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The Dark Spire [DS] - out now! buy it!
Posts
Yeah, I'm really liking EO2 so far. More streamlined mapping in EO2? I thought I read in this thread that the mapping in Dark Spire automatic. How do you get more streamlined than automatic?
Also, just wondering about classes. Are they pretty balanced over all? Is there any cross class synergy? (stuff like Hexxer and War Magus in EO2)
George R. R. Martin is not your bitch. ~ Neil Gaiman
So true! For me, with no bandwidth to pick this up for the next couple of weeks, I'll be in the position of deciding whether or not to get this game almost solely based on whether or not this thread is still hopping. PA threads like this basically turn modern dungeon crawlers or roguelikes into combo solo/coop games that are vastly more enjoyable than if you just played them on your own (with or without access to static FAQs.)
There's four archetypal classes and potentially multiclassing prestige classes. You absolutely need each of them represented in your four man party in at least some respect. The flexibility comes from how you decide to multiclass and equip them. For example, my initial party was warrior/warrior/thief/priest, which is missing mage, but my priest started in on mage multiclassing from the get-go. Wasn't the best of ideas in hindsight, but now that everyone has their prestige class, everything is well represented (warrior-mage,warrior-thief,-thief-priest,priest-mage). Having two party members specializing in thievery is rather unoptimized, but it's working out alright so far.
So, is there prestige class for every combo? Also, is there any reason to stay a single class or do you always multiclass?
Your initial group really takes be back to the FF1 days, still remember that first group to beat that game fighter/fighter/black mage/white mage. Wasn't till later I found out that, that was really the most common group everyone had.
George R. R. Martin is not your bitch. ~ Neil Gaiman
Yep, every class. The list is under a spoiler on page 8. Though, my party is more analogous to fighter/fighter/monk/red mage.
I probably found that more hilarious than it should merit. He's all hacking up body parts on the floor after getting the smackdown, then gets healed and "YOU PASS!"
Ninja: 10000 EP, Warrior 10, Thief 10, Str 13, Int 13, Dex 13, Tree Climbing
Samurai: 10000 EP, Warrior 10, Mage 10, Str 13, Vit 13, Healthy Lifestyle
Paladin: 10000 EP, Warrior 10, Priest 10, Str 13, Vit 13, Military Strategy
Wizard: 10000 EP, Thief 10, Mage 10, Str 13, Int 13, Astrology
Ranger: 10000 EP, Thief 10, Priest 10, Vit 13, Dex 13, Acrobatics
Druid: 10000 EP, Mage 10, Priest 10, Int 13, Ancient Languages
The first quest you unlock is druid, then you have to do the killer bunny quest, then you can unlock IIRC Samurai, Ranger and Paladin, then you have do the king of the beast quest, then you can unlock the rest of the prestige quests.
In Dark Spire you have to push a button to see the map, it doesn't show where you are on the map unless you cast a spell, and you can't make any sort of notes. The EO2 map is far better, though the DS map fits the game, since it's all blind exploration.
XBL |Steam | PSN | last.fm
I own both Dark Spire and EO2. I think it would be hard to argue that as a game on its own merits Dark Spire is as good as EO2, but if you want the nostalgia factor Dark Spire invokes Wizardry and The Bard's Tale quite well. If you have the cash to spare I don't see much harm is purchasing both, assuming you want that much dungeon crawling.
Also interested in how leveling works since you can level in multiple classes. Do you do class changes ala FF5 (you gain xp only in the class you currently are) or what? How do you get additional skills?
Note: I should add that I've never played wizardry, so if there are conventions there that carry directly over from them I apologize for looking like a dolt.
Note 2: Also, I'm at work, so the images in the OP are blocked, if they contain any info germane to the conversation then thats why I'm acting so dumb.
George R. R. Martin is not your bitch. ~ Neil Gaiman
I honestly think Dark Spire is the better game, thanks to the dungeon itself being a lot more involved. The puzzles are both a lot more interesting and varied, and there's a hell of a lot more of them. The Etrian Odyssey dungeon is pretty much all just there to be trudged through while fighting. I also think Dark Spire is paced a bit better... it's slower than Etrian Odyssey, but steadier.
Etrian Odyssey has the better engine for sure, but when it comes to the actual dungeon you're exploring I'd take Dark Spire any day.
I actually prefer having the map function like it does in Dark Spire. I miss the ability to make notes on the map, but it makes teleporter puzzles very challenging. Solving the teleporter puzzle on the second floor in a short time, having gone into it blind (in fact, not even knowing it was there until I went in), gave me a tremendous sense of accomplishment. While always knowing your position a la EO2 wouldn't make that trivial, it did jack the difficulty way up. Dark Spire's map functionality actually trained my real-life navigational skills in a way that the EO2 mapping never could.
When you level up in multiple classes you get the abilities and shortcomings of both, but for that specific class. The way DS works is that any class can equip anything they want. However, if you equip something that isn't allowed by your class, your class abilities become locked. For example, a Mage can wield a longbow and use plate if you wish, but he will not be able to cast spells. So as long as you don't equip class restricted items, you can use skills from both classes. A mage/thief can hide and backstab and cast spells as long as you use a dagger and wear a robe.
The prestige classes allow access to some different abilities and allow access to multiple class abilities at once without the negatives. For example, a druid is a mage/cleric so you can wear chain mail (or any combination of cleric/mage gear) and use both mage and cleric spells while doing so.
Oh, class levels are completely open for you to upgrade as long as you meet the minimum stat requirements for the class. As you add additional class levels though, it does begin to add a percentage more EP cost to level it up though. Your highest level class is listed as your main class. And you only gain hp when your highest level class is leveled up i.e. a lvl 10 mage/lvl 1 thief only gets hp when lvl 11 is reached.
Now that I've started to get a foothold in this tower anyone got any general advice? I tried going to the basement and got slaughtered immediately.
General advice? Hmmm, always be mindful of how far you can actually go into the dungeon. Go slow at the start. It'll be awhile before you find any shortcuts or have access to recall items. You simply don't have enough survivability until you get some levels.
Majority of doors have combat when you go through them.
It's a pain, but when you first enter a new segment of map, search each wall for secret doors and such.
At the beginning I would abuse when you level up. Save and try to get the largest hp up possible.
Stay away from that basement until you're well into lvl 2/3 of the tower. The basement is quite dangerous.
Don't be afraid to spend money or use the items you find. I ended up selling most of the health potions I hoarded.
Scrap metal is useless. You can apparently throw it in combat for minor damage. Just junk it. Y button in the item screen.
Don't bother using Rage Attack on your warrior. It's pretty useless until you start getting extra attacks around lvl 10.
Early mages are only good for the sleep spell. I dropped 1 lvl in thief for my mage when I started out, it worked out okay. Both classes can use daggers, so when I didn't want to use spells, I would hide and attack. Hiding allows you to melee from the back row and do a little more damage than staves.
Once you reach lvl 3, get gambling and do the heirloom quest. It's frustrating to win, but the xp reward/gold reward from that is very much worth it in the start.
How do you do that quest? I accepted it at the guild, but the guy in the casino just gambles for gold.
XBL |Steam | PSN | last.fm
After you win 5 times in a row, cash out and he'll give you the heirloom as a bonus.
Another general tip for just starting out would be, perhaps, to put a single warrior in the front, and spend all your money on him until he's at -1/-2 ac or so, which makes initial combat very easy, unless you get hit by magic. He'll have enough hp and ac to never die in any given random fight, unless you get very unlucky, and if you feel that he might take a lot of damage, there's a priest spell that will further decrease his ac for that fight.
Also, second the sleep spell as being very good for those fight you might be a bit worried about.
'Get your fucking finger on the wookie'
You have to have the person who has the gambling skill roll, so put them first and you can mash A to try over and over again. Make a save right in front of the casino (I love that you can save anywhere) and keep trying.
Basically, with a dual class (having levels in two different classes, but not having achieved the prestige class), any class-related skills are unavailable if your character has any equipped gear that is forbidden to the particular class. For instance, if your warrior/ mage is wearing armor, he cannot cast spells. If your warrior/ thief is using a disallowed axe, he cannot pick locks or disarm chests well. Therefore, to borrow a math term, the allowed gear is the intersection of allowed gear for the two classes.
If your character has a prestige class, though, using gear disallowed by one class but allowed by the other does not disable class skills. Again with the math term, the allowable equipment is the union of the two classes' allowable gear.
So basically your fighter/ mage is stuck with daggers and robes if he wants to cast. But your samurai (fighter/ mage prestige) can use armor, swords and shields and still cast. Your priest/ mage is stuck with robes and quarterstaff with no helm, but your druid can use chainmail, helms, shields, blunt weapons, daggers, and some bows even.
Apparently it does not matter who rolls as long as one person in the party has the gambling skill. Even with the gambling skill, that damn quest takes forfreakingever of jamming on A.
The big thing to remember is to bail out at 6400 if you want to complete the quest.
Arguably, it's worth picking up one warrior level for all characters, since it gives a respectable starting accuracy bonus. All my characters dual-classed in warrior to start with for the supposed hit-point and combat bonuses. Leveling them any more than that first level might be a waste if you're not planning to use them on the front lines, though in my case it did lead the way for all my guys to have prestige classes lined up.
I'd recommend picking up L1 priest with all available characters early on. You don't have to advance any further than that in priest, and you can otherwise play the characters like normal, but in a pinch between battles you can unequip their forbidden gear and throw a few heals.
When you roll your characters, keep an eye on the prestige class requirements if you think you're ever going to have any interest in moving them over. Buying up stat points can be wicked expensive.
Equip your back-line guys with quarterstaffs. They suck, but every little bit helps.
If you're really stuck, you can do a semi-exploit by going into heroic formation and making your thief tank. At the beginning of each battle have the thief DEFEND > HIDE and subsequent rounds have him DEFEND while the rest of the party attacks from the back with bows or staves. This shorts out the AI for monsters that cannot attack the back rank or cast, and they just sit there and defend while you wear them down with your quarterstaffs. Of course, if you hit a group of monsters that can attack the back rank or cast, you can get owned, but you really don't start to see those in any number until maybe the third floor.
SAMURAI (War/Mag)
NINJA (War/Thi)
PALADIN (War/Pri)
DRUID (Pri/Mag)
You definitely do not need more than one thief or thief sub-class. The other three professions are all useful according to your playstyle. If I had it to do over again, I'd consider running a Wizard (Mag/Thi) or Ranger (Pri/Thi) in place of the ninja, since the ninja is proving to be kind of useless.
On the other hand I'm really proud of my ninja's name (Anais Ninja), so I guess she can stay.
I made it to the sixth floor and am getting TPKed a lot by groups composing many spellcasters. ...hell, almost every mob is a caster up here, with 30 damage or more breath weapons, sleep spells, etc.
I dunno. All the floors seem brutal I guess when you first hit them. F6 seems especially so though.
XBL |Steam | PSN | last.fm
possible spoiler material ahead.
Spoilering here for easy access, but also for vscroll rape.
Each drop will have data indicating an amount of Gold, a Trap and up to 3 Items. If no items are dropped, then you just get the gold. Otherwise, you will have a chest to deal with; 95% of which are always trapped. To get the items and gold, you must open the chest.
Each of the three items that can be dropped have their own chance to appear and their own selection of items they can be. For example, a Rhytisma on the 1st Floor could drop a Dagger and a Steel Helm, or a Healing Potion and a Scrap Metal, but never a Dagger and a Healing Potion or a Steel Helm and a Scrap Metal.
Finally, the Trap on the chest will have a Class and a DC value. The DC (Difficulty Class) is how difficult the trap is: in general, you want your Thief Level to be a bit higher than it. The Class indicates the selection of traps that may appear: a Class 2 trap can only be one of the first two Classes of Trap (Toxic Needle and Magic Bullet), but a Class 8 trap could be *any* of the 8 traps in the game. The traps are, in order: Toxic Needle, Magic Bullet, Toxic Gas, Bomb, 16-Ton Wt., White Light, Black Light and Baneful Beam.
Usually, every enemy on a single floor will have the same drop. (Basement is an important exception, as it is split into West and East sections.) However, particular enemies on the floor will instead drop different items. Furthermore, this is usually unique to this floor: if the monster has multiple versions and appears on later floors, they will not carry the unique drop they had on the previous floor. A Goblin Sgt. on the 2nd Floor has different items than one on the 4th Floor.
In any case, I shall list the drops ordered by Floor, with the Default Chest first followed by any exceptions for that floor. Please note that I'm unsure exactly how the game selects which enemy to collect the chest from -- at this time, I assume it's always the leader of the battle (which you can figure out by using Look at the start of battle), but I have not confirmed this. Still, whichever way it is chosen, the information should still be useful.
Training Area
=============
Sir Garland
Gold: 1d1 + 255
Trap: Class 2, DC 1
Item 1 (100% Chance):
...100%: Healing Potion
Item 2 (100% Chance):
...100%: Healing Potion
Item 3 (100% Chance):
...100%: Antidote
Basement
========
Default Chest (W)
Gold: 10d10 + 30
Trap: Class 2, DC 3
Item 1 ( 50% Chance):
....20%: Spear
....20%: Shortbow
....60%: Antidote
Item 2 ( 25% Chance):
....20%: Chainmail
....20%: Estoc
....20%: Claymore
....40%: Healing Potion
Item 3 ( 5% Chance):
....40%: Kris
....40%: Defensive Ward
....10%: Anti-Magic Ward
....10%: Fine Platemail
Default Chest (E)
Gold: 50d20 + 50
Trap: Class 5, DC 8
Item 1 ( 50% Chance):
....20%: Fine Leather
....20%: Fine Chainmail
....30%: Flail
....30%: Quarterstaff
Item 2 ( 25% Chance):
....20%: Anti-Magic Ward
....20%: Silver Chainmail
....20%: Great Helm
....40%: Healing Potion
Item 3 ( 5% Chance):
....30%: Lightning Bow
....30%: Naginata
....20%: Magic Wand
....10%: Cursed Mask
....10%: Wooden Pilum
Copper Coin
Gold: 30d10 + 100
Trap: Class 2, DC 4
Item 1 ( 50% Chance):
...100%: Scrap Metal
Gold Coin
Gold: 50d10 + 500
Trap: Class 4, DC 7
Item 1 ( 50% Chance):
...100%: Scrap Metal
1st Floor
=========
Default Chest
Gold: 5d6 + 10
Trap: Class 2, DC 1
Item 1 ( 25% Chance):
....30%: Dagger
....20%: Healing Potion
....30%: Robe
....20%: Scrap Metal
Item 2 ( 5% Chance):
....20%: Steel Helm
....60%: Antidote
....20%: Scrap Metal
Killer Bat, Thief
Gold: 10d6 + 10
Trap: Class 2, DC 3
Item 1 ( 50% Chance):
....20%: Dagger
....20%: Leather Helm
....30%: Healing Potion
....10%: Robe
....10%: Compass
....10%: Scrap Metal
Item 2 ( 25% Chance):
....20%: Steel Helm
....80%: Antidote
Bronze Coin
Gold: 20d10 + 100
Trap: Class 2, DC 2
Item 1 ( 50% Chance):
...100%: Scrap Metal
2nd Floor
=========
Default Chest
Gold: 10d6 + 20
Trap: Class 2, DC 2
Item 1 ( 50% Chance):
....20%: Longsword
....20%: Leather Armor
....30%: Healing Potion
....20%: Antidote
....10%: Scrap Metal
Item 2 ( 25% Chance):
....20%: Steel Helm
....20%: Handaxe
....20%: Shortbow
....10%: Healing Potion
....10%: Battleaxe
....10%: Compass
....10%: Scrap Metal
Goblin Sgt., Lost Soul
Gold: 15d6 + 20
Trap: Class 2, DC 4
Item 1 ( 50% Chance):
....20%: Quarterstaff
....20%: Longsword
....30%: Healing Potion
....20%: Antidote
....10%: Scrap Metal
Item 2 ( 25% Chance):
....20%: Steel Helm
....20%: Buckler
....10%: Flail
....10%: Kris
....20%: Battleaxe
....20%: Fine Compass
Vagrant Mage
Gold: 15d10 + 30
Trap: Class 3, DC 5
Item 1 ( 50% Chance):
....20%: Flail
....20%: Shortbow
....40%: Healing Potion
....10%: Jerky
....10%: Compass
Item 2 ( 25% Chance):
....20%: Molotov Cocktail
....20%: Wooden Shield
....20%: Platemail
....20%: Healing Potion
....20%: Frilled Codpiece
Item 3 ( 5% Chance):
....30%: Fine Leather
....30%: Fine Chainmail
....20%: Kris
....10%: Shotel
....10%: Silver Chainmail
3rd Floor
=========
Default Chest
Gold: 15d10 + 30
Trap: Class 3, DC 5
Item 1 ( 50% Chance):
....20%: Flail
....20%: Shortbow
....40%: Healing Potion
....10%: Jerky
....10%: Compass
Item 2 ( 25% Chance):
....20%: Molotov Cocktail
....20%: Wooden Shield
....20%: Platemail
....20%: Healing Potion
....20%: Frilled Codpiece
Item 3 ( 5% Chance):
....30%: Fine Leather
....30%: Fine Chainmail
....20%: Kris
....10%: Shotel
....10%: Silver Chainmail
Spear Dancer, Imp
Gold: 20d10 + 30
Trap: Class 3, DC 7
Item 1 ( 60% Chance):
....20%: Spear
....20%: Buckler
....10%: Mirage Mantle
....10%: Shotel
....30%: Healing Potion
....10%: Jerky
Item 2 ( 30% Chance):
....30%: Longbow
....40%: Estoc
....10%: Kris
....10%: Antidote
....10%: Choker Necklace
Item 3 ( 5% Chance):
....30%: Crossbow
....30%: Halberd
....30%: Fine Leather
....10%: Great Helm
4th Floor
=========
Default Chest
Gold: 20d10 + 40
Trap: Class 4, DC 9
Item 1 ( 50% Chance):
....20%: Claymore
....20%: Cutlass
....60%: Healing Potion
Item 2 ( 25% Chance):
....20%: Fine Platemail
....20%: Fine Chainmail
....20%: Fine Leather
....20%: Recovery Potion
....10%: Choker Necklace
....10%: Battleaxe
Item 3 ( 5% Chance):
....30%: Fireblade
....30%: Shotel
....30%: Katana
....10%: Lightning Bow
Goblin Major, Beastmaster
Gold: 25d10 + 40
Trap: Class 4, DC 10
Item 1 ( 70% Chance):
....20%: Wooden Shield
....20%: Tricorne Hat
....30%: Antidote
....10%: Frilled Codpiece
....10%: Choker Necklace
....10%: Fine Compass
Item 2 ( 50% Chance):
....20%: Crossbow
....20%: Halberd
....20%: Jitte
....40%: Healing Potion
Item 3 ( 10% Chance):
....30%: Rapier
....30%: Assassin Bow
....20%: Warhammer
....10%: Metal Shield
....10%: Magic Wand
Silver Coin
Gold: 40d10 + 300
Trap: Class 4, DC 5
Item 1 ( 50% Chance):
...100%: Scrap Metal
5th Floor
=========
Default Chest
Gold: 25d10 + 50
Trap: Class 5, DC 11
Item 1 ( 60% Chance):
....20%: Halberd
....20%: Fine Leather
....30%: Healing Potion
....20%: Quarterstaff
....10%: Choker Necklace
Item 2 ( 25% Chance):
....20%: Harakiri Dagger
....20%: Assassin Bow
....20%: Katana
....10%: Miracle Potion
....30%: Recovery Potion
Item 3 ( 5% Chance):
....30%: Nodachi
....30%: Poison Blade
....30%: Breguet's Sword
....10%: Mirage Mantle
Ba'al Demon, Nightmare
Gold: 30d10 + 50
Trap: Class 5, DC 13
Item 1 ( 75% Chance):
....20%: Crossbow
....20%: Fine Platemail
....60%: Robe
Item 2 ( 50% Chance):
....20%: Shotel
....20%: Fireblade
....20%: Warhammer
....40%: Antidote
Item 3 ( 10% Chance):
....30%: Chaos Dagger
....30%: Demon Tiara
....30%: Scarlet Robe
....10%: Arbitrator Cape
6th Floor
=========
Default Chest
Gold: 30d10 + 60
Trap: Class 7, DC 13
Item 1 ( 60% Chance):
....10%: Defensive Ward
....10%: Anti-Magic Ward
....20%: Silver Chainmail
....20%: Recovery Potion
....20%: Power Lollipop
....20%: Antidote
Item 2 ( 30% Chance):
....40%: Metal Shield
....40%: Magic Wand
....10%: Recovery Potion
....10%: Arbitrator Cape
Item 3 ( 5% Chance):
....10%: Emerald Sword
....20%: Kogarasu Maru
....30%: Berserker Axe
....20%: Phoenix Bow
....10%: Chaos Dagger
....10%: Heal Ring
Silver Demon, Bugyo
Gold: 35d10 + 60
Trap: Class 7, DC 15
Item 1 ( 75% Chance):
....20%: Warhammer
....20%: Great Helm
....20%: Antidote
....10%: Miracle Potion
....10%: Chaos Dagger
....10%: Metal Shield
....10%: Choker Necklace
Item 2 ( 50% Chance):
....20%: Bikini Armor
....20%: Power Lollipop
....20%: Lightning Bow
....10%: Heavy Crossbow
....10%: Miracle Potion
....10%: Return Ring
....10%: Demon Tiara
Item 3 ( 10% Chance):
....30%: Dragon Lance
....30%: Saint's Mace
....20%: Rune Shield
....10%: Spirit Sword
....10%: Sylph Blade
Cloud Giant, Mist Giant
Gold: 50d10 + 70
Trap: Class 8, DC 16
Item 1 ( 50% Chance):
....30%: Miracle Potion
....70%: Giant's Ear
Item 2 ( 25% Chance):
....30%: Breguet's Sword
....30%: Ninja Outfit
....20%: Cursed Mask
....20%: Demon Tiara
Item 3 ( 5% Chance):
....40%: Heal Ring
....20%: Sylph Blade
....10%: Rune Shield
....10%: Oborotsuki
....10%: Gekkou
....10%: Emerald Sword
Venom Dragon
Gold: 50d10 + 70
Trap: Class 8, DC 16
Item 1 ( 50% Chance):
....30%: Miracle Potion
....70%: Dragon's Fang
Item 2 ( 25% Chance):
....10%: Ninja Mask
....40%: Cursed Mask
....30%: Rune Shield
....20%: Power Lollipop
Item 3 ( 5% Chance):
....30%: Heal Ring
....20%: Hard Leather
....20%: Scarlet Robe
....10%: Ninja Outfit
....10%: Oborotsuki
....10%: Gekkou
7th Floor
=========
Default Chest
Gold: 35d10 + 70
Trap: Class 8, DC 15
Item 1 ( 70% Chance):
....10%: Miracle Potion
....20%: Power Lollipop
....30%: Cursed Mask
....20%: Recovery Potion
....10%: Antidote
....10%: Chaos Dagger
Item 2 ( 30% Chance):
....20%: Breguet's Sword
....20%: Scarlet Robe
....20%: Hard Leather
....30%: Miracle Potion
....10%: Barrier Device
Item 3 ( 10% Chance):
....20%: Heal Ring
....20%: Spirit Sword
....20%: Sylph Blade
....30%: Oborotsuki
....10%: Gekkou
Gold Demon, Sorcerer
Gold: 40d10 + 70
Trap: Class 8, DC 18
Item 1 ( 75% Chance):
....20%: Naginata
....20%: Metal Shield
....10%: Heavy Crossbow
....50%: Miracle Potion
Item 2 ( 50% Chance):
....20%: Wooden Pilum
....20%: Return Ring
....30%: Giant Hammer
....10%: Ninja Outfit
....10%: Spirit Sword
....10%: Emerald Sword
Item 3 ( 10% Chance):
....30%: Sorcerer's Hat
....30%: Armor of Order
....20%: Shield of Order
....10%: Rune Shield
....10%: Mechanized Armor
Storm Giant
Gold: 50d10 + 70
Trap: Class 8, DC 18
Item 1 ( 50% Chance):
...100%: Giant's Ear
Item 2 ( 25% Chance):
....30%: Breguet's Sword
....30%: Ninja Outfit
....20%: Cursed Mask
....20%: Miracle Potion
Item 3 ( 5% Chance):
....30%: Heal Ring
....30%: Sylph Blade
....20%: Oborotsuki
....20%: Gekkou
Dragonmaster
Gold: 50d10 + 80
Trap: Class 8, DC 20
Item 1 ( 50% Chance):
....30%: Miracle Potion
....70%: Demon's Eye
Item 2 ( 25% Chance):
....20%: Holy Grenade
....20%: Kogarasu Maru
....30%: Berserker Axe
....20%: Lightning Bow
....10%: Emerald Sword
Item 3 ( 5% Chance):
....30%: Saint's Armor
....30%: Saint's Helm
....20%: Gekkou
....10%: Brightsaber
....10%: Kamikaze
Venom Dragon
Gold: 50d10 + 70
Trap: Class 8, DC 16
Item 1 ( 50% Chance):
....30%: Miracle Potion
....70%: Dragon's Fang
Item 2 ( 25% Chance):
....10%: Ninja Mask
....40%: Cursed Mask
....30%: Rune Shield
....20%: Power Lollipop
Item 3 ( 5% Chance):
....30%: Heal Ring
....20%: Hard Leather
....20%: Scarlet Robe
....10%: Ninja Outfit
....10%: Oborotsuki
....10%: Gekkou
Red Dragon
Gold: 50d10 + 70
Trap: Class 8, DC 18
Item 1 ( 50% Chance):
...100%: Dragon's Fang
Item 2 ( 25% Chance):
....20%: Ninja Mask
....20%: Scarlet Robe
....20%: Hard Leather
....20%: Dragon Lance
....20%: Miracle Potion
Item 3 ( 5% Chance):
....30%: Heal Ring
....30%: Sylph Blade
....20%: Oborotsuki
....20%: Gekkou
????
====
Default Chest
Gold: 40d10 + 80
Trap: Class 8, DC 18
Item 1 ( 70% Chance):
....20%: Lightning Bow
....20%: Bikini Armor
....20%: Defensive Ward
....20%: Recovery Potion
....20%: Anti-Magic Ward
Item 2 ( 30% Chance):
....20%: Holy Grenade
....20%: Kogarasu Maru
....20%: Berserker Axe
....30%: Miracle Potion
....10%: Shield of Order
Item 3 ( 10% Chance):
....30%: Saint's Armor
....30%: Saint's Helm
....30%: Gekkou
....10%: Kamikaze
Hobgoblin, Demon Doll
Gold: 45d10 + 80
Trap: Class 8, DC 20
Item 1 ( 75% Chance):
....20%: Metal Shield
....20%: Frilled Codpiece
....60%: Miracle Potion
Item 2 ( 50% Chance):
....20%: Phoenix Bow
....20%: Holy Grenade
....30%: Ninja Outfit
....30%: Power Lollipop
Item 3 ( 10% Chance):
....30%: Mechanized Armor
....30%: Barrier Device
....30%: Aegis Shield
....10%: Brightsaber
Demonmaster
Gold: 50d10 + 80
Trap: Class 8, DC 20
Item 1 ( 50% Chance):
...100%: Demon's Eye
Item 2 ( 25% Chance):
....20%: Holy Grenade
....20%: Kogarasu Maru
....20%: Berserker Axe
....20%: Cursed Mask
....20%: Miracle Potion
Item 3 ( 5% Chance):
....30%: Saint's Armor
....30%: Saint's Helm
....20%: Gekkou
....10%: Brightsaber
....10%: Kamikaze
I got the heirloom from the gambler, but I can't figure out how to turn it in to finish the quest. It just lets me abandon the quest when I go to the guild. What else do I have to do?
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Gotta give it to the guy who wants it. He's in the northwest portion of the second floor (in other words, not on the way to the pirate fort).
Smart of me.
So, that's a free levelin' up to level 3 for everyone in the party then.
Using the standard Warrior/Thief/Mage/Priest party, the Priest can't become a Thief or a Mage, so he has to become the Paladin. The Thief can't become a Priest either, so he has to be a Ninja or Wizard, and that blows because I don't want either class (unless someone can say Wizards are godly?)