You can go a little out of your way to line up a Battle Axe +9 and Composite Bow +9, two pieces of equipment that will stay with you all the way through subsequent runthroughs of the game. What you want to do is use all those wonderful P ure Azoths you've been acc ruing to meld your Battle Axes and Composite Bows together, generally ending this excursion with a Battle Ax e +4 to +6, Composite Bow + 6 and one Obsidian Daphne sitting in your inventory. You'll likely be spending an ywhere from forty minutes to two hours hunting for the Daphne, and the Gerseym Waterway is a crucial step in developing your characters. This is the Battle Axe, which much like the Composite Bow (our third target) is an endgame piece of equipment. Whether or not they're what you're looking for is re cognizable by the axe t hat that the enemy w ields. Your secondary targe t is th e second or third Skeleton reinforcement to enter play or the Skeleton Knight. However, every encou nter group has the same opening pa rty, which means that you won't be able to tell wh ich type of encounter group you're facing until the Archer A has been cut down. T he Mage will only appear as a reinforcement for the Type-D Encounter d escribed above, replacing Skele ton Archer A after it's defeated. Your first target, above all else, is the Obsidian Daph ne, dropped exclusively by the S keleton Mage. Way, and there are three targets in th ese fights, one necessary to progress the storylin e and two to improve your chara cters. This is your first encounter with reinforcements on the Lippi should be opening with Flaming Blast every turn that he's able, to drive hisĪccuracy up. X1 Slow Step Frea will want to open with Protect o n herself, then probably Sacred Chant, and f rom there sh e'll be occupied with Heal and Mass Heal. Skills & Magic - Invigorate, Fortify Treasure Skills & Magic - Solid Strike II, Meditate, Enhance Magic, Slumber Waft x1 Skeleton Knight
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