Author Topic: Paladin's Quest (Lennus)  (Read 2219 times)

Pyro

  • Denizen
  • *
  • Posts: 1792
  • Mwahahaha
    • View Profile
Paladin's Quest (Lennus)
« on: January 24, 2015, 03:48:59 AM »
Paladin's Quest:


- Paladin's Quest is a turn-based RPG for the SNES. In Japan it was called 'Lennus'.

- The game has 2 main PCs (Chezni and Midia), and a number of 'mercenaries' that can be hired to fill out the last 2 slots of a 4 person party. This stat topic will feature all mercenaries. It should be noted that some of the ones which are available early are quite bad if you keep them around. Even though these mercenaries level up and gain stats as normal, their equipment is locked.

- Paladin's Quest has the following stats:
HP: Hit Points. Deplete to 0 and the PC is out of the fight.
Power: A measure of physical attack. This + an offset depending on the attack - Enemy Defense = damage.
Speed: Base speed stat.
Endurance: Base defense stat
Luck: A measure of chances to hit and inflict status and gain critical hits. I think.
Attack: Power + All equipment attack bonuses. This stat is actually worthless in determining damage! The listed equipment bonuses don't tell the whole story.
Defense: This is straight subtractive defense. Enemy attack power - Defense = Damage.
Attack Speed: This is speed + bonuses. This is used to figure out turn order, with a healthy dose of randomization.

- You will notice that there is no MP stat in PQ. This is because all spells take HP to cast. Damage averages will be adjusted to account for the HP damage inflicted.

- All equipment in the game is usable. Usually it will only result in a weak physical attack, but some equipment has an itemcast associated with it. I'll list this with the equipment.

- Level taken at 55. Enemy defense taken at 230 (averaging endgame enemies), Assumed attack power of enemies is 535 (This is both close to the real average/median of enemy attacks and is .4 PCHP against average def with a multiplier of 2)

- Using a boot or unarmed foot appears to be attacking with a weapon equal in power to the PC's level. This makes kicking things in the face a shockingly good option for large parts of the cast.

- Elements: Paladin's Quest features 8 elements: Earth, Water, Fire, Sky, Lightning, Air, Heart, and Sphere. Over the course of the game Chezni and Midia learn all elements (except Midia and Fire), but the mercenaries come with a set of elements and they can not learn new ones. Elements have 'levels' on each PC, and using spells that include the corresponding element increase those levels. For the purposes of this topic I've assumed everyone maxes out the elements they have. This impacts the damage done by the corresponding spells, but it also serves as a base elemental magic resistance. Enemey spells tend to be weaker than physical attacks, so these elemental defenses actually represent a sizable reduction in damage as a percentage. I am assuming that a spell would deal 250 damage to an 'average' defense and adjusting from there. I'll include the durability modifiers for every element.

-PCs can heal in Paladin's Quest by using either itemcasts or "Bottles". Bottles are items that are equipped on each PC, and hold 9 shots of healing. These are refilled in towns at item shops/inns. I'd allow them to be 9 shots of the appropriate level of healing to the relevant people. Chezni and Midia would use Giga-Bottles, which is MT full healing. Of course the MT part is meaningless here. Important to note that using a Bottle grants a significant speed boost, while using a healing item-cast actually results in a speed penalty for that round.

-Status effects: There are no blockers in PQ, but I believe the elemental resistances serve as a form of status defense. Statuses involve Confusion (Daze), which makes you randomly physical a target that is not yourself, Freeze (Think 'stop', not 'icicle', which stops the PC from acting, Poison, which does damage whenever a turn is taken, and Paralysis, which stops a PC from taking an action just like Freeze. Freeze and Confusion have a 1/3rd chance of wearing off whenever the target gets a turn with the effect (so Freeze will always cancel at least one turn). On the turn Confuse wears off it simply acts like a turn cancel.

- Averages Up Top:
HP: 1539
Def: 227
Atk Speed: 268 (Stdev 48)
Damage 93 (kill point of 234)

Element averages:
Earth: 34.6, Water: 52.7, Fire: 25.3, Sky: 46.2, Light: 34.6, Air: 34.6, Heart: 52, Sphere: 34.6


Chezni:
Chezni:      
HP:   1474 (95.76%)
Power:   267   
Speed:   280   
End:   187   
Luck:   280   
Attck:   305   
Defense: 332   (1.52)
Attk Speed: 291 (+0.48 stdevs)
      
Earth:   127   (1.77)
Water   127   (1.54)
Fire:   143   (2.25)
Sky:   127   (1.62)
Light:   127   (1.77)
Air   127   (1.77)
Heart:   127   (1.55)
Sphere   127   (1.77)
      
Head:   Sun Helm (24 Def, +16 Fire)   
RH:   Wind Sword (+38 Atk, Attacks Twice)   
LH:   Gabnid Shield (+52 Def, casts HealUp )   
Body:   Storm Armor (+58 Def, Casts Daze )   
Legs:   Gravity Boots (+11 Def, +11 Speed, casts SPUp)   
Belt:   Giga Bottle (MT full-heal)   

Alternate Equipment:
Gabnid Shield for Wind Sword, for an extra 52 defense and a durability modifier of 2.02

Attack: 222 damage over 2 hits. (358 after Power Up) [452 after Defense Down] <586 Both>
      

Spells:
AntiPS (4 HP): Removes poison from 1 ally
AT S (1 HP): Causes enemies to target caster
Atback (30 HP): Grants a shield that deals 50% of physical damage received back to the attacker. Incoming damage is not reduced. Reflected damage is ITD
Blowup (80 HP): 40% Chance of inflicting 127 ITD damage on an enemy. MT
BoltA (40 HP): 54 lightning damage to all
BoltG (24 HP): 60 lightning damage to a group
BoltS (18 HP): 74 lightning damage to one
BreakA (36 HP): 57 sky damage to all
BreakG ( 30 HP): 62 Sky damage to a group
BreakS (24 HP): 77 Sky damage to one
Bury (110 HP): 143 physical damage to all. Reduced by physical defense, not element res.
Crush (130 HP): Chance of 113 physical damage to all. Reduced by physical defense, not elemental/magic res
Daze (60 HP): 70% Chance of confusion
DFDown (60 HP): 80% chance to halve enemy def (~115 extra damage per physical)
DFT A (5 HP): Instantly kill one enemy (0% Chance <_<)
Dft P (100 HP): Kills caster and restores other PCs to full health (does not revive)
Dft S (20 HP): Instantly kills all enemies (0% chance)
Dfup (55 HP): Increases defense by ~25%
Escape (100 HP): Teleports out of a dungeon
FireA (28 HP): 41 fire damage to all
FireG (18 HP): 46 fire damage to a group
FireS (12 HP): 56 fire damage to one
Freeze (24 HP): 70% chance of inflicting Freeze status (magic paralyze)
Healup (8 HP): Cures Paralysis/Confusion to one ally
Heat (95 HP): 61 fire damage to all
Hire (150 HP): Hires a mercenary out of combat from anywhere in the world
Lstorm (120 HP): 123 physical damage to all. Reduced by physical defense, not element res.
Mgdown (50 HP):  Grants a shield that deals 50% of magical damage received back to the attacker. Incoming damage is not reduced
MGWall (40 HP): Increases Magic Defense by 100, MT. Roughly equivalent to adding '85' to all element defenses. Very potent.
Peace (60 HP): Negate encounters with weak enemies.
Spirit (250 HP): 320 omni-elemental magic damage. Note that the HIGHER the target's elemental resists/defenses, the MORE damage this does.
Spup (32 HP): Increases speed ~15% for the entire party.
Storm (100 HP): 144 ice magic damage to all enemies.
STRup (70 HP): Increases attack power (hidden stat!) by 20%. Damage boost listed.
TakeHP (2 HP): 44 parasitic healing. Yes, 44.
Wall (70 HP): Raises party Physical Defense by 40.
Warp (80 HP): Teleports to the most recently visited town.

Comments: Chezni is fast, durable, very damaging (having roughly OHKO damage with his physical and overkill damage , and has a bevy of backup ablities with 9 shots of full healing. Godlike. Buffing, healing, damage, status... His flaws are middling HP (like everyone who isn't Nails) and a lack of status defense (like everyone period). Special mention to ATBack and MGDown, as the HP-damage scales in PQ mean reflecting even half damage is a LOT.



Midia:
HP:   1413 (91.80%)
Power:   203   
Speed:   337   
End:   177   
Luck:   302   
Attck:   203   
Def:   302 (1.32)
Atk Sp:   349 (+1.69 stdevs)
      
Earth:   127 (1.77
Water   127 (1.54
Fire:   0 (0.89)
Sky:   127 (1.62)
Light:   127 (1.77)
Air   127 (1.77)
Heart:   127 (1.55)
Sphere:   127 (1.77)
      
Head:   Sophie's Crown (+18 Def, heals 800 HP)   
RH:   Sophie's Ring (+30 Def, Casts BreakS)   
LH:   Mgt (+28 Atk, +16 Def)   
Body:   Bib (+49 Def)   
Legs:   Sophie's Boots (+12 Def, +12 Speed)   
Belt:   Giga Bottle (MT Fullheal)

Alternate Equipment:
Adult Clothes (0 Def armor, but has auto AT-Back!. And when used as an item in battle, full heal)
Sophie's Sword (16 less Def for more physical attack damage)
Life Corsage (16 less Def, but when used in battle full-heals).

Attack: 33 (87 with Power Up) [148 after Def Down] <202 with both>
Attack (Sophie's Sword): 62 (112 after Power Up) [ 177 after Def Down] <227 after both>

Spells:
AntiPS (4 HP): Removes poison from 1 ally
Atback (30 HP): Grants a shield that deals 50% of physical damage received back to the attacker. Incoming damage is not reduced. Reflected damage is ITD
Blowup (80 HP): 40% Chance of inflicting 127 ITD damage on an enemy. MT
BoltA (40 HP): 54 lightning damage to all
BoltG (24 HP): 60 lightning damage to a group
BoltS (18 HP): 74 lightning damage to one
BreakA (36 HP): 57 sky damage to all
BreakG ( 30 HP): 62 Sky damage to a group
BreakS (24 HP): 77 Sky damage to one
Bury (110 HP): 143 physical damage to all. Reduced by physical defense, not element res.
Crush (130 HP): low chance of 113 MT damage. Reduced by physical defense, not element res
Daze (60 HP): 70% Chance of confusion
DFDown (60 HP): 80% chance to halve enemy def (~115 extra damage per physical)
Dft P (100 HP): Kills caster and restores other PCs to full health (does not revive)
Dft S (20 HP): Instantly kills all enemies (0% chance)
Dfup (55 HP): Increases defense by ~25%
Escape (100 HP): Teleports out of a dungeon
Freeze (24 HP): 70% chance of inflicting Freeze status (magic paralyze)
Healup (8 HP): Cures Paralysis/Confusion to one ally
Hire (150 HP): Hires a mercenary out of combat from anywhere in the world
Lstorm (120 HP): 123 physical damage to all. Reduced by physical defense, not element res.
Mgdown (50 HP):  Grants a shield that deals 50% of magical damage received back to the attacker. Incoming damage is not reduced
MGWall (40 HP): Increases Magic Defense by 100, MT. Roughly equivalent to adding '85' to all element defenses. Very potent.
Peace (60 HP): Negate encounters with weak enemies.
Spup (32 HP): Increases speed ~15% for the entire party.
Storm (100 HP): 144 ice magic damage to all enemies.
STRup (70 HP): Increases attack power (hidden stat!) by 20%. Damage boost listed.
Wall (70 HP): Raises party Physical Defense by 40.
Warp (80 HP): Teleports to the most recently visited town.

Comments: She's fast. She's durable. She has lots and lots of options. She can heal forever. For amusement, she can equip the Adult Clothes and cast MGDown first, then any average attack on her will result in OHKO damage for the attacker. Her backup physical can get good with buffing/debuffing... doesn't win decisively turn 1 unless Freeze kicks in and gives it to her, but she is hard to deal with sans Status. Heavy/Godlike.



Gorf:
Gorf:      
HP:   1444 (93.81%)
Power:   221   
Speed:   166   
End:   208   
Luck:   182   
Attck:   238   
Def:   230 (1.01)
Atk Sp:   169 (-2.06 stdevs)
      
Earth:   0 (0.86)
Water   0 (0.80)
Fire:   0 (0.89)
Sky:   0 (0.82)
Light:   0 (0.86)
Air   0 (0.86)
Heart:   0 (0.80)
Sphere:   0 (0.86)
      
Head:   Hat (+5 Def)   
RH:   Pick Axe (+7 Atk)   
LH:      
Body:   Work Clothes (+14 Def)   
Legs:   Short Boots (+3 Def/Speed)   
Belt:   Bomb Bottle   

Attack (Kick): 46 damage.
Bomb Bottle: 11 MT physical damage.

Comments: Scccrruuuub: Light.



Dan:      
HP:   1483 (96.35%)
Power:   221   
Speed:   320   
End:   140   
Luck:   261   
Attck:   261   
Def:   157 (0.81)
Atk Sp:   321 (+1.10 stdevs)
      
Earth:   0 (0.86)
Water   0 (0.80)
Fire:   0 (0.89)
Sky:   0 (0.82)
Light:   0 (0.86)
Air   0 (0.86)
Heart:   0 (0.80)
Sphere:   0 (0.86)
      
Head:      
RH:   Tonfa (+10 Atk)   
LH:   Tonfa (+10 Atk)   
Body:   HTH Clothes (+17 Def)   
Legs:   Iron Boots (+1 Speed, Atk +30)   
Belt:      

Attack (Iron Boot): 83 damage.
Attack (Tonfas): 56 damage over 2 hits.

Comments: Well, he's fast but his damage is sub-par and his durability is poor. Light



Zuran :      
HP:   1427 (92.71%)
Power:   225   
Speed:   265   
End:   156   
Luck:   328   
Attck:   233   
Def:   175 (0.85)
Atk Sp:   265 (-0.06 stdevs)
      
Earth:   0 (0.86)
Water   127 (1.54)
Fire:   0 (0.89)
Sky:   0 (0.82)
Light:   0 (0.86)
Air   0 (0.86)
Heart:   0 (0.80)
Sphere:   0 (0.86)
      
Head:      
RH:   Boomerang (+8 Atk)   
LH:      
Body:   Mid Armor (+19 Def)   
Legs:      
Belt:      

Attack (legs): 50 damage.
Attack (Boomerang): 39 damage

Spells:
Dfup (55 HP): Increases defense by ~25%

Comments: And another scrub. Light



Destry:      
HP:   1402 (91.08%)
Power:   222   
Speed:   227   
End:   162   
Luck:   305   
Attck:   238   
Def:   206 (0.94)
Atk Sp:   231 (-0.77 stdevs)
      
Earth:   0 (0.86)
Water   0 (0.80)
Fire:   16 (0.96)
Sky:   127 (1.62)
Light:   0 (0.86)
Air   0 (0.86)
Heart:   127 (1.55)
Sphere:   0 (0.86)
      
Head:   Power Helmet (+6 Def)   
RH:   Battle Cutlass (+16 Atk)   
LH:   Fire Shield (+15 Def, Casts FireS, +16 Fire)
Body:   Mid Armor (+19 Def)   
Legs:   Long Boots (+4 Def/Spd)   
Belt:      

Attack (Battle Cutlass): 39
Attack (Long Boots): 48

Spells:
BreakS (24 HP): 77 Sky damage to one
BreakA (36 HP): 57 sky damage to all

Comments: Slow, undamaging, not durable. Light. Punk robs you so I'd like to see his face beat in Light, which should happen decently often enough if he were to fight!



Slayer:      
HP:   1394 (90.56%)
Power:   195   
Speed:   164   
End:   206   
Luck:   229   
Attck:   215   
Def:   259 (1.11)
Atk Sp:   168 (-2.08 stdevs)
      
Earth:   127 (1.77
Water   127 (1.54
Fire:   0 (0.89)
Sky:   0 (0.82)
Light:   0 (0.86)
Air   0 (0.86)
Heart:   0 (0.80)
Sphere:   0 (0.86)
      
Head:   Power Helmet (+6 Def)   
RH:   Heavy Sword (+20 Atk)   
LH:      
Body:   Heavy Armor (+22 Def)   
Legs:   Long Boots (+4 Def/Spd)   
Belt:   Mini Bottle (heals 300 HP)

Attack (Long Boots): 20
Attack (Heavy Sword): 17

Spells:
Dfup (55 HP): Increases defense by ~25%
AntiPS (4 HP): Removes poison from 1 ally
Wall (70 HP): Raises party Physical Defense by 40.

Comments: Another slow, one, and this time excrutiatingly undamaging. Light



Mean Ma      
HP:   1499 (97.39%)
Power:   171   
Speed:   221   
End:   170   
Luck:   236   
Attck:   193   
Def:   199 (0.92)
Atk Sp:   225 (-0.90 stdevs)
      
Earth:   0 (0.86)
Water   0 (0.80)
Fire:   0 (0.89)
Sky:   0 (0.82)
Light:   127 (1.77)
Air   0 (0.86)
Heart:   0 (0.80)
Sphere:   127 (1.77)
      
Head:      
RH:   Gauntlet (+8 Def, +13 Atk)   
LH:   Razor (+9 Atk)   
Body:   Mid Dress (+18 Def)   
Legs:   Mid Boots (+3 Def, +4 Spd)   
Belt:   High Bottle (Heals 800 HP)   

Attack (anything): 1

Spells:
BoltS (18 HP): 74 lightning damage to one
MGdown (50 HP):  Grants a shield that deals 50% of magical damage received back to the attacker. Incoming damage is not reduced
Freeze (24 HP): 70% chance of inflicting Freeze status (magic paralyze)

Comments: Well, she is slow, but the healing is fast enough and not bad. She has MGdown to do mean things to mages if she can sneak it in, and her damage isn't utterly horrible even if it is all Thunder magic. Light/Middle?



Wild:      
HP:   1513 (98.30%)
Power:   174   
Speed:   276   
End:   141   
Luck:   315   
Attck:   204   
Def:   157 (0.81)
Atk Sp:   276 (+0.17 stdevs)
      
Earth:   0 (0.86)
Water   143 (1.74)
Fire:   0 (0.89)
Sky:   127 (1.62)
Light:   0 (0.86)
Air   0 (0.86)
Heart:   0 (0.80)
Sphere:   0 (0.86)
      
Head:      
RH:   Glow Bow (+30 Atk)   
LH:   Glow Bow (+30 Atk)   
Body:   Rain Clothes (+16 Def, heals 300 HP when used)   
Legs:      
Belt:   Mini Bottle (heals 300 HP)

Attack (anything): 1

Spells:
BreakS (24 HP): 77 Sky damage to one
Dfup (55 HP): Increases defense by ~25%
BreakG ( 30 HP): 77 Sky damage to a group

Comments: Her healing is really bad, but it might help her out down in Light!



Fastjo:      
HP:   1527 (99.21%)
Power:   217   
Speed:   261   
End:   167   
Luck:   295   
Attck:   244   
Def:   167 (0.84)
Atk Sp:   261 (-0.15 stdevs)
      
Earth:   0 (0.86)
Water   0 (0.80)
Fire:   0 (0.89)
Sky:   0 (0.82)
Light:   0 (0.86)
Air   127 (1.77)
Heart:   127 (1.55)
Sphere:   0 (0.86)
      
Head:      
RH:   Battle Cutlas (+16 Atk)   
LH:   Demon Whip (+11 Atk)   
Body:   Actors Clothe's (+0 Def)   
Legs:      
Belt:      

Attack (Legs): 42 damage
Attack (Battle Cutlass): 28 damage

Spells:
ATback (30 HP): Grants a shield that deals 50% of physical damage received back to the attacker. Incoming damage is not reduced. Reflected damage is ITD

Comments: His damage is horrible, so he is left with only ATback to deal with enemies. This spell does a good job (remember, average incoming physical damage = the enemy eats OHKO damage), but the problem is his speed. His name lies, and he is actually not fast. That means he will have to take 2 hits from an enemy. Not impossible but not exactly safe. And he's boned vs mages. [/b]Light[/b]



Gunny:      
HP:   1505 (97.78%)
Power:   262   
Speed:   183   
End:   193   
Luck:   222   
Attck:   309   
Def:   222 (0.98)
Atk Sp:   183 (-1.77 stdevs)
      
Earth:   0 (0.86)
Water   0 (0.80)
Fire:   0 (0.89)
Sky:   0 (0.82)
Light:   0 (0.86)
Air   0 (0.86)
Heart:   0 (0.80)
Sphere:   0 (0.86)
      
Head:      
RH:   Giant Tree (+15 Atk)   
LH:   Rock Crag (+32 Atk)   
Body:   Combat Clothes (+29 Def)   
Legs:      
Belt:      

Attack (Rock Crag): 99 damage
Attack (G Tree): 82 damage to a group.
Attack (legs): 87 damage

Comments: Great strength, but bad speed and unimpressive durability mean he is in practice just an 'okay' slugger in Light.



Bean:      
HP:   1447 (94.01%)
Power:   217   
Speed:   245   
End:   168   
Luck:   120   
Attck:   293   
Def:   236 (1.03)
Atk Sp:   245 (-0.48 stdevs)
      
Earth:   0 (0.86)
Water   0 (0.80)
Fire:   0 (0.89)
Sky:   0 (0.82)
Light:   0 (0.86)
Air   0 (0.86)
Heart:   0 (0.80)
Sphere:   0 (0.86)
      
Head:   Antique Helmet (+9 Def)   
RH:   Antique Sword (+39 Atk)   
LH:      
Body:   Antique Armor (+28 Def)   
Legs:   Antique Boots (+7 Def, Atk+7)   
Belt:     Pray Staff (Banishes Ghosts when used)

Attack (Antique Sword): 71 damage
Attack (Antique Boots): 42 damage

Comments: Sub-par speed and damage, with middling durability. Light



J. Rasav      
HP:   1440 (93.55%)
Power:   215   
Speed:   274   
End:   169   
Luck:   279   
Attck:   340   
Def:   258 (1.11)
Atk Sp:   274 (+0.12 stdevs)
      
Earth:   0 (0.86)
Water   0 (0.80)
Fire:   0 (0.89)
Sky:   0 (0.82)
Light:   0 (0.86)
Air   0 (0.86)
Heart:   0 (0.80)
Sphere:   0 (0.86)
      
Head:   Rage Helmet (+23 Def, Casts BoltG)   
RH:   HST (+80 Atk)   
LH:   Wind Sword (+38 Atk, Attacks Twice)   
Body:   Storm Armor (+58 Def, Casts Daze)   
Legs:   Savant Boots (+8 Def, +7 Atk, Casts SpUp)
Belt:   Mini Bottle (Heals 300 HP)

Attack (Wind Sword): 118 damage over 2 hits.
Attack (HST): 105 damage.

Comments: Above average speed and scrapes a 2HKO. While his 2-hit damage is susceptible to defense, he can swap to the HST to be less impacted by high defense. Middle.



G. Rasav      
HP:   1520 (98.75%)
Power:   231   
Speed:   285   
End:   177   
Luck:   290   
Attck:   308   
Def:   293 (1.27)
Atk Sp:   290 (+0.46 stdevs)
      
Earth:   127 (1.77)
Water   127 (1.54)
Fire:   127 (1.92)
Sky:   127 (1.62)
Light:   0 (0.86)
Air   0 (0.86)
Heart:   0 (0.80)
Sphere:   0 (0.86)
      
Head:   Face Mask (+24 Def, +5 Atk)   
RH:   Seed Sword (+70 Atk, May Freeze)   
LH:   Good Shield (+51 Def, Casts Freeze)   
Body:   Bib (+49 Def)   
Legs:   Shoe Soles (+2 Def, +5 Spd, +2 Atk, May Freeze)   
Belt:   Stuffed Gubo (Casts Daze)   

Attack (Seed Sword): 105 damage (172 after StrUp)
Attack (Shoe Soles): 68 damage

Spells:
STRup (70 HP): Increases attack power (hidden stat!) by 20%. Damage boost listed.
BreakS (24 HP): 77 Sky damage to one
BreakG ( 30 HP): 62 Sky damage to a group
Heat (95 HP): 61 fire damage to all
AT S (1 HP): Causes enemies to target caster
DFT A (5 HP): Instantly kill one enemy (0% Chance <_<)
FireS (12 HP): 56 fire damage to one
Wall (70 HP): Raises party Physical Defense by 40.
Dfup (55 HP): Increases defense by ~25%
AntiPS (4 HP): Removes poison from 1 ally

Comments: Good durability, speed, and above average damage. He can buff to really solid 2HKO damage, and he can buff his defense a bit for all that it doesn't help much without a way to heal. Itemcast status tends to suck, but Stuffed Gabo is actually pretty decent at it. A decent Middle.



Checan:      
HP:   1456 (94.59%)
Power:   236   
Speed:   280   
End:   141   
Luck:   271   
Attck:   276   
Def:   250 (1.08)
Atk Sp:   287 (+0.39 stdevs)
      
Earth:   127 (1.77)
Water   0 (0.80)
Fire:   16 (0.96)
Sky:   0 (0.82)
Light:   0 (0.86)
Air   0 (0.86)
Heart:   127 (1.55)
Sphere:   127 (1.77)
      
Head:   Flame Helmet (+15 Def, +16 Fire)   
RH:   Z Eraser (+40 Atk)   
LH:   Gabnid Shield (+52 Def, casts HealUp )   
Body:   Energy Clothes (+34 Def, Heals 800 HP)   
Legs:   Combat Socks (+8 Def, +7 Spd)   
Belt:   High Bottle (Heals 800 HP)

Attack (Z Eraser): 84 damage
Attack (Combat Socks): 64 damage

Spells:
SPup (32 HP): Increases speed ~15% for the entire party.
Freeze (24 HP): 70% chance of inflicting Freeze status (magic paralyze)
Dft P (100 HP): Kills caster and restores other PCs to full health (does not revive)
Crush (130 HP): Chance of 113 physical damage to all. Reduced by defense, not element res.
AntiPS (4 HP): Removes poison from 1 ally

Comments: Kinda speedy and okay durability, with healing, a bit of status and damage that isn't horrible. A Middle?



Lilie:      
HP:   1419 (92.19%)
Power:   216   
Speed:   284   
End:   159   
Luck:   294   
Attck:   286   
Def:   211 (0.95)
Atk Sp:   292 (+0.50 stdevs)
      
Earth:   0 (0.86)
Water   0 (0.80)
Fire:   127 (1.92)
Sky:   0 (0.82)
Light:   127 (1.77)
Air   127 (1.77)
Heart:   127 (1.55)
Sphere:   0 (0.86)
      
Head:   Hair Ornament (+14 Def, +2Atk, Casts Daze   
RH:   Life Whip (+35 Atk, recovers ½ damage done)   
LH:   Life Corsage (+15 Atk, Fully heals)   
Body:   Dream Dress (+31 Def)   
Legs:   Wonder Boots (+7Def, +8 Spd, +12Atk)   
Belt:   

Attack (Life Whip): 52 damage, heals 26 HP.
Attack (Wonder Boots): 55 damage

Spells:
TakeHP (2 HP): 44 parasitic healing. Yes, 44.
Dft S (20 HP): Instantly kills all enemies (0% chance)
Atback (30 HP): Grants a shield that deals 50% of physical damage received back to the attacker. Incoming damage is not reduced. Reflected damage is ITD
FireA (28 HP): 41 fire damage to all
Blowup (80 HP): 40% Chance of inflicting 127 ITD damage on an enemy. MT
BoltS (18 HP): 74 lightning damage to one
BoltA (40 HP): 54 lightning damage to all
FireS (12 HP): 56 fire damage to one

Comments: Speedy with ATback. That is already nasty for physical attackers. Beyond that she has the ability to indefinitely fully heal with the Life Corsage. Her durability and damage, while subpar, are good enough to keep her afloat in Middle.



Blades:      
HP:   1488 (96.67%)
Power:   216   
Speed:   278   
End:   182   
Luck:   322   
Attck:   254   
Def:   245 (1.06)
Atk Sp:   283 (+0.31 stdevs)
      
Earth:   0 (0.86)
Water   127 (1.54)
Fire:   0 (0.89)
Sky:   127 (1.62)
Light:   0 (0.86)
Air   127 (1.77)
Heart:   0 (0.80)
Sphere:   0 (0.86)
      
Head:   Combat Helmet (+12 Def)   
RH:   Morningstar (+28 Atk, +16 Def)   
LH:      
Body:   Combat Clothes (+29 Def)   
Legs:   Knife Boots (+6 Def, +5 Spd, +10 Atk)   
Belt:   

Attack (Knife Boots): 56
Attack (Morningstar): 46

Spells:
Lstorm (120 HP): 123 physical damage to all. Reduced by defense, not element res.
BreakS (24 HP): 77 Sky damage to one
BreakG ( 30 HP): 62 Sky damage to a group
Dfup (55 HP): Increases defense by ~25%

Comments: While he is above average speed and has a 2HKO, it isn't much of a 2HKO and it costs him his own HP to use. No healing makes DFUp a less viable strategy. Lowish Middle.



Chen      
HP:   1522 (98.88%)
Power:   333
Speed:   296   
End:   153   
Luck:   258   
Attck:   333   
Def:   182 (0.87)
Atk Sp:   296 (+0.58 stdev)
      
Earth:   0 (0.86)
Water   0 (0.80)
Fire:   0 (0.89)
Sky:   0 (0.82)
Light:   0 (0.86)
Air   0 (0.86)
Heart:   0 (0.80)
Sphere:   0 (0.86)
      
Head:      
RH:      
LH:      
Body:   Combat Clothes (+29 Def)   
Legs:      
Belt:      

Attack (legs): 177
Attack (punch): 144

Comments: He's fastish and he hits really hard. His durability is wanting but not horrible. Middle.



Mouth:      
HP:   1477 (95.96%)
Power:   247   
Speed:   262   
End:   178   
Luck:   280   
Attck:   314   
Def:   257 (1.11)
Atk Sp:   267 (-0.02 stdevs)
      
Earth:   0 (0.86)
Water   127 (1.54)
Fire:   0 (0.89)
Sky:   0 (0.82)
Light:   127 (1.77)
Air   127 (1.77)
Heart:   127 (1.55)
Sphere:   127 (1.77)
      
Head:   Sun Helm (+24 Def, Casts FireG)
RH:   Giga Sword (+60 Atk)   
LH:   Natrec (+0, Casts DftS)   
Body:   Soa's Armor (+49 Def, Fullheals when used)   
Legs:   Combat Boots (+6 Def, +5 Speed)   
Belt:   Mega bottle (Fullheals)

Attack (Gigasword): 113

Spells:
Storm (100 HP): 144 ice magic damage to all enemies.
MGdown (50 HP):  Grants a shield that deals 50% of magical damage received back to the attacker. Incoming damage is not reduced
MGWall (40 HP): Increases Magic Defense by 100, MT. Roughly equivalent to adding '85' to all element defenses. Very potent.
Freeze (24 HP): 70% chance of inflicting Freeze status (magic paralyze)
LStorm (120 HP): 123 physical damage to all. Reduced by defense, not element res.
Daze (60 HP): 70% Chance of confusion
BoltS (18 HP): 74 lightning damage to one
BoltA (40 HP): 54 lightning damage to all
Dfup (55 HP): Increases defense by ~25%

Comments: Gramps here does a good job. Fullheals, defensive buffing, MGdown to screw over attacking mages, Freeze, damage is decent... Makes for a Middle/Heavy. He'd have been good if he had been fast.



Nails:      
HP:   3000 (194.90%)
Power:   260   
Speed:   300   
End:   200   
Luck:   250   
Attck:   445   
Def:   200 (0.92)
Atk Sp:   300 (+0.67 stdevs)
      
Earth:   0 (0.86)
Water   0 (0.80)
Fire:   0 (0.89)
Sky:   0 (0.82)
Light:   0 (0.86)
Air   0 (0.86)
Heart:   0 (0.80)
Sphere:   0 (0.86)
      
Head:   Energy Beam (+0Def, +50Atk)   
RH:   Missile (+10 Atk)   
LH:   Energy Draw (+20 Atk, heals ½ damage inflicted)   
Body:   Iron Torso (+0 Def, +30 Atk)   
Legs:   Stout Legs (+0)   
Belt:   Flame Thrower (+100 Atk, casts FireA)   

Attack (Stout Legs): 122 damage
Attack (Energy Draw): 82 damage, heals Nails for 41.
Attack (Missile): 76 MT damage.

Comments: Meet the reason why everyone else has bad HP. Perhaps this is a little unfair, because Nails is actually incapable of healing outside of his piddly Energy Draw (you need to re-recruit him to refill his HP). So when you recruit him he has 3000 HP, but in general has less by the time you get through a dungeon... And of course is worthless in a boss fight because he can't be healed. Regardless, very durable, somewhat fast, rather damaging. High Middle. Just a normal Middle if you halve his HP as penalty for not being healable.



Peppi:      
HP:   1518 (98.62)%
Power:   228   
Speed:   314   
End:   175   
Luck:   297   
Attck:   338   
Def:   236 (1.03)
Atk Sp:   324 (+1.16 stdev)
      
Earth:   0 (0.86)
Water   0 (0.80)
Fire:   0 (0.89)
Sky:   127 (1.62)
Light:   0 (0.86)
Air   0 (0.86)
Heart:   127 (1.55)
Sphere:   127 (1.77)
      
Head:   Winged Helmet (+12 Def, +10 Spd)   
RH:   Blood Whip (+45 Atk)   
LH:   Bow Gun (+65 Atk)   
Body:   Battle Clothes (+49 Def)   
Legs:      
Belt:   Mega Bottle (Fully heals)

Attack (Bowgun): 104 damage
Attack (Blood Whip): 81 damage to a group

Spells:
DFDown (60 HP): 80% chance to halve enemy def (~115 extra damage per physical)
Freeze (24 HP): 70% chance of inflicting Freeze status (magic paralyze)
BreakS (24 HP): 77 Sky damage to one
BreakA (36 HP): 57 sky damage to all
Crush (130 HP): paltry chance of 113 MT physical. Reduced by defense not element res

Comments: Fast with decent damage, full healing, and Freeze too. DFDown turns his 'decent' damage into 'awesome'. High Middle.



Hawk:      
HP:   1495 (97.13%)
Power:   206   
Speed:   294   
End:   163   
Luck:   285   
Attck:   206   
Def:   227 (1.00)
Atk Sp:   300 (+0.67 stdev)
      
Earth:   127 (1.77)
Water   127 (1.54)
Fire:   127 (1.92)
Sky:   127 (1.62)
Light:   127 (1.77)
Air   0 (0.86)
Heart:   127 (1.55)
Sphere:   0 (0.86)
      
Head:   Soa's Crown (+7 Def, Casts BoltS)   
RH:   Sing Staff (+0, Casts Freeze)   
LH:      
Body:   Power Robe (+54 Def, Casts StrUp)   
Legs:   Leather Shoes (+3 Def, +6 Speed)   
Belt:   Mega Bottle (Fully heals)

Attack (Leather Shoes):    32 damage (92 with StrUp)

Spells:
Dft P (100 HP): Kills caster and restores other PCs to full health (does not revive)
TakeHP (2 HP): 44 parasitic healing. Yes, 44.
BreakS (24 HP): 77 Sky damage to one
BreakG ( 30 HP): 62 Sky damage to a group
BreakA (36 HP): 57 sky damage to all
Dft S (20 HP): Instantly kills all enemies (0% chance)
DFT A (5 HP): Instantly kill one enemy (0% Chance)
Healup (8 HP): Cures Paralysis/Confusion to one ally
Daze (60 HP): 70% Chance of confusion
Blowup (80 HP): 40% Chance of inflicting 127 ITD damage on an enemy. MT
BoltS (18 HP): 74 lightning damage to one
BoltG (24 HP): 60 lightning damage to a group
Heat (95 HP): 61 fire damage to all
AT S (1 HP): Causes enemies to target caster
FireS (12 HP): 56 fire damage to one
STRup (70 HP): Increases attack power (hidden stat!) by 20%. Damage boost listed.
Wall (70 HP): Raises party Physical Defense by 40.
Dfup (55 HP): Increases defense by ~25%


Comments: Hawk has decent speed, full healing, buffing, confuse status (the itemcast Freeze isn't backed up by any Sphere Spirit, so it is worse than the spell)... And yet for all those Spirits he lacks the ability to put out decent damage. At least he can try with Strength Up -> Kick. Otherwise he's left with below average damage. He still has plenty of healing and speed so he yet works in Middle.