TEXT: 1 
   
  Q.U.A.R.T.S. 
  Quintessential Universal Advanced Roleplaying Tactic System
   
  Contents 
  Races ....................................... 2 
  Classes ..................................... 5 
  Recruit .................................. 6 
  Unpromoted ............................ 8 
  Promoted............................... 12 
  Advanced ............................... 17 
  Ascended Classes...................... 19 
  Rules ...................................... 30 
  Combat ................................. 32 
  Terrain ................................. 33 
  Roleplaying Skills ..................... 34 
  Supports ................................ 35 
  Abilities ................................... 35 
  General Abilities ...................... 36 
  Maneuvers.............................. 37 
  Spells ................................... 43 
  Racial Abilities ........................ 47 
  Weapons .................................. 48 
  Swords .................................. 49 
  Lance ................................... 52 
  Axes ..................................... 54 
  Bows .................................... 56 
  Anima ................................... 58 
  Light .................................... 60 
  Dark ..................................... 61 
  Staff .................................... 62 
  Items.................................... 63 
  Worlds .................................... 66 
  Statuses and Conditions ................ 67 
  Unit and Enemy Types .................. 68 
  Reclassing ................................ 69 
  Shifter Classes ........................... 70 
  Stone Weapons ........................ 71 
  Alternate Rulesets....................... 73 
  Individual EXP ......................... 73 
  Weapon Might ......................... 74 
  Increased/Decreased Movement .... 75 
  Flanking ................................ 75 
  Critical Hit % ........................... 75 
  Firearms ................................ 76 
  Bestiary ................................... 78 
  NPC Classes ............................ 102 
  Current Version: 1.4 
  
  2 
   
  Races 
  Human 
  The most varied of all races, humans can adapt to almost any class given to them, 
  making them especially useful. Humans are the most prominent race. 
   +1 to two ability scores of their choice 
   Bonus Ability (Maneuvers/Spells only)  
   +1 to either Stamina or Magic pool 
  Half-Dragon 
  Sons and daughters of the mighty dragons who rule the realm, dragon-kin adopt their 
  draconic strength, and otherworldly magic potential. 
   +1 to Strength and Magic 
   Dragon Type 
   Breath Attack ability 
   Wings (Flying type) 
  Angelkin 
  Beautiful and radiant, the children of angels feel a strong calling to the gods, though 
  sometimes even the strongest calling may fall on deaf ears. 
   +1 to Magic and Skill 
   Angel Type 
   +2 Damage on Spiritual (Light) attacks 
   Wings (Flying type) 
  Demonkin 
  Brutally savage and otherwise cruel, the whispers from hell plague the mind of 
  demonkin, however despite the whispers some stray from their intended path. 
   +1 to Strength and Defense 
   Demon Type 
   +2 Damage on Elemental (Fire) attacks 
   Bite (1d4 Piercing Attack) 
   
   
   
  
  3 
   
  Android 
  Artificially created, androids contain only the soul of a human who has passed. 
  Despite their passing, some see the life of an android as a second chance. 
   +1 to Speed and Skill 
   Construct Type 
   Immune to poison 
   Electricity damage heals HP 
  Orc 
  Just as brutal as demonkin, though not quite as evil. Orcs pride themselves in their 
  tribal nature and intense rituals they hold, most of which baffle outsiders. 
   +2 Strength, -1 Magic or Luck 
   Fury Ability 
   +1 to attack while in fury 
  Elf 
  Kind, beautiful, and graceful. Elves favor nature over all else, seeing its destruction 
  as a sin. Because of this, they aid in protecting Orc and Dwarven homelands. 
   +1 to Speed and Luck 
   +2 to Magic Pool 
   +2 to Armor when only one enemy is adjacent 
  Dwarf 
  Hidden deep underground or in the mountains are the stocky yet short dwarves. They 
  specialize in creating jewelry from gems, minting currency, and making demonkin cry. 
   +1 to Strength and Defense 
   Toughness Ability 
   +2 to Hit Demonkin 
  Goblin 
  Green, short, sophisticated, and very religious. Goblin kind are firm believers in the 
  concept of “vicious religiousness”, in which they take their beliefs to crusader levels. 
   +2 Speed, -1 Strength or Magic 
   Sneaky Ability (+2 on Stealth)  
   Hit More Ability 
  
  4 
   
  Abomination 
  Cold in both their skin and their attitude, these half-undead are born through forced 
  sex between a woman and a zombie. The result is a half-rotten brain in a human. 
   +1 to Strength and Luck 
   Undead Type 
   Undead Strengths and Weaknesses (Immune to Element {Cold} and Weak to 
  Spiritual {Light})  
   Sharp Bite or Sharp Claws, 1d6 Piercing (if bite) or 1d6 Slashing (if claw) 
  Vampire 
  Children of the night, a vampire is born when another vampire kills someone by 
  draining their blood. Despite this, their soul doesn’t return. Dark energy takes over. 
   +1 to Speed or Strength and Luck 
   Undead Type 
   Blood Drain Ability 
   Bite (1d6 Piercing) 
  Seafolk 
  As calm and serene as the water they inhabit, seafolk choose a lifestyle of 
  selflessness, choosing not to possess too much material wealth as much as possible. 
   +1 to Speed and Resistance 
   Born from the Sea (Immune to Element {Cold} and Weak to Element 
  {Electricity}) 
   Sharp Fin (1d6 Slashing)
  The Faceless 
  Humanoids without faces, and whom lack self just as the seafolk strive to, yet their 
  lack of self does not come from a will to lack it. They are supernaturally hard to spot. 
   +1 Magic and Speed 
   Unreadable Face (+2 on Stealth Skill)  
   Maelstrom Ability 
  Kitsune 
  Humanoids with a body that ranges on how many fox-like features they possess. 
   +1 Speed and Luck 
   Athletic (+2 to Athletics)  
   Claws (1d4 Slashing) 
  
  5 
   
  Classes 
  Classes determine the character's fighting abilities and their strengths and 
  weaknesses. Although some classes tie into the character's occupation, not all classes 
  restrict the character to said class as an occupation. 
   
  There are six separate types of classes;  
  Recruit, Unpromoted, Promoted, Ascended, Advanced, and Shifter 
   Recruit classes can only reach level 10 (to which they promote), and have stat 
  caps of 15 (30 for Luck) and an HP cap of 40. 
   Unpromoted classes can reach level 20, have stat caps of 20 (30 for Luck) and 
  an HP cap of 60. 
   Promoted classes can reach level 20, have varied stat caps (30 for Luck) and an 
  HP cap of 80. 
   Advanced classes can reach level 30, have varied stat caps (30 for Luck) and an 
  HP cap of 80. They cannot promote unlike Recruit and Unpromoted classes. 
   Recruits Promote at Level 10 automatically after a battle. 
   Recruits cannot improve their weapon rank beyond C. 
   If a Recruits promotes into a class without the proficiency from their Recruit 
  class, they lose that proficiency. 
   Unpromoted Units cannot improve their weapon rank beyond A. 
   Promoted Units can attain a weapon rank of S, but only in one weapon. 
   Shifter Classes can reach level 30, have varied stat caps (30 for Luck) and an 
  HP cap of 80. They cannot promote unlike Recruit and Unpromoted classes. 
   Ascended Classes are the final promotion of certain sets of classes. They have 
  varied stat caps (60 for Luck), a level cap of 30, can achieve an S Rank in all 
  weapons, and SS Rank in only one weapon. 
   Thieves start with a lockpick at character creation. 
   Assassins, if they promoted from a thief, retain the use of a lockpick. 
   If using the re-classing rules, any class-specific maneuvers and spells remain 
  with the character, however class skills (such as lockpicking) does not remain. 
   Recruits gain maneuvers as normal, however when they promote to an 
  unpromoted class they do not start receiving maneuvers after level 9. 
   Class skills (such as Shielded or Ballista use) remain with a unit who has 
  promoted to an ascended class. 
   Archers lose Ballista use if they promote into a Ranger, and Gunslingers lose 
  Cannon use if they promote into a Swashbuckler. 
   If something asks for “Total Level”, that includes the levels from all previous 
  classes along with the levels in their current class. (Ex: 10 Un + 10 Pro = 20 TL) 
  
  6 
   
  Recruit 
   
   
   
  Name 
  Trainee 
  Type 
  Foot 
  Proficiency Lance 
  HP 
  12+1d6 
  Move 
  4 
  CON 
  1d4+1 
  Promotion 
  Soldier, Knight or 
  Cavalier 
  Strength 
  4 
  Magic 
  2 
  Defense 
  4 
  Resistance 
  2 
  Skill 
  6 
  Speed 
  8 
  Luck 
  8 
  Name 
  Journeyman 
  Type 
  Foot 
  Proficiency Axe 
  HP 
  10+2d4 
  Move 
  4 
  CON 
  1d6+1 
  Promotion 
  Fighter or Pirate 
  Strength 
  8 
  Magic 
  0 
  Defense 
  4 
  Resistance 
  2 
  Skill 
  8 
  Speed 
  4 
  Luck 
  6 
  Name 
  Pupil 
  Type 
  Foot 
  Proficiency 
  Anima 
  HP 
  8+1d4 
  Move 
  4 
  CON 
  1d4 
  Promotion 
  Mage or Shaman 
  Strength 
  0 
  Magic 
  8 
  Defense 
  2 
  Resistance 
  6 
  Skill 
  4 
  Speed 
  8 
  Luck 
  2 
  Name 
  Probation Flier 
  Type 
  Flying 
  Proficiency Lance 
  HP 
  10+1d4 
  Move 
  4 
  CON 
  2d3+1 
  Promotion 
  Pegasus Knight or 
  Wyvern Rider 
  Strength 
  4 
  Magic 
  2 
  Defense 
  2 
  Resistance 
  4 
  Skill 
  8 
  Speed 
  6 
  Luck 
  4 
  Name 
  Disciple 
  Type 
  Foot 
  Proficiency Staff 
  HP 
  6+1d4 
  Move 
  4 
  CON 
  1d4+1 
  Promotion 
  Troubadour or 
  Cleric 
  Strength 
  0 
  Magic 
  8 
  Defense 
  2 
  Resistance 
  8 
  Skill 
  2 
  Speed 
  6 
  Luck 
  4 
  Name 
  Squire 
  Type 
  Foot 
  Proficiency Sword 
  HP 
  10+1d8 
  Move 
  4 
  CON 
  1d6+1 
  Promotion 
  Mercenary, Thief, 
  or Myrmidon 
  Strength 
  5 
  Magic 
  2 
  Defense 
  5 
  Resistance 
  2 
  Skill 
  5 
  Speed 
  5 
  Luck 
  5 
  Name 
  Scout 
  Type 
  Foot 
  Proficiency Bow 
  HP 
  10+1d6 
  Move 
  4 
  CON 
  1d4+1 
  Promotion 
  Archer or Nomad 
  Strength 
  4 
  Magic 
  2 
  Defense 
  4 
  Resistance 
  2 
  Skill 
  8 
  Speed 
  8 
  Luck 
  6 
  Name 
  Novice 
  Type 
  Foot 
  Proficiency 
  Dark 
  HP 
  6+1d6 
  Move 
  4 
  CON 
  1d4 
  Promotion 
  Mage or Shaman 
  Strength 
  0 
  Magic 
  8 
  Defense 
  4 
  Resistance 
  6 
  Skill 
  2 
  Speed 
  2 
  Luck 
  8 
  Name 
  Adept 
  Type 
  Foot 
  Proficiency Light 
  HP 
  6+1d6 
  Move 
  4 
  CON 
  1d4 
  Promotion 
  Monk or Wilder 
  Strength 
  0 
  Magic 
  10 
  Defense 
  2 
  Resistance 
  4 
  Skill 
  2 
  Speed 
  6 
  Luck 
  4 
  
  7 
   
  Growth Rates 
  Name 
  STR 
  MAG 
  DEF 
  RES 
  SKL 
  SPD 
  LUK 
  Trainee 
  4 
  2 
  4 
  2 
  6 
  8 
  6 
  Journeyman 
  8 
  2 
  6 
  2 
  6 
  4 
  4 
  Pupil 
  2 
  8 
  2 
  6 
  4 
  6 
  4 
  Probation Flier 
  4 
  2 
  2 
  4 
  8 
  6 
  6 
  Disciple 
  2 
  8 
  2 
  6 
  4 
  6 
  4 
  Squire 
  8 
  2 
  6 
  2 
  6 
  4 
  4 
  Scout 
  4 
  2 
  4 
  2 
  8 
  6 
  6 
  Novice 
  2 
  8 
  4 
  6 
  4 
  2 
  6 
  Adept 
  2 
  8 
  2 
  6 
  4 
  6 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  8 
   
  Unpromoted 
   
   
   
  Name 
  Lord 
  Type 
  Foot 
  Proficiency Choose any one 
  HP 
  16+1d4 
  Move 
  5 
  CON 
  2d4+2 
  Promotion 
  Great Lord or 
  Knight Lord 
  Strength 
  4 
  Magic 
  4 
  Defense 
  2 
  Resistance 
  2 
  Skill 
  8 
  Speed 
  10 
  Luck 
  10 
  Name 
  Myrmidon 
  Type 
  Foot 
  Proficiency Sword 
  HP 
  16+2d4 
  Move 
  5 
  CON 
  2d4+4 
  Promotion 
  Swordmaster or 
  Assassin 
  Strength 
  2 
  Magic 
  2 
  Defense 
  2 
  Resistance 
  4 
  Skill 
  8 
  Speed 
  12 
  Luck 
  8 
  Name 
  Thief 
  Type 
  Foot 
  Proficiency 
  Sword 
  HP 
  13+1d4 
  Move 
  6 
  CON 
  1d4+4 
  Promotion 
  Rogue or Assassin 
  Skill 
  Steal (Item Only), 
  Lockpick Use 
  Strength 
  2 
  Magic 
  2 
  Defense 
  2 
  Resistance 
  6 
  Skill 
  6 
  Speed 
  10 
  Luck 
  12 
  Name 
  Pirate 
  Type 
  Foot 
  Proficiency Axe 
  HP 
  18+1d4 
  Move 
  5 (Move on sea) 
  CON 
  2d4+5 
  Promotion 
  Berserker 
  Strength 
  10 
  Magic 
  0 
  Defense 
  6 
  Resistance 
  2 
  Skill 
  8 
  Speed 
  2 
  Luck 
  4 
  Name 
  Fighter 
  Type 
  Foot 
  Proficiency Axe 
  HP 
  18+1d4 
  Move 
  5 
  CON 
  2d4+6 
  Promotion 
  Warrior or Hero 
  Strength 
  10 
  Magic 
  0 
  Defense 
  8 
  Resistance 
  2 
  Skill 
  4 
  Speed 
  2 
  Luck 
  2 
  Name 
  Mercenary 
  Type 
  Foot 
  Proficiency Sword 
  HP 
  16+1d6 
  Move 
  5 
  CON 
  2d4+4 
  Promotion 
  Ranger or Hero 
  Strength 
  7 
  Magic 
  4 
  Defense 
  7 
  Resistance 
  4 
  Skill 
  7 
  Speed 
  7 
  Luck 
  4 
  
  9 
   
   
   
   
  Name 
  Archer 
  Type 
  Foot 
  Proficiency Bow 
  HP 
  16+1d6 
  Move 
  5 
  CON 
  1d4+1 
  Skills 
  Can use Ballista 
  Promotion 
  Ranger or Sniper 
  Strength 
  4 
  Magic 
  0 
  Defense 
  2 
  Resistance 
  2 
  Skill 
  12 
  Speed 
  10 
  Luck 
  6 
  Name 
  Cavalier 
  Type 
  Mounted 
  Proficiency 
  Sword, Lance 
  HP 
  18+1d6 
  Move 
  7 
  CON 
  2d4+3 
  Promotion 
  Paladin or Great 
  Knight 
  Strength 
  8 
  Magic 
  2 
  Defense 
  5 
  Resistance 
  2 
  Skill 
  8 
  Speed 
  6 
  Luck 
  1 
  Name 
  Knight 
  Type 
  Armored 
  Proficiency Lance 
  HP 
  19+1d4 
  Move 
  4 
  CON 
  3d4+5 
  Promotion 
  General or Great 
  Knight 
  Strength 
  6 
  Magic 
  1 
  Defense 
  10 
  Resistance 
  2 
  Skill 
  6 
  Speed 
  1 
  Luck 
  4 
  Name 
  Pegasus Knight 
  Type 
  Flying 
  Proficiency Lance 
  HP 
  15+1d4 
  Move 
  7 
  CON 
  1d4+3 
  Promotion 
  Falcon Knight, 
  Wyvern Knight 
  Strength 
  2 
  Magic 
  4 
  Defense 
  2 
  Resistance 
  6 
  Skill 
  8 
  Speed 
  10 
  Luck 
  6 
  Name 
  Wyvern Rider 
  Type 
  Flying, Dragon 
  Proficiency 
  Lance 
  HP 
  17+1d4 
  Move 
  7 
  CON 
  1d6+4 
  Promotion 
  Wyvern Knight, 
  Wyvern Lord, or 
  Griffon Rider 
  Strength 
  8 
  Magic 
  0 
  Defense 
  6 
  Resistance 
  2 
  Skill 
  10 
  Speed 
  8 
  Luck 
  2 
  Name 
  Shaman 
  Type 
  Foot 
  Proficiency Dark 
  HP 
  15+1d4 
  Move 
  5 
  CON 
  1d4+3 
  Promotion 
  Druid, Summoner, 
  or Dark Flier 
  Strength 
  2 
  Magic 
  8 
  Defense 
  6 
  Resistance 
  10 
  Skill 
  4 
  Speed 
  2 
  Luck 
  2 
  Name 
  Monk 
  Type 
  Foot 
  Proficiency Light 
  HP 
  15+1d4 
  Move 
  5 
  CON 
  1d4+3 
  Promotion 
  Bishop or Sage 
  Strength 
  1 
  Magic 
  8 
  Defense 
  2 
  Resistance 
  6 
  Skill 
  10 
  Speed 
  4 
  Luck 
  2 
  Name 
  Mage 
  Type 
  Foot 
  Proficiency 
  Anima 
  HP 
  16+1d4 
  Move 
  5 
  CON 
  1d4+4 
  Promotion 
  Mage Knight or 
  Sage 
  Strength 
  0 
  Magic 
  10 
  Defense 
  1 
  Resistance 
  8 
  Skill 
  5 
  Speed 
  4 
  Luck 
  1 
  Name 
  Cleric 
  Type 
  Foot 
  Proficiency Staff 
  HP 
  13+1d4 
  Move 
  5 
  CON 
  1d4+2 
  Promotion 
  Bishop or Valkyrie 
  Strength 
  1 
  Magic 
  10 
  Defense 
  0 
  Resistance 
  8 
  Skill 
  2 
  Speed 
  6 
  Luck 
  6 
  
  10 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Dancer 
  Type 
  Foot 
  Proficiency Sword and Staff 
  HP 
  12+1d6 
  Move 
  6 
  CON 
  1d4+3 
  Skill 
  Dance (Restore a 
  unit’s turn) 
  Strength 
  4 
  Magic 
  4 
  Defense 
  2 
  Resistance 
  2 
  Skill 
  8 
  Speed 
  12 
  Luck 
  10 
  Name 
  Soldier 
  Type 
  Foot 
  Proficiency 
  Lance 
  HP 
  17+1d6 
  Move 
  5 
  CON 
  2d4+4 
  Promotion 
  Halberdier or 
  Paladin 
  Strength 
  6 
  Magic 
  1 
  Defense 
  6 
  Resistance 
  1 
  Skill 
  4 
  Speed 
  4 
  Luck 
  1 
  Name 
  Brigand 
  Type 
  Foot 
  Proficiency Axe 
  HP 
  18+1d6 
  Move 
  5 (Move in Mountains) 
  CON 
  2d4+4 
  Promotion 
  Berserker or Warrior 
  Strength 
  12 
  Magic 
  2 
  Defense 
  4 
  Resistance 
  2 
  Skill 
  2 
  Speed 
  2 
  Luck 
  2 
  Name 
  Tactician 
  Type 
  Foot 
  Proficiency Sword and Anima 
  HP 
  15+1d4 
  Move 
  5 
  CON 
  1d4+4 
  Promotion 
  Grandmaster 
  Custom 
  Growths 
  Allocate 8, 6, 6, 
  4, 4, 2, and 2. 
  Strength 
  5 
  Magic 
  5 
  Defense 
  5 
  Resistance 
  5 
  Skill 
  5 
  Speed 
  5 
  Luck 
  5 
  Name 
  Nomad 
  Type 
  Mounted 
  Proficiency 
  Bow 
  HP 
  12+1d4 
  Move 
  7 
  CON 
  1d4+4 
  Promotion 
  Nomadic Trooper 
  or Ranger 
  Strength 
  5 
  Magic 
  2 
  Defense 
  5 
  Resistance 
  0 
  Skill 
  8 
  Speed 
  10 
  Luck 
  4 
  Name 
  Hunter 
  Type 
  Foot 
  Proficiency Bow 
  HP 
  15+1d4 
  Move 
  5 
  CON 
  1d4+6 
  Promotion 
  Ranger or Hide 
  Hunter 
  Strength 
  10 
  Magic 
  1 
  Defense 
  4 
  Resistance 
  2 
  Skill 
  2 
  Speed 
  8 
  Luck 
  5 
  Name 
  Troubadour 
  Type 
  Mounted 
  Proficiency Staff 
  HP 
  12+1d4 
  Move 
  6 
  CON 
  1d4+2 
  Promotion 
  Valkyrie or Mage 
  Knight 
  Strength 
  1 
  Magic 
  10 
  Defense 
  1 
  Resistance 
  6 
  Skill 
  1 
  Speed 
  4 
  Luck 
  6 
  Name 
  Arcanist 
  Type 
  Foot 
  Proficiency 
  Light 
  HP 
  14+1d6 
  Move 
  5 
  CON 
  1d4+4 
  Promotion 
  Wilder or Sage 
  Strength 
  0 
  Magic 
  6 
  Defense 
  4 
  Resistance 
  4 
  Skill 
  2 
  Speed 
  12 
  Luck 
  4 
  
  11 
   
  Growth Rates 
  Name 
  STR 
  MAG 
  DEF RES 
  SKL 
  SPD 
  LUK 
  Lord 
  4 
  4 
  2 
  2 
  6 
  8 
  6 
  Myrmidon 
  4 
  2 
  4 
  2 
  6 
  8 
  6 
  Thief 
  4 
  2 
  4 
  2 
  6 
  6 
  8 
  Pirate 
  8 
  2 
  6 
  2 
  6 
  4 
  4 
  Fighter 
  8 
  2 
  6 
  2 
  6 
  4 
  4 
  Mercenary 
  6 
  2 
  6 
  2 
  8 
  4 
  4 
  Archer 
  4 
  2 
  4 
  2 
  8 
  6 
  6 
  Cavalier 
  8 
  2 
  6 
  4 
  6 
  4 
  2 
  Knight 
  6 
  2 
  8 
  4 
  6 
  2 
  4 
  Pegasus Knight 
  2 
  4 
  2 
  4 
  6 
  8 
  6 
  Wyvern Rider 
  6 
  2 
  4 
  2 
  8 
  6 
  4 
  Shaman 
  2 
  6 
  4 
  8 
  6 
  2 
  4 
  Monk 
  2 
  6 
  2 
  6 
  8 
  4 
  4 
  Mage 
  2 
  8 
  2 
  6 
  6 
  4 
  4 
  Cleric 
  2 
  6 
  2 
  8 
  4 
  6 
  4 
  Soldier 
  6 
  2 
  6 
  2 
  8 
  4 
  4 
  Brigands 
  8 
  2 
  6 
  2 
  4 
  6 
  4 
  Nomad 
  4 
  2 
  4 
  2 
  6 
  8 
  2 
  Hunter 
  8 
  2 
  4 
  2 
  2 
  6 
  4 
  Troubadour 
  2 
  8 
  2 
  6 
  4 
  6 
  4 
  Arcanist 
  2 
  6 
  4 
  6 
  4 
  8 
  2 
  Dancer 
  4 
  2 
  4 
  2 
  6 
  8 
  6 
   
   
   
   
   
   
   
   
   
   
   
   
  
  12 
   
  Promoted 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Great Lord 
  Type 
  Foot 
  Proficiency Choose any one 
  Move 
  6 
  Mastery 
  - Stamina 
  +2 damage on 
  original weapon. 
  HP Bonus 
  +4 
  CON Bonus 
  +2 
  STR + Cap 
  +2 (25) 
  MAG + Cap 
  +2 (25) 
  DEF + Cap 
  +2 (22) 
  RES + Cap 
  +5 (23) 
  SKL + Cap 
  +3 (27) 
  SPD + Cap 
  +2 (26) 
  LUK + Cap 
  +0 (30) 
  Name 
  Knight Lord 
  Type 
  Mounted 
  Proficiency Choose any one 
  Move 
  7 
  Accurate 
  - Stamina 
  +2 attack on 
  original weapon 
  HP Bonus 
  +2 
  CON Bonus 
  +4 
  STR + Cap 
  +2 (24) 
  MAG + Cap 
  +2 (21) 
  DEF + Cap 
  +2 (24) 
  RES + Cap 
  +5 (22) 
  SKL + Cap 
  +3 (28) 
  SPD + Cap 
  +2 (26) 
  LUK + Cap 
  +0 (30) 
  Name 
  Warrior 
  Type 
  Foot 
  Proficiency Axe and Bow 
  Move 
  6 
  Big Swing 
  3 Stamina 
  Negate defense to 
  Armor Rating. 
  HP Bonus 
  +3 
  CON Bonus 
  +2 
  STR + Cap 
  +1 (30) 
  MAG + Cap 
  +0 (21) 
  DEF + Cap 
  +3 (26) 
  RES + Cap 
  +3 (22) 
  SKL + Cap 
  +2 (28) 
  SPD + Cap 
  +0 (26) 
  LUK + Cap 
  +0 (30) 
  Name 
  Berserker 
  Type 
  Foot 
  Proficiency Axe 
  Move 
  6 
  Raging Hit 
  - Stamina 
  +4 damage if 
  initiated attack. 
  HP Bonus 
  +4 
  CON Bonus 
  +3 
  STR + Cap 
  +1 (30) 
  MAG + Cap 
  +3 (21) 
  DEF + Cap 
  +2 (23) 
  RES + Cap 
  +2 (21) 
  SKL + Cap 
  +1 (29) 
  SPD + Cap 
  +1 (28) 
  LUK + Cap 
  +0 (30) 
  Name 
  Ranger 
  Type 
  Mounted 
  Proficiency Sword and Bow 
  Move 
  7 
  Ride Out 
  2 Stamina 
  +1 Move 
  HP Bonus 
  +3 
  CON Bonus 
  +3 
  STR + Cap 
  +2 (25) 
  MAG + Cap 
  +1 (23) 
  DEF + Cap 
  +3 (24) 
  RES + Cap 
  +3 (23) 
  SKL + Cap 
  +1 (28) 
  SPD + Cap 
  +1 (30) 
  LUK + Cap 
  +0 (30) 
  Name 
  Hero 
  Type 
  Foot 
  Proficiency Sword and Axe 
  Move 
  6 
  Buff 
  2 Stamina 
  +2 STR for 1d4+1 
  rounds (Over cap, 
  doesn’t stack) 
  HP Bonus 
  +4 
  CON Bonus 
  +2 
  STR + Cap 
  +1 (26) 
  MAG + Cap 
  +1 (23) 
  DEF + Cap 
  +2 (25) 
  RES + Cap 
  +2 (22) 
  SKL + Cap 
  +2 (30) 
  SPD + Cap 
  +2 (28) 
  LUK + Cap 
  +0 (30) 
  
  13 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Sniper 
  Type 
  Foot 
  Proficiency Bow 
  Move 
  6 
  Targeted 
  - Stamina 
  +5 to attack. 
  HP Bonus 
  +4 
  CON Bonus 
  +1 
  STR + Cap 
  +3 (25) 
  MAG + Cap 
  +1 (22) 
  DEF + Cap 
  +2 (25) 
  RES + Cap 
  +2 (23) 
  SKL + Cap 
  +1 (30) 
  SPD + Cap 
  +1 (28) 
  LUK + Cap 
  +0 (30) 
  Name 
  Rogue 
  Type 
  Foot 
  Proficiency Sword 
  Move 
  6 
  Thievery 
  - Stamina 
  Steal items, Pick 
  without Lockpick 
  HP Bonus 
  +2 
  CON Bonus 
  +1 
  STR + Cap 
  +1 (20) 
  MAG + Cap 
  +1 (20) 
  DEF + Cap 
  +2 (20) 
  RES + Cap 
  +2 (20) 
  SKL + Cap 
  +1 (30) 
  SPD + Cap 
  +0 (30) 
  LUK + Cap 
  +0 (30) 
  Name 
  Assassin 
  Type 
  Foot 
  Proficiency Sword and Dark 
  Move 
  6 
  Assassinate 
  5 Stamina 
  Instant kill on 
  critical hit. 
  HP Bonus 
  +3 
  CON Bonus 
  +2 
  STR + Cap 
  +1 (20) 
  MAG + Cap 
  +1 (20) 
  DEF + Cap 
  +2 (20) 
  RES + Cap 
  +2 (20) 
  SKL + Cap 
  +0 (30) 
  SPD + Cap 
  +0 (30) 
  LUK + Cap 
  +0 (30) 
  Name 
  Swordmaster 
  Type 
  Foot 
  Proficiency Sword 
  Move 
  6 
  Bladesman 
  - Stamina 
  +2 to crit chance 
  (Max crit on 13) 
  HP Bonus 
  +5 
  CON Bonus 
  +1 
  STR + Cap 
  +2 (24) 
  MAG + Cap 
  +2 (22) 
  DEF + Cap 
  +2 (22) 
  RES + Cap 
  +1 (23) 
  SKL + Cap 
  +3 (27) 
  SPD + Cap 
  +2 (26) 
  LUK + Cap 
  +0 (30) 
  Name 
  Paladin 
  Type 
  Mounted 
  Proficiency Sword, Lance, 
  and Light 
  Move 
  8 
  Holy Light 
  - Stamina 
  x3 damage to 
  Demons. 
  HP Bonus 
  +2 
  CON Bonus 
  +2 
  STR + Cap 
  +2 (25) 
  MAG + Cap 
  +2 (25) 
  DEF + Cap 
  +2 (25) 
  RES + Cap 
  +5 (25) 
  SKL + Cap 
  +3 (26) 
  SPD + Cap 
  +2 (24) 
  LUK + Cap 
  +0 (30) 
  Name 
  General 
  Type 
  Armored 
  Proficiency Sword, Lance, 
  and Axe 
  Move 
  5 
  Shielded 
  6 Stamina 
  Negate physical 
  damage. 
  HP Bonus 
  +4 
  CON Bonus 
  +2 
  STR + Cap 
  +2 (28) 
  MAG + Cap 
  +0 (20) 
  DEF + Cap 
  +2 (30) 
  RES + Cap 
  +3 (25) 
  SKL + Cap 
  +2 (27) 
  SPD + Cap 
  +0 (24) 
  LUK + Cap 
  +0 (30) 
  
  14 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Great Knight 
  Type 
  Armored, 
  Mounted 
  Proficiency Sword, Lance, 
  and Axe 
  Move 
  7 
  Rescuer 
  - Stamina 
  +1 Move when 
  Rescuing 
  HP Bonus 
  +3 
  CON Bonus 
  +0 
  STR + Cap 
  +2 (28) 
  MAG + Cap 
  +2 (23) 
  DEF + Cap 
  +2 (29) 
  RES + Cap 
  +1 (25) 
  SKL + Cap 
  +3 (24) 
  SPD + Cap 
  +2 (24) 
  LUK + Cap 
  +0 (30) 
  Name 
  Falcon Knight 
  Type 
  Flying 
  Proficiency Sword and Lance 
  Move 
  8 
  Never Tire 
  - Stamina 
  Negate penalties 
  from Rescuing 
  HP Bonus 
  +5 
  CON Bonus 
  +1 
  STR + Cap 
  +2 (23) 
  MAG + Cap 
  +1 (23) 
  DEF + Cap 
  +2 (23) 
  RES + Cap 
  +2 (26) 
  SKL + Cap 
  +0 (25) 
  SPD + Cap 
  +2 (28) 
  LUK + Cap 
  +0 (30) 
  Name 
  Wyvern Knight 
  Type 
  Flying, Dragon 
  Proficiency Lance 
  Move 
  8 
  Pierce 
  4 Stamina 
  Deal 2 Str damage 
  for 1 round. 
  HP Bonus 
  +3 
  CON Bonus 
  +0 
  STR + Cap 
  +1 (25) 
  MAG + Cap 
  +0 (21) 
  DEF + Cap 
  +0 (24) 
  RES + Cap 
  +1 (22) 
  SKL + Cap 
  +2 (26) 
  SPD + Cap 
  +3 (28) 
  LUK + Cap 
  +0 (30) 
  Name 
  Wyvern Lord 
  Type 
  Flying, Dragon 
  Proficiency Sword and Lance 
  Move 
  8 
  Horse Hate 
  - Stamina 
  +2 Damage vs 
  Mounted. 
  HP Bonus 
  +4 
  CON Bonus 
  +1 
  STR + Cap 
  +1 (27) 
  MAG + Cap 
  +3 (20) 
  DEF + Cap 
  +2 (28) 
  RES + Cap 
  +0 (22) 
  SKL + Cap 
  +2 (25) 
  SPD + Cap 
  +0 (23) 
  LUK + Cap 
  +0 (30) 
  Name 
  Mage Knight 
  Type 
  Mounted 
  Proficiency Anima and Staff 
  Move 
  7 
  Tampering 
  2 Magic 
  Boost a tome’s 
  damage dice. (ex: 
  1d6 –> 1d8) 
  HP Bonus 
  +4 
  CON Bonus 
  +3 
  STR + Cap 
  +2 (21) 
  MAG + Cap 
  +2 (24) 
  DEF + Cap 
  +2 (24) 
  RES + Cap 
  +2 (25) 
  SKL + Cap 
  +0 (26) 
  SPD + Cap 
  +0 (25) 
  LUK + Cap 
  +0 (30) 
  Name 
  Sage 
  Type 
  Foot 
  Proficiency Anima, Light, and 
  Staff 
  Move 
  6 
  Studious 
  - Magic 
  Double ‘hits’ for 
  Weapon Proficiency. 
  HP Bonus 
  +4 
  CON Bonus 
  +2 
  STR + Cap 
  +2 (22) 
  MAG + Cap 
  +1 (28) 
  DEF + Cap 
  +3 (21) 
  RES + Cap 
  +2 (25) 
  SKL + Cap 
  +0 (30) 
  SPD + Cap 
  +0 (26) 
  LUK + Cap 
  +0 (30) 
  
  15 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Druid 
  Type 
  Foot 
  Proficiency Anima, Dark, and 
  Staff 
  Move 
  6 
  Dark Force 
  4 Magic 
  Regain half of 
  missing HP. 
  HP Bonus 
  +4 
  CON Bonus 
  +1 
  STR + Cap 
  +0 (21) 
  MAG + Cap 
  +0 (29) 
  DEF + Cap 
  +2 (21) 
  RES + Cap 
  +2 (28) 
  SKL + Cap 
  +3 (26) 
  SPD + Cap 
  +3 (26) 
  LUK + Cap 
  +0 (30) 
  Name 
  Summoner 
  Type 
  Foot 
  Proficiency Dark and Staff 
  Move 
  6 
  Summon 
  - Magic 
  Summon Phantom 
  HP Bonus 
  +3 
  CON Bonus 
  +1 
  STR + Cap 
  +2 (21) 
  MAG + Cap 
  +0 (27) 
  DEF + Cap 
  +1 (21) 
  RES + Cap 
  +3 (28) 
  SKL + Cap 
  +1 (26) 
  SPD + Cap 
  +3 (26) 
  LUK + Cap 
  +0 (30) 
  Name 
  Bishop 
  Type 
  Foot 
  Proficiency Light and Staff 
  Move 
  6 
  Holy Slayer 
  - Magic 
  x3 vs Undead 
  HP Bonus 
  +3 
  CON Bonus 
  +1 
  STR + Cap 
  +0 (22) 
  MAG + Cap 
  +2 (25) 
  DEF + Cap 
  +3 (22) 
  RES + Cap 
  +2 (30) 
  SKL + Cap 
  +1 (26) 
  SPD + Cap 
  +0 (24) 
  LUK + Cap 
  +0 (30) 
  Name 
  Valkyrie 
  Type 
  Mounted 
  Proficiency Light, Lance, and 
  Staff 
  Move 
  7 
  Focus Heal 
  - Magic 
  Heal 2 HP if no 
  allies are in 2 sq. 
  HP Bonus 
  +3 
  CON Bonus 
  +2 
  STR + Cap 
  +1 (24) 
  MAG + Cap 
  +2 (25) 
  DEF + Cap 
  +2 (24) 
  RES + Cap 
  +3 (28) 
  SKL + Cap 
  +1 (24) 
  SPD + Cap 
  +0 (25) 
  LUK + Cap 
  +0 (30) 
  Name 
  Grandmaster 
  Type 
  Foot 
  Proficiency Anima and Sword 
  Move 
  6 
  Ignis 
  2 Stamina 
  or Magic 
  (See text) 
  Add half Str/Mag 
  to Phys/Mag dmg. 
  (ex: 2 magic cost 
  = +Mag to Phys 
  attack) 
  HP Bonus 
  +3 
  CON Bonus 
  +1 
  Custom 
  Bonus 
  8 goes up by +3, 6 
  to +2, and 4 to +2 
  STR Cap 
  25 
  MAG Cap 
  25 
  DEF Cap 
  25 
  RES Cap 
  25 
  SKL Cap 
  25 
  SPD Cap 
  25 
  LUK Cap 
  30 
  Name 
  Halberdier 
  Type 
  Foot 
  Proficiency Lance 
  Move 
  6 
  Spearman 
  - Stamina 
  +2 Critical Chance 
  (Max Crit on 13) 
  HP Bonus 
  +2 
  CON Bonus 
  +2 
  STR + Cap 
  +0 (25) 
  MAG + Cap 
  +2 (21) 
  DEF + Cap 
  +3 (28) 
  RES + Cap 
  +2 (25) 
  SKL + Cap 
  +1 (28) 
  SPD + Cap 
  +0 (26) 
  LUK + Cap 
  +0 (30) 
  
  16 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Nomadic Trooper 
  Type 
  Mounted 
  Proficiency Lance and Bow 
  Move 
  8 
  Threaten 
  1 Stamina 
  Give a bow 1-2/1-
  3 range. 
  HP Bonus 
  +1 
  CON Bonus 
  +1 
  STR + Cap 
  +3 (24) 
  MAG + Cap 
  +0 (21) 
  DEF + Cap 
  +0 (23) 
  RES + Cap 
  +0 (23) 
  SKL + Cap 
  +2 (28) 
  SPD + Cap 
  +1 (30) 
  LUK + Cap 
  +1 (30) 
  Name 
  Dark Flier 
  Type 
  Flying 
  Proficiency Lance and Dark 
  Move 
  8 
  Faketeratu 
  4 Magic 
  Give a tome 
  Nosferatu’s 
  absorb property. 
  HP Bonus 
  +2 
  CON Bonus 
  +1 
  STR + Cap 
  +1 (24) 
  MAG + Cap 
  +1 (26) 
  DEF + Cap 
  +2 (22) 
  RES + Cap 
  +3 (28) 
  SKL + Cap 
  +0 (22) 
  SPD + Cap 
  +1 (24) 
  LUK + Cap 
  +0 (30) 
  Name 
  Hide Hunter 
  Type 
  Foot 
  Proficiency Sword and Bow 
  Move 
  6 
  Focus Shot 
  6 Stamina 
  Critically hit if 
  the attack hits. 
  HP Bonus 
  +1 
  CON Bonus 
  +0 
  STR + Cap 
  +1 (28) 
  MAG + Cap 
  +0 (21) 
  DEF + Cap 
  +0 (24) 
  RES + Cap 
  +1 (20) 
  SKL + Cap 
  +3 (26) 
  SPD + Cap 
  +1 (24) 
  LUK + Cap 
  +0 (30) 
  Name 
  Griffon Rider 
  Type 
  Flying 
  Proficiency Lance and Axe 
  Move 
  8 
  Negated 
  2 Stamina 
  Negate bonus 
  damage. 
  HP Bonus 
  +2 
  CON Bonus 
  +1 
  STR + Cap 
  +2 (24) 
  MAG + Cap 
  +0 (20) 
  DEF + Cap 
  +1 (22) 
  RES + Cap 
  +0 (20) 
  SKL + Cap 
  +0 (30) 
  SPD + Cap 
  +1 (26) 
  LUK + Cap 
  +0 (30) 
  Name 
  Wilder 
  Type 
  Foot 
  Proficiency Light and Dark 
  Move 
  6 
  Spiritualist 
  - Magic 
  Weapon Triangle 
  doesn’t apply. 
  HP Bonus 
  +2 
  CON Bonus 
  +2 
  STR + Cap 
  +2 (21) 
  MAG + Cap 
  +0 (28) 
  DEF + Cap 
  +1 (22) 
  RES + Cap 
  +0 (25) 
  SKL + Cap 
  +0 (22) 
  SPD + Cap 
  +1 (30) 
  LUK + Cap 
  +0 (30) 
  
  17 
   
  Advanced 
   
   
   
   
   
   
  Growth Rates 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Dread Fighter 
  Type 
  Foot 
  Proficiency Sword, Axe, and 
  Anima 
  Move 
  6 
  Fuse Pool 
  - Sta/Mag 
  Combine Stamina 
  and Magic pools. 
  HP 
  14+1d6 
  CON 
  2d4+2 
  STR + Cap 
  10 (28) 
  MAG + Cap 
  8 (26) 
  DEF + Cap 
  5 (24) 
  RES + Cap 
  10 (30) 
  SKL + Cap 
  8 (24) 
  SPD + Cap 
  6 (22) 
  LUK + Cap 
  6 (30) 
  Name 
  Dark Knight 
  Type 
  Mounted 
  Proficiency Devil Weapons, 
  Lance and Axe 
  Move 
  7 
  Nullify 
  - Stamina 
  Negate curse on 
  Devil Weapons 
  HP 
  15+1d4 
  CON 
  2d4+4 
  STR + Cap 
  10 (30) 
  MAG + Cap 
  4 (25) 
  DEF + Cap 
  5 (25) 
  RES + Cap 
  4 (25) 
  SKL + Cap 
  8 (28) 
  SPD + Cap 
  4 (22) 
  LUK + Cap 
  2 (30) 
  Name 
  STR 
  MAG 
  DEF 
  RES 
  SKL 
  SPD LUK 
  Dread Fighter 
  6 
  6 
  4 
  8 
  4 
  2 
  2 
  Dark Knight 
  8 
  2 
  6 
  4 
  6 
  4 
  2 
  
  18 
   
  Phantom 
  The trusty companion of a Summoner, Phantoms are created when the Summoner 
  takes a standard action to summon one, in which it remains until the end of a battle. 
  Phantoms are considered to have an A in the weapon that is chosen for them, 
  however the weapon they wield is chosen by a random roll below their Stat Growths. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Phantom 
  Type 
  Undead 
  Proficiency 
  Sword, Axe, or  
  Lance (Choose when 
  summoned) 
  HP 
  12+1d8 
  Move 
  5 (Flying) 
  CON 
  0 
  Strength 
  10 
  Magic 
  0 
  Defense 
  0 
  Resistance 
  0 
  Skill 
  6 
  Speed 
  6 
  Luck 
  6 
  Phantom 
  Stats 
  Stat 
  Growth 
  Strength 
  8 
  Magic 
  0 
  Defense 
  0 
  Resistance 
  0 
  Skill 
  6 
  Speed 
  4 
  Luck 
  2 
  Weapon 
  Type 
  Roll 
  1d10 
  Iron 
  1-4 
  Steel 
  5-6 
  Killer 
  7-8 
  Brave 
  9 
  Silver 
  10 
  
  19 
   
  Ascended Classes 
  These classes are beyond the power of the normal classes. Once they have reached 
  this point, it is obvious their quest is one of great importance. 
  Promoting to an ascended class increases the stat caps of the original class by +10 
  (Luck cap increases by +20) and each class gains a new weapon type. Only promoted 
  classes can become ascended classes. 
  Item Name 
  Uses 
  Description 
  Price 
  Master Crown 
  1 
  Ascends a promoted class. 
  7,500 G 
   
   
   
  Name 
  Master Lord 
  Type 
  Mounted, Flying, 
  or Foot 
  Proficiency 
  Choose any one 
  Originally 
  Great/Knight Lord 
  True Mastery 
  +4 hit/dmg on 
  original weapon. 
  Move 
  8 (6 if Foot) 
  HP Bonus 
  +4 
  CON Bonus 
  +0 
  STR Bonus 
  +2 
  MAG Bonus 
  +2 
  DEF Bonus 
  +2 
  RES Bonus 
  +4 
  SKL Bonus 
  +0 
  SPD Bonus 
  +2 
  LUK Bonus 
  +2 
  Name 
  Reaver 
  Type 
  Foot 
  Proficiency 
  Axe and Bow 
  Originally 
  Warrior 
  Overhead 
  Strike 
  Deal +level 
  damage to flying. 
  Move 
  6 
  HP Bonus 
  +4 
  CON Bonus 
  +0 
  STR Bonus 
  +2 
  MAG Bonus 
  +0 
  DEF Bonus 
  +2 
  RES Bonus 
  +1 
  SKL Bonus 
  +3 
  SPD Bonus 
  +2 
  LUK Bonus 
  +0 
  Name 
  Marauder 
  Type 
  Foot 
  Proficiency 
  Axe 
  Originally 
  Berserker 
  Final Kill 
  +Total level to 
  damage on crits. 
  Move 
  6 
  HP Bonus 
  +4 
  CON Bonus 
  +0 
  STR Bonus 
  +2 
  MAG Bonus 
  +0 
  DEF Bonus 
  +4 
  RES Bonus 
  +0 
  SKL Bonus 
  +1 
  SPD Bonus 
  +3 
  LUK Bonus 
  +1 
  Name 
  Outrider 
  Type 
  Mounted 
  Proficiency 
  Sword, Lance, 
  and Bow 
  Originally 
  Ranger 
  Horse 
  Deflection 
  Gain +4 Defense. 
  Move 
  8 
  HP Bonus 
  +1 
  CON Bonus 
  +2 
  STR Bonus 
  +1 
  MAG Bonus 
  +0 
  DEF Bonus 
  +1 
  RES Bonus 
  +0 
  SKL Bonus 
  +3 
  SPD Bonus 
  +2 
  LUK Bonus 
  +2 
  Name 
  Vanguard 
  Type 
  Foot 
  Proficiency 
  Sword and Axe 
  Originally 
  Hero 
  Heroic 
  Recovery 
  Heal 5 HP on 
  their turn. 
  Move 
  6 
  HP Bonus 
  +2 
  CON Bonus 
  +3 
  STR Bonus 
  +2 
  MAG Bonus 
  +0 
  DEF Bonus 
  +2 
  RES Bonus 
  +1 
  SKL Bonus 
  +2 
  SPD Bonus 
  +0 
  LUK Bonus 
  +0 
  Name 
  Marksman 
  Type 
  Foot 
  Proficiency 
  Bow 
  Originally 
  Sniper 
  Point Blank 
  Use 2 range bows 
  at 1-2 range. 
  Move 
  6 
  HP Bonus 
  +5 
  CON Bonus 
  +0 
  STR Bonus 
  +0 
  MAG Bonus 
  +0 
  DEF Bonus 
  +0 
  RES Bonus 
  +0 
  SKL Bonus 
  +4 
  SPD Bonus 
  +4 
  LUK Bonus 
  +4 
  
  20 
   
   
   
   
   
   
   
   
   
  Name 
  Trickster 
  Type 
  Foot 
  Proficiency 
  Sword 
  Originally 
  Rogue 
  True Thief 
  Gain gold after 
  dealing damage = 
  damage x 10. 
  Move 
  6 
  HP Bonus 
  +3 
  CON Bonus 
  +0 
  STR Bonus 
  +0 
  MAG Bonus 
  +0 
  DEF Bonus 
  +0 
  RES Bonus 
  +0 
  SKL Bonus 
  +0 
  SPD Bonus 
  +6 
  LUK Bonus 
  +6 
  Name 
  Whisper 
  Type 
  Foot 
  Proficiency 
  Sword and Dark 
  Originally 
  Assassin 
  Superior 
  Kill 
  Chance of using 
  assassinate = LUK 
  (1d% roll). No 
  cost. 
  Move 
  6 
  HP Bonus 
  +0 
  CON Bonus 
  +1 
  STR Bonus 
  +2 
  MAG Bonus 
  +1 
  DEF Bonus 
  +1 
  RES Bonus 
  +0 
  SKL Bonus 
  +0 
  SPD Bonus 
  +1 
  LUK Bonus 
  +2 
  Name 
  Trueblade 
  Type 
  Foot 
  Proficiency 
  Sword 
  Originally 
  Swordmaster 
  Bladed Kill 
  Deal +½ level in 
  damage with 
  swords. 
  Move 
  6 
  HP Bonus 
  +1 
  CON Bonus 
  +0 
  STR Bonus 
  +2 
  MAG Bonus 
  +0 
  DEF Bonus 
  +1 
  RES Bonus 
  +0 
  SKL Bonus 
  +0 
  SPD Bonus 
  +1 
  LUK Bonus 
  +1 
  Name 
  Gold Knight 
  Type 
  Mounted 
  Proficiency 
  Sword, Lance, 
  Light, and Staff 
  Originally 
  Paladin 
  Smite 
  Gain +½ LUK on 
  damage. 
  Move 
  8 
  HP Bonus 
  +3 
  CON Bonus 
  +1 
  STR Bonus 
  +1 
  MAG Bonus 
  +0 
  DEF Bonus 
  +2 
  RES Bonus 
  +0 
  SKL Bonus 
  +1 
  SPD Bonus 
  +0 
  LUK Bonus 
  +1 
  Name 
  Marshall 
  Type 
  Armored 
  Proficiency 
  Sword, Lance, 
  Axe, and Bow 
  Originally 
  General 
  Superior 
  Shield 
  Chance of using 
  shielded = SKL 
  (1d% roll). No 
  cost. 
  Move 
  5 
  HP Bonus 
  +4 
  CON Bonus 
  +2 
  STR Bonus 
  +2 
  MAG Bonus 
  +0 
  DEF Bonus 
  +2 
  RES Bonus 
  +2 
  SKL Bonus 
  +0 
  SPD Bonus 
  +1 
  LUK Bonus 
  +0 
  Name 
  Royal Sentry 
  Type 
  Mounted, 
  Armored 
  Proficiency 
  Sword, Lance, 
  Axe 
  Originally 
  Great Knight 
  Diamond 
  Body 
  Gain +4 DR when 
  they’re the 
  attacker. 
  Move 
  7 
  HP Bonus 
  +1 
  CON Bonus 
  +1 
  STR Bonus 
  +3 
  MAG Bonus 
  +0 
  DEF Bonus 
  +2 
  RES Bonus 
  +0 
  SKL Bonus 
  +0 
  SPD Bonus 
  +0 
  LUK Bonus 
  +0 
  
  21 
   
   
   
   
   
   
   
   
   
  Name 
  Sentinel 
  Type 
  Foot 
  Proficiency 
  Lance 
  Originally 
  Halberdier 
  Stab 
  Through 
  Critical hits 
  increase the 
  multiplier by 1. 
  Move 
  6 
  HP Bonus 
  +2 
  CON Bonus 
  +0 
  STR Bonus 
  +1 
  MAG Bonus 
  +0 
  DEF Bonus 
  +3 
  RES Bonus 
  +1 
  SKL Bonus 
  +1 
  SPD Bonus 
  +1 
  LUK Bonus 
  +0 
  Name 
  Seraph Knight 
  Type 
  Flying 
  Proficiency 
  Lance, Sword, 
  and Staff 
  Originally 
  Falcon Knight 
  Double Tap 
  Brave weapons 
  double their uses. 
  Move 
  8 
  HP Bonus 
  +0 
  CON Bonus 
  +2 
  STR Bonus 
  +0 
  MAG Bonus 
  +2 
  DEF Bonus 
  +0 
  RES Bonus 
  +5 
  SKL Bonus 
  +0 
  SPD Bonus 
  +2 
  LUK Bonus 
  +2 
  Name 
  Dragoon 
  Type 
  Dragon, Flying 
  Proficiency 
  Lance 
  Originally 
  Wyvern Knight 
  Dragon Soul 
  Gain +6 DR vs. 
  arrows. 
  Move 
  8 
  HP Bonus 
  +1 
  CON Bonus 
  +1 
  STR Bonus 
  +3 
  MAG Bonus 
  +0 
  DEF Bonus 
  +1 
  RES Bonus 
  +0 
  SKL Bonus 
  +1 
  SPD Bonus 
  +0 
  LUK Bonus 
  +0 
  Name 
  Wyvern Masters 
  Type 
  Dragon, Flying 
  Proficiency 
  Lance, Axe, and 
  Sword 
  Originally 
  Wyvern Lord 
  War Master 
  Iron, Steel, and 
  Silver weapons 
  double uses. 
  Move 
  8 
  HP Bonus 
  +0 
  CON Bonus 
  +4 
  STR Bonus 
  +4 
  MAG Bonus 
  +0 
  DEF Bonus 
  +4 
  RES Bonus 
  +0 
  SKL Bonus 
  +0 
  SPD Bonus 
  +0 
  LUK Bonus 
  +0 
  Name 
  Mystic Rider 
  Type 
  Mounted 
  Proficiency 
  Anima and Staff 
  Originally 
  Mage Knight 
  Tampering 
  Master 
  Adds +1 damage 
  dice to a tome 
  (1d8 -> 2d8) 
  Move 
  8 
  HP Bonus 
  +0 
  CON Bonus 
  +2 
  STR Bonus 
  +0 
  MAG Bonus 
  +2 
  DEF Bonus 
  +2 
  RES Bonus 
  +2 
  SKL Bonus 
  +0 
  SPD Bonus 
  +0 
  LUK Bonus 
  +2 
  Name 
  Archsage 
  Type 
  Foot 
  Proficiency 
  Anima, Dark, 
  Light, Staff 
  Originally 
  Sage 
  Channel 
  Tome 
  Add a spell’s 
  damage dice to a 
  tome’s. (Uses MP 
  still.) 
  Move 
  6 
  HP Bonus 
  +1 
  CON Bonus 
  +0 
  STR Bonus 
  +0 
  MAG Bonus 
  +4 
  DEF Bonus 
  +0 
  RES Bonus 
  +2 
  SKL Bonus 
  +4 
  SPD Bonus 
  +0 
  LUK Bonus 
  +0 
  
  22 
   
   
   
   
   
   
   
   
   
  Name 
  Shadowmaster 
  Type 
  Foot 
  Proficiency 
  Anima, Dark, and 
  Staff 
  Originally 
  Druid 
  Angel Killer 
  Deal x3 damage 
  to angels. 
  Move 
  6 
  HP Bonus 
  +0 
  CON Bonus 
  +0 
  STR Bonus 
  +0 
  MAG Bonus 
  +5 
  DEF Bonus 
  +0 
  RES Bonus 
  +4 
  SKL Bonus 
  +0 
  SPD Bonus 
  +0 
  LUK Bonus 
  +0 
  Name 
  Occultist 
  Type 
  Foot 
  Proficiency 
  Dark and Staff 
  Originally 
  Summoner 
  Many 
  Summon 
  Summon 1d4 
  Phantoms. 
  Move 
  6 
  HP Bonus 
  +0 
  CON Bonus 
  +0 
  STR Bonus 
  +0 
  MAG Bonus 
  +3 
  DEF Bonus 
  +0 
  RES Bonus 
  +2 
  SKL Bonus 
  +0 
  SPD Bonus 
  +1 
  LUK Bonus 
  +0 
  Name 
  Saint 
  Type 
  Foot 
  Proficiency 
  Light and Staff 
  Originally 
  Bishop 
  Final Smite 
  Undead take +10 
  more damage 
  when the Saint is 
  within 5 squares. 
  Move 
  6 
  HP Bonus 
  +2 
  CON Bonus 
  +1 
  STR Bonus 
  +0 
  MAG Bonus 
  +3 
  DEF Bonus 
  +1 
  RES Bonus 
  +2 
  SKL Bonus 
  +2 
  SPD Bonus 
  +1 
  LUK Bonus 
  +1 
  Name 
  Battle Maiden 
  Type 
  Mounted 
  Proficiency 
  Light, Lance and 
  Staff 
  Originally 
  Valkyrie 
  Immunity 
  Immune to all 
  afflictions. 
  Move 
  8 
  HP Bonus 
  +0 
  CON Bonus 
  +1 
  STR Bonus 
  +0 
  MAG Bonus 
  +4 
  DEF Bonus 
  +2 
  RES Bonus 
  +1 
  SKL Bonus 
  +1 
  SPD Bonus 
  +0 
  LUK Bonus 
  +1 
  Name 
  Superior Master 
  Type 
  Foot 
  Proficiency 
  Anima, Sword, 
  and choose one. 
  Originally 
  Grandmaster 
  Tactical 
  Choice 
  Count as 
  adjacent allies’ 
  squares for 
  attacks. 
  Move 
  8 
  HP Bonus 
  +1 
  CON Bonus 
  +1 
  STR Bonus 
  +1 
  MAG Bonus 
  +1 
  DEF Bonus 
  +1 
  RES Bonus 
  +1 
  SKL Bonus 
  +1 
  SPD Bonus 
  +1 
  LUK Bonus 
  +1 
  Name 
  Nomadic Chief 
  Type 
  Mounted 
  Proficiency 
  Sword, Lance, 
  and Bow 
  Originally 
  Nomadic Trooper 
  Always 
  Moving 
  Immune to 
  movement 
  penalties. 
  Move 
  8 
  HP Bonus 
  +2 
  CON Bonus 
  +1 
  STR Bonus 
  +2 
  MAG Bonus 
  +0 
  DEF Bonus 
  +1 
  RES Bonus 
  +0 
  SKL Bonus 
  +3 
  SPD Bonus 
  +2 
  LUK Bonus 
  +0 
  
  23 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Dark Rider 
  Type 
  Flying 
  Proficiency 
  Lance, Dark, and 
  Staff 
  Originally 
  Dark Flier 
  Dark Master 
  Dark tomes and 
  spells deal +4 
  damage. 
  Move 
  8 
  HP Bonus 
  +0 
  CON Bonus 
  +2 
  STR Bonus 
  +0 
  MAG Bonus 
  +4 
  DEF Bonus 
  +0 
  RES Bonus 
  +2 
  SKL Bonus 
  +0 
  SPD Bonus 
  +2 
  LUK Bonus 
  +0 
  Name 
  Master Hunter 
  Type 
  Mounted 
  Proficiency 
  Sword, Lance, 
  and Bow 
  Originally 
  Hide Hunter 
  On The 
  Hunt 
  Deal +4 damage 
  to chosen enemy 
  type. (Foot, 
  Mounted, etc.) 
  Move 
  6 
  HP Bonus 
  +2 
  CON Bonus 
  +3 
  STR Bonus 
  +3 
  MAG Bonus 
  +0 
  DEF Bonus 
  +1 
  RES Bonus 
  +0 
  SKL Bonus 
  +0 
  SPD Bonus 
  +1 
  LUK Bonus 
  +1 
  Name 
  Griffon Lord 
  Type 
  Flying 
  Proficiency 
  Sword, Lance, 
  and Axe 
  Originally 
  Griffon Rider 
  Thrown 
  Weapons 
  Weapons gain 1-2 
  range. 
  Move 
  8 
  HP Bonus 
  +3 
  CON Bonus 
  +0 
  STR Bonus 
  +3 
  MAG Bonus 
  +0 
  DEF Bonus 
  +4 
  RES Bonus 
  +0 
  SKL Bonus 
  +0 
  SPD Bonus 
  +0 
  LUK Bonus 
  +2 
  Name 
  Wild Master Mage 
  Type 
  Foot 
  Proficiency 
  Anima, Light, and 
  Dark 
  Originally 
  Wilder 
  Tome 
  Critical 
  Deal +total level 
  as damage on 
  critical hits. 
  Move 
  6 
  HP Bonus 
  +3 
  CON Bonus 
  +0 
  STR Bonus 
  +0 
  MAG Bonus 
  +4 
  DEF Bonus 
  +0 
  RES Bonus 
  +3 
  SKL Bonus 
  +2 
  SPD Bonus 
  +2 
  LUK Bonus 
  +0 
  Name 
  Master Shifter 
  Type 
  Type chosen 
  Proficiency 
  Stone 
  Originally 
  Shifter 
  Minor Shift 
  Deal ½ damage 
  with stone, but 
  do not expend 
  uses. 
  Move 
  6 
  HP Bonus 
  +0 
  CON Bonus 
  +4 
  STR Bonus 
  +2 
  MAG Bonus 
  +2 
  DEF Bonus 
  +1 
  RES Bonus 
  +1 
  SKL Bonus 
  +0 
  SPD Bonus 
  +1 
  LUK Bonus 
  +1 
  Name 
  Buccaneer 
  Type 
  Foot 
  Proficiency 
  Sword and Gun 
  Originally 
  Swashbuckler 
  Charming 
  Smile 
  Gain +4 DR vs. 
  opposite sex 
  enemies. 
  Move 
  6 
  HP Bonus 
  +2 
  CON Bonus 
  +0 
  STR Bonus 
  +2 
  MAG Bonus 
  +0 
  DEF Bonus 
  +0 
  RES Bonus 
  +0 
  SKL Bonus 
  +1 
  SPD Bonus 
  +2 
  LUK Bonus 
  +1 
  
  24 
   
   
   
   
   
   
   
   
   
   
  SS Rank Weapons 
  Name 
  Uses 
  Die 
  Crit 
  Weight 
  Rank 
  Range Type 
  Price 
  Effect 
  Mono Sword 
  60 
  2d10 
  x3 
  8 
  SS 
  1 
  S 
  — 
  x2 vs. Dragon and Aberrant, +5 SKL 
  Malice Lance 
  60 
  3d10 
  x3 
  12 
  SS 
  1-2 
  P 
  — 
  x2 vs. Flying and Mounted, +5 DEF 
  Titan Axe 
  60 
  4d12 
  x3 
  30 
  SS 
  1 
  S 
  — 
  x2 vs. Foot and Fey, +5 STR 
  Triple Bow 
  60 
  2d8 
  x4 
  6 
  SS 
  1-4 
  P 
  — 
  Double attacks per round, +5 SPD 
  Ragnarok 
  (Anima) 
  60 
  3d8 
  x3 
  10 
  SS 
  1-2 
  F 
  — 
  x2 vs. Angels and Demons, +5 LUK 
  Heaven’s Call 
  (Light) 
  60 
  3d6 
  x4 
  5 
  SS 
  1-3 
  L 
  — 
  x4 vs. Demons and Undead, +5 RES 
  Hell’s Call 
  (Dark) 
  60 
  3d12 
  x3 
  18 
  SS 
  1-2 
  D 
  — 
  x4 vs. Angels and Fey, +5 MAG 
  Life Bringer 
  (Staff) 
  5 
  — 
  — 
  — 
  SS 
  1-50 
  — 
  — 
  Revives single dead ally. 
  Final Stone 
  60 
  4d8 
  x3 
  15 
  SS 
  1-2 
  Fo 
  — 
  x2 vs. Choose two 
  Master Gun 
  60 
  2d12 
  x4 
  6 
  SS 
  2 
  P 
  — 
  x2 vs. Mounted and Armored, +2 Move 
  Name 
  Gunmaster 
  Type 
  Foot 
  Proficiency 
  Guns 
  Originally 
  Desperado 
  Melee Gun 
  Guns can fire at 1 
  range. 
  Move 
  6 
  HP Bonus 
  +2 
  CON Bonus 
  +0 
  STR Bonus 
  +0 
  MAG Bonus 
  +0 
  DEF Bonus 
  +1 
  RES Bonus 
  +0 
  SKL Bonus 
  +2 
  SPD Bonus 
  +4 
  LUK Bonus 
  +2 
  
  25 
   
  Class Flavor Text 
  Unpromoted Classes 
  Lord: Nobles, princes, and princesses fall into this category. Their training being 
  varied, this allows for deviation in their overall path. A Lord usually is sent out on 
  important missions by their father or other rulers with equal amounts of influence. 
  Some even start their journey unintentionally, being led into trouble from an outside 
  force. 
  Myrmidon: Quick on their feet and swift at dealing death, Myrmidons let their sword 
  guide their heart, and take up battle when it best suites them. Common examples of 
  Myrmidons are samurai, sellswords, and certain nomadic tribesmen. 
  Mercenary: The only thing more appetizing than a mug of ale is a good fight for a 
  Mercenary. A demon to his enemies and an angel to his allies, the ferociousness of his 
  sword swings and battle stance aid in bringing the death of his enemy. 
  Thief: Quick and to the point, these skill monkeys have trouble in actual combat due 
  to their low strength and durability though they more than make up for it with their 
  ability to steal enemy items, pick locks without keys, and overall using their wide 
  array of skills to do what they need to do. 
  Fighter: Though not as dumb and brutish as a Brigand, Fighters are certainly more 
  muscle than brain and aren't typically known for their high intelligence. Despite this, 
  Fighters are a genius when it comes to battle, and revel in the simplicity of swinging 
  their axes to bring death to all. 
  Pirate: Singing sea shanties and drinking ale, these warriors use their knowledge of 
  the sea and battling in the water in order to bring a grisly death to their enemy. 
  Knight: Taking up the shield in order to protect those they love, these people are 
  normally stoic and strong, relying on their strong body and high defensive capabilities 
  to protect them and their friends. 
  Cavalier: The standard mounted soldiers of armies, they're stereotyped to ride 
  horses, however some take on more exotic land mounts and smaller creatures like 
  Goblins ride wolves and big cats. 
  Soldier: Footmen who serve either a noble house or a military force. These are the 
  most common units put in place by militaries and other factions who need grunts. 
  Archer: Nimble and perceptive, those trained in the way of the bow sometimes take 
  up battle alongside hunting. Not all however are archers, as some are soldiers who 
  fight with bows and skill rather than strength. 
  
  26 
   
  Nomad: Mounted bowmen with skill that equals their mobility. They are typically 
  mercenaries and choose not to work for large armies and military groups. In addition 
  to this, they are normally found in plains areas with lush landscapes. 
  Hunter: Strong and trusty bowmen with more strength than skill and grace. Hunters 
  are typically woodsmen who hunt wild game and enemies of nature, and do not 
  associate with those who dismiss nature. 
  Brigand: Brutes who use pure strength and power, the stereotype of the big dumb 
  powerhouse is not entirely unwarranted as the majority of bandits lack intelligence. 
  Pegasus Knight: Flying riders of Pegasi, the majority of these graceful fliers are 
  female as Pegasi most commonly make strong attachments with women and little 
  girls. Despite this, there are cases of males riding Pegasi. 
  Wyvern Rider: More powerful and less graceful than Pegasus Knights, bonds with 
  Wyverns are much different than bonds with Pegasi. A bond with a Wyvern entails an 
  ancient draconic ritual which links the rider’s life with his mount. 
  Mage: Common magic users who bend the elements to their will, they practice their 
  spells by using anima. Anima is the raw form of elemental magic that can be shaped 
  into any element (except light, dark). 
  Shaman: Bending necromatic energy to fuel their dark desires, shamans are not 
  necessarily evil though they do use the dark element which is commonly associated 
  with raising zombies and causing undue trouble. 
  Monk: Holy users of light magic who have the power of a deity or strong good force 
  behind their backs. Despite this, the light magic they use can be used for evil and for 
  the benefit of greed or any other sin. 
  Arcanist: Quick using users of light magic, these strange practitioners are not 
  associated with a deity of any sort, using light magic in the same way that a mage 
  uses anima magic: as a tool rather than a deity’s guiding hand. 
  Cleric: Healers with very little combat capabilities outside of the staffs they wield, 
  much like a monk a cleric is normally (though not always) tied to a church or deity of 
  some kind. 
  Troubadours: Mounted nobles with staffs, these healers are much less religious than 
  clerics, though more often than not they are instead noble sons and daughters. 
  Tactician: Intelligent and practical, those who take up the role of an armies’ 
  tactician usually accepts the risks and the burden of holding lives in their hands. 
  
  27 
   
  Dancer: Not particularly combat-able, these artists use their body as a rejuvenating 
  force for the soldiers in their army. Male and females alike take up this role to assist 
  their army when they are tired. 
  Promoted Classes 
  Great Lord: Foot-based lords who choose a more power orientated route than other 
  lords. These nobles strive in dealing damage, and hitting where it hurts. 
  Knight Lord: Mounted lords who use the weapon they were trained in from the start 
  with peerless skill. These nobles strive in hitting their mark accurately. 
  Warrior: Powerful and seasoned fighters who are veterans of the battlefield due to 
  participating in a large war or some big battle. 
  Berserker: Even stronger than the tough warrior, though more along the lines of a 
  brute than them. These powerhouses can take punishment, and dish it all out. 
  Ranger: Mounted archer/swordsman hybrids who either snipe their enemies from afar 
  using their bows, or cut down those standing with their blades. More often than not 
  they’re sellswords or bowmen who prefer to take up a mount. 
  Hero: Highly skilled mercenaries who have made quite the name for themselves. 
  Despite the title ‘hero’, this does not mean they’re a hero for good or evil, only that 
  their title warrants the name ‘hero’. 
  Sniper: Skilled archers who take out enemies from afar. These units, like their 
  unpromoted counterparts, are vulnerable in melee though despite this they are more 
  capable of avoiding death in melee combat. 
  Rogue: Quick, sneaky, and shifty. These promoted thieves are not experienced 
  enough to engage in combat, and excel more in the use of skills and stealing than 
  they do in battle. 
  Assassin: Not as skill-focused as the Rogue, these quick and deadly swordsman are 
  weaker than their rogue counterparts, however the use of dark tomes and the ability 
  to instantly kill those they critical hit gives them more of a combat edge. 
  Swordmaster: Deadly with a blade that shines in the sunlight, these seasoned 
  Myrmidons use their peerless skill to destroy the enemies around them. Their ability 
  to land critical hits is unmatched by other sword users. 
  Paladin: Holy riders with a thirst for the blood of demons. These crusaders slay those 
  with demonic blood, or straight up demons like they are nothing to them. 
  
  28 
   
  General: Heavily armored and slow moving, these hulks of pure defense deflect 
  enemy attacks with ease. Despite this, there are quite a few weaknesses to their 
  defenses. These advanced knights can wield the entire physical weapon triangle. 
  Great Knight: The mounted counterpart to the General, their defenses are almost as 
  great and their ability to wield the physical weapon triangle remains. Despite this, 
  they trade off having impenetrable defenses for having higher maneuverability. 
  Falcon Knight: Advanced Pegasus Knights, these fliers utilize their high speed and 
  resistance to dispatch of mages, and other magical units. 
  Wyvern Knight: Quick and daring riders of wyverns take their bond with their wyverns 
  to the next level. These lance users can damage an enemies’ strength to reduce 
  damage that may be done to them through physical attacks. 
  Wyvern Lord: Strong warriors mounted upon their draconic companion, they earn 
  their title once the bond between the two is so strong that they share personality 
  traits and start to think almost entirely alike. 
  Mage Knight: Fast travelling mounted magic users, these mages experiment with the 
  tomes given to them, seeking ways of artificially boosting their power. 
  Sage: Masters of the elements and even some light magic, these promoted mages 
  bend the will of the elements to their every need through rigorous studying. 
  Druid: The most brutally strong magic-wise of all magic users, the dark elements 
  surge through their every veins and corrupt their mind and soul if they do not take 
  care to avoid going insane. 
  Summoner: Exactly as their name implies, these advanced Shamans summon 
  phantoms by their side in order to assist in physically dealing with enemies while they 
  either slay their enemies with their dark powers, or heal allies. 
  Bishop: Blessed by the holy light of their gods, the radiance invested within them is 
  powerful enough to slay the living dead within seconds. 
  Valkyrie: Mounted peons of light and justice, the light magic within them gives them 
  a beautiful radiance of holy light. 
  Grandmaster: Master tacticians who command armies with ease while engaging in the 
  frontlines themselves. Their varied nature assists them in filling in many roles. 
  Halberdier: Advanced soldiers who have surpassed the “grunt” status and whose 
  power with a spear is akin to a swordmaster’s prowess with his blade. 
  
  29 
   
  Nomadic Trooper: Plainsmen who take up a role to protect their tribe. More often 
  than not, a these warriors are either the elite, or the leaders to the tribe itself. 
  Dark Flier: In contrast to the pegasi that are commonly seen, these dark pegasi aren’t 
  as graceful and beautiful as their cousins. Their riders are equally as brooding and 
  have the same dark intentions as the mount they ride upon. 
  Hide Hunter: Beyond simply hunting small game and targets, these woodsmen use 
  their knowledge of the wild to take down dinosaurs, dragons, and sometimes entire 
  armies singlehandedly. Though, taking down armies requires time and whittling. 
  Griffon Rider: An alternative mount to the common wyverns and pegasi, a rider of a 
  griffon is as loyal and brave as their mount, taking on otherwise impossible 
  challenges. 
  Wilder: Intuitive and resourceful, their strengths come from their ability to avoid 
  attacks, and deal pain to their enemies using the forces of light and dark as tools of 
  power as opposed to the holy and unholy natures that cling to those elements. 
  Advanced Classes 
  Dread Fighter: Strong in the ways of swordplay, axes, and magic use these solemn 
  warriors prove themselves capable time and time again, displaying their acrobatics 
  and techniques for all to see. 
  Dark Knight: While some see it foolish to use such dangerous weapons as the devil 
  weapons, the use of them by these trained hands shows their deadly nature without 
  the risk of these mounted soldiers harming themselves. 
  Shifter: Some are born with innate powers tied to specific animals, demons, dragons, 
  or even aliens. These are known as shifters, and they contain their powers by fusing 
  them into special magical stones which allow them to shift into their monstrous form. 
   
   
   
   
   
   
   
  
  30 
   
  Rules 
  Making a Character 
  Hit Points: Hit Points determine how much damage one unit can take. A character at 
  0 HP is dead. A character gains +1 HP every time they level up. 
  Stamina: A character has a number of Stamina Points equal to half his Strength score. 
  Magic: A character has a number of Magic Points equal to half his Magic score. 
  To Hit Formula: 1d20 + ½ Strength or ½ Magic + Skill – Weapon’s Weight (if it exceeds 
  CON) 
  Armor Rating: 5 + Defense + Speed + ¼ Luck 
  Resistance Rating: 5 + Resistance + Speed + ¼ Luck 
  Counter Attack: Expending 1 point of their Stamina Pool (if it’s a physical attack) or 
  Magic Pool (if it’s a magical attack), the person being attacked can follow up after 
  the attacker’s first attack 
  Critical Hit: A character critically hits depending on what 
  his luck, listed on the critical hit chart. If a character rolls 
  a critical threat, they must first be able to hit their 
  enemies’ Armor, meaning if their critical threat would not 
  hit their Armor they do not hit. 
  Rescuing: If a unit has an Aid score higher than a unit’s 
  Con score, they can rescue said unit (placing this unit on 
  their square, and the target’s movement instead uses the rescuer’s movement). If a 
  unit is rescuing an ally, their Skill and Speed are cut in half. 
  Aid: Male Mounted/Flying: 25-Constitution, Female Mounted/Flying: 20-Constitution, 
  Foot: Constitution-1 
  Maneuvers vs Spells: Characters with at least a 2 in Strength, they have 1 Stamina 
  which means they can take any Maneuver which has at least a 1 Stamina cost. The 
  same goes for Magic. Characters with 0 Stamina however can take a Maneuver that 
  has N/A as its Stamina cost. The same goes for spells. 
  General Abilities: Characters can use these abilities, and they do not take up ability 
  slots. The cost of these abilities are normally 0, however some cost 1 or 2. 
  Luck 
  Critical Range 
  0-2 
  0 (Can’t crit) 
  3-10 
  19-20 
  11-18 
  18-20 
  19-24 
  17-20 
  25-28 
  16-20 
  29-30 
  15-20 
  +2 Crit 
  13-20 (Max) 
  
  31 
   
  Racial Abilities: These abilities are ones that can only be selected by the races listed 
  in the prerequisites. These abilities do take up an ability slot unless it is listed on the 
  race’s abilities they gain from the start.  
  Item Slots: A character has 5 slots for weapons and items. If a character has too many 
  weapons or items, they can choose to send the weapon/item gained or a currently 
  held weapon/item to the supply. Lords or units next to the Lord can access the supply 
  mid-battle, however outside of battle all units can access the supply. 
  Example: A fighter has an iron axe, two vulneraries, and two chest keys. He 
  receives a vulnerary from an enemy. He decides to send a chest key to the 
  supply, and now has an iron axe, three vulneraries, and a chest key. 
  Weapon Ranks: A character typically starts with an E Rank in the weapon(s) they’re 
  proficient with. This varies by what level they start at and how much Weapon EXP the 
  GM is willing to give them. Below are the weapon ranks in a chart. Each unit must hit 
  an enemy to increase proficiency with their weapon. Killing a unit counts as double 
  the hits. Abilities that grant modifiers to increasing proficiency stack with the 
  modifier from killing a unit. 
  All Dark Magic users start with a D rank in Dark rather than an E. 
  Weapon Rank Hits Required 
   
  (Fast) 
  Weapon Rank 
  (Fast) 
  Hits Required 
  Prf/E 
  0 
   
  Prf/E 
  0 
  D 
  10 
   
  D 
  5 
  C 
  20 
   
  C 
  10 
  B 
  30 
   
  B 
  15 
  A 
  40 
   
  A 
  20 
  S 
  50 
   
  S 
  30 
   
  Growth Rates: To level up stats, characters must roll a 1d10 to see if they level their 
  stat up. If using the Static Growth Rates, they gain bonuses to their stats at certain 
  levels. If a roll is under what it needs to be, add the result as a decimal after the stat 
  and add the decimal with the next roll at the next level. (Example: A knight with a 1 
  speed and a 2 growth rolls a 4. That becomes a 2.4, and he must roll a 5 or 6 to 
  increase the stat.) 
  Growth Number 
  You Must Roll 
  Static Growths (Alt Rule) 
  8 
  3-10 
  2, 4, 6, 8, 10, 12, 14, 16, 18, 20 
  6 
  5-10 
  3, 5, 9, 13, 17, 19 
  4 
  7-10 
  4, 8, 12, 16, 20 
  2 
  9-10 
  3, 9, 17 
  
  32 
   
  Combat 
  Actions in a Round: Standard, Move, and Free. 
   Standard Actions: Attack, Using Staff, Using Items, Enter Building, Seize 
  Throne, Rescue Unit, Trade with PCs, Use Maneuver, Cast Spell 
   Move: Move up to your speed 
   Free: Equip Weapon, Drop Unit, Talk (to recruit Enemy or Allied Units) 
  Damage: Damage with physical attacks are the weapon’s damage dice + ½ user’s 
  strength modifier, and magical attacks are the tome’s damage dice + ½ user’s 
  magic score. 
  Weapon Durability: If an enemy is struck by a weapon with a durability on it, 
  reduce the weapon’s durability by 1. If a weapon reaches 0 durability, the weapon 
  breaks and is removed from the player’s inventory. 
  Initiative: Initiative is calculated by a 1d20 + ½ Speed roll. The unit with the 
  highest initiative goes first while the lowest goes last. Enemies always go last on a 
  singular turn known as the “Enemy Phase” and NPCs go right before enemies on 
  the “NPC Phase”. Alternatively players can discuss who they want to go first 
  through last, opening up more tactical opportunities and removing the randomness 
  of initiative rolls. Players can hold their turn until before/after another unit’s 
  turn, or pass entirely. If they hold their turn, their new turn from then on goes on 
  the turn in which they chose to act after holding. 
  Movement and Spaces: Diagonals are counted as 2 squares instead of 1, meaning 
  that attacking from diagonals counts as indirect combat, or attacking at range. 
  Units cannot move diagonally and must specify which spaces are being moved 
  through if the player moves the unit diagonally. Each square is roughly 5 feet. 
  Qualifying for Abilities: If a prerequisite says “Unpromoted Level (x)” the 
  character can be promoted in order to qualify for abilities that say “Unpromoted”. 
  The same goes for stat-based requirements. Advanced classes count as Promoted 
  classes for the sake of requirements. 
  Attacks per Turn: If a unit’s speed is at least 5 or more above the enemies’ speed, 
  they get an additional attack. 
  Damage on Abilities: Maneuvers and Spells (unless otherwise noted) add +½ 
  Strength or Magic respectively to the damage of attacks used.  
   
  
  33 
   
  Damage Reduction/Magic Reduction: Depending on a unit’s 
  Defense/Resistance, they may be able to reduce damage 
  dealt by magical or physical means. Consult the chart below 
  for how much DR/MR a unit may have. 
  Auto Hits/Misses: A natural 1 is counted as an auto miss while 
  a natural 20 is considered an auto hit. This does not however 
  mean that a natural 20 automatically critically hits. 
  Terrain 
  Below are some terrains that are pre-made and can give bonuses to a user’s 
  defense, armor, and/or heal some HP. More can be added at the GM’s discretion. 
  Terrain Name 
  Terrain Bonuses 
  Terrain 
  Penalties 
  Movement Penalty 
  Sand 
  None 
  None 
  -3 Move. (Non-mounted Magic Users & Flying 
  unaffected) 
  Mountains 
  +6 AR/RR 
  -5 to units 
  Attack. 
  1 Square = 2 Squares. (Brigands & Flying 
  unaffected, Mounted units can’t move through 
  mountains) 
  Hills 
  +2 AR/RR 
  None 
  -2 Move. (Brigands & Flying unaffected) 
  Sea 
  None 
  None 
  Pirates, Boats, and Flying units only. 
  Forests 
  +5 AR/RR 
  -5 to units 
  attack. 
  1 Square = 2 Squares. (Flying unaffected) 
  Fort 
  +5 HP to unit per 
  round. +8 AR/RR. 
  None 
  None. (Bonuses apply at the end of the unit’s 
  turn.) 
  Throne 
  +5 HP to unit per 
  round. 
  None 
  None. (Bonuses apply at the end of the unit’s 
  turn.) Can be seized by Lord. 
  Gate 
  +5 HP to unit per 
  round. 
  None 
  None. (Bonuses apply at the end of the unit’s 
  turn.) Can be seized by Lord. 
  Lava 
  None 
  -5 to units 
  attack. 
  1d8 fire damage if passed through or remained 
  on. (Flying takes 1d6 instead) 
  Acidic Pool 
  None 
  -5 to units 
  attack. 
  1d8 acid damage if passed through or remained 
  on. (Flying unaffected) 
  Poisoned Gas 
  None 
  None 
  Poisons those on this square. 
   
  Movement in Terrains: Moving into or through a terrain that imposes penalties to 
  movements penalizes the unit’s movement, however moving out of said terrain does 
  not penalize them unless they’re moving into a new terrain with move penalties. This 
  applies to damage dealt by terrains. 
  Disabling Traps: A pit of lava, acidic pool, or poisoned gas area can be disabled by a 
  rogue if he takes a standard action to do so, making the square safe for others. 
  Defense/ 
  Resistance 
  DR/
  MR 
  0-8 
  0 
  9-12 
  2 
  13-17 
  4 
  18-22 
  6 
  23-29 
  8 
  30 
  10 
  31+ 
  20 
  
  34 
   
  Roleplaying Skills 
  GMs are encouraged to include scenes in their game aside from combat to allow 
  player characters to socialize with one another and develop their stories and 
  personalities. One such thing that may come up is the use of “Skills”, something a 
  unit may perform if they wish to initiate an action such as jumping over a ledge, or 
  trying to go undetected. The skills below are general and more may be added at the 
  GM’s discretion. All skills require a 3d6 roll + a unit’s select stat with the likelihood of 
  success is as follows: (Very Easy: 10, Easy: 15, Normal: 20, Hard: 25, Extremely Hard: 
  30-40) . An unpromoted unit has 2 skills, a promoted unit has 3 skills, a recruit unit 
  only has 1 skill, and Thieves/Rogues have 5 skills. A Lord gains 2 free knowledge skills 
  along with their normal skills. 
   Artisan (Choose one): 3d6+Skill or Luck. Can be used for creating works of art, 
  performing, exercising a job, or crafting. 
  o Artisan (Sword, Axe, Lance, or Bow): Can be used to repair weaponry, 
  however it can only bring the weapon to a maximum of half its 
  durability. Damage scales down by 1 point with each repair done to it. 
   Athletics: 3d6+Speed. Can be used for athletic techniques and footwork 
  actions. 
   Awareness: 3d6+Skill. Used for basic perception and lie detection. 
   Etiquette: 3d6+Luck. Can be used for behavior around royalty. 
   Deception: 3d6+Luck. Can be used for disguising, lying, and misguiding. 
   Handle Animal: 3d6+Skill. Can be used to calm and coax animals. 
   Heal: 3d6+Skill. Can be used to negate poison, or heal up to half HP as a 
  standard action once per day. 
   Knowledge (Magic): 3d6+Mag. Can be used for information on spells. (GM’s 
  discretion) 
   Knowledge (Dark Magic): 3d6+Mag. Can be used for information on eldritch 
  happenings. (GM’s discretion) 
   Knowledge (Tactics): 3d6+Skill. Can be used for insight into the battlefield. 
  (GM’s discretion) 
   Knowledge (History): 3d6+Skill. Can be used for insight into the world. (GM’s 
  discretion) 
   Knowledge (Royalty): 3d6+Skill. Can be used for insight into kingdoms/lords. 
  (GM’s discretion) 
   Knowledge (Wilderness): 3d6+Skill. Can be used for surviving in the wilderness. 
  Those with this skill always know true north. (GM’s discretion) 
   Stealth: 3d6+Skill. Used for hiding objects, yourself, and sometimes allies. 
   
  Persuasion: 3d6+Luck. Can be used for talking your way out of situations, and 
  intimidation. 
  
  35 
   
  Elements 
  Physical: Piercing, Bludgeoning, Slashing 
  Elemental: Fire, Cold, Earth, Wind, Electricity, Force 
  Spiritual: Light, Dark 
  Supports 
  Two player characters can engage in support 
  conversations (which they are highly 
  recommended to be played out in-game, 
  however before/after a battle and not during) 
  assuming they meet the prerequisites to do 
  so. These support conversations may be about 
  anything, however the final support (known as 
  S-rank Support) almost always leads to the 
  two units marrying, even if they are the same 
  sex, however this can also lead to a complete 
  devotion or other something of that nature. 
  Supports can only be administered after a 
  certain amount of times, as seen in the table 
  below. (Note: Fights are cumulative from battle to battle.) Also listed are bonuses 
  units get for supporting another unit. (These only apply if the unit is adjacent). Each 
  unit can only S support one unit. Only the highest support applies to a unit when 
  calculating bonuses granted from adjacent allies. Below is a Fast and Slow track for 
  supports in case a game is large, or may be long running and requires more time to 
  build up more supports. 
  Abilities 
  Units gain Abilities at the levels listed below. The GM must choose between Fast and 
  Slow. Some abilities costs points, other do not. Abilities that do not cost points are 
  effects that do not need to be activated unless they specifically say so. Races with 
  abilities listed here cannot take abilities again. 
  Monsters built in this book use the “Fast Track”. 
  Slow Track 
  Fast Track (Every odd level) 
  3, 9, 15, 18 
  1, 3, 5, 7, 9, 11, 13, 15, 17, 19 
  Levels Abilities are Gained 
  Advanced Class’ Slow: 3, 9, 15, 18, 23, 25, 29 
  Support 
  Level 
  Requirements 
  (Medium) 
  Bonus 
  C 
  6 Fights 
  adjacent to 
  each other. 
  +5 to Hit 
  and +2 
  Damage. 
  B 
  10 Fights 
  adjacent to 
  each other. 
  +10 to Hit 
  and +4 
  Damage. 
  A 
  14 Fights 
  adjacent to 
  each other. 
  +15 to Hit 
  and +6 
  Damage 
  S 
  18 Fights 
  adjacent to 
  each other. 
  +20 to Hit 
  and +8 
  Damage. 
  Req. (Fast) 
  C: 4 
  B: 8 
  A: 12 
  S: 16 
  Req. (Slow) 
  C: 8 
  B: 16 A: 24 
  S: 32 
  
  36 
   
  General Abilities 
  These are abilities any unit with a Stamina or Magic pool can perform, and do not 
  take up slots on their “Ability” list. A character starts with these at level 1, or 
  whenever they gain a Stamina or Magic Pool (whichever is required to be used). 
  Unless noted that an effect is permanent or has a specific round duration, it is to be 
  assumed the effects of the ability/spell last until the end of the battle. In addition to 
  this, unless specifically stated it is assumed maneuvers and spells that grant increases 
  do not stack unless they specifically say so. 
  Ability Name 
  Type 
  Cost 
  Prerequisites 
  Description 
  Cant 
  None 
  N/A 
  Thief/Rogue 
  Communicate with party members through tapping 
  against objects and walls. 
  Creation 
  Magic 
  N/A 
  None 
  Create minor objects such as door blocks, nails, or 
  small hammers. Cannot harm people. 
  Dark Cut 
  Magic 
  N/A 
  Dark Tome E 
  Deal 1d3 points of dark damage. 
  Empower 
  Magic 
  Varies Any Tome E 
  Increase a Tome’s damage by amount of points spent. 
  Grapple 
  Stamina 
  1 
  Strength 12 
  Make an attack roll to grapple the enemy. 
  Magic Spark 
  Magic 
  N/A 
  Anima Tome E Deal 1d3 points of damage using a single element. 
  Minor Illusion 
  Magic 
  N/A 
  None 
  Create a minor illusion. Cannot deal damage. 
  Deception check to convince people it’s real. 
  Minor Smite 
  Magic 
  N/A 
  Light Tome E 
  Deal 1d3 points of light damage. 
  Run 
  Stamina 
  1 
  None 
  Move at x2 speed for this round, and cannot double 
  attack. 
  Shake it Off 
  Both 
  Varies None 
  Heals HP equal to points spent. 
  Sound 
  Magic 
  N/A 
  None 
  Create sounds that fool people with a deception check. 
  Unarmed Strike 
  Stamina 
  N/A 
  None 
  Bludgeoning attack that deals 1d4 damage, 1 range, x2 
  crit, and no weight. These unarmed Strikes always 
  have a -2 damage against Armored and Mounted units. 
   
   
   
   
   
   
   
   
  
  37 
   
  Maneuvers 
  Maneuvers attack Armor/Defense if they say they are attacks. 
  Maneuver Name 
  Cost 
  Prerequisites 
  Description 
  Accidentally Tripped 
  2 
  None 
  The unit gives themselves and all adjacent 
  squares -5 to Armor. 
  Air Blooded 
  1 
  No Tomes 
  Reduce 5 points of wind damage. 
  Alien Reach 
  1 
  Abomination, Iron 
  Fist, Unpromoted 5 
  Unarmed strikes are resolved at 1-2 range. At 2 
  range, ¼ Strength to damage rather than ½. 
  Anchoring Javelin 
  2 
  1-2 Lance equipped 
  Reduce an enemies’ speed to 1 for 1 round. 
  Armament Training 
  Varies Weapon C 
  Do not reduce a weapon’s durability by spending 
  a number of stamina equal to times attacked. 
  Bat 
  6 
  Strength 20, 
  Unpromoted 11 
  Make a single attack to an enemy with a melee 
  weapon, and push the enemy 2 spaces back. 
  Blessed Charge 
  8 
  Paladin 9 
  Deal light damage with a physical attack, and add 
  on +2d8 light damage. 
  Breastplate of Valor 
  N/A 
  Cavalier 3 
  Gain a +2 Defense, but gain the Armored type. 
  Burst of Inspiration 
  N/A 
  Any Knowledge skill 
  Reroll any 1s on a Knowledge check. 
  Calming Breath 
  N/A 
  Level 5 
  Spend 1 turn to regain 1 Stamina. 
  Charging Finish 
  5 
  Great Knight 
  Deal an additional +1 damage per square moved. 
  Combat Stealth 
  N/A 
  Stealth Skill 
  If no enemies are within 5 sq., the unit is allowed 
  to roll a stealth check and stay stealthy unless 
  they’re adjacent to an enemy or attack. When 
  attacking, remove speed from AR/RR. 
  Compression Blooded 
  1 
  No Tomes 
  Reduce 5 points of force damage. 
  Critical Rage 
  N/A 
  HP 25 
  When the unit’s HP is less than half, add a +6 to 
  luck for critical chance (maximum 15-20). 
  Damned Blood 
  1 
  No Tomes 
  Reduce 5 points of dark damage. 
  Damning Presence 
  N/A 
  Persuasion Skill 
  Reroll 1s on a Persuasion check to intimidate. 
  Dangerous Rebuttal 
  N/A 
  Speed 11 
  If the unit is below half HP, they always strike 
  first on an attack. 
  Deep Breath 
  N/A 
  Bow D 
  If an attack is dodged, gain +2 to hit. 
  Deflect Arrow 
  4 
  Silver Fist, 
  Unpromoted 13 
  Blocks an attack from a bow/ballista that would 
  normally hit. 
  Devastator 
  N/A 
  Assassin, Killing Edge 
  or Shamshir in use 
  Deal +5 damage when critically hitting, and 
  reduce the Stamina cost of Silencer by 2. 1/day 
  Diamond Strike 
  3 
  Hero 9 
  Absorb HP equal to half damage dealt. 
  Disarm 
  2 
  Weapon D 
  1d10+Skill roll vs enemies’ Skill + ½ Luck to force 
  the enemies’ weapon to be unequipped. 
  Distant Nobility 
  N/A 
  Non-Lord Class 
  Gain Etiquette as a skill, and gain a +2 on 
  Etiquette checks. 
  Divine Blooded 
  1 
  No Tomes 
  Reduce 5 points of light damage. 
  Dual Archery 
  N/A 
  Nomad 5 
  If the Nomad’s rescuee has a ranged weapon, he 
  can substitute the Nomad’s second attack for his 
  own attack. 
  
  38 
   
  Elbow Puncture 
  1 
  Unarmed Attack 
  Deal 1d6 damage to an enemy, and inflict -2 
  Armor Rating. 
  Finish Motion 
  N/A 
  Mounted Type 
  Finish a mounted unit’s movement if they take a 
  standard action in the middle of their move. 
  Fleet Footed 
  N/A 
  Speed 16 
  Gain a +1 to Move. This can be taken multiple 
  times, and this stacks. 
  Following Action 
  1 
  None 
  If an enemy only moves one square on their turn, 
  this unit can spend a point to move towards them 
  but not away. 
  Further Attack 
  1 
  None 
  Do a second attack even if speed isn’t high 
  enough -5 to Hit if this happens 
  Greater Bat 
  8 
  Bat, Strength 26, 
  Promoted 7 
  If there are two enemies within reach, use bat on 
  two enemies using separate attack rolls. 
  Greater Harden 
  2 
  Harden 
  Gain a +4 Armor Rating for 2 rounds. 
  Greater Puncture 
  N/A 
  Unpromoted 11 
  Damage on a critical hit increases to +5. 
  Greater Resilient 
  2 
  Resilient 
  Gain a +4 Resistance Rating for 2 rounds. 
  Ground Shatter 
  4 
  Axe C 
  Attack an adjacent square. If there are enemies 
  adjacent to the square, they take 2d4 damage. 
  Harden 
  1 
  None 
  Gain a +2 Armor Rating for 1 round. 
  Heavy Armor 
  6 
  Great Knight 19, 
  Defense 28 
  Reduce one attack’s damage by 15, and redirect 
  the damage reduced to the attacker. 
  Improved Following 
  2 
  Following Action, 
  Any Level 5 
  If an enemy moves up to two squares on their 
  turn, this unit can spend a point to move towards 
  them but not away. 
  Improved Initiative 
  N/A 
  Speed 12 
  Gain a +4 bonus to Initiative rolls. 
  Improved Puncture 
  N/A 
  Unpromoted 5 
  Damage on a critical hit increases to +2. 
  Inspired Stealth 
  N/A 
  Burst of Inspiration, 
  Stealth Skill 
  Reroll any 1s on a Stealth check. 
  Intense Swing 
  4 
  Axe B 
  -5 to hit and add all of Strength to damage. 
  Iron Fist 
  N/A 
  Strength 8 
  Increases unarmed strike damage to 1d6. 
  Kick & Cut 
  N/A 
  Swordmaster 1 
  On a critical hit, after the damage is dealt and if 
  the enemy is still alive they’re pushed back 1 sq. 
  Legendary Charge 
  15 
  Mounted, Promoted 
  20 
  Move and make an attack roll, adding double the 
  squares moved to attack and damage. 
  Long Range Strike 
  2 
  Bow D 
  Grant yourself 2-3 range (2-4 if using a Longbow) 
  for 1 round. 
  Loyalty 
  N/A 
  Lord 3 
  Increase allies’ attack by +2 if they are within 3 
  squares of the Lord. 
  Lucky Soul 
  N/A 
  Luck 14 
  Grant ¼ Luck on top of ½ Strength for damage. 
  Magic Slayer 
  N/A 
  No Spells or Tomes 
  Deal +2 damage to magic users, or characters 
  with spells. 
  Minor Proficiency 
  N/A 
  Not proficient in 
  weapon 
  Take this to gain an E Rank in a chosen weapon 
  group that does not increase beyond E. If the unit 
  promotes into a class with said weapon, add +5 
  to the “hits” until the next rank up in it. 
  
  39 
   
  Moon Blooded 
  1 
  No Tomes 
  Reduce 5 points of cold damage. 
  Negation 
  6 
  Promoted 11 
  Negate an enemies’ class skill. 
  Of the Plains 
  N/A 
  Nomad 
  Gain +2 Armor Rating if on flat ground. 
  Overhead Bite 
  2 
  Overhead Stomp 
  In addition to the stomp, deal an additional 1d8 
  piercing damage. 
  Overhead Pound 
  2 
  Steel Fist, 
  Unpromoted 7 
  If it hits, deal normal Unarmed Strike damage, 
  and knock the enemy prone. 
  Overhead Stomp 
  1 
  Handle Animal Skill 
  Handle Animal (DC 15) to convince the mount to 
  make an adjacent 2d6 bludgeoning attack. 
  Pass Through 
  N/A 
  Speed 16 
  Move freely through enemy squares. 
  Piercing Strike 
  3 
  Great Knight 9 
  Negates enemies’ Defense. 
  Powered Attack 
  N/A 
  Strength 6 
  Remove Skill to hit, but add entire strength score 
  to damage. 
  Provoking Attacks 
  N/A 
  Speed 8 
  If an enemy moves through an adjacent square, 
  they can attack the enemy. Pass negates this. 
  Puff of Smoke 
  2 
  Thief 3 
  +5 AR/RR to the user for 2 rounds. 
  Puncture 
  N/A 
  Unpromoted 3 
  Gain a +1 damage on a critical hit. 
  Puncture Heart 
  N/A 
  Unpromoted 19 
  Damage on a critical hit increases to +12. 
  Resilient 
  1 
  None 
  Gain a +2 Resistance Rating for 1 round. 
  Resilient Hardness 
  10 
  Greater Harden, 
  Greater Resilient 
  Gain a +8 Armor Rating and Resistance Rating for 
  4 rounds. 
  Riposte 
  N/A 
  Speed 11 
  If an enemy strikes and ends up hitting, a unit 
  with this ability can make a reaction attack 
  freely. 
  Rock Blooded 
  1 
  No Tomes 
  Reduce 5 points of earth damage. 
  Savage Display 
  N/A 
  Axe E, Lord 
  Gain a +2 Strength and Defense, and a -2 Speed 
  and Luck. Can only be selected at 1st level. 
  Shove, Step, Strike 
  4 
  Silver Fist, Following 
  Action, Unpromoted 
  13 
  Pushes an enemy 1 sq., moves up 1 sq., and 
  makes an attack on them if they’re within range. 
  Silver Fist 
  N/A 
  Steel Fist, 
  Unpromoted 11 
  Increases unarmed strike damage to 1d10. 
  Socialite 
  N/A 
  None 
  Halves battles needed for supports. 
  Space Tactic 
  N/A 
  None 
  A unit can occupy the same square as the unit 
  with this ability, however they both take a -5 to 
  Hit and Armor. 
  Speed Assault 
  N/A 
  Speed 14 
  Gain ½ speed instead of ½ Strength for damage. 
  Spell Defense 
  2 
  No Spells or Tomes 
  If a spell is used upon a unit with this maneuver, 
  he can use this to reduce any damage by 5. 
  Stand for my Country 
  2 
  Soldier, Strength 9 
  Gain +1 Attack and Damage for 2 rounds, and 
  gain +1 Defense during this time. 
  Star Blooded 
  1 
  No Tomes 
  Reduce 5 points of fire damage. 
  Steel Fist 
  N/A 
  Iron Fist, 
  Unpromoted 7 
  Increases unarmed strike damage to 1d8. 
  
  40 
   
  Step Over 
  N/A 
  Speed 23, Non-Flying Move freely in any terrain except for Sea and 
  Cliff (and mountains if Mounted) 
  Stinging Strike 
  4 
  Silver Fist, 
  Unpromoted 13 
  Unarmed Strike deals 1d6 damage to the 
  enemies’ movement. No strength to damage. 
  Stopping Strike 
  N/A 
  Provoking Attack, 
  Unpromoted 11 
  Deal +5 damage against provoking enemies, and 
  if the attack hits, the enemy cannot move past. 
  Strength of Ages 
  10 
  Strength 28 
  For 3 rounds, add a +10 to Strength (exceeding 
  the character’s stat cap). 
  Strong Takedown 
  2 
  Steel Fist, 
  Unpromoted 9 
  Knocks an enemy prone and deals half unarmed 
  strike damage to the enemy. 
  Studious 
  N/A 
  Tactician 
  Party gains 5 EXP if Tactician is alive at the end 
  of the battle. 
  Successive Strikes 
  3 
  Swordmaster 9 
  Deal five consecutive strikes at half damage. 
  Superior Following 
  4 
  Improved Following, 
  Unpromoted 9 
  If an enemy moves up to three squares on their 
  turn, this unit can spend a point to move towards 
  them but not away. 
  Superior Puncture 
  N/A 
  Unpromoted 15 
  Damage on a critical hit increases to +8. 
  Swap Tactic 
  1 
  None 
  Swap places with an adjacent ally. 
  Tendon Sever 
  2 
  Luck 19 
  Reduce an enemies’ speed by 6 after a battle. 
  This can stack up to a 1 speed. 
  That’s my village! 
  N/A 
  Brigand 3 
  Negate an enemies’ ability to pillage the village 
  if this unit is within 3 squares of it. 
  The Little Guy 
  N/A 
  Recruit Class 
  Gain a bonus on attack rolls equal to the 
  enemies’ level if they are of a higher level 
  (Promoted adds +20). 
  Thrown Axe 
  N/A 
  Axe B 
  An axe with a range of 1 gains 1-2 range. 
  Time Blooded 
  1 
  No Tomes 
  Reduce 5 points of electricity damage. 
  Toughness 
  N/A 
  Defense 12 
  +1 HP per level 
  Trip 
  3 
  Unarmed Attack 
  Make an attack roll to trip the enemy. 
  Unarmed Defense 
  N/A 
  Iron Fist, 
  Unpromoted 5 
  When no weapon is equipped, gain a +2 to Armor 
  Rating and Resistance Rating. 
  Up, Horsey! 
  2 
  Mounted, Handle 
  Animal skill 
  The unit can roll a “Handle Animal” check DC = 
  enemies’ Armor +5 to pass over the enemies’ 
  square. 
  Viscous Strike 
  1 
  None 
  Deal 1d6 extra damage to the enemy and self. 
  Weapon Focus 
  N/A 
  Proficient in weapon 
  Gain a +1 to hit with selected weapon. Can be 
  swapped out with each level/wep rank up. 
  Weapon Specialization 
  N/A 
  Weapon Focus in 
  weapon 
  Gain a +2 to damage with selected weapon. Can 
  be swapped out with each level/wep rank up. 
  Wreath of Blades 
  6 
  Lord, Speed 16 
  Deal 1.5x damage, and use speed for damage. 
  This cannot be coupled with Speed Assault. 
  Grand Weapon Focus 
  N/A 
  Weapon Focus 
  Gain an additional +1 to weapons which are 
  selected with Weapon Focus, and gain a +2 to hit 
  with weapons of the same groups. 
  
  41 
   
  Grand Weapon 
  Specialization 
  N/A 
  Weapon 
  Specialization 
  Gain an additional +2 to weapons which are 
  selected with weapon spec, and gain a +2 to 
  damage with weapons of the same group. 
  Monomolecular Blade 
  4 
  Weapon Focus 
  Increase damage die by 1 step for 2 rounds. 
  Rescuer 
  N/A 
  None 
  Gain a +2 move while rescuing. 
  Grand Rescuer 
  N/A 
  Rescuer, AID 10 
  Negate penalties while rescuing. 
  Helping Dance 
  1 
  Dancer 5 
  When dancing ally gains +2 to Strength or Magic, 
  and Defense or Resistance. 
  Adjacent Dance 
  2 
  Dancer 9 
  All adjacent allies gain the effects of dancing. 
  Eagle Eye 
  N/A 
  Awareness Skill 
  Once per day, gain a +2 to hit one enemy for 4 
  rounds. 
  Fake Out 
  N/A 
  Deception Skill 
  Once per day, negate enemies’ DR. 
  Jump Away 
  N/A 
  Athletics Skill 
  Once per day, move 1 square while out of turn. 
  Adequately Put  
  N/A 
  Etiquette Skill 
  Once per day, gain +4 damage vs lords for 2 
  rounds. 
  Combat Healer 
  N/A 
  Heal Skill 
  Gain an additional use per day of the Heal skill’s 
  abilities. 
  Weapon Master 
  N/A 
  Weapon Focus, 
  Promoted 19 
  Weapon chosen no longer reduces uses. 
  Weapon Prodigy 
  N/A 
  Weapon Focus, 
  Unpromoted 9 
  Weapon chosen no longer reduces attack if its 
  weight exceeds constitution. 
  Repurposed Weapon 
  1 
  Weapon 
  Specialization 
  Change a weapon’s physical type to another 
  type. (Bludgeoning, Piercing, or Slashing). 
  Break Down 
  1 
  Weapon 
  Specialization 
  Weapon’s weight is added to damage. 
  Plant the Shield 
  N/A 
  Knight 5 
  Unit takes a -2 and the enemy takes a -4 to their 
  effective speed for double attacks. This triggers 
  when this unit attacks the enemy. Minimum 0. 
  Plant the Shield Harder 
  N/A 
  Knight 9 
  Unit takes a -2 and the enemy takes a -6 to their 
  effective speed for double attacks. This triggers 
  when this unit attacks the enemy.  Minimum 0. 
  Firmly Planted 
  N/A 
  General 5 
  Unit and the enemy are unable to double attack. 
  A Risk Worth Taking 
  N/A 
  Unpromoted Level 11 Deal +5 damage to enemies, and enemies deals 
  +5 damage to this unit. 
  Quick Attack 
  1 
  Pegasus Knight 5 or 
  Myrmidon 5 
  When this unit attacks an enemy, their effective 
  speed for double attacking is increased by +5. 
  Foraging 
  N/A 
  Unpromoted Level 1 
  When standing upon mountains or forests, treat 
  them as a throne for regaining HP. 
  Fool’s Luck 
  N/A 
  Promoted Level 5 
  The unit gains +15 to hit and +5 damage, yet if 
  the enemy is a higher level, they gain this bonus. 
  Overbearing Strength 
  N/A 
  Strength 15 
  If this unit’s strength is 5 higher than the enemy 
  they are facing, they gain +3 to damage rolls. 
  Damaging Presence 
  N/A 
  Luck 12 
  If this unit defeats an adjacent enemy, all 
  enemies adjacent to this unit take minimal 
  damage from their weapon (cannot gain x2). 
  
  42 
   
  Opportune Strike 
  1 
  Skill 12 
  Gain +3 damage vs. enemies who can’t double 
  attack. Doesn’t activate with “Firmly Planted”. 
  Nobody Dies! 
  5 
  Defense 15 
  All adjacent allies take ¼ damage for 1d6+3 
  rounds. 
  Peaceful Voice 
  2 
  Luck 12 
  Allies within 3 spaces receive 2 less damage. 
  Already Willing to Kill 
  N/A 
  Dark Flier 5 
  If the enemies’ HP isn’t full, this unit deals +3 
  damage against the enemy. 
  Evasive Maneuvers 
  2 
  Mounted or Flying 
  Unit 
  When the enemy initiates a battle with this unit 
  in the next 3 rounds, this unit gains +4 AR/RR. 
  Heavy Sword 
  N/A 
  Mercenary Level 7 
  When using a “Blade” weapon, gain +3 damage, 
  but take a -3 to hit. 
  Book Keeping 
  N/A 
  Level 9, Anima, 
  Dark, or Light C 
  Choose one type of magic. Tomes from the 
  chosen type has their weight halved. This unit 
  cannot benefit from “Break Down”. 
  Weaponsmith 
  1 
  Artisan (Weapons) 
  After initiating a battle, roll a 1d%. This unit has 
  a % chance of gaining an iron weapon equal to 
  their Luck stat. Roll 1d4 (1- Sword, 2- Lance, 3- 
  Axe, 4- Bow). Can only be used 1/combat. 
  Trying Hard! 
  N/A 
  Recruit Level 1 
  This must be chosen at 1st level only. This recruit 
  unit gains x2 experience. Once this unit becomes 
  any other class, they lose this maneuver. 
  Used Against You 
  3 
  Halberdier Level 3 
  Deal ½ the enemies’ Strength or Magic bonus to 
  damage as damage back at them (depending on 
  the weapon the enemy is holding). 
  Skillful Potion 
  N/A 
  Unpromoted Level 5 
  Potions that increase HP heal +50% more HP to 
  this unit. 
  Swift Potion 
  2 
  Unpromoted Level 9 
  Using a potion is instead a free action that can be 
  done once on the round it’s used. 
  Defensive Formation 
  N/A 
  Unpromoted Level 3 
  When rescuing an ally, this unit can instead move 
  onto the allies’ square after rescuing them as a 
  free action. 
  Slicing Maneuver 
  1 
  Wyvern Rider Level 5 This unit, after attacking the enemy, swaps 
  places with them and ends their turn. 
  Poison Resistance 
  1 
  Unpromoted Level 5 
  If this unit triggers this ability, they take ½ 
  damage from poison for the rest of the battle. 
  Improved Poison 
  Resistance 
  2 
  Assassin Level 1 
  This unit takes 0 damage from poisons, and stat 
  reducing effects are halved. 
  Greater Poison Resistance 
  3 
  Assassin Level 5 
  This unit takes 0 damage from poisons, and stat 
  reducing effects are negated. 
   
   
   
  
  43 
   
  Spells 
  Spells attack Resistance if they are an attack. 
  Ability Name 
  Cost 
  Prerequisites 
  Description 
  Absorb Durability 
  1 
  Tome, Sword, 
  Lance, or Axe D 
  Absorb 2 points from one tome’s durability into a sword, 
  axe, or lance. 
  Absorb Magic 
  N/A 
  Magic 14 
  Absorb the MP from an adjacent ally. 
  Absorb Stamina 
  1 
  Strength 14 
  Absorb the SP from an adjacent ally. 
  Alarm 
  Varies Magic 4 
  Ward an area with an alarm for a single day per point 
  spent. 
  Ball of Force 
  1 
  Anima Proficiency Fire a ball of force with 1-2 range that deals 1d4 points of 
  Force damage. 
  Beyond Human 
  8 
  Any Tome S 
  Gain a +6 to one stat of your choosing. 
  Bladed Edge 
  4 
  Magic 8 
  Grants one sword user a bonus +4 on damage with swords. 
  Blasting Strike 
  6 
  Magic 18 
  1-2 Range Attack that deals 3d8 force damage. 
  Blood Boiling 
  2 
  Dark D 
  1-2 Range attack that deals 1d6 points of Dark damage to 
  the enemy. 
  Bury 
  2 
  Magic 10 
  Deal 1d6 bludgeoning damage, and impose a -2 Armor 
  Rating. 
  Constitution+ 
  4 
  Magic 16 
  Gives target within 3 squares a +2 to Constitution. This 
  lasts 5 rounds. 
  Cosmic Blast 
  7 
  Any Tome A 
  Fire a ray of cold that deals 6d6 points of damage. 
  Dark Breath 
  1 
  None 
  Breathe in the dark world for 24 hours. 
  Deep Poison 
  4 
  Magic 16, Dark C 
  One character poisoned takes an additional 1d6 damage 
  from poison for 2 rounds. 
  Defense+ 
  4 
  Magic 16 
  Gives target within 3 squares a +2 to Defense. This can 
  surpass the target’s stat cap. This lasts 5 rounds. 
  Detect Magic 
  1 
  Magic 2 
  Detect if one person has any magical abilities. 
  Dragon’s Blood 
  10 
  Magic 22 
  Use a dragon’s corpse within 3 sq. as a bomb dealing 2d12 
  of the dragon’s element in damage to adjacent sq. 
  Dragon’s Breath 
  5 
  Wyvern Rider, 
  Knight, or Lord 
  Grants a Wyvern a breath attack with 1-2 range that deals 
  2d8 points of fire damage. Lasts for 2 rounds. 
  Earth Barrier 
  6 
  Anima B 
  Creates a barrier of stone in one square with 50 HP. 
  Element Grab 
  1 
  Anima Proficiency Elemental attack that deals 1d6 points of damage of your 
  choice (except for Force). Range of 1. 
  Elemental Burst 
  8 
  Magic 18 
  Cause one square to deal 1d8 elemental damage, and all 
  adjacent squares take 1d4 points of elemental damage. 
  Elemental Jet 
  15 
  Any Tome S 
  Choose one element, and fire a 5 foot line dealing 8d10. 
  Elemental Purge 
  9 
  Anima Rank S 
  Deal 10d6 points of any element damage with 1-5 range. 
  Fire Strike 
  4 
  Anima C 
  1-3 Range attack that deals 3d6 points of Fire damage. 
  Flight 
  1 
  Magic 4 
  Gain a 6 square fly speed (counted as a Flying unit). 
  Force Armor 
  1 
  Magic 4 
  Gain a +4 Magic bonus to Armor Rating. 
  Force Shield 
  1 
  Magic 4 
  Gain a +4 Magic bonus to Resistance Rating. 
  Gold Bullet 
  1 
  At least 1 Gold 
  Uses a gold piece as a 2 range weapon dealing 1d6 
  bludgeoning damage. Double attacks cost 2 MP total. 
  
  44 
   
  Grease 
  1 
  Magic 6 
  Fill a 2 by 2 square area with grease. Requires a DC 15 
  Acrobatics to move through or be stuck. 
  Greater Blood 
  6 
  Inner Blood 
  Deal an additional +2d6 cold damage with Inner Blood. 
  Hasten 
  5 
  Any Tome B 
  Grant all allies a +6 bonus to Speed for 5 rounds. 
  Hasten Attack 
  6 
  Any Tome B 
  Grants a unit an extra attack alongside their normal one. 
  Inner Blood 
  4 
  Magic 12 
  Spike an enemies’ blood dealing 2d6 cold damage. 
  Invisibility 
  4 
  Magic 14 or 
  Stealth Skill 
  Go invisible, granting +20 to Stealth and reducing 
  enemies’ Armor/Resistance Rating by 10 for 2 rounds. 
  Invisible Blade 
  3 
  Strength 8 
  Attack deals 1d10 points of slashing damage with a 1 
  range. 
  Laugh a Lot 
  6 
  Magic 18 
  Cause one enemy to uncontrollably laugh, making it so 
  they cannot drink potion-based items. 
  Lava Breath 
  1 
  None 
  Breathe in lava for 24 hours and become immune to fire. 
  Life Drain 
  3 
  Dark C 
  Transfer 10 HP from an ally to yourself or other ally. 
  Longer Shot 
  1 
  Bow C, Magic 4 
  Increase range of a bow equipped by +1 for 3 rounds. 
  Luck+ 
  4 
  Magic 16 
  Gives target within 3 squares a +2 to Luck. This can 
  surpass the target’s stat cap. This lasts 5 rounds. 
  Magic Fists 
  N/A 
  STR 2, MAG 6  
  Unarmed attack uses magic and attacks armor rating. 
  Magic+ 
  4 
  Magic 16 
  Gives target within 3 squares a +2 to Magic. This can 
  surpass the target’s stat cap. This lasts 5 rounds. 
  Move Blight 
  Varies Magic 16 
  Reduce an enemies’ move by the amount of MP spent. 
  Move+ 
  4 
  Magic 16 
  Gives target within 3 squares a +2 to Move. This lasts 5 
  rounds. 
  Omnicide 
  15 
  Magic 28 
  10d6+10 untyped damage (cannot be resisted). 
  Plummet 
  3 
  Magic 12 
  Deal 1d8 damage to a flying unit. 
  Radiant Fire 
  3 
  Anima C 
  Deal light damage with Fire Tomes (Lalynflame, 
  Valflame, Cymbeline, Fire, Devil’s Fire, Elfire, and 
  Forblaze). 
  Raise Dead 
  9 
  Light Rank S 
  Raise one ally from the dead if they have been dead for 
  at least 1 hour. Otherwise they cannot be revived. 
  Read Thoughts 
  2 
  Magic 6 
  1d20+Magic roll vs 5 + enemies’ Resistance and ¼ Luck to 
  read their mind. 
  Resistance+ 
  4 
  Magic 16 
  Gives target within 3 squares a +2 to Resistance. This can 
  surpass the target’s stat cap. This lasts 5 rounds. 
  Safe Haven 
  2 
  Light D 
  One unit of your choice within 3 squares gains a +2 to 
  Armor Rating and +1 to Hit while he remains within 3 
  squares of you. This lasts for 2 rounds. 
  Sea Grasp 
  3 
  Anima C 
  If a unit is 1 square away from a sea or lake, they can 
  have the water attack that unit for 1d6 cold damage. 
  Seduce 
  1 
  Magic 6 
  Deception DC 25 to make an enemy your NPC ally for 2d4 
  rounds. 
  Serenade 
  1 
  Magic 4 
  Grant all of the opposite sex (to the caster) units within 3 
  squares a +2 bonus to one stat for 2 rounds. 
  Silence 
  1 
  Magic 8 
  Negate all sound within 3 squares centered on the target. 
  This grants a +10 to Stealth for all units in this aura. 
  
  45 
   
  Skill+ 
  4 
  Magic 16 
  Gives target within 3 squares a +2 to Skill. This can 
  surpass the target’s stat cap. This lasts 5 rounds. 
  Slay 
  9 
  Dark Rank S 
  Kills one enemy if their HP is below half. 1-3 range. 
  Sleep 
  1 
  Dark Proficiency 
  Put one enemy to sleep if they fail a 1d20+Constitution 
  check. DC 15. 
  Speed+ 
  4 
  Magic 16 
  Gives target within 3 squares a +2 to Speed. This can 
  surpass the target’s stat cap. This lasts 5 rounds. 
  Spell Reflection 
  6 
  Any Tome A 
  Instantly cause an enemies’ magical ability to reflect 
  back at them. 
  Spellcrash 
  5 
  Any Tome A 
  Deals 5 damage to an enemies’ tome uses. Can break. 
  Spellshield 
  9 
  Resistance 28 
  For 3 rounds, reflect all spells with a lower MP cost. 
  Stake in Ground 
  4 
  None 
  Attack deals 1d8 piercing damage and knocks an enemy 
  prone. 
  Stat Swap 
  6 
  Magic 14 
  Swap a single target’s stat with another one of their 
  stats. This cannot be done with HP, Move, or Con. 
  Strength+ 
  4 
  Magic 16 
  Gives target within 3 squares a +2 to Strength. This can 
  surpass the target’s stat cap. This lasts 5 rounds. 
  Strengthen Bond 
  6 
  Support Any Rank 
  Double bonuses of a support with one unit for 4 rounds. 
  Swim 
  1 
  Magic 4 
  Gain a 3 square swim speed. Can move on sea or lakes. 
  Tangle 
  3 
  Magic 12 
  Impose a -4 penalty to one unit’s armor rating. 
  Telekinetic Rod 
  2 
  Staff D 
  Roll an attack roll against an enemy. On a success, push 
  or pull an enemy 1 square. This attack has a range of 3. 
  Teleport 
  8 
  Any Tome A 
  Teleport a number of squares equal to ½ Magic. 
  Tough as Nails 
  3 
  Magic 16 
  Give a number of bonus HP equal to your level. This can 
  exceed their HP cap. (Promoted characters use the level 
  they promoted at + the level they currently are). 
  Void Breath 
  1 
  None 
  Breathe in space for 24 hours. 
  Water Breath 
  1 
  None 
  Breathe in water for 24 hours. 
  Weaken 
  2 
  Magic 14 
  Reduce an enemies’ constitution by 1d6 points. 
  Weapon Morph 
  3 
  Sword, Axe, or 
  Lance D 
  Change a weapon’s physical type to one chosen (Slashing, 
  Piercing, or Bludgeoning) for 2 rounds. 
  Wreath of Fire 
  4 
  Lord, No Tome 
  Creates a ring of fire around a sword, dealing 1d6 fire 
  damage. On a critical hit, it deals 2d8 damage. 3 rounds. 
  Cloaked Fists 
  1 
  Magic Fists, 
  Unpromoted 7 
  Add a single elemental or spiritual damage type onto 
  their fists. This adds a +1d6 of that element/spiritual 
  damage type chosen to attacks for 3 rounds. 
  Shrouded Fists 
  2 
  Cloaked Fists, 
  Unpromoted 9 
  Damage die increases to +1d8, and the damage lasts for 5 
  rounds instead of 3. 
  Long Range Jolt 
  4 
  Shrouded Fists, 
  Unpromoted 11 
  Deal damage with an unarmed strike as if all of it were 
  the element chosen. This has a 2-4 range. 
  Unarmed to the 
  Teeth 
  N/A 
  Cloaked Fists, 
  Unpromoted 11 
  Unarmed Strikes deal 1d8 damage instead of 1d4, and 
  attack at a 1-2 range. 
  Channel Tomes 
  2 
  Magic Fists 
  Spend 2 uses from the tome to add any special effects it 
  may have onto unarmed strikes for the next turn only. 
  Holy Jolt 
  2 
  Light D 
  Deal 1d6 light damage to one enemy. 
  
  46 
   
  Dark Burn 
  2 
  Dark D 
  Deal 1d6 dark damage to one enemy. 
  Telekinetic Push 
  4 
  Anima C 
  Push one enemy up to 4 squares. If they hit a wall, deal a 
  number of d4 equal to the amount of squares pushed. 
  Dark Low-Blow 
  4 
  Magic Fists, 
  Unpromoted 5, 
  Dark D 
  Deal normal unarmed strike damage, and knock the 
  enemy prone. 
  Swallow Power 
  1 
  Sword C, Tome C 
  Deal 2 damage to the enemies’ Strength, and gain a +2 to 
  Strength. 
  Swift Reaction 
  2 
  Speed 14 
  Cast one spell this unit knows as a free action, adding the 
  cost of this spell to the spell chosen. Cannot be used on a 
  N/A spell. 
  Overbearing Curse 
  N/A 
  Dark C 
  Enemies and allies within 3 squares have their AR and RR 
  reduced by 4. 
  Undead Form 
  5 
  Dark B, Magic 18 
  Take the form of a Ghost for 5 rounds. 
  Elemental Form 
  5 
  Anima B, Magic 
  18 
  Take the form of an Elemental for 5 rounds. The element 
  of the Elemental is up to the unit’s choice. 
  Angel Form 
  5 
  Light B, Magic 18 
  Take the form of an Angelic Knight for 5 rounds. 
  Dual Casting 
  5 
  2 Magic Types C 
  While holding a tome of one type (ex: anima) and a tome 
  of another type is unequipped (ex: light), this can be 
  used to make an attack adding both damage types. 
  Shattering Fist 
  N/A 
  Strength 14, 
  Unarmed to the 
  Teeth 
  The unit’s fists are effective (x2) against Armored units, 
  but only while attacking at 1 range. 
  Jabbing Fist 
  N/A 
  Strength 14, 
  Unarmed to the 
  Teeth 
  The unit’s fists are effective (x2) against Mounted units, 
  but only when attacking at 1 range. 
  Tome Line 
  3 
  Magic 12 
  Attack a 4 square line in front of the unit, dealing the 
  tome’s damage through that line. The units caught in this 
  must make a 1d20+speed to avoid damage. (DC 5+Magic) 
  Tome Radius 
  3 
  Magic 12 
  Attack a 3 square radius around the unit, dealing the 
  tome’s damage in that radius. The units caught in this 
  must make a 1d20+speed to avoid damage. (DC 5+Magic) 
  Redirect Attack 
  2 
  N/A 
  If an enemy makes an attack against this unit, they can 
  use this to switch the enemies’ attack to another square. 
   
   
   
   
   
   
  
  47 
   
  Racial Abilities 
  These can be taken by the races listed, unless it’s already listed on their race entry. 
  Ability Name 
  Type 
  Cost 
  Race 
  Description 
  Hit More 
  N/A 
  0 
  Goblin 
  Gain 1.2x Speed when calculating Speed for Double 
  Attacks. 
  Breath Attack 
  Magic 
  2 
  Dragonkin 
  Deal 1d10 points of elemental damage. 1-2 range. 
  Blood Drain 
  N/A 
  0 
  Vampire 
  Gain HP back equal to damage dealt with bite. 
  Maelstrom 
  Magic 
  2 
  The Faceless 
  Deal an additional 1d6 of Dark damage on a physical 
  attack. 
  Extra Skill 
  N/A 
  0 
  Human 
  Gain one bonus roleplay skill. This can be taken multiple 
  times for multiple skills. It can be taken up to 3 times. 
  Magically Adept 
  N/A 
  0 
  Human 
  Gain an additional +1 to Magic Pool. 
  Physically Adept 
  N/A 
  0 
  Human 
  Gain an additional +1 to Stamina Pool. 
  No Remorse 
  N/A 
  0 
  Dragonkin 
  Deal +2 damage if the target is below half HP. 
  Blessed Fire 
  N/A 
  0 
  Angelkin 
  Deal light damage with fire attacks. 
  Dark Electricity 
  N/A 
  0 
  Demonkin 
  Deal dark damage with electricity attacks. 
  Rocky Snow 
  N/A 
  0 
  The Faceless 
  Deal earth damage with cold attacks. 
  Crushing Wind 
  N/A 
  0 
  Android 
  Deal force damage with electricity attacks. 
  Hellish Visage 
  N/A 
  0 
  Demonkin 
  Gain a +2 bonus on Persuasion to Intimidate. 
  Cold Blood 
  Magic 
  1 
  Seafolk 
  Deal +1d4 cold damage on cold tomes or spells. 
  Savage Faith 
  N/A 
  N/A 
  Goblin 
  Able to use E-Rank Light tomes. 
  Craftsmanship 
  Stamina Varies 
  Dwarf 
  Stamina pool absorbs a weapon’s uses before it begins 
  to be subtracted. 
  Fox Form 
  Magic 
  1 
  Kitsune 
  Turn into a fox of equal level. 
  Fury 
  N/A 
  N/A 
  Orc 
  Deal +4 damage to enemies who have damaged the Orc 
  this battle. 
   
   
   
   
   
   
   
   
   
   
  
  48 
   
  Weapons 
  Weapon Triangle: Each weapon has a specific weakness and strength 
  against another weapon. Weapons at an advantage gain +1 Damage 
  and +5 Hit, and weapons at a disadvantage gain -1 Damage and -5 
  Hit. Bows and staves are excluded from this triangle. 
  Prf Weapons: Special weapons that Lords wield. With the GM’s 
  decision, non-Lords can wield certain Prf weapons or the player/GM 
  can work together to make their own Prf weapon for the character. 
  Starting Weapons: A GM can either decide to give their players a set amount of gold 
  to spend on weapons, or have a set amount of weapons the players can choose. 
  Illegal/Rare: These are weapons that cannot be found in Armories or Shops. 
  Legendary: These are weapons that GMs should give to players selectively towards the 
  end of a campaign, or once the players reach a certain point. Some are safe to be 
  given earlier in the campaign while others are a bit too powerful for early game. 
  Combat Flow: This is how combat should be resolved, shown below. 
   
  Attacker makes their 1st attack. 
  Attacker makes their 2nd attack if wielding Brave Weapon. 
  Defender makes their 1st attack. 
  Defender makes their 2nd attack if wielding a Brave Weapon. 
  Attacker makes their 3rd attack if wielding a Brave Weapon. (SPD > than Defender’s) 
  Defender makes their 3rd attack if wielding a Brave Weapon. (SPD > than Attacker’s) 
   
  Stat Bonuses: Any stat bonuses a sword might grant go over the class’ stat cap. 
   
   
   
  Damage Type Quick Key 
   Slashing (S), Piercing (P), Bludgeoning (B) 
   Fire (Fi), Cold (C), Electricity (E), Wind (W), Earth (Ea), Force (F) 
   Light (L), Dark (D) 
  Sword 
  > 
  Axe 
  Lance 
  > 
  Sword 
  Axe 
  > 
  Lance 
  Anima 
  > 
  Light 
  Dark 
  > 
  Anima 
  Light 
  > 
  Dark 
  
  49 
   
  Swords 
  Name 
  Uses 
  Die 
  Crit 
  Weight 
  Rank 
  Range Type 
  Price 
  Effect 
  Rapier 
  40 
  1d8 
  x2 
  5 
  Prf 
  1 
  P 
  1,000 
  x2 vs Mounted & Armored 
  Ark-Ragnelle 
  40 
  2d8 
  x2 
  20 
  Prf 
  1-2 
  S 
  — 
  Legendary Weapon 
  Da-Kattin 
  45 
  1d8 
  x3 
  3 
  Prf 
  1 
  S 
  — 
  Legendary Weapon 
  Tirfing 
  50 
  2d8 
  x2 
  7 
  Prf 
  1 
  S 
  — 
  Legendary Weapon 
  Falcon Blade 
  — 
  1d6 
  x2 
  6 
  Prf 
  1 
  P 
  — 
  Legendary Weapon 
  Ettarre 
  50 
  1d12 
  x2 
  17 
  Prf 
  1 
  S 
  — 
  Legendary Weapon 
  Amicitia 
  — 
  1d8 
  x2 
  12 
  Prf 
  1 
  S 
  — 
  Legendary Weapon, Doubles attacks per 
  round. 
  Storm Sword 
  30 
  2d8 
  x2 
  9 
  Prf 
  1 
  P 
  — 
  Legendary Weapon +5 STR, x2 vs 
  Undead 
  Earth Blade 
  10 
  1d12 
  x2 
  5 
  Prf 
  1-2 
  Ea 
  — 
  Legendary Weapon, Nosferatu’s Absorb 
  Mistolteen 
  50 
  3d10 
  x2 
  5 
  Prf 
  1 
  S 
  — 
  Legendary Weapon, SKL +5, RES +5 
  Nothung 
  50 
  2d10 
  x2 
  3 
  Prf 
  1 
  S 
  — 
  Legendary Weapon, SKL +5, SPD +5 
  Live Sword 
  60 
  2d8 
  x3 
  13 
  Prf 
  1 
  S 
  — 
  Legendary Weapon 
  Belgon Sword 
  60 
  3d6 
  x2 
  12 
  Prf 
  1 
  S 
  — 
  Legendary Weapon, x2 vs Armored 
  Occide 
  50 
  1d8 
  x2 
  11 
  Prf 
  1 
  S 
  — 
  x2 vs Mounted & Magic 
  Iron Sword 
  45 
  1d6 
  x2 
  5 
  E 
  1 
  S 
  460 
  — 
  Slim Sword 
  30 
  1d4 
  x2 
  2 
  E 
  1 
  P 
  480 
  — 
  Cursed Sword 
  25 
  2d6 
  x2 
  4 
  E 
  1 
  S 
  1,900 
  50% chance damages wielder 
  Knife 
  30 
  1d4 
  x3 
  2 
  E 
  2 
  P 
  100 
  Thief, Rogue, & Assassin only 
  
  50 
   
  Steel Sword 
  30 
  1d8 
  x2 
  10 
  D 
  1 
  S 
  600 
  — 
  Iron Blade 
  35 
  2d4 
  x2 
  12 
  D 
  1 
  S 
  980 
  — 
  Armorslayer 
  18 
  1d8 
  x2 
  11 
  D 
  1 
  S 
  1,260 
  x2 vs Armored 
  Longsword 
  18 
  1d6 
  x2 
  11 
  D 
  1 
  S 
  1,260 
  x2 vs Mounted 
  Poison Sword 
  40 
  1d4 
  x2 
  6 
  D 
  1 
  P 
  — 
  Illegal (Poisons enemy) 
  Dark Killer 
  30 
  1d8 
  x2 
  7 
  D 
  1 
  P 
  3,000 
  x2 vs Undead 
  Shamshir 
  20 
  1d8 
  x4 
  5 
  D 
  1 
  S 
  1,200 
  Myrmidon, Assassin, & Swordmaster 
  only 
  Killer Sword 
  20 
  1d10 
  x3 
  7 
  C 
  1 
  S 
  1,300 
  — 
  Lancereaver 
  15 
  1d10 
  x2 
  9 
  C 
  1 
  S 
  1,800 
  Reverse weapon triangle 
  Light Sword 
  25 
  1d10 
  x2 
  9 
  C 
  1-2 
  L 
  1,250 
  — 
  Steel Blade 
  25 
  1d12 
  x2 
  14 
  C 
  1 
  S 
  980 
  — 
  Flame Blade 
  25 
  1d12 
  x2 
  5 
  C 
  1-2 
  Fi 
  9,500 
  — 
  Magic Killer 
  20 
  1d10 
  x2 
  7 
  C 
  1 
  S 
  1,500 
  x2 vs Magic 
  Wyrm Killer 
  30 
  1d8 
  x2 
  5 
  C 
  1 
  S 
  2,250 
  x2 vs Dragon 
  Aberrant Killer 
  20 
  1d10 
  x2 
  8 
  C 
  1 
  S 
  2,200 
  x2 vs Aberrant 
  Ooze Masher 
  18 
  1d8 
  x2 
  12 
  C 
  1 
  B 
  2,200 
  x2 vs Ooze 
  Fey Reaver 
  18 
  1d8 
  x2 
  11 
  C 
  1 
  S 
  2,200 
  x2 vs Fey 
  Demon Killer 
  18 
  1d10 
  x2 
  6 
  C 
  1-2 
  S 
  3,000 
  x2 vs Demon 
  Angel Killer 
  18 
  1d8 
  x3 
  8 
  C 
  1-2 
  P 
  3,000 
  x2 vs Angel 
  Hard Blade 
  18 
  1d8 
  x2 
  4 
  C 
  1 
  B 
  2,300 
  x2 vs Constructs 
  
  51 
   
  Elementer 
  18 
  1d12 
  x2 
  14 
  C 
  1 
  B 
  2,400 
  x2 vs Elemental 
  Brave Sword 
  30 
  1d10 
  x2 
  12 
  B 
  1 
  S 
  3,000 
  Double attacks per round 
  Scimitar 
  20 
  1d8 
  x3 
  4 
  B 
  1 
  S 
  1,500 
  — 
  Estoc 
  15 
  1d10 
  x3 
  6 
  B 
  1 
  P 
  4,000 
  x2 vs Armored & Mounted 
  Silver Sword 
  20 
  2d6 
  x2 
  8 
  A 
  1 
  S 
  1,500 
  None 
  Silver Blade 
  15 
  2d8 
  x2 
  13 
  A 
  1 
  S 
  1,800 
  None 
  Dark Sword 
  15 
  1d12 
  x2 
  11 
  A 
  1-2 
  D 
  3,300 
  Nosferatu’s Absorb 
  Blessed Sword 
  15 
  1d12 
  x3 
  10 
  A 
  1 
  S 
  1,200 
  — 
  Durindana 
  20 
  2d10 
  x2 
  12 
  S 
  1 
  S 
  — 
  Legendary Weapon, +5 STR, x2 vs 
  Dragons 
  Regal Blade 
  25 
  2d10 
  x2 
  9 
  S 
  1 
  S 
  — 
  Legendary Weapon 
  Audun Blade 
  30 
  2d8 
  x2 
  9 
  S 
  1 
  Fo 
  — 
  Legendary Weapon, +5 RES 
  Kattinva 
  25 
  1d12 
  x4 
  8 
  S 
  1 
  S 
  — 
  Legendary Weapon, +5 SKL, x2 vs 
  Dragons 
  Breeze Sword 
  20 
  2d8 
  x2 
  15 
  S 
  1-2 
  W 
  — 
  Legendary Weapon 
  Sting Blade 
  30 
  2d6 
  x3 
  8 
  S 
  1 
  P 
  — 
  Legendary Weapon, +5 LUK 
  Alpha Edge 
  60 
  2d8 
  x2 
  10 
  S 
  1-2 
  L 
  — 
  Legendary Weapon, +2 to all stats 
  Kōri Blade 
  20 
  2d4 
  x2 
  9 
  S 
  1-2 
  C 
  — 
  Legendary Weapon, +5 SPD 
  Terra Piercer 
  25 
  2d12 
  x2 
  16 
  S 
  1 
  Ea 
  — 
  Legendary Weapon, +5 DEF 
  Blaze Edge 
  5 
  1d8 
  x2 
  6 
  S 
  3-10 
  Fi 
  — 
  Legendary Weapon 
  Striker Edge 
  — 
  2d4 
  x2 
  8 
  S 
  1 
  S 
  — 
  Legendary Weapon 
   
  
  52 
   
  Lance 
  Name 
  Uses 
  Die 
  Crit 
  Weight 
  Rank 
  Range Type 
  Price 
  Effect 
  Lifein Spear 
  45 
  1d10 
  x2 
  8 
  Prf 
  1 
  P 
  — 
  x2 vs Mounted & Armored 
  Feather 
  Spear 
  28 
  1d8 
  x2 
  4 
  Prf 
  1 
  P 
  — 
  x2 vs Mounted & Armored 
  Zeus 
  50 
  2d8 
  x2 
  15 
  Prf 
  1 
  P 
  — 
  Legendary Weapon, +5 STR 
  Pain Lance 
  25 
  2d8 
  x2 
  15 
  Prf 
  1 
  S 
  — 
  Legendary Weapon, +5 DEF 
  Sigmund 
  30 
  2d8 
  x2 
  11 
  Prf 
  1 
  P 
  — 
  Legendary Weapon, +5 STR 
  Iron Lance 
  45 
  1d8 
  x2 
  7 
  E 
  1 
  P 
  350 
  — 
  Slim Lance 
  30 
  1d4 
  x2 
  4 
  E 
  1 
  P 
  450 
  — 
  Javelin 
  20 
  1d6 
  x2 
  11 
  E 
  1-2 
  P 
  400 
  — 
  Cursed Spear 
  20 
  2d8 
  x2 
  12 
  E 
  1 
  P 
  2,000 
  50% chance damages wielder 
  Steel Lance 
  30 
  1d10 
  x2 
  13 
  D 
  1 
  P 
  480 
  — 
  Heavy Lance 
  16 
  1d10 
  x2 
  14 
  D 
  1 
  S 
  1,200 
  x2 vs Armored 
  Horse Slayer 
  16 
  1d12 
  x2 
  13 
  D 
  1 
  P 
  1,040 
  x2 vs Mounted 
  Poison Lance 
  40 
  1d4 
  x2 
  8 
  D 
  1 
  P 
  — 
  Illegal (Poisons enemy) 
  Harpoon 
  18 
  1d8 
  x2 
  7 
  D 
  1-2 
  P 
  200 
  — 
  Bright Lance 
  30 
  1d10 
  x2 
  11 
  D 
  1 
  P 
  3,000 
  x2 vs Undead 
  Killer Lance 
  20 
  1d10 
  x3 
  9 
  C 
  1 
  S 
  1,200 
  — 
  Axereaver 
  15 
  1d10 
  x2 
  11 
  C 
  1 
  S 
  1,950 
  Revers weapon triangle 
  Short Spear 
  18 
  1d10 
  x2 
  12 
  C 
  1-2 
  P 
  900 
  — 
  
  53 
   
  Dragon Spear 
  30 
  1d10 
  x2 
  8 
  C 
  1 
  P 
  4,500 
  x2 vs Dragons 
  Fauchard 
  20 
  1d10 
  x2 
  10 
  C 
  1 
  S 
  800 
  x2 vs Mounted 
  Magic Piercer 
  20 
  1d12 
  x2 
  12 
  C 
  1 
  P 
  1,500 
  x2 vs Magic 
  Aberrant 
  Ripper 
  20 
  1d10 
  x2 
  14 
  C 
  1 
  S 
  2,000 
  x2 vs Aberrant 
  Ooze Basher 
  20 
  1d8 
  x2 
  12 
  C 
  1 
  B 
  2,000 
  x2 vs Ooze 
  Fey Stinger 
  20 
  1d6 
  x2 
  10 
  C 
  1 
  P 
  2,000 
  x2 vs Fey 
  Unholy Lance 
  20 
  1d8 
  x2 
  10 
  C 
  1 
  P 
  2,000 
  x2 vs Angel 
  Holy Lance 
  20 
  1d8 
  x2 
  10 
  C 
  1 
  P 
  2,000 
  x2 vs Demon 
  Hard Staff 
  20 
  1d6 
  x2 
  6 
  C 
  1 
  B 
  2,000 
  x2 vs Construct 
  Polearm 
  20 
  1d10 
  x2 
  14 
  C 
  1 
  B 
  2,000 
  x2 vs Elemental 
  Brave Lance 
  30 
  1d10 
  x2 
  14 
  B 
  1 
  P 
  7,500 
  Double attacks per round 
  Spear 
  15 
  1d12 
  x2 
  10 
  B 
  1-2 
  P 
  9,000 
  — 
  Silver Lance 
  20 
  2d6 
  x2 
  10 
  A 
  1 
  P 
  1,200 
  — 
  Matel 
  20 
  2d8 
  x2 
  11 
  S 
  1 
  S 
  — 
  Legendary Weapon, x2 vs Dragons, +5 SKL 
  King Spear 
  25 
  2d10 
  x2 
  11 
  S 
  1 
  S 
  — 
  Legendary Weapon 
  Winged Lance 
  30 
  2d8 
  x2 
  11 
  S 
  1 
  P 
  — 
  Legendary Weapon, +5 DEF 
   
   
   
   
   
  
  54 
   
  Axes 
  Name 
  Uses 
  Die 
  Crit 
  Weight 
  Rank 
  Range Type 
  Price 
  Effect 
  Fafnir 
  30 
  1d10 
  x2 
  10 
  Prf 
  1 
  S 
  — 
  x2 vs Mounted & Armored 
  Hell Axe 
  25 
  2d10 
  x2 
  20 
  Prf 
  1-2 
  S 
  — 
  Legendary Weapon, +5 DEF 
  Fen Gra 
  35 
  2d10 
  x2 
  10 
  Prf 
  1-2 
  S 
  — 
  Legendary Weapon 
  Pudgy Axe 
  60 
  1d10 
  x3 
  9 
  Prf 
  1 
  S 
  — 
  Legendary Weapon 
  Trova 
  40 
  3d6 
  x2 
  12 
  Prf 
  1 
  S 
  — 
  Legendary Weapon, +5 DEF 
  Iron Axe 
  45 
  1d8 
  x2 
  10 
  E 
  1 
  S 
  270 
  — 
  Cursed Axe 
  20 
  2d10 
  x2 
  18 
  E 
  1 
  S 
  880 
  50% chance damages user instead 
  Hand Axe 
  20 
  1d8 
  x2 
  12 
  E 
  1-2 
  S 
  300 
  — 
  Steel Axe 
  30 
  1d12 
  x2 
  15 
  E 
  1 
  S 
  360 
  — 
  Hatchet 
  50 
  1d4 
  x2 
  5 
  E 
  1-2 
  S 
  380 
  Rare (Secret Shop Only) 
  Poison Axe 
  40 
  1d4 
  x2 
  10 
  D 
  1 
  S 
  — 
  Illegal (Poisons enemy) 
  Halberd 
  18 
  1d10 
  x2 
  15 
  D 
  1 
  B 
  810 
  x2 vs Mounted 
  Hammer 
  20 
  1d10 
  x2 
  15 
  D 
  1 
  B 
  800 
  x2 vs Armored 
  Fiendcleaver 
  30 
  1d12 
  x2 
  16 
  D 
  1 
  S 
  3,000 
  x2 vs Undead 
  Killer Axe 
  20 
  1d12 
  x3 
  11 
  C 
  1 
  S 
  1,000 
  — 
  Swordreaver 
  20 
  1d12 
  x2 
  13 
  C 
  1 
  S 
  2,100 
  Reverse weapon triangle 
  Swordslayer 
  20 
  1d12 
  x2 
  13 
  C 
  1 
  S 
  4,000 
  Reverse weapon triangle, Rare, x2 vs 
  Myrmidons, Swordmasters, & Assassin 
  Dragon Killer 
  30 
  2d6 
  x2 
  11 
  C 
  1 
  S 
  4,500 
  x2 vs Dragon 
  
  55 
   
  Magic 
  Crusher 
  20 
  2d8 
  x2 
  17 
  C 
  1 
  S 
  1,500 
  x2 vs Magic 
  Poleaxe 
  20 
  2d6 
  x2 
  12 
  C 
  1 
  S 
  1,250 
  x2 vs Foot 
  Alien Masher 
  20 
  2d6 
  x2 
  15 
  C 
  1 
  B 
  2,000 
  x2 vs Aberrant 
  Spiked Club 
  20 
  2d8 
  x3 
  20 
  C 
  1 
  P 
  2,000 
  x2 vs Ooze 
  Fey Hacker 
  20 
  2d6 
  x2 
  12 
  C 
  1 
  S 
  2,000 
  x2 vs Fey 
  Blessed Axe 
  20 
  1d12 
  x3 
  10 
  C 
  1 
  S 
  2,000 
  x2 vs Angel 
  Unholy Axe 
  20 
  2d8 
  x2 
  14 
  C 
  1-2 
  S 
  2,000 
  x2 vs Demon 
  Hard Axe 
  20 
  1d10 
  x2 
  10 
  C 
  1 
  B 
  2,000 
  x2 vs Construct 
  Breaking Axe 
  20 
  2d8 
  x2 
  16 
  C 
  1 
  B 
  2,000 
  x2 vs Elemental 
  Brave Axe 
  30 
  1d10 
  x2 
  16 
  B 
  1 
  S 
  2,250 
  Doubles attacks per round 
  Silver Axe 
  20 
  2d8 
  x2 
  12 
  A 
  1 
  S 
  1,000 
  — 
  Tomahawk 
  15 
  2d6 
  x2 
  14 
  A 
  1-2 
  S 
  3,000 
  — 
  Almace 
  20 
  2d10 
  x2 
  13 
  S 
  1 
  S 
  — 
  Legendary Weapon +5 DEF 
  Basileus 
  25 
  2d12 
  x2 
  13 
  S 
  1 
  S 
  — 
  Legendary Weapon 
  Garayn 
  30 
  2d10 
  x2 
  13 
  S 
  1 
  S 
  — 
  Legendary Weapon +5 SPD 
   
   
   
   
   
   
  
  56 
   
  Bows 
  (All bows have x2 damage to flying units) 
  Name 
  Uses 
  Die 
  Crit 
  Weight 
  Rank 
  Range Type 
  Price 
  Effect 
  Refen 
  45 
  1d8 
  x2 
  2 
  Prf 
  1-2 
  P 
  — 
  — 
  Ydalir 
  25 
  2d8 
  x2 
  13 
  Prf 
  2 
  P 
  — 
  Legendary Weapon, +5 SPD 
  Lungaer 
  40 
  2d8 
  x2 
  5 
  Prf 
  2 
  P 
  — 
  Legendary Weapon, +5 SPD 
  Iron Bow 
  45 
  1d6 
  x2 
  5 
  E 
  2 
  P 
  540 
  — 
  Cursed Bow 
  30 
  2d6 
  x2 
  2 
  E 
  2 
  P 
  2,100 
  50% chance damages user instead 
  Ballista 
  5 
  1d10 
  x2 
  20 
  E 
  3-10 
  P 
  — 
  Flat terrain only. 
  Boat 
  5 
  1d10 
  x2 
  20 
  E 
  3-10 
  P 
  — 
  Sea terrain only 
  Airship 
  5 
  1d10 
  x2 
  20 
  E 
  3-10 
  P 
  — 
  Any terrain 
  Longbow 
  20 
  1d8 
  x2 
  10 
  D 
  2-3 
  P 
  2,000 
  — 
  Shortbow 
  22 
  1d6 
  x2 
  3 
  D 
  2 
  P 
  1,760 
  — 
  Crossbow 
  25 
  2d4 
  x2 
  9 
  D 
  2 
  P 
  1,000 
  — 
  Hand 
  Crossbow 
  18 
  1d6 
  x2 
  4 
  D 
  1 
  P 
  560 
  — 
  Light Bow 
  30 
  1d6 
  x2 
  5 
  D 
  2 
  P 
  3,000 
  x2 vs Undead 
  Killer Bow 
  20 
  1d10 
  x3 
  7 
  C 
  2 
  P 
  1,400 
  — 
  Alien Bow 
  20 
  1d8 
  x2 
  5 
  C 
  2 
  P 
  2,000 
  x2 vs Aberrant 
  Blunt Bow 
  20 
  1d8 
  x2 
  12 
  C 
  2 
  B 
  2,000 
  x2 vs Ooze 
  Fairy Pierce 
  20 
  1d6 
  x3 
  10 
  C 
  2 
  P 
  2,000 
  x2 vs Fey 
  
  57 
   
  Holy Bow 
  20 
  1d10 
  x2 
  8 
  C 
  2 
  P 
  2,000 
  x2 vs Angel 
  Unholy Bow 
  20 
  1d10 
  x2 
  8 
  C 
  2 
  P 
  2,000 
  x2 vs Demon 
  Hard Bow 
  20 
  1d8 
  x2 
  13 
  C 
  2 
  B 
  2,000 
  x2 vs Construct 
  Large Bow 
  20 
  2d6 
  x2 
  16 
  C 
  2 
  B 
  2,000 
  x2 vs Elemental 
  Brave Bow 
  30 
  1d10 
  x2 
  12 
  B 
  2 
  P 
  7,500 
  Doubles attacks per round 
  Silver Bow 
  20 
  1d12 
  x2 
  6 
  A 
  2 
  P 
  1,600 
  — 
  Murenda 
  20 
  2d8 
  x2 
  9 
  S 
  2 
  P 
  — 
  Legendary Weapon, +5 SPD; x2 vs Dragons 
  Nihil Bow 
  25 
  2d10 
  x2 
  7 
  S 
  2 
  P 
  — 
  Legendary Weapon 
  Yggdrasil 
  30 
  2d8 
  x2 
  7 
  S 
  2 
  P 
  — 
  Legendary Weapon, +5 LUK 
  Dual Bow 
  20 
  1d12 
  x2 
  10 
  S 
  2-4 
  P 
  — 
  Legendary Weapon, +5 STR 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  58 
   
  Anima 
  Name 
  Uses 
  Die 
  Crit 
  Weight 
  Rank 
  Range Type 
  Price 
  Effect 
  Bergahest 
  30 
  1d8 
  x2 
  8 
  Prf 
  1-2 
  W 
  — 
  x2 vs Flying 
  Inferno 
  20 
  2d8 
  x2 
  11 
  Prf 
  1-2 
  Fi 
  — 
  Legendary Weapon, +5 LUK, x2 vs 
  Dragons 
  Far Fire 
  50 
  3d10 
  x2 
  15 
  Prf 
  1-2 
  Fi 
  — 
  Legendary Weapon, +5 MAG, +5 DEF, +5 
  DEF 
  Painful Bolt 
  50 
  2d10 
  x3 
  10 
  Prf 
  1-2 
  E 
  — 
  Legendary Weapon, MAG +5, SPD +5 
  Sparkler 
  60 
  2d8 
  x2 
  12 
  Prf 
  1-2 
  E 
  — 
  Legendary Weapon, Doubles attacks per 
  round 
  Splicing Wind 
  40 
  2d6 
  x4 
  3 
  Prf 
  1-2 
  W 
  — 
  Legendary Weapon, x2 vs Flying 
  Breezing Slice 
  50 
  2d10 
  x3 
  5 
  Prf 
  1-2 
  W 
  — 
  Legendary Weapon, +5 SKL, +5 SPD, x2 
  vs Flying 
  Risen Blaze 
  45 
  2d6 
  x2 
  5 
  Prf 
  1-2 
  Fi 
  — 
  Legendary Weapon, x2 vs Armored 
  Fire 
  40 
  1d6 
  x2 
  4 
  E 
  1-2 
  Fi 
  560 
  — 
  Wind 
  40 
  1d4 
  x2 
  2 
  E 
  1-2 
  W 
  560 
  x2 vs Flying 
  Freeze 
  40 
  1d4 
  x2 
  5 
  E 
  1-3 
  C 
  560 
  — 
  Cursed Fire 
  20 
  2d8 
  x2 
  12 
  E 
  1-2 
  Fi 
  2,000 
  50% chance damages user instead 
  Thunder 
  35 
  1d8 
  x2 
  6 
  D 
  1-2 
  E 
  700 
  — 
  Elfire 
  30 
  1d10 
  x2 
  10 
  C 
  1-2 
  Fi 
  1,200 
  — 
  Elwind 
  30 
  1d6 
  x3 
  5 
  C 
  1-2 
  W 
  1,200 
  x2 vs Flying 
  Elthunder 
  30 
  1d12 
  x2 
  12 
  C 
  1-2 
  E 
  1,200 
  — 
  Elfreeze 
  30 
  1d6 
  x2 
  7 
  C 
  1-3 
  C 
  1,200 
  — 
  
  59 
   
  Bolting 
  5 
  2d6 
  x2 
  20 
  B 
  3-10 
  E 
  2,500 
  — 
  Arcfire 
  20 
  1d12 
  x2 
  14 
  B 
  1-2 
  Fi 
  3,120 
  — 
  Arcwind 
  20 
  1d8 
  x3 
  9 
  B 
  1-2 
  W 
  3,120 
  x2 vs Flying 
  Arcthunder 
  20 
  2d6 
  x2 
  16 
  B 
  1-2 
  E 
  3,120 
  — 
  Arcfreeze 
  20 
  1d8 
  x2 
  11 
  B 
  1-3 
  C 
  3,120 
  — 
  Vafire 
  15 
  1d12 
  x2 
  16 
  A 
  1-2 
  Fi 
  6,000 
  — 
  Vawind 
  15 
  1d8 
  x4 
  13 
  A 
  1-2 
  W 
  6,000 
  x2 vs Flying 
  Vathunder 
  15 
  2d6 
  x2 
  19 
  A 
  1-2 
  E 
  6,000 
  — 
  Vafreeze 
  15 
  1d12 
  x2 
  14 
  A 
  1-3 
  C 
  6,000 
  — 
  Excalius 
  30 
  2d8 
  x3 
  13 
  S 
  1-2 
  W 
  — 
  Legendary Weapon, +5 SPD, x2 vs Flying 
  Alcalius 
  20 
  2d4 
  x4 
  2 
  S 
  1-2 
  W 
  — 
  Legendary Weapon, x2 vs Flying 
  Diatra 
  20 
  2d10 
  x2 
  10 
  S 
  1-2 
  Ea 
  — 
  Legendary Weapon, +5 DEF 
  Fortroda 
  10 
  1d8 
  x2 
  8 
  S 
  1-2 
  Fo 
  — 
  Legendary Weapon 
  Phantom Slice 
  15 
  1d10 
  x2 
  11 
  S 
  1-2 
  S 
  — 
  Legendary Weapon, +5 LUK 
  Phantom Jab 
  15 
  1d12 
  x2 
  13 
  S 
  1-2 
  P 
  — 
  Legendary Weapon, +5 SPD 
  Phantom Slam 
  15 
  2d8 
  x2 
  16 
  S 
  1-2 
  B 
  — 
  Legendary Weapon, +5 SKL 
   
   
   
   
   
  
  60 
   
  Light  
  Name 
  Uses 
  Die 
  Crit 
  Weight 
  Rank 
  Range Type 
  Price 
  Effect 
  Gernas 
  30 
  1d6 
  x2 
  5 
  Prf 
  1-2 
  L 
  — 
  x2 vs Dark wielders 
  Tenya 
  45 
  1d8 
  x2 
  1 
  Prf 
  1-2 
  L 
  — 
  Legendary Weapon, x2 vs Armored 
  Neltana 
  50 
  2d10 
  x2 
  12 
  Prf 
  1-2 
  L 
  — 
  Legendary Weapon, +5 DEF, +5 RES 
  Lightning 
  35 
  1d4 
  x2 
  6 
  E 
  1-2 
  L 
  630 
  — 
  Cursed Light 
  25 
  2d6 
  x2 
  4 
  E 
  1-2 
  L 
  1,900 
  50% chance damages user instead 
  Shine 
  30 
  1d6 
  x2 
  8 
  D 
  1-2 
  L 
  900 
  — 
  Divine 
  25 
  1d8 
  x2 
  12 
  C 
  1-2 
  L 
  2,500 
  — 
  Purge 
  5 
  1d10 
  x2 
  20 
  B 
  3-10 
  L 
  3,000 
  — 
  Aura 
  20 
  1d12 
  x2 
  15 
  A 
  1-2 
  L 
  8,000 
  — 
  Inavdi 
  30 
  2d8 
  x2 
  10 
  S 
  1-2 
  L 
  — 
  Legendary Weapon, +5 DEF 
  Lereya 
  25 
  2d8 
  x3 
  16 
  S 
  1-2 
  L 
  — 
  Legendary Weapon 
  Auro-Wa 
  20 
  2d6 
  x2 
  9 
  S 
  1-2 
  L 
  — 
  Legendary Weapon, +5 RES, x2 vs Dragons 
  Yan-Aura 
  17 
  1d8 
  x2 
  12 
  S 
  1-2 
  L 
  — 
  Legendary Weapon, Poisons enemy 
   
   
   
   
   
   
  
  61 
   
  Dark 
  Name 
  Uses 
  Die 
  Crit 
  Weight 
  Rank 
  Range Type 
  Price 
  Effect 
  Dirge 
  30 
  2d6 
  x2 
  10 
  Prf 
  1-2 
  Dark 
  — 
  +2 DEF 
  Lotyoron 
  50 
  3d10 
  x2 
  12 
  Prf 
  1-2 
  Dark 
  — 
  Legendary Weapon, +5 RES 
  Irmfuna 
  18 
  2d8 
  x2 
  4 
  Prf 
  1-2 
  Dark 
  — 
  Legendary Weapon, +5 DEF 
  Flux 
  45 
  1d8 
  x2 
  8 
  D 
  1-2 
  Dark 
  900 
  — 
  Cursed Dark 
  20 
  2d10 
  x2 
  18 
  D 
  1-2 
  Dark 
  880 
  50% chance damages user instead 
  Nosferatu 
  20 
  1d10 
  x2 
  14 
  C 
  1-2 
  Dark 
  3,200 
  Restores HP = ½ damage dealt 
  Luna 
  30 
  1d6 
  x2 
  12 
  C 
  1-2 
  Dark 
  5,250 
  Negate enemy RES 
  Eclipse 
  5 
  — 
  x2 
  12 
  B 
  3-10 
  Dark 
  4,000 
  Halves enemy HP, Kills at 1 HP 
  Fenris 
  20 
  2d8 
  x2 
  18 
  A 
  1-2 
  Dark 
  9,000 
  — 
  Gervasa 
  30 
  2d12 
  x2 
  20 
  S 
  1-2 
  Dark 
  — 
  Legendary Weapon, +5 SKL 
  Henspant 
  25 
  2d12 
  x2 
  20 
  S 
  1-2 
  Dark 
  — 
  Legendary Weapon 
  Gaseran 
  35 
  2d12+1 
  x2 
  18 
  S 
  1-2 
  Dark 
  — 
  Legendary Weapon 
  Destruction 
  20 
  2d10+5 
  x2 
  12 
  S 
  1-2 
  Dark 
  — 
  Legendary Weapon, +5 MAG, x2 vs 
  Dragons 
   
   
   
   
   
   
  
  62 
   
  Staff 
  Name 
  Uses 
  Healing 
  Rank 
  Range 
  Price 
  Effect 
  Cure 
  25 
  15+MAG/2 
  Prf 
  1-2 
  — 
  Cures poison and sleep 
  Heal 
  30 
  10+MAG/2 
  E 
  1 
  600 
  — 
  Mend 
  20 
  20+MAG/2 
  D 
  1 
  1,000 
  — 
  Recover 
  15 
  — 
  C 
  1 
  2,250 
  Replenishes all of one ally’s HP 
  Barrier 
  15 
  — 
  C 
  1 
  2,250 
  Raises a unit’s RES by 7 
  Restore 
  10 
  — 
  C 
  1 
  2,000 
  Cures an ailment affecting an ally 
  Hammerne 
  3 
  — 
  C 
  1 
  1,800 
  Restores the durability to one weapon 
  Psychic 
  15 
  10+MAG/2 
  B 
  1-MAG 
  3,750 
  — 
  Rescue 
  3 
  — 
  B 
  1-MAG/2 
  1,800 
  Warps an ally in range to a square adjacent to the unit 
  Silence 
  3 
  — 
  B 
  1-MAG/2 
  1,200 
  Makes an enemy unable to cast spells for 1d4+1 rounds 
  Berserk 
  3 
  — 
  B 
  1-MAG 
  1,800 
  Target attacks nearest thing in sight for 1d4+1 rounds 
  Sleep 
  3 
  — 
  B 
  1-MAG 
  1,500 
  Puts an enemy to sleep for 1d4+1 rounds. 
  Warp 
  5 
  — 
  A 
  1 
  7,500 
  Teleports a unit to one space within 1 – MAG/2 squares. 
  Fortify 
  8 
  10+MAG/2 
  A 
  1-MAG/2 
  8,000 
  — 
  Holy Staff 
  3 
  All 
  S 
  All 
  — 
  Legendary Weapon (Heal all HP & cures status conditions) 
   
   
   
  
  63 
   
  Items 
  Name 
  Uses 
  Price 
  Effect 
  Vulnerary 
  3 
  300 
  Heals 10 HP 
  Potion 
  3 
  1,500 
  Heals 20 HP 
  Elixir 
  3 
  3,000 
  Heals all HP 
  Stamina Regen 
  2 
  500 
  Restore 5 points of Stamina. 
  Magic Regen 
  2 
  500 
  Restore 5 points of Magic. 
  Regen All 
  2 
  1,000 
  Restore all points of Stamina and Magic. 
  Antitoxin 
  3 
  450 
  Removes poison. 
  Shielded Oil 
  3 
  900 
  Increases Defense by 5, and decreases by 1 each turn. (Can roll over Max DEF.) 
  Pure Water 
  3 
  900 
  Increases Resistance by 5, and decreases by 1 each turn. (Can roll over Max RES.) 
  Torch 
  5 
  500 
  Increases vision by 6 in fog of war, decreases by 1 each turn 
  Mine 
  1 
  500 
  Placed and hidden on a free adjacent space. Damages any unit that steps on it. 
  (1d10 damage, negates any DR/MR) 
  Light Rune 
  1 
  800 
  Placed on a free adjacent space. Prevents any unit from entering the space. 
  Red Gem 
  — 
  5,000 
  Only obtained by drop. Sells for 2,500G 
  Blue Gem 
  — 
  10,000 
  Only obtained by drop. Sells for 5,000G 
  White Gem 
  — 
  20,000 
  Only obtained by drop. Sells for 10,000G 
  Black Gem 
  — 
  30,000 
  Only obtained by drop. Sells for 15,000G 
  Gold Gem 
  — 
  40,000 
  Only obtained by drop. Sells for 20,000G 
  
  64 
   
  Lockpick 
  15 
  1,200 
  Only usable by Thieves. Opens a door or chest. 
  Door Key 
  1 
  50 
  Opens a door. 
  Chest Key 
  1 
  300 
  Opens a chest. 
  Angelic Robe* 
  1 
  8,000 
  Permanently increases max HP by 5 
  Energy Ring* 
  1 
  8,000 
  Permanently increases STR by 2 
  Magic Dust* 
  1 
  8,000 
  Permanently increases MAG by 2 
  Dragon Shield* 
  1 
  8,000 
  Permanently increases DEF by 2 
  Talisman* 
  1 
  8,000 
  Permanently increases RES by 2 
  Speedwings* 
  1 
  8,000 
  Permanently increases SPD by 2 
  Secret Book* 
  1 
  8,000 
  Permanently increases SKL by 2 
  Goddess Statue* 
  1 
  8,000 
  Permanently increases LUK by 2 
  Boots* 
  1 
  8,000 
  Permanently increases MOV by 2 
  Body Ring* 
  1 
  8,000 
  Permanently increases CON by 2 
  King’s Crest* 
  1 
  10,000 
  Promotes level 10 or higher Lord unit. 
  Master Seal* 
  1 
  12,000 
  Promotes level 10 or higher unpromoted units (except Lord). 
  Second Seal 
  1 
  8,000 
  Re-classes level 10 or higher unpromoted unit or any promoted unit/advanced class. 
  See re-classing rules. 
  Hero Crest 
  1 
  10,000 
  Promotes Myrmidons, Fighters, and Mercenaries at level 10+ 
  Knight’s Crest 
  1 
  10,000 
  Promotes Cavaliers and Knights at level 10+ 
  Orion’s Bolt 
  1 
  10,000 
  Promotes Archers at level 10+ 
  
  65 
   
  Elysian Whip 
  1 
  10,000 
  Promotes Pegasus Knights and Wyvern Riders at level 10+ 
  Guiding Ring 
  1 
  10,000 
  Promotes magic users and staff users at level 10+ 
  Ocean Seal 
  1 
  10,000 
  Promotes Pirates and Thieves at level 10+ 
  Iron Rune* 
  — 
  5,000 
  Prevents critical hits on user while held. 
  Delphi Shield* 
  — 
  10,000 
  When held by flying units, bows lose effectiveness on unit. 
  Baron’s Shield* 
  — 
  15,000 
  When held by armored units, armor damaging weapons lose effectiveness. 
  Infantry Plate* 
  — 
  12,000 
  When held by foot units, foot damaging weapons lose effectiveness. 
  Nyra’s Breath* 
  — 
  14,000 
  When held by dragon units, dragon damaging weapons lose effectiveness. 
  Barding of Nihil* 
  — 
  15,000 
  When held by mounted units, mounted damaging weapons lose effectiveness. 
  Hell’s Robes* 
  — 
  18,000 
  When held by undead units, undead damaging weapons lose effectiveness. 
  Iron Robes* 
  — 
  19,000 
  When held by magic units, magic damaging weapons lose effectiveness. 
  Negation* 
  — 
  35,000 
  When held by any unit, weapons that would deal extra damage lose effectiveness. 
  Nala’s Blessing* 
  — 
  50,000 
  Any damage done adjacent to the unit holding this is done back. 
  * = Rare (Secret Shop Only) 
   
   
   
   
   
   
   
  
  66 
   
  Worlds 
  Though in the world you’ll commonly be traversing what is known as the “Main 
  Realm”, there are many other worlds out there that relate to sins, elements, and 
  desires. Below are examples of different worlds that exist and their descriptions. 
  Main Realm 
  World Type: Safe 
  Inhabitants: Humans, Dwarfs, Elves, Goblins, Orcs, Angelkin, Demonkin, Dragonkin, 
  The Faceless, Kitsune, Androids, Shifters, Sea Folk, Abominations, and numerous 
  others races and creatures. 
  Description: A planet capable of sustaining many forms of life, the Main Realm keeps 
  races like Humans and Elves safe and yet is still inhabitable by races such as the 
  Elementals and Angels. The Main Realm is under constant attack by dark forces such 
  as those from the Dark Lands and Hell. Despite this, the races living in the Main Realm 
  are abundant. 
  Elemental Realms 
  World Type: Varies 
  Inhabitants: Elementals associated with their city, deities of elements. 
  Description: One planet with four main sections and multitudes of subsections. The 
  main sections host the main four elements: Fire, Water, Earth, and Wind. Intermixed 
  between and around these four cities are the many other elements such as Force, 
  Electricity, and numerous other combinations of the four elements. The only elements 
  that do not appear on this world are the spiritual elements and the physical elements. 
  Heaven 
  World Type: Safe 
  Inhabitants: Deities of Light, Angels and other holy entities. 
  Description: A planet with light energy radiating from the core and extending out to 
  the ground, attracting gods of light energy and other holy beings. Though the planet’s 
  original inhabitants were the ancient Avars, they have since become endangered with 
  the advent of the artificial angels and the other races who ascended to godhood. 
  Hell 
  World Type: Dangerous 
  Inhabitants: Deities of Evil and Fire, Demons and other damnable entities. 
  Description: A planet with flaming energy and evil radiance from the core, creating 
  an inferno on the surface that burns even those resistant and immune to fire. Hell’s 
  original inhabitants were the sulking Sheers that are now enslaved by the demons and 
  other evil inhabitants. 
  
  67 
   
  Dark World 
  World Type: Dangerous – Unbreathable 
  Description: A completely black world with very little light. Though the world isn’t 
  inherently evil or nefarious, it is almost completely empty and its dark energy 
  naturally opposes light energy. The Dark World is inhabited by the lonely Unyura. 
  Statuses and Conditions 
  The following are conditions that can be applied during combat through a successful 
  attack roll. Statuses are applied as needed. 
  Grappled: Reduce an enemies’ armor rating by 2. To keep an enemy grappled, the 
  grappler must roll an attack roll against the opponent each round after grappling 
  them. The grappler also reduces his armor rating by 2. 
  Trip: Brings an enemy to the ground. Their armor rating is reduced by 5, and they 
  must spend a move action to stand up, else their speed is 1. Mounted units cannot be 
  tripped, and armored units must spend a standard action to stand instead of move. 
  Poisoned: Occurs when a target is cursed with a spell or attacked with a poisoned 
  weapon. They take 5 points of damage that bypasses their Defense and Resistance. 
  This lasts for a number of rounds equal to 10 – the character’s CON (minimum of 1). 
  A character with 20 or more CON can’t be poisoned. 
  Damned: Occurs when some demons strike an enemies. The target reduces their 
  armor rating and resistance rating by 5 and takes 1 point of damage for 3 rounds. 
  Silenced: As per the silence staff. 
  Berserk: As per the berserk staff. 
  Stoned: One of the Gorgon’s main attacks, though this isn’t the only creature who 
  uses it. The target is unable to act and removes the speed from their armor and 
  resistance ratings. 
  Doomed: Often used by Damnations and Demon Dragons. The target has 2 rounds to 
  act before they are slain, their body disappearing forever as their soul is torn 
  asunder. Doomed can only be removed by a Saint’s Staff. 
   
   
   
  
  68 
   
  Unit and Enemy Types 
  These determine different factors and factor into weaknesses and the likes. Listed 
  below are the types of units you may run across. 
  Foot: Footmen with no mount or heavy plate armor. This is not specified on most 
  units, though those without Mounted, Armored, or Flying are Foot units. 
  Magic: Any unit who uses magic is this type, despite it not being specified on their 
  table. 
  Armored: Categorized by characters with heavy armor on them and/or their mount. 
  Mounted: A unit who rides on a horse, giant lizard, ostrich, or other grounded 
  creature. This also includes some 4 legged animals and monsters. 
  Flying: A unit who can either fly on their own or rides a flying creature such as a giant 
  eagle, Pegasus, or the likes. Units with flying spells cast upon them gain the flying 
  type, as well as races with natural fly speeds. 
  Aberrant: Creatures who either lack sentience or are generally abnormal. Creatures 
  which are classified as monsters include Nagas. 
  Dragon: Categorized by either the creature themselves, or a person riding them. 
  Dragons of all kinds, Wyverns, and Wyvern Riders’s mounts all fit this criteria. 
  Construct: Animated objects without a soul, or sense of self. These are often 
  mechanically or magically controlled. Examples include golems and androids. 
  Oozes: Blobs without a soul or true bodily form. Jellies examples of an ooze. 
  Undead: Reanimated corpses made with Dark Magic. These are too abnormal and 
  artificial to be considered monsters. Zombies, Skeletons, and Ghosts fit this. 
  Demon: Beings of pure hatred and malice, demons inhabit hell and seek to spread its 
  hatred wherever they go. This encompasses demons and demonkin alike. 
  Angel: Beings of pure holiness and good, angels inhabit heaven and seek to spread its 
  benevolence wherever they go. This encompasses angels and angelkin alike. 
  Elemental: Beings of pure elemental force, this type is given to those beings which 
  inhabit the elemental cities or towns. Fire Elementals, Earth Elementals, Lava 
  Elementals, and Steam Elementals are all examples. 
  Fey: Creatures from the main realm with very strange anatomy and attitudes, these 
  creatures otherwise co-exist peacefully in most cases. Centaurs, are examples of fey. 
  God: Only deities and deity-equivalent units possess this type. Units with the “God” 
  type are unaffected by anything but Legendary weapons. 
  
  69 
   
  Reclassing 
  A character can reclass at Unpromoted level 10 or whenever they wish to as Promoted 
  units. When reclassing, they use their original classes' Stats but use the new classes' 
  growth rates. A character reclassing while promoted can choose to remain at their 
  current level or lower their level by 3 and take a -1 penalty to two Stats of their 
  choice. If a promoted unit changes to another promoted unit, they lose their original 
  classes' skills and gain the new class's skill. In addition they can retrain up to 4 
  abilities if the character chooses to. Each class has a set of "class packs" which are 
  listed below. These include all of the classes each one can reclass into if the listed 
  class was their original class. It's recommended for players to write down their 
  original class and their potential reclass options. 
  Unpromoted Classes 
   
  Lord: Choose two classes. 
   
  Myrmidon: Thief and Mercenary. 
   
  Mercenary: Fighter, Myrmidon, and Archer. 
   
  Thief: Myrmidon, Arcanist, and Archer. 
   
  Fighter: Pirate, Mercenary, and Brigand. 
   
  Cavalier: Knight, Soldier, and Nomad. 
   
  Knight: Cavalier, Soldier, and Wyvern Rider. 
   
  Soldier: Knight, Cavalier, Wyvern Rider, and Pegasus Knight. 
   
  Archer: Hunter, Nomad, and Mercenary. 
   
  Nomad: Archer, Hunter, and Cavalier. 
   
  Hunter: Archer, Nomad, and Mercenary. 
   
  Brigand: Pirate, Fighter, and Soldier. 
   
  Pirate: Brigand and Fighter. 
   
  Pegasus Knight: Soldier, Wyvern Rider, and Nomad. 
   
  Wyvern Rider: Pegasus Knight, Soldier, and Knight. 
   
  Mage: Shaman, Monk, and Arcanist. 
   
  Shaman: Mage and Arcanist. 
   
  Arcanist: Mage, Shaman, Monk, and Cleric. 
   
  Monk: Arcanist, Cleric, and Cavalier. 
   
  Cleric: Arcanist, Monk, and Troubadour. 
   
  Troubadour: Cleric and Monk. 
   
  Tactician: Choose any two. 
   
  Dancer: Myrmidon and Cleric. 
   
  Shifter: Choose a sword, axe, or lance user, and an anima, light, or dark user. 
   
  Gunslinger: Myrmidon, Mercenary, and Archer. 
  Advanced Classes 
   
  Dread Fighter: Mercenary, Mage, and Fighter. 
   
  Dark Knight: Cavalier, Knight, and Soldier. 
  
  70 
   
  Shifter Classes 
  These are characters using bloodlines inherited from another much more powerful 
  race. These characters use “stones” which transform them into different forms of 
  their heritage. 
  The different Shifters are as follows: 
   Dragon 
   Animal 
   Aberrant 
   Fey 
   Angel 
   Demon 
   
  Growth Rates 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Shifter 
  Type 
  Foot, Special 
  Proficiency 
  Shifter Stones 
  Move 
  6 
  Quasimagic  
  - Sta/Mag 
  Use Str for melee, 
  Mag for range. 
  HP 
  17+2d3 
  CON 
  1d8+2 
  STR + Cap 
  8 (26) 
  MAG + Cap 
  8 (26) 
  DEF + Cap 
  4 (22) 
  RES + Cap 
  0 (22) 
  SKL + Cap 
  5 (24) 
  SPD + Cap 
  5 (24) 
  LUK + Cap 
  3 (30) 
  Name 
  STR MAG 
  DEF RES 
  SKL 
  SPD LUK 
  Shifter 
  8 
  6 
  6 
  2 
  4 
  4 
  2 
  
  71 
   
  Stone Weapons 
  Name 
  Uses 
  Die 
  Crit 
  Weight 
  Rank 
  Range Type 
  Price 
  Effect 
  Dragonstone 
  40 
  1d6 
  x2 
  6 
  E 
  1-2 
  * 
  300 
  Dragon, * Choose an element 
  Animalstone 
  40 
  1d6 
  x2 
  5 
  E 
  1 
  * 
  300 
  Animal, * Choose a physical element 
  Aberrantstone 
  40 
  1d4 
  x2 
  5 
  E 
  1 
  B 
  300 
  Aberrant, +4 Temp HP 
  Feystone 
  40 
  1d4 
  x2 
  4 
  E 
  1-2 
  Ea 
  300 
  Fey, +1 SKL, +1 SPD 
  Angelstone 
  40 
  1d6 
  x2 
  6 
  E 
  1-2 
  L 
  300 
  Angel, +1 MAG, +1 RES 
  Demonstone 
  40 
  1d8 
  x2 
  8 
  E 
  1-2 
  Fi 
  300 
  Demon, +1 STR, +1 DEF 
  Dragon Shift 
  30 
  1d8 
  x2 
  8 
  D 
  1 
  * 
  700 
  Dragon, * Choose an element 
  Animal Shift 
  30 
  1d8 
  x2 
  7 
  D 
  1 
  * 
  700 
  Animal, * Choose a physical element 
  Aberrant Shift 
  30 
  1d6 
  x2 
  7 
  D 
  1-2 
  P 
  700 
  Aberrant, +2 LUK 
  Fey Shift 
  30 
  1d6 
  x2 
  6 
  D 
  1 
  S 
  700 
  Fey, +1 STR, +1 SKL 
  Angel Shift 
  30 
  1d8 
  x2 
  8 
  D 
  1-2 
  L 
  700 
  Angel, +1 SKL, +1 LUK 
  Demon Shift 
  30 
  1d10 
  x2 
  10 
  D 
  2 
  Fi 
  700 
  Demon, +2 DEF 
  Wyrm Blood 
  25 
  1d10 
  x2 
  10 
  C 
  1-2 
  N/A 
  1,200 
  Dragon, No +STR/+MAG to damage 
  Bear Blood 
  25 
  1d10 
  x2 
  9 
  C 
  1 
  S 
  1,200 
  Animal, +2 STR 
  Alien Blood 
  20 
  1d8 
  x3 
  9 
  C 
  1-2 
  C 
  1,200 
  Aberrant, -1 STR, +3 MAG 
  Mogall Blood 
  20 
  1d8 
  x3 
  8 
  C 
  1-2 
  D 
  1,200 
  Fey, -2 STR, +4 MAG 
  Holy Blood 
  25 
  1d10 
  x2 
  10 
  C 
  1 
  L 
  1,200 
  Angel, +2 SKL 
  Dark Blood 
  25 
  1d12 
  x2 
  12 
  C 
  1-2 
  Fi 
  1,200 
  Demon, +2 SPD 
  
  72 
   
  Drakken Shift 
  20 
  1d12 
  x2 
  12 
  B 
  1-2 
  * 
  1,900 
  Dragon, * Choose an element 
  Elephant Shift 
  20 
  1d12 
  x2 
  11 
  B 
  1 
  B 
  1,900 
  Animal, +4 STR, -2 SPD 
  Deviate Shift 
  20 
  1d10 
  x2 
  11 
  B 
  1 
  Fo 
  1,900 
  Aberrant, +1 STR, +1 RES 
  Medusa Shift 
  20 
  1d10 
  x2 
  10 
  B 
  2-3 
  D 
  1,900 
  Fey, -2 STR, +4 MAG 
  Divine Shift 
  20 
  1d12 
  x2 
  12 
  B 
  1-2 
  Fi 
  1,900 
  Angel, +1 STR, +1 MAG 
  Profane Shift 
  20 
  2d6 
  x2 
  14 
  B 
  2 
  C 
  1,900 
  Demon, +1 MAG 
  Great Wyrm 
  15 
  2d8 
  x2 
  14 
  A 
  1-2 
  N/A 
  3,500 
  Dragon, No +STR/+MAG to damage 
  Great Beast 
  15 
  2d8 
  x2 
  13 
  A 
  1 
  S 
  3,500 
  Animal, +3 STR 
  Great Alien 
  15 
  2d6 
  x2 
  13 
  A 
  1 
  B 
  3,500 
  Aberrant, +3 SKL 
  Great Fey 
  15 
  2d6 
  x2 
  12 
  A 
  1-2 
  Fo 
  3,500 
  Fey, +3 SPD 
  Great Archon 
  15 
  2d8 
  x2 
  14 
  A 
  2-3 
  L 
  3,500 
  Angel, +3 MAG 
  Great Fiend 
  15 
  3d8 
  x2 
  16 
  A 
  1 
  D 
  3,500 
  Demon, +3 DEF 
  Great Stone 
  10 
  2d12 
  x3 
  15 
  S 
  1 
  Fo 
  — 
  Any 
  Great Blood 
  10 
  2d8 
  x4 
  13 
  S 
  1-2 
  W 
  — 
  Any 
   
   
   
   
   
   
   
   
  
  73 
   
  Alternate Rulesets 
  The following are rulesets to change up the fundamentals of the game in order to 
  make things either more interesting, more challenging, or just otherwise different. 
  GMs are advised to read through the rule systems before allowing them in their game. 
  Some of these rule systems can be used mid-game without tampering with too much 
  while others require that they be enforced at the start of the campaign. 
   
  Individual EXP 
  Sometimes, you want characters to level up depending on how much they’re doing for 
  a party. Some may consider this unfair as more combat able PCs gain an edge, though 
  this system is made so that all classes can hopefully gain EXP and level up at a semi-
  reasonable pace. Each character still levels up after 100 EXP is gained, however a 
  character does not level up mid-battle if he acquires 100 EXP and must wait until the 
  battle’s end to level up. Below are some situations to reward EXP in, and guidelines 
  for awarding EXP.  Attacking an enemy can award the same amount of EXP twice if 
  both attacks hit, however if the enemy is killed, the EXP supersedes that which you’d 
  gain for attacking them. When the formulas ask for level, add +20 for Promoted units. 
  Combat 
   Attack an Enemy (if they are of greater or equal level): Enemies’ level/2 EXP 
   Attack an Enemy (if they are of lower level): Enemies’ level/3 EXP 
   Enemy is Killed (lower or equal level): 30 + ½ Attacker’s Level – Enemy’s Level 
  (if this results in 1, 1 EXP is rewarded) 
   Enemy is Killed (greater level): 30 + Attacker’s Level – ½ Enemy’s Level (if this 
  results in 1, 1 EXP is rewarded) 
  Roleplay 
   Get three 6s on a skill check: 20 EXP 
   Succeed at a task that’s otherwise near impossible for the character’s level: 40 
  EXP 
   Complete an adventure: 100 EXP 
   Steal from poor people: 5 EXP 
   Steal from rich people: 20 EXP 
  Additional Modifiers 
   Boss: +40 EXP 
   Unarmed/Staff-only Enemy: -20 
  
  74 
   
  Weapon Might 
  Sometimes the random element of rolling a die to see how much damage it might 
  produce doesn’t yield the same tactical advantages as it should. This system is meant 
  to fix that, and to help add some careful though and planning into attacking enemies 
  head on. Below is a table showing how to convert already existing weapons to the 
  “Might” system. 
  Weapon Die Might 
  1d4 
  4 
  1d6 
  6 
  1d8 
  8 
  2d4 
  9 
  1d10 
  10 
  1d12 
  12 
  2d6 
  13 
  2d8 
  16 
  2d10 
  20 
  2d12 
  24 
   
  In accordance with this new might system; Strength, Magic, Defense, and Resistance 
  have all been reworked. Armor Rating and Resistance Rating are calculated 
  differently, and Damage Reduction and Magic Reduction are not used. 
  Physical Damage: Weapon’s Might + Strength + Miscellaneous 
  Magical Damage: Weapon’s Might + Magic + Miscellaneous 
  Armor Rating: 10 + Speed 
  Resistance Rating: 10 + Speed 
  Reducing Physical Damage: Damage dealt – Defender’s Defense 
  Reducing Magical Damage: Damage dealt – Defender’s Resistance 
  In this, on a critical hit weapon damage is multiplied after the damage that would be 
  dealt has been reduced. 
   
   
   
   
  
  75 
   
  Increased/Decreased Movement 
  For some campaigns, movement is key. This allows for moving around longer or 
  shorter distances, depending on how large the GM chooses to make maps. 
  Long Map Games: +1 Movement to all classes 
  Short Map Games: -1 Movement to all classes 
  Flanking 
  If one or more characters are adjacent to their target, they count for flanking bonuses 
  and gain a +1 to attack Attacking at range does not grant flanking bonuses. 
  In addition, characters can take the following maneuver. 
  Maneuver Name 
  Cost 
  Prerequisites 
  Description 
  Improved Flank 
  1 
  None 
  Gain an additional +1 to attack while flanking. 
  Greater Flank 
  2 
  Improved Flank 
  Gain an additional +1 to attack while flanking, 
  and gain a +1 damage bonus while flanking. 
  Outflank 
  3 
  Greater Flank, 
  Unpromoted Level 9 
  Give allies engaging in the flank an additional +1 
  to attack while flanking. 
   
  Critical Hit % 
  Instead of using the luck chart to see on what rolls the attacker critically hits, a d100 
  can be used to see how likely it is for a unit to critically hit. They have a % chance of 
  critically hitting = their Luck stat. Swordmasters and Halberdiers have a +15% chance 
  to critically hit. Weapons with an x3 critical multiplier add a +10% to the character’s 
  critical hit chance, and an x4 adds a +20% (the maximum critical chance is 65% with a 
  Swordmaster wielding an x4 weapon with 30 Luck). 
  The d100 is rolled after the attack is made. The critical hit chance is subtracted by 
  the enemies’ level. For promoted units, add +20 to the level. 
  Formula: Luck + Class Critical Bonus + Weapon Critical Bonus – Enemies’ Level 
   
   
   
   
   
  
  76 
   
  Firearms 
  Firearms are a staple of many different games and settings, including fantasy. To 
  keep with the fantasy setting, firearms listed below are old pistols, rifles, and 
  shotguns using gunpowder and pellets. 
  Firearms don’t have a string that can be drawn like a bow, or innate magical energy 
  like tomes. Instead, the damage of a firearm relies on the quickness of the one 
  shooting and how well they can line up their target. Firearms use Speed in place of 
  Strength for damage unless otherwise stated. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Swashbuckler 
  Type 
  Foot 
  Proficiency Guns and Swords 
  Move 
  6 
  Charming     
  - Stamina 
  Allies within 2 sq. 
  gain +2 hit/dmg. 
  HP Bonus 
  +3 
  CON Bonus 
  +2 
  STR + Cap 
  +2 (23) 
  MAG + Cap 
  +0 (20) 
  DEF + Cap 
  +2 (24) 
  RES + Cap 
  +0 (21) 
  SKL + Cap 
  +1 (23) 
  SPD + Cap 
  +1 (24) 
  LUK + Cap 
  +0 (30) 
  Name 
  Gunslinger 
  Type 
  Foot 
  Proficiency Guns 
  HP 
  15+1d4 
  Move 
  5 
  CON 
  2d4+1 
  Skills 
  Can use Cannons 
  Promotion 
  Swashbuckler or 
  Desperado 
  Strength 
  1 
  Magic 
  1 
  Defense 
  4 
  Resistance 
  2 
  Skill 
  8 
  Speed 
  10 
  Luck 
  8 
  Name 
  Desperado 
  Type 
  Foot 
  Proficiency Guns 
  Move 
  6 
  Gunman    
  - Stamina 
  +2 to crit chance 
  (Max crit on 13) 
  HP Bonus 
  +1 
  CON Bonus 
  +1 
  STR + Cap 
  +0 (20) 
  MAG + Cap 
  +0 (20) 
  DEF + Cap 
  +1 (25) 
  RES + Cap 
  +0 (20) 
  SKL + Cap 
  +2 (27) 
  SPD + Cap 
  +3 (30) 
  LUK + Cap 
  +2 (30) 
  Name 
  STR 
  MAG 
  DEF 
  RES 
  SKL 
  SPD LUK 
  Gunslinger 
  4 
  2 
  4 
  2 
  6 
  8 
  6 
  
  77 
   
  Guns 
  (All guns have x2 damage to flying units) 
  Name 
  Uses 
  Die 
  Crit 
  Weight 
  Rank 
  Range Type 
  Price 
  Effect 
  Acktor 
  45 
  1d8 
  x2 
  3 
  Prf 
  2 
  P 
  — 
  x2 vs Dragons 
  Needle Gun 
  30 
  2d8 
  x3 
  5 
  Prf 
  2 
  P 
  — 
  Legendary Weapon, +2 SKL, +2 SPD 
  Iron Gun 
  45 
  1d8 
  x2 
  6 
  E 
  2 
  P 
  850 
  — 
  Cursed Gun 
  30 
  3d4 
  x2 
  5 
  E 
  2 
  P 
  2,500 
  50% chance damages user instead 
  Cannon 
  1 
  5d8 
  x3 
  20 
  E 
  3-10 
  P 
  — 
  Flat terrain only. x1.5 Speed to damage. 
  Ship Cannon 
  1 
  5d8 
  x3 
  20 
  E 
  3-10 
  P 
  — 
  Sea terrain only. x1.5 Speed to damage. 
  Airship 
  Cannon 
  1 
  5d8 
  x3 
  20 
  E 
  3-10 
  P 
  — 
  Any terrain. x1.5 Speed to damage. 
  Rifle 
  15 
  1d10 
  x2 
  12 
  D 
  2-3 
  P 
  2,000 
  — 
  Steel Gun 
  35 
  1d12 
  x2 
  8 
  D 
  2 
  P 
  1,760 
  — 
  Killer Gun 
  20 
  1d10 
  x3 
  7 
  C 
  2 
  P 
  1,400 
  — 
  Brave Gun 
  30 
  1d12 
  x2 
  10 
  B 
  2 
  P 
  2,000 
   
  Silver Gun 
  25 
  2d8 
  x2 
  11 
  A 
  2 
  B 
  2,000 
   
  Double 
  Barrel 
  40 
  2d10 
  x3 
  10 
  S 
  2-3 
  P 
  — 
  x2 vs Mounted and Dragon 
   
   
   
   
  
  78 
   
  Bestiary 
  These are creatures that can be used for a campaign in a battle. Unlike character 
  classes, monsters are either more powerful so they can take on multiple targets, or on 
  par so they can function as their own standing army. Each monster is separated by 
  type in this list. All of these creatures are made using the “Fast Ability Track”. 
  How to read the entries: 
  Creature Name (Level)  
  Type(s): Reference for different effects. 
  Immunity: These elements do not deal any damage to the creature. 
  Weakness: These elements deal x2 damage to the creature. 
  Proficiency: Weapons the creature is proficient with (and Rank). 
  Weapons: Weapon Name +Attack Bonus, +Damage dice/bonus, Range, Crit Multiplier 
  HP: Total HP (HP Stat + HP Rolled, +Level bonus to HP, +Miscellaneous bonus to HP) 
  CON: Total CON (Con Rolled + Con Bonus) 
  Move: Movement (Terrains that do not affect the creature) 
  Stat (Growth Rate) 
  Abilities: Abilities the creature can perform. 
  Armor Rating: 5 + ½ Creature’s DEF + Creature’s SPD + ¼ Creature’s LUK + Misc. 
  Bonus 
  Resistance Rating: 5+ ½ Creature’s RES + Creature’s SPD + ¼ Creature’s LUK + Misc. 
  Bonus 
  Damage Reduction: Physical damage reduced by the creature. 
  Magic Reduction: Magical damage reduced by the creature. 
  Stamina Points: ½ Creature’s Strength + Miscellaneous 
  Magic Points: ½ Creature’s Magic + Miscellaneous 
  Short Description of the creature and additional details on defeating them. 
   
   
   
   
   
   
   
  
  79 
   
  Aberrant 
  Naga (Unpromoted Lv. 10)  
  Type: Aberrant 
  Immunity: None 
  Weakness: None 
  Proficiency: Sting 
  Weapon: Sting +13 Attack, 2d4+3 Piercing Damage, 1 Range, x2 Crit, Poison 
  HP: 12 (14+1d6) 
  CON: 3 (1d6+3) 
  Move: 5 
  STR: 6 (4) 
  MAG: 6 (4) 
  DEF: 4 (2) 
  RES: 2 (2) 
  SKL: 10 (6) 
  SPD: 15 (8) 
  LUK: 9 (6) 
  Abilities: Seduce, Grease, Viscous Strike, Trip, Disarm 
  AR: 24 
  RR: 21 
  DR: 0 
  MR: 0 
  SP: 3 
  MP: 3 
  Naga have humanoid top halves and the bottom half of a snake, possessing many 
  snake-like and humanoid features. Their nature is very brutal yet seductive, luring in 
  prey and fooling them of their kindness before killing them and eating them. 
   
   
   
   
   
   
   
  
  80 
   
  Angel 
  Holy Knight (Promoted Lv. 10)  
  Type: Angel, Armored 
  Immunity: Light, Fire 
  Weakness: Dark 
  Proficiency: Bow (A Rank) 
  Weapon: Silver Bow +29 Attack, 1d12+9 Piercing Damage, 2 Range, x2 Crit 
  HP: 40 (18+1d6, +9 Unpromoted HP, +10 Promoted HP) 
  CON: 11 (2d6+5) 
  Move: 5 (Flying) 
  STR: 18 (6) 
  MAG: 12 (2) 
  DEF: 18 (6) 
  RES: 12 (2) 
  SKL: 20 (8) 
  SPD: 14 (4) 
  LUK: 14 (4) 
  Abilities: Force Armor, Force Shield, Long Range Strike, Deep Breath, Armament 
  Training, Dangerous Rebuttal, Weaken, Safe Haven, Raise Dead (1/day), Plummet 
  AR: 31 
  RR: 28 
  DR: 3 
  MR: 1 
  SP: 9 
  MP: 6 
  Holy Knights are the main defenders of heaven, using their radiant energy to bring 
  down the justice of the gods upon all who intrude upon their domain. Due to heaven’s 
  strict ruling on outsiders to their plane, those who come to heaven must have been 
  invited from one of the holy deities. Otherwise, they pose a threat to the souls that 
  reside in heaven due to the fact that the souls that are in heaven could be killed by 
  outsiders to the world who aren’t already spirits. Spirits in heaven cannot kill each 
  other, contrary to this. 
  While in heaven, a Holy Knight gains a +4 to all stats. 
   
   
   
  
  81 
   
  Animals 
  Dog (Unpromoted Lv. 1)  
  Type: Mounted 
  Immunity: None 
  Weakness: None 
  Proficiency: Claw, Bite 
  Weapon 1: Bite +8 Attack, 1d3+2 Piercing Damage, 1 Range, x2 Crit 
  Weapon 2: Claw +8 Attack, 1d4+2 Slashing Damage, 1 Range, x2 Crit 
  HP: 12 (10+1d4) 
  CON: 3 (1d4+1) 
  Move: 5 (Mounted) 
  STR: 4 (4) 
  MAG: 0 (2) 
  DEF: 4 (4) 
  RES: 0 (2) 
  SKL: 6 (6) 
  SPD: 8 (8) 
  LUK: 6 (6) 
  Abilities: Following Step 
  AR: 16 
  RR: 14 
  DR: 0 
  MR: 0 
  SP: 2 
  MP: 0 
  Dogs are common house pets, and can be found roaming streets begging for food from 
  vendors assuming they are homeless and without an owner. Dogs can be nasty to 
  fight, but adventurers wouldn’t be too harmed by one. 
  A dog can be convinced to follow a PC with a successful DC 15 Handle Animal check. A 
  character can only have one animal following them at a time. 
   
   
   
   
   
  
  82 
   
  Cat (Unpromoted Lv. 1)  
  Type: Mounted 
  Immunity: None 
  Weakness: None 
  Proficiency: Claw, Bite 
  Weapon 1: Bite +5 Attack, 1d2+1 Piercing Damage, 1 Range, x2 Crit 
  Weapon 2: Claw +5 Attack, 1d3+1 Slashing Damage, 1 Range, x2 Crit 
  HP: 10 (8+1d4) 
  CON: 2 (1d3+1) 
  Move: 5 (Mounted) 
  STR: 2 (2) 
  MAG: 0 (2) 
  DEF: 4 (4) 
  RES: 2 (4) 
  SKL: 4 (6) 
  SPD: 8 (6) 
  LUK: 8 (8) 
  Abilities: Further Attack 
  AR: 17 
  RR: 16 
  DR: 0 
  MR: 0 
  SP: 1 
  MP: 0 
  Cats are common house pets who are very lively and playful sometimes, and very 
  temperamental other times. 
  A cat can be convinced to follow a PC with a successful DC 15 Handle Animal check. A 
  character can only have one animal following them at a time. 
   
   
   
   
   
   
  
  83 
   
  Fox (Unpromoted Lv. 1)  
  Type: Mounted 
  Immunity: None 
  Weakness: None 
  Proficiency: Claw, Bite 
  Weapon 1: Bite +12 Attack, 1d3+2 Piercing Damage, 1 Range, x2 Crit 
  Weapon 2: Claw +12 Attack, 1d2+2 Slashing Damage, 1 Range, x2 Crit 
  HP: 12 (10+1d4) 
  CON: 3 (1d4+1) 
  Move: 5 (Mounted) 
  STR: 4 (4) 
  MAG: 0 (2) 
  DEF: 4 (4) 
  RES: 0 (2) 
  SKL: 10 (8) 
  SPD: 6 (6) 
  LUK: 6 (6) 
  Abilities: Space Tactic 
  AR: 14 
  RR: 12 
  DR: 0 
  MR: 0 
  SP: 1 
  MP: 0 
  Foxes are wild feline animals who reside in the forests, and are otherwise docile 
  towards humans unless cornered. 
  A fox can be convinced to follow a PC with a successful DC 20 Handle Animal check. A 
  character can only have one animal following them at a time. 
   
   
   
   
   
   
  
  84 
   
  Bear (Unpromoted Lv. 8)  
  Type: Mounted 
  Immunity: None 
  Weakness: None 
  Proficiency: Claw, Bite 
  Weapon 1: Bite +18 Attack, 1d8+7 Piercing Damage, 1 Range, x2 Crit 
  Weapon 2: Claw +18 Attack, 1d6+7 Slashing Damage, 1 Range, x2 Crit 
  HP: 23 (12+2d4, +7 Unpromoted HP) 
  CON: 10 (2d6+4) 
  Move: 4 (Mounted) 
  STR: 14 (8) 
  MAG: 1 (2) 
  DEF: 9 (6) 
  RES: 1 (2) 
  SKL: 11 (6) 
  SPD: 6 (4) 
  LUK: 6 (4) 
  Abilities: Finish Motion, Viscous Strike, Harden, Further Attack 
  AR: 16 
  RR: 12 
  DR: 0 
  MR: 0 
  SP: 7 
  MP: 0 
  Large animals who eat fish and other small forest animals. Bears hibernate in the 
  winter, and are most active around the summer time. If the bear is a Polar Bear, give 
  them Immunity to Cold damage. 
  A bear can be convinced to follow a PC with a successful DC 30 Handle Animal check. 
  A character can only have one animal following them at a time. If they fail the Handle 
  Animal check by 10 or more, the bear will instead attack them. 
   
   
   
   
   
  
  85 
   
  Megaraptor (Unpromoted Lv. 12)  
  Type: Foot 
  Immunity: None 
  Weakness: None 
  Proficiency: Talon, Bite 
  Weapon 1: Bite +18 Attack, 1d4+8 Piercing Damage, 1 Range, x2 Crit 
  Weapon 2: Talon +18 Attack, 1d10+8 Slashing Damage, 1 Range, x3 Crit 
  HP: 30 (15+1d8, +11 Unpromoted HP) 
  CON: 5 (2d4+1) 
  Move: 4 
  STR: 16 (8) 
  MAG: 2 (2) 
  DEF: 12 (6) 
  RES: 2 (2) 
  SKL: 10 (6) 
  SPD: 5 (4) 
  LUK: 5 (4) 
  Abilities: Following Action, Further Attack, Puncture, Improved Puncture, Greater 
  Puncture, Harden 
  AR: 17 
  RR: 12 
  DR: 1 
  MR: 0 
  SP: 8 
  MP: 1 
  Dinosaurs who use their sharp talons to rend enemies’ flesh. They tend to eat meat, 
  and they are very prone to attacking live prey. Despite their violent nature, they can 
  be tamed as exotic pets, though those who do this are seen as madmen. 
   
   
   
   
   
   
   
  
  86 
   
  Demon 
  Unholy Knight (Promoted Lv. 10)  
  Type: Demon, Armored 
  Immunity: Dark, Fire 
  Weakness: Light 
  Proficiency: Dark (A Rank) 
  Weapon: Fenris +12 Attack, 2d8+10 Dark Damage, 1-2 Range, x2 Crit 
  HP: 39 (16+1d8, +9 Unpromoted HP, +10 Promoted HP) 
  CON: 9 (2d4+5) 
  Move: 5 (Flying) 
  STR: 14 (2) 
  MAG: 20 (8) 
  DEF: 14 (2) 
  RES: 18 (6) 
  SKL: 14 (4) 
  SPD: 14 (4) 
  LUK: 18 (6) 
  Abilities: Life Drain, Invisibility, Inner Blood, Spell Reflection, Spellcrash, Stake in the 
  Ground, Tangle, Tough as Nails, Weaken, Force Shield 
  AR: 29 
  RR: 31 
  DR: 2 
  MR: 3 
  SP: 7 
  MP: 10 
  The defenders of hell, Unholy Knights pride themselves in their fortified defenses and 
  magical aptitude, using the darkness in the world to their advantage so they can crush 
  their enemies. An Unholy Knight never shows his/her face, choosing to leave that up 
  to the victim’s imagination. Only before a victim’s death do they show their face, and 
  rumors go about saying when an Unholy Knight has revealed their face, the person 
  they have killed dies with a look of terror. 
  While in hell, an Unholy Knight gains a +4 to all stats. 
   
   
   
  
  87 
   
  Dragons 
  Fire Dragon (Advanced Lv. 15)  
  Type: Dragon 
  Immunity: Fire 
  Weakness: Cold 
  Proficiency: Claw, Bite, Breath 
  Weapon 1: Claw +15 Attack, 1d8+9 (+17 on Crit) Slashing Damage, 1 Range, x2 Crit  
  Weapon 2: Bite +15 Attack, 1d6+9 (+17 on Crit) Piercing Damage, 1 Range, x2 Crit 
  Weapon 3: Breath (1d20+Speed, DC 22 to Avoid) 3d8+2 Fire Damage, 5 Sq. Line, Costs 
  2 MP, Must wait 1 round to use again 
  HP: 56 (18+3d6, +14 Level HP, +15 Toughness HP) 
  CON: 20 (1d20+10) 
  Move: 7 (Flying) 
  STR: 19 (8) 
  MAG: 11 (6) 
  DEF: 17 (6) 
  RES: 6 (4) 
  SKL: 6 (4) 
  SPD: 3 (2) 
  LUK: 3 (2) 
  Abilities: Critical Rage, Further Attack, Puncture, Improved Puncture, Greater 
  Puncture, Superior Puncture, Toughness, Trip 
  AR: 16 
  RR: 11 
  DR: 2 
  MR: 0 
  SP: 9 
  MP: 5 
  Adorned in the flames from the planet of fire, a Fire Dragon (also known as an Fvakra) 
  is greedy, wrathful, and physically brutal their flames burn the flesh of mortals clean 
  from their bones. These are the most common dragons on the main world, and are the 
  dragons stronger adventurers kill first. 
   
   
   
   
  
  88 
   
  Ice Dragon (Advanced Lv. 15)  
  Type: Dragon 
  Immunity: Cold 
  Weakness: Fire 
  Proficiency: Claw, Bite, Breath 
  Weapon 1: Claw +7 Attack, 1d8+4 Slashing Damage, 1 Range, x2 Crit  
  Weapon 2: Bite +7 Attack, 1d6+4 Piercing Damage, 1 Range, x2 Crit 
  Weapon 3: Breath (1d20+Speed, DC 22 to Avoid) 3d8+5 Cold Damage, 5 Sq. Line, Costs 
  2 MP, Must wait 1 round to use again 
  HP: 36 (16+2d6, +14 Level HP) 
  CON: 20 (1d20+10) 
  Move: 7 (Flying) 
  STR: 8 (4) 
  MAG: 22 (8) 
  DEF: 8 (4) 
  RES: 22 (6) 
  SKL: 3 (2) 
  SPD: 3 (6) 
  LUK: 3 (2) 
  Abilities: Blasting Strike, Bury, Seduce, Stake in Ground, Weaken, Serenade, Sea 
  Grasp, Plummet 
  AR: 12 
  RR: 19 
  DR: 0 
  MR: 3 
  SP: 4 
  MP: 11 
  Sleeping within the polar edges of the Main World, Ice Dragons are uncaring though 
  not necessarily cruel as they prefer to be left alone. An ice dragon has very little 
  interest in mortals, only being involved when an adventurer comes to claim their 
  head, at which point they proceed to slaughter the victim and puppeteer his body 
  back home so he may tell his loved ones of his being slain by an ice dragon. 
   
   
   
   
  
  89 
   
  Electricity Dragon (Advanced Lv. 15)  
  Type: Dragon 
  Immunity: Electricity 
  Weakness: Wind 
  Proficiency: Claw, Bite, Breath 
  Weapon 1: Claw +18 Attack, 1d8+12 Slashing Damage, 1 Range, x2 Crit  
  Weapon 2: Bite +18 Attack, 1d6+12 Piercing Damage, 1 Range, x2 Crit 
  Weapon 3: Breath (1d20+Speed, DC 22 to Avoid) 3d8 Electricity Damage, 5 Sq. Line, 
  Costs 2 MP, Must wait 1 round to use again 
  HP: 32 (14+2d4, +14 Level HP) 
  CON: 20 (1d20+10) 
  Move: 8 (Flying) 
  STR: 9 (4) 
  MAG: 3 (2) 
  DEF: 9 (4) 
  RES: 3 (2) 
  SKL: 13 (6) 
  SPD: 21 (8) 
  LUK: 13 (6) 
  Abilities: Following Action, Weapon Focus (Claw), Speed Assault, Weapon 
  Specialization (Claw), Accidentally Tripped, Critical Rage, Weapon Focus (Bite), 
  Weapon Specialization (Bite) 
  AR: 33 
  RR: 30 
  DR: 1 
  MR: 0 
  SP: 4 
  MP: 1 
  The last of the main dragons and completing the elemental trio of dragons, Electricity 
  Dragons are full of energy and are generally carefree. These creatures often act like 
  big children in their demeanor, making attacking them an evil act unless they attack 
  first. Electricity Dragons try to make friends with other races except for vampires, 
  thinking that all races deserve at least one friend. The only reason these gentle giants 
  are rejected is because of their otherwise terrifying appearance and the fact that 
  people attack them more often than not. 
  These are the most powerful of the three main dragons, though they are also the 
  rarest due to the fact that people often kill them by mistake. 
   
  
  90 
   
  Dark Dragon (Promoted Lv. 5)  
  Type: Dragon 
  Immunity: Dark 
  Weakness: Light 
  Proficiency: Claw, Bite, Breath 
  Weapon 1: Claw +15 Attack, 1d8+10 Slashing Damage, 1 Range, x2 Crit  
  Weapon 2: Bite +15 Attack, 1d6+10 Piercing Damage, 1 Range, x2 Crit 
  Weapon 3: Breath (1d20+Speed, DC 22 to Avoid) 3d8+1 Dark Damage, 5 Sq. Line, Costs 
  2 MP, Must wait 1 round to use again 
  HP: 39 (16+3d6, +9 Unpromoted Level HP, +5 Promoted Level HP) 
  CON: 20 (1d20+10) 
  Move: 7 (Flying) 
  STR: 21 (8) 
  MAG: 4 (2) 
  DEF: 12 (6) 
  RES: 12 (6) 
  SKL: 4 (2) 
  SPD: 4 (4) 
  LUK: 4 (4) 
  Abilities: Further Attack, Following Action, Bat, Swap Tactic, Weapon Focus (Claw), 
  Weapon Focus (Bite), Viscous Strike, Trip 
  AR: 16 
  RR: 16 
  DR: 1 
  MR: 1 
  SP: 10 
  MP: 2 
  Having absorbed the power of a powerful necromancer within their maw, the Dark 
  Dragon may have once been a good dragon that sought to eat one who was truly evil, 
  though in the process they cursed their own soul for good creating a Dark Dragon. 
  Very rarely do they engage in conversation, and when they do it often consists of 
  insults directed towards those challenging them. 
   
   
   
   
  
  91 
   
  Light Dragon (Promoted Lv. 1)  
  Type: Dragon 
  Immunity: Light 
  Weakness: Dark 
  Proficiency: Claw, Bite, Breath 
  Weapon 1: Claw +14 Attack, 1d8+2 Slashing Damage, 1 Range, x2 Crit  
  Weapon 2: Bite +14 Attack, 1d6+2 Piercing Damage, 1 Range, x2 Crit 
  Weapon 3: Breath (1d20+Speed, DC 22 to Avoid) 3d8+5 Light Damage, 5 Sq. Line, 
  Costs 2 MP, Must wait 1 round to use again 
  HP: 34 (16+3d6, +9 Unpromoted Level HP, +1 Promoted Level HP) 
  CON: 20 (1d20+10) 
  Move: 7 (Flying) 
  STR: 4 (2) 
  MAG: 21 (8) 
  DEF: 4 (2) 
  RES: 12 (6) 
  SKL: 12 (6) 
  SPD: 4 (4) 
  LUK: 4 (4) 
  Abilities: Tough as Nails, Teleport, Spellcrash, Fire Strike, Defense+, Blasting Strike, 
  Absorb Magic, Bury 
  AR: 16 
  RR: 16 
  DR: 1 
  MR: 1 
  SP: 2 
  MP: 10 
  Bathed in the holy light of the gods, Light Dragons are the embodiment of good 
  natured, and reside with angels more often than not. Light and Dark Dragons do 
  battle constantly, and neither side show any signs of gaining an edge over the other. 
  Even the feeble outside attempts have been unable to sway the power shift so far. 
   
   
   
   
   
  
  92 
   
  Elemental 
  Base Elemental (Unpromoted Lv. 8)  
  Type: Elemental 
  Immunity: Element Chosen 
  Weakness: Opposite Element (Fire for Cold, Cold for Fire, Wind for Electricity) 
  Proficiency: Slam, Burst 
  Weapon 1: Slam +17 Attack, 1d8+5 Bludgeoning Damage, 1 Range, x2 Crit 
  Weapon 2: Burst (1d20+Speed to avoid damage, DC 15) 2d6+1 Element Chosen damage 
  HP: 31 (16+2d8, +7 Unpromoted HP) 
  CON: 10 (2d8+2) 
  Move: 4 
  STR: 11 (6) 
  MAG: 2 (4) 
  DEF: 14 (8) 
  RES: 2 (4) 
  SKL: 11 (6) 
  SPD: 3 (2) 
  LUK: 3 (2) 
  Abilities: Harden, Further Attack, Weapon Focus (Slam), Toughness 
  AR: 16 
  RR: 12 
  DR: 0 
  MR: 0 
  SP: 7 
  MP: 0 
  Stoic creatures made entirely of the element chosen by the GM when using them. An 
  elemental is healed by their element if they are struck with it, and the element they 
  are weak to deals x4 damage instead of x2. 
   
   
   
   
   
  
  93 
   
  Fey 
  Centaur (Unpromoted Lv. 4)  
  Type: Mounted 
  Immunity: None 
  Weakness: None 
  Proficiency: Axe (E Rank) 
  Weapon 1: Iron Axe +9 Attack, 1d8+7 Slashing Damage, 1 Range, x2 Crit 
  HP: 21 (15+1d6, +3 Level HP) 
  CON: 9 (2d6+3) 
  Move: 7 (Mounted) 
  STR: 14 (8) 
  MAG: 1 (2) 
  DEF: 10 (6) 
  RES: 1 (2) 
  SKL: 7 (4) 
  SPD: 8 (6) 
  LUK: 2 (4) 
  Abilities: Viscous Strike, Following Step 
  AR: 18 
  RR: 13 
  DR: 1 
  MR: 0 
  SP: 7 
  MP: 0 
  Centaurs are typically docile humanoids with the lower half of a horse. Because of 
  this, humans and elves are open to using Centaurs as mounts in battle, though few of 
  these man-beasts agree to such things, finding it to be demeaning. 
   
   
   
   
   
   
   
  
  94 
   
  Ooze 
  Jelly (Unpromoted Lv. 1)  
  Type: Ooze 
  Immunity: Slashing, Piercing 
  Weakness: Bludgeoning 
  Proficiency: Slam 
  Weapon: Slam +9 Attack, 1d4+3 Bludgeoning Damage, 1 Range, x2 Crit, Poison 
  HP: 19 (16+1d6) 
  CON: 2 (1d4) 
  Move: 4 
  STR: 6 (8) 
  MAG: 0 (2) 
  DEF: 0 (6) 
  RES: 0 (4) 
  SKL: 6 (6) 
  SPD: 2 (4) 
  LUK: 0 (2) 
  Abilities: Viscous Strike 
  AR: 7 
  RR: 7 
  DR: 0 
  MR: 0 
  SP: 3 
  MP: 0 
  Mindless and hopping wherever they see fit, jellies are verminous plagues that run 
  through towns, and require immediate attention. When someone dies to a jellies’ 
  poison, they instantly melt and turn into a jelly themselves. 
   
   
   
   
   
   
  
  95 
   
  Undead 
  Zombie (Unpromoted Lv. 4)  
  Type: Undead 
  Immunity: Dark 
  Weakness: Light, Fire 
  Proficiency: Claw, Bite 
  Weapon 1: Bite +10 Attack, 1d6+4 Piercing Damage, 1 Range, x2 Crit 
  Weapon 2: Claw +10 Attack, 1d6+4 Slashing Damage, 1 Range, x2 Crit 
  HP: 22 (14+1d8, +3 Level HP) 
  CON: 7 (2d4+3) 
  Move: 4 
  STR: 8 (8) 
  MAG: 1 (2) 
  DEF: 8 (6) 
  RES: 2 (2) 
  SKL: 6 (6) 
  SPD: 3 (4) 
  LUK: 1 (4) 
  Abilities: Viscous Strike, Following Step 
  AR: 12 
  RR: 9 
  DR: 1 
  MR: 0 
  SP: 4 
  MP: 0 
  Zombies are ruthless creatures who feed on the flesh of the living, surviving entirely 
  off of those they feed upon, and the dark energy that manifests around them. 
  Necromancers often summon zombies to do grunt work due to their easy creation 
  requirements. 
   
   
   
   
   
   
  
  96 
   
  Skeleton (Unpromoted Lv. 6)  
  Type: Undead 
  Immunity: Dark 
  Weakness: Light 
  Proficiency: Axe, Sword, Lance, or Bows (choose two upon creation) {D Rank} 
  Weapon 1: Iron Sword +14 Attack, 1d6+3 Slashing Damage, 1 Range, x2 Crit 
  Weapon 2: Iron Lance +14 Attack, 1d8+3 Piercing Damage, 1 Range, x2 Crit 
  HP: 20 (12+1d6, +5 Level HP) 
  CON: 5 (1d6+2) 
  Move: 5 
  STR: 6 (6) 
  MAG: 1 (2) 
  DEF: 5 (4) 
  RES: 1 (2) 
  SKL: 11 (8) 
  SPD: 11 (6) 
  LUK: 3 (4) 
  Abilities: Speedy Assault, Disarm, Weapon Focus (Main Weapon Chosen) 
  AR: 21 
  RR: 17 
  DR: 0 
  MR: 0 
  SP: 3 
  MP: 0 
  Skeletons, created by a necromancer or more powerful undead, are more organized 
  and can be used more tactically than a zombie making them less of a “grunt” unit and 
  a bit more useful than the common zombie. 
   
   
   
   
   
   
   
  
  97 
   
  Ghost (Unpromoted Lv. 8)  
  Type: Undead 
  Immunity: Dark, Slashing, Bludgeoning, Piercing 
  Weakness: Light 
  Proficiency: Dark (C Rank) 
  Weapon 1: Flux +13 Attack, 1d8+7 Dark Damage, 1-2 Range, x2 Crit 
  Weapon 2: Luna +13 Attack, 1d6+7 Dark Damage, 1-2 Range, x2 Crit, Negates RES 
  HP: 25 (16+1d4, +7 Level HP) 
  CON: 0 (Weightless, unaffected by tome’s weight) 
  Move: 6 (Flying) 
  STR: 0 (0) 
  MAG: 14 (8) 
  DEF: 0 (0) 
  RES: 9 (6) 
  SKL: 6 (4) 
  SPD: 10 (4) 
  LUK: 3 (2) 
  Abilities: Force Shield, Invisibility, Grease, Inner Blood 
  AR: -- (Cannot be hit physically) 
  RR: 24 
  DR: -- 
  MR: 1 
  SP: -- 
  MP: 7 
  Powerful magical allies who use their affinity for the darkness in order to destroy 
  potential enemies. They cannot be physically harmed, and thus require the aid of a 
  magical source to do them harm. 
   
   
   
   
   
   
   
  
  98 
   
  Lich (Unpromoted Lv. 12)  
  Type: Undead 
  Immunity: Dark 
  Weakness: Light 
  Proficiency: Dark, Bow (C Rank) 
  Weapon 1: Killer Bow +14 Attack, 1d6+7 Piercing Damage, 2 Range, x3 Crit 
  Weapon 2: Nosferatu +14 Attack, 1d8+8 Dark Damage, 1-2 Range, x2 Crit 
  HP: 43 (12+2d8, +11 Level HP, +12 Toughness) 
  CON: 7 (1d8+3) 
  Move: 5 
  STR: 14 (6) 
  MAG: 16 (8) 
  DEF: 11 (4) 
  RES: 12 (6) 
  SKL: 9 (4) 
  SPD: 6 (2) 
  LUK: 4 (2) 
  Abilities: Sleep, Tangle, Weaken, Toughness, Stat Swap, Move Blight  
  AR: 17 
  RR: 18 
  DR: 1 
  MR: 1 
  SP: 7 
  MP: 8 
  Commanders of the lesser undead such as Skeletons and Zombies, a Lich is a person 
  more often than not a willing subject to their own ritual in order to turn themselves 
  into one. A lich is truly killed when their phylactery is destroyed, otherwise they 
  revive 1d4+1 weeks later. 
  A phylactery has 50 HP, 15 AR, and 6 RR. It has no DR/MR. 
   
   
   
   
   
   
  
  99 
   
  Ghoul (Unpromoted Lv. 20)  
  Type: Undead, Armored 
  Immunity: Dark 
  Weakness: Light 
  Proficiency: Axe (B Rank) 
  Weapon 1: Brave Axe +19 Attack, 1d10+11 Slashing Damage, 1(-2) Range, x2 Crit, 
  Double attacks per round 
  HP: 43 (16+2d8, +19 Level HP) 
  CON: 11 (2d6+5) 
  Move: 4 
  STR: 20 (8) 
  MAG: 3 (2) 
  DEF: 19 (6) 
  RES: 9 (4) 
  SKL: 15 (6) 
  SPD: 13 (4) 
  LUK: 3 (2) 
  Abilities: Armament Training, Thrown Axe, Viscous Strike, Weapon Focus (Brave Axe), 
  Weapon Specialization (Brave Axe), Swap Tactic, Riposte, Provoking Attacks, Harden, 
  Ground Shatter 
  AR: 27 
  RR: 22 
  DR: 3 
  MR: 1 
  SP: 10 
  MP: 1 
  The most powerful forms of undead out there, Ghouls are uncaring yet they feel basic 
  emotions like rage and hatred using these to aid them in battle. These fiends of the 
  battlefield are used by Draco Zombies as personal guards. 
   
   
   
   
   
   
  
  100 
   
  Draco Zombie (Promoted Lv. 5)  
  Type: Undead, Dragon 
  Immunity: Dark 
  Weakness: Light 
  Proficiency: Claw, Bite, Breath 
  Weapon 1: Claw +21 Attack, 1d8+11 Slashing Damage, 1 Range, x2 Crit  
  Weapon 2: Bite +21 Attack, 1d6+11 Piercing Damage, 1 Range, x2 Crit 
  Weapon 3: Breath (1d20+Speed, DC 22 to Avoid) 3d8+5 Dark Damage, 5 Sq. Line, Costs 
  2 MP, Must wait 1 round to use again 
  HP: 41 (18+3d6, +9 Unpromoted Level HP, +5 Promoted Level HP) 
  CON: 20 (1d20+10) 
  Move: 6 
  STR: 22 (8) 
  MAG: 20 (6) 
  DEF: 18 (6) 
  RES: 16 (4) 
  SKL: 10 (4) 
  SPD: 8 (2) 
  LUK: 4 (2) 
  Abilities:  
  AR: 22 
  RR: 21 
  DR: 3 
  MR: 2 
  SP: 11 
  MP: 10 
  A dragon whose body has been warped and twisted, these abominable creatures are 
  created by a powerful and destructive necromancer seeking to wreak havoc upon 
  those he chooses. It is powerful enough to be a commander of lesser undead on its 
  own, and usually commands zombies, skeletons, and a personal guard of ghouls. To 
  slay a Draco Zombie truly, one must pierce the fiend’s heart. 
   
   
   
   
   
  
  101 
   
  Wraith (Promoted Lv. 10)  
  Type: Undead, Mounted, Armored 
  Immunity: Dark, Slashing, Piercing 
  Weakness: Light, Bludgeoning 
  Proficiency: Sword, Axe, Bow (B Rank) 
  Weapon 1: Estoc +32 Attack, 1d10+14 Piercing Damage, 1 Range, x3 Crit, x2 vs 
  Armored and Mounted units. 
  Weapon 2: Brave Lance +31 Attack, 1d10+12 Piercing Damage, 1 Range, x2 Crit, 
  Double Attacks per round 
  HP: 53 (16+2d8, +29 Level HP) 
  CON: 15 (2d6+5+4) 
  Move: 7 (Mounted) 
  STR: 25 (8) 
  MAG: 5 (2) 
  DEF: 23 (6) 
  RES: 11 (4) 
  SKL: 19 (6) 
  SPD: 15 (4) 
  LUK: 5 (2) 
  Abilities: Weapon Focus (Estoc), Weapon Specialization (Estoc), Force Armor, Swap 
  Tactic, Critical Rage, Riposte, Dangerous Rebuttal, Armament Training, Viscous 
  Strike, Pass Through, Bat 
  AR: 32 
  RR: 26 
  DR: 4 
  MR: 1 
  SP: 12 
  MP: 2 
  Mounted ghouls that destroy their enemies using their superior skills. Wraiths are even 
  more rotted than ghouls, and harbor even more hate than them. A Wraith may be 
  tasked to lead an army of ghouls, or work under a powerful necromancer to guard a 
  Draco Zombie and their forces. 
   
   
   
   
  
  102 
   
  NPC Classes 
  These are classes specific to NPCs, and is not recommended to be allowed for PCs due 
  to their either extreme power, or extreme weakness. Necromancer and Dark Druids 
  are Advanced Classes, and go up to level 30 while Villager through Infantry and 
  unpromoted, and King is a promoted version of the Prince. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Growth Rates 
  Nam 
  STR 
  MAG 
  DEF 
  RES 
  SKL 
  SPD 
  LUK 
  Villager 
  4 
  2 
  4 
  2 
  6 
  8 
  6 
  Prince 
  4 
  2 
  4 
  2 
  8 
  6 
  6 
  Infantry 
  8 
  6 
  6 
  4 
  4 
  2 
  2 
  Necromancer 
  2 
  8 
  2 
  6 
  6 
  4 
  4 
  Dark Druid 
  2 
  8 
  2 
  6 
  4 
  4 
  6 
   
  Name 
  Villager 
  Type 
  Foot 
  Proficiency None 
  HP 
  8+1d4 
  Move 
  5 
  CON 
  1d3 
  Promotion 
  None 
  Strength 
  2 
  Magic 
  0 
  Defense 
  2 
  Resistance 
  0 
  Skill 
  4 
  Speed 
  6 
  Luck 
  2 
  Name 
  Prince 
  Type 
  Foot 
  Proficiency Sword 
  HP 
  10+1d4 
  Move 
  5 
  CON 
  1d4+2 
  Promotion 
  King 
  Strength 
  6 
  Magic 
  0 
  Defense 
  4 
  Resistance 
  0 
  Skill 
  8 
  Speed 
  6 
  Luck 
  6 
  Name 
  Infantry 
  Type 
  Foot 
  Proficiency Choose any one 
  HP 
  12+1d6 
  Move 
  5 
  CON 
  2d4+4 
  Promotion 
  None 
  Strength 
  6 
  Magic 
  6 
  Defense 
  4 
  Resistance 
  4 
  Skill 
  2 
  Speed 
  2 
  Luck 
  2 
  Name 
  King 
  Type 
  Armored 
  Proficiency All 
  Move 
  6 
  Royalty       
  - Stamina 
  Immune to armored 
  weakness 
  HP Bonus 
  +8 
  CON Bonus 
  +8 
  STR + Cap 
  +8 (30) 
  MAG + Cap 
  +8 (30) 
  DEF + Cap 
  +8 (30) 
  RES + Cap 
  +8 (30) 
  SKL + Cap 
  +8 (30) 
  SPD + Cap 
  +8 (30) 
  LUK + Cap 
  +8 (30) 
  Name 
  Necromancer 
  Type 
  Foot 
  Proficiency Dark, Staff 
  Dark Gale 
  1 Magic 
  Summon 
  undead 
  HP 
  16+2d4 
  Move 
  6 
  CON 
  2d4+6 
  STR + Cap 
  4 (30) 
  MAG + Cap 
  16 (30) 
  DEF + Cap 
  4 (30) 
  RES + Cap 
  14 (30) 
  SKL + Cap 
  12 (30) 
  SPD + Cap 
  10 (30) 
  LUK + Cap 
  10 (30) 
  Name 
  Dark Druid 
  Type 
  Foot 
  Proficiency Anima, Light, 
  Dark, Staff 
  Dark Soul  
  - Magic 
  Heals HP 
  from Dark 
  HP 
  16+4d4 
  Move 
  6 
  CON 
  2d6+4 
  STR + Cap 
  4 (20) 
  MAG + Cap 
  20 (40) 
  DEF + Cap 
  4 (20) 
  RES + Cap 
  20 (40) 
  SKL + Cap 
  12 (25) 
  SPD + Cap 
  12 (25) 
  LUK + Cap 
  12 (30) 
  
SOURCE: textdata/thevault/Black Flame Studios/Q.U.A.R.T.S..pdf