After a bit experience with Errantry, I've good reason to believe that this just might be the most important part of the game for powering up your monster.
There are five different locales, each with a set board. At first, you can only access the Int and Pow Errantries, but as your monster goes up in rank, you'll be able to visit the other three areas.
Errantry in this game goes about by rolling a die, and moving a number of spaces depending on what you get. An event takes place depending on the space you land on. The spaces and their events are as follows:
Blue Space: Training Success (stat boosts depending on the area)
Bad Blue Space (Marked with an X): Training Failure (small stat drop).
Green Space: Two Extra Turns (compensating for the turn you just used, and giving you one extra)
Bad Green Space (Marked with an X): Lose a Turn
Red Space: Wild Monster Battle
Question Mark Space: Random Event (from the above)
The number of turns you get at the start is dependant on your rank. The higher your rank, the more stocked turns you'll have when you begin. Early on in the game, you'll have four turns. However, regardless of how many you have to start, the green spaces will increase it.
The green spaces in particular are extremely useful. I managed to land on several of them on my last turn to get all the way up to six stocked turns, which I used to buff up my monster. My three-month-old Hornie managed to get a total 40+ boost in Int and 11 boost in Lif on a single trip, even after a few Failures (the stat drop is fairly negligible). Had they all been Successes, it would have exceeded 70 total.
Naturally, your monster may be able to learn a new skill afterwards. You don't have to fight or even beat a wild monster to get the move, but it apparently makes it more likely. Getting a number of extra turns and Successes should be sufficient in netting you the new skill.
I should note that in this game, wild monster battles are no longer won by getting a timeout with the other monster's health being low. If neither monster is knocked out, regardless of either monster's health, the battle will be declared a draw and the wild monster will run away. In Errantry, beating a wild monster will give yours a small stat boost corresponding to the locale.
A useful trick you can use is to tap "A" to spin the die, then tap it again a split second later to get the same thing you got earlier. This apparently works only the first couple of times. But it should help give you a bit of control over your movement until you get more adept at predicting your rolls. A person whom can control the die can theoretically go on forever, boosting a monster's stats indefinitely. Even in practice, you can get boosts in the high hundreds with a monster in its prime if you're good.
By MrMister on Thursday, July 19, 2007 - 05:22 pm:
I've gotten about 110 Attack boost, and like 50 health from one trip. You should wait until your guy is getting good stats from training to do it.