Crooked Bee
(no longer) a wide-wandering bee
Part 39: Mysterious Lighthouse
In which we defeat a bro and a sis and get a shiny new crown.
Previously on this LP, we conquered the second optional tower, killed our wizard pal Torte (well, not really killed of course), and were awarded the crown of the Sage. Some of you complained about the lack of variety last time (I'm looking at you, Silellak), so I'm going to make our party set-up more, uhm, diverse in this update. For that, however, I'm going to upgrade our weapons and armour a whole lot, just so the weapons do proper damage and we don't have to rely solely on Magic Might, and the armour protect us enough for our more experimental party not to get wiped out. I spent a lot of time farming for gems, and that's the reason for this update having taken this long to be appear here on the jRPGCodex Playground. In fact, I think I overdid it, and so the boss battles in this tower were totally beatable without any particularly FUUU-inducing moments -- on par with some of the tougher regular boss fights.
So yeah, first thing we do is change our pretty princess Volly into a Sage:
Let's just hope Good and Evil is powerful enough to deal high enough damage to tower bosses. Also, let's make BRO an Elementalist...
...and SMA a Ninja:
And what about Codexer? Oh, this one is probably the most unorthodox choice -- I decide to turn him into a ... Seamstress, yay!
Seamstress is basically a "secret" class. In a sense it remains secret even after you've unlocked it -- and, as you may remember, this was the first "bonus" crown we obtained in this LP -- for the simple reason that you don’t even know what kind of weapon a "needle" is until you find one, which you can only do in one of the bonus towers. And without a needle, the class is useless.
Just our luck that we found the Giant's Toothpick in the last tower, then. It's also an ideal weapon for upgrading:
Yup, an upgrade increases the Toothpick's Attack stat by two points. Nice! We upgrade it to +16.
But it is of course the Seamstress crown which makes our needle especially powerful:
Even though the Toothpick has Attack = 50, Codexer the Seamstress' Attack equals ... 165! Meaning that the needle's attack is tripled by the Seamstress crown. Great!
As for Seamstress' class-specific abilities, here they are:
Patched Up: Increase Defense for non-upgraded armor.
Stitched Up: Increase Attack power for non-upgraded weapon.
Refurbish: Revive a fallen ally.
Sew Together: Sew yourself and an ally together to combine your status levels.
Of all these, only Refurbish sounds useful to us, given that we don't have any non-upgraded armour or weapons and Lux takes care of boosting our status levels. But we will be using the Seamstress crown for sheer melee damage, so the lack of useful skills doesn't really matter.
As you can see, I plan on crawling through the next tower without a healer -- I'm going to count on Good and Evil and Lux to patch the party up -- and that's what all the upgrading is for: to survive without one.
As for armour, BRO the Elementalist sure could use the Unyielding Shield (pure physical defense) and some clothes from the multiplayer shop. Why? Because they look deceivingly shitty but can in fact be upgraded quicker than regular armour. Let's take a look at this Silver Suit, for instance:
Its magic defense goes up by 2 points per upgrade, which is better than the +1 bonus you get with regular armour. Two other kinds of multiplayer armour in this game allow you to raise physical defense by 2 points per upgrade or, akin to the way the Shield of Light is upgraded, to improve three stats -- Evasion, Defense, and Magic Defense -- by 1 simultaneously. Magic or element-enhanced attacks are much more common in this game than regular physical ones, and so boosting our heroes' magic defense will be the highest priority, at least for now. Trylion's Coat, which we equip SMA with, is another armour of the same, magic defense-centred, kind:
Volly won't be using any of the multiplayer clothes though: their downside is that they don't offer any stat improvements to speak of, and that's why I'd rather keep our magic-using princess equipped with the Scholar Gown, which has the Intellect +20% boost. I also distribute the light equipments between Volly -- who gets the Shield of Light -- and Codexer, who gets the rest.
Oh-kay, so after all the upgrading is done, our gear looks like this:
Volly has the Shield of Light +18 and Scholar Gown +17 equipped, which together raise her Defense and Magic Defense to 45, and wields the Sage's Staff +16:
This loli Sage should be p. powerful now. Hopefully.
Codexer, as we already know, wields the Giant's Toothpick +16, but we also give him Artemis Bow +15:
Why Artemis Bow? Because, despite having merely +19 as basic attack, it gains +2 Attack when upgraded.
We also upgrade Codexer's Great Tree Shield to +10 and Armor of Light to (gasp!) +21:
Despite that, Codexer's Defense and Magic Defense remain lower than Volly's. Still, he should be fine.
SMA the Ninja gets King's Shortsword +21 as her main weapon:
She's also carrying the Sword of Light +9 with her, just in case. Her Great Tree Shield is upgraded to +23, and her Trylion's Coat to +20:
As for BRO, I decide not to upgrade his Sacred Tree Staff any further (as it doesn't seem to matter for an Elementalist). He does, however, get his Unyielding Shield upgraded to +15 and Silver Suit to +20:
Yay for OCD! All this should last us through not only the next, but also the fourth tower. At least I do hope I won't have to do any more major upgrading. It's pretty tiresome.
But anywayz. We rest at the inn to replenish our AP and fly to Liberte, the town of art, culture and stuffies. Or, to be more precise, we enter the part of Liberte on top the whale Cetus:
We save our game and, yup, it's :blah: :blah: time!
Meanwhile, our fairy friend Lilibelle cheers the artist Pione up:
The nearby bird is very smug about the whole apocalyptic situation:
Think you can fly away from the end times, birdie?
Sure we can!
Well, it's p. fun, I think.
Right?
Oh really?
But anyway. Remember the kuroneko who came to Liberte on vacation? Looks like she's stuck here:
Poor kitty.
Nope, totally not!
A fantasy adventure? I've no idea what you're talking about.
Hmm, really?
Yeah!
What, no love for whales?
They should have...
...upgraded their equipment, yay!
Hey! What do you think you're doing!?
Yup, we know, Mr. King, but we still have two towers to climb first, sorry.
But can fishies think?
And this ends the blah blah session for today, folks. Onwards to the lighthouse!
Guide: Luckily, your progress will be saved each time you manage to clear ten floors. You can also leave the lighthouse then. But if your party dies or you use a Dragon Wing, your progress won't be saved. Best be careful!
Sure we'll be!
Guide: If you manage to clear ten floors and save your progress, you can continue again from your last save point. Come talk to me and I'll tell you just how many floors you've made it through.
Level three!
Okay, here we go.
The same things said about the previous two towers apply here as well: the floors are random, the exit to the next floor is also randomly placed, and there's no returning to the previous level once you've left it. I won't be describing the crawl itself in detail in this update, as it is quite similar to the last two.
The regular enemies here include Lizardhawks...
...who are sometimes accompanied by Falcons...
...Archelons and Hobgoblins...
...Behugemores, who look really scary...
...Skeletons and Trollud Zombies...
...Big Worms and Lizardmen...
...Boggle Bears...
...Iron Golems (yikes!)...
...together with Rock Golems...
...Evil Knights twisted...
...Wyorms...
...Yotons and Selchies...
...Trollud and Garms...
...Orc Lords and Goblins...
...as well as Wyverns:
On 10F is our first boss battle.
We change SMA back to Ninja, equip the Hermes Sandals on BRO the Elementalist, and approach the monster.
Boss #1: Minotaur
The first boss is Minotaur, and he looks strong and scary.
Luckily, Minotaur's attacks are enhanced with Light (?) element, and so Mysterio helps us resist them:
We put Volly the Sage's new ability, Good and Evil, to use:
First it damages the Minotaur for 486 damage and then heals our party up:
Very nice! It seems that we indeed don't need a White Mage now that we've got a Sage. Nor do we need a Black Mage. Sage's Good and Evil is a bit weaker than Magic Might, but that doesn't play any significant role apart from making boss battles somewhat longer.
SMA the Ninja's Lightning Fists deal 196 points of damage to Minotaur:
The Lightning Fists ability lets SMA attempt to strike Minotaur multiple times (three iirc or maybe four), but unfortunately she misses most of the time and strikes the target only once.
BRO's debuff, Suppress, comes in handy, too:
But even with Suppress on, Minotaur can still deal some p. high damage to SMA:
The damage would've of course been a lot higher had we not upgraded SMA's gear.
Minotaur's special attack, Full Swing, doesn't really cause much harm to anyone but SMA (again):
We can boost SMA's Evasion though -- which also makes the Lightning Fists chain longer as it depends on the Evasion stat:
Codexer the Seamstress is our dedicated melee attacker, and the damage he deals to Minotaur is indeed relatively high:
We should probably upgrade his Giant's Toothpick some more for the next tower, though.
BRO uses Elemental, but it isn't particularly effective:
There comes a moment when all of SMA's Lightning Fists attacks hit the target:
That's 493 damage in toto. Pretty good!
It looks like Ninja is an okay class when properly upgraded. SMA can also use Target Dummy to become immune to enemy attacks for the next turn:
Volly's Good and Evil can get as powerful as Magic Might sometimes:
Cool. In a few turns, SMA's Lightning Fists slay the beastie:
We obtain 100 exp and two Amethysts:
And then go up to 11F:
20F is empty:
And so we go further up!
30F means the second boss battle:
Let's make SMA a Hero this time:
Boss #2: Mythril Golem
One tough-looking bastard!
Mythril Golem can act three times per turn. As with the Minotaur, our luck is that this boss's regular attacks are enchanted, and Mysterio helps us resist them. Even so, they are quite harmful to Volly and SMA:
His regular attacks deal ca. 20 damage to Volly...
...and ca. 50 to SMA, even when he's suppressed:
Her Good and Evil is very efficient against the Golem:
SMA the Hero's Finale, on the other hand, is pretty meh:
(Look at that salto mortale! )
Wrath is much better:
Good.
It looks like the Golem has high evasion since Codexer's attacks always miss:
Nevertheless it doesn't take long for SMA and Volly's joint efforts to bring the monster down:
We get 100 exp, two Amethysts and two Diamonds:
And we crawl on.
Minotaur is now a regular enemy:
And we stumble upon various random treasure chests along the way:
40F contains a bonus shop:
We approach the salesman:
There are three strong weapons for sale here -- a blade called Muramasa and two shurikens, Fuma Shuriken and Shiranui:
Shiranui has a nice evasion bonus and so can be useful to SMA the Ninja; we buy it. We also buy Muramasa, in the hope it can be uprgaded quickly (+2 attack per upgrade); we don't yet know if that's indeed the case though.
That's all we need here. Time to be moving on.
We encounter a group of Metal Flans on 41F:
We kill them instead of running away since they are a sure source of Amethysts in this game:
On 50F is another boss encounter:
Since SMA wields a powerful shortsword, let's make her ... a Dancer!
Unfortunately, her class-specific abilities are useless since they are already included in the Lux spell. Let's just see if we can rely on her as a damage-dealer:
Codexer, on his part, will be our Ranger, equipped with the Artemis Bow:
We approach the boss.
Boss #3: Geri and Freki
It's two bosses actually -- our old pals, Geri and Freki:
As you may remember, we already fought them back inside Rolan's emo soul.
They are magic creatures; it looks like Mysterio is totally indispensable in this tower.
Geri and Freki can buff up their magic and physical attacks:
When boosted, Freki's Ice Breath does deal some damage to Volly and SMA, but that damage is negligible:
As is the damage from Geri's Fire Breath:
Geri's regular attacks hit Volly for ca. 20 hp:
We order BRO to cast Suppress and put Volly's Good and Evil to good use again:
It isn't as efficient against Geri and Freki as it was against the Mythril Golem, though. Suppress, by the way, is a very handy debuff: it auto-targets precisely the foe who isn't yet suppressed.
SMA the Dancer's shortsword attack strikes the foes for ca. 200 points of damage:
Not bad.
Codexer's Smashing Blow is the most powerful attack we have at our disposal, however:
Cool! Too bad "a single blow cannot stop this foe". The only downside is that Smashing Blow, in contrast to Good and Evil, targets only one foe at a time.
BRO's Elemental is still most worthless, alas:
Meh.
Three of our party members are damage-dealers, and the battle is over soon:
First Geri is destroyed -- we get 2280 (!) experience points...
...and then Freki:
We get 2280 exp more. No wonder we all level up, gaining several levels at once:
Volly: level 38 -> 41: HP +13, STR +2, SPT +3, INT +3.
Codexer: level 38 -> 41: HP +19, STR +2, SPT +2, INT +2.
SMA: level 37 -> 40: HP +17, STR +3, SPT +3, INT +2.
BRO: level 38 -> 41: HP +14, STR +2, SPT +2, INT +3.
50 floors are cleared.
60F is empty, and 70F is a treasure floor:
Musician robes, meh.
Reaching 80F means we're in for the fourth boss battle:
Let's make an all-furry party!
SMA will be our Beastmaster:
We use the Transform Staff to turn ourselves into animals.
Let the fight begin!
Boss #4: Dragon
Another dragon, yay! We already fought one in the previous tower.
Dragon's attacks are pretty powerful and, what's more important, non-enhanced -- meaning Mysterio is useless against them:
Poor pretty princess. :/
Even BRO the Elementalist takes some damage:
Good thing he's equipped with the Unyielding Shield.
Dragon's Fire Breath isn't particularly powerful though, probably thanks to our Magic Defense stats being high after upgrading:
SMA the Beastmaster's Command ability comes in handy:
Not bad. Volly's Good and Evil is also useful, of course:
Volly's dead, but Command remains powerful -- Volly wasn't strong in melee anyway:
What's funny is that dead Volly gets revived in her human, not animal, form. Huh.
Elemental remains relatively worthless:
While Codexer the Ranger's Smashing Blow remains cool:
The dragon strikes Codexer for 104 (!) hp in response:
Ouch! And that with the dragon being debuffed by Suppress.
SMA casts Raise to bring Volly back to life, but now the princess isn't protected by neither Lux nor Mysterio and so is vulnerable to Dragon's Fire Breath:
We manage to get Volly to stay alive eventually, though, and the combined strength of Command, Good and Evil, and Smashing Blow allows us to slay the boss:
We get 800 exp and Orihalcon:
Codexer levels up -> level 42: HP +6, STR +2.
Moving on!
90F has another treasure chest:
What, another Giant's Toothpick!?
of treasure chests.
Finally we make it to 100F!
Scary! Let's make SMA a Ninja and Codexer a Spell Fencer:
Who's the last boss, I wonder?
Action time!
Boss #5: Rolan and Rekoteh
Yup, that's Rolan the failed emo hero together with his sis Rekoteh.
Rolan's and Rekoteh's regular attacks are element-enhanced, meaning Mysterio is very useful in this fight.
Rekoteh can cast Silence, which she often does:
Luckily, she misses most of the time thanks to our high Magic Evade stat.
She can also boost her defense with Protect:
And her magic defense with Shell:
She can cast Blizzaga...
...and Blizzara...
...but her most nasty spell is Thundaga, since it carries the risk of paralyzing us:
That's why we shouldn't forget to ask BRO to silence Rekoteh:
Now all she can do is attack in melee:
Weak.
SMA uses Target Dummy to evade Rolan's powerful melee attacks:
They are indeed powerful:
Rolan can cast Darkaga:
And Thundara:
But we resist them.
Codexer the Spell Fencer's Magic Infuse is okay, but alas weaker than I hoped:
Good and Evil doesn't deal much damage either:
It looks like Rolan's and Rekoteh's magic defense is pretty high.
SMA's Lightning Fists aren't of much use:
Bad. It'd be better if Codexer was a Ranger and SMA a Spell Fencer, but meh.
BRO's Elemental deals less than 50 points of damage:
BRO's Suppress comes in handy. But it doesn't prevent Rolan from one hit killing SMA:
Once he's taken enough damage, Rolan starts patching himself up with Cura:
Rekoteh also comes to his aid when not silenced:
It takes a shitload of turns -- I don't even want to start recalling how many -- but finally Rolan is slain:
Yay! We get 756 exp. Rekoteh soon follows her bro:
756 exp more + four Diamonds:
Volly, SMA and BRO level up:
Volly -> level 42: HP +4, SPT +2, INT +2.
SMA -> level 41: HP +5, STR +2, INT +1.
BRO -> level 42: HP +4.
We stand victorious!
Everything goes next-gen and the Crystal makes an appearance:
Crystal: How mighty have you grown. Long, so long have we waited for this blessed day to come.
And we're presented with a new crown, Storyteller:
Now Storyteller is a cool crown: it lets you use any combination of the abilities you've already learned from other crowns. So, to answer Mrowak's question:
Yup, there's a special class for that here.
We see that Storyteller's stats are pretty mediocre and she doesn't get any of the class-specific boni, but she can freely choose among all the other crowns' abilities instead:
etc.
Of course, in order to get access to all the already unlocked abilities, we must upgrade the Storyteller crown to the full. Which is what we'll be doing for the next update. Hmmm, I wonder what kind of a cool combination of abilities I should go for?
(Funny that this game only gives you the Storyteller crown, which is potentially the most "tactical" and "experimental" one, if you're persistent enough to go crawling through the optional towers.)
In which we defeat a bro and a sis and get a shiny new crown.
Previously on this LP, we conquered the second optional tower, killed our wizard pal Torte (well, not really killed of course), and were awarded the crown of the Sage. Some of you complained about the lack of variety last time (I'm looking at you, Silellak), so I'm going to make our party set-up more, uhm, diverse in this update. For that, however, I'm going to upgrade our weapons and armour a whole lot, just so the weapons do proper damage and we don't have to rely solely on Magic Might, and the armour protect us enough for our more experimental party not to get wiped out. I spent a lot of time farming for gems, and that's the reason for this update having taken this long to be appear here on the jRPGCodex Playground. In fact, I think I overdid it, and so the boss battles in this tower were totally beatable without any particularly FUUU-inducing moments -- on par with some of the tougher regular boss fights.
So yeah, first thing we do is change our pretty princess Volly into a Sage:
Let's just hope Good and Evil is powerful enough to deal high enough damage to tower bosses. Also, let's make BRO an Elementalist...
...and SMA a Ninja:
And what about Codexer? Oh, this one is probably the most unorthodox choice -- I decide to turn him into a ... Seamstress, yay!
Seamstress is basically a "secret" class. In a sense it remains secret even after you've unlocked it -- and, as you may remember, this was the first "bonus" crown we obtained in this LP -- for the simple reason that you don’t even know what kind of weapon a "needle" is until you find one, which you can only do in one of the bonus towers. And without a needle, the class is useless.
Just our luck that we found the Giant's Toothpick in the last tower, then. It's also an ideal weapon for upgrading:
Yup, an upgrade increases the Toothpick's Attack stat by two points. Nice! We upgrade it to +16.
But it is of course the Seamstress crown which makes our needle especially powerful:
Even though the Toothpick has Attack = 50, Codexer the Seamstress' Attack equals ... 165! Meaning that the needle's attack is tripled by the Seamstress crown. Great!
As for Seamstress' class-specific abilities, here they are:
Patched Up: Increase Defense for non-upgraded armor.
Stitched Up: Increase Attack power for non-upgraded weapon.
Refurbish: Revive a fallen ally.
Sew Together: Sew yourself and an ally together to combine your status levels.
Of all these, only Refurbish sounds useful to us, given that we don't have any non-upgraded armour or weapons and Lux takes care of boosting our status levels. But we will be using the Seamstress crown for sheer melee damage, so the lack of useful skills doesn't really matter.
As you can see, I plan on crawling through the next tower without a healer -- I'm going to count on Good and Evil and Lux to patch the party up -- and that's what all the upgrading is for: to survive without one.
As for armour, BRO the Elementalist sure could use the Unyielding Shield (pure physical defense) and some clothes from the multiplayer shop. Why? Because they look deceivingly shitty but can in fact be upgraded quicker than regular armour. Let's take a look at this Silver Suit, for instance:
Its magic defense goes up by 2 points per upgrade, which is better than the +1 bonus you get with regular armour. Two other kinds of multiplayer armour in this game allow you to raise physical defense by 2 points per upgrade or, akin to the way the Shield of Light is upgraded, to improve three stats -- Evasion, Defense, and Magic Defense -- by 1 simultaneously. Magic or element-enhanced attacks are much more common in this game than regular physical ones, and so boosting our heroes' magic defense will be the highest priority, at least for now. Trylion's Coat, which we equip SMA with, is another armour of the same, magic defense-centred, kind:
Volly won't be using any of the multiplayer clothes though: their downside is that they don't offer any stat improvements to speak of, and that's why I'd rather keep our magic-using princess equipped with the Scholar Gown, which has the Intellect +20% boost. I also distribute the light equipments between Volly -- who gets the Shield of Light -- and Codexer, who gets the rest.
Oh-kay, so after all the upgrading is done, our gear looks like this:
Volly has the Shield of Light +18 and Scholar Gown +17 equipped, which together raise her Defense and Magic Defense to 45, and wields the Sage's Staff +16:
This loli Sage should be p. powerful now. Hopefully.
Codexer, as we already know, wields the Giant's Toothpick +16, but we also give him Artemis Bow +15:
Why Artemis Bow? Because, despite having merely +19 as basic attack, it gains +2 Attack when upgraded.
We also upgrade Codexer's Great Tree Shield to +10 and Armor of Light to (gasp!) +21:
Despite that, Codexer's Defense and Magic Defense remain lower than Volly's. Still, he should be fine.
SMA the Ninja gets King's Shortsword +21 as her main weapon:
She's also carrying the Sword of Light +9 with her, just in case. Her Great Tree Shield is upgraded to +23, and her Trylion's Coat to +20:
As for BRO, I decide not to upgrade his Sacred Tree Staff any further (as it doesn't seem to matter for an Elementalist). He does, however, get his Unyielding Shield upgraded to +15 and Silver Suit to +20:
Yay for OCD! All this should last us through not only the next, but also the fourth tower. At least I do hope I won't have to do any more major upgrading. It's pretty tiresome.
But anywayz. We rest at the inn to replenish our AP and fly to Liberte, the town of art, culture and stuffies. Or, to be more precise, we enter the part of Liberte on top the whale Cetus:
We save our game and, yup, it's :blah: :blah: time!
Meanwhile, our fairy friend Lilibelle cheers the artist Pione up:
The nearby bird is very smug about the whole apocalyptic situation:
Think you can fly away from the end times, birdie?
Sure we can!
Well, it's p. fun, I think.
Right?
Oh really?
But anyway. Remember the kuroneko who came to Liberte on vacation? Looks like she's stuck here:
Poor kitty.
Nope, totally not!
A fantasy adventure? I've no idea what you're talking about.
Hmm, really?
Yeah!
What, no love for whales?
They should have...
...upgraded their equipment, yay!
Hey! What do you think you're doing!?
Yup, we know, Mr. King, but we still have two towers to climb first, sorry.
But can fishies think?
And this ends the blah blah session for today, folks. Onwards to the lighthouse!
Guide: Luckily, your progress will be saved each time you manage to clear ten floors. You can also leave the lighthouse then. But if your party dies or you use a Dragon Wing, your progress won't be saved. Best be careful!
Sure we'll be!
Guide: If you manage to clear ten floors and save your progress, you can continue again from your last save point. Come talk to me and I'll tell you just how many floors you've made it through.
Level three!
Okay, here we go.
The same things said about the previous two towers apply here as well: the floors are random, the exit to the next floor is also randomly placed, and there's no returning to the previous level once you've left it. I won't be describing the crawl itself in detail in this update, as it is quite similar to the last two.
The regular enemies here include Lizardhawks...
...who are sometimes accompanied by Falcons...
...Archelons and Hobgoblins...
...Behugemores, who look really scary...
...Skeletons and Trollud Zombies...
...Big Worms and Lizardmen...
...Boggle Bears...
...Iron Golems (yikes!)...
...together with Rock Golems...
...Evil Knights twisted...
...Wyorms...
...Yotons and Selchies...
...Trollud and Garms...
...Orc Lords and Goblins...
...as well as Wyverns:
On 10F is our first boss battle.
We change SMA back to Ninja, equip the Hermes Sandals on BRO the Elementalist, and approach the monster.
Boss #1: Minotaur
The first boss is Minotaur, and he looks strong and scary.
Luckily, Minotaur's attacks are enhanced with Light (?) element, and so Mysterio helps us resist them:
We put Volly the Sage's new ability, Good and Evil, to use:
First it damages the Minotaur for 486 damage and then heals our party up:
Very nice! It seems that we indeed don't need a White Mage now that we've got a Sage. Nor do we need a Black Mage. Sage's Good and Evil is a bit weaker than Magic Might, but that doesn't play any significant role apart from making boss battles somewhat longer.
SMA the Ninja's Lightning Fists deal 196 points of damage to Minotaur:
The Lightning Fists ability lets SMA attempt to strike Minotaur multiple times (three iirc or maybe four), but unfortunately she misses most of the time and strikes the target only once.
BRO's debuff, Suppress, comes in handy, too:
But even with Suppress on, Minotaur can still deal some p. high damage to SMA:
The damage would've of course been a lot higher had we not upgraded SMA's gear.
Minotaur's special attack, Full Swing, doesn't really cause much harm to anyone but SMA (again):
We can boost SMA's Evasion though -- which also makes the Lightning Fists chain longer as it depends on the Evasion stat:
Codexer the Seamstress is our dedicated melee attacker, and the damage he deals to Minotaur is indeed relatively high:
We should probably upgrade his Giant's Toothpick some more for the next tower, though.
BRO uses Elemental, but it isn't particularly effective:
There comes a moment when all of SMA's Lightning Fists attacks hit the target:
That's 493 damage in toto. Pretty good!
It looks like Ninja is an okay class when properly upgraded. SMA can also use Target Dummy to become immune to enemy attacks for the next turn:
Volly's Good and Evil can get as powerful as Magic Might sometimes:
Cool. In a few turns, SMA's Lightning Fists slay the beastie:
We obtain 100 exp and two Amethysts:
And then go up to 11F:
20F is empty:
And so we go further up!
30F means the second boss battle:
Let's make SMA a Hero this time:
Boss #2: Mythril Golem
One tough-looking bastard!
Mythril Golem can act three times per turn. As with the Minotaur, our luck is that this boss's regular attacks are enchanted, and Mysterio helps us resist them. Even so, they are quite harmful to Volly and SMA:
His regular attacks deal ca. 20 damage to Volly...
...and ca. 50 to SMA, even when he's suppressed:
Her Good and Evil is very efficient against the Golem:
SMA the Hero's Finale, on the other hand, is pretty meh:
(Look at that salto mortale! )
Wrath is much better:
Good.
It looks like the Golem has high evasion since Codexer's attacks always miss:
Nevertheless it doesn't take long for SMA and Volly's joint efforts to bring the monster down:
We get 100 exp, two Amethysts and two Diamonds:
And we crawl on.
Minotaur is now a regular enemy:
And we stumble upon various random treasure chests along the way:
40F contains a bonus shop:
We approach the salesman:
There are three strong weapons for sale here -- a blade called Muramasa and two shurikens, Fuma Shuriken and Shiranui:
Shiranui has a nice evasion bonus and so can be useful to SMA the Ninja; we buy it. We also buy Muramasa, in the hope it can be uprgaded quickly (+2 attack per upgrade); we don't yet know if that's indeed the case though.
That's all we need here. Time to be moving on.
We encounter a group of Metal Flans on 41F:
We kill them instead of running away since they are a sure source of Amethysts in this game:
On 50F is another boss encounter:
Since SMA wields a powerful shortsword, let's make her ... a Dancer!
Unfortunately, her class-specific abilities are useless since they are already included in the Lux spell. Let's just see if we can rely on her as a damage-dealer:
Codexer, on his part, will be our Ranger, equipped with the Artemis Bow:
We approach the boss.
Boss #3: Geri and Freki
It's two bosses actually -- our old pals, Geri and Freki:
As you may remember, we already fought them back inside Rolan's emo soul.
They are magic creatures; it looks like Mysterio is totally indispensable in this tower.
Geri and Freki can buff up their magic and physical attacks:
When boosted, Freki's Ice Breath does deal some damage to Volly and SMA, but that damage is negligible:
As is the damage from Geri's Fire Breath:
Geri's regular attacks hit Volly for ca. 20 hp:
We order BRO to cast Suppress and put Volly's Good and Evil to good use again:
It isn't as efficient against Geri and Freki as it was against the Mythril Golem, though. Suppress, by the way, is a very handy debuff: it auto-targets precisely the foe who isn't yet suppressed.
SMA the Dancer's shortsword attack strikes the foes for ca. 200 points of damage:
Not bad.
Codexer's Smashing Blow is the most powerful attack we have at our disposal, however:
Cool! Too bad "a single blow cannot stop this foe". The only downside is that Smashing Blow, in contrast to Good and Evil, targets only one foe at a time.
BRO's Elemental is still most worthless, alas:
Meh.
Three of our party members are damage-dealers, and the battle is over soon:
First Geri is destroyed -- we get 2280 (!) experience points...
...and then Freki:
We get 2280 exp more. No wonder we all level up, gaining several levels at once:
Volly: level 38 -> 41: HP +13, STR +2, SPT +3, INT +3.
Codexer: level 38 -> 41: HP +19, STR +2, SPT +2, INT +2.
SMA: level 37 -> 40: HP +17, STR +3, SPT +3, INT +2.
BRO: level 38 -> 41: HP +14, STR +2, SPT +2, INT +3.
50 floors are cleared.
60F is empty, and 70F is a treasure floor:
Musician robes, meh.
Reaching 80F means we're in for the fourth boss battle:
Let's make an all-furry party!
SMA will be our Beastmaster:
We use the Transform Staff to turn ourselves into animals.
Let the fight begin!
Boss #4: Dragon
Another dragon, yay! We already fought one in the previous tower.
Dragon's attacks are pretty powerful and, what's more important, non-enhanced -- meaning Mysterio is useless against them:
Poor pretty princess. :/
Even BRO the Elementalist takes some damage:
Good thing he's equipped with the Unyielding Shield.
Dragon's Fire Breath isn't particularly powerful though, probably thanks to our Magic Defense stats being high after upgrading:
SMA the Beastmaster's Command ability comes in handy:
Not bad. Volly's Good and Evil is also useful, of course:
Volly's dead, but Command remains powerful -- Volly wasn't strong in melee anyway:
What's funny is that dead Volly gets revived in her human, not animal, form. Huh.
Elemental remains relatively worthless:
While Codexer the Ranger's Smashing Blow remains cool:
The dragon strikes Codexer for 104 (!) hp in response:
Ouch! And that with the dragon being debuffed by Suppress.
SMA casts Raise to bring Volly back to life, but now the princess isn't protected by neither Lux nor Mysterio and so is vulnerable to Dragon's Fire Breath:
We manage to get Volly to stay alive eventually, though, and the combined strength of Command, Good and Evil, and Smashing Blow allows us to slay the boss:
We get 800 exp and Orihalcon:
Codexer levels up -> level 42: HP +6, STR +2.
Moving on!
90F has another treasure chest:
What, another Giant's Toothpick!?
of treasure chests.
Finally we make it to 100F!
Scary! Let's make SMA a Ninja and Codexer a Spell Fencer:
Who's the last boss, I wonder?
Action time!
Boss #5: Rolan and Rekoteh
Yup, that's Rolan the failed emo hero together with his sis Rekoteh.
Rolan's and Rekoteh's regular attacks are element-enhanced, meaning Mysterio is very useful in this fight.
Rekoteh can cast Silence, which she often does:
Luckily, she misses most of the time thanks to our high Magic Evade stat.
She can also boost her defense with Protect:
And her magic defense with Shell:
She can cast Blizzaga...
...and Blizzara...
...but her most nasty spell is Thundaga, since it carries the risk of paralyzing us:
That's why we shouldn't forget to ask BRO to silence Rekoteh:
Now all she can do is attack in melee:
Weak.
SMA uses Target Dummy to evade Rolan's powerful melee attacks:
They are indeed powerful:
Rolan can cast Darkaga:
And Thundara:
But we resist them.
Codexer the Spell Fencer's Magic Infuse is okay, but alas weaker than I hoped:
Good and Evil doesn't deal much damage either:
It looks like Rolan's and Rekoteh's magic defense is pretty high.
SMA's Lightning Fists aren't of much use:
Bad. It'd be better if Codexer was a Ranger and SMA a Spell Fencer, but meh.
BRO's Elemental deals less than 50 points of damage:
BRO's Suppress comes in handy. But it doesn't prevent Rolan from one hit killing SMA:
Once he's taken enough damage, Rolan starts patching himself up with Cura:
Rekoteh also comes to his aid when not silenced:
It takes a shitload of turns -- I don't even want to start recalling how many -- but finally Rolan is slain:
Yay! We get 756 exp. Rekoteh soon follows her bro:
756 exp more + four Diamonds:
Volly, SMA and BRO level up:
Volly -> level 42: HP +4, SPT +2, INT +2.
SMA -> level 41: HP +5, STR +2, INT +1.
BRO -> level 42: HP +4.
We stand victorious!
Everything goes next-gen and the Crystal makes an appearance:
Crystal: How mighty have you grown. Long, so long have we waited for this blessed day to come.
And we're presented with a new crown, Storyteller:
Now Storyteller is a cool crown: it lets you use any combination of the abilities you've already learned from other crowns. So, to answer Mrowak's question:
Mrowak said:I may have missed that but is there any way Bee to return to "general" class like in FF5 where you could mix skills from various classes as you please?
Yup, there's a special class for that here.
We see that Storyteller's stats are pretty mediocre and she doesn't get any of the class-specific boni, but she can freely choose among all the other crowns' abilities instead:
etc.
Of course, in order to get access to all the already unlocked abilities, we must upgrade the Storyteller crown to the full. Which is what we'll be doing for the next update. Hmmm, I wonder what kind of a cool combination of abilities I should go for?
(Funny that this game only gives you the Storyteller crown, which is potentially the most "tactical" and "experimental" one, if you're persistent enough to go crawling through the optional towers.)