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Tuesday, November 30, 2010

Shout out: WalterFootball.com


http://www.walterfootball.com/

A website I've been reading for awhile now, decided to share it with you all. This guy is a genious and very knowledgeable about football. He does great humerous power rankings, mock drafts, and good picks each week (especially for those who are interested in betting on football games). Here is a taste of what you will find on this website:
I'm proud of myself. I managed not to vomit while listening to Bob Papa, Joe Theismann and Matt Millen during the Bengals-Jets broadcast. I was so worried Cincinnati would pull off the backdoor cover, that I barely paid attention to them. Oh, and all the turkey I ate essentially put me into a coma.

Unfortunately, I may not be as distracted this Thursday. Here's a preview of what this Eagles-Texans game will sound like:

Bob Papa: LeSean McElroy takes a carry up to the Houston Astros' 40. First down, Philadelphia Phillies!

Joe Theismann: Look at the block by Winston Justice. Matt, that could easily be you out there because you're just as fat as Winston.

Matt Millen: You see that play? I want you to watch this. Winston Justice makes a block here. And you see that? That's what they call a block in the NFL. That's when the offensive lineman blocks a defensive player, and allows his teammate to get upfield.

Joe Theismann: I talked to Marty Mornhinweg, offensive coordinator of the Philadelphia Eagles, and he told me that LeSean McCoy is a great player because he runs fast. That's what makes LeSean McCoy a great running back.

Bob Papa: Donovan McNabb back to pass, hits DeSean Johnson for a first down into Philadelphia Flyers territory! Now that's what you call a complete-complete pass.

Joe Theismann: And that's OK!

Matt Millen: You see that play? I want you to watch this. DeSean Jackson makes the catch here. And then he moves... he moves down the field about 10 or so yards after he was contacted. That's why they call that yards after contact because... because he got yardage after the contact.

Joe Theismann: Hey Matt, how many DeSean Jacksons do you think you could fit into your mouth? Ten? Fifty? I'm saying this because he's small and you're fat.

Can I go back to my turkey coma please?
 Check his website out, you won't regret it.

Week 13 NFL Power Rankings and Predictions: Fairly predictable Week 12

For the most part, Week 12 of the NFL wasn't full of too many surprises. I had likely the best week of prediction I've had yet. Either I'm getting better at this, or things are finally getting ironed out in this league. Let's see what we've learned.

Biggest Winner: Minnesota Vikings (+4)
Biggest Loser:Tennessee Titans (-5)

1. Atlanta Falcons (9-2, +1): Huge impressive win by the Falcons last week at home against Green Bay. It was close, but they were able to make the plays necessary to win at home. And as long as they can win at home, they will succeed becuase they are in position to claim homefield advantage in the NFC. If they do that, they may be on the fast track for a Super Bowl appearance. I like how this team does business... long productive drives on offense with a defense just good enough to make some key plays. It's a formula that will win many games for the Falcons.

2. Philadelphia Eagles (7-4, -1): Well I said it last week: If there is a defense in football who could stop Michael Vick and the explosive Eagles offense, it was Chicago's. Having said that last week, I felt it was unfair to place them too far down after a close loss at Chicago. The thing that really shocked me the most though was how badly the Eagles defense performed against the Bears. Sure - they sacked Cutler a lot (every team does that against the Bears), but they also let him march down the field for 4 touchdowns and no interceptions. I guess Asante Samuel was a bigger part of that defense than I originally gave him credit for. They better hope he gets healthy soon or Michael Vick's efforts may be in vain.

3. Baltimore Ravens (8-3, +0): While a 17-10 win may not seem impressive, it shows the Ravens can still play Raven football... and they did it against a team fighting their hardest for a playoff spot, the Tampa Bay Buccaneers. Nice scrappy win by the Ravens. At 8-3, they only need to win a few more to be virtually guaranteed a playoff birth. And once they get in the playoffs... you better believe they can beat any team. Key division matchup against the Steelers next week!

4. New England Patriots (9-2, +1): I guess it was "only against the Lions", but Tom Brady looked nothing short of flawless against the Lions on Thanksgiving... he made it look easy, very mechanical. Wes Welker also had his best game in recent memory to propel this offense to its dominance that I haven't seen since 2007. I will be very interested to see if they can keep it up. If they can, there may not be a defense in the league that could stop them.

5. Pittsburgh Steelers (8-3, -1): It should not have to come to overtime to defeat the Buffalo Bills, even at Buffalo. Despite rushing very well with Rashard Mendenhall, this team failed to consistently move the ball and score points. I'm not saying they can't correct these mistakes, but it must be a concern for Steelers fans moving forward this season. Let's see if they were just sleeping on the Bills for their next opponent: The Baltimore Ravens, in the key division rematch.

6. New York Jets (9-2, +1): Might I say that the Jets-Bengals game on Thanskgiving Night was one of the most boring games I've ever watched? All I can say is that the Jets defense is very good, even if the Jets offense isn't. Like last year, it should propel them to a position to compete in the AFC playoffs.

7. New York Giants (7-4, -1): They were able to survive the Jags, but it was way too close for comfort. They struggled to contain the Jaguars running attack staring Maurice Jones-Drew all game and it nearly cost them. In the end though they were able to pull out a win and that's what matters in the end. Still, a defense that looked so dominant only a few weeks ago seems to have lost that dominance. They will need to return to it to compete in a very tight NFC playoff race.

8. New Orleans Saints (8-3, +0): A good win at Dallas, avoiding the upset even if they allowed the Cowboys to march back into the game in the 2nd half. The return of Reggie Bush was rather disappointing, but that's what happens when you are out of the game for awhile. Now they will want to regroup on a long week for their next opponents since they are still tailing Atlanta in the NFC South.

9. Green Bay Packers (7-4, +1): It is hard to win in Atlanta, and they almost had it. Too bad almost doesn't quite cut it. They made some key mistakes, including an Aaron Rodgers goalline fumble and giving up a long return during the last kickoff the game to set up Atlanta with a field goal attempt to win the game, avoiding overtime. Aaron Rodgers did make up for his fumble with good play for most of the game, but in the end the Falcons simply are better (at least at home).

10. Chicago Bears (8-3, +4): Well I can't continue to rank this team below the Top 10, having knocked off my former #1. Jay Cutler may have been sacked a bunch of times again, but he did not throw an interception against the Eagles and had 4 touchdown passes. I'm still not sold on him and this Bears offense, but as long as the defense remains good they will be an NFC contender.

11. San Diego Chargers (6-5, +0): Once again, we see that the Chargers are making a late run for the AFC West. And honestly, I think you would be a fool to doubt them at this point. Their offense is absolutely amazing (even without Vincent Jackson again, the bum got injured before even catching a pass) and their defense is solid. While they were playing their favored opponent, Peyton Manning, you have to believe some of this rebound is legitimate.

12. Indianapolis Colts (6-5, -3): Seriously, what is WITH Peyton Manning against the Chargers? At 6-5, the Colts are in danger of letting the season slip away from them. They're lucky that the AFC South no longer looks like the power-house division we thought it was early in the season, or they could be out of contention already. I still have to believe in Manning and the Colts since I honestly think they are the best team in the division.

13. Kansas City Chiefs (7-4, +0): Taking care of business to stay in undisputed division lead is a good sign from this Chiefs team, and that is exactly what they did against the Seahawks, winning 42-24. Huge shout out for Dwayne Bowe. This guy has had an absolutely spectacular season and added to it with 3 touchdown receptions against the Seahawks last Sunday. The Chiefs have an offense. Astonishing.

14. Miami Dolphins (6-5, +1): Nice response from being shut out by the Bears to having their biggest offensive day of the season at the Raiders, and without their star WR Brandon Marhsall, too. Even with a winning record, though, the playoffs seem out of reach. They're stuck behind the Jets and Patriots in the AFC East, and they will need to beat out one of the two or either Baltimore or Pittsburgh (to whom they lost to already) if they want even a Wildcard spot. Still, improvement going into next season is refreshing to see from this Dolphins team.

15. Tampa Bay Buccaneers (7-4, -3): Once again, this team's inability to beat quality opponents makes me not believe in them as a real contender. To make matters worse, they also sustained some injuries against the Ravens. We'll see how they deal with them, since that is really what separates a pretender from a real contender - depth.

16. Jacksonville Jaguars (6-5, +2): I am quite surprised how well the Jaguars were able to play against the Giants, despite losing. They were able to run effectively, something we have not been able to see against the Giants all season. And because of a Colts loss, they get to enjoy an AFC South lead for another week. Question is, is this team really good enough to hold on to the AFC South for the rest of the season?

17. Minnesota Vikings (4-7, +4): Looks like they got the same spark that the Cowboys did with firing their head coach. Nice win at Washington. Leslie Frazier let Favre do what he wanted to do and they were able to hang in there even after Adrian Peterson was sidelined for the majority of the game. Toby Gerhart did a fair spot filling in... even if he is no Adrian Peterson.

18. Houston Texans (5-6, +2): Okay, so it may have been against a sixth-round rookie, but a shutout is exactly what the Texans defense needed to build some much-needed confidence. I mean, it's hard to argue against a 20-0 win. Anyway, reports are that Andre Johnson will only be fined, not suspended, so this is a good news for the Texans, who were afraid of a Johnson suspension after the fight he had with Titans CB Cortland Finnegan.

19. Oakland Raiders (5-6, +0): So will the Quarterback controversy continue in Oakland after Gradkowski looked hideous against the Miami defense? Maybe, but for their sake, I hope not. What they need is some Quarterback stability to build on the positive things they have. Like rookie Jacoby Ford, who is amazing. He had two touchdowns against Miami, one reception and a kickoff return, and several key completions. I really like this  kid for the Raiders. Now all they need is what they have needed in the past several years - a Quarterback.

20. Washington Redskins (5-6, -4): Turning around a franchise takes time. Shanahan knows that. This team is much improved, but isn't there yet, falling to the struggling Minnesota Vikings under a new head coach. The big problem is the defense, in my opinion. While at times they can be explosive they have struggled this season with giving up big plays which has killed them.

21. Cleveland Browns (4-7, +2): Was a little too close for comfort, it should have never been that close against the Panthers, but I'll give them the benefit of the doubt since to be fair, they did have Jake Delhomme starting at Quarterback. Under Colt McCoy or Seneca Wallace, this Browns team has proven to be effective. Peyton Hillis is a monster, scoring another 3 touchdowns. I'm afraid of them as a Dolphins fan this coming Sunday.

22. Tennessee Titans (5-6, -5): Well I think this season is officially over for the Titans... Rusty Smith is obviously not the answer at QB, as he failed to have any production against the worst pass defense in the league. Chris Johnson had only 7 carries for 5 yards after the Texans stacked the box all game with no fear. Randy Moss is still a bum, like he's been all season. Talk about implosion... there's always next year.

23. St. Louis Rams (5-6, +2): And so the leader of the NFC West has a losing record... it has really come to this. Anyway, the Rams actually won on Sunday, an impressive one away at Mile High against the Broncos. They did not let the explosive passing offense of the Broncos come back to win and Sam Bradford is slowly proving himself as an NFL-quality Quarterback. They may be the team to come out of the NFC West to make the playoffs this season (even if it is likely with a losing record).

24. Denver Broncos (3-8, -2): I think we can finally put a fork in Josh McDaniels, who may be one of the worst head coaches in Broncos history. Let's sum up the last week. First, Spygate 2. His staff gets caught videotaping arguably one of the worst offenses in Pro Football, then losing anyway. Next, he lets the Rams come into Denver and get a win. They have a good pass offense, but everything else in this team screams "Terrible".

25. Seattle Seahawks (5-6, -1): Losing at home is not a good sign for a division leader. And now every team in the NFC West has a losing record. Here's an amusing fact... the NFC West has a net points total of -247 this season. Keep in mind this number includes games against eachother. Wow... what just about any team would give to be in the NFC West right now.

26. Dallas Cowboys (3-8, +0): They did face the division champs, but losing after a huge comeback is disappointing. But I can't say I'm surprised given this season for Dallas. All they are trying to do is get a few positive things together this season to go into next season. And I've liked some of the things I've seen from Jason Garret so far. Is he the answer in Dallas?

27. San Francisco 49ers (4-7, +1): They did what they needed to do to stay in contention, even if it is only beat the Cardinals. Even without Frank Gore, they were able to run the ball with authority. Good thing they picked up Brian Westbrook in the offseason, since their win was dual-sided: it is confirmed that Frank Gore will be out for the season. This should affect the 49ers offense greatly... Frank Gore has been the 49ers offense in the last several years. Will they be able to keep winning without him?

28. Detroit Lions (2-9, -1): No matter how much they have seemed to improved, they are still 2-9, and I don't understand it. Their pass defense simply got abused by Tom Brady on Thanksgiving. It was a short week, but they will need to get their acts together. Even while in rebuilding mode, they should not be 2-9 right now. Still, I think they have the right pieces in place to be good in the next couple years.

29. Buffalo Bills (2-9, +2): An impressive showing against the Steelers in an almost-win impresses me enough to move them up two spots! While I criticized Chan Gailey originally, I must say he is having this team play very hard and I think they have improved from last season's mess. Now all they need on offense is an offensive line. Tough break though for losing Shawn Merriman to injury before he even got to play. He likely won't resign with the Bills.

30. Arizona Cardinals (3-8, -1): The Cardinals didn't just lose to the 49ers Monday night, they were abused. They were unable to do anything on offense and they flat out gave up in the running game and let the 49ers do just about whatever they'd like on offense. A big drop for Ken Whisenhunt and the two-time NFC West champions. While I did not buy this in preseason, the loss of such leaders like Warner, Boldin, Rolle, and Dansby were huge for this team. Now, they'll be in rebuilding mode.

31. Cincinnati Bengals (2-9, -1): This entire Bungles offense has regressed. The offensive line is not opening the holes they were for Cedric Benson last season. Carson Palmer has never regained to the form he once had before injury. The "elite" receivers have not produced to expectations. While the defense is solid, their lack of a pass rush leaves them vulnerable. This team needs to fire Marvin Lewis and rebuild completely, in my opinion. There is no salvaging this team, it is in disarray.

32. Carolina Panthers (1-10, +0): Had a very real chance to win against the Browns but once again fell down short. And this is even after Jake Delhomme obviously was trying to give his old team a free win for old time's sake. They must've really enjoyed having him as an opponent for a change. Too bad the Quarterbacks in Carolina aren't much better. The countdown for 1-15 continues!

Predictions for Next Week

Prediction accuracy for Last Week: 13-3 (81.25%)
Overall prediction accuracy: 69-45 (60.53%)

Vick comes off a rough outting to play the league's worst pass defense.
Houston (5-6) @ Philadelphia (7-4): Philadelphia by 7. I hardly believe the Texans will be able to contain Mike Vick, he should have a field day. While they played good against Rusty Smith, they will now face possibly the most dynamic offense in the NFL, at their home. I think Houston will find a way to stay in the game especially if Asante Samuel has to miss another game but ultimately Philadelphia's offense will overwhelm Houston's.

Jacksonville (6-5) @ Tennessee (5-6): Jacksonville by 3. Will be a close game I think. Jacksonville actually had a successful defensive strategy against the Titans in the first matchup, stacking the box against Chris Johnson. This will be even easier if rookie Rusty Smith is forced to make another start. It will be close and could go either way, but I give the edge to Jacksonville, who played well against the Giants and is still the leader of the AFC South.

Cleveland (4-7) @ Miami (6-5): Miami by 7. Cleveland has a very solid team this year and has been able to compete, however Miami is the better team and they need to get it together at home if they want to keep alive their already slim playoff chances. A lot of this game depends on who starts at Quarterback for Cleveland. If it is Jake Delhomme again, Miami should win convincingly. If it is Colt McCoy, we may have a game on our hands.

This "in-completion" haunts every Lions fans' memory.
Chicago (8-3) @ Detroit (2-9): Chicago by 3. In the first matchup, Detroit probably got robbed with that infamous Calvin Johnson "drop". Still, Chicago has proven to be a consistent team this year and they should avoid a let down at Detroit, no matter how well Detroit plays at home. While Jay Cutler will likely get sacked at least twice by Suh, coming off his best game of the season against a pass defense coming off their worst game of the season should mean big numbers for Cutler. And with Chicago's defense, it will be hard for Detroit to score points.

Buffalo (2-9) @ Minnesota (4-7): Minnesota by 7. At home, I like the Vikings in this matchup. They need to hope whatever happened to Adrian Peterson won't keep him out of this game, though. The Bills have proven vulnerable to the run this season and at home, Minnesota should be able to run the ball especially with Adrain Peterson. Minnesota's defense has also been solid - they will give trouble to the Chan Gailey Bills offense, much like Pittsburgh did.

New Orleans (8-3) @ Cincinnati (2-9): New Orleans by 10. Both teams are coming off a long week. For some reason, I have the feeling the Bengals could get the upset here but I still have to go with my head and say the Saints. I mean, its one of the league's elite teams against one of the league's worst teams. The Saints SHOULD have this.

San Francisco (4-7) @ Green Bay (7-4): Green Bay by 14. Coming off a loss, you know that the Packers will want to prey on the weak 49ers to catch up to the Bears, who now control the division without contention. Besides that, the Pack is the better team. They played hard at Atlanta last week but came an inch short. They should make quick work of the 49ers in this matchup.

Denver (3-8) @ Kansas City (7-4): Kansas City by 3. While the first game did not go in the Chief's favor, they should have better luck at Arrowhead. Look for the Chiefs to keep taking care of buisness against a now demoralized Broncos team who will be looking for a new coach in the offseason.

Washington (5-6) @ New York G (7-4): New York G by 7. Division matchups are tough, but this is one that the Giants need to win. They don't need another blunder like the debacle that occurred when Dallas came to town. Eli Manning needs to avoid mistakes despite his poor receiving corp due to injuries. If there is one thing the Skins can do on defense, its make big plays and take the ball away. On the other side, I expect the Giants to eat McNabb for breakfast, like old times.

Oakland (5-6) @ San Diego (6-5): San Diego by 10. At home, I really like the Chargers. This Raiders team really isn't legitimate and the Chargers are primed for their usual late-season run. At home, they should have no trouble dispensing of the division-rival Raiders.

Carolina (1-10) @ Seattle (5-6): Seattle by 7. To help an NFC West team get back to .500, the NFC South donated the Panthers to the Seahawks this Sunday. It's about as close to a "free win" you can get in the NFL, the Seahawks better not squander this gift.

Dallas (3-8) @ Indianapolis (6-5): Indianapolis by 7. The Colts have really disappointed me lately, but they have another shot at home to get a win. Maybe they just had bad luck against the Chargers. The Cowboys face their second difficult game in a row. Let's see how Garret leads them into this game.

Atlanta (9-2) @ Tampa Bay (7-4): Atlanta by 3. This game will be CLOSE. Historically, NFC West teams are very good at home and this isn't the Buccaneers team of last season. Still, since the Falcons are #1 on my Power Rankings I have to go with then... then again, teams who I have ranked #1 seem to have very bad luck. TheKillerNacho Curse? Perhaps...

St. Louis (5-6) @ Arizona (3-8): St. Louis by 7. If the Rams are serious about this thing (actually competing for the NFC West), they will need to defeat the current champions in their house. Shouldn't be too hard though since the Cardinals this year are hideous... but still, we are talking about the former 1-15 Rams. We'll see.

Like the first game, this game will be a close slugfest.
Pittsburgh (8-3) @ Baltimore (8-3): Baltimore by 3. Key AFC North matchup here. The Ravens won the first one in Pittsburgh, but it was close and now the Steelers got back Big Ben. Still, I believe the Ravens have the better team and at home I like the Ravens to win this one... especially with how badly the Steelers played at Buffalo last week. Still, will be close and low-scoring. A great game.

New York J (9-2) @ New England (9-2): New England by 3. Then we get treated by yet another key division game, the Jets and the Patriots! This one will also be close. Will the Jets be able to shut down the Patriots offensive attack like last game? They no longer have the benefit of covering Randy Moss, but both teams will have a lot of time to prepare for eachother and Tom Brady is coming off his best performance in the last couple years. I pick the Patriots, they have been playing better football recently.

Results of Last Week's Poll

Last week, I asked my readers "What is your favorite "F" word associated with Thanksgiving?" between Family, Friends, Food or Football?

The winner of this poll was Food, with 42% of the vote. I can't argue with that, Thanksgiving food is delicious. But what would it be without my vote, Football, which got 28% of the vote? Friends also got 28% of the vote, and I guess no one likes their Family because Family was voted for 0% of the time. Oh well.

This week's poll is "What record does the winner of the NFC West end with?" between 6-10 or Less, 7-9, 8-8 or 9-7 or Higher?

Vote on the right-sidebar of my blog!

Friday, November 26, 2010

Tactia ORPG / Tabletop RPG

Something I was fiddling with last year when I was supposed to be paying attention in class, the Tactia ORPG system started as a Tabletop RPG system focused around a quick, fun, and simple battle system. I never ironed out the "roleplaying" mechanics since I quickly changed it to an MMORPG concept, but it still remains something that could be used for a table-top RPG. I never actually completed my work on it, but it did get into its beginning stages and helped me understand online programming. Below is my notes for the system, for your enjoyment. I doubt I'll ever finish the project.

TACTIA ORPG

Program Model

Server-side
Ground – is a Type of ground. Includes a sprite, speed mod.
Object – is an object.. Includes sprite, pickupable, weight, useable, useeffect, description, and type.
Mobile – is a player, creature, or NPC that can move. Includes sprite, type, gender, immortal, ATK, DEF, MAG, HP, DAM, RANGE, temp mod for (ATK, DEF, MAG, HP, DAM, RANGE), array of Ability, mods for all types of damage, weaponslot, armorslot, shieldslot, accessorryslot, helmetslot, backpack, capacity, vision, array of Allies (Mobiles), array of Enemies (Mobiles).
Effect – contains a sprite.
Player – is a type of Mobile. Also includes class, class level for each class, ability array for each class, secondaryability, counterability, exp, jp array for each class, globaljp
Square – This class has a single variable, Ground, an array for Objects, one single variable for Mobile, and an array of effects.
World – The class is a triple array of Square. Keeps track of where things are on the world. Includes a method for determining range.

Data Types
World – Includes data about the world's Ground, perm. Objects.
WorldState – Includes data about the world's temp Objects.
Account – Includes data about all players on that account, and previous states of those players. Also includes account info like username, password, etc.
Object – includes all data about an object type.
Mobile – includes all data about a mobile type.

Client-side
Grid – an array of things the player can possibly see. The server sends only sprite data, description, and uses for top object/mob/ground. Also includes an array of all visible Mob.
ViewPlayer – a dummy Player object that gets updated every change.
Communicator – a class that communicates player actions to server, for the server to execute. Commands include attack, ability (target mob), use (target object), use with (target object, target mob/object), equip (target object), learn (ability), chageClass (class).

Formulas

Melee Attacks. A represents attacker, D represents Defender:
Roll = 1d20
if Roll != 20 and (A.ATK + Roll) > ((D.DEF + 10) * MOD), Attack hits
if Roll = 20 and (A.ATK + 1d20) > ((D.DEF + 10) * MOD), Attack critical hits. Else, Attack hits.
If A attacks D from behind or while charging, MOD = 0.5. Else if A attacks D from the front, MOD = 1.5.

If the attack hits or when hit by a magic attack, the damage dealt is:
A.DAM * MOD
MOD = 1. If attack is a critical hit, MOD = MOD * 2. If D is charging, MOD = MOD * 2. If D is weak/strong to the type of damage that is dealt, MOD = MOD * MODofWeaknessOrResistance.

How long it takes before a unit can make another movement action in seconds:
10/SPEED

Natural Regeneration when eating food:
Every 30 seconds, a unit will regain 1 MAG until they reach their maximum MAG.
Every 3 seconds, a unit will regain 1 HP until they reach their maximum HP.

Advancement:
At the end of each encounter, a player gains EXP and JP depending on opponents:
EXP Gained = 5 + (loser's level - winner's level) *
JP Gained = 1 + 0.5 (loser's level - winner's level) *
*Cannot be < 0.
When EXP = 100, the player may Level Up. JP can be used to buy abilities. Every 5 levels, the player gets a permanent bonus equal to the class's bonus scores (in parentheses in the Class section). 

Status Effects

Poison deals 10 damage to the target every turn, and heals on 16.
Blind halves the target's attack.
Don't Move makes the unit unable to move, heals on 16.
Don't Act makes the unit unable to do any action, heals on 16.
Charm will make the unit in control of the AI. Units cannot be re-marked as Allies or Enemies while this status is in effect. The unit that controlled the effect that Charmed this unit is changed to an Enemy if it isn't already. The unit will treat units marked as Allies as Enemies and units marked as Enemies as Allies. Heals on 16 or when it takes damage.
Haste increases the target's speed by 50%, and heals on 19.
Slow decreases target's speed by 25%, and heals on 19.
Stop makes the units unable to move or act. Heals on 11, and turns into Slow.
Sleep makes the units unable to move or act. Heals on 19 or when it takes damage.
Silence makes the target unable to use spells or abilities requiring speech. Heals on 19.
Burn deals 5 damage to the target every turn, and halves the target's damage. Heals on 19.
Stun makes the target unable to move or act. Heals on 6.
Petrify makes the unit not able to move or act. Units may choose to die of Petrify at any time.
Reraise makes the target revive at 25% of maximum HP on Death. Heals on use.
Regen makes the unit cure 10 damage per turn. Heals on 19.
Protect makes the target take half damage from Physical attacks. Heals on 19.
Shell makes the target take half damage from Magic attacks. Heals on 19.
Frail makes the target take double damage from every attack. Heals on 19.
Dying is a status that only and automatically activates when the target drops below 0 HP. Units may choose to die from Dying at any time. Target takes one damage on 11 every turn. When the target drops at or below -20 HP, the target dies. Heals automatically if HP goes above 1.

Classes

Squire
HP: 60
DEF: 2
ATK: 2 (+1)
MAG: 1
SPEED: 10
DAM: 1d4
Requirements: null

Throw Stone (1 JP) – 1d4 damage, 4 range
First Aid (3 JP) – Heals Poison, Blind, Sleep, and Burn to self or adjacent.
Slam (3 JP) – Attack that knocks target back on 11. (Uses weapon)
Accumulate (3 JP) - +1 ATK to self for 10 seconds. (Charges for 3 seconds)
Cheer Up (5 JP) - +1 DEF to range 4 on 11 or higher for 10 seconds.
Yell (5 JP) - +1 SPEED to range 4 for 10 seconds. (Charges for 3 seconds)
Scream (20 JP) - +1 ATK, DEF, and SPEED to self for 10 seconds. (Charges for 5 seconds)

Apprentice
HP: 40
DEF: 0
ATK: 0
MAG: 3 (+1)
SPEED: 10
DAM: 1d4
Requirements: null

Sparks (1 JP) – 1 MAG, 10 Holy damage to range 4. (Charges for 3 seconds)
Throw Item (3 JP) – You may use items with a range of 4.
Light Cure (3 JP) – 1 MAG, cures 10 to range 4. (Charges for 3 seconds)
Rookie Alchemy (10 JP) – Inflict completely random status to Range 4.

Knight
HP: 100 (+10)
DEF: 5
ATK: 4
MAG: 1
SPEED: 10
DAM: 1d4
Requirements: Level 5 Squire

Break Helmet (5 JP) – Breaks target's helmet on 16. The difficulty check is changed to 19 against Players. (Uses weapon)
Break Accessory (5 JP) – Breaks target's accessory on 16. The difficulty check is changed to 19 against Players. (Uses weapon)
Break Armor (7 JP) – Breaks target's armor on 16. The difficulty check is changed to 19 against Players. (Uses weapon)
Break Shield (7 JP) – Breaks target's shield on 16. The difficulty check is changed to 19 against Players. (Uses weapon)
Break Weapon (7 JP) – Breaks target's weapon on 16. The difficulty check is changed to 19 against Players. (Uses weapon)
Defend (7 JP) - +2 DEF to self. Does not stack, and wears off when user chooses another action.
10 HP-UP (10 JP)

Archer
HP: 70
DEF: 3
ATK: 2
MAG: 1
SPEED: 12 (+1)
DAM: 1d4
Requirements: Level 5 Squire

Charge (3 JP) – Attacks at double damage (Uses weapon, charges for 2 seconds)
Arm Aim (10 JP) – Adds Don't Act on 11. (Uses weapon)
Leg Aim (10 JP) – Adds Don't Move on 11. (Uses weapon)
Arrow Guard (12 JP) – Range attacks miss on 11. (Counter ability)

Barbarian
HP: 80 HP
DEF: 5
ATK: 8 (+2)
MAG: 1
SPEED: 12
DAM: 1d4
Requirements: Level 8 Knight

Bloodlust (5 JP) - +1 ATK to range 4 for 10 seconds. (Charges for 3 seconds)
Shatterpoint (8 JP) – Next attack within 10 minutes counts as a natural 20. (Charges for 10 seconds)
Brutalize Corpse (8 JP) – Kills dying enemy.
Earthquake (10 JP) – 10 Earth damage to all in range 4 except self. (Charges for 3 seconds)
1 ATK-UP (10 JP)
Cyclone (12 JP) – Attack each enemy in range once. (Charges for 3 seconds, uses weapon)
Counter (12 JP) – Attack those who attack you. (Counter, uses weapon)
Dominant Strike (18 JP) – Attack that Stuns on 11. (Uses weapon)

Monk
HP: 70
DEF: 6 (+1)
ATK: 8
MAG: 2
SPEED: 11
DAM: 2d8 + 2
Requirements: Level 4 Knight, Level 4 Archer

Repeating Fist (3 JP) – Punch attack that can't miss.
Spin Fists (5 JP) – Punch attack each adjacent enemy once.
Double Strike (7 JP) – Attack that attacks twice. First attack is made when used, second attack is made when charge is complete. (Uses weapon, charges for 1 second)
Eye Gouge (7 JP) – Blinds adjacent unit on 6.
Earth Slash (10 JP) – 1 MAG, deal 15 Earth damage to all units in a line in range 6.
Air Slash (10 JP) - 1 MAG, range 4, deal 15 Wind damage and knock target back on 6.
Aqua Slash (10 JP) – 1 MAG, deal 15 Water damage to all units in range 2 except self.
Chakra (10 JP) – Heal 10 and +1 MAG to self, and each adjacent.
Revive (15 JP) – Revive adjacent drying unit at 25% of their maximum HP on 6.
Hamedo (20 JP) – Punch attack before attacked. Negates the enemy attack on hit. (Counter)

Thief
HP: 50
DEF: 9
ATK: 3
MAG: 1
SPEED: 14 (+1)
DAM: 1d4
Requirements: Level 8 Archer

Pickpocket (1 JP) - Steal 1 GP from adjacent target on 16. If roll is 6 or lower, the target is alerted.
Mug (3 JP) – Attack that attacks at half damage. If it hits, steal 1 GP from target. (Uses weapon)
Speed Save (8 JP) – When this unit takes damage, +1 Speed for 10 seconds. (Counter)
Steal Helmet (10 JP) – Steals helmet of adjacent target on 16. Cannot be used on other players.
Steal Accessory (10 JP) – Steals accessory of adjacent target on 16. Cannot be used on other players.
Steal Weapon (10 JP) – Steals weapon of adjacent target on 16. Cannot be used on other players.
Steal Shield (10 JP) – Steals shield of adjacent target on 16. Cannot be used on other players.
Steal Armor (10 JP) – Steals armor of adjacent target on 16. Cannot be used on other players.
Catch (12 JP) – Catches ranged weapon on 16. (Counter)
Steal Heart (16 JP) – Charms enemy of opposite gender on 16. (Charges for 3 seconds)
Concentrate (20 JP) – Attack at half damage that can't miss. (Uses weapon)

Dark Knight
HP: 100
DEF: 6
ATK: 8 (+1)
MAG: 3 (+1)
SPEED: 12
DAM: 1d4
Requirements: Level 6 Barbarian, Level 4 Wizard

Night Sword (5 JP) – 1 MAG, Attack that cures user equal to the damage to the target. (Uses weapon)
Dark Sword (5 JP) – 1 MAG, Attack that does Damage/5 Magic-Damage instead of Damage to the target. The user gains MAG equal to the Magic-Damage to the target. (Uses weapon)
Black Hole (10 JP) – 3 MAG, range 4, aoe 1, Deal Darkness damage equal to half of the effected unit's remaining HP on 11. (Charges for 5 seconds)
Reversal (15 JP) – Attacker takes damage instead of this unit on 16. (Counter)
Icon of Sin (25 JP) – 1 MAG, Usable only once every 30 minutes, +5 ATK to self for 15 minutes. (Charges for 10 seconds)

Paladin
HP: 120 (+20)
DEF: 7
ATK: 6
MAG: 3
SPEED: 10
DAM: 1d4
Requirements: Level 6 Monk, Level 4 Priest

Bury Sword (5 JP) – 1 MAG, Attack that Stops on 16 and Blinds on 16. (Uses weapon)
Holy Explosion (5 JP) – 1 MAG, Attack one enemy then all units adjacent to that enemy. Only the original target must be in range. (Uses weapon)
1 DEF UP (10 JP)
Equipment Guard (15 JP) – Equipped items can't be broken on 6. (Counter)
Will of God (25 JP) – 2 MAG, Usable only once every 30 minutes, 20 Holy damage to all enemies on screen, cure 20 to all allies on screen. (Charges for 5 seconds)

Geomancer
HP: 80
DEF: 6 (+1)
ATK: 7 (+1)
MAG: 4
SPEED: 10
DAM: 1d4
Requirements: Level 5 Monk, Level 5 Barbarian

Entangle (3 JP) - 1 MAG, Must be on grass, range 4, aoe 1, 10 Earth damage, Slow on 16.
Fissure (3 JP) - 1 MAG, Must be on dirt, range 4, aoe 1, 10 Earth damage, Don't Move on 16.
Sandstorm (3 JP) - 1 MAG, Must be on sand, range 4, aoe 1, 10 Earth damage, Blind on 16.
Blizzard (3 JP) - 1 MAG, Must be on snow, range 4, aoe 1, 10 Cold damage, Don't Act on 16.
Flood (3 JP) - 1 MAG, Must be in water, range 4, aoe 1, 10 Water damage, Silence on 16.
Demon Fire (3 JP) - 1 MAG, Must be on lava, range 4, aoe 1, 10 Fire damage, Burn on 16.
Poison Vapor (3 JP) - 1 MAG, Must be in swamp, range 4, aoe 1, 10 Acid damage, Poison on 16.
Mech Mash (3 JP) - 1 MAG, Must be indoors, range 4, aoe 1, 10 Darkness damage, Sleep on 16.
Earthquake (3 JP) - 1 MAG, Must be on rock, range 4, aoe 1, 10 Earth damage, Stun on 11.
Counter Flood (10 JP) - When targeted with a spell or attack, use Geomancy back at the attacker with aoe 0 and no MAG cost if the attacker is in range. (Counter)
1 MAG UP (10 JP)
Gaia's Warth (10 JP) - 2 MAG, range 4, aoe 1, Usable once every 30 minutes, 10 Earth damage, Petrify on 16.

Ninja
HP: 60
DEF: 10
ATK: 8 (+1)
MAG: 1
SPEED: 16 (+1)
DAM: 1d4
Requirements: Level 7 Thief, Level 3 Barbarian

Throw Suriken (1 JP) - Throw a suriken, range 6.
Throw Bomb (3 JP) - Throw a bomb, range 6.
Throw Weapon (5 JP) - Throw a weapon, range 6.
Abandon (10 JP) - Attack and Spells miss on 16. (Counter)
1 SPEED UP (10 JP)
Two Weapons (15 JP) - You may equip two weapons instead of a shield. When you attack, you attack with both weapons.
Poison Touch (15 JP) - Attack that poisons on hit. (Uses weapon)
Blind Touch (15 JP) - Attack that blinds on hit. (Uses weapon)
Tongue Touch (15 JP) - Attack that silences on hit (Uses weapon)
Assassinate (25 JP) - Usable once every 30 minutes, make an attack for quadruple damage. This attack only succeeds when attacking from behind. (Uses weapon)

Lancer
HP: 100
DEF: 5 (+1)
ATK: 4
MAG: 1
SPEED: 13 (+1)
DAM: 1d4
Requirements: Level 5 Thief, Level 5 Monk

Jump (3 JP) - Jumps into air on panel in 5 range. Attacks unit in that panel for 2 seconds, then move into a random adjacent square.
Dragon Spirit (10 JP) - When this unit takes damage, add Reraise on 11. (Counter)
Dragon Breath (12 JP) - 1 MAG, 30 Holy damage to all units in a line in range 3. Wearing the right color of Dragon Scale Mail can change the type of damage this attack deals. (Charges for 3 seconds)
Sky Attack (25 JP) - Usable once every 30 minutes. Use an instant Jump on any panel. The ATK of this unit is doubled for this attack alone.

Wizard
HP: 40
DEF: 0
ATK: 2
MAG: 4 (+2)
SPEED: 10
DAM: 1d4
Requirements: Level 5 Apprentice

Poison (1 JP) - 1 MAG, range 6, aoe 1, poisons on 6. (Charge for 3 seconds)
Fire (3 JP) - 1 MAG, range 6, aoe 1, 20 Fire damage and Burn on 16. (Charges for 3 seconds)
Ice (3 JP) - 1 MAG, range 6, aoe 1, 20 Cold damage and Don't Move on 16. (Charges for 3 seconds)
Bolt (3 JP) - 1 MAG, range 6, aoe 1, 20 Energy damage and Stun on 16. (Charges for 3 seconds)
Fire 2 (7 JP) - 2 MAG, range 6, aoe 2, 30 Fire damage and Burn on 11. (Charges for 5 seconds)
Ice 2 (7 JP) - 2 MAG, range 6, aoe 2, 30 Cold damage and Don't Move on 11. (Charges for 5 seconds)
Bolt 2 (7 JP) - 2 MAG, range 6, aoe 2, 30 Energy damage and Stun on 11. (Charges for 5 seconds)
Counter Magic (15 JP) - Counter a magical attack with the same spell on 6. Spell does not need to be learned to be used, but the magic cost must still be payed. The spell is cast instantly. (Counter)
Flare (20 JP) - 3 MAG, range 6, 60 Darkness damage. (Charges for 7 seconds)

Priest
HP: 50 (+10)
DEF: 2
ATK: 0
MAG: 4 (+1)
SPEED: 10
DAM: 1d4
Requirements: Level 5 Apprentice

Cure (1 JP) - 1 MAG, range 6, aoe 1, cures 10 damage. (Charges for 3 seconds)
Protect (3 JP) - 1 MAG, range 6, aoe 1, Protect on 6. (Charges for 3 seconds)
Shell (3 JP) - 1 MAG, range 6, aoe 1, Shell on 6. (Charges for 3 seconds)
Pray (3 JP) - Heals all allies in sight by 10 on 16. (Charges for 10 seconds)
Regen (5 JP) - 1 MAG, range 6, aoe 1, Regen on 6. (Charges for 3 seconds)
Cleanse (5 JP) - 1 MAG, range 6, aoe 1, Cures negative status on 6. (Charges for 3 seconds)
Cure 2 (5 JP) - 2 MAG, range 6, aoe 1, cures 20 damage. (Charges for 5 seconds)
Reraise (9 JP) - 2 MAG, range 6, Adds Reraise on 6. (Charges for 5 seconds)
Wall (9 JP) - 2 MAG, range 6, aoe 1, Protect and Shell on 6. (Charges for 5 seconds)
Raise (10 JP) - 2 MAG, range 6, Revive dying unit at half of their Maximum HP on 6. (Charges for 5 seconds)
Regeneration (15 JP) - When this unit takes damage, add Regen on 6. (Counter)
Holy (15 JP) - 3 MAG, range 6, 40 Holy damage. (Charges for 7 seconds)
Mass Cure (20 JP) - 3 MAG, range 6, aoe 2, cures 40 damage. (Charges for 7 seconds)

Summoner
HP: 40
DEF: 1
ATK: 1
MAG: 5 (+3)
SPEED: 8
DAM: 1d4
Requirements: Level 8 Wizard

(Summoners can have a maximum of two summons)
Summon Animal (3 JP) - ? MAG, summon one animal adjacent to the caster. (Charges for 3 seconds)
Summon Minor Monster (5 JP) - ? MAG, summon one minor monster adjacent to the caster. (Charges for 5 seconds)
1 MAG UP (10 JP)
Monster Summon UP (10 JP) - This unit can have up to 3 summons.
Summon Medium Monster (12 JP) - ? MAG, summon one medium monster adjacent to the caster. (Charges for 5 seconds)
Summon Major Monster (20 JP) - ? MAG, summon one major monster adjacent to the caster. (Charges for 7 seconds)

Time Mage
HP: 50
DEF: 2
ATK: 2
MAG: 4 (+1)
SPEED: 12 (+1)
DAM: 1d4
Requirements: Level 5 Wizard, Level 3 Priest

Haste (3 JP) - 1 MAG, range 6, aoe 1, adds Haste on 6. (Charges for 3 seconds)
Slow (3 JP) - 1 MAG, range 6, aoe 1, adds Slow on 6. (Charges for 3 seconds)
Stun (3 JP) - 1 MAG, range 6, aoe 1, adds Stun on 6. (Charges for 3 seconds)
Demi (5 JP) - 1 MAG, range 6, aoe 1, 7 Darkness damage and 7 Holy damage. (Charges for 3 seconds)
Stop (10 JP) - 2 MAG, range 6, adds Stop on 6. (Charges for 5 seconds)
1 SPEED UP (10 JP)
Meteor (20 JP) - 4 MAG, range 6, aoe 3, 50 damage. (Charges for 7 seconds)

Druid
HP: 60
DEF: 4
ATK: 6 (+1)
MAG: 4
SPEED: 10
DAM: 1d4
Requirements: Level 3 Wizard, Level 5 Priest

(Druids can have a maximum of two followers)
Animate Tree (3 JP) - 2 MAG, range 6, Makes a tree a Trent ally. (Charges for 3 seconds)
Summon Animal (3 JP) - ? MAG, summon one animal adjacent to the caster. (Charges for 3 seconds)
Nature Trap (5 JP) - 1 MAG, select one tile. The next unit that walks on that tile in 30 seconds takes 30 Acid damage and is poisoned on 6. (Charges for 3 seconds)
Runeward (5 JP) - Self and adjacent allies gain 2 MAG. (Charges for 7 seconds)
Cancel (5 JP) - 1 MAG, range 6, aoe 1, Cures positive status on 6. (Charges for 3 seconds)
1 ATK UP (10 JP)
1 DEF UP (10 JP)
Natural Cure (10 JP) - When this unit takes damage, cure 10 on 6. (Counter)
Heal (10 JP) - 2 MAG, range 6, aoe 1, Cures 15 and heals negative status on 11. (Charges for 5 seconds)

Bishop
HP: 90 (+10)
DEF: 6
ATK: 4
MAG: 3
SPEED: 10
DAM: 1d4
Requirements: Level 8 Priest

Preach (5 JP) - range 6, target gains 1 MAG. (Charges for 5 seconds)
Solution (5 JP) - range 6, target loses 1 MAG. (Charges for 5 seconds)
Praise (5 JP) - range 6, target gains 1 ATK for 20 seconds. (Charges for 5 seconds)
Insult (5 JP) - range 6, target loses 1 ATK for 20 seconds. (Charges for 5 seconds)
10 HP UP (10 JP)
Long Story (12 JP) - range 6, adds Sleep. (Charges for 9 seconds)

Warlord
HP: 80 (+10)
DEF: 5
ATK: 8
MAG: 5 (+1)
SPEED: 10
DAM: 1d4
Requirements: Level 6 Summoner, Level 4 Knight

Magic Sword (3 JP) - 1 MAG, attack at +10 Damage. (Uses weapon)
Frailty (5 JP) - 2 MAG, range 6, aoe 1, adds Frail on 6. (Charges for 3 seconds)
Whirlwind (5 JP) - 1 MAG, range 6, aoe 1, 25 Wind damage and Stop on 16. (Charges for 3 seconds)
Shatter (5 JP) - 1 MAG, range 6, aoe 1, 25 Earth damage and Petrify on 19. (Charges for 3 seconds)
Tidal Wave (5 JP) - 1 MAG, range 6, aoe 1, 25 Water damage and Charm on 16. (Charges for 3 seconds)
Power Save (10 JP) - When this unit takes damage, gain 1 MAG (on 11) or 1 ATK for 30 seconds (not on 11). (Counter)
Banish (25 JP) - 5 MAG, range 6, Usable once every 30 minutes, Deal Darkness damage equal to that of the target's remaining Hitpoints on 6.

Sage
HP: 70
DEF: 4
ATK: 4 (+1)
MAG: 5 (+1)
SPEED: 11
DAM: 1d4
Requirements: Level 6 Time Mage, Level 4 Druid

Black Magic (5 JP) - Adds all learned Wizard abilities to this skillset.
White Magic (5 JP) - Adds all learned Priest abilities to this skillset.
Doublecast (25 JP) - Usable once every 30 minutes. Charge two spells at the same time and cast them in the same turn. Use the charge time for the longer spell.

Beastmaster
HP: 80
DEF: 6
ATK: 6
MAG: 3
SPEED: 10
DAM: 1d10
Requirements: Level 8 Druid, Level 2 Summoner

(Beastmasters may have one pet)
Convince Animal (3 JP) - ? MAG, convince animal to become a pet on 11. (Charges for 3 seconds)
Convince Minor Monster (5 JP) - ? MAG, convince minor monster to become a pet on 11. (Charges for 5 seconds)
Follower Aura (5 JP) - Allied creatures in range of 6 gain 1 ATK and 1 DEF.
Convince Medium Monster (12 JP) - ? MAG, convince medium monster to become a pet on 11. (Charges for 5 seconds)
Monster Skill - When a creature's ability is used in range of 6, this unit learns that ability and adds it to this skillset on 20. Passive abilities have the ability to be learned once every 30 minutes. (Counter)
Convince Major Monster (20 JP) - ? MAG, convince major monster to become a pet on 16. (Charges for 7 seconds)
Mindslaver (25 JP) - 3 MAG, Usable once every 30 minutes, Charm all enemy creatures in range 6 on 6. (Charges for 9 seconds)

Prophet
HP: 60
DEF: 4
ATK: 4
MAG: 6 (+2)
SPEED: 12 (+1)
Requirements: Level 8 Bishop, Level 2 Time Mage

Blind (3 JP) - 1 MAG, range 6, aoe 1, adds Blind on 6. (Charges for 3 seconds)
Sleep (3 JP) - 1 MAG, range 6, aoe 1, adds Sleep on 6. (Charges for 3 seconds)
Silence (3 JP) - 1 MAG, range 6, aoe 1, adds Silence on 6. (Charges for 3 seconds)
Freeze (5 JP) - 1 MAG, range 6, aoe 1, adds Don't Move on 6. (Charges for 3 seconds)
Paralyze (5 JP) - 1 MAG, range 6, aoe 1, adds Don't Act on 6. (Charges for 3 seconds)
Burn (5 JP) - 1 MAG, range 6, aoe 1, adds Burn on 6. (Charges for 3 seconds)
Charm (8 JP) - 2 MAG, range 6, aoe 1, adds Charm on 6. (Charges for 5 seconds)
Prophecy (10 JP) - Spells miss on 11. (Counter)
Destiny Manipulation (15 JP) - All check rolls for this unit's abilities are at -3.
Petrify (25 JP) - 5 MAG, Usable once every 30 minutes, range 6, adds Petrify on 6. (Charges for 9 seconds)

Necromancer
HP: 70
DEF: 2
ATK: 6 (+2)
MAG: 5
SPEED: 4
Requirements: Level 5 Summoner, Level 5 Time Mage

(Necromancers may have a maximum of five minions)
Raise Skeleton (1 JP) - 1 MAG, make a corpse into a Skeleton minion. (Charges for 3 seconds)
Dark Ball (3 JP) - 1 MAG, range 6, 30 Darkness damage. (Charges for 3 seconds)
Poison Nova (3 JP) - 1 MAG, units in range 2 take 10 Acid damage and are poisoned on 6. (Charges for 3 seconds)
Rebuke Undead (5 JP) - ? MAG, Convince undead to join as minion on 11. (Charges for 5 seconds)
Raise Zombie (5 JP) - 2 MAG, make corpse into a zombie. (Charges for 5 seconds)
Raise Lich (15 JP) - 3 MAG, make corpse into a lich. (Charges for 7 seconds)
Auto Necromancy (15 JP) - You may instantly and without magic cost cast Raise Skeleton when this unit kills another unit with a physical attack. (Counter)
Mass Raise (25 JP) - 5 MAG, Usable once every 30 minutes, Raise all corpses in sight of this unit as undead, the highest kind learned. (Charges for 9 seconds)

Equipment and Items

Knives are daggers and short swords. They are light and easy to use. Squires, Apprentices, Knights, Barbarians, Thieves, Dark Knights, Paladins, Geomancers, Sages, Ninjas, Warlords, Bishops, Beastmasters, Prophets, and Necromancers can use Knives effectively.
Buyable Knives:
Knife - 5 gold, 1d6 damage, +1 Speed to user.
Iron Dagger - 10 gold, 1d8 damage, +1 Speed to user.
Poison Dagger - 25 gold, 1d8 damage, +1 Speed to user, Poisons target on 16.
Steel Dagger - 100 gold, 1d8+2 damage, +1 Speed to user.

Swords are elegant weapons that are the preferred weapon of many fighters. Squires, Knights, Barbarians, Thieves, Dark Knights, Paladins, Geomancers, Ninjas, Warlords, Sages, Bishops, and Beastmasters can use Swords.

Buyable Swords:
Short Sword - 7 gold, 1d10 damage
Katana - 14 gold, 1d10 damage, range 2
Rapier - 20 gold, 1d10 damage, +1 Speed to user.
Falchion - 50 gold, 1d10+4 damage
Longsword - 100 gold, 2d8 damage

Great Swords are larger swords, created for only the most efficient fighters. They are two-handed weapons, so a shield cannot be used with them. They are also heavy. Knights, Paladins, and Dark Knights can use Great Swords.

Buyable Great Swords:
Giant Sword - 400 gold, 2d12+4 damage, -1 Speed to user

Spears are large weapons that can be used to attack enemies at a distance. Lancers and Barbarians can use Spears.

Buyable Spears:
Hunting Spear - 20 gold, 1d8 damage, range 2
Iron Spear - 100 gold, 2d6 damage, range 2

Axes are heavy, brutal weapons. They are capable of dealing a lot of damage, but may be hard to hit with. Squires, Barbarians, Knights, Geomancers, and Beastmasters can use Axes.

Buyable Axes:
Hatchet - 10 gold, 2d4 damage
Battle Axe - 75 gold, 2d10 damage, -2 ATK to user.
War Axe - 150 gold, 2d12 damage, -2 ATK to user.

Rods are a mage's weapon. They help concentrate the soul to make spellcasting easier. Apprentices, Wizards, Summoners, Time Mages, Warlords, Necromancers, Sages, and Prophets may use Rods.

Buyable Rods:
Basic Rod - 10 gold, 1d4 damage, +1 MAG to user.
Flame Rod - 25 gold, 1d4 damage, +1 MAG to user. Increases Fire damage by spells from the caster by 25%.
Frost Rod - 25 gold, 1d4 damage, +1 MAG to user. Increases Cold damage by spells from the caster by 25%.
Thunder Rod - 25 gold, 1d4 damage, +1 MAG to user. Increases Energy damage by spells from the caster by 25%.

Staffs are large wooden weapons preferred by mages. Apprentices, Priests, Summoners, Time Mages, Druids, Bishops, Warlords, Sages, Beastmasters, and Prophets may use Staffs.

Buyable Staffs:
Wooden Staff - 5 gold, 1d6 damage
White Staff - 50 gold, 1d6 damage, Wearer is immune to Poison, Burn, and Blind.
Healing Staff - 150 gold, 1d6 damage, This staff will cure instead of deal damage.

Bows and Crossbows are ranged weapons designed to attack enemies from a distance. Bows and Crossbows are two handed, so a shield cannot be used with them. Archers, Paladins, Dark Knights, and Warlords can use Bows and Crossbows.

Buyable Bows and Crossbows:
Short Bow - 40 gold, 1d8+2 damage, range 6
Long Bow - 160 gold, 2d8 damage, range 8
Crossbow - 100 gold, 1d10+4 damage, range 8, minimum range 2
Bowgun - 400 gold, 1d12+6 damage, range 8, minimum range 2

Buyable Ammunition:
Arrows - 10 Arrows for 1 gold
Bolts - 5 Bolts for 1 gold

Shields can help block attacks from enemies. Squires, Knights, Barbarians, Dark Knights, Paladins, Geomancers, Warlords, Sages, Bishops, and Beastmasters can use Shields.

Buyable Shields:
Buckler - 10 gold, +1 DEF to wearer, any class can use this shield, even if they are not proficient in shields.
Wooden Shield - 15 gold, +2 DEF to wearer
Iron Shield - 50 gold, +3 DEF to wearer
Hide Shield - 50 gold, +2 DEF to wearer, Evade magic attacks on 19.
Steel Shield - 100 gold, +4 DEF to wearer

Light Armor is mainly clothes and other light pieces of armor. Provides minimal protection. Anyone can use Light Armor.

Buyable Light Armor:
Leather Armor - 5 gold, +10 HP, +1 Speed to wearer.
Jacket - 10 gold, +5 HP, +2 Speed to wearer.
Chain Garb - 30 gold, +20 HP

Buyable Light Helmets:
Leather Hat - 5 gold, +0 HP, +1 Speed to wearer.
Chain Hat - 10 gold, +5 HP

Heavy Armor are powerful but heavy armor that is designed to be used by warriors. Knights, Barbarians, Dark Knights, Paladins, Lancers, and Warlords can use Heavy Armor.

Buyable Heavy Armor:
Chain Armor - 50 gold, +30 HP
Scale Armor - 100 gold, +50 HP, -1 Speed to wearer
Plate Armor - 150 gold, +60 HP, -1 Speed to wearer

Buyable Heavy Helmets:
Cross Helmet - 20 gold, +10 HP
Warrior Helmet - 50 gold, +15 HP
Full Helmet - 100 gold, +20 HP, -2 ATK to the wearer, wearer is immune to Blind.

Mage Armor are mage garbs, made to be worn by mages. They provide minimal protection, but aid in the art of spellcasting. Wizards, Priests, Summoners, Time Mages, Druids, Bishops, Apprentices, Warlords, Sages, Beastmasters, Prophets, and Necromancers can use Mage Armor.

Buyable Mage Armor:
Robe - 10 gold, +0 HP, +1 MAG to wearer.
Black Clothes - 25 gold, +5 HP, All magic damage caused by a spell from the wearer is increased by 5.
White Clothes - 25 gold, +5 HP, All curing caused by a spell from the wearer is increased by 5.
Light Robes - 75 gold, +10 HP +1 Speed to wearer.

Buyable Mage Hats:
Sombrero - 10 gold, +0 HP, Prevents stat drops
White Viel - 25 gold, +5 HP, The wearer regains 1 HP every 5 seconds.
Black Viel - 25 gold, +5 HP, +1 MAG to wearer.

Accessories are usually some kind of jewelry or add-on that provides an additional effect. Anyone can use accessories, but some accessories are limited to certain classes.

Buyable Accessories:
Bracer - 100 gold, +2 Attack to the wearer.
Time Ring - 100 gold, +2 Speed to the wearer.
Magic Ring - 200 gold, +1 Magic to the wearer.
Chrono Amulet - 50 gold, Wearer is immune to Stop, Slow, and Haste.
Simple Charm - 50 gold, Wearer is immune to Poison, Sleep, and Burn.
Defense Amulet - 200 gold, The wearer takes 10% less damage from physical attacks.
Chi Amulet - 200 gold, The wearer takes 10% less damage from magic attacks.
Battle Boots - 50 gold, +5 HP
Leather Boots - 25 gold, The wearer's Speed is unaffected by Terrain.

Items are other buyable items that can be used with a purpose. Anyone can use items.

Buyable Items:
Potion - 5 gold, cures 10 damage.
Hi-Potion - 20 gold, cures 30 damage.
Ultimate Potion - 50 gold, cures 50 damage.
Ether - 10 gold, +1 MAG to target.
Hi-Ether - 50 gold, +3 MAG to target.
Berserk Potion - 10 gold, +2 Attack to target for 30 seconds, not stackable.
Haste Potion - 10 gold, +1 Speed to target for 30 seconds, not stackable.
Remedy - 50 gold, heals any negative status.
Antidote - 5 gold, heals poison.
Eye Drops - 5 gold, heals blind.
Brace - 10 gold, heals stun, don't act and don't move.
Remembrance Potion - 10 gold, heals charm.
Temporal Potion - 10 gold, heals stop and slow.
Speaking Potion - 5 gold, heals silence.
Awakening - 5 gold, heals sleep.
Ointment - 5 gold, heals burn.
Soft Clay - 15 gold, heals petrify.
Strengthening Potion - 10 gold, cures frailty.

Buyable Throwable Weapons:
Suriken - 1 gold, 1d6+4 damage
Magic Suriken - 3 gold, 1d10+4 damage
Fire Bomb - 20 gold, 10 Fire damage, burn on 16.
Aqua Bomb - 20 gold, 10 Water damage, don't move on 16.
Volt Bomb - 20 gold, 10 Energy damage, stun on 16.

Beastiary (not completed)

Animals

Animals are creatures who share the world with humans that aren't monsters. They can often be tamed, and rarely bother humans.

Chicken
HP: 10
DEF: 0
ATK: 0
MAG: 0
SPEED: 16
DAM: 1d3

Can Equip: No
Summon/Convince: 1/0

Abilities:
Peck - Deal 1 damage to one adjacent unit on 11.
Loud Cry - Heals Sleep to all units in range 6 on 6.

Pig
HP: 15
DEF: 0
ATK: 0
MAG: 0
SPEED: 10
DAM: 1d3

Can Equip: No
Summon/Convince: 1/0

Abilities:
Oink - Charm adjacent unit on 19.

Deer
HP: 20
DEF: 0
ATK: 1
MAG: 0
SPEED: 14
DAM: 1d3

Can Equip: No
Summon/Convince: 1/0

Abilities:
Run Away - Double this units speed for 5 seconds. This bonus is lost if you stop running in a straight line. This effect does not stack. (Charges for 2 seconds)
Fright - When this unit takes damage, it gets knocked back 2 squares. (Counter)

Wolf
HP: 40
DEF: 2
ATK: 4
MAG: 0
SPEED: 17
DAM: 1d6

Can Equip: No
Summon/Convince: 1/1

Abilities:
Howl - All units in range 6 gain 1 ATK for 3 seconds.
Swarm - This unit gets +1 ATK for each adjacent allied unit of the same class.

Lion
HP: 60
DEF: 4
ATK: 6
MAG: 0
SPEED: 14
DAM: 1d8

Can Equip: No
Summon/Convince: 2/1

Abilities:
Run Away - Double this units speed for 5 seconds. This bonus is lost if you stop running in a straight line. This effect does not stack. (Charges for 2 seconds)
Mobile Attack - During the next 6 seconds, attack all units that you move past once. This effect does not stack. (Charges for 3 seconds)
Roar – Units in a range of 6 are at -1 ATK for 3 seconds.

Humanoids

Humanoids are beings that are human-like but not human. They are usually intelligent or semi-intelligent races. All Humanoids share the following qualities:
  • Can have a class, like a human. Preferred classes are listed next to the creature.
  • Can equip all items that the class can equip.
  • Has random abilities of that unit's class in addition to innate abilities.

Orc (medium monster)
Classes: Barbarian, Knight, Apprentice, Wizard
HP: +20
DEF: +1
ATK: +2
MAG: -1
SPEED: +0
DAM: +2

Summon/Convince: 2/2

Abilities:
Earth mod is 1.5, Acid mod is .5
Great Stink - Enemies in a range of 4 are at -2 DEF.

Troll (medium monster)
Classes: Squire, Apprentice
HP: +10
DEF: +0
ATK: +1
MAG: +0
SPEED: +1
DAM: +1

Summon/Convince: 2/2

Abilities:
Fire and Acid mod are 2, Earth mod is .5
Swarm - This unit gets +1 ATK for each adjacent allied unit of the same class.

Elf (medium monster)
Classes: Squire, Archer, Wizard, Priest
HP: +0
DEF: +2
ATK: +0
MAG: +1
SPEED: +2
DAM: +0

Summon/Convince: 2/2

Abilities:
Wind mod is 1.25, Earth mod is .75
Elven Charm - Allies in a range of 4 are at +1 DEF.

Dwarf (medium monster)
Classes: Knight, Geomancer
HP: +40
DEF: +0
ATK: +0
MAG: +0
SPEED: -2
DAM: +2

Summon/Convince: 2/2

Abilities:
Cold mod is 1.5, Earth mod is .5
Low-Light Vision - Illuminates the area around them to self allies for 3 squares.

The Undead

The undead are creatures who have been revived by unnatural means. They are often mindless servants of those who have revived them. Undead creatures all share these traits:
  • Darkness mod of -1.
  • Curing becomes damage
  • Fire and Holy mod of 2.
  • Cannot be revived by normal means. However, dying undead will revive at 1 HP at -20 HP instead of being dead IF the player goes down to -20 HP as a result of the dying status condition.

Skeleton (minor monster)
HP: 60
DEF: 1
ATK: 4
MAG: 0
SPEED: 9
DAM: 1d8

Can Equip: Squire, Archer
Summon / Convince: 1/1

Abilities:
Arrow Guard (Counter, Archer)
Bash - Knocks back one adjacent enemy.
Swarm - This unit gets +1 ATK for each adjacent allied unit of the same class.

Zombie (minor monster)
HP: 80
DEF: 2
ATK: 4
MAG: 0
SPEED: 8
DAM: 1d8+2

Can Equip: Squire, Knight
Summon / Convince: 2/1

Abilities:
Great Stink - Enemies in a range of 4 are at -2 DEF.
Drain Bite - Make one draining attack at half damage.

Lich (medium monster)
HP: 80
DEF: 4
ATK: 4
MAG: 4
SPEED: 10
DAM: 1d8, BASE RANGE: 4

Can Equip: Wizard, Priest
Summon / Convince: 3/3

Abilities:
Dark Ball (Necromancer)
Stop (Time Mage)
Poison Nova (Necromancer)
Power Save (Counter, Warlord)

Vampire (major monster)
HP: 100
DEF: 6
ATK: 5
MAG: 3
SPEED: 10
DAM: 1d8+4

Can Equip: All
Summon / Convince: 5/6

Abilities:
Blood Suck - Make a draining attack. If hits, enemy gains Blood Suck for the next 30 seconds and takes 30 damage he does not use Blood Suck on a unit without Blood Suck every 10 seconds. This effect can be cured with Cleanse or a Full Remedy. (Charges for 3 seconds)
Fire (Wizard)
Ice (Wizard)
Bolt (Wizard)

Bone Dragon (major monster)
HP: 200
DEF: 8
ATK: 10
MAG: 2
SPEED: 11
DAM: 3d8+2

Can Equip: No
Summon / Convince: -/-

Abilities:
Shatterpoint (Barbarian)
Arrow Guard (Counter, Archer)
Chill - 2 MAG, Stuns all enemies in range 6 on 6. (Charges for 3 seconds)

Dragons

Dragons are among the fiercest monsters in the world. They collect huge treasure hordes and tend to wither down their opponents with their overwhelming physical attacks, and deliver the final blow with their powerful breath attacks. All Dragons share these traits:
  • immunity to all status effects
  • Dragon Spirit (Counter, Lancer)

White Dragon (major monster)
HP: 220
DEF: 11
ATK: 10
MAG: 4
SPEED: 12
DAM: 3d8+4

Can Equip: No
Summon/Convince: -/-

Abilities:
Cold mod of 0, Fire mod of 2.
Ice 2 (Wizard)
Ice Breath - 1 MAG, 20 Cold damage to units in a line in range 4. Don't Move and Don't Act on 16. (Charges for 3 seconds)

Red Dragon (major monster)
HP: 210
DEF: 11
ATL: 12
MAG: 5
SPEED: 15
DAM: 3d8+6

Can Equip: No
Summon/Convince: -/-

Abilities:
Fire mod of 0, Cold mod of 2.
Double Strike (Monk)
Fire Breath - 1 MAG, 25 Fire damage to units in a line in range 4. Burn on 16. (Charges for 3 seconds)

Blue Dragon (major monster)
HP: 240
DEF: 13
ATK: 9
MAG: 4
SPEED: 10
DAM: 3d8+2

Can Equip: No
Summon/Convince: -/-

Abilities:
Water mod of 0, Energy mod of 2.
Cure 2 (Priest)
Vapor Breath - 1 MAG, 15 Water damage to units in a line in range 3. Charm on 19. (Charges for 3 seconds)

Green Dragon (major monster)
HP: 200
DEF: 10
ATK: 10
MAG: 5
SPEED: 11
DAM: 3d8+3

Can Equip: No
Summon/Convince: -/-

Abilities:
Acid mod of 0, Earth mod of 2.
Poison Nova (Necromancer)
Acid Breath - 1 MAG, 20 Acid damage to units in a line in range 4. Poison on 16. (Charges for 3 seconds)

Silver Dragon (major monster)
HP: 190
DEF: 12
ATK: 11
MAG: 4
SPEED: 16
DAM: 3d8+2

Can Equip: No
Summon/Convince: -/-

Abilities:
Energy mod of 0, Water mod of 2.
Haste (Time Mage)
Lightning Breath - 1 MAG, 20 Energy damage to units in a line in range 4. Stun on 11. (Charges for 3 seconds)

Bronze Dragon (major monster)
HP: 230
DEF: 12
ATK: 12
MAG: 4
SPEED: 10
DAM: 3d8+4

Can Equip: No
Summon/Convince: -/-

Abilities:
Earth mod of 0, Wind mod of 2.
Earthquake (Barbarian)
Dust Breath - 1 MAG, 15 Earth damage to units in a line in range 4. Blind on 16. (Charges for 3 seconds)

Gold Dragon (major monster)
HP: 200
DEF: 10
ATK: 8
MAG: 5
SPEED: 16
DAM: 3d8+5

Can Equip: No
Summon/Convince: -/-

Abilities:
Wind mod of 0, Acid mod of 2.
Air Slash (Monk)
Gust Breath - 1 MAG, 15 Wind damage to units in a line in range 4. Knocks them back on 6. (Charges for 3 seconds)

Black Dragon (major monster)
HP: 200
DEF: 9
ATK: 15
MAG: 6
SPEED: 12
DAM: 4d8

Can Equip: No
Summon/Convince: -/-

Abilities:
Darkness mod of 0, Holy mod of 2.
Raise Skeleton (Necromancer)
Void Breath - 1 MAG, 20 Darkness damage to units in a line in range 4. Fail on 16, Dying on 20. (Charges for 3 seconds)

Minor Monsters

Pixie
HP: 25
DEF: 2
ATK: 2
MAG: 4
SPEED: 14
DAM: 1d4

Can Equip: No
Summon/Convince: 1/1

Abilities:
Fire and Darkness mod of 2, Holy mod of .5
Sparks (Apprentice)
Charm (Prophet)

Gremlin
HP: 30
DEF: 3
ATK: 3
MAG: 3
SPEED: 8
DAM: 1d4+1

Can Equip: Squire, Apprentice
Summon/Convince: 1/1

Abilities:
Holy and Darkness mod of .5
Tinker – Bombs do not activate on this unit on 6. (Counter)
Ice (Wizard)

Halfling
HP: 20
DEF: 0
ATK: 2
MAG: 1
SPEED: 9
DAM: 1d6, RANGE: 4

Can Equip: Squire
Summon/Convince: 1/1

Abilities:
Wind mod of 1.5

Goblin
HP: 35
DEF: 3
ATK: 4
MAG: 1
SPEED: 11
DAM: 1d6

Can Equip: Squire
Summon/Convince: 1/1

Abilities:
Cold mod of 1.5, Acid mod of .5
Swarm - This unit gets +1 ATK for each adjacent allied unit of the same class.

Troglydyte
HP: 30
DEF: 4
ATK: 2
MAG: 1
SPEED: 8
DAM: 1d6

Can Equip: No
Summon/Convince: 1/1

Abilities:
Fire mod of 1.5, Earth mod of .75, Cold mod of .5
Blind Vision - Illuminates the area around them to self allies for 8 squares.

Gnoll
HP: 25
DEF: 2
ATK: 6
MAG: 1
SPEED: 12
DAM: 1d8

Can Equip: Squire
Summon/Convince: 1/1

Abilities:
Mighty Swing – Make an attack at 1.5 damage. This unit's DEF is at -2 for 10 seconds.

Imp
HP: 30
DEF: 4
ATK: 4
MAG: 3
SPEED: 12
DAM: 1d6

Can Equip: No
Summon/Convince: 1/1

Abilities:
Fire and Darkness mod of .5, Holy mod of 2
Reach Attack – Make a punch attack at 2 range.

Centaur
HP: 50
DEF: 6
ATK: 6
MAG: 2
SPEED: 16
DAM: 1d6+2

Can Equip: No
Summon/Convince: 1/1

Abilities:
Run Away - Double this units speed for 5 seconds. This bonus is lost if you stop running in a straight line. This effect does not stack. (Charges for 2 seconds)
Natural Trap (Druid)

Imp Magi
HP: 30
DEF: 4
ATK: 4
MAG: 5
SPEED: 14
DAM: 1d4

Can Equip: No
Summon/Convince: 2/1

Abilities:
Fire and Darkness mod of .5, Holy mod of 2
Reach Attack – Make a punch attack at 2 range.
Burning Hands – Make an attack that adds Burn on 11.
Fire (Wizard)

Wolf Rider
HP: 60
DEF: 6
ATK: 6
MAG: 1
SPEED: 16
DAM: 1d6 RANGE: 2

Can Equip: No
Summon/Convince: 2/1

Abilities:
Cold mod of 1.5, Acid mod of .5
Howl - All units in range 6 gain 1 ATK for 3 seconds.
Swarm - This unit gets +1 ATK for each adjacent allied unit of the same class.

Medium Monsters

Lizardman
HP: 60
DEF: 6
ATK: 5
MAG: 1
SPEED: 13
DAM: 1d6+2 RANGE: 6

Can Equip: No
Summon/Convince: 2/2

Abilities:
Energy mod of 2, Water Cold and Fire mod of .5
Point Blank Shot – This unit gets +2 ATK when attacking a unit within a range of 3.

Harpy
HP: 55
DEF: 5
ATK: 3
MAG: 3
SPEED: 12
DAM: 1d6

Can Equip: No
Summon/Convince: 2/2

Abilities:
Energy and Cold mod of 2, Earth mod of 0
Siren Song – 1 MAG, Charm all units except self in range 6 on 19. (Charges for 5 seconds)

Slime
HP: 60
DEF: 10
ATK: 6
MAG: 4
SPEED: 6
DAM: 2d4

Can Equip: No
Summon/Convince: 2/2

Abilities:
Summon Medium Monster – Slime (Summoner)

Gargoyle
HP: 70
DEF: 9
ATK: 4
MAG: 1
SPEED: 14
DAM: 1d8+2

Can Equip: No
Summon/Convince: 3/2

Abilities:
Water Mod of 2, Energy Earth Wind Fire Cold, Physical mod of .5, Acid mod of 0
Stone Skin – Damage from physical attacks are halved on 16. (Counter)

Griffon
HP: 80
DEF: 6
ATK: 6
MAG: 2
SPEED: 15
DAM: 1d6+2

Can Equip: No
Summon/Convince: 3/3

Abilities:
Energy mod of 2, Earth mod of 0
Roar – Units in a range of 6 are at -1 ATK for 3 seconds.

Trent
HP: 80
DEF: 8
ATK: 3
MAG: 3
SPEED: 6
DAM: 1d8+2

Can Equip: No
Summon/Convince: 3/3

Abilities:
Fire Acid and Cold mod of 2, Physical and Earth mod of .5
Entangle – Make an attack at half damage. If it hits, that unit is at -2 speed for 3 seconds on 6.

Golem
HP: 90
DEF: 6
ATK: 6
MAG: 1
SPEED: 8
DAM: 1d10+2

Can Equip: No
Summon/Convince: 4/3

Abilities:
Fire mod of 2, Acid Physical mod of .5
Mech Mash (Geomancer)

Dragon Fly
HP: 50
DEF: 10
ATK: 6
MAG: 1
SPEED: 18
DAM: 1d6

Can Equip: No
Summon/Convince: 3/3

Abilities:
Acid mod of 2
Poison Touch (Ninja)
Weakness Touch - Attack that adds Frail on hit. (Uses weapon)

Cerebrus
HP: 70
DEF: 8
ATK: 5
MAG: 2
SPEED: 12
DAM: 1d6+2

Can Equip: No
Summon/Convince: 4/3

Abilities:
Cold and Water mod of 2, Fire mod of .5
Triple Strike – Attack that attacks thrice. First attack is made when used, second attack is made after 1 second, third attack is made when charge is complete. (Uses weapon, charges for 2 seconds)
Fire (Wizard)
Bolt (Wizard)

Werewolf
HP: 70
DEF: 7
ATK: 6
MAG: 2
SPEED: 14
DAM: 1d8+2

Can Equip: No
Summon/Convince: 3/3

Abilities:
Holy mod of 2
Howl - All units in range 6 gain 1 ATK for 3 seconds.

Pegasus
HP: 75
DEF: 6
ATK: 5
MAG: 3
SPEED: 15
DAM: 1d6+2

Can Equip: No
Summon/Convince: 3/3

Abilities:
Darkness mod of 2, Holy mod of .5, Earth mod of 0
Holy Arrow – 1 MAG, range 6, 20 Holy damage to target. (Charges for 3 seconds)

Ogre
HP: 80
DEF: 8
ATK: 8
MAG: 2
SPEED: 16
DAM: 2d6+2

Can Equip: No
Summon/Convince: 4/4

Abilities:
Bloodlust (Barbarian)
Haste (Time Mage)
Double Strike (Monk)

Roc
HP: 70
DEF: 9
ATK: 6
MAG: 1
SPEED: 16
DAM: 1d8+2

Can Equip: No
Summon/Convince: 4/3

Abilities:
Energy and Cold mod at 2, Earth mod of 0
Bolt (Wizard)

Major Monsters

Genie
HP: 80
DEF: 6
ATK: 3
MAG: 6
SPEED: 12
DAM: 1d6, RANGE: 4

Can Equip: No
Summon/Convince: 4/4

Abilities:
Darkness mod of 1.5, Earth Wind Water Acid Light Energy Cold Fire mod at .5.
Ice 2 (Wizard)
Bolt 2 (Wizard)
Fire 2 (Wizard)
Wish – 2 MAG, cure 30 to self or adjacent unit. (Charges for 3 seconds)

Basalisk
HP: 80
DEF: 7
ATK: 9
MAG: 3
SPEED: 9
DAM: 2d6+2

Can Equip: No
Summon/Convince: 4/5

Abilities:
Acid mod of 0, Earth mod of 1.5
Stonegaze – 2 MAG, Petrify unit in front of this unit who is facing this unit. (Charges for 2 seconds)

Cyclops
HP: 100
DEF: 10
ATK: 10
MAG: 1
SPEED: 12
DAM: 3d6

Can Equip: Knight, Barbarian
Summon/Convince: 5/5

Abilities:
Water mod of 2, Earth Fire mod of .5
Boulder Throw – Make an attack at 4 range, -2 ATK, and 2d6 damage.
Earthquake (Barbarian)
Dominant Strike (Barbarian)

Beholder
HP: 70
DEF: 7
ATK: 7
MAG: 7
SPEED: 17
DAM: 7d4, RANGE: 7

Fire Energy Cold Darkness mod of -1, Physical mod of .75
Can Equip: No
Summon/Convince: 7/7

Abilities:
Ice 2 (Wizard)
Fire 2 (Wizard)
Bolt 2 (Wizard)
Dark Bomb (Necromancer)
Eye Gaze – 1 MAG, range 4, Stun the target. (Charges for 2 seconds)

Naga
HP: 90
DEF: 9
ATK: 11
MAG: 2
SPEED: 8
DAM: 2d8

Can Equip: Weapons of Squire.
Summon/Convince: 5/6

Abilities:
Holy and Darkness mod of .75, Water mod of 2
Double Strike (Monk)
Defend (Knight)

Gorgon
HP: 110
DEF: 11
ATK: 8
MAG: 3
SPEED: 12
DAM: 2d8+2

Can Equip: No
Summon/Convince: 6/6

Abilities:
Acid mod of 0
Stonegaze – 2 MAG, Petrify unit in front of this unit who is facing this unit. (Charges for 2 seconds)
Acid Bite – Make an attack that does Acid damage instead of Physical.

Wyvern
HP: 105
DEF: 10
ATK: 10
MAG: 3
SPEED: 15
DAM: 2d10

Can Equip: No
Summon/Convince: 6/6

Abilities:
Acid and Earth mod of 0, Cold and Energy mod of 2
Improved Acid Bite – Make an attack that does Acid damage instead of Physical and inflicts Poison on 6.