Post by Viola on Mar 5, 2015 0:39:23 GMT
Lord: A young master or mistress belonging to a noble family, these characters have fairly balanced stats, and are notable for high agility and low resistance. They can use all kinds of swords, including rapiers. (Special Ability: Guard- can take an attack for a friend without taking any damage once per battle.)
• Great Lord: A bulkier, armored Lord who can also make use of lances. Higher defenses, and generally higher skill. (Special Ability: Aether- combines the effects of the Sol and Luna ability in a single strike.)
Mercenary: A sellsword whose talent lies within their blade and their quick thinking. Possessing balanced offensive and defensive might, their skills are a must for any team looking for a basic swordfighter. (Special Ability: Patience- defense is highly raised when the unit is on the defensive during a fight.)
• Hero: A dedicated mercenary who has gained talent with the axe as well as the sword. Has high defensive and offensive potency, as well as high skill with their weapon. (Special Ability: Sol- allows them to pccasionally drain the health of foes they face.)
• Bow Knight: A unit on horseback who is able to use both Bows and Swords. Adept with the blade as well as sniping opponents from afar, their Skill is nigh unmatched. (Special Ability: Rally Skill- a magic spell that raises the hit rate and chance for high-power strikes for your entire party.)
Knight: A heavily armored guard who prefers lances as a weapon and carries a shield. Has the best base defense of all the classes, as well as good strength. Watch out for certain weapons, though- that armor can be pierced if one is not careful. (Special Ability: Rally Defense- a magic spell that raises the defensive potential of all teammates for a short time)
• Great Knight: A promoted Knight who is now able to use axes and swords in addition to lances. Now mounted on a horse, they specialize in quick movement and defending allies. (Special Ability: Luna- halves the defense of foes, allowing their physical strikes to become far stronger.)
• General: An ardently defensive unit with very little threats that have the ability to rout them. Acting as a wall, they have the ability to use lances, axes and bows. (Special Ability: Pavise- Halves the damage of all physical attacks against the user, heightening their defensive capabilities to the max.)
Cavalier: A basic mounted class capable of using lances and swords. With highly balanced stats and able to move quickly on horseback, a Cavalier is a necessary addition to any guard. Though… watch their low resistance. (Special Ability: Discipline- gains experience with weapons at an extremely quick rate compared to others.)
• Paladin: A talented Cavalier with higher skill, offensive potential and defensive potential. With their blazing speed and high rate of raised-power attacks, Paladins are formidable as friends or foes. (Special Ability: Aegis- halves the damage of all magic attacks against the user, heightening the user's resistance capabilities to the max.)
• Great Knight: A promoted Knight who is now able to use axes and swords in addition to lances. Now mounted on a horse, they specialize in quick movement and defending allies. (Special Ability: Luna- halves the defense of foes, allowing their physical strikes to become far stronger.)
Mage: An adept scholar who has educated themselves in the field of magic. They are a heavily offense-focused unit that has access to Anima Magic. Their high magic stat allows them to hit hard whilst supporting their team both close and from afar. (Special Ability: Focus- performs especially well in battle when one or zero allies are fighting alongside them.)
• Sage: A flourishing magical fighter who has gained proficiency in the healing arts, and is now able to use Staves. Acting as a huge offensive threat as well as a defensive boon to allies, Sages are a force to be reckoned with. (Special Ability: Flare- enemy resistance to magic is highly reduced, allowing unit to do even more damage.)
• Dark Knight: An especially disciplined Mage on horseback who is now able to use Swords and Dark Magic in addition to Anima Magic. Well-rounded and tough, these units are notoriously difficult to best. (Special Ability: Lifetaker- Drains the health of any defeated foe for themselves.)
Cleric/Priest: A unit who focuses upon healing others. Able to utilize staves and with access to Light Magic tomes, these units have above-average resistance as well as being rather inclined towards Luck. (Special Ability: Healtouch- Even without a staff, these characters can heal allies with magical abilities.)
• Sage: A flourishing magical fighter who has gained proficiency in the healing arts, and is now able to use Staves and Light Magic. Acting as a huge offensive threat as well as a defensive boon to allies, Sages are a force to be reckoned with. (Special Ability: Flare- enemy resistance to magic is highly reduced, allowing unit to do even more damage.)
• War Cleric/Monk: A more offensively-inclined Cleric who has the ability to wield axes. While they are slow, they are mighty with both their axes and their ability to heal allies. (Special Ability: Renewal- unit’s health slowly regenerates with time.)
Thief: A tricky kleptomaniac with a penchant for locks, these sneaky fighters are particularly fond of using swords. Blessed with wonderful agility, they can hit foes multiple times with their quick attacks. (Special Ability: Locktouch- can open any door or chest they come into contact with without needing a key.)
• Trickster: A promoted Thief with even more versatile abilities, their fighters are capable of healing their allies with Staves in addition to swords. Due to this, they have a particularly high magic stat for a physical class. (Special Ability: Acrobat- can easily traverse any terrain, including over water and sand without any trouble.)
• Assassin: A particularly nasty fighter with brutal Speed and Skill stats, these hitmen have also gained the ability to snipe at their foes using Bows. (Special Ability: Lethality- has the ability to instantly defeat foes far weaker than the unit themselves.)
Archer: A skilled bow user, these fighters excel at ranged combat. While they're not very useful up close, they are surprisingly strong for a unit that fights from so far away. (Special Ability: Prescience- Skill is highly boosted when on the offensive during a fight.)
• Bow Knight: A unit on horseback who is able to use both Bows and Swords. Adept with the blade as well as sniping opponents from afar, their Skill is nigh unmatched. (Special Ability: Rally Skill- a magic spell that raises the hit rate and chance for high-power strikes for your entire party.)
• Sniper: A deadeye sniper, these skilled Archers have unmatched skill and rather versatile stats otherwise. Their abilities make them deadly, especially to flying units. (Special Ability: Sure Shot- has a chance to fire a holy arrow that is guaranteed to hit its target.)
Myrmidon: A talented wanderer who has proficient knowledge of the blade. Myrmidons have shockingly high critical hit rate and agility, but don't have very high strength or defenses. (Special Ability: Vantage- can get the first hit in a fight even when ambushed by the enemy.)
• Swordmaster: A hardened swordsman who lives by the blade, a Swordmaster is never to be taken likely. Packing exceptional Skill, a Swordmaster is an agile and skilled fighter to be feared. (Special Ability: Astra- able to attack an enemy with five quick strikes in succession on a single turn.)
• Assassin: A particularly nasty fighter with brutal Speed and Skill stats, these hitmen have also gained the ability to snipe at their foes using Bows. (Special Ability: Lethality- has the ability to instantly defeat foes far weaker than the unit themselves.)
Troubadour: A healer on horseback. Much like a Cleric, but with generally better maneuverability whilst leaning towards higher defense in exchange for low luck and skill. Troubadours are able to utilize staves and Light Magic, much like their unmounted counterparts. (Special Ability: Rally Resistance- casts a magic spell over one's party to temporarily raise their defense against magic.)
• Valkyrie: A magically inclined Troubadour with the ability to use Light Magic, Anima Magic and Staves. Highly versatile as both a healer and a magic user, Troubadours are ladies to be feared. (Special Ability: Support- the offensive and defensive abilities of comrades are highly boosted when near this unit.)
• War Cleric/Monk- A more offensively-inclined Cleric who has the ability to wield axes. While they are slow, they are mighty with both their axes and their ability to heal allies. (Special Ability: Renewal- unit’s health slowly regenerates with time.)
Fighter: This skilled fighter, with a hearty spirit and a love for the battlefield, specializes in using axes to best their foes. Fighters and their promotions are some of the most dangerous units on the battlefield, and well-trained Fighters can hit like a bear. (Special Ability: Zeal- upon reaching half health, this unit's attacks have a much higher damage potential.)
• Warrior: A promoted Fighter who specializes in the strongest possible strikes- now carrying a bow along with an axe, these hardy survivalists will stop at nothing to do their best for a commander. (Special Ability: Counter- half the damage of any physical strike they receive can be countered to the opponent.
• Hero: A dedicated mercenary who has gained talent with the axe as well as the sword. Has high defensive and offensive potency, as well as high skill with their weapon. (Special Ability: Sol- allows them to pccasionally drain the health of foes they face.)
Pegasus Knight: A young knight who is skilled at riding on the back of a flying beast. Highly maneuverable but with a weakness to arrows, they utilize lances to attack their foes whilst maintaining beauty and grace. (Special Ability: Relief- Unit quickly regenerates if alone on the battlefield.)
• Falcon Knight: A promoted Pegasus Knight who is now capable of using both lances and staves. Talented warriors, they take the role of protecting and supporting allies. (Special Ability: Rally Speed- a magical spell that increases the movement speed and evasiveness of all allies in range.)
• Dark Flier: A Pegasus Knight who has carefully studied magic, these knights are now adept at using tomes as well as lances. Speeding like wind across the battlefield, their offensive presence should always be taken into consideration. (Special Ability: Galeforce- allows a Dark Flier to attack again after defeating a foe.)
Wyvern Rider: A knight who is able to tame a menacing dragon, these famed riders use axes to do battle against their foes. While they are extremely powerful, they can be fallible to magic. (Special Ability: Tantivy- If cornered or fighting alone, their hit rate and evasion increase significantly.)
• Griffon Rider: A well-rounded unit mounted on the back of a legendary griffon, these knights are masters of the air and, naturally, of their axe. (Special Ability: Deliverer- able to transport allies on the back of their mount without harm, and even a slight defense increase when doing so.)
• Wyvern Lord: A highly offensive unit with the ability to use lances along with their usual axe. Powerful and fast, many are stabbed before they even catch sight of one. (Special Ability: Quick Burn- during the first few posts of a battle, strength is boosted significantly.)
Dark Mage: A mysterious mage who has trained in the dark arts. Formidable in both offense and defense, they are some of the most dangerous units on the field. The fact that they are capable of both Anima magic and Dark magic only makes them that much scarier. (Special Ability: Hex- reduces the evasiveness of all foes within range.)
• Sorcerer/Sorceress: A promoted Dark Mage who is now able to use healing Staves along with dark and anima magic. Their defenses are impeccable. (Special Ability: Vengeance- adds damage to your own strikes as you accumulate more damage.)
• Dark Knight: An especially disciplined Mage on horseback who is now able to use Swords and Dark Magic in addition to Anima Magic. Well-rounded and tough, these units are notoriously difficult to best. (Special Ability: Lifetaker- Drains the health of any defeated foe for themselves.)
Tactician: An elegant Tactician who is adept at planning for any situation. Utilizing both Swords and Tomes, they are a crux for their team. They have generally well-rounded stats. (Special Ability: Solidarity- the defenses of nearby units are increased when your unit is near.)
• Grandmaster: A promoted Tactician who is especially adept at using magic. A well-weathered ally, their abilities are never to be underestimated. (Special Ability: Ignis- a special attack where a user's strength can be added to their magic stat when they attack or vice versa.)
Manakete: Manaketes, in this age, are quite rare- few and far between, they nearly died out on the Iris Islands over 300 years prior due to being thought of as monsters by humans who had never encountered them. Most Manaketes are female, and they live in small, scattered communities in isolated areas. It is said that a few live in disguise among humans. In human form, they are distinguishable by their large ears, looking like a dragon's leaf-like horns. Manaketes can live for over 1,000 years- therefore, many still remember the deaths of friends and family from that terrible time. Most appear very young, even childlike- the oldest of them often only appear to be young adults. It is said that a few of them live among humans, hiding their form. Using an intriguing gem known as a Dragonstone, a Manakete can revert to their true form- a magnificent dragon, able to fly freely and use a bluish-white flame in combat with their enemies.
Fiara: The Fiara people are easily distinguishable from humans by their amber-yellow eyes, which all of them possess. They also possess wolf-like ears, a short tail, and sharpened teeth- all betraying their status as a mixture of canine and human. While ones living in mainland Seara or Niveus usually cover up their ears and tail, ones living in their native Viridis usually leave them visible. They are able to change form using a mysterious gem known as a Beaststone- while in their transformed state, they take the form of enormous wolves, standing as high as a full-grown male and nine feet long from head to tail as adults. Despite their intimidating looks, most Fiara are quite peaceful and not predisposed to fighting. When they do fight, they will normally do battle with their enormous claws and maw.
• Great Lord: A bulkier, armored Lord who can also make use of lances. Higher defenses, and generally higher skill. (Special Ability: Aether- combines the effects of the Sol and Luna ability in a single strike.)
Mercenary: A sellsword whose talent lies within their blade and their quick thinking. Possessing balanced offensive and defensive might, their skills are a must for any team looking for a basic swordfighter. (Special Ability: Patience- defense is highly raised when the unit is on the defensive during a fight.)
• Hero: A dedicated mercenary who has gained talent with the axe as well as the sword. Has high defensive and offensive potency, as well as high skill with their weapon. (Special Ability: Sol- allows them to pccasionally drain the health of foes they face.)
• Bow Knight: A unit on horseback who is able to use both Bows and Swords. Adept with the blade as well as sniping opponents from afar, their Skill is nigh unmatched. (Special Ability: Rally Skill- a magic spell that raises the hit rate and chance for high-power strikes for your entire party.)
Knight: A heavily armored guard who prefers lances as a weapon and carries a shield. Has the best base defense of all the classes, as well as good strength. Watch out for certain weapons, though- that armor can be pierced if one is not careful. (Special Ability: Rally Defense- a magic spell that raises the defensive potential of all teammates for a short time)
• Great Knight: A promoted Knight who is now able to use axes and swords in addition to lances. Now mounted on a horse, they specialize in quick movement and defending allies. (Special Ability: Luna- halves the defense of foes, allowing their physical strikes to become far stronger.)
• General: An ardently defensive unit with very little threats that have the ability to rout them. Acting as a wall, they have the ability to use lances, axes and bows. (Special Ability: Pavise- Halves the damage of all physical attacks against the user, heightening their defensive capabilities to the max.)
Cavalier: A basic mounted class capable of using lances and swords. With highly balanced stats and able to move quickly on horseback, a Cavalier is a necessary addition to any guard. Though… watch their low resistance. (Special Ability: Discipline- gains experience with weapons at an extremely quick rate compared to others.)
• Paladin: A talented Cavalier with higher skill, offensive potential and defensive potential. With their blazing speed and high rate of raised-power attacks, Paladins are formidable as friends or foes. (Special Ability: Aegis- halves the damage of all magic attacks against the user, heightening the user's resistance capabilities to the max.)
• Great Knight: A promoted Knight who is now able to use axes and swords in addition to lances. Now mounted on a horse, they specialize in quick movement and defending allies. (Special Ability: Luna- halves the defense of foes, allowing their physical strikes to become far stronger.)
Mage: An adept scholar who has educated themselves in the field of magic. They are a heavily offense-focused unit that has access to Anima Magic. Their high magic stat allows them to hit hard whilst supporting their team both close and from afar. (Special Ability: Focus- performs especially well in battle when one or zero allies are fighting alongside them.)
• Sage: A flourishing magical fighter who has gained proficiency in the healing arts, and is now able to use Staves. Acting as a huge offensive threat as well as a defensive boon to allies, Sages are a force to be reckoned with. (Special Ability: Flare- enemy resistance to magic is highly reduced, allowing unit to do even more damage.)
• Dark Knight: An especially disciplined Mage on horseback who is now able to use Swords and Dark Magic in addition to Anima Magic. Well-rounded and tough, these units are notoriously difficult to best. (Special Ability: Lifetaker- Drains the health of any defeated foe for themselves.)
Cleric/Priest: A unit who focuses upon healing others. Able to utilize staves and with access to Light Magic tomes, these units have above-average resistance as well as being rather inclined towards Luck. (Special Ability: Healtouch- Even without a staff, these characters can heal allies with magical abilities.)
• Sage: A flourishing magical fighter who has gained proficiency in the healing arts, and is now able to use Staves and Light Magic. Acting as a huge offensive threat as well as a defensive boon to allies, Sages are a force to be reckoned with. (Special Ability: Flare- enemy resistance to magic is highly reduced, allowing unit to do even more damage.)
• War Cleric/Monk: A more offensively-inclined Cleric who has the ability to wield axes. While they are slow, they are mighty with both their axes and their ability to heal allies. (Special Ability: Renewal- unit’s health slowly regenerates with time.)
Thief: A tricky kleptomaniac with a penchant for locks, these sneaky fighters are particularly fond of using swords. Blessed with wonderful agility, they can hit foes multiple times with their quick attacks. (Special Ability: Locktouch- can open any door or chest they come into contact with without needing a key.)
• Trickster: A promoted Thief with even more versatile abilities, their fighters are capable of healing their allies with Staves in addition to swords. Due to this, they have a particularly high magic stat for a physical class. (Special Ability: Acrobat- can easily traverse any terrain, including over water and sand without any trouble.)
• Assassin: A particularly nasty fighter with brutal Speed and Skill stats, these hitmen have also gained the ability to snipe at their foes using Bows. (Special Ability: Lethality- has the ability to instantly defeat foes far weaker than the unit themselves.)
Archer: A skilled bow user, these fighters excel at ranged combat. While they're not very useful up close, they are surprisingly strong for a unit that fights from so far away. (Special Ability: Prescience- Skill is highly boosted when on the offensive during a fight.)
• Bow Knight: A unit on horseback who is able to use both Bows and Swords. Adept with the blade as well as sniping opponents from afar, their Skill is nigh unmatched. (Special Ability: Rally Skill- a magic spell that raises the hit rate and chance for high-power strikes for your entire party.)
• Sniper: A deadeye sniper, these skilled Archers have unmatched skill and rather versatile stats otherwise. Their abilities make them deadly, especially to flying units. (Special Ability: Sure Shot- has a chance to fire a holy arrow that is guaranteed to hit its target.)
Myrmidon: A talented wanderer who has proficient knowledge of the blade. Myrmidons have shockingly high critical hit rate and agility, but don't have very high strength or defenses. (Special Ability: Vantage- can get the first hit in a fight even when ambushed by the enemy.)
• Swordmaster: A hardened swordsman who lives by the blade, a Swordmaster is never to be taken likely. Packing exceptional Skill, a Swordmaster is an agile and skilled fighter to be feared. (Special Ability: Astra- able to attack an enemy with five quick strikes in succession on a single turn.)
• Assassin: A particularly nasty fighter with brutal Speed and Skill stats, these hitmen have also gained the ability to snipe at their foes using Bows. (Special Ability: Lethality- has the ability to instantly defeat foes far weaker than the unit themselves.)
Troubadour: A healer on horseback. Much like a Cleric, but with generally better maneuverability whilst leaning towards higher defense in exchange for low luck and skill. Troubadours are able to utilize staves and Light Magic, much like their unmounted counterparts. (Special Ability: Rally Resistance- casts a magic spell over one's party to temporarily raise their defense against magic.)
• Valkyrie: A magically inclined Troubadour with the ability to use Light Magic, Anima Magic and Staves. Highly versatile as both a healer and a magic user, Troubadours are ladies to be feared. (Special Ability: Support- the offensive and defensive abilities of comrades are highly boosted when near this unit.)
• War Cleric/Monk- A more offensively-inclined Cleric who has the ability to wield axes. While they are slow, they are mighty with both their axes and their ability to heal allies. (Special Ability: Renewal- unit’s health slowly regenerates with time.)
Fighter: This skilled fighter, with a hearty spirit and a love for the battlefield, specializes in using axes to best their foes. Fighters and their promotions are some of the most dangerous units on the battlefield, and well-trained Fighters can hit like a bear. (Special Ability: Zeal- upon reaching half health, this unit's attacks have a much higher damage potential.)
• Warrior: A promoted Fighter who specializes in the strongest possible strikes- now carrying a bow along with an axe, these hardy survivalists will stop at nothing to do their best for a commander. (Special Ability: Counter- half the damage of any physical strike they receive can be countered to the opponent.
• Hero: A dedicated mercenary who has gained talent with the axe as well as the sword. Has high defensive and offensive potency, as well as high skill with their weapon. (Special Ability: Sol- allows them to pccasionally drain the health of foes they face.)
Pegasus Knight: A young knight who is skilled at riding on the back of a flying beast. Highly maneuverable but with a weakness to arrows, they utilize lances to attack their foes whilst maintaining beauty and grace. (Special Ability: Relief- Unit quickly regenerates if alone on the battlefield.)
• Falcon Knight: A promoted Pegasus Knight who is now capable of using both lances and staves. Talented warriors, they take the role of protecting and supporting allies. (Special Ability: Rally Speed- a magical spell that increases the movement speed and evasiveness of all allies in range.)
• Dark Flier: A Pegasus Knight who has carefully studied magic, these knights are now adept at using tomes as well as lances. Speeding like wind across the battlefield, their offensive presence should always be taken into consideration. (Special Ability: Galeforce- allows a Dark Flier to attack again after defeating a foe.)
Wyvern Rider: A knight who is able to tame a menacing dragon, these famed riders use axes to do battle against their foes. While they are extremely powerful, they can be fallible to magic. (Special Ability: Tantivy- If cornered or fighting alone, their hit rate and evasion increase significantly.)
• Griffon Rider: A well-rounded unit mounted on the back of a legendary griffon, these knights are masters of the air and, naturally, of their axe. (Special Ability: Deliverer- able to transport allies on the back of their mount without harm, and even a slight defense increase when doing so.)
• Wyvern Lord: A highly offensive unit with the ability to use lances along with their usual axe. Powerful and fast, many are stabbed before they even catch sight of one. (Special Ability: Quick Burn- during the first few posts of a battle, strength is boosted significantly.)
Dark Mage: A mysterious mage who has trained in the dark arts. Formidable in both offense and defense, they are some of the most dangerous units on the field. The fact that they are capable of both Anima magic and Dark magic only makes them that much scarier. (Special Ability: Hex- reduces the evasiveness of all foes within range.)
• Sorcerer/Sorceress: A promoted Dark Mage who is now able to use healing Staves along with dark and anima magic. Their defenses are impeccable. (Special Ability: Vengeance- adds damage to your own strikes as you accumulate more damage.)
• Dark Knight: An especially disciplined Mage on horseback who is now able to use Swords and Dark Magic in addition to Anima Magic. Well-rounded and tough, these units are notoriously difficult to best. (Special Ability: Lifetaker- Drains the health of any defeated foe for themselves.)
Tactician: An elegant Tactician who is adept at planning for any situation. Utilizing both Swords and Tomes, they are a crux for their team. They have generally well-rounded stats. (Special Ability: Solidarity- the defenses of nearby units are increased when your unit is near.)
• Grandmaster: A promoted Tactician who is especially adept at using magic. A well-weathered ally, their abilities are never to be underestimated. (Special Ability: Ignis- a special attack where a user's strength can be added to their magic stat when they attack or vice versa.)
Manakete: Manaketes, in this age, are quite rare- few and far between, they nearly died out on the Iris Islands over 300 years prior due to being thought of as monsters by humans who had never encountered them. Most Manaketes are female, and they live in small, scattered communities in isolated areas. It is said that a few live in disguise among humans. In human form, they are distinguishable by their large ears, looking like a dragon's leaf-like horns. Manaketes can live for over 1,000 years- therefore, many still remember the deaths of friends and family from that terrible time. Most appear very young, even childlike- the oldest of them often only appear to be young adults. It is said that a few of them live among humans, hiding their form. Using an intriguing gem known as a Dragonstone, a Manakete can revert to their true form- a magnificent dragon, able to fly freely and use a bluish-white flame in combat with their enemies.
Fiara: The Fiara people are easily distinguishable from humans by their amber-yellow eyes, which all of them possess. They also possess wolf-like ears, a short tail, and sharpened teeth- all betraying their status as a mixture of canine and human. While ones living in mainland Seara or Niveus usually cover up their ears and tail, ones living in their native Viridis usually leave them visible. They are able to change form using a mysterious gem known as a Beaststone- while in their transformed state, they take the form of enormous wolves, standing as high as a full-grown male and nine feet long from head to tail as adults. Despite their intimidating looks, most Fiara are quite peaceful and not predisposed to fighting. When they do fight, they will normally do battle with their enormous claws and maw.