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The War Room Part 3: (The Kill Counter, the Critical Skill, and Powering Up Your Weapons)



Those represent a kill counter. For each enemy you kill, 1 point is added to the star. But, it's NOT just for show. Once you get past 50 Kills on a weapon (ANY weapon, even the ultimate ones), that weapon will automatically grant you the Critical skill for as long as you have it equipped. Plus, you'll actually gain a 1% increase in your chance to activate Critical for EVERY further kill the weapon gains, up until the counter caps at 100. Then it won't increase anymore.

So yes, not only can you gain the ability to sometimes DOUBLE your Attack Power, but you'll also get up to a 50% Increase in your ability to do so just by using the same weapon over and over! But of course, the flipside to this is that getting that many kills on any weapon requires a bit of planning, especially since enemies are usually finite. Plus, it often forces you to not use as many characters, unless you want to hemorrhage money playing patty cake with the weapon you're using.

Because of that, you'll want to figure on only being able to get three weapons up to 100 kills by the end of the game. And if we're that limited, we need to spend some time figuring out the weapons we want to super-charge. And as far as I can figure, you'll generally want to create these three weapons...

1# - A super-charged version of something that can be used by almost everyone, like the Slim, Iron, or Steel Swords. This way, you can give a much needed boost to characters who otherwise do not have much in the way of attack power, like Ardan. And by doing that, I can help them to defeat enemies (like the Rank 6 and 7 guys in the Arena) that they would NEVER otherwise be able to beat on their own without lots of resets. So this weapon is first on my list.

2# - A good ranged weapon. The Javelin and Hand Axe are obviously flawed due to their extreme weight, but later on you'll get a variety of magical swords that use your Magic stat to attack from range, and your Strength stat to attack from close-up. Of course, physical units like Sigurd get almost no stat boosts to their Magic stat, but once you get 100 kills on one of those swords, and then throw on a Magic Ring (5+ to Magic)...well then you're really in business! Sigurd's not just soloing Brigands, but also Javelin users, Hand Axe users, basically EVERYONE except mages.  And because swords don't weigh a whole lot, Sigurd's not even sacrificing much in the way of speed or accuracy while using one of those weapons. So after forging that Uber Slim Sword, I'll be forging this one along with...

3# - An Uber Hero Sword. What is the Hero Sword? It is a weapon that allows you two consecutive hits per attack, allowing you to hit your opponent FOUR times with Pursuit, rather than just twice. Not only that, but it already has 2 more Might and 20 more Hit than a Steel Sword, so once you plop on an extra 50% chance to activate Critical...owch. This one is the lowest priority one, just because most regular enemies aren't nearly strong enough to warrant such an obscene weapon...but many of the bosses are in a league of their own, so this weapon is meant mainly for them.  Plus, Weapons 1 and 2 aren't always going to cut it for killing some particularly stubborn enemies.

So there you go. There's my master plan for accomplishing much of the stuff that I would normally need to RNG Abuse for. And if we want those weapons in time, we'll need to start building them up right away.