PRIMARY OBJECTIVES
- Consist of several objectives, including:
Kill 10-20 Stormy Autochtons (regular enemies)
Kill a Windreaver (NM Fluturini, appears on wide scan)
Check a specific Noetic Ascension
Check X amount of Noetic Ascensions
Free floor (Mistmaw NM pops immediately)
Boss floor (Balamor)
- Stormy Autochtons are about as strong as Escalents in Yorcia, but appear in more diverse enemy families (like bats, efts, skeletons, leeches, etc). They can be avoided with Sneak/Invis, so bring some means of using those to speed up floors where you don't need to kill them. These are not visible on Wide Scan.
- Pink Acuex can appear as a Stormy Autochton, still dropping the +2 stones.
- All enemies aggro and link.
- Like Yorcia (and unlike Nyzul), floors have a number of set layouts, which you might grow familiar with, making it easier to navigate.
- Lorissa randomly appears as a NPC who lets you skip a floor, but only if you haven't finished that floor's primary objective. This is useful if you get something shitty like "Kill 20 enemies".
- Noetic Ascensions work the same in Rala/Cirdas as they do Yorcia
- Depending on the Eudaemon part you used, an additional NM will appear that is true sight and will be on every floor until killed. Visible on Wide Scan. These NMs are tied to 2 effects for the zone, one good, one bad. Killing them negates or activates these effects, depending on the NM. More info is needed on these effects:
- These details were taken from BG wiki, which were in turn given by SE.
- The "Enemies can poison" is actually a weak poison effect applied to all enemies in the zone when this NM is killed, making them unsleepable.
- Eudaemon Cape effect causes all physical damage you deal to be halved, but doubles your magic damage. This effect is removed when the Matamata/Ahriman is killed.
- The "Pets affected by terror" is actually a bonus for pets where they terrorize enemies for a good 15 seconds when using a TP move. This bonus is lost if this NM is killed.
- Completing the Primary Objective gives you the floor's Secondary Objective, which is to kill a Mistmaw NM. Mistmaws do not appear on wide scan.
RALA MISTMAWS
Corse: Uses aoe Impact, aoe Comet, Meteor, and other typical Corse moves, including Dance Macabre and Hadal Summons, rarely using Gala Macabre. Drops Greatsword or Scythe.
Gallu (Kroni): Uses a variety of elements in both WSs and nukes. Uses Mighty Strikes at low HP. Is a demon, so susceptible to Demon Killer/Breaker (or whatever the hell it's called). Drops Knuckles or Dagger.
Dvergr: Has nukes, including Meteor, which can be dangerous if he hits you with Curse, Magic Defense Down, etc. Has an Amnesia move at low HP, I forget what it's called. Very magic resistant from what I've seen, though it might just be to light and dark. Drops Sword or Staff.
Uragnite: Crappiest NM in Alluvion. Painful Whip is 1 hit for severe damage (blinkable), Virulent Haze adds a strong burn, and when he goes into his shell, he'll give a strong poison and sometimes doom aura. Gains Ice Spikes at some points too. Mages and ranged attackers do fairly well on him since they can attack when he's in the shell, at least. Also casts Waterga and Dispelga. Drops Axe and Great Axe.
CIRDAS MISTMAWS
Fat Gnat: Will use ice-based spells as well as Chainspell Blizzaga III. Otherwise, I don't recall anything crazy, but the WSs are kinda annoying and most attacks are aoe. Drops Katana or Great Katana.
Golem: Regular *** golem with some fire spells and attacks. Probably the easiest Alluvion NM. Drops Bow or Gun.
Behemoth: Not hard if you can bring him down without many level ups from Howl. Uses all Behemoth WSs including Ecliptic Meteor (rarely, or maybe just once at low HP?). Yell at people to position themselves in back to reduce Howl chance, though he'll turn after each WS. Drops Club or Polearm.
Bugard: Pretty much just does Earth stuff like Breakga, Slowga, Stonega, etc. Turn from Awful Eye to avoid petrify and hate reset, and keep mages back of course. Drops Flute or Shield.
BALAMOR
Drops any weapon plus stones, pretty much every single form of damage he has is dark based, so RUN trumps him quite well. Is a demon, so circle/breaker works great. Does have an aoe doom so bring holy waters and keep mages back. If you happen to have melees who aren't capable of withstanding the aoe, they can TP up on butterflies nearby. Has either Perfect Dodge, Chainspell, or Invincible, from what I've seen. I can't recall all the spells he has, but generally a lot of strong spells including Meteor.
PARTY SETUP TIPS
- Trusts can be used.
- Stun is very useful on a number of NMs. I have not observed any NMs building resistance, but I suppose they tend to die quick enough anyway.
- Bringing a form of sleep is recommended, especially when fighting the Corse in Rala.
- Bringing a form of sneak/invis for all party members is advised to avoid fighting excess Stormy Autochtons.
- Most of the worst attacks from NMs are magic in nature, so jobs like WHM, GEO, and RUN provide a great deal of protection, especially if you aren't stunning anything.
- Like in most high level fights, melees with poor armor choices run the risk of dying regularly to NMs. Wearing at least something with good magic evasion (ie: sparks gear) is recommended, or else have them come on a ranged/mage job.
- No one job is required, or is any one job complete ***in either zone (except in certain situations, like piercing vs. Corse without using Banish/Tomahawk)