latter who had red eyes and never aged, yet still died at the same time as her father. For this I need to head back to the first dungeon. I go on a bit of an adventure to spots on the map, and learn their story: he was researching a way to make his terminally ill daughter live longer, so looked to the secrets of immortality. He passes it on to us in hope that we may use it for humanity's sake. It'll be a boon to it!

One oddity - I found that Vivian and Mueller stopped saying their voice clips on entering their places. To solve this after some asking and getting an indirect answer, I had to have someone wearing the eye on entering their places. This triggered a scene for each one but Persephone: Vivian thinks the character in question looks different (and her cathat is scared), Napier says that she sells things to help with bloodshot eyes, Kvasir says to sleep, and Mueller briefly goes on guard due to sensing an inhuman presence.

Heading into that maze now, a Waterfall Wood lookalike, I head west and almost immediately run into an FOE.
---

These chameleons have an incredibly predictable pattern for the most part. They camoflague themselves, raising their evasion sky-high. They follow this up with Blizzard, a hit-all ice move. I just had every member of my party defend except Gundis, who used Act Quick to unleash a Charged Shot next turn.
She could also theoretically hit it with a Snipe skill to prematurely end the camoflague and allow the others to hit, but defending against their attack was more important. With this, the damage it did actually got completely healed off everyone but Gundis due to Sophie's regeneration. The turns in-between were free attacks, since it spent it recloaking.

As the battle went on it started mixing it up with Vertigo Lash, a line-piercing move. No big deal, just meant more turns to attack and occasional further healing. Also if I wanted to be even more cruel to them, there were other strategies. If I had Gundis spam a Snipe skill, it would usually go after the thing cloaked and immediately break it, which does stop the Blizzard. I fought subsequent ones this way. And if I managed to poison it, that would force it to uncloak every time too for the duration.

All in all, this was way easier than the previous FOE.
---
Their drop allowed me to create a weapon that's a huge upgrade for Landis, though with the tradeoff of being a Rapier and so inflicting piercing damage instead of slashing. This isn't always desired depending on the enemy, but it's there. It even lets me use their Vertigo Lash move.

Their random encounter purple cousins were around too, following a similar pattern: cloak then use an ice-based line piercing attack. Much more annoying were these Swordfish, who could use a high-priority attack with a high chance of stunning, and loved to use it on Sophie.
I tore through every single FOE here. They had it coming. I was doing them one at a time at first, but I eventually switched over to fighting two back to back, which wasn't that hard to stretch due to Negotiation.
I see the soldiers here too, alive and well but retreating. And get a promise of money from Shilleka. After wiping out the four FOEs next door, I go to engage the boss in the room just beyond. It's their daddy!
---

Was not expecting End of the Raging Winds here. Forgot this twerp from EO4. The Chameleon King started the battle off by summoning Lizard Retainers, who fought similar to their breathren. They would cloak and use an ice attack on uncloaking. However, they are far weaker in every respect - they have little HP and their ice move only hits a single target. They even seemed far less likely to cloak.
The King himself could also do the same thing, but this attack hits the entire party. Unlike the FOEs, it didn't have an incessent need to cloak. It'd occasionally use Lick, an attack that reduces offense and occasionally paralyzed. This mostly just ended up reducing my buffs. One of the retainers also used a similar move to reduce defense, same story. It also used a full party poison move. Aside from some scares, accumulative resistance made this mostly a nonthreat.

I went all out against this thing. Gundis landed two Charged Shots when it was sleeping due to the Ninas, and at one point I had her Force Boost and pull it off three times in a row despite the massive TP drain. Gundis atacked the retainers and occasionally the king, Harumi debuffed and occasionally swang at the retainers, Sophie healed and buffed, the Ninas threw items and debuffs.

Conditional was killing it when panicked. I inflicted it with Harumi towards the end of the fight, then went mostly all out. Couldn't get it done the first turn after, but the ailment stuck for another turn allowing me to get the job done.
---
Instead of selling it, I turned the drop into Shilleka at the bar for 10000en. Selling it would've allowed me to create a gimmicky armor that has only 1 defense but high resistance to ailments and binds. The conditional was the Imperial's ultimate armor.

I enter into B2 first with my farming party, doing a big brain play: mapping the markers and FOE (paths) with them. I enter it properly with two quests: a gathering one and one to strike down a monster who's been attacking adventurers. It often attacks from above after battles...

It's a giant killer turkey. I...was not expecting that. Either way, it has the same stab weakness that most birds have, so with Landis' strong weapon this went down fairly quickly and without incident. The ones in the back were just regular enemy versions of it. Not too tough, and the regular ones' drops created an item with a 10/10 description. Speaking of the regular enemies, one new one here was the Dire Wolf. Very smaller versions of those FOE ones from the previous floor, with a conditional for killing them with ice.
After some refreshing Adventure Episodes include an asinine boomerang one, I run into the next FOE wandering around the upper areas.
---

The big brothers of those miniature ones, these things open up with Potent Acid. It's a weak attack with a high chance to instantly kill. I just had to take it the first two times. The third time I fought one, I came up with the idea to have Nina use mirage to take it. This worked, but it didn't draw the move the fourth time.

Eventually they summon one of the smaller ones and get to spamming Pineapple Mash - an electric move that hits the whole party. It also carries a chance to paralyze, just like killing the things. However if I did kill them, they eventually summon more. I figured this was easier to deal with than that and potentially more Potent Acids, so I resorted to other things.
Namely, they were weak to Leg Binds and this locked down both of them for the duration. They were weak to physical damage, so Gundis could do close to 1000 damage a hit under ideal circumstances. Blind could work in a pinch as well. I also popped the Confuse Gas I got out of one of the quests at two points, which similarly locked it down.
All in all, fairly easy FOEs.
---

I bump into Leo on the way out, now with a smile and less emo. He talks about these things a bit, first that they're able to chase you off ledges, and secondly when running into hi later their general strategy when fighting which I already knew of. Still, the thought that counts.

Sure enough, one of them actually blocks my path! Since it strangely doesn't go off the ledge, I need to step away out of its radius in order to get up and fight it. Another one does jump off its ledge after watching me fight its brethren and enters a new patrol radius below, no issue there though. Beyond this is the stairs down.

As I return to town I get accousted by Shilleka who wants me to look into a mini dungeon where some soldiers working for her haven't returned from. Why not do that right away?

Because I instead choose to spam guild cards to unlock the Vampire psuedoclass. This thing bestows 100HP and a 10% boost to all other stats, as well as replacing the class' Force Boost and Force Break and making the class take damage during the day and heal at night. Harumi and Nina can both make good use of this. Nina because then I get two units taking advantage of it, and Harumi for the stat bonuses.

Getting it requires some strange prerequisites - like recruiting a guild card member and using them in battle. Here we see a shadowy figure who is the swimsuit Hero DLC that I didn't buy. Once the requirements are done, to talk to one Young Gossip Hound in the bar. He tells a story of a father and his daughter, the latter who had red eyes and never aged, yet still died at the same time as her father. For this I need to head back to the first dungeon. I go on a bit of an adventure to spots on the map, and learn their story: he was researching a way to make his terminally ill daughter live longer, so looked to the secrets of immortality. He passes it on to us in hope that we may use it for humanity's sake. It'll be a boon to it!

One oddity - I found that Vivian and Mueller stopped saying their voice clips on entering their places. To solve this after some asking and getting an indirect answer, I had to have someone wearing the eye on entering their places. This triggered a scene for each one but Persephone: Vivian thinks the character in question looks different (and her cathat is scared), Napier says that she sells things to help with bloodshot eyes, Kvasir says to sleep, and Mueller briefly goes on guard due to sensing an inhuman presence.

Heading into that maze now, a Waterfall Wood lookalike, I head west and almost immediately run into an FOE.
---

These chameleons have an incredibly predictable pattern for the most part. They camoflague themselves, raising their evasion sky-high. They follow this up with Blizzard, a hit-all ice move. I just had every member of my party defend except Gundis, who used Act Quick to unleash a Charged Shot next turn.
She could also theoretically hit it with a Snipe skill to prematurely end the camoflague and allow the others to hit, but defending against their attack was more important. With this, the damage it did actually got completely healed off everyone but Gundis due to Sophie's regeneration. The turns in-between were free attacks, since it spent it recloaking.

As the battle went on it started mixing it up with Vertigo Lash, a line-piercing move. No big deal, just meant more turns to attack and occasional further healing. Also if I wanted to be even more cruel to them, there were other strategies. If I had Gundis spam a Snipe skill, it would usually go after the thing cloaked and immediately break it, which does stop the Blizzard. I fought subsequent ones this way. And if I managed to poison it, that would force it to uncloak every time too for the duration.

All in all, this was way easier than the previous FOE.
---
Their drop allowed me to create a weapon that's a huge upgrade for Landis, though with the tradeoff of being a Rapier and so inflicting piercing damage instead of slashing. This isn't always desired depending on the enemy, but it's there. It even lets me use their Vertigo Lash move.

Their random encounter purple cousins were around too, following a similar pattern: cloak then use an ice-based line piercing attack. Much more annoying were these Swordfish, who could use a high-priority attack with a high chance of stunning, and loved to use it on Sophie.
I tore through every single FOE here. They had it coming. I was doing them one at a time at first, but I eventually switched over to fighting two back to back, which wasn't that hard to stretch due to Negotiation.
I see the soldiers here too, alive and well but retreating. And get a promise of money from Shilleka. After wiping out the four FOEs next door, I go to engage the boss in the room just beyond. It's their daddy!
---

Was not expecting End of the Raging Winds here. Forgot this twerp from EO4. The Chameleon King started the battle off by summoning Lizard Retainers, who fought similar to their breathren. They would cloak and use an ice attack on uncloaking. However, they are far weaker in every respect - they have little HP and their ice move only hits a single target. They even seemed far less likely to cloak.
The King himself could also do the same thing, but this attack hits the entire party. Unlike the FOEs, it didn't have an incessent need to cloak. It'd occasionally use Lick, an attack that reduces offense and occasionally paralyzed. This mostly just ended up reducing my buffs. One of the retainers also used a similar move to reduce defense, same story. It also used a full party poison move. Aside from some scares, accumulative resistance made this mostly a nonthreat.

I went all out against this thing. Gundis landed two Charged Shots when it was sleeping due to the Ninas, and at one point I had her Force Boost and pull it off three times in a row despite the massive TP drain. Gundis atacked the retainers and occasionally the king, Harumi debuffed and occasionally swang at the retainers, Sophie healed and buffed, the Ninas threw items and debuffs.

Conditional was killing it when panicked. I inflicted it with Harumi towards the end of the fight, then went mostly all out. Couldn't get it done the first turn after, but the ailment stuck for another turn allowing me to get the job done.
---
Instead of selling it, I turned the drop into Shilleka at the bar for 10000en. Selling it would've allowed me to create a gimmicky armor that has only 1 defense but high resistance to ailments and binds. The conditional was the Imperial's ultimate armor.

I enter into B2 first with my farming party, doing a big brain play: mapping the markers and FOE (paths) with them. I enter it properly with two quests: a gathering one and one to strike down a monster who's been attacking adventurers. It often attacks from above after battles...

It's a giant killer turkey. I...was not expecting that. Either way, it has the same stab weakness that most birds have, so with Landis' strong weapon this went down fairly quickly and without incident. The ones in the back were just regular enemy versions of it. Not too tough, and the regular ones' drops created an item with a 10/10 description. Speaking of the regular enemies, one new one here was the Dire Wolf. Very smaller versions of those FOE ones from the previous floor, with a conditional for killing them with ice.
After some refreshing Adventure Episodes include an asinine boomerang one, I run into the next FOE wandering around the upper areas.
---

The big brothers of those miniature ones, these things open up with Potent Acid. It's a weak attack with a high chance to instantly kill. I just had to take it the first two times. The third time I fought one, I came up with the idea to have Nina use mirage to take it. This worked, but it didn't draw the move the fourth time.

Eventually they summon one of the smaller ones and get to spamming Pineapple Mash - an electric move that hits the whole party. It also carries a chance to paralyze, just like killing the things. However if I did kill them, they eventually summon more. I figured this was easier to deal with than that and potentially more Potent Acids, so I resorted to other things.
Namely, they were weak to Leg Binds and this locked down both of them for the duration. They were weak to physical damage, so Gundis could do close to 1000 damage a hit under ideal circumstances. Blind could work in a pinch as well. I also popped the Confuse Gas I got out of one of the quests at two points, which similarly locked it down.
All in all, fairly easy FOEs.
---

I bump into Leo on the way out, now with a smile and less emo. He talks about these things a bit, first that they're able to chase you off ledges, and secondly when running into hi later their general strategy when fighting which I already knew of. Still, the thought that counts.

Sure enough, one of them actually blocks my path! Since it strangely doesn't go off the ledge, I need to step away out of its radius in order to get up and fight it. Another one does jump off its ledge after watching me fight its brethren and enters a new patrol radius below, no issue there though. Beyond this is the stairs down.