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- Many choices provided ot steer the storyline
- Some choices are deliberately made, others occur as a result fo actions taken
- Ex: defeating x will allow you to recruit y or something idk
- All major choices are deliberate and will have a clear notification if a choice will have a major impact on the story
- Story:
- Mercenary/soldier in service to a minor lord.
- First mission is to retreive a shipment for their lord, the ship is attacked by pirates, and MC's group steps in to rescue the crew & cargo
- Minor lord's child has a poor relationship with their parent, wishing to aspire to greater heights as opposed to being content with their minor status
- One major choice will be to betray the lord for their child or remain loyal
- Sword
- Prayer Sword, Swordslayer
- Lance
- Ridersbane, Axereaver
- Axe
- Hammer, Dragon Axe
- Bow - x2 effective vs Flier
- Knife?
- Fire - Ignore terrain avoid
- Wind - Brave vs Fliers
- Thunder - Bonus Range, cannot perform follow-up attacks
- Staff
- Light/Dark subcategories
- Dark: Increase damage at the cost of HP, WTA vs regular magic
- Light: Heal 50% of damage dealt at the cost of damage, no damage reduction vs Dark magic
- Single Promotion
- - Cavalry use 1 weapon, choice for a second upon promotion
- - Armors use 2 weapons
- Mercenary -> Hero
- Well-Equipped
- Myrmidon -> Swordmaster
- Pursuit
- Fighter -> Warrior
- Pirate -> Viking
- Ambush
- Soldier -> Sergeant
- Shield Bearer
- Lancer -> Dragoon
- Pursuit
- Archer -> Sniper
- Hunter -> Ranger
- Thief -> Rogue
- Cavalier -> Paladin
- Knight -> General
- Mage -> Sage
- Shaman -> Druid (M)
- Sorcerer -> Warlock (M)
- Cleric -> Valkyrie (F)
- Nurse -> Saint (F)
- Well-Equipped: Suffers no penalties from Accessories
- Shield bearer: Suffers no penalties from Shields
- Doublehanded: Suffers no penalties from Accessories or Shields
- Pursuit: Always perform follow-up attacks when initiating combat
- Critical Force: Critical hits deal x3 damage
- Guard: Minimum damage user can take is 0.
- Pavise: Chance to reduce incoming damage by 50%.
- Nature's Care: Heal 15% HP at the start of each turn. Doubles on Forest, Mountain, and Peak tiles.
- Nature's Wrath: Adds terrain defenses to offenses
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