While moving through the Siedge Weald our team gets abducted!
5 units volunteer to deal with the problem.
From left to right - Warcupine, Bee, DR, Steve and Guzu:
This encounter looks quite interesting - two orators and two monsters
Orators can do some buff/debuff -ing
Minotaur has 3 attacks: physical, status changing (Berserk) and ranged (fire breath):
Ahriman has 3 attacks as well: physical and two status changing ones (Doom; Stop/Immobilize/Disable):
The battle goes more or less like this...
Orators do their DISCUSS stuff
We attack using our powerful ranged technique (Stone).
Still, this can be p. useful
Ahriman uses his dirty trick
Minotaur does the same when away from our units
Stopped Steve looks like this:
Instead of finishing off nearly dead Steve, Ahriman tries to Doom him
:D
Minotaur tries to rape WC using his pickaxe, but fails as well
WC takes the Evil Eye down
Female orator makes DR impotent
Male orator uses his fists this time, KOing Steve
Bee takes the female orator from behind
WC tastes the goat's pickaxe this time
Female orator does sth. weird but misses
Guzu revives Steve. DR becomes able again (most of status effects wear off with time)
Minotaur KOs DR using his fire breath
WC revives our dear Doctor
He gains both regular and job level.
Guzu stabs the male orator in the gut
Gains both levels as well.
Steve and Bee gangrape the female (for good)
Guzu practices her knowledge in anatomy on the male
:D
Only the goat left. All units attack him using stones and weapons. Steve comes a little bit too close, though:
Fuck. Another Phoenix Down wasted.
DR revives his chemist BRO.
Three other units gangrape the goat. DR delivers the final blow:
ITZ over:
Our glorious performance in battle (not counting wasting a shitload of items again) leads to massive
Three new jobs available!
Monk
A warrior specialized in unarmed combat.
Innate abilities: Brawler
Requires: Knight Lv3
a) Action abilities (Martial Arts):
1) Cyclone (100): attacks nearby enemies (radius 3h0v)
2) Pummel (200): a series of quick strikes (range 1h0v)
3) Aurablast (200): ranged attack (range 3h3v)
4) Shockwave (400): releases a wave in 4 directions (radius 5h2v)
5) Doom Fist (200): causes Doom (range 1h0v)
6) Purification (70): removes Stone, Blind, Confuse, Silence, Berserk, Toad, Poison, Sleep, Immobilize & Disable (radius 2h0v)
7) Chakra (250): restores HP & MP (radius 2h0v)
8) Revive (350): removes KO (range 1h0v)
b) Reaction abilities:
1) Recover HP (350): recover HP when critically wounded
2) Bonecrusher (200): deal damage = own max HP when critically wounded
c) Support abilities:
1) Brawler (150): deliver powerful unarmed attacks even when not a monk
d) Movement ability:
1) Lifefont (220): recover HP when moving
White Mage
Uses spells centered on recovery and protection.
Requires: Chemist Lv3
a) Action abilities (White Magicks):
1) Cure (40): restores HP (radius 2h1v)
2) Cura (120): -||-
3) Curaga (250): -||- (radius 2h2v)
4) Curaja (400): -||- (radius 3h3v)
5) Raise (120): removes KO
6) Araise (300): removes KO + fully restores HP
7) Reraise (400): protective spell that revives the target after KO (once)
8) Regen (150): casts Regen (radius 2h0v)
9) Protect (50): casts Protect - protection from physical attacks (radius 2h0v)
10) Protectja (350): casts Protect (radius 3h3v)
11) Shell (50): casts Shell - protection from magickal attacks (radius 2h0v)
12) Shellja (350): casts Shell (radius 3h3v)
13) Wall (150): casts Protect+Shell on a single target
14) Esuna (200): removes Stone, Blind, Confuse, Silence, Berserk, Toad, Poison, Sleep, Immobilize & Disable (radius 2h2v)
15) Holy (500): Attacks single target with sacred light
b) Reaction abilities:
1) Regenerate (250): Regen at HP loss
c) Support abilities:
1) Arcane Defense (250): take less damage from magickal attacks
d) Movement ability: none
Black Mage
Uses offensive spells of elemental nature.
Requires: Chemist Lv3
a) Action abilities (Black Magicks):
1) Fire (50): fire attack (radius 2h1v)
2) Fira (150): -||- (radius 2h2v)
3) Firaga (300): -||- (radius 2h3v)
4) Firaja (500): -||- (radius 3h3v)
5) Thunder (50): lightning attack (radius 2h1v)
6) Thundara (150): -||- (radius 2h2v)
7) Thundaga (300): -||- (radius 2h3v)
8) Thundaja (500): -||- (radius 3h3v)
9) Blizzard (50): ice attack (radius 2h1v)
10) Blizzara (150): -||- (radius 2h2v)
11) Blizzaga (300): -||- (radius 2h3v)
12) Blizzaja (500): -||- (radius 3h3v)
13) Poison (100): inflicts Poison (radius 2h2v)
14) Toad (250): inflicts Toad (single target)
15) Death (400): inflicts KO (single target)
16) Flare (550): Attacks single target with eXtreme heat
b) Reaction abilities:
1) Magick Counter (500): counters magickal attack with identical magickal attack
c) Support abilities:
1) Arcane Strength (350): inflict more damage with magickal attacks
d) Movement ability: none
WC learns Blitz and switches to Knight. He doesn't have enough JP to learn Counter, though.
Bee doesn't learn anything new
DR doesn't have enough JP to learn Throw Item / become a knight
Steve gained some chemist JP but that's it
Guzu is different story:
:D
Ramza decides to switch to knight:
DR grabs the blinding knife.
It's time to continue with the story...
(in during update)