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- Steel Charge
- HP: 60/60
- MP: 90/90
- AP: 3/3
- Attributes:
- + Magus: Magical attack strings deal extra damage.
- - Light-Headed: Getting addled makes you lose 1 AP
- >>Skills:
- PASSIVE - Fortress: Take less damage from physical strikes.
- >1 AP/ 0 MP - Rushdown:
- Charge the enemy and deal light physical damage. Chance to Addle.
- >2 AP / 0 MP - Gore:
- Deal heavy physical attack damage to a target. Chance to Stun.
- ===
- >1 AP / 10 MP - Spell Arrow
- Summon a magical projectile that deals magical damage at the end of the turn. Capable of piercing.
- >2 AP / 25 MP - Spell Chain
- Summon an ethereal chain to lock a target in place and deal light damage. Chance to Lock Down.
- >1 AP / 10 MP - Spell Sword:
- Wreathe your horn in a blade of magic. Blade expires with a fierce explosion.
- ===
- >1 AP/ 15 MP - Spell Shield:
- Summon a shield of magic to bolster your defenses and recover HP
- >1 AP / 0 MP- Concentrate:
- Begin to regain MP and deal extra damage with a combo string in the next turn.
- ===
- >0 AP / 0 MP - Intel
- Consult the Codex about a target.
- >0 AP / 0 MP - Scrying Pearl
- Communicate over long distances.
- >0 AP / 0 MP - Taunt
- Contextual
- ===
- >3 AP/ 0 MP - Retreat
- Depart from battle. They say it is best to live to fight another day, instead of dying on this one.
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