Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ## Classes
- Dreadfighter - Sword/Black - Apotrope
- -Antimages
- -Fast, but physically frail
- Apotrope: Reduces magic damage taken by 50%. Adds 25% of Res to physical attacks.
- Gold Bonus: Adds 50% of Res to physical attacks and reduces physical damage taken by 25% of Res.
- Paravir - Sword - Penetrate
- -Can get through enemy lines with relative ease
- Penetrate: Adds 20% of target's defense to attacks. Active: Attacks through an enemy in a line
- Gold Bonus: Adds 30% of target's defense to attacks.
- Hero - Sword/Axe - Adaptable
- -Ready for any situation
- -Able to take on most enemies well
- Adaptable: Crit +5. Unit changes weapons reflexively when attacked.
- Gold Bonus: Crit +10 when attacked.
- Horseman - Sword/Crossbow - Disarray
- -Highly mobile
- -Masters of hit and run
- -Disrupters
- Disarray: When full HP, move +1. Dex% chance to disarm target if they cannot counter. Doubles the effects of Canter.
- Gold Bonus: When full HP, Spd +3.
- Halberdier - Lance - Paraselene
- -Well balanced
- -Dedicated to 1 weapon
- Paraselene: Lance might +1, Avo +5. Active: Doubles passive effect and allows user to move 1 tile after combat.
- Gold Bonus: Hit +5, Crit +5.
- Sentry - Lance/Crossbow - Watchman
- -Well rounded
- -Mitigate disadvantages
- Watchman: When adjacent to an ally, take 20% less damage. If attacked and cannot counter, increases to 50%.
- Gold Bonus: Always take 15% less damage by default. Increases to 30% with an ally adjacent and 75% if unable to counter.
- General - Lance/Bow/Sword - Aegis
- -Defensive wall
- -Poor res, high damage
- -slow
- Aegis: Dex% chance to reduce ranged damage by 50%. Doubles effects of shields.
- Gold Bonus: Reduces all ranged damage by 20%,
- Baron - Lance/Axe/White/Staff - Bulwark
- -Mixed defensive unit
- -Supportive
- Bulwark: Converts 30% of Pow to user's defensive stat in combat. Grants Def +4 when healing.
- Gold Bonus: 70% of Pow added to hit rate as well.
- Warrior - Axe/Crossbow - Collision
- -High HP
- -High damage ceiling
- Collision: Reduced movement cost over rough terrain. Atk +4 when moving 2 or more spaces.
- Gold Bonus: Atk +6 when moving 1 or more spaces.
- Berserker - Axe - Fury
- -One-shot-shop
- -High risk, high reward units
- Fury: +1 Crit for every 3 HP missing, half of bonus crit added to hit at the start of battle
- Gold Bonus: All bonus crit added to hit at start of battle.
- Raider - Axe/Knife - Twister
- -Opportunistic
- -Push advantages
- Twister: Adjacent enemies suffer avo -5. Doubles the effects of enemy debuffs when in combat.
- Gold Bonus: Enemies within 2 tiles suffer avo -15.
- Viking - Axe/Black - Druid
- -High magic and physical damage
- -Uses the environment
- Druid: Res +2. Converts terrain avo to Hit and terrain def/res to Atk (combined).
- Gold Bonus: Res +5
- Paladin - Sword/Lance - Savior*
- -High Mobility
- -Supportive Cavalier
- Savior: Can rescue without penalties and provides cover. When rescuing, Move +1 and on the following turn, buffs all stats by 2.
- Gold Bonus: Buffs all stats by 3 instead of 2.
- Cataphract - Sword/Lance/Axe - Arms Shield
- -Mobile tank
- -Thrive on the front lines
- Arms Shield - When at WTA, unit takes 3 less damage. Adds 20% of Def to Res.
- Gold Bonus: Never at WTD
- Sniper - Bow -
- -Outranging the targets
- -Ballista operation
- Longearche: Range +1 to bows. If target cannot counter, +10 crit. Applies to ballista.
- Gold Bonus: If target can't counter, additional +10 hit.
- Adventurer - Bow/Staff - Acrobat
- -Supportive ranged attacker
- -Can get most places without issue.
- Acrobat: Terrain cost for all standard terrain is 1. When healing, grants Spd +4.
- Gold Bonus: Avo +10.
- Rogue - Knife - Pass
- -Utility out the ass
- -Can open any locks without keys
- -Best fog vision
- Pass: Can cross enemy-occupied tiles. Avoid +15 when attacked. Can move 2 tiles after opening doors/chests.
- --
- Assassin - Knife/Crossbow - Bane
- -Eliminate targets quickly
- -Very effective vs Low HP targets.
- Bane: Ignores skills that affect attack priority. Adds target's missing HP to bonus hit.
- --
- Marauder - Knife/Lance - Overrun
- -Very high mobility
- -Hit and run tactics
- -Strafing (full movement after attacking)
- Overrun - Bonus AS for every move > target. If AS > target AS +7, follow-up attacks occur immediately.
- Gold Bonus: Changes desperation check to target AS +4.
- Falcoknight - Lance/Sword - Spiral Dive
- -Fast, strong flying unit
- -Skilled in hit-and-run
- Spiral Dive: Avo/Dodge +8. Active: Might/Crit +8. After combat, can move up to 2 tiles.
- Gold Bonus: Heal 5HP at the start of each turn.
- Harrier - Lance/Black - Elementalist
- -Flying mages
- -Can use terrain to their own advantage
- Elementalist: Unit gains terrain bonuses. Grants bonus combat stats when using Black magic. Fire - Hit. Thunder - Atk. Wind - Crit.
- Gold Bonus: Grants combat bonus stats with lances as well, equal to weapon level for Black magic.
- Dragonmaster - Lance/Axe
- -Armored fliers
- -Strong vs grounded units
- -Can strike from a distance
- Air Raid: +3 Atk/Def if attacking non-fliers. Can initiate melee attacks at 3 range if moving 2 or more tiles.
- Gold Bonus: +5 Hit/Crit when attacking
- Wyvern Knight - Lance/Bow
- -Antiflier
- -Faster than expected
- -Pierce defenses
- Shatter: Ignores 25% of target's defenses when initiating combat after moving 2 or more tiles.
- Gold Bonus: Ignores 25% of target's defenses in both phases and increases to 50% after moving 2 or more tiles.
- Sage - Black/White - Scholarly
- -Offensive black mage
- -Well rounded, poor defense
- Scholarly: Weapon weight modifier +2. Gain weapon triangle advantage against same types of magic.
- --
- Geomancer - Black/Staff - Entropy
- -Mobile black mage
- -More supportive but not a support
- Entropy: Hit -15 to enemies within 2 tiles. Grants Res +4 when healing.
- --
- Warlock - Dark/Black
- -Offensive dark mage
- -Well rounded, poor speed
- Siphon: Gain might +4 vs magic when not at WTD. Res% to heal 50% of damage dealt.
- --
- Arcanist - Dark/Staff
- -Armored dark mage
- -Supportive but not a support
- Dark Aura: Turns enemy buffs into debuffs if within 2 tiles. Increases range of status staves by 1.
- --
- Priestess - White/Sword
- -Mixed fast white mage
- Valiant: If HP is below 50%, heals 25% of max HP at the start of the turn. Lck% chance to reduce enemy's luck to 0 in battle.
- Gold Bonus: Adds 25% of Luck to Atk
- Saint - White/Staff
- -Dedicated healing support unit
- -Frail
- Recovery: Heals user 5 HP per turn. Increases range of healing staves by 1. Increases healing by 10.
- --
- Justice - White
- -Offensive white mage
- -Casts judgement on those they deem unworthy.
- Judgement: All attacks heal 25% of damage dealt. When fighting mages, Dex% chance to silence opponent. Odds double vs dark magic.
- --
- Bishop - Staff/White
- -Hands off healing support unit
- -Frail
- Divinity: Dodge +10. Allies who attack within 3 tiles of user heal 50% of damage dealt. Grants Luck +5 when healing.
- --
- Valkyrie - Staff/White
- -Mobile healer on the front lines
- -Supportive
- Folkvangr: Avo +10. When healing, grants Pow +4 attack to allies. If HP is below 50%, move +2.
- --
- Saggitary - Bow/Knife - Rise Above
- -Pellinore
- Rise Above: Avo +20, Crit -10. If adjacent to an ally, no Crit drop. Luck% to add an additional attack.
- Gold Bonus: Always attack first when attacked. No crit drop.
- Melusine - Sword/Dark - Soul Blade
- -Melehan
- Soul Blade: Doubles might of Magic swords. Gain WTA vs Dark magic when using Dark magic.
- Gold Bonus: Gain WTA vs magic.
- Supply - [None] - Dual Support
- -Anglesey
- Dual Support: Heals adjacent allies by 5. Allies within 2 tiles take 2 less and deal 2 more damage.
- --
- Wolfos
- Manakete
- Gold Knight
- -Lansalot
- Aurelian: Atk +3 w/ Swords Equipped. Hit +15 w/ Axes equipped. Null follow-up.
- Gold Bonus: Atk +5 w/ Swords equipped. Hit +25 w/ Axes equipped.
- Silver Knight
- -Agravain
- Argent: Def +5 w/ Lances Equipped. Dodge +10 w/ bows and can counter attack at 1 range when attacked. Null follow-up.
- Gold Bonus: Def +8 w/ Lances equipped. Dodge +20 w/ bows and can counter attack at 1-3 range when attacked.
- Reaper
- Intimidate: Avoid -10 to all enemies within 3 tiles. If target is lower level, target cannot perform follow-up attacks. Skl% to prevent target counter attack.
- Gold Bonus: Avoid -20 to all enemies within 4 tiles.
- Empress
- Dancer
- Princess - Sword/White/Staff - Gentility
- -Guinivere
- Gentility: Grants all stats +3 when healing. Removes effectiveness from unit and adjacent allies.
- Gold Bonus: Grants +3 def/res to adjacent allies.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement