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Update 70: Foxy Roadblocks

If I see Sidney missing a shot AGAIN in my life, it'll be too soon!



Um, Faye? I though Akatsuki was supposed to be coming with us today.

He was, but uh, when I went to go get him he was too busy rambling about how the Ninja arts were useless or something like that. I think he was having an identity crisis or something. So I brought the next best person for the job!

...Who happened to be our Farmer.

Correction, our Ninja Farmer!

Whatever, let's just go.

I-I'm sorry. I'll try not to hold any of you back.

Ah, don't worry about her, Alice. She's just a big stick in the mud.

This is the party that was voted in to deal with the rest of the 5th Stratum.







So these are the gates you told us about, huh?

So how do they work again? You just waltz through the front and-AGH!



Whoahoho, cool!

Oyyy,.. I-I wasn't expecting that.

Hey, look over there! There's another gate!



I wonder where this one leads.



Back to where we started, I guess.

So if we go back through this gate again, and then back through that other gate we went through, and then back again-

Stop. We are not going to waste time going back and forth through these gates all day.

We do have a mission to complete after all. A very important one.



Once more with feeling!



How many more times are we gonna be doing this?

Probably too many.



That gate just sends you back to where we were before.







Mmm, which way should we go?

How about south first? Still getting used to those gates.






Sickwood
Level: 51
HP: 685
STR: 48
VIT: 47
AGI: 38
LUC: 44
TEC: 47
Attack Type: Strike
Exp: 3350
Item Drops:
-Drop 1: Writhing Wood - 30% Drop Rate. 3 needed for Linen Curiass (Clothes.) 7 needed for Medica III (Item.)
--Undulates like a tentacle even after being cut.
-Drop 2: Poison Branch - 10% Drop Rate. 1 needed for Serpentine (Crossbow), and Sabaton (Boots.) 4 needed for Balisong (Knife.) 5 needed for Fluted Armor (Light Armor.)
--Its purple coloring comes from its lethal, toxic sap.
-Gold: N/A
Description: A portion of the forest that came to life over many years. It detests humans and their ways.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 150% Ice: 100% Volt: 100%
Ailment Resistances: Sleep: 100% Confusion: 100% Plague: 50% Poison: 50% Blind: 100% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 100% Arm: 100% Leg: 100%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Venom: Uses the Head. Attempts to Poison the party. Has a 40% success rate. Deals 80 Poison damage. Has an action speed of -5.
Branch: Uses the Arms. Attempts to bind the Head, Arms, and Legs of a single target with an 80% success rate. Has an action speed of -5.

Sickwoods can be really annoying enemies, as they can completely lock down a party member, or poison everyone. These enemies should probably be the first ones to be taken out in a fight.





No, I don't feel like preventing forest fires.





G-get off of me!





Holy moly, that stinks!







Cyanide-a everyone...

80 Poison damage isn't that much on its own, but it can add up considering the damage your party will take from the other enemies in the battle.



Generally you want to end battles with them quickly, as things can turn hairy if they don't.





E5 Chop Point:
Mahogany: 50% Gather Rate. 1 needed for Kanasaibou (Club.)
-Superb timber which dries quickly and is easily refined.
Aesculus Wood: 50% Gather Rate. 1 needed for Drakeback Spear (Spear.)
-Soft timber with a uniquely beautiful grain.
Paulownia Bark: Rare. 1 needed for Disease Mantle (Accessory.) 2 needed for Tonbokiri (Spear.) 3 needed for Dreadnought (Crossbow.)
-Its uniquely light weight makes it very useful.
Common Gather Periods: 1 to 14.
Rare Gather Periods: 0 to 4.

The south path just leads to the first Chop point on this floor.





I'll just cut off this bud here...



On the way back, I had Alice snag me the Petaloid's conditional drop.



Alright, let's try this one first!



The gates at the beginning of this floor aren't one way trips. There's usually another one right behind your teleportation destination that can take you back.



Sidney got a level up from another battle.



Double Action now has a 20% chance to proc, though I actually regretted leveling this up instead of Proper Form. You'll see what I mean by that very shortly.



That's a big fox.

If it's like the smaller ones we've encountered, I'll have to put in a lot of work for this one.

So uh, we taking it out or what? I've got a trigger finger that needs exercising!

The red FOE you see here actually has two different patrol patterns depending on the time of day.



If it is the morning or the afternoon, they will patrol a horizontal hallway.



If it is night or the early morning, they will patrol a vertical hallway. If the time of day happens to change from one to the other while you're in the Labyrinth, they'll just head on over to the hallway they're supposed to be patrolling, and resuming walking back and forth there.

Now this does block off a few paths at certain times of day, but all it does is force you to take an alternate route to get past them. It's not like in EO2 where an FOE would flat out not move out of the way unless it was night. Anyways, let's take on this FOE.







Divine Judge
Behavior: Patrols horizontal hallways during the day, and vertical hallways during the night.
Aggressive: No
Level: 60
HP: 6890
STR: 60
VIT: 55
AGI: 50
LUC: 42
TEC: 61
Attack Type: Pierce
Exp: 22560
Item Drops:
-Drop 1: Ghostly Fur - 65% Drop Rate. 1 needed for Element Cloak (Clothes. Must be restocked.)
--Body hair imbued with strong, ghostly power over the eons.
-Book: Intelligence Book - 1% Drop Rate.
-Gold: Deathly Stone - Kill while fully bound. 100% Drop Rate. 1 needed for Fear Helm (Helm. Must be restocked.)
--Transformed Divine Punisher stone that emits a miasma.
Description: A beast worshipped as the messenger of gods in eastern countries. It is now able to use spells.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 50% Ice: 50% Volt: 50%
Ailment Resistances: Sleep: 10% Confusion: 10% Plague: 10% Poison: 10% Blind: 10% Curse: 10% Paralysis: 10%
Bind Resistances: Head: 25% Arm: 25% Leg: 25%
Other Resistances: Death: IMMUNE Petrification: IMMUNE Stun: 50%

Skills:

Divine Storm: Uses the Head. A Volt attack that deals 100% Volt damage to 4 to 5 people. Has an accuracy of 99. Has an action speed of -5.
Exhaust Field Uses the Head. Doubles the TP cost of any skills the party uses on their next action. Has an action speed of +50.
Phosphorescence: Uses the Head. Places a buff on the Divine Judge that regenerates 915 to 920 per turn for 5 turns. Has an action speed of +0.

Before you take on a Divine Judge, ask yourself these questions first.

Do I have Antivolt at level 10?
Do I have someone who can use Dark Ether? (Preferably a Ninja/Zodiac.)

If you've answered yes to both, congratulations. The Divine Judge is a sitting duck and can't do a thing to you.

If you've answered no to the first one, well I wouldn't try taking it on until much later. Things will get ugly, especially since RNG can determine just how much Divine Storm can hurt your party. Dark Ether isn't as vital, but it can negate the effects of Exhaust Field, which can be annoying to deal with, or places a really strict time limit on the battle depending on how much TP your party has left.

It's conditional drop can also be pretty annoying to go for, since you'll either need a Wildling for it, or you'll need a Buccaneer, Gladiator, and a Ninja in the party to fully hogtie it. And the first two classes aren't particularly good at that job. And Wildlings have the problem of needing 3 turns to set that all up, so you'll have to hope that the binds stay on for at least that long.




Gonna have Faye empower Sidney. Her usefulness is gonna skyrocket now that she's no longer limited to just healing people.



I'm taking a gamble and hoping that the Divine Judge doesn't use Divine Storm. Though to be honest, this was completely unnecessary.



Sidney will also buff himself.



At the time, I didn't realized that the Divine Judges were immune to Petrification, so Alice spent this whole fight wasting her time trying to Izuna them.



Asteria's elementals aren't too effective in this fight since the FOE is pretty resistant to them. So she's spamming Dark Ether to ensure that our party can outlast them.





I feel kind of tired all of a sudden...

Note that Exhaust field affects everyone's next action, so you can't use something like Knighthood to go before it and avoid the extra TP cost entirely.



Abupbupbup! We're not having that!

Though Dark Ether can completely nullify its effects, ensuring that we can outlast it.



GO GO GO, CHAAAARGE!





Oh good gravy.

Eh-heh, I-I'll do better next time.





If you want something done right, do it yourself.

Agreed. Let's get some actual work done around here.



OWOWOWOW! Can't believe I have go through all this pain just to shoot something harder!





Setting up our defenses. Cassandra will be casting Antivolt throughout the entire fight while Asteria enables her to do so for a long time.





Not on my watch!



I'll watch over you.



Gonna have Sidney charge up for Front Mortar.

With effectively infinite Antivolts at our disposal, the only way it can damage us is if it uses a regular attack.






Which it doesn't use that often, and even if it does, Faye can heal it up easily.

I'm sure you can see why the Elemental Walls got temporarily kicked out in the next game, and got nerfed in the Untolds.




Hee hee, get ready to look at it...







...go?

“Exercising your trigger finger.” Uh huh. Something tells me you need to be exercising something else instead.

And this is why I regret not maxing out Proper Form earlier. Without that passive, Arbalists have the worst aim in the game out of all the classes.

Anyways, a few turns later.






See? That was just a fluke.

2 more charged Front Mortars should finish it.







Unless it casts Phosphorescence. Which regenerates a ton of HP for the Divine Judge. Having a way to dispel that buff will make the fight much easier. If you don't, the fight is going to take much longer. As a saving grace, it is only used once in the entire battle, and that's when the Divine Judge's HP drops below 51%. It will never cast the skill again after that.



I tried to cut down on the amount of HP it would restore by just spamming Front Mortar straight up. Except...



OH COME ON!

This is probably gonna take a while...

Several turns later...



SIDNEY, CAN YOU JUST HIT THE FREAKING FOX ALREADY!?

Hey, I'm trying my best here. It's just moving around too-

TRY HARDER!





Ha ha! GOTCHA!

Oh goodness, finally.



I don't really suggest fighting Divine Judges without Antivolt at a high level. If you do have it maxed out, they're complete jokes. Despite the fight taking 21 turns to complete, my party was in absolutely no danger at any point thanks to Cassandra.

Though let this be a lesson for you. If you have an Arbalist, max out Proper Form after they've gotten their other vital skills. It will save you a lot of frustration that way.






Alice got a level up from that fight, so I spend a skill point trying to increase her instant death abilities.





The Stone Songs give the wielder a 14% chance to Petrify an enemy with their regular attacks. You'd think this would be a fantastic weapon for Alice given that this would stack with Kubikiri (Though it would lock her out of Izuna.)

Yeah here's the problem, its base accuracy is only 50 compared to most weapons having a base accuracy of 98. Alice would be missing a lot more, and this book would just make her assassination capabilities much worse.




Cassandra got another level up as we were moving along.



Magic yourself out of this!

I had her take Magic Parry, so she now has a 4% chance to block elemental attacks entirely.



Up ahead is another gate, but I'm not going through this one yet, because it's actually a one-way trip. Instead, I'm heading north.



Doing so nets us a Formaldehyde.



Now, back to this gate...



Sends us to a campsite.









I take a moment to rest up a bit here.

...Senator Flowdia and the Harbormaster really made that offer?

Yes. Since I'm a part of your guild, they offered to send me back home anytime I want to. They said it was the least they could do for all that we've done for them.

Oh. So uh, are you planning on leaving anytime soon?

Mmm... Not yet. I think I'll see this through to the very end first. It's the least I could do since you all took care of me and helped me out so much.

Hee hee, good! I think Akatsuki would get all sad if you left too soon!

O-oh, u-um, yes. T-that would be bad.



Resting at this campsite caused it to turn nighttime.





Which means that the Divine Judges now have different patrol paths.



This is their patrol pattern during the day. It's impossible to get past it during this time, though at least you can go for the treasure chest.



And their patrol path at night.



Not a bad find.






Silver Fox
Level: 52
HP: 735
STR: 46
VIT: 49
AGI: 42
LUC:36

TEC: 56
Attack Type: Pierce
Exp: 3651
Item Drops:
-Drop 1: Violet Tail - 35% Drop Rate. 1 needed for Armet (Helm.) 2 needed for Albion Sword (Sword.) 3 needed for Ancient Tablet (Book.) 5 needed for Flamberge (Rapier.) 7 needed for Godly Belt (Accessory.) 1 needed for the quest Sisters.
--Fox’s tail that seems to be weightless when held.
-Drop 2: N/A
-Gold: N/A
Description: A beautiful fox with a sleek body. Research has shown it to be unrelated to the White Fox.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 75% Ice: 75% Volt: 50%
Ailment Resistances: Sleep: 50% Confusion: 100% Plague: 100% Poison: 100% Blind: 100% Curse: 75% Paralysis: 100%
Bind Resistances: Head: 100% Arm: 100% Leg: 100%
Other Resistances: Death: 50% Petrification: 100% Stun: 50%

Skills:

Bolt Spread: Uses the Head. Deals 70% Volt damage to one row. Has an accuracy of 99. Has an action speed of +0.
Heavenly Bolt: ???

Silver Foxes are more deadly versions of White Foxes, being able to zap a row instead of one person. There's one more thing about them, but we'll see that eventually.





Ow. What were ya slacking off there for Cassie? Oyyy...

Whoops. Sorry about that, Sid.

This is also a pretty deadly encounter formation, as the Rotten Fruit's Gel Electrolyte will increase the damage of the Silver Fox's attacks.



At least Faye got a level up out of that battle. Unfortunately, I completely forgot to spend the skill point she earned. Again.



As for this gate...



Huh, this looks familiar...

I believe we just went around in a big circle.

Oh. Uhh, now what?

There was a path we didn't take earlier. Maybe we should go back there.

Both of the gates near the start of the floor ultimately lead to the same place, but if you can't take down the Divine Judge, you'll have to take the western gate during the night, and the eastern gate during the day to get past them. Anyways, on the way back to that pathway we passed up earlier...




Death Scorpion
Level: 50
HP: 712
STR: 47
VIT: 50
AGI: 34
LUC: 35
TEC: 42
Attack Type: Pierce
Exp: 2974
Item Drops:
-Drop 1: Needle Tail - 35% Drop Rate. 1 needed for Bracers (Gloves.) 2 needed for Thunder Cannon (Gun.) 3 needed for Freiturnier (Heavy Armor) and Kurourushi Oodachi (Katana.) 10 needed for Pierce Amulet (Accessory.)
--The petrifying poison in its glands has discolored it.
-Drop 2: Steel Needle - 10% Drop Rate. 1 needed for Musketeer (Rapier.) 2 needed for Ancient Tablet (Book.)
--Scorpion’s stinger that has been rendered safe to touch.
-Drop 3: Red Jasper - 20% Drop Rate. See 4th Stratum Mine Point info for more details.
Description: A scorpion monster with gigantic pincers, though the true threat is being stoned by its needle.
Damage Resistances: Slash: 50% Strike: 100% Pierce: 50% Fire: 100% Ice: 150% Volt: 100%
Ailment Resistances: Sleep: 100% Confusion: 100% Plague: 50% Poison: 50% Blind: 100% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 100% Arm: 100% Leg: 100%
Other Resistances: Death: 100% Petrification: 10% Stun: 100%

Skills:

Stone Needle: Uses the Legs. Deals 100% Pierce damage to a single target, and has a 99% chance to inflict Petrification. Has an accuracy of 10. Has an action speed of -5.

I hate these enemies so much. They don't hit that hard, but Stone Needle is a massive pain in the butt if it connects, as it's very likely to Petrify whoever gets hit. It's very inaccurate, however enemies like the Rotten Fruit or Sickwood are capable of disabling your party's evasion with Leg Binds, and their AI prioritizes hitting party members who have their evasion disabled. If you get into one of those fights, either eliminate the Death Scorpion first, or get rid of the Leg Bind.





Once more for good measure!

That was Sidney's Front Mortar proccing Double Action right there. Normally that would be a huge amount of damage, but the Death Scorpion's 50% Pierce resistance puts a dampen on that.



If your party lacks elemental attacks, they're gonna be a massive pain to take down. And the game LOVES pairing them with Sickwoods.



Yet another gate down here.





Though unlike the last one we went through, that wasn't a one way trip.



North or east?

Mmm, east! I've got a good feeling about that one!



Uhhh, at least we can get back there easily?

Not a big trip, but it's worth going through this gate first, as the other one sends you further into the Labyrinth.





As there is a big chunk of the southern floor it lets you explore, and leads you to this treasure. Not a great treasure, mind you.



Okay, let's try that again.

This gate is the way forward.





Though if you wish to go back, just walk backwards through this gate I'm showing you.



At least we won't have to deal with those gates again.

Oh nice! Good thing we found this, the pack's starting to get full again. Let's take a little break back in town first. Alice?

Of course! Back we go!

I take the opportunity to rest up and sell off my materials to Edie.











The Divine Judge's regular drop unlocks this piece of clothing, which provides a 10% resistance to elemental attacks. If you're already making use of the Bikini Armor, I don't suggest “upgrading” to this.







Provides a 10% boost to max HP. Meh, the Front Cruisse comes with a 15% max HP boost, at only 5 less defense.



Hmm. Maybe these'll help with your aiming problems, Sid.

I don't have an aiming problem!

The Target Goggles increase the user's accuracy by 15. Could be handy for Gladiators, though an Arbalist with Proper Form maxed out will have no use for these. Anyways, I head back into the Labyrinth.





And get a level up for Asteria on the way back to where we were before.



I finally remembered to spend Faye's skill point, and have her help enable the party's murder capabilities.



Meteor now deals 44% damage per hit.





Sorry everyone... I let you down...





Get these feathers outta my mouth...

Okay, things are looking bad here.





Time to go with the nuclear option.





Faye, I swear you're going to get yourself killed if you keep staying on the front lines.

Sh-shut up, Cassie...



Here we...



...go? Oh dear, I hope nobody saw that.

Never mind. I got a little too careless in this fight, but I did make it through.



Another Divine Judge patrols this area.



The daytime patrol path.



And the nighttime patrol path. The routes they patrol are essentially blocked off unless you can kill them. Since I don't feel like having a repeat of the last Divine Judge battle, I just opt to take the route that isn't blocked for me.







The way back if you need to take it.



This is the final Divine Judge on this floor.



Its daytime patrol pattern blocks off a chest.



Though its nighttime patrol path doesn't really block that much.



Not again...

Faye, you really shouldn't be up here.





As capable as we are, moments like these make me question how we got this far in the first place.

I did manage to get through that battle just fine, but now I'm kind of wondering how I even got through the game with my original party (Replace the Farmer with a Ninja) in the first place.



Faye, maybe you should let me be up there. You are the only one who can tend to our wounds after all.

I guess you have a point there, but... what about you?

I-I'm not as useful as you-

Nonsense, you're plenty useful!

Tch.

But if something does happen to me, you can patch me up, right?

Uhhh, I guess so...

At this point, I got really fed up with my healer dying, so I have Faye and Alice switch places.



Here's another shortcut.



Think this is the rock that guy wanted?

I believe so. Look.

Other, healthier monsters are watching over them protectively, but they don’t seem hostile. Do you remember the rumor you heard at the bar about a boulder with healing powers? If this is that boulder, it would make sense for wounded monsters to gather near it. However, if you crack the boulder in order to bring it back, that power may be lost. If you think the risk is worth it, you can crack the boulder, but you may be attacked.



If you say no:

I don't think it's right to do this. I mean those monsters look so helpless. Are we really gonna do this to them?

Mmm... I guess you got a point, but what are we gonna do about that request?

Hmm... Our client isn't even interested in the healing powers so... aha!

Is it worth destroying this healing stone that saves lives just for your own ends? You decide to leave the mysterious boulder as it is and leave the area. ...If the client doesn’t care about its healing powers, then he’s only interested in a rock. With that in mind, you pick up a random stone from the ground instead.

You get the Labyrinth Stone key item here, which comes with this description:

quote:

Ordinary stone picked up in order to protect the monsters’ rock.


He doesn't even know what the boulder looks like. We should be able to fool him with this.

Ohoho, talk about devious!

But you don't get the full reward if you do this, so I'm gonna crack the boulder:

Ah, screw them! They're monsters! They might look helpless now, but they're nothing but a bunch of vicious animals in the end!

Agreed. The less of them we have to deal with, the better.

Alright then, cover me!

You approach the boulder, drawing your weapons in case the monsters attack you. The beasts watching over their wounded companions sense the danger and attack you!





Oh dear. If you do not have Antivolt at level 10, you might not want to go crack the boulder. This encounter is a very ugly one.



Um, what are they doing?

Oh no. Behind me, now!





Mainly because of this skill:

Heavenly Bolt: Limit Skill. Requires a Silver Fox and a White Fox. Uses the Head. A Volt attack that deals 100% Volt damage to 3 to 5 people. Has an accuracy of 80. Has an action speed of -5.

As long as both a Silver and a White Fox remain in the battle, they will spam this relentlessly. Take them out fast or spam Antivolt.



Though since I had Antivolt, they were complete jokes.





...Only the wounded monsters resting near the boulder remain.

Now for the rest of em!

Remove the last things that stand between you and the boulder and finish the job!







Despite the game saying the monsters were wounded, they're both at full health and don't act any differently. Though this battle is much easier to deal with than the last one.



I make short work of them.





Sensing no other monsters nearby, you begin cracking the boulder into a manageable size. After smashing it with a mining hammer, you succeed in obtaining a large chunk of the boulder! You can now return to the bar to turn the chunk in and complete the request.







Here's another gate.



It just leads to the other side of the path the 3rd Divine Judge was patrolling.





Thankfully it's not a one way trip.



This time, there are two gates to choose from.



The first one is a minor setback.





The other one leads further into the Labyrinth.



The large, fully ripened fruit has a pungent aroma and looks as if it would be delicious.

Mmm, that looks like it would be a good snack. It looks like it's big enough for everyone too. Let's chow down!

WAIT!

Huh?

You have to be careful in eating that fruit!

Farmer Alice advises you that although the fruit is delicious, care must be taken in eating it. Its soft skin bursts easily, potentially spilling the sweet-smelling juice on the eater.

And monsters really really love the smell of that juice!

Oh. Well, thank you Alice, for the warning. I suppose you do have your uses after all. Hmmhmm.

O-oh eh-heh, it's nothing.

The danger, Alice explains, is that the fruit’s smell tends to attract monsters. You thank Alice for the advice and reach out to pluck one of the fruits. You share it with the rest of the party, all of you being careful while eating the delicious fruit.



That was the last class specific event in the game. Having a Farmer in the party will restore 100 HP to the party with no strings attached and lets you avoid a disaster. If you're wondering what happens when you don't have a Farmer in the party...

If I may ask, just what kind of monsters does this fruit attract?

Well...



The large, fully ripened fruit has a pungent aroma and looks as if it would be delicious. If you like, you can pick the fruit and taste it for yourself.



Mmm, that looks like it would be a good snack. It looks like it's big enough for everyone too. Let's chow down!

I am feeling quite peckish.

I could use a bite to eat too.

You take a hearty bite of the fruit. Its sweet taste is pleasing to the tongue.



However, the fruit was riper than you anticipated, and its juices burst all over your clothing!

Whoa, it's all over me!

Faye, mind your manners!

Oh dear, we made quite a mess.

Ah relax, we can just wash it off later.

Everyone laughs at the sweet smell soaked into their clothes before returning to the journey.

You still get the 100 HP heal but...



We uh, got a bit of a problem here.

Why are they surrounding us?

The juices! Since they are all over us, we smell like five giant oranges to them!

...Aw crud. It's too late to wash our clothes now, huh?

It seems they’ve been attracted by the sweet smell of the fruit you ate earlier... Before you have time to regret your mistake, the starving beasts leap at you with bared fangs!





This is another delayed event, and also the last one in the game. Once you cross this point, the 2nd part of the event starts. Though using an Ariadne Thread to go back to town will let you avoid it. Yeah, it's another bait and switch, and also a pretty big dick move.



Though 2 Sickwoods aren't too bad to deal with.





Before you have time to prepare, a second pack of beasts pounces!

Oh come on!





This is the real dick move.


Miasma Bud
Level: 54
HP: 1112
STR: 51
VIT: 53
AGI: 36
LUC: 43
TEC: 46
Attack Type: Strike
Exp: 3898
Item Drops:
-Drop 1: Biting Vine - 40% Drop Rate. 1 needed for Morbarabakets (Boots.) 2 needed for Keris (Knife.) 3 needed for Dreadnought (Crossbow.) 4 needed for Kurourushi Oodachi (Katana.) 5 needed for Hoplon (Shield) and Disease Mantle (Accessory.)
--Very difficult to pull off once it’s wrapped tight.
-Drop 2: N/A
-Gold: N/A
Description: A dangerous flower in the Porcelain Forest that has a symbiotic relationship with some monsters.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 150% Ice: 100% Volt: 100%
Ailment Resistances: Sleep: 100% Confusion: 100% Plague: 50% Poison: 50% Blind: 100% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 100% Arm: 100% Leg: 100%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Call Ally: Does not use a body part. Summons 2 Rotten Fruits. Has an action speed of +2000.
Stinky Mist: Limit Skill. Requires a Miasma Bud and a Rotten Fruit. Deals 70% Pierce damage to the entire party and has a 50% chance to inflict Plague and Head Bind. The Plague ticks for 120 damage. Has an accuracy of 99. Has an action speed of +0.

These things are normally encountered on floor 20, but they're huge butts either way. They can inflict Plague on your entire party, and Head Binds on top of that so you can't cure it easily, and the Plague deals a ton of damage. Either take out both Rotten Fruit fast, or try to take down the Miasma Bud as soon as possible.









I'M MELTING!

While the Sickwoods weren't a threat normally, there is a chance that they could have worn you down, which is what really makes this encounter a dick move.



Though if you can make quick work of the Rotten Fruit, you don't have much to worry about.



Bath time. Now.

Okay okay, sheesh.

You reflect ruefully that a scent that enticing would naturally attract keen-nosed creatures. You resolve to learn from your recklessness and return to your explorations with greater care.

...That's one heck of an imagination you've got there, Alice.

I could see it happening, what with your table manners being as bad as they are.

W-well, they could use a bit of improvement...

Sometimes *munch* I wonder where you learned *munch* to behave like *crunch* that.



Hey, I have perfectly good manners!

Faye, you were about to plunge your face into that fruit until Alice stopped you.

I-uh, quiet! We've got a Labyrinth to explore and a princess to rescue!

I'll end things off for now. We'll finish off the 19th floor next time.