It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Some Ninjas Instant Death my guys.... a couple of times already...

Is there a way to restore them from Death without constantly going back and forth to town whenever this happens?
Cleric doesnt have a single spell that restores death until he hits Rezefeid, even by that standard its just RNG if its does work... lmao.

Is there a way to evade instant death and restore death condition while in a dungeon?
This question / problem has been solved by dtgreeneimage
Best way is to Save/Load. It is good to save after every successful battle and reload if things didn't go your way.
Yes, this game really is that brutal, and it's only going to get worse. Be glad these enemies get only one attack per round, and that the attacks only have a 5% chance of instant kill. Trust me, it gets worse.

Anyway, to cure death, you can use the following:
Rizefus, 6th level cleric spell: Restores 50% if successful, usable both in and out of combat.
Rezefeid, 7th level cleric spell: Restores 100& if successful, usable only out of combat for some reason. Does not cure Ashes in Elminage Gothic (I believe it can in other Elminage games).
Miracle: 7th level mage spell: Usable only during combat, and drains one level from the caster, but one of the possible choices is to revive and fully heal the party; this *can* cure Ashes. If the option does not appear, you can just cancel out of the selection and try again a different combat round. (Note that this is unlike Wizardry's MAHAMAN spell, where you can't back out of the spell once the choices are made available.)

I could point out that clerics and mages get all their spell levels rather early (level 13 for 7th level spells); you could easily expect to reach level 30+ by late game, and the final bonus dungeon can easily take you up to level 400 or so (and is still going to be brutal).

One more thing: There is actually a penalty for reloading a mid-dungeon save; time will pass, and if too much time passes, your characters will get older. Keep in mind that reviving will age the character (regardless of method, as far as I can tell); 1 year for death, 2 years for ashes.

To guard against instant death, your two options are:
1. Beheading resistance will guard against all forms of instant death, but getting it to 100% is quite difficult.
2. If you have 100% or more Dark resistance, instant death spells will not affect you at all.

By the way, instant death spells are useful for the player, especially if you check enemy resistances in the bestiary.
When Im facing them, started to cast a bunch of buff and status effect spells.

With the Cleric, 2nd LvL Hallobukan (Lowers Party's AC by 3) and spam Alchemist's spells Rood [Paralyze], Rarood (Paralyze a row), Karacha and Makaracha [Single Confuse and Confuse Row], whatever Alchemist spell sticks first.

Im gonna check with my Alchemist to see if I have some ores, save some ores, to increase the Beheading defense and Dark defense.

If anyone is annoyed by the Lizard Man attacking your back row, they seem succeptable to Paralyze spells from the Alchemist, Rood and Rarood.
Post edited May 20, 2017 by LastStep
avatar
LastStep: When Im facing them, started to cast a bunch of buff and status effect spells.

With the Cleric, 2nd LvL Hallobukan (Lowers Party's AC by 3) and spam Alchemist's spells Rood [Paralyze], Rarood (Paralyze a row), Karacha and Makaracha [Single Confuse and Confuse Row], whatever Alchemist spell sticks first.

Im gonna check with my Alchemist to see if I have some ores, save some ores, to increase the Beheading defense and Dark defense.

If anyone is annoyed by the Lizard Man attacking your back row, they seem succeptable to Paralyze spells from the Alchemist, Rood and Rarood.
That's the actual solution to the early game instant death issues: buff AC. Those early beheading enemies tend to have rather poor Attack and when they miss, they can't proc behead.

Buffing Behead resistance to any reasonable level is very difficult (at least before certain end game/post game shields) and not worth the effort, IMO. Better use those ores to improve the AC.
And yeah, you'll eventually need Dark resistance as well.

One other solution is to Summoner poke-ball a monster resistant/immune to Beheading and transform it into a monster adventurer (maybe Golem from the Dezaporilla Tunnels for Fighter... or, quite a bit later, Tempest from Hastrana for a Brawler).