Militia - Militia are the basic melee unit the have a balance of HP, and SP that makes them perfect for battles when they are supported by mages who have a variety of Strengthening magics. They are able to utilize most weapons, and armor which makes them good all around melee characters.
Status:
HP -
10/10MP -
0/0SP -
25/25Starting Skills:
Double Strike - Allows the user to attack one enemy twice in one round at the cost of 4 SP
Parry - Allows the user to evade, and counter-attack the enemy's attack (1d10 chance 7, or higher is a success), but costs the user 1 SP per attack.
Allowed Weapons: Spear, Sword, Axe, Dual-Swords, Fighting Pole, Fists
Allowed Armor: Light, Medium, Heavy, Shields
Allowed Magic: None
Mage Trainee - These characters ar emade specifically to be magic user, and start with High MP, but low SP, and HP they are weak to physical attacks, and rely heavily on the front line (Melee Characters) to protect them from physical damage. These characters can not use Magic past level 2, but they are allowed to use three types of magic from the start.
HP -
6/6MP -
40/40SP -
8/8Starting Spells:
Cure, Lvl. 1 - Allows the user to heal one party member (Int*SL+Magic Rank-4) for a small amount of HP. MP Cost - 10
Fire, Lvl. 1 - Allows the user to inflict fire damage on one enemy (Int*SL+Magic Rank-4, and then Subtract the enemy's MD from that to acquire damage) to deal a small amount of damage to the enemy. MP Cost - 10
Protect, Lvl. 1 - Allows the user to protect an ally from some physical damage (Ally only takes 9/10 damage, and lasts five turns) MP Cost - 7
Allowed Weapons: Staff, Book, Grimore, Wand
Allowed Armor: Light
Allowed Spells: White, Black, Green
Hunter - These characters are about average they have the ability to use magic, medium HP, SP, and MP, but can only used range weapons, and Lvl. 1 Green Magic. They are good for buffing allies, debuffing enemies, and providing long range attacks on enemies, but if faced with melee combat, or prolonged magic combat they will easily die.
HP -
8/8MP -
20/20SP -
15/15Starting Spells, and Skills:
Protect, Lvl.1 - Allows the user to protect an ally from some physical damage (Ally only takes 9/10 damage, and lasts five turns) MP Cost - 7
Shell, Lvl. 1 - Allows the user to protect an ally from magical damage (Ally Recieves only 9/10 Magical Damage, Lasts 5 Turns, MP Cost-
Poison Arrow - Allows you to fire an arrow covered in numerous toxins at the cost of 5 SP (Bow, and Crossbow only, 50% chance to poison, does not effect bosses.)
Triple Shot - Allows the user to fire three arrows at once at the cost of 5 SP (Bow Only, 3 Sperate Attacks)
Allowed Weapons: Crossbow, Bow, Throwing
Allowed Armor: Light, Medium
Allowed Spells: Green