cảm tình thì chắc đc mấy cái ảnh CG mùi mẫn còn skill thì đây (tu. dịch nha) hơi lộn xộn vì dùng to.ol dịch tù J sang:
Name Type Condition Movement rate Effect
Commander Auto - The hit rate of the ally who exists in Cs or less rises to surroundings 3 by 10%.
The effect accumulates.
Support Auto - The hit rate of the ally who exists in Cs or less rises to surroundings 5 by 3%.
The effect accumulates.
Cooperation Auto - The hit rate is 20% when there is an ally unit with cooperation in three surrounding Hecs or less, and Itamarits rises by 4%.
The effect doesn't accumulate.
Maiden's prayer Auto - Five rises of the defense power of the ally who exists in Cs or less to surroundings 3.
Defense of goddess Auto - Five rises of the magic defense of the ally who exists in Cs or less to surroundings 3.
Special support Auto - Itamarits of the adjoining lease is adjusted to 100%.
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Movement and geographical features system
Name Type Condition Movement rate Effect
Re-movement Command
Movement It rides a horse. After it attacks it, it is possible to move again by remaining movement power.
It is not possible to move again when suffering because of the combat.
One's best movement Command
Movement Before it moves It is possible to move by doing +1 movement power.
Actions of the combat and the item use, etc. cannot be done.
Dash Auto - The movement power increases and one increases.
It swims. Auto - The river, the sea, the lake, the shoal, and the drawbridge can be moved as well as the plain.
Movement in cliff Auto - The evasion rate doesn't become 0% on the cliff either.
Camouflage Auto - The effect of the diverting geographical features increases in geographical features by a factor of 1.5.
Hunter Auto It equips it with the bow and the crossbow. - The effect of geographical features of the other party in the forest is disregarded.
Search Command
Geographical features It is in a specific place. Command "Search" can be executed in the place that can be searched.
The item is obtained when succeeding in the search.
It combats continuing the fifth round when the enemy lurks. (equal to desperate fight)
The combat ends when either HP becomes 0.
It fails the search if it is a search success, and 0 if search person's HP remains after it ends.
It doesn't die of this combat.
Open lock Command
Geographical features It is adjacent to the door and the gate.
It is on the casket. The key to the casket is removed, and contents are obtained.
The key that hangs to the door and the gate, etc. is removed, and opened.
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View system
Name Type Condition Movement rate Effect
It lurks. Auto - When standing by to the forest and the private house, the body is hid from the enemy.
It is not attacked from the enemy while the body has been hid.
It is invalid when the enemy is adjacent or the enemy who has "Search operation" skill is being in three Hecs or less.
It combats by the automatic operation when the enemy was about to invade lurking Hecs.
As for the turn that uses the attack and Orb, the state is released.
Shadow Auto - The parameter cannot be seen.
It is invalid when the enemy is adjacent or the enemy who has "Search operation" skill is being in three Hecs or less.
Search operation Auto - "Lurk" and "Shadow" of the enemy unit that exists in three surrounding Hecs or less are nullified.
Eyes at night Auto - View in the search operation map broadens by one Hecs.
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Equipment and item system
Name Type Condition Movement rate Effect
Senior equipment Auto - The equipment to the rank (level +7) can be mastered.
Limited equipment Auto - Only the equipment to rank 3 can be mastered.
Counteroffensive equipment Auto Enemy exclusive use - When the attack is received, it equips it with arms that can be automatically counterattacked.
Aria Auto - It returns to the equipment before supplementary magic is automatically used after use.
Large sword Auto - It is possible to equip it with a large sword.
Rance Auto - It is possible to equip it with rance.
Fork Auto - It is possible to equip it with the fork.
Robbery Auto ..range.. one or less.
It is three times a map. When other party unit is defeated
?% When the enemy is defeated, things might be obtained.
Equipment, the rhea item, and the limit item whose rank is higher than my level are unavailable.
Plunder Auto ..range.. one or less. - When the enemy is defeated, money can be obtained.
Arms Tehai Auto - It becomes difficult for the equipment arms to break only a little.
The pickpocket is taken. Auto When attack is hit
?% When the attack of range 0 is hit, it is likely to plunder of other party's property.
It is not possible to deprive of the rhea item, the limit item, and the equipment goods.
II that takes pickpocket Auto The object is not healthy.
One map twice When attack is hit
?% When the attack of range 0 is hit, it is likely to plunder of other party's equipment goods.
It is not possible to deprive of the rhea item and the limit item.
It steals. Command
Enemy Before it moves
It is three times a map. It chooses, and it plunders of enemy's one property.
It is not possible to deprive of the equipment goods, the rhea item, and the limit item.
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Attack system
Name Type Condition Movement rate Effect
Pursuit Auto Five or more is higher than the other party Icsasoc. - The number of attacks is done and +1 is done.
Continuousness Auto Icsasoc 5 or more At each my attack turn
(skill value +10)/2+(Icsasoc -5)% It is likely to attack it twice continuously.
Discharge successively Command
Attack It equips it with the bow.
Use interval: Four turns It attacks it twice continuously.
The hit rate of the first bullet is done by -5%.
Three discharge successivelys Command
Attack It equips it with the bow.
Use interval: Five turns It attacks it continuously three times.
The hit rate is done by 5% of 5% and }0% and each-+.
Camimaken Command
Attack It equips it with the sword.
Use interval: Seven turns It attacks it continuously five times.
Desperate fight Command
Attack The object can be counterattacked. It does continuing combatting by the fifth round.
The counteroffensive is generated even if it damages it while fighting desperately. (When first move's Icsasoc is high, the re-attack is generated, too. )
The combat ends when either dies.
Even if arms break, it continues.
Shooting Command
Attack Before it moves
It equips it with the bow and the crossbow. The hit rate rises by 33%.
(Is it effective to all the attacks?)
Kill without fail Command
Attack Before it moves Itamarits of the following blow rises by 25%.
Kill without fail II Auto - The level is added to Itamarits.
Throwing away body Command
Attack It equips it with physical arms.
The object can be counterattacked. The hit rate rises by 22%, and the defense power becomes 0. (The escutcheon has a usual effect. )
The hit rate of the other party becomes 100%.
Even if the throwing away body inside damages it, the counteroffensive is generated. (When first move's Icsasoc is high, the re-attack is generated, too. )
Mental concentration Command
Attack It equips it with the attack magic.
Use interval: Seven turns The attack power is 10-30%, and the hit rate rises by 30%.
It is effective to all the first move attacks.
Strong bow Command
Attack Before it moves
It equips it with the bow. An enemy away from the maximum range by one Hecs is attacked.
The hit rate is done by -15%.
Surprise attack Command
Attack Before it moves The counteroffensive is not received.
Maf is made, and it counterattacks, and the skill of anger etc. is nullified.
Crushing Command
Attack Before it moves
It equips it with a large sword and the ax.
The range is 0. The attack power of the following blow doubles.
The defense power becomes 0.
Taking allowances Command
Attack HP of the object is larger than that of one. Enemy's HP attacks it so that one or more may remain.
A throw Command
Attack It attacks it with a throw arms (The range is arms of one).
The hit rate rises by 10%, and it returns to the equipment before it automatically attacks it after the combat ends.
Re-attack Command
Attack Use interval: Six turns After it attacks it, command "The re-attack" can be used.
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Counteroffensive system
Name Type Condition Movement rate Effect
Mafse Auto It equips it with arms that can be counterattacked.
Icsasoc is higher than the other party. - When the attack of range 0 is received, the first move is taken and attacked.
It doesn't move it to the attack that cannot be counterattacked.
Quick sword display Auto It equips it with the sword. At each my counteroffensive turn
(skill value/2+40)% The hit rate is 33% when counterattacking, and Itamarits might rise by 3%.
Anger Auto It equips it with the ax.
It equips it with arms that can be counterattacked. At each my counteroffensive turn
(3 received ..damage *..)% It is likely to counterattack even if it suffers for the other party's attack.
The hit rate doubles, the received damage is added to the attack power, and it counterattacks.
It doesn't move it to the attack that cannot be counterattacked.
Counteroffensive Auto It equips it with arms that can be counterattacked. - It counterattacks even if it suffers for the other party's attack.
It doesn't move it to the attack that cannot be counterattacked.
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Evasion and defense system
Name Type Condition Movement rate Effect
Escutcheon skill Auto - The movement rate of the escutcheon rises by 18%.
Abandonment Auto - Other party's Itamarits is adjusted to 0 while combatting.
Sword evasion Auto - When the attack of other party's sword is hit, the upper bound of the hit rate is judged again as 33%.
Spear evasion Auto - When the attack of other party's spear is hit, the upper bound of the hit rate is judged again as 33%.
Ax evasion Auto - When the attack of other party's ax is hit, the upper bound of the hit rate is judged again as 33%.
Bow evasion Auto - When the attack of other party's bow is hit, the upper bound of the hit rate is judged again as 33%.
Magic evasion Auto - When the other party's magic attack is hit, the upper bound of the hit rate is judged again as 33%.
Divine protection Auto - When the attack to which the death is fixed is hit, the hit rate is done by -10% and judged again.
Parry Auto It equips it with physical arms.
Excluding the magic attack At each the other party's blow
(skill value/2+5)% The other party's attack is warded off, and evaded with arms. (Treat as well as usual evasion. )
It doesn't move it to the magic attack.
When the parry is generated, the equipment arms are consumed.
One's best evasion Command
Own Before it moves
Use interval: Five turns The evasion rate rises by 50%.
Next, the unit is made to act or it is effective until the following turn ends.
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State change system
Name Type Condition Movement rate Effect
Knockdown blow Command
Attack Use interval: Four turns The attack power is reduced by half, and the probability of putting the other party into "Slight injury" state rises by 33%.
Mineu Auto It is five times a map. When attack is hit
(skill value/2+5)% The probability that it is not possible to combat might rise.
Gauntlet Auto When attack is hit
(skill value/2+30)% When the attack is hit, the other party's escutcheon equipment might be released.
Provocation Command
Enemy Before it moves The enemy unit integral of five Hecs or less is put into "Provocation" state.
The unit that entered "Provocation" state acts to attack the unit that uses the skill.
It is ineffectual than some enemies such as other parties who cannot move to the position in which I can be attacked.
"Provocation" The yell is when done and there are Fntama circle and a daily life once.
Yell Command
Own Before it moves The attack power rises and 3 and the hit rate rise by 10%.
All the effects accumulate up to six times, and disappear after it combats.
Preemptive attack shooting Command
Own Before it moves
It equips it with the bow and the crossbow. It enters "Shoot" state.
It combats by the automatic operation when the enemy invades in the range of the unit in "Shoot" state.
The enemy's behavior ends then and there when damaging it by the combat.
Ax defense Command
Own It equips it with the ax. It enters "Ax defense" state.
The defense power increases at the probability of % while defending axing (skill +25) and only the power of the ax increases.
It is not possible to counterattack while defending axing.
Next, it is effective until the unit being made to act.
Health Auto - It doesn't enter "Slight injury" and "It is not possible to combat" states.
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Horse riding system
Name Type Condition Movement rate Effect
Hourse Auto - A small amount of HP of the horse that has gotten on recovers when the chapter advances.
Good horse horse riding Auto It rides a horse to the good horse. - Skill acquired while it is riding a horse to good horse in automatic operation.
Good horse's special effects are received.
Horse exchange Command
Ally The adjoining ally unit (Only the knight member :) and the horse are exchanged.
It enters the state to which it rides a horse after it exchanges it if it is geographical features to which it can ride a horse.
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Recovery system
Name Type Condition Movement rate Effect
Healing Auto - When beginning to turn, 0-3 recoveries of HP of the ally in surroundings.
Self recovery Command
Own Before it moves
Use interval: Four turns Command "Self recovery" can be used.
HP equal with the heel recovers.
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Miracle system
Name Type Condition Movement rate Effect
Shrine maiden's prayer Command
Own Use interval: Ten turns - All dark magics in the map cannot be used.
Next, the unit is made to act or it is effective until the following turn ends.
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Others
Name Type Condition Movement rate Effect
Precocity Auto - The level is an encounter of ten or less, and 1.2 usual times the experience value are acquired.
Guard Command
Ally Command "Guard" can be used for the adjoining ally unit.
Instead, when the adjoining guard object is attacked, it fights.
The defense power and the evasion rate are reduced by half while guarding.
When the guard object does actions other than the standby, guard is released.
Return Command
Own It secedes from the map.
Conversion Command
Own The arm can be changed to Shinto priest Rarz and Haiprest.
All the experience values cannot be acquired at Shinto priest Rarz
*Arms Tehai: làm cho vũ khí đang dùng khó bị hỏng đi:
*Commander:tăng hit rate cho quân trong 3 ô lên 10%