Status | |||||
---|---|---|---|---|---|
222 | 1-4 | 47 | |||
Stagger Thresholds | |||||
50% (111) | |||||
Resistances | |||||
Ineff. [x0.5] |
Endure [x0.75] |
Normal [x1] |
Weak [x1.5] |
Endure [x0.75] |
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Fatal [x2] |
For story-related information about this enemy, see Corroded Inquisitors.
Info | |||||
---|---|---|---|---|---|
Risk Level | Code | O-06-20-TE | Core | 317 |
Status | |||||
---|---|---|---|---|---|
222 | 1-4 | 47 | |||
Stagger Thresholds | |||||
50% (111) | |||||
Resistances | |||||
Ineff. [x0.5] |
Endure [x0.75] |
Normal [x1] |
Weak [x1.5] |
Endure [x0.75] |
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Fatal [x2] |
4 - 1 |
Eerie Eyes [On Hit] Deal 5 SP damage [On Hit] Deal 5 SP damage
|
4 + 6 |
Imperfect Imitation Copies a skill that hit this unit [On Use] Deal 10 SP damage |
3 + 10 |
Adjust Shell [On Hit] Heal 10% of Max HP; Gain 1 Instincts Instincts
Turn End: At 4+ Count, change to an “aggressive” state. |
4 + 2 |
Bone Blast [On Hit] Heal 10% of Max HP [On Hit] Inflict 10 Bleed Bleed
The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. next turn |
Proceeding Inquisitor starts the battle with 2 stacks of Instincts Instincts
Turn End: At 4+ Count, change to an “aggressive” state..
Proceeding Inquisitor has an attack pattern that changes based on the amount of Instincts that it has.
When it has less than 4 instincts, it rotates between two random skills, using 1 action each turn.
- Skill A - 50/50 chance to be either Imperfect Imitation or Eerie Eyes
- Skill B - 33/33/33 chance to be either Adjust Shell, Imperfect Imitation or Eerie Eyes
When it has 4 or greater instincts, it uses the following 2 skills every turn until it drops back down below 4 Instincts:
- Bone Blast, Eerie Eyes
Proceeding Inquisitor has just one part, the right arm. When this part breaks, all skills are cancelled on that turn, and all weapon weaknesses become Fatal. It can still use skills on the following turns.
Notes
Imperfect Imitation only copies coin number, coin value and start value. Special effect of the skill like aren't copied. Coins reused are also not copied.
Related | ||
---|---|---|
Potential MD Partners | ||
Info | |||||
---|---|---|---|---|---|
Risk Level | Code | O-06-20-TE | Core | 563 |
Status | |||||
---|---|---|---|---|---|
563 | 1-4 | 29 | |||
Stagger Thresholds | |||||
50% (282) | |||||
Resistances | |||||
Ineff. [x0.5] |
Endure [x0.75] |
Normal [x1] |
Weak [x1.5] |
Endure [x0.75] |
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Fatal [x2] |
4 - 1 |
Eerie Eyes [On Hit] Deal 5 SP damage [On Hit] Deal 5 SP damage
|
3 + 10 |
Adjust Shell [On Hit] Heal 10% of Max HP; Gain 1 Instincts Instincts
Turn End: At 4+ Count, change to an “aggressive” state. |
4 + 2 |
Bone Blast [On Hit] Heal 10% of Max HP [On Hit] Inflict 10 Bleed Bleed
The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. next turn |
Proceeding Inquisitor starts the battle with 2 stacks of Instincts Instincts
Turn End: At 4+ Count, change to an “aggressive” state..
Proceeding Inquisitor has a similar attack pattern to the base Proceeding Inquisitor based on the amount of Instincts that it has.
When it has less than 4 instincts, it rotates between two non-random skills, using 1 action each turn.
- Eerie Eyes
- Adjust Shell
When it has 4 or greater instincts, it uses the following skill every turn until it drops back down below 4 Instincts:
- Bone Blast
Unlike the base form, this version of the Proceeding Inquisitor has just the Body as its sole part, with a health pool equal to that of the core. It should feasibly never break, but if it were to break, it would behave the same as the Right Arm did for the base version.
Potential RR Partners | ||
---|---|---|