General notes for bosses:
-The chapter 2-3 bosses are fought differently on different routes (and in one case, namely Leonar on chaos route, isn't fought at all). I've taken them from their non-duel forms on chaos route. Bosses are pretty similar across routes from what I've seen, but there might be some stat differences.
-Most bosses seem to have an undocumented immunity to status which deprive turns: sleep, charm, petrify, and probably bewitch and spendthrift though I haven't tested those explicitly. The only exception I've found is noted.
-I realise I've forgotten to note my levels for bosses. I'm typically ~2 levels below them. I will exclude from averages anyone who is significantly further behind, e.g. Swordmaster and White Knight in chapter 3.
VYCE BOZECK (Chaos Chp 2)
Lv. 8 Assassin
Fights with 9 allies. Fights 10 PCs + two additional guests. Battle ends if he falls.
Party averages:
HP: 152. base RT: 93. later-turn RT: 113. Damage: 35.
Equipment and stats
Dirk: 3 wt, RT +11, 44 atk, 2 HP, 1 dex, 2 agl, 4 avd (4 pierce)
Dirk: 3 wt, RT +11, 44 atk, 2 HP, 1 dex, 2 agl, 4 avd (4 pierce)
Chain Leggings: 4 wt, 16 def, 5 HP, 1 str, 2 vit (2 blunt, 3 slash)
Gauntlets: 4 wt, 16 def, 2 str 1 vit, 3 res (3 blunt, 1 pierce)
Ring of the Horde: 1 wt, 8 atk, 8 def, 5 str (1 all phys, 5 all elements)
HP 193 (0.63 PCHP), RT 75 (124% average speed), Move 4 (+3 RT per square moved), Jump 2/3
Atk 210 x2, Mag 113, Def 222, MDef 165
Str 78, Vit 76, Dex 73, Agl 78, Avd 74, Int 60, Mind 59, Res 68
Vyce reduces damage by roughly as follows:
-43% from physicals (111% durability)
-24% from magic (85% durability)
Skills:
Dagger Lv2, Anatomy Lv2, Counterattack II, Parry, Fortify I, Truestrike I, Deathproof
Counterattack II gives him a 100% chance to counter melee attacks for 31 damage. Parry gives him some modest evade against melee attacks. Anatomy slightly boosts damage against humans under some circumstances (and is factored in). Deathproof gives him immunity to petrify, sleep, bewitch, charm, spendthrift, paranoia, bind, shackle, stop, wither, addle, curse.
Actions:
Attack: RT +11. One hit for 62 piercing damage. 131% speed next round. AI never uses this.
Double Attack: RT +22. Two hits for 62 piercing damage = 124 total. 116% speed next round.
Heart Crusher: +15 RT, 100 TP (consumes all). 3-5 range. ~78 slashing damage. 126% speed next round.
Sneak Attack: RT +18, 40 TP. Free action (aside from RT/TP costs). Supposedly boosts damage on a back hit for one attack, but I never saw him use it.
Comments: Vyce hits hard and fast, 2HKOing average very solidly. He's not totally frail either. Heavy. He's fought as a boss on all routes and is fairly similar, and is a PC only on Law route, so I'm more likely to vote on boss, personally, but YMMV... he'll be in the PC stat topic eventually.
LEONAR RECI RIMON (Chaos Chp 3)
Lv. 15 Knight
Fights with 9 allies. Fights 10 PCs. Battle ends if he falls.
Party averages:
HP: 189. base RT: 96. later-turn RT: 117. Damage: 37.
Equipment and stats
Cutlass: 8 wt, RT +24, 70 atk, 4 HP, 2 str, 1 agl, 2 mind (3 slash)
Spiked Shield: 6 wt, 14 def, 2 HP, 2 dex, 2 agl, 4 avd (4 blunt, 3 pierce, 1 vs humans, resist poison +1)
Brigandine: 5 wt, 25 def, 5 dex, 2 avd (3 blunt, 2 pierce)
Baldur Leggings: 5 wt, 20 def, 5 MP, -1 luck, 2 vit, 1 dex, 4 int (1 slash, 3 pierce, 3 vs. divine/umbra/faerie/phantom)
HP 243 (0.75 PCHP), RT 100 (96% speed), Move 4 (+4 RT per square), Jump 2/3
Atk 284, Mag 156, Def 238, MDef 230
Str 89, Vit 92, Dex 89, Agl 82, Avd 92, Int 83, Mind 82, Res 88
Leonar reduces damage by roughly as follows:
-40% from physicals (125% durability)
-72% from magic (268% durability)
Skills:
1H Swords Lv3, Truestrike II, Strengthen I, Parry Lv2, Anatomy Lv3, Counterattack II, Rampart Aura II, Knockback II, Deathproof
Counterattack II gives him a 100% chance to counter melee attacks for 28 damage. Knockback II gives him a 50% chance to knock the target back with melee attacks (negates counters). Parry gives him some modest evade against melee attacks. Anatomy slightly boosts damage against humans under some circumstances (and is factored in). Deathproof gives him immunity to petrify, sleep, bewitch, charm, spendthrift, paranoia, bind, shackle, stop, wither, addle, curse.
Actions:
Attack: RT +24. 57 slashing damage. 94% speed next round.
Rending Gale: RT +15, 100 TP (consumes all). 2x85 = 170 slashing damage. 102% speed next round.
Rampart Shadow: RT +25, 75 TP. Free action. Summons a 2-HP shadow which has the Rampart Aura ability (probably DL useless).
Leonar gains about 0.25 TP for every point of physical damage dealt, and about 0.4 TP for every point of physical damage received. Finishers do not count as physical attacks for this. He also gains 2 TP for every 20 clockticks (so 10 before his first turn, 12 before any subsequent turns).
Comments: Not so hot on damage (oh look a 4HKO), but he's pretty well set up anyway. Fighters will have a tough time not seeing Rending Gale unless they have impressive damage, and that hurts. Mages just better not let him reach turn 5 (when he gets Rending Gale naturally). Stallers who can survive Rending Gale make him sad, though. Weird dueller, not yet sure if he's more of a Middle or Heavy.
OZ MOH GLACIUS and OZMA MOH GLACIUS (Chaos Chp 3)
Lv. 16 Knight Commanders
Fight together, along with 12 other allies. They fight 12 PCs. Battle ends only if both are defeated.
Party averages:
HP: 192. base RT: 94. later-turn RT: 117. Damage: 41.
(If you're curious as to why the HP average barely moved, it's because I dropped a Knight from the previous team as I am now levelling up White Knight.)
Oz
Equipment and stats:
Chakmak: 8 wt, RT +25, 75 atk, 4 HP, 1 dex, 2 avd, 1 res (3 slash)
Baldur Shield: 6 wt, 16 def, 5 MP, -1 luck, 2 vit, 1 dex, 2 avd, 4 int (4 slash, 3 pierce, 1 all elements, 3 vs. divine/umbra/faerie/phantom, resist slow +1)
Brigandine: 5 wt, 25 def, 5 dex, 2 avd (3 blunt, 2 pierce)
Nomad Bracers: 5 wt, 23 def, 8 dex, 1 avd (3 slash, 2 pierce)
HP 257 (0.72 PCHP), RT 78 (121% speed), Move 4 (+5 RT per square), Jump 2/3
Atk 274, Mag 168, Def 246, MDef 237
Str 89, Vit 94, Dex 110, Agl 86, Avd 93, Int 90, Mind 87, Res 85
Oz reduces damage by roughly as follows:
-43% from physicals (126% durability)
-73% from magic (267% durability)
Skills:
Axes Lv5, Dark Magic, Fire Magic, Rampart Aura I, Counterattack II, Anatomy Lv4, Augment Fire Lv4, Augment Dark Lv4, Deflect Lv3, Stunproof
He counters melee physicals for 39 damage, is immune to stun, and gets a damage boost on humans (factored in). Deflect gives him an unlisted chance to dodge long-range physicals.
Actions:
Attack: RT +25. 78 slashing damage. 114% speed next round.
Dark Prison: RT +15, 100 TP (consumes all). 2-3 range. ~130 dark/slashing damage, inflicts Breached (lowers def a questionable amount). 126% speed next round.
*He also has an ice and a non-elemental finisher which probably do slightly less damage. The ice one may do more if his TP gets high, though.
Sparksphere: RT +13, 15 MP. 3-6 range, line of sight. ~50 fire damage. 129% speed next round.
Sparksphere II: RT +16, 30 MP. 3-6 range, line of sight. ~61 fire damage. 124% speed next round.
Firestorm: RT +14, 22 MP. 5 range. ~44 fire damage. 127% speed next round.
Word of Pain, Word of Pain II, Meteor Strike: Dark versions of the above three spells.
Firestorm II: RT +19, 45 MP. 5 range, 2 area. 121% speed next round. (Damage untested.)
Ozma
Equipment and stats:
Spiked Laurel: 2 range, 11 wt, RT +33, 86 atk, 4 HP, 3 vit, 2 dex, 1 res (4 blunt)
Brigandine: 5 wt, 25 def, 5 dex, 2 avd (3 blunt, 2 pierce)
Baldur Leggings: 5 wt, 20 def, 5 MP, -1 luck, 2 vit, 1 dex, 4 int (1 slash, 3 pierce, 3 vs. divine/umbra/faerie/phantom)
HP 239 (0.67 PCHP), RT 77 (122% speed), Move 4 (+5 RT per square), Jump 2/3
Atk 361, Mag 202, Def 213, MDef 203
Str 86, Vit 96, Dex 107, Agl 85, Avd 91, Int 90, Mind 80, Res 90
Ozma reduces damage by roughly as follows:
-8% from physicals (73% durability)
+27% from magic (53% durability)
Skills:
Whips Lv5, Ice Magic, Dark Magic, Spellcraft I, Expand Mind I, Strengthen II, Silenceproof, Tetratology Lv3, Augment Ice Lv4
She is immune to silence, and gets an unknown damage boost on beasts (NOT factored in).
Actions:
Attack: RT +33. 2 range. 85 blunt damage. 106% speed next round.
Demon Rose: RT +15, 100 TP (consumes all). 2-3 range. ~150 blunt/ice damage, inflicts Bewitch (FFT charm, but not cancelled by damage. It hits, she wins). 127% speed next round.
*She also has a water and a non-elemental finisher which probably do slightly less damage and lack bewitch.
Iceblast: RT +13, 15 MP. 3-6 range, line of sight. ~40 ice damage. 130% speed next round.
Iceblast II: RT +16, 30 MP. 3-6 range, line of sight. ~51 ice damage. 126% speed next round.
Avalanche: RT +14, 22 MP. 5 range. 129% speed next round. (Damage untested.)
Word of Pain, Word of Pain II, Meteor Strike: Dark versions of the above three spells. Unlike Oz's, they should be weaker due to her lack of Augment Dark.
Avalanche II: RT +19, 45 MP. 5 range, 2 area. ~28 ice damage. 122% speed next round.
Expand Mind means Ozma gains 2 MP every 16 clockticks instead of the usual 18. That's just shy of 10 for first turn, then just shy of 14 for every subsequent turn.
Comments: Oz is a Leonar remix (big magic tank, but physicals give him TP) trading away the boss immunities for more speed and damage, as well as some backup magic damage. I imagine that's a winning trade but it's hard to be sure, and he's probably some sort of Heavy though probably not a great one. Ozma is much worse because her durability sucks. Most Middle mages will have no problems with her at all, though a slim few may fail to OHKO and get 2HKOed first. Fighters are at more risk simply because hit her too hard, or fail to 2HKO her, and she's probably getting off the devil Demon Rose. Still an unimpressive Middle, and she hopes her PC form is better.
LANSELOT TARTAROS
Lv. 18 Death Templar
Fights with Catiua (optionally; it depends on a previous, unintuitive dialogue choice), and 12 other allies. Fights 12 PCs. The battle ends if either he or Catiua is defeated, but defeating Catiua kicks you out of the "good" ending.
Party averages:
HP: 201. base RT: 94. later-turn RT: 117. Damage: 39.
Equipment and stats
Damasc Sword: 9 wt, RT +27, 84 atk, 2 HP, 3 vit, 1 avd, 3 res (6 slash)
Heater Shield: 6 wt, 18 def, 5 HP, 4 vit, 2 dex, 2 avd (4 blunt, 3 slash, 2 all elements, 5 vs humans, parry +1)
Baldur Armor: 5 wt, 20 def, 5 MP, -1 luck, 2 vit, 1 dex, 4 int (2 slash, 3 pierce, 5 dark, 3 vs. divine/umbra/faerie/phantom)
Overguards: 5 wt, 25 def, 5 HP, 2 str, 5 vit, -1 dex, 2 res (3 blunt, 2 slash)
Ring of Vitality: 1 wt, 8 atk, 8 def, 5 vit (1 all phys, 5 all elements)
HP 268 (0.71 PCHP), RT 89 (106% speed), Move 4, Jump 2/3
Atk 319, Mag 168, Def 295, MDef 252
Str 109, Vit 126, Dex 102, Agl 86, Avd 93, Int 92, Mind 85, Res 97
Lanselot reduces damage by roughly as follows:
-55% from physicals (158% durability)
-62% from magic (187% durability)
-reduces light by a further ~25% and dark by a further ~70%
Skills:
1H Swords Lv6, Divine Magic, Rampart Aura II, Counterattack II, Anatomy Lv3, Augment Light Lv3, Atenuate Light, Parry Lv4, Overpower Lv3, Stunproof
He is immune to stun, has a notable parry rate to melee, and reduces the target's parry rate. He is also light resistant (see above) and hits weakness on humans (factored in), as well as resisting their damage due to the Heater Shield.
Actions:
Attack: RT +27. 96 slashing damage. 101% speed next round.
Rending Gale: RT +15, 100 TP (consumes all). 2x120 = 240 slashing damage. 113% speed next round.
Apocalypse: RT +15, 100 TP (consumes all). 2-3 range. ~150 blunt/light damage, 113% speed next round.
*He also has blunt and slash/ice finishers which are likely weaker.
Spiritsurge: RT +13, 15 MP. 3-6 range, line of sight. ~23 light damage. 115% speed next round.
Spiritsurge II: RT +16, 30 MP. 3-6 range, line of sight. ~42 light damage. 111% speed next round.
Spiritsurge III: RT +19, 45 MP. 3-6 range, line of sight. ~51 light damage. 108% speed next round.
Judgement: Useless.
Judgement II: RT +19, 22 MP. 5 range, 2 area. ~25 light damage. 108% speed next round.
Heal: RT +13, 15 MP. 5 range. ~43 healing. 115% speed next round.
Heal II: RT +16, 30 MP. 5 range. ~63 healing. 111% speed next round.
Comments: Pretty clearly a better version of previous bosses. OHKO finisher, damage isn't bad before then, very tanky (the great parry rate helps). Using MP probably isn't worth it for him, although healing as a stall move to gain just a bit more TP exists as an option. High Heavy.
CATIUA PAVEL
Lv. 17 Dark Priest
Equipment and stats
Exarch's Staff: 8 wt, RT +25, 47 atk, 8 MP, 2 vit, 2 int, 7 mind (3 blunt)
Wizard's Hat: 5 wt, 20 def, 13 MP, -3 luck, 3 dex, 8 int, 9 mind (5 vs phantom, silenceproof, meditate +1)
Robe: 4 wt, 8 def, 1 vit, 1 int, 1 mind, 2 res (1 blunt, 2 all elements)
Crimson Necklace: 3 et, 1 def, 10 MP, 10 luck, 5 int, 5 mind, 5 res (1 all phys, silenceproof)
HP 175 (0.51 PCHP), RT 90 (104% speed), Move 4, Jump 1/2
Atk 199, Mag 309, Def 178, MDef 310
Str 79, Vit 81, Dex 84, Agl 78, Avd 79, Int 115, Mind 109, Res 101
Catiua reduces damage by roughly as follows:
+92% from physicals (27% durability)
-13% from magic (59% durability)
-reduces dark by a further ~15%
Skills:
Cudgels Lv3, Dark Magic, Augment Darkness Lv3, Attenuate Dark, Spellcraft II, Resistance II, Spellstrike II, Channeling II
She is dark resistant (see above), and reduces MP costs by 10%. However, she must still possess the spell's base cost to cast it in the first place, so I'll list base costs. She does NOT have the blanket TO boss fatal status immunity.
Actions:
Attack: RT +25. Damage probably fails. 102% speed next round.
Wrathful Strike: RT +15, 100 TP (consumes all). Untested blunt damage, 111% speed next round.
Meteor Strike: RT +14, 22 MP. 5 range. ~60 dark damage. 113% speed next round.
Paralytic Wave: RT +12, 10 MP. 5 range, 2 area. 100% chance of paralysis (no counters, lowered hit/evade, chance of turn loss).
Poison Cloud: RT +14, 20 MP. 4 range, 2 area. 100% chance of poison (9-10 damage per round).
She also has Drain Heart (drain), Drain Mind (mp drain), Spellcharge, Torpor (slow), Sleep, Charm, and Gravity Flux (leaden). I couldn't get her to use any of these, may fill in the info later after I test the PC versions.
Comments: Really hopes you give TO boss mages some starting MP or she's awful. Actually, she's awful anyway, with that durability. She might be able to get rolling with sleep/charm -> amass MP -> blitz with dark averse-boosted Meteor Strikes but don't count on it. Probably won't want this form but it's listed for completeness.
BRANTYN MORNE
Lv. 21 Dark Bishop
Fights with 14 allies. Fights 12 PCs. Battle ends if he falls.
Party averages:
HP: 209. base RT: 94. later-turn RT: 117. Damage: 44.
Equipment and stats
Magus Staff: 7 wt, RT +20, 48 atk, 10 MP, 1 vit, 8 int, 1 mind (1 blunt)
Baldur Shield: 6 wt, 16 def, 5 MP, -1 luck, 2 vit, 1 dex, 2 avd, 4 int (4 slash, 3 pierce, 1 all elements, 3 vs. divine/umbra/faerie/phantom, resist slow +1)
Wizard's Hat: 5 wt, 20 def, 13 MP, -3 luck, 3 dex, 8 int, 9 mind (5 vs phantom, silenceproof, meditate +1)
Sorcerer's Robe: 5 wt, 22 def, 10 MP, 1 vit, 6 int, 4 mind (2 slash, 3 pierce, 5 all elements, meditate +1)
Ring of Vitality +1: 1 wt, 8 atk, 8 def, 10 vit (1 all phys, 10 all elements)
HP 246 (0.64 PCHP), RT 93 (101% speed), Move 4, Jump 1/2
Atk 239, Mag 377, Def 377, MDef 283
Str 87, Vit 108, Dex 96, Agl 89, Avd 92, Int 146, Mind 122, Res 119
Brantyn reduces damage by roughly as follows:
-36% from physicals (100% durability)
-100% from magic (infinite durability)
*The only magic I had that could damage him was Level 3 scrolls, which did 5 damage compared to 61 against average. Anything spammable (i.e. normal magic) did 1.
Skills:
Cudgels Lv5, Divine Magic, Augment Light Lv6, Tactician II, Fortify III, Spellstrike III, Spellcraft II, Channeling III, Expand Mind III, Silenceproof
He is immune to silence. He gains both MP and TP at greatly enhanced rates: 2 MP every 12 clockticks (so 14 for turn 1, then 18-20 for subsequent turns), and 2 TP every 14 clockticks (so 12 for turn 1, then 14-16 for subsequent turns). His spells cost 15% less than normal to cast, but he must still possess the base MP cost to cast them in the first place. His magic should be exceptionally accurate (I never saw a sub-100% hit rate).
Actions:
Attack: RT +20. 35 blunt damage. 104% speed next round.
Raining Blows: RT +20, 100 TP (consumes all). 2x100 = 200 blunt/holy damage. Damage increases (linearly?) with current TP. 104% speed next round.
Spiritsurge: RT +13, 15 MP. 3-6 range, line of sight. ~180 light damage. 110% speed next round.
Spiritsurge II: RT +16, 30 MP. 3-6 range, line of sight. ~200 light damage. 107% speed next round.
Spiritsurge III: RT +19, 45 MP. 3-6 range, line of sight. ~220 light damage. 104% speed next round.
Judgement: RT +14, 22 MP. 5 range. ~140 light damage. 109% speed next round.
Judgement II: RT +19, 22 MP. 5 range, 2 area. ~150 light damage. 104% speed next round.
Heal: RT +13, 15 MP. 5 range. ~56 healing. 110% speed next round.
Heal II: RT +16, 30 MP. 5 range. ~76 healing. 107% speed next round.
Heal III: RT +19, 45 MP. 6 range. ~96 healing. 104% speed next round.
Exorcism, Exorcism II: Prevent undead revival. Irrelevant.
Awaken, Singing Light, Cleanse, Unburden, Ease: Remove various status effects (sleep, silence, poison, move debilitation, debuffs. Debuffs is the most interesting but at 40 MP, it's probably not useful.)
Boon of Swiftness: RT +16, 30 MP. 5 range. Grants Quicken status (speed multiplied by 4/3, lasts about 3 rounds). 107% (143%) speed next round. This does not speed up MP/TP gain.
Comments: Oh look it's functional magic immunity (or at least very good MDef). Really badass if you give him some starting MP, but if you don't... he's still pretty good. First turn is mostly a wash, but from there on he can spam Spiritsurge I-II every turn which really hurt (near-OHKO turn 2, then OHKO every subsequent turn). His physical finisher is shockingly good too, and since magic is out opponents risk giving him a lot of TP to use it once. He hates holy defence so much, though, and he's not too hard to pull fast-2HKOs against. Heavy most likely.
ANDORAS GAFFRYN
Lv. 22 Knight Commander
Fights with 13 allies. Fights 12 PCs. Battle ends if he falls.
Party averages:
HP: 232. base RT: 94. later-turn RT: 120. Damage: 49.
Equipment and stats
Damasc Claws: 12 wt, RT +36, 101 atk, 6 HP, 2 str, 3 vit, 1 mind, 3 res (8 pierce)
Damasc Leggings: 5 wt, 30 def, 10 HP, 3 vit, 3 res (4 blunt, 2 pierce)
Damasc Mitts: 5 wt, 30 def, 2 HP, 3 vit, -1 avd, 4 mind (3 slash, 2 pierce, 4 vs. faerie)
Ring of Deftness +1: 1 wt, 8 atk, 8 def, 10 dex (1 all phys, 10 all elements)
HP 293 (0.68 PCHP), RT 84 (112% speed), Move 4, Jump 2/3
Atk 346, Mag 184, Def 275, MDef 255
Str 115, Vit 112, Dex 117, Agl 96, Avd 101, Int 97, Mind 99, Res 103
Andoras reduces damage by roughly as follows:
-33% from physicals (101% durability)
-9% from magic (75% durability)
-reduces lightning by a further ~50%
Skills:
Fists Lv6, Lightning Magic, Augment Lightning Lv4, Attenuate Lightning, Siege, Counterattack III, Deflect Lv4, Overpower Lv4, Stunproof
He has a 100% counter rate to melee attacks, doing 75% of his normal attack damage. He is immune to stun and control-denying status. He has a boosted chance to evade ranged attacks, and overcomes target parry rate as well as Rampart Aura.
Actions:
Attack: RT +36. 73 piercing damage. 100% speed next round.
Charged Resonance (Lv4): RT +22, 60 TP. Grants Lightning-Touched to self and adjacent allies (normal physicals become lightning element), inflicts Lightning Averse on adjacent enemies (target takes about 1/3 extra damage). 113% speed next round.
Tempest Blade: RT +15, 100 TP (consumes all). 2-3 range. ~155 blunt/lightning damage, inflicts Weaken (negligible attack debuff). 121% speed next round.
*He also has non-elemental and fire finishers which are likely weaker.
Lightning Bow: RT +13, 15 MP. 3-6 range, line of sight. ~20 lightning damage. 124% speed next round.
Lightning Bow II: RT +16, 30 MP. 3-6 range, line of sight. ~30 lightning damage. 120% speed next round.
Lightning Bow III: RT +19, 45 MP. 3-6 range, line of sight. ~40 lightning damage. 117% speed next round.
Thunderflare: RT +14, 22 MP. 5 range. ~10 lightning damage. 122% speed next round.
Thunderflare II: RT +19, 22 MP. 5 range, 2 area. ~20 lightning damage. 117% speed next round.
Comments: Unimpressive; he's Ozma trading away damage for durability. He has 4HKO damage off speed that starts good but doesn't stay that way. Hopeless against mages (unless they rely on lightning I guess), but against fighters he has counters and does have a chance to get off a Tempest Blade. Too bad even that isn't likely to kill unless accompanied by a couple previous physicals (counters help!). Low Middle offhand.
BARBAS DAHD GEUSE
Lv. 24 Knight Commander
Fights with Martym. Fights 5 PCs. Battle ends if both fall.
Party averages:
HP: 234. base RT: 94. later-turn RT: 120. Damage: 49.
Equipment and stats
Damasc Hammer: 13 wt, RT +40, 122 atk, 2 MP, 3 vit, 1 dex, 2 agl, 2 res (6 blunt, 5 vs golem)
Damasc Leggings: 5 wt, 30 def, 10 HP, 3 vit, 3 res (4 blunt, 2 pierce)
Damasc Mitts: 5 wt, 30 def, 2 HP, 3 vit, -1 avd, 4 mind (3 slash, 2 pierce, 4 vs. faerie)
Tremblor Earring: 1 wt, 9 atk, 9 def, 15 HP (2 all phys, 30 vs all races, hammers +2)
HP: 343 (0.80 PCHP), RT: 92 (102% speed), Move 4, Jump 2/3
Atk 383, Mag 194, Def 293, MDef 265
Str 126, Vit 121, Dex 104, Agl 94, Avd 104, Int 96, Mind 111, Res 103
Barbas reduces damage by roughly as follows:
-39% from physicals (131% durability)
-19% from magic (99% durability)
-reduces earth by a further ~55%
Skills:
Hammers Lv7+2, Dark Magic, Counterattack III, Rampart Aura III, Herpetology Lv5, Augment Earth Lv5, Attenuate Earth, Parry Lv5, Overpower Lv5, Slowproof
He has a 100% counter rate to melee attacks, doing 75% of his normal attack damage. He is immune to stun and control-denying status. He has a boosted chance to evade melee attacks, and overcomes target parry rate. He deals bonus damage to reptiles (not tested). He has excellent evasion if you lack Truestrike (but why would you), possibly due to the accessory?
Actions:
Attack: RT +40. 116 blunt damage. 91% speed next round.
Angel of Death: RT +15, 100 TP (consumes all): 2-3 range. ~180 blunt/earth damage, inflicts Petrify. 112% speed next round.
*He also has ice and fire finishers.
Word of Pain I-III, Meteor Strike I-II: Dark elemental spells. They'll be weaker than Andoras' due to a lack of Augment Element. The only one I could coax him to use, Meteor Strike, did 1 damage...
Comments: Big slow guy. Well his first turn is above average, but not so much thereafter. His damage is pretty good, though, and his durability is solid, and the counters sting if you're going for physicals. Middle/Heavy area.
MARTYM NOUMOUS
Lv. 24 Knight Commander
Fights with Barbas. Fights 5 PCs. Battle ends if both fall.
Party averages:
HP: 234. base RT: 94. later-turn RT: 120. Damage: 49.
Equipment and stats
Ice Blade: 10 wt, RT +30, 98 atk, 2 MP, 1 str, 4 vit, 2 mind (7 slash, 7 ice, adds ice averse)
Damasc Shield: 6 wt, 19 def, 3 HP, 1 str, 2 vit, 2 dex, 1 avd, 1 mind (4 blunt, 4 pierce, 3 all elements, 5 vs golem, Overpower +1)
Damasc Leggings: 5 wt, 30 def, 10 HP, 3 vit, 3 res (4 blunt, 2 pierce)
Damasc Mitts: 5 wt, 30 def, 2 HP, 3 vit, -1 avd, 4 mind (3 slash, 2 pierce, 4 vs. faerie)
Guardsman's Earring: 1 wt, 9 atk, 9 def, 15 HP (2 all phys, 30 vs all races, 1H Swords +2)
HP: 340 (0.79PCHP), RT: 86 (109% speed), Move 4, Jump 2/3
Atk 381, Mag 196, Def 321, MDef 301
Str 118, Vit 120, Dex 105, Agl 104, Avd 101, Int 103, Mind 106, Res 106
Martym reduces damage by roughly as follows:
-72% from physicals (282% durability)
-82% from magic (439% durability)
-reduces water by a further ~99%
Skills:
1H Swords Lv7+2, Divine Magic, Counterattack III, Rampart Aura III, Anatomy Lv5, Augment Water Lv5, Attenuate Water, Deflect Lv5, Silenceproof, Resist Slow Lv5
He has a 100% counter rate to melee attacks, doing 75% of his normal attack damage. He is immune to silence and control-denying status, and highly resistant to slow (28% hit rate instead of normal ~84%). He has a boosted chance to evade ranged attacks. He deals bonus damage to humans (factored in). He has excellent evasion if you lack Truestrike (but why would you), possibly due to the accessory?
Actions:
Attack: RT +30. 116 slash/ice damage. Has a low (20%?) chance to inflict Ice Averse, raising subsequent damage by about 15% for two turns. 103% speed next round.
Rending Gale: RT +15, 100 TP (consumes all). 2x140 = 280 slashing damage. 119% speed next round.
*He also has ice, water, and blunt finishers.
Spiritsurge III: RT +19, 45 MP. 3-6 range, line of sight. ~55 light damage. 114% speed next round.
Spiritsurge I-II, Judgement I-II: Weaker light magic spells.
Heal: RT +13, 15 MP. 5 range. ~45 healing. 121% speed next round.
Heal II: RT +16, 30 MP. 5 range. ~65 healing. 118% speed next round.
Heal III: RT +19, 45 MP. 6 range. ~85 healing. 114% speed next round.
Comments: Randomly a total badass, better than Barbas at everything. Extremely durable if you lack defence-piercing attacks (in-game you should build up TP killing Barbas then unleash finishers on Martym). Decent base damage, Rending Gale is its usual badass self, counters are a complication melee fighters don't need... and given his durability, that healing can be alarmingly relevant in some fights. High Heavy.