Around the World
-I found a new ancient wonder: “Eureka, the Forbidden Land.”
-Eureka was once the capital of the Kashka Dynasty. Now a necrohol. Back in FF3, Eureka was a dark dimension where the most legendary weapons could be found at endgame.
-Good lord, the Jump ability on Dragoon has RIDICULOUS RANGE!
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I can Jump attack across the whole frigging map.
-I’m playing around with Orator, and it seems like some of its buffs might be permanent. Is that the case? It specifically looks like 50%. I raised one character’s faith +4 in combat that started at 62, but he ended up at 64 after the fight.
-Just noticed the weapon requirements for Agrias’s Holy Sword. I should have guessed. I need a sword.
-On a similar note, I like the idea of Mustadio being able to use his gun, and Orator and Chemist can use the gun. Perhaps I’ll build those for him.
-The second frontier marathon has us discover the Fortress of Trials. The kingdom of Baron used this castle to train future members of the Red Wings.
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Not only is this an FFIV reference, but also an FFI reference. That game had the Citadel of Trials, where you quested to ascend to a new job.
-Just bought Golem on my summoner. Seems like an interesting support/defensive tool. Something a summoner can use on turn 1, before the parties close the distance.
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Some testing shows that it brings up a barrier absorbing damage from normal attacks.
-I want to clear as many of the errands as I can before I move on, and I seem to be getting a repeating one, the Frontier Marathon errand. I’m on my third.
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-The reward is a glimpse of another wonder, and another FF staple: a Floating Castle.
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Tutorial Revisited
-I’ve spent over 60 hours in Tactics, but my first trip to the tutorial overwhelmed me. Going to revisit it with new context.
-I’ll pay more attention to Zodiac compatibility in future replays, but I don’t care enough to redo my party now.
-The game mentions that ninjas have Throw and samurai have Iaido. *cries over not getting those jobs yet* One of these days I’ll uncover them! (Or not, and that’s okay too.)
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The game is explicitly cagey about job requirements. I don’t feel bad that I’m still looking.
-“Some monsters cannot enter water.” News to me!
-There are wet and dry months. Fire is weakened in strong rain while ice and lightning are strengthened. This is helpful for my black mage.
[Non-rhetorical question: is every outdoor fight in the wet season a “strong rain,” or does the wet season just increase the chances of the weather being rainy? Probably the latter.]
(I’ve seen battlefields with thunder and rain, but didn’t pay them any mind.)
-Okay, faith and bravery. This is the part I most wanted.
Faith affects offensive, recovery, and status-removal magicks. However, if faith gets “too high” (kinda vague but ok), the unit will leave the party. Glad I learned that orator can permanently impact these.
I’ll boost the faith of my primary magick users up 80 or so. I’m afraid if I go higher it might make that party member go join a convent or whatever.
I’m nervous about this. High faith makes them more susceptible to enemy mages, but it seems worth it to amplify their main power. And I can use stuff like Arcane Defense and Shell to mitigate things if necessary.
The party members to boost: Randwulf (summoner/black mage), Josephine (white mage/orator or mystic), Millicent (chemist/time mage).
[Non-rhetorical question: does faith improve abilities like Holy Sword abilities and Martial Arts?]
-Bravery impacts the chance of reaction abilities to trigger, and attack power for unarmed and “certain weapons.”
[Non-rhetorical question: which weapons are unaffected? Just melee weapons, or also stuff like bows and staffs and books?]
-No reason not to raise bravery aside from time. I’ll prioritize emboldening:
Ramza (monk/geomancer), Lauda (dragoon/??), and Agrias, but only if bravery impacts Holy Sword abilities.
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The powerful Shockwave ability hitting an enemy line. A sign of Ramza’s bravery or faith? Hm.
-I haven’t seen the Doublehand ability yet. I expected it to be a Knight ability, like it was in FFV. It’s not.
-Only four jobs have inherent abilities: chemist, monk, orator, ninja. ARGH NINJA IS DUAL WIELD, WANTTTT
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So I know I’ve spent a good chunk of time dithering about recently, and I’m sorry for that.
Wait, no I’m not! A good chunk of this game’s joy for me has come from trying to puzzle out job combos, even when not playing. It’s a similar feeling to FFV, where theorycrafting job and ability combos was its own reward.
I feel much more comfortable with my party’s path right now, with the mechanics, and how I want my party to interact with each other and develop. Returning to the story next session.
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Next time: Lesalia.