Damned Registrations
Furry Weeaboo Nazi Nihilist
- Joined
- Feb 24, 2007
- Messages
- 15,028
Here we go folks. As per the vote, we'll be picking Iscalio as our nation. There will be no reloading over the course of this LP. I've played it before a lot, so I'll probably do some sort of self imposed challenge once we get rolling, and I'll try to show off some of the more obscure tricks/secrets in the game.
Here's the FMV intro (feel free to skip it, it's just a bunch of (at the time) CG porn.):
Though it doesn't change much. I think the biggest difference is a shorter time limit, which I've never bumped into anyways. Though it probably does affect the AI as well, they don't seem to cheat with resources. Which is a pity, because this game could use some challenge on the tenth time around, and giving the enemy 4x xp gains would help a lot.
-----------
Almekia Kingdom
Capital Logres
---------------
What is it, Cador?
Your Majesty. A year ago, you lead us to the victory over the King of
Norgard, who was the worst enemy of Almekia. Also, you consolidated our
victory by taking away a part of their territory from the King's successor,
Vaynard. The peace on this continent and the prosperity of our Kingdom are
all due to your achievements as Commander of the Almekian Army.
Get to the point. I know you didn't come here to tell me that.
You are right. I'm here to tell you that King Henguist has a warrant
for your arrest. It seems that those who are jealous of your achievements
have given him this idea. You're being charged with treachery!
That's ridiculous! I have done nothing but devote myself to the
victory and prosperity of this kingdom. How dare they question my loyalty!
They must die for this! I have done all the preparation and all I
need now is your order.
What?! You're telling me to really become a traitor?!
There is no other way. It is time you killed the King and became the
new leader.
Ha, ha, ha...
Your Majesty!
Well, it wouldn't be so bad to become a King after all. Why wait
in vain for others to destroy me. I shall fight, since that is the way I live.
All I want is power, and I will not tolerate anyone who gets in my way.
Cador, summon the entire army. It's time those pigs in the palace realized
how much power I have!
Yes sir.
My only concern is that once I stand up and fight for my throne, it
will not only cause a disorder in Almekia, but chaos will spread throughout
the continent. Do you still wish for me to do this, Cador?
We must make sacrifices in order for a King to reign successfully. I'm
certain that you can rule not only Almekia, but also the entire continent.
I understand. I'm now determined to fight until I become King,
regardless of the disorder it may cause! The entire continent may be burned
in the process!
PROTIP: Trusting the guy with a skull for a face/mask who is known as the 'Death Knight', probably not the best idea.
You actually get a lot more detail on how this part plays out if you play as New Almekia.
Dryst's theme is actually pretty decent. There aren't many different tracks in this game though, which is a pity. Though they are pretty long and decently varied.
Let the innanity begin! I'll keep my comments in this colour while other people are talking.
What, the Esgares Empire? What a joke! Zemeckis, that muscle brain.
He sure makes me laugh. He killed his master and took over the country. Well,
that's not too bad.
Your majesty! This is no laughing matter! The fall of Almekia means
the collapse of an old order. It is possible that some ambitious person
started the war. We should take precautions.
Why so serious Ulster? It's just a war.
Use your brain! I'd rather start a war rather than worrying about
being attacked by someone. Don't you see something as simple as this?
Though I suppose that smiley is a bit redundant around Dryst.
(That doesn't seem to make any sense...)
I'll show those second-rate Knights from the other countries what a
high class Knight is made of!
I agree with you, sir. This is the perfect opportunity for you to
conquer the continent.
(What a brown nose!) But your majesty, we are covered on the east by
Leonia, on the west by Caerleon, and on the north by Esgares. We can't fight
those three countries at the same time. I suggest we form an alliance with
one of them and fight with the others.
Are you saying I should beg another country to fight with us? No way.
I don't need their help. I can defeat Esgares or whatever easily. Iria, you
too should get ready.
Yes, your majesty.
(Where does the future like for this country...?)
There can only be from here on out.
So, the strategy portion is broken into two phases per turn. This is the first phase.
We have a lot of options in this phase.
Generally speaking, it's how we manage our army.
I suppose I should go over a bunch of the stats. Most of this shit is fairly obvious; HP, Lv, ATK, DEF, etc. STR only governs physical attack damage, not defense. 1 point of STR grants 2 points of ATK. INT affects magic attack and defense. I'm not sure of the formulas on those, but there's a rather significant difference between a spellcaster getting hit by a spell, an average melee monster/knight getting hit, and a completely mindless golem getting hit. AGI affects hit/dodge rates, as well as a slight (4:1 ratio) effect on defense. The range shown next to MOV is the minimum and maximum number of tiles a character will generally be able to move. Though I think it can slow down even more on certain terrain like mountains and shoals. The (Armored Type) gives an idea of what terrains they can move on, but can be misleading. Golems are also armored types, and they plow through forests and mountains as if they weren't there.
Runepower is the character's limit for how many monsters he controls in battle. You can't assign more monsters than this limit, and different monsters have different costs. A ghoul, for example, is 15. That bigass purple dragon OTOH, is 110. The cost is tied to the monster's class, but not it's level. A level 30 ghoul still only costs 15. Though by then it's probably been promoted to a better class.
Rune area is how far monsters can move from their commanding knight while still being supported. Monsters outside this range suffer massive combat penalties and are much much more likely to be abandoned if the commanding knight is defeated or retreats.
Second page has a list of active and passive skills. Dryst has no passive skills. The attack in orange text is his critical attack, but it has no special property. Most don't, and most mundane monsters don't even have a separate critical attack animation. Dryst gets only 4 spells, but it's a pretty nice selection. Curse and Power in particular are extremely good spells to have, and Flame gives him a slightly longer range option as well. Weakness is a rather lame status spell with limited usefulness.
First order of business is to gather all the knights up into our castles on the front line. No point in hanging around in the capital.
Our units are far from full capacity on monsters, but we don't have nearly enough mana (monster summoning/upkeep currency) to fill everyone up at the start.
Plus our options at this particular castle are kind of shit. We grab a golem and dragon and send them off.
Grr.
Arrg.
Strategic map to give you an idea of what work we have cut out for us. I'm thinking my self imposed challenge is going to be an attempt to make a continuous country (no stranded suckers) that manages to border every single enemy at once. This will be rather difficult since we'll have to defend many more castles than normal to pull this off. And we aren't exactly swimming in knights.
The is the second phase; the units have moved now, and we can issue orders to attack based on their current positions/organization.
It's important to check what enemies have in their bases during THIS phase, rather than the previous one. Otherwise you can end up getting your ass handed to you by an unexpected force.
Our enemies have fully stocked all 4 castles that border us. Or about as close as you can expect at this point of the game.
None of these look particularly vulnerable right now. Even if they're the starting low level units, they have decent composition.
We'd be especially fucked trying to attack Caerleon right now. Those two alone could handle us unless we sent all of our top talent, and they have other knights there too not shown.
We can't attack on this turn with our best guys anyways, since they just moved here.
Iria is probably our best knight. Runepower is rather low for a level 20 knight, but rune area of 5 is rather nice, and she's very strong. Especially for a girl. Valkyries also know a particularly powerful spell.
Camden is our best mage, but he's hardly impressive. Decent rune power, but not the best level, and he's got paper defense. Though I think his actual INT/MP are pretty good for his level.
Level 1 cleric girl. Low stats right now, and shit rune area, but decent rune power for level 1 and being level 1 gives us options on how to raise her. We'll be bringing her level up a lot as we play.
This bitch OTOH, is already level 8 and still has less runepower than hula. I also generally don't care for archers, and her casting stats are abysmal even if we tried to shift gears now. She'll not be seeing much use.
We reorganize our monsters so the weaker troops have some nice units to support tham, and let Dryst and Iria babysit our level 1 monsters. I try to give everyone here a good mix of units right now too, so on every turn we can either move something tanky into melee, blast shit from range, or use healing.
This is another caster we can use. She's even more terrible than Lucia at handling monsters. And that HP! Ugh. Total trash knight.
This is another of our decentish knights. Not much for runepower but he's a good fighter.
I swap his class to ranger since he's mastered his current class. I'll explain more on that some other time.
We send everyone without monsters off questing, since they're basically useless as defense.
We can summon from empty castles if we want, though it serves no useful purpse since summoning takes no time, and neither does shifting monsters between knights/storage at the same castle.
But it lets us check what is available. Generally, the available monsters are a mix of high/low costs, of a particuar alignment theme based on country, and suit the area well. This place has a river running through it so lizard men and hydras are available. Monsters are always summoned at level 1 in their base class.
I spot a nice target on our second turn. These guys don't have any powerhouse mages or healers with them, and Shiraha isn't even fully stocked (and he's kind of a shit knight to begin with.) This is our first target.
We send in the rapesquad. This isn't a battle for a level 1 knight to be in.
3 knights per battle is why runepower is so important. Sending in a bunch of guys with only a few monsters against guys with a bigass high class army backing them up is suicidal.
And so it begins.
The AI is content to sit on it's ass when defending until you get close enough. Luckily for us their starting formation is a weak one for us; that dragon is very far from the front line for example.
We start fairly close compared to some maps. Only a few turns away from the fighting.
We move slowly so we can maintain a proper formation. Formation is everything in this game.
Especially when the guys you're fighting are this strong. Esclados would mince Dryst in melee combat.
So would Zemeckis, and he's not even a melee fighter!
Shiraha is a pussy. He's also generally the only ninja in the game. There's a couple others, but they only arrive on certain conditions. You can't turn your own guys into ninjas unless you have one on your team already.
Their main useful trait is the hit and away ability. Their spells are kinda shitty and so is their combat ability.
The screenshots are actually bugging out on the map too, pretty much everywhere except menus really. I'll trying dicking with the emulator some more but I might have to settle for just picking out the not fucked shots.
Esclados is still content to wait even though we're within striking range of his Roc. We're going to move closer still to bait him, since making the enemy strike first will give us a major advantage.
This is pretty much exactly how we want to be set up.
Note 2/3 of our army vanishing here for no reason at all.
The AI does at least prioritize targets and exploit bad formations really well.
Rocs are not to be trifiled with.
Unless you are the king of trolls.
Dryst does cartwheels when he attacks.
Dryst is a damned good fighter. The average knight would not come out on top of that fight.
Our first named monsters gets attacked by a wyvern.
lightbane counter attacks but is pretty outmatched by the wyvern.
The enemy sends in some fodder to attack us.
Yeah, thats not going to cut it.
That is how it's done.
They send their most inane warrior to do battle with us.
These fuckers are annoying, since they can cast after moving and are highly mobile.
Luckily it's just a level 1 bugger.
And he didn't exactly pick weak targets.
Notice the triangle next to sky? It means the attack is less effective. I'm not sure what the exact penalty is, but we'll do less damage than normal against the Jinn compared to a land unit with the same stats.
However, Jinn don't even have a melee attack, so this is basically a freebie.
lightbane fires off his own attack ability.
Though he's only hitting one target.
Not a staggering amount of damage, but it's a free shot.
Pretty much every action nets at least some exp.
We have our centaur take a potshot as well.
And put our demon to work on the most vulnerable target in range.
Curse is a really powerful attack spell with only 2 range.
Especially against a dumb monster like a level 1 Roc.
It's also a pricey spell though, we can only cast it once more in this fight.
We send our to fight their ghoul. These things are slow as fuck movement wise and have shitty offense, but a lot of HP and are advantaged in forests.
Camden casts Power on our Bahamut. Aside from melee attacks, breath weapons also do damage based on attack power-
And this thing has one hell of a breath weapon.
Morons lined up right under it too.
BAM! Dead.
Also dead.
Yeah... Dragon + power + breath = really freaking deadly combo.
Camden casts it again, since Power only works for a single attack.
You can actually see the benefit on the stat screen. 441 ATK is nothing to sneeze at.
Zemeckis finally moves his ass over. Turn order is decided by level, so Zemeckis is going first each turn. But last turn Esclados dove in after Zemeckis sat on his ass doing nothing, putting them in a rather shitty position.
Zemeckis runs up onto the front lines to compound this mistake.
epic fail.
Luckily both lizard men and griffins lean towards defensive stats.
Lizardmen are also not very mobile, so they get pretty good melee stats for their cost. Still, you can see the difference between them.
Dryst gets pinged with an arrow.
Hmmm, this is going to be more than just a scratch.
Fortunately, the game is rather slow paced, and nobody is going to oneshot Dryst, not even Esclados. Especially without power or a critical hit.
And Dryst is no slouch himself.
Nearly matched his attack.
Wyverns are actually inefficient at attacking ground targets. It balances our if the thing they're attacking sucks at hitting air.
But that isn't the case here. Though centaurs are obviously weaker and cheaper than Wyverns to begin with as well.
We send lightbane in around the side for this attack, since he's not well suited to fighting the wyvern and I didn't want to breathe on our own units.
Very nice hit.
Oh shit. Unicorns are generally shit in melee.
But they're one of the few monsters that have a unique critical attack.
PWNED.
Still didn't hit him quite as hard as it got hit, but that was worse than what I'd planned for.
Knocks him back a tile as well, though that is actually to our advantage.
First level up of the game! Slight of lightbane.
Hellhounds have the hit and away ability, so we send him back to safety.
Dryst hits Esclados with a curse instead of a melee attack, avoiding a counterattack.
Even a shitty caster like Dryst hits hard with that spell.
We also patch him up with our unicorn. We're out of MP now.
But can take some hits again at least.
We send our mandrake in to attack Zemeckis.
Why send in this shitty weakass plant to attack such a badass you ask?
In case we get lucky.
Cheapo units at least level up rather quickly.
Here we realize that enemies still counter attack archers if you attack them from point blank instead of 2 hexes away. Still, we're in a good position now regardless.
Our lizardbro gets to take a free shot at Zemeckis while he shakes like he has Parkinson's.
Xp rewards are bigger for attacking stronger shit.
Oh no!
Luckily for us however...
The inverse ninja law does not apply in Forsena. This attack barely tickles.
THIS attack, on the other hand...
They lined up for it so well.
We even get two of their knights.
Though the only kill is the unicorn.
Still a lot of xp. But not enough to level this fucker up.
We send our centaur in on a dangerous mission due to lack of room to move.
Triple for our Brony archer. Demons give a lot of xp when killed, they're an 85 runepower unit, like dragons.
Can our brofistbot pull off this same feat? Thats a major Agi deficit there...
Full power!
WHAM!
Or WHIFF, as the case may be.
Shit.
Double shit.
Alas, I could not capture most of this attack. Though it's basically just a double swing.
That is one crazy strike to dish out to a golem, even if it is level 1.
Camden will remedy this situation.
Wizards probably have the best models in the game actually.
Anyone ever tell you it's not safe to hold longswords out in a thunderstorm.
Oh, I guess it wasn't a thunderstorm.
Esclados just became extra Crispy
Shut up oldfag. Go fap to emma watson.
Knights give major xp for kills, especially high level knights. It's one of the few ways to actually level up other high level knights decently fast.
Our demon isn't close enough to cast curse, so we settle for Venom.
Significantly weaker. Also cheaper.
And it causes poison. Not that that will matter.
Battle of the flying monsters.
You can see the difference ground/sky attack affinities have here.
Wyverns only cost 5 more runepower, and they're the more mobile and have more hp that griffins, as well as more AGI.
But their ATK/DEF is pretty much the same and there was still that big a gap in attack damage.
We send in Serrated Biz to finish it off for some huge xp gains. Ghouls are weak and not good vs air, but the dark/light affinity should be enough.
Ow.
Should have known better than to send in such an inane poster.
Divine Ray is basically the holy equivalent of Curse.
Except it's a little more expensive and even more powerful.
Fire the death star!
Alas, the screenshots did not coopoerate.
This is the best one I got.
Ulster lames out and leaves Zemeckis standing with 1 hp left. What a tool.
You do not deserve that xp you pussy.
Guess we have to send in a true BRO.
Last unit we have before it's there turn, and they have a unicorn to cure that paralysis.
Everything rides on this. No pressure.
!
!
Of course the screenshot goes to crap after the damage is dealth.
Pretty sure that Azira there has more blood in his dick than your whole body dude.
Azira experiences the
A LOT of it. He even gained another level after this.
Defeating the country's leader forces and immediate total retreat.
Victory gives every surviving unit 200 exp. We get a ton of free level ups from that.
: x
?
Yeah, what the fuck could they possibly have that could defeat all these fucking dragons and 3 badass melee knights. With no healers. Or mages.
Well shit.
That'll be an interesting fight, but it'll have to wait for the next update.
Here's the FMV intro (feel free to skip it, it's just a bunch of (at the time) CG porn.):
Though it doesn't change much. I think the biggest difference is a shorter time limit, which I've never bumped into anyways. Though it probably does affect the AI as well, they don't seem to cheat with resources. Which is a pity, because this game could use some challenge on the tenth time around, and giving the enemy 4x xp gains would help a lot.
-----------
Almekia Kingdom
Capital Logres
---------------
Norgard, who was the worst enemy of Almekia. Also, you consolidated our
victory by taking away a part of their territory from the King's successor,
Vaynard. The peace on this continent and the prosperity of our Kingdom are
all due to your achievements as Commander of the Almekian Army.
for your arrest. It seems that those who are jealous of your achievements
have given him this idea. You're being charged with treachery!
victory and prosperity of this kingdom. How dare they question my loyalty!
need now is your order.
new leader.
in vain for others to destroy me. I shall fight, since that is the way I live.
All I want is power, and I will not tolerate anyone who gets in my way.
Cador, summon the entire army. It's time those pigs in the palace realized
how much power I have!
will not only cause a disorder in Almekia, but chaos will spread throughout
the continent. Do you still wish for me to do this, Cador?
certain that you can rule not only Almekia, but also the entire continent.
regardless of the disorder it may cause! The entire continent may be burned
in the process!
PROTIP: Trusting the guy with a skull for a face/mask who is known as the 'Death Knight', probably not the best idea.
You actually get a lot more detail on how this part plays out if you play as New Almekia.
Dryst's theme is actually pretty decent. There aren't many different tracks in this game though, which is a pity. Though they are pretty long and decently varied.
Let the innanity begin! I'll keep my comments in this colour while other people are talking.
He sure makes me laugh. He killed his master and took over the country. Well,
that's not too bad.
the collapse of an old order. It is possible that some ambitious person
started the war. We should take precautions.
Why so serious Ulster? It's just a war.
being attacked by someone. Don't you see something as simple as this?
Though I suppose that smiley is a bit redundant around Dryst.
high class Knight is made of!
conquer the continent.
Leonia, on the west by Caerleon, and on the north by Esgares. We can't fight
those three countries at the same time. I suggest we form an alliance with
one of them and fight with the others.
I don't need their help. I can defeat Esgares or whatever easily. Iria, you
too should get ready.
There can only be from here on out.
So, the strategy portion is broken into two phases per turn. This is the first phase.
We have a lot of options in this phase.
Generally speaking, it's how we manage our army.
I suppose I should go over a bunch of the stats. Most of this shit is fairly obvious; HP, Lv, ATK, DEF, etc. STR only governs physical attack damage, not defense. 1 point of STR grants 2 points of ATK. INT affects magic attack and defense. I'm not sure of the formulas on those, but there's a rather significant difference between a spellcaster getting hit by a spell, an average melee monster/knight getting hit, and a completely mindless golem getting hit. AGI affects hit/dodge rates, as well as a slight (4:1 ratio) effect on defense. The range shown next to MOV is the minimum and maximum number of tiles a character will generally be able to move. Though I think it can slow down even more on certain terrain like mountains and shoals. The (Armored Type) gives an idea of what terrains they can move on, but can be misleading. Golems are also armored types, and they plow through forests and mountains as if they weren't there.
Runepower is the character's limit for how many monsters he controls in battle. You can't assign more monsters than this limit, and different monsters have different costs. A ghoul, for example, is 15. That bigass purple dragon OTOH, is 110. The cost is tied to the monster's class, but not it's level. A level 30 ghoul still only costs 15. Though by then it's probably been promoted to a better class.
Rune area is how far monsters can move from their commanding knight while still being supported. Monsters outside this range suffer massive combat penalties and are much much more likely to be abandoned if the commanding knight is defeated or retreats.
Second page has a list of active and passive skills. Dryst has no passive skills. The attack in orange text is his critical attack, but it has no special property. Most don't, and most mundane monsters don't even have a separate critical attack animation. Dryst gets only 4 spells, but it's a pretty nice selection. Curse and Power in particular are extremely good spells to have, and Flame gives him a slightly longer range option as well. Weakness is a rather lame status spell with limited usefulness.
First order of business is to gather all the knights up into our castles on the front line. No point in hanging around in the capital.
Our units are far from full capacity on monsters, but we don't have nearly enough mana (monster summoning/upkeep currency) to fill everyone up at the start.
Plus our options at this particular castle are kind of shit. We grab a golem and dragon and send them off.
Grr.
Arrg.
Strategic map to give you an idea of what work we have cut out for us. I'm thinking my self imposed challenge is going to be an attempt to make a continuous country (no stranded suckers) that manages to border every single enemy at once. This will be rather difficult since we'll have to defend many more castles than normal to pull this off. And we aren't exactly swimming in knights.
The is the second phase; the units have moved now, and we can issue orders to attack based on their current positions/organization.
It's important to check what enemies have in their bases during THIS phase, rather than the previous one. Otherwise you can end up getting your ass handed to you by an unexpected force.
Our enemies have fully stocked all 4 castles that border us. Or about as close as you can expect at this point of the game.
None of these look particularly vulnerable right now. Even if they're the starting low level units, they have decent composition.
We'd be especially fucked trying to attack Caerleon right now. Those two alone could handle us unless we sent all of our top talent, and they have other knights there too not shown.
We can't attack on this turn with our best guys anyways, since they just moved here.
Iria is probably our best knight. Runepower is rather low for a level 20 knight, but rune area of 5 is rather nice, and she's very strong. Especially for a girl. Valkyries also know a particularly powerful spell.
Camden is our best mage, but he's hardly impressive. Decent rune power, but not the best level, and he's got paper defense. Though I think his actual INT/MP are pretty good for his level.
Level 1 cleric girl. Low stats right now, and shit rune area, but decent rune power for level 1 and being level 1 gives us options on how to raise her. We'll be bringing her level up a lot as we play.
This bitch OTOH, is already level 8 and still has less runepower than hula. I also generally don't care for archers, and her casting stats are abysmal even if we tried to shift gears now. She'll not be seeing much use.
We reorganize our monsters so the weaker troops have some nice units to support tham, and let Dryst and Iria babysit our level 1 monsters. I try to give everyone here a good mix of units right now too, so on every turn we can either move something tanky into melee, blast shit from range, or use healing.
This is another caster we can use. She's even more terrible than Lucia at handling monsters. And that HP! Ugh. Total trash knight.
This is another of our decentish knights. Not much for runepower but he's a good fighter.
I swap his class to ranger since he's mastered his current class. I'll explain more on that some other time.
We send everyone without monsters off questing, since they're basically useless as defense.
We can summon from empty castles if we want, though it serves no useful purpse since summoning takes no time, and neither does shifting monsters between knights/storage at the same castle.
But it lets us check what is available. Generally, the available monsters are a mix of high/low costs, of a particuar alignment theme based on country, and suit the area well. This place has a river running through it so lizard men and hydras are available. Monsters are always summoned at level 1 in their base class.
I spot a nice target on our second turn. These guys don't have any powerhouse mages or healers with them, and Shiraha isn't even fully stocked (and he's kind of a shit knight to begin with.) This is our first target.
We send in the rapesquad. This isn't a battle for a level 1 knight to be in.
3 knights per battle is why runepower is so important. Sending in a bunch of guys with only a few monsters against guys with a bigass high class army backing them up is suicidal.
And so it begins.
The AI is content to sit on it's ass when defending until you get close enough. Luckily for us their starting formation is a weak one for us; that dragon is very far from the front line for example.
We start fairly close compared to some maps. Only a few turns away from the fighting.
We move slowly so we can maintain a proper formation. Formation is everything in this game.
Especially when the guys you're fighting are this strong. Esclados would mince Dryst in melee combat.
So would Zemeckis, and he's not even a melee fighter!
Shiraha is a pussy. He's also generally the only ninja in the game. There's a couple others, but they only arrive on certain conditions. You can't turn your own guys into ninjas unless you have one on your team already.
Their main useful trait is the hit and away ability. Their spells are kinda shitty and so is their combat ability.
The screenshots are actually bugging out on the map too, pretty much everywhere except menus really. I'll trying dicking with the emulator some more but I might have to settle for just picking out the not fucked shots.
Esclados is still content to wait even though we're within striking range of his Roc. We're going to move closer still to bait him, since making the enemy strike first will give us a major advantage.
This is pretty much exactly how we want to be set up.
Note 2/3 of our army vanishing here for no reason at all.
The AI does at least prioritize targets and exploit bad formations really well.
Rocs are not to be trifiled with.
Unless you are the king of trolls.
Dryst does cartwheels when he attacks.
Dryst is a damned good fighter. The average knight would not come out on top of that fight.
Our first named monsters gets attacked by a wyvern.
lightbane counter attacks but is pretty outmatched by the wyvern.
The enemy sends in some fodder to attack us.
Yeah, thats not going to cut it.
That is how it's done.
They send their most inane warrior to do battle with us.
These fuckers are annoying, since they can cast after moving and are highly mobile.
Luckily it's just a level 1 bugger.
And he didn't exactly pick weak targets.
Notice the triangle next to sky? It means the attack is less effective. I'm not sure what the exact penalty is, but we'll do less damage than normal against the Jinn compared to a land unit with the same stats.
However, Jinn don't even have a melee attack, so this is basically a freebie.
lightbane fires off his own attack ability.
Though he's only hitting one target.
Not a staggering amount of damage, but it's a free shot.
Pretty much every action nets at least some exp.
We have our centaur take a potshot as well.
And put our demon to work on the most vulnerable target in range.
Curse is a really powerful attack spell with only 2 range.
Especially against a dumb monster like a level 1 Roc.
It's also a pricey spell though, we can only cast it once more in this fight.
We send our to fight their ghoul. These things are slow as fuck movement wise and have shitty offense, but a lot of HP and are advantaged in forests.
Camden casts Power on our Bahamut. Aside from melee attacks, breath weapons also do damage based on attack power-
And this thing has one hell of a breath weapon.
Morons lined up right under it too.
BAM! Dead.
Also dead.
Yeah... Dragon + power + breath = really freaking deadly combo.
Camden casts it again, since Power only works for a single attack.
You can actually see the benefit on the stat screen. 441 ATK is nothing to sneeze at.
Zemeckis finally moves his ass over. Turn order is decided by level, so Zemeckis is going first each turn. But last turn Esclados dove in after Zemeckis sat on his ass doing nothing, putting them in a rather shitty position.
Zemeckis runs up onto the front lines to compound this mistake.
epic fail.
Luckily both lizard men and griffins lean towards defensive stats.
Lizardmen are also not very mobile, so they get pretty good melee stats for their cost. Still, you can see the difference between them.
Dryst gets pinged with an arrow.
Hmmm, this is going to be more than just a scratch.
Fortunately, the game is rather slow paced, and nobody is going to oneshot Dryst, not even Esclados. Especially without power or a critical hit.
And Dryst is no slouch himself.
Nearly matched his attack.
Wyverns are actually inefficient at attacking ground targets. It balances our if the thing they're attacking sucks at hitting air.
But that isn't the case here. Though centaurs are obviously weaker and cheaper than Wyverns to begin with as well.
We send lightbane in around the side for this attack, since he's not well suited to fighting the wyvern and I didn't want to breathe on our own units.
Very nice hit.
Oh shit. Unicorns are generally shit in melee.
But they're one of the few monsters that have a unique critical attack.
PWNED.
Still didn't hit him quite as hard as it got hit, but that was worse than what I'd planned for.
Knocks him back a tile as well, though that is actually to our advantage.
First level up of the game! Slight of lightbane.
Hellhounds have the hit and away ability, so we send him back to safety.
Dryst hits Esclados with a curse instead of a melee attack, avoiding a counterattack.
Even a shitty caster like Dryst hits hard with that spell.
We also patch him up with our unicorn. We're out of MP now.
But can take some hits again at least.
We send our mandrake in to attack Zemeckis.
Why send in this shitty weakass plant to attack such a badass you ask?
In case we get lucky.
Cheapo units at least level up rather quickly.
Here we realize that enemies still counter attack archers if you attack them from point blank instead of 2 hexes away. Still, we're in a good position now regardless.
Our lizardbro gets to take a free shot at Zemeckis while he shakes like he has Parkinson's.
Xp rewards are bigger for attacking stronger shit.
Oh no!
Luckily for us however...
The inverse ninja law does not apply in Forsena. This attack barely tickles.
THIS attack, on the other hand...
They lined up for it so well.
We even get two of their knights.
Though the only kill is the unicorn.
Still a lot of xp. But not enough to level this fucker up.
We send our centaur in on a dangerous mission due to lack of room to move.
Triple for our Brony archer. Demons give a lot of xp when killed, they're an 85 runepower unit, like dragons.
Can our brofistbot pull off this same feat? Thats a major Agi deficit there...
Full power!
WHAM!
Or WHIFF, as the case may be.
Shit.
Double shit.
Alas, I could not capture most of this attack. Though it's basically just a double swing.
That is one crazy strike to dish out to a golem, even if it is level 1.
Camden will remedy this situation.
Wizards probably have the best models in the game actually.
Anyone ever tell you it's not safe to hold longswords out in a thunderstorm.
Oh, I guess it wasn't a thunderstorm.
Esclados just became extra Crispy
Shut up oldfag. Go fap to emma watson.
Knights give major xp for kills, especially high level knights. It's one of the few ways to actually level up other high level knights decently fast.
Our demon isn't close enough to cast curse, so we settle for Venom.
Significantly weaker. Also cheaper.
And it causes poison. Not that that will matter.
Battle of the flying monsters.
You can see the difference ground/sky attack affinities have here.
Wyverns only cost 5 more runepower, and they're the more mobile and have more hp that griffins, as well as more AGI.
But their ATK/DEF is pretty much the same and there was still that big a gap in attack damage.
We send in Serrated Biz to finish it off for some huge xp gains. Ghouls are weak and not good vs air, but the dark/light affinity should be enough.
Ow.
Should have known better than to send in such an inane poster.
Divine Ray is basically the holy equivalent of Curse.
Except it's a little more expensive and even more powerful.
Fire the death star!
Alas, the screenshots did not coopoerate.
This is the best one I got.
Ulster lames out and leaves Zemeckis standing with 1 hp left. What a tool.
You do not deserve that xp you pussy.
Guess we have to send in a true BRO.
Last unit we have before it's there turn, and they have a unicorn to cure that paralysis.
Everything rides on this. No pressure.
!
!
Of course the screenshot goes to crap after the damage is dealth.
Pretty sure that Azira there has more blood in his dick than your whole body dude.
Azira experiences the
A LOT of it. He even gained another level after this.
Defeating the country's leader forces and immediate total retreat.
Victory gives every surviving unit 200 exp. We get a ton of free level ups from that.
: x
Yeah, what the fuck could they possibly have that could defeat all these fucking dragons and 3 badass melee knights. With no healers. Or mages.
Well shit.
That'll be an interesting fight, but it'll have to wait for the next update.