Set 14 Preview (A1)

Everything that doesn't go anywhere else.

Set 14 Preview (A1)

Postby Jazzock » Sun Mar 23, 2014 12:50 am

Gowen and lawt get some nice stuff, Refess and falk kinda get more of the same (but some of them are quite nice)
These are the JP (Alteil 1) versions, and are likely to have several mistranslations (especially in the name department...) No idea when the set is going to come out but eh.
I would link these...But I'm lazy. lol.
Also, I'm too lazy to actually translate skill names.
Skills cost 0SP, unless stated otherwise.

;a41

True Saber Saint / Ishtar (5*)
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LV: 02 LP: 03 HP: 20 AT: 20 DF: 00 AGI: 04 RNG: 02
Solar Kingdom / Captain
Soul: 4SP: All closed units are revived.
Open: 2SP: All closed friendly units LV3 or lower are revived.
Action 2SP: Select one enemy unit in range. Do [damage: That unit's LV x10] to that unit.

Silver Sun Shadow / Kyle (4*)
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LV: 03 LP: 01 HP: 40 AT: 10 DF: 00 AGI: 02 RNG: 03
Solar Kingdom / Strategist
Soul: Do [damage: 40] to target enemy unit. Rival Iczer cannot play a unit of equal level for 2 turns.
Start: Target friendly unit gets AT+10, DF+10 and AGI-2 for this turn.
Action: 1SP: Send one friendly unit LV2 or higher directly to the cemetery, except this unit. Then, you get LP-1 and rival Iczer gets LP-1.

True Eye Princess / Reeses (3*)
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LV: 03 LP: 02 HP: 50 AT: 10 DF: 00 AGI: 04 RNG: 03
Solar Kingdom / Royalty
Soul: 3SP: Send 5 random cards in the cemetery to the card file.
Start: You get SP+Refess Level. You get Refess=0.
Auto: Target enemy unit of LV=X or lower gets AT-10 and AGI-1 for this turn. Where X= your SP.

Lord of Armours / Berdoza (3*)
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LV: 05 LP: 02 HP: 90 AT: 30 DF: 10 AGI: 02 RNG: 01
Solar Kingdom / Captain
Soul: Do [damage: 50] to 2 random enemy units.
Trait: When this unit executes an attack action, Do [damage: AT] to one random enemy unit in range of HP>1. This is repeated a total of 5 times.
Auto: 1SP: This unit gets AT+10 (perm) and is healed 50HP.

Alliance Treaty (3*)
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LV: 03
Grimoire
Both Iczers get SP=[Rival SP + your SP]/2.

Folrart Psychokinetic Swordswoman (2*)
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LV: 03 LP: 01 HP: 60 AT: 20 DF: 00 AGI: 03 RNG: 01
Solar Kingdom / Esper (EDIT* using infernity's translations of set 12...soz, not randoms :oops: )
Soul: You get SP+[number of friendly units]
Auto: This unit gets AT+ SP x5 for this turn.
Action: Do [damage: 50% AT] to 2 random enemy units in range.

Ishtar's Shrine Knights (2*)
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LV: 01 LP: 01 HP: 10 AT: 20 DF: 00 AGI: 04 RNG: 01
Solar Kingdom / Shrine Knight
Soul: All enemy units get HP-20. All friendly units get AT+10 and AGI+1
Open: Target unit gets LV+3 for this turn

Southern Snake Warrior (2*)
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LV: 03 LP: 01 HP: 60 AT: 30 DF: 00 AGI: 02 RNG: 01
Barbarian / Warrior
Soul: One friendly unit is revived. Then, one enemy unit gets HP=0
Close: One engaged enemy unit gets MaxHP-30.

Devotion (2*)
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LV: 02
Grimoire
Open: Friendly units get DF+[Holy Energy x5] for this turn. You get SP+2. (Holy Energy is a TGC counter thing in JP, kinda like grimcount. Also, it's probably not even called Holy Energy lol.)

Bearer of Peace (1*)
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LV: 01 LP: 01 HP: 10 AT: 00 DF: 00 AGI: 04 RNG: 02
True God Church / Priest
Soul: [Conditional use / 1SP or less] You get SP+3.
Action: 1SP: You get SP+2. This unit gets HP=0.

Golden Church Knight (1*)
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LV: 02 LP: 01 HP: 40 AT: 00 DF: 00 AGI: 02 RNG: 01
True God Church / Knight
Soul: One enemy unit gets HP-40. Increase Refess Sphere level by 1
Open: Increase Holy Energy by 2.
Auto: This unit gets AT+[Holy Energy x10] for this turn.

Trained Dog (1*)
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LV: 04 LP: 01 HP: 60 AT: 10 DF: 00 AGI: 04 RNG: 01
Soul: One enemy unit gets HP-40. Increase Refess Sphere level by 1.
Trait: When this unit executes an attack action, select one enemy unit in range and do [damage: AT+that unit's AT] to that unit.
Start: All enemy units of AGI 4 or higher get AGI-2 for this turn.

Sudden Occupation (1*)
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LV: 02
Grimoire
Open: All enemy units get AT=0 for this turn. All friendly units get AT+30 for this turn.

;a39

True Immortal / Durendal (5*)
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LV: 06 LP: 01 HP: 60 AT: 60 DF: 00 AGI: 03 RNG: 01
Cursed Legion / Royalty
Soul: You get SP+[number of closed friendly units]. All friendly units are revived.
Close: Send one random card in the card file to the cemetery. Then, this unit gets MaxHP=X, HP=X and AT=X, where X = LVx10 of the card send to the cemetery.
Action: Send 2 random cards in the card file to the cemetery. Then, Do [damage: AT] to 2 random enemy units.
Auto: [Conditional use / No copies of [card: True Immortal / Durendal] in the card file] This unit cannot activate it's close skill for the turn.

Cup of Destruction / Lireilla (4*)
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LV: 04 LP: 01 HP: 50 AT: 30 DF: 00 AGI: 02 RNG: 01
Cursed Legion / Undead
Soul: You cannot set a card next turn or the turn after. One friendly unit gets MaxHP+50, AT+30 and is healed 50HP.
Open: One random enemy unit Lv4 or lower gets HP=0
Open: 2SP: Target enemy unit Lv4 or lower gets HP=0

Poison Teacher / Rattio (3*)
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LV: 02 LP: 02 HP: 40 AT: 00 DF: 00 AGI: 03 RNG: 03
Barbarian / Sorcerer
Soul: Send one random card in your cemetery to your card file. Send one random card in rival's card file to the cemetery.
Auto: One random poisoned enemy unit is engaged for this turn.
Action: Target enemy unit in range gets MaxHP-1 and is poisoned. This unit gets MaxHP+1 and is healed 1HP.
Action: Target poisoned enemy unit gets HP=0.

Reincarnation / Lena (3*, and I know this is the wrong name lol.)
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LV: 02 LP: 01 HP: 40 AT: 00 DF: 00 AGI: 04 RNG: 03
- / Undead
Soul: One friendly unit gets MaxHP=10, AT+30 and cannot be hit by attack actions for the rest of the game.
Close: Send 2 cards [subtype: Undead] from the card file to the cemetery. Then, this unit gets MaxHP+10, AT+10 and is fully healed
Auto: Send one [subtype: Undead] in the cemetery to the card file.
Action: Send this unit to the cemetery. You get SP+2.

Feast of the Dead (3*)
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LV: 03
Grimoire
Open: Target Closed unit is sent to the cemetery.

Lycanthrope [Beezlebub] (2*)
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LV: 02 LP: 01 HP: 20 AT: 00 DF: 00 AGI: 02 RNG: 03
Lycanthrope / -
Soul: Send 2 random cards in the cemetery to the card file. Send on random card in rival iczer card file to the cemetery.
Trait: [Conditional use / battletime night]When this unit executes an iczer attack, it costs 0SP and reduce rival iczer SP by 4.
Auto: [Conditional use / battletime night] Target enemy unit gets HP-20.
Close: 1SP: [Conditional use / Battletime night] This unit is fully healed.

Crest Exorcist (2*)
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LV: 01 LP: 01 HP: 20 AT: 20 DF: 00 AGI: 02 RNG: 02
Duchy of Crest / Sorcerer
Soul: Send one friendly unit to the cemetery. Then, send one disengaged enemy unit to the cemetery
Open: Target unit gets AT-30 for this turn.

Magic Doll -Knight- (2*)
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LV: 03 LP: 01 HP: 30 AT: 40 DF: 00 AGI: 04 RNG: 01
Magic Doll / Knight
Soul: All enemy units get HP-20. All friendly units get AT+10 and AGI+1.
Start: This unit gets DF+[Rival SP x10] for this turn.
Action: 1SP: Do [damage: AT] to target enemy column in range.

Stab in the Dark (2*)
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LV: 02
Grimoire
Open: Subtract 999 directly from the HP of one random enemy unit of LV= X. Where X= your lawtia sphere level.

Black Crest Cavalry (1*)
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LV: 03 LP: 02 HP: 40 AT: 40 DF: 00 AGI: 04 RNG: 03
Duchy of Crest / Knight
Soul: Do [damage: 20] to all units.
Action: 1SP: Do [damage: AT] to all enemy units in range of AT 30 or lower. For each enemy unit hit of HP0 or lower, rival iczer gets SP-1.
Auto: Do [damage: number of friendly closed units x10] to this unit.

Shadow Warrior (1*)
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LV: 03 LP: 01 HP: 10 AT: 50 DF: 00 AGI: 03 RNG: 03
Unknown / -
Soul: One enemy unit gets HP-40. Increase your Lawtia Sphere level by 1.
Close: The unit behind this unit gets AT-10. If that unit has AT1 or higher, this unit is fully healed.

Hawk of Death (1*)
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LV: 02 LP: 01 HP: 20 AT: 20 DF: 00 AGI: 01 RNG: 03
Cursed Legion / Undead
Soul: One enemy unit gets HP-40. Increase your Lawtia Sphere level by 1.
Open: Target closed unit of LV1 is sent directly to the cemetery. Then you cannot set a Lv1 card next turn.

Destroyed Tome (1*)
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LV: 02
Grimoire
Open: Send one random grimoire in rival iczer card file to the cemetery. Rival Iczer gets SP-[the level of the card send to the cemetery].

;a40

Hero of Flames / Balheart (5*)
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LV: 05 LP: 01 HP: 90 AT: 20 DF: 00 AGI: 03 RNG: 01
Soul: Reduce both Iczers spheres of influence by 3.
Open: Do [damage: Cards in rival Iczer Cemetery x5] to 2 random enemy units. Remove from the game 5 random cards in rival iczer cemetery.
Auto: This unit gets AT+X and is healed XHP, where X=[10x number of gowen grimoire's in your card file]

Revolutionary / Constance (4*, also pretty sure her name title is wrong...)
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LV:02 LP:01 HP:40 AT:20 DF:00 AGI:03 RNG:01
Magic Doll / Mage Soldier
Soul: Do [damage: number of cards in cemetery x5] to 2 random enemy units.
Action: 1SP: Do [damage: AT+Gowen x5] to target enemy unit in range. If the unit hit is HP0 or lower, increase gowen sphere level by 1.
Close: Two target friendly units are healed Gowen x5, except this unit.

Impact General / Danes (3*)
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LV: 03 LP: 01 HP: 60 AT: 30 DF: 00 AGI: 02 RNG: 01
Barbarian / Warrior
Soul: Do [damage: 50] to all enemy units.
Start: This unit gets AT+Gowenx10 and AGI+Gowen sphere for this turn. You get Gowen -1.
Action: 1SP: Do [damage: AT] to 2 random enemy units in range. This unit gets AT=AT and AGI=AGI.

Ignition Queen / Sol (3*)
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LV: 03 LP: 01 HP: 50 AT: 20 DF: 00 AGI: 02 RNG: 03
- / Archmage
Soul: Do [damage: 40] to target disengaged enemy unit. Then, send 2 random grimoires in rival iczer card file to the cemetery.
Action: 1SP: Do [damage: 30] to one random enemy unit in [Area: 1-2-3], [Area: 4-5-6], and [Area: 7-8-9]. (Fire snake whip)
Counter: Do Gowen x5 to target unit, except this unit.

Natural Disaster (3*)
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LV: 02
Grimoire
Open: Do SPx10 to all units. You get SP=0

Eastern Avenger (2*)
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LV: 03 LP: 01 HP: 50 AT: 30 DF: 00 AGI: 03 RNG: 01
Far East / Assassin
Rank Up: Gowen 5: HP+10 AT+10
Soul: One friendly unit is sent to the cemetery. Then, send on disengaged enemy unit to the cemetery.
Start: One engaged enemy unit gets HP=0. Then you get SP+1.
Action: 1SP: Do [damage: ATx2] to target enemy unit of AT50 or higher. (rangeless)

Minotaur Axe Soldier (2*)
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LV: 01 LP: 01 HP: 20 AT: 20 DF: 00 AGI: 01 RNG: 01
Barbarian / Warrior
Soul: Do [damage: 40] to target enemy unit. Target friendly unit cannot be hit by attack actions until the end of next turn.
Open: Target unit gets AT+30 for this turn. (can select enemy units)

Fire Lizard (2*)
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LV: 03 LP: 01 HP: 50 AT: 30 DF: 00 AGI: 01 RNG: 01
Monster / -
Rank up: Gowen 5: HP+10
Soul: One friendly unit gets Max HP+X, AT+X, and DF+X. Where X is your SPx5.
Trait: When this unit executes an iczer attack, it costs 1SP, rival iczer gets LP-1 and you get SP+1->2.
Auto: [Conditional use / Focused] For this turn, this unit deals an extra LP in damage when it iczer attacks.
Counter: Do [damage: 10] to one random enemy unit. This unit is focused until the end of next turn.

Wild (2*)
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LV: 02
Grimoire
Open: All friendly units are focused for this turn.

Wandering Gunslinger (1*)
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LV: 02 LP: 01 HP: 20 AT: 40 DF: 00 AGI: 03 RNG: 03
-/Gunner
Rank Up: Gowen 4: AT+10
Soul: One enemy unit gets HP-40. Increase your gowen sphere level by 1.
Trait: When this unit executes an attack action, do [damage: AT] to one random enemy unit of LV3 or higher.
Trait: This unit costs 0SP to revive during the revival phase.

Gear Assassin (1*)
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LV: 03 LP: 03 HP: 50 AT: 30 DF: 00 AGI: 02 RNG: 02
Far East / Mech Soldier
Soul: One random unit gets HP-10
Auto: This unit gets LV=1->9
Action: 1SP: Do [damage: LVx10] to target enemy unit in range.
Action 0SP: [conditional use / lv9] Send target enemy unit directly to the cemetery.

Wandering Dual Wielder (1*)
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LV: 02 LP: 01 HP: 40 AT: 30 DF: 00 AGI: 02 RNG: 01
-/Warrior
Soul: One enemy unit gets HP-40. Increase your gowen sphere level by 1.
Auto: [Conditional use / Rival iczer has 10LP or more] Rival iczer gets LP-1. (Btw, Direct LP damage, is more a gowen thing than a lawtia thing in JP, which imo is quite nice, because gowen tends to have very few tricks, well, compared to lawtia and falkow. It's probably even less than refess.)

Mischievous Pixy (1*)
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LV: 01
Grimoire
Open: Rival Iczer cannot set a character card next turn.

;a38

Thunder Paladin / Rudolf (5*)
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LV: 04 LP: 01 HP: 40 AT: 40 DF: 00 AGI: 04 RNG: 02
Wizard Kingdom / Knight
Soul: Both iczers get 0SP at the start of next turn.
Start: All friendly units cannot be hit by attack actions for this turn, except this unit.
Action: 1SP: Do [damage: AT] to target enemy unit in range. Engage one random enemy unit of HP1 or higher.

Flash Swordswoman / Sistine (4*)
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LV: 04 LP: 02 HP: 60 AT: 40 DF: 00 AGI: 03 RNG: 01
Wizard Kingdom / Warrior
Soul: 2SP: Radom disengaged enemy unit LV3 or lower is sent directly to the cemetery.
Open: Target Lv1 unit is returned to the card file
Action: 2SP: Do [damage: AGIx5] to two random enemy units in range. Return all units hit of HP0 or lower.

Pharmacist / Emil (3*)
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LV: 02 LP: 01 HP: 40 AT: 00 DF: 00 AGI: 03 RNG: 03
- / Sorcerer (She should be WK...because she's a WK pharmacist lol, she's WK in a2 though.)
Soul: All enemy units get AT=0 for this turn. Rival iczer gets 1SP at the start of next turn.
Open: Two units get MaxHP-1 and are poisoned.
Auto: All poisoned units get HP-20 and AT-10.
Action: One unit gets MaxHP-1, AGI-2 and is poisoned.

Cursed Spear Master / Anri (3*)
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LV: 02 LP: 01 HP: 20 AT: 00 DF: 00 AGI: 03 RNG: 02
Wizard Kingdom / Mage Soldier
Soul: Do [damage: 0->40] to target enemy unit. If the unit hit is HP 0 or lower, return that unit to the card file.
Trait: When this unit executes an attack action, do [damage: AGI x10] to one random enemy unit in range. If the unit hit is HP0 or lower, this unit gets AGI+1. (perm)
Close: [Conditional use / 5AGI or higher] This unit is fully healed and gets AGI=1.

Water Armour (3*)
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LV: 01
Grimoire
Open: All friendly [subtype: Mage Soldiers] Get AT+40 and DF+20 for this turn. You get SP+1. (What's the bet this is gonna get changed?)

Double-Headed Lizard Soldier (2*)
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LV: 05 LP: 01 HP: 80 AT: 60 DF: 00 AGI: 05 RNG: 01
Barbarian / Warrior
Soul: Do [damage: 40] to target enemy unit. Target friendly unit cannot be hit by attack actions until the end of next turn.
Action: 1SP: Do [damage: AT] to 2 random enemy units in range.
Counter: This unit gets AGI=0.

Brawler of Regus (2*)
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LV: 03 LP: 01 HP: 40 AT: 00 DF: 00 AGI: 03 RNG: 01
Wizard Kingdom / Warrior
Soul: Do [damage: 30] to 2 random enemy units. Increase grimoire activations by 3.
Auto: This unit gets AT+[number of grimoires in your care file x10] for this turn. (Like mikasha)

Sky Knights of Regus (2*)
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LV: 04 LP: 01 HP: 40 AT: 40 DF: 00 AGI: 04 RNG: 03
Wizard Kingdom / Knight
Soul: One friendly unit gets AT+50 (perm) and also cannot be hit by attack actions for this turn.
Open: 7SP: Return target unit to the card file. (yes, level-less return)

The Culprit is You! (2*)
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LV: 02
Grimoire
Open: One random enemy unit LV4 or lower is returned to the card file. Reduce falkow sphere by 2.

Pirate Rifleman (1*)
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LV: 03 LP: 01 HP: 40 AT: 10 DF: 00 AGI: 04 RNG: 03
Pirate / -
Soul: One enemy unit gets HP-40. Increase falkow sphere level by 1.
Trait: This unit costs 0SP to revive during the revival phase.
Action: Select one friendly [subtype: Pirate], except this unit. Do [damage: AT+ the selected pirate's AT] to target enemy unit in range.

Fortune Teller of Regus (1*)
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LV: 04 LP: 01 HP: 30 AT: 30 DF: 00 AGI: 01 RNG: 02
Wizard Kingdom / Sorcerer
Soul: [conditional use / 1SP or lower] You get SP+3.
Action: 10SP: Return target enemy unit. All cards in rival iczer card file of equal level to the returned unit are sent from rival iczer's card file to the cemetery.

Mechanical Crab (1*)
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LV: 03 LP: 01 HP: 40 AT: 20 DF: 20 AGI: 01 RNG: 01
Wizard Kingdom / Mech Soldier
Soul: One enemy unit gets HP-40. Increase falkow sphere level by 1.
Action: [Conditional use / 10AT or higher] This unit gets AT-10 and DF+10.

Melody of Miracles (1*)
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LV: 03
Grimoire
Open: Engage one enemy unit for each friendly unit on the field.

;a41 ;a39 ;a40 ;a38

Masked Witch / Lupine (5*)
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LV: 04 LP: 02 HP: 90 AT: 40 DF: 00 AGI: 03 RNG: 01
-/ Mage Soldier
Soul: All enemy units LV4 or higher get MaxHP=30, AT=30 and AGI=2.
Open: 2SP: One random enemy unit Lv3 or lower is sent directly to the cemetery.
Action: 1SP: Engage target enemy unit in range. You get LP-1.

War Shimmer / Fordia (4*)
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LV: 03 LP: 01 HP: 10 AT: 60 DF: 00 AGI: 05 RNG: 02
- / Archer
Soul: 3 random disengaged units of RNG 1 get HP-50.
Action: [Conditional use / Gowen 1 or higher] Do [damage: 30] to all enemy units in range. You get Gowen -1.
Action: [Conditional use / Refess 2 or higher] Subtract AT directly from the MaxHP of target enemy unit in range. You get Refess -2.

Lady in Black / Meldita (3*)
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LV: 03 LP: 01 HP: 50 AT: 40 DF: 00 AGI: 02 RNG: 02
- / Archmage
Soul: Send 2 unit cards in your card file to the cemetery. Then, all enemy units get HP-40 and rival iczer gets SP-2.
Auto: The closed friendly unit directly in front of this unit is revived and engaged for this turn.
Action: 1SP: Subtract AT directly from the HP of target enemy unit. (rangeless)
Close: One friendly unit of HP1 or higher gets HP=0. Then, this unit is fully healed.

Psychokinetic Soldier / Halcyon (3*)
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LV: 02 LP: 01 HP: 50 AT: 20 DF: 00 AGI: 03 RNG: 03
True God Church / Esper
Soul: [Conditional use / 10 or more grimoire activations] Return random disengaged enemy unit to the card file.
Start: All friendly [subtype: Esper] get LV+1 (perm) and also AT+10 for this turn. (counts herself)
Action: Do [damage: AT] to random X enemy units. Where X is the number of friendly open [subtype: esper] on the field. You get SP-1. (counts herself)

Ice Dragon (2*)
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LV: 07 LP: 01 HP: 150 AT: 80 DF: 20 AGI: 02 RNG: 03
Dragon Kin / -
Soul: All friendly units get Lv=9, DF+10 and are fully healed.
Start: 2SP: 3 random units are engaged for this turn, except this unit.
Action 2SP: Do [damage: AT] to 2 random enemy units in range. This unit is healed 50% MaxHP.

Pixie Elementalist (2*)
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LV: 02 LP: 01 HP: 20 AT: 20 DF: 00 AGI: 04 RNG: 03
Faerie / Sorcerer
Soul: One friendly closed unit is revived. Then, one enemy unit gets HP=0.
Open: All friendly [subtype: Faerie] get AT+10 (perm)
Action: Do [damage: 50% AT] to 2 random enemy units in range. Send one friendly [subtype: Faerie] in the cemetery to the card file.

Rampaging Sewage (1*)
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LV: 02 LP: 03 HP: 60 AT: 20 DF: 00 AGI: 02 RNG: 03
Soul: One random unit gets HP-10.
Start: All poisoned units get HP-20.
Auto: This unit is healed 10HP for each poisoned unit on the field.
Action: All enemy units in range get MaxHP-1 and are poisoned.

Avenger from the Underworld (1*...and that's what this translator is telling me it's called lol.)
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LV:02 LP:02 HP:20 AT:40 DF:00 AGI:04 RNG:02
Soul: [Conditional use / Gowen 3 or higher/ Lawtia 3 or higher] Return target disengaged unit of HP20 or lower.
Open: All units get AT+20 for this turn.

And...That's all of em.
Last edited by Jazzock on Mon Mar 24, 2014 1:12 am, edited 1 time in total.
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Re: Set 14 Preview (A1)

Postby gabotheplaya » Sun Mar 23, 2014 1:40 am

Image

ITS HAPPENING!

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Re: Set 14 Preview (A1)

Postby Jazzock » Sun Mar 23, 2014 3:54 am

Lol. that's all I got to say
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Re: Set 14 Preview (A1)

Postby AngelicDeath » Sun Mar 23, 2014 9:44 am

Hi jazz,

Nice work. That was put together much faster than i could have accomplished it.

Well done and thanks,
AD
Nought's had, all's spent, Where our desire is got without content;'Tis safer to be that which we destroy Than by destruction dwell in doubtful joy.

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Re: Set 14 Preview (A1)

Postby Ropey » Sun Mar 23, 2014 10:36 am

Yeah, really well done and thank you very much. Lot to take in! Refess seems to be the one that will go most unchanged when we get it. Nice to see Barbarians. Some of the Lawtia stuff just looked mentally abusable! and Gowen seemed less so. Didn't bother with Falkow. lol
"My mind is not for rent to any god or government"

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Re: Set 14 Preview (A1)

Postby Callonia » Mon Mar 24, 2014 3:03 am

Guard Poodles instead of german dogs? I'm fine with it.

-2 agi to every enemy unit is nice too. Be nice to see Mage knight get canceled for once at least.

Wandering Gunslinger, hey I remember stabbing her several times in JP Alteil 2 awhile ago. At least I now know why players never used her action skill cuz its a trait lols.

Water Armor confirmed OP Meta of the set unless it receives a good solid nerfing to bring it back down cuz I bet ryus and their ilk will abuse it so hard. After all, its already attack immune but hey let's throw +20 def on it just to make sure that it is very unlikely to die through actions unless you use removals. Because base 50-100 damage isn't enough so let's make it 90-180 damage in one turn easily while sporting +20 defense and attack immune while returning one sp you spent casting it back for fun. Me thinks one of JP Alteil devs love their mage soldiers and didn't include a agility buff with water armor because they didn't want to be outed too early for bias.

Eh just looking at all level 4 character mage soldiers for falkow/gowen is ridiculous with water armor. They definitely oneshotting alot of things. Dragons included if Ryu.
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Re: Set 14 Preview (A1)

Postby Jazzock » Mon Mar 24, 2014 4:01 am

Ryu already 1-turn kills most dragons...(well, with balmoa he hits 60 attack...and he hits twice...) Ryu is nearly exactly Crest veteran swordswoman...but 1 lvl lower..

I'm assuming a lot of the cards will be tweaked (if not outright changed) lol.
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Re: Set 14 Preview (A1)

Postby AngelicDeath » Mon Mar 24, 2014 9:19 am

Initial impression:

Water armour- way too powerful, marduk, ryu, ugrant would be unstoppable. Jazz- Ryu is like combining the 2 lv 5 duchy vet units into 1 and he is a level lower.

Lycan: i think this unit is ridiculously strong as is. Trait is a super crest spy and doesn't even require sp. you see him show up you had best instant hit it with flesh recycle or your match could be over almost as fast as it starts.

Ishtar: 2sp open revive on agi 4 for a revive of all friendly lv 3 and below is abit too strong. I would certainly splash her into other files if it remained as is. I'd expect her open to either cost more or be capped at like 2 units lv 3 and below.
In comparison, Holy light costs 5 for no lv restriction
Sphinx action skill is 3 sp for no lv restriction
Bond with the fallen is 1 sp for lv 2 and below plus solar kingdom restriction
Instant revival is 2 sp for lv 4 and below
Parts recycle is m doll restricted and is 2 sp
Holy emperors are lv 5 and 9 units for their opens.

Kyle: Action skill is cool. Sacrifice a friendly to do lp dmg is a nice skill i would like to see in game. Please leave in.

Reeses: ss is interesting.
Start skill

Lord of armours: trait is essentially what costs 6 armed alvein 1 sp for. No negatives. Auto skill is at agi 3 which is good since he will have a chance for it to be used. cost is 1 sp for permanent att + 10 and heal 50 (heal might be trimmed down seems you are getting a good bargain for 1 sp).

Trained dog: This card was needed long ago. A lv 4 with lv 3 stats but a great and necessary start skill. We all know how strong agi 4+ is. Against refess decks this unit is more of a liability but i can see it in use alot. I would leave as is.

Reincarnation: 110 pts for a lv 2 undead. Auto/close balance hard to take down over time since she gets stronger. Thankfully we have talismans. Leave as is.

Md knight: start skill i s cool. Leave alone.

Stab in the dark: Probably a bit too strong. Think pure terror is 3 sp for lv 3 and under restriction.

Feast of the dead: likely to change since we have heartbreak.

Overall, this set is pretty spot on. Not sure what will happen with the espers and the holy energy. Since they don't synergize with what we have in the previous sets and this is essentially a new beginning of alteil i would expect it to change.

Jazz- thanks again for the preview. I love speculating about upcoming sets and planning ahead :).
Cheers mate.
AD
Nought's had, all's spent, Where our desire is got without content;'Tis safer to be that which we destroy Than by destruction dwell in doubtful joy.

Ne Obliviscaris
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Re: Set 14 Preview (A1)

Postby Jazzock » Mon Mar 24, 2014 9:41 pm

Holy energy just doesnt exist in our game (for example, gravan uses holy energy in JP). So they'll pretty much get reworked. Espers I'm not sure though, they could bring in the subtype... or these could just become standard things.
Self proclaimed user of weirdness, one of the few crazy people to actually use a pure sorceress file...


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Re: Set 14 Preview (A1)

Postby Romdeau » Wed Mar 26, 2014 3:09 pm

As with every set, expect a lot of changes during the adaption into our version. I can safely say many of the Set 14 cards have undergone reworks in our version of Alteil.
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