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Update 37: Foreigner in Zeal



We’ll start off this update by going in the left tower.





The dragons you’ll fight are placed in the same way for each tower. The first floor contains Wyrms, the second floor contains Little Dragons, and the third floor contains Tyrannosauruses.





Ohoho! I can think of plenty of ways to up the potency of this little spray!

Definitely a welcome sight after Nila maxed out Medicine.



One of the staircases leading up is down here.





Several Little Dragons running about here. Soon to be dead.





Meh. Though this can be handy if you want to pull off an upcoming exploit.



We’re gaining levels quite fast in this dungeon.



The infliction rate is now up to a whopping 70%, and inflicts level 4 Curse.





I did warn you.
Oh, shuuuut uuuupp!

Abusing Punishment can be risky in some places, so have revivals ready to go just in case the Princess goes down.



Another way up.





Which leads to the next code.



At the very least they don’t reuse the same password for every Ronam. I suppose that may be worthy of commendation for achieving the bare minimum after this security travesty.
Kinda more annoying for us, though.







Ah, this would make an excellent gift for Ark.
Uh, funny story about that...

This bow is an upgrade over the one you can buy at the Melluride Mines, but not an upgrade over the one you can buy at Hairein Grounds.

O-oh. I see.
But if it’s any consolation, she’s enjoying her new craft a lot!
Well, as long as she’s happy with that. I suppose we can get more funds with this bow instead.



Final staircase up on this floor.









The way up is guarded by a bunch of Little Dragons, but at this point they’re basically nothing to us.







Like with the right tower, there are 4 Tyrannosauruses moving about on this floor as well.



Their deaths continue to empower the party.



Hmm. Tempting, but no.

Also have an odd visual glitch exclusive to the fan translation whenever you try to learn a skill you don’t have enough skill points for. Pokeytax told me this is caused by too many sprites on the skill screen, which isn’t seen in Japanese because they have fewer characters. But English has more text on these pages, revealing the presence of this glitch where the last 4 letters of “skill” gets repeated over and over, with the effect being more severe the more text there is on the skill page. It’s also something of a blink and you’ll miss it moment, as that glitched text only occurs for 5/60ths of a second while the text box is loading in. Once it’s fully loaded, that textbox returns to normal. Rather creepypasta-like, uncannily enough.



I’m a dimensional master! Hmm, I wonder if I can poke at the fabric of time next?
That’s enough of that!
But what if she learned how to like, travel through time or something? That’d be real cool, wouldn’t it!?
Uhh...
How about no. That sounds like a recipe for disaster.
Entrusting an ability like that to anyone, let alone her sounds like a tremendously bad idea! Who knows how unstable the universe would get after such acts! Manipulating space is already pushing it!
You people are no fun at all, ha ha!

Portal Jump and Exit now cost 2 MANA, so the chances of Nila not being able to bail out the party are now extremely slim.



Whatever. Let’s just open up that window already.







Just step on the tiles in this order...





Which opens up the window for the Ronam to sound freely.



One more to go!
No time to waste, let’s head on over!





And now finally, the central tower.





Interestingly enough, this floor actually has a few glitches associated with it, though most of them are tied to a later dungeon, so I’ll talk about those later when it becomes relevant.

As for a relevant one here, this floor actually checks the wrong location on the world map when performing its Bloom check. Instead of checking around the Tower of the Gods, it checks for a late-game dungeon instead. Meaning that you have to clear out the Bloom there to get the 1.3x bonus against dragons on this floor only. All other floors in this dungeon function normally, so this floor somehow got assigned to the wrong dungeon somehow.

Weird, though it might mean you kill the Wyrms on this floor a bit slower I guess.




First staircase of this tower.





The patrol paths the Little Dragons are taking.







An interesting bit of armor here. The SPD bonus can be nice, though the defense isn’t as much as other pieces of armor you can obtain at this point. Either way, Mages and Healers won’t benefit from it as they’re the only classes incapable of equipping this.







What’d I tell you about making more room in our pack, huh?
Ha! Point taken!
I’ll sort through our bag and see if we can make room for that.

Oh come on! A bit of inventory cleaning later.



The Minotaur is a new Axe for Stella, and one of the strongest ones she’ll get for a while. It does inflict a hefty SPD penalty, but it comes with a 15% passive chance to inflict level 2 Curse on basic attacks. Not sure how much that will see use, but at least the rest of the weapon is an offensive upgrade, +20 more ATK over the Rock Masher, despite the SPD penalty.





Really.
Aww. After we were getting a lot of good finds too!
I’m afraid they can’t all be winners.



Next set of stairs progressing to the 2nd floor.







Here’s the final code.

They could have least made these correspond to a different tower instead of the one they’re placed in.
Are you still grumbling about that?
Yeah, is it really a big deal?
...I swear some people have no appreciation for proper security measures.





Oh finally we ran into another new random encounter.


Mammoth
Level: 46
LIFE: 430
ATK: 125
DEF: 90
INT: 65
SPD: 52
Attack Type: Blunt
Attributes: Large
Exp: 832
Gold: 46
Item Drops:
-Normal: Weathered Hide - 30% Drop Rate. 2 needed to unlock the Sergeant Cape (Accessory. -10% Physical Damage.)
--Hide of a Mammoth.
-Rare: N/A
Damage Multipliers:
Slash: 100% Blunt: 100% Thrust: 100%
Fire: 100% Ice: 100% Lightning: 100%

Skills:

Assault: Deals 100% melee ATK-based Thrust damage to the entire party. Has a speed factor of 80.
Guard: Multiplies physical damage taken by 50%, elemental damage by 70%, and infliction rates by 90% for the current turn.

These things have the bizarre honor of being the only Large random encounter in the entire game. All others are just classified as small or simply doesn’t have a size attributed to them.

They are somewhat bulky by random encounter standards, though that doesn’t mean much in the grand scheme of things. They tend to use the Guard command after using Assault, and they’re more likely to use Assault at lower LIFE.










Of course being tough by random encounter standards means pretty much nothing when dragons exist to provide the tougher fights.



I see the Bloom is outright infecting even more of the wildlife around here.
Euch! That’s so gross, it’s just sprouting out of its head!
Probably should just put the poor thing out of its misery at this point.

And here’s the final new enemy we can encounter in this dungeon.


Blossowary
Level: 46
LIFE: 250
ATK: 120
DEF: 72
INT: 55
SPD: 65
Attack Type: Thrust
Attributes: N/A
Exp: 572
Gold: 46
Item Drops:
-Normal: Curious Flower - 30% Drop Rate.
--Parasite growing on a Blossowary.
-Rare: Bird Meat - 10% Drop Rate.
--A bird's meat. For carnivores. Increases SPD & Max MANA for the day.
Damage Multipliers:
Slash: 100% Blunt: 100% Thrust: 100%
Fire: 100% Ice: 100% Lightning: 100%

Skills:

Lethargic Voice: 25% chance of inflicting Sleep on the entire party. Has a speed factor of 75.
Escape: Escapes from battle.

They’re just a support enemy. If they’re at low LIFE, they have a tendency to escape.





Not much to them other than an interesting enemy theme that doesn’t really get explored all that much in this game.





Here’s the final staircase on the first floor.









And there’s the last door opened up.







Same as before, but these are the last of the normal dragons in this dungeon.



Watch out, Mt. Nila has erupted!

Decided to use Volcano for kicks here as I haven’t really used it at all this dungeon.



And with that, that’s all the normal dragons in this dungeon dead. We started off at level 43, but going on a massacre and killing 51 of the dragons pretty much gave us a whopping 6 levels!









One last time, just walk on the tiles in this order.





And both windows in this room will open up.



Oh! I think I hear the other two Ronams playing as well!







The door at the bottom of the room opens up.

At long last. We can finally ascend these towers furthermore.
Maybe the other two towers opened up as well. We should check them out!

Once you play all 3 Ronams successfully, the doors on the 3rd floor of all 3 towers will open up. The central tower leads to Dreadnought, so let’s check out the other two towers first. We’ll start with the right tower.









That is one big Ronam.
It must be there to amplify the queen’s song.
Doesn’t look like it’s broken. Once we’ve kicked Dreadnought out of here, she should be able to get that barrier up.



Our reward for making it up to the top...







Hm, a fascinating song.

Is unlocking one of the Princess’s remaining EX skills. I’ll talk more about this one in a bit.



The left tower also contains a prize for us.











Whoahoho, this is really something!
The look on your face fills me with a sense of impending dread.

Namely, the final EX skill in the Princess’s skillset.

Now I’ll take this time to explain the EX skills we just got, because boy are they sure something.






First up, Demon Cage.



It’s requirement is pretty simple, just max out Cruelty. So it requires 16 SP to obtain.





To showcase this skill properly, I’ve set up a training dummy with a ridiculous amount of LIFE.





Said dummy also takes 100% damage from both Slash and Fire at the moment.



Now let’s activate Demon Cage.



Let Hell’s flames shield you.
Are you allowed to use them like that?
Being a demon has its upsides.



Demon Cage’s effect isn’t considered a buff. Rather, it’s a field effect. So it can’t be dispelled at all aside from other field effects. Though there’s only 1 other field effect in the game, and I’m pretty sure you can guess what that is.





I think these flames need a better idea of who to shield!
The flames do not discriminate.





I don’t seem to have much of an issue with them.
You were saying?
Okay, they just don’t like you.

Demon Cage is an interesting EX skill. What it does is provide everyone, players and enemies, extra defense against elemental attacks and ailments for 3 turns. How it does this is it sets damage and ailment multipliers to 75% if it’s not below that amount already. If it is, it’s not affected. To illustrate...

Here’s an example set of multipliers before Demon Cage is applied:


Damage Multipliers:
Slash: 100% Blunt: 100% Thrust: 100%
Fire: 100% Ice: 150% Lightning: 50% Non-elemental: 100%

And here’s what happens after Demon Cage comes into effect:

Damage Multipliers:
Slash: 100% Blunt: 100% Thrust: 100%
Fire: 75% Ice: 75% Lightning: 50% Non-elemental: 75%

Physical damage types aren’t affected by this, though elemental and even non-elemental attacks like Mana Bullet are affected.

The same applies to ailment multipliers as well. Anything above 75% is set down to that amount. However, Instant Death is the only one not affected by Demon Cage. All other ailments are.

It’s a very strong defensive, though the fact that it affects enemies as well means that not all teams benefit from this full time, and that you’ll have to think on how you should use this. Physical attackers basically have almost no downside with this in effect, though elemental attackers such as Mages will not be happy with this setback, and inflictors won’t be happy as well. However if the defense will benefit you more than the penalty will set you back, feel free to use it.

Some other things to note, if you plan on using this heavily, resistance bonuses from equipment won’t have any effect, as those benefits are applied to your base multipliers, which Demon Cage effects. The same goes for Bloom factor bonuses, as those are directly applied to the base multipliers as well. However, resistance buffs or debuffs such as the Knight’s Ultima Guard are applied later in the damge formula, so those do stack with this skill! You can stack Ultima Guard and Demon Cage at the same time to get some serious defenses for 3 turns!




Now let’s talk about the last of the Princess’s EX skills, Angel Cage.



Like with Demon Cage, Angel Cage needs you to max out its respective mastery skill, Nobility. So it also costs 16 SP to learn.









So here are the damage numbers before Angel Cage.



MWAHAHAHAHAAA! YOU’RE ALL DOOMED!
Why would you do this to us!?
Chaos reigns.
Ha! I guess I can respect that!
For a supposedly angelic technique, it certainly placed us all in danger! Ugh, if this is what counts for angelic, I dread to know what the gods are like.
I don’t remember much about the gods, but there is something that stuck with me about them in my bouts with them.
Which would be...?
They are assholes. And also quite gluttonous.
How... informative.
Be exasperated as much as you wish. I’ve told you all that I remember. My last encounter with such beings was over around... five thousand years ago? Give or take. Such an era is now a mere blip in my long-lived mind.
Hmm. If that’s the last time these so called “gods” were active, I wonder if cults or even religious wars broke out back then.
Of course that would be the part you’d be interested in.





Dangerous as it might be, it’s a big boon for me!





...My thanks for the “help.”
Eh, what can I say, I really like Nila.
We are all truly and utterly doomed.

And after Angel Cage is in effect. Mechanically it’s mostly the same as Demon Cage. However there’s one fundamental difference between it and Demon Cage.

While Demon Cage sets damage and ailment multipliers down to 75%, Angel Cage instead sets them up to 150% if they’re below that amount! Like with Demon Cage, physical multipliers and Instant Death aren’t affected, but every single ailment is!

For those of you that have played EO2, yes, this is literally a stronger version of Dampen!

Angel Cage still works on ailment multipliers, and it works on immunities as well! And nothing in the game is immune to this! A boss is immune to Skill Seal? Angel Cage turns that immunity into a weakness. You can shut down every boss fight in the game with this and a skill that inflicts Skill Seal. There are no exceptions. You can turn everything, everything into a sitting duck with this skill.

It is no exaggeration to say, that this easily the most broken EX skill in the entire game! I cannot overstate how utterly game shattering this is! You can easily use this to set up Venom Boost strategies with no resistance. Or even make it so that Masked Pain builds for Rogues can easily set up a massive ticking time bomb with enough Masked Pain stacks and set up guaranteed Triple Kiss spamming so quickly.

Now granted it does have a few downsides. Primarily physical offense parties won’t get much out of this and are better off with Demon Cage in effect. The biggest downside though, is that Angelic Cage, like Demon Cage, affects everyone. While it is unquestionably broken, using this at the wrong time can easily lead to a party wipe. So you do have to time it correctly. But in most cases you can just throw it out and basically lock down any poor dragon or boss that gets in your way.

Oh and if you try to cast the other Cage skill while the opposite Cage skill is in effect, they’ll just cancel each other out. Not overwrite each other. Though there’s not really much of a reason to do that other than to wipe the Cage effect for whatever reason.

What an absurdly overpowered skill. Unsurprisingly, nothing ever like it showed up again in the rest of the series.

Let’s get back to the Tower of the Gods. All we had left to check out was the rest of the central tower.








The 3rd floor has a treasure for us, though it’s not much. And very redundant now that Nila can just teleport us out whenever I need her to.





The treasure chest was on the 3rd floor because this floor has a healing spring.





And a save point. You can actually use this to initiate an RNG related exploit.



Which I’ll show off in the next update. And after that, we’ll take on Dreadnought.