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John Cribati
2012-12-11, 12:55 PM
These are the rules I use for my Fire Emblem: Zombie Apocalypse game (Link in my sig). I had it on Google Drive, but the doc got corrupted or something and I can't be bothered to fix it. So Basically, here's what I've got. I'm going to be reserving 5 or 6 posts to get everything in. If you want to comment, wait for my go-ahead, or... something.

Gameplay

The player team will take a turn, followed by the Enemy (Purple) team (Who will move based on a vaguely defined “AI” that gets “smarter” as the game (hopefully) progresses) and then any NPC characters (controlled by the Game Master, who do what The Game Master says, period, and may occasionally move in such a way as to do their best to screw you over) will take their turns.
Any player on the team currently taking its turn may make his or her move at any time. The first posted actions are the first that take effect. A player may choose to plan for the entire team at once, in which case, at least 3/5 of the team must vote to carry out the plan as described for it to take effect (the game will not move forward until either all active players have stated their goals, or a full plan is approved by a 60% Majority). A player may have his character move contrary to the plan if he so desires
For Example: Player 3 wants Character 3 (his own character) to move to a specific space and perform some action, and posts as such. Player 2 writes a full plan which involves Characters 1-5. It does not conflict with Player 3’s stated goal, so he agrees, but Player 4 wants to move Character 4 somewhere else. He may choose to do so, but if Players 2 and 5 agree to the plan before he speaks up, and The Game Master has already moved the Characters according to the plan, Player 4 is out of luck.

Commands
In any turn, the player may perform two actions: move, and a second action such as an attack.
{table=head]Command|Description
Move|If you wish to move, you must do so before performing any other action. You are allowed to move any number of spaces from 0 to your character's movement points. Mounted units are allowed to move or finish moving after taking their action. The combined distance traveled cannot exceed the mounted unit's maximum movement.
Attack|Your character is able to attack enemies within their weapon's range. See the section on combat for details.
Staff|Characters who are able to use Staves may heal allied units within the Staff's range.
Shove|Characters may shove an adjacent unit one square away so long as the Shoved unit's weight does not exceed the Shover's weight by more than two. Mounted units are unable to Shove. You must have permission from the other player to Shove a character on your team.
Rescue|Characters may pick up allied or friendly units and carry them. You may only Rescue a unit if its weight is at least two less than the Rescuer's weight. A Rescued unit cannot be attacked while being carried. While carrying a rescued unit, the carrier's skill and speed scores are halved. You must have permission to rescue an allied player. If a character is killed while carrying another character, the carried character is dropped on the same spot the dead character was on.
Drop|If you are carrying a Rescued unit, you can Drop the unit on any adjacent square. A dropped unit cannot take any actions on the turn it is dropped. A player may demand to be dropped at any time.
Take|One character may take a rescued unit from another character. The same weight restrictions apply as if you were rescuing the unit yourself. (You are able to both take and drop a friendly unit on the same turn).
Item|You may choose to use, equip, or drop your carried items on your turn. A character is limited to carrying a maximum of 5 items (weapon or otherwise) at any given time. If you acquire a sixth item, you must choose to drop one. If/when The Game Master provide your team with a form of storage extra items may be sent there rather than dropped.
Pick Up|Other players (not limited to allies) may pick up a dropped item by standing on the same space on which the item was dropped.
Trade|You may trade items with allied players who are standing next to your character. Both players must agree to trade the items. (Free action)
Talk|When new players join the game, they may first appear as NPCs controlled by the Game Master. To recruit the player onto your team, you must talk to him or her during the round. The new unit might appear as a neutral unit, or possibly a hostile one. The new unit will always be named. The Game Master will either give the new unit an appropriate level and attributes to allow him or her to fit onto the team more easily, or start him or her out at a lower level, but boost the character's growth rates to give them great potential. You must be next to the unit to talk to it. (Free action)
Visit/Shop|Some maps will have villages and/or houses on them. You may enter a village to receive something good (an item, information, or if you're lucky, a new ally). If you visit a house, you will receive useful information. Some enemies will destroy unvisited villages or houses. Some maps will have shops that will sell a variety of items and weapons. You can buy new items at these shops or sell unneeded ones for money.
Door/Chest/Break|Doors can be unlocked by using a key while standing next to it. Thieves and Assassins are able to pick the lock using a lockpick. Rogues don’t need them. Locked chests contain useful items. They can be opened in the same manner as locked Doors. If you do not have a Thief or Assassin on your team and also have no keys, you may attack the door instead to break it down. Also, some walls may have decayed to the point where you can break through them to open a new path. Doors and walls tend to have high amounts of HP.
Seize/Arrive/Escape|On certain maps, victory will be attained by having your team's Lord move to a specific spot and seize that spot. Only the Lord may seize. On other maps, you simply need to move any character to a certain space to win. Any character can arrive on the target space. Some maps will require your team to escape from the map by moving to a certain spot. Although any character may escape by moving to that spot and choosing to do so, the map is only won when the Lord escapes.
Steal|Thieves and Assassins are able to steal items from their enemies under certain conditions. To steal, the Thief/Assassin must have a higher speed than the person they are trying to steal from. Also, the Thief/Assassin's strength must be higher than the weight of the item they are attempting to steal. You cannot steal equipped items.
Wait|If none of the above appeals to you, you don’t have to do it.[/table]

Combat Formulas & Calculations
Physical Damage Formula

Attacker's Strength + Weapon attack power - Enemy's defense = Damage

Magical Damage Formula

Attacker's Magic + Weapon attack power - Enemy's resistance = Damage

Attack Speed

Speed - (Weapon Weight - Constitution)* = Attack Speed. *If negative, use 0.

If one unit's attack speed is 4 (or more) greater than his/her opponent's, the unit will attack twice.
Under normal conditions, the unit who chooses to attack will attack first, and if the enemy is able to, he will counter attack. If either character is fast enough to attack twice, they will make their second attack after the first two blows have been dealt.

Accuracy

Weapon Hit Rate + (Skill x2) + Luck = Accuracy

Avoid

(Attack speed x2) + Luck = Avoid
Chance to hit

Accuracy - Enemy's avoid = % Chance to hit with each attack

Critical rate

Weapon Critical + (Skill/2) - Enemy's Luck = % Chance to Critical Hit

Critical hits deal triple damage.

Experience Gains

Level + Promotion Bonus* = Power
{[20 + (Enemy's Power - Power)] /2} = Base Experience
Base Experience = Experience Gained for Damaging an Enemy.
{Base Experience + (Enemy's Power - Power)} + 20 + Boss bonus** = Experience Gained for Defeating an Enemy

*Promoted units get a Promotion Bonus of 20, non-promoted units get no bonus.

**Characters gain 30 additional Experience for defeating a Boss.
Units who do not deal damage to their enemy will receive 1 experience.
Under certain conditions, The Game Master might award extra experience to a team or particular character for fulfilling a certain objective or performing exceptionally well.

Status Effects

A Poisoned Unit Loses 4 HP every turn. The effect lasts 5 Turns, or until Restored.
A Burned Unit has its STR or MAG reduced by 1/3 (rounded to the nearest whole Number) and loses 2 HP every turn. The effect lasts 5 Turns, or until Restored.
A Frozen Unit cannot make any movement. The effect lasts 5 Turns, or until Restored.
A Tangled Unit has has ½ movement and any enemy attacks get an extra +20% to hit. The effect lasts 5 Turns, or until Restored.
A Paralyzed unit has its Speed reduced by 1/3 (rounded to the nearest whole Number) and has -25% accuracy. The effect lasts 5 Turns, or until Restored.
A Berserk unit will attack the closest unit and will not discriminate between enemies or allies.The effect lasts 5 Turns, or until Restored.
A Zombified unit has a 50% chance of going berserk every turn, and loses 1 HP per turn. The effect lasts 5 Turns, or until dispelled (It cannot be dispelled by a simple Restore Staff). When his HP hits 0, he falls and turns into a Zombie. He retains all abilities he had, gains the Monster subtype, and gains either the Zombie Claw or Zombie Eye attack.

Death
When an enemy is defeated, the character who defeated him/her receives experience for the victory.

Characters defeated by Normal enemies are incapacitated the first time, then dead the second. Characters defeated by specific enemies get no second chances. Such enemies will be noted on the map when they appear.

If a Lord is defeated, the entire team under that Lord loses the map. Up until the very last maps, a Lord will not die permanently.

Terrain
The type of terrain a unit is standing on can offer various benefits to combat. Certain tiles may increase the chance a unit has to avoid damage while standing there. Other spaces can offer health regeneration at the beginning of the next turn.

Fliers can move fully over all terrain (1 movement cost) and gain no benefits other than HP recovery from specific terrain types.

Land, Bridge, Floor, Stairs
Movement Cost - 1
Def/Res – 0
Avoid - 0

Wall - Cannot be crossed.
Wall (Weak) - Cannot be crossed, can be attacked to form a floor.
Door - Cannot be crossed, can be opened or attacked to form a floor.
Chest - Can be opened with a key to receive an item. No movement cost to cross
Snag - Cannot be crossed, can be attacked to form a bridge.
Water
Movement Cost - 1 (flying units, Units with Water Walk), 3(anyone else)
Def/Res - 0
Avoid - 10

Sand
Movement Cost - 1 (Swift Units, flying units, Units with Desert Walk Skill), 3 (Armored Units, Horses), 2 (everything else)
Def/Res - 0
Avoid - 5

Forest
Movement Cost - 1 (Swift Units, Fliers, Units with Forest Walk), 3 (mounted knights, paladins, Armor), 2 (everything else)
Def/Res - 1
Avoid - 20

Mountain
Movement Cost - 1 (fliers), 2 (Swift Units, Berserkers, Units with Mountain Walk), cannot be crossed by anything else
Def/Res - 1
Avoid - 30

Village, House, Shop, Armory
Movement Cost - 1
Def/Res - 0
Avoid - 10

Ruins (destroyed villages or houses)
Movement Cost - 1
Def/Res - 0
Avoid - 10

Fortress, Castle - 10% HP recovery
Movement Cost - 1
Def/Res - 2
Avoid - 20

Seize Square, Arrive Square, Escape Square, Defend Square - 10% HP recovery
Movement Cost - 1
Def/Res - 0
Avoid - 0

John Cribati
2012-12-11, 01:34 PM
Weapons
The items you can have ranks in are Swords, Axes, Lances, Daggers, Bows, Wind Magic, Lightning Magic, Fire Magic, Ice Magic, Water Magic, Earth Magic, Plant Magic and Staves. Every time you attack or heal with one of the listed types of weapons, you gain 1 point of experience towards that weapon's rank. Once your experience equals the maximum experience in any given rank, you reach the next weapon rank. You may only have S rank in one weapon type.

Rank E (0/20)
Rank D (0/30)
Rank C (0/40)
Rank B (0/50)
Rank A (0/60)
Rank S (0/70)

Weapon Experience
Each weapon is given a rank that determines how skilled you must be to properly wield it. A character's weapon rank must be as high or higher than the rank of the weapon they want to wield in order to use the weapon. The lowest weapon rank is E. Above E is D, then C, B, A, and the highest rank, S. All characters start with Rank D in their starting weapon and gain E rank in any other weapons they are able to or learn to use.

Physical Weapons

The Weapon Triangle

If you have an advantage over the enemy you are fighting, you will gain +15% accuracy and +1 damage. Your opponent will also have -15% accuracy and -1 damage when you have the advantage... To sum things up quickly...

Swords > Axes
Axes > Lances
Lances > Swords

Axes > Lancereaver (sword) > Lances
Lances > Swordreaver (axe) > Swords
Swords > Axereaver (lance) > Axes

Weapon Stats
{table=head]Swords|Dur|Rank|Rng|Wgt|Mgt|Hit|Crit|Cost|Other
Slim Sword|35|E|1|3|2|100|5|560|
Boomerang|40|E|1-2|4|5|90|0|550 |
Bronze Sword|50|E|1|5|3|95|-|350|Cannot Crit
Iron Sword|50|E|1|7|5|90|0|500|
Armorslayer|18|D|1|14|8|80|0|1260|Effective against Armored
Longsword|18|D|1|12|6|80|0|1260|Effective against Horses
Heaven Sword|18|D|1|13|7|80|0|1260|Effective against Hellriders
Wyrmslayer |18|D|1|14|8|80|0|1260|Effective against Wyvern
Feather Blade|18|D|1|13|6|80|0|1260|Effective against Pegasi
Steel Sword|40|D|1|11|8|85|0|800|
Venin Edge|40|D|1|7|4|70|0|520|Inflicts Poison.
Iron Blade|45|D|1|13|9 70|0|900|
Lancereaver|15|C|1|9|9|75|5|1800|Reverse Weapon Triangle
Killing Edge|20|C|1|8|9|75|30|1300|
Steel Blade|35|C|1|15|11|65|0|1400|
Brave Sword|30|B|1|14 |9|75|0|5400|Attack twice for every single attack you’d have gotten otherwise
Chakram|20|A|1-2|8|12|80|0|2500|
Silver Blade|25|A|1|14|15|60|03000|
Silver Sword|30|A|1|9|13|80|0|1800|[/table]

{table=head]Axes|Dur|Rank|Rng|Wgt|Mgt|Hit|Crit|Cost|Other
Hatchet|50|E|1-2|5|4|85|0|300|
Bronze Axe|50|E|1|5|5|80|-|350|Cannot Crit
Iron Axe|45|E|1|10|8|75|0|270|
Hand Axe|20|E|1-2|9|7|60|0|300|
Steel Axe|30|D|1|15|11|65|0|360|
Hammer|20|D|1|15|10|55|0|800|Effective against Armored
Halberd|18|D|1|15|10|60|0|810|Effective against Horses
Asgard Axe|18|D|1|11|7|80|0|1260|Effective against Hellriders
Dragon Axe|18|D|1|10|8|80|0|1260|Effective against Wyvern
Wing Shredder|18|D|1|11|6|80|0|1260|Effective against Pegasi
Poison Axe|40|D|1|10|4|60|0|310|Inflicts Poison.
Magic* Axe|20|D|1-2|6|11|80|0|2300|*
Steel Blade|35|C|1|15|11|65|0|1400|
Killer Axe|20|C|1|11|11|65|30|1000|
Swordreaver|15|C|1|13|11|65|5|2100|Reverse Weapon Triangle
Brave Axe|30|B|1|16|10|65|0|7500|Attack twice for every single attack you’d have gotten otherwise
Battleaxe|20|B|1|15|13|65|0|1000|
SIlver Axe|20|A|1|13|15|70|0|1000|
Tomahawk|15|A|1-2|11|13|65|0|3000|[/table]

{table=head]Lances|Dur|Rank|Rng|Wgt|Mgt|Hit|Crit|Cost|Other
Slim Lance|50| E| 1|4|4| 85| 5|420|
Bronze Lance|45|E|1|6|5|80|-|390|Cannot Crit
Iron Lance|45|E|1|8|7|80|0|360|
Javelin|20|E|1-2|6|6|65|0|400|
Steel Lance|30|D|1|13|10|70|0|480|
Heavy Spear|16|D|1|14|9|70|0|1200|Effective against Armored
Horseslayer|16|D|1|13|7|70|0|1040|Effective against Horses
Olympus Lance|16|D|1|12|8|70|0|1100|Effective against Hellriders
Dragonspear|16|D|1|11|9|70|0|1100|Effective against Wyvern
Flyers Bane|16|D|1|12|7|70|0|1100|Effective against Pegasi
Toxin Lance|40|D|1|8|4|65|0|400|Inflicts Poison.
Short Spear|18|C|1-2|7|9|60|0|900|
Killer Lance|20|C|1|9|10|70|30|1200|
Axereaver|15|C|1|11|10|5|5|2100|Reverse Weapon Triangle
Brave Lance|30|B|1|14|10|70|0|7500|Attack twice for every single attack you’d have gotten otherwise
Silver Lance|20|A|1|10|14|75|0|1500|
Spear|15|A|1-2|8|12|70|0|5000|
[/table]

{table=head]Bows|Dur|Rank|Rng|Wgt|Mgt|Hit|Crit|Cost|Other
Iron Bow|45|E| 2|5|6|85| 5|540|
Bronze Bow|50|E|2|4|5|90|-|500|Cannot Crit
Short Bow|40|D|1-2|3|5|85|10|1760|
Steel Bow|30|D|2|9|9|70|5|720|
Venom Bow|40|D|2|5|4|65|5|400|
Longbow|20|D|2-3|10|5|65|5|2000|Attack twice for every single attack you’d have gotten otherwise
Killer Bow|20|C|2|7|9|75|30|1400|
Brave Bow|30|B|2|12|10|70|10|7500|
Silver Bow|20|A|2|6|13|75|10|1600|[/table]

Magical Weapons

The Magic Heptagon

A Heptagon is a 7-sided solid.
Yes, you read that right. There are seven kinds of magic in this game:
{table=head]Magic|Beats|Effective|Terrain Advantage|Enemy Terrain Disadvantage|Status Effect|Party Support
Fire|Ice, Plant, Wind|Armored|Desert|Desert|Burn|N/A
Ice|Plant, Water, Earth|Wyvern|Mountain|Water|Freeze|N/A
Plant|Water, Earth, Lightning|Swift|Forest|Forest|Tangle|N/A
Wind|Lightning, Ice, Plant|Pegasus|N/A|Desert|N/A|Temp. Speed = MGT
Water|Fire, Earth, Wind|N/A|Water|Water|N/A|Heal (MGT+MAG/2)
Earth|Fire, Lightning, Wind|Horse|Desert, Mountain|Desert, Mountain, Hill|N/A|Temp.HP(MGT+Mag/2)
Lightning|Water, Fire, Ice|Hellbeast|N/A|Water|Paralysis|N/A[/table]

Terrain Advantage

By virtue of being innately attuned to a certain school of magic, a magic user can cut his movement cost in half (Minimum 1) on certain tiles, and cross them where he was unable to do so before.

Enemy Terrain Disadvantage

When an enemy is standing on a certain tile, Attacks against that enemy will, at the player’s option

do an extra +5 Damage
gain an extra +15% accuracy
or
have an increased chance of inflicting a status effect (if applicable).
Status Effect

Some tomes have a (Damage dealt+ (Caster’s Skill/2))% chance of inflicting a status effect. On the chance of a critical hit, the player may opt to inflict a status in exchange for doing 1.5x damage instead of 3x.

Party Support

In exchange for a charge from his tome, a Magic User may grant an ally a bonus to certain stats. These stack with any other bonuses received. The “Buffer” gains Exp equal to the amount of points healed/bonus given rounded to the nearest multiple of 5.

Magical Tomes
Note: All Magical Tomes of the same Level (E, D, C, B, A) have the exact same stats. Because I am lazy.


{table=head]Fire|Dur|Rank|Rng|Wgt|Mgt|Hit|Crit|Cost
Flare|40|E|1-2|4|5|90|0|560
Blaze|35|D|1-2|6|8|80|5|700
Wildfire|30|C|1-2|10|10|85|0|1200
Hellfire|5|B|3-10|20|12|60|0|2500
Conflagration|20|A|1-2|12|13|80|0|6000[/table]

{table=head]Water|Dur|Rank|Rng|Wgt|Mgt|Hit|Crit|Cost
Wave|40|E|1-2|4|5|90|0|560
Torrent|35|D|1-2|6|8|80|5|700
Deluge|30|C|1-2|10|10|85|0|1200
Geyser|5|B|3-10|20|12|60|0|2500
Tsunami|20|A|1-2|12|13|80|0|6000[/table]

{table=head]Earth|Dur|Rank|Rng|Wgt|Mgt|Hit|Crit|Cost
Boulder|40|E|1-2|4|5|90|0|560
Tremor|35|D|1-2|6|8|80|5|700
Quake|30|C|1-2|10|10|85|0|1200
Rockslide|5|B|3-10|20|12|60|0|2500
Meteor|20|A|1-2|12|13|80|0|6000[/table]

{table=head]Wind|Dur|Rank|Rng|Wgt|Mgt|Hit|Crit|Cost
Gale|40|E|1-2|4|5|90|0|560
Zephyr|35|D|1-2|6|8|80|5|700
Tempest|30|C|1-2|10|10|85|0|1200
Hurricane|5|B|3-10|20|12|60|0|2500
Tornado|20|A|1-2|12|13|80|0|6000[/table]

{table=head]Electric|Dur|Rank|Rng|Wgt|Mgt|Hit|Crit|Cost
Charge|40|E|1-2|4|5|90|0|560
Shock|35|D|1-2|6|8|80|5|700
Spark|30|C|1-2|10|10|85|0|1200
Lightning Bolt|5|B|3-10|20|12|60|0|2500
Thunderstorm|20|A|1-2|12|13|80|0|6000[/table]

{table=head]Plant|Dur|Rank|Rng|Wgt|Mgt|Hit|Crit|Cost
Grass|40|E|1-2|4|5|90|0|560
Thorns|35|D|1-2|6|8|80|5|700
Vine|30|C|1-2|10|10|85|0|1200
Bamboo|5|B|3-10|20|12|60|0|2500
Kudzu|20|A|1-2|12|13|80|0|6000[/table]

{table=head]Ice|Dur|Rank|Rng|Wgt|Mgt|Hit|Crit|Cost
Flurry|40|E|1-2|4|5|90|0|560
Snowtorm|35|D|1-2|6|8|80|5|700
Freeze|30|C|1-2|10|10|85|0|1200
Blizzard|5|B|3-10|20|12|60|0|2500
Whiteout|20|A|1-2|12|13|80|0|6000[/table]

Enchanted Weapons
Players may get the chance to find or forge a magical Sword, Lance, Axe, or Bow. For a Forged Magical Weapon, 1 Durability point is converted to 1 Magical Charge for an additional cost of 5 GP. For example, to Imbue a Slim Sword with 25 Ice Charges would cost 560 (Base) + 125. The result would be
a Slim Frost Sword, (25/25) [25/25]
All Magical Weapons have an attack Range of 1-2 and the option to target the opponent's RES instead of Defense. In addition, While the weapon is equipped, the unit’s attacks have 1.5x times the chance of inflicting the stated status effect, or 1.5x the bonus from party support options. If bought at an armory, the player decides which branch of magic he wants for the weapon and it cannot be changed.

John Cribati
2012-12-11, 02:32 PM
Staves and Other Items
Staves
Staves are used for healing and providing other useful bonuses to your team. Each staff grants a set amount of Exp when used. Staves that provide a helpful effect can never miss, but harmful staves may miss their target. A staff with a range of 1-(Mag/2) has a minimum range of 1-4. EXP for healing is equal to the amount of damage healed rounded to the nearest Multiple of 5.

Unless otherwise noted:
Staff accuracy = 30 + (Magic x 5) + Skill
Staff avoid = (Resistance x 5) + (Distance from enemy x 2)

A Staff that “Hurts X” Has the opposite effect against a Unit described by X, and has a Hit chance when used against them. A Healing Staff used to hurt the inflicts damage equal to ((.75 x Amount that would have healed) - Enemy Resistance).

{table=head]Staves|Rank|Rng|Durability|WEXP|EXP|ACC|Worth|Effe cts
Heal|E|1|30|2|11|90|600|Restores an ally's HP by (10+MAG). Hurts Undead.
Mend|D|1|20|3|12|80|1000|Restores an ally's HP by (20+MAG). Hurts Undead.
Recover|C|1|15|3|17|70|2250|Fully restores an ally's HP. Hurts Undead for 1/2 damage.
Physic|B|1~Mag/2|15|3|--|--|3750|Restores an ally's HP by 15+MAG). Hurts Undead
Fortify|A|1~Mag/2|8|5|60|--|8000|Restores HP of all allies within casting range. Hurts Undead (.75 * (25+MAG) - RES)
Restore|C|1|10|3|20|--|2000|Cures any Status Effect Except Zombification
Silence|B|1~Mag/2|3|5|30|--|1200|Can silence an enemy so they cannot use magic
Sleep|B|1~Mag/2|3|5|35|--|1500|Can send an enemy to sleep, so they cannot move/attack
Berserk|B|1~Mag/2|3|5|40|--|1800|Can cause an enemy to be berserked, causing them to target random characters (even enemies)
Warp|A|1|5|7|85|--|7500|Can move an ally to a traversable (and viewable) square on the map. Placement is limited by the user's Magic stat
Rescue|B|1~Mag/2|3|7|40|--|1800|Brings an ally to a space adjacent to the caster
Torch|D|1~Mag/2|10|5|15|--|1000|Lights up an area within casting range, in Fog of War. Effect decreases after each turn
Hammerne|C|1|3|8|40|--|1800|Repairs a physical/magical weapon or staff to full uses.
Unlock|D|1~2|10|5|20|--|1500|Opens a door, which can normally be open with door keys
Ward|C|1|15|4|20|--|2250|Increases an ally's STR, SKL, SPD, LCK, DEF, or RES by 7 points. Effect decreases by 1 each turn. Hurts Undead[/table]

Monster Weapons.

Rotten Claw (Revenant, Entombed)
Rank: --
Range: 1~1
Weight: 8
Might: 7
Hit: 80
Critical: 0
Uses: --

Fetid Claw
Rank: --
Range: 1~1
Weight: 10
Might: 12
Hit: 75
Critical: 0
Uses: --


Sharp Claw (Bael, Elder Bael)
Rank: --
Range: 1~1
Weight: 14
Might: 14
Hit: 65
Critical rate: 0
Uses: --

Poison Claw: (Bael, Elder Bael)
Rank: --
Range: 1~1
Weight: 10
Might: 6
Hit: 65
Critical: 0
Uses: --

Lethal Talon (Elder Bael, Entombed)
Rank: --
Range: 1~1
Weight: 12
Might: 10
Hit: 60
Critical: 0
Uses: --
Zombie Claw (Zombie)
Rank: --
Range: 1~1
Weight: 10
Might: 4
Hit: 55
Critical: 0
Uses: --
Causes Zombification Status on hit.
Zombie Eye (Zombie)
Rank: --
Range: 1~1
Weight: 8
Might: 5
Hit: 65
Critical: 0
Uses: --
Causes Zombification Status on hit.

Sacrilegious Staves
The "Evil" Versions of normal staves. They have the same stats, but reversed effects on Living vs. Undead.
Harm<-> Heal
Ruin<->Mend
Inflict<->Physic
Afflict<->Restore
Curse<->Ward
Shatter<->Hammerne

(Halves Durability)
Wither<->Recover
Deteriorate<->Fortify

Items

Basic Items
{table=head]|Uses|Worth| Effects
Chest Key|1| 300| Opens a chest
Door Key| 1| 50| Opens a door
Lockpick| 15| 1200| Opens chests and doors. Thieves, Assassins and Rogues only
Satchel|--|100|Takes up 1 Space in Inventory, but holds 2 items. Easy to Steal. If Stolen, Weapons and Tomes that may be inside are also taken.
Vulnerary| 3| 300| Recovers HP by 10 points
Elixir| 3| 3000| Fully recovers HP
Pure Water| 3| 900| Temporary raises resistance by 7 points. Effect decreases by 1 each turn
Antitoxin| 3| 350| Cures the poison status
Torch| 5| 500| Increases user's sight in fog of war. Effect decreases by 1 each turn

White Gem| 1| 20000| Can be sold for 10000G
Blue Gem| 1| 10000| Can by sold for 5000G
Red Gem| 1| 5000| Can be sold for 2500G
Hoplon Guard| -| 5000| User is immune to critical attacks
Metis's Tome| 1| -| Permanently raises all of the user's growth rates by 5
Ocean Seal| 1| 10000| Class change item for Thieves and Pirates
Black Gem| 1| 30000| Can be sold for 15000G
Gold Gem| 1| 40000| Can be sold for 20000G[/table]

Stat Boosters
{table=head]|Uses|Worth| Effects
Angelic Robe| 1| 8000| Permanently raises HP by 7 points
Energy Ring| 1| 8000| Permanently raises Strength/Magic by 2 points
Secret Book| 1| 8000| Permanently raises Skill by 2 points
Speedwing| 1| 8000| Permanently raises Speed by 2 points
Goddess Icon| 1| 8000| Permanently raises Luck by 2 points
Dragonshield| 1| 8000| Permanently raises Defence by 2 points
Talisman| 1| 8000| Permanently raises Resistance by 2 points
Swiftsole| 1| 8000| Permanently raises Movement by 2 points
Body Ring| 1| 8000| Permanently raises Constitution by 2 points[/table]

Class Change
{table=head]|Uses|Worth| Effects
Hero Crest| 1| 10000| Class change item for Myrmidons, Fighters and Mercenaries
Knight Crest| 1| 10000| Class change item for Cavaliers and Knights
Orion's Bolt| 1| 10000| Class change item for Archers
Elysian Whip| 1| 10000| Class change item for Pegasus Knights and Wyvern Riders
Guiding Ring| 1| 10000| Class change item for Mages, Shamans, Priests, Clerics, Monks and Troubadours
Master Seal| 1| 20000| Class change item for all normal classes[/table]

Badges
Badges take up an inventory space and grant the unit bonus. Badges are Easily Stolen.
{table=head]|Effect|Activation
Fighter Badge|STR +5|Always
Mage Badge|MAG+5|Always
Archer Badge|SKL +5|Always
Lightning Badge|SPD +5|Always
Anna's Blessing|LUCK +5|Always
Knight Badge|DEF +5|Always
Monk Badge|RES+5|Always
Myrmidon Badge|Crit +5|Always
Thief Badge|Gain Steal and Use Lockpick Abilities|Always
Big Shield|Take no damage from one of the enemy's attacks|(User's Level)%
Wrath|Always critical when HP is below [(Max HP/2) + 1]|100%
Pursuit|Always double attack when user's Attack Speed > enemy's Attack Speed|100%
Continue|Allows a consecutive attack (similar effect as a Brave weapon)|(Attack Speed +20)%
Steal|On a successful hit, user takes all of the enemy's gold|100%
Critical|Allows user to perform critical attacks with critical rate = (skill + weapons kill bonus)%|100%
Ambush|Always attack first when HP is below Max HP/2, negates enemy's Charge|100%
Charge|Activates 2~20 rounds of combat when HP is above or equal to 25 (anything above 5 rounds is pretty rare though)|[User's Attack Speed - Enemy's Attack Speed + (HP/2)]%
Charisma|All units within a 3 tile radius receive a 10% support bonus (to accuracy and avoid) from the user|-
Prayer|When user's HP is under or equal to 10, increases avoid by [(11 - HP) x 10] for one turn|100%
Life|User recovers 5~10 HP during the beginning of each turn|-
Elite|User receives double EXP (maximum at one time is 100)|-
Bargain|User can buy items or repair items for half price|-
Shooting Star Sword (sword skill)|Activates 5 continuous attacks (10 with a Brave weapon), can not activate Continue or another sword skill simultaneously|(Skill)%
Moonlight Sword (sword skill)|Negates enemy's defences, can not activate another sword skill simultaneously, always hits|(Skill)%
Sun Sword|Restores HP equal to damage done to enemy, can not activate another sword skill simultaneously, always hits|(Skill)%
Fili Shield| Negates effective bonus|Always
Silver Card| User can buy items for half price|Always
[/table]


Dancer Items
{table=head]|Uses|Worth| Effects
Filla's Might|15|-|Raises ally's Attack by 10 for one turn
Ninis's Grace|15|-|Raises ally's Defence/Resistance by 10 for one turn
Thor's Ire|15|-|Raises ally's Critical by 10 for one turn
Set's Litany|15|-|Raises ally's Avoid by 10 for one turn
Anansi's Guile|15|-|Unlocks Chests and Doors[/table]

John Cribati
2012-12-11, 02:58 PM
That's everything. Post if you want, or whatever.

Character Creation

Base Classes

Physical Base Classes

45 Starting Stat Points (May be changed depending on class)
300% Growths (May be changed depending on class)
1 base stat point in hp= 2 hp
1 base stat point in con=2 con (beyond the listed con for your class)
1 base stat point in any other stat=1 point in that stat.
5% growth in hp=10% hp growth
5% growth in any other stat= 5% growth in that stat.
All Physical classes are limited to a maximum of 10 in any stat, and a Maximum of 70% in any Growth, unless otherwise stated.

Mercenary

Promotes to Hero or Ranger
Weapon: Swords
Starting Equipment: Iron Sword, Vulnerary
Maximum Level 1 Attributes:

HP: 12 (24)
Str: 7
Skl: 7
Spd: 7
Luck: 7
Def: 7
Res: 7
Movement: 5
Base Con: 8
Special: None
Notes: A well rounded, totally balanced sword wielder.

Fighter

Promotes to: Warrior or Hero
Weapon: Axes
Starting Equipment: Iron Axe or Hand Axe, Vulnerary
Maximum Level 1 Attributes:

HP: 14 (28)
Skl: 5
Spd: 7
Def: 4
Res: 3
Maximum Growth Rates:

Skl: 50%
Spd: 55%
Def: 45%
Res: 45%
Movement: 5
Base Con: 11
Notes: Offensive Axe wielders who lack any sort of defensive capabilities

Soldier

Promotes to: Halberdier or General
Weapon: Lances
Starting Equipment: Iron Lance or Javelin, Vulnerary
Maximum Level 1 Attributes:

HP: 10 (20)
Luck: 6
Def: 4
Res: 4
Maximum Growth Rates:

Luck: 55%
Def: 55%
Res: 55%
Movement: 5
Base Con: 9
Special: None
Notes: A well rounded spear wielder.

Thief

Promotes to: Assassin or Rogue
Weapon: Swords
Starting Equipment: Iron sword or slim sword, Vulnerary
Maximum Level 1 Attributes:

HP: 10 (20)
Str: 5
Skl: 7
Def: 4
Res: 4
Maximum Growth Rates:

Str: 55%
Def: 50%
Res: 50%
Movement: 5
Base Con: 7
Special: Steal, Use Lockpick, -15% Growths, -10 Stats.
Notes: A quick but weak unit with great noncombat value.

Myrmidon
Promotes to: Swordmaster or Assassin
Weapon: Swords
Starting Equipment: Iron Sword, Vulnerary
Maximum Level 1 Attributes:

HP: 12 (24)
Str: 5
Luck: 4
Def: 4
Res: 2
Maximum Growth Rates:

Str: 55%
Luck: 35%
Def: 50%
Res: 50%

Movement: 5
Base Con: 8
Special: +5 Critical, -5 Stats, -10 Growths, Swift
Notes: A quick, skilled swordsman with a high rate of critical attacks.

Knight
Promotes to: General or Great Knight
Weapon: Lances
Starting Equipment: Iron Lance, Vulnerary
Maximum Level 1 Attributes:

HP: 14 (28)
Spd: 2
Def: 12
Res: 3
Maximum Growths:

HP: 85%
Spd: 50%
Res: 40%
Base Con: 14
Move: 4
Special: +10% Growths
Notes: A slow, but powerful unit with high defense.

Cavalier (*Hellrider)
Promotes to: Paladin or Great Knight
Weapon: Swords, lances, Axes, Bows
Starting Equipment: Iron/Slim If Applicable (Whatever), Vulnerary
Maximum Level 1 Attributes:

HP: 13 (26)
Maximum Growth Rates:

Str: 65%
Skl: 65%
Spd: 65%
Luck: 65%
Def: 65%
Res: 65%
Movement: 7 (*8)
Base Con: 10 (*7)
Special: Mounted.-5% growths.
Notes: A balanced mobile unit able to wield a variety of weapons. Hellriders are considered “Swift” if it would benefit them on certain terrains.

Archer
Promotes to: Sniper or Ranger
Weapon: Bows
Starting Equipment: Iron Bow, Vulnerary
Maximum Level 1 Attributes:

HP: 10 (20)
Str: 5
Def: 3
Res: 4
Maximum Growth Rates:

Str: 55%
Def: 50%
Res: 50%
Movement: 5
Base Con: 6
Special: +10% Growths, Swift
Notes: A bow wielding unit. Effective against flying units.

Brigand / Pirate
Promotes to: Berserker or Warrior
Weapon: Axes
Starting Equipment: Iron Axe, Vulnerary
Maximum Level 1 Attributes:

HP: 14 (28)
Skl: 7
Luck: 3
Def: 6
Res: 3
Maximum Growth Rates:

HP: 70%
Str: 55%
Spd: 45%
Luck: 45%
Res: 45%

Movement: 5
Base Con: 11
Special: Mountain Movement (Bandit Only) / Water Movement (Pirate Only).
Notes: A powerful axe wielder who can travel over rough terrain without penalty.

Pegasus Knight
Promotes to: Falcon Knight or Falcon Lord
Weapon: Lances
Starting Equipment: Iron Lance or Slim Lance, Vulnerary
Maximum Level 1 Attributes:

HP: 12 (24)
Str: 6
Def: 4
Maximum Growth Rates:

HP: 65%
Str: 60%
Def: 45%
Movement: 8
Base Con: 10
Special: Mounted, Flying.
Notes: A flying unit that is strong against magic users.

Wyvern Rider
Promotes to: Wyvern Lord or Wyvern knight
Weapon: Lances
Starting Equipment: Iron Lance, Vulnerary
Maximum Level 1 Attributes:

HP: 12 (24)
Luck: 5
Res: 2
Maximum Growth Rates:

Luck: 45%
Res: 40%
Movement: 8
Base Con: 12
Special: Mounted, Flying, Wyvern.
Notes: An armored flying unit with good defence.

Promoted Physical Classes
Promoted characters retain all abilities of the pre-promoted character. Upon promotion, characters gain a set stat increase and may gain new abilities, as well as an extra 25% of growth rates, assigned to abilities at the player’s discretion. The Growth Rate caps for the previous class still apply.

Hero
Promotes from: Mercenary or Fighter
Weapon: Swords +1 other (No magic)
Promotion Attribute Gains:

HP: +4
Str: +1
Mag: +1
Skl: +2
Spd: +2
Def: +2
Res: +2
Movement: 5
Con: +2
Special: None
Notes: A powerful unit with no real weaknesses.

Warrior
Promotes from: Fighter, Pirate, Brigand
Weapon: Axes + 1 other (No Magic)
Promotion Attribute Gains:

HP: +5
Str: +3
Skl: +3
Spd: +1
Def: +3
Res: +3
Movement: 6
Con: +3
Special: None
Notes: A powerhouse with below average defense.

Halberdier
Promotes from: Soldier
Weapon: Lances + 1 other (No magic)
Promotion Attribute Gains:

HP: +3
Str: +2
Skl: +2
Spd: +2
Def: +2
Res: +1
Movement: 6
Con: +2
Special: None
Notes: A masterful lance wielder. That's what she said.

Assassin
Promotes from: Thief or Myrmidon
Weapon: Swords
Promotion Attribute Gains:

HP: +2
Str: +1
Skill:+1
Def: +2
Res: +1
Movement: 6
Con: +2
Special: Silencer - (1/2 crit)% your next attack will instantly kill the enemy, Use Lockpick,
Notes: A deadly unit with a high rate of critical strikes and a high dodge rate.

Swordmaster
Promotes from: Myrmidon
Weapon: Swords
Promotion Attribute Gains:

HP: +4
Str: +1
Skill: +1
Spd: +1
Def: +2
Res: +1
Movement: 6
Con: +2
Special: +15% Critical
Notes: Quick, precise, and lethal. The greatest of all swordsmen.

General
Promotes from: Knight or Soldier
Weapon: Lances, Swords, Axes
Promotion Attribute Gains:

HP +4
Str +2
Skill +2
Spd +3
Def +2
Res +3
Movement: 5
Con: +3
Special: Great Shield - (Enemy level)% chance of taking no damage.
Notes: A powerful lance wielder with amazing defences.

Paladin
Promotes from: Cavalier
Weapon: Whatever weapon from previous class +1 (No magic)
Promotion Attribute Gains:

HP: +2
Str: +1
Skl: +1
Spd: +1
Def: +2
Res: +1
Movement: 9
Con: +2
Special: Mounted
Notes: A well rounded, mobile unit with a wide range of weapon choices.

Sniper
Promotes from: Archer
Weapon: Bows
Promotion Attribute Gains:

HP: +4
Str: +3
Skl: +4
Spd: +1
Def: +2
Res: +2
Movement: 6
Con: +1
Special: +15% Critical, Sure Strike - (Your level+ Your Skill)% for your next attack to be 100% hit percent.
Notes: A deadly unit who picks off targets from a distance.

Berserker
Promotes from: Pirate or Brigand
Weapon: Axes
Promotion Attribute Gains:

HP: +4
Str: +1
Skl: +1
Spd: +1
Def: +2
Res: +2
Movement: 8
Con: +3
Special: +15% Critical, Water Movement, Mountain Movement
Notes: A brutal axe wielder, who isn't hindered by even the harshest terrain.
Falcon Knight
Promotes from: Pegasus Knight
Weapon: Swords, Lances
Promotion Attribute Gains:

HP: +5
Str: +2
Spd: +2
Def: +2
Res: +2
Movement: 8
Con: +2
Special: Mounted, Flying
Notes: A quick flier who excells against magic users.

Wyvern Lord
Promotes from: Wyvern Rider
Weapon: Axes, Lances
Promotion Attribute Gains:

HP: +4
Str: +4
Skl: +2
Def: +4
Movement: 7
Con: +3
Special: Mounted, Flying
Notes: A powerful flier, well suited to hit and run melee combat.

Rogue
Promotes from: Thief
Weapon: Swords
Promotion Attribute Gains:

HP: +2
Str: +2
Skl: +3
Spd: +4
Luck: +4
Def: +1
Res: +1

Movement: 7
Con: +2
Special: Pick, Steal.
Notes: A more powerful Thief with the ability to pick locks without lockpicks.

Great Knight
Promotes from: Cavalier or Knight
Weapon: Lances, plus any 2 of Sword, Axe, or Bow
Promotion Attribute Gains:

HP: +4
Str: +3
Skl: +2
Spd: +1
Def: +2
Res: +1
Movement: 7
Con: +2
Special: Mounted, Armored
Notes: A very heavily armored mounted knight. Poor horse.

Ranger
Promotes from: Archer, Mercenary
Weapon: Swords, Bows
Promotion Attribute Gains:

HP: +2
Str: +2
Skl: +2
Spd: +1
Def: +3
Res: +3
Movement: 7
Con: +2
Special: Mounted, Swift

Falcon Lord
Promotes from: Pegasus Knight
Weapon: Lances
Promotion Attribute Gains:

HP: +3
Str: +1
Skl: +2
Spd: +3
Res: +4
Movement: 8
Con: +1
Special: +15% Critical

Wyvern Knight
Promotes from: Wyvern Rider
Weapon: Lances
Promotion Attribute Gains:

HP: +3
Str: +1
Skl: +2
Spd: +3
Res: +1
Movement: 8
Con: +2
Special: Pierce- (Your level)% to ignore enemy armor. Known to cause glitches.

Magical Base Character Classes
35 Starting Stat Points (May be changed depending on class)
275% Growths (Subject to Change)
1 base stat point in hp= 2 hp
1 base stat point in con=2 con (beyond the listed con for your class)
1 base stat point in any other stat=1 point in that stat.
5% growth in hp=10% hp growth
5% growth in any other stat= 5% growth in that stat.
All Magical classes are limited to a maximum of 8 in any stat, and a Maximum of 70% in any Growth, unless otherwise stated..

Mage
Promotes to: Mage Knight, Wizard, Sage or Druid
Weapon: Magic
Starting Equipment: E Tome, Vulnerary
Maximum Level 1 Attributes:

HP: 9 (18)
Mag: 10
Skill: 10
Luck: 6
Def: 3
Maximum Growth Rates:

Skl: 75%
Luck: 50%
Def: 35%
Movement: 5
Base Con: 4
Notes: Frail Magic-users who have gained access to their powers through years of study that may have left them physically lacking.

Monk
Promotes to: Cardinal, Bishop, Sorcerer or Sage
Weapon: Magic
Starting Equipment: E Tome, Vulnerary
Maximum Level 1 Attributes:

HP: 11 (22)
Mag: 9
Skl: 6
Luck: 10
Def: 4
Res: 9
Maximum Growth Rates:

HP: 65%
Skl: 55%
Spd: 55%
Luck: 80%
Def: 35%
Res: 75%

Movement: 5
Base Con: 5
Notes: Blessed Magic-users who have gained access to their powers by divine providence.

Shaman
Promotes to: Summoner, Sorcerer or Druid
Weapon: Magic
Starting Equipment: E Tome, Vulnerary
Maximum Level 1 Attributes:

HP: 13 (26)
Mag: 6
Skl: 6
Spd: 5
Luck: 3
Res: 6
Maximum Growth Rates:

Skl: 45%
Spd: 55%
Luck: 40%
Res: 60%
Movement: 5
Base Con: 6
Notes: Durable Magic-users who have gained access to their powers by communing with nature.

Priest
Weapon: Staves
Starting Equipment: Heal Staff, Vulnerary
Maximum Level 1 Attributes:

HP: 10 (20)
Magic: 9
Luck: 9
Def: 4
Maximum Growth Rates:

Skl: 65%
Spd: 70%
Luck: 60%
Def: 25%
Movement: 5
Base Con: 6
Notes: A magic wielding unit that specializes in Healing Staves.

Cleric
Promotes to: Valkyrie, Sorcerer, Mage Knight, or Sage,
Weapon: Staves
Starting Equipment: Heal Staff, Vulnerary
Maximum Level 1 Attributes:

HP: 9 (18)
Mag: 9
Def: 3
Res: 9
Maximum Growth Rates:

Def: 25%
Res: 75%
Movement: 5
Base Con: 5
Notes: A magic wielding unit that specializes in Healing Staves.

Troubadour
Promotes to: Valkyrie, Sorcerer or Mage Knight
Weapon: Staves
Starting Equipment: Heal Staff, Vulnerary
Maximum Level 1 Attributes:

HP: 9 (18)
Mag: 8
Luck: 10
Def: 5
Maximum Growth Rates:

Skl: 55%
Luck: 65%
Def: 40%
Movement: 7
Base Con: 6
Special: Mounted, +5 Stats, -5% Growths.
Notes: A mobile healer. Can choose a Hellbeast Mount for 8 Movement, but 5 Con


Promoted Magical Classes
Promotion works a little bit weird for Magic-Users, in that a Tier 2 magic- user has access to three schools of magic. However, “Staves” are considered a school of magic, as well as “Has the ability to Ride something.”

One-School Classes:
These more specialized classes gain extra abilities, so they do not gain the extra 25% growth or use of any other school of Magic.

Pope
Promotes from: Monk
Promotion Attribute Gains:

HP: +3
Mag: +4
Luck+4
Res: +4
Movement: 6
Con: +1
Special: Slayer - Deals 3x the damage to Monsters.

Necromancer
Promotes from: Shaman
Promotion Attribute Gains:

HP: +3
Mag: +3
Def: +4
Res: +4
Movement: 6
Con: +1
Special: Repel Undead: Can cast a warding spell on self or an ally that prevents Zombies and Undead from attacking them and slows the Zombification Status, if the character is affected

Wizard
Promotes from: Mage
Promotion Attribute Gains:

HP: +3
Mag: +4
Skl: +4
Movement: 6
Con: +1
Special: Command Undead: Can control the actions of an undead enemy for 1 turn, in lieu of attacking.

Rider Classes:
Weapons: Magic (2 Schools) OR Magic (1 school)+Staves

Valkyrie/Cardinal
Promotes from: Troubadour/ Cleric(Valkyrie) Priest/ Monk(Cardinal)
Promotion Attribute Gains:

HP: +3
Mag: +2
Skl: +1
Def +2
Res: +4
Movement: 8 (9 if Hellbeast Mount)
Con: +2
Special: Mounted

Sorcerer
Promotes from: Troubadour, Priest, Cleric, Shaman
Promotion Attribute Gains:

HP: +3
Mag: +2
Skl: +1
Def: +4
Res: +3
Movement: 8 (9 if Hellbeast Mount)
Con: +2
Special: Mounted

Mage Knight
Promotes from: Mage, Cleric, Priest, Troubadour
Promotion Attribute Gains:

HP: +4
Mag: +4
Skl: +2
Def +1
Res +2
Movement: 8 (9 if Hellbeast Mount)
Con: +2
Special: Mounted

2-School Classes:
Weapons: Magic (2 school), Staves

Sage
Promotes from: Mage, Priest, Cleric or Monk
Weapon: Magic (2 Schools), Staves
Promotion Attribute Gains:

HP: +3
Mag: +1
Skl: +3
Def: +1
Res: +3
Movement: 7
Con: +1
Special: None

Druid
Promotes from: Shaman, Mage, Cleric, or Priest
Weapon: Magic(2 Schools), Staves
Promotion Attribute Gains:

HP: +4
Spd: +3
Def: +4
Res: +4
Movement: 6
Con: +1
Special: None

Bishop
Promotes from: Monk, Shaman, Priest, Cleric
Promotion Attribute Gains:

HP: +3
Mag: +2
Luck+4
Def: +2
Res: +4
Movement: 6
Con: +1

3-School Classes:
Weapons: Magic (3 schools)

Warlock
Promotes from: Mage or Monk
Promotion Attribute Gains:

HP: +3
Mag: +1
Skl: +3
Def: +1
Res: +3
Movement: 7
Con: +1
Special: None

Witch Doctor
Promotes from: Shaman, Mage
Promotion Attribute Gains:

HP: +4
Spd: +3
Def: +4
Res: +4
Movement: 6
Con: +1
Special: None

Abbott
Promotes from: Monk, Shaman
Promotion Attribute Gains:

HP: +3
Mag: +2
Luck+4
Def: +2
Res: +4
Movement: 6
Con: +1

The Performer Class

25 Starting Stat Points
225% Growths (Subject to Change)
1 base stat point in hp= 2 hp
1 base stat point in con=2 con (beyond the listed con for your class)
1 base stat point in any other stat=1 point in that stat.
5% growth in hp=10% hp growth
5% growth in any other stat= 5% growth in that stat.
A 30-level class that does not promote.
At every level divisible by 5, a Performer gains one of the following abilities:

Audience- Dance affects 1 more unit at a time (can take multiple times; units must still be in Performance's Range, Performer gain *1.5x XP per extra ally)
Badge Blessing- If wearing a Badge, the Performer may grant an Ally the bonus as the Badge Provides (Level 10+)
New Dance- Gain a Special Performance to use at will
Performance Range +1



Weapon: Performance
Starting Equipment: Elixir, 1 stat Boosting Item
Maximum Level 1 Attributes:

HP: 9 (18)
Mag: 0
Skill: 0
Def: 6
Res: 7
Maximum Growth Rates:

Mag: 0%
Skill: 0%
Def: 65%
Res: 65%
Movement: 5
Base Con: 5
Notes: A unit that uses song and dance to help allies. Does not attack.

Supports

Characters are able to gain support ranks with other members of their team. By performing certain actions, you can gain points towards support levels. Once you have enough support points, you can have a support conversation to increase your support level. A support conversation is merely a short pause in the game where two characters who want to increase their support level talk about... anything really. Support conversations can be carried out between maps or in the middle of battle. If a support conversation is carried out during battle, the two characters must be standing next to each other. There are three levels of support. By default, you will have a support level of No Support with the characters on your team.
Rank C is the lowest level of support. Rank B is the middle level of support. Rank A is the highest level of support. On the following table, the affinities are listed, along with the support points required to raise Support level.

{table=head]|Water|Earth|Fire|Wind|Lightning|Ice|Plant
Water|30/60/90|50/100/150|60/120/180|50/100/150|60/120/180|40/80/120|40/80/120
Earth|50/100/150|30/60/90|50/100/150|60/120/180|60/120/180|40/80/120|40/80/120
Fire|60/120/180|50/100/150|30/60/90|40/80/120|40/80/120|60/120/180|50/100/150
Wind|50/100/150|60/120/180|40/80/120|30/60/90|40/80/120|50/100/150|60/120/180|
Lightning|60/120/180|60/120/180|40/80/120|40/80/120|30/60/90|50/100/150|50/100/150
Ice|40/80/120|40/80/120|60/120/180|50/100/150|50/100/150|30/60/90|60/120/180|
Plant|40/80/120|40/80/120|50/100/150|60/120/180|50/100/150|60/120/180|30/60/90[/table]

For example, two allies with the Fire Affinity will need a total of 30 Support Points to reach C, 60 to reach B, ad 90 to Reach A. A Fire/Ice pair will need 60 for C, 120 for B, and 180 for C.
If you are standing within 3 spaces of someone you have support with, you will gain combat bonuses based on rank and type of support.

{table=head]Affinity|Attack|Defense|Avoid|Crit|Crit. Evade|Accuracy
Fire|+.5|+.5||+2.5|+2.5||+2.5
Lightning||+.5|+2.5|+2.5|+2.5
Wind|+.5|||+2.5|+2.5|+2.5
Ice||+.5|+2.5||+2.5|+2.5
Plant|||+2.5|+2.5|+2.5|+2.5
Water|+.5|+.5||+2.5||+2.5
Earth|+.5|+.5|+2.5||+2.5[/table]


To get the actual bonuses from support, add the bonuses from each individual character's affinity, then multiply by the level of support. Decimals are omitted.
Every in game interaction between 2 characters will affect the Support point total.

{table=head]Action|Points
Recruit X|+5
Heal/Use Staff on/Dance For X|+3
Rescue X|+3
Take Rescued Unit From X|+2
Attack Same Enemy as X|+2
Trade with X|+2
Take X from Unit that Rescued Him|+1
Shove X|+1
End turn next to X|+1[/table]