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Kelsper

Promoted Classes

Jul 29th, 2013
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  1. Assassin
  2.  
  3. Weapon Skill: Your Chosen Sword (S), Swords (B)
  4.  
  5. Promotion Gains:
  6. HP +3
  7. STR +2
  8. MAG +0
  9. SKI +4
  10. SPD +1
  11. LUCK +0
  12. DEF +1
  13. RES +0
  14. CON +3
  15. AID +3
  16. MOV: 7
  17.  
  18. Special: Assassinate
  19. Passive Effect
  20. 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.
  21.  
  22.  
  23.  
  24. Berserker
  25.  
  26. Weapon Skill: Your Chosen Axe (S), Axes (B)
  27.  
  28. Promotion Gains:
  29. HP +5
  30. STR +2
  31. MAG +0
  32. SKI +3
  33. SPD +1
  34. LUCK +0
  35. DEF +0
  36. RES +0
  37. CON +4
  38. AID +4
  39. MOV: 6
  40.  
  41. Special: Brutality
  42. Passive Effect
  43. A character with this skill gains a permanent +10 bonus to their Critical Rate. Their Critical Rate cannot go below 5.
  44.  
  45. Mountain/Sea Walk
  46. Passive Effect
  47. 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.
  48.  
  49.  
  50. Bishop
  51.  
  52. Weapon Skill: Your Chosen Light (A), Your Chosen Staff (A), Light (C), Staff (C)
  53.  
  54. Promotion Gains:
  55. HP +3
  56. STR +0
  57. MAG +3
  58. SKI +3
  59. SPD +2
  60. LUCK +0
  61. DEF +2
  62. RES +1
  63. CON +2
  64. AID +2
  65. MOV: 6
  66.  
  67. Special: Sanctuary
  68. Activated Effect
  69. 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.
  70.  
  71. Blade Lord
  72.  
  73. Weapon Skill: Your Chosen Sword (A), 1 Bow Subcategory (A), Swords (C), Bows (C)
  74.  
  75. Promotion Gains:
  76. HP +3
  77. STR +2
  78. MAG +0
  79. SKI +1
  80. SPD +0
  81. LUCK +0
  82. DEF +3
  83. RES +2
  84. CON +4
  85. AID +4
  86. MOV: 6
  87.  
  88. Special: Decisive
  89. Passive Effect
  90. For every 10 HP under Maximum HP, the character with this skill gains a +1 bonus to Attack Speed and +2 to Damage.
  91.  
  92. Critical Eye
  93. Passive Effect
  94. A character with this skill gains a permanent +5 bonus to their Critical Rate. Their Critical Rate cannot go below 5.
  95.  
  96.  
  97.  
  98. Commander
  99.  
  100. Weapon Skill: Your Chosen Sword (A), 1 Axe Subcategory (A), Swords (C), Axes (C)
  101.  
  102. Promotion Gains:
  103. HP +3
  104. STR +2
  105. MAG +0
  106. SKI +2
  107. SPD +2
  108. LUCK +0
  109. DEF +2
  110. RES +0
  111. CON +4
  112. AID +4
  113. MOV: 6
  114.  
  115. Special: Rally
  116. Activated Effect
  117. A unit with this skill can activate it during their turn. When they activate this skill, choose one of the following effects:
  118. 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
  119. 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.
  120. 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.
  121.  
  122.  
  123. Dancing Blade
  124.  
  125. Weapon Skill: Dance (S), 1 Sword Subcategory (B), Swords (C), Instruments (C)
  126.  
  127. Promotion Gains:
  128. HP +2
  129. STR +4
  130. MAG +0
  131. SKI +2
  132. SPD +3
  133. LUCK +1
  134. DEF +2
  135. RES +1
  136. CON +2
  137. AID +2
  138. MOV: 6
  139.  
  140. Special: Sword Wall
  141. Activated Effect
  142. 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).
  143.  
  144.  
  145. Druid
  146.  
  147. Weapon Skill: Your Chosen Dark (A), 1 Anima Subcategory (A), Dark (C), Anima (C)
  148.  
  149. Promotion Gains:
  150. HP +2
  151. STR +0
  152. MAG +2
  153. SKI +1
  154. SPD +1
  155. LUCK +2
  156. DEF +1
  157. RES +2
  158. CON +4
  159. AID +4
  160. MOV: 6
  161.  
  162. Special: Call Magic
  163. Activated Effect
  164. 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.
  165.  
  166. Lvl HP Spell
  167. 1 2 Flux
  168. 2 2 Fire
  169. 3 2 Carrion
  170. 4 3 Heal
  171. 5 2 Poison
  172. 6 5 Elhunder
  173. 7 5 Black Sword
  174. 8 6 Mend
  175. 9 8 Nosferatu
  176. 10 3 Sleep
  177. 11 4 Slow
  178. 12 3 Silence
  179. 13 5 Restore
  180. 14 8 Hellfire
  181. 15 8 Carreau
  182. 16 3 Rescue
  183. 17 3 Warp
  184. 18 10 Luna
  185. 19 10 Physic
  186. 20 15 Fenrir
  187.  
  188.  
  189. Duke Knight
  190.  
  191. Weapon Skill: Your Chosen Lance (A), Your Chosen Sword (A), Lances (C), Swords (C)
  192.  
  193. Promotion Gains:
  194. HP +2
  195. STR +3
  196. MAG +0
  197. SKI +0
  198. SPD +0
  199. LUCK +1
  200. DEF +4
  201. RES +0
  202. CON +5
  203. AID +5
  204. MOV: 8
  205.  
  206. Momentum
  207. Passive Effect
  208. 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.
  209.  
  210.  
  211. Enchanter
  212.  
  213. Weapon Skill: Lyrics (S), 1 Anima Subcategory (B), Anima (C), Instruments (C)
  214.  
  215. Promotion Gains:
  216. HP +2
  217. STR +0
  218. MAG +3
  219. SKI +2
  220. SPD +3
  221. LUCK +1
  222. DEF +0
  223. RES +2
  224. CON +2
  225. AID +2
  226. MOV: 6
  227.  
  228. Special: Enchant
  229. Activated Effect
  230. 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.
  231.  
  232.  
  233. Falco Knight
  234.  
  235. Weapon Skill: Your Chosen Lance (A), 1 Sword Subcategory (A), Lances (C), Swords (C)
  236.  
  237. Promotion Gains:
  238. HP +2
  239. STR +2
  240. MAG +0
  241. SKI +2
  242. SPD +2
  243. LUCK +0
  244. DEF +2
  245. RES +3
  246. CON +2
  247. AID +2
  248. MOV: 8
  249.  
  250. Charge
  251. Activated Effect
  252. 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.
  253.  
  254.  
  255. General
  256.  
  257. Weapon Skill: Your Chosen Lance (A), 1 Axe Subcategory (A), Lances (C), Axes (C)
  258.  
  259. Promotion Gains:
  260. HP +5
  261. STR +2
  262. MAG +0
  263. SKI +2
  264. SPD +0
  265. LUCK +0
  266. DEF +2
  267. RES +0
  268. CON +5
  269. AID +5
  270. MOV: 5
  271.  
  272. Special: Big Shield
  273. Passive Effect
  274. 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.
  275.  
  276.  
  277. Great Knight
  278.  
  279. Weapon Skill: Your Chosen Lance (B), 1 Axe Subcategory (B), 1 Sword Subcategory (B), Lances (C), Axes (C), Swords (C)
  280.  
  281. Promotion Gains:
  282. HP +6
  283. STR +3
  284. MAG +0
  285. SKI +0
  286. SPD +2
  287. LUCK +0
  288. DEF +2
  289. RES +3
  290. CON +4
  291. AID +4
  292. MOV: 6
  293.  
  294. War Horse
  295. Passive Effect
  296. 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.
  297.  
  298.  
  299. Hero
  300.  
  301. Weapon Skill: Your Chosen Sword (A), 1 Axe Subcategory (A), Swords (C), Axes (C)
  302.  
  303. Promotion Gains:
  304. HP +4
  305. STR +1
  306. MAG +0
  307. SKI +2
  308. SPD +2
  309. LUCK +0
  310. DEF +2
  311. RES +1
  312. CON +3
  313. AID +3
  314. MOV: 7
  315.  
  316. Special: Charismatic
  317. Passive Effect
  318. This character will gain the Charisma character skill. If they already have Charisma, they can choose another free skill.
  319.  
  320.  
  321.  
  322. Justicar
  323.  
  324. Weapon Skill: Your Chosen Light (S), Light (B)
  325.  
  326. Promotion Gains:
  327. HP +4
  328. STR +0
  329. MAG +2
  330. SKI +3
  331. SPD +3
  332. LUCK +0
  333. DEF +0
  334. RES +0
  335. CON +3
  336. AID +3
  337. MOV: 6
  338.  
  339. Special: Benediction
  340. Activated Effect
  341. 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.
  342.  
  343.  
  344. Lore Master
  345.  
  346. Weapon Skill: Instruments (S), 1 Light Subcategory (B), Light (C) Dance (C), Song (C)
  347.  
  348. Promotion Gains:
  349. HP +3
  350. STR +0
  351. MAG +3
  352. SKI +2
  353. SPD +2
  354. LUCK +3
  355. DEF +0
  356. RES +0
  357. CON +2
  358. AID +2
  359. MOV: 6
  360.  
  361. Special: Call Magic
  362. Activated Effect
  363. 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.
  364.  
  365. Lvl HP Spell
  366. 1 2 Lightning
  367. 2 2 Fire
  368. 3 2 Flux
  369. 4 3 Heal
  370. 5 2 Torch
  371. 6 5 Elwind
  372. 7 5 Shine
  373. 8 6 Mend
  374. 9 8 Thani
  375. 10 4 Barrier
  376. 11 3 Soothe
  377. 12 3 Kia
  378. 13 5 Sacred Steel
  379. 14 8 Vortex
  380. 15 8 Divine
  381. 16 3 Rescue
  382. 17 3 Warp
  383. 18 10 Resire
  384. 19 10 Physic
  385. 20 15 Aura
  386.  
  387.  
  388. Mage Knight
  389.  
  390. Weapon Skill: Your Chosen Anima (A), Your Chosen Staff (A), Special Subcategory (C), Anima (C), Staff (C), Special (D)
  391.  
  392. Promotion Gains:
  393. HP +3
  394. STR +0
  395. MAG +0
  396. SKI +2
  397. SPD +2
  398. LUCK +1
  399. DEF +3
  400. RES +1
  401. CON +3
  402. AID +3
  403. MOV: 8
  404.  
  405. Physical Training
  406. Passive Effect
  407. 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.
  408.  
  409. Enchanted Weapon
  410. Passive Effect
  411. 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.
  412.  
  413.  
  414. Mountain Warrior
  415.  
  416. Weapon Skill: Your Chosen Axe (S), Axes (B)
  417.  
  418. Promotion Gains:
  419. HP +4
  420. STR +3
  421. MAG +0
  422. SKI +0
  423. SPD +3
  424. LUCK +1
  425. DEF +1
  426. RES +0
  427. CON +4
  428. AID +4
  429. MOV: 6
  430.  
  431. Special: Mountain Fighting
  432. Activated/Passive Effect
  433. 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.
  434.  
  435. Special: Sack
  436. Activated/Passive Effect
  437. 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.
  438.  
  439.  
  440. Nomadic Healer
  441.  
  442. Weapon Skill: Your Chosen Bow (A), 1 Staff Subcategory (A), Bows (C), Staffs (C)
  443.  
  444. Promotion Gains:
  445. HP +2
  446. STR +1
  447. MAG +4
  448. SKI +1
  449. SPD +1
  450. LUCK +0
  451. DEF +0
  452. RES +3
  453. CON +4
  454. AID +4
  455. MOV: 8
  456.  
  457. Medicine Man
  458. Activated Effect
  459. 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.
  460.  
  461.  
  462. Nomadic Trooper
  463.  
  464. Weapon Skill: Your Chosen Bow (A), 1 Sword Subcategory (A), Bows (C), Swords (C)
  465.  
  466. Promotion Gains:
  467. HP +3
  468. STR +2
  469. MAG +0
  470. SKI +2
  471. SPD +2
  472. LUCK +0
  473. DEF +2
  474. RES +0
  475. CON +4
  476. AID +4
  477. MOV: 8
  478.  
  479. Plains Walk
  480. Passive Effect
  481. Units with this skill gain a +2 bonus to MOV whenever the unit is on Plains.
  482.  
  483.  
  484. Paladin
  485.  
  486. Weapon Skill: Your Chosen Sword (B), Your Chosen Lance (B), 1 Axe Subcategory (B), Swords (C), Lances (C), Axes (C)
  487.  
  488. Promotion Gains:
  489. HP +3
  490. STR +1
  491. MAG +0
  492. SKI +3
  493. SPD +3
  494. LUCK +0
  495. DEF +0
  496. RES +4
  497. CON +3
  498. AID +3
  499. MOV: 8
  500.  
  501. Nullify
  502. Passive Effect
  503. 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.
  504.  
  505.  
  506. Rogue
  507.  
  508. Weapon Skill: Your Chosen Sword (S), Swords (B)
  509.  
  510. Promotion Gains:
  511. HP +4
  512. STR +3
  513. MAG +0
  514. SKI +2
  515. SPD +2
  516. LUCK +3
  517. DEF +3
  518. RES +0
  519. CON +2
  520. AID +2
  521. MOV: 7
  522.  
  523. Special: Open Lock
  524. Passive Effect
  525. 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.
  526.  
  527. Bag of Holding
  528. Passive Effect
  529. 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.
  530.  
  531.  
  532. Sage
  533.  
  534. Weapon Skill: Your Chosen Anima (S), 1 Staff Subcategory (B), Anima (B), Staffs (C)
  535.  
  536. Promotion Gains:
  537. HP +4
  538. STR +1
  539. MAG +3
  540. SKI +2
  541. SPD +2
  542. LUCK +0
  543. DEF +2
  544. RES +2
  545. CON +2
  546. AID +2
  547. MOV: 6
  548.  
  549. Special: Call Magic
  550. Activated Effect
  551. 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.
  552.  
  553. Lvl HP Spell
  554. 1 2 Fire
  555. 2 2 Lightning
  556. 3 2 Thunder
  557. 4 3 Heal
  558. 5 2 Poison
  559. 6 5 Elfire
  560. 7 5 Shine
  561. 8 6 Mend
  562. 9 8 Blaze
  563. 10 4 Sharpness
  564. 11 3 Sleep
  565. 12 3 Slow
  566. 13 5 Restore
  567. 14 8 Carrion
  568. 15 8 Divine
  569. 16 3 Rescue
  570. 17 3 Warp
  571. 18 10 Paraball
  572. 19 10 Physic
  573. 20 15 Fimbulvetr
  574.  
  575.  
  576. Saint
  577.  
  578. Weapon Skill: Your Chosen Staff (S), Staffs (B)
  579.  
  580. Promotion Gains:
  581. HP +3
  582. STR +2
  583. MAG +3
  584. SKI +0
  585. SPD +3
  586. LUCK +0
  587. DEF +0
  588. RES +3
  589. CON +1
  590. AID +1
  591. MOV: 6
  592.  
  593. Special: Transfer Might
  594. Passive Effect
  595. 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.
  596.  
  597.  
  598. Sentinel
  599.  
  600. Weapon Skill: Your Chosen Lance (S), Lances (B)
  601.  
  602. Promotion Gains:
  603. HP +2
  604. STR +2
  605. MAG +1
  606. SKI +2
  607. SPD +2
  608. LUCK +0
  609. DEF +2
  610. RES +1
  611. CON +3
  612. AID +3
  613. MOV: 7
  614.  
  615. Special: Shield Wall
  616. Passive Effect
  617. The character with this skill grants a +5 bonus to the Defence of any ally adjacent to them.
  618.  
  619. Critical Eye
  620. Passive Effect
  621. A character with this skill gains a permanent +5 bonus to their Critical Rate. Their Critical Rate cannot go below 5.
  622.  
  623.  
  624. Sniper
  625.  
  626. Weapon Skill: Your Chosen Bow (S), Bows (B)
  627.  
  628. Promotion Gains:
  629. HP +3
  630. STR +2
  631. MAG +0
  632. SKI +3
  633. SPD +0
  634. LUCK +0
  635. DEF +3
  636. RES +0
  637. CON +4
  638. AID +4
  639. MOV: 6
  640.  
  641. Special: Sure Shot
  642. Passive Effect
  643. 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.
  644.  
  645.  
  646. Summoner
  647.  
  648. Weapon Skill: Your Chosen Dark (S), Dark (B)
  649.  
  650. Promotion Gains:
  651. HP +4
  652. STR +0
  653. MAG +3
  654. SKI +2
  655. SPD +1
  656. LUCK +0
  657. DEF +0
  658. RES +0
  659. CON +5
  660. AID +5
  661. MOV: 6
  662.  
  663. Special: Summon
  664. Activated Effect
  665. 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.
  666.  
  667. Phantom Lvl HP STR SPD SKL LUC DEF RES Weapon Special
  668. 01: Soldier 15 30 12 10 12 0 15 5 Steel Lance Anti-Cavalry
  669. 01: Gargoyle 15 30 14 12 12 5 10 9 Steel Javelin Flying
  670. 05: Warrior 05 40 16 12 12 0 10 2 Steel Axe Forest Walk
  671. 05: Skeleton 20 32 12 14 14 0 8 13 Steel Sword Daunt
  672. 10: Samurai 05 42 14 16 16 5 12 9 Shamshir Musou
  673. 10: Ghost 05 20 12 14 14 0 0 10 Venom Halberd Immune to Physical
  674.  
  675. 15: Duke Knight 10 45 14 16 16 5 12 8 Steel GrtLance Momentum
  676. 15: Death Knight 10 40 16 12 14 0 14 6 Broadsword Daunt
  677. 20: Water Dragon 15 50 18 18 18 10 15 15 Jet Water Walk
  678. Jet: 17 MT, 85 Hit, 5 Crit, 0 WT, 50 QL
  679. 20: Bone Dragon 15 50 20 14 18 10 19 10 Bite Flying, Nullify
  680. Bite: 15 MT, 90 Hit, 10 Crit, 0 WT, 50 QL
  681.  
  682.  
  683. Swashbuckler
  684.  
  685. Weapon Skill: Your Chosen Axe (A), 1 Sword Subcategory (A), Axes (C), Swords (C)
  686.  
  687. Promotion Gains:
  688. HP +2
  689. STR +2
  690. MAG +0
  691. SKI +3
  692. SPD +2
  693. LUCK +2
  694. DEF +0
  695. RES +1
  696. CON +3
  697. AID +3
  698. MOV: 6
  699.  
  700. Special: Sea Fighting
  701. Passive Effect
  702. 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.
  703.  
  704. Duel
  705. Activated Ability
  706. 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.
  707.  
  708.  
  709. Swordmaster
  710.  
  711. Weapon Skill: Your Chosen Sword (S), Swords (B)
  712.  
  713. Promotion Gains:
  714. HP +3
  715. STR +3
  716. MAG +2
  717. SKI +2
  718. SPD +2
  719. LUCK +1
  720. DEF +0
  721. RES +0
  722. CON +3
  723. AID +3
  724. MOV: 6
  725.  
  726. Special: Single Stroke
  727. Passive Effect
  728. A character with this skill gains a permanent +15 bonus to their Critical Rate. Their Critical Rate cannot go below 10.
  729.  
  730.  
  731. Valkyrie
  732.  
  733. Weapon Skill: Your Chosen Staff (B), Special Subcategory (B), 1 Light Subcategory (B), Staffs (C), Special (C), Light (C)
  734.  
  735. Promotion Gains:
  736. HP +2
  737. STR +1
  738. MAG +2
  739. SKI +2
  740. SPD +3
  741. LUCK +0
  742. DEF +0
  743. RES +3
  744. CON +2
  745. AID +2
  746. MOV: 8
  747.  
  748. Triangle Attack
  749. Activated Effect
  750. 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.
  751.  
  752.  
  753. Warrior
  754.  
  755. Weapon Skill: Your Chosen Axe (A), 1 Bow Subcategory (A), Axes (C), Bows (C)
  756.  
  757. Promotion Gains:
  758. HP +2
  759. STR +3
  760. MAG +0
  761. SKI +2
  762. SPD +2
  763. LUCK +2
  764. DEF +0
  765. RES +0
  766. CON +4
  767. AID +4
  768. MOV: 6
  769.  
  770. Special: Forest Camouflage
  771. Passive Effect
  772. 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.
  773.  
  774.  
  775. Wyvern Knight
  776.  
  777. Weapon Skill: Your Chosen Lance (S), Lances (B)
  778.  
  779. Promotion Gains:
  780. HP +3
  781. STR +4
  782. MAG +0
  783. SKI +0
  784. SPD +0
  785. LUCK +0
  786. DEF +4
  787. RES +0
  788. CON +5
  789. AID +5
  790. MOV: 7
  791.  
  792. Strong vs Airborne
  793. Passive Effect
  794. 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.
  795.  
  796.  
  797. Wyvern Lord
  798.  
  799. Weapon Skill: Your Chosen Lance (A), Choose 1 Sword Subcategory or 1 Axe Subcategory (A), Lances (C), Swords or Axes(C)
  800.  
  801. Promotion Gains:
  802. HP +3
  803. STR +2
  804. MAG +0
  805. SKI +2
  806. SPD +2
  807. LUCK +0
  808. DEF +2
  809. RES +0
  810. CON +5
  811. AID +5
  812. MOV: 7
  813.  
  814. Scatter
  815. Activated Effect
  816. 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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