I'm doing a massive update to this OOC.
Hold on tight.
So this is it, I've finally managed to get everything set up so now things can proceed. First, I'm copying and pasting the relevant information from the above explanation.
So I'ma make a Fire Emblem esque system for this so that everything will be stat based.
Now because I found the Fire Emblem calculations...I intend on using google docs to create a calculator that will pretty much do everything for you when it comes to combat.
So it'll be input your stats, enemy stats, hit enter,receive bacon see results.
And Here's the calculator~ joy. Right now it is functional~
https://docs.google.com/spreadsheet/...=sharing#gid=0
anyway~
So here comes the fun part
If you want to see the original system, [go here]
***
So the Stat system for this will use this
Class
HP
Str
Mag
Skl
Spd
Lck
Def
Res
Now I'm going to post the chart of calculations here so that you can look at what goes to what later.
Attack
= Strength or Magic + Weapon's Might + [Buff Gem Bonus]
Hit rate
= Weapon's Hit rate + [(Skill x 3 +[Buff Gem Bonus] + Luck) / 2]
Critical
= Weapon's Critical + ((Skill+[Buff Gem Bonus]) / 2)
Avoid
= (Speed x 3 + [Buff Gem Bonus] + Luck) / 2
Rating
= Strength + Magic + Skill + Speed + Luck + Defence + Resistance
Though I'll go into detail later on this.
Right now, let me describe what all those lovely acronyms stand for.
***
Class: Your character's class which would dictate stat growths...but for simplicity we'll set this later.
HP: Your health points. Max will be 80 HP.
Str: Strength of a character that dictates physical attacks.
Mag: Magic Strength. Obviously the stat that dictates magic attacks.
*Note: Mag and Str both use the same formula. If you use magic tomes, you use Mag stat in the calculation, and so if you use a melee or Physical weapon, Str.
I'll explain more what weapon type uses what later.
Skl: The Skill of your character. A key factor when dictating hit stat and critical hit stat.
Spd: Speed. How fast your character is. Used in calculating Avoid Stat. (Hit Stat and Avoid Stat are the two things that actually dictate hit or miss in battle.)
Lck: How lucky your character is. Used in both Hit Stat and Avoid Stat calculations by a small amount...just to add complexity to calculations.
*Note: Notice I'm saying Avoid, Critical, and Hit Stat. The chance of these things happening are calculated later.
Def: Physical Defense. Literally, take Attack stat when it's calculated from Str and subtract along with a bunch of other bonuses.
Res: Magic Defense. Same as Physical, except used after Attack Stat is calculated with Mag.
*Note: I will be simplifying and explaining how each of these work as I go through this set up.
***
Now that you know what they mean and have a rough idea of what each is used for...
Let's move on to the next part of the stats
Weapon Types
Each class will have a certain set of useable weapon types (like Cavaliers can use swords and lances, Sword Masters use...swords, and Warriors use axes.)
I've removed the Weapon Proficiencies so that it's a bit simpler...
Anyway...MOVING ON~
The weapons themselves have a bit of a stat system. So let's quickly get on with this.
Rank
Mt
Hit
Crit
Rng
Effect
Uses
Worth
Ok fun and joy. (You're probably wondering why I'm setting them off like I am. There's a reason.)
Ok so let's describe these things.
Rank: The Rank of the weapon. No longer relevant but I might do something with this...maybe...doubt it.
Mt: Might. How powerful the weapon is. This is used in the Attack Stat calculation.
Hit: Hit Stat. Used in...the Hit chance calculation. We'll get to this eventually.
Crit: Critical Stat. Obviously...Critical Chance calculations.
Rng: Range. This dictates the obvious concept of if your in range to hit someone. Like an archer can be 2 spaces away (Remember Fire Emblem is like Chess.) and hit a sword master...but the sword master can't hit the archer (unless using a very specific sword which I'll list off later.)
Effect: Special effectiveness stat that tells you if its useful against certain class types. Like Armor Slayer...which is good against classes that have the Armor classification (Knights and Generals).
We'll talk more about this later.
Uses: Think Durability. How many times you can use it before you break it. Why Tomes have this remains a mystery to me... And has been the source of one funny joke...
Worth: How much it costs to buy from a shop. When selling, it goes for half. In other words: an item priced at 100 gold will sell for 50 gold.
* Note: There's random chance you'll get random items so you could live off of that.
Now that we looked at that...let's look at some of the calculations (You better be grateful that I'm going to make a calculator system that does EVERYTHING for you. You just have to punch in numbers and hit enter. Be. Grateful.)
Next...bonuses.
Just to make things even MORE COMPLICATED
I'm Removing these types of bonuses so as to simplify things.
However there are Buff Gems...
I'm going to use this time to talk about this new system.
So each character will be able to equip and use Buff gems, which grant various buffs or debuffs to your character temporarily. Like one battle/use temporary.
They primarily affect your stats (Like HP, Strength, Speed, etc.)
So it's a direct bonus to your stats...or penalty.
There will be an app for these gems because of the fact they can make things extremely broken...so...these will be sparingly used.
Ok we can FINALLY move on to calculations.
*cries inside*
Ok this is the...*cough* fun part.
First we're going to look at the calculations that process the character's stats that are more like traits...and turn them into...other stats...
...joy.
So we utilize these things.
Attack
= Strength or Magic + Weapon's Might + [Buff Gem Bonus Strength or Magic]
Hit rate
= Weapon's Hit rate + [(Skill x 3 + Luck + [Buff Gem Bonus Skill + Luck]) / 2]
Critical
= Weapon's Critical + ((Skill + [Buff Gem Bonus Skill] / 2)
Avoid
= (Speed x 3 + Luck + [Buff Gem Bonus Speed + Luck]) / 2
Rating
= Strength + Magic + Skill + Speed + Luck + Defence + Resistance
...It's simply plug n' chug calculations. Take the corresponding stats above and plug 'em in.
*Note: Rating is...nothing really. It's a comparative thing to show you how good the unit is. We'll be using this to distribute initial stat points.
*Buff Gem Bonus:
The gems have stats similar to the character stats and are factored in within the brackets of the calculations
so for instance
Hit rate
= Weapon's Hit rate + [(Skill x 3 + Luck + [Buff Gem Bonus Skill + Luck]) / 2]
The gem's stats are added before the /2 but the gem's skill stat does not get a x3 to it.
It's meant to be a somewhat small bonus (though still powerful considering...) So that's why it is the way it is.
Once you have all of this...
Now Combat Calculations
Attack (damage)
= Attack - Enemy's (Defense or Resistance + [Enemy Buff Gem Bonus Defense or Resistance])
Hit rate
= Hit rate - Enemy's (Avoid ) [%]
Critical rate
= Critical - Enemy's (Luck + [Buff Gem Bonus Luck]) [%]
To translate:
Attack dealt is calculated by taking the Attack stat of the character calculated from the prior calculation above and the opponent's Def Stat with their buff gem bonus
Hit rate is a % so after you take the Hit rate calculated above, Enemy's Avoid stat calculated above...you put a % on it. That's it. You calculate it and that IS the %. That's all that means.
Critical should be obvious. It's the critical stat calculated from above and the enemy's luck with their buff gem bonus. Slap a % on it and viola, it becomes a rate.
That's all for that part...
Now...
Almost done so bear with me...
The Leveling system has two things: Internal and external Levels.
External is what you see as a number...
Internal determines if you should get that full bit of EXP from that kill you just got.
Now I'm going to simplify this because...
...it's just not pretty.
So here's the simple end of it:
Each class has a cap of level 20 which means each character has a possible cap of lvl 40 cumulative.
Each level takes 100 EXP
EXP is gained from Battle and even using staves.
Now let me show how we're going to have it done:
***
Battle EXP
Encounter: 1 EXP
*Means you are in a battle but cannot attack (no weapon equipped or out of range)
Fight: 4 EXP (technically 5 EXP*)
* Means that you attack but don't kill the enemy. Stacks with Encounter so it's 5 EXP in truth.
Kill: 10 EXP (technically 15 EXP*)
*Means that the encounter results in a kill. Does stack with Encounter and Fight. So in truth if you kill it's 15 EXP
Staff EXP:
Heal: 5 EXP
Mend, Ward: 10 EXP
Recover, Warp, Repair: 15 EXP
* Each of these is a type of staff, with 3 levels of healing staff (Heal, Mend, Recover), Resistance boost staff called Ward, and a warp staff and repair weapon staff. I'll list these off later.
***
So to help translate
For Battles:
You will gain 1 EXP guaranteed every battle encounter that involves your charcter.
You will gain 5 EXP if your character fights back but doesn't kill.
*NOTE: you technically do not need to deal damage to gain this (so if you attack and miss or if you attack and deal no damage it'll still count)
You will gain 15 EXP for a kill.
If you heal with a staff, it's w/e value the staff gives.
So after you gain 100 EXP, you gain one level, which will lead to stat growths...which is next topic...
Now briefly: There are two types of Classes.
Base and Promoted.
So here's how this works in to what I'm about to say:
At base class level 10 to 20, you can choose to promote your character to a more powerful promoted class of your choosing.
Here's the catch: if you promote at level 10, you set your level cap to a cumulative of 30.
However there is an advantage to promoting early...especially if the character has horrible stat growths in the base class they're in.
So in other words...
Choose: To promote as early as lvl 10 or until the max cap of lvl 20.
So...every 100 EXP leads to 1 Level and you have a cap of 20 levels at base and 20 levels at Promoted.
...so there's 40 times Maximum your stats can grow.
Finally: Stat Growths
This is it. The Final Topic.
So I mentioned Classes and Stat Growths.
...this is the most important part of the entire system.
Stat growths vary from class to class...
Now there's a chart for this that is a bit confusing to read...and I can't transcribe it here.
But I'll say open this up and read along what I have to say...because this is the bread and butter of this system.
So First...to simplify since each character has a unique growth rate independent of class, we're going to look at just the modifiers
Click here for the chart
Ok a lot of numbers but this is how it works:
You take your growth rates (in %) and add the number from the chart to the growth rate (in %)
so if you're a Cavalier with a base growth rate of 40% Stregnth, you add the 20% of the class growth to it.
so your strength has a 60% chance of going up by 1 point each level
To say it again:
Character Base Growth Rate [%] + Class Growth Rate [%] = Actual Growth Rate [%]
What this is telling you is the chance of a stat growing by 1 point.
so if you level up
there will be...using the above scenario of a cavalier... a 60% chance that your Str stat will increase by 1 point.
So there is a 40% chance it grows by 0 points.
All stats are done this way so it's possible to have Str, Skl, Def, Lck, and HP to all go up by 1 point during a level up while the rest of the stats don't.
So in theory, it would be possible for a stat to grow 40 (assuming 20 levels while in base class and 20 levels promoted class) points additional to the base stats if it had a 100% growth rate....if it wasn't for the stat cap
For Stat Caps, we look at this
Click here for chart
This lists the maximum stat for each class.
Now I'll talk more on this topic during the set up for this RP.
For now, you survived an entire explanation of the mechanics of Fire Emblem.
If you read all of that...
CONGRATULATIONS
I applaud you for taking the time to go through it.
Because now you get to just use that calculator system in a spread sheet that does all of this for you.
Base
Lord
Tactician
Cavalier
Knight
Myrmidon
Thief
Barbarian
Fighter
Mercenary
Archer
Pegasus Knight
Wyvern Rider
Dark Mage
Mage
Priest
Cleric
Troubadour
Promoted
Great Lord
Grandmaster
Paladin
Great Knight
General
Swordmaster
Assassin
Trickster
Berserker
Warrior
Hero
Bow Knight
Sniper
Falcon Knight
Dark Flier
Wyvern Lord
Griffon Rider
Sorcerer
Dark Knight
Sage
War Monk
War Cleric
Valkyrie
Special
Villager
Taguel
Manakete
Dancer
Lodestar
Conqueror
Shopkeeper
*Special have no Promotions and have a level cap of 30.
Ask me about them and possibly about making your own custom special class.
Character Apps
This is the next fun part.
So it'll be your typical app.
once you make the app then I'll make you a personal calculator sheet in the workbook.
So as to preserve your data.
So here's the app form
Name:
[spoiler]
Gender:
Appearance:
Bio/Personality:
Profession and/or Talents:
Alliance: (Light or Dark?)
Class:
(Fill out the above portion...then ask me about the class types and possibly about making your own custom special class.)
Base Stats and Growths
(Keep this as a hard copy just in case.)
[spoiler]
HP:
Str:
Mag:
Skl:
Spd:
Lck:
Def:
Res:
[/ spoiler]
Notes:
[/ spoiler]
Hold on tight.
So this is it, I've finally managed to get everything set up so now things can proceed. First, I'm copying and pasting the relevant information from the above explanation.
Spoiler:
So I'ma make a Fire Emblem esque system for this so that everything will be stat based.
Now because I found the Fire Emblem calculations...I intend on using google docs to create a calculator that will pretty much do everything for you when it comes to combat.
So it'll be input your stats, enemy stats, hit enter,
And Here's the calculator~ joy. Right now it is functional~
https://docs.google.com/spreadsheet/...=sharing#gid=0
anyway~
So here comes the fun part
If you want to see the original system, [go here]
***
~STATS SYSTEM~
So the Stat system for this will use this
Class
HP
Str
Mag
Skl
Spd
Lck
Def
Res
Now I'm going to post the chart of calculations here so that you can look at what goes to what later.
Spoiler:
Attack
= Strength or Magic + Weapon's Might + [Buff Gem Bonus]
Hit rate
= Weapon's Hit rate + [(Skill x 3 +[Buff Gem Bonus] + Luck) / 2]
Critical
= Weapon's Critical + ((Skill+[Buff Gem Bonus]) / 2)
Avoid
= (Speed x 3 + [Buff Gem Bonus] + Luck) / 2
Rating
= Strength + Magic + Skill + Speed + Luck + Defence + Resistance
Though I'll go into detail later on this.
Right now, let me describe what all those lovely acronyms stand for.
***
Class: Your character's class which would dictate stat growths...but for simplicity we'll set this later.
HP: Your health points. Max will be 80 HP.
Str: Strength of a character that dictates physical attacks.
Mag: Magic Strength. Obviously the stat that dictates magic attacks.
*Note: Mag and Str both use the same formula. If you use magic tomes, you use Mag stat in the calculation, and so if you use a melee or Physical weapon, Str.
I'll explain more what weapon type uses what later.
Skl: The Skill of your character. A key factor when dictating hit stat and critical hit stat.
Spd: Speed. How fast your character is. Used in calculating Avoid Stat. (Hit Stat and Avoid Stat are the two things that actually dictate hit or miss in battle.)
Lck: How lucky your character is. Used in both Hit Stat and Avoid Stat calculations by a small amount...just to add complexity to calculations.
*Note: Notice I'm saying Avoid, Critical, and Hit Stat. The chance of these things happening are calculated later.
Def: Physical Defense. Literally, take Attack stat when it's calculated from Str and subtract along with a bunch of other bonuses.
Res: Magic Defense. Same as Physical, except used after Attack Stat is calculated with Mag.
*Note: I will be simplifying and explaining how each of these work as I go through this set up.
***
Now that you know what they mean and have a rough idea of what each is used for...
Let's move on to the next part of the stats
Weapon Types
Each class will have a certain set of useable weapon types (like Cavaliers can use swords and lances, Sword Masters use...swords, and Warriors use axes.)
I've removed the Weapon Proficiencies so that it's a bit simpler...
Anyway...MOVING ON~
~WEAPON SYSTEM~
The weapons themselves have a bit of a stat system. So let's quickly get on with this.
Rank
Mt
Hit
Crit
Rng
Effect
Uses
Worth
Ok fun and joy. (You're probably wondering why I'm setting them off like I am. There's a reason.)
Ok so let's describe these things.
Rank: The Rank of the weapon. No longer relevant but I might do something with this...maybe...doubt it.
Mt: Might. How powerful the weapon is. This is used in the Attack Stat calculation.
Hit: Hit Stat. Used in...the Hit chance calculation. We'll get to this eventually.
Crit: Critical Stat. Obviously...Critical Chance calculations.
Rng: Range. This dictates the obvious concept of if your in range to hit someone. Like an archer can be 2 spaces away (Remember Fire Emblem is like Chess.) and hit a sword master...but the sword master can't hit the archer (unless using a very specific sword which I'll list off later.)
Effect: Special effectiveness stat that tells you if its useful against certain class types. Like Armor Slayer...which is good against classes that have the Armor classification (Knights and Generals).
We'll talk more about this later.
Uses: Think Durability. How many times you can use it before you break it. Why Tomes have this remains a mystery to me... And has been the source of one funny joke...
Worth: How much it costs to buy from a shop. When selling, it goes for half. In other words: an item priced at 100 gold will sell for 50 gold.
* Note: There's random chance you'll get random items so you could live off of that.
Now that we looked at that...let's look at some of the calculations (You better be grateful that I'm going to make a calculator system that does EVERYTHING for you. You just have to punch in numbers and hit enter. Be. Grateful.)
Next...bonuses.
Just to make things even MORE COMPLICATED
~BONUSES~
I'm Removing these types of bonuses so as to simplify things.
However there are Buff Gems...
I'm going to use this time to talk about this new system.
So each character will be able to equip and use Buff gems, which grant various buffs or debuffs to your character temporarily. Like one battle/use temporary.
They primarily affect your stats (Like HP, Strength, Speed, etc.)
So it's a direct bonus to your stats...or penalty.
There will be an app for these gems because of the fact they can make things extremely broken...so...these will be sparingly used.
Ok we can FINALLY move on to calculations.
~CALCULATIONS~
*cries inside*
Ok this is the...*cough* fun part.
First we're going to look at the calculations that process the character's stats that are more like traits...and turn them into...other stats...
...joy.
So we utilize these things.
Attack
= Strength or Magic + Weapon's Might + [Buff Gem Bonus Strength or Magic]
Hit rate
= Weapon's Hit rate + [(Skill x 3 + Luck + [Buff Gem Bonus Skill + Luck]) / 2]
Critical
= Weapon's Critical + ((Skill + [Buff Gem Bonus Skill] / 2)
Avoid
= (Speed x 3 + Luck + [Buff Gem Bonus Speed + Luck]) / 2
Rating
= Strength + Magic + Skill + Speed + Luck + Defence + Resistance
...It's simply plug n' chug calculations. Take the corresponding stats above and plug 'em in.
*Note: Rating is...nothing really. It's a comparative thing to show you how good the unit is. We'll be using this to distribute initial stat points.
*Buff Gem Bonus:
The gems have stats similar to the character stats and are factored in within the brackets of the calculations
so for instance
Hit rate
= Weapon's Hit rate + [(Skill x 3 + Luck + [Buff Gem Bonus Skill + Luck]) / 2]
The gem's stats are added before the /2 but the gem's skill stat does not get a x3 to it.
It's meant to be a somewhat small bonus (though still powerful considering...) So that's why it is the way it is.
Once you have all of this...
Now Combat Calculations
Attack (damage)
= Attack - Enemy's (Defense or Resistance + [Enemy Buff Gem Bonus Defense or Resistance])
Hit rate
= Hit rate - Enemy's (Avoid ) [%]
Critical rate
= Critical - Enemy's (Luck + [Buff Gem Bonus Luck]) [%]
To translate:
Attack dealt is calculated by taking the Attack stat of the character calculated from the prior calculation above and the opponent's Def Stat with their buff gem bonus
Hit rate is a % so after you take the Hit rate calculated above, Enemy's Avoid stat calculated above...you put a % on it. That's it. You calculate it and that IS the %. That's all that means.
Critical should be obvious. It's the critical stat calculated from above and the enemy's luck with their buff gem bonus. Slap a % on it and viola, it becomes a rate.
That's all for that part...
Now...
~LEVELING~
Almost done so bear with me...
The Leveling system has two things: Internal and external Levels.
External is what you see as a number...
Internal determines if you should get that full bit of EXP from that kill you just got.
Now I'm going to simplify this because...
...it's just not pretty.
So here's the simple end of it:
Each class has a cap of level 20 which means each character has a possible cap of lvl 40 cumulative.
Each level takes 100 EXP
EXP is gained from Battle and even using staves.
Now let me show how we're going to have it done:
***
Battle EXP
Encounter: 1 EXP
*Means you are in a battle but cannot attack (no weapon equipped or out of range)
Fight: 4 EXP (technically 5 EXP*)
* Means that you attack but don't kill the enemy. Stacks with Encounter so it's 5 EXP in truth.
Kill: 10 EXP (technically 15 EXP*)
*Means that the encounter results in a kill. Does stack with Encounter and Fight. So in truth if you kill it's 15 EXP
Staff EXP:
Heal: 5 EXP
Mend, Ward: 10 EXP
Recover, Warp, Repair: 15 EXP
* Each of these is a type of staff, with 3 levels of healing staff (Heal, Mend, Recover), Resistance boost staff called Ward, and a warp staff and repair weapon staff. I'll list these off later.
***
So to help translate
For Battles:
You will gain 1 EXP guaranteed every battle encounter that involves your charcter.
You will gain 5 EXP if your character fights back but doesn't kill.
*NOTE: you technically do not need to deal damage to gain this (so if you attack and miss or if you attack and deal no damage it'll still count)
You will gain 15 EXP for a kill.
If you heal with a staff, it's w/e value the staff gives.
So after you gain 100 EXP, you gain one level, which will lead to stat growths...which is next topic...
Now briefly: There are two types of Classes.
Base and Promoted.
So here's how this works in to what I'm about to say:
At base class level 10 to 20, you can choose to promote your character to a more powerful promoted class of your choosing.
Here's the catch: if you promote at level 10, you set your level cap to a cumulative of 30.
However there is an advantage to promoting early...especially if the character has horrible stat growths in the base class they're in.
So in other words...
Choose: To promote as early as lvl 10 or until the max cap of lvl 20.
So...every 100 EXP leads to 1 Level and you have a cap of 20 levels at base and 20 levels at Promoted.
...so there's 40 times Maximum your stats can grow.
Finally: Stat Growths
~CLASSES AND STAT GROWTHS~
This is it. The Final Topic.
So I mentioned Classes and Stat Growths.
...this is the most important part of the entire system.
Stat growths vary from class to class...
Now there's a chart for this that is a bit confusing to read...and I can't transcribe it here.
But I'll say open this up and read along what I have to say...because this is the bread and butter of this system.
So First...to simplify since each character has a unique growth rate independent of class, we're going to look at just the modifiers
Click here for the chart
Ok a lot of numbers but this is how it works:
You take your growth rates (in %) and add the number from the chart to the growth rate (in %)
so if you're a Cavalier with a base growth rate of 40% Stregnth, you add the 20% of the class growth to it.
so your strength has a 60% chance of going up by 1 point each level
To say it again:
Character Base Growth Rate [%] + Class Growth Rate [%] = Actual Growth Rate [%]
What this is telling you is the chance of a stat growing by 1 point.
so if you level up
there will be...using the above scenario of a cavalier... a 60% chance that your Str stat will increase by 1 point.
So there is a 40% chance it grows by 0 points.
All stats are done this way so it's possible to have Str, Skl, Def, Lck, and HP to all go up by 1 point during a level up while the rest of the stats don't.
So in theory, it would be possible for a stat to grow 40 (assuming 20 levels while in base class and 20 levels promoted class) points additional to the base stats if it had a 100% growth rate....if it wasn't for the stat cap
For Stat Caps, we look at this
Click here for chart
This lists the maximum stat for each class.
Now I'll talk more on this topic during the set up for this RP.
For now, you survived an entire explanation of the mechanics of Fire Emblem.
If you read all of that...
CONGRATULATIONS
I applaud you for taking the time to go through it.
Because now you get to just use that calculator system in a spread sheet that does all of this for you.
Base
Lord
Tactician
Cavalier
Knight
Myrmidon
Thief
Barbarian
Fighter
Mercenary
Archer
Pegasus Knight
Wyvern Rider
Dark Mage
Mage
Priest
Cleric
Troubadour
Promoted
Great Lord
Grandmaster
Paladin
Great Knight
General
Swordmaster
Assassin
Trickster
Berserker
Warrior
Hero
Bow Knight
Sniper
Falcon Knight
Dark Flier
Wyvern Lord
Griffon Rider
Sorcerer
Dark Knight
Sage
War Monk
War Cleric
Valkyrie
Special
Villager
Taguel
Manakete
Dancer
Lodestar
Conqueror
Shopkeeper
*Special have no Promotions and have a level cap of 30.
Ask me about them and possibly about making your own custom special class.
Character Apps
This is the next fun part.
So it'll be your typical app.
once you make the app then I'll make you a personal calculator sheet in the workbook.
So as to preserve your data.
So here's the app form
Name:
[spoiler]
Gender:
Appearance:
Bio/Personality:
Profession and/or Talents:
Alliance: (Light or Dark?)
Class:
(Fill out the above portion...then ask me about the class types and possibly about making your own custom special class.)
Base Stats and Growths
(Keep this as a hard copy just in case.)
[spoiler]
HP:
Str:
Mag:
Skl:
Spd:
Lck:
Def:
Res:
[/ spoiler]
Notes:
[/ spoiler]
Comment