A magic-type skill that inflicts damage and prevents the target from using Martials that turn.
Thunderbolt I:
- Cost: 8 MP
- Power multiplier: 4
- MDEF mitigation: 1
- Other: Inflicts Numb on the target for 1 turn
Thunderbolt II:
- Cost: 17 MP
- Power multiplier: 5
- MDEF mitigation: 1
- Other: Inflicts Numb on the target for 1 turn
Thunderbolt III:
- Cost: 36 MP
- Power multiplier: 6
- MDEF mitigation: 1
- Other: Inflicts Numb on the target for 2 turns
Thunderbolt I:
- Can be learnt from the Trademond Spellshop Owner for 1200 G, or 600 G with all possible discounts. Requires MP ≥ 16. Training ends the day and takes up the next day.
- Can be learnt from Rescued Adventurer B in Trademond for free following the Festival of Greed quest. Requires MP ≥ 16. Training ends the day and takes up the next day. Precludes learning any other skill from Rescued Adventurer B.
Thunderbolt II:
- Can be learnt in Pasciel for 1000 G. Requires 70 MATK and MP ≥ 70. Training ends the day and takes up the next day.
Thunderbolt III:
- Can be learnt in Pasciel's Elite club if you know Overcharge II. The club is on the third floor and only opens after completing Reverse Summoning Ritual. Requires 100 MATK and MP ≥ 150. Training ends the day and takes up the next 3 days.
Like a Stasis Bomb, Thunderbolt will prevent the target from using any Martial skills that turn, assuming it precedes the enemy's Martial in the turn order. Thus, when timed correctly, it can avert damage and essentially cancel the enemy's turn, as well as doing damage and potentially triggering a Combat Advantage against specific enemy types (check the Compendium for known elemental weaknesses).
Thundebolt I has a score cost of 14.