Bravely Default: Session 2 -- Grounding the Knights and Taking to the Sky
Hey, if there are any hitches in the video, my bad! My settings may be too aggressive! I've turned them down as of this writing.
With the gang all together, let's take the fight to Heinkel!
But first, let's talk about Special Moves for a bit. Each weapon type has its own condition for building up special moves. For example, with swords, you have to Brave a certain number of times, and with daggers, you have to use a certain number of items. In short, they're generally triggered by things you'd probably be doing with the jobs that specialize in those weapons anyway.
You gain more through Norende's reconstruction, and you definitely want to invest in that. You can also unlock "parts" from Norende shops to customize them further! You can raise an attack's power, give it a specific element, make it stronger against a certain enemy type, and even give it a status effect. On the other side of things, you can raise healing power, gain MP recovery, and even include BP recovery if you get your shops high enough. They're really strong!
But the real strength is that using one will cause a character's personal theme to play, and while it does, the entire party gets a buff based on the special that was used. On top of that, if you get a second special off before the theme ends, the buffs will stack and last until the second character's theme ends. Play your cards right, and you can just keep chaining specials and build up your buffs beyond normal limits!
ANYWAY!
The bearer of the Knight asterisk, Argent Heinkel, has taken the King of Caldisla hostage and has retreated to Lontano Villa where his airship awaits. He's certainly no slouch! After luring our heroes onto the ship, it's time for a fight! Physical defense is his game, but luckily, his armor makes him weak to lightning. For the record, it's very rare for asterisk bearers to have any weakness at all. But we're more than up to the task, and his asterisk (and airship) will be ours!
The Knight job is, naturally, your best defensive job for this early point in the game. They have a lot of abilities that can manipulate their defense, so they're pretty handy as tanks. That's especially useful because of their innate ability that lets them cover allies at critical HP levels.
With Heinkel defeated, we can finally make our way to Ancheim, near the wind temple. Upon our arrival, we find the king, Khamer VIII, delivering a speech. In short, they've resorted to turning their wind-powered turbines by hand, and the king is making every able-bodied person do it for 12 hours a day. When the people start complaining, he skillfully deflects responsibility to Agnès, saying she ran away in their time of need and can't (or at least won't) help them. Turns out, he's the one who sent her to Caldisla in the first place! Rude. In a more private meeting, he blames her again and says she should be the one to restore the wind's blessing.
But before we do that, we've got access to our first major sidequest. They're optional, but they have asterisk-bearers involved, so they're worth doing. Our first one relates to the water supply. Water comes at a hefty price in this desert city, and it's sold only by the Khamer & Profiteur Merchantry. If you can't afford it, you might as well go to the oasis west of town.
Except it turns out that there's a band of thieves waiting to ambush travelers and take everything they have! So rude. After chasing them to their hideout, our heroes confront their leader, The Jackal. He reveals his backstory and his trauma, Tiz says he can heal from it, and The Jackal decides he wants to fight. Out pops the mysterious mercenary, Khint.
The fight itself proved to be a doozy, so maybe I was a tad underleveled. Khint and The Jackal can hit fairly hard, especially Khint. Luckily, Khint will retreat if you get either of them down to about half health, which means you should focus on The Jackal. Once he's alone, The Jackal will get extra aggressive and brave his way down to -4 BP, giving you a big juicy opening to finish him off.
Khint's asterisk will have to wait, but The Jackal gives us access to the Thief. You can probably imagine that the Thief is all about stealing and specializes in daggers. They're fast, and eventually, they can even use their speed for a powerful attack!
The other thing we got is a note. Apparently, sending people to the oasis to get robbed was all part of a plan to get people to pay exorbitant prices for water. I can't believe that Profiteur guy is engaging in profiteering.
We'll deal with that next time!
Don't forget, you can watch me play live at https://twitch.tv/Radical_Eddie
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