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Furtuka

Rulebook

Jun 24th, 2013
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  1. Weapon Damage: Weapon Might + STR (unless muskets or cannons) - Enemy's DEF
  2. Magic Damage: Magic Might + MAG - Enemy's RES
  3. Hit Rate: Weapon Hit + (SKL x 2) + (LUK / 2) - Enemy's EVA
  4. Attack Skill: SPD - (Weapon's Weight - [CON + Proficiency Bonus]). Negative values => 0
  5. Critical Rate: SKL/2 + Weapon Critical Rate
  6. Evasion: (AS x 2) + LUK
  7. Proficiency Bonus: You may subtract this from your weapon's weight when calculating AS
  8. E = 0, D = 1, C = 2, B = 3, A = 5
  9. Effect Hit: 30 + [(Magic - enemy's Resistance) x 5] + Skill} - (Distance between units x 2)
  10.  
  11. Weapons
  12. The Warriors Trinity
  13. Swords
  14. Axes
  15. Lances
  16.  
  17. The Beasts Trinity
  18. Fangs
  19. Claws
  20. Knuckles
  21.  
  22. The Shooters Trinity
  23. Muskets
  24. Bows
  25. Cannons
  26.  
  27. The Mages Trinity
  28. Elemental Magic
  29. Base Magic
  30. Structure Magic
  31.  
  32. Weapon Triangles
  33. When a Unit fights an enemy with a weapon that trumps the enemies weapon on the weapon triangle, it gains a +1 to damage and a +15 to Hit. If they are trumped, they geta -15 to hit, and a -1 to damage.
  34.  
  35. Sword --> Axe --> Lance --> Sword
  36. Fangs --> Claws --> Knuckles --> Fangs
  37. Muskets --> Bows --> Cannons --> Muskets
  38. E Magic --> B Magic --> S Magic --> E Magic
  39.  
  40. Rescuing
  41. You may rescue a friendly unit that is adjacent to you. Rescued allies are attached to you and may not be targeted. You may only rescues units whose CON is less than or equal to your AID. When rescuing your skill and speed are divided by 2 rounded up. If your HP reaches 0 the rescued ally is dropped in a nearby square. Rescuing and Dropping take up an action.
  42.  
  43. Classes
  44.  
  45. Soldier (Spears C)
  46. ---> Knight (Lance B, Swords C)
  47. ---> Defender (Lance A)
  48. Fighter (Axe C)
  49. ---> Warrior (Axe A)
  50. ---> Gladiator (Axe B, Sword C)
  51. Swordsman (Swords C)
  52. ---> Swordmaster (Swords A)
  53. ---> Spellblade (Swords B, E Magic C)
  54. Brawler (Knuckles C)
  55. ---> Pugilist (Knuckles A)
  56. ---> Master (Knuckles A)
  57. Mage (E Magic C, B Magic C)
  58. ---> Sage (B Magic A, E Magic C)
  59. ---> Elementalist (E Magic A, B Magic C)
  60. Healer (S Magic C)
  61. ---> Shaper (S Magic A)
  62. ---> Avenger (S Magic B, B Magic C)
  63. Scavenger (Knuckles C)
  64. ---> Scrapper (Knuckles B, Musket C)
  65. ---> Street Runner(Knuckles B, Swords C)
  66. Heavy Blader (Swords C)
  67. ---> Blade Knight (Swords A)
  68. ---> Crusader (Swords B, Bows C)
  69. Archer (Bows C)
  70. ---> Centaur (Bows B, Lance C)
  71. ---> Ranger (Bows A)
  72. Musketeer (Muskets C)
  73. ---> Sniper (Musket A)
  74. ---> Hunter (Musket B, Lance B)
  75. Flier (Swords C)
  76. ---> Sky Healer (Swords B, S Magic C)
  77. ---> Sky Hunter (Swords B, Muskets B)
  78. Bird (Claws C)
  79. ---> Roc (Claws A)
  80. ---> Wyvern (Claws B, Fangs C)
  81. Beast (Fangs C)
  82. ---> Feral Beast (Fangs A, Claws B)
  83. ---> Artillery (Fangs B, Cannons B)
  84. Crawler (Cannons C)
  85. ---> Spider (Cannons A, Fangs C)
  86. ---> Fortress (Cannons B, Knuckles C)
  87. Swimmer (Cannons C)
  88. ---> Raider (Cannons B, Muskets B)
  89. ---> Amphibious (Cannons B, Claws C)
  90.  
  91. Skills
  92.  
  93. *Skills with Cost require a sacrifice of 30% progression
  94.  
  95. Adept (Cost)
  96. Skill % chance of getting in an extra hit when attacking an enemy
  97.  
  98. Ancient Technology
  99. +5 Resistance when at 80% health or higher.
  100.  
  101. Cancel
  102. Speed% chance that an enemies counter attack is skipped
  103.  
  104. Charisma
  105. +10 to allies hit and evasion within 3 spaces.
  106.  
  107. Daunt
  108. Enemies within 3 spaces recieve a -5 subtraction from Hit, evasion, and Crit
  109.  
  110. Dualwield
  111.  
  112. You may set a second weapon to equip and dualwield with. When you dualwield you will always double attack assuming both weapons are in range of the enemy. When doubling due to dualwield you receive a -20% to HIT. You must set one weapon as your primary and one as your secondary to determine which is used first.
  113.  
  114. Early Warning System (Cost)
  115. + 20 Evasion bonus against Shooter Weapons
  116.  
  117. Fortune
  118. Critical hits cannot be rolled against this unit
  119.  
  120. Free Motion Cockpit (Cost)
  121. Gains a +20 Bonus to Hit and Evasion when HP is at 80% or more
  122.  
  123. Land Skater (Cost)
  124. +2 to movement. (Cannot be taken by flying units)
  125.  
  126. Miracle
  127. Luck% chance that a killing blow will instead take you down to one HP
  128.  
  129. Nullify
  130. Negates enemy weapon effectiveness bonus.
  131.  
  132. Pass
  133. You may travel over enemy units, but may not end your turn on top of one
  134.  
  135. Rotating Torso (Cost)
  136. Speed% chance of getting an extra hit in during a counterattack.
  137.  
  138. Sealed Armor (cost)
  139. +5 defense against weapons in the beast trinity
  140.  
  141. Self-Repair
  142. At the start of each turn you heal 1/10th of your maximum HP
  143.  
  144. Spirit (cost)
  145. Friend units within 3 spaces recieve a +10 bonus to hit and evasion, along with a + 5 bonus to crit, and enemies within 3 spaces recieve a -5 subtraction from Hit, Evasion, and Crit
  146.  
  147. Vantage (Cost)
  148. When an enemy attacks if you have a higher speed you attack first
  149.  
  150. Wrath
  151. You gain a +20 Crit bonus when your HP is at 30% or less
  152.  
  153. Affinities and Supports
  154.  
  155. Supports are unchanged from the system used in FEF. Supports are gained by shows roleplaying that signifies bonds deepening between characters. If both players consent they can then request the GM for a support rank up. Characters that have supports gain bonuses when they are within 3 tiles of one another. Bonuses are determined by the characters affinity. The affinity bonuses on the chart below of the two characters are added together and then rounded down. At B rank support the effects are doubled, and then tripled at A Rank. At S rank the characters instead gain a special personal skill bonus, unless one of the characters is an NPC, in which case the bonus is an extra +5 to Crit and Dodge. Players may have only a limited number of supports. Them being 4 C, 3 B, 2 A, and 1 S. NPCs do not have this restriction. Affinities are selected by the GM by rolling 2d10, and then offering the player a choice between the two corresponding affinities.
  156.  
  157. Element | DMG | DEF | Hit | Eva | Crt | Dge |
  158. Fire |+0.5 | 0.0 |+2.5 | 0.0 |+5.0 | 0.0 |
  159. Wind | 0.0 | 0.0 |+2.5 |+2.5 |+5.0 | 0.0 |
  160. Anima |+1.0 | 0.0 | 0.0 | 0.0 |+5.0 | 0.0 |
  161. Light | 0.0 |+0.5 |+2.5 | 0.0 |+5.0 | 0.0 |
  162. Dark |+0.5 | 0.0 | 0.0 |+2.5 |+5.0 | 0.0 |
  163. Thunder | 0.0 |+0.5 | 0.0 |+2.5 | 0.0 |+5.0 |
  164. Ice | 0.0 |+1.0 | 0.0 | 0.0 | 0.0 |+5.0 |
  165. Water |+0.5 |+0.5 | 0.0 | 0.0 | 0.0 |+5.0 |
  166. Metal | 0.0 | 0.0 |+5.0 | 0.0 | 0.0 |+5.0 |
  167. Earth | 0.0 | 0.0 | 0.0 |+5.0 | 0.0 |+5.0 |
  168.  
  169. First Promotion, Level 1: 2 C Rank Supports
  170. Level 4: 2 C Rank, 1 B Rank
  171. Level 8: 3 C Rank, 1 B Rank
  172. Level 12: 4 C Rank, 2 B Rank
  173. Level 16: 4 C Rank, 2 B Rank, 1 A Rank
  174. Level 20/Final Promotion, Level 1 (which ever comes first): 4 C Rank, 3 B Rank, 1 A Rank
  175. Level 5: 4 C Rank, 3 B Rank, 2 A Rank
  176. Level 10: 4 C Rank, 3 B Rank, 2 A Rank, 1 S Rank
  177.  
  178. Status Effects
  179.  
  180. Crumble
  181. Argoth takes 1d6 damage at the start of each turn for 5 rounds
  182. Weapon Lock
  183. Argoth is unable to attack for the next 3 rounds
  184. Jam
  185. Argoth is unable to move for the next 3 rounds
  186. Shut Down
  187. Argoth is unable to act for the next 3 rounds
  188.  
  189.  
  190. Items
  191.  
  192. Rnk - Rank
  193. Rng - Range
  194. Mt - Might
  195. Wt - Weight
  196. Hit - Hit Rate
  197. CR - Critical Hit Rate
  198. Ql - Quality
  199.  
  200.  
  201. If a weapon is effective: MT x 3 under specified circumstances
  202.  
  203. Muskets, Bows, and Wind magic are effective against flying units by default.
  204.  
  205. * indicates the weapon is mounted onto the Argoth's body. Mounted weapons cannot be traded during battle, nor may they be used if picked up until they are installed outside of battle.
  206.  
  207. Swords
  208.  
  209. Name Rnk Rng Wt Mt Hit cR QL MNT
  210.  
  211. Scrap Sword E 1 4 4 100 0 15 -
  212.  
  213. Iron Sword E 1 5 5 90 0 40 -
  214.  
  215. Steel Sword C 1 8 8 75 0 35 -
  216.  
  217. Silver Sword B 1 10 12 80 0 20 -
  218.  
  219. Orichalcum Sword A 1 9 14 75 3 20 -
  220.  
  221. Wrist Blade D 1 5 7 85 5 30 *
  222.  
  223. Inferno Sword B 1-2 12 13 80 5 20 -
  224.  
  225. Metarium Breaker D 1 10 7 70 5 20 -
  226. Effective against Swordsmen and their promotions
  227.  
  228. Blasting Blade S 1 13 15 45 15 3 -
  229.  
  230. Beast Slayer D 1 9 7 80 0 20 -
  231. Effective against Beast Classes and their promotions (Birds, Beasts, and Crawlers)
  232.  
  233. Killing Edge C 1 7 9 75 25 20 -
  234.  
  235. Great Sword D 1 12 7 70 0 35 -
  236.  
  237. Swordarm B 1 10 11 70 5 25 *
  238.  
  239. Ship Cutting B 1 18 16 60 0 20 -
  240. Unique Weapon to Blade Knight
  241.  
  242. Giant Slayer D 1 7 7 70 15 20 -
  243. Effective against Gaiakin
  244.  
  245. Carnwennan S 1 12 10 80 20 15 -
  246. Wielder becomes invisible to enemies if they end their turn on a forest or ruins tile while equipped.
  247.  
  248. Spc Cttng Swrd S 1-2 22 17 90 5 20 -
  249. May be used to simultaneous attack all adjacent enemies.
  250.  
  251. Perpetuam S 1-5 35 23 60 0 20 -
  252. May attack 3 enemies in range in one turn.
  253.  
  254.  
  255.  
  256. Lances
  257.  
  258. Name Rnk Rng Wt Mt Hit cR QL MNT
  259.  
  260. Scrap Lance E 1 4 5 85 0 30 -
  261.  
  262. Iron Lance E 1 8 7 80 0 40 -
  263.  
  264. Steel Lance C 1 13 10 70 0 30 -
  265.  
  266. Silver Lance B 1 10 15 75 0 20 -
  267.  
  268. Orichalcum Lance A 1 12 17 70 3 20 -
  269.  
  270. Javelin D 1-2 8 6 75 0 45 -
  271.  
  272. Chaos Lance C 1-2 13 10 65 5 20 *
  273.  
  274. Beast Spear D 1 10 9 75 0 20 -
  275. Effective against Beast Classes and their promotions (Birds, Beasts, and Crawlers)
  276.  
  277. Killer Lance C 1 9 9 70 30 20 -
  278.  
  279. Hunting Spear C 1 10 9 70 15 25 -
  280. Unique Weapon to Hunters. Effective against Beasts and Gaiakin.
  281.  
  282. Drill Lance C 1 13 11 70 15 25 *
  283.  
  284. Scythe B 1 9 11 90 25 35 -
  285.  
  286. Liltha S 1-* 20 20 65 0 30 -
  287. Range increases by 1 for every kill made with this weapon. Maximum range of 5. Resets back to 1 at the start of a mission.
  288.  
  289.  
  290.  
  291. Axes
  292.  
  293. Name Rnk Rng Wt Mt Hit cR QL MNT
  294.  
  295. Scrap Axe E 1 5 4 75 0 20 -
  296.  
  297. Hatchet E 1-2 5 4 85 5 50 -
  298.  
  299. Iron Axe E 1 10 8 75 0 45 -
  300.  
  301. Steel Axe C 1 14 11 65 0 30 -
  302.  
  303. Silver Axe B 1 12 15 70 0 20 -
  304.  
  305. Orichalcum Axe A 1 13 18 65 3 20 -
  306.  
  307. Hammer D 1 15 12 65 0 20 -
  308. Effective against Soldiers and their promotions
  309.  
  310. Killer Axe C 1 11 11 65 30 20 -
  311.  
  312. Rocket Hammer B 1 18 15 55 0 20 -
  313. Effective against Soldiers and their promotions
  314.  
  315. Horn Hammer D 1 15 10 70 10 20 -
  316.  
  317. Palm Axes C 1-2 15 12 70 10 20 -
  318. Doubles attacks made
  319.  
  320. Altha S 1-2 22 6* 70 0 20
  321. MT increases by 2 for every kill made with this weapon. Maximum MT of 30. Resets back to 6 at the start of a mission.
  322.  
  323.  
  324. Bows
  325.  
  326. Name Rnk Rng Wt Mt Hit cR QL MNT
  327.  
  328. Scrap Bow E 2 3 4 90 0 20 -
  329.  
  330. Iron Bow E 2 5 6 85 0 45 -
  331.  
  332. Steel Bow C 2 9 9 70 0 30 -
  333.  
  334. Silver Bow B 2 6 13 75 0 20 -
  335.  
  336. Orichalcum Bow A 2 11 16 70 3 20 -
  337.  
  338. Longbow D 2-3 12 8 60 0 25 -
  339.  
  340. Solar Bow D 2 8 8 80 10 30 -
  341.  
  342. Lunar Bow B 2 10 10 85 15 40 -
  343. Exclusive to Centaurs. Ignores Defense in calculating damage
  344.  
  345. Killer Bow C 1-2 7 9 75 30 20 -
  346.  
  347. Iron Crossbow E 1-2 12 14 80 0 45 -
  348. Ignores users STR
  349.  
  350. Steel Crossbow C 1-2 16 20 70 0 30 -
  351. Ignores users STR
  352.  
  353. Orchlcm Crossbow A 1-2 18 24 60 0 20 -
  354. Ignores users STR
  355.  
  356. Repeating Bow B 1-2 14 24 90 0 40 *
  357. Ignores users STR. Doubles attacks made
  358.  
  359.  
  360. Muskets
  361.  
  362. Name Rnk Rng Wt Mt Hit cR QL MNT
  363.  
  364. Scrap Musket E 2 5 7 95 0 25 -
  365.  
  366. Iron Musket E 2 7 12 90 0 50 -
  367.  
  368. Steel Musket C 2 10 18 75 0 35 -
  369.  
  370. Silver Musket B 2 13 20 80 0 25 -
  371.  
  372. Orchlcm Musket A 2 16 25 75 3 25 -
  373.  
  374. Small Pistol D 1-2 4 15 80 0 20 -
  375.  
  376. Armor Piercer D 2 8 15 75 0 20 -
  377. Effective against Soldiers and their promotions
  378.  
  379. Killer Musket C 2 9 14 70 30 20 -
  380.  
  381. Advanced Musket C 2-3 8 16 80 20 30 -
  382.  
  383. Bayonet Musket C 1-2 9 15 80 0 20 -
  384.  
  385.  
  386. Cannons
  387.  
  388. Name Rnk Rng Wt Mt Hit cR QL MNT
  389.  
  390. Scrap Cannon E 2 5 9 80 0 20 *
  391.  
  392. Iron Cannon E 2 7 16 85 0 40 *
  393.  
  394. Steel Cannon C 2 10 22 70 0 30 *
  395.  
  396. Silver Cannon B 2 13 26 75 0 20 *
  397.  
  398. Orchlcm Cannon A 2 14 30 70 0 20 *
  399.  
  400. Large Cannon B 2-3 15 24 70 5 20 *
  401.  
  402. Range Cannon C 2-3 8 22 70 0 25 *
  403.  
  404. Killing Cannon C 2 9 20 70 30 20 *
  405.  
  406. Pulse Cannon B 2-3 17 30 60 0 20 *
  407. Uses RES instead of DEF in calculating DMG
  408.  
  409. Meteor Cannon S 2-3 18 38 80 5 15 *
  410.  
  411. Torpedo Launcher C 2 11 25 80 5 30 *
  412. Exclusive to Swimmer and its promotions
  413.  
  414. Massive Piston D 1 9 16 70 10 20 *
  415.  
  416.  
  417. Fangs
  418.  
  419. Name Rnk Rng Wt Mt Hit cR QL MNT
  420.  
  421. Scrap Fangs E 1 3 5 75 0 20 *
  422.  
  423. Iron Fangs E 1 4 6 80 0 40 *
  424.  
  425. Steel Fangs C 1 6 9 70 0 30 *
  426.  
  427. Silver Fangs B 1 9 13 75 0 20 *
  428.  
  429. Orchalcum Fangs A 1 12 15 70 0 20 *
  430.  
  431. Stone Jaw C 1 8 9 60 10 20 *
  432.  
  433. Howling D 2 3 10 65 0 20 *
  434. Uses Resistance instead of Defense in calculating damage
  435.  
  436. Razor Fang B 1 8 11 80 15 30 *
  437.  
  438. Killing Fangs C 1 4 8 70 30 20 *
  439.  
  440. Drill Tusks B 1 10 14 70 10 20 *
  441. Ignores defense when calculating damage
  442.  
  443.  
  444. Claws
  445.  
  446. Name Rnk Rng Wt Mt Hit cR QL MNT
  447.  
  448. Scrap Claws E 1 4 4 80 0 20 *
  449.  
  450. Iron Claws E 1 5 5 90 0 45 *
  451.  
  452. Steel Claws C 1 8 8 75 0 35 *
  453.  
  454. Silver Claws B 1 10 10 80 0 30 *
  455.  
  456. Orchalcum Claws A 1 13 13 75 0 20 *
  457.  
  458. Bone Claws D 1 7 7 75 0 35 *
  459.  
  460. Hull Ripper D 1 9 10 60 15 30 *
  461. Unique Weapon to Amphibians
  462.  
  463. Killing Claws C 1 9 9 70 30 20 *
  464.  
  465. Whipfist D 1-2 6 6 70 0 20 *
  466.  
  467. Needle Claws B 2 10 8 70 0 20 *
  468.  
  469. Talons B 1 10 11 70 15 20 *
  470. Exclusive to Roc
  471.  
  472. Hunting Claws D 1 8 8 80 5 20 *
  473. Effective against Beasts and their promotions
  474.  
  475. Crusher Claws c 1 12 12 70 0 20 *
  476. Effective against soldiers and their promotions
  477.  
  478. Heat Claws D 1 6 6 60 0 20 *
  479. Ignores defense when calculating damage.
  480.  
  481.  
  482. Knuckles
  483.  
  484. Name Rnk Rng Wt Mt Hit cR QL MNT
  485.  
  486. Scrap Knuckles E 1 5 4 90 0 20 -
  487.  
  488. Iron Knuckles E 1 7 6 85 0 40 -
  489.  
  490. Steel Knuckles C 1 10 9 75 0 35 -
  491.  
  492. Silver Knuckles B 1 12 12 80 0 25 -
  493.  
  494. Orchlcm Knuckles A 1 16 15 75 0 25 -
  495.  
  496. Boost Knuckle C 2 11 9 75 0 20 *
  497.  
  498. Force Palm D 1 8 6 70 0 20 *
  499. Uses resistance instead of defense when calculating damage.
  500.  
  501. Volcanic Palm A 1 15 13 70 10 20 *
  502. Exclusive to Master. Uses resistance instead of defense when calculating damage.
  503.  
  504. Hammer Fist D 1 14 12 70 0 20 *
  505. Effective against Soldiers and their promotions
  506.  
  507. Killer Knuckle C 1 9 8 75 30 20 *
  508.  
  509. Stinger Knuckles D 1 7 8 80 5 30 *
  510.  
  511. Thorns C 1 9 8 80 10 20 *
  512. Luck% chance of inflicting Crumble.
  513.  
  514.  
  515.  
  516.  
  517. Elemental Spellrings
  518.  
  519. Name Rnk Rng Wt Mt Hit cR QL MNT
  520.  
  521. Fire E 1-2 7 4 90 0 40 *
  522.  
  523. Thunder E 1-2 6 3 80 15 30 *
  524.  
  525. Wind D 1-2 9 5 80 0 35 *
  526.  
  527. Quake D 1-2 10 8 75 0 30 *
  528.  
  529. Ice C 1-2 12 9 70 0 30 *
  530.  
  531. Fire Wall C 1-2 15 11 75 0 25 *
  532.  
  533. Water C 1-2 13 10 80 0 30 *
  534.  
  535. Entangle C 1-2 12 9 75 0 20 *
  536. SKL% chance of causing Stuck
  537.  
  538. Pillar B 1-2 16 14 70 0 25 *
  539.  
  540. Air Blade B 1-2 15 12 75 10 25 *
  541.  
  542. Teleops B 1-2 16 13 80 0 25 *
  543.  
  544. Inferno A 1-2 17 15 75 0 20 *
  545.  
  546. Wyrm A 1-2 18 15 80 10 20 *
  547.  
  548. Mana Flame S 1-2 22 22 60 90 3 *
  549.  
  550.  
  551.  
  552. Base Spellrings
  553.  
  554. Name Rnk Rng Wt Mt Hit cR QL MNT
  555.  
  556. Force E 1-2 5 5 95 0 40 *
  557.  
  558. Mana Laser E 1-2 7 6 90 0 35 *
  559.  
  560. Shockwave D 1-2 10 8 90 0 35 *
  561.  
  562. Focused Laser D 1-2 11 9 95 5 20 *
  563.  
  564. Vacuum C 1-2 13 10 85 0 30 *
  565.  
  566. Shine C 1-2 16 12 70 10 25 *
  567.  
  568. Transferrence C 2-10 - - - - 5 *
  569. When used on an ally unit they are transported to a space adjacent to the caster
  570.  
  571. Pressure C 1-2 12 10 75 25 20 *
  572.  
  573. Disruption B 1-6 - - - - 20 *
  574. Effect % Chance of causing Weapon Lock
  575.  
  576. Stabilize B 1-6 - - - - 20 *
  577. Effect % Chance of curing Weapon Lock
  578.  
  579. Shutdown B 1-6 - - - - 20 *
  580. Effect % Chance of causing Disable
  581.  
  582. Re-energize B 1-6 - - - - 20 *
  583. Effect % Chance of curing Disable
  584.  
  585. Gravity B 1-2 16 14 80 0 30 *
  586.  
  587. Lightwhip A 1-2 18 15 70 0 25 *
  588.  
  589. Orbulus A 1-2 18 15 90 0 20 *
  590.  
  591. Sword of Light S 1-2 25 23 70 10 20 *
  592.  
  593.  
  594.  
  595. Structure Spellrings
  596.  
  597.  
  598. Name Rnk Rng Wt Mt Hit cR QL MNT
  599.  
  600. Patch E 1 - - - - 30 *
  601. Restores 10+MAG HP
  602.  
  603. Repair D 1 - - - - 40 *
  604. Restores 20+MAG HP
  605.  
  606. Restore C 1 - - - - 30 *
  607. Restores all HP
  608.  
  609. Regenerate B 1-2 - - - - 20 *
  610. Causes unit to restore 3 HP at the start of their turn for the next 5 rounds.
  611.  
  612. Weaken E 1-6 - - - - 20 *
  613. Effect % Chance of reducing DEF by 5
  614.  
  615. Corrosion E 1-6 - - - - 15 *
  616. Effect % Chance of causing Crumble
  617.  
  618. Empower B 1-6 - - - - 15 *
  619. Effect % Chance of increasing STR by 5
  620.  
  621. Fuse D 1-6 - - - - 20 *
  622. Effect % Chance of causing Jam
  623.  
  624. Loosen C 1-6 - - - - 20 *
  625. Effect % Chance of reducing Hit by 20
  626.  
  627. Reinforce E 1-6 - - - - 20 *
  628. Effect % Chance of curing Crumble
  629.  
  630. Break D 1-6 - - - - 20 *
  631. Effect % Chance of curing Jam
  632.  
  633. Spike B 1-2 10 8 80 10 30 *
  634.  
  635. Crumple A 1-2 14 12 70 20 20 *
  636. Luck % Chance of causing Jam
  637.  
  638. Implode A 1-2 15 14 70 25 20 *
  639. Luck % Chance of causing Weapon Lock
  640.  
  641. Hallow A 1-2 14 13 65 15 20 *
  642. Luck % Chance of causing Crumble
  643.  
  644. Tear A 1-2 18 16 75 30 20 *
  645.  
  646. Absorb A 1 15 13 85 20 20 *
  647. User restores Damage dealt/2
  648.  
  649. Liquify A 1 20 0 40 70 15 *
  650.  
  651. Astraea S 1-2 17 15 70 20 20 *
  652. Skill% Chance of auto killing enemy if they are at the same or lower level.
  653.  
  654.  
  655.  
  656. Other Items
  657.  
  658. Name QL MNT
  659.  
  660. Repair Pack 3 -
  661. Heals 10 HP
  662.  
  663. Enhanced Repair Pack 3 -
  664. Heals 30 HP
  665.  
  666. Regeneration Crystal 3 -
  667. Heals all HP
  668.  
  669. Decoder Runes 1 -
  670. Opens an adjacent Supply Cache or Gate
  671.  
  672. Upgrade Pack 1 -
  673. Used in order to Promote
  674.  
  675. Sword Memory 1 -
  676. Increases proficiency in Swords by 1 rank
  677.  
  678. Axe Memory 1 -
  679. Increases proficiency in Axes by 1 rank
  680.  
  681. Lance Memory 1 -
  682. Increases proficiency in Lances by 1 rank
  683.  
  684. Bow Memory 1 -
  685. Increases proficiency in Bows by 1 rank
  686.  
  687. Musket Memory 1 -
  688. Increases proficiency in Muskets by 1 rank
  689.  
  690. Cannon Memory 1 -
  691. Increases proficiency in Cannons by 1 rank
  692.  
  693. Claw Memory 1 -
  694. Increases proficiency in Claws by 1 rank
  695.  
  696. Fang Memory 1 -
  697. Increases proficiency in Fangs by 1 rank
  698.  
  699. Knuckle Memory 1 -
  700. Increases proficiency in Knuckles by 1 rank
  701.  
  702. Base Memory 1 -
  703. Increases proficiency in B Magic by 1 rank
  704.  
  705. Elemental Memory 1 -
  706. Increases proficiency in E Magic by 1 rank
  707.  
  708. Structural Memory 1 -
  709. Increases proficiency in S Magic by 1 rank
  710.  
  711. Reinforced Plates 1 -
  712. Increases Max HP by 3 points
  713.  
  714. Piston 1 -
  715. Increases STR by 1 point
  716.  
  717. Magic Circuits 1 -
  718. Increases MAG by 1 point
  719.  
  720. Hardened Armor 1 -
  721. Increases DEF by 1 point
  722.  
  723. Reaction Frame 1 -
  724. Increases SKL by 1 point
  725.  
  726. Smoothed Joints 1 -
  727. Increases SPD by 1 point
  728.  
  729. Warded Coating 1 -
  730. Increases RES by 1 point
  731.  
  732. Mystic Charm 1 -
  733. Increases LUC by 1 point
  734.  
  735. Structural Enhancements 1 -
  736. Increases CON and AID by 1 point
  737.  
  738. Motor 1 -
  739. Increases MOV by 1 point
  740.  
  741. Movement Gear - *
  742. Adds a +2 to movement when in inventory
  743.  
  744. Sand Spinner - *
  745. Makes one immune to the effects of sand tiles when in inventory
  746.  
  747. Snow Gear - *
  748. Makes one immune to the effects of snow tiles when in inventory
  749.  
  750. Float Fields - *
  751. Allows wearer to stand and travel over water tiles
  752.  
  753. Climbing Gear - *
  754. Allows wearer to stand and travel over mountain and cliff tiles
  755.  
  756. Ejectable Armor - *
  757. When equipped, gives a +10 to DEF, and a -10 to SPD, a -7 to RES, and -1 to MOV. May be unequipped in the middle of battle.
  758.  
  759. Exoplates - *
  760. When equipped, gives a +25 HP, +5 CON, +15 to DEF, and a -10 to SPD, -5 Res, and -2 MOV. This item is destroyed once the extra HP is depleted.
  761.  
  762. Zoom Lens - *
  763. Doubles the maximum range of Shooter Weapons when equipped
  764.  
  765. Old Drive 1 -
  766. Raises STR and RES by 2 for 3 rounds
  767.  
  768. Red Overdrive 3 -
  769. Raises SPD by 5 for 3 rounds
  770.  
  771. Blue Overdrive 3 -
  772. Raises RES by 10 for 3 rounds
  773.  
  774. Golden Overdrive 3 -
  775. Raises STR by 10 for 3 rounds
  776.  
  777. Silver Overdrive 3 -
  778. Raises MAG by 10 for 3 rounds
  779.  
  780. Green Overdrive 3 -
  781. Raises LCK by 5 for 3 rounds
  782.  
  783. Purple Overdrive 3 -
  784. Raises SKL by 5 for 3 rounds
  785.  
  786. Combination Gear 5 *
  787. Allows for the merging of two characters into one. Both characters must have a functional paired gear in their inventory, be adjacent, and have at least a B rank support in order to use it. The combinations has its HP, CON, and AID as the sum of their stats of those types. Its movement is the average between theirs. Its other stats are each the higher between the two. It has their combined inventories and abilities, and may access all of them freely. Merging together costs a turn, while demerging does not. A combination lasts 5 turns before demerging. The remaining HP of the combination is divided evenly between the two after demerging.
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