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- Progression caps on non-HP stats can be conditionally increased up to a total of 100% and to a minimum of 0% depending on GM discretion and on how entertaining it would be to allow it.
- Instead of being permanently killed when three turns have passed after reaching 0 HP, players are removed from battle until the end of the current map. If all players are reduced to 0 HP, the situation will be handled as necessary. (What kind of a useless goddess doesn't have Basic Resurrection? -Serena)
- Knights now have 5 MOV. Generals and Great Knights have 6 MOV. In addition, Cavaliers may promote into Great Knight.
- The Apothecary promotion line is playable. In addition, Priest/Sister may promote into War Cleric. In addition, Apothecaries now can use vulneraries and concoctions on anybody and still attack during the turn, rather than just vulneraries on themselves.
- Lockpicks are no longer items; instead, any class with the Lockpick skill may open doors and chests without keys.
- Anti-Cavalry works against all Mounted types and Monsters.
Apothecary
Promotes from Archer Trainee
Promotes to Great Merchant, Nomad Healer
Wields Bow (C/D)
Starting Weapon: Iron Bow
Preferred Stats: LCK, SPD
Class Skills:
Quick Salve: The Apothecary may use healing items on themselves or their allies as a free action.
Base Stats: 18 HP, 5 STR, 0 MAG, 4 SKL, 5 LUK, 3 DEF, 1 RES, 5 SPD, 7 CON, 6 AID, 5 MOV.
Promotion Bonuses: HP +2, STR +1, MAG +0, SKL +0, LUK +2, DEF +2, RES +0, SPD +3, CON +3, AID +3, MOV 5
Great Merchant
Promotes from Apothecary
Requires: Orion’s Bolt
Wields Bow (A/C), Lance (A/C)
Preferred Stats: LCK, DEF
Class Skills:
Potent Brew: When using medicine to revive downed players, the healing is not halved.
Medicine Man: If the Great Merchant with this skill has an open slot in their inventory, they can spend their action making a healing item by spending gold. In addition when shopping they have a larger selection of healing and buffing items to buy.
Herbs: 100 gold. Vulnerary: 450 gold. Tonic: 750 gold. Potion: 1200 gold. Concoction: 1500 gold
Promotion Bonuses: HP +2, STR +2, MAG +0, SKL +2, LUC +3, DEF +3, RES +0, SPD +0, CON +3, AID +3, MOV 6
War Cleric
Promotes from Priest / Sister
Requires: Faith Icon
Wields Staves (A/C), Axes (A/C)
Preferred Stats: HP, LUK
Class Skills:
Renewal: The War Cleric gains the Renewal character skill on promotion. If they already had Renewal before, they can pick a different Free skill.
Minor Benediction: Once per battle, the War Cleric can preemptively call their next dice roll, or the dice roll of the next enemy they enter battle with. This cannot be used to land a critical hit against a major foe like a boss unit, but can be used to avoid suffering one.
Promotion Bonuses: HP +3, STR +3, MAG +1, SKL +1, LUK +2, DEF +1, RES +1, SPD +0, CON +3, AID +3, MOV 6
Brawler
Promotes from Fist Trainee
Promotes to Pugilist, Ruffian
Wields Fist (C/D)
Starting Weapon: Iron Bow
Preferred Stats: HP, SPD
Class Skills:
Underdog: Grants +10 Crit when the opponent has any bonuses activated.
Base Stats: 20 HP, 5 STR, 0 MAG, 5 SKL, 3 LUK, 3 DEF, 2 RES, 5 SPD, 6 CON, 5 AID, 5 MOV.
Flagellant
Promotes from Whip Trainee
Promotes to Venator, Slayer
Wields Whip (C/D)
Starting Weapon: Iron or Leather Whip
Preferred Stats: SPD, RES
Class Skills:
Anti-Magic: When the Flagellant is in combat with units with Levitation, they gain a +3 DMG and +3 RES bonus against them.
Base Stats: 20 HP, 4 STR, 3 MAG, 5 SKL, 3 LUK, 3 DEF, 3 RES, 4 SPD, 6 CON, 5 AID, 5 MOV
Jester
Promotes from Whip Trainee
Promotes to Harlequin, Jongleur
Wields Whip (D), Fist (D)
Starting Weapon: Leather Whip or Leather Cestus
Preferred Stats: SKL, SPD
Class Skills:
Shuffle: Swap tiles with an adjacent ally as a free action once per Phase with the ally's agreement.
Bewilder: Gain +15 EVA and +2 DR until the next Phase after using Shuffle.
Base Stats: 18 HP, 4 STR, 0 MAG, 5 SKL, 5 LUK, 3 DEF, 1 RES, 6 SPD, 6 CON, 5 AID, 6 MOV
Ruffian
Promotes from Brawler
Requires: Ocean Seal
Wields Fist (A/C), Hidden (A/C)
Preferred Stats: HP, STR
Class Skills:
Bloody-Minded Determination: For every 10 HP below max, gain +2 DR and +2 DMG.
Like A Dragon: Once per battle, survive one fatal hit at 1 HP. Activates before Miracle.
Promotion Bonuses: HP +2, STR +3, MAG +0, SKL +1, LUC +1, DEF +2, RES +0, SPD +0, CON +4, AID +4, MOV 6
Pugilist
Promotes from Brawler
Requires: Ocean Seal
Wields Fist (S/B)
Preferred Stats: STR, SPD
Special: Critical Eye
Class Skills:
Jolt Counter: Sacrifice your main action to strike first on the first enemy to attack you with +10 Crit but -10 Hit. Can only be activated once per Phase and on the last action taken. Negates Fists' follow-up effect.
Boxer's Roll: If initiating on an enemy with lower AS, +15 Hit. Does not trigger on Jolt Counter.
Promotion Bonuses: HP +2, STR +4, MAG +0, SKL +2, LUC +1, DEF +0, RES +0, SPD +2, CON +4, AID +4, MOV 6
Slayer
Promotes from Flagellant
Requires: Hero's Crest
Wields Whip (S/B)
Preferred Stats: STR, SKL
Special: Critical Eye
Class Skills:
Punishment: Against the first opponent to successfully damage the Slayer, +10 Hit/Crit until this opponent is defeated, where this buff is reapplied against the next opponent to damage them Against Monsters and Undead, +3 DMG, +10 Hit.
Bane of the Darkness: +5 DEF/RES against Monsters, Undead and Dark Magic.
Promotion Bonuses: HP +3, STR +2, MAG +0, SKL +2, LUC 0, DEF +2, RES +2, SPD +0, CON +4, AID +4, MOV 6
Venator
Promotes from Flagellant
Requires: Fell Contract
Wields Whip (B/C), Dark (B/C), Hidden (B/C)
Preferred Stats: MAG, SKL
Class Skills:
Tame the Chaos: WTA against Dark Magic, no matter what weapon is currently active. +3 DMG and +10 Hit against Dark Magic, Monsters and Undead.
Promotion Bonuses: HP +2, STR +2, MAG +2, SKL +1, LUC +1, DEF +1, RES +1, SPD +1, CON +4, AID +4, MOV 6
Harlequin
Promotes from Jester
Requires: Treasure Mark
Wields Whip (B/C), Fist (B/C), Hidden (B/C)
Preferred Stats: SKL, STR
Class Skills:
Switcheroo: Swap the positions of any 2 units within a 3x3 square centered on the Harlequin as a main action once per Phase, including themselves.
Discombobulate: Allies gain +15 Hit and +3 DMG when Switcheroo is used on them, enemies lose -15 EVA and -3 DR when Switchero is used on them. Shuffle grants +3 DMG and activates also if the Harlequin is the target of Switcheroo.
Promotion Bonuses: HP +2, STR +2, MAG +0, SKL +3, LUC +2, DEF +1, RES +0, SPD +1, CON +3, AID +3, MOV 6
Jongleur
Promotes from Jester
Requires: Treasure Mark
Wields Whip (B/C), Fist (B/C), Lance (B/C)
Preferred Stats: SKL, Spd
Class Skills:
Adroit: Swap positions with any unit within two spaces as a free action once per Phase. This replaces Shuffle.
Disorient: If Adroit is used on an ally, both the ally and the user gain +15 Hit and +3 AS until the end of the Phase. If Adroit is used on an enemy, the enemy is afflicted with -15 EVA and -3 DR while the Jongleur gains +15 Critical and +3 DMG.
Promotion Bonuses: HP +1, STR +2, MAG +0, SKL +3, LUC +2, DEF +1, RES +0, SPD +2, CON +3, AID +3, MOV 6
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and everyone else on Reborn for the new classes.