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Etrian Odyssey

Etrian Odyssey

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Welcome to Etrian Odyssey, a challenging dungeon-crawling RPG where you create your own guild and map the treacherous, procedurally generated Labyrinth floor by floor. You'll need to carefully manage your party's skills, gear, and exploration to survive the dangers within the Azure Woodlands.

This guide will help you conquer the Labyrinth, from navigating early missions and building an effective guild to taking down tough bosses like Fenrir and completing optional quests. We'll cover essential gear, enemy strategies, and how to earn those coveted Gold Medals.

Part 1

Embark on your Etrian Odyssey journey! This guide covers the introduction, gameplay basics, and class overviews to help you prepare for dungeon crawling.

Hey there! Ready to dive into Etrian Odyssey? This guide is your first step to getting acquainted with the game. We'll cover the basics, from the story that sets the stage to how the gameplay actually works, and even give you a rundown of the classes you can choose from. Think of this as your friendly heads-up before you even step foot into the Labyrinth!

Story: The world of Etrian Odyssey is built around a mysterious Labyrinth that appeared near the town of Etria. People are drawn to it for all sorts of reasons – riches, fame, or just the thrill of adventure. It's a place of great danger but also immense promise, where the line between life and death is constantly blurred. You'll be stepping into this world as a new adventurer, ready to explore its depths.

Gameplay: This game is a classic dungeon-crawling RPG. You'll be moving through dungeons in first-person view on the top screen, while the bottom screen is dedicated to your map. You'll assemble a party of five characters, choosing from nine different classes (though some need to be unlocked first). It's all about strategic exploration and careful planning as you venture deeper into the unknown.

Part 2

Master Etrian Odyssey combat with Boost mechanics, understand all status effects, and navigate Etria's town services like the Rooster Inn and Ceft Apothecary.

Walkthrough
  1. 1
    In-Game Time: An hour of in-game time passes after you move 30 steps/squares.
  2. 2
    Inventory Management: Your backpack holds 60 items. You will be forced to throw away items if your bag fills up.
  3. 3
    Encounter Radar (your minimap with nearby blips and threats marked): The circle on the bottom right of the screen indicates the chance of a random encounter. Blue is low; red is high. The bar that occasionally appears next to the circle warns of the proximity of a FOE (Field Enemy). One bar means a FOE is 3 steps away, two bars means 2 steps away, and three bars means the FOE is one step away.
  4. 4
    Quest Limit: You can only have 5 quests at a time.
  5. 5
    Quest Availability: Check for new quests every time you step foot on a new floor, as this usually triggers their availability.
  6. 6
    Selling to Shilleka: When selling items to Shilleka, press "Y" to sell multiples of the same item to her all at once.

How Boost Works:

  • Boost points increase when you deal or receive damage. When your Boost points reach 100, you may use the Boost option during combat. Using Boost does not take up the turn; you can use Boost and then choose your action.
  • Boost increases the level of a skill by 5. For example, since Multihit hits 3 times at level 10, if your Multihit is at level 5 or above, it will hit 3 times when boosted. Since Smite has a chance of Bind Arm when it hits level 5, any boosted Smite will have a chance to Bind Arm.
  • Boost greatly increases the amount of damage dealt by any attack.
  • Boost seems to give a 100% chance of inflicting poison. Other status effects may also be affected.
  • Your Boost points drop to zero whenever you return to town.

Menus:

  • Main Menu: Includes Items (use an item), Skills (use learned skills, costs TP), Status (check party member status and skills), Equip (equip items), Custom (learn/level up skills), Party (change party formation), and Quests (view active/completed quests).
  • Battle Commands: Attack (use equipped weapon), Defend (decrease damage received), Skills (use learned skills, costs TP), Items (use inventory items), Boost, and Escape.

Stats:

  • ATK: Sum of STR and the weapon's attack value.
  • DEF: Sum of VIT and the armor's defense value.
  • STR: Affects attack power.
  • VIT: Affects HP and defense.
  • AGI: Affects turn order and evade rate.
  • LUC: Affects chances of finding items.
  • TEC: Affects TP and skill strength.

Status Effects:

  • Death: When HP drops to 0, or when attacked by an instant-death skill.
  • Sleep: Cannot act and receives more damage. Wakes up when struck.
  • Confuse: Character cannot be controlled and may attack comrades.
  • Poison: Receive damage at the end of each turn.
  • Curse: Any damage dealt is reflected back to the character.
  • Blind: Accuracy is greatly decreased.
  • Stone: Petrified statue receives more damage.
  • Paralysis: Cannot move.
  • Terror: Character might not follow orders; may follow the caster's orders.
  • Bind Arm: Cannot use skills requiring the arms.
  • Bind Head: Cannot use skills requiring thought or voice.
  • Bind Legs: Cannot use skills requiring the legs.

The Town of Etria - Verda Plaza:

  • The Rooster Inn: Offers Sleep (until morning, heals all HP/TP), Nap (until evening, heals all HP/TP), Talk (to innkeeper), Save (game), and Leave (return to Plaza). Cost for sleep is based on the levels of the first 3 (or 4?) party members.
  • Ceft Apothecary: Offers Revive (resurrect dead/petrified members; costs 10en per level of the person being revived, maxes out at 500en), Buy medicine, Talk (to Dr. Hoffman), and Leave (return to Plaza).
  • Shilleka's Goods: Offers Buy (Weapons, Armor, Accessories, Items), Sell (accumulated goods), Talk (to Shilleka), and Leave (return to Plaza). Shilleka purchases equipment for 20% of her selling price. Selling monster drops and items from gathering points unlocks new equipment.
  • Golden Deer Pub: Offers Accept quests (hear requests), Report results (confirm completion or give up), Talk (with Valerie, the publican), and Leave (return to Plaza). You can only hold 5 quests at a time.

Part 3

Manage your Guild and report missions at Radha Hall in Etrian Odyssey. Learn about character retirement bonuses and class details.

Explorers Guild Options:

  • Register: Add a new adventurer to your Guild.
  • Organize: Allow a member of your Guild to leave, retire, or rest.
  • Formation: Form an adventuring party from your Guild's members.
  • Talk: Speak with the Guildmaster.
  • Leave: Return to the Plaza.

Resting and Retiring: These options are only available for characters above level 30.

  • Resting: Frees up a character's skill points but drops them 10 levels. You can then reassign all remaining skill points.
  • Retiring: Allows you to create a new character with bonus stats and skill points based on the following chart:
    • Level 30-39 retired: 2 skill points gained, 1 stat point gained
    • Level 40-49 retired: 3 skill points gained, 1 stat point gained
    • Level 50-59 retired: 4 skill points gained, 2 stat points gained
    • Level 60-69 retired: 5 skill points gained, 2 stat points gained
    • Level 70 retired: 6 skill points gained, 3 stat points gained
    The single stat raised for the new character is based on the previous class:
    • STR: Landsknecht, Dark Hunter, Ronin
    • VIT: Protector
    • AGI: Survivalist
    • LUC: Troubadour
    • TEC: Medic, Alchemist, Hexer
    These bonuses do not stack.

Radha Hall Options:

  • Accept missions: Accept official missions from the Radha.
  • Report results: File a report after completing missions.
  • Report discoveries: Tell the Radha about monsters and items you discover.
  • Talk: Speak with Subaltern Quinn.
  • Leave: Return to the Plaza.

You can report discoveries to Subaltern Quinn occasionally. Completing both lists of discoveries may result in a reward.

Classes:

Landsknecht

  • Description: A powerhouse class specializing in physical damage, capable of rushing into dangerous situations. Their physical strength comes at the cost of defense. Some skills can further increase raw power by abandoning defense. They possess a few elemental skills for fighting magical enemies.
  • Strengths: High attack power, capable of multiple attacks.
  • Weaknesses: Low defense, few non-physical attacks.
  • Game Description: Masters of sword and axe, capable of bearing a wide range of weapons and armor in close combat. Balanced warriors for the front line.

Survivalist

  • Description: Crafty dungeon explorers with knowledge of the Labyrinth. They can blend into shadows, making them harder to hit, and raise the entire party's speed. Their bows allow attacks from either line with no damage penalty, and some skills can attack multiple enemies at once.
  • Strengths: Effective status enhancements, useful woodland skills.
  • Weaknesses: Low attack power, no elemental attacks.
  • Game Description: Flee-footed and wise in the ways of the forest, their bow skills make them desirable allies. Fast-acting fighters useful in either line.

Protector

  • Description: Holy knights specializing in defending themselves and the party. Their versatile defenses can be applied to themselves, a specific line, or the entire party. They can guard against elemental attacks and possess formidable weapon skills. Some basic healing skills are also included.
  • Strengths: Excellent defense, high attack power, healing abilities.
  • Weaknesses: Specific defenses are a gamble, no elemental attacks.
  • Game Description: Holy defenders of the weak. A Protector's sword and shield are invaluable tools when in the dungeon. Best used as front-line warriors.

Dark Hunter

  • Description: Masters of inflicting status ailments, capable of binding enemies before killing them. Their proficiency with whips allows them to immobilize enemies before draining their life. When equipped with a sword, they can deliver pinpoint strikes to paralyze, confuse, or petrify a monster.

Part 4

Explore Etrian Odyssey classes like the Dark Hunter, Medic, Alchemist, Troubadour, Ronin, and Hexer, detailing their strengths, weaknesses, and roles.

Dark Hunter

The Dark Hunter wields whips and swords, capable of inflicting various status ailments and binding enemies to limit their actions. Their skills are best utilized on the front lines. Strengths include inflicting most status ailments, while weaknesses are low attack and defense under normal circumstances.

Medic

Medics are the all-purpose healers of the party, able to undo damage, heal status ailments, cure wounds, and even resurrect dead party members. They can also provide beneficial status effects like HP regeneration and elemental resistance. While their low defense makes front-line placement risky, they possess surprisingly strong attack power. Their healing gifts allow experienced warriors to survive difficult battles, and they should be used from the back. Strengths include a versatile range of healing skills and good attack power, with weaknesses being low defense and HP.

Alchemist

Alchemists are magic-users who exploit elemental weaknesses with powerful formulas, commanding Fire, Ice, and Voltage (Lightning) spells. They can also poison enemies and possess useful field skills like locating FOEs (Field Obstacles) and warping to safety at a nearby Geomagnetic Field. Strengths are their second-to-none elemental spells, with weaknesses in low attack power, defense, and HP. These elementalists prefer the back line.

Troubadour

Troubadours are weak in attack and defense but can significantly boost the party's effectiveness with their songs. These buffs can increase HP, recover HP and TP (Technical Points), lend elemental properties to weapons, and grant more experience after battles. They can also debilitate enemies by canceling status benefits and lowering elemental resistance. Their support is always welcome in combat, and they are supporters able to work on either line.

Ronin

Ronin are foreign warriors whose combat skill surpasses even the Landsknecht. They can adopt three stances: Overhead (attacking with burning blades), Seigan (deflecting enemy attacks), and Iai (delivering blindingly fast strikes). Strengths are unmatched physical attacks and versatile skills, with the weakness of changing stances consuming turns. They are proud soldiers who demand the front line.

Hexer

Hexers are adept at crippling enemies with status ailments and possess deadly power over monsters through curses like Evil Eye, which can compel enemies to destroy comrades or themselves. They can also weaken an enemy's attack, defense, and speed. Strengths include reducing an enemy's power to nothing, with weaknesses in low defense and few direct attack abilities. They are tormentors used to the back line.

Guild Creation

The game begins at the Explorers Guild. You will name your guild and then register characters. During character creation, you choose a name, one of 7 classes, and one of 4 portraits. You can create up to 16 guild members, with 2 classes initially locked, so leaving slots open is advisable. Members can be removed later. Once a party is filled, you can leave the Guild, and other locations will open.

Tips
  • Consider the synergy between classes when forming your party in Etrian Odyssey.
  • Medics are essential for survival, especially in longer dungeons.
  • Alchemists are key for exploiting enemy elemental weaknesses.
  • Troubadours provide crucial buffs that can turn the tide of difficult battles.
  • Ronin and Dark Hunters excel in the front lines, dealing significant damage or applying debuffs.
  • Hexers offer powerful crowd control and enemy debuffing capabilities from the back line.

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