The "Slash Bro" Build.
These are builds that are focused on having majority of its weapons being compatible with the Arcana "Slash".
Most "Slash Bros" are characters that start with a weapon that is compatible with Slash already.
The "Slash Bro" Build.
These are builds that are focused on having majority of its weapons being compatible with the Arcana "Slash".
Most "Slash Bros" are characters that start with a weapon that is compatible with Slash already.
I: Sapphire Mist
Doubles or triple DPS for Luck builds. While this "scales" with luck, the cap is basically x2/x3 so no unlimited scaling.
Arguably the most "balanced" Darkana, but still more powerful than most.
I: Sapphire Mist
Doubles or triple DPS for Luck builds. While this "scales" with luck, the cap is basically x2/x3 so no unlimited scaling.
Arguably the most "balanced" Darkana, but still more powerful than most.
In the following series of posts, I will detail the thoughts and builds for various VS characters.
This focuses on the default cast, as I feel they are slightly more challenging to play and will exclude DLCs content for now.
In the following series of posts, I will detail the thoughts and builds for various VS characters.
This focuses on the default cast, as I feel they are slightly more challenging to play and will exclude DLCs content for now.
The Ravaged Swamp
This map should be done after getting Morton and Auch.
They make it easier not just because they can handle armor, but also their teams can be rearranged compared to Yahna's unit.
Yahna has dialogue with Beamont in this map.
The Ravaged Swamp
This map should be done after getting Morton and Auch.
They make it easier not just because they can handle armor, but also their teams can be rearranged compared to Yahna's unit.
Yahna has dialogue with Beamont in this map.
Compilation of Unicorn Overlord True Zenoiran Playthrough.
Compilation of Unicorn Overlord True Zenoiran Playthrough.
The Battle for Barbatimo.
This is the 6th stage I attempted.
This map isn't hard, but tricky without the right units.
The main challenge is the 50 second timer on TZ.
Morton doesn't have any special dialogue as far as I know without massive sequence breaking.
The Battle for Barbatimo.
This is the 6th stage I attempted.
This map isn't hard, but tricky without the right units.
The main challenge is the 50 second timer on TZ.
Morton doesn't have any special dialogue as far as I know without massive sequence breaking.
The Self-Effacing Sorcerer
5th stage on TZ.
Some folks say this stage is hard, but I actually don't find it too bad.
AFAIK, there is no special pre-battle dialogue Auch has with anyone, so I decided to show case what a drama queen this boy is.
The Self-Effacing Sorcerer
5th stage on TZ.
Some folks say this stage is hard, but I actually don't find it too bad.
AFAIK, there is no special pre-battle dialogue Auch has with anyone, so I decided to show case what a drama queen this boy is.
The Winged Knight
The 4th stage I tackled on TZ.
This stage is REALLY, REALLY HARD for some reason.
Forced to grind a bit on Selvie's maps and hire an extra Gryphon Knight.
Special dialogue in this stage is between Mandrin and Ochlys. Barely anything tho...
The Winged Knight
The 4th stage I tackled on TZ.
This stage is REALLY, REALLY HARD for some reason.
Forced to grind a bit on Selvie's maps and hire an extra Gryphon Knight.
Special dialogue in this stage is between Mandrin and Ochlys. Barely anything tho...
Castlevania: Circle of the Moon Thread Compilation.
For easy reference in the future for myself.
Castlevania: Circle of the Moon Thread Compilation.
For easy reference in the future for myself.
Someone asked me how Diana can be good BECUZ SUMMONS ARE THE ROXORZ, N00B!!!
Therefore, I decided to demonstrate its effectiveness in MM:
Example 1)
Mandragora vs Cerebrus.
Someone asked me how Diana can be good BECUZ SUMMONS ARE THE ROXORZ, N00B!!!
Therefore, I decided to demonstrate its effectiveness in MM:
Example 1)
Mandragora vs Cerebrus.
I started Unicorn Overlord on True Zenorian Mode.
The Prologue was doable, though as expected everything hits like a truck.
In this mode, I think Joseph needs to carry harder early on and getting 1 or 2 units knocked out is a common occurrence.
I started Unicorn Overlord on True Zenorian Mode.
The Prologue was doable, though as expected everything hits like a truck.
In this mode, I think Joseph needs to carry harder early on and getting 1 or 2 units knocked out is a common occurrence.
Battle Arena: Magician Mode
I am going to outline the strategies I used to clear Battle Arena (BA) on Magician Mode.
Below are my stats. I would say it's a bit over-leveled at 65.
The EQ loadout is geared towards STR-maximizing.
Battle Arena: Magician Mode
I am going to outline the strategies I used to clear Battle Arena (BA) on Magician Mode.
Below are my stats. I would say it's a bit over-leveled at 65.
The EQ loadout is geared towards STR-maximizing.
DSS Spell review Part 10B
The Remaining Pluto Spells.
The spells here have no theme, except that unlike Salamander and Serpent, their effects are less sub-weapon choice dependent.
Part B will review them
DSS Spell review Part 10B
The Remaining Pluto Spells.
The spells here have no theme, except that unlike Salamander and Serpent, their effects are less sub-weapon choice dependent.
Part B will review them
DSS Spell review Part 10A
The Pluto Card and Sub-weapons.
Pluto spells are a mishmash of effects with no central themes.
Since the first 2 spells focus on sub-weapons, Part A will review both the sub-weapon itself and associated sub-weapon spells.
DSS Spell review Part 10A
The Pluto Card and Sub-weapons.
Pluto spells are a mishmash of effects with no central themes.
Since the first 2 spells focus on sub-weapons, Part A will review both the sub-weapon itself and associated sub-weapon spells.
DSS Spell review Part 9
The Uranus Card.
Spells summons legendary beasts into battle.
Best-known for making the game easy, since Summons all do good damage and grants invincibility.
It is still STR-dependent, so bad STR means bad damage
DSS Spell review Part 9
The Uranus Card.
Spells summons legendary beasts into battle.
Best-known for making the game easy, since Summons all do good damage and grants invincibility.
It is still STR-dependent, so bad STR means bad damage
DSS Spell review Part 8
The Saturn Card.
Spells create familiars.
Unlike SotN, the familiars in CotM have no map exploration perks and are purely for combat.
Even in combat, they don't provide stats/eq/spell perks and are all direct-damage effects.
DSS Spell review Part 8
The Saturn Card.
Spells create familiars.
Unlike SotN, the familiars in CotM have no map exploration perks and are purely for combat.
Even in combat, they don't provide stats/eq/spell perks and are all direct-damage effects.
DSS Spell review Part 7
The Neptune Card.
Spells allow HP recovery from elemental attacks at expense of MP.
Invincibility: The Card.
MP cost relevant only in low-DEF modes, except MM with its almost-infinite MP.
DSS Spell review Part 7
The Neptune Card.
Spells allow HP recovery from elemental attacks at expense of MP.
Invincibility: The Card.
MP cost relevant only in low-DEF modes, except MM with its almost-infinite MP.
DSS Spell review Part 6
The Apollo Card.
Game says "Potential to create explosives"
That's a lie.
What the spells really do is creating sub-weapon replacements.
Apollo, like his twin (?) Diana, are often misunderstood due high MP cost and quirks.
DSS Spell review Part 6
The Apollo Card.
Game says "Potential to create explosives"
That's a lie.
What the spells really do is creating sub-weapon replacements.
Apollo, like his twin (?) Diana, are often misunderstood due high MP cost and quirks.
DSS Spell review Part 5
The Diana Card.
Spells add projectile effects to whip attack.
Most underrated card IMHO.
During first exposure in VKM, high MP cost and weird hit mechanics give bad impression.
Strongest in MM, but usable in all modes.
DSS Spell review Part 5
The Diana Card.
Spells add projectile effects to whip attack.
Most underrated card IMHO.
During first exposure in VKM, high MP cost and weird hit mechanics give bad impression.
Strongest in MM, but usable in all modes.
DSS Spell review Part 4
The Mars Card.
Spells create weapons that replace the whip.
Great for people who dislike the whip.
Most weapons are straight upgrades given meh whip hitbox. The only downside is no whip spin and elemental resistance.
DSS Spell review Part 4
The Mars Card.
Spells create weapons that replace the whip.
Great for people who dislike the whip.
Most weapons are straight upgrades given meh whip hitbox. The only downside is no whip spin and elemental resistance.
DSS Spell review Part 3
The Jupiter Card.
Spells creates barriers or grant protective effects.
Barriers can do damage but are best used for exploration or interception.
With one important exception, the protective effects are situational.
DSS Spell review Part 3
The Jupiter Card.
Spells creates barriers or grant protective effects.
Barriers can do damage but are best used for exploration or interception.
With one important exception, the protective effects are situational.
DSS Spell review Part 2
The Venus Card.
Spells enhance stats.
Only 4 stats in game:
STR
DEF
INT
LCK
To understand this card, understand the stats.
To unlock description, a colored flash will happen, but condition not always obvious.
DSS Spell review Part 2
The Venus Card.
Spells enhance stats.
Only 4 stats in game:
STR
DEF
INT
LCK
To understand this card, understand the stats.
To unlock description, a colored flash will happen, but condition not always obvious.
DSS Spell review Part 1
The Mercury Card.
Spells elementally enhance the whip. It's great for people who like the whip.
Not super broken, Mercury is the earliest and easiest card to get, most useful in Vampire Killer Mode (VKM).
DSS Spell review Part 1
The Mercury Card.
Spells elementally enhance the whip. It's great for people who like the whip.
Not super broken, Mercury is the earliest and easiest card to get, most useful in Vampire Killer Mode (VKM).
I played as a kid, but never finished. Loved the DSS concept. Better get it done before world ends.
Beaten on Vampire Killer, and just beaten on Magician.
Magician mode is different game for sure.
Look at how bad every stat but INT is!
I played as a kid, but never finished. Loved the DSS concept. Better get it done before world ends.
Beaten on Vampire Killer, and just beaten on Magician.
Magician mode is different game for sure.
Look at how bad every stat but INT is!
Uploading here.
Key in XB3 end/postgame is Tank setup. Good tank makes the game easy. Most of the classes can be used as tank, it is just about the build.
Flash Fencer as the main tank on superbosses (Yes! No joke!)
Uploading here.
Key in XB3 end/postgame is Tank setup. Good tank makes the game easy. Most of the classes can be used as tank, it is just about the build.
Flash Fencer as the main tank on superbosses (Yes! No joke!)