The Handbook v3.0 is here! Major changes include the yeeting of weapon subcategories and the introduction of Weapon Experience, and the addition of a few new classes.
*No subcategories, number of weapons reduced.
*Performance items now can be used along Perform.
*Canto can't be used after attacks.
*All affinities give 2.5 Crit and Dodge.
*Healing severely nerfed across the board.
*Healing and other usable items now have 5 uses, can be merged or separated freely.
*Herbs heal 10 HP, Tonics heal 20 HP, Elixirs heal 60 HP.
*Some minor changes to pref. stats.
== HIGHLY EXPERIMENTAL ==
Weapon Experience added. WEXP obtained for combat or use depending on weapon level, double attacks don't matter, but defeating an enemy doubles WEXP:
E D C B A S
4 5 6 7 8 8
WEXP needed for each rank:
E D C B A S
0+100 100+125 225+150 375+175 550+200 750
== HIGHLY EXPERIMENTAL ==
*Charisma+ removed.
*Discipline now doubles WEXP gain from combat or use.
*Fortune changed: Add an additional LCK/2 to the formulas for Hit, Crit, Evade and Dodge.
*Fortune+: Add an additional LCK/2 to the formulas for Hit, Crit, Evade and Dodge. If the enemy's Crit rate is lower than your Dodge, rolling a number equal or under the difference halves the damage you take.
*Resolve changed: While your HP is at 30% Maximum or Less, you gain 5 DMG, 20 Hit, 20 Evade and guaranteed follow-ups.
-Archer Trainee-
* Can promote to Ballistician instead of Outlaw.
-Thief Trainee-
* Now Spy Trainee. Promotes to Outlaw, Scavenger and Spy.
-Archer-
* Ballistician and Overwatch replaced with Aimed Shot: When attacking, the Archer can choose to target a specific area:
-Leg Shot: Target takes half damage, but they suffer -3 MOV and -20 Evade for 1 turn.
-Arm Shot: Target takes half damage, but they suffer -3 DMG and -20 Hit for 1 turn.
-Headshot: Final hit cannot exceed 80, target takes half damage but they lose their next action. If critical, damage is multiplied by 4 instead of 3.
* -1 DEF, +1 SPD
-Ascetic-
* Levitation replaced with Armored. Shield of Faith now grants DR.
-Ballistician-
Bow (D)
Skill, Strength
+2 HP +1 STR +1 SKL +2 DEF +4 CON
Dismount/War Machine:
The Ballistician mounts a war machine, counting as Mounted, with no extra MOV and +20 AID. The Ballistician can use their action to set up their war machine, making their equipped bow have a range of 4-10, but halving their MOV, doubling the weapon's WT, suffering a -20 Hit penalty and being unable to follow up. When set up they can use their action to return to normal.
Promote to Charioteer and Combat Engineer
-Bard-
* Play: When the Bard uses a Performance item, they can affect 2 adjacent allies. If they refresh an ally, that ally must be one of the allies affected.
-Bandit-
* Reckless Strike switched with Boundless Stamina: The Fighter regains 10% of their Max HP at the start of their phase.
-Dancer-
* Dance: The Dancer is able to perform for an adjacent enemy. That enemy loses their next turn. The Dancer can also choose to use a Performance item for an adjacent ally when performing for an enemy.
-Fighter-
* Clear a Path and Forest Walk replaced with Reckless Strike.
-Mage-
* Mark of Magic replaced with Elemental Attunement: The Mage can use their action and choose one of Sword, Lance or Axe. Until the battle ends or the Mage uses their action to choose again, their attacks made with tomes count as the chosen weapon for the purposes of Weapon Triangle Advantage and Disadvantage.
-Mercenary-
* Alpha Strike: The Mercenary gains +3 DMG when they’re at 90% of their Max HP or higher, and +10 Crit when attacking enemies at 90% of their Max HP or higher.
-Nomad-
* Hit and Run: The Nomad can use Canto after making an attack.
* Promotes to Valkyrie instead of Nomad Healer.
-Pegasus Rider-
* Promotes to Storm Knight instead of Valkyrie.
-Priest/Sister-
* Self-Healing replaced with Staff Expertise: The Priest/Sister can choose to heal twice the amount of HP when using a healing Staff, at the cost of 2 QL.
-Outlaw-
* Sidearm: Upgraded to Always Prepared, they're the more "frontline-ish" of the three.
* -1 SKL, -1 SPD, +2 DEF
-Scavenger-
* Lockpick, Vision and Supply Raid: when Scavenger kills an enemy, they gain a 1 use random healing/temp stat boosting item. They can choose to consume it immediately or store it in their inventory if they have space.
-Spy-
* Lockpick, Vision and Shadow: if the Spy is at least 3 spaces away from an enemy (2 if the Spy is in defensive terrain), they can use their action to enter Shadow. While in Shadow, they're undetectable and untargetable by enemies. Shadow is broken when the Spy attacks, when an enemy tries to walk into the space the Spy occupies (in which case the enemy will lose their action), when an enemy ends up in a space adjacent to the Spy, or if an enemy with Vision walks within 4 spaces. Attacking from Shadow grants +15 Crit for the combat.
* Promotes to Assassin and Rogue.
-Tactician-
* Press the Assault replaced with Mark of Magic: The Tactician gains +5 Hit, Evade, and Crit against enemies that have been attacked by other allies in the same phase. After the Tactician attacks an enemy, allied units gain +5 Hit, Evade, and Crit against the target until the end of the phase.
* -1 DEF, +1 CON
-Thief-
Removed for Spy.
-Trickster-
* Bolster: The Trickster is can refresh and/or use a Performance item on an ally within 2 spaces. If they use a Performance item they can also affect an enemy within 2 spaces, inverting the effect.
-Assassin-
* Can promote from Outlaw and Spy.
* Vital Strike now grants 3 Crit per DMG.
-Berserker-
* Berserker Barrage reworded with damage instead of DEF/RES, and limited to 10.
* Berserker Rage: For every 2 HP under their Maximum, the Berserker gains +1 Crit.
-Bodyguard-
* Guard replaced with Martyrdom: When an ally adjacent to the Bodyguard takes damage from an attack, the Bodyguard can choose to redirect half of that damage to themselves.
* -1 DEF, +2 HP
-Bounty/Treasure Hunter-
* Steal Weapon replaced with Bag of Holding.
* Can promote only from Scavenger.
-Charioteer-
Bow, Lance
Defense, Skill
Raid
Chariot Charge: When the Charioteer attacks while not set up, having used at least half MOV grants +3 DMG and 10 Crit.
Armored Chariot: When the Charioteer is set up, gain Armored.
+4 HP +3 STR +3 DEF +2 RES +0 SPD +4 CON
-Combat Engineer-
Bow, Axe
Skill, Health
Remote Control:
When the Combat Engineer sets up the war machine, they can dismount and leave the war machine set up in place with the weapon they choose. They can’t use that weapon by themselves while dismounted, but they don't suffer the set up penalties, and they can choose to attack with the war machine as if they were mounting it, with the enemy being unable to counterattack. The Combat Engineer can also recall the war machine from anywhere when remounting, rather than having to return to it to remount.
+4 HP +2 STR +2 SKL +1 LCK +2 DEF +0 RES +1 SPD +4 CON
-Commander-
* Tactical Sense replaced with Press the Assault: When the Commander takes an enemy down to 0 HP in their phase, they can activate a Rally immediately without spending an action.
-Crusader-
* Gains Armored as per Ascetic. Heroic Light removed.
-Dancing Blade-
* Sword Dance: The Dancing Blade is able use Dance (in full) and attack at the same time.
-Dread Fighter-
* Element of Surprise: When the Dread Fighter attacks an enemy that was 3 spaces or more away at the start of their phase, they gain +2 AS and +2 DMG and the enemy cannot counterattack.
-Duke Knight-
* Momentum: When the Duke Knight attacks a target that was 5 or more spaces away, they gain +3 DMG and guaranteed follow ups and the enemy can't follow up.
-Enchanter-
* Enchant: The Enchanter can choose to perform for an enemy within 2 spaces. They can make that enemy do an action, as well as apply any Performance item effects to allies or enemies as with Play or Bolster. That enemy can still act on their next turn. No enemy can be Enchanted twice.
-Great Knight-
* Trample not replaced for now.
-Holy Guard-
* Heroic Advance limited to 2 spaces.
-Illusionist-
* Mirage: When performing, the Illusionist can choose to create an illusion in an empty space within range instead of refreshing an ally's turn. Only 2 illusions can be active at once and they dissipate after one attack.
* Brilliant Disguise replaced with Brilliant Echo: When the Illusionist uses a Performance item (by itself or with refreshing), each illusion can spread the effect to other units as if each illusion had used Bolster (without refreshing more allies).
-Lore Master-
* Masterful Play: The Lore Master can refresh the turn of two adjacent units now, and performance items can affect four adjacent allies.
-Mountain Warrior-
* Changed to Mountain Hermit:
Axe, Staff
Strength, Magic
Mountain Sprint
Inner Strength: The Mountain Hermit can use their action to heal themselves or an adjacent ally for an amount equal to their CON and clear all negative effects.
+3 HP, +4 STR, +3 MAG, +1 SKL, +1 SPD, +5 CON
-Nomad Healer-
* Removed.
-Nomad Trooper-
* Master of the Plains changed to Master of the Hunt: The Nomad Ranger gains a +2 bonus to MOV when using Hit and Run.
-Rogue-
* Loot and Scoot and Bag of Holding replaced with Silent Killer: if the Rogue kills an enemy when attacking from Shadow, and after combat they still fulfill the requirements for entering Shadow, they reenter Shadow automatically.
-Saint-
* Staff Mastery replaces Staff Expertise.
-Sage-
* -1 SPD, +1 CON
-Storm Knight-
New promo for Peg rider
Lance, Bow, Anima
Speed, Magic
Walking on Air
Tactical Superiority: The Mountain Hermit can use their action to heal themselves or an adjacent ally for an amount equal to their CON and clear all negative effects.
+2 HP, +1 STR, +3 MAG, +2 SKL, +2 RES, +2 SPD, +3 CON
-Summoner-
* -2 CON, +1 HP, +1 SKL
-Templar-
* Quixotic addition: If the Templar is taken down to 0 HP while in Quixotic state, the combat continues as normal, and if the Templar takes the enemy down to 0 HP in the same combat, they will stay up at 1 HP afterwards.
-Trouper-
* Deadly Dance changed to Showstopper: When the Trouper uses a Performance item (by itself or with Dance/Perform), they gain the same effect themselves. If the Trouper defeats an enemy on their turn, they refresh their own turn.
* -1 SKL, -1 SPD, +2 CON
-Vigilante-
* Always Prepared removed since base Outlaw has it.
-Virtuoso-
* Fruits of Study lasts for a full turn, and only one bonus per type.
-Wanderer-
* Omni-Movement simplified: All terrain costs 1 less MOV for the Wanderer, down to a minimum of 1 MOV.