Well I killed it with most of my party at lvl 4. Didn't realize that there are multiple tabs in the spells menu. Those buffs helped a bit.
They sure took the "make your water levels as shitty as possible" mantra and ran with it. Just unlocked that and the undead place, undeads aren't so bad just need to buff every fight but not a big deal, but the water dungeon sounds dumb as hell. Gonna have to farm a bunch of wands before I go in there seriously and buy a bunch of consumables/use all the ones I looted but haven't used yet.
Game's pretty fun otherwise, but a few things tick me off, I guess too used to Etrian formula. Like when there's trapped tiles but I don't want to walk on them to draw them on the map so I have to leave them blank cause I can't draw the map without walking on them. Or the lack of cheap item to get out of the dungeons. Can use the butterfly things but seems stocks are super limited on these and they're expensive as hell. Miss the 100g ariadne's threads.
What does one do with money in this? I've got like, 30k lying around after buying the shit out of the Item section at the store.
Could have a piece of gear equipped that decreases HP per step.
Ah, ok. This UI is atrocious.
On the Vita version you can check the attributes of items using the triangle button.Ah, ok. This UI is atrocious.
The Dead Man's series as a whole do that, I think. They were the first items I remember finding with it. Easily balanced out though.
The only reason really is the costs. Or if you're someone who would be bothered by their character being 99 years old. Otherwise, nope, going 1LP for more bonus points is definitely the way to go.Am I reading correctly that the Chosen One trait means the main character can't lose LP? In that case, is there any reason not to go for 1 LP for more Bonus points at character generation other than increased resurrection timer/costs?
Am I reading correctly that the Chosen One trait means the main character can't lose LP? In that case, is there any reason not to go for 1 LP for more Bonus points at character generation other than increased resurrection timer/costs?
Have you created all your backup team members as well? If not the easy option would be to create a new team that way and swap your current team out, but you'd be stuck with your current MC.I made all my characters 18 for 3 life points thinking it would make the game more manageable. But 11 hours later and a reload any time anyone died I feel like I made all weak characters since they didn't get any bonus stats. Any way to change this or am I screwed? I don't see any point in starting over this far in.
I hadn't made backup teams until I realized they give me free money. I made all 3LP characters until the last one at age 99 just to see what happens. I ended up rolling a 20 which is way higher then the 4/5 everyone else has. Pretty significant difference in starting stats.
should i worry about item engravings?
for example, "butterfly undies' say "Engaving: Flame gathering ring. Ice gathering earring."
is this hinting at some 'set' of armor I need to wear? but there are no earrings, are there? What?
Q2:
Armor tht has Immortal or Spirit listed... does that mean protection against enemies of that type?
Q3:
Should i be feeding the mumic crap uniques like Gurba's undies or Elven tights, or should i just put them in storage so i never, ever have to see them again?
As far as I can tell, engravings are just lore stuff, not related to gameplay. There's earrings, but they're the same slot as rings so you couldn't wear both anyway.
On the 2nd question, yeah it gives resistance to monsters of that type. I think specifically, it increases the amount of defenses you get from the item to that type of monster.
On Mumic, it seems to me it's better to not feed crap uniques, because it just puts them back in the unique pool, and getting a low level unique again isn't super useful unless it has a massive +x modifier to make it usable, but even then a lot of the lower tier items are meh enough versus just getting a higher tier, even a non unique item. I think it's useful for stuff you might not care too much about upgrading like armor for casters and what not, or endgame to reroll some of the higher tier weapons into better versions.
But seems a lot smarter to keep all the bad ones in your storage to thin the list of uniques you can get to the higher level ones as you progress.
(initial intuition)
No way!
(greed)
...but there's a silver chest. I've never seen a silver chest before!
(bargaining)
And look, it's only level 16! How hard can it be?
[1 turn later]
[and wiped]
I'm quite enjoying the game currently. Finally got my created party back together after a long forced period of regeneration on half of them.
Sometimes stuff like this happens though:
As far as I can tell, engravings are just lore stuff, not related to gameplay. There's earrings, but they're the same slot as rings so you couldn't wear both anyway.
On the 2nd question, yeah it gives resistance to monsters of that type. I think specifically, it increases the amount of defenses you get from the item to that type of monster.
On Mumic, it seems to me it's better to not feed crap uniques, because it just puts them back in the unique pool, and getting a low level unique again isn't super useful unless it has a massive +x modifier to make it usable, but even then a lot of the lower tier items are meh enough versus just getting a higher tier, even a non unique item. I think it's useful for stuff you might not care too much about upgrading like armor for casters and what not, or endgame to reroll some of the higher tier weapons into better versions.
But seems a lot smarter to keep all the bad ones in your storage to thin the list of uniques you can get to the higher level ones as you progress.
Played this almost all day, I haven't had this much fun in a new (well, new to me) dungeon crawler since 2014.
I really love the transition in difficult dungeon crawlers where you go from just surviving from one battle to the next to things working as originally envisioned when you created that party hours earlier. In this one, for me, everything really came together with getting the iron defense skill on my tank, which allows her to finally do what she was born to do. It also frees the other two characters in my front line to focus much more on dealing damage (in terms of equipment primarily), while still greatly increasing the survival chances and damage management capabilities of the entire party.
Now at level 12 I have my fighter doing (~150 + ~60)*3 damage every other turn with pretty good hit rates, and my ninja doing ~200 every turn guaranteed. Good times.
Played this almost all day, I haven't had this much fun in a new (well, new to me) dungeon crawler since 2014.
I really love the transition in difficult dungeon crawlers where you go from just surviving from one battle to the next to things working as originally envisioned when you created that party hours earlier. In this one, for me, everything really came together with getting the iron defense skill on my tank, which allows her to finally do what she was born to do. It also frees the other two characters in my front line to focus much more on dealing damage (in terms of equipment primarily), while still greatly increasing the survival chances and damage management capabilities of the entire party.
Now at level 12 I have my fighter doing (~150 + ~60)*3 damage every other turn with pretty good hit rates, and my ninja doing ~200 every turn guaranteed. Good times.
I saw a few pages back that characters need a certain amount of piety to equip magical weapons. I'm still at the beginning of the game so it's not an issue for me yet, but I was wondering if I should eventually add some piety to every character? Or is do only fighters get those types of weapons or something?
There's one series of weapon that require 10 piety, the mythril stuff, and a bunch of unique weapons around the same level that require 10int, thunder stuff. But you can kinda not equip these and equip other stuff and it feels like a waste to spend points on piety just for one weapon, which is like mid tier. Especially if your plan is to do post game stuff, you'll need very high stats to equip the endgame gear, and almost all of them don't require piety.
http://sosc.wikia.com/wiki/Main_Page
This site has all the weapons, a bunch with wrong names, you can see the stats reqs for stuff.
Also, you can potentially equip a piety ring to get 10+ if for example your character is human(starts with 9), and then once you stop using the weapons, you can switch your ring.
There seems to be alot of points where your characters become "competant" at something other than flailing, going OOM, and getting one-shot lol.
Found some real good katanas just now so my Samurai is getting nasty for example. Named ones. With +Crit. hehehehe
yo, these tutorial monsters can one-shot my mc. i don't know if it's a defense issue considering he's fully decked out. are they just that fucking strong? was planning on stealing proper duds from ambushed enemies so rest of my party isn't running around naked. dwarves apparently have no interest in supporting the local economy
more like raggedy shirts that were pulled out of the garbage. when you're only existing on two lives you can't fuck around like that. been pulling through on high agi so far
I'm not sure how to spend my blood crystals. Are there any Divinities I should get or avoid?
I'd hope so, the game basically hits you over the head with foreshadowing concerning that.I couldn't find a guide, so I stuck to the defensive ones.
That being said: who I give crystals to seems to be influencing the storyline..
I'd hope so, the game basically hits you over the head with foreshadowing concerning that.
It's a bit troublesome since the character I least want to give crystals to is often the one who has the skills I want most
more like raggedy shirts that were pulled out of the garbage. when you're only existing on two lives you can't fuck around like that. been pulling through on high agi so far
I'm not sure how to spend my blood crystals. Are there any Divinities I should get or avoid?
Since I got all of them now, on Divine Abilities, note that some of the translation/descriptions aren't particularily useful. Specifically, every rank of Sword Bond provides permanent bonuses even when not using it. The first one gives 20% physical damage, the 2nd -30% physical damage taken and the 3rd 20% xp/gold. However the 3rd is meh cause it's against the Light and Dark Veil spells, which give 30% more health or 50% more mana, as well as a different useable ability that's kinda useful(blocks ranged attacks to your back line).
So when you plan your spendings, make sure to consider you'll probably want to spend 5 in dark or light at the end and 4 in the 2nd rank of sword bond(first one you're forced to take anyway). I think dark is better, 50% mana is a huge deal for endgame wizards and wizards become crazy as hell at higher levels, with not much setup/reclassing needed unlike other crazy classes. You're able to cast 3 spells per turn and each spell does really high damage with Enhance Magic and the Giant divinity skill, but the cost is eating 45mana per turn, which even with a good amount of piety and intelligence is harsh. But my Wizard now does about twice the damage my Fighter does on a concentration 7hits attack, but without having to concentrate(other than the first turn Enhance Magic buff, and sometimes having to do Magic Weapon too).