Ophilia, the Cleric2416 (2216) HP, 257 (154) SP
545 (181) Phys. Def, 626 (235) Elem. Def, 194 (144) Speed, 75 (144) Avoid
81 (181) Phys. Atk, 502 (217) Elem. Atk, 181 Accuracy, 76 (126) Critical
0.89 PCHP, 0.92 Physical Durability, 1.00 Elemental Durability, -1.04 std. dev from average speed
Forbidden Staff (Phys. Atk. −100, Elem. Atk. +285, Critical −50)
Alternate equips:
Note that healing scales off Elemental Defense.
Morning Star (Phys. Atk. +196, Elem. Atk. +102, Critical +72). Better staff beatdown, worse magic.
Adamantine Shield (Phys. Def. +76, Elem. Def. +131, Evasion -81). Reduces Ophilia's physical durability to 0.88, but stronger healing.
Primeval Robe (Phys. Def. +99, Elem. Def. +198, Max SP +35). Reduces Ophilia's physical durability to 0.82, but mildly stronger healing and more SP.
Both Primeval Robe & Adamantine Shield: Physical durability drops to 0.78, but the best healing.
Elemental Heavy Armor (Phys. Def +90, Elem Def +116, Elem Atk. +42). Reduces Ophilia's durability to 0.79 (physical) and 0.89 (elemental), but gains some damage.
Passives:
Persistence: Positive buffs cleric receives last for one additional turn
Inner Strength: Increases max SP by 50
Evil Ward: Increases success rate when fleeingSaving Grace: Can be healed above maximum HP. Cannot be healed further if HP is already over max.
Staff attack: 5 staff damage. (w/ Morning Star: 120 staff damage)
Heal Wounds: 1050 HP healing for all allies. 8 SP. [w/ Primeval Robe & Adamantine Shield: 1120 HP healing]
Holy Light: 415 light damage. 6 SP. (w/ Elemental Heavy Armor: 470 light damage)
Sheltering Veil: Grants Elem. Def. up buff for 3 (2) turns, -33% damage from magic. 6 SP.
Luminescence: 290 light damage to all foes. 9 SP.
Heal More: 1585 HP healing for all allies. 25 SP. (Boosted: 2105 / 2625 / 3165). [w/ Primeval Robe & Adamantine Shield: 1690 HP]
Reflective Veil: Buff that reflects one elemental attack. Damage/status is negated and strikes opponent. Stacks. Lasts until used. 22 SP. *
Revive: Revive all dead allies at 1 HP, unless boosted where it uses the healing formula. Does not heal living allies. 50 SP.
Aelfric’s Auspices (Divine skill): Skills by chosen ally will trigger twice for 3 turns. Does not affect divine skills. 30 SP, req. 3 BP to use.
* Note that Reflective Veil's damage reflection's rate is actually better than you'd think. Common boss big spell damage of 1000 or so (= average damage, .40 PCHP or so?) is reflected at face value, which is great for a single action.
Guide / Summon
Ophilia can recruit townspeople to follow her, level permitting. Some towns also let you Guide higher-level recruits than normal if you Scrutinize/Inquire the right person. I've chosen the Saintsbridge Knight Ardante, 'cuz he rules, is in an Ophilia-plot town and is part of Ophilia's church, and has a potential town Guide boost to make him easier to grab anyway (he requires L45 if you don't do the Scrutinize, L40 or so with?).
It costs an action to summon, and just the helper will act on that turn. For the next 4-5 turns, the helper will do an action AND Ophilia can act. You can't control what actions the helper takes or how they target the single-target actions, however.
Saintsbridge Knight Ardante
Axe attack: 700 axe damage, high critical rate
Full swing: 890 axe damage to all, high critical rate
Glacies Caldera: 3x hits of 610 ice damage (1830 total)
Average damage: 1140
Cyrus, the Scholar2170 (1970) HP, 195 (142) SP
526 (162) Phys. Def, 608 (217) Elem. Def, 212 (162) Speed, 112 (181) Avoid
62 (162) Phys. Atk, 570 (235) Elem. Atk, 181 Accuracy, 94 (144) Critical
0.80 PCHP, 0.80 Physical Durability, 0.87 Elemental Durability, -0.85 std. dev from average speed
Forbidden Staff (Phys. Atk. −100, Elem. Atk. +285, Critical −50)
Alternate equips:
Morning Star (Phys. Atk. +196, Elem. Atk. +102, Critical +72). Better staff beatdown, worse magic.
Elemental Heavy Armor (Phys. Def +90, Elem Def +116, Elem Atk. +42). Reduces Cyrus's durability to 0.69 (physical) and 0.75 (elemental), but gains some damage.
Passives:
Evasive Maneuvers: Reduces rate of random encounters. Elemental Augmentation: Increases Elem. Atk. by 50.
Percipience: Prevents party from being surprised by foes.Vim and Vigor: Regenerate 10% of max HP each turn.
Staff attack: 5 staff damage. (w/ Morning Star: 105 staff damage)
Fireball, Icewind, Lightning Bolt: 360 (fire/ice/lightning) damage to all foes. 8 SP. Boosts at 0.9 rate. (w/ Elemental Heavy Armor: 405 elemental damage)
Analyze: Reveal the current and maximum HP and 1 weakness of a single foe. 1 SP.
Fire Storm, Blizzard, Lightning Blast: 2x hits of 330 (fire/ice/lightning) damage to all foes (total: 655). 22 SP. Boosts at 0.95 rate. (w/ Elemental Heavy Armor: 2x hits of 365 elemental damage, total 735)
Alephan’s Enlightenment (Divine skill): Skills done by chosen ally that usually targets all foes will for 3 turns target one foe and do double damage. Does not affect divine skills or physical attacks. 30 SP, req. 3 BP.
Tressa, the Merchant2909 (2709) HP, 172 (119) SP
545 (181) Phys. Def, 572 (181) Elem. Def, 338 (162) Speed, 93 (162) Avoid
474 (199) Phys. Atk, 408 (199) Elem. Atk, 181 Accuracy, 162 Critical
1.07 PCHP, 1.10 Physical Durability, 1.08 Elemental Durability, +0.54 std. dev from average speed
Seraphim Spear (Phys. Atk. +275, Speed +126, chance of confuse on hit)
Adamantine Bow (Phys. Atk. +178, Elem Atk. +209)
Alternate equips:
Soul Glaive (Phys. Atk. +121, Elem Atk. +252). Lose speed to get magic damage.
Yeti’s Longbow (Phys. Atk. +229, Critical +95, chance of blind on hit). Better bow physicals.
Elemental Heavy Armor (Phys. Def +90, Elem Def +116, Elem Atk. +42). This reduces Tressa's durability to 0.96 (physical) and 0.97 (elemental), but gains magic damage.
Passives:
Endless Items: 25% chance of not consuming items.
Grows on Trees: Gain 10% more money after battles.Hang Tough: When above 30% HP, otherwise lethal attacks instead leave Merchant with 1 HP.
SP Saver: Halves SP consumption in battle, rounded down. Baked into SP prices below.
Spear attack: 195 polearm damage.
Bow attack: 120 bow damage. (w/ Yeti's Longbow: 160 bow damage)
Collect: Get money. Indirectly a way to check current enemy HP by looking at % chance of success. 1 SP.
Tradewinds: 295 wind damage. 3 SP. (w/ Soul Glaive: 350 wind damage. w/ Soul Glaive & Elemental Heavy Armor: 405 wind damage.)
Rest: Restores 565 HP / 25 SP and cures status ailments. 0 SP. (Boosted: 735 HP / 50 SP; 905HP / 75 SP; 1075 HP / 100 SP)
Trade Tempest: 190 wind damage to all foes. 5 SP. Boosts at 0.9 rate.
Donate BP: Grant 1 BP to an ally other than self. 1 SP.
Sidestep: Dodge a single physical attack with a 100% success rate. Stacks. Lasts until used. 5 SP.
Hired Help: Pay money to summon allies. See below. 0 SP.
Bifelgan’s Bounty (Divine skill): 1765 non-elemental damage elemental attack; receive money equal to damage dealt (or equal to remaining HP if it kills target). 15 SP, req. 3 BP. (w/ Soul Glaive: 2100 non-elemental damage. w/ Soul Glaive & Elemental Heavy Armor: 2425 non-elemental damage.) *
* Yes, Bifelgan's Bounty is basically a magic attack whose element is non-elemental. However 8PT calls the magic stat "elemental attack" so it's a bit confusing. It's still buffed by Peacock Strut or better Elemental Attack gear, and so on.
Hired Help:
If this move is allowed at all, Tressa's budget for this is pretty important. Tressa by far gets you the most money of the cast simply by existing (her personal skill collects money by traveling through dungeon screens, she sometimes gets big discounts on items she purchases, Merchant Grows on Trees passive, Collect, Bifelgan's Bounty), but you can't realistically spam Cleric or Veteran Soldier all the time, so you figure out a budget. For the "anything goes" average, I've assumed a starting budget of 12,000, which gives a single Cleric summon + tons of Mercenary summons if Tressa wants the defense buff from him. (...and if a truly bizarre match happens where Tressa can cast Bifelgan's Bounty a bunch of times, she might be able to summon Veteran Soldier after all...)
Mercenary: 150 cost, 5 sword damage to all, buff all allies Physical Defense for 2 turns (take -33% damage from physical attacks)
Bandit: 800 cost, 50 axe damage to all
Dancer: 2500 cost, 130 dagger damage to all, chance of inflicting status ailments (seems unlikely? Not closely tested)
Cleric: 10000 cost, 800 light damage to all
Veteran Soldier: 30000 cost, 4600 sword damage to all, high critical rate
Olberic, the Warrior3401 (3201) HP, 148 (95) SP
563 (199) Phys. Def, 535 (144) Elem. Def, 331 (181) Speed, 75 (144) Avoid
489 (217) Phys. Atk, 343 (162) Elem. Atk, 199 Accuracy, 181 Critical
1.25 PCHP, 1.33 Physical Durability, 1.19 Elemental Durability, +0.46 std. dev from average speed
Trinity Sword (Phys. Atk. +222, Speed +100)
Seraphim Spear (Phys. Atk. +275, Speed +126, chance of confuse on hit)
Passives:
Cover: Absorb single-targeted damage for allies who are below 30% HP.Summon Strength: Increases Phys. Atk. by 50.
Endure: When afflicted with a status ailment (poison, sleep, confusion, blindness, silence, terror, or unconsciousness), grants Phys. Def. and Elem. Def. up buffs (reduces damage taken by 33%).
Surpassing Power: Raises the damage cap of the equipping character from 9,999 to 99,999. (This matters in-game for, say, buff'd Brand's Thunders hitting broken targets.)Sword attack: 210 sword damage.
Spear attack: 250 polearm damage.
Level Slash: 165 sword damage to all. 9 SP. Boosts at 0.9.
Abide: Grants self Phys. Atk. up buff for 3 turns (+50% damage). 4 SP.
Spearhead: 430 polearm damage. Act first next turn, even before defending characters, but not before enemies recovering from Break. 6 SP.
Incite: Become the primary target of foes for 3 turns. 4 SP.
Cross Strike: 510 sword damage. Not as affected by enemy defense compared to most other attacks (good vs. tanky bosses). 12 SP.
Stout Wall: Grants self Phys. Def. up buff for 3 turns. Reduces damage taken by -33%. 4 SP.
Thousand Spears: 5-10 randomly targeted attacks of 165 polearm damage. Horrendously inaccurate, ignores accuracy & evasion, but hits a minimum of 3 times (total: 495 damage). Highly enemy defense-subject (worse vs. tanky bosses, better vs. low-def enemies). 20 SP. Boosts at a 0.4 rate.
Brand’s Thunder (Divine skill): 3565 sword damage. Not as affected by enemy defense than most attacks (good vs. tanky bosses). 30 SP. Requires 3 BP.
Primrose, the Dancer2416 (2216) HP, 172 (119) SP
490 (126) Phys. Def, 535 (144) Elem. Def, 413 (235) Speed, 130 (199) Avoid
423 (181) Phys. Atk, 433 (217) Elem. Atk, 181 Accuracy, 181 Critical
0.89 PCHP, 0.83 Physical Durability, 0.84 Elemental Durability, +1.36 std. dev from average speed
Ultimate Breaker (Phys. Atk. +242, Speed +128, chance of inflicting confusion.)
Alternate equips:
Legion Dagger (Phys. Atk. +263, Evasion +129). For an evade setup and mildly more dagger damage, but less speed.
Soul Knife (Phys. Atk. +98, Elem. Atk. +188). If you don't allow a subclass elemental attack weapon, Primrose is stuck with this for magic, and loses both speed and damage compared to her listed values.
Elemental Heavy Armor (Phys. Def +90, Elem Def +116, Elem Atk. +42). Reduces Primrose's durability to 0.73 (physical) and 0.76 (elemental), but gains a little damage.
Passives:
The Show Goes On: Buffs and status effects granted to allies persist for one more turn.
Eye for an Eye: 50% chance of counterattacking with current weapon after being targeted by a physical attack (hit or miss). Does not trigger enemy counter-attacks.
Second Wind: Recover 5% of max SP each turn, rounded up. With 172 max SP, that is 9 SP a round.
Encore: Once per battle, recover with 25% of maximum HP upon dying. Dancer still loses all buffs, debuffs, and BP.
Dagger attack: 155 dagger damage.
Lion Dance: Grant one ally Phys. Atk. up buff for 3 (2) turns (+50% phys damage). 4 SP.
Moonlight Waltz: 330 dark damage. 7 SP. (w/ Elemental Heavy Armor: 380 dark damage)
Peacock Strut: Grant one ally Elem. Atk. up buff for 3 (2) turns (+50% elemental damage). 4 SP.
Mole Dance: Grant one ally Phys. Def. up buff for 3 (2) turns (takes -33% less damage). 4 SP.
Night Ode: 220 dark damage to all foes. 10 SP. Boosts at 0.9 rate.
Panther Dance: Grants one ally Speed up buff for 2 turns (+50% Speed score). Also moves that ally's next turn up one place. See below.* 4 SP.
Bewildering Grace: Causes a random effect to occur. Not, in general, useful unless extremely desperate. See
this spreadsheet for possible effects. 25 SP.
Sealticge’s Seduction (Divine skill): For 3 turns, skills performed by a single ally that usually target one ally/foe will affect all allies/foes instead. Does not affect divine skills. 30 SP, req. 3 BP.
* While the Panther's Grace speed buff itself won't kick in until 2 turns later, the guaranteed advance will affect the next turn. Note that in a duel against a single-acting opponent, this basically guarantees going before them the next turn even if they're faster. In normal boss fights, this single-slot guaranteed advance is less potent since you're dealing with 3 ally turns and a triple-turning boss, so you might respect it less. Also note that the speed buff will also affect a turn after it technically expired.
Allure / Summon
Primrose can get townspeople and the like to follow her for a set number of in-battle summons. She can hypothetically get higher level townspeople than the level-locked Ophilia… but it'll be at like a 10% rate, and in exchange she can fail and cause reputation loss even on uninspiring recruits. In an attempt to have an "efficient" allure recruit, I've used an Usher just outside Primrose's C4 in Everhold. (I guess you TECHNICALLY need to start her C4 for that, but not the dungeon part.)
It costs an action to summon, and just the helper will act on that turn. For the next 4-5 turns, the helper will do an action AND Primrose can act. You can't control what actions the helper takes or how they target the single-target actions, however. If Primrose dies, the helper will retreat, even if she just immediately Encore resurrects.
Everhold Usher
Attack: 300 polearm damage
Thrash: 400 polearm damage to all
Peerless Strike: 650 polearm damage
Average: 450
I provide this one for people who are okay with repeatedly farming a 9% Allure chance. Protip do this in a town with a cheap Restore Reputation cost. Not even in the Anything Goes average.
Clearbrook Old Woman Who Is A Former Assassin
Staff attack: 1200 staff damage
Pummel: 1300 staff damage
Mighty Blow: 1600 staff damage
Average: 1365 damage
Alfyn, the Apothecary3655 (2955) HP, 172 (119) SP
545 (181) Phys. Def, 572 (181) Elem. Def, 194 (144) Speed, 93 (162) Avoid
427 (199) Phys. Atk, 362 (181) Elem. Atk, 279 (181) Accuracy, 181 Critical
1.31 PCHP, 1.35 Physical Durability, 1.33 Elemental Durability, -1.04 std. dev from average speed
Gargantuan Axe (Phys. Atk. +248, Accuracy +98, chance to inflict Phys. Def. down debuff)
Alternate equips:
Adamantine Hatchet (Phys. Atk. +112, Elem. Atk. +230). Better magic damage.
Passives:
Inspiration: Regular attacks restore SP equal to 1% of damage dealt, rounded up.
Hale and Hearty: Increases maximum HP by 500.
Resist Ailments: Improves resistance to poison, sleep, confusion, blindness, silence, terror, and unconsciousness.*
Heightened Healing: Gain an additional 30% HP or SP when being healed or restored.
Axe attack: 160 axe damage. Restores 2 SP.
First Aid: Restores 2745 (2110) HP to a single ally. 4 SP. (Boosted: 3840 HP w/ 1 BP)
Icicle: 235 ice damage. 7 SP. (w/ Adamantine Hatchet: 300 ice damage)
Rehabilitate: Cure a single ally of all status ailments (not debuffs), and render them immune to further ailments for 2 turns. 10 SP.
Amputation: 520 axe damage (including crit). Hugely increased chance of critical (~70% chance?). Less accurate than most attacks; vs. normalish enemies, ~75% accuracy; vs. dodgy and powerful enemies, ~60% accuracy; vs. broken enemies, 100% (as is most everything in the game). Notable accuracy hit if a Adamantine Hatchet used. Less subject to enemy defense than most attacks (=better against tanky bosses). 8 SP.
Empoison: Poison a single foe for 2 turns. Poison deals 1/6th (16.7%) max HP damage each turn to normal enemies & PCs, and 1% max HP each turn to bosses. Yes, Octopath Traveler Poison can be fatal and finish off enemies / PCs. 6 SP.
Vivify: Revives and heals a single dead ally. Does not affect living allies. 16 SP.
Last Stand: 240 axe damage to all. Gets a damage boost when below half health, up to a maximum of 2.5x normal damage at 1 HP. 16 SP.
Dohter’s Charity (Divine skill): For 3 turns, items used by a single chosen ally will affect all. Works with Concoct, as well. 30 SP. Requires 3 BP.**
* Not 100% sure the effect of Resist Ailments, but against Alfyn's C4 boss, everybody else would consistently get statused by the boss's MT damage + status moves, while Alfyn was considerably less likely to get hit. At least a 50% reduction in hit rate, maybe a little more (66% reduction?). Note that this list of resisted ailments does NOT include Petrification, which is a super-status in 8PT.
** Storebought items to use with Dohter's Charity include Healing Grape (M) for 1750 healing, Inspiriting Plum (M) for 100 SP restoration, and various status effect restoration items. Inspiriting Plum (M)s cost 900, Healing Grape (M)s cost 260.
Concoct
The tier 1 mixes are so cheap that they are effectively free (they cost 10-45 money). For the tier 2 mixes, Purifying Seeds & Injurious Seeds cost 2600. The Dusts (multitarget equivalent) cost 3200. The base healing amount is listed, not the amount with Heightened Healing passive baked in.
Note that the multi-hit mixes have more chances to proc the status, and can proc it multiple times (which will result in a long duration). The listed damage is not a typo; the mixes are still quite useful, they're just more for # of hits to break a weakness and chance of status than it is for the puny damage.
Soothing Seed x Noxroot: Restores 200 HP, Cures poison
Soothing Seed x Essence of Grape: Restores 1000 HP
Soothing Dust x Noxroot: Restores 100 HP, Cures poison (All allies)
Soothing Dust x Essence of Grape: Restores 800 HP (All allies)
Purifying Seed x Noxroot: Restores 3000 HP, Cures poison
Purifying Seed x Essence of Grape: Restores 9999 HP
Purifying Dust x Noxroot: Restores 1600 HP, Cures poison (All allies)
Purifying Dust x Essence of Grape: Restores 3000 HP (All allies)
Injurious Seed x Noxroot: 2x hits of 5 damage fire attack (10), occasionally poisons target
Injurious Seed x Essence of Grape: 2x hits of 5 damage wind attack (10), occasionally lowers Phys. Def. (see Thief's Armor Corrosive)
Injurious Dust x Noxroot: 5 damage fire attack, Occasionally poisons target (All foes)
Injurious Dust x Essence of Grape: 5 damage wind attack, Occasionally lowers Phys. Def (All foes)
Ruinous Seed x Noxroot: Flaming Powder, 3x hits of 5 fire damage (15), Occasionally poisons target
Ruinous Seed x Essence of Grape: Gusting Powder, 3x hits of 5 wind damage (15), Occasionally lower Phys. Def.
Ruinous Dust x Noxroot: Flaming Cloud, 2x hits of 5 fire damage (10), Occasionally poisons target (All foes)
Ruinous Dust x Essence of Grape: Gusting Cloud, 2x hits of 5 wind damage (10), Occasionally lower Phys. Def. (All foes)
I recommend a 6500 money "budget". This is enough for 2x uses of the powerful Purifying or Ruinous line, but not 3x uses, nearly endless tier 1 mixes, and potentially a few Inspiriting Plums (if allowed when using Dohter's Charity).
You might wish to allow the non-storebought components, which you get off steals & drops. I personally don't. Check a guide for what you get if you do - stuff like granting 4 BP, restoring SP, more types of elemental damage with status, and so on.
Therion, the Thief2663 (2463) HP, 148 (95) SP
508 (144) Phys. Def, 535 (144) Elem. Def, 445 (217) Speed, 148 (217) Avoid
441 (199) Phys. Atk, 397 (181) Elem. Atk, 199 Accuracy, 181 Critical
0.98 PCHP, 0.95 Physical Durability, 0.93 Elemental Durability, +1.71 std. dev from average speed
Ultimate Breaker (Phys. Atk. +242, Speed +128, chance of inflicting confusion.)
Trinity Sword (Phys. Atk. +222, Speed +100)
Alternate equips:
Legion Dagger (Phys. Atk. +263, Evasion +129). For an evade setup and mildly more dagger damage, but less speed and less Aeber's Reckoning damage.
Passives:
Incidental Attack: 50% chance of attacking with currently equipped weapon after using a nondamaging skill on a foe. (e.g. Steal, Shackle Foe, Armor Corrosive, etc.)
Fleetfoot: Increases Speed by 50.
Snatch: Gain twice the loot when using Steal or Collect.Insult to Injury: Status ailments and debuffs last for one more turn.
Dagger attack: 170 Dagger damage
Sword attack: 155 Sword damage
Steal: Steal an item. Indirectly a way to check current enemy HP by looking at % chance of success. 2 SP.
Wildfire: 280 fire damage. 7 SP.
HP Thief: 2x hits of 260 dagger damage (515 total). Steals HP equal to half the damage dealt (255 HP healing), or half the target’s remaining HP if the attack kills. 6 SP. Boosts at 0.8 rate. (w/ Legion Dagger: 560 damage, 280 healing.)
Shackle Foe: Inflict Phys. Atk. down debuff (deals -33% usual damage) on foe for 3 (2) turns. 4 SP.
Armor Corrosive: Inflict Phys. Def. down debuff (takes +50% damage) on foe for 3 (2) turns. 4 SP.
Steal SP: 2x hits of 260 dagger damage (515 total). Steals SP equal to 5% of the damage dealt (26 SP), or 5% of the target’s remaining HP if the attack kills. 6 SP. Boosts at 0.8 rate.
Share SP: Give 50% of your current SP to an ally. Can overfill target’s SP (remains above max until end of battle). 0 SP.
Aeber’s Reckoning (Divine skill): 3815 dagger damage to all. Scales with current speed score (i.e. will do less damage if currently speed debuffed). 30 SP, req. 3 BP. (w/ Legion Dagger: 3460 dagger damage)
H'aanit, the Hunter2663 (2463) HP, 148 (95) SP
508 (144) Phys. Def, 535 (144) Elem. Def, 231 (181) Speed, 130 (199) Avoid
446 (217) Phys. Atk, 411 (181) Elem. Atk, 217 Accuracy, 344 (199) Critical
0.98 PCHP, 0.95 Physical Durability, 0.93 Elemental Durability, -0.64 std. dev from average speed
Yeti’s Longbow (Phys. Atk. +229, Critical +95, chance of blind on hit)
Adamantine Hatchet (Phys. Atk. +112, Elem. Atk. +230)
Alternate equips:
Gargantuan Axe (Phys. Atk. +248, Accuracy +98, chance to inflict Phys. Def. down debuff). Better axe damage, fishing for def-down procs.
Passives:
Heighten Senses: Party gains an increased chance of attacking first in battle.Eagle Eye: Increases critical rate by 50.
Second Serving: 50% chance of attacking an extra time when performing a standard attack.
Patience: 25% chance of acting again at the end of a turn. Don't gain BP on this turn, and boosting on any turn disables BP gain for the next turn.
Bow attack: 175 bow damage. (50% chance of double attack.)
Axe attack: 80 axe damage. (50% chance of double attack.) (w/ Gargantuan Axe: 190 axe damage)
Rain of Arrows: 5-8 randomly targeted attacks for 65 bow damage. Ignores evasion & accuracy, very inaccurate but guaranteed to hit at least 3 times (total: 200). Highly enemy defense-subject (worse vs. tanky bosses, better vs. low-def enemies). 8 SP. Boosts at 0.4 rate.
True Strike: 440 bow damage, hugely increased chance of critical (crit assumed included in damage). 10 SP.
Thunderbird: 300 lightning damage. 7 SP.
Leghold Trap: Debuff foe to act at the end of the turn for 2 turns. Does not apply on the current turn. Applies to next turn, including applying to the next turn when it wears off. 6 SP.
Mercy Strike: 220 bow damage. Otherwise lethal attacks instead leave the target with 1 HP. 4 SP.
Arrowstorm: 5-8 attacks for 60 bow damage against all. Ignores evasion & accuracy, very inaccurate but guaranteed to hit a minimum of 3 times (total: 185). Highly enemy defense-subject (worse vs. tanky bosses, better vs. low-def enemies). 24 SP. Boosts at 0.4 rate.
Take Aim: Grants Accuracy up buff and Critical up buff to all allies for 2 turns. 8 SP.
Draefendi’s Rage (Divine skill): 2195 bow damage to all. 30 SP, req. 3 BP.
Capture:
A chance to defeat & capture a monster; rate improves as HP declines, and if the enemy is broken. Think throwing a Pokeball. Probably only useful against DL Pokemon.
Summon Beast:
I've listed capturable enemies from Path to the Whitewood and The Whitewood, aka H'aanit's Chapter 3. H'aanit can only store 6 beasts at once, not including Linde, which she always has access to. She can't pick a target for the ones that affect a single-target, however, and it is chosen randomly.
When in doubt, assume they boost at a 1x rate. Tested on Snow Leopard and it does indeed deal 4x damage.
Linde: 60 sword or polearm damage, infinite charges.
Snow Leopard: Double Soporific Claw, 2x hits of 450 sword damage (900 total), chance of sleep, high critical rate (50%?), 5 charges. (Annoying/difficult to capture.)
Hoary Bear: Enraged Bash (All), 2x hits of 190 staff damage to all (380 total), 5 charges
Ice Elemental: Freeze (All), 260 ice damage to all, 5 charges
Hoary Howler: Mighty Stab, 190 dagger damage to all, 5 charges
Frostwing Serpent: Wind Slash, 120 wind damage, 5 charges
Majestic Snow Marmot: Mighty Slash, 100 sword damage, 5 charges
Winter Wanderweed: Shoot, 70 bow damage, 4 charges
Avalanche Mushroom: Restore Great Health, restores 1000 health to a RANDOM party member, 3 charges.