>>23213231>i just accepted the mission that opens the 4th dungeon so i'm learning things but i don't understand forts and i'm not very keen on the redevelopment thingAh, you are just past where I got. I left off just after I got back to town after beating the boss at the end of the third dungeon.
Redevelopment seems kinda similar to how you could upgrade shops in Gates to Infinity, though I haven't actually done anything with it yet. ...And forts seem to be a way to level up teammates who don't explore with you. I think it also gives you the area map for floors adjacent. Search forts sound cool too, because, from what I understand, in addition to increased range, they also let you skip dungeon floors after you build them.
>also you'd better grind a bit, the 3rd stratum boss is a difficulty jumpI haven't noticed much of a need to grind yet, but that's because you can be surprisingly resourceful with the added complexity in the player mechanics. That's why I said it sometimes ended up feeling more like a tactical RPG than other Mystery Dungeons.
Like, if you have ever done a half-level run in Pokemon Mystery Dungeon -- where you send in a team at half the level of the Dungeon Pokemon, you can kinda make your way through the dungeon if you utilize items, placement, and turns well. But, it is limited based on the Pokemon you have.
In Etrian Mystery Dungeon, you have classes that can specialize in various ways, sometimes with their specialization literally allowing for triple the stats in some aspect, so if you play it effectively, you can essentially triple your power. It also encourages leader-switching, which means when in a tough spot, you can do something with the more specialized character. Turns have way more meaning in tough spots.