Self: "Trence Colunstin"
Childhood Friend: "Willis Naver"
Cultist: "Sessha Naver"
Soldier: "Alice Nepenthe"
Edit:
I'm using this post as a knowledge repository/list of notes and links, since it's right at the top of the first page. If you're a new reader of Extinction, I suggest scrolling past to avoid spoilers. If you're actively playing, suggest things you think I should add here! Or respond to some of my thoughts, I'll try and show what other people feel is important regardless of my own stance.
Alice's weapon-based skills:
Passively grants an extra + of damage to ALL attacks. Including the Harry skill.
Fight
-> Charge! Attacks one creature.
Damage +++(+) Mounted combat bonus.
-> Trample! Attacks one group of creatures. Doesn't work on flying or ranged creatures.
Damage +(+) Mounted combat bonus.
-> Drill Charge. Attacks one creature with a fell and mighty blow. Exhausting.
Damage ++++(+) Mounted combat bonus.
Fight
-> Whack! Attacks one creature.
Damage +++
-> Smash! Attacks one creature harder. Tiring
Damage ++++
-> Brilliant Smash! Attacks one creature. Ignores all armour and magical resistance. Exhausting.
Damage ++++
Skills
-> Rending Blow. One creature suffers two ranks of armour reduction. Tiring. Harder to resist.
-> Stab! Attacks a creature with a stab.
Damage +++
-> Pinprick! Attempts to weaken a target's attack for one turn. Tiring
Damage ++
-> Power Stab! Attacks a creature with a terrible stab. Tiring
Damage ++++
Skills:
Counter+! Attempts to counterattack any creature that attacks Alice.
Damage +++
Dragon form abilities:
Dragon form inherently provides a bonus to attack "equal to a +1 modifier." Just being in dragon form is a buff. Trence also has a passive +2 damage resist against both physical and magical damage, even in human form.
Gains +1 Poison resist
Loses +1 Nature resist
Boosted instakill chance.
Skills:
-> Poison Fang. Adds poison to all attacks made for the remainder of the battle.
((Grants poison buff and bonus instakill rate.))
Gains +1 Cold Resist
Loses +1 Water Resist
Fight
-> Icy Slash! Attack one creature, with bonus cold damage.
Damage ++++, 5 MP
-> Frozen Double Slash! Attack one creature twice, with an explosion of bonus cold damage. Tiring. May inflict Freeze.
Damage ++++, 5 MP
((Grants 5 MP attacks that have one extra +. Also, freeze debuff.))
Gains +1 Water Resist
Loses +1 Wind Resist
Fight
-> Wave Slash! Damage +++
Like a slash, but a shockwave hits all enemies in a group.
Skills
-> Flowing Water.
Boosts evasion on self. [50% dodge chance until an attack is successfully evaded. Then 30% chance until a second evasion. Wears off after the second dodge]
((Grants hitgroup, evade buff))
All elemental forms grant a matching elemental breath attack, which costs 10 MP, is tiring, and is a moderate strength hit-all. If we combine two elemental forms, one of which "beats" the other, the breath attack is aligned
only with said winning element, and is strengthened to "heavy" damage. Presumably, if we form a chain of three elements, damage will be upgraded to "massive".
Elemental rock-paper scissors works like this:
Fire < Cold < Water < Wind < Lightning < Earth (and fire beats earth)
Nature and poison are special. Both are weak to each other. Nature dragon would be a good thing to get.
Second-tier dragon forms:
+25% HP and HP Max.
+1/+1 defenses. (+3 bonus physical and magic defense)
Skills
-> Cover! All single-target attacks hitting one ally hit Trence instead This effect continues until Trence chooses to end it. The first five damage of all hitgroup and hitall attacks will hit the target; all subsequent damage will be taken by Trence.
((Strong passive damage resistance, "protect ally" skill. Potentially excellent combo with Counter!))
Passively grants all damaging moves an additional + of damage. The additional attacks below include this buff.
Fight
-> Tail Strike! Smaaaaaash one group of creatures. Tiring.
Damage +++
Skills
-> Chomp! Bite a creature, and don't let go! Does damage each turn until successfully saved.
Damage +++
((Passive damage buff, tiring hitgroup attack, and basic attack with a DoT.))
Buy status cure items.
Collect dragon forms! More second tier forms, as well as either fire or wind (for dragon breath purposes, wind is preferred since Willis has two fire spells already), and nature (for comboing with poison). Getting EVERYTHING would be nice, but perhaps impractical.
Visit Valterre and research Spar's doomsword. Figure out a way to not die to Spar. This comes as a priority because we don't want to spend money on tactics which Spar's existence might force us to abandon.
Upgrade everyone's gear. Trence, Willis, and Alice want +5 gear. At the time of writing, that will be six upgrades for armor, (and possibly some quests). It will be four upgrades for weapons. Alice could possibly benefit from being locked to one weapon type, probably lance, as her weapon crystal can switch between three weapon types in trade for counting as a rank lower in terms of damage. Trence should definitely get a +6 weapon if possible; getting more +6 gear would be nice, but who knows how hard it'll be?
Find Alice a new god to pledge herself to. This WILL affect her abilities.
Record/research what each of the four swords do, and develop plans for how to fight them.
----Arngrim's most notable abilities are his shield's stun ability (was it hitgroup?), his shield's mana drain (scary!), and his area entanglement spell.
----Spar has doomsword.
----Carina i forgor
----Dorren is batman
Train everyone and get new abilities (see below).
Visit the Pink Land? Visit Robot Antartica?
Get new accessories for the party. +MP Max for Willis, possibly for Trence, what else?
I'm surely forgetting some things.
Ultimately, these should probably be prioritized based off of what will be useful against the four swords. They're the most important, and probably hardest, fight we'll face.
Trence:
DOUBLE SLASH! Making it stronger would be good, or if possible, removing the "tired" debuff.
Buffing Counter would be nice. Especially now that we have big dragon, untiring Counter+ would be a fantastic pseudo-AoE.
Utility; stuff like Alice's skills. Personal buffs or targeted ally buffs would be valuable. Enemy stuns.
Learn a basic attack spell, probably either Earth or Wind, for element coverage (and just to discover Trence's compatibility).
Once Trence has a +5 weapon, he should get the haste boots. He can actually poison single targets better than Sessha if we spend MP, and haste gets more use out of dragon form.
Willis:
Staff training?
Rapidfire+ and Power Shot would both be reasonable.
Basic elemental attack spell (earth would make the most sense?), to use when he can't afford torrents of ardent pathos.
A buffclear spell or skill. Some kind of "pinning shot" to lower evade without using MP? It would synergize well with his passive autohit.
There's surely extremely overpowered debuff spells out there. Perhaps he might have compatibility with them? I'd trade a cast of Absolute Zero for ---Atk ---MAtk or a three-turn stun.
Sessha:
IDK Sessha is already awesome
Faster Backstab? That sounds OP.
Double Slash like Trence, for better poison application? Wouldn't be as good as her hitgroup, against the four swords...
Utility spells (see below)
Alice:
I don't know. Her kit is already good. I'd suggest improving basic attack skills, but they're entirely dependant on having the right weapon equipped; if we abandon mace and spear in favor of only using lance, Drill Charge could use a buff.
Big attack spell (to dump mana on prior to a mana potion refill, or just to alpha strike with Willis).
Targeted disabling spell, like Sessha's sonic stun.
Utility spells (see below)
Utility spells:
Summon spells. A big summon would be useful on Sessha or *especially* Alice, as neither has a good way to dump a lot of mana rapidly on the first turn (or prior to a mana potion refill).
Targeted buff spells. Attack up, Magic Attack up, and Magic resist would be the big ones (Sessha already has physical resist covered, could cover magic resist if we give her battle aura). Buffs are OP because we have battle aura.
Stronger debuff spells (hitgroup versions?)
Status cures. Especially if we can't get items for this instead.
Buff clears. Remove enemy buffs.
Anti-magic debuffs/disables.
More...?
Trence's Double Slash and Counter abilities should work well with poison dragon's buff. Admittedly, it's two actions and 9 mana to use. And a third turn to revert, or a continuing 2 mana per turn due to upkeep. Still!
Alice's Harry+ skill works on mages, forcing them to cast combat spells. Dorren, the archmage of the four swords, is a batman wizard whose only weakness is not being good at damage spells. Harry+ may be VERY important to disable him, when the time comes.
---Addition: this would encourage giving Sessha Battle Aura during that battle, so she can give Alice (and the party) indignation buffs. We also may want to choose magic-resistant armor for Alice.
Willis could use a crossbow instead of a bow. Crossbows have increased damage, in trade for requiring an action to reload. Since Willis usually doesn't shoot much, this might be a nice little buff. We could try it out when he upgrades to +4, so if we dislike it
Willis could also be trained to use a staff instead of a ranged weapon. This could buff his spells... somehow. In trade for rendering him rather toothless when he's NOT casting. Though... if he's not blowing everything up, he's usually abusing his gloves or other items.
Healing potions are OP with battle aura (along with every other targeted buff). The existence of cheap healing potions negates any value at all in teaching healing to Willis or Trence.