==== Charge ==== Damage from the Archer's **CHARGE** command is calculated using the normal weapon equations, with the following modifications. For Charge + **K**, damage is equal to: ^Weapon^Charge Formula^ | Bare Hands| PA * ([PA + **K**] * Br) / 100 | | Knife| WP * ([PA + **K**] + [Sp + **K**]) / 2| | Sword|WP * [PA + **K**]| | Knight Sword|WP * ([PA + **K**] * Br) / 100| | Ninja Sword|WP * ([PA + **K**] + [Sp + **K**]) / 2| | Katana|WP * ([PA + **K**] * Br) / 100| | Staff|WP * [MA + **K**]| | Rod|WP * [PA + **K**]| | Crossbow|WP * [PA + **K**]| | Bow|WP * [([PA + **K**] + [Sp + **K**]) / 2]| | Gun [Physical]|WP * [WP + **K**]| | Gun [Magical]|[CFa/100 * TFa/100 * (WP + **K**) * Q] | | Flail|WP * (1..[PA + **K**])| | Axe|WP * (1..[PA + **K**])| | Stick|WP * [MA + **K**]| | Spear|WP * [PA + **K**]| | Musical Instrument|WP * ([PA+K + MA+K] / 2)| | Dictionary|WP * ([PA+K + MA+K] / 2)| | Fabrics|WP * ([PA+K + MA+K] / 2)| | Bag|WP * (1..[PA + **K**])| ==== Charge Abilities ==== **CHARGE** abilities are slow actions and have the following initial values of CTR: ^Ability Name ^Range^AoE^CT^Effect^Primary Roll%^Secondary Roll%^ |Charge +1|Weapon|0|3 (aiming)|Basic Attack with +1 added to the primary stat|60%|47%| |Charge +2|Weapon|0|4 (aiming)|Basic Attack with +2 added to the primary stat|50%|30%| |Charge +3|Weapon|0|5 (aiming)|Basic Attack with +3 added to the primary stat|50%|30%| |Charge +4|Weapon|0|6 (aiming)|Basic Attack with +4 added to the primary stat|50%|30%| |Charge +5|Weapon|0|7 (aiming)|Basic Attack with +5 added to the primary stat|50%|30%| |Charge +7|Weapon|0|9 (aiming)|Basic Attack with +7 added to the primary stat|50%|30%| |Charge +10|Weapon|0|12 (aiming)|Basic Attack with +10 added to the primary stat|45%|18%| |Charge +20|Weapon|0|16 (aiming)|Basic Attack with +20 added to the primary stat|31%|13%| These CTR values are not affected by the 'Short Charge' or 'Non-charge' abilities. A **CHARGE** ability can only target a panel, not a unit. If the target of the **CHARGE** moves before the CHARGE is executed, the attack will fail to connect. If the caster of the **CHARGE** moves while charging or if his weapon is broken while he is charging, the CHARGE will be aborted. (Exception: The undead Archer's version of **CHARGE** does not have the latter restriction. If the charging unit's weapon is broken, the **CHARGE** will continue and will resolve as a fist attack, even if the original weapon was a long-distance weapon.) In terms of damage, evasion, and modifiers, **CHARGE** attacks are treated just like normal weapon attacks. CHARGE attacks are weapon-elemental.