Here are my findings from playing Core Crossing, which can serve as a helpful resource for beginners looking to build their party and progress in the game. It is recommended to use this information in conjunction with the developer’s Game Info guide available in the Discussions section.
Введение
After completing multiple playthroughs of Core Crossing, I have compiled a list of observations based on my experiences. When I first started playing the game, I encountered decision paralysis, and this guide aims to assist others in making informed choices regarding character classes and skills to avoid facing the same dilemma. It is important to note that once you become familiar with the game mechanics, it becomes relatively easy to exploit Core Crossing. Поэтому, I have included additional gameplay tips towards the end, categorized from least to most game-breaking.
Core Crossing does not pose significant difficulty and lacks the intricate tricks found in its inspiration, the Etrian Odyssey games. Поэтому, a well-balanced party consisting of various attack types, healing abilities, and support skills should suffice to progress in the game. In case you lack a specific skill effect, there are also items available to compensate for it. Более того, the low investment costs for skill points (АП) prevent the possibility of ruining a character’s build, which sets it apart from similar RPGs. Если вы предпочитаете, you can opt to choose characters solely based on their aesthetic appeal and explore the game without prior knowledge by bypassing this guide.
Хранитель
The Guardian initially serves as a valuable support unit. I faced difficulties until I replaced my Bloodluster class with this one. На ранних стадиях игры, the Guardian’s taunts greatly enhance the party’s survivability, especially if you’re struggling with it. The Counter skill provides additional damage output, although its usefulness diminishes as enemies start employing more area-of-effect attacks. For early-game debuffs, I recommend using the Slashes that reduce DEF, ENC, and WIL, as well as the Shout skill, depending on your specific needs. Pierce Slash’s piercing effect doesn’t have a significant impact since there are no enemies with high enough defenses to make it a game-changer. Skills that require a dead party member to use should be avoided, as the Guardian’s role is to prevent such situations from occurring. Позже, investing in HP+ and FLO+ will significantly increase the class’s tankiness and speed.
With the acquisition of Cut Expert and Titan Slayer, the Guardian becomes an effective boss killer and a major source of damage output during boss fights. Titan Slayer is also valuable for random encounters until your HP pool becomes too large for the damage boost to be significant. В этот момент, relying on Double Strike normal attacks will likely become your primary strategy. Fury Slash has the highest damage potential when you have sufficient CP (мана) доступный. One downside of the Guardian’s offensive capabilities is that its skills exclusively deal Sharp-type damage. Однако, it’s worth noting that no enemies in the game appear to be immune to or reflect Sharp damage.
Dragoneer
В начале игры, the Dragoneer primarily relies on spamming Pick Off for bonus damage against mobs encountered in random battles. Roar can also be used to debuff DEF and WIL, offering a more CP-efficient option. Once you unlock it, Stun Roar can be useful when facing random battles where you’re unable to defeat enemies within a single turn.
Лично, I rarely found a need to use Dragon Scale/Hide/Guard, the Breath skills, or the Eater skills. In situations where you require specific resistances, equipping the appropriate resist accessory is generally a better choice than wasting turns on these skills. It is possible that the Eater skills may have some utility if you’re lacking elemental damage, although I remain skeptical. Buffs in the game only last for three turns and do not stack in duration. Among the buff skills, Dragon Shout is the only one I consider impactful enough to justify spending a turn not attacking.
The elemental AOE attacks from the Dragoneer, known as elemental roars, tend to miss frequently, making them relatively mediocre. If you have a character specializing in elemental attacks, investing in these skills becomes redundant. Having a character solely dealing Sharp damage rarely poses a problem. Vencitor, as a multi-hit move, can provide additional damage against Oversouls and early FOE-type enemies if encountered earlier than intended, but it’s not essential.
In boss battles, the Dragoneer fulfills a mixed role of dealing damage and providing debuff support. It cycles between using Dragon Shout and attacking, utilizing Pick Off to debuff DEF until the buff wears off, and subsequently employing Dragon Claw as a combined damage and debuff skill. Однако, the Dragoneer is not the best at either role and should be supported by other party members specializing in offense or support. The class truly shines when Deep Slash, a powerful omni-debuff skill, and Fury Slash, benefiting from a significant CP pool due to Level CP+, are unlocked.
нападающий
The Striker excels at dealing solid damage with minimal CP expenditure during the early game, thanks to skills like Kiai or Meditate and its double-hit standard attack. The initial attack skills are rather underwhelming. Skills that deal weak damage offer such a low damage boost that the Striker’s standard attack actually outperforms them. When you unlock Smash/Crush/Impact/Sweep, incorporating one or two of these skills into your attack rotation can be beneficial if your party requires debuffs.
The class’s damage output against bosses spikes in the midgame once Omega Fist is obtained. While Bullet Fist can be useful in random encounters, it is not essential, as Omega Fist’s boost applies frequently due to the Striker’s smaller HP pool compared to the Guardian’s. The Striker’s damage output begins to taper off in the late game compared to the Guardian or Dragoneer, but remains viable throughout with the inclusion of Fury Strike.
In certain enemy encounters, relying solely on Blunt-type damage can put you at a disadvantage. В таких случаях, using one of the Earth-element attack skills can be helpful. Кроме того, Houou Qi can serve as an alternative to Meditate, providing your basic attacks with the Fire element while not affecting accuracy.
The other Qi skills do not offer significant utility. Как и ожидалось, investing in HP+ and FLO+ is highly recommended. Qigong is not inherently a bad skill, but I never encountered a situation where it was the optimal choice. Self-status dispels, в общем, are limited in their effectiveness since they require character control and are thus rendered useless against most ailments that require immediate attention.
Blesser
Having a healing class is crucial in this game. If you’re unsure which class to choose, the Blesser is a safe default option. Compared to other classes, the Blesser relies heavily on AP, so it’s advisable to save some AP Candies specifically for this class.
Your main priorities should be the low-power single-target healing and ailment-curing spells, as well as the weak area-of-effect healing and ailment-curing spells. The single-target revive spell is also important, while the party debuff spells are not necessary in the early stages and can be skipped. Лично, I opted for the area-of-effect enemy buff removal skill, but if you want to conserve AP, the single-target version should suffice.
По моему опыту, my characters didn’t die frequently enough to require the area-of-effect revive skill. Однако, it is an incredibly powerful ability and can be useful to keep in reserve for emergencies. The party-wide WIL buff can help protect your party from area-of-effect spells, especially if you lack a means of decreasing enemy accuracy. В целом, physical attacks can be outhealed without relying on the Blesser’s DEF buff.
The effectiveness of the healing spells scales with your character’s level, and even the weaker healing spells consistently restored 50% or more of maximum HP in my playthrough. Поэтому, it is acceptable to skip the moderate-strength healing spells if you find that you don’t need them.
I recommend holding off on using the Holy damage skills until later in the game. Using them unnecessarily in easy battles will deplete your CP, and during challenging fights, you’ll likely be occupied with healing rather than casting offensive spells. The Blesser’s magic offense is moderate, so it’s only worthwhile to use the medium-strength area-of-effect Holy spell and the two strong Holy spells.
Since the reflect skills only apply to a single character, their impact is not significant enough to warrant using your turns on them. Having Holy-element absorption is only useful in one or two fights, и даже тогда, its effectiveness is limited.
Magi
The Magi class is also AP-intensive. It excels in dealing damage during random encounters but performs decently in boss battles, contributing significantly to the overall team effort. If you’re unsure about which magic attacker to choose, the Magi is a good option.
Without considering weaknesses and resistances, Electric is the most effective elemental attack, as it can incapacitate enemies with the Shock ailment, causing them to skip turns. Wind is the next best choice, as it can debuff enemy defenses with Blown, while Water can slow down enemies and reduce their evasion with Wet if necessary. The Fire element’s Burn damage is not substantial enough to warrant using it. These elements are in the form of status effects, and their chances of inflicting ailments are not very reliable, especially against bosses. Поэтому, it’s best to consider them as additional benefits rather than relying on them. Кроме того, it’s important to diversify your elemental attacks to handle different resistances instead of solely relying on Electric.
It is recommended to prioritize learning the Initial ENC skill and the four weaker attack spells first. Через некоторое время, the CP savings from the Composure skill accumulate significantly. I suggest choosing only one of the medium-strength single-target spells at most, as the area-of-effect spells can suffice against enemies that resist the single-target spells. The CP+ passive skill is a clear advantage and should be acquired.
The party-wide ENC buff can be useful if you have multiple magic attackers in your party. The WIL buff might help protect your party from area-of-effect spells, but it’s important to consider that every turn spent casting buffs is a turn not spent dealing damage.
Curser
The Curser class is exceptionally powerful.
In most RPGs, ailments are typically not very effective against bosses due to low infliction rates, often requiring several turns to apply even a single ailment. Однако, the Curser’s AOE omni-curse spell, Cursiciton, solves this problem by attempting to inflict multiple ailments simultaneously on every enemy, including permanent Poison, some of which can greatly hinder bosses. Every time you use Cursiciton, it feels like taking multiple turns at once. This type of skill is usually overpowered when it’s a special ability that needs to be charged, but Cursiciton can be used every turn. Even the final boss is not completely immune, although it might take a few attempts to inflict a skill-disabling ailment.
Regarding offensive spell selection, the Curser has the Ruin-spell line, the Ill-spell line, and the Grim-element spell line. The Ruin-spell series is the most reliable choice as it’s easy to apply debuffs to gain damage bonuses. The Ill-spells offer higher potential damage but are more challenging to inflict ailments and receive the bonus. It’s important to note that not all ailments provide the same damage bonus. In my test boss battle, I found that Ill-/Poison increased damage output by approximately 30% compared to Ruin-, while Ill-/Blind resulted in a 25% снижаться. Damage bonuses do not stack. Your focus should depend on your risk tolerance and desired reward, but there is no in-game situation where the Ruin-spells are too weak and there are no better alternatives. The Grim-element attacks are stronger due to their multiple hits, but many enemies in the game are resistant or immune to Grim.
During the early-to-mid game, you will likely spend most of your time using Lv. 1 attack spells to finish off weakened enemies. Against tougher random encounters, the AOE Stun can provide extra turns, while the Grim skills can deal with healthier enemies, but keep in mind that these skills require more CP.
In boss battles, it is advisable to use the Curser as a secondary magic damage dealer, incorporating one of the AOE debuffs into your rotation if the rest of your party lacks a particular debuff you require. Once you reach Level 15, replace it with Omnicito’s omni-debuff. While the class is not as destructive as the Bushi, it can still deal enough damage to be a valuable asset.
Regarding status effects, Dumb seems to have a higher chance of infliction against larger enemies compared to Stun, potentially buying you a few crucial turns in desperate situations against bosses. Однако, it should be considered a last resort rather than a dependable strategy. Платит 1 AP for a chance to get out of a difficult situation can be advantageous, but it’s not essential. I have never witnessed Stun successfully working against bosses, so it should only be used against regular enemies.
In most encounters, Poison damage is insignificant compared to Stun. It reaches the damage cap of 100 per turn against larger enemies, but so does the readily available Toxic Liquid item. The main advantage of Poison is that it’s a persistent ailment, unlike other ailments with limited duration, allowing you to capitalize on any skill bonuses that rely on the enemy being affected by a status ailment. Whether investing AP in Poison is worthwhile depends on your party composition, although you will likely have excess AP unless you choose multiple AOE debuff skills.
If you intend to use the class’s Ill-spells, it’s advisable to have multiple party members with skills that inflict ailments as a secondary effect (such as the Enforcer’s Toxic Tip). This ensures that you don’t waste turns attempting to inflict Poison and achieve no results. Однако, if multiple party members can benefit from it, using Toxic Liquid against bosses on the first turn is a viable strategy. I have experienced instances where I failed to inflict Poison with the Curser’s Poison skills for half of a boss fight, nullifying any potential benefits.
Cursiciton renders all other single-target ailment spells obsolete. Once you unlock it at Level 20, you can constantly alternate between the omni-curse and omni-debuff during boss fights, inserting any desired skill in between. In random encounters, you can freely spam the omni-curse, although it costs 10 CP per battle.
Bushi
The Bushi excels in dealing high amounts of damage, surpassing even the late-game Guardian. Чтобы максимизировать урон, it is recommended to prioritize acquiring Wide Draw and Initial CRIT abilities. With these skills, you can obliterate enemies from the first turn until the end of the game. Hilt Hit provides early-game coverage against Blunt attacks, although the Stun effect may not be particularly useful.
Как только вы достигнете уровня 5, you can choose between Chudan and Jodan. While Bushido might have potential, the Bushi already packs a punch without the attack boost in your rotation. В конце игры, it would be more beneficial to have another party member buff your ATK instead.
Unlocking all four elemental attacks is advisable, but it’s recommended to start with two that provide the necessary attack elements and debuffs your party requires the most. These skills are highly effective against both regular enemies and bosses. Кроме того, Level HP+ is a crucial passive ability to acquire.
To enhance your damage output further, consider obtaining CRIT+ and Cut Expert as soon as you reach level 15. Hissatsu Ikken can be used as an alternative when you encounter enemies with elemental immunity, but it only becomes truly powerful if you have invested in HP bonuses through passive abilities, training accessories, and HP-boosting items. В таких случаях, it can annihilate monsters with astonishingly high numbers, reaching up to 7000 повреждать.
During late-game battles, Fury Slash becomes the most devastating move. If CP usage or the ATK debuff is a concern, targeting an enemy’s weakness with an elemental skill is the next best option.
Инфорсер
The Enforcer is a class that combines physical attack abilities with support capabilities, somewhat similar to the Dragoneer. Однако, the Enforcer’s damage output is average throughout most of the game, and its ailment skills often have a high chance of failure when needed the most. The effectiveness of the Enforcer heavily relies on party synergy due to its numerous debuffs and ailment-related skills. If you don’t take full advantage of these abilities, the Dragoneer is a better choice in the early to mid-game.
В начале игры, the recommended combo is Pick Off and Knock Down with Initial CRIT. С другой стороны, the damage output from setting up Blend In + Surprise Slash is insufficient to justify the effort. Recompose, which negates debuffs upon killing an enemy, synergizes well with Fury Slash but should be acquired later. It proves less useful during boss fights where debuff negation would be most beneficial.
Fatal Cut becomes useful once unlocked, especially if you have other party members who can inflict ailments. Eye Cut, with its decent proc rate even against bosses, works well in conjunction with Fatal Cut if there is another party member capable of exploiting the Blind status. The other Lv. 1 Cut skills deal minimal damage and function primarily as ailment-inflicting abilities, so relying on just one of them is sufficient. If Poison is desired, Toxic Tip provides an unlimited supply of free Toxic Liquid.
Noct Bane remains the primary damage-dealing option for the Enforcer until Fury Slash becomes available in the late game. Однако, it consumes a significant amount of CP, and many enemies in later stages possess resistance against Grim-element attacks.
В конце игры, both the Enforcer and Dragoneer excel by utilizing Fury Slash, dealing similar amounts of damage. The Dragoneer benefits from a larger CP pool and a potent omni-debuff attack skill that complements the attack rotation. С другой стороны, the Enforcer has a passive ability to negate the self-debuff on ATK/FLO upon killing an enemy, as well as a passive buff that increases the crit rate on the first turn. The choice between them depends on the roles fulfilled by the other party members, although the Dragoneer is generally favored.
Miko
The Miko shares similarities with the Blesser class but offers superior offensive magic and more limited healing capabilities. Like the Blesser, the Miko requires a considerable amount of AP to cast spells. The Miko’s elemental attack spells can strike the same enemy multiple times and potentially exploit more weaknesses, making them more effective than the Blesser’s Holy spells. Unlike the Blesser, the Miko can immediately contribute significant damage to battles. Более того, it benefits from passive CP bonuses, reducing concerns about wasting CP.
Однако, the class acquires its AOE ailment cure spell at a later stage, which can be challenging in the early game. The Miko lacks the Blesser’s AOE revive ability, powerful healing skills, and party DEF or WIL buffs. Вместо, it possesses a combination of weaker immediate healing skills and regeneration/ailment recovery/debuff recovery skills. This means that in certain cases, you may need to rely on prediction to keep your party members alive. The delayed omni-buff can be used to empower an attacker at the start of a boss fight, but the Miko generally has better uses for its turns. The single-target full regeneration spell is too slow to be worth using. Acquiring Level CP+ is an obvious immediate choice. The field HP recovery skill heals at an insufficient rate compared to manual healing.
The Miko may require a bit more finesse to use effectively compared to the Blesser, primarily due to the absence of panic button skills. Однако, общий, it is a stronger class, especially if you lack a Magi to provide elemental magic coverage.
кочевник
The farming utility class in this game is known as the Nomad. Однако, considering the EXP curve and drop rates in Core Crossing, it is not worth sacrificing a party slot for this class and its boosting skills. The game expects you to complete Core Crossing around Lv. 30, unlike dungeon RPGs such as the Etrian Odyssey games where it may take Lv. 70-99. If you can create a party capable of defeating Oversouls early on, you must actively make an effort to deliberately avoid encounters and skip affordable gear in order to maintain the intended difficulty curve.
Шиноби, Рейнджер, Bloodluster, Light Blade, and Enchanter
Among the classes I haven’t extensively tested are the Shinobi, Рейнджер, Bloodluster, Light Blade, and Enchanter.
Out of these classes, I do not recommend the Bloodluster, Light Blade, or Enchanter for specific reasons. The Bloodluster’s status moves are unreliable, it lacks area-of-effect healing, и в этой игре, not maintaining full HP can result in a character’s death. The Light Blade lacks the ability to heal party-wide ailments or debuffs as a healer class. Чародей, с другой стороны, does not provide significant value beyond buffs and can easily be replaced by a Light Blade (for ATK), Magi (for ENC), or Blesser (for DEF/WIL).
The Shinobi seems to resemble an Enforcer with better elemental attack coverage but without the Pick Off skill. The Ranger, однако, serves as the only viable source of Launch-type damage coverage if you desire offensive diversity.
Общие советы
Debuffing skills are highly effective against bosses (assuming they hit), while status infliction tends to be unreliable in comparison. Utilizing debuffs extensively during boss battles can greatly benefit your party if they are capable of inflicting them.
Maintaining a higher FLO than your enemies is crucial, especially during random encounters. Allowing enemies to land extra attacks will have noticeable consequences. Equipping shoe-type items that provide the highest FLO increase is recommended. Однако, this does not necessarily mean you should forgo heavy armor for your physical tanks/attackers, as they typically have naturally higher speed than magic users, particularly if they possess a FLO-boosting passive.
The multi-hit skills of the Fury (Strike/Slash/Shot) abilities have the drawback of debuffing your ATK and FLO. В большинстве случаев, this isn’t a significant issue because enemies are usually defeated by the end of the turn. Однако, if you plan to use these skills multiple times in a row for substantial damage, you’ll need a method to re-buff your stats and/or remove the debuffs.
Позже в игре, you unlock items that provide party-wide ATK/DEF/ENC/WIL/FLO buffs. I recommend using these items, or the crafted staff with an ATK-buffing skill, in the hands of a support character as your main source of ATK buffing during extended battles when spamming Fury skills. From what I’ve observed, there is no significant difference in strength between different sources of buffs that would warrant favoring a specific one.
The accessories that boost stats upon level up are designed to create a balance by requiring you to distribute them among your characters as they level up, forcing you to choose who receives the more advantageous stat boosts. By strategically rotating EXP-boosting accessories to stagger your level increases, you can optimize your party’s stat gains. The Training Choker+, который предоставляет +15 HP per level-up, can be found at the top-left of B3F in Toxic Ruins, the second area. Make sure not to miss it. Кроме того, two Training Charm+ accessories that provide +15 LUK per level-up can be acquired later on, although I’m not certain about their exact location. I believe you can obtain them from Oversouls in Bittercold Chateau, the sixth area. Accumulating enough levels while wearing these accessories can significantly increase your LUK, leading to improved critical hit rates and ailment resistance.
The main challenge posed by early-game Oversouls is their periodic utilization of a powerful area-of-effect attack that aims to wipe out your entire party. Equipping appropriate resist accessories for each Oversoul and ensuring you have sufficient area-of-effect healing to survive and recover from these attacks is crucial. Inflicting poison through the use of Toxic Liquid or skills can greatly expedite the battle, while maintaining ATK and ENC debuffs further reduces the risk of party members being eliminated in a single hit. It is possible to defeat the first Oversoul encounter as early as party Lv. 6 by utilizing enough CP-restoring items. Вокруг 10 such items should be adequate. Defeating all encountered Oversouls in this manner can strengthen your party beyond the intended level of progression.
Это все, чем мы делимся сегодня для этого. Core Crossing гид. Это руководство было первоначально создано и написано らじゃるん. На случай, если нам не удастся обновить это руководство, вы можете найти последнее обновление, следуя этому связь.