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  1. Etrian Odyssey 4 Starter Guide
  2. ==============================================================
  3.  
  4. The 3DS sets the default sound setting to 'Surround.' Please change this to 'Stereo' to maximizing your enjoyment of the music. Thank you.
  5.  
  6. General
  7. ====================
  8. -Take two Adriane Threads with you everywhere.
  9. -Pay attention, read everything.
  10. -Guests/regulars at the quest pub offer valuable tips and hints as you progress.
  11. -Enemies have conditional drops [killed by fire, with head bind on, with instant-death, etc], to make sure your party is varied enough to take advantage of it. If nothing else, you can Forge those effects onto your weapons, so don't feel so pressured to make a super balanced, all encompassing team.
  12. -There are diminishing returns on most skills, especially passives. Check the Skill Simulator in OP before you max everything out [4 seems to be a magic number for most things]. Rule of thumb: Half the max skill points for passives is a safe number to maximize gains without wasting skill points. You may end up maxing it later at lvl 70+ if you've nothing else to do, but until then, best leave it be.
  13. -Make sure you have a skill or plan for status-dependent characters to fall back on when facing status resistant enemies.
  14. -New classes are unlocked at the end of the stratum starting from the 2nd stratum [in order: 2:Arc, 3:Bus, 4:Imp]. Subclassing is unlocked at some point into the 3rd after a boss fight.
  15. -You get a red stamp on your map once fully cleared. This means you've finished all quests pertaining to that map [game doesn't care whether you map your maps well; be sure that you do or /eog/ will judge you].
  16. -If you're having trouble and need a certain class skill to get past a particular boss/FOE, ask in the thread to see if someone can send you a guild card with an appropriate unit.
  17. -You can feed Gold/rare food to overworld FOEs to make them Gold for extra exp.
  18. -You can Rest you characters at the cost of 2 levels to reskill entirely [and once unlocked, re-subclass]. Don't be afraid to try new things.
  19. -You can Retire you character to halve their level [min level: 30], gain a few, non-stacking skill and stat points [you cannot continue to retire to infinite skill points, this bonus replaces itself] depending on what level you Retire at, and allows you to choose a new class/name/look for the unit. The new unit retains all the stat book bonuses of the retired unit [and also book use limitations. No constantly retiring for infinite book application].
  20. -Retirement Bonus:
  21. 30-39: 4 skill, 1 stat 60-69: 7 skill, 4 stat
  22. 40-49: 5 skill, 2 stat 70-98: 8 skill, 5 stat
  23. 50-59: 6 skill, 3 stat 99: 10 skill, 10 stat
  24.  
  25. Gameplay
  26. =====================
  27. -Heal amount is determined by TEC, Skill level, and Level.
  28. -Burst increases when: action is taken (item use counts), an ally dies, and when winning a battle.
  29. -Burst amount increased is random, and is affected by level of skill used, number of BURST slots on weapons, and Burst boosting skills.
  30. -Bursts take into account buffs and passives of the caster when casting them.
  31. -Bind/Status affliction chance is based off skill and LUK [also TEC if EO4 follows EO3's formula].
  32. -Binds/Status have diminishing returns: You can probably get the same condition on them 1-3 times before they become completely immune.
  33. -The color aura around FOE reveals their level difference. Blue: lower than your party average, Yellow: standard/about the same, Red: PREPARE TO DIE EDITION.
  34. -Subclasses give access to their weapons, but not armor.
  35. -Debuffs/buffs stack on top of each other, making them really powerful [if you had a 100 damage skill, and two 100% increase damage multipliers, you'd do 400 damage, not 300][hence your wonky % growths for skills to otherwise make up for them].
  36. -The -ology gathering skills increases the chance of finding an additional rare material by 10%.
  37. -Eat Dragon poop.
  38.  
  39. Status Effects and Binds
  40. =====================
  41. -These effects affect both your party and enemies the same way. Use them wisely.
  42. Name : Effect
  43. --------------------------------------------------------------------------------
  44. Petrify : Incapable of action. 0 Evasion. Half damage recieved [?].
  45. Curse : Receive half the damage you deal. Does not take activate if target is killed by the hit.
  46. Poison : Receive a set amount of damage at the end of the turn.
  47. Sleep : Incapable of action. Receive 150% damage from physical/STR based skills when hit while sleeping.
  48. Wake upon taking damage. Lowered evasion.
  49. Blind : Hit rate significantly reduced. Evasion lowered.
  50. Confusion : Cannot input command. Randomly attacks between friend/foe. These attacks cannot miss.
  51. Paralysis : 50% chance of losing a turn. Cannot evade attacks; even Blinded opponents will be able to hit
  52. you.
  53. Head Bind : Skills that use the head cannot be used. Decrease TEC.
  54. Arm Bind : Skills that use the arms and weapons cannot be used. Decreases physical attack.
  55. Leg Bind : Skills that use the legs cannot be used. Cannot escape, even with the Burst skill. Cannot evade
  56. attacks/lowered evasion.
  57. Stun : Forced to skip a turn/action. 'On death' effects will not occur.
  58.  
  59. Equipment Speed Modifiers
  60. =====================
  61. -Turn order is determined by: Agi + Armor Modifiers + Weapon Modifiers + Skill Modifiers + RandomNum[0-4]
  62. >>>>Armor<<<<
  63. Shield -2 speed
  64. Heavy Armor -2 speed
  65. Medium Armor -1 speed
  66. Accessories 0 speed
  67. Helms 0 speed
  68. Light Armor +2 speed
  69. Gloves +1 speed
  70. Shoes +4 speed
  71. >>>>Weapons<<<<
  72. Gunblade -4 speed
  73. Hammers/Maces -3 speed
  74. Swords -2 speed
  75. Bows 0 speed
  76. Staves 0 speed
  77. Rapiers +2 speed
  78. Katanas +2 speed
  79. Daggers +3 speed
  80.  
  81. Forging Effects [based of EO3 data]
  82. =====================
  83. -It only matters whether the forged slot is on a weapon or armor. Dual wielding two daggers with 1 Blind forged slot each is the same as one weapon with 2 Blind slots. The chance to Blind in this example is 9% [6%+3%], not 12% [6%+6%].
  84. >>>>STR/VIT/TEC/AGI/LUK<<<<
  85. +1 to corresponding stat.
  86. >>>>HP/TP<<<<
  87. +5% to corresponding stat, rounded to nearest integer.
  88. >>>>ATK/CRI/HIT<<<<
  89. +3% to corresponding parameter.
  90. >>>>SPD<<<<
  91. Increases action speed. 1 SPD is worth about 2 Agi.
  92. >>>>LIM/BURS<<<<
  93. Random amount, but averages around .05 increase per forged slot.
  94. >>>>Seals/Binds<<<<
  95. Weapon: +6% for the first forged slot, +3% for every forged slot after.
  96. Armor : +10% resist. 10 slots = 100% negation/immunity.
  97. >>>>Status<<<<
  98. Weapon: +6% for the first forged slot, +3% for every forged slot after.
  99. *Weapon: +4% for the first forged slot, +2% for every forged slot after. *Petrify/Death
  100. Armor : +10% resist. 10 slots = 100% negation/immunity.
  101. >>>>FIRE/ICE/ELEC/PIERCE/BLUNT/SLASH<<<<
  102. Weapon: +10% additional damage of forged type onto base damage.
  103. *[Base Damage] = Damage dealt to opponent before resistances.
  104. *Physical damage of weapons: [Base Damage]*[Enemy Resist]
  105. *Forged addition onto damage: [Base Damage]*[.10]*[# of forged slots]*[Enemy Resist]
  106. Armor : +10% resist. 10 slots = single digit damage. Unable to reduce the damage to 0.
  107.  
  108. Class tips
  109. =====================
  110. -Try not to build a party too heavy with Support units. The amount of extra damage you'll take from the extra turns [from not being able to kill fast enough] is almost never worth the benefits the support itself can bring to your party due to monsters being able to deal damage faster than you can mitigate. This isn't to say it isn't viable or that you ultimately shouldn't, but you're far more likely to end up with a party that does a little of everything and not enough of anything, esp. if you're unsure of how to build it.
  111. -Some classes are late bloomers, depending on what skills they use to be their best. Don't be so quick to judge.
  112. -If planning on a status/bind heavy team, make sure you can justify them with rewards for landing those statuses [Paralyze > acc boost > Squall Volley/Swift Edge/Swift Stab, Nightseeker passives, etc], can actually land those statuses, and have an answer to bosses to attacking/status effects.
  113.  
  114. >>>>>>Landsknecht<<<<<< Role: Damage Dealer
  115. Level HP TP STR TEC VIT AGI LUK
  116. 10 98 44 17 10 14 12 7
  117. 35 240 92 37 22 33 28 17
  118. 70 438 160 64 39 59 50 31
  119. 99 583 190 81 53 76 68 42
  120. -The links aren't great, though nice, until you get Link Plus. Focus on Link Plus and to a lesser extent, Link Mastery, before you try maxing your Links.
  121. -Links synergize with Chase Samba and Rush Dance. It does not stack with Trick/Beat Dance.
  122. -Their other non-link skills are also good. Sword Tempest and Double Hit are great, reliable damage, Swift Stab has the higher damage potential. Not going into links frees up party space/skills, since Links are a very heavy investment for your entire party.
  123. -Sonic Raid/Double Hit benefits from Oils/Forged effects; Swift Stab/Sword Tempest do not.
  124. -The -Break/er skills are fantastic defensive investments. These are particularly useful on a /Land sub or on a non-Linkshark.
  125. -Vanguard is a self-buff lets you go first for 5 turns, with +att -def. This is the main option to take advantage of quick Links and your class expertise buff. Sonic Raid is the other option, but only procs the class skill/Initiative.
  126. -Class expertise + Vanguard = great party support for those with low acc multi-hitting skills.
  127. -Passives/supports are great, along with Vanguard, and are a good reason alone to subclass Landshark to other physical units like Bushido/Samurai. Remember diminishing returns.
  128. -Runemaster makes for a great sub for elemental Linksharks.
  129.  
  130. >>>>>>Fortress<<<<<<< Role: Support
  131. Level HP TP STR TEC VIT AGI LUK
  132. 10 104 35 10 11 18 8 11
  133. 35 246 73 23 26 38 23 25
  134. 70 446 125 42 46 65 43 45
  135. 99 605 169 57 59 85 56 60
  136. -Line/Party Guard is a great defensive investment, but requires a good healing team member to use.
  137. -Having the proper resist accessory against certain bosses will greatly increase the effectiveness and longevity of your Fortress. Plan accordingly.
  138. -Dancer has consensus as best subclass for Fan Dance [30% chance to dodge all attacks], which synergizes perfectly with Party Guard, while also giving Quick Step for general usefulness.
  139. -Earth Break: half the damage is split to side targets. Self-damage is treated as an attack to yourself. This means the damage can be mitigated by Swordbreaker, defense buffs like Rampart, and be dodged by evasion [another point for Fan Dance]. The self-damage also counts as taking a hit for Vengeance Smash, making for a nice damaging combo.
  140. -Taunt/Auto-taunt loses steam later in the game when enemy line/party attacks become more common, but are fine to take if you do so knowing that it isn't all powerful [similar early game Patch-up, but still useful later on, unlike Patch Up].
  141. -Generally a skill point light class; you generally have a lot of skill point to spend on your subclass.
  142. -Medic sub is also very viable. Full Heal, Revive, and Auto-Revive heal set amounts, and Fortress tends to have near infinite TP due to class passive + Guards.
  143.  
  144. >>>>>>Dancer<<<<<< Role: Support
  145. Level HP TP STR TEC VIT AGI LUK
  146. 10 82 60 11 13 11 15 11
  147. 35 192 135 25 30 25 34 25
  148. 70 347 240 45 54 45 61 45
  149. 99 476 302 61 71 58 78 62
  150. -Dancer's Regen Waltz + item use can replace Medic as a healer.
  151. -Dancer is one of the classes most limited by the three buff limit.
  152. -Refresh Waltz is invaluable. This will ease up MANY future fights should you go this route.
  153. -Same dances do not stack [two dancers with Regen Dance on front row will not 'double' your healing].
  154. -Dancer with Sword Dance is a nice fantastic chase/link activator.
  155. -Dancer on its own is not a great attacker; be aware of this and spec your unit accordingly if you plan on using it as a damage dealer.
  156. -Dancer is fairly dependent on a strong offensive front line in order to maximize its role/use. Its offensive buffs/Chases are largely wasted on a low attack/supportive front line. Plan accordingly.
  157. -Fan Dance + Speed Boost's evasion buff do not stack. One overrides the other, unless you are a Nightseeker main with Dancer Sub.
  158. -Fan Dance [and Speed Boost, but not both] is a great skill to take with a Dancer subclass. Sword Dance is also nice for those that auto-attack [Bushi], as it will proc 'on attack' passives [Bushi generally find better things to do, however]. Quick Step is also a great reason to sub Dancer.
  159. -The chase line of skills are viable. If using Swords Dance, Trick Samba works best along with status forged swords and Mist Dance.
  160. -Quick Step becomes invaluable lategame, allowing you to have a unit act before your entire party is petrified/etc.
  161. -Dancer sub also gives access to Bows as weapons, which generally gives much more supportive and useful skills for a subclass than Sniper.
  162.  
  163. >>>>>>Runemaster<<<<<< Role: Damage Dealer
  164. Level HP TP STR TEC VIT AGI LUK
  165. 10 63 77 8 19 8 10 11
  166. 35 150 175 19 41 19 24 27
  167. 70 273 311 34 70 35 44 49
  168. 99 366 398 44 85 49 60 67
  169. -Runemaster should go Runic Gleam/Runic Guidance/debuffs/passives before maxing out your attack skills.
  170. -Only max the skills you plan on using for end-game. Having a point in each element for elemental coverage/conditional drops can be very useful, but know that you don't have the points to invest in all three. Runemaster is a very skill point intensive class.
  171. -Lightning is the best element due to being the least resisted and having the best 'bossing' master rank skill. Ice is second best, Fire is least flexible [all three can see you to end-game content].
  172. -You are checking the skill simulator for diminishing returns on those passives/support skills, right?
  173. -Having two Runemasters on your team allow you to efficiently set up the debuff Runes, Runic Gleam, proc Runic Guidance for huge multipliers [not to mention stacking class masteries].
  174. -Best abuser of the elemental bursts. Essentially adds free elemental skills to its boosted arsenal. Interestingly, Fire > Lightning > Ice, due to the cost+AoE of elemental Bursts.
  175. -Bushido subclass' Rage/Surge affects your elemental damage, and also provides Endure, and a TP heal with Calm [turn intensive, though].
  176. -Imperial subclass gives TP heal with Converter and Damage Boost.
  177.  
  178. >>>>>>Medic<<<<<< Role: Support
  179. Level HP TP STR TEC VIT AGI LUK
  180. 10 77 73 10 16 11 11 10
  181. 35 177 173 23 34 25 25 23
  182. 70 317 295 42 58 45 45 41
  183. 99 433 374 57 78 57 61 57
  184. -Medic's Patch Up is OP early game. If using a Medic, get it up to no more than 4, and leave it until 22 at which point you can rest your characters and reskill your characters to the lvl 20 tier skill availability. Not recommended any point past that since the heal rate is flat numbers that don't scale with your ever increasing health.
  185. -The Strike/Blow line of skills are good, esp. the first and last skill, Heavy Strike/Star Drop. However, Medic's STR is not good, so don't expect game breaking damage. Would make for a nice subclass skill if 'damage subclass shoe-in' wasn't already taken. Medic with Vanguard [Landshark sub] can increase party damage by 40% with Star Drop, equaling [a stacking] Attack Tango for your entire party. Remember that this build is still support [and so is Star Dropping Landsharks sub-Medic]. Heavy Strike gets the bonus of being one of the best and most cost effective novice skills, beating out many Veteran skills in terms of cost+damage, maxing out at 50% stun and a +5 action rate modifier.
  186. -Auto-Heal and Auto-Revive are great skills.
  187. -Medic often find themselves lacking things to do when not furiously healing away damage during a FOE encounter. For this reason, most players tend to subclass medic onto Arcanist [or vice versa if you want stronger heals at the cost of a less effective Arcanist; teams that prefer M/A over A/M tend to be those with Medic as their only 'defensive' class].
  188.  
  189. >>>>>>Night Seeker<<<<<< Role: Damage Dealer
  190. Level HP TP STR TEC VIT AGI LUK
  191. 10 73 50 14 12 9 18 14
  192. 35 173 107 31 26 22 40 32
  193. 70 313 188 54 45 40 70 56
  194. 99 419 232 74 63 51 85 76
  195. -Sand throw can be an amazing skill, depending on your luck/LUK.
  196. -Throw/status build NS can be used on either row, with any weapon [assuming proper subclass].
  197. -Assassinate is a nice skill. Can proc on FOEs.
  198. -Cruel Strike is an amazing skill if you/your party is setup to inflict statuses. Stacks extra damage from your class expertise skill. Note there are down times when you can't get a status on them.
  199. -Venomous Throw maxes out at around 700 damage. It's an all or nothing skill since poison damage is based on skill point rank. There are a few labyrinths with Poison immune FOEs/enemies, but this is an overall worthwhile skill to max and retains the benefit of really cheap TP cost that Throws have. This and Auto-Spread will make most mob encounters a breeze.
  200. -Status NS love Arcanist as a subclass for Effect Boost. They also love fellow Arcanist team members.
  201. -Imperial subclass gives high powered Drives, boosted with the Nightseeker's proficiency, doing ridiculous damage to status inflicted, rune-made-weak enemies.
  202. -TP intensive class for the good skills. Don't say we didn't warn you [payoffs are amazing].
  203.  
  204. >>>>>>Sniper<<<<<< Role: Damage/Support Hybrid
  205. Level HP TP STR TEC VIT AGI LUK
  206. 10 70 54 17 10 8 13 13
  207. 35 170 116 37 23 19 30 30
  208. 70 310 204 60 41 35 55 53
  209. 99 397 250 78 57 49 75 72
  210. -Snipe/bind line is support.
  211. -The Snipe bind line of skill is useful, effective and a popular route to take, though you do lose out on having a comparatively good damage skill. The Snipe line of skills have increased hit rate naturally, allowing you to hit evasive enemies you normally can't hit [try the chameleons].
  212. -Chase Bind procs off your own binds.
  213. -Silver Arrow ignores enemy resistances as well as buffs.
  214. -Squall Shot is a popular damage skill to take; if you do so, buff yourself up with Spotter/Acc Accessory and/or with Landsknecht's Expertise/Leg Binds/Paralysis/Blind to make sure you maximize your chances of your multiple hits hitting.
  215. -Squall Shot's many hits synergize well with Linksharks.
  216. -Spotter is a great party buff for the classes who want to rely on the powerful low acc multi-hit skills like Swift Stab and Swift Edge.
  217. -Arcanist sub synergizes best with a Bind Sniper for its Effect Boost + TP Return. Having an Arcanist in your party also boosts its effectiveness with access to Resist Reset.
  218. -Bushi sub gives Surge and Charged Squall Shots for a damage build.
  219. -Nightseeker gives a in-between supportive skills for a damage Sniper with Follow Trace [and Blade Flurry for auto-attacking when TP runs out] and Speed Boost [Acc+ for Squall Shot].
  220.  
  221. >>>>>>Arcanist<<<<<< Role: Support
  222. Level HP TP STR TEC VIT AGI LUK
  223. 25 125 121 18 28 17 17 28
  224. 35 162 156 24 35 22 22 36
  225. 70 292 279 44 61 39 40 62
  226. 99 400 352 56 80 54 54 84
  227. -Try to tailor binds or statuses to maximize team synergy.
  228. -The best subclass for status/bind based class builds.
  229. -Dismiss Heal at 4 is a good enough starting point to when your Arcanist can completely take on the role as your party's main healer, along with its other passives to deal/boost heals.
  230. -Medic is the most popular subclass. It gives you Revive/Auto-Revive, Line Heal, Refresh, and Full Heal [more worthwhile if you have a Party Guard Fortress].
  231. -Arguably the best subclass for any class that relies on status/binds due to Aliment Boost and TP Return.
  232. -Skill point intensive class, particularly with the Medic sub/mains.
  233.  
  234. >>>>>>Bushi<<<<<< Role: Damage Dealer
  235. Level HP TP STR TEC VIT AGI LUK
  236. 35 258 49 39 18 28 24 29
  237. 70 468 79 68 34 50 44 51
  238. 99 642 100 85 44 70 60 64
  239. -Bushi are very strong. It's almost an understatement to call them 'strong.'
  240. -Poor TP stamina, made up by its class expertise and auto-attacking.
  241. -The Novice tier skills are generally not worth the investment. Focus on the later line of attack skills.
  242. -Shockwave's HP cost goes of current HP. You cannot kill yourself with it. The HP cost is a part of its effect, not cost; this means Follow Trace will cause the 25% HP loss to trigger again.
  243. -Multi Slash's number of hits scales based on [currentHP/maxHP]%. You start off with 2-3/2-5 at greater than 50% HP. Between 20-30%, it ranges from 5-6/5-8; at <10%, 7-9/7-10. The bizarre way it scales is ameliorated by how consistent its damage and number of hits remain. Synergizes well with Endure, Blood Surge, and Surge Mastery. Maximized with Fortress support, similar to how old Revenge Hexers played out.
  244. -Fierce Strike is the best mindless-spam attack skill, if you can deal with the paralysis. The paralysis is at 100% affliction rate, and CANNOT be negated or avoided by skills or equips.
  245. -If both are too bothersome/finnicky, Flash Slice is the strong, quick, reliable skill you should turn to.
  246. -Roar is a fantastic skill on a main or a sub.
  247. -Bushi is the single most cost effective subclass for damage, even for Runemaster. Rage/Surge [doesn't take up a buff slot], Endure, and Calm [1 pt each] and optional Preemptive Rage/Surge cost 3/5 points, while giving +45% damage [all types] increase, auto-revive once per battle, and a 20 TP heal [at the cost of Rage/Surge].
  248. -That said, it isn't always the best sub. Skill points tend to stop being a limiting factor towards late/post-game.
  249. -Bushido is a self-sufficient class as a main. Look for supplementary skills and passives [Landshark's Vanguard + Attack/Defense passives; NightSeeker/Dancer's Speed Boost/Fan Dance; etc] to further round out your desired role.
  250.  
  251. >>>>>>Imperial<<<<<< Role: Damage Dealer
  252. Level HP TP STR TEC VIT AGI LUK
  253. 35 231 85 37 30 33 22 20
  254. 70 420 148 64 53 59 40 36
  255. 99 576 177 81 72 76 51 50
  256. -Some of the largest numbers in the game. Reliably one-shots even back row mobs with its Drives straight out of the box.
  257. -It has Fire, Ice, Elec, and Typeless damage sources, making it highly adaptable for every encounter.
  258. -Like Bushi, has some TP troubles, made better with its own TP recovery system [Impulse Edge+Converter].
  259. -Gun Blades cannot be dual wielded.
  260. -Assault Drive's main purpose is quick-starting the fastest route to Ignition, notable for Accel Drive Imperials. Not a skill to max or use otherwise.
  261. -For forging, Imperials do best with an equal mix of ATK and ELM [if you go the elemental Imperial route].
  262. -The elemental drives generally require a Runemaster on your team [for the elemental resist de/buff] to maximize its use. Setting it up itself is generally not an option since it already is on a tight turn schedule. If no Runemaster, Accel Drive is the drive to use [members of /eog/ will judge you for using Accel since using elemental Drives on rune-made-weak enemies is one of Imperials biggest selling point, but Accel is a completely viable and more flexible skill].
  263. -Imperials make poor tanks due to overheating lowering your defense. Your defense is also lowered before you use a Drive.
  264. -For the above reason, Vanguard [Land sub] is a very popular skill to take on non-elemental Imperials [elemental Imperials can usually get better mileage from Runemaster sub [Runic Guidance/Runic Attack Boost]; Vanguard elemental Imperials are still valid options]. Bushi is also common due to its sheer power boost [Blood Surge Charged Drives? Yes].
  265.  
  266. Quests
  267. ======================
  268. -Glowing Tree/moss can only be seen at night.
  269. -Missing Person quest; the person can be found in the middle of the map past the frogs.
  270. -Bats only fly through the real shortcuts in the Cramped Nest.
  271. -Lost ring for Lush Woodlands B3 can be found in the upper right of the map.
  272. -Rose Ice Stone quest: Refuse the Guard until he offers a LUK book. You can then choose between the LUK book, or the standard quest reward for Attack + quest EXP.
  273. -Bat cave lunch delivery quest man can be found really close to the shortcut that takes you out of the 'final' room and back to the entry room. His name is Aldis.
  274. -Please Find My Son: found on the east lower walls.
  275. -How to get Cork Bark: get the lizard to puke over the chop spot, chop before it fades.
  276. -Mist Monster location: B1F, D5.
  277. -Guest units tend to have skills to help you overcome the immediate obstacle/boss.
  278. -You get the Moth door key postgame.
  279.  
  280. Conditional Drops
  281. =======================
  282. Forest Frog: kill with bash damage
  283. Mandrake: kill while head is bound
  284. Ghost Owl: kill with lightning
  285. Great Lynx: kill while arms are bound
  286. Petaloid: kill with instant death
  287. Hollow Believer: kill while confused
  288. Claw Beetle: kill with bash damage
  289. Maya Owl: kill while head is bound
  290. Magma Spawn: kill with a non-attribute attack
  291. Glacier Spawn: kill with a non-attribute attack
  292. Baboon: kill with poison
  293. Flame Rat: kill with pierce damage?
  294. Medusa Tree: kill with fire
  295. Purple Anoir: kill while paralyzed, low probability?
  296. Cursed Shroom: kill while head is bound
  297. Dragonfly: kill with lightning
  298. Magma Beast: kill with a non-attribute attack
  299. Glacier Beast: kill with a non-attribute attack
  300. Ice Bulb: kill with petrification
  301. Wrath Bloom: kill with fire
  302. Hollow Magus: kill with ice, low probability
  303. Muskoid: kill with instant death
  304. Red Lion: low probability
  305. >>>>>>FOES<<<<<<
  306. Nightmare Ram: kill with poison
  307. various pumpkin foes: low probability
  308. Moth Lord: low probability
  309. >>>>>>Overworld FOES<<<<<<
  310. Raging Raptor: kill while legs are bound
  311. Death Mantis: kill with petrification
  312. >>>>>>Boss<<<<<<
  313. Berserker King: kill in one turn
  314. Hollow Queen: kill with curse damage
  315. Boiling Lizard: kill with fire
  316. Cradle Guardian: kill while asleep
  317. >>>>>>Quest Boss<<<<<<
  318. Baboon King: kill while confused
  319. Chameleon King: kill with ice?
  320. Hraesvelgr: low probability
  321. Sand Leviathan: kill with poison
  322. Blizzard King: kill with ice
  323. Storm Emperor: kill with lightning
  324. Great Dragon: kill with fire
  325. Iwaoropenelep: kill while confused
  326. Fallen One: kill while head is bound
  327.  
  328. Ultimate Class Armor conditional drops (most of the 2nd materials are found post game)
  329. =======================
  330. Runemaster: Berserker Skin - Maze 1 boss conditional (kill in 1 turn)
  331. Arcanist: Cursed Eye - Maze 2 boss conditional (kill with curse damage)
  332. Nighseeker: Frozen Skin - Ice Dragon conditional (kill with Ice)
  333. Sniper: Chaos Feather - Iwaoropenelep (kill while confused)
  334. Dancer: Effulgent Horn - Boiling Lizard (kill with fire)
  335. Bushi: Dream Carapace - Cradle Guardian (kill while asleep)
  336. Medic: Poison Wing - Sand Leviathan (kill with poison damage)
  337. Fortress: Raptor Talon - Hraesvelgr (low chance)
  338. Imperial: Colourful Tongue - Chameleon King (kill with Ice)
  339. Landsknecht - Kingly Skin - Baboon King (kill while confused)
  340.  
  341.  
  342. Death is the greatest teacher.
  343.  
  344. Use the skill simulator. Seriously.
  345. http://crazyuncleivans.com/eo4skillsim/EO4Skillsim.html
  346. Here. I hope you've instilled a great fear of diminished returns by this point. That said, you stop becoming skill point limited in end/postgame, at which point there may be no better skill than those diminished skills. Feel free at that point to max whatever out. The warning is there to prevent people from maxing out poor scaling skills early on when those points in another skill would have done you much better.
  347. Plan accordingly. Unknown values can be found in the Japanese wiki, link posted in the OP.
  348. Feel free to mess up and play around, Resting makes everything easy.
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