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Character descriptions are told from the point of view of the current protagonist. The unit name is listed at the top of each entry, with descriptions labeled by narrator. Class descriptions are always from Ellerie's perspective.
Ellerie
Oriana
Tower
Lindros
Pomelo
Mince
Reiker
Raylin
Gecko
Yvette
Telon
Chalice
Iosaf
Vermillion
Rohesia
Marlow
Krynia
Francisca
Whipjack
Acielle
Justice / Justness
Quilan
Murky
John
Chixin
Seahawk II
Oren
Basil
Thyme
Hagendire
Nerysa
Dune
Tasel
Epic
Lilac
Lilac II
Wisp
Aigo
Foxberry
John XVI
Joyful Jo
Xeo
Ivadne
Unari
Zububai
Betrayer
Caloogo
Gil Goldfist
Big Berd
Dazzledart
Empress
Maurice
Sorbet
Guard
Princess
Helisent
Betty / Zombetty
Bolgo
Dirk
Elder
Locust
Blaine
Corkius
D. P. Corky
Milan
Deni
Halyna
Merzed
Ancestor
Mikkel
Jeanerik
Georgy
Caliane
Weald
Lesser Keeper
Two Shoes
Guava
???
Sun Shooter
The Keeper
Foreman
Drakeheart IV
Ozie
Foodman
Lance Lass
Wheelhouse
Loquat
Skullcrack Jr.
Keilu
Jeziel
Guildmaster
Soul Hive
Cerulean
C. Curio
The Fisher
Nate
Hardtack
Azure Streak
Sequoia
Fine Fellow
Oily Oates
Bloodbane
Jujube
Dockmaster
Mitchell
The Cannibal
Bardiche
Daffodil
Lord of Pain
Piquerato
Cibarious
Sour Salmon
Grass Gecko
Brightbeak
Seguradez
Secundus
Slaughter
Rosetta
Heavybread
Speedwell
The Curate
Encroacher
Poindexter
Cyquin
Hammer Heija
Town Dog
Tam
Kilian
Cherise
Marizpan
Tapado
Belekoy
Liquorice
Leophric III
Cloudburst
The Machine
Daygon
Cold Caller
Ulach
Yarding
Shady Fella
Smart Fella
Plucker
Old Bob
Johnny Spices
Wheatley
Jake
Anna
Elder
Hammer Helli
Discreet Box
??? (Airship)
He Who Chops
Potato
Florete
Fancy Horse
The Gamer
Fate Frier
Meat Man
Rosswick
Smiley Sam
Bloodbane's
Matron
Poison Crate
Boom Trap
Dreadlich III
Loot
Materials
Civilian
Child
Coastal Citizen
Dancer
Chicken
Militia
Adventurer
Bolgo's Boys
Tomb Terror
Blaine's Band
Betty's Boys
Villager
Corky's Crew
Sky Scoundrel
Hired Hand
Free Fiend
Spirit Caller
Barricade
Disciples
Mythic Mercenaries
Rookie
Carrier
Saltsworn
Salt Elite
Dreadnought
Wood Lord
Lightwalker
Totem
Defender
Illusion
Torchbearer
The Called
Irinde
Corsair Coven
Soul Splice
Street Shark
Cook Cabal
Rat Ring
Way Winder
The Circle
Spirit
Glade Gallant
Frostfires
Cormorants
Seahawk
Carrion Crow
Gull Grunts
Legend Legion
Boom Wagon
The Holders
Squad Leader
Harbourmen
Fine Fifteen
Oakhall
The Guild
Hammerheads
Humanslayer
Cratemancer
Killer Crate
Crag Cloaks
Loot Wagon
King's Knight
Rootkeeper
Aberration
Deadeye
Goliath
Plaguehost
Clairvoyant
House Heron
Executioner
Hexbreaker
Trailblazer
Linecrusher
Engineer
Navigator
Supplier
Chieftan
Lady
Lord
Master Lord
Scholar
Warmancer
Lance Cavalier
Paladin
Sword Cavalier
Crusader
Axe Cavalier
Great Knight
Gold Knight
Bow Cavalier
Sentinel
Warden/Enforcer
Bulwark/Guardian
Warlord
Iron Mage
Runeplate
Hunter
Trickster
Archer
Sniper
Mercenary
Hero
Myrmidon
Swordmaster
Sword Saint
Villager
Duelist
Dread Fighter
Thug
Renegade
Great Blade
Lance Wyvern/Axe Wyvern
Wyvern Knight
Wyvern Lord
Lance Pegasus
Seraph Knight
Sword Pegasus
Falcon Knight
Mage
Sage
Archsage
Mage Rider
Mage Knight
Seeker
Inquisitor
Shaman
Druid
Occultist
Summoner
Spirit Self
Monk
Seer
Mystic
Oracle
Cleric
Bishop
Trobairitz
Valkyrie
Freelancer
Champion
Soldier
Halberdier
Super Soldier
Breacher
Dragoon
Recruit
Spearmaiden
Commander
Fighter
Warrior
Journeyman
Wanderer
Wayfarer
Brigand
Berserker
Pirate
Corsair
Dancer
Wind Dancer
Boat
Landboat
Skyboat
Spymaster
Mogall Jockey
War Monk
High Monk
Thief
Rogue
Assassin
Spellthief
Crimecaster
Executioner
Sword Spirit
Trueblade
Bard
Battle Bard
Herald
Muse
Sonneteer
Civilian
Civilian (John XVI)
Skinshaper
Bookzerker
Ballistician
Tactician
Chicken
Fledgling
Ariser
Pseudo-deity
Bow Chicken
Predator
Doom Chicken
False Dragon
Sovereign
Afterimage
Wagon
Wagon (Promoted)
Revenant
Entombed
Behemoth
Sword Wight/Wight Archer
Ashen Guard
Ashen Sniper
Bael
Elder Bael
Cyclops
Big Cyclops
Mauthe Doog
Cerberus
Tarvos
Tarvos Elder
Mogall
Arch Mogall
Gargoyle
Deathgoyle
Moloch Sorceror
Cantor
Lich
Evergrim
Mimic
Gorgon
Phantom
Soul
Draco Zombie
Fire Dragon
Mage Dragon
Earth Dragon
Divine Dragon
Tome Spirit
Blast Giant
Corpse
Big Sage
Demon King
Log
Tent
Balloon
Crate
Crates
Animated Box
Totem
Horse
Pegasus
Iron Sword
Every wannabe hero gets one.
Steel Sword
Inferior cousin to the steel blade.
Silver Sword
Extra sharp dinnerware.
Gold Sword
Cuts your foes and net worth.
Crystal Sword
Averts a non-existent problem. Can't miss.
Iron Blade
A huge sword-shaped chunk.
Steel Blade
Few can handle the weight.
Silver Blade
Humanity is not ready for its might.
Rondel Dagger
Uncounterable. Ignores Def.
Rapier
Keep away from eyes. 3x Mt vs Mounted/Armoured
Pocket Spell
Bare minimum magic sword. Uses Mag.
Flame Sword
Uses Mag. -33% HP to
foes in 3 tiles of target.
Levin Sword
Better than thunder magic. Uses Mag.
Light Brand
Stolen from a prince. Uses Mag. Luck+5.
Wind Sword
Doubles as a fan. Uses Mag. +5 Spd.
Brave Sword
Good gear creates bravery. x2 strikes.
Cutlass
Cuts lads too. x2 Strikes.
Killing Edge
A must have for aspiring avengers.
Wingcutter
Keeps things grounded. 3x Mt vs Flying
Badou
+8 Spd/Def/Res. Uncounterable.
One of a set of eight blades.
Lancereaver
Foe of the pointy stick. Flip, x2 W△.
Zanbato
Big edge for big prey. 3x Mt vs Mounted
Spiritslayer
Survive a lethal attack if HP > 1.
Can't miss. Auto-repair. Wisp Only
Corpsedrinker
-7 Def/Res. Drains HP.
Auto-repair. Whipjack Only
Curved Sword
Doubles down on weaknesses. x4 W△.
Frying Pan
+4 Spd/Def. Auto-repair. Gecko Only
Fancy Stabber
Stabbing but stylish. Can't crit. Canto+.
Duan Dao
Doubles before counter.
Chang Dao
Doubles before counter.
Umbral Edge
+66 hit/avoid against swords.
Da Slasha
It slashes. 3x Mt vs Armoured/Mounted/Flying
Puolang
Just a really, really good sword.
Uses Mag. Spd+15.
Iron Lance
A stick with metal on the end.
Steel Lance
Bigger stick with heavier metal.
Silver Lance
Has use as a lightning rod.
Gold Lance
More for impressing people.
Crystal Lance
For those who hate risk. Can't miss.
Trident
Triple the points, triple the range.
Harpoon
A person's an easier hit than a fish.
Brave Lance
Like having two sticks. x2 strikes.
Killer Lance
It is used for killing people.
Javelin
It's like a stick but you throw it.
Spear
It's still a throwable stick.
Short Spear
Like a spear, except shorter.
Axereaver
Like a sword, but not. Flip, x2 W△.
Siphon Spear
+5 Spd. Drains HP. Uses Mag.
Auto-repair. Dune Only
Barrier Lance
When defence isn't enough. +15 Res.
Pitchfork
The ultimate polearm. Uncounterable.
Billhook
Big metal on stick. Uncounterable.
Wingpiercer
Flierslayer isn't as catchy. 3x Mt vs Flying
Heavy Spear
A battering ram. 3x Mt vs Armoured
Curved Lance
Asserts the lance's dominance. x4 W△.
Fengyan
Adds luck to Dmg/Def/Res initiating.
x2 W△. Auto-repair. Ellerie Only
Seahawk Flag
Get a 2nd action on kill once per turn.
Umbral Lance
+66 hit/avoid against lances.
Da Stabba
It stabs. 3x Mt vs Armoured/Mounted/Flying
Oren Special
+8 Def/Res. Auto-repair.
+8 hit per tile moved. Oren Only
“Fair Fight”
Target Dmg -10 for 1 turn. No x2/crit.
2nd action on use. Auto-repair. Telon Only
Bujie
An impossibly light spear that once
slew kings. +5 Def, +10 Res.
Iron Axe
Swords ain't got the chops.
Steel Axe
Bigger axe for bigger boldness.
Silver Axe
Shiny, but still for chopping meat.
Gold Axe
So, money can buy everything.
Crystal Axe
Another bandit favourite. Can't miss.
Brave Axe
Axe go twice. Wow! x2 strikes.
Killer Axe
Like an axe, but killier.
Halberd
An axe on a stick. 3x Mt vs Mounted
Hammer
All become nails. 3x Mt vs Armoured
Spellcleaver
Matter over mind. 3x Mt vs Magic.
Hand Axe
Called that because you use a hand.
Short Axe
Short size for shortening targets.
Tomahawk
Aerodynamic for its weight.
Swordreaver
The bandit special. Flip, x2 W△.
Mansplitter
-8 Def. Really causes a headache.
Logsplitter
The weapon for going all in. -5 Def.
Pot Battle Art
If equipped, Swarp grants 2nd action
for -1 use. +10 Def. Auto-repair. Mince Only
Francisca
Ignore Def. Auto-repair. Francisca Only
Throwing Pick
Pick fights you can win. Uncounterable.
Curved Axe
The inferior counter to lances. x4 W△.
Shield Axe
Optimized shape for combat. +5 Def.
Umbral Axe
+66 hit/avoid against axes.
Da Smasha
It smashes. 3x Mt vs Armoured/Mounted/Flying
Xonssuaencsy
Allegedly, the first magic axe. +14 Mag.
Gaozhao
Blessed by the screams of its
many victims. +4 Def/Res/Luck.
Iron Bow
Still mostly wood. 3x Mt vs Flying
Steel Bow
Surprisingly flexible. 3x Mt vs Flying
Silver Bow
Wood with a silver coat. 3x Mt vs Flying
Gold Bow
Luxury hunting. 3x Mt vs Flying
Crystal Bow
Aim anywhere. Can't miss. 3x Mt vs Flying
Incendiary Bow
Budget mage. Uses Mag. 3x Mt vs Flying
Killer Bow
Bow with some red paint. 3x Mt vs Flying
Brave Bow
Distant valour. x2 strikes. 3x Mt vs Flying
Short Bow
Doubles before counter. 3x Mt vs Flying
Longbow
Size up, range up. 3x Mt vs Flying
Greatbow
Not just good but great. 3x Mt vs Flying
Titan Bow
Titanic bow that fells titans. 3x vs Flying
Supersnipe
Pocket siege weapon. 3x Mt vs Flying
Ballista
Long-range death 3x Mt vs Flying
Heavy Ballista
Longer range death. 3x Mt vs Flying
Elephant
Longest range death. 3x Mt vs Flying
Mortar
Can't damage targets on tiles with
a defensive bonus. Can't x2.
Telescope
+3 Str. +66 Skill. 3x Mt vs Flying
Storm Cannon
Solves problems. Can't x2.
Removed on chapter end.
Spellbane
Brawn over brains. 3x Mt vs Magic.
Poweder Blast
-33% HP to foes in 3 tiles of target.
Can't x2. Auto-repair. Boat Only
Arcane Bow
Beats tomes. Uses Mag. 3x Mt vs Flying
Chu-ku-no
Can't counter/be countered.
x4 strikes. 3x Mt vs Flying
Jolting John
Hits Res. 3x Mt vs boats.
Can't x2. Auto-repair. Boat Only
Da Shoota
It shoots. 3x Mt vs Armoured/Mounted/Flying
Breaking Point
A point that breaks someone.
Crocodile
On kill, act again, -2 move this turn.
x2 Strikes. Auto-repair. Yvette Only
Chuanyang
Gifted to Tasel by a grateful client.
x2 Strikes. +10 Spd. 3x Mt vs Flying
Thunder
May deafen the user.
Thoron
Do not drop into bathtub.
Woe of Joe
Joe was the first victim. -4 Def/Res.
Ferion's Folly
Ferion got careless. -6 Def/Res.
Bolting
Be bolting from the bolting. No x2.
Blizzard
Target cannot move
for one turn. Can't x2.
Fireball
-33% HP to foes in 3 tiles of target.
Bolganone
-33% HP to foes in 3 tiles of target.
Meteor
-33% HP to foes in 3
tiles of target. Can't x2.
Sal's Surprise
Sal did not receive it with grace.
3x Mt vs Melee Infantry (not Armoured).
Brud's Big Boom
Brud rests in very small pieces.
3x Mt vs Melee Infantry (not Armoured).
Pacify Mk. III
+50 Luck. Auto-repair. Thyme Only
M. Widewater
Scribbles that somehow work. +8 Mag.
Hailstorm
Hits Def. Can't double/be doubled.
Auto-repair. Ivadne Only
Guidance
No dmg. 2nd action on use.
Auto-repair. Lindros Only
Wind
Good on hot days. +4 Spd.
Tornado
Like wind, but more of it. +6 Spd.
Dicer of Dan
Invented what killed him.
x2 strikes. +4 Def/Res.
Sick Sid's Slicer
Guess what happened to Sid.
x2 strikes. +6 Def/Res.
Tianqian
-33% HP to foes in 3 tiles of target.
x2 Strikes. +7 Def/Res.
Flux
Not spookier than normal magic.
Flux II
Critically acclaimed sequel to Flux.
Flux VIII
More Flux for people who like Flux.
Flux Alpha
A rewrite of the Flux tome.
Luna
Hunt heresy. Ignores Res. +6 Res.
Nosferatu
Allows involuntary HP donation.
Waste
Lays waste to enemies. x2 Strikes.
Shell
Feel like a turtle. +5 Def.
Fortress
Become large. +8 Def.
Ruin
Makes bad guy go away forever.
Rupture
May cause discomfort. 3x Mt vs Mounted/Armoured
Prolonged Pain
Drains HP. Lost HP to Dmg. Can't x2.
Active Bonus: -5 Dmg taken, 1 turn. Xeo Only
Inevitable Fate
Gain +2 Dmg every turn. Can't x2.
Active Bonus: +10 Dmg, 1 turn. Xeo Only
Futile Struggle
Foe -33% current HP after. Can't x2.
Active Bonus: +5 Spd. Xeo Only
Edict
A fragment left by the greatest
heretic and the new god. +10 Def.
Lightning
Not to be mistaken for thunder.
Shine
Avert eyes upon use.
Divine
Big name for a boring book.
Purge
Removes traces of the guilty. Can't x2.
Aura
High chance of sunburns.
Torment
End evil. Hits Def. 3x Mt vs Magic.
Mindcrush
Hits Def. 3x Mt vs Magic.
Obliterate
Simply perish. Targets Def.
Annihilate
Exterminates a bloodline. Targets Def.
Scourge
Strips flesh from bone. Can't miss.
Lacerate
Bones crumble to dust. Can't miss.
Cherish
Target to 1 HP. Kills if on 1 HP.
Resire
Merciful magic. Drains HP.
On Swift Wings
Active Bonus: Adjacent allies
+5 Spd, 1 turn. Can't x2. Qiulan Only
Impending Doom
Active Bonus: Adjacent allies
+10 Dmg, 1 turn. Can't x2. Qiulan Only
Unyielding Spirit
Active Bonus: Adjacent allies -5
Dmg taken, 1 turn. Can't x2. Qiulan Only
Lingchi
Gift from a god. Can't miss. 2x Mt vs Monsters
Heal
Still not capable of healing
the user. Heals for Mag+10.
Remedy
A knock-off physic staff.
Heals for Mag+5.
Heal More
Heal staff +1.
Heals for Mag +30.
Physic
Keeping healers out of danger.
Heals for Mag +10.
Fortify
Heals for Mag+15 to
all allies in range.
Silence
Prevents magic and staff users
from casting for one turn.
Freeze
Prevents a unit from
moving for one turn.
Weaken
Reduces target attack
damage by 10 for 1 turn.
Warp
Teleport allies around the map
hopefully not to a faster death.
Rescue
Moves allies from distant
spaces to adjacent ones.
Harm
+10 Mag. Auto-repair. Chalice Only
Wave
Range restrictions are lame.
Heal all allies by Mag +5.
Dissect
Targets Def. Auto-repair. Can't x2.
Self-buffs magic and boosts exp. Murky Only
Rapid Injector
Heals target for 20. Auto-repair.
2nd action on use. Unari Only
Chain Hook
Auto-repair. 2nd action on use.
Pull ally next to user. Foxberry Only
Tonic
Pick an effect on staff or item use.
Item use doesn't end turn. Tasel Only
Invigorate
+10 Damage to an ally for 1 turn.
Reinforce
-5 Dmg taken to an ally for 1 turn.
Envison
+50 hit/crit to an ally 1 turn.
Hasten
+5 Spd to an ally for 1 turn.
Skullsmash
Uncounterable. Can't x2. Hits Def.
Skinslicer
Uncounterable. Can't x2. Hits Def.
Guichen
Uncounterable. Can't x2. Hits Def.
Fills the room with malice.
Stalk Prey
Auto-repair. 2nd action. Mutates.
Warp next to target. John XVI Only
Sharp Claw
Tears iron and flesh. 3x Mt vs Armoured/Mounted
Brutal Talon
Why you should cut your nails.
Fleshpeeler
I like my flesh unpeeled.
Thunderclap
I LIKE BOOM. HITS RES. -4 DEF/RES
Iron Wave
NO NEED TO WAVE BACK. +4 DEF/RES.
Whirlwind
A FLY-BY STABBING. CANTO+.
Flametongue
-33% HP to foes in 3 tiles of target.
Wretched Air
Decaying breath that decays. Ignore Def.
Acidic Breath
Poor dental hygiene. Uncounterable.
Vampire Fang
A healthy meal. Ignores Def. HP Drain.
Piercing Bite
Bites through solid iron. Ignores def.
Crushing Bite
Shaves off unneeded limbs. Ignore def.
Log
Pretty treerific. Uncounterable. Can't crit.
Feather Fury
After attack, +1 Str/Mag for
the chapter, up to +5. Vermillion Only
Astral Strike
Strikes five times. Vermillion Only.
Shadowflame
+10 Def/Res. Ignores Def. Can't x2.
Rock Stock
Auto-repair. 2nd action on use. Iosaf Only
Steamed Rice
Plain, but certainly filling. +3 HP.
Hearty Stew
A delectable mixture that could feed a
small army. Or one person. +1 Strength.
Eagle Roast
The predator has become
the prey. +2 Skill.
Coffee
A magic concoction from
foreign lands. +1 Speed.
Fortune Cookie
Full of neutral fortune. +3 Luck.
Wyvern Tail
Very chewy. +1 Defence.
Mana Juice
Tastes surprisingly like sugar.
+2 Resistance.
Monster Chops
This was a misteak.
+1 Str/Skl/Mag/Spd, -6 Luck.
Pain Pastry
A very acquired taste.
-3 HP, +2 Def/Res/Luck
Vulnerary
Putting priests out of business
since 270 R.E. Restores 15 HP.
Elixir
Mhm, tastes like warm meat broth.
So filling that it restores all HP.
Mystery Drink
Boost speed by 5 for 1 turn.
Using doesn't end unit's turn.
Chef's Brew
This is the good stuff.
Restores 15 HP.
Mana Cubes
A sweet and unhealthy
treat for mages. +1 Magic.
Gambler's Folly
+2 Spd, -4 Luck. Use to get a random
status for 1 turn. Doesn't end turn if
positive status, ends turn if negative.
Feeling lucky?
Fire Emblem
It's on fire and is emblematic of society,
or something. +2 Str/Mag. Blocks Crits.
Autogrip
Adjusts the user's trajectory of
attack. +20 Skl. Blocks Crits.
Shield Projector
A rare artifact, yet inferior to simply
wearing armour. +3 Def. Blocks Crits.
Tethia's Tear
A mournful relic of long ago.
+15 Luck. Blocks Crits.
Contraption
It probably won't explode?
+6 Res. Blocks Crits.
IOU
It ain't much but it's something.
Worth 1000 gold.
Common Tools
Goods of utmost importance
to most citizens. Worth 1500 gold.
Rare Ores
Those tools of murder come from
somewhere. Worth 2000 gold.
Quality Liquor
Makes problems go away, but not an
axe to the head. Worth 3000 gold.
Exotic Spices
This stuff is worth more than their
weight in gold. Worth 4000 gold.
Uncut Gems
On their way to adorn the neck of
some noble. Worth 5000 gold.
Bobby
A priceless idol rumored to
be a gateway to immortality.
Worth 10000 gold.
Plucker's Gift
A price paid for mobility.
-4 Def/Res. +2 Move.
...
Mine
Deals 10 dmg and causes
victim to lose their turn.
Place at a position
you will remember.
Light Rune
Portable, biodegradable wall.
Pay Rise
Nothing brings up capability
like the promise of more gold.
Promotes most units
with some exceptions.
Aged Wine
Goes well with cheese.
Adds 5% to all growths.
You wish it was 10%.
Bags of Junk
Hard-stolen rubbish. -3 Move.
Broken Sword
Makes for a great paperweight.
Odd Device
Refreshs all allied actions once.
Can be sold for 6000 gold
after its powers are used up.
Wish my dad didn't
drop and damage it.
Morale Module
Grants all allies the status of +10 Dmg
this turn. Using doesn't end unit's turn.
Documents
A very boring manuscript approved
by the Sect about the sins of all non-
Elis magic. Worth 1000 gold.
Sanctuary
When holder is under attack at
full HP, halve damage taken.
John and Wisp have no death quote.
If Oriana is deployed
If Oriana is not deployed
If the Seahawk II is defeated in any map:
(frowns) Mother said I was too sickly to learn the family sword arts.
(smiles) But no more will my body be my limitation!
Besides, the Captain shows that a spear is much better!
It's time to really mess some people up!
Not sure what, but Captain Ellerie sees something in me.
(smiles) I'm not strong, or fast, or smart, but I'll work hard.
(serious) I won't let you down!
But I can't help being caught up in the adventurous spirit.
I don't think I should put myself too far forward.
But maybe I can just shout a little louder.
Good work, me.
Certain weapon types have a bonus against other types. +30 hit/avoid, +3 dmg dealt, -3 dmg taken.
Swords > Axes Axes > Lances Lances > Swords There is no magic triangle.
Units no longer reset level on promotion, with max level of 30. Promoted unit exp is treated as if they are 3 levels higher.
Most units can promote at any level once promotion is unlocked.
Units with a Lock Icon in their class description only promote at level 10 and again at level 20.
After turn 18, experience gains will disappear for all units.
Every infantry unit has access to both canto and shove.
Every mounted unit has access to canto+.
Canto allows leftover movement to be used after actions such as visit, trade, rescue, item use, but not attack, staff or shove.
Canto+ removes the restrictions in that last section.
Trade, give and take are now all free actions.
Try not to go mad with power!
Character-locked weapons often come with the “auto-repair” tag. These weapons regenerate all uses at the start of a chapter.
Supports are a fixed bonus. They are +1 dmg, -1 dmg taken, +5 hit/avoid per rank.
Leadership stars grant +3 hit and +3 avoid per star.
Unit stat growths can be seen in the status screen with SELECT. Descriptions such as for skills can be checked using R.
Speed up a battle animation in progress by holding R. Battle animations are skipped by holding L with animations on, or turned on if they are off.
The game will automatically save at the start of each turn. Quitting and resuming brings you to the last start of turn.
The Kingdom of Auresil is the largest known state after the old civilisations fell. Most of the settlers of the Crescent were once its people.
In recent years, the authority of the crown has been greatly weakened by a bloody civil war wiping out most of the lineage and the power vacuum being filled by the noble houses.
An otherwise innocuous fishing town, Aberdeep is characterised by its location, the first sign of civilisation for travellers from the mainland.
Aberdeep seems to have some form of neutrality pact with the pirate clans in return for their produce, but some suspect the agreement may go deeper.
Originally settled by a gang of wealthy adventurers, Irinde happened to be situated near great veins of metals and gems.
Currently it is the largest industrial settlement on the Crescent, their workshops almost rivalling cities on the mainland. They are most well known for shipwrights, critical for the coast's people.
The current Chief Oren, dissatisfied with their trade being restricted by the monopoly of the Guild, appears to be taking action.
Enan is supported primarily by its salt mines. However in recent times they have become more famed for the 'Saltsworn', the largest adventuring company on the Crescent.
Tensions are currently high in Enan. Commander Caliane's son is quite sickly, and many of Saltsworn's veterans disagree with leadership being inherited by blood ties. The Faithful are also a major presence, quietly competing with the Saltsworn for authority.
Scriptures of the old world speak of a magnificent workshop, the centre of innovation in the old world. Its defences have not fallen even since the old world's destruction, but that does not make its potential riches less enticing to fortune seekers.
Lake Lotugyr was settled by the pirate Sedrick the Red, who changed his name to John and named his fledging village Johnsbury after himself.
In the years to come, the new John Clan controlled these waterways, either charging tolls or eliminating rivals of the Guild who sponsor their operations. Given the dangers of the Crescent, most pay the toll.
The Northern Trade Guild were the first to smell opportunity and to stake their claim on the coast. Since then, Yalunzar had grown into the only settlement large enough to be called a city.
Whatever goods that cannot be produced on the Crescent can be found in their markets. Adventurers can only sell their bloody spoils through them, from which they take a massive cut.
Hunter's Hollow is an outpost of humanity into the wilderness. Many poor fellows hope to profit off the bounties of the forest, such as treasure and reagents.
Hunter's Hollow has become something of a retirement home for adventurers in recent times. Think twice before misbehaving in Hunter's Hollow, for you never know if the elderly innkeeper might pull out a warhammer.
Eylenhurst is a simple fishing village. Its success arises from its total neutrality from conflicts on the Crescent, growing while its neighbours floundered.
It peddles its wares to the Guild and the Iron Realm alike. Neither will push the issue, but such neutrality cannot last.
The Crescent is populated by many small factions, bickering over land and resources. They are mostly offshoots of the mainland's factions, refugees, or opportunists looking to make their fortune.
Fifteen years ago, after years of battles between the coastal powers, the strongest towns signed a pact of peace to bring temporary order to the Crescent.
The Green Tide is when the actively malevolent forests expand outwards, bringing hordes of the Crescent's beasts with it.
The threat such an incident imposes is enough to have the Crescent's factions unite, if only temporarily.
The Saltsworn are not the most well trained or the most well equipped adventuring company. However, they make up for this with quantity and cohesiveness.
Their loyalties are tied to Enan, which has thrived from their contributions. However, the recent civil conflict in Enan has caused certain fractures to appear in the company.
The Faithful blame Elis's murder of a god for instigating the centuries of strife, and hope for the return of the gods. While they are labelled as a single group, their customs are deeply divided by which gods they worship.
Many groups of the Faithful would make the journey to the Crescent to escape hostility from the growing influence of the Sect of Elis.
The Cook Cabal is a recent cult formed from all sorts of odd folk looking for a greater purpose. While seemingly harmless, they
[The rest of the document is completely illegible.]
Originally deserters from the Mainland, the Cormorants fled across the ocean after a failed campaign where they enjoyed newfound freedom and profiting in the golden age of adventuring.
However, as competition became more fierce and more hoards were looted, the Cormorants knew their current lifestyle could not last. They needed something big.
The Iron Prince after losing his bid for the throne, fled to the Crescent with his trusted vassals.
While Jeziel is both a harsh man and ruler, the promise of peace and order kept by his knights sees no shortage of immigrants.
The fort built up over the past decades, Kalor Keep, is the most defensible position on the Crescent and few dare to raid the lands of the Iron Prince.
Established on the ruins of a city, the settlers built a new home from the corpse of the old.
Frosthaven is famed for being the town that accepts all, no matter background or reputation.
The real authority in these parts are the adventuring companies, many of which are lured here by possible wealth in the city's ruins and beyond.
House Heron began like every other great house, some tribal chief's bloodline accidentally lasted too long and got his tale retroactively embellished.
House Heron rules the northern coasts, growing rich off coastal farmland and maritime industry. They've monopolized oceanic trade routes on the Mainland.
It is just a shame House Heron also gave birth to my mother, and later, me.
Johnny Spices asked me to
rescue his spice runners.
They are hidden in tunnels
near the broken bridge.
(Chapter 4)
An old man asked me to find
his son and get him back here.
He wears a shiny medallion.
(Chapter 5)
Wheatley asked me to bring
a torch to a ruined temple.
It's free money.
(Chapter 6)
Aigo asked me to liberate certain
“interesting” documents from
a wide variety of sources.
(Chapters 8, 10, 12)
Helli asked me to gather
materials to forge a weapon.
-Rare ores
-Mana cubes (optional)
-Uncut gems (optional)
-Coffee (optional)
Something about the forges
of the Workshop? We'll get
there soon.
(Chapter 9)
There are rumors of a rogue
tome hiding in a house near
the Workshop.
(Chapters 8,9)
Potato asked me to retrieve
his belongings from Sundown
Bay from two ruined houses.
(Chapter 11)
He Who Chops asked me
to get back his “Chopper” from
the Way Winders.
(Chapter 12)
Jake wants us to deliver
three sets of food supply to
Enan's citizens. The only
challenge is not eating them,
but we wouldn't do that, right?
(Chapter 14)
Whipjack has informed us about
a ferocious monster seen near
the armories near Johnsbury.
(Chapter 15)
Yvette found herself a supposed
cursed idol, which I broke.
I'm sure nothing will come of this.
(Chapter ?)
Dune thinks we should take
some opporunities for profit in
Yalunzar. That involves crime.
(Chapter 17)
A grave within the White
Wastes holds unmeasurable
wealth. Maybe, Rosswick
could just be making it up.
(Chapter 18)
A secluded bookshelf
on the second floor,
holds some tome that
is... problematic.
(Chapter 19)
The Cannibal wants me to
“escort" three associates
safely from Frosthaven.
2000 gold for each head.
(Chapter 20)
A civilian asked us to find
her friends lost in the woods.
They were last seen in a
cave behind a waterfall.
(Chapter 21)
Legend says there's a staff
placed by a goddess within
a fountain. Is it merely some
tale, or something more?
(Chapter 22)
On some terrible day a few centuries ago, the Gods came down and claimed the world and humanity as their own.
Their whims allowed the land to prosper and technology to progress, yet just as easily, cities were brought to ruin for the pettiest reasons.
There is no recorded history before their arrival. Did the Gods purposefully wipe the slate clean? Who knows what was lost?
To risk everything for the slight chance of wealth and relics that could equally bring ruin instead of power seems like insanity to me. Or at least, the past me.
Yet there was no shortage of those insane enough to take this bet. As the lucky few brought home glorious tales and sacks of gold, more arrived to grease the bloody cogs of coastal trade.
Despite almost a century having passed, we're still no closer to clearing the Crescent and its treasures. Eventually, this lucrative business will run dry, what happens then?
The Princess was never in line for the throne due to antiquated traditions, but with the heir apparent being a weak-willed simpleton, only she deserved the crown and its power.
Yet the traitorous noble houses desired a king they could pull by the ears, and our plot was uncovered before its execution.
There is little doubt that the crown's authority is nothing more than a farce, but it is what the false king deserves.
Over five decades ago, the heir being a child of four would incite two of his uncles to wage war to claim the position of being the young king's regent.
Twelve years passed, and in that time, twelve royals joined and left this conflict, mostly in several pieces. Prince Jeziel was perhaps the luckiest one.
Amusingly, none of the eponymous twelve would emerge victorious, the last falling victim to his own men. The young king grew up to inherit a ravaged country.
A god should be untouchable. A god should be far beyond what humanity can comprehend. A god should not be felled by mere steel and mortal magics.
It should be a legendary hero like Elis who can slay a god, not some common woman. Is that all Elis is? What does this say about our history?
These are all distractions. What is important is that I return home, and see Krynia.
How can everyone collectively forget about a town that was on maps dated to only a few decades ago? Shouldn't there be reports of sailors who've landed there, even if the town no longer exists?
Perhaps I should forget about this. This reeks of dangerous magical nonsense.
I cannot see you, but I know you see me, fellow cultivator. I am Muoxing, Third Elder of the Sun Watcher Alliance. I have been missing for centuries. If you can secure my safe return, you shall be rewarded with half of my spirit stones and all the elixirs you desire, for my skills in alchemy are second to none.
Why do you stay silent? Is my offer of insufficient value to move you? Are you some older cultivator who has no need for such gifts, or do you mean to extort me?
Speak! I know you are still there. Still watching. Is this some kind of entertainment to you? Do you derive twisted pleasure upon seeing a fellow cultivator suffer an ignoble fate?
As soon as I escape, I will find you. I will turn you into a sack of skin filled with minced flesh and bone fragments. I will ensure you feel every pain under the sun. I will bind your soul to an invulnerable body that can be tortured for all eternity, unable to pass on or to even scream.
Please, speak.
I just want to return home.
This ain't a museum.
And also the only prices.
[Yes]
Pomelo and Lindros have unused death quotes set to play when they are enemies, presumably intended to be used during Waterfall.