Amber Archer

HP: -1

MP: +2

Move: +0

Speed: +2

1: Snipe with a ranged weapon for +2 range bonus.

2: Piercing Shots makes your ranged attacks go through a target and hit another in the same direction, possibly hitting an ally. It doesn't go further than its max range.

3: +4 Speed aka +40% dodge, stacks with other dodging.

4: +1 range with xbows and bastard bows.

XBow (4 range, 1 damage)



Amethyst Assassin

HP: -2

MP: +1

Move: +1

Speed: +2

1: Poison deals 1 damage at the start of your turn. No dodging this. It lasts until cured or dispelled. Cost: 1 MP

2: Slink lets you move up to 2 spaces after each attack.

3: Backstab for +2 damage from behind with a melee attack.

4: Dual Wield two one-handed weapons and attack with both. You can slink between attacks.

Slasher (2 damage)



Flint Barbarian

HP: +2

MP: +1

Move: +1

Speed: +0

1: Whirlwind to attack all within 2 AoE with your equipped weapon (even allies). Cost: 1 MP

2: Leap Attack to a square within 3 range you can land on. You can only travel in a single direction during leap attack. Cost: 1 MP

3: Sadist heals you +2 HP whenever a friend or foe falls dead.

4: Quicker Swings makes all of your attacks undodgeable.

Big Blade



Pearl Cleric

HP: -2

MP: +4

Move: +0

Speed: +2

1: Heal self or an ally within 5 range for 2 HP. Cost: 1 MP

2: Spellshield yourself or an ally within 4 range. It lasts until a hostile spell is casted at you, preventing its effect. Cost: 2 MP

3: Revive a fallen ally to 4 HP unless the corpse has been destroyed. That ally can a move/action this turn. Cost: 3 MP

4: Immune to Bad Status and curses and such.

Heal Juice (+2 HP)



Emerald Commander

HP: +3

MP: +1

Move: +0

Speed: +1

1: Attack Order forces an ally within 3 range to attack. Cost: 1 MP

2: Move Order gives an ally within 3 range movement equal to it's move. Cost: 1 MP

3: Noble Lineage gives you +5 GP, especially useful for starting builds.

4: Forced March gives allies within 2 AoE +2 Move. Your allies must start their move from within this aura to get the boost.

Slasher (2 damage)



Diamond Dragoon

HP: +2

MP: +2

Move: +0

Speed: +0

1: Ignore Resistance pierces the physics resistance of an enemy with an attack, ignoring shields. This can be dodged. Cost: 1 MP

2: Diamond Skin gives +20% physical damage resist chance. This stacks with shields.

3: Diamond Mind gives +30% magic resist chance to hostile magic.

4: Healthy, +2 HP! Selecting this skill mid battle will boost your current HP by 2.

Spear (2 range, 2 damage)



Moonstone Geomancer

HP: +1

MP: +3

Move: +0

Speed: +3

1: Slide Land moves all units on a square within 6 range 3 spaces in any direction(s). This moves corpses, but not doodads like chests or terrain like rocks. Cost: 1 MP

2: Wall Spike does 2 damage to a unit within 4 range if they are within one step of an unpathable area, including a wall they couldn't move up. Diagonals don't count.

3: Giga Quake deals 2 damage and stuns everyone else within 3 AoE. Does not hit self. Cost: 3 MP

4: No Clip enables you to walk through any terrain as if it was an open surface, causing all sorts of funny situations.

Battle-Broom (2 range, 1 damage)



Wood Hunter

HP: +0

MP: -1

Move: +1

Speed: +0

1: Silence aura prevents a unit within 3 range from using a skill that costs MP on their next turn. Friendly units can still use MP skills.

2: Trap Dodgers jump over traps, just as long as your movement doesn't end on one.

3: Faster Equipping lets you equip instantly any time.

4: Magics Damage Reduction prevents 1 damage from each magic source. Magic damage is dealt by skills and not by physics damage attacks like ignore resistance. (passive)

XBow (4 range, 1 damage), Slasher (2 damage), Battle-Broom (2 range, 1 damage), Snare Trap (end movement)



Iron Knight

HP: +4

MP: +0

Move: +0

Speed: +0

1: Defend reduces damage taken until the start of your next turn. You take half damage rounded down.

2: Break Armor of someone within 1 range. 60% success chance and this can be dodged.

3: Break Shield of someone within 1 range. 60% success chance, and again, it can be dodged.

4: Counter Attack someone who just attacked you, even if they missed.

Slasher (2 damage), Blocker (20% block)



Jade Mage

HP: -2

MP: +4

Move: +0

Speed: +0

1: Tremor Trap must be placed on an unoccupied square next to you. When someone moves over it, it deals 1 damage to all within 1 AoE. Cost: 1 MP

2: Glue also must be placed on an unoccupied square next to you. When someone moves over it, it ends their movement. Each trap expires after one use. Cost: 1 MP

3: Arrow Shield stops all attacks from ranged projectile weapons to all within 1 AoE. Lasts until the start if your next turn. Cost: 1 MP

4: Vacuum pulls all units towards it's epicenter. The center is placed at 6 range, then all units within 3 AoE are moved toward the center, retaining their face direction. How you arrange the units in the middle is up to you, as long as they're pulled toward the middle only. Cost: 2 MP

Slasher (2 damage)



Stone Monk

HP: +0

MP: +1

Move: +1

Speed: +1

1: Meditate to heal self for 1 HP and 1 MP. This doesn't bring them over their max.

2: Disarm forces an enemy to unequip its weapon. This can be dodged.

3: Counter Before Attacked makes you hit someone just before they attack you. You must be within range of them or you can't counter.

4: Walker gives you +2 Move so you can cover the map faster.

Monk Wrap (2 unarmed damage)



Jet Necromancer

HP: -2

MP: +5

Move: +0

Speed: +0

1: Corpse Explosion destroys a corpse within 4 range, dealing 3 damage in 2 AoE. Cost: 1 MP

2: Amplify Damage curses a target within 3 range. This lasts until the start of your next turn. 2x damage received, even with poison. Cost: 1 MP

3: Consume deals 1 damage to an ally within 3 range. Heal self for 3 HP. Cost: 1 MP

4: Slow curses a target within 3 range, setting their Move to 2 and Speed to 0 for 4 turns.



Onyx Ninja

HP: -3

MP: +3

Move: +2

Speed: +3

1: Smoke Bomb stuns allies and enemies within 2 AoE of the ninja. Cost: 2 MP

2: Act Twice gives you two more actions this turn (attack, skill, use item, etc). Cost: 3 MP

3: Fluid Movement lets you use your leftover movement after an action.

4: Counter-Counter Attack counter attacks a counter attack like the monk or knight skills.

Slasher (2 damage), Shuriken (1 damage, 6 throw range as ninja)



Topaz Priestess

HP: -3

MP: +5

Move: +0

Speed: +1

1: Mass Heal all within 2 range 2 AoE for 2 HP. This should always heal the caster. Cost: 2 MP

2: Super Shield an ally within 4 range. This negates the next physical damage. Super Shields don't stack and only block one of two hits from a two-hit attack. Cost: 2 MP

3: Dispel Magic removes all buffs and debuffs within 4 range 3 AoE. This does not damage summons. Cost: 1 MP

4: Wings gives you +1 Move +3 Speed and the ability to fly up ledges and over pits. Tall objects still block you, and so does the outermost bounds of the map.





Obsidian Reaver

HP: +2

MP: +0

Move: +0

Speed: +2

1: Sacrificial Scarab Strike forces you to attack with a +2 damage bonus. Cost: 1 HP

2: Cleave allows you to attack two targets within range per swing. Requires a blade.

3: Critical Strike gives you a 50% chance to deal 2x damage with each hit. This works with all forms of magic, but not traps.

4: Power Walk up to 5 times during each player's turn. Step 2 extra squares at any time. Cost: 1 HP



Spinel Samurai

HP: +4

MP: +0

Move: +0

Speed: +0

1: Seppuku to kill self and gain 6 GP. You must have a blade equipped.

2: Secret Shield Technique grants you full magic immunity until your next turn. Blocks friendly magic. Blocks effects from skills with an MP cost like ignore resistance.

3: Mage Breaker causes 2 MP damage whenever you hit with a melee attack, including counter attacks and special attacks like whirlwind.

4: Warrior Fervor Fever gives you a +1 bonus to attack damage permanently if you are within melee reach of an opponent at the start of your turn. This does not boost magic damage.



Steel Sentinel

HP: +5 (another +3 from armor)

MP: +0

Move: -1

Speed: -1

1: Stunning Hits whenever you land a melee attack. This lasts one turn. Stunned characters can't be stunned for the next two tuns. This works with special attacks like whirlwind.

2: Psysics Damage Reduction reduces physical damage dealt to you by 1. This includes harpoons and floor spikes.

3: Unbreakable/Untakeable Equipment. Thieves can't take and knights can't break. Your corpse can still be looted.

4: Heavy makes you immune to stun and knockback (which includes forced movement skills).

Slasher (2 damage), Armor of Animals (+3 HP)



Lazulite Slayer

HP: -1

MP: +4

Move: +0

Speed: +2

1: Wind Arrow adds knockback if you hit a target. Move them up to 2 spaces away. Cost: 1 MP

2: Wind Arrow II requires Wind Arrow. It causes 3 knockback per hit and adds stun. Cost: 1 MP

3: Big Bow gives you +1 damage with ranged weapons.

4: Bigger Bow requires Big Bow. This gives you another +2 ranged damage for +3 total.

XBow (4 range, 1 damage), QQ Charm



Serpentine Summoner

HP: -3

MP: +4

Move: +1

Speed: +2

1: Summon a Thing creates a controllable summon next to you. It has 3 HP, 3 Move, and deals 1 damage in melee combat. It can move/action when summoned. Lasts 3 turns. Cost: 2 MP

2: Summon a Block that can't be moved into or flown over. This blocks line of sight like any pillar. Slide Earth can't move it; Dispel Magic can't cancel it. Lasts 3 turns. Cost: 1 MP

3: Summon a Friend from anywhere on the map instantly next to your location. This does not work on a samurai using their shield skill. They must be summoned on a pathable square. Cost: 2 MP

4: Summon Some of Summer's Sun blinds everyone on the map until the start of your next turn. Cost: 2 MP





Copper Terrorist

HP: -2

MP: +0

Move: +2

Speed: +1

1: Self Destruct deals 3 magic damage to all within 3 AoE. This can't be blocked. Oddly enough, the corpse remains in tact.

2: Bomber Man gives you a 2 GP discount on Bomb Traps. This bonus applies to all of your characters.

3: Dirty Shot gives you a +2 damage bonus to hits with a ranged weapon. You must hit them from behind.

4: Ignore Shield allows you to ignore shields whenever you attack. This skill also lets your attacks go through super shield, but doesn't dispel it.



Silver Thief

HP: +0

MP: +0

Move: +1

Speed: +4

1: 60% Steal 1d6 GP. Gold is shared among a team somehow.

2: 50% Steal an Unequipped Item. This includes unequipped weapons and armor.

3: 40% Steal Equipped Armor. This drops their max HP, which could possible also lower their current HP. This can't steal shields, boots, rings, etc.

4: 30% Steal Equipped Weapon. This can't take monk wrap.

Slasher (2 damage), Charm of Reroll



Lemon Walrus

HP: +6

MP: +5

Move: -1

Speed: -2

1: ROAR, RAGEWALRUS ACTIVATE! +2 Move and +2 to physical damage on your next turn. Cost: 2 MP

2: Flaming Lemon Attack someone within 4 range for 2 damage. Causes stun half of the time. Cost: 2 MP

3: ctrl+c copies a skill an enemy within 5 range knows. That skill replaces this one.

4: Anger Aura gives all allies within 3 AoE +1 to melee damage.



Coral Witch

HP: -3

MP: +6

Move: +0

Speed: +0

1: Drain Health steals 1 HP from a target within 7 range. Magic damage reduction can't prevent this. Cost: 1 MP

2: Drain Mana steals 1 MP from a target within 7 range. This also goes through magic damage reduction.

3: Break Resistance curses a target within 3 range, setting their physical and magical resistance to 0%. This negates skill and item bonuses, making shields useless. Dodge still works. QQ Charm, dispel magic, or status restoration ends this. Dieing does not end this.

4: Turn to Frog lasts until the start of your next turn and has 3 range. Frogs have 2 move and no actions. Frogs have full benefit from equipment other than shields. (2MP, 3 range)

Battle-Broom (2 range)



Ruby Wizard

HP: -3

MP: +6

Move: +0

Speed: +0

1: Fireball deals 2 damage to all within 5 range 2 AoE. Cost: 2 MP

2: Flame Pillar appears on any square within 8 range, even one occupied. It deals 2 damage to everyone inside. Anyone moving through the pillar takes another two damage. If someone ends their turn inside the pillar, yet another 2 damage. The pillar lasts 3 turns. Cost: 3 MP

3: Blind set the range of weapons and items to 1 for 4 turns. This includes spears. Cost: 1 MP

4: Haste gives the target +4 Speed and +2 Move for 4 turns, or until dispelled. Cost: 1 MP

Mana Kool-Aid (+2 MP)



Zircon Zealot

HP: +1

MP: +0

Move: +0

Speed: +5

1: Defend an Ally next to you. Redirect all attacks that would be dealt to that ally to the zealot, even if that attack is not in range of the zealot. This effect lasts until your next turn, or until the zealot has been moved away from the ally.

2: Peripheral Plus allows you to dodge attacks from the sides.

3: Faith Up gives you +1 HP whenever you are healed.

4: Attack of Opportunity gives you an immediate movement and/or an attack after a dodge.

