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Now that I have access to Walse, I can go buy the first three Summons that a Solo-Summoner has access to.



Chocobo, for 4 MP, is a single target 30 Power non-elemental attack. It also has a 1/16 chance of summoning Fat Chocobo, a 75 Power non-elemental attack that hits the entire enemy party.



Sylph, for 8 MP, is a single target 30 Power non-elemental attack that restores 1/4 of inflicted damage.



Remora, for 2 MP, is a single target spell that inflicts paralysis on the target. Has it's uses, especially since it has a base hit chance of 100%.

With these three spells, Lenna gains a significant improvement to damage output, mostly because she can now switch to
the Magic Damage formula for her attacks.

code:
Damage = (Attack - Defence) * M
Attack = Spell Attack + (0..(Spell Attack/8))
M = (Level*Magic Power)/256 + 4
Defense = Magic Defense


Unlike the Dagger, whose multiplier heavily relied on Lenna's Abysmal Strength and Subpar Agility, the magic formula
allows her to take advantage of her best stat, Magic. At Level 17, where Lenna is before fighting Garula, she gets a
Multiplier of 7, which is much better when combined with the base power of 30 for Chocobo and Sylph. Garula should be
beatable with these stats.



code:
NAME: Garula
LEVEL: 3
HP: 1200
MP: 100                                
SPEED: 31
ATTACK: 15
ATT. MULT: 9
EVADE%: 0
DEFENSE: 7                             
MAGIC DEFENSE: 4
ELEMENTAL IMMUNITY: None
STATUS IMMUNITY: Mini, Sleep
AI SCRIPT:
Condition:Status:Self:Toad{
     Change Target:Self
     Toad
     }
Fight
Condition:HP < 800 & HP Damage{
     No Interrupt{
          Fight
          {Rush,Fight,Nothing}
          }
     }



The key thing I want to bring attention to is the fact that Galura is not immune to Paralyze. Lenna's strategy became
fairly clear; Use Remora every other round to prevent Galura's normal attack pattern, and heal after any reactions
that happen to fire off.

Lenna only dies once to Galura when she gets hit by an Reaction that I did not expect to happen. Otherwise Galura is
a straightforward boss fight, especially with the significant damage increase afforded by Summons.


Deaths: 1
Elixers: 1



While Syldra makes an admirable effort saving the lives of the entire party, he unfortunately succumbs to his wounds
and perishes.

Dragons: 5
Deaths: 12(+1 Dragon)

With the collapse of Walse Tower, the opportunity to obtain the next summon finally becomes feasible. First, we need
to go to Karnak to pick something up.



The way this is usually scripted is that once you go to any store or service in Karnak and attempt to exchange currency, you will instead be thrown into Jail. A bug means that if you purchase an item in this time...


You will get it for free. Once Lenna is released to solve the minor issue with the imminent destruction of the Fire Crystal, she picks up a full complement of the Elemental Staffs and sets off back to Castle Walse.


Hidden behind this waterfall is a short minidungeon few no notable encounters until the very end, where you encounter
the star of the evening, Shiva.





Needless to say, Lenna puts the Flame Rod to good use, recruiting Shiva to the Team



Shiva is a power 38 multi-target Ice summon. The damage above? That's what Lenna is doing before an Ice rod(but with
an elemental weakness). Slowly the lowly Summoner approaches the rediculousness that Walter and Trump are up to. But
that kind of damage still won't happen for a little bit.

With Shiva in tow, Lenna is more than ready enough to finish the Fireship, where she encounters a possesed Queen
Karnak and a being of pure fire.




code:
NAME: LiquidFlame (Human form)
LEVEL: 19
HP: 3000
MP: 100                                
SPEED: 35
ATTACK: 18                             
MAGIC POWER: 10
ATT. MULT: 5                           
MAGIC MULT: 4
EVADE%: 20                             
MAGIC EVADE%: 0
DEFENSE: 0                             
MAGIC DEFENSE: 15
ELEMENTAL IMMUNITY: Water, Poison
ELEMENTAL ABSORB: Air, Fire
AI SCRIPT:
{Fight,Rush,Blaze}
React:HP Damage{
     No Interrupt{
          Flame
          Unhide Monster: LiquiFlame (Randomly Hand or Whirlwind form)
          }
     }

NAME: LiquidFlame (Hand form)
SPEED: 35
ATTACK: 18                             
MAGIC POWER: 30
ATT. MULT: 5                           
MAGIC MULT: 6
EVADE%: 10                             
MAGIC EVADE%: 0
DEFENSE: 0                            
MAGIC DEFENSE: 30
ELEMENTAL IMMUNITY: Water, Air, Earth, Holy, Poison, Lightning, Ice
ELEMENTAL ABSORB: Fire
AI SCRIPT:
{Fight,Fight,Fingertips}
React:HP Damage{
     No Interrupt{
          Fira
          Unhide Monster: LiquiFlame (Randomly Human or Whirlwind form)
          }
     }

NAME: Liquid Flame (Whirlwind form)
SPEED: 35
ATTACK: 18                             
MAGIC POWER: 20
ATT. MULT: 5                           
MAGIC MULT: 5
EVADE%: 30                             
MAGIC EVADE%: 0
DEFENSE: 0                             
MAGIC DEFENSE: 15
ELEMENTAL IMMUNITY: Water, Poison
ELEMENTAL ABSORB: Air, Fire
AI SCRIPT:
Change Target:Self
Fira
React:HP Damage{
     No Interrupt{
          Magnet
          Unhide Monster: LiquiFlame (Randomly Human or Hand form)
          }
     }


The Key breakdown to see for Liquid Flame is that only his Hand and Human form are capable of dealing damage, meaning if Lenna needs to heal, the ideal time would be while Liquid Flame is a Whirlwind.

Of the two damage forms, the Human form can do more damage in the regular attack phase because it posseses Blaze, an attack which does 25% of the attacked character's maximum health.

The hand is even more dangerous for a solo job run, with an offensive Fira cast when it is hit, which will deal 250 damage to Lenna when it happens, and can inflict paralyse with it's Fingertips attack. To top this off, it is actually immune to all of Lenna's Summons due to a combination of it absorbing Ice and having a Magic Defence of 30

Winning this encounter came mostly to luck in avoid the Hand stage, which was significantly more dangerous than the other two stages due to it's ability to repeatedly cast Fira on Lenna. After 2 Deaths due to poor form changes, Lenna was triumphant at the cost of both the Hi-Potions that had come into the partie's possesion.


Deaths: 2
Elixers: 0



Queen Karnak warns that she was being possessed and that she was being possessed by an extremely evil force. But, we
ignore her, since she really can't provide more Summons to Lenna. The Fire Crystal is Destroyed despite the efforts
of Cid, a Werewolf, and Lenna, and thus begins the Escape from Castle Karnak

Lenna will be going for the two equipment items that she can actually use, the Elven Mantle and the Main
Gauche
. Both are notable for both granting a physical evade rate of a 1/3 chance and a 1/4 chance respectively.

The bonuses from both of these stack, granting over 50% chance of nullifying a physical attack when used together.. Fortunately, the Chest Guardians for both Chests are relatively weak compared to the damage output of Shiva (though the second chest manages to drop Lenna below 100 health)





In the final escape from the castle Lenna encounters a Sergent that happens to be the famed Assassin Iron Claw.


code:
NAME: Iron Claw
LEVEL: 39
HP: 900
MP: 150                                
SPEED: 40
ATTACK: 21                             
MAGIC POWER: 1
ATT. MULT: 8                           
MAGIC MULT: 4
EVADE%: 0                              
MAGIC EVADE%: 10
DEFENSE: 20                            
MAGIC DEFENSE: 10
AI SCRIPT:
{Fight,DeathClaw,Critical}
{DeathClaw,DeathClaw,Critical}


Lenna's summons with rods is everything she needs to deal damage to Iron Claw, and the one DeathClaw that he attempts misses.


Deaths: 0
Elixers: 0

Having safely escaped the confines of Castle Karnak, Lenna seeks to add more summons to her arsenal.

NEXT TIME: Summoner Princess - A Lesson in Befriending
Deaths: 14