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- This game uses the Player’s Handbook 2.[b]3[/b], imagine taking so long to put together a game that there’s an entire new version, holy shit.
- Mechanics Changes:
- [spoiler=General]Supports that give +5 crit instead give +2.5 crit. Supports that give +5 dodge still give +5 dodge.
- New formula for Ailment staves: Staff%= Staff Hit + [(User MAG - Target RES) * 3] + (SKL * 2) - (Distance between user and target * 5)
- DR will be calculated at the same time as DEF and RES, largely because I don’t want to bother trying to remember the order. If Armored and Wyvern Scales make a unit literally invincible, as a forewarning, this may see me make a nerf, but short of a really extreme scenario I won’t do so.
- Characters may choose any starting weapon within the proficiencies of their class. (I don’t see any real good reason why to stick with the specific starting weapons for each class in the book. It just delays peoples’ builds and lumps units together a little more.) [/spoiler]
- [spoiler=Skills]
- Stillness and Provoke are not available.
- Savior, in addition to its other effects, gives the user +3 Aid.
- The following new skills are available:
- -Aegis (Free): When suffering an attack from Bows, Hidden Weapons, Tomes and Dragonstones, there is a (SKL+LCK)% chance to reduce the damage dealt by half.
- -Aegis+/Pavise+ (Cost): When suffering an attack, there is a (SKL+LCK)% chance to reduce the damage dealt by half.
- -Desperation (Free): When making an attack or counterattack, if you are < or = 30% HP, you may make any followup attacks after your first attack/counterattack.
- -Desperation+ (Cost): When making an attack or counterattack, if you are < or = 40% HP, you may make any followup attacks after your first attack/counterattack, and you gain 15% crit.
- -Dragon Ward (Free): When an adjacent ally suffers an attack, there is a (SKL+LCK)% chance, based on your stats, to reduce the damage by half.
- -Dragon Ward+ (Cost): When an adjacent ally suffers an attack, there is a (SKL+LCK)% chance, based on your stats, to cancel it out altogether.
- -Pavise (Free): When suffering an attack from Swords, Lances, Axes and Monsters, there is a (SKL+LCK)% chance to reduce the damage by half.
- -Rend Heaven (Free): During an attack, you have a (SKL+LCK)% chance to deal damage equal to half your enemy’s STR or MAG stat based on the type of weapon you are wielding. (lf using a physical weapon, calculate with enemy’s Strength. If using a magical weapon, calculate using the enemy’s Magic. Weapons capable of both use the stat that targets the same defensive stat as they do.)
- -Trailblazer (Free): Penalties for moving into forest, desert, deep snow, and hills tiles are reduced by 1. No ill effects from Weather are suffered as well.
- -Vengeance (Free) – During an attack, you have a (SKL+LCK)% chance to add half of your missing HP to your attack.[/spoiler]
- [spoilers=Class Changes]
- [b]Trainee:[/b]
- [b]Archer Trainees[/b] no longer promote to Outlaw (though Thief Trainees still do) and instead promote to Apothecary (see the new classes spoiler).
- [b]Rider Trainees[/b], if going to Wyvern Rider, can pick lances or axes as their weapon proficiency. If going to Pegasus Rider, they can choose swords or lances as their starting proficiency. If they are going to Cavalier, they can choose any of the three.
- [b]First Class:[/b]
- [b]Apothecaries[/b] now can use vulneraries and concoctions on anybody and still attack during the turn, rather than just vulneraries on themselves.
- [b]Cavaliers[/b] can choose between Swords/Lances and Axes/Lances for weapons.
- [b]Fighter’s[/b] “Clear a Path” ability now also applies to Pillars, to Forts, and to any miscellaneous terrains I create in the game that cost 2 MOV to move into.
- As a quick note, [b]Mage[/b] and [b]Scholar[/b] have had their class abilities switched in 2.3, so don’t go into these classes expecting their 2.2 iterations.
- [b]Pegasus Knights[/b] may choose between Swords and Lances for proficiencies.
- [b]Shaman’s[/b] Ancient Gamble trades 1 SPD for 1.5 MAG (rounding up), instead of 1 SPD for 1 MAG.
- [b]Tactician[/b] has Press the Assault’s effective range reduced from 3 to 2.
- [b]Troubadour[/b] gets a buff on Healing Flow – each turn’s worth of healing is 1/2 the normal healing amount, not 1/3 the normal healing amount.
- [b]Wyvern Knights[/b] may choose between Lances and Axes for proficiencies.
- [b]Promoted Classes:[/b]
- [b]Assassin[/b]’s Vital Strike is limited to a cap of +25 Crit at maximum.
- [b]Berserker[/b] has Berserker Barrage capped at a total of +24 crit from sacrificing DEF/RES.
- [b]Dark Rider’s[/b] Life Steal only heals 33% of max HP.
- [b]Dread Fighter’s[/b] Element of Surprise also applies on pillars, and any miscellaneous 2-MOV terrain I add that isn’t completely open.
- [b]Falcon Rider’s[/b] Charge must be declared during the initial attack.
- [b]Illusionist[/b] doesn’t get Brilliant Disguise, but instead they get the following ability: Deceptive Dance: The Illusionist can choose to create an illusion and refresh the action of one allied unit within 2 spaces. This doesn’t replace Bolster, which Illusionist does get.
- [b]Nomad Healer[/b] can create healing items for the following costs instead of what’s in the book: Herbs and Vulnerary: 100 Gold. Tonic: 150 Gold. Potion: 250 Gold. Concoction: 350 Gold
- [b]Nomad Trooper’s[/b] Master of the Plains activates on any open terrain outdoors.
- [b]Saint’s[/b] Splashover can be applied 3 times per map, and Doublebuff only takes 2 QL.
- [b]Shadow Sword’s[/b] Marked for Death doesn’t apply to the overall bosses of a level, but [i]can[/i] be used on midbosses and other named enemies.
- [b]Swordsmaster[/b] has Faster than the Eye capped at +30.[/spoiler]
- [spoiler=New Classes]Apothecary and Great Merchant are from Raindrop Valkyrie.
- [b]Apothecary:[/b]
- Promotes from Archer Trainee
- Promotes to Great Merchant, Nomad Healer
- Wields Bow (C/D)
- Starting Weapon: Iron Bow
- Preferred Stats: LCK, SPD
- Class Skills:
- Quick Salve: The Apothecary may use healing items on themselves as a free action.
- Potent Brew: When using medicine to revive downed players, the healing is not halved.
- Base Stats: 20 HP, 5 STR, 0 MAG, 4 SKL, 5 LUK, 3 DEF, 1 RES, 5 SPD, 7 CON, 6 AID, 5 MOV.
- Promotion Bonuses: HP +2, STR +1, MAG +0, SKL +0, LUK +1, DEF +1, RES +0, SPD +2, CON +3, AID +3, MOV 5
- [b]Great Merchant[/b]
- Promotes from Apothecary
- Requires: Orion’s Bolt
- Wields Bow (A/C), Lance (A/C)
- Preferred Stats: LCK, DEF
- Class Skills:
- Payday: The Great Merchant has a (Luck)% chance during their movement and upon defeating a foe to find a Gold Bar. This is an item that has no effects other than being worth 200 Gold at a shop. Great Merchants have 1 extra inventory slot so long as it contains a Gold Bar and nothing else.
- Spendthrift: If the Great Merchant is in possession of a Gold Bar in their inventory they may choose to expend it to deal +5 Damage and gain +5 DR for their next combat. The use must be declared when attacking.
- Promotion Bonuses: HP +2, STR +2, MAG +0, SKL +2, LUC +3, DEF +3, RES +0, SPD +0, CON +3, AID +3, MOV 6
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