Dragomer

F&H Termina

Dec 15th, 2022 (edited)
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  1. F&H Termina
  2.  
  3. Recruiting:
  4. >Abella is found in the very first tunnel in the forest, easiest and earliest party member to get.
  5. >Daan can be found during evening Day 1 in the lakeside, he joins temporarily but can be recruited permanently day 2 in the apartments.
  6. >Levi can be found inside a house in the town, he runs off to a restaurant in the city's entrance, you need heroin. Alternatively, he can be found in the ruined city near Deep Woods being molested by Caligura.
  7. >Osaa is found inside the Deep woods inside a bunker after visiting the church and talking to him in the confessionary as early as day 1, be kind to him.
  8. >Marcoh can be found in the city's entrance day 2.
  9. >Olivia can be recruited during day 2 after getting her a wheelchair that can be found at the city's entrance. Marcoh and Tanaka can get it to her if they're alive too.
  10. >Karin is found in the ruined city near the deep woods during day 2.
  11. >Marina can be found on day 1's night in the Mayor's mansion but gets kidnapped shortly after, supposedly found inside the church, but some anons have stated she can also be found at the bookstore during day 2. Seems to be mostly bugged. If you save her during the evening of the second day, she doesn't disappear and stays around.
  12. >You can recruit the goat after killing the Woodsman and going to his basement, you need Rher's skin Bible.
  13.  
  14. Saving:
  15. >Samarie: Reach the church during day 1 morning.
  16. >Henryk: Either recruit him before Abella or deal with the Mayor non-lethally (Answers his questions with 'Meatballs > Snakes > Family').
  17. >Pav: Bring clothes at the tower on day 1.
  18.  
  19. Killing: There are few possible routes.
  20.  
  21. >Day1
  22. >>Kill Karin in the area next to the slums
  23. >>Kill Yellow Mage in the church of all-mer confessional
  24.  
  25. >Day2
  26. >>Kill Pav, Marco, and Tanaka at staircase
  27. >>Kill Caligura at Back Alley if Levi is alive and unrecruited, otherwise find him as a monster in the central sewers.
  28. >>Kill August at... forgot the name but it's west area. I think above the map with the news agency. You have to go to the left edge and
  29. walk back to the stair you entered from and he'll pop out shooting at a cocoon moonscorch.
  30. >>Kill Levi at the school
  31. >>Kill Henryk and Olivia at the Train
  32. >>Kill Daan at the 2F of the apartment with the washing machine. He's in the room where you crash the horse statue into.
  33. >>Kill Samari in Rher's Church of All-mer. Entrance is the Rher ritual circle south of the PIllarman.
  34. >>Kill Abela in Bunker 7 as the elephant.
  35.  
  36. Useful shortcuts:
  37. >Party talk: Press T to use it
  38. >Map: Press M to bring up the map
  39. >Rev Up: Press W to rev up in combat
  40. >Wheelchair: While playing as Olivia, press C to equip and unequip the wheelchair.
  41.  
  42. Character backstory choices:
  43.  
  44. >Skip Character History builds are not random.
  45.  
  46. >Levi
  47. Character choice 1: What did you do when your father was at your door?
  48. 1) Pray to a God - Pick one of the Gods and gain affinity to that God.
  49. 2) Stand up to him - Gain [+25 max hp]
  50.  
  51. Character choice 2: What weapon did you specialize in?
  52. 1) Pistols - Gain [lugr pistol] and 10 [9mm bullets]
  53. 2) Rifles - Gain [rifle .303 MK1] and 4 [.303 rounds]
  54. 3) Trench guns - Gain [12 gauge trench gun] and 3 [12 gauge shells]
  55.  
  56. Character choice 3: You were given a suicidal mission what did you do?
  57. 1) Take the mission - Pistols gain [gunslinger], rifles gain [marksmanship], trench gun gains [executioner], gain [heroin] and the debuff [heroin addiction]
  58. 2) Abandon the sinking ship - Gain nothing but avoid the [heroin addiction] debuff.
  59.  
  60. Character choice 4: What did you bring to Prehevil?
  61. 1) Medical goods - Gain 2 [blue vials] and 1 [cloth fragment].
  62. 2) Ammo - Pistol users gain 4 [9mm bullets], rifle users gain 3 [.303 rounds], trench gun users gain 2 [12 gauge shells]
  63. 3) Food - Gain 2 [dried meats] and 1 [moldy bread]
  64.  
  65. >Marina
  66. Character choice 1: What did you study?
  67. 1) Occultism - Gain [engrave] skill.
  68. 2) Alchemy - Gain [alchemillia vol 1] and [alchemillia vol 2] books.
  69. 3) Blood magic - Gain [necromancy] skill/spell.
  70.  
  71. Character choice 2: What God did you study?
  72. 1) Pick one out of the 6 Gods and gain affinity with the God.
  73.  
  74. Character choice 3: What did you bring to Prehevil?
  75. 1) Medical goods - Gain 2 [blue vials] and 1 [cloth fragment].
  76. 2) Something to read - Gain [skin bible of a random God] book.
  77. 3) Food - Gain 2 [dried meats] and 1 [moldy bread].
  78.  
  79. >Daan
  80. Character choice 1: What did you do for a living?
  81. 1) Honest work - Gain nothing and go to character choice 2.
  82. 2) Pickpocket - Gain [loving whispers] spell, gain affinity to Sylvian and go to character choice 3.
  83.  
  84. Character choice 2: How did you interpret the Baron's medical teachings?
  85. 1) Memorise the line - Gain [medicinal] skill and the [organ harvest] skill.
  86. 2) Continue to learn more - Gain [analyze] skill.
  87.  
  88. Character choice 3: What were you in the great war?
  89. 1) Medic - Gain [scalpel] weapon, 1 [light blue vial] and 1 [pep pill].
  90. 2) Infantry - Gain [lugr pistol] and 5 [9mm bullets]
  91.  
  92. Character choice 4: What did you take to Prehevil?
  93. 1) Medical goods - Gain 2 [blue vials] and 1 [cloth fragment]
  94. 2) Food - Gain 2 [dried meat] and 1 [moldy bread]
  95. 3) Alcohol - Gain 1 [beer] and 1 [vodka].
  96.  
  97. >Abella
  98. Character choice 1: What did you study?
  99. 1) Electronics - Gain [short circuit] skill.
  100. 2) Mechanics - Gain [wrench toss] skill.
  101.  
  102. Character choice 2: What did you do with the suspected Rondon spy?
  103. 1) Report him - Gain 10 [shillings] and 1 [lucky coin].
  104. 2) Take him home & heal him - Gain [officer sword] weapon.
  105.  
  106. Character choice 3: How did you help the NLU?
  107. 1) Make weapons - Gain [weaponcraft] skill.
  108. 2) Make traps - Gain [trapcraft] skill.
  109.  
  110. Character choice 4: What did you take with you to Prehevil?
  111. 1) Medical goods - Gain 2 [blue vials] and 1 [cloth fragment].
  112. 2) Spare parts - Gain 4 [bolts], 2 [duct tape], 2 [pressure plates] and 3 [scrap metal].
  113. 3) Food - Gain 2 [dried meat] and 1 [moldy bread].
  114.  
  115. >O'saa cliffnotes version
  116. Character choice 1: What did you take with you?
  117. 1) The Chac Chac - Gain the [Chac Chac] magical accessory.
  118. 2) The soul stone - Gain the [Soul stone] upgrade item.
  119.  
  120. Character choice 2: What did you study?
  121. 1) Learn worship in Europa - Gain affinity with any God.
  122. 2) Learn magic from the Eastern Sanctuaries - Learn [Pyromancy Trick] spell
  123. 3) Learn methods of your home country - Learn [Meditation] skill.
  124.  
  125. Character choice 3: What did you learn from the yellow mages?
  126. 1) Basic technique - Learn [La Danse Macabre] ability.
  127. 2) Advanced magic - Learn [Hurting] spell.
  128.  
  129. Character choice 4: What book did you take from the dungeon of Fear & Hunger?
  130. 1) Skin bible of Gro-Goroth - Teaches you the sigil of the God. Allows sacrifice for affinity.
  131. 2) Skin bible of Rher - Teaches you the sigil of the God. Allows access to other plane when sigil is drawn.
  132. 3) Skin bible of Sylvian - Teaches you the sigil of the God. Allows you to fully heal HP/MP as well as restore lost limbs when the sigil is drawn.
  133.  
  134. Character choice 5: What weapon did you take from the dungeon of Fear & Hunger?
  135. 1) The officer sword - gain the [officer sword] weapon .
  136. 2) The iron spear - gain the [iron spear] weapon.
  137.  
  138. Character choice 6: What supplies did you take with you to Prehevil?
  139. 1) Medical supplies - Gain 2 [blue vials] and 1 [cloth fragment].
  140. 2) Magical goods - Gain 2 [tobacco] and 1 [condensed lavendar].
  141. 3) Food - Gain 2 [dried meats] and 1 [moldy bread].
  142.  
  143. >Olivia
  144. Character choice 1: While being outdone by your sister in school what subject did you focus on?
  145. 1) Give into jealousy and pursue science - Gain [short circuit] skill.
  146. 2) Stick to botany - Gain [undergrowth awareness] skill.
  147.  
  148. Character choice 2: What did you do about your sisters relationship with the professor?
  149. 1) Steal the affection of the professor - Gain [recipes of the 15th century] book.
  150. 2) Focus on your own studies - Gain [advanced botanism] skill.
  151. 3) Expose his relationship - Gain nothing.
  152.  
  153. Character choice 3: What field did you specialise in?
  154. 1) Folklore botanism - Gain [skin bible of Vinushka] book.
  155. 2) Toxicology - Gain [toxicology] skill.
  156.  
  157. Character choice 4: What did you bring to Prehevil?
  158. 1) Bring a book to read - Gain [alchemillia vol 1] book.
  159. 2) Herbs - Gain 2 [green herbs], 2 [blue herbs], 2 [lavender] and 1 [red herb].
  160. 3) Food - Gain 2 [dried meats] and 1 [moldy bread].
  161.  
  162. >Marcoh
  163. Character choice 1: How did you make a living?
  164. 1) Pickpocket - Gain [steal] skill.
  165. 2) Burglar - Gain [lockpicking] skill.
  166. 3) Honest - Gain 10 [shillings].
  167.  
  168. Character choice 2: How did you work out?
  169. 1) Strength - Gain +2 [attack] stat.
  170. 2) Mass - Gain +2 [defense] stat.
  171. 3) Footwork - Gain +2 [agility] stat.
  172. 4) Stamina - Gain +25 [max HP].
  173.  
  174. Character choice 3: How did you specialise?
  175. 1) Accuracy - Gain [bare-fisted proficiency] skill.
  176. 2) Evasion - Gain [bob & weave] skill.
  177. 3) Defense - Gain [perfect guard] skill
  178. 4) Offence - Gain [adrenaline rush] skill.
  179.  
  180. Character choice 4: How did you deal with the Ricardo situation?
  181. 1) Get Ricardo - Gain [killing intent] skill.
  182. 2) Escape with your sister - Gain [escape plan] skill.
  183.  
  184. Character choice 4: What did you take with you to Prehevil?
  185. 1) Medical goods - Gain 2 [blue vials] and 1 [cloth fragment]
  186. 2) Food - Gain 2 [dried meat] and 1 [mouldy bread]
  187. 3) Luxury goods - Gain 1 [heroin] and 1 [pep pill]
  188.  
  189. >Karin
  190. Character choice 1: What did you do when you escaped Dalia?
  191. 1) Convince passerby that you were kidnapped - Gain [persuade] skill
  192. 2) Run into the crowd and hide - Gain [escape plan] skill
  193.  
  194. Character choice 2: What did you do at the riot?
  195. 1) Help the wounded - Gain 4 [cloth fragments] and 2 [blue vials]
  196. 2) Grab a gun - Gain the [lugr pistol] and 6 [9mm bullets]
  197. 3) Run away - Gain [escape plan] skill
  198.  
  199. Character choice 3: What did you take with you to Prehevil?
  200. 1) Medical goods - Gain 2 [blue vials] and 1 [cloth fragment]
  201. 2) Self defence items - Gain 1 [Lugr pistol] if not taken yet, 5 [9mm bullets] and [fencing gambeson] armour.
  202. 3) Food - Gain 2 [dried meat] and 1 [moldy bread]
  203.  
  204. Default / Skip Character History builds:
  205.  
  206. >Levi
  207. >>Gunslinger
  208. >>Lugr pistol
  209. >>10 9mm bullets
  210. >>1 blue vial
  211. >>1 moldy bread
  212.  
  213. >Marina
  214. >>Necromancy
  215. >>Engrave
  216. >>1 chalk
  217. >>1 blue vial
  218. >>1 moldy bread
  219.  
  220. >Daan
  221. >>Medicinal
  222. >>Organ Harvest
  223. >>Scalpel
  224. >>1 pep pills
  225. >>2 blue vial
  226. >>1 green herb
  227. >>1 moldy bread
  228.  
  229. >Abella
  230. >>Wrench toss
  231. >>Trap craft
  232. >>Pipe Wrench
  233. >>4 bolt
  234. >>2 duct tape
  235. >>2 blue vial
  236. >>1 moldy bread
  237.  
  238. >O'saa
  239. >>Hurting
  240. >>La Danse Macabre
  241. >>2 tobacco
  242. >>1 condensed lavender
  243. >>Skin bible Rher
  244.  
  245. >Olivia
  246. >>Advanced Botanism
  247. >>Undergrowth Awareness
  248. >>1 green herb
  249. >>1 blue herb
  250. >>1 mixed herbs
  251. >>1 moldy bread
  252.  
  253. >Marcoh
  254. >>+1 atk/defense
  255. >>Bare fisted Proficiency
  256. >>Bob and Weave
  257. >>2 blue vial
  258. >>1 moldy bread
  259.  
  260. >Karin
  261. >>Persuade
  262. >>Escape Plan
  263. >>Lugr pistol
  264. >>6 9mm rounds
  265. >>2 blue vial
  266. >>1 moldy bread
  267.  
  268. Lore and secrets:
  269. >Man In Black: Recruit Black Khalev and do all the carvings.
  270.  
  271. Engravings:
  272. >Gro-Goroth +4 Attack
  273. >Vinushka +4 Magic Attack
  274. >Sylvian +3 Magic Defense
  275. >Alll-Mer +3 Defense
  276. >Rher +25 Max Mind
  277. >God of Fear & Hunger +5 Agility
  278.  
  279. Ritual circles
  280. >Gro-goroth lets do a sacrifice for more affinity
  281. >Sylvian is a full part heal and restores limbs. Affinity gives access to health spells.
  282. >Vinushka gives you shortcuts to areas and extra loot, advanced spells require Sylvian.
  283. >Rher Gives access to alternate dimension that may have loot, clay mounds that you can shape and portals.
  284. >God of F&H gives you ONE save but has good spells.
  285. >All-Mer gives you fast-travel portals.
  286.  
  287. Merchants and their stocks:
  288. >Old Towns Merchant: Open on the second next to the city gates. Sells for shillings.
  289. >>5 Meatpie
  290. >>3 Dried Meat
  291. >>6 Green Herb
  292. >>10 Blue Vial
  293. >>6 9mm Bullet
  294. >>3 Chalk
  295. >>3 3 Matches
  296. >>5 Cloth
  297.  
  298. >Kefer the Magic Merchant: North and then west of the PRHVL BOP. Sells for shillings.
  299. >>40 Betel's stone
  300. >>35 Soul Devourer Necklace
  301. >>50 Small Thing's amulet
  302. >>50 Ring of the Still-Blood
  303. >>50 Thorned Ring
  304. >>50 Purifying Talisman
  305. >>99 Hardened Heart
  306. >>7 Pipe
  307. >>4 Tobacco
  308. >>25 Wild Dagga
  309. >>50 Soul Stone
  310.  
  311. >Radiating Merchant: Summoned at any New Gods circle by offering a 'portrait of a young man'. Sells for rust-colored pearls.
  312. >>8 Leechmonger ring
  313. >>4 Ring of Wraiths
  314. >>9 Yggaegetsu amulet
  315. >>4 12-Gauge Trench Gun
  316. >>10 Mauler
  317.  
  318. Spell list and info:
  319. >Chains of torment (Tormented one killed, 3 affinity with Gro, works in current playthrough) - 600+2*Matk-2*Mdef pierce dmg, 2RP, 80MP cost, 100% bleed, single target, 95% hit rate, +-0% dmg roll
  320. >Red arc (Ending A reward in subsequent playthrough) - 250+2*Matk-2*Mdef otherworldly dmg, 0RP, 20MP cost, 100% confused, single target, 100% hit rate, +-20% dmg roll
  321. >Moth swarm (Ending A_hard reward in subsequent playthrough) - a.mat / 2 otherworldly dmg x3, 1RP, 30MP cost, single target, lifesteal effect, 100% hit rate, +-10% dmg roll
  322. >Lunar storm (Ending B_hard reward in subsequent playthrough) - 200+2*Matk-2*Mdef otherworldly dmg, 2RP, 50MP cost, all targets, 100% hit rate, +-20% dmg roll
  323. >Lunar meteorite (Ending B reward in subsequent playthrough) - 200 + a.mat * 2 - b.mdf * 2 otherworldly dmg, 1RP, 40MP cost, single target, 100% hit rate, +-0% dmg roll
  324. >Hurting - 200+2*Matk-2*Mdef otherworldly dmg, 1RP, 20MP cost, single target, 100% hit rate, +-0% dmg roll
  325. >Black smog - 50+2*Matk-2*Mdef no element atk, 1RP, 10MP cost, blind 100%, all targets, 95% hit rate, +-20% dmg roll
  326. >Black orb - 100 + a.mat * 2 - b.mdf * 2 otherworldly dmg x4, single target, 95% hit rate, +-20% dmg roll
  327. >Mischief of rats - 10 blunt dmg, 0RP, 35MP cost, confused 100%, all targets, 100% hit rate, +-20% dmg roll
  328. >Pyromancy trick - a.mat * 4 - b.mdf * 2 fire dmg, 0RP, 10MP cost, single target, 60% burning, 100% burns, 85% hit rate, +-20% dmg roll
  329. >Combustion - 80+a.mat * 5 - b.mdf * 2 fire dmg, 1RP, 35MP cost, single target, 60% burning, 67/75% hit rate, +-20% dmg roll
  330. >Spontaneous combustion - meme spell, burns you to death
  331. >Roots that reap - a.mat * 4 - b.mdf * 2 no element atk, 2RP, 25MP cost, all targets, 100% hit rate, +-20% dmg roll
  332. >Flesh puppetry (more limbs - more power and attacks) - (1/1.1/1.3/1.5)*a.atk - b.def slash dmg x(1/2/3/4) , 1RP, 10MP cost, single target, 95% hit rate, +-10% dmg roll
  333. >Scorched earth - 1RP, 50MP, gives all battle participants unique "stunned" status (-50% eva) and some other effects (burninng dot and weakness to fire? - pyro trick did 3x the damage expected, needs testing)
  334.  
  335. *AOE spells seem to ignore heads?
  336.  
  337. Status effects and info:
  338. >Bleed -2% maxHP per turn
  339. >Blindness -75% thc (smog gives 2 separate effects)
  340. >Burning -5% maxHP per turn
  341. >Burns -?
  342. Confused - stun
  343. >La danse macabre: 1st turn - no bonus
  344. >>2nd turn - 1.5*Matk
  345. >>3rd turn - 2.7*Matk
  346. >>4th turn - 5*Matk
  347.  
  348. Rev up gives 100% atk bonus according to code, needs testing
  349.  
  350. Spice forge and info:
  351. >White - makes "fast" version of spells (autocast on 1st turn, extremely bugged - skips your turn, random chance to get a rev point, aimed spells target at random)
  352. >Blue - makes "greater" version of spells (same power despite the name, cheaper MP cost, no RP needed)
  353. >Red - makes "double" version of spells (double cast, random target)
  354.  
  355. Weapons and info:
  356. >Knife - 10 slash dmg, 1h, 10% bleed, +15% thc
  357. >Officer sword - 35 slash dmg, 1h, 25% bleed, +15% thc
  358. >Rusty pipe - 29 blunt dmg, 1h, 25% confuse, +15% thc
  359. >Mauler (10 rusty pearls weapon from portrait summon god, gull bros drop on maso mode) - 70 blunt dmg, 2h, 50% bleed, +15% thc
  360. >Scalpel - 29 slash dmg, 1h, 15% bleed, +45% thc
  361. >Axe (woodsman drop) - 34 slash dmg, 1h, 25% bleed, +15% thc
  362. >Kassara (intro janitor drop) - 35 slash dmg, 1h, 80% bleed, +15% thc
  363. >Sickle - 25 slash dmg, 1h, 15% bleed, +15% thc
  364. >Bayonet rifle (random drop) - 34 slash dmg, 2h firearm in overworld map mode/melee weapon in figts, 15% bleed, +15% thc
  365. >Pipe wrench - 34 blunt dmg, 1h, 25% confuse, +15% thc
  366. >Gaelian Greatsword (museum display case)- 60 slash dmg, 2h, 25% bleed, +15% thc
  367. >Meat mallet - 36 blunt dmg, 1h, +10% crit, 25% confuse, +0% thc
  368. >Iron spear - 36 pierce dmg, 2h, 10% bleed, +0% thc
  369. >Sergal spear (furry drop on disarming, any hand works) - 72 slash dmg, 2h, 10% bleed, +0% thc
  370. >Red virtue (heartless one drop) - 50x2 slash dmg (deals somewhat less than that?), 1h, 25% bleed, +0% thc
  371. >Sabbath (vinushka sign in church to access the rooftop) - 38 otherwordly|slash dmg, 1h, 10% bleed, +15% thc
  372. >Black steel (moonless drop after breaking it as a bodypart) - 58 slash dmg, 1h, +18% crit, 25% bleed, +0% thc
  373.  
  374. Spell weapons and Info:
  375. >Blood sword (All-mer skilltree) - 50 otherworldly dmg, 1h, 25% bleed, +0% thc
  376. >Longinus (Ending C reward in subsequent playthroughs) - 60 otherworldly dmg, 1h?, 25% bleed, +0% thc
  377.  
  378. Craftable weapons and info:
  379. >Sandman`s kiss (2 x duct tape, 1 x bolt, 1 x officer sword, 1 x heroin) - 38 pierce dmg, 1h, 50% bleed, 100% poison, +15% thc
  380. >Reaper`s rake (2 x duct tape, 3 x bolt, 4 x sickle, 1 x broomstick) - 40 slash dmg, 2h, 95% bleed, +15% thc
  381. Lantern flail (1 x ornamental lantern, 1 x broomstick, 1 x All-mer slin bible) - 39 blunt|fire dmg, 2h, 100% burns, 60% burning, +15% thc
  382. >Meat grinder (1 x bench grinder, 1 x saw blade, 1 x scrap metal, 1 x All-mer skin bible) - 35x3 slash dmg, 2h, 100% bleed, +15% thc
  383.  
  384. Firearms and info: Press Shift in overworld map mode to fire
  385. >Rifle - 46 pierce dmg, 2h, 10% bleed, +15% thc
  386. >Trenchgun - 50 pierce dmg, 2h, 50% bleed, +30% thc
  387. >Lugr - 35 pierce dmg, 1h, 10% bleed, +15% thc
  388. >Bayonet rifle - acts as a rifle in overworld
  389. >Each firearm has its own behaviour in overworld map mode:
  390. >-rifles shoot off bodyparts, can kill
  391. >-pistols deal damage, more shots to kill than rifle
  392. >-shotguns stun the target (as of current version, every character has bugged version of Levi`s skill to kill enemies in two shots\one if stunned with traps\prev shot)
  393. >Weaker enemies die in one shot (cherubs, fecal dogs)
  394. >Osaa cant wield any kind of firearms
  395.  
  396. Helmet list:
  397. >Dragoon helmet - 0.92 * slash, 0.92 * pierce, 0.92 * blunt, concussion resist
  398. >Bremen elite helmet (50/50 elite soldier drop) - 0.85 * slash, 0.85 * pierce, 0.85 * blunt, 0.85 * fire, concussion&blindness resists
  399. >Epee mask - 0.97 * slash, 0.87 * pierce, 0.97 * blunt, 0.97 * fire
  400. >99 eyes mask (kill sergal in forest, day 3, previous fight ended without cutting his hands) - 0.89 * slash, 0.89 * pierce, 0.89 * blunt, +4 thc%, +8 mag evasion%, +8 evasion%
  401. >DeathMask (death masks drop) - 0.97 * slash, 0.87 * pierce, 0.97 * blunt, 0.97 * fire, 0.9 * otherworldly, +20 Matk
  402. >Gentleman's hat (kill Tanaka) - 0.99 otherworldly
  403.  
  404. Accessories list
  405. >Fluted armpieces (museum) - 0.85 * slash, 0.85 * pierce, 0.85 * blunt, arm loss resist, -1 agi
  406. >Arm guards (50\50 flamethrower soldier drop) - 0.88 * slash, 0.88 * pierce, 0.88 * blunt, arm loss resist
  407. >Soul devourer necklace (Sergal fight arena, highest scaffolding level, on a corpse) - 0.8 * otherwordly
  408. >Cameo (old town slums, mastery over vermin required - talk to the rat, then get it from the crow nearby) - no effects
  409. >Guardian cameo (ouija board event, old town house with rifle on 2nd floor, let the ghost have your cameo) - 0.6 * Physdmg (when hp is below 50%)
  410. >Eyeglasses (news agency in western Prehevil) - +80% thc
  411. >Broken eyeglasses - -30% thc
  412. >Nas'rah (Osaa start, his drop on death) - small chance to reflect spells
  413. >Leechmonger ring (department store, 3rd floor - finding ladder can be tricky due to texture overlap, but its there) - heals for 3% of damage dealt
  414. >Hardened heart (99 shillings at occult shop or Prehevil back alleys, execution site with poles, from leftmost corpse on day 3?) - leaves you at 1 hp when fatal damage is received (must be at >1 hp for it to work, multi-hit attacks still kill you)
  415. >Small thing`s amulet (50 shillings at occult shop) - +5 agi
  416. >Salmonsnake rune - dismemberment resist (can still be beheaded!!!), bleeding resist, burning resist, infection resist, critical state resist (4 red claw marks status causing you to get critted by the next attack)
  417. >Ring of wraiths (ouija board event, orphanage basement - skeleton child cell) - 8% maxHP regen per turn
  418. >Thorned ring (Prehevil back alleys, flayed corpse hanging on the fence) - poison&toxic resists
  419. >Pigskin gas mask (Can be found in random_rare_item list) - 0.97 * slash, toxic&nausea resists
  420. >Bremen gas mask (50/50 flamethrower soldier drop) - 0.91 * slash, 0.91 * pierce, 0.91 * blunt, 0.91 * fire, concussion, blindness, nausea, toxic resists
  421. >Chac chac (Character backstory choice as Osaa, one in museum - hall with 3 display cases) - +20 Matk
  422. >Yggaegetsu amulet (9 rusty pearls in portrait summon store, one in museum - hall with 3 display cases) - +15 crit%
  423. >Molded doll (ouija board event, c-u-m apartments - doll room => toilet) - +6 Matk, 0,87 * otherwordly
  424. >Smelter key (ouija board event, woodsman house tile - near 2 different coloured trees, go to the left, get the tip, then search the bushes) - 0.5 * fire
  425. >Artificial soul - MP cost modifier * 0.7
  426. >Betel`s stone - 10% maxMP regen per turn
  427. >Ring of the still-blood - bleed resist
  428. >Eye of Sylvian () - 1.5 * MP/HP heal modifier (covers spells and consumables, stacks)
  429. >Pinecone pig (Vinushka`s circle in woodsman`s house) - brings random items after battles (mostly food, but the loot table includes ammo, keys and even lucky coins)
  430. >One-winged necklace (Olivia start, can`t be looted from the body, other half is located in hidden garden - area can be accessed entering the hatch in news agency) - same effect as below?
  431. >Blue noctuid necklace (craftable with 2 one-winged parts) - 0.5 * Mdmg (when hp is below 50%)
  432. >Ballistic shield (i have no idea) - 0.8 * slash, 0.8 * pierce, 0.8 * blunt, 0.8 * fire
  433. >Plank shield - 0.94 * slash, 0.94 * pierce, 0.94 * blunt, 1.05 * fire
  434. >Shield of the Four (heads collection reward from the wretched being) - 0.94 * slash, 0.94 * pierce, 0.94 * blunt, 1.05 * fire, 0.87 * otherworldly
  435.  
  436. Most listed items cam be found as random drops.
  437.  
  438. Damage calculation:
  439.  
  440. >Normal attack formula:
  441. 1)4*Atk(character)-2*Def(target), most enemies have 10 base defence for each part of body, otherwordly dmg type is resisted with Mdef?, same base value
  442. 2) +-20% dmg roll
  443. 3) Individual dmg type resist\weakness of your target
  444.  
  445. >Marcoh`s jabs:
  446. 4*Atk-2*Def+50 x2
  447.  
  448. Thc calculation:
  449. >Base accuracy - ???
  450.  
  451. Accuracy modifiers:
  452. >glasses (+80%)
  453. >precision stance (+25%)
  454. >proficiency skills (?)
  455. >blindness (-75%)
  456. >nausea (-20%, but tere`re several variations of it that don`t give thc debuff)
  457. >targeting heads (might be up to 95% evasion or none at all, lel - will be described later in bestiary section)
  458. >light sensitive (-20%, unique to Heartless one fight, can be cured with purifying talisman)
  459.  
  460. *Most of these do no work afaik. Did countless tests on janny and some survivors - stacking all possible thc buffs changes nothing about headshots. Further testing needed. Apparentlydefault rpgmaker behavior rolls player accuracy and enemy evasion separately. So no matter how much accuracy you stack, you won't overcome enemy evasion, just counter accuracy down on the player. Most heads have +5 evasion, +75 evasion, and +40 magic evasion so you should expect to land 1/5 normal attack head shots and roughly 1/2 magic head shots.
  461. Granted it's always possible the game doesn't use this default behavior.
  462.  
  463.  
  464. Crit chance calculation: Each weapon entry has "critical modifier 20%", may be base crit%
  465. >Yaggaegetsu amulet gives +15 crit%
  466.  
  467. Difficulty features:
  468. >Easy
  469. >>doesn't have the mob.
  470. >>doesn't have beartraps in the village
  471. >>doesn't have instakill mines in the city
  472. >>doesn't have forest instakill holes
  473. >>Orphanage Hexen table isn't broken
  474. >>Legs can't be amputated by ennemies
  475. >>Easier encounters (less enemy health, less damage, lower chance of limb loss/negative statuses)
  476. >>Boosted item 'rarity'/drops from lootables and chests
  477. >>Plenty of extra saves with cunny god
  478.  
  479. >Maso
  480. >>Turn Radios into ennemies
  481. >>Game start at Day 3 Night.
  482. >>Ennemies deal double damage and receive half damage
  483. >>There's a random timer that get reset when you enter a building or kill something, if it run out, it's game over.
  484.  
  485. Ennemies tip:
  486. >Pig Head: Use talk and tell him 3 time you can't understand what he's saying.
  487. >Needles: Glass him. If playing with high accuracy (IE Marcoh with bare-fist proficiency) , aim for the head.
  488. >Bobbies: Beat their bodies after the fight to stop them from reviving. Talk can get them to stop shaking their heads for easier headshots.
  489. >Moonless: You can break the Katana on her back to receive a weapon. August interrupt the fight if you saved him.
  490.  
  491. List of possible Steal loot:
  492. >sickle villagers
  493. >>Bear trap (high chance?) 5 shillings
  494. >knife villagers
  495. >>Blue vial (high chance?)
  496. >Pipe villagers
  497. >>Vodka (high chance?)
  498. >Vile
  499. >>2 white vials
  500. >Woodsman
  501. >>Axe
  502. >Priest
  503. >>Brain flower stigma (heals 150 mind) or soul stone
  504. >Rifleman
  505. >>3-5 rifle ammo
  506. >Male Moonscorched
  507. >>An assortment of mediocre food items like turnips (high chance), eggs, or rotten meat
  508. >Female Moonscorched
  509. >>Very high rate, maybe guaranteed, to get a small key. Lockpicking btfo
  510. >Bobbies
  511. >>Mostly cloth fragments and shillings, strongly discourage stealing due to the damage they inflict
  512. >Needles
  513. >>1 heroin or rust colored pearl
  514. >Bremen elite guard
  515. >>7 rifle ammo
  516. >Bremen flame trooper
  517. >>4 gunpowder
  518. >Father Hugo
  519. >>Book of enlightenment
  520. >Janny
  521. >>2 rust colored pearls
  522. >pistol wielding soldier
  523. ><5 9mm rounds
  524. >Levi doppelganger
  525. >>10 rifle rounds
  526. >Tanaka doppelganger
  527. >>35 shillings
  528. >Owl cultists
  529. >>Condensed blue
  530. >Neighbors
  531. >>Blue vial or beer
  532. >Death mask
  533. >>2 tobacco
  534. >Sergal
  535. >>4 silver shillings, no clue what these do
  536. >orphanage ghosts, fallen cherubs, fecal hounds, headless hounds, bellends
  537. >>Nothing
  538. >Marina
  539. >>Soul stone
  540. >Caliguara
  541. >>Pipe bomb
  542. >Tanaka
  543. >>35 shillings, gets upset because those are his life savings
  544. >Levi
  545. >>10 rifle ammo
  546. >Olivia
  547. >>Condensed Green and Condensed Blue, no necklace sadly
  548. >August
  549. >>3 bear traps
  550. >Karin
  551. >>8 9mm bullets
  552. >O'saa
  553. >>Soul stone
  554. >Henryk
  555. >>Meat pie+ and Goulash+, he gets really upset because he put a lot of time into them
  556. >Abella
  557. >>4 bolts 2 duct tape 1 bench grinder
  558. >Weeping scope
  559. >>15 rifle ammo
  560.  
  561. Mods for F&H1 and F&2 Termina:
  562. Playable Le'Garde and Girl mod (F&H1): https: //arch.b4k. co/vrpg/thread/2137058/#2149480
  563. >Mod features:
  564. >>Too many to list, include bug fixes and more events as well as 'secrets'
  565. Premonitions Mod (Termina): https: //files.catbox.moe/vekum0.zip
  566. >Mod features:
  567. >>Re-enable the 'Premonitions' skill that give you hints each day.
  568. Premonitions Expanded (Termina): https: //files.catbox.moe/pmcu9k.zip
  569. >Mod features
  570. >>Added some alternate text to references
  571. >>Abella & Henryk can be both saved (Day 1 morning at least)
  572. >>If you play as Abella you can keep her alt outfit
  573. >>Can enable alternate text & disable some references
  574. >>Added Abella & Olivia Doppels
  575. >>Added Joy Mask to rare rolls
  576. >>Added Flashlight to minor rolls
  577. >>Allows Alternate Starts after group intro
  578. >>Can learn Premonitions in the beginning
  579. >>Can learn Dash in the beginning
  580. >>Can learn Mind Read in the beginning
  581. >>Can enable infinite saving in the beginning
  582. >>Added Doppel reactions for their counterparts
  583. >>Brown vial is usable in the menu
  584. >>Added Death Mask enabling / disabling
  585. >>Added Gull Maulers enabling / disabling
  586. >>Added The Mob enabling /disabling
  587. >>The truck rifleman will fall to the ground now
  588. >>Vial use now goes back to the menu.
  589. >>Added party member skill progression to hexen
  590. >>Eye of Rher can be enabled / disabled
  591. >>Poe can be enabled / disabled
  592. >>Enemy alert effects can be enabled / disabled (Might help with performance)
  593. >>Battle Royale can be enabled / disabled (The player can enter the tower regardless of survivors)
  594. >>Party member overworld skills should work now with the exception of Spice Forge. For those with the game files, check out the length of common events 503 and 505 for the reason why.
  595. >>Maso mode can now choose alternate starts.
  596. >>The flashlight's rolls have been fixed. Originally it only spawned in the school. Now it can be found anywhere.
  597. >>Added an exit save. The save can then be loaded from the main menu. The file is deleted after the game loads it.
  598. >>Fixed "Load Exit Save" alignment on the title screen.
  599. >>Fixed Maso Abella's alternate starts not showing up.
  600. >>Fixed Maso Abella not using her alt outfit if enabled.
  601. >>Reduced the gate to North Prehevil health from 4000 to 1400.
  602. >>Removed a leftover debugging event in the train car.
  603. >>There is a half-finished area I was working on in an early area of the game. There isn't you can do much other than use the two items detailed below.
  604. >>There is only one weapon kit in a half-finished area I was making. All weapons in the game can be upgraded once for special benefits.
  605. >>There is an armor kit. I haven't started with it yet so it does nothing right now.
  606. Party talk mod: https: //drive.google.com/drive/u/2/folders/1sGotg7bHwVkaBjX-jHGWXLLcfKBrca2u
  607. >Mod features
  608. >>Make it so that the PC also participates in Party Talk. This includes interjections made by and towards the PC.
  609.  
  610. Save Editor: https: //mega.nz/file/jRYURbYI#e4OhpV3kn6VxzAZkle108i1_Z1ErFG6ln5v8WNu0VYw
  611.  
  612. Criticism / Possible improvements:
  613. >Many character starts are very imbalanced even within said characters, Levi's heroin addiction is far too crippling as opposed to just skipping his intro and getting a better start spread for example
  614. >Not enough shortcuts or ways to move on the eastern part of the map compared to the west which has a good balance of crossways, the only real shortcut is the elevator right by the Moonless bunker which is sort of useless by the time you get to it
  615. >Hunger as a mechanic feels like a mild nuisance at best. Even if orange is planning on adding a food spoiling mechanic it's pitifully easy to deal with and all the foodstuffs feel wasteful with how many there are with little to no difference on how you can interact with the system.
  616. >Give ways to unlock other characters early at some possible cost (Goat is RNG drop reliant so inconsistent) before the city as Abella is too good to ignore on her own while making her actual start disproportionately hard
  617. >QOL features in the inventory screen such as the ability to sort items by newest acquired and not automatically closing the screen after some items but not others would be great.
  618. >The story beats are very disconnected to each other to the detriment of the game, the Ending A path is almost completely out of synch with the whole festival thing which left a lot of people pursuing it confused even if they followed the notes. Bringing Le'garde back without him really doing anything in-game feels wasteful, and his fight itself is a pointlessly easy filler fight between the Sylvian/Platoon fight and the Logic.
  619. >Allow the player to target individual enemy limbs in the random mob three way spawn
  620. >Rewrite some dialogue that feels out of place and breaks immersion, Pocketcat's initial dialogue which is just a very in your face COVID reference and the Sergal fight are the worst examples which drag on way too long.
  621. >OST isn't as good as the first one
  622. >Not enough ways to circumvent non-objective related combat, similar to the S ending of some characters in the first game.
  623. >The Map tend to be cramped and cause maneuvering problems, need more wiggle room.
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