Mardek – Solo Run (Chapter 2 | Child Mardek | Challenge Run | 100%) [GER/ENG] [#4/4]

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Mardek Solo Challenge Run Rules:

- Every Playthrough is done with one character only. Exception being in case a different character is needed to progress the game, in which case he can be temporarely put into the party

- The overall goal is to 100% the game with each character, including all loot, quests and boss / forced battles.

- The metric with the highest value is how low one‘s level is after completing the chapter. The lower it is the better. This is implemented as a means to dissuade one from using overgrinding as a solution for most battles. Do note that strategies for battles will aim for a somewhat acceptable rate of consistency, else runs would result in gunning for the one lucky fight to occur.

- The Challenge portion of the title refers to additional restrictions set for each chapter (and character) for two reasons, either to enforce a different approach for most battles or to make a run challenging at all. Vanilla Mardek has some ungodly outliers which would trivialize a good amount of content if allowed. The restrictions are as follows, sorted from most to least important:

→ Disallowing specific character skills if they are too overpowered (example: Nullify Physical / Magic from both Hero Mardek and Hero Deugan)


Chapter 2 specific:

→ The use of Green Jacket as well as the passive skill RESIST Earth from said item are prohibited as those would turn the last quarter of the game into an mostly automatic win

→ Mugwortjuice as well as Ethers are not allowed. These would allow for hording them to brute-force one‘s way past certain encounters at a way lower level than otherwise possible (up for debate if it should be removed or not)

→ Using Phoenix Downs on UNDEAD enemies is normally not allowed as those are dirt-cheap and would make the entire second half of the game a joke. The exception being Zombie Locksmith and, depending on the character, Zombie Warrior as those turn into RNG nightmares, sometimes to a point in which one could not reasonable get past them even with massive overgrinding

→ Characters imported from different chapters are allowed to use their own equipment plus consumables (not counting banned items from a character-to-character basis). The exception being The World Saviours which have to use their respective Chapter 2 gear, items plus skills from Chapter 2 itself. Chapter 1 characters are allowed to use Chapter 2 equipment. Boss characters have to use their starting set + skills from start to finish

→ The Cambria Arena allows the use of Alchemist Potions if a character does end up stuck on specific encounters due to having no means to actually getting past that encounter. Do note that those consumables are only allowed to get past each enemy specifically responsible for this issue, the rest have to be fought regularly


Chapter 3 specific:

→ Will be added once we get there

- Do note that I have the option to forego a restriction on a run-to-run basis if it would result in a more interesting run.


Additional Restrictions for THIS current Run [Child Mardek]:
- None


Most important changes made to this version of the game:

- 100% droprates

- Random Battles can be forced

- Skills need 1 AP to be learned

- Infinite Money to cut out boring grinding

- Skills to either set EXP gain to zero or massively increase it to speed up leveling

- Warp on every character to cut down time spend during backtracking

- Resistance-Pierce, if a skill can inflict a status ailment and the enemy does not resist it fully it will be applied, meanwhile enemies still have to roll for regular chances. This is so that characters balanced around this strategy have a fairer chance and also to leave enemy resistance values intact (as the chance to heal from an affliction is based on one‘s own resistance to each ailment)


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