Trainee Classes: Mage trainees: they can choose between Light, Anima or Dark magic and get the appropriate tome. Trainee progression: In games where trainees were used, roll trainee levels for people who join later (and 5% progression). Rider trainees: they can promote to Wyvern Riders instead of Nomads and can choose between horseback, pegasus or wyvern at the start. First Classes: Knight: Armoured: damage threshold is 2 + 10% DEF/RES depending on the type of damage. Bandit and Pirate: Raid: double attacks extended to all types of obstacles. Scavenger: Steal Gold: they get 100/200 gold when they first hit an unpromoted/promoted unit respectively. Spy: Trap:. Spies can place 3 traps and can be placed in adjacent tiles by spending an action. They can be of these types: Poison Needle: Persistent. Enemy units that enter this square are poisoned for 3 turns. Caltrops: Persistent. Units that enter this square lose 2 move for 3 turns. Mounted units lose 4 move. Units on the square suffer -15 evade. Flash Powder: One shot. Enemy units that enter this square suffer -20 hit and evade for 3 turns. Affects Fliers. Decoy: places a dummy that acts like an allied unit with 1 HP. Shaman: Ancient Gamble: take your CON points and adding them to your MAG. You get 1 point back to CON the first turn after using it, 2 point the second, and so on. Once|Multiple times per map. Mercenary: Inspiration: gives +5 Hit and Evade to allies in range 3 (like before) and gives the Merc +5 Evade when an ally is affected. Archer: Called Shot: instead of attacking, the Archer can choose to take an overwatch stance, automatically attacking the first enemy to get in range the next enemy phase. Works with ballistas. Fencer: Duelist: the Fencer gets weapon triangle advantage when attacking an enemy wielding a weapon of the same subcategory. Fencer: Challenge: the Fencer designates an enemy unit against whom he gets automatic WTA. Once|Multiple times per map. Pegasus Rider: Anti-magic: +3 DAM and +1 RES when fighting units with Levitation. Pegasus Rider: Glide: +1 MOV if the Pegasus Rider uses all its MOV in a single direction Fighter: Defiant: if the fighter is within 3 spaces of more than 2 enemies, he gets +X Hit and +Y Evade. Promoted Classes: Valkyrie: they get Pegasus when promoting from Pegasus Rider and Horseback when promoting from Troubadours. Assassins: they will keep the other proficiency without upgrading. Battle Mage: Imbue Arrow: uses the stats and adds STR or MAG depending of the weapon with less MT (not ATK). New side effects: Fire: enemy does -3 DMG for 1 turn. Thunder: enemy gets -15 Hit for 1 turn. Wind: enemy gets -15 Eva for 1 turn. Berserker: Critical Eye. Bounty Hunter: Steal Weapon: limit for weight stolen equal to CON*2. They can also be named Treasure Hunters now. Wyvern Hunters: Pierce: SKL% chance of ignoring the enemy's defense on each attack. Wyvern Knight: Dragonheart: +3 AS and +5 DEF when character has >=70% HP. Wyvern Knight: choose between Swords or Axes. Crusader: Crusade: once per battle can choose a first class tree to get automatic WTA against them for the rest of the battle. Falcoknight: Charge: activated effect before attack if Falcoknight's SPD is greater than the enemy. Saint: Staff Specialization: If they choose Heal: Overflow: if the saint heals more HP than the patient has taken damage they can move that bonus healing to an ally adjacent to the target. Staves that heal a target to full health would treat the original target's current HP as the overflow value. If they choose Buff: Doublebuff: the saint can buff two targets as one action, at the cost of 3 quality from the staff. If they choose Ailment: Splashover: if the saint misses with an ailment staff, they can target an enemy adjacent to the target and immediately make an attempt against them instead with +1 range penalty. Duke Knight: Momentum has no limit on its bonuses. Forest Knight: Bear Traps: 3 times per map, the Forest Knight can place a trap on an unoccupied adjacent tile. When an enemy steps on the trap they end their turn, take 15 DMG and become immobilized for 3 turns. Hero: Lend Me Your Strenght boosts DMG Reduction instead of DMG. Mage Knight: When they promote from Troubadour, they get another physical weapon/+1 proficiency on their chosen weapon. Mountain Warrior: Big Swing: trade hit for DMG with a ratio of 5 hit for 1 DMG. Mountain Warrior: Mountain Sprint: reduced MOV penalty for mountains and hills. Rogue: Bag of Holding gives 5 extra slots. Shadow Sword: Marked for Death: Once per map, the Shadow Sword can designate an enemy. All allies get +15 hit, +3 DMG and +5 crit when attacking this enemy. Swashbuckler: I Am Not Left Handed: the Swashbuckler can't lose on the weapon triangle but can win. Swashbuckler: Sea Sprint: reduced MOV penalty for water. Warrior: Rough and Tumble: for every enemy within 3 tiles the Warrior gets +0.5 AS and DMG and +2.5 Hit and Evade up to 4 enemies. Character skills: Stat% CHARACTER skills: chance of activating is now (stat + LCK)%. Miracle is (LCKx2)%. New skill: Sol: SKL+LCK% chance of healing half damage done on each attack. COST New skill: Luna: SKL+LCK% chance of ignoring half the defensive stats of enemy on each attack. COST New skill: Ignis: SKL+LCK% chance of adding half STR to magical attacks or half MAG to physical attacks on each attack. Miracle: if the character takes lethal damage and this skill activates the character is left at 1 HP. Can't activate at 1 HP. New Blossom: (Free) A player with this skill can designate a 3rd preferred stat, and gains a minimum of 3 stats per level. The stat designated by Blossom has lowest priority. If the character promotes to a class that has the designated stat as a preferred stat already, they may redesignate. Old Blossom/Aptitude: +5% progression to all stats. Awareness: Free. Nullify: Cost. Discipline: you can choose what rank to advance. Charisma and Daunt: they don't stack. Reinforce and Corrosion are removed. Stillness: 50% chance of activating if an enemy is going to attack the character. Provoke: 50% chance of activating if an enemy who could attack the character is going to attack someone else. Weapons: Use v1.20 class system and v1.22 weapon system for better weapon balance Various weapons' effectiveness: Wind and Bows vs Flying, Thunder vs Wyvern, Fire vs Monsters, (Light subcat) vs Undead. OPilums: range restricted to 2, double attacks kept. Soliferrum keeps range 1-2. Staff/dance formulas: each staff and dance has a different base hit. See Blade's table of staves and dances for a full list of staves, dances and descriptions of status effects. Other changes: Laguz: This post is a first base to work with Laguz. Journey to the Underworld is a Laguz test game. Third tier classes: etc Various stat changes: Fighters: +1 SKL, -1 LCK Bandits: +1 STR, -1 HP Wanderers: -2 LCK, +1 STR, +1 MAG Falcoknights: -1 STR, +1 CON Duke Knights: -1 LCK, -1 DEF, +2 SKL Troubadours (Base): +1 CON, -1 RES Thief (Base): +2 LCK, -1 SKL, -1 SPD Troubadours (Prom): +1 CON, -1 LCK Thief (Prom): +1 LCK, -1 SKL