Ernest Goes To Japan - Let's Play Nioh

Update 18 - The Demon King Revealed


This is it, it has all come down to this. A final confrontation with Edward Kelley at Azuchi Castle. Here he has unleashed the Amrita in full, twisting the castle into a great fortress in the sky. The very air churns with the miasma of evil. William, Okatsu, and Hanzo have joined together to assault the castle. Together they face a large amount of Yokai, there are seemingly no end to them.

But before they can reach the keep, the bridges break and William is left on his own. It’s up to him to bring down the wicked alchemist, as well he has to deal with a gauntlet of bosses before he can even ascend the tenshu. Higher up he finally faces the Demon King himself, the Demon of Owari, Oda Nobunaga. After being resurrected he is in a foul mood, and William needs to break him out of it. Their battle ends with Nobunaga shaking free of the control of Kelley. Seeing his plan falling apart the Kelley escapes further up. There William finally catches Kelley. After an exchange of blows the alchemist releases all of the stored up Amrita, and summons the great Yokai, Yamata-no-Orochi. This eight headed god-like serpent tears apart the castle.

As it crumbles, William stands atop the ruins and defeats the monster. On the beach of the lake he washes up and finds Divine Weapons in the remains of the beast. Edward Kelley is defeated, whispering to himself on the ground. His Guardian Spirit, Uroboros, takes one last go at William before both are finally killed by the Irish Samurai. Finally, peace comes to Japan, for now. Hanzo spares Williams life, Tokugawa Ieyasu rules Japan, Ishida Mitsunari is executed as well as many of the Western Army leaders.

Boss Information:

Oda Nobunaga Profile
Nobunaga is a straight up fight with elemental elements. Yes I just typed that. Nobunaga is very fast but leaves you openings to get him. Dodge towards him and get behind him, he doesn’t have a great turning radius. Watch out as he summons his Living Weapons and Guardian Spirit. It will have a random element and effect. Fire he slams down from above. Lightning will cause bolts to track you similar to Nue. Wind will give him Mitsunari’s sword blasts. Earth will have big AoE’s of blindness. Water will have spots of water AoE and crystal shards. He is very weak to the sloth talisman and will end the fight at 25% health.

Edward Kelley Boss Profile
Edward Kelley is a tricky jerk who likes his spells. Watch out for his Guardian Spirit, he is fond of using it for spacing. He can send it chasing you, run away to the sides. He can send it under, keep moving till it surfaces. It can release in an AoE around him so get ready at any moment to leap back. From time to time he’ll throw spikes underhand really quickly, watch out. If he is running towards you dodge to the side.
He’ll either stab or grab you. Kelley can also teleport and will do so to make you lose focus, get ready to find him and dodge immediately. His guard is weak so its easy to grapple him.

Yamata-no-Orochi Profile
This eight headed serpent is a battle of attrition. Each head is resistant to its corresponding element and weak to all others except for the final head. The heads will have common attacks for all of them. They can spray an element, they can fire a projectile, they can swipe, lunge, and slam. Dodging them is a bit deceptive as you need to dodge a bit late for many of their attacks. It’s easy to get hit from behind when fighting a head so dodge often and back off after a few hits. After each attack the body of the serpent will come closer. After leaving one head behind it will gain all elements and have abilities similar to Nobunaga.
At zero health the head will flop down and its time to grapple attack it for the finishing move.

Characters Introduced

Oda Nobunaga
Oda Nobunaga Profile

Reference for Yamata-no-Orochi

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The only difference between Honda Tadakatsu here and in the Possessed fight is I don’t think he uses his Guardian Spirit while possessed, which is good since it gives him a defense boost and a hefty heal over time effect. If you take the duel early on you might find yourself unable to out damage that self healing, so you need to deal with him quickly. I also love the continuing show where Kelley maintains a Western name structure for everyone.

Boss Chat

The big cheese himself, Oda Nobunaga. Despite the intro cinematic showing Kelley transforming into Nobunaga we instead fight his corpse raised by the power of ALL the Amrita. Wonder if Kelley’s shape changing powers were more of a front and center plot thing in earlier versions of the story. Either way I’ve mentioned in a few places one boss being an exception to a few rules, notably in regards to enemy Living weapons, and Nobunaga is that Boss. The big example is Nobunaga is the only enemy that can end their Living Weapon without their Ki hitting zero, as using the unique attack for each of the five elements ends his Living Weapon regardless of his Ki. His resistances are a bit weird, being they actually drop while he’s in Living Weapon except for the Element he’s using, which spikes even higher. On paper Nobunaga is complex and has a lot going on. In execution, if you know what his finisher is for each element and adjust to it and are remotely aggressive he’s no big deal in the Main Mission. For one of the uniters of Japan he’s eminently cheese-able.

As for Kelley, he’s a nerd wizard. Outside of his weird tricks like teleporting behind you he’s easy. With any kind of guard break skills (Spear Shove) you can heavily punish how block happy he is by ripping out damn near a third of his Ki bar each time he blocks. Kelley by himself is a weak nerd, stuff him in a locker.

And the important detail about Yamata-no-Orochi is the heads take back attack damage while stunned from the Spirit Stone Clusters overload effect, which as a hearty boss is a notable boost to damage, but on top of not getting knocked out in the last phase by them, it even gets a buff. Still, final head is one of the easier parts of the fight just because you don’t have five jerks launching crap at you while trying to dodge the sixth’s attacks and hit him.

Shin-roku, or as they were named before the 1.06 patch, Shinka brings Strong Attack Life Drain 10, Life +100, Kodama Sense, Earth Damage +15%, and Ki Recovery & Defense (Finished Using A Living Weapon)

Shin-roku

Life Drain is deceptively useful since it’s based on damage dealt, and since Strong Attacks hit harder and you can make them hit harder in a variety of ways this can keep up pretty well. Life +100 at this point is mediocre but still potentially useful. Kodama Sense puts Kodama on the compass as it do. Earth Damage, syncs with the Spirit’s element, the only weakness is not much is weak to Earth in the game but also not too much resists it. KI & Defense (Finished) gives you increased Ki Regen and Reduces damage taken after a Living Weapon. The buffs last about 20 seconds and is comparable to the Onmyo talismans that do similar effects.

As a Living Weapon Shin-roku packs 14% damage and 42 Earth, nearly 2000 Might and B+ Action and best Recovery, with average Gauge Rate. The damage boost is lower than the big pitch hitter Living Weapon spirits but it’s overall solid, which is what Shin-roku generally is, overall okay. The summon attack has the spirit appear and then rear back, causing an explosion of earth in front of it, dealing moderate damage in a sizable area immediately in front of you. It also gives you a thirty second buff that gives you Super Armor, the only way you can get staggered by attacks is if they put you into an animation (like having your Ki broken, getting hit by a grab attack, Body Flip from a spear user, etc) Pairs well with getting more Defense at the end of your Living Weapon. Overall solid Earth Spirit. 12/10

Genbu! The only Guardian Spirit with a 100% no bones about it drawback passive attached. Genbu packs better spirit protection than every other spirit, its baseline is 30% instead of 20% like literally every other Spirit in the entire game DLC included. It’s other passives are Dash Speed Reduction 30%, No Guard Break (During Onmyo Magic), Change to Defense (Magic) B+, Received Elemental Attack Damage 7.5%, Onmyo Magic Power +75.

Genbu

Dash Speed Reduction is what it sounds like, you sprint 30% slower while Genbu’s your Guardian in exchange for 10% more spirit protection. It basically makes your sprint not any faster than just walking. No Guard Break is an ability that comes up from time to time and what it really means is you have Super Armor during the described action, here it’s while casting Onmyo Magic. Good against packs if you’re trying to get an AoE effect out. Change to Defense (Magic) gives you additional Defense based on your Magic stat. By itself, eh, but Onmyo Mage gear has this stat on it already and guess what, they stack. Received Elemental Attack Damage is less damage from elemental attacks. 7.5% isn’t much but elemental damage tends to be a bit lower anyway. Onmyo Magic Power is there to make your magic attacks stronger.

Genbu’s summon isn’t spectacular, 5% damage and 42 Water, with it’s good stats being 3000 Might baseline (highest in the game) and Good Action and Recovery. Worst Gauge rate however. Genbu’s summon attack has the snake turtle crash in front of you dealing moderate contact damage, and then calls forth three geysers of water in a triangle pattern in front of it, one point starting roughly where it landed. The geysers do okay damage and physically knock most enemies hit by it into the air. Yokai take big Ki damage, while Humans land face first ripe for a Final Blow. They geysers hitbox is a bit small so Mizuchi’s more reliable summon for knocking down humans but better against Yokai, if you can get them hit by one of the geysers. Just alone in the world it’s a little SnakeTurtle. 12/10

And the star of the show, the final spirit in the running for “Best Offensive Elemental Spirit”, Tengen Kujaku! Bringing Bonus From Amrita Absorption (Stance Based), Yokai Damage Reduction 13%, Extend Elemental Effect +50%, Elemental Attack Damage +10%, and Enemy/Treasure/Amrita/Kodama Sense.

Tengen Kujaku

Bonus From Amrita Absorption gives you a buff based on what stance you’re in when you gain Amrita for any reason. High Stance gives a damage buff on par with Kara-jishi’s, Mid Stance gives a defense buff, and Low Stance give a Ki Regen Speed buff. In conjunction with an Extraction Talisman, an Onmyo buff that makes you gain Amrita when you hit an enemy, you can pretty easily get each buff rolling but the star is naturally the damage buff. Don’t need Ki and can’t get hit if your enemy is dead after all. Taking 13% less damage from the less cheese-able enemy type in the game is Good. Extend Elemental Effect increases the duration of any Elemental Weapon buff you bring. Poison/Paralysis no, Five Elements yes. From your own items or killing an Oni-bi (elemental heads). To pair with that, Elemental Attack damage boost. And because you needed more reasons to pack the peacock, why not every Sense skill in the game to cap it off.

Statistically Tengen Kujaku’s Living Weapon is fairly average, 10% damage and 30 Wind (it’s affected by the elemental attack boost) Good Action, Best Recovery, Good Tenacity, just one step above Worst Gauge Rate. Ho-hum? Nah actually Tengen Kujaku keeps its gimmick from the Nobunaga fight. When you activate the Living Weapon you get a random Element and that’s the element of the living weapon. You can change to one of the other four elements by activating the Summon attack during the living weapon, either by summoning it or by using a Talisman. This makes it hilariously easy to Discord enemies, which pairs well with the Oda clan’s passive benefits, a 10% chance to negate damage received in Living Weapon and increased duration on Discord. To balance this, outside of Living Weapon Tengen Kujaku’s summon does practically nothing, the only thing it does is the peacock does incredibly minor contact damage while summoned. Don’t bother summoning it outside of Living Weapon. It takes some micromanagement but Tengen Kujaku’s incredibly potent if you know what you’re doing. Falls off in later difficulties as a Living Weapon Spirit just due to how high enemy resistance gets but that Damage Buff is still a threat. 13/10

Also the last base game Spirit Saoirse is here! Bringing Amrita Sense, Sense Enemies, Amrita Earned +12.5%, Special Effects (Critical) +20%, Retrieve Lost Amrita 75%

Last Base Game Spirit

Let’s start with talking about Saoirse’s actual primary ability real quick before explaining her passives. She’s why William can’t die. Honda Tadakatsu mentions it and it’s hinted at in the game early and outright stated at the end. As long as William believes in Saoirse he will be returned to life after dying. This is played with in fluff text for The Abyss, a randomly generated “dungeon” of sorts released with DLC where the conceit is you can’t recall your spirit after dying and if you die while your spirit is guarding your grave you’re kicked out of the dungeon, which costs an item to enter at all. So keep that in mind, she’s the reason you can get knocked down and get up again. Fun facts is that she speaks entirely in Irish gaelic, and Team Ninja went out of their way not only to hire voice actors from Ireland to get the accents for William and Saoirse right they even went all in on making sure Saoirse’s gaelic was spot on.

Anyway her passives are mediocre. Amrita and Enemy Sense have shown up before, Amrita Earned is spot on with Mizuchi. Special Effects (Critical) boosts the effects of all of your (Critical) abilities so there’s that. Finishing out her passives is better Retrieve Lost Amrita. As for her Living Weapon stats, it’s basically Aya-komori, water edition. While the Amrita Earned means it charges even faster, it’s 5% damage and 30 Water, with a 10 second duration and 500 Might culminates in just a mediocre Living Weapon. It’s there’s often and has best Recovery and that’s about it. For her summon attack, she drifts forward a ways, turns to face you, then drops a big water explosion below her. It does big water damage but is slow to come out. There’s worse Summons.

The saving grace to Saoirse is DLC added the ability to equip a secondary spirit. You can swap between your secondary and primary with L2 while holding R1, swapping puts the spirit on Cooldown like you’ve come out of a Living Weapon (meaning you don’t get their passive benefits and can’t activate Living Weapon) and you can swap during living weapon at the cost of half the gauge. While the secondary spirit you get half the effect of one of that spirit’s passives, based entirely on what that Spirit is. (E.G. Kato gives Ki as a secondary, Saoirse gives Amrita Earned) and further based on what spirits are equipped you get a small passive bonus. There’s generic bonuses, like Fire and Wind paired together give Ki Recovery Speed (to the tune of 1.5% baseline) but some spirit combos have unique bonuses, like Tengen Kujaku paired with Usura-hicho has a unique passive. Saoirse does something unique for each Spirit she’s paired with, giving more of one of the passives that Spirit has. Basically the Secondary Spirit system goes to great lengths to make Saoirse usable, since she can build and activate Living Weapon incredibly quickly, then you swap over to something like Kato and leverage the good damage boost and Recovery to recoup the lost gauge.

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Splendid info like always, and a lot of stuff I never knew!

So for today’s episode when I upload it we’ll be looking at the true ending of the base game, then I’ll get on to doing Yokai realm challenge missions, showing off the dojo masters, and a few more things before we get onto the DLC and head for Dragon of the North to deal with the Date clan and Date Masamune’s stuff.

Oh yeah I also have updated the information section again. I still need to get to adding the info for the Guardian Spirits though. Everything else should be up to date. I also am about to edit the first update to add the boss information I forgot to put in.

Update 19 - The Queen’s Eyes


Three years have passed since the battle of Sekigahara, and the defeat of Edward Kelley. Queen Elizabeth I has died. She has left behind an England in turmoil. William now travels back to the Tower of London, as his compass of Amrita still points him here. It is time to deal with John Dee, the mastermind behind the work of Edward Kelley. Searching the tower, William finds mementos from both Dee and the dead queen. Our Irish samurai discovers the secrets of John Dee and Edward Kelley before having one last battle against the creature Hundred Eyes.

Boss Information:

Hundred Eyes Profile
Hundred Eyes is mostly a simple fight. He swings his staff wide and slams it in front of himself. If you stand at his back he’ll slam his back tendrils down to try and hit you. But it is still mostly safe behind him and you can stay there nearly the entire fight. In front of himself he can do a crossfire with beams that cause discord but its a bit hard to get hit by. When his health gets low enough he’ll stomp his butt down knocking you back if you’re right next to him. He’ll gain a shield and summon floating eyes. Run in circles to bunch them up then kill them with ease. They can drop medicine which is handy. After he’ll get back up and continue the fight. In his new phase he can summon crystals in the air, run to the side until they are all fired. If these hit you they can often be instant death. He’ll also summon the eyes but will continue to fight alongside them.

Characters Introduced

John Dee

John Dee Profile

The Glamurai

Glamurai Profile

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Spirit Talk Time, today we have Ouroboros, Edward Kelley’s Guardian Spirit. Bringing no passives to the table, and not even equippable, in fact the only reason you really know William has Ouroboros is because an entry in the Character Directory unlocks after completing The Queen’s Eyes that mentions William slips into the Tower of London using Ouroboros’ power. Frankly it’d have been better if Ouroboros got used again, or left William to the Kelley clones. Maybe Saoirse was against keeping Ouroboros around for kidnapping related reasons?

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Update 20 - Wrapping Up Base Game


In today’s episode we wrap up the base game, showing off some of the final missions that were added post-game before going on to NG+ and the DLC. This episode has little commentary other than a few parts of it due to it mostly being battles with bosses we’ve already seen. We get a look at co-op as well.

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Update 21 - Yokai Country, The Dragon of the North

[Content Warning for Centipedes]


Thirteen years have passed since the battle of Sekigahara, and ten years have gone by since William’s defeat of John Dee. Japan has enjoyed a time of peace under the Tokugawa Shogunate. However, William is still haunted by the images he saw of Japan once again at war, of a One Eyed Samurai, Crimson Armored Soldiers, and Hattori Hanzo’s defeat. Nekomata has returned and finds William on the sea where he informs him of Hanzo’s disappearance. Wishing to help his friend and Japan once again, William return despite his alleged death. He heads to the north of Japan to find Hanzo who was investigating rumors of Yokai in the Date clan. Right away William finds there is truth in the rumors, he travels through Yokai Country and finds Date Shigezane, Masamune’s cousin. Now a Yokai, he is a creature fused with his Guardian Spirit. A centipede man, he attacks William. Date Shigezane is one of the fiercest warriors of the lands and is possibly the toughest one William has ever fought. After defeating the Yokai Shigezane Hanzo is found, having been injured and defeated by Shigezane himself. William then goes on to leave Shigezane to Hanzo as he seeks out the One Eyed Dragon of the North, Date Masamune, to prevent all out war.

Boss Information:

Date Shigezane Boss Profile
Date Shigezane is brutal. This is one of the toughest fights in all of Nioh, even the later DLC. A complete jerk, he is very fast and agile despite his size. With his centipede limbs he hits incredibly hard and blocking is a last resort, this is a boss you must dodge. Shiezane’s odachi is relatively weak by comparison, it can be blocked. When at a range from him he’ll either rush towards you or throw two odachis. One will be spinning horizontally then soon after he’ll throw one rather quickly at you like a javelin. Running to the side or dodging to the sides are the only way to avoid them, as they’ll break your guard if you block them. He also has a grapple attack that often one-shots. It does have poor tracking and is easy to dodge. If you see him starting up a flurry run like hell, make as much distance as possible and wait it out. He is most vulnerable after he does a sort of pole vault with his sword or centipede arm. Shigezane is resistant to a lot of onmyo magic but they still effect him. Being of earth element, he is weak to wind and resists poison, earth, and paralysis.

Characters Introduced

Date Masamune

Date Masamune Profile

Katakura Shigenaga

Katakura Shigenaga Profile

Maria

Maria Profile

Guardian Spirits Introduced

Nekomata

GUardian Spirit Nekomata Profile

Bisha’s Centipede

Bisha's Centipede Profile

#Characters in Dragon of the North

Guardian Spirits in Dragon of the North

Nekomata

Bisha's Centipede

Blue Dragon

Yokai in Dragon of the North

Namahage

Rokurokubi

Red Kappa

Snowclops

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Hark, the Date Clan. Drat them. Double drat them! Confound the Date clan, oh how I hate them! I hate Shigezane, I hate Shigenaga, and I hate Masamune! They drive me to drink! And Shigezane is the capital offender, managing to hold the title of “Killed ArkInBlack The Most” out of all enemies in the entire game. The DLCs feel like they were balanced around the concept of people having at least done a bit of Way of the Strong and paid attention to making a cohesive build. Once you surmount Shigezane you either have every single one of his tells and movements hard wired into your reflexes or a competent WotStrong setup. Or summoned a Vistor to eviscerate him for you, which after twenty five deaths became my first kill on him. Anyway, Spirit Talk time.

Once more ditching the guy he supposedly protects to join us, Nekomata brings Thrown Weapon Damage +10%, Sense Enemies, VS Yokai Realm +300, Close Combat Ki Damage +10%, Recurrent Damage Dealt +12%

Nekomata

If you’re traveling the path of a throwing weapon Ninja, Nekomata brings a nice boost for players after an early patch dropped the scaling of Shuriken/Kunai/Storm Kunai and increasing the spread on Storm Kunai. Sense Enemies is still good for foiling ambushes. VS Yokai Realm’s still a pretty weak passive. Close Combat Ki Damage affects only non-blocked damage, fairly good against Yokai. Recurrent Damage Dealt affects poison and fire, the two Damage over time effects, both of which Ninjutsu can apply, although poison remains fairly weak, at least the fire damage from Ninjutsu comes from explosives that apply damage up front.

Living Weapon stats are similar to Aki-komori, 5% damage and 30 Lightning, the breadwinner here is the 22 second base duration and great Gauge Rate and Recovery. If you don’t get hit it’ll last a good long while and deals Lightning damage. And the Summon is solid, Nekomata floats forward a ways before stopping, dealing contact damage that builds Electrified quickly. He’ll then gesture and blast an area in front of him with lightning which deals multiple hits of good damage, better than Saoirse’s water bomb. (which recent testing has shown gives you a buff that increases Amrita earned.) Since the contact damage will push back hit enemies Nekomata can push back aggressive opponents and drop the thunder on 'em. 13/10

And Bisha’s Centipede, with Pierce Guard (Close Combat) +20%, Poison +30, Money Earned From Enemies +40%, Strong Attack Ki Reduction -8%, and Close Combat Damage (No Rear Damage Bonus) +12%

Bisha's Centipede

Shigezane, I’m sorry, but… Your spirit has Garbage Passives Syndrome. It’s incurable. Pierce Guard means a percentage of your damage gets through a blocking opponent’s guard. 20% with something like an Axe or Odachi (and maybe more from weapon/armor passives) can do some neat things but there’s better ways to punish block happy opponents. Poison is like Itokuri’s Paralysis, unnoticeable. Money Earned From Enemies is like Gold earned, but only from actual enemies you fight in missions. Strong Attack Ki Reduction is still solid if you Strong Attack a lot, and CCD (No Rear Damage Bonus) is still taking way more damage potential away than it adds. It at least has some synergy with one of the Odachi’s Mystic Arts.

The Living Weapon is fairly average, in fact is largely similar to Fuse-ushi with a stat or two moved around. Not good enough to make a Living Weapon build’s consideration with the worst Gauge Rate and Recovery. The summon attack is quite good for people doing what the Spirit is trying to encourage however. The spirit crawls forward from your right, looping around in a fairly wide arc until it reaches roughly where it started but on your left. It won’t hit enemies immediately in front of you but will stagger enemies closing. Then after a short delay, it bursts out of the ground from where it burrowed, crossing directly in front of you to the right. It repeats this three more times, alternating which side it pops out of based on where it burrowed, always crossing in front of you when it surfaces. The contact damage is quite low but staggers without pushing enemies back, leaving enemies vulnerable, and since where the centipede pops out from is based on where you standing you can push them back without fear of losing the layup from the centipede. Still not enough to save this spirit from the low end of useable. 11/10

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Ah is pierce guard not that good? When looking up Odachi builds I was seeing to use Bisha a lot, though personally I ended up with Kato more often than Bisha. Seriously Shigezane you’re such a pain to beat and you don’t even give amazing rewards? Not a fan of his armor much either.

It’s better with Axe/Odachi since they’re generally more damage in fewer hits but Axes have the highest Break in the game short of cannons, skills like Tri-Spark and Titanic Might shred blocking opponents Ki, while Odachi has Groundquake and Tiger’s Blade which perform the same job if not quite as well. It’s not a bad passive, but that it’s maybe the best Passive on Bisha’s Centipede speaks to why you want to look elsewhere for an offense oriented Spirit while Mizuchi brings Gold and Amrita Earned for farming.

And yeah He Who Never Retreats isn’t a top tier set, though the (When Surrounded) passives are in effect when three or more enemies are ‘focused’ on you, so archers will trigger it, and at least the other sets from Dragon Of The North make up for the lackluster heavy armor set.

That does make sense, I never really found Shigezane’s unrivaled armor too great for its weight. Unlike other sets that are heavy like Tatenashi or Armor of the Exceptional. In general it seems like medium armor has better set bonuses than a lot of the heavy sets. Might just be that there’s more of them too.

Same reason why there’s more ‘good’ katanas than any other weapon has ‘good’ weapons, there’s just more Katanas/Medium Armor than other types, though every weapon and armor has some good options to pick from.

It seems dual swords have some pretty decent options, axes odachi, and tonfas are the ones where I end up not seeing much in the way of set bonuses for them. I really should just make a compilation list of all set bonuses, maybe even people in the thread would find that interesting. This LP thread has sort of become its own wiki already lol. I do need to get back to adding info about the Guardian Spirits though the original info section is so large now it lags meaning I’ll probably want to put it in a different post.

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Sorry for this little update, probably no episode today, but I do have it actually recorded, the gameplay that is. But if ya’ll are interested in Nioh after seeing it in this LP, on PSN the game is right now 30 bucks with all the DLC. The DLC alone is normally 30 bucks. https://store.playstation.com/en-us/product/UP9000-CUSA07113_00-NIOHCOMPLETEBUND

Update 22 - Yokai Realm with a Companion in Dragon of the North


William has a side mission to do. He had more but they were mostly just the same old levels repeated. For the time being William enters the Yokai Realm to work with a companion. He has switched to a spear this episode, and finishes up all preparations needed before heading off to deal with the One-Eyed Dragon, Date Masamune, the Dragon of the North.

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Update 23 - The One-Eyed Dragon’s Castle 1/2


It’s time to deal with the One-Eyed Dragon himself. William has gone ahead of Hanzo to infiltrate Aoba Castle, Date Masamune’s seat of power. This planned uprising needs to be put to a stop and William is Japan’s best hope for this at the moment. The Irish samurai ascends the castle grounds, defeating any who stand in his way. Both Yokai and fellow humans assail him, as the Yokai of the region have made a pact with Masamune’s forces. During the battles William climbs multiple towers to take out their ninja and gunners, but before he can reach Date Masamune he is stopped by one of the great Dragon’s retainers, Katakura Shigenaga, son of the famous Kojuro.

Boss Information:

Katakura Shigenaga Profile
Katakura Shigenaga is a pushover. The real danger comes from the gunners in the towers. If you haven’t taken them out you must constantly kite him around the arena while dodging gunfire. Otherwise he is a typical human opponent with some ninja tools he likes to use. Dodge whenever he throws something and be wary of attacking him when he’s buffed since you won’t stagger him. It should be done with quickly.

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Update 24 - The One-Eyed Dragon’s Castle 2/2 and Spirit Stone Huntress


Aoba Castle is the staging ground for a new war. Yokai have gathered under the Date banner just outside and are prepared for the uprising. With no time to lose William rushes to face off against the One-Eyed Dragon of Oshu himself, Date Masamune. The battle between the two strong spirited warriors is one of legends but before long William gains the upper hand. Defeated, Masamune begins to see reason and realizes Tokugawa is not the enemy, and that Maria was merely using him. Date Shigezane’s transformation back into a human is made known to him and the Date clan no longer harbor any ill will.

But when they look about they realize she is gone. William darts off to the Amrita storehouse to stop her. They too fight, and while Maria lacks a Guardian Spirit she is a devilish opponent. Unfortunately while she is beaten she escapes using magic. We get a glimpse of what is to come in the next DLC, Defiant Honor. With this, the Dragon of the North DLC comes to an end.

Boss Information:

Date Masamune Boss Profile
Date Masamune is fast and a heavy hitter. During his first phase he is very simple, he fights like any dual sword opponent. His most dangerous attack is a long range dashing thrust which is a grapple.
If he is charging up a dash get ready to dodge. During his Living Weapon phases he is much deadlier. He cannot be staggered and deals massive amounts of damage. In his wind form he will do many quick slashes but his most dangerous move is a leaping slam that does a huge AOE of elemental damage all around him. Run away if you see him winding this up. In his water form he can fire blasts of energy with his swings and he can cause whirlpools of water damage. Try to hit him after his combos but only get in a few hits. At any time you can shoot him in the head and get an execute off on him. Date Masamune is weak to fire and lightning.

Maria Boss Profile
Maria is cruel, she is heartless. The huntress has a lot of combos, and hits very hard in her second phase. Her first form is easy enough, she fights like a lot of humanoid opponents. Maria’s grapple is very quick, if she gets in close get ready for her to use it. When her pseudo Living Weapono actives is when things get really hard. Her attacks hit like a truck and if one lands she will start to combo while also being incapable of being staggered. Do not attack her for loong as she’ll nuke you quickly in the middle of your own attacks. From time to time she’ll teleport, get ready to dodge quickly without lock on for when she emerges again. From her sword she can unleash an elemental wave, dodge this but you can block it, but it will break your guard. She is resistant to all elements.

Characters Introduced

Date Shigezane

Date Shigezane Profile

Guardian Spirits introduced

Blue Dragon

Blue Dragon Profile

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Don’t get fooled here, Date Masamune is a jerk just like Shigezane. Jerks the lot of them, the Date Clan. Masamune is the first boss to really bring Living Weapons to bear seriously, though this fight isn’t the meanest with them. Both have different effects on his moveset, Water being most obvious with the plethora of ranged attacks added in, while Wind merely increases the distance he can move during attacks, letting him continue combos on you easier after you dodge and increasing the distance covered by his grapple lunge. The only thing he has approaching true range in wind is the attack where Blue Dragon comes out to slam the ground, and that has decent wind up and recovery, so for the more “Any means” sort you can just play keep away until he tries to get his spirit to help and then line up an arrow while he’s standing back up.

Meanwhile his actual melee hits in Water LW aren’t changed up all that much, so getting close is often easier than letting him spam Water Blades down range. And Living Weapon doesn’t prevent Timely Guards or Parries from working, so you can put him on the ground and embarrass him with some skill and timing. Important to note for the “Any means” kind of folks, Mizuchi can’t ground LW Humans with its summon, the Super Armor prevents the knockdown.

Notable stuff about Maria’s fight, she’s the only enemy to Living Weapon who doesn’t lose Ki regeneration while it’s active. Ki Breaking her is difficult but doing so will dismiss the weapon enchantment and force her to reapply it before she can do the blade shots. Also get used to bosses eating chunks of your Amrita Gauge, Way of the Demon has it as a feature of every boss. Fortunately it doesn’t do anything if you’re using a Living Weapon, so pop it don’t drop it.

And let’s talk about Masamune’s Guardian Spirit, the Blue Dragon. Offering Ki Recovery Speed +20%, Damage Reduction (When Attacking) 10%, Elemental Damage Reduction (Guarding) +40%, Wind Damage +15%, Close Combat Damage (Full Life) +15%.

Dragon Dragon, rock the Dragon

Blue Dragon has A Plan and while it eventually falls off for being a defense oriented plan in a game where enemies’ numbers get bigger faster but this guy pairs up with Dual Katanas like woah. Ki Recovery Speed still a good passive. Take 10% less damage if hit while attacking, pretty good, and one of Dual Katana’s mystic arts gives you a stacking damage reduction effect every time you hit an enemy. Combined with Heavy Armor like the A Master Swordsman’s Power set and Dual Katanas you can aggressively apply blade to foe with little regard to what they’re doing. Following up the defense plan, that’s 40% less damage from elemental attacks while blocking. Including attacks not normally blockable, like Masamune’s Water Blades, Wheelmonk’s fire breath. You can get this as a passive on armor, but will need to inherit it onto at least one piece of gear if you want it without Blue Dragon, but it’s really good since most elemental ranged attacks don’t take much Ki to block (since they generally ignore blocking entirely.) Elemental Damage is okay, but I’ll touch on why it’s better on Blue Dragon in a bit. Close Combat Damage (Full Life) is pretty clear, at max HP, do 15% more melee damage. Take less damage using Firm Resolve, Blue Dragon, Heavy Armor and oh wait, Wind’s status effect reduces physical damage the opponent deals. Hm. Slap some kind of health gain like Rejuvenation Talismans or Life Drain and your blades will bite deep while your foes do nothing. Naturally the stand and soak plan falls off as you increase difficulties, but it’s a damage boost with a consistent condition to trigger.

Living Weapon wise, Blue Dragon is pretty good. Baseline 20% damage with 50 wind is real good, and while it’s hurt by worst possible Gauge Rate it packs best Recovery and has solid numbers elsewhere. While not the best possible Spirit for LW builds (gauge rate really hurts those) it’s competent and fairly scary. Blue Dragon’s summon attack is neat and rides right into the entire game plan. When Summoned, Blue Dragon will hang out over your shoulder, waiting until either enough time passes or immediately before something would damage you. When either condition is met, Blue Dragon lunges out, smashing into the ground near the offending attack (or a short distance in front of you if he timed out) instantly pushing back foes and dealing many decent Wind hits with high Bluster build up. This usually prevents any damage melee attacks would do, while projectiles are largely unaffected for obvious reasons. This synergizes so well with what Blue Dragon is doing, and further what Masamune’s set, One Eyed Dragon’s Ambition, is doing.

Masamune’s Dual Katana’s pack an locked passive, increasing damage dealt to enemies with a Status Effect, specifically debuffs. It’s any debuff, so something like Bluster works. The set itself also includes a hefty Wind Damage (Weapon) bonus on it, to the tune of 45% at avg. level 150. With Blue Dragon and a Wind Talisman the numbers get big and big elemental damage means big status build up. Plus all the damage reduction you’ll have from hitting enemies with dual katanas, one of the best ways to apply elemental status effects. Further on this the 6 piece bonus of One Eyed Dragon’s Ambition is Increase Damage (Consecutive Attacks), giving a small stacking damage boost every time you hit. The entire plan rolls into a single point and that’s Always Be Attacking.

While it’s not hyper endgame viable it’s a fun build that can do some surprising work and anything that makes you feel invincible in a Soulslike is a treat.

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So I was considering doing some additional videos of all the Amrita memories being shown off if people are interested. That’s the in game wiki, it’d have a lot of background information and extra stuff about all the characters, bosses, monsters, guardian sprits etc. Should I do this? Should I read it aloud or stay silent for them?

  • Yes(voiced)
  • Yes(silent)
  • No

0 voters

Given the votes on here and on twitter I think I’ll do it. Two versions. One I’ll read them aloud and another one I’ll just be silent. Should work for everyone. :slight_smile:

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