Etrian Odyssey III: The Drowned City: Difference between revisions

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* Around the end of the 3rd floor you're going to get the ability to multiclass.  
* Don't worry about defeating FOEs before you move to the next floor - they are intentionally hard.


* Don't worry about defeating FOEs before you move to the next floo - hey are intentionally hard.
* Don't bother wasting valuable skill points on Chop/Take/Mine. Instead make a group of Farmers as they can collect all three with Harvestry.


* Most bosses have a 'gimmick'-figuring it out makes them much easier. Someone will usually tell you/hint at it when you are on your way down.
* Give your non-active party members the Combat Study skill, especially for your Farmer team. This allows them to earn half the experience of your group while not in active use.


* Keep an alt party of farmers for farming. They are gonna get wiped for a bit; I ran my group with a hoplite for a bit until they were entirely self-sufficient. They're the main source of income for you.  
* You unlock multiclassing upon entering the 3rd Stratum, allowing you to pick a second class to pick skills from. Some popular combinations include Monk/Prince, Zodiac/Ninja and Arbalist/Gladiator.


* If you do the ship stuff (it's really pretty optional), you'll usually get some cool stuff that will help make bosses much easier.  
* There's no easy way to grind for experience, but the sea quest battles are a decent source as they can be repeated as many times as you like.


* Also, the sea quest battles can be repeated as many times as you like, allowing you to gain experience points very quickly early in the game without having to walk around in the dungeon waiting for enemy encounters.
* Map well! Nothing is more frustrating than wandering around a dungeon wondering where to go because you accidentally drew a wall where there isn't one.


* Map well!! Nothing is more frustrating than wandering around a dungeon wondering where to go because you accidentally drew a wall where there isn't one.  
* The Gladiator's and Zodiac's Charge abilities also boost the damage of physical and elemental Limits respectively, allowing them to do tremendous damage early on.


* Princes are pretty much the best party healer for the first part of the game.
* Zodiacs are immensely useful in the early-midgame, but their elemental spells start falling off towards the end. This can be offset by giving them Gladiator as a subclass as their physical boosts (most notably Charge) work with the powerful Meteor spell.


* Zodiacs are useful at first, but things start losing elemental weaknesses as the game goes on and they get less useful.
* The Hoplite's Anti-element skills are boring and eat a lot of skill points, but at max rank they completely nullify all effects of their respective elemental attacks (including debuffs) which makes certain fights far more manageable.


* There are two special classes you can unlock. If you want the shogun (sword wielder), select the Senatus' mission. If you want the yggdroid (robots), select the Abyssal King's.
* The decision you make at the end of the 3rd Stratum decides which ending path you end up in, and which bonus class you unlock. Taking the quest to kill the stratum boss nets you the Shogun while taking the quest to protect it nets you the Yggdroid (likely the worst class in the game).


[[Category:Games]]
[[Category:Games]]

Revision as of 12:50, 14 August 2018

  • Don't worry about defeating FOEs before you move to the next floor - they are intentionally hard.
  • Don't bother wasting valuable skill points on Chop/Take/Mine. Instead make a group of Farmers as they can collect all three with Harvestry.
  • Give your non-active party members the Combat Study skill, especially for your Farmer team. This allows them to earn half the experience of your group while not in active use.
  • You unlock multiclassing upon entering the 3rd Stratum, allowing you to pick a second class to pick skills from. Some popular combinations include Monk/Prince, Zodiac/Ninja and Arbalist/Gladiator.
  • There's no easy way to grind for experience, but the sea quest battles are a decent source as they can be repeated as many times as you like.
  • Map well! Nothing is more frustrating than wandering around a dungeon wondering where to go because you accidentally drew a wall where there isn't one.
  • The Gladiator's and Zodiac's Charge abilities also boost the damage of physical and elemental Limits respectively, allowing them to do tremendous damage early on.
  • Zodiacs are immensely useful in the early-midgame, but their elemental spells start falling off towards the end. This can be offset by giving them Gladiator as a subclass as their physical boosts (most notably Charge) work with the powerful Meteor spell.
  • The Hoplite's Anti-element skills are boring and eat a lot of skill points, but at max rank they completely nullify all effects of their respective elemental attacks (including debuffs) which makes certain fights far more manageable.
  • The decision you make at the end of the 3rd Stratum decides which ending path you end up in, and which bonus class you unlock. Taking the quest to kill the stratum boss nets you the Shogun while taking the quest to protect it nets you the Yggdroid (likely the worst class in the game).