My sickness is your boon, readers. Alright, Turn 31! We check out some of our provinces. We'll seize a treasure from Naniwa. Over in Kyo and Naniwa, adjacent to Tanegashima, we can see Cube Smith showing off the musket and purchase one. No thanks.
Search tasks are easy. Assign enough and you automatically succeed. Assign less and you'll fail, but you'll reduce the difficulty by as much as you assigned. So if you have 20 Search and want a 25 treasure, you can get it in two turns.
FANTASTIC defensive item. If an enemy is going to hit you for 250 damage with an Alpha, boom, flat 20% reduction. If an Archer is gonna plink away at your Guard Meter for 25 damage, boom, no damage. We toss it on Katsuie for now and cycle the Healing Nurse to a generic.
Examining the former Hara Land, we search for and discover the Pearl Dungeon. Let's cleave through it!
A cannon turtle! Pearl Dungeon is very easy just like the first dungeon in Oda, but we still get a little dip into the mid-level monster pool. The other levels are Hanniwas and Squid-Men again. Seven floors is steep for now, but we've also doubled the size of our army.
Another Rance moment.Obscure bit of monster lore here... Hanniwas are immune to magic. May they never find Zeth. We vaporize a Squid-Man instead.
Monks are pretty great in Dungeons because they get a unique action that lets them trade two of their Action Flags to an ally. It's totally possible to have three monks in the back row feeding flags to your best leveled heavy hitters.
Low and Mid Level Dungeons are very simple. It's just about 1 or 2-shotting the weakest targets before they can act and remembering to switch your guys when they run out of moves to cycle at a good rate, keeping track of your floors. Remember to use your All Flags move on your last flag! We luck out and run into a single Hanniwa here, the rest of the floors have been 3-4 monsters at a time. Encounters are random so sometimes you get a free ride to the last floor and sometimes you're running low on flags halfway through.
"Boss" Encounter on the last floor with 6 guys who do line damage with flamethrowers out of their mouths. Nothing that can't be solved by hitting them.
We get a random item for my Old Man to use(Exploration = Search) and a random item from the Good Rewards set. +2 Intellect will fit very nicely on Rizna. A very safe turn comes to an end, as I intend to build my cash reserves a bit for a
crazy plan a little later. It's also always a great idea to grab Super Items like the Pain Suppressing Helmet that can turn a Foot Soldier into an incredible wall.