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    Ettin in the Playground
     
    John Cribati's Avatar

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    Default Herpestidae's Custom Forum Emblem Rules

    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
    Last edited by John Cribati; 2012-12-11 at 03:01 PM.

    Formerly known as "Herpestidae."
    Most of my posts are done by mobile. Expect typos.
    Quote Originally Posted by Frozen_Feet View Post
    Things don't magically stop being fun when you reach a certain age.

  2. - Top - End - #2
    Ettin in the Playground
     
    John Cribati's Avatar

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    Default Re: Herpestidae's Custom Forum Emblem Rules

    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.
    Last edited by John Cribati; 2013-11-23 at 01:20 PM.

    Formerly known as "Herpestidae."
    Most of my posts are done by mobile. Expect typos.
    Quote Originally Posted by Frozen_Feet View Post
    Things don't magically stop being fun when you reach a certain age.

  3. - Top - End - #3
    Ettin in the Playground
     
    John Cribati's Avatar

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    Default Re: Herpestidae's Custom Forum Emblem Rules

    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]
    Last edited by John Cribati; 2013-01-29 at 11:13 AM.

    Formerly known as "Herpestidae."
    Most of my posts are done by mobile. Expect typos.
    Quote Originally Posted by Frozen_Feet View Post
    Things don't magically stop being fun when you reach a certain age.

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    Default Re: Herpestidae's Custom Forum Emblem Rules

    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.


    Spoiler
    Show
    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.

    Spoiler
    Show
    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..

    Spoiler
    Show
    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.”

    Spoiler
    Show
    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

    Spoiler
    Show
    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

    Spoiler
    Show
    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]
    Last edited by John Cribati; 2013-02-05 at 06:15 PM.

    Formerly known as "Herpestidae."
    Most of my posts are done by mobile. Expect typos.
    Quote Originally Posted by Frozen_Feet View Post
    Things don't magically stop being fun when you reach a certain age.

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