(May be a little late due to falling asleep temporarily.)
Name: Stoneborn
Movement: D2
Type: Monster, Ranged
(All rocks Cannot inflict critical hits, trigger offensive skills, or double attack.)
1-4: Small Rock, MT 6, HIT 90
5-8: Rock, MT 9, HIT 80
9-12: Big Rock, MT 11, HIT 80
12-20: Massive Rock, MT 15, HIT 75
Level 1: One random skill
HP 20 | STR 8 | MAG 0 | SKL 4 | SPD 3 | DEF 8 | RES 3
Level 2
HP 22 | STR 10 | MAG 0 | SKL 5 | SPD 3 | DEF 10 | RES 3
Level 3
HP 23 | STR 12 | MAG 0 | SKL 5 | SPD 3 | DEF 11 | RES 3
Level 4
HP 23 | STR 13 | MAG 0 | SKL 5 | SPD 3 | DEF 13 | RES 3
Level 5: One-Two random skills
HP 24 | STR 13 | MAG 0 | SKL 5 | SPD 3 | DEF 15 | RES 4
Level 6
HP 25 | STR 15 | MAG 0 | SKL 5 | SPD 3 | DEF 16 | RES 4
Level 7
HP 27 | STR 17 | MAG 0 | SKL 6 | SPD 3 | DEF 18 | RES 4
Level 8
HP 27 | STR 18 | MAG 0 | SKL 6 | SPD 3 | DEF 19 | RES 4
Level 9
HP 27 | STR 20 | MAG 0 | SKL 6 | SPD 3 | DEF 21 | RES 4
Level 10: Two-Three random skills
HP 28 | STR 21 | MAG 0 | SKL 6 | SPD 3 | DEF 22 | RES 6
Level 11
HP 30 | STR 23 | MAG 0 | SKL 8 | SPD 3 | DEF 24 | RES 6
Level 12
HP 31 | STR 25 | MAG 0 | SKL 8 | SPD 3 | DEF 26 | RES 6
Level 13
HP 31 | STR 27 | MAG 0 | SKL 9 | SPD 3 | DEF 27 | RES 6
Level 14
HP 32 | STR 28 | MAG 0 | SKL 9 | SPD 3 | DEF 28 | RES 6
Level 15: Three-Four random skills
HP 34 | STR 29 | MAG 0 | SKL 10 | SPD 4 | DEF 30 | RES 6
Level 16
HP 34 | STR 30 | MAG 0 | SKL 10 | SPD 4 | DEF 31 | RES 6
Level 17
HP 36 | STR 32 | MAG 0 | SKL 10 | SPD 4 | DEF 32 | RES 6
Level 18
HP 36 | STR 33 | MAG 0 | SKL 10 | SPD 4 | DEF 34 | RES 8
Level 19
HP 37 | STR 35 | MAG 0 | SKL 11 | SPD 4 | DEF 35 | RES 8
Level 20: Four-Five random skills
HP 38 | STR 36 | MAG 0 | SKL 12 | SPD 5 | DEF 37 | RES 8
Skill Table
1. Defense +2
2. Strength +2
3. Elbow room
4. Heartseeker
5. Seal defense
6. Wary fighter
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.
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.
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.
Wary Fighter
During battles, both this unit and units attacking this unit can not make critical hits.