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Fire Emblem: The Medallion of Hope


Klokinator
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  1. 1. Which of these would you prefer?

    • Single chapters, downloadable as seperate projects. You can download each chapter individually and the filesize will be relatively small. As a bonus you get the awesome custom title screens made by mewiyev for each chapter.
    • All the chapters inside one large game file. This will make one huge file instead of a bunch of smaller files, but will possibly be more convenient. The chapters will not link, they will still be episodic. There will only be one title screen.


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TBH I'm genuinely fond of Symmantry. It feels like the name of a Pokemercenary or something. (GOTTA HIRE 'EM ALL)

also thank you cam for teaching me words'n'stuff

Edited by Furetchen
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As it happens, MoH will have a completely new stat cap system, where Tier 1 units have a max cap of 25 in any stat, and Tier 2 units can have up to a 40 in any stat. However, classes will only reach 40 if they are exceptionally defined in that area (Like generals being high in DEF and Berserkers being defined as high in STR).

Some stats will grant slightly lower bonuses than they used to. HP max will be boosted to 80 for all classes, with it being obviously higher (And in the ??? zone) for bosses and uber-enemies. SKL will only give 2.0 hitrate per point instead of 2.5, and SPD will give 2.0 AVO instead of 2.5 as well. Luck will be important for negating various activation skills and it will be much better at negating critical activation as well. Generally, Luck will do much more than it used to.

Characters ingame will have their growths adjusted accordingly. Many characters will have growths well above 100% so that in their 40 levels of growths, they can occasionally get +2 instead of +1 in a stat that they are defined for. (Like an Archer gaining SKL) Also, default classes will also have adjusted growths too. Or I may be lazy and just set auto-levels higher than I normally do, we'll see.

Also, instead of 4 AS to double an enemy, you will require 6 AS to double an enemy. (Possibly more, I haven't decided yet.)

But now, let's see the stat caps for the classes. This post will be a WIP that I'll try to work on daily. I'll make it an alphabetical list starting with a T1 and showing it's promotions, and its skills as well as its starting weapons and promoted weapons. Perhaps I will make a graph for when I post it on SF. Who knows? :O

Also, some skills may or may not be doable in FEXP. If they aren't, I will replace and rebalance them.

-----------------------------

(T1) Archer (Male)

Light infantry that can fire arrows at distant enemies.

Wields: Bows

Caps:

60 HP

25 STR

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

6 MOV

Skills:

Pierce

Penetrates enemy defenses entirely. Activation rate is Enemy DEF divided by 2.

Crit +5

Self explanatory.

Abilities:

Effective against fliers.

Gains x2 damage against flying units.

(T1) Archer (Female)

Light infantry that can fire arrows at distant enemies.

Wields: Bows

Caps:

60 HP

25 STR

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

6 MOV

Skills:

Continue

Occasionally attacks an extra time. Chance is Luck/2.

Abilities:

Effective against fliers.

Gains x2 damage against flying units.

Range Up +1.

Gives +1 range to (F) Archers.

(T2) Sharpshooter (Male promotion)

Able to penetrate enemy defenses at long range, this class is perfect for weakening or killing strong enemies.

Wields: Bows

Caps:

80 HP

33 STR

40 SKL

36 SPD

40 LUK

25 DEF

27 RES

20 CON

7 MOV

Skills:

Pierce

Penetrates enemy defenses entirely. Activation rate is Enemy DEF divided by 2.

Fight The Power

Gains x1.5 damage against armors and heavy infantry.

Abilities:

Super effective against fliers.

Gains x3 damage against flying units.

(T2) Sniper (Female promotion)

Her aim sure, the Sniper can fire shots at incredibly long range.

Wields: Bows

Caps:

80 HP

37 STR

40 SKL

32 SPD

40 LUK

27 DEF

25 RES

20 CON

7 MOV

Skills:

Continue

Occasionally attacks an extra time. Chance is Luck/2.

Crit +20

Self explanatory.

Abilities:

Super effective against fliers.

Gains x3 damage against flying units.

Range Up +2.

Gives +2 range to Snipers.

(T1) Nomad (Male)

Mounted archers proficient at navigating forests and rough terrain.

Wields: Bows

Caps:

60 HP

25 STR

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

8 MOV

Skills:

Terraformer

Allows for significantly lower terrain costs on most terrain types. Also is relatively unaffected by weather.

Abilities:

Canto

Can move again after attacking and other actions. Same as FE9/10 Canto.

Effective against fliers.

Gains x2 damage against flying units.

Horseman's Weakness.

Weak against horseslaying weapons.

(T1) Nomad (Female)

Mounted archers proficient at navigating forests and rough terrain.

Wields: Bows

Caps:

60 HP

25 STR

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

8 MOV

Skills:

Terraformer

Allows for significantly lower terrain costs on most terrain types. Also is relatively unaffected by weather.

Abilities:

Canto

Can move again after attacking and other actions. Same as FE9/10 Canto.

Effective against fliers.

Gains x2 damage against flying units.

Horseman's Weakness.

Weak against horseslaying weapons.

(T2) Forest Knight (Male)

Mounted archers proficient at navigating forests and rough terrain.

Wields: Bows, Swords

Caps:

80 HP

32 STR

40 SKL

35 SPD

40 LUK

25 DEF

26 RES

20 CON

9 MOV

Skills:

Terraformer

Allows for significantly lower terrain costs on most terrain types. Also is relatively unaffected by weather.

Corrosive Bow

Occasionally destroys all uses of an opponents weapon, leaving them defenseless. Activation% is Luck/3.

Abilities:

Canto

Can move again after attacking and other actions. Same as FE9/10 Canto.

Effective against fliers.

Gains x2 damage against flying units.

Horseman's Weakness.

Weak against horseslaying weapons.

(T2) Forest Knight (Female)

Mounted archers proficient at navigating forests and rough terrain.

Wields: Bows, Swords

Caps:

80 HP

36 STR

40 SKL

31 SPD

40 LUK

26 DEF

25 RES

20 CON

9 MOV

Skills:

Terraformer

Allows for significantly lower terrain costs on most terrain types. Also is relatively unaffected by weather.

Quick-draw

Sometimes, when attacked at melee range, can attack at melee for a single attack. The attack deals half damage. Activation rate is enemy STR/MAG divided by 2.

Abilities:

Canto

Can move again after attacking and other actions. Same as FE9/10 Canto.

Effective against fliers.

Gains x2 damage against flying units.

Horseman's Weakness.

Weak against horseslaying weapons.

-----------------------------

Pirates and Brigands both dual promote into the same classes. Pirates and Brigands may both become either Swashbucklers or Berserkers, it's entirely your choice.

(T1) Bandit/Brigand

Raiders with fearsome power, they crush all in their way.

Wields: Axes

Caps:

60 HP

25 STR

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

6 MOV

Skills:

Woad

Criticals deal x3 damage. (Default crit damage will be x2 in MoH)

Crit +5

Self explanatory.

Abilities:

Mountaineer

Can climb mountain and peak tiles. 1 tile per turn.

(T1) Pirate/Corsair

At home on the water, these pirates swim like fish.

Wields: Axes

Caps:

60 HP

25 STR

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

6 MOV

Skills:

Terrorize

Uses fear to terrorize weaker foes. Deals extra 1.5 damage to light infantry units and fliers. Also gives a 20% chance to paralyze adjacent units for one turn if the units are a lower level than the brigand.

Abilities:

Swimmer

Allows for traversing of ocean tiles. Slow going, 2 tiles per turn.

(T2) Berserker

Raiders who have learned the art of fighting. Gains power at loss of control.

Wields: Axes

Caps:

80 HP

40 STR

27 SKL

34 SPD

40 LUK

33 DEF

20 RES

20 CON

7 MOV

Skills:

Woad

Criticals deal x3 damage. (Default crit damage will be x2 in MoH)

Rage Engage

At beginning of every turn, has an 8% chance to inflict Rage status on self. Rage increases STR by 15 and reduces DEF and RES by 6, and also results in loss of control of the berserk unit for that turn. A powerful skill, with some drawbacks that may make the unit not worth using.

Crit +15

Self explanatory.

Abilities:

Mountaineer

Can climb mountain and peak tiles. 1 tile per turn.

Swimmer

Allows for traversing of ocean tiles. Slow going, 2 tiles per turn.

(T2) Swashbuckler

Powerful pirates, their skills are sizable.

Wields: Axes

Caps:

80 HP

38 STR

29 SKL

32 SPD

40 LUK

28 DEF

28 RES

20 CON

7 MOV

Skills:

Terrorize

Uses fear to terrorize weaker foes. Deals extra 1.5 damage to light infantry units and fliers. Also gives a 20% chance to paralyze adjacent units for one turn if the units are a lower level than the Swashbuckler.

Pirate's Bluff

60% chance to reverse weapon triangle under unfavorable circumstances. If, for example, a Swashbuckler fights a swordmaster and is at weapon triangle disadvantage, he has a 60% chance to reverse the weapon triangle and gain the advantage. Also doubles weapon triangle effectiveness 100% of the time.

Abilities:

Swift Swim

Allows for traversing of ocean tiles. Fast swimmer, 4 tiles per turn.

Edited by Adolf Klokler
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To be honest, I don't like Sharpshooter as a class name.

Why not Bowyer instead?

A bowyer is someone who makes bows. Yes, the two skillsets of being adept at firing a bow and making one could overlap (see: Shinon), but just because you can make a bow doesn't mean you're very skilled at hitting targets with it.

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A bowyer is someone who makes bows. Yes, the two skillsets of being adept at firing a bow and making one could overlap (see: Shinon), but just because you can make a bow doesn't mean you're very skilled at hitting targets with it.

Oh. I thought he was referencing Super Mario RPG 3:

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@Kon, this is doable but it's too niche and mostly unusable unless I spammed rain and swashbucklers a lot, so probably not.

@Fuzz, Marksman is a cool alternative. I would use Longbowman, but Yeti already is using it and I want my own class separate from his classes. This is also why I'm using Swashbuckler and not Raider.

Take note that not all classes will be in FEXP or the full game, and most of these will be used in FEPS after I've completed/gotten bored of MoH maybe a year from now. Hopefully FEXP will be completed by then and I'll have a lot more experience under my belt with FEXP to better manipulate it. MoH is like the stepping stone for FEPS, the class balances will carry over to it as well as the skills and animations and a lot of others. The storyline and characters, however, will not.

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Between my animator and my programmer, along with what I'm doing myself, we'll be adding a lot of functionality and things in general to it. Can't wait for Super FEXP to awaken :O

Although, if you ever get around to optimizing it, let me know so I can send you the updates we'll have compiled.

Edit: Going to add the next batch of class updates here. Critique is always welcome.

The three melee mounted classes all promote to either Great Knight or Paladin, which wield all three weapons in the weapon trinity. The differences will lie in the higher movement and speed of the paladin, and the tanky nature of the GK, as well as their skills and other innate abilities.

Males and females possess the same abilities, due to the high number of classes they won't be differentiated from each other.

Finally, the movement system has been slightly altered for MoH/FEPS. Knights get 5 movement, infantry get 6, upgraded infantry/GK's get 7, unpromoted fliers and mounted units get 8, and promoted fliers and infantry get 9.

(T1) Cavalier - Sword Knight

Swift knights that slice their foes down like ragdolls.

Wields: Swords

Caps:

60 HP

25 STR

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

8 MOV

Skills:

Nihil

Nullifies enemy activation skills. Does not affect passive skills.

Abilities:

Canto.

Can move again after attacking and other actions. Same as FE9/10 Canto.

Horseman's Weakness.

Weak against horse slaying weapons.

(T1) Cavalier - Lance Knight

Swift knights that jab their foes right where it counts.

Wields: Lances

Caps:

60 HP

25 STR

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

8 MOV

Skills:

Nihil

Nullifies enemy activation skills. Does not affect passive skills.

Abilities:

Canto.

Can move again after attacking and other actions. Same as FE9/10 Canto.

Horseman's Weakness.

Weak against horse slaying weapons.

(T1) Cavalier - Axe Knight

Swift knights that crush their foes with excessive power.

Wields: Axes

Caps:

60 HP

25 STR

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

8 MOV

Skills:

Nihil

Nullifies enemy activation skills. Does not affect passive skills.

Abilities:

Canto.

Can move again after attacking and other actions. Same as FE9/10 Canto.

Horseman's Weakness.

Weak against horse slaying weapons.

(T2) Paladin

Holy crusaders on a quest to rid the world of evil.

Wields: Swords, lances, axes.

Caps:

80 HP

28 STR

35 SKL

35 SPD

40 LUK

25 DEF

34 RES

20 CON

9 MOV

Skills:

Nihil

Nullifies enemy activation skills. Does not affect passive skills.

Sol

Sometimes attacks and heals self based on damage inflicted. Can occur frequently, making it potentially a reliable skill. Activation is Self LUK minus enemy LUK. If you have 40 LUK and the enemy has 14 LUK, your activation chance is 26%.

Abilities:

Canto.

Can move again after attacking and other actions. Same as FE9/10 Canto.

Horseman's Weakness.

Weak against horse slaying weapons.

(T2) Great Knight

Powerful mounted juggernauts, they fear no mortal.

Wields: Swords, lances, axes.

Caps:

80 HP

37 STR

29 SKL

29 SPD

40 LUK

34 DEF

25 RES

25 CON

7 MOV

Skills:

Defender

If unit ends turn without moving, gives a DEF bonus. For every 5 LUK points a unit has, grants +1 DEF. This is a max of 8 DEF at 40 LUK, and most units won't be likely to get 40 LUK, unless they're like Franz or something.

Parry

Sometimes turns opponents attack back on them. Basically it turns an opponents weapon into a devil weapon for a single attack. Chance to activate is Self DEF minus enemy STR.

Abilities:

Canto.

Can move again after attacking and other actions. Same as FE9/10 Canto.

Horseman's Weakness.

Weak against horse slaying weapons.

Knight's Weakness.

Weak against knight slaying weapons.

Lieutenants promote into Generals and GK's. Generals only gain axes upon promotion and are slower, but they are far tankier than a GK ever could be. It's up to you which class is your favorite.

(T1) Lieutenant

Slow knights that do their best work while holding down forts.

Wields: Lance

Caps:

60 HP

25 STR

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

25 CON

5 MOV

Skills:

Defender

If unit ends turn without moving, gives a DEF bonus. For every 5 LUK points a unit has, grants +1 DEF. This is a max of 8 DEF at 40 LUK, and most units won't be likely to get 40 LUK, unless they're like Franz or something.

Abilities:

Knight's Weakness.

Weak against knight slaying weapons.

(T2) General

Veteran knights, their defense is comparable to a fortress.

Wields: Lance, Axe

Caps:

60 HP

34 STR

32 SKL

25 SPD

40 LUK

40 DEF

25 RES

25 CON

6 MOV

Skills:

Defender

If unit ends turn without moving, gives a DEF bonus. For every 5 LUK points a unit has, grants +1 DEF. This is a max of 8 DEF at 40 LUK, and most units won't be likely to get 40 LUK, unless they're like Franz or something.

Great Shield

Allows the knight to nullify any incoming damage. Chance to activate is Enemy STR/MAG divided by 2. The stronger the enemy, the higher a chance this will activate. If pierce and great shield activate, great shield takes precedence.

Abilities:

Knight's Weakness.

Weak against knight slaying weapons.

Edited by Adolf Klokler
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I'd introduce some form of scaling to Defender. Earlygame, there would be a lot of invincibility.

Particularly enemies not coded or inclined to move.

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why do gk lose nihil

Mainly because they would either be an extension of the Cavalier or Lieutenant promotion tree, and I would prefer not to have Defender and Nihil on them, as that wouldn't be very interesting. The choice was to either keep Nihil, or keep Defender, and I thought defender suited their tank nature better.

I'd introduce some form of scaling to Defender. Earlygame, there would be a lot of invincibility.

Particularly enemies not coded or inclined to move.

Scaling, eh? I'll work on that then. Perhaps make it give bonuses based on the luck stat, since Knights don't usually have lots of Luck? It's worth considering.

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Sol sounds like it could be a bit broken (especially late game, when characters are at their best.) Just something to look out for.

At maximum, Paladins will have a 40% chance to activate Sol. This is exceptionally high, but can be negated by using either the Rune of Honor (Negates all activation skills, quite a few enemies will have them as unstealable items), and I'll add a counter for Sol, like Self LUK minus enemy LUK. So a high luck unit can negate the Sol activation, if need be.

Your point is quite valid though, some skills will need to be reworked at some point.

Edit: I reworked the Defender skill. Critique is useful, as always.

Edited by Adolf Klokler
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Double post for more updates!

Light and anima magic users! I hope their skillsets sound pretty cool :D

(T1) Cleric/Sister

Beautiful priestesses from another world, their love heals any wound.

Wields: Staves

Caps:

60 HP

25 POW

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

6 MOV

Skills:

Piety

Gives +10 to healing ability and grants +1 to stave range.

Abilities:

None

(T1) Priest

Healers of the light, these men use their spiritual energy to aid their brethren.

Wields: Staves

Caps:

60 HP

25 POW

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

6 MOV

Skills:

Piety

Gives +10 to healing ability and grants +1 to stave range.

Abilities:

None

(T1) Troubadour

Mounted maidens of incredible beauty. Few men can match their speed on the battlefield.

Wields: Staves

Caps:

60 HP

25 POW

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

8 MOV

Skills:

Adeptness

Gives +10 boost to AVO.

Abilities:

Canto

Same as FE9/10 Canto.

(T1) Acolyte

Light infantry whose only goal is to eradicate evil from our world.

Wields: Light Magic

Caps:

60 HP

25 POW

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

6 MOV

Skills:

Monster Slayer

Effective against monster type units. Deals x2 damage.

Abilities:

None.

(T1) Mage

Mystical nature magi, they fight with the power hidden in our world.

Wields: Fire, Thunder, or Wind magic, based on their type.

Caps:

60 HP

25 POW

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

6 MOV

Skills:

Crit +10

Self explanatory.

Abilities:

None.

(T2) Bishop (Male/Female are identical)

Champions of the light, they fight to purge evil from our world.

Wields: Light Magic, and Staves.

Caps:

80 HP

35 POW

30 SKL

33 SPD

40 LUK

25 DEF

40 RES

20 CON

7 MOV

Skills:

Piety

Gives +10 to healing ability and grants +1 to stave range.

Monster Slayer

Effective against monster type units. Deals x2 damage.

Abilities:

None.

(T2) Valkyrie (Female.)

Maidens on horseback, a mere glimpse of them heals any soul.

Wields: Light Magic, and Staves.

Caps:

80 HP

31 POW

33 SKL

36 SPD

40 LUK

25 DEF

35 RES

20 CON

9 MOV

Skills:

Nova

Halves enemy RES and doubles self POW. Activation rate is Enemy RES divided by 2.

Entropy

Grants +20 AVO.

Abilities:

None.

(T2) Mageknight

Mounted magi, they have achieved inner peace and balanced all their stats.

Wields: Fire or innate anima magic, and Staves. (If promoting to a MK from a Troubadour, always gains fire. Mages retain innate magic type when promoting.)

Caps:

80 HP

34 POW

33 SKL

35 SPD

40 LUK

29 DEF

33 RES

20 CON

9 MOV

Skills:

Crit +10

Self explanatory.

Flare

Nullifies enemy RES. Activation is enemy RES divided by 2.

Abilities:

None.

(T2) Sage

Masters of nature, their power is electric, passion is like fire, and love is fleeting like the wind.

Wields: Fire. thunder, and wind magic. Does not get staves.

Caps:

80 HP

38 STR

33 SKL

33 SPD

40 LUK

29 DEF

29 RES

20 CON

7 MOV

Skills:

Crit +15

Self explanatory.

Discipline

Doubles rate of weapon EXP gain and also doubles regular EXP gain as well.

Abilities:

Triple S

Allows a sage to gain S ranks in all three types of their magic. The only T2 class that can have multiple S ranks.

(T3) Archsage

Masters of all magic, their power is that of a god.

Wields: All Anima, and Light magic, and staves. Does not get the power of Dark magic.

Caps:

80 HP

40 STR

38 SKL

33 SPD

40 LUK

35 DEF

40 RES

20 CON

7 MOV

Skills:

Crit +25

Self explanatory.

Discipline

Doubles rate of weapon EXP gain and also doubles regular EXP gain as well.

Archsage's Wrath

When HP is in the danger zone (20 HP or less) gains +10 POW, DEF, and RES, and also gains Vantage. (Vantage allows a first attack always) However, SPD drops 20 points.

Abilities:

Unlimited Magic

Can S rank in all magics if you wish to take the time to do so.

Now to display the different promotional charts.

Clerics promote to Bishops or Valkyries.

Priests promote to Bishops or Mageknights.

Acolytes (F) promote to Bishops or Valkyries.

Acolytes (M) promote to Bishops or Mageknights.

Troubadours promote to Mageknights or Valkyries.

Mages promote to Sages or Mageknights.

Only Sages can promote to an Archsage, and there will only be one hard-to-find item ingame that will allow a single sage to promote to Archsage.

Take note that there are three types of mages. Thunder, Fire, and Wind. Each promotes to Sage or Mageknight. If they promote to Sage, they gain the other two types of their magic, but do not gain staves. If they promote to MK, they gain staves but retain only their innate magic type.

Edited by Klokinator
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By the second tier, I suppose you don't need as much differentiation, but giving the classes with the highest move a skill that further enhances their range to heal seems a bit broken to me. I mean, that basically relegates any Bishop to being a secondary/emergency healer since they have less move, heal for less at cap, AND don't get the additional range. Plus, they match the weapon types of their competitors, too. It seems like the only sure-fire reason to use a Bishop is to kill monsters. Getting the proc that nullifies Resistance is nice, I guess, but based on the formula, it seems like it's barely going to be situationally useful (i.e. when you happen to run across a specific enemy that has sub-par Resistance). If you've got a Clarine-like character, you're basically set for life, especially with the Avoid bonus.

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By the second tier, I suppose you don't need as much differentiation, but giving the classes with the highest move a skill that further enhances their range to heal seems a bit broken to me.

Whoops! I must have goofed up. I think I assigned the wrong skills. Also, until I get my copy of FEXP back on my laptop, after break, I won't be able to fine-tune these. As it stands, I think I mixed up Nova and Flare.

I mean, that basically relegates any Bishop to being a secondary/emergency healer since they have less move, heal for less at cap, AND don't get the additional range.

I think I intended for Bishops to get the Heal skill for the extra range, while Valkyries were intended to be heal-and-run units, and MK's were a hybrid of a Valkyrie and a Sage. (Power and speed, without excelling in anything.)

I'll be reworking this for sure though.

It seems like the only sure-fire reason to use a Bishop is to kill monsters.

To be fair, monsters will actually be a threat, not like in FE8 where extra damage means little because they're OHKO'd by anyone. Monsters will be stronger than their human counterparts and will be a serious threat. However, your point is valid, Bishops need more utility.

And enemies with actual res scores (the ones you would want to activate Nova on) will have near 0 activation rates ~'3'~

I'll be redoing the formula's when I get my laptop, definitely. For now I'll redo the post a bit and see what I can fix.

Edit: Updates! Now for the dark magic classes. Since my scripter has informed me that summons are possible, I'm toying with the idea of a summoner. It may or may niot be implemented, but if it is it should be awesome :O

(T1) Sorceror

Powerful magi devoted to the darkness of their insanity.

Wields: Dark magic.

Caps:

60 HP

25 POW

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

5 MOV (Only unpromoted class other than a Lieutenant with 5 movement)

Skills:

Dark Pact

Boosts MAG by X number of points during battle. Number of points is Self LUK divided by 4, with 10 being the max. (After promotion.)

Abilities:

None

(T2) Wizard

Insanity incarnate, these dark mongols hold no respect for the sanctity of life.

Wields: Dark magic and Thunder magic.

Caps:

80 HP

40 POW

30 SKL

25 SPD

40 LUK

25 DEF

40 RES

20 CON

6 MOV

Skills:

Dark Pact

Boosts MAG by X number of points during battle. Number of points is Self LUK divided by 4, with 10 being the max. (After promotion.)

Dark Horror

Their dark energies swirling around them, the sight of a Wizard can make any man drop his guard out of fear. Decreases enemy DEF and RES by 3 if they're within 3 tiles of the Wizard. Decreases both by a further 3 each if they're within melee attack range.

Abilities:

None

(T2) Summoner

Their souls too dark to be reasoned with, these fools have used their magic to bring the dead back to life...

Wields: Dark magic and Staves.

Caps:

80 HP

35 POW

30 SKL

29 SPD

40 LUK

29 DEF

35 RES

20 CON

6 MOV

Skills:

Dark Pact

Boosts MAG by X number of points during battle. Number of points is Self LUK divided by 4, with 10 being the max. (After promotion.)

Summon

Summons an uncontrollable NPC monster-type unit. Units weapon is randomly generated, and stats are based on how high the Summoner's LUK stat is.

Abilities:

None

Also, I'm toying with the idea of adding a T3 Dark Druid. We'll see how that turns out.

Edited by Adolf Klokler
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