Legendary Shield: A small, unassuming shield. Holds a green gem that can absorb various material and subsequently allow the shield to take a new forms. Grants resistance to Fire. Base 200 armor.
Barbarian Armor: -10 Agility. A set of armor consisting of a full steel cuirass set atop a mail hauberk and boiled leather pauldrons and greaves reinforcing the shoulders and thighs. Base 50 armor.
Pale Dragonbone Armor: +10 Agility. An armor set made from the bones of a dragon, and reinforced throughout with Pale Ore. Resists Fire, and defends against Magic. Base 60 defense.
Abilities:
Legendary Shield Hero: Naofumi Innate Ability. Unlocks the Legendary Shield, which cannot be unequipped, destroyed, or stolen once equipped. This ability cannot be removed once unlocked. The Shield’s base Defense value will be equal to this character’s Defense stat. Although it is a shield, it will block against attacks and counter attacks. This unit may also feed Elemental Stones to the Shield to grant resistances to elemental damage. Unlocks Legendary Shield Abilities. Costs 6 exp
Air Strike Shield: Legendary Shield Ability. 1-2 range. Once every other turn, this unit may create a tangible wall of magical energy. This wall will take up a 2×1 area that cannot be passed through. This unit can decide what direction they want it to face, with certain directions potentially limiting movement options for attackers. This can be done on “Take the Hit” if this unit is within range. This Shield has HP equal to this unit’s Defense and will dissipate if its HP is reduced to 0. Costs 5 exp
Shield Prison: Legendary Shield Ability. Once every 4 turns, this unit may summon a cage of shields to surround a foe or themselves. If used against a foe, this unit will calculate for accuracy and the target may dodge. This cage prevents the unit inside from using Teleportation-type movement or abilities like “Warp“. This cage has an HP stat equal to double this unit’s Defense stat. Costs 5 exp
First Guard: Legendary Shield Ability. This unit may take a turn to boost their total Defense by 25% (maxes out of x3). This boost will last 4 turns unless refreshed. Costs 4 exp
Aegis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. 4 exp
Cleanse: Remove all minor status conditions from an adjacent ally. Counts as action for the turn. 3 exp
Clever Fighter: This character is careful in battle and wary of his enemy’s strengths. This character takes half damage from Assault Moves, Perfect blows, Backstabs, Parry Ripostes, and Critical Hits. 6 exp
Empower: This unit may take a turn to empower all ally units within 3 spaces of it. This will boost those character’s total attack damage by 50% for the remainder of the turn. 5 exp
Enrage: Target an adjacent unit. That unit gains a 1.5x attack boost and -10 Skill, but can only target you. Lasts 3 turns. 3 exp
Heal: Heal an adjacent unit by 30% of their maximum health. Loses 5% efficacy for each size class larger the receiving unit is than this unit. 3 uses per battle. 3 exp
Null: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. 3 exp
Pavis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. 4 exp
Perfect Balance: This character has an amazing constitution and sense of balance, making them immune to effects such as Stun, Dizzy, or Confusion. 3 exp
Purge: Remove one major status condition from an adjacent ally. Counts as action for the turn. 5 exp
Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. 3 exp
Shield Bash: If this character has a shield equipped, it may bash an adjacent enemy with it. This attack’s damage is calculated by 25% of the shield’s defense stat and this unit’s attack stat. If the Shield Bash hits, the enemy has a 20% chance to be stunned. 3 exp
Shield Proficiency (II): If this unit uses a shield, boost its Defense by 3x. 12 exp
Shield Reflect: When this character is attacked from a range, they may attempt to reflect to projectile back. If this character’s skill is higher than the skill of the attacker, then they will have a 25% chance to reflect the ranged attack and give the enemy unit the damage instead. 3 exp
Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. 4 exp
Take the Hit (III): If an allied unit who is adjacent to this unit is attacked, this unit has a 100% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. 8 exp
Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. 2 exp