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- #######Stats#######
- Hitpoints (HP)
- -Hitpoints indicate how much damage a player can take before they die.
- -Zero hitpoints indicate a knocked out character.
- -Any number below zero hitpoints means that character is dead.
- -A player gains +2 Hitpoint on every odd level, regardless of growth.
- Strength (Str)
- -Strength influences your damage done with all non-magical forms of combat.
- -Physical damage is equal to Strength + Weapon's Power + Misc - Opponent's Defense stat.
- Defense (Def)
- -Defense directly reduces the amount of physical damage you take.
- -Each point of defense reduces physical damage by 1.
- Magic (Mag)
- -Magic influences your healing with staves or your damage with magic.
- -Magic damage is equal to Magic + Tome's Power + Misc - Opponent's Resistance stat.
- -Stave healing is equal to Magic + Stave's Power + Misc
- Resistance (Res)
- -Resistance directly influences your defense against hostile magic.
- -Each point of resistance decreases magic damage by 1.
- -It also is used to resist status ailments inflicted by staves.
- Skill (Skl)
- -Skill increases a character's chance to hit with any attack.
- -An attack roll of d10 + Skill vs. Speed is made. If the skill is higher, then an attack hits.
- -A natural roll of 10 always hits an opponent, and is a critical hit, dealing double damage.
- -A natural roll of 1 always misses an opponent.
- Speed (Spd)
- -Speed increases a character's chance to avoid attacks.
- -An attack roll of d10 + Skill vs. Speed is made. If the speed is higher, then an attack misses.
- Luck (Luk)
- -Luck directly increases a character's critical hit chance.
- -After a successful attack, roll a d100. If your roll is equal to or lower than your luck stat, you deal double damage.
- Growth Rating (GR)
- -Growth Rating is a value that represents a character's potential growth in any statistic.
- -Upon leveling, roll a d10 for each statistic.
- -If the rolled number is equal to or lower than your GR for that stat, increase it by 1.
- -For example, a player has 7(4) Strength. The 4 represents their GR.
- -If that player levels, and their d10 roll for their Strength is 4 or lower, they increase Strength to 8.
- -Additionaly, every level the player may increase the GR of two stats by 1, but only after the rolls for stat increase happen.
- -A growth rating of 11 or higher indicates the player gains +1 to that stat and may roll another d10 for a second increase.
- -For example,a player has 13(12) Strength. If they roll a 2 or lower, they gain +2 strength. Otherwise, +1.
- Movement (Mov)
- -Movement does not have a growth rate, but instead influences how many squares a character can walk over in 1 turn.
- -Base movement is 5, and only can be increased with abilities or specializations.
- #######Starting a Character#######
- Attributes:
- There are two ways to determine the beginning stats of your character. The first is to roll a d6 for each
- stat and set it equal to the result. The second is to distribute 28 points across all your stats, with 6
- being the highest and 1 the lowest.
- Growth Rating:
- The initial growth rating for each stat is 1. At first level, and every other level, pick two stats and
- increase their growth rating by 1.
- Equipment:
- You may carry up to eight items and have three equipped items (though more may be stored, only 8 may be used in combat).
- Equiped items must go in they're respective slots--Armor, Weapon and Misc.
- See the equipment section for more information.
- #######How to level up#######
- 1) Roll a d10 for each stat, and adjust them according to your growth rating. If no stats increase, increase your highest stat by 1. If all your stats are the same, choose 1 to increase.
- 2) Increase two growth ratings by 1.
- 3) On even levels (except level 10, 20 & 30), choose a new ability.
- 4) If you're level 10, 20 or 30, choose a specialization type.
- #######Specializations#######
- At level 10, 20 and 30 you are allowed to choose a specialization.
- You are able to choose any specialization you meet the requirement for, and are not required to continue down one line.
- Level 20 specializations unlock a critical hit modifier that influences how your critical hits work.
- For example, at level 10 you may choose the Myrmidon specialization.
- If you do, you are not required to choose the Swordsmaster specialization at level 20, and could choose any you qualify for.
- Example: A requirement of 12 Speed requires a Growth Rating of 12 speed, not 12 in the speed stat.
- Pilgrim
- Requirements: None
- Benefit: +2 Hitpoints, +2 Luck
- Wanderer
- Requirements: Pilgrim, Level 20
- Benefit: +4 Hitpoints, +2 Luck, All weapon ranks +1
- Migrant
- Requirements: Wanderer, Level 30
- Benefit: +2 to all stats, All weapon ranks +1
- Hero
- Requirements: HP(6), Skl(6), Str(5)
- Benefit: +4 Hitpoints, +1 Skill, +1 Strength, Sword Rank +1
- Vanguard
- Requirements: Level 20, Hero, HP(14), Skl(10), Str(9)
- Benefit: +6 Hitpoints, +1 Skill, +1 Strength, Aether, Sword Rank +1
- Myrmidon
- Requirements: Spd(9), Luk(8)
- Benefit: +2 Speed, +1 Luck, +5 Critical, Sword Rank +1, Dagger Rank +1
- Swordmaster
- Requirements: Level 20, Myrmidon, Spd(16), Luk(16)
- Benefit: +1 Speed, +2 Luck, +5 Critical, Astra, Sword Rank +1
- Trueblade
- Requirements: Level 30, Swordmaster, Spd(23), Luk(24)
- Benefit: +4 Speed, +4 Luck, +10 Critical, Sword Rank +1
- Rogue
- Requirements: Level 20, Myrmidon, Spd(12), Luk(12), Skl(9)
- Benefit: +2 Speed, +1 Luck, +1 Skill, Steal, +1 Movement, Dagger Rank +1
- Whisper
- Requirements: Level 30, Rogue, Spd(20), Luk(16), Skl(12)
- Benefit: +4 Speed, +3 Luck, +1 Skill, Bane, Dagger Rank +1
- Assassin
- Requirements: Level 30, Rogue, Spd(12), Luk(12), Skl(24)
- Benefit: +1 Luck, +3 Skill, Lethality, Critical +20, Dagger Rank +1
- Soldier
- Requirements: HP(7), Skl(4), Def(4), Spd(4)
- Benefit: +1 HP, +1 Skill, +1 Defense, +1 Speed, Bow Rank +1, Lance Rank +1
- Halberdier
- Requirements: Level 20, Soldier, HP(13), Def(9), Spd(8), Skl(4)
- Benefit: Impale, Hitpoints +1, Defense +1, Speed +1 Critical +5, Lance Rank +1
- Sentinel
- Requirements: Level 30, Halberdier, HP(17), Def(14), Spd(14), Skl(4)
- Benefit: Hitpoints +4, Defense +3, Speed +2, Critical +5, Lance Rank +1
- Sniper
- Requirements: Level 20, Soldier, Skl(12), Spd(11), HP(7), Def(4)
- Benefit: Skill +1, Speed +1, Deadeye, Critical +10, Bow Rank +1
- Marksman
- Requirements: Level 30, Sniper, Skl(19), Spd(19), HP(7), Def(4)
- Benefit: Skill +4, Speed +4, Critical +5, Farshot, Bow Rank +1
- Knight
- Requirements: HP(6), Str(6), Def(6)
- Benefit: +2 Hitpoints, +1 Strength, +1 Defense, Sword Rank +1, Axe Rank +1, Lance Rank +1
- General
- Requirements: Level 20, Knight, HP(13), Def(14), Str(6)
- Benefit: +2 Hitpoints, +2 Defense, Luna, Sword Rank +1, Axe Rank +1, Lance Rank +1
- Marshall
- Requirements: Level 30, General, HP (21), Def(21), Str(6)
- Benefit: +5 Hitpoints, +5 Defense, Sword Rank +1, Axe Rank +1, Lance Rank +1
- Warrior
- Requirements: Level 20, Knight, HP(14), Str(13), Def(6)
- Benefit: +2 Hitpoints, +2 Strength, Colossus, Axe Rank +1
- Reaver
- Requirements: Level 30, Warrior, HP(22), Str(20), Def(6)
- Benefit: +5 Hitpoints, +4 Strength, +5 Critical, Axe Rank +1
- Bandit
- Requirements: Level 20, Knight, HP(6), Str(17), Def(10)
- Benefit: +2 Strength, +1 Defense, Steal, Colossus, Axe Rank +1
- Berserker
- Requirements: Level 30, Bandit, HP(6), Str(24), Def(18)
- Benefit: +6 Strength, +4 Defense, Axe Rank +1
- Rider
- Requirements: HP(8), Def(5), Res(5)
- Benefit: Canto, +1 Defense, +1 Resistance, +2 Movement Speed, Mounted, Sword Rank +1, Axe Rank +1, Lance Rank +1
- Cavalier
- Requirements: Level 20, Rider, HP(13), Def(10), Res(10)
- Benefit: +2 Hitpoints, +1 Defense, +1 Resistance, Sol, Sword Rank +1, Axe Rank +1, Lance Rank +1
- Paladin
- Requirements: Level 30, Cavalier, HP(22), Def(13), Res(13)
- Benefit: +4 Hitpoints, +3 Defense, +3 Resistance, Sword Rank +1, Axe Rank +1, Lance Rank +1
- Dracoknight
- Requirements: Level 20, Rider, HP(14), Def(16), Res(5)
- Benefit: +2 Hitpoints, +1 Defense, Stun, Flying, Axe Rank +1
- Dragonlord
- Requirements: Level 30, Dracoknight, HP(19), Def(24), Res(5)
- Benefit: +5 Hitpoints, +5 Defense, Axe Rank +1
- Falcon Knight
- Requirements: Level 20, Rider, HP(14), Res(16), Def(5)
- Benefit: +2 Hitpoints, +1 Resistance, Stun, Flying, Lance Rank +1
- Seraph Knight
- Requirements: Level 30, Falcon Knight, HP(19), Res(24), Def(5)
- Benefit: +5 Hitpoints, +5 Resistance, Lance Rank +1
- Mage
- Requirements: Mag(9), Res(3), Spd(6)
- Benefit: +2 Magic, +2 Resistance, Fire Rank +1, Electric Rank +1, Wind Rank +1, Dark Rank +1, Light Rank +1, Stave Rank +1
- Sage
- Requirements: Level 20, Mage, Mag(17), Spd(13), Res(3)
- Benefit: +3 Magic, Flare, Anima Affinity, Fire Rank +1, Electric Rank +1, Wind Rank +1
- Archsage
- Requirements: Level 30, Sage, Mag(24), Spd(21), Res(3)
- Benefit: Magic +6, Resistance +4, Fire Rank +1, Electric Rank +1, Wind Rank +1
- Hexer
- Requirements: Level 20, Mage, Mag(15), Def(10), Spd(6), Res(3)
- Benefit: +2 Magic, +1 Defense, Blackstorm, Dark Affinity, Dark Rank +1
- Cursemaster
- Requirements: Level 30, Hexer, Mag(24), Def(16), Spd(6), Res(3)
- Benefit: +5 Magic, +5 Defense, Dark Rank +1
- Bishop
- Requirements: Level 20, Mage, Mag(16), Res(11), Spd(6)
- Benefit: +2 Magic, +1 Resistance, Corona, Light Affinity, Light Rank +1, Stave Rank +1
- Saint
- Requirements: Level 30, Bishop, Mag(24), Res(18), Spd(6)
- Benefit: +5 Magic, +5 Resistance, Light Rank +1, Stave Rank +1
- Cleric
- Requirements: Level 20, Mage, Mag(11), Str(11), Spd(6), Res(6)
- Benefit: +1 Magic, +1 Hitpoints, +1 Strength, +1 Luck, Sol, Light Rank +1, Stave Rank +1, Sword Rank +1
- Valkyrie
- Requirements: Level 30, Cleric, Mag(19), Str(18), Spd(6), Res(6)
- Benefit: +3 Magic, +3 Strength, +1 Luck, Movement +2, Mounted, Canto, Light Rank +1, Stave Rank +1, Sword Rank +1
- #######Specialization Abilities#######
- Aether
- -Aether critical hits heal the you for half of the damage inflicted, and deal x2.5 damage.
- Astra
- -Astra critical hits deal x3 damage
- Bane
- -Bane critical hits reduce the target to 1 HP, regardless of damage dealt.
- Blackstorm
- -Blackstorm critical hits deal half damage again on the next turn.
- Colossus
- -Colossus critical hits grant the user 10 strength for two turns.
- Corona
- -Corona critical hits reduce the target's Skill by 10, and heal you for half of the damage inflicted.
- Deadeye
- -Deadeye critical hits prevent the opponent from attacking next turn (they can still move, or use items), and deal 2.5x damage.
- Flare
- -Flare critical hits make the opponent's next physical attack miss.
- Impale
- -Impale critical hits prevent the target from moving next turn (they can still attack, or use items), and deal 2.5x damage.
- Lethality
- -Lethality critical hits deal x4 damage.
- Luna
- -Luna critical hits ignore the opponent's defense.
- Sol
- -Sol critical hits heal you for the same amount of damage you inflict.
- Stun
- -Stun critical hits prevent the stunned unit from making any actions on the next turn.
- Anima Affinity
- -Gain +1 Magic while using anima tomes.
- Dark Affinity
- -Gain +1 Magic while using dark tomes.
- Light Affinity
- -Gain +1 Magic while using light tomes.
- Canto
- -Units with canto can continue moving for the remainder of their movement
- Flying
- -Flying units ignore terrain, but take 50% more damage from wind magic and bows.
- Mounted
- -Mounted units ride a horse into battle. They lose 4 movement on rough terrain.
- Steal
- -Stealing units are able to pick take unequiped items off enemies, and pick locks.
- Farshot
- -You are able to shoot arrows an additional space away.
- #######Equipment Stats#######
- Equipment Stats
- -Rank: Rank determines how difficult a weapon is to use.
- Players start with an E rank in every weapon, but can improve it via specializations or abilities.
- More powerful weapons typically have a higher rank.
- -Might: Might (Mt) determines how much damage the weapon deals. See Strength or Magic for more information.
- -Prot: Protection determines how much armor defends you, and it increases your defense by the prot value.
- -Flex: Flexibility determines how easy it is to move in armor. If your speed is above the flexibility value, reduce it to the flex value.
- -Hit: Hit influences how accurate a weapon is. Add hit to your skill to determine if an attack hits.
- -Crit: Weapons with crit increase your luck related to landing critical hits equal to their value.
- -Range: How many squares away a weapon can strike.
- -Weight: Weight determines how heavy a weapon is. If you have less strength than the weight of a weapon, you take a penalty to speed equal to the difference.
- -Cost: How much the weapon typically costs.
- -Misc: Other benefits of equipment.
- #######Weapon Prefixes & Suffixes#######
- **Prefix: Each sword may have one of the following enhancements in addition to a suffix.**
- Slim
- -Weight: -2
- -Might: -1
- -Hit: +3
- -Crit: +5
- -Cost: +300
- -Misc: Daggers cannot be slim.
- Iron
- -Rank +1
- -Weight: +2
- -Might: +3
- -Cost: +150
- Steel
- -Rank: +2
- -Weight: +6
- -Might: +6
- -Cost: +500
- Silver
- -Rank: +4
- -Weight: +5
- -Might: +7
- -Cost: +1,500
- **Suffix: Each sword may have one of the following enhancements in addition to a prefix.**
- Poison
- -Inflicts poison that deals 1 damage every turn for 5 turns on a successful hit.
- -Might: -2
- -Hit: -1
- -Cost: +200
- Seeking
- -Might: -2
- -Crit: +30
- -Cost: +2,600
- -Rank: +1
- Tempest
- -Weight: +4
- -Hit: -2
- -Range: 1-2
- -Cost: +350
- -Rank: +1
- -Misc: Uses magic instead of strength to determine damage. Inflicts double damage on flying units. Does not work on bows.
- Repeat
- -Might: -2
- -Cost: +2,000
- -Rank: +1
- -Misc: Each strike of this sword hits twice.
- Horsekiller
- -Weight: +6
- -Cost: +1,400
- -Rank: +1
- -Misc: Deals double damage to mounted units.
- Armorslayer
- -Weight: +7
- -Cost: +1,900
- -Rank: +1
- -Misc: Deals double damage to units wearing heavy armor.
- #######Weapons (Physical)#######
- Straight Sword
- -Rank: 1
- -Type: Sword
- -Weight: 5
- -Might: 3
- -Hit: +1
- -Crit: 0
- -Range: 1
- -Cost: 350
- Curved Sword
- -Rank: 2
- -Type: Sword
- -Weight: 4
- -Might: 4
- -Hit: 0
- -Crit: 20
- -Range: 1
- -Cost: 500
- Greatsword
- -Rank: 1
- -Type: Sword
- -Weight: 10
- -Might: 6
- -Hit: -1
- -Crit: 0
- -Range: 1
- -Cost: 350
- Handaxe
- -Rank: 1
- -Type: Axe
- -Weight: 7
- -Might: 5
- -Hit: -1
- -Crit: 0
- -Range: 1
- -Cost: 350
- Greataxe
- -Rank: 1
- -Type: Axe
- -Weight: 20
- -Might: 12
- -Hit: -2
- -Crit: 0
- -Range: 1
- -Cost: 350
- Throwing Axe
- -Rank: 2
- -Type: Axe
- -Weight: 12
- -Might: 9
- -Hit: -1
- -Crit: 0
- -Range: 1-2
- -Cost: 625
- Lance
- -Rank: 1
- -Type: Lance
- -Weight: 6
- -Might: 4
- -Hit: 0
- -Crit: 0
- -Range: 1
- -Cost: 350
- Greatlance
- -Rank: 1
- -Type: Lance
- -Weight: 14
- -Might: 10
- -Hit: -1
- -Crit: 0
- -Range: 1
- -Cost: 350
- Spear
- -Rank: 2
- -Type: Lance
- -Weight: 11
- -Might: 7
- -Hit: 0
- -Crit: 0
- -Range: 1-2
- -Cost: 600
- Bow
- -Rank: 1
- -Type: Bow
- -Weight: 4
- -Might: 3
- -Hit: 0
- -Crit: 0
- -Range: 2
- -Cost: 350
- Crossbow
- -Rank: 1
- -Type: Bow
- -Weight: 8
- -Might: 6
- -Hit: -1
- -Crit: 0
- -Range: 2-3
- -Cost: 350
- Longbow
- -Rank: 2
- -Type: Bow
- -Weight: 13
- -Might: 6
- -Hit: 0
- -Crit: 0
- -Range: 2-3
- -Cost: 900
- Dagger
- -Rank: 1
- -Type: Dagger
- -Weight: 1
- -Might: 1
- -Hit: 0
- -Crit: 15
- -Range: 1
- -Cost: 350
- Shortsword
- -Rank: 1
- -Type: Dagger
- -Weight: 2
- -Might: 2
- -Hit: 0
- -Crit: 5
- -Range: 1
- -Cost: 350
- Throwing Knife
- -Rank: 2
- -Type: Dagger
- -Weight: 1
- -Might: 1
- -Hit: 0
- -Crit: 10
- -Range: 1-2
- -Cost: 350
- #######Wind Tomes#######
- Wind magic deals double damage against those riding pegasi.
- Wind
- -Rank: 1
- -Type: Wind
- -Weight: 2
- -Might: 4
- -Hit: +3
- -Crit: 0
- -Range: 1-2
- -Cost: 720
- Zephyr
- -Rank: 2
- -Type: Wind
- -Weight: 4
- -Might: 6
- -Hit: +2
- -Crit: 0
- -Range: 1-2
- -Cost: 2,030
- Blizzard
- -Rank: 3
- -Type: Wind
- -Weight: 17
- -Might: 7
- -Hit: -2
- -Crit: 0
- -Range: 3-10
- -Cost: 700
- Gust
- -Rank: 4
- -Type: Wind
- -Weight: 6
- -Might: 8
- -Hit: 0
- -Crit: 10
- -Range: 1-2
- -Cost: 2,450
- Tornado
- -Rank: 6
- -Type: Wind
- -Weight: 7
- -Might: 10
- -Hit: -1
- -Crit: 0
- -Range: 1-2
- -Cost: 2,800
- Cyclone
- -Rank: 7
- -Type: Wind
- -Weight: 12
- -Might: 13
- -Hit: +3
- -Crit: 10
- -Range: 1-2
- -Cost: 6,750
- #######Fire Tomes#######
- Fire magic deals double damage against those riding horses.
- Fire
- -Rank: 1
- -Type: Fire
- -Weight: 3
- -Might: 5
- -Hit: +1
- -Crit: 0
- -Range: 1-2
- -Cost: 400
- Blaze
- -Rank: 2
- -Type: Fire
- -Weight: 5
- -Might: 7
- -Hit: 0
- -Crit: 0
- -Range: 1-2
- -Cost: 2,100
- Meteor
- -Rank: 3
- -Type: Fire
- -Weight: 18
- -Might: 8
- -Hit: -3
- -Crit: 0
- -Range: 3-10
- -Cost: 750
- Explosion
- -Rank: 4
- -Type: Fire
- -Weight: 7
- -Might: 9
- -Hit: -1
- -Crit: 5
- -Range: 1-2
- -Cost: 2,500
- Wildfire
- -Rank: 6
- -Type: Fire
- -Weight: 9
- -Might: 11
- -Hit: -2
- -Crit: 0
- -Range: 1-2
- -Cost: 3,000
- Inferno
- -Rank: 7
- -Type: Fire
- -Weight: 13
- -Might: 14
- -Hit: +3
- -Crit: 5
- -Range: 1-2
- -Cost: 7,500
- #######Lightning Tomes#######
- Lightning magic deals double damage against dragon riders.
- Thunder
- -Rank: 1
- -Type: Electrical
- -Weight: 4
- -Might: 3
- -Hit: -1
- -Crit: 5
- -Range: 1-2
- -Cost: 880
- Lightning
- -Rank: 2
- -Type: Electrical
- -Weight: 6
- -Might: 5
- -Hit: -2
- -Crit: 10
- -Range: 1-2
- -Cost: 1,470
- Bolting
- -Rank: 3
- -Type: Electrical
- -Weight: 19
- -Might: 6
- -Hit: -3
- -Crit: 5
- -Range: 3-10
- -Cost: 800
- Spark
- -Rank: 4
- -Type: Electrical
- -Weight: 9
- -Might: 7
- -Hit: +1
- -Crit: 15
- -Range: 1-2
- -Cost: 2,550
- Thoron
- -Rank: 6
- -Type: Electrical
- -Weight: 11
- -Might: 9
- -Hit: -3
- -Crit: 5
- -Range: 1-2
- -Cost: 3,200
- Brontide
- -Rank: 7
- -Type: Electrical
- -Weight: 14
- -Might: 12
- -Hit: +2
- -Crit: 15
- -Range: 1-2
- -Cost: 7,500
- #######Light Tomes#######
- Light
- -Rank: 1
- -Type: Light
- -Weight: 1
- -Might: 3
- -Hit: +3
- -Crit: 0
- -Range: 1-2
- -Cost: 960
- Flare
- -Rank: 3
- -Type: Light
- -Weight: 3
- -Might: 5
- -Hit: +2
- -Crit: 0
- -Range: 1-2
- -Cost: 2,240
- Purge
- -Rank: 4
- -Type: Light
- -Weight: 16
- -Might: 5
- -Hit: -1
- -Crit: 0
- -Range: 3-10
- -Cost: 1,000
- Shine
- -Rank: 5
- -Type: Light
- -Weight: 5
- -Might: 7
- -Hit: +1
- -Crit: 10
- -Range: 1-2
- -Cost: 2,600
- Gleam
- -Rank: 6
- -Type: Light
- -Weight: 12
- -Might: 8
- -Hit: +2
- -Crit: 0
- -Range: 1-2
- -Cost: 4,000
- Thani
- -Rank: 7
- -Type: Light
- -Weight: 11
- -Might: 12
- -Hit: +3
- -Crit: 5
- -Range: 1-2
- -Cost: 12,000
- #######Dark Tomes#######
- Worm
- -Rank: 1
- -Type: Dark
- -Weight: 9
- -Might: 8
- -Hit: -3
- -Crit: 0
- -Range: 1-2
- -Cost: 2,400
- Carreau
- -Rank: 4
- -Type: Dark
- -Weight: 11
- -Might: 10
- -Hit: -3
- -Crit: 5
- -Range: 1-2
- -Cost: 3,000
- Fenrir
- -Rank: 5
- -Type: Dark
- -Weight: 20
- -Might: 9
- -Hit: -3
- -Crit: 0
- -Range: 3-10
- -Cost: 1,500
- Verrine
- -Rank: 6
- -Type: Dark
- -Weight: 13
- -Might: 12
- -Hit: -3
- -Crit: 0
- -Range: 1-2
- -Cost: 5,000
- Balberith
- -Rank: 7
- -Type: Dark
- -Weight: 15
- -Might: 15
- -Hit: -2
- -Crit: 10
- -Range: 1-2
- -Cost: 13,500
- #######Staves#######
- Heal
- -Rank: 1
- -Range: 1
- -Cost: 800
- -Effect: Restores HP equivalent to the user's Magic (Max 10) to one unit.
- Mend
- -Rank: 2
- -Range: 1
- -Cost: 1,000
- -Effect: Restores HP equivalent to the user's Magic + 5 (Max 30) to one unit.
- Unlock
- -Rank: 2
- -Range: 1
- -Cost: 1,500
- -Effect: Unlocks one lock.
- Restore
- -Rank: 3
- -Range: 1
- -Cost: 2,000
- -Effect: Removes all negative conditions from one unit.
- Ward
- -Rank: 3
- -Range: 1
- -Cost: 2,250
- -Effect: Grants a shield to one unit that gives them (Magic/4, max 10) resistance and defense for 3 turns.
- Physic
- -Rank: 3
- -Range: 1-10
- -Cost: 3,750
- -Effect: Restores HP equivalent to the user's Magic (Max 30) to one unit.
- Recover
- -Rank: 4
- -Range: 1
- -Cost: 2,250
- -Effect: Restores HP equivalent to the user's Magic + 10 (Max 60) to one unit.
- Sleep
- -Rank: 4
- -Range: 1-4
- -Cost: 1,500
- -Effect: Puts one unit to sleep for their next turn. This stave can miss, the opponent uses their Resistance instead of Speed to avoid staves.
- Rescue
- -Rank: 5
- -Range: 1-10
- -Cost: 1,800
- -Effect: Teleports a willing ally to a space next to the staff weilder.
- Silence
- -Rank: 5
- -Range: 1-4
- -Cost: 1,200
- -Effect: Silences one unit, preventing them from using magic or staves on their next turn. This stave can miss, the opponent uses their Resistance instead of Speed to avoid staves.
- Rewarp
- -Rank: 5
- -Range: 1 mile/magic.
- -Cost: 15,000
- -Effect: Teleports you and all touching units up to 1 mile/magic. Can only be used once a day.
- Fortify
- -Rank: 6
- -Range: 1
- -Cost: 5,000
- -Effect: Restores HP equivalent to the user's Magic + 15 (Max 100) to one unit.
- #######Class Advancement#######
- Hero ->Vanguard
- Pilgrim ->Wanderer ->Migrant
- Myrmidon->Swordmaster ->Trueblade
- ->Rogue ->Whisper
- ->Assassin
- Soldier ->Halberdier ->Sentinel
- ->Sniper ->Marksman
- Knight ->General ->Marshall
- ->Warrior ->Reaver
- ->Bandit ->Berserker
- Rider ->Cavalier ->Paladin
- ->Dracoknight ->Dragonlord
- ->Falcon Knight ->Seraph Knight
- Mage ->Sage ->Archsage
- ->Hexer ->Cursemaster
- ->Bishop ->Saint
- ->Cleric ->Valkyrie
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