20 players will fight it out in a glorious battle royale to become the only survivor and promote. The game is based on the
with a few changes.
General:
-Equipment slots are 5 for everyone regardless of their CON.
-Hit and Crit rolls are separated.
-Effective Damage is x3. Crossbows deal x2 vs Flying.
-Poison deals 2-6 DMG and can reduce HP to 0.
-Sleeping units always wake up when hit.
-New status effect: Addle: unit is unable to use Physical Weapons or Use Items.
-Terrains grant DR instead of DEF.
Character Skills:
-Daunt/Charisma/Reinforce/Weapon Saver/Provoke/Stillness forbidden.
-Blossom: gives a third preferred stat. Levels are granted to have a minimum of three +1 stats. Cap of first preferred stat raises by 2.
-Maturity: +5% growth to all stats.
-Disarm: only activates on attack, is now Cost. If an enemy has more than one weapon in their inventory, their equipped weapon is disabled for one turn and forced to autoequip their other weapon. Enemies with one weapon are functionally disabled from attacking for one turn.
-Gamble: halves your final hit rate and doubles your crit chance.
-Ignis: SKL+LCK% chance of adding half STR to magic attacks and half MAG to physical attacks. Free
-Sol: SKL+LCK% chance of recovering HP equal to half damage done in an attack or counterattack. Cost
-Luna: SKL+LCK% chance of ignoring half the respective defensive stat when making an attack or counterattack. Cost
Classes:
-Archer: Sidearm axed, they get Overwatch.
-Bandit: KotM gets axed. And they need 2 MOV to step on hills.
-Fencer: Indoor Combat axed. Sneaking now includes no MOV penalty for moving onto a pillar. They get Duelist: WTA vs enemies with the same weapon subcategory.
-Fighter: They promote to Forest Knights instead of Heroes.
-Knight: Weapons restricted to Lance.
-Mage: Nature Spirits changed to Meditate: use an action to heal HP equal to the Mage's CON.
-Mercenary: Get Your Weight On axed.
-Monk: Pious Veil changed to 1.2 version.
-Myrmidon: En Passant axed.
-Nomad: no change.
-Pegasus Rider: Magic Sink axed. They get Anti-Levitation (+3 Bonus DMG and RES vs units with Levitation active).
-Pirate: Deflect axed.
-Scavenger: Power of the Underdog axed at first. Might get something else.
-Shaman: Ancient Resolve axed. They get Ancient Gamble (choose points to move from CON to MAG, get CON back in 1/2/3/4... points per turn progression). Ancient Gamble can be used more than once, as long as the total CON exchanged doesn't go over the actual CON of the character.
-Social Knight: no change.
-Soldier: Spear Wall axed. They get Anti-Cavalry: WTA with +3 DMG vs mounted units plus counterattacks disable their canto. Prone to changes.
-Spy: They get traps. Still not sure what to do with Ambush. They only get one weapon proficiency (and one subcategory at C rank) now: Swords if promoted from Thief trainee, Bows if promoted from Archer trainee; Spies starting from First Class get to choose.
-Thief: Overdeveloped Sense of Self Preservation grants canto after a lock picked or successful steal.
-Wyvern Rider: no change.
-Assassin: Assassinate has half crit% chance of triggering on a crit. It also beats Big Shield.
-Battle Mage: Jump axed. Imbue Arrow uses stats of weaker weapon and targets lower of DEF or RES.
-Berserker: Instead of axing Berserker Barrage, Critical Eye gets removed and Berserker Barrage gives 3 Crit in exchange for each 1 DEF AND RES reduced.
-Bishop: Revitalize axed. Sanctuary reworked to giving an adjacent ally a bonus shield equal to the Bishop's MAG.
-Bounty Hunter: the total WT of weapons stolen can't exceed CON*2.
-Commander: Command Chance gives 7 Hit, Evade, Crit and Dodge for 1 turn.
-Crusader: Heroic Light RES bonus reduced to 5.
-Dancing Blade: Sword Wall axed. Or something.
-Druid: Call Magic only gets one new spell per 2 levels, the Druid chooses one of the two available or one they didn't pick before.
-Duke Knight: Hot Start axed.
-Enchanter: Enchant works as a staff with 20 base hit that inflicts Turncoat for 1 turn: HIT=(20+5*(MAG-RES)+SKL-DST*2), Range=MAG/2. Each subsequent enchanting on the same enemy has 10 less final hit. The Enchanter can then control the affected enemy in the same turn.
-Falcon Knight: Back Line Sweep axed. Charge changed to activated effect: the character can choose to go another full round if their SPD is higher than the enemy's.
-General: Half Luck on Big Shield gets axed.
-Great Knight: Momentum axed.
-Hero: Can only promote from Mercenaries. Shield and Sword axed. Lend Me Your Strenght gives DR or DMG on the Hero's command.
-Holy Guard: Aura of Vitality axed. Heroic Advance can change from 3 RES to 3 DEF on command, and RES bonus vs Light is reduced to 5.
-Inquisitor: Critical Eye removed. Benediction activates before Miracle.
-Lore Master: Call Magic only gets one new spell per 2 levels, the Lore Master chooses one of the two available or one they didn't pick before. They can't have Center or Imbue.
-Mage Knight: Critical Eye removed. They get Nature Spirits: add STR to CON.
-Master Spy: may get even more traps.
-Mountain Warrior: Critical Eye removed. Mountain Fighting changed to Mountain Sprint: no mov penalty when moving to Hills and reduced mov penalty by 2 when moving to Mountains. Giant Swing ratio rebalanced to 5 hit per 1 DMG.
-Nomad Medic: Vulneraries and Antidotes spend 100 G.
-Nomad Ranger: Untouchable axed. Master of the Plains limited to bonus MOV.
-Paladin: Holy Shield axed.
-Rogue: Critical Eye removed. Bag of Holding now can also hold the weapons the Rogue is unable to use.
-Sage: Call Magic only gets one new spell per 2 levels, the Sage chooses one of the two available or one they didn't pick before.
-Saint: Overflow instead heals an adjacent ally by the amount of overhealing done. Staves that heal to full HP are considered to heal the target's max HP worth of HP.
-Samurai: Critical Eye removed. Iaijutsu axed. Musou now gives bonus crit equal to full MAG to all weapons.
-Sentinel: Retaliation axed.
-Shadow Sword: Magic Hunter removed. They get Marked For Death: designate one enemy per map. All allies get +3 DMG, +15 Hit and +10 Crit when fighting against this enemy until either the enemy or the Shadow Sword get knocked down to 0 HP.
-Sniper: no change.
-Summoner: Critical Eye removed.
-Swashbuckler: Grog Soaked Blade axed. Perfect Balance makes it so that battles that would have the Weapon Triangle against them, neither battler gets affected (enemy doesn't get WTA, Swashbuckler doesn't get WTD). Sea Fighting changed to Sea Sprint: no mov penalty when moving through water.
-Swordmaster: Faster Than the Eye axed.
-Valkyrie: Anti-Magic axed.
-Wanderer: no change. (they should get something tho)
-Warrior: YSMRR axed. They get Rough and Tumble.
-Wyvern Hunter: Critical Eye removed. Half Luck and +2 damage on Pierce gets removed.
-Wyvern Knight: Armoured removed. Dragonheart DEF bonus reduced to 3.
-Forest Knight: they come back in all their v1.20 glory! Their special is Bear Traps, they can be placed 3 times per map in adjacent tiles, and they immobilize for 3 turns and end the turn of the first enemy to step on them while dealing 15 DMG. Traps can be recovered by killing the trapped enemy.
Weapons:
-Slim Sword has 5 Crit.
-Slim Lance has 5 Crit.
-Thrusting Swords of A/S rank have 1 less MT.
-Claymore hits both range 1 and 2 if they're in a straight line. If it hits 2 enemies the total attack is split between the two of them.
-Judgement magic reverted to v1.22. Instead of MTx3, they get (5+User's Total Level-MT) bonus MT up to 25 total MT.
-Judgement magic is effective vs Class trees:
*Flash is effective vs Archer trainee tree except Spy tree.
*Prelude is effective vs Soldier trainees except Social Knight tree.
*Thani is effective vs Performer trainee tree.
*Ray is effective vs Rider trainee tree.
*Leviathan is effective vs Priest trainee tree.
*Sleppnir is effective vs Thief trainee tree.
*Valaura is now named Inquisition and is effective vs Mage trainee tree except Monk tree.
*God Hand is effective vs Fighter trainee tree.
*Avalon is effective vs Swordsman trainee tree.
*Inquisition is now named Valaura and is effective vs Monk tree.
*White Lightning is effective vs Humans.
*Creiddylad is effective vs Non-humans.
-Druidic magic, instead of MTx3, they get (5+User's Total Level-MT) bonus MT up to 25 total MT. Also Black Physique renamed to Dark Matter.
-Aum gives Reraise status to an ally. The ally gets healed to full HP immediately after suffering fatal damage. QL buffed to 5.
-Soothe removes Sleep, Berserk and Fear, while Kia removes Addle, Silence and Paralyze.
-Paralyze staff now named Addle and causes Addle status, Stone staff now named Paralyze and causes Paralyze status.