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Zeid

Zeid's Life Story

Basic Info

Rarity: Legendary
Race: Galka
Gender: Male
Type: Dark
Personality: Evil
Bondmate Trait: STR
Starting Class: Dark Knight of Bastok

Base Traits

Strength IQ Piety Vitality Dexterity Speed Luck
19 10 9 20 15 6 9

Official IV Table: Zeid

Portraits

Skills

Inheritable Skill

A moderate dark-type physical attack on 1 enemy that inflicts Stun. Chance of inflicting Stun is based on Attack Power. It deals damage that bypasses Utsusemi. Efficacy/Stun chance increase with skill level. Efficacy/Stun chance is decreased if learned by someone other than Zeid.

Unique Skill (Not Inheritable)

Expends the user's HP to increase damage dealt for 4 turns. The HP expended is based on the user's maximum HP. User's HP expended to increase damage dealt for 4 turns. HP expended depends on the user's max HP.

Discipline Skill

Passively increases all stats, with HP/Attack Power increased even further. HP/Attack Power increase even further with skill level.

Class-learned Skills List
Level Name Type Restriction
1 Blood Weapon Active Dark Knight of Bastok-specific
4 Heavy Attack Active
8 Attack Bonus Passive Dark Knight of Bastok-specific
10 Last Resort Active Dark Knight of Bastok-specific
15 Smite Passive Abhorrent One of Tavnazia/Dark Knight of Bastok-specific
18 Counterattack Passive Close/mid-range weapon-specific
23 Follow-Up Attack Passive
27 Abyssal Drain Damage Dark Knight of Bastok-specific
31 Wild Strike Active Close/mid-range weapon-specific
36 Will to Fight Passive
40 Absorb-TP Damage Dark Knight of Bastok-specific
43 Critical Attack Bonus Passive
48 Arcana Killer Passive
51 Immortal Strike Active
54 Full Power Strike Active Fighter/Dark Knight of Bastok/Priestess of the Far East-specific
60 Ground Strike Active
62 Drastic Strike Active Fighter/Dark Knight of Bastok-specific
65 Poised All-Out Strike Active Fighter/Mage of the Black Rod/Dark Knight of Bastok/Priestess of the Far East-specific

Adventurer Reviews

TheAxolotl's Analysis

Like Iroha, Zeid is pretty much a Fighter. More specifically, he's really a single target Gillion. His mechanic is all about HP manipulation - he loses HP to buff himself, and he can buff himself to gain HP back while attacking. He does dark damage with his own personal ESS-style attack. He also has a unique spell that lets him restore his own SP, which is pretty great!

One big unknown, though, is just how valuable his buffs (both the offense boost at the cost of HP and the HP restore while dealing damage) would be in a fight. Self buffs usually have questionable turn economy, so Zeid runs the risk of having a very small amount of his kit be used in a given fight.

As far as adventurers that lean into the Wizardry Variants Daphne approach to fights, Zeid is probably the most cohesive out of the bunch, but it's also the least flashy. One strange thing about Zeid's kit is that he has access to ESS in addition to his own personal version of it, which seems a bit silly. The HP manipulation can lead to some fun risk/reward trade-offs, and the SP restoration has solid potential for a Fighter.

Adventurer Pull Plans

TheAxolotl's Pull Plan

I'll likely be pulling on the collab - not sure how much yet, and not sure how much I'll use any of the adventurers. I admittedly probably won't use Zeid much, but I do like the SP restore spell!

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