New Abilities
1. [Encourage]
-Support action, Range 1
-Give target 1 ROUND [Power], [Defend], [Burst], [Block] equal to self owning
2. [Thrust]
-Attack push back target 1 GRID after moving every 2 GRID
-Deal 3 damage if can not push back
3. [Breakthrough]
-Gain [Block]+2/3 each GRID moved
4. [Emergency Rescue]
-Give [Protect] target 1 ROUND [Block]+5
-When [Protect] target gets attacked, pull it behind
5. [Revenge]
--When unit who has [Defend] from you gets attacked, gain [Burst] equal to its [Defend] count
6. [Handholding Guide]
--Give [Protect] target same [Sentinel], [Reckoning], [See Through] with you
7. [Assist Draw]
-Support action, Range 1
-Give target 1 ROUND [Extend]+1, and [Burst] equal to 30/40% your ATK
8. [Trap]
-Ground action, Range 1-2
-Set a trap, a maximum of 1/2 can exist at the same time
9. [Trip]
-Give target 2 ROUNDS [Slow] equal to BASE ATK/5
-If no melee attack, gain melee attack that deals 50% ATK damage
Ability Changes
1. The effect of [Charging Power] is adjusted to:
-Gain [Burst]+8/12 and turn [Fatigue] into [Burst] if no act at end of this TURN
-no overlay
2. [Extreme Maneuver] keeps level I onky, the effect is adjusted to give [Fatigue]+8 from +10
New Equipments
1. [War Horn] Rare, Cavalry
[Encourage], HP+9/15
2. [Battering Ram] Epic, Cavalry
[Thrust], ATK+2/4
3. [Full Bard] Rare, Cavalry
[Accelerate II], MOVE-15, DEF+4/6
4. [Rider's Shield] Rare, Cavalry
[Breakthrought I/II]
5. [Rescue Rope] Rare, Infantry
[Emergency Rescue], DEF+2/4
6. [Raging Amulet Rare, Cavalry
[Revenge], HP+6/12
7. [Instructor Gloves] Epic, Cavalry
[Handholding Guide], HP+6/12, DEF+1/2
8. [Archery Finger Tab] Rare, Archer
[Assist Draw], DEF+0/2
9. [Tool Packet] Epic, Archer
[TrapI/II], HP+9/12
10. [Jagged Dagger] Rare, Archer
[Trip], HP+3/6
Optimization
1. Triggering trap no longer need different camp
2. Add some sound effects
