EternalLurker
Nonetheless, if you managed to win anyway, guess it doesn't matter too much. /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> I usually leave Neraine's Agility at 14, so I'm with you on not raising it. It's mathematically quite beneficial to do so later, but in part 1 I prefer not to do so.The Tale Memory's fullscreen attack was ? o_O I guess the Endurance you put into Sisily served a purpose after all. Mine dies in a couple hits of that if the High Priestess doesn't spam heals on her, but then if she does Emi dies instead. It's pretty much impossible for me to save them both, since the Tale just keeps using that attack endlessly on me. Thankfully, my Neraine is an Energy-whore so that I don't have to worry about Emi's death all much, but it's still a minor inconvenie
furb
First, I click on "Select Window". For example, the game has indeed 800 x 600 pixels, or similar. So, I click "Play" and does not refer to the window: but 800 x 600 pixels in the radius of the mouse! Thus the window moves with the mouse and the mouse always stays at the center! Therefore I assume not only on the game, but also the white or advertising in addition to the game! A few people even know each of them;) I wanted to record a video film to the valley Memorie, for h
furb
I have not seen any video on YouTube that was longer than 10 minu
verix
my characters were moon waltz build (but with 12 magic and 20 agility) sniper build and magic build. didn't use any vials.I set it up like this:N = Nera G = Gelyan S = Sisily M = Magician E = Emi P = Priestess F = Fool T = Tale * = rockI think this is how the rocks were aranged...**EP TNMF *S GThis way everyone can attack. first turn you position Nera and summon death in front of her. you move Gelyan back into position, you summon Magician into position behind Nera and you move emi into position. make liberal use of wait if necessary. next I had death soul bond Gelyan so he could 1) self heal 2)attack 3 times in 1 turn 3) be a badass. then I soulbursted death to give myself more setup time. next move sicily into position and have magician restore energy. summon hanged man wherever then soulburst him next turn to weaken tale. and summon priestess in front of nera. now all should be in position except priestess. next turn move her back and hele Nera to boost her strength. always heal Nera unless someone else is critical. soulburst hanged man and summon fool in his place. at this point you just have to hope that he attacks Nera. if he doesn't and just stays back and uses broken heaven forever you die. if he does attack heal up with moon walts twice and then use crystal ballad as energy permits. on your turn have Nera and magician wait. make sicily use warp tornado for healing(fool's perk) (and it does better damage for me than electric kisses anyway) have Gelyan use jelly shot and then 2 armor crushers (conserves energy and did more damage than 3 crushers) fool throws sticks emy uses spark then nera uses 1 or 2 moon waltzes and then crystal ballads and magician uses energy transfer. rinse and repeat. eventually Nera will have so much power from heals she only needs one moon waltz to get 40 power so then she can pretty much destroy him. I give MVP to Nera and the most useless award to Emi for this st
furb
The video is on my computer Then,I can send it to you per E-Mail or another thing /biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif
ahmetismus
I have beat tale memory whitout the lovers and 18 agility for nera and with grand blesssing and moonw
wkks
The difference is:moon waltz build, sniper build and battle magic buildI set it up like this:N = Nera, G = Gely, S = Sisily, E = Emi, P = Priestess, F = Fool D = Death, H = Hangman, M = MagicianT = Tale, * = rock, _ = empty square**NDE__HG_*SMSoulburst Hnagman, Death on the 2nd turn,Don't soulbond with Gely it kill him under infinity broken heaven,Just in cases Tale doesn't want to move, drag him with Hangman,You now have two turns for positioningBy the 3rd turn you should have soming like this**PE_TNGF_*SMOn the 4th turn, you will be in perfect position /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" /> **E_P_TNMG_*SFEveryone gets a chance to hit Tale, except PriestessWhich would be busy healling Nera(tanking) or Emi(no black attack)Also keep an eye on energy pool, leave enough energy for healingStart pouring all your firepower on Tale and chipping it to dea
EternalLurker
gain I remind you all that Death's Soulburst increases opponents' healing rate by 5% for the rest of the battle, so killing without using Soul Ritual is usually eas
eksodus
hy people is crazy about this Moon Waltz... My Neraine never got more than 10 magic... She was using 26/52 energy per turn(depends of that Tale Memory attacks or not), also my HP was able to heal, Gely able to use SP, Sisi to make 2 Warp Tornados and even 1-3 attacks of emi(energy sphere) with somethimes Fool attacks, so why you think that its better to do all time Moon Waltz than attack Crystal Ballad with Fool Perk(10k dmg so fully restored from any attack of Tale Memory, but... he was doing 2 attacks and me 5... i was restoring to full after one of atta
EternalLurker
think you're missing the fact that Moon Waltz increases Neraine's Strength rather than just healing her. It adds her Magic to her Stren
eksodus
o... Im not missing that... just my energy is well restored by Sisily even if Neraine uses that much, so Neraine doesnt need magic for that, then i dont need using Moon Waltzx for power if i can get it normaly and getting 150 hp per lvl of it when Moon Waltz doesnt doing that, I want to say that well balanced team with non-moon waltz Neraine build can be great
EternalLurker
and Physical damage, since Crystal Ballad deals both types of damage. Furthermore, Neraine giving the party plenty of Energy helps a lot; for example, you said your Fool doesn't attack much, but with more Energy he could be spamming Thunder Rod and the Magician could be spamming Meteor.If you're going for a high-Dodge Neraine, then in my opinion she doesn't have enough stat points to hit 20 Agility and dish out decent damage in four attacks, so whenever I go for 20 Agility I usually stick to a Power Neraine so that all five of my attacks will be damage instead of wasting the first turn on a Moon Waltz. But if I'm staying at 14 Agility as I usually do, then I prefer Moon Waltz for two overwhelming attacks rather than three mediocre o
eksodus
5 power, yes.. but on tale memory I was playing that long that she was doing 10k from 1 crystal ballad, and with 612 dodge and 5000 hp there is no option to die with neraine, so i can get heal from HP + heal form attacks... ofc that i wont get in first turn 40 power... but still I dont want beat up Moon Waltz or say that its useless or weak, just want to show that balanced is still playable and you arent forced to change with divine breath to other buil