Shining In The Darkness Playthrough Part 7 ( Cave of Wisdom)
The seventh part of Shining in the Darkness and into the Cave of Wisdom and it has a number of nasty little traps all around from pitfalls to wall appearing to force you to move a certain way and a number of deadly enemies to get you ready for the challenges that are soon to come.
Smoke don't seem to powerful stats wise having only a bit more attack and health than War Lizards but notably more speed that said they have access to the spell Freeze 3 meaning each one is able to deal forty plus damage a turn if the feel like it and with the ability to come in groups of up to five a single ambush could lead to a quick trip to the title screen however it gets even worse as they are resistant to magic making it hard to burst them down, if your faced with a group cast sleep and hope it works.
Tarantia while nowhere near as dangerous as Smoke they have comparable stats with a special ability to spit out webbing keeping a character from taking actions for a few turns if it lands, otherwise they are one of the weakest monsters here.
Mazerunners have slightly more health and defence than Smokes do but only attack physically however they have a chance to crit which can still do quite a bit of damage.
Nightwraith another caster enemy while they have slightly higher hp, defence and speed than Smokes do they also only have Blaze 2 and for some reason have only enough mp for a single cast while getting worn down is never a good thing they are at least not able to wipe out your party by themselves.
Sorceror is yet another caster type enemy that doesn't care about your armour though they are the weakest stat wise and have the worst spell in Bolt 1 hitting a single party member for around fifthteen damage still the others are far worse.
Cokatoris are the paralysis inflicting foe for this trial and they have a decent amount of hp and attack as well as the ability to glare at your party with a chance to inflict paralysis, there basic attack also has a chance to inflict it as well though thankfully their defence is pretty low and they are not particularly fast.
Driffid are the sleep inducing enemy capable of putting your party to sleep with a grey mist however that isn't the only thing they have going for them as they have highest Hp, Attack and Speed of any normal monster here and only a single point off from the highest defence making up for sleep being slight less of a threat than some of the other spells or status effects on other monsters, it should be notted they also give the highest xp per kill from a normal monster tied with the next monster.
Fungoid's are likely the best source of xp in the Cave of Wisdom other than defence their stats are a little lacking, they have two special abilities one is the poison powder that while a bit of a nuisance is far from deadly and are able to spilt in two creating a new Fungoid with full hp, the best part is they have no magic resistance so taking down groups isn't too much of a issue as long as you have mp.
of course there is a new mini-boss type enemy as well.
Krusher has a massive hp total being able to start each fight with either at two hundred hp or just below it as well as having the highest attack and defence you have encountered yet, while they only get a single turn a crit from them has the potential to one hit kill either of your casters so get Quick 2 out on the first turn and hope you can put it to sleep then cast slow on it and hope you kill it before it wakes up.
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