Indignation is a Fire Emblem Roleplay. It takes place within the Outrealms as worlds collide and kingdoms wage an endless war. However, amongst the quarrels of men do the horrors of the Outrealm reach in to kill and destroy. Fight alone or join forces with other warriors as we create dramatic tales or wage war!
We are open to roleplayers of all skill levels. If you are interested in joining, check out the discord chat and meet some of our members. Or if you're ready to jump right in, go ahead and join the site!
Faceless Faceless are monsters created through Nohr's dark magic. Originally created as a response to the magical barrier over Hoshido that caused Nohrians to lose their aggression, the faceless have no mind of their own. Unless controlled, their destruction is purely random and usually limited to specific areas.
Tactics employed by the faceless
If the faceless are encountered on their own, they will simply attack without any sort of strategy. They will not provide any form of advanced support to each other, though they are capable of using adjacent support. They will always attack the last unit to have attacked them. If that unit is in a a different distance tier, the faceless will attempt to catch it, even if that means trying to get passed another enemy unit.
When controlled, their tactics vary by user. They will almost always form offensive support with each other. People that control faceless often don't care about their lives, so it is very rare that they will form defensive support with each other. Their battle tactics will be a bit more destructive. They will work together to down an opponent. They will usually start by bringing down the strongest opponent, but will occasionally break off to down a weak one.
Type: Monster, Unarmed MT 8, HIT 80 Movement: D6
Level 1 HP 18 | STR 5 | MAG 2 | SKL 5 | SPD 6 | DEF 4 | RES 3
Level 2 HP 20 | STR 7 | MAG 2 | SKL 5| SPD 8 | DEF 6 | RES 4
Level 3 HP 20 | STR 9 | MAG 2 | SKL 6 | SPD 10 | DEF 8 | RES 5
Level 4 HP 21 | STR 11 | MAG 2 | SKL 7 | SPD 11 | DEF 10 | RES 6
Level 5 - One Random Skill HP 21 | STR 13 | MAG 2 | SKL 7 | SPD 12 | DEF 12 | RES 8
Level 6 HP 21 | STR 15 | MAG 2 | SKL 8 | SPD 14 | DEF 14 | RES 9
Level 7 HP 22 | STR 17 | MAG 2 | SKL 8 | SPD 15 | DEF 16 | RES 9
Level 8 HP 23 | STR 19 | MAG 2 | SKL 8 | SPD 17 | DEF 18 | RES 10
Level 9 HP 23 | STR 21 | MAG 2 | SKL 9 | SPD 18 | DEF 20 | RES 10
Level 10 - Two Random Skills HP 23 | STR 23 | MAG 2 | SKL 9 | SPD 19 | DEF 22 | RES 10
Level 11 HP 23 | STR 25 | MAG 2 | SKL 9 | SPD 20 | DEF 24 | RES 10
Level 12 HP 23 | STR 27 | MAG 2 | SKL 10 | SPD 21 | DEF 26 | RES 11
Level 13 HP 23 | STR 29 | MAG 2 | SKL 10 | SPD 23 | DEF 28 | RES 12
Level 14 HP 24 | STR 30 | MAG 2 | SKL 10 | SPD 25 | DEF 30 | RES 14
Level 15 - Three Random Skills HP 24 | STR 32 | MAG 2 | SKL 10 | SPD 26 | DEF 32 | RES 15
Level 16 HP 24 | STR 33 | MAG 2 | SKL 10 | SPD 27 | DEF 34 | RES 15
Level 17 HP 24 | STR 35 | MAG 2 | SKL 10 | SPD 29 | DEF 36 | RES 15
Level 18 HP 24 | STR 37 | MAG 2 | SKL 10 | SPD 30 | DEF 38 | RES 15
Level 19 HP 24 | STR 38 | MAG 2 | SKL 10 | SPD 31 | DEF 40 | RES 16
Level 20 - Four Random Skills HP 26 | STR 40 | MAG 2 | SKL 11 | SPD 32 | DEF 42 | RES 18
Skill Table
1. Savage Blow
2. Self Destruct
3. Seal Magic
4. Seal Strength
5. Seal Defense
6. No Skill
Savage Blow When attacking a unit that has not attacked this unit, this turn, unit deals five damage before the battle begins. That damage can not be blocked by the defense statistic.
Self Destruct When this unit's HP is reduced to under half their maximum, this unit deals damage equal to the number of its remaining health to all units within one distance tier. This damage can not be blocked by the defense statistic.
Seal Magic After this unit attacks, the defending unit receives -6 to their magic statistic through their next action.
Seal Strength After this unit attacks, the defending unit receives -6 to their strength statistic through their next action.
Seal Defense After this unit attacks, the defending unit receives -6 to their defense statistic through their next action.
Nohrian Soldier These are the common foot soldiers that Nohr employs to either keep the peace, or do their dirty work. This unit type litters the battlefield, but often lacks a specialization of the training to do major damage. In cities, these men like to flaunt their power on those weaker than them by grouping together.
Soldier Tactics
Though soldiers are fully trained, or usually have a lot of experience, they all come with different combat abilities. As one would say, they are jacks of all trades. However, all soldiers are trained to be aware of their surroundings and they will use it to their advantage. They may try to split their opponents up and striking down their weaker enemies. If weaker enemies are separated they will attempt to edge them into the corner of a combat environment.
When in groups, soldiers will start the battle in offensive support. But as their numbers dwindle, those remaining will switch to defensive support. Most of their danger will arise from their varying skills.
Movement: D6
1-4: Bronze Lance, MT 5, HIT 90 5-8: Iron Lance, MT 7, HIT 80 9-12: Steel Lance, MT 10, HIT 75 12-20: Silver Lance, MT 14, HIT 70
Level 1 - One Random Skill HP 17 | STR 5 | MAG 0 | SKL 5 | SPD 5 | DEF 5 | RES 2
Level 2 HP 18 | STR 7 | MAG 0 | SKL 5| SPD 7 | DEF 5 | RES 2
Level 3 HP 20 | STR 8 | MAG 0 | SKL 6 | SPD 8 | DEF 6 | RES 2
Level 4 HP 22 | STR 9 | MAG 0 | SKL 8 | SPD 8 | DEF 9 | RES 3
Level 5 - Two Random Skills HP 24 | STR 11 | MAG 0 | SKL 10 | SPD 10 | DEF 11 | RES 4
Level 6 HP 24 | STR 12 | MAG 0 | SKL 11 | SPD 11 | DEF 12 | RES 5
Level 7 HP 26 | STR 14 | MAG 0 | SKL 11 | SPD 11 | DEF 14 | RES 7
Level 8 HP 25 | STR 16 | MAG 0 | SKL 11 | SPD 11 | DEF 14 | RES 9
Level 9 HP 25 | STR 18 | MAG 0 | SKL 13 | SPD 13 | DEF 18 | RES 10
Level 10 - Three Random Skills HP 26 | STR 20 | MAG 0 | SKL 15 | SPD 15 | DEF 20 | RES 11
Level 11 HP 27 | STR 22 | MAG 0 | SKL 15 | SPD 15 | DEF 22 | RES 11
Level 12 HP 29 | STR 24 | MAG 0 | SKL 16 | SPD 16 | DEF 24 | RES 12
Level 13 HP 29 | STR 26 | MAG 0 | SKL 16 | SPD 16 | DEF 26 | RES 12
Level 14 HP 30 | STR 28 | MAG 0 | SKL 18 | SPD 18 | DEF 28 | RES 12
Level 15 - Four Random Skills HP 32 | STR 29 | MAG 0 | SKL 19 | SPD 19 | DEF 29 | RES 13
Level 16 HP 32 | STR 31 | MAG 0 | SKL 19 | SPD 19 | DEF 31 | RES 13
Level 17 HP 33 | STR 31 | MAG 0 | SKL 20 | SPD 20 | DEF 31 | RES 13
Level 18 HP 35 | STR 32 | MAG 0 | SKL 21 | SPD 21 | DEF 32 | RES 13
Level 19 HP 36 | STR 34 | MAG 0 | SKL 22 | SPD 22 | DEF 34 | RES 14
Level 20 - Five Random Skills HP 38 | STR 36 | MAG 0 | SKL 23 | SPD 23 | DEF 36 | RES 15
Skill Table
1. Lunge
2. Strength +2
3. Defense +2
4. Elbow Room
5. Natural Cover
6. Wary Fighter
7. Lancefaire
8. Inspired
Lunge Swap places with an enemy after an attack -When in the same tier, units switch their current tier values. -If the attacking unit has just finished moving from a different tier then made the attack, the defending unit is placed at the edge of the attacking unit's previous tier.
Elbow Room When this unit is fighting in a location with ample space, this unit deals an additional three damage. Ample space is defined as: A location that someone can easily ride a horse, swing a large weapon with ease, or fit a wagon through without damaging it. A combat location must make physical sense for this skill to activate. A unit with Elbow Room can not change the combat location to activate this skill, without narrative reason. A unit with Elbow Room can not change the location of a bounty or gate encounter to activate this skill.
Ample space examples: An open field, a beach, a city square, a wide path, a large throne room, a spacious building.
Natural Cover When fighting in an outdoor location with natural cover, this unit receives three less damage. -The damage is reduced after defense or resistance have been applied. -A combat location must make physical sense for this skill to work. -In order for this skill to activate, there needs to be some sort of natural barrier that the unit could hide behind and use to their advantage. -This skill can only be activated while outdoors. -A unit with Natural cover can not change the combat location to activate this skill, without narrative reason -A unit with Natural Cover can not change the location of a bounty or gate encounter to activate this skill.
Examples of natural cover: Large rocks, trees, ditches, and hillsides.
Wary Fighter During battles, both this unit and units attacking this unit can not make critical hits.
Lancefaire This unit deals an additional five damage when equipped with spears.
Inspired When fighting alongside allies, this unit receives +10 to their hit and avoid. -Inspired loses its effect if all allies are downed.
Dark Mage Most Nohrian mages are trained in dark magic. Though considered dark, people don't consider it “evil”. Though their spells are dangerous, they aren't very accurate. Dark mages are occasionally dropped on the battlefield to bring the enemy down while Nohr soldiers keep them distracted.
Dark Mage Tactics:
While in groups, Dark Mages will usually target the opponent doing the most damage. But, the moment someone starts healing, they become the target. When fighting with allied melee units, Dark Mages will hide behind them and attack from a distance. When given distance, they will group together in offensive support. However, when cornered, they will switch to defensive support.
Weapons 1-4: Flux, MT 6 HIT 80 5-8: Nosferatu, MT 6, HIT 70 > Heals user half damage dealt 9-12: Luna, MT 0 HIT 50 > Negates Half Target's RES 13-20: Goetia, MT 18, HIT 70
Level 1 - Heartseeker HP 16 | STR 0 | MAG 6 | SKL 3 | SPD 3 | DEF 3 | RES 5
Level 2 HP 17 | STR 0 | MAG 8 | SKL 3| SPD 3 | DEF 3 | RES 7
Level 3 HP 18 | STR 0 | MAG 10 | SKL 3 | SPD 3 | DEF 3 | RES 9
Level 4 HP 19 | STR 0 | MAG 12 | SKL 4 | SPD 4 | DEF 5 | RES 11
Level 5 HP 20 | STR 0 | MAG 14 | SKL 4 | SPD 5 | DEF 6 | RES 12
Level 6 HP 21 | STR 0 | MAG 16 | SKL 5 | SPD 6 | DEF 7 | RES 14
Level 7 HP 22 | STR 0 | MAG 18 | SKL 5| SPD 8 | DEF 8 | RES 16
Level 8 HP 22 | STR 0 | MAG 19 | SKL 5 | SPD 9 | DEF 9 | RES 17
Level 9 HP 24 | STR 0 | MAG 21 | SKL 5 | SPD 11 | DEF 11 | RES 19
Level 10 - Malefic Aura HP 25 | STR 0 | MAG 23 | SKL 5 | SPD 13 | DEF 13 | RES 21
Level 11 HP 26 | STR 0 | MAG 25 | SKL 5 | SPD 14 | DEF 14 | RES 23
Level 12 HP 27 | STR 0 | MAG 27 | SKL 5 | SPD 15 | DEF 15 | RES 25
Level 13 HP 29 | STR 0 | MAG 29 | SKL 5 | SPD 15 | DEF 15 | RES 27
Level 14 HP 31 | STR 0 | MAG 31 | SKL 6 | SPD 16 | DEF 16 | RES 29
Level 15 HP 32 | STR 0 | MAG 33 | SKL 8 | SPD 17 | DEF 17 | RES 31
Level 16 HP 32 | STR 0 | MAG 35 | SKL 8 | SPD 19 | DEF 19 | RES 33
Level 17 HP 33 | STR 0 | MAG 37 | SKL 8 | SPD 21 | DEF 21 | RES 34
Level 18 HP 35 | STR 0 | MAG 49 | SKL 9 | SPD 22 | DEF 22 | RES 35
Level 19 HP 36 | STR 0 | MAG 41 | SKL 9 | SPD 23 | DEF 23 | RES 37
Level 20 HP 37 | STR 0 | MAG 43 | SKL 10 | SPD 23 | DEF 23 | RES 39
Skill List
Heartseeker This unit receives bonuses when attacking opponents in defensive support and guard. +10 HIT on defensive supporting units. +20 HIT for guarding unit. +15 HIT for guarded unit. -Heartseeker activates the moment opposing units declare they are going into defensive support. -The initial boost of +10 HIT applies to initial defense support. -The HIT values increase if the opposing units declare guard. -The added HIT values do not stack with the initial +10 boost. -If the opposing units end guard, Heartseeker's ability remains until the start of the next round.
Malefic Aura Learned by: Level 10 Dark Mage All enemies, involved in combat, receive an additional 2 damage from all magical attacks. -This damage increase also applies to friendly fire. -Damage is applied after resistance is applied.
Hoshidan Spear Fight Spear Fighters make up the bulk of Hoshido's foot soldiers. They are trained to be ready in almost all cases, balancing their defense and strength with their speed. Despite being a common soldier, it's seen as a high honor to have a family member in the military. Not all Spear Fighters are soldiers, with some being guards.
Spear Fighter Tactics
Spear fighters are usually sent in groups of four and are trained to switch out when they get fatigued. As a result, each unit carries one vulenary. Two soldiers battled the enemy while in defensive support. When one of the attacking units is injured passed half their health, they swap out with the soldier behind them and use the vulenary. If squadron is dropped to one man, he will usually attempt to flee the battlefield. As a result, Spear fighters tend to fight at the edge of the battlefield. When fighting alone, the spear fighters will use their speed to outpace their opponent and weaken their defense in order to bring them down.
Special Skill Rules When fighting in a groups of four, each unit has the skill “Swap”. Two of them will also have the “Seal Defense” skill. Those starting in front will have seal defense. If a spear fighter is fighting on his own, not starting with a group, they will only have seal defense.
Special Item Rules Whether alone or with a group, Spear Fighters will have a vulenary with them. When in groups, they will swap with distant allies to heal at half health. When alone, they will heal when there is less than one third of their maximum health.
Movement: D6
1-4: Bronze Lance, MT 5, HIT 90 5-8: Iron Lance, MT 7, HIT 80 9-12: Steel Lance, MT 10, HIT 75 12-20: Silver Lance, MT 14, HIT 70
Level 1 HP 17 | STR 6 | MAG 0 | SKL 6 | SPD 6 | DEF 5 | RES 2
Level 2 HP 18 | STR 7 | MAG 0 | SKL 8 | SPD 7 | DEF 6 | RES 2
Level 3 HP 19 | STR 8 | MAG 0 | SKL 9 | SPD 8 | DEF 8 | RES 3
Level 4 HP 20 | STR 10 | MAG 0 | SKL 11 | SPD 10 | DEF 10 | RES 4
Level 5 HP 20 | STR 11 | MAG 0 | SKL 11 | SPD 12 | DEF 11 | RES 4
Level 6 HP 22 | STR 13 | MAG 0 | SKL 11| SPD 13 | DEF 13 | RES 4
Level 7 HP 23 | STR 13 | MAG 0 | SKL 12 | SPD 13 | DEF 13 | RES 5
Level 8 HP 25 | STR 15 | MAG 0 | SKL 13 | SPD 15 | DEF 15| RES 6
Level 9 HP 25 | STR 16 | MAG 0 | SKL 14 | SPD 16 | DEF 16 | RES 6
Level 10 HP 26 | STR 18 | MAG 0 | SKL 16 | SPD 18 | DEF 18 | RES 7
Level 11 HP 26 | STR 19 | MAG 0 | SKL 17 | SPD 19 | DEF 19 | RES 9
Level 12 HP 27 | STR 20 | MAG 0 | SKL 18 | SPD 20 | DEF 20 | RES 11
Level 13 HP 27 | STR 22 | MAG 0 | SKL 19 | SPD 22 | DEF 22 | RES 12
Level 14 HP 27 | STR 23 | MAG 0 | SKL 19 | SPD 23 | DEF 22 | RES 12
Level 15 HP 29 | STR 23 | MAG 0 | SKL 20 | SPD 25 | DEF 25 | RES 13
Level 16 HP 30 | STR 27 | MAG 0 | SKL 21 | SPD 27 | DEF 27 | RES 14
Level 17 HP 32 | STR 28 | MAG 0 | SKL 23 | SPD 28 | DEF 28 | RES 14
Level 18 HP 34 | STR 29 | MAG 0 | SKL 24 | SPD 29 | DEF 29 | RES 15
Level 19 HP 30 | STR 30 | MAG 0 | SKL 26 | SPD 30 | DEF 30 | RES 16
Level 20 HP 38 | STR 32 | MAG 0 | SKL 27 | SPD 32 | DEF 32 | RES 17
Skill Table
Swap
Seal Defense
Swap
Seal Defense After damaging an opposing unit, that unit receives -6 to their defense. -The defending unit's resistance recovers at the start of the next round.
Hoshidan Diviner The Hoshidan diviner is often employed for utility purposes. They use their fire to warm their allies, use the wind to beat the heat, and replace torches when they run out. Aside from utility, they strike from a distance and are considered a heavier force than normal soldiers.
Diviner Tactics
Diviners know their place on the battlefield and will always target non-magical units. When fighting alone, they will try to put a bit of distance between themselves and their enemy. If they get cornered, they will simply fight. When fighting with melee focused allies, they will hide behind them and cast magic from a distance. If there are distance-capable allies, they provide offensive support with them. However, if they are forced onto the same tier with a melee focused ally, they will provide defensive support.
1-4: Ox Spirit, MT 5, HIT 75 5-8: Tiger Spirit, MT 8, HIT 70 9-12: Malevolent Text, MT 10, HIT 50 13-20: Rabbit Spirit, MT 11, HIT 75 (+1 RES)
Movement: D6
Level 1 - Magic +2 HP 15 | STR 0 | MAG 4 | SKL 5 | SPD 6 | DEF 1 | RES 3
Level 2 HP 15 | STR 0 | MAG 6 | SKL 6 | SPD 7 | DEF 2 | RES 4
Level 3 HP 16 | STR 0 | MAG 8 | SKL 8 | SPD 7 | DEF 2 | RES 4
Level 4 HP 17 | STR 0 | MAG 9 | SKL 8 | SPD 8 | DEF 4 | RES 6
Level 5 HP 18 | STR 0 | MAG 11 | SKL 8 | SPD 10 | DEF 5 | RES 8
Level 6 HP 20 | STR 0 | MAG 13 | SKL 9 | SPD 12 | DEF 6 | RES 9
Level 7 HP 20 | STR 0 | MAG 15 | SKL 10 | SPD 13 | DEF 7 | RES 11
Level 8 HP 22 | STR 0 | MAG 16 | SKL 11 | SPD 14 | DEF 8 | RES 13
Level 9 HP 23 | STR 0 | MAG 18 | SKL 12 | SPD 16 | DEF 9 | RES 14
Level 10 - Focus HP 24 | STR 0 | MAG 20 | SKL 12 | SPD 17 | DEF 10 | RES 16
Level 11 HP 26 | STR 0 | MAG 22 | SKL 13 | SPD 19 | DEF 11 | RES 18
Level 12 HP 26 | STR 0 | MAG 24 | SKL 14 | SPD 20 | DEF 11 | RES 19
Level 13 HP 26 | STR 0 | MAG 26 | SKL 16 | SPD 22 | DEF 12 | RES 21
Level 14 HP 26 | STR 0 | MAG 28 | SKL 17 | SPD 23 | DEF 12 | RES 23
Level 15 HP 26 | STR 0 | MAG 30 | SKL 17 | SPD 25 | DEF 12 | RES 25
Level 16 HP 27 | STR 0 | MAG 32 | SKL 17 | SPD 26 | DEF 12 | RES 27
Level 17 HP 39 | STR 0 | MAG 34 | SKL 18 | SPD 28 | DEF 13 | RES 29
Level 18 HP 41 | STR 0 | MAG 36 | SKL 18 | SPD 31 | DEF 13 | RES 31
Level 19 HP 42 | STR 0 | MAG 38 | SKL 19 | SPD 32 | DEF 14 | RES 33
Level 20 HP 43 | STR 0 | MAG 40 | SKL 19 | SPD 33 | DEF 15 | RES 36
Skill List
Focus When fighting alone, this unit's critical hit chance receives +10.
Mauthe Doog Mauthe Doog's are considered demon dogs. To common folk, seeing one can be omen of a person's approaching death. However, those that fight one learn the truth quickly. They are dangerous animals, yet aren't very hardy.
Mauthe Doog Tactics
Mauthe Doog usually attack in groups of three, but more have been known to attack on occasion. When in a group, they're vicious. They swarm a single target, shredding the weakest opponent that they can find. They will form offensive support. However, when a Doogs health drops below a quarter of its health, it will flee. Injured Doogs value their lives more than a meal.
Level 1 HP 14 | STR 4 | MAG 0 | SKL 10 | SPD 10 | DEF 2 | RES 0
Level 2 HP 16 | STR 5 | MAG 0 | SKL 12 | SPD 12 | DEF 3 | RES 0
Level 3 HP 16 | STR 6 | MAG 0 | SKL 14 | SPD 14 | DEF 5 | RES 0
Level 4 HP 16 | STR 7 | MAG 0 | SKL 15 | SPD 16 | DEF 5 | RES 1
Level 5 - One Random Skill HP 16 | STR 8 | MAG 0 | SKL 17 | SPD 18 | DEF 6 | RES 3
Level 6 HP 18 | STR 9 | MAG 0 | SKL 19 | SPD 20 | DEF 7 | RES 5
Level 7 HP 20 | STR 11 | MAG 0 | SKL 21 | SPD 22 | DEF 8 | RES 6
Level 8 HP 20 | STR 12 | MAG 0 | SKL 23 | SPD 24 | DEF 8 | RES 6
Level 9 HP 21 | STR 13 | MAG 0 | SKL 25 | SPD 26 | DEF 10 | RES 8
Level 10 - Two Random Skills HP 21 | STR 14 | MAG 0 | SKL 27 | SPD 27 | DEF 10 | RES 8
Level 11 HP 23 | STR 15 | MAG 0 | SKL 29 | SPD 29 | DEF 11 | RES 10
Level 12 HP 25 | STR 16 | MAG 0 | SKL 31 | SPD 31 | DEF 11 | RES 11
Level 13 HP 27 | STR 18 | MAG 0 | SKL 33 | SPD 33 | DEF 11 | RES 11
Level 14 HP 29 | STR 18 | MAG 0 | SKL 35 | SPD 35 | DEF 12 | RES 12
Level 15 HP 31 | STR 19 | MAG 0 | SKL 37 | SPD 37 | DEF 13 | RES 12
Level 16 HP 32 | STR 20 | MAG 0 | SKL 39 | SPD 39 | DEF 14 | RES 13
Level 17 HP 32 | STR 21 | MAG 0 | SKL 41 | SPD 41 | DEF 14 | RES 13
Level 18 HP 32 | STR 21 | MAG 0 | SKL 43 | SPD 43 | DEF 14 | RES 13
Level 19 HP 32 | STR 22 | MAG 0 | SKL 44 | SPD 45 | DEF 15 | RES 13
Level 20 - Three Random Skills HP 34 | STR 24 | MAG 0 | SKL 46 | SPD 47 | DEF 16 | RES 14
Skill Table
1. Anathema
2. Direction (Only if not fighting alone.)
3. Lunge
4. Zeal
Anathema All enemies, involved in combat, receive -10 to their avoidance and critical avoidance skills.
Direction When this unit is fighting alongside allied units, all allied units receive +5 to their critical hit chance. -If this unit was fighting alone and an ally joins the battle, Direction does not take effect until the next turn.
Lunge Swap places with an enemy after an attack -When in the same tier, units switch their current tier values. -If the attacking unit has just finished moving from a different tier then made the attack, the defending unit is placed at the edge of the attacking unit's previous tier.
Zeal As long as this skill is equipped, this unit receives +5 to their critical hit chance.
Bael The lumbering bael are seclusive, only rousing from their nests to find prey. It's not unheard of to find a den of these beasts, with one large brood-mother to supply their numbers. While not fast or accurate, these beasts are hardy. Their bites not only deal heavy damage, but come with the threat of a destructive poison.
Bael Tactics
When alone, a Bael will simply target its aggressor. Enemy strength doesn't matter, they will simply strike until all enemies are poisoned. From there they will work at the slowest opponent, as it is easiest for them to damage. Bael are more aggressive when working in groups. They will spread their poison through all enemies, then swarm onto the slowest enemy. If protecting their nest, they will attack the person causing the most destruction.
Type: Beast Unit Weapon: Bite, MT 5 HIT 80
Movement: D6
Level 1 - One Random Skill HP 12 | STR 6 | MAG 0 | SKL 3 | SPD 3 | DEF 6 | RES 1
Level 2 HP 14 | STR 8 | MAG 0 | SKL 3 | SPD 5 | DEF 8 | RES 3
Level 3 HP 16 | STR 10 | MAG 0 | SKL 4 | SPD 6 | DEF 10 | RES 5
Level 4 HP 17 | STR 12 | MAG 0 | SKL 4 | SPD 6| DEF 12 | RES 6
Level 5 HP 18 | STR 14 | MAG 0 | SKL 4 | SPD 6 | DEF 14 | RES 7
Level 6 HP 20 | STR 16 | MAG 0 | SKL 4 | SPD 6 | DEF 16 | RES 9
Level 7 HP 22 | STR 18 | MAG 0 | SKL 5 | SPD 8 | DEF 18 | RES 10
Level 8 HP 24 | STR 20 | MAG 0 | SKL 5 | SPD 9 | DEF 20 | RES 12
Level 9 HP 24 | STR 22 | MAG 0 | SKL 5 | SPD 10 | DEF 22 | RES 12
Level 10 - Both Skills HP 26 | STR 24 | MAG 0 | SKL 5 | SPD 10 | DEF 24 | RES 14
Level 11 HP 26 | STR 25 | MAG 0 | SKL 5 | SPD 10 | DEF 25 | RES 15
Level 12 HP 28 | STR 27 | MAG 0 | SKL 5 | SPD 11 | DEF 27 | RES 17
Level 13 HP 28 | STR 29 | MAG 0 | SKL 5 | SPD 12 | DEF 29 | RES 18
Level 14 HP 30 | STR 31 | MAG 0 | SKL 5 | SPD 12 | DEF 31 | RES 20
Level 15 HP 32 | STR 32 | MAG 0 | SKL 6 | SPD 13 | DEF 32 | RES 21
Level 16 HP 33 | STR 34 | MAG 0 | SKL 7 | SPD 14 | DEF 34 | RES 23
Level 17 HP 34 | STR 36 | MAG 0 | SKL 7 | SPD 15 | DEF 36 | RES 24
Level 18 HP 35 | STR 38 | MAG 0 | SKL 7 | SPD 16 | DEF 38 | RES 25
Level 19 HP 35 | STR 39 | MAG 0 | SKL 7 | SPD 16 | DEF 40 | RES 26
Level 20 HP 37 | STR 41 | MAG 0 | SKL 8 | SPD 17 | DEF 42 | RES 27
Poison Chance Every time a unit is bitten by a bael, and not already poisoned, they have a chance of being poisoned. The base chance of poison is 60. The bael's strength is added to the chance and the defending unit's resistance is subtracted from the base chance. If the check succeeds, then the defending unit is poisoned. A critical hit automatically poisons the defending unit, if the defending unit isn't killed. -The poison status condition lasts 1D4 turns. -As long as a unit is poisoned, they receives 1D4 damage at the start of a round.
Skill Table
Odd roll: Seal Resistance
Even roll: Vantage
Seal Resistance After damaging an opposing unit, that unit receives -6 to their resistance. -The defending unit's resistance recovers at the start of the next round.
Vantage When this unit's health is reduced to below their maximum value, they rise to the top of the turn order. -They keep their turn order until this turn ends. Next turn, they take their place at the top.
Tarvos Half-human and half-horse, the Tarvos strongly resemble centaurs. They are fast beasts and prefer to charge into battle with axes as their sole weapon of choice. These creatures are intelligent, capable of using detailed strategy. While they are able to deal out high damage, they have a pitiful defense. Their backsides are often exposed to attackers, while they focus on their offense.
Weapon: Bronze Axe, MT 6 HIT 80
Level 1 HP 15 | STR 7 | MAG 0 | SKL 5 | SPD 7 | DEF 3 | RES 0 Level 2 HP 17 | STR 8 | MAG 0 | SKL 6 | SPD 8 | DEF 3 | RES 1 Level 3 HP 18 | STR 9 | MAG 0 | SKL 6 | SPD 8 | DEF 4 | RES 2 Level 4 HP 19 | STR 10 | MAG 0 | SKL 6 | SPD 8 | DEF 4 | RES 2 Level 5 HP 20 | STR 11 | MAG 0 | SKL 8 | SPD 10 | DEF 4 | RES 3 Level 6 HP 20 | STR 13 | MAG 0 | SKL 9 | SPD 12 | DEF 5 | RES 3 Level 7 HP 20 | STR 13 | MAG 0 | SKL 10 | SPD 15 | DEF 5 | RES 5 Level 8 HP 22 | STR 15 | MAG 0 | SKL 11 | SPD 15 | DEF 5 | RES 5 Level 9 HP 24 | STR 17 | MAG 0 | SKL 12 | SPD 17 | DEF 5 | RES 6 Level 10 HP 25 | STR 18 | MAG 0 | SKL 12 | SPD 18 | DEF 5 | RES 6|
Archer Hoshidian general send their archers to support foot soldiers on the battlefield. Archers usually find themselves on hills and perches, raining danger down on the enemy while their allies fight. As a result, their skill tends to be high. They can't afford mistakes. Their speed can mean the difference between an ally dying, or taking one less casualty in war.
Archer Tactics
When fighting alone, an archer will try to use their speed to outmaneuver the enemy. They will always try to keep them one distance tier away and pray their their speed enables double attacks, or their skill lands a critical hit. Grouped with melee fighters, they will hide behind them and chip away at the opponent's health. Any fellow archers will join them in offensive support. If the melee fighter goes down, the remaining archers will split up to give their enemy multiple targets. The two will dance around their victim in hopes of mixing them up and downing them while assuring the safety of at least one soldier.
1-4: Bronze Bow MT 6, HIT 90 5-8: Iron Bow, MT 8, HIT 80 9-12: Steel Bow, MT 11, HIT 75 12-20: Silver Bow, MT 15, HIT 80
Movement: D6
Level 1 - One, first tier, random skill HP 16 | STR 3 | MAG 1 | SKL 7 | SPD 8 | DEF 2 | RES 4
Level 2 HP 16 | STR 4 | MAG 1 | SKL 9 | SPD 10 | DEF 3 | RES 4
Level 3 HP 18 | STR 6 | MAG 1 | SKL 11 | SPD 12 | DEF 4 | RES 5
Level 4 HP 19 | STR 7 | MAG 1 | SKL 13 | SPD 14 | DEF 5 | RES 5
Level 5 HP 20 | STR 8 | MAG 1 | SKL 15 | SPD 16 | DEF 6 | RES 6
Level 6 HP 22 | STR 9 | MAG 1 | SKL 17 | SPD 18 | DEF 7 | RES 7
Level 7 HP 22 | STR 9 | MAG 1 | SKL 19 | SPD 20 | DEF 7 | RES 7
Level 8 HP 22 | STR 11 | MAG 1 | SKL 21 | SPD 22 | DEF 7 | RES 7
Level 9 HP 22 | STR 12 | MAG 1 | SKL 23 | SPD 23 | DEF 8 | RES 7
Level 10 - One, second tier, random skill. HP 24 | STR 12 | MAG 1 | SKL 25 | SPD 25 | DEF 8 | RES 7
Level 11 HP 24 | STR 12 | MAG 1 | SKL 27 | SPD 27 | DEF 10 | RES 9
Level 12 HP 25 | STR 13 | MAG 1 | SKL 28 | SPD 28 | DEF 10 | RES 9
Level 13 HP 27 | STR 13 | MAG 1 | SKL 30 | SPD 30 | DEF 10 | RES 9
Level 14 HP 29 | STR 13 | MAG 1 | SKL 32 | SPD 32 | DEF 11 | RES 10
Level 15 HP 31 | STR 14 | MAG 1 | SKL 34 | SPD 34 | DEF 12 | RES 10
Level 16 HP 32 | STR 15 | MAG 1 | SKL 36 | SPD 36 | DEF 13 | RES 11
Level 17 HP 33 | STR 15 | MAG 1 | SKL 38 | SPD 38 | DEF 14 | RES 11
Level 18 HP 33 | STR 16 | MAG 1 | SKL 40 | SPD 40 | DEF 14 | RES 11
Level 19 HP 33 | STR 17 | MAG 1 | SKL 40 | SPD 40 | DEF 15 | RES 12
Level 20 HP 34 | STR 18 | MAG 1 | SKL 42 | SPD 42 | DEF 16 | RES 14
Skill Table
First Tier Skills Even roll. Skill +2 Odd roll. Bow Range +1
Second Tier Skills Even roll. Prescience Odd roll. Quick Draw
Bow Range +1 All bows used by this unit may strike up to one distance tier further.
Prescience When attacking an opposing unit that has not attacked this unit before, this turn, this unit receives +15 to their HIT and avoid.
Quick Draw When attacking an opposing unit that has not attacked this unit before, this turn, this unit deals +4 damage.
Entombed The entombed are undead beings. Hard to kill and hard hitting, these things aren't exactly the fastest beings. They have a great deal of health, but aren't very accurate. The entombed are usually found in darker corners of the world best left forgotten.
Type: Monster, Unarmed
MT 8, HIT 60
Level 1 HP 22 | STR 4 | MAG 0 | SKL 2 | SPD 2 | DEF 6 | RES 6 Level 2 HP 24 | STR 3 | MAG 0 | SKL 3 | SPD 3 | DEF 8 | RES 8 Level 3 HP 24 | STR 4 | MAG 0 | SKL 3 | SPD 3 | DEF 8 | RES 8 Level 4 HP 26 | STR 5 | MAG 0 | SKL 3 | SPD 3 | DEF 10 | RES 10 Level 5 HP 27 | STR 6 | MAG 0 | SKL 3| SPD 3 | DEF 11 | RES 11 Level 6 HP 27 | STR 8 | MAG 0 | SKL 4 | SPD 3 | DEF 12 | RES 12 Level 7 HP 28 | STR 9 | MAG 0 | SKL 4 | SPD 4 | DEF 13 | RES 13 Level 8 HP 29 | STR 11 | MAG 0 | SKL 4 | SPD 4 | DEF 13 | RES 15 Level 9 HP 30 | STR 12 | MAG 0 | SKL 4 | SPD 4 | DEF 14 | RES 15 Level 10 HP 32 | STR 14 | MAG 0 | SKL 5 | SPD 5 | DEF 14 | RES 15
Mercenary A class that specializes in the use of swords in combat.
1-4: Bronze Sword, MT 4, HIT 95 5-8: Iron Sword, MT 6, HIT 85 9-12: Steel Sword, MT 9, HIT 85 12-20: Silver Sword, MT 12, HIT 90 17-20: Armorslayer or Wyrmslayer, MT 9, HIT 90 (x2 against Armor or Dragon)
Level 1 HP 17 | STR 5 | MAG 0 | SKL 7 | SPD 6 | DEF 5 | RES 2 Level 2 HP 18 | STR 7 | MAG 0 | SKL 9 | SPD 7 | DEF 6 | RES 2 Level 3 HP 18 | STR 8 | MAG 0 | SKL 9 | SPD 8 | DEF 8 | RES 3 Level 4 HP 18 | STR 10 | MAG 0 | SKL 12 | SPD 8 | DEF 10 | RES 5 Level 5 HP 19 | STR 12 | MAG 0 | SKL 12 | SPD 9 | DEF 12 | RES 5 Level 6 HP 21 | STR 14 | MAG 0 | SKL 14 | SPD 10 | DEF 14 | RES 5 Level 7 HP 21 | STR 16 | MAG 0 | SKL 14 | SPD 10 | DEF 16 | RES 5 Level 8 HP 22 | STR 18 | MAG 0 | SKL 16 | SPD 11 | DEF 18 | RES 7 Level 9 HP 22 | STR 19 | MAG 0 | SKL 17 | SPD 13 | DEF 18 | RES 7 Level 10 HP 22 | STR 21 | MAG 0 | SKL 17 | SPD 15 | DEF 19 | RES 7 Level 11 HP 22 | STR 22 | MAG 0 | SKL 17 | SPD 16 | DEF 19 | RES 7 Level 12 HP 24 | STR 24 | MAG 0 | SKL 17 | SPD 18 | DEF 21 | RES 7 Level 13 HP 25 | STR 26 | MAG 0 | SKL 17 | SPD 19 | DEF 23 | RES 7 Level 14 HP 26 | STR 28 | MAG 0 | SKL 19| SPD 19 | DEF 24 | RES 8 Level 15 HP 28 | STR 30 | MAG 0 | SKL 19 | SPD 20 | DEF 26 | RES 10 Level 16 HP 29 | STR 31 | MAG 0 | SKL 20 | SPD 21 | DEF 27 | RES 10 Level 17 HP 31 | STR 32 | MAG 0 | SKL 20 | SPD 23 | DEF 27 | RES 10 Level 18 HP 32 | STR 34 | MAG 0 | SKL 20 | SPD 23 | DEF 29 | RES 10 Level 19 HP 32 | STR 36 | MAG 0 | SKL 22| SPD 24 | DEF 31 | RES 10 Level 20 HP 34 | STR 38 | MAG 0 | SKL 24 | SPD 26 | DEF 32 | RES 12
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