This addendum shall take a look at the sidequests, or rather the first of them, as I am curious in them. I looked up how to initiate them with a guide, and it was pretty simple - head to Goug, hometown of the archeologist Mustadio, then to Goland, where the bar gives news of monsters capturing the local mine. This then leads to a scene in Lesalia's bar, where Revier eagerly volunteers to free the mine, and a mysterious knight offers to accompany him.
This leads to a series of bizarre fights against chemists, thieves and behemoths. The experience and skill points from random encounters had added up enough to let Revier unlock full horizontal jumps; you can see how glorious the end results look! 😆
The monk had also finished training himself up, and was qualified to become a samurai, but given how pricey its katanas were, I chose to instead make him travel down the defensive mage path and become an oracle instead. Like I mentioned earlier, this is a rather gimmicky class that casts status effects and thwacks things at a two tile range with poles. Poles were actually fairly decent at damage though, having as much power as swords, and the paralysis spell was actually quite effective, nailing its targets more often than not. It was quite fun to go around rendering enemies useless in one stroke, and Chakra meant that he could do it as often as he liked!
I stumbled onto a rather interesting quandary on the second map, as the chemist there had the first magical gun I'd seen, and it hit pretty hard to boot! The problem is, none on my team had learnt how to steal weapons! I pondered this problem for a while, and eventually figured out a pretty easy solution - get enough skillpoints to unlock the final defensive mage class, the Mediator, and unlock its persuasion ability to persuade the chemist to join.
This was accomplished by intentionally delaying the first map, and then switching him over to a Mediator for the second. The initial skillpoints were more than enough to acquire the persuasion ability, as it was a pretty cheap one, and as you can see, persuading units didn't require much fussing about. As a bonus, the Mediator also got to wield guns!
Actually the Mediator was a fairly interesting and peculiar class of its own, being able to do all sorts of things with its speeches, including making enemies lose turns, making them berserk or sleepy, and even raising or lowering their Brave and Faith! The last bit there was unexpected, given that most of the design implied that those two were permanently fixed stats, only altered by story events. It didn't seem right to be able to freely mess with them, and and so I decided to ban those skills for myself. The rest certainly seemed pretty intriguing though, despite their bad range!
Revier learnt Vertical Jump 6 and was basically done with the class. It was quite unlikely for enemies to be 8 levels above or below him, and if they were, they were unlikely to threaten him.
This was the downside of taking up the sidequests - the extra xp and skillpoints from the random encounters and from this sidequest itself meant that Revier's squad was becoming powerful much faster than I wanted. This is why I made a separate save to tackle them, and shall be handling them on this alternate save.
Revier learnt Vertical Jump 6 and was basically done with the class. It was quite unlikely for enemies to be 8 levels above or below him, and if they were, they were unlikely to threaten him.
This was the downside of taking up the sidequests - the extra xp and skillpoints from the random encounters and from this sidequest itself meant that Revier's squad was becoming powerful much faster than I wanted. This is why I made a separate save to tackle them, and shall be handling them on this alternate save.
The third battle mixed some ice dragons in alongside the usual fare, which theoretically made it more threatening, as the dragons did have powerful ice breaths, which they used to kill the accompanying knight! A shame, then, that they were too slow, and susceptible to all kinds of magic, besides. The mediator easily made them lose their turn, the time mage paralyzed them in position, and Revier easily finished them off!
The final floor of the mines at least mixed things up by featuring a rescue mission where a holy dragon needed to be rescued from monsters, who surrounded it on all sides! That being said, the holy dragon was quite beefy itself and could kill its assailants with ease. The monsters attempted to inflict all sorts of status effects, but few of them hit and this was yet another easy battle.
Post battle, it was revealed that the knight, Beowulf, was in fact looking for the holy dragon, Reis, and was quite attached to it in fact. Huh. As thanks, he gives Revier his own magical stone, and joins his cause, alongside the dragon!
After this, I switched my Mediator over into being a Samurai, as he had learnt most of the skills relevant for melee combat, and I could actually afford the best katana now. I switched the archer over to a chemist as there was little interesting to learn from the archer class, and he hadn't received a bow upgrade in a damn long time! Besides, some brand new items had unlocked for the chemist, including hi-ethers and x-potions! Not to mention, the chemist could use the magic gun I had pilfered! Though, noticing its ridiculous power, I put it aside for the mythril gun for now.
The stone was then delivered to Mustadio, who had excavated some strange kind of mechanical contraption and observed that it reacted to the stones. The contraption was none other than a fully fledged robot, which activated with Beowulf's stone! It looked very strong, and had innate magic immunity and enhanced defense, making it quite the standout!
Getting back to my team's classes, one big downside of the samurai's skills, which became apparent when I tried them out, were that they had a chance of breaking their respective katanas upon being invoked. That meant that outfitting a samurai was actually even more expensive than their gear prices suggested. On the upside, they were indeed fairly powerful aoes, dealing decent damage while covering quite a bit of area around their caster. They would certainly help immensely in clearing up the battlefield. Besides that, the samurai class itself seemed fairly strong, though its raw attacks seemed weaker than either the knight or the lancer, a fair tradeoff for having access to aoes.
And that wraps this session up! The sidequest was a bit weird and goofy, but on the other hand it does seem to have a decent bit of plot attached to it. I was disappointed by the difficulty of the fights, but hey, it's just the start of the sidequest, perhaps it will ramp up later, as I unlock more parts of it.
That will be all. Next time, we get back to the story fights! See you all then!
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