Rigor Mortex

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Lv: 150
HP:
MP:
ATK:
DEF:
AGL:
WIS:
Move:
Weight: 65

Leader Perk:
Spell Potency +15% & Martial Potency +10%

Weaknesses: /
Resistances: /
Immunities:
Family: Role: Element:

Note: All perks/abilities denoted with an * are using unofficial translations

Abilities
Level Type Name MP Element Range Description
1 Time Theft*
21
1-3
Lowers 1 enemy's AGL for 3 turns, raises the user's AGL for 3 turns
(Times usable: 3)
33 Abyssal Gears*
88
2-4
Deals major Zam-type martial damage (137 base potency) to 1 enemy 2 times, ignores some Light Damage Res
54 Rigor Spell*
143
Fan (L)
Deals major spell damage to all enemies in area of effect, often puts to sleep, poisons, or blinds
80 Balance of Time*
0
Self
Heals a major amount of HP, restores a major amount of MP, and grants the user Overclock and Balance of Time for 3 turns
(Times usable: 1)
When a unit is in the Overclock state, it can perform 2 actions in one turn
When a unit is in the Balance of Time state, the unit's AGL is raised by 30%
Base Perks
Level Name Description
1 Max HP +30 Raises max HP by 30
1 AGL +20 Raises max AGL by 20
1 Overclock*
Battle start:
Enable Overclock for 3 turns

Before HP hits 0:
Preserves HP at 1, 1 time per battle
This perk can be triggered by poison, special effect spaces, ally attacks, and reflected attacks, as well as counterattacks, follow-ups, and other attacks or effects triggered by perks
1 Ancient Weapon's Sorcery*
Battle start, action start, or when revived:
Reduces damage taken by 30% and nullifies some status ailments if the user's HP is at 100%
1 Ancient Weapon's Resilience*
Battle start, action start, or when revived:
Reduces damage taken by 30% if the user's HP is 50% or over
110, 120, 130, 140 Spell Potency/Recovery +2% Raises spell potency/recovery by 2%
110, 120, 130, 140 Martial Potency/Recovery +2% Raises martial potency/recovery by 2%
150 Ability Potency/Recovery +2% Raises ability potency/recovery by 2%
Awakening Perks
Awakening Name Description
1 Harbinger of Destruction Action start on odd turns until turn 10:
Heals 15% of max HP, restores 4% of max MP, and raises DEF, AGL, and spell and martial potency/recovery for 3 turns
2 Zap Res +25 Raises Zap resistance by 25
3 Lost Technology*
When making a spell or martial attack:
Heals 15% of the user's max HP and raises damage dealt for 3 turns
3, 5 Spell Potency/Recovery +5% Raises spell potency/recovery by 5%
3, 5 Martial Potency/Recovery +5% Raises martial potency/recovery by 5%
4 Woosh Res +25 Raises Woosh resistance by 25
5 Temporal Illusion*
Battle start:
Greatly raises evasion rate for 3 turns
1, 2, 3, 4, 5 Stats Up Raises HP, MP, ATK, DEF, WIS and AGL by 5%