SirBlazeALot
Seven Thousand Club
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*Recently, we changed our stats from a system that only used 1-5 to 1-20. Because pre-app, way back in the day, people used to do this shit by hand so the numbers needed to be simple and easy to manage. Now we got the app so we can get fancy. I've yet to change the stats of Second Classes though, because we won't be using them for a while and I wanted to update as fast as possible. You can still get a hint of where your second class's stats will be at, you just gotta multiply by 4.
*Recently, we changed our stats from a system that only used 1-5 to 1-20. Because pre-app, way back in the day, people used to do this shit by hand so the numbers needed to be simple and easy to manage. Now we got the app so we can get fancy. I've yet to change the stats of Second Classes though, because we won't be using them for a while and I wanted to update as fast as possible. You can still get a hint of where your second class's stats will be at, you just gotta multiply by 4.
↟ Archery Branch ↟
Noob Class
Hunter
1st Classes
Archer, Nomad, Trapper, Poacher, Ballistician
2nd Classes
Sniper, Ranger, Nomad Trooper, Beastmaster, Bounty Hunter, Botanist, Huntsman, Dragon Hunter
Noob Class
Hunter
1st Classes
Archer, Nomad, Trapper, Poacher, Ballistician
2nd Classes
Sniper, Ranger, Nomad Trooper, Beastmaster, Bounty Hunter, Botanist, Huntsman, Dragon Hunter
- Overview
-
In case you were born yesterday, characters in this branch use bows as their primary weapons. As archers, they are extremely accurate and effective against flying units. However, they're limited to fighting at a distance, and they tend to be vulnerable when attacked up close. Characters in this branch can deal out quite a bit of damage, but for the most part, they aren't the sturdiest guys. Archers benefit most when they're backing up another unit, so they should focus on positioning themselves on cells where they can attack but can’t be attacked themselves.
- Noob Class
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↟ Hunter ↟
BOWS
They've never been in a fight before, but they've hunted game before. People and rabbits are the same thing, right? They can promote to Archers, Nomads, Trappers, Poachers or Ballisticians.
- Health: 25/25
- Attack: 7
- Defense: 3
- Magic: 1
- Resistance: 4
- Movement: 4 cells
- Makings of Greatness: Basic skill that grants +15% to a unit’s base CRIT, ACC, EVA, and LUK.
- Second Chance: Basic Skill. The first time their HP reaches 0, they will merely flee the fight, and they may return for the next chapter. Can only be used once until it’s refilled.
- Capture: Basic Skill. Allows the unit to capture opponents in place of killing them. Requires Ropes or Chains.
- 1st Classes
-
↟ 1st Classes ↟- Archer
-
↟ Archer ↟
BOWS
They’re your basic run of the mill bowman on foot. They've got pretty good aim and strong arms from pullin' that damn bow string back all the time. Look at those god damn biceps, dog. They can promote to Snipers or Rangers.
- Health: 50/50
- Attack: 16
- Defense: 6
- Magic: 2
- Resistance: 8
- Movement: 5 cells
- ACC +15%
- EVA +15%
- ASS +10%
- Second Chance: Remains the same.
- Capture: Remains the same.
- Gotta Run: A passive skill. If the 1st close ranged attack on the Archer misses, the second one will miss as well.
- Focus Shot: A an active skill. The Archer concentrates for 1 turn and stacks +15% ACC for the next turn.
- Nomad
-
↟ Nomad ↟
BOWS
Traveling bowmen who ride upon horseback. They can cover a lot of ground and fire in quick succession. They can promote to Nomad Troopers or Beastmasters. Their high HP makes them excellent archers to follow up behind other mounted units.
- Health: 70/70
- Attack: 12
- Defense: 10
- Magic: 6
- Resistance: 11
- Movement: 8 cells
- EVA +20%
- LUCK +10%
- ASS +10%
- BEAST attribute
- Second Chance: Remains the same.
- Capture: Nomads do not retain this skill upon promotion.
- Rescue: A basic skill that allows the Nomad to carry an infantry unit on their mount and protect them from further harm.
- Into The Winds: A passive skill. Movement increases by 1 cell when carrying another unit via the rescue skill
- Wanderer: A passive skill. ACC increases by +10% when standing on forest or mountain terrain.
- Trapper
-
↟ Trapper ↟
BOWS, GAUNTLETS
Hunters that have specialized in setting crafty booby traps that are invisible to the enemy eye. Trappers can capture any non-armored, unmounted unit without fail. A key element of the Trapper is keeping them well stocked with items. They make for sub-par combatants and should avoid fighting if possible. They can promote to Bounty Hunters or Botanists.
- Health: 45/45
- Attack: 8
- Defense: 9
- Magic: 7
- Resistance: 10
- Movement: 6 cells
- +20% EVA
- +20% LUCK
- Second Chance: Remains the same.
- Capture: Remains the same.
- Lasso: An active skill that allows the Trapper to use Ropes or Chains as a lasso to temporarily bind any unarmored, unmounted unit without fail. Can be used adjacently or from one cell away. To permanently bind the victim, the Trapper's gotta chill next to them for one turn and finish tyin' em up.
- Bear Trap: An active skill that sets down a bear trap on an adjacent cell. Victims that step on it receive the Cripple Status Effect on infantry and Dismounted Status effect on non-flying mounted units. Requires the Bear Trap item. Ineffective against Flying and Armored units.
- Rope Trap: An active skill that requires 1 of either the Ropes or Chains items to set up a noose trap that tightens around the ankle and pulls the victim upward and upside down to await capture when they step on the cell in which the trap was placed. Causes the Bound status effect. Ineffective against Mounted and Armored units.
- Poacher
-
↟ Poacher ↟
BOWS
Poachers specialize in hunting Laguz and Manaketes. Though weak against any other unit, the Poachers are absolutely deadly to transforming units. They wear heavily padded leather armor to protect themselves from bites. They can promote to Huntsmen or Dragon Hunters.
- Health: 50/50
- Attack: 8
- Defense: 13
- Magic: 7
- Resistance: 9
- Movement: 5 cells
- +10% EVA
- +10% ACC
- +20% CRIT
- Second Chance: Remains the same.
- Capture: Remains the same.
- Beastbane: A passive skill that guarantees at least 15 nonlethal damage per-hit against members of the Transforming class. (Add 15 to damage buff when fighting a Transforming Class)
- Zero Tolerance: A passive skill that grants the Poacher +15% ACC when fighting a unit who is being supported by a member of the Transforming branch. (Add 15 ACC to the ACC buff when defending unit has a Transforming partner)
- Ballistician (New!!)
-
↟ Ballistician ↟
BOWS
Archers that have specialized in operating ballistae. They boast high defense and resistance to protect them while operating their machines. Their movement on foot is higher than average for getting from ballista to ballista quickly, and when operating a mobile ballista, their movement reduction is less severe. They also boast very high accuracy. However, their attack and health are quite low. Ballisticians are a Non-Promoting Class.
- Health: 40/40
- Attack: 6
- Defense: 14
- Magic: 1
- Resistance: 14
- Movement: 6 cells
- ACC +30%
- LUCK +10%
- Second Chance: Remains the same.
- Capture: Remains the same.
- Going Mobile: A passive skill. When operating a ballista, Ballistician's movement is doubled to four instead of 2, ACC is increased by 15%, and attack is doubled.
- Arrow Shower: An active/die skill. When operating a ballista, the Ballistician launches three missiles that hit three random cells in a 3x3 area. The center cell of the 3x3 area is the target cell. Roll a 9-sided die until three unique cells in the 3x3 area are chosen. Cells are numbered 1-9 from left to right and top to bottom.
- 2nd Classes
-
↟ 2nd Classes ↟
- Sniper
-
↟ Sniper ↟
BOWS
A sharpshootin' rootin' tootin' Archer who is almost guaranteed to land a hit, and a powerful one at that. Snipers are best dealt with immediately, and should be incapacitated before an ally is within their range. Luckily, they still suffer from their low Defense and sub-par Resistance.
- Health: 60/60
- Attack: 5
- Defense: 2
- Magic: 2
- Resistance: 3
- Movement: 6 cells
- +15% ACC increased to +25%
- +15% EVA remains the same.
- +10% ASS remains the same.
- Second Chance: Remains the same.
- Capture: Remains the same.
- Gotta Run: Remains the same.
- Focus Shot: Enhanced upon promotion. Focus Shot can be stacked twice.
- Lethality: An Offensive Die skill with a 15% chance of instantly killing the target whenever the Sniper attacks.
- Ranger
-
↟ Ranger ↟
BOWS, LANCES
Rangers are Archers who have taken up close combat in order to play more roles in battle. Their keen eyes make them ideal for exploring dark or foggy areas as well as for spotting hidden enemies and traps. Take care of these guys before trying anything sneaky because they’re the first to see some sus shit going down.
- Health: 75/75
- Attack: 4
- Defense: 3
- Magic: 2
- Resistance: 3
- Movement: 7 cells
- +15% ACC remains the same.
- +15% EVA remains the same.
- +10% ASS increased to +20%
- Second Chance: Remains the same.
- Capture: Remains the same.
- Gotta Run: Remains the same.
- Focus Shot: Remains the same.
- True Sight: An active skill that allows the Ranger to see all nearby invisible enemies and traps within a 5 cell radius.
- Eagle Eye: Passive skill that gives the Ranger increased visibility in the dark or fog.
- Nomad Trooper
-
↟ Nomad Trooper ↟
BOWS, SWORDS
These guys are straight up nasty on the field. They ride in and shoot you from afar and then cut your ass when you get close. Their horseback riding skills allow them to cover hella ground and their health is even higher now. Nomad Troopers are excellent for rescuing other units and taking them somewhere safe. You can expect these dudes to be the first ones on the scene. Luckily, they’re pretty average when it comes to Resistance, so using Fire Magic against them is a good idea.
- Health: 90/90
- Attack: 4
- Defense: 4
- Magic: 2
- Resistance: 3
- Movement: 9 cells
- +20% EVA remains the same.
- +10% LUCK remains the same.
- +10% ASS is increased to +20% ASS
- BEAST attribute
- Second Chance: Remains the same.
- Rescue: Stays the same.
- Into The Winds: Stays the same.
- Wanderer: Remains the same.
- Just Passing By: A passive die skill that gives a 50% chance to damage another enemy in the path on the way to the desired target. If the skill activates, it can be used on any one enemy standing in a cell adjacent to any of the cells traveled by the Nomad Trooper on the way to their target cell. Simply calculate the damage output as you normally would on the Number Crunching App and report it. Only one hit and cannot miss if activated.
- Beastmaster
-
↟ Beastmaster ↟
BOWS, ANIMA
Nomads who have become one with nature. They've stopped riding on horseback so they have less movement, but they're now capable of summoning a beast to help them fight in battle. Beastmasters have low Defense and tend to rely on their beasts and their allies to protect them as they make their way through the battlefield. However, their high Resistance makes them a poor target for mages.
- Health: 70/70
- Attack: 3
- Defense: 2
- Magic: 3
- Resistance: 4
- Movement: 6 cells
- +20% EVA remains the same.
- +10% LUCK is increased to +20%
- +10% ASS remains the same.
- Second Chance: Remains the same.
- Capture: Reinstated upon promotion.
- Rescue: Beastmasters do not retain this skill upon promotion.
- Into The Winds: Can no longer be used.
- Wanderer: Remains the same.
- Beast Whisperer: An active skill that can prevent an enemy mounted unit from moving for one turn, or can increase the movement of an allied mounted unit by 1 cell. Can be used from up to 1 cell away.
- Summon Beast: A Summon Skill that summons a beast to fight for The Beastmaster. The beast acts as another unit controlled by the player. When the beast's HP is reduced to 0 it will flee the battle, and one turn must pass before it can be summoned again. At rank B Anima, the summoned beast will change to its second class if possible. Summoned beasts will receive an incurable version of the Berserk status effect and attack whoever’s closest to them if their Beastmaster is defeated before they are. Beasts capable of summoning include Baels, Girtab, Three Menehune, Centaurs, Cyclopes, and Sirens. The beast being summoned must be explicitly stated. Their weapon rank is equivalent to the Beastmaster’s Anima rank. Requires a Beast Flute.
- Bounty Hunter
-
↟ Bounty Hunter ↟
BOWS, GAUNTLETS
Epic Trappers who have truly made tying motherfuckers up against their will into an art. In addition to more traps, Bounty Hunters can call upon a flying mount of their choice to store and transport two prisoners, allies, or one of each. Bounty Hunters are still sub-par combatants, but their ability to bring people in alive can be invaluable. When facing a Bounty Hunter, it’s helpful to track their moves to avoid cells where a trap may have been placed.
- Health: 70/70
- Attack: 3
- Defense: 3
- Magic: 2
- Resistance: 3
- Movement: 6 cells
- +20% EVA remains the same.
- +20% LUCK remains the same.
- +10% ACC
- Second Chance: Remains the same.
- Capture: Remains the same.
- Lasso: Enhanced upon promotion. Units captured by the Bounty Hunter have no chance of escaping outside of battle.
- Bear Trap: Remains the same.
- Rope Trap: Enhanced upon promotion. A tripwire is now placed as well to trip units on horseback when set up on any cell (basically it's now effective against mounted units). When placed on a Forest cell, a tripwire is placed between trees and has the same effect on Flying Units. These units will become Dismounted.
- Pls Strip: An active skill that allows the Bounty Hunter to apply the Stripped status effect to any enemy unit.
- Summon Carrier: An active skill. Summons a Gryphon, Pegasus, Wyvern, or Thunderbird Carrier. Carriers can hold two units at a time. If they are defeated in battle they will drop all of the prisoners they are carrying. Only one can be summoned at a time. The Carrier being summoned must be explicitly stated. A Carrier cannot be dismissed unless it isn’t carrying any units. If an enemy Carrier makes it to a corner cell of the map, any units it's carrying will officially be captured. Carrier mounts cannot attack but they can be attacked. If a Carrier’s Bounty Hunter is defeated before they are, the Carrier will still be capable of going to the closest corner of the map it can get to. Carriers have the same movement as their first class versions in the Flying Branch and cannot attack. Requires a Carrier Whistle to summon.
↟ Carriers’ Stats (Pegasus, Wyvern, Gryphon, Thunderbird) ↟
- Health: 60/60, 80/80, 70/70, 60/60
- Defense: Low, High, Average, Low
- Resistance: High, Low, Average, Average
- EVA: 120%, 90%, 100%, 130%
- LUCK: 25%, 15%, 10%, 20%
- Botanist
-
↟ Botanist ↟
BOWS, DARK
Botanists are trappers who said, "You know what, fuck yo tools cuh" and they learned how to use dark magic to bring strange plants and fungi to life to fight and capture foes for them. And instead of using various items to get the job done, the Botanist needs only one item: Dark Seeds. They’re still pussies when it comes to defense so get in close or shoot them from afar. Just don’t come at them with magic.
- Health: 60/60
- Attack: 3
- Defense: 2
- Magic: 3
- Resistance: 4
- Movement: 6 cells
- +20% EVA increased to +25% EVA
- +20% LUCK increased to +25% LUCK
- Second Chance: Remains the same.
- Capture: Remains the same.
- Lasso: Remains the same.
- Rope Trap: Remains the same.
- Bear Trap: Remains the same.
- Dark Seed: A passive skill that allows various plant based traps to be grown on soil-based terrain. Dark Seed plants can be planted from up to three cells away from the Botanist, thus allowing the trap to come into effect immediately on a unit already standing in the cell or remain dormant until a unit steps on the cell. Dark Seed skills affect both ally and enemy so be careful.
- Binding Vines: An active skill. Causes vines to erupt from the ground and bind the unit. Unmounted units are immediately captured, Mounted Units and Armored units will be prevented from movement for one turn.
- Tree Fingers: An active skill. When used in a forest cell, trees will sprout arms and bind the unit. Unmounted units are immediately captured, Mounted Units and Armored units will be prevented from movement for one turn.
- Pods of Doom: An active skill. Must be thrown on an empty cell. Sprouts a mushroom that causes units who step on them and all adjacent units to contract one of four status effects depending on the Pod. There are Hilarity Pods,
Sleep Pods, Fear Pods, and Berserk Pods. The type of Pod being used must be explicitly stated. Pods are only activated when stepped on. - Chrysalis: An active skill. A tough cocoon like structure of tree branches will protect a unit from harm for three turns, however, the unit will be incapable of movement for those three turns. Can be used on allies and enemies.
- Huntsman/Huntswoman
-
↟ Huntsman/Huntswoman ↟
BOWS
Far more dangerous Poachers who are known for tactical raids on Laguz settlements. They can use arrows coated in a magic toxin to keep members of the Transforming Branch from...well...transforming. Huntsmen have grown more powerful and are now less useless against non-Transforming opponents, so be careful not to underestimate them. Beast units should avoid these guys at all costs.
- Health: 60/60
- Attack: 3
- Defense: 5
- Magic: 2
- Resistance: 3
- Movement: 6 cells
- +10% EVA remains the same.
- +10% ACC enhanced to 20%.
- +20% CRIT remains the same.
- Second Chance: Remains the same.
- Capture: Remains the same.
- Beastbane: This skill is enhanced upon promotion. Nonlethal damage is increased to 20 and is now effective against all units with the BEAST attribute.
- Zero Tolerance: This skill is enhanced upon promotion. ACC bonus is increased to +20% if the unit supporting the target is a member of the Transforming Branch or has the Beast Attribute.
- Anthro Arrow: A passive skill that inflicts the Anthro status effect when attacking members of the Transforming Branch.
- Dragon Hunter
-
↟ Dragon Hunter ↟
SWORDS, BOWS, ANIMA
Dragon Hunters have the kind of job title that lets you know exactly what the job entails. Dragon Hunters are well balanced units that can play a variety of roles in battle. Manaketes and Wyverns don’t stand a chance against them. Their high defense, and resistance makes them difficult to fight alone. Manipulate the weapon triangle and send a bunch of guys after a Dragon Hunter.
- Health: 75/75
- Attack: 3
- Defense: 4
- Magic: 3
- Resistance: 4
- Movement: 6 cells
- +10% EVA is enhanced to +20% EVA.
- +10% ACC remains the same.
- +20% CRIT remains the same.
- Second Chance: Remains the same.
- Capture: Remains the same.
- Beastbane: This skill is enhanced upon promotion. Non-lethal damage is increased to 20 and is effective against all units with the DRAGON attribute as well.
- Zero Tolerance: This skill is enhanced upon promotion. ACC bonus is increased to +20% if the unit supporting the target is a member of the Transforming Branch or has the Dragon Attribute.
- Stonebreaker: An offensive Die skill with a 25% chance of breaking a Manakete's Stone when fighting with a Sword.
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