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!
A Aggressor Learned by: Level 35 Dread Fighter When attacking a unit that hasn't attacked this unit, this turn, this unit deals an extra seven damage.
Anathema Learned by: Level 10 Dark Mage All enemies, involved in combat, receive -10 to their avoidance and critical avoidance skills.
-The bonuses granted assists allies involved in combat.
Aptitude Learned by: Level 1 Villager When leveling up, this unit gains an extra dice to level stats.
-This skill can only be used by those in the villager class.
B Beastbane Learned by: Level 10 Kitsune, Level 10 Wolfskin, Level 15 Taguel The unit's attack deals double damage against beast and horse units. This only takes places when in beast form.
C Camaraderie Learned by: Level 10 Pegasus Knight When this unit is fighting alongside allies, this unit recover 5 health points at the start of their turn.
-Does not take into effect when the first round has begun. -Camaraderie loses its effect if all allies are downed.
Charity Learned by: Level 25 Dread Fighter This unit recovers from status effects at twice the speed.
-Poison, stone, and silence effects last at half the time.
Crit +5 Learned by: Level 10 Samurai When equipped, this unit receives +5 to their critical hit chance.
D Dance Learned by: Level 1 Dancer This unit has the ability to give their turn to another unit. This skill does not transfer over if reclassed.
Darting Blow Learned by: Level 1 Pegasus Knight When attacking an opposing unit that hasn't attacked this unit, this turn, this unit receives +5 to their speed.
Defense +2 Learned by: Level 1 Knight As long as a unit has this skill equipped, they have +2 to defense.
Demoiselle Learned by: Level 10 Troubadour All allied units of the opposite sex receive 2 less damage.
Direction Learned by: Level 10 Diviner 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.
Duelist's Blow Learned by: Level 1 Samurai When attacking an opposing unit that hasn't attacked this unit, this turn, this unit receives +15 to their avoidance when the opposing unit attacks this unit.
E Elbow Room Learned by: Level 1 Cavalier 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.
Evenhanded Learned by: Level 1 Kitsune If a unit equipped with this skill has their turn set during an even number in the turn order, they deal an additional 4 damage.
-Turn order is counted from highest speed, being one, to lowest speed. -Each unit after the fastest unit adds one to that number. 1, 2, 3, ETC. -Damage from Even handed is applied after defense.
Even Keel Learned by: Level 1 Dread Fighter During even-numbered turns, this unit receives four less magic damage.
Even Rhythm Learned by: Level 1 Taguel If a unit equipped with this skill has their turn set during an even number in the turn order, they get +10 to their HIT and AVOID.
F Femme Learned by: Level 10 Troubadour All allied units of the opposite sex receive +10 to their critical hit chance and their AVOID.
Field Medic Learned by: Level 10 Apothecary This unit is capable of using potions on allies.
-Potent Potion comes into effect when healing allies.
Focus Learned by: Level 10 Diviner When fighting alone, this unit's critical hit chance receives +10.
-Focus loses its effect when an ally joins the battle.
G Gamble Learned by: Level 10 Fighter This skill must be announced before it can be used. Once announced, the next attack this unit makes receives -10 hit, while gaining +10 to their critical hit chance.
-This skill can be activated once-per-opponent. -The skill counts as being called if the attack missed or no critical hit was scored.
Good Fortune Learned by: Level 1 Mercenary At the start of every round, this unit may roll under their SKILL stat. If the check succeeds, then this unit recovers five health points.
-Good Fortune can not be rolled for a turn once the turn has passed. -If, for some reason, a unit is attacked and downed before they had the chance to roll Good Fortune, then they may still do so.
H Heal Touch Learned by: Level 10 Monk, Level 10 Shrine Maiden When this unit is healing an allied unit, they also restore an additional 5 health points.
Heartseeker Learned by: Level 1 Dark Mage 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.
HP +5 Learned by: Level 1 Figher As long as this skill is equipped, this unit receives +5 to their max HP.
I Indoor Fighter Learned by: Level 10 Knight When fighting indoors, this unit has it's dodge and hit increased by ten.
-A combat location must make physical sense for this skill to work. -A unit with Indoor Fighter can not change the combat location to activate this skill, without narrative reason. -A unit with Indoor Fighter can not change the location of a bounty or gate encounter to activate this skill.
Inspired Learned by: Level 10 Pegasus Knight When fighting alongside allies, this unit receives +10 to their hit and avoid.
-Inspired loses its effect if all allies are downed.
Iron Will Learned by: Level 10 Dread Fighter When being attacked by a unit that this unit hasn't attacked, this turn, this unit receives four less magic damage.
J none.
K none.
L Live to Serve Learned by: Level 5 Butler, Level 5 Maid When healing an ally, the user recovers half of the damage recovered.
Locktouch Learned by: Level 1 Ninja, Level 1 Outlaw, Level 1 Thief Allows units to open locked doors and chests without keys.
-This skill can be used in events, random encounters, gate encounters, and random chests. -This skill can not open doors, chests, gates, ETC, that are specially marked.
Lunge Learned by: Level 10 Wyvern Rider 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.
M Magic +2 Learned by: Level 1 Diviner While this skill is equipped, the unit gets +2 magic
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.
Miracle Learned by: Level 1 Monk, Level 1 Shrine Maiden If this unit's health is above one, then they can survive a fatal strike. The strike will leave them with one remaining health point.
Movement +1 Learned by: Level 10 Outlaw When equipped, this unit receives plus one to their move die.
-This skill does not grant additional movement when paired up. -This skill does not grant an additional die, only one point additional movement point.
N Natural Cover Learned by: Level 10 Knight 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.
O Odd Rhythm Learned by: Level 1 Manakete If a unit equipped with this skill has their turn set during an odd number in the turn order, they get +10 to their HIT and AVOID.
Odd Shaped Learned by: Level 1 Wolfskin If a unit equipped with this skill has their turn set during an odd number in the turn order, they deal and additional 4 damage.
-Turn order is counted from highest speed, being one, to lowest speed. -Each unit after the fastest unit adds one to that number. 1, 2, 3, ETC. -Damage from Odd Shaped is applied after defense.
Outdoor Fighter Learned by: Level 10 Cavalier When fighting outdoors, this unit has it's dodge and hit increased by ten.
-A combat location must make physical sense for this skill to work. -A unit with Outdoor Fighter can not change the combat location to activate this skill, without narrative reason. -A unit with Outdoor Fighter can not change the location of a bounty or gate encounter to activate this skill.
P Patience Learned by: Level 10 Mercenary When attacking an opposing unit that has already attacked this unit, this turn, this unit receives +10 to their HIT. Additionally, the next time that opposing unit attacks this unit again, the opposing unit receives -10 to their HIT.
Poison Strike Learned by: Level 10 Ninja After attacking an opposing unit that has yet to attack this unit, this turn, and if the opposing unit survived the attack, this unit may roll their SKILL. If the roll is successful, this unit deals an additional 5 damage.
-Damage dealt by Poison Strike ignores defense. -Damage dealt by Poison Strike can not down an enemy, their health will drop to one instead.
Potent Potion Learned by: Level 1 Apothecary When this unit consumes an HP recovering potion, the potion restores an additional 50% of its recovery effects.
Prescience Learned by: Level 1 Archer When attacking an opposing unit that has not attacked this unit before, this turn, this unit receives +15 to their HIT and avoid.
Pull Learned by: Level 10 Oni Savage This unit may pull an allied unit to their distance tier.
-The allied unit being pulled can be pulled from no more than one distance tier away. -The allied unit being pulled is placed at the edge of the pulling unit's distance tier. -An allied unit can be pulled from a distance tier one away from the pulling unit or from one behind the pulling unit.
Q Quick Draw Learned by: Level 10 Archer When attacking an opposing unit that has not attacked this unit before, this turn, this unit deals +4 damage.
Quick Salve Learned by: Level 10 Apothecary When this unit consumes a potion, they may take another action during their turn.
R Rally Defense Learned by: Level 10 Monk, Level 10 Shrine Maiden
-This skill must be called upon for it to be activated. This ability increases the defense of allied units by four, for one turn. -Bounties granted do not stack with any other bonus. -The bonus lasts until this unit's next turn. -This skill can only be used twice-per-battle.
Resistance +2 Learned by: Level 1 Troubadour As long as this skill is equipped, the unit receives +2 to their resistance.
S Seal Defense Learned by: Level 1 Spear Fighter 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.
Seal Resistance Learned by: Level 1 Oni Savage 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.
Shadowgift Learned by: Level 1 Witch Units with shadowgift may use dark magic.
-This skill does not take up a skill slot. -This skill does not allow non-magical classes to use dark magic. -This skill does not allow other magical classes to use dark magic.
Shelter Learned by: Level 10 Cavalier This unit may rescue an ally.
In order to shelter an allied unit, that unit must be one distance tier away from this unit. The allied unit is pulled to this unit's distance tier and is put into a specialized guard support. The sheltered ally can not be attacked.
-The sheltered ally can not attack, use items, or use staves. -The sheltering unit may only move at half of their movement roll. -The sheltered ally must move with the sheltering unit. -Mounted units can not be sheltered. -The sheltered ally must have lower health points than the sheltering ally. -The sheltered ally or sheltering unit may break this guard at the beginning of their turn. -This skill can only be used before the sheltering unit attacks.
Shove Learned by: Level 10 Spear Fighter, Level 10 Oni Savage This unit may push an adjacent ally one tier away.
-This skill may only be used when two allies exist in the same distance tier. -The unit pushed is placed at the edge of the next distance tier. -A unit may be shoved into a tier behind the shoving unit, or in front of the shoving unit.
Skill +2 Learned by: Level 1 Archer As long as this skill is equipped, the unit get +2 skill.
Skill +4 Learned by: Level 1 Dancer As long as this skill is equipped, this unit gets +4 skill
Special Dance Learned by: Level 15 Dancer After transferring their turn, the unit receiving the turn gets +2 STR/MAG/DEF/RES until their turn ends.
Strength +2 Learned by: Level 1 Wyvern Rider As long as this skill is equipped, the unit receives +2 to their strength.
Strong Riposte Learned by: Level 10 Mercenary When attacking a unit that has already attacked this unit, this round, this unit deals an additional three damage.
Swap Learned by: Level 10 Spear Fighter This unit may swap distance tiers with an ally.
-This unit may swap locations with an ally up to one distance tier away. -Swapped units take on the other unit's previous distance value. -Units may be swapped within the same distance tier.
T Tantivy Learned by: Level 10 Wyvern Rider When fighting alone, this unit receives +10 to their hit and avoid.
-Tantivy loses its effect if an ally joins the battle.
Tomebreaker Learned by: Level 15 Butler, Level 15 Maid If an enemy is equipped with a tome, this unit gets HIT/Avoid +20
Toxic Brew Learned by: Level 35 Witch When this unit triggers battles, they may choose a target. That target's avoid is then reduced by 20 for that battle.
U Underdog Learned by: Level 10 Villager If the enemy is a higher level than this unit, this unit gains +15 avoid.
V Vantage Learned by: Level 10 Samurai 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.
W Warp Learned by: Level 25 Witch This unit may teleport to any ally or enemy and take an additional action.
-This skill can not be duplicated. -This skill can only be used by a unit with the witch class. -After warping, the user and the warp target share the same number on the distance scale.
Witch's Brew Learned by: Level 10 Witch This unit has a small chance at receiving a free vulenary at the end of their first turn.
-At the end of the first full combat round, this unit may roll under one-forth of their skill. If the roll is successful, they are given a vulenary. You must tag an admin with a successful roll. -This skill only triggers during official battles. (Bounties, gate encounters, and events.) -This skill can only be used once-per-day
Wyrmsbane Learned by: Level 15 Manakete Deals double damage against dragon units as long as the user is in beast form.
X none.
Y none.
Z Zeal Learned by: Level 10 Fighter As long as this skill is equipped, this unit receives +5 to their critical hit chance.
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