Checking this before I turn in for the night- I was away from my computer for a while.
Removing that previous menu entirely would probably require some more in-depth script edits. It could probably be done, but I'd have to really be careful tracing the menu back to its roots- I don't want to break anything while getting rid of that menu.
On the other hand, the typo's an easy fix. I'll look into those odd visual bugs with the Dragr later, sometimes Immortal states are pretty weird visually.
Played a little with the file you gave me and things seem to be going fine underwater. (Also, this Attack Focus + Cursed Coronet set is pretty crazy. Probably hard to use in a protracted fight, but definitely solid for regular enemies.)
As for the Berserahna group standing on you without initiating a battle, that's an issue that rarely pops up with map encounters set to Above Player/Through. I need to set them to that so they properly "swim" above the reefs and kelp. A fix for the issue would probably be even more in-depth than the Fight/Escape Menu, and the enemy ends up fighting the player anyway, so it might be a while before this one in particular gets fixed.
Oops. Well, at least it usually only takes one round of not mixing anything to realize "Oh, I probably should mix something". Still, I could definitely include a reminder in the Challenge Tower's pre-battle dialog. Maybe I could check to see if Brill has potions prepared.
