To make things worse, a strange Vegeplast monster has made the place its home, prowling the area and devouring anything in sight, so it makes it hard for anyone to even explore the place. There's an abandoned ruins of a coliseum, though the door to the central area where the fighting was performed has been sealed or locked somehow, and there doesn't seem to be any way to open the door. It didn't even matter if we let the gathering fish get into a fight with us, because the party is so strong at this point we can dispatch the whole lot of them in a single turn.Īnd now for our feature presentation! I've talked about this one before, but it's kinda neat, so I figured I'd show some more details. Sadly, he didn't get a new panel, though. There are also a lot of roof gap things for Vearst to practice Obstacle Crossing. This is a long adventure with many turns and many treasures. The animation was pretty cool.įinding the memento. He didn't get to use it much because he got a new Kick panel after this, but I had covered his old one up with Punch L5 or something, so he didn't have it this time, making him able to glimmer heavy kicks. Not much happened here, but Nuage did glimmer Kickrush, a heavy Kick art. Time to go solve the seashell puzzle for the little girl. I wanted Vearst to keep his Silver Mail for the Water Support, plus it wouldn't be too bad to have the healer also not be the tank, since healing ability is partially based on your current HP. But I don't know.Īnyway, our shiny new unique Cuirass went to Nuage. So maybe there's a pattern here and you can actually plan for these things. And they seem to fill up their list more as Armic fills up his. They seem to always have very similar inventory each time I run into them (as in, each Chapa has similar to what they had the last time, though different from each other). I don't know if the other Chapas' inventory is randomized or if it follows some kind of pattern. So we get a Cuirass's defense power with the Obsidian Mail's ability set, giving us an armor with both 26 defense and Life Protection! Something unique you can only get by trading with Chapas, so this is something I can only do in Armic's scenario, and only if the other Chapas happen to have the right materials in excess and are missing the material I want to give away. But since we did a trade with the Chapas, that means the defensive power is taken from the new material, but the ability set is taken from the old material. Which means we can trade it for another material! Spry had extra Glossed Silk, but didn't have any Obsidian, so I was able to make the trade with him, and get a Cuirass! Cuirass has the highest defense of any armor int he game (26!), but it doesn't have Life Protection. But what's even better than that is that it's on the second page of the Chapa trading list. Though after finishing the adventure, I found an Obsidian Mail in the shops! This is particularly exciting because it's the highest-defense armor that also has the Life Protection ability. Sadly, I didn't really get any great panels out of it. Since this is a pretty easy adventure and the turn limit is strangely high, I took the time to run around and treasure hunt and get the most out of my turns. Armic got Road Guide L4, which is the only really notable thing. The boss looks like Aspidochelone, but its name is Fastitocalone. I actually remembered to not scare the birds off so the fish will jump out and we can catch it. Pharr got a Kick L4 panel, which combo'd with her other martial panel and was placed on the far right, boosting her Strength and Skill Levels up to 49 and 51 respectively! For her fairly poor Makings, she's turning out to be quite powerful. I had a lot of bad luck with the wind blowing me back this time, but the party is pretty strong anymore so almost everything is pretty easy. Traveled the path during No-Travel Season. I found a L4 magic tablet for Vearst, to hopefully let him learn enough different arts to make a really cool fusion art. Lots of chests means lots of opportunities for Mimic Traps. It was a good opportunity for Kong Ming to practice lockpicking with all the doors (also, with him and Pharr picking locks, we didn't need to use the keys). Venturing into the house with the Sabretiger and the weird basement. This time I'm going to feature a subadventure that I kind of just glossed over before, because it's pretty neat. I did almost all the subadventures, so it took a while, plus I haven't really been playing as much recently, trying to work on the site. Well, it's finally time to recap everything that happened in Armic's adventure leading up to going to the final Wonder.
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