Dancer_A

Strategy Game Thing

Apr 9th, 2026 (edited)
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  1. Igneous Kingdom
  2. - Values tradition & devout to their leaders
  3. - Leadership is based on strength and strength alone
  4. - Oldest kingdom
  5. - Masters of iron and steel
  6. - Utilizes Wyverns and Hawks
  7. - Cold, mountainous environment
  8. - Heavy and armored units & weaponry
  9. - Most of the citizens are not well off, but they are fiercely loyal to their kingdom and believe in their leaders fully
  10. - However due to conditions, petty crime is fairly common
  11. - They are heavily reliant on imports with their economy solely supported by the Iron and Coal industries.
  12. - Should these resources no longer be desired by other kingdoms, they would heavily suffer and likely collapse.
  13. - Little food can grow in the harsh environment.
  14. - If farming were to be possible, the balance of the three kingdoms would shift, as everyone is reliant on them primarily for Iron
  15. - HP, STR, DEF
  16.  
  17. Sediment Kingdom
  18. - Laidback & devout to their religion (similar to Mila's supporters)
  19. - Leadership is appointed by their God and the populace is very devoutly religious
  20. - This allows for bad actors to use faith as their shield when accused of corruption
  21. - Masters of healing and medicine
  22. - Utilizes Camels and Horses
  23. - Deserts and plains, with an arid climate
  24. - They are home to the Glass and Salt industry, which they tax heavily to the other kingdoms
  25. - Salt is necessary for food storage and fertilizer, not just taste
  26. - In secret, salt is utilized in the development of wartime weapons, should the leadership deem it necessary
  27. - Lightweight units & weaponry
  28. - There is a caste system based on certain physical traits, which limits how high certain people can rise to power
  29. - 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
  30. - There is a small group of dissenters that wish to overthrow the ruling powers, but they lack numbers and strength to make a difference
  31. - SPD, LCK, RES
  32.  
  33. Metamorphic Kingdom
  34. - Focused on technology and advancement
  35. - There is no singular leader, but a council with equal power
  36. Unbeknownst to the people, said council is heavily in debt due to failed experiments and wild ambitions
  37. - Newest kingdom
  38. - Masters of utilities and crafts
  39. - They are mostly self-sufficient in their economy, as they are able to either synthesize or create whatever they need
  40. - Their synthetic iron and salt pales in comparison to the real deal, making it a poor replacement
  41. - The people believe themselves superior to the other kingdoms
  42. - The Igneous as a primitive people still reliant on simple coal and fire to survive
  43. - The Sediment are lazy and bound to an imaginary God and take poor care of their people
  44. - Education is free and encouraged, with little guardrails or restrictions
  45. - This comes at a cost of safety though, as many find themselves missing limbs or their lives from failed dangerous experiments
  46. - Synthetic prosthesis are available for those who find themselves in need of one, but they are not durable
  47. - Permanent ones is pricey, driving people into debt should they want one
  48. - Wetlands and oceanic environment
  49. - Utilizes sea serpents
  50. - No standing army, relies on mercenaries primarily, making them militarily vulnerable should a war break out
  51. - SKL, MAG, MP
  52.  
  53. Central Kingdom
  54. - Located in the middle of the 3 elemental kingdoms
  55. - Leadership determined by birthrite
  56. King has two wives, one from the Metamorphic and the Igneous, and desires a third from the Sediment kingdom
  57. - Founded by the descendants of the Fire Kingdom who split off from the main kingdom
  58. - Major exporters of food and grain, and operate major logging businesses
  59. - There are nobles and commoners, but for the most part no major issues between the two groups, nor with the royals
  60. - The central kingdom believes that for their nations to prosper, they must continue to work together as one
  61. However, they take issue with the Metamorphic kingdom's isolationist tendencies, as well as their lack of care for safety
  62.  
  63. Mechanics:
  64. 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.
  65. 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.
  66. Critical hits to 50% more damage. This rate is dependent on the user's luck.
  67. Units can only move once per turn.
  68. Units that are dropped to 0 HP are rendered unconscious and are removed from battle.
  69. Classes with 3 stages start as Basic units. Classes with 2 stages start as Advanced units.
  70. Basic units can have 3 skills equipped. Advanced units can have 4 skills equipped. Master units can have 5 skills equipped.
  71. [Skills] are passive and can not be removed.
  72. Magic:
  73. Lightning:
  74. Water causes the effect to spread at lesser damage. Can cause Paralysis. Spread damage can hit allies.
  75. Fire:
  76. 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.
  77. Wind:
  78. 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.
  79. Ice:
  80. 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.
  81.  
  82.  
  83. Swordsman -> Zweihander -> Gurgurant [Blade]
  84. [Frontal Assault] - Grants bonus damage when attacking enemies directly in front as opposed to behind.
  85. Power Crush - Strikes target. Debuffs target's Physical strength for 3 turns.
  86. Defense Crush - Strikes target. Debuffs target's Physical defense for 3 turns.
  87. Bulwark - Reduces evasion but increases physical defense and magical resistance.
  88. Wide Swing - Strikes 3 tiles in front of user in an arc. Any enemy hit is pushed backwards 2 tiles.
  89. Heavy Blow - Strikes 2 tiles in front of user. Both user and enemies hit have their speed and evasion reduced.
  90. Sword Throw - Unit throws their weapon at the target. User is unarmed until they retrieve the weapon from the tile or 2 turns pass.
  91. 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.
  92.  
  93. Gendarme -> Paladin [Blade]
  94. [Cavalry] - This unit takes bonus damage from Lances and Poleaxes.
  95. 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.
  96.  
  97.  
  98. Mercenary -> Myrmidon -> Swordmaster [Sword]
  99. 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.
  100. 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.
  101. Double Slice - Unit strikes 1 enemy two times. Second strike pushes target 1 tile forward.
  102. Jump Strike - Unit jumps ahead, striking any tile in range.
  103. 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.
  104. Parry Stance - Grants Parry status to user. When attacked at melee range, blocks and attacks the attacker instead.
  105.  
  106. Camel Rider -> Camel Master [Sword]
  107. [Cavalry] - This unit takes bonus damage from Lances and Poleaxes.
  108.  
  109. Soldier -> Knight -> General [Lance]
  110. [Backguard] - This unit will take reduced damage when attacked from behind.
  111. Ram - Slams into a target, pushing them 5 tiles and moving the user 1 tile forward.
  112.  
  113. Serpent Rider -> Serpent Master [Lance]
  114. [Oceanic] - This unit has reduced movement on land and increased movement in water. On frozen terrain, this unit has normal movement.
  115. 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.
  116. 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.
  117. 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.
  118.  
  119.  
  120. Spearfighter -> Pikeman -> Dragoon [Poleax]
  121.  
  122. Vanguard -> Cataphract [Poleax]
  123. [Cavalry] - This unit takes bonus damage from Lances and Poleaxes.
  124. Poison Strike - Strikes a foe. Chance to inflict Poison.
  125. Dragback - Strikes a foe 2 tiles away, pulling them towards the user. Enemies hit have their movement reduced.
  126. Trample - Strikes in a line 4 tiles long.
  127. Vengeful Axe - Strikes a single foe. Damage increases as user's HP decreases.
  128. Sanguine Arts - Grants Sanguine status to user or adjacent ally for 2 turns.
  129.  
  130.  
  131. Dragon Rider -> Dragon Master [Axe]
  132. [Flier] - This unit takes bonus damage from Bows and Crossbows.
  133. 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.
  134. 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.
  135. 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.
  136. Scale Strike - User strikes all adjacent tiles with non-elemental magic. Decreases user's defense and raises user's speed.
  137. Flame Breath - User strikes 5 tiles directly ahead in a T formation with Fire Magic.
  138. Wing Strike - User hits both adjacent tiles 2 tiles away with Wind Magic, pushing any enemies in range 2 tiles away from the user.
  139. Roar - User removes all buffs, reduces the speed, and repositions all enemies within 3 tiles to face away from the user.
  140. 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.
  141.  
  142. Bandit -> Barbarian -> Chieftain [Axe]
  143. [Berserk] - As HP decreases, Physical attack increases.
  144. Intimidate - Decreases the Physical and Magic attack of all enemies adjacent to the user.
  145. Throw - Picks up and throws 1 unit behind the user. This does not reposition their direction.
  146. Tackle - Charges forward 3 tiles through any enemies in the way.
  147. Cleave - User swings their axe in a perpendicular line. Any enemies hit suffer a Physical defense debuff.
  148. Molotov Cocktail - User launches a single target ranged Fire magic attack. May cause Madness.
  149. 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.
  150.  
  151. Archer -> Sniper -> Marksman [Bow]
  152. [Long Range] - This unit cannot attack in melee range.
  153. Focus - Increases units accuracy for 1 turn. Unit can act after this action but cannot move more than once in a turn.
  154. Blinding Shot - Strikes at a distant foe. Chance to inflict Blind.
  155. Trapping Shot - Strikes at a distant foe. Chance to inflict Root.
  156. Sidewinder - Ignores any and all obstructions and strikes at a distant foe.
  157.  
  158. Hawk Rider -> Hawk Master [Bow]
  159. [Flier] - This unit takes bonus damage from Bows and Crossbows.
  160. 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.
  161.  
  162. Crossbowman -> Arbalist -> Shieldshooter [Crossbow]
  163. Power Shot - Attacks in a line up to 3 tiles. For every enemy hit by the attack, the damage is reduced.
  164. 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.
  165.  
  166. Scout -> Nomad Trooper [Crossbow]
  167. [Cavalry] - This unit takes bonus damage from Lances and Poleaxes.
  168.  
  169. Monk -> Warrior -> Guru [Staff]
  170. [Unarmed] - This unit deals normal damage when unarmed.
  171.  
  172. Clubber -> Bruiser [Staff]
  173.  
  174. Thief -> Rogue -> Assassin [Knife]
  175. [Second Wind] - This unit can perform 2 actions per turn.
  176. 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.
  177. Dagger Throw - Unit can attack up to 2 tiles away. Chance to inflict Poison.
  178. 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.
  179. Mug - Strikes an adjacent tile. Chance to gain loot. If enemy has an accessory equipped, there is a chance to steal it.
  180. Slumber Strike - Strikes an adjacent tile. Chance to put the enemy to sleep.
  181. Dash - Sacrifices unit's attacking action for an additional movement action. Cannot be used more than once per battle.
  182. Persecution - Strikes an adjacent tile. If the foe has a negative status condition or a debuff, guaranteed Critical Hit chance.
  183.  
  184. Dancer -> Trickster [Knife]
  185. [Standing Ovation] - Buffs and debuffs cast by this unit last 1 turn longer.
  186. 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.
  187. 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.
  188. 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.
  189. 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.
  190. 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.
  191. 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.
  192. Encore - Allows an ally to act immediately after the user.
  193.  
  194. Mage -> Sage -> Elementalist [Rod]
  195. [Quick Cast] - Gain 1 bonus SP at the start of every three turns, starting with the initial turn.
  196. Ignite
  197. Shock
  198. Gust
  199. Frost
  200. Heal
  201. Revitalize
  202. Supernova - Deals non-elemental damage in a 3 tile radius. Cannot be used 2 turns in a row.
  203.  
  204. Cleric -> Bishop -> Archbishop [Rod]
  205. [Guardian Angel] - Heals increase in potency on allies with low health.
  206. Heal - Heals an ally. Heal increases based on user's Magic stat.
  207. Holy Light - Strikes 1 tile with non-elemental magic. Removes any buffs that target had.
  208. Protection - Grants ally an immunity to physical damage for 1 attack.
  209. Life - Heals all allies within a cross pattern.
  210. Sanctuary - Grants ally an immunity to magic damage for 1 attack.
  211. Refresh - Removes status conditions and debuffs on an ally.
  212. Phoenix - Grants Phoenix status on an ally, reviving them to 33% HP if they are knocked unconscious.
  213.  
  214. Technomage -> Titanus [Rod]
  215. [Overclock] - Allows buffs and debuffs to stack onto targets when inflicted by this unit.
  216. Haste - Increases the target's speed. This can be cast on enemies.
  217. Slow - Lowers the target's speed.
  218. Stun Cane - Strikes an adjacent enemy with Lightning damage.
  219. Charge - Increases all user's stats for 1 turn.
  220. Revitalize - Revives an ally that was knocked unconscious to 1 HP.
  221. Neutralisis - Strikes an adjacent enemy with non-elemental damage. Removes all buffs from user and target and increases damage per buff that is removed.
  222. Discharge - Strikes all tiles within 2 tiles of the user with Lightning damage.
  223.  
  224. Scholar -> Voltomancer [Tome]
  225. [Rite of Lightning] - Decreases damage taken from Lightning but increases damage taken by Wind. Immune to Paralysis status.
  226. Shock - Strikes 1 tile with Lightning Magic.
  227. Lightning Rod - Causes user to redirect all Lightning magic within 3 tiles to themselves. 2 turns.
  228. Thundercage - Strikes 4 tiles with lightning magic in a crosshair. Any unit within the 4 tiles strike will be hit for double damage.
  229.  
  230. Shaman -> Pyromancer [Tome]
  231. [Rite of Fire] - Decreases damage taken from Fire but increases damage taken by Ice. Take no damage from burning tiles.
  232. Ignite - Deals Fire damage in a cross pattern.
  233. Burning Steps - Every tile crossed now ignites in flames if possible. 2 turns.
  234. Fire Tower - Strikes 1 tile with Fire damage, causing the target to have their movement and jump reduced by 1.
  235.  
  236. Seer -> Turbomancer [Tome]
  237. [Rite of Wind] - Decreases damage taken from Wind but increases damage taken by Lightning. Unaffected by wind-based redirections.
  238. Gust - Casts Wind magic in a line that strikes 3 tiles. Enemies hit are pushed back 2 tiles.
  239. 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.
  240. 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.
  241.  
  242. Conjurer -> Cryomancer [Tome]
  243. [Rite of Ice] - Decreases damage taken from Ice but increases damage taken by Fire. Can cross frozen tiles without issue.
  244. Frost - Deals Ice damage in a cross pattern, freezing any tiles that it hits if possible.
  245. 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.
  246. Cold Snap - Strikes 1 tile with Ice magic. Chance to cause Silence.
  247.  
  248. Accessories:
  249. Goggles
  250. Peripheral Vision - Unit increased evasion when attacked from any of their sides (not front or behind).
  251. Grappling Hook
  252. Cost for surmount drops to 0 SP.
  253. Raven Boots
  254. Increases movement by 1.
  255. Mirror Armor
  256. Any buffs or debuffs on the user are copied onto the caster.
  257.  
  258. Fire:
  259. Swordsman
  260. Soldier
  261. Dragon Rider
  262. Hawk Rider
  263. Vanguard
  264. Clubber
  265. Shaman
  266.  
  267. Wind:
  268. Mercenary
  269. Spearfighter
  270. Scout
  271. Camel Rider
  272. Seer
  273. Monk
  274. Cleric
  275.  
  276. Thunder:
  277. Crossbowman
  278. Scholar
  279. Technomage
  280. Serpent Rider
  281.  
  282. Central:
  283. Gendarme
  284. Archer
  285. Mage
  286.  
  287. Other:
  288. Bandit
  289. Thief
  290. Blacksmith
  291.  
  292. Igneous:
  293. Student -> Historian -> Archivist
  294.  
  295. Sediment:
  296.  
  297. Metamorphic:
  298.  
  299. Central:
  300. Dancer
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