This room, as the party quickly discovers, reflects physical damage.
Trence hits himself twice, for 21 and 14 damage.
Willis shoots himself for 9 damage.
Sessha uses Dagger Throw, and her daggers hit herself for 30.
Alice uses Charge, and rides herself into 33 damage.
The smallish mammal uses Thunderbolt at Trence, hitting him for 19 damage, despite his heavy lightning resistance.
..Okay, going to need a different plan.
Facing one electric mammal of indeterminate species. It is unharmedTrence Colunstin
46/100 HP
45/54 MP
Haste
Fight
-> Slash! Attack one creature.
Damage +++
-> Double Slash! Attack one creature twice. Tiring.
Damage ++++
Skills
-> Counter! Counterattack any creature that attacks Trence. Tiring.
Damage +++
Magic
-> Dragon Form. Choose up to 3.
Venom, Cost 5MP
Ice, Cost 5MP
Water, Cost 5MP
Blade, Cost 10MP
Maximum, Cost 10MP
Flight, Cost 10MP
Imp, Cost 15MP
Willis Naver
68/77 HP
37/37 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.
-> Nature Arrow! Attacks one creature with nature-infused arrows.
Damage +++, Nature 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
154/184 HP
46/58 MP
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
58/91 HP
42/54 MP
Fight
-> Charge! Attacks one creature.
Damage +++(+) Mounted combat bonus.
-> Trample! Attacks one group of creatures. Doesn't work on flying or ranged creatures.
Damage +(+) Mounted combat bonus.
-> Drill Charge. Attacks one creature with a fell and mighty blow. Exhausting.
Damage ++++(+) Mounted combat bonus.
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.
-> Rending Blow. One creature suffers two ranks of armour reduction. Tiring. Harder to resist.
-> Hat Magic. Summons an additional ally that can take no action, but can tank damage. Has HP equal to one-quarter of Alice's maximum. Looks like Talent, as Talent is the one wearing a hat.
-> Substitute! Damage taken is redirected to a different, friendly target of your choice. This state is sustained as long as the friendly target remains active.
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.
1 Potion (Heal 50)
1 Greater Regeneration Potion (Heal 25, lasts six turns.)
4 Mana Potions (Gain 50 mana)
3 smelling salts (revive at 10%)
2 Antidote herbs (Cure Poison)
4 scan crystals
4 Smoke Bombs
Current Equipment