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Post by Roy on Nov 13, 2005 17:24:55 GMT -5
Mage Swordsman. ~Red Magic~
Move: 5 Weapon: Staffs, Swords, longswords, rods, rapiers. Armor: Light armor, clothing, robes.
Mage Swordsmen are known as the “jacks of all trades.” They are swordsmen that can use basic magic as well. They are one of the most versatile classes, but they do not excel in any specific thing (attacking, magic, etc.)
Abilities: • Cure 1: Recovers a small amount of damage. HEAL=MAG-[RIS]. Always hits. 100 AP • Fire: A small amount of fire damage. 4 panel range. DMG=MAG-[RIS]. Accuracy=100. 100 AP. • Bolt: A small amount of lightning damage. 4 panel range. DMG=MAG-[RIS]. Accuracy=100. 100 AP. • Freeze: A small amount of ice damage. 4 panel range. DMG=MAG-[RIS]. Accuracy=100. 100 AP. • Slow: Slows target, cuts speed in half. Accuracy=80. 300 AP. Not + formation. • Featherblow: A weak attack, but always hits. DMG=(ATK-[DEF])/2. Always hits. 200 AP. Action • Nighthawk: Long ranged attack. DMG=ATK-[DEF]. Accuracy: 90. 300 AP. Action • Piercethrough: Attack strikes two squares ahead of the user. DMG=ATK-[DEF]. Accuracy: 90. 200 AP. Action. • Counter: If unit is attacked, it strikes back. Reaction. 300 AP.
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