Back when video game dungeons were navigated in first-person view, with no easy in-game map option available by design, people would resort to the graph paper from their school classes to map things out by hand. Seeing as the DS had a touch screen, Atlus figured that it could be used to the same end. So in 2007, Etrian Odyssey was released. For the next twelve years, a steady stream of followups (including two remakes and one spin-off) came about, players over and over mapping their way up, down, and even toward the world tree, Yggdrasil. Each game brought new character classes, fully customizable in their skill growth, and refinements to what previous classes brought to the table.
So here we are in 2019, with 3DS support winding down, and as such the last Etrian Odyssey of its kind is upon us. Nexus pulls some classes from all previous games to this moment, updating the oldest of them to modern standards, and still bringing fine-tuning of its own.
What this game brings from each previous iteration:
- EO1: Heckin' hard out of the gate at the start (the series relaxed on this game to game).
- EO3: Napier's Firm, because what better shopkeeper is there than that greedy girl? Uwa ha ha ha~
- EO4: Skill tree layout, locked behind level tiers, and the shop mechanic of all items requiring a finite amount of materials (harsh!).
- EO1 & 2 Untold: The setting is cohesive now, one shared world!
- EO5: The character customization and menu layouts!
What this game introduces:
- A world map, as this Yggdrasil tree is surrounded by a group of uninhabited islands!
- Character customization expanded! You can use portraits from ANY class for characters you make. This includes portraits from ALL past games (free DLC)!
- Best new innkeeper, along with her cat.
Look at this chonker!
Is there DLC? There is!
- The bulk of it is free (as mentioned above), bringing character portraits from all past games into use. For classes that are in Nexus, you get different art for them if you want.
- A quest that gives you tons of free XP, like in EO5. $1.99
- A quest that gives you 100% item drop rate! Also $1.99
- There is a "Bikini Armor" portrait for the Hero class, the only one that is paid-for. $1.99
It isn't the end of the series, and nobody knows where it's going just yet, but for now we'll have one last race to explore the furthest depths of the Yggdrasil labyrinth. Good luck fellow explorers, and thank you for the last 12 years of support, shared triumphs, and overall excitement.
EON resources:Skill SimulatorEO5 resources:Skill Simulator ---
In-Depth Numbers GuideOld EO resources:EO3 Skill Simulator ---
EO3 Subclass Recommendations ---
EO4 Skill SimulatorSeries Equipment Speed
Below is a list of how equipment affects your turn speed, assumed correct of the bulk of the series.
Swords: +/-0
Gauntlets: -5
Staves: -5
Katanas: -5
Bows: +10
Scythes: +5
Artillery: -15
Coffins: +5
Heavy Armor: -10
Light Armor: +/-0
Clothes: +5
Helmets: +/-0
Gloves: +5
Boots: +10
Shields: -5
Accessories: +/-0
Posts
I don't believe so.
Also I got my pre-order in fully paid. I will have this game.
This is what I wanted to know. I'm sad to know that it's not coming to the Switch. I'm not sure if I'm willing to dust my 3DS off for this game.
Also, the game released in Japan like a year ago, so its development probably predates the Switch. Either way, I'm pretty pumped. There's some cool alt portraits like a rad grandma
Also way fewer portraits that make you worried the FBI has you on a watchlist for playing the game.
Base-stats. https://docs.google.com/spreadsheets/d/1-3rN4573watIzxLISqbc-QpppVLzQytRBeHluxHS7j0/
So here's what's up with racial skills. Most of them are situational, build-dependent, party-dependent, or all of the above, but all of them are fair to good deals. If you want more Agility, and there's a racial skill that gives you more Agility, I don't have the exact numbers, but you're going to get a fair amount of Agility for what you're paying, and if your build thrives on that stat it's probably going to make a difference.
(Though earthrun Luck may become needlessly high for some skills.)
Brownies are also better at healing than lunarians are, except a bunch of heals ignore that stat.
A lot of people like them as tanks, but they'll run face first into every ailment that looks at them.
Therians dodge well, but their bad luck may disable dodging altogether. Earthrun may do better when things go to shit, though a therian might have killed everything by then.
Bad luck can actually help a particular Cestus-build get more hits in a turn.
They kind of do okay as certain types of casters that don't need good magic-stats.
For some reason, the combo-oriented Cestus has a kind of absurd skill-synergy, and will never gain enough points to line them all up.
The easy-mode solo-class is gun. Bang, bang.
For a full party, Ikkitousen/Warrior's Might/Crossing the Sanzu never stopped being able to outright cancel every single boss-fight, and has no chill, just like in previous games.
It hits like a debug-tool.
you can sort of approximate EO's control scheme on the switch if you have a dedicated button to pull up the map drawing screen and use the touchscreen to draw
So what're the Cestus and Masurao like exactly? Any comparison you can give to previous games?
The Cestus is like a melee Sniper (from IV), I guess? Her utility/control comes from the different binds she can apply (sniper-esque), but her damage comes from abilities that trigger off of her losing health. She can randomly counter attack when she loses health. I didn't really get much into the damage dealing abilities since I was focused on getting the gathering abilities and binds first. I think maybe pairing up a Cestus with a Shaman (I think the Shaman gets a regen thing with her chants) might be good.
Masurao is a pretty straightforward fighter. Really all his skills are just MOAR DAMAGE!!! Or MOAR HITS!!! Which I think can be used as a trigger for other things. I don't know how well this would work, but with some skills (maybe from a warlock? I know I saw a skill somewhere that did this) I'm thinking you could enchant the Masurao's weapon with an element, then use a Fencer's chain skills to get a lot of hits.
Also, I kinda just sped through the thing about reclassing, but apparently while at character creation you have restricted race/class combos, you can just reclass (possibly after level 5?) to any class (not race limited). You just get hit by a 5 level penalty. Seems kinda weird.
The other prestige-class is more staid, with critical hits for skills, some solid skills to crit with, and a pretty good debuff for evasion.
Both of them have a very strong debuff for enemy defense and a good buff for ally attack.
And both can inflict sleep, with an important change between Lv 4 and Lv 10: Going early in the turn or very late in the turn. Sleep increases damage taken and disables evasion, but wears off when exploited, so you want to control who is next up after this.
The Cestus has a build with big charge-type multipliers and manipulation of its own HP.
And one that runs out of SP fast because a majority of its skills synergise very well with eachother and trigger eachother.
That one has two options for attempting to inflict all three binds at the same time, and a skill that hits more times the more binds (plus an ailment) the target suffers.
But there's also a skill that results in more hits if you fail to actually land any of the binds, and I imagine a therian's lower Luck and higher Strength could do something with that.
All Cestus-builds have access to the largest attack-buff in the game. Single target, any partymember, including user. Drains HP, percentage depending on level. A small HP-loss can be useful for any Cestus, and an extreme loss can be useful for the kind that specialises in that sort of thing.
Allies who hit hard also like the buff, but none of them are big fans of extreme HP-loss.
Reclassing is just unlocked after an absurdly short story-progression.
And fencers really aren't impressing me at all. Got one link skill to rank 7, and it still refuses to proc more than once with 5-6 hits to proc from.
Speaking of portraits, eventual downloadable ones show up at the far right of the selection, past the classless two. Downloadable portraits are race-agnostic, too.
The general concensus on Chains has been that they take much more setup for slightly less payoff than other options, but they can become good enough to beat things with.
Three classes with reliable poison, this time. Reaper caps at 440 damage, Necromancer at 360, Herbalist at 280. More or less reverse that order for chance to inflict, but Herbalist is a special case for that.
I feel like I should mention that unlike most "mastery"-type skills in the series, Spooky Ghost Mastery has a fairly substantial effect at Lv 1. And the increases are pretty decent on a per level basis the whole way to 10.
Yeah, while I included fencer in my original party, I think I might take her out, wasn't all that impressed. Maybe a Rover, she seemed pretty cool, or a Harbinger. I dunno.
Yeah, between Rover, Necromancer, and Shaman (if you don't consider her also a healer) it doesn't seem like you need to run a dedicated Healer/Herbalist.
Also, I forget if this was in IV, but I really like that pets are treated differently than party members, and are persistent! If your Necro summons 3 wraiths and they're alive at the end of the battle, they'll still be there for the next battle (and can even summon them outside of battle). And you have 3 dedicated pet "slots", and don't act as a 6th party member. Though that does seem to be that Necros and Rovers kind of step on each other's toes.
Also, also, having a ranged tank is just weird guys.
Occasionally this leads to weird overrides between all the different ways to summon ghosts, though.
The only particularly dedicated healer that stands out is the herb-herbalist. It's kind of crazy how much bullshit healing that one can throw around all over the party at all times.
Anybody else who heals is more hybrid-like.
I meant more that having a rover and a necro on the same team would kinda gimp the necro a bit, since he wouldn't be able to keep 3 undead dudes out. But I dunno, maybe would still work. /shrug
Yeah, one ghost is a bit too little. Two isn't so bad, really. A bunker or dog or something can pull its own weight, so it's a trade.
Do the ghosts actually do damage? The ones my necro had were hitting for 7-10 every 2 or so turns. They were mostly fodder for poison bombs.
https://www.youtube.com/watch?v=UGipCwTA1RI
I love that this track has been recurring since EO3 because it's such a masterpiece, but it's not my favourite variation of it. I could do without the choir bits, particularly during the opening.
Steam: TheArcadeBear
The debuff-Reaper is a peculiar one. The debuffs are good, action-speed is high so debuffs are in place early, the big heal is fantastic, the bind-shield is useful. The big damage is not good. It's damage is nothing special for the investment, it can't benefit from any debuffs, and it interferes with the part of the class that's actually good.
https://www.youtube.com/watch?v=r2DPKpXVYDw
Kinda confused, if its big damage, how can it not be good? or that its nothing special? Not that I'm disagreeing with you, just haven't spent much time with Harbingers either.
The Dragoon just sort of has the option to do it, but other than Dragon Force, and the good old provoking from behind other people to abuse range-penalties, it's no big deal.
Scythe of Transcience simply dishes out fairly big damage. That takes a lot of setup. And costs a fair bit of TP. And is located deep in the skilltree.
And can't have that damage increased by debuffs on the enemy. And removes any debuffs the enemy has, so that they can't increase the damage of other things, either.
Used by a good debuffer-class.
Just an FYI, but its either after the first floor (or possibly the second) you get a quick quest from the guild guy that lets you change classes to anything, regardless of race, but it does cost you 5 levels (which isn't really anything early on). So, if you're trying to get a good mix of races, but aren't interested in say Warlock or Necro, you can still get a Celestrian on your team.
According to the preview video for the Rover class they have abilities for dungeon exploration stuffs.
https://www.youtube.com/watch?v=UiVi0c8ky00
Dragoons might be my new favorite class. It's your typical armor unit with an added twist of "Guns!" Not even just guns, as far as I can tell they're using Gunlances from Monster Hunter. It's like an Arbalist/Hoplite fusion and I love it.
Shamans are the other class I'm excited about: They seem like the Prince/Princess class from EO3, which means I get to go without the dedicated healer class again! I'm not too keen on the Brounies, though. Would I be missing something major by using a non-Brounie Shaman/team?
So I started off Fencer - Masurao // Dragoon - Warlock - Shaman. I know that the back row is always where the action's at in Etrian Odyssey, buuuuut I really feel like the front row classes are a snoozefest this time. Is the Dragoon still defensive enough that I can ignore the gun's inherent range advantage and move her to the front row? Or maybe the Shaman can?
I do wanna get one of the summoner classes in there. The Rover reminds me of the Wildlings, which I always thought were cool, but not cool enough to get me to not use a Ninja. Although it looks like they lack the Wildling's variety, not being able to summon elephants and whatnot (RIP The Plague God). I do like the idea of Necromancers, though.
Dragoons work just as well in either row, they're still the tankiest class even in the front. You could run a Celestrian Shaman if you don't want to use a Brouni; their heals won't be quite as good but they'll have more TP, and the buffs are just as good. Rovers can also handle the healing role if you don't want a Botanist, or they can be great back-row attackers. Rovers are definitely my new favourite.
My main team so far is Dragoon/pugilist//warlock/herbalist/rover. The herbalist will be going ailment specialisation instead of healer unless it turns out you actually need a specialised healer this time around. And since bruonis have awful luck growth I made mine a celestrian. And Rovers are either a healer or a direct damage dealer depending on spec. They aren't like wildlings at all.
Necromancers seem really interesting as well, but can't justify using one when I want to use both bunkers+hawk. That doesn't leave enough space for ghosts.
They do use Wis, but not really that much even for healing. They can hit reasonably hard with Int, and equip decent weapons for normal attacks.
A gang of two or three therian retribution-shamans could actually bludgeon things pretty efficiently.
Dragoons have no particular reason for staying in the back. They just happen to have guns. Actually, their biggest gun-skill is stronger up front.
I might have misread it though, my dragoon is probably going down the defensive tree.
Law and Order ≠ Justice