(Flowing water doesn't stack.)
Trence uses Flowing water, encompassing him in what seems like a sheathe of living water, aiding his movement and partially obscuring his form. He then follows it up with a Claw Slash to the side of the creature, drawing forth more blood. As before the living barbs make the attack painful, causing 6 fire and 3 cold damage.
Willis drinks one regular potion, regaining 50 HP! Willis and Sessha are maxed out. Trence is now at 67/100 HP.
Sessha casts Armour One, raising all three conscious protagonists up to the maximum amount of (Defense +++).
Both tentacles strike out at Willis this time, protected by his thick yellow aura. The firey one strikes first, hitting him for 6 physical and 26 fire damage.
The icy one is worse. It wraps around Willis, hitting him on the shoulder and along the side, freezing through the water. Willis takes 11 physical and 54 cold damage. Willis is knocked out! He falls unconscious and floats in place in the water.
Trence is then attacked by the creature, as it does another drive-by tail slap. It hits him squarely, despite the bubble sheathe, but these attacks are much less dangerous than the tentacle attacks. Trence takes 2 physical, 8 fire, and 3 cold.
Once more, the creature shudders with poison, again taking minor poison damage. The aura also minorly heals Trence, back up to 66/100 HP.
Now facing: One Dendritic Holochroal Elder Sturgeon! (lightly wounded)
Trence Colunstin
66/100 HP
26/54 MP
Hasted
Blade Dragon + Venom + Water
Battle Aura
Poison Fang
Flowing Water
Heal Aura, 12 points, 3 more turns.
(Defense +++)
Fight
-> Claw Slash! Attack one creature.
Damage ++++
-> Double Claw! Attack one creature twice. Tiring.
Damage ++++
-> Wave Slash! Damage ++++
Like a slash, but a shockwave hits all enemies in a group.
-> Tail Strike! Smaaaaaash one group of creatures. Tiring.
Damage +++
Skills
-> Blade Counter! Counterattack any creature that attacks Trence. Tiring.
Damage ++++
-> Chomp! Bite a creature, and don't let go! Does damage each turn until successfully saved.
Damage +++
-> Poison Fang. Adds poison to all attacks made for the remainder of the battle.
-> Flowing Water. Boosts evasion on self.
Magic
-> Venom Breath. 10 MP. Hits all enemies on the field with a moderately strong blast of poison. Tiring.
-> Water Breath. 10 MP. Hits all enemies on the field with a moderately strong blast of water. Tiring
-> Revert. 0MP
Willis Naver
XX/77 HP
1/37 MP
Fight
-> Shoot! Attacks one creature with arrows.
Damage +++
-> Rapid Fire! Attacks all creatures in a group with arrows. Tiring.
Damage +
-> Ice Arrow! Attacks one creature with cold-infused arrows.
Damage +++, Cold enchanted.
Skills
-> Meditation. Next spell does one damage level more than normal.
-> Entangle. Weakens a single target's physical attack and defense. Prevents running.
-> Web Grapnel.
-> Battle Aura. When active, allows single-target beneficial effects applied to just you to also affect the other members of the party. Painful when combined with Dragon Form.
Magic
-> Meteor Strike! Massive fire damage that hits a whole group of enemies. Costs 28 MP.
-> Absolute Zero. Extreme cold damage to a single enemy. Costs 22 MP.
-> Fireworks! Moderate fire damage that hits all enemies. Costs 24 MP.
-> Tsunami! Heavy water damage that hits all enemies. Costs 36 MP.
Sessha Naver
184/184 HP
53/58 MP
Heal Aura, 12 points, 3 more turns.
(Defense +++)
Fight
-> Dagger Throw. Attacks one creature with thrown knives.
Damage +++
-> Flurry of Darts+. Attacks all creatures in a group with thrown knives.
Damage +
-> Trick shot. Critically attacks one creature with a thrown knife. Tiring.
Damage +++ Increased chance of critical
Skills
-> Poison Dagger (disabling) Adds automatic debuff attempts to dagger attacks, along with a chance of inflicting several disabling status effects.
-> Poison Dagger (lethal) Adds poison status effect to dagger attacks. Guaranteed to take effect on non-resistant targets.
-> Backstab. Charges for a turn to do massive damage to a target next turn. Tiring.
Damage ++++++
-> Indignation. Raises magic resistance on self by one level.
Magic
-> Heal, cost 6 MP Heals a little. ~80 HP
-> Healmore, cost 18 MP Heals a lot. ~140 HP
-> Group Heal, cost 20 MP Heals all party members for a little. ~70 HP
-> Vertigo, cost 5 MP. Reduces target's attack and defense.
-> Armor One, cost 12 MP. Increases defense significantly for one target
-> Sonic Stun, cost 11 MP. Target may miss next turn.
-> Shadow Messenger, cost 6 MP. Talk to any known target within this city.
Alice Nepenthe
XX/69 (91) HP
49/60 MP
Fight
-> Punch! Alice strikes one enemy with her fists. +++, but her fists are only equivalent to a +1 weapon!
Skills
-> Harry+. One enemy will attack Alice Nepenthe next round. Will take minor counterattack damage. +
-> Stance of Valour. One friendly target will be protected from all damage next round, up to Alice's HP total. Tiring.
Magic
-> Crackle. One group of enemies will take moderate lightning damage. 14 MP.
-> Thundershock. One enemy will take moderate lightning damage. Enemy is likely to become paralyzed, and will not be able to use tiring moves. 12 MP.
-> Heal. Heals target a little. ~45 HP. 7 MP.
-> Heal Aura. For the next 6 turns, all allies are healed for ~12 HP a turn. 11 MP.
2 medium firebombs
6 potions (Heal 50)
5 smelling salts (revive at 10%)
3 high potions (Heal 200)
8 mana potions (Restore mana)
4 Antidote herbs (Cure Poison)
1 smoke bomb (Escape from encounter)
6 scan crystals
Farflame Mana Symbol. (restores 15MP, doesn't use a turn, Trence only.)