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!
How to Create a Character The first step to creating a character is picking their race. There are a few races to pick from. The race you pick should change the way you roleplay. Race chances the way a person is treated by others and in certain locations. All races come with stat modifiers.
After race is chosen, you need to pick what location you started in, or live in. This helps determine what class you may choose from and what weapon you get.
After a location is chosen, you must now choose a class for them. Keep in mind that you do not have to stick to what the class says for your character's job. So you may take a warrior class, but have your profession as a blacksmith or storyteller. However, every character needs stats in case they are pulled into a fight. After a class is chosen, the role modifiers are added to the class' stats and that is your starting stat value. All characters begin at level one.
From there you pick the starting weapon of your class. All starting weapons are rank E. The starting weapon is free. If you wish to start with an additional weapon, then you need to purchase it.
The type of background you have, profession, miscellaneous items, and property the character owns is up to you. While there are a few things that you need to follow, this is still an open ended roleplay.
Boons and Banes A boon is something helpful, consider it a skill the character would be naturally gifted with. A bane would be a skill that your character finds themselves lacking in. When making a character, you have the option of including a boon and a bane. You can not take one without the other. If you choose to include them, you may then pick two skills.
One skill is your boon. It will be given a permanent +2 to the stat. The other skill is your bane. It will be given a permanent -2 to the stat. Keep these numbers in mind when changing classes. Stats cannot go below zero.
These can never change and will stay with your character as they level up.
Human Humans are the most abundant in the land. They spread all over the world and are usually the dominant beings. They are very versatile and are driven by their will to live. Class base stats are unchanged because humans are good all around. Elf Elves are physically weaker than most other beings, but they make up for it by being faster. They are common performers and travelers. Hoshido welcomes them with open arms, while the Norhiran people look down upon them for being weaker. They are identified by their skinny frame and pointed ears. Their hair colors are usually brighter. Stats to apply to the base stats:
STR -2
MAG +1
SPD +2
DEF -2
RES +2
Dwarves Dwarves are known for their hardy bodies and their architectural prowess. They are not only accepted, but fully welcomed in the land of Nohr. They are the second most abundant people in Nohr. Hoshido accepts as well, but mostly for their beautiful creations instead of their battle abilities. It is said anything made by a dwarf could last longer than time itself. They are identified by their short height. Stats to apply to the base stats:
STR +2
MAG -2
SPD -2
DEF +2
RES -1
Wolfskin The wolfskin are known for their hostility. Most tend to stay in their hidden mountain hamlet, but very few travel into the world. Their fur is extremely rare and very valuable. They are identified by their wolf-like claws, ears and tails.
Able to use wolf beast stones Kitsune Kitsune have a hard time trusting people. This started from a cautionary tale that humans gain a kitsune's trust, then kill them for their fur. Kitsune fur is indeed valuable and there are some people that do hunt kitsune and sell their pelts. Kitsune's are identified by their fox tails and ears.
Able to use fox beast stones Taguel Taguel have been hunted close to extinction. They have higher sense abilities than other races. The Taguel have no homeland and if one is found, they are often roamers. Legend says that some Taguel can turn into cats. Taguel are identified by their rabbit tails and ears.
Able to use rabbit beast stones Manakete Manakete receive the most discrimination. They are often sold into slavery. Manakete age slowly. They seem to be in their teens when they are in fact thousands of years old. Like the Taguel, they have no home. Special Class, must be purchased from the shop
Cavalier The cavalier is a horse-mounted combat physical class capable of arming either swords or lances as its weapons of choice. While Cavaliers do not possess high Hp, Strength, and defense, they can move very long distances across the battlefield, riding quickly from one area to another.
Weapons: Sword, Lance Type: Beast unit, Mounted unit Max weapon rank: Sword B, Lance B Movement: D10
HP 17
STR 6
MAG 0
SKL 5
SPD 5
DEF 5
RES 3
Skills
Elbow Room: Learned at level 1 When this unit is fighting in a location with ample space, this unit deals an additional three damage.
Shelter: Learned at level 10 (Option 1) 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.
Outdoor Fighter: Learned at level 10 (Option 2) When fighting outdoors, this unit has it's dodge and hit increased by ten.
Knight Whether wielding swords, lances, or axes, the knight is a heavily-armored combat physical class. Knights wielding swords are often weaker than their counterparts, but make up for it with faster speed and higher defense. The Ax variation strikes harder, but their heavy weapon leaves them slower and less defensible. The lance wielder is a happy medium between power and defense. Either way, the knight is built to take a physical beating. Magic and its slow speed are this unit's biggest weakness.
Weapon: Sword Type: Armored Unit Max weapon rank: Sword B Movement: D4
HP 19
STR 7
MAG 0
SKL 4
SPD 4
DEF 9
RES 1
Skills
Defense +2: Learned at level 1 As long as a unit has this skill equipped, they have +2 to defense.
Natural Cover: Learned at level 10 (Option 1) When fighting in an outdoor location with natural cover, this unit receives three less damage.
Indoor Fighter: Learned at level 10 (Option 2) When fighting indoors, this unit has it's dodge and hit increased by ten.
Mercenary The mercenary is a combat physical class of foot soldiers that specialize in using swords. They have somewhat balance stats, while lacking in the magical attack and defense regions. This a favored class of those who travel. While not everyone of the mercenary class is indeed a mercenary.
Weapon: Sword Max weapon rank: Sword B Movement: D6
HP 17
STR 5
MAG 0
SKL 7
SPD 6
DEF 5
RES 2
Skills
Good Fortune: Learned at level 1 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.
Strong Riposte: Learned at level 10 (Option 1) When attacking a unit that has already attacked this unit, this round, this unit deals an additional three damage.
Patience: Learned at level 10 (Option 2) 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.
Wyvern Rider Wyvern riders are a wyvnern-mounted combat physical class that comes in three forms. The sword variation offers better speed and higher defense than its sister variations, but comes with a damage penalty. Lance wielding riders come with a useful balance, while the ax users strike harder. That strength comes with a lack of defense. Either way, this class completely lacks a magical offense and defense. Due to flying on a wyvern, this unit can get to places that are usually impossible to reach for normal units.
Weapon: Sword Type: Dragon unit, Flying unit, Mount unit Max weapon rank: Sword B Movement: D10
HP 17
STR 5
MAG 0
SKL 4
SPD 5
DEF 8
RES 0
Skills
Strength +2: Learned at level 1 As long as this skill is equipped, the units strength gets +2
Tantivy: Learned at level 10 (Option 1) When fighting alone, this unit receives +10 to their hit and avoid.
Lunge: Learned at level 10 (Option 2) Swap places with an enemy after an attack.
Samurai The samurai are a physical combat class. They have extensive training in use of the katana and live by a strong moral code. They have superior speed, so that they may strike high and fast. When they attack, their speed is doubled when calculating accuracy.
Weapon: Katana (Sword) Max weapon rank: Sword B Movement: D6
HP 17
STR 4
MAG 0
SKL 5
SPD 8
DEF 3
RES 3
Skills
Duelist's blow: learned at level 1 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.
Vantage: Learned at level 10 (Option 1) When this unit's health is reduced to below their maximum value, they rise to the top of the turn order.
Crit +5: Learned at level 10 (Option 2) When equipped, this unit receives +5 to their critical hit chance.
Sky Knight The sky knight is a mounted physical mounted combat class that comes in two variations. Those wielding spears are slightly stronger, faster, and having better magical defense. However, sword wielders are more accurate, have better physical defense, and are a bit more healthy than their brother variation. While not having high combative skills, sky knights are used for utility. They are used to rescue people in hard to reach places and take people far distances in short times.
Weapon: Sword Type: Beast unit, Flying unit, Mount unit Max weapon rank: Sword B Movement: D10
HP 17
STR 3
MAG 0
SKL 6
SPD 6
DEF 3
RES 5
Skills
Darting Blow: Learned at level 1 When attacking an opposing unit that hasn't attacked this unit, this turn, this unit receives +5 to their speed.
Camaraderie: Learned at level 10 (Option 1) When this unit is fighting alongside allies, this unit recover 5 health points at the start of their turn.
Inspired: Learned at level 10 (Option 2) When fighting alongside allies, this unit receives +10 to their hit and avoid.
Rogue Weapon: Sword Max weapon rank: Sword B Movement: D6
HP 17
STR 2
MAG 0
SKL 9
SPD 8
DEF 3
RES 1
Skills
Locktouch: Learned at level 1 Allows units to open locked doors and chests without keys.
Movement +1: Learned at level 10 When equipped, this unit receives plus one to their move die.
Dancer The dancer is a support class that utilizes the dance ability, which allows another unit to take another full turn before their enemy. This class is female exclusive. They have lower stats than most units capable of combat, but utilize a decent speed.
Female only
Weapon: Sword Max weapon rank: A Level cap: 40 Movement: D6
HP 16
STR 3
MAG 0
SKL 5
SPD 6
DEF 2
RES 3
Skills
Dance: Learned at level 1 This unit has the ability to give their turn to another unit. This skill does not transfer over if reclassed.
Skill +4: Learned at level 1 As long as this skill is equipped, this unit gets +4 skill
Special dance: Learned at level 15 After transferring their turn, the unit receiving the turn gets +2 STR/MAG/DEF/RES until their turn ends.
Thief Thieves are a physical combat/utility class that primarily use daggers. Thieves are known to take as they please and vanish without being seen. They are a weaker class, not capable of dealing heavy damage against most units. However, they are quiet fast and will strike swiftly before fleeing. These people are self-motivated and don't fight for others unless there's a great deal to gain.
Weapon: Sword Max weapon rank: Sword B Movement: D6
HP 16
STR 3
MAG 0
SKL 6
SPD 8
DEF 2
RES 0
Skills
Locktouch: learned at Level 1 Allows units to open locked doors and chests without keys.
Movement +1: learned at level 10 When equipped, this unit receives plus one to their move die.
Fighter Fighters are combat physical classes, wielding axes as their sole weapon of choice. While most fighters are men, woman have lately taken to the class. Most fighters are rough, with most being common thugs. This is a favorite class for brigands. They have great STR and horrible RES.
Weapon: Ax Max weapon rank: Ax B Movement: D6
HP 14
STR 7
MAG 0
SKL 6
SPD 6
DEF 4
RES 1
Skills
HP +5: learned at level 1 As long as this skill is equipped, this unit receives +5 to their max HP.
Gamble: Learned at level 10 (Option 1) 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.
Zeal: Learned at level 10 (Option 2) As long as this skill is equipped, this unit receives +5 to their critical hit chance.
Knight Whether wielding swords, lances, or axes, the knight is a heavily-armored combat physical class. Knights wielding swords are often weaker than their counterparts, but make up for it with faster speed and higher defense. The Ax variation strikes harder, but their heavy weapon leaves them slower and less defensible. The lance wielder is a happy medium between power and defense. Either way, the knight is built to take a physical beating. Magic and its slow speed are this unit's biggest weakness.
Weapon: Axe Type: Armored Unit Max weapon rank: Ax B Movement: D4
HP 18
STR 9
MAG 0
SKL 6
SPD 2
DEF 7
RES 1
Skills
Defense +2: Learned at level 1 As long as a unit has this skill equipped, they have +2 to defense.
Natural Cover: Learned at level 10 (Option 1) When fighting in an outdoor location with natural cover, this unit receives three less damage.
Indoor Fighter: Learned at level 10 (Option 2) When fighting indoors, this unit has it's dodge and hit increased by ten.
Wyvern Rider Wyvern riders are a wyvnern-mounted combat physical class that comes in three forms. The sword variation offers better speed and higher defense than its sister variations, but comes with a damage penalty. Lance wielding riders come with a useful balance, while the ax users strike harder. That strength comes with a lack of defense. Either way, this class completely lacks a magical offense and defense. Due to flying on a wyvern, this unit can get to places that are usually impossible to reach for normal units.
Weapon: Axe Type: Dragon unit, Flying unit, Mount unit Max weapon rank: Ax B Movement: D10
HP 16
STR 5
MAG 0
SKL 4
SPD 4
DEF 8
RES 0
Skills
Strength +2: Learned at level 1 As long as this skill is equipped, the units strength gets +2
Tantivy: Learned at level 10 (Option 1) When fighting alone, this unit receives +10 to their hit and avoid.
Lunge: Learned at level 10 (Option 2) Swap places with an enemy after an attack.
Oni Savage The oni savage is a combat physical class that is offensive based. It has high strength and high physical defense. They lack in magical offense and attack. The oni savage wear fearsome oni-inspired masks with the intention to instill terror in their opponents. Their weapon of choice is the club.
Weapon: Club (Axe) Max weapon rank: Ax B Movement: D6
HP 18
STR 6
MAG 1
SKL 2
SPD 5
DEF 7
RES 1
Skills
Seal resistance: leaned at level 1 After attacking, the defending unit gets -6 resistance until that unit's turn.
Shove: Learned at level 10 (Option 1) This unit may push an adjacent ally one tier away.
Pull: Learned at level 10 (Option 2) This unit may pull an allied unit to their distance tier.
Cavalier The cavalier is a horse-mounted combat physical class capable of arming either swords or lances as its weapons of choice. While Cavaliers do not possess high Hp, Strength, and defense, they can move very long distances across the battlefield, riding quickly from one area to another.
Weapons: Sword, Lance Type: Beast unit, Mounted unit Max weapon rank: Sword B, Lance B Movement: D10
HP 17
STR 6
MAG 0
SKL 5
SPD 5
DEF 5
RES 3
Skills
Elbow Room: Learned at level 1 When this unit is fighting in a location with ample space, this unit deals an additional three damage.
Shelter: Learned at level 10 (Option 1) 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.
Outdoor Fighter: Learned at level 10 (Option 2) When fighting outdoors, this unit has it's dodge and hit increased by ten.
Knight Whether wielding swords, lances, or axes, the knight is a heavily-armored combat physical class. Knights wielding swords are often weaker than their counterparts, but make up for it with faster speed and higher defense. The Ax variation strikes harder, but their heavy weapon leaves them slower and less defensible. The lance wielder is a happy medium between power and defense. Either way, the knight is built to take a physical beating. Magic and its slow speed are this unit's biggest weakness.
Weapon: Lance Type: Armored Unit Max weapon rank: Lance B Movement: D4
HP 19
STR 8
MAG 0
SKL 5
SPD 3
DEF 8
RES 1
Skills
Defense +2: Learned at level 1 As long as a unit has this skill equipped, they have +2 to defense.
Natural Cover: Learned at level 10 (Option 1) When fighting in an outdoor location with natural cover, this unit receives three less damage.
Indoor Fighter: Learned at level 10 (Option 2) When fighting indoors, this unit has it's dodge and hit increased by ten.
Wyvern Rider Wyvern riders are a wyvnern-mounted combat physical class that comes in three forms. The sword variation offers better speed and higher defense than its sister variations, but comes with a damage penalty. Lance wielding riders come with a useful balance, while the ax users strike harder. That strength comes with a lack of defense. Either way, this class completely lacks a magical offense and defense. Due to flying on a wyvern, this unit can get to places that are usually impossible to reach for normal units.
Weapon: Lance Type: Dragon unit, Flying unit, Mount unit Max weapon rank: Lance B Movement: D10
HP 17
STR 6
MAG 0
SKL 5
SPD 4
DEF 7
RES 0
Skills
Strength +2: Learned at level 1 As long as this skill is equipped, the units strength gets +2
Tantivy: Learned at level 10 (Option 1) When fighting alone, this unit receives +10 to their hit and avoid.
Lunge: Learned at level 10 (Option 2) Swap places with an enemy after an attack.
Sky Knight The sky knight is a mounted physical mounted combat class that comes in two variations. Those wielding spears are slightly stronger, faster, and having better magical defense. However, sword wielders are more accurate, have better physical defense, and are a bit more healthy than their brother variation. While not having high combative skills, sky knights are used for utility. They are used to rescue people in hard to reach places and take people far distances in short times.
Weapon: Spear Type: Beast unit, Flying unit, Mount unit Max weapon rank: Spear B Movement: D10
HP 16
STR 3
MAG 0
SKL 5
SPD 7
DEF 2
RES 6
Skills
Darting Blow: Learned at level 1 When attacking an opposing unit that hasn't attacked this unit, this turn, this unit receives +5 to their speed.
Camaraderie: Learned at level 10 (Option 1) When this unit is fighting alongside allies, this unit recover 5 health points at the start of their turn.
Inspired: Learned at level 10 (Option 2) When fighting alongside allies, this unit receives +10 to their hit and avoid.
Spear Fighter Spear fighters are combat physical classes that wield naginata as their weapon of choice. These are the most common in the Hoshidan military. These units have decent physical stats, while having no magical offense and very low magical defense.
Weapon: Naginata (Spear) Max weapon rank: Spear B Movement: D6 +1
HP 17
STR 6
MAG 0
SKL 6
SPD 6
DEF 4
RES 2
Skills
Seal defense: leaned at level 1 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.
Swap: Learned at level 10 (Option 1) This unit may swap distance tiers with an ally.
Shove: Learned at level 10 (Option 2) This unit may push an adjacent ally one tier away.
Songstress Known for their beautiful voices, Songstress' are not meant for front line combat. They stand behind soldiers, spurring their confidence with passionate song. This class is physically weak, pushing low damage output and offering little defense. The best way to utilize a songstress is to have them rally another unit.
Female Only.
Weapon: Spear Max Weapon Rank: C Level Cap: 40 Movement: D6
HP 16
STR 3
MAG 0
SKL 6
SPD 5
DEF 2
RES 3
Skills
Sing: Learned at Level 1 On this unit's turn, this unit may transfer their turn to an allied unit. That unit may act as if it was in that unit's turn in the turn order.
Skill+4: Learned at Level 1. As long as this skill is equipped, this unit receives +4 skill.
Inspiring Song: Learned at Level 10. When this unit Sings for an allied unit, that unit's Skill and Speed are increased by 3, until that unit's next turn.
Voice of Peace: Learned at Level 25. Enemies within two distance tiers of this unit deal 2 less physical damage.
Foreign Distraction: Learned at Level 35. Any enemy unit of an opposing faction (Hoshido/Nohr), within two distance tiers of this unit, deals two less damage and receives two more damage. This skill can not be used if this unit is Neutral in the war.
Villager The villager is a combat physical class that has physical potential. They primarily use lance While they have no defense, or offense for magic, they are capable enough physically. This class usually stays off the battlefield, but may be forced to battle.
Weapon: Lance Max weapon rank: Lance C Movement: D6
HP 17
STR 5
MAG 0
SKL 4
SPD 5
DEF 4
RES 0
Skills
Aptitude: Learned at Level 1 When leveling up, this unit may roll 1d7 to determine the amount of leveled stats instead of 1d6.
Underdog: Learned at level 10 If the enemy is a higher level than this unit, this enemy gets -15 HIT.
Thunder Mage Class: Spellcaster Weapon: Anima Magic Max weapon rank: Thunder B, Fire D, Wind D Movement: D6
HP 14
STR 0
MAG 6
SKL 3
SPD 8
DEF 1
RES 4
Skills
Spark: Learned at level 1 Any unit, wielding a Fire Tome, engaged in combat with this unit, while this unit wields any Thunder Tome, receives -10 HIT and deals two less damage.
The -10 HIT reduces any attacks made by the Fire wielding unit, even against non-magical classes. The Fire wielding unit deals two less damage in all attacks.
Overcharged (Option 1) While using any Thunder Tome, this unit may transfer Skill points into Magic points.
This skill must be called into effect. This skill can only be used once-per-fight. The transfer is done at a rate of two-to-one. Two Skill points equals one Magic point. Up to Ten skill points may be transferred, for a total of five additional Magic points. The transfer lasts for only one attack. This transfer is removed at the end of a turn, even if an attack was not made.
Alternating Current (Option 2) While using any Thunder Tome, this unit may transfer Magic points into Skill points.
This skill must be called into effect. This skill can only be used once-per-fight. The transfer is done at a rate of two-to-one. Two Magic points equals one Skill point. Up to Ten Magic points may be transferred, for a total of five additional Skill points. This transfer lasts for D4 turns.
Fire Mage Class: Spellcaster Weapon: Anima Magic Max weapon rank: Fire B, Thunder D, Wind D Movement: D6
HP 14
STR 0
MAG 4
SKL 4
SPD 5
DEF 1
RES 4
Skills
Dry Heat: Learned at level 1 Any unit, wielding a Wind Tome, engaged in combat with this unit, while this unit wields any Fire Tome, receives -10 HIT and deals two less damage.
The -10 HIT reduces any attacks made by the Wind wielding unit, even against non-magical classes. The Wind wielding unit deals two less damage in all attacks.
Scorching Lands (Option 1) This unit may lock off both sides of the furthest Distance Tiers.
This skill must be called into effect. Using this skill takes up the activating unit's turn. This unit may still move before or after activating this skill. An item can not be used in the same turn that this skill is activated. The effects of this skill last for D4 turns. Any unit entering the furthest Distance Tier while Scorching Lands has been activated receives D6 damage. This damage ignores all form of defence.
Anathema (Option 2) All enemies, involved in combat, receive -10 to their avoidance and critical avoidance skills
Wind Mage Class: Spellcaster Weapon: Anima Magic Max weapon rank: Wind B, Thunder D, Fire D Movement: D6
HP 15
STR 0
MAG 3
SKL 7
SPD 4
DEF 1
RES 4
Skills
Cleared Skies: Learned at level 1 Any unit, wielding a Thunder Tome, engaged in combat with this unit, while this unit wields any Wind Tome, receives -10 HIT and deals two less damage.
The -10 HIT reduces any attacks made by the Thunder wielding unit, even against non-magical classes. The Thunder wielding unit deals two less damage in all attacks.
Under Pressure (Option 1) All enemy units receive -D4 Speed.
This Skill must be called into activation The effects of this skill only last D2 turns. Any changes made by this skill do affect the turn order. This unit may not attack or use any items the turn this skill is activated. This unit may move before or after this skill is activated. Any changes made by this skill are counted when calculating evasion.
Helping Breeze (Option 2) All allied units receive +D4 Speed.
This skill must be called into activation. The effects of this skill only last D2 turns. Any changes made by this skill do affect the turn order. This unit may not attack or use any items the turn this skill is activated. This unit may move before or after this skill is activated. Any changes made by this skill are counted when calculating double attacks.
Bard Bards are an interesting bunch. Some do little more than play music, others act as court spies, trading secrets to the highest bidder. Not willing to carry a weapon, bards practice magic. In combat, they are as weak as their performing sister, yet deal stronger magical damage.
Weapon: Anima Magic Max Weapon Rank: Anima Magic C Level Cap: 40 Movement: D6
HP 16
STR 0
MAG 3
SKL 5
SPD 6
DEF 1
RES 4
Skills
Perform: Learned at Level 1 On this unit's turn, this unit may transfer their turn to an allied unit. That unit may act as if it was in that unit's turn in the turn order.
Skill +4: Learned at level 1 As long as this skill is equipped, this unit receives +4 skill.
Inspiring Song: Learned at level 10 When this unit Perform for an allied unit, that unit's Defense and Resistance are increased by 3, until that unit's next turn.
Voice of War: Learned at Level 25. Enemies within two distance tiers of this unit deal 2 less magical damage.
Foreign Distraction: Learned at Level 35. Any enemy unit of an opposing faction (Hoshido/Nohr), within two distance tiers of this unit, deals two less damage and receives two more damage. This skill can not be used if this unit is Neutral in the war.
Light Mage The light mage is one of the few classes capable of using light based magic. They have a higher accuracy than most tome users and boast a good resistance to magic. Their are physcially weak and can be brought down rather quick in melee combat. They are a good class to use against dark magic users.
Weapon: Light magic, Tomes Max weapon rank: Light magic B, tomes B Movement: D6
HP 16
STR 0
MAG 4
SKL 7
SPD 4
DEF 1
RES 5
Skills
Magic +2: Learned at level 1 While this skill is equipped, the unit gets +2 magic.
Dawnbringer: Learned at level 10 The unit takes half damage from dark magic attacks.
Diviner Diviners are a combat magical class that primarily uses tomes. They have weak physical combat abilities and offset this by having higher speeds and using magic to strike from up close and afar. They are capable of using a variety of different elements to attack.
Weapon: Tome, Scrolls Max weapon rank: Tome B, scrolls B Movement: D6
HP 15
STR 0
MAG 4
SKL 5
SPD 6
DEF 1
RES 3
Skills
Magic +2: Learned at level 1 While this skill is equipped, the unit gets +2 magic
Future Sight: Learned at level 10 (Option 1) When fighting alone, this unit's critical hit chance receives +10.
Direction: Learned at level 10 (Option 2) When this unit is fighting alongside allied units, all allied units receive +5 to their critical hit chance.
Dark Mage The dark mage is a combat magical class wielding dark magic as their primary weapon of choice. They have almost exclusive access to dark magic spells such as Nosferatu. They wield tomes and have good defense against other magical attacks.
Weapon: Tome, Dark magic Type: Spellcaster Max weapon rank: Tome B, Dark magic B Movement: D6
HP 16
STR 0
MAG 6
SKL 3
SPD 3
DEF 3
RES 5
Skills
HeartSeeker: Learned at level 1 WThis 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.
Malefic Aura: Learned at level 10 (Option 1) All enemies receive an additional 2 damage from all magical attacks.
Anathema: Learned at level 10 (Option 2) All enemies, involved in combat, receive -10 to their avoidance and critical avoidance skills.
Witch - See DLC Characters Dark Flier - See DLC Characters
Ninja Ninjas are a swift physical combat class. They are masters of stealth and opportunistic attacks. They can attack from the distance, or up close, with their weapon of choice: The shuriken. They have high speed, but lack in most other skills. They are primarily used to deal status effects.
Weapon: Shuriken Max weapon rank: Shurkien B Movement: D6
HP 16
STR 3
MAG 0
SKL 8
SPD 8
DEF 3
RES 3
Skills
Locktouch: learned at level 1 Allows units to open locked doors and chests without keys.
Poison strike: Learned at level 10 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.
Archer Archers are combat physical classes that use bows to carry out ranged attacks without fear of counter attacks. While lower on HP and defense, their ability to strike from afar proves to be a useful asset. To make proper use of them, they are best guarded by stronger physical units.
Weapon: Bow Max weapon rank: Bow B Movement: D6
HP 15
STR 5
MAG 0
SKL 7
SPD 5
DEF 3
RES 1
Skills
Skill +2: Learned at level 1 As long as this skill is equipped, the unit get +2 skill
Quick Draw: Learned at level 10 (Option 1) When the user initiates battles, their attacks get +4 damage
Presceince: Learned at level 10 (Option 2) When attacking an opposing unit that has not attacked this unit before, this turn, this unit receives +15 to their HIT and avoid
Apothecary The apothecary is a combat physical class that wield bows. They are fairly similar to archers, but have better defense and speed. They use bows to protect their goods. These classes are known for their cures and medicines. They have week magical defense.
Weapon: Bow Max weapon rank: Bow B Movement: D6
HP 18
STR 6
MAG 0
SKL 4
SPD 4
DEF 6
RES 2
Skills
Potent potion: Learned at level 1 When this unit consumes an HP recovering potion, the potion restores an additional 50% of its recovery.
Quick Salve: Learned at level 10 (Option 1) When this unit consumes a potion, they may take another action during their turn.
Field Medic: Learned at level 10 (Option 2) This unit is capable of using potions on allies.
Outlaw The outlaw is a combat physical/utility class with bows being their weapon of choice. This class can manipulate locks imposed on doors and chests. They have high speed, but don't deal very much damage. Unlike other classes, they usually leave after a job is done.
Weapon: Bow Max weapon rank: Bow B Movement: D6
HP 16
STR 3
MAG 1
SKL 4
SPD 8
DEF 2
RES 4
Skills
Locktouch: learned at level 1 Allows units to open locked doors and chests without keys.
Movement +1: learned at level 10 When equipped, this unit receives plus one to their move die.
Monk Monks are support magical classes that utilize staves to support allies. They are unable to attack directly and have no physical offense skills. They have very weak physical defense, with decent magical defense.
Weapon: Staff Max weapon rank: Staff B Male only Movement: D6
HP 16
STR 0
MAG 3
SKL 5
SPD 5
DEF 2
RES 5
Skills
Miracle: Learned at level 1 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.
Heal touch: Learned at level 10 (Option 1) When this unit is healing an ally, they also restore an extra 5 HP
Rally Defense: Learned at level 10 (Option 2) This ability increases the defense of allied units by four, for one turn.
Shrine Maiden The shrine maiden is a support magical class. A female-exclusive class, the Cleric is unable to engage in combat, instead filling support roles by using staves to heal their allies. While low in defense and having no means of attack, they are a critical class to have on the battlefield.
Weapon: Staff Max weapon rank: Staff B Female only Movement: D6
HP 16
STR 0
MAG 3
SKL 3
SPD 6
DEF 3
RES 5
Skills
Miracle: Learned at level 1 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.
Heal touch: Learned at level 10 (Option 1) When this unit is healing an ally, they also restore an extra 5 HP
Rally Defense: Learned at level 10 (Option 2) This ability increases the defense of allied units by four, for one turn.
Troubadour The troubadour is a horse mounted support magical class. They are primarily armed with staves that they utilize for healing and other support purposes. Lacking any form of offense and having a weak defense, troubadours must be protected.
Weapon: Staff Type: Beast unit, Mount unit Max weapon rank: Staff B Movement: D10
HP 15
STR 0
MAG 3
SKL 7
SPD 5
DEF 1
RES 4
Skills
Resistance +2: learned at level 1 As long as this skill is equipped, the unit has +2 resistance.
Demoiselle: Learned at level 10 (Option 1) All ally units of the opposite sex receive 2 less damage.
Femme: learned at level 10 (Option 2) All allied units of the opposite sex receive +10 to their critical hit chance and their AVOID.
Laguz Transformation Laguz receive bonuses when in a transformed state. In order to transform, Laguz must have points in their transformation gauge. The gauge itself rises and falls based on certain actions taken by the unit. There must be at least one point in the transformation gauge in order for a Laguz to be able to transform. The gauge has a cap of thirty. The Laguz begins combat with a D4 immediately added to their transformation gauge. They may only transform on their turn.
Transformation gauge Cap of thirty.
Gauge receives +4 per turn not shifted Gauge receives +2 per non-shifted attack
Gauge receives -3 per shifted turn Gauge receives -1 per shifted attack
Laguz may not use any weapons, strike weapons included, while not shifted. They are only able to make unarmed strikes. When transforming, the Laguz receives a bonus to their statistics, stated on the character creation page. After transforming, the Laguz may only use the strike weapon assigned to their race. Laguz are too proud to use other weapons.
Cat
Type: Beast unit Level cap: 40 Movement: D6 (+2)
HP 15
STR 2
MAG 0
SKL 2
SPD 5
DEF 1
RES 1
HP +0
STR +5
MAG +0
SKL +4
SPD +3
DEF +4
RES +3
Tiger Type: Beast unit Level cap: 40 Movement: D6 (+1)
HP 17
STR 4
MAG 0
SKL 2
SPD 2
DEF 3
RES 1
HP +0
STR +7
MAG +0
SKL +4
SPD +3
DEF +5
RES +3
Wolf Type: Beast unit Level cap: 40 Movement: D6 (+2)
HP 16
STR 3
MAG 0
SKL 2
SPD 3
DEF 2
RES 2
HP +0
STR +6
MAG +0
SKL +4
SPD +2
DEF +5
RES +3
Hawk Type: Beast unit, Flying Unit Level cap: 40 Movement: D6 (+3)
HP 14
STR 2
MAG 0
SKL 2
SPD 4
DEF 2
RES 0
HP +0
STR +6
MAG +0
SKL +5
SPD +3
DEF +4
RES +2
Raven Type: Beast unit, Flying Unit Level cap: 40 Movement: D6 (+3)
HP 15
STR 1
MAG 0
SKL 4
SPD 5
DEF 2
RES 2
HP +0
STR +5
MAG +1
SKL +4
SPD +4
DEF +3
RES +4
Heron Type: Beast unit, Flying Unit Level cap: 40 Movement: D6 (+2)
HP 14
STR 1
MAG 0
SKL 3
SPD 4
DEF 2
RES 3
HP +0
STR +0
MAG +5
SKL +2
SPD +4
DEF +1
RES +5
Skills
: Learned at level 1
: Learned at level 15 ?
Kitsune Kitsune are a combat physical class that is capable of shapeshifting between being humanoid and demonic fox forms with the aid of the concentrated power stored within beaststones. They have weak physical defense, yet good speed and decent attack.
Weapon: Beaststone Type: Beast unit Max weapon rank: Beaststone B Movement: D6 +1
HP 16
STR 5
MAG 1
SKL 6
SPD 8
DEF 1
RES 4
Skills
Evenhanded: Learned at level 1 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.
Beastbane: Learned at level 10 The unit's attack deals double damage against beast and horse units. This only takes places when in beast form.
Taguel Taguel is a combat shapeshifting class, able to switch between humanoid and beast forms with the aid of concentrated power stored within beastones. Taguel have their stats, excluding health, doubled when they use beaststones. This gives them a high speed, making them a bit harder to hit.
Weapon: Beaststone Type: Beast unit Max weapon rank: Beaststone A Level cap: 40 Movement: D6 +1
HP 18
STR 2
MAG 0
SKL 4
SPD 4
DEF 3
RES 2
Skills
Even rhythm: Learned at level 1 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 the enemy gets -10 to their HIT.
Beastbane: Learned at level 15 The unit's attack deals double damage against beast and horse units. This only takes places when in beast form.
Wolfskin The wolfskin are a combat physical class capable of switching between humanoid and werewolf-like creature forms with the aid of concentrated power stored within beaststones. They have decent attack and speed, but absolutely no magical defense.
Weapon: Beaststone Type: Beast unit Max weapon rank: Beastone B Movement: D6 +1
HP 19
STR 6
MAG 0
SKL 4
SPD 5
DEF 4
RES 0
Skills
Odd shaped: Learned at level 1 If a unit equipped with this skill has their turn set during an odd number in the turn order, they deal an additional 4 damage.
Beastbane: Learned at level 10 The unit's attack deals double damage against beast and horse units. This only takes places when in beast form.
"DLC" Base Classes These classes must be purchased from the armory in order to play. They can be used for a second character or a current character may change classes for narrative reasons.
Witch The witch is a combat magical class, wielding offensive magic as its weapon on choice. This is a female only class. They have the ability to use dark magic. This class is similar to a glass canon. They have fairly little defense, but boast high magic.
Female only
Weapon: Tome, Dark magic Max weapon rank: Tomes S, dark magic S Level cap: 40 Movement: D6
HP 15
STR 0
MAG 10
SKL 3
SPD 5
DEF 1
RES 5
Skills
Shadowgift: learned at level 1 Units with shadowgift may use dark magic.
Witch's brew: Learned at level 10 This unit may roll under half their SKILL stat at the start of each turn. If the roll is successful, they are given a vulenary. You must tag an admin with a successful roll.
Warp: learned at level 25 When this unit is attacked, they may roll half of their SKILL. If successful, the unit may avoid damage. This may only be done once per battle.
Toxic Brew: Learned at level 35 When this unit triggers battles, they may choose a target. The user gains +20 hit when attacking that target.
Dark Flier Dark Fliers are a pegasus mounted combat physical and magical class. While their magic side is stronger, they can make use of their lances. This class can take a magical beating and has great starting speed. They are capable of exploiting any weaknesses an enemy unit may have.
Flying Unit, Beast Unit, Mount Unit Weapon: Lances, Tomes Max weapon rank: Lance B, tome A Level cap: 40 Movement: D10
HP 17
STR 4
MAG 7
SKL 5
SPD 9
DEF 3
RES 9
Skills
Speed +2: learned at Level 1 This unit gets +2 speed as long as this skill is equipped.
Relief: learned at Level 10 If this unit is fighting without any support, they recover 5 HP at the start of their turn.
Rally Speed: learned at Level 25 All allies get +2 speed for one turn. This skill can only be used twice per battle.
Galeforce: learned at Level 35 When this unit defeats another unit in combat, they may take another turn. This skill can not be activated if multiple enemies are killed in that single turn rotation.
Dread Fighter Dread fighters are a combat physical class with high resistance. They are able to output high damage and take a hard beating. This is the perfect anti-magic class. Capable of using shuriken, they can lay status reductions to make the enemy even more susceptible to their heavy hits.
Weapon: Sword, Axe, Shuriken Max weapon rank: Sword A, ax B, shuriken C Level cap: 40 Movement: D6
HP 16
STR 5
MAG 3
SKL 6
SPD 6
DEF 4
RES 5
Skills
Even Keel: learned at Level 1 During even-numbered turns, magic damage received gets -4.
Iron Will: learned at Level 10 When being attacked by a unit that this unit hasn't attacked, this turn, this unit receives four less magical damage.
Clarity: learned at Level 25 This unit recovers from status effects at twice the speed.
Aggressor: learned at Level 35 When attacking a unit that hasn't attacked this unit, this turn, this unit deals an extra seven damage.
Manateke Manateke is a combat shapshifting class. They must use dragonstones to shift between a dragon form and a human form.
Weapon: Dragonstone Type: Dragon unit Max weapon rank: Dragonstone A Level cap: 40 Movement: D6 +1
HP 18
STR 4
MAG 0
SKL 1
SPD 1
DEF 2
RES 2
Skills
Odd rhythm: Learned at level 1 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 the enemy gets -10 to their HIT.
Wyrmsbane: Learned at level 15 Deals double damage against dragon units as long as the user is in beast form.
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