spekkio
Arcane
- Joined
- Sep 16, 2009
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Battle 01 - Prologue
(Battle descriptions stolen from bearsman6's FAQ, no bitching about switching from "your" to "our" back and forth!)
Once again, we are taken to our hero, Alphonse, who we find on a docked ship.
He's concerned about the weather, and insists that they won't make it to the
island if it persists as it is. The ship is in need of repair, and it will
take some time... Rictor, agrees to the delay, but admits that they've been
drifting for so long that he's lost, and didn't expect the storms so soon.
Then, a normal soldier rushes in. Unfortunately, he brings with him some
bad news....
Battle 01 - Lutra Islands
Enemy Units: Leader - Bandit (M), Soldiers (M) x 2, Soldier (F)
Friendly Units: Rictor (Guest), Orson (Guest), female Soldier (Guest), male Soldier (Guest)
As it turns out, our enemies are mercenaries, hired specifically to give our group a warm welcome...
In this battle we can only command BRO, other units fighting on our side are guests, so they act on their own.
Rictor, Orson (archer) and other soldiers rush forward, but not without giving us some PROTIPS:
Orson attacks enemy leader with a bow but misses.
Phew. It's BRO's turn at last!
But before moving/acting let's check out our current options:
1) End of turn: self-explanatory
2) Winning condition: the same
3) Expendables: items that we can bring into battle
4) View list: list of all units, their personal screens, equipment, talents, etc. When playing this game you will see this a lot.
Let's check out unit screens for BRO, Rictor and enemy leader:
Cool axe, dawg...
5) System: here we can access Pumpkin Tips (internal help) and change some Options.
Pumpkinhead is a master of the lore in this game, very useful motherfucker.
ATM we have access to 17 Tips:
(I haven't found them on the webz so I had to copy them myself. Still easier than explaining everything myself.)
Read this if you haven't played any Ogre Battle game before!
Move it, BRO!
Almost everything that can be seen on this screen should be clear now. In upper-right corner you can see terrain characteristics.
After Movement Phase we have Action Phase. We can either Attack, use an Item or use Standby command, choosing direction that we want to face and ending our turn.
Alright, it's time for Enemy Turn!
Stan (the bandit leader) begins to badmouth Alphonse
However Rictor, the voice of reason, tells him to calm down
Enemy units go after our regular soldiers, with an exception of female archer, who attacks Rictor, but misses.
Our turn: Rictor uses his Virtue spell, healing the female soldier (her name is Lara )
+51 HP? Not bad...
Orson attacks an archer, Lara attacks enemy leader:
Eat that, fucker!
Male soldier joins her:
Yeah, japanese tactical games 101:
and gets counterattacked:
:facepalm:
BRO goes after 2nd soldier:
Notice BRO's 10 MP - it went up from 0 to 10 points in 2nd turn. So: in most cases you can't use your spellcasters in first turn, you have to wait 2-3 turns before they gain some MP.
BRO decides to attack using his Short Sword:
Evan probably shat his pants already!
We will attack Evan for 28 HP with 83% accuracy, he will counterattack (red arrow), but for 15 HP and with 50% accuracy.
Let's do it, people!
Enemy turn: Evan and enemy archer attack Rictor, 2nd enemy soldier and enemy leader attack our dear BRO!
Phew!
Our turn: Rictor uses his offensive Virtue spell against the female archer:
:facepalm:
Orson attacks this archer
but only for 11 HP.
So, yeah, as Clocky said: archers are indeed awesome...
Stan still has 70 HP left.
Let's go after Evan instead:
Fuck yeah!
Enemy turn: 2nd enemy soldier attacks BRO, Stan goes after Rictor and steals our trophy!
Fucker! Rictor gets so angry that he misses his 2nd Lightning Blow...
Stan still has over 40 HP, so BRO goes after 2nd soldier. His name is Fritz!
Fucking Australians! They're everywhere!
Enemy turn: Fritz attacks BRO:
But our mighty counterattack + recoil damage from allied rock takes him down!
OMG what's happening?
Phew. BRO received his 2nd Emblem.
Stan attacks BRO, bet the next turn should bring the end to his filthy bandit life!
Rictor uses Lightning Bow again, PWNing Stan for good:
Battle won!
Trophies: 0 Goth (JewGold), 1x Leather Hat, 1x Francisca.
Of course I'm not gonna describe future battles in such detail...
Battle 01 - Epilogue
After the battle is over, Alphonse has some words with Rictor.
Wow! [INT] + [PER] used!
Giving a bit of history, Rictor explains that they were requested by the people of
Anser, and it must have been Northern forces of Rananculus that sent such
a loving welcome. Apparently, these two sectors have been at war for quite
some time, and only a forest (though sizable) separates the two forces.
In fact, this attitude and conflict has been going for hundreds of years...
If that wasn't enough, you learn that your mission is basically one to hold
steady the situation, and that your force is so small because Rictor's father
didn't feel that it required the main force. Lovely, eh? Still, you always
have the option to hire new soldiers, so in the end, the size of your force
doesn't really matter. Rictor closes by saying he isn't very inspired by
his father of late, especially since his stinginess after becoming Duke.
Then, however, another bandit shows up out of nowhere with a bow in his hands.
He aims his arrow carefully, then lets it fly. Alphonse, at the last second,
manages to push Rictor out of the way, but takes the bolt square in the chest.
He falls backward into the waters below him...
One of the knights of your company sneaks up behind the bandit, killing him,
but the damage has been done.
Rictor yells out for his company to find you, but Alphonse is too far gone. As the screen fades to black, all you hear is
the whispering of the tides and the sound of Rictor yelling your name...
Stay tuned for more female-oriented encounter, people!
(Battle descriptions stolen from bearsman6's FAQ, no bitching about switching from "your" to "our" back and forth!)
Once again, we are taken to our hero, Alphonse, who we find on a docked ship.
He's concerned about the weather, and insists that they won't make it to the
island if it persists as it is. The ship is in need of repair, and it will
take some time... Rictor, agrees to the delay, but admits that they've been
drifting for so long that he's lost, and didn't expect the storms so soon.
Then, a normal soldier rushes in. Unfortunately, he brings with him some
bad news....
Battle 01 - Lutra Islands
Enemy Units: Leader - Bandit (M), Soldiers (M) x 2, Soldier (F)
Friendly Units: Rictor (Guest), Orson (Guest), female Soldier (Guest), male Soldier (Guest)
As it turns out, our enemies are mercenaries, hired specifically to give our group a warm welcome...
In this battle we can only command BRO, other units fighting on our side are guests, so they act on their own.
Rictor, Orson (archer) and other soldiers rush forward, but not without giving us some PROTIPS:
Orson attacks enemy leader with a bow but misses.
Phew. It's BRO's turn at last!
But before moving/acting let's check out our current options:
1) End of turn: self-explanatory
2) Winning condition: the same
3) Expendables: items that we can bring into battle
4) View list: list of all units, their personal screens, equipment, talents, etc. When playing this game you will see this a lot.
Let's check out unit screens for BRO, Rictor and enemy leader:
Cool axe, dawg...
5) System: here we can access Pumpkin Tips (internal help) and change some Options.
Pumpkinhead is a master of the lore in this game, very useful motherfucker.
ATM we have access to 17 Tips:
(I haven't found them on the webz so I had to copy them myself. Still easier than explaining everything myself.)
Read this if you haven't played any Ogre Battle game before!
- Attack Elevation Restrictions: Weapons have limited reach. Excluding spears and whips, weapons can only reach 2 steps up or 3 down. That means if you attack an enemy from 3 steps above, he/she won't be able to counterattack. Attacking from behind is another way to avoid a counterattack. If you want to see if an enemy can counterattack, check the arrow in the center of the screen when an enemy has been targeted. If the arrow is blue, the enemy cannot counterattack. If it's red, counterattack is possible.
- Spears and Whips: The hit range for spears & whips is 2 panels. Spears can pierce through 2 characters, but whips can only hit 1. They also differ from other weapons in their reach. They can reach 3 steps up or 4 steps down. However, range may vary depending on the height of panels in between.
- Missile Attacks: Missile attacks have limited range. When attacking, the area within range will be highlightened. Actual range may differ due to the relative elevation of the caster and the target. In other words, you may sometimes be able to hit an enemy outside of normal range. Also, if there are obstacles that block your path, your attack may hit an obstacle rather than the enemy. The Hit Rate displayed on the screen doesn't take obstacles into account.
- Recoil: When an attack is landed, character can sometimes deal critical damage to the enemy. When this happens, the enemy will be knocked backward one panel. This is called Recoil. If there's an obstacle such as wall or another character, then the recoiling character will receive damage. If the character recoils toward a lower elevation, he/she will fall and receive damage if the height difference is great enough (flying characters can land unharmed). Shield attacks can be used to intentionally make an enemy recoil.
- Persuasion: Characters can try to persuade adjacent enemies, asking them to join our cause. Persuasion's success rate increases as the enemy's HP decrease. Compatibility (alignment/element/class) also affects this. Characters of certain classes may be more difficult to persuade.
- Summon Spells: This powerful spells summon beasts which attack all characters within 13 panels of the targeted panel. If this field is empty, summoned beast will attack the summoner.
- MP & SP: MP and SP reflect character's mental power. They are necessary for casting spells or using special skills, but they differ slightly. MP can be recovered with items or spells, but SP can only be recovered naturally (with time).
- Terrain Change: Weather can affect the terrain. Depending on the season, it might rain or snow. On battlefields with water, the water level may increase if rain continues to fall. Character's power is usually lower in water.
- EXP / Leveling-up: Characters can earn EXP points during battle. With every 100 points character's level increases by 1. Depending on character's class, his/her stats will increase by a certain amount. Character can also acquire special skills when they reach certain levels.
- Abnormal Status: Certain support spells and special attacks can cause abnormal statuses (leaders cannot be affected):
- Petrify: turns character into a stone. Won't recover naturally. If your entire team becomes petrified, the game ends.
- Paralyze: immobilizes character. Low probability of recovering naturally.
- Sleep: Target falls asleep and is unable to take a turn until he/she recovers naturally or wakes up by receiving damage.
- Charm: Target attacks his/her allies. Recovers naturally or after receiving damage.
- Confuse: Target attacks adjacent characters with physical attacks. Recovers naturally or after receiving damage.
- Poison: Target receives damage at the beginning of each turn. Won't recover naturally.
- Element / Alignment: Each character has his/her own element and alignment, which indicate character's natural tendencies. In battle, if two opponents possess opposite elements, the damage they deal to each other will be greater. Elemental opposites:
- Wind <> Earth
- Fire <> Water
- Virtue <> Bane
- Weapon Proficiency: Some classes have particular weapons that they are good at using. They may be able to damage an opponent more severely with that weapon than with a more powerful one.
- Mental Gauge: Colorful bar that displays character's state of mind during battle. Characters of certain classes can Frighten or Support nearby characters as a special effect. This gauge, which fluctuates between -2 and +2 indicates character's level of fear or confidence, with 0 being neutral. Example: Character with Dragon Handling Emblem will support dragons within 3 panels.
- Emblems: When characters fulfill special conditions in battle, the can earn emblems. By obtaining them, they can acquire new skills or change their stats. Some emblems are necessary for changing classes.
- Character's Luck: Characters have individual biorhythms that influence their effectiveness in battle. If a character frequently misses when attacking despite having high hit rate, then his/her biorhythm might be low. It's best to let that character rest until his/her luck improves.
- Buried Treasure: During battle, you may unexpectedly stumble upon hidden treasures. The are not on every stage, but your troops will definitely benefit from them. One item, the Dowsing Rod, will tell you how many hidden items are buried in each stage. Also, since the treasures are buried, they may be difficult to find in stages with grass/snow. In such situations, first burn down the grass or melt the snow before looking for treasures.
- Quest Mode: optional game mode.
Move it, BRO!
Almost everything that can be seen on this screen should be clear now. In upper-right corner you can see terrain characteristics.
After Movement Phase we have Action Phase. We can either Attack, use an Item or use Standby command, choosing direction that we want to face and ending our turn.
Alright, it's time for Enemy Turn!
Stan (the bandit leader) begins to badmouth Alphonse
However Rictor, the voice of reason, tells him to calm down
Enemy units go after our regular soldiers, with an exception of female archer, who attacks Rictor, but misses.
Our turn: Rictor uses his Virtue spell, healing the female soldier (her name is Lara )
+51 HP? Not bad...
Orson attacks an archer, Lara attacks enemy leader:
Eat that, fucker!
Male soldier joins her:
Yeah, japanese tactical games 101:
- attack from behind,
- gangrape mages / stronger units first,
- ???
- BROFIST!
and gets counterattacked:
:facepalm:
BRO goes after 2nd soldier:
Notice BRO's 10 MP - it went up from 0 to 10 points in 2nd turn. So: in most cases you can't use your spellcasters in first turn, you have to wait 2-3 turns before they gain some MP.
BRO decides to attack using his Short Sword:
Evan probably shat his pants already!
We will attack Evan for 28 HP with 83% accuracy, he will counterattack (red arrow), but for 15 HP and with 50% accuracy.
Let's do it, people!
Enemy turn: Evan and enemy archer attack Rictor, 2nd enemy soldier and enemy leader attack our dear BRO!
Phew!
Our turn: Rictor uses his offensive Virtue spell against the female archer:
:facepalm:
Orson attacks this archer
but only for 11 HP.
So, yeah, as Clocky said: archers are indeed awesome...
Stan still has 70 HP left.
Let's go after Evan instead:
Fuck yeah!
Enemy turn: 2nd enemy soldier attacks BRO, Stan goes after Rictor and steals our trophy!
Fucker! Rictor gets so angry that he misses his 2nd Lightning Blow...
Stan still has over 40 HP, so BRO goes after 2nd soldier. His name is Fritz!
Fucking Australians! They're everywhere!
Enemy turn: Fritz attacks BRO:
But our mighty counterattack + recoil damage from allied rock takes him down!
OMG what's happening?
Phew. BRO received his 2nd Emblem.
Stan attacks BRO, bet the next turn should bring the end to his filthy bandit life!
Rictor uses Lightning Bow again, PWNing Stan for good:
Battle won!
Trophies: 0 Goth (JewGold), 1x Leather Hat, 1x Francisca.
Of course I'm not gonna describe future battles in such detail...
Battle 01 - Epilogue
After the battle is over, Alphonse has some words with Rictor.
Wow! [INT] + [PER] used!
Giving a bit of history, Rictor explains that they were requested by the people of
Anser, and it must have been Northern forces of Rananculus that sent such
a loving welcome. Apparently, these two sectors have been at war for quite
some time, and only a forest (though sizable) separates the two forces.
In fact, this attitude and conflict has been going for hundreds of years...
If that wasn't enough, you learn that your mission is basically one to hold
steady the situation, and that your force is so small because Rictor's father
didn't feel that it required the main force. Lovely, eh? Still, you always
have the option to hire new soldiers, so in the end, the size of your force
doesn't really matter. Rictor closes by saying he isn't very inspired by
his father of late, especially since his stinginess after becoming Duke.
Then, however, another bandit shows up out of nowhere with a bow in his hands.
He aims his arrow carefully, then lets it fly. Alphonse, at the last second,
manages to push Rictor out of the way, but takes the bolt square in the chest.
He falls backward into the waters below him...
One of the knights of your company sneaks up behind the bandit, killing him,
but the damage has been done.
Rictor yells out for his company to find you, but Alphonse is too far gone. As the screen fades to black, all you hear is
the whispering of the tides and the sound of Rictor yelling your name...
Stay tuned for more female-oriented encounter, people!