Difference between revisions of "Event Quest:Raiders of the Lost Isle 2: Undersea City of Promise/Quest Details"

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Phase 1: Enemy Nomad kindles the fire barriers with HP regeneration every couple of turns. The fire itself causes burns and HP depletion to nearby units, and moves forward if you decide to move backward. As the fires are all None Weapon Type, you may choose to stall once eliminating Nomad, who is the only enemy in this phase who can eliminate units.
 
Phase 2: Enemy Asterius has a massive amount of HP, and deals some decent damage all within Magic range. Best to buff stack to eliminate this unit.
 
Phase 3: Enemy Tangaroa, when struck, bestows numerous buffs, including Guts, to the adjacent Tribe Members.
 
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Phase 1: Enemy Robinson is a priority to eliminate since his hp depletion, buffed damage, cp down, and buff removal can't be ignored without consequence. He also gets his fairly lethal charge up a bit faster than Enemy Kiji. Plant barricades inflict two skill activation rate-reducing debuffs on attack. Enemy Kijimuna inflicts Break on the attacking unit and the units beside that one, and has extreme HP that can't easily be cleared in one hit, and regains full health if any barricades are still left at the end of the turn. He self charges his charge, which spells game over: all range bind with heavy damage, and constant subsequent charges in every following turn.
 
Phase 2: Enemy tribe members restore full hp to every other allied unit when leaving battle. This makes board wiping all enemies at once nearly impossible, unless you board wipe with a skill seal charger such as Canaan Tangaroa or 4* Macan. This phase is a rare instance where the units aren't immune to skill sealing debuffs. If enemy Tangaroa decides to move, that can be disruptive to stalling strategies due to his high hp and fair damage.
 
Phase 3: Enemy mermaids inflict random forced movement to each of your members, being potentially extremely disruptive. Enemy Astaroth and Astarte seem to provide basic upkeep to allies. If one perishes, the other switches to All weapon type and can hit quite hard. Dagon has his nasty debuffs and pull-ins as usual, being quite effective at picking off backliner units that were scattered by mermaids.
 
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Bael cycles between specific weapon ranges and moves to (usually) the same positions. Note that every attack inflicts HP and CP depletion.
 
Snipe: Inflicts Curse and Stigma to struck units and to units adjacent to those
<br/>Long Slash: Inflicts Break and maximum pushback, as well as random knock left/right
<br/>Magic: Inflicts Skill Lock
<br/>Blow: Turn start maximum pull to units in same column, and Double Lock
<br/>All: Maximum push (only first unit hit will receive damage greater than 0)
<br/>None (All CS): Removes all buffs. Can be interrupted with CP depletion
<br/>Long Slash: Inflicts Fatal Poison and CS Lock
<br/>Combo Magic: Inflicts Exhaustion and Obstruct
<br/>Combo Thrust: Bestows Brawn (and other buffs?) to self
 
This loops back to Snipe, indefinitely cycling until the game ends.
 
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==Special Quests==
==Special Quests==


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