SirBlazeALot
Seven Thousand Club
CURRENT BATTLE
Chapter 1: All That Glitters
Objectives
Race To The Golden Tiles: Run! The Tarosians are coming for your asshole! If 10 of the Assembly members make it to a Golden Tile they win!
Survive 12 Turns!: If you manage not to die for 12 turns and you're sick of the Chapter, you can opt out of completing the battle and WIN!
Chapter 1: All That Glitters
Objectives
Race To The Golden Tiles: Run! The Tarosians are coming for your asshole! If 10 of the Assembly members make it to a Golden Tile they win!
Survive 12 Turns!: If you manage not to die for 12 turns and you're sick of the Chapter, you can opt out of completing the battle and WIN!
N/A
Assembly of Neth
- 1-Abelhard
-
Health: 80/80
ACC: 110 CRIT: 30 EVA: 30 (-10) LUCK: 15 ASS: 0 BLOK: 0
Att: 15 Def: 12 (+2) Mag: 1 Res: 6 Mov: 10
DRAGON, AIR
Effects
Bronze Shield: -10% EVA, +2 Def
1. Wyrm's Fang Lance - D (Critical)
Use to heal 10 hp to user2. Bronze Shield - E
-10% EVA +2 Def3. Vulnerary (3)
Heals 20 Health.4.
5.
Wyrm's Wrath*: Active skill, upon usage 15% to cause Stripped status on all enemies within 2 cell radius.
Rush: Use action to push a unit 1 square.
#Screeching Dive: 25% on attack to ignore 8 points of enemy's Defense.
Born Leader: Class Default Skill. Passive skill that grants Abelhard's partners +15% ASS and +15% BLOK.
N/A
- 2-Alvise (In White Lotus)
-
Health: 50/50
ACC: 110 CRIT: 35 EVA: 30 LUCK: 10 ASS: 0 BLOK: 0
Att: 4 Def: 10 Mag: 14 Res: 16 Mov: 5
Effects
None
1. Leere (Dark) - D (Sap)
15% chance to inflict paralysis. Alvise's personal grimoire. It responds only to his magical signature.2. Mendacium (Dark) - D (Nonlethal)
Reduces the target's ACC by the wielder's Magic stat * 2 for one turn.3. Antitoxin(3)
Heals a unit if they've been infected with a toxin4.
5.
#Natural Hypnotist*: Personal Skill. Passive skill that has a 15% chance of putting friend or foe in a adjacent cell into a suggestible state that allows Alvise to control them for a turn. Victims have no recollection of the moment afterwards.
Mage's Ward: Custom Skill. Active skill that grants all units within a two-cell radius a RES equivalent to that of Alvise's RES for two turns. Alvise is incapable of doing anything else during these two turns.
Born Leader: Class Default Skill. Passive skill that grants Mage Lord's partners +15% ASS and +15% BLOK.
#Flare: Class Glossary Skill. An offensive Die skill that has a 30% chance of ignoring the enemy's Resistance. - 8 enemy Resistance if this skill is triggered and repost the new damage result after rolling.
N/A
- 3-Arcenix
-
Health: 65/65
ACC: 100 CRIT: 25 EVA: 35 LUCK: 35 ASS: 0 BLOK: 0
Att: 1 Def: 6 Mag: 15 Res: 14 Mov: 5
Effects
None
1. Nosferatu (Dark) - D (Sap)
2. Mendacium (Dark) - D (Nonlethal)
Reduces the target's ACC by the wielder's Magic stat * 2 for one turn.3. Torch (3)
A handy little thing to have when it's really dark, or foggy, to increase visibility. Lasts 5 turns.4. Vulnerary (3)
Heals 20 Health.5.
Dark Pact*: Unit is immune to dark magic but takes double damage from Light.
Ancient Power: A passive skill. The Shaman’s Magic raises by 4 when they’re at or below 50% of their health.
Inert: An active skill. The Shaman can curse staff wielders for a single turn and render staves useless.
N/A
- 4-Ava (In Mainland Goods)
-
Health: 60/60
ACC: 115 CRIT: 20 EVA: 30 LUCK: 5 ASS: 0 BLOK: 25
Att: 6 Def: 12 Mag: 6 Res: 12 Mov: 6
Effects
Cart: +5 Inventory Spaces
1. Bomb (3)
20 nonlethal damage2. Smoke Bomb (3)
Inflicts the Blind Status Effect3. Poison Bomb (3)
Inflicts the Poison Status Effect4. Vulnerary (3)
Heals 20 Health.5. Cart
-20% EVA, +5 Inventory Spaces6.
7.
8.
9.
10.
Anything You Want!*: Active skill. Ava can trade a treasure or 10,000 gold to convince any non-monster unit to spare her life or the life of an adjacent comrade if their HP reaches 0.
Bargain: A passive skill that allows Merchants to sell items to shops for twice as much gold, and buy items for half as much.
Cart: A passive skill. Merchants suffer no detriments from equipping Carts and backpacks etc. etc.
N/A
- 5-Bella (In White Lotus)
-
Health: 40/40
ACC: 100 CRIT: 10 EVA: 65 LUCK: 30 ASS: 0 BLOK: 0
Att: 5 Def: 11 Mag: 10 Res: 14 Mov: 8
BEAST
Effects
None
1. Mend (Staff) - D (Ranged)
Heals 30 health (+ Mag Stat)2. Mercy (Staff) - D (Ranged)
Reduces Attack of the target by -4 for one turn.3. Vulnerary (3)
Heals 20 Health.4.
5.
Peace and Love*: All allies and enemies within two spaces of Bella restore 10% of their health at the end of each turn.
Immediate Care: A passive skill. Units rescued by Troubadours are healed automatically if they’re injured.
Extraction: An active skill. Troubadour rushes forward to rescue a damaged infantry unit and returns to their previous cell in the same turn at the expense of -20% EVA on the next turn.
N/A
- 6-Caelestis (In Cocoa-Ro)
-
Health: 75/75
ACC: 110 CRIT: 10 EVA: 40 (-10) LUCK: 25 ASS: 0 BLOK: 0
Att: 15 Def: 15 Mag: 1 Res: 7 Mov: 6
Effects
Satchel: +3 Inventory Slots, -10% EVA
1. Severance (Sword) - D (ARMOR)
Wielder can open locked doors and chests2. Bronze Dagger - E
3. Satchel
+3 Inventory slots, -10% EVA4. Bomb (3)
20 nonlethal damage5.
6.
7.
8.
High Tolerance*: Passive skill that decreases Cael's alcohol addiction caps by 10% but the effect only lasts one turn instead of two
Born Leader: Passive skill that grants character's partners with +15% ASS and +15% BLOK
Surprise!: Active skill that allows Cael to plant a bomb on an enemy which then explodes the next turn.
Dual Wield: A passive skill that allows the character to wield two weapons at once and receive benefits from both. This skill guarantees two hits per attack. The first will be with the first equipped weapon in the Inventory and the second will be with the second equipped weapon in the Inventory. Calculate damage for each weapon separately.
Gallagallagan: C
- 7-Carlo
-
Health: 50/50
ACC: 115 CRIT: 10 EVA: 30 LUCK: 30 ASS: 0 BLOK: 20
Att: 5 Def: 14 Mag: 6 Res: 13 Mov: 4
ARMOR
Effects
None
1. Restore (Staff) - E (Ranged)
Heals a status effect2. Wither (Staff) - D (Ranged)
Reduces the target's Resistance by -4 for one turn3. Ropes (3)
4.
5.
#Golden Boi*: Carlo's armor has a 15% chance of inflicting the Blind status effect when he or his partner are attacked during the day.
Bulwark: Heavy Medics will automatically perform a block for their partner if their partner is at or below 50% of their health.
Retention: A passive skill. Heavy Medics receive +2 Resistance on top of whatever resistance bonus is granted to them when a Ward is cast on them.
N/A
- 8-Diantha (In White Lotus)
-
Health: 70/70
ACC: 100 CRIT: 10 EVA: 50 LUCK: 5 ASS: 10 BLOK: 20
Att: 10 Def: 15 Mag: 2 Res: 11 Mov: 7
BEAST
Effects
None
1. Beaststone - D (Beast)
2. Vulnerary (3)
Heals 20 Health.3.
4.
5.
Crazy Horse* : Passive Skill. After Diantha's turn there's a 15% chance Tünde will run off to the nearest enemy and, based on a dice roll of 1-4, either 1- Deal 20 nonlethal dmg, 2- Inflict the Fool status effect, 3- Knockback 1 square, 4- Inflict Cripple/Dismount. This can only trigger if there is an enemy unit within Diantha's movement range.
Chivalry : Passive Skill. Raises Defense by 4 when the Cavalier is carrying another unit at the cost of -15% EVA
Healthy As A Horse: A passive skill. Cavaliers who consume food before a battle have +1 movement and +5% EVA and +10% ACC for the first three turns of the battle.
N/A
- 9-Eurielle
-
Health: 50/50
ACC: 100 CRIT: 10 EVA: 60 LUCK: 25 ASS: 0 BLOK: 10
Att: 5 Def: 4 Mag: 17 Res: 14 Mov: 5
DRAGON
Effects
None
1. Dragonstone/Light Breath - D (Dragon)
2. Antitoxin(3)
Heals a unit if they've been infected with a toxin3.
4.
5.
#Mother's Strength*: Passive defensive die skill. 20% that the damage taken from dark magic or from monsters will be halved when attacking Eurielle or a partner.
White Warmth: An active skill that raises the Maximum Health of an ally by 20 points for the remainder of the battle. Unstackable.
Shining Soul: Passive skill. Ivory Dragons take no damage from Light Magic.
N/A
- 10-Fira
-
Health: 80/80
ACC: 110 CRIT: 30 EVA: 40 LUCK: 5 ASS: 20 BLOK: 0
Att: 14 Def: 10 Mag: 14 Res: 5 Mov: 5
DRAGON
Effects
None
1. Dragonstone/Fire Breath - D
2. Ropes (3)
3. Spiced Wine (3)
Increases the magic of Fire wielders by +3 for two turns.Addiction (Cap: 15%, Rate: 1%): -4 Res4.
5.
Blazing Wrath*: Active Skill: Deal nonlethal damage equal to Inferna’s Magic+Attack to any adjacent unit. Ally or Enemy. Fira cannot take any action the next turn.
Warmonger: Passive skill. All allies within two cells of the Fire Dragon will get +2 Attack.
Blazing Soul: Passive skill. Fire Dragons take no damage from Fire Magic.
N/A
- 11-Gallagallagan (In Cocoa-Ro)
-
Health: 85/85
ACC: 100 CRIT: 25 EVA: 35 LUCK: 5 ASS: 15 BLOK: 25
Att: 13 Def: 10 Mag: 1 Res: 14 Mov: 5
BEAST
Effects
None
1. Beaststone - D (Beast)
2. Vulnerary (3)
Heals 20 Health.3.
4.
5.
Guard Dog*: When around allies that have not moved during their turn or cannot move due to a status ailment of some kind, this unit gains +15% BLOK when they are attacked.
Manhandle: Active skill. Allows Wolfssegner to tackle an opponent to the ground and pin them down, allowing them to be captured with a 100% chance so long as they are captured within their allies' phase. Mounted units will be Dismounted instead.
Toss: The Wolfssegner can pick up an allied or enemy infantry unit and throw them 4 cells in any cardinal direction. Armored opponents are only thrown 2 spaces
Caelestis: C
- 12-Gianni (In Cocoa-Ro)
-
Health: 80/80
ACC: 100 CRIT: 10 EVA: 30 LUCK: 20 ASS: 0 BLOK: 35
Att: 1 Def: 18 Mag: 1 Res: 7 Mov: 9
BEAST
Effects
None
Passengers
None
Not On My Watch!*: Passive skill. Any enemy unit that uses Pick, Steal, or Mug within a two cell radius will take base 5 damage that increases by 5 each time they are caught again.
War Carriage: A passive skill that grants the Transporter a big ol' carriage for fuckin’ stuff. It holds the army's storage, can have a Ballista attached to it, can hold four people inside the cabin, one in the passenger seat, and one on top to fire the siege weapon. All in all that brings the total amount of people the Transporter can carry to 6 units. If a healer is present in the cabin, the other three passengers within the cabin will be healed once every turn. If the rider in the passenger seat is equipped with a bow or magic, they can fire at an enemy from one cell away, but not up close.
Slave Driver: A passive skill. When the Transporter is not participating in battle, they will double the amount of resources received from sending Prisoners out to gather materials.
N/A
- 13-Hayden (In Flint's)
-
Health: 60/60
ACC: 100 CRIT: 10 EVA: 50 (-10) LUCK: 25 ASS: 0 BLOK: 0
Att: 11 Def: 8 Mag: 11 Res: 8 Mov: 7
Effects
Satchel: -10% EVA, +3 Inventory Slots
1. Shine (Light) - D (Holy)
2. Bronze Bow - E (Air)
3. Vulnerary (3)
Heals 20 Health.4. Satchel
-10% EVA, +3 Inventory Slots5.
6.
7.
8.
Fearless*: Personal Skill. Hayden cannot contract the Fear status effect.
#One Man’s Trash: Class Default Skill. A passive die skill with a 15% chance of finding a random ass item after completing an action.
Scout’s Honor: Player Created Class Skill. Units adjacent to Hayden cannot fall into traps.
Eagle Eye: Player Glossary Skill. Passive skill that gives Hayden increased visibility in the dark or fog.
N/A
- 14-Llyr (In Cocoa-Ro)
-
Health: 50/50
ACC: 100 CRIT: 10 EVA: 60 LUCK: 25 ASS: 0 BLOK: 0
Att: 5 Def: 5 Mag: 12 Res: 15 Mov: 6
Effects
None
1. Porta - D (Nonlethal)
Creating another portal elsewhere on the map will link the two, allowing units to travel between them. This can be accomplished by two separate wielders. Portals are for the rest of the battle.2. Horse Spirit Scroll - D (HOLY, BEAST)
Mov +1 when equipped.3. Vulnerary (3)
Heals +204. Torch (3)
A handy little thing to have when it's really dark, or foggy, to increase visibility. Lasts 5 turns.5. -
Friendly Reminder!*: Active Skill. Llyr essentially scolds a target, allowing them to go through a portal then make one additional action. The target must use their first move to go through a portal for the skill to take effect.
Piercing Light: Active Skill / Passive Skill. Monks are immune to the Blind status effect and can cure it in others.
N/A
- 15-Mattius (In White Lotus)
-
Health: 75/75
ACC: 100 CRIT: 10 EVA: 50 (+15) LUCK: 5 ASS: 15 BLOK: 15
Att: 7 (-4) Def: 6 Mag: 11 Res: 12 Mov: 6
BRANDED
Effects
Slim Claws: -4 Attack, +15% EVA
1. Slim Claws - E
-4 Attack, +15% EVA2. Heal (Staff) - E
Heals 20 Health (+Magic Stat)3. Meat
4. Meat
5.
How Can You Have Any Pudding-*: When creating any other ration aside form health, he can add some meat into the mixture(counts as using both) to produce an addition +10 max hp alongside the normal effects. When making health rations, the increase is +30 max hp.
Top Chef: A Crafting skill that creates Rations, which can be given to other characters to raise their Stats for one battle. Must be made and used outside of combat.
Live To Serve: When a Maid/Butler heals another unit, they regenerate an equal amount of health if they’re damaged.
N/A
- 16-Mordi (In Mainland Goods)
-
Health: 30/30
ACC: 115 CRIT: 25 EVA: 55 LUCK: 20 ASS: 0 BLOK: 0
Att: 3 Def: 5 Mag: 7 Res: 6 Mov: 4
Effects
None
1. Fire (Anima) - E (Beast)
2. Vulnerary (3)
Heals 20 Health.3. Bronze Sword - E
4. Pure Water(3)
Raises a unit's Resistance by 6 for 1 turn. 3 uses.5.
Blazing Heart!*: +5 damage to all fire attacks(Goes to all attacks save ice on promote) when under full HP.
N/A
- 17-Rosa (In Flint's)
-
Health: 50/50
ACC: 100 CRIT: 10 EVA: 40 LUCK: 15 ASS: 15 BLOK: 15
Att: 7 Def: 6 Mag: 13 Res: 15 Mov: 6
Effects
None
1. Mend (Staff) - D (Ranged)
Heals 30 Health (+Magic Stat)2. Love (Staff) - D (Super Long Range)
Causes Love status effect3.
4.
5.
A Spoonful of Sugar*: Whenever Rose crafts something to be consumed, boosts 10% for stat or +2 for non-rolling stat the food raises. Does not stack.
Top Chef: A Crafting skill that creates Rations, which can be given to other characters to raise their Stats for one battle. Must be made and used outside of combat.
Live To Serve: When a Maid/Butler heals another unit, they regenerate an equal amount of health if they’re damaged.
N/A
- 18-Vilhelmina (In Flint's)
-
Health: 60/60
ACC: 110 CRIT: 10 EVA: 55 (+15) LUCK: 20 ASS: 0 BLOK: 0
Att: 15 (-4) Def: 10 Mag: 5 Res: 9 Mov: 6
Effects
Slim Sword: +15% EVA, -4 Attack
1. Slim Sword - E
+15% EVA, -4 Attack2. Armorslayer (Sword) - D (Armor)
3. Vulnerary (3)
Heals 20 Health.4.
5.
Duelist’s Focus*: If Vilhelmina is not partnered up, and is adjacent to only one enemy unit, she gains a +10% ACC and +10% CRIT bonus against that unit. However, if she is not partnered up and is adjacent to at least two enemy units, those units gain +10% ACC when attacking her instead!
#Bash: An offensive Die Skill with a 33% chance to land a powerful attack to the head of an opponent with the hilt of a blade, stunning them and preventing them from counter attacking on their next turn. ARMOR units and Mounted units are immune to this skill.
Defensive Stance: A passive skill. Defense is increased by +2 and LUCK is increased by +10% when being attacked by an opponent with over 60% EVA.
N/A
Tarosian Army
- Archers (1-6)
-
- 1-Archer (A)
-
Health(+2): 60/60
ACC(^): 125 CRIT: 10 EVA: 45 LUCK: 5 ASS: 10 BLOK: 0
Att: 16 Def(+3): 9 Mag: 2 Res: 8 Mov: 5
Effects
None
1. Iron Ballista - D (Super Long Range)
2.
3.
4.
5.
Guard Tower*: Active skill. The archer descends into the guard tower. They cannot attack or be attacked until they reemerge.
Gotta Run: A passive skill. If the 1st close ranged attack on the Archer misses, the second one will miss as well.
Focus Shot: A an active skill. The Archer concentrates for 1 turn and stacks +15% ACC for the next turn.
N/A
- 2-Archer (A)
-
Health(+2): 60/60
ACC(^): 125 CRIT: 10 EVA: 45 LUCK: 5 ASS: 10 BLOK: 0
Att: 16 Def(+3): 9 Mag: 2 Res: 8 Mov: 5
Effects
None
1. Iron Ballista - D (Super Long Range)
2.
3.
4.
5.
Guard Tower*: Active skill. The archer descends into the guard tower. They cannot attack or be attacked until they reemerge.
Gotta Run: A passive skill. If the 1st close ranged attack on the Archer misses, the second one will miss as well.
Focus Shot: A an active skill. The Archer concentrates for 1 turn and stacks +15% ACC for the next turn.
N/A
- 3-Archer (A)
-
Health(+2): 60/60
ACC(^): 125 CRIT: 10 EVA: 45 LUCK: 5 ASS: 10 BLOK: 0
Att: 16 Def(+3): 9 Mag: 2 Res: 8 Mov: 5
Effects
None
1. Iron Ballista - D (Super Long Range)
2.
3.
4.
5.
Guard Tower*: Active skill. The archer descends into the guard tower. They cannot attack or be attacked until they reemerge.
Gotta Run: A passive skill. If the 1st close ranged attack on the Archer misses, the second one will miss as well.
Focus Shot: A an active skill. The Archer concentrates for 1 turn and stacks +15% ACC for the next turn.
N/A
- 4-Archer (A)
-
Health(+2): 60/60
ACC(^): 125 CRIT: 10 EVA: 45 LUCK: 5 ASS: 10 BLOK: 0
Att: 16 Def(+3): 9 Mag: 2 Res: 8 Mov: 5
Effects
None
1. Iron Ballista - D (Super Long Range)
2.
3.
4.
5.
Guard Tower*: Active skill. The archer descends into the guard tower. They cannot attack or be attacked until they reemerge.
Gotta Run: A passive skill. If the 1st close ranged attack on the Archer misses, the second one will miss as well.
Focus Shot: A an active skill. The Archer concentrates for 1 turn and stacks +15% ACC for the next turn.
N/A
- 5-Archer (B)
-
Health(+2): 60/60
ACC(^): 125 CRIT: 10 EVA: 45 LUCK: 5 ASS: 10 BLOK: 0
Att: 16 Def(+3): 9 Mag: 2 Res: 8 Mov: 5
Effects
None
1. Longbow - D (Extra Ranged, Air)
2.
3.
4.
5.
Guard Tower*: Active skill. The archer descends into the guard tower. They cannot attack or be attacked until they reemerge.
Gotta Run: A passive skill. If the 1st close ranged attack on the Archer misses, the second one will miss as well.
Focus Shot: A an active skill. The Archer concentrates for 1 turn and stacks +15% ACC for the next turn.
N/A
- 6-Archer (B)
-
Health(+2): 60/60
ACC(^): 125 CRIT: 10 EVA: 45 LUCK: 5 ASS: 10 BLOK: 0
Att: 16 Def(+3): 9 Mag: 2 Res: 8 Mov: 5
Effects
None
1. Longbow - D (Extra Ranged, Air)
2.
3.
4.
5.
Guard Tower*: Active skill. The archer descends into the guard tower. They cannot attack or be attacked until they reemerge.
Gotta Run: A passive skill. If the 1st close ranged attack on the Archer misses, the second one will miss as well.
Focus Shot: A an active skill. The Archer concentrates for 1 turn and stacks +15% ACC for the next turn.
N/A
- Knights (7-10)
-
- 7-Knight (A)
-
Health(+2): 70/70
ACC: 100 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK(^): 40
Att(+3): 12 Def: 16 Mag: 4 Res: 5 Mov: 4
ARMOR
Effects
None
1. Iron Lance - D
2. Door Key (1)
3.
4.
5.
Formation*: Passive Skill. Grants a C-Rank relationship with all allied units.
#Iron Curtain: A defensive die skill that gives the Knight 20% chance to take no damage from a physical enemy attack.
Stomp: An active skill. Adjacent Bound, Dismounted, Paralyzed/Petrified, or Sleeping enemy units can be Crippled by the Knight.
Formation: C-Rank relationship with all allies.
- 8-Knight (A)
-
Health(+2): 70/70
ACC: 100 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK(^): 40
Att(+3): 12 Def: 16 Mag: 4 Res: 5 Mov: 4
ARMOR
Effects
None
1. Iron Lance - D
2.
3.
4.
5.
Formation*: Passive Skill. Grants a C-Rank relationship with all allied units.
#Iron Curtain: A defensive die skill that gives the Knight 20% chance to take no damage from a physical enemy attack.
Stomp: An active skill. Adjacent Bound, Dismounted, Paralyzed/Petrified, or Sleeping enemy units can be Crippled by the Knight.
Formation: C-Rank relationship with all allies.
- 9-Knight (B)
-
Health(+2): 70/70
ACC: 100 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK(^): 40
Att(+3): 12 Def: 16 Mag: 4 Res: 5 Mov: 4
ARMOR
Effects
None
1. Steel Lance - C
2.
3.
4.
5.
#Pierce*: An offensive die skill that has a 20% chance of ignoring a portion of the Defense of an opponent. If triggered, re-calculate damage output by lowering Defense by 8.
#Iron Curtain: A defensive die skill that gives the Knight 20% chance to take no damage from a physical enemy attack.
Stomp: An active skill. Adjacent Bound, Dismounted, Paralyzed/Petrified, or Sleeping enemy units can be Crippled by the Knight.
N/A
- 10-Knight (B)
-
Health(+2): 70/70
ACC: 100 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK(^): 40
Att(+3): 12 Def: 16 Mag: 4 Res: 5 Mov: 4
ARMOR
Effects
None
1. Steel Lance - C
2.
3.
4.
5.
#Pierce*: An offensive die skill that has a 20% chance of ignoring a portion of the Defense of an opponent. If triggered, re-calculate damage output by lowering Defense by 8.
#Iron Curtain: A defensive die skill that gives the Knight 20% chance to take no damage from a physical enemy attack.
Stomp: An active skill. Adjacent Bound, Dismounted, Paralyzed/Petrified, or Sleeping enemy units can be Crippled by the Knight.
N/A
- Lancers (11-14)
-
- 11-Lancer (A)
-
Health(+3): 60/60
ACC: 100 CRIT: 25 EVA: 45 (-10) LUCK: 5 ASS(^): 20 BLOK: 0
Att: 14 Def: 7 (+3) Mag: 3 Res: 6 Mov(+2): 6
Effects
Iron Shield: +3 Def, -10% EVA
1. Javelin - D (Ranged)
2. Iron Shield - D
+3 Defense, -10% EVA3. Door Key (1)
4.
5.
Formation*: Passive Skill. Grants a C-Rank relationship with all allied units.
Pierce#: An offensive die skill that has a 20% chance of ignoring a portion of the Defense of an opponent. If triggered, re-calculate damage output by lowering Defense by 8.
Strategic Retreat: A passive skill that grants Lancers with +2 movement for 1 turn after going under their maximum health.
Formation: C-Rank relationship with all allies.
- 12-Lancer (A)
-
Health(+3): 60/60
ACC: 100 CRIT: 25 EVA: 45 (-10) LUCK: 5 ASS(^): 20 BLOK: 0
Att: 14 Def: 7 (+3) Mag: 3 Res: 6 Mov(+2): 6
Effects
Iron Shield: +3 Def, -10% EVA
1. Javelin - D (Ranged)
2. Iron Shield - D
+3 Defense, -10% EVA3.
4.
5.
Formation*: Passive Skill. Grants a C-Rank relationship with all allied units.
Pierce#: An offensive die skill that has a 20% chance of ignoring a portion of the Defense of an opponent. If triggered, re-calculate damage output by lowering Defense by 8.
Strategic Retreat: A passive skill that grants Lancers with +2 movement for 1 turn after going under their maximum health.
Formation: C-Rank relationship with all allies.
- 13-Lancer (A)
-
Health(+3): 60/60
ACC: 100 CRIT: 25 EVA: 45 (-10) LUCK: 5 ASS(^): 20 BLOK: 0
Att: 14 Def: 7 (+3) Mag: 3 Res: 6 Mov(+2): 6
Effects
Iron Shield: +3 Def, -10% EVA
1. Javelin - D (Ranged)
2. Iron Shield - D
+3 Defense, -10% EVA3. Door Key (1)
4.
5.
Formation*: Passive Skill. Grants a C-Rank relationship with all allied units.
Pierce#: An offensive die skill that has a 20% chance of ignoring a portion of the Defense of an opponent. If triggered, re-calculate damage output by lowering Defense by 8.
Strategic Retreat: A passive skill that grants Lancers with +2 movement for 1 turn after going under their maximum health.
Formation: C-Rank relationship with all allies.
- 14-Lancer (A)
-
Health(+3): 60/60
ACC: 100 CRIT: 25 EVA: 45 (-10) LUCK: 5 ASS(^): 20 BLOK: 0
Att: 14 Def: 7 (+3) Mag: 3 Res: 6 Mov(+2): 6
Effects
Iron Shield: +3 Def, -10% EVA
1. Javelin - D (Ranged)
2. Iron Shield - D
+3 Defense, -10% EVA3.
4.
5.
Formation*: Passive Skill. Grants a C-Rank relationship with all allied units.
Pierce#: An offensive die skill that has a 20% chance of ignoring a portion of the Defense of an opponent. If triggered, re-calculate damage output by lowering Defense by 8.
Strategic Retreat: A passive skill that grants Lancers with +2 movement for 1 turn after going under their maximum health.
Formation: C-Rank relationship with all allies.
- Samurai (15-16)
-
- 15-Samurai(A)
-
Health(+1): 60/60
ACC(^): 110 CRIT: 10 EVA: 40 LUCK: 5 ASS: 15 BLOK: 15
Att(+2): 12 Def(+2): 12 Mag: 1 Res: 8 Mov: 5
Effects
None
1. Iron Sword - D
2. Javelin - D (Ranged)
3. Door Key (1)
4.
5.
Formation*: Passive Skill. Grants a C-Rank relationship with all allied units.
Oath*: An active skill that allows the Samurai to swear their life to another unit and gain +20% ASS and BLOK when fighting alongside them in addition to whatever support bonuses they have together. Oath can only be used once per battle.
Blood for Blood: A passive skill. If a samurai lands an attack on an enemy who attacked an ally on the previous turn, the enemy will contract the Bleed effect.
Formation: C-Rank relationship with all allies.
- 16-Samurai(A)
-
Health(+1): 60/60
ACC(^): 110 CRIT: 10 EVA: 40 LUCK: 5 ASS: 15 BLOK: 15
Att(+2): 12 Def(+2): 12 Mag: 1 Res: 8 Mov: 5
Effects
None
1. Iron Sword - D
2. Javelin - D (Ranged)
3.
4.
5.
Formation*: Passive Skill. Grants a C-Rank relationship with all allied units.
Oath*: An active skill that allows the Samurai to swear their life to another unit and gain +20% ASS and BLOK when fighting alongside them in addition to whatever support bonuses they have together. Oath can only be used once per battle.
Blood for Blood: A passive skill. If a samurai lands an attack on an enemy who attacked an ally on the previous turn, the enemy will contract the Bleed effect.
Formation: C-Rank relationship with all allies.
Citizens of Port Purus
- Guards (1-8)
-
- 1-Guard (A)
-
Health(+3): 65/65
ACC: 115 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK(^): 25
Att: 7 Def: 13 Mag: 5 Res: 9 Mov(+2): 6
ARMOR
Effects
None
1. Iron Lance - D
2. Guard's Badge
3. Ropes (3)
4. Door Key (1)
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Summon Guard: A Summon Skill. A Guard can enlist the help of another Guard controlled by the player with base stats and a basic weapon matching the rank of the Summoner's Lance weapon rank. Only one summoned Guard can be active at a time. Summoned Guards will remain after their summoner has been defeated. Requires a Guard’s Badge.
N/A
- 2-Guard (A)
-
Health(+3): 65/65
ACC: 115 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK(^): 25
Att: 7 Def: 13 Mag: 5 Res: 9 Mov(+2): 6
ARMOR
Effects
None
1. Iron Lance - D
2. Guard's Badge
3. Ropes (3)
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Summon Guard: A Summon Skill. A Guard can enlist the help of another Guard controlled by the player with base stats and a basic weapon matching the rank of the Summoner's Lance weapon rank. Only one summoned Guard can be active at a time. Summoned Guards will remain after their summoner has been defeated. Requires a Guard’s Badge.
N/A
- 3-Guard (A)
-
Health(+3): 65/65
ACC: 115 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK(^): 25
Att: 7 Def: 13 Mag: 5 Res: 9 Mov(+2): 6
ARMOR
Effects
None
1. Iron Lance - D
2. Guard's Badge
3. Ropes (3)
4. Door Key (1)
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Summon Guard: A Summon Skill. A Guard can enlist the help of another Guard controlled by the player with base stats and a basic weapon matching the rank of the Summoner's Lance weapon rank. Only one summoned Guard can be active at a time. Summoned Guards will remain after their summoner has been defeated. Requires a Guard’s Badge.
N/A
- 4-Guard (A)
-
Health(+3): 65/65
ACC: 115 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK(^): 25
Att: 7 Def: 13 Mag: 5 Res: 9 Mov(+2): 6
ARMOR
Effects
None
1. Iron Lance - D
2. Guard's Badge
3. Ropes (3)
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Summon Guard: A Summon Skill. A Guard can enlist the help of another Guard controlled by the player with base stats and a basic weapon matching the rank of the Summoner's Lance weapon rank. Only one summoned Guard can be active at a time. Summoned Guards will remain after their summoner has been defeated. Requires a Guard’s Badge.
N/A
- 5-Guard (A)
-
Health(+3): 65/65
ACC: 115 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK(^): 25
Att: 7 Def: 13 Mag: 5 Res: 9 Mov(+2): 6
ARMOR
Effects
None
1. Iron Lance - D
2. Guard's Badge
3. Ropes (3)
4. Door Key (1)
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Summon Guard: A Summon Skill. A Guard can enlist the help of another Guard controlled by the player with base stats and a basic weapon matching the rank of the Summoner's Lance weapon rank. Only one summoned Guard can be active at a time. Summoned Guards will remain after their summoner has been defeated. Requires a Guard’s Badge.
N/A
- 6-Guard (A)
-
Health(+3): 65/65
ACC: 115 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK(^): 25
Att: 7 Def: 13 Mag: 5 Res: 9 Mov(+2): 6
ARMOR
Effects
None
1. Iron Lance - D
2. Guard's Badge
3. Ropes (3)
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Summon Guard: A Summon Skill. A Guard can enlist the help of another Guard controlled by the player with base stats and a basic weapon matching the rank of the Summoner's Lance weapon rank. Only one summoned Guard can be active at a time. Summoned Guards will remain after their summoner has been defeated. Requires a Guard’s Badge.
N/A
- 7-Guard (A)
-
Health(+3): 65/65
ACC: 115 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK(^): 25
Att: 7 Def: 13 Mag: 5 Res: 9 Mov(+2): 6
ARMOR
Effects
None
1. Iron Lance - D
2. Guard's Badge
3. Ropes (3)
4. Door Key (1)
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Summon Guard: A Summon Skill. A Guard can enlist the help of another Guard controlled by the player with base stats and a basic weapon matching the rank of the Summoner's Lance weapon rank. Only one summoned Guard can be active at a time. Summoned Guards will remain after their summoner has been defeated. Requires a Guard’s Badge.
N/A
- 8-Guard (A)
-
Health(+3): 65/65
ACC: 115 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK(^): 25
Att: 7 Def: 13 Mag: 5 Res: 9 Mov(+2): 6
ARMOR
Effects
None
1. Iron Lance - D
2. Guard's Badge
3. Ropes (3)
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Summon Guard: A Summon Skill. A Guard can enlist the help of another Guard controlled by the player with base stats and a basic weapon matching the rank of the Summoner's Lance weapon rank. Only one summoned Guard can be active at a time. Summoned Guards will remain after their summoner has been defeated. Requires a Guard’s Badge.
N/A
- Merchants (9-14)
-
- 9-Merchant (A)
-
Health: 70/70
ACC: 100 CRIT(^): 20 EVA: 45 LUCK: 15 ASS: 15 BLOK: 0
Att: 15 Def(+3): 8 Mag: 1 Res: 9 Mov(+2): 6
Effects
Bronze Club: +10% EVA, -4 Attack
1. Bronze Club - E
+10% EVA, -4 Attack2. Ropes (3)
3.
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Shove: An active skill that pushes an enemy backward one cell when attacked by the Merchant. ARMOR units and mounted units are immune to this attack.
N/A
- 10-Merchant (A)
-
Health: 70/70
ACC: 100 CRIT(^): 20 EVA: 45 LUCK: 15 ASS: 15 BLOK: 0
Att: 15 Def(+3): 8 Mag: 1 Res: 9 Mov(+2): 6
Effects
Bronze Club: +10% EVA, -4 Attack
1. Bronze Club - E
+10% EVA, -4 Attack2. Ropes (3)
3.
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Shove: An active skill that pushes an enemy backward one cell when attacked by the Merchant. ARMOR units and mounted units are immune to this attack.
N/A
- 11-Merchant (A)
-
Health: 70/70
ACC: 100 CRIT(^): 20 EVA: 45 LUCK: 15 ASS: 15 BLOK: 0
Att: 15 Def(+3): 8 Mag: 1 Res: 9 Mov(+2): 6
Effects
Bronze Club: +10% EVA, -4 Attack
1. Bronze Club - E
+10% EVA, -4 Attack2. Ropes (3)
3.
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Shove: An active skill that pushes an enemy backward one cell when attacked by the Merchant. ARMOR units and mounted units are immune to this attack.
N/A
- 12-Merchant (A)
-
Health: 70/70
ACC: 100 CRIT(^): 20 EVA: 45 LUCK: 15 ASS: 15 BLOK: 0
Att: 15 Def(+3): 8 Mag: 1 Res: 9 Mov(+2): 6
Effects
Bronze Club: +10% EVA, -4 Attack
1. Bronze Club - E
+10% EVA, -4 Attack2. Ropes (3)
3.
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Shove: An active skill that pushes an enemy backward one cell when attacked by the Merchant. ARMOR units and mounted units are immune to this attack.
N/A
- 13-Merchant (A)
-
Health: 70/70
ACC: 100 CRIT(^): 20 EVA: 45 LUCK: 15 ASS: 15 BLOK: 0
Att: 15 Def(+3): 8 Mag: 1 Res: 9 Mov(+2): 6
Effects
Bronze Club: +10% EVA, -4 Attack
1. Bronze Club - E
+10% EVA, -4 Attack2. Ropes (3)
3.
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Shove: An active skill that pushes an enemy backward one cell when attacked by the Merchant. ARMOR units and mounted units are immune to this attack.
N/A
- 14-Merchant (A)
-
Health: 70/70
ACC: 100 CRIT(^): 20 EVA: 45 LUCK: 15 ASS: 15 BLOK: 0
Att: 15 Def(+3): 8 Mag: 1 Res: 9 Mov(+2): 6
Effects
Bronze Club: +10% EVA, -4 Attack
1. Bronze Club - E
+10% EVA, -4 Attack2. Ropes (3)
3.
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Shove: An active skill that pushes an enemy backward one cell when attacked by the Merchant. ARMOR units and mounted units are immune to this attack.
N/A
- Villagers (15-19)
-
- 15-Villager (A)
-
Health(+2): 50/50
ACC: 100 CRIT: 10 EVA: 50 LUCK(^): 35 ASS: 0 BLOK: 0
Att: 5 Def(+3): 6 Mag: 12 Res: 14 Mov: 6
Effects
None
1. Shine (Light) - D (Holy)
2. 3000G
3. Ropes (3)
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Piercing Light: Monks are immune to the Blind status effect and can cure it in others. This is a mix between an active and a passive skill.
N/A
- 16-Villager (A)
-
Health(+2): 50/50
ACC: 100 CRIT: 10 EVA: 50 LUCK(^): 35 ASS: 0 BLOK: 0
Att: 5 Def(+3): 6 Mag: 12 Res: 14 Mov: 6
Effects
None
1. Shine (Light) - D (Holy)
2. 3000G
3. Ropes (3)
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Piercing Light: Monks are immune to the Blind status effect and can cure it in others. This is a mix between an active and a passive skill.
N/A
- 17-Villager (A)
-
Health(+2): 50/50
ACC: 100 CRIT: 10 EVA: 50 LUCK(^): 35 ASS: 0 BLOK: 0
Att: 5 Def(+3): 6 Mag: 12 Res: 14 Mov: 6
Effects
None
1. Shine (Light) - D (Holy)
2. 3000G
3. Ropes (3)
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Piercing Light: Monks are immune to the Blind status effect and can cure it in others. This is a mix between an active and a passive skill.
N/A
- 18-Villager (B)
-
Health(+2): 60/60
ACC: 110 CRIT: 10 (+10) EVA: 45 LUCK(^): 30 ASS: 0 BLOK: 0
Att: 3 Def(+2): 8 Mag(+1): 16 (-4) Res: 11 Mov: 6
Effects
Ram Spirit Scroll: +10% CRIT, -4 Magic
1. Ram Spirit Scroll (Anima) - D
+10% CRIT, -4 Magic2. 3000G
3. Ropes (3)
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Basic Warding: A defensive passive skill. +4 Resistance when the mage is below 50% health.
N/A
- 19-Villager (B)
-
Health(+2): 60/60
ACC: 110 CRIT: 10 (+10) EVA: 45 LUCK(^): 30 ASS: 0 BLOK: 0
Att: 3 Def(+2): 8 Mag(+1): 16 (-4) Res: 11 Mov: 6
Effects
Ram Spirit Scroll: +10% CRIT, -4 Magic
1. Ram Spirit Scroll (Anima) - D
+10% CRIT, -4 Magic2. 3000G
3. Ropes (3)
4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Basic Warding: A defensive passive skill. +4 Resistance when the mage is below 50% health.
N/A
- Gryphon Riders (20-22)
-
- 20-Gryphon Rider (A)
-
Health(+1): 65/65
ACC: 110 CRIT: 10 EVA(^): 50 LUCK: 5 ASS(^): 20 BLOK: 0
Att: 10 Def: 10 Mag: 7 Res: 10 Mov(+4): 10
BEAST, AIR
Effects
None
1. Iron Sword - D
2. Mystery Crate
What's inside? Who knows~!3. Bombs (3)
20 nonlethal damage4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Screech: An active skill that lowers the Defense of a foe by -4 and raises the Attack of all allies within a range of two cells by +2. Any unit riding a gryphon as well will receive +1 movement, friend or foe. Doesn't stack, effects last for 1 turn.
N/A
- 21-Gryphon Rider (A)
-
Health(+1): 65/65
ACC: 110 CRIT: 10 EVA(^): 50 LUCK: 5 ASS(^): 20 BLOK: 0
Att: 10 Def: 10 Mag: 7 Res: 10 Mov(+4): 10
BEAST, AIR
Effects
None
1. Iron Sword - D
2. Mystery Crate
What's inside? Who knows~!3. Bombs (3)
20 nonlethal damage4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Screech: An active skill that lowers the Defense of a foe by -4 and raises the Attack of all allies within a range of two cells by +2. Any unit riding a gryphon as well will receive +1 movement, friend or foe. Doesn't stack, effects last for 1 turn.
N/A
- 22-Gryphon Rider (A)
-
Health(+1): 65/65
ACC: 110 CRIT: 10 EVA(^): 50 LUCK: 5 ASS(^): 20 BLOK: 0
Att: 10 Def: 10 Mag: 7 Res: 10 Mov(+4): 10
BEAST, AIR
Effects
None
1. Iron Sword - D
2. Mystery Crate
What's inside? Who knows~!3. Bombs (3)
20 nonlethal damage4.
5.
Deception*: An active skill that prevents the Fox from being attacked on the opponent’s phase? How? Well that’s up to the Fox. Have them disguise themselves, have them play dead, have them hide. Doesn’t matter.
Screech: An active skill that lowers the Defense of a foe by -4 and raises the Attack of all allies within a range of two cells by +2. Any unit riding a gryphon as well will receive +1 movement, friend or foe. Doesn't stack, effects last for 1 turn.
N/A
Shops
- Flint's
-
Flint's
Shop Type: Armory
Prices: Highway Robbery
Cell: B24
Flint's armory appears to be the only thing the citizens of Purus regard negatively. From the time of arrival, the Assembly's encountered or overheard at least five jabs and jokes at Flint's expense. It isn't hard to see why upon entrance. The man's stock is atrocious and sparse. Dull, Bronze weapons with sweat stained grips and rust crusted blades line the store's few weapon racks. He has the gall to price such used and abused weaponry as if they were made of fine steel. And to top it all off, Flint stares at customers without shame, as if he actually expects them to try and steal his decrepit weapons.
- Swords
-
Bronze Sword (E) - 1,600₲
Stock: 1
- Lances
-
Bronze Lance (E) - 2,000₲
Stock: 1
- Axes
-
Bronze Club (E) - 2,200₲
+10% EVA, -4 AttackStock: 1
- Bows
-
Bronze Bow (E) - 1,800₲
Stock: 1
- Hidden Weapons
-
Bronze Dagger (E) - 1,120₲
Stock: 1
- Gauntlets
-
Bronze Gauntlets (E) - 1,320₲
Stock: 1
- Shields
-
Bronze Buckler (E) - 1,600₲
+1 Def, -5% EVAStock: 1
- White Lotus
-
White Lotus
Shop Type: Magic Shop
Prices: Fair
Cell: I28
A shrine like magic shop ran by a demure woman wearing the robes of a high priestess. She's known to the town people as Sister Mie. Her shop is named after a legendary samurai known to history as White Lotus. Though famed for his skill with a blade, White Lotus is known for having never taken a single life. He famously fought exclusively with a reverse blade sword. Sister Mie's shop honors his memory by only stocking nonlethal spells and staves.
- Anima
-
Bro (E, Nonlethal) - 1500₲
Freeze four cells of water to stand on. Choose whichever cells you like.Stock: 1
Fanus (E, Nonlethal) - 1000₲
Create a floating fireball to increase vision on dark maps for three turns.Stock: 1
Viento (D, Nonlethal) - 1570₲
Pushes the target in a cardinal direction by 2 cells.Stock: 1
Quagmire (D, Nonlethal) - 2750₲
Establishes a 3x3 quicksand zone where EVA is reduced by 20% and movement is reduced by 2 cells (except for Fliers) for all units. The user can only cast one Quagmire at a time. Casting Quagmire again will remove the other. Stock: 1
- Light
-
Veritas (D, Nonlethal) - 2000₲
Increases ACC of the target by the wielder's Magic stat * 2 for one turn.Stock: 1
- Dark
-
Mendacium (D, Nonlethal) - 2100₲
Reduces the target's ACC by the wielder's Magic stat * 2 for one turn.Stock: 1
- Staves
-
Heal (E, Ranged) - 1600₲
Heals 20 Health (+Magic Stat)Stock: 1
Restore (E, Ranged) - 4000₲
Heals a status effectStock: 1
Defend (E, Ranged) - 2000₲
Raises Defense of the target by +4 for one turn.Stock: 1
Resist (E, Ranged) - 2000₲
Raises Resistance of the target by +4 for one turn.Stock: 1
Mend (D, Ranged) - 2000₲
Heals 30 Health (+Magic Stat)Stock: 1
Stasis (D, Ranged) - 3000₲
Removes all buffs and debuffs from an ally or enemy.Stock: 1
Late (D, Super Long Range) - 4000₲
Reduces target's EVA by 20% for one turn.ACC +15%, EVA -15% for the userStock: 1
Prompt (D, Super Long Range) - 4000₲
Increases target's EVA by 20% for one turn.EVA +15%, Defense -4 for the userStock: 1
- Wards
-
Beginner's Ward (E, Ranged) - 2000₲
+1 Res (for target), -1 Mag (for caster) per active ward.Stock: 2
Advanced Ward (D, Ranged) - 2500₲
+2 Res (for target), -2 Mag (for caster) per active ward.
- Mainland Goods
-
Mainland Goods
Shop Type: General Store
Prices: Fair
Cell: P28
Mainland Goods is the kinda store that has a name that tells you exactly what you need to know. Everything a sailor could ask for can be found on the shelves of this quaint little general store. In order to accommodate the needs of travelers, Mainland Goods is open 24/7 and operated by a large staff. Each employee embodies the core ideals of Tarosian customer service, so much so that it can be overwhelming to foreigners. The employees act with such a uniform and disciplined level of quality customer service, it's almost as if they were trained to be soldiers instead of shop clerks.
- Tools
-
Torch(3) - 1,000₲
A handy little thing to have when it's really dark, or foggy, to increase visibility. Lasts 5 turns.
Stock: 2
Ropes(3) - 500₲
Used to capture enemies and create traps.
Stock: 3
Satchel - 6,000₲
Adds +3 inventory slots
-10% EVA
Stock: 2
Backpack - 8,000₲
Adds +4 inventory slots
-15% EVA
Stock: 2
- Medicine & Toxins
-
Vulnerary(3) - 600₲
Heals 20 Health.
Stock: 6
Antitoxin(3) - 900₲
Heals a unit if they've been infected with a toxin.
Stock: 3
- Treasure
-
Boots - 30,000₲
Permanently raises movement by 2 cells.
Stock: 1
- Materials
-
Beans - 300₲
Can be used to cook Attack Rations
Stock: 4
Fish - 400₲
Can be used to cook Movement Rations
Stock: 4
Rice - 250₲
Can be used to cook Accuracy Rations
Stock: 4
- Vehicles
-
Cart - 10,000₲
Okay so...they're technically not vehicles. You pretty much just carry them behind you, and unlike Ballistas they go in your inventory. They slow you down but give you a whole five other spaces in your inventory.
EVA -20% when Cart is in your inventory.
Stock: 1
- Cocoa-Ro
-
Cocoa-Ro
Shop Type: Food Store, Gift Shop
Prices: Special Discount on Food & Drugs, Highway Robbery for everything else
Cell: W28
Cocoa-Ro is one of Taros's many maid cafes. Such establishments are common throughout the Empire, but luckily for Cocoa-Ro, it doesn't have any competition in Purus. That means that it has the right to gauge patrons out of their gold, as most Tarosian maid cafe's are apt to do. However, with the arrival of the Assembly, Cocoa-Ro has drastically lowered its prices to properly welcome the Nethite elite to the holy empire. Cocoa-Ro, also known to the townspeople as Chocolate Heart, is a beautiful and elegant lounge where one can enjoy gourmet desserts, alcohol, and the company of cute maids and dreamy butlers. Don't forget to buy a souvenir before you go~!
- Food & Drugs
-
Accuracy Rations (Mochi) - 200₲
Raises Accuracy by 20% for one battle.
Stock: 5
Attack Rations (Red Bean Gelato) - 100₲
Raises Attack by 4 for one battle.
Stock: 5
Magic Rations (Rasberry Hazelnut Truffle Toast Bites) - 300₲
Raises Magic by 4 for one battle.
Stock: 5
Resistance Rations (Peach Savillum) - 250₲
Raises Resistance by 4 for one battle.
Stock: 5
Movement Rations (Sushi) - 150₲
Raises Movement by 1 cell for one battle.
Stock: 5
Critical Rations (Fasta Vespa [Chocolate-Espresso Gelato]) - 300₲
Raises Critical by 10% for one battle.
Stock: 5
Block Rations (Fried Banana & Vanilla Gelato) - 200₲
Raises Block by 10% for one battle.
Stock: 5
Spiced Wine (3) - 400₲
A fine spiced wine that increases the magic of Fire wielders by +3 for two turns.
Addiction (Cap: 15%, Rate: 1%): -4 Res
Stock: 10
Osake (3) - 250₲
Tarosian rice liquor most commonly featured at social events in the empire. Increases the ASS and BLOK of the drinker so long as their partner has also consumed alcohol of any kind by 25% for three turns.
Addiction (Cap: 20%, Rate: 1%): -15% ASS and BLOK with all sober partners.
Stock: 10
- Treasure
-
NagaAngelic Ring - 40,000₲
Restores the basic skill Second Chance to opponents that have lost it.
Stock: 1
Stardust - 30,000₲
Permanently raises Magic by 4.
Stock: 2
Elysian Whip - 30,000₲
Doubles the amount of materials farmed by captives when in the army's inventory.
Stock: 1
Body Ring - 35,000₲
Permanently raises max health by 20.
Stock: 1
- Charms
-
Precision Charm - 30,000₲
Raises ACC by 20%
Stock: 1
Blood Charm - 35,000₲
Raises CRIT by 20%
Stock: 1
Speed Charm - 35,000₲
Raises EVA by 20%
Stock: 1
Lucky Charm - 30,000₲
Raises LUCK by 20%
Stock: 1
Guardian Charm - 25,000₲
Raises ASS by 20%
Stock: 1
Loyalty Charm - 25,000₲
Raises BLOK by 20%
Stock: 1
Strength Charm - 30,000₲
Raises Attack by 4
Stock: 1
Steel Charm - 35,000₲
Raises Defense by 4
Stock: 1
Spirit Charm - 30,000₲
Raises Magic by 4
Stock: 1
Resolve Charm - 35,000₲
Raises Resistance by 4
Stock: 1
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