SirBlazeALot
Seven Thousand Club
Chapter 2: Vultures
Location: The Titus Pole, Patrium
Turn 4
Raining: Movement of all units with the exception of Avian Laguz and Flying Branch classes is reduced by 2.
Current Affinity: Dark
Click here to return to the Table of Contents.Location: The Titus Pole, Patrium
Turn 4
Raining: Movement of all units with the exception of Avian Laguz and Flying Branch classes is reduced by 2.
Current Affinity: Dark
Notes
*Ground units may not stand on the cliff cells, such as J7, I8, and R6, but Flying units can.
*The base walls are intended to have ceilings, so Flying units may not fly over them to get into the base.
Vivienna's Healing Idol (N27): Alliance of Fire units heal 20 health.
Vivienna's Healing Idol (N26): Doubles the chance of Alliance die skills and halves the chance of Legion die skills (round up)
Player Characters
- 1-Irene (Wyvern Knight)
-
Health: 70/70
ACC: 110 CRIT: 10 EVA: 40 LUCK: 20 ASS: 0 BLOK: 15
Att: 14 Def: 14 Mag: 6 Res: 4 Mov: 8
DRAGON, AIR
Effects
None
1. Halberd - D (Beast)
2. Hand Axe - D (Ranged)
3. Vulnerary (3)
Heals 20 Health.4.
5.
Superior Eye*: A passive skill that grants Irene +10% ACC, if she attacks a unit whose EVA is higher than hers.
Lunge: An active skill that gives the Wyvern Knight the ability to switch cells with the enemy they’re attacking, even if they’re attacking from a distance.
Feeding Time: A passive skill. Wyvern Knights receive +20% ACC when attacking an opponent with the Bleed status effect.
Tip The Scales: An active skill that automatically increases CRIT, ACC, BLOK, EVA, and ASS by 20% for all units within a two cell radius of the Commanding Unit. Tip The Scales effects all units within the Commanding Unit's immediate vicinity upon use and will remain in effect after the units leave the Commanding Unit's vicinity. The skill must be used again in order to take effect on unaffected units. This effect lasts for the remainder of the battle. Tip The Scales lasts for only one turn.
N/A
- 2-Arika (Mercenary)
-
Health: 60/60
ACC: 120 CRIT: 10 EVA: 45 (+5) LUCK: 20 ASS: 0 BLOK: 0
Att: 14 (-2) Def: 13 (+3) Mag: 5 Res: 9 Mov: 5
Effects
Slim Sword: +15 EVA, -2 Attack
Iron Shield: +3 Def, -10 EVA
Frostbite (Ends Turn 6): Unit takes 5 points of nonlethal damage for every cell they move.
1. Slim Sword - E
+15% EVA, -2 Attack2. Iron Shield
+3 Def, -10% EVA3. Vulnerary (3)
4. Rope (3)
5.
#Sleepy Dragon's Blessing*: Offensive Die Skill . 15% chance when attacking to put all adjacent enemies to sleep.
#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
- 3-Chud (Ballistician)
-
Health: 50/50
ACC: 140 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK: 0
Att: 9 (+4) Def: 14 Mag: 1 (+4) Res: 14 Mov: 6
Effects
Charge (Ends Turn 5): Att +4, Mag + 4
1. Iron Crossbow - D
Capable of attacking from adjacent cell2. Torch (3)
A handy little thing to have when it's really dark, or foggy, to increase visibility. Lasts 5 turns. 3.
4.
5.
Heart Of It All*: the soothing upbeat songs played by the man reminds allies of vibrant and joy filled summers, allies(including self) within 2 cells heal for 5 hp each turn and are protected from frostbite.
Going Mobile: A passive skill. When operating a ballista, Ballistician's movement is doubled to four instead of 2, ACC is increased by 15%, and attack is doubled.
#Arrow Shower: An active/die skill. When operating a ballista, the Ballistician launches three missiles that hit three random cells in a 3x3 area. The center cell of the 3x3 area is the target cell. Roll a 9-sided die until three unique cells in the 3x3 area are chosen. Cells are numbered 1-9 from left to right and top to bottom.
N/A
- 4-Evelyn (Myrmidon)
-
Health: 50/50
ACC: 100 CRIT: 25 EVA: 65 (+15) LUCK: 5 ASS: 0 BLOK: 0
Att: 10 (+2) Def: 6 Mag: 1 (+4) Res: 11 Mov: 5
UNDEAD
Effects
Slim Sword: +15 EVA, -2 Attack
Charge (Ends Turn 5): Att +4, Mag + 4
1. Slim Sword - E
+15% EVA, -2 Attack2. Armorslayer (Armor) - D
3.
4.
5.
Wide Open*: +10% Crit against a foe who’s attack she evaded last turn.
2 Fast 2 Furious: A passive skill. When health is below 50%, the myrmidon gains a +15% EVA boost and a +10% CRIT boost.
#Bloodletter: An offensive die skill. When a Myrmidon can double attack, there's a 20% chance they'll inflict the Bleed status effect.
N/A
- 5-Haldir (Spellblade)
-
Health: 65/65
ACC: 100 CRIT: 20 EVA: 60 LUCK: 15 ASS: 0 BLOK: 0
Att: 12 Def: 8 Mag: 14 Res: 7 Mov: 6
Effects
None
1. Slim Dagger - E
+15 EVA, -2 Attack2. Elthunder - D
+10% Chance to Paralyze3. Lockpicks (15)
4. Vulnerary(3)
Heals 20 Health.5.
Faerie Fire*: (Active Ability) Usable once every second turn, a target within one tiles of Haldir is silhouetted with a bright purple flame, which grants any attacker (+10 ACC) for one turn.
Imbue: A passive skill. Spellblades can mix the first Attribute or perk of their Hidden Weapons and Anima tomes when attacking with either one. The first Anima Tome or Hidden Weapon will be used to create the infusion. When throwing a Hidden Weapon, the Hidden Weapon will take on an effect or Attributes of the Anima Tome, and when casting a spell, the spell will take on an effect or Attribute of the Hidden Weapon. Perks override attributes, choose the first attribute of each thing you're using and no more'n that.
N/A
- 6-Nour (Pupil)
-
Health: 30/30
ACC: 115 CRIT: 35 EVA: 45 LUCK: 20 ASS: 0 BLOK: 0
Att: 1 Def: 4 Mag: 9 Res: 7 Mov: 4
Effects
None
1. Fire - E (Beast)
2. Thunder - E
5% chance to Paralyze 3. Vulnerary(3)
Heals 20 Health. 4.
5.
Loved One's Protection*: A defensive die skill. There is a 15% chance that an attack targeting Nour will rebound and inflict its intended damage upon the enemy.
N/A
- 8-Avon (Mage)
-
Health: 50/50
ACC: 110 CRIT: 20 EVA: 45 LUCK: 20 ASS: 0 BLOK: 0
Att: 3 Def: 6 Mag: 17 Res: 14 Mov: 6
Effects
None
1. Elwind - D (Air)
2. Elfrost - D
5% chance to cause Frosbite3. Vulnerary (3)
Heals 20 HP4.
5.
Arcane Vessal*: A passive skill. If health is at 100% when attacked with magic, this Unit's next magic attack will deal additional non-lethal damage that is 50% of the damage that triggered the skill. Does not stack.
Basic Warding: A defensive passive skill. 10 damage reduced from incoming magic damage when the mage is below 50% health.
Seasonal Tomes: A passive skill. Mages receive +15% ACC when wielding a tome with an element that matches the affinity of the month
N/A
Dummies
- 1-Thunder Warrior
-
Health: 60/60
ACC: 110 CRIT: 10 EVA: 60 LUCK: 15 ASS: 0 BLOK: 0
Att: 13 Def: 9 Mag: 7 Res: 9 Mov: 8 (+1)
BEAST, AIR
Effects
Raining: Movement raised by +1 when moving outdoors.
Sweater Weather: Protected from Frostbite thanks to good ol' Granny Mildred.
1. Iron Crossbow - D
Capable of attacking from adjacent cell2. Elixer (3)
Heals a character fully.3. Reinforcement Whistle
Summons 3 allied units to the field 4.
5.
Chivalry*: A passive skill that raises Defense by 4 when the Cavalier is carrying another unit at the cost of -15% EVA
Air Support: A passive skill that grants the Thunder Warrior +15% ASS when partnered up with a terrestrial unit.
Tsundere: A passive skill. Thunderbirds receive +20% BLOK when fighting alongside an ally their rider has an A-Rank relationship with.
N/A
- 2-Troubadour
-
Health: 50/50
ACC: 100 CRIT: 10 EVA: 65 LUCK: 30 ASS: 0 BLOK: 0
Att: 5 Def: 9 Mag: 10 Res: 14 Mov: 8
BEAST
Effects
Frostbite (Ends Turn 7): Unit takes 5 points of nonlethal damage for every cell they move.
1. Mend (Ranged)
Heals 40 Health (+Magic Stat times 10)2. Restore (Ranged)
Heals a status effect3.
4.
5.
Pass*: A passive skill that allows the Raccoon to move through cells even if they’re occupied by enemy units.
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
- 3-Cavalier
-
Health: 70/70
ACC: 100 CRIT: 10 EVA: 45 (-10) LUCK: 5 ASS: 0 (+10) BLOK: 0 (+25)
Att: 10 (+4) Def: 13 (+3) Mag: 2 (+4) Res: 11 Mov: 8
BEAST
Effects
Iron Shield: +3 Defense, -10 EVA
Charge (Ends Turn 5): Att +4, Mag + 4
1. Iron Lance - D
2. Iron Shield
+3 Defense, -10% EVA3.
4.
5.
Into The Winds*: A passive skill. Movement increases by 1 cell when carrying another unit via the rescue skill
Chivalry: A passive skill that 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
- 4-Mercenary
-
Health: 70/70
ACC: 110 CRIT: 10 EVA: 55 (-10) LUCK: 20 ASS: 0 BLOK: 0
Att: 12 Def: 13 (+3) Mag: 5 Res: 9 Mov: 5
Effects
Iron Shield: +3 Defense, -10 EVA
1. Iron Sword - D
2. Iron Shield
+3 Defense, -10% EVA3.
4.
5.
Shove*: An active skill that pushes an enemy backward one cell when attacked by the Fighter. ARMOR units and mounted units are immune to this attack.
#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
- 5-Mage
-
Health: 60/60
ACC: 110 CRIT: 10 EVA: 55 LUCK: 20 ASS: 0 BLOK: 0
Att: 3 Def: 9 Mag: 15 Res: 11 Mov: 6
Effects
None
1. Elfrost
10% chance to cause Frostbite2. Quagmire (Nonlethal)
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.3.
4.
5.
Ancient Power*: A passive skill. The Shaman’s Magic raises by 4 level upward when they’re at or below 50% of their health.
Basic Warding: A defensive passive skill. +4 Resistance when the mage is below 50% health.
Seasonal Tomes: A passive skill. Mages receive +15% ACC when wielding a tome with an element that matches the affinity of the month.
N/A
- 6-Archer
-
Health: 60/60
ACC: 125 CRIT: 10 EVA: 45 LUCK: 5 ASS: 0 (+10) BLOK: 0
Att: 18 Def: 7 Mag: 2 Res: 8 Mov: 5
Effects
None
1. Iron Bow (Air) - D
2. Bombs (3)
3.
4.
5.
Loyalty*: If the Archer’s partner was hit during the opposing phase, the Archer is guaranteed an assist on their phase so long as they stay partnered up with the homie that got hit.
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
- 7-Barbarian
-
Health: 80/80
ACC: 100 CRIT: 30 EVA: 45 LUCK: 20 ASS: 0 BLOK: 0
Att: 11 Def: 8 Mag: 1 Res: 14 Mov: 5
Effects
None
1. Iron Axe - D
2. Hand Axe (Ranged) - D
3.
4.
5.
2 Fast 2 Furious: A passive skill. When health is below 50%, the myrmidon gains a +15% EVA boost and a +10% CRIT boost.
Destroyer: An active skill that allows a Barbarian to plunder a Village when standing on a village cell. Barbarian will receive 25000G
#Mug: An offensive die skill that has a 25% chance to randomly give the Barbarian 5000G when attacking an enemy.
Hiking: A passive skill. Movement is unaffected by mountainous terrain and rivers.
N/A
- 8-Priest
-
Health: 40/40
ACC: 110 CRIT: 10 EVA: 40 LUCK: 25 ASS: 0 (+20) BLOK: 0
Att: 1 Def: 7 Mag: 14 Res: 12 Mov: 5
Effects
None
1. Mend (Ranged)
Heals 40 Health (+Magic Stat)2. Freeze (Super Long Range)
Prevents enemy movement for 1 turn3.
4.
5.
Sewing*: Allows Tailor to fix the clothes and armor of units who have been Stripped.
Vigilance: A passive skill. The Priest/Cleric will automatically perform an assist and heal allies they’re partnered up with who are at or below 50% of their HP so long as they are equipped with a healing staff.
Mercy: A passive skill. The first time a Cleric/Priest's HP reaches 0 during a battle, they'll instead be left with 1 HP.
N/A
- 9-War Drummer
-
Health: 60/60
ACC: 110 (+15) CRIT: 10 EVA: 40 (-15) LUCK: 35 ASS: 0 BLOK: 0
Att: 4 Def: 10 Mag: 14 Res: 7 Mov: 6
Effects
Late: ACC +15, EVA - 15
1. Late [Staff] - D (Super Long Range)
Reduces target's EVA by 20% for one turn.ACC +15%, EVA -15% for the user.2. Advanced Ward (Ranged)
+2 Res (for target), -2 Mag (for caster) per active ward.3.
4.
5.
Territory*: Establishes a stationary 3x3 area around the War Drummer's current cell for the remainder of the battle. All allies within the Panther’s territory will receive +15% ASS and all enemies will receive -15% BLOK.
Forward March: Active Skill. Increases allied movement for all allies within a two cell radius by two cells for one turn
Hold The Line: Active Skill. Increases the Defense and Resistance of all allies within a two cell radius by +4 for one turn.
Endurance: Active Skill. Raises the health of all allies within a two cell radius by 20 points for one turn. This skill does not stack.
Charge!: Active Skill. Raises the Attack and Magic of all allies within a two cell radius by +4 for one turn.
Cadence: An active skill that prevents all allies within a two cell radius from being de-buffed and contracting status effects for one turn.
N/A
- 10-Tailor
-
Health: 45/45
ACC: 120 CRIT: 10 EVA: 40 LUCK: 20 ASS: 0 BLOK: 0
Att: 9 Def: 7 Mag: 9 Res: 10 Mov: 7
Effects
Satchel: +3 Inventory Slots
1. Iron Dagger - D
2. Pure Water (3)
Raises a unit's Resistance by 8 levels for 1 turn.3. Satchel
Adds +3 inventory slots-10% EVA4.
5.
6.
7.
8.
Cart*: A passive skill. Merchants suffer no detriments from equipping Carts and backpacks etc. etc.
#Snip Snip: Offensive die skill. 50% chance that when attacking adjacently, Tailor will inflict the Stripped status effect on their opponent. Armored units are immune to this skill.
Sewing: Allows Tailor to fix the clothes and armor of units who have been Stripped.
N/A
- 11-Trapper
-
Health: 60/60
ACC: 100 CRIT: 10 EVA: 50 LUCK: 35 ASS: 0 BLOK: 0
Att: 8 Def: 9 Mag: 7 Res: 10 Mov: 7
Effects
None
1. Iron Bow - D
2. Bear Trap (3)
3. Ropes (3)
4.
5.
Hiking*: A passive skill. Movement is unaffected by mountainous terrain and rivers.
Lasso: An active skill that allows the Trapper to use Ropes or Chains as a lasso to temporarily bind any unarmored, unmounted unit without fail. Can be used adjacently or from one cell away. To permanently bind the victim, the Trapper's gotta chill next to them for one turn and finish tyin' em up.
Bear Trap: An active skill that sets down a bear trap on an adjacent cell. Victims that step on it receive the Cripple Status Effect on infantry and Dismounted Status effect on non-flying mounted units. Requires the Bear Trap item. Ineffective against Flying and Armored units.
Rope Trap: An active skill that requires 1 of either the Ropes or Chains items to set up a noose trap that tightens around the ankle and pulls the victim upward and upside down to await capture when they step on the cell in which the trap was placed. Causes the Bound status effect. Ineffective against Mounted and Armored units.
N/A
- 12-Knight
-
Health: 75/75
ACC: 100 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK: 40
Att: 11 (+4) Def: 16 Mag: 4 (+4) Res: 5 Mov: 4
ARMOR
Effects
Charge (Ends Turn 5): Att +4, Mag + 4
1. Iron Lance - D
2. Javelin - D (Ranged)
3.
4.
5.
Mercy*: A passive skill. The first time a Knight's HP reaches 0 during a battle, they'll instead be left with 1 HP.
#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
- 13-Heavy Medic
-
Health: 50/50
ACC: 100 CRIT: 10 EVA: 30 LUCK: 5 ASS: 0 BLOK: 0
Att: 5 Def: 13 Mag: 6 Res: 9 Mov: 4
ARMOR
Effects
None
1. Attack [Staff] - D (Ranged)
Raises the target's Attack by +4 for one turn.2. Heal - E (Ranged)
Heals the target by 20 Health (+Magic Stat)3.
4.
5.
Iron Curtain*: A defensive die skill that gives the Heavy Medic 20% chance to take no damage from a physical enemy attack.
Bulwark: A passive skill. 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
- 14-Mage
-
Health: 60/60
ACC: 110 CRIT: 10 EVA: 55 LUCK: 20 ASS: 0 BLOK: 0
Att: 3 Def: 9 Mag: 15 Res: 11 Mov: 6
Effects
[HUNTED]: +2 Def and +2 Res when being attacked by the [HUNTER]
1. Elthunder
10% chance to Paralyze2. Viento (Nonlethal)
Pushes the target in a cardinal direction by 2 cells.3.
4.
5.
Ancient Power*: A passive skill. The Shaman’s Magic raises by 4 level upward when they’re at or below 50% of their health.
Basic Warding: A defensive passive skill. +4 Resistance when the mage is below 50% health.
Seasonal Tomes: A passive skill. Mages receive +15% ACC when wielding a tome with an element that matches the affinity of the month.
N/A
- 15-Archer
-
Health: 60/60
ACC: 125 CRIT: 10 EVA: 45 LUCK: 5 ASS: 0 (+10) BLOK: 0
Att: 18 Def: 7 Mag: 2 Res: 8 Mov: 5
Effects
None
1. Iron Bow (Air) - D
2. Sleep Toxin (3)
Apply to weapons, land a hit, enemy will contract the Sleep status effect. 3.
4.
5.
Loyalty*: If the Archer’s partner was hit during the opposing phase, the Archer is guaranteed an assist on their phase so long as they stay partnered up with the homie that got hit.
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
Player Characters
- 1-Pick (Thief)
-
Health: 55/55
ACC: 100 CRIT: 10 EVA: 70 (+15) LUCK: 15 ASS: 0 BLOK: 0
Att: 5 (-2) Def: 4 Mag: 5 Res: 10 Mov: 8
Effects
Slim Dagger: +15 EVA, -2 Attack
1. Slim Dagger - E
+15% EVA, -2 Attack2. Vulnerary (3)
Heals 20 Health3. Lockpick (15)
4. Quagmire - D (Nonlethal)
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.5.
Pick Pocket*: Instead of a item, Pick can steal 1000 gold from the target's respective warfund.
Pick: Active skill that allows the Thief to use a Lockpick on doors and chests.
Eagle Eye: Passive skill that gives the thief increased visibility in the dark or fog.
Steal: An active skill that allows the thief to steal anything that isn't a weapon from another unit.
Tip The Scales: An active skill that automatically increases CRIT, ACC, BLOK, EVA, and ASS by 20% for all units within a two cell radius of the Commanding Unit. Tip The Scales effects all units within the Commanding Unit's immediate vicinity upon use and will remain in effect after the units leave the Commanding Unit's vicinity. The skill must be used again in order to take effect on unaffected units. This effect lasts for the remainder of the battle. Tip The Scales lasts for only one turn.
N/A
- 2-Iris (Thug)
-
Health: 30/30
ACC: 115 CRIT: 25 EVA: 55 (+15) LUCK: 20 ASS: 0 BLOK: 0
Att: 8 (-2) Def: 3 Mag: 1 Res: 5 Mov: 4
Effects
Slim Dagger: +15 EVA, -2 Attack
1. Slim Dagger - E
+15% EVA, -2 Attack2. Sleep Toxin (3)
Apply to a weapon to inflict sleep3.
4.
5.
Coward's Strike*: A passive skill that grants Iris +10% crit when an enemy is at 50% health or less
N/A
- 3-Jo (Heavy Medic)
-
Health: 50/50
ACC: 115 CRIT: 10 EVA: 40 LUCK: 20 ASS: 0 BLOK: 20
Att: 10 Def: 13 Mag: 6 Res: 9 Mov: 4
ARMOR, BRANDED, UNDEAD
Effects
Frostbite (Ends Turn 6): Unit takes 5 points of nonlethal damage for every cell they move.
1. Mend - D (Ranged)
Heals 40 Health (+Magic Stat)2. Love - D (Super Long Range)
Inflicts Love status effect.3. Poison Bomb (3)
Lets off a purple poisonous gas inflicting nearby units with poison.4. Fear Bomb (3)
This brown gas causes people to contract the Fear status effect and to run away like a lil bitch. Like they should.5.
Vengeful Bitch*: When being attacked, Jo has a 15% chance of using her equipped weapon to hit the person attacking her in the head and inflicting Bleed status effect. Doesn't do damage, otherwise.
Bulwark: A passive skill. Jo will automatically perform a block for her partner if her partner is at or below 50% of their health.
Retention: A passive skill. Jo receive +2 Resistance on top of whatever resistance bonus is granted to her when a Ward is cast on her.
N/A
- 4-Loor (Lancer)
-
Health: 50/50
ACC: 100 CRIT: 35 EVA: 45 LUCK: 5 ASS: 10 BLOK: 0
Att: 15 Def: 10 Mag: 3 Res: 6 Mov: 5
BRANDED
Effects
None
1. Heavy Lance - D (Armor)
2. Javelin - D (Ranged)
3. Sight (3)
Arcane eyedrops that allow users to see things shortly before they happen. Increases Evasion by 50% for three turns.Addiction: (Cap: 33%, Rate: 3%): Blind status effect when not using Sight.4. Rope (3)
5.
Jungle Born*: +10 CRIT when standing on a Forest or Jungle tile.
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.
N/A
- 5-Myrra (Wolf)
-
Health: 50/70
ACC: 120 CRIT: 20 EVA: 50 LUCK: 5 ASS: 10 BLOK: 0
Att: 15 Def: 9 Mag: 1 Res: 9 Mov: 6
BEAST
Effects
[HUNTER]: +5% ACC and +5% CRIT when attacking the [HUNTED]
Frostbite (Ends Turn 7): Unit takes 5 points of nonlethal damage for every cell they move.
1. Beaststone - D (Beast)
2. Vulnerary (3)
Heals 20 Health.3.
4.
5.
Wild Hunt*: At the start of every match, Myrra randomly selects a target on any of the opposing side to hunt. Once selected, this target will be given the status of [HUNTED], while Myrra and a random ally will gain the [HUNTER] status. When both are within a 2-cell distance, both [HUNTERS] gains +5% ACC and +5% CRIT when attacking the [HUNTED]. The [HUNTED] gains +2 Def and +2 Res when defending against the [HUNTER]. If any of the three is defeated, the hunt ends.
Loyalty: If the Wolf’s partner was hit during the opposing phase, the Wolf is guaranteed an assist on their phase so long as they stay partnered up with the homie that got hit.
Howl of the Hunt: When wolves howl, all allies within a two cell radius will receive +2 cells of movement for one turn. If the Wolf howls on a dark map at night, this effect will last the rest of the battle (unstackable).
N/A
- 6-Theo (Thunder Warrior)
-
Health: 50/50
ACC: 110 (+10) CRIT: 10 (+10) EVA: 60 (+10) LUCK: 15 (+10) ASS: 0 (+10) BLOK: 0 (+10)
Att: 13 (-2) Def: 9 Mag: 7 Res: 9 Mov: 9 (+1)
Effects
Cupid's Bow: -2 Attack, 25% chance of inflicting Love
Raining: Movement raised by +1 when moving outdoors.
Birth Month Bonus: Plus 10 to all rolling stats
1. Cupid Bow - D (Air)
-2 Attack, 25% chance of inflicting Love Effect2. Huntsman's Bow - D (Air, Beast)
3. Vulnerary(3)
Heals 20 health4. Foolish Toxin(3)
Apply to weapons, land a hit, enemy will contract the Fool status effect.5. -
Lightning Fast*: An active skill. If there is an enemy blocking Theo's path, roll against them on a twenty-sided die to determine if Theo can bypass them in the next turn. If Theo's roll is higher than the enemy roll, this skill succeeds. Else, it fails.
Air Support: A passive skill that grants the Thunder Warrior +15% ASS when partnered up with a terrestrial unit.
Tsundere: A passive skill. Thunderbirds receive +20% BLOK when fighting alongside an ally their rider has an A-Rank relationship with.
N/A
- 7-Vivienna (Shrine Keeper)
-
Health: 40/40
ACC: 115 (+10) CRIT: 10 (+10) EVA: 55 (+10) LUCK: 25 (+10) ASS: 0 (+10) BLOK: 0 (+10)
Att: 3 Def: 7 Mag: 12 Res: 9 Mov: 5
Effects
[HUNTER]: +5% ACC and +5% CRIT when attacking the [HUNTED]
Cadence (Ends Turn 5): Can't contract status effects or get debuffed.
Birth Month Bonus: Plus 10 to all rolling stats
1. Mend - D (Ranged)
Heals 40 Health (+Magic Stat)2. Defend - E (Ranged)
Raises Defense of the target by +4 for one turn.3. Vulernary (3)
4. Torch (3)
5.
Guardian's Shield*: (Passive Skill) If an ally adjacent to Vivienna receives a Critical Blow, They gain (+4 Defense) until the end of the turn, and the critical attack is nullified.
Idol Placement: A set of Active Skills that Allows the Shrine Keeper to place an idol. Idols placed by the shrine master are composed of 9 cells arranged in a 3x3 square. The center cell can be placed adjacently by the Shrine Keeper in a cell specified in the battle Summary. Idols can be broken by anyone standing adjacent to them. Up to two idols can be active at one time by the Keeper.
Healing Idol: Heals all allied units within the affected area by 20 Health every turn.
Speak No Evil: Silences all magic users within the affected area, but wears off outside of it. Magical attacks cannot land on units standing within the affected area either.
Victory Idol: Doubles the chances of all die skills for allies and halves the chances of all die skills for enemies.
N/A
- 8 - Korvalt (Fighter)
-
Health: 70/70
ACC: 115 CRIT: 20 EVA: 45 LUCK: 15 ASS: 15 BLOK: 0
Att: 18 Def: 7 Mag: 1 Res: 9 Mov: 5
Effects
None
1. Iron Axe - D
2. Handaxe - D (Ranged)
3. Vulnerary (3)
4. 1000G
5.
Standing Ground*: When enemy unit attack, 2 DEF is added if unit's HP is below or equals 50%.
Shove: An active skill that pushes an enemy backward one cell when attacked by the Fighter. ARMOR units and mounted units are immune to this attack.
Cornered: An active skill that pushes an enemy backward one cell when attacked by the Fighter. ARMOR units and mounted units are immune to this attack.
N/A
Dummies
- 1-Thunder Warrior
-
Health: 60/60
ACC: 110 CRIT: 10 EVA: 60 LUCK: 15 ASS: 0 BLOK: 0
Att: 13 Def: 9 Mag: 7 Res: 9 Mov: 8 (+1)
BEAST, AIR
Effects
Raining: Movement raised by +1 when moving outdoors.
1. Iron Crossbow - D
Capable of attacking from adjacent cell2. Elixer (3)
Heals a character fully.3.
4.
5.
Chivalry*: A passive skill that raises Defense by 4 when the Cavalier is carrying another unit at the cost of -15% EVA
Air Support: A passive skill that grants the Thunder Warrior +15% ASS when partnered up with a terrestrial unit.
Tsundere: A passive skill. Thunderbirds receive +20% BLOK when fighting alongside an ally their rider has an A-Rank relationship with.
N/A
- 2-Troubadour
-
Health: 50/50
ACC: 100 CRIT: 10 EVA: 65 LUCK: 30 ASS: 0 BLOK: 0
Att: 5 Def: 9 Mag: 10 Res: 14 Mov: 8
BEAST
Effects
None
1. Mend (Ranged)
Heals 40 Health (+Magic Stat times 10)2. Restore (Ranged)
Heals a status effect3.
4.
5.
Pass*: A passive skill that allows the Raccoon to move through cells even if they’re occupied by enemy units.
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
- 3-Cavalier
-
Health: 70/70
ACC: 100 CRIT: 10 EVA: 45 (-10) LUCK: 5 ASS: 0 (+10) BLOK: 0 (+25)
Att: 10 Def: 13 (+3) Mag: 2 Res: 11 Mov: 8
BEAST
Effects
Iron Shield: +3 Defense, -10 EVA
1. Iron Lance - D
2. Iron Shield
+3 Defense, -10% EVA3.
4.
5.
Into The Winds*: A passive skill. Movement increases by 1 cell when carrying another unit via the rescue skill
Chivalry: A passive skill that 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
- 4-Mercenary
-
Health: 70/70
ACC: 110 CRIT: 10 EVA: 55 (-10) LUCK: 20 ASS: 0 BLOK: 0
Att: 12 Def: 13 (+3) Mag: 5 Res: 9 Mov: 5
Effects
Iron Shield: +3 Defense, -10 EVA
1. Iron Sword - D
2. Iron Shield
+3 Defense, -10% EVA3.
4.
5.
Shove*: An active skill that pushes an enemy backward one cell when attacked by the Fighter. ARMOR units and mounted units are immune to this attack.
#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
- 5-Mage
-
Health: 60/60
ACC: 110 CRIT: 10 EVA: 55 LUCK: 20 ASS: 0 BLOK: 0
Att: 3 Def: 9 Mag: 15 Res: 11 Mov: 6
Effects
None
1. Elfrost
10% chance to cause Frostbite2. Quagmire (Nonlethal)
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.3.
4.
5.
Ancient Power*: A passive skill. The Shaman’s Magic raises by 4 level upward when they’re at or below 50% of their health.
Basic Warding: A defensive passive skill. +4 Resistance when the mage is below 50% health.
Seasonal Tomes: A passive skill. Mages receive +15% ACC when wielding a tome with an element that matches the affinity of the month.
N/A
- 6-Archer
-
Health: 60/60
ACC: 125 CRIT: 10 EVA: 45 LUCK: 5 ASS: 0 (+10) BLOK: 0
Att: 18 Def: 7 Mag: 2 Res: 8 Mov: 5
Effects
None
1. Iron Bow (Air) - D
2. Bombs (3)
3.
4.
5.
Loyalty*: If the Archer’s partner was hit during the opposing phase, the Archer is guaranteed an assist on their phase so long as they stay partnered up with the homie that got hit.
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
- 7-Barbarian
-
Health: 80/80
ACC: 100 CRIT: 30 EVA: 45 LUCK: 20 ASS: 0 BLOK: 0
Att: 11 Def: 8 Mag: 1 Res: 14 Mov: 5
Effects
None
1. Iron Axe - D
2. Hand Axe (Ranged) - D
3.
4.
5.
2 Fast 2 Furious: A passive skill. When health is below 50%, the myrmidon gains a +15% EVA boost and a +10% CRIT boost.
Destroyer: An active skill that allows a Barbarian to plunder a Village when standing on a village cell. Barbarian will receive 25000G
#Mug: An offensive die skill that has a 25% chance to randomly give the Barbarian 5000G when attacking an enemy.
Hiking: A passive skill. Movement is unaffected by mountainous terrain and rivers.
N/A
- 8-Priest
-
Health: 40/40
ACC: 110 CRIT: 10 EVA: 40 LUCK: 25 ASS: 0 (+20) BLOK: 0
Att: 1 Def: 7 Mag: 14 Res: 12 Mov: 5
Effects
None
1. Mend (Ranged)
Heals 40 Health (+Magic Stat)2. Freeze (Super Long Range)
Prevents enemy movement for 1 turn3.
4.
5.
Sewing*: Allows Tailor to fix the clothes and armor of units who have been Stripped.
Vigilance: A passive skill. The Priest/Cleric will automatically perform an assist and heal allies they’re partnered up with who are at or below 50% of their HP so long as they are equipped with a healing staff.
Mercy: A passive skill. The first time a Cleric/Priest's HP reaches 0 during a battle, they'll instead be left with 1 HP.
N/A
- 9-War Drummer
-
Health: 45/60
Health: 45/60
ACC: 110 (+15) CRIT: 10 EVA: 40 (-15) LUCK: 35 ASS: 0 BLOK: 0
Att: 4 Def: 10 Mag: 14 Res: 7 Mov: 6
Effects
Late: ACC +15, EVA - 15
1. Late [Staff] - D (Super Long Range)
Reduces target's EVA by 20% for one turn.ACC +15%, EVA -15% for the user.2. Advanced Ward (Ranged)
+2 Res (for target), -2 Mag (for caster) per active ward.3.
4.
5.
Territory*: Establishes a stationary 3x3 area around the War Drummer's current cell for the remainder of the battle. All allies within the Panther’s territory will receive +15% ASS and all enemies will receive -15% BLOK.
Forward March: Active Skill. Increases allied movement for all allies within a two cell radius by two cells for one turn
Hold The Line: Active Skill. Increases the Defense and Resistance of all allies within a two cell radius by +4 for one turn.
Endurance: Active Skill. Raises the health of all allies within a two cell radius by 20 points for one turn. This skill does not stack.
Charge!: Active Skill. Raises the Attack and Magic of all allies within a two cell radius by +4 for one turn.
Cadence: An active skill that prevents all allies within a two cell radius from being de-buffed and contracting status effects for one turn.
N/A
- 10-Tailor
-
Health: 45/45
ACC: 120 CRIT: 10 EVA: 40 LUCK: 20 ASS: 0 BLOK: 0
Att: 9 Def: 7 Mag: 9 Res: 10 Mov: 7
Effects
Satchel: +3 Inventory Slots
1. Iron Dagger - D
2. Pure Water (3)
Raises a unit's Resistance by 8 levels for 1 turn.3. Satchel
Adds +3 inventory slots-10% EVA4.
5.
6.
7.
8.
Cart*: A passive skill. Merchants suffer no detriments from equipping Carts and backpacks etc. etc.
#Snip Snip: Offensive die skill. 50% chance that when attacking adjacently, Tailor will inflict the Stripped status effect on their opponent. Armored units are immune to this skill.
Sewing: Allows Tailor to fix the clothes and armor of units who have been Stripped.
N/A
- 11-Trapper
-
Health: 60/60
ACC: 100 CRIT: 10 EVA: 50 LUCK: 25 ASS: 0 BLOK: 0
Att: 8 Def: 9 Mag: 7 Res: 10 Mov: 7
Effects
None
1. Iron Bow - D
2. Bear Trap (3)
3. Ropes (2)
4.
5.
Hiking*: A passive skill. Movement is unaffected by mountainous terrain and rivers.
Lasso: An active skill that allows the Trapper to use Ropes or Chains as a lasso to temporarily bind any unarmored, unmounted unit without fail. Can be used adjacently or from one cell away. To permanently bind the victim, the Trapper's gotta chill next to them for one turn and finish tyin' em up.
Bear Trap: An active skill that sets down a bear trap on an adjacent cell. Victims that step on it receive the Cripple Status Effect on infantry and Dismounted Status effect on non-flying mounted units. Requires the Bear Trap item. Ineffective against Flying and Armored units.
Rope Trap: An active skill that requires 1 of either the Ropes or Chains items to set up a noose trap that tightens around the ankle and pulls the victim upward and upside down to await capture when they step on the cell in which the trap was placed. Causes the Bound status effect. Ineffective against Mounted and Armored units.
N/A
- 12-Knight
-
Health: 75/75
ACC: 100 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK: 40
Att: 11 Def: 16 Mag: 4 Res: 5 Mov: 4
ARMOR
Effects
Cadence (Ends Turn 5): Can't contract status effects or get debuffed.
Victory Idol: 40% chance of initiating Iron Curtain
1. Iron Lance - D
2. Javelin - D (Ranged)
3.
4.
5.
Mercy*: A passive skill. The first time a Knight's HP reaches 0 during a battle, they'll instead be left with 1 HP.
#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
- 13-Mercenary
-
Health: 60/70
ACC: 110 CRIT: 10 EVA: 55 (+10) LUCK: 20 ASS: 0 BLOK: 0
Att: 12 (-2) Def: 13 (+2) Mag: 5 Res: 9 Mov: 5
Effects
Iron Buckler: +2 Defense, -5 EVA
Slim Sword: +15 EVA, -2 Attack
Cadence (Ends Turn 5): Can't contract status effects or get debuffed.
Victory Idol: 66% chance of initiating Bash.
1. Slim Sword - E
+15 EVA, -2 Attack2. Iron Buckler - D
+2 Defense, -5 EVA3.
4.
5.
Shove*: An active skill that pushes an enemy backward one cell when attacked by the Fighter. ARMOR units and mounted units are immune to this attack.
#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
- 14-Mage
-
Health: 60/60
ACC: 110 CRIT: 10 EVA: 55 LUCK: 20 ASS: 0 BLOK: 0
Att: 3 Def: 9 Mag: 15 Res: 11 Mov: 6
Effects
1. Elthunder
10% chance to Paralyze2. Viento (Nonlethal)
Pushes the target in a cardinal direction by 2 cells.3.
4.
5.
Ancient Power*: A passive skill. The Shaman’s Magic raises by 4 level upward when they’re at or below 50% of their health.
Basic Warding: A defensive passive skill. +4 Resistance when the mage is below 50% health.
Seasonal Tomes: A passive skill. Mages receive +15% ACC when wielding a tome with an element that matches the affinity of the month.
N/A
- 15-Archer
-
Health: 60/60
ACC: 125 CRIT: 10 EVA: 45 LUCK: 5 ASS: 0 (+10) BLOK: 0
Att: 18 Def: 7 Mag: 2 Res: 8 Mov: 5
Effects
None
1. Iron Bow (Air) - D
2. Sleep Toxin (3)
Apply to weapons, land a hit, enemy will contract the Sleep status effect. 3.
4.
5.
Loyalty*: If the Archer’s partner was hit during the opposing phase, the Archer is guaranteed an assist on their phase so long as they stay partnered up with the homie that got hit.
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
- 1-Finnian
-
Health: 95/100
EVA: ?? PER: ??
Mov: 4
Effects
Frostbite (Ends Turn 5): Unit takes 5 points of nonlethal damage for every cell they move.
1. ???
2. ???
3. ???
4. ???
5. ???
???*: ???
N/A
- 2-Theresa
-
Health: 100/100
EVA: ?? PER: ??
Mov: 4
Effects
None
1. ???
2. ???
3. ???
4. ???
5. ???
???*: ???
N/A
- 3-Captain Keito
-
Health: 85/100
EVA: ?? PER: ??
Mov: 4
Effects
1. ???
2. ???
3. ???
4. ???
5. ???
???*: ???
N/A
- 4-Dante
-
Health: 100/100
EVA: ?? PER: ??
Mov: 4
Effects
None
1. ???
2. ???
3. ???
4. ???
5. ???
???*: ???
N/A
- 5-Angela
-
Health: 100/100
EVA: ?? PER: ??
Mov: 4
Passenger Of: Theo
Effects
None
1. ???
2. ???
3. ???
4. ???
5. ???
???*: ???
N/A
- 6-Professor Brune
-
Health: 100/100
EVA: ?? PER: ??
Mov: 4
Effects
BOUND: Prohibited from movement until she's set free
1. ???
2. ???
3. ???
4. ???
5. ???
???*: ???
N/A
- 7-L'Ren
-
Health: 100/100
EVA: ?? PER: ??
Mov: 4
Effects
None
1. ???
2. ???
3. ???
4. ???
5. ???
???*: ???
N/A
- 8-Zero
-
Health: 100/100
EVA: ?? PER: ??
Mov: 4
ARMOR
Effects
None
1. ???
2. ???
3. ???
4. ???
5. ???
???*: ???
N/A
- 9-???
-
Health: 100/100
EVA: ?? PER: ??
Mov: 4
Effects
None
1. ???
2. ???
3. ???
4. ???
5. ???
???*: ???
N/A
- Objective 1: Cruel Winter
-
Objective 1: Cruel Winter (End Game)
//The End Game objective is the objective that must be completed in order to finish the Chapter. Typically, the End Game objective will be the first objective listed. All other objectives are optional.
The 13th and 111th have been deployed to assist their fellow soldiers in transporting loot and resources from Patrium at the border. Normally, this sort of mission is a piece of cake. You help carry shit and wounded soldiers/Vultures to your base, and you call it a day. No combat, just support. Unfortunately, the location our amigos have been sent to is Titus, one of the two locations that separates the predominantly Legion kingdoms and the predominantly Alliance kingdoms. It's located between Malth and Glypheim up north, where the two armies' border walls meet and tensions are high. This sort of mission will almost certainly involve confronting the opposing faction.
The Titus region is known for its cold Maltian winds and its dark rain clouds from Glypheim. It gets terribly cold and thunderous, and blizzards are common af. There is a 25% chance of rain, and a 25% chance that a few random characters will contract Frostbite on any given turn.
Hope You Brought An Umbrella- *Lowers everyone's movement by 2 cells when outdoors.
- *Avian Laguz and classes in the Flying Branch are immune.
- *Thunder Warriors' movement will go up by 1 cell.
Chilly Willy- 3 units out of ALL the units on the field will randomly contract Frostbite every turn when outdoors.
- *A Tailor can make you immune to randomly contracted Frostbite by performing their Sewing skill on a unit prior to the contraction of Frostbite.
- *ARMOR units are immune.
- *An Anima wielding class with a Fire type tome can keep themselves and units within two cells of them protected from Frostbite.
Survive 12 Turns- All that is required to beat the Chapter is to last 12 turns. Alternatively, if you guys want to continue after 12 Turns are up, you can.
- Objective 2: Who Dat Boi?
-
Objective 2: Who Dat Boi?
All three groups of the wasteland run into each other, and if necessary they've shown on numerous occasions that they're willing to work together. These crossover moments allow for quite a bit of intelligence gathering, so the Alliance and the Legion have been sending spies along with their scavenging forces to infiltrate these blended squadrons. These deep cover agents often disguise themselves as Vultures, and their identities are an enigma even to many of their allies.
Currently, a troupe of Vultures has been looking for assistance from either the Alliance or the Legion. However, they were separated by the storm on their way to the border, and are now scattered throughout the forest of Titus. It is highly likely that both the Alliance and the Legion have a Spy among this group, who may be carrying sensitive information. It is your mission to save as many Vultures as you can without interfering with your Spy's work. However, you must also ensure that you do not mistake your enemy's Spy for a Vulture.
In addition, rumor has it that a really sus looking individual has been lurking around Titus. They are suspected of peddling in illegal wares and they are considered to be highly dangerous. Soldiers are expected to be on the lookout for this "Peddler." It is possible that the Peddler may be masquerading as a Vulture. The Titus Pole is full of Vultures, Alliance, and Legion members. Even the villages are populated by members of 1 of the 3 groups.
Vultures can be interacted with in a number of ways. Your Battalion has been instructed to bring as many Vultures as possible back to the safety of your faction's base. If you bring a Vulture back to your base, they will reward you with a sweet item. How sweet that item is will depend on how you treat the Vulture.
However, if the Vulture you bring to your base is actually a Spy, there will be consequences. The Spy will steal whatever items your team gains from other Vultures this Chapter, or if no Vultures give you items they will steal a hefty amount of gold. The Spy will also poison your food supply, and half of your team will start Chapter 3 with the Poison effect. If you capture an enemy Spy, you will be greatly rewarded by the officials of your faction. If you kill them, you will still be rewarded, but to a lesser extent.
How you treat the Vultures will effect the Public Opinion of your faction. You'll receive a report at the end of the Chapter from one of your Generals that will detail how your actions affected Public Opinion. This will directly relate to how the citizens of Chapter 3 treat your team. This isn't a warning to make sure you treat all the Vultures nicely. On the contrary, how your team treats the Vultures will result in both positive and negative outcomes in Chapter 3 regardless of whether or not the Vultures were treated well or poorly.
Facts
- Each team has a single Spy hiding among the vultures.
Your team has been given a physical description of three possible spies that may have infiltrated the group.
- None of the Vultures will attack you, they're carrying too much shit to do so.
- The exception is the Peddler, they might attack you.
- Each Vulture has different tastes and a different personality, and will respond to being treated a certain way differently.
- Each Vulture has two rolling stats: EVA and PER along with an active skill. EVA and PER will be obscured until an action that invokes their usage is executed. Their skill will e obscured until they are recruited or they use it of their own volition.
- Each Vulture has 5 inventory items obscured by question marks. These items can be literally anything in the item glossary, however, each Vulture has a range of common to rare items on them.
- There are three villages on the map. Your battalion has been informed of an allied village. If you go there, you will receive assistance. However, there are two other villages on the map. One of them is allied with your enemy, and if you go there you will receive the opposite of help. However, the third village is neutral, and will provide some pretty dope shit to whoever enters.
- Villages function sort of like a base. After you visit them the first time and get the initial reward, you can revisit again for heals, unless of course the village is destroyed by the enemy or in the case of the neutral village occupied OR destroyed by the enemy.
Okay so this is admittedly sus, and probably the most experimental shit I've ever done on my end, but fuck it here goes. You guys are gonna have a number of speech related options to use on Vultures when you see them. These options will be vague af so that you can freely go about writing your characters' dialogue. The options available to you are just every conceivable option I could fathom. If there is an unforeseen option, I will happily add it to this list. The Vulture's responses will come at the end of your team's turn. Once a Vulture has joined your side, you can assume full control over them.
Speech Function
This is a list of Speech Functions you can employ with the Vultures. In other words, this is what you include in your battle summary.
- Chat: Simple dialogue with the Vulture. Anything from simple greetings to making threats to asking questions is qualified as chatting. So basically, this option is for anything that isn't any of the other options. However, your execution of the Chat option (what the character actually says and how they say it) will effect the Vulture's response.
- You can ask each Vulture a maximum of two questions per turn. This is to prevent mega long posts with a bunch of questions in them, and to allow dialogue to flow more naturally between players and Vultures.
- *Classes that belong to the Service Branch may ask three questions per turn.
- You can ask each Vulture a maximum of two questions per turn. This is to prevent mega long posts with a bunch of questions in them, and to allow dialogue to flow more naturally between players and Vultures.
- Steal: You can attempt to steal the items held by the Vulture. Your EVA value in Current Battle will determine your success in stealing. (30 EVA = 30% success chance; 30 (+10) = 40% success chance). The items held by the Vulture will be obscured behind question marks, but they are also predetermined. You can steal as much as you want from Vultures. Each Vulture has a different chance of noticing if they've been stolen from, called Perception (PER). If they discover they've been stolen from, they are likely to run from you and seek out your rivals.
- *Classes that belong to the Delinquent Branch have a 100% chance of stealing a random item, as well as Foxes.
- Thieves and Foxes have a 100% chance of not only stealing an item, but not getting caught while doing so.
- *Classes that belong to the Delinquent Branch have a 100% chance of stealing a random item, as well as Foxes.
- Kill: You can kill the Vulture by rolling against their EVA vaue. However, you need only land one hit to kill them. Doing so will land you 2/5 of the items held by the Vulture, the other three will be broken in the murder scuffle.
- If another Vulture witnesses this, it will effect their opinion of your team. This can be for better or for worse, it all depends on who saw it and who got killed.
- *Classes that belong to the Hero Branch don't have to roll, they will have a 100% chance of executing the Vulture.
- *Classes that belong to the Archery Branch will only break two of the five items and will be able to roll for three of the 5 items.
- Sway: If the Vulture has allied themselves with your rival, it isn't too late to sway them to your side. Similar to the Chat option, what your character says and how they say it will influence the Vulture's decision.
- *The Merchant class (and by extension, the Transporter class) can Sway with a 100% success rate if they offer at least 5,000 gold.
- Capture: You can attempt to capture the Vultures. Unlike capturing a regular unit, you don't have to deplete their health to do so. You can tackle their ass or just tell them to surrender (again, you can implement this however you want and it will effect the Vulture's response). However, there's a chance they won't be fuckin' with it, or that they'll be too slippery to overpower, and they'll try to dip.
- *Trappers will succeed in capturing a Vulture 100% of the time.
- Command: Once you've agreed to help out a Vulture, you can instruct them to follow another unit or board a mounted unit. Once they're following a unit, they may use a support item on them if they have one in their inventory and if the person they're following or any of their allies needs it. Each Vulture also has a unique skill that they make invoke to assist you or hinder your enemies.
- How helpful a Vulture is will of course depend on the individual vulture and how they were treated.
- Abandon: If you've allied yourself with a Vulture but you're not fucking with them anymore, you can abandon them and leave them to fend for themselves.
- A Vulture may continue to follow you even after being abandoned. This may be for a myriad of reasons, it all depends on the individual Vulture.
- A Vulture will have a 100% chance of continuing to follow if they are in Love with a member of your team.
- A Vulture may continue to follow you even after being abandoned. This may be for a myriad of reasons, it all depends on the individual Vulture.
- Each team has a single Spy hiding among the vultures.
- Objective 3: Base God
-
Objective 3: Base God
Your enemy has transported some goods they've managed to scavenge from Patrium's outer regions back to the border. And man, lemme tell ya, they had a GOOD haul. You could let them carry that shit back to their base... orrrr... here's an idea... bare with me here...
You could steal that shit son.
Raid the enemy's northern base and steal whatever ain't nailed to the floor. Then find a really strong guy, or a handy man, or a handy woman, or a handy non gendered being, and un-nail that shit and steal that shit too. Be careful though pimp... the enemy might get the same bright idea.
Go to your enemy's base, kill the fuck out of whoever you find there, steal all the shit in there, dab on the haters on the way out. However, you might wanna make sure no one catches you slippin' and stunts on your base while you're gone.
Raid
- Each team has two bases.
- Your southern base has your special cell for "turning in" Vultures.
You can direct a Vulture to your special cell.Once you've decided to take them in, you can bring them to your base to ensure their safety. The Vulture will then disappear from the map, and you'll officially get their shit. No take backs.- Don't worry, you don't HAVE to turn in your Vultures, so long as they've aligned with your squad you're good. This is just in case you're worried for their safety.
- Your northern base is a little supply stop on the way to the border. There's a bunch of Treasure Chests and shit in there.
- You don't have to open the Treasure Chests in your own team's base. At the end of the Chapter, all of the items within the Treasure Chests in your base will be granted to your inventory.
- Your southern base has your special cell for "turning in" Vultures.
- Each team has a number of allied NPCs at each base. They are under your team's complete control, you can move them along with your characters at your leisure. You may rely entirely on them to defend your bases, or you may bring them along with you for raids or transporting Vultures, etc. etc.
- Don't talk to them unless you or another player plans on writing for them. They exist to be guilt free killable units on the map.
- For now each team will have identical classes for their allies
I might let you guys pick what classes you want.
- They all have stock items and something pretty cool in their inventory.
- Like any other unit, allied NPCs can be captured and enslaved, etc. etc.
- Each team has two bases.
Necromantic
InsaneAsylum
@BlueInPassing
Velkyn
Orikanyo
Reinhardt
Copykat
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