Overlord Stats

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Stats for the units in How to be an Overlord.

Known units

Sword Master

???

Spear Master

Can hit any unit two spaces away and 1 diagonally. Can use Jump and hit from 3 spaces away once per encounter. They can also Throw their spear to hit enemies from four spaces away but must retrieve the spear.
Can Equip- Spear, Leather Armor, Bracers. (Rose does not wear armor)

Flame Wizard

Casts fire based spells at a distance. Can increase their abilities by leveling up and metamagic rods.
Can equip- Fire Rod, Robes, Necklaces

Healer

Can cast heal and other buff spells at allies nearby. Can revive allies at level 20.
Can equip- Healing Rod, Robes, Necklaces.

Gunner

Can hit anything horizontal and vertical so long as the target is within their line of sight.
Can equip-Firearms, Leather Armor, Glasses

Archer

Can hit any unit within their range. Typical range is 4+1/Two levels for a max of 10 spaces.
Can equip-Bow & Arrow, Leather Armor, Glasses

Tinker

???

Plaguespreader

Spreads disease and poisons. A support unit that focuses on crippling other units.
Can not equip any armor or weapons

Beast Tamer

Uses their taming skills to add Beast Units to the group. Also a capable mid/close range fighter.
Equips Whips and Claws. No armor.

Poison Spitter

Spreads poisons to enemy units. A fighting unit that focuses on crippling other units.
Can equip bladed weapons, plate armor, chain armor, leather armor.

Mechanics

Battle

Phases

Item Phase: Can be used at any moment during a unit's turn. The Item Phase can be used once to either use an item, equip an item, or to swap equipment. Units can not change the equipment of other units but can use normal items on them.
Move Phase: This phase comes before the Action Phase. The unit may move a number of spaces equal to its Speed.
Action Phase: Comes after the Move Phase. Units may perform skills here. This phase, and the units turn, ends when damage is dealt to the opponent or if they heal/buff another unit.

Terms of Battle

Running- Takes up the action round and lets the character move twice. Levitating characters can leap over gaps so long as they land on solid ground.
Desperation Attack- If a characters HP falls below 15% they can execute a very powerful attack.
Rest- By giving up their turn a unit can heal 1/3 their health but take 1.5x more damage from an attack.
Enslave- The last unit defeated can be added to the team. This requires Overlord to be in battle. Takes away Loot.
Tame- The last beast defeated can be added to the team. This requires a Tamer to be in battle.. Stacks with Enslave.
Subjugate- Can add a unit to the team mid battle. Requires and take's Overlord's round. Can be stacked with Enslave and Tame.
Throw- Takes up the Action Phase. Unit being thrown must be an Ally unit. Allied units can be picked up during the Item Phase and held during the Move Phase. Unit holding the target takes 10% of the target's HP as dmg when moving while holding the target. Target can then be thrown up to 3 spaces if the target is being throw after the Move Phase (the units is moving and throwing the target for added distance). If just picked up during the Item Phase and then thrown during the Action Phase the target can only move up to 2 spaces.

Status Ailments

Burn- Does up 3-5 damage per turn
Frozen- Stops units action for 1 round. Can be broken.
Confused- Ignores commands and performs any action.
Fatigued- Takes away either Move or Action round. Can not run.
Aged- Takes away Move and Action round. Stays even after battle unless healed.
Petrified- Completely frozen until cured. Can be healed but not broken and stays even after battle unless healed.
Sleep- Put to sleep for 3 rounds unless cured
Charmed- Only obeys unit that cast the Charm spell.
Doomed- Unit will die in 10 rounds.
Zombie- Healing does damage. Stays even after battle unless healed.
Paralyzed- Unit can not use their Move Phase.
Fear- Unit will not attack the one who inflicted Fear.
Dazed- Unit has -5 to hit roll.
Bleeding- Unit loses 5% HP per round.
Poison- Unit loses 5% HP per round.
Badly Poisoned- Unit loses 15% HP per round.

Dice

1= Crit Fail with a chance of inflicting a terrible wound on yourself. 5-20 again messes up the attacker. 1-5 inflicts a wound.
2-9= Fail
10-18/19= Success with normal damage unless using a weapon with a crit of 19-20. Emily's blade arm has a crit range of 19-20.
19= 1.5x dmg
20=Critical Hit. Certain spells and weapons make 20 a instant death.

Current Inventory

G2600
7 Potions
Super Potion
Burst Shoes
Slime Wand
Long Throw Gloves
Vintage Spear+
Vintage Whip+
Vintage Dance Ring+
Vintage Robe+
Fanged Whip
Hard Leather Armor (Rank 3 Armor)
2 Screecher Wings
Silk+
2 Lilies
Time Watch
Rule Breaker
Dividing Pyramid
3 Mana Potions
Bastard Sword
Crude Dagger
The Fruit of Ruin and Wisdom Which, When Eaten, Can Bring About Several Effects, Some of Which Are Beneficial But With More Ruinous Effects Tossed Into The Bunch
Silver Rapier
Plate Armor (Rank 3 Armor)

Monster units

6 Demi Slimes
4 Demi Screecher
2 Juvenile Weegis
Silva's Doll Racheal

Current Units

Overlord

Overlord is the leader of the group. With his new chaotic powers the Overlord can now cast spells. He is one of the most versatile units.

Stats

HP: 125
ATK: 17-20 with blade 25 with gun (Seldom misses)
SPD: 3 Spaces, 3 spaces minor flight
DEF: 5
MP: 11

Equipment

Blade
Force Gun

Skills and Abilities

Enslave
Command
-25% dmg done from spells.
Each hit with Force Gun knocks back opponent by 1 spc
Chaos Ball: Range of 1-5 spaces dealing 20 damage. 1 MP
Chaos Shield: Grants the caster a cloak of chaotic energy that deals 10 dmg to any enemy using a touch attack against them. Harms any enemy within 1 space of the caster. Costs 1 MP to cast and 1 additional MP to maintain. Not paying the cost at the start of the round makes the shield vanish.
Chaotic Blast: Once casts the spell inflicts 50 dmg to any unit three spaces away from the caster in one chosen direction. Cost 7 MP to use. Caster becomes Fatigued/Confused.

Rose LV9 Spear Master *****

Rose uses a Spear which can hit enemies up to 2 spaces away or 1 diagonally. She can also toss the spear at minus accuracy for x2 damage at a range of 5 squares. Gains new skills at level 6 and every three after that.

Stats

HP: 96
ATK: 22-24+13
SPD: 3 Spaces/ 2(Minor Flight)
AP: 2
ACC: +9

Equipment

Rose's Spear

Skills and Abilities

Comrades in Arms: When within one space of Emily and the Overlord her attacks do an additional 5 damage.
Jump: Using her Spear Rose can launch herself into the air and slam down on an opponent within 3 squares any side of her for double damage. Crit jump is Instant Death to most enemies. Can only be used once per encounter.
Running Slam: Rose runs into an enemy allowing her to move 4 Spaces and strike. Can only be used once per encounter.
Toxic: Poisons unit with a roll of 18 or higher.
Double Jump: Rose launches herself into the air and slams down on any opponent within 4 spaces and then another within 2 spaces dealing normal damage. Costs 1 AP.

Emily LV10 * x ∞

Her only real power is her Arm Blade which can slice for x2 damage at 18-20 as opposed to just 20. She can also Levitate over gaps and difficult terrain without taking any penalty to movement.

Stats

HP: 111
ATK: 20-23+10
SPD: 3 Spaces(Levitation)
AP: 1

Equipment

Death's Blade x 2 Atk. +10 applied after normal dmg.

Skills and Abilities

Rage: If Overlord or Rose are bloodied within 2 spaces of Emily her attack do an automatic x2 damage but she must attack every round. Every round. Even against Allies.
Endure: Emily can work up to -5 HP at which point she simply falls apart.'
Launch Arm: Emily can toss one of her arms at an opponent up to 5 Spaces away dealing 25 Dmg. Loses double attack until the end of battle. Can retrieve arm to regain double attack.
Spin Slash: Emily twirls at an amazing speed dealing damage to any enemy within 1 space of her, even diagonally, and is then Dazed for 1 round.
Burst: Emily slams into an enemy in any cardinal direction dealing 40dmg and knocking them back a space. She then occupies the space they were previously in. Range of 2-3 spaces. Costs 1 AP
AP Regen: Recovers 1 AP per round
Immunity to mind effects. Immunity to Frozen and Burn.

Ruby LV10 Fire Wizard ****

Ruby is extremely weak in everything but her magic. She's best kept in the back for support.
At levels 3 6 9 12 15 18 20 she gets new spells.
At level 10 she can change her class to another branch of Magic User

Stats

HP: 33
ATK: 1-2
SPD: 3 Spaces
MP: 10

Equipment

Metamagic Rod (double cast)
Wizard Robe (Rank 2 Robe)

Skills and Abilities

Fire: Range of 5-7 spaces dealing 20 fire elemental damage with a 35 percent chance of inflicting Burn. Costs 1 MP
Bestow Flames: A touch spell that gives any ally a fire weapon which deals +5 fire damage or 1 damage per round if used on arrows. Costs 1 MP
Flare: Range of 5-6 spaces dealing 27 fire elemental damage with a 35% chance of inflicting Burn. Costs 2 MP
Fire Armor: Can be cast on others. Gives the target a cloak of fire that deals 10 fire dmg to any enemy using a touch attack against them. Also negates 1/2 of any ice dmg. Costs 1 MP
Inferno: Range of 1-5 spaces dealing 33 Fire elemental damage with a 40% chance of inflicting burn. Costs 3 MP to use. Damage can be increased by 10 points by spending additional MP. Up to 20 bonus damage can be gained using this.

Alice LV12 Sniper ***

Alice can fire almost across the field. As a Sniper Alice gains a boost from spending her round aiming and getting a better shot. If the enemy is within her Line of Sight Alice can hit them from anywhere on the field.

Stats

HP: 80
ATK: 23 + 10
SPD: 3 Spaces
Range: 6
AP: 3

Equipment

Despair +5 Range and 10 Dmg

Skills and Abilities

Rapid Shot: Once per encounter she can fire 2 arrows at once.
Light Arrow: At the cost of 5 HP she can power up her arrows for an additional 5 damage. Each 5 HP bumps up the attack another five damage for a max of 10 total damage. This HP can not be healed during the encounter.
Dark Arrow: Same as Light Arrow but uses a nearby Ally units HP. Can be used up to 15 additional dmg.
Blitz: Fires 10 arrows at the opponent. Acc can not be increased at this time. Each shot suffers from -7acc. Costs 1AP
Pierce: Arrows have a chance of going through a target and hitting the enemy unit behind them.
Aim: By giving up her Move Phase Alice gets a better shot with her arrows. They now crit at 16-20 instead of 20 and deal mini crits at 10-15. Can not be combined with other abilities.
Roll of 18-20 causes Fatigue Status.
Can not be Charmed.
Mithril Arrows: +5dmg to normal attack. Costs 1 AP.

Kassandra LV11 Priestess/Summoner *****

Kassandra is extremely weak in everything but her magic. She's best kept in the back for support.
At levels 3 6 9 12 15 18 20 she gets new spells.
At level 10 she can change her class to another branch of Magic User

Stats

HP: 30
ATK: 0
SPD: 3 Spaces
MP: 12+1
DEF: 10

Equipment

Vintage Cleric Staff (Rank 5 Staff)
Magic Power Armor

Skills and Abilities

Heal: Range of 1-4 spaces. Heals 35 HP.
Heal, Greater: Range of 1-5. Heals 45 HP. Costs 2 MP
Cure-all: Range of 1-5. Cures Poison, Paralysis, Burn, Confused, and Badly Poisoned.
+Accuracy: Range of 1-4 Spaces. Give +3 to attack/skill roll. 1 MP.
+Defense: Range of 1-4 Spaces. Give DR of 8 to ally unit. 1 MP.
Heal Group: Heals 2 allies for 20 HP. Costs 2 MP
+Def Group: Gives 2 allies 8 DR. Costs 2 MP
+Acc Group: Gives 2 Allies +4 Acc. Costs 2 MP
Magical Beam! Non-Elemental Dmg == 5x Current Lv-1. Has a range of 5 spaces and will pierce enemies unless it hits an ally unit. The ally will take 1/2dmg and stop the beam.
Passive Charm Less likely to be attacked.
Summon Demi Angel: Summons Demi Angel who will cast either Holy, Cure All, or Stun All. Angel then vanishes. 2 MP
Summon Trinity Beast: Summons Trinity Beast onto the battlefield. Trinity Beast can not be controlled by the Overlord and will perform any action it wants to. 2 MP.
Overheal: Acts as Heal but if target would be at full HP they gain the remainder as an Overheal up to 10+.

Nix LV9 Poison Spitter ****

Nix is a support/tank unit. Her poison and paralyze attacks can cripple the opposing team. She is best used in the front of the group.

Equipment

Ebony Blade
Half Plate (Rank 2 Heavy Armor)

Stats

HP: 90
ATK: 21-24+20
SPD: 3 Spaces
Def: 5

Skills and Abilities

Spit Poison: Coats the blade in poison. Can be used on the Item Phase.
Paralyzing Spit: Coats blade in a paralytic venom. Can be used on the Item Phase.
Toss Poison: Can spit poison into jar and launch it 3 spaces in and direction. 90% chance to inflict Poison.
Toss Paralysis Poison: Same as Toss Poison but inflicts paralysis.
Corrosive Blood: Inflicts acid dmg equal to half dmg done to Nix from a slashing type weapon.
Immune to piercing weapons. Arrows and Spears do no damage.
Immortal rank 3- Will never age, will regenerate from most wounds but can be killed by complete disintegration or burning.

Lenion LV10 Beast Tamer ***

Lenion is a attack unit. She's best used in the front lines and truly shines against Beast units.

Stats

HP: 111
ATK: 20-22 with claws(25-27 when Berserk) 17-23 with whip + 5
SPD: 3 Spaces (4 when Berserk)
AP: 2

Equipment

Rose Whip (Rank 2 Whip)
Claws (1/2 Dmg from Beast Units.)

Skills and Abilities

Whip and Claw attacks do the amount of damage stated. Whip gets +1 range.
Bite- In Berserk Mode a Beast Tamer can spend their round grabbing an opponent and perform a bite attack. The grapple takes a round and the opponent can attack and cast spells but can not escape. The next round the Beast Tamer will bite their neck and tear. This is usually an instant kill. This does not work on Constructs or units without a neck.
Berserk- Using the Item Phase Lenion can make herself berserk for 2 rounds. Can only be used once per battle
Revenge: Goes Berserk for 1 turn after being dealt damage. Costs 1 AP.
Special: Immune to Poison and Sleep.
Can cast Tame on defeated Beast Type Units at the end of battle. Limit 1 per battle.
Berserk Rage- When a Ally Beast Unit dies within the Beast Tamers Line of Sight the Tamer will attack any and all units around her except Allies and other Beast Units (friend or foe). This rage lasts rounds equal to her level.
Beastial Attack- Can give up a Beast Unit that is not in battle to perform a special attack. Changes depending on the unit sacrificed.

Silva the Wicked LV8 Dancer ***

Silva is a attack unit. She's best used in the front lines. Using Silva takes up an additional unit space in battle. She can not enter Contests.

Stats

HP: 95
ATK: 16-21 with feet 35-37+17 with Ring Blade
SPD: 3 Spaces, an additional 3 when her body Splits.


Equipment

Fanged Ring

Skills and Abilities

Split: Once per fight Silva can split her top and bottom half into two separate units(The two halves share the same HP). These units can fight on their own but can not be more then 6 spaces away from one another. Also the lower half can not use Items. The top half has Levitating.
Skilled Puppet Creator: Enters the field with 2 Silva Puppets. The puppets have 10Hp, 0Atk, 3Spd
Special
Dance of the Ice Queen: By sacrificing 1/4 of her remaining health Silva will freeze anyone within one space of her.
Dance of Love: Any Silva's Puppets will explode dealing 50 damage to any and all nearby units.
Dance of Peace: Causes any unit to go Berserk. Works in a + pattern 2 spaces around her.
Dance of Plenty: Causes a nearby enemy unit to become Fatigued.
Dance of Healing: Causes enemy unit to Bleed with a NAT roll of 17 or higher.
Dances can only be used when Silva is in one piece.

Solaris Level 9 Gaian ***

Solaris is adaptable to any situation and is great on any team.

Stats

Changes

Equipment

Shape Staff

Skills and Abilities

Adaptability: Depending on what units are in the group Solaris changes to best suit the team's needs.

Known forms

Healer

HP:28
Atk:0
MP:9+3
Spd:3
Heal: Range of 1-4 spaces. Heals 23 HP. 1 MP
+Accuracy (Spell)Range of 1-4 Spaces. Give +3 to attack/skill roll. 1 MP
+Defense (Spell) Range of 1-4 Spaces. Give DR of 8 to ally unit. 1 MP
Heal Group. (Spell) Heals 2 allies for 18 HP. 2 MP
Entangle: Trap opponent in roots. Costs 1 MP
Growth: Attacks do +5 damage for each growth stage. At +10 speed is cut in half. At +20 user is immobile. Max +25
Apple of Life: Revives Fainted ally. Can only be used once per battle. Restores to 1/2 HP.
Heal (Greater): Range of 1-4 spaces. Heals 35 HP. Costs 2 MP.

Sword Master

HP:85
Atk:21-25+20
MP:3
Spd:3
(Can not charge MP)
Spinning slash: Hits all enemies in surrounding spaces at -3 Acc.
Gaian Slash: Strikes enemy units two spaces from her in 1 direction for 1 MP. Always hits.
Entangle: Trap opponent in roots.
Growth: Attacks do +5 damage for each growth stage. At +10 speed is cut in half. At +20 user is immobile. Max +25
Roar of the Earth: Strikes all enemy units on the field for 1/4 normal Atk damage. User must charge for 1 turn.
Oak Flesh: Adds +5 Def. Costs 2MP.

Archer'

HP: 54
ATK: 23-25
SPD: 3 Spaces
Range: 6+5
MP:2 (MP can not be charged)
Rapid Shot: Once per encounter she can fire 2 arrows at once.
Ensnare Arrow: Once per encounter she can fire an arrow at an opponent and lock them to the ground for 3 turns.
Point Blank: Attacks do 1.5x more damage when close to enemy units, costs 1 MP.
Root: Roots herself into the ground. Will not miss any attacks. Attacks do 2x more damage. Takes 1 full round to stop being rooted. Costs 1 MP

Shana Level 7 Shadow Magus *****

Shana is best kept in the back due to her low HP. She can be used to trap and chip at a foes HP. As a Magus Shana's spells hit all enemy units and she has +1 MP growth.

Stats

HP:30
Atk:0
MP:9
Spd:3

Equipment

Staff

Skills and Abilities

Dere: If Overlord is brought to 25% HP Shana will go Berserk and cast any spells with 0MP cost for a number of rounds equal to her level x 0.5. After this she will be dropped to 0MP
Shadow: Deals 10 shadow damage with a 35% chance of causing Fear. Costs 1MP
Darkness: Deals 15 shadow damage with a 25% chance of causing Fear. Costs 2mp.
Aura of Fear: Causes all enemy units to be struck with Fear for 2 rounds. Costs 2 MP.
Ancient Fear: Causes all enemy units to be struck with Fear for 1 round and take 10 damage. Costs 3 MP.

Lun Level 8 Trickster **

As his title implies Lun can be either a great asset or at the worst mess up everyone around him. His Tarot Deck allows him to unleash devastating attacks if the right card is drawn.

Stats

HP:94
Atk:1-5
Spd:3

Equipment

Deck of Cards which contains:
The Fool: Lowers Opponents MP to 0. (Temp) If there are no targets a different card is drawn.
The Hanged Man: Stuns Opponent.
The Lovers: Heals nearby units up to 50% health.
The Magaician: Cast an enemy or allied units spell in place of this card without paying the MP cost. Lun will decide which spell is best.
The Wheel of Fortune: Double G earned this battle.
The Page of Swords: Deals 30 dmg to nearby enemy unit.
The Devil: Varies. Usually not good.
The Chariot: Increases ally spd by 1.

Skills and Abilities

Draw Card: Draws one card from the deck. Card is random.
Peek: Gives up the Move Phase to look at the next 3 cards. You can draw from those three cards that turn.


Meagan Nekoh LV8 Demon Librarian ***

Meagan does not like to fight against demons very much since that will risk them being destroyed. She also doesn't like fighting against Heroes since they're boring. Unless the hero is a demon.

Stats

HP: 77
ATK: 0
SPD: 3 Spaces
MP: 10

Equipment

Book
Demonic Librarian Outfit
Cursed Glasses (+1 MP but can not be removed)

Skills and Abilities

Scatter pages: MP1- Meagan opens her book and scatters the pages around her. Each space around her now has a Page on it including the ones diagonal of her. Uses up the Movement Phase.
Cursed Runes: MP 1 The pages around Meagan are turned into landmines which deal 20dmg when stepped on. Meagan can also control exactly which pages are turned into mines. The Page is burned up once stepped on.
Late Fee: MP 2 Entangles anyone who is standing on a Page. They are stuck for 2 rounds.
Aer: MP 1 Scatters the Pages in random directions. Can be cast on Pages that are enchanted by other spells.
Sharpen Words: MP 3 Scattered pages become a weapon that Meagan can wield. Increases her ATK by 20 if she uses 4 pages 25 for 6 and 30 for 8. The max is 8.
Cocoon: MP 1 Meagan uses the scattered Pages to encase herself in an impenetrable cocoon. Lasts until she dispells the cocoon. Must have at least 6 Pages.

Lilith LV 12 Succubus ***

Lilith has 0 atk and as a result must rely on her magic to get the job done. Her succubus abilities are good for stalling against units.

Stats

HP:135
ATK:0
SPD: 3(minor flight)
MP:14

Equipment

Demon Princess Armor: +5 Def
Demoness Tiara: +1 MP

Skills and Abilities

Charm: Inflicts Charm on target. Requires an attack roll. Cost 4MP
Succubus's Charm: Makes enemies far less likely to attack her.
Kiss: Drains 1/10 of target's HP. Costs 1MP. Touch attack.
Fire: Inflicts 20 fire dmg. Costs 1MP
Joyful Ending: Touch attack, target is surrounded by a black cloud obscuring it and the caster. Paralyzes target for 1d3+1 rounds.

Nin Lv 8 Ninja *** (To Lilith) ** (To Overlord)

Terrible at close combat. Best for sneaking up behind enemies and backstabbing them.

Stats

HP: 51
Atk: 15-20+20
Spd: 4
MP: 12

Equipment

Glass Dagger

Skills and Abilities

Invisible: 1MP, Makes the user completely invisible for up to 5 rounds.
Silent Kill: Using any bladed object the user can strike the opponent's most vulnerable point. Insta Kill, must be done from behind. Does not work on elemental golems. Ivisibilty is removed after this attack.
Swap: 5MP, completely trades places with an enemy unit that is within 5 spaces. Transforms into enemy unit and vice versa. Enemy unit can not speak.
Steal: While invisible Nin can attampt to take an enemy's item. The item is random and the attempt has a 20% chance of failing.

Butler Lv20 Butler *** (To Overlord) ***** (To Lilith)

Does not enjoy fighting.

Stats

HP: 210
Atk: 0
Spd: 3

Equipment

Cane: Reflects attacks for double damage. Does not work on spells.

Skills and Abilities

No special abilities. At least, none that aren't powered by items.

Fluffy Lv 10 Fighter ***

Fluffy is a melee unit and is best kept in the front of battle.

Stats

HP: 104
ATK: 20-28 + 9
MP: 4
SPD: 4 Spaces

Equipment

The God Slayer

Skills and Abilities

Divine Slash: Damages all enemy units around her dealing 8 dmg x lv/2. Takes 2 MP to cast

Golem Lv 10 Golem

The main shield. Buffs other units

Stats

HP: 205
ATK: 15-20
MP: 1
SPD: 2

Equipment

Graviton Blade

Skills and Abilities

Over-shield: Give HP to ally units. If it is over their max the HP is still added as an over-heal.
+Defense: 1MP gives +5 Def to an ally for 2 turns.
Block: Has a 15% chance of blocking an enemy attack and taking the damage by moving the attacked ally unit back or to the side 1 space.
Golem Regen: If dropped to -5 HP will simply fall apart until rebuilt.
MP Regen: Gains +1 mp per turn.
Can not be healed with Magic/Items

Rachel LV 12 Wind Fencer ***

Rachel is a capable front line fighter and her advanced fencing skills make sure she can take out tougher opponents with ease. When her AP runs out though she is quite vulnerable.

Stats

HP: 130
Atk: 15-20+15
Spd: 4
AP: 10

Equipment

Glass Rapier

Skills and abilities

Reprise- Turns any miss into a hit at the cost of 1AP, passive ability.
Parry- Possibly block an opponent's attack. Followed by Riposte.
Riposte -Deal x 2 dmg at opponent after a successful Parry. Costs 2AP
Appel- Inflicts Fear for 1 turn. Costs 1AP
Double- Attacks twice in 1 turn. Costs 2 AP

Monsters

Demi Slimes

Oh god why are you using a demi slime in battle you're terrible.

Stats

HP: 20
ATK: 5-10
SPD: 3 Spc

Skills and Abilities

Being cute.
Tamer Attack: When used by a tamer it burns up the Demi Slime and causes the opponent to be stuck in place plus take normal damage. They remain stuck for 4 turns.

Slimes

Slimes are cannon fodder.

Stats

HP: 30
ATK: 10
SPD: 3

Skills and Abilities

Throw Slime: Let's them hit a target up to three spaces away for normal damage.
Tamer Attack: When used by a tamer it burns up the Slime and causes the opponent to be stuck in place plus take 1.5x normal damage. They remain stuck for 2 turns.

Demi Screecher

Also cannon fodder.

Stats

HP: 20
ATK: 5-8
SPD: 3

Skills and Abilities

Screech: Paralyzes target.
Tamer Attack: When used by a tamer it burns up the Screecher and causes the target to be paralyzed for 1 round while also doing 1.5x normal damage.

Boss Screecher

Lost most of it's power after a recent attack. Best used to simply keep other Screechers away from the castle. Apparently is a female and can create demi screechers for fuel for Lenions attack.

Stats

HP:50
Atk:5-10
Spd:2
MP:2

Skills and Abilities

Screech: Can cause confusion or paralysis. (Note: Lost due to arrow to the neck)
Charm: Inflicts Charm on enemy. MP 1 (Note: Can no longer bring itself to charm things)
Mass Charm: Inflicts Charm on all enemies. MP 3 (Note: Read above note.)

Slime Queen

Dislikes intense battle. Would prefer to send her chilren in then fight herself.

Stats

HP:80
Atk:15-20
Spd:3

Skills and Abilities

Split: Can split and create Demi Slimes by cutting her HP in half.
Throw Toxic Slime: Same as Throw Slime but inflicts poison.

Tikka's Units

Nekomata Lv 10 x 2

Close range fighters who rely on touch attack to deal serious damage.

Stats

HP: 110
ATK: 28-32
AP: 4
SPD: 3

Equipment

Fighting Robes

Skills and Abilities

Nyever Give Up!: If brought down to 1/2 Hp Nekomata's spd increase by 1 and heals 10 hp.
Purrfect Strike: Costs 1 AP. Attack will not miss and deals mini crits. Can not crit hit while using this.
Claws and Effect: Costs 1 AP. Strikes inflict Dazed.

Abel's Units

Forest LV 20 Monk

???

Stats

HP: 290
ATK: ???
SPD: 3

Equipment

Robes

Skills and Abilities

Disarm: Removes all target units equipment. The removed equipment can not be put back on until the battle is over.