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- List of compiled changes, most of which are from Solymr's Balance Thread.
- Assorted Skills:
- - Armoured: damage threshold is 2 + 10% DEF/RES depending on the type of damage.
- - Raid: double attacks extended to all types of obstacles.
- - Stat% CHARACTER skills: % chance of activating is now stat + LCK. Miracle is LCKx2.
- - Ancient Gamble: changed to taking your CON points and adding them to your MAG. You get 1 point back to CON the first turn after using it, 2 point the second, and so on.
- - Imbue Arrow: uses the stats and adds STR or MAG depending of the weapon with less MT (not ATK).
- Character Skills: -New skills:
- Sol: SKL+LCK% chance of healing half damage done on each attack. COST
- Luna: SKL+LCK% chance of ignoring half the defensive stats of enemy on each attack. COST
- Ignis: SKL+LCK% chance of adding half STR to magical attacks or half MAG to physical attacks on each attack.
- -Major changes:
- -Miracle: if activated the character is left at 1 HP. Can't activate at 1 HP.
- -Blossom: +5% progression to all stats.
- -Awareness: Free.
- -Nullify: Cost.
- -Minor changes:
- -Discipline: you can choose what rank to advance.
- -Charisma and Daunt: don't stack.
- -Removed skills:
- Reinforce and Corrosion.
- Class changes:
- - Scavengers: get 100/200 gold when they first hit an unpromoted/promoted unit.
- - Spies: Spy Traps. 3 uses and can be placed in adjacent tiles by spending an action. List of traps available to spy below.
- - Valkyries: they get Pegasus when promoting from Pegasus Rider and Horseback when promoting from Troubadours.
- - Fighters: they get +1 SKL/-1 LCK.
- - Bandits: they get +1 STR/-1 HP.
- - Mercs: their special now gives +5 Hit and Evade to allies in range 3 (like before) and gives the Merc +5 Evade when an ally is affected.
- - Archers: New Special Called Shot: instead of attacking, the archer can choose to take an overwatch stance, automatically attacking the first enemy to get in range the next enemy phase. Works with ballistas.
- - Fencers: New Special Duelist: the Fencer gets weapon triangle advantage when attacking an enemy wielding a weapon of the same subcategory.
- - Mage trainees: they can choose between Light, Anima or Dark magic and get the appropriate tome.
- - Assassins: can choose one proficency to upgrade upon promotion.
- - Berserkers: As is usual, they get Critical Eye.
- - Bounty Hunters: Steal Weapon has a limit for weight stolen equal to CON*2. They can also be named Treasure Hunters now.
- - Wyvern Hunters: Changed Special: Pierce: SKL% chance of ignoring the enemy's defense on each attack.
- - Wyvern Knight: Changed Special: Dragonheart: +3 AS and +5 DEF when character has >=70% HP.
- - Crusader: New special in Crusade: the Crusader can pick a Frist Class tree against whom they get automatic weapon triangle advantage.
- - Falcoknights: Charge is now activated rather than automatic, and can be activated if the Falco Knight has higher speed than the opponent.
- - Knight: Instead of getting lances, Knights get get to choose beetwen Lances, Axes and Swords. The weapon category determines the exact name of the class; ie. Knights with ranks in Swords are called Sword Knights, and so on. Soliferrum can be used no matter the Knights proficencies.
- - General: When promoting to this class, the user gains a second proficency at A rank. This proficency depends on the weapon picked before promotion. If the user picked Axes or Swords, they get the other. Lance users gain bows on promotion.
- Various other changes:
- - Pilums: Range restricted to two. Soliferrum keeps 1-2 range.
- - Various Weapon effectiveness changes: Wind and Bows are effective vs Flying, Thunder is effective vs Wyvern, Fire is effective vs Monsters, Holy is effective vs Undead.
- Spy Traps:
- Spies get to choose 3 traps on the list.
- - Poison Needle: Persistent. Enemy units that enter this square are poisoned for 3 turns.
- - Caltrops: Persistent. Units that enter this square lose 2 move for 3 turns. Mounted units lose 4 move. Units on the square suffer -15 evade.
- - Flash Powder: One shot. Enemy units that enter this square suffer -20 hit and evade for 3 turns. Affects Fliers.
- - Decoy: places a dummy that acts like an allied unit with 1 HP.
- - Mounted units only get additional Aid when mounted, rather than Constitution.
- - Unless stated in Class Features, all units have 5 inventory spaces.
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