The lower parts of the Satorl Marsh aren’t likely to be too hazardous during the day. The creature level puts them in a range you should be able to handle- roughly the same as the level range in the Ether Mine. You do need to be very careful that you’re not mid-fight when night falls- a lot of the trees are home to Quadwings of four times the level that the daytime denizens have, to say nothing of the massively powerful night-time Nebulae or what can happen if you accidentally strike one of the terrifying Green Feris lion-plants. Feel free to abuse your clock manipulation ability whenever you’re going around fighting stuff- sometimes it’s the only way to not suddenly suffer a fatal case of oops.
Lower Satorl Marsh Area
Level Range: 22-26 and 80-84
Upa- As before, Upa are water-loving lizard things with glowing lures. The Upa here are all sight-aggro pack hunters, and while they aren’t terribly threatening on their own, if you’re unprepared or prone to wandering mid-fight you can find yourself dealing with several of them as well as several nearby creatures. They retain the annoying knockdown attack inherent to the lower-level Upa, but don’t add anything to it.
Types: Acid Upa
Flamii- There are two kinds of frequent Flamii in the Satorl Marsh- Satorl Flamii and Marsh Flamii. Both of these are virtually only seen in the Kelsher Wetland portion of the region, and cannot ever be found in the Upper Marsh. Of the same size as most of the Flamii you’ve seen so far, these marsh birds retain the slightly-hazardous kicking attacks of their weaker bretheren, powered up to an appropriate level. This still leaves them not terribly threatening. While the Satorl Flamii are inoffensive pack-fighters, the Marsh Flamii are attracted only by visual contact.
Types: Satorl Flamii, Marsh Flamii
Nebula- Nebulae are starting to appear in greater numbers now- and also not during rainstorms. This is partly because it doesn’t rain in the Satorl Marsh, and partly because, being a marsh, it hardly needs rain to be wet enough for these things to show up. Nebulae in this area are finally high-enough level to pull an interesting trick- the Elemental Cannon. This short-charging Ether attack is a blast of whatever element the Nebula relates to, which explodes on impact and damages an area. Just to make things worse, these Nebulae explode when they are about to die, which makes attracting one into your fight with something else annoying at best and very dangerous at worst. Keep a monitor on the locations of nearby Nebulae, since they’re attracted by Ether Arts.
Types: Aqua Nebula, Frost Nebula (Level 80, Night Only)
Quadwing- Quadwing are a form of very large bird- not outright giant, but certainly pushing in that direction. The Marsh is the first place you find them in any number, and also the first place you can actually fight them on even footing. Sight-aggressive, these creatures are more than a little threatening for several reasons. First of all, when they go below about 1/3 their HP, they will often cast ‘Winged Cure’, an Art that grants them continual regeneration for a time. Secondly, at night the regular Coppice Quadwing are replaced by highly hazardous Grove Quadwing, who you simply are not of a level to even stare hard at- and while they aren’t sight-aggressive, they are pack fighters who will jump you for daring to fight another Quadwing. Finally, higher-level Quadwing have the ability to use the Strange Dance Art- which puts your entire team to sleep. Stormy Widardun is the named Quadwing, found on a raised area in the higher parts of the Lower Marsh, and is even more dangerous for the length of its fights- which can easily lead you to be annihilated by Grove Quadwing.
Types: Coppice Quadwing, Stormy Windardun (Level 26), Grove Quadwing (Level 80-83, Night Only)