TearRing Saga LTC - Chapter 19: A Chance Encounter
Cleared in 2 turns (95 total).
Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c17eN954MGr4Ma-x2xSFp_4
A short and easy map this time. The boss can be killed early on turn 1 by eliminating the two enemies standing in the way, who mobile units can reach and 2HKO with ease. This is a great map to feed Runan experience considering 4 golden mummies and an extra dark knight can be fed to him all on turn 1 enemy phase, resulting in over 4 levels of experience. Resetting for good stats on Runan isn't a bad idea as his have been pretty mediocre compared to the MVPs on this run.
The map is notable for Loffaru joining the party. Known as a King's Knight in the old translation, he's actually a king himself, and is a pretty awesome prepromote. His stats are pretty much comparable to what Raffin currently has on this file, and he can use four weapon types, including bows and axes, which isn't something other cavalry units can claim in this game. Loffaru is pretty important for his high stats and axe access making some outlandish bosskill strategies possible, so we're going to have to use him, pump him up with stat boosters and rig his growths by levelling with the Salia Codex.
The bosskill is best done by Narron due to his high speed on this run - the odds of failure are very odd when attacking with the killing edge, as Narron can proc Lethality, Adept or crit even if he misses one of the hits. The other units then block one of the dark knights from attacking Runan - if Thomas the woodshooter ballista's the second one, Runan can actually kill him in two Iron Sword strikes on enemy phase.
Obviously, since Runan is levelling up so much here, he needs the Salia Code. Getting 7 def too early (or before this map) is bad for gaining levels here, as the mummies will not attack a unit they can't damage and they never have more than 7 attack. I reset until I can get at least 10 str and 12 spd on Runan, which should help him have more proficient enemy phases later on and help him snowball; he's one of the units taking on the final boss after all.
The other units get good levels too, Sasha excluded (unsurprisingly). Narron, Raffin and Mintz all get +spd, and for Mintz that's his most important stat since he needs to beat his target at attack speed to be able to use Charge. I guess higher attack is more important when the crit chance is too low with higher health, but it's about time he got a good level too.
Even Kreiss gets an unexpected +spd/def level-up, since a skeleton summon appears close enough to block Runan's way to seize, and I want somebody other than the big three (Narron/Sasha/Raffin) to kill the skeleton, because the exp from dark mages is more generous. He might find some use after all I guess?
Talking to Loffaru with Runan would've got us the special sword Mainstar (not exclusive to Runan), which has an accessible Wlv requirement for a 12 Mt blade that has a Sol effect and deals effective damage to monsters. It'd be fun to use, but obviously Runan isn't travelling to where Loffaru is when he has to seize on turn 2.
We get back to Holmes' party after this map, who also has a very difficult map in his way. Right now I'm trying to figure out if I want to take mandatory non-storyline chapter turn counts into account when counting the total turns, and after I decide that, I should make some more progress.
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