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- Archer
- Weapon Skill: 1 Bow Subcategory (C), Bows (D)
- Starting Weapon: Iron Bow
- Promotes To: Nomadic Trooper, Sniper
- Item Required: Orion's Bolt (Both).
- HP: 20
- STR: 6
- MAG: 1
- SKI: 6
- SPD: 5
- LUCK: 4
- DEF: 5
- RES: 1
- CON: 7
- AID: 6
- MOV: 5
- Ballistician
- Passive Effect
- Can operate Ballistas. Firing a ballista sends a massive arrow flying over all terrain in the way, making no difference to its impressive range, but does not negate Defence or Evasion bonuses. If the ballista is fired at an enemy that is within 3 spaces of 2 or more units and misses, a member of the crowd, even an allied unit or the original target, is randomly selected and takes the hit automatically.
- Bandit
- Weapon Skill: 1 Axe Subcategory (C), Axes (D)
- Starting Weapon: Iron Axe
- Promotes To: Berserker, Mountain Warrior
- Item Required: Ocean's Seal (Berserker), Hero's Crest (Mountain Warrior)
- HP: 25
- STR: 9
- MAG: 0
- SKI: 3
- SPD: 4
- LUCK: 0
- DEF: 4
- RES: 0
- CON: 11
- AID: 10
- MOV: 5
- Special: Mountain Walk
- Passive Effect
- Units with this skill can traverse Mountains, where other classes can't. In addition, units with this skill don't suffer a movement penalty traversing Hills.
- Raid
- Activated/Passive Effect
- If a unit with this skill attacks a Merchant, they are guaranteed two hits against it. As well, they gain a +2 damage to the merchant. If a unit with this skill enters a village, they can choose to pillage it. Pillaging a village uses up a turn, but it allows the unit to steal 500 Gold from the village. The village is then destroyed.
- Bard
- Weapon Skill: Lyrics (C), Instruments (D)
- Starting Weapon: ---
- Promotes To: Enchanter, Lore Master
- Item Required: Artistic Mark (Both)
- HP: 18
- STR: 2
- MAG: 4
- SKI: 3
- SPD: 7
- LUCK: 7
- DEF: 1
- RES: 4
- CON: 4
- AID: 3
- MOV: 5
- Special: Play Song
- Activated Effect
- The character is able to play a song for any ally adjacent to the user who has already used their action. That character can act again. The character with this skill will effect all allies adjacent to them when they activate their effect (up to 4 characters). This effect of aiding multiple allies works with the standard Play ability, or with any currently equipped Performance.
- Cavalier
- Weapon Skill: 1 Sword Subcategory (D), 1 Lance Subcategory (D), Swords (D), Lances (D)
- Starting Weapon: Choose 1 of Iron Sword, Iron Lance
- Promotes To: Paladin, Duke Knight
- Item Required: Knight's Crest (Both)
- HP: 20
- STR: 6
- MAG: 0
- SKI: 5
- SPD: 5
- LUCK: 2
- DEF: 4
- RES: 1
- CON: 8
- AID: 7 (25-8 = 17 Aid)
- MOV: 7
- Reliable Attack
- Activated Effect
- Twice per battle, the Cavalier can choose to activate this special ability. For the rest of the round, until their next phase, whenever the Cavalier enters combat, they only suffer a -10 penalty to Hit rather than -15 if they are on the losing end of the Weapon Triangle, and they suffer no damage penalty. If they are on the winning end of the Weapon Triangle, they gain a +20 bonus to Hit instead of +15, and a +2 bonus to damage rather than just +1.
- Dancer
- Weapon Skill: Dance (C), Instruments (D)
- Starting Weapon: ---
- Promotes To: Dancing Blade, Lore Master
- Item Required: Artistic Mark (Both)
- HP: 18
- STR: 4
- MAG: 3
- SKI: 3
- SPD: 7
- LUCK: 7
- DEF: 2
- RES: 3
- CON: 4
- AID: 3
- MOV: 5
- Special: Dance
- Activated Effect
- The character is able to perform a dance for any ally adjacent to the user who has already used their action. That character can act again. The character with this skill can effect up to 2 allies with it, but it can be any ally within 2 spaces of the Dancer. This effect of aiding multiple allies works with the standard Dance ability, or with any currently equipped Performance.
- Fighter
- Weapon Skill: 1 Axe Subcategory (C), Axes (D)
- Starting Weapon: Iron Axe
- Promotes To: Hero, Warrior
- Item Required: Hero's Crest (Both)
- HP: 23
- STR: 6
- MAG: 0
- SKI: 6
- SPD: 4
- LUCK: 3
- DEF: 5
- RES: 1
- CON: 10
- AID: 9
- MOV: 5
- Special: Forest Walk
- Passive Effect
- Units with this skill can traverse Forest terrain without penalty.
- Conceal
- Passive Effect
- When a unit ends their turn on Forest Terrain, they are hidden from sight. If they attacked on their turn, this skill is ignored. If the character with this skill attacks, they come out of Conceal. If the character leaves Forest Terrain, they come out of Conceal
- Knight
- Weapon Skill: 1 Lance Subcategory (C), Lances (D)
- Starting Weapon: Iron Lance
- Promotes To: General, Great Knight
- Item Required: Knight's Crest (Both)
- HP: 25
- STR: 6
- MAG: 0
- SKI: 4
- SPD: 2
- LUCK: 1
- DEF: 9
- RES: 0
- CON: 10
- AID: 9
- MOV: 4
- Hold The Line
- Activated Effect
- If the character with this skill hasn't used any of their MOV points this turn, they can choose to spend all their MOV to remain in place, and prevent the enemy from entering melee range with the character until the start of the character's next round.
- Mage
- Weapon Skill: 1 Anima Subcategory (C), Anima (D)
- Starting Weapon: Choose 1 of Fire, Wind, or Thunder
- Promotes To: Mage Knight, Sage
- Item Required: Guiding Ring (Both)
- HP: 21
- STR: 2
- MAG: 6
- SKI: 5
- SPD: 4
- LUCK: 2
- DEF: 0
- RES: 5
- CON: 5
- AID: 4
- MOV: 5
- Special: Levitation
- Passive Effect
- Characters with this skill can move unhindered across muddy terrain in rain, snowy terrain, and sand. However, Forests and Mountains still pose a problem, and characters with this skill can't end their turn on any terrain with Water (although that they can traverse without penalty until ending)
- Nature Spirits
- Passive Effect
- Add your Strength stat to your Constitution, when determining if you lose speed from weapon weight.
- Mercenary
- Weapon Skill: 1 Sword Subcategory (C), Swords (D)
- Starting Weapon: Iron Sword
- Promotes To: Commander, Hero
- Item Required: Hero's Crest (Both)
- HP: 23
- STR: 6
- MAG: 1
- SKI: 6
- SPD: 5
- LUCK: 2
- DEF: 4
- RES: 0
- CON: 9
- AID: 8
- MOV: 5
- Special: Inspiration
- Passive Effect
- Allies within three spaces of this character gain +1 Defence and Resistance as long as they are in range. This character does not gain the bonuses.
- Monk
- Weapon Skill: 1 Light Subcategory (C), Light (D)
- Starting Weapon: Lightning
- Promotes To: Bishop, Justicar
- Item Required: Guiding Ring (Both)
- HP: 18
- STR: 2
- MAG: 4
- SKI: 3
- SPD: 6
- LUCK: 5
- DEF: 1
- RES: 7
- CON: 5
- AID: 4
- MOV: 5
- Special: Levitation
- Passive Effect
- Characters with this skill can move unhindered across muddy terrain in rain, snowy terrain, and sand. However, Forests and Mountains still pose a problem, and characters with this skill can't end their turn on any terrain with Water (although that they can traverse without penalty until ending)
- Pious Defence
- Passive Effect
- During their turn, a character with this skill can choose to add their STR stat to their DEF and RES for one round. However, they must also take their STR out of MAG for one round (no stat can go below 0)
- Myrmidon
- Weapon Skill: 1 Sword Subcategory (C), Swords (D)
- Starting Weapon: Iron Sword
- Promotes To: Blade Lord, Swordmaster
- Item Required: Hero's Crest (Both)
- HP: 20
- STR: 4
- MAG: 3
- SKI: 7
- SPD: 8
- LUCK: 3
- DEF: 2
- RES: 0
- CON: 7
- AID: 6
- MOV: 5
- Special: Leaf On The Wind
- Activated Effect
- Instead of declaring an attack, the character with this skill can declare intent to gain a bonus to evasion equal to (MAG x 4) for one enemy round, by reducing the number of counter attacks by 1 (this can mean 0 counter attacks). The bonus to evasion caps at +40
- Nomad
- Weapon Skill: Choose 1 Bow Subcategory (C), Bows (D)
- Starting Weapon: Iron Bow
- Promotes To: Nomadid Healer, Nomadic Trooper
- Item Required: Orion's Bolt (Both)
- HP: 18
- STR: 4
- MAG: 1
- SKI: 7
- SPD: 6
- LUCK: 2
- DEF: 3
- RES: 1
- CON: 7
- AID: 6 (25-7 = 18 Aid)
- MOV: 7
- Hit and Run
- Passive Effect
- After making an attack, this unit gains a +2 bonus to their MOV until the end of their turn. This effect only activates after the unit makes an attack, and does not activate if they take any other action.
- Pegasus Knight
- Weapon Skill: 1 Lance Subcategory (C), Lances (D)
- Starting Weapon: Iron Lance
- Promotes To: Falco Knight, Wyvern Knight
- Item Required: Elysian Whip (Both)
- HP: 18
- STR: 4
- MAG: 0
- SKI: 6
- SPD: 7
- LUCK: 3
- DEF: 3
- RES: 4
- CON: 6
- AID: 5 (25-6 = 19 Aid)
- MOV: 7
- Cloud Walking
- Passive Effect
- The character with this skill suffers no Movement Penalties in Rain, Snow, or Sandstorm.
- Pirate
- Weapon Skill: 1 Axe Subcategory (C), Axes (D)
- Starting Weapon: Iron Axe
- Promotes To: Berserker, Swashbuckler
- Item Required: Ocean Seal (Both)
- HP: 22
- STR: 7
- MAG: 0
- SKI: 4
- SPD: 6
- LUCK: 1
- DEF: 3
- RES: 0
- CON: 9
- AID: 8 (25-9 = 16 Aid)
- MOV: 5
- Special: Sea Walk
- Passive Effect
- Units with this skill can traverse and end their turn on Water Terrain, where other classes can't without flying.
- Raid
- Activated/Passive Effect
- If a unit with this skill attacks a Merchant, they are guaranteed two hits against it. As well, they gain a +2 damage to the merchant. If a unit with this skill enters a village, they can choose to pillage it. Pillaging a village uses up a turn, but it allows the unit to steal 500 Gold from the village. The village is then destroyed.
- Priest/Cleric
- Weapon Skill: 1 Staff Subcategory (C), Staffs (D)
- Starting Weapon: Heal
- Promotes To: Bishop, Saint
- Item Required: Guiding Ring (Both)
- HP: 16
- STR: 2
- MAG: 5
- SKI: 2
- SPD: 5
- LUCK: 6
- DEF: 4
- RES: 7
- CON: 5
- AID: 4
- MOV: 5
- Special: Levitation
- Passive Effect
- Characters with this skill can move unhindered across muddy terrain in rain, snowy terrain, and sand. However, Forests and Mountains still pose a problem, and characters with this skill can't end their turn on any terrain with Water (although that they can traverse without penalty until ending)
- Self Healing
- Passive Effect
- At the start of each allied round, characters with this skill regain Health, if they are equipped with a Healing staff, equal to their Magic stat. If they equipped a Status Ailment Healing or Inflicting Staff, their condition is returned to normal instead.
- Shaman
- Weapon Skill: 1 Dark Subcategory (C), Dark (D)
- Starting Weapon: Flux
- Promotes To: Druid, Summoner
- Item Required: Guiding Ring (Both)
- HP: 19
- STR: 2
- MAG: 7
- SKI: 4
- SPD: 4
- LUCK: 2
- DEF: 1
- RES: 5
- CON: 6
- AID: 5
- MOV: 5
- Special: Levitation
- Passive Effect
- Characters with this skill can move unhindered across muddy terrain in rain, snowy terrain, and sand. However, Forests and Mountains still pose a problem, and characters with this skill can't end their turn on any terrain with Water (although that they can traverse without penalty until ending)
- Siphon Soul
- Activated Ability
- Once per battle, this character can drain life from an enemy without needing access to a specific tome that does drain life. This only lasts one fight, and can only be done on the player phase.
- Soldier
- Weapon Skill: 1 Lance Subcategory (C), Lances (D)
- Starting Weapon: Iron Lance
- Promotes To: General, Sentinel
- Item Required: Knight's Crest (Both)
- HP : 22
- STR: 5
- MAG: 0
- SKI: 5
- SPD: 5
- LUCK: 1
- DEF: 5
- RES: 0
- CON: 8
- AID: 7
- MOV: 5
- Special: Anti-Cavalry
- Passive Effective
- The character with this skill gains a +5 Total Damage while entering combat with any enemy with the Horseback, Pegasus, or Wyvern Skill.
- Thief
- Weapon Skill: 1 Sword Subcategory (C), Swords (D)
- Starting Weapon: Iron Sword
- Promotes To: Assassin, Rogue
- Item Required: Treasure Mark (Both)
- HP: 18
- STR: 4
- MAG: 0
- SKI: 6
- SPD: 9
- LUCK: 5
- DEF: 2
- RES: 1
- CON: 7
- AID: 6
- MOV: 5
- Special: Steal
- Activated Effect
- If the character with this skill has a higher Speed or Luck compared to their opponent, they can attempt to steal any unequipped item, from weapons to items. The character with this skill must have an open inventory, or else the steal wonβt work. If all conditions are met, that item is instantly added to the stealing character's inventory, and they contribute to the EXP Pool. Some items can be locked to inventory, preventing stealing.
- Troubadour
- Weapon Skill: 1 Staff Subcategory (C), Staffs (D), Special Subcategory (C), Special (D)
- Starting Weapon: Heal
- Promotes To: Mage Knight, Valkyrie
- Item Required: Guiding Ring (Both)
- HP: 18
- STR: 4
- MAG: 3
- SKI: 3
- SPD: 5
- LUCK: 5
- DEF: 2
- RES: 5
- CON: 5
- AID: 4 (25-5 = 20 Aid)
- MOV: 7
- Physical Training
- Passive Effect
- The player can choose 1 subcategory of Swords, Lances, Axes or Bows. The character gains an automatic C Rank in this subcategory, and a D rank in the weapon.
- Wyvern Rider
- Weapon Skill: 1 Lance Subcategory (C), Lances (D)
- Starting Weapon: Iron Lance
- Promotes To: Wyvern Knight, Wyvern Lord
- Item Required: Elysian Whip (Both)
- HP: 22
- STR: 5
- MAG: 0
- SKI: 4
- SPD: 3
- LUCK: 1
- DEF: 6
- RES: 0
- CON: 9
- AID: 8 (25-9 = 16 Aid)
- MOV: 6
- Dragon Scales
- Passive Effect
- This unit gains a +5 bonus to their Resistance when in combat with an enemy wielding a Wind or Fire Tome. However, they do not gain this bonus while in combat with an enemy wielding a Thunder Tome, and, in fact, take effective damage from it.
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