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* KnightlySwordAndShield: Radiant Knights wield both sword and shield, acting as ThePaladin, compared to Knights and Dark Knights.
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* AlternateCompanyEquivalent: Theyr use of great axes and heavy armor makes them the equivalent of the "Great Knight" class in ''Franchise/FireEmblem'', whith a heavy addition of BlackKnight theming, which, along with their CastFromHitpoints abilities, also makes them resemble the "Dark Knight" job from ''Franchise/FinalFantasy''.

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* AlternateCompanyEquivalent: Theyr Their use of great axes and heavy armor makes them the equivalent of the "Great Knight" class in ''Franchise/FireEmblem'', whith a heavy addition of BlackKnight theming, which, along with their CastFromHitpoints abilities, also makes them resemble the "Dark Knight" job from ''Franchise/FinalFantasy''.
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* {{Teleportation}}: Their second valor skill ''[[{{ExactlyWhatItSaysOnTheTin}} Teleport]]'' allows them to teleport their unit to any other friendly unit on the map - excellent for instantly reinforcing units that have over-extended themselves.

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* {{Teleportation}}: Their second valor skill ''[[{{ExactlyWhatItSaysOnTheTin}} Teleport]]'' allows them to teleport their unit to any other friendly unit or command post on the map - excellent for instantly reinforcing units that have over-extended themselves.
themselves or needing to protect any conquered area from being overrun by enemy reinforcements.
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* GlassCannon: On one hand, their HP is fantastic and their physickal attacks can do a lot of hurting. On the other hand, their stats in '''everything else''' is terrible, especially defenses. Downplayed in that their HP is so absolutely ''monsterous'' that it's nigh-impossible to kill them in a single hit without stacking multiple offensive buffs first, including guaranteed crits and improved crit damage.

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* GlassCannon: On one hand, their HP is fantastic and their physickal attacks can do a lot of hurting. On the other hand, their stats in '''everything else''' is terrible, especially defenses. Downplayed in that their HP is so absolutely ''monsterous'' ''monstrous'' that it's nigh-impossible to kill them in a single hit without stacking multiple offensive buffs first, including guaranteed crits and improved crit damage.



* NonMammalMammaries: They are anthropomorphic owls, but have a noticeably large busts.

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* NonMammalMammaries: They are anthropomorphic owls, but have a noticeably large distinctly humanoid busts.
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* CriticalStatusBuff: Their Enrage ability plays with this. Whenever an ally is attacked, the Breaker gains a bonus to their Physickal Attack and Accuracy as long as they have PP available.

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* CriticalStatusBuff: Their Enrage ''Enrage'' ability plays with this. Whenever an ally is attacked, the Breaker gains a bonus to their Physickal Attack and Accuracy as long as they have PP available.
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* AlternateCompanyEquivalent: They're the equivalent of the "Myrmidon[=/=]Swordmaster" class in ''Franchise/FireEmblem'', though themed around ''Literature/TheThreeMusketeers'', instead of {{Samurai}}. They are sword fighters that use [[FragileSpeedster speed]] and [[CriticalHitClass critical hits]] to deliver the killing blow. They also have a multi-hit attack, similar to the Astra skill that is associated with Swordmasters in ''Fire Emblem''.

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* AlternateCompanyEquivalent: They're the equivalent of the "Myrmidon[=/=]Swordmaster" class in ''Franchise/FireEmblem'', though themed around ''Literature/TheThreeMusketeers'', instead of {{Samurai}}. They are sword fighters that use [[FragileSpeedster speed]] and [[CriticalHitClass critical hits]] to deliver the killing blow. They also have a multi-hit attack, similar to the Astra ''Astra'' skill that is associated with Swordmasters in ''Fire Emblem''.
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* FixedDamageAttack: Fatal Dive deals fixed amount of damage based on half of the Gryphon Master's current HP to a column of enemies. It is also unguardable, making them effective against high-defense targets, like Legionnaires.

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* FixedDamageAttack: Fatal Dive ''Fatal Dive'' deals fixed amount of damage based on half of the Gryphon Master's current HP to a column of enemies. It is also unguardable, making them ''Fatal Dive'' effective against at countering high-defense targets, like Legionnaires.
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* NonMammalMammaries: She is an anthropomorphic owl, but has a noticeably large bust.

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* NonMammalMammaries: She is an They are anthropomorphic owl, owls, but has have a noticeably large bust.busts.

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Moved the trope from Ramona's profile to here.


* AntiCavalry: Not only does they have an innate double damage against cavalry units, but their basic skill ''High Swing'' adds an additional 50 potency against cavalry units.
* FixedDamageAttack: Fatal Dive deals fixed amount of damage based on half of the Gryphon Master's current HP to a column of enemies. It is also unguardable.

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* AntiCavalry: Not only does they have an innate double damage against cavalry units, but their basic skill ''High Swing'' adds an additional 50 potency against cavalry units.
units. ''High Swing'' and ''Aerial Smite'' are also [[UnblockableAttack unguardable against cavalry units]].
* FixedDamageAttack: Fatal Dive deals fixed amount of damage based on half of the Gryphon Master's current HP to a column of enemies. It is also unguardable.unguardable, making them effective against high-defense targets, like Legionnaires.



* {{Gainaxing}}: A Gryphon Knight's huge breasts bounce like the flaps of her gryphon's wings. [[TokenWholesome Aside from Fran's, anyways.]]
* HerdHittingAttack: ''High Swing'' deals damage to a row of enemies.

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* FullHealthBonus: {{Inverted}} with ''Aerial Smite'', as it removes a row of enemies' AP if their HP is full.
* {{Gainaxing}}: A Gryphon Knight's Knights have huge breasts that bounce like the flaps of her gryphon's wings. [[TokenWholesome Aside from Fran's, anyways.]]
* HerdHittingAttack: ''High Swing'' and ''Aerial Smite'' deals damage to a row of enemies.


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* NonMammalMammaries: She is an anthropomorphic owl, but has a noticeably large bust.
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* DefogOfWar: Her valor skill allows you to see obscured foes within the area-of-effect, like those hiding in the forest. It also provide vision in fog-of-war, which is useful in the main quest ''Legacy of the Lion Kings'', as the battlefield is completely obscured by a blizzard.

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* DefogOfWar: Her valor skill allows you to see obscured foes within the area-of-effect, like those hiding in the forest. It also provide vision in fog-of-war, which is useful in the main quest ''Legacy of the Lion Kings'', as the battlefield is completely obscured by a blizzard.blizzard and you conveniently recruited Ramona in the previous main quest.

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* DamageIncreasingDebuff: ''Defensive Curse'' inflicts a defense debuff and Guard Seal, which not only makes the enemies easier to kill, but also they cannot guard themselves from attacks.
* DefogOfWar: Her valor skill allows you to see obscured foes within the area-of-effect, like those hiding in the forest. It also provide vision in fog-of-war, which is useful in the some quests, like ''Beyond the Swirling Sands'' ''Legacy of the Lion Kings'', as the battlefield is completely obscured by sandstorms and blizzards, respectively.



* SupportPartyMember: Shamans are pure support, as they lack any innate offensive skills. However, their curses provide numerous invaluable debuffs, with ''Passive Curse'' hampering the foes' ability to resist or counter attacks and ''Offensive Curse'' cutting entire rows of enemies' offensive output in half.

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* SupportPartyMember: Shamans are pure support, as they lack any innate offensive skills. However, their curses provide numerous invaluable debuffs, with ''Passive Curse'' hampering the foes' ability to resist or counter attacks and ''Offensive Curse'' cutting entire rows of enemies' offensive output in half. Clairvoyance, in addition to revealing any units within the area-of-effect, including concealed units, also grants an accuracy boost to your allies, allowing them to effectively hit some very evasive classes, like thieves and swordfighters.


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* DefogOfWar: Her valor skill allows you to see obscured foes within the area-of-effect, like those hiding in the forest. It also provide vision in fog-of-war, which is useful in the main quest ''Legacy of the Lion Kings'', as the battlefield is completely obscured by a blizzard.
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** Their valor skill ''Provoke'' forces an enemy unit to march towards the unit with the Fighter that initiated the valor skill in their formation for 10 seconds, even working against units that are on watchtowers. This doesn't work on enemies garrisoned in towns or fortification, which are usually [[ContractualBossImmunity bosses]]. Upon promoting to Vanguard, the valor skill can target enemies within an area-of-effect.

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** Their valor skill ''Provoke'' forces an enemy unit to march towards the unit with the Fighter that initiated the valor skill in their formation for 10 seconds, even working against units that are on watchtowers. This doesn't work on enemies garrisoned in towns or fortification, which are usually [[ContractualBossImmunity bosses]]. Upon promoting to Vanguard, the valor skill can target enemies within an area-of-effect. It is very useful in preventing enemy Thieves from running away with any stolen gold they gained from using ''Plunder''.

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** To a lesser extent, crowd control effects. If they're Stunned, Frozen, or inflicted with Passive Seal, they won't be able to use ''Bulk Up'' regardless of HOW much PP they have left.

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** To a lesser extent, crowd control effects. If they're Stunned, Frozen, or inflicted with Passive Seal, they won't be able to use ''Bulk Up'' regardless of HOW how much PP they have left.



** ''Grand Smash.'' Leapinig twenty feet into the air and unleashing a massive GroundPound on an entire enemy team with [[FullHealthBonus potentially]] 150% attack potency without needing to spend a turn charging up first sounds awesome on paper, but its low base accuracy combined with the Berserker's already poor aim and the fact that it's a ground-based attack that always misses agaisnt flying units, makes it rather impractical in practice.

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** ''Grand Smash.'' Leapinig twenty feet into the air and unleashing a massive GroundPound on an entire enemy team with [[FullHealthBonus potentially]] 150% attack potency without needing to spend a turn charging up first sounds awesome on paper, but its low base accuracy combined with the Berserker's already poor aim and the fact that it's a ground-based attack that always misses agaisnt against flying units, makes it rather impractical in practice.



* GlassCannon: On one hand, their HP is fantastic and their physickal attacks can do a lot of hurting. On the other hand, their stats in '''everything else''' is terrible, especially defenses. Downplayed in that their HP is so absotutely ''monsterous'' that it's nigh-impossible to kill them in a single hit without stacking multiple multiple offensive buffs first, including guaranteed crits and improved crit damage.

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* GlassCannon: On one hand, their HP is fantastic and their physickal attacks can do a lot of hurting. On the other hand, their stats in '''everything else''' is terrible, especially defenses. Downplayed in that their HP is so absotutely absolutely ''monsterous'' that it's nigh-impossible to kill them in a single hit without stacking multiple multiple offensive buffs first, including guaranteed crits and improved crit damage.



* UnskilledButStrong: They have a high Physickal Attack stat and a lot of health, but their accuracy, speed and defense all suck.



* {{Expy}}: The male Sellsword is the spitting image of [[Manga/{{Berserk}} Guts]], with their upgrade the Landsnecht wearing a slightly modified version of the armor and helmet he wore during the Golden Age arc.

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* {{Expy}}: The male Sellsword is the spitting image of [[Manga/{{Berserk}} Guts]], with their upgrade the Landsnecht Landsknecht wearing a slightly modified version of the armor and helmet he wore during the Golden Age arc.



* ProperTightsWithASkirt: While male soldiers are visibly wearing pants, female soldiers give off an illusion of wearing tights, due to their bottom lacking any bagginess and wrinkles, and their shirt makes the chainshirt they wear underneath resemble a skirt.

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* ProperTightsWithASkirt: While male soldiers are visibly wearing pants, female soldiers give off an illusion of wearing tights, due to their bottom lacking any bagginess and wrinkles, and their shirt makes the chainshirt chainmail they wear underneath resemble a skirt.



* AntiStructure: Their valor skill ''Heavy Swing'' deals a rather weak physickal attack but it [[BlownAcrossTheRoom knocks enemies back]] and instantly destroys barricades. Their leader effect "Barrier Breaker" also 'very' heavily enchances their unit's damage to barricades and gates.

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* AntiStructure: Their valor skill ''Heavy Swing'' deals a rather weak physickal attack but it [[BlownAcrossTheRoom knocks enemies back]] and instantly destroys barricades. Their leader effect "Barrier Breaker" also 'very' heavily enchances enhances their unit's damage to barricades and gates.



* BoringButPractical: Although the paladin has no particular specialisation in any one field, and their base skills aren't extraordinary, their versatility and solid stats make them valuable for most unit compositions. Additionally, their growths become far better in the late game, so they can pull their weight with greater efficacy.

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* BoringButPractical: Although the paladin has no particular specialisation specialization in any one field, and their base skills aren't extraordinary, their versatility and solid stats make them valuable for most unit compositions. Additionally, their growths become far better in the late game, so they can pull their weight with greater efficacy.



* SupportPartyMember: Half of the paladin's kit is built around aiding their unit and other allies: they can ''Heal'' in battle for active point, and an in-range unit on the field for one Valor Point; ''Resist Magick Attack'' as a leader effect makes their unit safer in range of mage-led enemy units; and the combination of ''Holy Barrier'' and ''Holy Guard'' for in-battle defences for both themselves and their teammates' survivability.

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* SupportPartyMember: Half of the paladin's kit is built around aiding their unit and other allies: they can ''Heal'' in battle for active point, and an in-range unit on the field for one Valor Point; ''Resist Magick Attack'' as a leader effect makes their unit safer in range of mage-led enemy units; and the combination of ''Holy Barrier'' and ''Holy Guard'' for in-battle defences defenses for both themselves and their teammates' survivability.



* AlternateCompanyEquivalent: They're the equivalent of the "Pegasus Knight[=/=]Falcon Knight" class in ''Franchise/FireEmblem''. Unlike the other class examples, this is also due to the fact that Creator/{{Nintendo}} trademarked the ''very idea'' of "pegasus knights," making the change to Griffon Knights more understandable.

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* AlternateCompanyEquivalent: They're the equivalent of the "Pegasus Knight[=/=]Falcon Knight" class in ''Franchise/FireEmblem''. Unlike the other class examples, this is also due to the fact that Creator/{{Nintendo}} trademarked the ''very idea'' of "pegasus knights," knights", making the change to Griffon Knights more understandable.



* MasterOfNone: Werewolves are noticably squishier and have lower physical attack than other front-line fighters while also having considerably worse evasion than the other FragileSpeedster classes, and while they have an exceptionally high accuracy stat, they lack any innate Truestrike attacks, making them largely ineffective against enemy scouts with ''Evade''. On top of all that, none of their attacks have extra effectiveness against any particular unit type and don't inflict any debuffs, and their one support ability, ''Bestral Howl'' is one of the weakest buffs in the game, only buffing their row's physickal attack by 15% and is incapable of stacking with itself.

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* MasterOfNone: Werewolves are noticably noticeably squishier and have lower physical attack than other front-line fighters while also having considerably worse evasion than the other FragileSpeedster classes, and while they have an exceptionally high accuracy stat, they lack any innate Truestrike attacks, making them largely ineffective against enemy scouts with ''Evade''. On top of all that, none of their attacks have extra effectiveness against any particular unit type and don't inflict any debuffs, and their one support ability, ''Bestral Howl'' is one of the weakest buffs in the game, only buffing their row's physickal attack by 15% and is incapable of stacking with itself.



* SavageWolf: They are wolf warriors who looks untamed and dangerous to anyone that crosses them. Alain and Lex's first encounter with a bestral upon entering Bastoria is a werewolf that attacks them without warning, forcing Lex to kill him in self-defense. Another werewolf seen in the cutscene after completing "Tempest of White" is tied up and when Alain attempts to use the Ring of the Unicorn to remove the magick of control on him, he remains berserk due to the werewolf being affected by something else.

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* SavageWolf: They are wolf warriors who looks untamed and dangerous to anyone that crosses them. Alain and Lex's first encounter with a bestral upon entering Bastoria Bastorias is a werewolf that attacks them without warning, forcing Lex to kill him in self-defense. Another werewolf seen in the cutscene after completing "Tempest of White" is tied up and when Alain attempts to use the Ring of the Unicorn to remove the magick of control on him, he remains berserk due to the werewolf being affected by something else.
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* MasterOfAll: in terms of backline support. They're a Cleric, Witch, and Hunter all rolled into a single class, and beat them all when it comes to healing output, single-target damage, initiative, and survivability. At higher levels they even match the Cleric and Witch in terms of debuff protection and crowd control, being able to grant one-time debuff immunity to the entire party at the start of battle with ''Pure Field'', and freeze any two targets at once with ''Icicle Arrow''.

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* MasterOfAll: in In terms of backline support. They're a Cleric, Witch, and Hunter all rolled into a single class, and beat them all when it comes to healing output, single-target damage, initiative, and survivability. At higher levels they even match the Cleric and Witch in terms of debuff protection and crowd control, being able to grant one-time debuff immunity to the entire party at the start of battle with ''Pure Field'', and freeze any two targets at once with ''Icicle Arrow''.
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* DishingOutDirt: "Nature's Wrath" let's them attack an entire column by making rock spikes erupt beneath the enemy. It deals bonus damage to Cavalry.

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* DishingOutDirt: "Nature's Wrath" ''Nature's Wrath'' let's them attack an entire column by making rock spikes erupt beneath the enemy. It deals bonus damage to Cavalry.

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* ImpossiblyLowNeckline: It's a miracle that the female fencers don't bounce out of their LeotardOfPower to a slight breeze.



* {{Stripperiffic}}: Female Elven Fencers wear basically a leotard made of black straps that hides very little, combining LegFocus, ImpossiblyLowNeckline and exposed belly.

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* {{Stripperiffic}}: Female Elven Fencers wear basically a leotard made of black straps that hides very little, combining LegFocus, ImpossiblyLowNeckline and exposed belly.a NavelWindow.
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* AntiStructure: Their valor skill ''Heavy Swing'' deals a rather weak physickal attack but it [[BlownAcrossTheRoom knocks enemies back]] and instantly destroys barricades. Their leader effect "Barrier Breaker" also 'very' heavily enchances their unit damage to barricades and gates.

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* AntiStructure: Their valor skill ''Heavy Swing'' deals a rather weak physickal attack but it [[BlownAcrossTheRoom knocks enemies back]] and instantly destroys barricades. Their leader effect "Barrier Breaker" also 'very' heavily enchances their unit unit's damage to barricades and gates.
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* AntiStructure: Their valor skill ''Heavy Swing'' deals a rather weak physickal attack but it [[BlownAcrossTheRoom knocks enemies back]] and instantly destroys barricades. Their leader effect "Barrier Breaker" also 'very' heavily enchances their damage to barricades and gates.

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* AntiStructure: Their valor skill ''Heavy Swing'' deals a rather weak physickal attack but it [[BlownAcrossTheRoom knocks enemies back]] and instantly destroys barricades. Their leader effect "Barrier Breaker" also 'very' heavily enchances their unit damage to barricades and gates.
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Nimble Swordfighters who weave parries and killing blows into chains of attacks.

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Nimble Swordfighters swordfighters who weave parries and killing blows into chains of attacks.
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* AntiStructure: Their valor skill ''Heavy Swing'' deals a rather weak physickal attack but it [[BlownAcrossTheRoom knocks enemy back]] and instantly destroys barricades. Their leader effect "Barrier Breaker" also 'very' heavily enchances their damage to barricades and gates.

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* AntiStructure: Their valor skill ''Heavy Swing'' deals a rather weak physickal attack but it [[BlownAcrossTheRoom knocks enemy enemies back]] and instantly destroys barricades. Their leader effect "Barrier Breaker" also 'very' heavily enchances their damage to barricades and gates.
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Correcting Housecarl's Valor skill.


'''Valor Skill''': Heavy Swing (II)

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'''Valor Skill''': Heavy Swing Vitalize (II)
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* MasterOfAll: in terms of backline support. They're a Cleric, Witch, and Hunter all rolled into a single class, and beats them all when it comes to healing output, single-target damage, initiative, and survivability. At higher levels they even match the Cleric and Witch in terms of debuff protection and crowd control, being able to grant one-time debuff immunity to the entire party at the start of battle with ''Pure Field'', and freeze any two targets at once with ''Icicle Arrow''.

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* MasterOfAll: in terms of backline support. They're a Cleric, Witch, and Hunter all rolled into a single class, and beats beat them all when it comes to healing output, single-target damage, initiative, and survivability. At higher levels they even match the Cleric and Witch in terms of debuff protection and crowd control, being able to grant one-time debuff immunity to the entire party at the start of battle with ''Pure Field'', and freeze any two targets at once with ''Icicle Arrow''.
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* AlternateCompanyEquivalent: They're the equivalent of the "Troubadour[=/=]Valkyrie" class in ''Franchise/FireEmblem'', specifically the interpretations of the class that use sword like in ''VideoGame/FireEmblemPathOfRadiance''.

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* AlternateCompanyEquivalent: They're the equivalent of the "Troubadour[=/=]Valkyrie" class in ''Franchise/FireEmblem'', specifically the interpretations of the class that use sword swords like in ''VideoGame/FireEmblemPathOfRadiance''.
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* AlternateCompanyEquivalent: Theyr use of great axes and heavy armor makes them the equivalent of the "Great Knight" class in ''Franchise/FireEmblem'', with a heavy addition of BlackKnight theming.

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* AlternateCompanyEquivalent: Theyr use of great axes and heavy armor makes them the equivalent of the "Great Knight" class in ''Franchise/FireEmblem'', with whith a heavy addition of BlackKnight theming.theming, which, along with their CastFromHitpoints abilities, also makes them resemble the "Dark Knight" job from ''Franchise/FinalFantasy''.
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* AlternateCompanyEquivalent: They're uses of great axes and heavy armor makes them the equivalent of the "Great Knight" class in ''Franchise/FireEmblem'', with a heavy addition of BlackKnight theming.

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* AlternateCompanyEquivalent: They're uses Theyr use of great axes and heavy armor makes them the equivalent of the "Great Knight" class in ''Franchise/FireEmblem'', with a heavy addition of BlackKnight theming.
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* SituationalSword: Clairvoyance is mostly useful for improving ally accuracy in its area of effect, and its primary function for improving visibility is rendered moot in areas without environmental obstructions (weather, cover, etc.).

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* SituationalSword: Clairvoyance ''Clairvoyance'' is mostly useful for improving ally accuracy in its area of effect, and its primary function for improving visibility is rendered moot in areas without environmental obstructions (weather, cover, etc.).
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* BoringButPractical: They're not gonna do a lot of damage without the right set-up and they're utterly toasted by magic, but when it comes to soaking up physickal damage or protecting the back row, there's ''literally'' no better class than these guys. Arguably more practical than one of it's [[Franchise/FireEmblem franchise inspirations]], as Hoplites don't have to be the party leader, giving you the chance between negating pretty much all ranged-attacks for the whole party or having the mobility of a mount; there's nothing stopping the player from having them in the front row and designating another unit as the party leader.

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* BoringButPractical: They're not gonna do a lot of damage without the right set-up and they're utterly toasted by magic, but when it comes to soaking up physickal damage or protecting the back row, there's ''literally'' no better class than these guys. Arguably more practical than one of it's [[Franchise/FireEmblem franchise inspirations]], as Hoplites don't have to be the party leader, leaders, giving you the chance choice between negating pretty much all ranged-attacks physickal attacks for the whole party or having the mobility of a mount; there's nothing stopping the player from having them in the front row and designating another unit as the party leader.



* AlternateCompanyEquivalent: They're the equivalent of the "Myrmidon[=/=]Swordmaster" class in ''Franchise/FireEmblem''.

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* AlternateCompanyEquivalent: They're the equivalent of the "Myrmidon[=/=]Swordmaster" class in ''Franchise/FireEmblem''.''Franchise/FireEmblem'', though themed around ''Literature/TheThreeMusketeers'', instead of {{Samurai}}. They are sword fighters that use [[FragileSpeedster speed]] and [[CriticalHitClass critical hits]] to deliver the killing blow. They also have a multi-hit attack, similar to the Astra skill that is associated with Swordmasters in ''Fire Emblem''.
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* AlternateCompanyEquivalent: They're the equivalent here of the "Barbarian[=/=]Brigand[=/=]Pirate[=/=]Berserker" class in ''Franchise/FireEmblem''.

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* AlternateCompanyEquivalent: They're the equivalent here of the "Barbarian[=/=]Brigand[=/=]Pirate[=/=]Berserker" class in ''Franchise/FireEmblem''.



* AlternateCompanyEquivalent: They're the equivalent here of the "Knight[=/=]General" class in ''Franchise/FireEmblem''.

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* AlternateCompanyEquivalent: They're the equivalent here of the "Knight[=/=]General" class in ''Franchise/FireEmblem''.



* AlternateCompanyEquivalent: They're the equivalent here of the "Fighter[=/=]Warrior" class in ''Franchise/FireEmblem''.

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* AlternateCompanyEquivalent: They're the equivalent here of the "Fighter[=/=]Warrior" class in ''Franchise/FireEmblem''.



* AlternateCompanyEquivalent: They're the equivalent here of the "Mercenary[=/=]Hero" class in ''Franchise/FireEmblem''.

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* AlternateCompanyEquivalent: They're the equivalent here of the "Mercenary[=/=]Hero" class in ''Franchise/FireEmblem''.



* AlternateCompanyEquivalent: They're the equivalent here of the "Soldier[=/=]Halberdier" class in ''Franchise/FireEmblem''.

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* AlternateCompanyEquivalent: They're the equivalent here of the "Soldier[=/=]Halberdier" class in ''Franchise/FireEmblem''.



* AlternateCompanyEquivalent: They're the equivalent here of the "Myrmidon[=/=]Swordmaster" class in ''Franchise/FireEmblem''.

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* AlternateCompanyEquivalent: They're the equivalent here of the "Myrmidon[=/=]Swordmaster" class in ''Franchise/FireEmblem''.



* AlternateCompanyEquivalent: They're the equivalent here of the, [[ShapedLikeItself well]], "Thief[=/=]Rogue[=/=]Assassin" class in ''Franchise/FireEmblem''.

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* AlternateCompanyEquivalent: They're the equivalent here of the, [[ShapedLikeItself well]], "Thief[=/=]Rogue[=/=]Assassin" class in ''Franchise/FireEmblem''.



* AlternateCompanyEquivalent: They're the equivalent here of the "Archer[=/=]Sniper" class in ''Franchise/FireEmblem''.

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* AlternateCompanyEquivalent: They're the equivalent here of the "Archer[=/=]Sniper" class in ''Franchise/FireEmblem''.



* AlternateCompanyEquivalent: They're the equivalent here of the "Cavalier[=/=]Paladin" class in ''Franchise/FireEmblem''.

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* AlternateCompanyEquivalent: They're the equivalent here of the "Cavalier[=/=]Paladin" class in ''Franchise/FireEmblem''.



* AlternateCompanyEquivalent: They're the equivalent here of the "Troubadour[=/=]Valkyrie" class in ''Franchise/FireEmblem'', specifically the interpretations of the class that use sword like in ''VideoGame/FireEmblemPathOfRadiance''.

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* AlternateCompanyEquivalent: They're the equivalent here of the "Troubadour[=/=]Valkyrie" class in ''Franchise/FireEmblem'', specifically the interpretations of the class that use sword like in ''VideoGame/FireEmblemPathOfRadiance''.



* AlternateCompanyEquivalent: They're the equivalent here of the "Pegasus Knight[=/=]Falcon Knight" class in ''Franchise/FireEmblem''. Unlike the other class examples, this is also due to the fact that Creator/{{Nintendo}} trademarked the ''very idea'' of "pegasus knights," making the change to Griffon Knights more understandable.

to:

* AlternateCompanyEquivalent: They're the equivalent here of the "Pegasus Knight[=/=]Falcon Knight" class in ''Franchise/FireEmblem''. Unlike the other class examples, this is also due to the fact that Creator/{{Nintendo}} trademarked the ''very idea'' of "pegasus knights," making the change to Griffon Knights more understandable.



* AlternateCompanyEquivalent: They're the equivalent here of the "Wyvern Rider[=/=]Wyvern Lord" class in ''Franchise/FireEmblem''.

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* AlternateCompanyEquivalent: They're the equivalent here of the "Wyvern Rider[=/=]Wyvern Lord" class in ''Franchise/FireEmblem''.



* AlternateCompanyEquivalent: They're the equivalent here of the "Cleric[=/=]Priest[=/=]Bishop" class in ''Franchise/FireEmblem''.

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* AlternateCompanyEquivalent: They're the equivalent here of the "Cleric[=/=]Priest[=/=]Bishop" class in ''Franchise/FireEmblem''.



* AlternateCompanyEquivalent: They're the equivalent here of the "Dark Mage[=/=]Sorcerer" class in ''Franchise/FireEmblem''.

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* AlternateCompanyEquivalent: They're the equivalent here of the "Dark Mage[=/=]Sorcerer" class in ''Franchise/FireEmblem''.



* AlternateCompanyEquivalent: They're the equivalent here of the "Mage[=/=]Sage" class in ''Franchise/FireEmblem''.

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* AlternateCompanyEquivalent: They're the equivalent here of the "Mage[=/=]Sage" class in ''Franchise/FireEmblem''.

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* MightyGlacier: They have ''monstrous'' Physickal Defense and while their attack isn't the greatest, is still good enough that it can pack a punch against softer enemies. Their Evasion, however, is non-existent, as is their Initiative and mobility on any map as a party leader. [[DumpStat Not that this is a problem]] as those things [[HeavilyArmoredMook literally aren't what they're paid for]].


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* MightyGlacier: They have ''monstrous'' Physickal Defense and while their attack isn't the greatest, is still good enough that it can pack a punch against softer enemies. Their Evasion, however, is non-existent, as is their Initiative and mobility on any map as a party leader. [[DumpStat Not that this is a problem]] as those things [[HeavilyArmoredMook literally aren't what they're paid for]].
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* BoringButPractical: They're not gonna do a lot of damage without the right set-up and they're utterly toasted by magic, but when it comes to soaking up physickal damage or protecting the back row, there's ''literally'' no better class than these guys. Arguably more practical than one of it's [[Franchise/FireEmblem franchise inspirations]], as Hoplites don't have to be the party leader, giving you the chance between negating pretty much all ranged-attacks for the whole party or having the mobility of a mount; there's nothing stopping the player from having them in the front row and designating another unit as the party leader.
* MightyGlacier: They have ''monstrous'' Physickal Defense and while their attack isn't the greatest, is still good enough that it can pack a punch against softer enemies. Their Evasion, however, is non-existent, as is their Initiative and mobility on any map as a party leader. [[DumpStat Not that this is a problem]] as those things [[HeavilyArmoredMook literally aren't what they're paid for]].

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