
Level: 59
HP: 12,700
Attack: 206
The Long Crusade: 150 (406) (1,218)
Smite: 150 (506) (1,518)
Zealous Accusation: 100 (200) (600)
Defense: 206
Zealous Conviction: 300 (606)
Agility: 165 (150)
Skill: 195
Speed: 165 (160)
Movement: 6
Items:
The Long Crusade: -5 Speed. A holy sword stained with regret… but this sword still hews the enemies of the Light. Base 150 Slash-type damage.
Zealous Conviction: -5 Agility. The plates of a warrior of the Light. Some journeys are long and perilous and require protection. Some journeys will never come to an end… Base 300 Armor.
Holy Orders: A scroll detailing the holy intent of the Crusade. A wonderful artifact and a source of resolve. This item will allow this unit to survive 1 lethal hit with 1 HP per battle, as well as granting resistance to the nefarious practices of bleeding and poisoning. Grants resistance to Bleed and Poison-statuses. Decreases Stress buildup by 10%.
Glittering Spaulders: A pair of gleaming new spaulders, covered in Defender’s Seals. These wondrous plates will reduce all incoming damage by 15%, at the cost of lowering the wearer’s Agility by -10. Decreases Stress buildup by 10%.
1- Holy Water: A bottle of sanctified water. This sacred water has a variety of wonderful uses. When consumed, it will remove any stat debuffs, including “Strategist” and “Taunt“. Along with this, it will grant resistance to Poison and Bleed statuses.
Abilities:
Stalwart: VIRTUE. This unit, instead of breaking under insurmountable pressure, ascended. This “VICE” will decrease all incoming damage by -15% and increase the “Death’s Door” chance by +8%. If there are any adjacent allies, they will have a 25% chance to reduce their Stress buildup by -15%.
Zealous Vigil: Crusader Innate Ability. This unit is a bastion of the faith, unshakable in their devotion and fervor. This unit will prevent any negative stat changes that come from Fear-type abilities for all allied units within 3 spaces. This will not remove any debuffs that happened prior. Costs 6 exp
Battle Heal: Crusader Signature Ability. This unit is adept at doctoring wounds in the middle of heated combat. This unit may heal a unit within 3 spaces for +10% of the target’s total HP. Costs 3 exp
Bulwark of Faith: Crusader Signature Ability. This unit can bolster their defense and draw the attention of foes away from their allies. This unit may boost their Defense by +50% and will add +50% to their “Take the Hit” chance for allies within 2 range. Decreases Stress by -10%. Lasts for 5 turns. Costs 5 exp
Holy Lance: Crusader Signature Ability. Once every other turn, this unit can rush towards an enemy and strike them. At the end of this unit’s movement, if there is an enemy within 3 range, this unit may rush up and strike the foe with a melee attack. Costs 4 exp
Inspiring Cry: Crusader Signature Ability. This unit may issue out a rallying cry to bolster the resolve of all nearby allies. Any ally within 3 range will increase their total damage by 30%, as well as boost their Skill and Speed by +20. Decrease Stress by 40%. Costs 5 exp
Smite: Crusade Signature Ability. Once every 3 turns, this unit may imbue their attacks with divine power. This will allow them to add their Sacred/Light-type skills to their weapon and increase the damage by 50% for a single strike. This holy attack will not break “Proficiency,” and will deal triple damage to unholy units. Costs 5 exp
Stunning Blow: Crusader Signature Ability. Once every 3 turns, this unit can strike in such a way that their foe will become dazed and unable to react. If the attacks hits, it will deal 20% of the original damage, but has a 100% chance to Stun the target for 1 turn. Costs 4 exp
Zealous Accusation: Crusader Signature Ability. Once every 3 turns, this unit may unleash a powerful area-of-effect spell. This attack will deal Sacred/Light-type damage and will strike all foes within 2 spaces of this unit. Deals 100 Sacred/Light-type damage. Costs 4 exp
Death’s Door: Darkest Dungeon Ability. This unit, when it would take a lethal hit, has a 67% chance to survive the hit at 1 HP. While at 1 HP, however, they will have -10 Agility, Skill, and Speed, and will have -5 Agility, Skill, and Speed if they are reduced to 1 HP and then heal. Costs 3 exp
Proficiency (II): If this unit uses a single attack type, they may triple that attack type’s total damage. 12 exp
Take the Hit (III): This unit can choose to attempt to take the hit for an adjacent ally. 100% chance to succeed. If this unit takes the hit, they cannot dodge the attack, but can counterattack as usual. 8 exp
Proficiency:
1AA Sword: 100
1AA Light: 100
1AA Armor: 100
Weak to Poison and Bleed Statuses. Resist Dark.
Caps:
HP: Normal
Attack: 600
Defense: 600
Agility: 370
Skill: 390
Speed: 370
