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  • Might & Magic X: Legacy

    This RPG is a throwback to first-person RPGs of old. While the obvious comparison would be earlier Might & Magic games… I have never played those and so instead liken it to the old TSR D&D games (i.e. Menzoberranzan, Strahd’s Possession, Stone Prophet).

    Let me get some important links out of the way before going further:

    Interactive Map
    Secret Door Locations
    Puzzle/Trainer/Relic Information (largely based off of the information found in this Riddle/Puzzle/Trainer Guide)

    Another thing to get out of the way right now is a rather common and annoying ‘bug’:

    The game does a single online check to make sure you have the full version before unlocking the path to Chapter 2. If this check does not take place, then the Griffin Rider will have a dialog option grayed-out and the Sentinel blocking the bridge to the second town will never be removed. Both of these have work-arounds (editing the dialog file and using the horse-travel option), but it’s easiest to just make sure the check takes place. To see whether this connection issue is affecting you, simply go into the ‘Extras’ menu from the Title Screen, then click on ‘Bonus Content’, and finally the ‘Redeem Code’ button. If it says “Invalid Code” you’re good, while if it says “Connection Issues” then your firewall is probably blocking the game/launcher and you should fix that.

    Now, on to the gameplay:

    The first thing to be aware of when playing this if you’re more familiar with modern RPGs is that the learning curve is a bit unforgiving. If you’ve built your party ‘wrong’ or don’t know the quirks of the combat system it’s entirely possible to have one of your weaker characters get killed by a simple spider hiding in a barrel right off the boat. Another important thing is to actually read what quest-givers are saying. There’s a lot of stuff that’s only mentioned in dialog which will become necessary/helpful later.

    Some basic advice to get you started is to fully explore the town, talk/enter all the white dots/squares on your minimap (checking the top of the screen after entering a building to see if there’s multiple people to talk to), and open any chests you find (but not barrels). After the walk around you should have three new quests, a new follower (the girl from the Church), and enough money to go into the Armor Shop and buy a few pieces of basic head/hand/foot armor for your characters.

    At this point you can go open up those barrels. If you have difficulty killing the spiders that will pop out of two of them, you may wish to re-think your party makeup or character builds. Some things to be aware of:

    – You need an Elf, Orc, and Dwarf in your party to enter all areas (each has a race-specific area).
    – Mages should only put points in Magic.
    – Fighters should never put points in Magic/Spirit.
    – Your Mage(s) should have access to either novice Light Magic or master Water Magic (preferably both).
    – Someone should have access to novice Earth Magic.
    – Someone should have access to expert Fire Magic.
    – Try to have different weapon specialties for each character.
    – You’ll want one character focused in Magic, one in Might, and one in Perception in order to open all the secret doors.
    – Do not be stingy with resting/potions.

    To explain the above, you’ll pick up a ton of potions to refill your mana over the course of the game and potions/supplies/scrolls are basically the only things you’ll want to spend money on mid-late game. Add to that the existence of +Mana equipment and there’s no need to waste your Mage’s points on Spirit. Light Magic gives you the Celestial Armor spell which blocks a set amount of damage, master Water Magic gets you the Liquid Membrane spell which reduces all incoming damage by a certain percentage, Earth Magic gets you the Regeneration healing spell, and expert Fire Magic gets you the Burning Determination spell which blocks most harmful status effects.

    If you have Celestial Armor on a Mage, then you can likely get by with never putting an attribute point into Vitality (note however that the main quest requires you to have someone with 20 Vitality to proceed; there is a Relic available which grants +10 Vitality when fully upgraded that will help out here). Where to put your Fighter’s points is somewhat inexact. A general guideline would be: 3/1 Might/Destiny for 2H users, 2/1/1 Might/Destiny/Perception for non-dagger Dual-Wielders, 3/1 Destiny/Perception for dagger Dual-Wielders, and 3/1 Perception/Destiny for Ranged users.

    Next up is a quick rundown on the more useful Spells:

    Air Magic
    – Air Ward (Novice): Useful against elementals.
    – Clear Mind (Expert): Cures Feeblemind (Resting does this too, but you can’t rest in battle).
    – Eagle Eye (Expert): Party-wide Perception boost. Useful for secret doors and as a pre-boss buff.
    – Lightning Bolt (Expert): Solid single-target damage to non-humans.
    – Chain Lightning (Master): Tons of damage for little mana to a group of enemies.
    – Cyclone (Master): Good against Damage Reflect. Can be used to trigger combat from a safe location.
    – Thunderstorm (Grandmaster): Good against Damage Reflect.

    Dark Magic
    – Darkness Ward (Novice): Useful against ghosts/specters, dark mages, and those beholder-like enemies.
    – Shadow Cloak (Novice): The first incoming attack auto-misses. Good pre-boss buff and can make you invincible in certain situations.
    – Whispering Shadows (Novice): Reveals secret doors.
    – Purge (Expert): Removes enemy buffs.
    – Sleep (Expert): Fantastic disabling spell that will help get you into places you shouldn’t be yet.
    – Agony (Master): Great when combined with a dual-wielding dagger user.

    Earth Magic
    – Cure Poison (Novice): Poison doesn’t expire.
    – Earth Ward (Novice): Useful against elementals and venomous creatures.
    – Regeneration (Novice): Fantastic party-wide healing spell.
    – Poison Spray (Expert): Deals damage over time (bosses are immune though) and reduces Evade.
    – Stone Skin (Expert): Party-wide Armor boost. A semi-useful pre-boss buff.
    – Strength of the Earth (Expert): Cures Weakness (Resting does this too, but you can’t rest in battle).
    – Acid Splash (Master): Cut’s enemy Armor and number of Blocks in half, stacks with Warfare’s Shatter.

    Fire Magic
    – Fire Ward (Novice): Useful against elementals.
    – Burning Determination (Expert): Fully protects against Stun, Paralysis, and Sleep.
    – Inner Fire (Expert): Party-wide Might boost. Useful for secret doors and as a pre-boss buff.
    – Fire Blast (Master): Damages all enemies on the three tiles directly in front of you.
    – Fire Shield (Master): Damages enemies that hit your party. A useful pre-boss buff.
    – Fire Burst (Grandmaster): Tons of damage to all surrounding enemies, but very expensive.

    Light Magic
    – Celestial Armour (Novice): Godly damage-prevention spell.
    – Light Ward (Novice): Useful against elementals.
    – Cleansing Light (Expert): Curse doesn’t expire.
    – Heal (Expert): Single-target heal. Good for reviving a suddenly knocked-out character.
    – Radiant Weapon (Expert): Minor damage and prevents blocking.
    – Resurrection (Master): Revives a slain party member.
    – Heal Party (Master): Nowhere near as good as Regeneration, but useful in a pinch.

    Prime Magic
    – Arcane Ward (Novice): Stacks with the other wards.
    – Time Stasis (Novice): Can help you defeat enemies you’re not supposed to be facing yet.
    – Dispel Magic (Expert): Removes all positive/negative effects from your party, even exhaustion (though exhaustion effects will reappear on the next turn).
    – Heroic Destiny (Expert): Party-wide Destiny boost. A good pre-boss buff.
    – Identify (Expert): Not necessary, but very convenient and will save money in the early game.
    – Spirit Beacon (Master): Limited quick travel.
    – Hour of Power (Grandmaster): Party-wide Might/Magic and Melee/Ranged Attack boost. A good pre-boss buff.

    Water Magic
    – Consciousness (Novice): I’ve never had a character affected by Sleep, but it would be good to have just in case.
    – Ice Bolt (Novice): Single-target damage that reduces the number of enemy attacks.
    – Water Ward (Novice): Useful against elementals.
    – Circle of Winter (Expert): Damages all surrounding enemies and reduces their number of attacks.
    – Ice Prison (Expert): Can help you defeat enemies you’re not supposed to be facing yet.
    – Water Flows Freely (Expert): Paralysis doesn’t expire.
    – Blizzard (Master) – Cheap damage to a group of enemies that reduces their number of attacks.
    – Liquid Membrane (Master) – A damage-reduction spell.

    And I’ll close this with a guide of sorts regarding the order to visit various areas to get stuff as early as possible (a more in-depth version can be found over here):

    – Clear every nook and cranny of the entire outdoor area, heading to the Mysterious Crypt by the castle first.
    – Clear the Den of Thieves, but do not pick up the book (so that the secret-finding Hireling doesn’t leave you).
    – Clear the Lighthouse.
    – Go back to the den and pick up the book.
    – Clear Castle Portmeyron and the various elves out of the Elemental Forge (do not fight the Air/Light elementals).
    – Defeat the Earth Elemental boss.
    – Head directly for the next Mysterious Crypt west of Seahaven.
    – If you have enough money and a sword-user in your party try to upgrade to the +20 Earth damage swords the Seahaven shop usually sells.
    – There’s a hireling in the Seahaven Tavern that will drastically reduce shop prices that may help with the above.
    – Clear the couple of forest paths to the west of Seahaven.
    – If you have access to Sleep/Ice Prison/Time Stasis you can now do some boss hunting and clear out the three currently accessible Deadly Caves.
    – Depending on your ability layout and if you’ve gotten the new swords, you may also be able to break into the Desolate Wilds now.
    – First head through the Halloth Grove (avoiding any glowing Spiders you see).
    – The Grove can be reached by taking the path southwest of the Floating Tower west of Seahaven.
    – The Desolate Wilds entrance is guarded by four or so Orcs, so save and then try taking them out (Purge and Sleep come in handy here).
    – If you can kill them, head to the Desolate Wilds’ Deadly Cave near where you entered this area.
    – Stick to the northernmost tiles and you’ll now have an almost clear path west to The Crag (there’s another 3 or so Orcs and 3 Goblins on the way).
    – The Crag’s potion shop sells some of the the best spears, the weapon shop some of the best daggers, and the armor shop some of the best robes.
    – From there you’ll only have to take out one more group of Orcs/Goblins to get access to the Meteorite (which is a quest item that results in a very good sword Relic) and a Mysterious Crypt.
    – Head over to the bridge by the Axe Grandmaster Trainer next and try to break into the area around Karthal.
    – When you turn the corner to face the Black Mages, two War Dogs will attack from behind, so be aware of that.
    – If you can get through there, head south a bit a take out the next group of enemies which include a relatively easy Wolf-type boss.
    – You now have a clear path to Shadow Woods’ Mysterious Crypt and Deadly Cave, as well as the Tower of Enigma.
    – Clear out the path to the Lost City, which is northeast of the Observatory.
    – Stay as far south as possible while heading there to avoid some Black Fang enemies (which are very nasty).
    – Clear levels 1, 2, & 4 of the Lost City. Avoid Level 3, unless you can easily defeat the enemies that appear near the entrances to that area.
    – You should have the Water Shard now, so go defeat the Water Elemental at the Elemental Forge (use the Water Ward crystal by Sorpigal before traveling there).
    – Head northwest through the Marshes, west across the stream near the hut with the Potion-Selling Hireling, to reach the jungle.
    – A little ways into the jungle is another Deadly Cave (that contains a fantastic Medium Armor relic).
    – Now it’s time to see if you can get the Air Shard. Head back over to the Shadow Woods Mysterious Crypt.
    – Head south through the woods and you’ll come across two Black Fang enemies. If you can take them, good. If not then you’ll probably have to progress with the main quest for a bit.
    – Assuming they weren’t a problem, continue heading south until the beach curves to the east and you can see a group of naga.
    – Try to defeat them. If you have no real trouble with them, then you can go get the Air Shard now.
    – Head back to the Desolate Wilds and look for a cave guarded by a naga. Explore Lvl 2 (password is “swordfish”) to find the shard.
    – Go defeat the Air Elemental at the Elemental Forge to gain the ability to access the last two areas of the main map.
    – With them open, you can now finish the Obelisk and Dragon Shrine quests, and have access to the last Mysterious Crypt and Deadly Caves.
    – From that point on you can just do whatever.


  • The Last Remnant – Enlightened Seven

    I’ve spoken about The Last Remnant in the past (though that post was lost along with most of everything else when the site died), but not really about any part of it in specific. Now in the process of re-playing it for the third time after an extended delay (last save was from May 2010) and I’ve just defeated the titular Enlightened Seven to mostly finish out this playthrough’s party. So, why post about it? Because while the existing strategies on the Wiki and various forums that pop-up via Google are useful, they leave out a few key points. So, for future reference, here is my own exploration of this particular battle.

    Two things to be aware of here are that I’m playing the PC version (which has a number of improvements and other changes), and deliberately rushed through the main plot events and delayed a number of sidequests in order to avoid outgrowing the recruitable versions of the Seven.

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    Abilities
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    Abilities that will help:

    Abilities that may help:

    Abilities that should be deactivated for the fight:

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    Equipment
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    Weapons for your main damage dealers should be at or near their final customization if at all possible while accessories should lean toward physical/magical evasion and increased AP/HP (though you won’t have much control over this unless you edit the .ini file).

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    General Party Makeup
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    Three 4-person Unions and two 3-person Unions will generally give you the best balance between damage potential and damage avoidance. A 5-person Union does not have the best odds where Galaxy and Twin Snowpetal are concerned, and 3-person Unions tend to find Milton’s and Young’s single strike knock outs more deadly.

    You’ll want one healer and one reviver in each Union. Using one character for both roles will not be a good idea, as quite often you’ll want to revive a fallen union and heal yourself at the same time (not to mention the single-person KO’s mentioned above). You’ll also want the leader of each Union to have a Unique Art of some sort, preferably not an AOE one (i.e. not Gae Bolg, Zeal’s Virtue, etc.)… though that will do if no other options are available. The reason for this is the huge Evasion boost Unions get when a UA is triggered; the most troublesome enemy abilities in this fight can be dodged.

    Having a Morale-affecter in each Union would also be a good idea, as would grouping the characters who use Item-based skills together with the leaders who have the most expensive Unique Arts (Duke of Ghor, Jager, etc.) while putting the Mystic-based ones in the less AP-intensive Unions (Torgal, Emmy, etc.).

    As for Formations…. Well, that’s an entire subject all on its own. In this particular instance I used Hourglass (+Item Arts) for the 4-person Unions and Trident (+Combat Arts) for the 3-persons ones (having been unimpressed with Vampire, Mystic Henge, and Pendulum in some earlier attempts). Just stay away from Formations that bunch everyone together or reduce either your Physical/Mystic Defense or Speed and you should be fine. Defense for obvious reasons and Speed because it will help a great deal against Ludope.

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    Enemies
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    Snievan: Uses a basic attack, a physical Union-wide Unique Art that will kill you if it hits (Lugh’s Revenge), and a Union-wide non-damaging ability that causes Curse and turns the Morale bar red (Phantom Pain). Your Summon can tank him with few issues as it’s immune to Curse and the UA will only kill it if it’s not at full health.

    Milton: Uses a basic attack with an instant death effect, Mixed Messages, and a UA that gives him five actions a round and increases all his stats (Iron Will). He will use Iron Will a lot, and any Union without high evasion (including the Summon) will likely be wiped out before it can do much of anything. So you need to send two Unions at a time at him and hope the first one is wiped-out so that the second one can get a free attack. If you’re (un)lucky he won’t manage to fully kill the first Union and you’ll end up with two mostly-dead unions instead of a single fully dead one, drawing things out.

    Ludope: The first thing he does after appearing is cast a battlefield-wide UA that deals a lot of mystic damage (Galaxy). After that he switches between Maledict, Mystic Mine, Grenade Impact, basic attacks, and more Galaxy’s. If you’re lucky you should be able to get several turns in-between uses of Galaxy, if you’re unlucky he’ll use Galaxy multiple times in succession and that will be that. Hitting him with Silence tends to shut him down for a turn though, so a couple of fast characters with Silence-causing abilities will nudge the odds a bit in your favor.

    Zuido: The second character your summon will be tanking. He has an array of standard two-handed Physical Arts and a physical-based AOE UA (Giant Press). The only time he’s ever dangerous is when he initially appears with Ludope, as it’s quite possible that he’ll Giant Press right on top of the only units to survive that first Galaxy. Afterward, the Summon will likely drag him off away from your party, making Giant Press a non-issue.

    Young: Has a basic physical attack, a physical AOE UA (Brawl), and auto-uses an ability that turns the Morale bar red (Victory Cry) at the start of any turn it shows any blue. There are two things to keep in mind when facing him; his basic attacks can deal enough damage to insta-kill weaker characters while leaving the Union as a whole alive and if you kill him when the Morale bar is fully red the Twin Snowpetal on the following turn will probably wipe you out. Interestingly, those two things are related as having single characters KO’d in a fully-healed Union means a greater chance of surviving a battlefield-wide ability.

    Hinnah/Hannah: They use basic attacks, an ability which lowers a Union’s Attack/Defense rating (Attack/Defense Crusher), a battlefield-wide physical UA (Twin Snowpetal) at the start of any turn they’re both alive and have enough AP, and an ability that gives them five actions a turn (Overdrive) if one of them is dead. In addition to that, Hannah will cast Second Chance on Hinnah if she’s notably wounded and Hinnah may use an ability that Enthralls a union (Total Domination) if Hannah has been killed. Twin Snowpetal is very deadly with a red Morale bar, but notably less so with a mostly blue one. As such you have two options here; keep your Morale high and whittle them both down evenly to reduce your exposure to Overdrive, or go all-in on Hannah and kill her as quickly as possible (she won’t heal herself) to stop the Snowpetals.

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    Battle Structure
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    The fight has four phases. The first is Snievan and Milton, the second Ludope and Zuido, the third Young, and the last being Hinnah and Hannah. The second and last of these are by far the trickiest, while Young requires a bit of finesse.

    To start out you’ll want your Summon active on the very first turn. If it isn’t, reset/reload until it is. You can get by waiting until later to summon it, but it complicates things. The Summon’s job in this battle is to keep Snievan/Zuido/Young/Hinnah busy while potentially distracting Ludope. Every other Union on this first turn should Wait, Heal, or Stealth. Do not attack Snievan unless you get no other options, and if it does force you (this is how Stealth is semi-useful, it gives you more non-attacking options) then go for the lowest damaging choice; you do not want him to die before you’re ready for it.

    Snievan will likely Raidlock someone (doesn’t matter what attack he uses), while the Summon will respond by Multi-Deadlocking him. Turn two will begin and Milton will make his entrance. Assuming you had everyone Wait he should be in range of most/all of your Unions (the one Snievan attacked may be too far away). Send two Unions at him (preferably a 3-person followed by a 4-person, but attack order is hard to judge), have two Unions Heal, and free up that Union Snievan Deadlocked any way you can. From now until Milton dies you’ll be having whichever strongest two Unions happen to be available attack Milton while the remainder heal/revive (make sure to keep the Summon healed as well). Don’t bother with Morale-altering abilities until he’s dead.

    If you’re lucky with the above healing/reviving you’ll get some free Orphic Ward or Shield/Power Potion uses on the revived Unions. If not, there’s still hope for the next phase. Once Milton dies you should first have all five Unions sit back and completely fill their AP bars (while still healing the Summon), and then when everyone’s at or close to max attack him with everything so that you’ll hopefully get at least one flanking union, preferably more. The next turn have the two that Deadlocked him disengage while the flankers continue flanking to build up your morale bar. When he’s near death, if the bar is still mostly red (due to Phantom Pain), you’ll want to attack with as many Unions (who are not protected by Orphic Ward) as possible.

    When Snievan and Milton are dead the second phase begins and both Ludope and Zuido appear in the middle of your party and immediately get to attack (with Galaxy and probably Giant Press). This is why having everyone attack when Snievan is near-death is important; Ludope and Zuido will only Deadlock a Union instead of Raidlocking them. That keeps your morale at a decent level and gives a better chance to have multiple Unions survive that first Galaxy. Assuming the Galaxy doesn’t kill all of your Unions (the Summon will survive just fine as long as you kept its health up in the first phase) you now have a window of opportunity. The Summon should engage Zuido and Ludope likes to Flank-attack any Union Zuido has engaged, that being the Summon in this case, and so if two unions survived the Galaxy you should be able to revive two more unimpeded and will be in a decent place. If only one survived then things don’t look good, as the Summon will likely only be able to hold off both Zuido and Ludope for two turns unless they only decide to use basic attacks.

    Once you have four/five Unions alive you can start going on the offensive, and you’ll need to do so quickly because another Galaxy could hit at any time. Have one/two of them (particularly any with Orphic Ward or Power/Shield Potion IV+) revive any remaining dead Unions and the rest (particularly any physically-focused ones) attack Ludope. Try to favor attack options that contain Unique Arts, Cachexia, or Morale-boosting/Silence-causing abilities. With a little luck you should be able to take him down in two or three turns while the newly healed/revived Summon keeps Zuido busy. Once Ludope falls take the time to replenish your AP pools and then take out Zuido however you want (don’t bother with Morale-boosters after Ludope is killed).

    With four of the Seven now dead the third phase begins. Once the fourth body hits the ground Young will appear, turn the Morale bar completely red with Victory Cry, and then attack the nearest Union with Brawl. As long as you’re not using the Orb formation on all your Unions or had a couple flanking Zuido when he died your party should be spread out enough to survive this. The next turn the Summon will start tanking him and you can treat him almost identically to how you treated Snievan. One difference is that his Morale-draining ability is ‘free’ (though it seems Cachexia at the end of the turn may stop it). The other is that his basic attacks tend to KO the character they hit even if the Union survives, which can actually be something of a blessing for the next phase if you’re lacking Morale-based abilities.

    Once he falls Hinnah and Hannah appear the same way as the earlier three did; right on top of you with a free attack. This will likely just be a basic attack (which you’ll hopefully block) but could be an Attack/Defense Crusher. At the start of the next turn however they’ll get an auto-use of Twin Snowpetal, which can wipe you out just as fast as Galaxy if the Morale bar is mostly red (though the Summon won’t really care either way). At this point, assuming you have at least two Unions standing (not including the Summon) you should be able to rebuild the same way you did post-Galaxy. Otherwise it’s a coin toss as to whether the sisters will gang up on the Summon or if one will try to take you out instead (a high speed comes in handy here).

    Once you’ve got at least three Unions revived you have two available paths. The first depends on Morale control. If you have enough Morale-affecting abilities to get yourself quickly back into a mostly blue Morale bar then you can take your time to whittle down Hinnah first. This will take longer than focusing on Hannah because Hannah will heal Hinnah but not herself. If you do not have many Morale-affecting abilities, or they’re simply not appearing in your available options, then it would be best to gang up on Hannah and take your chances dealing with Hinnah’s Total Domination ability (which she may or may not use). In any case, as long as you treat the remaining sister similar to Milton from the first phase you shouldn’t have much trouble finishing the fight once Twin Snowpetal is out of the equation.

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    Example Party
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    And now here below is the party I used on this most recent win. It was at BR 44 at the time (winning the battle bumped it up to 45) and far from optimal.

    Hourglass – HP: 3029 AP: +40/282

    1. Emmy (72 Str, 42 Int): Nightbloom, Superior Bluesteel; Physical Arts, Remedies, Rejuvinating Water, Hundred Flowers
    2. Glenys (61 Str, 38 Int): Optimal Tataraichi; Physical Arts, Remedies, Swordflash
    3. Caedemon (77 Str, 51 Int): Ose Dominus; Physical Arts, Herbs, Silencer
    4. Rush (47 Str, 74 Int): Superlatative Hawkwind, Optimal Tataraichi, Idol Amulet, Ragna-rock; Herbs, Cachexia, Bewitch, Silent Gas, Orphic Ward

    Hourglass – HP: 5312 AP: +50/357

    1. Duke of Ghor (113 Str, 44 Int): Bilqis Artis; Physical Arts, Bel’kwinth’s Fury
    2. Gaou (86 Str, 39 Int): Obsidian; Physical Arts, Lotions
    3. Allan (67 Str, 33 Int): Oriax Dominus; Physical Arts, Sound Dampener, Retreat Flare
    4. Gabriel (60 Str, 31 Int): Superior Bluesteel, Soulshield; Physical Arts, Herbs

    Hourglass – HP: 4785 AP: +61/353

    1. Jager (106 Str, 44 Int): Schiavona Artis; Physical Arts, Lob Omen, Schiavona, Beowulf
    2. Roberto (78 Str, 28 Int): Frostblade Artis; Physical Arts
    3. Darien (89 Str, 33 Int): Pitchfork; Physical Arts, Herbs, Lotions
    4. Khrynia (58 Str, 64 Int): Serpent Star; Physical Arts, Moonlight, Silencer, Acid Bomb, Sound Dampener

    Trident – HP: 3547 AP: +27/193

    1. Torgal (59 Str, 54 Int): Gremory Dominus, Gremory; Physical Arts, Silencer, Lugh’s Revenge
    2. Blocter (73 Str, 30 Int): Sagaris Heroicus; Physical Arts, Herbs, Silent Gas
    3. Paris (57 Str, 74 Int): Commander’s Greatstaff; Remedies, Bluff, Addle, Stealth, Mixed Messages

    Trident – HP: 2911 AP: +28/198

    1. David (62 Str, 48 Int): Enchanted Bluesteel, Force Targe; Physical Arts, Herbs, Ex Machina
    2. Wyngale (74 Str, 106 Int): Gaap x2; Physical Arts, Remedies, Bluff, Addle, Stealth, Retreat Flare, Silencer, Silent Gas
    3. Nora (57 Str, 60 Int): Flame Blackjack; Physical Arts