Mordoba is a talented witch who can animate puppets and dolls to do her bidding. She uses Strings and Lipsticks as weapon types. A slave in the Overlord's Castle, which appears to exist in a dark pocket dimension. She seems to be a cutesy ditz, but she is really cunning and manipulative. Her scenario details her plan to escape from the castle...
* Mordoba can use the MANIPULATE command, similar to Relm's Control; her ability command is BEGUILE. She has no innate element.
* Mordoba spends AP to level-up her dolls: Mr. Bear, whose stats are balanced/defensive; Onion Knight, whose stats are offensive; and Ashes, whose stats are magical. In addition, dolls can wear special equipment to change their abilities, but this can only be done in the Velvet Room or in Mordoba's workshop at the castle.
Menmenth is a free-wheeling break-dancing ambulatory mushroom. He does not equip weapons, but he equips shields. He communicates solely through interpretive dance, and so his interactions with the rest of the party are perpetually shaded by their personal opinions and agendas being projected onto him. Because of his gentle nature, and his ability to (at least attempt to) communicate through dance, he is friends with a vast array of different creatures.
* Menny begins each fight with 0 MP; Each use of the Fight command will restore 1 MP. Also, certain actions in combat will result in an additional 1 MP, such as Menmenth filling his ATB bar without taking any damage. The Shields that he equips come with additional properties that modify the style of or boost your MP gain. He can spend MP on BREAKDANCE moves, or use the GEOMANCE command for 1 MP, which performs a normal physical attack. Usually it has an elemental damage type to match the terrain, and/or inflicts a status effect; there is a small chance for Geomance to hit twice based on the total amount of AP Menmenth has spent.
* Menny resists Earth and is weak to Wind.
* Menny spends AP to improve his friends. These act as passive triggers, with a chance of suddenly popping up to apply certain effects when Menmenth: Fights, Defends, Breakdances, Flees, takes any action while at Critical HP, or takes any action while Suffering a Bad Status. (For example, at Fight Trigger Lv.1, there is a 10% chance that a Pumpkinhead will add some extra damage to Menmenth's attacks when he uses Fight, as long as he has at least 2 MP.) These become more likely, more effective and more MP-costly as they improve.
Anjin is a Taoist and self-proclaimed Feng Shui master. His weapon type is Books. He is obsessed with the 'energy flow' of every room, and even in natural arrangements or ceremonial sites like Stonehenge. His personal quest is to find or design the perfect interior which will elevate him to Nirvana.
* Anjin is a sort of Blue Mage. He can check out enemy statistics and read an informative snippet about them. If he scans the aura of someone who is affected by any status effect, good or bad, he will permanently learn that status effect (or a spell based on it) for his YIN YANG command.
* Anjin is weak to Lightning and resists Water.
* Anjin spends AP on his special command FENG SHUI. Feng Shui allows Anjin to arrange the party members in a formation that enhances their individual commands. For example, the "Wellspring" Feng Shui will allow everyone to Regenerate while they are using Defend.
Valentia is a Dark Knight who uses Light element attacks. She uses a Valkyrie Spear that she cannot unequip. She is also a notoriously cold bitch. She is a statistical powerhouse, though mechanically "boring" compared to other characters.
* Valentia uses DARK SPEAR skills to unleash her attacks. Additionally, she takes less damage than usual when DEFENDing. Valentia does not currently have a unique menu command.
* Valentia resists Ice and is weak to Fire.
* Valentia cannot remove any of her equipment, except for the Accessory slot. She must spend AP to improve her equipment. However, it becomes very powerful, gaining elemental resistances, etc. Each armor piece fills a separate advancement role - her Helmet is what opens new DARK SPEAR skills.
Kerry is a martial-arts student, who fancies herself a "Cosmic Fist." She uses Glove and Shoe type weapons. She can learn Punches, Kicks, and Throws as a student of the Star path; offensive magic from the Sun path; and supportive magic from the Moon path.
* Kerry resists Fire and is weak to Ice.
* Kerry spends AP on buying new Combination Skills. Combo Skills are gained by junctioning a Sun or Moon spell with a Star technique. She can, for example, remove "Fire" and "Punch" and equip Fire Fist instead. She can equip any Sun or Moon spell to multiple techniques. Also, Kerry writes morally questionable haiku.
Yeranzu is a gun-and-fun-loving misogynist. He talks with a thick Scottish brogue, and finds it difficult to be serious most of the time.
* Yeranzu resists Lightning and is weak to Water.
* Yeranzu has the best supportive abilities through his alchemical mixtures, as well as producing various tools and inventions.
* Mordoba can use the MANIPULATE command, similar to Relm's Control; her ability command is BEGUILE. She has no innate element.
* Mordoba spends AP to level-up her dolls: Mr. Bear, whose stats are balanced/defensive; Onion Knight, whose stats are offensive; and Ashes, whose stats are magical. In addition, dolls can wear special equipment to change their abilities, but this can only be done in the Velvet Room or in Mordoba's workshop at the castle.
Menmenth is a free-wheeling break-dancing ambulatory mushroom. He does not equip weapons, but he equips shields. He communicates solely through interpretive dance, and so his interactions with the rest of the party are perpetually shaded by their personal opinions and agendas being projected onto him. Because of his gentle nature, and his ability to (at least attempt to) communicate through dance, he is friends with a vast array of different creatures.
* Menny begins each fight with 0 MP; Each use of the Fight command will restore 1 MP. Also, certain actions in combat will result in an additional 1 MP, such as Menmenth filling his ATB bar without taking any damage. The Shields that he equips come with additional properties that modify the style of or boost your MP gain. He can spend MP on BREAKDANCE moves, or use the GEOMANCE command for 1 MP, which performs a normal physical attack. Usually it has an elemental damage type to match the terrain, and/or inflicts a status effect; there is a small chance for Geomance to hit twice based on the total amount of AP Menmenth has spent.
* Menny resists Earth and is weak to Wind.
* Menny spends AP to improve his friends. These act as passive triggers, with a chance of suddenly popping up to apply certain effects when Menmenth: Fights, Defends, Breakdances, Flees, takes any action while at Critical HP, or takes any action while Suffering a Bad Status. (For example, at Fight Trigger Lv.1, there is a 10% chance that a Pumpkinhead will add some extra damage to Menmenth's attacks when he uses Fight, as long as he has at least 2 MP.) These become more likely, more effective and more MP-costly as they improve.
Anjin is a Taoist and self-proclaimed Feng Shui master. His weapon type is Books. He is obsessed with the 'energy flow' of every room, and even in natural arrangements or ceremonial sites like Stonehenge. His personal quest is to find or design the perfect interior which will elevate him to Nirvana.
* Anjin is a sort of Blue Mage. He can check out enemy statistics and read an informative snippet about them. If he scans the aura of someone who is affected by any status effect, good or bad, he will permanently learn that status effect (or a spell based on it) for his YIN YANG command.
* Anjin is weak to Lightning and resists Water.
* Anjin spends AP on his special command FENG SHUI. Feng Shui allows Anjin to arrange the party members in a formation that enhances their individual commands. For example, the "Wellspring" Feng Shui will allow everyone to Regenerate while they are using Defend.
Valentia is a Dark Knight who uses Light element attacks. She uses a Valkyrie Spear that she cannot unequip. She is also a notoriously cold bitch. She is a statistical powerhouse, though mechanically "boring" compared to other characters.
* Valentia uses DARK SPEAR skills to unleash her attacks. Additionally, she takes less damage than usual when DEFENDing. Valentia does not currently have a unique menu command.
* Valentia resists Ice and is weak to Fire.
* Valentia cannot remove any of her equipment, except for the Accessory slot. She must spend AP to improve her equipment. However, it becomes very powerful, gaining elemental resistances, etc. Each armor piece fills a separate advancement role - her Helmet is what opens new DARK SPEAR skills.
Kerry is a martial-arts student, who fancies herself a "Cosmic Fist." She uses Glove and Shoe type weapons. She can learn Punches, Kicks, and Throws as a student of the Star path; offensive magic from the Sun path; and supportive magic from the Moon path.
* Kerry resists Fire and is weak to Ice.
* Kerry spends AP on buying new Combination Skills. Combo Skills are gained by junctioning a Sun or Moon spell with a Star technique. She can, for example, remove "Fire" and "Punch" and equip Fire Fist instead. She can equip any Sun or Moon spell to multiple techniques. Also, Kerry writes morally questionable haiku.
Yeranzu is a gun-and-fun-loving misogynist. He talks with a thick Scottish brogue, and finds it difficult to be serious most of the time.
* Yeranzu resists Lightning and is weak to Water.
* Yeranzu has the best supportive abilities through his alchemical mixtures, as well as producing various tools and inventions.