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- Igneous Kingdom
- - Values tradition & devout to their leaders
- - Leadership is based on strength and strength alone
- - Oldest kingdom
- - Masters of iron and steel
- - Utilizes Wyverns and Hawks
- - Cold, mountainous environment
- - Heavy and armored units & weaponry
- - Most of the citizens are not well off, but they are fiercely loyal to their kingdom and believe in their leaders fully
- - However due to conditions, petty crime is fairly common
- - They are heavily reliant on imports with their economy solely supported by the Iron and Coal industries.
- - Should these resources no longer be desired by other kingdoms, they would heavily suffer and likely collapse.
- - Little food can grow in the harsh environment.
- - If farming were to be possible, the balance of the three kingdoms would shift, as everyone is reliant on them primarily for Iron
- - HP, STR, DEF
- Sediment Kingdom
- - Laidback & devout to their religion (similar to Mila's supporters)
- - Leadership is appointed by their God and the populace is very devoutly religious
- - This allows for bad actors to use faith as their shield when accused of corruption
- - Masters of healing and medicine
- - Utilizes Camels and Horses
- - Deserts and plains, with an arid climate
- - They are home to the Glass and Salt industry, which they tax heavily to the other kingdoms
- - Salt is necessary for food storage and fertilizer, not just taste
- - In secret, salt is utilized in the development of wartime weapons, should the leadership deem it necessary
- - Lightweight units & weaponry
- - There is a caste system based on certain physical traits, which limits how high certain people can rise to power
- - There are massive wealth disparities, leading the poorest of the poor to be dissatisfied with leadership, but fear speaking out against them as they are equal to religious deities and would receive harsh punishments or possibly death
- - There is a small group of dissenters that wish to overthrow the ruling powers, but they lack numbers and strength to make a difference
- - SPD, LCK, RES
- Metamorphic Kingdom
- - Focused on technology and advancement
- - There is no singular leader, but a council with equal power
- Unbeknownst to the people, said council is heavily in debt due to failed experiments and wild ambitions
- - Newest kingdom
- - Masters of utilities and crafts
- - They are mostly self-sufficient in their economy, as they are able to either synthesize or create whatever they need
- - Their synthetic iron and salt pales in comparison to the real deal, making it a poor replacement
- - The people believe themselves superior to the other kingdoms
- - The Igneous as a primitive people still reliant on simple coal and fire to survive
- - The Sediment are lazy and bound to an imaginary God and take poor care of their people
- - Education is free and encouraged, with little guardrails or restrictions
- - This comes at a cost of safety though, as many find themselves missing limbs or their lives from failed dangerous experiments
- - Synthetic prosthesis are available for those who find themselves in need of one, but they are not durable
- - Permanent ones is pricey, driving people into debt should they want one
- - Wetlands and oceanic environment
- - Utilizes sea serpents
- - No standing army, relies on mercenaries primarily, making them militarily vulnerable should a war break out
- - SKL, MAG, MP
- Central Kingdom
- - Located in the middle of the 3 elemental kingdoms
- - Leadership determined by birthrite
- King has two wives, one from the Metamorphic and the Igneous, and desires a third from the Sediment kingdom
- - Founded by the descendants of the Fire Kingdom who split off from the main kingdom
- - Major exporters of food and grain, and operate major logging businesses
- - There are nobles and commoners, but for the most part no major issues between the two groups, nor with the royals
- - The central kingdom believes that for their nations to prosper, they must continue to work together as one
- However, they take issue with the Metamorphic kingdom's isolationist tendencies, as well as their lack of care for safety
- Mechanics:
- Movement abilities will cause crash damage if the unit either hits another unit or a wall. If units fall more than x height from a movement ability, they will take fall damage.
- Attacking a unit from the front gives the attacker a reduced chance of hitting. Attacking a unit from behind gives the attacker an increased chance of hitting and guaranteed critical hit.
- Critical hits to 50% more damage. This rate is dependent on the user's luck.
- Units can only move once per turn.
- Units that are dropped to 0 HP are rendered unconscious and are removed from battle.
- Classes with 3 stages start as Basic units. Classes with 2 stages start as Advanced units.
- Basic units can have 3 skills equipped. Advanced units can have 4 skills equipped. Master units can have 5 skills equipped.
- [Skills] are passive and can not be removed.
- Magic:
- Lightning:
- Water causes the effect to spread at lesser damage. Can cause Paralysis. Spread damage can hit allies.
- Fire:
- Ignites tiles that are hit if possible. Striking burning tiles causes the fire to re-ignite, resetting the burning turns. Striking frozen tiles causes them to melt, leaving behind water.
- Wind:
- Units struck have their facing direction changed to face away from the caster. Striking tiles that are burning causes the fire to spread 1 tile.
- Ice:
- Freezes tiles that are hit if possible. Units struck that are on frozen tiles are cannot move for 1 turn. Striking burning tiles causes the fire to go out.
- Swordsman -> Zweihander -> Gurgurant [Blade]
- [Frontal Assault] - Grants bonus damage when attacking enemies directly in front as opposed to behind.
- Power Crush - Strikes target. Debuffs target's Physical strength for 3 turns.
- Defense Crush - Strikes target. Debuffs target's Physical defense for 3 turns.
- Bulwark - Reduces evasion but increases physical defense and magical resistance.
- Wide Swing - Strikes 3 tiles in front of user in an arc. Any enemy hit is pushed backwards 2 tiles.
- Heavy Blow - Strikes 2 tiles in front of user. Both user and enemies hit have their speed and evasion reduced.
- Sword Throw - Unit throws their weapon at the target. User is unarmed until they retrieve the weapon from the tile or 2 turns pass.
- Bull Force - Unit removes any debuffs on physical strength and increases physical strength greatly. Unit can act after this action but cannot move more than once in a turn.
- Gendarme -> Paladin [Blade]
- [Cavalry] - This unit takes bonus damage from Lances and Poleaxes.
- Defender - Grants Defender status to user for 1 turn. When allies adjacent to user are attacked, this unit temporarily switches places to take the damage for them if possible.
- Mercenary -> Myrmidon -> Swordmaster [Sword]
- Hawk Eye - Allows user to dodge any physical attacks from the rear for 1 turn. Unit can act after this action but cannot move more than once in a turn.
- Swords Dance - Strikes all tiles adjacent to user. If the attack connects onto 2 or more targets, increases user's Physical Attack for 2 turns.
- Double Slice - Unit strikes 1 enemy two times. Second strike pushes target 1 tile forward.
- Jump Strike - Unit jumps ahead, striking any tile in range.
- Wind Slash - Unit strikes 3 tiles ahead with Wind Magic. Any targets hit will be pushed back 1 tile and any targets adjacent to the tiles hit will be pushed 1 tile away from the line.
- Parry Stance - Grants Parry status to user. When attacked at melee range, blocks and attacks the attacker instead.
- Camel Rider -> Camel Master [Sword]
- [Cavalry] - This unit takes bonus damage from Lances and Poleaxes.
- Soldier -> Knight -> General [Lance]
- [Backguard] - This unit will take reduced damage when attacked from behind.
- Ram - Slams into a target, pushing them 5 tiles and moving the user 1 tile forward.
- Serpent Rider -> Serpent Master [Lance]
- [Oceanic] - This unit has reduced movement on land and increased movement in water. On frozen terrain, this unit has normal movement.
- Flip Turn - Unit attacks the target in front of them. After attacking, user moves backwards 2 tiles. In water, user can move 2 tiles in any direction.
- Dive - Grants unit Invisible status. This is only usable when unit is on water tiles. When attacking from invisible status, target is unable to counter attack. In water, this is a guaranteed critical hit.
- Static - Unit charges with electricity, allowing their attacks to deal additional Lightning Magic damage for 2 turns. When attacked in melee range, targets are hit with Lightning Magic that cannot travel through water tiles.
- Spearfighter -> Pikeman -> Dragoon [Poleax]
- Vanguard -> Cataphract [Poleax]
- [Cavalry] - This unit takes bonus damage from Lances and Poleaxes.
- Poison Strike - Strikes a foe. Chance to inflict Poison.
- Dragback - Strikes a foe 2 tiles away, pulling them towards the user. Enemies hit have their movement reduced.
- Trample - Strikes in a line 4 tiles long.
- Vengeful Axe - Strikes a single foe. Damage increases as user's HP decreases.
- Sanguine Arts - Grants Sanguine status to user or adjacent ally for 2 turns.
- Dragon Rider -> Dragon Master [Axe]
- [Flier] - This unit takes bonus damage from Bows and Crossbows.
- Fury - Grants user Fury status, ability to counter attack when attacked in melee range for 3 turns. If the user is not attacked for 1 turn during those 3, the Fury immediately ends. Every time the user is attacked, even if they can't counter attack, physical attack increases.
- Descent - Grants user the Grounded status, reducing their Jump stat down to 2 and movement down to 3. When grounded, [Flier] has no effect. Unit can act after this action but cannot move more than once in a turn. Descent is replaced with Ascent.
- Ascent - Removes user's Grounded status, increasing their Jump stat to infinite and Movement to whatever the base movement was. [Flier] is in effect again. Unit can act after this action but cannot move more than once in a turn. Ascent is replaced with Descent.
- Scale Strike - User strikes all adjacent tiles with non-elemental magic. Decreases user's defense and raises user's speed.
- Flame Breath - User strikes 5 tiles directly ahead in a T formation with Fire Magic.
- Wing Strike - User hits both adjacent tiles 2 tiles away with Wind Magic, pushing any enemies in range 2 tiles away from the user.
- Roar - User removes all buffs, reduces the speed, and repositions all enemies within 3 tiles to face away from the user.
- Outrage - User strikes a target, with damage increasing the more health the target has. After attacking, unit gains Fury status. Unit can act after this action but cannot move more than once in a turn.
- Bandit -> Barbarian -> Chieftain [Axe]
- [Berserk] - As HP decreases, Physical attack increases.
- Intimidate - Decreases the Physical and Magic attack of all enemies adjacent to the user.
- Throw - Picks up and throws 1 unit behind the user. This does not reposition their direction.
- Tackle - Charges forward 3 tiles through any enemies in the way.
- Cleave - User swings their axe in a perpendicular line. Any enemies hit suffer a Physical defense debuff.
- Molotov Cocktail - User launches a single target ranged Fire magic attack. May cause Madness.
- Boomerang - User throws their axe at a distant target in a straight line and it will return in an arc, hitting any enemies in the return path. Obstructions in the way of the return will cause the user to become Unarmed for 2 turns.
- Archer -> Sniper -> Marksman [Bow]
- [Long Range] - This unit cannot attack in melee range.
- Focus - Increases units accuracy for 1 turn. Unit can act after this action but cannot move more than once in a turn.
- Blinding Shot - Strikes at a distant foe. Chance to inflict Blind.
- Trapping Shot - Strikes at a distant foe. Chance to inflict Root.
- Sidewinder - Ignores any and all obstructions and strikes at a distant foe.
- Hawk Rider -> Hawk Master [Bow]
- [Flier] - This unit takes bonus damage from Bows and Crossbows.
- Roost - Grants user grounded status for 1 turn, healing them by 33%. After landing, user cannot move even if they hadn't prior, but can act again.
- Crossbowman -> Arbalist -> Shieldshooter [Crossbow]
- Power Shot - Attacks in a line up to 3 tiles. For every enemy hit by the attack, the damage is reduced.
- Heavy Bolt - Strikes in a line up to 2 tiles. Deals full damage to every enemy hit, but reduces user's movement by 1 for a turn.
- Scout -> Nomad Trooper [Crossbow]
- [Cavalry] - This unit takes bonus damage from Lances and Poleaxes.
- Monk -> Warrior -> Guru [Staff]
- [Unarmed] - This unit deals normal damage when unarmed.
- Clubber -> Bruiser [Staff]
- Thief -> Rogue -> Assassin [Knife]
- [Second Wind] - This unit can perform 2 actions per turn.
- Surmount - Unit can move to a tile adjacent to them if the tile is a higher or lower height, regardless of height. Unit can act after this action but cannot move more than once in a turn. This does not count as a movement action.
- Dagger Throw - Unit can attack up to 2 tiles away. Chance to inflict Poison.
- Smoke Bomb - Unit becomes invisible and is untargetable for 2 turns. Attacking or having an enemy directly adjacent breaks invisibility. Attacking from invisibility has a guaranteed Critical Hit chance.
- Mug - Strikes an adjacent tile. Chance to gain loot. If enemy has an accessory equipped, there is a chance to steal it.
- Slumber Strike - Strikes an adjacent tile. Chance to put the enemy to sleep.
- Dash - Sacrifices unit's attacking action for an additional movement action. Cannot be used more than once per battle.
- Persecution - Strikes an adjacent tile. If the foe has a negative status condition or a debuff, guaranteed Critical Hit chance.
- Dancer -> Trickster [Knife]
- [Standing Ovation] - Buffs and debuffs cast by this unit last 1 turn longer.
- Dawn Leap - Unit can jump to any tile within 5 tiles, regardless of height. Unit can act after this action but cannot move more than once in a turn. This does not count as a movement action.
- Lion Dance - Strikes an adjacent tile with Fire Magic, reduces the target's Physical attack, and increases all adjacent allies of the user's Physical attack. The fire magic will not re-ignite tiles but otherwise interacts as normal.
- Peacock Strut - Strikes an adjacent tile with Lightning Magic, reduces the target's Magic attack, and increases all adjacent allies of the user's Magic attack. The Lightning magic will not paralyze but otherwise interacts as normal.
- Mole Swing - Strikes an adjacent tile with Ice Magic, reduces the target's Physical defense, and increases all adjacent allies of the user's Physical defense. The ice magic will not freeze enemies in place but otherwise interacts as normal.
- Panther Twist - Strikes an adjacent tile with Wind Magic, reduces the target's speed, and increases all adjacent allies of the user's speed. The Wind magic will not rotate enemies but otherwise interacts as normal.
- Moonlight Waltz - Strikes an adjacent tile with non-elemental Magic, reduces the target's Magic defense, and increases all adjacent allies of the user's Magic defense.
- Encore - Allows an ally to act immediately after the user.
- Mage -> Sage -> Elementalist [Rod]
- [Quick Cast] - Gain 1 bonus SP at the start of every three turns, starting with the initial turn.
- Ignite
- Shock
- Gust
- Frost
- Heal
- Revitalize
- Supernova - Deals non-elemental damage in a 3 tile radius. Cannot be used 2 turns in a row.
- Cleric -> Bishop -> Archbishop [Rod]
- [Guardian Angel] - Heals increase in potency on allies with low health.
- Heal - Heals an ally. Heal increases based on user's Magic stat.
- Holy Light - Strikes 1 tile with non-elemental magic. Removes any buffs that target had.
- Protection - Grants ally an immunity to physical damage for 1 attack.
- Life - Heals all allies within a cross pattern.
- Sanctuary - Grants ally an immunity to magic damage for 1 attack.
- Refresh - Removes status conditions and debuffs on an ally.
- Phoenix - Grants Phoenix status on an ally, reviving them to 33% HP if they are knocked unconscious.
- Technomage -> Titanus [Rod]
- [Overclock] - Allows buffs and debuffs to stack onto targets when inflicted by this unit.
- Haste - Increases the target's speed. This can be cast on enemies.
- Slow - Lowers the target's speed.
- Stun Cane - Strikes an adjacent enemy with Lightning damage.
- Charge - Increases all user's stats for 1 turn.
- Revitalize - Revives an ally that was knocked unconscious to 1 HP.
- Neutralisis - Strikes an adjacent enemy with non-elemental damage. Removes all buffs from user and target and increases damage per buff that is removed.
- Discharge - Strikes all tiles within 2 tiles of the user with Lightning damage.
- Scholar -> Voltomancer [Tome]
- [Rite of Lightning] - Decreases damage taken from Lightning but increases damage taken by Wind. Immune to Paralysis status.
- Shock - Strikes 1 tile with Lightning Magic.
- Lightning Rod - Causes user to redirect all Lightning magic within 3 tiles to themselves. 2 turns.
- Thundercage - Strikes 4 tiles with lightning magic in a crosshair. Any unit within the 4 tiles strike will be hit for double damage.
- Shaman -> Pyromancer [Tome]
- [Rite of Fire] - Decreases damage taken from Fire but increases damage taken by Ice. Take no damage from burning tiles.
- Ignite - Deals Fire damage in a cross pattern.
- Burning Steps - Every tile crossed now ignites in flames if possible. 2 turns.
- Fire Tower - Strikes 1 tile with Fire damage, causing the target to have their movement and jump reduced by 1.
- Seer -> Turbomancer [Tome]
- [Rite of Wind] - Decreases damage taken from Wind but increases damage taken by Lightning. Unaffected by wind-based redirections.
- Gust - Casts Wind magic in a line that strikes 3 tiles. Enemies hit are pushed back 2 tiles.
- Burst Shield - When attacked in melee range, explodes in all directions, pushing all adjacent enemies back 4 tiles. User takes no damage. Causes crash damage. Lasts 1 attack, can be self-detonated.
- Zephyr - Casts Wind magic on 2 tiles. Units hit by the Wind have their positions swapped. Allies are affected by the swap but do not take damage nor are realigned.
- Conjurer -> Cryomancer [Tome]
- [Rite of Ice] - Decreases damage taken from Ice but increases damage taken by Fire. Can cross frozen tiles without issue.
- Frost - Deals Ice damage in a cross pattern, freezing any tiles that it hits if possible.
- Frozen Armor - Increases targets defense and magic resistance at the cost of their movement. Units with [Rite of Ice] are unaffected by the movement loss.
- Cold Snap - Strikes 1 tile with Ice magic. Chance to cause Silence.
- Accessories:
- Goggles
- Peripheral Vision - Unit increased evasion when attacked from any of their sides (not front or behind).
- Grappling Hook
- Cost for surmount drops to 0 SP.
- Raven Boots
- Increases movement by 1.
- Mirror Armor
- Any buffs or debuffs on the user are copied onto the caster.
- Fire:
- Swordsman
- Soldier
- Dragon Rider
- Hawk Rider
- Vanguard
- Clubber
- Shaman
- Wind:
- Mercenary
- Spearfighter
- Scout
- Camel Rider
- Seer
- Monk
- Cleric
- Thunder:
- Crossbowman
- Scholar
- Technomage
- Serpent Rider
- Central:
- Gendarme
- Archer
- Mage
- Other:
- Bandit
- Thief
- Blacksmith
- Igneous:
- Student -> Historian -> Archivist
- Sediment:
- Metamorphic:
- Central:
- Dancer
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