AIOGM-Mounts

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Mount Chart

Below are the list of mounts available to Riders.

Name Classification Appropriate Level
Horse Animal 1 - 4
Dolphin Animal 2 - 5
War Horse Animal 4 - 7
Legendary Horse Animal 7 - 10
Divine Horse Animal 10 - 13
Hippogryph Mythical Beast 4 - 6
Pegasus Mythical Beast 5 - 7
Wyvern Mythical Beast 7 - 9
Draconet Mythical Beast 10 - 12
Lesser Dragon Mythical Beast 13 - 15
Mini Manabike Magitech 1 - 2
Manabike Magitech 3 - 6
Superior Manabike Magitech 7 - 9
Skybike Magitech 11 - 13

How to Read Mount Data

Example Mount Data

1. Name: The name of the mount. If there is a reference page, that page shows data for the mount as a monster.
2. Purchase Price / Price of Mount Contract Certificate / (Regeneration Price): How much (in Gamels) it takes to acquire the mount. The first number is the price for purchasing the mount outright, while the second price is the cost for a Contract Certificate or Contract Sphere. If the mount has multiple sections (in this book, only Wyvern, Draconet and Lesser Dragon), the cost for one dose of the "Secret Medicine of Section Regeneration" is listed after those prices.
3. Mount Data

Appropriate Level: The range of levels possible for the mount.
Intelligence: The Intelligence of the mount. As a general rule, as long as a jockey can give instructions, the mount will act according to those instructions, but will revert to instincts when not commanded.
Perception: The means of perception the mount has available.
Language: The languages the mount can speak. If the jockey and mount can speak the same language, communication between the two is possible.
Reputation and Weak Points: How well known the type of mount is, as well as any weaknesses the mount has.
Movement Speed: How fast the mount moves.
Mount Level: The statistics for the mount at each possible level. The level referenced in combat will be the same as the jockey's Adventurer Level.

4. Body Sections/Main Body Section: If a mount has multiple sections, the number of sections are listed, with a Main Section specifically noted.
5. Unique Skills: All unique skills of the mount are noted here. Unless specifically noted, a unique skill can be used after the mount has taken a Normal Move. Also, if the unique skill mentions Rider class level or Intelligence Modifier, the jockey's stats are used unless mentioned otherwise.

If the unique skill has any Stunt prerequisites, they will be mentioned here. Also, if a unique skill is enhanced by a Stunt known by the jockey, it will also be mentioned here.
6. (Description): This is the description of the mount.

Mount List

Animals

Horse Price: 5,000G/250G
App. Lvl: 1 - 4 Int: Animal Perc: 5 Senses Lang: None
Rep: 4 Weak Point: Physical Damage +2 pts. Move Spd: 30
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
1 Hoof 3 2 3 2d 2 1 25 8
2 Hoof 4 3 4 2d+1 3 2 28 9
3 Hoof 5 4 5 2d+2 4 3 31 10
4 Hoof 6 5 6 2d+3 5 4 31 11
Unique Skills
[Loyalty]
Gain a +2 bonus to Fortitude and Willpower checks against Psychic-type and Curse-type effects.
Description
A typical horse, built for running long distances. Horses that allow riders have been well trained, and will listen to the commands of the rider without fail.


Dolphin Price: 5,000G/500G
App. Lvl: 2 - 5 Int: Average Perc: 5 Senses Lang: Marine Mammal
Rep: 6 Weak Point: Fire Damage +3 pts. Move Spd: 25 (Swimming)
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
2 Tackle 4 4 4 2d+2 3 3 23 9
3 Tackle 5 5 5 2d+3 4 3 30 11
4 Tackle 6 6 6 2d+4 5 4 37 13
5 Tackle 7 7 7 2d+5 6 5 44 15
Unique Skills
[Underwater Only]
Cannot move outside of water, nor be mounted outside of water. While underwater, both jockey and mount can move freely and do not suffer any penalties for moving while underwater.
Description
Dolphins are able to move freely underwater, and are the premier mount for any sort of underwater travel. However, they are all but useless on land, and even transporting a dolphin mount overland is difficult. This is why dolphins are typically only seen available at Riders' Guilds near the seaside.


War Horse Price: 10,000G/1,000G
App. Lvl: 4 - 7 Int: Animal Perc: 5 Senses Lang: None
Rep: 5 Weak Point: Physical Damage +2 pts. Move Spd: 25
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
4 Hoof 7 6 6 2d+4 5 4 40 15
5 Hoof 8 7 7 2d+6 6 5 44 17
6 Hoof 10 8 8 2d+7 7 6 48 19
7 Hoof 11 10 9 2d+9 8 7 52 21
Unique Skills
[Loyalty]
Gain a +2 bonus to Fortitude and Willpower checks against Psychic-type and Curse-type effects.
[Techniques]
Prerequisite: Unique Skill Release
Use the "Beetleskin" and "Bear Muscle" Techniques as Minor Actions.
Description
A professionally trained horse for combat. Under the command of an expert jockey, it is strong enough to send weak monsters scattering.


Legendary Horse Price: 20,000G/2,000G
App. Lvl: 7 - 10 Int: Animal Perc: 5 Senses Lang: None
Rep: 6 Weak Point: Physical Damage +2 pts. Move Spd: 25
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
7 Hoof 11 10 10 2d+10 9 8 60 25
8 Hoof 12 11 11 2d+12 10 9 65 28
9 Hoof 13 12 13 2d+13 12 10 70 31
10 Hoof 15 13 14 2d+15 13 11 75 34
Unique Skills
[Loyalty]
Gain a +2 bonus to Fortitude and Willpower checks against Psychic-type and Curse-type effects.
[Techniques]
Prerequisite: Unique Skill Release
Use the "Beetleskin" and "Bear Muscle" Techniques as Minor Actions.
[Indomitable]
Prerequisite: Unique Skill Perfect Release
If the Legendary Horse's HP drops to 0 or less, it may make a Death Check in order to stay standing, taking actions as normal. However, if it fails a Death Check, it dies.
Description
A well-traveled war horse that grew into a legendary figure. It has excellent capabilities when it comes to defending its rider, and are often seen in to e service of high-ranking generals and aristocrats.


Divine Horse Price: 50,000G/5,000G
App. Lvl: 10 - 13 Int: Animal Perc: 5 Senses Lang: None
Rep: 7 Weak Point: Physical Damage +2 pts. Move Spd: 30
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
10 Hoof 15 14 14 2d+16 13 12 82 40
11 Hoof 16 15 15 2d+17 14 14 88 44
12 Hoof 17 16 16 2d+19 15 15 96 48
13 Hoof 18 18 17 2d+21 16 16 104 52
Unique Skills
[Loyalty]
Gain a +2 bonus to Fortitude and Willpower checks against Psychic-type and Curse-type effects.
[Techniques]
Prerequisite: Unique Skill Release
Use the "Strong Blood", "Beetleskin", "Recovery (5 HP)" and "Bear Muscle" Techniques as Minor Actions.
[Indomitable]
Prerequisite: Unique Skill Perfect Release
If the Legendary Horse's HP drops to 0 or less, it may make a Death Check in order to stay standing, taking actions as normal. However, if it fails a Death Check, it dies.
Description
A horse consecrated by the gods, it is believed that it will return from combat unharmed in order to protect its master. However, it will not allow anyone to ride it unless the rider is also without equal.

Mythical Beasts

Hippogryph Price: 15,000G/1,500G
App. Lvl: 4 - 6 Int: Animal Perc: 5 Senses Lang: None
Rep: 12 Weak Point: Slash Damage +3 pts. Move Spd: 25 / 50 (Flying)
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
4 Beak 6 5 5 2d+4 5 2 25 8
5 Beak 7 7 7 2d+6 6 4 35 12
6 Beak 9 8 8 2d+8 8 5 45 16
Unique Skills
[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to both jockey and mount.
[Continuous Attack]
Prerequisite: Unique Skill Release
If the Hippogryph successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.
Description
A winged beast capable of flight, Hippogryphs are agile mounts in combat. Capable of high speeds while flying, a Hippogryph is a formidable monster on its own, let alone under the command of a capable rider.


Pegasus Price: 20,000G/2,000G
App. Lvl: 5 - 7 Int: Average Perc: 5 Senses Lang: None
Rep: 9 Weak Point: Accuracy +1 Move Spd: 20 / 40 (Flying)
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
5 Hoof 6 6 7 2d+5 6 3 41 33
6 Hoof 7 7 8 2d+6 7 5 46 36
7 Hoof 8 8 9 2d+8 8 6 51 39
Unique Skills
[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to both jockey and mount.
[Poison/Disease Immunity]
Immune to all Poison-type and Disease-type effects.
[Passenger / 1]
Prerequisite: Unique Skill Release
One extra character can ride a Pegasus as a passenger. This passenger can take Major Actions without being penalized for bad footing, but can only take such Major Actions as would be possible after a Limited Move. Mounting a Pegasus as a passenger is a Major Action, but dismounting is only a Minor Action.
Description
A white horse with wings on its back, a Pegasus isn't as capable in combat as other mounts. However, they compensate by allowing a passenger to ride as well.


Wyvern Price: 40,000G/4,000G/1,000G
App. Lvl: 7 - 9 Int: Low Perc: 5 Senses Lang: None
Rep: 8 Weak Point: Accuracy +1 Move Spd: 15 / 30 (Flying)
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
7 Bite (Head) 9 8 11 2d+9 10 7 38 31
Wing (Wings) x2 - - 10 2d+7 9 5 29 29
Tail (Tail) - - 10 2d+6 8 6 33 26
8 Bite (Head) 10 9 12 2d+11 11 8 48 35
Wing (Wings) x2 - - 11 2d+9 10 7 39 31
Tail (Tail) - - 11 2d+8 9 7 43 29
9 Bite (Head) 12 11 13 2d+12 12 9 58 39
Wing (Wings) x2 - - 12 2d+10 11 8 49 33
Tail (Tail) - - 12 2d+9 10 8 53 32
Sections: 4 (Head / Wings x2 / Tail) Main Section: Head
Unique Skills
  • Wyvern

[Techniques]
Use the "Cat's Eyes", "Beetleskin" and "Recovery (5 HP)" Techniques as Minor Actions.

  • Head

[** Breath / Rider Class Level + Intelligence Modifier / Fort / Half]
As a Major Action, spit an elemental mass up to a range of 20m. Upon reaching the desired distance, the mass explodes into a 3m radius area, dealing "Power 20 + Rider Class Level + Intelligence Modifier" damage to up to 5 targets in the area. The element can be one of Fire, Water/Ice, Lightning or Poison, and can be chosen upon rental or purchase of the mount. This ability cannot be used in consecutive rounds.

  • Wings

[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to both jockey and mount. If either Wing is reduced to 0 HP or lower, this ability cannot be used.

  • Tail

[Tail Sweep]
As a Major Action, use the tail to attack up to 5 targets in the same battlefield. Accuracy and Damage is the same as a normal attack, and this attack cannot be used in consecutive rounds.

Description
Often thought of as a "flying dragon", a Wyvern is a mount known for their ferocity. However, because they have been trained by the Riders' Guild from the time it hatched from an egg, it will provide unwavering service to their jockeys. The different types of Wyvern available vary from city to city, and not every branch of the Riders' Guild will have Wyverns available.


Draconet Price: 100,000G/10,000G/3,000G
App. Lvl: 10 - 12 Int: Average Perc: 5 Senses (Darkvision) Lang: Dragonic
Rep: 15 Weak Point: Physical Damage +2 pts. Move Spd: 12 / 25 (Flying)
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
10 Bite (Body) 13 12 13 2d+14 12 12 63 32
Wing (Wings) x2 - - 12 2d+9 10 10 41 16
11 Bite (Body) 14 14 14 2d+15 13 13 70 36
Wing (Wings) x2 - - 13 2d+11 11 11 48 18
12 Bite (Body) 15 15 15 2d+17 14 14 77 40
Wing (Wings) x2 - - 14 2d+12 12 12 55 20
Sections: 3 (Body / Wings x2) Main Section: Body
Unique Skills
  • Draconet

[** Immunity]
A Draconet will suffer no effects and receive no damage from certain types of elemental attacks. The element can be one of Fire, Water/Ice, Wind, Earth, Lightning, or Energy, and can be chosen upon rental or purchase of the mount.

  • Body

[** Breath / Rider Class Level + Intelligence Modifier / Fort / Half]
Enhance: Unique Skill Perfect Release
As a Major Action, spit an elemental mass up to a range of 20m. Upon reaching the desired distance, the mass explodes into a 3m radius area, dealing "Power 20 + Rider Class Level + Intelligence Modifier" damage to up to 5 targets in the area. The element of the breath will be the same element chosen for [** Immunity] above. This ability cannot be used in consecutive rounds.

Enhance: If the jockey has the Stunt "Unique Skill Perfect Release", the Draconet can choose the targets within range, and exclude any targets they wish.

  • Wings

[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to both jockey and mount. If either Wing is reduced to 0 HP or lower, this ability cannot be used.
[All-Out Attack]
Prerequisite: Unique Skill Release
As a Minor Action, a Wing can ready itself to deal an additional 8 damage on their next attack. However, any Evasion Check made by either of the Wings that used this ability this turn receives a -3 penalty.

Description
A very young dragon, difficult to ride due to its fiery temperament. Only very skilled jockeys can attempt to ride one of these rare mounts, and only a few branches of the Riders' Guild even have a Draconet available. However, they are smart enough to communicate with the jockey, assuming a common language is used.


Lesser Dragon Price: 180,000G/18,000G/4,500G
App. Lvl: 13 - 15 Int: High Perc: 5 Senses (Darkvision) Lang: Trade Common, Arcana, Dragonic
Rep: 12 Weak Point: Physical Damage +2 pts. Move Spd: 15 / 30 (Flying)
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
13 Bite (Head) 17 17 17 2d+18 15 14 79 84
Tail (Body) - - 16 2d+16 13 16 103 30
Wing (Wings) x2 - - 15 2d+14 13 13 54 28
14 Bite (Head) 18 18 18 2d+20 16 15 92 90
Tail (Body) - - 17 2d+17 14 18 116 36
Wing (Wings) x2 - - 17 2d+16 14 14 67 32
15 Bite (Head) 19 19 19 2d+22 17 16 105 96
Tail (Body) - - 18 2d+18 15 20 129 42
Wing (Wings) x2 - - 18 2d+18 15 15 80 36
Sections: 4 (Head / Body / Wings x2) Main Section: Head
Unique Skills
  • Lesser Dragon

[** Immunity]
A Lesser Dragon will suffer no effects and receive no damage from certain types of elemental attacks. The element can be one of Fire, Water/Ice, Wind, Earth, Lightning, or Energy, and can be chosen upon rental or purchase of the mount.
[Techniques]
Use the "Strong Blood", "Beetleskin", and "Recovery (7 HP)" Techniques as Minor Actions.

  • Head

[Truespeech Magic, Spiritualism Magic (Level 10) / Magic Power 14 (21)]
Prerequisite: Magic Command
Cast both Truespeech and Spiritualism Magic up to 10th level. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
Prerequisite: Unique Skill Perfect Release
Learn the Combat Feats 《Metamagic/Targets》, 《Metamagic/Distance》, 《Magic Convergence》, 《Magic Control》, 《Guided Magic》 and 《Wordbreak》.
[** Breath / Rider Class Level + Intelligence Modifier / Fort / Half]
Enhance: Unique Skill Perfect Release
As a Major Action, spit an elemental mass up to a range of 20m. Upon reaching the desired distance, the mass explodes into a 6m radius area, dealing "Power 40 + Rider Class Level + Intelligence Modifier" damage to up to 20 targets in the area. The element of the breath will be the same element chosen for [** Immunity] above. This ability cannot be used in consecutive rounds.

Enhance: If the jockey has the Stunt "Unique Skill Perfect Release", the Lesser Dragon can choose the targets within range, and exclude any targets they wish.

  • Body

[Passenger / 2]
Prerequisite: Unique Skill Release
Two extra characters can ride a Lesser Dragon as a passenger. These passengers can take Major Actions without being penalized for bad footing, but can only take such Major Actions as would be possible after a Limited Move. Mounting a Lesser Dragon as a passenger is a Major Action, but dismounting is only a Minor Action.
[Tail Sweep]
As a Major Action, use the tail to attack up to 5 targets in the same battlefield. Accuracy and Damage is the same as a normal attack, and this attack cannot be used in consecutive rounds.
[Large]
Unless the Body of the Lesser Dragon is reduced to 0 HP or less, the Head may not be engaged in melee combat.

  • Wings

[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to both jockey and mount. If either Wing is reduced to 0 HP or lower, this ability cannot be used.
[All-Out Attack]
Prerequisite: Unique Skill Release
As a Minor Action, a Wing can ready itself to deal an additional 8 damage on their next attack. However, any Evasion Check made by either of the Wings that used this ability this turn receives a -3 penalty.

Description
This dragon has just recently grown from a Draconet, but is still younger than 500 years old. The few jockeys who can tame these massive beasts are called "Dragoons", and the combined combat power is simply unmatched. Whole battlefields can be scorched with a minimum of effort, and even entire counties will respect dragoons and their mounts.

Magitech

Magitech-type mounts differ from other mounts in that they have no instincts to run off of, and are treated as though they were Constructs. Additionally, Magitech-type mounts are immune to Poison-type, Disease-type and Psychic-type effects and damage.

Mini Manabike Price: 3,000G/300G
App. Lvl: 1 - 2 Int: None Perc: Mechanical Lang: None
Rep: 6 Weak Point: Magic Damage +2 pts. Move Spd: 40
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
1 Tackle 3 3 3 2d+2 1 3 40 -
2 Tackle 3 3 4 2d+3 2 3 40 -
Unique Skills
[Off-Road Handling]
Ignore all -2 penalties for poor mobility.
Description
A mana-powered motorcycle meant for beginning riders, they are commonplace among the Riders' Guild. Not only are mini manabikes smaller and easier to handle than a living mount, they are also stronger than a living mount of the same level. An Artificer can choose to make a mini manabike when using the "Automobile" spell instead of a normal manabike.


Manabike Price: 10,000G/1,000G
App. Lvl: 3 - 6 Int: None Perc: Mechanical Lang: None
Rep: 8 Weak Point: Magic Damage +2 pts. Move Spd: 50
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
3 Tackle 6 6 5 2d+4 5 5 50 -
4 Tackle 6 6 7 2d+6 7 5 50 -
5 Tackle 6 6 8 2d+8 8 5 50 -
6 Tackle 6 6 9 2d+10 9 5 50 -
Unique Skills
[Off-Road Handling]
Ignore all -2 penalties for poor mobility.
[Grenade Launcher / Rider Class Level + Dexterity Modifier / Will / Half]
As a Major Action, launch a grenade up to 20m. Upon landing, it explodes into a 3m radius, dealing "Power 20 + Rider Class Level + Intelligence Modifier" Fire damage to up to 5 targets in the area. This ability's C Value is 10, and costs the jockey 10 MP to use (Mako Stones may help to pay this cost).
Description
A Magitech-type mount on the market at the Riders' Guild, these machines can be safely stored inside manaspheres and carried from place to place without much hassle. The standard manabike created by the Artificer's "Automobile" spell works the same as these mounts, only it doesn't require any MP to be spent in order to store or recall the bike (assuming the spell is still active).


Superior Manabike Price: 30,000G/3,000G
App. Lvl: 7 - 9 Int: None Perc: Mechanical Lang: None
Rep: 9 Weak Point: Magic Damage +2 pts. Move Spd: 50
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
7 Tackle 10 10 10 2d+10 9 9 90 -
8 Tackle 10 10 11 2d+12 11 9 90 -
9 Tackle 10 10 12 2d+14 12 9 90 -
Unique Skills
[Off-Road Handling]
Ignore all -2 penalties for poor mobility.
[Grenade Launcher / Rider Class Level + Dexterity Modifier / Will / Half]
Enhance: Unique Skill Release
As a Major Action, launch a grenade up to 20m. Upon landing, it explodes into a 4m radius, dealing "Power 30 + Rider Class Level + Intelligence Modifier" Fire damage to up to 10 targets in the area. This ability's C Value is 10, and costs the jockey 15 MP to use (Mako Stones may help to pay this cost).

Enhance: If the jockey has the Stunt "Unique Skill Release", they can choose which targets within the explosion area are damaged.

Description
A high-performance manabike, these machines can be purchased from the Riders' Guild. Larger than the standard manabike, it also had improved operations and durability, and can withstand the rigors of combat quite well.


Skybike Price: 60,000G/6,000G
App. Lvl: 11 - 13 Int: None Perc: Mechanical Lang: None
Rep: 10 Weak Point: Magic Damage +2 pts. Move Spd: 50 / 50 (Flying)
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
11 Tackle 14 14 14 2d+14 14 14 140 -
12 Tackle 14 14 16 2d+16 16 14 140 -
13 Tackle 14 14 17 2d+18 17 14 140 -
Unique Skills
[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to both jockey and mount.
[High-Speed Maneuvers]
Prerequisite: Unique Skill Release
When taking a Full Move, the jockey may use this ability to give both the jockey and mount the Combat Feat 《Shadow Sneak》. This ability costs the mount 50 HP to use.
[Weapon Platform]
Equip up to 3 additional armaments.
[Laser Gun / Rider Class Level + Dexterity Modifier / Evasion / Negated]
Enhance: Unique Skill Perfect Release
As a Major Action, shoot a laser at a target up to 50m away. The laser has Area: Line, and deals "Power 50 + Rider Class Level + Intelligence Modifier" Energy damage to the target. This ability's C Value is 10, and costs the jockey 10 MP to use (Mako Stones may help to pay this cost).

Enhance: If the jockey has the Stunt "Unique Skill Perfect Release", they can exclude any target within the area of effect.

Description
A manabike capable of flight, this machine is the top of the line when it comes to both offensive capabilities and maneuverability. In fact, it very well may outperform most of the riders in the Riders' Guild. The manabike created by the Artificer's "Skybike" spell is handled in the same way as this mount.