Story Encounter[]
Level Range: 15-20 Rewards: Sinewdle Fruit x2, Meteorite x2, Dragonsblood Sap, Quality Thread
This encounter is against 2 Earthwyrms and the Earthwyrm Queen Shamir-Dura, although she won't spawn until 3 turns have passed. The wyrm bosses keep the pressure up by inflicting Slow and
Root to keep you trapped in their delayed AoE attacks. They additionally summon Tangrels to join them, but will never summon more than 2 at a time.
Tips[]
- Only the Wyrm head can be attacked, even when it has extended its body into the arena.
- The Wyrms have a passive which reduces percent damage by half. Despite that, due to the sheer amount of health they have
Poison,
Bleed, and Heavy Hit are still extremely effective.
- Barrier is useful to prevent
Root. This will slow the rate at which the wyrms use Loco Rush.
- If you do get hit with Root, you still have some options: Werewolf's Savagery can Leap out of the way; Knight's Chivalry's Defend can greatly reduce the damage taken from Loco Rush; and Mirage can null the attack are a few examples.
Slow has a dramatic effect because it will give you more time to control the fight.
- Attacks that delay turns, such as Stunning Strike, can also keep the Wyrms under control, and can be chained to delay one indefinitely. Unfortunately, this does slow
Poison and
Bleed from working, as they require a turn to be taken.
- The summoned adds have a large amount of health, but don't do much damage. They also have no ranged attacks and can be safely crowd-controlled with
Root until it is safe to deal with them.
- Magic damage is generally more effective against the Wyrms if you can target their elemental weakness(es). A Water Rod can be a handy equip for someone with Wizard's Elementalism, for example.
- Use the 'Show Details' function (hold 'T' on PC) to view danger zones for Loco Rush or the Queen's arrival.