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- Assassin
- Weapon Skill: Your Chosen Sword (S), Swords (B)
- Promotion Gains:
- HP +3
- STR +2
- MAG +0
- SKI +4
- SPD +1
- LUCK +0
- DEF +1
- RES +0
- CON +3
- AID +3
- MOV: 7
- Special: Assassinate
- Passive Effect
- On a Critical Hit, there is another Critical Hit chance that the attack reduces the target’s HP to 0 instantly. The second Critical Hit chance caps out at 40%. At the GM's discretion, certain enemies can be immune to this skill.
- Berserker
- Weapon Skill: Your Chosen Axe (S), Axes (B)
- Promotion Gains:
- HP +5
- STR +2
- MAG +0
- SKI +3
- SPD +1
- LUCK +0
- DEF +0
- RES +0
- CON +4
- AID +4
- MOV: 6
- Special: Brutality
- Passive Effect
- A character with this skill gains a permanent +10 bonus to their Critical Rate. Their Critical Rate cannot go below 5.
- Mountain/Sea Walk
- Passive Effect
- In addition to keeping either Mountain Walk or Sea Walk from an earlier promotion of Bandit or Pirate, on promotion the Berserker gains the other skill.
- Bishop
- Weapon Skill: Your Chosen Light (A), Your Chosen Staff (A), Light (C), Staff (C)
- Promotion Gains:
- HP +3
- STR +0
- MAG +3
- SKI +3
- SPD +2
- LUCK +0
- DEF +2
- RES +1
- CON +2
- AID +2
- MOV: 6
- Special: Sanctuary
- Activated Effect
- On their turn, a character with this skill can set up a zone 3 spaces in all four directions around the character. Anyone within this zone is protected from all sides; no attacks, or any unit, can enter the zone. However, this goes for allies as well; allies have to be near the character to receive sanctuary, and their own attacks cannot pass through the bishop’s zone of protection. The character can move on their turn, and, likewise, the zone will move with them. However, the character cannot move to where the zone of sanctuary would no longer shield someone initially in the circle.
- Blade Lord
- Weapon Skill: Your Chosen Sword (A), 1 Bow Subcategory (A), Swords (C), Bows (C)
- Promotion Gains:
- HP +3
- STR +2
- MAG +0
- SKI +1
- SPD +0
- LUCK +0
- DEF +3
- RES +2
- CON +4
- AID +4
- MOV: 6
- Special: Decisive
- Passive Effect
- For every 10 HP under Maximum HP, the character with this skill gains a +1 bonus to Attack Speed and +2 to Damage.
- Critical Eye
- Passive Effect
- A character with this skill gains a permanent +5 bonus to their Critical Rate. Their Critical Rate cannot go below 5.
- Commander
- Weapon Skill: Your Chosen Sword (A), 1 Axe Subcategory (A), Swords (C), Axes (C)
- Promotion Gains:
- HP +3
- STR +2
- MAG +0
- SKI +2
- SPD +2
- LUCK +0
- DEF +2
- RES +0
- CON +4
- AID +4
- MOV: 6
- Special: Rally
- Activated Effect
- A unit with this skill can activate it during their turn. When they activate this skill, choose one of the following effects:
- 1. Defensive Order - All units within 3 spaces of the unit using this skill gain a +2 bonus to DEF and RES, and a +20 bonus to Evasion, but suffer a -1 penalty to DMG
- 2. Offensive Order - All units within 3 spaces of the unit using this skill gain a +2 bonus to STR and MAG, and a +20 bonus to Hit, but suffer a -1 penalty to DEF and RES.
- 3. Movement Order - All units within 2 spaces of the unit using this skill who have not taken their turn yet gain a +2 bonus to MOV.
- Dancing Blade
- Weapon Skill: Dance (S), 1 Sword Subcategory (B), Swords (C), Instruments (C)
- Promotion Gains:
- HP +2
- STR +4
- MAG +0
- SKI +2
- SPD +3
- LUCK +1
- DEF +2
- RES +1
- CON +2
- AID +2
- MOV: 6
- Special: Sword Wall
- Activated Effect
- On their turn, the character with this skill can declare their intent to attack all enemies around them. Each attack does not allow the enemy to counterattack. However, the user can only score one hit on the enemy at the time, and each hit still has to be rolled for. In addition, they suffer a -5 penalty to their Total Damage (before factoring in Defence).
- Druid
- Weapon Skill: Your Chosen Dark (A), 1 Anima Subcategory (A), Dark (C), Anima (C)
- Promotion Gains:
- HP +2
- STR +0
- MAG +2
- SKI +1
- SPD +1
- LUCK +2
- DEF +1
- RES +2
- CON +4
- AID +4
- MOV: 6
- Special: Call Magic
- Activated Effect
- Using the Call Magic action, the character can perform various spells based on the caster’s level, without even having the required weapon Level or even without being able to normally use that spell. However, these ‘called’ spells require an amount of the caster’s current HP to be sacrificed.
- Lvl HP Spell
- 1 2 Flux
- 2 2 Fire
- 3 2 Carrion
- 4 3 Heal
- 5 2 Poison
- 6 5 Elhunder
- 7 5 Black Sword
- 8 6 Mend
- 9 8 Nosferatu
- 10 3 Sleep
- 11 4 Slow
- 12 3 Silence
- 13 5 Restore
- 14 8 Hellfire
- 15 8 Carreau
- 16 3 Rescue
- 17 3 Warp
- 18 10 Luna
- 19 10 Physic
- 20 15 Fenrir
- Duke Knight
- Weapon Skill: Your Chosen Lance (A), Your Chosen Sword (A), Lances (C), Swords (C)
- Promotion Gains:
- HP +2
- STR +3
- MAG +0
- SKI +0
- SPD +0
- LUCK +1
- DEF +4
- RES +0
- CON +5
- AID +5
- MOV: 8
- Momentum
- Passive Effect
- For every 2 spaces traversed, the character with this skill gains a +1 bonus to Attack Speed and Damage. This bonus caps at +4, and is reset to 0 at the end of their turn.
- Enchanter
- Weapon Skill: Lyrics (S), 1 Anima Subcategory (B), Anima (C), Instruments (C)
- Promotion Gains:
- HP +2
- STR +0
- MAG +3
- SKI +2
- SPD +3
- LUCK +1
- DEF +0
- RES +2
- CON +2
- AID +2
- MOV: 6
- Special: Enchant
- Activated Effect
- Characters with this skill can redirect attacks aimed at them towards allies who are more capable of taking the attack. They can also “suggest” that their enemies turn and move along, away from the user. Someone who has been enchanted once, though, is not likely to be enchanted again.
- Falco Knight
- Weapon Skill: Your Chosen Lance (A), 1 Sword Subcategory (A), Lances (C), Swords (C)
- Promotion Gains:
- HP +2
- STR +2
- MAG +0
- SKI +2
- SPD +2
- LUCK +0
- DEF +2
- RES +3
- CON +2
- AID +2
- MOV: 8
- Charge
- Activated Effect
- After a full exchange of blows, the character with this skill has a (Speed)% Chance of making the battle go for another full exchange of blows. For example, if the character scored two hits on their opponent to the enemy's one, and if this skill activates, the character goes for another two attacks, while the enemy is allowed their one attack in between. This skill does not activate if the character has less Health than their opponent.
- General
- Weapon Skill: Your Chosen Lance (A), 1 Axe Subcategory (A), Lances (C), Axes (C)
- Promotion Gains:
- HP +5
- STR +2
- MAG +0
- SKI +2
- SPD +0
- LUCK +0
- DEF +2
- RES +0
- CON +5
- AID +5
- MOV: 5
- Special: Big Shield
- Passive Effect
- On a (Skill)% Chance each hit, the character with this skill can reduce any form of damage he takes from any attack to a flat 0. This skill has a chance of activating with each and every attack that targets the character with this skill.
- Great Knight
- Weapon Skill: Your Chosen Lance (B), 1 Axe Subcategory (B), 1 Sword Subcategory (B), Lances (C), Axes (C), Swords (C)
- Promotion Gains:
- HP +6
- STR +3
- MAG +0
- SKI +0
- SPD +2
- LUCK +0
- DEF +2
- RES +3
- CON +4
- AID +4
- MOV: 6
- War Horse
- Passive Effect
- This unit can traverse Hill and Mountain terrain where normal Horseback units cannot even attempt, although they still suffer the same Movement penalty as other units. Also, this unit does not suffer additional penalties for being mounted while traversing through Forest terrain or Rain weather conditions.
- Hero
- Weapon Skill: Your Chosen Sword (A), 1 Axe Subcategory (A), Swords (C), Axes (C)
- Promotion Gains:
- HP +4
- STR +1
- MAG +0
- SKI +2
- SPD +2
- LUCK +0
- DEF +2
- RES +1
- CON +3
- AID +3
- MOV: 7
- Special: Charismatic
- Passive Effect
- This character will gain the Charisma character skill. If they already have Charisma, they can choose another free skill.
- Justicar
- Weapon Skill: Your Chosen Light (S), Light (B)
- Promotion Gains:
- HP +4
- STR +0
- MAG +2
- SKI +3
- SPD +3
- LUCK +0
- DEF +0
- RES +0
- CON +3
- AID +3
- MOV: 6
- Special: Benediction
- Activated Effect
- Once per battle, a character with this skill can call their next dice roll, or the dice roll of the next enemy they enter battle with. This cannot be used to land a critical hit against a major foe like a boss unit, but can be used to avoid suffering one. In addition, a character with this skill can survive up to 1 attack per battle that would otherwise be fatal, leaving them with 1 HP.
- Lore Master
- Weapon Skill: Instruments (S), 1 Light Subcategory (B), Light (C) Dance (C), Song (C)
- Promotion Gains:
- HP +3
- STR +0
- MAG +3
- SKI +2
- SPD +2
- LUCK +3
- DEF +0
- RES +0
- CON +2
- AID +2
- MOV: 6
- Special: Call Magic
- Activated Effect
- Using the Call Magic action, the character can perform various spells based on the caster’s level, without even having the required weapon Level or even without being able to normally use that spell. However, these ‘called’ spells require an amount of the caster’s current HP to be sacrificed.
- Lvl HP Spell
- 1 2 Lightning
- 2 2 Fire
- 3 2 Flux
- 4 3 Heal
- 5 2 Torch
- 6 5 Elwind
- 7 5 Shine
- 8 6 Mend
- 9 8 Thani
- 10 4 Barrier
- 11 3 Soothe
- 12 3 Kia
- 13 5 Sacred Steel
- 14 8 Vortex
- 15 8 Divine
- 16 3 Rescue
- 17 3 Warp
- 18 10 Resire
- 19 10 Physic
- 20 15 Aura
- Mage Knight
- Weapon Skill: Your Chosen Anima (A), Your Chosen Staff (A), Special Subcategory (C), Anima (C), Staff (C), Special (D)
- Promotion Gains:
- HP +3
- STR +0
- MAG +0
- SKI +2
- SPD +2
- LUCK +1
- DEF +3
- RES +1
- CON +3
- AID +3
- MOV: 8
- Physical Training
- Passive Effect
- When a character promotes to a class with this skill, 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. Troubadours keep the weapons they already had.
- Enchanted Weapon
- Passive Effect
- When entering combat, a character with this skill always uses the higher of their Magic or Strength stat to add to the Might of their weapon, no matter if it's a Physical or Magical weapon.
- Mountain Warrior
- Weapon Skill: Your Chosen Axe (S), Axes (B)
- Promotion Gains:
- HP +4
- STR +3
- MAG +0
- SKI +0
- SPD +3
- LUCK +1
- DEF +1
- RES +0
- CON +4
- AID +4
- MOV: 6
- Special: Mountain Fighting
- Activated/Passive Effect
- If a unit with this ability enters combat while on Mountain or Hill Terrain, they +2 to their Attack Speed and +2 to Damage. During their turn, characters with this ability can make boulders roll down their mountains. If they hit a unit, the unit hit takes 15 damage, and the boulder keeps rolling.
- Special: Sack
- Activated/Passive Effect
- By spending their action, a character with this skill can bring any obstacle's endurance to 0 in one strike. Additionally, if a character with this skill attacks a merchant, its HP is reduced to 0 instantly.
- Nomadic Healer
- Weapon Skill: Your Chosen Bow (A), 1 Staff Subcategory (A), Bows (C), Staffs (C)
- Promotion Gains:
- HP +2
- STR +1
- MAG +4
- SKI +1
- SPD +1
- LUCK +0
- DEF +0
- RES +3
- CON +4
- AID +4
- MOV: 8
- Medicine Man
- Activated Effect
- If the character with this skill has an open slot in their inventory, they can spend their action making 1 free Vulnerary for 100 gold. By spending 500 Gold, they can make a Concoction instead. By spending 1250 Gold, they can make an Elixer. This skill adds to the EXP Pool.
- Nomadic Trooper
- Weapon Skill: Your Chosen Bow (A), 1 Sword Subcategory (A), Bows (C), Swords (C)
- Promotion Gains:
- HP +3
- STR +2
- MAG +0
- SKI +2
- SPD +2
- LUCK +0
- DEF +2
- RES +0
- CON +4
- AID +4
- MOV: 8
- Plains Walk
- Passive Effect
- Units with this skill gain a +2 bonus to MOV whenever the unit is on Plains.
- Paladin
- Weapon Skill: Your Chosen Sword (B), Your Chosen Lance (B), 1 Axe Subcategory (B), Swords (C), Lances (C), Axes (C)
- Promotion Gains:
- HP +3
- STR +1
- MAG +0
- SKI +3
- SPD +3
- LUCK +0
- DEF +0
- RES +4
- CON +3
- AID +3
- MOV: 8
- Nullify
- Passive Effect
- On promotion to Paladin, the character gets the Character Skill Nullify automatically. If they had the Nullify skill already, they are free to select any other Free Character Skill and add it to their repertoire.
- Rogue
- Weapon Skill: Your Chosen Sword (S), Swords (B)
- Promotion Gains:
- HP +4
- STR +3
- MAG +0
- SKI +2
- SPD +2
- LUCK +3
- DEF +3
- RES +0
- CON +2
- AID +2
- MOV: 7
- Special: Open Lock
- Passive Effect
- The character no longer requires a Lockpick or Key in their inventory to unlock a door or chest. They can still carry lockpicks, but they are not used up when the Rogue unlocks something.
- Bag of Holding
- Passive Effect
- The character has infinite storage for items. However, once they go over the normal storage limit, they can no longer have weapons of any kind on their person.
- Sage
- Weapon Skill: Your Chosen Anima (S), 1 Staff Subcategory (B), Anima (B), Staffs (C)
- Promotion Gains:
- HP +4
- STR +1
- MAG +3
- SKI +2
- SPD +2
- LUCK +0
- DEF +2
- RES +2
- CON +2
- AID +2
- MOV: 6
- Special: Call Magic
- Activated Effect
- Using the Call Magic action, the character can perform various spells based on the caster’s level, without even having the required weapon Level or even without being able to normally use that spell. However, these ‘called’ spells require an amount of the caster’s current HP to be sacrificed.
- Lvl HP Spell
- 1 2 Fire
- 2 2 Lightning
- 3 2 Thunder
- 4 3 Heal
- 5 2 Poison
- 6 5 Elfire
- 7 5 Shine
- 8 6 Mend
- 9 8 Blaze
- 10 4 Sharpness
- 11 3 Sleep
- 12 3 Slow
- 13 5 Restore
- 14 8 Carrion
- 15 8 Divine
- 16 3 Rescue
- 17 3 Warp
- 18 10 Paraball
- 19 10 Physic
- 20 15 Fimbulvetr
- Saint
- Weapon Skill: Your Chosen Staff (S), Staffs (B)
- Promotion Gains:
- HP +3
- STR +2
- MAG +3
- SKI +0
- SPD +3
- LUCK +0
- DEF +0
- RES +3
- CON +1
- AID +1
- MOV: 6
- Special: Transfer Might
- Passive Effect
- The character with this skill can take their Strength Stat and transfer up to 8 points to an allied unit adjacent to them for the duration of the battle. If the unit who was given this bonus falls to 0 HP, the character with this skill regains their Strength. The character contributes to the EXP Pool when they use this ability.
- Sentinel
- Weapon Skill: Your Chosen Lance (S), Lances (B)
- Promotion Gains:
- HP +2
- STR +2
- MAG +1
- SKI +2
- SPD +2
- LUCK +0
- DEF +2
- RES +1
- CON +3
- AID +3
- MOV: 7
- Special: Shield Wall
- Passive Effect
- The character with this skill grants a +5 bonus to the Defence of any ally adjacent to them.
- Critical Eye
- Passive Effect
- A character with this skill gains a permanent +5 bonus to their Critical Rate. Their Critical Rate cannot go below 5.
- Sniper
- Weapon Skill: Your Chosen Bow (S), Bows (B)
- Promotion Gains:
- HP +3
- STR +2
- MAG +0
- SKI +3
- SPD +0
- LUCK +0
- DEF +3
- RES +0
- CON +4
- AID +4
- MOV: 6
- Special: Sure Shot
- Passive Effect
- This characters final hit rate is at least 80%. In addition, characters with this skill gain a +1 bonus to the range of all their weapons.
- Summoner
- Weapon Skill: Your Chosen Dark (S), Dark (B)
- Promotion Gains:
- HP +4
- STR +0
- MAG +3
- SKI +2
- SPD +1
- LUCK +0
- DEF +0
- RES +0
- CON +5
- AID +5
- MOV: 6
- Special: Summon
- Activated Effect
- The character is able to Summon as an action on their turn. A Phantom is summoned and acts as an ally under the control of the Summoner. Only one Phantom can be summoned at a time. Depending on the Summoner's Level, a new style of Phantom can be summoned, at the summoner's choice when they hit that level. See the Summoning Chart below for more information on the statistics of the assistant summoned.
- Phantom Lvl HP STR SPD SKL LUC DEF RES Weapon Special
- 01: Soldier 15 30 12 10 12 0 15 5 Steel Lance Anti-Cavalry
- 01: Gargoyle 15 30 14 12 12 5 10 9 Steel Javelin Flying
- 05: Warrior 05 40 16 12 12 0 10 2 Steel Axe Forest Walk
- 05: Skeleton 20 32 12 14 14 0 8 13 Steel Sword Daunt
- 10: Samurai 05 42 14 16 16 5 12 9 Shamshir Musou
- 10: Ghost 05 20 12 14 14 0 0 10 Venom Halberd Immune to Physical
- 15: Duke Knight 10 45 14 16 16 5 12 8 Steel GrtLance Momentum
- 15: Death Knight 10 40 16 12 14 0 14 6 Broadsword Daunt
- 20: Water Dragon 15 50 18 18 18 10 15 15 Jet Water Walk
- Jet: 17 MT, 85 Hit, 5 Crit, 0 WT, 50 QL
- 20: Bone Dragon 15 50 20 14 18 10 19 10 Bite Flying, Nullify
- Bite: 15 MT, 90 Hit, 10 Crit, 0 WT, 50 QL
- Swashbuckler
- Weapon Skill: Your Chosen Axe (A), 1 Sword Subcategory (A), Axes (C), Swords (C)
- Promotion Gains:
- HP +2
- STR +2
- MAG +0
- SKI +3
- SPD +2
- LUCK +2
- DEF +0
- RES +1
- CON +3
- AID +3
- MOV: 6
- Special: Sea Fighting
- Passive Effect
- If a unit with this ability is fighting on a sea/boat map, they gain +2 to their Attack Speed and +2 Damage. In addition, if fighting on a boat, a character with this ability gains bonuses as though they were on Water Terrain, including gaining the Attack Speed and Damage bonuses from Sea Fighting.
- Duel
- Activated Ability
- If the character did not move this turn, they can enter into battle with an enemy adjacent to them, with the character having a bonus +20 Crit and +20 Hit, while the enemy has -20 Hit and -10 Evasion. The character cannot move this turn once combat is finished.
- Swordmaster
- Weapon Skill: Your Chosen Sword (S), Swords (B)
- Promotion Gains:
- HP +3
- STR +3
- MAG +2
- SKI +2
- SPD +2
- LUCK +1
- DEF +0
- RES +0
- CON +3
- AID +3
- MOV: 6
- Special: Single Stroke
- Passive Effect
- A character with this skill gains a permanent +15 bonus to their Critical Rate. Their Critical Rate cannot go below 10.
- Valkyrie
- Weapon Skill: Your Chosen Staff (B), Special Subcategory (B), 1 Light Subcategory (B), Staffs (C), Special (C), Light (C)
- Promotion Gains:
- HP +2
- STR +1
- MAG +2
- SKI +2
- SPD +3
- LUCK +0
- DEF +0
- RES +3
- CON +2
- AID +2
- MOV: 8
- Triangle Attack
- Activated Effect
- In battle, the character with this skill can only activate this effect when they and two other units are adjacent to the target enemy. The character with this skill will automatically score a Critical Hit on their first strike. This skill can only be used once per battle.
- Warrior
- Weapon Skill: Your Chosen Axe (A), 1 Bow Subcategory (A), Axes (C), Bows (C)
- Promotion Gains:
- HP +2
- STR +3
- MAG +0
- SKI +2
- SPD +2
- LUCK +2
- DEF +0
- RES +0
- CON +4
- AID +4
- MOV: 6
- Special: Forest Camouflage
- Passive Effect
- This skill works in conjunction with Conceal. While under the effect of Conceal, the character with this skill can attack from a range of 2 or greater without revealing their position. Unless the unit attacks from melee range, they will not give away their position.
- Wyvern Knight
- Weapon Skill: Your Chosen Lance (S), Lances (B)
- Promotion Gains:
- HP +3
- STR +4
- MAG +0
- SKI +0
- SPD +0
- LUCK +0
- DEF +4
- RES +0
- CON +5
- AID +5
- MOV: 7
- Strong vs Airborne
- Passive Effect
- The character’s Base Damage stat is increased by (Total Level/3) when attacking units that have the Pegasus or Wyvern skill. This bonus is applied before applying the enemy’s defence. This bonus is not applied if the character with this skill has dismounted.
- Wyvern Lord
- Weapon Skill: Your Chosen Lance (A), Choose 1 Sword Subcategory or 1 Axe Subcategory (A), Lances (C), Swords or Axes(C)
- Promotion Gains:
- HP +3
- STR +2
- MAG +0
- SKI +2
- SPD +2
- LUCK +0
- DEF +2
- RES +0
- CON +5
- AID +5
- MOV: 7
- Scatter
- Activated Effect
- This skill can only be used on a group of enemies that are within 3 spaces of each other, and number 2 or more in unit count. Every unit that has a lower Constitution than the unit who has this ability is sent to a random spot within 10 spaces in all directions, except towards the unit who used this skill. Accounting for location of the skill used and how many enemies were effected, in general, no units will be within 2 spaces of each other. You can only do this once per battle.
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