Sho
A shy, introverted girl first introduced as one of Robin's roommates, who seem to represent various classical schoolgirl archetypes, during the group's first visit to Stineford.
Story[edit | edit source]
Robin meets her again, when she goes to the Thaumaturgical Academy to coordinate the Doom King's efforts to protect the region with Orcent. Since their first conversation, it's evident that she has grown up and only the lack of attractive options keeps her in the Academy. When it is time for Robin to go, she shows her courage by taking the valiant decision to go with Robin and Dargai to help in the war effort. It's remains to be seen what will happen to her, but it has been already confirmed that she won't be a full time party member.
After the Third Arclent War, she moves to the Chalice States and then to Tak'Kan where she can be found maintaining the Orc Evolution Pools.
During the Erosian crisis prelude, she can be recruited to your Headquarters staff as a mage assistant with a sufficiently favorable vote by the Tak'Kan leadership. She will move to Orgasmic Palace 2F after the Second Gathering if you recruited her.
Skills[edit | edit source]
Special name | Cost | Description | Level Way to acquire |
Formula | Miscellaneous |
---|---|---|---|---|---|
Fire | 10 MP | A burst of magical fire. (Causes fire damage to an opponent.) |
Starting skill | 100 + a.mat * 8 - b.mdf * 5 | Damage Type: HP Damage Element: Fire Hit Type: Certain Hit Variance: 20% Critical: No |
Heal | 5 MP | A cool wave of healing. (Heals HP, usable outside of battle.) |
Starting skill | defined?(a.level) ? lv = [0, a.level - 50].max : lv = 0; 100 + a.mat * 5 + lv * 35 | Damage Type: HP Recover Element: N/A Hit Type: Certain Hit Variance: 10% Critical: No |
Ice | 10 MP | A burst of magical ice. (Causes ice damage to an opponent.) |
Starting skill | 100 + a.mat * 8 - b.mdf * 5 | Damage Type: HP Damage Element: Ice Hit Type: Certain Hit Variance: 20% Critical: No |
Cure | 5 MP | Heals status effects. (Cures a variety of status effects, usable outside of battle.) |
Starting skill | a.mat * 2 | Damage Type: HP Recover Element: N/A Hit Type: Certain Hit Variance: 20% Critical: No Remove State: Poison, Blind, Silence, Confusion, Sleep, Paralysis, Stun, Sexbind, Nothingness 100% |
Lightning | 10 MP | A burst of magical lightning. (Causes lightning damage to an opponent.) |
Starting skill | 100 + a.mat * 8 - b.mdf * 5 | Damage Type: HP Damage Element: Lightning Hit Type: Certain Hit Variance: 20% Critical: No |
Starting equipment[edit | edit source]
Weapon: Rod.
Off-hand: Magic Textbook.
Headgear: None.
Bodygear: Cotton Robes.
Accessory: None.
Tactics[edit | edit source]
Sho is pretty weak, especially against the enemies you fight (to be fair is out of her class, seeing that she is around level 10, when the party is between 30 and 40). She only has basic mage spells and her health pool is not great, making her not useless in combat, but she's going to be knocked unconscious a lot. Thankfully, Simon's Support Slaves/Servants/Allies can bring her back so she can do a little bit of healing or damage before getting knocked out again. The only reason to keep her awake in combat is for her to soak up hits that might be targeted at Robin instead.
Don't forget that you can equip her with some gear that can enhance her usefulness. This gear can be taken back from her before the final assault on the Incubus King's castle, or after talking to her in Tak'Kan in Chapter 4.