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Dark Wizard Krystal Run [04] Battle 1, Part 4

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Uploaded by on Dec 27, 2009

Hum, de dumn.

I suppose now is as good a time as any to explain how movement works in this game with regards to moving around enemy units. Each unit, so long as they are capable of fighting, (so, this doesn't apply if they're paralyzed or petrified) threatens every hex adjacent to them. No unit can move through a threatened hex, only into it. So, to move around an enemy you have to have enough movement to pass through unthreatened hexes.

That's why the first monsters I summoned were 4 Lesser Harpies. Once they hit level 10 and class up to full Harpies their movement skyrockets (and being high sky they never suffer a movement penalty, unlike low sky). Every time I play through as Krystal I have a harpy mini-swarm and every time they end up being the highest level people in my army - all level 40+.

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  • Alright. Thanks. I sort of figured that someone with Massheal would be a good start. Would've tried Krystal but I didn't want to end up copying your LP. XD

  • Armer the 8th is the easiest. He can fight and has some decent magic plus a decent spread of monsters he can summon and plenty of economic strength for hiring mercenaries and buying equipment early on.

    There's a shrine over on rpgclassics that will give you a breakdown on classes, monsters, and alignments.

  • Is there a character you'd say is the easiest? And what units should I generally go for as a learning run?

  • The fighter you start with is a great tank for the first few stages. Armer the 8th isn't too bad himself. He's not as strong as Robin though in the melee department.

  • D:

    I just started a playthrough on uhh....the princeling. And realized....the boss is a dick. >_> I'm gonna end up sending in meatshields. xD

  • It would be very difficult to get through the game like that. Level doesn't help protect against the myriad bad status effects or magic damage. Also, If your damage output is too low you won't be able to get to the enemy leader.

    I'm about to finish off Aracna's area and I'm at 26 units right now with Marcus. Looking down the road I'll have to add two more: a 2nd neutral priest (w/Katrina that will be 3), and someone to train as a ninja.

  • Would 12 overpowered units be easily wrecked without flank units and such? It would seem a low end safe number would be 15 at the instances you gave,

  • That sounds about right. You can have up to 3 castles that need guarding at one time and there can be up to 3 guards per castle so that's 9 right there. Krystal, Marcus, and Katrina are 3, bringing it up to a 12 minimum.

  • :O

    Considering your next videos description of 52 monster pile up.....25 - 30 might be a good number?

  • It depends on how many you feel are needed. You have to have enough to assign guards as you advance into new territories and still remain capable of plowing through the enemy army.

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