Penny Arcade's On the Rain-Slick Precipice of Darkness: Episode Three


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On the Rain-Slick Precipice of Darkness Episode 3

DoraIf you work at a place called the Startling Developments Detective Agency, there are things you just get used to seeing. Unholy mime cults. Time-traveling dinosaur super spies. Hands imbued by the purest of all urine. But even Tycho and Gabe might not be prepared for what happens when the ancient book, the Necrowombicon, goes missing right around the time hostile creatures start flooding the streets of New Arcadia and reality starts trying to tear itself apart. If this is all in a day's work for them, they'd better have some seriously shiny benefits packages. Zeboyd Games teams up with pop-culture icons Penny Arcade to deliver a delightfully twisted and off-kilter turn-based RPG experience in On the Rain-Slick Precipice of Darkness: Episode Three. While the first two installments were originally developed by Hothead Games, no experience with them is necessary.

On the Rain-Slick Precipice of Darkness Episode 3Move your intrepid party with the [WASD] or [arrow] keys, and interact with people or objects by hitting [enter], while [tab] or the [spacebar] opens up a menu where you can view your characters' status or save your game at almost any time. Almost any time, I say, because it's sort of hard to concentrate while getting beaten in the face, and that's something the Startling Developments Detective Agency apparently has to deal with startling regularity. I don't know why. It's not like Gabe's an antagonist and Tycho's an insufferable elitist or anything. All battles can be seen as monsters on the map, and when you encounter one, you'll automatically engage in fisticuffs. Some of these challenges will come with special conditions that can help or hinder you, such as more powerful enemies or a boost to your own strength.

These fights are traditionally turn-based, with heroes and enemies attacking according to the gauge at the top of the screen. Regular attacks are free, but special class abilities need to be used with Magic Points, which accumulate one per turn throughout the course of the fight. These Magic Points don't carry over to the next battle, but upon victory your party will be returned to top health, so there's that. Additionally, your items can only be used a certain number of times per battle until you upgrade them. If you want to get even fancy, or just survive, you'll want to learn how best to take advantage of Class Pins, which can be equipped to add new skills and the like to different characters. Dare you unlock the masterful prowess of the Elemenstor... the Gardenar... or... the Slacker?!

On the Rain-Slick Precipice of Darkness Episode 3Analysis: On the Rain-Slick Precipice of Darkness is a series that's had its fair share of bumps in the road, with the first two installments being made by a different development team. Episode Three is, to say the last, a vastly different beast from its spiritual predecessors, and there are certainly going to be things you'll miss from those titles if you were a fan, such as the ability to create your own character. That said, however, taken on its own merits, Episode Three is still a very robust and likable little title that manages to capture the breezy dialogue and story of the previous games without feeling like it's straining too hard in the process. The balance between absurdist, frequently vulgar humor and an occasional attempt at serious storytelling isn't always a perfect one, but the game still manages to pull off a lot of funny moments and some intriguing plot developments that build on the world and the characters within it.

On the Rain-Slick Precipice of Darkness Episode 3Unfortunately, the lion's share of the gameplay that comes down to crawling across maps battering enemies can tend to drag a bit. It feels less like exploring in a traditional RPG adventure and more like hammering a blockade apart bit by bit to get to the next portion of the story. There's just not enough to do outside of battle when you're not watching characters talk. The battles themselves, however, do tend to feel pleasingly strategic, especially when special conditions come into play. Figuring out the proper way to take on a big fight is satisfying, and seemingly impossible challenges can be handily dealt with if you're kitted out in the proper Class Pins beforehand. Since there're no random encounters, there's also no grinding, so you have to think about every fight you come across if you're having trouble and adjust your strategy accordingly.

On the Rain-Slick Precipice of Darkness Episode Three will, for a lot of players, live or die by its combat, and if you don't enjoy the fighting then chances are you'll feel the game start to drag a bit before long. I found myself needing to take breaks from its relentless battles, but I also kept coming back to it. Fans of strategic RPG gameplay will definitely find a lot to sink their teeth into here, and it's hard not to find yourself compelled to keep discovering more about New Arcadia and the heroes and weirdos within it. If you played the first two games in the series then chances are you'll find yourself wishing you could have had the opportunity to continue your own adventures with Gabe and Tycho, but Episode Three still delivers a robustly challenging and frequently funny old-school RPG experience that's heavy on wit, offense, strangeness, and retro style.

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Walkthrough Guide


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On the Rain-Slick Precipice of Darkness 3
Walkthrough (with maps)

General Information

  • Classes

    • Each character starts with a base class.

      • Gabe - Brute: strong physical attacks with some fire magic and self-buffs.

      • Tycho - Scholar: has a balance of physical and magic attacks as well as some healing and team buffs.

      • Anne-Claire - Genius: strong magic damage and heals with large MP costs.

      • Jim - Necromaster: strong dark and earth magic, and can summon a skeleton to deal dark physical damage.

      • Moira - Gumshoe: several interrupts and some wind magic.

    • After Chapter 1 you will receive seven Class Pins, and you can give any pin to a character to give them the class abilities associated with that pin.

    • Each pin can only be used by one character at a time.

    • After Chapter 3, you will be given six more Class Pins and the ability to give each character two pins at a time.

    • All of the classes associated with Class Pins will level up as you defeat enemies, but the classes being used by characters will level up faster.

    • Class Pins give a number of active and passive abilities, as well as improving base stats.

  • Stats

    • Strength: Increases damage done with physical attacks.

    • Magic: Increases damage done with magic attacks.

    • Speed: Decreases the time between turns.

    • Defense: Decreases physical damage taken.

    • Magic Resist: Decreases magic damage taken.

  • Combat

    • At the start of combat, each character will start at full HP and 0 MP.

    • At the start of each character's turn, they will gain 1 MP.

    • On a turn, a character can use an ability, a basic Attack, an Item, or Defend.

      • Using a class ability usually has an MP cost but can have powerful effects.

      • Using a basic Attack will deal physical damage to one target.

      • A character can spend their turn to use a Combat Item on themselves or any ally: these items are not consumed, but can only be used a certain number of times per fight (the number of times an item can be used can be increased by finding or purchasing a Duplicoid).

      • Using Defend will boost the character's Defense and Magic Resist and will give them a Speed boost until their next turn.

    • Saving up MP by using basic Attacks, Items, or Defending will allow a character to unleash powerful abilities, but every turn your enemies take will increase the damage they deal.

    • An attack with an interrupt will push back the target's portrait at the top of the screen, increasing the time before their next turn.

    • An interrupt's effect is greatly increased if it hits when the target is between the "CMD" and "Attack" markers.

Zone Maps

  1. Pelican Bay

  2. Map

    1. Potion Duplicoid

    2. $50

    3. Even Softer Gloves (Gabe)

    4. "Magic" Ring (Accessory)

  3. Museum

  4. Map

    1. Molotov Duplicoid

    2. Moira

    3. Bullseye (Accessory)

    4. Isabel (Moira)

  5. Hobo Alley

  6. Map

    1. Panacea Duplicoid

    2. Panacea Duplicoid

    3. Hobo's Paw (Gabe)

    4. $1000

  7. Periphery

  8. Map

  9. Hark House

  10. Level 1, Tycho and Moira

    1. Potion Duplicoid

    2. Talismints(TM) (Accessory)

    Level 1, Gabe and Jim

    1. Molotov Duplicoid

    2. Potion Duplicoid

    Level 2, Tycho and Moira

    1. $1

    2. Amp (Accessory)

    Level 2, Gabe and Jim

    1. $3000

    2. Vaccine (Accessory)

    3. Little Fang (Moira)

  11. Bank of Money

  12. Map

    1. Buffz(TM) Duplicoid

    2. Molotov Duplicoid

  13. Vault II: Horkwall

  14. World Map

    1. Energite Duplicoid

    2. Blackmouth Cave

    Blackmouth Cave

    1. Knitters (Accessory)

    2. Forky (Accessory)

    Eviltown

    1. Yeti Scarf (Accessory)

    2. Potion Duplicoid

    3. Amp (Accessory)

    4. Briquettes (Accessory)

  15. Vault IV: ISS NEMESIS

  16. ISS NEMESIS

    1. Phason (Moira)

    2. Buffz(TM) Duplicoid

    3. $7000

    4. Flechette Gun (Tycho)

    Vault V

    1. Energite Duplicoid

  17. Curatorium

  18. Temple to Man
    Level 1

    1. Melchora (Moira)

    2. Los Manos (Gabe)

    3. Talismints(TM) (Accessory)

    Level 2

    1. Science Pills (Accessory)

    2. Urn (Jim)

    3. Omnibus (Tycho)

    4. $50000

    Periphery

    At the end of the second level of the Temple of Man, Tycho will prompt you to return to the Periphery. Exit the Temple and go back to the Hark House. Enter the portal there and go through the door on the right that you were unable to go through before. Inside, there will be a few fights before you reach a powerful enemy at the end, who will drop Tycho's weapon the Wonderbuss upon death.

Class Pins

  • Tube Samurai

  • Summary

    • A fighter with several stances, each stance providing a unique bonus and abilities.

    • Only one stance may be active at a time; you must spend a turn to shift into a stance

    • Has passives to increase Strength and Speed.

    Abilities

    • Level 1 - Attack Stance: (1 MP) Increases Strength

    • Level 4 - Passive: Strength +20

    • Level 5 - Director's Cut: (2 MP) Medium attack, requires Attack Stance

    • Level 7 - Passive: Speed +20

    • Level 13 - Speed Stance: (1 MP) Increases Speed

    • Level 15 - Path Through Oblivion: (0 MP) Light attack, requires Speed Stance

    • Level 17 - Passive: Strength +40

    • Level 19 - Passive Supple: Stat bonus for 1 turn after changing stances

    • Level 22 - Passive: Speed +40

    • Level 23 - Defensive Stance: (1 MP) Increases Defense

    • Level 24 - Challenge: (0 MP) Defends and taunts, requires Defensive Stance

    • Level 25 - Passive: Strength +60

    • Level 31 - Magic Stance: (1 MP) Increases Magic

    • Level 32 - Soul Torrent: (2 MP) Medium holy magic, requires Magic Stance

    • Level 38 - Passive: Speed +60

    • Level 40 - Passive Fast Switch: Switching stances requires 0 MP

  • Crabomancer

  • Summary

    • A hard-to-kill warrior who can force enemies to target him and can buff his own Defense and Magic Resist.

    • Excellent at taking hits so others do not have to, allowing your other characters to focus on damage.

    • Has passives to increase Max HP and Defense.

    Abilities

    • Level 1 - Glare: (0 MP) Enemies are more likely to attack the target

    • Level 4 - Magic Shell: (1 MP) Increases user's Magic Resist

    • Level 8 - Passive: Defense +30

    • Level 10 - Snip-Snip: (1 MP) Light attack, damage based on user's Defense

    • Level 13 - Passive: Max HP +25

    • Level 14 - Hexoskeleton: (1 MP) Increases user's Defense and Magic Resist

    • Level 16 - Passive: Defense +60

    • Level 19 - Decompressor: (2 MP) Medium attack, ignores Defense

    • Level 21 - Passive: Max HP +50

    • Level 23 - Leer: (0 MP) Enemies are more likely to attack the target, replaces Glare

    • Level 25 - Pinchmax: (1 MP) Medium attack, damage based on user's Defense, replaces Snip-Snip

    • Level 28 - Passive: Defense +90

    • Level 33 - Clawstrophobia: (2 MP) Medium attack to all enemies, damage based on user's Defense

    • Level 34 - Passive: Max HP +75

    • Level 37 - Seasickness: (3 MP) Non-elemental damage to all enemies, more powerful if user's HP is low

    • Level 40 - Imitation Crab: (2 MP) Increases all allies Defense and Magic Resist

  • Hobo

  • Summary

    • A scrappy fighter that can inflict Hoboism upon enemies, which causes damage each turn.

    • Has passives to increase Strength.

    Abilities

    • Level 1 - Call of the Hobo: (1 MP) Inflicts Hoboism

    • Level 5 - Passive: Strength +25

    • Level 6 - Tussle: (2 MP) Light attack that interrupts

    • Level 11 - Passive: Strength +50

    • Level 13 - Rat Swarm: (2 MP) Inflicts Hoboism on all enemies

    • Level 17 - Passive Hobommunity: Immune to Hoboism

    • Level 18 - Bumfight: (2 MP) Medium attack, bonus vs enemies inflicted by Hoboism

    • Level 21 - Hobification: (0 MP) Inflicts Hoboism - replaces Call of the Hobo

    • Level 23 - Trashcan Fire: (2 MP) Medium fire attack

    • Level 25 - Passive: Strength +75

    • Level 30 - Train Hop: (4 MP) Massive attack

    • Level 33 - Rat Storm: (1 MP) Inflicts Hoboism on all enemies, replaces Rat Swarm

    • Level 34 - Passive Clown Makeup: Adds interrupt to attack

    • Level 37 - Passive: Strength +100

    • Level 40 - Hobocalypse: (5 MP) Massive attack, may insta-kill

  • Gentleman

  • Summary

    • A noble class who has some magic attacks and can heal allies.

    • Has passives to increase Magic and Magic Resist.

    Abilities

    • Level 1 - Self-Starter: (1 MP) Heals and purifies self

    • Level 4 - Revive: (1 MP) Heal and revive an ally

    • Level 4 - Passive: Magic Resist +30

    • Level 7 - Passive: Magic +20

    • Level 7 - Passive Charming: Basic attack uses Magic (if higher than Strength)

    • Level 9 - Caning: (1 MP) Light holy attack

    • Level 13 - New Shoes: (2 MP) Light wind magic to all enemies

    • Level 15 - Passive: Magic Resist +60

    • Level 17 - Confucian Ideal: (0 MP) Heals and purifies self - replaces Self-Starter

    • Level 20 - Heal 2: Heals one ally

    • Level 21 - Passive: Magic +40

    • Level 23 - Canega: (1 MP) Medium holy attack, replaces Caning

    • Level 29 - God Rest Ye: (4 MP) Heals and revives all allies

    • Level 31 - Passive: Magic Resist +90

    • Level 35 - Adjust Monacle: (1 MP) Increases user's Magic

    • Level 36 - Passive: Magic +60

    • Level 40 - Trust Fund: (2 MP) Regenerates HP for all allies each turn

  • Cordwainer

  • Summary

    • A striker class that focuses on speed and interrupts.

    • With its speed buff and an attack that deals damage based on speed, the Cordwainer can deal strong damage frequently.

    • Has passives to increase Speed.

    Abilities

    • Level 1 - Sole Edge: (1 MP) Light attack, speed based

    • Level 4 - Passive: Speed +25

    • Level 7 - Bootstrap: (1 MP) Increases Speed

    • Level 9 - Repair: (1 MP) Heals and revives an ally

    • Level 11 - Polish: (1 MP) Interrupts an enemies

    • Level 13 - Passive: Speed +50

    • Level 16 - Sole Calibur: (1 MP) Light attack, speed based - replaces Sole Edge

    • Level 22 - Bootstraps: (0 MP) Increases Speed - replaces Bootstrap

    • Level 24 - Passive Head Start: Start battle with 1 extra MP

    • Level 27 - Passive: Speed +75

    • Level 31 - Megapolish: (2 MP) Interrupts all enemies

    • Level 34 - Awl: (3 MP) Heavy attack, bonus against slowed enemies

    • Level 39 - Passive: Speed +100

    • Level 40 - Elbow Grease: (2 MP) Increases Speed for all allies

  • Slacker

  • Summary

    • A very ineffective class.

    • Gains a passive that gives a small increase to all stats at level 39.

    Abilities

    • Level 1 - Tool Around: (0 MP) No discernable effect

    • Level 15 - Power Nap: (0 MP) Gain 1 MP, skip next turn

    • Level 25 - Passive Gadget Fanatic: Increases the effectiveness of items

    • Level 39 - Passive: All Stats +40

    • Level 40 - Thwacktivism: (5 MP) Heavy non-elemental magic to all enemies

  • Elemenstor

  • Summary

    • A caster class with magic and physical attacks of every element.

    • The large range of attacks makes the Elemenstor a very versitile class.

    • Has passives to increase Magic.

    Abilities

    • Level 1 - Fire Slash: (1 MP) Light fire physical attack

    • Level 4 - North Wind: (1 MP) Light wind magic

    • Level 4 - Passive: Magic +25

    • Level 7 - Ice Slash: (2 MP) Medium ice physical attack

    • Level 10 - Bury: (1 MP) Light earth magic

    • Level 11 - Ice Shards: (2 MP) Medium ice magic

    • Level 13 - Passive: Magic +50

    • Level 14 - Fireball: (1 MP) Light fire magic

    • Level 15 - Wind Slash: (1 MP) Light wind physical attack

    • Level 18 - Earth Slash: (1 MP) Light earth physical attack

    • Level 22 - Passive: Magic +75

    • Level 25 - Flameheat:(1 MP) Medium fire physical attack, replaces Fire Slash

    • Level 27 - Galeforce: (0 MP) Light wind magic, replaces North Wind

    • Level 30 - Ice Spears: (1 MP) Medium ice magic, replaces Ice Shards

    • Level 31 - Flamesphere: (1 MP) Medium fire magic, replaces Fireball

    • Level 32 - Zephyr! The Musical: (0 MP) Light Wind physical attack, replaces Wind Slash

    • Level 33 - Big Rock: (1 MP) Medium earth physical attack, replaces Earth Slash

    • Level 38 - Passive: Magic +100

    • Level 40 - Terrastigma: (1 MP) Reduces enemies elemental resist, stacks

  • Masochist

  • Summary

    • Can deal strong physical attacks at the expense of its own HP.

    • Has passives to increase Strength.

    Abilities

    • Level 1 - Two-Edged Sword: (1 MP) Medium attack, lose 50 HP

    • Level 7 - Passive: Strength +25

    • Level 14 - Souleater: (1 MP) Light attack to all enemies, lose 50 HP

    • Level 17 - Passive: Strength +50

    • Level 20 - Passive Desperation: Bonus Strength when HP is low

    • Level 23 - Passive: Strength +75

    • Level 25 - Pain Eater: (0 MP) Boosts the user's Strength, lose 50 HP every turn

    • Level 29 - Passive: Strength +100

    • Level 31 - Three-Edged Sword: (1 MP) Heavy attack, lose 50 HP, replaces Two-Edged Sword

    • Level 36 - Soulfeast: (1 MP) Medium attack to all enemies, lose 50 HP, replaces Souleater

    • Level 40 - All or Nothing: (4 MP) Massive attack, drops user to 1 HP

  • Dinosorcerer

  • Summary

    • Has the power to transform itself into powerful dinosaurs.

    • Once transformed, the Dinosorcerer will use three preset abilities in sequence according to the shape it has taken, attacking random targets.

    • Has passives to increase Max HP.

    Abilities

    • Level 1 - Velociraptor: (1 MP) Become a Velociraptor

      1. Diversion: (0 MP) Medium attack, interrupts

      2. Disembowel: (0 MP) Medium attack, ignores defense

      3. Clever Girl: (1 MP) Boosts user's Magic

    • Level 8 - Passive: Max HP +30

    • Level 13 - Triceratops: (1 MP) Become a Triceratops

      1. Staunch Defense: (0 MP) Super defend

      2. Bony Frill: (1 MP) Boosts user's defense

      3. Stampede: (0 MP) Medium attack

    • Level 16 - Passive: Max HP +60

    • Level 24 - Passive: Max HP +90

    • Level 26 - T-Rex: (2 MP) Become a T-Rex

      1. Stomp: (0 MP) Medium attack

      2. Chomp: (0 MP) Heavy attack

      3. Terroar: (1 MP) Stun all enemies

    • Level 31 - Passive Lycanthrope: Transformations cost 1 MP less on turn 1

    • Level 35 - Passive: Max HP +120

    • Level 40 - Cthulhusaurus: (2 MP) Become a Cthulhusaurus

      1. Creeping Horror: (0 MP) Heavy attack

      2. Unholy Tentacles: (1 MP) Heavy dark magic to all enemies

      3. Should Not Be: (1 MP) Reduces defense and resist of all enemies

  • Apocalypt

  • Summary

    • Calls down Prophecies of doom to deal damage to all enemies.

    • Using an Apocalypt ability will start a slow-moving Prophecy that will strike a couple turns later.

    • All Apocalypt abilities will augment the effect of incoming Prophecy and will stack with each other.

    • Has passives to increase Magic.

    Abilities

    • Level 1 - Fire & Brimstone: (1 MP) Incoming Prophecy deals fire damage to all enemies

    • Level 7 - Passive: Magic +25

    • Level 10 - Hail & Thunder: (1 MP) Incoming Prophecy deals ice damage to all enemies

    • Level 14 - Chosen One: (0 MP) Incoming Prophecy restores 1 MP per effect to the user

    • Level 15 - Passive It Shall Come to Pass: Each prophecy increases the strength of other prophecies

    • Level 18 - Passive: Magic +50

    • Level 20 - Retcon: (0 MP) Incoming Prophecy takes longer to arrive

    • Level 23 - Boils: (1 MP) Incoming Prophecy poisons all enemies

    • Level 25 - Passive Ecstasy: Magic bonus while waiting for a Prophecy to come

    • Level 29 - Locusts: (1 MP) Incoming Prophecy deals wind damage to all enemies

    • Level 31 - Passive: Magic +75

    • Level 36 - Canaan: (2 MP) Incoming Prophecy heals all allies

    • Level 39 - Passive: Magic +100

    • Level 40 - Apocalypse: (2 MP) Incoming Prophecy deals earth damage to all enemies

  • Diva

  • Summary

    • Has the power to take stats from allies to buff itself.

    • Has passives to increase Speed.

    Abilities

    • Level 1 - Spotlight: (0 MP) Enemies more likely to attack the target

    • Level 7 - Cadenza: (1 MP) Steals Strength from an ally

    • Level 10 - Passive Limelight: Magic boost if Spotlight is used on self

    • Level 12 - Prima Donna: (0 MP) Steals up to 3 MP from an ally

    • Level 15 - Passive: Speed +25

    • Level 21 - Aria of Depression: (1 MP) Steals Magic from an ally

    • Level 27 - Passive: Speed +50

    • Level 29 - Resonate: (0 MP) Light attack to all enemies, damages allies as well

    • Level 33 - Passive: Speed +75

    • Level 37 - Passive: Speed +100

    • Level 40 - Passive Deus Ex Machina: Revives the party to 1 HP when defeated, can only occur once per battle

  • Gardenar

  • Summary

    • Creates Gardens that exert constant effects.

    • A Garden will hit all enemies or buff all allies every turn.

    • Only one Garden can be active at a time.

    • Has passives to increase Strength and Defense.

    Abilities

    • Level 1 - Garden of Tranquil Waters: (1 MP) Heals allies

    • Level 4 - Passive: Strength +50

    • Level 8 - Rake Slash: (1 MP) Weak attack, adds bleed

    • Level 11 - Garden of Dangerous Bees: (1 MP) Hurts enemies

    • Level 16 - Passive: Defense +40

    • Level 18 - Garden of Artistic Expression: (1 MP) Boosts Magic

    • Level 24 - Garden of Courageous Valor: (1 MP) Boosts Strength

    • Level 26 - Passive: Defense +80

    • Level 31 - Garden of Violent Upheaval: (2 MP) Interrupts enemies

    • Level 34 - Thornwhip: (1 MP) Light attack, adds bleed

    • Level 36 - Passive: Defense +120

    • Level 37 - Garden of Inspiring Breezes: (2 MP) Restores 1 MP to two allies

    • Level 40 - Passive Smell the Roses: Garden effects come more frequently

  • Delusionist

  • Summary

    • Has passives to increase Magic Resist.

    Abilities

    • Level 1 - Spite: (2 MP) Lowers user's and enemy's Strength and Magic

    • Level 7 - You'll See: (1 MP) No discernable effect

    • Level 10 - Schizophrenia: (1 MP) Boosts random stat for the user

    • Level 12 - Passive: Magic Resist +40

    • Level 18 - Passive: Magic Resist +80

    • Level 21 - Try the Punch: (2 MP) Heals, then poisons

    • Level 28 - Delusions of Grandeur: (1 MP) Boosts all stats, stacks up to three times but the MP cost increases each time

    • Level 32 - Passive: Magic Resist +120

    • Level 39 - Passive: Magic Resist +160

    • Level 40 - Power Seal: (2 MP) Reduces enemy's turn bonus

Items

  • Combat Items

    1. Potion

      • Restores 100 HP and revives one ally.

      • Each Store upgrade increases the healing by 100 HP.

    2. Molotov

      • Deals 200 fire damage to one enemy.

      • Each Store upgrade increases the damage by 200.

    3. Panacea

      • Cures ailments.

      • Cannot be upgraded.

    4. Buffz(TM)

      • Improves all stats of one ally by 20%.

      • Each Store upgrade increases stats by an additional 10%.

    5. Energite

      • Restores 1 MP to one ally

      • Each Store upgrade increases the restoration by 1 MP.

  • Weapons

  • Gabe

    1. Soft Gloves

      • +30 Strength, +20 Defense

      • Starting Weapon

    2. Even Softer Gloves

      • +60 Strength, +40 Defense

      • Location: Pelican Bay, Store ($96)

    3. Hobo's Paw

      • +50 Strength, +50 Magic, +50 Speed

      • Location: Hobo Alley

    4. Los Manos

      • +50 Strength, +100 Magic, +50 Defense, +50 Magic Resist

      • Location: Temple of Man level 1

    5. Were-Zompire Claws

      • +200 Strength, +150 Defense, +80 Magic Resist

      • Location: Coliseum (from Molly the Were-Zompire)

    6. Punchy Things

      • +90 Strength, +60 Defense

      • Location: Store ($936)

    7. Muff

      • +120 Strength, +80 Defense, +20 Magic Resist

      • Location: Store ($3750)

    8. Gauntlettas

      • +150 Strength, +100 Defense, +40 Magic Resist

      • Location: Store ($12906)

    Tycho

    1. Antique Shotgun

      • +10 Strength, +10 Magic, +10 Speed, +10 Defense, +10 Magic Resist

      • Starting Weapon

    2. Flechette Gun

      • +30 Strength, +30 Magic, +135 Defense, +135 Magic Resist

      • Location: ISS NEMESIS

    3. Omnibus

      • +150 Strength, +150 Magic

      • Location:

    4. Wonderbuss

      • +80 Strength, +80 Magic, +80 Speed, +80 Defense, +80 Magic Resist

      • Location: Periphery (Chapter 9)

    5. Frontward's

      • +20 Strength, +20 Magic, +20 Speed, +20 Defense, +20 Magic Resist

      • Location: Store ($168)

    6. Shotgorn

      • +30 Strength, +30 Magic, +30 Speed, +30 Defense, +30 Magic Resist

      • Location: Store ($1260)

    7. Bullet Wand

      • +45 Strength, +45 Magic, +45 Speed, +45 Defense, +45 Magic Resist

      • Location: Store ($5520)

    8. Thomas Gun

      • +60 Strength, +60 Magic, +60 Speed, +60 Defense, +60 Magic Resist

      • Location: Store ($16200)

    Jim

    1. Jar

      • +30 Magic, +20 Magic Defense

      • Starting Weapon

    2. Urn

      • +200 Magic, +60 Defense, +150 Magic Resist

      • Location: Temple to Man level 2

    3. Pitcher

      • +60 Magic, +40 Magic Resist

      • Location: Store ($192)

    4. Crockpot

      • +90 Magic, +60 Magic Resist

      • Location: Store ($1410)

    5. Vat

      • +120 Magic, +20 Defense, +80 Magic Resist

      • Location: Store ($5760)

    6. Beaker

      • +150 Magic, +40 Defense, +100 Magic Resist

      • Location: Store ($18000)

    Moira

    1. Pistola

      • +15 Strength, +30 Speed

      • Starting Weapon

    2. Isabel

      • +30 Strength, +15 Magic, +45 Speed

      • Location: Museum, Store ($108)

    3. Little Fang

      • +15 Strength, +60 Magic, +45 Speed, boosts wind damage

      • Location: Hark House level 2

    4. Phason

      • +45 Strength, +45 Magic, +120 Speed, +50 Defense, +50 Magic Resist

      • Location: ISS NEMESIS

    5. Melchora

      • +90 Strength, +75 Magic, +105 Speed, +60 Defense, +45 Magic Resist

      • Location: Temple to Man level 1

    6. Luisa

      • +45 Strength, +30 Magic, +60 Speed, +15 Defense

      • Location: Store ($990)

    7. Antonia

      • +60 Strength, +45 Magic, +75 Speed, +30 Defense, +15 Magic Resist

      • Location: Store ($4132)

    8. Maria

      • +75 Strength, +60 Magic, +90 Speed, +45 Defense, +30 Magic Resist

      • Location: Store ($13599)

  • Accessories

    1. Bullseye

      • Location: Museum

    2. Amp

      • Increases the effect of combat items

      • Location: Hark House level 2, Eviltown

    3. Talismints(TM)

      • Holder starts battle with 1 extra MP

      • Location: Hark House level 1, Temple to Man level 1

    4. Kineticae

      • Increases the effect of interrupts

    5. Vaccine

      • Prevents the holder from being afflicted by diseases

      • Location: Hark House level 2

    6. Knitters

      • Restores 10% of the holders Max HP every turn

      • Location: Blackmouth Cave

    7. Forky

      • Regular attacks will hit all enemies

      • Location: Blackmouth Cave

    8. Briquettes

      • Boosts the damage of fire attacks

      • Location: Eviltown, Store ($4000)

    9. Yeti Scarf

      • Boosts the damage of ice attacks

      • Location: Eviltown, Store ($4000)

    10. Whirligig

      • Boosts the damage of wind attacks

      • Location: Store ($4000)

    11. Elysi-Yums

      • Boosts the damage of holy attacks

      • Location: Store ($6000)

    12. Spooky Shoes

      • Boosts the damage of dark attacks

      • Location: Store ($6000)

    13. "Magic" Ring

      • Magic +20

      • Location: Pelican Bay, Store ($100)

    14. Cygnet Signet

      • Magic +50

      • Location: Store ($1000)

    15. Hark Signet

      • Magic +100

      • Location: Store ($7500)

    16. Strength Regimen

      • Strength +20

      • Location: Store ($100)

    17. Barbells

      • Strength +50

      • Location: Store ($1000)

    18. Strengthium Rods

      • Strength +100

      • Location: Store ($7500)

    19. Mocha

      • Speed +25

      • Location: Store ($750)

    20. Double Mocha

      • Speed +50

      • Location: Store ($5000)

    21. Health Regimen

      • Max HP +25

      • Location: Store ($100)

    22. Vague Pamphlet

      • Max HP +50

      • Location: Store ($1000)

    23. Vigorite Powder

      • Max HP +100

      • Location: Store ($7500)

    24. Stats Regimen

      • All Stats +15

      • Location: Store ($5000)

    25. Science Pills

      • All Stats +30

      • Location: Temple to Man level 2, Store ($20000)

    26. Self-Help Book

      • All Stats +50

      • Location: Store ($50000)

2 Comments

Conundrum Author Profile Page July 1, 2012 10:50 AM

If you want to grind, you can, just go to the Arena (which opens up immediately after the you've finished the Pier IIRC) defeat all enemies you can, exit and reenter, repeat.

It doesn't seem to be necessary, although I'm not sure if it's possible to master all class pins without some Arena grinding...

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On the Rain-Slick Precipice of Darkness 3
Walkthrough (with maps)

General Information

  • Classes

    • Each character starts with a base class.

      • Gabe - Brute: strong physical attacks with some fire magic and self-buffs.

      • Tycho - Scholar: has a balance of physical and magic attacks as well as some healing and team buffs.

      • Anne-Claire - Genius: strong magic damage and heals with large MP costs.

      • Jim - Necromaster: strong dark and earth magic, and can summon a skeleton to deal dark physical damage.

      • Moira - Gumshoe: several interrupts and some wind magic.

    • After Chapter 1 you will receive seven Class Pins, and you can give any pin to a character to give them the class abilities associated with that pin.

    • Each pin can only be used by one character at a time.

    • After Chapter 3, you will be given six more Class Pins and the ability to give each character two pins at a time.

    • All of the classes associated with Class Pins will level up as you defeat enemies, but the classes being used by characters will level up faster.

    • Class Pins give a number of active and passive abilities, as well as improving base stats.

  • Stats

    • Strength: Increases damage done with physical attacks.

    • Magic: Increases damage done with magic attacks.

    • Speed: Decreases the time between turns.

    • Defense: Decreases physical damage taken.

    • Magic Resist: Decreases magic damage taken.

  • Combat

    • At the start of combat, each character will start at full HP and 0 MP.

    • At the start of each character's turn, they will gain 1 MP.

    • On a turn, a character can use an ability, a basic Attack, an Item, or Defend.

      • Using a class ability usually has an MP cost but can have powerful effects.

      • Using a basic Attack will deal physical damage to one target.

      • A character can spend their turn to use a Combat Item on themselves or any ally: these items are not consumed, but can only be used a certain number of times per fight (the number of times an item can be used can be increased by finding or purchasing a Duplicoid).

      • Using Defend will boost the character's Defense and Magic Resist and will give them a Speed boost until their next turn.

    • Saving up MP by using basic Attacks, Items, or Defending will allow a character to unleash powerful abilities, but every turn your enemies take will increase the damage they deal.

    • An attack with an interrupt will push back the target's portrait at the top of the screen, increasing the time before their next turn.

    • An interrupt's effect is greatly increased if it hits when the target is between the "CMD" and "Attack" markers.

Zone Maps

  1. Pelican Bay

  2. Map

    1. Potion Duplicoid

    2. $50

    3. Even Softer Gloves (Gabe)

    4. "Magic" Ring (Accessory)

  3. Museum

  4. Map

    1. Molotov Duplicoid

    2. Moira

    3. Bullseye (Accessory)

    4. Isabel (Moira)

  5. Hobo Alley

  6. Map

    1. Panacea Duplicoid

    2. Panacea Duplicoid

    3. Hobo's Paw (Gabe)

    4. $1000

  7. Periphery

  8. Map

  9. Hark House

  10. Level 1, Tycho and Moira

    1. Potion Duplicoid

    2. Talismints(TM) (Accessory)

    Level 1, Gabe and Jim

    1. Molotov Duplicoid

    2. Potion Duplicoid

    Level 2, Tycho and Moira

    1. $1

    2. Amp (Accessory)

    Level 2, Gabe and Jim

    1. $3000

    2. Vaccine (Accessory)

    3. Little Fang (Moira)

  11. Bank of Money

  12. Map

    1. Buffz(TM) Duplicoid

    2. Molotov Duplicoid

  13. Vault II: Horkwall

  14. World Map

    1. Energite Duplicoid

    2. Blackmouth Cave

    Blackmouth Cave

    1. Knitters (Accessory)

    2. Forky (Accessory)

    Eviltown

    1. Yeti Scarf (Accessory)

    2. Potion Duplicoid

    3. Amp (Accessory)

    4. Briquettes (Accessory)

  15. Vault IV: ISS NEMESIS

  16. ISS NEMESIS

    1. Phason (Moira)

    2. Buffz(TM) Duplicoid

    3. $7000

    4. Flechette Gun (Tycho)

    Vault V

    1. Energite Duplicoid

  17. Curatorium

  18. Temple to Man
    Level 1

    1. Melchora (Moira)

    2. Los Manos (Gabe)

    3. Talismints(TM) (Accessory)

    Level 2

    1. Science Pills (Accessory)

    2. Urn (Jim)

    3. Omnibus (Tycho)

    4. $50000

    Periphery

    At the end of the second level of the Temple of Man, Tycho will prompt you to return to the Periphery. Exit the Temple and go back to the Hark House. Enter the portal there and go through the door on the right that you were unable to go through before. Inside, there will be a few fights before you reach a powerful enemy at the end, who will drop Tycho's weapon the Wonderbuss upon death.

Class Pins

  • Tube Samurai

  • Summary

    • A fighter with several stances, each stance providing a unique bonus and abilities.

    • Only one stance may be active at a time; you must spend a turn to shift into a stance

    • Has passives to increase Strength and Speed.

    Abilities

    • Level 1 - Attack Stance: (1 MP) Increases Strength

    • Level 4 - Passive: Strength +20

    • Level 5 - Director's Cut: (2 MP) Medium attack, requires Attack Stance

    • Level 7 - Passive: Speed +20

    • Level 13 - Speed Stance: (1 MP) Increases Speed

    • Level 15 - Path Through Oblivion: (0 MP) Light attack, requires Speed Stance

    • Level 17 - Passive: Strength +40

    • Level 19 - Passive Supple: Stat bonus for 1 turn after changing stances

    • Level 22 - Passive: Speed +40

    • Level 23 - Defensive Stance: (1 MP) Increases Defense

    • Level 24 - Challenge: (0 MP) Defends and taunts, requires Defensive Stance

    • Level 25 - Passive: Strength +60

    • Level 31 - Magic Stance: (1 MP) Increases Magic

    • Level 32 - Soul Torrent: (2 MP) Medium holy magic, requires Magic Stance

    • Level 38 - Passive: Speed +60

    • Level 40 - Passive Fast Switch: Switching stances requires 0 MP

  • Crabomancer

  • Summary

    • A hard-to-kill warrior who can force enemies to target him and can buff his own Defense and Magic Resist.

    • Excellent at taking hits so others do not have to, allowing your other characters to focus on damage.

    • Has passives to increase Max HP and Defense.

    Abilities

    • Level 1 - Glare: (0 MP) Enemies are more likely to attack the target

    • Level 4 - Magic Shell: (1 MP) Increases user's Magic Resist

    • Level 8 - Passive: Defense +30

    • Level 10 - Snip-Snip: (1 MP) Light attack, damage based on user's Defense

    • Level 13 - Passive: Max HP +25

    • Level 14 - Hexoskeleton: (1 MP) Increases user's Defense and Magic Resist

    • Level 16 - Passive: Defense +60

    • Level 19 - Decompressor: (2 MP) Medium attack, ignores Defense

    • Level 21 - Passive: Max HP +50

    • Level 23 - Leer: (0 MP) Enemies are more likely to attack the target, replaces Glare

    • Level 25 - Pinchmax: (1 MP) Medium attack, damage based on user's Defense, replaces Snip-Snip

    • Level 28 - Passive: Defense +90

    • Level 33 - Clawstrophobia: (2 MP) Medium attack to all enemies, damage based on user's Defense

    • Level 34 - Passive: Max HP +75

    • Level 37 - Seasickness: (3 MP) Non-elemental damage to all enemies, more powerful if user's HP is low

    • Level 40 - Imitation Crab: (2 MP) Increases all allies Defense and Magic Resist

  • Hobo

  • Summary

    • A scrappy fighter that can inflict Hoboism upon enemies, which causes damage each turn.

    • Has passives to increase Strength.

    Abilities

    • Level 1 - Call of the Hobo: (1 MP) Inflicts Hoboism

    • Level 5 - Passive: Strength +25

    • Level 6 - Tussle: (2 MP) Light attack that interrupts

    • Level 11 - Passive: Strength +50

    • Level 13 - Rat Swarm: (2 MP) Inflicts Hoboism on all enemies

    • Level 17 - Passive Hobommunity: Immune to Hoboism

    • Level 18 - Bumfight: (2 MP) Medium attack, bonus vs enemies inflicted by Hoboism

    • Level 21 - Hobification: (0 MP) Inflicts Hoboism - replaces Call of the Hobo

    • Level 23 - Trashcan Fire: (2 MP) Medium fire attack

    • Level 25 - Passive: Strength +75

    • Level 30 - Train Hop: (4 MP) Massive attack

    • Level 33 - Rat Storm: (1 MP) Inflicts Hoboism on all enemies, replaces Rat Swarm

    • Level 34 - Passive Clown Makeup: Adds interrupt to attack

    • Level 37 - Passive: Strength +100

    • Level 40 - Hobocalypse: (5 MP) Massive attack, may insta-kill

  • Gentleman

  • Summary

    • A noble class who has some magic attacks and can heal allies.

    • Has passives to increase Magic and Magic Resist.

    Abilities

    • Level 1 - Self-Starter: (1 MP) Heals and purifies self

    • Level 4 - Revive: (1 MP) Heal and revive an ally

    • Level 4 - Passive: Magic Resist +30

    • Level 7 - Passive: Magic +20

    • Level 7 - Passive Charming: Basic attack uses Magic (if higher than Strength)

    • Level 9 - Caning: (1 MP) Light holy attack

    • Level 13 - New Shoes: (2 MP) Light wind magic to all enemies

    • Level 15 - Passive: Magic Resist +60

    • Level 17 - Confucian Ideal: (0 MP) Heals and purifies self - replaces Self-Starter

    • Level 20 - Heal 2: Heals one ally

    • Level 21 - Passive: Magic +40

    • Level 23 - Canega: (1 MP) Medium holy attack, replaces Caning

    • Level 29 - God Rest Ye: (4 MP) Heals and revives all allies

    • Level 31 - Passive: Magic Resist +90

    • Level 35 - Adjust Monacle: (1 MP) Increases user's Magic

    • Level 36 - Passive: Magic +60

    • Level 40 - Trust Fund: (2 MP) Regenerates HP for all allies each turn

  • Cordwainer

  • Summary

    • A striker class that focuses on speed and interrupts.

    • With its speed buff and an attack that deals damage based on speed, the Cordwainer can deal strong damage frequently.

    • Has passives to increase Speed.

    Abilities

    • Level 1 - Sole Edge: (1 MP) Light attack, speed based

    • Level 4 - Passive: Speed +25

    • Level 7 - Bootstrap: (1 MP) Increases Speed

    • Level 9 - Repair: (1 MP) Heals and revives an ally

    • Level 11 - Polish: (1 MP) Interrupts an enemies

    • Level 13 - Passive: Speed +50

    • Level 16 - Sole Calibur: (1 MP) Light attack, speed based - replaces Sole Edge

    • Level 22 - Bootstraps: (0 MP) Increases Speed - replaces Bootstrap

    • Level 24 - Passive Head Start: Start battle with 1 extra MP

    • Level 27 - Passive: Speed +75

    • Level 31 - Megapolish: (2 MP) Interrupts all enemies

    • Level 34 - Awl: (3 MP) Heavy attack, bonus against slowed enemies

    • Level 39 - Passive: Speed +100

    • Level 40 - Elbow Grease: (2 MP) Increases Speed for all allies

  • Slacker

  • Summary

    • A very ineffective class.

    • Gains a passive that gives a small increase to all stats at level 39.

    Abilities

    • Level 1 - Tool Around: (0 MP) No discernable effect

    • Level 15 - Power Nap: (0 MP) Gain 1 MP, skip next turn

    • Level 25 - Passive Gadget Fanatic: Increases the effectiveness of items

    • Level 39 - Passive: All Stats +40

    • Level 40 - Thwacktivism: (5 MP) Heavy non-elemental magic to all enemies

  • Elemenstor

  • Summary

    • A caster class with magic and physical attacks of every element.

    • The large range of attacks makes the Elemenstor a very versitile class.

    • Has passives to increase Magic.

    Abilities

    • Level 1 - Fire Slash: (1 MP) Light fire physical attack

    • Level 4 - North Wind: (1 MP) Light wind magic

    • Level 4 - Passive: Magic +25

    • Level 7 - Ice Slash: (2 MP) Medium ice physical attack

    • Level 10 - Bury: (1 MP) Light earth magic

    • Level 11 - Ice Shards: (2 MP) Medium ice magic

    • Level 13 - Passive: Magic +50

    • Level 14 - Fireball: (1 MP) Light fire magic

    • Level 15 - Wind Slash: (1 MP) Light wind physical attack

    • Level 18 - Earth Slash: (1 MP) Light earth physical attack

    • Level 22 - Passive: Magic +75

    • Level 25 - Flameheat:(1 MP) Medium fire physical attack, replaces Fire Slash

    • Level 27 - Galeforce: (0 MP) Light wind magic, replaces North Wind

    • Level 30 - Ice Spears: (1 MP) Medium ice magic, replaces Ice Shards

    • Level 31 - Flamesphere: (1 MP) Medium fire magic, replaces Fireball

    • Level 32 - Zephyr! The Musical: (0 MP) Light Wind physical attack, replaces Wind Slash

    • Level 33 - Big Rock: (1 MP) Medium earth physical attack, replaces Earth Slash

    • Level 38 - Passive: Magic +100

    • Level 40 - Terrastigma: (1 MP) Reduces enemies elemental resist, stacks

  • Masochist

  • Summary

    • Can deal strong physical attacks at the expense of its own HP.

    • Has passives to increase Strength.

    Abilities

    • Level 1 - Two-Edged Sword: (1 MP) Medium attack, lose 50 HP

    • Level 7 - Passive: Strength +25

    • Level 14 - Souleater: (1 MP) Light attack to all enemies, lose 50 HP

    • Level 17 - Passive: Strength +50

    • Level 20 - Passive Desperation: Bonus Strength when HP is low

    • Level 23 - Passive: Strength +75

    • Level 25 - Pain Eater: (0 MP) Boosts the user's Strength, lose 50 HP every turn

    • Level 29 - Passive: Strength +100

    • Level 31 - Three-Edged Sword: (1 MP) Heavy attack, lose 50 HP, replaces Two-Edged Sword

    • Level 36 - Soulfeast: (1 MP) Medium attack to all enemies, lose 50 HP, replaces Souleater

    • Level 40 - All or Nothing: (4 MP) Massive attack, drops user to 1 HP

  • Dinosorcerer

  • Summary

    • Has the power to transform itself into powerful dinosaurs.

    • Once transformed, the Dinosorcerer will use three preset abilities in sequence according to the shape it has taken, attacking random targets.

    • Has passives to increase Max HP.

    Abilities

    • Level 1 - Velociraptor: (1 MP) Become a Velociraptor

      1. Diversion: (0 MP) Medium attack, interrupts

      2. Disembowel: (0 MP) Medium attack, ignores defense

      3. Clever Girl: (1 MP) Boosts user's Magic

    • Level 8 - Passive: Max HP +30

    • Level 13 - Triceratops: (1 MP) Become a Triceratops

      1. Staunch Defense: (0 MP) Super defend

      2. Bony Frill: (1 MP) Boosts user's defense

      3. Stampede: (0 MP) Medium attack

    • Level 16 - Passive: Max HP +60

    • Level 24 - Passive: Max HP +90

    • Level 26 - T-Rex: (2 MP) Become a T-Rex

      1. Stomp: (0 MP) Medium attack

      2. Chomp: (0 MP) Heavy attack

      3. Terroar: (1 MP) Stun all enemies

    • Level 31 - Passive Lycanthrope: Transformations cost 1 MP less on turn 1

    • Level 35 - Passive: Max HP +120

    • Level 40 - Cthulhusaurus: (2 MP) Become a Cthulhusaurus

      1. Creeping Horror: (0 MP) Heavy attack

      2. Unholy Tentacles: (1 MP) Heavy dark magic to all enemies

      3. Should Not Be: (1 MP) Reduces defense and resist of all enemies

  • Apocalypt

  • Summary

    • Calls down Prophecies of doom to deal damage to all enemies.

    • Using an Apocalypt ability will start a slow-moving Prophecy that will strike a couple turns later.

    • All Apocalypt abilities will augment the effect of incoming Prophecy and will stack with each other.

    • Has passives to increase Magic.

    Abilities

    • Level 1 - Fire & Brimstone: (1 MP) Incoming Prophecy deals fire damage to all enemies

    • Level 7 - Passive: Magic +25

    • Level 10 - Hail & Thunder: (1 MP) Incoming Prophecy deals ice damage to all enemies

    • Level 14 - Chosen One: (0 MP) Incoming Prophecy restores 1 MP per effect to the user

    • Level 15 - Passive It Shall Come to Pass: Each prophecy increases the strength of other prophecies

    • Level 18 - Passive: Magic +50

    • Level 20 - Retcon: (0 MP) Incoming Prophecy takes longer to arrive

    • Level 23 - Boils: (1 MP) Incoming Prophecy poisons all enemies

    • Level 25 - Passive Ecstasy: Magic bonus while waiting for a Prophecy to come

    • Level 29 - Locusts: (1 MP) Incoming Prophecy deals wind damage to all enemies

    • Level 31 - Passive: Magic +75

    • Level 36 - Canaan: (2 MP) Incoming Prophecy heals all allies

    • Level 39 - Passive: Magic +100

    • Level 40 - Apocalypse: (2 MP) Incoming Prophecy deals earth damage to all enemies

  • Diva

  • Summary

    • Has the power to take stats from allies to buff itself.

    • Has passives to increase Speed.

    Abilities

    • Level 1 - Spotlight: (0 MP) Enemies more likely to attack the target

    • Level 7 - Cadenza: (1 MP) Steals Strength from an ally

    • Level 10 - Passive Limelight: Magic boost if Spotlight is used on self

    • Level 12 - Prima Donna: (0 MP) Steals up to 3 MP from an ally

    • Level 15 - Passive: Speed +25

    • Level 21 - Aria of Depression: (1 MP) Steals Magic from an ally

    • Level 27 - Passive: Speed +50

    • Level 29 - Resonate: (0 MP) Light attack to all enemies, damages allies as well

    • Level 33 - Passive: Speed +75

    • Level 37 - Passive: Speed +100

    • Level 40 - Passive Deus Ex Machina: Revives the party to 1 HP when defeated, can only occur once per battle

  • Gardenar

  • Summary

    • Creates Gardens that exert constant effects.

    • A Garden will hit all enemies or buff all allies every turn.

    • Only one Garden can be active at a time.

    • Has passives to increase Strength and Defense.

    Abilities

    • Level 1 - Garden of Tranquil Waters: (1 MP) Heals allies

    • Level 4 - Passive: Strength +50

    • Level 8 - Rake Slash: (1 MP) Weak attack, adds bleed

    • Level 11 - Garden of Dangerous Bees: (1 MP) Hurts enemies

    • Level 16 - Passive: Defense +40

    • Level 18 - Garden of Artistic Expression: (1 MP) Boosts Magic

    • Level 24 - Garden of Courageous Valor: (1 MP) Boosts Strength

    • Level 26 - Passive: Defense +80

    • Level 31 - Garden of Violent Upheaval: (2 MP) Interrupts enemies

    • Level 34 - Thornwhip: (1 MP) Light attack, adds bleed

    • Level 36 - Passive: Defense +120

    • Level 37 - Garden of Inspiring Breezes: (2 MP) Restores 1 MP to two allies

    • Level 40 - Passive Smell the Roses: Garden effects come more frequently

  • Delusionist

  • Summary

    • Has passives to increase Magic Resist.

    Abilities

    • Level 1 - Spite: (2 MP) Lowers user's and enemy's Strength and Magic

    • Level 7 - You'll See: (1 MP) No discernable effect

    • Level 10 - Schizophrenia: (1 MP) Boosts random stat for the user

    • Level 12 - Passive: Magic Resist +40

    • Level 18 - Passive: Magic Resist +80

    • Level 21 - Try the Punch: (2 MP) Heals, then poisons

    • Level 28 - Delusions of Grandeur: (1 MP) Boosts all stats, stacks up to three times but the MP cost increases each time

    • Level 32 - Passive: Magic Resist +120

    • Level 39 - Passive: Magic Resist +160

    • Level 40 - Power Seal: (2 MP) Reduces enemy's turn bonus

Items

  • Combat Items

    1. Potion

      • Restores 100 HP and revives one ally.

      • Each Store upgrade increases the healing by 100 HP.

    2. Molotov

      • Deals 200 fire damage to one enemy.

      • Each Store upgrade increases the damage by 200.

    3. Panacea

      • Cures ailments.

      • Cannot be upgraded.

    4. Buffz(TM)

      • Improves all stats of one ally by 20%.

      • Each Store upgrade increases stats by an additional 10%.

    5. Energite

      • Restores 1 MP to one ally

      • Each Store upgrade increases the restoration by 1 MP.

  • Weapons

  • Gabe

    1. Soft Gloves

      • +30 Strength, +20 Defense

      • Starting Weapon

    2. Even Softer Gloves

      • +60 Strength, +40 Defense

      • Location: Pelican Bay, Store ($96)

    3. Hobo's Paw

      • +50 Strength, +50 Magic, +50 Speed

      • Location: Hobo Alley

    4. Los Manos

      • +50 Strength, +100 Magic, +50 Defense, +50 Magic Resist

      • Location: Temple of Man level 1

    5. Were-Zompire Claws

      • +200 Strength, +150 Defense, +80 Magic Resist

      • Location: Coliseum (from Molly the Were-Zompire)

    6. Punchy Things

      • +90 Strength, +60 Defense

      • Location: Store ($936)

    7. Muff

      • +120 Strength, +80 Defense, +20 Magic Resist

      • Location: Store ($3750)

    8. Gauntlettas

      • +150 Strength, +100 Defense, +40 Magic Resist

      • Location: Store ($12906)

    Tycho

    1. Antique Shotgun

      • +10 Strength, +10 Magic, +10 Speed, +10 Defense, +10 Magic Resist

      • Starting Weapon

    2. Flechette Gun

      • +30 Strength, +30 Magic, +135 Defense, +135 Magic Resist

      • Location: ISS NEMESIS

    3. Omnibus

      • +150 Strength, +150 Magic

      • Location:

    4. Wonderbuss

      • +80 Strength, +80 Magic, +80 Speed, +80 Defense, +80 Magic Resist

      • Location: Periphery (Chapter 9)

    5. Frontward's

      • +20 Strength, +20 Magic, +20 Speed, +20 Defense, +20 Magic Resist

      • Location: Store ($168)

    6. Shotgorn

      • +30 Strength, +30 Magic, +30 Speed, +30 Defense, +30 Magic Resist

      • Location: Store ($1260)

    7. Bullet Wand

      • +45 Strength, +45 Magic, +45 Speed, +45 Defense, +45 Magic Resist

      • Location: Store ($5520)

    8. Thomas Gun

      • +60 Strength, +60 Magic, +60 Speed, +60 Defense, +60 Magic Resist

      • Location: Store ($16200)

    Jim

    1. Jar

      • +30 Magic, +20 Magic Defense

      • Starting Weapon

    2. Urn

      • +200 Magic, +60 Defense, +150 Magic Resist

      • Location: Temple to Man level 2

    3. Pitcher

      • +60 Magic, +40 Magic Resist

      • Location: Store ($192)

    4. Crockpot

      • +90 Magic, +60 Magic Resist

      • Location: Store ($1410)

    5. Vat

      • +120 Magic, +20 Defense, +80 Magic Resist

      • Location: Store ($5760)

    6. Beaker

      • +150 Magic, +40 Defense, +100 Magic Resist

      • Location: Store ($18000)

    Moira

    1. Pistola

      • +15 Strength, +30 Speed

      • Starting Weapon

    2. Isabel

      • +30 Strength, +15 Magic, +45 Speed

      • Location: Museum, Store ($108)

    3. Little Fang

      • +15 Strength, +60 Magic, +45 Speed, boosts wind damage

      • Location: Hark House level 2

    4. Phason

      • +45 Strength, +45 Magic, +120 Speed, +50 Defense, +50 Magic Resist

      • Location: ISS NEMESIS

    5. Melchora

      • +90 Strength, +75 Magic, +105 Speed, +60 Defense, +45 Magic Resist

      • Location: Temple to Man level 1

    6. Luisa

      • +45 Strength, +30 Magic, +60 Speed, +15 Defense

      • Location: Store ($990)

    7. Antonia

      • +60 Strength, +45 Magic, +75 Speed, +30 Defense, +15 Magic Resist

      • Location: Store ($4132)

    8. Maria

      • +75 Strength, +60 Magic, +90 Speed, +45 Defense, +30 Magic Resist

      • Location: Store ($13599)

  • Accessories

    1. Bullseye

      • Location: Museum

    2. Amp

      • Increases the effect of combat items

      • Location: Hark House level 2, Eviltown

    3. Talismints(TM)

      • Holder starts battle with 1 extra MP

      • Location: Hark House level 1, Temple to Man level 1

    4. Kineticae

      • Increases the effect of interrupts

    5. Vaccine

      • Prevents the holder from being afflicted by diseases

      • Location: Hark House level 2

    6. Knitters

      • Restores 10% of the holders Max HP every turn

      • Location: Blackmouth Cave

    7. Forky

      • Regular attacks will hit all enemies

      • Location: Blackmouth Cave

    8. Briquettes

      • Boosts the damage of fire attacks

      • Location: Eviltown, Store ($4000)

    9. Yeti Scarf

      • Boosts the damage of ice attacks

      • Location: Eviltown, Store ($4000)

    10. Whirligig

      • Boosts the damage of wind attacks

      • Location: Store ($4000)

    11. Elysi-Yums

      • Boosts the damage of holy attacks

      • Location: Store ($6000)

    12. Spooky Shoes

      • Boosts the damage of dark attacks

      • Location: Store ($6000)

    13. "Magic" Ring

      • Magic +20

      • Location: Pelican Bay, Store ($100)

    14. Cygnet Signet

      • Magic +50

      • Location: Store ($1000)

    15. Hark Signet

      • Magic +100

      • Location: Store ($7500)

    16. Strength Regimen

      • Strength +20

      • Location: Store ($100)

    17. Barbells

      • Strength +50

      • Location: Store ($1000)

    18. Strengthium Rods

      • Strength +100

      • Location: Store ($7500)

    19. Mocha

      • Speed +25

      • Location: Store ($750)

    20. Double Mocha

      • Speed +50

      • Location: Store ($5000)

    21. Health Regimen

      • Max HP +25

      • Location: Store ($100)

    22. Vague Pamphlet

      • Max HP +50

      • Location: Store ($1000)

    23. Vigorite Powder

      • Max HP +100

      • Location: Store ($7500)

    24. Stats Regimen

      • All Stats +15

      • Location: Store ($5000)

    25. Science Pills

      • All Stats +30

      • Location: Temple to Man level 2, Store ($20000)

    26. Self-Help Book

      • All Stats +50

      • Location: Store ($50000)

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