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Update 93: Alraune

Okay seriously, what’s with the giant naked lady monsters? I mean, you’d think there’d be a few, I dunno, giant naked guy monsters running around.



Here’s the team that was voted in to take on this boss.





Our target this time is located in the Porcelain Forest. And it’s pretty easy to get to... in a sense. It resides in that empty chamber connected to the last mapless room on this floor. Though said mapless room contains a Mortal Hunter. At this point, your party should be able to handle it, so just kill it instead of trying to navigate around it.





...This was not at all what I was expecting our opponent to look like.

You know, when you all told me about that freaky disease, I didn’t think the cause of it would be a giant naked plant lady. Just saying.

Oh dear, it looks like it’s fully recovered. I was hoping we would be able to finish it off before that happened.

You see a flower creature in full health! Its beautiful face turns towards you derisively. This grotesque monster with the bewitching smile must be the cause of the Green Death! Now take your weapon in hand and fearlessly fight to keep the city of Armoroad safe!













Little rundown of my party setup and Limit skills. Aegis Defense well be handy in a few cases, and Hellfire is just extra damage.



Healthy or not, that doesn’t change a thing! Not gonna stop us from performing a vaccination session!

Video: Alraune





Meet Alraune, another cameo from EO1! She was a post-game boss in that game and was tied to a particular quest. She had no storyline importance outside of that.


Alraune
Level: 71
HP: 22000
STR: 66
VIT: 72
AGI: 57
LUC: 53
TEC: 67
Attack Type: Pierce
Exp: 190000
Item Drops:
-Normal: King’s Petal - 100% Drop Rate. Unlocks the Book of M (Book. Must be restocked.)
--Resilient petal that cannot easily be scratched.
-Gold: King’s Velvet - Kill with Ice Damage. 100% Drop Rate. Prevents normal drops. Unlocks the Interceptor (Arbalist’s ultimate Light Armor.)
--Multicolored cloth that’s rare among flower petals.
Description: A terrible flower that came to Armoroad via a merchant ship, spreading the Green Death.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 150% Ice: 100% Volt: 100%
Ailment Resistances: Sleep: 10% Confusion: 10% Plague: 10% Poison: 10% Blind: 10% Curse: 10% Paralysis: 10%
Bind Resistances: Head: 30% Arm: 30% Leg: 30%
Other Resistances: Death: LR – 10% Petrification: LR – 10% Stun: 10%

Skills:

Frost Smile: Uses the Head. Deals 80% TEC-based Ice damage to the entire party and has a 30% chance to inflict Stun. Has an accuracy of 99. Has an action speed of +3.
Shock: Uses the Head. Deals 90% TEC-based Ice damage to the entire party and has a 40% chance to inflict Head Bind. Has an accuracy of 99. Has an action speed of +0.
Tentacle Beat: Uses the Legs. Randomly hits the party 3 to 7 times, dealing 120% STR-based Strike damage per hit. Has an accuracy of 90. Has an action speed of +0.
Vampire Kiss: Uses the Head. Deals 400% STR-based Slash damage to one party member and heals Alraune for twice the damage dealt. Has an accuracy of 150. Has an action speed of +0.
Pollen: Uses the Head. Attempts to inflict Petrification, Sleep, Confusion, Plague, Poison, Blind, Curse, and Paralysis on the entire party with a 5% success rate. The Plague and Poison components tick for 70 damage. Has an action speed of +0.

Alraune got some changes to her moveset since we last saw her in EO1. And they actually end up making her a bit weaker, though she’s still a tough fight in this game. Frost Smile did got upgraded from a single target attack to an AOE, and Shock now inflicts Head Binds instead of Paralysis. Unfortunately for Alraune, she also lost access to her AOE Fire attack from EO1. Which probably would have been worth the trade off for her if Hoplites didn’t exist. And Ninjas. And Zodiacs. And subclassing. And accessory stacking if you happen to have none of the above. Well, it should be obvious by now that EO3 isn’t a particularly well balanced game.

So as it stands, she only has access to 2 elemental attacks, meaning that a Hoplite/Ninja can take a lot of the tension out of the fight and basically generate so many free turns for the party thanks to Anticold and Antivolt. Tentacle Beat isn’t particularly threatening. The individual hits barely do more than a regular attack, and due to how the game’s targeting system works, the hits from it are likely to be distributed amongst your party instead of being focused on one party member. Unless you’re doing a solo run, in which case, good luck.

Anyways, let’s take a look at how she behaves.


Alraune’s AI Script posted:

If HP is above 5%, cast Pollen on turns that are multiples of 6. (Standard targeting.)

79% chance to cast Tentacle Beat if self's head is bound. (Standard targeting.)

From 100% to 76% HP:
-79% chance to cast Tentacle Beat. (Standard targeting.)
-15% chance to cast Frost Smile. (Standard targeting.)
-5% chance to use a regular attack. (Standard targeting.)

From 75% HP to 51% HP:
-19% chance to cast Tentacle Beat. (Standard targeting.)
-40% chance to cast Frost Smile. (Standard targeting.)
-41% chance to cast Shock. (Standard targeting.)

From 50% to 26% HP:
-49% chance to cast Vampire Kiss. (39% chance to target the party member with the lowest HP. Standard targeting otherwise.)
-10% chance to cast Frost Smile. (Standard targeting.)
-15% chance to cast Shock. (Standard targeting.)
-26% chance to cast Tentacle Beat. (Standard targeting.)

From 25% HP to death:
-39% chance to cast Vampire Kiss. (59% chance to target the party member with the lowest HP. Standard targeting otherwise.)
-20% chance to cast Frost Smile. (Targets the front row.)
-10% chance to cast Shock. (Standard targeting.)
-31% chance to cast Tentacle Beat. (Standard targeting.)


Alraune is actually quite a tough customer. She’s definitely one of the hardest bosses to take down, as the fight is just a straight up slugfest. She’s not a particularly complex fight, and she doesn’t need to be. She’ll just beat the ever-loving snot out of your party with her elemental attacks, which are the real threats in this fight.

The closest thing to a gimmick she really has is the fact that she’ll try to use Pollen to inflict ailments on your party every 6 turns. Also, do not be fooled by that 5% infliction rate. Pollen tries to inflict every single ailment at once so that skill rolls for ailments 8 times. So Pollen actually has around a 34%~ chance of landing at least 1 ailment on a party member. And if the RNG is feeling particularly spiteful, that can increase to around 70%. Oh and if your LUC and TEC stats are too low, that can increase to a 57%~ chance (81%~ if the RNG is feeling spiteful in this case) of landing at least 1 ailment. Really, just set up Prevent Order beforehand instead of trying to take chances. Her usage of Pollen is predictable, and you have plenty of time to get that on your entire party. So you can turn those into breather turns for whatever purposes instead of have those turns be the points where everything comes crumbling down. She does stop using it once her HP gets too low, but at that point, she’s basically dead anyway.

Once Alraune’s HP falls to the halfway point, she’ll start breaking out Vampire Kiss. And this is where the fight could potentially get really hairy, if it wasn’t already. Vampire Kiss is her strongest attack, and will very likely kill someone with its high damage out. It also doesn’t help that Alraune is very likely to target the party member with the lowest HP with it! Not only that, it heals her for the damage dealt, so if she casts this repeatedly, it can end up being a major setback. If this skill is really that troublesome to deal with, equip some Slice Amulets to either reduce the amount of healing she does (Wearing only 1 will not likely save some of the less durable classes, but at least reduces the amount of HP restored) or to turn those into breather turns.

One last thing, though this isn’t really an important point if I had to be honest. She does get mad if you head bind her, and will likely spam Tentacle Beat as a result, but at trying to inflict ailments or binds seriously at this point. Though I guess that’s something to seriously keep in mind if you’re using a Wildling.




Alraune’s very likely to use Tentacle Beat at this point, so I’m gonna have Cassandra make use of Aegis Defense to block that.



So she can set up freely with Bunshin.



And with that free opportunity, I can set up Berserker Vow without issue.



Only thing Smith is going to be doing is punching Alraune for the entire fight. He has enough TP to spam the skill now, and even if he runs out, I have Amritas.



Gonna have Faye set up Protect Order on the front row.





And Asteria will start off with an Etheric Charged Hellfire.



Whatever you’re planning, I wouldn’t bother trying it if I were you.



I appreciate the cover, Cassandra.



Oh you poor girl.



I did warn you.



Doctor Faye will see you now.





I’m certainly being called for a lot, aren’t I?

Hey, can you blame her? You’re both pretty helpful.

Oh, why thank you, Faye.

I’m glad to hear you appreciate us.

Don’t let it get to your heads, Cassies.





Flaming fists of justice! Mark II.

A fairly decent amount of damage from Smith, as he hit for a total of 421 there.



You’re gonna lava this!





Now that’s what I call a Bachelor’s degree burn! Aha! Ahahahaha!



Asteria just shaved off a whopping 5569 HP there, pretty much sending Alraune right into her next phase.



Once Alraune drops below 76%, she’ll start adding in Shock to the mix. Tentacle Beat only has a 19% chance of coming out, and there’s an 81% chance that either Frost Smile or Shock comes out. So Anticold and Antivolt can pretty much lock her down. And if Tentacle Beat even comes out, it’s not gonna do much to the party.



So I’m pretty confident that an elemental attack is going to come out this turn, so I’m having Charlotte and Asteria use Berserker Vow.



And even if Tentacle Beat comes out, Charlotte has Endure.





Ahahaha, thanks for the free turn, sucker!

Are you even trying?



So if I just break my legs in this directioOOOOW!





Time to prime these 2 for the offensive.







Soon...



Let me just make some preparations first.



Time for Charlotte to let loose with 5-Ring Sword.



Might as well have Faye start applying Prevent Orders now.



Asteria will unleash Meteors.





...I bring shame to Shoguns everywhere.

Only 2 hits, and one of them missed.





I’d say I almost feel bad for her, but that would just be lying.



Time for your flu shots!





I’d appreciate it if you’d just diorite.

A whopping total of 3200 damage there.





At this point, the only way my team took damage was through Berserker Vow and Overheat. Don’t be fooled, this fight would be really tough if Alraune wasn’t so cooperative. This is really more of a testament as to how broken the Anti-elementals are. Also if I wasn’t using them, Frost Smile and Shock would cause party wipes.



I have Prevent Order up on everyone now, so turn 6 is nothing more than a free turn. So I’m free to do whatever I want here.





Pollen season ain’t happening, bub!



Now that Alraune is below 51% HP, this fight is probably gonna stop being such a shut out. Vampire Kiss can pretty much kill whoever it targets. I’m still spamming Anticold and Antivolt because Frost Smile and Shock are AOEs, while Vampire Kiss can only kill one party member at most.





Oh hey, she actually damaged the party for once. Except that damage output is really pathetic, and Line Guard wasn’t even used this turn. Like I said before, Tentacle Beat isn’t a threat unless all the damage happens to get concentrated on one party member, which is extremely unlikely.





Now that Alraune is below 26%, Vampire Kiss has a smaller chance of coming out. Yeah, I dunno. Though when it does come out, it’s more likely to target your weakened party members.



Today is just not my day...

Charlotte, please. She only rolled 4 hits, meaning that she only dealt 568 damage.







Eventually she goes down. Thankfully she didn’t even bother casting Vampire Kiss at all in this fight.

That burning you feel? It’s called shame.





There’s not really much to say about Alraune’s fight other than you need to kill her before she kills you, and that’s not necessarily easy to pull off depending on your party composition. The main things to look out for are Frost Smile, Shock, and Vampire Kiss. If you can deal with those, you’re golden.





Ack! It’s all gunky and sticky in there!

As it collapses to the ground in a shower of petals, you briefly celebrate your victory. The request to defeat the monster is complete! Report your success back to the bar!

And that, should be the end of that!

It’s a shame that she managed to take some lives before we could deal with her.

Hey, don’t worry about that too much. There wasn’t anything we could have done there. We stopped her from doing anything after that. We saved Armoroad, and that counts for something, right?

Hmm, yes. I suppose it does.

Before we go back, lemme just spend my SP real quick.



Smith’s ailment resistances are increased by 34%.



Nobility Proof restores 6 TP when a buff runs out on Faye.





We don’t have to worry about having Green Death spread to Armoroad! Thank you so much! I’ve left your reward with the lady at the bar. Please go there to collect it.

Incidentally, there’s an unused line that seems like he was supposed to say after finding out where Alraune went:

Unused Innkeeper Line posted:

Elly was telling the truth! If the monster recovers from its wounds, it may spread the Green Death to Armoroad, too! Please save us... Save all of Armoroad! I’m begging you!






Avenging them won’t bring them back, or dry the tears of their loved ones... But, be proud that you were able to protect Armoroad. ...Thank you, everyone.





Now then, let’s turn in the last quest.







Welcome back to you! Who would have guessed this bottle mail saga would end with a monster!? Thanks to you, the boy at the inn and his little girlfriend have nothing to worry about! That kid’s letter told us about the danger and your sword brought it to an end! The pen might not be mightier than the sword, but it’s sure a lot more useful, yes?

Correction, fists.

Well, you did a very good job! The inn kid’s paying this reward from his own pocket, so enjoy it!



That’s one rich kid.

Where in the world did he get all this money!?

I guess we must’ve brought his inn a lot of business...





And with that, we have completed every single quest in the game!





We get an icon on our guild card commemorating this accomplishment.



Guardian now reduces physical damage by 19%. And uh, that’s about all the interesting level ups there are.





Alraune’s regular drop makes the Book of M.



Which is has 5 empty forge slots. Hooray? Do note that you’d have to kill Alraune 5 more times to do that, and there’s the Book that Golem's conditional drop unlocks is already better than this.

I also went ahead and farmed items from some of the 6th Stratum item points.






Some equipment upgrades, nothing really special.



Ah, there we go! Amrita IIIs are one of the best consumables in the game. Being able to restore all TP is a massive boon. Sadly, this was the last game such an effect showed up in. Amrita IIIs got nerfed in 4 so they only restored around 200 TP, and then eventually got removed from the series altogether. Such is life.

Unfortunately, unlocking these also means that Akatsuki is essentially out of a job, as his Zodiac subclass now does nothing for him. Using an Amrita III to refill a party member’s TP pool is far more efficient than spamming Dark Ether every turn.






I should change that.



...And as happy as I am for Miss Alice, I do feel like I’m starting to fall behind. Which is why I would be eternally grateful if you would teach me some of your techniques, Miss Rose.

Uhhh, sure if you’re really that desperate. Sheesh, what’s with everyone wanting for me to take them under my wing?

As... unrefined as your methods are, I do have to admit, they do produce results.

Um... thanks?

With that, Akatsuki is now an actual damage dealer. Hmm, half the party members in the guild are part Gladiator. Seems fair and balanced. :thunk:



I-is this truly as painful as it looks?

No.

Yes. Very yes.



Beware the howl of a Ninja. ...Do I have any use for this?

Ehhh, not really.



It would be dishonorable for me to not avenge my fallen teammates.



...Miss Rose. Please... my throat can’t take anymore yelling...

Aw, come on! We’re almost done with your lessons!

Now Akatsuki has gotten everything he needs out of the Gladiator skill tree.



Tagen Battou is now maxed out, and now has a base damage of 75%, and a skill multiplier of 110%. With one clone out on the field, he can deal 330% damage per hit. And the skill hits for 3 to 5 times. Oh, there will be pain, yes.

Now if you’ve played the other EO games, you might notice that there’s a particular set of bosses that haven’t been fought. Don’t worry, they’re still in this game. In this game, they aren’t actually tied to quests. Instead, we need to do something different to trigger them.






So I’ve got some bad news for you if you completely ignored sailing until now. You need to have done a good chunk of the sailing stuff in order to unlock this next set of bosses. And given the rewards said bosses give out, you don’t want to miss out on this!



There’s one last destination we’re going to sail to. For this one, we only need a food that provides us with at least 24 steps.



And we need to start from the 4th Foothold.







First we travel north 5 tiles.



Then west to the current. Then west 1, and then north 1. There’s something we can check out here.



It seems he is diving for fish with a harpoon in his hand. You can leave your ship and talk to him, or ignore him and continue on your way.



The man is carrying a net full of fish as you approach him.

Greetings. Ah, that’s quite a lot of fish you’ve caught.

Whoa, are you preparing a feast or something for someone?

After speaking with him, you learn that he hunts fish used to make Garum, a type of condiment. He tells you to wait, then goes into his ship and returns holding a small bottle. He says that he wants you to try some of it, since you have sailed here all the way from Armoroad. The bottle contains a brown liquid with a unique smell... You find it to be very salty. After more pleasant conversation with the fisherman, you set sail again and return to your voyage.

Thanks for that haul! Not that I can eat this, but eh.







Then go north 2 tiles. After that, you want to head east into this current here.



Because that lest you slip past this black pirate ship that was patrolling this path.



After that, go north 4 tiles, then sail east into the current.



Sail into the 2 tile current and...





Sail east 1 tile to reach the final destination!



Here’s the path we took to get here.





Okay so... Yo, Smithy! Are you seeing what I’m seeing?

You mean that floating island? Yeah, I’m seeing it alright.

Okay, so we’re not hallucinating.

I wonder what a floating island is doing all the way out here...

It was definitely no illusion; the island still floats in the sky above you. As you disembark onto a small island, a magnificent voice echoes from above!



I am he who watches eternally over the world from this land... If you wish for power greater than that of man’s, you must wrest proof of your strength. I shall awaken the three dragons of the three worlds; your trial will be to overcome them. Conquer them and the path to heaven shall open. But you must go now, frail humans. Until then...

The voice then fades away. Only the residual effects of that magnificent presence remain...

...What in the world just happened?

Maybe we should think about that back at Armoroad instead of out in the wide open ocean. Just saying.

You decide to return to Armoroad to report this strange incident.

Oh by the way, this is classified as post-game content. If you come to this place without beating the game at least once, the voice has this to say:

Frail humans... you have done well to find my eternal aerial sea of trees with such tiny bodies... I am he who watches eternally over the world from this land... But none living are now worthy to hear my voice... None can pass my trial and gain my power. If the time comes when you have sufficient power, you will again hear my voice...

The voice then fades away. Only the residual effects of that magnificent presence remain...

Then once you’ve beaten one of the final bosses, it’ll talk to you upon loading the file, and unleash the dragons then.

You return to Armoroad from the Labyrinth when you suddenly sense something is amiss... Suddenly, a noble and dignified voice echoes directly inside your head!

Ah, frail humans. It is I, the master of the Aerial Forest: the divine dragon Elder. The time has come... if you wish the power to subdue otherworldly evil, seek the tricolored ordeals. The golden ordeal... the Dragon of tyrannical light. He manifests in the forest of the outset. The blue ordeal... the Drake of fearsome magic. He manifests in the shining forest of delusion. And the red ordeal... the Wyrm that incinerates all. He manifests in the caverns of purgatory. Those who overcome my tricolored ordeals will surpass their limits and tread the just path.

The solemn voice ends there. It seems you have become qualified to face the Elder’s ordeals!

By the way, the reason I included all that here? That’s the only hint you get as to where the dragons are. You don’t get those hints if you visit the floating island after beating the game once! Thanks, Atlus! Anyways, back to the game.





I found what I was searching for in a long-sealed tome in the Senatus library... According to the passage, the floating forest appeared once before... during the Calamity. It appears when it senses that the world is in crisis, and the dragon god imparts ordeals on humanity. Only a handful of people pass these trials, but it is said that they obtain great strength. The voice you heard must be the one called the Elder Dragon. ...But I don’t know why the floating forest would appear now. If you’ve taken on the ordeals, though, then I believe there must be a greater meaning behind it. Everyone, you must overcome the dragon god’s ordeals, whatever happens! I’m counting on you!

So if that forest appeared appeared during that time frame, the reason for its appearance now must mean...

Yeah, probably cause of the evil one. That’s the only reason I can think of.

Huh, assistance from a dragon god. Talk about friends in high places. Maybe this time we can...

Hey hey, lets not get ahead of ourselves here. We still have to do those ordeal thingies first before we get help from it.



Our reward from reaching that place. Oh, and since we discovered every major sailing destination, that means...



In other words, Armoroad is now fully restored, and it’s all thanks to you! Armoroad will again be a hub of commerce, just as it was before the Calamity! Congratulations! The name of Tidehunt will be passed down forever, known as the guild that saved our city. ...I never expected to live to see this day... You have braved many trying and arduous voyages to do this! On behalf of the city, I thank you! But your adventures are surely not over! You must stay vigilant on the path to reach even greater glory!

Ha ha! Hoo boy, can you believe it!? We finally restored Armoroad! Woo!

A cause worth of celebration indeed. To think we’d be the ones to accomplish such a thing.

Hmm.

Ah heh heh! We should probably take a break and party at Missy’s when we have the time!

Hee hee, sure why not? Next time we got some free time, go nuts! Hm... Uhh, Cassie? Something wrong?

Huh? Oh, yes. Certainly something worth celebrating, I suppose. Um... But... Faye, you know that this won’t last, right? Not with it lurking in the Labyrinth.

Oh, that. Hee hee, you shouldn’t worry so much, Cassie. We’ll be sure to wallop the evil one this time! I mean hey, we might be getting some help from a dragon god once we get past those ordeals! That’s sure to change things this time, right?

Hmmhmm, I’d hope so. You may have a point. No sense in worrying about it for now.

So come on! Just let loose and relax for now!

For the record, we’re not done with sailing just yet. There are a few loose ends left, but I’ll cover those later.





Honestly, I wish I could be the one out there slaying the three dragons. But I’m stuck behind this desk greeting new explorers instead... So it’ll have to be you folks. You know, there’s a legend where I come from that says the dragons are sealed by a rock in the earth. If you look carefully around the Labyrinth, you might find something like that. ...Oops, another newbie’s here. Don’t let the other guilds beat you to it now, you hear? Go!

Hmm, I wonder if we’ll need anything special to deal with these dragons. Oh hey, Sidney! You look really happy today.

Hee hee hee! So the time’s finally come, huh? Look out dragons, Sidney’s gonna take ya all down!

Ah right, your main reason for coming here. Hmm, Sidney, you wouldn’t happen to know anything about these dragons, would you?

Ehh, hmm. Let me think here... Oh right! I heard tales about them before. They’ve got some really nasty breaths, from what I heard! Like not like the smell or anything. I mean that they can burn ya to a crisp, freeze ya to the bone, and shock ya to the core! That kinda nasty.

Hmm, from what it sounds like, I’ll be needed to help deal with them. Anything else you can tell us, Sidney?

That’s uhhh, all I know about them. Sorry. But hey, I’m sure we can all just blast them down easily! We’ve been through some tough situations already, right?

You’re talking like I’m choosing you to help deal with them.

Yeah, of cou- wha? F-Faye, no! Y-ya wouldn’t be that cruel to leave me completely outta this, would y-ya!? Ya know how long I’ve been waiting for this day!?

Sidney, don’t bother groveling. Her team selections seems to be almost arbitrary and random at times. To be honest, I’m not sure just what goes on behind her decision making process.

And now we’re going to go dragon slaying. I’ve held a vote on what order to take on the dragons in, and the first one we’re gonna take on is...



Meet Drake.







He is weak to Volt.





He also has this skill.





Which places a buff on him that pretty much makes him immune to physical attacks.





And Volt. This causes the fight to be extremely fucking annoying. Especially if he decides to cast it on a turn you decide to go all out on offenses. Oh and he has a 29% chance of casting this on a given turn if he doesn’t have that particular buff. The only ways to stop him from casting it in the first place are to bind his legs (which stops the skill from being cast entirely) or to bind his head (which just causes him to spam a different attack.) Except binds will only work once, and are very likely to fall off, and he’s pretty resistant to them. So there’s pretty much no way you can preemptively deal with it.

Iceblock would be trivial to deal with in another Etrian Odyssey game, as you could just place a resistance debuff on Drake to stop Iceblock from doing anything. Except EO3 is the one game where no class has access to any of those kinds of skills! So Drake just has a 29% chance of saying “Fuck you, you don’t get to damage me this turn.” Fire damage is the only thing unaffected by Iceblock, but there aren’t many good sources of Fire damage in the first place. So no matter which way you go about the fight, it’s sure to be annoying.

And if you’re wondering if there’s a way to exploit its AI to not get Drake to do that, I’m sad to say there isn’t. Iceblock is the first and third thing he prioritizes checking for, so there’s no getting around that.

Oh, and one last thing, all the dragons here are recurring post-game bosses in the Etrian Odyssey series. And they all have one important aspect to them to be aware of when facing them in any EO game. (Except for EO4 for various reasons.)















Bring the right max level Anti-elmental/Prophecy skill or die horribly.

These are the dragons’ signature moves, the dragon breaths. If you do not have a way to deal with those at all, the fights are unwinnable. The dragon breaths all deal 300% TEC damage! This means that they are the 2nd strongest TEC-based attacks in the entire game! There is no mitigating them. You nullify or die. There are other ways of getting around them, but nullifying them is by far the easiest one.

Drake
HP: 25000
AT: 68
DF: 78
Weakness: Volt
Resistance: Physical, Ice

All the dragons have 25000 HP. They also all have a 75% resistance to physical attacks, because fuck you. This means that any physical attacker will actually have to effectively deal 33334 points worth of damage to kill the dragons. I should also note that only one other EO game gave the dragons physical resistances and that was EO1. (And that game has a slew of other problems.) The rest of the games don’t do that, so that showing up here is just pretty much there as a fuck you. They’re also pretty much immune to their chosen elements. Of course starting from EO2, they all have conditional drops requiring you to kill them with the element they’re immune to. Though in EO2, you could use the Hexer’s Dampen skill to easily cheese that requirement. You have no such luxuries in this game. The best way to go about snagging those conditional drops is to use a composite damage attack with the chosen element.

Also contrary to the first two games, and all the complaining and ranting I just did, Drake is actually the easiest to deal with out of the dragon trio. Outside of annoying the shit out of the player and wasting their time, he really doesn’t have much going for him. If it wasn’t for those annoying aspects, Drake would just be a pathetic boss. Anyways, let’s take a look at our guild and get to voting.

Banned



Okay first of all, let me get this out of the way. Cassandra is banned from voting. You cannot vote for her because I’m forcing her into the party. I need Anticold to win the fight. You saw how much damage it did, even to party members with high TEC stats.

I would also like to take note of yet another fuck you that was slipped into this game regarding the dragons. In the first two games, the Anti-elemental skills had priority, and were guaranteed to go first. This is not the case in this game. Instead of having priority, the Anti-elementals simply have a large speed boost (+30.) If your Hoplite or whoever else you designated to be your element nullifier can’t outspeed the dragons, you’re going to die.

The Rest of the Guild



Faye is always a great support. She’s a good healer, and Drake has the ability to inflict head binds, which she can dispel. She is also a fantastic support, as she has access to Ad Nihilo, which is vital for dealing with Iceblock and one other skill that Drake has. Without any form of buff nullifiers, the chances of winning the fight are extremely slim.



Susan is also a great support, because she has access to Ad Nihilo. She can also increase the party’s physical damage to boot.

The only reason neither Faye or Susan are banned is because if neither of them make it in, I can just use Metopons to deal with Drake’s buffs.



Despite the fact that Smith can get around Iceblock with Breakfire Fist, he’s really not a good choice since his damage output is paltry compared to the other damage dealers.



Sidney is a good choice for a physical damage dealer since Front Mortar can deal a lot of damage.



Akatsuki now has a new toy to play with with Tagen Battou, which is capable of dealing a lot of damage thanks to Akatsuki’s Gladiator subclass. He’s also fast enough that he can outspeed Drake before he gets a chance to cast Iceblock, so he can get around that particular time waster if it’s already dispelled.



Asteria is another good choice for an attacker. She has both Typhoon Bolt and Meteor at her disposal. Unfortunately, Typhoon Bolt can be prone to running into Iceblock if cast at the wrong time.



Rose is a reliable durable physical attacker. The most durable out of all the physical attackers we have.



Scott can deal a lot of damage with Pincushion. In some cases, he might be able to outspeed Iceblock, but don’t count on it,



Charlotte is somewhat fragile, and a bit of an unreliable damage dealer. She can either deal not much or a ton of damage with 5-Ring Sword.



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