Promotions:
No promotion item is required.
Upon hitting level 20 and gaining another 100 experience a unit doesn't "level up" with their growths as they would for all of their other levels, instead they gain a new class. The new class will provide the unit with a higher movement rate, higher constitution, possibly a new skill and/or new weapon. Information about which classes promote to what is detailed below. The unit is marked as level 21 for mechanical purposes (gained XPs and such).
Note that if a class gains a new weapon type the weapon level starts at "D".
Class Descriptions:
Wyvern Lord: An exceptional fighter who dominates the sky atop a mighty wyvern. Few can match a Wyvern Lord in aerial melee combat
Wyvern Knight: Faster than their Wyvern Lord Cousins, Wyvern Knights are agile and fierce, and are a force to be reckoned with.
Falcoknight: Grace and power combined into one being, Falcoknights are some of the most capable aerial fighters around
Zephyr Knight: A Pegasus Rider skilled in the realm of archery. The rider's keen sight matched with the speed and maneuverability of a Pegasus is hard to match.
Paladin: A warrior of virtue and justice (or vice and injustice). Master of many forms of combat, Paladins are a preferred frontline fighter.
Great Knight: Boasting excellent might, both offensive and defensive, Great Knights are veritable tanks of cavalry, capable of tearing through lines of enemies.
Ranger: Skilled in the ways of travel, Rangers can use their keen intuition and grasp of terrain in order to travel freely about battlefields.
Hussar: Cavaliers focused on speed and maneuverability. They're capable of covering great distances in short amounts of time.
General: A veteran of many battles. A General's armor is nigh impenetrable. A General strikes fear and respect into the hearts of friend and foe alike.
Sniper: Archers capable of splitting a hair from 500 yards away. Their marksmanship has surpassed that of a normal archer.
Hero: A balanced warrior, skilled in both axes and swords. Their abilities are well rounded, with no particular field lacking. They are often the staple in a militery brigade.
Warrior: A fierce warrior who fights with wild abandon. They're capable of tearing apart a battlefield in a matter of minutes.
Berserker: Masters of the Axe. They're all Power and little style. Lord help anyone who gets in the way of a Berserker.
Assassin: A swift and deadly man or woman, skilled in swordplay and archery. Their true strength lies in their swift and efficient killing blows.
Swordmaster: True artists with their blades. A swordmaster is often not more than a blur on the battlefield, each stroke of their sword as beautiful and deadly as the last.
Rogue: Cunning men and women who've gained the ability to pick locks without the use of any tools. Skilled too in combat, it is safe to never underestimate a rogue.
Sage: A master of magic with many years of study under his or her belt. They command their mystical arts with ease and grace, but the power behind their ability is no small thing.
Bishop: A clergyman or woman of devout religious faith. Their beliefs are unmatched, and their ability with holy arts is unparalleled.
Mage Knight: A mage who has learned how to ride a horse. Capable of covering great distances and still attacking with great power, Mage Knights are a staple to any cavalry unit.
Wraith: A dark rider of great power. Versed in the elder arts and in healing staves, this being possess a high intelligence, and a penchant for evil.
Valkyrie: A beautiful maiden who brings divine justice to the battlefield. Her presence in itself is enough to calm the hearts of her allies, and instill fear of the wrath of god upon her foes.
Druid: A Master of the Elder arts, calling upon the very nature of the dark energies into his/her being. The sheer power behind their magic is as of yet unmatched, nor does it look like it will ever be.
Promotion Skills:
Steal: Unit may steal an unequipped item from an enemy (or equipped in case of Rings), regarded that Unit AS > Enemy AS (Thief/Rogue)
Adroit: Able to open doors and chests without the use of lockpicks. (Rogue)
Pierce: Unit has a chance to negate enemy defense. Activation = Unit's level (Wyvern Knight/Crusader/Hussar)
Deadeye: Unit has a chance to double accuracy, and another chance to put enemy unit to sleep. x2Acc Chance = Skl/2 + Luk/2; Sleep Chance = Activation Chance/2 (Sniper/Zephyr Knight)
Sol: Unit has a chance to restore HP equal to damage dealt. Activation = Skl/2 + Str/2 (Paladin/Hero/Mage Knight)
Big Shield: Unit has a chance to negate damage of enemy attack. Activation = Def for physical attacks. Activation = Res for magic attacks. (General/Wraith/Great Knight)
Silencer: Unit has a chance to OHKO enemy. Activation = Crit/2 (Assassin)
Collossus: Unit has a chance to deal double damage to enemy, provided enemy's con is lower than unit's. Activation = Str/2 + Con (Warrior/Berserker)
Astra: Unit may perform five consecutive attacks at 50% damage. Activation = Skl/2 + Luk/2. This comes at the cost of ONE weapon use. (Swordmasters)
Prayer: Unit's evasion increases by 30% at 50% health. (Valkyrie/Bishop)
Flare: Unit has a chance to negate enemies RES. Activation = Unit's level. (Sage/Druid)
Geomancy: Unit negates negative terrain bonuses (exceptions = areas normally intraversible by unit), and doubles positive terrain bonuses. No movement penalties (Ranger)
Stun: Disables enemy’s counterattack. Activation = SKL/2 + STR /2. (Wyvern Lords/Halberdiers/FalcoKnights)
Stat Gains and Caps:
Promotions + Promotion Bonuses + Caps
All HP Caps are 80 and all Luk caps are 30
Lance Knight, Axe Knight, Bow Knight, Sword Knight ---> Paladin
HP: +4
Str: +1 (26)
Mag: +1 (24)
Skl: +2 (28)
Spd: +1 (26)
Def: +2 (25)
Res: +2 (25)
Con: +1
Aid: -2
Mov: +1
Secondary Weapon: Choose alternate melee weapon.
Skill: Sol
Lance Knight ---> Hussar
HP: +3
Str: +1 (24)
Mag: +1 (20)
Skl: +2 (26)
Spd: +3 (28)
Def: +1 (24)
Res: +2 (23)
Con: +1
Aid: -2
Mov: +2
Secondary Weapon: None
+15% Crit
Skill: Pierce
Axe Knight, Lance Armor ---> Great Knight
HP: +4
Str: +2 (28)
Mag: +1 (20)
Skl: +1 (25)
Spd: +1 (23)
Def: +3 (29)
Res: +1 (23)
Con: +2 (+3 for Lance Armors)
Aid: -2 (+6 for Lance Armors)
Mov: +0 (+3 for Lance Armors)
Secondary Weapon:
Axe Knight ---> Great Knight: Lances
Lance Armor ---> Great Knight: Axes
Skill: Big Shield
Sword Knight, Pegasus Knight ---> Falcoknight
HP: +3
Str: +1 (24)
Mag: +1 (24)
Skl: +2 (28)
Spd: +2 (28)
Def: +2 (25)
Res: +2 (25)
Con: +1
Aid: -2
Mov: +1
Secondary Weapon:
Pegasus Knight ---> Falcoknight: Swords
Sword Knight ---> Falcoknight: Lances
Skill: Stun
Bow Knight, Archer ---> Ranger
HP: +3
Str: +1 (26)
Mag: +1 (20)
Skl: +3 (28)
Spd: +2 (28)
Def: +1 (24)
Res: +1 (20)
Con: +1 (Con: +3 for Archer)
Aid: -2 (+9 for Archer)
Mov: +1 (+3 for Archer)
Secondary Weapon: Swords
Skill: Geomancy
Pegasus Knight ---> Zephyr Knight
HP: +3
Str: +2 (25)
Mag: +1 (22)
Skl: +2 (28)
Spd: +1 (25)
Def: +2 (26)
Res: +2 (26)
Con: +1
Aid: -2
Mov: +1
Secondary Weapon: Bows
Skill: Deadeye
Soldier, Wyvern Rider ---> Wyvern Lord
HP: +4
Str: +2 (30)
Mag: +0 (15)
Skl: +1 (26)
Spd: +1 (25)
Def: +2 (27)
Res: +2 (22)
Con: +1 (+3 for Soldier)
Aid: -2 (+5 for Soldier)
Mov: +1 (+3 for Soldier)
Secondary Weapon: Axes
Skill: Stun
Wyvern Rider ---> Wyvern Knight
HP: +3
Str: +1 (26)
Mag: +0 (15)
Skl: +2 (28)
Spd: +2 (28)
Def: +2 (24)
Res: +2 (20)
Con: +1
Aid: -2
Mov: +1
Secondary Weapon: Swords
Skill: Pierce
Axe Armor, Lance Armor, Sword Armor, Bow Armor ---> General
HP: +4
Str: +2 (30)
Mag: +0 (15)
Skl: +1 (27)
Spd: +1 (22)
Def: +3 (30)
Res: +2 (22)
Con: +2
Aid: +2
Mov: +1
Secondary Weapon: Choose alternate melee weapon
Skill: Big Shield
Archer, Bow Armor ---> Sniper
HP: +3
Str: +1 (26)
Mag: +1 (20)
Skl: +2 (30)
Spd: +2 (27)
Def: +2 (25)
Res: +2 (22)
Con: +1
Aid: +1
Mov: (+1 for Sniper, +2 for Bow Armor)
Secondary Weapon: None
+15% Critical
Skill: Deadeye
Sword Armor, Mercenary, Fighter ---> Hero
HP: +3
Str: +1 (27)
Mag: +1 (22)
Skl: +3 (30)
Spd: +1 (26)
Def: +2 (25)
Res: +2 (22)
Con: +2 (+1 for Sword Armor)
Aid: +2 (+1 for Sword Armor)
Mov: +1 (+2 for Sword Armor)
Secondary Weapon: Axe
Skill: Sol
Axe Armor, Fighter, Brigand ---> Warrior
HP: +4
Str: +3 (30)
Mag: +0 (15)
Skl: +1 (28)
Spd: +1 (25)
Def: +2 (25)
Res: +1 (22)
Con: +2 (+1 for Axe Armor)
Aid: +2 (+1 for Axe Armor)
Mov: +1 (+2 for Axe Armor)
Secondary Weapon: Bows
Skill: Colossus
Brigand, Pirate ---> Berserker
HP: +3
Str: +3 (30)
Mag: +0 (15)
Skl: +2 (26)
Spd: +2 (28)
Def: +1 (24)
Res: +1 (20)
Con: +1
Aid: +1
Mov: +1
+15% Critical, Seawalk, Peakwalk
Skill: Colossus
Soldier, Mercenary ---> Crusader
HP: +3
Str: +2 (27)
Mag: +1 (22)
Skl: +2 (26)
Spd: +1 (26)
Def: +2 (28)
Res: +1 (22)
Con: +2
Aid: +2
Mov: +1
Secondary Weapon:
Mercenary ---> Crusader: Lances
Soldier ---> Crusader: Swords
Skill: Pierce
Soldier ---> Halberdier
HP: +4
Str: +2 (27)
Mag: +1 (20)
Skl: +2 (28)
Spd: +2 (25)
Def: +1 (27)
Res: +1 (23)
Con: +2
Aid: +2
Mov: +1
Secondary Weapon: None
+15% Critical
Skill: Stun
Myrmidon ---> Swordmaster
HP: +3
Str: +1 (24)
Mag: +1 (24)
Skl: +2 (30)
Spd: +3 (30)
Def: +2 (23)
Res: +1 (23)
Con: +1
Aid: +1
Mov: +1
Secondary Weapon: None
+15% Critical
Skill: Astra
Archer, Myrmidon, Thief ---> Assassin
HP: +3
Str: +1 (24)
Mag: +1 (20)
Skl: +3 (30)
Spd: +3 (30)
Def: +1 (23)
Res: +1 (23)
Con: +1
Aid: +1
Mov: +1
Secondary Weapon:
Myrmidon/Thief ---> Assassin: Bows
Archer ---Assassin: Swords
Skill: Silencer
Thief, Pirate ---> Rogue
HP: +3
Str: +2 (25)
Mag: +1 (22)
Skl: +2 (28)
Spd: +3 (30)
Def: +2 (22)
Res: +1 (22)
Con: +1
Aid: +1
Mov: +1 (+2 if pirate)
Secondary Weapon:
Thief ---> Rogue: Axes
Pirate ---> Rogue: Swords
Skill: Steal, Adroit, Seawalk
Mage, Monk ---> Sage
HP: +3
Str: +1 (21)
Mag: +2 (28)
Skl: +2 (30)
Spd: +2 (26)
Def: +1 (21)
Res: +2 (26)
Con: +1
Aid: +1
Mov: +1
Secondary Weapons:
Monk ---> Sage: Anima or Staves
Mage ---> Sage: Light or Staves
Skill: Flare
Mage, Troubadour ---> Mage Knight
HP: +4
Str: +1 (22)
Mag: +2 (27)
Skl: +2 (28)
Spd: +1 (25)
Def: +2 (25)
Res: +2 (26)
Con: +3 (+1 if Troubadour)
Aid: +9 (-2 if Troubadour)
Mov: +3 (+1 if Troubadour)
Secondary Weapon:
Mage ---> Mage Knight: Staves
Troubadour ---> Mage Knight: Anima
Skill: Sol
Cleric, Troubadour ---> Valkyrie
HP: +2
Str: +1 (20)
Mag: +2 (27)
Skl: +2 (26)
Spd: +1 (26)
Def: +2 (22)
Res: +3 (28)
Con: +3 (+1 for Troubadour)
Aid: +9 (-2 for Troubadour)
Mov: +3 (+1 for Troubadour)
Secondary Weapon: Light Magic
Skill: Prayer
Cleric, Priest, Monk ---> Bishop
HP: +3
Str: +0 (22)
Mag: +1 (26)
Skl: +2 (26
Spd: +1 (26)
Def: +2 (22)
Res: +3 (30)
Con: +1
Aid: +1
Mov: +1
Secondary Weapon:
Cleric/Priest ---> Bishop: Light Magic
Monk ---> Bishop: Staves
Skill: Prayer
Shaman, Priest ---> Druid
HP: +3
Str: +1 (24)
Mag: +3 (30)
Skl: +1 (26)
Spd: +1 (24)
Def: +2 (24)
Res: +2 (28)
Con: +1
Aid: +1
Mov: +1
Secondary Weapon:
Shaman ---> Druid: Anima or Staves
Priest ---> Druid: Anima or Dark
Skill: Flare
Shaman, Troubadour ---> Wraith
HP: +3
Str: +1 (20)
Mag: +2 (26)
Skl: +1 (24)
Spd: +2 (25)
Def: +1 (23)
Res: +3 (30)
Con: +1 (+2 for Shaman)
Aid: -2 (+8 for Shaman)
Mov: +1 (+3 for Shaman)
Secondary Weapon:
Shaman ---> Wraith: Staves
Troubadour ---> Wraith: Dark
Skill: Big Shield
This message was last edited by the GM at 19:18, Tue 04 Apr 2017.