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Unranked Games / Unicorn Overlord
« Last post by Pyro on April 24, 2024, 11:17:32 PM »
Unicorn Overlord. Levels taken at 43. Enemy stats were an average of endgame enemies.

Unicorn Overlord utilizes an "Encounter" system where, when two units encounter each other on the map, they engage in a turn-based battle.
The turn-based battle consists of characters taking actions in initiative order from highest to lowest. Taking an action consumes "Action Points", and the battle only ends when all combatants have used all of their action points.
If a combatant runs out of AP they can no longer take actions in a round, but there continues to be rounds until all combatant AP is spent.
Given this, it is safest to assume a DL bout would go as a series of encounters until one dueler wins. I assume 3 AP is standard, so once every 3 turns a dueler would be 'refreshed' AP and PP, and use end of battle/start of battle passives. This also means using a 2AP skill would represent 'borrowing' a future turn's action to use a more powerful move immediately.
Additionally, characters have "Passives" abilities that activate when conditions are met. For example countering an attack, increasing defense before being hit, or covering an ally. These consume "Passive Points", and can only be used if the user has enough passive points to do so.
Units are arranged in a 3x2 grid on their side (3 columns, front/back row). In a duel this doesn't matter. In-game units in the back row can't be struke with melee attacks while there are front row units.
I am taking the cast as the recruitable story characters (all of them). I am not including Generics in this. Note that the game does not 'balance' the classes with story characters. There are 4 Great Knights but only 1 Sergeant for example.

Equipment: Characters have 4 equipment slots of varying types depending on their class. I've made the following assumptions:
- Vorpal Weapons are a good representative endgame weapon. There are a fair number of them of the 5 weapon types, and there are a fair number of better things too.
- Steel Shields and Greatshields are assumed where relevant. There are a lot of shield users and not that many great shields.
- I assumed Lapis and Carnelian Pendants as available, and are generally default.
- Where reasonable, I assigned a Gold Bangle or Royal Scarf to a unit, depending on whether they were defense or evasion-oriented. Other relevant game equipment is Silken Scarf (+20 Evade), Veteran Eyepatch (+30 Crit), Elite Beret/Sage's Hood (+12% base P/M Atk).
- Status Blockers: There are some status blocker accessories in the game that guard against Poison, Blind, Burn, Freeze, Passive Seal, Guard Seal.
Game Stats:
Damage: Damage is just (Attack stat - Defense Stat) * Potency/100. There are other modifiers that can come into play but this is the basic formula.
Critical Hit: A Critical hit happens at the character's Crit% rate. These are 1.5x damage (or healing). Some skills increase this damage multipler. Adding 50% to it would make it a 2x crit instead for example.
Evasion: Evade in Unicorn Overlord works against any type of attack (physical/magical/otherwise) unless that attack is specifically a "Truestrike" that ignores evade and evade skills. Hit rate % is simply Accuracy - Evade. One note is that when a move has less than 100% accuracy, that is multiplied by the final hit-rate.
Guarding: Units can 'guard' against physical damage. This happens based upon the unit's Guard Rate %. If an attack is guarded, the physical damage is reduced by 25%. If the unit has a shield equipped, it is a 50% reduction. If a Greatshield is equipped it is a 75% reduction. This has no effect on ITD/magic damage.
Unit Type Bonuses/Penalties:
In Unicorn Overlord, some unit types have advantages over others. These are extreme (double damage or halved accuracy) so it might be reasonable to ascribe half of it to the unit on both ends (for example 41% damage boost or 71% hit rate in the DL against types the unit is strong or weak against).
- Cavalry units on horses deal double damage against Infantry units that are on foot. Infantry includes Beastfolk and elves that are on foot, but does not include winged characters.
- Flying units halve the hit-rate of melee attacks from units on the ground.
- Arrow attacks do double damage to flying units.
- MOUNTED flying units (Gryphon and Wyvern riders) deal double damage to cavalry units. This is in addition to being flying typed and halving accuracy against ground units.
These bonuses are multiplied on top of any specific weakness-hitting skill a unit might have. For example Gryphon Knights have a skill that increases Potency to Cavalry units. That increased damage is then doubled from being mounted flying type against them.
None of these bonuses are included in damage figures, although one could argue that Cavalry face mostly Infantry both in-game and in the DL.
I assumed enemy stats to be an average of the endgame enemies on Tactical mode.
P/M Atk: 60
P.Def: 34
M.Def: 39
Evade: 40. Accuracy: 138.
I include an estimate of physical and magical durability based upon HP% and how effective the unit's defensive stat is. 200% = Unit can take twice as much punishment as a unit with 100%.

For move types. I list the Move, how much PP/AP it costs, and what benefits it has. Almost all moves are more than just damage!

Afflictions (Status effects)
Burn: Unit takes 20 damage before taking an action (using an Action Point). This stacks, so if Burn is inflicted again (Lvl 2 Burn) it is 40 damage. A 3rd stack would make the target unit take 60 damage before it takes an action.
Freeze: A frozen unit can't act to spend AP. It also can't use Passives, dodge, or Guard. If the unit is attacked it unfreezes. If a unit is the last unit with AP but is still Frozen, then it can't use the AP and loses it. This makes Freezing a slower opponent incredibly potent as a dueling strategy!
Stun: A unit that is stunned can't act, guard, or use passives. The condition is cleared after the unit's turn comes up in combat (it loses the turn but not any AP and clears Stun). This means if a unit inflicts Stun and uses all their AP, the foe that was stunned will get to use their AP once their final stun clears.
Blind: The unit's attacks automatically miss. Even Truestrike attacks. The status is cleared after the unit takes a turn.
Poison: The unit takes 30% of their max HP before taking an action. If they were stunned they still take the damage.
Instant Death: Brings a character to 0 HP immediately if it triggers.
Passive Seal: Prevents a unit from using Passive skills (Auto-evade, counters, counter-healing, covering for other units, etc)

Debuffs: Debuffs include AP/PP Draining or damage. Stat-downs which last till the end of an encounter, and Afflictions like above (Afflictions are classified as debuffs).
Debuffs and buffs work on the final equipped stat value in-battle and are very potent (distinct from equipment boost %s that only impact the base unequipped value)
Priests, Ramona, and Featherstaves are not included in averages on account of having no effective attacks. Selvie wouldn't normally have an attack but there is one staff that gives Druids an attack. There is one for Priests and that would be HILARIOUS but unfortunately there are 3 priests.

Averages:
HP: 87.8
P.Def: 31.7
M.Def: 34.8
Initiative: 31, Stdev 10.8
Accuracy: 140
Evade: 55.7
Guard Rate: 28.4%

3-turn damage average: 43 per turn (107 2.5x kill point). [Cavalry with +41% damage assumed is 45 dmg/turn, With +100% damage assumed it is 48]

Notes:
I've already included into the damage effects of moves that partially ignore a target's defense or that add raw damage (like Yunifi's sonic arrow).

I'll include a dueler's type. If there are no notes they are just infantry.

Bestral units' get a +20% base stat buff at night time. I haven't included this.


Alain
Equipment: Holy Unicorn Blade, Steel Shield, Ring of the Unicorn, Gold Bangle
Type: Cavalry
HP: 104   P.Atk: 71   P.Def: 52   M.Atk: 42   M.Def: 48   Init: 45   Acc:152   Evade: 66   Crit: 24   Guard Rate: 57   AP: 4   PP: 3
HP%: 113%    Physical Durability: 399%    Magical Durability: 237%    Evasion%: 28%    Init Stdev: +1.29
Base Accuracy: 112%
Note: Holy Unicorn Blade grants Debuff (immunity to Status, stat-downs, AP/PP damage)
Active Skills:
Lean Edge (1): 37 Damage to one. 25% HP Restoration if attack hits. 50% if attack kills. [100 Phys Potency]
Cavalry Slayer (1): 37 Damage to one. Inflicts -1AP, -1PP, and Guard Seal on Cavalry [100 Phys Potency]
Spinning Edge (2): 65 Damage row attack. Ignores 50% of target Defense [60 Phys Potency][ 2 Hits]

Passive Skills:
Noble Guard (1) : Guard a physical attack (50% reduction). Grants +20% defense for the rest of the battle (not on the triggering damage). +1 PP if Alain is below 50% HP
Luminous Guard (1) : Guards a physical attack for an ally (50% reduction), Grants ally +20% Physical Defense
Rapid Order (1) : Activates at start of battle. +20 Initiative to entire team.

"Comments: Tank who heals himself for 25% with his attacks. Has solid damage in Spinning Edge. Noble Guard makes a mockery of
Physicals while Rapid Order gives him fabulous initiative. Heavy?"



Scarlett
Equipment: Papal Croier, Carnelian Pendant, Lapis Pendant, Royal Scarf
HP: 73   P.Atk: 20   P.Def: 27   M.Atk: 66   M.Def: 49   Init: 20   Acc:138   Evade: 95   Crit: 7   Guard Rate: 11   AP: 4   PP: 4
HP%: 83%    Physical Durability: 71%    Magical Durability: 190%    Evasion%: 57%    Init Stdev: -1.02
Base Accuracy: 98%

Active Skills:
Holy Light (1): 27 Magic Damage. Removes all target buffs. [100 Mag Potency]
Curing Call (1): 33 Healing to a row. Removes all debuffs [50 Mag Potency]
Innocent Ray (2): 41 Magic damage to a row. Removes all target buffs. [150 Mag Potency]

Passive Skills:
Passive Miracle (1) : Actiavtes after receiving an ally's passive skill: Healing and one PP to that ally
Saint's Barrier (1) : Activates before an ally or user is attacked. Reduces damage taken by 50% for one attack. Prevents debuffs/status from that attack. Does not trigger on debuff/status-only moves.
Divine Blessing (1) : Activates at start of battle: Grants all allies 25% HP Regen and +10% Defense.

Note: 78% Pdur with Divine Blessing

Comments: Saint's Barrier is very good, halving damage coming at her. She has Divine Blessing's Regen to help survive too. It's a pity Curing Call isn't stronger healing but she might eke out wins in Middle?



Adel
Equipment: Vorpal Spear, Steel Shield, Lapis Pendant, Carnelian Pendant
Type: Cavalry
HP: 103   P.Atk: 72   P.Def: 40   M.Atk: 30   M.Def: 29   Init: 33   Acc:124   Evade: 16   Crit: 22   Guard Rate: 45   AP: 3   PP: 3
HP%: 112%    Physical Durability: 158%    Magical Durability: 91%    Evasion%: -22%    Init Stdev: +0.18
Base Accuracy: 84%

Active Skills:
Assaulting Lance (1): 38  Damage to one. Grants 1 AP to user if target is defeated [100 Phys Potency]
Wild Rush (1): 30  Damage to a column. Inflicts Stun. [80 Phys Potency]
Pile Thrust (2): 57  Damage. Grants 1 AP to user if target is defeated [50 Phys Potency][ 3 Hits]

Passive Skills:
Quick Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%)
Cavalier Call (1) : Activates before attacking with a skill. Grants +20% Attack to user and cavalry allies in same row.
Knight's Pursuit (1) : Activates after another Cavalry Ally attacks: Follow-up attack to the same column.

Note:  Each use of  Cavalier Call increases Assaulting Lance by 14, Wild Rush by 12, and Pile Thrust by 21.

Comments: Cavalry good. Physical attacks are wasting time (Quick Guard and good physical durability see to that).Cavalry Call adds 20% of P.Atk and Knight P.Atk is good. It stacks too so they keep getting stronger. Wild Rush spam can win a match while leaving foes stunned... if their accuracy doesn't sink them.


Clive
Equipment: Vorpal Spear, Steel Shield, Lapis Pendant, Carnelian Pendant
Type: Cavalry
HP: 97   P.Atk: 68   P.Def: 43   M.Atk: 26   M.Def: 33   Init: 32   Acc:130   Evade: 19   Crit: 21   Guard Rate: 46   AP: 3   PP: 3
HP%: 105%    Physical Durability: 174%    Magical Durability: 98%    Evasion%: -19%    Init Stdev: +0.09
Base Accuracy: 90%

Active Skills:
Assaulting Lance (1): 34  Damage to one. Grants 1 AP to user if target is defeated [100 Phys Potency]
Wild Rush (1): 27  Damage to a column. Inflicts Stun. [80 Phys Potency]
Pile Thrust (2): 51  Damage. Grants 1 AP to user if target is defeated [50 Phys Potency][ 3 Hits]

Passive Skills:
Quick Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%)
Cavalier Call (1) : Activates before attacking with a skill. Grants +20% Attack to user and cavalry allies in same row.
Knight's Pursuit (1) : Activates after another Cavalry Ally attacks: Follow-up attack to the same column.

Note:  Each use of  Cavalier Call increases Assaulting Lance by 14, Wild Rush by 12, and Pile Thrust by 21.

Comments: Cavalry good. Physical attacks are wasting time (Quick Guard and good physical durability see to that).Cavalry Call adds 20% of P.Atk and Knight P.Atk is good. It stacks too so they keep getting stronger. Wild Rush spam can win a match while leaving foes stunned... if their accuracy doesn't sink them.



Renault
Type: Cavalry
Equipment: Vorpal Spear, Steel Shield, Lapis Pendant, Carnelian Pendant
HP: 100   P.Atk: 68   P.Def: 45   M.Atk: 26   M.Def: 33   Init: 30   Acc:124   Evade: 14   Crit: 19   Guard Rate: 49   AP: 3   PP: 3
HP%: 108%    Physical Durability: 203%    Magical Durability: 101%    Evasion%: -24%    Init Stdev: -0.09
Base Accuracy: 84%

Active Skills:
Assaulting Lance (1): 34  Damage to one. Grants 1 AP to user if target is defeated [100 Phys Potency]
Wild Rush (1): 27  Damage to a column. Inflicts Stun. [80 Phys Potency]
Pile Thrust (2): 51  Damage. Grants 1 AP to user if target is defeated [50 Phys Potency][ 3 Hits]

Passive Skills:
Quick Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%)
Cavalier Call (1) : Activates before attacking with a skill. Grants +20% Attack to user and cavalry allies in same row.
Knight's Pursuit (1) : Activates after another Cavalry Ally attacks: Follow-up attack to the same column.

Note:  Each use of  Cavalier Call increases Assaulting Lance by 14, Wild Rush by 12, and Pile Thrust by 21.

Comments: Cavalry good. Physical attacks are wasting time (Quick Guard and good physical durability see to that).Cavalry Call adds 20% of P.Atk and Knight P.Atk is good. It stacks too so they keep getting stronger. Wild Rush spam can win a match while leaving foes stunned... if their accuracy doesn't sink them.



Jerome
Equipment: Vorpal Spear, Steel Shield, Lapis Pendant, Carnelian Pendant
Type: Cavalry
HP: 105   P.Atk: 76   P.Def: 38   M.Atk: 34   M.Def: 27   Init: 30   Acc:124   Evade: 14   Crit: 20   Guard Rate: 45   AP: 3   PP: 3
HP%: 114%    Physical Durability: 146%    Magical Durability: 87%    Evasion%: -24%    Init Stdev: -0.09
Base Accuracy: 84%

Active Skills:
Assaulting Lance (1): 42  Damage to one. Grants 1 AP to user if target is defeated [100 Phys Potency]
Wild Rush (1): 34  Damage to a column. Inflicts Stun. [80 Phys Potency]
Pile Thrust (2): 63  Damage. Grants 1 AP to user if target is defeated [50 Phys Potency][ 3 Hits]

Passive Skills:
Quick Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%)
Cavalier Call (1) : Activates before attacking with a skill. Grants +20% Attack to user and cavalry allies in same row.
Knight's Pursuit (1) : Activates after another Cavalry Ally attacks: Follow-up attack to the same column.

Note: Each use of Cavalier Call increases Assaulting Lance by 15, Wild Rush by 12, and Pile Thrust by 23.

Comments: Cavalry good. Physical attacks are wasting time (Quick Guard and good physical durability see to that).Cavalry Call adds 20% of P.Atk and Knight P.Atk is good. It stacks too so they keep getting stronger. Wild Rush spam can win a match while leaving foes stunned... if their accuracy doesn't sink them.



Chloe
Equipment: Vorpal Spear, Gold Bangle, Carnelian Pendant, Elite Beret
HP: 85   P.Atk: 64   P.Def: 39   M.Atk: 29   M.Def: 36   Init: 33   Acc:134   Evade: 53   Crit: 14   Guard Rate: 14   AP: 3   PP: 2
HP%: 91%    Physical Durability: 122%    Magical Durability: 95%    Evasion%: 15%    Init Stdev: +0.18
Base Accuracy: 94%

Active Skills:
Long Thrust (1): 30 Damage to a column. Cavalry unit's can't guard it and it deals +50% damage to them. [100 Phys Potency]
Javelin (1): 30 Damage to a target. Ranged Attack.. +50% damage to flying targets. [100 Phys Potency]
Honed Spear (2): 39 Damage to a column. Cavalry unit's can't guard it. +50 Potency if user is buffed [130 Phys Potency]

Passive Skills:
First Aid (1) : Activates at the end of battle. Restores 25% HP to an ally
Keen Call (1) : Activates before another ally attacks. Grants 100% Critical rate.
Active Gift (2) : Activates after another ally uses an active skill. Grants them 1 AP

Comments: A support unit with no one else to support. Throwing her a bone (and an Elite Beret) doesn't help too much. She might 4HKO and get a bit of healing at the end of round 3. Light.



Lex
Equipment: Vorpal Sword, Steel Shield, Gold Bangle, Carnelian Pendant
Type: Armored
HP: 97   P.Atk: 61   P.Def: 49   M.Atk: 27   M.Def: 21   Init: 29   Acc:134   Evade: 27   Crit: 14   Guard Rate: 56   AP: 3   PP: 2
HP%: 105%    Physical Durability: 269%    Magical Durability: 68%    Evasion%: -11%    Init Stdev: -0.19
Base Accuracy: 94%

Active Skills:
Warding Slash (1): 27 Damage. Grants the user +20% physical defense. [100 Phys Potency]
Shield Bash (1): 14 Damage. Inflicts Stun. [50 Phys Potency]
Defender (2): 41 Damage. Grants the user +50% Physical defense. Grants +1PP if attack hits. [75 Phys Potency][ 2 Hits]

Passive Skills:
Arrow Cover (1) : Activates before another ally is hit by a ranged attack. Blocks ranged attack and negates damage.
Quick Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%)
Provoke (1) : Activates at start of battle. Force a row of enemies to focus attacks on user (but doesn't force them to use attacks). Grants +50% Guard Rate.

Comments: Not too much point going at him with physicals with the Guard Rate, physical defense, and buffing physical defense. But god help him if a mage has at him.



Colm
Equipment: Vorpal Sword, Steel Shield, Carnelian Pendant, Gold Bangle
Type: Armored
HP: 86   P.Atk: 59   P.Def: 49   M.Atk: 26   M.Def: 21   Init: 31   Acc:141   Evade: 29   Crit: 16   Guard Rate: 56   AP: 3   PP: 2
HP%: 92%    Physical Durability: 236%    Magical Durability: 59%    Evasion%: -9%    Init Stdev: 0
Base Accuracy: 101%

Active Skills:
Warding Slash (1): 25 Damage. Grants the user +20% physical defense. [100 Phys Potency]
Shield Bash (1): 13 Damage. Inflicts Stun. [50 Phys Potency]
Defender (2): 38 Damage. Grants the user +50% Physical defense. Grants +1PP if attack hits. [75 Phys Potency][ 2 Hits]

Passive Skills:
Arrow Cover (1) : Activates before another ally is hit by a ranged attack. Blocks ranged attack and negates damage.
Quick Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%)
Provoke (1) : Activates at start of battle. Force a row of enemies to focus attacks on user (but doesn't force them to use attacks). Grants +50% Guard Rate.

Comments: Not too much point going at him with physicals with the Guard Rate, physical defense, and buffing physical defense. But god help him if a mage has at him.



Hodrick
Equipment: Vorpal Spear, Steel Greatshield, Carnelian Pendant, Lapis Pendant
Type: Armored
HP: 103   P.Atk: 59   P.Def: 62   M.Atk: 26   M.Def: 2   Init: 12   Acc:127   Evade: 5   Crit: 12   Guard Rate: 71   AP: 3   PP: 3
HP%: 112%    Physical Durability: -1581%    Magical Durability: 49%    Evasion%: -33%    Init Stdev: -1.76
Base Accuracy: 87%

Active Skills:
Sting (1): 25 Damage. +50 Potency (50% damage) if the user is below 50% HP. [100 Phys Potency]
Row Protection (1) : Grants allies in the user's row +50% Physical defense.
Greatshield (1) : Grants the user +50% Physical defense and +2 PP.

Passive Skills:
Heavy Cover (1) : Activates before another ally is attacked. Covers the ally with a Heavy Guard (75% physical damage reduction)
Guardian (1) : Activates after being hit by a physical attack. Grants the user +20% physical attacck and +20% Guard Rate (stacks in a battle)
Row Cover (2) : Activates before another ally is attacked. Covers a row of allies with a Medium Guard (50% physical damage reduction)

Comments: Bring magic or ITD. The damage is so terrible that a suitable healer could somehow eke it out but it would take for-ever.



Bryce
Equipment: Vorpal Spear, Steel Greatshield, Carnelian Pendant, Lapis Pendant
Type: Armored
HP: 107   P.Atk: 53   P.Def: 68   M.Atk: 19   M.Def: 7   Init: 13   Acc:127   Evade: 10   Crit: 8   Guard Rate: 73   AP: 3   PP: 3
HP%: 116%    Physical Durability: -409%    Magical Durability: 55%    Evasion%: -28%    Init Stdev: -1.67
Base Accuracy: 87%

Active Skills:
Sting (1): 19 Damage. +50 Potency (50% damage) if the user is below 50% HP. [100 Phys Potency]
Row Protection (1) : Grants allies in the user's row +50% Physical defense.
Greatshield (1) : Grants the user +50% Physical defense and +2 PP.

Passive Skills:
Heavy Cover (1) : Activates before another ally is attacked. Covers the ally with a Heavy Guard (75% physical damage reduction)
Guardian (1) : Activates after being hit by a physical attack. Grants the user +20% physical attacck and +20% Guard Rate (stacks in a battle)
Row Cover (2) : Activates before another ally is attacked. Covers a row of allies with a Medium Guard (50% physical damage reduction)

Comments: Bring magic or ITD. The damage is so terrible that a suitable healer could somehow eke it out but it would take for-ever.



Aubin
Equipment: Vorpal Axe, Steel Shield, Carnelian Pendant, Lapis Pendant
HP: 77   P.Atk: 75   P.Def: 30   M.Atk: 19   M.Def: 17   Init: 36   Acc:139   Evade: 34   Crit: 14   Guard Rate: 43   AP: 3   PP: 3
HP%: 82%    Physical Durability: 77%    Magical Durability: 48%    Evasion%: -4%    Init Stdev: +0.46
Base Accuracy: 99%

Active Skills:
Smash (1): 41 Damage. Inflicts Phys. Defense – 20% [100 Phys Potency]
Rolling Axe (1): 49 Damage to a row. 75% accuracy. Inflicts phys. Defense – 15% [40 Phys Potency][ 3 Hits]
Wide Breaker (2): 41 Damage to a row Inflicts Phys. Defense -30%. +50 Potency vs Debuffed Targets [100 Phys Potency]

Passive Skills:
Parting Blow (1): 31 Activates at the end of battle. Attacks a single enemy. [75 Phys Potency]
Frenzied Strike (1): 21 Activates after an ally (including self) is hit by an attack (not status-only). Counterattacks a single enemy. Inflicts Phys. Defense -15%. [50 Phys Potency]
War Horn (2) : Activates at the start of battle. Makes all ally attack skills unguardable.

Note: Def -20% increases Aubin's damage by 7 (17%)

Comments: Smash reduces enemy defense by 20% (plus 12 damage for a 100 Potency attack). So Smash -> Smash -> Smash. If he survives his foe's third action he might get in a Parting Blow, and he counters with Frenzied Strike. His durability is terrible however... Light? Rolling Axe might punish those with no evasion to speak of.



Rolf
Equipment: Vorpal Bow, Carnelian Pendant, Royal Scarf, Lapis Pendant
HP: 81   P.Atk: 64   P.Def: 15   M.Atk: 29   M.Def: 38   Init: 30   Acc:173   Evade: 82   Crit: 23   Guard Rate: 13   AP: 3   PP: 3
HP%: 87%    Physical Durability: 55%    Magical Durability: 99%    Evasion%: 44%    Init Stdev: -0.09
Base Accuracy: 133%

Active Skills:
Single Shot (1): 30 Damage. Ranged. (Most basic move in the game!) [100 Phys Potency]
Dual Shot (1): 21 Damage to two enemies. Ranged. [70 Phys Potency]
Row Shot (2): 30 Damage to a row. Ranged. [100 Phys Potency]

Passive Skills:
Eagle Eye (1) : Activates before attacking with an active skill. Makes next attack a Truestrike
Pursuit (1): 23 Damage. Activates after another ally attacks with an active skill. Follow-up attacks a single enemy. [75 Phys Potency]
Aerial Snipe (1): 15 Damage. Actives after an ally (including self) is hit with an attack. +100 potency (x3 dmg) vs flying enemies. [50 Phys Potency]

Comments: A weak counter and a weak attack add up to a meager 3HKO? With attrocious durability. Light.



Mandrin
Equipment: Vorpal Bow, Carnelian Pendant, Royal Scarf, Lapis Pendant
HP: 76   P.Atk: 63   P.Def: 17   M.Atk: 28   M.Def: 41   Init: 30   Acc:173   Evade: 82   Crit: 24   Guard Rate: 10   AP: 3   PP: 3
HP%: 81%    Physical Durability: 53%    Magical Durability: 107%    Evasion%: 44%    Init Stdev: -0.09
Base Accuracy: 133%

Active Skills:
Single Shot (1): 29 Damage. Ranged. (Most basic move in the game!) [100 Phys Potency]
Dual Shot (1): 20 Damage to two enemies. Ranged. [70 Phys Potency]
Row Shot (2): 29 Damage to a row. Ranged. [100 Phys Potency]

Passive Skills:
Eagle Eye (1) : Activates before attacking with an active skill. Makes next attack a Truestrike
Pursuit (1): 22 Damage. Activates after another ally attacks with an active skill. Follow-up attacks a single enemy. [75 Phys Potency]
Aerial Snipe (1): 15 Damage. Actives after an ally (including self) is hit with an attack. +100 potency (x3 dmg) vs flying enemies. [50 Phys Potency]

Comments: A weak counter and a weak attack add up to a meager 3HKO? With attrocious durability. Light.



Bereniece
Equipment: Vorpal Sword, Steel Shield, Carnelian Pendant, Lapis Pendant
HP: 104   P.Atk: 92   P.Def: 36   M.Atk: 15   M.Def: 19   Init: 20   Acc:130   Evade: 25   Crit: 20   Guard Rate: 47   AP: 3   PP: 3
HP%: 113%    Physical Durability: 133%    Magical Durability: 69%    Evasion%: -13%    Init Stdev: -1.02
Base Accuracy: 90%

Active Skills:
Heavy Slash (1): 87 Damage.  [150 Phys Potency]
Killing Chain (1): 58 Damage. Grants +1AP if target is defeated. [100 Phys Potency]
Bastard's Cross (2): 81 Damage. Potency based on target's HP%, (100% → 60 Potency increase (85.8% damage increase), 0% → 0%) [70 Phys Potency][ 2 Hits]

Passive Skills:
Following Slash (1): 58 Damage. 90% Hit-rate. Activates after an ally (including self) is hit by an attack (not status-only). Counterattacks a single enemy. Grants +1PP if attack hits. [100 Phys Potency]
Vengeful Guard (1) : Activates before being hit by a physical attack: Guards an enemy attack string (reduces damage by 50%). Grants user +20% Phys Attack (Stacks)
Bull Force (2) : Activates after using an Active skill. Grants user +1AP, +20% Phys Attack, and +20 Initiative

Note: Each stack of P.Atk +20% Increases Bereneice's Heavy Slash damage by 28 (31%)
Bastard's Cross does 151 damage to a full HP target. [198 after Vengeful Guard]

Comments: Meet pain and death and one of the reasons most units have bad damage. Bastard's Cross opener can OHKO. They have counters, a Guard Skill, and Bull Rush that can actually make them lap an enemy (get 2nd turn before foe)... poor magic durability is the only weakness. Heavy.



Magellan
Equipment: Vorpal Sword, Steel Shield, Carnelian Pendant, Lapis Pendant
HP: 108   P.Atk: 95   P.Def: 35   M.Atk: 18   M.Def: 18   Init: 18   Acc:124   Evade: 30   Crit: 18   Guard Rate: 47   AP: 3   PP: 3
HP%: 117%    Physical Durability: 132%    Magical Durability: 70%    Evasion%: -8%    Init Stdev: -1.2
Base Accuracy: 84%

Active Skills:
Heavy Slash (1): 92 Damage.  [150 Phys Potency]
Killing Chain (1): 61 Damage. Grants +1AP if target is defeated. [100 Phys Potency]
Bastard's Cross (2): 85 Damage. Potency based on target's HP%, (100% → 60 Potency increase (85.8% damage increase), 0% → 0%) [70 Phys Potency][ 2 Hits]

Passive Skills:
Following Slash (1): 61 Damage. 90% Hit-rate. Activates after an ally (including self) is hit by an attack (not status-only). Counterattacks a single enemy. Grants +1PP if attack hits. [100 Phys Potency]
Vengeful Guard (1) : Activates before being hit by a physical attack: Guards an enemy attack string (reduces damage by 50%). Grants user +20% Phys Attack (Stacks)
Bull Force (2) : Activates after using an Active skill. Grants user +1AP, +20% Phys Attack, and +20 Initiative

Note: Each stack of P.Atk+20% Increases Heavy Slash by 29 (31%)
Bastard's Cross does 158 damage to a full HP target. [207 after Vengeful Guard]

Comments: Meet pain and death and one of the reasons most units have bad damage. Bastard's Cross opener can OHKO. They have counters, a Guard Skill, and Bull Rush that can actually make them lap an enemy (get 2nd turn before foe)... poor magic durability is the only weakness. Heavy.



Jeremy
Equipment: Vorpal Sword, Steel Shield, Carnelian Pendant, Lapis Pendant
HP: 107   P.Atk: 91   P.Def: 37   M.Atk: 14   M.Def: 20   Init: 21   Acc:124   Evade: 27   Crit: 20   Guard Rate: 47   AP: 3   PP: 3
HP%: 116%    Physical Durability: 142%    Magical Durability: 73%    Evasion%: -11%    Init Stdev: -0.93
Base Accuracy: 84%

Active Skills:
Heavy Slash (1): 86 Damage.  [150 Phys Potency]
Killing Chain (1): 57 Damage. Grants +1AP if target is defeated. [100 Phys Potency]
Bastard's Cross (2): 80 Damage. Potency based on target's HP%, (100% → 60 Potency increase (85.8% damage increase), 0% → 0%) [70 Phys Potency][ 2 Hits]

Passive Skills:
Following Slash (1): 57 Damage. 90% Hit-rate. Activates after an ally (including self) is hit by an attack (not status-only). Counterattacks a single enemy. Grants +1PP if attack hits. [100 Phys Potency]
Vengeful Guard (1) : Activates before being hit by a physical attack: Guards an enemy attack string (reduces damage by 50%). Grants user +20% Phys Attack (Stacks)
Bull Force (2) : Activates after using an Active skill. Grants user +1AP, +20% Phys Attack, and +20 Initiative

Note: Each stack of P.Atk +20% Increases Jeremy's Heavy Slash damage by 28 (31%)
Bastard's Cross does 151 damage to a full HP target. [198 w/ Atk+20%]

Comments: Meet pain and death and one of the reasons most units have bad damage. Bastard's Cross opener can OHKO. They have counters, a Guard Skill, and Bull Rush that can actually make them lap an enemy (get 2nd turn before foe)... poor magic durability is the only weakness. Heavy.



Yahna
Equipment: Vorpal Rod, Royal Scarf, Carnelian Pendant, Gold Bangle
HP: 63   P.Atk: 10   P.Def: 18   M.Atk: 74   M.Def: 51   Init: 21   Acc:131   Evade: 75   Crit: 7   Guard Rate: 4   AP: 3   PP: 2
HP%: 66%    Physical Durability: 44%    Magical Durability: 184%    Evasion%: 37%    Init Stdev: -0.93
Base Accuracy: 91%

Active Skills:
Icebolt (1): 35 Magic damage. Inflicts Freeze [100 Mag Potency]
Magick Missile (1): 25 Magic damage. Attack two enemies with magic. [70 Mag Potency]
Ice Coffin (2): 35 Magic damage to a row. Inflicts Freeze. +50 Potency vs Frozen targets. [100 Mag Potency]

Passive Skills:
Magick Conferral (1) : Activates before an ally's physical attack with an active skill. Adds a magic attack to it with 50 Potency.
Accurate Conferral (1) : Activates before another ally attacks with an active skill. Makes the attack a Truestrike.
Quick Cast (2) : Activates at the start of battle. Grants user max initiative for next action and -50% Crit rate.

Comments: Go first with Quick Cast. Freeze Enemy. Repeat until victory. If a foe ignores her Freeze she is in a tight spot indeed as then her speed and damage and durability are all horrifically bad. So a flavorful Middle or something.



Auch
Equipment: Vorpal Rod, Carnelian Pendant, Gold Bangle, Lapis Pendant
HP: 59   P.Atk: 6   P.Def: 20   M.Atk: 74   M.Def: 53   Init: 21   Acc:130   Evade: 37   Crit: 10   Guard Rate: 2   AP: 3   PP: 3
HP%: 62%    Physical Durability: 44%    Magical Durability: 223%    Evasion%: -1%    Init Stdev: -0.93
Base Accuracy: 90%

Active Skills:
Fireball (1): 42 Magic damage. Inflicts 1 level of burn if any hits connect. (but no more than 1) [40 Mag Potency][ 3 Hits]
Thunderous Strike (2): 35 Magic damage to a row. 90% Accuracy. Inflicts Stun. [100 Mag Potency]
Volcano (2): 53 Magic damage to a column. 90% Accuracy. Inflicts Burn. [150 Mag Potency]

Passive Skills:
Magick Counter (1): 53 Magic Damage. Activates after an enemy attacks user with an active skill. Counterattacks with a 150 potency magic attack [150 Mag Potency]
Magick Pursuit (1): 35 Magic Damage. Activates after an ally uses a magick attack active skill. Follow-up attacks a single enemy with magick. [100 Mag Potency]
Concentrate (2) : Activates after using an active skill. Grants user +1AP and +40 Accuracy.

Comments: Auch... has no physical durability. An average physical almost OHKOs him probably. But he has okay damage (borderline 2HKO magic counter), so he might get a chance to kill. And his magic durability is great.



Travis
Equipment: Vorpal Sword, Royal Scarf, Carnelian Pendant, Lapis Pendant
HP: 57   P.Atk: 49   P.Def: 11   M.Atk: 30   M.Def: 29   Init: 52   Acc:151   Evade: 123   Crit: 29   Guard Rate: 4   AP: 3   PP: 3
HP%: 59%    Physical Durability: 34%    Magical Durability: 48%    Evasion%: 85%    Init Stdev: +1.94
Base Accuracy: 111%

Active Skills:
Passive Steal (1): 15 Damage. Steal off of the enemy's PP (does not apply if they guard the first hit. DOES apply if the evade the first hit and get hit by the second) [50 Phys Potency][ 2 Hits]
Toxic Throw (1): 8 Damage. Ranged. Inflicts Poison. [25 Phys Potency][ 2 Hits]
Shadowbite (2): 5 Damage to a row. Inflicts Blindness. [15 Phys Potency][ 2 Hits]

Passive Skills:
Evade (1) : Activates before an attack that would hit the user. Evades a single hit in that attack string.
Sneaking Edge (1): 15 Damage. Activates at the start of battle. Attack a single enemy. Inflicts Guard Seal and Passive Seal if either hit connects. [50 Phys Potency][ 2 Hits]


Comments: Sneak Edge seals off enemy counters/passive skills. A crazy high evasion stat keeps him in the fight. The Evade skill is so good it feels like cheating (but only works vs a single-hit vs multi-hit attacks... if those attacks can get through the ordinary evade).  Poisoning an enemy lets him kill them. Middle/Heavy? One of those cases that might want a Silken Scarf to make the evade even higher.



Gammel
Equipment: Vorpal Sword, Royal Scarf, Carnelian Pendant, Lapis Pendant
HP: 55   P.Atk: 44   P.Def: 12   M.Atk: 25   M.Def: 30   Init: 55   Acc:151   Evade: 126   Crit: 29   Guard Rate: 4   AP: 3   PP: 3
HP%: 57%    Physical Durability: 34%    Magical Durability: 48%    Evasion%: 88%    Init Stdev: +2.22
Base Accuracy: 111%

Active Skills:
Passive Steal (1): 10 Damage. Steal off of the enemy's PP (does not apply if they guard the first hit. DOES apply if the evade the first hit and get hit by the second) [50 Phys Potency][ 2 Hits]
Toxic Throw (1): 5 Damage. Ranged. Inflicts Poison. [25 Phys Potency][ 2 Hits]
Shadowbite (2): 3 Damage to a row. Inflicts Blindness. [15 Phys Potency][ 2 Hits]

Passive Skills:
Evade (1) : Activates before an attack that would hit the user. Evades a single hit in that attack string.
Sneaking Edge (1): 10 Damage. Activates at the start of battle. Attack a single enemy. Inflicts Guard Seal and Passive Seal if either hit connects. [50 Phys Potency][ 2 Hits]


Comments: Sneak Edge seals off enemy counters/passive skills. A crazy high evasion stat keeps him in the fight. The Evade skill is so good it feels like cheating (but only works vs a single-hit vs multi-hit attacks... if those attacks can get through the ordinary evade).  Poisoning an enemy lets him kill them. Middle/Heavy? One of those cases that might want a Silken Scarf to make the evade even higher.



Miriam
Equipment: Vorpal Sword, Steel Shield, Carnelian Pendant, Lapis Pendant
Type: Cavalry
HP: 103   P.Atk: 57   P.Def: 31   M.Atk: 46   M.Def: 54   Init: 29   Acc:133   Evade: 14   Crit: 5   Guard Rate: 50   AP: 3   PP: 3
HP%: 112%    Physical Durability: 109%    Magical Durability: 469%    Evasion%: -24%    Init Stdev: -0.19
Base Accuracy: 93%

Active Skills:
Hache (1): 23 Damage. Grants +1PP if attack hits. [100 Phys Potency]
Row Heal (): 46 Restores HP to a row of allies. [100 Mag Potency]
Saint's Blade (1): 23 Damage. +25 Potency (+50% damage) if user is at 100% HP. Grants user +1PP if attack hits. [50 Phys Potency][ 2 Hits]

Passive Skills:
Magick Barrier (1) : Activates before an ally (including user) is hit by a magick attack. Negates magic damage deal to an ally. Also negates any afflictions.
Holy Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%). Prevents Debuffs/status from the attack.
Row Barrier (2) : Activates before an ally (including user) is hit by a magick attack. Negates magic damage to a row of allie. Also negates any afflictions.

Comments: Don't attack with magic. Withthat said, Holy Guard protects against physicals nad she has healing. Middle/Heavy?



Monica
Equipment: Vorpal Sword, Steel Shield, Carnelian Pendant, Lapis Pendant
Type: Cavalry
HP: 107   P.Atk: 54   P.Def: 34   M.Atk: 43   M.Def: 56   Init: 29   Acc:132   Evade: 19   Crit: 3   Guard Rate: 50   AP: 3   PP: 3
HP%: 116%    Physical Durability: 126%    Magical Durability: 729%    Evasion%: -19%    Init Stdev: -0.19
Base Accuracy: 92%

Active Skills:
Hache (1): 20 Damage. Grants +1PP if attack hits. [100 Phys Potency]
Row Heal (): 43 Restores HP to a row of allies. [100 Mag Potency]
Saint's Blade (1): 20 Damage. +25 Potency (+50% damage) if user is at 100% HP. Grants user +1PP if attack hits. [50 Phys Potency][ 2 Hits]

Passive Skills:
Magick Barrier (1) : Activates before an ally (including user) is hit by a magick attack. Negates magic damage deal to an ally. Also negates any afflictions.
Holy Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%). Prevents Debuffs/status from the attack.
Row Barrier (2) : Activates before an ally (including user) is hit by a magick attack. Negates magic damage to a row of allie. Also negates any afflictions.

Comments: Don't attack with magic. Withthat said, Holy Guard protects against physicals nad she has healing. Middle/Heavy?



Leah
Equipment: Vorpal Sword, Icefall Blade, Royal Scarf, Carnelian Pendant
HP: 62   P.Atk: 66   P.Def: 15   M.Atk: 21   M.Def: 35   Init: 55   Acc:160   Evade: 124   Crit: 38   Guard Rate: -11   AP: 3   PP: 3
HP%: 65%    Physical Durability: 41%    Magical Durability: 65%    Evasion%: 86%    Init Stdev: +2.22
Base Accuracy: 120%

Active Skills:
Keen Edge (1): 32 Damage. Truestrike. Critical rate +50% [100 Phys Potency]
Impale (1):  Damage. Grants +1PP if target is defeated. [100 Phys Potency]
Meteor Slash (2): 58 Damage. Critical Rate +30% [20 Phys Potency][ 9 Hits]

Passive Skills:
Hastened Strike (1): 48 Damage. Activates at the start of battle. Attack a single enemy. With a truestrike. [150 Phys Potency]
Parry (1) : Activates before being hit by a melee attack (melee attacks from flying creatures are considered ranged). Negate melee damage for a single hit in the attack. Grants +1 AP to user.
Charged Impetus (2) : Activates after using an active skill. Grants the user +1 AP and +50% critical damage (2x instead of 1.5x).

Comments: damage, good evade, and truestrike to deal with foe's evasion. Parry can help against accurate single melee attacks (not from flying enemies though!).  Hastened Strike into Meteor Slash KOs. Another case where they might want to sacrifice the Carnelian Pendant (and use Charged Impetus to get the 3rd AP) for a Silken Scarf.



Melisandre
Equipment: Vorpal Sword, Icefall Blade, Carnelian Pendant, Royal Scarf
HP: 62   P.Atk: 68   P.Def: 15   M.Atk: 24   M.Def: 35   Init: 54   Acc:158   Evade: 119   Crit: 40   Guard Rate: -11   AP: 3   PP: 3
HP%: 65%    Physical Durability: 41%    Magical Durability: 65%    Evasion%: 81%    Init Stdev: +2.13
Base Accuracy: 118%

Active Skills:
Keen Edge (1): 34 Damage. Truestrike. Critical rate +50% [100 Phys Potency]
Impale (1):  Damage. Grants +1PP if target is defeated. [100 Phys Potency]
Meteor Slash (2): 61 Damage. Critical Rate +30% [20 Phys Potency][ 9 Hits]

Passive Skills:
Hastened Strike (1): 51 Damage. Activates at the start of battle. Attack a single enemy. With a truestrike. [150 Phys Potency]
Parry (1) : Activates before being hit by a melee attack (melee attacks from flying creatures are considered ranged). Negate melee damage for a single hit in the attack. Grants +1 AP to user.
Charged Impetus (2) : Activates after using an active skill. Grants the user +1 AP and +50% critical damage.

Comments: damage, good evade, and truestrike to deal with foe's evasion. Parry can help against accurate single melee attacks (not from flying enemies though!).  Hastened Strike into Meteor Slash KOs. Another case where they might want to sacrifice the Carnelian Pendant (and use Charged Impetus to get the 3rd AP) for a Silken Scarf.



Aramis
Equipment: Vorpal Sword, Icefall Blade, Carnelian Pendant, Royal Scarf
HP: 65   P.Atk: 73   P.Def: 14   M.Atk: 29   M.Def: 34   Init: 52   Acc:160   Evade: 118   Crit: 36   Guard Rate: -11   AP: 3   PP: 3
HP%: 68%    Physical Durability: 42%    Magical Durability: 66%    Evasion%: 80%    Init Stdev: +1.94
Base Accuracy: 120%

Active Skills:
Keen Edge (1): 39 Damage. Truestrike. Critical rate +50% [100 Phys Potency]
Impale (1):  Damage. Grants +1PP if target is defeated. [100 Phys Potency]
Meteor Slash (2): 70 Damage. Critical Rate +30% [20 Phys Potency][ 9 Hits]

Passive Skills:
Hastened Strike (1): 59 Damage. Activates at the start of battle. Attack a single enemy. With a truestrike. [150 Phys Potency]
Parry (1) : Activates before being hit by a melee attack (melee attacks from flying creatures are considered ranged). Negate melee damage for a single hit in the attack. Grants +1 AP to user.
Charged Impetus (2) : Activates after using an active skill. Grants the user +1 AP and +50% critical damage.

Comments: damage, good evade, and truestrike to deal with foe's evasion. Parry can help against accurate single melee attacks (not from flying enemies though!).  Hastened Strike into Meteor Slash KOs. Another case where they might want to sacrifice the Carnelian Pendant (and use Charged Impetus to get the 3rd AP) for a Silken Scarf.



Bruno
Equipment: Vorpal Axe, Carnelian Pendant, Gold Bangle, Lapis Pendant
HP: 143   P.Atk: 67   P.Def: 18   M.Atk: 2   M.Def: 23   Init: 17   Acc:124   Evade: 14   Crit: 10   Guard Rate: 14   AP: 3   PP: 3
HP%: 157%    Physical Durability: 106%    Magical Durability: 107%    Evasion%: -24%    Init Stdev: -1.3
Base Accuracy: 84%

Active Skills:
Wide Smash (1): 50 Damage to a row of enemies. 80% Accuracy. +50 potency (1.33x dmg) if the user is at 100% HP. [150 Phys Potency]
Mounting Charge (1):  Restores 30% HP to user. Grants user +30% Phys attack
Grand Smash (2): 33 Damage. Attack all enemies on the ground. 80% Accuracy. +50 potency if user is at 100% HP. [100 Phys Potency]

Passive Skills:
Bulk Up (1) : Activates after being hit by an attack. Recovers 40% HP.
Wide Counter (1): 33 Damage. 75% Accuracy. Counterattack a row of enemies. [100 Phys Potency]
Berserk (1*) : Consume all PP to grant user +1AP. User will survive one lethal attack with 1 HP.

Note: Mounting Charge increases his Wide Smash by 30 (60%)

Comments: Okay durability and counters attacks with a 40% heal. Also has a 30% Self-heal. This is really good! The accuracy is very bad however.



Morard
Equipment: Vorpal Axe, Carnelian Pendant, Lapis Pendant, Gold Bangle
HP: 146   P.Atk: 70   P.Def: 16   M.Atk: 6   M.Def: 21   Init: 13   Acc:118   Evade: 19   Crit: 15   Guard Rate: 11   AP: 3   PP: 3
HP%: 161%    Physical Durability: 103%    Magical Durability: 104%    Evasion%: -19%    Init Stdev: -1.67
Base Accuracy: 78%

Active Skills:
Wide Smash (1): 54 Damage to a row of enemies. 80% Accuracy. +50 potency (1.33x dmg) if the user is at 100% HP. [150 Phys Potency]
Mounting Charge (1):  Restores 30% HP to user. Grants user +30% Phys attack
Grand Smash (2): 36 Damage. Attack all enemies on the ground. 80% Accuracy. +50 potency if user is at 100% HP. [100 Phys Potency]

Passive Skills:
Bulk Up (1) : Activates after being hit by an attack. Recovers 40% HP.
Wide Counter (1) : Damage. 75% Accuracy. Counterattack a row of enemies.
Berserk (1*) : Consume all PP to grant user +1AP. User will survive one lethal attack with 1 HP.

Note: Mounting Charge increases Wide Smash by 32 (60%)

Comments: Okay durability and counters attacks with a 40% heal. Also has a 30% Self-heal. This is really good! The accuracy is very bad however.



Nina
Equipment: Vorpal Axe, Carnelian Pendant, Gold Bangle, Lapis Pendant
HP: 97   P.Atk: 84   P.Def: 40   M.Atk: 16   M.Def: 36   Init: 31   Acc:130   Evade: 36   Crit: 7   Guard Rate: 19   AP: 3   PP: 3
HP%: 105%    Physical Durability: 148%    Magical Durability: 110%    Evasion%: -2%    Init Stdev: 0
Base Accuracy: 90%

Active Skills:
Heavy Smash (1): 50 Damage. Unguardable. Ignores damage against armored enemies (damage = attack stat) [100 Phys Potency]
Assaulting Blow (1): 50 Damage. Unguardable. Grants user +1 AP if target is defeated. [100 Phys Potency]
Row Smash (2): 60 Damage. Unguardable and uncoverable. Attacks a row of enemies. Ignores defense against armored type enemies (Damage = attack stat) [120 Phys Potency]

Passive Skills:
Binding Guard (1) : Activates before attacking with an active skill. The attack inflicts Guard Seal (which will stop subsequent attacks from being guarded)
Enrage (1) : Activates after an ally (including self) is hit by an attack. Grants user +20% Attack and +20 accuracy.
Heavy Counter (1): 75 Damage. Activates after an enemy attacks user with an active skill. Counterattacks with an unguardable attack. Ignores defense against armored enemies (damage = 1.5x attack stat) [150 Phys Potency]

Note: Enrage increases damage by 34% (+17 damage to Heavy Smash per use)

Comments: Hits hard and counters harder. The end result will be a probably dead enemy. Really good. Note that they can use EITHER enrage or Heavy Counter in response to an attack. Not both.



Mordon
Equipment: Vorpal Axe, Carnelian Pendant, Gold Bangle, Lapis Pendant
HP: 101   P.Atk: 88   P.Def: 37   M.Atk: 20   M.Def: 33   Init: 32   Acc:129   Evade: 34   Crit: 4   Guard Rate: 20   AP: 3   PP: 3
HP%: 109%    Physical Durability: 134%    Magical Durability: 101%    Evasion%: -4%    Init Stdev: +0.09
Base Accuracy: 89%

Active Skills:
Heavy Smash (1): 54 Damage. Unguardable. Ignores damage against armored enemies (damage = attack stat) [100 Phys Potency]
Assaulting Blow (1): 54 Damage. Unguardable. Grants user +1 AP if target is defeated. [100 Phys Potency]
Row Smash (2): 65 Damage. Unguardable and uncoverable. Attacks a row of enemies. Ignores defense against armored type enemies (Damage = attack stat) [120 Phys Potency]

Passive Skills:
Binding Guard (1) : Activates before attacking with an active skill. The attack inflicts Guard Seal (which will stop subsequent attacks from being guarded)
Enrage (1) : Activates after an ally (including self) is hit by an attack. Grants user +20% Attack and +20 accuracy.
Heavy Counter (1): 81 Damage. Activates after an enemy attacks user with an active skill. Counterattacks with an unguardable attack. Ignores defense against armored enemies (damage = 1.5x attack stat) [150 Phys Potency]

Note: Enrage increases damage by 34% (+18 damage to Heavy Smash per use)

Comments: Hits hard and counters harder. The end result will be a probably dead enemy. Really good. Note that they can use EITHER enrage or Heavy Counter in response to an attack. Not both.



Kitra
Equipment: Vorpal Axe, Carnelian Pendant, Gold Bangle, Lapis Pendant
HP: 99   P.Atk: 84   P.Def: 39   M.Atk: 16   M.Def: 35   Init: 34   Acc:129   Evade: 36   Crit: 5   Guard Rate: 20   AP: 3   PP: 3
HP%: 107%    Physical Durability: 144%    Magical Durability: 108%    Evasion%: -2%    Init Stdev: +0.28
Base Accuracy: 89%

Active Skills:
Heavy Smash (1): 50 Damage. Unguardable. Ignores damage against armored enemies (damage = attack stat) [100 Phys Potency]
Assaulting Blow (1): 50 Damage. Unguardable. Grants user +1 AP if target is defeated. [100 Phys Potency]
Row Smash (2): 60 Damage. Unguardable and uncoverable. Attacks a row of enemies. Ignores defense against armored type enemies (Damage = attack stat) [120 Phys Potency]

Passive Skills:
Binding Guard (1) : Activates before attacking with an active skill. The attack inflicts Guard Seal (which will stop subsequent attacks from being guarded)
Enrage (1) : Activates after an ally (including self) is hit by an attack. Grants user +20% Attack and +20 accuracy.
Heavy Counter (1): 75 Damage. Activates after an enemy attacks user with an active skill. Counterattacks with an unguardable attack. Ignores defense against armored enemies (damage = 1.5x attack stat) [150 Phys Potency]

Note: Enrage increases damage by 34% (+17 damage to Heavy Smash per use)

Comments: Hits hard and counters harder. The end result will be a probably dead enemy. Really good. Note that they can use EITHER enrage or Heavy Counter in response to an attack. Not both.



Fran
Equipment: Vorpal Axe, Carnelian Pendant, Royal Scarf, Lapis Pendant
Type: Flying (mounted)
HP: 76   P.Atk: 69   P.Def: 24   M.Atk: 26   M.Def: 40   Init: 27   Acc:129   Evade: 103   Crit: 16   Guard Rate: 7   AP: 3   PP: 3
HP%: 81%    Physical Durability: 64%    Magical Durability: 102%    Evasion%: 65%    Init Stdev: -0.37
Base Accuracy: 89%

Active Skills:
High Swing (1): 35 Damage to a row. Cavalry targets can't guard this attack. Potency +50 vs cavalry... [100 Phys Potency]
Fatal Dive (2):  Unguardable defense-ignoring attack to a column of enemies. Damage = 50% of the user's current HP. Attack can not critical hit.
Aerial Smite (2): 53 Damage to a row. Cavalry targets can't guard the attack. Inflicts AP-1 on a target if the target was at 100% HP. [150 Phys Potency]

Passive Skills:
Wing Rest (1) : Activates at the end of battle. Recovers 25% HP. (50% HP if user has a status ailment)
Feathering (1) : Activates after attacking with an active skill. Grants allies in the user's row +15 Initiative.
Gryphon Glide (2) : Activates before being hit by a ranged attacks (which includes melee attacks from flying creatures). Evade a single hit of the ranged attack. Grants user +1 AP.

Comments: The evasion helps with the bad durability. Gryphon Glide can help deal with the arrow weakness (it also works on flyer's melee and ranged magic). Wing Rest is good for an end of battle heal. Opening with Aerial Smite is usually a good idea as it reduces a full HP enemy's AP by 1.



Celeste
Equipment: Vorpal Axe, Carnelian Pendant, Royal Scarf, Lapis Pendant
Type: Flying (Mounted)
HP: 80   P.Atk: 63   P.Def: 30   M.Atk: 19   M.Def: 46   Init: 28   Acc:128   Evade: 103   Crit: 12   Guard Rate: 9   AP: 3   PP: 3
HP%: 85%    Physical Durability: 80%    Magical Durability: 153%    Evasion%: 65%    Init Stdev: -0.28
Base Accuracy: 88%

Active Skills:
High Swing (1): 29 Damage to a row. Cavalry targets can't guard this attack. Potency +50 vs cavalry... [100 Phys Potency]
Fatal Dive (2): 0 Unguardable defense-ignoring attack to a column of enemies. Damage = 50% of the user's current HP. Attack can not critical hit.
Aerial Smite (2): 44 Damage to a row. Cavalry targets can't guard the attack. Inflicts AP-1 on a target if the target was at 100% HP. [150 Phys Potency]

Passive Skills:
Wing Rest (1) : Activates at the end of battle. Recovers 25% HP. (50% HP if user has a status ailment)
Feathering (1) : Activates after attacking with an active skill. Grants allies in the user's row +15 Initiative.
Gryphon Glide (2) : Activates before being hit by a ranged attacks (which includes melee attacks from flying creatures). Evade a single hit of the ranged attack. Grants user +1 AP.

Comments: The evasion helps with the bad durability. Gryphon Glide can help deal with the arrow weakness (it also works on flyer's melee and ranged magic). Wing Rest is good for an end of battle heal. Opening with Aerial Smite is usually a good idea as it reduces a full HP enemy's AP by 1.



Liza
Equipment: Vorpal Bow, Steel Greatshield, Carnelian Pendant, Lapis Pendant
HP: 81   P.Atk: 71   P.Def: 37   M.Atk: 17   M.Def: 34   Init: 21   Acc:156   Evade: 28   Crit: 13   Guard Rate: 62   AP: 3   PP: 3
HP%: 87%    Physical Durability: 107%    Magical Durability: 84%    Evasion%: -10%    Init Stdev: -0.93
Base Accuracy: 116%

Active Skills:
Power Bolt (1): 44 Damage. Ranged. [120 Phys Potency]
Toxic Bolt (1): 30 Damage. Ranged. Inflicts Poison. [80 Phys Potency]
Heavy Bolt (2): 74 Damage. Ranged. (only 100 Potency (½ dmg) if in back row) [200 Phys Potency]

Passive Skills:
Medical Aid (1) : Activates at the end of battle. Restores 15% HP to a row. Healing doubles if target is below 50% HP.
Quick Reload (1): 19 Damage. Activates after attacking. Follow-up attacks a single enemy. [50 Phys Potency]
Aid Cover (1) : Activates before an ally is attacked. Covers ally with medium guard (50% damage reduction) and restores 25% HP to that ally.

Comments: Good physical durability and good damage. Heavy Bolt -> Quick Reload -> Power Bolt -> Quick Reload is likely a 2HKO off good accuracy. Toxic Bolt can help even more. Her magic durability isn't good however. Middle?



Hilda
Equipment: Vorpal Spear, Royal Scarf, Carnelian Pendant, Lapis Pendant
Type: Flying (Mounted)
HP: 89   P.Atk: 68   P.Def: 37   M.Atk: 11   M.Def: 21   Init: 33   Acc:140   Evade: 98   Crit: 17   Guard Rate: 13   AP: 3   PP: 3
HP%: 96%    Physical Durability: 118%    Magical Durability: 62%    Evasion%: 60%    Init Stdev: +0.18
Base Accuracy: 100%

Active Skills:
Diving Thrust (1): 34 Damage. Cavalry units can't guard the attack. +50 Potency vs Cavalry [100 Phys Potency]
Fire Breath (2): 26 Damage to a row. Inflicts Burn. [75 Phys Potency]
Tempest Drive (2): 51 Damage to a column. Cavalry targets can't guard this. Becomes a Truestrike and Critical if user is below 50% HP. [150 Phys Potency]

Passive Skills:
Ground Counter (1): 17 Damage. Activates after being attacked with an active skill. Counterattacks. Does +100 Potency (x3 dmg) to cavalry targets. [50 Phys Potency]
Deflect (1) : Activates before being hit by a melee attack (melee attacks from flying creatures are considered ranged). Negate melee damage for a single hit. Grants the user +20 Evasion (effect stacks)
Dragon's Roar (2) : Activates at start of battle. Inflicts Initiative -20 on all enemies.

Comments: A variety of interesting options. Dragon's Roar on foes faster than her. Deflect for ground based melee (whose accuracy she already reduces). Tempest Dive becomes a Truestrike and powerful damage below 50% HP... Fire Breath probably won't see use but vs enormous physical defense.
22
Logiart Grimoire (Steam)

Regarding the additional puzzles which were added in the post-early-access release, while it's still a bit annoying that they're not integrated into the main game structure, it turns out that they are still at least somewhat thematically linked.

Each of the puzzles is tagged with two or three keywords, often a subject along with an action and/or location, so this is similar to how the majority of the puzzles in the main game need to be unlocked by combining two or three of the other puzzles. For example one might have 'Cat' and 'To Cook' and the puzzle resolves to a cat in a chef hat using a cutting board.

And this actually leads to a lot of these puzzles ending up much more novel than I'm used to seeing in a while, so it was ultimately a good experience despite my previous complaint.


Anuchard (Steam)

Shortish action-rpg where you go into various dungeons to restore various people/entities and parts of the world.

It's trying for some amount of depth re cycles of history etc but ultimately I think it's a bit too short to really reach what it's aiming at. (And it's implied that all the characters in the game are literally the only people in that location, given a few of the events, which makes some of the later events not really make sense.) I did like some of what it was doing.

Never got especially good at the combat but happily it never got especially difficult. (The combat itself isn't particularly deep, either, so that could be a turnoff for some people.)


Dráscula: The Vampire Strikes Back (Steam)

Fairly bad old spanish-developed point & click game.

Crashed on me numerous times, had some issues with the english voice work. Some unfortunate 'jokes'. The interface is also fairly clunky.

The most annoying problem is that often exits which weren't otherwise interactable weren't indicated by anything - you would only know there was an exit if you clicked to walk somewhere and you changed location as a result. The prime examples being a tree, and a non-visible secret passage happening to be in a cupboard which is in the same room as a second, visible secret passage and where when you initially opened the cupboard you got an item out of it. (It also doesn't appear to really work with the geometry of the location, given the cupboard is against a wall with a visible corridor on the other side.)


If On A Winter's Night, Four Travelers (Steam)

Started playing this much more recent point & click only taking into account that it was well-thought-of and short, unhappily completely missed that it was a horror game which I am really not in the right state of mind for currently. Ended up being a much more discomforting experience than I was hoping for as a result.

That said, it's very polished and has some good sequences. There is one sequence in the third chapter that overstays its welcome a fair amount though.
23
Final Fantasy VII Rebirth- Fin

Okay so.  There's some parts of this game that smack of lacking confidence in itself and in the player to be willing to roll with what flows naturally in the game.  This is most pronounced in the beginning and parts of the endgame, where it feels like the game is afraid to just not have a driving force moving the plot along beyond "hey Sephiroth is out there, we should figure out what to do about that" and insert action sequences that just don't really jive with the overall mood meant to be set in this portion of the story.  Like yeah, Shinra is a problem and they do rule the planet, but there's a big gap between their city and the rest of the world in how they exert control.  And there are some changes to the big plot modules that don't always work, like I'd say Cosmo Canyon is just overall weaker as a sequence, despite Nanaki's arc being drawn a lot more sharply. 

On the flip side the game's propensity for bombast sells the hell out of other sequences in a way that's amazing.  FFVIIR-2 basically pauses every hour or so to rip your heart out, and at least one time does it so much harder than the original game I was floored by it.  Just a fantastically well-composed scene.

As a game unto itself it feels a lot more able to stand alone than Remake.  Like, when Remake was being a remake it was good, and when it inserted gameplay to fluff out Midgar to a complete game it was kinda the weakest parts of the game.  Now, the stuff with Avalanche being real characters, that was good, but making Hojo's lab an entire Resident Evil Mansion of new dungeon is... a lot.  Making the Shiny Golden Wire of Hope a whole dungeon?  A lot.  Remake has its share of "this did not need to take 2 hours" dungeons but it a lot better about adding gameplay to sequences that were really short in the original, and as you might expect when it has 'permission' to make a dungeon of doom it does it with gusto.  I think I spent more time in chapter 13, which is "Literally just Temple of the Ancients", than any other chapter but it always felt properly paced and appropriate.

So yeah no like.  Go ahead and play this game (once you can, since I'm 100% several of you are just waiting for a PC version).  Even if you felt like Remake kinda fell apart at the end, Rebirth is a lot more thoughtful about its new stuff and is a lot more satisfying about going off the rails for being more reserved with it.
24
Discussion / Re: RPG Ratings
« Last post by Dark Holy Elf on April 14, 2024, 12:17:59 AM »
Unicorn Overlord at 8/10. Good gameplay (which is both unique and well-polished), amazing spritework, kinda eh on writing. I think it would need either A+ gameplay or better writing to get a really good score, but I still had a lot of fun.

Star Ocean 4 down 1 to 7/10
Mario Rabbids 2 down 1 to 7/10
XCOM 1 down 1 to 6/10
25
Unicorn Overlord

Beaten. Around 75 hours, Level 40-43 or so.

Had a lot of fun with this one. I think from a purely tactical perspective the game could definitely be better, but I get it; this is an incredibly difficult sub-genre to do well-balanced combat for and all things considered they still manage okay. But really, there's just such a joy in tuning squads in so many ways to respond to threats the game presents. I can't say enough good things about how the game is very public with how everything works and wants you to interact with it. Definitely just an unexpected joy of a gameplay game. I averaged over 2 hours per day until I beat it which is pretty unusual for me.

Lovely art/sprites. I do wish the story were better; that is certainly gonna keep the game out of the 10/10 range. But very fun. In a weird way, despite the obvious genre difference, it reminds me of a Warriors game... not quite as mechanically tight as some of its competition, but extremely playable. (The mix of different sizes of maps also calls the mind this comparison.) Will definitely play again at some point, and it's a good sign when I'm saying that so quickly about a 70+ hour game.
26
  So I had this nutty idea for an exhibition match bouncing inside of my head for a while now and finally decided frick it, lets roll.  Seeking 32 duelers to combat a twisted mystery creation that Hojo has cooked up in his lab.

Nomination process -

Up to 8 noms per person; you're not compelled to use them all.

Order matters as the fighter list will be seeded by an equal number of top picks from each nominator, with the remainder chosen by RNG.

It's suggested to choose 2 fighters from each of the 4 divisions but I'm gonna be lazy and am unlikely to enforce it.  With the setup I have in mind, higher divisions are not necessarily an automatic superior choice.

And that's it.  Pretty simple, no?  Noms will be open for a week though I may extend it at my discretion depending on turnout.
27
Believe I've reached a point in FFX postgame where I'm not progressing without some serious stat grinding (or Zamato, which I'm not going to use).

Dark Bahamut looks impossible with my 25-30ish Luck and 100-150 Defense.  Physicals barely land due to the Luck differential and it has stiff defenses so my only form of offense to get around that are Nova, items, and story Aeon Overdrives for one shot of 99,999 each.  Then there's Impulse, which is death at my defenses and total status havoc even with maxed Defense.

Dark Anima has the same issue of getting damage past its defenses as dark Bahamut: stiff defense and magic defense and inflated Luck to evade my Celestial weapon physicals.  Mega Graviton also causes status hell to all but my one Ribbon user.  (Doom taking someone out as a bad time can very well spell defeat) No counters to deal with at least but double the HP.  At least max Defense doesn't appear to be a requirement to handle this fight.

Dark Yojimbo also has high Luck but notably lower magic defense.  So I can damage him without stat grinding Luck.  Instead, it has sheer offensive brutality in Wakazashi to delete the party whenever it feels like it.  I don't think I'm getting past this one without max Defense. (as well as preparing to handle the status crap)

Yeah, could grind out the necessary stats and materials to craft the needed armors.  But nah, I'm good with peacing out of this one and calling it as done as I'll ever get it.
28
Unicorn Overlord: Beaten. Had an amusing game over on the last battle when I had all my units deployed and no Alain so when the mass takeover occurred I had no way to swap Alain into battle and cure the mind control. I should knock that for the game pulling a "Gotcha!", but they couldn't reasonably expect someone not using Alain on their first playthrough.

Anyway, outstanding game. Huge replay value. There's a lot of ways to break the game, but that's because there's a lot of ways to play the game. So many neat interactions between skills, so many types of equipment, etc. I can see this game taking off in the speedrunning community because you can basically go straight to the last boss.

I might delay my next playthrough because they dropped a random huge update for Star Ocean 2 R. Chaos difficulty, more gear, more raid bosses, and other stuff.
29
Unicorn Overlord

Still having fun, nearing the end of Bastorias.

UO difficulty is a bit odd. Playing on Expert, and since the earlygame my only deaths are due to third-party loss conditions (which Hallowed Corne Ash can't even save you from, lol) which are often kinda hard to see coming. Which isn't really great. That said battles are engaging anyway. Short maps can't really challenge you too much because items let you stomp things, but in long maps the 10 item limit is definitely a consideration.

Phantasy Star 4

Completed with no helmets or items. The hardest boss indeed proved to Lashiec, since with no armour even Thunder Halberd 2HKOs everyone, as does Another Gate, so I'm healing all the time, and only have four Star Dews. Profound Darkness had me worried about losing at a couple points (Megid after Cancelling one-shots some people so every time the latter is used, a bit of luck is needed to have Wren outpace the boss) but I pulled through, Raja was clearly the best choice since his Blessing buff let me Chaz and Rika survive the physicals, even without shields.

Air Castle and Garuberk Tower were both tough dungeons. Frost Sabers (an enemy) are very dangerous in particular because if they get a turn at 50% health or below they will use Air Slash which as a MT physical does crazy damage. Best solution against more than one ended up being to have Rika cast Saner so that I'd then reliably outpace them next turn and blitz them down. Tonoe Basement was probably still the toughest ultimately; Chaz and Rune getting to hang out in the back and cast Rever if necessary after the fight ends is certainly a big help.

The shield decision is always the biggest one for equips in this game. Kyra always had two shields which tended to make her the tankiest PC (although I usually put Wren in front for randoms), Hahn/Seth/Rune/Raja too though that's unsurprising. I only bothered with shield Chaz for the brief sections lategame where he's alone (more on that below). Rika was the one who varied the most; in the first half of the game I often had her with one shield just to have someone who could take hits near the front. After getting the Silver Tusk and Thunder Claw her offence is just too good to curtail in randoms, so I always used two claws for them, but usually switched to a shield for bosses (notable exception being PD, as above).

I actually lost the Chaz duel with Alys's ghost/illusion which feels like it shouldn't happen. 2HKOed by someone faster! Even with two shields! Yikes. The loss of endgame armour is a huge hit. Anyway I solved that by using the Swift Helm itemcast to outspeed her, then heal and wait for a dodge with my boosted speed, RPGDL strats here.

Was fun! Never really had too much trouble at any one point of the game but it made for a pretty neat hard mode experience.
30
Baldur's Gate 3 - Finished a second playthrough of BG3 with the Dark Urge. It was mostly an evil playthrough, but I did a lot of talking my way out of problems/lying to people rather than fighting everything I encountered.

I was a Lore Bard, Expertised all the Cha skills and used them extensively to slither out of fights or just to be a pain in the ass. Also Insight and Perception.

Spoilers ahead!

Some highlights:

-I chose the “fantasize about cutting off Gale’s hand” option, which ended up with me actually doing it. RIP Gale I guess.
-Sided with Minthara/goblins over the grove. Feels bad, and the plot is less rich after that due to not having tiefling NPCs, Karlach, Wyll, or Halsin.  I only had Shadowheart/Astarion/Lae’zel for a lot of the run, until Minthy joined in Act 2.
-One advantage of that, though, is that you get a lot of those characters’ unique dialogue with each other!
-Did Lae’zel’s sidequest which i managed to skip first playthrough. Good stuff! I really enjoyed the plot there. One thing I didn’t like though — Lae’zel still says “for Vlakaaith!” even though I betrayed her. Feels kinda silly.
-Act 2 again is a bit depressing because I had the dark urge to kill Isobel and did it. Bye Jaheira and Isobel and Isobel’s gay wife. I feel like this part of the game is the part that feels much emptier than it did first playthrough. No saving the rot. feelsbadman
-Did the Shar path for Shadowheart this time. My culty little pal. Again, objectively the worse route but I figured I’d pack it all into the one playthrough.
-Minthara is fun; very pragmatic and driven, and has basically no moral qualms about anything. I wish she had a little bit more, especially since her camp dialogue is glitched to talk about Gale all the time, even though I didn’t even meet anyone called Gale. LOL. She could be a GOAT character but she ends up falling short thanks to the decreased dialogue and lack of a character quest. I was surprised that she didn’t have more dialogue during the Orin fight. I needed my fix of toxic yuri. Her voice acting is super super super good.
-Also, did her romance. it is very brief and doesn’t really reveal that much about her. Very disappointing. :( she’s still my hot, evil wife though.
-Did Vampire Ascendent Astarion. Again, objectively bad choice, but it’s very fun to watch him chew scenery in the lategame.
-I accepted Bhaal into my heart.
-I gave Raphael the Crown of Karsus in exchange for the Hammer. Nothing could go wrong
-I sided with Gortash. I think it would have been cool if he was a PC, instead of him just dying. I really liked the Dark Urge’s tie with both Gorty and with Orin. It really adds an extra dimension to their stories, especially Orin who didn’t seem to have much in a ‘regular’ playthrough.
-One random highlight is when I lied to the projection that Lorrakon set up and told him I was a tax collector and he gave me his tax money. LOL
-It felt pretty good to tell the Emperor to fuck himself. Stupid slimy bastard.
-Speaking of which, I used my one shot of Power Word Kill from being Bhaal’s Chosen on him in the final boss fight after chipping him a bit.
-Ending was ‘make everyone thralls, except Minthy who will help me usher in a reign of darkness’. Definitely not a great ending or very fleshed out compared to the regular ending, but it was honestly what I deserved. Sadly, Raphael didn’t come and try to take my crown. I could have taken that bitch.

Gameplay notes:
-Still did the base difficulty. I think I’d want to have a full party to play Hard.
-Bard is a fun class. Cutting Words is quite cool and made a lot of things that were hitting miss. I mostly used the Inspiration on that. Having to determine that you will use Inspo at the beginning of the turn makes its offensive capability less useful than normal.
-For my extra spells, I took Fireball and Counterspell the first time (because I was missing Gale and Wyll, and Counterspell rules), and Misty Step and Shield the second time. Teleporting is good, as it turns out!
-Went with a Rogue/Ranger multiclass for Astarion, which is way better than just Rogue. The extra attack on turn 1 at level 3 + extra attack at level 5 really adds the DPS element that Rogue desperately needed. I did Thief/Gloomstalker. Two bonus actions a turn is pretty swell for stabbing and hiding and dashing. He could really shoot down enemies a lot better than the first time.
-Did Tempest Cleric with Shadowheart. Much like first playthrough, she peaks midgame with max damage Shatter and Spirit Guardian, but she’s always pretty good. GOAT against Ketheric.
-I did Champion Lae’zel. Generally worse than the Battlemaster because of lack of options to increase accuracy, but once she gets rolling with Great Weapon she’s still solid. Action Surge is also sexy, especially with the ease of Short Rest in BG3 vs. 5e DnD
-Minthy is generally very solid; high AC, divine smite, Vow of Enmity. All around very good.
-Using a smaller party makes long rests more common. Didn’t really push my resources, but might have on the higher difficulty!

Final thoughts:

Gameplay is engaging and compelling; combines turn-based/grid-based tabletop gameplay into a game format quite well. The luck aspect is a bit of a damper on otherwise excellent combat. I liked how they took some of the weaker spells and abilities in 5e proper and buffed them. Definitely not an easy game, even on base difficulty, and has a lot of tricky bosses that you have to adjust your strategies to beat. Raphael was probably my favorite fight (and not just because of the music, although it helps), but I also really liked Cazador, Orin, Gortash, the goblin leader, and a lot of other random encounters which ended up being quite challenging and fun to beat. I want to revisit the game on Hard at some point.

I also like how customizable your party is and how you can play around with different builds if you want. I used Bard and Paladin and they felt like they played very different roles in the party while both being incredibly useful. The combinations of characters and classes you could play seems like it could lend a lot of replay value and tinkering around with the multiclass system is something I am interested in.

Plot is a mix of standard DnD flair with mindflayers, which adds an extra supernatural/horror element that I really liked. I wouldn’t say the plot is amazing and I think there’s definitely some parts that could have been done better, but overall I was satisfied with the progression. It starts a little slow, and Act 2 does feel a little fillery at times, but I thought Act 3 does a great job of tying together the threads.

Characters are the highlight of the game. All of your party members have fleshed out motives, backstories, and opinions on the journey. I like how the game gives you a built-in excuse to have party members of varying philosophies and alignments, which allows you to have Astarion and Wyll, two people whose life philosophies and moral codes are diametrically opposing, together in the same party without it feeling stupid or out of character for either. My faves are Lae’zel, Astarion, Karlach, Wyll, and of course Gortash, who revels in being the slimiest tyrant. All of them have compelling backstories and fun interplay with the other PCs. Gortash is a weird mix of power-hungry tyrant and actually a bit optimistic compared to your average character of his archetype?

I think all of the PCs are pretty good, though; I ended up with a positive opinion of all of them, even Gale who is the whitest white man to ever exist.. Halsin and Jaheira are a little less compelling but still likeable. Raphael and Mizora are two of the other highlights from the NPC cast, but a lot of them are quite good. Isobel and Dame Aylin are a great couple <3. Really enjoy their defying fate energy and Dame Aylin is suuuper fucking hot. Really missed them on this most recent run.

The voice acting really lends a lot to this! The game’s voice acting is almost universally very good (aside from Cazador, who sounds like my trying to impersonate a generic villain); Astarion and Lae’zel and Minthara are all great, and Gortash and Orin and Raphael have the right amount of villain pizzazz to make them compelling. I also really like the character designs and the outfit choices, and I really like that you can use not to wear a goofy helmet if you get it. :)

Some less good things would be
1. the load times and crashing on the steam deck is definitely a problem. I had a few cutscenes also fail to run properly, especially in the Astral Plane/Shadowfell. there are some times when things glitched out, and sometimes spells would take a minute to kick in.
2. the music. way too much of the game has barely noticeable music which is a shame. raphael’s song being a big exception.
3. some weird glitches, especially involving minthara’s dialogue. she repeated this line to me about gale like four times and he wasn’t even in my party. very odd and immersion breaking.  really should be fixed.

Overall, though, I had a great experience! Really enjoyed this game and its characters!
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