Goodly Trials

Units

Units

Every companion has a trade. A knight holds the line, a merchant fattens the purse, and stranger recruits ask for stranger arrangements—living, dead, or otherwise.

Goodly Folk
PerceptiveGoodly Knight
Gear: 2
Trinkets: 1
ES
0+0/s
HP
34+0/2s
MP
2+0/s
STR2
AGI0
INT0
ATK7
CRT5%
RNG1
SPD0%
AR4
EVA5%

Perceptive-1 ALL once +1 AGI, +1 INT after each battle Caps at: +0/+10/+10

Knight's Oath+1 STR to adjacent allies

FormationStays in formation

"Takes the worst place in the line and calls it an oath."

Anatomy of a unit

A portrait tells you who arrived; the card tells you what they need. Read what they carry, then their numbers, then the lines that make them unlike anyone else.

Vitals

  • HPHit points. Reach zero and the unit falls.
  • ESAbsorbs damage before HP, then regenerates.
  • MPSpent to cast spell tomes in trinket slots.

Attributes

  • STRHP, AR, recovery—and ATK if primary.
  • AGIHP, SPD, EVA—and ATK if primary.
  • INTMP, regen, ES—and ATK if primary.

Combat

  • ATKHit damage before AR (minimum 1).
  • CRTChance to deal double damage.
  • RNGAttack range in tiles. 1 is melee.
  • SPDHow quickly the unit acts and moves.
  • ARFlat damage reduction on hits and spells.
  • EVAChance to avoid before AR or ES apply.

Identity

  • Gear & trinketsWhat this companion can carry into battle.
  • TraitsPeculiarities that ask for a different place or purpose.
  • SkillsThe knack this companion brings to the company.
  • TacticsWho it seeks once the line breaks.

Factions

Goodly Folk lend a hand to their neighbors. The Bone Host refuse to stay buried. Belowborn count every coin until something enormous answers from the deep. These are only small traveling parties from much larger companies.

Faction

Goodly Folk

Living folk who prevail by lending hands, arms, and courage to whoever stands nearby.

Faction

Bone Host

The dead return, multiply, and endure long after a reasonable company would have fallen.

Faction

Belowborn

Dwarfs count the coin; deep beasts spend it. A Belowborn company grows slowly and arrives heavy.

Attributes & Ascendancy

Attributes are promises about what care can make a companion become. STR, AGI, and INT shape the familiar combat stats, while each unit's primary attribute also feeds its ATK. Raise that primary far enough and the unit may Ascend once: toward Power, Fortitude, or Authority.

Four ways a companion might Ascend:

Ascendancy

Crushing Power

  • STR ATK
  • AGI ATK
  • INT ATK
  • Crushing — Stun a target for 1s the third time this unit hits it.

Ascendancy

Elusive Fortitude

  • STR AR + HPR
  • AGI EVA
  • INT ES
  • Elusive — Gain 6 HP on evade.

Ascendancy

Revelatory Authority

  • STR HP+
  • AGI SPD
  • INT MP + MPR
  • Revelatory — Spend twice a spell's MP to fully restore its CD after casting.

Ascendancy

Momentous Power

  • STR ATK
  • AGI ATK
  • INT ATK
  • Momentous — Gain +1 ATK on each ATK after the first against the same target. Lasts this battle.