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1 | Equipment Slots | Character List | Library > Game Tips > Classes | Library > Game Tips > Classes | Library > Game Tips > Classes | |||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Class | Tier | HP | PhAttack | PhDefense | MaAttack | MaDefense | Accuracy | Evasion | CrRate | GuRate | Initiative | Type | Trait | Mobility | Movement Type | Stamina | Leader Effect | Assist | 1 | 2 | 3 | 4 | Active Skill 1 | Active Skill 2 | Passive Skill 1 | Passive Skill 2 | Valour Skill 1 | Valour Skill 2 | Character Details | Summary | Strategy | Weakness | Valour Skill | Found | |||||||||||||||||||||
3 | Lord | 1 | B | C | B | C | B | B | B | C | A | B | Sword / Shield / Infantry | 100 | Infantry | 6 | Gain more Valor Points when defeating enemy units | Sword | Shield | Acces | Lean Edge: PhysDmg: 100%, Hits: 1, HitR: 100%. Attack a single enemy. Recover 25% HP if the attack hits. Recover 25% HP if the target is defeated. (Lv. 1) | Cavalry Slayer: PhysDmg: 100%, Hits: 1, HitR: 100%. Attack a single enemy. Inflicts AP-1, PP-1, and Guard Seal if the target is cavalry. (Lv. 10) | Noble Guard: Activates before being hit by a physickal attack. Block an enemy with a medium guard. Grants the user +20% Defense. Grants the user +1PP if the user has 50% HP or less. (Lv. 1) | Luminous Cover: Activates before an ally is attacked. Cover an ally with a medium guard. Grants that ally +20% Defense. Trait: Limited. (Lv. 5) | Valourous Order | Royal Order | A noble warrior bearing the blood of royalty. Excels at offense and defense in equal measure. Possesses the ability to protect allies in battle. | As a Lord, Alain's leadership and proficiency with the sword make him a formadible combatant and staunch defender | Can fight equally well in either row. Lean Edge lets him heal as he attacks. | Lacks major weaknesses, but may have trouble against cavalry | ||||||||||||||||||||||||||
4 | Fighter | 1 | C | C | B | D | E | C | E | D | S | C | Sword / Shield / Infantry / Armor | 100 | Infantry | 6 | Takes less damage from ranged assists | Sword | Shield | Acces | Warding Slash: PhysDmg: 100%, Hits: 1, HitR: 100%. Attack a single enemy. Grants the user +20% Phys. Defense. (Lv. 1) | Shield Bash: PhysDmg: 50%, Hits: 1, HitR: 100%. Attack a single enemy. Inflicts Stun. (Lv. 15) | Arrow Cover: Activates before an ally is hit by a ranged phys. attack. Cover an ally and nullify all damage. Trait: Limited (Lv.1) | Quick Guard: Activates before being hit by a physickal attack. Block an enemy attack with a medium guard. (Lv. 10) | Provoke | Bears excellent Physickal Defense. Can protect allies from long-range physical attacks. Ineffective versus anti-armor and magick attacks | Fighters are a class most effective against Hunters. Sturdy defenses help them protect allies in the back row. | High defense makes them best suited to the front row. Arrow Cover lets them shield allies from ranged physickal attacks. | As an armored class, they are susceptible to enemy Warriors. They are also vulnerable to magick attacks. | Provoke: The Provoke skill will draw targets towards the user. The skill's effect will expire if the user's unit is defeated. | ||||||||||||||||||||||||||
5 | Vanguard | 2 | B | C | A | D | E | C | E | D | S | C | Sword / Shield / Infantry / Armor | 100 | Infantry | 6 | Takes less damage from ranged assists | Sword | Shield | Acces | Acces | above plus | Defender | above plus | Provoke | Provoke II | Bears excellent Physickal Defense. Can protect allies from long-range physical attacks. Ineffective versus anti-armor and magick attacks | Enemy prologue | ||||||||||||||||||||||||||||
6 | Soldier | 1 | C | B | C | D | C | D | C | D | E | C | Spear / Infantry | 100 | Infantry | 6 | Reduce wait time while resting. | Spear | Acces | Acces | Long Thrust: PhysDmg: 100%, Hits: 1, HitR: 100%. Attack a column of enemies with a piercing strike. Cavalry targets cannot guard against this attack. Grants +50 potency vs cavalry targets. (Lv. 1) | Javelin: PhysDmg: 100%, Hits: 1, HitR: 100%. Attack a single enemy. +50 potency vs flying targets. Trait: Ranged (Lv. 10) | First Aid: Activates at the end of a battle. Restore 25% of HP to an ally. (Lv. 1) | Keen Call: Activates before an ally attacks (Active). Grants 100% Critical Rate for an ally's next attack. Trait: Limited. (Lv. 15) | Life Aid | Boasts physickal attack skills to pierce enemy columns. Can provide support to allies and heal wounds. Effective versus cavalry-based foes such as Knights. | Soldiers can hit entire columns with piercing attacks. Position them in the back row to cover for their low Defense. | Excel against enemies lined up in the same column. Effective against Knights and other cavalry foes. | They struggle against foes capable of guarding their piercing attacks, such as enemy Hoplites and Fighters. | |||||||||||||||||||||||||||
7 | Sergeant | 2 | C | B | B | D | C | C | C | D | E | B | Spear / Infantry | 100 | Infantry | 6 | Reduce wait time while resting. | Spear | Acces | Acces | Acces | above plus | Honed Spear | above plus | Active Gift | Life Aid II | Boasts physickal attack skills to pierce enemy columns. Can provide support to allies and heal wounds. Effective versus cavalry-based foes such as Knights. | Gailey prologue | ||||||||||||||||||||||||||||
8 | Housecarl | 1 | D | A | C | F | E | D | D | E | D | B | Axe / Infantry | 100 | Infantry | 6 | Can break gates and barriers more easily | Axe | Acces | Acces | Boasts excellent Physickal Attack. Can lower enemy Physical Defense. | Housecarls are excellent attackers who can lower an enemy's Defense to deal heavy damage. | Smash will lower an enemy's defenses, leaving them vulnerable. Pair well with classes that have lower initiative than them, such as Knights. | Relatively fragile due to their low Defense and lack of healing. Help them survive by positioning them on the back row. | ||||||||||||||||||||||||||||||||
9 | Swordfighter | 1 | D | C | E | D | B | S | S | S | E | S | Sword / Infantry | 100 | Infantry | 6 | Recover HP and stamina faster when garrisoned | Sword | Acces | Acces | Boasts a high Initiative, Critical Rate and Evasion. Effective vs foes with high Evasion such as Thieves. Ineffective vs foes with high Accuracy such as Hunters. | |||||||||||||||||||||||||||||||||||
10 | Sellsword | 1 | B | S | B | F | D | E | E | D | C | E | Sword / Infantry | 80 | Infantry | 6 | Recover HP and stamina faster when garrisoned | Sword | Acces | Acces | Boasts excellent Physickal Attack. Can strike at foes with powerful counterattack skills. | |||||||||||||||||||||||||||||||||||
11 | Hoplite | 1 | B | D | S | E | F | D | F | F | S | F | Spear / Greatshield / Infantry / Armor | 50 | Infantry | 6 | Takes less damage from ranged assists | Spear | GrShd | Acces | Sting | Heavy Cover | Guardian | Fortress | Boasts excellent Physickal Defense. Possesses the ability to protect allies in battle. Ineffective versus anti-armor and magick attacks. | Boasting greatshields, armor, and high Physickal Defense, Hoplites are stout warriors that excel at protecting their allies. | Hoplites mainly excel when positioned in the front row, where they can use Heavy Cover to protect allies from harm | Low Magick Defense makes them vulnerable to Witches and Wizards. They'll also suffer heavy damage from Warrior's attacks. | ||||||||||||||||||||||||||||
12 | Legionnaire | 2 | B | C | S | E | F | D | F | F | S | F | Spear / Greatshield / Infantry / Armor | 50 | Infantry | 6 | Takes less damage from ranged assists | Spear | GrShd | Acces | Acces | Row Protection | Greatshield | above plus | Row Cover | Fortress II | Boasts excellent Physickal Defense. Possesses the ability to protect allies in battle. Ineffective versus anti-armor and magick attacks. | Hodrick prologue | ||||||||||||||||||||||||||||
13 | Gladiator | 1 | S | B | F | F | E | F | F | E | E | F | Axe / Infantry | 80 | Infantry | 6 | Can break gates and barriers more easily | Axe | Acces | Acces | Boasts physickal attack skills to hit an entire enemy row. High HP makes them pair well with Clerics. Their Physickal and Magickal Defense are both quite low. | Gladiators are powerful warriors capable of hitting an entire row of enemies with a single swing. | Can endure plenty of punishing attacks on the front row. Keep them at 100% HP to grant their attacks increased potency. | They struggle against enemy cavalry and can be rendered vulnerable if a Thief uses Passive Steal to rob them of their PP. | ||||||||||||||||||||||||||||||||
14 | Warrior | 1 | C | S | B | F | C | D | D | F | C | C | Axe / Infantry | 100 | Infantry | 6 | Can break gates and barriers more easily | Axe | Acces | Acces | Boasts excellent Physickal Attack. Posseses an array of anti-armor skills to strike at armored foes such as Fighters and Hoplites. | |||||||||||||||||||||||||||||||||||
15 | Hunter | 1 | D | C | E | D | B | S | C | B | E | C | Bow / Infantry / Archer | 2x damage for bow attacks vs flying | 100 | Infantry | 5 | Can provide ranged assists for allied units | Ranged | Bow | Acces | Acces | Boasts excellent Accuracy. Effective versus flying foes such as Gryphon Knights. Effective versus foes with high Evasion such as Thieves. | Hunters can directly target enemies in the back row, so single out back-row support classes to gain an edge in battle. | Highly effective against Flying foes, and their high Initiative lets them act quicker than Witches and other Caster classes. | They struggle to pierce cover skills from classes like Fighters and Hoplites | ||||||||||||||||||||||||||||||
16 | Arbalist | 1 | C | A | D | E | B | A | E | E | B | E | Bow / Infantry / Archer | 2x damage for bow attacks vs flying | 100 | Infantry | 5 | Can provide ranged assists for allied units | Ranged | Bow | Acces | Acces | Power Bolt | Toxic Bolt | Medical Aid | Quick Reload | Smoke Bolt | Boasts excellent Accuracy and Physickal Attack. Effective vs flying foes such as Gryphon Knights. | ||||||||||||||||||||||||||||
17 | Thief | 1 | E | D | F | D | C | A | S | A | F | S | Sword / Infantry / Scout | 170 | Infantry | 6 | Reduce wait time while resting. | Sword | Acces | Acces | Boasts excellent Evasion. Can steal PP and evade attacks without fail. Ineffective versus foes with truestrike attacks. | Thieves have high Evasion, allowing them to swiftly dodge enemy attacks in the front row. | Best positioned in the front row, where they can use Evade to dodge attacks or other skills to nullify enemies. | Vulnerable to the truestrike attacks of Hunters and Swordfighters, as such attacks cannot be avoided, even with Evade. | ||||||||||||||||||||||||||||||||
18 | Knight | 1 | C | B | B | D | C | E | F | C | C | C | Spear / Shield / Cavalry | 2x physickal damage vs infantry | 300 | Cavalry | 5 | Reduce wait time while resting. | Spear | Shield | Acces | Assaulting Lance | Wild Rush | Quick Guard | Cavalier Call | Wild Rush | Excels at offense and defense in equal measure. Effective versus infantry-based foes such as Housecarls. Ineffective vs foes with anti-cavalry skills | Knights are highly effective against infantry-based units, and can traverse stages swiftly due to their high Mobility. | Thrive on the front row with high Defense and guard skills. They also deal heavy damage to Infantry enemies. | Susceptible to Flying foes such as Gryphon Knights, and struggle to land attacks on highly-evasive Thieves. | ||||||||||||||||||||||||||
19 | Great Knight | 2 | B | A | A | D | C | E | F | B | B | C | Spear / Shield / Cavalry | 2x physickal damage vs infantry | 330 | Cavalry | 5 | Reduce wait time while resting. | Spear | Shield | Acces | Acces | above plus | Pile Thrust | above plus | Knight's Pursuit | Wild Rush II | Excels at offense and defense in equal measure. Effective versus infantry-based foes such as Housecarls. Ineffective vs foes with anti-cavalry skills | Renault prologue | |||||||||||||||||||||||||||
20 | Radiant Knight | 1 | B | D | C | C | S | D | F | F | B | C | Sword / Shield / Cavalry | 2x physickal damage vs infantry | 300 | Cavalry | 5 | Take less damage from magick assists | Sword | Shield | Acces | Boasts excellent Magic Defense. Ineffective vs flying foes such as Gryphon Knights. | ||||||||||||||||||||||||||||||||||
21 | Dark Knight | 1 | B | S | C | C | E | D | F | E | C | E | Axe / Shield / Cavalry | 300 | Cavalry | 5 | Reduce wait time while resting. | Axe | Shield | Acces | Vengeful Axe | Venom Axe | Vengeance | Sanguine Arts | Attack Call | Boasts skills that grow more powerful at low HP. Effective vs infantry-based foes such as Housecarls. Ineffective vs foes with anti-cavalry skills. | ||||||||||||||||||||||||||||||
22 | Doom Knight | 2 | A | S | B | A | D | D | F | E | B | D | Axe / Shield / Cavalry | 330 | Cavalry | 5 | Reduce wait time while resting. | Axe | Shield | Acces | Acces | above plus | Dark Flame | above plus | Demonic Pact | Attack Call II | Boasts skills that grow more powerful at low HP. Effective vs infantry-based foes such as Housecarls. Ineffective vs foes with anti-cavalry skills. | |||||||||||||||||||||||||||||
23 | Cleric | 1 | D | F | E | C | S | C | B | F | F | E | Staff / Infantry / Caster | 80 | Infantry | 5 | Can provide healing assists for allied units | Healing | Staff | Acces | Acces | Supports allies with recovery and healing magick. Pairs well with allies boasting High HP such as Hoplites and Gladiators. | Clerics specialize in supporting allies with healing magick. Position them in the back row to have them aid allies from relative safety. | Excel at supporting allies from the back row. Pair them with Gladiators, whose attacks grow more powerful when their HP is at 100%. | Low Physical Defense and HP leave them relatively vulnerable to the ranged attacks of classes like Hunters. | |||||||||||||||||||||||||||||||
24 | Wizard | 1 | D | F | E | A | A | E | D | F | F | E | Staff / Infantry / Caster | 80 | Infantry | 5 | Can provide magick assist for allied units | Magick | Staff | Acces | Acces | Fireball | Magick Counter | Magick Pursuit | Blaze | Boasts excellent Magick Attack. Effective versus foes with low Magick Defense. Ineffective versus foes with high Magick Defense. | Wizards employ powerful magic attacks, making them effective against Hoplites and other classes with low Magick Defense. | Fireball can inflict burn on their enemies. Burned enemies will suffer damage before using an active skill. | They struggle against the magick negation of Radiant Knights, and the attacks of Hunters which directly target the back row. | |||||||||||||||||||||||||||
25 | Warlock | 2 | D | F | E | S | S | E | D | F | F | E | Staff / Infantry / Caster | 88 | Infantry | 5 | Can provide magick assist for allied units | Magick | Staff | Acces | Acces | Acces | Thunderous Strike | Volcano | above plus | Concentrate | Blaze II | Boasts excellent Magick Attack. Effective versus foes with low Magick Defense. Ineffective versus foes with high Magick Defense. | ||||||||||||||||||||||||||||
26 | Witch | 1 | E | F | E | B | S | D | C | F | F | E | Staff / Infantry / Caster | 80 | Infantry | 5 | Can provide magick assist for allied units | Magick | Staff | Acces | Acces | Icebolt | Magic Missile | Magick Conferral | Focus Sight | Gravity | Can imbue ally attacks with magick. Effective versus foes with low Magick Defense. Ineffective versus foes with high Magick Defense. | Witches excelt at casting magic attacks in battle, making them effective against Hoplites and other classes with low Magick Defense. | Witches can imbue an ally's attack with magick, granting added magic potency to any class's attacks. | They struggle against the magick negation of Radiant Knights, while their low Physical Defense leaves them vulnerable to Hunters. | ||||||||||||||||||||||||||
27 | Sorceress | 2 | D | F | E | A | S | D | C | F | F | E | Staff / Infantry / Caster | 80 | Infantry | 5 | Can provide magick assist for allied units | Magick | Staff | Acces | Acces | Acces | above plus | Ice Coffin | above plus | Quick Cast | Greater Gravity | Teleport | Can imbue ally attacks with magick. Effective versus foes with low Magick Defense. Ineffective versus foes with high Magick Defense. | Alcina prologue | ||||||||||||||||||||||||||
28 | Shaman | 1 | C | D | C | D | S | C | B | C | F | B | Staff / Infantry / Caster | 100 | Infantry | 6 | Take less damage from magick assists | Staff | Acces | Acces | Boasts the power to enfeeble foes. Can sap enemy PP to restrict their actions, and can inflict weakening debuffs. | Shaman specialize in skills which weaken their foes. Position them on the back row to have them weaken foes from relative safety. | Passive Curse reduces enemy's PP, thus limiting their actions. This proves especially effective against Thieves and Hoplites. | Struggle against classes like Clerics twho can cure the debuffs they inflict. | ||||||||||||||||||||||||||||||||
29 | Gryphon Knight | 1 | D | B | D | E | B | D | S | D | F | D | Axe / Flying | 2x dodge vs melee / 2x damage vs cavalry | 150 | Flying | 4 | Ignore terrain and trap effects when moving | Axe | Acces | Acces | Boasts high Evasion, Attack and Magick Defense. Effective versus cavalry-based foes like Knights. Ineffective versus foes with anti-flying skills. | ||||||||||||||||||||||||||||||||||
30 | Feathersword | 2 | C | C | C | D | B | B | S | E | B | C | Sword / Shield / Flying / Angel | 2x dodge rate versus grounded melee | 150 | Flying | 4 | Ignore terrain and trap effects when moving | Sword | Shield | Acces | Acces | Boasts excellent Evasion and Magick Defense. Grows stronger in daytime battles. Can lower enemy Evasion. Ineffective versus anti-flying. | Featherswords can buff themselves and bear a good balance of attack and defense. | The truestrike skill Honed Slash is particularly strong when buffed. Use it to hit scouts or flying enemies with high Evasion. | Susceptible to enemy Shieldshooters and their potent front row attacks. | ||||||||||||||||||||||||||||||
31 | Priestess | 1 | D | E | D | C | A | C | B | F | F | D | Staff / Infantry / Caster | 100 | Infantry | 5 | Can provide healing assists for allied units | Healing | Staff | Acces | Acces | A priestess of the Palevian Orthodoxy. Excels at healing and support skills. Effective vs armored foes such as Hoplites. | As a Priestess, Scarlett struggles against incoming attacks, but wields powerful magick to compensate for her frailty. | Supports allies from the back row and pairs well with Hoplites, whose wounds she can heal after they use Heavy Cover | ||||||||||||||||||||||||||||||||
32 | Paladin | 2 | B | B | C | B | S | C | E | D | B | C | Sword / Shield / Cavalry | 2x physickal damage vs infantry | 300 | Cavalry | 5 | Take less damage from magick assists | Sword | Shield | Acces | Acces | A holy knight of the Cornian royal family. Effective versus infantry-based foes such as Housecarls. Ineffective versus foes with anti-cavalry skills. | As a Paladin, Josef uses his breadth of experience to protect Alain and all allies of the Liberation. | Position him in the front row to have him protect his allies, boost their Defense, and heal their wounds with potent magick. | As a Cavalry class, he is susceptible to Flying foes. | ||||||||||||||||||||||||||||||
33 | Valkyria | 2 | A | A | A | E | C | C | E | D | S | D | Sword / Shield / Infantry | 80 | Infantry | 6 | Takes less damage from ranged assists | Sword | Shield | Shield | Acces | Vertical Edge | Iron Crusher, Brandish | Maiden's Hammer | Iron Veil, Undying Will | Dual Shield | Blade Wave | A regal warrior bearing the blood of Cornia royalty. Can use anti-flying and anti-armored skills. Effective vs Gryphon Knights and Hoplites. | Ilenia prologue | |||||||||||||||||||||||||||
34 | Dark Lord | 2 | S | A | B | C | B | C | D | F | E | D | Axe / Infantry | 110 | Infantry | Recover HP and stamina faster when garrisoned | Axe | Acces | Acces | Acces | Brutal Swing | Fallen Own, Dark Armor | Dark Armor | Poison Touch | A cruel despot who employs wicked, forbidden arts. Excels at offense and defense in equal measure. Bears attack skills which can cause afflictions | |||||||||||||||||||||||||||||||
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