UNIT CREATION WIP
When creating a unit you must first choose a name to designate it, whether it be generic like 'Cavalier 12', or more personalized, a unit may have as little or as much background and personality as you desire. Though the latter will help you becoming more attached to your unit's and their campaigns across Jugdral as they grow! Next you'll allocated the unit's base stats and growth rates as detailed below. Finally you will select a class for the unit, paying the price as listed and selecting a castle under you control for which the unit will appear.
All TIER 1 class units are created at level 1, while TIER 2 units begin the game at level 10 but receive six levels worth of stat growth. TIER 3 units begin the game as level 20, and receive 12 levels worth of stat growth. Thus, a TIER 1 unit who reaches the same levels of a TIER 2 or TIER 3 will generally outgrow them statistically. When hiring a TIER 2 or TIER 3 unit you may select class skills from their class prior to promotion.
TO-DO FOR PLAYTEST:
Rebalance and change many really bad awful equipment from Fe4.
Finish adding Class Skills.
Add more magic to make it interesting.
TO-DO FOR FULL SCALE JUGDRAL GAME:
Add grand strategy mechanics for gold generation and building.
Figure out how equipment purchasing mechanics will work.
Add in bond/children mechanics?
Every character has eight stats that govern their effectiveness in a number of areas. When creating a unit you must allocate 40 points into their base stats. HP begins at 25, and you may not increase a base stat beyond 15 on creation. The stats are as follows;
HP (Hit Points) - How much damage your unit can receive before falling in battle.
STR (Strength) - Increases damage dealt with physical attacks.
SKL (Skill) - How accurate your unit strikes in combat, as well as affecting their chance to critically strike.
SPD (Speed) - How swift your unit is in combat, as well as their chance to dodge enemy attacks.
DEF (Defense) - How much your unit resists physical damage.
MAG (Magic) - How much damage your unit deals with magic attacks.
RES (Resistance) - How much your unit resists magical damage.
LUK (Luck) - Affects many things in a minor way, mainly resists critical hits and governs skill activation.
Stat growth rates govern how likely it is for your unit's respective stat to increase by one during a level up. HP begins at 40%, all other growth rates begin at 5%, you may allocate 125% however you like into a characters growth rates. An example of a character's base stats and growth rates allocated is below;
Urda
HP - 25 (60%)
STR - 9 (30%)
SKL - 6 (30%)
SPD - 5 (25%)
DEF - 11 (35%)
MAG - 0 (05%)
RES - 6 (15%)
LUK - 4 (05%)
All units are considered to be one of many classes that denote their role on the battlefield, what weaponry they are likely to use, grant them additional skills and stat growth rates. When creating a unit you must spend the gold cost for whichever class template you chose. On creation, a unit receives the noted level of proficiency in heir weapon types, as well as the listed bonus growths and class skills.
Classes are broken up into three tiers. Upon reaching level 10, a Tier 1 class may promote into any other Tier 2 class, the unit will retain the Class Skills from their prior class, as well as any proficiencies that do not line up with the next class. For example if a Sword Soldier promotes into a Fire Mage, they would retain their C-rank Sword proficiency and gain B-rank fire magic. However, on promotion, a unit removes the Bonus Growths from their prior class and REPLACES them with the next. A Tier 2 class may promote into a Tier 3 upon reaching level 20.
Classes are broken up into three tiers. Upon reaching level 10, a Tier 1 class may promote into any other Tier 2 class, the unit will retain the Class Skills from their prior class, as well as any proficiencies that do not line up with the next class. For example if a Sword Soldier promotes into a Fire Mage, they would retain their C-rank Sword proficiency and gain B-rank fire magic. However, on promotion, a unit removes the Bonus Growths from their prior class and REPLACES them with the next. A Tier 2 class may promote into a Tier 3 upon reaching level 20.
TIER 1
LANCE SOLDIER
Cost - 1,000G
Move - 6
Proficiency
Lance - C
Bonus Stats
HP+3 | DEF+1 |
Bonus Growths
HP - 10% | STR - 05% | SKL - 05% | SPD - 00%
DEF - 10% | MAG - 00% | RES - 00% | LUK - 00%
Class Skills
SHIELD WALL -- Gains +1 DEF for each adjacent ally.
AXE SOLDIER
Cost - 1,000G
Move - 6
Proficiency
Axe - C
Bonus Stats
HP+4 | STR+1
Bonus Growths
HP - 05% | STR - 10% | SKL - 00% | SPD - 05%
DEF - 05% | MAG - 00% | RES - 00% | LUK - 00%
Class Skills
PHALYNX -- Gains +1 STR for each adjacent ally.
SWORD SOLDIER
Cost - 1,000G
Move - 6
Proficiency
Sword - C
Bonus Stats
HP+3 | SKL+1
Bonus Growths
HP - 05% | STR - 05% | SKL - 05% | SPD - 05%
DEF - 05% | MAG - 00% | RES - 00% | LUK - 00%
Class Skills
TOGETHER! -- Gains +1 SKL for each adjacent ally.
BOW SOLDIER
Cost - 1,000G
Move - 6
Proficiency
Bows - C
Bonus Stats
STR+1 | SKL+1 | SPD+1
Bonus Growths
HP - 00% | STR - 05% | SKL - 10% | SPD - 05%
DEF - 05% | MAG - 00% | RES - 00% | LUK - 00%
Class Skills
VOLLEY TACTICS -- For every allied unit who attacked their target in the same phase, this unit receives +1 STR and SPD for the combat.
BRIGAND
Cost - 1,500G
Move - 7
Proficiency
Axe - C
Bonus Stats
HP+3 | STR+1 | SPD+2
Bonus Growths
HP - 10% | STR - 10% | SKL - 05% | SPD - 10%
DEF - 00% | MAG - 00% | RES - 00% | LUK - 00%
Class Skills
Pillager - Can raid villages for gold or items
BARBARIAN
Cost - 2,000G
Move - 7
Proficiency
Axe - C
Bonus Stats
HP+4 | STR+2 | SPD+1
Bonus Growths
HP - 15% | STR - 15% | SKL - 00% | SPD - 10%
DEF - 05% | MAG - 00% | RES - 00% | LUK - 00%
Class Skills
Forester - Can cross deep forest tiles, and no movement penalty when moving through forest tiles. +10 Hit rate +1 STR when attacking from or into forest tiles.
HUNTER
Cost - 2,000G
Move - 7
Proficiency
Bows - C
Bonus Stats
HP+2 | STR+1 | SPD+2
Bonus Growths
HP - 10% | STR - 10% | SKL - 05% | SPD - 10%
DEF - 00% | MAG - 00% | RES - 00% | LUK - 00%
Class Skills
Forester - Can cross deep forest tiles, and no movement penalty when moving through forest tiles. +10 Hit rate +1 STR when attacking from or into forest tiles.
THIEF
Cost - 3,000G
Move - 7
Proficiency
Sword - C
Bonus Stats
SKL+2 | SPD+4
Bonus Growths
HP - 05% | STR - 05% | SKL - 15% | SPD - 20%
DEF - 00% | MAG - 00% | RES - 00% | LUK - 00%
Class Skills
THIEVERY -- Retrieves 100g per damage dealt in combat.
PASS THROUGH -- Foes do not block this unit's movement.
JUNIOR LORD
Cost - 4,000G
Move - 6
Proficiency
Sword - C
Bonus Stats
HP+2 | DEF+1 | RES+1 | LUK+2
Bonus Growths
HP - 10% | STR - 05% | SKL - 05% | SPD - 05%
DEF - 05% | MAG - 00% | RES - 05% | LUK - 10%
Class Skills
SYMPATHETIC -- If foe initiates combat and this unit is below 50% HP, this unit receives 5 less damage.
DANCER/BARD
Cost - 4,500G
Move - 6
Proficiency
Sword - C | Wind - C
Bonus Stats
SKL+1 | SPD+1 | MAG+1 | LUK+2
Bonus Growths
HP - 05% | STR - 05% | SKL - 15% | SPD - 15%
DEF - 00% | MAG - 10% | RES - 05% | LUK - 15%
Class Skills
Inspire - May use action to give adjacent ally an additional turn.
PRIEST
Cost - 4,500G
Move - 6
Proficiency
Staff - B
Bonus Stats
MAG+2 | RES+2 | LUK+1
Bonus Growths
HP - 10% | STR - 00% | SKL - 00% | SPD - 10%
DEF - 05% | MAG - 10% | RES - 15% | LUK - 15%
Class Skills
Divine Presence -- Upon taking the wait command, all allied units within 5 squares recieve +10 Hit & Avoidance.
MAGE
Cost - 5,000G
Move - 6
Proficiency
Wind - C | Fire - C | Thunder - C
MAG+2 | RES+2
Bonus Growths
HP - 00% | STR - 00% | SKL - 10% | SPD - 10%
DEF - 00% | MAG - 15% | RES - 15% | LUK - 10%
Class Skills
SPELL HARMONY -- If unit initiates combat with a tome, grants MAG equal to the number of adjacent allies with tomes. But only on the first attack of the combat.
BALLISTA
Cost - 10,000G
Move - 3
Proficiency
Bows - C
Bonus Stats
N/A
Bonus Growths
HP - 10% | STR - 10% | SKL - 10% | SPD - 00%
DEF - 20% | MAG - 00% | RES - 00% | LUK - 00%
Class Skills
Ballistician -- Can only promote into Iron Ballista, when hired this unit will come with a Long Arch already equipped.
TIER 2
ARCHER
Cost - 5,000G
Move - 6
Proficiency
Bows - B
Bonus Stats
HP+2 | STR+2 | SKL+2 | SPD+1
Bonus Growths
HP - 15% | STR - 15% | SKL - 15% | SPD - 10%
DEF - 05% | MAG - 00% | RES - 00% | LUK - 00%
Class Skills
GAMBLE -- Command, when used, unit attacks with their Hit Rate halved and Critical Rate doubled.
HALBERDIER
Cost - 4,000G
Move - 6
Proficiency
Lance - B
Bonus Stats
HP+3 | STR+1 | SKL+2 | DEF+2
Bonus Growths
HP - 20% | STR - 15% | SKL - 10% | SPD - 10%
DEF - 15% | MAG - 00% | RES - 00% | LUK - 05%
Class Skills
PINCER ATTACK -- If unit attacks while an ally is on the opposite side of the target, always doubles.
AXE FIGHTER
Cost - 5,000G
Move - 6
Proficiency
Axe - B
Bonus Stats
HP+3 | STR+3 | DEF+1
Bonus Growths
HP - 25% | STR - 20% | SKL - 10% | SPD - 10%
DEF - 10% | MAG - 00% | RES - 00% | LUK - 05%
Class Skills
REVENGE -- This unit gains +2 STR, +2 SPD, +2 DEF, +10 AVO, +10 CRIT for three turns after an adjacent ally has died. Does not stack.
PIRATE
Cost - 5,000G
Move - 7
Proficiency
Axe - B
HP+4 | STR+2 | SPD+2 | LUK+2
Bonus Growths
HP - 30% | STR - 25% | SKL - 05% | SPD - 15%
DEF - 15% | MAG - 00% | RES - 00% | LUK - 15%
Class Skills
SCALLYWAG -- This unit can move across water tiles, and gains +10 HIT & AVO when attacking on or from water.
TAG-IN -- Unit can trade places with an adjacent allied unit during a movement.
MYRMIDON
Cost - 5,000G
Move - 6
Proficiency
Sword - B
Bonus Stats
HP+1 | STR+1 | SKL+2 | SPD+2
Bonus Growths
HP - 15% | STR - 15% | SKL - 15% | SPD - 15%
DEF - 15% | MAG - 00% | RES - 00% | LUK - 05%
Class Skills
ALACRITY -- Level + SKL + LUK% chance of delivering an additional attack.
LANCE ARMOR
Cost - 6,000G
Move - 5
Proficiency
Lance - B
HP+2 | DEF+5
Bonus Growths
HP - 10% | STR - 10% | SKL - 10% | SPD - 05%
DEF - 30% | MAG - 00% | RES - 05% | LUK - 05%
Class Skills
UNYIELDING -- If unit uses the wait command, gains +5 DEF until the start of next turn.
AXE ARMOR
Cost - 6,000G
Move - 5
Proficiency
Axe - B
HP+3 | STR+2 | DEF+3
Bonus Growths
HP - 15% | STR - 15% | SKL - 05% | SPD - 05%
DEF - 25% | MAG - 00% | RES - 05% | LUK - 05%
Class Skills
REPOSITION -- Unit can swap an adjacent allied unit to the opposite side of them during a movement.
SWORD ARMOR
Cost - 6,000G
Move - 5
Proficiency
Sword - B
Bonus Stats
HP+2 | SKL+1 | DEF+4
Bonus Growths
HP - 10% | STR - 10% | SKL - 15% | SPD - 05%
DEF - 25% | MAG - 00% | RES - 05% | LUK - 05%
Class Skills
DRAW BACK -- Unit can move itself and an adjacent unit 1 tile backward during a movement
BOW ARMOR
Cost - 6,000G
Move - 5
Proficiency
Bows - B
STR+1 | SKL+1 | DEF+4
Bonus Growths
HP - 05% | STR - 10% | SKL - 10% | SPD - 05%
DEF - 25% | MAG - 00% | RES - 05% | LUK - 05%
Class Skills
CAREFUL AIM -- If unit initiates combat without moving first, grants Hit+30 during combat.
LORD
Cost - 7,000G
Move - 6
Proficiency
Sword - B | Staff - C
Bonus Stats
HP+1 | STR+1 | SKL+1 | SPD+1
DEF+1 | MAG+1 | RES+1 | LUK+1
Bonus Growths
HP - 15% | STR - 15% | SKL - 15% | SPD - 15%
DEF - 15% | MAG - 15% | RES - 15% | LUK - 15%
Class Skills
MIRACLE -- 3xLUK % chance to be reduced to 1 HP when receiving mortal damage, only works when above 1 HP.
FREE KNIGHT
Cost - 7,000G
Move - 8
Proficiency
Sword - B
Bonus Stats
HP+2 | STR+1 | SKL+2 | SPD+2
Bonus Growths
HP - 15% | STR - 15% | SKL - 20% | SPD - 15%
DEF - 10% | MAG - 00% | RES - 00% | LUK - 05%
Class Skills
CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. Does not pass on in promotion.
RIPOSTE -- SKL + LUK + 15% to return half damage to opponent when physically hit, provided you could counter attack as normal.
LANCE KNIGHT
Cost - 7,000G
Move - 8
Proficiency
Lance - B
Bonus Stats
HP+2 | STR+1 | SKL+1 | DEF+2
Bonus Growths
HP - 20% | STR - 15% | SKL - 15% | SPD - 10%
DEF - 15% | MAG - 00% | RES - 00% | LUK - 05%
Class Skills
CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. Does not transfer upon promotion.
MOMENTUM -- Character gain 1 MGT and 1 SPD for every 2 Tiles traversed towards a foe for the first attack of that combat.
AXE KNIGHT
Cost - 7,000G
Move - 8
Proficiency
Axe - B
Bonus Stats
HP+4 | STR+2 | SPD+1 | DEF+1
Bonus Growths
HP - 25% | STR - 20% | SKL - 10% | SPD - 10%
DEF - 10% | MAG - 00% | RES - 00% | LUK - 05%
Class Skills
CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. Does not transfer upon promotion.
JUGGERNAUT -- After defeating an enemy with a melee attack, this unit can choose to move onto the tile the enemy occupied, and then make an additional melee attack against another adjacent foe if possible.
ARCH KNIGHT
Cost - 7,000G
Move - 8
Proficiency
Bow - B
Bonus Stats
HP+2 | STR+1 | SKL+2 | SPD+1
Bonus Growths
HP - 15% | STR - 15% | SKL - 20% | SPD - 10%
DEF - 05% | MAG - 00% | RES - 00% | LUK - 05%
Class Skills
CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. Does not transfer upon promotion.
CLOSE ENCOUNTER -- You may counterattack with ranged weapons such as bows even while adjacent. However they suffer -30 HIT during the combat.
CAVALIER
Cost - 8,500G
Move - 8
Proficiency
Sword - B | Lance - C
Bonus Stats
HP+4 | STR+2 | SKL+1 | DEF+2
Bonus Growths
HP - 25% | STR - 20% | SKL - 15% | SPD - 15%
DEF - 15% | MAG - 00% | RES - 00% | LUK - 05%
Class Skills
CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. Does not transfer upon promotion.
CHIVALRY -- +3 MGT/DEF if fighting a unit with full HP
TROUBADOR
Cost - 9,000G
Move - 8
Proficiency
Sword - B | Staff - C
Bonus Stats
HP+1 | STR+1 | SKL+1 | MAG+2 | RES+2
Bonus Growths
HP - 15% | STR - 10% | SKL - 10% | SPD - 15%
DEF - 15% | MAG - 10% | RES - 15% | LUK - 05%
Class Skills
CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. Does not transfer upon promotion.
TUTORING -- This unit is granted access to the 'Tutor' command, by which they help an adjacent ally, allowing them to gain 50% more XP for their next action.
FIRE MAGE
Cost - 9,000G
Move - 6
Proficiency
Fire - B
Bonus Stats
HP+2 | STR+2 | MAG+1 | RES+2
Bonus Growths
HP - 10% | STR - 10% | SKL - 15% | SPD - 10%
DEF - 00% | MAG - 25% | RES - 25% | LUK - 10%
Class Skills
IGNIS -- During combat, 20 + 1/2 SKL + LUK% to add 1/3 of STR to magic damage or 1/3 of Mag to all other damage.
WIND MAGE
Cost - 9,000G
Move - 6
Proficiency
Wind - B
Bonus Stats
SKL+2 | SPD+2 | MAG+1 | RES+2
Bonus Growths
HP - 00% | STR - 00% | SKL - 20% | SPD - 20%
DEF - 05% | MAG - 25% | RES - 25% | LUK - 10%
Class Skills
VENTUS -- During combat, 20 + 1/2 SKL + LUK% to add 1/3 of SPD to magic damage or 1/3 of Mag to all other damage.
THUNDER MAGE
Cost - 9,000G
Move - 6
Proficiency
Thunder - B
Bonus Stats
HP+1 | DEF+1 | MAG+3 | RES+2
Bonus Growths
HP - 05% | STR - 00% | SKL - 15% | SPD - 15%
DEF - 10% | MAG - 30% | RES - 20% | LUK - 15%
Class Skills
TONITRUS -- During combat, 20 + 1/2 SKL + LUK% to add 1/3 of DEF to magic damage or 1/3 of Mag to all other damage.
KNIGHT LORD
Cost - 10,000G
Move - 8
Proficiency
Sword - B | Lance - B
Bonus Stats
HP+2 | STR+1 | SKL+2 | DEF+2 | MAG+1 | RES+1 | LUK+2
Bonus Growths
HP - 20% | STR - 15% | SKL - 20% | SPD - 15%
DEF - 15% | MAG - 10% | RES - 10% | LUK - 15%
Class Skills
CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. Does not transfer upon promotion.
LEAD FROM THE FRONT -- When engaged with a foe, all allied units within 5 tiles gain +10 HIT/AVO
PEGASUS KNIGHT
Cost - 10,000G
Move - 8
Proficiency
Sword - B | Lance - B
Bonus Stats
HP+1 | SKL+2 | SPD+2 | RES+4
Bonus Growths
HP - 15% | STR - 15% | SKL - 15% | SPD - 25%
DEF - 10% | MAG - 10% | RES - 20% | LUK - 05%
Class Skills
CANTO -- Can continue moving after acting. Does not transfer upon promotion.
FLYING -- Can move over any terrain. Does not transfer upon promotion.
RESCUE -- Command. Can carry adjacent non-mounted unit. Recieves -3 SKL/SPD while carrying. Use command again to drop off unit into adjacent square.
WYVERN RIDER
Cost - 10,000G
Move - 8
Proficiency
Sword - B | Lance - B
Bonus Stats
HP+4 | STR+3 | DEF+2
Bonus Growths
HP - 25% | STR - 20% | SKL - 20% | SPD - 15%
DEF - 20% | MAG - 00% | RES - 10% | LUK - 10%
Class Skills
CANTO -- Can continue moving after acting. Does not transfer upon promotion.
FLYING -- Can move over any terrain. Does not transfer upon promotion.
AIR RAID -- If unit is on a space a foe cannot enter, grants SPD+5 during combat.
HIGH PRIEST
Cost - 10,000G
Move - 6
Proficiency
Staff - A | Wind - C | Fire - C | Thunder - C
Bonus Stats
HP+2 | MAG+2 | RES+4 | LUK+1
Bonus Growths
HP - 15% | STR - 00% | SKL - 10% | SPD - 15%
DEF - 10% | MAG - 20% | RES - 25% | LUK - 15%
Class Skills
COMMUNAL HEALER -- Restores own HP by 50% of healing done to allies.
RENEWAL -- Restores 1/10 of own HP per turn.
DARK MAGE
Cost - 10,000G
Move - 6
Proficiency
Staff - B | Dark - B
Bonus Stats
HP+2 | MAG+3 | RES+2 | LUK+1
Bonus Growths
HP - 15% | STR - 00% | SKL - 05% | SPD - 10%
DEF - 10% | MAG - 25% | RES - 20% | LUK - 10%
Class Skills
THE BLACK WORD -- MAG + LUK% Chance to recover half damage dealt.
IRON BALLISTA
Cost - 20,000G
Move - 3
Proficiency
Bows - B
Bonus Stats
N/A
Bonus Growths
HP - 20% | STR - 20% | SKL - 20% | SPD - 00%
DEF - 30% | MAG - 00% | RES - 00% | LUK - 00%
Class Skills
Ballistician -- Can only be promoted from Ballista, promotes into Killer Ballista, when hired this unit will come with a Iron Arch already equipped.
TIER 3
SWORDMASTER
Cost - 15,000G
Move - 6
Proficiency
Sword - A
Bonus Stats
STR+2 | SKL+3 | SPD+4 | DEF+1 | LUK+1
Bonus Growths
HP - 15% | STR - 20% | SKL - 30% | SPD - 30%
DEF - 15% | MAG - 00% | RES - 05% | LUK - 10%
Class Skills
HURRICANE -- If this unit is attacking and preforms a double attack, both attacks will occur before the enemy can counterattack.
HERO
Cost - 15,000G
Move - 6
Proficiency
Sword - A
Bonus Stats
HP+5 | STR+3 | SKL+1 | DEF+3
Bonus Growths
HP - 25% | STR - 25% | SKL - 20% | SPD - 15%
DEF - 20% | MAG - 00% | RES - 05% | LUK - 10%
Class Skills
DUEL -- When initiating combat, SKL + LUK% Chance to continue combat for an additional round. Can occur multiple times.
WARRIOR
Cost - 15,000G
Move - 7
Proficiency
Axe - A | Bow - B
Bonus Stats
HP+7 | STR+3 | SPD+2 | DEF+2
Bonus Growths
HP - 35% | STR - 25% | SKL - 15% | SPD - 15%
DEF - 15% | MAG - 00% | RES - 00% | LUK - 10%
Class Skills
BATTLE FURY -- +3 STR/DEF/SPD when HP below 50%
SNIPER
Cost - 15,000G
Move - 6
Proficiency
Bows - A
Bonus Stats
STR+2 | SKL+4 | SPD+1 | LUK+2
Bonus Growths
HP - 15% | STR - 20% | SKL - 30% | SPD - 10%
DEF - 05% | MAG - 00% | RES - 00% | LUK - 10%
Class Skills
SILENCER -- LUK + 1/2 SKL% chance to automatically kill the target if hit by physical attack. Checked once per battle engagement.
MAGE FIGHTER
Cost - 15,000G
Move - 6
Proficiency
Sword - C | Wind - B | Fire - B | Thunder - B
Bonus Growths
HP - 15% | STR - 20% | SKL - 15% | SPD - 20%
DEF - 15% | MAG - 30% | RES - 25% | LUK - 10%
Bonus Stats
HP+2 | STR+3 | SKL+1 | DEF+2 | MAG+2 | RES+1
Class Skills
BISHOP
Cost - 15,000G
Move - 6
Proficiency
Staff - A | Wind - B | Fire - B | Thunder - B
Bonus Stats
HP+2 | DEF+2 | MAG+3 | RES+4
Bonus Growths
HP - 25% | STR - 00% | SKL - 10% | SPD - 10%
DEF - 20% | MAG - 25% | RES - 35% | LUK - 10%
Class Skills
DIFUSSION -- When healing an ally, 50% of that healing is restored to allies adjacent to the target. Continues adjacent to those healed by this effect and so on.
SAGE
Cost - 16,500G
Move - 6
Proficiency
Staff - B | Wind - B | Fire - B | Thunder - B | Light - B
Bonus Stats
HP+2 | MAG+3 | RES+4 | LUK+2
Bonus Growths
HP - 20% | STR - 00% | SKL - 10% | SPD - 15%
DEF - 10% | MAG - 30% | RES - 30% | LUK - 15%
Class Skills
ECHO -- Command, use to attack with magic at 50% damage. Use a second time to launch another 50% attack.
RANGER
Cost - 17,500G
Move - 8
Proficiency
Sword - A
Bonus Stats
HP+3 | STR+2 | SKL+3 | SPD+1 | DEF+3
Bonus Growths
HP - 25% | STR - 20% | SKL - 30% | SPD - 15%
DEF - 15% | MAG - 00% | RES - 00% | LUK - 05%
Class Skills
CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles.
FEINT -- Skill + 10% Chance of negating an opponent's counterattack.
DUKE KNIGHT
Cost - 18,000G
Move - 8
Proficiency
Lance - A
Bonus Stats
HP+5 | STR+3 | SKL+1 | DEF+4
Bonus Growths
HP - 30% | STR - 20% | SKL - 20% | SPD - 10%
DEF - 20% | MAG - 00% | RES - 10% | LUK - 05%
Class Skills
CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles.
SKEWER -- Command, attacks in a two tile line for 75% damage.
GREAT KNIGHT
Cost - 18,000G
Move - 8
Proficiency
Axe - A
Bonus Stats
HP+5 | STR+3 | SPD+1 | DEF+6
Bonus Growths
HP - 30% | STR - 25% | SKL - 15% | SPD - 15%
DEF - 25% | MAG - 00% | RES - 00% | LUK - 05%
Class Skills
CANTO - Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles.
ALLIED DEFENSE -- If unit is between an ally and a foe, reduces damage to unit by 3 during combat with that foe.
BOW KNIGHT
Cost - 18,000G
Move - 8
Proficiency
Bow - B
Bonus Stats
HP+2 | STR+2 | SKL+2 | SPD+2 | DEF+1
Bonus Growths
HP - 15% | STR - 20% | SKL - 25% | SPD - 15%
DEF - 10% | MAG - 00% | RES - 00% | LUK - 10%
Class Skills
CANTO - Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles.
SALVO -- Command, attack up to three seperate units for 50% damage each.
PALADIN
Cost - 20,000G
Move - 8
Proficiency
Sword - A | Lance - B
Bonus Stats
HP+4 | STR+2 | DEF+3 | RES+2 | LUK+3
Bonus Growths
HP - 30% | STR - 25% | SKL - 20% | SPD - 15%
DEF - 25% | MAG - 00% | RES - 05% | LUK - 15%
Class Skills
CANTO - Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles.
HERALDIC BANNER -- Command, when used all adjacent allies strike first in combat when attacked until the start of your next turn.
MAGE KNIGHT
Cost - 20,000G
Move - 8
Proficiency
Sword - B | Wind - B | Fire - B | Thunder - B
Bonus Stats
STR+2 | SKL+2 | DEF+2 | MAG+2 | RES+2
Bonus Growths
HP - 20% | STR - 20% | SKL - 20% | SPD - 15%
DEF - 20% | MAG - 25% | RES - 25% | LUK - 05%
Class Skills
CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles.
CHAOS STYLE -- If unit initiates combat with a physical attack against a foe armed with magic or vice versa, grants +3 SPD/SKL during combat.
DARK KNIGHT
Cost - 20,000G
Move - 8
Proficiency
Lance - A | Dark - B
HP+2 | STR+3 | DEF+3 | MAG+2 | RES+2
Bonus Growths
HP - 25% | STR - 25% | SKL - 25% | SPD - 15%
DEF - 25% | MAG - 20% | RES - 15% | LUK - 05%
Class Skills
CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles.
SOULBLADE -- This unit's damage is calculated using average of foe's DEF and RES.
DARK BISHOP
Cost - 20,000G
Move - 6
Proficiency
Staff - A | Dark - A
Bonus Stats
HP+2 | DEF+2 | MAG+4 | RES+2
Bonus Growths
HP - 20% | STR - 00% | SKL - 10% | SPD - 10%
DEF - 15% | MAG - 40% | RES - 20% | LUK - 10%
Class Skills
ECHOING HEXES -- When damaging a foe with magic, 50% of the damage is dealt to foes adjacent to the target, continuing until targets or damage is exhausted.
GENERAL
Cost - 20,000G
Move - 5
Proficiency
Sword - A | Lance - A | Axe - B | Bow - B
Bonus Stats
HP+3 | STR+2 | DEF+7 | RES+2
Bonus Growths
HP - 20% | STR - 20% | SKL - 15% | SPD - 05%
DEF - 40% | MAG - 00% | RES - 10% | LUK - 05%
Class Skills
BIG SHIELD -- 1/2 SKL + 2*LUK% Chance to negate all damage recieved during an attack.
FALCON KNIGHT
Cost - 21,000G
Move - 8
Proficiency
Sword - A | Lance - A | Staff - C
Bonus Stats
HP+3 | STR+1 | SKL+3 | SPD+2 | RES+4
Bonus Growths
HP - 20% | STR - 20% | SKL - 25% | SPD - 30%
DEF - 10% | MAG - 15% | RES - 30% | LUK - 05%
Class Skills
CANTO -- Can continue moving after acting.
FLYING -- Can move over any terrain.
CLEAR THE WAY -- Unit's space and adjacent spaces have a movement cost of 1 for allies.
WYVERN LORD
Cost - 21,000G
Move - 8
Proficiency
Sword - A | Lance - A
Bonus Stats
HP+5 | STR+3 | SKL+3 | DEF+4
Bonus Growths
HP - 35% | STR - 30% | SKL - 25% | SPD - 20%
DEF - 30% | MAG - 00% | RES - 15% | LUK - 10%
Class Skills
CANTO - Can continue moving after acting.
FLYING - Can move over any terrain.
DIVE BOMB -- Command, moves into a unit's space and attacks, if the unit is defeated, all adjacent units recieve 50% damage from an uncounterable attack. Next turn this unit may not move. If target is not defeated, this unit must be placed in the nearest open tile, but may move next turn.
BARON
Cost - 45,000G
Move - 5
Proficiency
Sword - A | Lance - A | Axe - A | Bow - A
Wind - A | Fire - A | Thunder - A | Staff - A
Bonus Growths
HP - 30% | STR - 30% | SKL - 15% | SPD - 15%
DEF - 40% | MAG - 20% | RES - 20% | LUK - 05%
Class Skills
MASTER KNIGHT
Cost - 50,000G
Move - 8
Proficiency
Sword - A | Lance - A | Axe - A | Bow - A
Wind - A | Fire - A | Thunder - A | Staff - A
Light - C
Bonus Growths
HP - 35% | STR - 30% | SKL - 20% | SPD - 20%
DEF - 30% | MAG - 25% | RES - 25% | LUK - 05%
Class Skills
KILLER BALLISTA
Cost - 30,000G
Move - 4
Proficiency
Bows - A
Bonus Growths
HP - 25% | STR - 25% | SKL - 30% | SPD - 00%
DEF - 35% | MAG - 00% | RES - 00% | LUK - 00%
Class Skills
Ballistician -- Can only be promoted from Iron Arch. When hired this unit will come with a Killer Arch already equipped.
A character may be descendant of the Twelve Crusaders of legend, their blessed blood running through one's veins is a great boon indeed. Holy Blood may be expressed as either Major or Minor, and a character may have at most one Major and one Minor bloodline. A Major bloodline will double the listed growth bonuses below and allow the character to wield that bloodline's holy relic. Holy blood will also increase the unit's proficiency with the listed weapon type by one rank. A character cannot gain a bloodline later in life, they must be created with one. A Major bloodline costs 10,000G, while a Minor bloodline costs 5,000G.
BLOODLINES
NAME - HP - STR - MAG - SKL - SPD - LUK - DEF - RES - Prof. - RELIC
BALDO - 20% - 10% - 00% - 10% - 00% - 10% - 00% - 00% - SWORD - TYRFING
OD - 20% - 00% - 00% - 30% - 00% - 00% - 00% - 00% - SWORD - BALMUNG
HEZUL - 20% - 30% - 00% - 00% - 00% - 00% - 00% - 00% - SWORD - MYSTLETAINN
NJORUN - 20% - 10% - 00% - 00% - 10% - 00% - 10% - 00% - LANCE - GAE BOLG
DAIN - 20% - 00% - 00% - 00% - 30% - 00% - 00% - 00% - LANCE - GUNGNIR
NEIR - 20% - 00% - 00% - 00% - 00% - 00% - 30% - 00% - AXE - HELSWATH
ULIR - 20% - 00% - 00% - 00% - 00% - 30% - 00% - 00% - BOW - YEWFELLE
FJALAR - 20% - 00% - 30% - 00% - 00% - 00% - 00% - 00% - FIRE - VALFLAME
THRUD - 20% - 00% - 00% - 30% - 00% - 00% - 00% - 00% - THUNDER - MJOLNIR
FORSETI - 20% - 00% - 00% - 00% - 30% - 00% - 00% - 00% - WIND - FORSETI
NAGA - 10% - 00% - 20% - 00% - 00% - 00% - 00% - 20% - LIGHT - NAGA
LOPTOUS - 10% - 00% - 20% - 00% - 00% - 00% - 00% - 20% - DARK - LOPTOUS
BRAGI - 10% - 00% - 10% - 00% - 00% - 10% - 00% - 20% - STAFF - VALKYRIE
IRON SWORD
MT - 6
WT - 3
HIT - 80
RNG - 1
RANK - C
COST - 1,000
COND - 50
SPEC - N/A
STEEL SWORD
MT - 10
WT - 5
HIT - 75
RNG - 1
RANK - B
COST - 3,000
COND - 50
SPEC - N/A
SILVER SWORD
MT - 14
WT - 7
HIT - 70
RNG - 1
RANK - A
COST - 5,000
COND - 50
SPEC - N/A
IRON BLADE
MT - 12
WT - 6
HIT - 60
RNG - 1
RANK - C
COST - 2,000
COND - 50
SPEC - N/A
STEEL BLADE
MT - 16
WT - 7
HIT - 55
RNG - 1
RANK - B
COST - 6,000
COND - 50
SPEC - N/A
SILVER BLADE
MT - 20
WT - 9
HIT - 50
RNG - 1
RANK - A
COST - 10,000
COND - 50
SPEC - N/A
POISON SWORD
MT - 6
WT - 3
HIT - 70
RNG - 1
RANK - C
COST - 2,500
COND - 40
SPEC - On hit has a 50 + LUK% chance to inflict poison on the target (1/6 HP damage per turn for 3 turns.)
KILLING EDGE
MT - 7
WT - 9
HIT - 70
RNG - 1
RANK - C
COST - 4,500
COND - 30
SPEC - +30% CRIT
LANCEREAVER
MT - 9
WT - 9
HIT - 75%
RNG - 1
RANK - B
COST - 5,000
COND - 30
SPEC - Strong vs Lances, weak vs Axes.
THIEF SWORD
MT - 3
WT - 2
HIT - 50
RNG - 1
RANK - C
COST - 2,000
COND - 50
SPEC - Grants Thievery skill (Steals 100G per damage dealt.) Stacks for one who already has the skill.
BARRIER SWORD
MT - 10
WT - 6
HIT - 70
RNG - 1
RANK - C
COST - 12,000
COND - 50
SPEC - +7 Res
BERSERK SWORD
MT - 8
WT - 12
HIT - 70
RNG - 1
RANK - C
COST - 8,000
COND - 50
SPEC - On hit has a 50 + LUK% chance to inflict berserk on target (Attacks targets randomly during their next turn.)
BRAVE SWORD
MT - 12
WT - 9
HIT - 80
RNG - 1
RANK - B
COST - 10,000
COND - 30
SPEC - Attacks twice
SILENCE SWORD
MT - 8
WT - 12
HIT - 70
RNG - 1
RANK - C
COST - 15,000
COND - 50
SPEC - On hit has a 50 + LUK% chance to inflict silence on target (Cannot cast magic or use staves for three turns.)
SLEEP SWORD
MT - 8
WT - 12
HIT - 70
RNG - 1
RANK - C
COST - 15,000
COND - 50
SPEC - On hit has a 50 + LUK% chance to inflict sleep on target (Cannot act for three turns or until they are attacked.)
SLIM SWORD
MT - 8
WT - 1
HIT - 90
RNG - 1
RANK - C
COST - 4,000
COND - 50
SPEC - N/A
SHIELD SWORD
MT - 12
WT - 8
HIT - 80
RNG - 1
RANK - C
COST - 12,000
COND - 50
SPEC - +7 DEF
FLAME SWORD
MT - 12
WT - 11
HIT - 65
RNG - 1-2
RANK - C
COST - 10,000
COND - 30
SPEC - Targets RES when used from afar. Also effective against WIND magic.
THUNDER SWORD
MT - 10
WT - 9
HIT - 70
RNG - 1-2
RANK - C
COST - 10,000
COND - 30
SPEC - Targets RES when used from afar. Also effective against FIRE magic.
WIND SWORD
MT - 9
WT - 7
HIT - 75
RNG - 1-2
RANK - C
COST - 10,000
COND - 30
SPEC - Targets RES when used from afar. Also effective against THUNDER magic.
EARTH SWORD
MT - 12
WT - 5
HIT - 70
RNG - 1-2
RANK - C
COST - 10,000
COND - 15
SPEC - Saps HP from enemy and targets RES when used from afar. Effective against WIND, FIRE, or THUNDER magic.
LIGHT SWORD
MT - 15
WT - 5
HIT - 70
RNG - 1-2
RANK - C
COST - 12,000
COND - 15
SPEC - Targets RES when used from afar. Effective against WIND, FIRE, or THUNDER magic.
ARMORSLAYER
MT - 11
WT - 8
HIT - 70
RNG - 1
RANK - B
COST - 6,000
COND - 40
SPEC - Effective against armored units, +30 CRIT against armored units.
WINGCLIPPER
MT - 11
WT - 8
HIT - 70
RNG - 1
RANK - B
COST - 6,000
COND - 40
SPEC - Effective against flying units, +30 CRIT against flying units.
BROKEN SWORD
MT - 0
WT - 30
HIT - 30
RNG - 1
RANK - C
COST - 1,000
COND - N/A
SPEC - N/A
MYSTLETAINN
MT - 30
WT - 5
HIT - 80
RNG - 1
RANK - *
COST - 50,000
COND - 50
SPEC - SKL +20, RES +10, gives Critical skill
TYRFING
MT - 30
WT - 7
HIT - 80
RNG - 1
RANK - *
COST - 50,000
COND - 50
SPEC - SKL +10, SPD +10, RES +20, gives Prayer skill
BALMUNG
MT - 30
WT - 3
HIT - 90
RNG - 1
RANK - *
COST - 50,000
COND - 50
SPEC - SKL+10, SPD +20
MT - 6
WT - 3
HIT - 80
RNG - 1
RANK - C
COST - 1,000
COND - 50
SPEC - N/A
STEEL SWORD
MT - 10
WT - 5
HIT - 75
RNG - 1
RANK - B
COST - 3,000
COND - 50
SPEC - N/A
SILVER SWORD
MT - 14
WT - 7
HIT - 70
RNG - 1
RANK - A
COST - 5,000
COND - 50
SPEC - N/A
IRON BLADE
MT - 12
WT - 6
HIT - 60
RNG - 1
RANK - C
COST - 2,000
COND - 50
SPEC - N/A
STEEL BLADE
MT - 16
WT - 7
HIT - 55
RNG - 1
RANK - B
COST - 6,000
COND - 50
SPEC - N/A
SILVER BLADE
MT - 20
WT - 9
HIT - 50
RNG - 1
RANK - A
COST - 10,000
COND - 50
SPEC - N/A
POISON SWORD
MT - 6
WT - 3
HIT - 70
RNG - 1
RANK - C
COST - 2,500
COND - 40
SPEC - On hit has a 50 + LUK% chance to inflict poison on the target (1/6 HP damage per turn for 3 turns.)
KILLING EDGE
MT - 7
WT - 9
HIT - 70
RNG - 1
RANK - C
COST - 4,500
COND - 30
SPEC - +30% CRIT
LANCEREAVER
MT - 9
WT - 9
HIT - 75%
RNG - 1
RANK - B
COST - 5,000
COND - 30
SPEC - Strong vs Lances, weak vs Axes.
THIEF SWORD
MT - 3
WT - 2
HIT - 50
RNG - 1
RANK - C
COST - 2,000
COND - 50
SPEC - Grants Thievery skill (Steals 100G per damage dealt.) Stacks for one who already has the skill.
BARRIER SWORD
MT - 10
WT - 6
HIT - 70
RNG - 1
RANK - C
COST - 12,000
COND - 50
SPEC - +7 Res
BERSERK SWORD
MT - 8
WT - 12
HIT - 70
RNG - 1
RANK - C
COST - 8,000
COND - 50
SPEC - On hit has a 50 + LUK% chance to inflict berserk on target (Attacks targets randomly during their next turn.)
BRAVE SWORD
MT - 12
WT - 9
HIT - 80
RNG - 1
RANK - B
COST - 10,000
COND - 30
SPEC - Attacks twice
SILENCE SWORD
MT - 8
WT - 12
HIT - 70
RNG - 1
RANK - C
COST - 15,000
COND - 50
SPEC - On hit has a 50 + LUK% chance to inflict silence on target (Cannot cast magic or use staves for three turns.)
SLEEP SWORD
MT - 8
WT - 12
HIT - 70
RNG - 1
RANK - C
COST - 15,000
COND - 50
SPEC - On hit has a 50 + LUK% chance to inflict sleep on target (Cannot act for three turns or until they are attacked.)
SLIM SWORD
MT - 8
WT - 1
HIT - 90
RNG - 1
RANK - C
COST - 4,000
COND - 50
SPEC - N/A
SHIELD SWORD
MT - 12
WT - 8
HIT - 80
RNG - 1
RANK - C
COST - 12,000
COND - 50
SPEC - +7 DEF
FLAME SWORD
MT - 12
WT - 11
HIT - 65
RNG - 1-2
RANK - C
COST - 10,000
COND - 30
SPEC - Targets RES when used from afar. Also effective against WIND magic.
THUNDER SWORD
MT - 10
WT - 9
HIT - 70
RNG - 1-2
RANK - C
COST - 10,000
COND - 30
SPEC - Targets RES when used from afar. Also effective against FIRE magic.
WIND SWORD
MT - 9
WT - 7
HIT - 75
RNG - 1-2
RANK - C
COST - 10,000
COND - 30
SPEC - Targets RES when used from afar. Also effective against THUNDER magic.
EARTH SWORD
MT - 12
WT - 5
HIT - 70
RNG - 1-2
RANK - C
COST - 10,000
COND - 15
SPEC - Saps HP from enemy and targets RES when used from afar. Effective against WIND, FIRE, or THUNDER magic.
LIGHT SWORD
MT - 15
WT - 5
HIT - 70
RNG - 1-2
RANK - C
COST - 12,000
COND - 15
SPEC - Targets RES when used from afar. Effective against WIND, FIRE, or THUNDER magic.
ARMORSLAYER
MT - 11
WT - 8
HIT - 70
RNG - 1
RANK - B
COST - 6,000
COND - 40
SPEC - Effective against armored units, +30 CRIT against armored units.
WINGCLIPPER
MT - 11
WT - 8
HIT - 70
RNG - 1
RANK - B
COST - 6,000
COND - 40
SPEC - Effective against flying units, +30 CRIT against flying units.
BROKEN SWORD
MT - 0
WT - 30
HIT - 30
RNG - 1
RANK - C
COST - 1,000
COND - N/A
SPEC - N/A
MYSTLETAINN
MT - 30
WT - 5
HIT - 80
RNG - 1
RANK - *
COST - 50,000
COND - 50
SPEC - SKL +20, RES +10, gives Critical skill
TYRFING
MT - 30
WT - 7
HIT - 80
RNG - 1
RANK - *
COST - 50,000
COND - 50
SPEC - SKL +10, SPD +10, RES +20, gives Prayer skill
BALMUNG
MT - 30
WT - 3
HIT - 90
RNG - 1
RANK - *
COST - 50,000
COND - 50
SPEC - SKL+10, SPD +20
IRON LANCE
MT - 12
WT - 12
HIT - 80
RNG - 1
RANK - C
COST - 1,000
COND - 50
SPEC - N/A
STEEL LANCE
MT - 16
WT - 15
HIT - 75
RNG - 1
RANK - B
COST - 3,000
COND - 50
SPEC - N/A
SILVER LANCE
MT - 20
WT - 18
HIT - 70
RNG - 1
RANK - A
COST - 5,000
COND - 50
SPEC - N/A
JAVELIN
MT - 12
WT - 18
HIT - 60
RNG - 1-2
RANK - C
COST - 3,000
COND - 50
SPEC - N/A
POISON LANCE
MT - 12
WT - 7
HIT - 60
RNG - 1
RANK - C
COST - 2,500
COND - 40
SPEC - On hit has a 50 + LUK% chance to inflict poison on the target (1/6 HP damage per turn for 3 turns.)
KNIGHT KILLER
MT - 16
WT - 14
HIT - 60
RNG - 1
RANK - B
COST - 6,000
COND - 30
SPEC - Effective against armored units, +30 CRIT against armored units.
HORSE SLAYER
MT - 16
WT - 14
HIT - 70
RNG - 1
RANK - B
COST - 6,000
COND - 30
SPEC - Effective against mounted units, +30 CRIT against mounted units.
BRAVE LANCE
MT - 14
WT - 10
HIT - 70
RNG - 1
RANK - B
COST - 10,000
COND - 30
SPEC - Attacks twice.
KILLER LANCE
MT - 9
WT - 10
HIT - 70
RNG - 1
RANK - C
COST - 4,500
COND - 30
SPEC - +30% CRIT
AXEREAVER
MT - 11
WT - 10
HIT - 70
RNG - 1
RANK - B
COST - 5,000
COND - 30
SPEC - Effective against Axes, weak against Swords.
SLIM LANCE
MT - 12
WT - 6
HIT - 90
RNG - 1
RANK - C
COST - 3,000
COND - 50
SPEC - N/A
GUNGNIR
MT - 30
WT - 15
HIT - 70
RNG - 1
RANK - *
COST - 50,000
COND - 50
SPEC - STR +10, SPD +10, DEF +10
GAEBOLG
MT - 30
WT - 15
HIT - 70
RNG - 1
RANK - *
COST - 50,000
COND - 50
SPEC - STR +10, SKL +10, DEF +10
BROKEN LANCE
MT - 0
WT - 30
HIT - 30
RNG - 1
RANK - *
COST - 1,000
COND - N/A
SPEC - N/A
MT - 12
WT - 12
HIT - 80
RNG - 1
RANK - C
COST - 1,000
COND - 50
SPEC - N/A
STEEL LANCE
MT - 16
WT - 15
HIT - 75
RNG - 1
RANK - B
COST - 3,000
COND - 50
SPEC - N/A
SILVER LANCE
MT - 20
WT - 18
HIT - 70
RNG - 1
RANK - A
COST - 5,000
COND - 50
SPEC - N/A
JAVELIN
MT - 12
WT - 18
HIT - 60
RNG - 1-2
RANK - C
COST - 3,000
COND - 50
SPEC - N/A
POISON LANCE
MT - 12
WT - 7
HIT - 60
RNG - 1
RANK - C
COST - 2,500
COND - 40
SPEC - On hit has a 50 + LUK% chance to inflict poison on the target (1/6 HP damage per turn for 3 turns.)
KNIGHT KILLER
MT - 16
WT - 14
HIT - 60
RNG - 1
RANK - B
COST - 6,000
COND - 30
SPEC - Effective against armored units, +30 CRIT against armored units.
HORSE SLAYER
MT - 16
WT - 14
HIT - 70
RNG - 1
RANK - B
COST - 6,000
COND - 30
SPEC - Effective against mounted units, +30 CRIT against mounted units.
BRAVE LANCE
MT - 14
WT - 10
HIT - 70
RNG - 1
RANK - B
COST - 10,000
COND - 30
SPEC - Attacks twice.
KILLER LANCE
MT - 9
WT - 10
HIT - 70
RNG - 1
RANK - C
COST - 4,500
COND - 30
SPEC - +30% CRIT
AXEREAVER
MT - 11
WT - 10
HIT - 70
RNG - 1
RANK - B
COST - 5,000
COND - 30
SPEC - Effective against Axes, weak against Swords.
SLIM LANCE
MT - 12
WT - 6
HIT - 90
RNG - 1
RANK - C
COST - 3,000
COND - 50
SPEC - N/A
GUNGNIR
MT - 30
WT - 15
HIT - 70
RNG - 1
RANK - *
COST - 50,000
COND - 50
SPEC - STR +10, SPD +10, DEF +10
GAEBOLG
MT - 30
WT - 15
HIT - 70
RNG - 1
RANK - *
COST - 50,000
COND - 50
SPEC - STR +10, SKL +10, DEF +10
BROKEN LANCE
MT - 0
WT - 30
HIT - 30
RNG - 1
RANK - *
COST - 1,000
COND - N/A
SPEC - N/A
IRON AXE
MT - 14
WT - 18
HIT - 70
RNG - 1
RANK - C
COST - 1,000
COND - 50
SPEC - N/A
STEEL AXE
MT - 18
WT - 20
HIT - 65
RNG - 1
RANK - B
COST - 3,000
COND - 50
SPEC - N/A
SILVER AXE
MT - 22
WT - 22
HIT - 60
RNG - 1
RANK - A
COST - 5,000
COND - 50
SPEC - N/A
DEVIL AXE
MT - 26
WT - 18
HIT - 55
RNG - 1
RANK - C
CONST - 5,000
COND - 20
SPEC - On missing, has a 30 - LUK% chance to deal its damage to the user.
BRAVE AXE
MT - 16
WT - 14
HIT - 60
RNG - 1
RANK - B
COST - 10,000
COND - 30
SPEC - Attacks twice
HAND AXE
MT - 10
WT - 20
HIT - 50
RNG - 1-2
RANK - C
COST - 3,000
COND - 50
SPEC - N/A
HALBERD
MT - 15
WT - 12
HIT - 60
RNG - 1
RANK - B
COST - 6,000
COND - 30
SPEC - Effective against cavalry. +30 Crit against Cavalry.
HAMMER
MT - 15
WT - 12
HIT - 60
RNG - 1
RANK - B
COST - 6,000
COND - 30
SPEC - Effective against Armored units. +30 Crit against Armored units.
KILLER AXE
MT - 16
WT - 19
HIT - 65
RNG - 1
RANK - C
COST - 4,500
COND - 30
SPEC - +30% CRIT
SWORDREAVER
MT - 15
WT - 18
HIT - 65%
RNG - 1
RANK - B
COST - 5,000
COND - 30
SPEC - Strong vs Swords, weak vs Lances.
HELSWATH
MT - 30
WT - 20
HIT - 70
RNG - 1-2
RANK - *
COST - 50,000
COND - 50
SPEC - DEF +20, RES +10
BROKEN AXE
MT - 0
WT - 30
HIT - 30
RNG - 1
RANK - C
COST - 1,000
COND - N/A
SPEC - N/A
MT - 14
WT - 18
HIT - 70
RNG - 1
RANK - C
COST - 1,000
COND - 50
SPEC - N/A
STEEL AXE
MT - 18
WT - 20
HIT - 65
RNG - 1
RANK - B
COST - 3,000
COND - 50
SPEC - N/A
SILVER AXE
MT - 22
WT - 22
HIT - 60
RNG - 1
RANK - A
COST - 5,000
COND - 50
SPEC - N/A
DEVIL AXE
MT - 26
WT - 18
HIT - 55
RNG - 1
RANK - C
CONST - 5,000
COND - 20
SPEC - On missing, has a 30 - LUK% chance to deal its damage to the user.
BRAVE AXE
MT - 16
WT - 14
HIT - 60
RNG - 1
RANK - B
COST - 10,000
COND - 30
SPEC - Attacks twice
HAND AXE
MT - 10
WT - 20
HIT - 50
RNG - 1-2
RANK - C
COST - 3,000
COND - 50
SPEC - N/A
HALBERD
MT - 15
WT - 12
HIT - 60
RNG - 1
RANK - B
COST - 6,000
COND - 30
SPEC - Effective against cavalry. +30 Crit against Cavalry.
HAMMER
MT - 15
WT - 12
HIT - 60
RNG - 1
RANK - B
COST - 6,000
COND - 30
SPEC - Effective against Armored units. +30 Crit against Armored units.
KILLER AXE
MT - 16
WT - 19
HIT - 65
RNG - 1
RANK - C
COST - 4,500
COND - 30
SPEC - +30% CRIT
SWORDREAVER
MT - 15
WT - 18
HIT - 65%
RNG - 1
RANK - B
COST - 5,000
COND - 30
SPEC - Strong vs Swords, weak vs Lances.
HELSWATH
MT - 30
WT - 20
HIT - 70
RNG - 1-2
RANK - *
COST - 50,000
COND - 50
SPEC - DEF +20, RES +10
BROKEN AXE
MT - 0
WT - 30
HIT - 30
RNG - 1
RANK - C
COST - 1,000
COND - N/A
SPEC - N/A
IRON BOW
MT - 10
WT - 8
HIT - 70
RNG - 2
RANK - C
COST - 1,000
COND - 50
SPEC - Effective against fliers.
STEEL BOW
MT - 14
WT - 10
HIT - 65
RNG - 2
RANK - B
COST - 3,000
COND - 50
SPEC - Effective against fliers.
SILVER BOW
MT - 18
WT - 12
HIT - 60
RNG - 2
RANK - A
COST - 5,000
COND - 50
SPEC - Effective against fliers.
POISON BOW
MT - 8
WT - 8
HIT - 65
RNG - 2
RANK - C
COST - 2,500
COND - 40
SPEC - On hit has a 50 + LUK% chance to inflict poison on the target (1/6 HP damage per turn for 3 turns.)
BRAVE BOW
MT - 12
WT - 10
HIT - 60
RNG - 2
RANK - B
COST - 10,000
COND - 30
SPEC - Attacks twice. Effective against fliers.
KILLER BOW
MT - 14
WT - 10
HIT - 65
RNG - 2
RANK - C
COST - 4,500
COND - 30
SPEC - +30 CRIT. Effective against fliers.
LONG BOW
MT - 9
WT - 13
HIT - 65
RNG - 2-3
RANK - B
COST - 4,500
COND - 40
SPEC - Effective against fliers.
YEWFELLE
MT - 30
WT - 13
HIT - 70
RNG - 2
RANK - *
COST - 50,000
COND - 50
SPEC - STR +10, SPD +10, gives Life skill. Effective against fliers.
BROKEN BOW
MT - 0
WT - 30
HIT - 30
RNG - 2
RANK - C
COST - 1,000
COND - N/A
SPEC - Effective against fliers.
LONG ARCH
MT - 15
WT - 30
HIT - 60
RNG - 3-10
RANK - C
COST - 3,000
COND - 25
SPEC - Ballista only, comes with ballista unit. Effective against fliers.
IRON ARCH
MT - 25
WT - 35
HIT - 55
RNG - 3-10
RANK - B
COST - 5,000
COND - 25
SPEC - Ballista only, comes with ballista unit. Effective against fliers.
KILLER ARCH
MT - 20
WT - 30
HIT - 80
RNG - 3-10
RANK - A
COST - 8,000
COND - 25
SPEC - Ballista only, comes with ballista unit. +30 CRIT Effective against fliers.
GREAT ARCH
MT - 30
WT - 15
HIT - 80
RNG - 3-10
RANK - A
COST - 10,000
COND - 50
SPEC - Ballista only. Effective against fliers.
MT - 10
WT - 8
HIT - 70
RNG - 2
RANK - C
COST - 1,000
COND - 50
SPEC - Effective against fliers.
STEEL BOW
MT - 14
WT - 10
HIT - 65
RNG - 2
RANK - B
COST - 3,000
COND - 50
SPEC - Effective against fliers.
SILVER BOW
MT - 18
WT - 12
HIT - 60
RNG - 2
RANK - A
COST - 5,000
COND - 50
SPEC - Effective against fliers.
POISON BOW
MT - 8
WT - 8
HIT - 65
RNG - 2
RANK - C
COST - 2,500
COND - 40
SPEC - On hit has a 50 + LUK% chance to inflict poison on the target (1/6 HP damage per turn for 3 turns.)
BRAVE BOW
MT - 12
WT - 10
HIT - 60
RNG - 2
RANK - B
COST - 10,000
COND - 30
SPEC - Attacks twice. Effective against fliers.
KILLER BOW
MT - 14
WT - 10
HIT - 65
RNG - 2
RANK - C
COST - 4,500
COND - 30
SPEC - +30 CRIT. Effective against fliers.
LONG BOW
MT - 9
WT - 13
HIT - 65
RNG - 2-3
RANK - B
COST - 4,500
COND - 40
SPEC - Effective against fliers.
YEWFELLE
MT - 30
WT - 13
HIT - 70
RNG - 2
RANK - *
COST - 50,000
COND - 50
SPEC - STR +10, SPD +10, gives Life skill. Effective against fliers.
BROKEN BOW
MT - 0
WT - 30
HIT - 30
RNG - 2
RANK - C
COST - 1,000
COND - N/A
SPEC - Effective against fliers.
LONG ARCH
MT - 15
WT - 30
HIT - 60
RNG - 3-10
RANK - C
COST - 3,000
COND - 25
SPEC - Ballista only, comes with ballista unit. Effective against fliers.
IRON ARCH
MT - 25
WT - 35
HIT - 55
RNG - 3-10
RANK - B
COST - 5,000
COND - 25
SPEC - Ballista only, comes with ballista unit. Effective against fliers.
KILLER ARCH
MT - 20
WT - 30
HIT - 80
RNG - 3-10
RANK - A
COST - 8,000
COND - 25
SPEC - Ballista only, comes with ballista unit. +30 CRIT Effective against fliers.
GREAT ARCH
MT - 30
WT - 15
HIT - 80
RNG - 3-10
RANK - A
COST - 10,000
COND - 50
SPEC - Ballista only. Effective against fliers.
WIND
MT - 6
WT - 3
HIT - 90
RNG - 1-2
RANK - C
COST - 3,000
COND - 50
SPEC - N/A
ELWIND
MT - 10
WT - 5
HIT - 80
RNG - 1-2
RANK - B
COST - 5,000
COND - 50
SPEC - N/A
TORNADO
MT - 14
WT - 7
HIT - 70
RNG - 1-2
RANK - A
COST - 12,000
COND - 50
SPEC - N/A
SEEP
MT - 6
WT - 6
HIT - 80
RNG - 1-3
RANK - C
COST - 4,500
COND - 20
SPEC - A wave of toxic wind rushes over and chokes a target. (50+MAG% - Defender's RES) chance to poison. (1/6 VIT lost per turn. For three turns.)
BLADE WIND
MT - 4
WT - 12
HIT - 70
RNG - 1
RANK - B
COST - 7,500
COND - 15
SPEC - Deals damage in a 3x3 square, cannot be countered. +30xp
BLIZZARD
MT - 15
WT - 30
HIT - 60
RNG - 3-10
RANK - B
COST - 10,000
COND - 15
SPEC - Reduced unit's MOVE by 3
FORSETTI
MT - 30
WT - 5
HIT - 90
RNG - 1-2
RANK - *
COST - 50,000
COND - 50
SPEC - SKL +10, SPD +20
MT - 6
WT - 3
HIT - 90
RNG - 1-2
RANK - C
COST - 3,000
COND - 50
SPEC - N/A
ELWIND
MT - 10
WT - 5
HIT - 80
RNG - 1-2
RANK - B
COST - 5,000
COND - 50
SPEC - N/A
TORNADO
MT - 14
WT - 7
HIT - 70
RNG - 1-2
RANK - A
COST - 12,000
COND - 50
SPEC - N/A
SEEP
MT - 6
WT - 6
HIT - 80
RNG - 1-3
RANK - C
COST - 4,500
COND - 20
SPEC - A wave of toxic wind rushes over and chokes a target. (50+MAG% - Defender's RES) chance to poison. (1/6 VIT lost per turn. For three turns.)
BLADE WIND
MT - 4
WT - 12
HIT - 70
RNG - 1
RANK - B
COST - 7,500
COND - 15
SPEC - Deals damage in a 3x3 square, cannot be countered. +30xp
BLIZZARD
MT - 15
WT - 30
HIT - 60
RNG - 3-10
RANK - B
COST - 10,000
COND - 15
SPEC - Reduced unit's MOVE by 3
FORSETTI
MT - 30
WT - 5
HIT - 90
RNG - 1-2
RANK - *
COST - 50,000
COND - 50
SPEC - SKL +10, SPD +20
FIRE
MT - 14
WT - 18
HIT - 90
RNG - 1-2
RANK - C
COST - 3,000
COND - 50
SPEC - N/A
ELFIRE
MT - 18
WT - 20
HIT - 80
RNG - 1-2
RANK - B
COST - 6,000
COND - 50
SPEC - N/A
BOLGANONE
MT - 22
WT - 22
HIT - 70
RNG - 1-2
RANK - A
COST - 12,000
COND - 50
SPEC - N/A
SCORCH
MT - 8
WT - 18
HIT - 70
RNG - 3 Tile Line
RANK - B
COST - 5,500
COND - 15
SPEC - N/A
WALL OF FLAME
MT - 10*
WT - 20
HIT - N/A
RNG - 1-3
RANK - B
COST 7,000
COND - 5
SPEC - Creates a three tile line of flames that linger for 3 turns. At the start on a unit's turn if it is standing upon a flame tile, they recieve 10 unresisted damage.
METEOR
MT - 15
WT - 30
HIT - 60
RNG - 3-10
RANK - B
COST - 10,000
COND - 15
SPEC - Reduced unit's MOVE by 3
VALFLAME
MT - 30
WT - 15
HIT - 80
RNG - 1-2
RANK - *
COST - 50,000
COND - 50
SPEC - MAG +10, DEF +10, RES +10
MT - 14
WT - 18
HIT - 90
RNG - 1-2
RANK - C
COST - 3,000
COND - 50
SPEC - N/A
ELFIRE
MT - 18
WT - 20
HIT - 80
RNG - 1-2
RANK - B
COST - 6,000
COND - 50
SPEC - N/A
BOLGANONE
MT - 22
WT - 22
HIT - 70
RNG - 1-2
RANK - A
COST - 12,000
COND - 50
SPEC - N/A
SCORCH
MT - 8
WT - 18
HIT - 70
RNG - 3 Tile Line
RANK - B
COST - 5,500
COND - 15
SPEC - N/A
WALL OF FLAME
MT - 10*
WT - 20
HIT - N/A
RNG - 1-3
RANK - B
COST 7,000
COND - 5
SPEC - Creates a three tile line of flames that linger for 3 turns. At the start on a unit's turn if it is standing upon a flame tile, they recieve 10 unresisted damage.
METEOR
MT - 15
WT - 30
HIT - 60
RNG - 3-10
RANK - B
COST - 10,000
COND - 15
SPEC - Reduced unit's MOVE by 3
VALFLAME
MT - 30
WT - 15
HIT - 80
RNG - 1-2
RANK - *
COST - 50,000
COND - 50
SPEC - MAG +10, DEF +10, RES +10
THUNDER
MT - 12
WT - 12
HIT - 70
RNG - 1-3
RANK - C
COST - 3,000
COND - 50
SPEC - N/A
ELTHUNDER
MT - 16
WT - 15
HIT - 65
RNG - 1-3
RANK - B
COST - 5,000
COND - 50
SPEC - N/A
THORON
MT - 20
WT - 18
HIT - 60
RNG - 1-3
RANK - A
COST - 12,000
COND - 50
SPEC - N/A
BLINK
MT - N/A
WT - 0
HIT - N/A
RNG - 10
RANK - B
COST - 7,000
COND - 10
SPEC - Warps the user to a tile within range, they immediately choose another piece of equipment to use before being warped back to their starting tile.
VOLTAIC
MT - 10
WT - 20
HIT - 75
RNG - 1-2
RANK - B
COST - 9,000
COND - 10
SPEC - A crack of lightning chains through each foe adjacent to the original target, automatically dealing half damage with each pass consecutive pass.
THUNDERSTORM
MT - 15
WT - 30
HIT - 60
RNG - 3-10
RANK - B
COST - 10,000
COND - 15
SPEC - Reduced unit's MOVE by 3
MJOLNIR
MT - 30
WT - 10
HIT - 80
RNG - 1-2
RANK - *
COST - 50,000
COND - 50
SPEC - SKL +20, SPD +10
MT - 12
WT - 12
HIT - 70
RNG - 1-3
RANK - C
COST - 3,000
COND - 50
SPEC - N/A
ELTHUNDER
MT - 16
WT - 15
HIT - 65
RNG - 1-3
RANK - B
COST - 5,000
COND - 50
SPEC - N/A
THORON
MT - 20
WT - 18
HIT - 60
RNG - 1-3
RANK - A
COST - 12,000
COND - 50
SPEC - N/A
BLINK
MT - N/A
WT - 0
HIT - N/A
RNG - 10
RANK - B
COST - 7,000
COND - 10
SPEC - Warps the user to a tile within range, they immediately choose another piece of equipment to use before being warped back to their starting tile.
VOLTAIC
MT - 10
WT - 20
HIT - 75
RNG - 1-2
RANK - B
COST - 9,000
COND - 10
SPEC - A crack of lightning chains through each foe adjacent to the original target, automatically dealing half damage with each pass consecutive pass.
THUNDERSTORM
MT - 15
WT - 30
HIT - 60
RNG - 3-10
RANK - B
COST - 10,000
COND - 15
SPEC - Reduced unit's MOVE by 3
MJOLNIR
MT - 30
WT - 10
HIT - 80
RNG - 1-2
RANK - *
COST - 50,000
COND - 50
SPEC - SKL +20, SPD +10
LIGHT
MT - 14
WT - 5
HIT - 90
RNG - 1-2
RANK - C
COST - 5,000
COND - 50
SPEC - N/A
RESIRE
MT - 14
WT - 12
HIT - 70
RNG - 1-2
RANK - B
COST - 10,000
COND - 50
SPEC - Saps HP from enemy, negates Big Shield
AURA
MT - 20
WT - 20
HIT - 80
RNG - 1-2
RANK - A
COST - 15,000
COND - 50
SPEC - N/A
PHASE
MT - N/A
WT - N/A
HIT - N/A
RNG - 1 or self
RANK - C
COST - 4,500
COND - 10
SPEC - The target is enveloped in a light refracting field and rendered nearly invisible. Provided there are other allies within a foe's potential range, they can not target the phased unit, however the phased unit CAN be countered. Lasts until the start of your next turn.
NAGA
MT - 30
WT - 12
HIT - 80
RNG - 1-2
RANK - *
COST - 50,000
COND - 50
SPEC - SKL +20, SPD +20, DEF +20, RES +20, negates the special effect of Loputousu
MT - 14
WT - 5
HIT - 90
RNG - 1-2
RANK - C
COST - 5,000
COND - 50
SPEC - N/A
RESIRE
MT - 14
WT - 12
HIT - 70
RNG - 1-2
RANK - B
COST - 10,000
COND - 50
SPEC - Saps HP from enemy, negates Big Shield
AURA
MT - 20
WT - 20
HIT - 80
RNG - 1-2
RANK - A
COST - 15,000
COND - 50
SPEC - N/A
PHASE
MT - N/A
WT - N/A
HIT - N/A
RNG - 1 or self
RANK - C
COST - 4,500
COND - 10
SPEC - The target is enveloped in a light refracting field and rendered nearly invisible. Provided there are other allies within a foe's potential range, they can not target the phased unit, however the phased unit CAN be countered. Lasts until the start of your next turn.
NAGA
MT - 30
WT - 12
HIT - 80
RNG - 1-2
RANK - *
COST - 50,000
COND - 50
SPEC - SKL +20, SPD +20, DEF +20, RES +20, negates the special effect of Loputousu
NOSFERATU
MT - 8
WT - 12
HIT - 80
RNG - 1-2
RANK - C
COST - 4,000
COND - 50
SPEC - Saps HP from enemy.
JORMANGANDR
MT - 20
WT - 12
HIT - 70
RNG - 1-2
RANK - C
COST - 8,000
COND - 50
SPEC - N/A
HEL
MT - N/A
WT - 28
HIT - 60
RNG - 1-2
RANK - B
COST - 12,000
COND - 50
SPEC - Reduces enemy's HP to 1, does not work on castle defenders or other boss units. Slays a foe if their HP is 1.
CREEPING SHADE
MT - N/A
WT - 10
HIT - N/A
RNG - 1-3
RANK - B
COST - 8,000
COND - 20
SPEC - A targeted 3x3 square of tiles that encapsulates the area in a deep shadow for 3 turns. Units within recieve -20 Hit and -10 Avo.
SWARM
MT - 5
WT - 5
HIT - 75
RNG - 1-2
RANK - C
COST - 4,000
COND - 30
SPEC - Target's speed is reduced by 5 until the start of your next turn.
GLOOM
MT - 15
WT - 30
HIT - 55
RNG - 1-3
RANK - B
COST - 9,000
COND - 10
SPEC - Deals damage to all units within range, friend or foe. +30xp
FENRIR
MT - 14
WT - 20
HIT - 60
RNG - 3-10
RANK - B
COST - 12,000
COND - 15
SPEC - Reduces this unit's MOVE by 3.
LOPTOUSU
MT - 30
WT - 12
HIT - 80
RNG - 1-2
RANK - *
COST - 50,000
COND - 50
SPEC - RES +5, halves enemy’s attack power
MT - 8
WT - 12
HIT - 80
RNG - 1-2
RANK - C
COST - 4,000
COND - 50
SPEC - Saps HP from enemy.
JORMANGANDR
MT - 20
WT - 12
HIT - 70
RNG - 1-2
RANK - C
COST - 8,000
COND - 50
SPEC - N/A
HEL
MT - N/A
WT - 28
HIT - 60
RNG - 1-2
RANK - B
COST - 12,000
COND - 50
SPEC - Reduces enemy's HP to 1, does not work on castle defenders or other boss units. Slays a foe if their HP is 1.
CREEPING SHADE
MT - N/A
WT - 10
HIT - N/A
RNG - 1-3
RANK - B
COST - 8,000
COND - 20
SPEC - A targeted 3x3 square of tiles that encapsulates the area in a deep shadow for 3 turns. Units within recieve -20 Hit and -10 Avo.
SWARM
MT - 5
WT - 5
HIT - 75
RNG - 1-2
RANK - C
COST - 4,000
COND - 30
SPEC - Target's speed is reduced by 5 until the start of your next turn.
GLOOM
MT - 15
WT - 30
HIT - 55
RNG - 1-3
RANK - B
COST - 9,000
COND - 10
SPEC - Deals damage to all units within range, friend or foe. +30xp
FENRIR
MT - 14
WT - 20
HIT - 60
RNG - 3-10
RANK - B
COST - 12,000
COND - 15
SPEC - Reduces this unit's MOVE by 3.
LOPTOUSU
MT - 30
WT - 12
HIT - 80
RNG - 1-2
RANK - *
COST - 50,000
COND - 50
SPEC - RES +5, halves enemy’s attack power
HEAL
RNG - 1
RANK - C
COST - 5,000
COND - 50
SPEC - Restores 10 + MAG HP. +15xp
MEND
RNG - 1
RANK - C
COST - 10,000
COND - 50
SPEC - Restores (10 + MAG)*2 HP. +20xp
RECOVER
RNG - 1
RANK - B
COST - 15,000
COND - 50
SPEC - Restores full HP. +25xp
PHYSIC
RNG - 1-10
RANK - B
COST - 5,000
COND - 15
SPEC - Restores 10 + MAG HP. +35xp
RESERVE
RNG - 1-10
RANK - A
COST - 15,000
COND - 10
SPEC - Restores all allies’ HP within casting radius by [10 + caster’s Mag] +85xp
RETURN
RNG - 1
RANK - C
COST - 5,000
COND - 10
SPEC - Returns an ally to home castle. +35xp
WARP
RNG - 1
RANK - B
COST - 10,000
COND - 10
SPEC - Transports an ally to any allied castle. +60xp
RESCUE
RNG - 1-10
RANK - A
COST - 15,000
COND - 10
SPEC - Transports a distant ally adjacent to caster. +85xp
RESTORE
RNG - 1-10
RANK - B
COST - 10,000
COND - 10
SPEC - Restores all status conditions. +60xp
SILENCE
RNG - 1-10
RANK - B
COST - 10,000
COND - 10
SPEC - Seals enemy’s magic for three turns (75% + a.MAG) - (5*d.RES.) +75xp
SLEEP
RNG - 1-10
RANK - B
COST - 10,000
COND - 10
SPEC - Puts an enemy to sleep for three turns (75% + a.MAG) - (5*d.RES.) +75xp
BERSERK
RNG - 1-10
RANK - B
COST - 10,000
COND - 10
SPEC - Makes an enemy go berserk for three turns (75% + a.MAG) - (5*d.RES.) +75xp
BULWARK
RNG - 1-2
RANK - C
COST - 4,500
COND - 10
SPEC - Increases ally's DEF by 7 until the start of your next turn. +20xp
WARD
RNG - 1-2
RANK - C
COST - 4,500
COND - 10
SPEC - Increases ally's RES by 7 until the start of your next turn. +20xp
PROTECTION
RNG - 1-3
RANK - B
COST - 9,000
COND - 10
SPEC - Increases all allies DEF by 5 within range until the start of your next turn. +40xp
BARRIER
RNG - 1-3
RANK - B
COST - 9,000
COND - 10
SPEC - Increases all allies RES by 5 within range until the start of your next turn. +40xp
DIMENSION DOOR
RNG - 1
RANK - B
COST - 8,000
COND - 15
SPEC - Warps caster and adjacent ally up to ten tiles away. +65xp
MASS TELEPORT
RNG - 1-3
RANK - A
COST - 15,000
COND - 5
SPEC - Warps caster and all units within range up to ten tiles away. +75xp
RNG - 1
RANK - C
COST - 5,000
COND - 50
SPEC - Restores 10 + MAG HP. +15xp
MEND
RNG - 1
RANK - C
COST - 10,000
COND - 50
SPEC - Restores (10 + MAG)*2 HP. +20xp
RECOVER
RNG - 1
RANK - B
COST - 15,000
COND - 50
SPEC - Restores full HP. +25xp
PHYSIC
RNG - 1-10
RANK - B
COST - 5,000
COND - 15
SPEC - Restores 10 + MAG HP. +35xp
RESERVE
RNG - 1-10
RANK - A
COST - 15,000
COND - 10
SPEC - Restores all allies’ HP within casting radius by [10 + caster’s Mag] +85xp
RETURN
RNG - 1
RANK - C
COST - 5,000
COND - 10
SPEC - Returns an ally to home castle. +35xp
WARP
RNG - 1
RANK - B
COST - 10,000
COND - 10
SPEC - Transports an ally to any allied castle. +60xp
RESCUE
RNG - 1-10
RANK - A
COST - 15,000
COND - 10
SPEC - Transports a distant ally adjacent to caster. +85xp
RESTORE
RNG - 1-10
RANK - B
COST - 10,000
COND - 10
SPEC - Restores all status conditions. +60xp
SILENCE
RNG - 1-10
RANK - B
COST - 10,000
COND - 10
SPEC - Seals enemy’s magic for three turns (75% + a.MAG) - (5*d.RES.) +75xp
SLEEP
RNG - 1-10
RANK - B
COST - 10,000
COND - 10
SPEC - Puts an enemy to sleep for three turns (75% + a.MAG) - (5*d.RES.) +75xp
BERSERK
RNG - 1-10
RANK - B
COST - 10,000
COND - 10
SPEC - Makes an enemy go berserk for three turns (75% + a.MAG) - (5*d.RES.) +75xp
BULWARK
RNG - 1-2
RANK - C
COST - 4,500
COND - 10
SPEC - Increases ally's DEF by 7 until the start of your next turn. +20xp
WARD
RNG - 1-2
RANK - C
COST - 4,500
COND - 10
SPEC - Increases ally's RES by 7 until the start of your next turn. +20xp
PROTECTION
RNG - 1-3
RANK - B
COST - 9,000
COND - 10
SPEC - Increases all allies DEF by 5 within range until the start of your next turn. +40xp
BARRIER
RNG - 1-3
RANK - B
COST - 9,000
COND - 10
SPEC - Increases all allies RES by 5 within range until the start of your next turn. +40xp
DIMENSION DOOR
RNG - 1
RANK - B
COST - 8,000
COND - 15
SPEC - Warps caster and adjacent ally up to ten tiles away. +65xp
MASS TELEPORT
RNG - 1-3
RANK - A
COST - 15,000
COND - 5
SPEC - Warps caster and all units within range up to ten tiles away. +75xp
LIFE RING - 40,000G
Restores 1-10 HP to user each turn.
ELITE RING - 40,000G
Doubled experience gain.
THIEF RING - 20,000G
Gives thievery skill.
PRAYER RING - 40,000G
Gives prayer skill.
PURSUIT RING - 40,000G
Gives pursuit skill.
RECOVER RING - 40,000G
Restores all HP to user each turn.
KNIGHT RING - 40,000G
User can use up leftover movement after performing an action
RETURN RING - 20,000G
When used, returns user to the main castle
RETURN RING - 20,000G
When used, returns user to the main castle
SPEED RING - 20,000G
SPD +5
MAGIC RING - 20,000G
MAG +5
POWER RING - 20,000G
STR +5
SKILL RING - 20,000G
SKL +5
SHIELD RING - 20,000G
DEF +5
BARRIER RING - 20,000G
RES +5
LEG RING - 20,000G
MOVE +3
Restores 1-10 HP to user each turn.
ELITE RING - 40,000G
Doubled experience gain.
THIEF RING - 20,000G
Gives thievery skill.
PRAYER RING - 40,000G
Gives prayer skill.
PURSUIT RING - 40,000G
Gives pursuit skill.
RECOVER RING - 40,000G
Restores all HP to user each turn.
KNIGHT RING - 40,000G
User can use up leftover movement after performing an action
RETURN RING - 20,000G
When used, returns user to the main castle
RETURN RING - 20,000G
When used, returns user to the main castle
SPEED RING - 20,000G
SPD +5
MAGIC RING - 20,000G
MAG +5
POWER RING - 20,000G
STR +5
SKILL RING - 20,000G
SKL +5
SHIELD RING - 20,000G
DEF +5
BARRIER RING - 20,000G
RES +5
LEG RING - 20,000G
MOVE +3
ATTACK SPEED = SPD – weapon Weight
DOUBLE ATTACKS = ATTACK SPEED is 6 > than foe's
PHYSICAL DAMAGE = (STR + Weapon Might + Weapon Triangle Bonus (+2/-2)) - (Foe's DEF + Terrain Bonus)
MAGICAL DAMAGE = (MAGIC + Weapon Might + Weapon Triangle Bonus (+2/-2)) - (Foe's RES + Terrain Bonus)
ACCURACY = (Skill x 2) + LUK/2 + Weapon HIT + Weapon Triangle Bonus (+20/-20)
AVOID = (Attack Speed x 2) + LUK + Terrain bonus
BATTLE ACCURACY = Accuracy – enemy’s Avoid [%]
CRITICAL RATE = (Skill / 2) + (LUK / 2) - Foe LUK
(Crit's are only 2x damage)
EXPERIENCE FROM DOING DAMAGE = 10 + (enemy’s Level – own Level)
EXPERIENCE FROM DEFEATING FOE = 30 + [(enemy’s Level – own Level) x 2]
DOUBLE ATTACKS = ATTACK SPEED is 6 > than foe's
PHYSICAL DAMAGE = (STR + Weapon Might + Weapon Triangle Bonus (+2/-2)) - (Foe's DEF + Terrain Bonus)
MAGICAL DAMAGE = (MAGIC + Weapon Might + Weapon Triangle Bonus (+2/-2)) - (Foe's RES + Terrain Bonus)
ACCURACY = (Skill x 2) + LUK/2 + Weapon HIT + Weapon Triangle Bonus (+20/-20)
AVOID = (Attack Speed x 2) + LUK + Terrain bonus
BATTLE ACCURACY = Accuracy – enemy’s Avoid [%]
CRITICAL RATE = (Skill / 2) + (LUK / 2) - Foe LUK
(Crit's are only 2x damage)
EXPERIENCE FROM DOING DAMAGE = 10 + (enemy’s Level – own Level)
EXPERIENCE FROM DEFEATING FOE = 30 + [(enemy’s Level – own Level) x 2]
SEA/RIVER = -30 AVO
ROAD/BRIDGE = -10 AVO | Can move additional tile if ending on road.
DESERT = -10 AVO | 3 move cost
VILLAGE = 20 AVO | +1 DEF/RES
FOREST = 20 AVO | +1 DEF/RES
MOUNTAIN = 30 AVO | +2 DEF/RES
CASTLE = 30 AVO | +2 DEF/RES | Heal 20% HP per turn
DEEP FOREST = 40 AVO | +2 DEF/RES
ROAD/BRIDGE = -10 AVO | Can move additional tile if ending on road.
DESERT = -10 AVO | 3 move cost
VILLAGE = 20 AVO | +1 DEF/RES
FOREST = 20 AVO | +1 DEF/RES
MOUNTAIN = 30 AVO | +2 DEF/RES
CASTLE = 30 AVO | +2 DEF/RES | Heal 20% HP per turn
DEEP FOREST = 40 AVO | +2 DEF/RES
Villages are scattered across all of Jugdral, each offering their tithes of gold to a city/castle every turn. As of now, villages will tribute 500 Gold per turn directly into the coffers of their parent city. Units may also choose to visit a village by waiting on the entrance tile of it. They will then roll on the following chart to determine what occurs, whether that be an extra tribute of gold, or rare items, or perhaps even a new recruit for the army.
-- VILLAGE VISIT TABLE --
95~100: Villagers remain shut inside their homes as you come through.
50~94: The Villagers believe your cause is just and offer your army 1d5*1000 Gold!
45~49: An odd item of some curiosity is offered to your army for good luck. Roll on the item table below.
35~44: Having little need of it, the villagers open their armory to your cause. Roll on the common weapon table below
25~34: Someone among the village looks to be of some merit, and offers to join your army. Roll on the Tier 1 recruit table.
15~24: The sight of this village has put your journey and ambitions into perspective. Gain stats as if you increased in level once.
7~14: A great work of craftsmanship lies here and is claimed by your army. Roll on the rare weapon table below.
1~6: Someone well versed in the art of battle rests here, they've chosen to join your army. Roll on the Tier 2 recruit table.
-- COMMON ITEM TABLE --
75~100: Vulnerary or Antitoxin
60~74: Pure Water or Iron Nuts
55~59: Seraph Robe
50~54: Energy Drop
45~49: Spirit Dust
40~44: Secret Book
35~39: Speed Wing
30~34: Talisman
25~29: Goddess Icon
20~24: Giant Shell
10~19: Random Ring
1~9: Random Crusader Scroll
-- COMMON WEAPON TABLE --
75~100: Iron Sword, Lance, Axe, or Bow
60~74: Wind, Thunder, or Fire
50~59: Heal
35~49: Poison Sword, Poison Lance, or Poison Bow
25~34: Slim Sword, Iron Blade, Poison Lance, Hand Axe, or Javelin
6~24: Steel Sword, Steel Lance, Steel Axe, or Steel Bow
1~5: Killing Edge, Killer Lance, or Killer Axe.
-- RARE WEAPON TABLE --
75~100: Steel Sword, Steel Lance, Steel Axe, or Steel Bow
60~74: Elwind, Elthunder, Elfire
50~59: Physic or Mend
40~49: Lancereaver, Axereaver, or Swordreaver
30~39: Hammer, Halberd, Armorslayer, Wingclipper, Knightkiller, or Horseslayer.
20~29: Killing Edge, Killer Lance, or Killer Axe.
10~19: Wind Sword, Nosferatu, Light
5~9: Silver Sword, Lance, Axe, or Bow
1~4: Brave Sword, Lance, Axe, or Bow
-- TIER 1 RECRUIT TABLE --
75~100: Sword, Lance, or Axe Soldier
55~74: Archer
45~54: Barbarian, Brigand, Hunter, or Thief
30~44: Mage
20~29: Dancer/Bard
5~19: Priest
1~4: Junior Lord, then roll twice more on this table, ignoring this result
-- TIER 2 RECRUIT TABLE --
75~100: Sword, Lance, Axe, or Bow Armor
55~74: Free Knight or Arch Knight
45~54: Myrmidon, Halberdier, or Axe Fighter
35~44: Cavalier, Lance Knight or Axe Knight
25~34: Wind, Thunder, or Fire Mage
15~24: Pegasus or Wyvern Knight
5~14: High Priest or Dark Mage
1~4: Lord or Knight Lord
Villages can also be raided by units with the Pillager skill. When such a unit uses the Pillage command while standing upon the village entrance, it is reduced to a ruin. A ruined village affords no revenue to its Lord, who must have a unit stand atop the entrance and pay 1500 Gold to reapir it. The pillager rolls on the table below to see what the outcome is.
-- PILLAGING TABLE --
95~100: A local warrior rises up to protect their homeland. The Lord who owns the village rolls on the TIER 1 recruit table to determine a new unit under their control adjacent to the pillager.
80~94: The villagers fend the pillagers off this time dealing 5 damage to the pillaging unit. The village is not reduced to ruins.
65~79: The village is pillaged, but the unit was only able to uncover a pittance. Recieve 1d10*100 Gold.
35~64: The village is pillaged and the unit uncovered a fine haul. Recieve 1d5*500 Gold.
20~34: The village is pillaged, but rather than a haul of gold, the unit finds a strange curio. Roll on the Item table.
10~19: The village is pillaged and the armory is raided. Roll on the common weapon table.
1~9: The village is pillaged and despite the circumstances, someone within wishes to join the pillagers mayhem. Roll on the TIER 1 recruit table to determine a new unit under your control.
1x Like