
Secret of Evermore - Self-Imposed Challenge Run Part 2: Fire Eyes, Skelesnails, and Maggots
Rules so far:
-No switching to the Dog in an active combat area unless absolutely necessary
-Dog must not be dropped to 0 HPs
-Pixie Dust and Wings are not allowed
-Alchemy restrictions to be determined
New rule explanation:
-Pixie Dust ban - Auto-Life. Enough said.
-Wings ban - Exit spell. I'd rather fight my way out of dungeons, thank you kindly. ...oh, and if you're wondering what's going on with Biscuits? Well, I'm already disallowing the Dog being KOed, so they'll be useless.
-Alchemy restrictions to be determined - I'm going to have to restrict Alchemy due to some Game Breakers and outright potential for grinding abuse, but I don't want to ban it outright. What I am thinking is banning certain spells outright, allowing starter packs for certain other spells--about 30 times their requirements (which would be just enough to get those spells to Level 2), and then a limit of purchase on most ingredients, with Ash and Water (but definitely not Roots) actually being exceptions to this rule as I'll get into. Ideally, I'd want to make use of ingredient hunting because the game does involve that. Oh, and spoiler: I'm banning ALL of the spells learned in the second region except for a couple, for one reason or another.
So Part 2 involves handling the stuff at Fire Eyes' Village, which includes Fire Eyes being a case of Samus Is A Girl (note that the villagers never use gendered pronouns, by the way), and also a surprise with the name I provide for the Dog. Oh, and we get a mission to go through the Sandpits to look in the Bugmuck for a guy named Strong Heart. The Sandpits primarily consists of Skelesnails, who with their clear armor basically make sure the player is considering maneuvers and the chargeup bar. The Bugmuck's Maggots, with their squishiness by comparison, end up being refreshing in a way from the break in tension despite being...well, maggots; while the Tar Skulls make up for being stationary with high HP in tandem with decent DEF. But I end up having to prepare for going into that big bug for the next part.
For now? A couple of mechanics to point out:
-Damage done with physical attacks is ATK x Multiplier - rounddown(DEF/4), with Multiplier being the Charge Bar multiplier, which is changed to 1/4 for below 50%, 1/2 for 50% to 99%, and 2 for the L2 attack. It's good to see the game use subtraction defense, the very reason why the Skelesnails are a Charge Bar consideration check, but 1/4 of the DEF, rounded down at that, is painfully low and why the armor sold at Fire Eyes' Village just sucks.
-Weapon EXP requirements is 256 per level, the game using math trickery to display it as a percentage instead. Each kill grants 4 Weapon EXP at Level 1, and then 2 at Level 2. The type of the monster killed doesn't matter.
And also, I had thought there was a clean hit mechanic, but after some further research making it clear that damage can exceed ATK on good luck, my mistake, it was just placebo. It would have been nice if it was around to have the Bone Crusher dealing extra damage via hitting on the end, which would have been a case of Fridge Brilliance that would have been convenience from a case of Sure Why Not.
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