Victory Points

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What to spend Victory Points on

Favor Types

  • Mounts - Chocobo for your troops to ride into battle on.
  • Blessings - Magical charms that a PC can use during combat without slowing the unit down. One use.
  • Equipment - Gear for your unit to better there abilities.
Mount Cost Description
Average Chocobos 20 Units is now mounted. Unit movement becomes fast.
Quality Chocobos 50 Unit is now mounted. unit movement becomes Rapid
Black Chocobo 40 Unit must have chocobo. Unit gains the flying ability.
Red Chocobo 40 Unit must have chocobo. Unit gains the mountain home ability.
Blue Chocobo 40 Unit must have chocobo. Unit gains the river home ability.
Green Chocobo 40 Unit must have chocobo. Unit gains the forest home ability.
Blessings Cost Description
Haste 10 Unit movement increases one step for 1d10 rounds
Protect 10 Unit Defense is doubled for 1d10 rounds
Shell 10 Unit Magic Defense is doubled for 1d10 rounds
Amaze-People 10 See Footnote 1
Quick 20 Unit gains one extra action for 1d5 rounds
Regen 15 Unit recovers 1d5% HP per round for 1d10 rounds
Poison 10 See Footnote 2
Dark 10 See Footnote 3
Mute 15 See Footnote 4
Equipment Cost Description
Above Average Weapons 15 Unit deals 20% more damage
Quality Weapons 40 Unit deals 40% more damage
Magical Weapons 30 Unit damage type becomes Magic
Artifact Weapons 100 Unit deals double damage
Above Average Armor 15 Unit receives 20% less physical damage
Quality Armor 40 Unit receives 40% less physical damage
Magical Armor 30 Units receives 50% less magical damage
Artifact Armor 100 Unit receives 75% less physical and magical damage
Minor Focii 20 Unit deals 20% more magical damage
Average Focii 50 Unit deals 40% more magical damage
Ancient Focii 100 Unit deals double magic damage
Dragoon Boots 30 See Footnote 5
Genji Gloves 50 Unit gains one action
Sprint Shoes 20 Unit cannot be mounted. Unit movement increases by one space.

Footnotes --

1: (Amaze-People Blessing)

  All allied units within two spaces of the user have a 50% chance of improving
  morale one step. All enemy units within two spaces of the user have a 50%
  change of having morale drop one step.

2: (Poison Blessing)

  One enemy unit within two spaces of the user becomes poisoned for 1d10 rounds.
  Each round a poisoned unit loses 1d5% HP.

3: (Dark Blessing)

  One enemy unit within two spaces of the user becomes blinded for 1d10 rounds.
  While Dark is in effect, the unit deals 75% less physical damage.

4: (Mute Blessing)

  One enemy unit within three spaces of the user becomes muted for 1d10 rounds.
  While Mute is in effect, the unit deals 75% less magical damage.

5: (Dragoon Boots)

  Unit cannot be mounted. Unit may move as though it had the Flying ability. If it
  does, the unit may do nothing on the next turn. If, at the end of that turn, they are
  next to a unit they may attack that unit, dealing 50% more damage.

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