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Subject Item
n2:
rdfs:label
Chronodia
rdfs:comment
Chronodia appears to be a monstrous woman with various appendages protecting a sphere, which is surrounded by the Four Fiends, which served as bosses earlier in the game. The weakest version (#196 in the bestiary) has no fiends "attached", while the strongest version (#203 in the bestiary) has all the fiends, and what looks like a head of Chaos coming out of Chronodia's hair, along with various extra weapons surrounding her. The more attachments, the stronger Chronodia becomes, as if she absorbs their energy. Every version of Chronodia has the following two abilities: And her skill cycle is:
dcterms:subject
n10: n28: n35: n43:
n20:
200 196
n25:
n26:
n47:
n48: n57:
n17:
Blizzaga, Comet, Firaga, Flare, Haste, Ice Storm, Ink, Kill, Poison Gas, Seal, Slow, Thundaga, Thunderbolt, Warp, Stop
n3:wikiPageUsesTemplate
n4: n7: n11: n13: n40: n44:
n14:wikiPageUsesTemplate
n15: n19: n22: n27: n33: n56:
n58:
Superboss
n39:
Kuronodia
n24:
Misses
n32:
1
n5:
n6: n21: n30: n31: n34: n45: n46: n50: n51: n62: n64:
n29:
120
n36:
70
n55:
Resist
n60:
Resist
n53:
Resist
n63:
1
n16:
クロノディア
n41:
Revenant
n65:
Goblin
n12:
Chronodia
n42:
195
n49:
200
n18:
150
n61:
1
n59:
Various
n54:
100
n23:
200
n38:
120
n52:
30000
n37:abstract
Chronodia appears to be a monstrous woman with various appendages protecting a sphere, which is surrounded by the Four Fiends, which served as bosses earlier in the game. The weakest version (#196 in the bestiary) has no fiends "attached", while the strongest version (#203 in the bestiary) has all the fiends, and what looks like a head of Chaos coming out of Chronodia's hair, along with various extra weapons surrounding her. The more attachments, the stronger Chronodia becomes, as if she absorbs their energy. Chronodia gains more attachments the more Blue Seals the player has instead of Red Seals. Every version of Chronodia has the following two abilities: * Regular Attack — Powerful physical damage to one target. The party should apply several Invisira spells to avoid it (especially if Chronodia is under the effects of Haste), and possibly Protect/Protera as a backup. * Seal — Locks a command. Only one command can be locked at a time. Chronodia will always use this ability every fifth turn. Wears off in 4 turns. If "Fight" is disabled, the player should use spell casting items to continue to attack. If "Item" is disabled, the player should keep their White Magic user alive at all costs. For spells and enemy abilities, each version uses a different subset of the following attacks: * Slow — Casts Slow status on the party. * Stop — Casts Stop status on the party. * Ink — Casts Darkness on the party. * Kill — Casts Death on a single party member. Without resistance to Death, will kill anyone below 300HP. * Warp — Casts Death on the whole party. Time-elemental. * Haste — Increases Chronodia's number of attacks. Her physical attack will kill practically anyone even at full health. * Firaga — Fire damage to the party. * Thundaga — Lightning damage to the party. * Blizzaga — Ice damage to the party. * Thunderbolt — Lightning damage to the party. * Ice Storm — Ice damage to the party. * Poison Gas — Poison damage to the party. * Comet — Non-elemental damage to the party. * Flare — Non-elemental damage to the party. For #203, her spell cycle is as follows: * Blizzaga → Flare → Firaga → Thundaga → Stop → Haste → Warp → Slow And her skill cycle is: * Ink → Thunderbolt → Poison Gas → Icestorm As mentioned before, Chronodia always uses Seal every fifth turn. This action is independent of her ability cycles and does not advance her current placement in either the spell or skill list. As a result, she breaks the normal maximum of 4 entries in her skill list. When all commands are available to the player, the seal has worn off, which provides an indication that Chronodia will use Seal in the next turn. Since Seal does no damage, no healing spells are needed, meaning the player gets a "free" round for attacking with everyone.