SEER | |
---|---|
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::HP:: 45 | |
::MAXIMUM HP:: 45 | |
::ACTIONS:: Preparation | |
::WINDUP ACTIONS:: Continuous Adjustment; Greater Wound |
SEER is an enemy found within ::/FRAME/. They are a daemon which seems to resemble an eye with rotating circles surrounding it. They are supposedly in charge of continuous effect management.
Actions
SEER will use Preparation if it does not have windup. From here, it will either use Continuous Adjustment until losing windup, or, in the event that it is the last enemy standing, it will choose between using Continuous Adjustment or Greater Wound.
STAT::+WINDUP
STAT::+WINDUP, ALLIES::+1BP +REPAIRS +1T:EMPOWERED, FOES::100% -1HP +2T:VULNERABLE +CRITICAL FLAW
STAT::100% -3HP +3T:OPEN WOUND, 20%C X2 +1T:STUN
Strategy
SEERs are much like ARCHNs, but significantly less threatening. While their ability to repair and give BP to allies while inflicting critical flaw on your team is troublesome, it is rarely a great threat by itself. Regardless, having consistent sources of stun like Daze, Bone Break or Wound to shut down windup is very important. Should another enemy have windup, like a Dullfriend or an ARCHN, it's best to let the SEER maintain windup in favor of shutting down those enemies first. As stated previously, SEERs will gain access to Greater Wound if they're the last foe standing, so it's best to avoid this scenario by prioritizing killing SEERs first before moving on to other enemies.
Trivia
- SEER is internally referred to as 'Queen', as the lesser daemons are internally named after chess pieces.
- The rotating details on SEER go significantly faster when it has windup.
- The circle sprite at the center of SEER is titled 'ring0.gif' and is also used in the same way that ARCHN's sprite uses it.
- This, along with their moveset similarities and their "royal" chess piece names, is likely because they are both the most powerful lesser daemons.
- Despite the action's description, Continuous Adjustment does not give the user's allies empowered.
- Continuous Adjustment's BP application can miss allies should they have evasion, or if the SEER has weakened+ or higher.
Mindspike Log
Firmament Last Stand
SEER | |
---|---|
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::HP:: 200 | |
::MAXIMUM HP:: 200 | |
::ACTIONS:: Preparation | |
::WINDUP ACTIONS:: Continuous Adjustment; Greater Wound | |
::INITIAL STATUS EFFECTS:: Ethereal |
SEER has special stats modified for the Firmament's last stand section.
Actions
During the last stand, SEER's possible actions are the exact same as outside of it.
Its behavior is unaltered from how it acts in ::/FRAME/, only having boosted HP.
STAT::+WINDUP
STAT::+WINDUP, ALLIES::+1BP +REPAIRS +1T:EMPOWERED, FOES::100% -1HP +2T:VULNERABLE +CRITICAL FLAW
STAT::100% -3HP +3T:OPEN WOUND, 20%C X2 +1T:STUN