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Midnight Horknight

Nature Family

Midnight Horknight

Stat limits

HP

1,390

MP

360

Attack

550

Defence

510

Agility

530

Wisdom

410

Talents
Required PointsSkill / Trait
3 Buff
Greatly increases the defence of a single ally for 4 to 7 turns.
10 Snooze
Puts a single enemy to sleep for 2 to 5 turns. The higher the caster's wisdom, the more likely the spell is to succeed.
20 Heart Breaker
A slashing attack that inflicts damage on a single enemy and occasionally stuns it for 1 turn.
30 Sleep Attack
Damages a single enemy and occasionally puts it to sleep for 2 to 5 turns.
50 Paralysing Punch
Damages a single enemy and occasionally paralyses it for 2 to 5 turns.
70 Nature Nerfer
A slashing attack that inflicts sizeable damage on monsters in the nature family.
85 Intense Defence
Tightens defences to the extreme, reducing most damage received by 9/10. Can only be used once per battle.
100 Fuddle Dance
A dance that confuses all enemies for 2 to 5 turns.
Traits
Poisonous Touch
Regular attacks sometimes poison the enemy.
Rando-Buff Lv. 20
Monster sometimes casts Buff on itself during battle.
Ultra Crafty Poisoner Lv. 40
Makes it much easier to poison or severely poison the enemy.
Tactical Genius Large size
Sometimes performs 2 or 3 actions in a row. The number of actions is not affected if you don't issue specific orders. Slightly lowers the monster's max. attributes.
Critical Moment Large size
Makes it easier to inflict critical hits when HP drops to 1/2, and even more so when HP drops to 1/4.
Tit for Tat Large size Lv. 60
When a monster is inflicted with a status ailment, the attacking enemy will have the same ailment inflicted back on them.
Suggested Synthesis
Locations

No overworld locations found.

Resistances
Antimagic Med.25
Asleep Med.25
Bedazzlement Reg.0
Confused Reg.0
Dark Reg.0
Debilitation Reg.0
Earth High50
Electricity Med.25
Explosions Reg.0
Fire Reg.0
Ice Reg.0
Instant Death Reg.0
Light Reg.0
MP Absorption Reg.0
Paralysed High50
Poisoned High50
Stunned Reg.0
Water High50
Wind Med.25

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