[h3]UNIT CREATION WIP[/h3] [indent]When creating a unit you must first choose a name to designate it, whether it be generic like 'Cavalier 12', or more personalized, a unit may have as little or as much background and personality as you desire. Though the latter will help you becoming more attached to your unit's and their campaigns across Jugdral as they grow! Next you'll allocated the unit's base stats and growth rates as detailed below. Finally you will select a class for the unit, paying the price as listed and selecting a castle under you control for which the unit will appear.[/indent] [indent]All TIER 1 class units are created at level 1, while TIER 2 units begin the game at level 10 but receive six levels worth of stat growth. TIER 3 units begin the game as level 20, and receive 12 levels worth of stat growth. Thus, a TIER 1 unit who reaches the same levels of a TIER 2 or TIER 3 will generally outgrow them statistically. When hiring a TIER 2 or TIER 3 unit you may select class skills from their class prior to promotion.[/indent] TO-DO FOR PLAYTEST: Rebalance and change many really bad awful equipment from Fe4. Finish adding Class Skills. Add more magic to make it interesting. TO-DO FOR FULL SCALE JUGDRAL GAME: Add grand strategy mechanics for gold generation and building. Figure out how equipment purchasing mechanics will work. Add in bond/children mechanics? [hider=BASE STATS & GROWTHS] [indent][indent]Every character has eight stats that govern their effectiveness in a number of areas. When creating a unit you must allocate 40 points into their base stats. HP begins at 25, and you may not increase a base stat beyond 15 on creation. The stats are as follows;[/indent][/indent] HP (Hit Points) - How much damage your unit can receive before falling in battle. STR (Strength) - Increases damage dealt with physical attacks. SKL (Skill) - How accurate your unit strikes in combat, as well as affecting their chance to critically strike. SPD (Speed) - How swift your unit is in combat, as well as their chance to dodge enemy attacks. DEF (Defense) - How much your unit resists physical damage. MAG (Magic) - How much damage your unit deals with magic attacks. RES (Resistance) - How much your unit resists magical damage. LUK (Luck) - Affects many things in a minor way, mainly resists critical hits and governs skill activation. [indent][indent]Stat growth rates govern how likely it is for your unit's respective stat to increase by one during a level up. HP begins at 40%, all other growth rates begin at 5%, you may allocate 125% however you like into a characters growth rates. An example of a character's base stats and growth rates allocated is below;[/indent][/indent] Urda HP - 25 (60%) STR - 9 (30%) SKL - 6 (30%) SPD - 5 (25%) DEF - 11 (35%) MAG - 0 (05%) RES - 6 (15%) LUK - 4 (05%) [/hider] [hider=CLASS LIST] [indent][indent]All units are considered to be one of many classes that denote their role on the battlefield, what weaponry they are likely to use, grant them additional skills and stat growth rates. When creating a unit you must spend the gold cost for whichever class template you chose. On creation, a unit receives the noted level of proficiency in heir weapon types, as well as the listed bonus growths and class skills. Classes are broken up into three tiers. Upon reaching level 10, a Tier 1 class may promote into any other Tier 2 class, the unit will retain the Class Skills from their prior class, as well as any proficiencies that do not line up with the next class. For example if a Sword Soldier promotes into a Fire Mage, they would retain their C-rank Sword proficiency and gain B-rank fire magic. However, on promotion, a unit removes the Bonus Growths from their prior class and REPLACES them with the next. A Tier 2 class may promote into a Tier 3 upon reaching level 20.[/indent][/indent] [h3]TIER 1[/h3] [b]LANCE SOLDIER[/b] [img]https://i.imgur.com/6Bs2dZG.gif[/img] Cost - 1,000G Move - 6 [u]Proficiency[/u] Lance - C [u]Bonus Stats[/u] HP+3 | DEF+1 | [u]Bonus Growths[/u] HP - 10% | STR - 05% | SKL - 05% | SPD - 00% DEF - 10% | MAG - 00% | RES - 00% | LUK - 00% [u]Class Skills[/u] SHIELD WALL -- Gains +1 DEF for each adjacent ally. [hr] [b]AXE SOLDIER[/b] [img]https://i.imgur.com/wUGoPRQ.gif[/img] Cost - 1,000G Move - 6 [u]Proficiency[/u] Axe - C [u]Bonus Stats[/u] HP+4 | STR+1 [u]Bonus Growths[/u] HP - 05% | STR - 10% | SKL - 00% | SPD - 05% DEF - 05% | MAG - 00% | RES - 00% | LUK - 00% [u]Class Skills[/u] PHALYNX -- Gains +1 STR for each adjacent ally. [hr] [b]SWORD SOLDIER[/b] [img]https://i.imgur.com/7YIpZhi.gif[/img] Cost - 1,000G Move - 6 [u]Proficiency[/u] Sword - C [u]Bonus Stats[/u] HP+3 | SKL+1 [u]Bonus Growths[/u] HP - 05% | STR - 05% | SKL - 05% | SPD - 05% DEF - 05% | MAG - 00% | RES - 00% | LUK - 00% [u]Class Skills[/u] TOGETHER! -- Gains +1 SKL for each adjacent ally. [hr] [b]BOW SOLDIER[/b] [img]https://i.imgur.com/J0bWeAw.gif[/img] Cost - 1,000G Move - 6 [u]Proficiency[/u] Bows - C [u]Bonus Stats[/u] STR+1 | SKL+1 | SPD+1 [u]Bonus Growths[/u] HP - 00% | STR - 05% | SKL - 10% | SPD - 05% DEF - 05% | MAG - 00% | RES - 00% | LUK - 00% [u]Class Skills[/u] VOLLEY TACTICS -- For every allied unit who attacked their target in the same phase, this unit receives +1 STR and SPD for the combat. [hr] [b]BRIGAND[/b] [img]https://i.imgur.com/vb8SuTl.gif[/img] Cost - 1,500G Move - 7 [u]Proficiency[/u] Axe - C [u]Bonus Stats[/u] HP+3 | STR+1 | SPD+2 [u]Bonus Growths[/u] HP - 10% | STR - 10% | SKL - 05% | SPD - 10% DEF - 00% | MAG - 00% | RES - 00% | LUK - 00% [u]Class Skills[/u] Pillager - Can raid villages for gold or items [hr] [b]BARBARIAN[/b] [img]https://i.imgur.com/kdnK7YG.gif[/img] Cost - 2,000G Move - 7 [u]Proficiency[/u] Axe - C [u]Bonus Stats[/u] HP+4 | STR+2 | SPD+1 [u]Bonus Growths[/u] HP - 15% | STR - 15% | SKL - 00% | SPD - 10% DEF - 05% | MAG - 00% | RES - 00% | LUK - 00% [u]Class Skills[/u] Forester - Can cross deep forest tiles, and no movement penalty when moving through forest tiles. +10 Hit rate +1 STR when attacking from or into forest tiles. [hr] [b]HUNTER[/b] [img]https://i.imgur.com/jCBfek2.gif[/img] Cost - 2,000G Move - 7 [u]Proficiency[/u] Bows - C [u]Bonus Stats[/u] HP+2 | STR+1 | SPD+2 [u]Bonus Growths[/u] HP - 10% | STR - 10% | SKL - 05% | SPD - 10% DEF - 00% | MAG - 00% | RES - 00% | LUK - 00% [u]Class Skills[/u] Forester - Can cross deep forest tiles, and no movement penalty when moving through forest tiles. +10 Hit rate +1 STR when attacking from or into forest tiles. [hr] [b]THIEF[/b] [img]https://i.imgur.com/4cDEqyu.gif[/img][img]https://i.imgur.com/bZayBNk.gif[/img] Cost - 3,000G Move - 7 [u]Proficiency[/u] Sword - C [u]Bonus Stats[/u] SKL+2 | SPD+4 [u]Bonus Growths[/u] HP - 05% | STR - 05% | SKL - 15% | SPD - 20% DEF - 00% | MAG - 00% | RES - 00% | LUK - 00% [u]Class Skills[/u] THIEVERY -- Retrieves 100g per damage dealt in combat. PASS THROUGH -- Foes do not block this unit's movement. [hr] [b]JUNIOR LORD[/b] [img]https://i.imgur.com/IsrnwWg.gif[/img] Cost - 4,000G Move - 6 [u]Proficiency[/u] Sword - C [u]Bonus Stats[/u] HP+2 | DEF+1 | RES+1 | LUK+2 [u]Bonus Growths[/u] HP - 10% | STR - 05% | SKL - 05% | SPD - 05% DEF - 05% | MAG - 00% | RES - 05% | LUK - 10% [u]Class Skills[/u] SYMPATHETIC -- If foe initiates combat and this unit is below 50% HP, this unit receives 5 less damage. [hr] [b]DANCER/BARD[/b] [img]https://i.imgur.com/fBpoxfo.gif[/img][img]https://i.imgur.com/1jxyySH.gif[/img] Cost - 4,500G Move - 6 [u]Proficiency[/u] Sword - C | Wind - C [u]Bonus Stats[/u] SKL+1 | SPD+1 | MAG+1 | LUK+2 [u]Bonus Growths[/u] HP - 05% | STR - 05% | SKL - 15% | SPD - 15% DEF - 00% | MAG - 10% | RES - 05% | LUK - 15% [u]Class Skills[/u] Inspire - May use action to give adjacent ally an additional turn. [hr] [b]PRIEST[/b] [img]https://i.imgur.com/vP3rWqz.gif[/img][img]https://i.imgur.com/4pkrwwe.gif[/img] Cost - 4,500G Move - 6 [u]Proficiency[/u] Staff - B [u]Bonus Stats[/u] MAG+2 | RES+2 | LUK+1 [u]Bonus Growths[/u] HP - 10% | STR - 00% | SKL - 00% | SPD - 10% DEF - 05% | MAG - 10% | RES - 15% | LUK - 15% [u]Class Skills[/u] Divine Presence -- Upon taking the wait command, all allied units within 5 squares recieve +10 Hit & Avoidance. [hr] [b]MAGE[/b] [img]https://i.imgur.com/tBqZ8OB.gif[/img][img]https://i.imgur.com/PvlFG08.gif[/img] Cost - 5,000G Move - 6 [u]Proficiency[/u] Wind - C | Fire - C | Thunder - C MAG+2 | RES+2 [u]Bonus Growths[/u] HP - 00% | STR - 00% | SKL - 10% | SPD - 10% DEF - 00% | MAG - 15% | RES - 15% | LUK - 10% [u]Class Skills[/u] SPELL HARMONY -- If unit initiates combat with a tome, grants MAG equal to the number of adjacent allies with tomes. But only on the first attack of the combat. [hr] [b]BALLISTA[/b] [img]https://i.imgur.com/m1r49WE.gif[/img] Cost - 10,000G Move - 3 [u]Proficiency[/u] Bows - C [u]Bonus Stats[/u] N/A [u]Bonus Growths[/u] HP - 10% | STR - 10% | SKL - 10% | SPD - 00% DEF - 20% | MAG - 00% | RES - 00% | LUK - 00% [u]Class Skills[/u] Ballistician -- Can only promote into Iron Ballista, when hired this unit will come with a Long Arch already equipped. [hr] [h3]TIER 2[/h3] [b]ARCHER[/b] [img]https://i.imgur.com/GopMQxr.gif[/img][img]https://i.imgur.com/nULXVUu.gif[/img] Cost - 5,000G Move - 6 [u]Proficiency[/u] Bows - B [u]Bonus Stats[/u] HP+2 | STR+2 | SKL+2 | SPD+1 [u]Bonus Growths[/u] HP - 15% | STR - 15% | SKL - 15% | SPD - 10% DEF - 05% | MAG - 00% | RES - 00% | LUK - 00% [u]Class Skills[/u] GAMBLE -- Command, when used, unit attacks with their Hit Rate halved and Critical Rate doubled. [hr] [b]HALBERDIER[/b] [img]https://i.imgur.com/4aPUo4j.gif[/img] Cost - 4,000G Move - 6 [u]Proficiency[/u] Lance - B [u]Bonus Stats[/u] HP+3 | STR+1 | SKL+2 | DEF+2 [u]Bonus Growths[/u] HP - 20% | STR - 15% | SKL - 10% | SPD - 10% DEF - 15% | MAG - 00% | RES - 00% | LUK - 05% [u]Class Skills[/u] PINCER ATTACK -- If unit attacks while an ally is on the opposite side of the target, always doubles. [hr] [b]AXE FIGHTER[/b] [img]https://i.imgur.com/a7xWwKz.gif[/img] Cost - 5,000G Move - 6 [u]Proficiency[/u] Axe - B [u]Bonus Stats[/u] HP+3 | STR+3 | DEF+1 [u]Bonus Growths[/u] HP - 25% | STR - 20% | SKL - 10% | SPD - 10% DEF - 10% | MAG - 00% | RES - 00% | LUK - 05% [u]Class Skills[/u] REVENGE -- This unit gains +2 STR, +2 SPD, +2 DEF, +10 AVO, +10 CRIT for three turns after an adjacent ally has died. Does not stack. [hr] [b]PIRATE[/b] [img]https://i.imgur.com/ALGNvhp.gif[/img] Cost - 5,000G Move - 7 [u]Proficiency[/u] Axe - B HP+4 | STR+2 | SPD+2 | LUK+2 [u]Bonus Growths[/u] HP - 30% | STR - 25% | SKL - 05% | SPD - 15% DEF - 15% | MAG - 00% | RES - 00% | LUK - 15% [u]Class Skills[/u] SCALLYWAG -- This unit can move across water tiles, and gains +10 HIT & AVO when attacking on or from water. TAG-IN -- Unit can trade places with an adjacent allied unit during a movement. [hr] [b]MYRMIDON[/b] [img]https://i.imgur.com/fqE7erv.gif[/img][img]https://i.imgur.com/lWB4ddP.gif[/img] Cost - 5,000G Move - 6 [u]Proficiency[/u] Sword - B [u]Bonus Stats[/u] HP+1 | STR+1 | SKL+2 | SPD+2 [u]Bonus Growths[/u] HP - 15% | STR - 15% | SKL - 15% | SPD - 15% DEF - 15% | MAG - 00% | RES - 00% | LUK - 05% [u]Class Skills[/u] ALACRITY -- Level + SKL + LUK% chance of delivering an additional attack. [hr] [b]LANCE ARMOR[/b] [img]https://i.imgur.com/fsu3thf.gif[/img] Cost - 6,000G Move - 5 [u]Proficiency[/u] Lance - B HP+2 | DEF+5 [u]Bonus Growths[/u] HP - 10% | STR - 10% | SKL - 10% | SPD - 05% DEF - 30% | MAG - 00% | RES - 05% | LUK - 05% [u]Class Skills[/u] UNYIELDING -- If unit uses the wait command, gains +5 DEF until the start of next turn. [hr] [b]AXE ARMOR[/b] [img]https://i.imgur.com/smAfU5X.gif[/img] Cost - 6,000G Move - 5 [u]Proficiency[/u] Axe - B HP+3 | STR+2 | DEF+3 [u]Bonus Growths[/u] HP - 15% | STR - 15% | SKL - 05% | SPD - 05% DEF - 25% | MAG - 00% | RES - 05% | LUK - 05% [u]Class Skills[/u] REPOSITION -- Unit can swap an adjacent allied unit to the opposite side of them during a movement. [hr] [b]SWORD ARMOR[/b] [img]https://i.imgur.com/K7dHMki.gif[/img] Cost - 6,000G Move - 5 [u]Proficiency[/u] Sword - B [u]Bonus Stats[/u] HP+2 | SKL+1 | DEF+4 [u]Bonus Growths[/u] HP - 10% | STR - 10% | SKL - 15% | SPD - 05% DEF - 25% | MAG - 00% | RES - 05% | LUK - 05% [u]Class Skills[/u] DRAW BACK -- Unit can move itself and an adjacent unit 1 tile backward during a movement [hr] [b]BOW ARMOR[/b] [img]https://i.imgur.com/R3MtmGB.gif[/img] Cost - 6,000G Move - 5 [u]Proficiency[/u] Bows - B STR+1 | SKL+1 | DEF+4 [u]Bonus Growths[/u] HP - 05% | STR - 10% | SKL - 10% | SPD - 05% DEF - 25% | MAG - 00% | RES - 05% | LUK - 05% [u]Class Skills[/u] CAREFUL AIM -- If unit initiates combat without moving first, grants Hit+30 during combat. [hr] [b]LORD[/b] [img]https://i.imgur.com/7FWmnW0.gif[/img][img]https://i.imgur.com/BdWAGPW.gif[/img] Cost - 7,000G Move - 6 [u]Proficiency[/u] Sword - B | Staff - C [u]Bonus Stats[/u] HP+1 | STR+1 | SKL+1 | SPD+1 DEF+1 | MAG+1 | RES+1 | LUK+1 [u]Bonus Growths[/u] HP - 15% | STR - 15% | SKL - 15% | SPD - 15% DEF - 15% | MAG - 15% | RES - 15% | LUK - 15% [u]Class Skills[/u] MIRACLE -- 3xLUK % chance to be reduced to 1 HP when receiving mortal damage, only works when above 1 HP. [hr] [b]FREE KNIGHT[/b] [img]https://i.imgur.com/KJjWTeg.gif[/img] Cost - 7,000G Move - 8 [u]Proficiency[/u] Sword - B [u]Bonus Stats[/u] HP+2 | STR+1 | SKL+2 | SPD+2 [u]Bonus Growths[/u] HP - 15% | STR - 15% | SKL - 20% | SPD - 15% DEF - 10% | MAG - 00% | RES - 00% | LUK - 05% [u]Class Skills[/u] CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. Does not pass on in promotion. RIPOSTE -- SKL + LUK + 15% to return half damage to opponent when physically hit, provided you could counter attack as normal. [hr] [b]LANCE KNIGHT[/b] [img]https://i.imgur.com/ZMCeTyL.gif[/img] Cost - 7,000G Move - 8 [u]Proficiency[/u] Lance - B [u]Bonus Stats[/u] HP+2 | STR+1 | SKL+1 | DEF+2 [u]Bonus Growths[/u] HP - 20% | STR - 15% | SKL - 15% | SPD - 10% DEF - 15% | MAG - 00% | RES - 00% | LUK - 05% [u]Class Skills[/u] CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. Does not transfer upon promotion. MOMENTUM -- Character gain 1 MGT and 1 SPD for every 2 Tiles traversed towards a foe for the first attack of that combat. [hr] [b]AXE KNIGHT[/b] [img]https://i.imgur.com/hlqOAlA.gif[/img] Cost - 7,000G Move - 8 [u]Proficiency[/u] Axe - B [u]Bonus Stats[/u] HP+4 | STR+2 | SPD+1 | DEF+1 [u]Bonus Growths[/u] HP - 25% | STR - 20% | SKL - 10% | SPD - 10% DEF - 10% | MAG - 00% | RES - 00% | LUK - 05% [u]Class Skills[/u] CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. Does not transfer upon promotion. JUGGERNAUT -- After defeating an enemy with a melee attack, this unit can choose to move onto the tile the enemy occupied, and then make an additional melee attack against another adjacent foe if possible. [hr] [b]ARCH KNIGHT[/b] [img]https://i.imgur.com/CPAm3tZ.gif[/img] Cost - 7,000G Move - 8 [u]Proficiency[/u] Bow - B [u]Bonus Stats[/u] HP+2 | STR+1 | SKL+2 | SPD+1 [u]Bonus Growths[/u] HP - 15% | STR - 15% | SKL - 20% | SPD - 10% DEF - 05% | MAG - 00% | RES - 00% | LUK - 05% [u]Class Skills[/u] CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. Does not transfer upon promotion. CLOSE ENCOUNTER -- You may counterattack with ranged weapons such as bows even while adjacent. However they suffer -30 HIT during the combat. [hr] [b]CAVALIER[/b] [img]https://i.imgur.com/Rj5yu1B.gif[/img] Cost - 8,500G Move - 8 [u]Proficiency[/u] Sword - B | Lance - C [u]Bonus Stats[/u] HP+4 | STR+2 | SKL+1 | DEF+2 [u]Bonus Growths[/u] HP - 25% | STR - 20% | SKL - 15% | SPD - 15% DEF - 15% | MAG - 00% | RES - 00% | LUK - 05% [u]Class Skills[/u] CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. Does not transfer upon promotion. CHIVALRY -- +3 MGT/DEF if fighting a unit with full HP [hr] [b]TROUBADOR[/b] [img]https://i.imgur.com/v1rl0GO.gif[/img] Cost - 9,000G Move - 8 [u]Proficiency[/u] Sword - B | Staff - C [u]Bonus Stats[/u] HP+1 | STR+1 | SKL+1 | MAG+2 | RES+2 [u]Bonus Growths[/u] HP - 15% | STR - 10% | SKL - 10% | SPD - 15% DEF - 15% | MAG - 10% | RES - 15% | LUK - 05% [u]Class Skills[/u] CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. Does not transfer upon promotion. TUTORING -- This unit is granted access to the 'Tutor' command, by which they help an adjacent ally, allowing them to gain 50% more XP for their next action. [hr] [b]FIRE MAGE[/b] [img]https://i.imgur.com/F4z8U9x.gif[/img][img]https://i.imgur.com/rqqmCX7.gif[/img] Cost - 9,000G Move - 6 [u]Proficiency[/u] Fire - B [u]Bonus Stats[/u] HP+2 | STR+2 | MAG+1 | RES+2 [u]Bonus Growths[/u] HP - 10% | STR - 10% | SKL - 15% | SPD - 10% DEF - 00% | MAG - 25% | RES - 25% | LUK - 10% [u]Class Skills[/u] IGNIS -- During combat, 20 + 1/2 SKL + LUK% to add 1/3 of STR to magic damage or 1/3 of Mag to all other damage. [hr] [b]WIND MAGE[/b] [img]https://i.imgur.com/qGL1Ymm.gif[/img][img]https://i.imgur.com/6FLyv9v.gif[/img] Cost - 9,000G Move - 6 [u]Proficiency[/u] Wind - B [u]Bonus Stats[/u] SKL+2 | SPD+2 | MAG+1 | RES+2 [u]Bonus Growths[/u] HP - 00% | STR - 00% | SKL - 20% | SPD - 20% DEF - 05% | MAG - 25% | RES - 25% | LUK - 10% [u]Class Skills[/u] VENTUS -- During combat, 20 + 1/2 SKL + LUK% to add 1/3 of SPD to magic damage or 1/3 of Mag to all other damage. [hr] [b]THUNDER MAGE[/b] [img]https://i.imgur.com/tSs9SUC.gif[/img][img]https://i.imgur.com/GTRIQoJ.gif[/img] Cost - 9,000G Move - 6 [u]Proficiency[/u] Thunder - B [u]Bonus Stats[/u] HP+1 | DEF+1 | MAG+3 | RES+2 [u]Bonus Growths[/u] HP - 05% | STR - 00% | SKL - 15% | SPD - 15% DEF - 10% | MAG - 30% | RES - 20% | LUK - 15% [u]Class Skills[/u] TONITRUS -- During combat, 20 + 1/2 SKL + LUK% to add 1/3 of DEF to magic damage or 1/3 of Mag to all other damage. [hr] [b]KNIGHT LORD[/b] [img]https://i.imgur.com/OVLF8vT.gif[/img] Cost - 10,000G Move - 8 [u]Proficiency[/u] Sword - B | Lance - B [u]Bonus Stats[/u] HP+2 | STR+1 | SKL+2 | DEF+2 | MAG+1 | RES+1 | LUK+2 [u]Bonus Growths[/u] HP - 20% | STR - 15% | SKL - 20% | SPD - 15% DEF - 15% | MAG - 10% | RES - 10% | LUK - 15% [u]Class Skills[/u] CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. Does not transfer upon promotion. LEAD FROM THE FRONT -- When engaged with a foe, all allied units within 5 tiles gain +10 HIT/AVO [hr] [b]PEGASUS KNIGHT[/b] [img]https://i.imgur.com/6mViWkL.gif[/img] Cost - 10,000G Move - 8 [u]Proficiency[/u] Sword - B | Lance - B [u]Bonus Stats[/u] HP+1 | SKL+2 | SPD+2 | RES+4 [u]Bonus Growths[/u] HP - 15% | STR - 15% | SKL - 15% | SPD - 25% DEF - 10% | MAG - 10% | RES - 20% | LUK - 05% [u]Class Skills[/u] CANTO -- Can continue moving after acting. Does not transfer upon promotion. FLYING -- Can move over any terrain. Does not transfer upon promotion. RESCUE -- Command. Can carry adjacent non-mounted unit. Recieves -3 SKL/SPD while carrying. Use command again to drop off unit into adjacent square. [hr] [b]WYVERN RIDER[/b] [img]https://i.imgur.com/mIAzO7w.gif[/img][img]https://i.imgur.com/K2SLwl6.gif[/img] Cost - 10,000G Move - 8 [u]Proficiency[/u] Sword - B | Lance - B [u]Bonus Stats[/u] HP+4 | STR+3 | DEF+2 [u]Bonus Growths[/u] HP - 25% | STR - 20% | SKL - 20% | SPD - 15% DEF - 20% | MAG - 00% | RES - 10% | LUK - 10% [u]Class Skills[/u] CANTO -- Can continue moving after acting. Does not transfer upon promotion. FLYING -- Can move over any terrain. Does not transfer upon promotion. AIR RAID -- If unit is on a space a foe cannot enter, grants SPD+5 during combat. [hr] [b]HIGH PRIEST[/b] [img]https://i.imgur.com/GDxqNP6.gif[/img][img]https://i.imgur.com/Igb8ML9.gif[/img] Cost - 10,000G Move - 6 [u]Proficiency[/u] Staff - A | Wind - C | Fire - C | Thunder - C [u]Bonus Stats[/u] HP+2 | MAG+2 | RES+4 | LUK+1 [u]Bonus Growths[/u] HP - 15% | STR - 00% | SKL - 10% | SPD - 15% DEF - 10% | MAG - 20% | RES - 25% | LUK - 15% [u]Class Skills[/u] COMMUNAL HEALER -- Restores own HP by 50% of healing done to allies. RENEWAL -- Restores 1/10 of own HP per turn. [hr] [b]DARK MAGE[/b] [img]https://i.imgur.com/7baesXI.gif[/img] Cost - 10,000G Move - 6 [u]Proficiency[/u] Staff - B | Dark - B [u]Bonus Stats[/u] HP+2 | MAG+3 | RES+2 | LUK+1 [u]Bonus Growths[/u] HP - 15% | STR - 00% | SKL - 05% | SPD - 10% DEF - 10% | MAG - 25% | RES - 20% | LUK - 10% [u]Class Skills[/u] THE BLACK WORD -- MAG + LUK% Chance to recover half damage dealt. [hr] [b]IRON BALLISTA[/b] [img]https://i.imgur.com/DmyLv2C.gif[/img] Cost - 20,000G Move - 3 [u]Proficiency[/u] Bows - B [u]Bonus Stats[/u] N/A [u]Bonus Growths[/u] HP - 20% | STR - 20% | SKL - 20% | SPD - 00% DEF - 30% | MAG - 00% | RES - 00% | LUK - 00% [u]Class Skills[/u] Ballistician -- Can only be promoted from Ballista, promotes into Killer Ballista, when hired this unit will come with a Iron Arch already equipped. [hr] [h3]TIER 3[/h3] [b]SWORDMASTER[/b] [img]https://i.imgur.com/OALn27b.gif[/img][img]https://i.imgur.com/IO7wjqJ.gif[/img] Cost - 15,000G Move - 6 [u]Proficiency[/u] Sword - A [u]Bonus Stats[/u] STR+2 | SKL+3 | SPD+4 | DEF+1 | LUK+1 [u]Bonus Growths[/u] HP - 15% | STR - 20% | SKL - 30% | SPD - 30% DEF - 15% | MAG - 00% | RES - 05% | LUK - 10% [u]Class Skills[/u] HURRICANE -- If this unit is attacking and preforms a double attack, both attacks will occur before the enemy can counterattack. [hr] [b]HERO[/b] [img]https://i.imgur.com/wwgViHF.gif[/img][img]https://i.imgur.com/D5vrXXG.gif[/img] Cost - 15,000G Move - 6 [u]Proficiency[/u] Sword - A [u]Bonus Stats[/u] HP+5 | STR+3 | SKL+1 | DEF+3 [u]Bonus Growths[/u] HP - 25% | STR - 25% | SKL - 20% | SPD - 15% DEF - 20% | MAG - 00% | RES - 05% | LUK - 10% [u]Class Skills[/u] DUEL -- When initiating combat, SKL + LUK% Chance to continue combat for an additional round. Can occur multiple times. [hr] [b]WARRIOR[/b] [img]https://i.imgur.com/FuixG1T.gif[/img] Cost - 15,000G Move - 7 [u]Proficiency[/u] Axe - A | Bow - B [u]Bonus Stats[/u] HP+7 | STR+3 | SPD+2 | DEF+2 [u]Bonus Growths[/u] HP - 35% | STR - 25% | SKL - 15% | SPD - 15% DEF - 15% | MAG - 00% | RES - 00% | LUK - 10% [u]Class Skills[/u] BATTLE FURY -- +3 STR/DEF/SPD when HP below 50% [hr] [b]SNIPER[/b] [img]https://i.imgur.com/3S5qV5L.gif[/img][img]https://i.imgur.com/IKIqxTP.gif[/img] Cost - 15,000G Move - 6 [u]Proficiency[/u] Bows - A [u]Bonus Stats[/u] STR+2 | SKL+4 | SPD+1 | LUK+2 [u]Bonus Growths[/u] HP - 15% | STR - 20% | SKL - 30% | SPD - 10% DEF - 05% | MAG - 00% | RES - 00% | LUK - 10% [u]Class Skills[/u] SILENCER -- LUK + 1/2 SKL% chance to automatically kill the target if hit by physical attack. Checked once per battle engagement. [hr] [b]MAGE FIGHTER[/b] [img]https://i.imgur.com/5F1lUZf.gif[/img][img]https://i.imgur.com/znSFCed.gif[/img] Cost - 15,000G Move - 6 [u]Proficiency[/u] Sword - C | Wind - B | Fire - B | Thunder - B [u]Bonus Growths[/u] HP - 15% | STR - 20% | SKL - 15% | SPD - 20% DEF - 15% | MAG - 30% | RES - 25% | LUK - 10% [u]Bonus Stats[/u] HP+2 | STR+3 | SKL+1 | DEF+2 | MAG+2 | RES+1 [u]Class Skills[/u] [hr] [b]BISHOP[/b] [img]https://i.imgur.com/6VkYIqK.gif[/img] Cost - 15,000G Move - 6 [u]Proficiency[/u] Staff - A | Wind - B | Fire - B | Thunder - B [u]Bonus Stats[/u] HP+2 | DEF+2 | MAG+3 | RES+4 [u]Bonus Growths[/u] HP - 25% | STR - 00% | SKL - 10% | SPD - 10% DEF - 20% | MAG - 25% | RES - 35% | LUK - 10% [u]Class Skills[/u] DIFUSSION -- When healing an ally, 50% of that healing is restored to allies adjacent to the target. Continues adjacent to those healed by this effect and so on. [hr] [b]SAGE[/b] [img]https://i.imgur.com/cacdNOl.gif[/img][img]https://i.imgur.com/bqu5PHC.gif[/img] Cost - 16,500G Move - 6 [u]Proficiency[/u] Staff - B | Wind - B | Fire - B | Thunder - B | Light - B [u]Bonus Stats[/u] HP+2 | MAG+3 | RES+4 | LUK+2 [u]Bonus Growths[/u] HP - 20% | STR - 00% | SKL - 10% | SPD - 15% DEF - 10% | MAG - 30% | RES - 30% | LUK - 15% [u]Class Skills[/u] ECHO -- Command, use to attack with magic at 50% damage. Use a second time to launch another 50% attack. [hr] [b]RANGER[/b] [img]https://i.imgur.com/qswGolu.gif[/img] Cost - 17,500G Move - 8 [u]Proficiency[/u] Sword - A [u]Bonus Stats[/u] HP+3 | STR+2 | SKL+3 | SPD+1 | DEF+3 [u]Bonus Growths[/u] HP - 25% | STR - 20% | SKL - 30% | SPD - 15% DEF - 15% | MAG - 00% | RES - 00% | LUK - 05% [u]Class Skills[/u] CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. FEINT -- Skill + 10% Chance of negating an opponent's counterattack. [hr] [b]DUKE KNIGHT[/b] [img]https://i.imgur.com/AeXklwy.gif[/img] Cost - 18,000G Move - 8 [u]Proficiency[/u] Lance - A [u]Bonus Stats[/u] HP+5 | STR+3 | SKL+1 | DEF+4 [u]Bonus Growths[/u] HP - 30% | STR - 20% | SKL - 20% | SPD - 10% DEF - 20% | MAG - 00% | RES - 10% | LUK - 05% [u]Class Skills[/u] CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. SKEWER -- Command, attacks in a two tile line for 75% damage. [hr] [b]GREAT KNIGHT[/b] [img]https://i.imgur.com/Xap9ppG.gif[/img] Cost - 18,000G Move - 8 [u]Proficiency[/u] Axe - A [u]Bonus Stats[/u] HP+5 | STR+3 | SPD+1 | DEF+6 [u]Bonus Growths[/u] HP - 30% | STR - 25% | SKL - 15% | SPD - 15% DEF - 25% | MAG - 00% | RES - 00% | LUK - 05% [u]Class Skills[/u] CANTO - Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. ALLIED DEFENSE -- If unit is between an ally and a foe, reduces damage to unit by 3 during combat with that foe. [hr] [b]BOW KNIGHT[/b] [img]https://i.imgur.com/skQHCUc.gif[/img] Cost - 18,000G Move - 8 [u]Proficiency[/u] Bow - B [u]Bonus Stats[/u] HP+2 | STR+2 | SKL+2 | SPD+2 | DEF+1 [u]Bonus Growths[/u] HP - 15% | STR - 20% | SKL - 25% | SPD - 15% DEF - 10% | MAG - 00% | RES - 00% | LUK - 10% [u]Class Skills[/u] CANTO - Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. SALVO -- Command, attack up to three seperate units for 50% damage each. [hr] [b]PALADIN[/b] [img]https://i.imgur.com/iAw9sN6.gif[/img][img]https://i.imgur.com/GoIRj2p.gif[/img] Cost - 20,000G Move - 8 [u]Proficiency[/u] Sword - A | Lance - B [u]Bonus Stats[/u] HP+4 | STR+2 | DEF+3 | RES+2 | LUK+3 [u]Bonus Growths[/u] HP - 30% | STR - 25% | SKL - 20% | SPD - 15% DEF - 25% | MAG - 00% | RES - 05% | LUK - 15% [u]Class Skills[/u] CANTO - Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. HERALDIC BANNER -- Command, when used all adjacent allies strike first in combat when attacked until the start of your next turn. [hr] [b]MAGE KNIGHT[/b] [img]https://i.imgur.com/VtyoK2d.gif[/img] Cost - 20,000G Move - 8 [u]Proficiency[/u] Sword - B | Wind - B | Fire - B | Thunder - B [u]Bonus Stats[/u] STR+2 | SKL+2 | DEF+2 | MAG+2 | RES+2 [u]Bonus Growths[/u] HP - 20% | STR - 20% | SKL - 20% | SPD - 15% DEF - 20% | MAG - 25% | RES - 25% | LUK - 05% [u]Class Skills[/u] CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. CHAOS STYLE -- If unit initiates combat with a physical attack against a foe armed with magic or vice versa, grants +3 SPD/SKL during combat. [hr] [b]DARK KNIGHT[/b] [img]https://i.imgur.com/KipSW1Y.gif[/img] Cost - 20,000G Move - 8 [u]Proficiency[/u] Lance - A | Dark - B HP+2 | STR+3 | DEF+3 | MAG+2 | RES+2 [u]Bonus Growths[/u] HP - 25% | STR - 25% | SKL - 25% | SPD - 15% DEF - 25% | MAG - 20% | RES - 15% | LUK - 05% [u]Class Skills[/u] CANTO -- Can continue moving after acting. 3 move cost for forest tiles, cannot enter hill tiles. SOULBLADE -- This unit's damage is calculated using average of foe's DEF and RES. [hr] [b]DARK BISHOP[/b] [img]https://i.imgur.com/4VJwA6Z.gif[/img] Cost - 20,000G Move - 6 [u]Proficiency[/u] Staff - A | Dark - A [u]Bonus Stats[/u] HP+2 | DEF+2 | MAG+4 | RES+2 [u]Bonus Growths[/u] HP - 20% | STR - 00% | SKL - 10% | SPD - 10% DEF - 15% | MAG - 40% | RES - 20% | LUK - 10% [u]Class Skills[/u] ECHOING HEXES -- When damaging a foe with magic, 50% of the damage is dealt to foes adjacent to the target, continuing until targets or damage is exhausted. [hr] [b]GENERAL[/b] [img]https://i.imgur.com/fsu3thf.gif[/img] Cost - 20,000G Move - 5 [u]Proficiency[/u] Sword - A | Lance - A | Axe - B | Bow - B [u]Bonus Stats[/u] HP+3 | STR+2 | DEF+7 | RES+2 [u]Bonus Growths[/u] HP - 20% | STR - 20% | SKL - 15% | SPD - 05% DEF - 40% | MAG - 00% | RES - 10% | LUK - 05% [u]Class Skills[/u] BIG SHIELD -- 1/2 SKL + 2*LUK% Chance to negate all damage recieved during an attack. [hr] [b]FALCON KNIGHT[/b] [img]https://i.imgur.com/evDFnpD.gif[/img] Cost - 21,000G Move - 8 [u]Proficiency[/u] Sword - A | Lance - A | Staff - C [u]Bonus Stats[/u] HP+3 | STR+1 | SKL+3 | SPD+2 | RES+4 [u]Bonus Growths[/u] HP - 20% | STR - 20% | SKL - 25% | SPD - 30% DEF - 10% | MAG - 15% | RES - 30% | LUK - 05% [u]Class Skills[/u] CANTO -- Can continue moving after acting. FLYING -- Can move over any terrain. CLEAR THE WAY -- Unit's space and adjacent spaces have a movement cost of 1 for allies. [hr] [b]WYVERN LORD[/b] [img]https://i.imgur.com/TQaxCPr.gif[/img][img]https://i.imgur.com/bh8t4qS.gif[/img] Cost - 21,000G Move - 8 [u]Proficiency[/u] Sword - A | Lance - A [u]Bonus Stats[/u] HP+5 | STR+3 | SKL+3 | DEF+4 [u]Bonus Growths[/u] HP - 35% | STR - 30% | SKL - 25% | SPD - 20% DEF - 30% | MAG - 00% | RES - 15% | LUK - 10% [u]Class Skills[/u] CANTO - Can continue moving after acting. FLYING - Can move over any terrain. DIVE BOMB -- Command, moves into a unit's space and attacks, if the unit is defeated, all adjacent units recieve 50% damage from an uncounterable attack. Next turn this unit may not move. If target is not defeated, this unit must be placed in the nearest open tile, but may move next turn. [hr] [s][b]BARON[/b] [img]https://i.imgur.com/aeDXZpr.gif[/img] Cost - 45,000G Move - 5 [u]Proficiency[/u] Sword - A | Lance - A | Axe - A | Bow - A Wind - A | Fire - A | Thunder - A | Staff - A [u]Bonus Growths[/u] HP - 30% | STR - 30% | SKL - 15% | SPD - 15% DEF - 40% | MAG - 20% | RES - 20% | LUK - 05% [u]Class Skills[/u] [hr] [b]MASTER KNIGHT[/b] [img]https://i.imgur.com/9vmHCm3.gif[/img][img]https://i.imgur.com/Mg33HXI.gif[/img] Cost - 50,000G Move - 8 [u]Proficiency[/u] Sword - A | Lance - A | Axe - A | Bow - A Wind - A | Fire - A | Thunder - A | Staff - A Light - C [u]Bonus Growths[/u] HP - 35% | STR - 30% | SKL - 20% | SPD - 20% DEF - 30% | MAG - 25% | RES - 25% | LUK - 05% [u]Class Skills[/u] [hr][/s] [b]KILLER BALLISTA[/b] [img]https://i.imgur.com/Ot9CnD7.gif[/img] Cost - 30,000G Move - 4 [u]Proficiency[/u] Bows - A [u]Bonus Growths[/u] HP - 25% | STR - 25% | SKL - 30% | SPD - 00% DEF - 35% | MAG - 00% | RES - 00% | LUK - 00% [u]Class Skills[/u] Ballistician -- Can only be promoted from Iron Arch. When hired this unit will come with a Killer Arch already equipped. [hr] [/hider] [hider=HOLY BLOOD] [indent]A character may be descendant of the Twelve Crusaders of legend, their blessed blood running through one's veins is a great boon indeed. Holy Blood may be expressed as either Major or Minor, and a character may have at most one Major and one Minor bloodline. A Major bloodline will double the listed growth bonuses below and allow the character to wield that bloodline's holy relic. Holy blood will also increase the unit's proficiency with the listed weapon type by one rank. A character cannot gain a bloodline later in life, they must be created with one. A Major bloodline costs 10,000G, while a Minor bloodline costs 5,000G.[/indent] [center][h3]BLOODLINES[/h3][/center] NAME - HP - STR - MAG - SKL - SPD - LUK - DEF - RES - Prof. - RELIC [b]BALDO[/b] - 20% - 10% - 00% - 10% - 00% - 10% - 00% - 00% - SWORD - TYRFING [b]OD[/b] - 20% - 00% - 00% - 30% - 00% - 00% - 00% - 00% - SWORD - BALMUNG [b]HEZUL[/b] - 20% - 30% - 00% - 00% - 00% - 00% - 00% - 00% - SWORD - MYSTLETAINN [b]NJORUN[/b] - 20% - 10% - 00% - 00% - 10% - 00% - 10% - 00% - LANCE - GAE BOLG [b]DAIN[/b] - 20% - 00% - 00% - 00% - 30% - 00% - 00% - 00% - LANCE - GUNGNIR [b]NEIR[/b] - 20% - 00% - 00% - 00% - 00% - 00% - 30% - 00% - AXE - HELSWATH [b]ULIR[/b] - 20% - 00% - 00% - 00% - 00% - 30% - 00% - 00% - BOW - YEWFELLE [b]FJALAR[/b] - 20% - 00% - 30% - 00% - 00% - 00% - 00% - 00% - FIRE - VALFLAME [b]THRUD[/b] - 20% - 00% - 00% - 30% - 00% - 00% - 00% - 00% - THUNDER - MJOLNIR [b]FORSETI[/b] - 20% - 00% - 00% - 00% - 30% - 00% - 00% - 00% - WIND - FORSETI [b]NAGA[/b] - 10% - 00% - 20% - 00% - 00% - 00% - 00% - 20% - LIGHT - NAGA [b]LOPTOUS[/b] - 10% - 00% - 20% - 00% - 00% - 00% - 00% - 20% - DARK - LOPTOUS [b]BRAGI[/b] - 10% - 00% - 10% - 00% - 00% - 10% - 00% - 20% - STAFF - VALKYRIE [/hider] [hider=EQUIPMENT] [hider=SWORDS] [b]IRON SWORD[/b] MT - 6 WT - 3 HIT - 80 RNG - 1 RANK - C COST - 1,000 COND - 50 SPEC - N/A [b]STEEL SWORD[/b] MT - 10 WT - 5 HIT - 75 RNG - 1 RANK - B COST - 3,000 COND - 50 SPEC - N/A [b]SILVER SWORD[/b] MT - 14 WT - 7 HIT - 70 RNG - 1 RANK - A COST - 5,000 COND - 50 SPEC - N/A [b]IRON BLADE[/b] MT - 12 WT - 6 HIT - 60 RNG - 1 RANK - C COST - 2,000 COND - 50 SPEC - N/A [b]STEEL BLADE[/b] MT - 16 WT - 7 HIT - 55 RNG - 1 RANK - B COST - 6,000 COND - 50 SPEC - N/A [b]SILVER BLADE[/b] MT - 20 WT - 9 HIT - 50 RNG - 1 RANK - A COST - 10,000 COND - 50 SPEC - N/A [b]POISON SWORD[/b] MT - 6 WT - 3 HIT - 70 RNG - 1 RANK - C COST - 2,500 COND - 40 SPEC - On hit has a 50 + LUK% chance to inflict poison on the target (1/6 HP damage per turn for 3 turns.) [b]KILLING EDGE[/b] MT - 7 WT - 9 HIT - 70 RNG - 1 RANK - C COST - 4,500 COND - 30 SPEC - +30% CRIT [b]LANCEREAVER[/b] MT - 9 WT - 9 HIT - 75% RNG - 1 RANK - B COST - 5,000 COND - 30 SPEC - Strong vs Lances, weak vs Axes. [b]THIEF SWORD[/b] MT - 3 WT - 2 HIT - 50 RNG - 1 RANK - C COST - 2,000 COND - 50 SPEC - Grants Thievery skill (Steals 100G per damage dealt.) Stacks for one who already has the skill. [b]BARRIER SWORD[/b] MT - 10 WT - 6 HIT - 70 RNG - 1 RANK - C COST - 12,000 COND - 50 SPEC - +7 Res [b]BERSERK SWORD[/b] MT - 8 WT - 12 HIT - 70 RNG - 1 RANK - C COST - 8,000 COND - 50 SPEC - On hit has a 50 + LUK% chance to inflict berserk on target (Attacks targets randomly during their next turn.) [b]BRAVE SWORD[/b] MT - 12 WT - 9 HIT - 80 RNG - 1 RANK - B COST - 10,000 COND - 30 SPEC - Attacks twice [b]SILENCE SWORD[/b] MT - 8 WT - 12 HIT - 70 RNG - 1 RANK - C COST - 15,000 COND - 50 SPEC - On hit has a 50 + LUK% chance to inflict silence on target (Cannot cast magic or use staves for three turns.) [b]SLEEP SWORD[/b] MT - 8 WT - 12 HIT - 70 RNG - 1 RANK - C COST - 15,000 COND - 50 SPEC - On hit has a 50 + LUK% chance to inflict sleep on target (Cannot act for three turns or until they are attacked.) [b]SLIM SWORD[/b] MT - 8 WT - 1 HIT - 90 RNG - 1 RANK - C COST - 4,000 COND - 50 SPEC - N/A [b]SHIELD SWORD[/b] MT - 12 WT - 8 HIT - 80 RNG - 1 RANK - C COST - 12,000 COND - 50 SPEC - +7 DEF [b]FLAME SWORD[/b] MT - 12 WT - 11 HIT - 65 RNG - 1-2 RANK - C COST - 10,000 COND - 30 SPEC - Targets RES when used from afar. Also effective against WIND magic. [b]THUNDER SWORD[/b] MT - 10 WT - 9 HIT - 70 RNG - 1-2 RANK - C COST - 10,000 COND - 30 SPEC - Targets RES when used from afar. Also effective against FIRE magic. [b]WIND SWORD[/b] MT - 9 WT - 7 HIT - 75 RNG - 1-2 RANK - C COST - 10,000 COND - 30 SPEC - Targets RES when used from afar. Also effective against THUNDER magic. [b]EARTH SWORD[/b] MT - 12 WT - 5 HIT - 70 RNG - 1-2 RANK - C COST - 10,000 COND - 15 SPEC - Saps HP from enemy and targets RES when used from afar. Effective against WIND, FIRE, or THUNDER magic. [b]LIGHT SWORD[/b] MT - 15 WT - 5 HIT - 70 RNG - 1-2 RANK - C COST - 12,000 COND - 15 SPEC - Targets RES when used from afar. Effective against WIND, FIRE, or THUNDER magic. [b]ARMORSLAYER[/b] MT - 11 WT - 8 HIT - 70 RNG - 1 RANK - B COST - 6,000 COND - 40 SPEC - Effective against armored units, +30 CRIT against armored units. [b]WINGCLIPPER[/b] MT - 11 WT - 8 HIT - 70 RNG - 1 RANK - B COST - 6,000 COND - 40 SPEC - Effective against flying units, +30 CRIT against flying units. [b]BROKEN SWORD[/b] MT - 0 WT - 30 HIT - 30 RNG - 1 RANK - C COST - 1,000 COND - N/A SPEC - N/A [b]MYSTLETAINN[/b] MT - 30 WT - 5 HIT - 80 RNG - 1 RANK - * COST - 50,000 COND - 50 SPEC - SKL +20, RES +10, gives Critical skill [b]TYRFING[/b] MT - 30 WT - 7 HIT - 80 RNG - 1 RANK - * COST - 50,000 COND - 50 SPEC - SKL +10, SPD +10, RES +20, gives Prayer skill [b]BALMUNG[/b] MT - 30 WT - 3 HIT - 90 RNG - 1 RANK - * COST - 50,000 COND - 50 SPEC - SKL+10, SPD +20 [/hider] [hider=LANCES] [b]IRON LANCE[/b] MT - 12 WT - 12 HIT - 80 RNG - 1 RANK - C COST - 1,000 COND - 50 SPEC - N/A [b]STEEL LANCE[/b] MT - 16 WT - 15 HIT - 75 RNG - 1 RANK - B COST - 3,000 COND - 50 SPEC - N/A [b]SILVER LANCE[/b] MT - 20 WT - 18 HIT - 70 RNG - 1 RANK - A COST - 5,000 COND - 50 SPEC - N/A [b]JAVELIN[/b] MT - 12 WT - 18 HIT - 60 RNG - 1-2 RANK - C COST - 3,000 COND - 50 SPEC - N/A [b]POISON LANCE[/b] MT - 12 WT - 7 HIT - 60 RNG - 1 RANK - C COST - 2,500 COND - 40 SPEC - On hit has a 50 + LUK% chance to inflict poison on the target (1/6 HP damage per turn for 3 turns.) [b]KNIGHT KILLER[/b] MT - 16 WT - 14 HIT - 60 RNG - 1 RANK - B COST - 6,000 COND - 30 SPEC - Effective against armored units, +30 CRIT against armored units. [b]HORSE SLAYER[/b] MT - 16 WT - 14 HIT - 70 RNG - 1 RANK - B COST - 6,000 COND - 30 SPEC - Effective against mounted units, +30 CRIT against mounted units. [b]BRAVE LANCE[/b] MT - 14 WT - 10 HIT - 70 RNG - 1 RANK - B COST - 10,000 COND - 30 SPEC - Attacks twice. [b]KILLER LANCE[/b] MT - 9 WT - 10 HIT - 70 RNG - 1 RANK - C COST - 4,500 COND - 30 SPEC - +30% CRIT [b]AXEREAVER[/b] MT - 11 WT - 10 HIT - 70 RNG - 1 RANK - B COST - 5,000 COND - 30 SPEC - Effective against Axes, weak against Swords. [b]SLIM LANCE[/b] MT - 12 WT - 6 HIT - 90 RNG - 1 RANK - C COST - 3,000 COND - 50 SPEC - N/A [b]GUNGNIR[/b] MT - 30 WT - 15 HIT - 70 RNG - 1 RANK - * COST - 50,000 COND - 50 SPEC - STR +10, SPD +10, DEF +10 [b]GAEBOLG[/b] MT - 30 WT - 15 HIT - 70 RNG - 1 RANK - * COST - 50,000 COND - 50 SPEC - STR +10, SKL +10, DEF +10 [b]BROKEN LANCE[/b] MT - 0 WT - 30 HIT - 30 RNG - 1 RANK - * COST - 1,000 COND - N/A SPEC - N/A [/hider] [hider=AXES] [b]IRON AXE[/b] MT - 14 WT - 18 HIT - 70 RNG - 1 RANK - C COST - 1,000 COND - 50 SPEC - N/A [b]STEEL AXE[/b] MT - 18 WT - 20 HIT - 65 RNG - 1 RANK - B COST - 3,000 COND - 50 SPEC - N/A [b]SILVER AXE[/b] MT - 22 WT - 22 HIT - 60 RNG - 1 RANK - A COST - 5,000 COND - 50 SPEC - N/A [b]DEVIL AXE[/b] MT - 26 WT - 18 HIT - 55 RNG - 1 RANK - C CONST - 5,000 COND - 20 SPEC - On missing, has a 30 - LUK% chance to deal its damage to the user. [b]BRAVE AXE[/b] MT - 16 WT - 14 HIT - 60 RNG - 1 RANK - B COST - 10,000 COND - 30 SPEC - Attacks twice [b]HAND AXE[/b] MT - 10 WT - 20 HIT - 50 RNG - 1-2 RANK - C COST - 3,000 COND - 50 SPEC - N/A [b]HALBERD[/b] MT - 15 WT - 12 HIT - 60 RNG - 1 RANK - B COST - 6,000 COND - 30 SPEC - Effective against cavalry. +30 Crit against Cavalry. [b]HAMMER[/b] MT - 15 WT - 12 HIT - 60 RNG - 1 RANK - B COST - 6,000 COND - 30 SPEC - Effective against Armored units. +30 Crit against Armored units. [b]KILLER AXE[/b] MT - 16 WT - 19 HIT - 65 RNG - 1 RANK - C COST - 4,500 COND - 30 SPEC - +30% CRIT [b]SWORDREAVER[/b] MT - 15 WT - 18 HIT - 65% RNG - 1 RANK - B COST - 5,000 COND - 30 SPEC - Strong vs Swords, weak vs Lances. [b]HELSWATH[/b] MT - 30 WT - 20 HIT - 70 RNG - 1-2 RANK - * COST - 50,000 COND - 50 SPEC - DEF +20, RES +10 [b]BROKEN AXE[/b] MT - 0 WT - 30 HIT - 30 RNG - 1 RANK - C COST - 1,000 COND - N/A SPEC - N/A [/hider] [hider=BOWS] [b]IRON BOW[/b] MT - 10 WT - 8 HIT - 70 RNG - 2 RANK - C COST - 1,000 COND - 50 SPEC - Effective against fliers. [b]STEEL BOW[/b] MT - 14 WT - 10 HIT - 65 RNG - 2 RANK - B COST - 3,000 COND - 50 SPEC - Effective against fliers. [b]SILVER BOW[/b] MT - 18 WT - 12 HIT - 60 RNG - 2 RANK - A COST - 5,000 COND - 50 SPEC - Effective against fliers. [b]POISON BOW[/b] MT - 8 WT - 8 HIT - 65 RNG - 2 RANK - C COST - 2,500 COND - 40 SPEC - On hit has a 50 + LUK% chance to inflict poison on the target (1/6 HP damage per turn for 3 turns.) [b]BRAVE BOW[/b] MT - 12 WT - 10 HIT - 60 RNG - 2 RANK - B COST - 10,000 COND - 30 SPEC - Attacks twice. Effective against fliers. [b]KILLER BOW[/b] MT - 14 WT - 10 HIT - 65 RNG - 2 RANK - C COST - 4,500 COND - 30 SPEC - +30 CRIT. Effective against fliers. [b]LONG BOW[/b] MT - 9 WT - 13 HIT - 65 RNG - 2-3 RANK - B COST - 4,500 COND - 40 SPEC - Effective against fliers. [b]YEWFELLE[/b] MT - 30 WT - 13 HIT - 70 RNG - 2 RANK - * COST - 50,000 COND - 50 SPEC - STR +10, SPD +10, gives Life skill. Effective against fliers. [b]BROKEN BOW[/b] MT - 0 WT - 30 HIT - 30 RNG - 2 RANK - C COST - 1,000 COND - N/A SPEC - Effective against fliers. [b]LONG ARCH[/b] MT - 15 WT - 30 HIT - 60 RNG - 3-10 RANK - C COST - 3,000 COND - 25 SPEC - Ballista only, comes with ballista unit. Effective against fliers. [b]IRON ARCH[/b] MT - 25 WT - 35 HIT - 55 RNG - 3-10 RANK - B COST - 5,000 COND - 25 SPEC - Ballista only, comes with ballista unit. Effective against fliers. [b]KILLER ARCH[/b] MT - 20 WT - 30 HIT - 80 RNG - 3-10 RANK - A COST - 8,000 COND - 25 SPEC - Ballista only, comes with ballista unit. +30 CRIT Effective against fliers. [b]GREAT ARCH[/b] MT - 30 WT - 15 HIT - 80 RNG - 3-10 RANK - A COST - 10,000 COND - 50 SPEC - Ballista only. Effective against fliers. [/hider] [hider=WIND MAGIC] [b]WIND[/b] MT - 6 WT - 3 HIT - 90 RNG - 1-2 RANK - C COST - 3,000 COND - 50 SPEC - N/A [b]ELWIND[/b] MT - 10 WT - 5 HIT - 80 RNG - 1-2 RANK - B COST - 5,000 COND - 50 SPEC - N/A [b]TORNADO[/b] MT - 14 WT - 7 HIT - 70 RNG - 1-2 RANK - A COST - 12,000 COND - 50 SPEC - N/A [b]SEEP[/b] MT - 6 WT - 6 HIT - 80 RNG - 1-3 RANK - C COST - 4,500 COND - 20 SPEC - A wave of toxic wind rushes over and chokes a target. (50+MAG% - Defender's RES) chance to poison. (1/6 VIT lost per turn. For three turns.) [b]BLADE WIND[/b] MT - 4 WT - 12 HIT - 70 RNG - 1 RANK - B COST - 7,500 COND - 15 SPEC - Deals damage in a 3x3 square, cannot be countered. +30xp [b]BLIZZARD[/b] MT - 15 WT - 30 HIT - 60 RNG - 3-10 RANK - B COST - 10,000 COND - 15 SPEC - Reduced unit's MOVE by 3 [b]FORSETTI[/b] MT - 30 WT - 5 HIT - 90 RNG - 1-2 RANK - * COST - 50,000 COND - 50 SPEC - SKL +10, SPD +20 [/hider] [hider=FIRE MAGIC] [b]FIRE[/b] MT - 14 WT - 18 HIT - 90 RNG - 1-2 RANK - C COST - 3,000 COND - 50 SPEC - N/A [b]ELFIRE[/b] MT - 18 WT - 20 HIT - 80 RNG - 1-2 RANK - B COST - 6,000 COND - 50 SPEC - N/A [b]BOLGANONE[/b] MT - 22 WT - 22 HIT - 70 RNG - 1-2 RANK - A COST - 12,000 COND - 50 SPEC - N/A [b]SCORCH[/b] MT - 8 WT - 18 HIT - 70 RNG - 3 Tile Line RANK - B COST - 5,500 COND - 15 SPEC - N/A [b]WALL OF FLAME[/b] MT - 10* WT - 20 HIT - N/A RNG - 1-3 RANK - B COST 7,000 COND - 5 SPEC - Creates a three tile line of flames that linger for 3 turns. At the start on a unit's turn if it is standing upon a flame tile, they recieve 10 unresisted damage. [b]METEOR[/b] MT - 15 WT - 30 HIT - 60 RNG - 3-10 RANK - B COST - 10,000 COND - 15 SPEC - Reduced unit's MOVE by 3 [b]VALFLAME[/b] MT - 30 WT - 15 HIT - 80 RNG - 1-2 RANK - * COST - 50,000 COND - 50 SPEC - MAG +10, DEF +10, RES +10 [/hider] [hider=THUNDER MAGIC] [b]THUNDER[/b] MT - 12 WT - 12 HIT - 70 RNG - 1-3 RANK - C COST - 3,000 COND - 50 SPEC - N/A [b]ELTHUNDER[/b] MT - 16 WT - 15 HIT - 65 RNG - 1-3 RANK - B COST - 5,000 COND - 50 SPEC - N/A [b]THORON[/b] MT - 20 WT - 18 HIT - 60 RNG - 1-3 RANK - A COST - 12,000 COND - 50 SPEC - N/A [b]BLINK[/b] MT - N/A WT - 0 HIT - N/A RNG - 10 RANK - B COST - 7,000 COND - 10 SPEC - Warps the user to a tile within range, they immediately choose another piece of equipment to use before being warped back to their starting tile. [b]VOLTAIC[/b] MT - 10 WT - 20 HIT - 75 RNG - 1-2 RANK - B COST - 9,000 COND - 10 SPEC - A crack of lightning chains through each foe adjacent to the original target, automatically dealing half damage with each pass consecutive pass. [b]THUNDERSTORM[/b] MT - 15 WT - 30 HIT - 60 RNG - 3-10 RANK - B COST - 10,000 COND - 15 SPEC - Reduced unit's MOVE by 3 [b]MJOLNIR[/b] MT - 30 WT - 10 HIT - 80 RNG - 1-2 RANK - * COST - 50,000 COND - 50 SPEC - SKL +20, SPD +10 [/hider] [hider=LIGHT MAGIC] [b]LIGHT[/b] MT - 14 WT - 5 HIT - 90 RNG - 1-2 RANK - C COST - 5,000 COND - 50 SPEC - N/A [b]RESIRE[/b] MT - 14 WT - 12 HIT - 70 RNG - 1-2 RANK - B COST - 10,000 COND - 50 SPEC - Saps HP from enemy, negates Big Shield [b]AURA[/b] MT - 20 WT - 20 HIT - 80 RNG - 1-2 RANK - A COST - 15,000 COND - 50 SPEC - N/A [b]PHASE[/b] MT - N/A WT - N/A HIT - N/A RNG - 1 or self RANK - C COST - 4,500 COND - 10 SPEC - The target is enveloped in a light refracting field and rendered nearly invisible. Provided there are other allies within a foe's potential range, they can not target the phased unit, however the phased unit CAN be countered. Lasts until the start of your next turn. [b]NAGA[/b] MT - 30 WT - 12 HIT - 80 RNG - 1-2 RANK - * COST - 50,000 COND - 50 SPEC - SKL +20, SPD +20, DEF +20, RES +20, negates the special effect of Loputousu [/hider] [hider=DARK MAGIC] [b]NOSFERATU[/b] MT - 8 WT - 12 HIT - 80 RNG - 1-2 RANK - C COST - 4,000 COND - 50 SPEC - Saps HP from enemy. [b]JORMANGANDR[/b] MT - 20 WT - 12 HIT - 70 RNG - 1-2 RANK - C COST - 8,000 COND - 50 SPEC - N/A [b]HEL[/b] MT - N/A WT - 28 HIT - 60 RNG - 1-2 RANK - B COST - 12,000 COND - 50 SPEC - Reduces enemy's HP to 1, does not work on castle defenders or other boss units. Slays a foe if their HP is 1. [b]CREEPING SHADE[/b] MT - N/A WT - 10 HIT - N/A RNG - 1-3 RANK - B COST - 8,000 COND - 20 SPEC - A targeted 3x3 square of tiles that encapsulates the area in a deep shadow for 3 turns. Units within recieve -20 Hit and -10 Avo. [b]SWARM[/b] MT - 5 WT - 5 HIT - 75 RNG - 1-2 RANK - C COST - 4,000 COND - 30 SPEC - Target's speed is reduced by 5 until the start of your next turn. [b]GLOOM[/b] MT - 15 WT - 30 HIT - 55 RNG - 1-3 RANK - B COST - 9,000 COND - 10 SPEC - Deals damage to all units within range, friend or foe. +30xp [b]FENRIR[/b] MT - 14 WT - 20 HIT - 60 RNG - 3-10 RANK - B COST - 12,000 COND - 15 SPEC - Reduces this unit's MOVE by 3. [b]LOPTOUSU[/b] MT - 30 WT - 12 HIT - 80 RNG - 1-2 RANK - * COST - 50,000 COND - 50 SPEC - RES +5, halves enemy’s attack power [/hider] [hider=STAVES] [b]HEAL[/b] RNG - 1 RANK - C COST - 5,000 COND - 50 SPEC - Restores 10 + MAG HP. +15xp [b]MEND[/b] RNG - 1 RANK - C COST - 10,000 COND - 50 SPEC - Restores (10 + MAG)*2 HP. +20xp [b]RECOVER[/b] RNG - 1 RANK - B COST - 15,000 COND - 50 SPEC - Restores full HP. +25xp [b]PHYSIC[/b] RNG - 1-10 RANK - B COST - 5,000 COND - 15 SPEC - Restores 10 + MAG HP. +35xp [b]RESERVE[/b] RNG - 1-10 RANK - A COST - 15,000 COND - 10 SPEC - Restores all allies’ HP within casting radius by [10 + caster’s Mag] +85xp [b]RETURN[/b] RNG - 1 RANK - C COST - 5,000 COND - 10 SPEC - Returns an ally to home castle. +35xp [b]WARP[/b] RNG - 1 RANK - B COST - 10,000 COND - 10 SPEC - Transports an ally to any allied castle. +60xp [b]RESCUE[/b] RNG - 1-10 RANK - A COST - 15,000 COND - 10 SPEC - Transports a distant ally adjacent to caster. +85xp [b]RESTORE[/b] RNG - 1-10 RANK - B COST - 10,000 COND - 10 SPEC - Restores all status conditions. +60xp [b]SILENCE[/b] RNG - 1-10 RANK - B COST - 10,000 COND - 10 SPEC - Seals enemy’s magic for three turns (75% + a.MAG) - (5*d.RES.) +75xp [b]SLEEP[/b] RNG - 1-10 RANK - B COST - 10,000 COND - 10 SPEC - Puts an enemy to sleep for three turns (75% + a.MAG) - (5*d.RES.) +75xp [b]BERSERK[/b] RNG - 1-10 RANK - B COST - 10,000 COND - 10 SPEC - Makes an enemy go berserk for three turns (75% + a.MAG) - (5*d.RES.) +75xp [b]BULWARK[/b] RNG - 1-2 RANK - C COST - 4,500 COND - 10 SPEC - Increases ally's DEF by 7 until the start of your next turn. +20xp [b]WARD[/b] RNG - 1-2 RANK - C COST - 4,500 COND - 10 SPEC - Increases ally's RES by 7 until the start of your next turn. +20xp [b]PROTECTION[/b] RNG - 1-3 RANK - B COST - 9,000 COND - 10 SPEC - Increases all allies DEF by 5 within range until the start of your next turn. +40xp [b]BARRIER[/b] RNG - 1-3 RANK - B COST - 9,000 COND - 10 SPEC - Increases all allies RES by 5 within range until the start of your next turn. +40xp [b]DIMENSION DOOR[/b] RNG - 1 RANK - B COST - 8,000 COND - 15 SPEC - Warps caster and adjacent ally up to ten tiles away. +65xp [b]MASS TELEPORT[/b] RNG - 1-3 RANK - A COST - 15,000 COND - 5 SPEC - Warps caster and all units within range up to ten tiles away. +75xp [/hider] [hider=ITEMS] [s][b]LIFE RING[/b] - 40,000G Restores 1-10 HP to user each turn. [b]ELITE RING[/b] - 40,000G Doubled experience gain. [b]THIEF RING[/b] - 20,000G Gives thievery skill. [b]PRAYER RING[/b] - 40,000G Gives prayer skill. [b]PURSUIT RING[/b] - 40,000G Gives pursuit skill. [b]RECOVER RING[/b] - 40,000G Restores all HP to user each turn. [b]KNIGHT RING[/b] - 40,000G User can use up leftover movement after performing an action [b]RETURN RING[/b] - 20,000G When used, returns user to the main castle [b]RETURN RING[/b] - 20,000G When used, returns user to the main castle [b]SPEED RING[/b] - 20,000G SPD +5 [b]MAGIC RING[/b] - 20,000G MAG +5 [b]POWER RING[/b] - 20,000G STR +5 [b]SKILL RING[/b] - 20,000G SKL +5 [b]SHIELD RING[/b] - 20,000G DEF +5 [b]BARRIER RING[/b] - 20,000G RES +5 [b]LEG RING[/b] - 20,000G MOVE +3[/s] [/hider] [/hider] [hider=MAP OF PLAYTEST AREA] [img]https://i.imgur.com/ENK4uo5.png[/img] [/hider] [hider=BATTLE FORMULAE] [b]ATTACK SPEED[/b] = SPD – weapon Weight [b]DOUBLE ATTACKS[/b] = ATTACK SPEED is 6 > than foe's [b]PHYSICAL DAMAGE[/b] = (STR + Weapon Might + Weapon Triangle Bonus (+2/-2)) - (Foe's DEF + Terrain Bonus) [b]MAGICAL DAMAGE[/b] = (MAGIC + Weapon Might + Weapon Triangle Bonus (+2/-2)) - (Foe's RES + Terrain Bonus) [b]ACCURACY[/b] = (Skill x 2) + LUK/2 + Weapon HIT + Weapon Triangle Bonus (+20/-20) [b]AVOID[/b] = (Attack Speed x 2) + LUK + Terrain bonus [b]BATTLE ACCURACY[/b] = Accuracy – enemy’s Avoid [%] [b]CRITICAL RATE[/b] = (Skill / 2) + (LUK / 2) - Foe LUK (Crit's are only 2x damage) [b]EXPERIENCE FROM DOING DAMAGE[/b] = 10 + (enemy’s Level – own Level) [b]EXPERIENCE FROM DEFEATING FOE[/b] = 30 + [(enemy’s Level – own Level) x 2] [/hider] [hider=TERRAIN] SEA/RIVER = -30 AVO ROAD/BRIDGE = -10 AVO | Can move additional tile if ending on road. DESERT = -10 AVO | 3 move cost VILLAGE = 20 AVO | +1 DEF/RES FOREST = 20 AVO | +1 DEF/RES MOUNTAIN = 30 AVO | +2 DEF/RES CASTLE = 30 AVO | +2 DEF/RES | Heal 20% HP per turn DEEP FOREST = 40 AVO | +2 DEF/RES [/hider] [hider=VILLAGES] [indent][indent]Villages are scattered across all of Jugdral, each offering their tithes of gold to a city/castle every turn. As of now, villages will tribute 500 Gold per turn directly into the coffers of their parent city. Units may also choose to visit a village by waiting on the entrance tile of it. They will then roll on the following chart to determine what occurs, whether that be an extra tribute of gold, or rare items, or perhaps even a new recruit for the army.[/indent][/indent] -- VILLAGE VISIT TABLE -- 95~100: [i]Villagers remain shut inside their homes as you come through.[/i] 50~94: [i]The Villagers believe your cause is just and offer your army 1d5*1000 Gold![/i] 45~49: [I]An odd item of some curiosity is offered to your army for good luck. Roll on the item table below.[/i] 35~44: [i]Having little need of it, the villagers open their armory to your cause. Roll on the common weapon table below[/i] 25~34: [i]Someone among the village looks to be of some merit, and offers to join your army. Roll on the Tier 1 recruit table.[/i] 15~24: [i]The sight of this village has put your journey and ambitions into perspective. Gain stats as if you increased in level once.[/i] 7~14: [i]A great work of craftsmanship lies here and is claimed by your army. Roll on the rare weapon table below.[/i] 1~6: [i]Someone well versed in the art of battle rests here, they've chosen to join your army. Roll on the Tier 2 recruit table.[/i] -- COMMON ITEM TABLE -- 75~100: [i]Vulnerary or Antitoxin[/i] 60~74: [i]Pure Water or Iron Nuts[/i] 55~59: [i]Seraph Robe[/i] 50~54: [i]Energy Drop[/i] 45~49: [i]Spirit Dust[/i] 40~44: [i]Secret Book[/i] 35~39: [i]Speed Wing[/i] 30~34: [i]Talisman[/i] 25~29: [i]Goddess Icon[/i] 20~24: [i]Giant Shell[/i] 10~19: [i]Random Ring[/i] 1~9: [i]Random Crusader Scroll[/i] -- COMMON WEAPON TABLE -- 75~100: [i]Iron Sword, Lance, Axe, or Bow[/i] 60~74: [i]Wind, Thunder, or Fire[/i] 50~59: [i]Heal[/i] 35~49: [i]Poison Sword, Poison Lance, or Poison Bow[/i] 25~34: [i]Slim Sword, Iron Blade, Poison Lance, Hand Axe, or Javelin[/i] 6~24: [i]Steel Sword, Steel Lance, Steel Axe, or Steel Bow[/i] 1~5: [i]Killing Edge, Killer Lance, or Killer Axe.[/i] -- RARE WEAPON TABLE -- 75~100: [i]Steel Sword, Steel Lance, Steel Axe, or Steel Bow[/i] 60~74: [i]Elwind, Elthunder, Elfire[/i] 50~59: [i]Physic or Mend[/i] 40~49: [i]Lancereaver, Axereaver, or Swordreaver[/i] 30~39: [i]Hammer, Halberd, Armorslayer, Wingclipper, Knightkiller, or Horseslayer.[/i] 20~29: [i]Killing Edge, Killer Lance, or Killer Axe.[/i] 10~19: [i]Wind Sword, Nosferatu, Light[/i] 5~9: [i]Silver Sword, Lance, Axe, or Bow[/i] 1~4: [i]Brave Sword, Lance, Axe, or Bow[/i] -- TIER 1 RECRUIT TABLE -- 75~100: [i]Sword, Lance, or Axe Soldier[/i] 55~74: [i]Archer[/i] 45~54: [i]Barbarian, Brigand, Hunter, or Thief[/i] 30~44: [i]Mage[/i] 20~29: [i]Dancer/Bard[/i] 5~19: [i]Priest[/i] 1~4: [i]Junior Lord, then roll twice more on this table, ignoring this result[/i] -- TIER 2 RECRUIT TABLE -- 75~100: [i]Sword, Lance, Axe, or Bow Armor[/i] 55~74: [i]Free Knight or Arch Knight[/i] 45~54: [i]Myrmidon, Halberdier, or Axe Fighter[/i] 35~44: [i]Cavalier, Lance Knight or Axe Knight[/i] 25~34: [i]Wind, Thunder, or Fire Mage[/i] 15~24: [i]Pegasus or Wyvern Knight[/i] 5~14: [i]High Priest or Dark Mage[/i] 1~4: [i]Lord or Knight Lord[/i] Villages can also be raided by units with the Pillager skill. When such a unit uses the Pillage command while standing upon the village entrance, it is reduced to a ruin. A ruined village affords no revenue to its Lord, who must have a unit stand atop the entrance and pay 1500 Gold to reapir it. The pillager rolls on the table below to see what the outcome is. -- PILLAGING TABLE -- 95~100: [i]A local warrior rises up to protect their homeland. The Lord who owns the village rolls on the TIER 1 recruit table to determine a new unit under their control adjacent to the pillager.[/i] 80~94: [i]The villagers fend the pillagers off this time dealing 5 damage to the pillaging unit. The village is not reduced to ruins.[/i] 65~79: [i]The village is pillaged, but the unit was only able to uncover a pittance. Recieve 1d10*100 Gold.[/i] 35~64: [i]The village is pillaged and the unit uncovered a fine haul. Recieve 1d5*500 Gold.[/i] 20~34: [i]The village is pillaged, but rather than a haul of gold, the unit finds a strange curio. Roll on the Item table.[/i] 10~19: [i]The village is pillaged and the armory is raided. Roll on the common weapon table.[/i] 1~9: [i]The village is pillaged and despite the circumstances, someone within wishes to join the pillagers mayhem. Roll on the TIER 1 recruit table to determine a new unit under your control.[/i] [/hider]