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* AwesomeButImpractical: ''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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* AwesomeButImpractical: AlternateCompanyEquivalent: They're the equivalent here of the "Barbarian[=/=]Brigand[=/=]Pirate[=/=]Berserker" class in ''Franchise/FireEmblem''.
* AwesomeButImpractical:
**
''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.practice.
** The entire class deals with this as well. A musclebound giant of a man who is capable of inflicting tons of damage, hitting wide areas of foes and having self-healing sounds like a ''great'' front-liner to have... but in practice, their stats are too poor and their accuracy even worse really capstone off of that without having a right team composition.
* BarbaricBattleaxe: Half-naked [[TopHeavyGuy Top-Heavy Guys]] who are muscular as hell and fight with axes as big as a normal person, with their promotion's axes getting even bigger. They also fight like TheBerserker in combat as well.


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* MasterOfNone: Their [=HP=] and Physickal Attack are absolutely excellent, with their [=HP=] being the highest in the game... but their ''everything else'' is utterly horrible, and in practice, they take too much damage and have too little initiative for their HealingFactor to really be a good trade-off. Not that there aren't compositions that can't make them competitive, but even with this, their stat compositions are still not good at all.


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* 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 "Fighter[=/=]Warrior" class in ''Franchise/FireEmblem''.


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* 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 "Soldier[=/=]Halberdier" class in ''Franchise/FireEmblem''.


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* 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, [[ShapedLikeItself well]], "Thief[=/=]Rogue[=/=]Assassin" class in ''Franchise/FireEmblem''.


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


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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 the equivalent here of the "Cavalier[=/=]Paladin" class in ''Franchise/FireEmblem''.


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* AlternateCompanyEquivalent: Being only held by an old man who joins early on automatically promoted, they're clearly this for the Jagen archetype in ''Franchise/FireEmblem''.


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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''.


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* 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.


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* 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 "Cleric[=/=]Priest[=/=]Bishop" class in ''Franchise/FireEmblem''.


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* 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 "Mage[=/=]Sage" class in ''Franchise/FireEmblem''.

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Per the definition "Expy must be a clearly deliberate reference on the part of the author; superficial or random coincidental similarities (even very striking ones) do not qualify" Having similar mechanics doesn't qualify them as expies.


* {{Expy}}: They are similar to the Myrmidon and Swordmaster classes in the ''Franchise/FireEmblem'' series, 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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* DarkIsNotEvil: The red eyes, coarse fur, and long tongue aren't the result of Zenoiran sorcery. Werewolf soldiers just tend to look like that when they're on the job.
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* KickChick: The Shaman's Bonestaff is a staff exclusive to the Shaman. It increases the Shaman's physickal attack and grants her the ''Cursed Strike'' active skill, which allows her to physickally attack the single target. It [[ArmorPiercingAttack ignores half of the enemy's defense]] and deal extra potency if [[InjuredVulnerability the enemy is inflicted with debuffs]]. The active skill is represented by an animation showing the Shaman kicking the target.

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* KickChick: The Shaman's Bonestaff is a staff exclusive to the Shaman. It increases the Shaman's physickal attack and grants her the ''Cursed Strike'' active skill, which allows her to physickally attack the a single target. It [[ArmorPiercingAttack ignores half of the enemy's defense]] and deal extra potency if [[InjuredVulnerability the enemy is inflicted with debuffs]]. The active skill is represented by an animation showing the Shaman kicking the target.
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* {{Expy}}: They are similar to the Myrmidon and Swordmaster class in the ''Franchise/FireEmblem'' series, 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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* {{Expy}}: They are similar to the Myrmidon and Swordmaster class classes in the ''Franchise/FireEmblem'' series, 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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* {{Expy}}: They are similar to the Myrmidon and Swordmaster class in the ''Franchise/FireEmblem'' series, though themed around ''Literature/TheThreeMusketeers'', instead of {{Samurai}}s. 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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* {{Expy}}: They are similar to the Myrmidon and Swordmaster class in the ''Franchise/FireEmblem'' series, though themed around ''Literature/TheThreeMusketeers'', instead of {{Samurai}}s.{{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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* {{Expy}}: They are similar to the Myrmidon and Swordmaster class in the Franchise/FireEmblem series, though themed around Literature/TheThreeMusketeers, instead of {{Samurai}}s. They are sword fighters that uses [[FragileSpeedster speed]] and [[CriticalHitClass critical hits]] to deliver the killing blow. They also have a multi-hitting attack, similar to the Astra skill that is associated with Swordmasters in Fire Emblem.

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* {{Expy}}: They are similar to the Myrmidon and Swordmaster class in the Franchise/FireEmblem ''Franchise/FireEmblem'' series, though themed around Literature/TheThreeMusketeers, ''Literature/TheThreeMusketeers'', instead of {{Samurai}}s. They are sword fighters that uses use [[FragileSpeedster speed]] and [[CriticalHitClass critical hits]] to deliver the killing blow. They also have a multi-hitting multi-hit attack, similar to the Astra skill that is associated with Swordmasters in Fire Emblem.''Fire Emblem''.
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* OminousOwl: In contrast to Ramona, all other Wereowls a player encounters have more intense gazes than hers.
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Several of the classes have only one named character? It'd be faster to list the classes who have multiple characters. Like this true of all the Bestral classes, most of the feather classes. Dark Knight, Arbalist, Wizard, Witch, Shaman,


* {{Mook}}: Even among infantry, Housecarls are pretty low on the totem pole. Tellingly, despite the game highlighting their strengths through NPC dialogue and its in-game tips section, only one major character (Aubin) among the dozens you can recruit in the game is of this class.
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I'm pretty sure you always get him.


* {{Mook}}: Even among infantry, Housecarls are pretty low on the totem pole. Tellingly, despite the game highlighting their strengths through NPC dialogue and its in-game tips section, only one major character (Aubin) among the dozens you can recruit in the game is of this class, and he's optional to boot.

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* {{Mook}}: Even among infantry, Housecarls are pretty low on the totem pole. Tellingly, despite the game highlighting their strengths through NPC dialogue and its in-game tips section, only one major character (Aubin) among the dozens you can recruit in the game is of this class, and he's optional to boot.class.
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* {{Mook}}: Even among infantry, Housecarls are pretty low on the totem pole. Tellingly, despite the game highlighting their strengths through NPC dialogue and its in-game tips section, only one major character (Aubin) among the dozens you can recruit in the game is of this class, and he's optional to boot.

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* {{Expy}}: They are similar to Myrmidon and Swordmaster class in the Franchise/FireEmblem series, though themed around Literature/TheThreeMusketeers, instead of {{Samurai}}s. They are sword fighters that uses [[FragileSpeedster speed]] and [[CriticalHitClass critical hits]] to deliver the killing blow. They also have a multi-hitting attack, similar to the Astra skill that is associated with Swordmasters in Fire Emblem.

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* {{Expy}}: They are similar to the Myrmidon and Swordmaster class in the Franchise/FireEmblem series, though themed around Literature/TheThreeMusketeers, instead of {{Samurai}}s. They are sword fighters that uses [[FragileSpeedster speed]] and [[CriticalHitClass critical hits]] to deliver the killing blow. They also have a multi-hitting attack, similar to the Astra skill that is associated with Swordmasters in Fire Emblem.


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* KickChick: The Shaman's Bonestaff is a staff exclusive to the Shaman. It increases the Shaman's physickal attack and grants her the ''Cursed Strike'' active skill, which allows her to physickally attack the single target. It [[ArmorPiercingAttack ignores half of the enemy's defense]] and deal extra potency if [[InjuredVulnerability the enemy is inflicted with debuffs]]. The active skill is represented by an animation showing the Shaman kicking the target.


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* KungFuWizard: The Sorcerer's Gauntlets is an accessory that is exclusive to the Wizards. It grants them the Sorcerous Blow, which deals both physickal and magickal damage and inflict Stun to a single target. It uses the seldom-seen animation of the Wizard delivering a punch to the foe.
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* {{Expy}}: They are similar to Myrmidon and Swordmaster class in the Franchise/FireEmblem series, though themed around Literature/TheThreeMusketeers, instead of {{Samurai}}s. They are sword fighters that uses [[FragileSpeedster speed]] and [[CriticalHitClass critical hits]] to deliver the killing blow. They also have a multi-hitting attack, similar to the Astra skill that is associated with Swordmasters in Fire Emblem.


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* MarkOfTheSupernatural: Druids obtain tattoos that cover her entire body, from her arms to [[IntimateMarks her midriff and legs]]. Whether those tattoos are mere BodyPaint or actual PowerTattoos, her markings exemplify her mastery in curses.

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* BrutishCharacterBrutishWeapon: Contrast to the chivalrous Knights and Radiant Knights, the Dark Knights wield axes to represent their savage and risky technique.

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* BrutishCharacterBrutishWeapon: Contrast to the chivalrous Knights Knights' JoustingLance and Radiant Knights, Knights' KnightlySwordAndShield, the Dark Knights wield axes to represent their savage and risky technique.



** ''Dark Flame'' requires 30% of Doom Knight's HP to use the active skill, which deals both physickal and magickal damage and inflict Burn to a row of enemies. It also gains +50 potency when used against [[InjuredVulnerability a debuffed enemy]].

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** ''Dark Flame'' requires 30% of Doom Knight's HP to use the active skill, which deals both physickal and magickal damage and inflict Burn to a row of enemies. It also gains +50 potency when used against [[InjuredVulnerability a debuffed enemy]].skill.


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* {{Hellfire}}: ''Dark Flame'' has the Doom Knight cast an infernal spell that deals both physickal and magickal damage and inflicts Burn to a row of enemies at a cost of 30% of their HP. It also gains +50 potency when used against [[InjuredVulnerability a debuffed enemy]].
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* MagikarpPower: Dark Knights are often considered a terrible class. Poor tactics and equipment loadouts can even have them attacking ''before'' they take damage, making their usual buff useless after they themselves are hit. Doom Knights on the other hand are terrifying once they hit level 20. They are the centerpiece to a scary team comp involving a shaman and a witch which guarantees Dark Flame will one shot an entire row.

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* MagikarpPower: Dark Knights are often considered a terrible class. Poor tactics and equipment loadouts can even have them attacking ''before'' they take damage, making their usual buff useless after they themselves are hit. Doom Knights on the other hand are terrifying once they hit level 20. They are the centerpiece to a scary team comp involving a shaman and a witch which guarantees Dark Flame ''Dark Flame'' will one shot an entire row.
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* MagikarpPower: Dark Knights are often considered a terrible class. Poor tactics and equipment load outs can even have them attacking ''before'' they take damage, making their usual buff useless after they themselves are hit. Doom Knights on the other hand are terrifying once they hit level 20. They are the center piece to a scary team comp involving a shaman and a witch which guarantees Dark Flame will one shot an entire row.

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* MagikarpPower: Dark Knights are often considered a terrible class. Poor tactics and equipment load outs loadouts can even have them attacking ''before'' they take damage, making their usual buff useless after they themselves are hit. Doom Knights on the other hand are terrifying once they hit level 20. They are the center piece centerpiece to a scary team comp involving a shaman and a witch which guarantees Dark Flame will one shot an entire row.
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* DualWielding: Swordmasters gain the ability to equip a second sword. They will use the highest attack value between both their swords but will benefit from the passive stat bonuses and skills of both weapons, and (after a patch) half of the attack value of the weaker weapon.

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* DualWielding: Swordmasters gain the ability to equip a second sword. They will use the highest attack value between both their swords but will benefit from the passive stat bonuses and skills of both weapons, and (after a patch) add half of the attack value of the weaker weapon.
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* DualWielding: Swordmasters gain the ability to equip a second sword. They will use the highest attack value between both their swords but will benefit from the passive stat bonuses and skills of both weapons.

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* DualWielding: Swordmasters gain the ability to equip a second sword. They will use the highest attack value between both their swords but will benefit from the passive stat bonuses and skills of both weapons.weapons, and (after a patch) half of the attack value of the weaker weapon.
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!!This is a character sheet focusing on common classes that share design and gameplay mechanics. Character-specific classes[[note]]Lord, High Lord, Priestess, High Priestess, Dark Marquess, Crusader, Valkyria, Prince, Elven Augur, Elven Sibyl, Snow Ranger, Werelion, Dark Lord, Overlord, Necromancer[[/note]] and lore-based tropes should be included in their proper character pages.

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!!This is a character sheet focusing on common classes that share design and gameplay mechanics. Character-specific classes[[note]]Lord, High classes[[note]]Lord/High Lord, Priestess/High Priestess, High Priestess, Crusader/Valkyria, Dark Marquess, Crusader, Valkyria, Prince, Elven Augur, Elven Sibyl, Snow Ranger, Werelion, Dark Lord, Overlord, Lord/Overlord, Necromancer[[/note]] and lore-based tropes should be included in their proper character pages.
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!!This is a character sheet focusing on common classes that share design and gameplay mechanics. Character-specific classes[[note]]Lord, High Lord, Priestess, High Priestess, Dark Marquess, Prince, Elven Augur, Elven Sibyl, Snow Ranger, Werelion, Dark Lord, Overlord, Necromancer[[/note]] and lore-based tropes should be included in their proper character pages.

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!!This is a character sheet focusing on common classes that share design and gameplay mechanics. Character-specific classes[[note]]Lord, High Lord, Priestess, High Priestess, Dark Marquess, Crusader, Valkyria, Prince, Elven Augur, Elven Sibyl, Snow Ranger, Werelion, Dark Lord, Overlord, Necromancer[[/note]] and lore-based tropes should be included in their proper character pages.
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* DefendCommand: Fighters have the guard skill, Quick Guard, and the cover skill, Arrow Cover. Arrow Cover is practically a godsend for flying units, as the Fighter can protect them from archers that prioritizes targeting them.

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* DefendCommand: Fighters have the guard skill, Quick Guard, ''Quick Guard'', and the cover skill, Arrow Cover. Arrow Cover ''Arrow Cover''. ''Arrow Cover'' is practically a godsend for flying units, as the Fighter can protect them from archers that prioritizes targeting them.



* LoopholeAbuse: Elven Archer attacks are magical in nature, and will melt Hoplites despite their resembling the arrows they usually block without issue. And they'll usually do the same to a Fighter. However, their attacks are also registered as ranged physickal attacks, so if a Fighter blocks them with Arrow Cover, they will receive no damage from them.

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* LoopholeAbuse: Elven Archer attacks are magical in nature, and will melt Hoplites despite their resembling the arrows they usually block without issue. And they'll usually do the same to a Fighter. However, their attacks are also registered as ranged physickal attacks, so if a Fighter blocks them with Arrow Cover, ''Arrow Cover'', they will receive no damage from them.



* SupportPartyMember: Half of the paladin's kit is built around aiding their unit and other allies: they can ''Heal'' in battle for native 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 native 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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* OfCorsetsSexy: {{Downplayed}}, but they wear a corset that helps highlight their [[HiddenBuxom surprisingly ample bosom]].
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* LoopholeAbuse: Elven Archer attacks are magical in nature, and will melt Hoplites despite their resembling the arrows they usually block without issue. And they'll usually do the same to a Fighter. However, their attacks are also registered as ranged physickal attacks, so if a Fighter blocks them with Arrow Cover, they will receive no damage from them.
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* AchillesHeel: Any units with [[AlwaysAccurateAttack truestrike attacks]]. Since truestrike attacks will always hit the target, the thief's ''Evade'' skill becomes useless against them and will likely receive a mortal blow. Gets flipped on its head when they promote into Rogues and learn ''Shadowbite'', which inflicts blindness on an entire row of enemies. Blind enemies will ''always'' miss their next attack, even with truestrike attacks, making Rogues a solid means of protecting your team's fliers and fragile speedsters from enemy Fencers and Hunters.

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* AchillesHeel: Any units with [[AlwaysAccurateAttack truestrike attacks]]. Since truestrike attacks will always hit the target, the thief's ''Evade'' skill becomes useless against them and he will likely receive a mortal blow. Gets flipped on its head when they promote into Rogues and learn ''Shadowbite'', which inflicts blindness on an entire row of enemies. Blind enemies will ''always'' miss their next attack, even with truestrike attacks, making Rogues a solid means of protecting your team's fliers and fragile speedsters from enemy Fencers and Hunters.
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* SquishyWizard: Like most healing units besides the Radiant and Sainted Knight, naturally, but like their Winged counterparts the Featherstaff, this is compounded by their being flying units, which draws the ire of AI archers, who are typically set to prioritize any flying units.

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* SquishyWizard: Like most healing units besides the Radiant and Sainted Knight, naturally, but like their Winged counterparts the Featherstaff, this is compounded by their them being flying units, which draws the ire of AI archers, who are typically set to prioritize any flying units.
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* 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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* HealingHands: They have ''Heal'' as both an Active and Valor skill.
* LightningBruiser: Statistically the Paladin has no major downside besides being somewhat vulnerable to magick; their stats are largely balanced, they can hit hard with both physickal and (set properly) magickal attacks, and they can rest their stamina faster than most as unit leader.


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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 native 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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* GoThroughMe: Their "Sacrifice" passive has them leap out to take a direct hit ''without'' guarding first, despite the shield they all carry, as a PlayerNudge to assign them to only tank the magic spells they're built to endure, which can't be guarded against anyway. In exchange, they get a hefty 2 PP to spend on their many useful passives.

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* GoThroughMe: Their "Sacrifice" ''Sacrifice'' passive has them leap out to take a direct hit ''without'' guarding first, despite the shield they all carry, as a PlayerNudge to assign them to only tank the magic spells they're built to endure, which can't be guarded against anyway. In exchange, they get a hefty 2 PP to spend on their many useful passives.
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* DifficultButAwesome: Sellswords do not have traditional Infantry strengths while having all the typical weaknesses. Properly equipped and programmed, they can spend an entire fight passively attacking whenever an ally does or whenever they're being assaulted, refunding the points they use for both on top of their primary attacks.

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* DifficultButAwesome: Sellswords do not have traditional Infantry strengths (they can't tank well, they can't dodge reliably, they don't have attack bonuses against particular enemy types, and they can't debuff by default) while having all the typical weaknesses. Properly equipped and programmed, they can spend an entire fight passively attacking whenever an ally does or whenever they're being assaulted, refunding the points they use for both on top of their primary attacks.
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* MagikarpPower: Dark Knights are often considered a terrible class. Doom Knights on the other hand are terrifying once they hit level 20. They are the center piece to a scary team comp involving a shaman and a witch which guarantees Dark Flame will one shot an entire row.

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* MagikarpPower: Dark Knights are often considered a terrible class. Poor tactics and equipment load outs can even have them attacking ''before'' they take damage, making their usual buff useless after they themselves are hit. Doom Knights on the other hand are terrifying once they hit level 20. They are the center piece to a scary team comp involving a shaman and a witch which guarantees Dark Flame will one shot an entire row.
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* HiddenBuxom: Though their conservative wardrobes make it hard to notice, they're actually well-endowed.

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