Moapa

Moapa (モアパ Moapa) an NPC encountered in. He is the leader and chief of the town of Shaman Village, a powerful warrior, and a descendant of Hoabna (ナバホ the Navajo people).

Story
Felix's party arrives at Shaman Village, in search of a Psynergy that would allow them to enter Jupiter Lighthouse. However, they find that the entire village has locked themselves in due to a fear of outsiders. The only house that is open in any way is Moapa's. He introduces himself as the chief of Shaman Village. When Felix's party presents the Shaman's Rod, he recounts the legend that he is to give the Hover Jade to whoever gives him the Shaman's Rod. However, when Felix's party attempts to do so, he hesitates, reluctant because Felix's party is a group of foreigners who are not from the allied town of Contigo.

At the suggestion of his knights, he takes the party to a large Wind Stone, ordering the Adepts to make the nearby wall of sand disappear as a test. Sheba, as a Jupiter Adept, is easily able to do so by casting Whirlwind on the Wind Stone, leading Moapa to believe that Sheba is of Contigan descent. Despite this, Moapa still refuses to hand over the Hover Jade, as there is another test. However, he is reluctant to let them take it as the test's winners have been male, while Sheba is a girl. However, Felix's party convinces Moapa to allow them to take the test.

Moapa then leads the Adepts to Trial Road. He explains that the test is a recreation of a legendary battle between the heroes of Contigo and Shaman Village, wherein the two raced to the top of a mountain, then engaged in a fierce battle. He lets the Adepts know of the requirement of leaving their weapons and/or armor in chests at key points, making the intial portion a race, as the winner can continue with more armor.

With the explanation complete, Moapa and his two knights race Felix's party to the top of Trial Road, then engages the Adepts in battle. Felix manages to successfully defeat Moapa's party, granting him the Hover Jade in exchange for the Shaman's Rod. Upon returning to town, Moapa allows the townspeople to come out of hiding, but expresses regret that he never learned the group's names. Hearing of this, Felix's party goes to Moapa's home and gives their names, which Moapa states will be remembered by the villagers.

As a boss
Moapa is battled at the highest point of Trial Road and is accompanied by two Knights. In a mechanic unique to this encounter, he and his Knights' threat levels vary depending on the player's performance during the Colosso-like minigame at Trial Road - his Defense rating and the likelihood he will use Bosca Hit on a given turn both lower if Felix clears three of the four rooms before Moapa himself can, and they lower again if Felix clears all four rooms first; thematically, this is because Moapa's side is forced to drop more of their gear into chests in order to follow up behind Felix. The Knights, meanwhile, only have increased Defense and use their Strong Hit ability more often if Felix fails to beat Moapa to the end of any of the four rooms.

Moapa is especially likely to be affected by Delusion-inflicting effects. Its statistics are as follows:

Moapa uses the following battle commands with if the player has performed well enough to fight his weakest version. Otherwise, he exhibits :

As a not-unintelligent enemy who carries stocked items, four 12.5% "ability slots" comprising Moapa's chances to perform specific actions will instead cause Moapa to use one of his stocked items if he has any items remaining in stock and is able to use them applicably; if either he no longer has items in stock or the battlefield conditions do not allow his currently "individually available" item type to be used to a difference-making effect, he will use the called ability as normal.

In his weakest form, the slots that would instead first call usages of stocked items comprise two slots worth of his 37.5% chance to use Bosca Hit and two slots worth of his 62.5% chance to use a normal attack; each of Moapa's two improved versions replaces one of his Attack slots with a Bosca Hit slot, and both of these particular slots count as the other two slots that Moapa will default to using an item in place of. In any case, his full inventory of items is structured in the following order, with each item's entire stock having to be used up before the next type of item can be available for use:
 * [[File:Crystal Powder.gif]] 3 Crystal Powders: The party is hit by a Mercury-aligned attack with 90 base damage that is spread out over 5 enemies with . As a consumable item, this would assume Moapa uses this with a Mercury Elemental Power rating of 100 instead of its normal rating, but since his normal Mercury elemental power rating is 100 to begin with, this is a moot detail.
 * [[File:Nut.gif]] 2 Nuts: Used only while a combatant on the user's side is not at maximum HP. An item that restores roughly 200 HP to either the user or an ally.
 * [[File:Water of Life.gif]] 1 Water of Life: Theoretically would bring back one of the user's allies with full health. On account of a programming oversight, Moapa never uses this even if one or both of the Knights have been felled because the Water of Life's reviving effect can only target combatants that do not visually disintegrate when defeated.
 * [[File:Antidote.gif]] 1 Antidote: Theoretically would remove Poison or Venom from either the user or an ally. Moapa will never have an opportunity to use this item because the Water of Life would technically have to have been used up first.

Each Knight (せんし Warrior), meanwhile, is especially likely to be affected by Stun- and Sleep-inducing effects and carries the following statistics:

Each Knight uses the following battle commands with if the player has performed well enough to fight his weaker version. Otherwise, the Knights exhibit :

As a not-unintelligent enemy who carries stocked items, four 12.5% "ability slots" comprising the Knight's chances to perform specific actions will instead cause the Knight to use one of his stocked items if he has any items remaining in stock and is able to use them applicably; if either he no longer has items in stock or the battlefield conditions do not allow his currently "individually available" item type to be used to a difference-making effect, he will use the called ability as normal.

In his weaker form, the slots that would instead first call usages of stocked items comprise one slot worth of his 25% chance to use Strong Hit and three slots worth of his 75% chance to use a normal attack; the Knight's improved version replaces two of his Attack slots with Strong Hit slots, both of which count as slots that the Knight will default to using an item in place of. In any case, his full inventory of items is structured in the following order, with each item's entire stock having to be used up before the next type of item can be available for use:
 * [[File:Bramble Seed.gif]] 2 Bramble Seeds: The party is hit by a Venus-aligned attack with 140 base damage that is spread out over 5 enemies with . As a consumable item, this would assumes the Knight uses this with a Venus Elemental Power rating of 100 instead of his normal rating, but because his normal Venus elemental power rating is 100 to begin with, this is a moot detail.
 * [[File:Nut.gif]] 1 Nut: Used only while a combatant on the user's side is not at maximum HP. An item that restores roughly 200 HP to either the user or an ally.
 * [[File:Elixir.gif]] 1 Elixir: An item that cures the user or an ally of Sleep, Stun, Delusion, Psynergy Seal, or Death Curse. Used only while any of those conditions are present on the user or an ally.

Extended Gallery