That would be a no... This could go badly..
Let's see then.
Scratch that, this is going to go horribly..
Merc at G-6 attacks
Hit-Rate: 83%
Evasion: 14%
Critical: 4%
AS/Attack= 7/10
Vs Amber.
(Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz]
Empowered[+2 to Str Skl, Spd, Def, & Res]
Hit Rate: 83% +4 Empowerment
Evasion: 22% -2 and -5 from Poison / +4 Empowerment
Critical: 8%
AS/Attack: 12/12
Time for Rolling- Total Hit 64%:
Roll: 29, Dealt 1 Damage[25/26]
Crit roll was 61.
Amber counterattacks twice!
Total hit 73%(53% this battle)
Rolls: 6, crit roll 11, 22, and crit roll 33.
8-16, roll-....
6. Merc has been
critically wounded and pushed back to H-6. (
4/20)
29 exp gained(116/100)
Jane: Level 2>3
Level Roll-
+5% to your Lowest stat & Hp Growth this Level-up.(Lowest Growth if tied)
HP:22>23
20, hit
STR: 6
66, miss
MAG: 1
98, miss
SKL: 7>8
8, hit
SPD: 7
85, miss
LCK: 2>3
19, hit.
DEF: 3
87, miss
RES: 1
41, miss
HIT-RATE: 15%>17%
EVASION: 16%-no change
CRITICAL: 3%>4%
Alice has been separated from Amber- Jane attacks!
HIT-RATE: 77%
EVASION: 16%
CRITICAL: 4%
AS/Attack: 7/12
Feeling Natural Passive is officially active.
When wielding a sword with a Weight equal to or less than your Constitution, gain +5 Hit and Evasion, and +1 Damage.
Vs Alice
(Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz]
Empowered[+1 to Str Skl, Spd, Def, & Res]
Hit-Rate: 75%+2 EmpowermentEvasion: 16%-5 from poison
Critical 6%AS/Attack: 8/5
Enemy can't counterattack due to holding a Key Item.
Roll: 43, hit!
Crit roll was 41.
Dealt 10 damage!(15/26)
Quick time roll- 2.
Alice kept a hold of the Key Item. Alice makes her escape from this battle. Roll was a 2.
SA roll: 6!- Jane performs a second attack!
Roll: 94, missed.
Escape Roll: 1- Alice manages to escape this battle. She's joined back up with Amber.
Her Empowerment was used up to do so however.
Roll 3. Amber barely manages to hold on to her Empowerment- it is now +1.
Jane gains 23 and 13 exp.(52/100)
Sometimes, when the battle is particularly fierce, one of your units can take a huge amount of damage.
When this happens, they may end up with Critical Wounds.
Units with Critical Wounds can't initiate Attacks, and need to patch themselves back up to at least half of their health to remove this Status Condition.
Needless to say, they are also a target for defending.
It should be noted that named characters have a similar condition(s), but it is far harder to acquire.
Enemy turn Begins now.
[After a bit, blocking them in guaranteed you to get attacked, and the boss is in range to bail them out.]